@needle-tools/engine 4.5.0-alpha.7 → 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-61f52fd3.light.js → needle-engine.bundle-0293e87a.light.js} +689 -690
  6. package/dist/{needle-engine.bundle-794a5cc4.light.min.js → needle-engine.bundle-1679a09a.light.min.js} +3 -3
  7. package/dist/{needle-engine.bundle-e4d45a4b.light.umd.cjs → needle-engine.bundle-2f187b48.light.umd.cjs} +5 -5
  8. package/dist/{needle-engine.bundle-b3f8f528.umd.cjs → needle-engine.bundle-4366d297.umd.cjs} +5 -5
  9. package/dist/{needle-engine.bundle-ac188401.min.js → needle-engine.bundle-4e21a0eb.min.js} +3 -3
  10. package/dist/{needle-engine.bundle-b0b656a0.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
@@ -1,1030 +1,1030 @@
1
- import { EquirectangularReflectionMapping, Object3D, Scene, Texture } from "three";
2
-
3
- import { AssetReference } from "../engine/engine_addressables.js";
4
- import { destroy } from "../engine/engine_gameobject.js";
5
- import { InputEvents } from "../engine/engine_input.js";
6
- import { isLocalNetwork } from "../engine/engine_networking_utils.js";
7
- import { serializable } from "../engine/engine_serialization.js";
8
- import { getParam, setParamWithoutReload } from "../engine/engine_utils.js";
9
- import { registerObservableAttribute } from "../engine/webcomponents/needle-engine.extras.js";
10
- import { Behaviour, GameObject } from "./Component.js";
11
- import { EventList } from "./EventList.js";
12
-
13
- const debug = getParam("debugsceneswitcher");
14
- const experimental_clearSceneOnLoad = getParam("sceneswitcher:clearscene");
15
-
16
- const ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME = "scene";
17
- registerObservableAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
18
-
19
- // ContextRegistry.registerCallback(ContextEvent.ContextRegistered, async _ => {
20
- // // We need to defer import to not get issues with circular dependencies
21
- // import("../engine/engine_element").then(res => {
22
- // const webcomponent = res.NeedleEngineHTMLElement;
23
- // if (debug) console.log("SceneSwitcher: registering scene attribute", webcomponent.observedAttributes);
24
- // if (!webcomponent.observedAttributes.includes(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME))
25
- // webcomponent.observedAttributes.push(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
26
- // });
27
- // });
28
-
29
- const couldNotLoadScenePromise = Promise.resolve(false);
30
-
31
- /**
32
- * {@link SceneSwitcher} event argument data
33
- */
34
- export type LoadSceneEvent = {
35
- /**
36
- * The {@link SceneSwitcher} that is loading the scene
37
- */
38
- switcher: SceneSwitcher;
39
- /**
40
- * The scene that is being loaded
41
- */
42
- scene: AssetReference;
43
- /**
44
- * The index of the scene that is being loaded
45
- */
46
- index: number;
47
- }
48
-
49
- export type LoadSceneProgressEvent = LoadSceneEvent & {
50
- progress: number,
51
- }
52
-
53
- /**
54
- * The ISceneEventListener is called by the {@link SceneSwitcher} when a scene is loaded or unloaded.
55
- * It must be added to the root object of your scene (that is being loaded) or on the same object as the SceneSwitcher
56
- * It can be used to e.g. smooth the transition between scenes or to load additional content when a scene is loaded.
57
- * @example
58
- * ```ts
59
- * import { ISceneEventListener } from "@needle-tools/engine";
60
- *
61
- * // Add this component to the root object of a scene loaded by a SceneSwitcher or to the same object as the SceneSwitcher
62
- * export class MySceneListener implements ISceneEventListener {
63
- * async sceneOpened(sceneSwitcher: SceneSwitcher) {
64
- * console.log("Scene opened", sceneSwitcher.currentlyLoadedScene?.url);
65
- * }
66
- * }
67
- * ```
68
- *
69
- **/
70
- export interface ISceneEventListener {
71
- /** Called when the scene is loaded and added */
72
- sceneOpened(sceneSwitcher: SceneSwitcher): Promise<void>
73
- /** Called before the scene is being removed (due to another scene being loaded) */
74
- sceneClosing(): Promise<void>
75
- }
76
-
77
-
78
-
79
- /** The SceneSwitcher can be used to dynamically load and unload extra content
80
- * Available scenes are defined in the `scenes` array.
81
- * Loaded scenes will be added to the SceneSwitcher's GameObject as a child and removed when another scene is loaded by the same SceneSwitcher.
82
- * Live Examples
83
- * - [Multi Scenes Sample](https://engine.needle.tools/samples/multi-scenes-dynamic-loading) (source code available)
84
- * - [Needle Website](https://needle.tools)
85
- * - [Songs Of Cultures](https://app.songsofcultures.com)
86
- *
87
- * ### Interfaces
88
- * Use the {@link ISceneEventListener} interface to listen to scene open and closing events with the ability to modify transitions and stall the scene loading process.
89
- *
90
- * ### Events
91
- * - `loadscene-start`: Called when a scene starts loading
92
- * - `loadscene-finished`: Called when a scene finished loading
93
- * - `progress`: Called when a scene is loading and the progress changes
94
- * - `scene-opened`: Called when a scene is loaded and added to the SceneSwitcher's GameObject
95
- * @example
96
- * ```ts
97
- * sceneSwitcher.addEventListener("loadscene-start", (e) => {
98
- * console.log("Loading scene", e.detail.scene.url);
99
- * });
100
- * sceneSwitcher.addEventListener("loadscene-finished", (e) => {
101
- * console.log("Finished loading scene", e.detail.scene.url);
102
- * });
103
- * sceneSwitcher.addEventListener("progress", (e) => {
104
- * console.log("Loading progress", e.loaded, e.total);
105
- * });
106
- * sceneSwitcher.addEventListener("scene-opened", (e) => {
107
- * console.log("Scene opened", e.detail.scene.url);
108
- * });
109
- * ```
110
- *
111
- * @category Asset Management
112
- * @group Components
113
- */
114
- export class SceneSwitcher extends Behaviour {
115
-
116
- /** When enabled the first scene will be loaded when the SceneSwitcher becomes active
117
- * @default true
118
- */
119
- @serializable()
120
- autoLoadFirstScene: boolean = true;
121
-
122
- /**
123
- * The scenes that can be loaded by the SceneSwitcher.
124
- * @default []
125
- */
126
- @serializable(AssetReference)
127
- scenes: AssetReference[] = [];
128
-
129
- /**
130
- * The scene that is displayed while a scene is loading.
131
- * @default undefined
132
- */
133
- @serializable(AssetReference)
134
- loadingScene?: AssetReference;
135
-
136
- /** the url parameter that is set/used to store the currently loaded scene in, set to "" to disable
137
- * @default "scene"
138
- */
139
- @serializable()
140
- queryParameterName: string = "scene";
141
-
142
- /**
143
- * when enabled the scene name will be used as the query parameter (otherwise the scene index will be used)
144
- * Needs `queryParameterName` set
145
- * @default true
146
- */
147
- @serializable()
148
- useSceneName: boolean = true;
149
-
150
- /**
151
- * When enabled the current scene index will be clamped to the scenes array bounds.
152
- * For example when the last scene is loaded and `clamp` is true then trying to load the `next()` scene will not change the scene.
153
- * When `clamp` is false and the last scene is loaded then the first scene will be loaded instead.
154
- * @default true
155
- */
156
- @serializable()
157
- clamp: boolean = true;
158
-
159
- /** when enabled the new scene is pushed to the browser navigation history, only works with a valid query parameter set
160
- * @default true
161
- */
162
- @serializable()
163
- useHistory: boolean = true;
164
-
165
- /** when enabled you can switch between scenes using keyboard left, right, A and D or number keys
166
- * @default true
167
- */
168
- @serializable()
169
- useKeyboard: boolean = true;
170
-
171
- /** when enabled you can switch between scenes using swipe (mobile only)
172
- * @default true
173
- */
174
- @serializable()
175
- useSwipe: boolean = true;
176
-
177
- /** when enabled will automatically apply the environment scene lights
178
- * @default true
179
- */
180
- @serializable()
181
- useSceneLighting: boolean = true;
182
-
183
- /** When enabled will automatically apply the skybox from the loaded scene
184
- * @default true
185
- */
186
- @serializable()
187
- useSceneBackground: boolean = true;
188
-
189
- /** how many scenes after the currently active scene should be preloaded
190
- * @default 1
191
- */
192
- @serializable()
193
- preloadNext: number = 1;
194
-
195
- /** how many scenes before the currently active scene should be preloaded
196
- * @default 1
197
- */
198
- @serializable()
199
- preloadPrevious: number = 1;
200
-
201
- /** how many scenes can be loaded in parallel
202
- * @default 2
203
- */
204
- @serializable()
205
- preloadConcurrent: number = 2;
206
-
207
- /**
208
- * When enabled will create a button for the Needle menu to switch to the next or previous scene
209
- * @default false
210
- */
211
- @serializable()
212
- createMenuButtons: boolean = false;
213
-
214
-
215
- /** The index of the currently loaded and active scene */
216
- get currentIndex(): number { return this._currentIndex; }
217
-
218
- /** Get the progress of the currently loading scene. This is undefined if no scene is loading
219
- * You can also subscribe to the loading event by adding an event listener to the scene switcher.
220
- * For example like this `sceneSwitcher.addEventListeneer("progress", (e) => {...})`
221
- */
222
- get currentLoadingProgress() { return this._currentLoadingProgress; }
223
-
224
- /** The currently loading scene. This is undefined if no scene is loading. */
225
- get currentlyLoadingScene() { return this._currentlyLoadingScene; }
226
-
227
- /**
228
- * The currently loaded scene. This is undefined if no scene is loaded.
229
- */
230
- get currentlyLoadedScene() { return this._currentScene; }
231
-
232
- /**
233
- * Called when a scene starts loading
234
- */
235
- @serializable(EventList)
236
- sceneLoadingStart: EventList<LoadSceneEvent> = new EventList();
237
-
238
- @serializable(EventList)
239
- sceneLoadingProgress: EventList<ProgressEvent> = new EventList();
240
-
241
- /**
242
- * The sceneLoaded event is called when a scene/glTF is loaded and added to the scene
243
- */
244
- @serializable(EventList)
245
- sceneLoaded: EventList<SceneSwitcher> = new EventList();
246
-
247
- private _currentIndex: number = -1;
248
- private _currentScene: AssetReference | undefined = undefined;
249
- private _engineElementOverserver: MutationObserver | undefined = undefined;
250
-
251
- private _preloadScheduler?: PreLoadScheduler;
252
-
253
- private _menuButtons?: HTMLElement[];
254
-
255
- /** @internal */
256
- awake(): void {
257
- if (this.scenes === undefined) this.scenes = [];
258
- // remove all scenes from the url that are in the scenes array at startup
259
- for (const scene of this.scenes) {
260
- if (scene && !scene.hasUrl && scene.asset instanceof Object3D) {
261
- GameObject.remove(scene.asset);
262
- }
263
- else if(scene instanceof Object3D) {
264
- GameObject.remove(scene);
265
- }
266
- }
267
-
268
- if (debug) console.log("SceneSwitcher", this);
269
- }
270
-
271
- /** @internal */
272
- async onEnable() {
273
- globalThis.addEventListener("popstate", this.onPopState);
274
- this.context.input.addEventListener(InputEvents.KeyDown, this.onInputKeyDown);
275
- this.context.input.addEventListener(InputEvents.PointerMove, this.onInputPointerMove);
276
- this.context.input.addEventListener(InputEvents.PointerUp, this.onInputPointerUp);
277
-
278
- if (!this._engineElementOverserver) {
279
- this._engineElementOverserver = new MutationObserver((mutations) => {
280
- for (const mut of mutations) {
281
- if (mut.type === "attributes" && mut.attributeName === ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME) {
282
- const value = this.context.domElement.getAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
283
- if (value !== null) {
284
- this.trySelectSceneFromValue(value);
285
- }
286
- }
287
- }
288
- });
289
- }
290
-
291
- this._engineElementOverserver.observe(this.context.domElement, {
292
- attributes: true
293
- });
294
-
295
- if (!this._preloadScheduler)
296
- this._preloadScheduler = new PreLoadScheduler(this);
297
- this._preloadScheduler.maxLoadAhead = this.preloadNext;
298
- this._preloadScheduler.maxLoadBehind = this.preloadPrevious;
299
- this._preloadScheduler.maxConcurrent = this.preloadConcurrent;
300
- this._preloadScheduler.begin(2000);
301
-
302
- // Begin loading the loading scene
303
- if (this.autoLoadFirstScene && this._currentIndex === -1 && !await this.tryLoadFromQueryParam()) {
304
- const value = this.context.domElement.getAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
305
- // let locked = this.lock;
306
- try {
307
- // this.lock = false;
308
- if (value === null || !await this.trySelectSceneFromValue(value)) {
309
- if (this._currentIndex === -1)
310
- this.select(0);
311
- }
312
- }
313
- finally {
314
- // this.lock = locked;
315
- }
316
- }
317
-
318
- // create the menu buttons
319
- if (this.createMenuButtons) {
320
- this._menuButtons ??= [];
321
- this._menuButtons.push(this.context.menu.appendChild({
322
- label: "Previous",
323
- icon: "arrow_back_ios",
324
- onClick: () => this.selectPrev(),
325
- priority: -1005,
326
- class: "row2"
327
- }));
328
- this._menuButtons.push(this.context.menu.appendChild({
329
- label: "Next",
330
- icon: "arrow_forward_ios",
331
- iconSide: "right",
332
- onClick: () => this.selectNext(),
333
- priority: -1000,
334
- class: "row2"
335
- }));
336
- }
337
- }
338
-
339
- /** @internal */
340
- onDisable(): void {
341
- globalThis.removeEventListener("popstate", this.onPopState);
342
- this.context.input.removeEventListener(InputEvents.KeyDown, this.onInputKeyDown);
343
- this.context.input.removeEventListener(InputEvents.PointerMove, this.onInputPointerMove);
344
- this.context.input.removeEventListener(InputEvents.PointerUp, this.onInputPointerUp);
345
- this._preloadScheduler?.stop();
346
-
347
- // remove the menu buttons
348
- if (this._menuButtons) {
349
- for (const button of this._menuButtons) {
350
- button.remove();
351
- }
352
- this._menuButtons = undefined;
353
- }
354
- }
355
-
356
- private onPopState = async (_state: PopStateEvent) => {
357
- if (!this.useHistory) return;
358
- const wasUsingHistory = this.useHistory;
359
- try {
360
- this.useHistory = false;
361
- let didResolve = false;
362
- if (this.queryParameterName)
363
- didResolve = await this.tryLoadFromQueryParam();
364
- if (!didResolve) {
365
- const state = _state?.state;
366
- if (state && state.startsWith(this.guid)) {
367
- const value = state.substr(this.guid.length + 2);
368
- if (debug) console.log("PopState", value);
369
- await this.trySelectSceneFromValue(value);
370
- }
371
- }
372
- }
373
- finally {
374
- this.useHistory = wasUsingHistory;
375
- }
376
- }
377
-
378
- private normalizedSwipeThresholdX = 0.1;
379
- private _didSwipe: boolean = false;
380
- private onInputPointerMove = (e: any) => {
381
- if (!this.useSwipe) return;
382
- if (!this._didSwipe && e.button === 0 && e.pointerType === "touch" && this.context.input.getPointerPressedCount() === 1) {
383
- const delta = this.context.input.getPointerPositionDelta(e.button);
384
- if (delta) {
385
- const normalizedX = delta.x / this.context.domWidth;
386
- if (normalizedX >= this.normalizedSwipeThresholdX) {
387
- this._didSwipe = true;
388
- this.selectPrev();
389
- }
390
- else if (normalizedX <= -this.normalizedSwipeThresholdX) {
391
- this._didSwipe = true;
392
- this.selectNext();
393
- }
394
- }
395
- }
396
- }
397
-
398
- private onInputPointerUp = (e: any) => {
399
- if (e.button === 0) {
400
- this._didSwipe = false;
401
- }
402
- };
403
-
404
- private onInputKeyDown = (e: any) => {
405
- if (!this.useKeyboard) return;
406
- if (!this.scenes) return;
407
- const key = e.key.toLowerCase();
408
- if (!key) return;
409
- const index = parseInt(key) - 1;
410
- if (index >= 0) {
411
- this.trySelectSceneFromValue(index);
412
- return;
413
- }
414
- switch (key) {
415
- case "arrowright":
416
- case "d":
417
- this.selectNext();
418
- break;
419
- case "arrowleft":
420
- case "a":
421
- this.selectPrev();
422
- break;
423
- }
424
- }
425
-
426
- /**
427
- * Add a scene to the SceneSwitcher.
428
- * If the scene is already added it will be added again.
429
- * @param urlOrAssetReference The url of the scene or an AssetReference to the scene
430
- * @returns The AssetReference of the scene that was added
431
- * @example
432
- * ```ts
433
- * // adding a scene:
434
- * sceneSwitcher.addScene("scene1.glb");
435
- * // add another scene and load it:
436
- * const scene2 = sceneSwitcher.addScene("scene2.glb");
437
- * sceneSwitcher.switchScene(scene2).then(res => { console.log("Scene loaded", res); });
438
- * ```
439
- */
440
- addScene(urlOrAssetReference: string | AssetReference): AssetReference {
441
- if (typeof urlOrAssetReference === "string") {
442
- let assetReference = this.context.addressables.findAssetReference(urlOrAssetReference);
443
- if (!assetReference) {
444
- assetReference = new AssetReference(urlOrAssetReference);
445
- this.context.addressables.registerAssetReference(assetReference);
446
- }
447
- this.scenes.push(assetReference);
448
- return assetReference;
449
- }
450
-
451
- this.scenes.push(urlOrAssetReference);
452
- return urlOrAssetReference;
453
- }
454
-
455
- /**
456
- * Load the next scene in the scenes array ({@link this.currentIndex} + 1)
457
- * If the current scene is the last scene in the array and {@link this.clamp} is disabled then the first scene will be loaded.
458
- * @returns a promise that resolves to true if the scene was loaded successfully
459
- */
460
- selectNext(): Promise<boolean> {
461
- return this.select(this._currentIndex + 1);
462
- }
463
-
464
- /**
465
- * Load the previous scene in the scenes array ({@link this.currentIndex} - 1)
466
- * If the current scene is the first scene in the array and {@link this.clamp} is disabled then the last scene will be loaded.
467
- * @returns a promise that resolves to true if the scene was loaded successfully
468
- */
469
- selectPrev(): Promise<boolean> {
470
- return this.select(this._currentIndex - 1);
471
- }
472
-
473
- /**
474
- * Load a scene by its index in the scenes array.
475
- * @param index The index of the scene or a string that represents the scene uri (if the url is not known to the SceneSwitcher it will try to load the scene by its uri but it won't be added to the current scenes array. Use {@link addScene} to add a scene to the SceneSwitcher)
476
- * @returns a promise that resolves to true if the scene was loaded successfully
477
- */
478
- select(index: number | string): Promise<boolean> {
479
- if (debug) console.log("select", index);
480
-
481
- if (typeof index === "object") {
482
- // If a user tries to reference a scene object in a UnityEvent and invoke select(obj)
483
- // Then the object will be serialized as a object { guid : ... } or with the index json pointer
484
- // This case is not supported right now. Object references in the editor must not be scene references
485
- console.warn("Switching to \"" + index + "\" might not work. Please either use an index or a AssetReference (not a scene reference)");
486
- }
487
-
488
- if (typeof index === "string") {
489
- // If the parameter is a string we try to resolve the scene by its uri
490
- // it's either already known in the scenes array
491
- // or we create/get a new AssetReference and try to switch to that
492
- const scene = this.scenes?.find(s => s.url === index);
493
- if (!scene) {
494
- // Ok the scene is unknown to the scene switcher
495
- // we create a new asset reference (or get an existing one)
496
- // And switch to that. With this we can not modify the history
497
- // Until the scene switcher can store the uri in the history instead of the index
498
- const reference = AssetReference.getOrCreate(this.sourceId ?? "", index, this.context);
499
- return this.switchScene(reference);
500
- }
501
- if (scene) index = this.scenes?.indexOf(scene);
502
- else return couldNotLoadScenePromise;
503
- }
504
-
505
- if (!this.scenes?.length) return couldNotLoadScenePromise;
506
- if (index < 0) {
507
- if (this.clamp) return couldNotLoadScenePromise;
508
- index = this.scenes.length - 1;
509
- }
510
- else if (index >= this.scenes.length) {
511
- if (this.clamp) return couldNotLoadScenePromise;
512
- index = 0;
513
- }
514
- const scene = this.scenes[index];
515
- return this.switchScene(scene);
516
- }
517
-
518
- /**
519
- * Unload the currently loaded scene.
520
- */
521
- unload(): Promise<void> {
522
- this.__lastSwitchScene = undefined;
523
- this.__lastSwitchScenePromise = undefined;
524
- return this.__unloadCurrentScene();
525
- }
526
-
527
- /**
528
- * Reload the last scene that was loaded
529
- * @returns a promise that resolves to true if the scene was loaded successfully
530
- */
531
- async reload() {
532
- if (this.__lastSwitchScene) {
533
- const scene = this.__lastSwitchScene;
534
- this.__lastSwitchScene = undefined;
535
- return this.switchScene(scene);
536
- }
537
- return false;
538
- }
539
-
540
- // this is the scene that was requested last
541
- private __lastSwitchScene?: AssetReference;
542
- private __lastSwitchScenePromise?: Promise<boolean>;
543
-
544
- /**
545
- * Switch to a scene by its AssetReference.
546
- * If the scene is already loaded it will be unloaded and the new scene will be loaded.
547
- * If the scene is already loading it will wait for the scene to be loaded.
548
- * If the scene is already loaded and the same scene is requested again it will return the same promise that was returned the first time the scene was requested.
549
- * @param scene The AssetReference of the scene to switch to
550
- * @returns a promise that resolves to true if the scene was loaded successfully
551
- * @example
552
- * ```ts
553
- * const myAssetReference = new AssetReference("scene1.glb");
554
- * sceneSwitcher.switchScene(myAssetReference).then(res => { console.log("Scene loaded", res); });
555
- * ```
556
- */
557
- async switchScene(scene: AssetReference): Promise<boolean> {
558
- if (!(scene instanceof AssetReference)) {
559
- const type = typeof scene;
560
- if (type === "string") {
561
- return this.select(scene);
562
- }
563
- else if (type === "number") {
564
- return this.select(scene);
565
- }
566
- // If we're switching an Object3D
567
- else if (scene && (scene as Object3D) instanceof Object3D) {
568
- const i = this.scenes?.indexOf(scene);
569
- scene = new AssetReference((scene as Object3D).name, undefined, scene);
570
- if (i >= 0) this.scenes[i] = scene; // update the asset in the list to the new asset reference
571
- }
572
- else {
573
- console.warn(`[SceneSwitcher] Can't switch to scene of type ${type}`);
574
- return false;
575
- }
576
- }
577
-
578
- if (scene.url === this.sourceId) {
579
- console.warn("[SceneSwitcher] Can't load own scene - prevent recursive loading", this.sourceId);
580
- return false;
581
- }
582
-
583
- // ensure that we never run the same scene switch multiple times (at the same time) for the same requested scene
584
- if (this.__lastSwitchScene === scene && this.__lastSwitchScenePromise) {
585
- return this.__lastSwitchScenePromise;
586
- }
587
- this.__lastSwitchScene = scene;
588
- this.__lastSwitchScenePromise = this.__internalSwitchScene(scene);
589
- const res = await this.__lastSwitchScenePromise;
590
- return res;
591
- }
592
-
593
- private async __unloadCurrentScene() {
594
- const current = this._currentScene;
595
- this._currentScene = undefined;
596
- if (current) {
597
- if (debug) console.log("UNLOAD", current.url, "HasURL?: " + current.hasUrl)
598
- const sceneListener = this.tryGetSceneEventListener(current.asset as any as Object3D);
599
- if (sceneListener?.sceneClosing) {
600
- const res = sceneListener.sceneClosing();
601
- if (res instanceof Promise) await res;
602
- }
603
- // if the current scene has a URL (so it can be reloaded)
604
- // then we unload it
605
- if (current.hasUrl)
606
- current.unload();
607
- // otherwise if it's a regular Object3D we just remove it from the scene
608
- else if (current.asset instanceof Object3D) {
609
- GameObject.remove(current.asset as any as Object3D);
610
- }
611
- }
612
- }
613
-
614
- private _currentlyLoadingScene?: AssetReference;
615
- /** @internal */
616
- private async __internalSwitchScene(scene: AssetReference): Promise<boolean> {
617
-
618
- await this.__unloadCurrentScene();
619
- const index = this._currentIndex = this.scenes?.indexOf(scene) ?? -1;
620
-
621
- try {
622
- this._currentlyLoadingScene = scene;
623
- this._currentLoadingProgress = new ProgressEvent("progress", { loaded: 0, total: 1 });
624
-
625
- const loadStartEvt = new CustomEvent<LoadSceneEvent>("loadscene-start", { detail: { scene: scene, switcher: this, index: index } })
626
- this.dispatchEvent(loadStartEvt);
627
- this.sceneLoadingStart?.invoke(loadStartEvt.detail);
628
- await this.onStartLoading();
629
- // start loading and wait for the scene to be loaded
630
- await scene.loadAssetAsync((_, prog) => {
631
- if (debug) {
632
- const t01 = prog.loaded / prog.total;
633
- const progressBarString = "[" + "=".repeat(Math.floor(t01 * 20)) + "-".repeat(20 - Math.floor(t01 * 20)) + "]";
634
- console.debug(`[SceneSwitcher] Download ${(t01 * 100).toFixed(1)} % ${progressBarString}`, scene.url);
635
- }
636
- this._currentLoadingProgress = prog;
637
- this.dispatchEvent(prog);
638
- this.sceneLoadingProgress?.invoke(prog);
639
- }).catch(console.error);
640
- await this.onEndLoading();
641
- const finishedEvt = new CustomEvent<LoadSceneEvent>("loadscene-finished", { detail: { scene: scene, switcher: this, index: index } });
642
- this.dispatchEvent(finishedEvt);
643
-
644
- this._currentLoadingProgress = undefined;
645
- this._currentlyLoadingScene = undefined;
646
-
647
- if (finishedEvt.defaultPrevented) {
648
- if (debug) console.warn("Adding loaded scene prevented:", scene, finishedEvt);
649
- return false;
650
- }
651
- if (!scene.asset) {
652
- if (debug) console.warn("Failed loading scene:", scene);
653
- return false;
654
- }
655
- if (this._currentIndex === index) {
656
- if (debug) console.log("ADD", scene.url);
657
- this._currentScene = scene;
658
-
659
-
660
- // Experimental: replace the whole content of the scene
661
- if (experimental_clearSceneOnLoad) {
662
- const camera = this.context.mainCameraComponent?.gameObject || this.context.mainCamera;
663
- camera?.removeFromParent();
664
- const self = this.gameObject.removeFromParent();
665
- destroy(this.context.scene, true, true)
666
- this.context.scene = new Scene();
667
- this.context.scene.add(self);
668
- if (camera) {
669
- this.context.scene.add(camera);
670
- }
671
- }
672
-
673
- GameObject.add(scene.asset, this.gameObject);
674
-
675
- if (this.useSceneLighting)
676
- this.context.sceneLighting.enable(scene);
677
- // Set the background texture from the loaded scene
678
- if (this.useSceneBackground) {
679
- const skybox = this.context.lightmaps.tryGetSkybox(scene.url) as Texture;
680
- if (skybox) {
681
- skybox.mapping = EquirectangularReflectionMapping;
682
- this.context.scene.background = skybox;
683
- }
684
- else if (debug) {
685
- console.warn("SceneSwitcher: Can't find skybox for scene " + scene.url);
686
- }
687
- }
688
-
689
-
690
- if (this.useHistory && index >= 0) {
691
- // take the index as the query parameter value
692
- let queryParameterValue = index.toString();
693
- // unless the user defines that he wants to use the scene name
694
- if (this.useSceneName) {
695
- if (scene instanceof Object3D) queryParameterValue = scene.name;
696
- else if (scene.url) queryParameterValue = sceneUriToName(scene.url);
697
- }
698
- // save the loaded scene as an url parameter
699
- if (this.queryParameterName?.length)
700
- setParamWithoutReload(this.queryParameterName, queryParameterValue, this.useHistory);
701
- // or set the history state without updating the url parameter
702
- else {
703
- const lastState = history.state;
704
- const stateName = this.guid + "::" + index;
705
- if (lastState !== stateName)
706
- history.pushState(stateName, "unused", location.href);
707
- }
708
- }
709
- // Call SceneListener opened callback (if a SceneListener is in the scene)
710
- const sceneListener = this.tryGetSceneEventListener(scene.asset as any as Object3D);
711
- if (sceneListener?.sceneOpened) {
712
- const res = sceneListener.sceneOpened(this);
713
- if (res instanceof Promise) await res;
714
- }
715
-
716
- const openedEvt = new CustomEvent<LoadSceneEvent>("scene-opened", { detail: { scene: scene, switcher: this, index: index } });
717
- this.dispatchEvent(openedEvt);
718
-
719
- this.sceneLoaded?.invoke(this);
720
- return true;
721
- }
722
- }
723
- catch (err) {
724
- console.error(err);
725
- }
726
- return false;
727
- }
728
-
729
- preload(index: number) {
730
- if (index >= 0 && index < this.scenes.length) {
731
- const scene = this.scenes[index];
732
- if (scene instanceof AssetReference)
733
- return scene.preload();
734
- }
735
- return couldNotLoadScenePromise;
736
- }
737
-
738
- private tryLoadFromQueryParam() {
739
- if (!this.queryParameterName?.length) return couldNotLoadScenePromise;
740
- // try restore the scene from the url
741
- const value = getParam(this.queryParameterName);
742
- if (typeof value === "boolean") return couldNotLoadScenePromise;
743
- return this.trySelectSceneFromValue(value);
744
- }
745
-
746
- /** try to select a scene from a string or index */
747
- private trySelectSceneFromValue(value: string | number) {
748
-
749
- if (typeof value === "string") {
750
- const index = parseInt(value as string);
751
- if (index >= 0 && index < this.scenes.length) {
752
- return this.select(index);;
753
- }
754
- else {
755
- // Try to find a scene with a matching name
756
- // we don't care about casing. e.g. Scene1 and scene1 should both match
757
- const lowerCaseValue = value.toLowerCase();
758
- for (let i = 0; i < this.scenes.length; i++) {
759
- const scene = this.scenes[i];
760
- if (!scene) continue;
761
- const name = scene instanceof Object3D ? scene.name : sceneUriToName(scene.url);
762
- if (name.toLowerCase().includes(lowerCaseValue)) {
763
- return this.select(i);
764
- }
765
- }
766
- }
767
- }
768
- else if (typeof value === "number") {
769
- if (value >= 0 && value < this.scenes.length) {
770
- return this.select(value);;
771
- }
772
- }
773
-
774
- if (isLocalNetwork()) console.warn("Can not find scene: \"" + value + "\"", this)
775
-
776
- return couldNotLoadScenePromise;
777
- }
778
-
779
- private _lastLoadingScene: AssetReference | undefined = undefined;
780
- private _loadingScenePromise: Promise<boolean> | undefined = undefined;
781
- private _isCurrentlyLoading: boolean = false;
782
- private _currentLoadingProgress: ProgressEvent | undefined = undefined;
783
-
784
- private async onStartLoading() {
785
- this._isCurrentlyLoading = true;
786
- if (this.loadingScene) {
787
- // save the last loading scene reference so that it can be changed at runtime
788
- // since we cache the loading promise here
789
- if (this._lastLoadingScene !== this.loadingScene) {
790
- this._loadingScenePromise = undefined;
791
- }
792
- this._lastLoadingScene = this.loadingScene;
793
- if (!this._loadingScenePromise) {
794
- this._loadingScenePromise = this.loadingScene?.loadAssetAsync().then(res => res != null);
795
- }
796
- await this._loadingScenePromise;
797
- if (this._isCurrentlyLoading && this.loadingScene?.asset) {
798
- if (debug) console.log("Add loading scene", this.loadingScene.url, this.loadingScene.asset)
799
- const loadingScene = this.loadingScene.asset as any as Object3D;
800
- GameObject.add(loadingScene, this.gameObject);
801
- const sceneListener = this.tryGetSceneEventListener(loadingScene);
802
- if (sceneListener?.sceneOpened) {
803
- const res = sceneListener.sceneOpened(this);
804
- if (res instanceof Promise) await res;
805
- }
806
- }
807
- }
808
- // Invoke the event on a loading listener on the same object as the scene switcher
809
- if (this._isCurrentlyLoading) {
810
- const listener = this.tryGetSceneEventListener(this.gameObject);
811
- if (listener) {
812
- if (listener.sceneOpened) {
813
- const res = listener.sceneOpened(this);
814
- if (res instanceof Promise) await res;
815
- }
816
- }
817
- }
818
- }
819
- private async onEndLoading() {
820
- this._isCurrentlyLoading = false;
821
- if (this.loadingScene?.asset) {
822
- if (debug) console.log("Remove loading scene", this.loadingScene.url);
823
- const obj = this.loadingScene.asset as any as Object3D;
824
- // try to find an ISceneEventListener component
825
- const sceneListener = this.tryGetSceneEventListener(obj);
826
- if (typeof sceneListener?.sceneClosing === "function") {
827
- const res = sceneListener.sceneClosing();
828
- if (res instanceof Promise) await res;
829
- }
830
- GameObject.remove(obj);
831
- }
832
- // Invoke the event on a loading listener on the same object as the scene switcher
833
- if (!this._isCurrentlyLoading) {
834
- const listener = this.tryGetSceneEventListener(this.gameObject);
835
- if (listener) {
836
- if (listener.sceneClosing) {
837
- const res = listener.sceneClosing();
838
- if (res instanceof Promise) await res;
839
- }
840
- }
841
- }
842
- }
843
-
844
- private tryGetSceneEventListener(obj: Object3D, level: number = 0): ISceneEventListener | null {
845
- if (!obj) {
846
- return null;
847
- }
848
- const sceneListener = GameObject.foreachComponent(obj, c => {
849
- const i = c as any as ISceneEventListener;
850
- if (i.sceneClosing! || i.sceneOpened!) return i;
851
- else return undefined;
852
- });
853
- // if we didnt find any component with the listener on the root object
854
- // we also check the first level of its children because a scene might be a group
855
- if (level === 0 && !sceneListener && obj.children.length) {
856
- for (const ch of obj.children) {
857
- const res = this.tryGetSceneEventListener(ch, level + 1);
858
- if (res) return res;
859
- }
860
- }
861
- if (!sceneListener) return null;
862
- return sceneListener;
863
- }
864
- }
865
-
866
-
867
- function sceneUriToName(uri: string): string {
868
- const name = uri.split("/").pop();
869
- const value = name?.split(".").shift();
870
- if (value?.length) return value;
871
- return uri;
872
- }
873
-
874
-
875
-
876
- /**
877
- * PreLoadScheduler is responsible for managing preloading of scenes.
878
- * It handles scheduling and limiting concurrent downloads of scenes based on specified parameters.
879
- */
880
- class PreLoadScheduler {
881
- /** Maximum number of scenes to preload ahead of the current scene */
882
- maxLoadAhead: number;
883
-
884
- /** Maximum number of scenes to preload behind the current scene */
885
- maxLoadBehind: number;
886
-
887
- /** Maximum number of scenes that can be preloaded concurrently */
888
- maxConcurrent: number;
889
-
890
- private _isRunning: boolean = false;
891
- private _switcher: SceneSwitcher;
892
- private _loadTasks: LoadTask[] = [];
893
- private _maxConcurrentLoads: number = 1;
894
-
895
- /**
896
- * Creates a new PreLoadScheduler instance
897
- * @param rooms The SceneSwitcher that this scheduler belongs to
898
- * @param ahead Number of scenes to preload ahead of current scene
899
- * @param behind Number of scenes to preload behind current scene
900
- * @param maxConcurrent Maximum number of concurrent preloads allowed
901
- */
902
- constructor(rooms: SceneSwitcher, ahead: number = 1, behind: number = 1, maxConcurrent: number = 2) {
903
- this._switcher = rooms;
904
- this.maxLoadAhead = ahead;
905
- this.maxLoadBehind = behind;
906
- this.maxConcurrent = maxConcurrent;
907
- }
908
-
909
- /**
910
- * Starts the preloading process after a specified delay
911
- * @param delay Time in milliseconds to wait before starting preload
912
- */
913
- begin(delay: number) {
914
- if (this._isRunning) return;
915
- if (debug) console.log("Preload begin", { delay })
916
- this._isRunning = true;
917
- let lastRoom: number = -10;
918
- let searchDistance: number;
919
- let searchCall: number;
920
- const array = this._switcher.scenes;
921
- const startTime = Date.now() + delay;
922
- const interval = setInterval(() => {
923
- if (this.allLoaded()) {
924
- if (debug)
925
- console.log("All scenes (pre-)loaded");
926
- this.stop();
927
- }
928
- if (!this._isRunning) {
929
- clearInterval(interval);
930
- return;
931
- }
932
-
933
- if (Date.now() < startTime) return;
934
-
935
- if (this.canLoadNewScene() === false) return;
936
- if (lastRoom === -10 || lastRoom !== this._switcher.currentIndex) {
937
- lastRoom = this._switcher.currentIndex;
938
- searchCall = 0;
939
- searchDistance = 0;
940
- }
941
- const searchForward = searchCall % 2 === 0;
942
- if (searchForward) searchDistance += 1;
943
- searchCall += 1;
944
- const maxSearchDistance = searchForward ? this.maxLoadAhead : this.maxLoadBehind;
945
- if (searchDistance > maxSearchDistance) return;
946
- const roomIndex = searchForward ? lastRoom + searchDistance : lastRoom - searchDistance;
947
- if (roomIndex < 0) return;
948
- // if (roomIndex < 0) roomIndex = array.length + roomIndex;
949
- if (roomIndex < 0 || roomIndex >= array.length) return;
950
- if (!this._loadTasks.some(t => t.index === roomIndex)) {
951
- const scene = array[roomIndex];
952
- if (debug) console.log("Preload scene", { roomIndex, searchForward, lastRoom, currentIndex: this._switcher.currentIndex, tasks: this._loadTasks.length }, scene?.url);
953
- new LoadTask(roomIndex, scene, this._loadTasks);
954
- }
955
- }, 200);
956
- }
957
-
958
- /**
959
- * Stops the preloading process
960
- */
961
- stop() {
962
- this._isRunning = false;
963
- }
964
-
965
- /**
966
- * Checks if a new scene can be loaded based on current load limits
967
- * @returns True if a new scene can be loaded, false otherwise
968
- */
969
- canLoadNewScene(): boolean {
970
- return this._loadTasks.length < this._maxConcurrentLoads;
971
- }
972
-
973
- /**
974
- * Checks if all scenes in the SceneSwitcher have been loaded
975
- * @returns True if all scenes are loaded, false otherwise
976
- */
977
- allLoaded(): boolean {
978
- if (this._switcher.scenes) {
979
- for (const scene of this._switcher.scenes) {
980
- if (!scene?.isLoaded) continue;
981
- if (scene.isLoaded() === false) return false;
982
- }
983
- }
984
- return true;
985
- }
986
- }
987
-
988
- /**
989
- * Represents a single preloading task for a scene
990
- */
991
- class LoadTask {
992
- /** The index of the scene in the scenes array */
993
- index: number;
994
-
995
- /** The AssetReference to be loaded */
996
- asset: AssetReference;
997
-
998
- /** The collection of active load tasks this task belongs to */
999
- tasks: LoadTask[];
1000
-
1001
- /**
1002
- * Creates a new LoadTask and begins loading immediately
1003
- * @param index The index of the scene in the scenes array
1004
- * @param asset The AssetReference to preload
1005
- * @param tasks The collection of active load tasks
1006
- */
1007
- constructor(index: number, asset: AssetReference, tasks: LoadTask[]) {
1008
- this.index = index;
1009
- this.asset = asset;
1010
- this.tasks = tasks;
1011
- tasks.push(this);
1012
- this.awaitLoading();
1013
- }
1014
-
1015
- /**
1016
- * Asynchronously loads the asset and removes this task from the active tasks list when complete
1017
- */
1018
- private async awaitLoading() {
1019
- if (this.asset && !this.asset.isLoaded()) {
1020
- if (debug)
1021
- console.log("Preload start: " + this.asset.url, this.index);
1022
- await this.asset.preload();
1023
- if (debug)
1024
- console.log("Preload finished: " + this.asset.url, this.index);
1025
- }
1026
-
1027
- const i = this.tasks.indexOf(this);
1028
- if (i >= 0) this.tasks.splice(i, 1);
1029
- }
1030
- }
1
+ import { EquirectangularReflectionMapping, Object3D, Scene, Texture } from "three";
2
+
3
+ import { AssetReference } from "../engine/engine_addressables.js";
4
+ import { destroy } from "../engine/engine_gameobject.js";
5
+ import { InputEvents } from "../engine/engine_input.js";
6
+ import { isLocalNetwork } from "../engine/engine_networking_utils.js";
7
+ import { serializable } from "../engine/engine_serialization.js";
8
+ import { getParam, setParamWithoutReload } from "../engine/engine_utils.js";
9
+ import { registerObservableAttribute } from "../engine/webcomponents/needle-engine.extras.js";
10
+ import { Behaviour, GameObject } from "./Component.js";
11
+ import { EventList } from "./EventList.js";
12
+
13
+ const debug = getParam("debugsceneswitcher");
14
+ const experimental_clearSceneOnLoad = getParam("sceneswitcher:clearscene");
15
+
16
+ const ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME = "scene";
17
+ registerObservableAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
18
+
19
+ // ContextRegistry.registerCallback(ContextEvent.ContextRegistered, async _ => {
20
+ // // We need to defer import to not get issues with circular dependencies
21
+ // import("../engine/engine_element").then(res => {
22
+ // const webcomponent = res.NeedleEngineHTMLElement;
23
+ // if (debug) console.log("SceneSwitcher: registering scene attribute", webcomponent.observedAttributes);
24
+ // if (!webcomponent.observedAttributes.includes(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME))
25
+ // webcomponent.observedAttributes.push(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
26
+ // });
27
+ // });
28
+
29
+ const couldNotLoadScenePromise = Promise.resolve(false);
30
+
31
+ /**
32
+ * {@link SceneSwitcher} event argument data
33
+ */
34
+ export type LoadSceneEvent = {
35
+ /**
36
+ * The {@link SceneSwitcher} that is loading the scene
37
+ */
38
+ switcher: SceneSwitcher;
39
+ /**
40
+ * The scene that is being loaded
41
+ */
42
+ scene: AssetReference;
43
+ /**
44
+ * The index of the scene that is being loaded
45
+ */
46
+ index: number;
47
+ }
48
+
49
+ export type LoadSceneProgressEvent = LoadSceneEvent & {
50
+ progress: number,
51
+ }
52
+
53
+ /**
54
+ * The ISceneEventListener is called by the {@link SceneSwitcher} when a scene is loaded or unloaded.
55
+ * It must be added to the root object of your scene (that is being loaded) or on the same object as the SceneSwitcher
56
+ * It can be used to e.g. smooth the transition between scenes or to load additional content when a scene is loaded.
57
+ * @example
58
+ * ```ts
59
+ * import { ISceneEventListener } from "@needle-tools/engine";
60
+ *
61
+ * // Add this component to the root object of a scene loaded by a SceneSwitcher or to the same object as the SceneSwitcher
62
+ * export class MySceneListener implements ISceneEventListener {
63
+ * async sceneOpened(sceneSwitcher: SceneSwitcher) {
64
+ * console.log("Scene opened", sceneSwitcher.currentlyLoadedScene?.url);
65
+ * }
66
+ * }
67
+ * ```
68
+ *
69
+ **/
70
+ export interface ISceneEventListener {
71
+ /** Called when the scene is loaded and added */
72
+ sceneOpened(sceneSwitcher: SceneSwitcher): Promise<void>
73
+ /** Called before the scene is being removed (due to another scene being loaded) */
74
+ sceneClosing(): Promise<void>
75
+ }
76
+
77
+
78
+
79
+ /** The SceneSwitcher can be used to dynamically load and unload extra content
80
+ * Available scenes are defined in the `scenes` array.
81
+ * Loaded scenes will be added to the SceneSwitcher's GameObject as a child and removed when another scene is loaded by the same SceneSwitcher.
82
+ * Live Examples
83
+ * - [Multi Scenes Sample](https://engine.needle.tools/samples/multi-scenes-dynamic-loading) (source code available)
84
+ * - [Needle Website](https://needle.tools)
85
+ * - [Songs Of Cultures](https://app.songsofcultures.com)
86
+ *
87
+ * ### Interfaces
88
+ * Use the {@link ISceneEventListener} interface to listen to scene open and closing events with the ability to modify transitions and stall the scene loading process.
89
+ *
90
+ * ### Events
91
+ * - `loadscene-start`: Called when a scene starts loading
92
+ * - `loadscene-finished`: Called when a scene finished loading
93
+ * - `progress`: Called when a scene is loading and the progress changes
94
+ * - `scene-opened`: Called when a scene is loaded and added to the SceneSwitcher's GameObject
95
+ * @example
96
+ * ```ts
97
+ * sceneSwitcher.addEventListener("loadscene-start", (e) => {
98
+ * console.log("Loading scene", e.detail.scene.url);
99
+ * });
100
+ * sceneSwitcher.addEventListener("loadscene-finished", (e) => {
101
+ * console.log("Finished loading scene", e.detail.scene.url);
102
+ * });
103
+ * sceneSwitcher.addEventListener("progress", (e) => {
104
+ * console.log("Loading progress", e.loaded, e.total);
105
+ * });
106
+ * sceneSwitcher.addEventListener("scene-opened", (e) => {
107
+ * console.log("Scene opened", e.detail.scene.url);
108
+ * });
109
+ * ```
110
+ *
111
+ * @category Asset Management
112
+ * @group Components
113
+ */
114
+ export class SceneSwitcher extends Behaviour {
115
+
116
+ /** When enabled the first scene will be loaded when the SceneSwitcher becomes active
117
+ * @default true
118
+ */
119
+ @serializable()
120
+ autoLoadFirstScene: boolean = true;
121
+
122
+ /**
123
+ * The scenes that can be loaded by the SceneSwitcher.
124
+ * @default []
125
+ */
126
+ @serializable(AssetReference)
127
+ scenes: AssetReference[] = [];
128
+
129
+ /**
130
+ * The scene that is displayed while a scene is loading.
131
+ * @default undefined
132
+ */
133
+ @serializable(AssetReference)
134
+ loadingScene?: AssetReference;
135
+
136
+ /** the url parameter that is set/used to store the currently loaded scene in, set to "" to disable
137
+ * @default "scene"
138
+ */
139
+ @serializable()
140
+ queryParameterName: string = "scene";
141
+
142
+ /**
143
+ * when enabled the scene name will be used as the query parameter (otherwise the scene index will be used)
144
+ * Needs `queryParameterName` set
145
+ * @default true
146
+ */
147
+ @serializable()
148
+ useSceneName: boolean = true;
149
+
150
+ /**
151
+ * When enabled the current scene index will be clamped to the scenes array bounds.
152
+ * For example when the last scene is loaded and `clamp` is true then trying to load the `next()` scene will not change the scene.
153
+ * When `clamp` is false and the last scene is loaded then the first scene will be loaded instead.
154
+ * @default true
155
+ */
156
+ @serializable()
157
+ clamp: boolean = true;
158
+
159
+ /** when enabled the new scene is pushed to the browser navigation history, only works with a valid query parameter set
160
+ * @default true
161
+ */
162
+ @serializable()
163
+ useHistory: boolean = true;
164
+
165
+ /** when enabled you can switch between scenes using keyboard left, right, A and D or number keys
166
+ * @default true
167
+ */
168
+ @serializable()
169
+ useKeyboard: boolean = true;
170
+
171
+ /** when enabled you can switch between scenes using swipe (mobile only)
172
+ * @default true
173
+ */
174
+ @serializable()
175
+ useSwipe: boolean = true;
176
+
177
+ /** when enabled will automatically apply the environment scene lights
178
+ * @default true
179
+ */
180
+ @serializable()
181
+ useSceneLighting: boolean = true;
182
+
183
+ /** When enabled will automatically apply the skybox from the loaded scene
184
+ * @default true
185
+ */
186
+ @serializable()
187
+ useSceneBackground: boolean = true;
188
+
189
+ /** how many scenes after the currently active scene should be preloaded
190
+ * @default 1
191
+ */
192
+ @serializable()
193
+ preloadNext: number = 1;
194
+
195
+ /** how many scenes before the currently active scene should be preloaded
196
+ * @default 1
197
+ */
198
+ @serializable()
199
+ preloadPrevious: number = 1;
200
+
201
+ /** how many scenes can be loaded in parallel
202
+ * @default 2
203
+ */
204
+ @serializable()
205
+ preloadConcurrent: number = 2;
206
+
207
+ /**
208
+ * When enabled will create a button for the Needle menu to switch to the next or previous scene
209
+ * @default false
210
+ */
211
+ @serializable()
212
+ createMenuButtons: boolean = false;
213
+
214
+
215
+ /** The index of the currently loaded and active scene */
216
+ get currentIndex(): number { return this._currentIndex; }
217
+
218
+ /** Get the progress of the currently loading scene. This is undefined if no scene is loading
219
+ * You can also subscribe to the loading event by adding an event listener to the scene switcher.
220
+ * For example like this `sceneSwitcher.addEventListeneer("progress", (e) => {...})`
221
+ */
222
+ get currentLoadingProgress() { return this._currentLoadingProgress; }
223
+
224
+ /** The currently loading scene. This is undefined if no scene is loading. */
225
+ get currentlyLoadingScene() { return this._currentlyLoadingScene; }
226
+
227
+ /**
228
+ * The currently loaded scene. This is undefined if no scene is loaded.
229
+ */
230
+ get currentlyLoadedScene() { return this._currentScene; }
231
+
232
+ /**
233
+ * Called when a scene starts loading
234
+ */
235
+ @serializable(EventList)
236
+ sceneLoadingStart: EventList<LoadSceneEvent> = new EventList();
237
+
238
+ @serializable(EventList)
239
+ sceneLoadingProgress: EventList<ProgressEvent> = new EventList();
240
+
241
+ /**
242
+ * The sceneLoaded event is called when a scene/glTF is loaded and added to the scene
243
+ */
244
+ @serializable(EventList)
245
+ sceneLoaded: EventList<SceneSwitcher> = new EventList();
246
+
247
+ private _currentIndex: number = -1;
248
+ private _currentScene: AssetReference | undefined = undefined;
249
+ private _engineElementOverserver: MutationObserver | undefined = undefined;
250
+
251
+ private _preloadScheduler?: PreLoadScheduler;
252
+
253
+ private _menuButtons?: HTMLElement[];
254
+
255
+ /** @internal */
256
+ awake(): void {
257
+ if (this.scenes === undefined) this.scenes = [];
258
+ // remove all scenes from the url that are in the scenes array at startup
259
+ for (const scene of this.scenes) {
260
+ if (scene && !scene.hasUrl && scene.asset instanceof Object3D) {
261
+ GameObject.remove(scene.asset);
262
+ }
263
+ else if(scene instanceof Object3D) {
264
+ GameObject.remove(scene);
265
+ }
266
+ }
267
+
268
+ if (debug) console.log("SceneSwitcher", this);
269
+ }
270
+
271
+ /** @internal */
272
+ async onEnable() {
273
+ globalThis.addEventListener("popstate", this.onPopState);
274
+ this.context.input.addEventListener(InputEvents.KeyDown, this.onInputKeyDown);
275
+ this.context.input.addEventListener(InputEvents.PointerMove, this.onInputPointerMove);
276
+ this.context.input.addEventListener(InputEvents.PointerUp, this.onInputPointerUp);
277
+
278
+ if (!this._engineElementOverserver) {
279
+ this._engineElementOverserver = new MutationObserver((mutations) => {
280
+ for (const mut of mutations) {
281
+ if (mut.type === "attributes" && mut.attributeName === ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME) {
282
+ const value = this.context.domElement.getAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
283
+ if (value !== null) {
284
+ this.trySelectSceneFromValue(value);
285
+ }
286
+ }
287
+ }
288
+ });
289
+ }
290
+
291
+ this._engineElementOverserver.observe(this.context.domElement, {
292
+ attributes: true
293
+ });
294
+
295
+ if (!this._preloadScheduler)
296
+ this._preloadScheduler = new PreLoadScheduler(this);
297
+ this._preloadScheduler.maxLoadAhead = this.preloadNext;
298
+ this._preloadScheduler.maxLoadBehind = this.preloadPrevious;
299
+ this._preloadScheduler.maxConcurrent = this.preloadConcurrent;
300
+ this._preloadScheduler.begin(2000);
301
+
302
+ // Begin loading the loading scene
303
+ if (this.autoLoadFirstScene && this._currentIndex === -1 && !await this.tryLoadFromQueryParam()) {
304
+ const value = this.context.domElement.getAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
305
+ // let locked = this.lock;
306
+ try {
307
+ // this.lock = false;
308
+ if (value === null || !await this.trySelectSceneFromValue(value)) {
309
+ if (this._currentIndex === -1)
310
+ this.select(0);
311
+ }
312
+ }
313
+ finally {
314
+ // this.lock = locked;
315
+ }
316
+ }
317
+
318
+ // create the menu buttons
319
+ if (this.createMenuButtons) {
320
+ this._menuButtons ??= [];
321
+ this._menuButtons.push(this.context.menu.appendChild({
322
+ label: "Previous",
323
+ icon: "arrow_back_ios",
324
+ onClick: () => this.selectPrev(),
325
+ priority: -1005,
326
+ class: "row2"
327
+ }));
328
+ this._menuButtons.push(this.context.menu.appendChild({
329
+ label: "Next",
330
+ icon: "arrow_forward_ios",
331
+ iconSide: "right",
332
+ onClick: () => this.selectNext(),
333
+ priority: -1000,
334
+ class: "row2"
335
+ }));
336
+ }
337
+ }
338
+
339
+ /** @internal */
340
+ onDisable(): void {
341
+ globalThis.removeEventListener("popstate", this.onPopState);
342
+ this.context.input.removeEventListener(InputEvents.KeyDown, this.onInputKeyDown);
343
+ this.context.input.removeEventListener(InputEvents.PointerMove, this.onInputPointerMove);
344
+ this.context.input.removeEventListener(InputEvents.PointerUp, this.onInputPointerUp);
345
+ this._preloadScheduler?.stop();
346
+
347
+ // remove the menu buttons
348
+ if (this._menuButtons) {
349
+ for (const button of this._menuButtons) {
350
+ button.remove();
351
+ }
352
+ this._menuButtons = undefined;
353
+ }
354
+ }
355
+
356
+ private onPopState = async (_state: PopStateEvent) => {
357
+ if (!this.useHistory) return;
358
+ const wasUsingHistory = this.useHistory;
359
+ try {
360
+ this.useHistory = false;
361
+ let didResolve = false;
362
+ if (this.queryParameterName)
363
+ didResolve = await this.tryLoadFromQueryParam();
364
+ if (!didResolve) {
365
+ const state = _state?.state;
366
+ if (state && state.startsWith(this.guid)) {
367
+ const value = state.substr(this.guid.length + 2);
368
+ if (debug) console.log("PopState", value);
369
+ await this.trySelectSceneFromValue(value);
370
+ }
371
+ }
372
+ }
373
+ finally {
374
+ this.useHistory = wasUsingHistory;
375
+ }
376
+ }
377
+
378
+ private normalizedSwipeThresholdX = 0.1;
379
+ private _didSwipe: boolean = false;
380
+ private onInputPointerMove = (e: any) => {
381
+ if (!this.useSwipe) return;
382
+ if (!this._didSwipe && e.button === 0 && e.pointerType === "touch" && this.context.input.getPointerPressedCount() === 1) {
383
+ const delta = this.context.input.getPointerPositionDelta(e.button);
384
+ if (delta) {
385
+ const normalizedX = delta.x / this.context.domWidth;
386
+ if (normalizedX >= this.normalizedSwipeThresholdX) {
387
+ this._didSwipe = true;
388
+ this.selectPrev();
389
+ }
390
+ else if (normalizedX <= -this.normalizedSwipeThresholdX) {
391
+ this._didSwipe = true;
392
+ this.selectNext();
393
+ }
394
+ }
395
+ }
396
+ }
397
+
398
+ private onInputPointerUp = (e: any) => {
399
+ if (e.button === 0) {
400
+ this._didSwipe = false;
401
+ }
402
+ };
403
+
404
+ private onInputKeyDown = (e: any) => {
405
+ if (!this.useKeyboard) return;
406
+ if (!this.scenes) return;
407
+ const key = e.key.toLowerCase();
408
+ if (!key) return;
409
+ const index = parseInt(key) - 1;
410
+ if (index >= 0) {
411
+ this.trySelectSceneFromValue(index);
412
+ return;
413
+ }
414
+ switch (key) {
415
+ case "arrowright":
416
+ case "d":
417
+ this.selectNext();
418
+ break;
419
+ case "arrowleft":
420
+ case "a":
421
+ this.selectPrev();
422
+ break;
423
+ }
424
+ }
425
+
426
+ /**
427
+ * Add a scene to the SceneSwitcher.
428
+ * If the scene is already added it will be added again.
429
+ * @param urlOrAssetReference The url of the scene or an AssetReference to the scene
430
+ * @returns The AssetReference of the scene that was added
431
+ * @example
432
+ * ```ts
433
+ * // adding a scene:
434
+ * sceneSwitcher.addScene("scene1.glb");
435
+ * // add another scene and load it:
436
+ * const scene2 = sceneSwitcher.addScene("scene2.glb");
437
+ * sceneSwitcher.switchScene(scene2).then(res => { console.log("Scene loaded", res); });
438
+ * ```
439
+ */
440
+ addScene(urlOrAssetReference: string | AssetReference): AssetReference {
441
+ if (typeof urlOrAssetReference === "string") {
442
+ let assetReference = this.context.addressables.findAssetReference(urlOrAssetReference);
443
+ if (!assetReference) {
444
+ assetReference = new AssetReference(urlOrAssetReference);
445
+ this.context.addressables.registerAssetReference(assetReference);
446
+ }
447
+ this.scenes.push(assetReference);
448
+ return assetReference;
449
+ }
450
+
451
+ this.scenes.push(urlOrAssetReference);
452
+ return urlOrAssetReference;
453
+ }
454
+
455
+ /**
456
+ * Load the next scene in the scenes array ({@link this.currentIndex} + 1)
457
+ * If the current scene is the last scene in the array and {@link this.clamp} is disabled then the first scene will be loaded.
458
+ * @returns a promise that resolves to true if the scene was loaded successfully
459
+ */
460
+ selectNext(): Promise<boolean> {
461
+ return this.select(this._currentIndex + 1);
462
+ }
463
+
464
+ /**
465
+ * Load the previous scene in the scenes array ({@link this.currentIndex} - 1)
466
+ * If the current scene is the first scene in the array and {@link this.clamp} is disabled then the last scene will be loaded.
467
+ * @returns a promise that resolves to true if the scene was loaded successfully
468
+ */
469
+ selectPrev(): Promise<boolean> {
470
+ return this.select(this._currentIndex - 1);
471
+ }
472
+
473
+ /**
474
+ * Load a scene by its index in the scenes array.
475
+ * @param index The index of the scene or a string that represents the scene uri (if the url is not known to the SceneSwitcher it will try to load the scene by its uri but it won't be added to the current scenes array. Use {@link addScene} to add a scene to the SceneSwitcher)
476
+ * @returns a promise that resolves to true if the scene was loaded successfully
477
+ */
478
+ select(index: number | string): Promise<boolean> {
479
+ if (debug) console.log("select", index);
480
+
481
+ if (typeof index === "object") {
482
+ // If a user tries to reference a scene object in a UnityEvent and invoke select(obj)
483
+ // Then the object will be serialized as a object { guid : ... } or with the index json pointer
484
+ // This case is not supported right now. Object references in the editor must not be scene references
485
+ console.warn("Switching to \"" + index + "\" might not work. Please either use an index or a AssetReference (not a scene reference)");
486
+ }
487
+
488
+ if (typeof index === "string") {
489
+ // If the parameter is a string we try to resolve the scene by its uri
490
+ // it's either already known in the scenes array
491
+ // or we create/get a new AssetReference and try to switch to that
492
+ const scene = this.scenes?.find(s => s.url === index);
493
+ if (!scene) {
494
+ // Ok the scene is unknown to the scene switcher
495
+ // we create a new asset reference (or get an existing one)
496
+ // And switch to that. With this we can not modify the history
497
+ // Until the scene switcher can store the uri in the history instead of the index
498
+ const reference = AssetReference.getOrCreate(this.sourceId ?? "", index, this.context);
499
+ return this.switchScene(reference);
500
+ }
501
+ if (scene) index = this.scenes?.indexOf(scene);
502
+ else return couldNotLoadScenePromise;
503
+ }
504
+
505
+ if (!this.scenes?.length) return couldNotLoadScenePromise;
506
+ if (index < 0) {
507
+ if (this.clamp) return couldNotLoadScenePromise;
508
+ index = this.scenes.length - 1;
509
+ }
510
+ else if (index >= this.scenes.length) {
511
+ if (this.clamp) return couldNotLoadScenePromise;
512
+ index = 0;
513
+ }
514
+ const scene = this.scenes[index];
515
+ return this.switchScene(scene);
516
+ }
517
+
518
+ /**
519
+ * Unload the currently loaded scene.
520
+ */
521
+ unload(): Promise<void> {
522
+ this.__lastSwitchScene = undefined;
523
+ this.__lastSwitchScenePromise = undefined;
524
+ return this.__unloadCurrentScene();
525
+ }
526
+
527
+ /**
528
+ * Reload the last scene that was loaded
529
+ * @returns a promise that resolves to true if the scene was loaded successfully
530
+ */
531
+ async reload() {
532
+ if (this.__lastSwitchScene) {
533
+ const scene = this.__lastSwitchScene;
534
+ this.__lastSwitchScene = undefined;
535
+ return this.switchScene(scene);
536
+ }
537
+ return false;
538
+ }
539
+
540
+ // this is the scene that was requested last
541
+ private __lastSwitchScene?: AssetReference;
542
+ private __lastSwitchScenePromise?: Promise<boolean>;
543
+
544
+ /**
545
+ * Switch to a scene by its AssetReference.
546
+ * If the scene is already loaded it will be unloaded and the new scene will be loaded.
547
+ * If the scene is already loading it will wait for the scene to be loaded.
548
+ * If the scene is already loaded and the same scene is requested again it will return the same promise that was returned the first time the scene was requested.
549
+ * @param scene The AssetReference of the scene to switch to
550
+ * @returns a promise that resolves to true if the scene was loaded successfully
551
+ * @example
552
+ * ```ts
553
+ * const myAssetReference = new AssetReference("scene1.glb");
554
+ * sceneSwitcher.switchScene(myAssetReference).then(res => { console.log("Scene loaded", res); });
555
+ * ```
556
+ */
557
+ async switchScene(scene: AssetReference): Promise<boolean> {
558
+ if (!(scene instanceof AssetReference)) {
559
+ const type = typeof scene;
560
+ if (type === "string") {
561
+ return this.select(scene);
562
+ }
563
+ else if (type === "number") {
564
+ return this.select(scene);
565
+ }
566
+ // If we're switching an Object3D
567
+ else if (scene && (scene as Object3D) instanceof Object3D) {
568
+ const i = this.scenes?.indexOf(scene);
569
+ scene = new AssetReference((scene as Object3D).name, undefined, scene);
570
+ if (i >= 0) this.scenes[i] = scene; // update the asset in the list to the new asset reference
571
+ }
572
+ else {
573
+ console.warn(`[SceneSwitcher] Can't switch to scene of type ${type}`);
574
+ return false;
575
+ }
576
+ }
577
+
578
+ if (scene.url === this.sourceId) {
579
+ console.warn("[SceneSwitcher] Can't load own scene - prevent recursive loading", this.sourceId);
580
+ return false;
581
+ }
582
+
583
+ // ensure that we never run the same scene switch multiple times (at the same time) for the same requested scene
584
+ if (this.__lastSwitchScene === scene && this.__lastSwitchScenePromise) {
585
+ return this.__lastSwitchScenePromise;
586
+ }
587
+ this.__lastSwitchScene = scene;
588
+ this.__lastSwitchScenePromise = this.__internalSwitchScene(scene);
589
+ const res = await this.__lastSwitchScenePromise;
590
+ return res;
591
+ }
592
+
593
+ private async __unloadCurrentScene() {
594
+ const current = this._currentScene;
595
+ this._currentScene = undefined;
596
+ if (current) {
597
+ if (debug) console.log("UNLOAD", current.url, "HasURL?: " + current.hasUrl)
598
+ const sceneListener = this.tryGetSceneEventListener(current.asset as any as Object3D);
599
+ if (sceneListener?.sceneClosing) {
600
+ const res = sceneListener.sceneClosing();
601
+ if (res instanceof Promise) await res;
602
+ }
603
+ // if the current scene has a URL (so it can be reloaded)
604
+ // then we unload it
605
+ if (current.hasUrl)
606
+ current.unload();
607
+ // otherwise if it's a regular Object3D we just remove it from the scene
608
+ else if (current.asset instanceof Object3D) {
609
+ GameObject.remove(current.asset as any as Object3D);
610
+ }
611
+ }
612
+ }
613
+
614
+ private _currentlyLoadingScene?: AssetReference;
615
+ /** @internal */
616
+ private async __internalSwitchScene(scene: AssetReference): Promise<boolean> {
617
+
618
+ await this.__unloadCurrentScene();
619
+ const index = this._currentIndex = this.scenes?.indexOf(scene) ?? -1;
620
+
621
+ try {
622
+ this._currentlyLoadingScene = scene;
623
+ this._currentLoadingProgress = new ProgressEvent("progress", { loaded: 0, total: 1 });
624
+
625
+ const loadStartEvt = new CustomEvent<LoadSceneEvent>("loadscene-start", { detail: { scene: scene, switcher: this, index: index } })
626
+ this.dispatchEvent(loadStartEvt);
627
+ this.sceneLoadingStart?.invoke(loadStartEvt.detail);
628
+ await this.onStartLoading();
629
+ // start loading and wait for the scene to be loaded
630
+ await scene.loadAssetAsync((_, prog) => {
631
+ if (debug) {
632
+ const t01 = prog.loaded / prog.total;
633
+ const progressBarString = "[" + "=".repeat(Math.floor(t01 * 20)) + "-".repeat(20 - Math.floor(t01 * 20)) + "]";
634
+ console.debug(`[SceneSwitcher] Download ${(t01 * 100).toFixed(1)} % ${progressBarString}`, scene.url);
635
+ }
636
+ this._currentLoadingProgress = prog;
637
+ this.dispatchEvent(prog);
638
+ this.sceneLoadingProgress?.invoke(prog);
639
+ }).catch(console.error);
640
+ await this.onEndLoading();
641
+ const finishedEvt = new CustomEvent<LoadSceneEvent>("loadscene-finished", { detail: { scene: scene, switcher: this, index: index } });
642
+ this.dispatchEvent(finishedEvt);
643
+
644
+ this._currentLoadingProgress = undefined;
645
+ this._currentlyLoadingScene = undefined;
646
+
647
+ if (finishedEvt.defaultPrevented) {
648
+ if (debug) console.warn("Adding loaded scene prevented:", scene, finishedEvt);
649
+ return false;
650
+ }
651
+ if (!scene.asset) {
652
+ if (debug) console.warn("Failed loading scene:", scene);
653
+ return false;
654
+ }
655
+ if (this._currentIndex === index) {
656
+ if (debug) console.log("ADD", scene.url);
657
+ this._currentScene = scene;
658
+
659
+
660
+ // Experimental: replace the whole content of the scene
661
+ if (experimental_clearSceneOnLoad) {
662
+ const camera = this.context.mainCameraComponent?.gameObject || this.context.mainCamera;
663
+ camera?.removeFromParent();
664
+ const self = this.gameObject.removeFromParent();
665
+ destroy(this.context.scene, true, true)
666
+ this.context.scene = new Scene();
667
+ this.context.scene.add(self);
668
+ if (camera) {
669
+ this.context.scene.add(camera);
670
+ }
671
+ }
672
+
673
+ GameObject.add(scene.asset, this.gameObject);
674
+
675
+ if (this.useSceneLighting)
676
+ this.context.sceneLighting.enable(scene);
677
+ // Set the background texture from the loaded scene
678
+ if (this.useSceneBackground) {
679
+ const skybox = this.context.lightmaps.tryGetSkybox(scene.url) as Texture;
680
+ if (skybox) {
681
+ skybox.mapping = EquirectangularReflectionMapping;
682
+ this.context.scene.background = skybox;
683
+ }
684
+ else if (debug) {
685
+ console.warn("SceneSwitcher: Can't find skybox for scene " + scene.url);
686
+ }
687
+ }
688
+
689
+
690
+ if (this.useHistory && index >= 0) {
691
+ // take the index as the query parameter value
692
+ let queryParameterValue = index.toString();
693
+ // unless the user defines that he wants to use the scene name
694
+ if (this.useSceneName) {
695
+ if (scene instanceof Object3D) queryParameterValue = scene.name;
696
+ else if (scene.url) queryParameterValue = sceneUriToName(scene.url);
697
+ }
698
+ // save the loaded scene as an url parameter
699
+ if (this.queryParameterName?.length)
700
+ setParamWithoutReload(this.queryParameterName, queryParameterValue, this.useHistory);
701
+ // or set the history state without updating the url parameter
702
+ else {
703
+ const lastState = history.state;
704
+ const stateName = this.guid + "::" + index;
705
+ if (lastState !== stateName)
706
+ history.pushState(stateName, "unused", location.href);
707
+ }
708
+ }
709
+ // Call SceneListener opened callback (if a SceneListener is in the scene)
710
+ const sceneListener = this.tryGetSceneEventListener(scene.asset as any as Object3D);
711
+ if (sceneListener?.sceneOpened) {
712
+ const res = sceneListener.sceneOpened(this);
713
+ if (res instanceof Promise) await res;
714
+ }
715
+
716
+ const openedEvt = new CustomEvent<LoadSceneEvent>("scene-opened", { detail: { scene: scene, switcher: this, index: index } });
717
+ this.dispatchEvent(openedEvt);
718
+
719
+ this.sceneLoaded?.invoke(this);
720
+ return true;
721
+ }
722
+ }
723
+ catch (err) {
724
+ console.error(err);
725
+ }
726
+ return false;
727
+ }
728
+
729
+ preload(index: number) {
730
+ if (index >= 0 && index < this.scenes.length) {
731
+ const scene = this.scenes[index];
732
+ if (scene instanceof AssetReference)
733
+ return scene.preload();
734
+ }
735
+ return couldNotLoadScenePromise;
736
+ }
737
+
738
+ private tryLoadFromQueryParam() {
739
+ if (!this.queryParameterName?.length) return couldNotLoadScenePromise;
740
+ // try restore the scene from the url
741
+ const value = getParam(this.queryParameterName);
742
+ if (typeof value === "boolean") return couldNotLoadScenePromise;
743
+ return this.trySelectSceneFromValue(value);
744
+ }
745
+
746
+ /** try to select a scene from a string or index */
747
+ private trySelectSceneFromValue(value: string | number) {
748
+
749
+ if (typeof value === "string") {
750
+ const index = parseInt(value as string);
751
+ if (index >= 0 && index < this.scenes.length) {
752
+ return this.select(index);;
753
+ }
754
+ else {
755
+ // Try to find a scene with a matching name
756
+ // we don't care about casing. e.g. Scene1 and scene1 should both match
757
+ const lowerCaseValue = value.toLowerCase();
758
+ for (let i = 0; i < this.scenes.length; i++) {
759
+ const scene = this.scenes[i];
760
+ if (!scene) continue;
761
+ const name = scene instanceof Object3D ? scene.name : sceneUriToName(scene.url);
762
+ if (name.toLowerCase().includes(lowerCaseValue)) {
763
+ return this.select(i);
764
+ }
765
+ }
766
+ }
767
+ }
768
+ else if (typeof value === "number") {
769
+ if (value >= 0 && value < this.scenes.length) {
770
+ return this.select(value);;
771
+ }
772
+ }
773
+
774
+ if (isLocalNetwork()) console.warn("Can not find scene: \"" + value + "\"", this)
775
+
776
+ return couldNotLoadScenePromise;
777
+ }
778
+
779
+ private _lastLoadingScene: AssetReference | undefined = undefined;
780
+ private _loadingScenePromise: Promise<boolean> | undefined = undefined;
781
+ private _isCurrentlyLoading: boolean = false;
782
+ private _currentLoadingProgress: ProgressEvent | undefined = undefined;
783
+
784
+ private async onStartLoading() {
785
+ this._isCurrentlyLoading = true;
786
+ if (this.loadingScene) {
787
+ // save the last loading scene reference so that it can be changed at runtime
788
+ // since we cache the loading promise here
789
+ if (this._lastLoadingScene !== this.loadingScene) {
790
+ this._loadingScenePromise = undefined;
791
+ }
792
+ this._lastLoadingScene = this.loadingScene;
793
+ if (!this._loadingScenePromise) {
794
+ this._loadingScenePromise = this.loadingScene?.loadAssetAsync().then(res => res != null);
795
+ }
796
+ await this._loadingScenePromise;
797
+ if (this._isCurrentlyLoading && this.loadingScene?.asset) {
798
+ if (debug) console.log("Add loading scene", this.loadingScene.url, this.loadingScene.asset)
799
+ const loadingScene = this.loadingScene.asset as any as Object3D;
800
+ GameObject.add(loadingScene, this.gameObject);
801
+ const sceneListener = this.tryGetSceneEventListener(loadingScene);
802
+ if (sceneListener?.sceneOpened) {
803
+ const res = sceneListener.sceneOpened(this);
804
+ if (res instanceof Promise) await res;
805
+ }
806
+ }
807
+ }
808
+ // Invoke the event on a loading listener on the same object as the scene switcher
809
+ if (this._isCurrentlyLoading) {
810
+ const listener = this.tryGetSceneEventListener(this.gameObject);
811
+ if (listener) {
812
+ if (listener.sceneOpened) {
813
+ const res = listener.sceneOpened(this);
814
+ if (res instanceof Promise) await res;
815
+ }
816
+ }
817
+ }
818
+ }
819
+ private async onEndLoading() {
820
+ this._isCurrentlyLoading = false;
821
+ if (this.loadingScene?.asset) {
822
+ if (debug) console.log("Remove loading scene", this.loadingScene.url);
823
+ const obj = this.loadingScene.asset as any as Object3D;
824
+ // try to find an ISceneEventListener component
825
+ const sceneListener = this.tryGetSceneEventListener(obj);
826
+ if (typeof sceneListener?.sceneClosing === "function") {
827
+ const res = sceneListener.sceneClosing();
828
+ if (res instanceof Promise) await res;
829
+ }
830
+ GameObject.remove(obj);
831
+ }
832
+ // Invoke the event on a loading listener on the same object as the scene switcher
833
+ if (!this._isCurrentlyLoading) {
834
+ const listener = this.tryGetSceneEventListener(this.gameObject);
835
+ if (listener) {
836
+ if (listener.sceneClosing) {
837
+ const res = listener.sceneClosing();
838
+ if (res instanceof Promise) await res;
839
+ }
840
+ }
841
+ }
842
+ }
843
+
844
+ private tryGetSceneEventListener(obj: Object3D, level: number = 0): ISceneEventListener | null {
845
+ if (!obj) {
846
+ return null;
847
+ }
848
+ const sceneListener = GameObject.foreachComponent(obj, c => {
849
+ const i = c as any as ISceneEventListener;
850
+ if (i.sceneClosing! || i.sceneOpened!) return i;
851
+ else return undefined;
852
+ });
853
+ // if we didnt find any component with the listener on the root object
854
+ // we also check the first level of its children because a scene might be a group
855
+ if (level === 0 && !sceneListener && obj.children.length) {
856
+ for (const ch of obj.children) {
857
+ const res = this.tryGetSceneEventListener(ch, level + 1);
858
+ if (res) return res;
859
+ }
860
+ }
861
+ if (!sceneListener) return null;
862
+ return sceneListener;
863
+ }
864
+ }
865
+
866
+
867
+ function sceneUriToName(uri: string): string {
868
+ const name = uri.split("/").pop();
869
+ const value = name?.split(".").shift();
870
+ if (value?.length) return value;
871
+ return uri;
872
+ }
873
+
874
+
875
+
876
+ /**
877
+ * PreLoadScheduler is responsible for managing preloading of scenes.
878
+ * It handles scheduling and limiting concurrent downloads of scenes based on specified parameters.
879
+ */
880
+ class PreLoadScheduler {
881
+ /** Maximum number of scenes to preload ahead of the current scene */
882
+ maxLoadAhead: number;
883
+
884
+ /** Maximum number of scenes to preload behind the current scene */
885
+ maxLoadBehind: number;
886
+
887
+ /** Maximum number of scenes that can be preloaded concurrently */
888
+ maxConcurrent: number;
889
+
890
+ private _isRunning: boolean = false;
891
+ private _switcher: SceneSwitcher;
892
+ private _loadTasks: LoadTask[] = [];
893
+ private _maxConcurrentLoads: number = 1;
894
+
895
+ /**
896
+ * Creates a new PreLoadScheduler instance
897
+ * @param rooms The SceneSwitcher that this scheduler belongs to
898
+ * @param ahead Number of scenes to preload ahead of current scene
899
+ * @param behind Number of scenes to preload behind current scene
900
+ * @param maxConcurrent Maximum number of concurrent preloads allowed
901
+ */
902
+ constructor(rooms: SceneSwitcher, ahead: number = 1, behind: number = 1, maxConcurrent: number = 2) {
903
+ this._switcher = rooms;
904
+ this.maxLoadAhead = ahead;
905
+ this.maxLoadBehind = behind;
906
+ this.maxConcurrent = maxConcurrent;
907
+ }
908
+
909
+ /**
910
+ * Starts the preloading process after a specified delay
911
+ * @param delay Time in milliseconds to wait before starting preload
912
+ */
913
+ begin(delay: number) {
914
+ if (this._isRunning) return;
915
+ if (debug) console.log("Preload begin", { delay })
916
+ this._isRunning = true;
917
+ let lastRoom: number = -10;
918
+ let searchDistance: number;
919
+ let searchCall: number;
920
+ const array = this._switcher.scenes;
921
+ const startTime = Date.now() + delay;
922
+ const interval = setInterval(() => {
923
+ if (this.allLoaded()) {
924
+ if (debug)
925
+ console.log("All scenes (pre-)loaded");
926
+ this.stop();
927
+ }
928
+ if (!this._isRunning) {
929
+ clearInterval(interval);
930
+ return;
931
+ }
932
+
933
+ if (Date.now() < startTime) return;
934
+
935
+ if (this.canLoadNewScene() === false) return;
936
+ if (lastRoom === -10 || lastRoom !== this._switcher.currentIndex) {
937
+ lastRoom = this._switcher.currentIndex;
938
+ searchCall = 0;
939
+ searchDistance = 0;
940
+ }
941
+ const searchForward = searchCall % 2 === 0;
942
+ if (searchForward) searchDistance += 1;
943
+ searchCall += 1;
944
+ const maxSearchDistance = searchForward ? this.maxLoadAhead : this.maxLoadBehind;
945
+ if (searchDistance > maxSearchDistance) return;
946
+ const roomIndex = searchForward ? lastRoom + searchDistance : lastRoom - searchDistance;
947
+ if (roomIndex < 0) return;
948
+ // if (roomIndex < 0) roomIndex = array.length + roomIndex;
949
+ if (roomIndex < 0 || roomIndex >= array.length) return;
950
+ if (!this._loadTasks.some(t => t.index === roomIndex)) {
951
+ const scene = array[roomIndex];
952
+ if (debug) console.log("Preload scene", { roomIndex, searchForward, lastRoom, currentIndex: this._switcher.currentIndex, tasks: this._loadTasks.length }, scene?.url);
953
+ new LoadTask(roomIndex, scene, this._loadTasks);
954
+ }
955
+ }, 200);
956
+ }
957
+
958
+ /**
959
+ * Stops the preloading process
960
+ */
961
+ stop() {
962
+ this._isRunning = false;
963
+ }
964
+
965
+ /**
966
+ * Checks if a new scene can be loaded based on current load limits
967
+ * @returns True if a new scene can be loaded, false otherwise
968
+ */
969
+ canLoadNewScene(): boolean {
970
+ return this._loadTasks.length < this._maxConcurrentLoads;
971
+ }
972
+
973
+ /**
974
+ * Checks if all scenes in the SceneSwitcher have been loaded
975
+ * @returns True if all scenes are loaded, false otherwise
976
+ */
977
+ allLoaded(): boolean {
978
+ if (this._switcher.scenes) {
979
+ for (const scene of this._switcher.scenes) {
980
+ if (!scene?.isLoaded) continue;
981
+ if (scene.isLoaded() === false) return false;
982
+ }
983
+ }
984
+ return true;
985
+ }
986
+ }
987
+
988
+ /**
989
+ * Represents a single preloading task for a scene
990
+ */
991
+ class LoadTask {
992
+ /** The index of the scene in the scenes array */
993
+ index: number;
994
+
995
+ /** The AssetReference to be loaded */
996
+ asset: AssetReference;
997
+
998
+ /** The collection of active load tasks this task belongs to */
999
+ tasks: LoadTask[];
1000
+
1001
+ /**
1002
+ * Creates a new LoadTask and begins loading immediately
1003
+ * @param index The index of the scene in the scenes array
1004
+ * @param asset The AssetReference to preload
1005
+ * @param tasks The collection of active load tasks
1006
+ */
1007
+ constructor(index: number, asset: AssetReference, tasks: LoadTask[]) {
1008
+ this.index = index;
1009
+ this.asset = asset;
1010
+ this.tasks = tasks;
1011
+ tasks.push(this);
1012
+ this.awaitLoading();
1013
+ }
1014
+
1015
+ /**
1016
+ * Asynchronously loads the asset and removes this task from the active tasks list when complete
1017
+ */
1018
+ private async awaitLoading() {
1019
+ if (this.asset && !this.asset.isLoaded()) {
1020
+ if (debug)
1021
+ console.log("Preload start: " + this.asset.url, this.index);
1022
+ await this.asset.preload();
1023
+ if (debug)
1024
+ console.log("Preload finished: " + this.asset.url, this.index);
1025
+ }
1026
+
1027
+ const i = this.tasks.indexOf(this);
1028
+ if (i >= 0) this.tasks.splice(i, 1);
1029
+ }
1030
+ }