@needle-tools/engine 4.5.0-alpha.7 → 4.5.1

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 (1066) 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-e4d45a4b.light.umd.cjs → needle-engine.bundle-2d3f9594.light.umd.cjs} +5 -5
  6. package/dist/{needle-engine.bundle-b3f8f528.umd.cjs → needle-engine.bundle-4dbc6bd8.umd.cjs} +5 -5
  7. package/dist/{needle-engine.bundle-b0b656a0.js → needle-engine.bundle-55f7e76b.js} +9 -10
  8. package/dist/{needle-engine.bundle-794a5cc4.light.min.js → needle-engine.bundle-7a7b6e91.light.min.js} +3 -3
  9. package/dist/{needle-engine.bundle-ac188401.min.js → needle-engine.bundle-c7347339.min.js} +3 -3
  10. package/dist/{needle-engine.bundle-61f52fd3.light.js → needle-engine.bundle-f56361b5.light.js} +689 -690
  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_addressables.d.ts +166 -166
  49. package/lib/engine/engine_addressables.js +608 -608
  50. package/lib/engine/engine_animation.d.ts +43 -43
  51. package/lib/engine/engine_animation.js +133 -133
  52. package/lib/engine/engine_application.d.ts +45 -45
  53. package/lib/engine/engine_application.js +104 -104
  54. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  55. package/lib/engine/engine_assetdatabase.js +344 -344
  56. package/lib/engine/engine_audio.d.ts +4 -4
  57. package/lib/engine/engine_audio.js +23 -23
  58. package/lib/engine/engine_camera.d.ts +13 -13
  59. package/lib/engine/engine_camera.js +30 -30
  60. package/lib/engine/engine_components.d.ts +110 -110
  61. package/lib/engine/engine_components.js +374 -374
  62. package/lib/engine/engine_components_internal.d.ts +9 -9
  63. package/lib/engine/engine_components_internal.js +36 -36
  64. package/lib/engine/engine_constants.d.ts +10 -10
  65. package/lib/engine/engine_constants.js +41 -41
  66. package/lib/engine/engine_context.d.ts +472 -472
  67. package/lib/engine/engine_context.js +1664 -1664
  68. package/lib/engine/engine_context_registry.d.ts +71 -71
  69. package/lib/engine/engine_context_registry.js +117 -117
  70. package/lib/engine/engine_coroutine.d.ts +35 -35
  71. package/lib/engine/engine_coroutine.js +52 -52
  72. package/lib/engine/engine_create_objects.d.ts +118 -118
  73. package/lib/engine/engine_create_objects.js +308 -308
  74. package/lib/engine/engine_default_parameters.d.ts +2 -2
  75. package/lib/engine/engine_default_parameters.js +3 -3
  76. package/lib/engine/engine_editor-sync.d.ts +21 -21
  77. package/lib/engine/engine_editor-sync.js +4 -4
  78. package/lib/engine/engine_fileloader.d.ts +2 -2
  79. package/lib/engine/engine_fileloader.js +8 -8
  80. package/lib/engine/engine_gameobject.d.ts +68 -68
  81. package/lib/engine/engine_gameobject.js +596 -596
  82. package/lib/engine/engine_generic_utils.d.ts +1 -1
  83. package/lib/engine/engine_generic_utils.js +13 -13
  84. package/lib/engine/engine_gizmos.d.ts +149 -149
  85. package/lib/engine/engine_gizmos.js +530 -530
  86. package/lib/engine/engine_gltf.d.ts +12 -12
  87. package/lib/engine/engine_gltf.js +15 -15
  88. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  89. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  90. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  91. package/lib/engine/engine_hot_reload.d.ts +8 -8
  92. package/lib/engine/engine_hot_reload.js +197 -197
  93. package/lib/engine/engine_input.d.ts +362 -362
  94. package/lib/engine/engine_input.js +1294 -1294
  95. package/lib/engine/engine_input_utils.d.ts +2 -2
  96. package/lib/engine/engine_input_utils.js +22 -22
  97. package/lib/engine/engine_instancing.d.ts +19 -19
  98. package/lib/engine/engine_instancing.js +39 -39
  99. package/lib/engine/engine_license.d.ts +11 -11
  100. package/lib/engine/engine_license.js +361 -361
  101. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  102. package/lib/engine/engine_lifecycle_api.js +106 -106
  103. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  104. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  105. package/lib/engine/engine_lightdata.d.ts +23 -23
  106. package/lib/engine/engine_lightdata.js +91 -91
  107. package/lib/engine/engine_loaders.callbacks.d.ts +96 -96
  108. package/lib/engine/engine_loaders.callbacks.js +85 -85
  109. package/lib/engine/engine_loaders.callbacks.js.map +1 -1
  110. package/lib/engine/engine_loaders.d.ts +48 -48
  111. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  112. package/lib/engine/engine_loaders.gltf.js +62 -62
  113. package/lib/engine/engine_loaders.js +335 -335
  114. package/lib/engine/engine_loaders.js.map +1 -1
  115. package/lib/engine/engine_lods.d.ts +31 -31
  116. package/lib/engine/engine_lods.js +146 -146
  117. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  118. package/lib/engine/engine_mainloop_utils.js +466 -466
  119. package/lib/engine/engine_math.d.ts +114 -114
  120. package/lib/engine/engine_math.js +247 -247
  121. package/lib/engine/engine_modules.d.ts +36 -36
  122. package/lib/engine/engine_modules.js +85 -85
  123. package/lib/engine/engine_networking.d.ts +260 -260
  124. package/lib/engine/engine_networking.js +764 -764
  125. package/lib/engine/engine_networking_auto.d.ts +24 -24
  126. package/lib/engine/engine_networking_auto.js +310 -310
  127. package/lib/engine/engine_networking_blob.d.ts +48 -48
  128. package/lib/engine/engine_networking_blob.js +228 -228
  129. package/lib/engine/engine_networking_files.d.ts +35 -35
  130. package/lib/engine/engine_networking_files.js +172 -172
  131. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  132. package/lib/engine/engine_networking_files_default_components.js +42 -42
  133. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  134. package/lib/engine/engine_networking_instantiate.js +345 -345
  135. package/lib/engine/engine_networking_peer.d.ts +15 -15
  136. package/lib/engine/engine_networking_peer.js +132 -132
  137. package/lib/engine/engine_networking_streams.d.ts +123 -123
  138. package/lib/engine/engine_networking_streams.js +645 -645
  139. package/lib/engine/engine_networking_types.d.ts +22 -22
  140. package/lib/engine/engine_networking_types.js +7 -7
  141. package/lib/engine/engine_networking_utils.d.ts +2 -2
  142. package/lib/engine/engine_networking_utils.js +20 -20
  143. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  144. package/lib/engine/engine_networking_websocket.js +2 -2
  145. package/lib/engine/engine_patcher.d.ts +10 -10
  146. package/lib/engine/engine_patcher.js +142 -142
  147. package/lib/engine/engine_physics.d.ts +152 -152
  148. package/lib/engine/engine_physics.js +645 -645
  149. package/lib/engine/engine_physics.types.d.ts +40 -40
  150. package/lib/engine/engine_physics.types.js +33 -33
  151. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  152. package/lib/engine/engine_physics_rapier.js +1433 -1433
  153. package/lib/engine/engine_playerview.d.ts +26 -26
  154. package/lib/engine/engine_playerview.js +64 -64
  155. package/lib/engine/engine_scenelighting.d.ts +71 -71
  156. package/lib/engine/engine_scenelighting.js +226 -226
  157. package/lib/engine/engine_serialization.d.ts +3 -3
  158. package/lib/engine/engine_serialization.js +3 -3
  159. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  160. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  161. package/lib/engine/engine_serialization_core.d.ts +85 -85
  162. package/lib/engine/engine_serialization_core.js +606 -606
  163. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  164. package/lib/engine/engine_serialization_decorator.js +66 -66
  165. package/lib/engine/engine_setup.d.ts +1 -1
  166. package/lib/engine/engine_setup.js +2 -2
  167. package/lib/engine/engine_shaders.d.ts +53 -53
  168. package/lib/engine/engine_shaders.js +252 -252
  169. package/lib/engine/engine_shims.d.ts +4 -4
  170. package/lib/engine/engine_shims.js +24 -24
  171. package/lib/engine/engine_test_utils.d.ts +39 -39
  172. package/lib/engine/engine_test_utils.js +83 -83
  173. package/lib/engine/engine_texture.d.ts +28 -28
  174. package/lib/engine/engine_texture.js +64 -64
  175. package/lib/engine/engine_three_utils.d.ts +201 -201
  176. package/lib/engine/engine_three_utils.js +731 -731
  177. package/lib/engine/engine_time.d.ts +51 -51
  178. package/lib/engine/engine_time.js +82 -82
  179. package/lib/engine/engine_time_utils.d.ts +88 -88
  180. package/lib/engine/engine_time_utils.js +215 -215
  181. package/lib/engine/engine_tonemapping.d.ts +2 -2
  182. package/lib/engine/engine_tonemapping.js +194 -194
  183. package/lib/engine/engine_types.d.ts +578 -578
  184. package/lib/engine/engine_types.js +95 -95
  185. package/lib/engine/engine_typestore.d.ts +28 -28
  186. package/lib/engine/engine_typestore.js +55 -55
  187. package/lib/engine/engine_util_decorator.d.ts +13 -13
  188. package/lib/engine/engine_util_decorator.js +116 -116
  189. package/lib/engine/engine_utils.d.ts +266 -266
  190. package/lib/engine/engine_utils.js +878 -878
  191. package/lib/engine/engine_utils_format.d.ts +23 -23
  192. package/lib/engine/engine_utils_format.js +212 -212
  193. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  194. package/lib/engine/engine_utils_screenshot.js +513 -513
  195. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  196. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  197. package/lib/engine/engine_xr.d.ts +1 -1
  198. package/lib/engine/engine_xr.js +1 -1
  199. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  200. package/lib/engine/export/gltf/Writers.js +24 -24
  201. package/lib/engine/export/gltf/index.d.ts +11 -11
  202. package/lib/engine/export/gltf/index.js +123 -123
  203. package/lib/engine/export/index.d.ts +2 -2
  204. package/lib/engine/export/index.js +2 -2
  205. package/lib/engine/export/state.d.ts +7 -7
  206. package/lib/engine/export/state.js +17 -17
  207. package/lib/engine/export/utils.d.ts +2 -2
  208. package/lib/engine/export/utils.js +7 -7
  209. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  210. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  211. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  212. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  213. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  214. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  215. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  216. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  217. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  218. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  219. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  220. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  221. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  222. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  223. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  224. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  225. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  226. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  227. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  228. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  229. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  230. package/lib/engine/extensions/extension_resolver.js +1 -1
  231. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  232. package/lib/engine/extensions/extension_utils.js +152 -152
  233. package/lib/engine/extensions/extensions.d.ts +32 -32
  234. package/lib/engine/extensions/extensions.js +107 -107
  235. package/lib/engine/extensions/index.d.ts +6 -6
  236. package/lib/engine/extensions/index.js +6 -6
  237. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  238. package/lib/engine/extensions/usage_tracker.js +65 -65
  239. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  240. package/lib/engine/js-extensions/Camera.js +39 -39
  241. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  242. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  243. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  244. package/lib/engine/js-extensions/Layers.js +22 -22
  245. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  246. package/lib/engine/js-extensions/Object3D.js +136 -136
  247. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  248. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  249. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  250. package/lib/engine/js-extensions/Vector.js +13 -13
  251. package/lib/engine/js-extensions/index.d.ts +5 -5
  252. package/lib/engine/js-extensions/index.js +5 -5
  253. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  254. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  255. package/lib/engine/shaders/shaderData.d.ts +55 -55
  256. package/lib/engine/shaders/shaderData.js +58 -58
  257. package/lib/engine/tests/test_utils.d.ts +2 -2
  258. package/lib/engine/tests/test_utils.js +53 -53
  259. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  260. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  261. package/lib/engine/webcomponents/api.d.ts +5 -5
  262. package/lib/engine/webcomponents/api.js +4 -4
  263. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  264. package/lib/engine/webcomponents/buttons.js +263 -263
  265. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  266. package/lib/engine/webcomponents/fonts.js +32 -32
  267. package/lib/engine/webcomponents/icons.d.ts +9 -9
  268. package/lib/engine/webcomponents/icons.js +52 -52
  269. package/lib/engine/webcomponents/index.d.ts +1 -1
  270. package/lib/engine/webcomponents/index.js +1 -1
  271. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  272. package/lib/engine/webcomponents/logo-element.js +67 -67
  273. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  274. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  275. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  276. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  277. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  278. package/lib/engine/webcomponents/needle-button.js +161 -161
  279. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  280. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  281. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  282. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  283. package/lib/engine/webcomponents/needle-engine.d.ts +113 -113
  284. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  285. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  286. package/lib/engine/webcomponents/needle-engine.js +831 -831
  287. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  288. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  289. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  290. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  291. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  292. package/lib/engine/xr/NeedleXRSession.js +1448 -1448
  293. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  294. package/lib/engine/xr/NeedleXRSync.js +188 -188
  295. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  296. package/lib/engine/xr/SceneTransition.js +69 -69
  297. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  298. package/lib/engine/xr/TempXRContext.js +187 -187
  299. package/lib/engine/xr/XRRig.d.ts +7 -7
  300. package/lib/engine/xr/XRRig.js +1 -1
  301. package/lib/engine/xr/api.d.ts +6 -6
  302. package/lib/engine/xr/api.js +6 -6
  303. package/lib/engine/xr/events.d.ts +66 -66
  304. package/lib/engine/xr/events.js +93 -93
  305. package/lib/engine/xr/internal.d.ts +12 -12
  306. package/lib/engine/xr/internal.js +25 -25
  307. package/lib/engine/xr/usdz.d.ts +12 -12
  308. package/lib/engine/xr/usdz.js +29 -29
  309. package/lib/engine/xr/utils.d.ts +11 -11
  310. package/lib/engine/xr/utils.js +34 -34
  311. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  312. package/lib/engine-components/AlignmentConstraint.js +39 -39
  313. package/lib/engine-components/Animation.d.ts +156 -156
  314. package/lib/engine-components/Animation.js +508 -508
  315. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  316. package/lib/engine-components/AnimationCurve.js +159 -159
  317. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  318. package/lib/engine-components/AnimationUtils.js +27 -27
  319. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  320. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  321. package/lib/engine-components/Animator.d.ts +217 -217
  322. package/lib/engine-components/Animator.js +354 -354
  323. package/lib/engine-components/AnimatorController.d.ts +227 -227
  324. package/lib/engine-components/AnimatorController.js +1152 -1152
  325. package/lib/engine-components/AudioListener.d.ts +33 -33
  326. package/lib/engine-components/AudioListener.js +86 -86
  327. package/lib/engine-components/AudioSource.d.ts +217 -217
  328. package/lib/engine-components/AudioSource.js +634 -634
  329. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  330. package/lib/engine-components/AvatarLoader.js +231 -231
  331. package/lib/engine-components/AxesHelper.d.ts +32 -32
  332. package/lib/engine-components/AxesHelper.js +67 -67
  333. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  334. package/lib/engine-components/BasicIKConstraint.js +43 -43
  335. package/lib/engine-components/BoxCollider.d.ts +2 -2
  336. package/lib/engine-components/BoxCollider.js +2 -2
  337. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
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  1010. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1011. package/src/engine-schemes/README.md +1 -1
  1012. package/src/engine-schemes/api.ts +12 -12
  1013. package/src/engine-schemes/dist/api.js +17 -0
  1014. package/src/engine-schemes/dist/api.js.meta +7 -0
  1015. package/src/engine-schemes/dist/schemes.js +25 -0
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  1025. package/src/engine-schemes/dist/vec3.js +36 -0
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  1031. package/src/engine-schemes/schemes.ts +28 -28
  1032. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1033. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1034. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1035. package/src/engine-schemes/transform.ts +50 -50
  1036. package/src/engine-schemes/transforms.fbs +25 -25
  1037. package/src/engine-schemes/vec.fbs +19 -19
  1038. package/src/engine-schemes/vec2.ts +33 -33
  1039. package/src/engine-schemes/vec3.ts +38 -38
  1040. package/src/engine-schemes/vec4.ts +43 -43
  1041. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1042. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1043. package/src/include/draco/draco_decoder.js +34 -34
  1044. package/src/include/ktx2/basis_transcoder.js +21 -21
  1045. package/src/include/needle/arial-msdf.json +1471 -1471
  1046. package/src/include/three/DragControls.js +231 -231
  1047. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1048. package/src/needle-engine.ts +70 -70
  1049. package/lib/engine/engine_element.d.ts +0 -113
  1050. package/lib/engine/engine_element.js +0 -833
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  1055. package/lib/engine/engine_element_extras.d.ts +0 -6
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  1064. package/lib/engine/engine_scenetools.d.ts +0 -62
  1065. package/lib/engine/engine_scenetools.js +0 -337
  1066. package/lib/engine/engine_scenetools.js.map +0 -1
@@ -1,972 +1,972 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { EquirectangularReflectionMapping, Object3D, Scene } from "three";
8
- import { AssetReference } from "../engine/engine_addressables.js";
9
- import { destroy } from "../engine/engine_gameobject.js";
10
- import { InputEvents } from "../engine/engine_input.js";
11
- import { isLocalNetwork } from "../engine/engine_networking_utils.js";
12
- import { serializable } from "../engine/engine_serialization.js";
13
- import { getParam, setParamWithoutReload } from "../engine/engine_utils.js";
14
- import { registerObservableAttribute } from "../engine/webcomponents/needle-engine.extras.js";
15
- import { Behaviour, GameObject } from "./Component.js";
16
- import { EventList } from "./EventList.js";
17
- const debug = getParam("debugsceneswitcher");
18
- const experimental_clearSceneOnLoad = getParam("sceneswitcher:clearscene");
19
- const ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME = "scene";
20
- registerObservableAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
21
- // ContextRegistry.registerCallback(ContextEvent.ContextRegistered, async _ => {
22
- // // We need to defer import to not get issues with circular dependencies
23
- // import("../engine/engine_element").then(res => {
24
- // const webcomponent = res.NeedleEngineHTMLElement;
25
- // if (debug) console.log("SceneSwitcher: registering scene attribute", webcomponent.observedAttributes);
26
- // if (!webcomponent.observedAttributes.includes(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME))
27
- // webcomponent.observedAttributes.push(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
28
- // });
29
- // });
30
- const couldNotLoadScenePromise = Promise.resolve(false);
31
- /** The SceneSwitcher can be used to dynamically load and unload extra content
32
- * Available scenes are defined in the `scenes` array.
33
- * Loaded scenes will be added to the SceneSwitcher's GameObject as a child and removed when another scene is loaded by the same SceneSwitcher.
34
- * Live Examples
35
- * - [Multi Scenes Sample](https://engine.needle.tools/samples/multi-scenes-dynamic-loading) (source code available)
36
- * - [Needle Website](https://needle.tools)
37
- * - [Songs Of Cultures](https://app.songsofcultures.com)
38
- *
39
- * ### Interfaces
40
- * 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.
41
- *
42
- * ### Events
43
- * - `loadscene-start`: Called when a scene starts loading
44
- * - `loadscene-finished`: Called when a scene finished loading
45
- * - `progress`: Called when a scene is loading and the progress changes
46
- * - `scene-opened`: Called when a scene is loaded and added to the SceneSwitcher's GameObject
47
- * @example
48
- * ```ts
49
- * sceneSwitcher.addEventListener("loadscene-start", (e) => {
50
- * console.log("Loading scene", e.detail.scene.url);
51
- * });
52
- * sceneSwitcher.addEventListener("loadscene-finished", (e) => {
53
- * console.log("Finished loading scene", e.detail.scene.url);
54
- * });
55
- * sceneSwitcher.addEventListener("progress", (e) => {
56
- * console.log("Loading progress", e.loaded, e.total);
57
- * });
58
- * sceneSwitcher.addEventListener("scene-opened", (e) => {
59
- * console.log("Scene opened", e.detail.scene.url);
60
- * });
61
- * ```
62
- *
63
- * @category Asset Management
64
- * @group Components
65
- */
66
- export class SceneSwitcher extends Behaviour {
67
- /** When enabled the first scene will be loaded when the SceneSwitcher becomes active
68
- * @default true
69
- */
70
- autoLoadFirstScene = true;
71
- /**
72
- * The scenes that can be loaded by the SceneSwitcher.
73
- * @default []
74
- */
75
- scenes = [];
76
- /**
77
- * The scene that is displayed while a scene is loading.
78
- * @default undefined
79
- */
80
- loadingScene;
81
- /** the url parameter that is set/used to store the currently loaded scene in, set to "" to disable
82
- * @default "scene"
83
- */
84
- queryParameterName = "scene";
85
- /**
86
- * when enabled the scene name will be used as the query parameter (otherwise the scene index will be used)
87
- * Needs `queryParameterName` set
88
- * @default true
89
- */
90
- useSceneName = true;
91
- /**
92
- * When enabled the current scene index will be clamped to the scenes array bounds.
93
- * For example when the last scene is loaded and `clamp` is true then trying to load the `next()` scene will not change the scene.
94
- * When `clamp` is false and the last scene is loaded then the first scene will be loaded instead.
95
- * @default true
96
- */
97
- clamp = true;
98
- /** when enabled the new scene is pushed to the browser navigation history, only works with a valid query parameter set
99
- * @default true
100
- */
101
- useHistory = true;
102
- /** when enabled you can switch between scenes using keyboard left, right, A and D or number keys
103
- * @default true
104
- */
105
- useKeyboard = true;
106
- /** when enabled you can switch between scenes using swipe (mobile only)
107
- * @default true
108
- */
109
- useSwipe = true;
110
- /** when enabled will automatically apply the environment scene lights
111
- * @default true
112
- */
113
- useSceneLighting = true;
114
- /** When enabled will automatically apply the skybox from the loaded scene
115
- * @default true
116
- */
117
- useSceneBackground = true;
118
- /** how many scenes after the currently active scene should be preloaded
119
- * @default 1
120
- */
121
- preloadNext = 1;
122
- /** how many scenes before the currently active scene should be preloaded
123
- * @default 1
124
- */
125
- preloadPrevious = 1;
126
- /** how many scenes can be loaded in parallel
127
- * @default 2
128
- */
129
- preloadConcurrent = 2;
130
- /**
131
- * When enabled will create a button for the Needle menu to switch to the next or previous scene
132
- * @default false
133
- */
134
- createMenuButtons = false;
135
- /** The index of the currently loaded and active scene */
136
- get currentIndex() { return this._currentIndex; }
137
- /** Get the progress of the currently loading scene. This is undefined if no scene is loading
138
- * You can also subscribe to the loading event by adding an event listener to the scene switcher.
139
- * For example like this `sceneSwitcher.addEventListeneer("progress", (e) => {...})`
140
- */
141
- get currentLoadingProgress() { return this._currentLoadingProgress; }
142
- /** The currently loading scene. This is undefined if no scene is loading. */
143
- get currentlyLoadingScene() { return this._currentlyLoadingScene; }
144
- /**
145
- * The currently loaded scene. This is undefined if no scene is loaded.
146
- */
147
- get currentlyLoadedScene() { return this._currentScene; }
148
- /**
149
- * Called when a scene starts loading
150
- */
151
- sceneLoadingStart = new EventList();
152
- sceneLoadingProgress = new EventList();
153
- /**
154
- * The sceneLoaded event is called when a scene/glTF is loaded and added to the scene
155
- */
156
- sceneLoaded = new EventList();
157
- _currentIndex = -1;
158
- _currentScene = undefined;
159
- _engineElementOverserver = undefined;
160
- _preloadScheduler;
161
- _menuButtons;
162
- /** @internal */
163
- awake() {
164
- if (this.scenes === undefined)
165
- this.scenes = [];
166
- // remove all scenes from the url that are in the scenes array at startup
167
- for (const scene of this.scenes) {
168
- if (scene && !scene.hasUrl && scene.asset instanceof Object3D) {
169
- GameObject.remove(scene.asset);
170
- }
171
- else if (scene instanceof Object3D) {
172
- GameObject.remove(scene);
173
- }
174
- }
175
- if (debug)
176
- console.log("SceneSwitcher", this);
177
- }
178
- /** @internal */
179
- async onEnable() {
180
- globalThis.addEventListener("popstate", this.onPopState);
181
- this.context.input.addEventListener(InputEvents.KeyDown, this.onInputKeyDown);
182
- this.context.input.addEventListener(InputEvents.PointerMove, this.onInputPointerMove);
183
- this.context.input.addEventListener(InputEvents.PointerUp, this.onInputPointerUp);
184
- if (!this._engineElementOverserver) {
185
- this._engineElementOverserver = new MutationObserver((mutations) => {
186
- for (const mut of mutations) {
187
- if (mut.type === "attributes" && mut.attributeName === ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME) {
188
- const value = this.context.domElement.getAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
189
- if (value !== null) {
190
- this.trySelectSceneFromValue(value);
191
- }
192
- }
193
- }
194
- });
195
- }
196
- this._engineElementOverserver.observe(this.context.domElement, {
197
- attributes: true
198
- });
199
- if (!this._preloadScheduler)
200
- this._preloadScheduler = new PreLoadScheduler(this);
201
- this._preloadScheduler.maxLoadAhead = this.preloadNext;
202
- this._preloadScheduler.maxLoadBehind = this.preloadPrevious;
203
- this._preloadScheduler.maxConcurrent = this.preloadConcurrent;
204
- this._preloadScheduler.begin(2000);
205
- // Begin loading the loading scene
206
- if (this.autoLoadFirstScene && this._currentIndex === -1 && !await this.tryLoadFromQueryParam()) {
207
- const value = this.context.domElement.getAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
208
- // let locked = this.lock;
209
- try {
210
- // this.lock = false;
211
- if (value === null || !await this.trySelectSceneFromValue(value)) {
212
- if (this._currentIndex === -1)
213
- this.select(0);
214
- }
215
- }
216
- finally {
217
- // this.lock = locked;
218
- }
219
- }
220
- // create the menu buttons
221
- if (this.createMenuButtons) {
222
- this._menuButtons ??= [];
223
- this._menuButtons.push(this.context.menu.appendChild({
224
- label: "Previous",
225
- icon: "arrow_back_ios",
226
- onClick: () => this.selectPrev(),
227
- priority: -1005,
228
- class: "row2"
229
- }));
230
- this._menuButtons.push(this.context.menu.appendChild({
231
- label: "Next",
232
- icon: "arrow_forward_ios",
233
- iconSide: "right",
234
- onClick: () => this.selectNext(),
235
- priority: -1000,
236
- class: "row2"
237
- }));
238
- }
239
- }
240
- /** @internal */
241
- onDisable() {
242
- globalThis.removeEventListener("popstate", this.onPopState);
243
- this.context.input.removeEventListener(InputEvents.KeyDown, this.onInputKeyDown);
244
- this.context.input.removeEventListener(InputEvents.PointerMove, this.onInputPointerMove);
245
- this.context.input.removeEventListener(InputEvents.PointerUp, this.onInputPointerUp);
246
- this._preloadScheduler?.stop();
247
- // remove the menu buttons
248
- if (this._menuButtons) {
249
- for (const button of this._menuButtons) {
250
- button.remove();
251
- }
252
- this._menuButtons = undefined;
253
- }
254
- }
255
- onPopState = async (_state) => {
256
- if (!this.useHistory)
257
- return;
258
- const wasUsingHistory = this.useHistory;
259
- try {
260
- this.useHistory = false;
261
- let didResolve = false;
262
- if (this.queryParameterName)
263
- didResolve = await this.tryLoadFromQueryParam();
264
- if (!didResolve) {
265
- const state = _state?.state;
266
- if (state && state.startsWith(this.guid)) {
267
- const value = state.substr(this.guid.length + 2);
268
- if (debug)
269
- console.log("PopState", value);
270
- await this.trySelectSceneFromValue(value);
271
- }
272
- }
273
- }
274
- finally {
275
- this.useHistory = wasUsingHistory;
276
- }
277
- };
278
- normalizedSwipeThresholdX = 0.1;
279
- _didSwipe = false;
280
- onInputPointerMove = (e) => {
281
- if (!this.useSwipe)
282
- return;
283
- if (!this._didSwipe && e.button === 0 && e.pointerType === "touch" && this.context.input.getPointerPressedCount() === 1) {
284
- const delta = this.context.input.getPointerPositionDelta(e.button);
285
- if (delta) {
286
- const normalizedX = delta.x / this.context.domWidth;
287
- if (normalizedX >= this.normalizedSwipeThresholdX) {
288
- this._didSwipe = true;
289
- this.selectPrev();
290
- }
291
- else if (normalizedX <= -this.normalizedSwipeThresholdX) {
292
- this._didSwipe = true;
293
- this.selectNext();
294
- }
295
- }
296
- }
297
- };
298
- onInputPointerUp = (e) => {
299
- if (e.button === 0) {
300
- this._didSwipe = false;
301
- }
302
- };
303
- onInputKeyDown = (e) => {
304
- if (!this.useKeyboard)
305
- return;
306
- if (!this.scenes)
307
- return;
308
- const key = e.key.toLowerCase();
309
- if (!key)
310
- return;
311
- const index = parseInt(key) - 1;
312
- if (index >= 0) {
313
- this.trySelectSceneFromValue(index);
314
- return;
315
- }
316
- switch (key) {
317
- case "arrowright":
318
- case "d":
319
- this.selectNext();
320
- break;
321
- case "arrowleft":
322
- case "a":
323
- this.selectPrev();
324
- break;
325
- }
326
- };
327
- /**
328
- * Add a scene to the SceneSwitcher.
329
- * If the scene is already added it will be added again.
330
- * @param urlOrAssetReference The url of the scene or an AssetReference to the scene
331
- * @returns The AssetReference of the scene that was added
332
- * @example
333
- * ```ts
334
- * // adding a scene:
335
- * sceneSwitcher.addScene("scene1.glb");
336
- * // add another scene and load it:
337
- * const scene2 = sceneSwitcher.addScene("scene2.glb");
338
- * sceneSwitcher.switchScene(scene2).then(res => { console.log("Scene loaded", res); });
339
- * ```
340
- */
341
- addScene(urlOrAssetReference) {
342
- if (typeof urlOrAssetReference === "string") {
343
- let assetReference = this.context.addressables.findAssetReference(urlOrAssetReference);
344
- if (!assetReference) {
345
- assetReference = new AssetReference(urlOrAssetReference);
346
- this.context.addressables.registerAssetReference(assetReference);
347
- }
348
- this.scenes.push(assetReference);
349
- return assetReference;
350
- }
351
- this.scenes.push(urlOrAssetReference);
352
- return urlOrAssetReference;
353
- }
354
- /**
355
- * Load the next scene in the scenes array ({@link this.currentIndex} + 1)
356
- * If the current scene is the last scene in the array and {@link this.clamp} is disabled then the first scene will be loaded.
357
- * @returns a promise that resolves to true if the scene was loaded successfully
358
- */
359
- selectNext() {
360
- return this.select(this._currentIndex + 1);
361
- }
362
- /**
363
- * Load the previous scene in the scenes array ({@link this.currentIndex} - 1)
364
- * If the current scene is the first scene in the array and {@link this.clamp} is disabled then the last scene will be loaded.
365
- * @returns a promise that resolves to true if the scene was loaded successfully
366
- */
367
- selectPrev() {
368
- return this.select(this._currentIndex - 1);
369
- }
370
- /**
371
- * Load a scene by its index in the scenes array.
372
- * @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)
373
- * @returns a promise that resolves to true if the scene was loaded successfully
374
- */
375
- select(index) {
376
- if (debug)
377
- console.log("select", index);
378
- if (typeof index === "object") {
379
- // If a user tries to reference a scene object in a UnityEvent and invoke select(obj)
380
- // Then the object will be serialized as a object { guid : ... } or with the index json pointer
381
- // This case is not supported right now. Object references in the editor must not be scene references
382
- console.warn("Switching to \"" + index + "\" might not work. Please either use an index or a AssetReference (not a scene reference)");
383
- }
384
- if (typeof index === "string") {
385
- // If the parameter is a string we try to resolve the scene by its uri
386
- // it's either already known in the scenes array
387
- // or we create/get a new AssetReference and try to switch to that
388
- const scene = this.scenes?.find(s => s.url === index);
389
- if (!scene) {
390
- // Ok the scene is unknown to the scene switcher
391
- // we create a new asset reference (or get an existing one)
392
- // And switch to that. With this we can not modify the history
393
- // Until the scene switcher can store the uri in the history instead of the index
394
- const reference = AssetReference.getOrCreate(this.sourceId ?? "", index, this.context);
395
- return this.switchScene(reference);
396
- }
397
- if (scene)
398
- index = this.scenes?.indexOf(scene);
399
- else
400
- return couldNotLoadScenePromise;
401
- }
402
- if (!this.scenes?.length)
403
- return couldNotLoadScenePromise;
404
- if (index < 0) {
405
- if (this.clamp)
406
- return couldNotLoadScenePromise;
407
- index = this.scenes.length - 1;
408
- }
409
- else if (index >= this.scenes.length) {
410
- if (this.clamp)
411
- return couldNotLoadScenePromise;
412
- index = 0;
413
- }
414
- const scene = this.scenes[index];
415
- return this.switchScene(scene);
416
- }
417
- /**
418
- * Unload the currently loaded scene.
419
- */
420
- unload() {
421
- this.__lastSwitchScene = undefined;
422
- this.__lastSwitchScenePromise = undefined;
423
- return this.__unloadCurrentScene();
424
- }
425
- /**
426
- * Reload the last scene that was loaded
427
- * @returns a promise that resolves to true if the scene was loaded successfully
428
- */
429
- async reload() {
430
- if (this.__lastSwitchScene) {
431
- const scene = this.__lastSwitchScene;
432
- this.__lastSwitchScene = undefined;
433
- return this.switchScene(scene);
434
- }
435
- return false;
436
- }
437
- // this is the scene that was requested last
438
- __lastSwitchScene;
439
- __lastSwitchScenePromise;
440
- /**
441
- * Switch to a scene by its AssetReference.
442
- * If the scene is already loaded it will be unloaded and the new scene will be loaded.
443
- * If the scene is already loading it will wait for the scene to be loaded.
444
- * 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.
445
- * @param scene The AssetReference of the scene to switch to
446
- * @returns a promise that resolves to true if the scene was loaded successfully
447
- * @example
448
- * ```ts
449
- * const myAssetReference = new AssetReference("scene1.glb");
450
- * sceneSwitcher.switchScene(myAssetReference).then(res => { console.log("Scene loaded", res); });
451
- * ```
452
- */
453
- async switchScene(scene) {
454
- if (!(scene instanceof AssetReference)) {
455
- const type = typeof scene;
456
- if (type === "string") {
457
- return this.select(scene);
458
- }
459
- else if (type === "number") {
460
- return this.select(scene);
461
- }
462
- // If we're switching an Object3D
463
- else if (scene && scene instanceof Object3D) {
464
- const i = this.scenes?.indexOf(scene);
465
- scene = new AssetReference(scene.name, undefined, scene);
466
- if (i >= 0)
467
- this.scenes[i] = scene; // update the asset in the list to the new asset reference
468
- }
469
- else {
470
- console.warn(`[SceneSwitcher] Can't switch to scene of type ${type}`);
471
- return false;
472
- }
473
- }
474
- if (scene.url === this.sourceId) {
475
- console.warn("[SceneSwitcher] Can't load own scene - prevent recursive loading", this.sourceId);
476
- return false;
477
- }
478
- // ensure that we never run the same scene switch multiple times (at the same time) for the same requested scene
479
- if (this.__lastSwitchScene === scene && this.__lastSwitchScenePromise) {
480
- return this.__lastSwitchScenePromise;
481
- }
482
- this.__lastSwitchScene = scene;
483
- this.__lastSwitchScenePromise = this.__internalSwitchScene(scene);
484
- const res = await this.__lastSwitchScenePromise;
485
- return res;
486
- }
487
- async __unloadCurrentScene() {
488
- const current = this._currentScene;
489
- this._currentScene = undefined;
490
- if (current) {
491
- if (debug)
492
- console.log("UNLOAD", current.url, "HasURL?: " + current.hasUrl);
493
- const sceneListener = this.tryGetSceneEventListener(current.asset);
494
- if (sceneListener?.sceneClosing) {
495
- const res = sceneListener.sceneClosing();
496
- if (res instanceof Promise)
497
- await res;
498
- }
499
- // if the current scene has a URL (so it can be reloaded)
500
- // then we unload it
501
- if (current.hasUrl)
502
- current.unload();
503
- // otherwise if it's a regular Object3D we just remove it from the scene
504
- else if (current.asset instanceof Object3D) {
505
- GameObject.remove(current.asset);
506
- }
507
- }
508
- }
509
- _currentlyLoadingScene;
510
- /** @internal */
511
- async __internalSwitchScene(scene) {
512
- await this.__unloadCurrentScene();
513
- const index = this._currentIndex = this.scenes?.indexOf(scene) ?? -1;
514
- try {
515
- this._currentlyLoadingScene = scene;
516
- this._currentLoadingProgress = new ProgressEvent("progress", { loaded: 0, total: 1 });
517
- const loadStartEvt = new CustomEvent("loadscene-start", { detail: { scene: scene, switcher: this, index: index } });
518
- this.dispatchEvent(loadStartEvt);
519
- this.sceneLoadingStart?.invoke(loadStartEvt.detail);
520
- await this.onStartLoading();
521
- // start loading and wait for the scene to be loaded
522
- await scene.loadAssetAsync((_, prog) => {
523
- if (debug) {
524
- const t01 = prog.loaded / prog.total;
525
- const progressBarString = "[" + "=".repeat(Math.floor(t01 * 20)) + "-".repeat(20 - Math.floor(t01 * 20)) + "]";
526
- console.debug(`[SceneSwitcher] Download ${(t01 * 100).toFixed(1)} % ${progressBarString}`, scene.url);
527
- }
528
- this._currentLoadingProgress = prog;
529
- this.dispatchEvent(prog);
530
- this.sceneLoadingProgress?.invoke(prog);
531
- }).catch(console.error);
532
- await this.onEndLoading();
533
- const finishedEvt = new CustomEvent("loadscene-finished", { detail: { scene: scene, switcher: this, index: index } });
534
- this.dispatchEvent(finishedEvt);
535
- this._currentLoadingProgress = undefined;
536
- this._currentlyLoadingScene = undefined;
537
- if (finishedEvt.defaultPrevented) {
538
- if (debug)
539
- console.warn("Adding loaded scene prevented:", scene, finishedEvt);
540
- return false;
541
- }
542
- if (!scene.asset) {
543
- if (debug)
544
- console.warn("Failed loading scene:", scene);
545
- return false;
546
- }
547
- if (this._currentIndex === index) {
548
- if (debug)
549
- console.log("ADD", scene.url);
550
- this._currentScene = scene;
551
- // Experimental: replace the whole content of the scene
552
- if (experimental_clearSceneOnLoad) {
553
- const camera = this.context.mainCameraComponent?.gameObject || this.context.mainCamera;
554
- camera?.removeFromParent();
555
- const self = this.gameObject.removeFromParent();
556
- destroy(this.context.scene, true, true);
557
- this.context.scene = new Scene();
558
- this.context.scene.add(self);
559
- if (camera) {
560
- this.context.scene.add(camera);
561
- }
562
- }
563
- GameObject.add(scene.asset, this.gameObject);
564
- if (this.useSceneLighting)
565
- this.context.sceneLighting.enable(scene);
566
- // Set the background texture from the loaded scene
567
- if (this.useSceneBackground) {
568
- const skybox = this.context.lightmaps.tryGetSkybox(scene.url);
569
- if (skybox) {
570
- skybox.mapping = EquirectangularReflectionMapping;
571
- this.context.scene.background = skybox;
572
- }
573
- else if (debug) {
574
- console.warn("SceneSwitcher: Can't find skybox for scene " + scene.url);
575
- }
576
- }
577
- if (this.useHistory && index >= 0) {
578
- // take the index as the query parameter value
579
- let queryParameterValue = index.toString();
580
- // unless the user defines that he wants to use the scene name
581
- if (this.useSceneName) {
582
- if (scene instanceof Object3D)
583
- queryParameterValue = scene.name;
584
- else if (scene.url)
585
- queryParameterValue = sceneUriToName(scene.url);
586
- }
587
- // save the loaded scene as an url parameter
588
- if (this.queryParameterName?.length)
589
- setParamWithoutReload(this.queryParameterName, queryParameterValue, this.useHistory);
590
- // or set the history state without updating the url parameter
591
- else {
592
- const lastState = history.state;
593
- const stateName = this.guid + "::" + index;
594
- if (lastState !== stateName)
595
- history.pushState(stateName, "unused", location.href);
596
- }
597
- }
598
- // Call SceneListener opened callback (if a SceneListener is in the scene)
599
- const sceneListener = this.tryGetSceneEventListener(scene.asset);
600
- if (sceneListener?.sceneOpened) {
601
- const res = sceneListener.sceneOpened(this);
602
- if (res instanceof Promise)
603
- await res;
604
- }
605
- const openedEvt = new CustomEvent("scene-opened", { detail: { scene: scene, switcher: this, index: index } });
606
- this.dispatchEvent(openedEvt);
607
- this.sceneLoaded?.invoke(this);
608
- return true;
609
- }
610
- }
611
- catch (err) {
612
- console.error(err);
613
- }
614
- return false;
615
- }
616
- preload(index) {
617
- if (index >= 0 && index < this.scenes.length) {
618
- const scene = this.scenes[index];
619
- if (scene instanceof AssetReference)
620
- return scene.preload();
621
- }
622
- return couldNotLoadScenePromise;
623
- }
624
- tryLoadFromQueryParam() {
625
- if (!this.queryParameterName?.length)
626
- return couldNotLoadScenePromise;
627
- // try restore the scene from the url
628
- const value = getParam(this.queryParameterName);
629
- if (typeof value === "boolean")
630
- return couldNotLoadScenePromise;
631
- return this.trySelectSceneFromValue(value);
632
- }
633
- /** try to select a scene from a string or index */
634
- trySelectSceneFromValue(value) {
635
- if (typeof value === "string") {
636
- const index = parseInt(value);
637
- if (index >= 0 && index < this.scenes.length) {
638
- return this.select(index);
639
- ;
640
- }
641
- else {
642
- // Try to find a scene with a matching name
643
- // we don't care about casing. e.g. Scene1 and scene1 should both match
644
- const lowerCaseValue = value.toLowerCase();
645
- for (let i = 0; i < this.scenes.length; i++) {
646
- const scene = this.scenes[i];
647
- if (!scene)
648
- continue;
649
- const name = scene instanceof Object3D ? scene.name : sceneUriToName(scene.url);
650
- if (name.toLowerCase().includes(lowerCaseValue)) {
651
- return this.select(i);
652
- }
653
- }
654
- }
655
- }
656
- else if (typeof value === "number") {
657
- if (value >= 0 && value < this.scenes.length) {
658
- return this.select(value);
659
- ;
660
- }
661
- }
662
- if (isLocalNetwork())
663
- console.warn("Can not find scene: \"" + value + "\"", this);
664
- return couldNotLoadScenePromise;
665
- }
666
- _lastLoadingScene = undefined;
667
- _loadingScenePromise = undefined;
668
- _isCurrentlyLoading = false;
669
- _currentLoadingProgress = undefined;
670
- async onStartLoading() {
671
- this._isCurrentlyLoading = true;
672
- if (this.loadingScene) {
673
- // save the last loading scene reference so that it can be changed at runtime
674
- // since we cache the loading promise here
675
- if (this._lastLoadingScene !== this.loadingScene) {
676
- this._loadingScenePromise = undefined;
677
- }
678
- this._lastLoadingScene = this.loadingScene;
679
- if (!this._loadingScenePromise) {
680
- this._loadingScenePromise = this.loadingScene?.loadAssetAsync().then(res => res != null);
681
- }
682
- await this._loadingScenePromise;
683
- if (this._isCurrentlyLoading && this.loadingScene?.asset) {
684
- if (debug)
685
- console.log("Add loading scene", this.loadingScene.url, this.loadingScene.asset);
686
- const loadingScene = this.loadingScene.asset;
687
- GameObject.add(loadingScene, this.gameObject);
688
- const sceneListener = this.tryGetSceneEventListener(loadingScene);
689
- if (sceneListener?.sceneOpened) {
690
- const res = sceneListener.sceneOpened(this);
691
- if (res instanceof Promise)
692
- await res;
693
- }
694
- }
695
- }
696
- // Invoke the event on a loading listener on the same object as the scene switcher
697
- if (this._isCurrentlyLoading) {
698
- const listener = this.tryGetSceneEventListener(this.gameObject);
699
- if (listener) {
700
- if (listener.sceneOpened) {
701
- const res = listener.sceneOpened(this);
702
- if (res instanceof Promise)
703
- await res;
704
- }
705
- }
706
- }
707
- }
708
- async onEndLoading() {
709
- this._isCurrentlyLoading = false;
710
- if (this.loadingScene?.asset) {
711
- if (debug)
712
- console.log("Remove loading scene", this.loadingScene.url);
713
- const obj = this.loadingScene.asset;
714
- // try to find an ISceneEventListener component
715
- const sceneListener = this.tryGetSceneEventListener(obj);
716
- if (typeof sceneListener?.sceneClosing === "function") {
717
- const res = sceneListener.sceneClosing();
718
- if (res instanceof Promise)
719
- await res;
720
- }
721
- GameObject.remove(obj);
722
- }
723
- // Invoke the event on a loading listener on the same object as the scene switcher
724
- if (!this._isCurrentlyLoading) {
725
- const listener = this.tryGetSceneEventListener(this.gameObject);
726
- if (listener) {
727
- if (listener.sceneClosing) {
728
- const res = listener.sceneClosing();
729
- if (res instanceof Promise)
730
- await res;
731
- }
732
- }
733
- }
734
- }
735
- tryGetSceneEventListener(obj, level = 0) {
736
- if (!obj) {
737
- return null;
738
- }
739
- const sceneListener = GameObject.foreachComponent(obj, c => {
740
- const i = c;
741
- if (i.sceneClosing || i.sceneOpened)
742
- return i;
743
- else
744
- return undefined;
745
- });
746
- // if we didnt find any component with the listener on the root object
747
- // we also check the first level of its children because a scene might be a group
748
- if (level === 0 && !sceneListener && obj.children.length) {
749
- for (const ch of obj.children) {
750
- const res = this.tryGetSceneEventListener(ch, level + 1);
751
- if (res)
752
- return res;
753
- }
754
- }
755
- if (!sceneListener)
756
- return null;
757
- return sceneListener;
758
- }
759
- }
760
- __decorate([
761
- serializable()
762
- ], SceneSwitcher.prototype, "autoLoadFirstScene", void 0);
763
- __decorate([
764
- serializable(AssetReference)
765
- ], SceneSwitcher.prototype, "scenes", void 0);
766
- __decorate([
767
- serializable(AssetReference)
768
- ], SceneSwitcher.prototype, "loadingScene", void 0);
769
- __decorate([
770
- serializable()
771
- ], SceneSwitcher.prototype, "queryParameterName", void 0);
772
- __decorate([
773
- serializable()
774
- ], SceneSwitcher.prototype, "useSceneName", void 0);
775
- __decorate([
776
- serializable()
777
- ], SceneSwitcher.prototype, "clamp", void 0);
778
- __decorate([
779
- serializable()
780
- ], SceneSwitcher.prototype, "useHistory", void 0);
781
- __decorate([
782
- serializable()
783
- ], SceneSwitcher.prototype, "useKeyboard", void 0);
784
- __decorate([
785
- serializable()
786
- ], SceneSwitcher.prototype, "useSwipe", void 0);
787
- __decorate([
788
- serializable()
789
- ], SceneSwitcher.prototype, "useSceneLighting", void 0);
790
- __decorate([
791
- serializable()
792
- ], SceneSwitcher.prototype, "useSceneBackground", void 0);
793
- __decorate([
794
- serializable()
795
- ], SceneSwitcher.prototype, "preloadNext", void 0);
796
- __decorate([
797
- serializable()
798
- ], SceneSwitcher.prototype, "preloadPrevious", void 0);
799
- __decorate([
800
- serializable()
801
- ], SceneSwitcher.prototype, "preloadConcurrent", void 0);
802
- __decorate([
803
- serializable()
804
- ], SceneSwitcher.prototype, "createMenuButtons", void 0);
805
- __decorate([
806
- serializable(EventList)
807
- ], SceneSwitcher.prototype, "sceneLoadingStart", void 0);
808
- __decorate([
809
- serializable(EventList)
810
- ], SceneSwitcher.prototype, "sceneLoadingProgress", void 0);
811
- __decorate([
812
- serializable(EventList)
813
- ], SceneSwitcher.prototype, "sceneLoaded", void 0);
814
- function sceneUriToName(uri) {
815
- const name = uri.split("/").pop();
816
- const value = name?.split(".").shift();
817
- if (value?.length)
818
- return value;
819
- return uri;
820
- }
821
- /**
822
- * PreLoadScheduler is responsible for managing preloading of scenes.
823
- * It handles scheduling and limiting concurrent downloads of scenes based on specified parameters.
824
- */
825
- class PreLoadScheduler {
826
- /** Maximum number of scenes to preload ahead of the current scene */
827
- maxLoadAhead;
828
- /** Maximum number of scenes to preload behind the current scene */
829
- maxLoadBehind;
830
- /** Maximum number of scenes that can be preloaded concurrently */
831
- maxConcurrent;
832
- _isRunning = false;
833
- _switcher;
834
- _loadTasks = [];
835
- _maxConcurrentLoads = 1;
836
- /**
837
- * Creates a new PreLoadScheduler instance
838
- * @param rooms The SceneSwitcher that this scheduler belongs to
839
- * @param ahead Number of scenes to preload ahead of current scene
840
- * @param behind Number of scenes to preload behind current scene
841
- * @param maxConcurrent Maximum number of concurrent preloads allowed
842
- */
843
- constructor(rooms, ahead = 1, behind = 1, maxConcurrent = 2) {
844
- this._switcher = rooms;
845
- this.maxLoadAhead = ahead;
846
- this.maxLoadBehind = behind;
847
- this.maxConcurrent = maxConcurrent;
848
- }
849
- /**
850
- * Starts the preloading process after a specified delay
851
- * @param delay Time in milliseconds to wait before starting preload
852
- */
853
- begin(delay) {
854
- if (this._isRunning)
855
- return;
856
- if (debug)
857
- console.log("Preload begin", { delay });
858
- this._isRunning = true;
859
- let lastRoom = -10;
860
- let searchDistance;
861
- let searchCall;
862
- const array = this._switcher.scenes;
863
- const startTime = Date.now() + delay;
864
- const interval = setInterval(() => {
865
- if (this.allLoaded()) {
866
- if (debug)
867
- console.log("All scenes (pre-)loaded");
868
- this.stop();
869
- }
870
- if (!this._isRunning) {
871
- clearInterval(interval);
872
- return;
873
- }
874
- if (Date.now() < startTime)
875
- return;
876
- if (this.canLoadNewScene() === false)
877
- return;
878
- if (lastRoom === -10 || lastRoom !== this._switcher.currentIndex) {
879
- lastRoom = this._switcher.currentIndex;
880
- searchCall = 0;
881
- searchDistance = 0;
882
- }
883
- const searchForward = searchCall % 2 === 0;
884
- if (searchForward)
885
- searchDistance += 1;
886
- searchCall += 1;
887
- const maxSearchDistance = searchForward ? this.maxLoadAhead : this.maxLoadBehind;
888
- if (searchDistance > maxSearchDistance)
889
- return;
890
- const roomIndex = searchForward ? lastRoom + searchDistance : lastRoom - searchDistance;
891
- if (roomIndex < 0)
892
- return;
893
- // if (roomIndex < 0) roomIndex = array.length + roomIndex;
894
- if (roomIndex < 0 || roomIndex >= array.length)
895
- return;
896
- if (!this._loadTasks.some(t => t.index === roomIndex)) {
897
- const scene = array[roomIndex];
898
- if (debug)
899
- console.log("Preload scene", { roomIndex, searchForward, lastRoom, currentIndex: this._switcher.currentIndex, tasks: this._loadTasks.length }, scene?.url);
900
- new LoadTask(roomIndex, scene, this._loadTasks);
901
- }
902
- }, 200);
903
- }
904
- /**
905
- * Stops the preloading process
906
- */
907
- stop() {
908
- this._isRunning = false;
909
- }
910
- /**
911
- * Checks if a new scene can be loaded based on current load limits
912
- * @returns True if a new scene can be loaded, false otherwise
913
- */
914
- canLoadNewScene() {
915
- return this._loadTasks.length < this._maxConcurrentLoads;
916
- }
917
- /**
918
- * Checks if all scenes in the SceneSwitcher have been loaded
919
- * @returns True if all scenes are loaded, false otherwise
920
- */
921
- allLoaded() {
922
- if (this._switcher.scenes) {
923
- for (const scene of this._switcher.scenes) {
924
- if (!scene?.isLoaded)
925
- continue;
926
- if (scene.isLoaded() === false)
927
- return false;
928
- }
929
- }
930
- return true;
931
- }
932
- }
933
- /**
934
- * Represents a single preloading task for a scene
935
- */
936
- class LoadTask {
937
- /** The index of the scene in the scenes array */
938
- index;
939
- /** The AssetReference to be loaded */
940
- asset;
941
- /** The collection of active load tasks this task belongs to */
942
- tasks;
943
- /**
944
- * Creates a new LoadTask and begins loading immediately
945
- * @param index The index of the scene in the scenes array
946
- * @param asset The AssetReference to preload
947
- * @param tasks The collection of active load tasks
948
- */
949
- constructor(index, asset, tasks) {
950
- this.index = index;
951
- this.asset = asset;
952
- this.tasks = tasks;
953
- tasks.push(this);
954
- this.awaitLoading();
955
- }
956
- /**
957
- * Asynchronously loads the asset and removes this task from the active tasks list when complete
958
- */
959
- async awaitLoading() {
960
- if (this.asset && !this.asset.isLoaded()) {
961
- if (debug)
962
- console.log("Preload start: " + this.asset.url, this.index);
963
- await this.asset.preload();
964
- if (debug)
965
- console.log("Preload finished: " + this.asset.url, this.index);
966
- }
967
- const i = this.tasks.indexOf(this);
968
- if (i >= 0)
969
- this.tasks.splice(i, 1);
970
- }
971
- }
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { EquirectangularReflectionMapping, Object3D, Scene } from "three";
8
+ import { AssetReference } from "../engine/engine_addressables.js";
9
+ import { destroy } from "../engine/engine_gameobject.js";
10
+ import { InputEvents } from "../engine/engine_input.js";
11
+ import { isLocalNetwork } from "../engine/engine_networking_utils.js";
12
+ import { serializable } from "../engine/engine_serialization.js";
13
+ import { getParam, setParamWithoutReload } from "../engine/engine_utils.js";
14
+ import { registerObservableAttribute } from "../engine/webcomponents/needle-engine.extras.js";
15
+ import { Behaviour, GameObject } from "./Component.js";
16
+ import { EventList } from "./EventList.js";
17
+ const debug = getParam("debugsceneswitcher");
18
+ const experimental_clearSceneOnLoad = getParam("sceneswitcher:clearscene");
19
+ const ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME = "scene";
20
+ registerObservableAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
21
+ // ContextRegistry.registerCallback(ContextEvent.ContextRegistered, async _ => {
22
+ // // We need to defer import to not get issues with circular dependencies
23
+ // import("../engine/engine_element").then(res => {
24
+ // const webcomponent = res.NeedleEngineHTMLElement;
25
+ // if (debug) console.log("SceneSwitcher: registering scene attribute", webcomponent.observedAttributes);
26
+ // if (!webcomponent.observedAttributes.includes(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME))
27
+ // webcomponent.observedAttributes.push(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
28
+ // });
29
+ // });
30
+ const couldNotLoadScenePromise = Promise.resolve(false);
31
+ /** The SceneSwitcher can be used to dynamically load and unload extra content
32
+ * Available scenes are defined in the `scenes` array.
33
+ * Loaded scenes will be added to the SceneSwitcher's GameObject as a child and removed when another scene is loaded by the same SceneSwitcher.
34
+ * Live Examples
35
+ * - [Multi Scenes Sample](https://engine.needle.tools/samples/multi-scenes-dynamic-loading) (source code available)
36
+ * - [Needle Website](https://needle.tools)
37
+ * - [Songs Of Cultures](https://app.songsofcultures.com)
38
+ *
39
+ * ### Interfaces
40
+ * 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.
41
+ *
42
+ * ### Events
43
+ * - `loadscene-start`: Called when a scene starts loading
44
+ * - `loadscene-finished`: Called when a scene finished loading
45
+ * - `progress`: Called when a scene is loading and the progress changes
46
+ * - `scene-opened`: Called when a scene is loaded and added to the SceneSwitcher's GameObject
47
+ * @example
48
+ * ```ts
49
+ * sceneSwitcher.addEventListener("loadscene-start", (e) => {
50
+ * console.log("Loading scene", e.detail.scene.url);
51
+ * });
52
+ * sceneSwitcher.addEventListener("loadscene-finished", (e) => {
53
+ * console.log("Finished loading scene", e.detail.scene.url);
54
+ * });
55
+ * sceneSwitcher.addEventListener("progress", (e) => {
56
+ * console.log("Loading progress", e.loaded, e.total);
57
+ * });
58
+ * sceneSwitcher.addEventListener("scene-opened", (e) => {
59
+ * console.log("Scene opened", e.detail.scene.url);
60
+ * });
61
+ * ```
62
+ *
63
+ * @category Asset Management
64
+ * @group Components
65
+ */
66
+ export class SceneSwitcher extends Behaviour {
67
+ /** When enabled the first scene will be loaded when the SceneSwitcher becomes active
68
+ * @default true
69
+ */
70
+ autoLoadFirstScene = true;
71
+ /**
72
+ * The scenes that can be loaded by the SceneSwitcher.
73
+ * @default []
74
+ */
75
+ scenes = [];
76
+ /**
77
+ * The scene that is displayed while a scene is loading.
78
+ * @default undefined
79
+ */
80
+ loadingScene;
81
+ /** the url parameter that is set/used to store the currently loaded scene in, set to "" to disable
82
+ * @default "scene"
83
+ */
84
+ queryParameterName = "scene";
85
+ /**
86
+ * when enabled the scene name will be used as the query parameter (otherwise the scene index will be used)
87
+ * Needs `queryParameterName` set
88
+ * @default true
89
+ */
90
+ useSceneName = true;
91
+ /**
92
+ * When enabled the current scene index will be clamped to the scenes array bounds.
93
+ * For example when the last scene is loaded and `clamp` is true then trying to load the `next()` scene will not change the scene.
94
+ * When `clamp` is false and the last scene is loaded then the first scene will be loaded instead.
95
+ * @default true
96
+ */
97
+ clamp = true;
98
+ /** when enabled the new scene is pushed to the browser navigation history, only works with a valid query parameter set
99
+ * @default true
100
+ */
101
+ useHistory = true;
102
+ /** when enabled you can switch between scenes using keyboard left, right, A and D or number keys
103
+ * @default true
104
+ */
105
+ useKeyboard = true;
106
+ /** when enabled you can switch between scenes using swipe (mobile only)
107
+ * @default true
108
+ */
109
+ useSwipe = true;
110
+ /** when enabled will automatically apply the environment scene lights
111
+ * @default true
112
+ */
113
+ useSceneLighting = true;
114
+ /** When enabled will automatically apply the skybox from the loaded scene
115
+ * @default true
116
+ */
117
+ useSceneBackground = true;
118
+ /** how many scenes after the currently active scene should be preloaded
119
+ * @default 1
120
+ */
121
+ preloadNext = 1;
122
+ /** how many scenes before the currently active scene should be preloaded
123
+ * @default 1
124
+ */
125
+ preloadPrevious = 1;
126
+ /** how many scenes can be loaded in parallel
127
+ * @default 2
128
+ */
129
+ preloadConcurrent = 2;
130
+ /**
131
+ * When enabled will create a button for the Needle menu to switch to the next or previous scene
132
+ * @default false
133
+ */
134
+ createMenuButtons = false;
135
+ /** The index of the currently loaded and active scene */
136
+ get currentIndex() { return this._currentIndex; }
137
+ /** Get the progress of the currently loading scene. This is undefined if no scene is loading
138
+ * You can also subscribe to the loading event by adding an event listener to the scene switcher.
139
+ * For example like this `sceneSwitcher.addEventListeneer("progress", (e) => {...})`
140
+ */
141
+ get currentLoadingProgress() { return this._currentLoadingProgress; }
142
+ /** The currently loading scene. This is undefined if no scene is loading. */
143
+ get currentlyLoadingScene() { return this._currentlyLoadingScene; }
144
+ /**
145
+ * The currently loaded scene. This is undefined if no scene is loaded.
146
+ */
147
+ get currentlyLoadedScene() { return this._currentScene; }
148
+ /**
149
+ * Called when a scene starts loading
150
+ */
151
+ sceneLoadingStart = new EventList();
152
+ sceneLoadingProgress = new EventList();
153
+ /**
154
+ * The sceneLoaded event is called when a scene/glTF is loaded and added to the scene
155
+ */
156
+ sceneLoaded = new EventList();
157
+ _currentIndex = -1;
158
+ _currentScene = undefined;
159
+ _engineElementOverserver = undefined;
160
+ _preloadScheduler;
161
+ _menuButtons;
162
+ /** @internal */
163
+ awake() {
164
+ if (this.scenes === undefined)
165
+ this.scenes = [];
166
+ // remove all scenes from the url that are in the scenes array at startup
167
+ for (const scene of this.scenes) {
168
+ if (scene && !scene.hasUrl && scene.asset instanceof Object3D) {
169
+ GameObject.remove(scene.asset);
170
+ }
171
+ else if (scene instanceof Object3D) {
172
+ GameObject.remove(scene);
173
+ }
174
+ }
175
+ if (debug)
176
+ console.log("SceneSwitcher", this);
177
+ }
178
+ /** @internal */
179
+ async onEnable() {
180
+ globalThis.addEventListener("popstate", this.onPopState);
181
+ this.context.input.addEventListener(InputEvents.KeyDown, this.onInputKeyDown);
182
+ this.context.input.addEventListener(InputEvents.PointerMove, this.onInputPointerMove);
183
+ this.context.input.addEventListener(InputEvents.PointerUp, this.onInputPointerUp);
184
+ if (!this._engineElementOverserver) {
185
+ this._engineElementOverserver = new MutationObserver((mutations) => {
186
+ for (const mut of mutations) {
187
+ if (mut.type === "attributes" && mut.attributeName === ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME) {
188
+ const value = this.context.domElement.getAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
189
+ if (value !== null) {
190
+ this.trySelectSceneFromValue(value);
191
+ }
192
+ }
193
+ }
194
+ });
195
+ }
196
+ this._engineElementOverserver.observe(this.context.domElement, {
197
+ attributes: true
198
+ });
199
+ if (!this._preloadScheduler)
200
+ this._preloadScheduler = new PreLoadScheduler(this);
201
+ this._preloadScheduler.maxLoadAhead = this.preloadNext;
202
+ this._preloadScheduler.maxLoadBehind = this.preloadPrevious;
203
+ this._preloadScheduler.maxConcurrent = this.preloadConcurrent;
204
+ this._preloadScheduler.begin(2000);
205
+ // Begin loading the loading scene
206
+ if (this.autoLoadFirstScene && this._currentIndex === -1 && !await this.tryLoadFromQueryParam()) {
207
+ const value = this.context.domElement.getAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
208
+ // let locked = this.lock;
209
+ try {
210
+ // this.lock = false;
211
+ if (value === null || !await this.trySelectSceneFromValue(value)) {
212
+ if (this._currentIndex === -1)
213
+ this.select(0);
214
+ }
215
+ }
216
+ finally {
217
+ // this.lock = locked;
218
+ }
219
+ }
220
+ // create the menu buttons
221
+ if (this.createMenuButtons) {
222
+ this._menuButtons ??= [];
223
+ this._menuButtons.push(this.context.menu.appendChild({
224
+ label: "Previous",
225
+ icon: "arrow_back_ios",
226
+ onClick: () => this.selectPrev(),
227
+ priority: -1005,
228
+ class: "row2"
229
+ }));
230
+ this._menuButtons.push(this.context.menu.appendChild({
231
+ label: "Next",
232
+ icon: "arrow_forward_ios",
233
+ iconSide: "right",
234
+ onClick: () => this.selectNext(),
235
+ priority: -1000,
236
+ class: "row2"
237
+ }));
238
+ }
239
+ }
240
+ /** @internal */
241
+ onDisable() {
242
+ globalThis.removeEventListener("popstate", this.onPopState);
243
+ this.context.input.removeEventListener(InputEvents.KeyDown, this.onInputKeyDown);
244
+ this.context.input.removeEventListener(InputEvents.PointerMove, this.onInputPointerMove);
245
+ this.context.input.removeEventListener(InputEvents.PointerUp, this.onInputPointerUp);
246
+ this._preloadScheduler?.stop();
247
+ // remove the menu buttons
248
+ if (this._menuButtons) {
249
+ for (const button of this._menuButtons) {
250
+ button.remove();
251
+ }
252
+ this._menuButtons = undefined;
253
+ }
254
+ }
255
+ onPopState = async (_state) => {
256
+ if (!this.useHistory)
257
+ return;
258
+ const wasUsingHistory = this.useHistory;
259
+ try {
260
+ this.useHistory = false;
261
+ let didResolve = false;
262
+ if (this.queryParameterName)
263
+ didResolve = await this.tryLoadFromQueryParam();
264
+ if (!didResolve) {
265
+ const state = _state?.state;
266
+ if (state && state.startsWith(this.guid)) {
267
+ const value = state.substr(this.guid.length + 2);
268
+ if (debug)
269
+ console.log("PopState", value);
270
+ await this.trySelectSceneFromValue(value);
271
+ }
272
+ }
273
+ }
274
+ finally {
275
+ this.useHistory = wasUsingHistory;
276
+ }
277
+ };
278
+ normalizedSwipeThresholdX = 0.1;
279
+ _didSwipe = false;
280
+ onInputPointerMove = (e) => {
281
+ if (!this.useSwipe)
282
+ return;
283
+ if (!this._didSwipe && e.button === 0 && e.pointerType === "touch" && this.context.input.getPointerPressedCount() === 1) {
284
+ const delta = this.context.input.getPointerPositionDelta(e.button);
285
+ if (delta) {
286
+ const normalizedX = delta.x / this.context.domWidth;
287
+ if (normalizedX >= this.normalizedSwipeThresholdX) {
288
+ this._didSwipe = true;
289
+ this.selectPrev();
290
+ }
291
+ else if (normalizedX <= -this.normalizedSwipeThresholdX) {
292
+ this._didSwipe = true;
293
+ this.selectNext();
294
+ }
295
+ }
296
+ }
297
+ };
298
+ onInputPointerUp = (e) => {
299
+ if (e.button === 0) {
300
+ this._didSwipe = false;
301
+ }
302
+ };
303
+ onInputKeyDown = (e) => {
304
+ if (!this.useKeyboard)
305
+ return;
306
+ if (!this.scenes)
307
+ return;
308
+ const key = e.key.toLowerCase();
309
+ if (!key)
310
+ return;
311
+ const index = parseInt(key) - 1;
312
+ if (index >= 0) {
313
+ this.trySelectSceneFromValue(index);
314
+ return;
315
+ }
316
+ switch (key) {
317
+ case "arrowright":
318
+ case "d":
319
+ this.selectNext();
320
+ break;
321
+ case "arrowleft":
322
+ case "a":
323
+ this.selectPrev();
324
+ break;
325
+ }
326
+ };
327
+ /**
328
+ * Add a scene to the SceneSwitcher.
329
+ * If the scene is already added it will be added again.
330
+ * @param urlOrAssetReference The url of the scene or an AssetReference to the scene
331
+ * @returns The AssetReference of the scene that was added
332
+ * @example
333
+ * ```ts
334
+ * // adding a scene:
335
+ * sceneSwitcher.addScene("scene1.glb");
336
+ * // add another scene and load it:
337
+ * const scene2 = sceneSwitcher.addScene("scene2.glb");
338
+ * sceneSwitcher.switchScene(scene2).then(res => { console.log("Scene loaded", res); });
339
+ * ```
340
+ */
341
+ addScene(urlOrAssetReference) {
342
+ if (typeof urlOrAssetReference === "string") {
343
+ let assetReference = this.context.addressables.findAssetReference(urlOrAssetReference);
344
+ if (!assetReference) {
345
+ assetReference = new AssetReference(urlOrAssetReference);
346
+ this.context.addressables.registerAssetReference(assetReference);
347
+ }
348
+ this.scenes.push(assetReference);
349
+ return assetReference;
350
+ }
351
+ this.scenes.push(urlOrAssetReference);
352
+ return urlOrAssetReference;
353
+ }
354
+ /**
355
+ * Load the next scene in the scenes array ({@link this.currentIndex} + 1)
356
+ * If the current scene is the last scene in the array and {@link this.clamp} is disabled then the first scene will be loaded.
357
+ * @returns a promise that resolves to true if the scene was loaded successfully
358
+ */
359
+ selectNext() {
360
+ return this.select(this._currentIndex + 1);
361
+ }
362
+ /**
363
+ * Load the previous scene in the scenes array ({@link this.currentIndex} - 1)
364
+ * If the current scene is the first scene in the array and {@link this.clamp} is disabled then the last scene will be loaded.
365
+ * @returns a promise that resolves to true if the scene was loaded successfully
366
+ */
367
+ selectPrev() {
368
+ return this.select(this._currentIndex - 1);
369
+ }
370
+ /**
371
+ * Load a scene by its index in the scenes array.
372
+ * @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)
373
+ * @returns a promise that resolves to true if the scene was loaded successfully
374
+ */
375
+ select(index) {
376
+ if (debug)
377
+ console.log("select", index);
378
+ if (typeof index === "object") {
379
+ // If a user tries to reference a scene object in a UnityEvent and invoke select(obj)
380
+ // Then the object will be serialized as a object { guid : ... } or with the index json pointer
381
+ // This case is not supported right now. Object references in the editor must not be scene references
382
+ console.warn("Switching to \"" + index + "\" might not work. Please either use an index or a AssetReference (not a scene reference)");
383
+ }
384
+ if (typeof index === "string") {
385
+ // If the parameter is a string we try to resolve the scene by its uri
386
+ // it's either already known in the scenes array
387
+ // or we create/get a new AssetReference and try to switch to that
388
+ const scene = this.scenes?.find(s => s.url === index);
389
+ if (!scene) {
390
+ // Ok the scene is unknown to the scene switcher
391
+ // we create a new asset reference (or get an existing one)
392
+ // And switch to that. With this we can not modify the history
393
+ // Until the scene switcher can store the uri in the history instead of the index
394
+ const reference = AssetReference.getOrCreate(this.sourceId ?? "", index, this.context);
395
+ return this.switchScene(reference);
396
+ }
397
+ if (scene)
398
+ index = this.scenes?.indexOf(scene);
399
+ else
400
+ return couldNotLoadScenePromise;
401
+ }
402
+ if (!this.scenes?.length)
403
+ return couldNotLoadScenePromise;
404
+ if (index < 0) {
405
+ if (this.clamp)
406
+ return couldNotLoadScenePromise;
407
+ index = this.scenes.length - 1;
408
+ }
409
+ else if (index >= this.scenes.length) {
410
+ if (this.clamp)
411
+ return couldNotLoadScenePromise;
412
+ index = 0;
413
+ }
414
+ const scene = this.scenes[index];
415
+ return this.switchScene(scene);
416
+ }
417
+ /**
418
+ * Unload the currently loaded scene.
419
+ */
420
+ unload() {
421
+ this.__lastSwitchScene = undefined;
422
+ this.__lastSwitchScenePromise = undefined;
423
+ return this.__unloadCurrentScene();
424
+ }
425
+ /**
426
+ * Reload the last scene that was loaded
427
+ * @returns a promise that resolves to true if the scene was loaded successfully
428
+ */
429
+ async reload() {
430
+ if (this.__lastSwitchScene) {
431
+ const scene = this.__lastSwitchScene;
432
+ this.__lastSwitchScene = undefined;
433
+ return this.switchScene(scene);
434
+ }
435
+ return false;
436
+ }
437
+ // this is the scene that was requested last
438
+ __lastSwitchScene;
439
+ __lastSwitchScenePromise;
440
+ /**
441
+ * Switch to a scene by its AssetReference.
442
+ * If the scene is already loaded it will be unloaded and the new scene will be loaded.
443
+ * If the scene is already loading it will wait for the scene to be loaded.
444
+ * 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.
445
+ * @param scene The AssetReference of the scene to switch to
446
+ * @returns a promise that resolves to true if the scene was loaded successfully
447
+ * @example
448
+ * ```ts
449
+ * const myAssetReference = new AssetReference("scene1.glb");
450
+ * sceneSwitcher.switchScene(myAssetReference).then(res => { console.log("Scene loaded", res); });
451
+ * ```
452
+ */
453
+ async switchScene(scene) {
454
+ if (!(scene instanceof AssetReference)) {
455
+ const type = typeof scene;
456
+ if (type === "string") {
457
+ return this.select(scene);
458
+ }
459
+ else if (type === "number") {
460
+ return this.select(scene);
461
+ }
462
+ // If we're switching an Object3D
463
+ else if (scene && scene instanceof Object3D) {
464
+ const i = this.scenes?.indexOf(scene);
465
+ scene = new AssetReference(scene.name, undefined, scene);
466
+ if (i >= 0)
467
+ this.scenes[i] = scene; // update the asset in the list to the new asset reference
468
+ }
469
+ else {
470
+ console.warn(`[SceneSwitcher] Can't switch to scene of type ${type}`);
471
+ return false;
472
+ }
473
+ }
474
+ if (scene.url === this.sourceId) {
475
+ console.warn("[SceneSwitcher] Can't load own scene - prevent recursive loading", this.sourceId);
476
+ return false;
477
+ }
478
+ // ensure that we never run the same scene switch multiple times (at the same time) for the same requested scene
479
+ if (this.__lastSwitchScene === scene && this.__lastSwitchScenePromise) {
480
+ return this.__lastSwitchScenePromise;
481
+ }
482
+ this.__lastSwitchScene = scene;
483
+ this.__lastSwitchScenePromise = this.__internalSwitchScene(scene);
484
+ const res = await this.__lastSwitchScenePromise;
485
+ return res;
486
+ }
487
+ async __unloadCurrentScene() {
488
+ const current = this._currentScene;
489
+ this._currentScene = undefined;
490
+ if (current) {
491
+ if (debug)
492
+ console.log("UNLOAD", current.url, "HasURL?: " + current.hasUrl);
493
+ const sceneListener = this.tryGetSceneEventListener(current.asset);
494
+ if (sceneListener?.sceneClosing) {
495
+ const res = sceneListener.sceneClosing();
496
+ if (res instanceof Promise)
497
+ await res;
498
+ }
499
+ // if the current scene has a URL (so it can be reloaded)
500
+ // then we unload it
501
+ if (current.hasUrl)
502
+ current.unload();
503
+ // otherwise if it's a regular Object3D we just remove it from the scene
504
+ else if (current.asset instanceof Object3D) {
505
+ GameObject.remove(current.asset);
506
+ }
507
+ }
508
+ }
509
+ _currentlyLoadingScene;
510
+ /** @internal */
511
+ async __internalSwitchScene(scene) {
512
+ await this.__unloadCurrentScene();
513
+ const index = this._currentIndex = this.scenes?.indexOf(scene) ?? -1;
514
+ try {
515
+ this._currentlyLoadingScene = scene;
516
+ this._currentLoadingProgress = new ProgressEvent("progress", { loaded: 0, total: 1 });
517
+ const loadStartEvt = new CustomEvent("loadscene-start", { detail: { scene: scene, switcher: this, index: index } });
518
+ this.dispatchEvent(loadStartEvt);
519
+ this.sceneLoadingStart?.invoke(loadStartEvt.detail);
520
+ await this.onStartLoading();
521
+ // start loading and wait for the scene to be loaded
522
+ await scene.loadAssetAsync((_, prog) => {
523
+ if (debug) {
524
+ const t01 = prog.loaded / prog.total;
525
+ const progressBarString = "[" + "=".repeat(Math.floor(t01 * 20)) + "-".repeat(20 - Math.floor(t01 * 20)) + "]";
526
+ console.debug(`[SceneSwitcher] Download ${(t01 * 100).toFixed(1)} % ${progressBarString}`, scene.url);
527
+ }
528
+ this._currentLoadingProgress = prog;
529
+ this.dispatchEvent(prog);
530
+ this.sceneLoadingProgress?.invoke(prog);
531
+ }).catch(console.error);
532
+ await this.onEndLoading();
533
+ const finishedEvt = new CustomEvent("loadscene-finished", { detail: { scene: scene, switcher: this, index: index } });
534
+ this.dispatchEvent(finishedEvt);
535
+ this._currentLoadingProgress = undefined;
536
+ this._currentlyLoadingScene = undefined;
537
+ if (finishedEvt.defaultPrevented) {
538
+ if (debug)
539
+ console.warn("Adding loaded scene prevented:", scene, finishedEvt);
540
+ return false;
541
+ }
542
+ if (!scene.asset) {
543
+ if (debug)
544
+ console.warn("Failed loading scene:", scene);
545
+ return false;
546
+ }
547
+ if (this._currentIndex === index) {
548
+ if (debug)
549
+ console.log("ADD", scene.url);
550
+ this._currentScene = scene;
551
+ // Experimental: replace the whole content of the scene
552
+ if (experimental_clearSceneOnLoad) {
553
+ const camera = this.context.mainCameraComponent?.gameObject || this.context.mainCamera;
554
+ camera?.removeFromParent();
555
+ const self = this.gameObject.removeFromParent();
556
+ destroy(this.context.scene, true, true);
557
+ this.context.scene = new Scene();
558
+ this.context.scene.add(self);
559
+ if (camera) {
560
+ this.context.scene.add(camera);
561
+ }
562
+ }
563
+ GameObject.add(scene.asset, this.gameObject);
564
+ if (this.useSceneLighting)
565
+ this.context.sceneLighting.enable(scene);
566
+ // Set the background texture from the loaded scene
567
+ if (this.useSceneBackground) {
568
+ const skybox = this.context.lightmaps.tryGetSkybox(scene.url);
569
+ if (skybox) {
570
+ skybox.mapping = EquirectangularReflectionMapping;
571
+ this.context.scene.background = skybox;
572
+ }
573
+ else if (debug) {
574
+ console.warn("SceneSwitcher: Can't find skybox for scene " + scene.url);
575
+ }
576
+ }
577
+ if (this.useHistory && index >= 0) {
578
+ // take the index as the query parameter value
579
+ let queryParameterValue = index.toString();
580
+ // unless the user defines that he wants to use the scene name
581
+ if (this.useSceneName) {
582
+ if (scene instanceof Object3D)
583
+ queryParameterValue = scene.name;
584
+ else if (scene.url)
585
+ queryParameterValue = sceneUriToName(scene.url);
586
+ }
587
+ // save the loaded scene as an url parameter
588
+ if (this.queryParameterName?.length)
589
+ setParamWithoutReload(this.queryParameterName, queryParameterValue, this.useHistory);
590
+ // or set the history state without updating the url parameter
591
+ else {
592
+ const lastState = history.state;
593
+ const stateName = this.guid + "::" + index;
594
+ if (lastState !== stateName)
595
+ history.pushState(stateName, "unused", location.href);
596
+ }
597
+ }
598
+ // Call SceneListener opened callback (if a SceneListener is in the scene)
599
+ const sceneListener = this.tryGetSceneEventListener(scene.asset);
600
+ if (sceneListener?.sceneOpened) {
601
+ const res = sceneListener.sceneOpened(this);
602
+ if (res instanceof Promise)
603
+ await res;
604
+ }
605
+ const openedEvt = new CustomEvent("scene-opened", { detail: { scene: scene, switcher: this, index: index } });
606
+ this.dispatchEvent(openedEvt);
607
+ this.sceneLoaded?.invoke(this);
608
+ return true;
609
+ }
610
+ }
611
+ catch (err) {
612
+ console.error(err);
613
+ }
614
+ return false;
615
+ }
616
+ preload(index) {
617
+ if (index >= 0 && index < this.scenes.length) {
618
+ const scene = this.scenes[index];
619
+ if (scene instanceof AssetReference)
620
+ return scene.preload();
621
+ }
622
+ return couldNotLoadScenePromise;
623
+ }
624
+ tryLoadFromQueryParam() {
625
+ if (!this.queryParameterName?.length)
626
+ return couldNotLoadScenePromise;
627
+ // try restore the scene from the url
628
+ const value = getParam(this.queryParameterName);
629
+ if (typeof value === "boolean")
630
+ return couldNotLoadScenePromise;
631
+ return this.trySelectSceneFromValue(value);
632
+ }
633
+ /** try to select a scene from a string or index */
634
+ trySelectSceneFromValue(value) {
635
+ if (typeof value === "string") {
636
+ const index = parseInt(value);
637
+ if (index >= 0 && index < this.scenes.length) {
638
+ return this.select(index);
639
+ ;
640
+ }
641
+ else {
642
+ // Try to find a scene with a matching name
643
+ // we don't care about casing. e.g. Scene1 and scene1 should both match
644
+ const lowerCaseValue = value.toLowerCase();
645
+ for (let i = 0; i < this.scenes.length; i++) {
646
+ const scene = this.scenes[i];
647
+ if (!scene)
648
+ continue;
649
+ const name = scene instanceof Object3D ? scene.name : sceneUriToName(scene.url);
650
+ if (name.toLowerCase().includes(lowerCaseValue)) {
651
+ return this.select(i);
652
+ }
653
+ }
654
+ }
655
+ }
656
+ else if (typeof value === "number") {
657
+ if (value >= 0 && value < this.scenes.length) {
658
+ return this.select(value);
659
+ ;
660
+ }
661
+ }
662
+ if (isLocalNetwork())
663
+ console.warn("Can not find scene: \"" + value + "\"", this);
664
+ return couldNotLoadScenePromise;
665
+ }
666
+ _lastLoadingScene = undefined;
667
+ _loadingScenePromise = undefined;
668
+ _isCurrentlyLoading = false;
669
+ _currentLoadingProgress = undefined;
670
+ async onStartLoading() {
671
+ this._isCurrentlyLoading = true;
672
+ if (this.loadingScene) {
673
+ // save the last loading scene reference so that it can be changed at runtime
674
+ // since we cache the loading promise here
675
+ if (this._lastLoadingScene !== this.loadingScene) {
676
+ this._loadingScenePromise = undefined;
677
+ }
678
+ this._lastLoadingScene = this.loadingScene;
679
+ if (!this._loadingScenePromise) {
680
+ this._loadingScenePromise = this.loadingScene?.loadAssetAsync().then(res => res != null);
681
+ }
682
+ await this._loadingScenePromise;
683
+ if (this._isCurrentlyLoading && this.loadingScene?.asset) {
684
+ if (debug)
685
+ console.log("Add loading scene", this.loadingScene.url, this.loadingScene.asset);
686
+ const loadingScene = this.loadingScene.asset;
687
+ GameObject.add(loadingScene, this.gameObject);
688
+ const sceneListener = this.tryGetSceneEventListener(loadingScene);
689
+ if (sceneListener?.sceneOpened) {
690
+ const res = sceneListener.sceneOpened(this);
691
+ if (res instanceof Promise)
692
+ await res;
693
+ }
694
+ }
695
+ }
696
+ // Invoke the event on a loading listener on the same object as the scene switcher
697
+ if (this._isCurrentlyLoading) {
698
+ const listener = this.tryGetSceneEventListener(this.gameObject);
699
+ if (listener) {
700
+ if (listener.sceneOpened) {
701
+ const res = listener.sceneOpened(this);
702
+ if (res instanceof Promise)
703
+ await res;
704
+ }
705
+ }
706
+ }
707
+ }
708
+ async onEndLoading() {
709
+ this._isCurrentlyLoading = false;
710
+ if (this.loadingScene?.asset) {
711
+ if (debug)
712
+ console.log("Remove loading scene", this.loadingScene.url);
713
+ const obj = this.loadingScene.asset;
714
+ // try to find an ISceneEventListener component
715
+ const sceneListener = this.tryGetSceneEventListener(obj);
716
+ if (typeof sceneListener?.sceneClosing === "function") {
717
+ const res = sceneListener.sceneClosing();
718
+ if (res instanceof Promise)
719
+ await res;
720
+ }
721
+ GameObject.remove(obj);
722
+ }
723
+ // Invoke the event on a loading listener on the same object as the scene switcher
724
+ if (!this._isCurrentlyLoading) {
725
+ const listener = this.tryGetSceneEventListener(this.gameObject);
726
+ if (listener) {
727
+ if (listener.sceneClosing) {
728
+ const res = listener.sceneClosing();
729
+ if (res instanceof Promise)
730
+ await res;
731
+ }
732
+ }
733
+ }
734
+ }
735
+ tryGetSceneEventListener(obj, level = 0) {
736
+ if (!obj) {
737
+ return null;
738
+ }
739
+ const sceneListener = GameObject.foreachComponent(obj, c => {
740
+ const i = c;
741
+ if (i.sceneClosing || i.sceneOpened)
742
+ return i;
743
+ else
744
+ return undefined;
745
+ });
746
+ // if we didnt find any component with the listener on the root object
747
+ // we also check the first level of its children because a scene might be a group
748
+ if (level === 0 && !sceneListener && obj.children.length) {
749
+ for (const ch of obj.children) {
750
+ const res = this.tryGetSceneEventListener(ch, level + 1);
751
+ if (res)
752
+ return res;
753
+ }
754
+ }
755
+ if (!sceneListener)
756
+ return null;
757
+ return sceneListener;
758
+ }
759
+ }
760
+ __decorate([
761
+ serializable()
762
+ ], SceneSwitcher.prototype, "autoLoadFirstScene", void 0);
763
+ __decorate([
764
+ serializable(AssetReference)
765
+ ], SceneSwitcher.prototype, "scenes", void 0);
766
+ __decorate([
767
+ serializable(AssetReference)
768
+ ], SceneSwitcher.prototype, "loadingScene", void 0);
769
+ __decorate([
770
+ serializable()
771
+ ], SceneSwitcher.prototype, "queryParameterName", void 0);
772
+ __decorate([
773
+ serializable()
774
+ ], SceneSwitcher.prototype, "useSceneName", void 0);
775
+ __decorate([
776
+ serializable()
777
+ ], SceneSwitcher.prototype, "clamp", void 0);
778
+ __decorate([
779
+ serializable()
780
+ ], SceneSwitcher.prototype, "useHistory", void 0);
781
+ __decorate([
782
+ serializable()
783
+ ], SceneSwitcher.prototype, "useKeyboard", void 0);
784
+ __decorate([
785
+ serializable()
786
+ ], SceneSwitcher.prototype, "useSwipe", void 0);
787
+ __decorate([
788
+ serializable()
789
+ ], SceneSwitcher.prototype, "useSceneLighting", void 0);
790
+ __decorate([
791
+ serializable()
792
+ ], SceneSwitcher.prototype, "useSceneBackground", void 0);
793
+ __decorate([
794
+ serializable()
795
+ ], SceneSwitcher.prototype, "preloadNext", void 0);
796
+ __decorate([
797
+ serializable()
798
+ ], SceneSwitcher.prototype, "preloadPrevious", void 0);
799
+ __decorate([
800
+ serializable()
801
+ ], SceneSwitcher.prototype, "preloadConcurrent", void 0);
802
+ __decorate([
803
+ serializable()
804
+ ], SceneSwitcher.prototype, "createMenuButtons", void 0);
805
+ __decorate([
806
+ serializable(EventList)
807
+ ], SceneSwitcher.prototype, "sceneLoadingStart", void 0);
808
+ __decorate([
809
+ serializable(EventList)
810
+ ], SceneSwitcher.prototype, "sceneLoadingProgress", void 0);
811
+ __decorate([
812
+ serializable(EventList)
813
+ ], SceneSwitcher.prototype, "sceneLoaded", void 0);
814
+ function sceneUriToName(uri) {
815
+ const name = uri.split("/").pop();
816
+ const value = name?.split(".").shift();
817
+ if (value?.length)
818
+ return value;
819
+ return uri;
820
+ }
821
+ /**
822
+ * PreLoadScheduler is responsible for managing preloading of scenes.
823
+ * It handles scheduling and limiting concurrent downloads of scenes based on specified parameters.
824
+ */
825
+ class PreLoadScheduler {
826
+ /** Maximum number of scenes to preload ahead of the current scene */
827
+ maxLoadAhead;
828
+ /** Maximum number of scenes to preload behind the current scene */
829
+ maxLoadBehind;
830
+ /** Maximum number of scenes that can be preloaded concurrently */
831
+ maxConcurrent;
832
+ _isRunning = false;
833
+ _switcher;
834
+ _loadTasks = [];
835
+ _maxConcurrentLoads = 1;
836
+ /**
837
+ * Creates a new PreLoadScheduler instance
838
+ * @param rooms The SceneSwitcher that this scheduler belongs to
839
+ * @param ahead Number of scenes to preload ahead of current scene
840
+ * @param behind Number of scenes to preload behind current scene
841
+ * @param maxConcurrent Maximum number of concurrent preloads allowed
842
+ */
843
+ constructor(rooms, ahead = 1, behind = 1, maxConcurrent = 2) {
844
+ this._switcher = rooms;
845
+ this.maxLoadAhead = ahead;
846
+ this.maxLoadBehind = behind;
847
+ this.maxConcurrent = maxConcurrent;
848
+ }
849
+ /**
850
+ * Starts the preloading process after a specified delay
851
+ * @param delay Time in milliseconds to wait before starting preload
852
+ */
853
+ begin(delay) {
854
+ if (this._isRunning)
855
+ return;
856
+ if (debug)
857
+ console.log("Preload begin", { delay });
858
+ this._isRunning = true;
859
+ let lastRoom = -10;
860
+ let searchDistance;
861
+ let searchCall;
862
+ const array = this._switcher.scenes;
863
+ const startTime = Date.now() + delay;
864
+ const interval = setInterval(() => {
865
+ if (this.allLoaded()) {
866
+ if (debug)
867
+ console.log("All scenes (pre-)loaded");
868
+ this.stop();
869
+ }
870
+ if (!this._isRunning) {
871
+ clearInterval(interval);
872
+ return;
873
+ }
874
+ if (Date.now() < startTime)
875
+ return;
876
+ if (this.canLoadNewScene() === false)
877
+ return;
878
+ if (lastRoom === -10 || lastRoom !== this._switcher.currentIndex) {
879
+ lastRoom = this._switcher.currentIndex;
880
+ searchCall = 0;
881
+ searchDistance = 0;
882
+ }
883
+ const searchForward = searchCall % 2 === 0;
884
+ if (searchForward)
885
+ searchDistance += 1;
886
+ searchCall += 1;
887
+ const maxSearchDistance = searchForward ? this.maxLoadAhead : this.maxLoadBehind;
888
+ if (searchDistance > maxSearchDistance)
889
+ return;
890
+ const roomIndex = searchForward ? lastRoom + searchDistance : lastRoom - searchDistance;
891
+ if (roomIndex < 0)
892
+ return;
893
+ // if (roomIndex < 0) roomIndex = array.length + roomIndex;
894
+ if (roomIndex < 0 || roomIndex >= array.length)
895
+ return;
896
+ if (!this._loadTasks.some(t => t.index === roomIndex)) {
897
+ const scene = array[roomIndex];
898
+ if (debug)
899
+ console.log("Preload scene", { roomIndex, searchForward, lastRoom, currentIndex: this._switcher.currentIndex, tasks: this._loadTasks.length }, scene?.url);
900
+ new LoadTask(roomIndex, scene, this._loadTasks);
901
+ }
902
+ }, 200);
903
+ }
904
+ /**
905
+ * Stops the preloading process
906
+ */
907
+ stop() {
908
+ this._isRunning = false;
909
+ }
910
+ /**
911
+ * Checks if a new scene can be loaded based on current load limits
912
+ * @returns True if a new scene can be loaded, false otherwise
913
+ */
914
+ canLoadNewScene() {
915
+ return this._loadTasks.length < this._maxConcurrentLoads;
916
+ }
917
+ /**
918
+ * Checks if all scenes in the SceneSwitcher have been loaded
919
+ * @returns True if all scenes are loaded, false otherwise
920
+ */
921
+ allLoaded() {
922
+ if (this._switcher.scenes) {
923
+ for (const scene of this._switcher.scenes) {
924
+ if (!scene?.isLoaded)
925
+ continue;
926
+ if (scene.isLoaded() === false)
927
+ return false;
928
+ }
929
+ }
930
+ return true;
931
+ }
932
+ }
933
+ /**
934
+ * Represents a single preloading task for a scene
935
+ */
936
+ class LoadTask {
937
+ /** The index of the scene in the scenes array */
938
+ index;
939
+ /** The AssetReference to be loaded */
940
+ asset;
941
+ /** The collection of active load tasks this task belongs to */
942
+ tasks;
943
+ /**
944
+ * Creates a new LoadTask and begins loading immediately
945
+ * @param index The index of the scene in the scenes array
946
+ * @param asset The AssetReference to preload
947
+ * @param tasks The collection of active load tasks
948
+ */
949
+ constructor(index, asset, tasks) {
950
+ this.index = index;
951
+ this.asset = asset;
952
+ this.tasks = tasks;
953
+ tasks.push(this);
954
+ this.awaitLoading();
955
+ }
956
+ /**
957
+ * Asynchronously loads the asset and removes this task from the active tasks list when complete
958
+ */
959
+ async awaitLoading() {
960
+ if (this.asset && !this.asset.isLoaded()) {
961
+ if (debug)
962
+ console.log("Preload start: " + this.asset.url, this.index);
963
+ await this.asset.preload();
964
+ if (debug)
965
+ console.log("Preload finished: " + this.asset.url, this.index);
966
+ }
967
+ const i = this.tasks.indexOf(this);
968
+ if (i >= 0)
969
+ this.tasks.splice(i, 1);
970
+ }
971
+ }
972
972
  //# sourceMappingURL=SceneSwitcher.js.map