@needle-tools/engine 4.6.2-next.fb486b2 → 4.6.3

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 (1067) hide show
  1. package/CHANGELOG.md +3773 -3768
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/generateMeshBVH.worker-Cdfpaq5W.js +25 -0
  6. package/dist/{gltf-progressive-Bl4okF1b.min.js → gltf-progressive-Bm9eEfgu.min.js} +1 -1
  7. package/dist/{gltf-progressive-P8b8a0qY.umd.cjs → gltf-progressive-Dn6o99rH.umd.cjs} +1 -1
  8. package/dist/{gltf-progressive-DSpdn0QT.js → gltf-progressive-GjIqwSG3.js} +2 -2
  9. package/dist/{needle-engine.bundle-CQzZighj.js → needle-engine.bundle-B3xwa0ZL.js} +1319 -1308
  10. package/dist/{needle-engine.bundle-CdAK5p8o.umd.cjs → needle-engine.bundle-Bhmc3xq0.umd.cjs} +68 -65
  11. package/dist/{needle-engine.bundle-CJ4jhuta.min.js → needle-engine.bundle-DzStNbW2.min.js} +88 -85
  12. package/dist/needle-engine.d.ts +129 -130
  13. package/dist/needle-engine.js +4 -4
  14. package/dist/needle-engine.min.js +1 -1
  15. package/dist/needle-engine.umd.cjs +1 -1
  16. package/dist/{postprocessing-CjW23fio.umd.cjs → postprocessing-8AQTeZsr.umd.cjs} +2 -2
  17. package/dist/{postprocessing-xYQWCHFu.min.js → postprocessing-BDScN9yu.min.js} +2 -2
  18. package/dist/{postprocessing-DYLNOL3W.js → postprocessing-BkxN_08g.js} +3 -3
  19. package/dist/{three-DuDKwKB8.min.js → three-Boa-jOq-.min.js} +33 -33
  20. package/dist/{three-DrqIzZTH.js → three-Bz6X1mrw.js} +4198 -4198
  21. package/dist/{three-B_hneGZr.umd.cjs → three-DMrv-4ar.umd.cjs} +4 -4
  22. package/dist/{three-examples-X3OadjXB.umd.cjs → three-examples-C7ryg8vN.umd.cjs} +3 -3
  23. package/dist/{three-examples-DaDLBuy6.min.js → three-examples-DuVhxqft.min.js} +14 -14
  24. package/dist/{three-examples-B50TT3Iu.js → three-examples-GggCDHv0.js} +5 -5
  25. package/dist/{three-mesh-ui-CxuWt7m-.js → three-mesh-ui-CLNOfsWn.js} +1 -1
  26. package/dist/{three-mesh-ui-B3p3gyUz.min.js → three-mesh-ui-CY6Izc7C.min.js} +1 -1
  27. package/dist/{three-mesh-ui-CQiIQIlA.umd.cjs → three-mesh-ui-CwlN0FUC.umd.cjs} +1 -1
  28. package/dist/{vendor-BmYIgaS1.js → vendor-BSD1RQIh.js} +3 -3
  29. package/dist/{vendor-Cavtu3CP.umd.cjs → vendor-DHr4aqIZ.umd.cjs} +3 -3
  30. package/dist/{vendor-BlSxe9JJ.min.js → vendor-zxXa3Dmr.min.js} +3 -3
  31. package/lib/asap/needle-asap.d.ts +1 -1
  32. package/lib/asap/needle-asap.js +95 -95
  33. package/lib/asap/sessiongranted.d.ts +3 -3
  34. package/lib/asap/sessiongranted.js +65 -65
  35. package/lib/asap/utils.d.ts +1 -1
  36. package/lib/asap/utils.js +3 -3
  37. package/lib/engine/analytics/index.d.ts +6 -6
  38. package/lib/engine/analytics/index.js +12 -12
  39. package/lib/engine/analytics/lcp.d.ts +3 -3
  40. package/lib/engine/analytics/lcp.js +34 -34
  41. package/lib/engine/api.d.ts +82 -82
  42. package/lib/engine/api.js +81 -81
  43. package/lib/engine/assets/index.d.ts +11 -11
  44. package/lib/engine/assets/index.js +47 -47
  45. package/lib/engine/assets/static.d.ts +1 -1
  46. package/lib/engine/assets/static.js +4 -4
  47. package/lib/engine/codegen/register_types.d.ts +1 -1
  48. package/lib/engine/codegen/register_types.js +300 -300
  49. package/lib/engine/debug/debug.d.ts +15 -15
  50. package/lib/engine/debug/debug.js +44 -44
  51. package/lib/engine/debug/debug_console.d.ts +2 -2
  52. package/lib/engine/debug/debug_console.js +307 -307
  53. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  54. package/lib/engine/debug/debug_overlay.js +316 -316
  55. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  56. package/lib/engine/debug/debug_spatial_console.js +390 -390
  57. package/lib/engine/debug/index.d.ts +2 -2
  58. package/lib/engine/debug/index.js +2 -2
  59. package/lib/engine/engine_addressables.d.ts +166 -166
  60. package/lib/engine/engine_addressables.js +608 -608
  61. package/lib/engine/engine_animation.d.ts +43 -43
  62. package/lib/engine/engine_animation.js +133 -133
  63. package/lib/engine/engine_application.d.ts +45 -45
  64. package/lib/engine/engine_application.js +104 -104
  65. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  66. package/lib/engine/engine_assetdatabase.js +346 -346
  67. package/lib/engine/engine_audio.d.ts +4 -4
  68. package/lib/engine/engine_audio.js +23 -23
  69. package/lib/engine/engine_camera.d.ts +13 -13
  70. package/lib/engine/engine_camera.js +30 -30
  71. package/lib/engine/engine_components.d.ts +110 -110
  72. package/lib/engine/engine_components.js +374 -374
  73. package/lib/engine/engine_components_internal.d.ts +9 -9
  74. package/lib/engine/engine_components_internal.js +36 -36
  75. package/lib/engine/engine_constants.d.ts +10 -10
  76. package/lib/engine/engine_constants.js +41 -41
  77. package/lib/engine/engine_context.d.ts +475 -475
  78. package/lib/engine/engine_context.js +1673 -1672
  79. package/lib/engine/engine_context.js.map +1 -1
  80. package/lib/engine/engine_context_registry.d.ts +71 -71
  81. package/lib/engine/engine_context_registry.js +117 -117
  82. package/lib/engine/engine_coroutine.d.ts +35 -35
  83. package/lib/engine/engine_coroutine.js +52 -52
  84. package/lib/engine/engine_create_objects.d.ts +119 -119
  85. package/lib/engine/engine_create_objects.js +320 -320
  86. package/lib/engine/engine_default_parameters.d.ts +2 -2
  87. package/lib/engine/engine_default_parameters.js +3 -3
  88. package/lib/engine/engine_editor-sync.d.ts +21 -21
  89. package/lib/engine/engine_editor-sync.js +4 -4
  90. package/lib/engine/engine_fileloader.d.ts +2 -2
  91. package/lib/engine/engine_fileloader.js +8 -8
  92. package/lib/engine/engine_gameobject.d.ts +68 -68
  93. package/lib/engine/engine_gameobject.js +619 -619
  94. package/lib/engine/engine_generic_utils.d.ts +1 -1
  95. package/lib/engine/engine_generic_utils.js +13 -13
  96. package/lib/engine/engine_gizmos.d.ts +149 -149
  97. package/lib/engine/engine_gizmos.js +530 -530
  98. package/lib/engine/engine_gltf.d.ts +12 -12
  99. package/lib/engine/engine_gltf.js +15 -15
  100. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  101. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  102. package/lib/engine/engine_hot_reload.d.ts +8 -8
  103. package/lib/engine/engine_hot_reload.js +197 -197
  104. package/lib/engine/engine_input.d.ts +362 -362
  105. package/lib/engine/engine_input.js +1294 -1294
  106. package/lib/engine/engine_input_utils.d.ts +2 -2
  107. package/lib/engine/engine_input_utils.js +22 -22
  108. package/lib/engine/engine_instancing.d.ts +19 -19
  109. package/lib/engine/engine_instancing.js +39 -39
  110. package/lib/engine/engine_license.d.ts +11 -11
  111. package/lib/engine/engine_license.js +369 -369
  112. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  113. package/lib/engine/engine_lifecycle_api.js +106 -106
  114. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  115. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  116. package/lib/engine/engine_lightdata.d.ts +23 -23
  117. package/lib/engine/engine_lightdata.js +91 -91
  118. package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
  119. package/lib/engine/engine_loaders.callbacks.js +86 -86
  120. package/lib/engine/engine_loaders.d.ts +48 -48
  121. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  122. package/lib/engine/engine_loaders.gltf.js +62 -62
  123. package/lib/engine/engine_loaders.js +337 -337
  124. package/lib/engine/engine_lods.d.ts +31 -31
  125. package/lib/engine/engine_lods.js +146 -146
  126. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  127. package/lib/engine/engine_mainloop_utils.js +466 -466
  128. package/lib/engine/engine_math.d.ts +114 -114
  129. package/lib/engine/engine_math.js +247 -247
  130. package/lib/engine/engine_modules.d.ts +36 -36
  131. package/lib/engine/engine_modules.js +85 -85
  132. package/lib/engine/engine_networking.d.ts +260 -260
  133. package/lib/engine/engine_networking.js +764 -764
  134. package/lib/engine/engine_networking_auto.d.ts +24 -24
  135. package/lib/engine/engine_networking_auto.js +310 -310
  136. package/lib/engine/engine_networking_blob.d.ts +48 -48
  137. package/lib/engine/engine_networking_blob.js +228 -228
  138. package/lib/engine/engine_networking_files.d.ts +35 -35
  139. package/lib/engine/engine_networking_files.js +172 -172
  140. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  141. package/lib/engine/engine_networking_files_default_components.js +42 -42
  142. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  143. package/lib/engine/engine_networking_instantiate.js +345 -345
  144. package/lib/engine/engine_networking_peer.d.ts +15 -15
  145. package/lib/engine/engine_networking_peer.js +132 -132
  146. package/lib/engine/engine_networking_streams.d.ts +123 -123
  147. package/lib/engine/engine_networking_streams.js +645 -645
  148. package/lib/engine/engine_networking_types.d.ts +22 -22
  149. package/lib/engine/engine_networking_types.js +7 -7
  150. package/lib/engine/engine_networking_utils.d.ts +2 -2
  151. package/lib/engine/engine_networking_utils.js +20 -20
  152. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  153. package/lib/engine/engine_networking_websocket.js +2 -2
  154. package/lib/engine/engine_patcher.d.ts +10 -10
  155. package/lib/engine/engine_patcher.js +142 -142
  156. package/lib/engine/engine_physics.d.ts +152 -152
  157. package/lib/engine/engine_physics.js +645 -645
  158. package/lib/engine/engine_physics.types.d.ts +40 -40
  159. package/lib/engine/engine_physics.types.js +33 -33
  160. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  161. package/lib/engine/engine_physics_rapier.js +1433 -1433
  162. package/lib/engine/engine_playerview.d.ts +26 -26
  163. package/lib/engine/engine_playerview.js +64 -64
  164. package/lib/engine/engine_scenelighting.d.ts +71 -71
  165. package/lib/engine/engine_scenelighting.js +226 -226
  166. package/lib/engine/engine_serialization.d.ts +3 -3
  167. package/lib/engine/engine_serialization.js +3 -3
  168. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  169. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  170. package/lib/engine/engine_serialization_core.d.ts +94 -94
  171. package/lib/engine/engine_serialization_core.js +607 -607
  172. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  173. package/lib/engine/engine_serialization_decorator.js +66 -66
  174. package/lib/engine/engine_setup.d.ts +1 -1
  175. package/lib/engine/engine_setup.js +2 -2
  176. package/lib/engine/engine_shaders.d.ts +53 -53
  177. package/lib/engine/engine_shaders.js +252 -252
  178. package/lib/engine/engine_shims.d.ts +4 -4
  179. package/lib/engine/engine_shims.js +24 -24
  180. package/lib/engine/engine_test_utils.d.ts +39 -39
  181. package/lib/engine/engine_test_utils.js +83 -83
  182. package/lib/engine/engine_texture.d.ts +28 -28
  183. package/lib/engine/engine_texture.js +64 -64
  184. package/lib/engine/engine_three_utils.d.ts +204 -204
  185. package/lib/engine/engine_three_utils.js +784 -784
  186. package/lib/engine/engine_time.d.ts +51 -51
  187. package/lib/engine/engine_time.js +82 -82
  188. package/lib/engine/engine_time_utils.d.ts +88 -88
  189. package/lib/engine/engine_time_utils.js +215 -215
  190. package/lib/engine/engine_tonemapping.d.ts +6 -6
  191. package/lib/engine/engine_tonemapping.js +197 -197
  192. package/lib/engine/engine_types.d.ts +578 -578
  193. package/lib/engine/engine_types.js +95 -95
  194. package/lib/engine/engine_typestore.d.ts +28 -28
  195. package/lib/engine/engine_typestore.js +55 -55
  196. package/lib/engine/engine_util_decorator.d.ts +13 -13
  197. package/lib/engine/engine_util_decorator.js +116 -116
  198. package/lib/engine/engine_utils.d.ts +248 -248
  199. package/lib/engine/engine_utils.js +1012 -1012
  200. package/lib/engine/engine_utils_format.d.ts +24 -24
  201. package/lib/engine/engine_utils_format.js +239 -239
  202. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  203. package/lib/engine/engine_utils_screenshot.js +522 -522
  204. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  205. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  206. package/lib/engine/engine_xr.d.ts +1 -1
  207. package/lib/engine/engine_xr.js +1 -1
  208. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  209. package/lib/engine/export/gltf/Writers.js +24 -24
  210. package/lib/engine/export/gltf/index.d.ts +11 -11
  211. package/lib/engine/export/gltf/index.js +123 -123
  212. package/lib/engine/export/index.d.ts +2 -2
  213. package/lib/engine/export/index.js +2 -2
  214. package/lib/engine/export/state.d.ts +7 -7
  215. package/lib/engine/export/state.js +17 -17
  216. package/lib/engine/export/utils.d.ts +2 -2
  217. package/lib/engine/export/utils.js +7 -7
  218. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  219. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  220. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  221. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  222. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  223. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  224. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  225. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  226. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  227. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  228. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  229. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  230. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  231. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  232. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  233. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  234. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  235. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  236. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  237. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  238. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  239. package/lib/engine/extensions/extension_resolver.js +1 -1
  240. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  241. package/lib/engine/extensions/extension_utils.js +152 -152
  242. package/lib/engine/extensions/extensions.d.ts +32 -32
  243. package/lib/engine/extensions/extensions.js +107 -107
  244. package/lib/engine/extensions/index.d.ts +6 -6
  245. package/lib/engine/extensions/index.js +6 -6
  246. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  247. package/lib/engine/extensions/usage_tracker.js +65 -65
  248. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  249. package/lib/engine/js-extensions/Camera.js +39 -39
  250. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  251. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  252. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  253. package/lib/engine/js-extensions/Layers.js +22 -22
  254. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  255. package/lib/engine/js-extensions/Object3D.js +136 -136
  256. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  257. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  258. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  259. package/lib/engine/js-extensions/Vector.js +13 -13
  260. package/lib/engine/js-extensions/index.d.ts +5 -5
  261. package/lib/engine/js-extensions/index.js +5 -5
  262. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  263. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  264. package/lib/engine/shaders/shaderData.d.ts +55 -55
  265. package/lib/engine/shaders/shaderData.js +58 -58
  266. package/lib/engine/tests/test_utils.d.ts +2 -2
  267. package/lib/engine/tests/test_utils.js +53 -53
  268. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  269. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  270. package/lib/engine/webcomponents/api.d.ts +5 -5
  271. package/lib/engine/webcomponents/api.js +4 -4
  272. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  273. package/lib/engine/webcomponents/buttons.js +264 -264
  274. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  275. package/lib/engine/webcomponents/fonts.js +32 -32
  276. package/lib/engine/webcomponents/icons.d.ts +9 -9
  277. package/lib/engine/webcomponents/icons.js +52 -52
  278. package/lib/engine/webcomponents/index.d.ts +1 -1
  279. package/lib/engine/webcomponents/index.js +1 -1
  280. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  281. package/lib/engine/webcomponents/logo-element.js +67 -67
  282. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  283. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  284. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  285. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  286. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  287. package/lib/engine/webcomponents/needle-button.js +161 -161
  288. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  289. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  290. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  291. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  292. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  293. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  294. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  295. package/lib/engine/webcomponents/needle-engine.js +821 -821
  296. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  297. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  298. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  299. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  300. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  301. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  302. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  303. package/lib/engine/xr/NeedleXRSync.js +188 -188
  304. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  305. package/lib/engine/xr/SceneTransition.js +69 -69
  306. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  307. package/lib/engine/xr/TempXRContext.js +187 -187
  308. package/lib/engine/xr/XRRig.d.ts +7 -7
  309. package/lib/engine/xr/XRRig.js +1 -1
  310. package/lib/engine/xr/api.d.ts +6 -6
  311. package/lib/engine/xr/api.js +6 -6
  312. package/lib/engine/xr/events.d.ts +66 -66
  313. package/lib/engine/xr/events.js +93 -93
  314. package/lib/engine/xr/internal.d.ts +12 -12
  315. package/lib/engine/xr/internal.js +25 -25
  316. package/lib/engine/xr/usdz.d.ts +12 -12
  317. package/lib/engine/xr/usdz.js +29 -29
  318. package/lib/engine/xr/utils.d.ts +11 -11
  319. package/lib/engine/xr/utils.js +34 -34
  320. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  321. package/lib/engine-components/AlignmentConstraint.js +39 -39
  322. package/lib/engine-components/Animation.d.ts +156 -156
  323. package/lib/engine-components/Animation.js +508 -508
  324. package/lib/engine-components/AnimationCurve.d.ts +40 -40
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  997. package/src/engine-components/ui/Outline.ts +13 -13
  998. package/src/engine-components/ui/PointerEvents.ts +206 -206
  999. package/src/engine-components/ui/RaycastUtils.ts +69 -69
  1000. package/src/engine-components/ui/Raycaster.ts +102 -102
  1001. package/src/engine-components/ui/RectTransform.ts +375 -375
  1002. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1003. package/src/engine-components/ui/Symbols.ts +1 -1
  1004. package/src/engine-components/ui/Text.ts +578 -578
  1005. package/src/engine-components/ui/Utils.ts +113 -113
  1006. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1007. package/src/engine-components/utils/LookAt.ts +88 -88
  1008. package/src/engine-components/utils/OpenURL.ts +114 -114
  1009. package/src/engine-components/webxr/Avatar.ts +265 -265
  1010. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1011. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1012. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1013. package/src/engine-components/webxr/WebXR.ts +585 -585
  1014. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1015. package/src/engine-components/webxr/WebXRImageTracking.ts +519 -519
  1016. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1017. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1018. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1019. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1020. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1021. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1022. package/src/engine-components/webxr/index.ts +2 -2
  1023. package/src/engine-components/webxr/types.ts +3 -3
  1024. package/src/engine-components-experimental/Presentation.ts +12 -12
  1025. package/src/engine-components-experimental/api.ts +4 -4
  1026. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1027. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1028. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1029. package/src/engine-schemes/README.md +1 -1
  1030. package/src/engine-schemes/api.ts +12 -12
  1031. package/src/engine-schemes/dist/api.js +17 -0
  1032. package/src/engine-schemes/dist/api.js.meta +7 -0
  1033. package/src/engine-schemes/dist/schemes.js +25 -0
  1034. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1035. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1036. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1037. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1038. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1039. package/src/engine-schemes/dist/transform.js +46 -0
  1040. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1041. package/src/engine-schemes/dist/vec2.js +32 -0
  1042. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1043. package/src/engine-schemes/dist/vec3.js +36 -0
  1044. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1045. package/src/engine-schemes/dist/vec4.js +40 -0
  1046. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1047. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1048. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1049. package/src/engine-schemes/schemes.ts +28 -28
  1050. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1051. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1052. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1053. package/src/engine-schemes/transform.ts +50 -50
  1054. package/src/engine-schemes/transforms.fbs +25 -25
  1055. package/src/engine-schemes/vec.fbs +19 -19
  1056. package/src/engine-schemes/vec2.ts +33 -33
  1057. package/src/engine-schemes/vec3.ts +38 -38
  1058. package/src/engine-schemes/vec4.ts +43 -43
  1059. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1060. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1061. package/src/include/draco/draco_decoder.js +34 -34
  1062. package/src/include/ktx2/basis_transcoder.js +21 -21
  1063. package/src/include/needle/arial-msdf.json +1471 -1471
  1064. package/src/include/three/DragControls.js +231 -231
  1065. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1066. package/src/needle-engine.ts +70 -70
  1067. package/dist/generateMeshBVH.worker-BaNp_Xtp.js +0 -25
@@ -1,609 +1,609 @@
1
- import { Object3D, TextureLoader } from "three";
2
- import { getParam, resolveUrl } from "../engine/engine_utils.js";
3
- import { destroy, instantiate, InstantiateOptions, isDestroyed } from "./engine_gameobject.js";
4
- import { getLoader } from "./engine_gltf.js";
5
- import { processNewScripts } from "./engine_mainloop_utils.js";
6
- import { BlobStorage } from "./engine_networking_blob.js";
7
- import { registerPrefabProvider, syncInstantiate } from "./engine_networking_instantiate.js";
8
- import { TypeSerializer } from "./engine_serialization_core.js";
9
- import { Context } from "./engine_setup.js";
10
- const debug = getParam("debugaddressables");
11
- /**
12
- * The Addressables class is used to register and manage {@link AssetReference} types
13
- * It can be accessed from components via {@link Context.Current} or {@link Context.addressables} (e.g. `this.context.addressables`)
14
- */
15
- export class Addressables {
16
- _context;
17
- _assetReferences = {};
18
- /** @internal */
19
- constructor(context) {
20
- this._context = context;
21
- this._context.pre_update_callbacks.push(this.preUpdate);
22
- }
23
- /** @internal */
24
- dispose() {
25
- const preUpdateIndex = this._context.pre_update_callbacks.indexOf(this.preUpdate);
26
- if (preUpdateIndex >= 0) {
27
- this._context.pre_update_callbacks.splice(preUpdateIndex, 1);
28
- }
29
- for (const key in this._assetReferences) {
30
- const ref = this._assetReferences[key];
31
- ref?.unload();
32
- }
33
- this._assetReferences = {};
34
- }
35
- preUpdate = () => {
36
- };
37
- /**
38
- * Find a registered AssetReference by its URL
39
- */
40
- findAssetReference(url) {
41
- return this._assetReferences[url] || null;
42
- }
43
- /**
44
- * Register an asset reference
45
- * @internal
46
- */
47
- registerAssetReference(ref) {
48
- if (!ref.url)
49
- return ref;
50
- if (!this._assetReferences[ref.url]) {
51
- this._assetReferences[ref.url] = ref;
52
- }
53
- else {
54
- console.warn("Asset reference already registered", ref);
55
- }
56
- return ref;
57
- }
58
- /** @internal */
59
- unregisterAssetReference(ref) {
60
- if (!ref.url)
61
- return;
62
- delete this._assetReferences[ref.url];
63
- }
64
- }
65
- const $assetReference = Symbol("assetReference");
66
- /** ### AssetReferences can be used to easily load glTF or GLB assets
67
- * You can use `AssetReference.getOrCreate` to get an AssetReference for a URL to be easily loaded.
68
- * When using the same URL multiple times the same AssetReference will be returned, this avoids loading or creating the same asset multiple times.
69
- * - `myAssetReference.preload()` to load the asset binary without creating an instance yet.
70
- * - `myAssetReference.loadAssetAsync()` to load the asset and create an instance.
71
- * - `myAssetReference.instantiate()` to load the asset and create a new instance.
72
- * - `myAssetReference.unload()` to dispose allocated memory and destroy the asset instance.
73
- */
74
- export class AssetReference {
75
- /**
76
- * Get an AssetReference for a URL to be easily loaded.
77
- * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
78
- * @param url The URL of the asset to load. The url can be relative or absolute.
79
- * @param context The context to use for loading the asset
80
- * @returns the AssetReference for the URL
81
- */
82
- static getOrCreateFromUrl(url, context) {
83
- if (!context) {
84
- context = Context.Current;
85
- if (!context)
86
- throw new Error("Context is required when sourceId is a string. When you call this method from a component you can call it with \"getOrCreate(this, url)\" where \"this\" is the component.");
87
- }
88
- const addressables = context.addressables;
89
- const existing = addressables.findAssetReference(url);
90
- if (existing)
91
- return existing;
92
- const ref = new AssetReference(url, context.hash);
93
- addressables.registerAssetReference(ref);
94
- return ref;
95
- }
96
- /**
97
- * Get an AssetReference for a URL to be easily loaded.
98
- * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
99
- */
100
- static getOrCreate(sourceId, url, context) {
101
- if (typeof sourceId === "string") {
102
- if (!context) {
103
- context = Context.Current;
104
- if (!context)
105
- throw new Error("Context is required when sourceId is a string. When you call this method from a component you can call it with \"getOrCreate(this, url)\" where \"this\" is the component.");
106
- }
107
- }
108
- else {
109
- context = sourceId.context;
110
- sourceId = sourceId.sourceId;
111
- }
112
- const fullPath = resolveUrl(sourceId, url);
113
- if (debug)
114
- console.log("GetOrCreate Addressable from", sourceId, url, "FinalPath=", fullPath);
115
- const addressables = context.addressables;
116
- const existing = addressables.findAssetReference(fullPath);
117
- if (existing)
118
- return existing;
119
- const ref = new AssetReference(fullPath, context.hash);
120
- addressables.registerAssetReference(ref);
121
- return ref;
122
- }
123
- static currentlyInstantiating = new Map();
124
- /** @returns true if this is an AssetReference instance */
125
- get isAssetReference() { return true; }
126
- /** The loaded asset */
127
- get asset() {
128
- return this._glbRoot ?? this._asset;
129
- }
130
- set asset(val) {
131
- this._asset = val;
132
- }
133
- _loading;
134
- /** The url of the loaded asset (or the asset to be loaded)
135
- * @deprecated use url */
136
- get uri() {
137
- return this._url;
138
- }
139
- /** The url of the loaded asset (or the asset to be loaded) */
140
- get url() {
141
- return this._url;
142
- }
143
- /** The name of the assigned url. This name is deduced from the url and might not reflect the actual name of the asset */
144
- get urlName() {
145
- return this._urlName;
146
- }
147
- ;
148
- /**
149
- * @returns true if the uri is a valid URL (http, https, blob)
150
- */
151
- get hasUrl() {
152
- return this._url !== undefined &&
153
- (this._url.startsWith("http") || this._url.startsWith("blob:") || this._url.startsWith("www.") || this._url.includes("/"));
154
- }
155
- /**
156
- * This is the loaded asset root object. If the asset is a glb/gltf file this will be the {@link three#Scene} object.
157
- */
158
- get rawAsset() { return this._asset; }
159
- _asset;
160
- _glbRoot;
161
- _url;
162
- _urlName;
163
- _progressListeners = [];
164
- _hash;
165
- _hashedUri;
166
- _isLoadingRawBinary = false;
167
- _rawBinary;
168
- /** @internal */
169
- constructor(uri, hash, asset = null) {
170
- this._url = uri;
171
- const lastUriPart = uri.lastIndexOf("/");
172
- if (lastUriPart >= 0) {
173
- this._urlName = uri.substring(lastUriPart + 1);
174
- // remove file extension
175
- const lastDot = this._urlName.lastIndexOf(".");
176
- if (lastDot >= 0) {
177
- this._urlName = this._urlName.substring(0, lastDot);
178
- }
179
- }
180
- else {
181
- this._urlName = uri;
182
- }
183
- this._hash = hash;
184
- if (uri.includes("?v="))
185
- this._hashedUri = uri;
186
- else
187
- this._hashedUri = hash ? uri + "?v=" + hash : uri;
188
- if (asset !== null)
189
- this.asset = asset;
190
- registerPrefabProvider(this._url, this.onResolvePrefab.bind(this));
191
- }
192
- async onResolvePrefab(url) {
193
- if (url === this.url) {
194
- if (this.mustLoad)
195
- await this.loadAssetAsync();
196
- if (this.asset) {
197
- return this.asset;
198
- }
199
- }
200
- return null;
201
- }
202
- get mustLoad() {
203
- return !this.asset || this.asset.__destroyed === true || isDestroyed(this.asset) === true;
204
- }
205
- /**
206
- * @returns `true` if the asset has been loaded (via preload) or if it exists already (assigned to `asset`) */
207
- isLoaded() { return this._rawBinary || this.asset !== undefined; }
208
- /** frees previously allocated memory and destroys the current `asset` instance (if any) */
209
- unload() {
210
- if (this.asset) {
211
- if (debug)
212
- console.log("Unload", this.asset);
213
- // TODO: we need a way to remove objects from the context (including components) without actually "destroying" them
214
- if ("scene" in this.asset && this.asset.scene)
215
- destroy(this.asset.scene, true, true);
216
- destroy(this.asset, true, true);
217
- }
218
- this.asset = null;
219
- this._rawBinary = undefined;
220
- this._glbRoot = null;
221
- this._loading = undefined;
222
- if (Context.Current) {
223
- Context.Current.addressables.unregisterAssetReference(this);
224
- }
225
- }
226
- /** loads the asset binary without creating an instance */
227
- async preload() {
228
- if (!this.mustLoad)
229
- return null;
230
- if (this._isLoadingRawBinary)
231
- return null;
232
- if (this._rawBinary !== undefined)
233
- return this._rawBinary;
234
- this._isLoadingRawBinary = true;
235
- if (debug)
236
- console.log("Preload", this._hashedUri);
237
- const res = await BlobStorage.download(this._hashedUri, p => {
238
- this.raiseProgressEvent(p);
239
- });
240
- this._rawBinary = res?.buffer ?? null;
241
- this._isLoadingRawBinary = false;
242
- return this._rawBinary;
243
- }
244
- // TODO: we need a way to abort loading a resource
245
- /** Loads the asset and creates one instance (assigned to `asset`)
246
- * @returns the loaded asset
247
- */
248
- async loadAssetAsync(prog) {
249
- if (debug)
250
- console.log("loadAssetAsync", this.url);
251
- if (!this.mustLoad)
252
- return this.asset;
253
- if (prog)
254
- this._progressListeners.push(prog);
255
- if (this._loading !== undefined) {
256
- // console.warn("Wait for other loading thiny");
257
- return this._loading.then(_ => this.asset);
258
- }
259
- const context = Context.Current;
260
- // TODO: technically we shouldnt call awake only when the object is added to a scene
261
- // addressables now allow loading things without adding them to a scene immediately
262
- // we should "address" (LUL) this
263
- // console.log("START LOADING");
264
- if (this._rawBinary) {
265
- if (!(this._rawBinary instanceof ArrayBuffer)) {
266
- console.error("Invalid raw binary data", this._rawBinary);
267
- return null;
268
- }
269
- this._loading = getLoader().parseSync(context, this._rawBinary, this.url, null);
270
- this.raiseProgressEvent(new ProgressEvent("progress", { loaded: this._rawBinary.byteLength, total: this._rawBinary.byteLength }));
271
- }
272
- else {
273
- if (debug)
274
- console.log("Load async", this.url);
275
- this._loading = getLoader().loadSync(context, this._hashedUri, this.url, null, prog => {
276
- this.raiseProgressEvent(prog);
277
- });
278
- }
279
- const res = await this._loading;
280
- // clear all progress listeners after download has finished
281
- this._progressListeners.length = 0;
282
- this._glbRoot = this.tryGetActualGameObjectRoot(res);
283
- this._loading = undefined;
284
- if (res) {
285
- // Make sure the loaded roots all have a reference to this AssetReference
286
- // that was originally loading it.
287
- // We need this when the loaded asset is being disposed
288
- // TODO: we have to prevent disposing resources that are still in use
289
- res[$assetReference] = this;
290
- if (this._glbRoot)
291
- this._glbRoot[$assetReference] = this;
292
- if (this.asset)
293
- this.asset[$assetReference] = this;
294
- // we need to handle the pre_setup callsbacks before instantiating
295
- // because that is where deserialization happens
296
- processNewScripts(context);
297
- if (res.scene !== undefined) {
298
- this.asset = res;
299
- }
300
- return this.asset;
301
- }
302
- return null;
303
- }
304
- /** loads and returns a new instance of `asset` */
305
- instantiate(parent) {
306
- return this.onInstantiate(parent, false);
307
- }
308
- /** loads and returns a new instance of `asset` - this call is networked so an instance will be created on all connected users */
309
- instantiateSynced(parent, saveOnServer = true) {
310
- return this.onInstantiate(parent, true, saveOnServer);
311
- }
312
- beginListenDownload(evt) {
313
- if (this._progressListeners.indexOf(evt) < 0)
314
- this._progressListeners.push(evt);
315
- }
316
- endListenDownload(evt) {
317
- const index = this._progressListeners.indexOf(evt);
318
- if (index >= 0) {
319
- this._progressListeners.splice(index, 1);
320
- }
321
- }
322
- raiseProgressEvent(prog) {
323
- for (const list of this._progressListeners) {
324
- list(this, prog);
325
- }
326
- }
327
- async onInstantiate(opts, networked = false, saveOnServer) {
328
- const context = Context.Current;
329
- // clone the instantiate options immediately
330
- // in case the user is not awaiting this call and already modifying the options
331
- const options = new InstantiateOptions();
332
- if (opts instanceof Object3D) {
333
- options.parent = opts;
334
- }
335
- else if (opts) {
336
- // Assign to e.g. have SyncInstantiateOptions
337
- Object.assign(options, opts);
338
- options.cloneAssign(opts);
339
- }
340
- if (options.parent === undefined)
341
- options.parent = context.scene;
342
- // ensure the asset is loaded
343
- if (this.mustLoad) {
344
- await this.loadAssetAsync();
345
- }
346
- if (debug)
347
- console.log("Instantiate", this.url, "parent:", opts);
348
- if (this.asset) {
349
- if (debug)
350
- console.log("Add to scene", this.asset);
351
- let count = AssetReference.currentlyInstantiating.get(this.url);
352
- // allow up to 10000 instantiations of the same prefab in the same frame
353
- if (count !== undefined && count >= 10000) {
354
- console.error("Recursive or too many instantiations of " + this.url + " in the same frame (" + count + ")");
355
- return null;
356
- }
357
- try {
358
- if (count === undefined)
359
- count = 0;
360
- count += 1;
361
- AssetReference.currentlyInstantiating.set(this.url, count);
362
- if (networked) {
363
- options.context = context;
364
- const prefab = this.asset;
365
- prefab.guid = this.url;
366
- const instance = syncInstantiate(prefab, options, undefined, saveOnServer);
367
- if (instance) {
368
- return instance;
369
- }
370
- }
371
- else {
372
- const instance = instantiate(this.asset, options);
373
- if (instance) {
374
- return instance;
375
- }
376
- }
377
- }
378
- finally {
379
- context.post_render_callbacks.push(() => {
380
- if (count === undefined || count < 0)
381
- count = 0;
382
- else
383
- count -= 1;
384
- AssetReference.currentlyInstantiating.set(this.url, count);
385
- });
386
- }
387
- }
388
- else if (debug)
389
- console.warn("Failed to load asset", this.url);
390
- return null;
391
- }
392
- /**
393
- * try to ignore the intermediate created object
394
- * because it causes trouble if we instantiate an assetreference per player
395
- * and call destroy on the player marker root
396
- * @returns the scene root object if the asset was a glb/gltf
397
- */
398
- tryGetActualGameObjectRoot(asset) {
399
- if (asset && asset.scene) {
400
- // some exporters produce additional root objects
401
- const scene = asset.scene;
402
- if (scene.isGroup && scene.children.length === 1 && scene.children[0].name + "glb" === scene.name) {
403
- const root = scene.children[0];
404
- return root;
405
- }
406
- // ok the scene is the scene, just use that then
407
- else
408
- return scene;
409
- }
410
- return null;
411
- }
412
- }
413
- class AddressableSerializer extends TypeSerializer {
414
- constructor() {
415
- super([AssetReference], "AssetReferenceSerializer");
416
- }
417
- onSerialize(data, _context) {
418
- if (data && data.uri !== undefined && typeof data.uri === "string") {
419
- return data.uri;
420
- }
421
- }
422
- onDeserialize(data, context) {
423
- if (typeof data === "string") {
424
- if (!context.context) {
425
- console.error("Missing context");
426
- return null;
427
- }
428
- if (!context.gltfId) {
429
- console.error("Missing source id");
430
- return null;
431
- }
432
- const ref = AssetReference.getOrCreate(context.gltfId, data, context.context);
433
- return ref;
434
- }
435
- else if (data instanceof Object3D) {
436
- if (!context.context) {
437
- console.error("Missing context");
438
- return null;
439
- }
440
- if (!context.gltfId) {
441
- console.error("Missing source id");
442
- return null;
443
- }
444
- const obj = data;
445
- const ctx = context.context;
446
- const guid = obj["guid"] ?? obj.uuid;
447
- const existing = ctx.addressables.findAssetReference(guid);
448
- if (existing)
449
- return existing;
450
- const ref = new AssetReference(guid, undefined, obj);
451
- ctx.addressables.registerAssetReference(ref);
452
- return ref;
453
- }
454
- return null;
455
- }
456
- }
457
- new AddressableSerializer();
458
- const failedTexturePromise = Promise.resolve(null);
459
- /** Use this if a file is a external image URL
460
- * @example
461
- * ```ts
462
- * @serializable(ImageReference)
463
- * myImage?:ImageReference;
464
- * ```
465
- */
466
- export class ImageReference {
467
- static imageReferences = new Map();
468
- static getOrCreate(url) {
469
- let ref = ImageReference.imageReferences.get(url);
470
- if (!ref) {
471
- ref = new ImageReference(url);
472
- ImageReference.imageReferences.set(url, ref);
473
- }
474
- return ref;
475
- }
476
- constructor(url) {
477
- this.url = url;
478
- }
479
- url;
480
- _bitmap;
481
- _bitmapObject;
482
- dispose() {
483
- if (this._bitmapObject) {
484
- this._bitmapObject.close();
485
- }
486
- this._bitmap = undefined;
487
- }
488
- createHTMLImage() {
489
- const img = new Image();
490
- img.src = this.url;
491
- return img;
492
- }
493
- loader = null;
494
- createTexture() {
495
- if (!this.url) {
496
- console.error("Can not load texture without url");
497
- return failedTexturePromise;
498
- }
499
- if (!this.loader)
500
- this.loader = new TextureLoader();
501
- this.loader.setCrossOrigin("anonymous");
502
- return this.loader.loadAsync(this.url).then(res => {
503
- if (res && !res.name?.length) {
504
- // default name if no name is defined
505
- res.name = this.url.split("/").pop() ?? this.url;
506
- }
507
- return res;
508
- });
509
- // return this.getBitmap().then((bitmap) => {
510
- // if (bitmap) {
511
- // const texture = new Texture(bitmap);
512
- // texture.needsUpdate = true;
513
- // return texture;
514
- // }
515
- // return null;
516
- // });
517
- }
518
- /** Loads the bitmap data of the image */
519
- getBitmap() {
520
- if (this._bitmap)
521
- return this._bitmap;
522
- this._bitmap = new Promise((res, _) => {
523
- const imageElement = document.createElement("img");
524
- imageElement.addEventListener("load", () => {
525
- this._bitmap = createImageBitmap(imageElement).then((bitmap) => {
526
- this._bitmapObject = bitmap;
527
- res(bitmap);
528
- return bitmap;
529
- });
530
- });
531
- imageElement.addEventListener("error", err => {
532
- console.error("Failed to load image:" + this.url, err);
533
- res(null);
534
- });
535
- imageElement.src = this.url;
536
- });
537
- return this._bitmap;
538
- }
539
- }
540
- /** @internal */
541
- export class ImageReferenceSerializer extends TypeSerializer {
542
- constructor() {
543
- super([ImageReference], "ImageReferenceSerializer");
544
- }
545
- onSerialize(_data, _context) {
546
- return null;
547
- }
548
- onDeserialize(data, _context) {
549
- if (typeof data === "string") {
550
- const url = resolveUrl(_context.gltfId, data);
551
- return ImageReference.getOrCreate(url);
552
- }
553
- return undefined;
554
- }
555
- }
556
- new ImageReferenceSerializer();
557
- /** Use this if a file is a external file URL. The file can be any arbitrary binary data like a videofile or a text asset
558
- */
559
- export class FileReference {
560
- static cache = new Map();
561
- static getOrCreate(url) {
562
- let ref = FileReference.cache.get(url);
563
- if (!ref) {
564
- ref = new FileReference(url);
565
- FileReference.cache.set(url, ref);
566
- }
567
- return ref;
568
- }
569
- /** Load the file binary data
570
- * @returns a promise that resolves to the binary data of the file. Make sure to await this request or use `.then(res => {...})` to get the result.
571
- */
572
- async loadRaw() {
573
- if (!this.res)
574
- this.res = fetch(this.url);
575
- return this.res.then(res => res.blob());
576
- }
577
- /** Load the file as text (if the referenced file is a text file like a .txt or .json file)
578
- * @returns a promise that resolves to the text data of the file. Make sure to await this request or use `.then(res => {...})` to get the result. If the format is json you can use `JSON.parse(result)` to convert it to a json object
579
- */
580
- async loadText() {
581
- if (!this.res)
582
- this.res = fetch(this.url);
583
- return this.res.then(res => res.text());
584
- }
585
- /** The resolved url to the file */
586
- url;
587
- res;
588
- constructor(url) {
589
- this.url = url;
590
- }
591
- }
592
- /** @internal */
593
- export class FileReferenceSerializer extends TypeSerializer {
594
- constructor() {
595
- super([FileReference], "FileReferenceSerializer");
596
- }
597
- onSerialize(_data, _context) {
598
- return null;
599
- }
600
- onDeserialize(data, _context) {
601
- if (typeof data === "string") {
602
- const url = resolveUrl(_context.gltfId, data);
603
- return FileReference.getOrCreate(url);
604
- }
605
- return undefined;
606
- }
607
- }
608
- new FileReferenceSerializer();
1
+ import { Object3D, TextureLoader } from "three";
2
+ import { getParam, resolveUrl } from "../engine/engine_utils.js";
3
+ import { destroy, instantiate, InstantiateOptions, isDestroyed } from "./engine_gameobject.js";
4
+ import { getLoader } from "./engine_gltf.js";
5
+ import { processNewScripts } from "./engine_mainloop_utils.js";
6
+ import { BlobStorage } from "./engine_networking_blob.js";
7
+ import { registerPrefabProvider, syncInstantiate } from "./engine_networking_instantiate.js";
8
+ import { TypeSerializer } from "./engine_serialization_core.js";
9
+ import { Context } from "./engine_setup.js";
10
+ const debug = getParam("debugaddressables");
11
+ /**
12
+ * The Addressables class is used to register and manage {@link AssetReference} types
13
+ * It can be accessed from components via {@link Context.Current} or {@link Context.addressables} (e.g. `this.context.addressables`)
14
+ */
15
+ export class Addressables {
16
+ _context;
17
+ _assetReferences = {};
18
+ /** @internal */
19
+ constructor(context) {
20
+ this._context = context;
21
+ this._context.pre_update_callbacks.push(this.preUpdate);
22
+ }
23
+ /** @internal */
24
+ dispose() {
25
+ const preUpdateIndex = this._context.pre_update_callbacks.indexOf(this.preUpdate);
26
+ if (preUpdateIndex >= 0) {
27
+ this._context.pre_update_callbacks.splice(preUpdateIndex, 1);
28
+ }
29
+ for (const key in this._assetReferences) {
30
+ const ref = this._assetReferences[key];
31
+ ref?.unload();
32
+ }
33
+ this._assetReferences = {};
34
+ }
35
+ preUpdate = () => {
36
+ };
37
+ /**
38
+ * Find a registered AssetReference by its URL
39
+ */
40
+ findAssetReference(url) {
41
+ return this._assetReferences[url] || null;
42
+ }
43
+ /**
44
+ * Register an asset reference
45
+ * @internal
46
+ */
47
+ registerAssetReference(ref) {
48
+ if (!ref.url)
49
+ return ref;
50
+ if (!this._assetReferences[ref.url]) {
51
+ this._assetReferences[ref.url] = ref;
52
+ }
53
+ else {
54
+ console.warn("Asset reference already registered", ref);
55
+ }
56
+ return ref;
57
+ }
58
+ /** @internal */
59
+ unregisterAssetReference(ref) {
60
+ if (!ref.url)
61
+ return;
62
+ delete this._assetReferences[ref.url];
63
+ }
64
+ }
65
+ const $assetReference = Symbol("assetReference");
66
+ /** ### AssetReferences can be used to easily load glTF or GLB assets
67
+ * You can use `AssetReference.getOrCreate` to get an AssetReference for a URL to be easily loaded.
68
+ * When using the same URL multiple times the same AssetReference will be returned, this avoids loading or creating the same asset multiple times.
69
+ * - `myAssetReference.preload()` to load the asset binary without creating an instance yet.
70
+ * - `myAssetReference.loadAssetAsync()` to load the asset and create an instance.
71
+ * - `myAssetReference.instantiate()` to load the asset and create a new instance.
72
+ * - `myAssetReference.unload()` to dispose allocated memory and destroy the asset instance.
73
+ */
74
+ export class AssetReference {
75
+ /**
76
+ * Get an AssetReference for a URL to be easily loaded.
77
+ * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
78
+ * @param url The URL of the asset to load. The url can be relative or absolute.
79
+ * @param context The context to use for loading the asset
80
+ * @returns the AssetReference for the URL
81
+ */
82
+ static getOrCreateFromUrl(url, context) {
83
+ if (!context) {
84
+ context = Context.Current;
85
+ if (!context)
86
+ throw new Error("Context is required when sourceId is a string. When you call this method from a component you can call it with \"getOrCreate(this, url)\" where \"this\" is the component.");
87
+ }
88
+ const addressables = context.addressables;
89
+ const existing = addressables.findAssetReference(url);
90
+ if (existing)
91
+ return existing;
92
+ const ref = new AssetReference(url, context.hash);
93
+ addressables.registerAssetReference(ref);
94
+ return ref;
95
+ }
96
+ /**
97
+ * Get an AssetReference for a URL to be easily loaded.
98
+ * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
99
+ */
100
+ static getOrCreate(sourceId, url, context) {
101
+ if (typeof sourceId === "string") {
102
+ if (!context) {
103
+ context = Context.Current;
104
+ if (!context)
105
+ throw new Error("Context is required when sourceId is a string. When you call this method from a component you can call it with \"getOrCreate(this, url)\" where \"this\" is the component.");
106
+ }
107
+ }
108
+ else {
109
+ context = sourceId.context;
110
+ sourceId = sourceId.sourceId;
111
+ }
112
+ const fullPath = resolveUrl(sourceId, url);
113
+ if (debug)
114
+ console.log("GetOrCreate Addressable from", sourceId, url, "FinalPath=", fullPath);
115
+ const addressables = context.addressables;
116
+ const existing = addressables.findAssetReference(fullPath);
117
+ if (existing)
118
+ return existing;
119
+ const ref = new AssetReference(fullPath, context.hash);
120
+ addressables.registerAssetReference(ref);
121
+ return ref;
122
+ }
123
+ static currentlyInstantiating = new Map();
124
+ /** @returns true if this is an AssetReference instance */
125
+ get isAssetReference() { return true; }
126
+ /** The loaded asset */
127
+ get asset() {
128
+ return this._glbRoot ?? this._asset;
129
+ }
130
+ set asset(val) {
131
+ this._asset = val;
132
+ }
133
+ _loading;
134
+ /** The url of the loaded asset (or the asset to be loaded)
135
+ * @deprecated use url */
136
+ get uri() {
137
+ return this._url;
138
+ }
139
+ /** The url of the loaded asset (or the asset to be loaded) */
140
+ get url() {
141
+ return this._url;
142
+ }
143
+ /** The name of the assigned url. This name is deduced from the url and might not reflect the actual name of the asset */
144
+ get urlName() {
145
+ return this._urlName;
146
+ }
147
+ ;
148
+ /**
149
+ * @returns true if the uri is a valid URL (http, https, blob)
150
+ */
151
+ get hasUrl() {
152
+ return this._url !== undefined &&
153
+ (this._url.startsWith("http") || this._url.startsWith("blob:") || this._url.startsWith("www.") || this._url.includes("/"));
154
+ }
155
+ /**
156
+ * This is the loaded asset root object. If the asset is a glb/gltf file this will be the {@link three#Scene} object.
157
+ */
158
+ get rawAsset() { return this._asset; }
159
+ _asset;
160
+ _glbRoot;
161
+ _url;
162
+ _urlName;
163
+ _progressListeners = [];
164
+ _hash;
165
+ _hashedUri;
166
+ _isLoadingRawBinary = false;
167
+ _rawBinary;
168
+ /** @internal */
169
+ constructor(uri, hash, asset = null) {
170
+ this._url = uri;
171
+ const lastUriPart = uri.lastIndexOf("/");
172
+ if (lastUriPart >= 0) {
173
+ this._urlName = uri.substring(lastUriPart + 1);
174
+ // remove file extension
175
+ const lastDot = this._urlName.lastIndexOf(".");
176
+ if (lastDot >= 0) {
177
+ this._urlName = this._urlName.substring(0, lastDot);
178
+ }
179
+ }
180
+ else {
181
+ this._urlName = uri;
182
+ }
183
+ this._hash = hash;
184
+ if (uri.includes("?v="))
185
+ this._hashedUri = uri;
186
+ else
187
+ this._hashedUri = hash ? uri + "?v=" + hash : uri;
188
+ if (asset !== null)
189
+ this.asset = asset;
190
+ registerPrefabProvider(this._url, this.onResolvePrefab.bind(this));
191
+ }
192
+ async onResolvePrefab(url) {
193
+ if (url === this.url) {
194
+ if (this.mustLoad)
195
+ await this.loadAssetAsync();
196
+ if (this.asset) {
197
+ return this.asset;
198
+ }
199
+ }
200
+ return null;
201
+ }
202
+ get mustLoad() {
203
+ return !this.asset || this.asset.__destroyed === true || isDestroyed(this.asset) === true;
204
+ }
205
+ /**
206
+ * @returns `true` if the asset has been loaded (via preload) or if it exists already (assigned to `asset`) */
207
+ isLoaded() { return this._rawBinary || this.asset !== undefined; }
208
+ /** frees previously allocated memory and destroys the current `asset` instance (if any) */
209
+ unload() {
210
+ if (this.asset) {
211
+ if (debug)
212
+ console.log("Unload", this.asset);
213
+ // TODO: we need a way to remove objects from the context (including components) without actually "destroying" them
214
+ if ("scene" in this.asset && this.asset.scene)
215
+ destroy(this.asset.scene, true, true);
216
+ destroy(this.asset, true, true);
217
+ }
218
+ this.asset = null;
219
+ this._rawBinary = undefined;
220
+ this._glbRoot = null;
221
+ this._loading = undefined;
222
+ if (Context.Current) {
223
+ Context.Current.addressables.unregisterAssetReference(this);
224
+ }
225
+ }
226
+ /** loads the asset binary without creating an instance */
227
+ async preload() {
228
+ if (!this.mustLoad)
229
+ return null;
230
+ if (this._isLoadingRawBinary)
231
+ return null;
232
+ if (this._rawBinary !== undefined)
233
+ return this._rawBinary;
234
+ this._isLoadingRawBinary = true;
235
+ if (debug)
236
+ console.log("Preload", this._hashedUri);
237
+ const res = await BlobStorage.download(this._hashedUri, p => {
238
+ this.raiseProgressEvent(p);
239
+ });
240
+ this._rawBinary = res?.buffer ?? null;
241
+ this._isLoadingRawBinary = false;
242
+ return this._rawBinary;
243
+ }
244
+ // TODO: we need a way to abort loading a resource
245
+ /** Loads the asset and creates one instance (assigned to `asset`)
246
+ * @returns the loaded asset
247
+ */
248
+ async loadAssetAsync(prog) {
249
+ if (debug)
250
+ console.log("loadAssetAsync", this.url);
251
+ if (!this.mustLoad)
252
+ return this.asset;
253
+ if (prog)
254
+ this._progressListeners.push(prog);
255
+ if (this._loading !== undefined) {
256
+ // console.warn("Wait for other loading thiny");
257
+ return this._loading.then(_ => this.asset);
258
+ }
259
+ const context = Context.Current;
260
+ // TODO: technically we shouldnt call awake only when the object is added to a scene
261
+ // addressables now allow loading things without adding them to a scene immediately
262
+ // we should "address" (LUL) this
263
+ // console.log("START LOADING");
264
+ if (this._rawBinary) {
265
+ if (!(this._rawBinary instanceof ArrayBuffer)) {
266
+ console.error("Invalid raw binary data", this._rawBinary);
267
+ return null;
268
+ }
269
+ this._loading = getLoader().parseSync(context, this._rawBinary, this.url, null);
270
+ this.raiseProgressEvent(new ProgressEvent("progress", { loaded: this._rawBinary.byteLength, total: this._rawBinary.byteLength }));
271
+ }
272
+ else {
273
+ if (debug)
274
+ console.log("Load async", this.url);
275
+ this._loading = getLoader().loadSync(context, this._hashedUri, this.url, null, prog => {
276
+ this.raiseProgressEvent(prog);
277
+ });
278
+ }
279
+ const res = await this._loading;
280
+ // clear all progress listeners after download has finished
281
+ this._progressListeners.length = 0;
282
+ this._glbRoot = this.tryGetActualGameObjectRoot(res);
283
+ this._loading = undefined;
284
+ if (res) {
285
+ // Make sure the loaded roots all have a reference to this AssetReference
286
+ // that was originally loading it.
287
+ // We need this when the loaded asset is being disposed
288
+ // TODO: we have to prevent disposing resources that are still in use
289
+ res[$assetReference] = this;
290
+ if (this._glbRoot)
291
+ this._glbRoot[$assetReference] = this;
292
+ if (this.asset)
293
+ this.asset[$assetReference] = this;
294
+ // we need to handle the pre_setup callsbacks before instantiating
295
+ // because that is where deserialization happens
296
+ processNewScripts(context);
297
+ if (res.scene !== undefined) {
298
+ this.asset = res;
299
+ }
300
+ return this.asset;
301
+ }
302
+ return null;
303
+ }
304
+ /** loads and returns a new instance of `asset` */
305
+ instantiate(parent) {
306
+ return this.onInstantiate(parent, false);
307
+ }
308
+ /** loads and returns a new instance of `asset` - this call is networked so an instance will be created on all connected users */
309
+ instantiateSynced(parent, saveOnServer = true) {
310
+ return this.onInstantiate(parent, true, saveOnServer);
311
+ }
312
+ beginListenDownload(evt) {
313
+ if (this._progressListeners.indexOf(evt) < 0)
314
+ this._progressListeners.push(evt);
315
+ }
316
+ endListenDownload(evt) {
317
+ const index = this._progressListeners.indexOf(evt);
318
+ if (index >= 0) {
319
+ this._progressListeners.splice(index, 1);
320
+ }
321
+ }
322
+ raiseProgressEvent(prog) {
323
+ for (const list of this._progressListeners) {
324
+ list(this, prog);
325
+ }
326
+ }
327
+ async onInstantiate(opts, networked = false, saveOnServer) {
328
+ const context = Context.Current;
329
+ // clone the instantiate options immediately
330
+ // in case the user is not awaiting this call and already modifying the options
331
+ const options = new InstantiateOptions();
332
+ if (opts instanceof Object3D) {
333
+ options.parent = opts;
334
+ }
335
+ else if (opts) {
336
+ // Assign to e.g. have SyncInstantiateOptions
337
+ Object.assign(options, opts);
338
+ options.cloneAssign(opts);
339
+ }
340
+ if (options.parent === undefined)
341
+ options.parent = context.scene;
342
+ // ensure the asset is loaded
343
+ if (this.mustLoad) {
344
+ await this.loadAssetAsync();
345
+ }
346
+ if (debug)
347
+ console.log("Instantiate", this.url, "parent:", opts);
348
+ if (this.asset) {
349
+ if (debug)
350
+ console.log("Add to scene", this.asset);
351
+ let count = AssetReference.currentlyInstantiating.get(this.url);
352
+ // allow up to 10000 instantiations of the same prefab in the same frame
353
+ if (count !== undefined && count >= 10000) {
354
+ console.error("Recursive or too many instantiations of " + this.url + " in the same frame (" + count + ")");
355
+ return null;
356
+ }
357
+ try {
358
+ if (count === undefined)
359
+ count = 0;
360
+ count += 1;
361
+ AssetReference.currentlyInstantiating.set(this.url, count);
362
+ if (networked) {
363
+ options.context = context;
364
+ const prefab = this.asset;
365
+ prefab.guid = this.url;
366
+ const instance = syncInstantiate(prefab, options, undefined, saveOnServer);
367
+ if (instance) {
368
+ return instance;
369
+ }
370
+ }
371
+ else {
372
+ const instance = instantiate(this.asset, options);
373
+ if (instance) {
374
+ return instance;
375
+ }
376
+ }
377
+ }
378
+ finally {
379
+ context.post_render_callbacks.push(() => {
380
+ if (count === undefined || count < 0)
381
+ count = 0;
382
+ else
383
+ count -= 1;
384
+ AssetReference.currentlyInstantiating.set(this.url, count);
385
+ });
386
+ }
387
+ }
388
+ else if (debug)
389
+ console.warn("Failed to load asset", this.url);
390
+ return null;
391
+ }
392
+ /**
393
+ * try to ignore the intermediate created object
394
+ * because it causes trouble if we instantiate an assetreference per player
395
+ * and call destroy on the player marker root
396
+ * @returns the scene root object if the asset was a glb/gltf
397
+ */
398
+ tryGetActualGameObjectRoot(asset) {
399
+ if (asset && asset.scene) {
400
+ // some exporters produce additional root objects
401
+ const scene = asset.scene;
402
+ if (scene.isGroup && scene.children.length === 1 && scene.children[0].name + "glb" === scene.name) {
403
+ const root = scene.children[0];
404
+ return root;
405
+ }
406
+ // ok the scene is the scene, just use that then
407
+ else
408
+ return scene;
409
+ }
410
+ return null;
411
+ }
412
+ }
413
+ class AddressableSerializer extends TypeSerializer {
414
+ constructor() {
415
+ super([AssetReference], "AssetReferenceSerializer");
416
+ }
417
+ onSerialize(data, _context) {
418
+ if (data && data.uri !== undefined && typeof data.uri === "string") {
419
+ return data.uri;
420
+ }
421
+ }
422
+ onDeserialize(data, context) {
423
+ if (typeof data === "string") {
424
+ if (!context.context) {
425
+ console.error("Missing context");
426
+ return null;
427
+ }
428
+ if (!context.gltfId) {
429
+ console.error("Missing source id");
430
+ return null;
431
+ }
432
+ const ref = AssetReference.getOrCreate(context.gltfId, data, context.context);
433
+ return ref;
434
+ }
435
+ else if (data instanceof Object3D) {
436
+ if (!context.context) {
437
+ console.error("Missing context");
438
+ return null;
439
+ }
440
+ if (!context.gltfId) {
441
+ console.error("Missing source id");
442
+ return null;
443
+ }
444
+ const obj = data;
445
+ const ctx = context.context;
446
+ const guid = obj["guid"] ?? obj.uuid;
447
+ const existing = ctx.addressables.findAssetReference(guid);
448
+ if (existing)
449
+ return existing;
450
+ const ref = new AssetReference(guid, undefined, obj);
451
+ ctx.addressables.registerAssetReference(ref);
452
+ return ref;
453
+ }
454
+ return null;
455
+ }
456
+ }
457
+ new AddressableSerializer();
458
+ const failedTexturePromise = Promise.resolve(null);
459
+ /** Use this if a file is a external image URL
460
+ * @example
461
+ * ```ts
462
+ * @serializable(ImageReference)
463
+ * myImage?:ImageReference;
464
+ * ```
465
+ */
466
+ export class ImageReference {
467
+ static imageReferences = new Map();
468
+ static getOrCreate(url) {
469
+ let ref = ImageReference.imageReferences.get(url);
470
+ if (!ref) {
471
+ ref = new ImageReference(url);
472
+ ImageReference.imageReferences.set(url, ref);
473
+ }
474
+ return ref;
475
+ }
476
+ constructor(url) {
477
+ this.url = url;
478
+ }
479
+ url;
480
+ _bitmap;
481
+ _bitmapObject;
482
+ dispose() {
483
+ if (this._bitmapObject) {
484
+ this._bitmapObject.close();
485
+ }
486
+ this._bitmap = undefined;
487
+ }
488
+ createHTMLImage() {
489
+ const img = new Image();
490
+ img.src = this.url;
491
+ return img;
492
+ }
493
+ loader = null;
494
+ createTexture() {
495
+ if (!this.url) {
496
+ console.error("Can not load texture without url");
497
+ return failedTexturePromise;
498
+ }
499
+ if (!this.loader)
500
+ this.loader = new TextureLoader();
501
+ this.loader.setCrossOrigin("anonymous");
502
+ return this.loader.loadAsync(this.url).then(res => {
503
+ if (res && !res.name?.length) {
504
+ // default name if no name is defined
505
+ res.name = this.url.split("/").pop() ?? this.url;
506
+ }
507
+ return res;
508
+ });
509
+ // return this.getBitmap().then((bitmap) => {
510
+ // if (bitmap) {
511
+ // const texture = new Texture(bitmap);
512
+ // texture.needsUpdate = true;
513
+ // return texture;
514
+ // }
515
+ // return null;
516
+ // });
517
+ }
518
+ /** Loads the bitmap data of the image */
519
+ getBitmap() {
520
+ if (this._bitmap)
521
+ return this._bitmap;
522
+ this._bitmap = new Promise((res, _) => {
523
+ const imageElement = document.createElement("img");
524
+ imageElement.addEventListener("load", () => {
525
+ this._bitmap = createImageBitmap(imageElement).then((bitmap) => {
526
+ this._bitmapObject = bitmap;
527
+ res(bitmap);
528
+ return bitmap;
529
+ });
530
+ });
531
+ imageElement.addEventListener("error", err => {
532
+ console.error("Failed to load image:" + this.url, err);
533
+ res(null);
534
+ });
535
+ imageElement.src = this.url;
536
+ });
537
+ return this._bitmap;
538
+ }
539
+ }
540
+ /** @internal */
541
+ export class ImageReferenceSerializer extends TypeSerializer {
542
+ constructor() {
543
+ super([ImageReference], "ImageReferenceSerializer");
544
+ }
545
+ onSerialize(_data, _context) {
546
+ return null;
547
+ }
548
+ onDeserialize(data, _context) {
549
+ if (typeof data === "string") {
550
+ const url = resolveUrl(_context.gltfId, data);
551
+ return ImageReference.getOrCreate(url);
552
+ }
553
+ return undefined;
554
+ }
555
+ }
556
+ new ImageReferenceSerializer();
557
+ /** Use this if a file is a external file URL. The file can be any arbitrary binary data like a videofile or a text asset
558
+ */
559
+ export class FileReference {
560
+ static cache = new Map();
561
+ static getOrCreate(url) {
562
+ let ref = FileReference.cache.get(url);
563
+ if (!ref) {
564
+ ref = new FileReference(url);
565
+ FileReference.cache.set(url, ref);
566
+ }
567
+ return ref;
568
+ }
569
+ /** Load the file binary data
570
+ * @returns a promise that resolves to the binary data of the file. Make sure to await this request or use `.then(res => {...})` to get the result.
571
+ */
572
+ async loadRaw() {
573
+ if (!this.res)
574
+ this.res = fetch(this.url);
575
+ return this.res.then(res => res.blob());
576
+ }
577
+ /** Load the file as text (if the referenced file is a text file like a .txt or .json file)
578
+ * @returns a promise that resolves to the text data of the file. Make sure to await this request or use `.then(res => {...})` to get the result. If the format is json you can use `JSON.parse(result)` to convert it to a json object
579
+ */
580
+ async loadText() {
581
+ if (!this.res)
582
+ this.res = fetch(this.url);
583
+ return this.res.then(res => res.text());
584
+ }
585
+ /** The resolved url to the file */
586
+ url;
587
+ res;
588
+ constructor(url) {
589
+ this.url = url;
590
+ }
591
+ }
592
+ /** @internal */
593
+ export class FileReferenceSerializer extends TypeSerializer {
594
+ constructor() {
595
+ super([FileReference], "FileReferenceSerializer");
596
+ }
597
+ onSerialize(_data, _context) {
598
+ return null;
599
+ }
600
+ onDeserialize(data, _context) {
601
+ if (typeof data === "string") {
602
+ const url = resolveUrl(_context.gltfId, data);
603
+ return FileReference.getOrCreate(url);
604
+ }
605
+ return undefined;
606
+ }
607
+ }
608
+ new FileReferenceSerializer();
609
609
  //# sourceMappingURL=engine_addressables.js.map