@needle-tools/engine 4.7.0-alpha → 4.7.0-next.da47826

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 (1063) hide show
  1. package/CHANGELOG.md +3768 -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-BaNp_Xtp.js +25 -0
  6. package/dist/{gltf-progressive-Bm9eEfgu.min.js → gltf-progressive-Bl4okF1b.min.js} +1 -1
  7. package/dist/{gltf-progressive-GjIqwSG3.js → gltf-progressive-DSpdn0QT.js} +2 -2
  8. package/dist/{gltf-progressive-Dn6o99rH.umd.cjs → gltf-progressive-P8b8a0qY.umd.cjs} +1 -1
  9. package/dist/{needle-engine.bundle-CK8cQ3FX.umd.cjs → needle-engine.bundle-Bu88IoKB.umd.cjs} +57 -57
  10. package/dist/{needle-engine.bundle-CXtflnL6.js → needle-engine.bundle-CO1Ub9sm.js} +638 -638
  11. package/dist/{needle-engine.bundle-BEUFTdl6.min.js → needle-engine.bundle-D95XN5pP.min.js} +62 -62
  12. package/dist/needle-engine.d.ts +130 -129
  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-8AQTeZsr.umd.cjs → postprocessing-CjW23fio.umd.cjs} +2 -2
  17. package/dist/{postprocessing-BkxN_08g.js → postprocessing-DYLNOL3W.js} +3 -3
  18. package/dist/{postprocessing-BDScN9yu.min.js → postprocessing-xYQWCHFu.min.js} +2 -2
  19. package/dist/{three-DMrv-4ar.umd.cjs → three-B_hneGZr.umd.cjs} +4 -4
  20. package/dist/{three-Bz6X1mrw.js → three-DrqIzZTH.js} +4198 -4198
  21. package/dist/{three-Boa-jOq-.min.js → three-DuDKwKB8.min.js} +33 -33
  22. package/dist/{three-examples-GggCDHv0.js → three-examples-B50TT3Iu.js} +5 -5
  23. package/dist/{three-examples-DuVhxqft.min.js → three-examples-DaDLBuy6.min.js} +14 -14
  24. package/dist/{three-examples-C7ryg8vN.umd.cjs → three-examples-X3OadjXB.umd.cjs} +3 -3
  25. package/dist/{three-mesh-ui-CY6Izc7C.min.js → three-mesh-ui-B3p3gyUz.min.js} +1 -1
  26. package/dist/{three-mesh-ui-CwlN0FUC.umd.cjs → three-mesh-ui-CQiIQIlA.umd.cjs} +1 -1
  27. package/dist/{three-mesh-ui-CLNOfsWn.js → three-mesh-ui-CxuWt7m-.js} +1 -1
  28. package/dist/{vendor-zxXa3Dmr.min.js → vendor-BlSxe9JJ.min.js} +3 -3
  29. package/dist/{vendor-BSD1RQIh.js → vendor-BmYIgaS1.js} +3 -3
  30. package/dist/{vendor-DHr4aqIZ.umd.cjs → vendor-Cavtu3CP.umd.cjs} +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 +1672 -1672
  79. package/lib/engine/engine_context_registry.d.ts +71 -71
  80. package/lib/engine/engine_context_registry.js +117 -117
  81. package/lib/engine/engine_coroutine.d.ts +35 -35
  82. package/lib/engine/engine_coroutine.js +52 -52
  83. package/lib/engine/engine_create_objects.d.ts +119 -119
  84. package/lib/engine/engine_create_objects.js +320 -320
  85. package/lib/engine/engine_default_parameters.d.ts +2 -2
  86. package/lib/engine/engine_default_parameters.js +3 -3
  87. package/lib/engine/engine_editor-sync.d.ts +21 -21
  88. package/lib/engine/engine_editor-sync.js +4 -4
  89. package/lib/engine/engine_fileloader.d.ts +2 -2
  90. package/lib/engine/engine_fileloader.js +8 -8
  91. package/lib/engine/engine_gameobject.d.ts +68 -68
  92. package/lib/engine/engine_gameobject.js +619 -619
  93. package/lib/engine/engine_generic_utils.d.ts +1 -1
  94. package/lib/engine/engine_generic_utils.js +13 -13
  95. package/lib/engine/engine_gizmos.d.ts +149 -149
  96. package/lib/engine/engine_gizmos.js +530 -530
  97. package/lib/engine/engine_gltf.d.ts +12 -12
  98. package/lib/engine/engine_gltf.js +15 -15
  99. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  100. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  101. package/lib/engine/engine_hot_reload.d.ts +8 -8
  102. package/lib/engine/engine_hot_reload.js +197 -197
  103. package/lib/engine/engine_input.d.ts +362 -362
  104. package/lib/engine/engine_input.js +1294 -1294
  105. package/lib/engine/engine_input_utils.d.ts +2 -2
  106. package/lib/engine/engine_input_utils.js +22 -22
  107. package/lib/engine/engine_instancing.d.ts +19 -19
  108. package/lib/engine/engine_instancing.js +39 -39
  109. package/lib/engine/engine_license.d.ts +11 -11
  110. package/lib/engine/engine_license.js +369 -369
  111. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  112. package/lib/engine/engine_lifecycle_api.js +106 -106
  113. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  114. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  115. package/lib/engine/engine_lightdata.d.ts +23 -23
  116. package/lib/engine/engine_lightdata.js +91 -91
  117. package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
  118. package/lib/engine/engine_loaders.callbacks.js +86 -86
  119. package/lib/engine/engine_loaders.d.ts +48 -48
  120. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  121. package/lib/engine/engine_loaders.gltf.js +62 -62
  122. package/lib/engine/engine_loaders.js +337 -337
  123. package/lib/engine/engine_lods.d.ts +31 -31
  124. package/lib/engine/engine_lods.js +146 -146
  125. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  126. package/lib/engine/engine_mainloop_utils.js +466 -466
  127. package/lib/engine/engine_math.d.ts +114 -114
  128. package/lib/engine/engine_math.js +247 -247
  129. package/lib/engine/engine_modules.d.ts +36 -36
  130. package/lib/engine/engine_modules.js +85 -85
  131. package/lib/engine/engine_networking.d.ts +260 -260
  132. package/lib/engine/engine_networking.js +764 -764
  133. package/lib/engine/engine_networking_auto.d.ts +24 -24
  134. package/lib/engine/engine_networking_auto.js +310 -310
  135. package/lib/engine/engine_networking_blob.d.ts +48 -48
  136. package/lib/engine/engine_networking_blob.js +228 -228
  137. package/lib/engine/engine_networking_files.d.ts +35 -35
  138. package/lib/engine/engine_networking_files.js +172 -172
  139. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  140. package/lib/engine/engine_networking_files_default_components.js +42 -42
  141. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  142. package/lib/engine/engine_networking_instantiate.js +345 -345
  143. package/lib/engine/engine_networking_peer.d.ts +15 -15
  144. package/lib/engine/engine_networking_peer.js +132 -132
  145. package/lib/engine/engine_networking_streams.d.ts +123 -123
  146. package/lib/engine/engine_networking_streams.js +645 -645
  147. package/lib/engine/engine_networking_types.d.ts +22 -22
  148. package/lib/engine/engine_networking_types.js +7 -7
  149. package/lib/engine/engine_networking_utils.d.ts +2 -2
  150. package/lib/engine/engine_networking_utils.js +20 -20
  151. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  152. package/lib/engine/engine_networking_websocket.js +2 -2
  153. package/lib/engine/engine_patcher.d.ts +10 -10
  154. package/lib/engine/engine_patcher.js +142 -142
  155. package/lib/engine/engine_physics.d.ts +152 -152
  156. package/lib/engine/engine_physics.js +645 -645
  157. package/lib/engine/engine_physics.types.d.ts +40 -40
  158. package/lib/engine/engine_physics.types.js +33 -33
  159. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  160. package/lib/engine/engine_physics_rapier.js +1433 -1433
  161. package/lib/engine/engine_playerview.d.ts +26 -26
  162. package/lib/engine/engine_playerview.js +64 -64
  163. package/lib/engine/engine_scenelighting.d.ts +71 -71
  164. package/lib/engine/engine_scenelighting.js +226 -226
  165. package/lib/engine/engine_serialization.d.ts +3 -3
  166. package/lib/engine/engine_serialization.js +3 -3
  167. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  168. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  169. package/lib/engine/engine_serialization_core.d.ts +94 -94
  170. package/lib/engine/engine_serialization_core.js +607 -607
  171. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  172. package/lib/engine/engine_serialization_decorator.js +66 -66
  173. package/lib/engine/engine_setup.d.ts +1 -1
  174. package/lib/engine/engine_setup.js +2 -2
  175. package/lib/engine/engine_shaders.d.ts +53 -53
  176. package/lib/engine/engine_shaders.js +252 -252
  177. package/lib/engine/engine_shims.d.ts +4 -4
  178. package/lib/engine/engine_shims.js +24 -24
  179. package/lib/engine/engine_test_utils.d.ts +39 -39
  180. package/lib/engine/engine_test_utils.js +83 -83
  181. package/lib/engine/engine_texture.d.ts +28 -28
  182. package/lib/engine/engine_texture.js +64 -64
  183. package/lib/engine/engine_three_utils.d.ts +204 -204
  184. package/lib/engine/engine_three_utils.js +784 -784
  185. package/lib/engine/engine_time.d.ts +51 -51
  186. package/lib/engine/engine_time.js +82 -82
  187. package/lib/engine/engine_time_utils.d.ts +88 -88
  188. package/lib/engine/engine_time_utils.js +215 -215
  189. package/lib/engine/engine_tonemapping.d.ts +6 -6
  190. package/lib/engine/engine_tonemapping.js +197 -197
  191. package/lib/engine/engine_types.d.ts +578 -578
  192. package/lib/engine/engine_types.js +95 -95
  193. package/lib/engine/engine_typestore.d.ts +28 -28
  194. package/lib/engine/engine_typestore.js +55 -55
  195. package/lib/engine/engine_util_decorator.d.ts +13 -13
  196. package/lib/engine/engine_util_decorator.js +116 -116
  197. package/lib/engine/engine_utils.d.ts +248 -248
  198. package/lib/engine/engine_utils.js +1012 -1012
  199. package/lib/engine/engine_utils_format.d.ts +24 -24
  200. package/lib/engine/engine_utils_format.js +239 -239
  201. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  202. package/lib/engine/engine_utils_screenshot.js +522 -522
  203. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  204. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  205. package/lib/engine/engine_xr.d.ts +1 -1
  206. package/lib/engine/engine_xr.js +1 -1
  207. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  208. package/lib/engine/export/gltf/Writers.js +24 -24
  209. package/lib/engine/export/gltf/index.d.ts +11 -11
  210. package/lib/engine/export/gltf/index.js +123 -123
  211. package/lib/engine/export/index.d.ts +2 -2
  212. package/lib/engine/export/index.js +2 -2
  213. package/lib/engine/export/state.d.ts +7 -7
  214. package/lib/engine/export/state.js +17 -17
  215. package/lib/engine/export/utils.d.ts +2 -2
  216. package/lib/engine/export/utils.js +7 -7
  217. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  218. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  219. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  220. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  221. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  222. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  223. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  224. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  225. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  226. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  227. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  228. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  229. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  230. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  231. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  232. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  233. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  234. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  235. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  236. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  237. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  238. package/lib/engine/extensions/extension_resolver.js +1 -1
  239. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  240. package/lib/engine/extensions/extension_utils.js +152 -152
  241. package/lib/engine/extensions/extensions.d.ts +32 -32
  242. package/lib/engine/extensions/extensions.js +107 -107
  243. package/lib/engine/extensions/index.d.ts +6 -6
  244. package/lib/engine/extensions/index.js +6 -6
  245. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  246. package/lib/engine/extensions/usage_tracker.js +65 -65
  247. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  248. package/lib/engine/js-extensions/Camera.js +39 -39
  249. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  250. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  251. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  252. package/lib/engine/js-extensions/Layers.js +22 -22
  253. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  254. package/lib/engine/js-extensions/Object3D.js +136 -136
  255. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  256. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  257. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  258. package/lib/engine/js-extensions/Vector.js +13 -13
  259. package/lib/engine/js-extensions/index.d.ts +5 -5
  260. package/lib/engine/js-extensions/index.js +5 -5
  261. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  262. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  263. package/lib/engine/shaders/shaderData.d.ts +55 -55
  264. package/lib/engine/shaders/shaderData.js +58 -58
  265. package/lib/engine/tests/test_utils.d.ts +2 -2
  266. package/lib/engine/tests/test_utils.js +53 -53
  267. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  268. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  269. package/lib/engine/webcomponents/api.d.ts +5 -5
  270. package/lib/engine/webcomponents/api.js +4 -4
  271. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  272. package/lib/engine/webcomponents/buttons.js +264 -264
  273. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  274. package/lib/engine/webcomponents/fonts.js +32 -32
  275. package/lib/engine/webcomponents/icons.d.ts +9 -9
  276. package/lib/engine/webcomponents/icons.js +52 -52
  277. package/lib/engine/webcomponents/index.d.ts +1 -1
  278. package/lib/engine/webcomponents/index.js +1 -1
  279. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  280. package/lib/engine/webcomponents/logo-element.js +67 -67
  281. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  282. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  283. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  284. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  285. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  286. package/lib/engine/webcomponents/needle-button.js +161 -161
  287. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  288. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  289. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  290. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  291. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  292. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  293. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  294. package/lib/engine/webcomponents/needle-engine.js +821 -821
  295. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  296. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  297. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  298. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  299. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  300. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  301. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  302. package/lib/engine/xr/NeedleXRSync.js +188 -188
  303. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  304. package/lib/engine/xr/SceneTransition.js +69 -69
  305. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  306. package/lib/engine/xr/TempXRContext.js +187 -187
  307. package/lib/engine/xr/XRRig.d.ts +7 -7
  308. package/lib/engine/xr/XRRig.js +1 -1
  309. package/lib/engine/xr/api.d.ts +6 -6
  310. package/lib/engine/xr/api.js +6 -6
  311. package/lib/engine/xr/events.d.ts +66 -66
  312. package/lib/engine/xr/events.js +93 -93
  313. package/lib/engine/xr/internal.d.ts +12 -12
  314. package/lib/engine/xr/internal.js +25 -25
  315. package/lib/engine/xr/usdz.d.ts +12 -12
  316. package/lib/engine/xr/usdz.js +29 -29
  317. package/lib/engine/xr/utils.d.ts +11 -11
  318. package/lib/engine/xr/utils.js +34 -34
  319. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  320. package/lib/engine-components/AlignmentConstraint.js +39 -39
  321. package/lib/engine-components/Animation.d.ts +156 -156
  322. package/lib/engine-components/Animation.js +508 -508
  323. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  324. package/lib/engine-components/AnimationCurve.js +159 -159
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  998. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  999. package/src/engine-components/ui/Symbols.ts +1 -1
  1000. package/src/engine-components/ui/Text.ts +578 -578
  1001. package/src/engine-components/ui/Utils.ts +113 -113
  1002. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1003. package/src/engine-components/utils/LookAt.ts +88 -88
  1004. package/src/engine-components/utils/OpenURL.ts +114 -114
  1005. package/src/engine-components/webxr/Avatar.ts +265 -265
  1006. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1007. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1008. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1009. package/src/engine-components/webxr/WebXR.ts +585 -585
  1010. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1011. package/src/engine-components/webxr/WebXRImageTracking.ts +519 -519
  1012. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1013. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1014. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1015. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1016. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1017. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1018. package/src/engine-components/webxr/index.ts +2 -2
  1019. package/src/engine-components/webxr/types.ts +3 -3
  1020. package/src/engine-components-experimental/Presentation.ts +12 -12
  1021. package/src/engine-components-experimental/api.ts +4 -4
  1022. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1023. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1024. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1025. package/src/engine-schemes/README.md +1 -1
  1026. package/src/engine-schemes/api.ts +12 -12
  1027. package/src/engine-schemes/schemes.ts +28 -28
  1028. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1029. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1030. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1031. package/src/engine-schemes/transform.ts +50 -50
  1032. package/src/engine-schemes/transforms.fbs +25 -25
  1033. package/src/engine-schemes/vec.fbs +19 -19
  1034. package/src/engine-schemes/vec2.ts +33 -33
  1035. package/src/engine-schemes/vec3.ts +38 -38
  1036. package/src/engine-schemes/vec4.ts +43 -43
  1037. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1038. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1039. package/src/include/draco/draco_decoder.js +34 -34
  1040. package/src/include/ktx2/basis_transcoder.js +21 -21
  1041. package/src/include/needle/arial-msdf.json +1471 -1471
  1042. package/src/include/three/DragControls.js +231 -231
  1043. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1044. package/src/needle-engine.ts +70 -70
  1045. package/dist/generateMeshBVH.worker-Cdfpaq5W.js +0 -25
  1046. package/src/engine-schemes/dist/api.js +0 -17
  1047. package/src/engine-schemes/dist/api.js.meta +0 -7
  1048. package/src/engine-schemes/dist/schemes.js +0 -25
  1049. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1050. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1051. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1052. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1053. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1054. package/src/engine-schemes/dist/transform.js +0 -46
  1055. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1056. package/src/engine-schemes/dist/vec2.js +0 -32
  1057. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1058. package/src/engine-schemes/dist/vec3.js +0 -36
  1059. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1060. package/src/engine-schemes/dist/vec4.js +0 -40
  1061. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1062. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1063. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,681 +1,681 @@
1
- import { Group, Object3D, Texture, TextureLoader } from "three";
2
-
3
- import { getParam, resolveUrl } from "../engine/engine_utils.js";
4
- import { destroy, type IInstantiateOptions, instantiate, InstantiateOptions, isDestroyed } from "./engine_gameobject.js";
5
- import { getLoader } from "./engine_gltf.js";
6
- import { processNewScripts } from "./engine_mainloop_utils.js";
7
- import { BlobStorage } from "./engine_networking_blob.js";
8
- import { registerPrefabProvider, syncInstantiate, SyncInstantiateOptions } from "./engine_networking_instantiate.js";
9
- import { SerializationContext, TypeSerializer } from "./engine_serialization_core.js";
10
- import { Context } from "./engine_setup.js";
11
- import type { GLTF, IComponent, IGameObject, SourceIdentifier } from "./engine_types.js";
12
-
13
- const debug = getParam("debugaddressables");
14
-
15
- /**
16
- * The Addressables class is used to register and manage {@link AssetReference} types
17
- * It can be accessed from components via {@link Context.Current} or {@link Context.addressables} (e.g. `this.context.addressables`)
18
- */
19
- export class Addressables {
20
-
21
- private _context: Context;
22
- private _assetReferences: { [key: string]: AssetReference } = {};
23
-
24
- /** @internal */
25
- constructor(context: Context) {
26
- this._context = context;
27
- this._context.pre_update_callbacks.push(this.preUpdate);
28
- }
29
-
30
- /** @internal */
31
- dispose() {
32
- const preUpdateIndex = this._context.pre_update_callbacks.indexOf(this.preUpdate);
33
- if (preUpdateIndex >= 0) {
34
- this._context.pre_update_callbacks.splice(preUpdateIndex, 1);
35
- }
36
- for (const key in this._assetReferences) {
37
- const ref = this._assetReferences[key];
38
- ref?.unload();
39
- }
40
- this._assetReferences = {};
41
- }
42
-
43
- private preUpdate = () => {
44
-
45
- }
46
-
47
-
48
- /**
49
- * Find a registered AssetReference by its URL
50
- */
51
- findAssetReference(url: string): AssetReference | null {
52
- return this._assetReferences[url] || null;
53
- }
54
-
55
- /**
56
- * Register an asset reference
57
- * @internal
58
- */
59
- registerAssetReference(ref: AssetReference): AssetReference {
60
- if (!ref.url) return ref;
61
- if (!this._assetReferences[ref.url]) {
62
- this._assetReferences[ref.url] = ref;
63
- }
64
- else {
65
-
66
- console.warn("Asset reference already registered", ref);
67
- }
68
- return ref;
69
- }
70
-
71
- /** @internal */
72
- unregisterAssetReference(ref: AssetReference) {
73
- if (!ref.url) return;
74
- delete this._assetReferences[ref.url];
75
- }
76
- }
77
-
78
- export type ProgressCallback = (asset: AssetReference, prog: ProgressEvent) => void;
79
-
80
- const $assetReference = Symbol("assetReference");
81
-
82
- /** ### AssetReferences can be used to easily load glTF or GLB assets
83
- * You can use `AssetReference.getOrCreate` to get an AssetReference for a URL to be easily loaded.
84
- * When using the same URL multiple times the same AssetReference will be returned, this avoids loading or creating the same asset multiple times.
85
- * - `myAssetReference.preload()` to load the asset binary without creating an instance yet.
86
- * - `myAssetReference.loadAssetAsync()` to load the asset and create an instance.
87
- * - `myAssetReference.instantiate()` to load the asset and create a new instance.
88
- * - `myAssetReference.unload()` to dispose allocated memory and destroy the asset instance.
89
- */
90
- export class AssetReference {
91
-
92
- /**
93
- * Get an AssetReference for a URL to be easily loaded.
94
- * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
95
- * @param url The URL of the asset to load. The url can be relative or absolute.
96
- * @param context The context to use for loading the asset
97
- * @returns the AssetReference for the URL
98
- */
99
- static getOrCreateFromUrl(url: string, context?: Context): AssetReference {
100
- if (!context) {
101
- context = Context.Current;
102
- if (!context)
103
- throw new Error("Context is required when sourceId is a string. When you call this method from a component you can call it with \"getOrCreate(this, url)\" where \"this\" is the component.");
104
- }
105
- const addressables = context.addressables;
106
- const existing = addressables.findAssetReference(url);
107
- if (existing) return existing;
108
- const ref = new AssetReference(url, context.hash);
109
- addressables.registerAssetReference(ref);
110
- return ref;
111
- }
112
-
113
- /**
114
- * Get an AssetReference for a URL to be easily loaded.
115
- * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
116
- */
117
- static getOrCreate(sourceId: SourceIdentifier | IComponent, url: string, context?: Context): AssetReference {
118
-
119
- if (typeof sourceId === "string") {
120
- if (!context) {
121
- context = Context.Current;
122
- if (!context)
123
- throw new Error("Context is required when sourceId is a string. When you call this method from a component you can call it with \"getOrCreate(this, url)\" where \"this\" is the component.");
124
- }
125
- }
126
- else {
127
- context = sourceId.context as Context;
128
- sourceId = sourceId.sourceId!;
129
- }
130
-
131
- const fullPath = resolveUrl(sourceId, url);
132
- if (debug) console.log("GetOrCreate Addressable from", sourceId, url, "FinalPath=", fullPath);
133
- const addressables = context.addressables;
134
- const existing = addressables.findAssetReference(fullPath);
135
- if (existing) return existing;
136
- const ref = new AssetReference(fullPath, context.hash);
137
- addressables.registerAssetReference(ref);
138
- return ref;
139
- }
140
-
141
- private static currentlyInstantiating: Map<string, number> = new Map<string, number>();
142
-
143
- /** @returns true if this is an AssetReference instance */
144
- get isAssetReference() { return true; }
145
-
146
- /** The loaded asset */
147
- get asset(): Object3D | null {
148
- return this._glbRoot ?? this._asset;
149
- }
150
-
151
- protected set asset(val: any) {
152
- this._asset = val;
153
- }
154
-
155
- private _loading?: PromiseLike<any>;
156
-
157
- /** The url of the loaded asset (or the asset to be loaded)
158
- * @deprecated use url */
159
- get uri(): string {
160
- return this._url;
161
- }
162
- /** The url of the loaded asset (or the asset to be loaded) */
163
- get url(): string {
164
- return this._url;
165
- }
166
-
167
- /** The name of the assigned url. This name is deduced from the url and might not reflect the actual name of the asset */
168
- get urlName(): string {
169
- return this._urlName;
170
- };
171
-
172
- /**
173
- * @returns true if the uri is a valid URL (http, https, blob)
174
- */
175
- get hasUrl() {
176
- return this._url !== undefined &&
177
- (this._url.startsWith("http") || this._url.startsWith("blob:") || this._url.startsWith("www.") || this._url.includes("/"));
178
- }
179
-
180
- /**
181
- * This is the loaded asset root object. If the asset is a glb/gltf file this will be the {@link three#Scene} object.
182
- */
183
- get rawAsset(): any { return this._asset; }
184
-
185
- private _asset: any;
186
- private _glbRoot?: Object3D | null;
187
- private _url: string;
188
- private _urlName: string;
189
- private _progressListeners: ProgressCallback[] = [];
190
-
191
- private _hash?: string;
192
- private _hashedUri: string;
193
-
194
- private _isLoadingRawBinary: boolean = false;
195
- private _rawBinary?: ArrayBufferLike | null;
196
-
197
- /** @internal */
198
- constructor(uri: string, hash?: string, asset: any = null) {
199
- this._url = uri;
200
-
201
- const lastUriPart = uri.lastIndexOf("/");
202
- if (lastUriPart >= 0) {
203
- this._urlName = uri.substring(lastUriPart + 1);
204
- // remove file extension
205
- const lastDot = this._urlName.lastIndexOf(".");
206
- if (lastDot >= 0) {
207
- this._urlName = this._urlName.substring(0, lastDot);
208
- }
209
- }
210
- else {
211
- this._urlName = uri;
212
- }
213
-
214
- this._hash = hash;
215
- if (uri.includes("?v="))
216
- this._hashedUri = uri;
217
- else
218
- this._hashedUri = hash ? uri + "?v=" + hash : uri;
219
- if (asset !== null) this.asset = asset;
220
-
221
- registerPrefabProvider(this._url, this.onResolvePrefab.bind(this));
222
- }
223
-
224
- private async onResolvePrefab(url: string): Promise<Object3D | null> {
225
- if (url === this.url) {
226
- if (this.mustLoad) await this.loadAssetAsync();
227
- if (this.asset) {
228
- return this.asset;
229
- }
230
- }
231
- return null;
232
- }
233
-
234
- private get mustLoad() {
235
- return !this.asset || (this.asset as any).__destroyed === true || isDestroyed(this.asset) === true;
236
- }
237
-
238
- /**
239
- * @returns `true` if the asset has been loaded (via preload) or if it exists already (assigned to `asset`) */
240
- isLoaded() { return this._rawBinary || this.asset !== undefined }
241
-
242
- /** frees previously allocated memory and destroys the current `asset` instance (if any) */
243
- unload() {
244
- if (this.asset) {
245
- if (debug) console.log("Unload", this.asset);
246
- // TODO: we need a way to remove objects from the context (including components) without actually "destroying" them
247
- if ("scene" in this.asset && this.asset.scene)
248
- destroy(this.asset.scene as Object3D, true, true);
249
- destroy(this.asset, true, true);
250
- }
251
- this.asset = null;
252
- this._rawBinary = undefined;
253
- this._glbRoot = null;
254
- this._loading = undefined;
255
- if (Context.Current) {
256
- Context.Current.addressables.unregisterAssetReference(this);
257
- }
258
- }
259
-
260
- /** loads the asset binary without creating an instance */
261
- async preload(): Promise<ArrayBufferLike | null> {
262
- if (!this.mustLoad) return null;
263
- if (this._isLoadingRawBinary) return null;
264
- if (this._rawBinary !== undefined) return this._rawBinary;
265
- this._isLoadingRawBinary = true;
266
- if (debug) console.log("Preload", this._hashedUri);
267
- const res = await BlobStorage.download(this._hashedUri, p => {
268
- this.raiseProgressEvent(p);
269
- });
270
- this._rawBinary = res?.buffer ?? null;
271
- this._isLoadingRawBinary = false;
272
- return this._rawBinary;
273
- }
274
-
275
- // TODO: we need a way to abort loading a resource
276
- /** Loads the asset and creates one instance (assigned to `asset`)
277
- * @returns the loaded asset
278
- */
279
- async loadAssetAsync(prog?: ProgressCallback | null) {
280
- if (debug)
281
- console.log("loadAssetAsync", this.url);
282
- if (!this.mustLoad) return this.asset;
283
-
284
- if (prog) this._progressListeners.push(prog);
285
-
286
- if (this._loading !== undefined) {
287
- // console.warn("Wait for other loading thiny");
288
- return this._loading.then(_ => this.asset);
289
- }
290
- const context = Context.Current;
291
- // TODO: technically we shouldnt call awake only when the object is added to a scene
292
- // addressables now allow loading things without adding them to a scene immediately
293
- // we should "address" (LUL) this
294
- // console.log("START LOADING");
295
- if (this._rawBinary) {
296
- if (!(this._rawBinary instanceof ArrayBuffer)) {
297
- console.error("Invalid raw binary data", this._rawBinary);
298
- return null;
299
- }
300
- this._loading = getLoader().parseSync(context, this._rawBinary, this.url, null);
301
- this.raiseProgressEvent(new ProgressEvent("progress", { loaded: this._rawBinary.byteLength, total: this._rawBinary.byteLength }));
302
- }
303
- else {
304
- if (debug) console.log("Load async", this.url);
305
- this._loading = getLoader().loadSync(context, this._hashedUri, this.url, null, prog => {
306
- this.raiseProgressEvent(prog);
307
- });
308
- }
309
- const res = await this._loading;
310
- // clear all progress listeners after download has finished
311
- this._progressListeners.length = 0;
312
- this._glbRoot = this.tryGetActualGameObjectRoot(res);
313
- this._loading = undefined;
314
- if (res) {
315
- // Make sure the loaded roots all have a reference to this AssetReference
316
- // that was originally loading it.
317
- // We need this when the loaded asset is being disposed
318
- // TODO: we have to prevent disposing resources that are still in use
319
- res[$assetReference] = this;
320
- if (this._glbRoot)
321
- this._glbRoot[$assetReference] = this;
322
- if (this.asset) this.asset[$assetReference] = this;
323
-
324
- // we need to handle the pre_setup callsbacks before instantiating
325
- // because that is where deserialization happens
326
- processNewScripts(context);
327
-
328
- if (res.scene !== undefined) {
329
- this.asset = res;
330
- }
331
- return this.asset;
332
- }
333
- return null;
334
- }
335
-
336
- /** loads and returns a new instance of `asset` */
337
- instantiate(parent?: Object3D | IInstantiateOptions | null) {
338
- return this.onInstantiate(parent, false);
339
- }
340
-
341
- /** loads and returns a new instance of `asset` - this call is networked so an instance will be created on all connected users */
342
- instantiateSynced(parent?: Object3D | SyncInstantiateOptions, saveOnServer: boolean = true) {
343
- return this.onInstantiate(parent, true, saveOnServer);
344
- }
345
-
346
- beginListenDownload(evt: ProgressCallback) {
347
- if (this._progressListeners.indexOf(evt) < 0)
348
- this._progressListeners.push(evt);
349
- }
350
-
351
- endListenDownload(evt: ProgressCallback) {
352
- const index = this._progressListeners.indexOf(evt);
353
- if (index >= 0) {
354
- this._progressListeners.splice(index, 1);
355
- }
356
- }
357
-
358
- private raiseProgressEvent(prog: ProgressEvent) {
359
- for (const list of this._progressListeners) {
360
- list(this, prog);
361
- }
362
- }
363
-
364
- private async onInstantiate(opts?: Object3D | IInstantiateOptions | SyncInstantiateOptions | null, networked: boolean = false, saveOnServer?: boolean): Promise<Object3D | null> {
365
- const context = Context.Current;
366
-
367
- // clone the instantiate options immediately
368
- // in case the user is not awaiting this call and already modifying the options
369
- const options = new InstantiateOptions();
370
- if (opts instanceof Object3D) {
371
- options.parent = opts;
372
- }
373
- else if (opts) {
374
- // Assign to e.g. have SyncInstantiateOptions
375
- Object.assign(options, opts);
376
- options.cloneAssign(opts);
377
- }
378
- if (options.parent === undefined) options.parent = context.scene;
379
-
380
- // ensure the asset is loaded
381
- if (this.mustLoad) {
382
- await this.loadAssetAsync();
383
- }
384
- if (debug)
385
- console.log("Instantiate", this.url, "parent:", opts);
386
-
387
- if (this.asset) {
388
- if (debug) console.log("Add to scene", this.asset);
389
-
390
- let count = AssetReference.currentlyInstantiating.get(this.url);
391
- // allow up to 10000 instantiations of the same prefab in the same frame
392
- if (count !== undefined && count >= 10000) {
393
- console.error("Recursive or too many instantiations of " + this.url + " in the same frame (" + count + ")");
394
- return null;
395
- }
396
- try {
397
- if (count === undefined) count = 0;
398
- count += 1;
399
- AssetReference.currentlyInstantiating.set(this.url, count);
400
- if (networked) {
401
- options.context = context;
402
- const prefab = this.asset;
403
- prefab.guid = this.url;
404
- const instance = syncInstantiate(prefab, options, undefined, saveOnServer);
405
- if (instance) {
406
- return instance;
407
- }
408
- }
409
- else {
410
- const instance = instantiate(this.asset, options);
411
- if (instance) {
412
- return instance;
413
- }
414
- }
415
- }
416
- finally {
417
- context.post_render_callbacks.push(() => {
418
- if (count === undefined || count < 0) count = 0;
419
- else count -= 1;
420
- AssetReference.currentlyInstantiating.set(this.url, count)
421
- });
422
- }
423
-
424
- }
425
- else if (debug) console.warn("Failed to load asset", this.url);
426
- return null;
427
- }
428
-
429
- /**
430
- * try to ignore the intermediate created object
431
- * because it causes trouble if we instantiate an assetreference per player
432
- * and call destroy on the player marker root
433
- * @returns the scene root object if the asset was a glb/gltf
434
- */
435
- private tryGetActualGameObjectRoot(asset: any): Object3D | null {
436
- if (asset && asset.scene) {
437
- // some exporters produce additional root objects
438
- const scene = asset.scene as Group;
439
- if (scene.isGroup && scene.children.length === 1 && scene.children[0].name + "glb" === scene.name) {
440
- const root = scene.children[0];
441
- return root;
442
- }
443
- // ok the scene is the scene, just use that then
444
- else
445
- return scene;
446
- }
447
- return null;
448
- }
449
-
450
- }
451
-
452
-
453
-
454
-
455
- class AddressableSerializer extends TypeSerializer {
456
-
457
- constructor() {
458
- super([AssetReference], "AssetReferenceSerializer");
459
- }
460
-
461
- onSerialize(data: any, _context: SerializationContext) {
462
- if (data && data.uri !== undefined && typeof data.uri === "string") {
463
- return data.uri;
464
- }
465
- }
466
-
467
- onDeserialize(data: any, context: SerializationContext) {
468
- if (typeof data === "string") {
469
- if (!context.context) {
470
- console.error("Missing context");
471
- return null;
472
- }
473
- if (!context.gltfId) {
474
- console.error("Missing source id");
475
- return null;
476
- }
477
- const ref = AssetReference.getOrCreate(context.gltfId, data, context.context);
478
- return ref;
479
- }
480
- else if (data instanceof Object3D) {
481
- if (!context.context) {
482
- console.error("Missing context");
483
- return null;
484
- }
485
- if (!context.gltfId) {
486
- console.error("Missing source id");
487
- return null;
488
- }
489
- const obj = data;
490
- const ctx = context.context;
491
- const guid = obj["guid"] ?? obj.uuid;
492
- const existing = ctx.addressables.findAssetReference(guid);
493
- if (existing) return existing;
494
- const ref = new AssetReference(guid, undefined, obj);
495
- ctx.addressables.registerAssetReference(ref);
496
- return ref;
497
- }
498
- return null;
499
- }
500
-
501
- }
502
- new AddressableSerializer();
503
-
504
-
505
-
506
- const failedTexturePromise = Promise.resolve(null);
507
-
508
- /** Use this if a file is a external image URL
509
- * @example
510
- * ```ts
511
- * @serializable(ImageReference)
512
- * myImage?:ImageReference;
513
- * ```
514
- */
515
- export class ImageReference {
516
-
517
- private static imageReferences = new Map<string, ImageReference>();
518
-
519
- static getOrCreate(url: string) {
520
- let ref = ImageReference.imageReferences.get(url);
521
- if (!ref) {
522
- ref = new ImageReference(url);
523
- ImageReference.imageReferences.set(url, ref);
524
- }
525
- return ref;
526
- }
527
-
528
- constructor(url: string) {
529
- this.url = url;
530
- }
531
-
532
- readonly url!: string;
533
-
534
- private _bitmap?: Promise<ImageBitmap | null>;
535
- private _bitmapObject?: ImageBitmap;
536
-
537
- dispose() {
538
- if (this._bitmapObject) {
539
- this._bitmapObject.close();
540
- }
541
- this._bitmap = undefined;
542
- }
543
-
544
- createHTMLImage(): HTMLImageElement {
545
- const img = new Image();
546
- img.src = this.url;
547
- return img;
548
- }
549
-
550
- private loader: TextureLoader | null = null;
551
- createTexture(): Promise<Texture | null> {
552
- if (!this.url) {
553
- console.error("Can not load texture without url");
554
- return failedTexturePromise;
555
- }
556
-
557
- if (!this.loader) this.loader = new TextureLoader();
558
- this.loader.setCrossOrigin("anonymous");
559
- return this.loader.loadAsync(this.url).then(res => {
560
- if (res && !res.name?.length) {
561
- // default name if no name is defined
562
- res.name = this.url.split("/").pop() ?? this.url;
563
- }
564
- return res;
565
- })
566
- // return this.getBitmap().then((bitmap) => {
567
- // if (bitmap) {
568
- // const texture = new Texture(bitmap);
569
- // texture.needsUpdate = true;
570
- // return texture;
571
- // }
572
- // return null;
573
- // });
574
- }
575
-
576
- /** Loads the bitmap data of the image */
577
- getBitmap(): Promise<ImageBitmap | null> {
578
- if (this._bitmap) return this._bitmap;
579
- this._bitmap = new Promise((res, _) => {
580
- const imageElement = document.createElement("img") as HTMLImageElement;
581
- imageElement.addEventListener("load", () => {
582
- this._bitmap = createImageBitmap(imageElement).then((bitmap) => {
583
- this._bitmapObject = bitmap;
584
- res(bitmap);
585
- return bitmap;
586
- })
587
- });
588
- imageElement.addEventListener("error", err => {
589
- console.error("Failed to load image:" + this.url, err);
590
- res(null);
591
- });
592
- imageElement.src = this.url;
593
- });
594
- return this._bitmap;
595
- }
596
- }
597
-
598
-
599
- /** @internal */
600
- export class ImageReferenceSerializer extends TypeSerializer {
601
- constructor() {
602
- super([ImageReference], "ImageReferenceSerializer");
603
- }
604
-
605
- onSerialize(_data: string, _context: SerializationContext) {
606
- return null;
607
- }
608
-
609
- onDeserialize(data: string, _context: SerializationContext) {
610
- if (typeof data === "string") {
611
- const url = resolveUrl(_context.gltfId, data)
612
- return ImageReference.getOrCreate(url);
613
- }
614
- return undefined;
615
- }
616
- }
617
- new ImageReferenceSerializer();
618
-
619
-
620
-
621
- /** Use this if a file is a external file URL. The file can be any arbitrary binary data like a videofile or a text asset
622
- */
623
- export class FileReference {
624
-
625
- private static cache = new Map<string, FileReference>();
626
-
627
- static getOrCreate(url: string) {
628
- let ref = FileReference.cache.get(url);
629
- if (!ref) {
630
- ref = new FileReference(url);
631
- FileReference.cache.set(url, ref);
632
- }
633
- return ref;
634
- }
635
-
636
- /** Load the file binary data
637
- * @returns a promise that resolves to the binary data of the file. Make sure to await this request or use `.then(res => {...})` to get the result.
638
- */
639
- async loadRaw(): Promise<Blob> {
640
- if (!this.res) this.res = fetch(this.url);
641
- return this.res.then(res => res.blob());
642
- }
643
-
644
- /** Load the file as text (if the referenced file is a text file like a .txt or .json file)
645
- * @returns a promise that resolves to the text data of the file. Make sure to await this request or use `.then(res => {...})` to get the result. If the format is json you can use `JSON.parse(result)` to convert it to a json object
646
- */
647
- async loadText(): Promise<string> {
648
- if (!this.res) this.res = fetch(this.url);
649
- return this.res.then(res => res.text());
650
- }
651
-
652
- /** The resolved url to the file */
653
- readonly url: string;
654
-
655
- private res?: Promise<Response>;
656
-
657
- constructor(url: string) {
658
- this.url = url;
659
- }
660
- }
661
-
662
-
663
- /** @internal */
664
- export class FileReferenceSerializer extends TypeSerializer {
665
- constructor() {
666
- super([FileReference], "FileReferenceSerializer");
667
- }
668
-
669
- onSerialize(_data: string, _context: SerializationContext) {
670
- return null;
671
- }
672
-
673
- onDeserialize(data: string, _context: SerializationContext) {
674
- if (typeof data === "string") {
675
- const url = resolveUrl(_context.gltfId, data)
676
- return FileReference.getOrCreate(url);
677
- }
678
- return undefined;
679
- }
680
- }
1
+ import { Group, Object3D, Texture, TextureLoader } from "three";
2
+
3
+ import { getParam, resolveUrl } from "../engine/engine_utils.js";
4
+ import { destroy, type IInstantiateOptions, instantiate, InstantiateOptions, isDestroyed } from "./engine_gameobject.js";
5
+ import { getLoader } from "./engine_gltf.js";
6
+ import { processNewScripts } from "./engine_mainloop_utils.js";
7
+ import { BlobStorage } from "./engine_networking_blob.js";
8
+ import { registerPrefabProvider, syncInstantiate, SyncInstantiateOptions } from "./engine_networking_instantiate.js";
9
+ import { SerializationContext, TypeSerializer } from "./engine_serialization_core.js";
10
+ import { Context } from "./engine_setup.js";
11
+ import type { GLTF, IComponent, IGameObject, SourceIdentifier } from "./engine_types.js";
12
+
13
+ const debug = getParam("debugaddressables");
14
+
15
+ /**
16
+ * The Addressables class is used to register and manage {@link AssetReference} types
17
+ * It can be accessed from components via {@link Context.Current} or {@link Context.addressables} (e.g. `this.context.addressables`)
18
+ */
19
+ export class Addressables {
20
+
21
+ private _context: Context;
22
+ private _assetReferences: { [key: string]: AssetReference } = {};
23
+
24
+ /** @internal */
25
+ constructor(context: Context) {
26
+ this._context = context;
27
+ this._context.pre_update_callbacks.push(this.preUpdate);
28
+ }
29
+
30
+ /** @internal */
31
+ dispose() {
32
+ const preUpdateIndex = this._context.pre_update_callbacks.indexOf(this.preUpdate);
33
+ if (preUpdateIndex >= 0) {
34
+ this._context.pre_update_callbacks.splice(preUpdateIndex, 1);
35
+ }
36
+ for (const key in this._assetReferences) {
37
+ const ref = this._assetReferences[key];
38
+ ref?.unload();
39
+ }
40
+ this._assetReferences = {};
41
+ }
42
+
43
+ private preUpdate = () => {
44
+
45
+ }
46
+
47
+
48
+ /**
49
+ * Find a registered AssetReference by its URL
50
+ */
51
+ findAssetReference(url: string): AssetReference | null {
52
+ return this._assetReferences[url] || null;
53
+ }
54
+
55
+ /**
56
+ * Register an asset reference
57
+ * @internal
58
+ */
59
+ registerAssetReference(ref: AssetReference): AssetReference {
60
+ if (!ref.url) return ref;
61
+ if (!this._assetReferences[ref.url]) {
62
+ this._assetReferences[ref.url] = ref;
63
+ }
64
+ else {
65
+
66
+ console.warn("Asset reference already registered", ref);
67
+ }
68
+ return ref;
69
+ }
70
+
71
+ /** @internal */
72
+ unregisterAssetReference(ref: AssetReference) {
73
+ if (!ref.url) return;
74
+ delete this._assetReferences[ref.url];
75
+ }
76
+ }
77
+
78
+ export type ProgressCallback = (asset: AssetReference, prog: ProgressEvent) => void;
79
+
80
+ const $assetReference = Symbol("assetReference");
81
+
82
+ /** ### AssetReferences can be used to easily load glTF or GLB assets
83
+ * You can use `AssetReference.getOrCreate` to get an AssetReference for a URL to be easily loaded.
84
+ * When using the same URL multiple times the same AssetReference will be returned, this avoids loading or creating the same asset multiple times.
85
+ * - `myAssetReference.preload()` to load the asset binary without creating an instance yet.
86
+ * - `myAssetReference.loadAssetAsync()` to load the asset and create an instance.
87
+ * - `myAssetReference.instantiate()` to load the asset and create a new instance.
88
+ * - `myAssetReference.unload()` to dispose allocated memory and destroy the asset instance.
89
+ */
90
+ export class AssetReference {
91
+
92
+ /**
93
+ * Get an AssetReference for a URL to be easily loaded.
94
+ * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
95
+ * @param url The URL of the asset to load. The url can be relative or absolute.
96
+ * @param context The context to use for loading the asset
97
+ * @returns the AssetReference for the URL
98
+ */
99
+ static getOrCreateFromUrl(url: string, context?: Context): AssetReference {
100
+ if (!context) {
101
+ context = Context.Current;
102
+ if (!context)
103
+ throw new Error("Context is required when sourceId is a string. When you call this method from a component you can call it with \"getOrCreate(this, url)\" where \"this\" is the component.");
104
+ }
105
+ const addressables = context.addressables;
106
+ const existing = addressables.findAssetReference(url);
107
+ if (existing) return existing;
108
+ const ref = new AssetReference(url, context.hash);
109
+ addressables.registerAssetReference(ref);
110
+ return ref;
111
+ }
112
+
113
+ /**
114
+ * Get an AssetReference for a URL to be easily loaded.
115
+ * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
116
+ */
117
+ static getOrCreate(sourceId: SourceIdentifier | IComponent, url: string, context?: Context): AssetReference {
118
+
119
+ if (typeof sourceId === "string") {
120
+ if (!context) {
121
+ context = Context.Current;
122
+ if (!context)
123
+ throw new Error("Context is required when sourceId is a string. When you call this method from a component you can call it with \"getOrCreate(this, url)\" where \"this\" is the component.");
124
+ }
125
+ }
126
+ else {
127
+ context = sourceId.context as Context;
128
+ sourceId = sourceId.sourceId!;
129
+ }
130
+
131
+ const fullPath = resolveUrl(sourceId, url);
132
+ if (debug) console.log("GetOrCreate Addressable from", sourceId, url, "FinalPath=", fullPath);
133
+ const addressables = context.addressables;
134
+ const existing = addressables.findAssetReference(fullPath);
135
+ if (existing) return existing;
136
+ const ref = new AssetReference(fullPath, context.hash);
137
+ addressables.registerAssetReference(ref);
138
+ return ref;
139
+ }
140
+
141
+ private static currentlyInstantiating: Map<string, number> = new Map<string, number>();
142
+
143
+ /** @returns true if this is an AssetReference instance */
144
+ get isAssetReference() { return true; }
145
+
146
+ /** The loaded asset */
147
+ get asset(): Object3D | null {
148
+ return this._glbRoot ?? this._asset;
149
+ }
150
+
151
+ protected set asset(val: any) {
152
+ this._asset = val;
153
+ }
154
+
155
+ private _loading?: PromiseLike<any>;
156
+
157
+ /** The url of the loaded asset (or the asset to be loaded)
158
+ * @deprecated use url */
159
+ get uri(): string {
160
+ return this._url;
161
+ }
162
+ /** The url of the loaded asset (or the asset to be loaded) */
163
+ get url(): string {
164
+ return this._url;
165
+ }
166
+
167
+ /** The name of the assigned url. This name is deduced from the url and might not reflect the actual name of the asset */
168
+ get urlName(): string {
169
+ return this._urlName;
170
+ };
171
+
172
+ /**
173
+ * @returns true if the uri is a valid URL (http, https, blob)
174
+ */
175
+ get hasUrl() {
176
+ return this._url !== undefined &&
177
+ (this._url.startsWith("http") || this._url.startsWith("blob:") || this._url.startsWith("www.") || this._url.includes("/"));
178
+ }
179
+
180
+ /**
181
+ * This is the loaded asset root object. If the asset is a glb/gltf file this will be the {@link three#Scene} object.
182
+ */
183
+ get rawAsset(): any { return this._asset; }
184
+
185
+ private _asset: any;
186
+ private _glbRoot?: Object3D | null;
187
+ private _url: string;
188
+ private _urlName: string;
189
+ private _progressListeners: ProgressCallback[] = [];
190
+
191
+ private _hash?: string;
192
+ private _hashedUri: string;
193
+
194
+ private _isLoadingRawBinary: boolean = false;
195
+ private _rawBinary?: ArrayBufferLike | null;
196
+
197
+ /** @internal */
198
+ constructor(uri: string, hash?: string, asset: any = null) {
199
+ this._url = uri;
200
+
201
+ const lastUriPart = uri.lastIndexOf("/");
202
+ if (lastUriPart >= 0) {
203
+ this._urlName = uri.substring(lastUriPart + 1);
204
+ // remove file extension
205
+ const lastDot = this._urlName.lastIndexOf(".");
206
+ if (lastDot >= 0) {
207
+ this._urlName = this._urlName.substring(0, lastDot);
208
+ }
209
+ }
210
+ else {
211
+ this._urlName = uri;
212
+ }
213
+
214
+ this._hash = hash;
215
+ if (uri.includes("?v="))
216
+ this._hashedUri = uri;
217
+ else
218
+ this._hashedUri = hash ? uri + "?v=" + hash : uri;
219
+ if (asset !== null) this.asset = asset;
220
+
221
+ registerPrefabProvider(this._url, this.onResolvePrefab.bind(this));
222
+ }
223
+
224
+ private async onResolvePrefab(url: string): Promise<Object3D | null> {
225
+ if (url === this.url) {
226
+ if (this.mustLoad) await this.loadAssetAsync();
227
+ if (this.asset) {
228
+ return this.asset;
229
+ }
230
+ }
231
+ return null;
232
+ }
233
+
234
+ private get mustLoad() {
235
+ return !this.asset || (this.asset as any).__destroyed === true || isDestroyed(this.asset) === true;
236
+ }
237
+
238
+ /**
239
+ * @returns `true` if the asset has been loaded (via preload) or if it exists already (assigned to `asset`) */
240
+ isLoaded() { return this._rawBinary || this.asset !== undefined }
241
+
242
+ /** frees previously allocated memory and destroys the current `asset` instance (if any) */
243
+ unload() {
244
+ if (this.asset) {
245
+ if (debug) console.log("Unload", this.asset);
246
+ // TODO: we need a way to remove objects from the context (including components) without actually "destroying" them
247
+ if ("scene" in this.asset && this.asset.scene)
248
+ destroy(this.asset.scene as Object3D, true, true);
249
+ destroy(this.asset, true, true);
250
+ }
251
+ this.asset = null;
252
+ this._rawBinary = undefined;
253
+ this._glbRoot = null;
254
+ this._loading = undefined;
255
+ if (Context.Current) {
256
+ Context.Current.addressables.unregisterAssetReference(this);
257
+ }
258
+ }
259
+
260
+ /** loads the asset binary without creating an instance */
261
+ async preload(): Promise<ArrayBufferLike | null> {
262
+ if (!this.mustLoad) return null;
263
+ if (this._isLoadingRawBinary) return null;
264
+ if (this._rawBinary !== undefined) return this._rawBinary;
265
+ this._isLoadingRawBinary = true;
266
+ if (debug) console.log("Preload", this._hashedUri);
267
+ const res = await BlobStorage.download(this._hashedUri, p => {
268
+ this.raiseProgressEvent(p);
269
+ });
270
+ this._rawBinary = res?.buffer ?? null;
271
+ this._isLoadingRawBinary = false;
272
+ return this._rawBinary;
273
+ }
274
+
275
+ // TODO: we need a way to abort loading a resource
276
+ /** Loads the asset and creates one instance (assigned to `asset`)
277
+ * @returns the loaded asset
278
+ */
279
+ async loadAssetAsync(prog?: ProgressCallback | null) {
280
+ if (debug)
281
+ console.log("loadAssetAsync", this.url);
282
+ if (!this.mustLoad) return this.asset;
283
+
284
+ if (prog) this._progressListeners.push(prog);
285
+
286
+ if (this._loading !== undefined) {
287
+ // console.warn("Wait for other loading thiny");
288
+ return this._loading.then(_ => this.asset);
289
+ }
290
+ const context = Context.Current;
291
+ // TODO: technically we shouldnt call awake only when the object is added to a scene
292
+ // addressables now allow loading things without adding them to a scene immediately
293
+ // we should "address" (LUL) this
294
+ // console.log("START LOADING");
295
+ if (this._rawBinary) {
296
+ if (!(this._rawBinary instanceof ArrayBuffer)) {
297
+ console.error("Invalid raw binary data", this._rawBinary);
298
+ return null;
299
+ }
300
+ this._loading = getLoader().parseSync(context, this._rawBinary, this.url, null);
301
+ this.raiseProgressEvent(new ProgressEvent("progress", { loaded: this._rawBinary.byteLength, total: this._rawBinary.byteLength }));
302
+ }
303
+ else {
304
+ if (debug) console.log("Load async", this.url);
305
+ this._loading = getLoader().loadSync(context, this._hashedUri, this.url, null, prog => {
306
+ this.raiseProgressEvent(prog);
307
+ });
308
+ }
309
+ const res = await this._loading;
310
+ // clear all progress listeners after download has finished
311
+ this._progressListeners.length = 0;
312
+ this._glbRoot = this.tryGetActualGameObjectRoot(res);
313
+ this._loading = undefined;
314
+ if (res) {
315
+ // Make sure the loaded roots all have a reference to this AssetReference
316
+ // that was originally loading it.
317
+ // We need this when the loaded asset is being disposed
318
+ // TODO: we have to prevent disposing resources that are still in use
319
+ res[$assetReference] = this;
320
+ if (this._glbRoot)
321
+ this._glbRoot[$assetReference] = this;
322
+ if (this.asset) this.asset[$assetReference] = this;
323
+
324
+ // we need to handle the pre_setup callsbacks before instantiating
325
+ // because that is where deserialization happens
326
+ processNewScripts(context);
327
+
328
+ if (res.scene !== undefined) {
329
+ this.asset = res;
330
+ }
331
+ return this.asset;
332
+ }
333
+ return null;
334
+ }
335
+
336
+ /** loads and returns a new instance of `asset` */
337
+ instantiate(parent?: Object3D | IInstantiateOptions | null) {
338
+ return this.onInstantiate(parent, false);
339
+ }
340
+
341
+ /** loads and returns a new instance of `asset` - this call is networked so an instance will be created on all connected users */
342
+ instantiateSynced(parent?: Object3D | SyncInstantiateOptions, saveOnServer: boolean = true) {
343
+ return this.onInstantiate(parent, true, saveOnServer);
344
+ }
345
+
346
+ beginListenDownload(evt: ProgressCallback) {
347
+ if (this._progressListeners.indexOf(evt) < 0)
348
+ this._progressListeners.push(evt);
349
+ }
350
+
351
+ endListenDownload(evt: ProgressCallback) {
352
+ const index = this._progressListeners.indexOf(evt);
353
+ if (index >= 0) {
354
+ this._progressListeners.splice(index, 1);
355
+ }
356
+ }
357
+
358
+ private raiseProgressEvent(prog: ProgressEvent) {
359
+ for (const list of this._progressListeners) {
360
+ list(this, prog);
361
+ }
362
+ }
363
+
364
+ private async onInstantiate(opts?: Object3D | IInstantiateOptions | SyncInstantiateOptions | null, networked: boolean = false, saveOnServer?: boolean): Promise<Object3D | null> {
365
+ const context = Context.Current;
366
+
367
+ // clone the instantiate options immediately
368
+ // in case the user is not awaiting this call and already modifying the options
369
+ const options = new InstantiateOptions();
370
+ if (opts instanceof Object3D) {
371
+ options.parent = opts;
372
+ }
373
+ else if (opts) {
374
+ // Assign to e.g. have SyncInstantiateOptions
375
+ Object.assign(options, opts);
376
+ options.cloneAssign(opts);
377
+ }
378
+ if (options.parent === undefined) options.parent = context.scene;
379
+
380
+ // ensure the asset is loaded
381
+ if (this.mustLoad) {
382
+ await this.loadAssetAsync();
383
+ }
384
+ if (debug)
385
+ console.log("Instantiate", this.url, "parent:", opts);
386
+
387
+ if (this.asset) {
388
+ if (debug) console.log("Add to scene", this.asset);
389
+
390
+ let count = AssetReference.currentlyInstantiating.get(this.url);
391
+ // allow up to 10000 instantiations of the same prefab in the same frame
392
+ if (count !== undefined && count >= 10000) {
393
+ console.error("Recursive or too many instantiations of " + this.url + " in the same frame (" + count + ")");
394
+ return null;
395
+ }
396
+ try {
397
+ if (count === undefined) count = 0;
398
+ count += 1;
399
+ AssetReference.currentlyInstantiating.set(this.url, count);
400
+ if (networked) {
401
+ options.context = context;
402
+ const prefab = this.asset;
403
+ prefab.guid = this.url;
404
+ const instance = syncInstantiate(prefab, options, undefined, saveOnServer);
405
+ if (instance) {
406
+ return instance;
407
+ }
408
+ }
409
+ else {
410
+ const instance = instantiate(this.asset, options);
411
+ if (instance) {
412
+ return instance;
413
+ }
414
+ }
415
+ }
416
+ finally {
417
+ context.post_render_callbacks.push(() => {
418
+ if (count === undefined || count < 0) count = 0;
419
+ else count -= 1;
420
+ AssetReference.currentlyInstantiating.set(this.url, count)
421
+ });
422
+ }
423
+
424
+ }
425
+ else if (debug) console.warn("Failed to load asset", this.url);
426
+ return null;
427
+ }
428
+
429
+ /**
430
+ * try to ignore the intermediate created object
431
+ * because it causes trouble if we instantiate an assetreference per player
432
+ * and call destroy on the player marker root
433
+ * @returns the scene root object if the asset was a glb/gltf
434
+ */
435
+ private tryGetActualGameObjectRoot(asset: any): Object3D | null {
436
+ if (asset && asset.scene) {
437
+ // some exporters produce additional root objects
438
+ const scene = asset.scene as Group;
439
+ if (scene.isGroup && scene.children.length === 1 && scene.children[0].name + "glb" === scene.name) {
440
+ const root = scene.children[0];
441
+ return root;
442
+ }
443
+ // ok the scene is the scene, just use that then
444
+ else
445
+ return scene;
446
+ }
447
+ return null;
448
+ }
449
+
450
+ }
451
+
452
+
453
+
454
+
455
+ class AddressableSerializer extends TypeSerializer {
456
+
457
+ constructor() {
458
+ super([AssetReference], "AssetReferenceSerializer");
459
+ }
460
+
461
+ onSerialize(data: any, _context: SerializationContext) {
462
+ if (data && data.uri !== undefined && typeof data.uri === "string") {
463
+ return data.uri;
464
+ }
465
+ }
466
+
467
+ onDeserialize(data: any, context: SerializationContext) {
468
+ if (typeof data === "string") {
469
+ if (!context.context) {
470
+ console.error("Missing context");
471
+ return null;
472
+ }
473
+ if (!context.gltfId) {
474
+ console.error("Missing source id");
475
+ return null;
476
+ }
477
+ const ref = AssetReference.getOrCreate(context.gltfId, data, context.context);
478
+ return ref;
479
+ }
480
+ else if (data instanceof Object3D) {
481
+ if (!context.context) {
482
+ console.error("Missing context");
483
+ return null;
484
+ }
485
+ if (!context.gltfId) {
486
+ console.error("Missing source id");
487
+ return null;
488
+ }
489
+ const obj = data;
490
+ const ctx = context.context;
491
+ const guid = obj["guid"] ?? obj.uuid;
492
+ const existing = ctx.addressables.findAssetReference(guid);
493
+ if (existing) return existing;
494
+ const ref = new AssetReference(guid, undefined, obj);
495
+ ctx.addressables.registerAssetReference(ref);
496
+ return ref;
497
+ }
498
+ return null;
499
+ }
500
+
501
+ }
502
+ new AddressableSerializer();
503
+
504
+
505
+
506
+ const failedTexturePromise = Promise.resolve(null);
507
+
508
+ /** Use this if a file is a external image URL
509
+ * @example
510
+ * ```ts
511
+ * @serializable(ImageReference)
512
+ * myImage?:ImageReference;
513
+ * ```
514
+ */
515
+ export class ImageReference {
516
+
517
+ private static imageReferences = new Map<string, ImageReference>();
518
+
519
+ static getOrCreate(url: string) {
520
+ let ref = ImageReference.imageReferences.get(url);
521
+ if (!ref) {
522
+ ref = new ImageReference(url);
523
+ ImageReference.imageReferences.set(url, ref);
524
+ }
525
+ return ref;
526
+ }
527
+
528
+ constructor(url: string) {
529
+ this.url = url;
530
+ }
531
+
532
+ readonly url!: string;
533
+
534
+ private _bitmap?: Promise<ImageBitmap | null>;
535
+ private _bitmapObject?: ImageBitmap;
536
+
537
+ dispose() {
538
+ if (this._bitmapObject) {
539
+ this._bitmapObject.close();
540
+ }
541
+ this._bitmap = undefined;
542
+ }
543
+
544
+ createHTMLImage(): HTMLImageElement {
545
+ const img = new Image();
546
+ img.src = this.url;
547
+ return img;
548
+ }
549
+
550
+ private loader: TextureLoader | null = null;
551
+ createTexture(): Promise<Texture | null> {
552
+ if (!this.url) {
553
+ console.error("Can not load texture without url");
554
+ return failedTexturePromise;
555
+ }
556
+
557
+ if (!this.loader) this.loader = new TextureLoader();
558
+ this.loader.setCrossOrigin("anonymous");
559
+ return this.loader.loadAsync(this.url).then(res => {
560
+ if (res && !res.name?.length) {
561
+ // default name if no name is defined
562
+ res.name = this.url.split("/").pop() ?? this.url;
563
+ }
564
+ return res;
565
+ })
566
+ // return this.getBitmap().then((bitmap) => {
567
+ // if (bitmap) {
568
+ // const texture = new Texture(bitmap);
569
+ // texture.needsUpdate = true;
570
+ // return texture;
571
+ // }
572
+ // return null;
573
+ // });
574
+ }
575
+
576
+ /** Loads the bitmap data of the image */
577
+ getBitmap(): Promise<ImageBitmap | null> {
578
+ if (this._bitmap) return this._bitmap;
579
+ this._bitmap = new Promise((res, _) => {
580
+ const imageElement = document.createElement("img") as HTMLImageElement;
581
+ imageElement.addEventListener("load", () => {
582
+ this._bitmap = createImageBitmap(imageElement).then((bitmap) => {
583
+ this._bitmapObject = bitmap;
584
+ res(bitmap);
585
+ return bitmap;
586
+ })
587
+ });
588
+ imageElement.addEventListener("error", err => {
589
+ console.error("Failed to load image:" + this.url, err);
590
+ res(null);
591
+ });
592
+ imageElement.src = this.url;
593
+ });
594
+ return this._bitmap;
595
+ }
596
+ }
597
+
598
+
599
+ /** @internal */
600
+ export class ImageReferenceSerializer extends TypeSerializer {
601
+ constructor() {
602
+ super([ImageReference], "ImageReferenceSerializer");
603
+ }
604
+
605
+ onSerialize(_data: string, _context: SerializationContext) {
606
+ return null;
607
+ }
608
+
609
+ onDeserialize(data: string, _context: SerializationContext) {
610
+ if (typeof data === "string") {
611
+ const url = resolveUrl(_context.gltfId, data)
612
+ return ImageReference.getOrCreate(url);
613
+ }
614
+ return undefined;
615
+ }
616
+ }
617
+ new ImageReferenceSerializer();
618
+
619
+
620
+
621
+ /** Use this if a file is a external file URL. The file can be any arbitrary binary data like a videofile or a text asset
622
+ */
623
+ export class FileReference {
624
+
625
+ private static cache = new Map<string, FileReference>();
626
+
627
+ static getOrCreate(url: string) {
628
+ let ref = FileReference.cache.get(url);
629
+ if (!ref) {
630
+ ref = new FileReference(url);
631
+ FileReference.cache.set(url, ref);
632
+ }
633
+ return ref;
634
+ }
635
+
636
+ /** Load the file binary data
637
+ * @returns a promise that resolves to the binary data of the file. Make sure to await this request or use `.then(res => {...})` to get the result.
638
+ */
639
+ async loadRaw(): Promise<Blob> {
640
+ if (!this.res) this.res = fetch(this.url);
641
+ return this.res.then(res => res.blob());
642
+ }
643
+
644
+ /** Load the file as text (if the referenced file is a text file like a .txt or .json file)
645
+ * @returns a promise that resolves to the text data of the file. Make sure to await this request or use `.then(res => {...})` to get the result. If the format is json you can use `JSON.parse(result)` to convert it to a json object
646
+ */
647
+ async loadText(): Promise<string> {
648
+ if (!this.res) this.res = fetch(this.url);
649
+ return this.res.then(res => res.text());
650
+ }
651
+
652
+ /** The resolved url to the file */
653
+ readonly url: string;
654
+
655
+ private res?: Promise<Response>;
656
+
657
+ constructor(url: string) {
658
+ this.url = url;
659
+ }
660
+ }
661
+
662
+
663
+ /** @internal */
664
+ export class FileReferenceSerializer extends TypeSerializer {
665
+ constructor() {
666
+ super([FileReference], "FileReferenceSerializer");
667
+ }
668
+
669
+ onSerialize(_data: string, _context: SerializationContext) {
670
+ return null;
671
+ }
672
+
673
+ onDeserialize(data: string, _context: SerializationContext) {
674
+ if (typeof data === "string") {
675
+ const url = resolveUrl(_context.gltfId, data)
676
+ return FileReference.getOrCreate(url);
677
+ }
678
+ return undefined;
679
+ }
680
+ }
681
681
  new FileReferenceSerializer();