@needle-tools/engine 4.7.0 → 4.7.2-alpha

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 (1074) hide show
  1. package/CHANGELOG.md +3782 -3778
  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-YjtQYFa9.js +1052 -0
  7. package/dist/gltf-progressive-yOP1mp5W.min.js +8 -0
  8. package/dist/gltf-progressive-zdhlW609.umd.cjs +8 -0
  9. package/dist/{needle-engine.bundle-BFsiOavn.min.js → needle-engine.bundle-BhDF-YSv.min.js} +107 -107
  10. package/dist/{needle-engine.bundle-BxOXkBoQ.umd.cjs → needle-engine.bundle-D2myV4E4.umd.cjs} +114 -114
  11. package/dist/{needle-engine.bundle-BodidWhS.js → needle-engine.bundle-gp00DTS4.js} +2932 -2920
  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 +164 -166
  60. package/lib/engine/engine_addressables.js +601 -608
  61. package/lib/engine/engine_addressables.js.map +1 -1
  62. package/lib/engine/engine_animation.d.ts +43 -43
  63. package/lib/engine/engine_animation.js +133 -133
  64. package/lib/engine/engine_application.d.ts +45 -45
  65. package/lib/engine/engine_application.js +104 -104
  66. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  67. package/lib/engine/engine_assetdatabase.js +346 -346
  68. package/lib/engine/engine_audio.d.ts +4 -4
  69. package/lib/engine/engine_audio.js +23 -23
  70. package/lib/engine/engine_camera.d.ts +13 -13
  71. package/lib/engine/engine_camera.js +30 -30
  72. package/lib/engine/engine_components.d.ts +110 -110
  73. package/lib/engine/engine_components.js +374 -374
  74. package/lib/engine/engine_components_internal.d.ts +9 -9
  75. package/lib/engine/engine_components_internal.js +36 -36
  76. package/lib/engine/engine_constants.d.ts +10 -10
  77. package/lib/engine/engine_constants.js +41 -41
  78. package/lib/engine/engine_context.d.ts +475 -475
  79. package/lib/engine/engine_context.js +1673 -1673
  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 +101 -91
  118. package/lib/engine/engine_lightdata.js.map +1 -1
  119. package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
  120. package/lib/engine/engine_loaders.callbacks.js +86 -86
  121. package/lib/engine/engine_loaders.d.ts +48 -48
  122. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  123. package/lib/engine/engine_loaders.gltf.js +62 -62
  124. package/lib/engine/engine_loaders.js +337 -337
  125. package/lib/engine/engine_lods.d.ts +35 -31
  126. package/lib/engine/engine_lods.js +160 -146
  127. package/lib/engine/engine_lods.js.map +1 -1
  128. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  129. package/lib/engine/engine_mainloop_utils.js +466 -466
  130. package/lib/engine/engine_math.d.ts +114 -114
  131. package/lib/engine/engine_math.js +247 -247
  132. package/lib/engine/engine_modules.d.ts +36 -36
  133. package/lib/engine/engine_modules.js +85 -85
  134. package/lib/engine/engine_networking.d.ts +260 -260
  135. package/lib/engine/engine_networking.js +764 -764
  136. package/lib/engine/engine_networking_auto.d.ts +24 -24
  137. package/lib/engine/engine_networking_auto.js +310 -310
  138. package/lib/engine/engine_networking_blob.d.ts +48 -48
  139. package/lib/engine/engine_networking_blob.js +228 -228
  140. package/lib/engine/engine_networking_files.d.ts +35 -35
  141. package/lib/engine/engine_networking_files.js +172 -172
  142. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  143. package/lib/engine/engine_networking_files_default_components.js +42 -42
  144. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  145. package/lib/engine/engine_networking_instantiate.js +345 -345
  146. package/lib/engine/engine_networking_peer.d.ts +15 -15
  147. package/lib/engine/engine_networking_peer.js +132 -132
  148. package/lib/engine/engine_networking_streams.d.ts +123 -123
  149. package/lib/engine/engine_networking_streams.js +645 -645
  150. package/lib/engine/engine_networking_types.d.ts +22 -22
  151. package/lib/engine/engine_networking_types.js +7 -7
  152. package/lib/engine/engine_networking_utils.d.ts +2 -2
  153. package/lib/engine/engine_networking_utils.js +20 -20
  154. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  155. package/lib/engine/engine_networking_websocket.js +2 -2
  156. package/lib/engine/engine_patcher.d.ts +10 -10
  157. package/lib/engine/engine_patcher.js +142 -142
  158. package/lib/engine/engine_physics.d.ts +152 -152
  159. package/lib/engine/engine_physics.js +645 -645
  160. package/lib/engine/engine_physics.types.d.ts +40 -40
  161. package/lib/engine/engine_physics.types.js +33 -33
  162. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  163. package/lib/engine/engine_physics_rapier.js +1433 -1433
  164. package/lib/engine/engine_playerview.d.ts +26 -26
  165. package/lib/engine/engine_playerview.js +64 -64
  166. package/lib/engine/engine_scenelighting.d.ts +71 -71
  167. package/lib/engine/engine_scenelighting.js +226 -226
  168. package/lib/engine/engine_serialization.d.ts +3 -3
  169. package/lib/engine/engine_serialization.js +3 -3
  170. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  171. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  172. package/lib/engine/engine_serialization_core.d.ts +94 -94
  173. package/lib/engine/engine_serialization_core.js +607 -607
  174. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  175. package/lib/engine/engine_serialization_decorator.js +66 -66
  176. package/lib/engine/engine_setup.d.ts +1 -1
  177. package/lib/engine/engine_setup.js +2 -2
  178. package/lib/engine/engine_shaders.d.ts +53 -53
  179. package/lib/engine/engine_shaders.js +252 -252
  180. package/lib/engine/engine_shims.d.ts +4 -4
  181. package/lib/engine/engine_shims.js +24 -24
  182. package/lib/engine/engine_test_utils.d.ts +39 -39
  183. package/lib/engine/engine_test_utils.js +83 -83
  184. package/lib/engine/engine_texture.d.ts +28 -28
  185. package/lib/engine/engine_texture.js +64 -64
  186. package/lib/engine/engine_three_utils.d.ts +204 -204
  187. package/lib/engine/engine_three_utils.js +788 -788
  188. package/lib/engine/engine_time.d.ts +51 -51
  189. package/lib/engine/engine_time.js +82 -82
  190. package/lib/engine/engine_time_utils.d.ts +88 -88
  191. package/lib/engine/engine_time_utils.js +215 -215
  192. package/lib/engine/engine_tonemapping.d.ts +6 -6
  193. package/lib/engine/engine_tonemapping.js +197 -197
  194. package/lib/engine/engine_types.d.ts +578 -578
  195. package/lib/engine/engine_types.js +95 -95
  196. package/lib/engine/engine_typestore.d.ts +28 -28
  197. package/lib/engine/engine_typestore.js +55 -55
  198. package/lib/engine/engine_util_decorator.d.ts +13 -13
  199. package/lib/engine/engine_util_decorator.js +116 -116
  200. package/lib/engine/engine_utils.d.ts +248 -248
  201. package/lib/engine/engine_utils.js +1012 -1012
  202. package/lib/engine/engine_utils_format.d.ts +24 -24
  203. package/lib/engine/engine_utils_format.js +239 -239
  204. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  205. package/lib/engine/engine_utils_screenshot.js +522 -522
  206. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  207. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  208. package/lib/engine/engine_xr.d.ts +1 -1
  209. package/lib/engine/engine_xr.js +1 -1
  210. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  211. package/lib/engine/export/gltf/Writers.js +24 -24
  212. package/lib/engine/export/gltf/index.d.ts +11 -11
  213. package/lib/engine/export/gltf/index.js +123 -123
  214. package/lib/engine/export/index.d.ts +2 -2
  215. package/lib/engine/export/index.js +2 -2
  216. package/lib/engine/export/state.d.ts +7 -7
  217. package/lib/engine/export/state.js +17 -17
  218. package/lib/engine/export/utils.d.ts +2 -2
  219. package/lib/engine/export/utils.js +7 -7
  220. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  221. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  222. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  223. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  224. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  225. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  226. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  227. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  228. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  229. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  230. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  231. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  232. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  233. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  234. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  235. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  236. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  237. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  238. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  239. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  240. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  241. package/lib/engine/extensions/extension_resolver.js +1 -1
  242. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  243. package/lib/engine/extensions/extension_utils.js +152 -152
  244. package/lib/engine/extensions/extensions.d.ts +32 -32
  245. package/lib/engine/extensions/extensions.js +107 -107
  246. package/lib/engine/extensions/index.d.ts +6 -6
  247. package/lib/engine/extensions/index.js +6 -6
  248. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  249. package/lib/engine/extensions/usage_tracker.js +65 -65
  250. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  251. package/lib/engine/js-extensions/Camera.js +39 -39
  252. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  253. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  254. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  255. package/lib/engine/js-extensions/Layers.js +22 -22
  256. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  257. package/lib/engine/js-extensions/Object3D.js +136 -136
  258. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  259. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  260. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  261. package/lib/engine/js-extensions/Vector.js +13 -13
  262. package/lib/engine/js-extensions/index.d.ts +5 -5
  263. package/lib/engine/js-extensions/index.js +5 -5
  264. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  265. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  266. package/lib/engine/shaders/shaderData.d.ts +55 -55
  267. package/lib/engine/shaders/shaderData.js +58 -58
  268. package/lib/engine/tests/test_utils.d.ts +2 -2
  269. package/lib/engine/tests/test_utils.js +53 -53
  270. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  271. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  272. package/lib/engine/webcomponents/api.d.ts +5 -5
  273. package/lib/engine/webcomponents/api.js +4 -4
  274. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  275. package/lib/engine/webcomponents/buttons.js +264 -264
  276. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  277. package/lib/engine/webcomponents/fonts.js +32 -32
  278. package/lib/engine/webcomponents/icons.d.ts +9 -9
  279. package/lib/engine/webcomponents/icons.js +52 -52
  280. package/lib/engine/webcomponents/index.d.ts +1 -1
  281. package/lib/engine/webcomponents/index.js +1 -1
  282. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  283. package/lib/engine/webcomponents/logo-element.js +67 -67
  284. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  285. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  286. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  287. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  288. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  289. package/lib/engine/webcomponents/needle-button.js +161 -161
  290. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  291. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  292. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  293. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  294. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  295. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  296. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  297. package/lib/engine/webcomponents/needle-engine.js +821 -821
  298. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  299. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  300. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  301. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  302. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  303. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  304. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  305. package/lib/engine/xr/NeedleXRSync.js +188 -188
  306. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  307. package/lib/engine/xr/SceneTransition.js +69 -69
  308. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  309. package/lib/engine/xr/TempXRContext.js +187 -187
  310. package/lib/engine/xr/XRRig.d.ts +7 -7
  311. package/lib/engine/xr/XRRig.js +1 -1
  312. package/lib/engine/xr/api.d.ts +6 -6
  313. package/lib/engine/xr/api.js +6 -6
  314. package/lib/engine/xr/events.d.ts +66 -66
  315. package/lib/engine/xr/events.js +93 -93
  316. package/lib/engine/xr/internal.d.ts +12 -12
  317. package/lib/engine/xr/internal.js +25 -25
  318. package/lib/engine/xr/usdz.d.ts +12 -12
  319. package/lib/engine/xr/usdz.js +29 -29
  320. package/lib/engine/xr/utils.d.ts +11 -11
  321. package/lib/engine/xr/utils.js +34 -34
  322. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  323. package/lib/engine-components/AlignmentConstraint.js +39 -39
  324. package/lib/engine-components/Animation.d.ts +156 -156
  325. package/lib/engine-components/Animation.js +508 -508
  326. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  327. package/lib/engine-components/AnimationCurve.js +159 -159
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  1001. package/src/engine-components/ui/Outline.ts +13 -13
  1002. package/src/engine-components/ui/PointerEvents.ts +206 -206
  1003. package/src/engine-components/ui/RaycastUtils.ts +69 -69
  1004. package/src/engine-components/ui/Raycaster.ts +102 -102
  1005. package/src/engine-components/ui/RectTransform.ts +375 -375
  1006. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1007. package/src/engine-components/ui/Symbols.ts +1 -1
  1008. package/src/engine-components/ui/Text.ts +578 -578
  1009. package/src/engine-components/ui/Utils.ts +113 -113
  1010. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1011. package/src/engine-components/utils/LookAt.ts +88 -88
  1012. package/src/engine-components/utils/OpenURL.ts +114 -114
  1013. package/src/engine-components/webxr/Avatar.ts +265 -265
  1014. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1015. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1016. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1017. package/src/engine-components/webxr/WebXR.ts +585 -585
  1018. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1019. package/src/engine-components/webxr/WebXRImageTracking.ts +519 -519
  1020. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1021. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1022. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1023. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1024. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1025. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1026. package/src/engine-components/webxr/index.ts +2 -2
  1027. package/src/engine-components/webxr/types.ts +3 -3
  1028. package/src/engine-components-experimental/Presentation.ts +12 -12
  1029. package/src/engine-components-experimental/api.ts +4 -4
  1030. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1031. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1032. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1033. package/src/engine-schemes/README.md +1 -1
  1034. package/src/engine-schemes/api.ts +12 -12
  1035. package/src/engine-schemes/dist/api.js +17 -0
  1036. package/src/engine-schemes/dist/api.js.meta +7 -0
  1037. package/src/engine-schemes/dist/schemes.js +25 -0
  1038. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1039. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1040. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1041. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1042. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1043. package/src/engine-schemes/dist/transform.js +46 -0
  1044. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1045. package/src/engine-schemes/dist/vec2.js +32 -0
  1046. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1047. package/src/engine-schemes/dist/vec3.js +36 -0
  1048. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1049. package/src/engine-schemes/dist/vec4.js +40 -0
  1050. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1051. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1052. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1053. package/src/engine-schemes/schemes.ts +28 -28
  1054. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1055. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1056. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1057. package/src/engine-schemes/transform.ts +50 -50
  1058. package/src/engine-schemes/transforms.fbs +25 -25
  1059. package/src/engine-schemes/vec.fbs +19 -19
  1060. package/src/engine-schemes/vec2.ts +33 -33
  1061. package/src/engine-schemes/vec3.ts +38 -38
  1062. package/src/engine-schemes/vec4.ts +43 -43
  1063. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1064. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1065. package/src/include/draco/draco_decoder.js +34 -34
  1066. package/src/include/ktx2/basis_transcoder.js +21 -21
  1067. package/src/include/needle/arial-msdf.json +1471 -1471
  1068. package/src/include/three/DragControls.js +231 -231
  1069. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1070. package/src/needle-engine.ts +70 -70
  1071. package/dist/generateMeshBVH.worker-BaNp_Xtp.js +0 -25
  1072. package/dist/gltf-progressive-Bl4okF1b.min.js +0 -8
  1073. package/dist/gltf-progressive-DSpdn0QT.js +0 -1054
  1074. package/dist/gltf-progressive-P8b8a0qY.umd.cjs +0 -8
@@ -1,681 +1,672 @@
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 _isLoadingRawBinary: boolean = false;
192
+ private _rawBinary?: ArrayBufferLike | null;
193
+
194
+ /** @internal */
195
+ constructor(uri: string, _hash?: string, asset: any = null) {
196
+ this._url = uri;
197
+
198
+ const lastUriPart = uri.lastIndexOf("/");
199
+ if (lastUriPart >= 0) {
200
+ this._urlName = uri.substring(lastUriPart + 1);
201
+ // remove file extension
202
+ const lastDot = this._urlName.lastIndexOf(".");
203
+ if (lastDot >= 0) {
204
+ this._urlName = this._urlName.substring(0, lastDot);
205
+ }
206
+ }
207
+ else {
208
+ this._urlName = uri;
209
+ }
210
+
211
+ if (asset !== null) this.asset = asset;
212
+ registerPrefabProvider(this._url, this.onResolvePrefab.bind(this));
213
+ }
214
+
215
+ private async onResolvePrefab(url: string): Promise<Object3D | null> {
216
+ if (url === this.url) {
217
+ if (this.mustLoad) await this.loadAssetAsync();
218
+ if (this.asset) {
219
+ return this.asset;
220
+ }
221
+ }
222
+ return null;
223
+ }
224
+
225
+ private get mustLoad() {
226
+ return !this.asset || (this.asset as any).__destroyed === true || isDestroyed(this.asset) === true;
227
+ }
228
+
229
+ /**
230
+ * @returns `true` if the asset has been loaded (via preload) or if it exists already (assigned to `asset`) */
231
+ isLoaded() { return this._rawBinary || this.asset !== undefined }
232
+
233
+ /** frees previously allocated memory and destroys the current `asset` instance (if any) */
234
+ unload() {
235
+ if (this.asset) {
236
+ if (debug) console.log("Unload", this.asset);
237
+ // TODO: we need a way to remove objects from the context (including components) without actually "destroying" them
238
+ if ("scene" in this.asset && this.asset.scene)
239
+ destroy(this.asset.scene as Object3D, true, true);
240
+ destroy(this.asset, true, true);
241
+ }
242
+ this.asset = null;
243
+ this._rawBinary = undefined;
244
+ this._glbRoot = null;
245
+ this._loading = undefined;
246
+ if (Context.Current) {
247
+ Context.Current.addressables.unregisterAssetReference(this);
248
+ }
249
+ }
250
+
251
+ /** loads the asset binary without creating an instance */
252
+ async preload(): Promise<ArrayBufferLike | null> {
253
+ if (!this.mustLoad) return null;
254
+ if (this._isLoadingRawBinary) return null;
255
+ if (this._rawBinary !== undefined) return this._rawBinary;
256
+ this._isLoadingRawBinary = true;
257
+ if (debug) console.log("Preload", this.url);
258
+ const res = await BlobStorage.download(this.url, p => {
259
+ this.raiseProgressEvent(p);
260
+ });
261
+ this._rawBinary = res?.buffer ?? null;
262
+ this._isLoadingRawBinary = false;
263
+ return this._rawBinary;
264
+ }
265
+
266
+ // TODO: we need a way to abort loading a resource
267
+ /** Loads the asset and creates one instance (assigned to `asset`)
268
+ * @returns the loaded asset
269
+ */
270
+ async loadAssetAsync(prog?: ProgressCallback | null) {
271
+ if (debug)
272
+ console.log("loadAssetAsync", this.url);
273
+ if (!this.mustLoad) return this.asset;
274
+
275
+ if (prog) this._progressListeners.push(prog);
276
+
277
+ if (this._loading !== undefined) {
278
+ // console.warn("Wait for other loading thiny");
279
+ return this._loading.then(_ => this.asset);
280
+ }
281
+ const context = Context.Current;
282
+ // TODO: technically we shouldnt call awake only when the object is added to a scene
283
+ // addressables now allow loading things without adding them to a scene immediately
284
+ // we should "address" (LUL) this
285
+ // console.log("START LOADING");
286
+ if (this._rawBinary) {
287
+ if (!(this._rawBinary instanceof ArrayBuffer)) {
288
+ console.error("Failed loading: Invalid raw binary data. Must be of type ArrayBuffer. " + (typeof this._rawBinary));
289
+ return null;
290
+ }
291
+ this._loading = getLoader().parseSync(context, this._rawBinary, this.url, null);
292
+ this.raiseProgressEvent(new ProgressEvent("progress", { loaded: this._rawBinary.byteLength, total: this._rawBinary.byteLength }));
293
+ }
294
+ else {
295
+ if (debug) console.log("Load async", this.url);
296
+ this._loading = getLoader().loadSync(context, this.url, this.url, null, prog => {
297
+ this.raiseProgressEvent(prog);
298
+ });
299
+ }
300
+ const res = await this._loading;
301
+ // clear all progress listeners after download has finished
302
+ this._progressListeners.length = 0;
303
+ this._glbRoot = this.tryGetActualGameObjectRoot(res);
304
+ this._loading = undefined;
305
+ if (res) {
306
+ // Make sure the loaded roots all have a reference to this AssetReference
307
+ // that was originally loading it.
308
+ // We need this when the loaded asset is being disposed
309
+ // TODO: we have to prevent disposing resources that are still in use
310
+ res[$assetReference] = this;
311
+ if (this._glbRoot)
312
+ this._glbRoot[$assetReference] = this;
313
+ if (this.asset) this.asset[$assetReference] = this;
314
+
315
+ // we need to handle the pre_setup callsbacks before instantiating
316
+ // because that is where deserialization happens
317
+ processNewScripts(context);
318
+
319
+ if (res.scene !== undefined) {
320
+ this.asset = res;
321
+ }
322
+ return this.asset;
323
+ }
324
+ return null;
325
+ }
326
+
327
+ /** loads and returns a new instance of `asset` */
328
+ instantiate(parent?: Object3D | IInstantiateOptions | null) {
329
+ return this.onInstantiate(parent, false);
330
+ }
331
+
332
+ /** loads and returns a new instance of `asset` - this call is networked so an instance will be created on all connected users */
333
+ instantiateSynced(parent?: Object3D | SyncInstantiateOptions, saveOnServer: boolean = true) {
334
+ return this.onInstantiate(parent, true, saveOnServer);
335
+ }
336
+
337
+ beginListenDownload(evt: ProgressCallback) {
338
+ if (this._progressListeners.indexOf(evt) < 0)
339
+ this._progressListeners.push(evt);
340
+ }
341
+
342
+ endListenDownload(evt: ProgressCallback) {
343
+ const index = this._progressListeners.indexOf(evt);
344
+ if (index >= 0) {
345
+ this._progressListeners.splice(index, 1);
346
+ }
347
+ }
348
+
349
+ private raiseProgressEvent(prog: ProgressEvent) {
350
+ for (const list of this._progressListeners) {
351
+ list(this, prog);
352
+ }
353
+ }
354
+
355
+ private async onInstantiate(opts?: Object3D | IInstantiateOptions | SyncInstantiateOptions | null, networked: boolean = false, saveOnServer?: boolean): Promise<Object3D | null> {
356
+ const context = Context.Current;
357
+
358
+ // clone the instantiate options immediately
359
+ // in case the user is not awaiting this call and already modifying the options
360
+ const options = new InstantiateOptions();
361
+ if (opts instanceof Object3D) {
362
+ options.parent = opts;
363
+ }
364
+ else if (opts) {
365
+ // Assign to e.g. have SyncInstantiateOptions
366
+ Object.assign(options, opts);
367
+ options.cloneAssign(opts);
368
+ }
369
+ if (options.parent === undefined) options.parent = context.scene;
370
+
371
+ // ensure the asset is loaded
372
+ if (this.mustLoad) {
373
+ await this.loadAssetAsync();
374
+ }
375
+ if (debug)
376
+ console.log("Instantiate", this.url, "parent:", opts);
377
+
378
+ if (this.asset) {
379
+ if (debug) console.log("Add to scene", this.asset);
380
+
381
+ let count = AssetReference.currentlyInstantiating.get(this.url);
382
+ // allow up to 10000 instantiations of the same prefab in the same frame
383
+ if (count !== undefined && count >= 10000) {
384
+ console.error("Recursive or too many instantiations of " + this.url + " in the same frame (" + count + ")");
385
+ return null;
386
+ }
387
+ try {
388
+ if (count === undefined) count = 0;
389
+ count += 1;
390
+ AssetReference.currentlyInstantiating.set(this.url, count);
391
+ if (networked) {
392
+ options.context = context;
393
+ const prefab = this.asset;
394
+ prefab.guid = this.url;
395
+ const instance = syncInstantiate(prefab, options, undefined, saveOnServer);
396
+ if (instance) {
397
+ return instance;
398
+ }
399
+ }
400
+ else {
401
+ const instance = instantiate(this.asset, options);
402
+ if (instance) {
403
+ return instance;
404
+ }
405
+ }
406
+ }
407
+ finally {
408
+ context.post_render_callbacks.push(() => {
409
+ if (count === undefined || count < 0) count = 0;
410
+ else count -= 1;
411
+ AssetReference.currentlyInstantiating.set(this.url, count)
412
+ });
413
+ }
414
+
415
+ }
416
+ else if (debug) console.warn("Failed to load asset", this.url);
417
+ return null;
418
+ }
419
+
420
+ /**
421
+ * try to ignore the intermediate created object
422
+ * because it causes trouble if we instantiate an assetreference per player
423
+ * and call destroy on the player marker root
424
+ * @returns the scene root object if the asset was a glb/gltf
425
+ */
426
+ private tryGetActualGameObjectRoot(asset: any): Object3D | null {
427
+ if (asset && asset.scene) {
428
+ // some exporters produce additional root objects
429
+ const scene = asset.scene as Group;
430
+ if (scene.isGroup && scene.children.length === 1 && scene.children[0].name + "glb" === scene.name) {
431
+ const root = scene.children[0];
432
+ return root;
433
+ }
434
+ // ok the scene is the scene, just use that then
435
+ else
436
+ return scene;
437
+ }
438
+ return null;
439
+ }
440
+
441
+ }
442
+
443
+
444
+
445
+
446
+ class AddressableSerializer extends TypeSerializer {
447
+
448
+ constructor() {
449
+ super([AssetReference], "AssetReferenceSerializer");
450
+ }
451
+
452
+ onSerialize(data: any, _context: SerializationContext) {
453
+ if (data && data.uri !== undefined && typeof data.uri === "string") {
454
+ return data.uri;
455
+ }
456
+ }
457
+
458
+ onDeserialize(data: any, context: SerializationContext) {
459
+ if (typeof data === "string") {
460
+ if (!context.context) {
461
+ console.error("Missing context");
462
+ return null;
463
+ }
464
+ if (!context.gltfId) {
465
+ console.error("Missing source id");
466
+ return null;
467
+ }
468
+ const ref = AssetReference.getOrCreate(context.gltfId, data, context.context);
469
+ return ref;
470
+ }
471
+ else if (data instanceof Object3D) {
472
+ if (!context.context) {
473
+ console.error("Missing context");
474
+ return null;
475
+ }
476
+ if (!context.gltfId) {
477
+ console.error("Missing source id");
478
+ return null;
479
+ }
480
+ const obj = data;
481
+ const ctx = context.context;
482
+ const guid = obj["guid"] ?? obj.uuid;
483
+ const existing = ctx.addressables.findAssetReference(guid);
484
+ if (existing) return existing;
485
+ const ref = new AssetReference(guid, undefined, obj);
486
+ ctx.addressables.registerAssetReference(ref);
487
+ return ref;
488
+ }
489
+ return null;
490
+ }
491
+
492
+ }
493
+ new AddressableSerializer();
494
+
495
+
496
+
497
+ const failedTexturePromise = Promise.resolve(null);
498
+
499
+ /** Use this if a file is a external image URL
500
+ * @example
501
+ * ```ts
502
+ * @serializable(ImageReference)
503
+ * myImage?:ImageReference;
504
+ * ```
505
+ */
506
+ export class ImageReference {
507
+
508
+ private static imageReferences = new Map<string, ImageReference>();
509
+
510
+ static getOrCreate(url: string) {
511
+ let ref = ImageReference.imageReferences.get(url);
512
+ if (!ref) {
513
+ ref = new ImageReference(url);
514
+ ImageReference.imageReferences.set(url, ref);
515
+ }
516
+ return ref;
517
+ }
518
+
519
+ constructor(url: string) {
520
+ this.url = url;
521
+ }
522
+
523
+ readonly url!: string;
524
+
525
+ private _bitmap?: Promise<ImageBitmap | null>;
526
+ private _bitmapObject?: ImageBitmap;
527
+
528
+ dispose() {
529
+ if (this._bitmapObject) {
530
+ this._bitmapObject.close();
531
+ }
532
+ this._bitmap = undefined;
533
+ }
534
+
535
+ createHTMLImage(): HTMLImageElement {
536
+ const img = new Image();
537
+ img.src = this.url;
538
+ return img;
539
+ }
540
+
541
+ private loader: TextureLoader | null = null;
542
+ createTexture(): Promise<Texture | null> {
543
+ if (!this.url) {
544
+ console.error("Can not load texture without url");
545
+ return failedTexturePromise;
546
+ }
547
+
548
+ if (!this.loader) this.loader = new TextureLoader();
549
+ this.loader.setCrossOrigin("anonymous");
550
+ return this.loader.loadAsync(this.url).then(res => {
551
+ if (res && !res.name?.length) {
552
+ // default name if no name is defined
553
+ res.name = this.url.split("/").pop() ?? this.url;
554
+ }
555
+ return res;
556
+ })
557
+ // return this.getBitmap().then((bitmap) => {
558
+ // if (bitmap) {
559
+ // const texture = new Texture(bitmap);
560
+ // texture.needsUpdate = true;
561
+ // return texture;
562
+ // }
563
+ // return null;
564
+ // });
565
+ }
566
+
567
+ /** Loads the bitmap data of the image */
568
+ getBitmap(): Promise<ImageBitmap | null> {
569
+ if (this._bitmap) return this._bitmap;
570
+ this._bitmap = new Promise((res, _) => {
571
+ const imageElement = document.createElement("img") as HTMLImageElement;
572
+ imageElement.addEventListener("load", () => {
573
+ this._bitmap = createImageBitmap(imageElement).then((bitmap) => {
574
+ this._bitmapObject = bitmap;
575
+ res(bitmap);
576
+ return bitmap;
577
+ })
578
+ });
579
+ imageElement.addEventListener("error", err => {
580
+ console.error("Failed to load image:" + this.url, err);
581
+ res(null);
582
+ });
583
+ imageElement.src = this.url;
584
+ });
585
+ return this._bitmap;
586
+ }
587
+ }
588
+
589
+
590
+ /** @internal */
591
+ export class ImageReferenceSerializer extends TypeSerializer {
592
+ constructor() {
593
+ super([ImageReference], "ImageReferenceSerializer");
594
+ }
595
+
596
+ onSerialize(_data: string, _context: SerializationContext) {
597
+ return null;
598
+ }
599
+
600
+ onDeserialize(data: string, _context: SerializationContext) {
601
+ if (typeof data === "string") {
602
+ const url = resolveUrl(_context.gltfId, data)
603
+ return ImageReference.getOrCreate(url);
604
+ }
605
+ return undefined;
606
+ }
607
+ }
608
+ new ImageReferenceSerializer();
609
+
610
+
611
+
612
+ /** 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
613
+ */
614
+ export class FileReference {
615
+
616
+ private static cache = new Map<string, FileReference>();
617
+
618
+ static getOrCreate(url: string) {
619
+ let ref = FileReference.cache.get(url);
620
+ if (!ref) {
621
+ ref = new FileReference(url);
622
+ FileReference.cache.set(url, ref);
623
+ }
624
+ return ref;
625
+ }
626
+
627
+ /** Load the file binary data
628
+ * @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.
629
+ */
630
+ async loadRaw(): Promise<Blob> {
631
+ if (!this.res) this.res = fetch(this.url);
632
+ return this.res.then(res => res.blob());
633
+ }
634
+
635
+ /** Load the file as text (if the referenced file is a text file like a .txt or .json file)
636
+ * @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
637
+ */
638
+ async loadText(): Promise<string> {
639
+ if (!this.res) this.res = fetch(this.url);
640
+ return this.res.then(res => res.text());
641
+ }
642
+
643
+ /** The resolved url to the file */
644
+ readonly url: string;
645
+
646
+ private res?: Promise<Response>;
647
+
648
+ constructor(url: string) {
649
+ this.url = url;
650
+ }
651
+ }
652
+
653
+
654
+ /** @internal */
655
+ export class FileReferenceSerializer extends TypeSerializer {
656
+ constructor() {
657
+ super([FileReference], "FileReferenceSerializer");
658
+ }
659
+
660
+ onSerialize(_data: string, _context: SerializationContext) {
661
+ return null;
662
+ }
663
+
664
+ onDeserialize(data: string, _context: SerializationContext) {
665
+ if (typeof data === "string") {
666
+ const url = resolveUrl(_context.gltfId, data)
667
+ return FileReference.getOrCreate(url);
668
+ }
669
+ return undefined;
670
+ }
671
+ }
681
672
  new FileReferenceSerializer();