@needle-tools/engine 4.7.1 → 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 (1072) hide show
  1. package/CHANGELOG.md +3782 -3782
  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-CN9UC6Ju.min.js → needle-engine.bundle-BhDF-YSv.min.js} +65 -65
  10. package/dist/{needle-engine.bundle-B7M9iBIa.umd.cjs → needle-engine.bundle-D2myV4E4.umd.cjs} +61 -61
  11. package/dist/{needle-engine.bundle-BpCihhaP.js → needle-engine.bundle-gp00DTS4.js} +641 -641
  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 -164
  60. package/lib/engine/engine_addressables.js +601 -601
  61. package/lib/engine/engine_animation.d.ts +43 -43
  62. package/lib/engine/engine_animation.js +133 -133
  63. package/lib/engine/engine_application.d.ts +45 -45
  64. package/lib/engine/engine_application.js +104 -104
  65. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  66. package/lib/engine/engine_assetdatabase.js +346 -346
  67. package/lib/engine/engine_audio.d.ts +4 -4
  68. package/lib/engine/engine_audio.js +23 -23
  69. package/lib/engine/engine_camera.d.ts +13 -13
  70. package/lib/engine/engine_camera.js +30 -30
  71. package/lib/engine/engine_components.d.ts +110 -110
  72. package/lib/engine/engine_components.js +374 -374
  73. package/lib/engine/engine_components_internal.d.ts +9 -9
  74. package/lib/engine/engine_components_internal.js +36 -36
  75. package/lib/engine/engine_constants.d.ts +10 -10
  76. package/lib/engine/engine_constants.js +41 -41
  77. package/lib/engine/engine_context.d.ts +475 -475
  78. package/lib/engine/engine_context.js +1673 -1673
  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 +101 -101
  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 +35 -35
  124. package/lib/engine/engine_lods.js +160 -160
  125. package/lib/engine/engine_lods.js.map +1 -1
  126. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  127. package/lib/engine/engine_mainloop_utils.js +466 -466
  128. package/lib/engine/engine_math.d.ts +114 -114
  129. package/lib/engine/engine_math.js +247 -247
  130. package/lib/engine/engine_modules.d.ts +36 -36
  131. package/lib/engine/engine_modules.js +85 -85
  132. package/lib/engine/engine_networking.d.ts +260 -260
  133. package/lib/engine/engine_networking.js +764 -764
  134. package/lib/engine/engine_networking_auto.d.ts +24 -24
  135. package/lib/engine/engine_networking_auto.js +310 -310
  136. package/lib/engine/engine_networking_blob.d.ts +48 -48
  137. package/lib/engine/engine_networking_blob.js +228 -228
  138. package/lib/engine/engine_networking_files.d.ts +35 -35
  139. package/lib/engine/engine_networking_files.js +172 -172
  140. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  141. package/lib/engine/engine_networking_files_default_components.js +42 -42
  142. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  143. package/lib/engine/engine_networking_instantiate.js +345 -345
  144. package/lib/engine/engine_networking_peer.d.ts +15 -15
  145. package/lib/engine/engine_networking_peer.js +132 -132
  146. package/lib/engine/engine_networking_streams.d.ts +123 -123
  147. package/lib/engine/engine_networking_streams.js +645 -645
  148. package/lib/engine/engine_networking_types.d.ts +22 -22
  149. package/lib/engine/engine_networking_types.js +7 -7
  150. package/lib/engine/engine_networking_utils.d.ts +2 -2
  151. package/lib/engine/engine_networking_utils.js +20 -20
  152. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  153. package/lib/engine/engine_networking_websocket.js +2 -2
  154. package/lib/engine/engine_patcher.d.ts +10 -10
  155. package/lib/engine/engine_patcher.js +142 -142
  156. package/lib/engine/engine_physics.d.ts +152 -152
  157. package/lib/engine/engine_physics.js +645 -645
  158. package/lib/engine/engine_physics.types.d.ts +40 -40
  159. package/lib/engine/engine_physics.types.js +33 -33
  160. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  161. package/lib/engine/engine_physics_rapier.js +1433 -1433
  162. package/lib/engine/engine_playerview.d.ts +26 -26
  163. package/lib/engine/engine_playerview.js +64 -64
  164. package/lib/engine/engine_scenelighting.d.ts +71 -71
  165. package/lib/engine/engine_scenelighting.js +226 -226
  166. package/lib/engine/engine_serialization.d.ts +3 -3
  167. package/lib/engine/engine_serialization.js +3 -3
  168. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  169. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  170. package/lib/engine/engine_serialization_core.d.ts +94 -94
  171. package/lib/engine/engine_serialization_core.js +607 -607
  172. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  173. package/lib/engine/engine_serialization_decorator.js +66 -66
  174. package/lib/engine/engine_setup.d.ts +1 -1
  175. package/lib/engine/engine_setup.js +2 -2
  176. package/lib/engine/engine_shaders.d.ts +53 -53
  177. package/lib/engine/engine_shaders.js +252 -252
  178. package/lib/engine/engine_shims.d.ts +4 -4
  179. package/lib/engine/engine_shims.js +24 -24
  180. package/lib/engine/engine_test_utils.d.ts +39 -39
  181. package/lib/engine/engine_test_utils.js +83 -83
  182. package/lib/engine/engine_texture.d.ts +28 -28
  183. package/lib/engine/engine_texture.js +64 -64
  184. package/lib/engine/engine_three_utils.d.ts +204 -204
  185. package/lib/engine/engine_three_utils.js +788 -788
  186. package/lib/engine/engine_time.d.ts +51 -51
  187. package/lib/engine/engine_time.js +82 -82
  188. package/lib/engine/engine_time_utils.d.ts +88 -88
  189. package/lib/engine/engine_time_utils.js +215 -215
  190. package/lib/engine/engine_tonemapping.d.ts +6 -6
  191. package/lib/engine/engine_tonemapping.js +197 -197
  192. package/lib/engine/engine_types.d.ts +578 -578
  193. package/lib/engine/engine_types.js +95 -95
  194. package/lib/engine/engine_typestore.d.ts +28 -28
  195. package/lib/engine/engine_typestore.js +55 -55
  196. package/lib/engine/engine_util_decorator.d.ts +13 -13
  197. package/lib/engine/engine_util_decorator.js +116 -116
  198. package/lib/engine/engine_utils.d.ts +248 -248
  199. package/lib/engine/engine_utils.js +1012 -1012
  200. package/lib/engine/engine_utils_format.d.ts +24 -24
  201. package/lib/engine/engine_utils_format.js +239 -239
  202. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  203. package/lib/engine/engine_utils_screenshot.js +522 -522
  204. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  205. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  206. package/lib/engine/engine_xr.d.ts +1 -1
  207. package/lib/engine/engine_xr.js +1 -1
  208. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  209. package/lib/engine/export/gltf/Writers.js +24 -24
  210. package/lib/engine/export/gltf/index.d.ts +11 -11
  211. package/lib/engine/export/gltf/index.js +123 -123
  212. package/lib/engine/export/index.d.ts +2 -2
  213. package/lib/engine/export/index.js +2 -2
  214. package/lib/engine/export/state.d.ts +7 -7
  215. package/lib/engine/export/state.js +17 -17
  216. package/lib/engine/export/utils.d.ts +2 -2
  217. package/lib/engine/export/utils.js +7 -7
  218. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  219. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  220. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  221. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  222. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  223. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  224. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  225. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  226. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  227. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  228. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  229. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  230. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  231. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  232. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  233. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  234. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  235. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  236. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  237. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  238. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  239. package/lib/engine/extensions/extension_resolver.js +1 -1
  240. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  241. package/lib/engine/extensions/extension_utils.js +152 -152
  242. package/lib/engine/extensions/extensions.d.ts +32 -32
  243. package/lib/engine/extensions/extensions.js +107 -107
  244. package/lib/engine/extensions/index.d.ts +6 -6
  245. package/lib/engine/extensions/index.js +6 -6
  246. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  247. package/lib/engine/extensions/usage_tracker.js +65 -65
  248. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  249. package/lib/engine/js-extensions/Camera.js +39 -39
  250. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  251. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  252. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  253. package/lib/engine/js-extensions/Layers.js +22 -22
  254. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  255. package/lib/engine/js-extensions/Object3D.js +136 -136
  256. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  257. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  258. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  259. package/lib/engine/js-extensions/Vector.js +13 -13
  260. package/lib/engine/js-extensions/index.d.ts +5 -5
  261. package/lib/engine/js-extensions/index.js +5 -5
  262. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  263. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  264. package/lib/engine/shaders/shaderData.d.ts +55 -55
  265. package/lib/engine/shaders/shaderData.js +58 -58
  266. package/lib/engine/tests/test_utils.d.ts +2 -2
  267. package/lib/engine/tests/test_utils.js +53 -53
  268. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  269. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  270. package/lib/engine/webcomponents/api.d.ts +5 -5
  271. package/lib/engine/webcomponents/api.js +4 -4
  272. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  273. package/lib/engine/webcomponents/buttons.js +264 -264
  274. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  275. package/lib/engine/webcomponents/fonts.js +32 -32
  276. package/lib/engine/webcomponents/icons.d.ts +9 -9
  277. package/lib/engine/webcomponents/icons.js +52 -52
  278. package/lib/engine/webcomponents/index.d.ts +1 -1
  279. package/lib/engine/webcomponents/index.js +1 -1
  280. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  281. package/lib/engine/webcomponents/logo-element.js +67 -67
  282. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  283. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  284. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  285. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  286. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  287. package/lib/engine/webcomponents/needle-button.js +161 -161
  288. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  289. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  290. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  291. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  292. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  293. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  294. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  295. package/lib/engine/webcomponents/needle-engine.js +821 -821
  296. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  297. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  298. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  299. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  300. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  301. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  302. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  303. package/lib/engine/xr/NeedleXRSync.js +188 -188
  304. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  305. package/lib/engine/xr/SceneTransition.js +69 -69
  306. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  307. package/lib/engine/xr/TempXRContext.js +187 -187
  308. package/lib/engine/xr/XRRig.d.ts +7 -7
  309. package/lib/engine/xr/XRRig.js +1 -1
  310. package/lib/engine/xr/api.d.ts +6 -6
  311. package/lib/engine/xr/api.js +6 -6
  312. package/lib/engine/xr/events.d.ts +66 -66
  313. package/lib/engine/xr/events.js +93 -93
  314. package/lib/engine/xr/internal.d.ts +12 -12
  315. package/lib/engine/xr/internal.js +25 -25
  316. package/lib/engine/xr/usdz.d.ts +12 -12
  317. package/lib/engine/xr/usdz.js +29 -29
  318. package/lib/engine/xr/utils.d.ts +11 -11
  319. package/lib/engine/xr/utils.js +34 -34
  320. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  321. package/lib/engine-components/AlignmentConstraint.js +39 -39
  322. package/lib/engine-components/Animation.d.ts +156 -156
  323. package/lib/engine-components/Animation.js +508 -508
  324. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  325. package/lib/engine-components/AnimationCurve.js +159 -159
  326. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  327. package/lib/engine-components/AnimationUtils.js +27 -27
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  1000. package/src/engine-components/ui/PointerEvents.ts +206 -206
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  1004. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1005. package/src/engine-components/ui/Symbols.ts +1 -1
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  1007. package/src/engine-components/ui/Utils.ts +113 -113
  1008. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1009. package/src/engine-components/utils/LookAt.ts +88 -88
  1010. package/src/engine-components/utils/OpenURL.ts +114 -114
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  1028. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
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  1031. package/src/engine-schemes/README.md +1 -1
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@@ -1,972 +1,972 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { EquirectangularReflectionMapping, Object3D, Scene } from "three";
8
- import { AssetReference } from "../engine/engine_addressables.js";
9
- import { destroy } from "../engine/engine_gameobject.js";
10
- import { InputEvents } from "../engine/engine_input.js";
11
- import { isLocalNetwork } from "../engine/engine_networking_utils.js";
12
- import { serializable } from "../engine/engine_serialization.js";
13
- import { getParam, setParamWithoutReload } from "../engine/engine_utils.js";
14
- import { registerObservableAttribute } from "../engine/webcomponents/needle-engine.extras.js";
15
- import { Behaviour, GameObject } from "./Component.js";
16
- import { EventList } from "./EventList.js";
17
- const debug = getParam("debugsceneswitcher");
18
- const experimental_clearSceneOnLoad = getParam("sceneswitcher:clearscene");
19
- const ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME = "scene";
20
- registerObservableAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
21
- // ContextRegistry.registerCallback(ContextEvent.ContextRegistered, async _ => {
22
- // // We need to defer import to not get issues with circular dependencies
23
- // import("../engine/engine_element").then(res => {
24
- // const webcomponent = res.NeedleEngineHTMLElement;
25
- // if (debug) console.log("SceneSwitcher: registering scene attribute", webcomponent.observedAttributes);
26
- // if (!webcomponent.observedAttributes.includes(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME))
27
- // webcomponent.observedAttributes.push(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
28
- // });
29
- // });
30
- const couldNotLoadScenePromise = Promise.resolve(false);
31
- /** The SceneSwitcher can be used to dynamically load and unload extra content
32
- * Available scenes are defined in the `scenes` array.
33
- * Loaded scenes will be added to the SceneSwitcher's GameObject as a child and removed when another scene is loaded by the same SceneSwitcher.
34
- * Live Examples
35
- * - [Multi Scenes Sample](https://engine.needle.tools/samples/multi-scenes-dynamic-loading) (source code available)
36
- * - [Needle Website](https://needle.tools)
37
- * - [Songs Of Cultures](https://app.songsofcultures.com)
38
- *
39
- * ### Interfaces
40
- * Use the {@link ISceneEventListener} interface to listen to scene open and closing events with the ability to modify transitions and stall the scene loading process.
41
- *
42
- * ### Events
43
- * - `loadscene-start`: Called when a scene starts loading
44
- * - `loadscene-finished`: Called when a scene finished loading
45
- * - `progress`: Called when a scene is loading and the progress changes
46
- * - `scene-opened`: Called when a scene is loaded and added to the SceneSwitcher's GameObject
47
- * @example
48
- * ```ts
49
- * sceneSwitcher.addEventListener("loadscene-start", (e) => {
50
- * console.log("Loading scene", e.detail.scene.url);
51
- * });
52
- * sceneSwitcher.addEventListener("loadscene-finished", (e) => {
53
- * console.log("Finished loading scene", e.detail.scene.url);
54
- * });
55
- * sceneSwitcher.addEventListener("progress", (e) => {
56
- * console.log("Loading progress", e.loaded, e.total);
57
- * });
58
- * sceneSwitcher.addEventListener("scene-opened", (e) => {
59
- * console.log("Scene opened", e.detail.scene.url);
60
- * });
61
- * ```
62
- *
63
- * @category Asset Management
64
- * @group Components
65
- */
66
- export class SceneSwitcher extends Behaviour {
67
- /** When enabled the first scene will be loaded when the SceneSwitcher becomes active
68
- * @default true
69
- */
70
- autoLoadFirstScene = true;
71
- /**
72
- * The scenes that can be loaded by the SceneSwitcher.
73
- * @default []
74
- */
75
- scenes = [];
76
- /**
77
- * The scene that is displayed while a scene is loading.
78
- * @default undefined
79
- */
80
- loadingScene;
81
- /** the url parameter that is set/used to store the currently loaded scene in, set to "" to disable
82
- * @default "scene"
83
- */
84
- queryParameterName = "scene";
85
- /**
86
- * when enabled the scene name will be used as the query parameter (otherwise the scene index will be used)
87
- * Needs `queryParameterName` set
88
- * @default true
89
- */
90
- useSceneName = true;
91
- /**
92
- * When enabled the current scene index will be clamped to the scenes array bounds.
93
- * For example when the last scene is loaded and `clamp` is true then trying to load the `next()` scene will not change the scene.
94
- * When `clamp` is false and the last scene is loaded then the first scene will be loaded instead.
95
- * @default true
96
- */
97
- clamp = true;
98
- /** when enabled the new scene is pushed to the browser navigation history, only works with a valid query parameter set
99
- * @default true
100
- */
101
- useHistory = true;
102
- /** when enabled you can switch between scenes using keyboard left, right, A and D or number keys
103
- * @default true
104
- */
105
- useKeyboard = true;
106
- /** when enabled you can switch between scenes using swipe (mobile only)
107
- * @default true
108
- */
109
- useSwipe = true;
110
- /** when enabled will automatically apply the environment scene lights
111
- * @default true
112
- */
113
- useSceneLighting = true;
114
- /** When enabled will automatically apply the skybox from the loaded scene
115
- * @default true
116
- */
117
- useSceneBackground = true;
118
- /** how many scenes after the currently active scene should be preloaded
119
- * @default 1
120
- */
121
- preloadNext = 1;
122
- /** how many scenes before the currently active scene should be preloaded
123
- * @default 1
124
- */
125
- preloadPrevious = 1;
126
- /** how many scenes can be loaded in parallel
127
- * @default 2
128
- */
129
- preloadConcurrent = 2;
130
- /**
131
- * When enabled will create a button for the Needle menu to switch to the next or previous scene
132
- * @default false
133
- */
134
- createMenuButtons = false;
135
- /** The index of the currently loaded and active scene */
136
- get currentIndex() { return this._currentIndex; }
137
- /** Get the progress of the currently loading scene. This is undefined if no scene is loading
138
- * You can also subscribe to the loading event by adding an event listener to the scene switcher.
139
- * For example like this `sceneSwitcher.addEventListeneer("progress", (e) => {...})`
140
- */
141
- get currentLoadingProgress() { return this._currentLoadingProgress; }
142
- /** The currently loading scene. This is undefined if no scene is loading. */
143
- get currentlyLoadingScene() { return this._currentlyLoadingScene; }
144
- /**
145
- * The currently loaded scene. This is undefined if no scene is loaded.
146
- */
147
- get currentlyLoadedScene() { return this._currentScene; }
148
- /**
149
- * Called when a scene starts loading
150
- */
151
- sceneLoadingStart = new EventList();
152
- sceneLoadingProgress = new EventList();
153
- /**
154
- * The sceneLoaded event is called when a scene/glTF is loaded and added to the scene
155
- */
156
- sceneLoaded = new EventList();
157
- _currentIndex = -1;
158
- _currentScene = undefined;
159
- _engineElementOverserver = undefined;
160
- _preloadScheduler;
161
- _menuButtons;
162
- /** @internal */
163
- awake() {
164
- if (this.scenes === undefined)
165
- this.scenes = [];
166
- // remove all scenes from the url that are in the scenes array at startup
167
- for (const scene of this.scenes) {
168
- if (scene && !scene.hasUrl && scene.asset instanceof Object3D) {
169
- GameObject.remove(scene.asset);
170
- }
171
- else if (scene instanceof Object3D) {
172
- GameObject.remove(scene);
173
- }
174
- }
175
- if (debug)
176
- console.log("SceneSwitcher", this);
177
- }
178
- /** @internal */
179
- async onEnable() {
180
- globalThis.addEventListener("popstate", this.onPopState);
181
- this.context.input.addEventListener(InputEvents.KeyDown, this.onInputKeyDown);
182
- this.context.input.addEventListener(InputEvents.PointerMove, this.onInputPointerMove);
183
- this.context.input.addEventListener(InputEvents.PointerUp, this.onInputPointerUp);
184
- if (!this._engineElementOverserver) {
185
- this._engineElementOverserver = new MutationObserver((mutations) => {
186
- for (const mut of mutations) {
187
- if (mut.type === "attributes" && mut.attributeName === ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME) {
188
- const value = this.context.domElement.getAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
189
- if (value !== null) {
190
- this.trySelectSceneFromValue(value);
191
- }
192
- }
193
- }
194
- });
195
- }
196
- this._engineElementOverserver.observe(this.context.domElement, {
197
- attributes: true
198
- });
199
- if (!this._preloadScheduler)
200
- this._preloadScheduler = new PreLoadScheduler(this);
201
- this._preloadScheduler.maxLoadAhead = this.preloadNext;
202
- this._preloadScheduler.maxLoadBehind = this.preloadPrevious;
203
- this._preloadScheduler.maxConcurrent = this.preloadConcurrent;
204
- this._preloadScheduler.begin(2000);
205
- // Begin loading the loading scene
206
- if (this.autoLoadFirstScene && this._currentIndex === -1 && !await this.tryLoadFromQueryParam()) {
207
- const value = this.context.domElement.getAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
208
- // let locked = this.lock;
209
- try {
210
- // this.lock = false;
211
- if (value === null || !await this.trySelectSceneFromValue(value)) {
212
- if (this._currentIndex === -1)
213
- this.select(0);
214
- }
215
- }
216
- finally {
217
- // this.lock = locked;
218
- }
219
- }
220
- // create the menu buttons
221
- if (this.createMenuButtons) {
222
- this._menuButtons ??= [];
223
- this._menuButtons.push(this.context.menu.appendChild({
224
- label: "Previous",
225
- icon: "arrow_back_ios",
226
- onClick: () => this.selectPrev(),
227
- priority: -1005,
228
- class: "row2"
229
- }));
230
- this._menuButtons.push(this.context.menu.appendChild({
231
- label: "Next",
232
- icon: "arrow_forward_ios",
233
- iconSide: "right",
234
- onClick: () => this.selectNext(),
235
- priority: -1000,
236
- class: "row2"
237
- }));
238
- }
239
- }
240
- /** @internal */
241
- onDisable() {
242
- globalThis.removeEventListener("popstate", this.onPopState);
243
- this.context.input.removeEventListener(InputEvents.KeyDown, this.onInputKeyDown);
244
- this.context.input.removeEventListener(InputEvents.PointerMove, this.onInputPointerMove);
245
- this.context.input.removeEventListener(InputEvents.PointerUp, this.onInputPointerUp);
246
- this._preloadScheduler?.stop();
247
- // remove the menu buttons
248
- if (this._menuButtons) {
249
- for (const button of this._menuButtons) {
250
- button.remove();
251
- }
252
- this._menuButtons = undefined;
253
- }
254
- }
255
- onPopState = async (_state) => {
256
- if (!this.useHistory)
257
- return;
258
- const wasUsingHistory = this.useHistory;
259
- try {
260
- this.useHistory = false;
261
- let didResolve = false;
262
- if (this.queryParameterName)
263
- didResolve = await this.tryLoadFromQueryParam();
264
- if (!didResolve) {
265
- const state = _state?.state;
266
- if (state && state.startsWith(this.guid)) {
267
- const value = state.substr(this.guid.length + 2);
268
- if (debug)
269
- console.log("PopState", value);
270
- await this.trySelectSceneFromValue(value);
271
- }
272
- }
273
- }
274
- finally {
275
- this.useHistory = wasUsingHistory;
276
- }
277
- };
278
- normalizedSwipeThresholdX = 0.1;
279
- _didSwipe = false;
280
- onInputPointerMove = (e) => {
281
- if (!this.useSwipe)
282
- return;
283
- if (!this._didSwipe && e.button === 0 && e.pointerType === "touch" && this.context.input.getPointerPressedCount() === 1) {
284
- const delta = this.context.input.getPointerPositionDelta(e.button);
285
- if (delta) {
286
- const normalizedX = delta.x / this.context.domWidth;
287
- if (normalizedX >= this.normalizedSwipeThresholdX) {
288
- this._didSwipe = true;
289
- this.selectPrev();
290
- }
291
- else if (normalizedX <= -this.normalizedSwipeThresholdX) {
292
- this._didSwipe = true;
293
- this.selectNext();
294
- }
295
- }
296
- }
297
- };
298
- onInputPointerUp = (e) => {
299
- if (e.button === 0) {
300
- this._didSwipe = false;
301
- }
302
- };
303
- onInputKeyDown = (e) => {
304
- if (!this.useKeyboard)
305
- return;
306
- if (!this.scenes)
307
- return;
308
- const key = e.key.toLowerCase();
309
- if (!key)
310
- return;
311
- const index = parseInt(key) - 1;
312
- if (index >= 0) {
313
- this.trySelectSceneFromValue(index);
314
- return;
315
- }
316
- switch (key) {
317
- case "arrowright":
318
- case "d":
319
- this.selectNext();
320
- break;
321
- case "arrowleft":
322
- case "a":
323
- this.selectPrev();
324
- break;
325
- }
326
- };
327
- /**
328
- * Add a scene to the SceneSwitcher.
329
- * If the scene is already added it will be added again.
330
- * @param urlOrAssetReference The url of the scene or an AssetReference to the scene
331
- * @returns The AssetReference of the scene that was added
332
- * @example
333
- * ```ts
334
- * // adding a scene:
335
- * sceneSwitcher.addScene("scene1.glb");
336
- * // add another scene and load it:
337
- * const scene2 = sceneSwitcher.addScene("scene2.glb");
338
- * sceneSwitcher.switchScene(scene2).then(res => { console.log("Scene loaded", res); });
339
- * ```
340
- */
341
- addScene(urlOrAssetReference) {
342
- if (typeof urlOrAssetReference === "string") {
343
- let assetReference = this.context.addressables.findAssetReference(urlOrAssetReference);
344
- if (!assetReference) {
345
- assetReference = new AssetReference(urlOrAssetReference);
346
- this.context.addressables.registerAssetReference(assetReference);
347
- }
348
- this.scenes.push(assetReference);
349
- return assetReference;
350
- }
351
- this.scenes.push(urlOrAssetReference);
352
- return urlOrAssetReference;
353
- }
354
- /**
355
- * Load the next scene in the scenes array ({@link this.currentIndex} + 1)
356
- * If the current scene is the last scene in the array and {@link this.clamp} is disabled then the first scene will be loaded.
357
- * @returns a promise that resolves to true if the scene was loaded successfully
358
- */
359
- selectNext() {
360
- return this.select(this._currentIndex + 1);
361
- }
362
- /**
363
- * Load the previous scene in the scenes array ({@link this.currentIndex} - 1)
364
- * If the current scene is the first scene in the array and {@link this.clamp} is disabled then the last scene will be loaded.
365
- * @returns a promise that resolves to true if the scene was loaded successfully
366
- */
367
- selectPrev() {
368
- return this.select(this._currentIndex - 1);
369
- }
370
- /**
371
- * Load a scene by its index in the scenes array.
372
- * @param index The index of the scene or a string that represents the scene uri (if the url is not known to the SceneSwitcher it will try to load the scene by its uri but it won't be added to the current scenes array. Use {@link addScene} to add a scene to the SceneSwitcher)
373
- * @returns a promise that resolves to true if the scene was loaded successfully
374
- */
375
- select(index) {
376
- if (debug)
377
- console.log("select", index);
378
- if (typeof index === "object") {
379
- // If a user tries to reference a scene object in a UnityEvent and invoke select(obj)
380
- // Then the object will be serialized as a object { guid : ... } or with the index json pointer
381
- // This case is not supported right now. Object references in the editor must not be scene references
382
- console.warn("Switching to \"" + index + "\" might not work. Please either use an index or a AssetReference (not a scene reference)");
383
- }
384
- if (typeof index === "string") {
385
- // If the parameter is a string we try to resolve the scene by its uri
386
- // it's either already known in the scenes array
387
- // or we create/get a new AssetReference and try to switch to that
388
- const scene = this.scenes?.find(s => s.url === index);
389
- if (!scene) {
390
- // Ok the scene is unknown to the scene switcher
391
- // we create a new asset reference (or get an existing one)
392
- // And switch to that. With this we can not modify the history
393
- // Until the scene switcher can store the uri in the history instead of the index
394
- const reference = AssetReference.getOrCreate(this.sourceId ?? "", index, this.context);
395
- return this.switchScene(reference);
396
- }
397
- if (scene)
398
- index = this.scenes?.indexOf(scene);
399
- else
400
- return couldNotLoadScenePromise;
401
- }
402
- if (!this.scenes?.length)
403
- return couldNotLoadScenePromise;
404
- if (index < 0) {
405
- if (this.clamp)
406
- return couldNotLoadScenePromise;
407
- index = this.scenes.length - 1;
408
- }
409
- else if (index >= this.scenes.length) {
410
- if (this.clamp)
411
- return couldNotLoadScenePromise;
412
- index = 0;
413
- }
414
- const scene = this.scenes[index];
415
- return this.switchScene(scene);
416
- }
417
- /**
418
- * Unload the currently loaded scene.
419
- */
420
- unload() {
421
- this.__lastSwitchScene = undefined;
422
- this.__lastSwitchScenePromise = undefined;
423
- return this.__unloadCurrentScene();
424
- }
425
- /**
426
- * Reload the last scene that was loaded
427
- * @returns a promise that resolves to true if the scene was loaded successfully
428
- */
429
- async reload() {
430
- if (this.__lastSwitchScene) {
431
- const scene = this.__lastSwitchScene;
432
- this.__lastSwitchScene = undefined;
433
- return this.switchScene(scene);
434
- }
435
- return false;
436
- }
437
- // this is the scene that was requested last
438
- __lastSwitchScene;
439
- __lastSwitchScenePromise;
440
- /**
441
- * Switch to a scene by its AssetReference.
442
- * If the scene is already loaded it will be unloaded and the new scene will be loaded.
443
- * If the scene is already loading it will wait for the scene to be loaded.
444
- * If the scene is already loaded and the same scene is requested again it will return the same promise that was returned the first time the scene was requested.
445
- * @param scene The AssetReference of the scene to switch to
446
- * @returns a promise that resolves to true if the scene was loaded successfully
447
- * @example
448
- * ```ts
449
- * const myAssetReference = new AssetReference("scene1.glb");
450
- * sceneSwitcher.switchScene(myAssetReference).then(res => { console.log("Scene loaded", res); });
451
- * ```
452
- */
453
- async switchScene(scene) {
454
- if (!(scene instanceof AssetReference)) {
455
- const type = typeof scene;
456
- if (type === "string") {
457
- return this.select(scene);
458
- }
459
- else if (type === "number") {
460
- return this.select(scene);
461
- }
462
- // If we're switching an Object3D
463
- else if (scene && scene instanceof Object3D) {
464
- const i = this.scenes?.indexOf(scene);
465
- scene = new AssetReference(scene.name, undefined, scene);
466
- if (i >= 0)
467
- this.scenes[i] = scene; // update the asset in the list to the new asset reference
468
- }
469
- else {
470
- console.warn(`[SceneSwitcher] Can't switch to scene of type ${type}`);
471
- return false;
472
- }
473
- }
474
- if (scene.url === this.sourceId) {
475
- console.warn("[SceneSwitcher] Can't load own scene - prevent recursive loading", this.sourceId);
476
- return false;
477
- }
478
- // ensure that we never run the same scene switch multiple times (at the same time) for the same requested scene
479
- if (this.__lastSwitchScene === scene && this.__lastSwitchScenePromise) {
480
- return this.__lastSwitchScenePromise;
481
- }
482
- this.__lastSwitchScene = scene;
483
- this.__lastSwitchScenePromise = this.__internalSwitchScene(scene);
484
- const res = await this.__lastSwitchScenePromise;
485
- return res;
486
- }
487
- async __unloadCurrentScene() {
488
- const current = this._currentScene;
489
- this._currentScene = undefined;
490
- if (current) {
491
- if (debug)
492
- console.log("UNLOAD", current.url, "HasURL?: " + current.hasUrl);
493
- const sceneListener = this.tryGetSceneEventListener(current.asset);
494
- if (sceneListener?.sceneClosing) {
495
- const res = sceneListener.sceneClosing();
496
- if (res instanceof Promise)
497
- await res;
498
- }
499
- // if the current scene has a URL (so it can be reloaded)
500
- // then we unload it
501
- if (current.hasUrl)
502
- current.unload();
503
- // otherwise if it's a regular Object3D we just remove it from the scene
504
- else if (current.asset instanceof Object3D) {
505
- GameObject.remove(current.asset);
506
- }
507
- }
508
- }
509
- _currentlyLoadingScene;
510
- /** @internal */
511
- async __internalSwitchScene(scene) {
512
- await this.__unloadCurrentScene();
513
- const index = this._currentIndex = this.scenes?.indexOf(scene) ?? -1;
514
- try {
515
- this._currentlyLoadingScene = scene;
516
- this._currentLoadingProgress = new ProgressEvent("progress", { loaded: 0, total: 1 });
517
- const loadStartEvt = new CustomEvent("loadscene-start", { detail: { scene: scene, switcher: this, index: index } });
518
- this.dispatchEvent(loadStartEvt);
519
- this.sceneLoadingStart?.invoke(loadStartEvt.detail);
520
- await this.onStartLoading();
521
- // start loading and wait for the scene to be loaded
522
- await scene.loadAssetAsync((_, prog) => {
523
- if (debug) {
524
- const t01 = prog.loaded / prog.total;
525
- const progressBarString = "[" + "=".repeat(Math.floor(t01 * 20)) + "-".repeat(20 - Math.floor(t01 * 20)) + "]";
526
- console.debug(`[SceneSwitcher] Download ${(t01 * 100).toFixed(1)} % ${progressBarString}`, scene.url);
527
- }
528
- this._currentLoadingProgress = prog;
529
- this.dispatchEvent(prog);
530
- this.sceneLoadingProgress?.invoke(prog);
531
- }).catch(console.error);
532
- await this.onEndLoading();
533
- const finishedEvt = new CustomEvent("loadscene-finished", { detail: { scene: scene, switcher: this, index: index } });
534
- this.dispatchEvent(finishedEvt);
535
- this._currentLoadingProgress = undefined;
536
- this._currentlyLoadingScene = undefined;
537
- if (finishedEvt.defaultPrevented) {
538
- if (debug)
539
- console.warn("Adding loaded scene prevented:", scene, finishedEvt);
540
- return false;
541
- }
542
- if (!scene.asset) {
543
- if (debug)
544
- console.warn("Failed loading scene:", scene);
545
- return false;
546
- }
547
- if (this._currentIndex === index) {
548
- if (debug)
549
- console.log("ADD", scene.url);
550
- this._currentScene = scene;
551
- // Experimental: replace the whole content of the scene
552
- if (experimental_clearSceneOnLoad) {
553
- const camera = this.context.mainCameraComponent?.gameObject || this.context.mainCamera;
554
- camera?.removeFromParent();
555
- const self = this.gameObject.removeFromParent();
556
- destroy(this.context.scene, true, true);
557
- this.context.scene = new Scene();
558
- this.context.scene.add(self);
559
- if (camera) {
560
- this.context.scene.add(camera);
561
- }
562
- }
563
- GameObject.add(scene.asset, this.gameObject);
564
- if (this.useSceneLighting)
565
- this.context.sceneLighting.enable(scene);
566
- // Set the background texture from the loaded scene
567
- if (this.useSceneBackground) {
568
- const skybox = this.context.lightmaps.tryGetSkybox(scene.url);
569
- if (skybox) {
570
- skybox.mapping = EquirectangularReflectionMapping;
571
- this.context.scene.background = skybox;
572
- }
573
- else if (debug) {
574
- console.warn("SceneSwitcher: Can't find skybox for scene " + scene.url);
575
- }
576
- }
577
- if (this.useHistory && index >= 0) {
578
- // take the index as the query parameter value
579
- let queryParameterValue = index.toString();
580
- // unless the user defines that he wants to use the scene name
581
- if (this.useSceneName) {
582
- if (scene instanceof Object3D)
583
- queryParameterValue = scene.name;
584
- else if (scene.url)
585
- queryParameterValue = sceneUriToName(scene.url);
586
- }
587
- // save the loaded scene as an url parameter
588
- if (this.queryParameterName?.length)
589
- setParamWithoutReload(this.queryParameterName, queryParameterValue, this.useHistory);
590
- // or set the history state without updating the url parameter
591
- else {
592
- const lastState = history.state;
593
- const stateName = this.guid + "::" + index;
594
- if (lastState !== stateName)
595
- history.pushState(stateName, "unused", location.href);
596
- }
597
- }
598
- // Call SceneListener opened callback (if a SceneListener is in the scene)
599
- const sceneListener = this.tryGetSceneEventListener(scene.asset);
600
- if (sceneListener?.sceneOpened) {
601
- const res = sceneListener.sceneOpened(this);
602
- if (res instanceof Promise)
603
- await res;
604
- }
605
- const openedEvt = new CustomEvent("scene-opened", { detail: { scene: scene, switcher: this, index: index } });
606
- this.dispatchEvent(openedEvt);
607
- this.sceneLoaded?.invoke(this);
608
- return true;
609
- }
610
- }
611
- catch (err) {
612
- console.error(err);
613
- }
614
- return false;
615
- }
616
- preload(index) {
617
- if (index >= 0 && index < this.scenes.length) {
618
- const scene = this.scenes[index];
619
- if (scene instanceof AssetReference)
620
- return scene.preload();
621
- }
622
- return couldNotLoadScenePromise;
623
- }
624
- tryLoadFromQueryParam() {
625
- if (!this.queryParameterName?.length)
626
- return couldNotLoadScenePromise;
627
- // try restore the scene from the url
628
- const value = getParam(this.queryParameterName);
629
- if (typeof value === "boolean")
630
- return couldNotLoadScenePromise;
631
- return this.trySelectSceneFromValue(value);
632
- }
633
- /** try to select a scene from a string or index */
634
- trySelectSceneFromValue(value) {
635
- if (typeof value === "string") {
636
- const index = parseInt(value);
637
- if (index >= 0 && index < this.scenes.length) {
638
- return this.select(index);
639
- ;
640
- }
641
- else {
642
- // Try to find a scene with a matching name
643
- // we don't care about casing. e.g. Scene1 and scene1 should both match
644
- const lowerCaseValue = value.toLowerCase();
645
- for (let i = 0; i < this.scenes.length; i++) {
646
- const scene = this.scenes[i];
647
- if (!scene)
648
- continue;
649
- const name = scene instanceof Object3D ? scene.name : sceneUriToName(scene.url);
650
- if (name.toLowerCase().includes(lowerCaseValue)) {
651
- return this.select(i);
652
- }
653
- }
654
- }
655
- }
656
- else if (typeof value === "number") {
657
- if (value >= 0 && value < this.scenes.length) {
658
- return this.select(value);
659
- ;
660
- }
661
- }
662
- if (isLocalNetwork())
663
- console.warn("Can not find scene: \"" + value + "\"", this);
664
- return couldNotLoadScenePromise;
665
- }
666
- _lastLoadingScene = undefined;
667
- _loadingScenePromise = undefined;
668
- _isCurrentlyLoading = false;
669
- _currentLoadingProgress = undefined;
670
- async onStartLoading() {
671
- this._isCurrentlyLoading = true;
672
- if (this.loadingScene) {
673
- // save the last loading scene reference so that it can be changed at runtime
674
- // since we cache the loading promise here
675
- if (this._lastLoadingScene !== this.loadingScene) {
676
- this._loadingScenePromise = undefined;
677
- }
678
- this._lastLoadingScene = this.loadingScene;
679
- if (!this._loadingScenePromise) {
680
- this._loadingScenePromise = this.loadingScene?.loadAssetAsync().then(res => res != null);
681
- }
682
- await this._loadingScenePromise;
683
- if (this._isCurrentlyLoading && this.loadingScene?.asset) {
684
- if (debug)
685
- console.log("Add loading scene", this.loadingScene.url, this.loadingScene.asset);
686
- const loadingScene = this.loadingScene.asset;
687
- GameObject.add(loadingScene, this.gameObject);
688
- const sceneListener = this.tryGetSceneEventListener(loadingScene);
689
- if (sceneListener?.sceneOpened) {
690
- const res = sceneListener.sceneOpened(this);
691
- if (res instanceof Promise)
692
- await res;
693
- }
694
- }
695
- }
696
- // Invoke the event on a loading listener on the same object as the scene switcher
697
- if (this._isCurrentlyLoading) {
698
- const listener = this.tryGetSceneEventListener(this.gameObject);
699
- if (listener) {
700
- if (listener.sceneOpened) {
701
- const res = listener.sceneOpened(this);
702
- if (res instanceof Promise)
703
- await res;
704
- }
705
- }
706
- }
707
- }
708
- async onEndLoading() {
709
- this._isCurrentlyLoading = false;
710
- if (this.loadingScene?.asset) {
711
- if (debug)
712
- console.log("Remove loading scene", this.loadingScene.url);
713
- const obj = this.loadingScene.asset;
714
- // try to find an ISceneEventListener component
715
- const sceneListener = this.tryGetSceneEventListener(obj);
716
- if (typeof sceneListener?.sceneClosing === "function") {
717
- const res = sceneListener.sceneClosing();
718
- if (res instanceof Promise)
719
- await res;
720
- }
721
- GameObject.remove(obj);
722
- }
723
- // Invoke the event on a loading listener on the same object as the scene switcher
724
- if (!this._isCurrentlyLoading) {
725
- const listener = this.tryGetSceneEventListener(this.gameObject);
726
- if (listener) {
727
- if (listener.sceneClosing) {
728
- const res = listener.sceneClosing();
729
- if (res instanceof Promise)
730
- await res;
731
- }
732
- }
733
- }
734
- }
735
- tryGetSceneEventListener(obj, level = 0) {
736
- if (!obj) {
737
- return null;
738
- }
739
- const sceneListener = GameObject.foreachComponent(obj, c => {
740
- const i = c;
741
- if (i.sceneClosing || i.sceneOpened)
742
- return i;
743
- else
744
- return undefined;
745
- });
746
- // if we didnt find any component with the listener on the root object
747
- // we also check the first level of its children because a scene might be a group
748
- if (level === 0 && !sceneListener && obj.children.length) {
749
- for (const ch of obj.children) {
750
- const res = this.tryGetSceneEventListener(ch, level + 1);
751
- if (res)
752
- return res;
753
- }
754
- }
755
- if (!sceneListener)
756
- return null;
757
- return sceneListener;
758
- }
759
- }
760
- __decorate([
761
- serializable()
762
- ], SceneSwitcher.prototype, "autoLoadFirstScene", void 0);
763
- __decorate([
764
- serializable(AssetReference)
765
- ], SceneSwitcher.prototype, "scenes", void 0);
766
- __decorate([
767
- serializable(AssetReference)
768
- ], SceneSwitcher.prototype, "loadingScene", void 0);
769
- __decorate([
770
- serializable()
771
- ], SceneSwitcher.prototype, "queryParameterName", void 0);
772
- __decorate([
773
- serializable()
774
- ], SceneSwitcher.prototype, "useSceneName", void 0);
775
- __decorate([
776
- serializable()
777
- ], SceneSwitcher.prototype, "clamp", void 0);
778
- __decorate([
779
- serializable()
780
- ], SceneSwitcher.prototype, "useHistory", void 0);
781
- __decorate([
782
- serializable()
783
- ], SceneSwitcher.prototype, "useKeyboard", void 0);
784
- __decorate([
785
- serializable()
786
- ], SceneSwitcher.prototype, "useSwipe", void 0);
787
- __decorate([
788
- serializable()
789
- ], SceneSwitcher.prototype, "useSceneLighting", void 0);
790
- __decorate([
791
- serializable()
792
- ], SceneSwitcher.prototype, "useSceneBackground", void 0);
793
- __decorate([
794
- serializable()
795
- ], SceneSwitcher.prototype, "preloadNext", void 0);
796
- __decorate([
797
- serializable()
798
- ], SceneSwitcher.prototype, "preloadPrevious", void 0);
799
- __decorate([
800
- serializable()
801
- ], SceneSwitcher.prototype, "preloadConcurrent", void 0);
802
- __decorate([
803
- serializable()
804
- ], SceneSwitcher.prototype, "createMenuButtons", void 0);
805
- __decorate([
806
- serializable(EventList)
807
- ], SceneSwitcher.prototype, "sceneLoadingStart", void 0);
808
- __decorate([
809
- serializable(EventList)
810
- ], SceneSwitcher.prototype, "sceneLoadingProgress", void 0);
811
- __decorate([
812
- serializable(EventList)
813
- ], SceneSwitcher.prototype, "sceneLoaded", void 0);
814
- function sceneUriToName(uri) {
815
- const name = uri.split("/").pop();
816
- const value = name?.split(".").shift();
817
- if (value?.length)
818
- return value;
819
- return uri;
820
- }
821
- /**
822
- * PreLoadScheduler is responsible for managing preloading of scenes.
823
- * It handles scheduling and limiting concurrent downloads of scenes based on specified parameters.
824
- */
825
- class PreLoadScheduler {
826
- /** Maximum number of scenes to preload ahead of the current scene */
827
- maxLoadAhead;
828
- /** Maximum number of scenes to preload behind the current scene */
829
- maxLoadBehind;
830
- /** Maximum number of scenes that can be preloaded concurrently */
831
- maxConcurrent;
832
- _isRunning = false;
833
- _switcher;
834
- _loadTasks = [];
835
- _maxConcurrentLoads = 1;
836
- /**
837
- * Creates a new PreLoadScheduler instance
838
- * @param rooms The SceneSwitcher that this scheduler belongs to
839
- * @param ahead Number of scenes to preload ahead of current scene
840
- * @param behind Number of scenes to preload behind current scene
841
- * @param maxConcurrent Maximum number of concurrent preloads allowed
842
- */
843
- constructor(rooms, ahead = 1, behind = 1, maxConcurrent = 2) {
844
- this._switcher = rooms;
845
- this.maxLoadAhead = ahead;
846
- this.maxLoadBehind = behind;
847
- this.maxConcurrent = maxConcurrent;
848
- }
849
- /**
850
- * Starts the preloading process after a specified delay
851
- * @param delay Time in milliseconds to wait before starting preload
852
- */
853
- begin(delay) {
854
- if (this._isRunning)
855
- return;
856
- if (debug)
857
- console.log("Preload begin", { delay });
858
- this._isRunning = true;
859
- let lastRoom = -10;
860
- let searchDistance;
861
- let searchCall;
862
- const array = this._switcher.scenes;
863
- const startTime = Date.now() + delay;
864
- const interval = setInterval(() => {
865
- if (this.allLoaded()) {
866
- if (debug)
867
- console.log("All scenes (pre-)loaded");
868
- this.stop();
869
- }
870
- if (!this._isRunning) {
871
- clearInterval(interval);
872
- return;
873
- }
874
- if (Date.now() < startTime)
875
- return;
876
- if (this.canLoadNewScene() === false)
877
- return;
878
- if (lastRoom === -10 || lastRoom !== this._switcher.currentIndex) {
879
- lastRoom = this._switcher.currentIndex;
880
- searchCall = 0;
881
- searchDistance = 0;
882
- }
883
- const searchForward = searchCall % 2 === 0;
884
- if (searchForward)
885
- searchDistance += 1;
886
- searchCall += 1;
887
- const maxSearchDistance = searchForward ? this.maxLoadAhead : this.maxLoadBehind;
888
- if (searchDistance > maxSearchDistance)
889
- return;
890
- const roomIndex = searchForward ? lastRoom + searchDistance : lastRoom - searchDistance;
891
- if (roomIndex < 0)
892
- return;
893
- // if (roomIndex < 0) roomIndex = array.length + roomIndex;
894
- if (roomIndex < 0 || roomIndex >= array.length)
895
- return;
896
- if (!this._loadTasks.some(t => t.index === roomIndex)) {
897
- const scene = array[roomIndex];
898
- if (debug)
899
- console.log("Preload scene", { roomIndex, searchForward, lastRoom, currentIndex: this._switcher.currentIndex, tasks: this._loadTasks.length }, scene?.url);
900
- new LoadTask(roomIndex, scene, this._loadTasks);
901
- }
902
- }, 200);
903
- }
904
- /**
905
- * Stops the preloading process
906
- */
907
- stop() {
908
- this._isRunning = false;
909
- }
910
- /**
911
- * Checks if a new scene can be loaded based on current load limits
912
- * @returns True if a new scene can be loaded, false otherwise
913
- */
914
- canLoadNewScene() {
915
- return this._loadTasks.length < this._maxConcurrentLoads;
916
- }
917
- /**
918
- * Checks if all scenes in the SceneSwitcher have been loaded
919
- * @returns True if all scenes are loaded, false otherwise
920
- */
921
- allLoaded() {
922
- if (this._switcher.scenes) {
923
- for (const scene of this._switcher.scenes) {
924
- if (!scene?.isLoaded)
925
- continue;
926
- if (scene.isLoaded() === false)
927
- return false;
928
- }
929
- }
930
- return true;
931
- }
932
- }
933
- /**
934
- * Represents a single preloading task for a scene
935
- */
936
- class LoadTask {
937
- /** The index of the scene in the scenes array */
938
- index;
939
- /** The AssetReference to be loaded */
940
- asset;
941
- /** The collection of active load tasks this task belongs to */
942
- tasks;
943
- /**
944
- * Creates a new LoadTask and begins loading immediately
945
- * @param index The index of the scene in the scenes array
946
- * @param asset The AssetReference to preload
947
- * @param tasks The collection of active load tasks
948
- */
949
- constructor(index, asset, tasks) {
950
- this.index = index;
951
- this.asset = asset;
952
- this.tasks = tasks;
953
- tasks.push(this);
954
- this.awaitLoading();
955
- }
956
- /**
957
- * Asynchronously loads the asset and removes this task from the active tasks list when complete
958
- */
959
- async awaitLoading() {
960
- if (this.asset && !this.asset.isLoaded()) {
961
- if (debug)
962
- console.log("Preload start: " + this.asset.url, this.index);
963
- await this.asset.preload();
964
- if (debug)
965
- console.log("Preload finished: " + this.asset.url, this.index);
966
- }
967
- const i = this.tasks.indexOf(this);
968
- if (i >= 0)
969
- this.tasks.splice(i, 1);
970
- }
971
- }
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { EquirectangularReflectionMapping, Object3D, Scene } from "three";
8
+ import { AssetReference } from "../engine/engine_addressables.js";
9
+ import { destroy } from "../engine/engine_gameobject.js";
10
+ import { InputEvents } from "../engine/engine_input.js";
11
+ import { isLocalNetwork } from "../engine/engine_networking_utils.js";
12
+ import { serializable } from "../engine/engine_serialization.js";
13
+ import { getParam, setParamWithoutReload } from "../engine/engine_utils.js";
14
+ import { registerObservableAttribute } from "../engine/webcomponents/needle-engine.extras.js";
15
+ import { Behaviour, GameObject } from "./Component.js";
16
+ import { EventList } from "./EventList.js";
17
+ const debug = getParam("debugsceneswitcher");
18
+ const experimental_clearSceneOnLoad = getParam("sceneswitcher:clearscene");
19
+ const ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME = "scene";
20
+ registerObservableAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
21
+ // ContextRegistry.registerCallback(ContextEvent.ContextRegistered, async _ => {
22
+ // // We need to defer import to not get issues with circular dependencies
23
+ // import("../engine/engine_element").then(res => {
24
+ // const webcomponent = res.NeedleEngineHTMLElement;
25
+ // if (debug) console.log("SceneSwitcher: registering scene attribute", webcomponent.observedAttributes);
26
+ // if (!webcomponent.observedAttributes.includes(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME))
27
+ // webcomponent.observedAttributes.push(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
28
+ // });
29
+ // });
30
+ const couldNotLoadScenePromise = Promise.resolve(false);
31
+ /** The SceneSwitcher can be used to dynamically load and unload extra content
32
+ * Available scenes are defined in the `scenes` array.
33
+ * Loaded scenes will be added to the SceneSwitcher's GameObject as a child and removed when another scene is loaded by the same SceneSwitcher.
34
+ * Live Examples
35
+ * - [Multi Scenes Sample](https://engine.needle.tools/samples/multi-scenes-dynamic-loading) (source code available)
36
+ * - [Needle Website](https://needle.tools)
37
+ * - [Songs Of Cultures](https://app.songsofcultures.com)
38
+ *
39
+ * ### Interfaces
40
+ * Use the {@link ISceneEventListener} interface to listen to scene open and closing events with the ability to modify transitions and stall the scene loading process.
41
+ *
42
+ * ### Events
43
+ * - `loadscene-start`: Called when a scene starts loading
44
+ * - `loadscene-finished`: Called when a scene finished loading
45
+ * - `progress`: Called when a scene is loading and the progress changes
46
+ * - `scene-opened`: Called when a scene is loaded and added to the SceneSwitcher's GameObject
47
+ * @example
48
+ * ```ts
49
+ * sceneSwitcher.addEventListener("loadscene-start", (e) => {
50
+ * console.log("Loading scene", e.detail.scene.url);
51
+ * });
52
+ * sceneSwitcher.addEventListener("loadscene-finished", (e) => {
53
+ * console.log("Finished loading scene", e.detail.scene.url);
54
+ * });
55
+ * sceneSwitcher.addEventListener("progress", (e) => {
56
+ * console.log("Loading progress", e.loaded, e.total);
57
+ * });
58
+ * sceneSwitcher.addEventListener("scene-opened", (e) => {
59
+ * console.log("Scene opened", e.detail.scene.url);
60
+ * });
61
+ * ```
62
+ *
63
+ * @category Asset Management
64
+ * @group Components
65
+ */
66
+ export class SceneSwitcher extends Behaviour {
67
+ /** When enabled the first scene will be loaded when the SceneSwitcher becomes active
68
+ * @default true
69
+ */
70
+ autoLoadFirstScene = true;
71
+ /**
72
+ * The scenes that can be loaded by the SceneSwitcher.
73
+ * @default []
74
+ */
75
+ scenes = [];
76
+ /**
77
+ * The scene that is displayed while a scene is loading.
78
+ * @default undefined
79
+ */
80
+ loadingScene;
81
+ /** the url parameter that is set/used to store the currently loaded scene in, set to "" to disable
82
+ * @default "scene"
83
+ */
84
+ queryParameterName = "scene";
85
+ /**
86
+ * when enabled the scene name will be used as the query parameter (otherwise the scene index will be used)
87
+ * Needs `queryParameterName` set
88
+ * @default true
89
+ */
90
+ useSceneName = true;
91
+ /**
92
+ * When enabled the current scene index will be clamped to the scenes array bounds.
93
+ * For example when the last scene is loaded and `clamp` is true then trying to load the `next()` scene will not change the scene.
94
+ * When `clamp` is false and the last scene is loaded then the first scene will be loaded instead.
95
+ * @default true
96
+ */
97
+ clamp = true;
98
+ /** when enabled the new scene is pushed to the browser navigation history, only works with a valid query parameter set
99
+ * @default true
100
+ */
101
+ useHistory = true;
102
+ /** when enabled you can switch between scenes using keyboard left, right, A and D or number keys
103
+ * @default true
104
+ */
105
+ useKeyboard = true;
106
+ /** when enabled you can switch between scenes using swipe (mobile only)
107
+ * @default true
108
+ */
109
+ useSwipe = true;
110
+ /** when enabled will automatically apply the environment scene lights
111
+ * @default true
112
+ */
113
+ useSceneLighting = true;
114
+ /** When enabled will automatically apply the skybox from the loaded scene
115
+ * @default true
116
+ */
117
+ useSceneBackground = true;
118
+ /** how many scenes after the currently active scene should be preloaded
119
+ * @default 1
120
+ */
121
+ preloadNext = 1;
122
+ /** how many scenes before the currently active scene should be preloaded
123
+ * @default 1
124
+ */
125
+ preloadPrevious = 1;
126
+ /** how many scenes can be loaded in parallel
127
+ * @default 2
128
+ */
129
+ preloadConcurrent = 2;
130
+ /**
131
+ * When enabled will create a button for the Needle menu to switch to the next or previous scene
132
+ * @default false
133
+ */
134
+ createMenuButtons = false;
135
+ /** The index of the currently loaded and active scene */
136
+ get currentIndex() { return this._currentIndex; }
137
+ /** Get the progress of the currently loading scene. This is undefined if no scene is loading
138
+ * You can also subscribe to the loading event by adding an event listener to the scene switcher.
139
+ * For example like this `sceneSwitcher.addEventListeneer("progress", (e) => {...})`
140
+ */
141
+ get currentLoadingProgress() { return this._currentLoadingProgress; }
142
+ /** The currently loading scene. This is undefined if no scene is loading. */
143
+ get currentlyLoadingScene() { return this._currentlyLoadingScene; }
144
+ /**
145
+ * The currently loaded scene. This is undefined if no scene is loaded.
146
+ */
147
+ get currentlyLoadedScene() { return this._currentScene; }
148
+ /**
149
+ * Called when a scene starts loading
150
+ */
151
+ sceneLoadingStart = new EventList();
152
+ sceneLoadingProgress = new EventList();
153
+ /**
154
+ * The sceneLoaded event is called when a scene/glTF is loaded and added to the scene
155
+ */
156
+ sceneLoaded = new EventList();
157
+ _currentIndex = -1;
158
+ _currentScene = undefined;
159
+ _engineElementOverserver = undefined;
160
+ _preloadScheduler;
161
+ _menuButtons;
162
+ /** @internal */
163
+ awake() {
164
+ if (this.scenes === undefined)
165
+ this.scenes = [];
166
+ // remove all scenes from the url that are in the scenes array at startup
167
+ for (const scene of this.scenes) {
168
+ if (scene && !scene.hasUrl && scene.asset instanceof Object3D) {
169
+ GameObject.remove(scene.asset);
170
+ }
171
+ else if (scene instanceof Object3D) {
172
+ GameObject.remove(scene);
173
+ }
174
+ }
175
+ if (debug)
176
+ console.log("SceneSwitcher", this);
177
+ }
178
+ /** @internal */
179
+ async onEnable() {
180
+ globalThis.addEventListener("popstate", this.onPopState);
181
+ this.context.input.addEventListener(InputEvents.KeyDown, this.onInputKeyDown);
182
+ this.context.input.addEventListener(InputEvents.PointerMove, this.onInputPointerMove);
183
+ this.context.input.addEventListener(InputEvents.PointerUp, this.onInputPointerUp);
184
+ if (!this._engineElementOverserver) {
185
+ this._engineElementOverserver = new MutationObserver((mutations) => {
186
+ for (const mut of mutations) {
187
+ if (mut.type === "attributes" && mut.attributeName === ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME) {
188
+ const value = this.context.domElement.getAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
189
+ if (value !== null) {
190
+ this.trySelectSceneFromValue(value);
191
+ }
192
+ }
193
+ }
194
+ });
195
+ }
196
+ this._engineElementOverserver.observe(this.context.domElement, {
197
+ attributes: true
198
+ });
199
+ if (!this._preloadScheduler)
200
+ this._preloadScheduler = new PreLoadScheduler(this);
201
+ this._preloadScheduler.maxLoadAhead = this.preloadNext;
202
+ this._preloadScheduler.maxLoadBehind = this.preloadPrevious;
203
+ this._preloadScheduler.maxConcurrent = this.preloadConcurrent;
204
+ this._preloadScheduler.begin(2000);
205
+ // Begin loading the loading scene
206
+ if (this.autoLoadFirstScene && this._currentIndex === -1 && !await this.tryLoadFromQueryParam()) {
207
+ const value = this.context.domElement.getAttribute(ENGINE_ELEMENT_SCENE_ATTRIBUTE_NAME);
208
+ // let locked = this.lock;
209
+ try {
210
+ // this.lock = false;
211
+ if (value === null || !await this.trySelectSceneFromValue(value)) {
212
+ if (this._currentIndex === -1)
213
+ this.select(0);
214
+ }
215
+ }
216
+ finally {
217
+ // this.lock = locked;
218
+ }
219
+ }
220
+ // create the menu buttons
221
+ if (this.createMenuButtons) {
222
+ this._menuButtons ??= [];
223
+ this._menuButtons.push(this.context.menu.appendChild({
224
+ label: "Previous",
225
+ icon: "arrow_back_ios",
226
+ onClick: () => this.selectPrev(),
227
+ priority: -1005,
228
+ class: "row2"
229
+ }));
230
+ this._menuButtons.push(this.context.menu.appendChild({
231
+ label: "Next",
232
+ icon: "arrow_forward_ios",
233
+ iconSide: "right",
234
+ onClick: () => this.selectNext(),
235
+ priority: -1000,
236
+ class: "row2"
237
+ }));
238
+ }
239
+ }
240
+ /** @internal */
241
+ onDisable() {
242
+ globalThis.removeEventListener("popstate", this.onPopState);
243
+ this.context.input.removeEventListener(InputEvents.KeyDown, this.onInputKeyDown);
244
+ this.context.input.removeEventListener(InputEvents.PointerMove, this.onInputPointerMove);
245
+ this.context.input.removeEventListener(InputEvents.PointerUp, this.onInputPointerUp);
246
+ this._preloadScheduler?.stop();
247
+ // remove the menu buttons
248
+ if (this._menuButtons) {
249
+ for (const button of this._menuButtons) {
250
+ button.remove();
251
+ }
252
+ this._menuButtons = undefined;
253
+ }
254
+ }
255
+ onPopState = async (_state) => {
256
+ if (!this.useHistory)
257
+ return;
258
+ const wasUsingHistory = this.useHistory;
259
+ try {
260
+ this.useHistory = false;
261
+ let didResolve = false;
262
+ if (this.queryParameterName)
263
+ didResolve = await this.tryLoadFromQueryParam();
264
+ if (!didResolve) {
265
+ const state = _state?.state;
266
+ if (state && state.startsWith(this.guid)) {
267
+ const value = state.substr(this.guid.length + 2);
268
+ if (debug)
269
+ console.log("PopState", value);
270
+ await this.trySelectSceneFromValue(value);
271
+ }
272
+ }
273
+ }
274
+ finally {
275
+ this.useHistory = wasUsingHistory;
276
+ }
277
+ };
278
+ normalizedSwipeThresholdX = 0.1;
279
+ _didSwipe = false;
280
+ onInputPointerMove = (e) => {
281
+ if (!this.useSwipe)
282
+ return;
283
+ if (!this._didSwipe && e.button === 0 && e.pointerType === "touch" && this.context.input.getPointerPressedCount() === 1) {
284
+ const delta = this.context.input.getPointerPositionDelta(e.button);
285
+ if (delta) {
286
+ const normalizedX = delta.x / this.context.domWidth;
287
+ if (normalizedX >= this.normalizedSwipeThresholdX) {
288
+ this._didSwipe = true;
289
+ this.selectPrev();
290
+ }
291
+ else if (normalizedX <= -this.normalizedSwipeThresholdX) {
292
+ this._didSwipe = true;
293
+ this.selectNext();
294
+ }
295
+ }
296
+ }
297
+ };
298
+ onInputPointerUp = (e) => {
299
+ if (e.button === 0) {
300
+ this._didSwipe = false;
301
+ }
302
+ };
303
+ onInputKeyDown = (e) => {
304
+ if (!this.useKeyboard)
305
+ return;
306
+ if (!this.scenes)
307
+ return;
308
+ const key = e.key.toLowerCase();
309
+ if (!key)
310
+ return;
311
+ const index = parseInt(key) - 1;
312
+ if (index >= 0) {
313
+ this.trySelectSceneFromValue(index);
314
+ return;
315
+ }
316
+ switch (key) {
317
+ case "arrowright":
318
+ case "d":
319
+ this.selectNext();
320
+ break;
321
+ case "arrowleft":
322
+ case "a":
323
+ this.selectPrev();
324
+ break;
325
+ }
326
+ };
327
+ /**
328
+ * Add a scene to the SceneSwitcher.
329
+ * If the scene is already added it will be added again.
330
+ * @param urlOrAssetReference The url of the scene or an AssetReference to the scene
331
+ * @returns The AssetReference of the scene that was added
332
+ * @example
333
+ * ```ts
334
+ * // adding a scene:
335
+ * sceneSwitcher.addScene("scene1.glb");
336
+ * // add another scene and load it:
337
+ * const scene2 = sceneSwitcher.addScene("scene2.glb");
338
+ * sceneSwitcher.switchScene(scene2).then(res => { console.log("Scene loaded", res); });
339
+ * ```
340
+ */
341
+ addScene(urlOrAssetReference) {
342
+ if (typeof urlOrAssetReference === "string") {
343
+ let assetReference = this.context.addressables.findAssetReference(urlOrAssetReference);
344
+ if (!assetReference) {
345
+ assetReference = new AssetReference(urlOrAssetReference);
346
+ this.context.addressables.registerAssetReference(assetReference);
347
+ }
348
+ this.scenes.push(assetReference);
349
+ return assetReference;
350
+ }
351
+ this.scenes.push(urlOrAssetReference);
352
+ return urlOrAssetReference;
353
+ }
354
+ /**
355
+ * Load the next scene in the scenes array ({@link this.currentIndex} + 1)
356
+ * If the current scene is the last scene in the array and {@link this.clamp} is disabled then the first scene will be loaded.
357
+ * @returns a promise that resolves to true if the scene was loaded successfully
358
+ */
359
+ selectNext() {
360
+ return this.select(this._currentIndex + 1);
361
+ }
362
+ /**
363
+ * Load the previous scene in the scenes array ({@link this.currentIndex} - 1)
364
+ * If the current scene is the first scene in the array and {@link this.clamp} is disabled then the last scene will be loaded.
365
+ * @returns a promise that resolves to true if the scene was loaded successfully
366
+ */
367
+ selectPrev() {
368
+ return this.select(this._currentIndex - 1);
369
+ }
370
+ /**
371
+ * Load a scene by its index in the scenes array.
372
+ * @param index The index of the scene or a string that represents the scene uri (if the url is not known to the SceneSwitcher it will try to load the scene by its uri but it won't be added to the current scenes array. Use {@link addScene} to add a scene to the SceneSwitcher)
373
+ * @returns a promise that resolves to true if the scene was loaded successfully
374
+ */
375
+ select(index) {
376
+ if (debug)
377
+ console.log("select", index);
378
+ if (typeof index === "object") {
379
+ // If a user tries to reference a scene object in a UnityEvent and invoke select(obj)
380
+ // Then the object will be serialized as a object { guid : ... } or with the index json pointer
381
+ // This case is not supported right now. Object references in the editor must not be scene references
382
+ console.warn("Switching to \"" + index + "\" might not work. Please either use an index or a AssetReference (not a scene reference)");
383
+ }
384
+ if (typeof index === "string") {
385
+ // If the parameter is a string we try to resolve the scene by its uri
386
+ // it's either already known in the scenes array
387
+ // or we create/get a new AssetReference and try to switch to that
388
+ const scene = this.scenes?.find(s => s.url === index);
389
+ if (!scene) {
390
+ // Ok the scene is unknown to the scene switcher
391
+ // we create a new asset reference (or get an existing one)
392
+ // And switch to that. With this we can not modify the history
393
+ // Until the scene switcher can store the uri in the history instead of the index
394
+ const reference = AssetReference.getOrCreate(this.sourceId ?? "", index, this.context);
395
+ return this.switchScene(reference);
396
+ }
397
+ if (scene)
398
+ index = this.scenes?.indexOf(scene);
399
+ else
400
+ return couldNotLoadScenePromise;
401
+ }
402
+ if (!this.scenes?.length)
403
+ return couldNotLoadScenePromise;
404
+ if (index < 0) {
405
+ if (this.clamp)
406
+ return couldNotLoadScenePromise;
407
+ index = this.scenes.length - 1;
408
+ }
409
+ else if (index >= this.scenes.length) {
410
+ if (this.clamp)
411
+ return couldNotLoadScenePromise;
412
+ index = 0;
413
+ }
414
+ const scene = this.scenes[index];
415
+ return this.switchScene(scene);
416
+ }
417
+ /**
418
+ * Unload the currently loaded scene.
419
+ */
420
+ unload() {
421
+ this.__lastSwitchScene = undefined;
422
+ this.__lastSwitchScenePromise = undefined;
423
+ return this.__unloadCurrentScene();
424
+ }
425
+ /**
426
+ * Reload the last scene that was loaded
427
+ * @returns a promise that resolves to true if the scene was loaded successfully
428
+ */
429
+ async reload() {
430
+ if (this.__lastSwitchScene) {
431
+ const scene = this.__lastSwitchScene;
432
+ this.__lastSwitchScene = undefined;
433
+ return this.switchScene(scene);
434
+ }
435
+ return false;
436
+ }
437
+ // this is the scene that was requested last
438
+ __lastSwitchScene;
439
+ __lastSwitchScenePromise;
440
+ /**
441
+ * Switch to a scene by its AssetReference.
442
+ * If the scene is already loaded it will be unloaded and the new scene will be loaded.
443
+ * If the scene is already loading it will wait for the scene to be loaded.
444
+ * If the scene is already loaded and the same scene is requested again it will return the same promise that was returned the first time the scene was requested.
445
+ * @param scene The AssetReference of the scene to switch to
446
+ * @returns a promise that resolves to true if the scene was loaded successfully
447
+ * @example
448
+ * ```ts
449
+ * const myAssetReference = new AssetReference("scene1.glb");
450
+ * sceneSwitcher.switchScene(myAssetReference).then(res => { console.log("Scene loaded", res); });
451
+ * ```
452
+ */
453
+ async switchScene(scene) {
454
+ if (!(scene instanceof AssetReference)) {
455
+ const type = typeof scene;
456
+ if (type === "string") {
457
+ return this.select(scene);
458
+ }
459
+ else if (type === "number") {
460
+ return this.select(scene);
461
+ }
462
+ // If we're switching an Object3D
463
+ else if (scene && scene instanceof Object3D) {
464
+ const i = this.scenes?.indexOf(scene);
465
+ scene = new AssetReference(scene.name, undefined, scene);
466
+ if (i >= 0)
467
+ this.scenes[i] = scene; // update the asset in the list to the new asset reference
468
+ }
469
+ else {
470
+ console.warn(`[SceneSwitcher] Can't switch to scene of type ${type}`);
471
+ return false;
472
+ }
473
+ }
474
+ if (scene.url === this.sourceId) {
475
+ console.warn("[SceneSwitcher] Can't load own scene - prevent recursive loading", this.sourceId);
476
+ return false;
477
+ }
478
+ // ensure that we never run the same scene switch multiple times (at the same time) for the same requested scene
479
+ if (this.__lastSwitchScene === scene && this.__lastSwitchScenePromise) {
480
+ return this.__lastSwitchScenePromise;
481
+ }
482
+ this.__lastSwitchScene = scene;
483
+ this.__lastSwitchScenePromise = this.__internalSwitchScene(scene);
484
+ const res = await this.__lastSwitchScenePromise;
485
+ return res;
486
+ }
487
+ async __unloadCurrentScene() {
488
+ const current = this._currentScene;
489
+ this._currentScene = undefined;
490
+ if (current) {
491
+ if (debug)
492
+ console.log("UNLOAD", current.url, "HasURL?: " + current.hasUrl);
493
+ const sceneListener = this.tryGetSceneEventListener(current.asset);
494
+ if (sceneListener?.sceneClosing) {
495
+ const res = sceneListener.sceneClosing();
496
+ if (res instanceof Promise)
497
+ await res;
498
+ }
499
+ // if the current scene has a URL (so it can be reloaded)
500
+ // then we unload it
501
+ if (current.hasUrl)
502
+ current.unload();
503
+ // otherwise if it's a regular Object3D we just remove it from the scene
504
+ else if (current.asset instanceof Object3D) {
505
+ GameObject.remove(current.asset);
506
+ }
507
+ }
508
+ }
509
+ _currentlyLoadingScene;
510
+ /** @internal */
511
+ async __internalSwitchScene(scene) {
512
+ await this.__unloadCurrentScene();
513
+ const index = this._currentIndex = this.scenes?.indexOf(scene) ?? -1;
514
+ try {
515
+ this._currentlyLoadingScene = scene;
516
+ this._currentLoadingProgress = new ProgressEvent("progress", { loaded: 0, total: 1 });
517
+ const loadStartEvt = new CustomEvent("loadscene-start", { detail: { scene: scene, switcher: this, index: index } });
518
+ this.dispatchEvent(loadStartEvt);
519
+ this.sceneLoadingStart?.invoke(loadStartEvt.detail);
520
+ await this.onStartLoading();
521
+ // start loading and wait for the scene to be loaded
522
+ await scene.loadAssetAsync((_, prog) => {
523
+ if (debug) {
524
+ const t01 = prog.loaded / prog.total;
525
+ const progressBarString = "[" + "=".repeat(Math.floor(t01 * 20)) + "-".repeat(20 - Math.floor(t01 * 20)) + "]";
526
+ console.debug(`[SceneSwitcher] Download ${(t01 * 100).toFixed(1)} % ${progressBarString}`, scene.url);
527
+ }
528
+ this._currentLoadingProgress = prog;
529
+ this.dispatchEvent(prog);
530
+ this.sceneLoadingProgress?.invoke(prog);
531
+ }).catch(console.error);
532
+ await this.onEndLoading();
533
+ const finishedEvt = new CustomEvent("loadscene-finished", { detail: { scene: scene, switcher: this, index: index } });
534
+ this.dispatchEvent(finishedEvt);
535
+ this._currentLoadingProgress = undefined;
536
+ this._currentlyLoadingScene = undefined;
537
+ if (finishedEvt.defaultPrevented) {
538
+ if (debug)
539
+ console.warn("Adding loaded scene prevented:", scene, finishedEvt);
540
+ return false;
541
+ }
542
+ if (!scene.asset) {
543
+ if (debug)
544
+ console.warn("Failed loading scene:", scene);
545
+ return false;
546
+ }
547
+ if (this._currentIndex === index) {
548
+ if (debug)
549
+ console.log("ADD", scene.url);
550
+ this._currentScene = scene;
551
+ // Experimental: replace the whole content of the scene
552
+ if (experimental_clearSceneOnLoad) {
553
+ const camera = this.context.mainCameraComponent?.gameObject || this.context.mainCamera;
554
+ camera?.removeFromParent();
555
+ const self = this.gameObject.removeFromParent();
556
+ destroy(this.context.scene, true, true);
557
+ this.context.scene = new Scene();
558
+ this.context.scene.add(self);
559
+ if (camera) {
560
+ this.context.scene.add(camera);
561
+ }
562
+ }
563
+ GameObject.add(scene.asset, this.gameObject);
564
+ if (this.useSceneLighting)
565
+ this.context.sceneLighting.enable(scene);
566
+ // Set the background texture from the loaded scene
567
+ if (this.useSceneBackground) {
568
+ const skybox = this.context.lightmaps.tryGetSkybox(scene.url);
569
+ if (skybox) {
570
+ skybox.mapping = EquirectangularReflectionMapping;
571
+ this.context.scene.background = skybox;
572
+ }
573
+ else if (debug) {
574
+ console.warn("SceneSwitcher: Can't find skybox for scene " + scene.url);
575
+ }
576
+ }
577
+ if (this.useHistory && index >= 0) {
578
+ // take the index as the query parameter value
579
+ let queryParameterValue = index.toString();
580
+ // unless the user defines that he wants to use the scene name
581
+ if (this.useSceneName) {
582
+ if (scene instanceof Object3D)
583
+ queryParameterValue = scene.name;
584
+ else if (scene.url)
585
+ queryParameterValue = sceneUriToName(scene.url);
586
+ }
587
+ // save the loaded scene as an url parameter
588
+ if (this.queryParameterName?.length)
589
+ setParamWithoutReload(this.queryParameterName, queryParameterValue, this.useHistory);
590
+ // or set the history state without updating the url parameter
591
+ else {
592
+ const lastState = history.state;
593
+ const stateName = this.guid + "::" + index;
594
+ if (lastState !== stateName)
595
+ history.pushState(stateName, "unused", location.href);
596
+ }
597
+ }
598
+ // Call SceneListener opened callback (if a SceneListener is in the scene)
599
+ const sceneListener = this.tryGetSceneEventListener(scene.asset);
600
+ if (sceneListener?.sceneOpened) {
601
+ const res = sceneListener.sceneOpened(this);
602
+ if (res instanceof Promise)
603
+ await res;
604
+ }
605
+ const openedEvt = new CustomEvent("scene-opened", { detail: { scene: scene, switcher: this, index: index } });
606
+ this.dispatchEvent(openedEvt);
607
+ this.sceneLoaded?.invoke(this);
608
+ return true;
609
+ }
610
+ }
611
+ catch (err) {
612
+ console.error(err);
613
+ }
614
+ return false;
615
+ }
616
+ preload(index) {
617
+ if (index >= 0 && index < this.scenes.length) {
618
+ const scene = this.scenes[index];
619
+ if (scene instanceof AssetReference)
620
+ return scene.preload();
621
+ }
622
+ return couldNotLoadScenePromise;
623
+ }
624
+ tryLoadFromQueryParam() {
625
+ if (!this.queryParameterName?.length)
626
+ return couldNotLoadScenePromise;
627
+ // try restore the scene from the url
628
+ const value = getParam(this.queryParameterName);
629
+ if (typeof value === "boolean")
630
+ return couldNotLoadScenePromise;
631
+ return this.trySelectSceneFromValue(value);
632
+ }
633
+ /** try to select a scene from a string or index */
634
+ trySelectSceneFromValue(value) {
635
+ if (typeof value === "string") {
636
+ const index = parseInt(value);
637
+ if (index >= 0 && index < this.scenes.length) {
638
+ return this.select(index);
639
+ ;
640
+ }
641
+ else {
642
+ // Try to find a scene with a matching name
643
+ // we don't care about casing. e.g. Scene1 and scene1 should both match
644
+ const lowerCaseValue = value.toLowerCase();
645
+ for (let i = 0; i < this.scenes.length; i++) {
646
+ const scene = this.scenes[i];
647
+ if (!scene)
648
+ continue;
649
+ const name = scene instanceof Object3D ? scene.name : sceneUriToName(scene.url);
650
+ if (name.toLowerCase().includes(lowerCaseValue)) {
651
+ return this.select(i);
652
+ }
653
+ }
654
+ }
655
+ }
656
+ else if (typeof value === "number") {
657
+ if (value >= 0 && value < this.scenes.length) {
658
+ return this.select(value);
659
+ ;
660
+ }
661
+ }
662
+ if (isLocalNetwork())
663
+ console.warn("Can not find scene: \"" + value + "\"", this);
664
+ return couldNotLoadScenePromise;
665
+ }
666
+ _lastLoadingScene = undefined;
667
+ _loadingScenePromise = undefined;
668
+ _isCurrentlyLoading = false;
669
+ _currentLoadingProgress = undefined;
670
+ async onStartLoading() {
671
+ this._isCurrentlyLoading = true;
672
+ if (this.loadingScene) {
673
+ // save the last loading scene reference so that it can be changed at runtime
674
+ // since we cache the loading promise here
675
+ if (this._lastLoadingScene !== this.loadingScene) {
676
+ this._loadingScenePromise = undefined;
677
+ }
678
+ this._lastLoadingScene = this.loadingScene;
679
+ if (!this._loadingScenePromise) {
680
+ this._loadingScenePromise = this.loadingScene?.loadAssetAsync().then(res => res != null);
681
+ }
682
+ await this._loadingScenePromise;
683
+ if (this._isCurrentlyLoading && this.loadingScene?.asset) {
684
+ if (debug)
685
+ console.log("Add loading scene", this.loadingScene.url, this.loadingScene.asset);
686
+ const loadingScene = this.loadingScene.asset;
687
+ GameObject.add(loadingScene, this.gameObject);
688
+ const sceneListener = this.tryGetSceneEventListener(loadingScene);
689
+ if (sceneListener?.sceneOpened) {
690
+ const res = sceneListener.sceneOpened(this);
691
+ if (res instanceof Promise)
692
+ await res;
693
+ }
694
+ }
695
+ }
696
+ // Invoke the event on a loading listener on the same object as the scene switcher
697
+ if (this._isCurrentlyLoading) {
698
+ const listener = this.tryGetSceneEventListener(this.gameObject);
699
+ if (listener) {
700
+ if (listener.sceneOpened) {
701
+ const res = listener.sceneOpened(this);
702
+ if (res instanceof Promise)
703
+ await res;
704
+ }
705
+ }
706
+ }
707
+ }
708
+ async onEndLoading() {
709
+ this._isCurrentlyLoading = false;
710
+ if (this.loadingScene?.asset) {
711
+ if (debug)
712
+ console.log("Remove loading scene", this.loadingScene.url);
713
+ const obj = this.loadingScene.asset;
714
+ // try to find an ISceneEventListener component
715
+ const sceneListener = this.tryGetSceneEventListener(obj);
716
+ if (typeof sceneListener?.sceneClosing === "function") {
717
+ const res = sceneListener.sceneClosing();
718
+ if (res instanceof Promise)
719
+ await res;
720
+ }
721
+ GameObject.remove(obj);
722
+ }
723
+ // Invoke the event on a loading listener on the same object as the scene switcher
724
+ if (!this._isCurrentlyLoading) {
725
+ const listener = this.tryGetSceneEventListener(this.gameObject);
726
+ if (listener) {
727
+ if (listener.sceneClosing) {
728
+ const res = listener.sceneClosing();
729
+ if (res instanceof Promise)
730
+ await res;
731
+ }
732
+ }
733
+ }
734
+ }
735
+ tryGetSceneEventListener(obj, level = 0) {
736
+ if (!obj) {
737
+ return null;
738
+ }
739
+ const sceneListener = GameObject.foreachComponent(obj, c => {
740
+ const i = c;
741
+ if (i.sceneClosing || i.sceneOpened)
742
+ return i;
743
+ else
744
+ return undefined;
745
+ });
746
+ // if we didnt find any component with the listener on the root object
747
+ // we also check the first level of its children because a scene might be a group
748
+ if (level === 0 && !sceneListener && obj.children.length) {
749
+ for (const ch of obj.children) {
750
+ const res = this.tryGetSceneEventListener(ch, level + 1);
751
+ if (res)
752
+ return res;
753
+ }
754
+ }
755
+ if (!sceneListener)
756
+ return null;
757
+ return sceneListener;
758
+ }
759
+ }
760
+ __decorate([
761
+ serializable()
762
+ ], SceneSwitcher.prototype, "autoLoadFirstScene", void 0);
763
+ __decorate([
764
+ serializable(AssetReference)
765
+ ], SceneSwitcher.prototype, "scenes", void 0);
766
+ __decorate([
767
+ serializable(AssetReference)
768
+ ], SceneSwitcher.prototype, "loadingScene", void 0);
769
+ __decorate([
770
+ serializable()
771
+ ], SceneSwitcher.prototype, "queryParameterName", void 0);
772
+ __decorate([
773
+ serializable()
774
+ ], SceneSwitcher.prototype, "useSceneName", void 0);
775
+ __decorate([
776
+ serializable()
777
+ ], SceneSwitcher.prototype, "clamp", void 0);
778
+ __decorate([
779
+ serializable()
780
+ ], SceneSwitcher.prototype, "useHistory", void 0);
781
+ __decorate([
782
+ serializable()
783
+ ], SceneSwitcher.prototype, "useKeyboard", void 0);
784
+ __decorate([
785
+ serializable()
786
+ ], SceneSwitcher.prototype, "useSwipe", void 0);
787
+ __decorate([
788
+ serializable()
789
+ ], SceneSwitcher.prototype, "useSceneLighting", void 0);
790
+ __decorate([
791
+ serializable()
792
+ ], SceneSwitcher.prototype, "useSceneBackground", void 0);
793
+ __decorate([
794
+ serializable()
795
+ ], SceneSwitcher.prototype, "preloadNext", void 0);
796
+ __decorate([
797
+ serializable()
798
+ ], SceneSwitcher.prototype, "preloadPrevious", void 0);
799
+ __decorate([
800
+ serializable()
801
+ ], SceneSwitcher.prototype, "preloadConcurrent", void 0);
802
+ __decorate([
803
+ serializable()
804
+ ], SceneSwitcher.prototype, "createMenuButtons", void 0);
805
+ __decorate([
806
+ serializable(EventList)
807
+ ], SceneSwitcher.prototype, "sceneLoadingStart", void 0);
808
+ __decorate([
809
+ serializable(EventList)
810
+ ], SceneSwitcher.prototype, "sceneLoadingProgress", void 0);
811
+ __decorate([
812
+ serializable(EventList)
813
+ ], SceneSwitcher.prototype, "sceneLoaded", void 0);
814
+ function sceneUriToName(uri) {
815
+ const name = uri.split("/").pop();
816
+ const value = name?.split(".").shift();
817
+ if (value?.length)
818
+ return value;
819
+ return uri;
820
+ }
821
+ /**
822
+ * PreLoadScheduler is responsible for managing preloading of scenes.
823
+ * It handles scheduling and limiting concurrent downloads of scenes based on specified parameters.
824
+ */
825
+ class PreLoadScheduler {
826
+ /** Maximum number of scenes to preload ahead of the current scene */
827
+ maxLoadAhead;
828
+ /** Maximum number of scenes to preload behind the current scene */
829
+ maxLoadBehind;
830
+ /** Maximum number of scenes that can be preloaded concurrently */
831
+ maxConcurrent;
832
+ _isRunning = false;
833
+ _switcher;
834
+ _loadTasks = [];
835
+ _maxConcurrentLoads = 1;
836
+ /**
837
+ * Creates a new PreLoadScheduler instance
838
+ * @param rooms The SceneSwitcher that this scheduler belongs to
839
+ * @param ahead Number of scenes to preload ahead of current scene
840
+ * @param behind Number of scenes to preload behind current scene
841
+ * @param maxConcurrent Maximum number of concurrent preloads allowed
842
+ */
843
+ constructor(rooms, ahead = 1, behind = 1, maxConcurrent = 2) {
844
+ this._switcher = rooms;
845
+ this.maxLoadAhead = ahead;
846
+ this.maxLoadBehind = behind;
847
+ this.maxConcurrent = maxConcurrent;
848
+ }
849
+ /**
850
+ * Starts the preloading process after a specified delay
851
+ * @param delay Time in milliseconds to wait before starting preload
852
+ */
853
+ begin(delay) {
854
+ if (this._isRunning)
855
+ return;
856
+ if (debug)
857
+ console.log("Preload begin", { delay });
858
+ this._isRunning = true;
859
+ let lastRoom = -10;
860
+ let searchDistance;
861
+ let searchCall;
862
+ const array = this._switcher.scenes;
863
+ const startTime = Date.now() + delay;
864
+ const interval = setInterval(() => {
865
+ if (this.allLoaded()) {
866
+ if (debug)
867
+ console.log("All scenes (pre-)loaded");
868
+ this.stop();
869
+ }
870
+ if (!this._isRunning) {
871
+ clearInterval(interval);
872
+ return;
873
+ }
874
+ if (Date.now() < startTime)
875
+ return;
876
+ if (this.canLoadNewScene() === false)
877
+ return;
878
+ if (lastRoom === -10 || lastRoom !== this._switcher.currentIndex) {
879
+ lastRoom = this._switcher.currentIndex;
880
+ searchCall = 0;
881
+ searchDistance = 0;
882
+ }
883
+ const searchForward = searchCall % 2 === 0;
884
+ if (searchForward)
885
+ searchDistance += 1;
886
+ searchCall += 1;
887
+ const maxSearchDistance = searchForward ? this.maxLoadAhead : this.maxLoadBehind;
888
+ if (searchDistance > maxSearchDistance)
889
+ return;
890
+ const roomIndex = searchForward ? lastRoom + searchDistance : lastRoom - searchDistance;
891
+ if (roomIndex < 0)
892
+ return;
893
+ // if (roomIndex < 0) roomIndex = array.length + roomIndex;
894
+ if (roomIndex < 0 || roomIndex >= array.length)
895
+ return;
896
+ if (!this._loadTasks.some(t => t.index === roomIndex)) {
897
+ const scene = array[roomIndex];
898
+ if (debug)
899
+ console.log("Preload scene", { roomIndex, searchForward, lastRoom, currentIndex: this._switcher.currentIndex, tasks: this._loadTasks.length }, scene?.url);
900
+ new LoadTask(roomIndex, scene, this._loadTasks);
901
+ }
902
+ }, 200);
903
+ }
904
+ /**
905
+ * Stops the preloading process
906
+ */
907
+ stop() {
908
+ this._isRunning = false;
909
+ }
910
+ /**
911
+ * Checks if a new scene can be loaded based on current load limits
912
+ * @returns True if a new scene can be loaded, false otherwise
913
+ */
914
+ canLoadNewScene() {
915
+ return this._loadTasks.length < this._maxConcurrentLoads;
916
+ }
917
+ /**
918
+ * Checks if all scenes in the SceneSwitcher have been loaded
919
+ * @returns True if all scenes are loaded, false otherwise
920
+ */
921
+ allLoaded() {
922
+ if (this._switcher.scenes) {
923
+ for (const scene of this._switcher.scenes) {
924
+ if (!scene?.isLoaded)
925
+ continue;
926
+ if (scene.isLoaded() === false)
927
+ return false;
928
+ }
929
+ }
930
+ return true;
931
+ }
932
+ }
933
+ /**
934
+ * Represents a single preloading task for a scene
935
+ */
936
+ class LoadTask {
937
+ /** The index of the scene in the scenes array */
938
+ index;
939
+ /** The AssetReference to be loaded */
940
+ asset;
941
+ /** The collection of active load tasks this task belongs to */
942
+ tasks;
943
+ /**
944
+ * Creates a new LoadTask and begins loading immediately
945
+ * @param index The index of the scene in the scenes array
946
+ * @param asset The AssetReference to preload
947
+ * @param tasks The collection of active load tasks
948
+ */
949
+ constructor(index, asset, tasks) {
950
+ this.index = index;
951
+ this.asset = asset;
952
+ this.tasks = tasks;
953
+ tasks.push(this);
954
+ this.awaitLoading();
955
+ }
956
+ /**
957
+ * Asynchronously loads the asset and removes this task from the active tasks list when complete
958
+ */
959
+ async awaitLoading() {
960
+ if (this.asset && !this.asset.isLoaded()) {
961
+ if (debug)
962
+ console.log("Preload start: " + this.asset.url, this.index);
963
+ await this.asset.preload();
964
+ if (debug)
965
+ console.log("Preload finished: " + this.asset.url, this.index);
966
+ }
967
+ const i = this.tasks.indexOf(this);
968
+ if (i >= 0)
969
+ this.tasks.splice(i, 1);
970
+ }
971
+ }
972
972
  //# sourceMappingURL=SceneSwitcher.js.map