@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
  1001. package/src/engine-components/ui/RaycastUtils.ts +69 -69
  1002. package/src/engine-components/ui/Raycaster.ts +102 -102
  1003. package/src/engine-components/ui/RectTransform.ts +375 -375
  1004. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1005. package/src/engine-components/ui/Symbols.ts +1 -1
  1006. package/src/engine-components/ui/Text.ts +578 -578
  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
  1011. package/src/engine-components/webxr/Avatar.ts +265 -265
  1012. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1013. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1014. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1015. package/src/engine-components/webxr/WebXR.ts +585 -585
  1016. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1017. package/src/engine-components/webxr/WebXRImageTracking.ts +519 -519
  1018. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1019. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1020. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1021. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1022. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1023. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1024. package/src/engine-components/webxr/index.ts +2 -2
  1025. package/src/engine-components/webxr/types.ts +3 -3
  1026. package/src/engine-components-experimental/Presentation.ts +12 -12
  1027. package/src/engine-components-experimental/api.ts +4 -4
  1028. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1029. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1030. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1031. package/src/engine-schemes/README.md +1 -1
  1032. package/src/engine-schemes/api.ts +12 -12
  1033. package/src/engine-schemes/dist/api.js +17 -0
  1034. package/src/engine-schemes/dist/api.js.meta +7 -0
  1035. package/src/engine-schemes/dist/schemes.js +25 -0
  1036. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1037. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1038. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1039. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1040. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1041. package/src/engine-schemes/dist/transform.js +46 -0
  1042. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1043. package/src/engine-schemes/dist/vec2.js +32 -0
  1044. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1045. package/src/engine-schemes/dist/vec3.js +36 -0
  1046. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1047. package/src/engine-schemes/dist/vec4.js +40 -0
  1048. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1049. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1050. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1051. package/src/engine-schemes/schemes.ts +28 -28
  1052. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1053. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1054. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1055. package/src/engine-schemes/transform.ts +50 -50
  1056. package/src/engine-schemes/transforms.fbs +25 -25
  1057. package/src/engine-schemes/vec.fbs +19 -19
  1058. package/src/engine-schemes/vec2.ts +33 -33
  1059. package/src/engine-schemes/vec3.ts +38 -38
  1060. package/src/engine-schemes/vec4.ts +43 -43
  1061. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1062. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1063. package/src/include/draco/draco_decoder.js +34 -34
  1064. package/src/include/ktx2/basis_transcoder.js +21 -21
  1065. package/src/include/needle/arial-msdf.json +1471 -1471
  1066. package/src/include/three/DragControls.js +231 -231
  1067. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1068. package/src/needle-engine.ts +70 -70
  1069. package/dist/generateMeshBVH.worker-BaNp_Xtp.js +0 -25
  1070. package/dist/gltf-progressive-60Qk5ebF.min.js +0 -8
  1071. package/dist/gltf-progressive-DM5ZiecW.js +0 -1060
  1072. package/dist/gltf-progressive-wxtaVmio.umd.cjs +0 -8
@@ -1,602 +1,602 @@
1
- import { Object3D, TextureLoader } from "three";
2
- import { getParam, resolveUrl } from "../engine/engine_utils.js";
3
- import { destroy, instantiate, InstantiateOptions, isDestroyed } from "./engine_gameobject.js";
4
- import { getLoader } from "./engine_gltf.js";
5
- import { processNewScripts } from "./engine_mainloop_utils.js";
6
- import { BlobStorage } from "./engine_networking_blob.js";
7
- import { registerPrefabProvider, syncInstantiate } from "./engine_networking_instantiate.js";
8
- import { TypeSerializer } from "./engine_serialization_core.js";
9
- import { Context } from "./engine_setup.js";
10
- const debug = getParam("debugaddressables");
11
- /**
12
- * The Addressables class is used to register and manage {@link AssetReference} types
13
- * It can be accessed from components via {@link Context.Current} or {@link Context.addressables} (e.g. `this.context.addressables`)
14
- */
15
- export class Addressables {
16
- _context;
17
- _assetReferences = {};
18
- /** @internal */
19
- constructor(context) {
20
- this._context = context;
21
- this._context.pre_update_callbacks.push(this.preUpdate);
22
- }
23
- /** @internal */
24
- dispose() {
25
- const preUpdateIndex = this._context.pre_update_callbacks.indexOf(this.preUpdate);
26
- if (preUpdateIndex >= 0) {
27
- this._context.pre_update_callbacks.splice(preUpdateIndex, 1);
28
- }
29
- for (const key in this._assetReferences) {
30
- const ref = this._assetReferences[key];
31
- ref?.unload();
32
- }
33
- this._assetReferences = {};
34
- }
35
- preUpdate = () => {
36
- };
37
- /**
38
- * Find a registered AssetReference by its URL
39
- */
40
- findAssetReference(url) {
41
- return this._assetReferences[url] || null;
42
- }
43
- /**
44
- * Register an asset reference
45
- * @internal
46
- */
47
- registerAssetReference(ref) {
48
- if (!ref.url)
49
- return ref;
50
- if (!this._assetReferences[ref.url]) {
51
- this._assetReferences[ref.url] = ref;
52
- }
53
- else {
54
- console.warn("Asset reference already registered", ref);
55
- }
56
- return ref;
57
- }
58
- /** @internal */
59
- unregisterAssetReference(ref) {
60
- if (!ref.url)
61
- return;
62
- delete this._assetReferences[ref.url];
63
- }
64
- }
65
- const $assetReference = Symbol("assetReference");
66
- /** ### AssetReferences can be used to easily load glTF or GLB assets
67
- * You can use `AssetReference.getOrCreate` to get an AssetReference for a URL to be easily loaded.
68
- * When using the same URL multiple times the same AssetReference will be returned, this avoids loading or creating the same asset multiple times.
69
- * - `myAssetReference.preload()` to load the asset binary without creating an instance yet.
70
- * - `myAssetReference.loadAssetAsync()` to load the asset and create an instance.
71
- * - `myAssetReference.instantiate()` to load the asset and create a new instance.
72
- * - `myAssetReference.unload()` to dispose allocated memory and destroy the asset instance.
73
- */
74
- export class AssetReference {
75
- /**
76
- * Get an AssetReference for a URL to be easily loaded.
77
- * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
78
- * @param url The URL of the asset to load. The url can be relative or absolute.
79
- * @param context The context to use for loading the asset
80
- * @returns the AssetReference for the URL
81
- */
82
- static getOrCreateFromUrl(url, context) {
83
- if (!context) {
84
- context = Context.Current;
85
- if (!context)
86
- throw new Error("Context is required when sourceId is a string. When you call this method from a component you can call it with \"getOrCreate(this, url)\" where \"this\" is the component.");
87
- }
88
- const addressables = context.addressables;
89
- const existing = addressables.findAssetReference(url);
90
- if (existing)
91
- return existing;
92
- const ref = new AssetReference(url, context.hash);
93
- addressables.registerAssetReference(ref);
94
- return ref;
95
- }
96
- /**
97
- * Get an AssetReference for a URL to be easily loaded.
98
- * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
99
- */
100
- static getOrCreate(sourceId, url, context) {
101
- if (typeof sourceId === "string") {
102
- if (!context) {
103
- context = Context.Current;
104
- if (!context)
105
- throw new Error("Context is required when sourceId is a string. When you call this method from a component you can call it with \"getOrCreate(this, url)\" where \"this\" is the component.");
106
- }
107
- }
108
- else {
109
- context = sourceId.context;
110
- sourceId = sourceId.sourceId;
111
- }
112
- const fullPath = resolveUrl(sourceId, url);
113
- if (debug)
114
- console.log("GetOrCreate Addressable from", sourceId, url, "FinalPath=", fullPath);
115
- const addressables = context.addressables;
116
- const existing = addressables.findAssetReference(fullPath);
117
- if (existing)
118
- return existing;
119
- const ref = new AssetReference(fullPath, context.hash);
120
- addressables.registerAssetReference(ref);
121
- return ref;
122
- }
123
- static currentlyInstantiating = new Map();
124
- /** @returns true if this is an AssetReference instance */
125
- get isAssetReference() { return true; }
126
- /** The loaded asset */
127
- get asset() {
128
- return this._glbRoot ?? this._asset;
129
- }
130
- set asset(val) {
131
- this._asset = val;
132
- }
133
- _loading;
134
- /** The url of the loaded asset (or the asset to be loaded)
135
- * @deprecated use url */
136
- get uri() {
137
- return this._url;
138
- }
139
- /** The url of the loaded asset (or the asset to be loaded) */
140
- get url() {
141
- return this._url;
142
- }
143
- /** The name of the assigned url. This name is deduced from the url and might not reflect the actual name of the asset */
144
- get urlName() {
145
- return this._urlName;
146
- }
147
- ;
148
- /**
149
- * @returns true if the uri is a valid URL (http, https, blob)
150
- */
151
- get hasUrl() {
152
- return this._url !== undefined &&
153
- (this._url.startsWith("http") || this._url.startsWith("blob:") || this._url.startsWith("www.") || this._url.includes("/"));
154
- }
155
- /**
156
- * This is the loaded asset root object. If the asset is a glb/gltf file this will be the {@link three#Scene} object.
157
- */
158
- get rawAsset() { return this._asset; }
159
- _asset;
160
- _glbRoot;
161
- _url;
162
- _urlName;
163
- _progressListeners = [];
164
- _isLoadingRawBinary = false;
165
- _rawBinary;
166
- /** @internal */
167
- constructor(uri, _hash, asset = null) {
168
- this._url = uri;
169
- const lastUriPart = uri.lastIndexOf("/");
170
- if (lastUriPart >= 0) {
171
- this._urlName = uri.substring(lastUriPart + 1);
172
- // remove file extension
173
- const lastDot = this._urlName.lastIndexOf(".");
174
- if (lastDot >= 0) {
175
- this._urlName = this._urlName.substring(0, lastDot);
176
- }
177
- }
178
- else {
179
- this._urlName = uri;
180
- }
181
- if (asset !== null)
182
- this.asset = asset;
183
- registerPrefabProvider(this._url, this.onResolvePrefab.bind(this));
184
- }
185
- async onResolvePrefab(url) {
186
- if (url === this.url) {
187
- if (this.mustLoad)
188
- await this.loadAssetAsync();
189
- if (this.asset) {
190
- return this.asset;
191
- }
192
- }
193
- return null;
194
- }
195
- get mustLoad() {
196
- return !this.asset || this.asset.__destroyed === true || isDestroyed(this.asset) === true;
197
- }
198
- /**
199
- * @returns `true` if the asset has been loaded (via preload) or if it exists already (assigned to `asset`) */
200
- isLoaded() { return this._rawBinary || this.asset !== undefined; }
201
- /** frees previously allocated memory and destroys the current `asset` instance (if any) */
202
- unload() {
203
- if (this.asset) {
204
- if (debug)
205
- console.log("Unload", this.asset);
206
- // TODO: we need a way to remove objects from the context (including components) without actually "destroying" them
207
- if ("scene" in this.asset && this.asset.scene)
208
- destroy(this.asset.scene, true, true);
209
- destroy(this.asset, true, true);
210
- }
211
- this.asset = null;
212
- this._rawBinary = undefined;
213
- this._glbRoot = null;
214
- this._loading = undefined;
215
- if (Context.Current) {
216
- Context.Current.addressables.unregisterAssetReference(this);
217
- }
218
- }
219
- /** loads the asset binary without creating an instance */
220
- async preload() {
221
- if (!this.mustLoad)
222
- return null;
223
- if (this._isLoadingRawBinary)
224
- return null;
225
- if (this._rawBinary !== undefined)
226
- return this._rawBinary;
227
- this._isLoadingRawBinary = true;
228
- if (debug)
229
- console.log("Preload", this.url);
230
- const res = await BlobStorage.download(this.url, p => {
231
- this.raiseProgressEvent(p);
232
- });
233
- this._rawBinary = res?.buffer ?? null;
234
- this._isLoadingRawBinary = false;
235
- return this._rawBinary;
236
- }
237
- // TODO: we need a way to abort loading a resource
238
- /** Loads the asset and creates one instance (assigned to `asset`)
239
- * @returns the loaded asset
240
- */
241
- async loadAssetAsync(prog) {
242
- if (debug)
243
- console.log("loadAssetAsync", this.url);
244
- if (!this.mustLoad)
245
- return this.asset;
246
- if (prog)
247
- this._progressListeners.push(prog);
248
- if (this._loading !== undefined) {
249
- // console.warn("Wait for other loading thiny");
250
- return this._loading.then(_ => this.asset);
251
- }
252
- const context = Context.Current;
253
- // TODO: technically we shouldnt call awake only when the object is added to a scene
254
- // addressables now allow loading things without adding them to a scene immediately
255
- // we should "address" (LUL) this
256
- // console.log("START LOADING");
257
- if (this._rawBinary) {
258
- if (!(this._rawBinary instanceof ArrayBuffer)) {
259
- console.error("Failed loading: Invalid raw binary data. Must be of type ArrayBuffer. " + (typeof this._rawBinary));
260
- return null;
261
- }
262
- this._loading = getLoader().parseSync(context, this._rawBinary, this.url, null);
263
- this.raiseProgressEvent(new ProgressEvent("progress", { loaded: this._rawBinary.byteLength, total: this._rawBinary.byteLength }));
264
- }
265
- else {
266
- if (debug)
267
- console.log("Load async", this.url);
268
- this._loading = getLoader().loadSync(context, this.url, this.url, null, prog => {
269
- this.raiseProgressEvent(prog);
270
- });
271
- }
272
- const res = await this._loading;
273
- // clear all progress listeners after download has finished
274
- this._progressListeners.length = 0;
275
- this._glbRoot = this.tryGetActualGameObjectRoot(res);
276
- this._loading = undefined;
277
- if (res) {
278
- // Make sure the loaded roots all have a reference to this AssetReference
279
- // that was originally loading it.
280
- // We need this when the loaded asset is being disposed
281
- // TODO: we have to prevent disposing resources that are still in use
282
- res[$assetReference] = this;
283
- if (this._glbRoot)
284
- this._glbRoot[$assetReference] = this;
285
- if (this.asset)
286
- this.asset[$assetReference] = this;
287
- // we need to handle the pre_setup callsbacks before instantiating
288
- // because that is where deserialization happens
289
- processNewScripts(context);
290
- if (res.scene !== undefined) {
291
- this.asset = res;
292
- }
293
- return this.asset;
294
- }
295
- return null;
296
- }
297
- /** loads and returns a new instance of `asset` */
298
- instantiate(parent) {
299
- return this.onInstantiate(parent, false);
300
- }
301
- /** loads and returns a new instance of `asset` - this call is networked so an instance will be created on all connected users */
302
- instantiateSynced(parent, saveOnServer = true) {
303
- return this.onInstantiate(parent, true, saveOnServer);
304
- }
305
- beginListenDownload(evt) {
306
- if (this._progressListeners.indexOf(evt) < 0)
307
- this._progressListeners.push(evt);
308
- }
309
- endListenDownload(evt) {
310
- const index = this._progressListeners.indexOf(evt);
311
- if (index >= 0) {
312
- this._progressListeners.splice(index, 1);
313
- }
314
- }
315
- raiseProgressEvent(prog) {
316
- for (const list of this._progressListeners) {
317
- list(this, prog);
318
- }
319
- }
320
- async onInstantiate(opts, networked = false, saveOnServer) {
321
- const context = Context.Current;
322
- // clone the instantiate options immediately
323
- // in case the user is not awaiting this call and already modifying the options
324
- const options = new InstantiateOptions();
325
- if (opts instanceof Object3D) {
326
- options.parent = opts;
327
- }
328
- else if (opts) {
329
- // Assign to e.g. have SyncInstantiateOptions
330
- Object.assign(options, opts);
331
- options.cloneAssign(opts);
332
- }
333
- if (options.parent === undefined)
334
- options.parent = context.scene;
335
- // ensure the asset is loaded
336
- if (this.mustLoad) {
337
- await this.loadAssetAsync();
338
- }
339
- if (debug)
340
- console.log("Instantiate", this.url, "parent:", opts);
341
- if (this.asset) {
342
- if (debug)
343
- console.log("Add to scene", this.asset);
344
- let count = AssetReference.currentlyInstantiating.get(this.url);
345
- // allow up to 10000 instantiations of the same prefab in the same frame
346
- if (count !== undefined && count >= 10000) {
347
- console.error("Recursive or too many instantiations of " + this.url + " in the same frame (" + count + ")");
348
- return null;
349
- }
350
- try {
351
- if (count === undefined)
352
- count = 0;
353
- count += 1;
354
- AssetReference.currentlyInstantiating.set(this.url, count);
355
- if (networked) {
356
- options.context = context;
357
- const prefab = this.asset;
358
- prefab.guid = this.url;
359
- const instance = syncInstantiate(prefab, options, undefined, saveOnServer);
360
- if (instance) {
361
- return instance;
362
- }
363
- }
364
- else {
365
- const instance = instantiate(this.asset, options);
366
- if (instance) {
367
- return instance;
368
- }
369
- }
370
- }
371
- finally {
372
- context.post_render_callbacks.push(() => {
373
- if (count === undefined || count < 0)
374
- count = 0;
375
- else
376
- count -= 1;
377
- AssetReference.currentlyInstantiating.set(this.url, count);
378
- });
379
- }
380
- }
381
- else if (debug)
382
- console.warn("Failed to load asset", this.url);
383
- return null;
384
- }
385
- /**
386
- * try to ignore the intermediate created object
387
- * because it causes trouble if we instantiate an assetreference per player
388
- * and call destroy on the player marker root
389
- * @returns the scene root object if the asset was a glb/gltf
390
- */
391
- tryGetActualGameObjectRoot(asset) {
392
- if (asset && asset.scene) {
393
- // some exporters produce additional root objects
394
- const scene = asset.scene;
395
- if (scene.isGroup && scene.children.length === 1 && scene.children[0].name + "glb" === scene.name) {
396
- const root = scene.children[0];
397
- return root;
398
- }
399
- // ok the scene is the scene, just use that then
400
- else
401
- return scene;
402
- }
403
- return null;
404
- }
405
- }
406
- class AddressableSerializer extends TypeSerializer {
407
- constructor() {
408
- super([AssetReference], "AssetReferenceSerializer");
409
- }
410
- onSerialize(data, _context) {
411
- if (data && data.uri !== undefined && typeof data.uri === "string") {
412
- return data.uri;
413
- }
414
- }
415
- onDeserialize(data, context) {
416
- if (typeof data === "string") {
417
- if (!context.context) {
418
- console.error("Missing context");
419
- return null;
420
- }
421
- if (!context.gltfId) {
422
- console.error("Missing source id");
423
- return null;
424
- }
425
- const ref = AssetReference.getOrCreate(context.gltfId, data, context.context);
426
- return ref;
427
- }
428
- else if (data instanceof Object3D) {
429
- if (!context.context) {
430
- console.error("Missing context");
431
- return null;
432
- }
433
- if (!context.gltfId) {
434
- console.error("Missing source id");
435
- return null;
436
- }
437
- const obj = data;
438
- const ctx = context.context;
439
- const guid = obj["guid"] ?? obj.uuid;
440
- const existing = ctx.addressables.findAssetReference(guid);
441
- if (existing)
442
- return existing;
443
- const ref = new AssetReference(guid, undefined, obj);
444
- ctx.addressables.registerAssetReference(ref);
445
- return ref;
446
- }
447
- return null;
448
- }
449
- }
450
- new AddressableSerializer();
451
- const failedTexturePromise = Promise.resolve(null);
452
- /** Use this if a file is a external image URL
453
- * @example
454
- * ```ts
455
- * @serializable(ImageReference)
456
- * myImage?:ImageReference;
457
- * ```
458
- */
459
- export class ImageReference {
460
- static imageReferences = new Map();
461
- static getOrCreate(url) {
462
- let ref = ImageReference.imageReferences.get(url);
463
- if (!ref) {
464
- ref = new ImageReference(url);
465
- ImageReference.imageReferences.set(url, ref);
466
- }
467
- return ref;
468
- }
469
- constructor(url) {
470
- this.url = url;
471
- }
472
- url;
473
- _bitmap;
474
- _bitmapObject;
475
- dispose() {
476
- if (this._bitmapObject) {
477
- this._bitmapObject.close();
478
- }
479
- this._bitmap = undefined;
480
- }
481
- createHTMLImage() {
482
- const img = new Image();
483
- img.src = this.url;
484
- return img;
485
- }
486
- loader = null;
487
- createTexture() {
488
- if (!this.url) {
489
- console.error("Can not load texture without url");
490
- return failedTexturePromise;
491
- }
492
- if (!this.loader)
493
- this.loader = new TextureLoader();
494
- this.loader.setCrossOrigin("anonymous");
495
- return this.loader.loadAsync(this.url).then(res => {
496
- if (res && !res.name?.length) {
497
- // default name if no name is defined
498
- res.name = this.url.split("/").pop() ?? this.url;
499
- }
500
- return res;
501
- });
502
- // return this.getBitmap().then((bitmap) => {
503
- // if (bitmap) {
504
- // const texture = new Texture(bitmap);
505
- // texture.needsUpdate = true;
506
- // return texture;
507
- // }
508
- // return null;
509
- // });
510
- }
511
- /** Loads the bitmap data of the image */
512
- getBitmap() {
513
- if (this._bitmap)
514
- return this._bitmap;
515
- this._bitmap = new Promise((res, _) => {
516
- const imageElement = document.createElement("img");
517
- imageElement.addEventListener("load", () => {
518
- this._bitmap = createImageBitmap(imageElement).then((bitmap) => {
519
- this._bitmapObject = bitmap;
520
- res(bitmap);
521
- return bitmap;
522
- });
523
- });
524
- imageElement.addEventListener("error", err => {
525
- console.error("Failed to load image:" + this.url, err);
526
- res(null);
527
- });
528
- imageElement.src = this.url;
529
- });
530
- return this._bitmap;
531
- }
532
- }
533
- /** @internal */
534
- export class ImageReferenceSerializer extends TypeSerializer {
535
- constructor() {
536
- super([ImageReference], "ImageReferenceSerializer");
537
- }
538
- onSerialize(_data, _context) {
539
- return null;
540
- }
541
- onDeserialize(data, _context) {
542
- if (typeof data === "string") {
543
- const url = resolveUrl(_context.gltfId, data);
544
- return ImageReference.getOrCreate(url);
545
- }
546
- return undefined;
547
- }
548
- }
549
- new ImageReferenceSerializer();
550
- /** Use this if a file is a external file URL. The file can be any arbitrary binary data like a videofile or a text asset
551
- */
552
- export class FileReference {
553
- static cache = new Map();
554
- static getOrCreate(url) {
555
- let ref = FileReference.cache.get(url);
556
- if (!ref) {
557
- ref = new FileReference(url);
558
- FileReference.cache.set(url, ref);
559
- }
560
- return ref;
561
- }
562
- /** Load the file binary data
563
- * @returns a promise that resolves to the binary data of the file. Make sure to await this request or use `.then(res => {...})` to get the result.
564
- */
565
- async loadRaw() {
566
- if (!this.res)
567
- this.res = fetch(this.url);
568
- return this.res.then(res => res.blob());
569
- }
570
- /** Load the file as text (if the referenced file is a text file like a .txt or .json file)
571
- * @returns a promise that resolves to the text data of the file. Make sure to await this request or use `.then(res => {...})` to get the result. If the format is json you can use `JSON.parse(result)` to convert it to a json object
572
- */
573
- async loadText() {
574
- if (!this.res)
575
- this.res = fetch(this.url);
576
- return this.res.then(res => res.text());
577
- }
578
- /** The resolved url to the file */
579
- url;
580
- res;
581
- constructor(url) {
582
- this.url = url;
583
- }
584
- }
585
- /** @internal */
586
- export class FileReferenceSerializer extends TypeSerializer {
587
- constructor() {
588
- super([FileReference], "FileReferenceSerializer");
589
- }
590
- onSerialize(_data, _context) {
591
- return null;
592
- }
593
- onDeserialize(data, _context) {
594
- if (typeof data === "string") {
595
- const url = resolveUrl(_context.gltfId, data);
596
- return FileReference.getOrCreate(url);
597
- }
598
- return undefined;
599
- }
600
- }
601
- new FileReferenceSerializer();
1
+ import { Object3D, TextureLoader } from "three";
2
+ import { getParam, resolveUrl } from "../engine/engine_utils.js";
3
+ import { destroy, instantiate, InstantiateOptions, isDestroyed } from "./engine_gameobject.js";
4
+ import { getLoader } from "./engine_gltf.js";
5
+ import { processNewScripts } from "./engine_mainloop_utils.js";
6
+ import { BlobStorage } from "./engine_networking_blob.js";
7
+ import { registerPrefabProvider, syncInstantiate } from "./engine_networking_instantiate.js";
8
+ import { TypeSerializer } from "./engine_serialization_core.js";
9
+ import { Context } from "./engine_setup.js";
10
+ const debug = getParam("debugaddressables");
11
+ /**
12
+ * The Addressables class is used to register and manage {@link AssetReference} types
13
+ * It can be accessed from components via {@link Context.Current} or {@link Context.addressables} (e.g. `this.context.addressables`)
14
+ */
15
+ export class Addressables {
16
+ _context;
17
+ _assetReferences = {};
18
+ /** @internal */
19
+ constructor(context) {
20
+ this._context = context;
21
+ this._context.pre_update_callbacks.push(this.preUpdate);
22
+ }
23
+ /** @internal */
24
+ dispose() {
25
+ const preUpdateIndex = this._context.pre_update_callbacks.indexOf(this.preUpdate);
26
+ if (preUpdateIndex >= 0) {
27
+ this._context.pre_update_callbacks.splice(preUpdateIndex, 1);
28
+ }
29
+ for (const key in this._assetReferences) {
30
+ const ref = this._assetReferences[key];
31
+ ref?.unload();
32
+ }
33
+ this._assetReferences = {};
34
+ }
35
+ preUpdate = () => {
36
+ };
37
+ /**
38
+ * Find a registered AssetReference by its URL
39
+ */
40
+ findAssetReference(url) {
41
+ return this._assetReferences[url] || null;
42
+ }
43
+ /**
44
+ * Register an asset reference
45
+ * @internal
46
+ */
47
+ registerAssetReference(ref) {
48
+ if (!ref.url)
49
+ return ref;
50
+ if (!this._assetReferences[ref.url]) {
51
+ this._assetReferences[ref.url] = ref;
52
+ }
53
+ else {
54
+ console.warn("Asset reference already registered", ref);
55
+ }
56
+ return ref;
57
+ }
58
+ /** @internal */
59
+ unregisterAssetReference(ref) {
60
+ if (!ref.url)
61
+ return;
62
+ delete this._assetReferences[ref.url];
63
+ }
64
+ }
65
+ const $assetReference = Symbol("assetReference");
66
+ /** ### AssetReferences can be used to easily load glTF or GLB assets
67
+ * You can use `AssetReference.getOrCreate` to get an AssetReference for a URL to be easily loaded.
68
+ * When using the same URL multiple times the same AssetReference will be returned, this avoids loading or creating the same asset multiple times.
69
+ * - `myAssetReference.preload()` to load the asset binary without creating an instance yet.
70
+ * - `myAssetReference.loadAssetAsync()` to load the asset and create an instance.
71
+ * - `myAssetReference.instantiate()` to load the asset and create a new instance.
72
+ * - `myAssetReference.unload()` to dispose allocated memory and destroy the asset instance.
73
+ */
74
+ export class AssetReference {
75
+ /**
76
+ * Get an AssetReference for a URL to be easily loaded.
77
+ * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
78
+ * @param url The URL of the asset to load. The url can be relative or absolute.
79
+ * @param context The context to use for loading the asset
80
+ * @returns the AssetReference for the URL
81
+ */
82
+ static getOrCreateFromUrl(url, context) {
83
+ if (!context) {
84
+ context = Context.Current;
85
+ if (!context)
86
+ throw new Error("Context is required when sourceId is a string. When you call this method from a component you can call it with \"getOrCreate(this, url)\" where \"this\" is the component.");
87
+ }
88
+ const addressables = context.addressables;
89
+ const existing = addressables.findAssetReference(url);
90
+ if (existing)
91
+ return existing;
92
+ const ref = new AssetReference(url, context.hash);
93
+ addressables.registerAssetReference(ref);
94
+ return ref;
95
+ }
96
+ /**
97
+ * Get an AssetReference for a URL to be easily loaded.
98
+ * AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
99
+ */
100
+ static getOrCreate(sourceId, url, context) {
101
+ if (typeof sourceId === "string") {
102
+ if (!context) {
103
+ context = Context.Current;
104
+ if (!context)
105
+ throw new Error("Context is required when sourceId is a string. When you call this method from a component you can call it with \"getOrCreate(this, url)\" where \"this\" is the component.");
106
+ }
107
+ }
108
+ else {
109
+ context = sourceId.context;
110
+ sourceId = sourceId.sourceId;
111
+ }
112
+ const fullPath = resolveUrl(sourceId, url);
113
+ if (debug)
114
+ console.log("GetOrCreate Addressable from", sourceId, url, "FinalPath=", fullPath);
115
+ const addressables = context.addressables;
116
+ const existing = addressables.findAssetReference(fullPath);
117
+ if (existing)
118
+ return existing;
119
+ const ref = new AssetReference(fullPath, context.hash);
120
+ addressables.registerAssetReference(ref);
121
+ return ref;
122
+ }
123
+ static currentlyInstantiating = new Map();
124
+ /** @returns true if this is an AssetReference instance */
125
+ get isAssetReference() { return true; }
126
+ /** The loaded asset */
127
+ get asset() {
128
+ return this._glbRoot ?? this._asset;
129
+ }
130
+ set asset(val) {
131
+ this._asset = val;
132
+ }
133
+ _loading;
134
+ /** The url of the loaded asset (or the asset to be loaded)
135
+ * @deprecated use url */
136
+ get uri() {
137
+ return this._url;
138
+ }
139
+ /** The url of the loaded asset (or the asset to be loaded) */
140
+ get url() {
141
+ return this._url;
142
+ }
143
+ /** The name of the assigned url. This name is deduced from the url and might not reflect the actual name of the asset */
144
+ get urlName() {
145
+ return this._urlName;
146
+ }
147
+ ;
148
+ /**
149
+ * @returns true if the uri is a valid URL (http, https, blob)
150
+ */
151
+ get hasUrl() {
152
+ return this._url !== undefined &&
153
+ (this._url.startsWith("http") || this._url.startsWith("blob:") || this._url.startsWith("www.") || this._url.includes("/"));
154
+ }
155
+ /**
156
+ * This is the loaded asset root object. If the asset is a glb/gltf file this will be the {@link three#Scene} object.
157
+ */
158
+ get rawAsset() { return this._asset; }
159
+ _asset;
160
+ _glbRoot;
161
+ _url;
162
+ _urlName;
163
+ _progressListeners = [];
164
+ _isLoadingRawBinary = false;
165
+ _rawBinary;
166
+ /** @internal */
167
+ constructor(uri, _hash, asset = null) {
168
+ this._url = uri;
169
+ const lastUriPart = uri.lastIndexOf("/");
170
+ if (lastUriPart >= 0) {
171
+ this._urlName = uri.substring(lastUriPart + 1);
172
+ // remove file extension
173
+ const lastDot = this._urlName.lastIndexOf(".");
174
+ if (lastDot >= 0) {
175
+ this._urlName = this._urlName.substring(0, lastDot);
176
+ }
177
+ }
178
+ else {
179
+ this._urlName = uri;
180
+ }
181
+ if (asset !== null)
182
+ this.asset = asset;
183
+ registerPrefabProvider(this._url, this.onResolvePrefab.bind(this));
184
+ }
185
+ async onResolvePrefab(url) {
186
+ if (url === this.url) {
187
+ if (this.mustLoad)
188
+ await this.loadAssetAsync();
189
+ if (this.asset) {
190
+ return this.asset;
191
+ }
192
+ }
193
+ return null;
194
+ }
195
+ get mustLoad() {
196
+ return !this.asset || this.asset.__destroyed === true || isDestroyed(this.asset) === true;
197
+ }
198
+ /**
199
+ * @returns `true` if the asset has been loaded (via preload) or if it exists already (assigned to `asset`) */
200
+ isLoaded() { return this._rawBinary || this.asset !== undefined; }
201
+ /** frees previously allocated memory and destroys the current `asset` instance (if any) */
202
+ unload() {
203
+ if (this.asset) {
204
+ if (debug)
205
+ console.log("Unload", this.asset);
206
+ // TODO: we need a way to remove objects from the context (including components) without actually "destroying" them
207
+ if ("scene" in this.asset && this.asset.scene)
208
+ destroy(this.asset.scene, true, true);
209
+ destroy(this.asset, true, true);
210
+ }
211
+ this.asset = null;
212
+ this._rawBinary = undefined;
213
+ this._glbRoot = null;
214
+ this._loading = undefined;
215
+ if (Context.Current) {
216
+ Context.Current.addressables.unregisterAssetReference(this);
217
+ }
218
+ }
219
+ /** loads the asset binary without creating an instance */
220
+ async preload() {
221
+ if (!this.mustLoad)
222
+ return null;
223
+ if (this._isLoadingRawBinary)
224
+ return null;
225
+ if (this._rawBinary !== undefined)
226
+ return this._rawBinary;
227
+ this._isLoadingRawBinary = true;
228
+ if (debug)
229
+ console.log("Preload", this.url);
230
+ const res = await BlobStorage.download(this.url, p => {
231
+ this.raiseProgressEvent(p);
232
+ });
233
+ this._rawBinary = res?.buffer ?? null;
234
+ this._isLoadingRawBinary = false;
235
+ return this._rawBinary;
236
+ }
237
+ // TODO: we need a way to abort loading a resource
238
+ /** Loads the asset and creates one instance (assigned to `asset`)
239
+ * @returns the loaded asset
240
+ */
241
+ async loadAssetAsync(prog) {
242
+ if (debug)
243
+ console.log("loadAssetAsync", this.url);
244
+ if (!this.mustLoad)
245
+ return this.asset;
246
+ if (prog)
247
+ this._progressListeners.push(prog);
248
+ if (this._loading !== undefined) {
249
+ // console.warn("Wait for other loading thiny");
250
+ return this._loading.then(_ => this.asset);
251
+ }
252
+ const context = Context.Current;
253
+ // TODO: technically we shouldnt call awake only when the object is added to a scene
254
+ // addressables now allow loading things without adding them to a scene immediately
255
+ // we should "address" (LUL) this
256
+ // console.log("START LOADING");
257
+ if (this._rawBinary) {
258
+ if (!(this._rawBinary instanceof ArrayBuffer)) {
259
+ console.error("Failed loading: Invalid raw binary data. Must be of type ArrayBuffer. " + (typeof this._rawBinary));
260
+ return null;
261
+ }
262
+ this._loading = getLoader().parseSync(context, this._rawBinary, this.url, null);
263
+ this.raiseProgressEvent(new ProgressEvent("progress", { loaded: this._rawBinary.byteLength, total: this._rawBinary.byteLength }));
264
+ }
265
+ else {
266
+ if (debug)
267
+ console.log("Load async", this.url);
268
+ this._loading = getLoader().loadSync(context, this.url, this.url, null, prog => {
269
+ this.raiseProgressEvent(prog);
270
+ });
271
+ }
272
+ const res = await this._loading;
273
+ // clear all progress listeners after download has finished
274
+ this._progressListeners.length = 0;
275
+ this._glbRoot = this.tryGetActualGameObjectRoot(res);
276
+ this._loading = undefined;
277
+ if (res) {
278
+ // Make sure the loaded roots all have a reference to this AssetReference
279
+ // that was originally loading it.
280
+ // We need this when the loaded asset is being disposed
281
+ // TODO: we have to prevent disposing resources that are still in use
282
+ res[$assetReference] = this;
283
+ if (this._glbRoot)
284
+ this._glbRoot[$assetReference] = this;
285
+ if (this.asset)
286
+ this.asset[$assetReference] = this;
287
+ // we need to handle the pre_setup callsbacks before instantiating
288
+ // because that is where deserialization happens
289
+ processNewScripts(context);
290
+ if (res.scene !== undefined) {
291
+ this.asset = res;
292
+ }
293
+ return this.asset;
294
+ }
295
+ return null;
296
+ }
297
+ /** loads and returns a new instance of `asset` */
298
+ instantiate(parent) {
299
+ return this.onInstantiate(parent, false);
300
+ }
301
+ /** loads and returns a new instance of `asset` - this call is networked so an instance will be created on all connected users */
302
+ instantiateSynced(parent, saveOnServer = true) {
303
+ return this.onInstantiate(parent, true, saveOnServer);
304
+ }
305
+ beginListenDownload(evt) {
306
+ if (this._progressListeners.indexOf(evt) < 0)
307
+ this._progressListeners.push(evt);
308
+ }
309
+ endListenDownload(evt) {
310
+ const index = this._progressListeners.indexOf(evt);
311
+ if (index >= 0) {
312
+ this._progressListeners.splice(index, 1);
313
+ }
314
+ }
315
+ raiseProgressEvent(prog) {
316
+ for (const list of this._progressListeners) {
317
+ list(this, prog);
318
+ }
319
+ }
320
+ async onInstantiate(opts, networked = false, saveOnServer) {
321
+ const context = Context.Current;
322
+ // clone the instantiate options immediately
323
+ // in case the user is not awaiting this call and already modifying the options
324
+ const options = new InstantiateOptions();
325
+ if (opts instanceof Object3D) {
326
+ options.parent = opts;
327
+ }
328
+ else if (opts) {
329
+ // Assign to e.g. have SyncInstantiateOptions
330
+ Object.assign(options, opts);
331
+ options.cloneAssign(opts);
332
+ }
333
+ if (options.parent === undefined)
334
+ options.parent = context.scene;
335
+ // ensure the asset is loaded
336
+ if (this.mustLoad) {
337
+ await this.loadAssetAsync();
338
+ }
339
+ if (debug)
340
+ console.log("Instantiate", this.url, "parent:", opts);
341
+ if (this.asset) {
342
+ if (debug)
343
+ console.log("Add to scene", this.asset);
344
+ let count = AssetReference.currentlyInstantiating.get(this.url);
345
+ // allow up to 10000 instantiations of the same prefab in the same frame
346
+ if (count !== undefined && count >= 10000) {
347
+ console.error("Recursive or too many instantiations of " + this.url + " in the same frame (" + count + ")");
348
+ return null;
349
+ }
350
+ try {
351
+ if (count === undefined)
352
+ count = 0;
353
+ count += 1;
354
+ AssetReference.currentlyInstantiating.set(this.url, count);
355
+ if (networked) {
356
+ options.context = context;
357
+ const prefab = this.asset;
358
+ prefab.guid = this.url;
359
+ const instance = syncInstantiate(prefab, options, undefined, saveOnServer);
360
+ if (instance) {
361
+ return instance;
362
+ }
363
+ }
364
+ else {
365
+ const instance = instantiate(this.asset, options);
366
+ if (instance) {
367
+ return instance;
368
+ }
369
+ }
370
+ }
371
+ finally {
372
+ context.post_render_callbacks.push(() => {
373
+ if (count === undefined || count < 0)
374
+ count = 0;
375
+ else
376
+ count -= 1;
377
+ AssetReference.currentlyInstantiating.set(this.url, count);
378
+ });
379
+ }
380
+ }
381
+ else if (debug)
382
+ console.warn("Failed to load asset", this.url);
383
+ return null;
384
+ }
385
+ /**
386
+ * try to ignore the intermediate created object
387
+ * because it causes trouble if we instantiate an assetreference per player
388
+ * and call destroy on the player marker root
389
+ * @returns the scene root object if the asset was a glb/gltf
390
+ */
391
+ tryGetActualGameObjectRoot(asset) {
392
+ if (asset && asset.scene) {
393
+ // some exporters produce additional root objects
394
+ const scene = asset.scene;
395
+ if (scene.isGroup && scene.children.length === 1 && scene.children[0].name + "glb" === scene.name) {
396
+ const root = scene.children[0];
397
+ return root;
398
+ }
399
+ // ok the scene is the scene, just use that then
400
+ else
401
+ return scene;
402
+ }
403
+ return null;
404
+ }
405
+ }
406
+ class AddressableSerializer extends TypeSerializer {
407
+ constructor() {
408
+ super([AssetReference], "AssetReferenceSerializer");
409
+ }
410
+ onSerialize(data, _context) {
411
+ if (data && data.uri !== undefined && typeof data.uri === "string") {
412
+ return data.uri;
413
+ }
414
+ }
415
+ onDeserialize(data, context) {
416
+ if (typeof data === "string") {
417
+ if (!context.context) {
418
+ console.error("Missing context");
419
+ return null;
420
+ }
421
+ if (!context.gltfId) {
422
+ console.error("Missing source id");
423
+ return null;
424
+ }
425
+ const ref = AssetReference.getOrCreate(context.gltfId, data, context.context);
426
+ return ref;
427
+ }
428
+ else if (data instanceof Object3D) {
429
+ if (!context.context) {
430
+ console.error("Missing context");
431
+ return null;
432
+ }
433
+ if (!context.gltfId) {
434
+ console.error("Missing source id");
435
+ return null;
436
+ }
437
+ const obj = data;
438
+ const ctx = context.context;
439
+ const guid = obj["guid"] ?? obj.uuid;
440
+ const existing = ctx.addressables.findAssetReference(guid);
441
+ if (existing)
442
+ return existing;
443
+ const ref = new AssetReference(guid, undefined, obj);
444
+ ctx.addressables.registerAssetReference(ref);
445
+ return ref;
446
+ }
447
+ return null;
448
+ }
449
+ }
450
+ new AddressableSerializer();
451
+ const failedTexturePromise = Promise.resolve(null);
452
+ /** Use this if a file is a external image URL
453
+ * @example
454
+ * ```ts
455
+ * @serializable(ImageReference)
456
+ * myImage?:ImageReference;
457
+ * ```
458
+ */
459
+ export class ImageReference {
460
+ static imageReferences = new Map();
461
+ static getOrCreate(url) {
462
+ let ref = ImageReference.imageReferences.get(url);
463
+ if (!ref) {
464
+ ref = new ImageReference(url);
465
+ ImageReference.imageReferences.set(url, ref);
466
+ }
467
+ return ref;
468
+ }
469
+ constructor(url) {
470
+ this.url = url;
471
+ }
472
+ url;
473
+ _bitmap;
474
+ _bitmapObject;
475
+ dispose() {
476
+ if (this._bitmapObject) {
477
+ this._bitmapObject.close();
478
+ }
479
+ this._bitmap = undefined;
480
+ }
481
+ createHTMLImage() {
482
+ const img = new Image();
483
+ img.src = this.url;
484
+ return img;
485
+ }
486
+ loader = null;
487
+ createTexture() {
488
+ if (!this.url) {
489
+ console.error("Can not load texture without url");
490
+ return failedTexturePromise;
491
+ }
492
+ if (!this.loader)
493
+ this.loader = new TextureLoader();
494
+ this.loader.setCrossOrigin("anonymous");
495
+ return this.loader.loadAsync(this.url).then(res => {
496
+ if (res && !res.name?.length) {
497
+ // default name if no name is defined
498
+ res.name = this.url.split("/").pop() ?? this.url;
499
+ }
500
+ return res;
501
+ });
502
+ // return this.getBitmap().then((bitmap) => {
503
+ // if (bitmap) {
504
+ // const texture = new Texture(bitmap);
505
+ // texture.needsUpdate = true;
506
+ // return texture;
507
+ // }
508
+ // return null;
509
+ // });
510
+ }
511
+ /** Loads the bitmap data of the image */
512
+ getBitmap() {
513
+ if (this._bitmap)
514
+ return this._bitmap;
515
+ this._bitmap = new Promise((res, _) => {
516
+ const imageElement = document.createElement("img");
517
+ imageElement.addEventListener("load", () => {
518
+ this._bitmap = createImageBitmap(imageElement).then((bitmap) => {
519
+ this._bitmapObject = bitmap;
520
+ res(bitmap);
521
+ return bitmap;
522
+ });
523
+ });
524
+ imageElement.addEventListener("error", err => {
525
+ console.error("Failed to load image:" + this.url, err);
526
+ res(null);
527
+ });
528
+ imageElement.src = this.url;
529
+ });
530
+ return this._bitmap;
531
+ }
532
+ }
533
+ /** @internal */
534
+ export class ImageReferenceSerializer extends TypeSerializer {
535
+ constructor() {
536
+ super([ImageReference], "ImageReferenceSerializer");
537
+ }
538
+ onSerialize(_data, _context) {
539
+ return null;
540
+ }
541
+ onDeserialize(data, _context) {
542
+ if (typeof data === "string") {
543
+ const url = resolveUrl(_context.gltfId, data);
544
+ return ImageReference.getOrCreate(url);
545
+ }
546
+ return undefined;
547
+ }
548
+ }
549
+ new ImageReferenceSerializer();
550
+ /** Use this if a file is a external file URL. The file can be any arbitrary binary data like a videofile or a text asset
551
+ */
552
+ export class FileReference {
553
+ static cache = new Map();
554
+ static getOrCreate(url) {
555
+ let ref = FileReference.cache.get(url);
556
+ if (!ref) {
557
+ ref = new FileReference(url);
558
+ FileReference.cache.set(url, ref);
559
+ }
560
+ return ref;
561
+ }
562
+ /** Load the file binary data
563
+ * @returns a promise that resolves to the binary data of the file. Make sure to await this request or use `.then(res => {...})` to get the result.
564
+ */
565
+ async loadRaw() {
566
+ if (!this.res)
567
+ this.res = fetch(this.url);
568
+ return this.res.then(res => res.blob());
569
+ }
570
+ /** Load the file as text (if the referenced file is a text file like a .txt or .json file)
571
+ * @returns a promise that resolves to the text data of the file. Make sure to await this request or use `.then(res => {...})` to get the result. If the format is json you can use `JSON.parse(result)` to convert it to a json object
572
+ */
573
+ async loadText() {
574
+ if (!this.res)
575
+ this.res = fetch(this.url);
576
+ return this.res.then(res => res.text());
577
+ }
578
+ /** The resolved url to the file */
579
+ url;
580
+ res;
581
+ constructor(url) {
582
+ this.url = url;
583
+ }
584
+ }
585
+ /** @internal */
586
+ export class FileReferenceSerializer extends TypeSerializer {
587
+ constructor() {
588
+ super([FileReference], "FileReferenceSerializer");
589
+ }
590
+ onSerialize(_data, _context) {
591
+ return null;
592
+ }
593
+ onDeserialize(data, _context) {
594
+ if (typeof data === "string") {
595
+ const url = resolveUrl(_context.gltfId, data);
596
+ return FileReference.getOrCreate(url);
597
+ }
598
+ return undefined;
599
+ }
600
+ }
601
+ new FileReferenceSerializer();
602
602
  //# sourceMappingURL=engine_addressables.js.map