@needle-tools/gltf-progressive 1.0.0-alpha → 1.0.0-alpha.2

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.
@@ -0,0 +1,651 @@
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+ var ne = Object.defineProperty;
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+ var ae = (l, e, t) => e in l ? ne(l, e, { enumerable: !0, configurable: !0, writable: !0, value: t }) : l[e] = t;
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+ var u = (l, e, t) => (ae(l, typeof e != "symbol" ? e + "" : e, t), t);
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+ import { Mesh as Y, BufferGeometry as X, Material as le, RawShaderMaterial as ue, Texture as z, TextureLoader as ce, Matrix4 as Z, Frustum as fe, Sphere as de, Box3 as j, Vector3 as C } from "three";
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+ import { GLTFLoader as ge } from "three/examples/jsm/loaders/GLTFLoader.js";
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+ import { MeshoptDecoder as he } from "three/examples/jsm/libs/meshopt_decoder.module.js";
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+ import { DRACOLoader as pe } from "three/examples/jsm/loaders/DRACOLoader.js";
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+ import { KTX2Loader as ye } from "three/examples/jsm/loaders/KTX2Loader.js";
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+ let Le = "https://www.gstatic.com/draco/versioned/decoders/1.4.1/", De = "https://www.gstatic.com/basis-universal/versioned/2021-04-15-ba1c3e4/", U, V, I;
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+ function se(l) {
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+ U || (U = new pe(), U.setDecoderPath(Le), U.setDecoderConfig({ type: "js" })), I || (I = new ye(), I.setTranscoderPath(De)), V || (V = he), l ? I.detectSupport(l) : console.warn("No renderer provided to detect ktx2 support - loading KTX2 textures will probably fail");
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+ }
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+ function ie(l) {
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+ l.dracoLoader || l.setDRACOLoader(U), l.ktx2Loader || l.setKTX2Loader(I), l.meshoptDecoder || l.setMeshoptDecoder(V);
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+ }
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+ function Q(l) {
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+ let t = new URL(window.location.href).searchParams.get(l);
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+ return t == null || t === "0" || t === "false" ? !1 : t === "" ? !0 : t;
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+ }
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+ function me(l, e) {
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+ if (e === void 0 || e.startsWith("./") || e.startsWith("http") || l === void 0)
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+ return e;
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+ const t = l.lastIndexOf("/");
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+ if (t >= 0) {
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+ const r = l.substring(0, t + 1);
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+ for (; r.endsWith("/") && e.startsWith("/"); )
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+ e = e.substring(1);
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+ return r + e;
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+ }
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+ return e;
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+ }
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+ const H = new Array();
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+ function ke(l) {
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+ H.push(l);
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+ }
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+ const R = "NEEDLE_progressive", S = Q("debugprogressive"), q = Symbol("needle-progressive-texture"), W = /* @__PURE__ */ new Map(), J = /* @__PURE__ */ new Set();
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+ if (S) {
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+ let l = function() {
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+ e += 1, console.log("Toggle LOD level", e, W), W.forEach((i, o) => {
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+ for (const s of i.keys) {
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+ const n = o[s];
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+ if (n.isBufferGeometry === !0) {
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+ const a = M.getMeshLODInformation(n), d = a ? Math.min(e, a.lods.length) : 0;
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+ o["DEBUG:LOD"] = d, M.assignMeshLOD(o, d), a && (t = Math.max(t, a.lods.length - 1));
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+ } else if (o.isMaterial === !0) {
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+ o["DEBUG:LOD"] = e, M.assignTextureLOD(o, e);
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+ break;
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+ }
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+ }
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+ }), e >= t && (e = -1);
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+ }, e = -1, t = 2, r = !1;
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+ window.addEventListener("keyup", (i) => {
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+ i.key === "p" && l(), i.key === "w" && (r = !r, J && J.forEach((o) => {
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+ o.name != "BackgroundCubeMaterial" && "wireframe" in o && (o.wireframe = r);
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+ }));
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+ });
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+ }
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+ function ee(l, e, t) {
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+ var i;
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+ if (!S)
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+ return;
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+ W.has(l) || W.set(l, { keys: [], sourceId: t });
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+ const r = W.get(l);
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+ ((i = r == null ? void 0 : r.keys) == null ? void 0 : i.includes(e)) == !1 && r.keys.push(e);
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+ }
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+ const v = class {
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+ constructor(e, t) {
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+ u(this, "parser");
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+ u(this, "url");
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+ S && console.log("Progressive extension registered for", t), this.parser = e, this.url = t;
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+ }
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+ /** The name of the extension */
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+ get name() {
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+ return R;
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+ }
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+ static getMeshLODInformation(e) {
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+ const t = this.getAssignedLODInformation(e);
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+ return t != null && t.key ? this.lodInfos.get(t.key) : null;
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+ }
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+ /** Check if a LOD level is available for a mesh or a texture
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+ * @param obj the mesh or texture to check
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+ * @param level the level of detail to check for (0 is the highest resolution). If undefined, the function checks if any LOD level is available
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+ * @returns true if the LOD level is available (or if any LOD level is available if level is undefined)
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+ */
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+ static hasLODLevelAvailable(e, t) {
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+ var o;
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+ if (e.isMaterial === !0) {
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+ for (const s of Object.keys(e)) {
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+ const n = e[s];
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+ if (n.isTexture && this.hasLODLevelAvailable(n, t))
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+ return !0;
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+ }
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+ return !1;
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+ } else if (e.isGroup === !0) {
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+ for (const s of e.children)
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+ if (s.isMesh === !0 && this.hasLODLevelAvailable(s, t))
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+ return !0;
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+ }
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+ let r, i;
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+ if (e.isMesh ? r = e.geometry : (e.isBufferGeometry || e.isTexture) && (r = e), r && (o = r == null ? void 0 : r.userData) != null && o.LODS) {
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+ const s = r.userData.LODS;
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+ if (i = this.lodInfos.get(s.key), t === void 0)
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+ return i != null;
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+ if (i)
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+ return Array.isArray(i.lods) ? t < i.lods.length : t === 0;
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+ }
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+ return !1;
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+ }
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+ /** Load a different resolution of a mesh (if available)
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+ * @param context the context
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+ * @param source the sourceid of the file from which the mesh is loaded (this is usually the component's sourceId)
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+ * @param mesh the mesh to load the LOD for
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+ * @param level the level of detail to load (0 is the highest resolution)
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+ * @returns a promise that resolves to the mesh with the requested LOD level
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+ * @example
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+ * ```javascript
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+ * const mesh = this.gameObject as Mesh;
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+ * NEEDLE_progressive.assignMeshLOD(context, sourceId, mesh, 1).then(mesh => {
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+ * console.log("Mesh with LOD level 1 loaded", mesh);
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+ * });
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+ * ```
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+ */
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+ static assignMeshLOD(e, t) {
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+ var r;
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+ if (!e)
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+ return Promise.resolve(null);
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+ if (e instanceof Y || e.isMesh === !0) {
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+ const i = e.geometry, o = this.getAssignedLODInformation(i);
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+ if (!o)
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+ return Promise.resolve(null);
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+ for (const s of H)
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+ (r = s.onBeforeGetLODMesh) == null || r.call(s, e, t);
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+ return e["LOD:requested level"] = t, v.getOrLoadLOD(i, t).then((s) => {
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+ if (e["LOD:requested level"] === t) {
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+ if (delete e["LOD:requested level"], Array.isArray(s)) {
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+ const n = o.index || 0;
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+ s = s[n];
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+ }
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+ s && i != s && s instanceof X && (e.geometry = s, S && ee(e, "geometry", o.url));
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+ }
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+ return s;
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+ }).catch((s) => (console.error("Error loading mesh LOD", e, s), null));
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+ } else
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+ S && console.error("Invalid call to assignMeshLOD: Request mesh LOD but the object is not a mesh", e);
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+ return Promise.resolve(null);
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+ }
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+ /** Load a different resolution of a texture (if available)
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+ * @param context the context
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+ * @param source the sourceid of the file from which the texture is loaded (this is usually the component's sourceId)
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+ * @param materialOrTexture the material or texture to load the LOD for (if passing in a material all textures in the material will be loaded)
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+ * @param level the level of detail to load (0 is the highest resolution) - currently only 0 is supported
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+ * @returns a promise that resolves to the material or texture with the requested LOD level
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+ */
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+ static assignTextureLOD(e, t = 0) {
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+ if (!e)
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+ return Promise.resolve(null);
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+ if (e instanceof le || e.isMaterial === !0) {
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+ const r = e, i = [], o = new Array();
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+ if (S && J.add(r), r instanceof ue)
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+ for (const s of Object.keys(r.uniforms)) {
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+ const n = r.uniforms[s].value;
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+ if ((n == null ? void 0 : n.isTexture) === !0) {
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+ const a = this.assignTextureLODForSlot(n, t, r, s);
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+ i.push(a), o.push(s);
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+ }
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+ }
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+ else
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+ for (const s of Object.keys(r)) {
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+ const n = r[s];
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+ if ((n == null ? void 0 : n.isTexture) === !0) {
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+ const a = this.assignTextureLODForSlot(n, t, r, s);
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+ i.push(a), o.push(s);
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+ }
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+ }
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+ return Promise.all(i).then((s) => {
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+ const n = new Array();
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+ for (let a = 0; a < s.length; a++) {
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+ const d = s[a], f = o[a];
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+ d && d.isTexture === !0 ? n.push({ material: r, slot: f, texture: d, level: t }) : n.push({ material: r, slot: f, texture: null, level: t });
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+ }
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+ return n;
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+ });
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+ }
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+ if (e instanceof z || e.isTexture === !0) {
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+ const r = e;
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+ return this.assignTextureLODForSlot(r, t, null, null);
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+ }
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+ return Promise.resolve(null);
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+ }
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+ static assignTextureLODForSlot(e, t, r, i) {
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+ return (e == null ? void 0 : e.isTexture) !== !0 ? Promise.resolve(null) : v.getOrLoadLOD(e, t).then((o) => {
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+ if (Array.isArray(o))
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+ return null;
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+ if ((o == null ? void 0 : o.isTexture) === !0) {
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+ if (o != e && (r && i && (r[i] = o), S && i && r)) {
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+ const s = this.getAssignedLODInformation(e);
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+ s && ee(r, i, s.url);
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+ }
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+ return o;
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+ } else
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+ S == "verbose" && console.warn("No LOD found for", e, t);
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+ return null;
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+ }).catch((o) => (console.error("Error loading LOD", e, o), null));
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+ }
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+ afterRoot(e) {
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+ var t, r;
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+ return S && console.log("AFTER", this.url, e), (t = this.parser.json.textures) == null || t.forEach((i, o) => {
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+ if (i != null && i.extensions) {
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+ const s = i == null ? void 0 : i.extensions[R];
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+ if (s) {
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+ let n = !1;
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+ for (const a of this.parser.associations.keys())
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+ a.isTexture === !0 && this.parser.associations.get(a).textures === o && (n = !0, v.registerTexture(this.url, a, o, s));
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+ n || this.parser.getDependency("texture", o).then((a) => {
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+ a && v.registerTexture(this.url, a, o, s);
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+ });
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+ }
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+ }
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+ }), (r = this.parser.json.meshes) == null || r.forEach((i, o) => {
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+ if (i != null && i.extensions) {
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+ const s = i == null ? void 0 : i.extensions[R];
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+ if (s && s.lods) {
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+ for (const n of this.parser.associations.keys())
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+ if (n.isMesh) {
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+ const a = this.parser.associations.get(n);
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+ a.meshes === o && v.registerMesh(this.url, n.uuid, n, s.lods.length, a.primitives, s);
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+ }
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+ }
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+ }
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+ }), null;
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+ }
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+ static async getOrLoadLOD(e, t) {
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+ var n, a, d;
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+ const r = S == "verbose", i = e.userData.LODS;
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+ if (!i)
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+ return null;
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+ const o = i == null ? void 0 : i.key;
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+ let s;
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+ if (e.isTexture === !0) {
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+ const f = e;
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+ f.source && f.source[q] && (s = f.source[q]);
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+ }
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+ if (s || (s = v.lodInfos.get(o)), s) {
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+ if (t > 0) {
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+ let g = !1;
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+ const w = Array.isArray(s.lods);
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+ if (w && t >= s.lods.length ? g = !0 : w || (g = !0), g)
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+ return this.lowresCache.get(o);
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+ }
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+ const f = Array.isArray(s.lods) ? s.lods[t].path : s.lods;
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+ if (!f)
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+ return S && !s["missing:uri"] && (s["missing:uri"] = !0, console.warn("Missing uri for progressive asset for LOD " + t, s)), null;
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+ const L = me(i.url, f);
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+ if (L.endsWith(".glb") || L.endsWith(".gltf")) {
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+ if (!s.guid)
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+ return console.warn("missing pointer for glb/gltf texture", s), null;
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+ const g = L + "_" + s.guid, w = this.previouslyLoaded.get(g);
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+ if (w !== void 0) {
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+ r && console.log(`LOD ${t} was already loading/loaded: ${g}`);
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+ let m = await w.catch((E) => (console.error(`Error loading LOD ${t} from ${L}
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+ `, E), null)), B = !1;
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+ if (m == null || (m instanceof z && e instanceof z ? (n = m.image) != null && n.data || (a = m.source) != null && a.data ? m = this.copySettings(e, m) : (B = !0, this.previouslyLoaded.delete(g)) : m instanceof X && e instanceof X && ((d = m.attributes.position) != null && d.array || (B = !0, this.previouslyLoaded.delete(g)))), !B)
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+ return m;
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+ }
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+ const D = s, P = new Promise(async (m, B) => {
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+ const E = new ge();
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+ ie(E), S && (await new Promise((p) => setTimeout(p, 1e3)), r && console.warn("Start loading (delayed) " + L, D.guid));
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+ let y = L;
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+ if (D && Array.isArray(D.lods)) {
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+ const p = D.lods[t];
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+ p.hash && (y += "?v=" + p.hash);
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+ }
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+ const h = await E.loadAsync(y).catch((p) => (console.error(`Error loading LOD ${t} from ${L}
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+ `, p), null));
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+ if (!h)
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+ return null;
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+ const T = h.parser;
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+ r && console.log("Loading finished " + L, D.guid);
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+ let x = 0;
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+ if (h.parser.json.textures) {
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+ let p = !1;
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+ for (const c of h.parser.json.textures) {
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+ if (c != null && c.extensions) {
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+ const O = c == null ? void 0 : c.extensions[R];
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+ if (O != null && O.guid && O.guid === D.guid) {
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+ p = !0;
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+ break;
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+ }
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+ }
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+ x++;
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+ }
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+ if (p) {
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+ let c = await T.getDependency("texture", x);
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+ return r && console.log('change "' + e.name + '" → "' + c.name + '"', L, x, c, g), e instanceof z && (c = this.copySettings(e, c)), c && (c.guid = D.guid), m(c);
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+ }
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+ }
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+ if (x = 0, h.parser.json.meshes) {
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+ let p = !1;
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+ for (const c of h.parser.json.meshes) {
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+ if (c != null && c.extensions) {
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+ const O = c == null ? void 0 : c.extensions[R];
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+ if (O != null && O.guid && O.guid === D.guid) {
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+ p = !0;
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+ break;
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+ }
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+ }
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+ x++;
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+ }
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+ if (p) {
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+ const c = await T.getDependency("mesh", x), O = D;
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+ if (r && console.log(`Loaded Mesh "${c.name}"`, L, x, c, g), c.isMesh === !0) {
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+ const b = c.geometry;
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+ return v.assignLODInformation(i.url, b, o, t, void 0, O.density), m(b);
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+ } else {
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+ const b = new Array();
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+ for (let _ = 0; _ < c.children.length; _++) {
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+ const F = c.children[_];
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+ if (F instanceof Y) {
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+ const $ = F.geometry;
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+ v.assignLODInformation(i.url, $, o, t, _, O.density), b.push($);
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+ }
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+ }
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+ return m(b);
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+ }
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+ }
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+ }
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+ return m(null);
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+ });
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+ return this.previouslyLoaded.set(g, P), await P;
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+ } else if (e instanceof z) {
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+ r && console.log("Load texture from uri: " + L);
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+ const w = await new ce().loadAsync(L);
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+ return w ? (w.guid = s.guid, w.flipY = !1, w.needsUpdate = !0, w.colorSpace = e.colorSpace, r && console.log(s, w)) : S && console.warn("failed loading", L), w;
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+ }
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+ } else
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+ S && console.warn(`Can not load LOD ${t}: no LOD info found for "${o}" ${e.name}`, e.type);
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+ return null;
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+ }
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+ static assignLODInformation(e, t, r, i, o, s) {
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+ if (!t)
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+ return;
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+ t.userData || (t.userData = {});
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+ const n = new xe(e, r, i, o, s);
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+ t.userData.LODS = n, t.userData.LOD = i;
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+ }
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+ static getAssignedLODInformation(e) {
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+ var t;
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+ return ((t = e == null ? void 0 : e.userData) == null ? void 0 : t.LODS) || null;
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+ }
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+ static copySettings(e, t) {
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+ const r = this._copiedTextures.get(e);
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+ return r || (t = t.clone(), this._copiedTextures.set(e, t), t.offset = e.offset, t.repeat = e.repeat, t.colorSpace = e.colorSpace, t);
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+ }
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+ };
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+ let M = v;
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+ /**
357
+ * Register a texture with LOD information
358
+ */
359
+ u(M, "registerTexture", (e, t, r, i) => {
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+ S && console.log("> Progressive: register texture", r, t.name, t.uuid, t, i), t.source && (t.source[q] = i);
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+ const o = t.uuid;
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+ v.assignLODInformation(e, t, o, 0, 0, void 0), v.lodInfos.set(o, i), v.lowresCache.set(o, t);
363
+ }), /**
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+ * Register a mesh with LOD information
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+ */
366
+ u(M, "registerMesh", (e, t, r, i, o, s) => {
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+ var d;
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+ S && console.log("> Progressive: register mesh", o, r.name, s, r.uuid, r);
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+ const n = r.geometry;
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+ n.userData || (n.userData = {}), v.assignLODInformation(e, n, t, i, o, s.density), v.lodInfos.set(t, s);
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+ let a = v.lowresCache.get(t);
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+ a ? a.push(r.geometry) : a = [r.geometry], v.lowresCache.set(t, a);
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+ for (const f of H)
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+ (d = f.onRegisteredNewMesh) == null || d.call(f, r, s);
375
+ }), /** A map of key = asset uuid and value = LOD information */
376
+ u(M, "lodInfos", /* @__PURE__ */ new Map()), /** cache of already loaded mesh lods */
377
+ u(M, "previouslyLoaded", /* @__PURE__ */ new Map()), /** this contains the geometry/textures that were originally loaded */
378
+ u(M, "lowresCache", /* @__PURE__ */ new Map()), u(M, "_copiedTextures", /* @__PURE__ */ new Map());
379
+ class xe {
380
+ constructor(e, t, r, i, o) {
381
+ u(this, "url");
382
+ /** the key to lookup the LOD information */
383
+ u(this, "key");
384
+ u(this, "level");
385
+ /** For multi objects (e.g. a group of meshes) this is the index of the object */
386
+ u(this, "index");
387
+ /** the mesh density */
388
+ u(this, "density");
389
+ this.url = e, this.key = t, this.level = r, i != null && (this.index = i), o != null && (this.density = o);
390
+ }
391
+ }
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+ let te = Q("debugprogressive");
393
+ const we = Q("noprogressive"), A = class {
394
+ constructor(e) {
395
+ u(this, "renderer");
396
+ u(this, "projectionScreenMatrix", new Z());
397
+ u(this, "cameraFrustrum", new fe());
398
+ u(this, "updateInterval", 0);
399
+ u(this, "pause", !1);
400
+ u(this, "plugins", []);
401
+ u(this, "_originalRender");
402
+ // private testIfLODLevelsAreAvailable() {
403
+ u(this, "_sphere", new de());
404
+ u(this, "_tempBox", new j());
405
+ u(this, "tempMatrix", new Z());
406
+ u(this, "_tempWorldPosition", new C());
407
+ u(this, "_tempBoxSize", new C());
408
+ u(this, "_tempBox2Size", new C());
409
+ this.renderer = e;
410
+ }
411
+ enable() {
412
+ if (this._originalRender)
413
+ return;
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+ let e = 0;
415
+ this._originalRender = this.renderer.render;
416
+ const t = this;
417
+ let r = 0;
418
+ se(this.renderer), this.renderer.render = function(i, o) {
419
+ const s = r++, n = e++;
420
+ t.onBeforeRender(i, o, n, s), t._originalRender.call(this, i, o), t.onAfterRender(i, o, n, s), e--;
421
+ };
422
+ }
423
+ disable() {
424
+ this._originalRender && (this.renderer.render = this._originalRender, this._originalRender = void 0);
425
+ }
426
+ onBeforeRender(e, t, r, i) {
427
+ }
428
+ onAfterRender(e, t, r, i) {
429
+ if (we || this.pause || this.updateInterval > 0 && i % this.updateInterval != 0)
430
+ return;
431
+ this.projectionScreenMatrix.multiplyMatrices(t.projectionMatrix, t.matrixWorldInverse), this.cameraFrustrum.setFromProjectionMatrix(this.projectionScreenMatrix, this.renderer.coordinateSystem);
432
+ const o = 1e5, n = this.renderer.renderLists.get(e, r).opaque;
433
+ for (const a of n) {
434
+ const d = a.object;
435
+ (d instanceof Y || d.isMesh) && this.updateLODs(e, t, d, o);
436
+ }
437
+ }
438
+ static getObjectLODState(e) {
439
+ var t;
440
+ return (t = e.userData) == null ? void 0 : t.LOD_state;
441
+ }
442
+ /** Update the LOD levels for the renderer. */
443
+ updateLODs(e, t, r, i) {
444
+ var a, d;
445
+ for (const f of this.plugins)
446
+ (a = f.onBeforeUpdateLOD) == null || a.call(f, this.renderer, e, t, r);
447
+ let o = r.userData.LOD_state;
448
+ o || (o = new Oe(), r.userData.LOD_state = o);
449
+ let s = this.calculateLodLevel(t, r, o, i);
450
+ s = Math.round(s), s >= 0 && this.loadProgressiveMeshes(r, s);
451
+ let n = 0;
452
+ if (r.material) {
453
+ const f = r["DEBUG:LOD"];
454
+ if (f != null && (n = f), Array.isArray(r.material))
455
+ for (const L of r.material)
456
+ this.loadProgressiveTextures(L, n);
457
+ else
458
+ this.loadProgressiveTextures(r.material, n);
459
+ }
460
+ for (const f of this.plugins)
461
+ (d = f.onAfterUpdatedLOD) == null || d.call(f, this.renderer, e, t, r, s);
462
+ o.lastLodLevel = s;
463
+ }
464
+ /** Load progressive textures for the given material
465
+ * @param material the material to load the textures for
466
+ * @param level the LOD level to load. Level 0 is the best quality, higher levels are lower quality
467
+ * @returns Promise with true if the LOD was loaded, false if not
468
+ */
469
+ loadProgressiveTextures(e, t) {
470
+ return e && e.userData && e.userData.LOD !== t ? (e.userData.LOD = t, M.assignTextureLOD(e, t)) : Promise.resolve(null);
471
+ }
472
+ /** Load progressive meshes for the given mesh
473
+ * @param mesh the mesh to load the LOD for
474
+ * @param index the index of the mesh if it's part of a group
475
+ * @param level the LOD level to load. Level 0 is the best quality, higher levels are lower quality
476
+ * @returns Promise with true if the LOD was loaded, false if not
477
+ */
478
+ loadProgressiveMeshes(e, t) {
479
+ if (!e)
480
+ return Promise.resolve(null);
481
+ if (e.userData || (e.userData = {}), e.userData.LOD !== t) {
482
+ e.userData.LOD = t;
483
+ const r = e.geometry;
484
+ return M.assignMeshLOD(e, t).then((i) => (i && e.userData.LOD == t && r != e.geometry, i));
485
+ }
486
+ return Promise.resolve(null);
487
+ }
488
+ calculateLodLevel(e, t, r, i) {
489
+ var n;
490
+ if (!t)
491
+ return -1;
492
+ let s = 10 + 1;
493
+ if (e) {
494
+ if (te && t["DEBUG:LOD"] != null)
495
+ return t["DEBUG:LOD"];
496
+ const a = M.getMeshLODInformation(t.geometry), d = a == null ? void 0 : a.lods;
497
+ if (!d || d.length <= 0 || !((n = this.cameraFrustrum) != null && n.intersectsObject(t)))
498
+ return 99;
499
+ const f = t.geometry.boundingBox;
500
+ if (f && e.isPerspectiveCamera) {
501
+ const L = e;
502
+ if (t.geometry.attributes.color && t.geometry.attributes.color.count < 100 && t.geometry.boundingSphere) {
503
+ this._sphere.copy(t.geometry.boundingSphere), this._sphere.applyMatrix4(t.matrixWorld);
504
+ const y = e.getWorldPosition(this._tempWorldPosition);
505
+ if (this._sphere.containsPoint(y))
506
+ return 0;
507
+ }
508
+ if (this._tempBox.copy(f), this._tempBox.applyMatrix4(t.matrixWorld), this._tempBox.applyMatrix4(this.projectionScreenMatrix), this.renderer.xr.enabled && L.fov > 70) {
509
+ const y = this._tempBox.min, h = this._tempBox.max;
510
+ let T = y.x, x = y.y, p = h.x, c = h.y;
511
+ const O = 2, b = 1.5, _ = (y.x + h.x) * 0.5, F = (y.y + h.y) * 0.5;
512
+ T = (T - _) * O + _, x = (x - F) * O + F, p = (p - _) * O + _, c = (c - F) * O + F;
513
+ const $ = T < 0 && p > 0 ? 0 : Math.min(Math.abs(y.x), Math.abs(h.x)), oe = x < 0 && c > 0 ? 0 : Math.min(Math.abs(y.y), Math.abs(h.y)), N = Math.max($, oe);
514
+ r.lastCentrality = (b - N) * (b - N) * (b - N);
515
+ } else
516
+ r.lastCentrality = 1;
517
+ const g = this._tempBox.getSize(this._tempBoxSize);
518
+ g.multiplyScalar(0.5), screen.availHeight > 0 && g.multiplyScalar(this.renderer.domElement.clientHeight / screen.availHeight), g.x *= L.aspect;
519
+ const w = e.matrixWorldInverse, D = new j();
520
+ D.copy(f), D.applyMatrix4(t.matrixWorld), D.applyMatrix4(w);
521
+ const P = D.getSize(this._tempBox2Size), G = Math.max(P.x, P.y);
522
+ if (Math.max(g.x, g.y) != 0 && G != 0 && (g.z = P.z / Math.max(P.x, P.y) * Math.max(g.x, g.y)), r.lastScreenCoverage = Math.max(g.x, g.y, g.z), r.lastScreenspaceVolume.copy(g), r.lastScreenCoverage *= r.lastCentrality, te && A.debugDrawLine) {
523
+ const y = this.tempMatrix.copy(this.projectionScreenMatrix);
524
+ y.invert();
525
+ const h = A.corner0, T = A.corner1, x = A.corner2, p = A.corner3;
526
+ h.copy(this._tempBox.min), T.copy(this._tempBox.max), T.x = h.x, x.copy(this._tempBox.max), x.y = h.y, p.copy(this._tempBox.max);
527
+ const c = (h.z + p.z) * 0.5;
528
+ h.z = T.z = x.z = p.z = c, h.applyMatrix4(y), T.applyMatrix4(y), x.applyMatrix4(y), p.applyMatrix4(y), A.debugDrawLine(h, T, 255), A.debugDrawLine(h, x, 255), A.debugDrawLine(T, p, 255), A.debugDrawLine(x, p, 255);
529
+ }
530
+ let B = 999;
531
+ if (d && r.lastScreenCoverage > 0) {
532
+ for (let y = 0; y < d.length; y++)
533
+ if (d[y].density / r.lastScreenCoverage < i) {
534
+ B = y;
535
+ break;
536
+ }
537
+ }
538
+ B < s && (s = B);
539
+ }
540
+ }
541
+ return s;
542
+ }
543
+ };
544
+ let k = A;
545
+ u(k, "corner0", new C()), u(k, "corner1", new C()), u(k, "corner2", new C()), u(k, "corner3", new C()), u(k, "debugDrawLine");
546
+ class Oe {
547
+ constructor() {
548
+ u(this, "lastLodLevel", 0);
549
+ u(this, "lastScreenCoverage", 0);
550
+ u(this, "lastScreenspaceVolume", new C());
551
+ u(this, "lastCentrality", 0);
552
+ }
553
+ }
554
+ const re = Symbol("NEEDLE_mesh_lod"), K = Symbol("NEEDLE_texture_lod");
555
+ function ve() {
556
+ const l = document.querySelector("model-viewer");
557
+ if (!l)
558
+ return;
559
+ let e = null;
560
+ for (let t = l; t != null; t = Object.getPrototypeOf(t)) {
561
+ const i = Object.getOwnPropertySymbols(t).find((o) => o.toString() == "Symbol(renderer)");
562
+ !e && i != null && (e = l[i].threeRenderer);
563
+ }
564
+ if (e) {
565
+ console.log("Adding Needle LODs to modelviewer");
566
+ const t = new k(e);
567
+ t.plugins.push(new Me(l)), t.enable();
568
+ }
569
+ }
570
+ class Me {
571
+ constructor(e) {
572
+ u(this, "modelviewer");
573
+ this.modelviewer = e;
574
+ }
575
+ onBeforeUpdateLOD(e, t, r, i) {
576
+ this.tryParseMeshLOD(t, i), this.tryParseTextureLOD(t, i);
577
+ }
578
+ getUrl() {
579
+ return this.modelviewer.getAttribute("src");
580
+ }
581
+ tryGetCurrentGLTF(e) {
582
+ return e._currentGLTF;
583
+ }
584
+ tryParseTextureLOD(e, t) {
585
+ if (t[K] == !0)
586
+ return;
587
+ t[K] = !0;
588
+ const r = this.tryGetCurrentGLTF(e), i = this.getUrl();
589
+ if (!i) {
590
+ console.error("No url found in modelviewer");
591
+ return;
592
+ }
593
+ if (r && t.material) {
594
+ let o = function(n) {
595
+ var d, f, L;
596
+ if (n[K] == !0)
597
+ return;
598
+ n[K] = !0, n.userData && (n.userData.LOD = -1);
599
+ const a = Object.keys(n);
600
+ for (let g = 0; g < a.length; g++) {
601
+ const w = a[g], D = n[w];
602
+ if ((D == null ? void 0 : D.isTexture) === !0) {
603
+ const P = (f = (d = D.userData) == null ? void 0 : d.associations) == null ? void 0 : f.textures, G = r.parser.json.textures[P];
604
+ if ((L = G.extensions) != null && L[R]) {
605
+ const m = G.extensions[R];
606
+ m && i && M.registerTexture(i, D, m.lods.length, m);
607
+ }
608
+ }
609
+ }
610
+ };
611
+ const s = t.material;
612
+ if (Array.isArray(s))
613
+ for (const n of s)
614
+ o(n);
615
+ else
616
+ o(s);
617
+ }
618
+ }
619
+ tryParseMeshLOD(e, t) {
620
+ var o, s;
621
+ if (t[re] == !0)
622
+ return;
623
+ t[re] = !0;
624
+ const r = this.getUrl();
625
+ if (!r) {
626
+ console.error("No url found in modelviewer");
627
+ return;
628
+ }
629
+ const i = (s = (o = t.userData) == null ? void 0 : o.gltfExtensions) == null ? void 0 : s[R];
630
+ if (i && r) {
631
+ const n = t.uuid;
632
+ M.registerMesh(r, n, t, 0, i.lods.length, i);
633
+ }
634
+ }
635
+ }
636
+ function Be(l, e, t) {
637
+ se(e), ie(t), t.register((i) => new M(i, l));
638
+ const r = new k(e);
639
+ return r.enable(), r;
640
+ }
641
+ document.addEventListener("DOMContentLoaded", () => {
642
+ ve();
643
+ });
644
+ export {
645
+ R as EXTENSION_NAME,
646
+ k as LODsManager,
647
+ M as NEEDLE_progressive,
648
+ ve as patchModelViewer,
649
+ ke as registerPlugin,
650
+ Be as useNeedleGLTFProgressive
651
+ };