@needle-tools/gltf-progressive 3.1.0 → 3.1.1-next.50e45f8

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.
package/lib/extension.js CHANGED
@@ -1,15 +1,18 @@
1
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  import { BufferGeometry, Mesh, Texture, TextureLoader } from "three";
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  import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
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  import { addDracoAndKTX2Loaders } from "./loaders.js";
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- import { PromiseQueue, resolveUrl } from "./utils.internal.js";
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+ import { getParam, PromiseQueue, resolveUrl } from "./utils.internal.js";
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  import { getRaycastMesh, registerRaycastMesh } from "./utils.js";
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  // All of this has to be removed
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  // import { getRaycastMesh, setRaycastMesh } from "../../engine_physics.js";
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  // import { PromiseAllWithErrors, resolveUrl } from "../../engine_utils.js";
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  import { plugins } from "./plugins/plugin.js";
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  import { debug } from "./lods.debug.js";
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- export const EXTENSION_NAME = "NEEDLE_progressive";
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+ import { getWorker } from "./worker/loader.mainthread.js";
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+ const useWorker = getParam("gltf-progressive-worker");
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+ const reduceMipmaps = getParam("gltf-progressive-reduce-mipmaps");
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  const $progressiveTextureExtension = Symbol("needle-progressive-texture");
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+ export const EXTENSION_NAME = "NEEDLE_progressive";
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  /**
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  * The NEEDLE_progressive extension for the GLTFLoader is responsible for loading progressive LODs for meshes and textures.
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  * This extension can be used to load different resolutions of a mesh or texture at runtime (e.g. for LODs or progressive textures).
@@ -83,6 +86,10 @@ export class NEEDLE_progressive {
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  }
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  }
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  }
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+ else {
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+ if (debug)
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+ console.warn(`[getMaterialMinMaxLODsCount] Unsupported material type: ${material.type}`);
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+ }
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  material[cacheKey] = minmax;
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  return minmax;
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  function processTexture(tex, minmax) {
@@ -309,8 +316,10 @@ export class NEEDLE_progressive {
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  }
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  return NEEDLE_progressive.getOrLoadLOD(current, level).then(tex => {
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  // this can currently not happen
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- if (Array.isArray(tex))
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+ if (Array.isArray(tex)) {
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+ console.warn("Progressive: Got an array of textures for a texture slot, this should not happen...");
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  return null;
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+ }
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  if (tex?.isTexture === true) {
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  if (tex != current) {
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  if (material && slot) {
@@ -326,6 +335,15 @@ export class NEEDLE_progressive {
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  }
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  // assigned.dispose();
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  }
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+ // Since we're switching LOD level for the texture based on distance we can avoid uploading all the mipmaps
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+ if (reduceMipmaps && tex.mipmaps) {
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+ const prevCount = tex.mipmaps.length;
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+ tex.mipmaps.length = Math.min(tex.mipmaps.length, 3);
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+ if (prevCount !== tex.mipmaps.length) {
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+ if (debug)
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+ console.debug(`Reduced mipmap count from ${prevCount} to ${tex.mipmaps.length} for ${tex.uuid}: ${tex.image?.width}x${tex.image?.height}.`);
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+ }
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+ }
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  material[slot] = tex;
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  }
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  // check if the old texture is still used by other objects
@@ -375,6 +393,20 @@ export class NEEDLE_progressive {
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  return mesh;
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  });
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  };
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+ // private _isLoadingTexture;
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+ // loadTexture = (textureIndex: number) => {
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+ // if (this._isLoadingTexture) return null;
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+ // const ext = this.parser.json.textures[textureIndex]?.extensions?.[EXTENSION_NAME] as NEEDLE_ext_progressive_texture;
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+ // if (!ext) return null;
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+ // this._isLoadingTexture = true;
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+ // return this.parser.getDependency("texture", textureIndex).then(tex => {
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+ // this._isLoadingTexture = false;
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+ // if (tex) {
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+ // NEEDLE_progressive.registerTexture(this.url, tex as Texture, ext.lods?.length, textureIndex, ext);
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+ // }
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+ // return tex;
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+ // });
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+ // }
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  afterRoot(gltf) {
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  if (debug)
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  console.log("AFTER", this.url, gltf);
@@ -440,13 +472,16 @@ export class NEEDLE_progressive {
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  * Register a texture with LOD information
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  */
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  static registerTexture = (url, tex, level, index, ext) => {
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- if (debug)
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- console.log("> Progressive: register texture", index, tex.name, tex.uuid, tex, ext);
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  if (!tex) {
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  if (debug)
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- console.error("gltf-progressive: Register texture without texture");
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+ console.error("gltf-progressive: Called register texture without texture");
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  return;
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  }
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+ if (debug) {
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+ const width = tex.image?.width || tex.source?.data?.width || 0;
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+ const height = tex.image?.height || tex.source?.data?.height || 0;
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+ console.log(`> Progressive: register texture[${index}] "${tex.name || tex.uuid}", Current: ${width}x${height}, Max: ${ext.lods[0]?.width}x${ext.lods[0]?.height}, uuid: ${tex.uuid}`, ext, tex);
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+ }
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  // Put the extension info into the source (seems like tiled textures are cloned and the userdata etc is not properly copied BUT the source of course is not cloned)
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  // see https://github.com/needle-tools/needle-engine-support/issues/133
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  if (tex.source)
@@ -491,17 +526,22 @@ export class NEEDLE_progressive {
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  static previouslyLoaded = new Map();
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  /** this contains the geometry/textures that were originally loaded */
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  static lowresCache = new Map();
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+ static workers = [];
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+ static _workersIndex = 0;
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  static async getOrLoadLOD(current, level) {
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  const debugverbose = debug == "verbose";
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  /** this key is used to lookup the LOD information */
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- const LOD = current.userData.LODS;
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+ const LOD = this.getAssignedLODInformation(current);
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  if (!LOD) {
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+ if (debug)
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+ console.warn(`[gltf-progressive] No LOD information found: ${current.name}, uuid: ${current.uuid}, type: ${current.type}`, current);
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  return null;
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  }
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  const LODKEY = LOD?.key;
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  let lodInfo;
542
+ const isTextureRequest = current.isTexture === true;
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  // See https://github.com/needle-tools/needle-engine-support/issues/133
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- if (current.isTexture === true) {
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+ if (isTextureRequest) {
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  const tex = current;
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  if (tex.source && tex.source[$progressiveTextureExtension])
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  lodInfo = tex.source[$progressiveTextureExtension];
@@ -543,6 +583,7 @@ export class NEEDLE_progressive {
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  }
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  // check if the requested file has already been loaded
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  const KEY = lod_url + "_" + lodInfo.guid;
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+ const slot = await this.queue.slot(lod_url);
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  // check if the requested file is currently being loaded
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  const existing = this.previouslyLoaded.get(KEY);
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  if (existing !== undefined) {
@@ -581,7 +622,7 @@ export class NEEDLE_progressive {
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  return res;
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  }
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  }
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- const slot = await this.queue.slot(lod_url);
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+ // #region loading
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  if (!slot.use) {
586
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  if (debug)
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  console.log(`LOD ${level} was aborted: ${lod_url}`);
@@ -589,6 +630,39 @@ export class NEEDLE_progressive {
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  }
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  const ext = lodInfo;
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  const request = new Promise(async (resolve, _) => {
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+ // const useWorker = true;
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+ if (useWorker) {
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+ const worker = await getWorker({});
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+ const res = await worker.load(lod_url);
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+ if (res.textures.length > 0) {
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+ // const textures = new Array<Texture>();
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+ for (const entry of res.textures) {
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+ let texture = entry.texture;
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+ NEEDLE_progressive.assignLODInformation(LOD.url, texture, LODKEY, level, undefined);
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+ if (current instanceof Texture) {
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+ texture = this.copySettings(current, texture);
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+ }
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+ if (texture)
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+ texture.guid = ext.guid;
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+ // textures.push(texture);
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+ return resolve(texture);
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+ }
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+ // if (textures.length > 0) {
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+ // return resolve(textures);
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+ // }
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+ }
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+ if (res.geometries.length > 0) {
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+ const geometries = new Array();
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+ for (const entry of res.geometries) {
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+ const newGeo = entry.geometry;
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+ NEEDLE_progressive.assignLODInformation(LOD.url, newGeo, LODKEY, level, entry.primitiveIndex);
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+ geometries.push(newGeo);
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+ }
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+ return resolve(geometries);
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+ }
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+ return resolve(null);
664
+ }
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+ // Old loading
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  const loader = new GLTFLoader();
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  addDracoAndKTX2Loaders(loader);
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  if (debug) {
@@ -665,7 +739,6 @@ export class NEEDLE_progressive {
665
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  }
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  if (found) {
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  const mesh = await parser.getDependency("mesh", index);
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- const meshExt = ext;
669
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  if (debugverbose)
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  console.log(`Loaded Mesh \"${mesh.name}\"`, lod_url, index, mesh, KEY);
671
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  if (mesh.isMesh === true) {
@@ -724,7 +797,8 @@ export class NEEDLE_progressive {
724
797
  }
725
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  return null;
726
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  }
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- static queue = new PromiseQueue(100, { debug: debug != false });
800
+ static maxConcurrent = 50;
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+ static queue = new PromiseQueue(NEEDLE_progressive.maxConcurrent, { debug: debug != false });
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  static assignLODInformation(url, res, key, level, index) {
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  if (!res)
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  return;
@@ -732,9 +806,17 @@ export class NEEDLE_progressive {
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  res.userData = {};
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  const info = new LODInformation(url, key, level, index);
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  res.userData.LODS = info;
809
+ if ("source" in res && typeof res.source === "object")
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+ res.source.LODS = info; // for tiled textures
735
811
  }
736
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  static getAssignedLODInformation(res) {
737
- return res?.userData?.LODS || null;
813
+ if (!res)
814
+ return null;
815
+ if (res.userData?.LODS)
816
+ return res.userData.LODS;
817
+ if ("source" in res && res.source?.LODS)
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+ return res.source.LODS;
819
+ return null;
738
820
  }
739
821
  // private static readonly _copiedTextures: WeakMap<Texture, Texture> = new Map();
740
822
  static copySettings(source, target) {
@@ -753,8 +835,8 @@ export class NEEDLE_progressive {
753
835
  // This should only happen once ever for every texture
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836
  // const original = target;
755
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  {
756
- if (debug)
757
- console.warn("Copy texture settings\n", source.uuid, "\n", target.uuid);
838
+ if (debug === "verbose")
839
+ console.debug("Copy texture settings\n", source.uuid, "\n", target.uuid);
758
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  target = target.clone();
759
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  }
760
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  // else {
package/lib/loaders.d.ts CHANGED
@@ -2,6 +2,14 @@ import { WebGLRenderer } from 'three';
2
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  import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader.js';
3
3
  import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
4
4
  import { KTX2Loader } from 'three/examples/jsm/loaders/KTX2Loader.js';
5
+ /**
6
+ * Return the current loader configuration.
7
+ * These paths can be changed using `setDracoDecoderLocation` and `setKTX2TranscoderLocation`.
8
+ */
9
+ export declare const GET_LOADER_LOCATION_CONFIG: () => {
10
+ dracoDecoderPath: string;
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+ ktx2TranscoderPath: string;
12
+ };
5
13
  /**
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14
  * Set the location of the Draco decoder. If a draco loader has already been created, it will be updated.
7
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  * @default 'https://www.gstatic.com/draco/versioned/decoders/1.5.7/'
package/lib/loaders.js CHANGED
@@ -6,6 +6,7 @@ let DEFAULT_DRACO_DECODER_LOCATION = 'https://www.gstatic.com/draco/versioned/de
6
6
  let DEFAULT_KTX2_TRANSCODER_LOCATION = 'https://www.gstatic.com/basis-universal/versioned/2021-04-15-ba1c3e4/';
7
7
  const defaultDraco = DEFAULT_DRACO_DECODER_LOCATION;
8
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  const defaultKTX2 = DEFAULT_KTX2_TRANSCODER_LOCATION;
9
+ // #region Online check
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  const _remoteDracoDecoderUrl = new URL(DEFAULT_DRACO_DECODER_LOCATION + "draco_decoder.js");
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  // if (typeof window !== "undefined") {
11
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  // if (!window.navigator.onLine) {
@@ -40,6 +41,15 @@ fetch(_remoteDracoDecoderUrl, {
40
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  .finally(() => {
41
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  prepareLoaders();
42
43
  });
44
+ // #region Loader Configuration
45
+ /**
46
+ * Return the current loader configuration.
47
+ * These paths can be changed using `setDracoDecoderLocation` and `setKTX2TranscoderLocation`.
48
+ */
49
+ export const GET_LOADER_LOCATION_CONFIG = () => ({
50
+ dracoDecoderPath: DEFAULT_DRACO_DECODER_LOCATION,
51
+ ktx2TranscoderPath: DEFAULT_KTX2_TRANSCODER_LOCATION
52
+ });
43
53
  /**
44
54
  * Set the location of the Draco decoder. If a draco loader has already been created, it will be updated.
45
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  * @default 'https://www.gstatic.com/draco/versioned/decoders/1.5.7/'
@@ -72,28 +82,6 @@ export function setKTX2TranscoderLocation(location) {
72
82
  console.debug("Setting KTX2 transcoder path to " + location);
73
83
  }
74
84
  }
75
- const $dracoDecoderPath = Symbol("dracoDecoderPath");
76
- let dracoLoader;
77
- let meshoptDecoder;
78
- let ktx2Loader;
79
- /** Used to create and load loaders */
80
- function prepareLoaders() {
81
- if (!dracoLoader) {
82
- dracoLoader = new DRACOLoader();
83
- dracoLoader[$dracoDecoderPath] = DEFAULT_DRACO_DECODER_LOCATION;
84
- dracoLoader.setDecoderPath(DEFAULT_DRACO_DECODER_LOCATION);
85
- dracoLoader.setDecoderConfig({ type: 'js' });
86
- dracoLoader.preload();
87
- }
88
- if (!ktx2Loader) {
89
- ktx2Loader = new KTX2Loader();
90
- ktx2Loader.setTranscoderPath(DEFAULT_KTX2_TRANSCODER_LOCATION);
91
- ktx2Loader.init();
92
- }
93
- if (!meshoptDecoder) {
94
- meshoptDecoder = MeshoptDecoder;
95
- }
96
- }
97
85
  /**
98
86
  * Create loaders/decoders for Draco, KTX2 and Meshopt to be used with GLTFLoader.
99
87
  * @param renderer - Provide a renderer to detect KTX2 support.
@@ -116,6 +104,29 @@ export function addDracoAndKTX2Loaders(loader) {
116
104
  if (!loader.meshoptDecoder)
117
105
  loader.setMeshoptDecoder(meshoptDecoder);
118
106
  }
107
+ // #region internal
108
+ const $dracoDecoderPath = Symbol("dracoDecoderPath");
109
+ let dracoLoader;
110
+ let meshoptDecoder;
111
+ let ktx2Loader;
112
+ /** Used to create and load loaders */
113
+ function prepareLoaders() {
114
+ if (!dracoLoader) {
115
+ dracoLoader = new DRACOLoader();
116
+ dracoLoader[$dracoDecoderPath] = DEFAULT_DRACO_DECODER_LOCATION;
117
+ dracoLoader.setDecoderPath(DEFAULT_DRACO_DECODER_LOCATION);
118
+ dracoLoader.setDecoderConfig({ type: 'js' });
119
+ dracoLoader.preload();
120
+ }
121
+ if (!ktx2Loader) {
122
+ ktx2Loader = new KTX2Loader();
123
+ ktx2Loader.setTranscoderPath(DEFAULT_KTX2_TRANSCODER_LOCATION);
124
+ ktx2Loader.init();
125
+ }
126
+ if (!meshoptDecoder) {
127
+ meshoptDecoder = MeshoptDecoder;
128
+ }
129
+ }
119
130
  const gltfLoaderConfigurations = new WeakMap();
120
131
  export function configureLoader(loader, opts) {
121
132
  let config = gltfLoaderConfigurations.get(loader);
@@ -160,6 +160,14 @@ export class LODsManager {
160
160
  constructor(renderer, context) {
161
161
  this.renderer = renderer;
162
162
  this.context = { ...context };
163
+ // createGLTFLoaderWorker().then(res => {
164
+ // res.load("https://cloud.needle.tools/-/assets/Z23hmXBZ20RjNk-Z20RjNk-optimized/file").then(res2 => {
165
+ // console.log("DONE", res2);
166
+ // })
167
+ // res.load("https://cloud.needle.tools/-/assets/Z23hmXBZ20RjNk-Z20RjNk-world/file").then(res2 => {
168
+ // console.log("DONE2", res2);
169
+ // })
170
+ // })
163
171
  }
164
172
  #originalRender;
165
173
  #clock = new Clock();
@@ -360,7 +368,7 @@ export class LODsManager {
360
368
  }
361
369
  // TODO: we currently can not switch texture lods because we need better caching for the textures internally (see copySettings in progressive + NE-4431)
362
370
  if (object.material && levels.texture_lod >= 0) {
363
- this.loadProgressiveTextures(object.material, levels.texture_lod);
371
+ this.loadProgressiveTextures(object.material, levels.texture_lod, debugLodLevel);
364
372
  }
365
373
  if (debug && object.material && !object["isGizmo"]) {
366
374
  applyDebugSettings(object.material);
@@ -376,7 +384,7 @@ export class LODsManager {
376
384
  * @param level the LOD level to load. Level 0 is the best quality, higher levels are lower quality
377
385
  * @returns Promise with true if the LOD was loaded, false if not
378
386
  */
379
- loadProgressiveTextures(material, level) {
387
+ loadProgressiveTextures(material, level, overrideLodLevel) {
380
388
  if (!material)
381
389
  return;
382
390
  if (Array.isArray(material)) {
@@ -394,10 +402,9 @@ export class LODsManager {
394
402
  else if (level < material[$currentLOD]) {
395
403
  update = true;
396
404
  }
397
- const debugLevel = material["DEBUG:LOD"];
398
- if (debugLevel != undefined) {
399
- update = material[$currentLOD] != debugLevel;
400
- level = debugLevel;
405
+ if (overrideLodLevel !== undefined && overrideLodLevel >= 0) {
406
+ update = material[$currentLOD] != overrideLodLevel;
407
+ level = overrideLodLevel;
401
408
  }
402
409
  if (update) {
403
410
  material[$currentLOD] = level;
@@ -459,6 +466,7 @@ export class LODsManager {
459
466
  }
460
467
  static skinnedMeshBoundsFrameOffsetCounter = 0;
461
468
  static $skinnedMeshBoundsOffset = Symbol("gltf-progressive-skinnedMeshBoundsOffset");
469
+ // #region calculateLodLevel
462
470
  calculateLodLevel(camera, mesh, state, desiredDensity, result) {
463
471
  if (!mesh) {
464
472
  result.mesh_lod = -1;
@@ -485,7 +493,7 @@ export class LODsManager {
485
493
  const primitive_index = NEEDLE_progressive.getPrimitiveIndex(mesh.geometry);
486
494
  const has_mesh_lods = mesh_lods && mesh_lods.length > 0;
487
495
  const texture_lods_minmax = NEEDLE_progressive.getMaterialMinMaxLODsCount(mesh.material);
488
- const has_texture_lods = texture_lods_minmax?.min_count != Infinity && texture_lods_minmax.min_count > 0 && texture_lods_minmax.max_count > 0;
496
+ const has_texture_lods = texture_lods_minmax.min_count !== Infinity && texture_lods_minmax.min_count >= 0 && texture_lods_minmax.max_count >= 0;
489
497
  // We can skip all this if we dont have any LOD information
490
498
  if (!has_mesh_lods && !has_texture_lods) {
491
499
  result.mesh_lod = 0;
@@ -648,6 +656,10 @@ export class LODsManager {
648
656
  const lod = mesh_lods[l];
649
657
  const densityForThisLevel = lod.densities?.[primitive_index] || lod.density || .00001;
650
658
  const resultingDensity = densityForThisLevel / state.lastScreenCoverage;
659
+ if (primitive_index > 0 && isDevelopmentServer() && !lod.densities && !globalThis["NEEDLE:MISSING_LOD_PRIMITIVE_DENSITIES"]) {
660
+ window["NEEDLE:MISSING_LOD_PRIMITIVE_DENSITIES"] = true;
661
+ console.warn(`[Needle Progressive] Detected usage of mesh without primitive densities. This might cause incorrect LOD level selection: Consider re-optimizing your model by updating your Needle Integration, Needle glTF Pipeline or running optimization again on Needle Cloud.`);
662
+ }
651
663
  if (resultingDensity < desiredDensity) {
652
664
  expectedLevel = l;
653
665
  break;
@@ -671,7 +683,7 @@ export class LODsManager {
671
683
  if (changed) {
672
684
  const level = mesh_lods?.[result.mesh_lod];
673
685
  if (level) {
674
- console.log(`Mesh LOD changed: ${state.lastLodLevel_Mesh} → ${result.mesh_lod} (${level.density.toFixed(0)}) - ${mesh.name}`);
686
+ console.debug(`Mesh LOD changed: ${state.lastLodLevel_Mesh} → ${result.mesh_lod} (density: ${level.densities?.[primitive_index].toFixed(0)}) | ${mesh.name}`);
675
687
  }
676
688
  }
677
689
  }
@@ -706,10 +718,11 @@ export class LODsManager {
706
718
  if (lod.max_height > pixelSizeOnScreen || (!foundLod && i === 0)) {
707
719
  foundLod = true;
708
720
  result.texture_lod = i;
709
- if (result.texture_lod < state.lastLodLevel_Texture) {
710
- const lod_pixel_height = lod.max_height;
711
- if (debugProgressiveLoading)
721
+ if (debugProgressiveLoading) {
722
+ if (result.texture_lod < state.lastLodLevel_Texture) {
723
+ const lod_pixel_height = lod.max_height;
712
724
  console.log(`Texture LOD changed: ${state.lastLodLevel_Texture} → ${result.texture_lod} = ${lod_pixel_height}px \nScreensize: ${pixelSizeOnScreen.toFixed(0)}px, Coverage: ${(100 * state.lastScreenCoverage).toFixed(2)}%, Volume ${volume.toFixed(1)} \n${mesh.name}`);
725
+ }
713
726
  }
714
727
  break;
715
728
  }
@@ -4,10 +4,10 @@ export declare function resolveUrl(source: string | undefined, uri: string): str
4
4
  /** @returns `true` if it's a phone or tablet */
5
5
  export declare function isMobileDevice(): boolean;
6
6
  export declare function isDevelopmentServer(): boolean;
7
- type SlotReturnValue = {
8
- use?: ((promise: Promise<any>) => void);
7
+ export type SlotReturnValue<T = any> = {
8
+ use?: ((promise: Promise<T>) => void);
9
9
  };
10
- export declare class PromiseQueue {
10
+ export declare class PromiseQueue<T = any> {
11
11
  readonly maxConcurrent: number;
12
12
  private readonly _running;
13
13
  private readonly _queue;
@@ -19,8 +19,7 @@ export declare class PromiseQueue {
19
19
  /**
20
20
  * Request a slot for a promise with a specific key. This function returns a promise with a `use` method that can be called to add the promise to the queue.
21
21
  */
22
- slot(key: string): Promise<SlotReturnValue>;
22
+ slot(key: string): Promise<SlotReturnValue<T>>;
23
23
  private add;
24
24
  private internalUpdate;
25
25
  }
26
- export {};
@@ -89,10 +89,10 @@ export class PromiseQueue {
89
89
  promise.finally(() => {
90
90
  this._running.delete(key);
91
91
  if (this.debug)
92
- console.debug(`[PromiseQueue]: Promise for key ${key} finished, running: ${this._running.size}, waiting: ${this._queue.length}`);
92
+ console.debug(`[PromiseQueue]: Promise finished now running: ${this._running.size}, waiting: ${this._queue.length}. (finished ${key})`);
93
93
  });
94
94
  if (this.debug)
95
- console.debug(`[PromiseQueue]: Adding promise for key ${key}, running: ${this._running.size}, waiting: ${this._queue.length}`);
95
+ console.debug(`[PromiseQueue]: Added new promise, now running: ${this._running.size}, waiting: ${this._queue.length}. (added ${key})`);
96
96
  }
97
97
  internalUpdate() {
98
98
  // Run for as many free slots as we can
package/lib/version.js CHANGED
@@ -1,4 +1,4 @@
1
1
  // replaced at build time
2
- export const version = "3.1.0";
2
+ export const version = "3.1.1";
3
3
  globalThis["GLTF_PROGRESSIVE_VERSION"] = version;
4
4
  console.debug(`[gltf-progressive] version ${version || "-"}`);
@@ -0,0 +1,45 @@
1
+ import { BufferGeometry, Texture, WebGLRenderer } from "three";
2
+ import type { KTX2LoaderWorkerConfig } from "three/examples/jsm/loaders/KTX2Loader.js";
3
+ type GLTFLoaderWorkerOptions = {
4
+ debug?: boolean;
5
+ };
6
+ type WorkerLoadResult = {
7
+ url: string;
8
+ geometries: Array<{
9
+ geometry: BufferGeometry;
10
+ meshIndex: number;
11
+ primitiveIndex: number;
12
+ extensions: Record<string, any>;
13
+ }>;
14
+ textures: Array<{
15
+ texture: Texture;
16
+ textureIndex: number;
17
+ extensions: Record<string, any>;
18
+ }>;
19
+ };
20
+ export declare function getWorker(opts?: GLTFLoaderWorkerOptions): Promise<GLTFLoaderWorker>;
21
+ export type { GLTFLoaderWorker, GLTFLoaderWorkerOptions, WorkerLoadResult };
22
+ /** @internal */
23
+ export type GLTFLoaderWorker_Message = {
24
+ type: 'init';
25
+ } | {
26
+ type: 'load';
27
+ url: string;
28
+ dracoDecoderPath: string;
29
+ ktx2TranscoderPath: string;
30
+ ktx2LoaderConfig: KTX2LoaderWorkerConfig;
31
+ } | {
32
+ type: "loaded-gltf";
33
+ result: WorkerLoadResult;
34
+ };
35
+ declare class GLTFLoaderWorker {
36
+ private readonly worker;
37
+ static createWorker(opts: GLTFLoaderWorkerOptions): Promise<GLTFLoaderWorker>;
38
+ private _running;
39
+ private _webglRenderer;
40
+ load(url: string | URL, opts?: {
41
+ renderer?: WebGLRenderer;
42
+ }): Promise<WorkerLoadResult>;
43
+ private _debug;
44
+ private constructor();
45
+ }