@needle-tools/gltf-progressive 4.0.0-alpha.1 → 4.0.0-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.
Files changed (40) hide show
  1. package/CHANGELOG.md +21 -1
  2. package/LICENSE +21 -0
  3. package/README.md +47 -11
  4. package/examples/modelviewer-multiple.html +4 -4
  5. package/examples/modelviewer.html +4 -4
  6. package/examples/offscreen/index.html +15 -0
  7. package/examples/offscreen/main.js +98 -0
  8. package/examples/react-three-fiber/index.html +2 -2
  9. package/examples/react-three-fiber/package-lock.json +482 -484
  10. package/examples/react-three-fiber/package.json +4 -4
  11. package/examples/react-three-fiber/src/App.tsx +76 -21
  12. package/examples/react-three-fiber/src/styles.css +2 -4
  13. package/examples/react-three-fiber/vite.config.js +2 -2
  14. package/examples/shared/example-utils.js +297 -0
  15. package/examples/shared/example.css +44 -0
  16. package/examples/shared/runtime.js +34 -0
  17. package/examples/threejs/index.html +6 -10
  18. package/examples/threejs/main.js +5 -23
  19. package/examples/webgpu/index.html +15 -0
  20. package/examples/webgpu/main.js +105 -0
  21. package/examples/worker-rendering/index.html +15 -0
  22. package/examples/worker-rendering/main.js +109 -0
  23. package/examples/worker-rendering/worker.js +166 -0
  24. package/gltf-progressive.js +1025 -669
  25. package/gltf-progressive.min.js +9 -9
  26. package/gltf-progressive.umd.cjs +9 -9
  27. package/lib/extension.d.ts +73 -7
  28. package/lib/extension.js +351 -111
  29. package/lib/index.d.ts +1 -1
  30. package/lib/index.js +1 -1
  31. package/lib/loaders.js +17 -3
  32. package/lib/lods.debug.js +2 -2
  33. package/lib/lods.manager.d.ts +93 -15
  34. package/lib/lods.manager.js +331 -157
  35. package/lib/lods.promise.js +1 -1
  36. package/lib/plugins/modelviewer.js +1 -1
  37. package/lib/utils.internal.js +20 -6
  38. package/lib/version.js +1 -1
  39. package/lib/worker/loader.mainthread.js +4 -1
  40. package/package.json +10 -3
package/lib/extension.js CHANGED
@@ -36,6 +36,13 @@ export class NEEDLE_progressive {
36
36
  return EXTENSION_NAME;
37
37
  }
38
38
  // #region PUBLIC API
39
+ /**
40
+ * Get the progressive mesh LOD extension data associated with a geometry.
41
+ * Returns the extension metadata (available LOD levels, vertex/index counts, densities) if the geometry was registered with progressive LODs, or `null` otherwise.
42
+ *
43
+ * @param geo - The buffer geometry to look up.
44
+ * @returns The mesh LOD extension data, or `null` if no progressive LODs are registered for this geometry.
45
+ */
39
46
  static getMeshLODExtension(geo) {
40
47
  const info = this.getAssignedLODInformation(geo);
41
48
  if (info?.key) {
@@ -43,12 +50,28 @@ export class NEEDLE_progressive {
43
50
  }
44
51
  return null;
45
52
  }
53
+ /**
54
+ * Get the glTF primitive index for a geometry within its parent mesh.
55
+ * A single glTF mesh node can contain multiple primitives (sub-geometries). This returns which primitive the geometry corresponds to.
56
+ *
57
+ * @param geo - The buffer geometry to look up.
58
+ * @returns The zero-based primitive index, or `-1` if no LOD information is assigned to this geometry.
59
+ */
46
60
  static getPrimitiveIndex(geo) {
47
61
  const index = this.getAssignedLODInformation(geo)?.index;
48
62
  if (index === undefined || index === null)
49
63
  return -1;
50
64
  return index;
51
65
  }
66
+ /**
67
+ * Compute the minimum and maximum number of texture LOD levels across all textures of a material (or array of materials).
68
+ * Iterates over all texture slots on the material and collects LOD count ranges and per-level resolution bounds.
69
+ * Results are cached on the material so subsequent calls are free.
70
+ *
71
+ * @param material - A single material or an array of materials to inspect.
72
+ * @param minmax - Optional accumulator to merge results into (used internally for recursive calls with material arrays).
73
+ * @returns An object with `min_count` / `max_count` (the range of LOD levels across all textures) and a per-level `lods` array with `min_height` / `max_height`.
74
+ */
52
75
  static getMaterialMinMaxLODsCount(material, minmax) {
53
76
  const self = this;
54
77
  // we can cache this material min max data because it wont change at runtime
@@ -186,7 +209,7 @@ export class NEEDLE_progressive {
186
209
  * });
187
210
  * ```
188
211
  */
189
- static assignMeshLOD(mesh, level) {
212
+ static assignMeshLOD(mesh, level, options) {
190
213
  if (!mesh)
191
214
  return Promise.resolve(null);
192
215
  if (mesh instanceof Mesh || mesh.isMesh === true) {
@@ -200,21 +223,32 @@ export class NEEDLE_progressive {
200
223
  }
201
224
  // const info = this.onProgressiveLoadStart(context, source, mesh, null);
202
225
  mesh["LOD:requested level"] = level;
203
- return NEEDLE_progressive.getOrLoadLOD(currentGeometry, level).then(geo => {
226
+ const shouldLoad = () => mesh["LOD:requested level"] === level || this.shouldApplyStaleMeshLOD(mesh, level);
227
+ return NEEDLE_progressive.getOrLoadLOD(currentGeometry, level, {
228
+ isCurrent: shouldLoad,
229
+ }).then(geo => {
204
230
  if (Array.isArray(geo)) {
205
231
  const index = lodinfo.index || 0;
206
232
  geo = geo[index];
207
233
  }
208
- if (mesh["LOD:requested level"] === level) {
209
- delete mesh["LOD:requested level"];
234
+ const isLatestRequest = mesh["LOD:requested level"] === level;
235
+ if (isLatestRequest || this.shouldApplyStaleMeshLOD(mesh, level)) {
236
+ if (isLatestRequest) {
237
+ delete mesh["LOD:requested level"];
238
+ }
210
239
  if (geo && currentGeometry != geo) {
211
240
  const isGeometry = geo?.isBufferGeometry;
212
241
  // if (debug == "verbose") console.log("Progressive Mesh " + mesh.name + " loaded", currentGeometry, "→", geo, "\n", mesh)
213
- if (isGeometry) {
214
- mesh.geometry = geo;
242
+ if (!isGeometry) {
243
+ if (debug) {
244
+ console.error("Invalid LOD geometry", geo);
245
+ }
215
246
  }
216
- else if (debug) {
217
- console.error("Invalid LOD geometry", geo);
247
+ else if (typeof options?.apply === "function") {
248
+ options.apply(geo, level, mesh);
249
+ }
250
+ else if (options?.apply !== false) {
251
+ mesh.geometry = geo;
218
252
  }
219
253
  }
220
254
  }
@@ -231,15 +265,16 @@ export class NEEDLE_progressive {
231
265
  }
232
266
  return Promise.resolve(null);
233
267
  }
234
- static assignTextureLOD(materialOrTexture, level = 0) {
268
+ static assignTextureLOD(materialOrTexture, level = 0, options) {
235
269
  if (!materialOrTexture)
236
270
  return Promise.resolve(null);
271
+ const force = options?.force === true;
237
272
  if (materialOrTexture.isMesh === true) {
238
273
  const mesh = materialOrTexture;
239
274
  if (Array.isArray(mesh.material)) {
240
275
  const arr = new Array();
241
276
  for (const mat of mesh.material) {
242
- const promise = this.assignTextureLOD(mat, level);
277
+ const promise = this.assignTextureLOD(mat, level, options);
243
278
  arr.push(promise);
244
279
  }
245
280
  return Promise.all(arr).then(res => {
@@ -253,13 +288,14 @@ export class NEEDLE_progressive {
253
288
  });
254
289
  }
255
290
  else {
256
- return this.assignTextureLOD(mesh.material, level);
291
+ return this.assignTextureLOD(mesh.material, level, options);
257
292
  }
258
293
  }
259
294
  if (materialOrTexture.isMaterial === true) {
260
295
  const material = materialOrTexture;
261
296
  const promises = [];
262
297
  const slots = new Array();
298
+ this.trackCurrentMaterialTextureSlots(material);
263
299
  // Handle custom shaders / uniforms progressive textures. This includes support for VRM shaders
264
300
  if (material.uniforms && (material.isRawShaderMaterial || material.isShaderMaterial === true)) {
265
301
  // iterate uniforms of custom shaders
@@ -267,7 +303,7 @@ export class NEEDLE_progressive {
267
303
  for (const slot of Object.keys(shaderMaterial.uniforms)) {
268
304
  const val = shaderMaterial.uniforms[slot].value;
269
305
  if (val?.isTexture === true) {
270
- const task = this.assignTextureLODForSlot(val, level, material, slot).then(res => {
306
+ const task = this.assignTextureLODForSlot(val, level, material, slot, force).then(res => {
271
307
  if (res && shaderMaterial.uniforms[slot].value != res) {
272
308
  shaderMaterial.uniforms[slot].value = res;
273
309
  shaderMaterial.uniformsNeedUpdate = true;
@@ -283,7 +319,7 @@ export class NEEDLE_progressive {
283
319
  for (const slot of Object.keys(material)) {
284
320
  const val = material[slot];
285
321
  if (val?.isTexture === true) {
286
- const task = this.assignTextureLODForSlot(val, level, material, slot);
322
+ const task = this.assignTextureLODForSlot(val, level, material, slot, force);
287
323
  promises.push(task);
288
324
  slots.push(slot);
289
325
  }
@@ -306,7 +342,7 @@ export class NEEDLE_progressive {
306
342
  }
307
343
  if (materialOrTexture instanceof Texture || materialOrTexture.isTexture === true) {
308
344
  const texture = materialOrTexture;
309
- return this.assignTextureLODForSlot(texture, level, null, null);
345
+ return this.assignTextureLODForSlot(texture, level, null, null, force);
310
346
  }
311
347
  return Promise.resolve(null);
312
348
  }
@@ -321,14 +357,36 @@ export class NEEDLE_progressive {
321
357
  return NEEDLE_progressive.queue.maxConcurrent;
322
358
  }
323
359
  // #region INTERNAL
324
- static assignTextureLODForSlot(current, level, material, slot) {
360
+ static assignTextureLODForSlot(current, level, material, slot, force) {
325
361
  if (current?.isTexture !== true) {
326
362
  return Promise.resolve(null);
327
363
  }
328
364
  if (slot === "glyphMap") {
329
365
  return Promise.resolve(current);
330
366
  }
331
- return NEEDLE_progressive.getOrLoadLOD(current, level).then(tex => {
367
+ const currentLOD = this.getAssignedLODInformation(current);
368
+ if (currentLOD) {
369
+ if (currentLOD.level === level) {
370
+ return Promise.resolve(current);
371
+ }
372
+ if (!force && currentLOD.level < level) {
373
+ return Promise.resolve(current);
374
+ }
375
+ }
376
+ if (material && slot) {
377
+ const pending = this.getPendingTextureSlotRequest(material, slot);
378
+ if (pending && pending.level === level && pending.force === force) {
379
+ return pending.promise;
380
+ }
381
+ }
382
+ const requestId = material && slot ? this.nextTextureSlotRequestId(material, slot, level, force) : 0;
383
+ const isCurrentRequest = () => !material || !slot || this.getLatestTextureSlotRequest(material, slot)?.id === requestId;
384
+ const shouldLoad = () => isCurrentRequest() || this.shouldApplyStaleTextureSlotLOD(material, slot, level, force);
385
+ const promise = NEEDLE_progressive.getOrLoadLOD(current, level, {
386
+ isCurrent: shouldLoad,
387
+ }).then(tex => {
388
+ if (!isCurrentRequest() && !this.shouldApplyStaleTextureSlotLOD(material, slot, level, force))
389
+ return null;
332
390
  // this can currently not happen
333
391
  if (Array.isArray(tex)) {
334
392
  console.warn("Progressive: Got an array of textures for a texture slot, this should not happen...");
@@ -337,40 +395,19 @@ export class NEEDLE_progressive {
337
395
  if (tex?.isTexture === true) {
338
396
  if (tex != current) {
339
397
  if (material && slot) {
340
- const assigned = material[slot];
398
+ const assigned = this.getMaterialTextureSlot(material, slot) ?? current;
341
399
  // Check if the assigned texture LOD is higher quality than the current LOD
342
400
  // This is necessary for cases where e.g. a texture is updated via an explicit call to assignTextureLOD
343
- if (assigned && !debug) {
401
+ if (assigned && !force) {
344
402
  const assignedLOD = this.getAssignedLODInformation(assigned);
345
403
  if (assignedLOD && assignedLOD?.level < level) {
346
404
  if (debug === "verbose")
347
405
  console.warn("Assigned texture level is already higher: ", assignedLOD.level, level, material, assigned, tex);
348
- // Dispose the newly loaded texture since we're not using it
349
- // (the assigned texture is higher quality, so we reject the new one)
350
- // Note: We dispose directly here (not via untrackTextureUsage) because this texture
351
- // was never tracked/used - it was rejected immediately upon loading
352
- if (tex && tex !== assigned) {
353
- if (debug || debugGC) {
354
- console.log(`[gltf-progressive] Disposing rejected lower-quality texture LOD ${level} (assigned is ${assignedLOD.level})`, tex.uuid);
355
- }
356
- tex.dispose();
357
- }
358
406
  return null;
359
407
  }
360
408
  // assigned.dispose();
361
409
  }
362
- // Track reference count for new texture
363
- this.trackTextureUsage(tex);
364
- // Untrack the old texture (may dispose if ref count hits 0)
365
- // This prevents accumulation of GPU VRAM while waiting for garbage collection
366
- if (assigned && assigned !== tex) {
367
- const wasDisposed = this.untrackTextureUsage(assigned);
368
- if (wasDisposed && (debug || debugGC)) {
369
- const assignedLOD = this.getAssignedLODInformation(assigned);
370
- console.log(`[gltf-progressive] Disposed old texture LOD ${assignedLOD?.level ?? '?'} → ${level} for ${material.name || material.type}.${slot}`, assigned.uuid);
371
- }
372
- }
373
- material[slot] = tex;
410
+ this.assignTrackedTextureSlot(material, slot, tex);
374
411
  }
375
412
  // Note: We use reference counting above to track texture usage across multiple materials.
376
413
  // When the reference count hits zero, GPU memory (VRAM) is freed immediately via gl.deleteTexture(),
@@ -390,6 +427,166 @@ export class NEEDLE_progressive {
390
427
  console.error("Error loading LOD", current, err);
391
428
  return null;
392
429
  });
430
+ if (material && slot) {
431
+ this.setPendingTextureSlotRequest(material, slot, level, force, requestId, promise);
432
+ }
433
+ return promise;
434
+ }
435
+ // Track material slots, not just texture objects. A shared fallback texture can be
436
+ // referenced by many slots and should only be disposed after every slot moved away.
437
+ static trackedTextureSlots = new WeakMap();
438
+ static pendingTextureSlotRequests = new WeakMap();
439
+ static latestTextureSlotRequests = new WeakMap();
440
+ static textureSlotRequestId = 0;
441
+ static trackCurrentMaterialTextureSlots(material) {
442
+ if (material.uniforms && (material.isRawShaderMaterial || material.isShaderMaterial === true)) {
443
+ const shaderMaterial = material;
444
+ for (const slot of Object.keys(shaderMaterial.uniforms)) {
445
+ const value = shaderMaterial.uniforms[slot].value;
446
+ if (value?.isTexture === true) {
447
+ this.ensureTrackedTextureSlot(material, slot, value);
448
+ }
449
+ }
450
+ return;
451
+ }
452
+ for (const slot of Object.keys(material)) {
453
+ const value = material[slot];
454
+ if (value?.isTexture === true) {
455
+ this.ensureTrackedTextureSlot(material, slot, value);
456
+ }
457
+ }
458
+ }
459
+ static getPendingTextureSlotRequest(material, slot) {
460
+ return this.pendingTextureSlotRequests.get(material)?.get(slot);
461
+ }
462
+ static nextTextureSlotRequestId(material, slot, level, force) {
463
+ let slots = this.latestTextureSlotRequests.get(material);
464
+ if (!slots) {
465
+ slots = new Map();
466
+ this.latestTextureSlotRequests.set(material, slots);
467
+ }
468
+ const id = ++this.textureSlotRequestId;
469
+ slots.set(slot, { id, level, force });
470
+ return id;
471
+ }
472
+ static getLatestTextureSlotRequest(material, slot) {
473
+ return this.latestTextureSlotRequests.get(material)?.get(slot);
474
+ }
475
+ static shouldApplyStaleTextureSlotLOD(material, slot, level, force) {
476
+ if (!material || !slot)
477
+ return false;
478
+ const latest = this.getLatestTextureSlotRequest(material, slot);
479
+ const assigned = this.getMaterialTextureSlot(material, slot);
480
+ const assignedLODLevel = this.getAssignedLODInformation(assigned)?.level ?? Infinity;
481
+ if (level >= assignedLODLevel)
482
+ return false;
483
+ if (force) {
484
+ if (!latest)
485
+ return false;
486
+ return level >= latest.level;
487
+ }
488
+ return true;
489
+ }
490
+ static shouldApplyStaleMeshLOD(mesh, level) {
491
+ const latestLevel = mesh["LOD:requested level"];
492
+ if (typeof latestLevel !== "number")
493
+ return false;
494
+ const assignedLODLevel = this.getAssignedLODInformation(mesh.geometry)?.level ?? Infinity;
495
+ return level < assignedLODLevel && level >= latestLevel;
496
+ }
497
+ static setPendingTextureSlotRequest(material, slot, level, force, id, promise) {
498
+ let slots = this.pendingTextureSlotRequests.get(material);
499
+ if (!slots) {
500
+ slots = new Map();
501
+ this.pendingTextureSlotRequests.set(material, slots);
502
+ }
503
+ const request = { level, force, id, promise };
504
+ slots.set(slot, request);
505
+ promise.finally(() => {
506
+ const current = slots.get(slot);
507
+ if (current?.id === id) {
508
+ slots.delete(slot);
509
+ }
510
+ });
511
+ }
512
+ static getMaterialTextureSlot(material, slot) {
513
+ const uniforms = material.uniforms;
514
+ const uniform = uniforms?.[slot];
515
+ if (uniform?.value?.isTexture === true) {
516
+ return uniform.value;
517
+ }
518
+ const value = material[slot];
519
+ if (value?.isTexture === true) {
520
+ return value;
521
+ }
522
+ return null;
523
+ }
524
+ static setMaterialTextureSlot(material, slot, texture) {
525
+ const uniforms = material.uniforms;
526
+ const uniform = uniforms?.[slot];
527
+ if (uniform?.value?.isTexture === true) {
528
+ uniform.value = texture;
529
+ material.uniformsNeedUpdate = true;
530
+ return;
531
+ }
532
+ material[slot] = texture;
533
+ }
534
+ static assignTrackedTextureSlot(material, slot, texture) {
535
+ let slots = this.trackedTextureSlots.get(material);
536
+ if (!slots) {
537
+ slots = new Map();
538
+ this.trackedTextureSlots.set(material, slots);
539
+ }
540
+ const assigned = this.getMaterialTextureSlot(material, slot);
541
+ let previousTracked = slots.get(slot);
542
+ if (!previousTracked && assigned) {
543
+ previousTracked = this.ensureTrackedTextureSlot(material, slot, assigned);
544
+ }
545
+ else if (previousTracked && assigned && previousTracked !== assigned) {
546
+ this.releaseTrackedTextureSlot(material, slot, previousTracked);
547
+ previousTracked = this.ensureTrackedTextureSlot(material, slot, assigned);
548
+ }
549
+ if (previousTracked === texture && assigned === texture) {
550
+ return;
551
+ }
552
+ if (previousTracked && previousTracked !== texture) {
553
+ this.releaseTrackedTextureSlot(material, slot, previousTracked);
554
+ }
555
+ if (previousTracked !== texture) {
556
+ this.trackTextureUsage(texture);
557
+ slots.set(slot, texture);
558
+ }
559
+ if (assigned !== texture) {
560
+ this.setMaterialTextureSlot(material, slot, texture);
561
+ }
562
+ }
563
+ static ensureTrackedTextureSlot(material, slot, texture) {
564
+ let slots = this.trackedTextureSlots.get(material);
565
+ if (!slots) {
566
+ slots = new Map();
567
+ this.trackedTextureSlots.set(material, slots);
568
+ }
569
+ const previous = slots.get(slot);
570
+ if (previous === texture) {
571
+ return previous;
572
+ }
573
+ if (previous) {
574
+ this.releaseTrackedTextureSlot(material, slot, previous);
575
+ }
576
+ this.trackTextureUsage(texture);
577
+ slots.set(slot, texture);
578
+ return texture;
579
+ }
580
+ static releaseTrackedTextureSlot(material, slot, texture) {
581
+ const slots = this.trackedTextureSlots.get(material);
582
+ if (slots?.get(slot) === texture) {
583
+ slots.delete(slot);
584
+ }
585
+ const wasDisposed = this.untrackTextureUsage(texture);
586
+ if (wasDisposed && (debug || debugGC)) {
587
+ const assignedLOD = this.getAssignedLODInformation(texture);
588
+ console.log(`[gltf-progressive] Disposed old texture LOD ${assignedLOD?.level ?? '?'} for ${material.name || material.type}.${slot}`, texture.uuid);
589
+ }
393
590
  }
394
591
  parser;
395
592
  url;
@@ -492,7 +689,15 @@ export class NEEDLE_progressive {
492
689
  return null;
493
690
  }
494
691
  /**
495
- * Register a texture with LOD information
692
+ * Register a texture with progressive LOD information. This associates the texture with its LOD extension data
693
+ * so the LODs manager can later swap it for higher or lower resolution versions based on screen coverage.
694
+ * Typically called during glTF loading when the progressive extension is parsed.
695
+ *
696
+ * @param url - The source URL of the glTF file this texture was loaded from.
697
+ * @param tex - The three.js Texture instance to register.
698
+ * @param level - The LOD level this texture represents (0 = highest resolution).
699
+ * @param index - The texture index within the glTF file.
700
+ * @param ext - The parsed progressive texture extension data containing all available LOD levels and their dimensions.
496
701
  */
497
702
  static registerTexture = (url, tex, level, index, ext) => {
498
703
  if (!tex) {
@@ -514,7 +719,17 @@ export class NEEDLE_progressive {
514
719
  NEEDLE_progressive.lowresCache.set(key, new WeakRef(tex));
515
720
  };
516
721
  /**
517
- * Register a mesh with LOD information
722
+ * Register a mesh with progressive LOD information. This associates the mesh geometry with its LOD extension data
723
+ * so the LODs manager can later swap it for higher or lower density versions based on screen coverage.
724
+ * Typically called during glTF loading when the progressive extension is parsed.
725
+ * If the mesh is registered at a level > 0 (i.e. not full resolution), a raycast mesh is automatically preserved for accurate picking.
726
+ *
727
+ * @param url - The source URL of the glTF file this mesh was loaded from.
728
+ * @param key - A unique key identifying this mesh's LOD group (typically derived from the extension GUID).
729
+ * @param mesh - The three.js Mesh instance to register.
730
+ * @param level - The LOD level this mesh represents (0 = highest resolution / full density).
731
+ * @param index - The primitive index within the glTF mesh node.
732
+ * @param ext - The parsed progressive mesh extension data containing all available LOD levels with vertex/index counts and densities.
518
733
  */
519
734
  static registerMesh = (url, key, mesh, level, index, ext) => {
520
735
  const geometry = mesh.geometry;
@@ -603,6 +818,10 @@ export class NEEDLE_progressive {
603
818
  this.cache.clear();
604
819
  // Clear all texture reference counts when disposing everything
605
820
  this.textureRefCounts.clear();
821
+ this.trackedTextureSlots = new WeakMap();
822
+ this.pendingTextureSlotRequests = new WeakMap();
823
+ this.latestTextureSlotRequests = new WeakMap();
824
+ this.textureSlotRequestId = 0;
606
825
  }
607
826
  }
608
827
  /** Dispose a single cache entry's three.js resource(s) to free GPU memory. */
@@ -720,7 +939,7 @@ export class NEEDLE_progressive {
720
939
  }
721
940
  static workers = [];
722
941
  static _workersIndex = 0;
723
- static async getOrLoadLOD(current, level) {
942
+ static async getOrLoadLOD(current, level, options) {
724
943
  const debugverbose = debug == "verbose";
725
944
  /** this key is used to lookup the LOD information */
726
945
  const LOD = this.getAssignedLODInformation(current);
@@ -789,76 +1008,26 @@ export class NEEDLE_progressive {
789
1008
  }
790
1009
  // check if the requested file has already been loaded
791
1010
  const KEY = lod_url + "_" + lodInfo.guid;
792
- const slot = await this.queue.slot(lod_url);
793
1011
  // check if the requested file is currently being loaded or was previously loaded
794
- const existing = this.cache.get(KEY);
795
- if (existing !== undefined) {
1012
+ const cached = await this.tryResolveLODCacheEntry(this.cache.get(KEY), KEY, lod_url, current, level, debugverbose);
1013
+ if (cached.found)
1014
+ return cached.value;
1015
+ if (options?.isCurrent?.() === false) {
796
1016
  if (debugverbose)
797
- console.log(`LOD ${level} was already loading/loaded: ${KEY}`);
798
- if (existing instanceof WeakRef) {
799
- // Previously resolved resource — check if still alive in memory
800
- const derefed = existing.deref();
801
- if (derefed) {
802
- let res = derefed;
803
- let resourceIsDisposed = false;
804
- if (res instanceof Texture && current instanceof Texture) {
805
- if (hasPixelData(res.image) || getSourceData(res)) {
806
- res = this.copySettings(current, res);
807
- }
808
- else {
809
- resourceIsDisposed = true;
810
- }
811
- }
812
- else if (res instanceof BufferGeometry && current instanceof BufferGeometry) {
813
- if (!res.attributes.position?.array) {
814
- resourceIsDisposed = true;
815
- }
816
- }
817
- if (!resourceIsDisposed) {
818
- return res;
819
- }
820
- }
821
- // Resource was garbage collected or disposed — remove stale entry and re-load
822
- this.cache.delete(KEY);
823
- if (debug)
824
- console.log(`[gltf-progressive] Re-loading GC'd/disposed resource: ${KEY}`);
825
- }
826
- else {
827
- // Promise — loading in progress or previously completed
828
- let res = await existing.catch(err => {
829
- console.error(`Error loading LOD ${level} from ${lod_url}\n`, err);
830
- return null;
831
- });
832
- let resouceIsDisposed = false;
833
- if (res == null) {
834
- // if the resource is null the last loading result didnt succeed (maybe because the url doesnt exist)
835
- // in which case we don't attempt to load it again
836
- }
837
- else if (res instanceof Texture && current instanceof Texture) {
838
- // check if the texture has been disposed or not
839
- if (hasPixelData(res.image) || getSourceData(res)) {
840
- res = this.copySettings(current, res);
841
- }
842
- // if it has been disposed we need to load it again
843
- else {
844
- resouceIsDisposed = true;
845
- this.cache.delete(KEY);
846
- }
847
- }
848
- else if (res instanceof BufferGeometry && current instanceof BufferGeometry) {
849
- if (res.attributes.position?.array) {
850
- // the geometry is OK
851
- }
852
- else {
853
- resouceIsDisposed = true;
854
- this.cache.delete(KEY);
855
- }
856
- }
857
- if (!resouceIsDisposed) {
858
- return res;
859
- }
860
- }
1017
+ console.log(`Skipping stale LOD ${level} request before queue: ${lod_url}`);
1018
+ return null;
1019
+ }
1020
+ const slot = await this.queue.slot(lod_url);
1021
+ if (options?.isCurrent?.() === false) {
1022
+ if (debugverbose)
1023
+ console.log(`Skipping stale LOD ${level} request after queue: ${lod_url}`);
1024
+ return null;
861
1025
  }
1026
+ // Another request can fill the cache while this one waits for a queue slot.
1027
+ // Re-checking here avoids duplicate loads for heavily instanced assets.
1028
+ const cachedAfterQueue = await this.tryResolveLODCacheEntry(this.cache.get(KEY), KEY, lod_url, current, level, debugverbose);
1029
+ if (cachedAfterQueue.found)
1030
+ return cachedAfterQueue.value;
862
1031
  // #region loading
863
1032
  if (!slot.use) {
864
1033
  if (debug)
@@ -1034,10 +1203,19 @@ export class NEEDLE_progressive {
1034
1203
  }
1035
1204
  else {
1036
1205
  if (current instanceof Texture) {
1206
+ if (options?.isCurrent?.() === false) {
1207
+ if (debugverbose)
1208
+ console.log(`Skipping stale texture LOD ${level} request: ${lod_url}`);
1209
+ return null;
1210
+ }
1037
1211
  if (debugverbose)
1038
1212
  console.log("Load texture from uri: " + lod_url);
1039
1213
  const loader = new TextureLoader();
1040
1214
  const tex = await loader.loadAsync(lod_url);
1215
+ if (options?.isCurrent?.() === false) {
1216
+ tex?.dispose();
1217
+ return null;
1218
+ }
1041
1219
  if (tex) {
1042
1220
  tex.guid = lodInfo.guid;
1043
1221
  tex.flipY = false;
@@ -1054,7 +1232,69 @@ export class NEEDLE_progressive {
1054
1232
  }
1055
1233
  return null;
1056
1234
  }
1057
- static queue = new PromiseQueue(isMobileDevice() ? 20 : 50, { debug: debug != false });
1235
+ static async tryResolveLODCacheEntry(existing, key, lodUrl, current, level, debugverbose) {
1236
+ if (existing === undefined) {
1237
+ return { found: false };
1238
+ }
1239
+ if (debugverbose)
1240
+ console.log(`LOD ${level} was already loading/loaded: ${key}`);
1241
+ if (existing instanceof WeakRef) {
1242
+ const derefed = existing.deref();
1243
+ if (derefed) {
1244
+ let res = derefed;
1245
+ let resourceIsDisposed = false;
1246
+ if (res instanceof Texture && current instanceof Texture) {
1247
+ if (hasPixelData(res.image) || getSourceData(res)) {
1248
+ res = this.copySettings(current, res);
1249
+ }
1250
+ else {
1251
+ resourceIsDisposed = true;
1252
+ }
1253
+ }
1254
+ else if (res instanceof BufferGeometry && current instanceof BufferGeometry) {
1255
+ if (!res.attributes.position?.array) {
1256
+ resourceIsDisposed = true;
1257
+ }
1258
+ }
1259
+ if (!resourceIsDisposed) {
1260
+ return { found: true, value: res };
1261
+ }
1262
+ }
1263
+ this.cache.delete(key);
1264
+ if (debug)
1265
+ console.log(`[gltf-progressive] Re-loading GC'd/disposed resource: ${key}`);
1266
+ return { found: false };
1267
+ }
1268
+ let res = await existing.catch(err => {
1269
+ console.error(`Error loading LOD ${level} from ${lodUrl}\n`, err);
1270
+ return null;
1271
+ });
1272
+ let resourceIsDisposed = false;
1273
+ if (res == null) {
1274
+ // Failed loads stay cached as null so we don't retry the same missing resource forever.
1275
+ }
1276
+ else if (res instanceof Texture && current instanceof Texture) {
1277
+ if (hasPixelData(res.image) || getSourceData(res)) {
1278
+ res = this.copySettings(current, res);
1279
+ }
1280
+ else {
1281
+ resourceIsDisposed = true;
1282
+ this.cache.delete(key);
1283
+ }
1284
+ }
1285
+ else if (res instanceof BufferGeometry && current instanceof BufferGeometry) {
1286
+ if (!res.attributes.position?.array) {
1287
+ resourceIsDisposed = true;
1288
+ this.cache.delete(key);
1289
+ }
1290
+ }
1291
+ if (resourceIsDisposed) {
1292
+ return { found: false };
1293
+ }
1294
+ return { found: true, value: res };
1295
+ }
1296
+ static _queue;
1297
+ static get queue() { return this._queue ??= new PromiseQueue(isMobileDevice() ? 20 : 50, { debug: debug != false }); }
1058
1298
  static assignLODInformation(url, res, key, level, index) {
1059
1299
  if (!res)
1060
1300
  return;
package/lib/index.d.ts CHANGED
@@ -1,7 +1,7 @@
1
1
  export { version as VERSION } from "./version.js";
2
2
  export * from "./extension.js";
3
3
  export * from "./plugins/index.js";
4
- export { LODsManager, type LOD_Results } from "./lods.manager.js";
4
+ export { LODsManager, calculateMeshLODLevel, getLODColor, lodDebugColors, type LOD_Results, type MeshLODSelectionOptions, type MeshLODSelectionResult } from "./lods.manager.js";
5
5
  export { setDracoDecoderLocation, setKTX2TranscoderLocation, createLoaders, addDracoAndKTX2Loaders, configureLoader } from "./loaders.js";
6
6
  export { getRaycastMesh, registerRaycastMesh, useRaycastMeshes } from "./utils.js";
7
7
  import { WebGLRenderer } from "three";
package/lib/index.js CHANGED
@@ -1,7 +1,7 @@
1
1
  export { version as VERSION } from "./version.js";
2
2
  export * from "./extension.js";
3
3
  export * from "./plugins/index.js";
4
- export { LODsManager } from "./lods.manager.js";
4
+ export { LODsManager, calculateMeshLODLevel, getLODColor, lodDebugColors } from "./lods.manager.js";
5
5
  export { setDracoDecoderLocation, setKTX2TranscoderLocation, createLoaders, addDracoAndKTX2Loaders, configureLoader } from "./loaders.js";
6
6
  export { getRaycastMesh, registerRaycastMesh, useRaycastMeshes } from "./utils.js";
7
7
  import { addDracoAndKTX2Loaders, configureLoader, createLoaders } from "./loaders.js";