@tonybfox/threejs-tools 1.0.0

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Files changed (80) hide show
  1. package/README.md +321 -0
  2. package/dist/asset-loader/index.cjs +376 -0
  3. package/dist/asset-loader/index.cjs.map +1 -0
  4. package/dist/asset-loader/index.d.mts +101 -0
  5. package/dist/asset-loader/index.d.ts +101 -0
  6. package/dist/asset-loader/index.mjs +7 -0
  7. package/dist/asset-loader/index.mjs.map +1 -0
  8. package/dist/camera/index.cjs +313 -0
  9. package/dist/camera/index.cjs.map +1 -0
  10. package/dist/camera/index.d.mts +82 -0
  11. package/dist/camera/index.d.ts +82 -0
  12. package/dist/camera/index.mjs +7 -0
  13. package/dist/camera/index.mjs.map +1 -0
  14. package/dist/chunk-5DP6WDB3.mjs +1161 -0
  15. package/dist/chunk-5DP6WDB3.mjs.map +1 -0
  16. package/dist/chunk-BJKSICFA.mjs +1579 -0
  17. package/dist/chunk-BJKSICFA.mjs.map +1 -0
  18. package/dist/chunk-BYRZCHE7.mjs +277 -0
  19. package/dist/chunk-BYRZCHE7.mjs.map +1 -0
  20. package/dist/chunk-EIROAPF7.mjs +387 -0
  21. package/dist/chunk-EIROAPF7.mjs.map +1 -0
  22. package/dist/chunk-EQDOX34V.mjs +164 -0
  23. package/dist/chunk-EQDOX34V.mjs.map +1 -0
  24. package/dist/chunk-IIAZ2WJJ.mjs +405 -0
  25. package/dist/chunk-IIAZ2WJJ.mjs.map +1 -0
  26. package/dist/chunk-L4VIIJZD.mjs +340 -0
  27. package/dist/chunk-L4VIIJZD.mjs.map +1 -0
  28. package/dist/chunk-P35QJCOG.mjs +339 -0
  29. package/dist/chunk-P35QJCOG.mjs.map +1 -0
  30. package/dist/chunk-R64RVBRM.mjs +394 -0
  31. package/dist/chunk-R64RVBRM.mjs.map +1 -0
  32. package/dist/compass/index.cjs +375 -0
  33. package/dist/compass/index.cjs.map +1 -0
  34. package/dist/compass/index.d.mts +58 -0
  35. package/dist/compass/index.d.ts +58 -0
  36. package/dist/compass/index.mjs +7 -0
  37. package/dist/compass/index.mjs.map +1 -0
  38. package/dist/grid/index.cjs +200 -0
  39. package/dist/grid/index.cjs.map +1 -0
  40. package/dist/grid/index.d.mts +43 -0
  41. package/dist/grid/index.d.ts +43 -0
  42. package/dist/grid/index.mjs +7 -0
  43. package/dist/grid/index.mjs.map +1 -0
  44. package/dist/index.cjs +5049 -0
  45. package/dist/index.cjs.map +1 -0
  46. package/dist/index.d.mts +13 -0
  47. package/dist/index.d.ts +13 -0
  48. package/dist/index.mjs +47 -0
  49. package/dist/index.mjs.map +1 -0
  50. package/dist/measurements/index.cjs +1198 -0
  51. package/dist/measurements/index.cjs.map +1 -0
  52. package/dist/measurements/index.d.mts +449 -0
  53. package/dist/measurements/index.d.ts +449 -0
  54. package/dist/measurements/index.mjs +9 -0
  55. package/dist/measurements/index.mjs.map +1 -0
  56. package/dist/sunlight/index.cjs +441 -0
  57. package/dist/sunlight/index.cjs.map +1 -0
  58. package/dist/sunlight/index.d.mts +92 -0
  59. package/dist/sunlight/index.d.ts +92 -0
  60. package/dist/sunlight/index.mjs +7 -0
  61. package/dist/sunlight/index.mjs.map +1 -0
  62. package/dist/terrain/index.cjs +423 -0
  63. package/dist/terrain/index.cjs.map +1 -0
  64. package/dist/terrain/index.d.mts +219 -0
  65. package/dist/terrain/index.d.ts +219 -0
  66. package/dist/terrain/index.mjs +7 -0
  67. package/dist/terrain/index.mjs.map +1 -0
  68. package/dist/transform-controls/index.cjs +1587 -0
  69. package/dist/transform-controls/index.cjs.map +1 -0
  70. package/dist/transform-controls/index.d.mts +162 -0
  71. package/dist/transform-controls/index.d.ts +162 -0
  72. package/dist/transform-controls/index.mjs +13 -0
  73. package/dist/transform-controls/index.mjs.map +1 -0
  74. package/dist/view-helper/index.cjs +430 -0
  75. package/dist/view-helper/index.cjs.map +1 -0
  76. package/dist/view-helper/index.d.mts +75 -0
  77. package/dist/view-helper/index.d.ts +75 -0
  78. package/dist/view-helper/index.mjs +7 -0
  79. package/dist/view-helper/index.mjs.map +1 -0
  80. package/package.json +124 -0
@@ -0,0 +1,340 @@
1
+ // packages/asset-loader/src/AssetLoader.ts
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+ import * as THREE from "three";
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+ import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
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+ import { FBXLoader } from "three/examples/jsm/loaders/FBXLoader.js";
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+ import { OBJLoader } from "three/examples/jsm/loaders/OBJLoader.js";
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+ var AssetLoader = class extends THREE.EventDispatcher {
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+ constructor() {
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+ super();
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+ this.cache = /* @__PURE__ */ new Map();
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+ this.placeholder = null;
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+ this.loadedAsset = null;
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+ this.lowResAsset = null;
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+ this.errorColor = 16729156;
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+ this.errorOpacity = 0.5;
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+ this.gltfLoader = new GLTFLoader();
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+ this.fbxLoader = new FBXLoader();
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+ this.objLoader = new OBJLoader();
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+ }
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+ /**
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+ * Create a placeholder cube with shader effect
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+ */
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+ createPlaceholder(size, color = 5227511, opacity = 0.3) {
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+ const [width, height, depth] = size;
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+ const geometry = new THREE.BoxGeometry(width, height, depth);
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+ const material = new THREE.ShaderMaterial({
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+ side: THREE.DoubleSide,
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+ depthWrite: false,
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+ blending: THREE.AdditiveBlending,
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+ transparent: true,
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+ uniforms: {
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+ color: { value: new THREE.Color(color) },
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+ opacity: { value: opacity },
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+ fillProgress: { value: 0 },
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+ time: { value: 0 },
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+ isError: { value: 0 }
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+ },
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+ vertexShader: `
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+ varying vec3 vPosition;
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+ void main() {
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+ vPosition = position;
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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+ }
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+ `,
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+ fragmentShader: `
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+ uniform vec3 color;
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+ uniform float opacity;
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+ uniform float fillProgress;
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+ uniform float time;
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+ uniform float isError;
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+ varying vec3 vPosition;
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+
52
+ void main() {
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+ float normalizedY = (vPosition.y + 1.0) / 2.0; // Normalize from -1,1 to 0,1
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+ float alpha = opacity;
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+
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+ // Create fill-up effect
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+ if (normalizedY > fillProgress) {
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+ alpha *= 0.3; // Reduce opacity for unfilled parts
59
+ }
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+
61
+ // Error state effects
62
+ if (isError > 0.5) {
63
+ // Add pulsing effect for error state
64
+ float pulse = 0.5 + 0.5 * sin(time * 4.0);
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+ alpha *= (0.3 + 0.4 * pulse);
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+
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+ // Add error pattern
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+ float stripe = sin(vPosition.y * 20.0 + time * 2.0);
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+ alpha *= (0.7 + 0.3 * step(0.0, stripe));
70
+ }
71
+
72
+ // Add edge glow
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+ vec3 viewDirection = normalize(cameraPosition - vPosition);
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+ float edgeIntensity = pow(1.0 - abs(dot(viewDirection, normalize(vPosition))), 2.0);
75
+
76
+ vec3 finalColor = color + edgeIntensity * 0.5;
77
+ gl_FragColor = vec4(finalColor, alpha);
78
+ }
79
+ `
80
+ });
81
+ const mesh = new THREE.Mesh(geometry, material);
82
+ this.positionAssetAtBottomCenter(mesh);
83
+ return mesh;
84
+ }
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+ /**
86
+ * Update placeholder fill progress based on loading progress
87
+ */
88
+ updatePlaceholder(progress) {
89
+ if (this.placeholder && this.placeholder instanceof THREE.Mesh) {
90
+ const material = this.placeholder.material;
91
+ if (material.uniforms && material.uniforms.fillProgress) {
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+ material.uniforms.fillProgress.value = progress;
93
+ }
94
+ }
95
+ }
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+ /**
97
+ * Set placeholder to error state with configurable color and opacity
98
+ */
99
+ setPlaceholderError() {
100
+ if (this.placeholder && this.placeholder instanceof THREE.Mesh) {
101
+ const material = this.placeholder.material;
102
+ if (material.uniforms) {
103
+ if (material.uniforms.color) {
104
+ material.uniforms.color.value = new THREE.Color(this.errorColor);
105
+ }
106
+ if (material.uniforms.opacity) {
107
+ material.uniforms.opacity.value = this.errorOpacity;
108
+ }
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+ if (material.uniforms.fillProgress) {
110
+ material.uniforms.fillProgress.value = 0;
111
+ }
112
+ if (material.uniforms.isError) {
113
+ material.uniforms.isError.value = 1;
114
+ }
115
+ }
116
+ }
117
+ }
118
+ /**
119
+ * Update placeholder animation time (call this in your render loop)
120
+ */
121
+ updatePlaceholderAnimation(deltaTime) {
122
+ if (this.placeholder && this.placeholder instanceof THREE.Mesh) {
123
+ const material = this.placeholder.material;
124
+ if (material.uniforms && material.uniforms.time) {
125
+ material.uniforms.time.value += deltaTime;
126
+ }
127
+ }
128
+ }
129
+ /**
130
+ * Reposition an asset so that its bottom-center sits at the local origin.
131
+ */
132
+ positionAssetAtBottomCenter(object) {
133
+ object.updateMatrixWorld(true);
134
+ const boundingBox = new THREE.Box3().setFromObject(object);
135
+ if (boundingBox.isEmpty()) {
136
+ return;
137
+ }
138
+ const center = boundingBox.getCenter(new THREE.Vector3());
139
+ const bottomCenter = new THREE.Vector3(
140
+ center.x,
141
+ boundingBox.min.y + 0.01,
142
+ center.z
143
+ );
144
+ if (!Number.isFinite(bottomCenter.x) || !Number.isFinite(bottomCenter.y) || !Number.isFinite(bottomCenter.z)) {
145
+ return;
146
+ }
147
+ object.position.sub(bottomCenter);
148
+ object.userData.bottomCenterOffset = bottomCenter;
149
+ object.updateMatrixWorld(true);
150
+ }
151
+ ensureBottomCenterOffset(object) {
152
+ const offset = object.userData.bottomCenterOffset;
153
+ if (offset instanceof THREE.Vector3) {
154
+ return offset;
155
+ }
156
+ if (offset && typeof offset === "object") {
157
+ const {
158
+ x = 0,
159
+ y = 0,
160
+ z = 0
161
+ } = offset;
162
+ const normalized = new THREE.Vector3(x ?? 0, y ?? 0, z ?? 0);
163
+ object.userData.bottomCenterOffset = normalized;
164
+ return normalized;
165
+ }
166
+ return null;
167
+ }
168
+ normalizeBottomCenterData(object) {
169
+ const hasOffset = this.ensureBottomCenterOffset(object) !== null;
170
+ object.children.forEach((child) => this.normalizeBottomCenterData(child));
171
+ return hasOffset;
172
+ }
173
+ /**
174
+ * Load an asset with the specified options
175
+ */
176
+ async load(options) {
177
+ const {
178
+ type,
179
+ url,
180
+ size,
181
+ lowResUrl,
182
+ enableCaching = true,
183
+ placeholderColor = 5227511,
184
+ placeholderOpacity = 0.8,
185
+ errorColor = 16729156,
186
+ errorOpacity = 0.5
187
+ } = options;
188
+ if (enableCaching && this.cache.has(url)) {
189
+ const cachedClone = this.cache.get(url).clone(true);
190
+ const hasOffset = this.normalizeBottomCenterData(cachedClone);
191
+ if (!hasOffset) {
192
+ this.positionAssetAtBottomCenter(cachedClone);
193
+ } else {
194
+ cachedClone.updateMatrixWorld(true);
195
+ }
196
+ this.loadedAsset = cachedClone;
197
+ this.dispatchEvent({ type: "loaded", asset: cachedClone });
198
+ return cachedClone;
199
+ }
200
+ this.errorColor = errorColor;
201
+ this.errorOpacity = errorOpacity;
202
+ if (size) {
203
+ this.placeholder = this.createPlaceholder(
204
+ size,
205
+ placeholderColor,
206
+ placeholderOpacity
207
+ );
208
+ this.dispatchEvent({
209
+ type: "placeholderCreated",
210
+ placeholder: this.placeholder
211
+ });
212
+ }
213
+ try {
214
+ if (lowResUrl) {
215
+ const lowRes = await this.loadModel(type, lowResUrl, true);
216
+ this.lowResAsset = lowRes;
217
+ this.dispatchEvent({ type: "lowResLoaded", lowRes });
218
+ }
219
+ const asset = await this.loadModel(type, url, false);
220
+ this.loadedAsset = asset;
221
+ if (enableCaching) {
222
+ const cacheEntry = asset.clone(true);
223
+ const hasOffset = this.normalizeBottomCenterData(cacheEntry);
224
+ if (!hasOffset) {
225
+ this.positionAssetAtBottomCenter(cacheEntry);
226
+ } else {
227
+ cacheEntry.updateMatrixWorld(true);
228
+ }
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+ this.cache.set(url, cacheEntry);
230
+ }
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+ this.dispatchEvent({ type: "loaded", asset });
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+ return asset;
233
+ } catch (error) {
234
+ this.setPlaceholderError();
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+ this.dispatchEvent({ type: "error", error });
236
+ throw error;
237
+ }
238
+ }
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+ /**
240
+ * Load a model based on type
241
+ */
242
+ loadModel(type, url, isLowRes) {
243
+ return new Promise((resolve, reject) => {
244
+ const onProgress = (event) => {
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+ const percentage = event.loaded / event.total * 100;
246
+ this.dispatchEvent({
247
+ type: "progress",
248
+ loaded: event.loaded,
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+ total: event.total,
250
+ percentage
251
+ });
252
+ if (!isLowRes) {
253
+ this.updatePlaceholder(percentage / 100);
254
+ }
255
+ };
256
+ const onError = (error) => {
257
+ reject(error);
258
+ };
259
+ switch (type) {
260
+ case "gltf":
261
+ this.gltfLoader.load(
262
+ url,
263
+ (gltf) => {
264
+ const scene = gltf.scene;
265
+ this.positionAssetAtBottomCenter(scene);
266
+ resolve(scene);
267
+ },
268
+ onProgress,
269
+ onError
270
+ );
271
+ break;
272
+ case "fbx":
273
+ this.fbxLoader.load(
274
+ url,
275
+ (fbx) => {
276
+ this.positionAssetAtBottomCenter(fbx);
277
+ resolve(fbx);
278
+ },
279
+ onProgress,
280
+ onError
281
+ );
282
+ break;
283
+ case "obj":
284
+ this.objLoader.load(
285
+ url,
286
+ (obj) => {
287
+ this.positionAssetAtBottomCenter(obj);
288
+ resolve(obj);
289
+ },
290
+ onProgress,
291
+ onError
292
+ );
293
+ break;
294
+ default:
295
+ reject(new Error(`Unsupported asset type: ${type}`));
296
+ }
297
+ });
298
+ }
299
+ /**
300
+ * Get the placeholder object
301
+ */
302
+ getPlaceholder() {
303
+ return this.placeholder;
304
+ }
305
+ /**
306
+ * Get the loaded asset
307
+ */
308
+ getAsset() {
309
+ return this.loadedAsset;
310
+ }
311
+ /**
312
+ * Get the low-res asset
313
+ */
314
+ getLowResAsset() {
315
+ return this.lowResAsset;
316
+ }
317
+ /**
318
+ * Clear the cache
319
+ */
320
+ clearCache() {
321
+ this.cache.clear();
322
+ }
323
+ /**
324
+ * Remove an item from cache
325
+ */
326
+ removeFromCache(url) {
327
+ this.cache.delete(url);
328
+ }
329
+ /**
330
+ * Get cache size
331
+ */
332
+ getCacheSize() {
333
+ return this.cache.size;
334
+ }
335
+ };
336
+
337
+ export {
338
+ AssetLoader
339
+ };
340
+ //# sourceMappingURL=chunk-L4VIIJZD.mjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../packages/asset-loader/src/AssetLoader.ts"],"sourcesContent":["import * as THREE from 'three'\nimport { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'\nimport { FBXLoader } from 'three/examples/jsm/loaders/FBXLoader.js'\nimport { OBJLoader } from 'three/examples/jsm/loaders/OBJLoader.js'\n\n// Event types for asset loading\ninterface AssetLoaderEventMap {\n progress: { loaded: number; total: number; percentage: number }\n loaded: { asset: THREE.Object3D }\n error: { error: Error }\n placeholderCreated: { placeholder: THREE.Object3D }\n lowResLoaded: { lowRes: THREE.Object3D }\n}\n\nexport type AssetType = 'gltf' | 'fbx' | 'obj'\n\nexport interface AssetLoaderOptions {\n type: AssetType\n url: string\n size?: [number, number, number] // Optional size for placeholder\n lowResUrl?: string // Optional low-res model URL\n enableCaching?: boolean\n placeholderColor?: number\n placeholderOpacity?: number\n errorColor?: number // Color to use when loading fails\n errorOpacity?: number // Opacity to use when loading fails\n}\n\nexport class AssetLoader extends THREE.EventDispatcher<AssetLoaderEventMap> {\n private cache: Map<string, THREE.Object3D> = new Map()\n private gltfLoader: GLTFLoader\n private fbxLoader: FBXLoader\n private objLoader: OBJLoader\n private placeholder: THREE.Object3D | null = null\n private loadedAsset: THREE.Object3D | null = null\n private lowResAsset: THREE.Object3D | null = null\n private errorColor: number = 0xff4444\n private errorOpacity: number = 0.5\n\n constructor() {\n super()\n this.gltfLoader = new GLTFLoader()\n this.fbxLoader = new FBXLoader()\n this.objLoader = new OBJLoader()\n }\n\n /**\n * Create a placeholder cube with shader effect\n */\n private createPlaceholder(\n size: [number, number, number],\n color: number = 0x4fc3f7,\n opacity: number = 0.3\n ): THREE.Object3D {\n const [width, height, depth] = size\n const geometry = new THREE.BoxGeometry(width, height, depth)\n\n // Custom shader material with fill-up effect\n const material = new THREE.ShaderMaterial({\n side: THREE.DoubleSide,\n depthWrite: false,\n blending: THREE.AdditiveBlending,\n transparent: true,\n uniforms: {\n color: { value: new THREE.Color(color) },\n opacity: { value: opacity },\n fillProgress: { value: 0.0 },\n time: { value: 0.0 },\n isError: { value: 0.0 },\n },\n vertexShader: `\n varying vec3 vPosition;\n void main() {\n vPosition = position;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform vec3 color;\n uniform float opacity;\n uniform float fillProgress;\n uniform float time;\n uniform float isError;\n varying vec3 vPosition;\n \n void main() {\n float normalizedY = (vPosition.y + 1.0) / 2.0; // Normalize from -1,1 to 0,1\n float alpha = opacity;\n \n // Create fill-up effect\n if (normalizedY > fillProgress) {\n alpha *= 0.3; // Reduce opacity for unfilled parts\n }\n \n // Error state effects\n if (isError > 0.5) {\n // Add pulsing effect for error state\n float pulse = 0.5 + 0.5 * sin(time * 4.0);\n alpha *= (0.3 + 0.4 * pulse);\n \n // Add error pattern\n float stripe = sin(vPosition.y * 20.0 + time * 2.0);\n alpha *= (0.7 + 0.3 * step(0.0, stripe));\n }\n \n // Add edge glow\n vec3 viewDirection = normalize(cameraPosition - vPosition);\n float edgeIntensity = pow(1.0 - abs(dot(viewDirection, normalize(vPosition))), 2.0);\n \n vec3 finalColor = color + edgeIntensity * 0.5;\n gl_FragColor = vec4(finalColor, alpha);\n }\n `,\n })\n\n const mesh = new THREE.Mesh(geometry, material)\n this.positionAssetAtBottomCenter(mesh)\n return mesh\n }\n\n /**\n * Update placeholder fill progress based on loading progress\n */\n private updatePlaceholder(progress: number) {\n if (this.placeholder && this.placeholder instanceof THREE.Mesh) {\n const material = this.placeholder.material as THREE.ShaderMaterial\n if (material.uniforms && material.uniforms.fillProgress) {\n material.uniforms.fillProgress.value = progress\n }\n }\n }\n\n /**\n * Set placeholder to error state with configurable color and opacity\n */\n private setPlaceholderError() {\n if (this.placeholder && this.placeholder instanceof THREE.Mesh) {\n const material = this.placeholder.material as THREE.ShaderMaterial\n if (material.uniforms) {\n // Change to error color\n if (material.uniforms.color) {\n material.uniforms.color.value = new THREE.Color(this.errorColor)\n }\n // Set error opacity\n if (material.uniforms.opacity) {\n material.uniforms.opacity.value = this.errorOpacity\n }\n // Set fill progress to indicate failure\n if (material.uniforms.fillProgress) {\n material.uniforms.fillProgress.value = 0.0\n }\n // Enable error state\n if (material.uniforms.isError) {\n material.uniforms.isError.value = 1.0\n }\n }\n }\n }\n\n /**\n * Update placeholder animation time (call this in your render loop)\n */\n public updatePlaceholderAnimation(deltaTime: number) {\n if (this.placeholder && this.placeholder instanceof THREE.Mesh) {\n const material = this.placeholder.material as THREE.ShaderMaterial\n if (material.uniforms && material.uniforms.time) {\n material.uniforms.time.value += deltaTime\n }\n }\n }\n\n /**\n * Reposition an asset so that its bottom-center sits at the local origin.\n */\n private positionAssetAtBottomCenter(object: THREE.Object3D) {\n object.updateMatrixWorld(true)\n\n const boundingBox = new THREE.Box3().setFromObject(object)\n if (boundingBox.isEmpty()) {\n return\n }\n\n const center = boundingBox.getCenter(new THREE.Vector3())\n const bottomCenter = new THREE.Vector3(\n center.x,\n boundingBox.min.y + 0.01,\n center.z\n )\n\n if (\n !Number.isFinite(bottomCenter.x) ||\n !Number.isFinite(bottomCenter.y) ||\n !Number.isFinite(bottomCenter.z)\n ) {\n return\n }\n\n object.position.sub(bottomCenter)\n object.userData.bottomCenterOffset = bottomCenter\n object.updateMatrixWorld(true)\n }\n\n private ensureBottomCenterOffset(\n object: THREE.Object3D\n ): THREE.Vector3 | null {\n const offset = object.userData.bottomCenterOffset\n if (offset instanceof THREE.Vector3) {\n return offset\n }\n\n if (offset && typeof offset === 'object') {\n const {\n x = 0,\n y = 0,\n z = 0,\n } = offset as Partial<Record<'x' | 'y' | 'z', number>>\n const normalized = new THREE.Vector3(x ?? 0, y ?? 0, z ?? 0)\n object.userData.bottomCenterOffset = normalized\n return normalized\n }\n\n return null\n }\n\n private normalizeBottomCenterData(object: THREE.Object3D): boolean {\n const hasOffset = this.ensureBottomCenterOffset(object) !== null\n object.children.forEach((child) => this.normalizeBottomCenterData(child))\n return hasOffset\n }\n\n /**\n * Load an asset with the specified options\n */\n async load(options: AssetLoaderOptions): Promise<THREE.Object3D> {\n const {\n type,\n url,\n size,\n lowResUrl,\n enableCaching = true,\n placeholderColor = 0x4fc3f7,\n placeholderOpacity = 0.8,\n errorColor = 0xff4444,\n errorOpacity = 0.5,\n } = options\n\n // Check cache first\n if 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