@zephyr3d/editor 0.3.8 → 0.3.9

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Files changed (137) hide show
  1. package/dist/assets/{index-BZ1L8ggE.js → index-CO6yA4Rj.js} +313 -11
  2. package/dist/assistant/zephyr-types-index.json +13834 -11679
  3. package/dist/index.html +1 -1
  4. package/dist/modules/zephyr3d_backend-webgpu.js +1 -1
  5. package/dist/modules/zephyr3d_backend-webgpu.js.map +1 -1
  6. package/dist/modules/zephyr3d_device.js +2 -2
  7. package/dist/modules/zephyr3d_device.js.map +1 -1
  8. package/dist/modules/zephyr3d_scene.js +2325 -515
  9. package/dist/modules/zephyr3d_scene.js.map +1 -1
  10. package/dist/vendor/zephyr3d/backend-webgpu/dist/renderpass_webgpu.js +1 -1
  11. package/dist/vendor/zephyr3d/backend-webgpu/dist/renderpass_webgpu.js.map +1 -1
  12. package/dist/vendor/zephyr3d/device/dist/device.js +2 -2
  13. package/dist/vendor/zephyr3d/device/dist/device.js.map +1 -1
  14. package/dist/vendor/zephyr3d/scene/dist/app/engine.js +3 -1
  15. package/dist/vendor/zephyr3d/scene/dist/app/engine.js.map +1 -1
  16. package/dist/vendor/zephyr3d/scene/dist/asset/assetmanager.js +1 -0
  17. package/dist/vendor/zephyr3d/scene/dist/asset/assetmanager.js.map +1 -1
  18. package/dist/vendor/zephyr3d/scene/dist/camera/camera.js +87 -0
  19. package/dist/vendor/zephyr3d/scene/dist/camera/camera.js.map +1 -1
  20. package/dist/vendor/zephyr3d/scene/dist/index.d.ts +158 -4
  21. package/dist/vendor/zephyr3d/scene/dist/index.js +3 -0
  22. package/dist/vendor/zephyr3d/scene/dist/index.js.map +1 -1
  23. package/dist/vendor/zephyr3d/scene/dist/material/meshmaterial.js +8 -1
  24. package/dist/vendor/zephyr3d/scene/dist/material/meshmaterial.js.map +1 -1
  25. package/dist/vendor/zephyr3d/scene/dist/material/shader/helper.js +6 -0
  26. package/dist/vendor/zephyr3d/scene/dist/material/shader/helper.js.map +1 -1
  27. package/dist/vendor/zephyr3d/scene/dist/material/skin.js +263 -0
  28. package/dist/vendor/zephyr3d/scene/dist/material/skin.js.map +1 -0
  29. package/dist/vendor/zephyr3d/scene/dist/posteffect/compositor.js +3 -0
  30. package/dist/vendor/zephyr3d/scene/dist/posteffect/compositor.js.map +1 -1
  31. package/dist/vendor/zephyr3d/scene/dist/posteffect/skinsss.js +194 -0
  32. package/dist/vendor/zephyr3d/scene/dist/posteffect/skinsss.js.map +1 -0
  33. package/dist/vendor/zephyr3d/scene/dist/posteffect/ssr.js +26 -49
  34. package/dist/vendor/zephyr3d/scene/dist/posteffect/ssr.js.map +1 -1
  35. package/dist/vendor/zephyr3d/scene/dist/posteffect/sss.js +1 -0
  36. package/dist/vendor/zephyr3d/scene/dist/posteffect/sss.js.map +1 -1
  37. package/dist/vendor/zephyr3d/scene/dist/posteffect/taa.js +2 -40
  38. package/dist/vendor/zephyr3d/scene/dist/posteffect/taa.js.map +1 -1
  39. package/dist/vendor/zephyr3d/scene/dist/render/abuffer_oit.js +1 -0
  40. package/dist/vendor/zephyr3d/scene/dist/render/abuffer_oit.js.map +1 -1
  41. package/dist/vendor/zephyr3d/scene/dist/render/drawable_mixin.js +1 -0
  42. package/dist/vendor/zephyr3d/scene/dist/render/drawable_mixin.js.map +1 -1
  43. package/dist/vendor/zephyr3d/scene/dist/render/fbm_wavegenerator.js +1 -0
  44. package/dist/vendor/zephyr3d/scene/dist/render/fbm_wavegenerator.js.map +1 -1
  45. package/dist/vendor/zephyr3d/scene/dist/render/gerstner_wavegenerator.js +1 -0
  46. package/dist/vendor/zephyr3d/scene/dist/render/gerstner_wavegenerator.js.map +1 -1
  47. package/dist/vendor/zephyr3d/scene/dist/render/globalbindgroup_allocator.js +1 -0
  48. package/dist/vendor/zephyr3d/scene/dist/render/globalbindgroup_allocator.js.map +1 -1
  49. package/dist/vendor/zephyr3d/scene/dist/render/lightpass.js +4 -1
  50. package/dist/vendor/zephyr3d/scene/dist/render/lightpass.js.map +1 -1
  51. package/dist/vendor/zephyr3d/scene/dist/render/render_queue.js +1 -0
  52. package/dist/vendor/zephyr3d/scene/dist/render/render_queue.js.map +1 -1
  53. package/dist/vendor/zephyr3d/scene/dist/render/renderer.js +1 -0
  54. package/dist/vendor/zephyr3d/scene/dist/render/renderer.js.map +1 -1
  55. package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/device_pool_allocator.js +12 -5
  56. package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
  57. package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/forward_plus_builder.js +78 -8
  58. package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  59. package/dist/vendor/zephyr3d/scene/dist/scene/basesprite.js +1 -0
  60. package/dist/vendor/zephyr3d/scene/dist/scene/basesprite.js.map +1 -1
  61. package/dist/vendor/zephyr3d/scene/dist/scene/batchgroup.js +1 -0
  62. package/dist/vendor/zephyr3d/scene/dist/scene/batchgroup.js.map +1 -1
  63. package/dist/vendor/zephyr3d/scene/dist/scene/environment.js +1 -0
  64. package/dist/vendor/zephyr3d/scene/dist/scene/environment.js.map +1 -1
  65. package/dist/vendor/zephyr3d/scene/dist/scene/light.js +158 -154
  66. package/dist/vendor/zephyr3d/scene/dist/scene/light.js.map +1 -1
  67. package/dist/vendor/zephyr3d/scene/dist/scene/mesh.js +1 -0
  68. package/dist/vendor/zephyr3d/scene/dist/scene/mesh.js.map +1 -1
  69. package/dist/vendor/zephyr3d/scene/dist/scene/msdftext.js +1 -0
  70. package/dist/vendor/zephyr3d/scene/dist/scene/msdftext.js.map +1 -1
  71. package/dist/vendor/zephyr3d/scene/dist/scene/msdftextsprite.js +1 -0
  72. package/dist/vendor/zephyr3d/scene/dist/scene/msdftextsprite.js.map +1 -1
  73. package/dist/vendor/zephyr3d/scene/dist/scene/particlesys.js +1 -0
  74. package/dist/vendor/zephyr3d/scene/dist/scene/particlesys.js.map +1 -1
  75. package/dist/vendor/zephyr3d/scene/dist/scene/scene.js +1 -0
  76. package/dist/vendor/zephyr3d/scene/dist/scene/scene.js.map +1 -1
  77. package/dist/vendor/zephyr3d/scene/dist/scene/terrain-cm/grass.js +1 -0
  78. package/dist/vendor/zephyr3d/scene/dist/scene/terrain-cm/grass.js.map +1 -1
  79. package/dist/vendor/zephyr3d/scene/dist/scene/terrain-cm/grassmaterial.js +1 -0
  80. package/dist/vendor/zephyr3d/scene/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  81. package/dist/vendor/zephyr3d/scene/dist/scene/terrain-cm/terrain-cm.js +1 -0
  82. package/dist/vendor/zephyr3d/scene/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  83. package/dist/vendor/zephyr3d/scene/dist/scene/water.js +1 -0
  84. package/dist/vendor/zephyr3d/scene/dist/scene/water.js.map +1 -1
  85. package/dist/vendor/zephyr3d/scene/dist/shaders/shadow.js +617 -1
  86. package/dist/vendor/zephyr3d/scene/dist/shaders/shadow.js.map +1 -1
  87. package/dist/vendor/zephyr3d/scene/dist/shadow/esm.js +1 -0
  88. package/dist/vendor/zephyr3d/scene/dist/shadow/esm.js.map +1 -1
  89. package/dist/vendor/zephyr3d/scene/dist/shadow/pcf_opt.js +1 -0
  90. package/dist/vendor/zephyr3d/scene/dist/shadow/pcf_opt.js.map +1 -1
  91. package/dist/vendor/zephyr3d/scene/dist/shadow/pcf_pd.js +1 -0
  92. package/dist/vendor/zephyr3d/scene/dist/shadow/pcf_pd.js.map +1 -1
  93. package/dist/vendor/zephyr3d/scene/dist/shadow/pcss.js +182 -0
  94. package/dist/vendor/zephyr3d/scene/dist/shadow/pcss.js.map +1 -0
  95. package/dist/vendor/zephyr3d/scene/dist/shadow/shader.js +1 -0
  96. package/dist/vendor/zephyr3d/scene/dist/shadow/shader.js.map +1 -1
  97. package/dist/vendor/zephyr3d/scene/dist/shadow/shadow_impl.js.map +1 -1
  98. package/dist/vendor/zephyr3d/scene/dist/shadow/shadowmapper.js +183 -105
  99. package/dist/vendor/zephyr3d/scene/dist/shadow/shadowmapper.js.map +1 -1
  100. package/dist/vendor/zephyr3d/scene/dist/shadow/ssm.js +1 -0
  101. package/dist/vendor/zephyr3d/scene/dist/shadow/ssm.js.map +1 -1
  102. package/dist/vendor/zephyr3d/scene/dist/shadow/vsm.js +1 -0
  103. package/dist/vendor/zephyr3d/scene/dist/shadow/vsm.js.map +1 -1
  104. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/manager.js +3 -1
  105. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/manager.js.map +1 -1
  106. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/animation.js +1 -0
  107. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/animation.js.map +1 -1
  108. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/batch.js +1 -0
  109. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/batch.js.map +1 -1
  110. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/camera.js +122 -0
  111. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/camera.js.map +1 -1
  112. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/common.js +1 -0
  113. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/common.js.map +1 -1
  114. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/light.js +102 -21
  115. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/light.js.map +1 -1
  116. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/material.js +195 -3
  117. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/material.js.map +1 -1
  118. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/mesh.js +1 -0
  119. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/mesh.js.map +1 -1
  120. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/node.js +1 -0
  121. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/node.js.map +1 -1
  122. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/particle.js +1 -0
  123. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/particle.js.map +1 -1
  124. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/primitive.js +1 -0
  125. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/primitive.js.map +1 -1
  126. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/sprite.js +1 -0
  127. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/sprite.js.map +1 -1
  128. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/terrain.js +1 -0
  129. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/terrain.js.map +1 -1
  130. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/text.js +1 -0
  131. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/text.js.map +1 -1
  132. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/water.js +1 -0
  133. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/water.js.map +1 -1
  134. package/dist/vendor/zephyr3d/scene/dist/values.js +1 -0
  135. package/dist/vendor/zephyr3d/scene/dist/values.js.map +1 -1
  136. package/electron/main.cjs +30 -6
  137. package/package.json +4 -4
@@ -15,6 +15,7 @@ import { BlinnMaterial } from '../material/blinn.js';
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  import { UnlitMaterial } from '../material/unlit.js';
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  import '../material/particle.js';
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  import '../material/subsurfaceprofile.js';
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+ import { SkinMaterial } from '../material/skin.js';
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  import '@zephyr3d/device';
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  import '../values.js';
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  import '../material/meshmaterial.js';
@@ -350,7 +351,8 @@ import { MSDFTextAtlasManager } from '../text/runtime/msdf_text_atlas_manager.js
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  '/materials/blinnphong.zmtl': BlinnMaterial,
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  '/materials/pbr_metallic_roughness.zmtl': PBRMetallicRoughnessMaterial,
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  '/materials/pbr_specular_glossiness.zmtl': PBRSpecularGlossinessMaterial,
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- '/materials/sprite_std.zmtl': StandardSpriteMaterial
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+ '/materials/sprite_std.zmtl': StandardSpriteMaterial,
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+ '/materials/skin.zmtl': SkinMaterial
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  };
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  for (const [key] of objectEntries(shapeClsMap)){
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  const obj = new shapeClsMap[key]();
@@ -1 +1 @@
1
- {"version":3,"file":"engine.js","sources":["../../src/app/engine.ts"],"sourcesContent":["import type { GenericConstructor, IDisposable, Nullable, ReadOptions } from '@zephyr3d/base';\r\nimport { MemoryFS, objectEntries } from '@zephyr3d/base';\r\nimport { DRef } from '@zephyr3d/base';\r\nimport { HttpFS, type VFS } from '@zephyr3d/base';\r\nimport { ScriptingSystem } from './scriptingsystem';\r\nimport type { Host } from './scriptingsystem';\r\nimport type { RuntimeScript, RuntimeScriptConfig } from './runtimescript';\r\nimport { ResourceManager } from '../utility/serialization/manager';\r\nimport type { Scene } from '../scene';\r\nimport {\r\n BoxShape,\r\n CapsuleShape,\r\n CylinderShape,\r\n PlaneShape,\r\n SphereShape,\r\n TetrahedronShape,\r\n TorusShape\r\n} from '../shapes';\r\nimport {\r\n BlinnMaterial,\r\n LambertMaterial,\r\n PBRMetallicRoughnessMaterial,\r\n PBRSpecularGlossinessMaterial,\r\n UnlitMaterial\r\n} from '../material';\r\nimport { StandardSpriteMaterial } from '../material/sprite_std';\r\nimport { ScreenAdapter } from './screen';\r\nimport { MSDFTextAtlasManager } from '../text/runtime';\r\n\r\n/**\r\n * Interface for objects that can be rendered.\r\n *\r\n * @public\r\n */\r\nexport interface IRenderable extends IDisposable {\r\n render(): void;\r\n}\r\n\r\n/**\r\n * Type for render functions that can be registered as renderables.\r\n *\r\n * @public\r\n */\r\nexport type RenderFunc = () => void;\r\n\r\n/**\r\n * Interface for render hooks to customize rendering behavior.\r\n *\r\n * @public\r\n */\r\nexport interface IRenderHook {\r\n // If presents, called before rendering the renderable. Return `false` to skip rendering.\r\n beforeRender?: (renderable: any) => boolean | void;\r\n // If presents, called after rendering the renderable.\r\n afterRender?: (renderable: any) => void;\r\n}\r\n\r\n/**\r\n * Core engine class managing scripting, serialization, and rendering.\r\n *\r\n * Responsibilities:\r\n * - Manages a {@link ScriptingSystem} for dynamic script attachment and lifecycle.\r\n * - Manages a {@link ResourceManager} for loading scenes and assets.\r\n * - Maintains a list of active renderable objects to be rendered each frame.\r\n * - Provides methods to attach/detach scripts, update scripts, load scenes, and read files.\r\n * - Supports enabling/disabling of runtime operations.\r\n *\r\n * @remarks\r\n * The engine can be configured with a virtual file system (VFS) and script root path.\r\n * It exposes methods to manage scripts on host objects, update scripts each frame,\r\n * load scenes from files, and render active objects.\r\n *\r\n * @public\r\n */\r\nexport class Engine {\r\n private _builtinsVFS: Nullable<MemoryFS>;\r\n private _scriptingSystem: ScriptingSystem;\r\n private _resourceManager: ResourceManager;\r\n private _msdfTextAtlasManager: MSDFTextAtlasManager;\r\n private _enabled: boolean;\r\n private _screen: ScreenAdapter;\r\n protected _activeRenderables: {\r\n renderable: Nullable<RenderFunc> | DRef<IRenderable>;\r\n hook: Nullable<IRenderHook>;\r\n }[];\r\n private _loadingScenes: Partial<Record<string, Promise<Nullable<Scene>>>>;\r\n /**\r\n * Creates a new runtime manager.\r\n *\r\n * @param VFS - Optional virtual file system passed to the internal {@link ScriptingSystem}.\r\n * @param scriptsRoot - Optional scripts root path within the VFS. Defaults as in `ScriptingSystem`.\r\n * @param enabled - Whether runtime operations are active. Defaults to `true`.\r\n */\r\n constructor(VFS?: VFS, scriptsRoot?: string, enabled?: boolean) {\r\n VFS = VFS ?? new HttpFS('./');\r\n this._builtinsVFS = null;\r\n this._scriptingSystem = new ScriptingSystem({ VFS, scriptsRoot });\r\n this._resourceManager = new ResourceManager(VFS);\r\n this._msdfTextAtlasManager = new MSDFTextAtlasManager();\r\n this._enabled = enabled ?? true;\r\n this._activeRenderables = [];\r\n this._loadingScenes = {};\r\n this._screen = new ScreenAdapter();\r\n }\r\n /**\r\n * Exposes the instance of {@link ScriptingSystem}.\r\n */\r\n get scriptingSystem() {\r\n return this._scriptingSystem;\r\n }\r\n /**\r\n * Exposes the virtual file system used by the underlying {@link ScriptingSystem}'s registry.\r\n */\r\n get VFS() {\r\n return this._scriptingSystem.registry.VFS;\r\n }\r\n set VFS(vfs: VFS) {\r\n if (vfs !== this._resourceManager.VFS) {\r\n this._resourceManager.VFS?.close();\r\n this._resourceManager.VFS = vfs;\r\n this._scriptingSystem.registry.VFS = vfs;\r\n this.ensureBuiltinVFS();\r\n }\r\n }\r\n /**\r\n * Exposes the instance of {@link ResourceManager}.\r\n */\r\n get resourceManager() {\r\n return this._resourceManager;\r\n }\r\n /**\r\n * Exposes the shared runtime MSDF text atlas manager.\r\n */\r\n get msdfTextAtlasManager() {\r\n return this._msdfTextAtlasManager;\r\n }\r\n /**\r\n * Releases a loaded font asset from the resource cache and disposes its shared MSDF atlas textures.\r\n *\r\n * Existing scene nodes that still reference this font asset are not updated automatically.\r\n * Call this only after you have stopped using the font, or when you intentionally want it to rebuild later.\r\n *\r\n * @param font - The loaded font asset path to release.\r\n * @returns `true` if either the atlas cache or the font cache had an entry to remove.\r\n */\r\n releaseFontAsset(font: string) {\r\n const fontAsset = this._resourceManager.getFontAsset(font);\r\n if (!fontAsset) {\r\n return false;\r\n }\r\n const atlasReleased = this._msdfTextAtlasManager.releaseAtlas(fontAsset);\r\n const fontReleased = this._resourceManager.releaseFontAsset(fontAsset);\r\n return atlasReleased || fontReleased;\r\n }\r\n /**\r\n * Configures the MSDF atlas for a given font asset, creating or replacing the atlas as needed.\r\n *\r\n * This is useful to customize the glyph size, atlas page size, distance range, and padding for MSDF text rendering.\r\n * Existing scene nodes that reference this font asset will use the updated atlas automatically.\r\n *\r\n * @param font - The font asset path to configure the MSDF atlas for.\r\n * @param pageSize - The size of each atlas page in pixels (e.g., 512, 1024).\r\n * @param glyphSize - The size of each glyph in pixels (e.g., 32, 64).\r\n * @param distanceRange - The distance range for MSDF generation. Defaults to 4.\r\n * @param padding - The padding between glyphs in the atlas in pixels. Defaults to 2.\r\n * @returns `true` if the atlas was successfully configured, or `false` if the font asset was not found.\r\n *\r\n * @remarks\r\n * The font asset must be loaded and available in the resource manager for the atlas to be configured.\r\n */\r\n configureMSDFAtlas(\r\n font: string,\r\n pageSize: number,\r\n glyphSize: number,\r\n distanceRange?: number,\r\n padding?: number\r\n ) {\r\n const fontAsset = this._resourceManager.getFontAsset(font);\r\n if (!fontAsset) {\r\n console.warn(`Font asset '${font}' not found for MSDF atlas configuration.`);\r\n return false;\r\n }\r\n this._msdfTextAtlasManager.configureAtlas(fontAsset, pageSize, glyphSize, distanceRange, padding);\r\n return true;\r\n }\r\n /**\r\n * Exposes the active {@link ScreenAdapter}.\r\n */\r\n get screen() {\r\n return this._screen;\r\n }\r\n /** @internal */\r\n async init() {\r\n await this.ensureBuiltinVFS();\r\n }\r\n /**\r\n * Detaches all scripts from all hosts, if enabled.\r\n *\r\n * No-op when `enabled === false`.\r\n */\r\n detachAllScripts() {\r\n if (this._enabled) {\r\n this._scriptingSystem.detachAllScripts();\r\n }\r\n }\r\n /**\r\n * Loads a runtime script class from file\r\n * @param module - file path\r\n * @returns The runtime script class or null\r\n */\r\n async loadRuntimeScriptClass<T extends Host = Host>(\r\n module: string\r\n ): Promise<Nullable<{ url: string; cls: GenericConstructor<RuntimeScript<T>> }>> {\r\n return await this._scriptingSystem.loadRuntimeScriptClass(module);\r\n }\r\n /**\r\n * Attaches a script module to the given host, if enabled.\r\n *\r\n * When disabled, this method resolves to `null` without side effects.\r\n *\r\n * @typeParam T - Host type.\r\n * @param host - Host object to attach the script to.\r\n * @param module - Module identifier to resolve and load.\r\n * @param config - Optional configuration passed to the script instance.\r\n * @returns The `RuntimeScript<T>` instance, or `null` if disabled or on failure.\r\n */\r\n async attachScript<T extends Host>(\r\n host: Nullable<T>,\r\n module: string,\r\n config?: Nullable<RuntimeScriptConfig>\r\n ) {\r\n return this._enabled ? await this._scriptingSystem.attachScript(host, module, config) : null;\r\n }\r\n /**\r\n * Detaches a script from a host, by module ID or instance, if enabled.\r\n *\r\n * No-op when disabled.\r\n *\r\n * @typeParam T - Host type.\r\n * @param host - Host to detach from.\r\n * @param idOrInstance - Target script by module ID or instance reference.\r\n */\r\n detachScript<T extends Host>(host: T, idOrInstance: string | RuntimeScript<T>) {\r\n if (this._enabled) {\r\n this._scriptingSystem.detachScript(host, idOrInstance);\r\n }\r\n }\r\n /**\r\n * Gets all scripts attached to a host.\r\n *\r\n * Delegates to {@link ScriptingSystem.getScriptObjects}.\r\n *\r\n * @typeParam T - Expected script type.\r\n * @param host - Host object to query.\r\n * @returns Script instances attached to the host, or an empty array.\r\n */\r\n getScriptObjects<T extends RuntimeScript<any>>(host: unknown) {\r\n return this._scriptingSystem.getScriptObjects(host) as T[];\r\n }\r\n /**\r\n * Ticks all attached scripts by calling their `onUpdate` hooks, if enabled.\r\n *\r\n * @param deltaTime - Time since last update in Seconds.\r\n * @param elapsedTime - Total elapsed time in Seconds.\r\n */\r\n update(deltaTime: number, elapsedTime: number) {\r\n if (this._enabled) {\r\n this._scriptingSystem.update(deltaTime, elapsedTime);\r\n }\r\n }\r\n /**\r\n * Loads a scene from a file path.\r\n *\r\n * Concurrent requests for the same normalized path share the same loading promise.\r\n * Scripts declared on the scene and its nodes are attached after the scene is loaded.\r\n *\r\n * @param path - Scene file path in the current VFS.\r\n * @returns The loaded scene, or `null` when loading fails.\r\n */\r\n async loadSceneFromFile(path: string) {\r\n path = this.VFS.normalizePath(path);\r\n if (!this._loadingScenes[path]) {\r\n this._loadingScenes[path] = this._loadScene(path);\r\n }\r\n return this._loadingScenes[path]!;\r\n }\r\n /**\r\n * Sets or clears the renderable for a render layer.\r\n *\r\n * Passing `null` clears the layer. Object renderables are held through a strong reference wrapper,\r\n * while render functions are stored directly.\r\n *\r\n * @param renderable - Renderable object or render function to assign, or `null` to clear.\r\n * @param layer - Render layer index. Defaults to `0`.\r\n * @param hook - Optional render hook invoked before and after this layer renders.\r\n */\r\n setRenderable(renderable: Nullable<IRenderable | RenderFunc>, layer = 0, hook?: IRenderHook) {\r\n const entry = this._activeRenderables[layer];\r\n if (!entry) {\r\n this._activeRenderables[layer] = {\r\n renderable: renderable\r\n ? typeof renderable === 'function'\r\n ? renderable\r\n : new DRef<IRenderable>(renderable)\r\n : null,\r\n hook: hook ?? null\r\n };\r\n } else {\r\n if (entry.renderable) {\r\n if (entry.renderable instanceof DRef) {\r\n entry.renderable.dispose();\r\n }\r\n entry.renderable = null;\r\n }\r\n if (typeof renderable === 'function') {\r\n entry.renderable = renderable;\r\n } else if (renderable) {\r\n entry.renderable = new DRef<IRenderable>(renderable);\r\n }\r\n entry.hook = hook ?? null;\r\n }\r\n }\r\n /**\r\n * Reads a file from the current VFS.\r\n *\r\n * @typeParam T - Requested read encoding.\r\n * @param path - File path to read.\r\n * @param encoding - Optional read encoding. Defaults to `binary`.\r\n * @returns The file content, or `null` when the read fails.\r\n */\r\n async readFile<T extends ReadOptions['encoding'] = 'binary'>(path: string, encoding?: T) {\r\n try {\r\n const content = await this.VFS.readFile(path, { encoding: encoding ?? 'binary' });\r\n return content as T extends 'binary' ? ArrayBuffer : string;\r\n } catch (err) {\r\n console.error(`Read file '${path}' failed: ${err}`);\r\n return null;\r\n }\r\n }\r\n /**\r\n * Starts the runtime by optionally showing a splash screen, running a startup script,\r\n * and loading the startup scene.\r\n *\r\n * @param startupScene - Optional scene path rendered on layer `0` after startup completes.\r\n * @param splashScreen - Optional scene path rendered on a temporary splash layer during startup.\r\n * @param startupScript - Optional startup script module path. A trailing `.ts` or `.js`\r\n * extension is removed before loading.\r\n */\r\n async startup(\r\n startupScene?: Nullable<string>,\r\n splashScreen?: Nullable<string>,\r\n startupScript?: Nullable<string>\r\n ) {\r\n const splashScreenLayer = 9999;\r\n if (splashScreen) {\r\n const splashScreenScene = await this.loadSceneFromFile(splashScreen);\r\n if (splashScreenScene) {\r\n this.setRenderable(splashScreenScene, splashScreenLayer);\r\n }\r\n }\r\n if (startupScript) {\r\n const path =\r\n startupScript.toLowerCase().endsWith('.ts') || startupScript.toLowerCase().endsWith('.js')\r\n ? startupScript.slice(0, -3)\r\n : startupScript;\r\n await this.attachScript(null, path);\r\n }\r\n if (startupScene) {\r\n const scene = await this.loadSceneFromFile(startupScene);\r\n this.setRenderable(scene, 0);\r\n }\r\n this.setRenderable(null, splashScreenLayer);\r\n }\r\n /**\r\n * Renders all active render layers.\r\n *\r\n * Each layer's `beforeRender` hook can return `false` to skip rendering that layer.\r\n * The `afterRender` hook is invoked after the render attempt.\r\n */\r\n render() {\r\n this._activeRenderables.forEach((info) => {\r\n if (!info.renderable) {\r\n return;\r\n }\r\n const render = info.hook?.beforeRender\r\n ? (info.hook.beforeRender(\r\n typeof info.renderable === 'function' ? info.renderable : info.renderable.get()\r\n ) ?? true)\r\n : true;\r\n if (render) {\r\n if (typeof info.renderable === 'function') {\r\n info.renderable();\r\n } else {\r\n info.renderable.get()?.render();\r\n }\r\n }\r\n if (info.hook?.afterRender) {\r\n info.hook.afterRender(\r\n typeof info.renderable === 'function' ? info.renderable : info.renderable.get()\r\n );\r\n }\r\n });\r\n }\r\n private async ensureBuiltinVFS() {\r\n if (!this._builtinsVFS) {\r\n this._builtinsVFS = await this.createBuiltinVFS();\r\n }\r\n this.VFS.unmount('/assets/@builtins');\r\n this.VFS.mount('/assets/@builtins', this._builtinsVFS);\r\n }\r\n private async createBuiltinVFS() {\r\n const fs = new MemoryFS();\r\n const shapeClsMap = {\r\n '/primitives/box.zmsh': BoxShape,\r\n '/primitives/sphere.zmsh': SphereShape,\r\n '/primitives/cylinder.zmsh': CylinderShape,\r\n '/primitives/plane.zmsh': PlaneShape,\r\n '/primitives/torus.zmsh': TorusShape,\r\n '/primitives/tetrahedron.zmsh': TetrahedronShape,\r\n '/primitives/capsule.zmsh': CapsuleShape,\r\n '/materials/unlit.zmtl': UnlitMaterial,\r\n '/materials/lambert.zmtl': LambertMaterial,\r\n '/materials/blinnphong.zmtl': BlinnMaterial,\r\n '/materials/pbr_metallic_roughness.zmtl': PBRMetallicRoughnessMaterial,\r\n '/materials/pbr_specular_glossiness.zmtl': PBRSpecularGlossinessMaterial,\r\n '/materials/sprite_std.zmtl': StandardSpriteMaterial\r\n } as const;\r\n for (const [key] of objectEntries(shapeClsMap)) {\r\n const obj = new shapeClsMap[key]();\r\n await this.writeSerializableObject(fs, 'Default', obj, key);\r\n obj.dispose();\r\n }\r\n fs.readOnly = true;\r\n return fs;\r\n }\r\n private async writeSerializableObject(VFS: VFS, type: string, obj: any, path: string) {\r\n try {\r\n const data = await this.resourceManager.serializeObject(obj);\r\n const content = JSON.stringify({ type, data }, null, 2);\r\n await VFS.writeFile(path, content, { encoding: 'utf8', create: true });\r\n } catch (err) {\r\n console.error(`Write file '${path}' failed: ${err}`);\r\n }\r\n }\r\n private async _loadScene(path: string) {\r\n try {\r\n const scene = await this._resourceManager.loadScene(path);\r\n if (scene) {\r\n const sceneScripts =\r\n scene.scripts.length > 0\r\n ? scene.scripts\r\n : scene.script\r\n ? [{ script: scene.script, config: scene.scriptConfig }]\r\n : [];\r\n for (const attachment of sceneScripts) {\r\n if (!attachment.script) {\r\n continue;\r\n }\r\n try {\r\n await this.attachScript(\r\n scene,\r\n attachment.script,\r\n (attachment.config ?? null) as RuntimeScriptConfig | null\r\n );\r\n } catch (err) {\r\n console.error(`Attach script failed: ${err}`);\r\n }\r\n }\r\n const nodes: (typeof scene.rootNode)[] = [];\r\n scene.rootNode.iterate((node) => {\r\n nodes.push(node);\r\n });\r\n const attachTasks = nodes.map(async (node) => {\r\n const attachments =\r\n node.scripts.length > 0\r\n ? node.scripts\r\n : node.script\r\n ? 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+ {"version":3,"file":"engine.js","sources":["../../src/app/engine.ts"],"sourcesContent":["import type { GenericConstructor, IDisposable, Nullable, ReadOptions } from '@zephyr3d/base';\r\nimport { MemoryFS, objectEntries } from '@zephyr3d/base';\r\nimport { DRef } from '@zephyr3d/base';\r\nimport { HttpFS, type VFS } from '@zephyr3d/base';\r\nimport { ScriptingSystem } from './scriptingsystem';\r\nimport type { Host } from './scriptingsystem';\r\nimport type { RuntimeScript, RuntimeScriptConfig } from './runtimescript';\r\nimport { ResourceManager } from '../utility/serialization/manager';\r\nimport type { Scene } from '../scene';\r\nimport {\r\n BoxShape,\r\n CapsuleShape,\r\n CylinderShape,\r\n PlaneShape,\r\n SphereShape,\r\n TetrahedronShape,\r\n TorusShape\r\n} from '../shapes';\r\nimport {\r\n BlinnMaterial,\r\n LambertMaterial,\r\n PBRMetallicRoughnessMaterial,\r\n PBRSpecularGlossinessMaterial,\r\n UnlitMaterial\r\n} from '../material';\r\nimport { StandardSpriteMaterial } from '../material/sprite_std';\r\nimport { SkinMaterial } from '../material/skin';\r\nimport { ScreenAdapter } from './screen';\r\nimport { MSDFTextAtlasManager } from '../text/runtime';\r\n\r\n/**\r\n * Interface for objects that can be rendered.\r\n *\r\n * @public\r\n */\r\nexport interface IRenderable extends IDisposable {\r\n render(): void;\r\n}\r\n\r\n/**\r\n * Type for render functions that can be registered as renderables.\r\n *\r\n * @public\r\n */\r\nexport type RenderFunc = () => void;\r\n\r\n/**\r\n * Interface for render hooks to customize rendering behavior.\r\n *\r\n * @public\r\n */\r\nexport interface IRenderHook {\r\n // If presents, called before rendering the renderable. Return `false` to skip rendering.\r\n beforeRender?: (renderable: any) => boolean | void;\r\n // If presents, called after rendering the renderable.\r\n afterRender?: (renderable: any) => void;\r\n}\r\n\r\n/**\r\n * Core engine class managing scripting, serialization, and rendering.\r\n *\r\n * Responsibilities:\r\n * - Manages a {@link ScriptingSystem} for dynamic script attachment and lifecycle.\r\n * - Manages a {@link ResourceManager} for loading scenes and assets.\r\n * - Maintains a list of active renderable objects to be rendered each frame.\r\n * - Provides methods to attach/detach scripts, update scripts, load scenes, and read files.\r\n * - Supports enabling/disabling of runtime operations.\r\n *\r\n * @remarks\r\n * The engine can be configured with a virtual file system (VFS) and script root path.\r\n * It exposes methods to manage scripts on host objects, update scripts each frame,\r\n * load scenes from files, and render active objects.\r\n *\r\n * @public\r\n */\r\nexport class Engine {\r\n private _builtinsVFS: Nullable<MemoryFS>;\r\n private _scriptingSystem: ScriptingSystem;\r\n private _resourceManager: ResourceManager;\r\n private _msdfTextAtlasManager: MSDFTextAtlasManager;\r\n private _enabled: boolean;\r\n private _screen: ScreenAdapter;\r\n protected _activeRenderables: {\r\n renderable: Nullable<RenderFunc> | DRef<IRenderable>;\r\n hook: Nullable<IRenderHook>;\r\n }[];\r\n private _loadingScenes: Partial<Record<string, Promise<Nullable<Scene>>>>;\r\n /**\r\n * Creates a new runtime manager.\r\n *\r\n * @param VFS - Optional virtual file system passed to the internal {@link ScriptingSystem}.\r\n * @param scriptsRoot - Optional scripts root path within the VFS. Defaults as in `ScriptingSystem`.\r\n * @param enabled - Whether runtime operations are active. Defaults to `true`.\r\n */\r\n constructor(VFS?: VFS, scriptsRoot?: string, enabled?: boolean) {\r\n VFS = VFS ?? new HttpFS('./');\r\n this._builtinsVFS = null;\r\n this._scriptingSystem = new ScriptingSystem({ VFS, scriptsRoot });\r\n this._resourceManager = new ResourceManager(VFS);\r\n this._msdfTextAtlasManager = new MSDFTextAtlasManager();\r\n this._enabled = enabled ?? true;\r\n this._activeRenderables = [];\r\n this._loadingScenes = {};\r\n this._screen = new ScreenAdapter();\r\n }\r\n /**\r\n * Exposes the instance of {@link ScriptingSystem}.\r\n */\r\n get scriptingSystem() {\r\n return this._scriptingSystem;\r\n }\r\n /**\r\n * Exposes the virtual file system used by the underlying {@link ScriptingSystem}'s registry.\r\n */\r\n get VFS() {\r\n return this._scriptingSystem.registry.VFS;\r\n }\r\n set VFS(vfs: VFS) {\r\n if (vfs !== this._resourceManager.VFS) {\r\n this._resourceManager.VFS?.close();\r\n this._resourceManager.VFS = vfs;\r\n this._scriptingSystem.registry.VFS = vfs;\r\n this.ensureBuiltinVFS();\r\n }\r\n }\r\n /**\r\n * Exposes the instance of {@link ResourceManager}.\r\n */\r\n get resourceManager() {\r\n return this._resourceManager;\r\n }\r\n /**\r\n * Exposes the shared runtime MSDF text atlas manager.\r\n */\r\n get msdfTextAtlasManager() {\r\n return this._msdfTextAtlasManager;\r\n }\r\n /**\r\n * Releases a loaded font asset from the resource cache and disposes its shared MSDF atlas textures.\r\n *\r\n * Existing scene nodes that still reference this font asset are not updated automatically.\r\n * Call this only after you have stopped using the font, or when you intentionally want it to rebuild later.\r\n *\r\n * @param font - The loaded font asset path to release.\r\n * @returns `true` if either the atlas cache or the font cache had an entry to remove.\r\n */\r\n releaseFontAsset(font: string) {\r\n const fontAsset = this._resourceManager.getFontAsset(font);\r\n if (!fontAsset) {\r\n return false;\r\n }\r\n const atlasReleased = this._msdfTextAtlasManager.releaseAtlas(fontAsset);\r\n const fontReleased = this._resourceManager.releaseFontAsset(fontAsset);\r\n return atlasReleased || fontReleased;\r\n }\r\n /**\r\n * Configures the MSDF atlas for a given font asset, creating or replacing the atlas as needed.\r\n *\r\n * This is useful to customize the glyph size, atlas page size, distance range, and padding for MSDF text rendering.\r\n * Existing scene nodes that reference this font asset will use the updated atlas automatically.\r\n *\r\n * @param font - The font asset path to configure the MSDF atlas for.\r\n * @param pageSize - The size of each atlas page in pixels (e.g., 512, 1024).\r\n * @param glyphSize - The size of each glyph in pixels (e.g., 32, 64).\r\n * @param distanceRange - The distance range for MSDF generation. Defaults to 4.\r\n * @param padding - The padding between glyphs in the atlas in pixels. Defaults to 2.\r\n * @returns `true` if the atlas was successfully configured, or `false` if the font asset was not found.\r\n *\r\n * @remarks\r\n * The font asset must be loaded and available in the resource manager for the atlas to be configured.\r\n */\r\n configureMSDFAtlas(\r\n font: string,\r\n pageSize: number,\r\n glyphSize: number,\r\n distanceRange?: number,\r\n padding?: number\r\n ) {\r\n const fontAsset = this._resourceManager.getFontAsset(font);\r\n if (!fontAsset) {\r\n console.warn(`Font asset '${font}' not found for MSDF atlas configuration.`);\r\n return false;\r\n }\r\n this._msdfTextAtlasManager.configureAtlas(fontAsset, pageSize, glyphSize, distanceRange, padding);\r\n return true;\r\n }\r\n /**\r\n * Exposes the active {@link ScreenAdapter}.\r\n */\r\n get screen() {\r\n return this._screen;\r\n }\r\n /** @internal */\r\n async init() {\r\n await this.ensureBuiltinVFS();\r\n }\r\n /**\r\n * Detaches all scripts from all hosts, if enabled.\r\n *\r\n * No-op when `enabled === false`.\r\n */\r\n detachAllScripts() {\r\n if (this._enabled) {\r\n this._scriptingSystem.detachAllScripts();\r\n }\r\n }\r\n /**\r\n * Loads a runtime script class from file\r\n * @param module - file path\r\n * @returns The runtime script class or null\r\n */\r\n async loadRuntimeScriptClass<T extends Host = Host>(\r\n module: string\r\n ): Promise<Nullable<{ url: string; cls: GenericConstructor<RuntimeScript<T>> }>> {\r\n return await this._scriptingSystem.loadRuntimeScriptClass(module);\r\n }\r\n /**\r\n * Attaches a script module to the given host, if enabled.\r\n *\r\n * When disabled, this method resolves to `null` without side effects.\r\n *\r\n * @typeParam T - Host type.\r\n * @param host - Host object to attach the script to.\r\n * @param module - Module identifier to resolve and load.\r\n * @param config - Optional configuration passed to the script instance.\r\n * @returns The `RuntimeScript<T>` instance, or `null` if disabled or on failure.\r\n */\r\n async attachScript<T extends Host>(\r\n host: Nullable<T>,\r\n module: string,\r\n config?: Nullable<RuntimeScriptConfig>\r\n ) {\r\n return this._enabled ? await this._scriptingSystem.attachScript(host, module, config) : null;\r\n }\r\n /**\r\n * Detaches a script from a host, by module ID or instance, if enabled.\r\n *\r\n * No-op when disabled.\r\n *\r\n * @typeParam T - Host type.\r\n * @param host - Host to detach from.\r\n * @param idOrInstance - Target script by module ID or instance reference.\r\n */\r\n detachScript<T extends Host>(host: T, idOrInstance: string | RuntimeScript<T>) {\r\n if (this._enabled) {\r\n this._scriptingSystem.detachScript(host, idOrInstance);\r\n }\r\n }\r\n /**\r\n * Gets all scripts attached to a host.\r\n *\r\n * Delegates to {@link ScriptingSystem.getScriptObjects}.\r\n *\r\n * @typeParam T - Expected script type.\r\n * @param host - Host object to query.\r\n * @returns Script instances attached to the host, or an empty array.\r\n */\r\n getScriptObjects<T extends RuntimeScript<any>>(host: unknown) {\r\n return this._scriptingSystem.getScriptObjects(host) as T[];\r\n }\r\n /**\r\n * Ticks all attached scripts by calling their `onUpdate` hooks, if enabled.\r\n *\r\n * @param deltaTime - Time since last update in Seconds.\r\n * @param elapsedTime - Total elapsed time in Seconds.\r\n */\r\n update(deltaTime: number, elapsedTime: number) {\r\n if (this._enabled) {\r\n this._scriptingSystem.update(deltaTime, elapsedTime);\r\n }\r\n }\r\n /**\r\n * Loads a scene from a file path.\r\n *\r\n * Concurrent requests for the same normalized path share the same loading promise.\r\n * Scripts declared on the scene and its nodes are attached after the scene is loaded.\r\n *\r\n * @param path - Scene file path in the current VFS.\r\n * @returns The loaded scene, or `null` when loading fails.\r\n */\r\n async loadSceneFromFile(path: string) {\r\n path = this.VFS.normalizePath(path);\r\n if (!this._loadingScenes[path]) {\r\n this._loadingScenes[path] = this._loadScene(path);\r\n }\r\n return this._loadingScenes[path]!;\r\n }\r\n /**\r\n * Sets or clears the renderable for a render layer.\r\n *\r\n * Passing `null` clears the layer. Object renderables are held through a strong reference wrapper,\r\n * while render functions are stored directly.\r\n *\r\n * @param renderable - Renderable object or render function to assign, or `null` to clear.\r\n * @param layer - Render layer index. Defaults to `0`.\r\n * @param hook - Optional render hook invoked before and after this layer renders.\r\n */\r\n setRenderable(renderable: Nullable<IRenderable | RenderFunc>, layer = 0, hook?: IRenderHook) {\r\n const entry = this._activeRenderables[layer];\r\n if (!entry) {\r\n this._activeRenderables[layer] = {\r\n renderable: renderable\r\n ? typeof renderable === 'function'\r\n ? renderable\r\n : new DRef<IRenderable>(renderable)\r\n : null,\r\n hook: hook ?? null\r\n };\r\n } else {\r\n if (entry.renderable) {\r\n if (entry.renderable instanceof DRef) {\r\n entry.renderable.dispose();\r\n }\r\n entry.renderable = null;\r\n }\r\n if (typeof renderable === 'function') {\r\n entry.renderable = renderable;\r\n } else if (renderable) {\r\n entry.renderable = new DRef<IRenderable>(renderable);\r\n }\r\n entry.hook = hook ?? null;\r\n }\r\n }\r\n /**\r\n * Reads a file from the current VFS.\r\n *\r\n * @typeParam T - Requested read encoding.\r\n * @param path - File path to read.\r\n * @param encoding - Optional read encoding. Defaults to `binary`.\r\n * @returns The file content, or `null` when the read fails.\r\n */\r\n async readFile<T extends ReadOptions['encoding'] = 'binary'>(path: string, encoding?: T) {\r\n try {\r\n const content = await this.VFS.readFile(path, { encoding: encoding ?? 'binary' });\r\n return content as T extends 'binary' ? ArrayBuffer : string;\r\n } catch (err) {\r\n console.error(`Read file '${path}' failed: ${err}`);\r\n return null;\r\n }\r\n }\r\n /**\r\n * Starts the runtime by optionally showing a splash screen, running a startup script,\r\n * and loading the startup scene.\r\n *\r\n * @param startupScene - Optional scene path rendered on layer `0` after startup completes.\r\n * @param splashScreen - Optional scene path rendered on a temporary splash layer during startup.\r\n * @param startupScript - Optional startup script module path. A trailing `.ts` or `.js`\r\n * extension is removed before loading.\r\n */\r\n async startup(\r\n startupScene?: Nullable<string>,\r\n splashScreen?: Nullable<string>,\r\n startupScript?: Nullable<string>\r\n ) {\r\n const splashScreenLayer = 9999;\r\n if (splashScreen) {\r\n const splashScreenScene = await this.loadSceneFromFile(splashScreen);\r\n if (splashScreenScene) {\r\n this.setRenderable(splashScreenScene, splashScreenLayer);\r\n }\r\n }\r\n if (startupScript) {\r\n const path =\r\n startupScript.toLowerCase().endsWith('.ts') || startupScript.toLowerCase().endsWith('.js')\r\n ? startupScript.slice(0, -3)\r\n : startupScript;\r\n await this.attachScript(null, path);\r\n }\r\n if (startupScene) {\r\n const scene = await this.loadSceneFromFile(startupScene);\r\n this.setRenderable(scene, 0);\r\n }\r\n this.setRenderable(null, splashScreenLayer);\r\n }\r\n /**\r\n * Renders all active render layers.\r\n *\r\n * Each layer's `beforeRender` hook can return `false` to skip rendering that layer.\r\n * The `afterRender` hook is invoked after the render attempt.\r\n */\r\n render() {\r\n this._activeRenderables.forEach((info) => {\r\n if (!info.renderable) {\r\n return;\r\n }\r\n const render = info.hook?.beforeRender\r\n ? (info.hook.beforeRender(\r\n typeof info.renderable === 'function' ? info.renderable : info.renderable.get()\r\n ) ?? true)\r\n : true;\r\n if (render) {\r\n if (typeof info.renderable === 'function') {\r\n info.renderable();\r\n } else {\r\n info.renderable.get()?.render();\r\n }\r\n }\r\n if (info.hook?.afterRender) {\r\n info.hook.afterRender(\r\n typeof info.renderable === 'function' ? info.renderable : info.renderable.get()\r\n );\r\n }\r\n });\r\n }\r\n private async ensureBuiltinVFS() {\r\n if (!this._builtinsVFS) {\r\n this._builtinsVFS = await this.createBuiltinVFS();\r\n }\r\n this.VFS.unmount('/assets/@builtins');\r\n this.VFS.mount('/assets/@builtins', this._builtinsVFS);\r\n }\r\n private async createBuiltinVFS() {\r\n const fs = new MemoryFS();\r\n const shapeClsMap = {\r\n '/primitives/box.zmsh': BoxShape,\r\n '/primitives/sphere.zmsh': SphereShape,\r\n '/primitives/cylinder.zmsh': CylinderShape,\r\n '/primitives/plane.zmsh': PlaneShape,\r\n '/primitives/torus.zmsh': TorusShape,\r\n '/primitives/tetrahedron.zmsh': TetrahedronShape,\r\n '/primitives/capsule.zmsh': CapsuleShape,\r\n '/materials/unlit.zmtl': UnlitMaterial,\r\n '/materials/lambert.zmtl': LambertMaterial,\r\n '/materials/blinnphong.zmtl': BlinnMaterial,\r\n '/materials/pbr_metallic_roughness.zmtl': PBRMetallicRoughnessMaterial,\r\n '/materials/pbr_specular_glossiness.zmtl': PBRSpecularGlossinessMaterial,\r\n '/materials/sprite_std.zmtl': StandardSpriteMaterial,\r\n '/materials/skin.zmtl': SkinMaterial\r\n } as const;\r\n for (const [key] of objectEntries(shapeClsMap)) {\r\n const obj = new shapeClsMap[key]();\r\n await this.writeSerializableObject(fs, 'Default', obj, key);\r\n obj.dispose();\r\n }\r\n fs.readOnly = true;\r\n return fs;\r\n }\r\n private async writeSerializableObject(VFS: VFS, type: string, obj: any, path: string) {\r\n try {\r\n const data = await this.resourceManager.serializeObject(obj);\r\n const content = JSON.stringify({ type, data }, null, 2);\r\n await VFS.writeFile(path, content, { encoding: 'utf8', create: true });\r\n } catch (err) {\r\n console.error(`Write file '${path}' failed: ${err}`);\r\n }\r\n }\r\n private async _loadScene(path: string) {\r\n try {\r\n const scene = await this._resourceManager.loadScene(path);\r\n if (scene) {\r\n const sceneScripts =\r\n scene.scripts.length > 0\r\n ? scene.scripts\r\n : scene.script\r\n ? [{ script: scene.script, config: scene.scriptConfig }]\r\n : [];\r\n for (const attachment of sceneScripts) {\r\n if (!attachment.script) {\r\n continue;\r\n }\r\n try {\r\n await this.attachScript(\r\n scene,\r\n attachment.script,\r\n (attachment.config ?? null) as RuntimeScriptConfig | null\r\n );\r\n } catch (err) {\r\n console.error(`Attach script failed: ${err}`);\r\n }\r\n }\r\n const nodes: (typeof scene.rootNode)[] = [];\r\n scene.rootNode.iterate((node) => {\r\n nodes.push(node);\r\n });\r\n const attachTasks = nodes.map(async (node) => {\r\n const attachments =\r\n node.scripts.length > 0\r\n ? node.scripts\r\n : node.script\r\n ? [{ script: node.script, config: node.scriptConfig }]\r\n : [];\r\n for (const attachment of attachments) {\r\n if (!attachment.script) {\r\n continue;\r\n }\r\n try {\r\n await this.attachScript(\r\n node,\r\n attachment.script,\r\n (attachment.config ?? null) as RuntimeScriptConfig | null\r\n );\r\n } catch (err) {\r\n console.error(`Attach script failed: ${err}`);\r\n }\r\n }\r\n });\r\n if (attachTasks.length > 0) {\r\n await Promise.allSettled(attachTasks);\r\n }\r\n }\r\n return scene;\r\n } catch (err) {\r\n console.error(`Load scene from '${path}' failed: ${err}`);\r\n return null;\r\n }\r\n }\r\n}\r\n\r\nexport { MSDFTextAtlasManager 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@@ -15,6 +15,7 @@ import '../material/blinn.js';
15
15
  import '../material/unlit.js';
16
16
  import '../material/particle.js';
17
17
  import '../material/subsurfaceprofile.js';
18
+ import '../material/skin.js';
18
19
  import { Material } from '../material/material.js';
19
20
  import '../material/meshmaterial.js';
20
21
  import '../material/grassmaterial.js';
@@ -1 +1 @@
1
- {"version":3,"file":"assetmanager.js","sources":["../../src/asset/assetmanager.ts"],"sourcesContent":["import type { DecoderModule } from 'draco3d';\r\nimport type { HttpRequest, Nullable, ReadOptions, TypedArray, VFS, WriteOptions } from '@zephyr3d/base';\r\nimport {\r\n isPowerOf2,\r\n nextPowerOf2,\r\n DWeakRef,\r\n DRef,\r\n base64ToUint8Array,\r\n Vector3,\r\n ASSERT,\r\n Vector4,\r\n guessMimeType\r\n} from '@zephyr3d/base';\r\nimport type { SharedModel } from './model';\r\nimport { WebImageLoader } from './loaders/image/webimage_loader';\r\nimport { DDSLoader } from './loaders/dds/dds_loader';\r\nimport { HDRLoader } from './loaders/hdr/hdr';\r\nimport type { SceneNode } from '../scene/scene_node';\r\nimport { CopyBlitter } from '../blitter';\r\nimport { getSheenLutLoader } from './builtin';\r\nimport { BUILTIN_ASSET_TEXTURE_SHEEN_LUT } from '../values';\r\nimport type { AnimationSet } from '../animation/animationset';\r\nimport type {\r\n BaseTexture,\r\n PrimitiveType,\r\n SamplerOptions,\r\n TextureAddressMode,\r\n TextureFilterMode,\r\n VertexAttribFormat,\r\n VertexSemantic\r\n} from '@zephyr3d/device';\r\nimport type { Scene } from '../scene/scene';\r\nimport type { AbstractTextureLoader } from './loaders/loader';\r\nimport { TGALoader } from './loaders/image/tga_Loader';\r\nimport { getDevice, getEngine } from '../app/api';\r\nimport { Material, PBRBluePrintMaterial, SpriteBlueprintMaterial } from '../material';\r\nimport type {\r\n BluePrintEditorState,\r\n BluePrintUniformTexture,\r\n BluePrintUniformValue,\r\n GraphStructure,\r\n IGraphNode,\r\n NodeConnection,\r\n ResourceManager\r\n} from '../utility';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { MaterialBlueprintIR } from '../utility/blueprint/material/ir';\r\nimport type { Skeleton } from '../animation';\r\nimport { Primitive } from '../render';\r\nimport { FontAsset } from '../text';\r\n\r\n/**\r\n * Base fetch options\r\n *\r\n * @public\r\n */\r\nexport type BaseFetchOptions = {\r\n /**\r\n * VFS used to fetch file data\r\n */\r\n overrideVFS?: VFS;\r\n};\r\n\r\n/**\r\n * Options for font fetching.\r\n * @public\r\n */\r\nexport type FontAssetFetchOptions = BaseFetchOptions & {\r\n pageSize?: number;\r\n glyphSize?: number;\r\n};\r\n\r\n/**\r\n * Options for texture fetching.\r\n *\r\n * Controls how a texture is loaded, converted, and optionally uploaded into an existing texture object.\r\n *\r\n * @typeParam T - Texture type to be returned, extending BaseTexture.\r\n * @public\r\n */\r\nexport type TextureFetchOptions<T extends BaseTexture> = BaseFetchOptions & {\r\n /**\r\n * Explicit MIME type hint. If omitted, the type is inferred from file extension via VFS.\r\n */\r\n mimeType?: string;\r\n /**\r\n * If true, load the image as linear data. If false or omitted, load as sRGB (when supported).\r\n *\r\n * Note: For WebGL targets, non-power-of-two or sRGB textures may be repacked based on constraints.\r\n */\r\n linearColorSpace?: boolean;\r\n /**\r\n * Optional target texture to upload into. If provided, loader data will be copied/blitted\r\n * into this texture instead of creating a new one.\r\n */\r\n texture?: T;\r\n /**\r\n * Optional sampler options for the loaded texture. May be used by loaders for mip generation\r\n * or by blit paths when repacking textures on constrained backends.\r\n */\r\n samplerOptions?: SamplerOptions;\r\n};\r\n\r\n/**\r\n * Options for model fetching.\r\n *\r\n * Provides decoding and instancing hints used by supported model loaders.\r\n * @public\r\n */\r\nexport type ModelFetchOptions = BaseFetchOptions & {\r\n /**\r\n * Explicit MIME type hint for the model. If omitted, inferred from file extension via VFS.\r\n */\r\n mimeType?: string;\r\n /**\r\n * Optional Draco decoder module for compressed geometry decoding.\r\n */\r\n dracoDecoderModule?: DecoderModule;\r\n /**\r\n * If true, the created scene node may be prepared for instanced rendering (engine-dependent).\r\n * Default is false.\r\n */\r\n enableInstancing?: boolean;\r\n /**\r\n * If true, meshes will be loaded from this model.\r\n * Default is true.\r\n */\r\n loadMeshes?: boolean;\r\n /**\r\n * If true, rigs and skin bindings will be loaded from this model.\r\n * Default is true.\r\n */\r\n loadSkeletons?: boolean;\r\n /**\r\n * If true, animations will be loaded from this model.\r\n * Default is true.\r\n */\r\n loadAnimations?: boolean;\r\n /**\r\n * If true, automatically create joint dynamics (for VRM models only).\r\n * Default is true.\r\n */\r\n loadJointDynamics?: boolean;\r\n /**\r\n * Optional post-process callback applied to the loaded SharedModel before creating nodes.\r\n * Use this to remap materials, merge meshes, or apply custom data transforms.\r\n */\r\n postProcess?: (model: SharedModel) => SharedModel;\r\n};\r\n\r\n/**\r\n * Data structure returned by AssetManager.fetchModel().\r\n *\r\n * Bundles the created scene node group and an optional animation set if present in the asset.\r\n * @public\r\n */\r\nexport type ModelInfo = {\r\n /**\r\n * The root scene node of the loaded model (may contain child hierarchy).\r\n */\r\n group: SceneNode;\r\n /**\r\n * The animation set associated with the model or null if none.\r\n */\r\n animationSet: AnimationSet;\r\n};\r\n\r\n/**\r\n * Interface for model importers\r\n *\r\n * @public\r\n */\r\nexport interface ModelLoader {\r\n loadModel(path: string, vfs?: VFS): Promise<SharedModel>;\r\n}\r\n\r\n/**\r\n * Centralized asset manager for loading and caching resources.\r\n *\r\n * Responsibilities:\r\n * - Abstracts resource loading via VFS (text/json/binary).\r\n * - Dispatches texture/model loading to registered loaders by MIME type.\r\n * - Caches results and uses weak references to allow GPU resources to be GC'd when unused.\r\n * - Harmonizes cross-backend constraints (e.g., WebGL non-power-of-two rules and sRGB handling).\r\n * - Provides access to built-in textures with device-restore handlers.\r\n *\r\n * Threading/async model:\r\n * - All I/O is async; repeated calls are coalesced via internal promise caches keyed by URL or hash.\r\n *\r\n * @public\r\n */\r\nexport class AssetManager {\r\n /** @internal */\r\n private static _builtinTextures: {\r\n [name: string]: BaseTexture;\r\n } = {};\r\n /** @internal */\r\n private static _builtinTextureLoaders: {\r\n [name: string]: (assetManager: AssetManager, texture?: BaseTexture) => BaseTexture;\r\n } = {\r\n [BUILTIN_ASSET_TEXTURE_SHEEN_LUT]: getSheenLutLoader(64)\r\n };\r\n /** @internal */\r\n private static readonly _textureLoaders: AbstractTextureLoader[] = [\r\n new WebImageLoader(),\r\n new DDSLoader(),\r\n new HDRLoader(),\r\n new TGALoader()\r\n ];\r\n /** @internal */\r\n private _modelLoaders: Record<string, ModelLoader> = {};\r\n /** @internal */\r\n private _textures: {\r\n [hash: string]: Promise<BaseTexture> | DWeakRef<BaseTexture>;\r\n };\r\n /** @internal */\r\n private _models: {\r\n [url: string]: Promise<SharedModel> | DWeakRef<SharedModel>;\r\n };\r\n /** @internal */\r\n private _binaryDatas: {\r\n [url: string]: Promise<Nullable<ArrayBuffer>>;\r\n };\r\n /** @internal */\r\n private _fontAssets: {\r\n [url: string]: Nullable<FontAsset> | Promise<Nullable<FontAsset>>;\r\n };\r\n /** @internal */\r\n private _textDatas: {\r\n [url: string]: Promise<string>;\r\n };\r\n /** @internal */\r\n private _bluePrints: {\r\n [url: string]: Promise<Nullable<Record<string, MaterialBlueprintIR>>>;\r\n };\r\n /** @internal */\r\n private _materials: {\r\n [url: string]: Promise<Nullable<Material>> | DWeakRef<Material>;\r\n };\r\n /** @internal */\r\n private _primitives: {\r\n [url: string]: Promise<Nullable<Primitive>> | DWeakRef<Primitive>;\r\n };\r\n /** @internal */\r\n private _skeletons: {\r\n [url: string]: Promise<Skeleton> | DWeakRef<Skeleton>;\r\n };\r\n /** @internal */\r\n private _jsonDatas: {\r\n [url: string]: Promise<any>;\r\n };\r\n /** @internal */\r\n private readonly _resourceManager: ResourceManager;\r\n /**\r\n * Creates an instance of AssetManager\r\n */\r\n constructor(resourceManager?: ResourceManager) {\r\n this._resourceManager = resourceManager ?? getEngine().resourceManager;\r\n this._textures = {};\r\n this._models = {};\r\n this._materials = {};\r\n this._primitives = {};\r\n this._skeletons = {};\r\n this._bluePrints = {};\r\n this._binaryDatas = {};\r\n this._fontAssets = {};\r\n this._textDatas = {};\r\n this._jsonDatas = {};\r\n }\r\n /**\r\n * VFS used to read resources (files, URLs, virtual mounts).\r\n */\r\n get vfs() {\r\n return this._resourceManager.VFS;\r\n }\r\n /**\r\n * Clear cached references and promises.\r\n *\r\n * - Disposes any DWeakRef holders maintained by this manager.\r\n * - Empties internal maps for textures, models, and raw data (text/json/binary).\r\n * - Does not forcibly dispose GPU resources; it only clears references so they can be GC'd\r\n * if no other owners are holding them.\r\n */\r\n clearCache() {\r\n for (const k in Object.keys(this._textures)) {\r\n const v = this._textures[k];\r\n if (v instanceof DWeakRef) {\r\n v.dispose();\r\n }\r\n }\r\n this._textures = {};\r\n for (const k in Object.keys(this._models)) {\r\n const v = this._models[k];\r\n if (v instanceof DWeakRef) {\r\n v.dispose();\r\n }\r\n }\r\n this._models = {};\r\n for (const k in Object.keys(this._materials)) {\r\n const v = this._materials[k];\r\n if (v instanceof DWeakRef) {\r\n v.dispose();\r\n }\r\n }\r\n this._materials = {};\r\n for (const k in Object.keys(this._primitives)) {\r\n const v = this._primitives[k];\r\n if (v instanceof DWeakRef) {\r\n v.dispose();\r\n }\r\n }\r\n this._primitives = {};\r\n for (const k in Object.keys(this._skeletons)) {\r\n const v = this._skeletons[k];\r\n if (v instanceof DWeakRef) {\r\n v.dispose();\r\n }\r\n }\r\n this._skeletons = {};\r\n this._fontAssets = {};\r\n this._binaryDatas = {};\r\n this._textDatas = {};\r\n this._jsonDatas = {};\r\n }\r\n /**\r\n * Removes a cached font asset entry by URL.\r\n *\r\n * This only evicts the cache entry. It does not dispose any external references to the FontAsset.\r\n *\r\n * @param url - Resource URL or VFS path.\r\n * @returns `true` if a cache entry existed and was removed.\r\n */\r\n releaseFontAsset(url: string) {\r\n if (url in this._fontAssets) {\r\n delete this._fontAssets[url];\r\n return true;\r\n }\r\n return false;\r\n }\r\n /**\r\n * Register a texture loader (highest priority first).\r\n *\r\n * Note: This is a static registry shared by all AssetManager instances.\r\n *\r\n * @param loader - A concrete texture loader implementation.\r\n */\r\n static addTextureLoader(loader: AbstractTextureLoader) {\r\n if (loader) {\r\n this._textureLoaders.unshift(loader);\r\n }\r\n }\r\n /**\r\n * Register a model loader (highest priority first).\r\n */\r\n setModelLoader(mimeType: string, loader: ModelLoader) {\r\n if (loader) {\r\n this._modelLoaders[mimeType] = loader;\r\n }\r\n }\r\n /**\r\n * Fetch a UTF-8 text resource via VFS.\r\n *\r\n * - Results are cached per resolved URL (via HttpRequest.urlResolver if provided; otherwise the raw URL).\r\n * - If cached, any provided postProcess is ignored for subsequent calls; create a separate AssetManager\r\n * if you need different post-processing of the same URL.\r\n *\r\n * @param url - Resource URL or VFS path.\r\n * @param postProcess - Optional transformation applied to the loaded text.\r\n * @param httpRequest - Optional HttpRequest for custom URL resolution/headers.\r\n * @returns A promise that resolves to the loaded (and optionally processed) text.\r\n */\r\n async fetchTextData(\r\n url: string,\r\n postProcess?: (text: string) => string,\r\n httpRequest?: HttpRequest,\r\n options?: BaseFetchOptions\r\n ) {\r\n const hash = httpRequest?.urlResolver?.(url) ?? url;\r\n let P = this._textDatas[hash];\r\n if (!P) {\r\n P = this.loadTextData(url, postProcess, options?.overrideVFS);\r\n this._textDatas[hash] = P;\r\n }\r\n return P;\r\n }\r\n /**\r\n * Fetch a JSON resource via VFS.\r\n *\r\n * - Parses as JSON after text load.\r\n * - Cached per resolved URL. Post-process is applied only on the first load for a given cache key.\r\n *\r\n * @param url - Resource URL or VFS path.\r\n * @param postProcess - Optional transformation applied to the parsed JSON object.\r\n * @param httpRequest - Optional HttpRequest for custom URL resolution/headers.\r\n * @returns A promise that resolves to the loaded (and optionally processed) JSON value.\r\n */\r\n async fetchJsonData<T = any>(\r\n url: string,\r\n postProcess?: (json: T) => T,\r\n httpRequest?: HttpRequest,\r\n options?: BaseFetchOptions\r\n ): Promise<T> {\r\n const hash = httpRequest?.urlResolver?.(url) ?? url;\r\n let P = this._jsonDatas[hash] as Promise<T>;\r\n if (!P) {\r\n P = this.loadJsonData<T>(url, postProcess, options?.overrideVFS);\r\n this._jsonDatas[hash] = P;\r\n }\r\n return P;\r\n }\r\n /**\r\n * Fetch a binary resource via VFS.\r\n *\r\n * - Cached per resolved URL. Post-process is applied only on first load for a given key.\r\n *\r\n * @param url - Resource URL or VFS path.\r\n * @param postProcess - Optional transformation applied to the loaded ArrayBuffer.\r\n * @param httpRequest - Optional HttpRequest for custom URL resolution/headers.\r\n * @returns A promise that resolves to the loaded (and optionally processed) ArrayBuffer.\r\n */\r\n async fetchBinaryData(\r\n url: string,\r\n postProcess?: Nullable<(data: ArrayBuffer) => ArrayBuffer>,\r\n httpRequest?: Nullable<HttpRequest>,\r\n options?: BaseFetchOptions\r\n ) {\r\n const hash = httpRequest?.urlResolver?.(url) ?? url;\r\n let P = this._binaryDatas[hash];\r\n if (!P) {\r\n P = this.loadBinaryData(url, postProcess, options?.overrideVFS);\r\n this._binaryDatas[hash] = P;\r\n }\r\n return P;\r\n }\r\n /**\r\n * Fetch a font asset via VFS.\r\n *\r\n * - Cached per URL only.\r\n * - `options` are applied only when the font is first loaded for that URL.\r\n * - If the URL is already cached, later calls ignore `options` and reuse the cached FontAsset.\r\n *\r\n * @param url - Resource URL or VFS path.\r\n * @param options - Optional MSDF atlas settings bound to the loaded FontAsset.\r\n * @returns A promise that resolves to the loaded (and optionally processed) font asset.\r\n */\r\n async fetchFontAsset(url: string, options?: FontAssetFetchOptions) {\r\n const hash = url;\r\n let P = this._fontAssets[hash];\r\n if (!P) {\r\n P = new Promise<Nullable<FontAsset>>((resolve, reject) => {\r\n this.loadBinaryData(url, null, options?.overrideVFS)\r\n .then((data) => {\r\n resolve(data ? FontAsset.fromBuffer(data, options) : null);\r\n })\r\n .catch((err) => {\r\n reject(\r\n new Error(`Failed to load font asset from ${url}: ${err instanceof Error ? err.message : err}`)\r\n );\r\n });\r\n });\r\n this._fontAssets[hash] = P;\r\n }\r\n return P;\r\n }\r\n /**\r\n * Fetch a font asset via VFS if already cached.\r\n * @param url - Resource URL or VFS path.\r\n * @returns The cached FontAsset if it exists and is loaded, or null if not cached or still loading.\r\n */\r\n getFontAsset(url: string): Nullable<FontAsset> {\r\n const hash = url;\r\n return this._fontAssets[hash] instanceof Promise ? null : (this._fontAssets[hash] ?? null);\r\n }\r\n async fetchBluePrint(url: string, options?: BaseFetchOptions) {\r\n const hash = url;\r\n let P = this._bluePrints[hash];\r\n if (!P) {\r\n P = this.loadBluePrint(url, options?.overrideVFS);\r\n this._bluePrints[hash] = P;\r\n }\r\n return P;\r\n }\r\n /**\r\n * Fetch a material resource.\r\n *\r\n * @typeParam T - Expected concrete material type.\r\n * @param url - Resource URL or VFS path.\r\n * @returns A promise that resolves to the loaded material.\r\n */\r\n async fetchMaterial<T extends Material = Material>(\r\n url: string,\r\n options?: BaseFetchOptions\r\n ): Promise<Nullable<T>> {\r\n const hash = url;\r\n let P = this._materials[hash] as Promise<Nullable<T>> | DWeakRef<T>;\r\n if (P instanceof DWeakRef && P.get() && !P.get()!.disposed) {\r\n return P.get()!;\r\n } else if (!P || P instanceof DWeakRef) {\r\n P = this.loadMaterial<T>(url, false, options?.overrideVFS);\r\n this._materials[hash] = P;\r\n }\r\n const material = await P;\r\n if (this._materials[hash] instanceof Promise) {\r\n this._materials[hash] = new DWeakRef<Material>(material);\r\n }\r\n return material;\r\n }\r\n /**\r\n * Fetch a primitive resource.\r\n *\r\n * @typeParam T - Expected concrete primitive type.\r\n * @param url - Resource URL or VFS path.\r\n * @returns A promise that resolves to the loaded primitive.\r\n */\r\n async fetchPrimitive<T extends Primitive = Primitive>(\r\n url: string,\r\n options?: BaseFetchOptions\r\n ): Promise<Nullable<T>> {\r\n const hash = url;\r\n let P = this._primitives[hash] as Promise<Nullable<T>> | DWeakRef<T>;\r\n if (P instanceof DWeakRef && P.get() && !P.get()!.disposed) {\r\n return P.get()!;\r\n } else if (!P || P instanceof DWeakRef) {\r\n P = this.loadPrimitive<T>(url, options?.overrideVFS);\r\n this._primitives[hash] = P;\r\n }\r\n const primitive = await P;\r\n if (this._primitives[hash] instanceof Promise) {\r\n this._primitives[hash] = new DWeakRef<Primitive>(primitive);\r\n }\r\n return primitive;\r\n }\r\n /**\r\n * Fetch a texture resource via registered loaders.\r\n *\r\n * - Chooses loader by explicit MIME type or by VFS file extension inference.\r\n * - Deduplicates in-flight requests and caches ready textures.\r\n * - If `options.texture` is provided, the asset will be uploaded/blitted into that texture.\r\n * - On WebGL backends, enforces constraints by repacking non-power-of-two or sRGB textures.\r\n *\r\n * @typeParam T - Expected concrete texture type.\r\n * @param url - Resource URL or VFS path.\r\n * @param options - Texture fetching options (color space, sampler, target texture).\r\n * @param httpRequest - Optional HttpRequest (not used for binary read but may supply URL resolver for hashing).\r\n * @returns A promise that resolves to the loaded texture.\r\n */\r\n async fetchTexture<T extends BaseTexture>(url: string, options?: TextureFetchOptions<T>): Promise<T> {\r\n if (options?.texture) {\r\n return this.loadTexture(\r\n url,\r\n options.mimeType ?? null,\r\n !options.linearColorSpace,\r\n options.samplerOptions,\r\n options.texture,\r\n options.overrideVFS\r\n ) as Promise<T>;\r\n } else {\r\n const hash = this.getHash('2d', url, options);\r\n let P = this._textures[hash] as Promise<T> | DWeakRef<T>;\r\n if (P instanceof DWeakRef && P.get() && !P.get()!.disposed) {\r\n return P.get()!;\r\n } else if (!P || P instanceof DWeakRef) {\r\n P = this.loadTexture(\r\n url,\r\n options?.mimeType ?? null,\r\n !options?.linearColorSpace,\r\n options?.samplerOptions,\r\n null,\r\n options?.overrideVFS\r\n ) as Promise<T>;\r\n this._textures[hash] = P;\r\n }\r\n const tex: T = await P;\r\n if (this._textures[hash] instanceof Promise) {\r\n this._textures[hash] = new DWeakRef<T>(tex);\r\n }\r\n return tex;\r\n }\r\n }\r\n /**\r\n * Fetch a model resource via registered model loaders (data only).\r\n *\r\n * - Returns a SharedModel which can create scene nodes in any Scene.\r\n * - Uses DWeakRef to cache and allow model data to be reclaimed if unused.\r\n *\r\n * @param url - Model URL or VFS path.\r\n * @param options - Model loader options (MIME override, Draco, instancing hint, post-process).\r\n * @returns A promise that resolves to the SharedModel.\r\n * @internal\r\n */\r\n async fetchModelData(url: string, options?: ModelFetchOptions) {\r\n const hash = url;\r\n let P = this._models[hash];\r\n if (P instanceof DWeakRef && P.get() && !P.get()!.disposed) {\r\n return P.get()!;\r\n } else if (!P || P instanceof DWeakRef) {\r\n P = this.loadModel(url, options, options?.overrideVFS);\r\n this._models[hash] = P;\r\n }\r\n const sharedModel = await P;\r\n if (this._models[hash] instanceof Promise) {\r\n this._models[hash] = new DWeakRef<SharedModel>(sharedModel);\r\n }\r\n return sharedModel;\r\n }\r\n /**\r\n * Fetch a model resource and instantiate it under a scene.\r\n *\r\n * - Loads or retrieves a cached SharedModel, then creates a SceneNode hierarchy.\r\n * - Returns both the created group node and any associated AnimationSet.\r\n *\r\n * @param scene - Scene into which the model node will be created.\r\n * @param url - Model URL or VFS path.\r\n * @param options - Model loader options and instancing hint.\r\n * @param httpRequest - Optional HttpRequest (unused for binary read; present for API symmetry).\r\n * @returns A promise with the created node group and animation set info.\r\n *\r\n * @internal\r\n */\r\n async fetchModel(scene: Scene, url: string, options?: ModelFetchOptions) {\r\n const sharedModel = new DRef<SharedModel>();\r\n try {\r\n sharedModel.set(await this.fetchModelData(url, options));\r\n const node = await sharedModel\r\n .get()!\r\n .createSceneNode(\r\n getEngine().resourceManager,\r\n scene,\r\n options?.enableInstancing ?? false,\r\n options?.loadMeshes ?? true,\r\n options?.loadSkeletons ?? true,\r\n options?.loadAnimations ?? true,\r\n options?.loadJointDynamics ?? true,\r\n options?.overrideVFS ?? getEngine().resourceManager.VFS\r\n );\r\n node.sharedModel = sharedModel.get();\r\n node.animationSet.resetSkeletonModifiers();\r\n return node;\r\n } catch (err) {\r\n console.error(`Load model failed: ${url}: ${err}`);\r\n } finally {\r\n sharedModel.dispose();\r\n }\r\n }\r\n /**\r\n * Load a text resource via VFS and optionally post-process it.\r\n *\r\n * - Does not use or modify the internal cache; use fetchTextData for cached loads.\r\n *\r\n * @param url - Resource URL or VFS path.\r\n * @param postProcess - Optional transformation applied to the text.\r\n * @returns A promise that resolves to the loaded (and optionally processed) text.\r\n * @internal\r\n */\r\n async loadTextData(url: string, postProcess?: (text: string) => string, vfs?: VFS) {\r\n let text = (await this.readFileFromVFS(url, { encoding: 'utf8' }, vfs)) as string;\r\n if (postProcess) {\r\n try {\r\n text = postProcess(text);\r\n } catch (err) {\r\n throw new Error(`Load text data post process failed: ${err}`);\r\n }\r\n }\r\n return text;\r\n }\r\n /**\r\n * Load a JSON resource via VFS and optionally post-process it.\r\n *\r\n * - Does not use or modify the internal cache; use fetchJsonData for cached loads.\r\n *\r\n * @param url - Resource URL or VFS path.\r\n * @param postProcess - Optional transformation applied to the parsed JSON.\r\n * @returns A promise that resolves to the loaded (and optionally processed) JSON.\r\n * @internal\r\n */\r\n async loadJsonData<T = unknown>(url: string, postProcess?: (json: any) => any, vfs?: VFS): Promise<T> {\r\n let json = JSON.parse((await this.readFileFromVFS(url, { encoding: 'utf8' }, vfs)) as string) as T;\r\n\r\n if (postProcess) {\r\n try {\r\n json = postProcess(json);\r\n } catch (err) {\r\n throw new Error(`Load json data post process failed: ${err}`);\r\n }\r\n }\r\n return json;\r\n }\r\n /**\r\n * Load a binary resource via VFS and optionally post-process it.\r\n *\r\n * - Does not use or modify the internal cache; use fetchBinaryData for cached loads.\r\n *\r\n * @param url - Resource URL or VFS path.\r\n * @param postProcess - Optional transformation applied to the ArrayBuffer.\r\n * @returns A promise that resolves to the loaded (and optionally processed) ArrayBuffer.\r\n * @internal\r\n */\r\n async loadBinaryData(url: string, postProcess?: Nullable<(data: ArrayBuffer) => ArrayBuffer>, vfs?: VFS) {\r\n try {\r\n let data = (await this.readFileFromVFS(url, { encoding: 'binary' }, vfs)) as ArrayBuffer;\r\n if (postProcess) {\r\n data = postProcess(data);\r\n }\r\n return data;\r\n } catch (err) {\r\n console.error(`Load binary data failed: ${err}`);\r\n return null;\r\n }\r\n }\r\n async loadPrimitive<T extends Primitive = Primitive>(url: string, vfs?: VFS): Promise<Nullable<T>> {\r\n try {\r\n const data = (await this.readFileFromVFS(url, { encoding: 'utf8' }, vfs)) as string;\r\n const content = JSON.parse(data) as { type: string; data: any };\r\n ASSERT(\r\n content.type === 'Primitive' || content.type === 'Default',\r\n `Unsupported primitive type: ${content.type}`\r\n );\r\n if (content.type === 'Primitive') {\r\n const data = content.data as {\r\n vertices: Record<VertexSemantic, { format: VertexAttribFormat; data: string }>;\r\n indices: string;\r\n indexType: 'u16' | 'u32';\r\n indexCount: number;\r\n type: PrimitiveType;\r\n boxMin: number[];\r\n boxMax: number[];\r\n };\r\n const primitive = new Primitive();\r\n for (const k in data.vertices) {\r\n const v = data.vertices[k as VertexSemantic];\r\n const vertexData = base64ToUint8Array(v.data);\r\n primitive.createAndSetVertexBuffer(v.format, vertexData);\r\n }\r\n if (data.indices) {\r\n const indexData = base64ToUint8Array(data.indices);\r\n const indices =\r\n data.indexType === 'u16'\r\n ? new Uint16Array(indexData.buffer)\r\n : data.indexType === 'u32'\r\n ? new Uint32Array(indexData.buffer)\r\n : null;\r\n if (!indices) {\r\n console.error(`Invalid index type in primitive data: ${data.indexType}`);\r\n return null;\r\n }\r\n primitive.createAndSetIndexBuffer(indices);\r\n }\r\n primitive.primitiveType = data.type;\r\n primitive.indexCount = data.indexCount;\r\n primitive.setBoundingVolume(\r\n new BoundingBox(\r\n new Vector3(data.boxMin[0], data.boxMin[1], data.boxMin[2]),\r\n new Vector3(data.boxMax[0], data.boxMax[1], data.boxMax[2])\r\n )\r\n );\r\n return primitive as T;\r\n } else {\r\n const obj = await this._resourceManager.deserializeObject<T>(null, content.data);\r\n if (!(obj instanceof Primitive)) {\r\n if (typeof (obj as any).dispose === 'function') {\r\n (obj as any).dispose();\r\n }\r\n return null;\r\n }\r\n return obj;\r\n }\r\n } catch (err) {\r\n console.error(`Load primitive failed: ${err}`);\r\n return null;\r\n }\r\n }\r\n async reloadBluePrintMaterials(filter?: (m: PBRBluePrintMaterial) => boolean) {\r\n const promises: Promise<Nullable<Material>>[] = [];\r\n const paths: string[] = [];\r\n for (const k of Object.keys(this._materials)) {\r\n const m = this._materials[k];\r\n if (m instanceof Promise) {\r\n promises.push(m);\r\n paths.push(k);\r\n } else if (m instanceof DWeakRef && !!m.get()) {\r\n promises.push(Promise.resolve(m.get()!));\r\n paths.push(k);\r\n }\r\n }\r\n const materials = await Promise.all(promises);\r\n for (let i = 0; i < materials.length; i++) {\r\n const m = materials[i];\r\n if (m instanceof PBRBluePrintMaterial && (!filter || filter(m))) {\r\n const data = await this.loadBluePrintMaterialData(paths[i], true);\r\n if (data) {\r\n m.fragmentIR = data.irFragment!;\r\n m.vertexIR = data.irVertex!;\r\n m.uniformValues = data.uniformValues;\r\n m.uniformTextures = data.uniformTextures;\r\n }\r\n }\r\n }\r\n }\r\n private async loadBluePrintMaterialData(\r\n url:\r\n | string\r\n | { IR: string; uniformValues: BluePrintUniformValue[]; uniformTextures: BluePrintUniformTexture[] },\r\n reload: boolean,\r\n vfs?: VFS\r\n ) {\r\n try {\r\n let irData: {\r\n IR: string;\r\n uniformValues: BluePrintUniformValue[];\r\n uniformTextures: BluePrintUniformTexture[];\r\n };\r\n if (typeof url === 'string') {\r\n const data = (await this.readFileFromVFS(url, { encoding: 'utf8' }, vfs)) as string;\r\n const content = JSON.parse(data) as { type: string; data: any };\r\n ASSERT(\r\n content.type === 'PBRBluePrintMaterial' || content.type === 'SpriteBluePrintMaterial',\r\n `Unsupported material type: ${content.type}`\r\n );\r\n irData = content.data as {\r\n IR: string;\r\n uniformValues: BluePrintUniformValue[];\r\n uniformTextures: BluePrintUniformTexture[];\r\n };\r\n } else {\r\n irData = url;\r\n }\r\n const ir = reload\r\n ? await this.loadBluePrint(irData.IR, vfs)\r\n : await this.fetchBluePrint(irData.IR, vfs ? { overrideVFS: vfs } : undefined);\r\n const uniformValues: BluePrintUniformValue[] = irData.uniformValues.map((v) => ({\r\n ...v,\r\n finalValue: v.value.length === 1 ? v.value[0] : new Float32Array(v.value)\r\n }));\r\n const uniformTextures: BluePrintUniformTexture[] = [];\r\n const textures = irData.uniformTextures;\r\n for (const v of textures) {\r\n const tex = await this.fetchTexture(v.texture, {\r\n linearColorSpace: !v.sRGB,\r\n overrideVFS: vfs\r\n });\r\n uniformTextures.push({\r\n ...v,\r\n finalTexture: new DRef(tex),\r\n finalSampler: getDevice().createSampler({\r\n addressU: v.wrapS as TextureAddressMode,\r\n addressV: v.wrapT as TextureAddressMode,\r\n minFilter: v.minFilter as TextureFilterMode,\r\n magFilter: v.magFilter as TextureFilterMode,\r\n mipFilter: v.mipFilter as TextureFilterMode\r\n }),\r\n params: tex ? new Vector4(tex.width, tex.height, tex.depth, tex.mipLevelCount) : Vector4.zero()\r\n });\r\n }\r\n return {\r\n irFragment: ir?.['fragment'] ?? null,\r\n irVertex: ir?.['vertex'] ?? null,\r\n uniformValues,\r\n uniformTextures\r\n };\r\n } catch (err) {\r\n console.error(`Load material failed: ${err}`);\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * Load a material.\r\n *\r\n * - Does not use or modify the internal cache; use fetchMaterial for cached loads.\r\n *\r\n * @param url - Resource URL or VFS path.\r\n * @returns A promise that resolves to the loaded material.\r\n * @internal\r\n */\r\n async loadMaterial<T extends Material = Material>(\r\n url: string,\r\n reload: boolean,\r\n vfs?: VFS\r\n ): Promise<Nullable<T>> {\r\n try {\r\n const data = (await this.readFileFromVFS(url, { encoding: 'utf8' }, vfs)) as string;\r\n const content = JSON.parse(data) as { type: string; props: any; data: any };\r\n ASSERT(\r\n content.type === 'PBRBluePrintMaterial' ||\r\n content.type === 'SpriteBluePrintMaterial' ||\r\n content.type === 'Default',\r\n `Unsupported material type: ${content.type}`\r\n );\r\n let mat: T;\r\n if (content.type === 'PBRBluePrintMaterial') {\r\n const data = (await this.loadBluePrintMaterialData(\r\n content.data as {\r\n IR: string;\r\n uniformValues: BluePrintUniformValue[];\r\n uniformTextures: BluePrintUniformTexture[];\r\n },\r\n reload,\r\n vfs\r\n ))!;\r\n mat = new PBRBluePrintMaterial(\r\n data.irFragment!,\r\n data.irVertex!,\r\n data.uniformValues,\r\n data.uniformTextures\r\n ) as unknown as T;\r\n } else if (content.type === 'SpriteBluePrintMaterial') {\r\n const data = (await this.loadBluePrintMaterialData(\r\n content.data as {\r\n IR: string;\r\n uniformValues: BluePrintUniformValue[];\r\n uniformTextures: BluePrintUniformTexture[];\r\n },\r\n reload,\r\n vfs\r\n ))!;\r\n mat = new SpriteBlueprintMaterial(\r\n data.irFragment!,\r\n data.uniformValues,\r\n data.uniformTextures\r\n ) as unknown as T;\r\n } else {\r\n const obj = await this._resourceManager.deserializeObject<T>(null, content.data);\r\n if (!(obj instanceof Material)) {\r\n if (typeof (obj as any).dispose === 'function') {\r\n (obj as any).dispose();\r\n }\r\n return null;\r\n }\r\n return obj;\r\n }\r\n if (mat && content.props) {\r\n await this._resourceManager.deserializeObjectProps(mat, content.props);\r\n }\r\n return mat;\r\n } catch (err) {\r\n console.error(`Load material failed: ${err}`);\r\n return null;\r\n }\r\n }\r\n private rebuildGraphStructure(\r\n nodes: Record<number, IGraphNode>,\r\n links: { startNodeId: number; startSlotId: number; endNodeId: number; endSlotId: number }[]\r\n ) {\r\n const gs: GraphStructure = {\r\n outgoing: {},\r\n incoming: {}\r\n };\r\n // Initialize adjacency lists\r\n for (const nodeId in nodes) {\r\n gs.outgoing[nodeId] = [];\r\n gs.incoming[nodeId] = [];\r\n }\r\n // Fill with links\r\n for (const link of links) {\r\n const outConnection: NodeConnection = {\r\n targetNodeId: link.endNodeId,\r\n startSlotId: link.startSlotId,\r\n endSlotId: link.endSlotId\r\n };\r\n\r\n const inConnection: NodeConnection = {\r\n targetNodeId: link.startNodeId,\r\n startSlotId: link.startSlotId,\r\n endSlotId: link.endSlotId\r\n };\r\n\r\n gs.outgoing[link.startNodeId]?.push(outConnection);\r\n gs.incoming[link.endNodeId]?.push(inConnection);\r\n }\r\n return gs;\r\n }\r\n private collectReachableBackward(gs: GraphStructure, nodes: Record<number, IGraphNode>, roots: number[]) {\r\n const reachable = new Set<number>();\r\n const q: number[] = [];\r\n\r\n for (const r of roots) {\r\n if (nodes[r]) {\r\n reachable.add(r);\r\n q.push(r);\r\n }\r\n }\r\n while (q.length > 0) {\r\n const u = q.shift()!;\r\n const ins = gs.incoming[u] || [];\r\n for (const conn of ins) {\r\n const v = conn.targetNodeId; // predecessor\r\n if (!reachable.has(v)) {\r\n reachable.add(v);\r\n q.push(v);\r\n }\r\n }\r\n }\r\n return reachable;\r\n }\r\n private getReverseTopologicalOrderFromRoots(\r\n gs: GraphStructure,\r\n nodes: Record<number, IGraphNode>,\r\n roots: number[]\r\n ) {\r\n if (!roots || roots.length === 0) {\r\n return { order: [], levels: [] };\r\n }\r\n const sub = this.collectReachableBackward(gs, nodes, roots);\r\n if (sub.size === 0) {\r\n return { order: [], levels: [] };\r\n }\r\n const outDegree = new Map<number, number>();\r\n for (const id of sub) {\r\n const outs = (gs.outgoing[id] || []).filter((c) => sub.has(c.targetNodeId));\r\n outDegree.set(id, outs.length);\r\n }\r\n let currentLevel = Array.from(outDegree.entries())\r\n .filter(([, deg]) => deg === 0)\r\n .map(([id]) => id);\r\n const result: number[] = [];\r\n const levels: number[][] = [];\r\n while (currentLevel.length > 0) {\r\n levels.push([...currentLevel]);\r\n result.push(...currentLevel);\r\n const nextLevel: number[] = [];\r\n for (const u of currentLevel) {\r\n const ins = gs.incoming[u] || [];\r\n for (const conn of ins) {\r\n const v = conn.targetNodeId; // predecessor\r\n if (!sub.has(v)) {\r\n continue;\r\n }\r\n const deg = outDegree.get(v)! - 1;\r\n outDegree.set(v, deg);\r\n if (deg === 0) {\r\n nextLevel.push(v);\r\n }\r\n }\r\n }\r\n currentLevel = nextLevel;\r\n }\r\n if (result.length !== sub.size) {\r\n console.warn('Subgraph contains cycles (from given roots).');\r\n return null;\r\n }\r\n return { order: result, levels };\r\n }\r\n createBluePrintDAG(\r\n nodeMap: Record<number, IGraphNode>,\r\n roots: number[],\r\n links: { startNodeId: number; startSlotId: number; endNodeId: number; endSlotId: number }[]\r\n ) {\r\n const gs = this.rebuildGraphStructure(nodeMap, links);\r\n for (const k in gs.incoming) {\r\n const node = nodeMap[k];\r\n for (const conn of gs.incoming[k]) {\r\n const input = node.inputs.find((input) => input.id === conn.endSlotId)!;\r\n input.inputNode = nodeMap[conn.targetNodeId];\r\n input.inputId = conn.startSlotId;\r\n }\r\n }\r\n return {\r\n graph: gs,\r\n nodeMap,\r\n roots,\r\n order: this.getReverseTopologicalOrderFromRoots(gs, nodeMap, roots)!.order.reverse()\r\n };\r\n }\r\n invalidateBluePrint(path: string) {\r\n delete this._bluePrints[path];\r\n }\r\n async loadBluePrint(path: string, vfs?: VFS) {\r\n try {\r\n const content = (await this.readFileFromVFS(path, { encoding: 'utf8' }, vfs)) as string;\r\n const bp = JSON.parse(content) as {\r\n type: string;\r\n state: Record<string, BluePrintEditorState>;\r\n };\r\n ASSERT(\r\n bp.type === 'PBRMaterial' || bp.type === 'SpriteMaterial' || bp.type === 'MaterialFunction',\r\n `Unsupported blueprint type: ${bp.type}`\r\n );\r\n const states = bp.state;\r\n const result: Record<string, MaterialBlueprintIR> = {};\r\n for (const k of Object.keys(states)) {\r\n const roots: number[] = [];\r\n const nodeMap: Record<number, IGraphNode> = {};\r\n const state = states[k];\r\n for (const node of state.nodes) {\r\n const impl = await this._resourceManager.deserializeObject<IGraphNode>(null, node.node);\r\n nodeMap[node.id] = impl!;\r\n if (impl!.outputs.length === 0) {\r\n roots.push(node.id);\r\n }\r\n }\r\n const dag = await this.createBluePrintDAG(nodeMap, roots, state.links);\r\n result[k] = new MaterialBlueprintIR(dag, path, state);\r\n }\r\n return result;\r\n } catch (err) {\r\n const msg = `Load material failed: ${err}`;\r\n console.error(msg);\r\n return null;\r\n }\r\n }\r\n /**\r\n * Load a texture directly from an ArrayBuffer or typed array.\r\n *\r\n * - Chooses an appropriate loader based on the provided MIME type.\r\n * - Can upload into an existing texture if `texture` is specified.\r\n *\r\n * @typeParam T - Expected concrete texture type.\r\n * @param arrayBuffer - Raw texture data buffer.\r\n * @param mimeType - MIME type of the texture (must be supported by a registered loader).\r\n * @param srgb - If true, treat image as sRGB; otherwise linear.\r\n * @param samplerOptions - Optional sampler options passed to the loader path.\r\n * @param texture - Optional destination texture to populate.\r\n * @returns A promise that resolves to the created or populated texture.\r\n */\r\n async loadTextureFromBuffer<T extends BaseTexture>(\r\n arrayBuffer: ArrayBuffer | TypedArray,\r\n mimeType: string,\r\n srgb?: boolean,\r\n samplerOptions?: SamplerOptions,\r\n texture?: BaseTexture\r\n ): Promise<T> {\r\n for (const loader of AssetManager._textureLoaders) {\r\n if (!loader.supportMIMEType(mimeType)) {\r\n continue;\r\n }\r\n const tex = await this.doLoadTexture(loader, mimeType, arrayBuffer, !!srgb, samplerOptions, texture);\r\n return tex as T;\r\n }\r\n throw new Error(`Can not find loader for MIME type '${mimeType}'`);\r\n }\r\n /**\r\n * Load a texture via VFS by URL and MIME type.\r\n *\r\n * - Uses the first loader that supports the inferred or provided MIME type.\r\n * - On WebGL, may repack textures (resample to power-of-two, convert formats) to meet backend constraints.\r\n * - If `texture` is provided, the source is blitted into it, possibly resizing or changing sampling accordingly.\r\n *\r\n * @param url - Texture URL or VFS path.\r\n * @param mimeType - Optional explicit MIME type; otherwise inferred by VFS.\r\n * @param srgb - If true, treat image as sRGB; otherwise linear.\r\n * @param samplerOptions - Optional sampler options for loader or blit path.\r\n * @param texture - Optional destination texture to populate.\r\n * @returns A promise that resolves to the created or populated texture.\r\n * @internal\r\n */\r\n async loadTexture(\r\n url: string,\r\n mimeType?: Nullable<string>,\r\n srgb?: boolean,\r\n samplerOptions?: SamplerOptions,\r\n texture?: Nullable<BaseTexture>,\r\n vfs?: VFS\r\n ) {\r\n const data = (await this.readFileFromVFS(url, { encoding: 'binary' }, vfs)) as ArrayBuffer;\r\n mimeType = mimeType ?? this.vfs.guessMIMEType(url);\r\n for (const loader of AssetManager._textureLoaders) {\r\n if (!loader.supportMIMEType(mimeType)) {\r\n continue;\r\n }\r\n const tex = await this.doLoadTexture(loader, mimeType, data, !!srgb, samplerOptions, texture);\r\n if (tex) {\r\n tex.name = this.vfs.basename(url);\r\n }\r\n return tex;\r\n }\r\n throw new Error(`Can not find loader for asset ${url}`);\r\n }\r\n /**\r\n * Internal routine that executes the texture load using a specific loader and applies\r\n * backend-specific compatibility steps (e.g., WebGL NPOT/sRGB rules).\r\n *\r\n * @param loader - Concrete loader to use for decoding/creation.\r\n * @param mimeType - Texture MIME type.\r\n * @param data - Raw binary data.\r\n * @param srgb - If true, treat image as sRGB; otherwise linear.\r\n * @param samplerOptions - Optional sampler options.\r\n * @param texture - Optional destination texture to populate.\r\n * @returns A promise that resolves to the created or populated texture.\r\n * @internal\r\n */\r\n async doLoadTexture(\r\n loader: AbstractTextureLoader,\r\n mimeType: string,\r\n data: ArrayBuffer | TypedArray,\r\n srgb: boolean,\r\n samplerOptions?: SamplerOptions,\r\n texture?: Nullable<BaseTexture>\r\n ) {\r\n const device = getDevice();\r\n if (device.type !== 'webgl') {\r\n return await loader.load(mimeType, data, srgb, samplerOptions, texture);\r\n } else {\r\n let tex = await loader.load(mimeType, data, srgb, samplerOptions);\r\n if (tex) {\r\n if (texture) {\r\n const magFilter =\r\n tex.width !== texture.width || tex.height !== texture.height ? 'linear' : 'nearest';\r\n const minFilter = magFilter;\r\n const mipFilter = 'none';\r\n const sampler = device.createSampler({\r\n addressU: 'clamp',\r\n addressV: 'clamp',\r\n magFilter,\r\n minFilter,\r\n mipFilter\r\n });\r\n const blitter = new CopyBlitter();\r\n blitter.blit(tex as any, texture as any, sampler);\r\n tex = texture;\r\n } else {\r\n const po2_w = isPowerOf2(tex.width);\r\n const po2_h = isPowerOf2(tex.height);\r\n const srgb = tex.isSRGBFormat();\r\n if (srgb || !po2_w || !po2_h) {\r\n const newWidth = po2_w ? tex.width : nextPowerOf2(tex.width);\r\n const newHeight = po2_h ? tex.height : nextPowerOf2(tex.height);\r\n const magFilter = newWidth !== tex.width || newHeight !== tex.height ? 'linear' : 'nearest';\r\n const minFilter = magFilter;\r\n const mipFilter = 'none';\r\n const sampler = device.createSampler({\r\n addressU: 'clamp',\r\n addressV: 'clamp',\r\n magFilter,\r\n minFilter,\r\n mipFilter\r\n });\r\n const destFormat = srgb ? 'rgba8unorm' : tex.format;\r\n const blitter = new CopyBlitter();\r\n const newTexture = tex.isTexture2D()\r\n ? device.createTexture2D(destFormat, newWidth, newHeight)\r\n : device.createCubeTexture(destFormat, newWidth);\r\n blitter.blit(tex as any, newTexture as any, sampler);\r\n tex.dispose();\r\n tex = newTexture;\r\n }\r\n }\r\n }\r\n return tex;\r\n }\r\n }\r\n /**\r\n * Load a model via registered model loaders.\r\n *\r\n * - Selects loader by MIME type (explicit or inferred).\r\n * - Optionally applies a post-process transform to the SharedModel.\r\n * - Sets the model's name from the source filename for convenience.\r\n *\r\n * @param url - Model URL or VFS path.\r\n * @param options - Model load options (MIME override, Draco module, post-process hook).\r\n * @returns A promise that resolves to the loaded SharedModel.\r\n * @internal\r\n */\r\n async loadModel(url: string, options?: ModelFetchOptions, vfs?: VFS) {\r\n const mimeType = options?.mimeType || guessMimeType(url);\r\n const importer = this._modelLoaders[mimeType];\r\n if (importer) {\r\n let model = await importer.loadModel(url, vfs);\r\n if (!model) {\r\n throw new Error(`Load asset failed: ${url}`);\r\n }\r\n if (options?.postProcess) {\r\n try {\r\n model = options.postProcess(model);\r\n } catch (err) {\r\n throw new Error(`Model loader post process failed: ${err}`);\r\n }\r\n }\r\n return model;\r\n }\r\n throw new Error(`Can not find loader for asset ${url}`);\r\n }\r\n /**\r\n * Fetch a built-in texture synchronously by name.\r\n *\r\n * - If this built-in was not created yet, the registered loader is invoked.\r\n * - Registers a device restore handler so the texture can be re-initialized after device loss.\r\n * - If an existing texture is provided, the loader uploads into it.\r\n *\r\n * @typeParam T - Expected concrete texture type.\r\n * @param name - Built-in texture identifier.\r\n * @param texture - Optional destination texture to populate.\r\n * @returns The built-in texture (created or populated).\r\n */\r\n fetchBuiltinTexture<T extends BaseTexture>(name: string, texture?: T): T {\r\n const loader = AssetManager._builtinTextureLoaders[name];\r\n if (!loader) {\r\n throw new Error(`Unknown builtin texture name: ${name}`);\r\n }\r\n if (texture) {\r\n return loader(this, texture) as T;\r\n } else {\r\n texture = AssetManager._builtinTextures[name] as T;\r\n if (!texture) {\r\n texture = loader(this) as T;\r\n AssetManager._builtinTextures[name] = texture;\r\n }\r\n texture.restoreHandler = (tex) => {\r\n loader(this, tex as BaseTexture);\r\n };\r\n return texture;\r\n }\r\n }\r\n /**\r\n * Override or unregister the loader for a named built-in texture.\r\n *\r\n * - Passing a valid loader function sets/overrides the creation path.\r\n * - Passing `undefined` removes the loader mapping for the given name.\r\n *\r\n * @param name - Built-in texture identifier.\r\n * @param loader - Factory that creates the built-in texture using the provided AssetManager.\r\n */\r\n static setBuiltinTextureLoader(name: string, loader: (assetManager: AssetManager) => BaseTexture) {\r\n if (loader) {\r\n this._builtinTextureLoaders[name] = loader;\r\n } else {\r\n delete this._builtinTextureLoaders[name];\r\n }\r\n }\r\n /**\r\n * Compute a cache key for texture requests.\r\n *\r\n * Includes texture type tag, URL, and color space choice to avoid cross-color-space cache collisions.\r\n *\r\n * @typeParam T - Texture type parameter (not used for runtime behavior; helps preserve generic intent).\r\n * @param type - Logical texture type tag (e.g., '2d', 'cube').\r\n * @param url - Resource URL or VFS path.\r\n * @param options - Texture fetch options to incorporate into the key.\r\n * @returns A string cache key combining type, URL, and color space choice.\r\n * @internal\r\n */\r\n private getHash<T extends BaseTexture>(type: string, url: string, options?: TextureFetchOptions<T>) {\r\n return `${type}:${url}:${!options?.linearColorSpace}`;\r\n 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+ {"version":3,"file":"assetmanager.js","sources":["../../src/asset/assetmanager.ts"],"sourcesContent":["import type { DecoderModule } from 'draco3d';\r\nimport type { HttpRequest, Nullable, ReadOptions, TypedArray, VFS, WriteOptions } from '@zephyr3d/base';\r\nimport {\r\n isPowerOf2,\r\n nextPowerOf2,\r\n DWeakRef,\r\n DRef,\r\n base64ToUint8Array,\r\n Vector3,\r\n ASSERT,\r\n Vector4,\r\n guessMimeType\r\n} from '@zephyr3d/base';\r\nimport type { SharedModel } from './model';\r\nimport { WebImageLoader } from './loaders/image/webimage_loader';\r\nimport { DDSLoader } from './loaders/dds/dds_loader';\r\nimport { HDRLoader } from './loaders/hdr/hdr';\r\nimport type { SceneNode } from '../scene/scene_node';\r\nimport { CopyBlitter } from '../blitter';\r\nimport { getSheenLutLoader } from './builtin';\r\nimport { BUILTIN_ASSET_TEXTURE_SHEEN_LUT } from '../values';\r\nimport type { AnimationSet } from '../animation/animationset';\r\nimport type {\r\n BaseTexture,\r\n PrimitiveType,\r\n SamplerOptions,\r\n TextureAddressMode,\r\n TextureFilterMode,\r\n VertexAttribFormat,\r\n VertexSemantic\r\n} from '@zephyr3d/device';\r\nimport type { Scene } from '../scene/scene';\r\nimport type { AbstractTextureLoader } from './loaders/loader';\r\nimport { TGALoader } from './loaders/image/tga_Loader';\r\nimport { getDevice, getEngine } from '../app/api';\r\nimport { Material, PBRBluePrintMaterial, SpriteBlueprintMaterial } from '../material';\r\nimport type {\r\n BluePrintEditorState,\r\n BluePrintUniformTexture,\r\n BluePrintUniformValue,\r\n GraphStructure,\r\n IGraphNode,\r\n NodeConnection,\r\n ResourceManager\r\n} from '../utility';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { MaterialBlueprintIR } from '../utility/blueprint/material/ir';\r\nimport type { Skeleton } from '../animation';\r\nimport { Primitive } from '../render';\r\nimport { FontAsset } from '../text';\r\n\r\n/**\r\n * Base fetch options\r\n *\r\n * @public\r\n */\r\nexport type BaseFetchOptions = {\r\n /**\r\n * VFS used to fetch file data\r\n */\r\n overrideVFS?: VFS;\r\n};\r\n\r\n/**\r\n * Options for font fetching.\r\n * @public\r\n */\r\nexport type FontAssetFetchOptions = BaseFetchOptions & {\r\n pageSize?: number;\r\n glyphSize?: number;\r\n};\r\n\r\n/**\r\n * Options for texture fetching.\r\n *\r\n * Controls how a texture is loaded, converted, and optionally uploaded into an existing texture object.\r\n *\r\n * @typeParam T - Texture type to be returned, extending BaseTexture.\r\n * @public\r\n */\r\nexport type TextureFetchOptions<T extends BaseTexture> = BaseFetchOptions & {\r\n /**\r\n * Explicit MIME type hint. If omitted, the type is inferred from file extension via VFS.\r\n */\r\n mimeType?: string;\r\n /**\r\n * If true, load the image as linear data. If false or omitted, load as sRGB (when supported).\r\n *\r\n * Note: For WebGL targets, non-power-of-two or sRGB textures may be repacked based on constraints.\r\n */\r\n linearColorSpace?: boolean;\r\n /**\r\n * Optional target texture to upload into. If provided, loader data will be copied/blitted\r\n * into this texture instead of creating a new one.\r\n */\r\n texture?: T;\r\n /**\r\n * Optional sampler options for the loaded texture. May be used by loaders for mip generation\r\n * or by blit paths when repacking textures on constrained backends.\r\n */\r\n samplerOptions?: SamplerOptions;\r\n};\r\n\r\n/**\r\n * Options for model fetching.\r\n *\r\n * Provides decoding and instancing hints used by supported model loaders.\r\n * @public\r\n */\r\nexport type ModelFetchOptions = BaseFetchOptions & {\r\n /**\r\n * Explicit MIME type hint for the model. If omitted, inferred from file extension via VFS.\r\n */\r\n mimeType?: string;\r\n /**\r\n * Optional Draco decoder module for compressed geometry decoding.\r\n */\r\n dracoDecoderModule?: DecoderModule;\r\n /**\r\n * If true, the created scene node may be prepared for instanced rendering (engine-dependent).\r\n * Default is false.\r\n */\r\n enableInstancing?: boolean;\r\n /**\r\n * If true, meshes will be loaded from this model.\r\n * Default is true.\r\n */\r\n loadMeshes?: boolean;\r\n /**\r\n * If true, rigs and skin bindings will be loaded from this model.\r\n * Default is true.\r\n */\r\n loadSkeletons?: boolean;\r\n /**\r\n * If true, animations will be loaded from this model.\r\n * Default is true.\r\n */\r\n loadAnimations?: boolean;\r\n /**\r\n * If true, automatically create joint dynamics (for VRM models only).\r\n * Default is true.\r\n */\r\n loadJointDynamics?: boolean;\r\n /**\r\n * Optional post-process callback applied to the loaded SharedModel before creating nodes.\r\n * Use this to remap materials, merge meshes, or apply custom data transforms.\r\n */\r\n postProcess?: (model: SharedModel) => SharedModel;\r\n};\r\n\r\n/**\r\n * Data structure returned by AssetManager.fetchModel().\r\n *\r\n * Bundles the created scene node group and an optional animation set if present in the asset.\r\n * @public\r\n */\r\nexport type ModelInfo = {\r\n /**\r\n * The root scene node of the loaded model (may contain child hierarchy).\r\n */\r\n group: SceneNode;\r\n /**\r\n * The animation set associated with the model or null if none.\r\n */\r\n animationSet: AnimationSet;\r\n};\r\n\r\n/**\r\n * Interface for model importers\r\n *\r\n * @public\r\n */\r\nexport interface ModelLoader {\r\n loadModel(path: string, vfs?: VFS): Promise<SharedModel>;\r\n}\r\n\r\n/**\r\n * Centralized asset manager for loading and caching resources.\r\n *\r\n * Responsibilities:\r\n * - Abstracts resource loading via VFS (text/json/binary).\r\n * - Dispatches texture/model loading to registered loaders by MIME type.\r\n * - Caches results and uses weak references to allow GPU resources to be GC'd when unused.\r\n * - Harmonizes cross-backend constraints (e.g., WebGL non-power-of-two rules and sRGB handling).\r\n * - Provides access to built-in textures with device-restore handlers.\r\n *\r\n * Threading/async model:\r\n * - All I/O is async; repeated calls are coalesced via internal promise caches keyed by URL or hash.\r\n *\r\n * @public\r\n */\r\nexport class AssetManager {\r\n /** @internal */\r\n private static _builtinTextures: {\r\n [name: string]: BaseTexture;\r\n } = {};\r\n /** @internal */\r\n private static _builtinTextureLoaders: {\r\n [name: string]: (assetManager: AssetManager, texture?: BaseTexture) => BaseTexture;\r\n } = {\r\n [BUILTIN_ASSET_TEXTURE_SHEEN_LUT]: getSheenLutLoader(64)\r\n };\r\n /** @internal */\r\n private static readonly _textureLoaders: AbstractTextureLoader[] = [\r\n new WebImageLoader(),\r\n new DDSLoader(),\r\n new HDRLoader(),\r\n new TGALoader()\r\n ];\r\n /** @internal */\r\n private _modelLoaders: Record<string, ModelLoader> = {};\r\n /** @internal */\r\n private _textures: {\r\n [hash: string]: Promise<BaseTexture> | DWeakRef<BaseTexture>;\r\n };\r\n /** @internal */\r\n private _models: {\r\n [url: string]: Promise<SharedModel> | DWeakRef<SharedModel>;\r\n };\r\n /** @internal */\r\n private _binaryDatas: {\r\n [url: string]: Promise<Nullable<ArrayBuffer>>;\r\n };\r\n /** @internal */\r\n private _fontAssets: {\r\n [url: string]: Nullable<FontAsset> | Promise<Nullable<FontAsset>>;\r\n };\r\n /** @internal */\r\n private _textDatas: {\r\n [url: string]: Promise<string>;\r\n };\r\n /** @internal */\r\n private _bluePrints: {\r\n [url: string]: Promise<Nullable<Record<string, MaterialBlueprintIR>>>;\r\n };\r\n /** @internal */\r\n private _materials: {\r\n [url: string]: Promise<Nullable<Material>> | DWeakRef<Material>;\r\n };\r\n /** @internal */\r\n private _primitives: {\r\n [url: string]: Promise<Nullable<Primitive>> | DWeakRef<Primitive>;\r\n };\r\n /** @internal */\r\n private _skeletons: {\r\n [url: string]: Promise<Skeleton> | DWeakRef<Skeleton>;\r\n };\r\n /** @internal */\r\n private _jsonDatas: {\r\n [url: string]: Promise<any>;\r\n };\r\n /** @internal */\r\n private readonly _resourceManager: ResourceManager;\r\n /**\r\n * Creates an instance of AssetManager\r\n */\r\n constructor(resourceManager?: ResourceManager) {\r\n this._resourceManager = resourceManager ?? getEngine().resourceManager;\r\n this._textures = {};\r\n this._models = {};\r\n this._materials = {};\r\n this._primitives = {};\r\n this._skeletons = {};\r\n this._bluePrints = {};\r\n this._binaryDatas = {};\r\n this._fontAssets = {};\r\n this._textDatas = {};\r\n this._jsonDatas = {};\r\n }\r\n /**\r\n * VFS used to read resources (files, URLs, virtual mounts).\r\n */\r\n get vfs() {\r\n return this._resourceManager.VFS;\r\n }\r\n /**\r\n * Clear cached references and promises.\r\n *\r\n * - Disposes any DWeakRef holders maintained by this manager.\r\n * - Empties internal maps for textures, models, and raw data (text/json/binary).\r\n * - Does not forcibly dispose GPU resources; it only clears references so they can be GC'd\r\n * if no other owners are holding them.\r\n */\r\n clearCache() {\r\n for (const k in Object.keys(this._textures)) {\r\n const v = this._textures[k];\r\n if (v instanceof DWeakRef) {\r\n v.dispose();\r\n }\r\n }\r\n this._textures = {};\r\n for (const k in Object.keys(this._models)) {\r\n const v = this._models[k];\r\n if (v instanceof DWeakRef) {\r\n v.dispose();\r\n }\r\n }\r\n this._models = {};\r\n for (const k in Object.keys(this._materials)) {\r\n const v = this._materials[k];\r\n if (v instanceof DWeakRef) {\r\n v.dispose();\r\n }\r\n }\r\n this._materials = {};\r\n for (const k in Object.keys(this._primitives)) {\r\n const v = this._primitives[k];\r\n if (v instanceof DWeakRef) {\r\n v.dispose();\r\n }\r\n }\r\n this._primitives = {};\r\n for (const k in Object.keys(this._skeletons)) {\r\n const v = this._skeletons[k];\r\n if (v instanceof DWeakRef) {\r\n v.dispose();\r\n }\r\n }\r\n this._skeletons = {};\r\n this._fontAssets = {};\r\n this._binaryDatas = {};\r\n this._textDatas = {};\r\n this._jsonDatas = {};\r\n }\r\n /**\r\n * Removes a cached font asset entry by URL.\r\n *\r\n * This only evicts the cache entry. It does not dispose any external references to the FontAsset.\r\n *\r\n * @param url - Resource URL or VFS path.\r\n * @returns `true` if a cache entry existed and was removed.\r\n */\r\n releaseFontAsset(url: string) {\r\n if (url in this._fontAssets) {\r\n delete this._fontAssets[url];\r\n return true;\r\n }\r\n return false;\r\n }\r\n /**\r\n * Register a texture loader (highest priority first).\r\n *\r\n * Note: This is a static registry shared by all AssetManager instances.\r\n *\r\n * @param loader - A concrete texture loader implementation.\r\n */\r\n static addTextureLoader(loader: AbstractTextureLoader) {\r\n if (loader) {\r\n this._textureLoaders.unshift(loader);\r\n }\r\n }\r\n /**\r\n * Register a model loader (highest priority first).\r\n */\r\n setModelLoader(mimeType: string, loader: ModelLoader) {\r\n if (loader) {\r\n this._modelLoaders[mimeType] = loader;\r\n }\r\n }\r\n /**\r\n * Fetch a UTF-8 text resource via VFS.\r\n *\r\n * - Results are cached per resolved URL (via HttpRequest.urlResolver if provided; otherwise the raw URL).\r\n * - If cached, any provided postProcess is ignored for subsequent calls; create a separate AssetManager\r\n * if you need different post-processing of the same URL.\r\n *\r\n * @param url - Resource URL or VFS path.\r\n * @param postProcess - Optional transformation applied to the loaded text.\r\n * @param httpRequest - Optional HttpRequest for custom URL resolution/headers.\r\n * @returns A promise that resolves to the loaded (and optionally processed) text.\r\n */\r\n async fetchTextData(\r\n url: string,\r\n postProcess?: (text: string) => string,\r\n httpRequest?: HttpRequest,\r\n options?: BaseFetchOptions\r\n ) {\r\n const hash = httpRequest?.urlResolver?.(url) ?? url;\r\n let P = this._textDatas[hash];\r\n if (!P) {\r\n P = this.loadTextData(url, postProcess, options?.overrideVFS);\r\n this._textDatas[hash] = P;\r\n }\r\n return P;\r\n }\r\n /**\r\n * Fetch a JSON resource via VFS.\r\n *\r\n * - Parses as JSON after text load.\r\n * - Cached per resolved URL. Post-process is applied only on the first load for a given cache key.\r\n *\r\n * @param url - Resource URL or VFS path.\r\n * @param postProcess - Optional transformation applied to the parsed JSON object.\r\n * @param httpRequest - Optional HttpRequest for custom URL resolution/headers.\r\n * @returns A promise that resolves to the loaded (and optionally processed) JSON value.\r\n */\r\n async fetchJsonData<T = any>(\r\n url: string,\r\n postProcess?: (json: T) => T,\r\n httpRequest?: HttpRequest,\r\n options?: BaseFetchOptions\r\n ): Promise<T> {\r\n const hash = httpRequest?.urlResolver?.(url) ?? url;\r\n let P = this._jsonDatas[hash] as Promise<T>;\r\n if (!P) {\r\n P = this.loadJsonData<T>(url, postProcess, options?.overrideVFS);\r\n this._jsonDatas[hash] = P;\r\n }\r\n return P;\r\n }\r\n /**\r\n * Fetch a binary resource via VFS.\r\n *\r\n * - Cached per resolved URL. Post-process is applied only on first load for a given key.\r\n *\r\n * @param url - Resource URL or VFS path.\r\n * @param postProcess - Optional transformation applied to the loaded ArrayBuffer.\r\n * @param httpRequest - Optional HttpRequest for custom URL resolution/headers.\r\n * @returns A promise that resolves to the loaded (and optionally processed) ArrayBuffer.\r\n */\r\n async fetchBinaryData(\r\n url: string,\r\n postProcess?: Nullable<(data: ArrayBuffer) => ArrayBuffer>,\r\n httpRequest?: Nullable<HttpRequest>,\r\n options?: BaseFetchOptions\r\n ) {\r\n const hash = httpRequest?.urlResolver?.(url) ?? url;\r\n let P = this._binaryDatas[hash];\r\n if (!P) {\r\n P = this.loadBinaryData(url, postProcess, options?.overrideVFS);\r\n this._binaryDatas[hash] = P;\r\n }\r\n return P;\r\n }\r\n /**\r\n * Fetch a font asset via VFS.\r\n *\r\n * - Cached per URL only.\r\n * - `options` are applied only when the font is first loaded for that URL.\r\n * - If the URL is already cached, later calls ignore `options` and reuse the cached FontAsset.\r\n *\r\n * @param url - Resource URL or VFS path.\r\n * @param options - Optional MSDF atlas settings bound to the loaded FontAsset.\r\n * @returns A promise that resolves to the loaded (and optionally processed) font asset.\r\n */\r\n async fetchFontAsset(url: string, options?: FontAssetFetchOptions) {\r\n const hash = url;\r\n let P = this._fontAssets[hash];\r\n if (!P) {\r\n P = new Promise<Nullable<FontAsset>>((resolve, reject) => {\r\n this.loadBinaryData(url, null, options?.overrideVFS)\r\n .then((data) => {\r\n resolve(data ? FontAsset.fromBuffer(data, options) : null);\r\n })\r\n .catch((err) => {\r\n reject(\r\n new Error(`Failed to load font asset from ${url}: ${err instanceof Error ? err.message : err}`)\r\n );\r\n });\r\n });\r\n this._fontAssets[hash] = P;\r\n }\r\n return P;\r\n }\r\n /**\r\n * Fetch a font asset via VFS if already cached.\r\n * @param url - Resource URL or VFS path.\r\n * @returns The cached FontAsset if it exists and is loaded, or null if not cached or still loading.\r\n */\r\n getFontAsset(url: string): Nullable<FontAsset> {\r\n const hash = url;\r\n return this._fontAssets[hash] instanceof Promise ? null : (this._fontAssets[hash] ?? null);\r\n }\r\n async fetchBluePrint(url: string, options?: BaseFetchOptions) {\r\n const hash = url;\r\n let P = this._bluePrints[hash];\r\n if (!P) {\r\n P = this.loadBluePrint(url, options?.overrideVFS);\r\n this._bluePrints[hash] = P;\r\n }\r\n return P;\r\n }\r\n /**\r\n * Fetch a material resource.\r\n *\r\n * @typeParam T - Expected concrete material type.\r\n * @param url - Resource URL or VFS path.\r\n * @returns A promise that resolves to the loaded material.\r\n */\r\n async fetchMaterial<T extends Material = Material>(\r\n url: string,\r\n options?: BaseFetchOptions\r\n ): Promise<Nullable<T>> {\r\n const hash = url;\r\n let P = this._materials[hash] as Promise<Nullable<T>> | DWeakRef<T>;\r\n if (P instanceof DWeakRef && P.get() && !P.get()!.disposed) {\r\n return P.get()!;\r\n } else if (!P || P instanceof DWeakRef) {\r\n P = this.loadMaterial<T>(url, false, options?.overrideVFS);\r\n this._materials[hash] = P;\r\n }\r\n const material = await P;\r\n if (this._materials[hash] instanceof Promise) {\r\n this._materials[hash] = new DWeakRef<Material>(material);\r\n }\r\n return material;\r\n }\r\n /**\r\n * Fetch a primitive resource.\r\n *\r\n * @typeParam T - Expected concrete primitive type.\r\n * @param url - Resource URL or VFS path.\r\n * @returns A promise that resolves to the loaded primitive.\r\n */\r\n async fetchPrimitive<T extends Primitive = Primitive>(\r\n url: string,\r\n options?: BaseFetchOptions\r\n ): Promise<Nullable<T>> {\r\n const hash = url;\r\n let P = this._primitives[hash] as Promise<Nullable<T>> | DWeakRef<T>;\r\n if (P instanceof DWeakRef && P.get() && !P.get()!.disposed) {\r\n return P.get()!;\r\n } else if (!P || P instanceof DWeakRef) {\r\n P = this.loadPrimitive<T>(url, options?.overrideVFS);\r\n this._primitives[hash] = P;\r\n }\r\n const primitive = await P;\r\n if (this._primitives[hash] instanceof Promise) {\r\n this._primitives[hash] = new DWeakRef<Primitive>(primitive);\r\n }\r\n return primitive;\r\n }\r\n /**\r\n * Fetch a texture resource via registered loaders.\r\n *\r\n * - Chooses loader by explicit MIME type or by VFS file extension inference.\r\n * - Deduplicates in-flight requests and caches ready textures.\r\n * - If `options.texture` is provided, the asset will be uploaded/blitted into that texture.\r\n * - On WebGL backends, enforces constraints by repacking non-power-of-two or sRGB textures.\r\n *\r\n * @typeParam T - Expected concrete texture type.\r\n * @param url - Resource URL or VFS path.\r\n * @param options - Texture fetching options (color space, sampler, target texture).\r\n * @param httpRequest - Optional HttpRequest (not used for binary read but may supply URL resolver for hashing).\r\n * @returns A promise that resolves to the loaded texture.\r\n */\r\n async fetchTexture<T extends BaseTexture>(url: string, options?: TextureFetchOptions<T>): Promise<T> {\r\n if (options?.texture) {\r\n return this.loadTexture(\r\n url,\r\n options.mimeType ?? null,\r\n !options.linearColorSpace,\r\n options.samplerOptions,\r\n options.texture,\r\n options.overrideVFS\r\n ) as Promise<T>;\r\n } else {\r\n const hash = this.getHash('2d', url, options);\r\n let P = this._textures[hash] as Promise<T> | DWeakRef<T>;\r\n if (P instanceof DWeakRef && P.get() && !P.get()!.disposed) {\r\n return P.get()!;\r\n } else if (!P || P instanceof DWeakRef) {\r\n P = this.loadTexture(\r\n url,\r\n options?.mimeType ?? null,\r\n !options?.linearColorSpace,\r\n options?.samplerOptions,\r\n null,\r\n options?.overrideVFS\r\n ) as Promise<T>;\r\n this._textures[hash] = P;\r\n }\r\n const tex: T = await P;\r\n if (this._textures[hash] instanceof Promise) {\r\n this._textures[hash] = new DWeakRef<T>(tex);\r\n }\r\n return tex;\r\n }\r\n }\r\n /**\r\n * Fetch a model resource via registered model loaders (data only).\r\n *\r\n * - Returns a SharedModel which can create scene nodes in any Scene.\r\n * - Uses DWeakRef to cache and allow model data to be reclaimed if unused.\r\n *\r\n * @param url - Model URL or VFS path.\r\n * @param options - Model loader options (MIME override, Draco, instancing hint, post-process).\r\n * @returns A promise that resolves to the SharedModel.\r\n * @internal\r\n */\r\n async fetchModelData(url: string, options?: ModelFetchOptions) {\r\n const hash = url;\r\n let P = this._models[hash];\r\n if (P instanceof DWeakRef && P.get() && !P.get()!.disposed) {\r\n return P.get()!;\r\n } else if (!P || P instanceof DWeakRef) {\r\n P = this.loadModel(url, options, options?.overrideVFS);\r\n this._models[hash] = P;\r\n }\r\n const sharedModel = await P;\r\n if (this._models[hash] instanceof Promise) {\r\n this._models[hash] = new DWeakRef<SharedModel>(sharedModel);\r\n }\r\n return sharedModel;\r\n }\r\n /**\r\n * Fetch a model resource and instantiate it under a scene.\r\n *\r\n * - Loads or retrieves a cached SharedModel, then creates a SceneNode hierarchy.\r\n * - Returns both the created group node and any associated AnimationSet.\r\n *\r\n * @param scene - Scene into which the model node will be created.\r\n * @param url - Model URL or VFS path.\r\n * @param options - Model loader options and instancing hint.\r\n * @param httpRequest - Optional HttpRequest (unused for binary read; present for API symmetry).\r\n * @returns A promise with the created node group and animation set info.\r\n *\r\n * @internal\r\n */\r\n async fetchModel(scene: Scene, url: string, options?: ModelFetchOptions) {\r\n const sharedModel = new DRef<SharedModel>();\r\n try {\r\n sharedModel.set(await this.fetchModelData(url, options));\r\n const node = await sharedModel\r\n .get()!\r\n .createSceneNode(\r\n getEngine().resourceManager,\r\n scene,\r\n options?.enableInstancing ?? false,\r\n options?.loadMeshes ?? true,\r\n options?.loadSkeletons ?? true,\r\n options?.loadAnimations ?? true,\r\n options?.loadJointDynamics ?? true,\r\n options?.overrideVFS ?? getEngine().resourceManager.VFS\r\n );\r\n node.sharedModel = sharedModel.get();\r\n node.animationSet.resetSkeletonModifiers();\r\n return node;\r\n } catch (err) {\r\n console.error(`Load model failed: ${url}: ${err}`);\r\n } finally {\r\n sharedModel.dispose();\r\n }\r\n }\r\n /**\r\n * Load a text resource via VFS and optionally post-process it.\r\n *\r\n * - Does not use or modify the internal cache; use fetchTextData for cached loads.\r\n *\r\n * @param url - Resource URL or VFS path.\r\n * @param postProcess - Optional transformation applied to the text.\r\n * @returns A promise that resolves to the loaded (and optionally processed) text.\r\n * @internal\r\n */\r\n async loadTextData(url: string, postProcess?: (text: string) => string, vfs?: VFS) {\r\n let text = (await this.readFileFromVFS(url, { encoding: 'utf8' }, vfs)) as string;\r\n if (postProcess) {\r\n try {\r\n text = postProcess(text);\r\n } catch (err) {\r\n throw new Error(`Load text data post process failed: ${err}`);\r\n }\r\n }\r\n return text;\r\n }\r\n /**\r\n * Load a JSON resource via VFS and optionally post-process it.\r\n *\r\n * - Does not use or modify the internal cache; use fetchJsonData for cached loads.\r\n *\r\n * @param url - Resource URL or VFS path.\r\n * @param postProcess - Optional transformation applied to the parsed JSON.\r\n * @returns A promise that resolves to the loaded (and optionally processed) JSON.\r\n * @internal\r\n */\r\n async loadJsonData<T = unknown>(url: string, postProcess?: (json: any) => any, vfs?: VFS): Promise<T> {\r\n let json = JSON.parse((await this.readFileFromVFS(url, { encoding: 'utf8' }, vfs)) as string) as T;\r\n\r\n if (postProcess) {\r\n try {\r\n json = postProcess(json);\r\n } catch (err) {\r\n throw new Error(`Load json data post process failed: ${err}`);\r\n }\r\n }\r\n return json;\r\n }\r\n /**\r\n * Load a binary resource via VFS and optionally post-process it.\r\n *\r\n * - Does not use or modify the internal cache; use fetchBinaryData for cached loads.\r\n *\r\n * @param url - Resource URL or VFS path.\r\n * @param postProcess - Optional transformation applied to the ArrayBuffer.\r\n * @returns A promise that resolves to the loaded (and optionally processed) ArrayBuffer.\r\n * @internal\r\n */\r\n async loadBinaryData(url: string, postProcess?: Nullable<(data: ArrayBuffer) => ArrayBuffer>, vfs?: VFS) {\r\n try {\r\n let data = (await this.readFileFromVFS(url, { encoding: 'binary' }, vfs)) as ArrayBuffer;\r\n if (postProcess) {\r\n data = postProcess(data);\r\n }\r\n return data;\r\n } catch (err) {\r\n console.error(`Load binary data failed: ${err}`);\r\n return null;\r\n }\r\n }\r\n async loadPrimitive<T extends Primitive = Primitive>(url: string, vfs?: VFS): Promise<Nullable<T>> {\r\n try {\r\n const data = (await this.readFileFromVFS(url, { encoding: 'utf8' }, vfs)) as string;\r\n const content = JSON.parse(data) as { type: string; data: any };\r\n ASSERT(\r\n content.type === 'Primitive' || content.type === 'Default',\r\n `Unsupported primitive type: ${content.type}`\r\n );\r\n if (content.type === 'Primitive') {\r\n const data = content.data as {\r\n vertices: Record<VertexSemantic, { format: VertexAttribFormat; data: string }>;\r\n indices: string;\r\n indexType: 'u16' | 'u32';\r\n indexCount: number;\r\n type: PrimitiveType;\r\n boxMin: number[];\r\n boxMax: number[];\r\n };\r\n const primitive = new Primitive();\r\n for (const k in data.vertices) {\r\n const v = data.vertices[k as VertexSemantic];\r\n const vertexData = base64ToUint8Array(v.data);\r\n primitive.createAndSetVertexBuffer(v.format, vertexData);\r\n }\r\n if (data.indices) {\r\n const indexData = base64ToUint8Array(data.indices);\r\n const indices =\r\n data.indexType === 'u16'\r\n ? new Uint16Array(indexData.buffer)\r\n : data.indexType === 'u32'\r\n ? new Uint32Array(indexData.buffer)\r\n : null;\r\n if (!indices) {\r\n console.error(`Invalid index type in primitive data: ${data.indexType}`);\r\n return null;\r\n }\r\n primitive.createAndSetIndexBuffer(indices);\r\n }\r\n primitive.primitiveType = data.type;\r\n primitive.indexCount = data.indexCount;\r\n primitive.setBoundingVolume(\r\n new BoundingBox(\r\n new Vector3(data.boxMin[0], data.boxMin[1], data.boxMin[2]),\r\n new Vector3(data.boxMax[0], data.boxMax[1], data.boxMax[2])\r\n )\r\n );\r\n return primitive as T;\r\n } else {\r\n const obj = await this._resourceManager.deserializeObject<T>(null, content.data);\r\n if (!(obj instanceof Primitive)) {\r\n if (typeof (obj as any).dispose === 'function') {\r\n (obj as any).dispose();\r\n }\r\n return null;\r\n }\r\n return obj;\r\n }\r\n } catch (err) {\r\n console.error(`Load primitive failed: ${err}`);\r\n return null;\r\n }\r\n }\r\n async reloadBluePrintMaterials(filter?: (m: PBRBluePrintMaterial) => boolean) {\r\n const promises: Promise<Nullable<Material>>[] = [];\r\n const paths: string[] = [];\r\n for (const k of Object.keys(this._materials)) {\r\n const m = this._materials[k];\r\n if (m instanceof Promise) {\r\n promises.push(m);\r\n paths.push(k);\r\n } else if (m instanceof DWeakRef && !!m.get()) {\r\n promises.push(Promise.resolve(m.get()!));\r\n paths.push(k);\r\n }\r\n }\r\n const materials = await Promise.all(promises);\r\n for (let i = 0; i < materials.length; i++) {\r\n const m = materials[i];\r\n if (m instanceof PBRBluePrintMaterial && (!filter || filter(m))) {\r\n const data = await this.loadBluePrintMaterialData(paths[i], true);\r\n if (data) {\r\n m.fragmentIR = data.irFragment!;\r\n m.vertexIR = data.irVertex!;\r\n m.uniformValues = data.uniformValues;\r\n m.uniformTextures = data.uniformTextures;\r\n }\r\n }\r\n }\r\n }\r\n private async loadBluePrintMaterialData(\r\n url:\r\n | string\r\n | { IR: string; uniformValues: BluePrintUniformValue[]; uniformTextures: BluePrintUniformTexture[] },\r\n reload: boolean,\r\n vfs?: VFS\r\n ) {\r\n try {\r\n let irData: {\r\n IR: string;\r\n uniformValues: BluePrintUniformValue[];\r\n uniformTextures: BluePrintUniformTexture[];\r\n };\r\n if (typeof url === 'string') {\r\n const data = (await this.readFileFromVFS(url, { encoding: 'utf8' }, vfs)) as string;\r\n const content = JSON.parse(data) as { type: string; data: any };\r\n ASSERT(\r\n content.type === 'PBRBluePrintMaterial' || content.type === 'SpriteBluePrintMaterial',\r\n `Unsupported material type: ${content.type}`\r\n );\r\n irData = content.data as {\r\n IR: string;\r\n uniformValues: BluePrintUniformValue[];\r\n uniformTextures: BluePrintUniformTexture[];\r\n };\r\n } else {\r\n irData = url;\r\n }\r\n const ir = reload\r\n ? await this.loadBluePrint(irData.IR, vfs)\r\n : await this.fetchBluePrint(irData.IR, vfs ? { overrideVFS: vfs } : undefined);\r\n const uniformValues: BluePrintUniformValue[] = irData.uniformValues.map((v) => ({\r\n ...v,\r\n finalValue: v.value.length === 1 ? v.value[0] : new Float32Array(v.value)\r\n }));\r\n const uniformTextures: BluePrintUniformTexture[] = [];\r\n const textures = irData.uniformTextures;\r\n for (const v of textures) {\r\n const tex = await this.fetchTexture(v.texture, {\r\n linearColorSpace: !v.sRGB,\r\n overrideVFS: vfs\r\n });\r\n uniformTextures.push({\r\n ...v,\r\n finalTexture: new DRef(tex),\r\n finalSampler: getDevice().createSampler({\r\n addressU: v.wrapS as TextureAddressMode,\r\n addressV: v.wrapT as TextureAddressMode,\r\n minFilter: v.minFilter as TextureFilterMode,\r\n magFilter: v.magFilter as TextureFilterMode,\r\n mipFilter: v.mipFilter as TextureFilterMode\r\n }),\r\n params: tex ? new Vector4(tex.width, tex.height, tex.depth, tex.mipLevelCount) : Vector4.zero()\r\n });\r\n }\r\n return {\r\n irFragment: ir?.['fragment'] ?? null,\r\n irVertex: ir?.['vertex'] ?? null,\r\n uniformValues,\r\n uniformTextures\r\n };\r\n } catch (err) {\r\n console.error(`Load material failed: ${err}`);\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * Load a material.\r\n *\r\n * - Does not use or modify the internal cache; use fetchMaterial for cached loads.\r\n *\r\n * @param url - Resource URL or VFS path.\r\n * @returns A promise that resolves to the loaded material.\r\n * @internal\r\n */\r\n async loadMaterial<T extends Material = Material>(\r\n url: string,\r\n reload: boolean,\r\n vfs?: VFS\r\n ): Promise<Nullable<T>> {\r\n try {\r\n const data = (await this.readFileFromVFS(url, { encoding: 'utf8' }, vfs)) as string;\r\n const content = JSON.parse(data) as { type: string; props: any; data: any };\r\n ASSERT(\r\n content.type === 'PBRBluePrintMaterial' ||\r\n content.type === 'SpriteBluePrintMaterial' ||\r\n content.type === 'Default',\r\n `Unsupported material type: ${content.type}`\r\n );\r\n let mat: T;\r\n if (content.type === 'PBRBluePrintMaterial') {\r\n const data = (await this.loadBluePrintMaterialData(\r\n content.data as {\r\n IR: string;\r\n uniformValues: BluePrintUniformValue[];\r\n uniformTextures: BluePrintUniformTexture[];\r\n },\r\n reload,\r\n vfs\r\n ))!;\r\n mat = new PBRBluePrintMaterial(\r\n data.irFragment!,\r\n data.irVertex!,\r\n data.uniformValues,\r\n data.uniformTextures\r\n ) as unknown as T;\r\n } else if (content.type === 'SpriteBluePrintMaterial') {\r\n const data = (await this.loadBluePrintMaterialData(\r\n content.data as {\r\n IR: string;\r\n uniformValues: BluePrintUniformValue[];\r\n uniformTextures: BluePrintUniformTexture[];\r\n },\r\n reload,\r\n vfs\r\n ))!;\r\n mat = new SpriteBlueprintMaterial(\r\n data.irFragment!,\r\n data.uniformValues,\r\n data.uniformTextures\r\n ) as unknown as T;\r\n } else {\r\n const obj = await this._resourceManager.deserializeObject<T>(null, content.data);\r\n if (!(obj instanceof Material)) {\r\n if (typeof (obj as any).dispose === 'function') {\r\n (obj as any).dispose();\r\n }\r\n return null;\r\n }\r\n return obj;\r\n }\r\n if (mat && content.props) {\r\n await this._resourceManager.deserializeObjectProps(mat, content.props);\r\n }\r\n return mat;\r\n } catch (err) {\r\n console.error(`Load material failed: ${err}`);\r\n return null;\r\n }\r\n }\r\n private rebuildGraphStructure(\r\n nodes: Record<number, IGraphNode>,\r\n links: { startNodeId: number; startSlotId: number; endNodeId: number; endSlotId: number }[]\r\n ) {\r\n const gs: GraphStructure = {\r\n outgoing: {},\r\n incoming: {}\r\n };\r\n // Initialize adjacency lists\r\n for (const nodeId in nodes) {\r\n gs.outgoing[nodeId] = [];\r\n gs.incoming[nodeId] = [];\r\n }\r\n // Fill with links\r\n for (const link of links) {\r\n const outConnection: NodeConnection = {\r\n targetNodeId: link.endNodeId,\r\n startSlotId: link.startSlotId,\r\n endSlotId: link.endSlotId\r\n };\r\n\r\n const inConnection: NodeConnection = {\r\n targetNodeId: link.startNodeId,\r\n startSlotId: link.startSlotId,\r\n endSlotId: link.endSlotId\r\n };\r\n\r\n gs.outgoing[link.startNodeId]?.push(outConnection);\r\n gs.incoming[link.endNodeId]?.push(inConnection);\r\n }\r\n return gs;\r\n }\r\n private collectReachableBackward(gs: GraphStructure, nodes: Record<number, IGraphNode>, roots: number[]) {\r\n const reachable = new Set<number>();\r\n const q: number[] = [];\r\n\r\n for (const r of roots) {\r\n if (nodes[r]) {\r\n reachable.add(r);\r\n q.push(r);\r\n }\r\n }\r\n while (q.length > 0) {\r\n const u = q.shift()!;\r\n const ins = gs.incoming[u] || [];\r\n for (const conn of ins) {\r\n const v = conn.targetNodeId; // predecessor\r\n if (!reachable.has(v)) {\r\n reachable.add(v);\r\n q.push(v);\r\n }\r\n }\r\n }\r\n return reachable;\r\n }\r\n private getReverseTopologicalOrderFromRoots(\r\n gs: GraphStructure,\r\n nodes: Record<number, IGraphNode>,\r\n roots: number[]\r\n ) {\r\n if (!roots || roots.length === 0) {\r\n return { order: [], levels: [] };\r\n }\r\n const sub = this.collectReachableBackward(gs, nodes, roots);\r\n if (sub.size === 0) {\r\n return { order: [], levels: [] };\r\n }\r\n const outDegree = new Map<number, number>();\r\n for (const id of sub) {\r\n const outs = (gs.outgoing[id] || []).filter((c) => sub.has(c.targetNodeId));\r\n outDegree.set(id, outs.length);\r\n }\r\n let currentLevel = Array.from(outDegree.entries())\r\n .filter(([, deg]) => deg === 0)\r\n .map(([id]) => id);\r\n const result: number[] = [];\r\n const levels: number[][] = [];\r\n while (currentLevel.length > 0) {\r\n levels.push([...currentLevel]);\r\n result.push(...currentLevel);\r\n const nextLevel: number[] = [];\r\n for (const u of currentLevel) {\r\n const ins = gs.incoming[u] || [];\r\n for (const conn of ins) {\r\n const v = conn.targetNodeId; // predecessor\r\n if (!sub.has(v)) {\r\n continue;\r\n }\r\n const deg = outDegree.get(v)! - 1;\r\n outDegree.set(v, deg);\r\n if (deg === 0) {\r\n nextLevel.push(v);\r\n }\r\n }\r\n }\r\n currentLevel = nextLevel;\r\n }\r\n if (result.length !== sub.size) {\r\n console.warn('Subgraph contains cycles (from given roots).');\r\n return null;\r\n }\r\n return { order: result, levels };\r\n }\r\n createBluePrintDAG(\r\n nodeMap: Record<number, IGraphNode>,\r\n roots: number[],\r\n links: { startNodeId: number; startSlotId: number; endNodeId: number; endSlotId: number }[]\r\n ) {\r\n const gs = this.rebuildGraphStructure(nodeMap, links);\r\n for (const k in gs.incoming) {\r\n const node = nodeMap[k];\r\n for (const conn of gs.incoming[k]) {\r\n const input = node.inputs.find((input) => input.id === conn.endSlotId)!;\r\n input.inputNode = nodeMap[conn.targetNodeId];\r\n input.inputId = conn.startSlotId;\r\n }\r\n }\r\n return {\r\n graph: gs,\r\n nodeMap,\r\n roots,\r\n order: this.getReverseTopologicalOrderFromRoots(gs, nodeMap, roots)!.order.reverse()\r\n };\r\n }\r\n invalidateBluePrint(path: string) {\r\n delete this._bluePrints[path];\r\n }\r\n async loadBluePrint(path: string, vfs?: VFS) {\r\n try {\r\n const content = (await this.readFileFromVFS(path, { encoding: 'utf8' }, vfs)) as string;\r\n const bp = JSON.parse(content) as {\r\n type: string;\r\n state: Record<string, BluePrintEditorState>;\r\n };\r\n ASSERT(\r\n bp.type === 'PBRMaterial' || bp.type === 'SpriteMaterial' || bp.type === 'MaterialFunction',\r\n `Unsupported blueprint type: ${bp.type}`\r\n );\r\n const states = bp.state;\r\n const result: Record<string, MaterialBlueprintIR> = {};\r\n for (const k of Object.keys(states)) {\r\n const roots: number[] = [];\r\n const nodeMap: Record<number, IGraphNode> = {};\r\n const state = states[k];\r\n for (const node of state.nodes) {\r\n const impl = await this._resourceManager.deserializeObject<IGraphNode>(null, node.node);\r\n nodeMap[node.id] = impl!;\r\n if (impl!.outputs.length === 0) {\r\n roots.push(node.id);\r\n }\r\n }\r\n const dag = await this.createBluePrintDAG(nodeMap, roots, state.links);\r\n result[k] = new MaterialBlueprintIR(dag, path, state);\r\n }\r\n return result;\r\n } catch (err) {\r\n const msg = `Load material failed: ${err}`;\r\n console.error(msg);\r\n return null;\r\n }\r\n }\r\n /**\r\n * Load a texture directly from an ArrayBuffer or typed array.\r\n *\r\n * - Chooses an appropriate loader based on the provided MIME type.\r\n * - Can upload into an existing texture if `texture` is specified.\r\n *\r\n * @typeParam T - Expected concrete texture type.\r\n * @param arrayBuffer - Raw texture data buffer.\r\n * @param mimeType - MIME type of the texture (must be supported by a registered loader).\r\n * @param srgb - If true, treat image as sRGB; otherwise linear.\r\n * @param samplerOptions - Optional sampler options passed to the loader path.\r\n * @param texture - Optional destination texture to populate.\r\n * @returns A promise that resolves to the created or populated texture.\r\n */\r\n async loadTextureFromBuffer<T extends BaseTexture>(\r\n arrayBuffer: ArrayBuffer | TypedArray,\r\n mimeType: string,\r\n srgb?: boolean,\r\n samplerOptions?: SamplerOptions,\r\n texture?: BaseTexture\r\n ): Promise<T> {\r\n for (const loader of AssetManager._textureLoaders) {\r\n if (!loader.supportMIMEType(mimeType)) {\r\n continue;\r\n }\r\n const tex = await this.doLoadTexture(loader, mimeType, arrayBuffer, !!srgb, samplerOptions, texture);\r\n return tex as T;\r\n }\r\n throw new Error(`Can not find loader for MIME type '${mimeType}'`);\r\n }\r\n /**\r\n * Load a texture via VFS by URL and MIME type.\r\n *\r\n * - Uses the first loader that supports the inferred or provided MIME type.\r\n * - On WebGL, may repack textures (resample to power-of-two, convert formats) to meet backend constraints.\r\n * - If `texture` is provided, the source is blitted into it, possibly resizing or changing sampling accordingly.\r\n *\r\n * @param url - Texture URL or VFS path.\r\n * @param mimeType - Optional explicit MIME type; otherwise inferred by VFS.\r\n * @param srgb - If true, treat image as sRGB; otherwise linear.\r\n * @param samplerOptions - Optional sampler options for loader or blit path.\r\n * @param texture - Optional destination texture to populate.\r\n * @returns A promise that resolves to the created or populated texture.\r\n * @internal\r\n */\r\n async loadTexture(\r\n url: string,\r\n mimeType?: Nullable<string>,\r\n srgb?: boolean,\r\n samplerOptions?: SamplerOptions,\r\n texture?: Nullable<BaseTexture>,\r\n vfs?: VFS\r\n ) {\r\n const data = (await this.readFileFromVFS(url, { encoding: 'binary' }, vfs)) as ArrayBuffer;\r\n mimeType = mimeType ?? this.vfs.guessMIMEType(url);\r\n for (const loader of AssetManager._textureLoaders) {\r\n if (!loader.supportMIMEType(mimeType)) {\r\n continue;\r\n }\r\n const tex = await this.doLoadTexture(loader, mimeType, data, !!srgb, samplerOptions, texture);\r\n if (tex) {\r\n tex.name = this.vfs.basename(url);\r\n }\r\n return tex;\r\n }\r\n throw new Error(`Can not find loader for asset ${url}`);\r\n }\r\n /**\r\n * Internal routine that executes the texture load using a specific loader and applies\r\n * backend-specific compatibility steps (e.g., WebGL NPOT/sRGB rules).\r\n *\r\n * @param loader - Concrete loader to use for decoding/creation.\r\n * @param mimeType - Texture MIME type.\r\n * @param data - Raw binary data.\r\n * @param srgb - If true, treat image as sRGB; otherwise linear.\r\n * @param samplerOptions - Optional sampler options.\r\n * @param texture - Optional destination texture to populate.\r\n * @returns A promise that resolves to the created or populated texture.\r\n * @internal\r\n */\r\n async doLoadTexture(\r\n loader: AbstractTextureLoader,\r\n mimeType: string,\r\n data: ArrayBuffer | TypedArray,\r\n srgb: boolean,\r\n samplerOptions?: SamplerOptions,\r\n texture?: Nullable<BaseTexture>\r\n ) {\r\n const device = getDevice();\r\n if (device.type !== 'webgl') {\r\n return await loader.load(mimeType, data, srgb, samplerOptions, texture);\r\n } else {\r\n let tex = await loader.load(mimeType, data, srgb, samplerOptions);\r\n if (tex) {\r\n if (texture) {\r\n const magFilter =\r\n tex.width !== texture.width || tex.height !== texture.height ? 'linear' : 'nearest';\r\n const minFilter = magFilter;\r\n const mipFilter = 'none';\r\n const sampler = device.createSampler({\r\n addressU: 'clamp',\r\n addressV: 'clamp',\r\n magFilter,\r\n minFilter,\r\n mipFilter\r\n });\r\n const blitter = new CopyBlitter();\r\n blitter.blit(tex as any, texture as any, sampler);\r\n tex = texture;\r\n } else {\r\n const po2_w = isPowerOf2(tex.width);\r\n const po2_h = isPowerOf2(tex.height);\r\n const srgb = tex.isSRGBFormat();\r\n if (srgb || !po2_w || !po2_h) {\r\n const newWidth = po2_w ? tex.width : nextPowerOf2(tex.width);\r\n const newHeight = po2_h ? tex.height : nextPowerOf2(tex.height);\r\n const magFilter = newWidth !== tex.width || newHeight !== tex.height ? 'linear' : 'nearest';\r\n const minFilter = magFilter;\r\n const mipFilter = 'none';\r\n const sampler = device.createSampler({\r\n addressU: 'clamp',\r\n addressV: 'clamp',\r\n magFilter,\r\n minFilter,\r\n mipFilter\r\n });\r\n const destFormat = srgb ? 'rgba8unorm' : tex.format;\r\n const blitter = new CopyBlitter();\r\n const newTexture = tex.isTexture2D()\r\n ? device.createTexture2D(destFormat, newWidth, newHeight)\r\n : device.createCubeTexture(destFormat, newWidth);\r\n blitter.blit(tex as any, newTexture as any, sampler);\r\n tex.dispose();\r\n tex = newTexture;\r\n }\r\n }\r\n }\r\n return tex;\r\n }\r\n }\r\n /**\r\n * Load a model via registered model loaders.\r\n *\r\n * - Selects loader by MIME type (explicit or inferred).\r\n * - Optionally applies a post-process transform to the SharedModel.\r\n * - Sets the model's name from the source filename for convenience.\r\n *\r\n * @param url - Model URL or VFS path.\r\n * @param options - Model load options (MIME override, Draco module, post-process hook).\r\n * @returns A promise that resolves to the loaded SharedModel.\r\n * @internal\r\n */\r\n async loadModel(url: string, options?: ModelFetchOptions, vfs?: VFS) {\r\n const mimeType = options?.mimeType || guessMimeType(url);\r\n const importer = this._modelLoaders[mimeType];\r\n if (importer) {\r\n let model = await importer.loadModel(url, vfs);\r\n if (!model) {\r\n throw new Error(`Load asset failed: ${url}`);\r\n }\r\n if (options?.postProcess) {\r\n try {\r\n model = options.postProcess(model);\r\n } catch (err) {\r\n throw new Error(`Model loader post process failed: ${err}`);\r\n }\r\n }\r\n return model;\r\n }\r\n throw new Error(`Can not find loader for asset ${url}`);\r\n }\r\n /**\r\n * Fetch a built-in texture synchronously by name.\r\n *\r\n * - If this built-in was not created yet, the registered loader is invoked.\r\n * - Registers a device restore handler so the texture can be re-initialized after device loss.\r\n * - If an existing texture is provided, the loader uploads into it.\r\n *\r\n * @typeParam T - Expected concrete texture type.\r\n * @param name - Built-in texture identifier.\r\n * @param texture - Optional destination texture to populate.\r\n * @returns The built-in texture (created or populated).\r\n */\r\n fetchBuiltinTexture<T extends BaseTexture>(name: string, texture?: T): T {\r\n const loader = AssetManager._builtinTextureLoaders[name];\r\n if (!loader) {\r\n throw new Error(`Unknown builtin texture name: ${name}`);\r\n }\r\n if (texture) {\r\n return loader(this, texture) as T;\r\n } else {\r\n texture = AssetManager._builtinTextures[name] as T;\r\n if (!texture) {\r\n texture = loader(this) as T;\r\n AssetManager._builtinTextures[name] = texture;\r\n }\r\n texture.restoreHandler = (tex) => {\r\n loader(this, tex as BaseTexture);\r\n };\r\n return texture;\r\n }\r\n }\r\n /**\r\n * Override or unregister the loader for a named built-in texture.\r\n *\r\n * - Passing a valid loader function sets/overrides the creation path.\r\n * - Passing `undefined` removes the loader mapping for the given name.\r\n *\r\n * @param name - Built-in texture identifier.\r\n * @param loader - Factory that creates the built-in texture using the provided AssetManager.\r\n */\r\n static setBuiltinTextureLoader(name: string, loader: (assetManager: AssetManager) => BaseTexture) {\r\n if (loader) {\r\n this._builtinTextureLoaders[name] = loader;\r\n } else {\r\n delete this._builtinTextureLoaders[name];\r\n }\r\n }\r\n /**\r\n * Compute a cache key for texture requests.\r\n *\r\n * Includes texture type tag, URL, and color space choice to avoid cross-color-space cache collisions.\r\n *\r\n * @typeParam T - Texture type parameter (not used for runtime behavior; helps preserve generic intent).\r\n * @param type - Logical texture type tag (e.g., '2d', 'cube').\r\n * @param url - Resource URL or VFS path.\r\n * @param options - Texture fetch options to incorporate into the key.\r\n * @returns A string cache key combining type, URL, and color space choice.\r\n * @internal\r\n */\r\n private getHash<T extends BaseTexture>(type: string, url: string, options?: TextureFetchOptions<T>) {\r\n return `${type}:${url}:${!options?.linearColorSpace}`;\r\n }\r\n /**\r\n * Try reading from file from a VFS\r\n *\r\n * @param path - File path\r\n * @param options - Read options\r\n * @param vfs - VFS to read from\r\n * @returns File content\r\n *\r\n * @internal\r\n */\r\n async readFileFromVFS(path: string, options: ReadOptions, vfs?: VFS) {\r\n return await (vfs ?? this.vfs).readFile(path, options);\r\n }\r\n /**\r\n * Write file to a VFS\r\n *\r\n * @param path - File path\r\n * @param data - Data to write\r\n * @param options - Write options\r\n * @param vfs - VFS to write to\r\n */\r\n async writeFileToVFSs(path: string, data: ArrayBuffer | string, options: WriteOptions, vfs?: VFS) {\r\n await (vfs ?? this.vfs).writeFile(path, data, options);\r\n 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