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@needle-tools/engine

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Needle Engine is a web-based runtime for 3D apps. It runs on your machine for development with great integrations into editors like Unity or Blender - and can be deployed onto any device! It is flexible, extensible and networking and XR are built-in.

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var Ye = Object.defineProperty; var Ce = (i) => { throw TypeError(i); }; var He = (i, t, e) => t in i ? Ye(i, t, { enumerable: !0, configurable: !0, writable: !0, value: e }) : i[t] = e; var d = (i, t, e) => He(i, typeof t != "symbol" ? t + "" : t, e), Ee = (i, t, e) => t.has(i) || Ce("Cannot " + e); var y = (i, t, e) => (Ee(i, t, "read from private field"), e ? e.call(i) : t.get(i)), j = (i, t, e) => t.has(i) ? Ce("Cannot add the same private member more than once") : t instanceof WeakSet ? t.add(i) : t.set(i, e), N = (i, t, e, s) => (Ee(i, t, "write to private field"), s ? s.call(i, e) : t.set(i, e), e); import { BufferGeometry as ye, Mesh as ee, Texture as oe, TextureLoader as je, Matrix4 as Be, Clock as Je, MeshStandardMaterial as Qe, Sphere as Ze, Box3 as Ie, Vector3 as q } from "./three-Bz6X1mrw.js"; import { DRACOLoader as et, KTX2Loader as tt, MeshoptDecoder as st, GLTFLoader as Pe } from "./three-examples-GggCDHv0.js"; const rt = ""; globalThis.GLTF_PROGRESSIVE_VERSION = rt; console.debug("[gltf-progressive] version -"); let V = "https://www.gstatic.com/draco/versioned/decoders/1.5.7/", te = "https://www.gstatic.com/basis-universal/versioned/2021-04-15-ba1c3e4/"; const nt = V, ot = te, $e = new URL(V + "draco_decoder.js"); $e.searchParams.append("range", "true"); fetch($e, { method: "GET", headers: { Range: "bytes=0-1" } }).catch((i) => { console.debug(`Failed to fetch remote Draco decoder from ${V} (offline: ${typeof navigator < "u" ? navigator.onLine : "unknown"})`), V === nt && it("./include/draco/"), te === ot && at("./include/ktx2/"); }).finally(() => { Ue(); }); function it(i) { V = i, B && B[Se] != V ? (console.debug("Updating Draco decoder path to " + i), B[Se] = V, B.setDecoderPath(V), B.preload()) : console.debug("Setting Draco decoder path to " + i); } function at(i) { te = i, $ && $.transcoderPath != te ? (console.debug("Updating KTX2 transcoder path to " + i), $.setTranscoderPath(te), $.init()) : console.debug("Setting KTX2 transcoder path to " + i); } const Se = Symbol("dracoDecoderPath"); let B, me, $; function Ue() { B || (B = new et(), B[Se] = V, B.setDecoderPath(V), B.setDecoderConfig({ type: "js" }), B.preload()), $ || ($ = new tt(), $.setTranscoderPath(te), $.init()), me || (me = st); } function Fe(i) { return Ue(), i ? $.detectSupport(i) : i !== null && console.warn("No renderer provided to detect ktx2 support - loading KTX2 textures might fail"), { dracoLoader: B, ktx2Loader: $, meshoptDecoder: me }; } function Ne(i) { i.dracoLoader || i.setDRACOLoader(B), i.ktx2Loader || i.setKTX2Loader($), i.meshoptDecoder || i.setMeshoptDecoder(me); } const Te = /* @__PURE__ */ new WeakMap(); function ze(i, t) { let e = Te.get(i); e ? e = Object.assign(e, t) : e = t, Te.set(i, e); } const we = Pe.prototype.load; function lt(...i) { const t = Te.get(this); let e = i[0]; const s = new URL(e, window.location.href); if (s.hostname.endsWith("needle.tools")) { const n = (t == null ? void 0 : t.progressive) !== void 0 ? t.progressive : !0, r = t != null && t.usecase ? t.usecase : "default"; n ? this.requestHeader.Accept = `*/*;progressive=allowed;usecase=${r}` : this.requestHeader.Accept = `*/*;usecase=${r}`, e = s.toString(); } return i[0] = e, we == null ? void 0 : we.call(this, ...i); } Pe.prototype.load = lt; ce("debugprogressive"); function ce(i) { if (typeof window > "u") return !1; const e = new URL(window.location.href).searchParams.get(i); return e == null || e === "0" || e === "false" ? !1 : e === "" ? !0 : e; } function ct(i, t) { if (t === void 0 || t.startsWith("./") || t.startsWith("http") || i === void 0) return t; const e = i.lastIndexOf("/"); if (e >= 0) { const s = i.substring(0, e + 1); for (; s.endsWith("/") && t.startsWith("/"); ) t = t.substring(1); return s + t; } return t; } let ie; function ut() { return ie !== void 0 || (ie = /iPhone|iPad|iPod|Android|IEMobile/i.test(navigator.userAgent), ce("debugprogressive") && console.log("[glTF Progressive]: isMobileDevice", ie)), ie; } const dt = typeof window > "u" && typeof document > "u", Ae = Symbol("needle:raycast-mesh"); function ue(i) { return (i == null ? void 0 : i[Ae]) instanceof ye ? i[Ae] : null; } function ft(i, t) { if ((i.type === "Mesh" || i.type === "SkinnedMesh") && !ue(i)) { const s = gt(t); s.userData = { isRaycastMesh: !0 }, i[Ae] = s; } } function ht(i = !0) { if (i) { if (ae) return; const t = ae = ee.prototype.raycast; ee.prototype.raycast = function(e, s) { const o = this, n = ue(o); let r; n && o.isMesh && (r = o.geometry, o.geometry = n), t.call(this, e, s), r && (o.geometry = r); }; } else { if (!ae) return; ee.prototype.raycast = ae, ae = null; } } let ae = null; function gt(i) { const t = new ye(); for (const e in i.attributes) t.setAttribute(e, i.getAttribute(e)); return t.setIndex(i.getIndex()), t; } const Q = new Array(), D = ce("debugprogressive"); let pe, Z = -1; if (D) { let i = function() { Z += 1, Z >= t && (Z = -1), console.log(`Toggle LOD level [${Z}]`); }, t = 6; window.addEventListener("keyup", (e) => { e.key === "p" && i(), e.key === "w" && (pe = !pe, console.log(`Toggle wireframe [${pe}]`)); const s = parseInt(e.key); !isNaN(s) && s >= 0 && (Z = s, console.log(`Set LOD level to [${Z}]`)); }); } function Ve(i) { if (D) if (Array.isArray(i)) for (const t of i) Ve(t); else i && "wireframe" in i && (i.wireframe = pe === !0); } const K = "NEEDLE_progressive", Oe = Symbol("needle-progressive-texture"), x = class x { constructor(t, e) { d(this, "parser"); d(this, "url"); d(this, "_isLoadingMesh"); d(this, "loadMesh", (t) => { var s, o; if (this._isLoadingMesh) return null; const e = (o = (s = this.parser.json.meshes[t]) == null ? void 0 : s.extensions) == null ? void 0 : o[K]; return e ? (this._isLoadingMesh = !0, this.parser.getDependency("mesh", t).then((n) => { var r; return this._isLoadingMesh = !1, n && x.registerMesh(this.url, e.guid, n, (r = e.lods) == null ? void 0 : r.length, 0, e), n; })) : null; }); D && console.log("Progressive extension registered for", e), this.parser = t, this.url = e; } /** The name of the extension */ get name() { return K; } static getMeshLODExtension(t) { const e = this.getAssignedLODInformation(t); return e != null && e.key ? this.lodInfos.get(e.key) : null; } static getPrimitiveIndex(t) { var s; const e = (s = this.getAssignedLODInformation(t)) == null ? void 0 : s.index; return e ?? -1; } static getMaterialMinMaxLODsCount(t, e) { const s = this, o = "LODS:minmax", n = t[o]; if (n != null) return n; if (e || (e = { min_count: 1 / 0, max_count: 0, lods: [] }), Array.isArray(t)) { for (const a of t) this.getMaterialMinMaxLODsCount(a, e); return t[o] = e, e; } if (D === "verbose" && console.log("getMaterialMinMaxLODsCount", t), t.type === "ShaderMaterial" || t.type === "RawShaderMaterial") { const a = t; for (const l of Object.keys(a.uniforms)) { const u = a.uniforms[l].value; (u == null ? void 0 : u.isTexture) === !0 && r(u, e); } } else if (t.isMaterial) for (const a of Object.keys(t)) { const l = t[a]; (l == null ? void 0 : l.isTexture) === !0 && r(l, e); } return t[o] = e, e; function r(a, l) { const u = s.getAssignedLODInformation(a); if (u) { const c = s.lodInfos.get(u.key); if (c && c.lods) { l.min_count = Math.min(l.min_count, c.lods.length), l.max_count = Math.max(l.max_count, c.lods.length); for (let h = 0; h < c.lods.length; h++) { const g = c.lods[h]; g.width && (l.lods[h] = l.lods[h] || { min_height: 1 / 0, max_height: 0 }, l.lods[h].min_height = Math.min(l.lods[h].min_height, g.height), l.lods[h].max_height = Math.max(l.lods[h].max_height, g.height)); } } } } } /** Check if a LOD level is available for a mesh or a texture * @param obj the mesh or texture to check * @param level the level of detail to check for (0 is the highest resolution). If undefined, the function checks if any LOD level is available * @returns true if the LOD level is available (or if any LOD level is available if level is undefined) */ static hasLODLevelAvailable(t, e) { var n; if (Array.isArray(t)) { for (const r of t) if (this.hasLODLevelAvailable(r, e)) return !0; return !1; } if (t.isMaterial === !0) { for (const r of Object.keys(t)) { const a = t[r]; if (a && a.isTexture && this.hasLODLevelAvailable(a, e)) return !0; } return !1; } else if (t.isGroup === !0) { for (const r of t.children) if (r.isMesh === !0 && this.hasLODLevelAvailable(r, e)) return !0; } let s, o; if (t.isMesh ? s = t.geometry : (t.isBufferGeometry || t.isTexture) && (s = t), s && (n = s == null ? void 0 : s.userData) != null && n.LODS) { const r = s.userData.LODS; if (o = this.lodInfos.get(r.key), e === void 0) return o != null; if (o) return Array.isArray(o.lods) ? e < o.lods.length : e === 0; } return !1; } /** Load a different resolution of a mesh (if available) * @param context the context * @param source the sourceid of the file from which the mesh is loaded (this is usually the component's sourceId) * @param mesh the mesh to load the LOD for * @param level the level of detail to load (0 is the highest resolution) * @returns a promise that resolves to the mesh with the requested LOD level * @example * ```javascript * const mesh = this.gameObject as Mesh; * NEEDLE_progressive.assignMeshLOD(context, sourceId, mesh, 1).then(mesh => { * console.log("Mesh with LOD level 1 loaded", mesh); * }); * ``` */ static assignMeshLOD(t, e) { var s; if (!t) return Promise.resolve(null); if (t instanceof ee || t.isMesh === !0) { const o = t.geometry, n = this.getAssignedLODInformation(o); if (!n) return Promise.resolve(null); for (const r of Q) (s = r.onBeforeGetLODMesh) == null || s.call(r, t, e); return t["LOD:requested level"] = e, x.getOrLoadLOD(o, e).then((r) => { if (Array.isArray(r)) { const a = n.index || 0; r = r[a]; } return t["LOD:requested level"] === e && (delete t["LOD:requested level"], r && o != r && ((r == null ? void 0 : r.isBufferGeometry) ? t.geometry = r : D && console.error("Invalid LOD geometry", r))), r; }).catch((r) => (console.error("Error loading mesh LOD", t, r), null)); } else D && console.error("Invalid call to assignMeshLOD: Request mesh LOD but the object is not a mesh", t); return Promise.resolve(null); } static assignTextureLOD(t, e = 0) { if (!t) return Promise.resolve(null); if (t.isMesh === !0) { const s = t; if (Array.isArray(s.material)) { const o = new Array(); for (const n of s.material) { const r = this.assignTextureLOD(n, e); o.push(r); } return Promise.all(o).then((n) => { const r = new Array(); for (const a of n) Array.isArray(a) && r.push(...a); return r; }); } else return this.assignTextureLOD(s.material, e); } if (t.isMaterial === !0) { const s = t, o = [], n = new Array(); if (s.uniforms && (s.isRawShaderMaterial || s.isShaderMaterial === !0)) { const r = s; for (const a of Object.keys(r.uniforms)) { const l = r.uniforms[a].value; if ((l == null ? void 0 : l.isTexture) === !0) { const u = this.assignTextureLODForSlot(l, e, s, a).then((c) => (c && r.uniforms[a].value != c && (r.uniforms[a].value = c, r.uniformsNeedUpdate = !0), c)); o.push(u), n.push(a); } } } else for (const r of Object.keys(s)) { const a = s[r]; if ((a == null ? void 0 : a.isTexture) === !0) { const l = this.assignTextureLODForSlot(a, e, s, r); o.push(l), n.push(r); } } return Promise.all(o).then((r) => { const a = new Array(); for (let l = 0; l < r.length; l++) { const u = r[l], c = n[l]; u && u.isTexture === !0 ? a.push({ material: s, slot: c, texture: u, level: e }) : a.push({ material: s, slot: c, texture: null, level: e }); } return a; }); } if (t instanceof oe || t.isTexture === !0) { const s = t; return this.assignTextureLODForSlot(s, e, null, null); } return Promise.resolve(null); } static assignTextureLODForSlot(t, e, s, o) { return (t == null ? void 0 : t.isTexture) !== !0 ? Promise.resolve(null) : o === "glyphMap" ? Promise.resolve(t) : x.getOrLoadLOD(t, e).then((n) => { if (Array.isArray(n)) return null; if ((n == null ? void 0 : n.isTexture) === !0) { if (n != t && s && o) { const r = s[o]; if (r && !D) { const a = this.getAssignedLODInformation(r); if (a && (a == null ? void 0 : a.level) < e) return D === "verbose" && console.warn("Assigned texture level is already higher: ", a.level, e, s, r, n), null; } s[o] = n; } return n; } else D == "verbose" && console.warn("No LOD found for", t, e); return null; }).catch((n) => (console.error("Error loading LOD", t, n), null)); } afterRoot(t) { var e, s; return D && console.log("AFTER", this.url, t), (e = this.parser.json.textures) == null || e.forEach((o, n) => { var r; if (o != null && o.extensions) { const a = o == null ? void 0 : o.extensions[K]; if (a) { if (!a.lods) { D && console.warn("Texture has no LODs", a); return; } let l = !1; for (const u of this.parser.associations.keys()) if (u.isTexture === !0) { const c = this.parser.associations.get(u); (c == null ? void 0 : c.textures) === n && (l = !0, x.registerTexture(this.url, u, (r = a.lods) == null ? void 0 : r.length, n, a)); } l || this.parser.getDependency("texture", n).then((u) => { var c; u && x.registerTexture(this.url, u, (c = a.lods) == null ? void 0 : c.length, n, a); }); } } }), (s = this.parser.json.meshes) == null || s.forEach((o, n) => { if (o != null && o.extensions) { const r = o == null ? void 0 : o.extensions[K]; if (r && r.lods) { for (const a of this.parser.associations.keys()) if (a.isMesh) { const l = this.parser.associations.get(a); (l == null ? void 0 : l.meshes) === n && x.registerMesh(this.url, r.guid, a, r.lods.length, l.primitives, r); } } } }), null; } static async getOrLoadLOD(t, e) { var a, l, u, c; const s = D == "verbose", o = t.userData.LODS; if (!o) return null; const n = o == null ? void 0 : o.key; let r; if (t.isTexture === !0) { const h = t; h.source && h.source[Oe] && (r = h.source[Oe]); } if (r || (r = x.lodInfos.get(n)), r) { if (e > 0) { let v = !1; const b = Array.isArray(r.lods); if (b && e >= r.lods.length ? v = !0 : b || (v = !0), v) return this.lowresCache.get(n); } const h = Array.isArray(r.lods) ? (a = r.lods[e]) == null ? void 0 : a.path : r.lods; if (!h) return D && !r["missing:uri"] && (r["missing:uri"] = !0, console.warn("Missing uri for progressive asset for LOD " + e, r)), null; const g = ct(o.url, h); if (g.endsWith(".glb") || g.endsWith(".gltf")) { if (!r.guid) return console.warn("missing pointer for glb/gltf texture", r), null; const v = g + "_" + r.guid, b = this.previouslyLoaded.get(v); if (b !== void 0) { s && console.log(`LOD ${e} was already loading/loaded: ${v}`); let w = await b.catch((p) => (console.error(`Error loading LOD ${e} from ${g} `, p), null)), _ = !1; if (w == null || (w instanceof oe && t instanceof oe ? (l = w.image) != null && l.data || (u = w.source) != null && u.data ? w = this.copySettings(t, w) : (_ = !0, this.previouslyLoaded.delete(v)) : w instanceof ye && t instanceof ye && ((c = w.attributes.position) != null && c.array || (_ = !0, this.previouslyLoaded.delete(v)))), !_) return w; } const M = r, U = new Promise(async (w, _) => { const p = new Pe(); Ne(p), D && (await new Promise((S) => setTimeout(S, 1e3)), s && console.warn("Start loading (delayed) " + g, M.guid)); let X = g; if (M && Array.isArray(M.lods)) { const S = M.lods[e]; S.hash && (X += "?v=" + S.hash); } const A = await p.loadAsync(X).catch((S) => (console.error(`Error loading LOD ${e} from ${g} `, S), null)); if (!A) return null; const R = A.parser; s && console.log("Loading finished " + g, M.guid); let I = 0; if (A.parser.json.textures) { let S = !1; for (const f of A.parser.json.textures) { if (f != null && f.extensions) { const T = f == null ? void 0 : f.extensions[K]; if (T != null && T.guid && T.guid === M.guid) { S = !0; break; } } I++; } if (S) { let f = await R.getDependency("texture", I); return f && x.assignLODInformation(o.url, f, n, e, void 0), s && console.log('change "' + t.name + '" → "' + f.name + '"', g, I, f, v), t instanceof oe && (f = this.copySettings(t, f)), f && (f.guid = M.guid), w(f); } else D && console.warn("Could not find texture with guid", M.guid, A.parser.json); } if (I = 0, A.parser.json.meshes) { let S = !1; for (const f of A.parser.json.meshes) { if (f != null && f.extensions) { const T = f == null ? void 0 : f.extensions[K]; if (T != null && T.guid && T.guid === M.guid) { S = !0; break; } } I++; } if (S) { const f = await R.getDependency("mesh", I); if (s && console.log(`Loaded Mesh "${f.name}"`, g, I, f, v), f.isMesh === !0) { const T = f.geometry; return x.assignLODInformation(o.url, T, n, e, 0), w(T); } else { const T = new Array(); for (let L = 0; L < f.children.length; L++) { const O = f.children[L]; if (O.isMesh === !0) { const P = O.geometry; x.assignLODInformation(o.url, P, n, e, L), T.push(P); } } return w(T); } } else D && console.warn("Could not find mesh with guid", M.guid, A.parser.json); } return w(null); }); return this.previouslyLoaded.set(v, U), await U; } else if (t instanceof oe) { s && console.log("Load texture from uri: " + g); const b = await new je().loadAsync(g); return b ? (b.guid = r.guid, b.flipY = !1, b.needsUpdate = !0, b.colorSpace = t.colorSpace, s && console.log(r, b)) : D && console.warn("failed loading", g), b; } } else D && console.warn(`Can not load LOD ${e}: no LOD info found for "${n}" ${t.name}`, t.type); return null; } static assignLODInformation(t, e, s, o, n) { if (!e) return; e.userData || (e.userData = {}); const r = new pt(t, s, o, n); e.userData.LODS = r; } static getAssignedLODInformation(t) { var e; return ((e = t == null ? void 0 : t.userData) == null ? void 0 : e.LODS) || null; } // private static readonly _copiedTextures: WeakMap<Texture, Texture> = new Map(); static copySettings(t, e) { return e ? (D && console.warn(`Copy texture settings `, t.uuid, ` `, e.uuid), e = e.clone(), e.offset = t.offset, e.repeat = t.repeat, e.colorSpace = t.colorSpace, e.magFilter = t.magFilter, e.minFilter = t.minFilter, e.wrapS = t.wrapS, e.wrapT = t.wrapT, e.flipY = t.flipY, e.anisotropy = t.anisotropy, e.mipmaps || (e.generateMipmaps = t.generateMipmaps), e) : t; } }; /** * Register a texture with LOD information */ d(x, "registerTexture", (t, e, s, o, n) => { if (D && console.log("> Progressive: register texture", o, e.name, e.uuid, e, n), !e) { D && console.error("gltf-progressive: Register texture without texture"); return; } e.source && (e.source[Oe] = n); const r = n.guid; x.assignLODInformation(t, e, r, s, o), x.lodInfos.set(r, n), x.lowresCache.set(r, e); }), /** * Register a mesh with LOD information */ d(x, "registerMesh", (t, e, s, o, n, r) => { var u; const a = s.geometry; if (!a) { D && console.warn("gltf-progressive: Register mesh without geometry"); return; } a.userData || (a.userData = {}), D && console.log("> Progressive: register mesh " + s.name, { index: n, uuid: s.uuid }, r, s), x.assignLODInformation(t, a, e, o, n), x.lodInfos.set(e, r); let l = x.lowresCache.get(e); l ? l.push(s.geometry) : l = [s.geometry], x.lowresCache.set(e, l), o > 0 && !ue(s) && ft(s, a); for (const c of Q) (u = c.onRegisteredNewMesh) == null || u.call(c, s, r); }), /** A map of key = asset uuid and value = LOD information */ d(x, "lodInfos", /* @__PURE__ */ new Map()), /** cache of already loaded mesh lods */ d(x, "previouslyLoaded", /* @__PURE__ */ new Map()), /** this contains the geometry/textures that were originally loaded */ d(x, "lowresCache", /* @__PURE__ */ new Map()); let z = x; class pt { constructor(t, e, s, o) { d(this, "url"); /** the key to lookup the LOD information */ d(this, "key"); d(this, "level"); /** For multi objects (e.g. a group of meshes) this is the index of the object */ d(this, "index"); this.url = t, this.key = e, this.level = s, o != null && (this.index = o); } } const G = ce("debugprogressive"), yt = ce("noprogressive"), _e = Symbol("Needle:LODSManager"), be = Symbol("Needle:LODState"), J = Symbol("Needle:CurrentLOD"), C = { mesh_lod: -1, texture_lod: -1 }; var m, E, Y, xe, se, re, De, H; let Le = (m = class { // readonly plugins: NEEDLE_progressive_plugin[] = []; constructor(t, e) { d(this, "context"); d(this, "renderer"); d(this, "projectionScreenMatrix", new Be()); /** * The target triangle density is the desired max amount of triangles on screen when the mesh is filling the screen. * @default 200_000 */ d(this, "targetTriangleDensity", 2e5); /** * The interval in frames to automatically update the bounds of skinned meshes. * Set to 0 or a negative value to disable automatic bounds updates. * @default 30 */ d(this, "skinnedMeshAutoUpdateBoundsInterval", 30); /** * The update interval in frames. If set to 0, the LODs will be updated every frame. If set to 2, the LODs will be updated every second frame, etc. * @default "auto" */ d(this, "updateInterval", "auto"); j(this, E, 1); /** * If set to true, the LODsManager will not update the LODs. * @default false */ d(this, "pause", !1); /** * When set to true the LODsManager will not update the LODs. This can be used to manually update the LODs using the `update` method. * Otherwise the LODs will be updated automatically when the renderer renders the scene. * @default false */ d(this, "manual", !1); d(this, "_lodchangedlisteners", []); j(this, Y); j(this, xe, new Je()); j(this, se, 0); j(this, re, 0); j(this, De, 0); j(this, H, 0); d(this, "_fpsBuffer", [60, 60, 60, 60, 60]); // private testIfLODLevelsAreAvailable() { d(this, "_sphere", new Ze()); d(this, "_tempBox", new Ie()); d(this, "_tempBox2", new Ie()); d(this, "tempMatrix", new Be()); d(this, "_tempWorldPosition", new q()); d(this, "_tempBoxSize", new q()); d(this, "_tempBox2Size", new q()); this.renderer = t, this.context = { ...e }; } /** @internal */ static getObjectLODState(t) { return t[be]; } static addPlugin(t) { Q.push(t); } static removePlugin(t) { const e = Q.indexOf(t); e >= 0 && Q.splice(e, 1); } /** * Gets the LODsManager for the given renderer. If the LODsManager does not exist yet, it will be created. * @param renderer The renderer to get the LODsManager for. * @returns The LODsManager instance. */ static get(t, e) { if (t[_e]) return console.debug("[gltf-progressive] LODsManager already exists for this renderer"), t[_e]; const s = new m(t, { engine: "unknown", ...e }); return t[_e] = s, s; } /** @deprecated use static `LODsManager.addPlugin()` method. This getter will be removed in later versions */ get plugins() { return Q; } addEventListener(t, e) { t === "changed" && this._lodchangedlisteners.push(e); } removeEventListener(t, e) { if (t === "changed") { const s = this._lodchangedlisteners.indexOf(e); s >= 0 && this._lodchangedlisteners.splice(s, 1); } } /** * Enable the LODsManager. This will replace the render method of the renderer with a method that updates the LODs. */ enable() { if (y(this, Y)) return; console.debug("[gltf-progressive] Enabling LODsManager for renderer"); let t = 0; N(this, Y, this.renderer.render); const e = this; Fe(this.renderer), this.renderer.render = function(s, o) { const n = e.renderer.getRenderTarget(); (n == null || "isXRRenderTarget" in n && n.isXRRenderTarget) && (t = 0, N(e, se, y(e, se) + 1), N(e, re, y(e, xe).getDelta()), N(e, De, y(e, De) + y(e, re)), e._fpsBuffer.shift(), e._fpsBuffer.push(1 / y(e, re)), N(e, H, e._fpsBuffer.reduce((a, l) => a + l) / e._fpsBuffer.length), G && y(e, se) % 200 === 0 && console.log("FPS", Math.round(y(e, H)), "Interval:", y(e, E))); const r = t++; y(e, Y).call(this, s, o), e.onAfterRender(s, o, r); }; } disable() { y(this, Y) && (console.debug("[gltf-progressive] Disabling LODsManager for renderer"), this.renderer.render = y(this, Y), N(this, Y, void 0)); } update(t, e) { this.internalUpdate(t, e); } onAfterRender(t, e, s) { if (this.pause) return; const n = this.renderer.renderLists.get(t, 0).opaque; let r = !0; if (n.length === 1) { const a = n[0].material; (a.name === "EffectMaterial" || a.name === "CopyShader") && (r = !1); } if ((e.parent && e.parent.type === "CubeCamera" || s >= 1 && e.type === "OrthographicCamera") && (r = !1), r) { if (yt || (this.updateInterval === "auto" ? y(this, H) < 40 && y(this, E) < 10 ? (N(this, E, y(this, E) + 1), G && console.warn("↓ Reducing LOD updates", y(this, E), y(this, H).toFixed(0))) : y(this, H) >= 60 && y(this, E) > 1 && (N(this, E, y(this, E) - 1), G && console.warn("↑ Increasing LOD updates", y(this, E), y(this, H).toFixed(0))) : N(this, E, this.updateInterval), y(this, E) > 0 && y(this, se) % y(this, E) != 0)) return; this.internalUpdate(t, e); } } /** * Update LODs in a scene */ internalUpdate(t, e) { var l, u; const s = this.renderer.renderLists.get(t, 0), o = s.opaque; this.projectionScreenMatrix.multiplyMatrices(e.projectionMatrix, e.matrixWorldInverse); const n = this.targetTriangleDensity; for (const c of o) { if (c.material && (((l = c.geometry) == null ? void 0 : l.type) === "BoxGeometry" || ((u = c.geometry) == null ? void 0 : u.type) === "BufferGeometry") && (c.material.name === "SphericalGaussianBlur" || c.material.name == "BackgroundCubeMaterial" || c.material.name === "CubemapFromEquirect" || c.material.name === "EquirectangularToCubeUV")) { G && (c.material["NEEDLE_PROGRESSIVE:IGNORE-WARNING"] || (c.material["NEEDLE_PROGRESSIVE:IGNORE-WARNING"] = !0, console.warn("Ignoring skybox or BLIT object", c, c.material.name, c.material.type))); continue; } switch (c.material.type) { case "LineBasicMaterial": case "LineDashedMaterial": case "PointsMaterial": case "ShadowMaterial": case "MeshDistanceMaterial": case "MeshDepthMaterial": continue; } if (G === "color" && c.material && !c.object.progressive_debug_color) { c.object.progressive_debug_color = !0; const g = Math.random() * 16777215, v = new Qe({ color: g }); c.object.material = v; } const h = c.object; (h instanceof ee || h.isMesh) && this.updateLODs(t, e, h, n); } const r = s.transparent; for (const c of r) { const h = c.object; (h instanceof ee || h.isMesh) && this.updateLODs(t, e, h, n); } const a = s.transmissive; for (const c of a) { const h = c.object; (h instanceof ee || h.isMesh) && this.updateLODs(t, e, h, n); } } /** Update the LOD levels for the renderer. */ updateLODs(t, e, s, o) { var a, l; s.userData || (s.userData = {}); let n = s[be]; if (n || (n = new mt(), s[be] = n), n.frames++ < 2) return; for (const u of Q) (a = u.onBeforeUpdateLOD) == null || a.call(u, this.renderer, t, e, s); const r = m.overrideGlobalLodLevel !== void 0 ? m.overrideGlobalLodLevel : Z; r >= 0 ? (C.mesh_lod = r, C.texture_lod = r) : (this.calculateLodLevel(e, s, n, o, C), C.mesh_lod = Math.round(C.mesh_lod), C.texture_lod = Math.round(C.texture_lod)), C.mesh_lod >= 0 && this.loadProgressiveMeshes(s, C.mesh_lod), s.material && C.texture_lod >= 0 && this.loadProgressiveTextures(s.material, C.texture_lod), D && s.material && !s.isGizmo && Ve(s.material); for (const u of Q) (l = u.onAfterUpdatedLOD) == null || l.call(u, this.renderer, t, e, s, C); n.lastLodLevel_Mesh = C.mesh_lod, n.lastLodLevel_Texture = C.texture_lod; } /** Load progressive textures for the given material * @param material the material to load the textures for * @param level the LOD level to load. Level 0 is the best quality, higher levels are lower quality * @returns Promise with true if the LOD was loaded, false if not */ loadProgressiveTextures(t, e) { if (!t) return; if (Array.isArray(t)) { for (const n of t) this.loadProgressiveTextures(n, e); return; } let s = !1; (t[J] === void 0 || e < t[J]) && (s = !0); const o = t["DEBUG:LOD"]; o != null && (s = t[J] != o, e = o), s && (t[J] = e, z.assignTextureLOD(t, e).then((n) => { this._lodchangedlisteners.forEach((r) => r({ type: "texture", level: e, object: t })); })); } /** Load progressive meshes for the given mesh * @param mesh the mesh to load the LOD for * @param index the index of the mesh if it's part of a group * @param level the LOD level to load. Level 0 is the best quality, higher levels are lower quality * @returns Promise with true if the LOD was loaded, false if not */ loadProgressiveMeshes(t, e) { if (!t) return Promise.resolve(null); let s = t[J] !== e; const o = t["DEBUG:LOD"]; if (o != null && (s = t[J] != o, e = o), s) { t[J] = e; const n = t.geometry; return z.assignMeshLOD(t, e).then((r) => (r && t[J] == e && n != t.geometry && this._lodchangedlisteners.forEach((a) => a({ type: "mesh", level: e, object: t })), r)); } return Promise.resolve(null); } static isInside(t, e) { const s = t.min, o = t.max, n = (s.x + o.x) * 0.5, r = (s.y + o.y) * 0.5; return this._tempPtInside.set(n, r, s.z).applyMatrix4(e).z < 0; } calculateLodLevel(t, e, s, o, n) { var U, W, w; if (!e) { n.mesh_lod = -1, n.texture_lod = -1; return; } if (!t) { n.mesh_lod = -1, n.texture_lod = -1; return; } let a = 10 + 1, l = !1; if (G && e["DEBUG:LOD"] != null) return e["DEBUG:LOD"]; const u = (U = z.getMeshLODExtension(e.geometry)) == null ? void 0 : U.lods, c = z.getPrimitiveIndex(e.geometry), h = u && u.length > 0, g = z.getMaterialMinMaxLODsCount(e.material), v = (g == null ? void 0 : g.min_count) != 1 / 0 && g.min_count > 0 && g.max_count > 0; if (!h && !v) { n.mesh_lod = 0, n.texture_lod = 0; return; } h || (l = !0, a = 0); const b = this.renderer.domElement.clientHeight || this.renderer.domElement.height; let M = e.geometry.boundingBox; if (e.type === "SkinnedMesh") { const _ = e; if (!_.boundingBox) _.computeBoundingBox(); else if (this.skinnedMeshAutoUpdateBoundsInterval > 0 && s.frames % this.skinnedMeshAutoUpdateBoundsInterval === 0) { const p = ue(_), X = _.geometry; p && (_.geometry = p), _.computeBoundingBox(), _.geometry = X; } M = _.boundingBox; } if (M) { const _ = t; if (e.geometry.attributes.color && e.geometry.attributes.color.count < 100 && e.geometry.boundingSphere) { this._sphere.copy(e.geometry.boundingSphere), this._sphere.applyMatrix4(e.matrixWorld); const L = t.getWorldPosition(this._tempWorldPosition); if (this._sphere.containsPoint(L)) { n.mesh_lod = 0, n.texture_lod = 0; return; } } if (this._tempBox.copy(M), this._tempBox.applyMatrix4(e.matrixWorld), _.isPerspectiveCamera && m.isInside(this._tempBox, this.projectionScreenMatrix)) { n.mesh_lod = 0, n.texture_lod = 0; return; } if (this._tempBox.applyMatrix4(this.projectionScreenMatrix), this.renderer.xr.enabled && _.isPerspectiveCamera && _.fov > 70) { const L = this._tempBox.min, O = this._tempBox.max; let P = L.x, k = L.y, F = O.x, ne = O.y; const de = 2, Me = 1.5, fe = (L.x + O.x) * 0.5, he = (L.y + O.y) * 0.5; P = (P - fe) * de + fe, k = (k - he) * de + he, F = (F - fe) * de + fe, ne = (ne - he) * de + he; const qe = P < 0 && F > 0 ? 0 : Math.min(Math.abs(L.x), Math.abs(O.x)), Ke = k < 0 && ne > 0 ? 0 : Math.min(Math.abs(L.y), Math.abs(O.y)), ve = Math.max(qe, Ke); s.lastCentrality = (Me - ve) * (Me - ve) * (Me - ve); } else s.lastCentrality = 1; const p = this._tempBox.getSize(this._tempBoxSize); p.multiplyScalar(0.5), screen.availHeight > 0 && b > 0 && p.multiplyScalar(b / screen.availHeight), t.isPerspectiveCamera ? p.x *= t.aspect : t.isOrthographicCamera; const X = t.matrixWorldInverse, A = this._tempBox2; A.copy(M), A.applyMatrix4(e.matrixWorld), A.applyMatrix4(X); const R = A.getSize(this._tempBox2Size), I = Math.max(R.x, R.y); if (Math.max(p.x, p.y) != 0 && I != 0 && (p.z = R.z / Math.max(R.x, R.y) * Math.max(p.x, p.y)), s.lastScreenCoverage = Math.max(p.x, p.y, p.z), s.lastScreenspaceVolume.copy(p), s.lastScreenCoverage *= s.lastCentrality, G && m.debugDrawLine) { const L = this.tempMatrix.copy(this.projectionScreenMatrix); L.invert(); const O = m.corner0, P = m.corner1, k = m.corner2, F = m.corner3; O.copy(this._tempBox.min), P.copy(this._tempBox.max), P.x = O.x, k.copy(this._tempBox.max), k.y = O.y, F.copy(this._tempBox.max); const ne = (O.z + F.z) * 0.5; O.z = P.z = k.z = F.z = ne, O.applyMatrix4(L), P.applyMatrix4(L), k.applyMatrix4(L), F.applyMatrix4(L), m.debugDrawLine(O, P, 255), m.debugDrawLine(O, k, 255), m.debugDrawLine(P, F, 255), m.debugDrawLine(k, F, 255); } let f = 999; if (u && s.lastScreenCoverage > 0) for (let L = 0; L < u.length; L++) { const O = u[L]; if ((((W = O.densities) == null ? void 0 : W[c]) || O.density || 1e-5) / s.lastScreenCoverage < o) { f = L; break; } } f < a && (a = f, l = !0); } if (l ? n.mesh_lod = a : n.mesh_lod = s.lastLodLevel_Mesh, G && n.mesh_lod != s.lastLodLevel_Mesh) { const p = u == null ? void 0 : u[n.mesh_lod]; p && console.log(`Mesh LOD changed: ${s.lastLodLevel_Mesh} → ${n.mesh_lod} (${p.density.toFixed(0)}) - ${e.name}`); } if (v) { const _ = "saveData" in globalThis.navigator && globalThis.navigator.saveData === !0; if (s.lastLodLevel_Texture < 0) { if (n.texture_lod = g.max_count - 1, G) { const p = g.lods[g.max_count - 1]; G && console.log(`First Texture LOD ${n.texture_lod} (${p.max_height}px) - ${e.name}`); } } else { const p = s.lastScreenspaceVolume.x + s.lastScreenspaceVolume.y + s.lastScreenspaceVolume.z; let X = s.lastScreenCoverage * 4; ((w = this.context) == null ? void 0 : w.engine) === "model-viewer" && (X *= 1.5); const R = b / window.devicePixelRatio * X; let I = !1; for (let S = g.lods.length - 1; S >= 0; S--) { const f = g.lods[S]; if (!(_ && f.max_height >= 2048) && !(ut() && f.max_height > 4096) && (f.max_height > R || !I && S === 0)) { if (I = !0, n.texture_lod = S, n.texture_lod < s.lastLodLevel_Texture) { const T = f.max_height; G && console.log(`Texture LOD changed: ${s.lastLodLevel_Texture} → ${n.texture_lod} = ${T}px Screensize: ${R.toFixed(0)}px, Coverage: ${(100 * s.lastScreenCoverage).toFixed(2)}%, Volume ${p.toFixed(1)} ${e.name}`); } break; } } } } else n.texture_lod = 0; } }, E = new WeakMap(), Y = new WeakMap(), xe = new WeakMap(), se = new WeakMap(), re = new WeakMap(), De = new WeakMap(), H = new WeakMap(), /** * Assign a function to draw debug lines for the LODs. This function will be called with the start and end position of the line and the color of the line when the `debugprogressive` query parameter is set. */ d(m, "debugDrawLine"), /** * Force override the LOD level for all objects in the scene */ d(m, "overrideGlobalLodLevel"), d(m, "corner0", new q()), d(m, "corner1", new q()), d(m, "corner2", new q()), d(m, "corner3", new q()), d(m, "_tempPtInside", new q()), m); class mt { constructor() { d(this, "frames", 0); d(this, "lastLodLevel_Mesh", -1); d(this, "lastLodLevel_Texture", -1); d(this, "lastScreenCoverage", 0); d(this, "lastScreenspaceVolume", new q()); d(this, "lastCentrality", 0); } } const Re = Symbol("NEEDLE_mesh_lod"), ge = Symbol("NEEDLE_texture_lod"); let le = null; function We() { const i = Lt(); i && (i.mapURLs(function(t) { return ke(), t; }), ke(), le == null || le.disconnect(), le = new MutationObserver((t) => { t.forEach((e) => { e.addedNodes.forEach((s) => { s instanceof HTMLElement && s.tagName.toLowerCase() === "model-viewer" && Xe(s); }); }); }), le.observe(document, { childList: !0, subtree: !0 })); } function Lt() { if (typeof customElements > "u") return null; const i = customElements.get("model-viewer"); return i || (customElements.whenDefined("model-viewer").then(() => { console.debug("[gltf-progressive] model-viewer defined"), We(); }), null); } function ke() { if (typeof document > "u") return; document.querySelectorAll("model-viewer").forEach((t) => { Xe(t); }); } const Ge = /* @__PURE__ */ new WeakSet(); let xt = 0; function Xe(i) { if (!i || Ge.has(i)) return null; Ge.add(i), console.debug("[gltf-progressive] found new model-viewer..." + ++xt + ` `, i.getAttribute("src")); let t = null, e = null, s = null; for (let o = i; o != null; o = Object.getPrototypeOf(o)) { const n = Object.getOwnPropertySymbols(o), r = n.find((u) => u.toString() == "Symbol(renderer)"), a = n.find((u) => u.toString() == "Symbol(scene)"), l = n.find((u) => u.toString() == "Symbol(needsRender)"); !t && r != null && (t = i[r].threeRenderer), !e && a != null && (e = i[a]), !s && l != null && (s = i[l]); } if (t && e) { let o = function() { if (s) { let r = 0, a = setInterval(() => { if (r++ > 5) { clearInterval(a); return; } s == null || s.call(i); }, 300); } }; console.debug("[gltf-progressive] setup model-viewer"); const n = Le.get(t, { engine: "model-viewer" }); return Le.addPlugin(new Dt()), n.enable(), n.addEventListener("changed", () => { s == null || s.call(i); }), i.addEventListener("model-visibility", (r) => { r.detail.visible && (s == null || s.call(i)); }), i.addEventListener("load", () => { o(); }), () => { n.disable(); }; } return null; } class Dt { constructor() { d(this, "_didWarnAboutMissingUrl", !1); } onBeforeUpdateLOD(t, e, s, o) { this.tryParseMeshLOD(e, o), this.tryParseTextureLOD(e, o); } getUrl(t) { if (!t) return null; let e = t.getAttribute("src"); return e || (e = t.src), e || (this._didWarnAboutMissingUrl || console.warn("No url found in modelviewer", t), this._didWarnAboutMissingUrl = !0), e; } tryGetCurrentGLTF(t) { return t._currentGLTF; } tryGetCurrentModelViewer(t) { return t.element; } tryParseTextureLOD(t, e) { if (e[ge] == !0) return; e[ge] = !0; const s = this.tryGetCurrentGLTF(t), o = this.tryGetCurrentModelViewer(t), n = this.getUrl(o); if (n && s && e.material) { let r = function(l) { var c, h, g; if (l[ge] == !0) return; l[ge] = !0, l.userData && (l.userData.LOD = -1); const u = Object.keys(l); for (let v = 0; v < u.length; v++) { const b = u[v], M = l[b]; if ((M == null ? void 0 : M.isTexture) === !0) { const U = (h = (c = M.userData) == null ? void 0 : c.associations) == null ? void 0 : h.textures; if (U == null) continue; const W = s.parser.json.textures[U]; if (!W) { console.warn("Texture data not found for texture index " + U); continue; } if ((g = W == null ? void 0 : W.extensions) != null && g[K]) { const w = W.extensions[K]; w && n && z.registerTexture(n, M, w.lods.length, U, w); } } } }; const a = e.material; if (Array.isArray(a)) for (const l of a) r(l); else r(a); } } tryParseMeshLOD(t, e) { var r, a; if (e[Re] == !0) return; e[Re] = !0; const s = this.tryGetCurrentModelViewer(t), o = this.getUrl(s); if (!o) return; const n = (a = (r = e.userData) == null ? void 0 : r.gltfExtensions) == null ? void 0 : a[K]; if (n && o) { const l = e.uuid; z.registerMesh(o, l, e, 0, n.lods.length, n); } } } function Mt(i, t, e, s) { Fe(t), Ne(e), ze(e, { progressive: !0, ...s == null ? void 0 : s.hints }), e.register((n) => new z(n, i)); const o = Le.get(t); return (s == null ? void 0 : s.enableLODsManager) !== !1 && o.enable(), o; } We(); if (!dt) { const i = { gltfProgressive: { useNeedleProgressive: Mt, LODsManager: Le, configureLoader: ze, getRaycastMesh: ue, useRaycastMeshes: ht } }; if (!globalThis.Needle) globalThis.Needle = i; else for (const t in i) globalThis.Needle[t] = i[t]; } export { Le as LODsManager, z as NEEDLE_progressive, Ne as addDracoAndKTX2Loaders, ze as configureLoader, Fe as createLoaders, ue as getRaycastMesh, it as setDracoDecoderLocation, at as setKTX2TranscoderLocation };