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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 __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; import { AssetReference } from "../engine/engine_addressables.js"; import { InstantiateOptions } from "../engine/engine_gameobject.js"; import { InstantiateIdProvider } from "../engine/engine_networking_instantiate.js"; import { serializable } from "../engine/engine_serialization_decorator.js"; import { getParam } from "../engine/engine_utils.js"; import { Behaviour } from "../engine-components/Component.js"; const debug = getParam("debugnestedgltf"); /** The nested gltf is a component that is used to load a gltf file when the component becomes active (start) * It will load the gltf file and instantiate it as a child of the parent of the GameObject that has this component */ export class NestedGltf extends Behaviour { /** * A reference to the gltf file that should be loaded */ filePath; /** * EXPERIMENTAL for cloud asset loading */ loadAssetInParent = true; _isLoadingOrDoneLoading = false; /** Register a callback that will be called when the progress of the loading changes */ listenToProgress(evt) { this.filePath?.beginListenDownload(evt); } /** Begin loading the referenced gltf file in filePath */ preload() { this.filePath?.preload(); } /** @internal */ async start() { if (this._isLoadingOrDoneLoading) return; if (debug) console.log(this, this.guid); const parent = this.gameObject.parent; if (parent) { this._isLoadingOrDoneLoading = true; const opts = new InstantiateOptions(); // we need to provide stable guids for creating nested gltfs opts.idProvider = new InstantiateIdProvider(this.hash(this.guid)); opts.parent = this.loadAssetInParent !== false ? parent : this.gameObject; this.gameObject.updateMatrix(); const matrix = this.gameObject.matrix; if (debug) console.log("Load nested:", this.filePath?.url ?? this.filePath, this.gameObject.position); const res = await this.filePath?.instantiate?.call(this.filePath, opts); if (debug) console.log("Nested loaded:", this.filePath?.url ?? this.filePath, res); if (res && this.loadAssetInParent !== false) { res.matrixAutoUpdate = false; res.matrix.identity(); res.applyMatrix4(matrix); res.matrixAutoUpdate = true; res.layers.disableAll(); res.layers.set(this.layer); this.dispatchEvent(new CustomEvent("loaded", { detail: { instance: res, assetReference: this.filePath } })); } if (debug) console.log("Nested loading done:", this.filePath?.url ?? this.filePath, res); } } /** @internal */ onDestroy() { // When the NestedGLTF gets destroyed we assume the loaded glTF is also destroyed // meaning the resources, textures etc are disposed // When this NestedGLTF would now be loaded again the AssetReference would still be in the loaded state // so it would instantiate without textures etc... // Perhaps we want to add a dispose callback or event method too? // Somehow we have to clean the AssetReference state this.filePath?.unload(); } hash(str) { let hash = 0; for (let i = 0; i < str.length; i++) { hash = str.charCodeAt(i) + ((hash << 5) - hash); } return hash; } } __decorate([ serializable(AssetReference) ], NestedGltf.prototype, "filePath", void 0); //# sourceMappingURL=NestedGltf.js.map