lume
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text/typescript
import 'element-behaviors'
import {createEffect, createMemo, onCleanup, untrack} from 'solid-js'
import {attribute, booleanAttribute, stringAttribute} from '@lume/element'
import {Scene} from 'three/src/scenes/Scene.js'
import {DRACOLoader} from 'three/examples/jsm/loaders/DRACOLoader.js'
import {GLTFLoader, type GLTF} from 'three/examples/jsm/loaders/GLTFLoader.js'
import {Box3} from 'three/src/math/Box3.js'
import {Vector3} from 'three/src/math/Vector3.js'
import {disposeObjectTree} from '../../../utils/three.js'
import {behavior} from '../../Behavior.js'
import {receiver} from '../../PropReceiver.js'
import {Events} from '../../../core/Events.js'
import {RenderableBehavior} from '../../RenderableBehavior.js'
/**
* The recommended CDN for retrieving Draco decoder files.
* More info: https://github.com/google/draco#wasm-and-javascript-decoders
*/
const defaultDracoDecoder = 'https://www.gstatic.com/draco/v1/decoders/'
/** One DRACOLoader per draco decoder URL. */
let dracoLoaders = new Map<string, {count: number; dracoLoader: DRACOLoader}>()
export type GltfModelBehaviorAttributes = 'src' | 'dracoDecoder' | 'centerGeometry'
export
class GltfModelBehavior extends RenderableBehavior {
/** @property {string | null} src - Path to a `.gltf` or `.glb` file. */
src: string | null = ''
/**
* @property {string | null} dracoDecoder -
*
* `attribute`
*
* Path to the draco decoder that
* will unpack decode compressed assets of the GLTF file. This does not need
* to be supplied unless you explicitly know you need it.
*/
dracoDecoder = defaultDracoDecoder
/**
* @property {boolean} centerGeometry -
*
* `attribute`
*
* When `true`, all geometry of the
* loaded model will be centered at the local origin.
*
* Note, changing this value at runtime is expensive because the whole model
* will be re-created. We improve this by tracking the initial center
* position to revert to when centerGeometry goes back to `false` (PRs
* welcome!).
*/
centerGeometry = false
loader = new GLTFLoader()
model: GLTF | null = null
// This is incremented any time we need to cancel a pending load() (f.e. on
// src change, or on disconnect), so that the loader will ignore the
// result when a version change has happened.
#version = 0
override connectedCallback() {
super.connectedCallback()
this.createEffect(() => {
const decoderPath = createMemo(() => this.dracoDecoder)
createEffect(() => {
if (!decoderPath()) return
const dracoLoader = getDracoLoader(decoderPath())
this.loader.dracoLoader = dracoLoader
onCleanup(() => {
disposeDracoLoader(decoderPath())
this.loader.dracoLoader = null
})
})
// Use memos to avoid effect re-runs triggered by same-value
// changes, or else models may be loaded multiple times (expensive).
const gltfPath = createMemo(() => this.src)
const center = createMemo(() => this.centerGeometry)
createEffect(() => {
gltfPath()
decoderPath()
center()
untrack(() => this.#loadModel())
onCleanup(() => {
if (this.model) disposeObjectTree(this.model.scene)
this.model = null
// Increment this in case the loader is still loading, so it will ignore the result.
this.#version++
})
})
})
}
#loadModel() {
const {src} = this
const version = this.#version
if (!src) return
// In the following gltfLoader.load() callbacks, if #version doesn't
// match, it means this.src or this.dracoDecoder changed while
// a previous model was loading, in which case we ignore that
// result and wait for the next model to load.
this.loader.load(
src,
model => version == this.#version && this.#setModel(model),
progress => version == this.#version && this.element.emit(Events.PROGRESS, progress),
error => version == this.#version && this.#onError(error),
)
}
#onError(error: unknown) {
const message = `Failed to load ${this.element.tagName.toLowerCase()} with src "${this.src}" and dracoDecoder "${
this.dracoDecoder
}". See the following error.`
console.warn(message)
const err = error instanceof ErrorEvent && error.error ? error.error : error
console.error(err)
this.element.emit(Events.MODEL_ERROR, err)
}
#setModel(model: GLTF) {
this.model = model
model.scene = model.scene || new Scene().add(...model.scenes)
if (this.centerGeometry) {
const box = new Box3()
box.setFromObject(model.scene)
const center = new Vector3()
box.getCenter(center)
model.scene.position.copy(center.negate())
}
this.element.three.add(model.scene)
this.element.emit(Events.MODEL_LOAD, {format: 'gltf', model})
this.element.needsUpdate()
}
}
if (globalThis.window?.document && !elementBehaviors.has('gltf-model'))
elementBehaviors.define('gltf-model', GltfModelBehavior)
function getDracoLoader(url: string) {
let dracoLoader: DRACOLoader
if (!dracoLoaders.has(url)) {
dracoLoader = new DRACOLoader()
dracoLoader.setDecoderPath(url)
dracoLoaders.set(url, {count: 1, dracoLoader})
} else {
const ref = dracoLoaders.get(url)!
ref.count++
dracoLoader = ref.dracoLoader
}
return dracoLoader
}
function disposeDracoLoader(url: string) {
if (!dracoLoaders.has(url)) return
const ref = dracoLoaders.get(url)!
ref.count--
if (!ref.count) {
ref.dracoLoader.dispose()
dracoLoaders.delete(url)
}
}