@@ -17,6 +17,8 @@
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const audioSources = GameObject.getComponents(object, AudioSource);
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if (audioSources.length) {
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for (const audioSource of audioSources) {
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+
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if (!audioSource.clip) continue;
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// do nothing if this audio source is not set to play on awake -
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// should be controlled via PlayAudioOnClick instead then.
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@@ -5,7 +5,7 @@
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6
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const debug = getParam("debugdebug");
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-
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+
let hide = getParam("noerrors");
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9
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const arContainerClassName = "ar";
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const globalErrorContainerKey = "needle_engine_global_error_container";
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@@ -21,6 +21,11 @@
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return errorCount;
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}
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/** Set false to prevent overlay messages from being shown */
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export function setAllowOverlayMessages(allow: boolean) {
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hide = !allow;
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}
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export function makeErrorsVisibleForDevelopment() {
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if (hide) return;
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const isLocal = isLocalNetwork();
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@@ -1,9 +1,9 @@
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1
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-
import { addLog, LogType } from "./debug_overlay";
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1
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+
import { addLog, LogType, setAllowOverlayMessages } from "./debug_overlay";
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import { showDebugConsole } from "./debug_console";
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import { isLocalNetwork } from "../engine_networking_utils";
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export { showDebugConsole }
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6
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-
export { LogType };
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6
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+
export { LogType, setAllowOverlayMessages };
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/** Displays a debug message on screen for a certain amount of time */
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export function showBalloonMessage(text: string, logType: LogType = LogType.Log) {
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@@ -59,6 +59,8 @@
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export type ProgressCallback = (asset: AssetReference, prog: ProgressEvent) => void;
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const $assetReference = Symbol("assetReference");
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export class AssetReference {
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static getOrCreate(sourceId: SourceIdentifier, url: string, context: Context): AssetReference {
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@@ -191,6 +193,16 @@
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this._glbRoot = this.tryGetActualGameObjectRoot(res);
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this._loading = undefined;
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if (res) {
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196
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+
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// Make sure the loaded roots all have a reference to this AssetReference
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198
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// that was originally loading it.
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199
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+
// We need this when the loaded asset is being disposed
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200
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// TODO: we have to prevent disposing resources that are still in use
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201
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+
res[$assetReference] = this;
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202
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+
if (this._glbRoot)
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203
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+
this._glbRoot[$assetReference] = this;
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204
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+
if (this.asset) this.asset[$assetReference] = this;
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+
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// we need to handle the pre_setup callsbacks before instantiating
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// because that is where deserialization happens
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196
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processNewScripts(context);
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@@ -40,9 +40,14 @@
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export function setDisposable(obj: object | null | undefined, disposable: boolean) {
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if (!obj) return;
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obj[$disposable] = disposable;
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43
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-
if(debug) console.warn("Set disposable", disposable, obj);
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+
if (debug) console.warn("Set disposable", disposable, obj);
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}
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45
45
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|
46
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+
const $disposed = Symbol("disposed");
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47
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+
export function isDisposed(obj: object) {
|
48
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+
return obj[$disposed] === true;
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49
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+
}
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50
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+
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46
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/** Recursive disposes all referenced resources by this object. Does not traverse children */
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47
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export function disposeObjectResources(obj: object | null | undefined) {
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48
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if (!obj) return;
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@@ -51,6 +56,8 @@
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51
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return;
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52
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}
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53
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59
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+
obj[$disposed] = true;
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60
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+
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54
61
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if (obj instanceof Scene) {
|
55
62
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disposeObjectResources(obj.environment);
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56
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disposeObjectResources(obj.background);
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@@ -7,7 +7,7 @@
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7
7
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8
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// This is modified by a bundler (e.g. vite)
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9
9
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// Do not edit manually
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10
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-
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10
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+
let NEEDLE_ENGINE_LICENSE_TYPE: string = "basic";
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11
11
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if (debug) console.log("License Type: " + NEEDLE_ENGINE_LICENSE_TYPE)
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12
12
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13
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export function hasProLicense() {
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@@ -36,6 +36,27 @@
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36
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showLicenseInfo(evt.context);
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});
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38
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|
39
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+
let licenseCheckPromise: Promise<void>;
|
40
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+
async function checkLicense() {
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41
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+
if (NEEDLE_ENGINE_LICENSE_TYPE === "basic") {
|
42
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+
try {
|
43
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+
const licenseUrl = "https://engine.needle.tools/licensing/check";
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44
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+
const res = await fetch(licenseUrl);
|
45
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+
if (debug) {
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46
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+
const text = await res.text();
|
47
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+
console.log("\"" + text + "\"\n", res);
|
48
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+
}
|
49
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+
if (res.status === 200) {
|
50
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+
NEEDLE_ENGINE_LICENSE_TYPE = "pro";
|
51
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+
}
|
52
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+
}
|
53
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+
catch (err) {
|
54
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+
if (debug) console.error("License check failed", err);
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55
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+
}
|
56
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+
}
|
57
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+
}
|
58
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+
licenseCheckPromise = checkLicense();
|
59
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+
|
39
60
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async function showLicenseInfo(ctx: IContext) {
|
40
61
|
try {
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41
62
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if (hasCommercialLicense() !== true) return onNonCommercialVersionDetected(ctx);
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@@ -52,7 +73,9 @@
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|
52
73
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const licenseDuration = 5000;
|
53
74
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const licenseDelay = 200;
|
54
75
|
|
55
|
-
function onNonCommercialVersionDetected(ctx: IContext) {
|
76
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+
async function onNonCommercialVersionDetected(ctx: IContext) {
|
77
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+
await licenseCheckPromise;
|
78
|
+
if (hasCommercialLicense()) return;
|
56
79
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logNonCommercialUse();
|
57
80
|
ctx.domElement.addEventListener("ready", () => {
|
58
81
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setTimeout(()=>{
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@@ -47,6 +47,3 @@
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|
47
47
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}
|
48
48
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else console.warn("Threejs is already imported");
|
49
49
|
|
50
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-
|
51
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-
|
52
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-
import "./engine/engine_license";
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@@ -34,7 +34,7 @@
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34
34
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opts.parent = parent;
|
35
35
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this.gameObject.updateMatrix();
|
36
36
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const matrix = this.gameObject.matrix;
|
37
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-
if (debug) console.log("Load nested:", this.filePath?.uri ?? this.filePath, this.gameObject.position)
|
37
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+
if (debug) console.log("Load nested:", this.filePath?.uri ?? this.filePath, this.gameObject.position);
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38
38
|
const res = await this.filePath?.instantiate?.call(this.filePath, opts);
|
39
39
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if (res) {
|
40
40
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res.matrixAutoUpdate = false;
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@@ -44,11 +44,20 @@
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44
44
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res.layers.disableAll();
|
45
45
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res.layers.set(this.layer);
|
46
46
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}
|
47
|
-
this.destroy();
|
48
47
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if (debug) console.log("Nested loading done:", this.filePath?.uri ?? this.filePath, res);
|
49
48
|
}
|
50
49
|
}
|
51
50
|
|
51
|
+
onDestroy(): void {
|
52
|
+
// When the NestedGLTF gets destroyed we assume the loaded glTF is also destroyed
|
53
|
+
// meaning the resources, textures etc are disposed
|
54
|
+
// When this NestedGLTF would now be loaded again the AssetReference would still be in the loaded state
|
55
|
+
// so it would instantiate without textures etc...
|
56
|
+
// Perhaps we want to add a dispose callback or event method too?
|
57
|
+
// Somehow we have to clean the AssetReference state
|
58
|
+
this.filePath?.unload();
|
59
|
+
}
|
60
|
+
|
52
61
|
hash(str: string): number {
|
53
62
|
let hash = 0;
|
54
63
|
for (let i = 0; i < str.length; i++) {
|
@@ -477,7 +477,7 @@
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|
477
477
|
|
478
478
|
if ( canvas ) {
|
479
479
|
|
480
|
-
const blob = await new Promise( resolve => canvas.toBlob( resolve, isRGBA ? 'image/png' : 'image/jpeg',
|
480
|
+
const blob = await new Promise( resolve => canvas.toBlob( resolve, isRGBA ? 'image/png' : 'image/jpeg', 0.95 ) ) as any;
|
481
481
|
files[ `textures/Texture_${id}.${isRGBA ? 'png' : 'jpg'}` ] = new Uint8Array( await blob.arrayBuffer() );
|
482
482
|
|
483
483
|
} else {
|
@@ -788,7 +788,8 @@
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|
788
788
|
|
789
789
|
if ( isImageBitmap( image ) ) {
|
790
790
|
|
791
|
-
|
791
|
+
// max. canvas size on Safari is still 4096x4096
|
792
|
+
const scale = 4096 / Math.max( image.width, image.height );
|
792
793
|
|
793
794
|
const canvas = document.createElement( 'canvas' );
|
794
795
|
canvas.width = image.width * Math.min( 1, scale );
|