@@ -597,6 +597,7 @@
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this.addressables?.dispose();
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this.lightmaps?.clear();
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this.physics?.engine?.clearCaches();
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+
this.lodsManager.disable();
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if (!this.isManagedExternally) {
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if (this.renderer) {
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@@ -59,7 +59,12 @@
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this._lodsManager.enable();
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}
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+
disable() {
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this._lodsManager?.disable();
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_LODsManager.removePlugin(this);
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}
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+
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/** @internal */
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onAfterUpdatedLOD(_renderer: WebGLRenderer, _scene: Scene, camera: Camera, mesh: Mesh, level: LOD_Results): void {
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if (debug) this.onRenderDebug(camera, mesh, level);
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@@ -306,7 +306,6 @@
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console.warn("could not find object that was instantiated: " + model.guid);
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return;
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}
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-
console.log(obj);
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const options = new InstantiateOptions();
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if (model.position)
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options.position = new Vector3(model.position.x, model.position.y, model.position.z);
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@@ -98,6 +98,7 @@
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await getLoader().createBuiltinComponents(context, gltfId, gltf, seed, componentsExtension);
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}
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+
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export async function createLoader(url: string, context: Context): Promise<GLTFLoader | FBXLoader | USDZLoader | OBJLoader | null> {
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const type = await tryDetermineFileTypeFromURL(url) || "unknown";
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@@ -331,7 +332,7 @@
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if ((result as Object3D)?.isObject3D) {
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const obj = result as Object3D;
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-
if (loader instanceof FBXLoader) {
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+
if (loader instanceof FBXLoader || loader instanceof OBJLoader) {
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obj.traverse((child) => {
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const mesh = child as Mesh;
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@@ -341,18 +342,18 @@
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}
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});
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}
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-
else if (loader instanceof OBJLoader) {
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+
// else if (loader instanceof OBJLoader) {
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-
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+
// obj.traverse(_child => {
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-
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// // TODO: Needs testing
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-
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+
// // if (!(child instanceof Mesh)) return;
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-
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+
// // child.material = new MeshStandardMaterial();
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-
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-
}
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// });
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// }
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}
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@@ -17,6 +17,11 @@
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@serializable(AssetReference)
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filePath?: AssetReference;
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+
/**
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21
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+
* EXPERIMENTAL for cloud asset loading
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+
*/
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+
loadAssetInParent = true;
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+
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private _isLoadingOrDoneLoading: boolean = false;
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/** Register a callback that will be called when the progress of the loading changes */
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@@ -40,13 +45,13 @@
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40
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const opts = new InstantiateOptions();
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// we need to provide stable guids for creating nested gltfs
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opts.idProvider = new InstantiateIdProvider(this.hash(this.guid));
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43
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-
opts.parent = parent;
|
48
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+
opts.parent = this.loadAssetInParent !== false ? parent : this.gameObject;
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this.gameObject.updateMatrix();
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45
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const matrix = this.gameObject.matrix;
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46
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if (debug) console.log("Load nested:", this.filePath?.url ?? this.filePath, this.gameObject.position);
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47
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const res = await this.filePath?.instantiate?.call(this.filePath, opts);
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if (debug) console.log("Nested loaded:", this.filePath?.url ?? this.filePath, res);
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-
if (res) {
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54
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+
if (res && this.loadAssetInParent !== false) {
|
50
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res.matrixAutoUpdate = false;
|
51
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res.matrix.identity();
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52
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res.applyMatrix4(matrix);
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