bridge.js 16 KB

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  1. /* global MESSAGE_ID, MESSAGE_REQUEST_STATE, MESSAGE_REQUEST_OBJECT_DETAILS, MESSAGE_SCROLL_TO_CANVAS, MESSAGE_HIGHLIGHT_OBJECT, MESSAGE_UNHIGHLIGHT_OBJECT, EVENT_REGISTER, EVENT_OBSERVE, EVENT_RENDERER, EVENT_SCENE, EVENT_SCENE_REMOVED, EVENT_OBJECT_DETAILS, EVENT_DEVTOOLS_READY */
  2. /**
  3. * This script injected by the installed three.js developer
  4. * tools extension.
  5. */
  6. ( function () {
  7. const HIGHLIGHT_OVERLAY_DURATION = 1000;
  8. // Only initialize if not already initialized
  9. if ( ! window.__THREE_DEVTOOLS__ ) {
  10. // Create our custom EventTarget with logging
  11. class DevToolsEventTarget extends EventTarget {
  12. constructor() {
  13. super();
  14. this._ready = false;
  15. this._backlog = [];
  16. this.objects = new Map();
  17. }
  18. addEventListener( type, listener, options ) {
  19. super.addEventListener( type, listener, options );
  20. // If this is the first listener for a type, and we have backlogged events,
  21. // check if we should process them
  22. if ( type !== EVENT_DEVTOOLS_READY && this._backlog.length > 0 ) {
  23. this.dispatchEvent( new CustomEvent( EVENT_DEVTOOLS_READY ) );
  24. }
  25. }
  26. dispatchEvent( event ) {
  27. if ( this._ready || event.type === EVENT_DEVTOOLS_READY ) {
  28. if ( event.type === EVENT_DEVTOOLS_READY ) {
  29. this._ready = true;
  30. const backlog = this._backlog;
  31. this._backlog = [];
  32. backlog.forEach( e => super.dispatchEvent( e ) );
  33. }
  34. return super.dispatchEvent( event );
  35. } else {
  36. this._backlog.push( event );
  37. return false; // Return false to indicate synchronous handling
  38. }
  39. }
  40. reset() {
  41. // Clear objects map
  42. this.objects.clear();
  43. // Clear backlog
  44. this._backlog = [];
  45. // Reset ready state
  46. this._ready = false;
  47. // Clear observed arrays
  48. observedScenes.length = 0;
  49. observedRenderers.length = 0;
  50. sceneObjectCountCache.clear();
  51. sceneEmptyTicks.clear();
  52. removedScenes.clear();
  53. }
  54. }
  55. // Create and expose the __THREE_DEVTOOLS__ object
  56. const devTools = new DevToolsEventTarget();
  57. Object.defineProperty( window, '__THREE_DEVTOOLS__', {
  58. value: devTools,
  59. configurable: false,
  60. enumerable: true,
  61. writable: false
  62. } );
  63. // Declare arrays for tracking observed objects
  64. const observedScenes = [];
  65. const observedRenderers = [];
  66. const sceneObjectCountCache = new Map(); // Cache for object counts per scene
  67. const sceneEmptyTicks = new Map(); // Consecutive sendState ticks each scene has been empty
  68. const removedScenes = new Set(); // Scenes hidden from the panel; tracked so we can resurrect them
  69. const SCENE_EMPTY_TICKS_THRESHOLD = 5; // ~5s at 1s polling — hide empty scene from the panel
  70. // Shared tree traversal function
  71. function traverseObjectTree( rootObject, callback, skipDuplicates = false ) {
  72. const processedUUIDs = skipDuplicates ? new Set() : null;
  73. function traverse( object ) {
  74. if ( ! object || ! object.uuid ) return;
  75. // Skip DevTools highlight objects
  76. if ( object.name === '__THREE_DEVTOOLS_HIGHLIGHT__' ) return;
  77. // Skip if already processed (when duplicate prevention is enabled)
  78. if ( processedUUIDs && processedUUIDs.has( object.uuid ) ) return;
  79. if ( processedUUIDs ) processedUUIDs.add( object.uuid );
  80. // Execute callback for this object
  81. callback( object );
  82. // Process children recursively
  83. if ( object.children && Array.isArray( object.children ) ) {
  84. object.children.forEach( child => traverse( child ) );
  85. }
  86. }
  87. traverse( rootObject );
  88. }
  89. // Function to get renderer data
  90. function getRendererData( renderer ) {
  91. try {
  92. const data = {
  93. uuid: renderer.uuid || generateUUID(),
  94. type: renderer.isWebGLRenderer ? 'WebGLRenderer' : 'WebGPURenderer',
  95. name: '',
  96. properties: getRendererProperties( renderer ),
  97. canvasInDOM: renderer.domElement && document.contains( renderer.domElement )
  98. };
  99. return data;
  100. } catch ( error ) {
  101. console.warn( 'DevTools: Error getting renderer data:', error );
  102. return null;
  103. }
  104. }
  105. // Function to get object hierarchy
  106. function getObjectData( obj ) {
  107. try {
  108. // Special case for WebGLRenderer
  109. if ( obj.isWebGLRenderer === true || obj.isWebGPURenderer === true ) {
  110. return getRendererData( obj );
  111. }
  112. // Special case for InstancedMesh
  113. const type = obj.isInstancedMesh ? 'InstancedMesh' : obj.type || obj.constructor.name;
  114. // Get descriptive name for the object
  115. let name = obj.name || type || obj.constructor.name;
  116. if ( obj.isMesh ) {
  117. const geoType = obj.geometry ? obj.geometry.type : 'Unknown';
  118. const matType = obj.material ?
  119. ( Array.isArray( obj.material ) ?
  120. obj.material.map( m => m.type ).join( ', ' ) :
  121. obj.material.type ) :
  122. 'Unknown';
  123. if ( obj.isInstancedMesh ) {
  124. name = `${name} [${obj.count}]`;
  125. }
  126. name = `${name} <span class="object-details">${geoType} ${matType}</span>`;
  127. }
  128. const data = {
  129. uuid: obj.uuid,
  130. name: name,
  131. type: type,
  132. visible: obj.visible !== undefined ? obj.visible : true,
  133. isScene: obj.isScene === true,
  134. isObject3D: obj.isObject3D === true,
  135. isCamera: obj.isCamera === true,
  136. isLight: obj.isLight === true,
  137. isMesh: obj.isMesh === true,
  138. isInstancedMesh: obj.isInstancedMesh === true,
  139. parent: obj.parent ? obj.parent.uuid : null,
  140. children: obj.children ? obj.children.map( child => child.uuid ) : []
  141. };
  142. return data;
  143. } catch ( error ) {
  144. console.warn( 'DevTools: Error getting object data:', error );
  145. return null;
  146. }
  147. }
  148. // Generate a UUID for objects that don't have one
  149. function generateUUID() {
  150. const array = new Uint8Array( 16 );
  151. crypto.getRandomValues( array );
  152. array[ 6 ] = ( array[ 6 ] & 0x0f ) | 0x40; // Set version to 4
  153. array[ 8 ] = ( array[ 8 ] & 0x3f ) | 0x80; // Set variant to 10
  154. return [ ...array ].map( ( b, i ) => ( i === 4 || i === 6 || i === 8 || i === 10 ? '-' : '' ) + b.toString( 16 ).padStart( 2, '0' ) ).join( '' );
  155. }
  156. // Listen for Three.js registration
  157. devTools.addEventListener( EVENT_REGISTER, ( event ) => {
  158. dispatchEvent( EVENT_REGISTER, event.detail );
  159. } );
  160. // Listen for object observations
  161. devTools.addEventListener( EVENT_OBSERVE, ( event ) => {
  162. const obj = event.detail;
  163. if ( ! obj ) {
  164. console.warn( 'DevTools: Received observe event with null/undefined detail' );
  165. return;
  166. }
  167. // Generate UUID if needed
  168. if ( ! obj.uuid ) {
  169. obj.uuid = generateUUID();
  170. }
  171. // Skip if already registered (essential to prevent loops with batching)
  172. if ( devTools.objects.has( obj.uuid ) ) {
  173. return;
  174. }
  175. if ( obj.isWebGLRenderer || obj.isWebGPURenderer ) {
  176. const data = getObjectData( obj );
  177. if ( data ) {
  178. data.properties = getRendererProperties( obj );
  179. observedRenderers.push( obj );
  180. devTools.objects.set( obj.uuid, data );
  181. dispatchEvent( EVENT_RENDERER, data );
  182. }
  183. } else if ( obj.isScene ) {
  184. observedScenes.push( obj );
  185. const batchObjects = [];
  186. traverseObjectTree( obj, ( currentObj ) => {
  187. const objectData = getObjectData( currentObj );
  188. if ( objectData ) {
  189. batchObjects.push( objectData );
  190. devTools.objects.set( currentObj.uuid, objectData ); // Update local cache during batch creation
  191. }
  192. }, true );
  193. dispatchEvent( EVENT_SCENE, { sceneUuid: obj.uuid, objects: batchObjects } );
  194. }
  195. } );
  196. // Function to get renderer properties
  197. function getRendererProperties( renderer ) {
  198. const parameters = renderer.getContextAttributes ? renderer.getContextAttributes() : {};
  199. return {
  200. width: renderer.domElement ? renderer.domElement.clientWidth : 0,
  201. height: renderer.domElement ? renderer.domElement.clientHeight : 0,
  202. alpha: parameters.alpha || false,
  203. antialias: parameters.antialias || false,
  204. outputColorSpace: renderer.outputColorSpace,
  205. toneMapping: renderer.toneMapping,
  206. toneMappingExposure: renderer.toneMappingExposure !== undefined ? renderer.toneMappingExposure : 1,
  207. shadows: renderer.shadowMap ? renderer.shadowMap.enabled : false,
  208. autoClear: renderer.autoClear,
  209. autoClearColor: renderer.autoClearColor,
  210. autoClearDepth: renderer.autoClearDepth,
  211. autoClearStencil: renderer.autoClearStencil,
  212. localClipping: renderer.localClippingEnabled,
  213. physicallyCorrectLights: renderer.physicallyCorrectLights || false, // Assuming false is default if undefined
  214. info: {
  215. render: {
  216. frame: renderer.info.render.frame,
  217. calls: renderer.isWebGPURenderer ? renderer.info.render.drawCalls : renderer.info.render.calls,
  218. triangles: renderer.info.render.triangles,
  219. points: renderer.info.render.points,
  220. lines: renderer.info.render.lines,
  221. geometries: renderer.info.render.geometries,
  222. sprites: renderer.info.render.sprites
  223. },
  224. memory: {
  225. geometries: renderer.info.memory.geometries,
  226. textures: renderer.info.memory.textures,
  227. programs: renderer.info.programs ? renderer.info.programs.length : 0,
  228. renderLists: renderer.info.memory.renderLists,
  229. renderTargets: renderer.info.memory.renderTargets
  230. }
  231. }
  232. };
  233. }
  234. // Function to check if bridge is available
  235. function checkBridgeAvailability() {
  236. const devToolsValue = window.__THREE_DEVTOOLS__;
  237. // If we have devtools and we're interactive or complete, trigger ready
  238. if ( devToolsValue && ( document.readyState === 'interactive' || document.readyState === 'complete' ) ) {
  239. devTools.dispatchEvent( new CustomEvent( EVENT_DEVTOOLS_READY ) );
  240. }
  241. }
  242. // Watch for readyState changes
  243. document.addEventListener( 'readystatechange', () => {
  244. if ( document.readyState === 'loading' ) {
  245. devTools.reset();
  246. }
  247. checkBridgeAvailability();
  248. } );
  249. // Check if THREE is in the global scope (Old versions)
  250. window.addEventListener( 'load', () => {
  251. if ( window.THREE && window.THREE.REVISION ) {
  252. dispatchEvent( EVENT_REGISTER, { revision: window.THREE.REVISION } );
  253. }
  254. } );
  255. // Watch for page unload to reset state
  256. window.addEventListener( 'beforeunload', () => {
  257. devTools.reset();
  258. } );
  259. // Listen for messages from the content script
  260. window.addEventListener( 'message', function ( event ) {
  261. // Only accept messages from the same frame
  262. if ( event.source !== window ) return;
  263. const message = event.data;
  264. if ( ! message || message.id !== MESSAGE_ID ) return;
  265. // Handle request for initial state from panel
  266. if ( message.name === MESSAGE_REQUEST_STATE ) {
  267. sendState();
  268. } else if ( message.name === MESSAGE_REQUEST_OBJECT_DETAILS ) {
  269. sendObjectDetails( message.uuid );
  270. } else if ( message.name === MESSAGE_SCROLL_TO_CANVAS ) {
  271. scrollToCanvas( message.uuid );
  272. } else if ( message.name === MESSAGE_HIGHLIGHT_OBJECT ) {
  273. devTools.dispatchEvent( new CustomEvent( 'highlight-object', { detail: { uuid: message.uuid } } ) );
  274. } else if ( message.name === MESSAGE_UNHIGHLIGHT_OBJECT ) {
  275. devTools.dispatchEvent( new CustomEvent( 'unhighlight-object' ) );
  276. }
  277. } );
  278. function sendState() {
  279. // Send current renderers
  280. for ( const observedRenderer of observedRenderers ) {
  281. const data = getObjectData( observedRenderer );
  282. if ( data ) {
  283. data.properties = getRendererProperties( observedRenderer );
  284. dispatchEvent( EVENT_RENDERER, data );
  285. }
  286. }
  287. // Send current scenes. Three.js scenes have no dispose() method, so we
  288. // approximate disposal: a scene that has stayed empty for several poll
  289. // cycles is hidden from the panel; if it gains children again, we
  290. // resurrect it (reloadSceneObjects re-dispatches the batch).
  291. for ( const scene of observedScenes ) {
  292. const isEmpty = scene.children.length === 0;
  293. const wasRemoved = removedScenes.has( scene.uuid );
  294. if ( isEmpty ) {
  295. // Already hidden — nothing to send until children come back
  296. if ( wasRemoved ) continue;
  297. const ticks = ( sceneEmptyTicks.get( scene.uuid ) || 0 ) + 1;
  298. if ( ticks >= SCENE_EMPTY_TICKS_THRESHOLD ) {
  299. removedScenes.add( scene.uuid );
  300. sceneEmptyTicks.delete( scene.uuid );
  301. sceneObjectCountCache.delete( scene.uuid );
  302. dispatchEvent( EVENT_SCENE_REMOVED, { uuid: scene.uuid } );
  303. continue;
  304. }
  305. sceneEmptyTicks.set( scene.uuid, ticks );
  306. } else {
  307. sceneEmptyTicks.delete( scene.uuid );
  308. // Repopulated after removal — bring it back into the panel
  309. if ( wasRemoved ) removedScenes.delete( scene.uuid );
  310. }
  311. reloadSceneObjects( scene );
  312. }
  313. }
  314. function findObjectInScenes( uuid ) {
  315. for ( const scene of observedScenes ) {
  316. // Check if we're looking for the scene itself
  317. if ( scene.uuid === uuid ) return scene;
  318. const found = scene.getObjectByProperty( 'uuid', uuid );
  319. if ( found ) return found;
  320. }
  321. return null;
  322. }
  323. // Expose utilities for highlight.js in a clean namespace
  324. devTools.utils = {
  325. findObjectInScenes,
  326. generateUUID
  327. };
  328. // Expose renderers array for highlight.js
  329. devTools.renderers = observedRenderers;
  330. function createHighlightOverlay( targetElement ) {
  331. const overlay = document.createElement( 'div' );
  332. overlay.style.cssText = `
  333. position: absolute;
  334. top: 0;
  335. left: 0;
  336. width: 100%;
  337. height: 100%;
  338. background-color: rgba(0, 122, 204, 0.3);
  339. pointer-events: none;
  340. z-index: 999999;
  341. `;
  342. // Position the overlay relative to the target
  343. const parent = targetElement.parentElement || document.body;
  344. if ( getComputedStyle( parent ).position === 'static' ) {
  345. parent.style.position = 'relative';
  346. }
  347. parent.appendChild( overlay );
  348. // Auto-remove after duration
  349. setTimeout( () => {
  350. if ( overlay.parentElement ) {
  351. overlay.parentElement.removeChild( overlay );
  352. }
  353. }, HIGHLIGHT_OVERLAY_DURATION );
  354. }
  355. function sendObjectDetails( uuid ) {
  356. const object = findObjectInScenes( uuid );
  357. if ( object ) {
  358. const details = {
  359. uuid: object.uuid,
  360. type: object.type,
  361. name: object.name,
  362. position: {
  363. x: object.position.x,
  364. y: object.position.y,
  365. z: object.position.z
  366. },
  367. rotation: {
  368. x: object.rotation.x,
  369. y: object.rotation.y,
  370. z: object.rotation.z
  371. },
  372. scale: {
  373. x: object.scale.x,
  374. y: object.scale.y,
  375. z: object.scale.z
  376. }
  377. };
  378. dispatchEvent( EVENT_OBJECT_DETAILS, details );
  379. }
  380. }
  381. function scrollToCanvas( uuid ) {
  382. let renderer = null;
  383. if ( uuid ) {
  384. // Find the renderer with the given UUID
  385. renderer = observedRenderers.find( r => r.uuid === uuid );
  386. } else {
  387. // If no UUID provided, find the first available renderer whose canvas is in the DOM
  388. renderer = observedRenderers.find( r => r.domElement && document.body.contains( r.domElement ) );
  389. }
  390. if ( renderer ) {
  391. // Scroll the canvas element into view
  392. renderer.domElement.scrollIntoView( {
  393. behavior: 'smooth',
  394. block: 'center',
  395. inline: 'center'
  396. } );
  397. // Add a brief blue overlay flash effect
  398. createHighlightOverlay( renderer.domElement );
  399. }
  400. }
  401. function dispatchEvent( name, detail ) {
  402. try {
  403. window.postMessage( {
  404. id: MESSAGE_ID,
  405. name: name,
  406. detail: detail
  407. }, '*' );
  408. } catch ( error ) {
  409. // If we get an "Extension context invalidated" error, stop all monitoring
  410. if ( error.message.includes( 'Extension context invalidated' ) ) {
  411. console.log( 'DevTools: Extension context invalidated, stopping monitoring' );
  412. devTools.reset();
  413. return;
  414. }
  415. console.warn( 'DevTools: Error dispatching event:', error );
  416. }
  417. }
  418. // Function to manually reload scene objects
  419. function reloadSceneObjects( scene ) {
  420. const batchObjects = [];
  421. traverseObjectTree( scene, ( object ) => {
  422. const objectData = getObjectData( object );
  423. if ( objectData ) {
  424. batchObjects.push( objectData ); // Add to batch
  425. // Update or add to local cache immediately
  426. devTools.objects.set( object.uuid, objectData );
  427. }
  428. } );
  429. // --- Caching Logic ---
  430. const currentObjectCount = batchObjects.length;
  431. const previousObjectCount = sceneObjectCountCache.get( scene.uuid );
  432. if ( currentObjectCount !== previousObjectCount ) {
  433. // Dispatch the batch update for the panel
  434. dispatchEvent( EVENT_SCENE, { sceneUuid: scene.uuid, objects: batchObjects } );
  435. // Update the cache
  436. sceneObjectCountCache.set( scene.uuid, currentObjectCount );
  437. }
  438. }
  439. }
  440. } )();
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