bridge.js 15 KB

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