bridge.js 14 KB

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