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