bridge.js 12 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. // console.log('DevTools: Resetting state');
  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. // Function to get renderer data
  64. function getRendererData( renderer ) {
  65. try {
  66. const data = {
  67. uuid: renderer.uuid || generateUUID(),
  68. type: renderer.isWebGLRenderer ? 'WebGLRenderer' : 'WebGPURenderer',
  69. name: '',
  70. properties: getRendererProperties( renderer )
  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. // console.log('DevTools: Three.js registered with revision:', event.detail.revision);
  132. dispatchEvent( 'register', event.detail );
  133. } );
  134. // Listen for object observations
  135. devTools.addEventListener( 'observe', ( event ) => {
  136. const obj = event.detail;
  137. if ( ! obj ) {
  138. console.warn( 'DevTools: Received observe event with null/undefined detail' );
  139. return;
  140. }
  141. // Generate UUID if needed
  142. if ( ! obj.uuid ) {
  143. obj.uuid = generateUUID();
  144. }
  145. // Skip if already registered (essential to prevent loops with batching)
  146. if ( devTools.objects.has( obj.uuid ) ) {
  147. return;
  148. }
  149. if ( obj.isWebGLRenderer || obj.isWebGPURenderer ) {
  150. const data = getObjectData( obj );
  151. if ( data ) {
  152. data.properties = getRendererProperties( obj );
  153. observedRenderers.push( obj );
  154. devTools.objects.set( obj.uuid, data );
  155. dispatchEvent( 'renderer', data );
  156. }
  157. } else if ( obj.isScene ) {
  158. observedScenes.push( obj );
  159. const batchObjects = [];
  160. const processedUUIDs = new Set();
  161. function traverseForBatch( currentObj ) {
  162. if ( ! currentObj || ! currentObj.uuid || processedUUIDs.has( currentObj.uuid ) ) return;
  163. processedUUIDs.add( currentObj.uuid );
  164. const objectData = getObjectData( currentObj );
  165. if ( objectData ) {
  166. batchObjects.push( objectData );
  167. devTools.objects.set( currentObj.uuid, objectData ); // Update local cache during batch creation
  168. }
  169. // Process children
  170. if ( currentObj.children && Array.isArray( currentObj.children ) ) {
  171. currentObj.children.forEach( child => traverseForBatch( child ) );
  172. }
  173. }
  174. traverseForBatch( obj ); // Start traversal from the scene
  175. dispatchEvent( 'scene', { sceneUuid: obj.uuid, objects: batchObjects } );
  176. }
  177. } );
  178. // Function to get renderer properties
  179. function getRendererProperties( renderer ) {
  180. const parameters = renderer.getContextAttributes ? renderer.getContextAttributes() : {};
  181. return {
  182. width: renderer.domElement ? renderer.domElement.clientWidth : 0,
  183. height: renderer.domElement ? renderer.domElement.clientHeight : 0,
  184. alpha: parameters.alpha || false,
  185. antialias: parameters.antialias || false,
  186. outputColorSpace: renderer.outputColorSpace,
  187. toneMapping: renderer.toneMapping,
  188. toneMappingExposure: renderer.toneMappingExposure !== undefined ? renderer.toneMappingExposure : 1,
  189. shadows: renderer.shadowMap ? renderer.shadowMap.enabled : false,
  190. autoClear: renderer.autoClear,
  191. autoClearColor: renderer.autoClearColor,
  192. autoClearDepth: renderer.autoClearDepth,
  193. autoClearStencil: renderer.autoClearStencil,
  194. localClipping: renderer.localClippingEnabled,
  195. physicallyCorrectLights: renderer.physicallyCorrectLights || false, // Assuming false is default if undefined
  196. info: {
  197. render: {
  198. frame: renderer.info.render.frame,
  199. calls: renderer.info.render.calls,
  200. triangles: renderer.info.render.triangles,
  201. points: renderer.info.render.points,
  202. lines: renderer.info.render.lines,
  203. geometries: renderer.info.render.geometries,
  204. sprites: renderer.info.render.sprites
  205. },
  206. memory: {
  207. geometries: renderer.info.memory.geometries,
  208. textures: renderer.info.memory.textures,
  209. programs: renderer.info.programs ? renderer.info.programs.length : 0,
  210. renderLists: renderer.info.memory.renderLists,
  211. renderTargets: renderer.info.memory.renderTargets
  212. }
  213. }
  214. };
  215. }
  216. // Start periodic renderer checks
  217. // console.log('DevTools: Starting periodic renderer checks');
  218. // Function to check if bridge is available
  219. function checkBridgeAvailability() {
  220. const hasDevTools = window.hasOwnProperty( '__THREE_DEVTOOLS__' );
  221. const devToolsValue = window.__THREE_DEVTOOLS__;
  222. // If we have devtools and we're interactive or complete, trigger ready
  223. if ( hasDevTools && devToolsValue && ( document.readyState === 'interactive' || document.readyState === 'complete' ) ) {
  224. devTools.dispatchEvent( new CustomEvent( 'devtools-ready' ) );
  225. }
  226. }
  227. // Watch for readyState changes
  228. document.addEventListener( 'readystatechange', () => {
  229. if ( document.readyState === 'loading' ) {
  230. devTools.reset();
  231. }
  232. checkBridgeAvailability();
  233. } );
  234. // Watch for page unload to reset state
  235. window.addEventListener( 'beforeunload', () => {
  236. devTools.reset();
  237. } );
  238. // Listen for messages from the content script
  239. window.addEventListener( 'message', function ( event ) {
  240. // Only accept messages from the same frame
  241. if ( event.source !== window ) return;
  242. const message = event.data;
  243. if ( ! message || message.id !== 'three-devtools' ) return;
  244. // Handle request for initial state from panel
  245. if ( message.name === 'request-state' ) {
  246. sendState();
  247. }
  248. } );
  249. function sendState() {
  250. // Send current renderers
  251. for ( const observedRenderer of observedRenderers ) {
  252. const data = getObjectData( observedRenderer );
  253. if ( data ) {
  254. data.properties = getRendererProperties( observedRenderer );
  255. dispatchEvent( 'renderer', data );
  256. }
  257. }
  258. // Send current scenes
  259. for ( const observedScene of observedScenes ) {
  260. reloadSceneObjects( observedScene );
  261. }
  262. }
  263. function dispatchEvent( name, detail ) {
  264. try {
  265. window.postMessage( {
  266. id: 'three-devtools',
  267. name: name,
  268. detail: detail
  269. }, '*' );
  270. } catch ( error ) {
  271. // If we get an "Extension context invalidated" error, stop all monitoring
  272. if ( error.message.includes( 'Extension context invalidated' ) ) {
  273. console.log( 'DevTools: Extension context invalidated, stopping monitoring' );
  274. devTools.reset();
  275. return;
  276. }
  277. console.warn( 'DevTools: Error dispatching event:', error );
  278. }
  279. }
  280. // Function to manually reload scene objects
  281. function reloadSceneObjects( scene ) {
  282. const batchObjects = [];
  283. // Recursively observe all objects, collect data, update local cache
  284. function observeAndBatchObject( object ) {
  285. if ( ! object || ! object.uuid ) return; // Simplified check
  286. // console.log('DevTools: Processing object during reload:', object.type || object.constructor.name, object.uuid);
  287. // Get object data
  288. const objectData = getObjectData( object );
  289. if ( objectData ) {
  290. batchObjects.push( objectData ); // Add to batch
  291. // Update or add to local cache immediately
  292. devTools.objects.set( object.uuid, objectData );
  293. }
  294. // Process children recursively
  295. if ( object.children && Array.isArray( object.children ) ) {
  296. // console.log('DevTools: Processing', object.children.length, 'children of', object.type || object.constructor.name);
  297. object.children.forEach( child => observeAndBatchObject( child ) );
  298. }
  299. }
  300. // Start traversal from the scene itself
  301. observeAndBatchObject( scene );
  302. // --- Caching Logic ---
  303. const currentObjectCount = batchObjects.length;
  304. const previousObjectCount = sceneObjectCountCache.get( scene.uuid );
  305. if ( currentObjectCount !== previousObjectCount ) {
  306. console.log( `DevTools: Scene ${scene.uuid} count changed (${previousObjectCount} -> ${currentObjectCount}), dispatching update.` );
  307. // Dispatch the batch update for the panel as 'scene'
  308. dispatchEvent( 'scene', { sceneUuid: scene.uuid, objects: batchObjects } );
  309. // Update the cache
  310. sceneObjectCountCache.set( scene.uuid, currentObjectCount );
  311. } else {
  312. // console.log(`DevTools: Scene ${scene.uuid} count unchanged (${currentObjectCount}), skipping dispatch.`);
  313. }
  314. }
  315. }
  316. } )();
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