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