bridge.js 11 KB

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  1. /**
  2. * This script injected by the installed three.js developer
  3. * tools extension.
  4. */
  5. // Only initialize if not already initialized
  6. if (!window.__THREE_DEVTOOLS__) {
  7. // Create our custom EventTarget with logging
  8. class DevToolsEventTarget extends EventTarget {
  9. constructor() {
  10. super();
  11. this._ready = false;
  12. this._backlog = [];
  13. this.objects = new Map();
  14. }
  15. addEventListener(type, listener, options) {
  16. super.addEventListener(type, listener, options);
  17. // If this is the first listener for a type, and we have backlogged events,
  18. // check if we should process them
  19. if (type !== 'devtools-ready' && this._backlog.length > 0) {
  20. this.dispatchEvent(new CustomEvent('devtools-ready'));
  21. }
  22. }
  23. dispatchEvent(event) {
  24. if (this._ready || event.type === 'devtools-ready') {
  25. if (event.type === 'devtools-ready') {
  26. this._ready = true;
  27. const backlog = this._backlog;
  28. this._backlog = [];
  29. backlog.forEach(e => super.dispatchEvent(e));
  30. }
  31. return super.dispatchEvent(event);
  32. } else {
  33. this._backlog.push(event);
  34. return false; // Return false to indicate synchronous handling
  35. }
  36. }
  37. reset() {
  38. // console.log('DevTools: Resetting state');
  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: 'WebGLRenderer',
  68. name: '',
  69. properties: getRendererProperties(renderer)
  70. };
  71. return data;
  72. } catch (error) {
  73. console.warn('DevTools: Error getting renderer data:', error);
  74. return null;
  75. }
  76. }
  77. // Function to get object hierarchy
  78. function getObjectData(obj) {
  79. try {
  80. // Special case for WebGLRenderer
  81. if (obj.isWebGLRenderer === true) {
  82. return getRendererData(obj);
  83. }
  84. // Special case for InstancedMesh
  85. let type = obj.isInstancedMesh ? 'InstancedMesh' : obj.type || obj.constructor.name;
  86. // Get descriptive name for the object
  87. let name = obj.name || type || obj.constructor.name;
  88. if (obj.isMesh) {
  89. const geoType = obj.geometry ? obj.geometry.type : 'Unknown';
  90. const matType = obj.material ?
  91. (Array.isArray(obj.material) ?
  92. obj.material.map(m => m.type).join(', ') :
  93. obj.material.type) :
  94. 'Unknown';
  95. if (obj.isInstancedMesh) {
  96. name = `${name} [${obj.count}]`;
  97. }
  98. name = `${name} <span class="object-details">${geoType} ${matType}</span>`;
  99. }
  100. const data = {
  101. uuid: obj.uuid,
  102. name: name,
  103. type: type,
  104. visible: obj.visible !== undefined ? obj.visible : true,
  105. isScene: obj.isScene === true,
  106. isObject3D: obj.isObject3D === true,
  107. isCamera: obj.isCamera === true,
  108. isLight: obj.isLight === true,
  109. isMesh: obj.isMesh === true,
  110. isInstancedMesh: obj.isInstancedMesh === true,
  111. parent: obj.parent ? obj.parent.uuid : null,
  112. children: obj.children ? obj.children.map(child => child.uuid) : []
  113. };
  114. return data;
  115. } catch (error) {
  116. console.warn('DevTools: Error getting object data:', error);
  117. return null;
  118. }
  119. }
  120. // Generate a UUID for objects that don't have one
  121. function generateUUID() {
  122. const array = new Uint8Array(16);
  123. crypto.getRandomValues(array);
  124. array[6] = (array[6] & 0x0f) | 0x40; // Set version to 4
  125. array[8] = (array[8] & 0x3f) | 0x80; // Set variant to 10
  126. return [...array].map((b, i) => (i === 4 || i === 6 || i === 8 || i === 10 ? '-' : '') + b.toString(16).padStart(2, '0')).join('');
  127. }
  128. // Listen for Three.js registration
  129. devTools.addEventListener('register', (event) => {
  130. // console.log('DevTools: Three.js registered with revision:', event.detail.revision);
  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. // Handle Renderers individually
  149. if (obj.isWebGLRenderer) {
  150. const data = getObjectData(obj);
  151. if (data) {
  152. data.properties = getRendererProperties(obj);
  153. observedRenderers.push(obj);
  154. devTools.objects.set(obj.uuid, data); // Store locally
  155. dispatchEvent('renderer', data);
  156. }
  157. }
  158. // Handle Scenes via batch
  159. else if (obj.isScene) {
  160. // Don't add scene to devTools.objects here yet, batch will handle it
  161. observedScenes.push(obj); // Track the scene object
  162. const batchObjects = [];
  163. const processedUUIDs = new Set();
  164. function traverseForBatch(currentObj) {
  165. if (!currentObj || !currentObj.uuid || processedUUIDs.has(currentObj.uuid)) return;
  166. processedUUIDs.add(currentObj.uuid);
  167. const objectData = getObjectData(currentObj);
  168. if (objectData) {
  169. batchObjects.push(objectData);
  170. devTools.objects.set(currentObj.uuid, objectData); // Update local cache during batch creation
  171. }
  172. // Process children
  173. if (currentObj.children && Array.isArray(currentObj.children)) {
  174. currentObj.children.forEach(child => traverseForBatch(child));
  175. }
  176. }
  177. traverseForBatch(obj); // Start traversal from the scene
  178. dispatchEvent('scene', { sceneUuid: obj.uuid, objects: batchObjects });
  179. }
  180. });
  181. // Function to get renderer properties
  182. function getRendererProperties(renderer) {
  183. return {
  184. width: renderer.domElement ? renderer.domElement.clientWidth : 0,
  185. height: renderer.domElement ? renderer.domElement.clientHeight : 0,
  186. info: {
  187. render: {
  188. frame: renderer.info.render.frame,
  189. calls: renderer.info.render.calls,
  190. triangles: renderer.info.render.triangles,
  191. points: renderer.info.render.points,
  192. lines: renderer.info.render.lines,
  193. geometries: renderer.info.render.geometries,
  194. sprites: renderer.info.render.sprites
  195. },
  196. memory: {
  197. geometries: renderer.info.memory.geometries,
  198. textures: renderer.info.memory.textures,
  199. programs: renderer.info.programs ? renderer.info.programs.length : 0,
  200. renderLists: renderer.info.memory.renderLists,
  201. renderTargets: renderer.info.memory.renderTargets
  202. }
  203. }
  204. };
  205. }
  206. // Start periodic renderer checks
  207. // console.log('DevTools: Starting periodic renderer checks');
  208. // Function to check if bridge is available
  209. function checkBridgeAvailability() {
  210. const hasDevTools = window.hasOwnProperty('__THREE_DEVTOOLS__');
  211. const devToolsValue = window.__THREE_DEVTOOLS__;
  212. // If we have devtools and we're interactive or complete, trigger ready
  213. if (hasDevTools && devToolsValue && (document.readyState === 'interactive' || document.readyState === 'complete')) {
  214. devTools.dispatchEvent(new CustomEvent('devtools-ready'));
  215. }
  216. }
  217. // Watch for readyState changes
  218. document.addEventListener('readystatechange', () => {
  219. if (document.readyState === 'loading') {
  220. devTools.reset();
  221. }
  222. checkBridgeAvailability();
  223. });
  224. // Watch for page unload to reset state
  225. window.addEventListener('beforeunload', () => {
  226. devTools.reset();
  227. });
  228. // Listen for messages from the content script
  229. window.addEventListener('message', function(event) {
  230. // Only accept messages from the same frame
  231. if (event.source !== window) return;
  232. const message = event.data;
  233. if (!message || message.id !== 'three-devtools') return;
  234. // Handle request for initial state from panel
  235. if ( message.name === 'request-state' ) {
  236. sendState();
  237. }
  238. });
  239. function sendState() {
  240. // Send current renderers
  241. for (const observedRenderer of observedRenderers) {
  242. const data = getObjectData(observedRenderer);
  243. if (data) {
  244. data.properties = getRendererProperties(observedRenderer);
  245. dispatchEvent('renderer', data);
  246. }
  247. }
  248. // Send current scenes
  249. for (const observedScene of observedScenes) {
  250. reloadSceneObjects(observedScene);
  251. }
  252. }
  253. function dispatchEvent(type, detail) {
  254. try {
  255. window.postMessage({
  256. id: 'three-devtools',
  257. type: type,
  258. detail: detail
  259. }, '*');
  260. } catch (error) {
  261. // If we get an "Extension context invalidated" error, stop all monitoring
  262. if (error.message.includes('Extension context invalidated')) {
  263. console.log('DevTools: Extension context invalidated, stopping monitoring');
  264. devTools.reset();
  265. return;
  266. }
  267. console.warn('DevTools: Error dispatching event:', error);
  268. }
  269. }
  270. // Function to manually reload scene objects
  271. function reloadSceneObjects(scene) {
  272. const batchObjects = [];
  273. // Recursively observe all objects, collect data, update local cache
  274. function observeAndBatchObject(object) {
  275. if (!object || !object.uuid) return; // Simplified check
  276. // console.log('DevTools: Processing object during reload:', object.type || object.constructor.name, object.uuid);
  277. // Get object data
  278. const objectData = getObjectData(object);
  279. if (objectData) {
  280. batchObjects.push(objectData); // Add to batch
  281. // Update or add to local cache immediately
  282. devTools.objects.set(object.uuid, objectData);
  283. }
  284. // Process children recursively
  285. if (object.children && Array.isArray(object.children)) {
  286. // console.log('DevTools: Processing', object.children.length, 'children of', object.type || object.constructor.name);
  287. object.children.forEach(child => observeAndBatchObject(child));
  288. }
  289. }
  290. // Start traversal from the scene itself
  291. observeAndBatchObject(scene);
  292. // --- Caching Logic ---
  293. const currentObjectCount = batchObjects.length;
  294. const previousObjectCount = sceneObjectCountCache.get(scene.uuid);
  295. if (currentObjectCount !== previousObjectCount) {
  296. console.log(`DevTools: Scene ${scene.uuid} count changed (${previousObjectCount} -> ${currentObjectCount}), dispatching update.`);
  297. // Dispatch the batch update for the panel as 'scene'
  298. dispatchEvent('scene', { sceneUuid: scene.uuid, objects: batchObjects });
  299. // Update the cache
  300. sceneObjectCountCache.set(scene.uuid, currentObjectCount);
  301. } else {
  302. // console.log(`DevTools: Scene ${scene.uuid} count unchanged (${currentObjectCount}), skipping dispatch.`);
  303. }
  304. }
  305. }
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