Replace addons with conventional handles
Provide the single-loadout Scene API, SAB-backed meshes, cameras, materials, lights, workers, post effects, and tutorial playgrounds. Batch matching row growth so active GPU loadouts refresh once. Amp-Thread-ID: https://ampcode.com/threads/T-01a01380-b478-77d0-84a0-102880a5c5ae Co-authored-by: Heaust Azure <heaust.azure@gmail.com>
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@@ -0,0 +1,56 @@
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import { Mesh } from "../Mesh";
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import type { Scene } from "../Scene";
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import { PBRMaterial } from "../materials/PBRMaterial";
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let worker: Worker | undefined;
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let nextRequest = 1;
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const pending = new Map<number, { resolve: (value: any) => void; reject: (error: Error) => void }>();
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function importer() {
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if (worker) return worker;
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worker = new Worker(new URL("./worker.ts", import.meta.url), { type: "module", name: "yawn-importer" });
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worker.addEventListener("message", ({ data }) => {
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const request = pending.get(data.request);
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if (!request) return;
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pending.delete(data.request);
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if (data.error) request.reject(new Error(data.error));
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else request.resolve(data.result);
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});
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worker.addEventListener("error", () => {
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for (const request of pending.values()) request.reject(new Error("IMPORT_WORKER_ERROR"));
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pending.clear();
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});
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return worker;
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}
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/** Imports glTF/GLB off-thread, then hydrates conventional handles backed by Scene SAB rows. */
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export async function importGltf(scene: Scene, url: string | URL) {
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await scene.ready;
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const request = nextRequest++;
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const result = await new Promise<any>((resolve, reject) => {
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pending.set(request, { resolve, reject });
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importer().postMessage({ request, url: String(url) });
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});
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const materials = result.materials.map((options: any) => new PBRMaterial(scene, options));
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await Promise.all(materials.map((material: PBRMaterial) => material.ready));
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const meshes: Mesh[] = [];
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for (const primitive of result.primitives) {
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const mesh = new Mesh(scene, {
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position: primitive.position,
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quaternion: primitive.quaternion,
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scale: primitive.scale,
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material: materials[primitive.material],
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vertexData: {
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positions: primitive.positions,
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indices: primitive.indices,
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...(primitive.normals ? { normals: primitive.normals } : {}),
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...(primitive.tangents ? { tangents: primitive.tangents } : {}),
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...(primitive.uvs ? { uvs: primitive.uvs } : {}),
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...(primitive.colors ? { colors: primitive.colors } : {}),
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},
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});
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await mesh.ready;
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meshes.push(mesh);
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}
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return meshes;
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}
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