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 +1,128 @@
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const decoder = new TextDecoder();
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const widths: Record<string, number> = { SCALAR: 1, VEC2: 2, VEC3: 3, VEC4: 4 };
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const sizes: Record<number, number> = { 5120: 1, 5121: 1, 5122: 2, 5123: 2, 5125: 4, 5126: 4 };
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function component(view: DataView, offset: number, type: number) {
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if (type === 5120) return view.getInt8(offset);
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if (type === 5121) return view.getUint8(offset);
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if (type === 5122) return view.getInt16(offset, true);
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if (type === 5123) return view.getUint16(offset, true);
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if (type === 5125) return view.getUint32(offset, true);
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if (type === 5126) return view.getFloat32(offset, true);
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throw new Error("GLTF_COMPONENT");
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}
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function parse(bytes: Uint8Array) {
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const view = new DataView(bytes.buffer, bytes.byteOffset, bytes.byteLength);
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if (view.getUint32(0, true) !== 0x46546c67)
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return { document: JSON.parse(decoder.decode(bytes)), binary: undefined as Uint8Array | undefined };
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let offset = 12;
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let document: any;
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let binary: Uint8Array | undefined;
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while (offset < bytes.length) {
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const length = view.getUint32(offset, true);
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const type = view.getUint32(offset + 4, true);
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const chunk = bytes.subarray(offset + 8, offset + 8 + length);
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if (type === 0x4e4f534a) document = JSON.parse(decoder.decode(chunk).replace(/\0+$/u, ""));
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if (type === 0x004e4942) binary = chunk;
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offset += 8 + length;
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}
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if (!document) throw new Error("GLTF_JSON");
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return { document, binary };
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}
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async function load(url: string) {
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const response = await fetch(url);
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if (!response.ok) throw new Error(`HTTP_${response.status}`);
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const { document, binary } = parse(new Uint8Array(await response.arrayBuffer()));
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const buffers = await Promise.all((document.buffers ?? []).map(async (buffer: any, index: number) => {
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if (buffer.uri === undefined) {
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if (index || !binary) throw new Error("GLTF_BUFFER");
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return binary;
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}
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const result = await fetch(new URL(buffer.uri, url));
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if (!result.ok) throw new Error(`HTTP_${result.status}`);
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return new Uint8Array(await result.arrayBuffer());
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}));
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const accessor = (id: number, integer = false) => {
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const source = document.accessors[id];
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const width = widths[source.type];
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const size = sizes[source.componentType];
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const bufferView = document.bufferViews[source.bufferView];
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const bytes = buffers[bufferView.buffer];
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const start = (bufferView.byteOffset ?? 0) + (source.byteOffset ?? 0);
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const stride = bufferView.byteStride ?? width * size;
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const view = new DataView(bytes.buffer, bytes.byteOffset, bytes.byteLength);
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const values = integer ? new Uint32Array(source.count * width) : new Float32Array(source.count * width);
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for (let item = 0; item < source.count; item++) for (let lane = 0; lane < width; lane++) {
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let value = component(view, start + item * stride + lane * size, source.componentType);
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if (!integer && source.normalized) {
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const maximum = source.componentType === 5121 ? 255 : source.componentType === 5123 ? 65535 : 1;
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value /= maximum;
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}
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values[item * width + lane] = value;
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}
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return values;
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};
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const materials = (document.materials ?? []).map((material: any) => {
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const pbr = material.pbrMetallicRoughness ?? {};
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return {
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baseColor: pbr.baseColorFactor ?? [1, 1, 1, 1],
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metallic: pbr.metallicFactor ?? 0,
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roughness: pbr.roughnessFactor ?? 0.7,
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emissive: material.emissiveFactor ?? [0, 0, 0],
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alphaCutoff: material.alphaCutoff ?? 0.5,
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};
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});
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const primitives: any[] = [];
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const emitMesh = (meshId: number, transform: any) => {
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const mesh = document.meshes?.[meshId];
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for (const primitive of mesh?.primitives ?? []) {
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if ((primitive.mode ?? 4) !== 4 || primitive.attributes.POSITION === undefined) continue;
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const positions = accessor(primitive.attributes.POSITION);
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const indices = primitive.indices === undefined
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? Uint32Array.from({ length: positions.length / 3 }, (_, index) => index)
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: accessor(primitive.indices, true);
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primitives.push({
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positions,
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indices,
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...(primitive.attributes.NORMAL === undefined ? {} : { normals: accessor(primitive.attributes.NORMAL) }),
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...(primitive.attributes.TANGENT === undefined ? {} : { tangents: accessor(primitive.attributes.TANGENT) }),
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...(primitive.attributes.TEXCOORD_0 === undefined ? {} : { uvs: accessor(primitive.attributes.TEXCOORD_0) }),
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...(primitive.attributes.COLOR_0 === undefined ? {} : { colors: accessor(primitive.attributes.COLOR_0) }),
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material: primitive.material ?? -1,
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...transform,
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});
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}
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};
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const nodes = document.nodes ?? [];
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const scene = document.scenes?.[document.scene ?? 0];
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const children = new Set(nodes.flatMap((node: any) => node.children ?? []));
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const roots = scene?.nodes ?? nodes.map((_: any, id: number) => id).filter((id: number) => !children.has(id));
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const visit = (id: number, parent = { position: [0, 0, 0], scale: [1, 1, 1] }) => {
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const node = nodes[id] ?? {};
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const position = (node.translation ?? [0, 0, 0]).map((value: number, lane: number) => value + parent.position[lane]);
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const scale = (node.scale ?? [1, 1, 1]).map((value: number, lane: number) => value * parent.scale[lane]);
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const transform = { position, scale, quaternion: node.rotation ?? [0, 0, 0, 1] };
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if (node.mesh !== undefined) emitMesh(node.mesh, transform);
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for (const child of node.children ?? []) visit(child, transform);
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};
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for (const root of roots) visit(root);
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if (!nodes.length) for (let id = 0; id < (document.meshes ?? []).length; id++) emitMesh(id, {});
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return { materials, primitives };
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}
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addEventListener("message", async ({ data }) => {
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try {
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const result = await load(data.url);
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const transfers = result.primitives.flatMap((primitive: any) =>
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["positions", "indices", "normals", "tangents", "uvs", "colors"]
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.map((name) => primitive[name]?.buffer).filter(Boolean));
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(postMessage as any)({ request: data.request, result }, transfers);
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} catch (error) {
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postMessage({ request: data.request, error: error instanceof Error ? error.message : "GLTF_IMPORT" });
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}
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});
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