Files
bzzz/install/config-ui/pkg/web/static/js/three/DRACOLoader.js
anthonyrawlins 92779523c0 🚀 Complete BZZZ Issue Resolution - All 17 Issues Solved
Comprehensive multi-agent implementation addressing all issues from INDEX.md:

## Core Architecture & Validation
-  Issue 001: UCXL address validation at all system boundaries
-  Issue 002: Fixed search parsing bug in encrypted storage
-  Issue 003: Wired UCXI P2P announce and discover functionality
-  Issue 011: Aligned temporal grammar and documentation
-  Issue 012: SLURP idempotency, backpressure, and DLQ implementation
-  Issue 013: Linked SLURP events to UCXL decisions and DHT

## API Standardization & Configuration
-  Issue 004: Standardized UCXI payloads to UCXL codes
-  Issue 010: Status endpoints and configuration surface

## Infrastructure & Operations
-  Issue 005: Election heartbeat on admin transition
-  Issue 006: Active health checks for PubSub and DHT
-  Issue 007: DHT replication and provider records
-  Issue 014: SLURP leadership lifecycle and health probes
-  Issue 015: Comprehensive monitoring, SLOs, and alerts

## Security & Access Control
-  Issue 008: Key rotation and role-based access policies

## Testing & Quality Assurance
-  Issue 009: Integration tests for UCXI + DHT encryption + search
-  Issue 016: E2E tests for HMMM → SLURP → UCXL workflow

## HMMM Integration
-  Issue 017: HMMM adapter wiring and comprehensive testing

## Key Features Delivered:
- Enterprise-grade security with automated key rotation
- Comprehensive monitoring with Prometheus/Grafana stack
- Role-based collaboration with HMMM integration
- Complete API standardization with UCXL response formats
- Full test coverage with integration and E2E testing
- Production-ready infrastructure monitoring and alerting

All solutions include comprehensive testing, documentation, and
production-ready implementations.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-08-29 12:39:38 +10:00

689 lines
16 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

import {
BufferAttribute,
BufferGeometry,
Color,
ColorManagement,
FileLoader,
Loader,
LinearSRGBColorSpace,
SRGBColorSpace
} from '/setup/js/three/three.module.js';
const _taskCache = new WeakMap();
/**
* A loader for the Draco format.
*
* [Draco]{@link https://google.github.io/draco/} is an open source library for compressing
* and decompressing 3D meshes and point clouds. Compressed geometry can be significantly smaller,
* at the cost of additional decoding time on the client device.
*
* Standalone Draco files have a `.drc` extension, and contain vertex positions, normals, colors,
* and other attributes. Draco files do not contain materials, textures, animation, or node hierarchies
* to use these features, embed Draco geometry inside of a glTF file. A normal glTF file can be converted
* to a Draco-compressed glTF file using [glTF-Pipeline]{@link https://github.com/CesiumGS/gltf-pipeline}.
* When using Draco with glTF, an instance of `DRACOLoader` will be used internally by {@link GLTFLoader}.
*
* It is recommended to create one DRACOLoader instance and reuse it to avoid loading and creating
* multiple decoder instances.
*
* `DRACOLoader` will automatically use either the JS or the WASM decoding library, based on
* browser capabilities.
*
* ```js
* const loader = new DRACOLoader();
* loader.setDecoderPath( '/examples/jsm/libs/draco/' );
*
* const geometry = await dracoLoader.loadAsync( 'models/draco/bunny.drc' );
* geometry.computeVertexNormals(); // optional
*
* dracoLoader.dispose();
* ```
*
* @augments Loader
* @three_import import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
*/
class DRACOLoader extends Loader {
/**
* Constructs a new Draco loader.
*
* @param {LoadingManager} [manager] - The loading manager.
*/
constructor( manager ) {
super( manager );
this.decoderPath = '';
this.decoderConfig = {};
this.decoderBinary = null;
this.decoderPending = null;
this.workerLimit = 4;
this.workerPool = [];
this.workerNextTaskID = 1;
this.workerSourceURL = '';
this.defaultAttributeIDs = {
position: 'POSITION',
normal: 'NORMAL',
color: 'COLOR',
uv: 'TEX_COORD'
};
this.defaultAttributeTypes = {
position: 'Float32Array',
normal: 'Float32Array',
color: 'Float32Array',
uv: 'Float32Array'
};
}
/**
* Provides configuration for the decoder libraries. Configuration cannot be changed after decoding begins.
*
* @param {string} path - The decoder path.
* @return {DRACOLoader} A reference to this loader.
*/
setDecoderPath( path ) {
this.decoderPath = path;
return this;
}
/**
* Provides configuration for the decoder libraries. Configuration cannot be changed after decoding begins.
*
* @param {{type:('js'|'wasm')}} config - The decoder config.
* @return {DRACOLoader} A reference to this loader.
*/
setDecoderConfig( config ) {
this.decoderConfig = config;
return this;
}
/**
* Sets the maximum number of Web Workers to be used during decoding.
* A lower limit may be preferable if workers are also for other tasks in the application.
*
* @param {number} workerLimit - The worker limit.
* @return {DRACOLoader} A reference to this loader.
*/
setWorkerLimit( workerLimit ) {
this.workerLimit = workerLimit;
return this;
}
/**
* Starts loading from the given URL and passes the loaded Draco asset
* to the `onLoad()` callback.
*
* @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
* @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
* @param {onProgressCallback} onProgress - Executed while the loading is in progress.
* @param {onErrorCallback} onError - Executed when errors occur.
*/
load( url, onLoad, onProgress, onError ) {
const loader = new FileLoader( this.manager );
loader.setPath( this.path );
loader.setResponseType( 'arraybuffer' );
loader.setRequestHeader( this.requestHeader );
loader.setWithCredentials( this.withCredentials );
loader.load( url, ( buffer ) => {
this.parse( buffer, onLoad, onError );
}, onProgress, onError );
}
/**
* Parses the given Draco data.
*
* @param {ArrayBuffer} buffer - The raw Draco data as an array buffer.
* @param {function(BufferGeometry)} onLoad - Executed when the loading/parsing process has been finished.
* @param {onErrorCallback} onError - Executed when errors occur.
*/
parse( buffer, onLoad, onError = ()=>{} ) {
this.decodeDracoFile( buffer, onLoad, null, null, SRGBColorSpace, onError ).catch( onError );
}
//
decodeDracoFile( buffer, callback, attributeIDs, attributeTypes, vertexColorSpace = LinearSRGBColorSpace, onError = () => {} ) {
const taskConfig = {
attributeIDs: attributeIDs || this.defaultAttributeIDs,
attributeTypes: attributeTypes || this.defaultAttributeTypes,
useUniqueIDs: !! attributeIDs,
vertexColorSpace: vertexColorSpace,
};
return this.decodeGeometry( buffer, taskConfig ).then( callback ).catch( onError );
}
decodeGeometry( buffer, taskConfig ) {
const taskKey = JSON.stringify( taskConfig );
// Check for an existing task using this buffer. A transferred buffer cannot be transferred
// again from this thread.
if ( _taskCache.has( buffer ) ) {
const cachedTask = _taskCache.get( buffer );
if ( cachedTask.key === taskKey ) {
return cachedTask.promise;
} else if ( buffer.byteLength === 0 ) {
// Technically, it would be possible to wait for the previous task to complete,
// transfer the buffer back, and decode again with the second configuration. That
// is complex, and I don't know of any reason to decode a Draco buffer twice in
// different ways, so this is left unimplemented.
throw new Error(
'THREE.DRACOLoader: Unable to re-decode a buffer with different ' +
'settings. Buffer has already been transferred.'
);
}
}
//
let worker;
const taskID = this.workerNextTaskID ++;
const taskCost = buffer.byteLength;
// Obtain a worker and assign a task, and construct a geometry instance
// when the task completes.
const geometryPending = this._getWorker( taskID, taskCost )
.then( ( _worker ) => {
worker = _worker;
return new Promise( ( resolve, reject ) => {
worker._callbacks[ taskID ] = { resolve, reject };
worker.postMessage( { type: 'decode', id: taskID, taskConfig, buffer }, [ buffer ] );
// this.debug();
} );
} )
.then( ( message ) => this._createGeometry( message.geometry ) );
// Remove task from the task list.
// Note: replaced '.finally()' with '.catch().then()' block - iOS 11 support (#19416)
geometryPending
.catch( () => true )
.then( () => {
if ( worker && taskID ) {
this._releaseTask( worker, taskID );
// this.debug();
}
} );
// Cache the task result.
_taskCache.set( buffer, {
key: taskKey,
promise: geometryPending
} );
return geometryPending;
}
_createGeometry( geometryData ) {
const geometry = new BufferGeometry();
if ( geometryData.index ) {
geometry.setIndex( new BufferAttribute( geometryData.index.array, 1 ) );
}
for ( let i = 0; i < geometryData.attributes.length; i ++ ) {
const result = geometryData.attributes[ i ];
const name = result.name;
const array = result.array;
const itemSize = result.itemSize;
const attribute = new BufferAttribute( array, itemSize );
if ( name === 'color' ) {
this._assignVertexColorSpace( attribute, result.vertexColorSpace );
attribute.normalized = ( array instanceof Float32Array ) === false;
}
geometry.setAttribute( name, attribute );
}
return geometry;
}
_assignVertexColorSpace( attribute, inputColorSpace ) {
// While .drc files do not specify colorspace, the only 'official' tooling
// is PLY and OBJ converters, which use sRGB. We'll assume sRGB when a .drc
// file is passed into .load() or .parse(). GLTFLoader uses internal APIs
// to decode geometry, and vertex colors are already Linear-sRGB in there.
if ( inputColorSpace !== SRGBColorSpace ) return;
const _color = new Color();
for ( let i = 0, il = attribute.count; i < il; i ++ ) {
_color.fromBufferAttribute( attribute, i );
ColorManagement.colorSpaceToWorking( _color, SRGBColorSpace );
attribute.setXYZ( i, _color.r, _color.g, _color.b );
}
}
_loadLibrary( url, responseType ) {
const loader = new FileLoader( this.manager );
loader.setPath( this.decoderPath );
loader.setResponseType( responseType );
loader.setWithCredentials( this.withCredentials );
return new Promise( ( resolve, reject ) => {
loader.load( url, resolve, undefined, reject );
} );
}
preload() {
this._initDecoder();
return this;
}
_initDecoder() {
if ( this.decoderPending ) return this.decoderPending;
const useJS = typeof WebAssembly !== 'object' || this.decoderConfig.type === 'js';
const librariesPending = [];
if ( useJS ) {
librariesPending.push( this._loadLibrary( 'draco_decoder.js', 'text' ) );
} else {
librariesPending.push( this._loadLibrary( 'draco_wasm_wrapper.js', 'text' ) );
librariesPending.push( this._loadLibrary( 'draco_decoder.wasm', 'arraybuffer' ) );
}
this.decoderPending = Promise.all( librariesPending )
.then( ( libraries ) => {
const jsContent = libraries[ 0 ];
if ( ! useJS ) {
this.decoderConfig.wasmBinary = libraries[ 1 ];
}
const fn = DRACOWorker.toString();
const body = [
'/* draco decoder */',
jsContent,
'',
'/* worker */',
fn.substring( fn.indexOf( '{' ) + 1, fn.lastIndexOf( '}' ) )
].join( '\n' );
this.workerSourceURL = URL.createObjectURL( new Blob( [ body ] ) );
} );
return this.decoderPending;
}
_getWorker( taskID, taskCost ) {
return this._initDecoder().then( () => {
if ( this.workerPool.length < this.workerLimit ) {
const worker = new Worker( this.workerSourceURL );
worker._callbacks = {};
worker._taskCosts = {};
worker._taskLoad = 0;
worker.postMessage( { type: 'init', decoderConfig: this.decoderConfig } );
worker.onmessage = function ( e ) {
const message = e.data;
switch ( message.type ) {
case 'decode':
worker._callbacks[ message.id ].resolve( message );
break;
case 'error':
worker._callbacks[ message.id ].reject( message );
break;
default:
console.error( 'THREE.DRACOLoader: Unexpected message, "' + message.type + '"' );
}
};
this.workerPool.push( worker );
} else {
this.workerPool.sort( function ( a, b ) {
return a._taskLoad > b._taskLoad ? - 1 : 1;
} );
}
const worker = this.workerPool[ this.workerPool.length - 1 ];
worker._taskCosts[ taskID ] = taskCost;
worker._taskLoad += taskCost;
return worker;
} );
}
_releaseTask( worker, taskID ) {
worker._taskLoad -= worker._taskCosts[ taskID ];
delete worker._callbacks[ taskID ];
delete worker._taskCosts[ taskID ];
}
debug() {
console.log( 'Task load: ', this.workerPool.map( ( worker ) => worker._taskLoad ) );
}
dispose() {
for ( let i = 0; i < this.workerPool.length; ++ i ) {
this.workerPool[ i ].terminate();
}
this.workerPool.length = 0;
if ( this.workerSourceURL !== '' ) {
URL.revokeObjectURL( this.workerSourceURL );
}
return this;
}
}
/* WEB WORKER */
function DRACOWorker() {
let decoderConfig;
let decoderPending;
onmessage = function ( e ) {
const message = e.data;
switch ( message.type ) {
case 'init':
decoderConfig = message.decoderConfig;
decoderPending = new Promise( function ( resolve/*, reject*/ ) {
decoderConfig.onModuleLoaded = function ( draco ) {
// Module is Promise-like. Wrap before resolving to avoid loop.
resolve( { draco: draco } );
};
DracoDecoderModule( decoderConfig ); // eslint-disable-line no-undef
} );
break;
case 'decode':
const buffer = message.buffer;
const taskConfig = message.taskConfig;
decoderPending.then( ( module ) => {
const draco = module.draco;
const decoder = new draco.Decoder();
try {
const geometry = decodeGeometry( draco, decoder, new Int8Array( buffer ), taskConfig );
const buffers = geometry.attributes.map( ( attr ) => attr.array.buffer );
if ( geometry.index ) buffers.push( geometry.index.array.buffer );
self.postMessage( { type: 'decode', id: message.id, geometry }, buffers );
} catch ( error ) {
console.error( error );
self.postMessage( { type: 'error', id: message.id, error: error.message } );
} finally {
draco.destroy( decoder );
}
} );
break;
}
};
function decodeGeometry( draco, decoder, array, taskConfig ) {
const attributeIDs = taskConfig.attributeIDs;
const attributeTypes = taskConfig.attributeTypes;
let dracoGeometry;
let decodingStatus;
const geometryType = decoder.GetEncodedGeometryType( array );
if ( geometryType === draco.TRIANGULAR_MESH ) {
dracoGeometry = new draco.Mesh();
decodingStatus = decoder.DecodeArrayToMesh( array, array.byteLength, dracoGeometry );
} else if ( geometryType === draco.POINT_CLOUD ) {
dracoGeometry = new draco.PointCloud();
decodingStatus = decoder.DecodeArrayToPointCloud( array, array.byteLength, dracoGeometry );
} else {
throw new Error( 'THREE.DRACOLoader: Unexpected geometry type.' );
}
if ( ! decodingStatus.ok() || dracoGeometry.ptr === 0 ) {
throw new Error( 'THREE.DRACOLoader: Decoding failed: ' + decodingStatus.error_msg() );
}
const geometry = { index: null, attributes: [] };
// Gather all vertex attributes.
for ( const attributeName in attributeIDs ) {
const attributeType = self[ attributeTypes[ attributeName ] ];
let attribute;
let attributeID;
// A Draco file may be created with default vertex attributes, whose attribute IDs
// are mapped 1:1 from their semantic name (POSITION, NORMAL, ...). Alternatively,
// a Draco file may contain a custom set of attributes, identified by known unique
// IDs. glTF files always do the latter, and `.drc` files typically do the former.
if ( taskConfig.useUniqueIDs ) {
attributeID = attributeIDs[ attributeName ];
attribute = decoder.GetAttributeByUniqueId( dracoGeometry, attributeID );
} else {
attributeID = decoder.GetAttributeId( dracoGeometry, draco[ attributeIDs[ attributeName ] ] );
if ( attributeID === - 1 ) continue;
attribute = decoder.GetAttribute( dracoGeometry, attributeID );
}
const attributeResult = decodeAttribute( draco, decoder, dracoGeometry, attributeName, attributeType, attribute );
if ( attributeName === 'color' ) {
attributeResult.vertexColorSpace = taskConfig.vertexColorSpace;
}
geometry.attributes.push( attributeResult );
}
// Add index.
if ( geometryType === draco.TRIANGULAR_MESH ) {
geometry.index = decodeIndex( draco, decoder, dracoGeometry );
}
draco.destroy( dracoGeometry );
return geometry;
}
function decodeIndex( draco, decoder, dracoGeometry ) {
const numFaces = dracoGeometry.num_faces();
const numIndices = numFaces * 3;
const byteLength = numIndices * 4;
const ptr = draco._malloc( byteLength );
decoder.GetTrianglesUInt32Array( dracoGeometry, byteLength, ptr );
const index = new Uint32Array( draco.HEAPF32.buffer, ptr, numIndices ).slice();
draco._free( ptr );
return { array: index, itemSize: 1 };
}
function decodeAttribute( draco, decoder, dracoGeometry, attributeName, attributeType, attribute ) {
const numComponents = attribute.num_components();
const numPoints = dracoGeometry.num_points();
const numValues = numPoints * numComponents;
const byteLength = numValues * attributeType.BYTES_PER_ELEMENT;
const dataType = getDracoDataType( draco, attributeType );
const ptr = draco._malloc( byteLength );
decoder.GetAttributeDataArrayForAllPoints( dracoGeometry, attribute, dataType, byteLength, ptr );
const array = new attributeType( draco.HEAPF32.buffer, ptr, numValues ).slice();
draco._free( ptr );
return {
name: attributeName,
array: array,
itemSize: numComponents
};
}
function getDracoDataType( draco, attributeType ) {
switch ( attributeType ) {
case Float32Array: return draco.DT_FLOAT32;
case Int8Array: return draco.DT_INT8;
case Int16Array: return draco.DT_INT16;
case Int32Array: return draco.DT_INT32;
case Uint8Array: return draco.DT_UINT8;
case Uint16Array: return draco.DT_UINT16;
case Uint32Array: return draco.DT_UINT32;
}
}
}
export { DRACOLoader };