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@aura3d/assets

v1.3.3

Published

`@aura3d/assets` owns asset identity, loading, caching, dependency tracking, import pipelines, worker job boundaries, and built-in loaders for runtime data.

Readme

@aura3d/assets

@aura3d/assets owns asset identity, loading, caching, dependency tracking, import pipelines, worker job boundaries, and built-in loaders for runtime data.

Public API

  • AssetManager, AssetRegistry, AssetCache, AssetHandle: asset registration, load requests, cache retention, request cancellation, transient retry recovery, progress reporting, release, and disposal.
  • AssetLoader, AssetLoadRequest, AssetLoadError, LoadContext: typed loader contracts, URL resolution, abort handling, and recoverable load failures.
  • AssetDependencyGraph: deterministic dependency ownership and release ordering.
  • ImportPipeline, ImportStage, createMeshOptimizationStage, createTextureMipGenerationStage: explicit import-stage execution for source assets, including deterministic indexed-mesh optimization and RGBA8 texture mip-chain generation hooks.
  • GLTFLoader: JSON glTF and binary GLB loading for meshes, streamed external buffers, named scene selection, materials, textures, common PBR material extensions, EXT_meshopt_compression bufferView decode hooks, KHR_draco_mesh_compression primitive decode hooks, skins, animation clips, deterministic serialization, and disposed-state enforcement after release.
  • ImageLoader, TextureLoader, MaterialLoader, ShaderLoader, AudioLoader, SceneLoader: built-in loaders for common engine asset types. Material descriptors can instantiate validated renderer PBRMaterial and UnlitMaterial instances.
  • WorkerAssetJobs: worker-job scheduling boundary for CPU-side asset work with abort handling for worker and fallback pipeline execution.

Verification

Asset cache/release behavior, dependency graphs, failed-load retry, in-flight cancellation, progress reporting, streamed external glTF buffers, shader/material loaders, material descriptor to renderer material creation, import-pipeline mesh optimization and texture mip-generation stages, worker job aborts, native scene loading, glTF/GLB parsing, named glTF scene selection, meshopt bufferView decode hook validation, Draco primitive decode hook validation, glTF asset disposal, PBR material extension validation/binding, skin/animation import, deterministic serialization, and browser texture upload are covered by tests/unit/workstream5-runtime.test.ts and tests/browser/asset-texture-browser.spec.ts. Export and import consistency is covered by pnpm verify:exports and pnpm verify:imports.