@babylonjs/loaders 5.0.0-alpha.9 → 5.0.0-beta.4

Sign up to get free protection for your applications and to get access to all the features.
Files changed (122) hide show
  1. package/OBJ/index.d.ts +2 -0
  2. package/OBJ/index.js +4 -2
  3. package/OBJ/index.js.map +1 -1
  4. package/OBJ/mtlFileLoader.d.ts +4 -2
  5. package/OBJ/mtlFileLoader.js +7 -6
  6. package/OBJ/mtlFileLoader.js.map +1 -1
  7. package/OBJ/objFileLoader.d.ts +12 -84
  8. package/OBJ/objFileLoader.js +50 -667
  9. package/OBJ/objFileLoader.js.map +1 -1
  10. package/OBJ/objLoadingOptions.d.ts +43 -0
  11. package/OBJ/objLoadingOptions.js +2 -0
  12. package/OBJ/objLoadingOptions.js.map +1 -0
  13. package/OBJ/solidParser.d.ts +153 -0
  14. package/OBJ/solidParser.js +700 -0
  15. package/OBJ/solidParser.js.map +1 -0
  16. package/STL/index.js +1 -1
  17. package/STL/stlFileLoader.d.ts +6 -0
  18. package/STL/stlFileLoader.js +38 -11
  19. package/STL/stlFileLoader.js.map +1 -1
  20. package/glTF/1.0/glTFBinaryExtension.js +4 -4
  21. package/glTF/1.0/glTFLoader.d.ts +4 -4
  22. package/glTF/1.0/glTFLoader.js +60 -55
  23. package/glTF/1.0/glTFLoader.js.map +1 -1
  24. package/glTF/1.0/glTFLoaderInterfaces.d.ts +3 -1
  25. package/glTF/1.0/glTFLoaderInterfaces.js.map +1 -1
  26. package/glTF/1.0/glTFLoaderUtils.js +6 -6
  27. package/glTF/1.0/glTFMaterialsCommonExtension.js +12 -12
  28. package/glTF/1.0/index.js +5 -5
  29. package/glTF/2.0/Extensions/EXT_lights_image_based.js +8 -5
  30. package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
  31. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +3 -3
  32. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
  33. package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +1 -5
  34. package/glTF/2.0/Extensions/EXT_meshopt_compression.js +5 -21
  35. package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
  36. package/glTF/2.0/Extensions/EXT_texture_webp.js +2 -2
  37. package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
  38. package/glTF/2.0/Extensions/ExtrasAsMetadata.js +1 -1
  39. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +8 -4
  40. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
  41. package/glTF/2.0/Extensions/KHR_lights_punctual.js +9 -8
  42. package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
  43. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +2 -2
  44. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +30 -0
  45. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +46 -0
  46. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -0
  47. package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +1 -2
  48. package/glTF/2.0/Extensions/KHR_materials_ior.js +3 -4
  49. package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
  50. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +3 -4
  51. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
  52. package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +0 -1
  53. package/glTF/2.0/Extensions/KHR_materials_sheen.js +3 -4
  54. package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
  55. package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +1 -2
  56. package/glTF/2.0/Extensions/KHR_materials_specular.js +12 -6
  57. package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
  58. package/glTF/2.0/Extensions/KHR_materials_translucency.js +6 -6
  59. package/glTF/2.0/Extensions/KHR_materials_translucency.js.map +1 -1
  60. package/glTF/2.0/Extensions/KHR_materials_transmission.js +93 -84
  61. package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
  62. package/glTF/2.0/Extensions/KHR_materials_unlit.js +3 -3
  63. package/glTF/2.0/Extensions/KHR_materials_variants.js +70 -5
  64. package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
  65. package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +31 -0
  66. package/glTF/2.0/Extensions/KHR_materials_volume.js +79 -0
  67. package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -0
  68. package/glTF/2.0/Extensions/KHR_mesh_quantization.js +1 -1
  69. package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +1 -2
  70. package/glTF/2.0/Extensions/KHR_texture_basisu.js +3 -4
  71. package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
  72. package/glTF/2.0/Extensions/KHR_texture_transform.js +2 -2
  73. package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +2 -2
  74. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +6 -3
  75. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
  76. package/glTF/2.0/Extensions/MSFT_audio_emitter.js +6 -7
  77. package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
  78. package/glTF/2.0/Extensions/MSFT_lod.d.ts +2 -1
  79. package/glTF/2.0/Extensions/MSFT_lod.js +48 -8
  80. package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
  81. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +2 -2
  82. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +2 -2
  83. package/glTF/2.0/Extensions/index.d.ts +2 -0
  84. package/glTF/2.0/Extensions/index.js +26 -24
  85. package/glTF/2.0/Extensions/index.js.map +1 -1
  86. package/glTF/2.0/glTFLoader.d.ts +6 -11
  87. package/glTF/2.0/glTFLoader.js +129 -95
  88. package/glTF/2.0/glTFLoader.js.map +1 -1
  89. package/glTF/2.0/glTFLoaderInterfaces.d.ts +4 -2
  90. package/glTF/2.0/glTFLoaderInterfaces.js.map +1 -1
  91. package/glTF/2.0/index.d.ts +1 -1
  92. package/glTF/2.0/index.js +4 -4
  93. package/glTF/2.0/index.js.map +1 -1
  94. package/glTF/glTFFileLoader.d.ts +15 -9
  95. package/glTF/glTFFileLoader.js +62 -76
  96. package/glTF/glTFFileLoader.js.map +1 -1
  97. package/glTF/glTFValidation.js +1 -1
  98. package/glTF/glTFValidation.js.map +1 -1
  99. package/glTF/index.d.ts +2 -2
  100. package/glTF/index.js +4 -4
  101. package/glTF/index.js.map +1 -1
  102. package/index.d.ts +3 -3
  103. package/index.js +3 -3
  104. package/index.js.map +1 -1
  105. package/legacy/legacy-glTF.js +4 -4
  106. package/legacy/legacy-glTF1.d.ts +1 -1
  107. package/legacy/legacy-glTF1.js +1 -1
  108. package/legacy/legacy-glTF1.js.map +1 -1
  109. package/legacy/legacy-glTF1FileLoader.js +2 -2
  110. package/legacy/legacy-glTF2.d.ts +1 -1
  111. package/legacy/legacy-glTF2.js +3 -3
  112. package/legacy/legacy-glTF2.js.map +1 -1
  113. package/legacy/legacy-glTF2FileLoader.js +2 -2
  114. package/legacy/legacy-glTFFileLoader.js +3 -3
  115. package/legacy/legacy-objFileLoader.d.ts +1 -1
  116. package/legacy/legacy-objFileLoader.js +2 -2
  117. package/legacy/legacy-objFileLoader.js.map +1 -1
  118. package/legacy/legacy-stlFileLoader.d.ts +1 -1
  119. package/legacy/legacy-stlFileLoader.js +2 -2
  120. package/legacy/legacy-stlFileLoader.js.map +1 -1
  121. package/legacy/legacy.js +6 -6
  122. package/package.json +16 -4
@@ -1,31 +1,31 @@
1
- import { EParameterType, ETextureFilterType, ECullingType, EBlendingFunction, EShaderType } from "./glTFLoaderInterfaces";
2
- import { Quaternion, Vector3, Matrix } from "@babylonjs/core/Maths/math.vector";
3
- import { Color3 } from '@babylonjs/core/Maths/math.color';
4
- import { Tools } from "@babylonjs/core/Misc/tools";
5
- import { Camera } from "@babylonjs/core/Cameras/camera";
6
- import { FreeCamera } from "@babylonjs/core/Cameras/freeCamera";
7
- import { Animation } from "@babylonjs/core/Animations/animation";
8
- import { Bone } from "@babylonjs/core/Bones/bone";
9
- import { Skeleton } from "@babylonjs/core/Bones/skeleton";
10
- import { Effect } from "@babylonjs/core/Materials/effect";
11
- import { Material } from "@babylonjs/core/Materials/material";
12
- import { MultiMaterial } from "@babylonjs/core/Materials/multiMaterial";
13
- import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial";
14
- import { ShaderMaterial } from "@babylonjs/core/Materials/shaderMaterial";
15
- import { Texture } from "@babylonjs/core/Materials/Textures/texture";
16
- import { VertexData } from "@babylonjs/core/Meshes/mesh.vertexData";
17
- import { VertexBuffer } from "@babylonjs/core/Meshes/buffer";
18
- import { Geometry } from "@babylonjs/core/Meshes/geometry";
19
- import { SubMesh } from "@babylonjs/core/Meshes/subMesh";
20
- import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
21
- import { Mesh } from "@babylonjs/core/Meshes/mesh";
22
- import { HemisphericLight } from "@babylonjs/core/Lights/hemisphericLight";
23
- import { DirectionalLight } from "@babylonjs/core/Lights/directionalLight";
24
- import { PointLight } from "@babylonjs/core/Lights/pointLight";
25
- import { SpotLight } from "@babylonjs/core/Lights/spotLight";
26
- import { GLTFUtils } from "./glTFLoaderUtils";
27
- import { GLTFFileLoader } from "../glTFFileLoader";
28
- import { Constants } from '@babylonjs/core/Engines/constants';
1
+ import { EParameterType, ETextureFilterType, ECullingType, EBlendingFunction, EShaderType } from "./glTFLoaderInterfaces.js";
2
+ import { Quaternion, Vector3, Matrix } from "@babylonjs/core/Maths/math.vector.js";
3
+ import { Color3 } from '@babylonjs/core/Maths/math.color.js';
4
+ import { Tools } from "@babylonjs/core/Misc/tools.js";
5
+ import { Camera } from "@babylonjs/core/Cameras/camera.js";
6
+ import { FreeCamera } from "@babylonjs/core/Cameras/freeCamera.js";
7
+ import { Animation } from "@babylonjs/core/Animations/animation.js";
8
+ import { Bone } from "@babylonjs/core/Bones/bone.js";
9
+ import { Skeleton } from "@babylonjs/core/Bones/skeleton.js";
10
+ import { Effect } from "@babylonjs/core/Materials/effect.js";
11
+ import { Material } from "@babylonjs/core/Materials/material.js";
12
+ import { MultiMaterial } from "@babylonjs/core/Materials/multiMaterial.js";
13
+ import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
14
+ import { ShaderMaterial } from "@babylonjs/core/Materials/shaderMaterial.js";
15
+ import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
16
+ import { VertexData } from "@babylonjs/core/Meshes/mesh.vertexData.js";
17
+ import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
18
+ import { Geometry } from "@babylonjs/core/Meshes/geometry.js";
19
+ import { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
20
+ import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
21
+ import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
22
+ import { HemisphericLight } from "@babylonjs/core/Lights/hemisphericLight.js";
23
+ import { DirectionalLight } from "@babylonjs/core/Lights/directionalLight.js";
24
+ import { PointLight } from "@babylonjs/core/Lights/pointLight.js";
25
+ import { SpotLight } from "@babylonjs/core/Lights/spotLight.js";
26
+ import { GLTFUtils } from "./glTFLoaderUtils.js";
27
+ import { GLTFFileLoader } from "../glTFFileLoader.js";
28
+ import { Constants } from '@babylonjs/core/Engines/constants.js';
29
29
  /**
30
30
  * Tokenizer. Used for shaders compatibility
31
31
  * Automatically map world, view, projection, worldViewProjection, attributes and so on
@@ -168,13 +168,13 @@ var loadAnimations = function (gltfRuntime) {
168
168
  }
169
169
  var bufferInput = GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[inputData]);
170
170
  var bufferOutput = GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[outputData]);
171
- var targetID = channel.target.id;
172
- var targetNode = gltfRuntime.scene.getNodeByID(targetID);
171
+ var targetId = channel.target.id;
172
+ var targetNode = gltfRuntime.scene.getNodeById(targetId);
173
173
  if (targetNode === null) {
174
- targetNode = gltfRuntime.scene.getNodeByName(targetID);
174
+ targetNode = gltfRuntime.scene.getNodeByName(targetId);
175
175
  }
176
176
  if (targetNode === null) {
177
- Tools.Warn("Creating animation named " + anim + ". But cannot find node named " + targetID + " to attach to");
177
+ Tools.Warn("Creating animation named " + anim + ". But cannot find node named " + targetId + " to attach to");
178
178
  continue;
179
179
  }
180
180
  var isBone = targetNode instanceof Bone;
@@ -205,7 +205,7 @@ var loadAnimations = function (gltfRuntime) {
205
205
  modifyKey = true;
206
206
  }
207
207
  if (!modifyKey) {
208
- gltfRuntime.scene._blockEntityCollection = gltfRuntime.forAssetContainer;
208
+ gltfRuntime.scene._blockEntityCollection = !!gltfRuntime.assetContainer;
209
209
  babylonAnimation = new Animation(anim, isBone ? "_matrix" : targetPath, 1, animationType, Animation.ANIMATIONLOOPMODE_CYCLE);
210
210
  gltfRuntime.scene._blockEntityCollection = false;
211
211
  }
@@ -425,7 +425,7 @@ var importSkeleton = function (gltfRuntime, skins, mesh, newSkeleton, id) {
425
425
  }
426
426
  var id = jointNode.id;
427
427
  // Optimize, if the bone already exists...
428
- var existingBone = gltfRuntime.scene.getBoneByID(id);
428
+ var existingBone = gltfRuntime.scene.getBoneById(id);
429
429
  if (existingBone) {
430
430
  newSkeleton.bones.push(existingBone);
431
431
  continue;
@@ -499,8 +499,9 @@ var importSkeleton = function (gltfRuntime, skins, mesh, newSkeleton, id) {
499
499
  */
500
500
  var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
501
501
  if (!newMesh) {
502
- gltfRuntime.scene._blockEntityCollection = gltfRuntime.forAssetContainer;
502
+ gltfRuntime.scene._blockEntityCollection = !!gltfRuntime.assetContainer;
503
503
  newMesh = new Mesh(node.name || "", gltfRuntime.scene);
504
+ newMesh._parentContainer = gltfRuntime.assetContainer;
504
505
  gltfRuntime.scene._blockEntityCollection = false;
505
506
  newMesh.id = id;
506
507
  }
@@ -514,8 +515,8 @@ var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
514
515
  var indexStarts = new Array();
515
516
  var indexCounts = new Array();
516
517
  for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
517
- var meshID = meshes[meshIndex];
518
- var mesh = gltfRuntime.meshes[meshID];
518
+ var meshId = meshes[meshIndex];
519
+ var mesh = gltfRuntime.meshes[meshId];
519
520
  if (!mesh) {
520
521
  continue;
521
522
  }
@@ -599,7 +600,7 @@ var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
599
600
  vertexData.merge(tempVertexData);
600
601
  }
601
602
  // Sub material
602
- var material_1 = gltfRuntime.scene.getMaterialByID(primitive.material);
603
+ var material_1 = gltfRuntime.scene.getMaterialById(primitive.material);
603
604
  subMaterials.push(material_1 === null ? GLTFUtils.GetDefaultMaterial(gltfRuntime.scene) : material_1);
604
605
  // Update vertices start and index start
605
606
  verticesStarts.push(verticesStarts.length === 0 ? 0 : verticesStarts[verticesStarts.length - 1] + verticesCounts[verticesCounts.length - 2]);
@@ -607,7 +608,7 @@ var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
607
608
  }
608
609
  }
609
610
  var material;
610
- gltfRuntime.scene._blockEntityCollection = gltfRuntime.forAssetContainer;
611
+ gltfRuntime.scene._blockEntityCollection = !!gltfRuntime.assetContainer;
611
612
  if (subMaterials.length > 1) {
612
613
  material = new MultiMaterial("multimat" + id, gltfRuntime.scene);
613
614
  material.subMaterials = subMaterials;
@@ -618,6 +619,7 @@ var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
618
619
  if (subMaterials.length === 1) {
619
620
  material = subMaterials[0];
620
621
  }
622
+ material._parentContainer = gltfRuntime.assetContainer;
621
623
  if (!newMesh.material) {
622
624
  newMesh.material = material;
623
625
  }
@@ -629,8 +631,8 @@ var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
629
631
  newMesh.subMeshes = [];
630
632
  var index = 0;
631
633
  for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
632
- var meshID = meshes[meshIndex];
633
- var mesh = gltfRuntime.meshes[meshID];
634
+ var meshId = meshes[meshIndex];
635
+ var mesh = gltfRuntime.meshes[meshId];
634
636
  if (!mesh) {
635
637
  continue;
636
638
  }
@@ -691,7 +693,7 @@ var importNode = function (gltfRuntime, node, id, parent) {
691
693
  if (node.meshes) {
692
694
  var skin = gltfRuntime.skins[node.skin];
693
695
  var newMesh = importMesh(gltfRuntime, node, node.meshes, id, node.babylonNode);
694
- newMesh.skeleton = gltfRuntime.scene.getLastSkeletonByID(node.skin);
696
+ newMesh.skeleton = gltfRuntime.scene.getLastSkeletonById(node.skin);
695
697
  if (newMesh.skeleton === null) {
696
698
  newMesh.skeleton = importSkeleton(gltfRuntime, skin, newMesh, skin.babylonSkeleton, node.skin);
697
699
  if (!skin.babylonSkeleton) {
@@ -760,13 +762,14 @@ var importNode = function (gltfRuntime, node, id, parent) {
760
762
  else if (node.camera && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
761
763
  var camera = gltfRuntime.cameras[node.camera];
762
764
  if (camera) {
763
- gltfRuntime.scene._blockEntityCollection = gltfRuntime.forAssetContainer;
765
+ gltfRuntime.scene._blockEntityCollection = !!gltfRuntime.assetContainer;
764
766
  if (camera.type === "orthographic") {
765
767
  var orthoCamera = new FreeCamera(node.camera, Vector3.Zero(), gltfRuntime.scene, false);
766
768
  orthoCamera.name = node.name || "";
767
769
  orthoCamera.mode = Camera.ORTHOGRAPHIC_CAMERA;
768
770
  orthoCamera.attachControl();
769
771
  lastNode = orthoCamera;
772
+ orthoCamera._parentContainer = gltfRuntime.assetContainer;
770
773
  }
771
774
  else if (camera.type === "perspective") {
772
775
  var perspectiveCamera = camera[camera.type];
@@ -781,6 +784,7 @@ var importNode = function (gltfRuntime, node, id, parent) {
781
784
  persCamera.minZ = perspectiveCamera.znear;
782
785
  }
783
786
  lastNode = persCamera;
787
+ persCamera._parentContainer = gltfRuntime.assetContainer;
784
788
  }
785
789
  gltfRuntime.scene._blockEntityCollection = false;
786
790
  }
@@ -791,8 +795,9 @@ var importNode = function (gltfRuntime, node, id, parent) {
791
795
  return node.babylonNode;
792
796
  }
793
797
  else if (lastNode === null) {
794
- gltfRuntime.scene._blockEntityCollection = gltfRuntime.forAssetContainer;
798
+ gltfRuntime.scene._blockEntityCollection = !!gltfRuntime.assetContainer;
795
799
  var dummy = new Mesh(node.name || "", gltfRuntime.scene);
800
+ dummy._parentContainer = gltfRuntime.assetContainer;
796
801
  gltfRuntime.scene._blockEntityCollection = false;
797
802
  node.babylonNode = dummy;
798
803
  lastNode = dummy;
@@ -885,7 +890,7 @@ var onBindShaderMaterial = function (mesh, gltfRuntime, unTreatedUniforms, shade
885
890
  else if (uniform.semantic && (uniform.source || uniform.node)) {
886
891
  var source = gltfRuntime.scene.getNodeByName(uniform.source || uniform.node || "");
887
892
  if (source === null) {
888
- source = gltfRuntime.scene.getNodeByID(uniform.source || uniform.node || "");
893
+ source = gltfRuntime.scene.getNodeById(uniform.source || uniform.node || "");
889
894
  }
890
895
  if (source === null) {
891
896
  continue;
@@ -1040,7 +1045,7 @@ var GLTFLoaderBase = /** @class */ (function () {
1040
1045
  loadedShaderCount: 0,
1041
1046
  importOnlyMeshes: false,
1042
1047
  dummyNodes: [],
1043
- forAssetContainer: false
1048
+ assetContainer: null
1044
1049
  };
1045
1050
  // Parse
1046
1051
  if (parsedData.extensions) {
@@ -1192,8 +1197,9 @@ var GLTFLoaderBase = /** @class */ (function () {
1192
1197
  }
1193
1198
  var technique = gltfRuntime.techniques[material.technique];
1194
1199
  if (!technique) {
1195
- gltfRuntime.scene._blockEntityCollection = gltfRuntime.forAssetContainer;
1200
+ gltfRuntime.scene._blockEntityCollection = !!gltfRuntime.assetContainer;
1196
1201
  var defaultMaterial = new StandardMaterial(id, gltfRuntime.scene);
1202
+ defaultMaterial._parentContainer = gltfRuntime.assetContainer;
1197
1203
  gltfRuntime.scene._blockEntityCollection = false;
1198
1204
  defaultMaterial.diffuseColor = new Color3(0.5, 0.5, 0.5);
1199
1205
  defaultMaterial.sideOrientation = Material.CounterClockWiseSideOrientation;
@@ -1329,7 +1335,6 @@ export { GLTFLoaderBase };
1329
1335
  */
1330
1336
  var GLTFLoader = /** @class */ (function () {
1331
1337
  function GLTFLoader() {
1332
- this.state = null;
1333
1338
  }
1334
1339
  GLTFLoader.RegisterExtension = function (extension) {
1335
1340
  if (GLTFLoader.Extensions[extension.name]) {
@@ -1341,11 +1346,11 @@ var GLTFLoader = /** @class */ (function () {
1341
1346
  GLTFLoader.prototype.dispose = function () {
1342
1347
  // do nothing
1343
1348
  };
1344
- GLTFLoader.prototype._importMeshAsync = function (meshesNames, scene, data, rootUrl, forAssetContainer, onSuccess, onProgress, onError) {
1349
+ GLTFLoader.prototype._importMeshAsync = function (meshesNames, scene, data, rootUrl, assetContainer, onSuccess, onProgress, onError) {
1345
1350
  var _this = this;
1346
1351
  scene.useRightHandedSystem = true;
1347
1352
  GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
1348
- gltfRuntime.forAssetContainer = forAssetContainer;
1353
+ gltfRuntime.assetContainer = assetContainer;
1349
1354
  gltfRuntime.importOnlyMeshes = true;
1350
1355
  if (meshesNames === "") {
1351
1356
  gltfRuntime.importMeshesNames = [];
@@ -1397,16 +1402,16 @@ var GLTFLoader = /** @class */ (function () {
1397
1402
  * Imports one or more meshes from a loaded gltf file and adds them to the scene
1398
1403
  * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
1399
1404
  * @param scene the scene the meshes should be added to
1400
- * @param forAssetContainer defines if the entities must be stored in the scene
1405
+ * @param assetContainer defines the asset container to use (can be null)
1401
1406
  * @param data gltf data containing information of the meshes in a loaded file
1402
1407
  * @param rootUrl root url to load from
1403
1408
  * @param onProgress event that fires when loading progress has occured
1404
1409
  * @returns a promise containg the loaded meshes, particles, skeletons and animations
1405
1410
  */
1406
- GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, forAssetContainer, data, rootUrl, onProgress) {
1411
+ GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, assetContainer, data, rootUrl, onProgress) {
1407
1412
  var _this = this;
1408
1413
  return new Promise(function (resolve, reject) {
1409
- _this._importMeshAsync(meshesNames, scene, data, rootUrl, forAssetContainer, function (meshes, skeletons) {
1414
+ _this._importMeshAsync(meshesNames, scene, data, rootUrl, assetContainer, function (meshes, skeletons) {
1410
1415
  resolve({
1411
1416
  meshes: meshes,
1412
1417
  particleSystems: [],
@@ -1421,7 +1426,7 @@ var GLTFLoader = /** @class */ (function () {
1421
1426
  });
1422
1427
  });
1423
1428
  };
1424
- GLTFLoader.prototype._loadAsync = function (scene, data, rootUrl, forAssetContainer, onSuccess, onProgress, onError) {
1429
+ GLTFLoader.prototype._loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
1425
1430
  var _this = this;
1426
1431
  scene.useRightHandedSystem = true;
1427
1432
  GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
@@ -1456,7 +1461,7 @@ var GLTFLoader = /** @class */ (function () {
1456
1461
  GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onProgress) {
1457
1462
  var _this = this;
1458
1463
  return new Promise(function (resolve, reject) {
1459
- _this._loadAsync(scene, data, rootUrl, false, function () {
1464
+ _this._loadAsync(scene, data, rootUrl, function () {
1460
1465
  resolve();
1461
1466
  }, onProgress, function (message) {
1462
1467
  reject(new Error(message));