@babylonjs/loaders 5.0.0-beta.7 → 5.0.0-rc.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -28,7 +28,7 @@ var MTLFileLoader = /** @class */ (function () {
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  }
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  //Split the lines from the file
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  var lines = data.split('\n');
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- //Space char
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+ // whitespace char ie: [ \t\r\n\f]
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  var delimiter_pattern = /\s+/;
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  //Array with RGB colors
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  var color;
@@ -126,7 +126,17 @@ var MTLFileLoader = /** @class */ (function () {
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  }
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  else if (key === "map_bump" && material) {
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  //The bump texture
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- material.bumpTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
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+ var values = value.split(delimiter_pattern);
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+ var bumpMultiplierIndex = values.indexOf('-bm');
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+ var bumpMultiplier = null;
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+ if (bumpMultiplierIndex >= 0) {
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+ bumpMultiplier = values[bumpMultiplierIndex + 1];
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+ values.splice(bumpMultiplierIndex, 2); // remove
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+ }
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+ material.bumpTexture = MTLFileLoader._getTexture(rootUrl, values.join(' '), scene);
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+ if (material.bumpTexture && bumpMultiplier !== null) {
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+ material.bumpTexture.level = parseFloat(bumpMultiplier);
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+ }
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  }
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  else if (key === "map_d" && material) {
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  // The dissolve of the material
@@ -1 +1 @@
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- 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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { Color3 } from '@babylonjs/core/Maths/math.color';\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\n\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { AssetContainer } from \"@babylonjs/core/assetContainer\";\r\n/**\r\n * Class reading and parsing the MTL file bundled with the obj file.\r\n */\r\nexport class MTLFileLoader {\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n public static INVERT_TEXTURE_Y = true;\r\n\r\n /**\r\n * All material loaded from the mtl will be set here\r\n */\r\n public materials: StandardMaterial[] = [];\r\n\r\n /**\r\n * This function will read the mtl file and create each material described inside\r\n * This function could be improve by adding :\r\n * -some component missing (Ni, Tf...)\r\n * -including the specific options available\r\n *\r\n * @param scene defines the scene the material will be created in\r\n * @param data defines the mtl data to parse\r\n * @param rootUrl defines the rooturl to use in order to load relative dependencies\r\n * @param assetContainer defines the asset container to store the material in (can be null)\r\n */\r\n public parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string, assetContainer: Nullable<AssetContainer>): void {\r\n if (data instanceof ArrayBuffer) {\r\n return;\r\n }\r\n\r\n //Split the lines from the file\r\n var lines = data.split('\\n');\r\n //Space char\r\n var delimiter_pattern = /\\s+/;\r\n //Array with RGB colors\r\n var color: number[];\r\n //New material\r\n var material: Nullable<StandardMaterial> = null;\r\n\r\n //Look at each line\r\n for (var i = 0; i < lines.length; i++) {\r\n var line = lines[i].trim();\r\n\r\n // Blank line or comment\r\n if (line.length === 0 || line.charAt(0) === '#') {\r\n continue;\r\n }\r\n\r\n //Get the first parameter (keyword)\r\n var pos = line.indexOf(' ');\r\n var key = (pos >= 0) ? line.substring(0, pos) : line;\r\n key = key.toLowerCase();\r\n\r\n //Get the data following the key\r\n var value: string = (pos >= 0) ? line.substring(pos + 1).trim() : \"\";\r\n\r\n //This mtl keyword will create the new material\r\n if (key === \"newmtl\") {\r\n //Check if it is the first material.\r\n // Materials specifications are described after this keyword.\r\n if (material) {\r\n //Add the previous material in the material array.\r\n this.materials.push(material);\r\n }\r\n //Create a new material.\r\n // value is the name of the material read in the mtl file\r\n\r\n scene._blockEntityCollection = !!assetContainer;\r\n material = new StandardMaterial(value, scene);\r\n material._parentContainer = assetContainer;\r\n scene._blockEntityCollection = false;\r\n } else if (key === \"kd\" && material) {\r\n // Diffuse color (color under white light) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.diffuseColor = Color3.FromArray(color);\r\n } else if (key === \"ka\" && material) {\r\n // Ambient color (color under shadow) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.ambientColor = Color3.FromArray(color);\r\n } else if (key === \"ks\" && material) {\r\n // Specular color (color when light is reflected from shiny surface) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set the color into the material\r\n material.specularColor = Color3.FromArray(color);\r\n } else if (key === \"ke\" && material) {\r\n // Emissive color using RGB values\r\n color = value.split(delimiter_pattern, 3).map(parseFloat);\r\n material.emissiveColor = Color3.FromArray(color);\r\n } else if (key === \"ns\" && material) {\r\n\r\n //value = \"Integer\"\r\n material.specularPower = parseFloat(value);\r\n } else if (key === \"d\" && material) {\r\n //d is dissolve for current material. It mean alpha for BABYLON\r\n material.alpha = parseFloat(value);\r\n\r\n //Texture\r\n //This part can be improved by adding the possible options of texture\r\n } else if (key === \"map_ka\" && material) {\r\n // ambient texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.ambientTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n } else if (key === \"map_kd\" && material) {\r\n // Diffuse texture map with a loaded image\r\n material.diffuseTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ks\" && material) {\r\n // Specular texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.specularTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ns\") {\r\n //Specular\r\n //Specular highlight component\r\n //We must first get the folder of the image\r\n //\r\n //Not supported by BABYLON\r\n //\r\n // continue;\r\n } else if (key === \"map_bump\" && material) {\r\n //The bump texture\r\n material.bumpTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n } else if (key === \"map_d\" && material) {\r\n // The dissolve of the material\r\n material.opacityTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n\r\n //Options for illumination\r\n } else if (key === \"illum\") {\r\n //Illumination\r\n if (value === \"0\") {\r\n //That mean Kd == Kd\r\n } else if (value === \"1\") {\r\n //Color on and Ambient on\r\n } else if (value === \"2\") {\r\n //Highlight on\r\n } else if (value === \"3\") {\r\n //Reflection on and Ray trace on\r\n } else if (value === \"4\") {\r\n //Transparency: Glass on, Reflection: Ray trace on\r\n } else if (value === \"5\") {\r\n //Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"6\") {\r\n //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on\r\n } else if (value === \"7\") {\r\n //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"8\") {\r\n //Reflection on and Ray trace off\r\n } else if (value === \"9\") {\r\n //Transparency: Glass on, Reflection: Ray trace off\r\n } else if (value === \"10\") {\r\n //Casts shadows onto invisible surfaces\r\n }\r\n } else {\r\n // console.log(\"Unhandled expression at line : \" + i +'\\n' + \"with value : \" + line);\r\n }\r\n }\r\n //At the end of the file, add the last material\r\n if (material) {\r\n this.materials.push(material);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture for the material.\r\n *\r\n * If the material is imported from input file,\r\n * We sanitize the url to ensure it takes the textre from aside the material.\r\n *\r\n * @param rootUrl The root url to load from\r\n * @param value The value stored in the mtl\r\n * @return The Texture\r\n */\r\n private static _getTexture(rootUrl: string, value: string, scene: Scene): Nullable<Texture> {\r\n if (!value) {\r\n return null;\r\n }\r\n\r\n var url = rootUrl;\r\n // Load from input file.\r\n if (rootUrl === \"file:\") {\r\n var lastDelimiter = value.lastIndexOf(\"\\\\\");\r\n if (lastDelimiter === -1) {\r\n lastDelimiter = value.lastIndexOf(\"/\");\r\n }\r\n\r\n if (lastDelimiter > -1) {\r\n url += value.substr(lastDelimiter + 1);\r\n }\r\n else {\r\n url += value;\r\n }\r\n }\r\n // Not from input file.\r\n else {\r\n url += value;\r\n }\r\n\r\n return new Texture(url, scene, false, MTLFileLoader.INVERT_TEXTURE_Y);\r\n }\r\n}\r\n"]}
1
+ 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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { Color3 } from '@babylonjs/core/Maths/math.color';\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\n\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { AssetContainer } from \"@babylonjs/core/assetContainer\";\r\n/**\r\n * Class reading and parsing the MTL file bundled with the obj file.\r\n */\r\nexport class MTLFileLoader {\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n public static INVERT_TEXTURE_Y = true;\r\n\r\n /**\r\n * All material loaded from the mtl will be set here\r\n */\r\n public materials: StandardMaterial[] = [];\r\n\r\n /**\r\n * This function will read the mtl file and create each material described inside\r\n * This function could be improve by adding :\r\n * -some component missing (Ni, Tf...)\r\n * -including the specific options available\r\n *\r\n * @param scene defines the scene the material will be created in\r\n * @param data defines the mtl data to parse\r\n * @param rootUrl defines the rooturl to use in order to load relative dependencies\r\n * @param assetContainer defines the asset container to store the material in (can be null)\r\n */\r\n public parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string, assetContainer: Nullable<AssetContainer>): void {\r\n if (data instanceof ArrayBuffer) {\r\n return;\r\n }\r\n\r\n //Split the lines from the file\r\n var lines = data.split('\\n');\r\n // whitespace char ie: [ \\t\\r\\n\\f]\r\n var delimiter_pattern = /\\s+/;\r\n //Array with RGB colors\r\n var color: number[];\r\n //New material\r\n var material: Nullable<StandardMaterial> = null;\r\n\r\n //Look at each line\r\n for (var i = 0; i < lines.length; i++) {\r\n var line = lines[i].trim();\r\n\r\n // Blank line or comment\r\n if (line.length === 0 || line.charAt(0) === '#') {\r\n continue;\r\n }\r\n\r\n //Get the first parameter (keyword)\r\n var pos = line.indexOf(' ');\r\n var key = (pos >= 0) ? line.substring(0, pos) : line;\r\n key = key.toLowerCase();\r\n\r\n //Get the data following the key\r\n var value: string = (pos >= 0) ? line.substring(pos + 1).trim() : \"\";\r\n\r\n //This mtl keyword will create the new material\r\n if (key === \"newmtl\") {\r\n //Check if it is the first material.\r\n // Materials specifications are described after this keyword.\r\n if (material) {\r\n //Add the previous material in the material array.\r\n this.materials.push(material);\r\n }\r\n //Create a new material.\r\n // value is the name of the material read in the mtl file\r\n\r\n scene._blockEntityCollection = !!assetContainer;\r\n material = new StandardMaterial(value, scene);\r\n material._parentContainer = assetContainer;\r\n scene._blockEntityCollection = false;\r\n } else if (key === \"kd\" && material) {\r\n // Diffuse color (color under white light) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.diffuseColor = Color3.FromArray(color);\r\n } else if (key === \"ka\" && material) {\r\n // Ambient color (color under shadow) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.ambientColor = Color3.FromArray(color);\r\n } else if (key === \"ks\" && material) {\r\n // Specular color (color when light is reflected from shiny surface) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set the color into the material\r\n material.specularColor = Color3.FromArray(color);\r\n } else if (key === \"ke\" && material) {\r\n // Emissive color using RGB values\r\n color = value.split(delimiter_pattern, 3).map(parseFloat);\r\n material.emissiveColor = Color3.FromArray(color);\r\n } else if (key === \"ns\" && material) {\r\n\r\n //value = \"Integer\"\r\n material.specularPower = parseFloat(value);\r\n } else if (key === \"d\" && material) {\r\n //d is dissolve for current material. It mean alpha for BABYLON\r\n material.alpha = parseFloat(value);\r\n\r\n //Texture\r\n //This part can be improved by adding the possible options of texture\r\n } else if (key === \"map_ka\" && material) {\r\n // ambient texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.ambientTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n } else if (key === \"map_kd\" && material) {\r\n // Diffuse texture map with a loaded image\r\n material.diffuseTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ks\" && material) {\r\n // Specular texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.specularTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ns\") {\r\n //Specular\r\n //Specular highlight component\r\n //We must first get the folder of the image\r\n //\r\n //Not supported by BABYLON\r\n //\r\n // continue;\r\n } else if (key === \"map_bump\" && material) {\r\n //The bump texture\r\n const values = value.split(delimiter_pattern);\r\n const bumpMultiplierIndex = values.indexOf('-bm');\r\n let bumpMultiplier: Nullable<string> = null;\r\n\r\n if (bumpMultiplierIndex >= 0) {\r\n bumpMultiplier = values[bumpMultiplierIndex + 1];\r\n values.splice(bumpMultiplierIndex, 2); // remove\r\n }\r\n\r\n material.bumpTexture = MTLFileLoader._getTexture(rootUrl, values.join(' '), scene);\r\n if (material.bumpTexture && bumpMultiplier !== null) {\r\n material.bumpTexture.level = parseFloat(bumpMultiplier);\r\n }\r\n } else if (key === \"map_d\" && material) {\r\n // The dissolve of the material\r\n material.opacityTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n\r\n //Options for illumination\r\n } else if (key === \"illum\") {\r\n //Illumination\r\n if (value === \"0\") {\r\n //That mean Kd == Kd\r\n } else if (value === \"1\") {\r\n //Color on and Ambient on\r\n } else if (value === \"2\") {\r\n //Highlight on\r\n } else if (value === \"3\") {\r\n //Reflection on and Ray trace on\r\n } else if (value === \"4\") {\r\n //Transparency: Glass on, Reflection: Ray trace on\r\n } else if (value === \"5\") {\r\n //Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"6\") {\r\n //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on\r\n } else if (value === \"7\") {\r\n //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"8\") {\r\n //Reflection on and Ray trace off\r\n } else if (value === \"9\") {\r\n //Transparency: Glass on, Reflection: Ray trace off\r\n } else if (value === \"10\") {\r\n //Casts shadows onto invisible surfaces\r\n }\r\n } else {\r\n // console.log(\"Unhandled expression at line : \" + i +'\\n' + \"with value : \" + line);\r\n }\r\n }\r\n //At the end of the file, add the last material\r\n if (material) {\r\n this.materials.push(material);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture for the material.\r\n *\r\n * If the material is imported from input file,\r\n * We sanitize the url to ensure it takes the textre from aside the material.\r\n *\r\n * @param rootUrl The root url to load from\r\n * @param value The value stored in the mtl\r\n * @return The Texture\r\n */\r\n private static _getTexture(rootUrl: string, value: string, scene: Scene): Nullable<Texture> {\r\n if (!value) {\r\n return null;\r\n }\r\n\r\n var url = rootUrl;\r\n // Load from input file.\r\n if (rootUrl === \"file:\") {\r\n var lastDelimiter = value.lastIndexOf(\"\\\\\");\r\n if (lastDelimiter === -1) {\r\n lastDelimiter = value.lastIndexOf(\"/\");\r\n }\r\n\r\n if (lastDelimiter > -1) {\r\n url += value.substr(lastDelimiter + 1);\r\n }\r\n else {\r\n url += value;\r\n }\r\n }\r\n // Not from input file.\r\n else {\r\n url += value;\r\n }\r\n\r\n return new Texture(url, scene, false, MTLFileLoader.INVERT_TEXTURE_Y);\r\n }\r\n}\r\n"]}
@@ -3,6 +3,7 @@ import { Nullable } from "@babylonjs/core/types";
3
3
  import { GLTFLoader } from "../glTFLoader";
4
4
  import { IGLTFLoaderExtension } from "../glTFLoaderExtension";
5
5
  import { INode } from "../glTFLoaderInterfaces";
6
+ import "@babylonjs/core/Meshes/thinInstanceMesh";
6
7
  /**
7
8
  * [Proposed Specification](https://github.com/KhronosGroup/glTF/pull/1691)
8
9
  * [Playground Sample](https://playground.babylonjs.com/#QFIGLW#9)
@@ -1,6 +1,7 @@
1
1
  import { Vector3, Quaternion, Matrix } from '@babylonjs/core/Maths/math.vector.js';
2
2
  import { GLTFLoader, ArrayItem } from "../glTFLoader.js";
3
3
  import { TmpVectors } from '@babylonjs/core/Maths/math.vector.js';
4
+ import "@babylonjs/core/Meshes/thinInstanceMesh.js";
4
5
  var NAME = "EXT_mesh_gpu_instancing";
5
6
  /**
6
7
  * [Proposed Specification](https://github.com/KhronosGroup/glTF/pull/1691)
@@ -1 +1 @@
1
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Experimental Extension Subject to Changes !!!\n */\nexport class EXT_mesh_gpu_instancing implements IGLTFLoaderExtension {\n /**\n * The name of this extension.\n */\n public readonly name = NAME;\n\n /**\n * Defines whether this extension is enabled.\n */\n public enabled: boolean;\n\n private _loader: GLTFLoader;\n\n /** @hidden */\n constructor(loader: GLTFLoader) {\n this._loader = loader;\n this.enabled = this._loader.isExtensionUsed(NAME);\n }\n\n /** @hidden */\n public dispose() {\n (this._loader as any) = null;\n }\n\n /** @hidden */\n public loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>> {\n return GLTFLoader.LoadExtensionAsync<IEXTMeshGpuInstancing, TransformNode>(context, node, this.name, (extensionContext, extension) => {\n this._loader._disableInstancedMesh++;\n\n const promise = this._loader.loadNodeAsync(`/nodes/${node.index}`, node, assign);\n\n this._loader._disableInstancedMesh--;\n\n if (!node._primitiveBabylonMeshes) {\n return promise;\n }\n\n const promises = new Array<Promise<Nullable<Float32Array>>>();\n let instanceCount = 0;\n\n const loadAttribute = (attribute: string) => {\n if (extension.attributes[attribute] == undefined) {\n promises.push(Promise.resolve(null));\n return;\n }\n\n const accessor = ArrayItem.Get(`${extensionContext}/attributes/${attribute}`, this._loader.gltf.accessors, extension.attributes[attribute]);\n promises.push(this._loader._loadFloatAccessorAsync(`/accessors/${accessor.bufferView}`, accessor));\n\n if (instanceCount === 0) {\n instanceCount = accessor.count;\n } else if (instanceCount !== accessor.count) {\n throw new Error(`${extensionContext}/attributes: Instance buffer accessors do not have the same count.`);\n }\n };\n\n loadAttribute(\"TRANSLATION\");\n loadAttribute(\"ROTATION\");\n loadAttribute(\"SCALE\");\n\n return promise.then((babylonTransformNode) => {\n return Promise.all(promises).then(([translationBuffer, rotationBuffer, scaleBuffer]) => {\n const matrices = new Float32Array(instanceCount * 16);\n\n TmpVectors.Vector3[0].copyFromFloats(0, 0, 0); // translation\n TmpVectors.Quaternion[0].copyFromFloats(0, 0, 0, 1); // rotation\n TmpVectors.Vector3[1].copyFromFloats(1, 1, 1); // scale\n\n for (let i = 0; i < instanceCount; ++i) {\n translationBuffer && Vector3.FromArrayToRef(translationBuffer, i * 3, TmpVectors.Vector3[0]);\n rotationBuffer && Quaternion.FromArrayToRef(rotationBuffer, i * 4, TmpVectors.Quaternion[0]);\n scaleBuffer && Vector3.FromArrayToRef(scaleBuffer, i * 3, TmpVectors.Vector3[1]);\n\n Matrix.ComposeToRef(TmpVectors.Vector3[1], TmpVectors.Quaternion[0], TmpVectors.Vector3[0], TmpVectors.Matrix[0]);\n\n TmpVectors.Matrix[0].copyToArray(matrices, i * 16);\n }\n\n for (const babylonMesh of node._primitiveBabylonMeshes!) {\n (babylonMesh as Mesh).thinInstanceSetBuffer(\"matrix\", matrices, 16, true);\n }\n\n return babylonTransformNode;\n });\n });\n });\n }\n}\n\nGLTFLoader.RegisterExtension(NAME, (loader) => new EXT_mesh_gpu_instancing(loader));\n"]}
1
+ {"version":3,"file":"EXT_mesh_gpu_instancing.js","sourceRoot":"","sources":["../../../../../sourceES6/loaders/src/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,EAAE,MAAM,mCAAmC,CAAC;AAIhF,OAAO,EAAE,UAAU,EAAE,SAAS,EAAE,MAAM,eAAe,CAAC;AAGtD,OAAO,EAAE,UAAU,EAAE,MAAM,mCAAmC,CAAC;AAG/D,OAAO,yCAAyC,CAAC;AAEjD,IAAM,IAAI,GAAG,yBAAyB,CAAC;AAEvC;;;;GAIG;AACH;IAaI,cAAc;IACd,iCAAY,MAAkB;QAb9B;;WAEG;QACa,SAAI,GAAG,IAAI,CAAC;QAWxB,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACtD,CAAC;IAED,cAAc;IACP,yCAAO,GAAd;QACK,IAAI,CAAC,OAAe,GAAG,IAAI,CAAC;IACjC,CAAC;IAED,cAAc;IACP,+CAAa,GAApB,UAAqB,OAAe,EAAE,IAAW,EAAE,MAAqD;QAAxG,iBA6DC;QA5DG,OAAO,UAAU,CAAC,kBAAkB,CAAuC,OAAO,EAAE,IAAI,EAAE,IAAI,CAAC,IAAI,EAAE,UAAC,gBAAgB,EAAE,SAAS;YAC7H,KAAI,CAAC,OAAO,CAAC,qBAAqB,EAAE,CAAC;YAErC,IAAM,OAAO,GAAG,KAAI,CAAC,OAAO,CAAC,aAAa,CAAC,iBAAU,IAAI,CAAC,KAAK,CAAE,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;YAEjF,KAAI,CAAC,OAAO,CAAC,qBAAqB,EAAE,CAAC;YAErC,IAAI,CAAC,IAAI,CAAC,uBAAuB,EAAE;gBAC/B,OAAO,OAAO,CAAC;aAClB;YAED,IAAM,QAAQ,GAAG,IAAI,KAAK,EAAmC,CAAC;YAC9D,IAAI,aAAa,GAAG,CAAC,CAAC;YAEtB,IAAM,aAAa,GAAG,UAAC,SAAiB;gBACpC,IAAI,SAAS,CAAC,UAAU,CAAC,SAAS,CAAC,IAAI,SAAS,EAAE;oBAC9C,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC;oBACrC,OAAO;iBACV;gBAED,IAAM,QAAQ,GAAG,SAAS,CAAC,GAAG,CAAC,UAAG,gBAAgB,yBAAe,SAAS,CAAE,EAAE,KAAI,CAAC,OAAO,CAAC,IAAI,CAAC,SAAS,EAAE,SAAS,CAAC,UAAU,CAAC,SAAS,CAAC,CAAC,CAAC;gBAC5I,QAAQ,CAAC,IAAI,CAAC,KAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,qBAAc,QAAQ,CAAC,UAAU,CAAE,EAAE,QAAQ,CAAC,CAAC,CAAC;gBAEnG,IAAI,aAAa,KAAK,CAAC,EAAE;oBACrB,aAAa,GAAG,QAAQ,CAAC,KAAK,CAAC;iBAClC;qBAAM,IAAI,aAAa,KAAK,QAAQ,CAAC,KAAK,EAAE;oBACzC,MAAM,IAAI,KAAK,CAAC,UAAG,gBAAgB,uEAAoE,CAAC,CAAC;iBAC5G;YACL,CAAC,CAAC;YAEF,aAAa,CAAC,aAAa,CAAC,CAAC;YAC7B,aAAa,CAAC,UAAU,CAAC,CAAC;YAC1B,aAAa,CAAC,OAAO,CAAC,CAAC;YAEvB,OAAO,OAAO,CAAC,IAAI,CAAC,UAAC,oBAAoB;gBACrC,OAAO,OAAO,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC,IAAI,CAAC,UAAC,EAAgD;wBAA/C,iBAAiB,QAAA,EAAE,cAAc,QAAA,EAAE,WAAW,QAAA;oBAC9E,IAAM,QAAQ,GAAG,IAAI,YAAY,CAAC,aAAa,GAAG,EAAE,CAAC,CAAC;oBAEtD,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,cAAc;oBAC7D,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,WAAW;oBAChE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,QAAQ;oBAEvD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,EAAE,EAAE,CAAC,EAAE;wBACpC,iBAAiB,IAAI,OAAO,CAAC,cAAc,CAAC,iBAAiB,EAAE,CAAC,GAAG,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;wBAC7F,cAAc,IAAI,UAAU,CAAC,cAAc,CAAC,cAAc,EAAE,CAAC,GAAG,CAAC,EAAE,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;wBAC7F,WAAW,IAAI,OAAO,CAAC,cAAc,CAAC,WAAW,EAAE,CAAC,GAAG,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;wBAEjF,MAAM,CAAC,YAAY,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;wBAElH,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,QAAQ,EAAE,CAAC,GAAG,EAAE,CAAC,CAAC;qBACtD;oBAED,KAA0B,UAA6B,EAA7B,KAAA,IAAI,CAAC,uBAAwB,EAA7B,cAA6B,EAA7B,IAA6B,EAAE;wBAApD,IAAM,WAAW,SAAA;wBACjB,WAAoB,CAAC,qBAAqB,CAAC,QAAQ,EAAE,QAAQ,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;qBAC7E;oBAED,OAAO,oBAAoB,CAAC;gBAChC,CAAC,CAAC,CAAC;YACP,CAAC,CAAC,CAAC;QACP,CAAC,CAAC,CAAC;IACP,CAAC;IACL,8BAAC;AAAD,CAAC,AAvFD,IAuFC;;AAED,UAAU,CAAC,iBAAiB,CAAC,IAAI,EAAE,UAAC,MAAM,IAAK,OAAA,IAAI,uBAAuB,CAAC,MAAM,CAAC,EAAnC,CAAmC,CAAC,CAAC","sourcesContent":["import { Vector3, Quaternion, Matrix } from '@babylonjs/core/Maths/math.vector';\nimport { Mesh } from '@babylonjs/core/Meshes/mesh';\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\nimport { Nullable } from \"@babylonjs/core/types\";\nimport { GLTFLoader, ArrayItem } from \"../glTFLoader\";\nimport { IGLTFLoaderExtension } from \"../glTFLoaderExtension\";\nimport { INode } from \"../glTFLoaderInterfaces\";\nimport { TmpVectors } from '@babylonjs/core/Maths/math.vector';\nimport { IEXTMeshGpuInstancing } from \"babylonjs-gltf2interface\";\n\nimport \"@babylonjs/core/Meshes/thinInstanceMesh\";\n\nconst NAME = \"EXT_mesh_gpu_instancing\";\n\n/**\n * [Proposed Specification](https://github.com/KhronosGroup/glTF/pull/1691)\n * [Playground Sample](https://playground.babylonjs.com/#QFIGLW#9)\n * !!! Experimental Extension Subject to Changes !!!\n */\nexport class EXT_mesh_gpu_instancing implements IGLTFLoaderExtension {\n /**\n * The name of this extension.\n */\n public readonly name = NAME;\n\n /**\n * Defines whether this extension is enabled.\n */\n public enabled: boolean;\n\n private _loader: GLTFLoader;\n\n /** @hidden */\n constructor(loader: GLTFLoader) {\n this._loader = loader;\n this.enabled = this._loader.isExtensionUsed(NAME);\n }\n\n /** @hidden */\n public dispose() {\n (this._loader as any) = null;\n }\n\n /** @hidden */\n public loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>> {\n return GLTFLoader.LoadExtensionAsync<IEXTMeshGpuInstancing, TransformNode>(context, node, this.name, (extensionContext, extension) => {\n this._loader._disableInstancedMesh++;\n\n const promise = this._loader.loadNodeAsync(`/nodes/${node.index}`, node, assign);\n\n this._loader._disableInstancedMesh--;\n\n if (!node._primitiveBabylonMeshes) {\n return promise;\n }\n\n const promises = new Array<Promise<Nullable<Float32Array>>>();\n let instanceCount = 0;\n\n const loadAttribute = (attribute: string) => {\n if (extension.attributes[attribute] == undefined) {\n promises.push(Promise.resolve(null));\n return;\n }\n\n const accessor = ArrayItem.Get(`${extensionContext}/attributes/${attribute}`, this._loader.gltf.accessors, extension.attributes[attribute]);\n promises.push(this._loader._loadFloatAccessorAsync(`/accessors/${accessor.bufferView}`, accessor));\n\n if (instanceCount === 0) {\n instanceCount = accessor.count;\n } else if (instanceCount !== accessor.count) {\n throw new Error(`${extensionContext}/attributes: Instance buffer accessors do not have the same count.`);\n }\n };\n\n loadAttribute(\"TRANSLATION\");\n loadAttribute(\"ROTATION\");\n loadAttribute(\"SCALE\");\n\n return promise.then((babylonTransformNode) => {\n return Promise.all(promises).then(([translationBuffer, rotationBuffer, scaleBuffer]) => {\n const matrices = new Float32Array(instanceCount * 16);\n\n TmpVectors.Vector3[0].copyFromFloats(0, 0, 0); // translation\n TmpVectors.Quaternion[0].copyFromFloats(0, 0, 0, 1); // rotation\n TmpVectors.Vector3[1].copyFromFloats(1, 1, 1); // scale\n\n for (let i = 0; i < instanceCount; ++i) {\n translationBuffer && Vector3.FromArrayToRef(translationBuffer, i * 3, TmpVectors.Vector3[0]);\n rotationBuffer && Quaternion.FromArrayToRef(rotationBuffer, i * 4, TmpVectors.Quaternion[0]);\n scaleBuffer && Vector3.FromArrayToRef(scaleBuffer, i * 3, TmpVectors.Vector3[1]);\n\n Matrix.ComposeToRef(TmpVectors.Vector3[1], TmpVectors.Quaternion[0], TmpVectors.Vector3[0], TmpVectors.Matrix[0]);\n\n TmpVectors.Matrix[0].copyToArray(matrices, i * 16);\n }\n\n for (const babylonMesh of node._primitiveBabylonMeshes!) {\n (babylonMesh as Mesh).thinInstanceSetBuffer(\"matrix\", matrices, 16, true);\n }\n\n return babylonTransformNode;\n });\n });\n });\n }\n}\n\nGLTFLoader.RegisterExtension(NAME, (loader) => new EXT_mesh_gpu_instancing(loader));\n"]}
@@ -46,9 +46,9 @@ export declare class GLTFLoader implements IGLTFLoader {
46
46
  _babylonLights: Light[];
47
47
  /** @hidden */
48
48
  _disableInstancedMesh: number;
49
+ private readonly _parent;
50
+ private readonly _extensions;
49
51
  private _disposed;
50
- private _parent;
51
- private _extensions;
52
52
  private _rootUrl;
53
53
  private _fileName;
54
54
  private _uniqueRootUrl;
@@ -57,6 +57,7 @@ export declare class GLTFLoader implements IGLTFLoader {
57
57
  private _babylonScene;
58
58
  private _rootBabylonMesh;
59
59
  private _defaultBabylonMaterialData;
60
+ private _postSceneLoadActions;
60
61
  private static _RegisteredExtensions;
61
62
  /**
62
63
  * The default glTF sampler.
@@ -149,6 +150,7 @@ export declare class GLTFLoader implements IGLTFLoader {
149
150
  private static _LoadTransform;
150
151
  private _loadSkinAsync;
151
152
  private _loadBones;
153
+ private _findSkeletonRootNode;
152
154
  private _loadBone;
153
155
  private _loadSkinInverseBindMatricesDataAsync;
154
156
  private _updateBoneMatrices;
@@ -71,10 +71,15 @@ var GLTFLoader = /** @class */ (function () {
71
71
  this._babylonLights = [];
72
72
  /** @hidden */
73
73
  this._disableInstancedMesh = 0;
74
- this._disposed = false;
75
74
  this._extensions = new Array();
75
+ this._disposed = false;
76
+ this._rootUrl = null;
77
+ this._fileName = null;
78
+ this._uniqueRootUrl = null;
79
+ this._bin = null;
76
80
  this._rootBabylonMesh = null;
77
81
  this._defaultBabylonMaterialData = {};
82
+ this._postSceneLoadActions = new Array();
78
83
  this._parent = parent;
79
84
  }
80
85
  /**
@@ -107,6 +112,9 @@ var GLTFLoader = /** @class */ (function () {
107
112
  * The object that represents the glTF JSON.
108
113
  */
109
114
  get: function () {
115
+ if (!this._gltf) {
116
+ throw new Error("glTF JSON is not available");
117
+ }
110
118
  return this._gltf;
111
119
  },
112
120
  enumerable: false,
@@ -137,6 +145,9 @@ var GLTFLoader = /** @class */ (function () {
137
145
  * The Babylon scene when loading the asset.
138
146
  */
139
147
  get: function () {
148
+ if (!this._babylonScene) {
149
+ throw new Error("Scene is not available");
150
+ }
140
151
  return this._babylonScene;
141
152
  },
142
153
  enumerable: false,
@@ -159,14 +170,14 @@ var GLTFLoader = /** @class */ (function () {
159
170
  }
160
171
  this._disposed = true;
161
172
  this._completePromises.length = 0;
162
- for (var name_1 in this._extensions) {
163
- var extension = this._extensions[name_1];
164
- extension.dispose && extension.dispose();
165
- delete this._extensions[name_1];
166
- }
167
- this._gltf = null;
168
- this._babylonScene = null;
173
+ this._extensions.forEach(function (extension) { return extension.dispose && extension.dispose(); });
174
+ this._extensions.length = 0;
175
+ this._gltf = null; // TODO
176
+ this._bin = null;
177
+ this._babylonScene = null; // TODO
169
178
  this._rootBabylonMesh = null;
179
+ this._defaultBabylonMaterialData = {};
180
+ this._postSceneLoadActions.length = 0;
170
181
  this._parent.dispose();
171
182
  };
172
183
  /** @hidden */
@@ -349,10 +360,10 @@ var GLTFLoader = /** @class */ (function () {
349
360
  }
350
361
  };
351
362
  GLTFLoader.prototype._loadExtensions = function () {
352
- for (var name_2 in GLTFLoader._RegisteredExtensions) {
353
- var extension = GLTFLoader._RegisteredExtensions[name_2].factory(this);
354
- if (extension.name !== name_2) {
355
- Logger.Warn("The name of the glTF loader extension instance does not match the registered name: ".concat(extension.name, " !== ").concat(name_2));
363
+ for (var name_1 in GLTFLoader._RegisteredExtensions) {
364
+ var extension = GLTFLoader._RegisteredExtensions[name_1].factory(this);
365
+ if (extension.name !== name_1) {
366
+ Logger.Warn("The name of the glTF loader extension instance does not match the registered name: ".concat(extension.name, " !== ").concat(name_1));
356
367
  }
357
368
  this._extensions.push(extension);
358
369
  this._parent.onExtensionLoadedObservable.notifyObservers(extension);
@@ -362,16 +373,16 @@ var GLTFLoader = /** @class */ (function () {
362
373
  };
363
374
  GLTFLoader.prototype._checkExtensions = function () {
364
375
  if (this._gltf.extensionsRequired) {
365
- var _loop_1 = function (name_3) {
366
- var available = this_1._extensions.some(function (extension) { return extension.name === name_3 && extension.enabled; });
376
+ var _loop_1 = function (name_2) {
377
+ var available = this_1._extensions.some(function (extension) { return extension.name === name_2 && extension.enabled; });
367
378
  if (!available) {
368
- throw new Error("Require extension ".concat(name_3, " is not available"));
379
+ throw new Error("Require extension ".concat(name_2, " is not available"));
369
380
  }
370
381
  };
371
382
  var this_1 = this;
372
383
  for (var _i = 0, _a = this._gltf.extensionsRequired; _i < _a.length; _i++) {
373
- var name_3 = _a[_i];
374
- _loop_1(name_3);
384
+ var name_2 = _a[_i];
385
+ _loop_1(name_2);
375
386
  }
376
387
  }
377
388
  };
@@ -428,18 +439,9 @@ var GLTFLoader = /** @class */ (function () {
428
439
  }));
429
440
  }
430
441
  }
431
- // Link all Babylon bones for each glTF node with the corresponding Babylon transform node.
432
- // A glTF joint is a pointer to a glTF node in the glTF node hierarchy similar to Unity3D.
433
- if (this._gltf.nodes) {
434
- for (var _b = 0, _c = this._gltf.nodes; _b < _c.length; _b++) {
435
- var node = _c[_b];
436
- if (node._babylonTransformNode && node._babylonBones) {
437
- for (var _d = 0, _e = node._babylonBones; _d < _e.length; _d++) {
438
- var babylonBone = _e[_d];
439
- babylonBone.linkTransformNode(node._babylonTransformNode);
440
- }
441
- }
442
- }
442
+ for (var _b = 0, _c = this._postSceneLoadActions; _b < _c.length; _b++) {
443
+ var action = _c[_b];
444
+ action();
443
445
  }
444
446
  promises.push(this._loadAnimationsAsync());
445
447
  this.logClose();
@@ -591,7 +593,7 @@ var GLTFLoader = /** @class */ (function () {
591
593
  }
592
594
  assign(babylonTransformNode);
593
595
  };
594
- if (node.mesh == undefined) {
596
+ if (node.mesh == undefined || node.skin != undefined) {
595
597
  var nodeName = node.name || "node".concat(node.index);
596
598
  this._babylonScene._blockEntityCollection = !!this._assetContainer;
597
599
  node._babylonTransformNode = new TransformNode(nodeName, this._babylonScene);
@@ -599,9 +601,37 @@ var GLTFLoader = /** @class */ (function () {
599
601
  this._babylonScene._blockEntityCollection = false;
600
602
  loadNode(node._babylonTransformNode);
601
603
  }
602
- else {
603
- var mesh = ArrayItem.Get("".concat(context, "/mesh"), this._gltf.meshes, node.mesh);
604
- promises.push(this._loadMeshAsync("/meshes/".concat(mesh.index), node, mesh, loadNode));
604
+ if (node.mesh != undefined) {
605
+ if (node.skin == undefined) {
606
+ var mesh = ArrayItem.Get("".concat(context, "/mesh"), this._gltf.meshes, node.mesh);
607
+ promises.push(this._loadMeshAsync("/meshes/".concat(mesh.index), node, mesh, loadNode));
608
+ }
609
+ else {
610
+ // See https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins (second implementation note)
611
+ // This code path will place the skinned mesh as a sibling of the skeleton root node without loading the
612
+ // transform, which effectively ignores the transform of the skinned mesh, as per spec.
613
+ var mesh = ArrayItem.Get("".concat(context, "/mesh"), this._gltf.meshes, node.mesh);
614
+ promises.push(this._loadMeshAsync("/meshes/".concat(mesh.index), node, mesh, function (babylonTransformNode) {
615
+ GLTFLoader.AddPointerMetadata(babylonTransformNode, context);
616
+ var skin = ArrayItem.Get("".concat(context, "/skin"), _this._gltf.skins, node.skin);
617
+ promises.push(_this._loadSkinAsync("/skins/".concat(skin.index), node, skin, function (babylonSkeleton) {
618
+ _this._forEachPrimitive(node, function (babylonMesh) {
619
+ babylonMesh.skeleton = babylonSkeleton;
620
+ });
621
+ // Wait until the scene is loaded to ensure the skeleton root node has been loaded.
622
+ _this._postSceneLoadActions.push(function () {
623
+ if (skin.skeleton != undefined) {
624
+ // Place the skinned mesh node as a sibling of the skeleton root node.
625
+ var skeletonRootNode = ArrayItem.Get("/skins/".concat(skin.index, "/skeleton"), _this._gltf.nodes, skin.skeleton);
626
+ babylonTransformNode.parent = skeletonRootNode.parent._babylonTransformNode;
627
+ }
628
+ else {
629
+ babylonTransformNode.parent = _this._rootBabylonMesh;
630
+ }
631
+ });
632
+ }));
633
+ }));
634
+ }
605
635
  }
606
636
  this.logClose();
607
637
  return Promise.all(promises).then(function () {
@@ -649,10 +679,6 @@ var GLTFLoader = /** @class */ (function () {
649
679
  }));
650
680
  }
651
681
  }
652
- if (node.skin != undefined) {
653
- var skin = ArrayItem.Get("".concat(context, "/skin"), this._gltf.skins, node.skin);
654
- promises.push(this._loadSkinAsync("/skins/".concat(skin.index), node, skin));
655
- }
656
682
  assign(node._babylonTransformNode);
657
683
  this.logClose();
658
684
  return Promise.all(promises).then(function () {
@@ -843,8 +869,8 @@ var GLTFLoader = /** @class */ (function () {
843
869
  babylonMesh.morphTargetManager.areUpdatesFrozen = true;
844
870
  for (var index = 0; index < primitive.targets.length; index++) {
845
871
  var weight = node.weights ? node.weights[index] : mesh.weights ? mesh.weights[index] : 0;
846
- var name_4 = targetNames ? targetNames[index] : "morphTarget".concat(index);
847
- babylonMesh.morphTargetManager.addTarget(new MorphTarget(name_4, weight, babylonMesh.getScene()));
872
+ var name_3 = targetNames ? targetNames[index] : "morphTarget".concat(index);
873
+ babylonMesh.morphTargetManager.addTarget(new MorphTarget(name_3, weight, babylonMesh.getScene()));
848
874
  // TODO: tell the target whether it has positions, normals, tangents
849
875
  }
850
876
  };
@@ -936,19 +962,14 @@ var GLTFLoader = /** @class */ (function () {
936
962
  babylonNode.rotationQuaternion = rotation;
937
963
  babylonNode.scaling = scaling;
938
964
  };
939
- GLTFLoader.prototype._loadSkinAsync = function (context, node, skin) {
965
+ GLTFLoader.prototype._loadSkinAsync = function (context, node, skin, assign) {
940
966
  var _this = this;
941
967
  var extensionPromise = this._extensionsLoadSkinAsync(context, node, skin);
942
968
  if (extensionPromise) {
943
969
  return extensionPromise;
944
970
  }
945
- var assignSkeleton = function (skeleton) {
946
- _this._forEachPrimitive(node, function (babylonMesh) {
947
- babylonMesh.skeleton = skeleton;
948
- });
949
- };
950
971
  if (skin._data) {
951
- assignSkeleton(skin._data.babylonSkeleton);
972
+ assign(skin._data.babylonSkeleton);
952
973
  return skin._data.promise;
953
974
  }
954
975
  var skeletonId = "skeleton".concat(skin.index);
@@ -956,10 +977,7 @@ var GLTFLoader = /** @class */ (function () {
956
977
  var babylonSkeleton = new Skeleton(skin.name || skeletonId, skeletonId, this._babylonScene);
957
978
  babylonSkeleton._parentContainer = this._assetContainer;
958
979
  this._babylonScene._blockEntityCollection = false;
959
- // See https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins (second implementation note)
960
- babylonSkeleton.overrideMesh = this._rootBabylonMesh;
961
980
  this._loadBones(context, skin, babylonSkeleton);
962
- assignSkeleton(babylonSkeleton);
963
981
  var promise = this._loadSkinInverseBindMatricesDataAsync(context, skin).then(function (inverseBindMatricesData) {
964
982
  _this._updateBoneMatrices(babylonSkeleton, inverseBindMatricesData);
965
983
  });
@@ -967,9 +985,36 @@ var GLTFLoader = /** @class */ (function () {
967
985
  babylonSkeleton: babylonSkeleton,
968
986
  promise: promise
969
987
  };
988
+ assign(babylonSkeleton);
970
989
  return promise;
971
990
  };
972
991
  GLTFLoader.prototype._loadBones = function (context, skin, babylonSkeleton) {
992
+ if (skin.skeleton == undefined || this._parent.alwaysComputeSkeletonRootNode) {
993
+ var rootNode = this._findSkeletonRootNode("".concat(context, "/joints"), skin.joints);
994
+ if (rootNode) {
995
+ if (skin.skeleton === undefined) {
996
+ skin.skeleton = rootNode.index;
997
+ }
998
+ else {
999
+ var isParent = function (a, b) {
1000
+ for (; b.parent; b = b.parent) {
1001
+ if (b.parent === a) {
1002
+ return true;
1003
+ }
1004
+ }
1005
+ return false;
1006
+ };
1007
+ var skeletonNode = ArrayItem.Get("".concat(context, "/skeleton"), this._gltf.nodes, skin.skeleton);
1008
+ if (skeletonNode !== rootNode && !isParent(skeletonNode, rootNode)) {
1009
+ Logger.Warn("".concat(context, "/skeleton: Overriding with nearest common ancestor as skeleton node is not a common root"));
1010
+ skin.skeleton = rootNode.index;
1011
+ }
1012
+ }
1013
+ }
1014
+ else {
1015
+ Logger.Warn("".concat(context, ": Failed to find common root"));
1016
+ }
1017
+ }
973
1018
  var babylonBones = {};
974
1019
  for (var _i = 0, _a = skin.joints; _i < _a.length; _i++) {
975
1020
  var index = _a[_i];
@@ -977,20 +1022,57 @@ var GLTFLoader = /** @class */ (function () {
977
1022
  this._loadBone(node, skin, babylonSkeleton, babylonBones);
978
1023
  }
979
1024
  };
1025
+ GLTFLoader.prototype._findSkeletonRootNode = function (context, joints) {
1026
+ var paths = {};
1027
+ for (var _i = 0, joints_1 = joints; _i < joints_1.length; _i++) {
1028
+ var index = joints_1[_i];
1029
+ var path = new Array();
1030
+ var node = ArrayItem.Get("".concat(context, "/").concat(index), this._gltf.nodes, index);
1031
+ while (node.index !== -1) {
1032
+ path.unshift(node);
1033
+ node = node.parent;
1034
+ }
1035
+ paths[index] = path;
1036
+ }
1037
+ var rootNode = null;
1038
+ for (var i = 0;; ++i) {
1039
+ var path = paths[joints[0]];
1040
+ if (i >= path.length) {
1041
+ return rootNode;
1042
+ }
1043
+ var node = path[i];
1044
+ for (var j = 1; j < joints.length; ++j) {
1045
+ path = paths[joints[j]];
1046
+ if (i >= path.length || node !== path[i]) {
1047
+ return rootNode;
1048
+ }
1049
+ }
1050
+ rootNode = node;
1051
+ }
1052
+ };
980
1053
  GLTFLoader.prototype._loadBone = function (node, skin, babylonSkeleton, babylonBones) {
981
1054
  var babylonBone = babylonBones[node.index];
982
1055
  if (babylonBone) {
983
1056
  return babylonBone;
984
1057
  }
985
- var babylonParentBone = null;
986
- if (node.parent && node.parent._babylonTransformNode !== this._rootBabylonMesh) {
987
- babylonParentBone = this._loadBone(node.parent, skin, babylonSkeleton, babylonBones);
1058
+ var parentBabylonBone = null;
1059
+ if (node.index !== skin.skeleton) {
1060
+ if (node.parent && node.parent.index !== -1) {
1061
+ parentBabylonBone = this._loadBone(node.parent, skin, babylonSkeleton, babylonBones);
1062
+ }
1063
+ else if (skin.skeleton !== undefined) {
1064
+ Logger.Warn("/skins/".concat(skin.index, "/skeleton: Skeleton node is not a common root"));
1065
+ }
988
1066
  }
989
1067
  var boneIndex = skin.joints.indexOf(node.index);
990
- babylonBone = new Bone(node.name || "joint".concat(node.index), babylonSkeleton, babylonParentBone, this._getNodeMatrix(node), null, null, boneIndex);
1068
+ babylonBone = new Bone(node.name || "joint".concat(node.index), babylonSkeleton, parentBabylonBone, this._getNodeMatrix(node), null, null, boneIndex);
991
1069
  babylonBones[node.index] = babylonBone;
992
- node._babylonBones = node._babylonBones || [];
993
- node._babylonBones.push(babylonBone);
1070
+ // Wait until the scene is loaded to ensure the transform nodes are loaded.
1071
+ this._postSceneLoadActions.push(function () {
1072
+ // Link the Babylon bone with the corresponding Babylon transform node.
1073
+ // A glTF joint is a pointer to a glTF node in the glTF node hierarchy similar to Unity3D.
1074
+ babylonBone.linkTransformNode(node._babylonTransformNode);
1075
+ });
994
1076
  return babylonBone;
995
1077
  };
996
1078
  GLTFLoader.prototype._loadSkinInverseBindMatricesDataAsync = function (context, skin) {
@@ -1179,34 +1261,34 @@ var GLTFLoader = /** @class */ (function () {
1179
1261
  var getNextOutputValue;
1180
1262
  switch (targetPath) {
1181
1263
  case "position": {
1182
- getNextOutputValue = function () {
1183
- var value = Vector3.FromArray(data.output, outputBufferOffset);
1264
+ getNextOutputValue = function (scale) {
1265
+ var value = Vector3.FromArray(data.output, outputBufferOffset).scaleInPlace(scale);
1184
1266
  outputBufferOffset += 3;
1185
1267
  return value;
1186
1268
  };
1187
1269
  break;
1188
1270
  }
1189
1271
  case "rotationQuaternion": {
1190
- getNextOutputValue = function () {
1191
- var value = Quaternion.FromArray(data.output, outputBufferOffset);
1272
+ getNextOutputValue = function (scale) {
1273
+ var value = Quaternion.FromArray(data.output, outputBufferOffset).scaleInPlace(scale);
1192
1274
  outputBufferOffset += 4;
1193
1275
  return value;
1194
1276
  };
1195
1277
  break;
1196
1278
  }
1197
1279
  case "scaling": {
1198
- getNextOutputValue = function () {
1199
- var value = Vector3.FromArray(data.output, outputBufferOffset);
1280
+ getNextOutputValue = function (scale) {
1281
+ var value = Vector3.FromArray(data.output, outputBufferOffset).scaleInPlace(scale);
1200
1282
  outputBufferOffset += 3;
1201
1283
  return value;
1202
1284
  };
1203
1285
  break;
1204
1286
  }
1205
1287
  case "influence": {
1206
- getNextOutputValue = function () {
1288
+ getNextOutputValue = function (scale) {
1207
1289
  var value = new Array(targetNode._numMorphTargets);
1208
1290
  for (var i = 0; i < targetNode._numMorphTargets; i++) {
1209
- value[i] = data.output[outputBufferOffset++];
1291
+ value[i] = data.output[outputBufferOffset++] * scale;
1210
1292
  }
1211
1293
  return value;
1212
1294
  };
@@ -1217,25 +1299,26 @@ var GLTFLoader = /** @class */ (function () {
1217
1299
  switch (data.interpolation) {
1218
1300
  case "STEP" /* STEP */: {
1219
1301
  getNextKey = function (frameIndex) { return ({
1220
- frame: data.input[frameIndex],
1221
- value: getNextOutputValue(),
1302
+ frame: data.input[frameIndex] * _this.parent.targetFps,
1303
+ value: getNextOutputValue(1),
1222
1304
  interpolation: AnimationKeyInterpolation.STEP
1223
1305
  }); };
1224
1306
  break;
1225
1307
  }
1226
1308
  case "LINEAR" /* LINEAR */: {
1227
1309
  getNextKey = function (frameIndex) { return ({
1228
- frame: data.input[frameIndex],
1229
- value: getNextOutputValue()
1310
+ frame: data.input[frameIndex] * _this.parent.targetFps,
1311
+ value: getNextOutputValue(1)
1230
1312
  }); };
1231
1313
  break;
1232
1314
  }
1233
1315
  case "CUBICSPLINE" /* CUBICSPLINE */: {
1316
+ var invTargetFps_1 = 1 / _this.parent.targetFps;
1234
1317
  getNextKey = function (frameIndex) { return ({
1235
- frame: data.input[frameIndex],
1236
- inTangent: getNextOutputValue(),
1237
- value: getNextOutputValue(),
1238
- outTangent: getNextOutputValue()
1318
+ frame: data.input[frameIndex] * _this.parent.targetFps,
1319
+ inTangent: getNextOutputValue(invTargetFps_1),
1320
+ value: getNextOutputValue(1),
1321
+ outTangent: getNextOutputValue(invTargetFps_1)
1239
1322
  }); };
1240
1323
  break;
1241
1324
  }
@@ -1247,7 +1330,7 @@ var GLTFLoader = /** @class */ (function () {
1247
1330
  if (targetPath === "influence") {
1248
1331
  var _loop_2 = function (targetIndex) {
1249
1332
  var animationName = "".concat(babylonAnimationGroup.name, "_channel").concat(babylonAnimationGroup.targetedAnimations.length);
1250
- var babylonAnimation = new Animation(animationName, targetPath, 1, animationType);
1333
+ var babylonAnimation = new Animation(animationName, targetPath, _this.parent.targetFps, animationType);
1251
1334
  babylonAnimation.setKeys(keys.map(function (key) { return ({
1252
1335
  frame: key.frame,
1253
1336
  inTangent: key.inTangent ? key.inTangent[targetIndex] : undefined,
@@ -1268,7 +1351,7 @@ var GLTFLoader = /** @class */ (function () {
1268
1351
  }
1269
1352
  else {
1270
1353
  var animationName = "".concat(babylonAnimationGroup.name, "_channel").concat(babylonAnimationGroup.targetedAnimations.length);
1271
- var babylonAnimation = new Animation(animationName, targetPath, 1, animationType);
1354
+ var babylonAnimation = new Animation(animationName, targetPath, _this.parent.targetFps, animationType);
1272
1355
  babylonAnimation.setKeys(keys);
1273
1356
  if (animationTargetOverride != null && animationTargetOverride.animations != null) {
1274
1357
  animationTargetOverride.animations.push(babylonAnimation);