@babylonjs/loaders 5.0.0-beta.8 → 5.0.0-beta.8-snapshot

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.
Files changed (172) hide show
  1. package/package.json +20 -198
  2. package/OBJ/index.d.ts +0 -4
  3. package/OBJ/index.js +0 -5
  4. package/OBJ/index.js.map +0 -1
  5. package/OBJ/mtlFileLoader.d.ts +0 -40
  6. package/OBJ/mtlFileLoader.js +0 -222
  7. package/OBJ/mtlFileLoader.js.map +0 -1
  8. package/OBJ/objFileLoader.d.ts +0 -133
  9. package/OBJ/objFileLoader.js +0 -301
  10. package/OBJ/objFileLoader.js.map +0 -1
  11. package/OBJ/objLoadingOptions.d.ts +0 -43
  12. package/OBJ/objLoadingOptions.js +0 -2
  13. package/OBJ/objLoadingOptions.js.map +0 -1
  14. package/OBJ/solidParser.d.ts +0 -153
  15. package/OBJ/solidParser.js +0 -700
  16. package/OBJ/solidParser.js.map +0 -1
  17. package/STL/index.d.ts +0 -1
  18. package/STL/index.js +0 -2
  19. package/STL/index.js.map +0 -1
  20. package/STL/stlFileLoader.d.ts +0 -71
  21. package/STL/stlFileLoader.js +0 -240
  22. package/STL/stlFileLoader.js.map +0 -1
  23. package/glTF/1.0/glTFBinaryExtension.d.ts +0 -13
  24. package/glTF/1.0/glTFBinaryExtension.js +0 -62
  25. package/glTF/1.0/glTFBinaryExtension.js.map +0 -1
  26. package/glTF/1.0/glTFLoader.d.ts +0 -106
  27. package/glTF/1.0/glTFLoader.js +0 -1697
  28. package/glTF/1.0/glTFLoader.js.map +0 -1
  29. package/glTF/1.0/glTFLoaderInterfaces.d.ts +0 -412
  30. package/glTF/1.0/glTFLoaderInterfaces.js +0 -96
  31. package/glTF/1.0/glTFLoaderInterfaces.js.map +0 -1
  32. package/glTF/1.0/glTFLoaderUtils.d.ts +0 -62
  33. package/glTF/1.0/glTFLoaderUtils.js +0 -233
  34. package/glTF/1.0/glTFLoaderUtils.js.map +0 -1
  35. package/glTF/1.0/glTFMaterialsCommonExtension.d.ts +0 -10
  36. package/glTF/1.0/glTFMaterialsCommonExtension.js +0 -128
  37. package/glTF/1.0/glTFMaterialsCommonExtension.js.map +0 -1
  38. package/glTF/1.0/index.d.ts +0 -5
  39. package/glTF/1.0/index.js +0 -6
  40. package/glTF/1.0/index.js.map +0 -1
  41. package/glTF/2.0/Extensions/EXT_lights_image_based.d.ts +0 -36
  42. package/glTF/2.0/Extensions/EXT_lights_image_based.js +0 -111
  43. package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +0 -1
  44. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +0 -27
  45. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +0 -80
  46. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +0 -1
  47. package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +0 -27
  48. package/glTF/2.0/Extensions/EXT_meshopt_compression.js +0 -43
  49. package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +0 -1
  50. package/glTF/2.0/Extensions/EXT_texture_webp.d.ts +0 -21
  51. package/glTF/2.0/Extensions/EXT_texture_webp.js +0 -33
  52. package/glTF/2.0/Extensions/EXT_texture_webp.js.map +0 -1
  53. package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +0 -32
  54. package/glTF/2.0/Extensions/ExtrasAsMetadata.js +0 -56
  55. package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +0 -1
  56. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +0 -31
  57. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +0 -102
  58. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +0 -1
  59. package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +0 -28
  60. package/glTF/2.0/Extensions/KHR_lights_punctual.js +0 -82
  61. package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +0 -1
  62. package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +0 -31
  63. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +0 -87
  64. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +0 -1
  65. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +0 -30
  66. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +0 -46
  67. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +0 -1
  68. package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +0 -34
  69. package/glTF/2.0/Extensions/KHR_materials_ior.js +0 -55
  70. package/glTF/2.0/Extensions/KHR_materials_ior.js.map +0 -1
  71. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.d.ts +0 -30
  72. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +0 -73
  73. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +0 -1
  74. package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +0 -31
  75. package/glTF/2.0/Extensions/KHR_materials_sheen.js +0 -77
  76. package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +0 -1
  77. package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +0 -30
  78. package/glTF/2.0/Extensions/KHR_materials_specular.js +0 -67
  79. package/glTF/2.0/Extensions/KHR_materials_specular.js.map +0 -1
  80. package/glTF/2.0/Extensions/KHR_materials_translucency.d.ts +0 -31
  81. package/glTF/2.0/Extensions/KHR_materials_translucency.js +0 -77
  82. package/glTF/2.0/Extensions/KHR_materials_translucency.js.map +0 -1
  83. package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +0 -30
  84. package/glTF/2.0/Extensions/KHR_materials_transmission.js +0 -278
  85. package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +0 -1
  86. package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +0 -30
  87. package/glTF/2.0/Extensions/KHR_materials_unlit.js +0 -66
  88. package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +0 -1
  89. package/glTF/2.0/Extensions/KHR_materials_variants.d.ts +0 -76
  90. package/glTF/2.0/Extensions/KHR_materials_variants.js +0 -244
  91. package/glTF/2.0/Extensions/KHR_materials_variants.js.map +0 -1
  92. package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +0 -31
  93. package/glTF/2.0/Extensions/KHR_materials_volume.js +0 -79
  94. package/glTF/2.0/Extensions/KHR_materials_volume.js.map +0 -1
  95. package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +0 -19
  96. package/glTF/2.0/Extensions/KHR_mesh_quantization.js +0 -22
  97. package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +0 -1
  98. package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +0 -21
  99. package/glTF/2.0/Extensions/KHR_texture_basisu.js +0 -33
  100. package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +0 -1
  101. package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +0 -25
  102. package/glTF/2.0/Extensions/KHR_texture_transform.js +0 -54
  103. package/glTF/2.0/Extensions/KHR_texture_transform.js.map +0 -1
  104. package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +0 -29
  105. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +0 -47
  106. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +0 -1
  107. package/glTF/2.0/Extensions/MSFT_audio_emitter.d.ts +0 -38
  108. package/glTF/2.0/Extensions/MSFT_audio_emitter.js +0 -217
  109. package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +0 -1
  110. package/glTF/2.0/Extensions/MSFT_lod.d.ts +0 -75
  111. package/glTF/2.0/Extensions/MSFT_lod.js +0 -334
  112. package/glTF/2.0/Extensions/MSFT_lod.js.map +0 -1
  113. package/glTF/2.0/Extensions/MSFT_minecraftMesh.d.ts +0 -14
  114. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +0 -37
  115. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +0 -1
  116. package/glTF/2.0/Extensions/MSFT_sRGBFactors.d.ts +0 -14
  117. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +0 -37
  118. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +0 -1
  119. package/glTF/2.0/Extensions/index.d.ts +0 -26
  120. package/glTF/2.0/Extensions/index.js +0 -27
  121. package/glTF/2.0/Extensions/index.js.map +0 -1
  122. package/glTF/2.0/glTFLoader.d.ts +0 -357
  123. package/glTF/2.0/glTFLoader.js +0 -2249
  124. package/glTF/2.0/glTFLoader.js.map +0 -1
  125. package/glTF/2.0/glTFLoaderExtension.d.ts +0 -152
  126. package/glTF/2.0/glTFLoaderExtension.js +0 -2
  127. package/glTF/2.0/glTFLoaderExtension.js.map +0 -1
  128. package/glTF/2.0/glTFLoaderInterfaces.d.ts +0 -209
  129. package/glTF/2.0/glTFLoaderInterfaces.js +0 -2
  130. package/glTF/2.0/glTFLoaderInterfaces.js.map +0 -1
  131. package/glTF/2.0/index.d.ts +0 -4
  132. package/glTF/2.0/index.js +0 -5
  133. package/glTF/2.0/index.js.map +0 -1
  134. package/glTF/glTFFileLoader.d.ts +0 -368
  135. package/glTF/glTFFileLoader.js +0 -869
  136. package/glTF/glTFFileLoader.js.map +0 -1
  137. package/glTF/glTFValidation.d.ts +0 -29
  138. package/glTF/glTFValidation.js +0 -122
  139. package/glTF/glTFValidation.js.map +0 -1
  140. package/glTF/index.d.ts +0 -5
  141. package/glTF/index.js +0 -6
  142. package/glTF/index.js.map +0 -1
  143. package/index.d.ts +0 -3
  144. package/index.js.map +0 -1
  145. package/legacy/legacy-glTF.d.ts +0 -2
  146. package/legacy/legacy-glTF.js +0 -19
  147. package/legacy/legacy-glTF.js.map +0 -1
  148. package/legacy/legacy-glTF1.d.ts +0 -2
  149. package/legacy/legacy-glTF1.js +0 -15
  150. package/legacy/legacy-glTF1.js.map +0 -1
  151. package/legacy/legacy-glTF1FileLoader.d.ts +0 -2
  152. package/legacy/legacy-glTF1FileLoader.js +0 -3
  153. package/legacy/legacy-glTF1FileLoader.js.map +0 -1
  154. package/legacy/legacy-glTF2.d.ts +0 -2
  155. package/legacy/legacy-glTF2.js +0 -33
  156. package/legacy/legacy-glTF2.js.map +0 -1
  157. package/legacy/legacy-glTF2FileLoader.d.ts +0 -2
  158. package/legacy/legacy-glTF2FileLoader.js +0 -3
  159. package/legacy/legacy-glTF2FileLoader.js.map +0 -1
  160. package/legacy/legacy-glTFFileLoader.d.ts +0 -3
  161. package/legacy/legacy-glTFFileLoader.js +0 -4
  162. package/legacy/legacy-glTFFileLoader.js.map +0 -1
  163. package/legacy/legacy-objFileLoader.d.ts +0 -1
  164. package/legacy/legacy-objFileLoader.js +0 -13
  165. package/legacy/legacy-objFileLoader.js.map +0 -1
  166. package/legacy/legacy-stlFileLoader.d.ts +0 -1
  167. package/legacy/legacy-stlFileLoader.js +0 -13
  168. package/legacy/legacy-stlFileLoader.js.map +0 -1
  169. package/legacy/legacy.d.ts +0 -6
  170. package/legacy/legacy.js +0 -7
  171. package/legacy/legacy.js.map +0 -1
  172. package/readme.md +0 -24
@@ -1,233 +0,0 @@
1
- import { EParameterType, ETextureWrapMode, ETextureFilterType, EComponentType } from "./glTFLoaderInterfaces.js";
2
- import { Vector2, Vector3, Vector4, Matrix } from "@babylonjs/core/Maths/math.vector.js";
3
- import { Color4 } from '@babylonjs/core/Maths/math.color.js';
4
- import { Effect } from "@babylonjs/core/Materials/effect.js";
5
- import { ShaderMaterial } from "@babylonjs/core/Materials/shaderMaterial.js";
6
- import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
7
- /**
8
- * Utils functions for GLTF
9
- * @hidden
10
- */
11
- var GLTFUtils = /** @class */ (function () {
12
- function GLTFUtils() {
13
- }
14
- /**
15
- * Sets the given "parameter" matrix
16
- * @param scene: the Scene object
17
- * @param source: the source node where to pick the matrix
18
- * @param parameter: the GLTF technique parameter
19
- * @param uniformName: the name of the shader's uniform
20
- * @param shaderMaterial: the shader material
21
- */
22
- GLTFUtils.SetMatrix = function (scene, source, parameter, uniformName, shaderMaterial) {
23
- var mat = null;
24
- if (parameter.semantic === "MODEL") {
25
- mat = source.getWorldMatrix();
26
- }
27
- else if (parameter.semantic === "PROJECTION") {
28
- mat = scene.getProjectionMatrix();
29
- }
30
- else if (parameter.semantic === "VIEW") {
31
- mat = scene.getViewMatrix();
32
- }
33
- else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") {
34
- mat = Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());
35
- }
36
- else if (parameter.semantic === "MODELVIEW") {
37
- mat = source.getWorldMatrix().multiply(scene.getViewMatrix());
38
- }
39
- else if (parameter.semantic === "MODELVIEWPROJECTION") {
40
- mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());
41
- }
42
- else if (parameter.semantic === "MODELINVERSE") {
43
- mat = source.getWorldMatrix().invert();
44
- }
45
- else if (parameter.semantic === "VIEWINVERSE") {
46
- mat = scene.getViewMatrix().invert();
47
- }
48
- else if (parameter.semantic === "PROJECTIONINVERSE") {
49
- mat = scene.getProjectionMatrix().invert();
50
- }
51
- else if (parameter.semantic === "MODELVIEWINVERSE") {
52
- mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();
53
- }
54
- else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") {
55
- mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();
56
- }
57
- else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
58
- mat = Matrix.Transpose(source.getWorldMatrix().invert());
59
- }
60
- else {
61
- debugger;
62
- }
63
- if (mat) {
64
- switch (parameter.type) {
65
- case EParameterType.FLOAT_MAT2:
66
- shaderMaterial.setMatrix2x2(uniformName, Matrix.GetAsMatrix2x2(mat));
67
- break;
68
- case EParameterType.FLOAT_MAT3:
69
- shaderMaterial.setMatrix3x3(uniformName, Matrix.GetAsMatrix3x3(mat));
70
- break;
71
- case EParameterType.FLOAT_MAT4:
72
- shaderMaterial.setMatrix(uniformName, mat);
73
- break;
74
- default: break;
75
- }
76
- }
77
- };
78
- /**
79
- * Sets the given "parameter" matrix
80
- * @param shaderMaterial: the shader material
81
- * @param uniform: the name of the shader's uniform
82
- * @param value: the value of the uniform
83
- * @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
84
- */
85
- GLTFUtils.SetUniform = function (shaderMaterial, uniform, value, type) {
86
- switch (type) {
87
- case EParameterType.FLOAT:
88
- shaderMaterial.setFloat(uniform, value);
89
- return true;
90
- case EParameterType.FLOAT_VEC2:
91
- shaderMaterial.setVector2(uniform, Vector2.FromArray(value));
92
- return true;
93
- case EParameterType.FLOAT_VEC3:
94
- shaderMaterial.setVector3(uniform, Vector3.FromArray(value));
95
- return true;
96
- case EParameterType.FLOAT_VEC4:
97
- shaderMaterial.setVector4(uniform, Vector4.FromArray(value));
98
- return true;
99
- default: return false;
100
- }
101
- };
102
- /**
103
- * Returns the wrap mode of the texture
104
- * @param mode: the mode value
105
- */
106
- GLTFUtils.GetWrapMode = function (mode) {
107
- switch (mode) {
108
- case ETextureWrapMode.CLAMP_TO_EDGE: return Texture.CLAMP_ADDRESSMODE;
109
- case ETextureWrapMode.MIRRORED_REPEAT: return Texture.MIRROR_ADDRESSMODE;
110
- case ETextureWrapMode.REPEAT: return Texture.WRAP_ADDRESSMODE;
111
- default: return Texture.WRAP_ADDRESSMODE;
112
- }
113
- };
114
- /**
115
- * Returns the byte stride giving an accessor
116
- * @param accessor: the GLTF accessor objet
117
- */
118
- GLTFUtils.GetByteStrideFromType = function (accessor) {
119
- // Needs this function since "byteStride" isn't requiered in glTF format
120
- var type = accessor.type;
121
- switch (type) {
122
- case "VEC2": return 2;
123
- case "VEC3": return 3;
124
- case "VEC4": return 4;
125
- case "MAT2": return 4;
126
- case "MAT3": return 9;
127
- case "MAT4": return 16;
128
- default: return 1;
129
- }
130
- };
131
- /**
132
- * Returns the texture filter mode giving a mode value
133
- * @param mode: the filter mode value
134
- */
135
- GLTFUtils.GetTextureFilterMode = function (mode) {
136
- switch (mode) {
137
- case ETextureFilterType.LINEAR:
138
- case ETextureFilterType.LINEAR_MIPMAP_NEAREST:
139
- case ETextureFilterType.LINEAR_MIPMAP_LINEAR: return Texture.TRILINEAR_SAMPLINGMODE;
140
- case ETextureFilterType.NEAREST:
141
- case ETextureFilterType.NEAREST_MIPMAP_NEAREST: return Texture.NEAREST_SAMPLINGMODE;
142
- default: return Texture.BILINEAR_SAMPLINGMODE;
143
- }
144
- };
145
- GLTFUtils.GetBufferFromBufferView = function (gltfRuntime, bufferView, byteOffset, byteLength, componentType) {
146
- var byteOffset = bufferView.byteOffset + byteOffset;
147
- var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];
148
- if (byteOffset + byteLength > loadedBufferView.byteLength) {
149
- throw new Error("Buffer access is out of range");
150
- }
151
- var buffer = loadedBufferView.buffer;
152
- byteOffset += loadedBufferView.byteOffset;
153
- switch (componentType) {
154
- case EComponentType.BYTE: return new Int8Array(buffer, byteOffset, byteLength);
155
- case EComponentType.UNSIGNED_BYTE: return new Uint8Array(buffer, byteOffset, byteLength);
156
- case EComponentType.SHORT: return new Int16Array(buffer, byteOffset, byteLength);
157
- case EComponentType.UNSIGNED_SHORT: return new Uint16Array(buffer, byteOffset, byteLength);
158
- default: return new Float32Array(buffer, byteOffset, byteLength);
159
- }
160
- };
161
- /**
162
- * Returns a buffer from its accessor
163
- * @param gltfRuntime: the GLTF runtime
164
- * @param accessor: the GLTF accessor
165
- */
166
- GLTFUtils.GetBufferFromAccessor = function (gltfRuntime, accessor) {
167
- var bufferView = gltfRuntime.bufferViews[accessor.bufferView];
168
- var byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);
169
- return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);
170
- };
171
- /**
172
- * Decodes a buffer view into a string
173
- * @param view: the buffer view
174
- */
175
- GLTFUtils.DecodeBufferToText = function (view) {
176
- var result = "";
177
- var length = view.byteLength;
178
- for (var i = 0; i < length; ++i) {
179
- result += String.fromCharCode(view[i]);
180
- }
181
- return result;
182
- };
183
- /**
184
- * Returns the default material of gltf. Related to
185
- * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
186
- * @param scene: the Babylon.js scene
187
- */
188
- GLTFUtils.GetDefaultMaterial = function (scene) {
189
- if (!GLTFUtils._DefaultMaterial) {
190
- Effect.ShadersStore["GLTFDefaultMaterialVertexShader"] = [
191
- "precision highp float;",
192
- "",
193
- "uniform mat4 worldView;",
194
- "uniform mat4 projection;",
195
- "",
196
- "attribute vec3 position;",
197
- "",
198
- "void main(void)",
199
- "{",
200
- " gl_Position = projection * worldView * vec4(position, 1.0);",
201
- "}"
202
- ].join("\n");
203
- Effect.ShadersStore["GLTFDefaultMaterialPixelShader"] = [
204
- "precision highp float;",
205
- "",
206
- "uniform vec4 u_emission;",
207
- "",
208
- "void main(void)",
209
- "{",
210
- " gl_FragColor = u_emission;",
211
- "}"
212
- ].join("\n");
213
- var shaderPath = {
214
- vertex: "GLTFDefaultMaterial",
215
- fragment: "GLTFDefaultMaterial"
216
- };
217
- var options = {
218
- attributes: ["position"],
219
- uniforms: ["worldView", "projection", "u_emission"],
220
- samplers: new Array(),
221
- needAlphaBlending: false
222
- };
223
- GLTFUtils._DefaultMaterial = new ShaderMaterial("GLTFDefaultMaterial", scene, shaderPath, options);
224
- GLTFUtils._DefaultMaterial.setColor4("u_emission", new Color4(0.5, 0.5, 0.5, 1.0));
225
- }
226
- return GLTFUtils._DefaultMaterial;
227
- };
228
- // The GLTF default material
229
- GLTFUtils._DefaultMaterial = null;
230
- return GLTFUtils;
231
- }());
232
- export { GLTFUtils };
233
- //# sourceMappingURL=glTFLoaderUtils.js.map
@@ -1 +0,0 @@
1
- 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{ IGLTFTechniqueParameter, EParameterType, ETextureWrapMode, IGLTFAccessor, ETextureFilterType, IGLTFRuntime, IGLTFBufferView, EComponentType } from \"./glTFLoaderInterfaces\";\r\n\r\nimport { Nullable } from \"@babylonjs/core/types\";\r\nimport { Vector2, Vector3, Vector4, Matrix } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Color4 } from '@babylonjs/core/Maths/math.color';\r\nimport { Effect } from \"@babylonjs/core/Materials/effect\";\r\nimport { ShaderMaterial } from \"@babylonjs/core/Materials/shaderMaterial\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { Node } from \"@babylonjs/core/node\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\n\r\n/**\r\n* Utils functions for GLTF\r\n* @hidden\r\n*/\r\nexport class GLTFUtils {\r\n /**\r\n * Sets the given \"parameter\" matrix\r\n * @param scene: the Scene object\r\n * @param source: the source node where to pick the matrix\r\n * @param parameter: the GLTF technique parameter\r\n * @param uniformName: the name of the shader's uniform\r\n * @param shaderMaterial: the shader material\r\n */\r\n public static SetMatrix(scene: Scene, source: Node, parameter: IGLTFTechniqueParameter, uniformName: string, shaderMaterial: ShaderMaterial | Effect): void {\r\n var mat: Nullable<Matrix> = null;\r\n\r\n if (parameter.semantic === \"MODEL\") {\r\n mat = source.getWorldMatrix();\r\n }\r\n else if (parameter.semantic === \"PROJECTION\") {\r\n mat = scene.getProjectionMatrix();\r\n }\r\n else if (parameter.semantic === \"VIEW\") {\r\n mat = scene.getViewMatrix();\r\n }\r\n else if (parameter.semantic === \"MODELVIEWINVERSETRANSPOSE\") {\r\n mat = Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());\r\n }\r\n else if (parameter.semantic === \"MODELVIEW\") {\r\n mat = source.getWorldMatrix().multiply(scene.getViewMatrix());\r\n }\r\n else if (parameter.semantic === \"MODELVIEWPROJECTION\") {\r\n mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());\r\n }\r\n else if (parameter.semantic === \"MODELINVERSE\") {\r\n mat = source.getWorldMatrix().invert();\r\n }\r\n else if (parameter.semantic === \"VIEWINVERSE\") {\r\n mat = scene.getViewMatrix().invert();\r\n }\r\n else if (parameter.semantic === \"PROJECTIONINVERSE\") {\r\n mat = scene.getProjectionMatrix().invert();\r\n }\r\n else if (parameter.semantic === \"MODELVIEWINVERSE\") {\r\n mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();\r\n }\r\n else if (parameter.semantic === \"MODELVIEWPROJECTIONINVERSE\") {\r\n mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();\r\n }\r\n else if (parameter.semantic === \"MODELINVERSETRANSPOSE\") {\r\n mat = Matrix.Transpose(source.getWorldMatrix().invert());\r\n }\r\n else {\r\n debugger;\r\n }\r\n\r\n if (mat) {\r\n switch (parameter.type) {\r\n case EParameterType.FLOAT_MAT2: shaderMaterial.setMatrix2x2(uniformName, Matrix.GetAsMatrix2x2(mat)); break;\r\n case EParameterType.FLOAT_MAT3: shaderMaterial.setMatrix3x3(uniformName, Matrix.GetAsMatrix3x3(mat)); break;\r\n case EParameterType.FLOAT_MAT4: shaderMaterial.setMatrix(uniformName, mat); break;\r\n default: break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the given \"parameter\" matrix\r\n * @param shaderMaterial: the shader material\r\n * @param uniform: the name of the shader's uniform\r\n * @param value: the value of the uniform\r\n * @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)\r\n */\r\n public static SetUniform(shaderMaterial: ShaderMaterial | Effect, uniform: string, value: any, type: number): boolean {\r\n switch (type) {\r\n case EParameterType.FLOAT: shaderMaterial.setFloat(uniform, value); return true;\r\n case EParameterType.FLOAT_VEC2: shaderMaterial.setVector2(uniform, Vector2.FromArray(value)); return true;\r\n case EParameterType.FLOAT_VEC3: shaderMaterial.setVector3(uniform, Vector3.FromArray(value)); return true;\r\n case EParameterType.FLOAT_VEC4: shaderMaterial.setVector4(uniform, Vector4.FromArray(value)); return true;\r\n default: return false;\r\n }\r\n }\r\n\r\n /**\r\n * Returns the wrap mode of the texture\r\n * @param mode: the mode value\r\n */\r\n public static GetWrapMode(mode: number): number {\r\n switch (mode) {\r\n case ETextureWrapMode.CLAMP_TO_EDGE: return Texture.CLAMP_ADDRESSMODE;\r\n case ETextureWrapMode.MIRRORED_REPEAT: return Texture.MIRROR_ADDRESSMODE;\r\n case ETextureWrapMode.REPEAT: return Texture.WRAP_ADDRESSMODE;\r\n default: return Texture.WRAP_ADDRESSMODE;\r\n }\r\n }\r\n\r\n /**\r\n * Returns the byte stride giving an accessor\r\n * @param accessor: the GLTF accessor objet\r\n */\r\n public static GetByteStrideFromType(accessor: IGLTFAccessor): number {\r\n // Needs this function since \"byteStride\" isn't requiered in glTF format\r\n var type = accessor.type;\r\n\r\n switch (type) {\r\n case \"VEC2\": return 2;\r\n case \"VEC3\": return 3;\r\n case \"VEC4\": return 4;\r\n case \"MAT2\": return 4;\r\n case \"MAT3\": return 9;\r\n case \"MAT4\": return 16;\r\n default: return 1;\r\n }\r\n }\r\n\r\n /**\r\n * Returns the texture filter mode giving a mode value\r\n * @param mode: the filter mode value\r\n */\r\n public static GetTextureFilterMode(mode: number): ETextureFilterType {\r\n switch (mode) {\r\n case ETextureFilterType.LINEAR:\r\n case ETextureFilterType.LINEAR_MIPMAP_NEAREST:\r\n case ETextureFilterType.LINEAR_MIPMAP_LINEAR: return Texture.TRILINEAR_SAMPLINGMODE;\r\n case ETextureFilterType.NEAREST:\r\n case ETextureFilterType.NEAREST_MIPMAP_NEAREST: return Texture.NEAREST_SAMPLINGMODE;\r\n default: return Texture.BILINEAR_SAMPLINGMODE;\r\n }\r\n }\r\n\r\n public static GetBufferFromBufferView(gltfRuntime: IGLTFRuntime, bufferView: IGLTFBufferView, byteOffset: number, byteLength: number, componentType: EComponentType): ArrayBufferView {\r\n var byteOffset = bufferView.byteOffset + byteOffset;\r\n\r\n var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];\r\n if (byteOffset + byteLength > loadedBufferView.byteLength) {\r\n throw new Error(\"Buffer access is out of range\");\r\n }\r\n\r\n var buffer = loadedBufferView.buffer;\r\n byteOffset += loadedBufferView.byteOffset;\r\n\r\n switch (componentType) {\r\n case EComponentType.BYTE: return new Int8Array(buffer, byteOffset, byteLength);\r\n case EComponentType.UNSIGNED_BYTE: return new Uint8Array(buffer, byteOffset, byteLength);\r\n case EComponentType.SHORT: return new Int16Array(buffer, byteOffset, byteLength);\r\n case EComponentType.UNSIGNED_SHORT: return new Uint16Array(buffer, byteOffset, byteLength);\r\n default: return new Float32Array(buffer, byteOffset, byteLength);\r\n }\r\n }\r\n\r\n /**\r\n * Returns a buffer from its accessor\r\n * @param gltfRuntime: the GLTF runtime\r\n * @param accessor: the GLTF accessor\r\n */\r\n public static GetBufferFromAccessor(gltfRuntime: IGLTFRuntime, accessor: IGLTFAccessor): any {\r\n var bufferView: IGLTFBufferView = gltfRuntime.bufferViews[accessor.bufferView];\r\n var byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);\r\n return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);\r\n }\r\n\r\n /**\r\n * Decodes a buffer view into a string\r\n * @param view: the buffer view\r\n */\r\n public static DecodeBufferToText(view: ArrayBufferView): string {\r\n var result = \"\";\r\n var length = view.byteLength;\r\n\r\n for (var i = 0; i < length; ++i) {\r\n result += String.fromCharCode((<any>view)[i]);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Returns the default material of gltf. Related to\r\n * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material\r\n * @param scene: the Babylon.js scene\r\n */\r\n public static GetDefaultMaterial(scene: Scene): ShaderMaterial {\r\n if (!GLTFUtils._DefaultMaterial) {\r\n Effect.ShadersStore[\"GLTFDefaultMaterialVertexShader\"] = [\r\n \"precision highp float;\",\r\n \"\",\r\n \"uniform mat4 worldView;\",\r\n \"uniform mat4 projection;\",\r\n \"\",\r\n \"attribute vec3 position;\",\r\n \"\",\r\n \"void main(void)\",\r\n \"{\",\r\n \" gl_Position = projection * worldView * vec4(position, 1.0);\",\r\n \"}\"\r\n ].join(\"\\n\");\r\n\r\n Effect.ShadersStore[\"GLTFDefaultMaterialPixelShader\"] = [\r\n \"precision highp float;\",\r\n \"\",\r\n \"uniform vec4 u_emission;\",\r\n \"\",\r\n \"void main(void)\",\r\n \"{\",\r\n \" gl_FragColor = u_emission;\",\r\n \"}\"\r\n ].join(\"\\n\");\r\n\r\n var shaderPath = {\r\n vertex: \"GLTFDefaultMaterial\",\r\n fragment: \"GLTFDefaultMaterial\"\r\n };\r\n\r\n var options = {\r\n attributes: [\"position\"],\r\n uniforms: [\"worldView\", \"projection\", \"u_emission\"],\r\n samplers: new Array<string>(),\r\n needAlphaBlending: false\r\n };\r\n\r\n GLTFUtils._DefaultMaterial = new ShaderMaterial(\"GLTFDefaultMaterial\", scene, shaderPath, options);\r\n GLTFUtils._DefaultMaterial.setColor4(\"u_emission\", new Color4(0.5, 0.5, 0.5, 1.0));\r\n }\r\n\r\n return GLTFUtils._DefaultMaterial;\r\n }\r\n\r\n // The GLTF default material\r\n private static _DefaultMaterial: Nullable<ShaderMaterial> = null;\r\n}"]}
@@ -1,10 +0,0 @@
1
- import { GLTFLoaderExtension } from "./glTFLoader";
2
- import { IGLTFRuntime } from "./glTFLoaderInterfaces";
3
- import { Material } from "@babylonjs/core/Materials/material";
4
- /** @hidden */
5
- export declare class GLTFMaterialsCommonExtension extends GLTFLoaderExtension {
6
- constructor();
7
- loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: (message: string) => void): boolean;
8
- loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean;
9
- private _loadTexture;
10
- }
@@ -1,128 +0,0 @@
1
- import { __extends } from "tslib";
2
- import { GLTFLoaderExtension } from "./glTFLoader.js";
3
- import { GLTFLoaderBase } from "./glTFLoader.js";
4
- import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
5
- import { Color3 } from '@babylonjs/core/Maths/math.color.js';
6
- import { Tools } from "@babylonjs/core/Misc/tools.js";
7
- import { Material } from "@babylonjs/core/Materials/material.js";
8
- import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
9
- import { HemisphericLight } from "@babylonjs/core/Lights/hemisphericLight.js";
10
- import { DirectionalLight } from "@babylonjs/core/Lights/directionalLight.js";
11
- import { PointLight } from "@babylonjs/core/Lights/pointLight.js";
12
- import { SpotLight } from "@babylonjs/core/Lights/spotLight.js";
13
- import { GLTFLoader } from "./glTFLoader.js";
14
- /** @hidden */
15
- var GLTFMaterialsCommonExtension = /** @class */ (function (_super) {
16
- __extends(GLTFMaterialsCommonExtension, _super);
17
- function GLTFMaterialsCommonExtension() {
18
- return _super.call(this, "KHR_materials_common") || this;
19
- }
20
- GLTFMaterialsCommonExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
21
- if (!gltfRuntime.extensions) {
22
- return false;
23
- }
24
- var extension = gltfRuntime.extensions[this.name];
25
- if (!extension) {
26
- return false;
27
- }
28
- // Create lights
29
- var lights = extension.lights;
30
- if (lights) {
31
- for (var thing in lights) {
32
- var light = lights[thing];
33
- switch (light.type) {
34
- case "ambient":
35
- var ambientLight = new HemisphericLight(light.name, new Vector3(0, 1, 0), gltfRuntime.scene);
36
- var ambient = light.ambient;
37
- if (ambient) {
38
- ambientLight.diffuse = Color3.FromArray(ambient.color || [1, 1, 1]);
39
- }
40
- break;
41
- case "point":
42
- var pointLight = new PointLight(light.name, new Vector3(10, 10, 10), gltfRuntime.scene);
43
- var point = light.point;
44
- if (point) {
45
- pointLight.diffuse = Color3.FromArray(point.color || [1, 1, 1]);
46
- }
47
- break;
48
- case "directional":
49
- var dirLight = new DirectionalLight(light.name, new Vector3(0, -1, 0), gltfRuntime.scene);
50
- var directional = light.directional;
51
- if (directional) {
52
- dirLight.diffuse = Color3.FromArray(directional.color || [1, 1, 1]);
53
- }
54
- break;
55
- case "spot":
56
- var spot = light.spot;
57
- if (spot) {
58
- var spotLight = new SpotLight(light.name, new Vector3(0, 10, 0), new Vector3(0, -1, 0), spot.fallOffAngle || Math.PI, spot.fallOffExponent || 0.0, gltfRuntime.scene);
59
- spotLight.diffuse = Color3.FromArray(spot.color || [1, 1, 1]);
60
- }
61
- break;
62
- default:
63
- Tools.Warn("GLTF Material Common extension: light type \"" + light.type + "\” not supported");
64
- break;
65
- }
66
- }
67
- }
68
- return false;
69
- };
70
- GLTFMaterialsCommonExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
71
- var material = gltfRuntime.materials[id];
72
- if (!material || !material.extensions) {
73
- return false;
74
- }
75
- var extension = material.extensions[this.name];
76
- if (!extension) {
77
- return false;
78
- }
79
- var standardMaterial = new StandardMaterial(id, gltfRuntime.scene);
80
- standardMaterial.sideOrientation = Material.CounterClockWiseSideOrientation;
81
- if (extension.technique === "CONSTANT") {
82
- standardMaterial.disableLighting = true;
83
- }
84
- standardMaterial.backFaceCulling = extension.doubleSided === undefined ? false : !extension.doubleSided;
85
- standardMaterial.alpha = extension.values.transparency === undefined ? 1.0 : extension.values.transparency;
86
- standardMaterial.specularPower = extension.values.shininess === undefined ? 0.0 : extension.values.shininess;
87
- // Ambient
88
- if (typeof extension.values.ambient === "string") {
89
- this._loadTexture(gltfRuntime, extension.values.ambient, standardMaterial, "ambientTexture", onError);
90
- }
91
- else {
92
- standardMaterial.ambientColor = Color3.FromArray(extension.values.ambient || [0, 0, 0]);
93
- }
94
- // Diffuse
95
- if (typeof extension.values.diffuse === "string") {
96
- this._loadTexture(gltfRuntime, extension.values.diffuse, standardMaterial, "diffuseTexture", onError);
97
- }
98
- else {
99
- standardMaterial.diffuseColor = Color3.FromArray(extension.values.diffuse || [0, 0, 0]);
100
- }
101
- // Emission
102
- if (typeof extension.values.emission === "string") {
103
- this._loadTexture(gltfRuntime, extension.values.emission, standardMaterial, "emissiveTexture", onError);
104
- }
105
- else {
106
- standardMaterial.emissiveColor = Color3.FromArray(extension.values.emission || [0, 0, 0]);
107
- }
108
- // Specular
109
- if (typeof extension.values.specular === "string") {
110
- this._loadTexture(gltfRuntime, extension.values.specular, standardMaterial, "specularTexture", onError);
111
- }
112
- else {
113
- standardMaterial.specularColor = Color3.FromArray(extension.values.specular || [0, 0, 0]);
114
- }
115
- return true;
116
- };
117
- GLTFMaterialsCommonExtension.prototype._loadTexture = function (gltfRuntime, id, material, propertyPath, onError) {
118
- // Create buffer from texture url
119
- GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) {
120
- // Create texture from buffer
121
- GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, function (texture) { return material[propertyPath] = texture; }, onError);
122
- }, onError);
123
- };
124
- return GLTFMaterialsCommonExtension;
125
- }(GLTFLoaderExtension));
126
- export { GLTFMaterialsCommonExtension };
127
- GLTFLoader.RegisterExtension(new GLTFMaterialsCommonExtension());
128
- //# sourceMappingURL=glTFMaterialsCommonExtension.js.map
@@ -1 +0,0 @@
1
- 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{ GLTFLoaderExtension } from \"./glTFLoader\";\nimport { GLTFLoaderBase } from \"./glTFLoader\";\n\nimport { IGLTFRuntime, IGLTFMaterial } from \"./glTFLoaderInterfaces\";\n\nimport { Vector3 } from \"@babylonjs/core/Maths/math.vector\";\nimport { Color3 } from '@babylonjs/core/Maths/math.color';\nimport { Tools } from \"@babylonjs/core/Misc/tools\";\nimport { Material } from \"@babylonjs/core/Materials/material\";\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\nimport { HemisphericLight } from \"@babylonjs/core/Lights/hemisphericLight\";\nimport { DirectionalLight } from \"@babylonjs/core/Lights/directionalLight\";\nimport { PointLight } from \"@babylonjs/core/Lights/pointLight\";\nimport { SpotLight } from \"@babylonjs/core/Lights/spotLight\";\n\nimport { GLTFLoader } from \"./glTFLoader\";\n\ninterface IGLTFMaterialsCommonExtensionValues {\n ambient?: number[] | string;\n diffuse?: number[] | string;\n emission?: number[] | string;\n specular?: number[] | string;\n shininess?: number;\n transparency?: number;\n}\n\ninterface IGLTFMaterialsCommonExtension {\n technique: string;\n transparent?: number;\n doubleSided?: boolean;\n values: IGLTFMaterialsCommonExtensionValues;\n}\n\ninterface IGLTFRuntimeCommonExtension {\n lights: { [key: string]: IGLTFLightCommonExtension };\n}\n\ninterface IGLTFLightCommonExtension {\n name: string;\n type: string;\n\n ambient?: IGLTFAmbientLightCommonExtension;\n point?: IGLTFPointLightCommonExtension;\n directional?: IGLTFDirectionalLightCommonExtension;\n spot?: IGLTFSpotLightCommonExtension;\n}\n\ninterface IGLTFPointLightCommonExtension {\n color: number[];\n constantAttenuation: number;\n linearAttenuation: number;\n quadraticAttenuation: number;\n}\n\ninterface IGLTFAmbientLightCommonExtension {\n color: number[];\n}\n\ninterface IGLTFDirectionalLightCommonExtension {\n color: number[];\n}\n\ninterface IGLTFSpotLightCommonExtension {\n color: number[];\n constantAttenuation: number;\n fallOffAngle: number;\n fallOffExponent: number;\n linearAttenuation: number;\n quadraticAttenuation: number;\n}\n\n/** @hidden */\nexport class GLTFMaterialsCommonExtension extends GLTFLoaderExtension {\n\n constructor() {\n super(\"KHR_materials_common\");\n }\n\n public loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: (message: string) => void): boolean {\n if (!gltfRuntime.extensions) { return false; }\n\n var extension: IGLTFRuntimeCommonExtension = gltfRuntime.extensions[this.name];\n if (!extension) { return false; }\n\n // Create lights\n var lights = extension.lights;\n if (lights) {\n for (var thing in lights) {\n var light: IGLTFLightCommonExtension = lights[thing];\n\n switch (light.type) {\n case \"ambient\":\n var ambientLight = new HemisphericLight(light.name, new Vector3(0, 1, 0), gltfRuntime.scene);\n var ambient = light.ambient;\n if (ambient) {\n ambientLight.diffuse = Color3.FromArray(ambient.color || [1, 1, 1]);\n }\n break;\n case \"point\":\n var pointLight = new PointLight(light.name, new Vector3(10, 10, 10), gltfRuntime.scene);\n var point = light.point;\n if (point) {\n pointLight.diffuse = Color3.FromArray(point.color || [1, 1, 1]);\n }\n break;\n case \"directional\":\n var dirLight = new DirectionalLight(light.name, new Vector3(0, -1, 0), gltfRuntime.scene);\n var directional = light.directional;\n if (directional) {\n dirLight.diffuse = Color3.FromArray(directional.color || [1, 1, 1]);\n }\n break;\n case \"spot\":\n var spot = light.spot;\n if (spot) {\n var spotLight = new SpotLight(light.name, new Vector3(0, 10, 0), new Vector3(0, -1, 0),\n spot.fallOffAngle || Math.PI,\n spot.fallOffExponent || 0.0,\n gltfRuntime.scene);\n spotLight.diffuse = Color3.FromArray(spot.color || [1, 1, 1]);\n }\n break;\n default: Tools.Warn(\"GLTF Material Common extension: light type \\\"\" + light.type + \"\\” not supported\"); break;\n }\n }\n }\n\n return false;\n }\n\n public loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean {\n var material: IGLTFMaterial = gltfRuntime.materials[id];\n if (!material || !material.extensions) { return false; }\n\n var extension: IGLTFMaterialsCommonExtension = material.extensions[this.name];\n if (!extension) { return false; }\n\n var standardMaterial = new StandardMaterial(id, gltfRuntime.scene);\n standardMaterial.sideOrientation = Material.CounterClockWiseSideOrientation;\n\n if (extension.technique === \"CONSTANT\") {\n standardMaterial.disableLighting = true;\n }\n\n standardMaterial.backFaceCulling = extension.doubleSided === undefined ? false : !extension.doubleSided;\n standardMaterial.alpha = extension.values.transparency === undefined ? 1.0 : extension.values.transparency;\n standardMaterial.specularPower = extension.values.shininess === undefined ? 0.0 : extension.values.shininess;\n\n // Ambient\n if (typeof extension.values.ambient === \"string\") {\n this._loadTexture(gltfRuntime, extension.values.ambient, standardMaterial, \"ambientTexture\", onError);\n }\n else {\n standardMaterial.ambientColor = Color3.FromArray(extension.values.ambient || [0, 0, 0]);\n }\n\n // Diffuse\n if (typeof extension.values.diffuse === \"string\") {\n this._loadTexture(gltfRuntime, extension.values.diffuse, standardMaterial, \"diffuseTexture\", onError);\n }\n else {\n standardMaterial.diffuseColor = Color3.FromArray(extension.values.diffuse || [0, 0, 0]);\n }\n\n // Emission\n if (typeof extension.values.emission === \"string\") {\n this._loadTexture(gltfRuntime, extension.values.emission, standardMaterial, \"emissiveTexture\", onError);\n }\n else {\n standardMaterial.emissiveColor = Color3.FromArray(extension.values.emission || [0, 0, 0]);\n }\n\n // Specular\n if (typeof extension.values.specular === \"string\") {\n this._loadTexture(gltfRuntime, extension.values.specular, standardMaterial, \"specularTexture\", onError);\n }\n else {\n standardMaterial.specularColor = Color3.FromArray(extension.values.specular || [0, 0, 0]);\n }\n\n return true;\n }\n\n private _loadTexture(gltfRuntime: IGLTFRuntime, id: string, material: StandardMaterial, propertyPath: string, onError: (message: string) => void): void {\n // Create buffer from texture url\n GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, (buffer) => {\n // Create texture from buffer\n GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, (texture) => (<any>material)[propertyPath] = texture, onError);\n }, onError);\n }\n}\n\nGLTFLoader.RegisterExtension(new GLTFMaterialsCommonExtension());\n"]}
@@ -1,5 +0,0 @@
1
- export * from "./glTFBinaryExtension";
2
- export * from "./glTFLoader";
3
- export * from "./glTFLoaderInterfaces";
4
- export * from "./glTFLoaderUtils";
5
- export * from "./glTFMaterialsCommonExtension";
package/glTF/1.0/index.js DELETED
@@ -1,6 +0,0 @@
1
- export * from "./glTFBinaryExtension.js";
2
- export * from "./glTFLoader.js";
3
- export * from "./glTFLoaderInterfaces.js";
4
- export * from "./glTFLoaderUtils.js";
5
- export * from "./glTFMaterialsCommonExtension.js";
6
- //# sourceMappingURL=index.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../sourceES6/loaders/src/glTF/1.0/index.ts"],"names":[],"mappings":"AAAA,cAAc,uBAAuB,CAAC;AACtC,cAAc,cAAc,CAAC;AAC7B,cAAc,wBAAwB,CAAC;AACvC,cAAc,mBAAmB,CAAC;AAClC,cAAc,gCAAgC,CAAC","sourcesContent":["export * from \"./glTFBinaryExtension\";\r\nexport * from \"./glTFLoader\";\r\nexport * from \"./glTFLoaderInterfaces\";\r\nexport * from \"./glTFLoaderUtils\";\r\nexport * from \"./glTFMaterialsCommonExtension\";"]}
@@ -1,36 +0,0 @@
1
- import { Nullable } from "@babylonjs/core/types";
2
- import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture";
3
- import { IScene } from "../glTFLoaderInterfaces";
4
- import { IGLTFLoaderExtension } from "../glTFLoaderExtension";
5
- import { GLTFLoader } from "../glTFLoader";
6
- declare module "babylonjs-gltf2interface" {
7
- /** @hidden */
8
- interface IEXTLightsImageBased_LightImageBased {
9
- _babylonTexture?: BaseTexture;
10
- _loaded?: Promise<void>;
11
- }
12
- }
13
- /**
14
- * [Specification](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Vendor/EXT_lights_image_based/README.md)
15
- */
16
- export declare class EXT_lights_image_based implements IGLTFLoaderExtension {
17
- /**
18
- * The name of this extension.
19
- */
20
- readonly name = "EXT_lights_image_based";
21
- /**
22
- * Defines whether this extension is enabled.
23
- */
24
- enabled: boolean;
25
- private _loader;
26
- private _lights?;
27
- /** @hidden */
28
- constructor(loader: GLTFLoader);
29
- /** @hidden */
30
- dispose(): void;
31
- /** @hidden */
32
- onLoading(): void;
33
- /** @hidden */
34
- loadSceneAsync(context: string, scene: IScene): Nullable<Promise<void>>;
35
- private _loadLightAsync;
36
- }
@@ -1,111 +0,0 @@
1
- import { Scalar } from "@babylonjs/core/Maths/math.scalar.js";
2
- import { SphericalHarmonics, SphericalPolynomial } from "@babylonjs/core/Maths/sphericalPolynomial.js";
3
- import { Quaternion, Matrix } from "@babylonjs/core/Maths/math.vector.js";
4
- import { RawCubeTexture } from "@babylonjs/core/Materials/Textures/rawCubeTexture.js";
5
- import { GLTFLoader, ArrayItem } from "../glTFLoader.js";
6
- var NAME = "EXT_lights_image_based";
7
- /**
8
- * [Specification](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Vendor/EXT_lights_image_based/README.md)
9
- */
10
- var EXT_lights_image_based = /** @class */ (function () {
11
- /** @hidden */
12
- function EXT_lights_image_based(loader) {
13
- /**
14
- * The name of this extension.
15
- */
16
- this.name = NAME;
17
- this._loader = loader;
18
- this.enabled = this._loader.isExtensionUsed(NAME);
19
- }
20
- /** @hidden */
21
- EXT_lights_image_based.prototype.dispose = function () {
22
- this._loader = null;
23
- delete this._lights;
24
- };
25
- /** @hidden */
26
- EXT_lights_image_based.prototype.onLoading = function () {
27
- var extensions = this._loader.gltf.extensions;
28
- if (extensions && extensions[this.name]) {
29
- var extension = extensions[this.name];
30
- this._lights = extension.lights;
31
- }
32
- };
33
- /** @hidden */
34
- EXT_lights_image_based.prototype.loadSceneAsync = function (context, scene) {
35
- var _this = this;
36
- return GLTFLoader.LoadExtensionAsync(context, scene, this.name, function (extensionContext, extension) {
37
- var promises = new Array();
38
- promises.push(_this._loader.loadSceneAsync(context, scene));
39
- _this._loader.logOpen("".concat(extensionContext));
40
- var light = ArrayItem.Get("".concat(extensionContext, "/light"), _this._lights, extension.light);
41
- promises.push(_this._loadLightAsync("/extensions/".concat(_this.name, "/lights/").concat(extension.light), light).then(function (texture) {
42
- _this._loader.babylonScene.environmentTexture = texture;
43
- }));
44
- _this._loader.logClose();
45
- return Promise.all(promises).then(function () { });
46
- });
47
- };
48
- EXT_lights_image_based.prototype._loadLightAsync = function (context, light) {
49
- var _this = this;
50
- if (!light._loaded) {
51
- var promises = new Array();
52
- this._loader.logOpen("".concat(context));
53
- var imageData_1 = new Array(light.specularImages.length);
54
- var _loop_1 = function (mipmap) {
55
- var faces = light.specularImages[mipmap];
56
- imageData_1[mipmap] = new Array(faces.length);
57
- var _loop_2 = function (face) {
58
- var specularImageContext = "".concat(context, "/specularImages/").concat(mipmap, "/").concat(face);
59
- this_1._loader.logOpen("".concat(specularImageContext));
60
- var index = faces[face];
61
- var image = ArrayItem.Get(specularImageContext, this_1._loader.gltf.images, index);
62
- promises.push(this_1._loader.loadImageAsync("/images/".concat(index), image).then(function (data) {
63
- imageData_1[mipmap][face] = data;
64
- }));
65
- this_1._loader.logClose();
66
- };
67
- for (var face = 0; face < faces.length; face++) {
68
- _loop_2(face);
69
- }
70
- };
71
- var this_1 = this;
72
- for (var mipmap = 0; mipmap < light.specularImages.length; mipmap++) {
73
- _loop_1(mipmap);
74
- }
75
- this._loader.logClose();
76
- light._loaded = Promise.all(promises).then(function () {
77
- var babylonTexture = new RawCubeTexture(_this._loader.babylonScene, null, light.specularImageSize);
78
- babylonTexture.name = light.name || "environment";
79
- light._babylonTexture = babylonTexture;
80
- if (light.intensity != undefined) {
81
- babylonTexture.level = light.intensity;
82
- }
83
- if (light.rotation) {
84
- var rotation = Quaternion.FromArray(light.rotation);
85
- // Invert the rotation so that positive rotation is counter-clockwise.
86
- if (!_this._loader.babylonScene.useRightHandedSystem) {
87
- rotation = Quaternion.Inverse(rotation);
88
- }
89
- Matrix.FromQuaternionToRef(rotation, babylonTexture.getReflectionTextureMatrix());
90
- }
91
- if (!light.irradianceCoefficients) {
92
- throw new Error("".concat(context, ": Irradiance coefficients are missing"));
93
- }
94
- var sphericalHarmonics = SphericalHarmonics.FromArray(light.irradianceCoefficients);
95
- sphericalHarmonics.scaleInPlace(light.intensity);
96
- sphericalHarmonics.convertIrradianceToLambertianRadiance();
97
- var sphericalPolynomial = SphericalPolynomial.FromHarmonics(sphericalHarmonics);
98
- // Compute the lod generation scale to fit exactly to the number of levels available.
99
- var lodGenerationScale = (imageData_1.length - 1) / Scalar.Log2(light.specularImageSize);
100
- return babylonTexture.updateRGBDAsync(imageData_1, sphericalPolynomial, lodGenerationScale);
101
- });
102
- }
103
- return light._loaded.then(function () {
104
- return light._babylonTexture;
105
- });
106
- };
107
- return EXT_lights_image_based;
108
- }());
109
- export { EXT_lights_image_based };
110
- GLTFLoader.RegisterExtension(NAME, function (loader) { return new EXT_lights_image_based(loader); });
111
- //# sourceMappingURL=EXT_lights_image_based.js.map
@@ -1 +0,0 @@
1
- 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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { Scalar } from \"@babylonjs/core/Maths/math.scalar\";\r\nimport { SphericalHarmonics, SphericalPolynomial } from \"@babylonjs/core/Maths/sphericalPolynomial\";\r\nimport { Quaternion, Matrix } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { RawCubeTexture } from \"@babylonjs/core/Materials/Textures/rawCubeTexture\";\r\n\r\nimport { IEXTLightsImageBased_LightReferenceImageBased, IEXTLightsImageBased_LightImageBased, IEXTLightsImageBased } from \"babylonjs-gltf2interface\";\r\nimport { IScene } from \"../glTFLoaderInterfaces\";\r\nimport { IGLTFLoaderExtension } from \"../glTFLoaderExtension\";\r\nimport { GLTFLoader, ArrayItem } from \"../glTFLoader\";\r\n\r\nconst NAME = \"EXT_lights_image_based\";\r\n\r\ndeclare module \"babylonjs-gltf2interface\" {\r\n /** @hidden */\r\n interface IEXTLightsImageBased_LightImageBased {\r\n _babylonTexture?: BaseTexture;\r\n _loaded?: Promise<void>;\r\n }\r\n}\r\n\r\n/**\r\n * [Specification](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Vendor/EXT_lights_image_based/README.md)\r\n */\r\nexport class EXT_lights_image_based implements IGLTFLoaderExtension {\r\n /**\r\n * The name of this extension.\r\n */\r\n public readonly name = NAME;\r\n\r\n /**\r\n * Defines whether this extension is enabled.\r\n */\r\n public enabled: boolean;\r\n\r\n private _loader: GLTFLoader;\r\n private _lights?: IEXTLightsImageBased_LightImageBased[];\r\n\r\n /** @hidden */\r\n constructor(loader: GLTFLoader) {\r\n this._loader = loader;\r\n this.enabled = this._loader.isExtensionUsed(NAME);\r\n }\r\n\r\n /** @hidden */\r\n public dispose() {\r\n (this._loader as any) = null;\r\n delete this._lights;\r\n }\r\n\r\n /** @hidden */\r\n public onLoading(): void {\r\n const extensions = this._loader.gltf.extensions;\r\n if (extensions && extensions[this.name]) {\r\n const extension = extensions[this.name] as IEXTLightsImageBased;\r\n this._lights = extension.lights;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public loadSceneAsync(context: string, scene: IScene): Nullable<Promise<void>> {\r\n return GLTFLoader.LoadExtensionAsync<IEXTLightsImageBased_LightReferenceImageBased>(context, scene, this.name, (extensionContext, extension) => {\r\n const promises = new Array<Promise<any>>();\r\n\r\n promises.push(this._loader.loadSceneAsync(context, scene));\r\n\r\n this._loader.logOpen(`${extensionContext}`);\r\n\r\n const light = ArrayItem.Get(`${extensionContext}/light`, this._lights, extension.light);\r\n promises.push(this._loadLightAsync(`/extensions/${this.name}/lights/${extension.light}`, light).then((texture) => {\r\n this._loader.babylonScene.environmentTexture = texture;\r\n }));\r\n\r\n this._loader.logClose();\r\n\r\n return Promise.all(promises).then(() => { });\r\n });\r\n }\r\n\r\n private _loadLightAsync(context: string, light: IEXTLightsImageBased_LightImageBased): Promise<BaseTexture> {\r\n if (!light._loaded) {\r\n const promises = new Array<Promise<any>>();\r\n\r\n this._loader.logOpen(`${context}`);\r\n\r\n const imageData = new Array<Array<ArrayBufferView>>(light.specularImages.length);\r\n for (let mipmap = 0; mipmap < light.specularImages.length; mipmap++) {\r\n const faces = light.specularImages[mipmap];\r\n imageData[mipmap] = new Array<ArrayBufferView>(faces.length);\r\n for (let face = 0; face < faces.length; face++) {\r\n const specularImageContext = `${context}/specularImages/${mipmap}/${face}`;\r\n this._loader.logOpen(`${specularImageContext}`);\r\n\r\n const index = faces[face];\r\n const image = ArrayItem.Get(specularImageContext, this._loader.gltf.images, index);\r\n promises.push(this._loader.loadImageAsync(`/images/${index}`, image).then((data) => {\r\n imageData[mipmap][face] = data;\r\n }));\r\n\r\n this._loader.logClose();\r\n }\r\n }\r\n\r\n this._loader.logClose();\r\n\r\n light._loaded = Promise.all(promises).then(() => {\r\n const babylonTexture = new RawCubeTexture(this._loader.babylonScene, null, light.specularImageSize);\r\n babylonTexture.name = light.name || \"environment\";\r\n light._babylonTexture = babylonTexture;\r\n\r\n if (light.intensity != undefined) {\r\n babylonTexture.level = light.intensity;\r\n }\r\n\r\n if (light.rotation) {\r\n let rotation = Quaternion.FromArray(light.rotation);\r\n\r\n // Invert the rotation so that positive rotation is counter-clockwise.\r\n if (!this._loader.babylonScene.useRightHandedSystem) {\r\n rotation = Quaternion.Inverse(rotation);\r\n }\r\n\r\n Matrix.FromQuaternionToRef(rotation, babylonTexture.getReflectionTextureMatrix());\r\n }\r\n\r\n if (!light.irradianceCoefficients) {\r\n throw new Error(`${context}: Irradiance coefficients are missing`);\r\n }\r\n\r\n const sphericalHarmonics = SphericalHarmonics.FromArray(light.irradianceCoefficients);\r\n sphericalHarmonics.scaleInPlace(light.intensity);\r\n\r\n sphericalHarmonics.convertIrradianceToLambertianRadiance();\r\n const sphericalPolynomial = SphericalPolynomial.FromHarmonics(sphericalHarmonics);\r\n\r\n // Compute the lod generation scale to fit exactly to the number of levels available.\r\n const lodGenerationScale = (imageData.length - 1) / Scalar.Log2(light.specularImageSize);\r\n return babylonTexture.updateRGBDAsync(imageData, sphericalPolynomial, lodGenerationScale);\r\n });\r\n }\r\n\r\n return light._loaded.then(() => {\r\n return light._babylonTexture!;\r\n });\r\n }\r\n}\r\n\r\nGLTFLoader.RegisterExtension(NAME, (loader) => new EXT_lights_image_based(loader));"]}