@babylonjs/loaders 5.0.0-rc.1 → 5.0.0-rc.12
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- package/OBJ/index.d.ts +4 -4
- package/OBJ/index.js +4 -4
- package/OBJ/index.js.map +1 -1
- package/OBJ/mtlFileLoader.d.ts +41 -40
- package/OBJ/mtlFileLoader.js +232 -231
- package/OBJ/mtlFileLoader.js.map +1 -1
- package/OBJ/objFileLoader.d.ts +126 -133
- package/OBJ/objFileLoader.js +296 -300
- package/OBJ/objFileLoader.js.map +1 -1
- package/OBJ/objLoadingOptions.d.ts +43 -43
- package/OBJ/objLoadingOptions.js +1 -1
- package/OBJ/objLoadingOptions.js.map +1 -1
- package/OBJ/solidParser.d.ts +154 -153
- package/OBJ/solidParser.js +693 -699
- package/OBJ/solidParser.js.map +1 -1
- package/STL/index.d.ts +1 -1
- package/STL/index.js +1 -1
- package/STL/index.js.map +1 -1
- package/STL/stlFileLoader.d.ts +64 -71
- package/STL/stlFileLoader.js +233 -239
- package/STL/stlFileLoader.js.map +1 -1
- package/glTF/1.0/glTFBinaryExtension.d.ts +13 -13
- package/glTF/1.0/glTFBinaryExtension.js +60 -61
- package/glTF/1.0/glTFBinaryExtension.js.map +1 -1
- package/glTF/1.0/glTFLoader.d.ts +136 -106
- package/glTF/1.0/glTFLoader.js +1814 -1696
- package/glTF/1.0/glTFLoader.js.map +1 -1
- package/glTF/1.0/glTFLoaderInterfaces.d.ts +412 -412
- package/glTF/1.0/glTFLoaderInterfaces.js +95 -95
- package/glTF/1.0/glTFLoaderInterfaces.js.map +1 -1
- package/glTF/1.0/glTFLoaderUtils.d.ts +63 -62
- package/glTF/1.0/glTFLoaderUtils.js +250 -232
- package/glTF/1.0/glTFLoaderUtils.js.map +1 -1
- package/glTF/1.0/glTFMaterialsCommonExtension.d.ts +10 -10
- package/glTF/1.0/glTFMaterialsCommonExtension.js +129 -127
- package/glTF/1.0/glTFMaterialsCommonExtension.js.map +1 -1
- package/glTF/1.0/index.d.ts +5 -5
- package/glTF/1.0/index.js +5 -5
- package/glTF/1.0/index.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_lights_image_based.d.ts +43 -36
- package/glTF/2.0/Extensions/EXT_lights_image_based.js +117 -110
- package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +36 -28
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +88 -80
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +34 -27
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js +49 -42
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_texture_webp.d.ts +29 -21
- package/glTF/2.0/Extensions/EXT_texture_webp.js +40 -32
- package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
- package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +50 -32
- package/glTF/2.0/Extensions/ExtrasAsMetadata.js +73 -55
- package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +39 -31
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +112 -101
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +36 -28
- package/glTF/2.0/Extensions/KHR_lights_punctual.js +89 -81
- package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +39 -31
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +94 -86
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +38 -30
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +53 -45
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +42 -34
- package/glTF/2.0/Extensions/KHR_materials_ior.js +62 -54
- package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.d.ts +38 -30
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +80 -72
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +39 -31
- package/glTF/2.0/Extensions/KHR_materials_sheen.js +84 -76
- package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +38 -30
- package/glTF/2.0/Extensions/KHR_materials_specular.js +74 -66
- package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_translucency.d.ts +39 -31
- package/glTF/2.0/Extensions/KHR_materials_translucency.js +83 -76
- package/glTF/2.0/Extensions/KHR_materials_translucency.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +38 -30
- package/glTF/2.0/Extensions/KHR_materials_transmission.js +288 -277
- package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +38 -30
- package/glTF/2.0/Extensions/KHR_materials_unlit.js +73 -65
- package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_variants.d.ts +87 -76
- package/glTF/2.0/Extensions/KHR_materials_variants.js +254 -243
- package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +39 -31
- package/glTF/2.0/Extensions/KHR_materials_volume.js +85 -78
- package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +22 -19
- package/glTF/2.0/Extensions/KHR_mesh_quantization.js +23 -21
- package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +29 -21
- package/glTF/2.0/Extensions/KHR_texture_basisu.js +40 -32
- package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +33 -25
- package/glTF/2.0/Extensions/KHR_texture_transform.js +61 -53
- package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +32 -29
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +49 -46
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_audio_emitter.d.ts +54 -38
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js +240 -216
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_lod.d.ts +109 -75
- package/glTF/2.0/Extensions/MSFT_lod.js +369 -333
- package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.d.ts +14 -14
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +36 -36
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.d.ts +14 -14
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +36 -36
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -1
- package/glTF/2.0/Extensions/index.d.ts +26 -26
- package/glTF/2.0/Extensions/index.js +26 -26
- package/glTF/2.0/Extensions/index.js.map +1 -1
- package/glTF/2.0/glTFLoader.d.ts +406 -357
- package/glTF/2.0/glTFLoader.js +2366 -2266
- package/glTF/2.0/glTFLoader.js.map +1 -1
- package/glTF/2.0/glTFLoaderExtension.d.ts +152 -152
- package/glTF/2.0/glTFLoaderExtension.js +1 -1
- package/glTF/2.0/glTFLoaderExtension.js.map +1 -1
- package/glTF/2.0/glTFLoaderInterfaces.d.ts +211 -209
- package/glTF/2.0/glTFLoaderInterfaces.js +1 -1
- package/glTF/2.0/glTFLoaderInterfaces.js.map +1 -1
- package/glTF/2.0/index.d.ts +4 -4
- package/glTF/2.0/index.js +5 -4
- package/glTF/2.0/index.js.map +1 -1
- package/glTF/glTFFileLoader.d.ts +433 -373
- package/glTF/glTFFileLoader.js +927 -870
- package/glTF/glTFFileLoader.js.map +1 -1
- package/glTF/glTFValidation.d.ts +29 -29
- package/glTF/glTFValidation.js +123 -121
- package/glTF/glTFValidation.js.map +1 -1
- package/glTF/index.d.ts +5 -5
- package/glTF/index.js +6 -5
- package/glTF/index.js.map +1 -1
- package/index.d.ts +3 -3
- package/index.js +4 -3
- package/index.js.map +1 -1
- package/legacy/legacy-glTF.d.ts +2 -2
- package/legacy/legacy-glTF.js +18 -18
- package/legacy/legacy-glTF.js.map +1 -1
- package/legacy/legacy-glTF1.d.ts +2 -2
- package/legacy/legacy-glTF1.js +15 -14
- package/legacy/legacy-glTF1.js.map +1 -1
- package/legacy/legacy-glTF1FileLoader.d.ts +2 -2
- package/legacy/legacy-glTF1FileLoader.js +3 -2
- package/legacy/legacy-glTF1FileLoader.js.map +1 -1
- package/legacy/legacy-glTF2.d.ts +2 -2
- package/legacy/legacy-glTF2.js +33 -32
- package/legacy/legacy-glTF2.js.map +1 -1
- package/legacy/legacy-glTF2FileLoader.d.ts +2 -2
- package/legacy/legacy-glTF2FileLoader.js +3 -2
- package/legacy/legacy-glTF2FileLoader.js.map +1 -1
- package/legacy/legacy-glTFFileLoader.d.ts +3 -3
- package/legacy/legacy-glTFFileLoader.js +4 -3
- package/legacy/legacy-glTFFileLoader.js.map +1 -1
- package/legacy/legacy-objFileLoader.d.ts +1 -1
- package/legacy/legacy-objFileLoader.js +13 -12
- package/legacy/legacy-objFileLoader.js.map +1 -1
- package/legacy/legacy-stlFileLoader.d.ts +1 -1
- package/legacy/legacy-stlFileLoader.js +13 -12
- package/legacy/legacy-stlFileLoader.js.map +1 -1
- package/legacy/legacy.d.ts +6 -6
- package/legacy/legacy.js +8 -6
- package/legacy/legacy.js.map +1 -1
- package/license.md +71 -0
- package/package.json +37 -193
- package/readme.md +2 -2
@@ -1,152 +1,152 @@
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import { Nullable } from "@babylonjs/core/types";
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import { AnimationGroup } from "@babylonjs/core/Animations/animationGroup";
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import { Material } from "@babylonjs/core/Materials/material";
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import { Camera } from "@babylonjs/core/Cameras/camera";
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import { Geometry } from "@babylonjs/core/Meshes/geometry";
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import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
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import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture";
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import { Mesh } from "@babylonjs/core/Meshes/mesh";
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import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
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import { IDisposable } from "@babylonjs/core/scene";
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import { IScene, INode, IMesh, ISkin, ICamera, IMeshPrimitive, IMaterial, ITextureInfo, IAnimation, ITexture, IBufferView, IBuffer } from "./glTFLoaderInterfaces";
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import { IGLTFLoaderExtension as IGLTFBaseLoaderExtension } from "../glTFFileLoader";
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/**
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* Interface for a glTF loader extension.
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export interface IGLTFLoaderExtension extends IGLTFBaseLoaderExtension, IDisposable {
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* Called after the loader state changes to LOADING.
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onLoading?(): void;
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* Define this method to modify the default behavior when loading scenes.
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loadSceneAsync?(context: string, scene: IScene): Nullable<Promise<void>>;
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* @param node The glTF node property
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* @param assign A function called synchronously after parsing the glTF properties
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* @returns A promise that resolves with the loaded Babylon transform node when the load is complete or null if not handled
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loadNodeAsync?(context: string, node: INode, assign: (babylonMesh: TransformNode) => void): Nullable<Promise<TransformNode>>;
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* Define this method to modify the default behavior when loading cameras.
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loadCameraAsync?(context: string, camera: ICamera, assign: (babylonCamera: Camera) => void): Nullable<Promise<Camera>>;
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_loadVertexDataAsync?(context: string, primitive: IMeshPrimitive, babylonMesh: Mesh): Nullable<Promise<Geometry>>;
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* @param node The glTF node when loading the asset
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* @param mesh The glTF mesh when loading the asset
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_loadMeshPrimitiveAsync?(context: string, name: string, node: INode, mesh: IMesh, primitive: IMeshPrimitive, assign: (babylonMesh: AbstractMesh) => void): Nullable<Promise<AbstractMesh>>;
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* Define this method to modify the default behavior when loading materials. Load material creates the material and then loads material properties.
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_loadMaterialAsync?(context: string, material: IMaterial, babylonMesh: Nullable<Mesh>, babylonDrawMode: number, assign: (babylonMaterial: Material) => void): Nullable<Promise<Material>>;
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createMaterial?(context: string, material: IMaterial, babylonDrawMode: number): Nullable<Material>;
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* @param material The glTF material property
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* @param babylonMaterial The Babylon material
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loadTextureInfoAsync?(context: string, textureInfo: ITextureInfo, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;
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* @param context The context when loading the asset
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_loadTextureAsync?(context: string, texture: ITexture, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;
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* Define this method to modify the default behavior when loading animations.
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loadAnimationAsync?(context: string, animation: IAnimation): Nullable<Promise<AnimationGroup>>;
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* @hidden
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* Define this method to modify the default behavior when loading skins.
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* @param context The context when loading the asset
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* @param node The glTF node property
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* @param skin The glTF skin property
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* @returns A promise that resolves when the load is complete or null if not handled
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_loadSkinAsync?(context: string, node: INode, skin: ISkin): Nullable<Promise<void>>;
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/**
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* @hidden
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* Define this method to modify the default behavior when loading uris.
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* @param context The context when loading the asset
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* @param property The glTF property associated with the uri
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* @returns A promise that resolves with the loaded data when the load is complete or null if not handled
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*/
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_loadUriAsync?(context: string, property: IProperty, uri: string): Nullable<Promise<ArrayBufferView>>;
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* Define this method to modify the default behavior when loading buffer views.
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* @param context The context when loading the asset
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* @param bufferView The glTF buffer view property
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* @returns A promise that resolves with the loaded data when the load is complete or null if not handled
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*/
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loadBufferViewAsync?(context: string, bufferView: IBufferView): Nullable<Promise<ArrayBufferView>>;
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* Define this method to modify the default behavior when loading buffers.
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* @param context The context when loading the asset
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* @param buffer The glTF buffer property
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* @param byteOffset The byte offset to load
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* @param byteLength The byte length to load
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loadBufferAsync?(context: string, buffer: IBuffer, byteOffset: number, byteLength: number): Nullable<Promise<ArrayBufferView>>;
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}
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import type { Nullable } from "@babylonjs/core/types.js";
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import type { AnimationGroup } from "@babylonjs/core/Animations/animationGroup.js";
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import type { Material } from "@babylonjs/core/Materials/material.js";
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import type { Camera } from "@babylonjs/core/Cameras/camera.js";
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import type { Geometry } from "@babylonjs/core/Meshes/geometry.js";
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import type { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
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import type { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
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import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
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import type { IDisposable } from "@babylonjs/core/scene.js";
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import type { IScene, INode, IMesh, ISkin, ICamera, IMeshPrimitive, IMaterial, ITextureInfo, IAnimation, ITexture, IBufferView, IBuffer } from "./glTFLoaderInterfaces";
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import type { IGLTFLoaderExtension as IGLTFBaseLoaderExtension } from "../glTFFileLoader";
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import type { IProperty } from "babylonjs-gltf2interface";
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/**
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* Interface for a glTF loader extension.
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*/
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export interface IGLTFLoaderExtension extends IGLTFBaseLoaderExtension, IDisposable {
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/**
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* Called after the loader state changes to LOADING.
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*/
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onLoading?(): void;
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/**
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* Called after the loader state changes to READY.
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*/
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onReady?(): void;
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/**
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* Define this method to modify the default behavior when loading scenes.
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* @param context The context when loading the asset
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* @param scene The glTF scene property
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* @returns A promise that resolves when the load is complete or null if not handled
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*/
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loadSceneAsync?(context: string, scene: IScene): Nullable<Promise<void>>;
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/**
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* Define this method to modify the default behavior when loading nodes.
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* @param context The context when loading the asset
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* @param node The glTF node property
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* @param assign A function called synchronously after parsing the glTF properties
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* @returns A promise that resolves with the loaded Babylon transform node when the load is complete or null if not handled
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*/
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loadNodeAsync?(context: string, node: INode, assign: (babylonMesh: TransformNode) => void): Nullable<Promise<TransformNode>>;
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/**
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* Define this method to modify the default behavior when loading cameras.
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* @param context The context when loading the asset
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* @param camera The glTF camera property
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* @param assign A function called synchronously after parsing the glTF properties
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* @returns A promise that resolves with the loaded Babylon camera when the load is complete or null if not handled
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*/
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loadCameraAsync?(context: string, camera: ICamera, assign: (babylonCamera: Camera) => void): Nullable<Promise<Camera>>;
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/**
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* @hidden
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* Define this method to modify the default behavior when loading vertex data for mesh primitives.
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* @param context The context when loading the asset
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* @param primitive The glTF mesh primitive property
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* @returns A promise that resolves with the loaded geometry when the load is complete or null if not handled
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*/
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_loadVertexDataAsync?(context: string, primitive: IMeshPrimitive, babylonMesh: Mesh): Nullable<Promise<Geometry>>;
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/**
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* @hidden
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* Define this method to modify the default behavior when loading data for mesh primitives.
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* @param context The context when loading the asset
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* @param name The mesh name when loading the asset
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* @param node The glTF node when loading the asset
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* @param mesh The glTF mesh when loading the asset
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* @param primitive The glTF mesh primitive property
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* @param assign A function called synchronously after parsing the glTF properties
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* @returns A promise that resolves with the loaded mesh when the load is complete or null if not handled
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*/
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_loadMeshPrimitiveAsync?(context: string, name: string, node: INode, mesh: IMesh, primitive: IMeshPrimitive, assign: (babylonMesh: AbstractMesh) => void): Nullable<Promise<AbstractMesh>>;
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/**
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* @hidden
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* Define this method to modify the default behavior when loading materials. Load material creates the material and then loads material properties.
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* @param context The context when loading the asset
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* @param material The glTF material property
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* @param assign A function called synchronously after parsing the glTF properties
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* @returns A promise that resolves with the loaded Babylon material when the load is complete or null if not handled
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*/
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_loadMaterialAsync?(context: string, material: IMaterial, babylonMesh: Nullable<Mesh>, babylonDrawMode: number, assign: (babylonMaterial: Material) => void): Nullable<Promise<Material>>;
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/**
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* Define this method to modify the default behavior when creating materials.
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* @param context The context when loading the asset
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* @param material The glTF material property
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* @param babylonDrawMode The draw mode for the Babylon material
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* @returns The Babylon material or null if not handled
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*/
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createMaterial?(context: string, material: IMaterial, babylonDrawMode: number): Nullable<Material>;
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/**
|
87
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* Define this method to modify the default behavior when loading material properties.
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* @param context The context when loading the asset
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* @param material The glTF material property
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* @param babylonMaterial The Babylon material
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* @returns A promise that resolves when the load is complete or null if not handled
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*/
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loadMaterialPropertiesAsync?(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
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/**
|
95
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* Define this method to modify the default behavior when loading texture infos.
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* @param context The context when loading the asset
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* @param textureInfo The glTF texture info property
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* @param assign A function called synchronously after parsing the glTF properties
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* @returns A promise that resolves with the loaded Babylon texture when the load is complete or null if not handled
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*/
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loadTextureInfoAsync?(context: string, textureInfo: ITextureInfo, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;
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/**
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* @hidden
|
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* Define this method to modify the default behavior when loading textures.
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* @param context The context when loading the asset
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* @param texture The glTF texture property
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* @param assign A function called synchronously after parsing the glTF properties
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* @returns A promise that resolves with the loaded Babylon texture when the load is complete or null if not handled
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*/
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_loadTextureAsync?(context: string, texture: ITexture, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;
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/**
|
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* Define this method to modify the default behavior when loading animations.
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* @param context The context when loading the asset
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* @param animation The glTF animation property
|
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* @returns A promise that resolves with the loaded Babylon animation group when the load is complete or null if not handled
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*/
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loadAnimationAsync?(context: string, animation: IAnimation): Nullable<Promise<AnimationGroup>>;
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/**
|
119
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* @hidden
|
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* Define this method to modify the default behavior when loading skins.
|
121
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* @param context The context when loading the asset
|
122
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+
* @param node The glTF node property
|
123
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* @param skin The glTF skin property
|
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* @returns A promise that resolves when the load is complete or null if not handled
|
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*/
|
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_loadSkinAsync?(context: string, node: INode, skin: ISkin): Nullable<Promise<void>>;
|
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+
/**
|
128
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* @hidden
|
129
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* Define this method to modify the default behavior when loading uris.
|
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* @param context The context when loading the asset
|
131
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* @param property The glTF property associated with the uri
|
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* @param uri The uri to load
|
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* @returns A promise that resolves with the loaded data when the load is complete or null if not handled
|
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*/
|
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_loadUriAsync?(context: string, property: IProperty, uri: string): Nullable<Promise<ArrayBufferView>>;
|
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+
/**
|
137
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+
* Define this method to modify the default behavior when loading buffer views.
|
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* @param context The context when loading the asset
|
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* @param bufferView The glTF buffer view property
|
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* @returns A promise that resolves with the loaded data when the load is complete or null if not handled
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*/
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loadBufferViewAsync?(context: string, bufferView: IBufferView): Nullable<Promise<ArrayBufferView>>;
|
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+
/**
|
144
|
+
* Define this method to modify the default behavior when loading buffers.
|
145
|
+
* @param context The context when loading the asset
|
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|
+
* @param buffer The glTF buffer property
|
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* @param byteOffset The byte offset to load
|
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* @param byteLength The byte length to load
|
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* @returns A promise that resolves with the loaded data when the load is complete or null if not handled
|
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+
*/
|
151
|
+
loadBufferAsync?(context: string, buffer: IBuffer, byteOffset: number, byteLength: number): Nullable<Promise<ArrayBufferView>>;
|
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+
}
|
@@ -1,2 +1,2 @@
|
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export {};
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export {};
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//# sourceMappingURL=glTFLoaderExtension.js.map
|
@@ -1 +1 @@
|
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1
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-
{"version":3,"file":"glTFLoaderExtension.js","sourceRoot":"","sources":["
|
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{"version":3,"file":"glTFLoaderExtension.js","sourceRoot":"","sources":["../../../../../../lts/loaders/generated/glTF/2.0/glTFLoaderExtension.ts"],"names":[],"mappings":"","sourcesContent":["import type { Nullable } from \"core/types\";\r\nimport type { AnimationGroup } from \"core/Animations/animationGroup\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport type { Geometry } from \"core/Meshes/geometry\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { IDisposable } from \"core/scene\";\r\nimport type { IScene, INode, IMesh, ISkin, ICamera, IMeshPrimitive, IMaterial, ITextureInfo, IAnimation, ITexture, IBufferView, IBuffer } from \"./glTFLoaderInterfaces\";\r\nimport type { IGLTFLoaderExtension as IGLTFBaseLoaderExtension } from \"../glTFFileLoader\";\r\nimport type { IProperty } from \"babylonjs-gltf2interface\";\r\n\r\n/**\r\n * Interface for a glTF loader extension.\r\n */\r\nexport interface IGLTFLoaderExtension extends IGLTFBaseLoaderExtension, IDisposable {\r\n /**\r\n * Called after the loader state changes to LOADING.\r\n */\r\n onLoading?(): void;\r\n\r\n /**\r\n * Called after the loader state changes to READY.\r\n */\r\n onReady?(): void;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading scenes.\r\n * @param context The context when loading the asset\r\n * @param scene The glTF scene property\r\n * @returns A promise that resolves when the load is complete or null if not handled\r\n */\r\n loadSceneAsync?(context: string, scene: IScene): Nullable<Promise<void>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading nodes.\r\n * @param context The context when loading the asset\r\n * @param node The glTF node property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon transform node when the load is complete or null if not handled\r\n */\r\n loadNodeAsync?(context: string, node: INode, assign: (babylonMesh: TransformNode) => void): Nullable<Promise<TransformNode>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading cameras.\r\n * @param context The context when loading the asset\r\n * @param camera The glTF camera property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon camera when the load is complete or null if not handled\r\n */\r\n loadCameraAsync?(context: string, camera: ICamera, assign: (babylonCamera: Camera) => void): Nullable<Promise<Camera>>;\r\n\r\n /**\r\n * @hidden\r\n * Define this method to modify the default behavior when loading vertex data for mesh primitives.\r\n * @param context The context when loading the asset\r\n * @param primitive The glTF mesh primitive property\r\n * @returns A promise that resolves with the loaded geometry when the load is complete or null if not handled\r\n */\r\n _loadVertexDataAsync?(context: string, primitive: IMeshPrimitive, babylonMesh: Mesh): Nullable<Promise<Geometry>>;\r\n\r\n /**\r\n * @hidden\r\n * Define this method to modify the default behavior when loading data for mesh primitives.\r\n * @param context The context when loading the asset\r\n * @param name The mesh name when loading the asset\r\n * @param node The glTF node when loading the asset\r\n * @param mesh The glTF mesh when loading the asset\r\n * @param primitive The glTF mesh primitive property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded mesh when the load is complete or null if not handled\r\n */\r\n _loadMeshPrimitiveAsync?(\r\n context: string,\r\n name: string,\r\n node: INode,\r\n mesh: IMesh,\r\n primitive: IMeshPrimitive,\r\n assign: (babylonMesh: AbstractMesh) => void\r\n ): Nullable<Promise<AbstractMesh>>;\r\n\r\n /**\r\n * @hidden\r\n * Define this method to modify the default behavior when loading materials. Load material creates the material and then loads material properties.\r\n * @param context The context when loading the asset\r\n * @param material The glTF material property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon material when the load is complete or null if not handled\r\n */\r\n _loadMaterialAsync?(\r\n context: string,\r\n material: IMaterial,\r\n babylonMesh: Nullable<Mesh>,\r\n babylonDrawMode: number,\r\n assign: (babylonMaterial: Material) => void\r\n ): Nullable<Promise<Material>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when creating materials.\r\n * @param context The context when loading the asset\r\n * @param material The glTF material property\r\n * @param babylonDrawMode The draw mode for the Babylon material\r\n * @returns The Babylon material or null if not handled\r\n */\r\n createMaterial?(context: string, material: IMaterial, babylonDrawMode: number): Nullable<Material>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading material properties.\r\n * @param context The context when loading the asset\r\n * @param material The glTF material property\r\n * @param babylonMaterial The Babylon material\r\n * @returns A promise that resolves when the load is complete or null if not handled\r\n */\r\n loadMaterialPropertiesAsync?(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading texture infos.\r\n * @param context The context when loading the asset\r\n * @param textureInfo The glTF texture info property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon texture when the load is complete or null if not handled\r\n */\r\n loadTextureInfoAsync?(context: string, textureInfo: ITextureInfo, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;\r\n\r\n /**\r\n * @hidden\r\n * Define this method to modify the default behavior when loading textures.\r\n * @param context The context when loading the asset\r\n * @param texture The glTF texture property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon texture when the load is complete or null if not handled\r\n */\r\n _loadTextureAsync?(context: string, texture: ITexture, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading animations.\r\n * @param context The context when loading the asset\r\n * @param animation The glTF animation property\r\n * @returns A promise that resolves with the loaded Babylon animation group when the load is complete or null if not handled\r\n */\r\n loadAnimationAsync?(context: string, animation: IAnimation): Nullable<Promise<AnimationGroup>>;\r\n\r\n /**\r\n * @hidden\r\n * Define this method to modify the default behavior when loading skins.\r\n * @param context The context when loading the asset\r\n * @param node The glTF node property\r\n * @param skin The glTF skin property\r\n * @returns A promise that resolves when the load is complete or null if not handled\r\n */\r\n _loadSkinAsync?(context: string, node: INode, skin: ISkin): Nullable<Promise<void>>;\r\n\r\n /**\r\n * @hidden\r\n * Define this method to modify the default behavior when loading uris.\r\n * @param context The context when loading the asset\r\n * @param property The glTF property associated with the uri\r\n * @param uri The uri to load\r\n * @returns A promise that resolves with the loaded data when the load is complete or null if not handled\r\n */\r\n _loadUriAsync?(context: string, property: IProperty, uri: string): Nullable<Promise<ArrayBufferView>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading buffer views.\r\n * @param context The context when loading the asset\r\n * @param bufferView The glTF buffer view property\r\n * @returns A promise that resolves with the loaded data when the load is complete or null if not handled\r\n */\r\n loadBufferViewAsync?(context: string, bufferView: IBufferView): Nullable<Promise<ArrayBufferView>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading buffers.\r\n * @param context The context when loading the asset\r\n * @param buffer The glTF buffer property\r\n * @param byteOffset The byte offset to load\r\n * @param byteLength The byte length to load\r\n * @returns A promise that resolves with the loaded data when the load is complete or null if not handled\r\n */\r\n loadBufferAsync?(context: string, buffer: IBuffer, byteOffset: number, byteLength: number): Nullable<Promise<ArrayBufferView>>;\r\n}\r\n"]}
|