@babylonjs/loaders 5.0.0-rc.2 → 5.0.0-rc.5
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- package/OBJ/index.js.map +1 -1
- package/OBJ/mtlFileLoader.d.ts +7 -6
- package/OBJ/mtlFileLoader.js +15 -14
- package/OBJ/mtlFileLoader.js.map +1 -1
- package/OBJ/objFileLoader.d.ts +11 -18
- package/OBJ/objFileLoader.js +19 -23
- package/OBJ/objFileLoader.js.map +1 -1
- package/OBJ/objLoadingOptions.d.ts +1 -1
- package/OBJ/objLoadingOptions.js.map +1 -1
- package/OBJ/solidParser.d.ts +6 -5
- package/OBJ/solidParser.js +15 -21
- package/OBJ/solidParser.js.map +1 -1
- package/STL/index.js.map +1 -1
- package/STL/stlFileLoader.d.ts +7 -14
- package/STL/stlFileLoader.js +15 -21
- package/STL/stlFileLoader.js.map +1 -1
- package/glTF/1.0/glTFBinaryExtension.d.ts +4 -4
- package/glTF/1.0/glTFBinaryExtension.js +4 -5
- package/glTF/1.0/glTFBinaryExtension.js.map +1 -1
- package/glTF/1.0/glTFLoader.d.ts +80 -50
- package/glTF/1.0/glTFLoader.js +265 -146
- package/glTF/1.0/glTFLoader.js.map +1 -1
- package/glTF/1.0/glTFLoaderInterfaces.d.ts +10 -10
- package/glTF/1.0/glTFLoaderInterfaces.js +3 -3
- package/glTF/1.0/glTFLoaderInterfaces.js.map +1 -1
- package/glTF/1.0/glTFLoaderUtils.d.ts +25 -25
- package/glTF/1.0/glTFLoaderUtils.js +70 -52
- package/glTF/1.0/glTFLoaderUtils.js.map +1 -1
- package/glTF/1.0/glTFMaterialsCommonExtension.d.ts +2 -2
- package/glTF/1.0/glTFMaterialsCommonExtension.js +13 -11
- package/glTF/1.0/glTFMaterialsCommonExtension.js.map +1 -1
- package/glTF/1.0/index.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_lights_image_based.d.ts +11 -4
- package/glTF/2.0/Extensions/EXT_lights_image_based.js +9 -2
- package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +13 -5
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +12 -4
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +10 -3
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js +10 -3
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_texture_webp.d.ts +12 -4
- package/glTF/2.0/Extensions/EXT_texture_webp.js +11 -3
- package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
- package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +26 -8
- package/glTF/2.0/Extensions/ExtrasAsMetadata.js +22 -4
- package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +14 -6
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +17 -6
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +12 -4
- package/glTF/2.0/Extensions/KHR_lights_punctual.js +11 -3
- package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +12 -4
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +10 -2
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +12 -4
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +10 -2
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +12 -4
- package/glTF/2.0/Extensions/KHR_materials_ior.js +10 -2
- package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.d.ts +12 -4
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +10 -2
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +12 -4
- package/glTF/2.0/Extensions/KHR_materials_sheen.js +11 -3
- package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +12 -4
- package/glTF/2.0/Extensions/KHR_materials_specular.js +11 -3
- package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_translucency.d.ts +12 -4
- package/glTF/2.0/Extensions/KHR_materials_translucency.js +11 -4
- package/glTF/2.0/Extensions/KHR_materials_translucency.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +12 -4
- package/glTF/2.0/Extensions/KHR_materials_transmission.js +24 -13
- package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +12 -4
- package/glTF/2.0/Extensions/KHR_materials_unlit.js +10 -2
- package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_variants.d.ts +17 -6
- package/glTF/2.0/Extensions/KHR_materials_variants.js +19 -8
- package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +12 -4
- package/glTF/2.0/Extensions/KHR_materials_volume.js +12 -5
- package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +4 -1
- package/glTF/2.0/Extensions/KHR_mesh_quantization.js +5 -3
- package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +12 -4
- package/glTF/2.0/Extensions/KHR_texture_basisu.js +11 -3
- package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +12 -4
- package/glTF/2.0/Extensions/KHR_texture_transform.js +10 -2
- package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +4 -1
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +4 -1
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_audio_emitter.d.ts +23 -7
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js +38 -14
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_lod.d.ts +45 -11
- package/glTF/2.0/Extensions/MSFT_lod.js +44 -8
- package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.d.ts +2 -2
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.d.ts +2 -2
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -1
- package/glTF/2.0/Extensions/index.js.map +1 -1
- package/glTF/2.0/glTFLoader.d.ts +70 -22
- package/glTF/2.0/glTFLoader.js +180 -93
- package/glTF/2.0/glTFLoader.js.map +1 -1
- package/glTF/2.0/glTFLoaderExtension.d.ts +11 -11
- package/glTF/2.0/glTFLoaderExtension.js.map +1 -1
- package/glTF/2.0/glTFLoaderInterfaces.d.ts +7 -7
- package/glTF/2.0/glTFLoaderInterfaces.js.map +1 -1
- package/glTF/2.0/index.js.map +1 -1
- package/glTF/glTFFileLoader.d.ts +87 -27
- package/glTF/glTFFileLoader.js +102 -45
- package/glTF/glTFFileLoader.js.map +1 -1
- package/glTF/glTFValidation.d.ts +1 -1
- package/glTF/glTFValidation.js +12 -12
- package/glTF/glTFValidation.js.map +1 -1
- package/glTF/index.js.map +1 -1
- package/index.js.map +1 -1
- package/legacy/legacy-glTF.d.ts +2 -2
- package/legacy/legacy-glTF.js +5 -5
- package/legacy/legacy-glTF.js.map +1 -1
- package/legacy/legacy-glTF1.d.ts +1 -1
- package/legacy/legacy-glTF1.js +2 -2
- package/legacy/legacy-glTF1.js.map +1 -1
- package/legacy/legacy-glTF1FileLoader.js +1 -0
- package/legacy/legacy-glTF1FileLoader.js.map +1 -1
- package/legacy/legacy-glTF2.d.ts +1 -1
- package/legacy/legacy-glTF2.js +11 -11
- package/legacy/legacy-glTF2.js.map +1 -1
- package/legacy/legacy-glTF2FileLoader.js +1 -0
- package/legacy/legacy-glTF2FileLoader.js.map +1 -1
- package/legacy/legacy-glTFFileLoader.js +1 -0
- package/legacy/legacy-glTFFileLoader.js.map +1 -1
- package/legacy/legacy-objFileLoader.d.ts +1 -1
- package/legacy/legacy-objFileLoader.js +3 -3
- package/legacy/legacy-objFileLoader.js.map +1 -1
- package/legacy/legacy-stlFileLoader.d.ts +1 -1
- package/legacy/legacy-stlFileLoader.js +3 -3
- package/legacy/legacy-stlFileLoader.js.map +1 -1
- package/legacy/legacy.d.ts +1 -1
- package/legacy/legacy.js +2 -1
- package/legacy/legacy.js.map +1 -1
- package/package.json +23 -198
- package/readme.md +2 -2
@@ -1,14 +1,14 @@
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import { AssetContainer } from "@babylonjs/core/assetContainer";
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import { Bone } from "@babylonjs/core/Bones/bone";
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import { Skeleton } from "@babylonjs/core/Bones/skeleton";
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import { Texture } from "@babylonjs/core/Materials/Textures/texture";
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import { Node } from "@babylonjs/core/node";
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import { Scene } from "@babylonjs/core/scene";
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import { Nullable } from "@babylonjs/core/types";
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import { AssetContainer } from "@babylonjs/core/assetContainer.js";
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import { Bone } from "@babylonjs/core/Bones/bone.js";
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import { Skeleton } from "@babylonjs/core/Bones/skeleton.js";
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import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
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import { Node } from "@babylonjs/core/node.js";
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import { Scene } from "@babylonjs/core/scene.js";
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{"version":3,"file":"glTFLoaderInterfaces.js","sourceRoot":"","sources":["../../../../sourceES6/loaders/src/glTF/1.0/glTFLoaderInterfaces.ts"],"names":[],"mappings":"AAQA;;;EAGE;AACF,MAAM,CAAN,IAAY,cAMX;AAND,WAAY,cAAc;IACtB,sDAAW,CAAA;IACX,wEAAoB,CAAA;IACpB,wDAAY,CAAA;IACZ,0EAAqB,CAAA;IACrB,wDAAY,CAAA;AAChB,CAAC,EANW,cAAc,KAAd,cAAc,QAMzB;AAED,cAAc;AACd,MAAM,CAAN,IAAY,WAGX;AAHD,WAAY,WAAW;IACnB,yDAAgB,CAAA;IAChB,qDAAc,CAAA;AAClB,CAAC,EAHW,WAAW,KAAX,WAAW,QAGtB;AAED,cAAc;AACd,MAAM,CAAN,IAAY,cAsBX;AAtBD,WAAY,cAAc;IACtB,sDAAW,CAAA;IACX,wEAAoB,CAAA;IACpB,wDAAY,CAAA;IACZ,0EAAqB,CAAA;IACrB,oDAAU,CAAA;IACV,sEAAmB,CAAA;IACnB,wDAAY,CAAA;IACZ,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,+DAAgB,CAAA;IAChB,+DAAgB,CAAA;IAChB,+DAAgB,CAAA;IAChB,uDAAY,CAAA;IACZ,iEAAiB,CAAA;IACjB,iEAAiB,CAAA;IACjB,iEAAiB,CAAA;IACjB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;AACtB,CAAC,EAtBW,cAAc,KAAd,cAAc,QAsBzB;AAED,cAAc;AACd,MAAM,CAAN,IAAY,gBAIX;AAJD,WAAY,gBAAgB;IACxB,6EAAqB,CAAA;IACrB,iFAAuB,CAAA;IACvB,+DAAc,CAAA;AAClB,CAAC,EAJW,gBAAgB,KAAhB,gBAAgB,QAI3B;AAED,cAAc;AACd,MAAM,CAAN,IAAY,kBAOX;AAPD,WAAY,kBAAkB;IAC1B,oEAAc,CAAA;IACd,kEAAa,CAAA;IACb,kGAA6B,CAAA;IAC7B,gGAA4B,CAAA;IAC5B,gGAA4B,CAAA;IAC5B,8FAA2B,CAAA;AAC/B,CAAC,EAPW,kBAAkB,KAAlB,kBAAkB,QAO7B;AAED,cAAc;AACd,MAAM,CAAN,IAAY,cAMX;AAND,WAAY,cAAc;IACtB,wDAAY,CAAA;IACZ,oDAAU,CAAA;IACV,sDAAW,CAAA;IACX,gEAAgB,CAAA;IAChB,4EAAsB,CAAA;AAC1B,CAAC,EANW,cAAc,KAAd,cAAc,QAMzB;AAED,cAAc;AACd,MAAM,CAAN,IAAY,YAIX;AAJD,WAAY,YAAY;IACpB,oDAAY,CAAA;IACZ,kDAAW,CAAA;IACX,sEAAqB,CAAA;AACzB,CAAC,EAJW,YAAY,KAAZ,YAAY,QAIvB;AAED,cAAc;AACd,MAAM,CAAN,IAAY,iBAgBX;AAhBD,WAAY,iBAAiB;IACzB,yDAAQ,CAAA;IACR,uDAAO,CAAA;IACP,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,iFAAsB,CAAA;IACtB,qGAAgC,CAAA;IAChC,iFAAsB,CAAA;IACtB,qGAAgC,CAAA;IAChC,uFAAwB,CAAA;AAC5B,CAAC,EAhBW,iBAAiB,KAAjB,iBAAiB,QAgB5B","sourcesContent":["import { AssetContainer } from \"@babylonjs/core/assetContainer\";\r\nimport { Bone } from \"@babylonjs/core/Bones/bone\";\r\nimport { Skeleton } from \"@babylonjs/core/Bones/skeleton\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { Node } from \"@babylonjs/core/node\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { Nullable } from \"@babylonjs/core/types\";\r\n\r\n/**\r\n* Enums\r\n* @hidden\r\n*/\r\nexport enum EComponentType {\r\n BYTE = 5120,\r\n UNSIGNED_BYTE = 5121,\r\n SHORT = 5122,\r\n UNSIGNED_SHORT = 5123,\r\n FLOAT = 5126\r\n}\r\n\r\n/** @hidden */\r\nexport enum EShaderType {\r\n FRAGMENT = 35632,\r\n VERTEX = 35633\r\n}\r\n\r\n/** @hidden */\r\nexport enum EParameterType {\r\n BYTE = 5120,\r\n UNSIGNED_BYTE = 5121,\r\n SHORT = 5122,\r\n UNSIGNED_SHORT = 5123,\r\n INT = 5124,\r\n UNSIGNED_INT = 5125,\r\n FLOAT = 5126,\r\n FLOAT_VEC2 = 35664,\r\n FLOAT_VEC3 = 35665,\r\n FLOAT_VEC4 = 35666,\r\n INT_VEC2 = 35667,\r\n INT_VEC3 = 35668,\r\n INT_VEC4 = 35669,\r\n BOOL = 35670,\r\n BOOL_VEC2 = 35671,\r\n BOOL_VEC3 = 35672,\r\n BOOL_VEC4 = 35673,\r\n FLOAT_MAT2 = 35674,\r\n FLOAT_MAT3 = 35675,\r\n FLOAT_MAT4 = 35676,\r\n SAMPLER_2D = 35678\r\n}\r\n\r\n/** @hidden */\r\nexport enum ETextureWrapMode {\r\n CLAMP_TO_EDGE = 33071,\r\n MIRRORED_REPEAT = 33648,\r\n REPEAT = 10497\r\n}\r\n\r\n/** @hidden */\r\nexport enum ETextureFilterType {\r\n NEAREST = 9728,\r\n LINEAR = 9728,\r\n NEAREST_MIPMAP_NEAREST = 9984,\r\n LINEAR_MIPMAP_NEAREST = 9985,\r\n NEAREST_MIPMAP_LINEAR = 9986,\r\n LINEAR_MIPMAP_LINEAR = 9987\r\n}\r\n\r\n/** @hidden */\r\nexport enum ETextureFormat {\r\n ALPHA = 6406,\r\n RGB = 6407,\r\n RGBA = 6408,\r\n LUMINANCE = 6409,\r\n LUMINANCE_ALPHA = 6410\r\n}\r\n\r\n/** @hidden */\r\nexport enum ECullingType {\r\n FRONT = 1028,\r\n BACK = 1029,\r\n FRONT_AND_BACK = 1032\r\n}\r\n\r\n/** @hidden */\r\nexport enum EBlendingFunction {\r\n ZERO = 0,\r\n ONE = 1,\r\n SRC_COLOR = 768,\r\n ONE_MINUS_SRC_COLOR = 769,\r\n DST_COLOR = 774,\r\n ONE_MINUS_DST_COLOR = 775,\r\n SRC_ALPHA = 770,\r\n ONE_MINUS_SRC_ALPHA = 771,\r\n DST_ALPHA = 772,\r\n ONE_MINUS_DST_ALPHA = 773,\r\n CONSTANT_COLOR = 32769,\r\n ONE_MINUS_CONSTANT_COLOR = 32770,\r\n CONSTANT_ALPHA = 32771,\r\n ONE_MINUS_CONSTANT_ALPHA = 32772,\r\n SRC_ALPHA_SATURATE = 776\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFProperty {\r\n extensions?: { [key: string]: any };\r\n extras?: Object;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFChildRootProperty extends IGLTFProperty {\r\n name?: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFAccessor extends IGLTFChildRootProperty {\r\n bufferView: string;\r\n byteOffset: number;\r\n byteStride: number;\r\n count: number;\r\n type: string;\r\n componentType: EComponentType;\r\n\r\n max?: number[];\r\n min?: number[];\r\n name?: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFBufferView extends IGLTFChildRootProperty {\r\n buffer: string;\r\n byteOffset: number;\r\n byteLength: number;\r\n byteStride: number;\r\n\r\n target?: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFBuffer extends IGLTFChildRootProperty {\r\n uri: string;\r\n\r\n byteLength?: number;\r\n type?: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFShader extends IGLTFChildRootProperty {\r\n uri: string;\r\n type: EShaderType;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFProgram extends IGLTFChildRootProperty {\r\n attributes: string[];\r\n fragmentShader: string;\r\n vertexShader: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFTechniqueParameter {\r\n type: number;\r\n\r\n count?: number;\r\n semantic?: string;\r\n node?: string;\r\n value?: number | boolean | string | Array<any>;\r\n source?: string;\r\n\r\n babylonValue?: any;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFTechniqueCommonProfile {\r\n lightingModel: string;\r\n texcoordBindings: Object;\r\n\r\n parameters?: Array<any>;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFTechniqueStatesFunctions {\r\n blendColor?: number[];\r\n blendEquationSeparate?: number[];\r\n blendFuncSeparate?: number[];\r\n colorMask: boolean[];\r\n cullFace: number[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFTechniqueStates {\r\n enable: number[];\r\n functions: IGLTFTechniqueStatesFunctions;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFTechnique extends IGLTFChildRootProperty {\r\n parameters: { [key: string]: IGLTFTechniqueParameter };\r\n program: string;\r\n\r\n attributes: { [key: string]: string };\r\n uniforms: { [key: string]: string };\r\n states: IGLTFTechniqueStates;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFMaterial extends IGLTFChildRootProperty {\r\n technique?: string;\r\n values: string[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFMeshPrimitive extends IGLTFProperty {\r\n attributes: { [key: string]: string };\r\n indices: string;\r\n material: string;\r\n\r\n mode?: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFMesh extends IGLTFChildRootProperty {\r\n primitives: IGLTFMeshPrimitive[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFImage extends IGLTFChildRootProperty {\r\n uri: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFSampler extends IGLTFChildRootProperty {\r\n magFilter?: number;\r\n minFilter?: number;\r\n wrapS?: number;\r\n wrapT?: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFTexture extends IGLTFChildRootProperty {\r\n sampler: string;\r\n source: string;\r\n\r\n format?: ETextureFormat;\r\n internalFormat?: ETextureFormat;\r\n target?: number;\r\n type?: number;\r\n\r\n // Babylon.js values (optimize)\r\n babylonTexture?: Texture;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFAmbienLight {\r\n color?: number[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFDirectionalLight {\r\n color?: number[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFPointLight {\r\n color?: number[];\r\n constantAttenuation?: number;\r\n linearAttenuation?: number;\r\n quadraticAttenuation?: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFSpotLight {\r\n color?: number[];\r\n constantAttenuation?: number;\r\n fallOfAngle?: number;\r\n fallOffExponent?: number;\r\n linearAttenuation?: number;\r\n quadraticAttenuation?: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFLight extends IGLTFChildRootProperty {\r\n type: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFCameraOrthographic {\r\n xmag: number;\r\n ymag: number;\r\n zfar: number;\r\n znear: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFCameraPerspective {\r\n aspectRatio: number;\r\n yfov: number;\r\n zfar: number;\r\n znear: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFCamera extends IGLTFChildRootProperty {\r\n type: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFAnimationChannelTarget {\r\n id: string;\r\n path: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFAnimationChannel {\r\n sampler: string;\r\n target: IGLTFAnimationChannelTarget;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFAnimationSampler {\r\n input: string;\r\n output: string;\r\n\r\n interpolation?: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFAnimation extends IGLTFChildRootProperty {\r\n channels?: IGLTFAnimationChannel[];\r\n parameters?: { [key: string]: string };\r\n samplers?: { [key: string]: IGLTFAnimationSampler };\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFNodeInstanceSkin {\r\n skeletons: string[];\r\n skin: string;\r\n meshes: string[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFSkins extends IGLTFChildRootProperty {\r\n bindShapeMatrix: number[];\r\n inverseBindMatrices: string;\r\n jointNames: string[];\r\n\r\n babylonSkeleton?: Skeleton;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFNode extends IGLTFChildRootProperty {\r\n camera?: string;\r\n children: string[];\r\n skin?: string;\r\n jointName?: string;\r\n light?: string;\r\n matrix: number[];\r\n mesh?: string;\r\n meshes?: string[];\r\n rotation?: number[];\r\n scale?: number[];\r\n translation?: number[];\r\n\r\n // Babylon.js values (optimize)\r\n babylonNode?: Node;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFScene extends IGLTFChildRootProperty {\r\n nodes: string[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFRuntime {\r\n extensions: { [key: string]: any };\r\n accessors: { [key: string]: IGLTFAccessor };\r\n buffers: { [key: string]: IGLTFBuffer };\r\n bufferViews: { [key: string]: IGLTFBufferView };\r\n meshes: { [key: string]: IGLTFMesh };\r\n lights: { [key: string]: IGLTFLight };\r\n cameras: { [key: string]: IGLTFCamera };\r\n nodes: { [key: string]: IGLTFNode };\r\n images: { [key: string]: IGLTFImage };\r\n textures: { [key: string]: IGLTFTexture };\r\n shaders: { [key: string]: IGLTFShader };\r\n programs: { [key: string]: IGLTFProgram };\r\n samplers: { [key: string]: IGLTFSampler };\r\n techniques: { [key: string]: IGLTFTechnique };\r\n materials: { [key: string]: IGLTFMaterial };\r\n animations: { [key: string]: IGLTFAnimation };\r\n skins: { [key: string]: IGLTFSkins };\r\n\r\n currentScene?: Object;\r\n scenes: { [key: string]: IGLTFScene }; // v1.1\r\n\r\n extensionsUsed: string[];\r\n extensionsRequired?: string[]; // v1.1\r\n\r\n buffersCount: number;\r\n shaderscount: number;\r\n\r\n scene: Scene;\r\n rootUrl: string;\r\n\r\n loadedBufferCount: number;\r\n loadedBufferViews: { [name: string]: ArrayBufferView };\r\n\r\n loadedShaderCount: number;\r\n\r\n importOnlyMeshes: boolean;\r\n importMeshesNames?: string[];\r\n\r\n dummyNodes: Node[];\r\n\r\n assetContainer: Nullable<AssetContainer>;\r\n}\r\n\r\n/** @hidden */\r\nexport interface INodeToRoot {\r\n bone: Bone;\r\n node: IGLTFNode;\r\n id: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IJointNode {\r\n node: IGLTFNode;\r\n id: string;\r\n}\r\n"]}
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1
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+
{"version":3,"file":"glTFLoaderInterfaces.js","sourceRoot":"","sources":["../../../../../../lts/loaders/generated/glTF/1.0/glTFLoaderInterfaces.ts"],"names":[],"mappings":"AAQA;;;GAGG;AACH,MAAM,CAAN,IAAY,cAMX;AAND,WAAY,cAAc;IACtB,sDAAW,CAAA;IACX,wEAAoB,CAAA;IACpB,wDAAY,CAAA;IACZ,0EAAqB,CAAA;IACrB,wDAAY,CAAA;AAChB,CAAC,EANW,cAAc,KAAd,cAAc,QAMzB;AAED,cAAc;AACd,MAAM,CAAN,IAAY,WAGX;AAHD,WAAY,WAAW;IACnB,yDAAgB,CAAA;IAChB,qDAAc,CAAA;AAClB,CAAC,EAHW,WAAW,KAAX,WAAW,QAGtB;AAED,cAAc;AACd,MAAM,CAAN,IAAY,cAsBX;AAtBD,WAAY,cAAc;IACtB,sDAAW,CAAA;IACX,wEAAoB,CAAA;IACpB,wDAAY,CAAA;IACZ,0EAAqB,CAAA;IACrB,oDAAU,CAAA;IACV,sEAAmB,CAAA;IACnB,wDAAY,CAAA;IACZ,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,+DAAgB,CAAA;IAChB,+DAAgB,CAAA;IAChB,+DAAgB,CAAA;IAChB,uDAAY,CAAA;IACZ,iEAAiB,CAAA;IACjB,iEAAiB,CAAA;IACjB,iEAAiB,CAAA;IACjB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;AACtB,CAAC,EAtBW,cAAc,KAAd,cAAc,QAsBzB;AAED,cAAc;AACd,MAAM,CAAN,IAAY,gBAIX;AAJD,WAAY,gBAAgB;IACxB,6EAAqB,CAAA;IACrB,iFAAuB,CAAA;IACvB,+DAAc,CAAA;AAClB,CAAC,EAJW,gBAAgB,KAAhB,gBAAgB,QAI3B;AAED,cAAc;AACd,MAAM,CAAN,IAAY,kBAOX;AAPD,WAAY,kBAAkB;IAC1B,oEAAc,CAAA;IACd,kEAAa,CAAA;IACb,kGAA6B,CAAA;IAC7B,gGAA4B,CAAA;IAC5B,gGAA4B,CAAA;IAC5B,8FAA2B,CAAA;AAC/B,CAAC,EAPW,kBAAkB,KAAlB,kBAAkB,QAO7B;AAED,cAAc;AACd,MAAM,CAAN,IAAY,cAMX;AAND,WAAY,cAAc;IACtB,wDAAY,CAAA;IACZ,oDAAU,CAAA;IACV,sDAAW,CAAA;IACX,gEAAgB,CAAA;IAChB,4EAAsB,CAAA;AAC1B,CAAC,EANW,cAAc,KAAd,cAAc,QAMzB;AAED,cAAc;AACd,MAAM,CAAN,IAAY,YAIX;AAJD,WAAY,YAAY;IACpB,oDAAY,CAAA;IACZ,kDAAW,CAAA;IACX,sEAAqB,CAAA;AACzB,CAAC,EAJW,YAAY,KAAZ,YAAY,QAIvB;AAED,cAAc;AACd,MAAM,CAAN,IAAY,iBAgBX;AAhBD,WAAY,iBAAiB;IACzB,yDAAQ,CAAA;IACR,uDAAO,CAAA;IACP,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,iFAAsB,CAAA;IACtB,qGAAgC,CAAA;IAChC,iFAAsB,CAAA;IACtB,qGAAgC,CAAA;IAChC,uFAAwB,CAAA;AAC5B,CAAC,EAhBW,iBAAiB,KAAjB,iBAAiB,QAgB5B","sourcesContent":["import { AssetContainer } from \"core/assetContainer\";\r\nimport { Bone } from \"core/Bones/bone\";\r\nimport { Skeleton } from \"core/Bones/skeleton\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Node } from \"core/node\";\r\nimport { Scene } from \"core/scene\";\r\nimport { Nullable } from \"core/types\";\r\n\r\n/**\r\n * Enums\r\n * @hidden\r\n */\r\nexport enum EComponentType {\r\n BYTE = 5120,\r\n UNSIGNED_BYTE = 5121,\r\n SHORT = 5122,\r\n UNSIGNED_SHORT = 5123,\r\n FLOAT = 5126,\r\n}\r\n\r\n/** @hidden */\r\nexport enum EShaderType {\r\n FRAGMENT = 35632,\r\n VERTEX = 35633,\r\n}\r\n\r\n/** @hidden */\r\nexport enum EParameterType {\r\n BYTE = 5120,\r\n UNSIGNED_BYTE = 5121,\r\n SHORT = 5122,\r\n UNSIGNED_SHORT = 5123,\r\n INT = 5124,\r\n UNSIGNED_INT = 5125,\r\n FLOAT = 5126,\r\n FLOAT_VEC2 = 35664,\r\n FLOAT_VEC3 = 35665,\r\n FLOAT_VEC4 = 35666,\r\n INT_VEC2 = 35667,\r\n INT_VEC3 = 35668,\r\n INT_VEC4 = 35669,\r\n BOOL = 35670,\r\n BOOL_VEC2 = 35671,\r\n BOOL_VEC3 = 35672,\r\n BOOL_VEC4 = 35673,\r\n FLOAT_MAT2 = 35674,\r\n FLOAT_MAT3 = 35675,\r\n FLOAT_MAT4 = 35676,\r\n SAMPLER_2D = 35678,\r\n}\r\n\r\n/** @hidden */\r\nexport enum ETextureWrapMode {\r\n CLAMP_TO_EDGE = 33071,\r\n MIRRORED_REPEAT = 33648,\r\n REPEAT = 10497,\r\n}\r\n\r\n/** @hidden */\r\nexport enum ETextureFilterType {\r\n NEAREST = 9728,\r\n LINEAR = 9728,\r\n NEAREST_MIPMAP_NEAREST = 9984,\r\n LINEAR_MIPMAP_NEAREST = 9985,\r\n NEAREST_MIPMAP_LINEAR = 9986,\r\n LINEAR_MIPMAP_LINEAR = 9987,\r\n}\r\n\r\n/** @hidden */\r\nexport enum ETextureFormat {\r\n ALPHA = 6406,\r\n RGB = 6407,\r\n RGBA = 6408,\r\n LUMINANCE = 6409,\r\n LUMINANCE_ALPHA = 6410,\r\n}\r\n\r\n/** @hidden */\r\nexport enum ECullingType {\r\n FRONT = 1028,\r\n BACK = 1029,\r\n FRONT_AND_BACK = 1032,\r\n}\r\n\r\n/** @hidden */\r\nexport enum EBlendingFunction {\r\n ZERO = 0,\r\n ONE = 1,\r\n SRC_COLOR = 768,\r\n ONE_MINUS_SRC_COLOR = 769,\r\n DST_COLOR = 774,\r\n ONE_MINUS_DST_COLOR = 775,\r\n SRC_ALPHA = 770,\r\n ONE_MINUS_SRC_ALPHA = 771,\r\n DST_ALPHA = 772,\r\n ONE_MINUS_DST_ALPHA = 773,\r\n CONSTANT_COLOR = 32769,\r\n ONE_MINUS_CONSTANT_COLOR = 32770,\r\n CONSTANT_ALPHA = 32771,\r\n ONE_MINUS_CONSTANT_ALPHA = 32772,\r\n SRC_ALPHA_SATURATE = 776,\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFProperty {\r\n extensions?: { [key: string]: any };\r\n extras?: Object;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFChildRootProperty extends IGLTFProperty {\r\n name?: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFAccessor extends IGLTFChildRootProperty {\r\n bufferView: string;\r\n byteOffset: number;\r\n byteStride: number;\r\n count: number;\r\n type: string;\r\n componentType: EComponentType;\r\n\r\n max?: number[];\r\n min?: number[];\r\n name?: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFBufferView extends IGLTFChildRootProperty {\r\n buffer: string;\r\n byteOffset: number;\r\n byteLength: number;\r\n byteStride: number;\r\n\r\n target?: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFBuffer extends IGLTFChildRootProperty {\r\n uri: string;\r\n\r\n byteLength?: number;\r\n type?: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFShader extends IGLTFChildRootProperty {\r\n uri: string;\r\n type: EShaderType;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFProgram extends IGLTFChildRootProperty {\r\n attributes: string[];\r\n fragmentShader: string;\r\n vertexShader: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFTechniqueParameter {\r\n type: number;\r\n\r\n count?: number;\r\n semantic?: string;\r\n node?: string;\r\n value?: number | boolean | string | Array<any>;\r\n source?: string;\r\n\r\n babylonValue?: any;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFTechniqueCommonProfile {\r\n lightingModel: string;\r\n texcoordBindings: Object;\r\n\r\n parameters?: Array<any>;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFTechniqueStatesFunctions {\r\n blendColor?: number[];\r\n blendEquationSeparate?: number[];\r\n blendFuncSeparate?: number[];\r\n colorMask: boolean[];\r\n cullFace: number[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFTechniqueStates {\r\n enable: number[];\r\n functions: IGLTFTechniqueStatesFunctions;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFTechnique extends IGLTFChildRootProperty {\r\n parameters: { [key: string]: IGLTFTechniqueParameter };\r\n program: string;\r\n\r\n attributes: { [key: string]: string };\r\n uniforms: { [key: string]: string };\r\n states: IGLTFTechniqueStates;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFMaterial extends IGLTFChildRootProperty {\r\n technique?: string;\r\n values: string[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFMeshPrimitive extends IGLTFProperty {\r\n attributes: { [key: string]: string };\r\n indices: string;\r\n material: string;\r\n\r\n mode?: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFMesh extends IGLTFChildRootProperty {\r\n primitives: IGLTFMeshPrimitive[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFImage extends IGLTFChildRootProperty {\r\n uri: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFSampler extends IGLTFChildRootProperty {\r\n magFilter?: number;\r\n minFilter?: number;\r\n wrapS?: number;\r\n wrapT?: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFTexture extends IGLTFChildRootProperty {\r\n sampler: string;\r\n source: string;\r\n\r\n format?: ETextureFormat;\r\n internalFormat?: ETextureFormat;\r\n target?: number;\r\n type?: number;\r\n\r\n // Babylon.js values (optimize)\r\n babylonTexture?: Texture;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFAmbienLight {\r\n color?: number[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFDirectionalLight {\r\n color?: number[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFPointLight {\r\n color?: number[];\r\n constantAttenuation?: number;\r\n linearAttenuation?: number;\r\n quadraticAttenuation?: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFSpotLight {\r\n color?: number[];\r\n constantAttenuation?: number;\r\n fallOfAngle?: number;\r\n fallOffExponent?: number;\r\n linearAttenuation?: number;\r\n quadraticAttenuation?: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFLight extends IGLTFChildRootProperty {\r\n type: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFCameraOrthographic {\r\n xmag: number;\r\n ymag: number;\r\n zfar: number;\r\n znear: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFCameraPerspective {\r\n aspectRatio: number;\r\n yfov: number;\r\n zfar: number;\r\n znear: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFCamera extends IGLTFChildRootProperty {\r\n type: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFAnimationChannelTarget {\r\n id: string;\r\n path: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFAnimationChannel {\r\n sampler: string;\r\n target: IGLTFAnimationChannelTarget;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFAnimationSampler {\r\n input: string;\r\n output: string;\r\n\r\n interpolation?: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFAnimation extends IGLTFChildRootProperty {\r\n channels?: IGLTFAnimationChannel[];\r\n parameters?: { [key: string]: string };\r\n samplers?: { [key: string]: IGLTFAnimationSampler };\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFNodeInstanceSkin {\r\n skeletons: string[];\r\n skin: string;\r\n meshes: string[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFSkins extends IGLTFChildRootProperty {\r\n bindShapeMatrix: number[];\r\n inverseBindMatrices: string;\r\n jointNames: string[];\r\n\r\n babylonSkeleton?: Skeleton;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFNode extends IGLTFChildRootProperty {\r\n camera?: string;\r\n children: string[];\r\n skin?: string;\r\n jointName?: string;\r\n light?: string;\r\n matrix: number[];\r\n mesh?: string;\r\n meshes?: string[];\r\n rotation?: number[];\r\n scale?: number[];\r\n translation?: number[];\r\n\r\n // Babylon.js values (optimize)\r\n babylonNode?: Node;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFScene extends IGLTFChildRootProperty {\r\n nodes: string[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFRuntime {\r\n extensions: { [key: string]: any };\r\n accessors: { [key: string]: IGLTFAccessor };\r\n buffers: { [key: string]: IGLTFBuffer };\r\n bufferViews: { [key: string]: IGLTFBufferView };\r\n meshes: { [key: string]: IGLTFMesh };\r\n lights: { [key: string]: IGLTFLight };\r\n cameras: { [key: string]: IGLTFCamera };\r\n nodes: { [key: string]: IGLTFNode };\r\n images: { [key: string]: IGLTFImage };\r\n textures: { [key: string]: IGLTFTexture };\r\n shaders: { [key: string]: IGLTFShader };\r\n programs: { [key: string]: IGLTFProgram };\r\n samplers: { [key: string]: IGLTFSampler };\r\n techniques: { [key: string]: IGLTFTechnique };\r\n materials: { [key: string]: IGLTFMaterial };\r\n animations: { [key: string]: IGLTFAnimation };\r\n skins: { [key: string]: IGLTFSkins };\r\n\r\n currentScene?: Object;\r\n scenes: { [key: string]: IGLTFScene }; // v1.1\r\n\r\n extensionsUsed: string[];\r\n extensionsRequired?: string[]; // v1.1\r\n\r\n buffersCount: number;\r\n shaderscount: number;\r\n\r\n scene: Scene;\r\n rootUrl: string;\r\n\r\n loadedBufferCount: number;\r\n loadedBufferViews: { [name: string]: ArrayBufferView };\r\n\r\n loadedShaderCount: number;\r\n\r\n importOnlyMeshes: boolean;\r\n importMeshesNames?: string[];\r\n\r\n dummyNodes: Node[];\r\n\r\n assetContainer: Nullable<AssetContainer>;\r\n}\r\n\r\n/** @hidden */\r\nexport interface INodeToRoot {\r\n bone: Bone;\r\n node: IGLTFNode;\r\n id: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IJointNode {\r\n node: IGLTFNode;\r\n id: string;\r\n}\r\n"]}
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@@ -1,61 +1,61 @@
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1
1
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import { IGLTFTechniqueParameter, IGLTFAccessor, ETextureFilterType, IGLTFRuntime, IGLTFBufferView, EComponentType } from "./glTFLoaderInterfaces";
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import { Effect } from "@babylonjs/core/Materials/effect";
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3
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import { ShaderMaterial } from "@babylonjs/core/Materials/shaderMaterial";
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4
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import { Node } from "@babylonjs/core/node";
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5
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-
import { Scene } from "@babylonjs/core/scene";
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import { Effect } from "@babylonjs/core/Materials/effect.js";
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/**
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* Utils functions for GLTF
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* @hidden
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*/
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* Utils functions for GLTF
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* @hidden
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*/
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export declare class GLTFUtils {
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/**
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* Sets the given "parameter" matrix
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* @param source the source node where to pick the matrix
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* @param uniformName the name of the shader's uniform
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*/
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static SetMatrix(scene: Scene, source: Node, parameter: IGLTFTechniqueParameter, uniformName: string, shaderMaterial: ShaderMaterial | Effect): void;
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/**
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* Sets the given "parameter" matrix
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* @param type the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
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*/
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static SetUniform(shaderMaterial: ShaderMaterial | Effect, uniform: string, value: any, type: number): boolean;
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/**
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* Returns the wrap mode of the texture
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*/
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static GetWrapMode(mode: number): number;
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/**
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* Returns the byte stride giving an accessor
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* @param accessor
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* @param accessor the GLTF accessor objet
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*/
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static GetByteStrideFromType(accessor: IGLTFAccessor): number;
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/**
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* Returns the texture filter mode giving a mode value
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* @param mode
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* @param mode the filter mode value
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*/
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static GetTextureFilterMode(mode: number): ETextureFilterType;
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static GetBufferFromBufferView(gltfRuntime: IGLTFRuntime, bufferView: IGLTFBufferView, byteOffset: number, byteLength: number, componentType: EComponentType): ArrayBufferView;
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/**
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* Returns a buffer from its accessor
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* @param gltfRuntime
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* @param accessor
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* @param accessor the GLTF accessor
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*/
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static GetBufferFromAccessor(gltfRuntime: IGLTFRuntime, accessor: IGLTFAccessor): any;
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/**
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* Decodes a buffer view into a string
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* @param view
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* @param view the buffer view
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*/
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static DecodeBufferToText(view: ArrayBufferView): string;
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/**
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* Returns the default material of gltf. Related to
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* https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
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* @param scene
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* @param scene the Babylon.js scene
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*/
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static GetDefaultMaterial(scene: Scene): ShaderMaterial;
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private static _DefaultMaterial;
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@@ -1,23 +1,23 @@
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import { EParameterType, ETextureWrapMode, ETextureFilterType, EComponentType } from "./glTFLoaderInterfaces.js";
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import { EParameterType, ETextureWrapMode, ETextureFilterType, EComponentType, } from "./glTFLoaderInterfaces.js";
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import { Vector2, Vector3, Vector4, Matrix } from "@babylonjs/core/Maths/math.vector.js";
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import { Color4 } from
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import { Color4 } from "@babylonjs/core/Maths/math.color.js";
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import { Effect } from "@babylonjs/core/Materials/effect.js";
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import { ShaderMaterial } from "@babylonjs/core/Materials/shaderMaterial.js";
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import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
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/**
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* Utils functions for GLTF
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* @hidden
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*/
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* Utils functions for GLTF
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* @hidden
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*/
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var GLTFUtils = /** @class */ (function () {
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function GLTFUtils() {
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}
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/**
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* Sets the given "parameter" matrix
|
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* @param scene
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* @param source
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* @param parameter
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|
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* @param shaderMaterial
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* @param scene the Scene object
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* @param source the source node where to pick the matrix
|
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* @param parameter the GLTF technique parameter
|
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* @param uniformName the name of the shader's uniform
|
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*/
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GLTFUtils.SetMatrix = function (scene, source, parameter, uniformName, shaderMaterial) {
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var mat = null;
|
@@ -57,9 +57,6 @@ var GLTFUtils = /** @class */ (function () {
|
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else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
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mat = Matrix.Transpose(source.getWorldMatrix().invert());
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}
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else {
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debugger;
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}
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if (mat) {
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switch (parameter.type) {
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case EParameterType.FLOAT_MAT2:
|
@@ -71,16 +68,17 @@ var GLTFUtils = /** @class */ (function () {
|
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case EParameterType.FLOAT_MAT4:
|
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69
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shaderMaterial.setMatrix(uniformName, mat);
|
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break;
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default:
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default:
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break;
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}
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}
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};
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/**
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* Sets the given "parameter" matrix
|
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* @param shaderMaterial
|
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-
* @param uniform
|
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* @param value
|
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* @param type
|
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+
* @param shaderMaterial the shader material
|
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* @param uniform the name of the shader's uniform
|
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+
* @param value the value of the uniform
|
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+
* @param type the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
|
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*/
|
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GLTFUtils.SetUniform = function (shaderMaterial, uniform, value, type) {
|
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switch (type) {
|
@@ -96,54 +94,69 @@ var GLTFUtils = /** @class */ (function () {
|
|
96
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|
case EParameterType.FLOAT_VEC4:
|
97
95
|
shaderMaterial.setVector4(uniform, Vector4.FromArray(value));
|
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96
|
return true;
|
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|
-
default:
|
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+
default:
|
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+
return false;
|
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|
}
|
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|
};
|
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|
/**
|
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|
-
|
104
|
-
|
105
|
-
|
102
|
+
* Returns the wrap mode of the texture
|
103
|
+
* @param mode the mode value
|
104
|
+
*/
|
106
105
|
GLTFUtils.GetWrapMode = function (mode) {
|
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|
switch (mode) {
|
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|
-
case ETextureWrapMode.CLAMP_TO_EDGE:
|
109
|
-
|
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|
-
case ETextureWrapMode.
|
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|
-
|
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|
+
case ETextureWrapMode.CLAMP_TO_EDGE:
|
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|
+
return Texture.CLAMP_ADDRESSMODE;
|
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|
+
case ETextureWrapMode.MIRRORED_REPEAT:
|
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|
+
return Texture.MIRROR_ADDRESSMODE;
|
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|
+
case ETextureWrapMode.REPEAT:
|
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|
+
return Texture.WRAP_ADDRESSMODE;
|
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|
+
default:
|
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|
+
return Texture.WRAP_ADDRESSMODE;
|
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115
|
}
|
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|
};
|
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|
/**
|
115
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|
* Returns the byte stride giving an accessor
|
116
|
-
* @param accessor
|
119
|
+
* @param accessor the GLTF accessor objet
|
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|
*/
|
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121
|
GLTFUtils.GetByteStrideFromType = function (accessor) {
|
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|
// Needs this function since "byteStride" isn't requiered in glTF format
|
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|
var type = accessor.type;
|
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|
switch (type) {
|
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|
-
case "VEC2":
|
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|
-
|
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|
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case "
|
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|
-
|
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|
-
case "
|
127
|
-
|
128
|
-
|
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|
+
case "VEC2":
|
126
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+
return 2;
|
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|
+
case "VEC3":
|
128
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+
return 3;
|
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|
+
case "VEC4":
|
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+
return 4;
|
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|
+
case "MAT2":
|
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|
+
return 4;
|
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|
+
case "MAT3":
|
134
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+
return 9;
|
135
|
+
case "MAT4":
|
136
|
+
return 16;
|
137
|
+
default:
|
138
|
+
return 1;
|
129
139
|
}
|
130
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|
};
|
131
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|
/**
|
132
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|
* Returns the texture filter mode giving a mode value
|
133
|
-
* @param mode
|
143
|
+
* @param mode the filter mode value
|
134
144
|
*/
|
135
145
|
GLTFUtils.GetTextureFilterMode = function (mode) {
|
136
146
|
switch (mode) {
|
137
147
|
case ETextureFilterType.LINEAR:
|
138
148
|
case ETextureFilterType.LINEAR_MIPMAP_NEAREST:
|
139
|
-
case ETextureFilterType.LINEAR_MIPMAP_LINEAR:
|
149
|
+
case ETextureFilterType.LINEAR_MIPMAP_LINEAR:
|
150
|
+
return Texture.TRILINEAR_SAMPLINGMODE;
|
140
151
|
case ETextureFilterType.NEAREST:
|
141
|
-
case ETextureFilterType.NEAREST_MIPMAP_NEAREST:
|
142
|
-
|
152
|
+
case ETextureFilterType.NEAREST_MIPMAP_NEAREST:
|
153
|
+
return Texture.NEAREST_SAMPLINGMODE;
|
154
|
+
default:
|
155
|
+
return Texture.BILINEAR_SAMPLINGMODE;
|
143
156
|
}
|
144
157
|
};
|
145
158
|
GLTFUtils.GetBufferFromBufferView = function (gltfRuntime, bufferView, byteOffset, byteLength, componentType) {
|
146
|
-
|
159
|
+
byteOffset = bufferView.byteOffset + byteOffset;
|
147
160
|
var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];
|
148
161
|
if (byteOffset + byteLength > loadedBufferView.byteLength) {
|
149
162
|
throw new Error("Buffer access is out of range");
|
@@ -151,17 +164,22 @@ var GLTFUtils = /** @class */ (function () {
|
|
151
164
|
var buffer = loadedBufferView.buffer;
|
152
165
|
byteOffset += loadedBufferView.byteOffset;
|
153
166
|
switch (componentType) {
|
154
|
-
case EComponentType.BYTE:
|
155
|
-
|
156
|
-
case EComponentType.
|
157
|
-
|
158
|
-
|
167
|
+
case EComponentType.BYTE:
|
168
|
+
return new Int8Array(buffer, byteOffset, byteLength);
|
169
|
+
case EComponentType.UNSIGNED_BYTE:
|
170
|
+
return new Uint8Array(buffer, byteOffset, byteLength);
|
171
|
+
case EComponentType.SHORT:
|
172
|
+
return new Int16Array(buffer, byteOffset, byteLength);
|
173
|
+
case EComponentType.UNSIGNED_SHORT:
|
174
|
+
return new Uint16Array(buffer, byteOffset, byteLength);
|
175
|
+
default:
|
176
|
+
return new Float32Array(buffer, byteOffset, byteLength);
|
159
177
|
}
|
160
178
|
};
|
161
179
|
/**
|
162
180
|
* Returns a buffer from its accessor
|
163
|
-
* @param gltfRuntime
|
164
|
-
* @param accessor
|
181
|
+
* @param gltfRuntime the GLTF runtime
|
182
|
+
* @param accessor the GLTF accessor
|
165
183
|
*/
|
166
184
|
GLTFUtils.GetBufferFromAccessor = function (gltfRuntime, accessor) {
|
167
185
|
var bufferView = gltfRuntime.bufferViews[accessor.bufferView];
|
@@ -170,7 +188,7 @@ var GLTFUtils = /** @class */ (function () {
|
|
170
188
|
};
|
171
189
|
/**
|
172
190
|
* Decodes a buffer view into a string
|
173
|
-
* @param view
|
191
|
+
* @param view the buffer view
|
174
192
|
*/
|
175
193
|
GLTFUtils.DecodeBufferToText = function (view) {
|
176
194
|
var result = "";
|
@@ -183,7 +201,7 @@ var GLTFUtils = /** @class */ (function () {
|
|
183
201
|
/**
|
184
202
|
* Returns the default material of gltf. Related to
|
185
203
|
* https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
|
186
|
-
* @param scene
|
204
|
+
* @param scene the Babylon.js scene
|
187
205
|
*/
|
188
206
|
GLTFUtils.GetDefaultMaterial = function (scene) {
|
189
207
|
if (!GLTFUtils._DefaultMaterial) {
|
@@ -198,7 +216,7 @@ var GLTFUtils = /** @class */ (function () {
|
|
198
216
|
"void main(void)",
|
199
217
|
"{",
|
200
218
|
" gl_Position = projection * worldView * vec4(position, 1.0);",
|
201
|
-
"}"
|
219
|
+
"}",
|
202
220
|
].join("\n");
|
203
221
|
Effect.ShadersStore["GLTFDefaultMaterialPixelShader"] = [
|
204
222
|
"precision highp float;",
|
@@ -208,17 +226,17 @@ var GLTFUtils = /** @class */ (function () {
|
|
208
226
|
"void main(void)",
|
209
227
|
"{",
|
210
228
|
" gl_FragColor = u_emission;",
|
211
|
-
"}"
|
229
|
+
"}",
|
212
230
|
].join("\n");
|
213
231
|
var shaderPath = {
|
214
232
|
vertex: "GLTFDefaultMaterial",
|
215
|
-
fragment: "GLTFDefaultMaterial"
|
233
|
+
fragment: "GLTFDefaultMaterial",
|
216
234
|
};
|
217
235
|
var options = {
|
218
236
|
attributes: ["position"],
|
219
237
|
uniforms: ["worldView", "projection", "u_emission"],
|
220
238
|
samplers: new Array(),
|
221
|
-
needAlphaBlending: false
|
239
|
+
needAlphaBlending: false,
|
222
240
|
};
|
223
241
|
GLTFUtils._DefaultMaterial = new ShaderMaterial("GLTFDefaultMaterial", scene, shaderPath, options);
|
224
242
|
GLTFUtils._DefaultMaterial.setColor4("u_emission", new Color4(0.5, 0.5, 0.5, 1.0));
|
@@ -1 +1 @@
|
|
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}"]}
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1
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+
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{\r\n IGLTFTechniqueParameter,\r\n EParameterType,\r\n ETextureWrapMode,\r\n IGLTFAccessor,\r\n ETextureFilterType,\r\n IGLTFRuntime,\r\n IGLTFBufferView,\r\n EComponentType,\r\n} from \"./glTFLoaderInterfaces\";\r\n\r\nimport { Nullable } from \"core/types\";\r\nimport { Vector2, Vector3, Vector4, Matrix } from \"core/Maths/math.vector\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Node } from \"core/node\";\r\nimport { Scene } from \"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 let mat: Nullable<Matrix> = null;\r\n\r\n if (parameter.semantic === \"MODEL\") {\r\n mat = source.getWorldMatrix();\r\n } else if (parameter.semantic === \"PROJECTION\") {\r\n mat = scene.getProjectionMatrix();\r\n } else if (parameter.semantic === \"VIEW\") {\r\n mat = scene.getViewMatrix();\r\n } else if (parameter.semantic === \"MODELVIEWINVERSETRANSPOSE\") {\r\n mat = Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());\r\n } else if (parameter.semantic === \"MODELVIEW\") {\r\n mat = source.getWorldMatrix().multiply(scene.getViewMatrix());\r\n } else if (parameter.semantic === \"MODELVIEWPROJECTION\") {\r\n mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());\r\n } else if (parameter.semantic === \"MODELINVERSE\") {\r\n mat = source.getWorldMatrix().invert();\r\n } else if (parameter.semantic === \"VIEWINVERSE\") {\r\n mat = scene.getViewMatrix().invert();\r\n } else if (parameter.semantic === \"PROJECTIONINVERSE\") {\r\n mat = scene.getProjectionMatrix().invert();\r\n } else if (parameter.semantic === \"MODELVIEWINVERSE\") {\r\n mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();\r\n } else if (parameter.semantic === \"MODELVIEWPROJECTIONINVERSE\") {\r\n mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();\r\n } else if (parameter.semantic === \"MODELINVERSETRANSPOSE\") {\r\n mat = Matrix.Transpose(source.getWorldMatrix().invert());\r\n }\r\n\r\n if (mat) {\r\n switch (parameter.type) {\r\n case EParameterType.FLOAT_MAT2:\r\n shaderMaterial.setMatrix2x2(uniformName, Matrix.GetAsMatrix2x2(mat));\r\n break;\r\n case EParameterType.FLOAT_MAT3:\r\n shaderMaterial.setMatrix3x3(uniformName, Matrix.GetAsMatrix3x3(mat));\r\n break;\r\n case EParameterType.FLOAT_MAT4:\r\n shaderMaterial.setMatrix(uniformName, mat);\r\n break;\r\n default:\r\n 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:\r\n shaderMaterial.setFloat(uniform, value);\r\n return true;\r\n case EParameterType.FLOAT_VEC2:\r\n shaderMaterial.setVector2(uniform, Vector2.FromArray(value));\r\n return true;\r\n case EParameterType.FLOAT_VEC3:\r\n shaderMaterial.setVector3(uniform, Vector3.FromArray(value));\r\n return true;\r\n case EParameterType.FLOAT_VEC4:\r\n shaderMaterial.setVector4(uniform, Vector4.FromArray(value));\r\n return true;\r\n default:\r\n 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:\r\n return Texture.CLAMP_ADDRESSMODE;\r\n case ETextureWrapMode.MIRRORED_REPEAT:\r\n return Texture.MIRROR_ADDRESSMODE;\r\n case ETextureWrapMode.REPEAT:\r\n return Texture.WRAP_ADDRESSMODE;\r\n default:\r\n 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 const type = accessor.type;\r\n\r\n switch (type) {\r\n case \"VEC2\":\r\n return 2;\r\n case \"VEC3\":\r\n return 3;\r\n case \"VEC4\":\r\n return 4;\r\n case \"MAT2\":\r\n return 4;\r\n case \"MAT3\":\r\n return 9;\r\n case \"MAT4\":\r\n return 16;\r\n default:\r\n 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:\r\n return Texture.TRILINEAR_SAMPLINGMODE;\r\n case ETextureFilterType.NEAREST:\r\n case ETextureFilterType.NEAREST_MIPMAP_NEAREST:\r\n return Texture.NEAREST_SAMPLINGMODE;\r\n default:\r\n return Texture.BILINEAR_SAMPLINGMODE;\r\n }\r\n }\r\n\r\n public static GetBufferFromBufferView(\r\n gltfRuntime: IGLTFRuntime,\r\n bufferView: IGLTFBufferView,\r\n byteOffset: number,\r\n byteLength: number,\r\n componentType: EComponentType\r\n ): ArrayBufferView {\r\n byteOffset = bufferView.byteOffset + byteOffset;\r\n\r\n const 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 const buffer = loadedBufferView.buffer;\r\n byteOffset += loadedBufferView.byteOffset;\r\n\r\n switch (componentType) {\r\n case EComponentType.BYTE:\r\n return new Int8Array(buffer, byteOffset, byteLength);\r\n case EComponentType.UNSIGNED_BYTE:\r\n return new Uint8Array(buffer, byteOffset, byteLength);\r\n case EComponentType.SHORT:\r\n return new Int16Array(buffer, byteOffset, byteLength);\r\n case EComponentType.UNSIGNED_SHORT:\r\n return new Uint16Array(buffer, byteOffset, byteLength);\r\n default:\r\n 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 const bufferView: IGLTFBufferView = gltfRuntime.bufferViews[accessor.bufferView];\r\n const 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 let result = \"\";\r\n const length = view.byteLength;\r\n\r\n for (let 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 const shaderPath = {\r\n vertex: \"GLTFDefaultMaterial\",\r\n fragment: \"GLTFDefaultMaterial\",\r\n };\r\n\r\n const 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}\r\n"]}
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@@ -1,10 +1,10 @@
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1
1
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import { GLTFLoaderExtension } from "./glTFLoader";
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2
2
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import { IGLTFRuntime } from "./glTFLoaderInterfaces";
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3
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-
import { Material } from "@babylonjs/core/Materials/material";
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3
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+
import { Material } from "@babylonjs/core/Materials/material.js";
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4
4
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/** @hidden */
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5
5
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export declare class GLTFMaterialsCommonExtension extends GLTFLoaderExtension {
|
6
6
|
constructor();
|
7
|
-
loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime
|
7
|
+
loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime): boolean;
|
8
8
|
loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean;
|
9
9
|
private _loadTexture;
|
10
10
|
}
|
@@ -1,8 +1,7 @@
|
|
1
1
|
import { __extends } from "tslib";
|
2
|
-
import { GLTFLoaderExtension } from "./glTFLoader.js";
|
3
|
-
import { GLTFLoaderBase } from "./glTFLoader.js";
|
2
|
+
import { GLTFLoaderExtension, GLTFLoaderBase, GLTFLoader } from "./glTFLoader.js";
|
4
3
|
import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
|
5
|
-
import { Color3 } from
|
4
|
+
import { Color3 } from "@babylonjs/core/Maths/math.color.js";
|
6
5
|
import { Tools } from "@babylonjs/core/Misc/tools.js";
|
7
6
|
import { Material } from "@babylonjs/core/Materials/material.js";
|
8
7
|
import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
|
@@ -10,14 +9,13 @@ import { HemisphericLight } from "@babylonjs/core/Lights/hemisphericLight.js";
|
|
10
9
|
import { DirectionalLight } from "@babylonjs/core/Lights/directionalLight.js";
|
11
10
|
import { PointLight } from "@babylonjs/core/Lights/pointLight.js";
|
12
11
|
import { SpotLight } from "@babylonjs/core/Lights/spotLight.js";
|
13
|
-
import { GLTFLoader } from "./glTFLoader.js";
|
14
12
|
/** @hidden */
|
15
13
|
var GLTFMaterialsCommonExtension = /** @class */ (function (_super) {
|
16
14
|
__extends(GLTFMaterialsCommonExtension, _super);
|
17
15
|
function GLTFMaterialsCommonExtension() {
|
18
16
|
return _super.call(this, "KHR_materials_common") || this;
|
19
17
|
}
|
20
|
-
GLTFMaterialsCommonExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime
|
18
|
+
GLTFMaterialsCommonExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime) {
|
21
19
|
if (!gltfRuntime.extensions) {
|
22
20
|
return false;
|
23
21
|
}
|
@@ -31,36 +29,40 @@ var GLTFMaterialsCommonExtension = /** @class */ (function (_super) {
|
|
31
29
|
for (var thing in lights) {
|
32
30
|
var light = lights[thing];
|
33
31
|
switch (light.type) {
|
34
|
-
case "ambient":
|
32
|
+
case "ambient": {
|
35
33
|
var ambientLight = new HemisphericLight(light.name, new Vector3(0, 1, 0), gltfRuntime.scene);
|
36
34
|
var ambient = light.ambient;
|
37
35
|
if (ambient) {
|
38
36
|
ambientLight.diffuse = Color3.FromArray(ambient.color || [1, 1, 1]);
|
39
37
|
}
|
40
38
|
break;
|
41
|
-
|
39
|
+
}
|
40
|
+
case "point": {
|
42
41
|
var pointLight = new PointLight(light.name, new Vector3(10, 10, 10), gltfRuntime.scene);
|
43
42
|
var point = light.point;
|
44
43
|
if (point) {
|
45
44
|
pointLight.diffuse = Color3.FromArray(point.color || [1, 1, 1]);
|
46
45
|
}
|
47
46
|
break;
|
48
|
-
|
47
|
+
}
|
48
|
+
case "directional": {
|
49
49
|
var dirLight = new DirectionalLight(light.name, new Vector3(0, -1, 0), gltfRuntime.scene);
|
50
50
|
var directional = light.directional;
|
51
51
|
if (directional) {
|
52
52
|
dirLight.diffuse = Color3.FromArray(directional.color || [1, 1, 1]);
|
53
53
|
}
|
54
54
|
break;
|
55
|
-
|
55
|
+
}
|
56
|
+
case "spot": {
|
56
57
|
var spot = light.spot;
|
57
58
|
if (spot) {
|
58
59
|
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
60
|
spotLight.diffuse = Color3.FromArray(spot.color || [1, 1, 1]);
|
60
61
|
}
|
61
62
|
break;
|
63
|
+
}
|
62
64
|
default:
|
63
|
-
Tools.Warn(
|
65
|
+
Tools.Warn('GLTF Material Common extension: light type "' + light.type + "” not supported");
|
64
66
|
break;
|
65
67
|
}
|
66
68
|
}
|
@@ -118,7 +120,7 @@ var GLTFMaterialsCommonExtension = /** @class */ (function (_super) {
|
|
118
120
|
// Create buffer from texture url
|
119
121
|
GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) {
|
120
122
|
// Create texture from buffer
|
121
|
-
GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, function (texture) { return material[propertyPath] = texture; }
|
123
|
+
GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, function (texture) { return (material[propertyPath] = texture); });
|
122
124
|
}, onError);
|
123
125
|
};
|
124
126
|
return GLTFMaterialsCommonExtension;
|