@babylonjs/loaders 5.0.0-rc.4 → 5.0.0-rc.5

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Files changed (151) hide show
  1. package/OBJ/index.js.map +1 -1
  2. package/OBJ/mtlFileLoader.d.ts +7 -6
  3. package/OBJ/mtlFileLoader.js +15 -14
  4. package/OBJ/mtlFileLoader.js.map +1 -1
  5. package/OBJ/objFileLoader.d.ts +11 -18
  6. package/OBJ/objFileLoader.js +19 -23
  7. package/OBJ/objFileLoader.js.map +1 -1
  8. package/OBJ/objLoadingOptions.d.ts +1 -1
  9. package/OBJ/objLoadingOptions.js.map +1 -1
  10. package/OBJ/solidParser.d.ts +6 -5
  11. package/OBJ/solidParser.js +15 -21
  12. package/OBJ/solidParser.js.map +1 -1
  13. package/STL/index.js.map +1 -1
  14. package/STL/stlFileLoader.d.ts +7 -14
  15. package/STL/stlFileLoader.js +15 -21
  16. package/STL/stlFileLoader.js.map +1 -1
  17. package/glTF/1.0/glTFBinaryExtension.d.ts +4 -4
  18. package/glTF/1.0/glTFBinaryExtension.js +4 -5
  19. package/glTF/1.0/glTFBinaryExtension.js.map +1 -1
  20. package/glTF/1.0/glTFLoader.d.ts +80 -50
  21. package/glTF/1.0/glTFLoader.js +265 -146
  22. package/glTF/1.0/glTFLoader.js.map +1 -1
  23. package/glTF/1.0/glTFLoaderInterfaces.d.ts +10 -10
  24. package/glTF/1.0/glTFLoaderInterfaces.js +3 -3
  25. package/glTF/1.0/glTFLoaderInterfaces.js.map +1 -1
  26. package/glTF/1.0/glTFLoaderUtils.d.ts +25 -25
  27. package/glTF/1.0/glTFLoaderUtils.js +70 -52
  28. package/glTF/1.0/glTFLoaderUtils.js.map +1 -1
  29. package/glTF/1.0/glTFMaterialsCommonExtension.d.ts +2 -2
  30. package/glTF/1.0/glTFMaterialsCommonExtension.js +13 -11
  31. package/glTF/1.0/glTFMaterialsCommonExtension.js.map +1 -1
  32. package/glTF/1.0/index.js.map +1 -1
  33. package/glTF/2.0/Extensions/EXT_lights_image_based.d.ts +11 -4
  34. package/glTF/2.0/Extensions/EXT_lights_image_based.js +9 -2
  35. package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
  36. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +13 -5
  37. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +12 -4
  38. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
  39. package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +10 -3
  40. package/glTF/2.0/Extensions/EXT_meshopt_compression.js +10 -3
  41. package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
  42. package/glTF/2.0/Extensions/EXT_texture_webp.d.ts +12 -4
  43. package/glTF/2.0/Extensions/EXT_texture_webp.js +11 -3
  44. package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
  45. package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +26 -8
  46. package/glTF/2.0/Extensions/ExtrasAsMetadata.js +22 -4
  47. package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +1 -1
  48. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +14 -6
  49. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +17 -6
  50. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
  51. package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +12 -4
  52. package/glTF/2.0/Extensions/KHR_lights_punctual.js +11 -3
  53. package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
  54. package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +12 -4
  55. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +10 -2
  56. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
  57. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +12 -4
  58. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +10 -2
  59. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -1
  60. package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +12 -4
  61. package/glTF/2.0/Extensions/KHR_materials_ior.js +10 -2
  62. package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
  63. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.d.ts +12 -4
  64. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +10 -2
  65. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
  66. package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +12 -4
  67. package/glTF/2.0/Extensions/KHR_materials_sheen.js +11 -3
  68. package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
  69. package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +12 -4
  70. package/glTF/2.0/Extensions/KHR_materials_specular.js +11 -3
  71. package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
  72. package/glTF/2.0/Extensions/KHR_materials_translucency.d.ts +12 -4
  73. package/glTF/2.0/Extensions/KHR_materials_translucency.js +11 -4
  74. package/glTF/2.0/Extensions/KHR_materials_translucency.js.map +1 -1
  75. package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +12 -4
  76. package/glTF/2.0/Extensions/KHR_materials_transmission.js +24 -13
  77. package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
  78. package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +12 -4
  79. package/glTF/2.0/Extensions/KHR_materials_unlit.js +10 -2
  80. package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
  81. package/glTF/2.0/Extensions/KHR_materials_variants.d.ts +17 -6
  82. package/glTF/2.0/Extensions/KHR_materials_variants.js +19 -8
  83. package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
  84. package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +12 -4
  85. package/glTF/2.0/Extensions/KHR_materials_volume.js +12 -5
  86. package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
  87. package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +4 -1
  88. package/glTF/2.0/Extensions/KHR_mesh_quantization.js +5 -3
  89. package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +1 -1
  90. package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +12 -4
  91. package/glTF/2.0/Extensions/KHR_texture_basisu.js +11 -3
  92. package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
  93. package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +12 -4
  94. package/glTF/2.0/Extensions/KHR_texture_transform.js +10 -2
  95. package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
  96. package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +4 -1
  97. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +4 -1
  98. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
  99. package/glTF/2.0/Extensions/MSFT_audio_emitter.d.ts +23 -7
  100. package/glTF/2.0/Extensions/MSFT_audio_emitter.js +38 -14
  101. package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
  102. package/glTF/2.0/Extensions/MSFT_lod.d.ts +45 -11
  103. package/glTF/2.0/Extensions/MSFT_lod.js +44 -8
  104. package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
  105. package/glTF/2.0/Extensions/MSFT_minecraftMesh.d.ts +2 -2
  106. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -1
  107. package/glTF/2.0/Extensions/MSFT_sRGBFactors.d.ts +2 -2
  108. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -1
  109. package/glTF/2.0/Extensions/index.js.map +1 -1
  110. package/glTF/2.0/glTFLoader.d.ts +70 -22
  111. package/glTF/2.0/glTFLoader.js +170 -85
  112. package/glTF/2.0/glTFLoader.js.map +1 -1
  113. package/glTF/2.0/glTFLoaderExtension.d.ts +11 -11
  114. package/glTF/2.0/glTFLoaderExtension.js.map +1 -1
  115. package/glTF/2.0/glTFLoaderInterfaces.d.ts +7 -7
  116. package/glTF/2.0/glTFLoaderInterfaces.js.map +1 -1
  117. package/glTF/2.0/index.js.map +1 -1
  118. package/glTF/glTFFileLoader.d.ts +79 -27
  119. package/glTF/glTFFileLoader.js +94 -45
  120. package/glTF/glTFFileLoader.js.map +1 -1
  121. package/glTF/glTFValidation.d.ts +1 -1
  122. package/glTF/glTFValidation.js +12 -12
  123. package/glTF/glTFValidation.js.map +1 -1
  124. package/glTF/index.js.map +1 -1
  125. package/index.js.map +1 -1
  126. package/legacy/legacy-glTF.d.ts +2 -2
  127. package/legacy/legacy-glTF.js +5 -5
  128. package/legacy/legacy-glTF.js.map +1 -1
  129. package/legacy/legacy-glTF1.d.ts +1 -1
  130. package/legacy/legacy-glTF1.js +2 -2
  131. package/legacy/legacy-glTF1.js.map +1 -1
  132. package/legacy/legacy-glTF1FileLoader.js +1 -0
  133. package/legacy/legacy-glTF1FileLoader.js.map +1 -1
  134. package/legacy/legacy-glTF2.d.ts +1 -1
  135. package/legacy/legacy-glTF2.js +11 -11
  136. package/legacy/legacy-glTF2.js.map +1 -1
  137. package/legacy/legacy-glTF2FileLoader.js +1 -0
  138. package/legacy/legacy-glTF2FileLoader.js.map +1 -1
  139. package/legacy/legacy-glTFFileLoader.js +1 -0
  140. package/legacy/legacy-glTFFileLoader.js.map +1 -1
  141. package/legacy/legacy-objFileLoader.d.ts +1 -1
  142. package/legacy/legacy-objFileLoader.js +3 -3
  143. package/legacy/legacy-objFileLoader.js.map +1 -1
  144. package/legacy/legacy-stlFileLoader.d.ts +1 -1
  145. package/legacy/legacy-stlFileLoader.js +3 -3
  146. package/legacy/legacy-stlFileLoader.js.map +1 -1
  147. package/legacy/legacy.d.ts +1 -1
  148. package/legacy/legacy.js +2 -1
  149. package/legacy/legacy.js.map +1 -1
  150. package/package.json +23 -198
  151. package/readme.md +2 -2
@@ -1,16 +1,16 @@
1
- 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";
5
- 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";
1
+ import { Nullable } from "@babylonjs/core/types.js";
2
+ import { AnimationGroup } from "@babylonjs/core/Animations/animationGroup.js";
3
+ import { Material } from "@babylonjs/core/Materials/material.js";
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+ import { Camera } from "@babylonjs/core/Cameras/camera.js";
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+ import { Geometry } from "@babylonjs/core/Meshes/geometry.js";
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+ import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
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+ import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
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+ import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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+ import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
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+ import { IDisposable } from "@babylonjs/core/scene.js";
11
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  import { IScene, INode, IMesh, ISkin, ICamera, IMeshPrimitive, IMaterial, ITextureInfo, IAnimation, ITexture, IBufferView, IBuffer } from "./glTFLoaderInterfaces";
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12
  import { IGLTFLoaderExtension as IGLTFBaseLoaderExtension } from "../glTFFileLoader";
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- import { IProperty } from 'babylonjs-gltf2interface';
13
+ import { IProperty } from "babylonjs-gltf2interface";
14
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  /**
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  * Interface for a glTF loader extension.
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  */
@@ -1 +1 @@
1
- {"version":3,"file":"glTFLoaderExtension.js","sourceRoot":"","sources":["../../../../sourceES6/loaders/src/glTF/2.0/glTFLoaderExtension.ts"],"names":[],"mappings":"","sourcesContent":["import { Nullable } from \"@babylonjs/core/types\";\r\nimport { AnimationGroup } from \"@babylonjs/core/Animations/animationGroup\";\r\nimport { Material } from \"@babylonjs/core/Materials/material\";\r\nimport { Camera } from \"@babylonjs/core/Cameras/camera\";\r\nimport { Geometry } from \"@babylonjs/core/Meshes/geometry\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { IDisposable } from \"@babylonjs/core/scene\";\r\nimport { IScene, INode, IMesh, ISkin, ICamera, IMeshPrimitive, IMaterial, ITextureInfo, IAnimation, ITexture, IBufferView, IBuffer } from \"./glTFLoaderInterfaces\";\r\nimport { IGLTFLoaderExtension as IGLTFBaseLoaderExtension } from \"../glTFFileLoader\";\r\nimport { 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?(context: string, name: string, node: INode, mesh: IMesh, primitive: IMeshPrimitive, assign: (babylonMesh: AbstractMesh) => void): 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?(context: string, material: IMaterial, babylonMesh: Nullable<Mesh>, babylonDrawMode: number, assign: (babylonMaterial: Material) => void): 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"]}
1
+ {"version":3,"file":"glTFLoaderExtension.js","sourceRoot":"","sources":["../../../../../../lts/loaders/generated/glTF/2.0/glTFLoaderExtension.ts"],"names":[],"mappings":"","sourcesContent":["import { Nullable } from \"core/types\";\r\nimport { AnimationGroup } from \"core/Animations/animationGroup\";\r\nimport { Material } from \"core/Materials/material\";\r\nimport { Camera } from \"core/Cameras/camera\";\r\nimport { Geometry } from \"core/Meshes/geometry\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { IDisposable } from \"core/scene\";\r\nimport { IScene, INode, IMesh, ISkin, ICamera, IMeshPrimitive, IMaterial, ITextureInfo, IAnimation, ITexture, IBufferView, IBuffer } from \"./glTFLoaderInterfaces\";\r\nimport { IGLTFLoaderExtension as IGLTFBaseLoaderExtension } from \"../glTFFileLoader\";\r\nimport { 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"]}
@@ -1,10 +1,10 @@
1
- import { AnimationGroup } from "@babylonjs/core/Animations/animationGroup";
2
- import { Skeleton } from "@babylonjs/core/Bones/skeleton";
3
- import { Material } from "@babylonjs/core/Materials/material";
4
- import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
5
- import { Buffer, VertexBuffer } from "@babylonjs/core/Buffers/buffer";
6
- import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
7
- import { Mesh } from "@babylonjs/core/Meshes/mesh";
1
+ import { AnimationGroup } from "@babylonjs/core/Animations/animationGroup.js";
2
+ import { Skeleton } from "@babylonjs/core/Bones/skeleton.js";
3
+ import { Material } from "@babylonjs/core/Materials/material.js";
4
+ import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
5
+ import { Buffer, VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
6
+ import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
7
+ import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
8
8
  import * as GLTF2 from "babylonjs-gltf2interface";
9
9
  /**
10
10
  * Loader interface with an index field.
@@ -1 +1 @@
1
- {"version":3,"file":"glTFLoaderInterfaces.js","sourceRoot":"","sources":["../../../../sourceES6/loaders/src/glTF/2.0/glTFLoaderInterfaces.ts"],"names":[],"mappings":"","sourcesContent":["import { AnimationGroup } from \"@babylonjs/core/Animations/animationGroup\";\r\nimport { Skeleton } from \"@babylonjs/core/Bones/skeleton\";\r\nimport { Material } from \"@babylonjs/core/Materials/material\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { Buffer, VertexBuffer } from \"@babylonjs/core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\n\r\nimport * as GLTF2 from \"babylonjs-gltf2interface\";\r\n\r\n/**\r\n * Loader interface with an index field.\r\n */\r\nexport interface IArrayItem {\r\n /**\r\n * The index of this item in the array.\r\n */\r\n index: number;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IAccessor extends GLTF2.IAccessor, IArrayItem {\r\n /** @hidden */\r\n _data?: Promise<ArrayBufferView>;\r\n\r\n /** @hidden */\r\n _babylonVertexBuffer?: { [kind: string]: Promise<VertexBuffer>; };\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IAnimationChannel extends GLTF2.IAnimationChannel, IArrayItem {\r\n}\r\n\r\n/** @hidden */\r\nexport interface _IAnimationSamplerData {\r\n input: Float32Array;\r\n interpolation: GLTF2.AnimationSamplerInterpolation;\r\n output: Float32Array;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IAnimationSampler extends GLTF2.IAnimationSampler, IArrayItem {\r\n /** @hidden */\r\n _data?: Promise<_IAnimationSamplerData>;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IAnimation extends GLTF2.IAnimation, IArrayItem {\r\n channels: IAnimationChannel[];\r\n samplers: IAnimationSampler[];\r\n\r\n /** @hidden */\r\n _babylonAnimationGroup?: AnimationGroup;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IBuffer extends GLTF2.IBuffer, IArrayItem {\r\n /** @hidden */\r\n _data?: Promise<ArrayBufferView>;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IBufferView extends GLTF2.IBufferView, IArrayItem {\r\n /** @hidden */\r\n _data?: Promise<ArrayBufferView>;\r\n\r\n /** @hidden */\r\n _babylonBuffer?: Promise<Buffer>;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ICamera extends GLTF2.ICamera, IArrayItem {\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IImage extends GLTF2.IImage, IArrayItem {\r\n /** @hidden */\r\n _data?: Promise<ArrayBufferView>;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMaterialNormalTextureInfo extends GLTF2.IMaterialNormalTextureInfo, ITextureInfo {\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMaterialOcclusionTextureInfo extends GLTF2.IMaterialOcclusionTextureInfo, ITextureInfo {\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMaterialPbrMetallicRoughness extends GLTF2.IMaterialPbrMetallicRoughness {\r\n baseColorTexture?: ITextureInfo;\r\n metallicRoughnessTexture?: ITextureInfo;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMaterial extends GLTF2.IMaterial, IArrayItem {\r\n pbrMetallicRoughness?: IMaterialPbrMetallicRoughness;\r\n normalTexture?: IMaterialNormalTextureInfo;\r\n occlusionTexture?: IMaterialOcclusionTextureInfo;\r\n emissiveTexture?: ITextureInfo;\r\n\r\n /** @hidden */\r\n _data?: {\r\n [babylonDrawMode: number]: {\r\n babylonMaterial: Material;\r\n babylonMeshes: AbstractMesh[];\r\n promise: Promise<void>;\r\n }\r\n };\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMesh extends GLTF2.IMesh, IArrayItem {\r\n primitives: IMeshPrimitive[];\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMeshPrimitive extends GLTF2.IMeshPrimitive, IArrayItem {\r\n /** @hidden */\r\n _instanceData?: {\r\n babylonSourceMesh: Mesh;\r\n promise: Promise<any>;\r\n };\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface INode extends GLTF2.INode, IArrayItem {\r\n /**\r\n * The parent glTF node.\r\n */\r\n parent?: INode;\r\n\r\n /** @hidden */\r\n _babylonTransformNode?: TransformNode;\r\n\r\n /** @hidden */\r\n _babylonTransformNodeForSkin?: TransformNode;\r\n\r\n /** @hidden */\r\n _primitiveBabylonMeshes?: AbstractMesh[];\r\n\r\n /** @hidden */\r\n _numMorphTargets?: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface _ISamplerData {\r\n noMipMaps: boolean;\r\n samplingMode: number;\r\n wrapU: number;\r\n wrapV: number;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ISampler extends GLTF2.ISampler, IArrayItem {\r\n /** @hidden */\r\n _data?: _ISamplerData;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IScene extends GLTF2.IScene, IArrayItem {\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ISkin extends GLTF2.ISkin, IArrayItem {\r\n /** @hidden */\r\n _data?: {\r\n babylonSkeleton: Skeleton;\r\n promise: Promise<void>;\r\n };\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ITexture extends GLTF2.ITexture, IArrayItem {\r\n /** @hidden */\r\n _textureInfo: ITextureInfo;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ITextureInfo extends GLTF2.ITextureInfo {\r\n /** false or undefined if the texture holds color data (true if data are roughness, normal, ...) */\r\n nonColorData?: boolean;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IGLTF extends GLTF2.IGLTF {\r\n accessors?: IAccessor[];\r\n animations?: IAnimation[];\r\n buffers?: IBuffer[];\r\n bufferViews?: IBufferView[];\r\n cameras?: ICamera[];\r\n images?: IImage[];\r\n materials?: IMaterial[];\r\n meshes?: IMesh[];\r\n nodes?: INode[];\r\n samplers?: ISampler[];\r\n scenes?: IScene[];\r\n skins?: ISkin[];\r\n textures?: ITexture[];\r\n}\r\n"]}
1
+ {"version":3,"file":"glTFLoaderInterfaces.js","sourceRoot":"","sources":["../../../../../../lts/loaders/generated/glTF/2.0/glTFLoaderInterfaces.ts"],"names":[],"mappings":"","sourcesContent":["import { AnimationGroup } from \"core/Animations/animationGroup\";\r\nimport { Skeleton } from \"core/Bones/skeleton\";\r\nimport { Material } from \"core/Materials/material\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { Buffer, VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\n\r\nimport * as GLTF2 from \"babylonjs-gltf2interface\";\r\n\r\n/**\r\n * Loader interface with an index field.\r\n */\r\nexport interface IArrayItem {\r\n /**\r\n * The index of this item in the array.\r\n */\r\n index: number;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IAccessor extends GLTF2.IAccessor, IArrayItem {\r\n /** @hidden */\r\n _data?: Promise<ArrayBufferView>;\r\n\r\n /** @hidden */\r\n _babylonVertexBuffer?: { [kind: string]: Promise<VertexBuffer> };\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IAnimationChannel extends GLTF2.IAnimationChannel, IArrayItem {}\r\n\r\n/** @hidden */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface _IAnimationSamplerData {\r\n input: Float32Array;\r\n interpolation: GLTF2.AnimationSamplerInterpolation;\r\n output: Float32Array;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IAnimationSampler extends GLTF2.IAnimationSampler, IArrayItem {\r\n /** @hidden */\r\n _data?: Promise<_IAnimationSamplerData>;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IAnimation extends GLTF2.IAnimation, IArrayItem {\r\n channels: IAnimationChannel[];\r\n samplers: IAnimationSampler[];\r\n\r\n /** @hidden */\r\n _babylonAnimationGroup?: AnimationGroup;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IBuffer extends GLTF2.IBuffer, IArrayItem {\r\n /** @hidden */\r\n _data?: Promise<ArrayBufferView>;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IBufferView extends GLTF2.IBufferView, IArrayItem {\r\n /** @hidden */\r\n _data?: Promise<ArrayBufferView>;\r\n\r\n /** @hidden */\r\n _babylonBuffer?: Promise<Buffer>;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ICamera extends GLTF2.ICamera, IArrayItem {}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IImage extends GLTF2.IImage, IArrayItem {\r\n /** @hidden */\r\n _data?: Promise<ArrayBufferView>;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMaterialNormalTextureInfo extends GLTF2.IMaterialNormalTextureInfo, ITextureInfo {}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMaterialOcclusionTextureInfo extends GLTF2.IMaterialOcclusionTextureInfo, ITextureInfo {}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMaterialPbrMetallicRoughness extends GLTF2.IMaterialPbrMetallicRoughness {\r\n baseColorTexture?: ITextureInfo;\r\n metallicRoughnessTexture?: ITextureInfo;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMaterial extends GLTF2.IMaterial, IArrayItem {\r\n pbrMetallicRoughness?: IMaterialPbrMetallicRoughness;\r\n normalTexture?: IMaterialNormalTextureInfo;\r\n occlusionTexture?: IMaterialOcclusionTextureInfo;\r\n emissiveTexture?: ITextureInfo;\r\n\r\n /** @hidden */\r\n _data?: {\r\n [babylonDrawMode: number]: {\r\n babylonMaterial: Material;\r\n babylonMeshes: AbstractMesh[];\r\n promise: Promise<void>;\r\n };\r\n };\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMesh extends GLTF2.IMesh, IArrayItem {\r\n primitives: IMeshPrimitive[];\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMeshPrimitive extends GLTF2.IMeshPrimitive, IArrayItem {\r\n /** @hidden */\r\n _instanceData?: {\r\n babylonSourceMesh: Mesh;\r\n promise: Promise<any>;\r\n };\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface INode extends GLTF2.INode, IArrayItem {\r\n /**\r\n * The parent glTF node.\r\n */\r\n parent?: INode;\r\n\r\n /** @hidden */\r\n _babylonTransformNode?: TransformNode;\r\n\r\n /** @hidden */\r\n _babylonTransformNodeForSkin?: TransformNode;\r\n\r\n /** @hidden */\r\n _primitiveBabylonMeshes?: AbstractMesh[];\r\n\r\n /** @hidden */\r\n _numMorphTargets?: number;\r\n}\r\n\r\n/** @hidden */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface _ISamplerData {\r\n noMipMaps: boolean;\r\n samplingMode: number;\r\n wrapU: number;\r\n wrapV: number;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ISampler extends GLTF2.ISampler, IArrayItem {\r\n /** @hidden */\r\n _data?: _ISamplerData;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IScene extends GLTF2.IScene, IArrayItem {}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ISkin extends GLTF2.ISkin, IArrayItem {\r\n /** @hidden */\r\n _data?: {\r\n babylonSkeleton: Skeleton;\r\n promise: Promise<void>;\r\n };\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ITexture extends GLTF2.ITexture, IArrayItem {\r\n /** @hidden */\r\n _textureInfo: ITextureInfo;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ITextureInfo extends GLTF2.ITextureInfo {\r\n /** false or undefined if the texture holds color data (true if data are roughness, normal, ...) */\r\n nonColorData?: boolean;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IGLTF extends GLTF2.IGLTF {\r\n accessors?: IAccessor[];\r\n animations?: IAnimation[];\r\n buffers?: IBuffer[];\r\n bufferViews?: IBufferView[];\r\n cameras?: ICamera[];\r\n images?: IImage[];\r\n materials?: IMaterial[];\r\n meshes?: IMesh[];\r\n nodes?: INode[];\r\n samplers?: ISampler[];\r\n scenes?: IScene[];\r\n skins?: ISkin[];\r\n textures?: ITexture[];\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../sourceES6/loaders/src/glTF/2.0/index.ts"],"names":[],"mappings":"AAAA,cAAc,cAAc,CAAC;AAC7B,cAAc,uBAAuB,CAAC;AACtC,cAAc,wBAAwB,CAAC;AACvC,cAAc,oBAAoB,CAAC","sourcesContent":["export * from \"./glTFLoader\";\r\nexport * from \"./glTFLoaderExtension\";\r\nexport * from \"./glTFLoaderInterfaces\";\r\nexport * from \"./Extensions/index\";"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../lts/loaders/generated/glTF/2.0/index.ts"],"names":[],"mappings":"AAAA,cAAc,cAAc,CAAC;AAC7B,cAAc,uBAAuB,CAAC;AACtC,cAAc,wBAAwB,CAAC;AACvC,cAAc,oBAAoB,CAAC","sourcesContent":["export * from \"./glTFLoader\";\r\nexport * from \"./glTFLoaderExtension\";\r\nexport * from \"./glTFLoaderInterfaces\";\r\nexport * from \"./Extensions/index\";\r\n"]}
@@ -1,17 +1,17 @@
1
1
  import * as GLTF2 from "babylonjs-gltf2interface";
2
- import { Nullable } from "@babylonjs/core/types";
3
- import { Observable } from "@babylonjs/core/Misc/observable";
4
- import { Camera } from "@babylonjs/core/Cameras/camera";
5
- import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture";
6
- import { Material } from "@babylonjs/core/Materials/material";
7
- import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
8
- import { ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderPluginAsync, ISceneLoaderProgressEvent, ISceneLoaderPluginExtensions, ISceneLoaderAsyncResult } from "@babylonjs/core/Loading/sceneLoader";
9
- import { AssetContainer } from "@babylonjs/core/assetContainer";
10
- import { Scene, IDisposable } from "@babylonjs/core/scene";
11
- import { WebRequest } from "@babylonjs/core/Misc/webRequest";
12
- import { IFileRequest } from "@babylonjs/core/Misc/fileRequest";
13
- import { IDataBuffer } from "@babylonjs/core/Misc/dataReader";
14
- import { LoadFileError } from "@babylonjs/core/Misc/fileTools";
2
+ import { Nullable } from "@babylonjs/core/types.js";
3
+ import { Observable } from "@babylonjs/core/Misc/observable.js";
4
+ import { Camera } from "@babylonjs/core/Cameras/camera.js";
5
+ import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
6
+ import { Material } from "@babylonjs/core/Materials/material.js";
7
+ import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
8
+ import { ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderPluginAsync, ISceneLoaderProgressEvent, ISceneLoaderPluginExtensions, ISceneLoaderAsyncResult } from "@babylonjs/core/Loading/sceneLoader.js";
9
+ import { AssetContainer } from "@babylonjs/core/assetContainer.js";
10
+ import { Scene, IDisposable } from "@babylonjs/core/scene.js";
11
+ import { WebRequest } from "@babylonjs/core/Misc/webRequest.js";
12
+ import { IFileRequest } from "@babylonjs/core/Misc/fileRequest.js";
13
+ import { IDataBuffer } from "@babylonjs/core/Misc/dataReader.js";
14
+ import { LoadFileError } from "@babylonjs/core/Misc/fileTools.js";
15
15
  /**
16
16
  * Mode that determines the coordinate system to use.
17
17
  */
@@ -130,8 +130,8 @@ export declare class GLTFFileLoader implements IDisposable, ISceneLoaderPluginAs
130
130
  */
131
131
  coordinateSystemMode: GLTFLoaderCoordinateSystemMode;
132
132
  /**
133
- * The animation start mode. Defaults to FIRST.
134
- */
133
+ * The animation start mode. Defaults to FIRST.
134
+ */
135
135
  animationStartMode: GLTFLoaderAnimationStartMode;
136
136
  /**
137
137
  * Defines if the loader should compile materials before raising the success callback. Defaults to false.
@@ -191,8 +191,9 @@ export declare class GLTFFileLoader implements IDisposable, ISceneLoaderPluginAs
191
191
  */
192
192
  alwaysComputeSkeletonRootNode: boolean;
193
193
  /**
194
- * Function called before loading a url referenced by the asset.
195
- */
194
+ * Function called before loading a url referenced by the asset.
195
+ * @param url
196
+ */
196
197
  preprocessUrlAsync: (url: string) => Promise<string>;
197
198
  /**
198
199
  * Observable raised when the loader creates a mesh after parsing the glTF properties of the mesh.
@@ -300,7 +301,7 @@ export declare class GLTFFileLoader implements IDisposable, ISceneLoaderPluginAs
300
301
  private _state;
301
302
  private _progressCallback?;
302
303
  private _requests;
303
- private static magicBase64Encoded;
304
+ private static _MagicBase64Encoded;
304
305
  /**
305
306
  * Name of the loader ("gltf")
306
307
  */
@@ -311,17 +312,54 @@ export declare class GLTFFileLoader implements IDisposable, ISceneLoaderPluginAs
311
312
  * Disposes the loader, releases resources during load, and cancels any outstanding requests.
312
313
  */
313
314
  dispose(): void;
314
- /** @hidden */
315
+ /**
316
+ * @param scene
317
+ * @param fileOrUrl
318
+ * @param onSuccess
319
+ * @param onProgress
320
+ * @param useArrayBuffer
321
+ * @param onError
322
+ * @hidden
323
+ */
315
324
  loadFile(scene: Scene, fileOrUrl: File | string, onSuccess: (data: any, responseURL?: string) => void, onProgress?: (ev: ISceneLoaderProgressEvent) => void, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
316
- /** @hidden */
325
+ /**
326
+ * @param meshesNames
327
+ * @param scene
328
+ * @param data
329
+ * @param rootUrl
330
+ * @param onProgress
331
+ * @param fileName
332
+ * @hidden
333
+ */
317
334
  importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<ISceneLoaderAsyncResult>;
318
- /** @hidden */
335
+ /**
336
+ * @param scene
337
+ * @param data
338
+ * @param rootUrl
339
+ * @param onProgress
340
+ * @param fileName
341
+ * @hidden
342
+ */
319
343
  loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
320
- /** @hidden */
344
+ /**
345
+ * @param scene
346
+ * @param data
347
+ * @param rootUrl
348
+ * @param onProgress
349
+ * @param fileName
350
+ * @hidden
351
+ */
321
352
  loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
322
- /** @hidden */
353
+ /**
354
+ * @param data
355
+ * @hidden
356
+ */
323
357
  canDirectLoad(data: string): boolean;
324
- /** @hidden */
358
+ /**
359
+ * @param scene
360
+ * @param data
361
+ * @hidden
362
+ */
325
363
  directLoad(scene: Scene, data: string): Promise<any>;
326
364
  /**
327
365
  * The callback that allows custom handling of the root url based on the response url.
@@ -345,9 +383,20 @@ export declare class GLTFFileLoader implements IDisposable, ISceneLoaderPluginAs
345
383
  * @returns a promise that resolves when the asset is completely loaded.
346
384
  */
347
385
  whenCompleteAsync(): Promise<void>;
348
- /** @hidden */
386
+ /**
387
+ * @param state
388
+ * @hidden
389
+ */
349
390
  _setState(state: GLTFLoaderState): void;
350
- /** @hidden */
391
+ /**
392
+ * @param scene
393
+ * @param fileOrUrl
394
+ * @param onSuccess
395
+ * @param useArrayBuffer
396
+ * @param onError
397
+ * @param onOpened
398
+ * @hidden
399
+ */
351
400
  _loadFile(scene: Scene, fileOrUrl: File | string, onSuccess: (data: string | ArrayBuffer) => void, useArrayBuffer?: boolean, onError?: (request?: WebRequest) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
352
401
  private _onProgress;
353
402
  private _validate;
@@ -363,7 +412,10 @@ export declare class GLTFFileLoader implements IDisposable, ISceneLoaderPluginAs
363
412
  private _loggingEnabled;
364
413
  /** @hidden */
365
414
  _log: (message: string) => void;
366
- /** @hidden */
415
+ /**
416
+ * @param message
417
+ * @hidden
418
+ */
367
419
  _logOpen(message: string): void;
368
420
  /** @hidden */
369
421
  _logClose(): void;
@@ -1,6 +1,6 @@
1
1
  import { Observable } from "@babylonjs/core/Misc/observable.js";
2
2
  import { Tools } from "@babylonjs/core/Misc/tools.js";
3
- import { SceneLoader } from "@babylonjs/core/Loading/sceneLoader.js";
3
+ import { SceneLoader, } from "@babylonjs/core/Loading/sceneLoader.js";
4
4
  import { AssetContainer } from "@babylonjs/core/assetContainer.js";
5
5
  import { Logger } from "@babylonjs/core/Misc/logger.js";
6
6
  import { DataReader } from "@babylonjs/core/Misc/dataReader.js";
@@ -86,8 +86,8 @@ var GLTFFileLoader = /** @class */ (function () {
86
86
  */
87
87
  this.coordinateSystemMode = GLTFLoaderCoordinateSystemMode.AUTO;
88
88
  /**
89
- * The animation start mode. Defaults to FIRST.
90
- */
89
+ * The animation start mode. Defaults to FIRST.
90
+ */
91
91
  this.animationStartMode = GLTFLoaderAnimationStartMode.FIRST;
92
92
  /**
93
93
  * Defines if the loader should compile materials before raising the success callback. Defaults to false.
@@ -147,8 +147,9 @@ var GLTFFileLoader = /** @class */ (function () {
147
147
  */
148
148
  this.alwaysComputeSkeletonRootNode = false;
149
149
  /**
150
- * Function called before loading a url referenced by the asset.
151
- */
150
+ * Function called before loading a url referenced by the asset.
151
+ * @param url
152
+ */
152
153
  this.preprocessUrlAsync = function (url) { return Promise.resolve(url); };
153
154
  /**
154
155
  * Observable raised when the loader creates a mesh after parsing the glTF properties of the mesh.
@@ -204,7 +205,7 @@ var GLTFFileLoader = /** @class */ (function () {
204
205
  /** @hidden */
205
206
  this.extensions = {
206
207
  ".gltf": { isBinary: false },
207
- ".glb": { isBinary: true }
208
+ ".glb": { isBinary: true },
208
209
  };
209
210
  /**
210
211
  * Observable raised when the loader state changes.
@@ -423,7 +424,15 @@ var GLTFFileLoader = /** @class */ (function () {
423
424
  this.onDisposeObservable.notifyObservers(undefined);
424
425
  this.onDisposeObservable.clear();
425
426
  };
426
- /** @hidden */
427
+ /**
428
+ * @param scene
429
+ * @param fileOrUrl
430
+ * @param onSuccess
431
+ * @param onProgress
432
+ * @param useArrayBuffer
433
+ * @param onError
434
+ * @hidden
435
+ */
427
436
  GLTFFileLoader.prototype.loadFile = function (scene, fileOrUrl, onSuccess, onProgress, useArrayBuffer, onError) {
428
437
  var _this = this;
429
438
  this._progressCallback = onProgress;
@@ -436,7 +445,7 @@ var GLTFFileLoader = /** @class */ (function () {
436
445
  }
437
446
  var fileRequest_1 = {
438
447
  abort: function () { },
439
- onCompleteObservable: new Observable()
448
+ onCompleteObservable: new Observable(),
440
449
  };
441
450
  var dataBuffer = {
442
451
  readAsync: function (byteOffset, byteLength) {
@@ -450,7 +459,7 @@ var GLTFFileLoader = /** @class */ (function () {
450
459
  });
451
460
  });
452
461
  },
453
- byteLength: 0
462
+ byteLength: 0,
454
463
  };
455
464
  this._unpackBinaryAsync(new DataReader(dataBuffer)).then(function (loaderData) {
456
465
  fileRequest_1.onCompleteObservable.notifyObservers(fileRequest_1);
@@ -462,7 +471,7 @@ var GLTFFileLoader = /** @class */ (function () {
462
471
  _this._validate(scene, data, rootUrl, fileName);
463
472
  _this._unpackBinaryAsync(new DataReader({
464
473
  readAsync: function (byteOffset, byteLength) { return readAsync(data, byteOffset, byteLength); },
465
- byteLength: data.byteLength
474
+ byteLength: data.byteLength,
466
475
  })).then(function (loaderData) {
467
476
  onSuccess(loaderData);
468
477
  }, onError ? function (error) { return onError(undefined, error); } : undefined);
@@ -473,7 +482,15 @@ var GLTFFileLoader = /** @class */ (function () {
473
482
  onSuccess({ json: _this._parseJson(data) });
474
483
  }, useArrayBuffer, onError);
475
484
  };
476
- /** @hidden */
485
+ /**
486
+ * @param meshesNames
487
+ * @param scene
488
+ * @param data
489
+ * @param rootUrl
490
+ * @param onProgress
491
+ * @param fileName
492
+ * @hidden
493
+ */
477
494
  GLTFFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onProgress, fileName) {
478
495
  var _this = this;
479
496
  return Promise.resolve().then(function () {
@@ -484,7 +501,14 @@ var GLTFFileLoader = /** @class */ (function () {
484
501
  return _this._loader.importMeshAsync(meshesNames, scene, null, data, rootUrl, onProgress, fileName);
485
502
  });
486
503
  };
487
- /** @hidden */
504
+ /**
505
+ * @param scene
506
+ * @param data
507
+ * @param rootUrl
508
+ * @param onProgress
509
+ * @param fileName
510
+ * @hidden
511
+ */
488
512
  GLTFFileLoader.prototype.loadAsync = function (scene, data, rootUrl, onProgress, fileName) {
489
513
  var _this = this;
490
514
  return Promise.resolve().then(function () {
@@ -495,7 +519,14 @@ var GLTFFileLoader = /** @class */ (function () {
495
519
  return _this._loader.loadAsync(scene, data, rootUrl, onProgress, fileName);
496
520
  });
497
521
  };
498
- /** @hidden */
522
+ /**
523
+ * @param scene
524
+ * @param data
525
+ * @param rootUrl
526
+ * @param onProgress
527
+ * @param fileName
528
+ * @hidden
529
+ */
499
530
  GLTFFileLoader.prototype.loadAssetContainerAsync = function (scene, data, rootUrl, onProgress, fileName) {
500
531
  var _this = this;
501
532
  return Promise.resolve().then(function () {
@@ -533,25 +564,32 @@ var GLTFFileLoader = /** @class */ (function () {
533
564
  });
534
565
  });
535
566
  };
536
- /** @hidden */
567
+ /**
568
+ * @param data
569
+ * @hidden
570
+ */
537
571
  GLTFFileLoader.prototype.canDirectLoad = function (data) {
538
- return (data.indexOf("asset") !== -1 && data.indexOf("version") !== -1)
539
- || StringTools.StartsWith(data, "data:base64," + GLTFFileLoader.magicBase64Encoded) // this is technically incorrect, but will continue to support for backcompat.
540
- || StringTools.StartsWith(data, "data:;base64," + GLTFFileLoader.magicBase64Encoded)
541
- || StringTools.StartsWith(data, "data:application/octet-stream;base64," + GLTFFileLoader.magicBase64Encoded)
542
- || StringTools.StartsWith(data, "data:model/gltf-binary;base64," + GLTFFileLoader.magicBase64Encoded);
572
+ return ((data.indexOf("asset") !== -1 && data.indexOf("version") !== -1) ||
573
+ StringTools.StartsWith(data, "data:base64," + GLTFFileLoader._MagicBase64Encoded) || // this is technically incorrect, but will continue to support for backcompat.
574
+ StringTools.StartsWith(data, "data:;base64," + GLTFFileLoader._MagicBase64Encoded) ||
575
+ StringTools.StartsWith(data, "data:application/octet-stream;base64," + GLTFFileLoader._MagicBase64Encoded) ||
576
+ StringTools.StartsWith(data, "data:model/gltf-binary;base64," + GLTFFileLoader._MagicBase64Encoded));
543
577
  };
544
- /** @hidden */
578
+ /**
579
+ * @param scene
580
+ * @param data
581
+ * @hidden
582
+ */
545
583
  GLTFFileLoader.prototype.directLoad = function (scene, data) {
546
- if (StringTools.StartsWith(data, "base64," + GLTFFileLoader.magicBase64Encoded) || // this is technically incorrect, but will continue to support for backcompat.
547
- StringTools.StartsWith(data, ";base64," + GLTFFileLoader.magicBase64Encoded) ||
548
- StringTools.StartsWith(data, "application/octet-stream;base64," + GLTFFileLoader.magicBase64Encoded) ||
549
- StringTools.StartsWith(data, "model/gltf-binary;base64," + GLTFFileLoader.magicBase64Encoded)) {
584
+ if (StringTools.StartsWith(data, "base64," + GLTFFileLoader._MagicBase64Encoded) || // this is technically incorrect, but will continue to support for backcompat.
585
+ StringTools.StartsWith(data, ";base64," + GLTFFileLoader._MagicBase64Encoded) ||
586
+ StringTools.StartsWith(data, "application/octet-stream;base64," + GLTFFileLoader._MagicBase64Encoded) ||
587
+ StringTools.StartsWith(data, "model/gltf-binary;base64," + GLTFFileLoader._MagicBase64Encoded)) {
550
588
  var arrayBuffer_1 = DecodeBase64UrlToBinary(data);
551
589
  this._validate(scene, arrayBuffer_1);
552
590
  return this._unpackBinaryAsync(new DataReader({
553
591
  readAsync: function (byteOffset, byteLength) { return readAsync(arrayBuffer_1, byteOffset, byteLength); },
554
- byteLength: arrayBuffer_1.byteLength
592
+ byteLength: arrayBuffer_1.byteLength,
555
593
  }));
556
594
  }
557
595
  this._validate(scene, data);
@@ -586,7 +624,10 @@ var GLTFFileLoader = /** @class */ (function () {
586
624
  });
587
625
  });
588
626
  };
589
- /** @hidden */
627
+ /**
628
+ * @param state
629
+ * @hidden
630
+ */
590
631
  GLTFFileLoader.prototype._setState = function (state) {
591
632
  if (this._state === state) {
592
633
  return;
@@ -595,7 +636,15 @@ var GLTFFileLoader = /** @class */ (function () {
595
636
  this.onLoaderStateChangedObservable.notifyObservers(this._state);
596
637
  this._log(GLTFLoaderState[this._state]);
597
638
  };
598
- /** @hidden */
639
+ /**
640
+ * @param scene
641
+ * @param fileOrUrl
642
+ * @param onSuccess
643
+ * @param useArrayBuffer
644
+ * @param onError
645
+ * @param onOpened
646
+ * @hidden
647
+ */
599
648
  GLTFFileLoader.prototype._loadFile = function (scene, fileOrUrl, onSuccess, useArrayBuffer, onError, onOpened) {
600
649
  var _this = this;
601
650
  var request = scene._loadFile(fileOrUrl, onSuccess, function (event) {
@@ -629,7 +678,7 @@ var GLTFFileLoader = /** @class */ (function () {
629
678
  this._progressCallback({
630
679
  lengthComputable: lengthComputable,
631
680
  loaded: loaded,
632
- total: lengthComputable ? total : 0
681
+ total: lengthComputable ? total : 0,
633
682
  });
634
683
  };
635
684
  GLTFFileLoader.prototype._validate = function (scene, data, rootUrl, fileName) {
@@ -672,7 +721,7 @@ var GLTFFileLoader = /** @class */ (function () {
672
721
  }
673
722
  var createLoaders = {
674
723
  1: GLTFFileLoader._CreateGLTF1Loader,
675
- 2: GLTFFileLoader._CreateGLTF2Loader
724
+ 2: GLTFFileLoader._CreateGLTF2Loader,
676
725
  };
677
726
  var createLoader = createLoaders[version.major];
678
727
  if (!createLoader) {
@@ -693,7 +742,7 @@ var GLTFFileLoader = /** @class */ (function () {
693
742
  // Read magic + version + length + json length + json format
694
743
  return dataReader.loadAsync(20).then(function () {
695
744
  var Binary = {
696
- Magic: 0x46546C67
745
+ Magic: 0x46546c67,
697
746
  };
698
747
  var magic = dataReader.readUint32();
699
748
  if (magic !== Binary.Magic) {
@@ -727,7 +776,7 @@ var GLTFFileLoader = /** @class */ (function () {
727
776
  };
728
777
  GLTFFileLoader.prototype._unpackBinaryV1Async = function (dataReader, length) {
729
778
  var ContentFormat = {
730
- JSON: 0
779
+ JSON: 0,
731
780
  };
732
781
  var contentLength = dataReader.readUint32();
733
782
  var contentFormat = dataReader.readUint32();
@@ -740,7 +789,7 @@ var GLTFFileLoader = /** @class */ (function () {
740
789
  var startByteOffset_1 = dataReader.byteOffset;
741
790
  data.bin = {
742
791
  readAsync: function (byteOffset, byteLength) { return dataReader.buffer.readAsync(startByteOffset_1 + byteOffset, byteLength); },
743
- byteLength: bodyLength
792
+ byteLength: bodyLength,
744
793
  };
745
794
  }
746
795
  return Promise.resolve(data);
@@ -748,8 +797,8 @@ var GLTFFileLoader = /** @class */ (function () {
748
797
  GLTFFileLoader.prototype._unpackBinaryV2Async = function (dataReader, length) {
749
798
  var _this = this;
750
799
  var ChunkFormat = {
751
- JSON: 0x4E4F534A,
752
- BIN: 0x004E4942
800
+ JSON: 0x4e4f534a,
801
+ BIN: 0x004e4942,
753
802
  };
754
803
  // Read the JSON chunk header.
755
804
  var chunkLength = dataReader.readUint32();
@@ -777,7 +826,7 @@ var GLTFFileLoader = /** @class */ (function () {
777
826
  var startByteOffset_2 = dataReader.byteOffset;
778
827
  data.bin = {
779
828
  readAsync: function (byteOffset, byteLength) { return dataReader.buffer.readAsync(startByteOffset_2 + byteOffset, byteLength); },
780
- byteLength: chunkLength
829
+ byteLength: chunkLength,
781
830
  };
782
831
  dataReader.skipBytes(chunkLength);
783
832
  break;
@@ -800,7 +849,7 @@ var GLTFFileLoader = /** @class */ (function () {
800
849
  if (version === "1.0" || version === "1.0.1") {
801
850
  return {
802
851
  major: 1,
803
- minor: 0
852
+ minor: 0,
804
853
  };
805
854
  }
806
855
  var match = (version + "").match(/^(\d+)\.(\d+)/);
@@ -809,7 +858,7 @@ var GLTFFileLoader = /** @class */ (function () {
809
858
  }
810
859
  return {
811
860
  major: parseInt(match[1]),
812
- minor: parseInt(match[2])
861
+ minor: parseInt(match[2]),
813
862
  };
814
863
  };
815
864
  GLTFFileLoader._compareVersion = function (a, b) {
@@ -827,7 +876,10 @@ var GLTFFileLoader = /** @class */ (function () {
827
876
  }
828
877
  return 0;
829
878
  };
830
- /** @hidden */
879
+ /**
880
+ * @param message
881
+ * @hidden
882
+ */
831
883
  GLTFFileLoader.prototype._logOpen = function (message) {
832
884
  this._log(message);
833
885
  this._logIndentLevel++;
@@ -840,18 +892,15 @@ var GLTFFileLoader = /** @class */ (function () {
840
892
  var spaces = GLTFFileLoader._logSpaces.substr(0, this._logIndentLevel * 2);
841
893
  Logger.Log("".concat(spaces).concat(message));
842
894
  };
843
- GLTFFileLoader.prototype._logDisabled = function (message) {
844
- };
895
+ GLTFFileLoader.prototype._logDisabled = function (message) { };
845
896
  GLTFFileLoader.prototype._startPerformanceCounterEnabled = function (counterName) {
846
897
  Tools.StartPerformanceCounter(counterName);
847
898
  };
848
- GLTFFileLoader.prototype._startPerformanceCounterDisabled = function (counterName) {
849
- };
899
+ GLTFFileLoader.prototype._startPerformanceCounterDisabled = function (counterName) { };
850
900
  GLTFFileLoader.prototype._endPerformanceCounterEnabled = function (counterName) {
851
901
  Tools.EndPerformanceCounter(counterName);
852
902
  };
853
- GLTFFileLoader.prototype._endPerformanceCounterDisabled = function (counterName) {
854
- };
903
+ GLTFFileLoader.prototype._endPerformanceCounterDisabled = function (counterName) { };
855
904
  // ----------
856
905
  // V1 options
857
906
  // ----------
@@ -868,7 +917,7 @@ var GLTFFileLoader = /** @class */ (function () {
868
917
  * @hidden
869
918
  */
870
919
  GLTFFileLoader.HomogeneousCoordinates = false;
871
- GLTFFileLoader.magicBase64Encoded = "Z2xURg"; // "glTF" base64 encoded (without the quotes!)
920
+ GLTFFileLoader._MagicBase64Encoded = "Z2xURg"; // "glTF" base64 encoded (without the quotes!)
872
921
  GLTFFileLoader._logSpaces = " ";
873
922
  return GLTFFileLoader;
874
923
  }());