@babylonjs/loaders 5.0.0-rc.6 → 5.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (169) hide show
  1. package/OBJ/index.d.ts +4 -4
  2. package/OBJ/index.js +4 -4
  3. package/OBJ/mtlFileLoader.d.ts +41 -41
  4. package/OBJ/mtlFileLoader.js +232 -232
  5. package/OBJ/mtlFileLoader.js.map +1 -1
  6. package/OBJ/objFileLoader.d.ts +126 -126
  7. package/OBJ/objFileLoader.js +296 -296
  8. package/OBJ/objFileLoader.js.map +1 -1
  9. package/OBJ/objLoadingOptions.d.ts +43 -43
  10. package/OBJ/objLoadingOptions.js +1 -1
  11. package/OBJ/objLoadingOptions.js.map +1 -1
  12. package/OBJ/solidParser.d.ts +154 -154
  13. package/OBJ/solidParser.js +693 -693
  14. package/OBJ/solidParser.js.map +1 -1
  15. package/STL/index.d.ts +1 -1
  16. package/STL/index.js +1 -1
  17. package/STL/stlFileLoader.d.ts +64 -64
  18. package/STL/stlFileLoader.js +233 -233
  19. package/STL/stlFileLoader.js.map +1 -1
  20. package/glTF/1.0/glTFBinaryExtension.d.ts +13 -13
  21. package/glTF/1.0/glTFBinaryExtension.js +60 -60
  22. package/glTF/1.0/glTFBinaryExtension.js.map +1 -1
  23. package/glTF/1.0/glTFLoader.d.ts +136 -136
  24. package/glTF/1.0/glTFLoader.js +1814 -1815
  25. package/glTF/1.0/glTFLoader.js.map +1 -1
  26. package/glTF/1.0/glTFLoaderInterfaces.d.ts +412 -412
  27. package/glTF/1.0/glTFLoaderInterfaces.js +95 -95
  28. package/glTF/1.0/glTFLoaderInterfaces.js.map +1 -1
  29. package/glTF/1.0/glTFLoaderUtils.d.ts +63 -62
  30. package/glTF/1.0/glTFLoaderUtils.js +250 -250
  31. package/glTF/1.0/glTFLoaderUtils.js.map +1 -1
  32. package/glTF/1.0/glTFMaterialsCommonExtension.d.ts +10 -10
  33. package/glTF/1.0/glTFMaterialsCommonExtension.js +129 -129
  34. package/glTF/1.0/glTFMaterialsCommonExtension.js.map +1 -1
  35. package/glTF/1.0/index.d.ts +5 -5
  36. package/glTF/1.0/index.js +5 -5
  37. package/glTF/2.0/Extensions/EXT_lights_image_based.d.ts +43 -43
  38. package/glTF/2.0/Extensions/EXT_lights_image_based.js +117 -117
  39. package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
  40. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +36 -36
  41. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +88 -88
  42. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
  43. package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +34 -34
  44. package/glTF/2.0/Extensions/EXT_meshopt_compression.js +49 -49
  45. package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
  46. package/glTF/2.0/Extensions/EXT_texture_webp.d.ts +29 -29
  47. package/glTF/2.0/Extensions/EXT_texture_webp.js +40 -40
  48. package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
  49. package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +50 -50
  50. package/glTF/2.0/Extensions/ExtrasAsMetadata.js +73 -73
  51. package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +1 -1
  52. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +39 -39
  53. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +112 -112
  54. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
  55. package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +36 -36
  56. package/glTF/2.0/Extensions/KHR_lights_punctual.js +89 -89
  57. package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
  58. package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +39 -39
  59. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +94 -94
  60. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
  61. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +38 -38
  62. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +53 -53
  63. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -1
  64. package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +42 -42
  65. package/glTF/2.0/Extensions/KHR_materials_ior.js +62 -62
  66. package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
  67. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.d.ts +38 -38
  68. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +80 -80
  69. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
  70. package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +39 -39
  71. package/glTF/2.0/Extensions/KHR_materials_sheen.js +84 -84
  72. package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
  73. package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +38 -38
  74. package/glTF/2.0/Extensions/KHR_materials_specular.js +74 -74
  75. package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
  76. package/glTF/2.0/Extensions/KHR_materials_translucency.d.ts +39 -39
  77. package/glTF/2.0/Extensions/KHR_materials_translucency.js +83 -83
  78. package/glTF/2.0/Extensions/KHR_materials_translucency.js.map +1 -1
  79. package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +38 -38
  80. package/glTF/2.0/Extensions/KHR_materials_transmission.js +288 -288
  81. package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
  82. package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +38 -38
  83. package/glTF/2.0/Extensions/KHR_materials_unlit.js +73 -73
  84. package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
  85. package/glTF/2.0/Extensions/KHR_materials_variants.d.ts +87 -87
  86. package/glTF/2.0/Extensions/KHR_materials_variants.js +254 -254
  87. package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
  88. package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +39 -39
  89. package/glTF/2.0/Extensions/KHR_materials_volume.js +85 -85
  90. package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
  91. package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +22 -22
  92. package/glTF/2.0/Extensions/KHR_mesh_quantization.js +23 -23
  93. package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +1 -1
  94. package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +29 -29
  95. package/glTF/2.0/Extensions/KHR_texture_basisu.js +40 -40
  96. package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
  97. package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +33 -33
  98. package/glTF/2.0/Extensions/KHR_texture_transform.js +61 -61
  99. package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
  100. package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +32 -32
  101. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +49 -49
  102. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
  103. package/glTF/2.0/Extensions/MSFT_audio_emitter.d.ts +54 -54
  104. package/glTF/2.0/Extensions/MSFT_audio_emitter.js +240 -240
  105. package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
  106. package/glTF/2.0/Extensions/MSFT_lod.d.ts +109 -109
  107. package/glTF/2.0/Extensions/MSFT_lod.js +369 -369
  108. package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
  109. package/glTF/2.0/Extensions/MSFT_minecraftMesh.d.ts +14 -14
  110. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +36 -36
  111. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -1
  112. package/glTF/2.0/Extensions/MSFT_sRGBFactors.d.ts +14 -14
  113. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +36 -36
  114. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -1
  115. package/glTF/2.0/Extensions/index.d.ts +26 -26
  116. package/glTF/2.0/Extensions/index.js +26 -26
  117. package/glTF/2.0/glTFLoader.d.ts +406 -405
  118. package/glTF/2.0/glTFLoader.js +2366 -2366
  119. package/glTF/2.0/glTFLoader.js.map +1 -1
  120. package/glTF/2.0/glTFLoaderExtension.d.ts +152 -152
  121. package/glTF/2.0/glTFLoaderExtension.js +1 -1
  122. package/glTF/2.0/glTFLoaderExtension.js.map +1 -1
  123. package/glTF/2.0/glTFLoaderInterfaces.d.ts +211 -211
  124. package/glTF/2.0/glTFLoaderInterfaces.js +1 -1
  125. package/glTF/2.0/glTFLoaderInterfaces.js.map +1 -1
  126. package/glTF/2.0/index.d.ts +4 -4
  127. package/glTF/2.0/index.js +5 -4
  128. package/glTF/2.0/index.js.map +1 -1
  129. package/glTF/glTFFileLoader.d.ts +433 -433
  130. package/glTF/glTFFileLoader.js +927 -927
  131. package/glTF/glTFFileLoader.js.map +1 -1
  132. package/glTF/glTFValidation.d.ts +29 -29
  133. package/glTF/glTFValidation.js +123 -123
  134. package/glTF/glTFValidation.js.map +1 -1
  135. package/glTF/index.d.ts +5 -5
  136. package/glTF/index.js +6 -5
  137. package/glTF/index.js.map +1 -1
  138. package/index.d.ts +3 -3
  139. package/index.js +4 -3
  140. package/index.js.map +1 -1
  141. package/legacy/legacy-glTF.d.ts +2 -2
  142. package/legacy/legacy-glTF.js +18 -18
  143. package/legacy/legacy-glTF.js.map +1 -1
  144. package/legacy/legacy-glTF1.d.ts +2 -2
  145. package/legacy/legacy-glTF1.js +15 -14
  146. package/legacy/legacy-glTF1.js.map +1 -1
  147. package/legacy/legacy-glTF1FileLoader.d.ts +2 -2
  148. package/legacy/legacy-glTF1FileLoader.js +3 -3
  149. package/legacy/legacy-glTF1FileLoader.js.map +1 -1
  150. package/legacy/legacy-glTF2.d.ts +2 -2
  151. package/legacy/legacy-glTF2.js +33 -32
  152. package/legacy/legacy-glTF2.js.map +1 -1
  153. package/legacy/legacy-glTF2FileLoader.d.ts +2 -2
  154. package/legacy/legacy-glTF2FileLoader.js +3 -3
  155. package/legacy/legacy-glTF2FileLoader.js.map +1 -1
  156. package/legacy/legacy-glTFFileLoader.d.ts +3 -3
  157. package/legacy/legacy-glTFFileLoader.js +4 -4
  158. package/legacy/legacy-glTFFileLoader.js.map +1 -1
  159. package/legacy/legacy-objFileLoader.d.ts +1 -1
  160. package/legacy/legacy-objFileLoader.js +13 -12
  161. package/legacy/legacy-objFileLoader.js.map +1 -1
  162. package/legacy/legacy-stlFileLoader.d.ts +1 -1
  163. package/legacy/legacy-stlFileLoader.js +13 -12
  164. package/legacy/legacy-stlFileLoader.js.map +1 -1
  165. package/legacy/legacy.d.ts +6 -6
  166. package/legacy/legacy.js +8 -7
  167. package/legacy/legacy.js.map +1 -1
  168. package/license.md +71 -0
  169. package/package.json +25 -6
@@ -1,251 +1,251 @@
1
- import { EParameterType, ETextureWrapMode, ETextureFilterType, EComponentType, } from "./glTFLoaderInterfaces.js";
2
- import { Vector2, Vector3, Vector4, Matrix } from "@babylonjs/core/Maths/math.vector.js";
3
- import { Color4 } from "@babylonjs/core/Maths/math.color.js";
4
- import { Effect } from "@babylonjs/core/Materials/effect.js";
5
- import { ShaderMaterial } from "@babylonjs/core/Materials/shaderMaterial.js";
6
- import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
7
- /**
8
- * Utils functions for GLTF
9
- * @hidden
10
- */
11
- var GLTFUtils = /** @class */ (function () {
12
- function GLTFUtils() {
13
- }
14
- /**
15
- * Sets the given "parameter" matrix
16
- * @param scene the Scene object
17
- * @param source the source node where to pick the matrix
18
- * @param parameter the GLTF technique parameter
19
- * @param uniformName the name of the shader's uniform
20
- * @param shaderMaterial the shader material
21
- */
22
- GLTFUtils.SetMatrix = function (scene, source, parameter, uniformName, shaderMaterial) {
23
- var mat = null;
24
- if (parameter.semantic === "MODEL") {
25
- mat = source.getWorldMatrix();
26
- }
27
- else if (parameter.semantic === "PROJECTION") {
28
- mat = scene.getProjectionMatrix();
29
- }
30
- else if (parameter.semantic === "VIEW") {
31
- mat = scene.getViewMatrix();
32
- }
33
- else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") {
34
- mat = Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());
35
- }
36
- else if (parameter.semantic === "MODELVIEW") {
37
- mat = source.getWorldMatrix().multiply(scene.getViewMatrix());
38
- }
39
- else if (parameter.semantic === "MODELVIEWPROJECTION") {
40
- mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());
41
- }
42
- else if (parameter.semantic === "MODELINVERSE") {
43
- mat = source.getWorldMatrix().invert();
44
- }
45
- else if (parameter.semantic === "VIEWINVERSE") {
46
- mat = scene.getViewMatrix().invert();
47
- }
48
- else if (parameter.semantic === "PROJECTIONINVERSE") {
49
- mat = scene.getProjectionMatrix().invert();
50
- }
51
- else if (parameter.semantic === "MODELVIEWINVERSE") {
52
- mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();
53
- }
54
- else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") {
55
- mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();
56
- }
57
- else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
58
- mat = Matrix.Transpose(source.getWorldMatrix().invert());
59
- }
60
- if (mat) {
61
- switch (parameter.type) {
62
- case EParameterType.FLOAT_MAT2:
63
- shaderMaterial.setMatrix2x2(uniformName, Matrix.GetAsMatrix2x2(mat));
64
- break;
65
- case EParameterType.FLOAT_MAT3:
66
- shaderMaterial.setMatrix3x3(uniformName, Matrix.GetAsMatrix3x3(mat));
67
- break;
68
- case EParameterType.FLOAT_MAT4:
69
- shaderMaterial.setMatrix(uniformName, mat);
70
- break;
71
- default:
72
- break;
73
- }
74
- }
75
- };
76
- /**
77
- * Sets the given "parameter" matrix
78
- * @param shaderMaterial the shader material
79
- * @param uniform the name of the shader's uniform
80
- * @param value the value of the uniform
81
- * @param type the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
82
- */
83
- GLTFUtils.SetUniform = function (shaderMaterial, uniform, value, type) {
84
- switch (type) {
85
- case EParameterType.FLOAT:
86
- shaderMaterial.setFloat(uniform, value);
87
- return true;
88
- case EParameterType.FLOAT_VEC2:
89
- shaderMaterial.setVector2(uniform, Vector2.FromArray(value));
90
- return true;
91
- case EParameterType.FLOAT_VEC3:
92
- shaderMaterial.setVector3(uniform, Vector3.FromArray(value));
93
- return true;
94
- case EParameterType.FLOAT_VEC4:
95
- shaderMaterial.setVector4(uniform, Vector4.FromArray(value));
96
- return true;
97
- default:
98
- return false;
99
- }
100
- };
101
- /**
102
- * Returns the wrap mode of the texture
103
- * @param mode the mode value
104
- */
105
- GLTFUtils.GetWrapMode = function (mode) {
106
- switch (mode) {
107
- case ETextureWrapMode.CLAMP_TO_EDGE:
108
- return Texture.CLAMP_ADDRESSMODE;
109
- case ETextureWrapMode.MIRRORED_REPEAT:
110
- return Texture.MIRROR_ADDRESSMODE;
111
- case ETextureWrapMode.REPEAT:
112
- return Texture.WRAP_ADDRESSMODE;
113
- default:
114
- return Texture.WRAP_ADDRESSMODE;
115
- }
116
- };
117
- /**
118
- * Returns the byte stride giving an accessor
119
- * @param accessor the GLTF accessor objet
120
- */
121
- GLTFUtils.GetByteStrideFromType = function (accessor) {
122
- // Needs this function since "byteStride" isn't requiered in glTF format
123
- var type = accessor.type;
124
- switch (type) {
125
- case "VEC2":
126
- return 2;
127
- case "VEC3":
128
- return 3;
129
- case "VEC4":
130
- return 4;
131
- case "MAT2":
132
- return 4;
133
- case "MAT3":
134
- return 9;
135
- case "MAT4":
136
- return 16;
137
- default:
138
- return 1;
139
- }
140
- };
141
- /**
142
- * Returns the texture filter mode giving a mode value
143
- * @param mode the filter mode value
144
- */
145
- GLTFUtils.GetTextureFilterMode = function (mode) {
146
- switch (mode) {
147
- case ETextureFilterType.LINEAR:
148
- case ETextureFilterType.LINEAR_MIPMAP_NEAREST:
149
- case ETextureFilterType.LINEAR_MIPMAP_LINEAR:
150
- return Texture.TRILINEAR_SAMPLINGMODE;
151
- case ETextureFilterType.NEAREST:
152
- case ETextureFilterType.NEAREST_MIPMAP_NEAREST:
153
- return Texture.NEAREST_SAMPLINGMODE;
154
- default:
155
- return Texture.BILINEAR_SAMPLINGMODE;
156
- }
157
- };
158
- GLTFUtils.GetBufferFromBufferView = function (gltfRuntime, bufferView, byteOffset, byteLength, componentType) {
159
- byteOffset = bufferView.byteOffset + byteOffset;
160
- var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];
161
- if (byteOffset + byteLength > loadedBufferView.byteLength) {
162
- throw new Error("Buffer access is out of range");
163
- }
164
- var buffer = loadedBufferView.buffer;
165
- byteOffset += loadedBufferView.byteOffset;
166
- switch (componentType) {
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);
177
- }
178
- };
179
- /**
180
- * Returns a buffer from its accessor
181
- * @param gltfRuntime the GLTF runtime
182
- * @param accessor the GLTF accessor
183
- */
184
- GLTFUtils.GetBufferFromAccessor = function (gltfRuntime, accessor) {
185
- var bufferView = gltfRuntime.bufferViews[accessor.bufferView];
186
- var byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);
187
- return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);
188
- };
189
- /**
190
- * Decodes a buffer view into a string
191
- * @param view the buffer view
192
- */
193
- GLTFUtils.DecodeBufferToText = function (view) {
194
- var result = "";
195
- var length = view.byteLength;
196
- for (var i = 0; i < length; ++i) {
197
- result += String.fromCharCode(view[i]);
198
- }
199
- return result;
200
- };
201
- /**
202
- * Returns the default material of gltf. Related to
203
- * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
204
- * @param scene the Babylon.js scene
205
- */
206
- GLTFUtils.GetDefaultMaterial = function (scene) {
207
- if (!GLTFUtils._DefaultMaterial) {
208
- Effect.ShadersStore["GLTFDefaultMaterialVertexShader"] = [
209
- "precision highp float;",
210
- "",
211
- "uniform mat4 worldView;",
212
- "uniform mat4 projection;",
213
- "",
214
- "attribute vec3 position;",
215
- "",
216
- "void main(void)",
217
- "{",
218
- " gl_Position = projection * worldView * vec4(position, 1.0);",
219
- "}",
220
- ].join("\n");
221
- Effect.ShadersStore["GLTFDefaultMaterialPixelShader"] = [
222
- "precision highp float;",
223
- "",
224
- "uniform vec4 u_emission;",
225
- "",
226
- "void main(void)",
227
- "{",
228
- " gl_FragColor = u_emission;",
229
- "}",
230
- ].join("\n");
231
- var shaderPath = {
232
- vertex: "GLTFDefaultMaterial",
233
- fragment: "GLTFDefaultMaterial",
234
- };
235
- var options = {
236
- attributes: ["position"],
237
- uniforms: ["worldView", "projection", "u_emission"],
238
- samplers: new Array(),
239
- needAlphaBlending: false,
240
- };
241
- GLTFUtils._DefaultMaterial = new ShaderMaterial("GLTFDefaultMaterial", scene, shaderPath, options);
242
- GLTFUtils._DefaultMaterial.setColor4("u_emission", new Color4(0.5, 0.5, 0.5, 1.0));
243
- }
244
- return GLTFUtils._DefaultMaterial;
245
- };
246
- // The GLTF default material
247
- GLTFUtils._DefaultMaterial = null;
248
- return GLTFUtils;
249
- }());
250
- export { GLTFUtils };
1
+ import { EParameterType, ETextureWrapMode, ETextureFilterType, EComponentType } from "./glTFLoaderInterfaces.js";
2
+ import { Vector2, Vector3, Vector4, Matrix } from "@babylonjs/core/Maths/math.vector.js";
3
+ import { Color4 } from "@babylonjs/core/Maths/math.color.js";
4
+ import { Effect } from "@babylonjs/core/Materials/effect.js";
5
+ import { ShaderMaterial } from "@babylonjs/core/Materials/shaderMaterial.js";
6
+ import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
7
+ /**
8
+ * Utils functions for GLTF
9
+ * @hidden
10
+ */
11
+ var GLTFUtils = /** @class */ (function () {
12
+ function GLTFUtils() {
13
+ }
14
+ /**
15
+ * Sets the given "parameter" matrix
16
+ * @param scene the Scene object
17
+ * @param source the source node where to pick the matrix
18
+ * @param parameter the GLTF technique parameter
19
+ * @param uniformName the name of the shader's uniform
20
+ * @param shaderMaterial the shader material
21
+ */
22
+ GLTFUtils.SetMatrix = function (scene, source, parameter, uniformName, shaderMaterial) {
23
+ var mat = null;
24
+ if (parameter.semantic === "MODEL") {
25
+ mat = source.getWorldMatrix();
26
+ }
27
+ else if (parameter.semantic === "PROJECTION") {
28
+ mat = scene.getProjectionMatrix();
29
+ }
30
+ else if (parameter.semantic === "VIEW") {
31
+ mat = scene.getViewMatrix();
32
+ }
33
+ else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") {
34
+ mat = Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());
35
+ }
36
+ else if (parameter.semantic === "MODELVIEW") {
37
+ mat = source.getWorldMatrix().multiply(scene.getViewMatrix());
38
+ }
39
+ else if (parameter.semantic === "MODELVIEWPROJECTION") {
40
+ mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());
41
+ }
42
+ else if (parameter.semantic === "MODELINVERSE") {
43
+ mat = source.getWorldMatrix().invert();
44
+ }
45
+ else if (parameter.semantic === "VIEWINVERSE") {
46
+ mat = scene.getViewMatrix().invert();
47
+ }
48
+ else if (parameter.semantic === "PROJECTIONINVERSE") {
49
+ mat = scene.getProjectionMatrix().invert();
50
+ }
51
+ else if (parameter.semantic === "MODELVIEWINVERSE") {
52
+ mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();
53
+ }
54
+ else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") {
55
+ mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();
56
+ }
57
+ else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
58
+ mat = Matrix.Transpose(source.getWorldMatrix().invert());
59
+ }
60
+ if (mat) {
61
+ switch (parameter.type) {
62
+ case EParameterType.FLOAT_MAT2:
63
+ shaderMaterial.setMatrix2x2(uniformName, Matrix.GetAsMatrix2x2(mat));
64
+ break;
65
+ case EParameterType.FLOAT_MAT3:
66
+ shaderMaterial.setMatrix3x3(uniformName, Matrix.GetAsMatrix3x3(mat));
67
+ break;
68
+ case EParameterType.FLOAT_MAT4:
69
+ shaderMaterial.setMatrix(uniformName, mat);
70
+ break;
71
+ default:
72
+ break;
73
+ }
74
+ }
75
+ };
76
+ /**
77
+ * Sets the given "parameter" matrix
78
+ * @param shaderMaterial the shader material
79
+ * @param uniform the name of the shader's uniform
80
+ * @param value the value of the uniform
81
+ * @param type the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
82
+ */
83
+ GLTFUtils.SetUniform = function (shaderMaterial, uniform, value, type) {
84
+ switch (type) {
85
+ case EParameterType.FLOAT:
86
+ shaderMaterial.setFloat(uniform, value);
87
+ return true;
88
+ case EParameterType.FLOAT_VEC2:
89
+ shaderMaterial.setVector2(uniform, Vector2.FromArray(value));
90
+ return true;
91
+ case EParameterType.FLOAT_VEC3:
92
+ shaderMaterial.setVector3(uniform, Vector3.FromArray(value));
93
+ return true;
94
+ case EParameterType.FLOAT_VEC4:
95
+ shaderMaterial.setVector4(uniform, Vector4.FromArray(value));
96
+ return true;
97
+ default:
98
+ return false;
99
+ }
100
+ };
101
+ /**
102
+ * Returns the wrap mode of the texture
103
+ * @param mode the mode value
104
+ */
105
+ GLTFUtils.GetWrapMode = function (mode) {
106
+ switch (mode) {
107
+ case ETextureWrapMode.CLAMP_TO_EDGE:
108
+ return Texture.CLAMP_ADDRESSMODE;
109
+ case ETextureWrapMode.MIRRORED_REPEAT:
110
+ return Texture.MIRROR_ADDRESSMODE;
111
+ case ETextureWrapMode.REPEAT:
112
+ return Texture.WRAP_ADDRESSMODE;
113
+ default:
114
+ return Texture.WRAP_ADDRESSMODE;
115
+ }
116
+ };
117
+ /**
118
+ * Returns the byte stride giving an accessor
119
+ * @param accessor the GLTF accessor objet
120
+ */
121
+ GLTFUtils.GetByteStrideFromType = function (accessor) {
122
+ // Needs this function since "byteStride" isn't requiered in glTF format
123
+ var type = accessor.type;
124
+ switch (type) {
125
+ case "VEC2":
126
+ return 2;
127
+ case "VEC3":
128
+ return 3;
129
+ case "VEC4":
130
+ return 4;
131
+ case "MAT2":
132
+ return 4;
133
+ case "MAT3":
134
+ return 9;
135
+ case "MAT4":
136
+ return 16;
137
+ default:
138
+ return 1;
139
+ }
140
+ };
141
+ /**
142
+ * Returns the texture filter mode giving a mode value
143
+ * @param mode the filter mode value
144
+ */
145
+ GLTFUtils.GetTextureFilterMode = function (mode) {
146
+ switch (mode) {
147
+ case ETextureFilterType.LINEAR:
148
+ case ETextureFilterType.LINEAR_MIPMAP_NEAREST:
149
+ case ETextureFilterType.LINEAR_MIPMAP_LINEAR:
150
+ return Texture.TRILINEAR_SAMPLINGMODE;
151
+ case ETextureFilterType.NEAREST:
152
+ case ETextureFilterType.NEAREST_MIPMAP_NEAREST:
153
+ return Texture.NEAREST_SAMPLINGMODE;
154
+ default:
155
+ return Texture.BILINEAR_SAMPLINGMODE;
156
+ }
157
+ };
158
+ GLTFUtils.GetBufferFromBufferView = function (gltfRuntime, bufferView, byteOffset, byteLength, componentType) {
159
+ byteOffset = bufferView.byteOffset + byteOffset;
160
+ var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];
161
+ if (byteOffset + byteLength > loadedBufferView.byteLength) {
162
+ throw new Error("Buffer access is out of range");
163
+ }
164
+ var buffer = loadedBufferView.buffer;
165
+ byteOffset += loadedBufferView.byteOffset;
166
+ switch (componentType) {
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);
177
+ }
178
+ };
179
+ /**
180
+ * Returns a buffer from its accessor
181
+ * @param gltfRuntime the GLTF runtime
182
+ * @param accessor the GLTF accessor
183
+ */
184
+ GLTFUtils.GetBufferFromAccessor = function (gltfRuntime, accessor) {
185
+ var bufferView = gltfRuntime.bufferViews[accessor.bufferView];
186
+ var byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);
187
+ return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);
188
+ };
189
+ /**
190
+ * Decodes a buffer view into a string
191
+ * @param view the buffer view
192
+ */
193
+ GLTFUtils.DecodeBufferToText = function (view) {
194
+ var result = "";
195
+ var length = view.byteLength;
196
+ for (var i = 0; i < length; ++i) {
197
+ result += String.fromCharCode(view[i]);
198
+ }
199
+ return result;
200
+ };
201
+ /**
202
+ * Returns the default material of gltf. Related to
203
+ * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
204
+ * @param scene the Babylon.js scene
205
+ */
206
+ GLTFUtils.GetDefaultMaterial = function (scene) {
207
+ if (!GLTFUtils._DefaultMaterial) {
208
+ Effect.ShadersStore["GLTFDefaultMaterialVertexShader"] = [
209
+ "precision highp float;",
210
+ "",
211
+ "uniform mat4 worldView;",
212
+ "uniform mat4 projection;",
213
+ "",
214
+ "attribute vec3 position;",
215
+ "",
216
+ "void main(void)",
217
+ "{",
218
+ " gl_Position = projection * worldView * vec4(position, 1.0);",
219
+ "}",
220
+ ].join("\n");
221
+ Effect.ShadersStore["GLTFDefaultMaterialPixelShader"] = [
222
+ "precision highp float;",
223
+ "",
224
+ "uniform vec4 u_emission;",
225
+ "",
226
+ "void main(void)",
227
+ "{",
228
+ " gl_FragColor = u_emission;",
229
+ "}",
230
+ ].join("\n");
231
+ var shaderPath = {
232
+ vertex: "GLTFDefaultMaterial",
233
+ fragment: "GLTFDefaultMaterial",
234
+ };
235
+ var options = {
236
+ attributes: ["position"],
237
+ uniforms: ["worldView", "projection", "u_emission"],
238
+ samplers: new Array(),
239
+ needAlphaBlending: false,
240
+ };
241
+ GLTFUtils._DefaultMaterial = new ShaderMaterial("GLTFDefaultMaterial", scene, shaderPath, options);
242
+ GLTFUtils._DefaultMaterial.setColor4("u_emission", new Color4(0.5, 0.5, 0.5, 1.0));
243
+ }
244
+ return GLTFUtils._DefaultMaterial;
245
+ };
246
+ // The GLTF default material
247
+ GLTFUtils._DefaultMaterial = null;
248
+ return GLTFUtils;
249
+ }());
250
+ export { GLTFUtils };
251
251
  //# sourceMappingURL=glTFLoaderUtils.js.map
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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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type { IGLTFTechniqueParameter, IGLTFAccessor, IGLTFRuntime, IGLTFBufferView } from \"./glTFLoaderInterfaces\";\r\nimport { EParameterType, ETextureWrapMode, ETextureFilterType, EComponentType } from \"./glTFLoaderInterfaces\";\r\n\r\nimport type { 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 type { Node } from \"core/node\";\r\nimport type { 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"]}
@@ -1,10 +1,10 @@
1
- import { GLTFLoaderExtension } from "./glTFLoader";
2
- import { IGLTFRuntime } from "./glTFLoaderInterfaces";
3
- import { Material } from "@babylonjs/core/Materials/material.js";
4
- /** @hidden */
5
- export declare class GLTFMaterialsCommonExtension extends GLTFLoaderExtension {
6
- constructor();
7
- loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime): boolean;
8
- loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean;
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- private _loadTexture;
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- }
1
+ import { GLTFLoaderExtension } from "./glTFLoader";
2
+ import type { IGLTFRuntime } from "./glTFLoaderInterfaces";
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+ import { Material } from "@babylonjs/core/Materials/material.js";
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+ /** @hidden */
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+ export declare class GLTFMaterialsCommonExtension extends GLTFLoaderExtension {
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+ constructor();
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+ loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime): boolean;
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+ loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean;
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+ private _loadTexture;
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+ }