@babylonjs/loaders 5.19.0 → 5.22.0

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Files changed (91) hide show
  1. package/OBJ/mtlFileLoader.js +25 -27
  2. package/OBJ/mtlFileLoader.js.map +1 -1
  3. package/OBJ/objFileLoader.js +112 -124
  4. package/OBJ/objFileLoader.js.map +1 -1
  5. package/OBJ/solidParser.js +118 -125
  6. package/OBJ/solidParser.js.map +1 -1
  7. package/STL/stlFileLoader.js +61 -63
  8. package/STL/stlFileLoader.js.map +1 -1
  9. package/glTF/1.0/glTFBinaryExtension.js +26 -30
  10. package/glTF/1.0/glTFBinaryExtension.js.map +1 -1
  11. package/glTF/1.0/glTFLoader.js +409 -432
  12. package/glTF/1.0/glTFLoader.js.map +1 -1
  13. package/glTF/1.0/glTFLoaderUtils.js +33 -37
  14. package/glTF/1.0/glTFLoaderUtils.js.map +1 -1
  15. package/glTF/1.0/glTFMaterialsCommonExtension.js +27 -31
  16. package/glTF/1.0/glTFMaterialsCommonExtension.js.map +1 -1
  17. package/glTF/2.0/Extensions/EXT_lights_image_based.js +48 -59
  18. package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
  19. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +24 -29
  20. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
  21. package/glTF/2.0/Extensions/EXT_meshopt_compression.js +13 -16
  22. package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
  23. package/glTF/2.0/Extensions/EXT_texture_webp.js +13 -16
  24. package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
  25. package/glTF/2.0/Extensions/ExtrasAsMetadata.js +22 -26
  26. package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +1 -1
  27. package/glTF/2.0/Extensions/KHR_animation_pointer.js +63 -76
  28. package/glTF/2.0/Extensions/KHR_animation_pointer.js.map +1 -1
  29. package/glTF/2.0/Extensions/KHR_animation_pointer.map.js +90 -120
  30. package/glTF/2.0/Extensions/KHR_animation_pointer.map.js.map +1 -1
  31. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +25 -28
  32. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
  33. package/glTF/2.0/Extensions/KHR_lights_punctual.js +27 -30
  34. package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
  35. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +25 -28
  36. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
  37. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +15 -18
  38. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -1
  39. package/glTF/2.0/Extensions/KHR_materials_ior.js +21 -24
  40. package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
  41. package/glTF/2.0/Extensions/KHR_materials_iridescence.js +27 -31
  42. package/glTF/2.0/Extensions/KHR_materials_iridescence.js.map +1 -1
  43. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +24 -27
  44. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
  45. package/glTF/2.0/Extensions/KHR_materials_sheen.js +23 -26
  46. package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
  47. package/glTF/2.0/Extensions/KHR_materials_specular.js +23 -26
  48. package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
  49. package/glTF/2.0/Extensions/KHR_materials_translucency.js +20 -23
  50. package/glTF/2.0/Extensions/KHR_materials_translucency.js.map +1 -1
  51. package/glTF/2.0/Extensions/KHR_materials_transmission.js +82 -86
  52. package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
  53. package/glTF/2.0/Extensions/KHR_materials_unlit.js +19 -22
  54. package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
  55. package/glTF/2.0/Extensions/KHR_materials_variants.js +79 -97
  56. package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
  57. package/glTF/2.0/Extensions/KHR_materials_volume.js +20 -23
  58. package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
  59. package/glTF/2.0/Extensions/KHR_mesh_quantization.js +6 -8
  60. package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +1 -1
  61. package/glTF/2.0/Extensions/KHR_texture_basisu.js +13 -16
  62. package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
  63. package/glTF/2.0/Extensions/KHR_texture_transform.js +12 -15
  64. package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
  65. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +12 -15
  66. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
  67. package/glTF/2.0/Extensions/MSFT_audio_emitter.js +77 -95
  68. package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
  69. package/glTF/2.0/Extensions/MSFT_lod.js +114 -139
  70. package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
  71. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +12 -15
  72. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -1
  73. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +12 -15
  74. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -1
  75. package/glTF/2.0/glTFLoader.js +739 -823
  76. package/glTF/2.0/glTFLoader.js.map +1 -1
  77. package/glTF/glTFFileLoader.js +337 -404
  78. package/glTF/glTFFileLoader.js.map +1 -1
  79. package/glTF/glTFValidation.js +32 -39
  80. package/glTF/glTFValidation.js.map +1 -1
  81. package/legacy/legacy-glTF.js +3 -3
  82. package/legacy/legacy-glTF.js.map +1 -1
  83. package/legacy/legacy-glTF1.js +2 -2
  84. package/legacy/legacy-glTF1.js.map +1 -1
  85. package/legacy/legacy-glTF2.js +12 -12
  86. package/legacy/legacy-glTF2.js.map +1 -1
  87. package/legacy/legacy-objFileLoader.js +2 -2
  88. package/legacy/legacy-objFileLoader.js.map +1 -1
  89. package/legacy/legacy-stlFileLoader.js +2 -2
  90. package/legacy/legacy-stlFileLoader.js.map +1 -1
  91. package/package.json +3 -6
@@ -9,9 +9,7 @@ import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
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  * @hidden
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  * @deprecated
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  */
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- var GLTFUtils = /** @class */ (function () {
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- function GLTFUtils() {
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- }
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+ export class GLTFUtils {
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  /**
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  * Sets the given "parameter" matrix
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  * @param scene the Scene object
@@ -20,8 +18,8 @@ var GLTFUtils = /** @class */ (function () {
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  * @param uniformName the name of the shader's uniform
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  * @param shaderMaterial the shader material
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  */
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- GLTFUtils.SetMatrix = function (scene, source, parameter, uniformName, shaderMaterial) {
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- var mat = null;
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+ static SetMatrix(scene, source, parameter, uniformName, shaderMaterial) {
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+ let mat = null;
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  if (parameter.semantic === "MODEL") {
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  mat = source.getWorldMatrix();
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  }
@@ -73,7 +71,7 @@ var GLTFUtils = /** @class */ (function () {
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  break;
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  }
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  }
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- };
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+ }
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  /**
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  * Sets the given "parameter" matrix
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  * @param shaderMaterial the shader material
@@ -81,7 +79,7 @@ var GLTFUtils = /** @class */ (function () {
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  * @param value the value of the uniform
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  * @param type the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
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  */
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- GLTFUtils.SetUniform = function (shaderMaterial, uniform, value, type) {
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+ static SetUniform(shaderMaterial, uniform, value, type) {
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  switch (type) {
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  case EParameterType.FLOAT:
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  shaderMaterial.setFloat(uniform, value);
@@ -98,12 +96,12 @@ var GLTFUtils = /** @class */ (function () {
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  default:
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  return false;
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  }
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- };
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+ }
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  /**
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  * Returns the wrap mode of the texture
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  * @param mode the mode value
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  */
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- GLTFUtils.GetWrapMode = function (mode) {
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+ static GetWrapMode(mode) {
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  switch (mode) {
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  case ETextureWrapMode.CLAMP_TO_EDGE:
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  return Texture.CLAMP_ADDRESSMODE;
@@ -114,14 +112,14 @@ var GLTFUtils = /** @class */ (function () {
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  default:
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  return Texture.WRAP_ADDRESSMODE;
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  }
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- };
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+ }
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  /**
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  * Returns the byte stride giving an accessor
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  * @param accessor the GLTF accessor objet
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  */
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- GLTFUtils.GetByteStrideFromType = function (accessor) {
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+ static GetByteStrideFromType(accessor) {
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  // Needs this function since "byteStride" isn't requiered in glTF format
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- var type = accessor.type;
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+ const type = accessor.type;
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  switch (type) {
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  case "VEC2":
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  return 2;
@@ -138,12 +136,12 @@ var GLTFUtils = /** @class */ (function () {
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  default:
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  return 1;
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  }
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- };
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+ }
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  /**
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  * Returns the texture filter mode giving a mode value
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  * @param mode the filter mode value
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  */
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- GLTFUtils.GetTextureFilterMode = function (mode) {
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+ static GetTextureFilterMode(mode) {
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  switch (mode) {
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  case ETextureFilterType.LINEAR:
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  case ETextureFilterType.LINEAR_MIPMAP_NEAREST:
@@ -155,14 +153,14 @@ var GLTFUtils = /** @class */ (function () {
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  default:
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  return Texture.BILINEAR_SAMPLINGMODE;
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  }
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- };
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- GLTFUtils.GetBufferFromBufferView = function (gltfRuntime, bufferView, byteOffset, byteLength, componentType) {
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+ }
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+ static GetBufferFromBufferView(gltfRuntime, bufferView, byteOffset, byteLength, componentType) {
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  byteOffset = bufferView.byteOffset + byteOffset;
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- var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];
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+ const loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];
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  if (byteOffset + byteLength > loadedBufferView.byteLength) {
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  throw new Error("Buffer access is out of range");
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  }
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- var buffer = loadedBufferView.buffer;
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+ const buffer = loadedBufferView.buffer;
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  byteOffset += loadedBufferView.byteOffset;
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  switch (componentType) {
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  case EComponentType.BYTE:
@@ -176,35 +174,35 @@ var GLTFUtils = /** @class */ (function () {
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  default:
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  return new Float32Array(buffer, byteOffset, byteLength);
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  }
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- };
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+ }
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  /**
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  * Returns a buffer from its accessor
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  * @param gltfRuntime the GLTF runtime
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  * @param accessor the GLTF accessor
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  */
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- GLTFUtils.GetBufferFromAccessor = function (gltfRuntime, accessor) {
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- var bufferView = gltfRuntime.bufferViews[accessor.bufferView];
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- var byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);
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+ static GetBufferFromAccessor(gltfRuntime, accessor) {
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+ const bufferView = gltfRuntime.bufferViews[accessor.bufferView];
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+ const byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);
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  return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);
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- };
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+ }
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  /**
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  * Decodes a buffer view into a string
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  * @param view the buffer view
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  */
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- GLTFUtils.DecodeBufferToText = function (view) {
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- var result = "";
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- var length = view.byteLength;
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- for (var i = 0; i < length; ++i) {
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+ static DecodeBufferToText(view) {
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+ let result = "";
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+ const length = view.byteLength;
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+ for (let i = 0; i < length; ++i) {
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  result += String.fromCharCode(view[i]);
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  }
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  return result;
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- };
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+ }
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  /**
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  * Returns the default material of gltf. Related to
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  * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
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  * @param scene the Babylon.js scene
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  */
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- GLTFUtils.GetDefaultMaterial = function (scene) {
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+ static GetDefaultMaterial(scene) {
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  if (!GLTFUtils._DefaultMaterial) {
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  Effect.ShadersStore["GLTFDefaultMaterialVertexShader"] = [
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  "precision highp float;",
@@ -229,11 +227,11 @@ var GLTFUtils = /** @class */ (function () {
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  " gl_FragColor = u_emission;",
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  "}",
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  ].join("\n");
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- var shaderPath = {
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+ const shaderPath = {
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  vertex: "GLTFDefaultMaterial",
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  fragment: "GLTFDefaultMaterial",
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  };
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- var options = {
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+ const options = {
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  attributes: ["position"],
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  uniforms: ["worldView", "projection", "u_emission"],
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  samplers: new Array(),
@@ -243,10 +241,8 @@ var GLTFUtils = /** @class */ (function () {
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  GLTFUtils._DefaultMaterial.setColor4("u_emission", new Color4(0.5, 0.5, 0.5, 1.0));
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  }
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  return GLTFUtils._DefaultMaterial;
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- };
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- // The GLTF default material
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- GLTFUtils._DefaultMaterial = null;
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- return GLTFUtils;
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- }());
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- export { GLTFUtils };
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+ }
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+ }
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+ // The GLTF default material
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+ GLTFUtils._DefaultMaterial = null;
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  //# sourceMappingURL=glTFLoaderUtils.js.map
@@ -1 +1 @@
1
- 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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 * @deprecated\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 * @deprecated\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"]}
@@ -1,4 +1,3 @@
1
- import { __extends } from "tslib";
2
1
  import { GLTFLoaderExtension, GLTFLoaderBase, GLTFLoader } from "./glTFLoader.js";
3
2
  import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
4
3
  import { Color3 } from "@babylonjs/core/Maths/math.color.js";
@@ -13,53 +12,52 @@ import { SpotLight } from "@babylonjs/core/Lights/spotLight.js";
13
12
  * @hidden
14
13
  * @deprecated
15
14
  */
16
- var GLTFMaterialsCommonExtension = /** @class */ (function (_super) {
17
- __extends(GLTFMaterialsCommonExtension, _super);
18
- function GLTFMaterialsCommonExtension() {
19
- return _super.call(this, "KHR_materials_common") || this;
15
+ export class GLTFMaterialsCommonExtension extends GLTFLoaderExtension {
16
+ constructor() {
17
+ super("KHR_materials_common");
20
18
  }
21
- GLTFMaterialsCommonExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime) {
19
+ loadRuntimeExtensionsAsync(gltfRuntime) {
22
20
  if (!gltfRuntime.extensions) {
23
21
  return false;
24
22
  }
25
- var extension = gltfRuntime.extensions[this.name];
23
+ const extension = gltfRuntime.extensions[this.name];
26
24
  if (!extension) {
27
25
  return false;
28
26
  }
29
27
  // Create lights
30
- var lights = extension.lights;
28
+ const lights = extension.lights;
31
29
  if (lights) {
32
- for (var thing in lights) {
33
- var light = lights[thing];
30
+ for (const thing in lights) {
31
+ const light = lights[thing];
34
32
  switch (light.type) {
35
33
  case "ambient": {
36
- var ambientLight = new HemisphericLight(light.name, new Vector3(0, 1, 0), gltfRuntime.scene);
37
- var ambient = light.ambient;
34
+ const ambientLight = new HemisphericLight(light.name, new Vector3(0, 1, 0), gltfRuntime.scene);
35
+ const ambient = light.ambient;
38
36
  if (ambient) {
39
37
  ambientLight.diffuse = Color3.FromArray(ambient.color || [1, 1, 1]);
40
38
  }
41
39
  break;
42
40
  }
43
41
  case "point": {
44
- var pointLight = new PointLight(light.name, new Vector3(10, 10, 10), gltfRuntime.scene);
45
- var point = light.point;
42
+ const pointLight = new PointLight(light.name, new Vector3(10, 10, 10), gltfRuntime.scene);
43
+ const point = light.point;
46
44
  if (point) {
47
45
  pointLight.diffuse = Color3.FromArray(point.color || [1, 1, 1]);
48
46
  }
49
47
  break;
50
48
  }
51
49
  case "directional": {
52
- var dirLight = new DirectionalLight(light.name, new Vector3(0, -1, 0), gltfRuntime.scene);
53
- var directional = light.directional;
50
+ const dirLight = new DirectionalLight(light.name, new Vector3(0, -1, 0), gltfRuntime.scene);
51
+ const directional = light.directional;
54
52
  if (directional) {
55
53
  dirLight.diffuse = Color3.FromArray(directional.color || [1, 1, 1]);
56
54
  }
57
55
  break;
58
56
  }
59
57
  case "spot": {
60
- var spot = light.spot;
58
+ const spot = light.spot;
61
59
  if (spot) {
62
- var spotLight = new SpotLight(light.name, new Vector3(0, 10, 0), new Vector3(0, -1, 0), spot.fallOffAngle || Math.PI, spot.fallOffExponent || 0.0, gltfRuntime.scene);
60
+ const spotLight = new SpotLight(light.name, new Vector3(0, 10, 0), new Vector3(0, -1, 0), spot.fallOffAngle || Math.PI, spot.fallOffExponent || 0.0, gltfRuntime.scene);
63
61
  spotLight.diffuse = Color3.FromArray(spot.color || [1, 1, 1]);
64
62
  }
65
63
  break;
@@ -71,17 +69,17 @@ var GLTFMaterialsCommonExtension = /** @class */ (function (_super) {
71
69
  }
72
70
  }
73
71
  return false;
74
- };
75
- GLTFMaterialsCommonExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
76
- var material = gltfRuntime.materials[id];
72
+ }
73
+ loadMaterialAsync(gltfRuntime, id, onSuccess, onError) {
74
+ const material = gltfRuntime.materials[id];
77
75
  if (!material || !material.extensions) {
78
76
  return false;
79
77
  }
80
- var extension = material.extensions[this.name];
78
+ const extension = material.extensions[this.name];
81
79
  if (!extension) {
82
80
  return false;
83
81
  }
84
- var standardMaterial = new StandardMaterial(id, gltfRuntime.scene);
82
+ const standardMaterial = new StandardMaterial(id, gltfRuntime.scene);
85
83
  standardMaterial.sideOrientation = Material.CounterClockWiseSideOrientation;
86
84
  if (extension.technique === "CONSTANT") {
87
85
  standardMaterial.disableLighting = true;
@@ -118,16 +116,14 @@ var GLTFMaterialsCommonExtension = /** @class */ (function (_super) {
118
116
  standardMaterial.specularColor = Color3.FromArray(extension.values.specular || [0, 0, 0]);
119
117
  }
120
118
  return true;
121
- };
122
- GLTFMaterialsCommonExtension.prototype._loadTexture = function (gltfRuntime, id, material, propertyPath, onError) {
119
+ }
120
+ _loadTexture(gltfRuntime, id, material, propertyPath, onError) {
123
121
  // Create buffer from texture url
124
- GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) {
122
+ GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, (buffer) => {
125
123
  // Create texture from buffer
126
- GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, function (texture) { return (material[propertyPath] = texture); });
124
+ GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, (texture) => (material[propertyPath] = texture));
127
125
  }, onError);
128
- };
129
- return GLTFMaterialsCommonExtension;
130
- }(GLTFLoaderExtension));
131
- export { GLTFMaterialsCommonExtension };
126
+ }
127
+ }
132
128
  GLTFLoader.RegisterExtension(new GLTFMaterialsCommonExtension());
133
129
  //# sourceMappingURL=glTFMaterialsCommonExtension.js.map
@@ -1 +1 @@
1
- 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{ GLTFLoaderExtension, GLTFLoaderBase, GLTFLoader } from \"./glTFLoader\";\r\n\r\nimport type { IGLTFRuntime, IGLTFMaterial } from \"./glTFLoaderInterfaces\";\r\n\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { Material } from \"core/Materials/material\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { HemisphericLight } from \"core/Lights/hemisphericLight\";\r\nimport { DirectionalLight } from \"core/Lights/directionalLight\";\r\nimport { PointLight } from \"core/Lights/pointLight\";\r\nimport { SpotLight } from \"core/Lights/spotLight\";\r\n\r\ninterface IGLTFMaterialsCommonExtensionValues {\r\n ambient?: number[] | string;\r\n diffuse?: number[] | string;\r\n emission?: number[] | string;\r\n specular?: number[] | string;\r\n shininess?: number;\r\n transparency?: number;\r\n}\r\n\r\ninterface IGLTFMaterialsCommonExtension {\r\n technique: string;\r\n transparent?: number;\r\n doubleSided?: boolean;\r\n values: IGLTFMaterialsCommonExtensionValues;\r\n}\r\n\r\ninterface IGLTFRuntimeCommonExtension {\r\n lights: { [key: string]: IGLTFLightCommonExtension };\r\n}\r\n\r\ninterface IGLTFLightCommonExtension {\r\n name: string;\r\n type: string;\r\n\r\n ambient?: IGLTFAmbientLightCommonExtension;\r\n point?: IGLTFPointLightCommonExtension;\r\n directional?: IGLTFDirectionalLightCommonExtension;\r\n spot?: IGLTFSpotLightCommonExtension;\r\n}\r\n\r\ninterface IGLTFPointLightCommonExtension {\r\n color: number[];\r\n constantAttenuation: number;\r\n linearAttenuation: number;\r\n quadraticAttenuation: number;\r\n}\r\n\r\ninterface IGLTFAmbientLightCommonExtension {\r\n color: number[];\r\n}\r\n\r\ninterface IGLTFDirectionalLightCommonExtension {\r\n color: number[];\r\n}\r\n\r\ninterface IGLTFSpotLightCommonExtension {\r\n color: number[];\r\n constantAttenuation: number;\r\n fallOffAngle: number;\r\n fallOffExponent: number;\r\n linearAttenuation: number;\r\n quadraticAttenuation: number;\r\n}\r\n\r\n/**\r\n * @hidden\r\n * @deprecated\r\n */\r\nexport class GLTFMaterialsCommonExtension extends GLTFLoaderExtension {\r\n constructor() {\r\n super(\"KHR_materials_common\");\r\n }\r\n\r\n public loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime): boolean {\r\n if (!gltfRuntime.extensions) {\r\n return false;\r\n }\r\n\r\n const extension: IGLTFRuntimeCommonExtension = gltfRuntime.extensions[this.name];\r\n if (!extension) {\r\n return false;\r\n }\r\n\r\n // Create lights\r\n const lights = extension.lights;\r\n if (lights) {\r\n for (const thing in lights) {\r\n const light: IGLTFLightCommonExtension = lights[thing];\r\n\r\n switch (light.type) {\r\n case \"ambient\": {\r\n const ambientLight = new HemisphericLight(light.name, new Vector3(0, 1, 0), gltfRuntime.scene);\r\n const ambient = light.ambient;\r\n if (ambient) {\r\n ambientLight.diffuse = Color3.FromArray(ambient.color || [1, 1, 1]);\r\n }\r\n break;\r\n }\r\n case \"point\": {\r\n const pointLight = new PointLight(light.name, new Vector3(10, 10, 10), gltfRuntime.scene);\r\n const point = light.point;\r\n if (point) {\r\n pointLight.diffuse = Color3.FromArray(point.color || [1, 1, 1]);\r\n }\r\n break;\r\n }\r\n case \"directional\": {\r\n const dirLight = new DirectionalLight(light.name, new Vector3(0, -1, 0), gltfRuntime.scene);\r\n const directional = light.directional;\r\n if (directional) {\r\n dirLight.diffuse = Color3.FromArray(directional.color || [1, 1, 1]);\r\n }\r\n break;\r\n }\r\n case \"spot\": {\r\n const spot = light.spot;\r\n if (spot) {\r\n const spotLight = new SpotLight(\r\n light.name,\r\n new Vector3(0, 10, 0),\r\n new Vector3(0, -1, 0),\r\n spot.fallOffAngle || Math.PI,\r\n spot.fallOffExponent || 0.0,\r\n gltfRuntime.scene\r\n );\r\n spotLight.diffuse = Color3.FromArray(spot.color || [1, 1, 1]);\r\n }\r\n break;\r\n }\r\n default:\r\n Tools.Warn('GLTF Material Common extension: light type \"' + light.type + \"” not supported\");\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean {\r\n const material: IGLTFMaterial = gltfRuntime.materials[id];\r\n if (!material || !material.extensions) {\r\n return false;\r\n }\r\n\r\n const extension: IGLTFMaterialsCommonExtension = material.extensions[this.name];\r\n if (!extension) {\r\n return false;\r\n }\r\n\r\n const standardMaterial = new StandardMaterial(id, gltfRuntime.scene);\r\n standardMaterial.sideOrientation = Material.CounterClockWiseSideOrientation;\r\n\r\n if (extension.technique === \"CONSTANT\") {\r\n standardMaterial.disableLighting = true;\r\n }\r\n\r\n standardMaterial.backFaceCulling = extension.doubleSided === undefined ? false : !extension.doubleSided;\r\n standardMaterial.alpha = extension.values.transparency === undefined ? 1.0 : extension.values.transparency;\r\n standardMaterial.specularPower = extension.values.shininess === undefined ? 0.0 : extension.values.shininess;\r\n\r\n // Ambient\r\n if (typeof extension.values.ambient === \"string\") {\r\n this._loadTexture(gltfRuntime, extension.values.ambient, standardMaterial, \"ambientTexture\", onError);\r\n } else {\r\n standardMaterial.ambientColor = Color3.FromArray(extension.values.ambient || [0, 0, 0]);\r\n }\r\n\r\n // Diffuse\r\n if (typeof extension.values.diffuse === \"string\") {\r\n this._loadTexture(gltfRuntime, extension.values.diffuse, standardMaterial, \"diffuseTexture\", onError);\r\n } else {\r\n standardMaterial.diffuseColor = Color3.FromArray(extension.values.diffuse || [0, 0, 0]);\r\n }\r\n\r\n // Emission\r\n if (typeof extension.values.emission === \"string\") {\r\n this._loadTexture(gltfRuntime, extension.values.emission, standardMaterial, \"emissiveTexture\", onError);\r\n } else {\r\n standardMaterial.emissiveColor = Color3.FromArray(extension.values.emission || [0, 0, 0]);\r\n }\r\n\r\n // Specular\r\n if (typeof extension.values.specular === \"string\") {\r\n this._loadTexture(gltfRuntime, extension.values.specular, standardMaterial, \"specularTexture\", onError);\r\n } else {\r\n standardMaterial.specularColor = Color3.FromArray(extension.values.specular || [0, 0, 0]);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _loadTexture(gltfRuntime: IGLTFRuntime, id: string, material: StandardMaterial, propertyPath: string, onError: (message: string) => void): void {\r\n // Create buffer from texture url\r\n GLTFLoaderBase.LoadTextureBufferAsync(\r\n gltfRuntime,\r\n id,\r\n (buffer) => {\r\n // Create texture from buffer\r\n GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, (texture) => ((<any>material)[propertyPath] = texture));\r\n },\r\n onError\r\n );\r\n }\r\n}\r\n\r\nGLTFLoader.RegisterExtension(new GLTFMaterialsCommonExtension());\r\n"]}
1
+ 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{ GLTFLoaderExtension, GLTFLoaderBase, GLTFLoader } from \"./glTFLoader\";\r\n\r\nimport type { IGLTFRuntime, IGLTFMaterial } from \"./glTFLoaderInterfaces\";\r\n\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { Material } from \"core/Materials/material\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { HemisphericLight } from \"core/Lights/hemisphericLight\";\r\nimport { DirectionalLight } from \"core/Lights/directionalLight\";\r\nimport { PointLight } from \"core/Lights/pointLight\";\r\nimport { SpotLight } from \"core/Lights/spotLight\";\r\n\r\ninterface IGLTFMaterialsCommonExtensionValues {\r\n ambient?: number[] | string;\r\n diffuse?: number[] | string;\r\n emission?: number[] | string;\r\n specular?: number[] | string;\r\n shininess?: number;\r\n transparency?: number;\r\n}\r\n\r\ninterface IGLTFMaterialsCommonExtension {\r\n technique: string;\r\n transparent?: number;\r\n doubleSided?: boolean;\r\n values: IGLTFMaterialsCommonExtensionValues;\r\n}\r\n\r\ninterface IGLTFRuntimeCommonExtension {\r\n lights: { [key: string]: IGLTFLightCommonExtension };\r\n}\r\n\r\ninterface IGLTFLightCommonExtension {\r\n name: string;\r\n type: string;\r\n\r\n ambient?: IGLTFAmbientLightCommonExtension;\r\n point?: IGLTFPointLightCommonExtension;\r\n directional?: IGLTFDirectionalLightCommonExtension;\r\n spot?: IGLTFSpotLightCommonExtension;\r\n}\r\n\r\ninterface IGLTFPointLightCommonExtension {\r\n color: number[];\r\n constantAttenuation: number;\r\n linearAttenuation: number;\r\n quadraticAttenuation: number;\r\n}\r\n\r\ninterface IGLTFAmbientLightCommonExtension {\r\n color: number[];\r\n}\r\n\r\ninterface IGLTFDirectionalLightCommonExtension {\r\n color: number[];\r\n}\r\n\r\ninterface IGLTFSpotLightCommonExtension {\r\n color: number[];\r\n constantAttenuation: number;\r\n fallOffAngle: number;\r\n fallOffExponent: number;\r\n linearAttenuation: number;\r\n quadraticAttenuation: number;\r\n}\r\n\r\n/**\r\n * @hidden\r\n * @deprecated\r\n */\r\nexport class GLTFMaterialsCommonExtension extends GLTFLoaderExtension {\r\n constructor() {\r\n super(\"KHR_materials_common\");\r\n }\r\n\r\n public loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime): boolean {\r\n if (!gltfRuntime.extensions) {\r\n return false;\r\n }\r\n\r\n const extension: IGLTFRuntimeCommonExtension = gltfRuntime.extensions[this.name];\r\n if (!extension) {\r\n return false;\r\n }\r\n\r\n // Create lights\r\n const lights = extension.lights;\r\n if (lights) {\r\n for (const thing in lights) {\r\n const light: IGLTFLightCommonExtension = lights[thing];\r\n\r\n switch (light.type) {\r\n case \"ambient\": {\r\n const ambientLight = new HemisphericLight(light.name, new Vector3(0, 1, 0), gltfRuntime.scene);\r\n const ambient = light.ambient;\r\n if (ambient) {\r\n ambientLight.diffuse = Color3.FromArray(ambient.color || [1, 1, 1]);\r\n }\r\n break;\r\n }\r\n case \"point\": {\r\n const pointLight = new PointLight(light.name, new Vector3(10, 10, 10), gltfRuntime.scene);\r\n const point = light.point;\r\n if (point) {\r\n pointLight.diffuse = Color3.FromArray(point.color || [1, 1, 1]);\r\n }\r\n break;\r\n }\r\n case \"directional\": {\r\n const dirLight = new DirectionalLight(light.name, new Vector3(0, -1, 0), gltfRuntime.scene);\r\n const directional = light.directional;\r\n if (directional) {\r\n dirLight.diffuse = Color3.FromArray(directional.color || [1, 1, 1]);\r\n }\r\n break;\r\n }\r\n case \"spot\": {\r\n const spot = light.spot;\r\n if (spot) {\r\n const spotLight = new SpotLight(\r\n light.name,\r\n new Vector3(0, 10, 0),\r\n new Vector3(0, -1, 0),\r\n spot.fallOffAngle || Math.PI,\r\n spot.fallOffExponent || 0.0,\r\n gltfRuntime.scene\r\n );\r\n spotLight.diffuse = Color3.FromArray(spot.color || [1, 1, 1]);\r\n }\r\n break;\r\n }\r\n default:\r\n Tools.Warn('GLTF Material Common extension: light type \"' + light.type + \"” not supported\");\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean {\r\n const material: IGLTFMaterial = gltfRuntime.materials[id];\r\n if (!material || !material.extensions) {\r\n return false;\r\n }\r\n\r\n const extension: IGLTFMaterialsCommonExtension = material.extensions[this.name];\r\n if (!extension) {\r\n return false;\r\n }\r\n\r\n const standardMaterial = new StandardMaterial(id, gltfRuntime.scene);\r\n standardMaterial.sideOrientation = Material.CounterClockWiseSideOrientation;\r\n\r\n if (extension.technique === \"CONSTANT\") {\r\n standardMaterial.disableLighting = true;\r\n }\r\n\r\n standardMaterial.backFaceCulling = extension.doubleSided === undefined ? false : !extension.doubleSided;\r\n standardMaterial.alpha = extension.values.transparency === undefined ? 1.0 : extension.values.transparency;\r\n standardMaterial.specularPower = extension.values.shininess === undefined ? 0.0 : extension.values.shininess;\r\n\r\n // Ambient\r\n if (typeof extension.values.ambient === \"string\") {\r\n this._loadTexture(gltfRuntime, extension.values.ambient, standardMaterial, \"ambientTexture\", onError);\r\n } else {\r\n standardMaterial.ambientColor = Color3.FromArray(extension.values.ambient || [0, 0, 0]);\r\n }\r\n\r\n // Diffuse\r\n if (typeof extension.values.diffuse === \"string\") {\r\n this._loadTexture(gltfRuntime, extension.values.diffuse, standardMaterial, \"diffuseTexture\", onError);\r\n } else {\r\n standardMaterial.diffuseColor = Color3.FromArray(extension.values.diffuse || [0, 0, 0]);\r\n }\r\n\r\n // Emission\r\n if (typeof extension.values.emission === \"string\") {\r\n this._loadTexture(gltfRuntime, extension.values.emission, standardMaterial, \"emissiveTexture\", onError);\r\n } else {\r\n standardMaterial.emissiveColor = Color3.FromArray(extension.values.emission || [0, 0, 0]);\r\n }\r\n\r\n // Specular\r\n if (typeof extension.values.specular === \"string\") {\r\n this._loadTexture(gltfRuntime, extension.values.specular, standardMaterial, \"specularTexture\", onError);\r\n } else {\r\n standardMaterial.specularColor = Color3.FromArray(extension.values.specular || [0, 0, 0]);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _loadTexture(gltfRuntime: IGLTFRuntime, id: string, material: StandardMaterial, propertyPath: string, onError: (message: string) => void): void {\r\n // Create buffer from texture url\r\n GLTFLoaderBase.LoadTextureBufferAsync(\r\n gltfRuntime,\r\n id,\r\n (buffer) => {\r\n // Create texture from buffer\r\n GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, (texture) => ((<any>material)[propertyPath] = texture));\r\n },\r\n onError\r\n );\r\n }\r\n}\r\n\r\nGLTFLoader.RegisterExtension(new GLTFMaterialsCommonExtension());\r\n"]}
@@ -3,16 +3,16 @@ import { SphericalHarmonics, SphericalPolynomial } from "@babylonjs/core/Maths/s
3
3
  import { Quaternion, Matrix } from "@babylonjs/core/Maths/math.vector.js";
4
4
  import { RawCubeTexture } from "@babylonjs/core/Materials/Textures/rawCubeTexture.js";
5
5
  import { GLTFLoader, ArrayItem } from "../glTFLoader.js";
6
- var NAME = "EXT_lights_image_based";
6
+ const NAME = "EXT_lights_image_based";
7
7
  /**
8
8
  * [Specification](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Vendor/EXT_lights_image_based/README.md)
9
9
  */
10
- var EXT_lights_image_based = /** @class */ (function () {
10
+ export class EXT_lights_image_based {
11
11
  /**
12
12
  * @param loader
13
13
  * @hidden
14
14
  */
15
- function EXT_lights_image_based(loader) {
15
+ constructor(loader) {
16
16
  /**
17
17
  * The name of this extension.
18
18
  */
@@ -21,98 +21,87 @@ var EXT_lights_image_based = /** @class */ (function () {
21
21
  this.enabled = this._loader.isExtensionUsed(NAME);
22
22
  }
23
23
  /** @hidden */
24
- EXT_lights_image_based.prototype.dispose = function () {
24
+ dispose() {
25
25
  this._loader = null;
26
26
  delete this._lights;
27
- };
27
+ }
28
28
  /** @hidden */
29
- EXT_lights_image_based.prototype.onLoading = function () {
30
- var extensions = this._loader.gltf.extensions;
29
+ onLoading() {
30
+ const extensions = this._loader.gltf.extensions;
31
31
  if (extensions && extensions[this.name]) {
32
- var extension = extensions[this.name];
32
+ const extension = extensions[this.name];
33
33
  this._lights = extension.lights;
34
34
  }
35
- };
35
+ }
36
36
  /**
37
37
  * @param context
38
38
  * @param scene
39
39
  * @hidden
40
40
  */
41
- EXT_lights_image_based.prototype.loadSceneAsync = function (context, scene) {
42
- var _this = this;
43
- return GLTFLoader.LoadExtensionAsync(context, scene, this.name, function (extensionContext, extension) {
44
- var promises = new Array();
45
- promises.push(_this._loader.loadSceneAsync(context, scene));
46
- _this._loader.logOpen("".concat(extensionContext));
47
- var light = ArrayItem.Get("".concat(extensionContext, "/light"), _this._lights, extension.light);
48
- promises.push(_this._loadLightAsync("/extensions/".concat(_this.name, "/lights/").concat(extension.light), light).then(function (texture) {
49
- _this._loader.babylonScene.environmentTexture = texture;
41
+ loadSceneAsync(context, scene) {
42
+ return GLTFLoader.LoadExtensionAsync(context, scene, this.name, (extensionContext, extension) => {
43
+ const promises = new Array();
44
+ promises.push(this._loader.loadSceneAsync(context, scene));
45
+ this._loader.logOpen(`${extensionContext}`);
46
+ const light = ArrayItem.Get(`${extensionContext}/light`, this._lights, extension.light);
47
+ promises.push(this._loadLightAsync(`/extensions/${this.name}/lights/${extension.light}`, light).then((texture) => {
48
+ this._loader.babylonScene.environmentTexture = texture;
50
49
  }));
51
- _this._loader.logClose();
52
- return Promise.all(promises).then(function () { });
50
+ this._loader.logClose();
51
+ return Promise.all(promises).then(() => { });
53
52
  });
54
- };
55
- EXT_lights_image_based.prototype._loadLightAsync = function (context, light) {
56
- var _this = this;
53
+ }
54
+ _loadLightAsync(context, light) {
57
55
  if (!light._loaded) {
58
- var promises = new Array();
59
- this._loader.logOpen("".concat(context));
60
- var imageData_1 = new Array(light.specularImages.length);
61
- var _loop_1 = function (mipmap) {
62
- var faces = light.specularImages[mipmap];
63
- imageData_1[mipmap] = new Array(faces.length);
64
- var _loop_2 = function (face) {
65
- var specularImageContext = "".concat(context, "/specularImages/").concat(mipmap, "/").concat(face);
66
- this_1._loader.logOpen("".concat(specularImageContext));
67
- var index = faces[face];
68
- var image = ArrayItem.Get(specularImageContext, this_1._loader.gltf.images, index);
69
- promises.push(this_1._loader.loadImageAsync("/images/".concat(index), image).then(function (data) {
70
- imageData_1[mipmap][face] = data;
56
+ const promises = new Array();
57
+ this._loader.logOpen(`${context}`);
58
+ const imageData = new Array(light.specularImages.length);
59
+ for (let mipmap = 0; mipmap < light.specularImages.length; mipmap++) {
60
+ const faces = light.specularImages[mipmap];
61
+ imageData[mipmap] = new Array(faces.length);
62
+ for (let face = 0; face < faces.length; face++) {
63
+ const specularImageContext = `${context}/specularImages/${mipmap}/${face}`;
64
+ this._loader.logOpen(`${specularImageContext}`);
65
+ const index = faces[face];
66
+ const image = ArrayItem.Get(specularImageContext, this._loader.gltf.images, index);
67
+ promises.push(this._loader.loadImageAsync(`/images/${index}`, image).then((data) => {
68
+ imageData[mipmap][face] = data;
71
69
  }));
72
- this_1._loader.logClose();
73
- };
74
- for (var face = 0; face < faces.length; face++) {
75
- _loop_2(face);
70
+ this._loader.logClose();
76
71
  }
77
- };
78
- var this_1 = this;
79
- for (var mipmap = 0; mipmap < light.specularImages.length; mipmap++) {
80
- _loop_1(mipmap);
81
72
  }
82
73
  this._loader.logClose();
83
- light._loaded = Promise.all(promises).then(function () {
84
- var babylonTexture = new RawCubeTexture(_this._loader.babylonScene, null, light.specularImageSize);
74
+ light._loaded = Promise.all(promises).then(() => {
75
+ const babylonTexture = new RawCubeTexture(this._loader.babylonScene, null, light.specularImageSize);
85
76
  babylonTexture.name = light.name || "environment";
86
77
  light._babylonTexture = babylonTexture;
87
78
  if (light.intensity != undefined) {
88
79
  babylonTexture.level = light.intensity;
89
80
  }
90
81
  if (light.rotation) {
91
- var rotation = Quaternion.FromArray(light.rotation);
82
+ let rotation = Quaternion.FromArray(light.rotation);
92
83
  // Invert the rotation so that positive rotation is counter-clockwise.
93
- if (!_this._loader.babylonScene.useRightHandedSystem) {
84
+ if (!this._loader.babylonScene.useRightHandedSystem) {
94
85
  rotation = Quaternion.Inverse(rotation);
95
86
  }
96
87
  Matrix.FromQuaternionToRef(rotation, babylonTexture.getReflectionTextureMatrix());
97
88
  }
98
89
  if (!light.irradianceCoefficients) {
99
- throw new Error("".concat(context, ": Irradiance coefficients are missing"));
90
+ throw new Error(`${context}: Irradiance coefficients are missing`);
100
91
  }
101
- var sphericalHarmonics = SphericalHarmonics.FromArray(light.irradianceCoefficients);
92
+ const sphericalHarmonics = SphericalHarmonics.FromArray(light.irradianceCoefficients);
102
93
  sphericalHarmonics.scaleInPlace(light.intensity);
103
94
  sphericalHarmonics.convertIrradianceToLambertianRadiance();
104
- var sphericalPolynomial = SphericalPolynomial.FromHarmonics(sphericalHarmonics);
95
+ const sphericalPolynomial = SphericalPolynomial.FromHarmonics(sphericalHarmonics);
105
96
  // Compute the lod generation scale to fit exactly to the number of levels available.
106
- var lodGenerationScale = (imageData_1.length - 1) / Scalar.Log2(light.specularImageSize);
107
- return babylonTexture.updateRGBDAsync(imageData_1, sphericalPolynomial, lodGenerationScale);
97
+ const lodGenerationScale = (imageData.length - 1) / Scalar.Log2(light.specularImageSize);
98
+ return babylonTexture.updateRGBDAsync(imageData, sphericalPolynomial, lodGenerationScale);
108
99
  });
109
100
  }
110
- return light._loaded.then(function () {
101
+ return light._loaded.then(() => {
111
102
  return light._babylonTexture;
112
103
  });
113
- };
114
- return EXT_lights_image_based;
115
- }());
116
- export { EXT_lights_image_based };
117
- GLTFLoader.RegisterExtension(NAME, function (loader) { return new EXT_lights_image_based(loader); });
104
+ }
105
+ }
106
+ GLTFLoader.RegisterExtension(NAME, (loader) => new EXT_lights_image_based(loader));
118
107
  //# sourceMappingURL=EXT_lights_image_based.js.map