@babylonjs/loaders 5.21.0 → 5.23.0

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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 +81 -69
  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 +5 -8
@@ -36,8 +36,8 @@ var ETokenType;
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  ETokenType[ETokenType["UNKNOWN"] = 2] = "UNKNOWN";
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  ETokenType[ETokenType["END_OF_INPUT"] = 3] = "END_OF_INPUT";
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  })(ETokenType || (ETokenType = {}));
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- var Tokenizer = /** @class */ (function () {
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- function Tokenizer(toParse) {
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+ class Tokenizer {
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+ constructor(toParse) {
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  this._pos = 0;
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  this.currentToken = ETokenType.UNKNOWN;
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  this.currentIdentifier = "";
@@ -46,7 +46,7 @@ var Tokenizer = /** @class */ (function () {
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  this._toParse = toParse;
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  this._maxPos = toParse.length;
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  }
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- Tokenizer.prototype.getNextToken = function () {
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+ getNextToken() {
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  if (this.isEnd()) {
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  return ETokenType.END_OF_INPUT;
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  }
@@ -61,50 +61,49 @@ var Tokenizer = /** @class */ (function () {
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  }
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  }
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  return this.currentToken;
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- };
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- Tokenizer.prototype.peek = function () {
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+ }
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+ peek() {
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  return this._toParse[this._pos];
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- };
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- Tokenizer.prototype.read = function () {
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+ }
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+ read() {
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  return this._toParse[this._pos++];
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- };
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- Tokenizer.prototype.forward = function () {
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+ }
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+ forward() {
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  this._pos++;
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- };
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- Tokenizer.prototype.isEnd = function () {
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+ }
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+ isEnd() {
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  return this._pos >= this._maxPos;
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- };
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- return Tokenizer;
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- }());
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+ }
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+ }
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  /**
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  * Values
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  */
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- var glTFTransforms = ["MODEL", "VIEW", "PROJECTION", "MODELVIEW", "MODELVIEWPROJECTION", "JOINTMATRIX"];
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- var babylonTransforms = ["world", "view", "projection", "worldView", "worldViewProjection", "mBones"];
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- var glTFAnimationPaths = ["translation", "rotation", "scale"];
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- var babylonAnimationPaths = ["position", "rotationQuaternion", "scaling"];
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+ const glTFTransforms = ["MODEL", "VIEW", "PROJECTION", "MODELVIEW", "MODELVIEWPROJECTION", "JOINTMATRIX"];
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+ const babylonTransforms = ["world", "view", "projection", "worldView", "worldViewProjection", "mBones"];
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+ const glTFAnimationPaths = ["translation", "rotation", "scale"];
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+ const babylonAnimationPaths = ["position", "rotationQuaternion", "scaling"];
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  /**
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  * Parse
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  * @param parsedBuffers
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  * @param gltfRuntime
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  */
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- var parseBuffers = function (parsedBuffers, gltfRuntime) {
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- for (var buf in parsedBuffers) {
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- var parsedBuffer = parsedBuffers[buf];
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+ const parseBuffers = (parsedBuffers, gltfRuntime) => {
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+ for (const buf in parsedBuffers) {
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+ const parsedBuffer = parsedBuffers[buf];
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  gltfRuntime.buffers[buf] = parsedBuffer;
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  gltfRuntime.buffersCount++;
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  }
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  };
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- var parseShaders = function (parsedShaders, gltfRuntime) {
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- for (var sha in parsedShaders) {
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- var parsedShader = parsedShaders[sha];
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+ const parseShaders = (parsedShaders, gltfRuntime) => {
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+ for (const sha in parsedShaders) {
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+ const parsedShader = parsedShaders[sha];
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  gltfRuntime.shaders[sha] = parsedShader;
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  gltfRuntime.shaderscount++;
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  }
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  };
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- var parseObject = function (parsedObjects, runtimeProperty, gltfRuntime) {
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- for (var object in parsedObjects) {
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- var parsedObject = parsedObjects[object];
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+ const parseObject = (parsedObjects, runtimeProperty, gltfRuntime) => {
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+ for (const object in parsedObjects) {
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+ const parsedObject = parsedObjects[object];
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  gltfRuntime[runtimeProperty][object] = parsedObject;
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  }
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  };
@@ -112,15 +111,15 @@ var parseObject = function (parsedObjects, runtimeProperty, gltfRuntime) {
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  * Utils
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  * @param buffer
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  */
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- var normalizeUVs = function (buffer) {
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+ const normalizeUVs = (buffer) => {
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  if (!buffer) {
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  return;
118
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  }
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- for (var i = 0; i < buffer.length / 2; i++) {
118
+ for (let i = 0; i < buffer.length / 2; i++) {
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  buffer[i * 2 + 1] = 1.0 - buffer[i * 2 + 1];
121
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  }
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  };
123
- var getAttribute = function (attributeParameter) {
122
+ const getAttribute = (attributeParameter) => {
124
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  if (attributeParameter.semantic === "NORMAL") {
125
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  return "normal";
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  }
@@ -137,7 +136,7 @@ var getAttribute = function (attributeParameter) {
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  return "color";
138
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  }
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  else if (attributeParameter.semantic && attributeParameter.semantic.indexOf("TEXCOORD_") !== -1) {
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- var channel = Number(attributeParameter.semantic.split("_")[1]);
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+ const channel = Number(attributeParameter.semantic.split("_")[1]);
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  return "uv" + (channel === 0 ? "" : channel + 1);
142
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  }
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  return null;
@@ -146,22 +145,22 @@ var getAttribute = function (attributeParameter) {
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  * Loads and creates animations
147
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  * @param gltfRuntime
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  */
149
- var loadAnimations = function (gltfRuntime) {
150
- for (var anim in gltfRuntime.animations) {
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- var animation = gltfRuntime.animations[anim];
148
+ const loadAnimations = (gltfRuntime) => {
149
+ for (const anim in gltfRuntime.animations) {
150
+ const animation = gltfRuntime.animations[anim];
152
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  if (!animation.channels || !animation.samplers) {
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  continue;
154
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  }
155
- var lastAnimation = null;
156
- for (var i = 0; i < animation.channels.length; i++) {
154
+ let lastAnimation = null;
155
+ for (let i = 0; i < animation.channels.length; i++) {
157
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  // Get parameters and load buffers
158
- var channel = animation.channels[i];
159
- var sampler = animation.samplers[channel.sampler];
157
+ const channel = animation.channels[i];
158
+ const sampler = animation.samplers[channel.sampler];
160
159
  if (!sampler) {
161
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  continue;
162
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  }
163
- var inputData = null;
164
- var outputData = null;
162
+ let inputData = null;
163
+ let outputData = null;
165
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  if (animation.parameters) {
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  inputData = animation.parameters[sampler.input];
167
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  outputData = animation.parameters[sampler.output];
@@ -170,10 +169,10 @@ var loadAnimations = function (gltfRuntime) {
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  inputData = sampler.input;
171
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  outputData = sampler.output;
172
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  }
173
- var bufferInput = GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[inputData]);
174
- var bufferOutput = GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[outputData]);
175
- var targetId = channel.target.id;
176
- var targetNode = gltfRuntime.scene.getNodeById(targetId);
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+ const bufferInput = GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[inputData]);
173
+ const bufferOutput = GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[outputData]);
174
+ const targetId = channel.target.id;
175
+ let targetNode = gltfRuntime.scene.getNodeById(targetId);
177
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  if (targetNode === null) {
178
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  targetNode = gltfRuntime.scene.getNodeByName(targetId);
179
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  }
@@ -181,15 +180,15 @@ var loadAnimations = function (gltfRuntime) {
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  Tools.Warn("Creating animation named " + anim + ". But cannot find node named " + targetId + " to attach to");
182
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  continue;
183
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  }
184
- var isBone = targetNode instanceof Bone;
183
+ const isBone = targetNode instanceof Bone;
185
184
  // Get target path (position, rotation or scaling)
186
- var targetPath = channel.target.path;
187
- var targetPathIndex = glTFAnimationPaths.indexOf(targetPath);
185
+ let targetPath = channel.target.path;
186
+ const targetPathIndex = glTFAnimationPaths.indexOf(targetPath);
188
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  if (targetPathIndex !== -1) {
189
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  targetPath = babylonAnimationPaths[targetPathIndex];
190
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  }
191
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  // Determine animation type
192
- var animationType = Animation.ANIMATIONTYPE_MATRIX;
191
+ let animationType = Animation.ANIMATIONTYPE_MATRIX;
193
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  if (!isBone) {
194
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  if (targetPath === "rotationQuaternion") {
195
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  animationType = Animation.ANIMATIONTYPE_QUATERNION;
@@ -200,10 +199,10 @@ var loadAnimations = function (gltfRuntime) {
200
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  }
201
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  }
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  // Create animation and key frames
203
- var babylonAnimation = null;
204
- var keys = [];
205
- var arrayOffset = 0;
206
- var modifyKey = false;
202
+ let babylonAnimation = null;
203
+ const keys = [];
204
+ let arrayOffset = 0;
205
+ let modifyKey = false;
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  if (isBone && lastAnimation && lastAnimation.getKeys().length === bufferInput.length) {
208
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  babylonAnimation = lastAnimation;
209
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  modifyKey = true;
@@ -214,8 +213,8 @@ var loadAnimations = function (gltfRuntime) {
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  gltfRuntime.scene._blockEntityCollection = false;
215
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  }
216
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  // For each frame
217
- for (var j = 0; j < bufferInput.length; j++) {
218
- var value = null;
216
+ for (let j = 0; j < bufferInput.length; j++) {
217
+ let value = null;
219
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  if (targetPath === "rotationQuaternion") {
220
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  // VEC4
221
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  value = Quaternion.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2], bufferOutput[arrayOffset + 3]]);
@@ -227,12 +226,12 @@ var loadAnimations = function (gltfRuntime) {
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  arrayOffset += 3;
228
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  }
229
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  if (isBone) {
230
- var bone = targetNode;
231
- var translation = Vector3.Zero();
232
- var rotationQuaternion = new Quaternion();
233
- var scaling = Vector3.Zero();
229
+ const bone = targetNode;
230
+ let translation = Vector3.Zero();
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+ let rotationQuaternion = new Quaternion();
232
+ let scaling = Vector3.Zero();
234
233
  // Warning on decompose
235
- var mat = bone.getBaseMatrix();
234
+ let mat = bone.getBaseMatrix();
236
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  if (modifyKey && lastAnimation) {
237
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  mat = lastAnimation.getKeys()[j].value;
238
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  }
@@ -273,12 +272,12 @@ var loadAnimations = function (gltfRuntime) {
273
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  * Returns the bones transformation matrix
274
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  * @param node
275
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  */
276
- var configureBoneTransformation = function (node) {
277
- var mat = null;
275
+ const configureBoneTransformation = (node) => {
276
+ let mat = null;
278
277
  if (node.translation || node.rotation || node.scale) {
279
- var scale = Vector3.FromArray(node.scale || [1, 1, 1]);
280
- var rotation = Quaternion.FromArray(node.rotation || [0, 0, 0, 1]);
281
- var position = Vector3.FromArray(node.translation || [0, 0, 0]);
278
+ const scale = Vector3.FromArray(node.scale || [1, 1, 1]);
279
+ const rotation = Quaternion.FromArray(node.rotation || [0, 0, 0, 1]);
280
+ const position = Vector3.FromArray(node.translation || [0, 0, 0]);
282
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  mat = Matrix.Compose(scale, rotation, position);
283
282
  }
284
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  else {
@@ -293,29 +292,29 @@ var configureBoneTransformation = function (node) {
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  * @param jointName
294
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  * @param newSkeleton
295
294
  */
296
- var getParentBone = function (gltfRuntime, skins, jointName, newSkeleton) {
295
+ const getParentBone = (gltfRuntime, skins, jointName, newSkeleton) => {
297
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  // Try to find
298
- for (var i = 0; i < newSkeleton.bones.length; i++) {
297
+ for (let i = 0; i < newSkeleton.bones.length; i++) {
299
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  if (newSkeleton.bones[i].name === jointName) {
300
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  return newSkeleton.bones[i];
301
300
  }
302
301
  }
303
302
  // Not found, search in gltf nodes
304
- var nodes = gltfRuntime.nodes;
305
- for (var nde in nodes) {
306
- var node = nodes[nde];
303
+ const nodes = gltfRuntime.nodes;
304
+ for (const nde in nodes) {
305
+ const node = nodes[nde];
307
306
  if (!node.jointName) {
308
307
  continue;
309
308
  }
310
- var children = node.children;
311
- for (var i = 0; i < children.length; i++) {
312
- var child = gltfRuntime.nodes[children[i]];
309
+ const children = node.children;
310
+ for (let i = 0; i < children.length; i++) {
311
+ const child = gltfRuntime.nodes[children[i]];
313
312
  if (!child.jointName) {
314
313
  continue;
315
314
  }
316
315
  if (child.jointName === jointName) {
317
- var mat = configureBoneTransformation(node);
318
- var bone = new Bone(node.name || "", newSkeleton, getParentBone(gltfRuntime, skins, node.jointName, newSkeleton), mat);
316
+ const mat = configureBoneTransformation(node);
317
+ const bone = new Bone(node.name || "", newSkeleton, getParentBone(gltfRuntime, skins, node.jointName, newSkeleton), mat);
319
318
  bone.id = nde;
320
319
  return bone;
321
320
  }
@@ -328,11 +327,11 @@ var getParentBone = function (gltfRuntime, skins, jointName, newSkeleton) {
328
327
  * @param nodesToRoot
329
328
  * @param id
330
329
  */
331
- var getNodeToRoot = function (nodesToRoot, id) {
332
- for (var i = 0; i < nodesToRoot.length; i++) {
333
- var nodeToRoot = nodesToRoot[i];
334
- for (var j = 0; j < nodeToRoot.node.children.length; j++) {
335
- var child = nodeToRoot.node.children[j];
330
+ const getNodeToRoot = (nodesToRoot, id) => {
331
+ for (let i = 0; i < nodesToRoot.length; i++) {
332
+ const nodeToRoot = nodesToRoot[i];
333
+ for (let j = 0; j < nodeToRoot.node.children.length; j++) {
334
+ const child = nodeToRoot.node.children[j];
336
335
  if (child === id) {
337
336
  return nodeToRoot.bone;
338
337
  }
@@ -345,16 +344,16 @@ var getNodeToRoot = function (nodesToRoot, id) {
345
344
  * @param gltfRuntime
346
345
  * @param jointName
347
346
  */
348
- var getJointNode = function (gltfRuntime, jointName) {
349
- var nodes = gltfRuntime.nodes;
350
- var node = nodes[jointName];
347
+ const getJointNode = (gltfRuntime, jointName) => {
348
+ const nodes = gltfRuntime.nodes;
349
+ let node = nodes[jointName];
351
350
  if (node) {
352
351
  return {
353
352
  node: node,
354
353
  id: jointName,
355
354
  };
356
355
  }
357
- for (var nde in nodes) {
356
+ for (const nde in nodes) {
358
357
  node = nodes[nde];
359
358
  if (node.jointName === jointName) {
360
359
  return {
@@ -370,8 +369,8 @@ var getJointNode = function (gltfRuntime, jointName) {
370
369
  * @param skins
371
370
  * @param id
372
371
  */
373
- var nodeIsInJoints = function (skins, id) {
374
- for (var i = 0; i < skins.jointNames.length; i++) {
372
+ const nodeIsInJoints = (skins, id) => {
373
+ for (let i = 0; i < skins.jointNames.length; i++) {
375
374
  if (skins.jointNames[i] === id) {
376
375
  return true;
377
376
  }
@@ -385,27 +384,27 @@ var nodeIsInJoints = function (skins, id) {
385
384
  * @param skins
386
385
  * @param nodesToRoot
387
386
  */
388
- var getNodesToRoot = function (gltfRuntime, newSkeleton, skins, nodesToRoot) {
387
+ const getNodesToRoot = (gltfRuntime, newSkeleton, skins, nodesToRoot) => {
389
388
  // Creates nodes for root
390
- for (var nde in gltfRuntime.nodes) {
391
- var node = gltfRuntime.nodes[nde];
392
- var id = nde;
389
+ for (const nde in gltfRuntime.nodes) {
390
+ const node = gltfRuntime.nodes[nde];
391
+ const id = nde;
393
392
  if (!node.jointName || nodeIsInJoints(skins, node.jointName)) {
394
393
  continue;
395
394
  }
396
395
  // Create node to root bone
397
- var mat = configureBoneTransformation(node);
398
- var bone = new Bone(node.name || "", newSkeleton, null, mat);
396
+ const mat = configureBoneTransformation(node);
397
+ const bone = new Bone(node.name || "", newSkeleton, null, mat);
399
398
  bone.id = id;
400
399
  nodesToRoot.push({ bone: bone, node: node, id: id });
401
400
  }
402
401
  // Parenting
403
- for (var i = 0; i < nodesToRoot.length; i++) {
404
- var nodeToRoot = nodesToRoot[i];
405
- var children = nodeToRoot.node.children;
406
- for (var j = 0; j < children.length; j++) {
407
- var child = null;
408
- for (var k = 0; k < nodesToRoot.length; k++) {
402
+ for (let i = 0; i < nodesToRoot.length; i++) {
403
+ const nodeToRoot = nodesToRoot[i];
404
+ const children = nodeToRoot.node.children;
405
+ for (let j = 0; j < children.length; j++) {
406
+ let child = null;
407
+ for (let k = 0; k < nodesToRoot.length; k++) {
409
408
  if (nodesToRoot[k].id === children[j]) {
410
409
  child = nodesToRoot[k];
411
410
  break;
@@ -425,7 +424,7 @@ var getNodesToRoot = function (gltfRuntime, newSkeleton, skins, nodesToRoot) {
425
424
  * @param mesh
426
425
  * @param newSkeleton
427
426
  */
428
- var importSkeleton = function (gltfRuntime, skins, mesh, newSkeleton) {
427
+ const importSkeleton = (gltfRuntime, skins, mesh, newSkeleton) => {
429
428
  if (!newSkeleton) {
430
429
  newSkeleton = new Skeleton(skins.name || "", "", gltfRuntime.scene);
431
430
  }
@@ -433,47 +432,47 @@ var importSkeleton = function (gltfRuntime, skins, mesh, newSkeleton) {
433
432
  return newSkeleton;
434
433
  }
435
434
  // Find the root bones
436
- var nodesToRoot = [];
437
- var nodesToRootToAdd = [];
435
+ const nodesToRoot = [];
436
+ const nodesToRootToAdd = [];
438
437
  getNodesToRoot(gltfRuntime, newSkeleton, skins, nodesToRoot);
439
438
  newSkeleton.bones = [];
440
439
  // Joints
441
- for (var i = 0; i < skins.jointNames.length; i++) {
442
- var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
440
+ for (let i = 0; i < skins.jointNames.length; i++) {
441
+ const jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
443
442
  if (!jointNode) {
444
443
  continue;
445
444
  }
446
- var node = jointNode.node;
445
+ const node = jointNode.node;
447
446
  if (!node) {
448
447
  Tools.Warn("Joint named " + skins.jointNames[i] + " does not exist");
449
448
  continue;
450
449
  }
451
- var id = jointNode.id;
450
+ const id = jointNode.id;
452
451
  // Optimize, if the bone already exists...
453
- var existingBone = gltfRuntime.scene.getBoneById(id);
452
+ const existingBone = gltfRuntime.scene.getBoneById(id);
454
453
  if (existingBone) {
455
454
  newSkeleton.bones.push(existingBone);
456
455
  continue;
457
456
  }
458
457
  // Search for parent bone
459
- var foundBone = false;
460
- var parentBone = null;
461
- for (var j = 0; j < i; j++) {
462
- var jointNode_1 = getJointNode(gltfRuntime, skins.jointNames[j]);
463
- if (!jointNode_1) {
458
+ let foundBone = false;
459
+ let parentBone = null;
460
+ for (let j = 0; j < i; j++) {
461
+ const jointNode = getJointNode(gltfRuntime, skins.jointNames[j]);
462
+ if (!jointNode) {
464
463
  continue;
465
464
  }
466
- var joint = jointNode_1.node;
465
+ const joint = jointNode.node;
467
466
  if (!joint) {
468
467
  Tools.Warn("Joint named " + skins.jointNames[j] + " does not exist when looking for parent");
469
468
  continue;
470
469
  }
471
- var children = joint.children;
470
+ const children = joint.children;
472
471
  if (!children) {
473
472
  continue;
474
473
  }
475
474
  foundBone = false;
476
- for (var k = 0; k < children.length; k++) {
475
+ for (let k = 0; k < children.length; k++) {
477
476
  if (children[k] === id) {
478
477
  parentBone = getParentBone(gltfRuntime, skins, skins.jointNames[j], newSkeleton);
479
478
  foundBone = true;
@@ -485,7 +484,7 @@ var importSkeleton = function (gltfRuntime, skins, mesh, newSkeleton) {
485
484
  }
486
485
  }
487
486
  // Create bone
488
- var mat = configureBoneTransformation(node);
487
+ const mat = configureBoneTransformation(node);
489
488
  if (!parentBone && nodesToRoot.length > 0) {
490
489
  parentBone = getNodeToRoot(nodesToRoot, id);
491
490
  if (parentBone) {
@@ -494,18 +493,18 @@ var importSkeleton = function (gltfRuntime, skins, mesh, newSkeleton) {
494
493
  }
495
494
  }
496
495
  }
497
- var bone = new Bone(node.jointName || "", newSkeleton, parentBone, mat);
496
+ const bone = new Bone(node.jointName || "", newSkeleton, parentBone, mat);
498
497
  bone.id = id;
499
498
  }
500
499
  // Polish
501
- var bones = newSkeleton.bones;
500
+ const bones = newSkeleton.bones;
502
501
  newSkeleton.bones = [];
503
- for (var i = 0; i < skins.jointNames.length; i++) {
504
- var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
502
+ for (let i = 0; i < skins.jointNames.length; i++) {
503
+ const jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
505
504
  if (!jointNode) {
506
505
  continue;
507
506
  }
508
- for (var j = 0; j < bones.length; j++) {
507
+ for (let j = 0; j < bones.length; j++) {
509
508
  if (bones[j].id === jointNode.id) {
510
509
  newSkeleton.bones.push(bones[j]);
511
510
  break;
@@ -514,7 +513,7 @@ var importSkeleton = function (gltfRuntime, skins, mesh, newSkeleton) {
514
513
  }
515
514
  newSkeleton.prepare();
516
515
  // Finish
517
- for (var i = 0; i < nodesToRootToAdd.length; i++) {
516
+ for (let i = 0; i < nodesToRootToAdd.length; i++) {
518
517
  newSkeleton.bones.push(nodesToRootToAdd[i]);
519
518
  }
520
519
  return newSkeleton;
@@ -527,7 +526,7 @@ var importSkeleton = function (gltfRuntime, skins, mesh, newSkeleton) {
527
526
  * @param id
528
527
  * @param newMesh
529
528
  */
530
- var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
529
+ const importMesh = (gltfRuntime, node, meshes, id, newMesh) => {
531
530
  if (!newMesh) {
532
531
  gltfRuntime.scene._blockEntityCollection = !!gltfRuntime.assetContainer;
533
532
  newMesh = new Mesh(node.name || "", gltfRuntime.scene);
@@ -538,31 +537,31 @@ var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
538
537
  if (!node.babylonNode) {
539
538
  return newMesh;
540
539
  }
541
- var subMaterials = [];
542
- var vertexData = null;
543
- var verticesStarts = new Array();
544
- var verticesCounts = new Array();
545
- var indexStarts = new Array();
546
- var indexCounts = new Array();
547
- for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
548
- var meshId = meshes[meshIndex];
549
- var mesh = gltfRuntime.meshes[meshId];
540
+ const subMaterials = [];
541
+ let vertexData = null;
542
+ const verticesStarts = new Array();
543
+ const verticesCounts = new Array();
544
+ const indexStarts = new Array();
545
+ const indexCounts = new Array();
546
+ for (let meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
547
+ const meshId = meshes[meshIndex];
548
+ const mesh = gltfRuntime.meshes[meshId];
550
549
  if (!mesh) {
551
550
  continue;
552
551
  }
553
552
  // Positions, normals and UVs
554
- for (var i = 0; i < mesh.primitives.length; i++) {
553
+ for (let i = 0; i < mesh.primitives.length; i++) {
555
554
  // Temporary vertex data
556
- var tempVertexData = new VertexData();
557
- var primitive = mesh.primitives[i];
555
+ const tempVertexData = new VertexData();
556
+ const primitive = mesh.primitives[i];
558
557
  if (primitive.mode !== 4) {
559
558
  // continue;
560
559
  }
561
- var attributes = primitive.attributes;
562
- var accessor = null;
563
- var buffer = null;
560
+ const attributes = primitive.attributes;
561
+ let accessor = null;
562
+ let buffer = null;
564
563
  // Set positions, normal and uvs
565
- for (var semantic in attributes) {
564
+ for (const semantic in attributes) {
566
565
  // Link accessor and buffer view
567
566
  accessor = gltfRuntime.accessors[attributes[semantic]];
568
567
  buffer = GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
@@ -573,7 +572,7 @@ var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
573
572
  else if (semantic === "POSITION") {
574
573
  if (GLTFFileLoader.HomogeneousCoordinates) {
575
574
  tempVertexData.positions = new Float32Array(buffer.length - buffer.length / 4);
576
- for (var j = 0; j < buffer.length; j += 4) {
575
+ for (let j = 0; j < buffer.length; j += 4) {
577
576
  tempVertexData.positions[j] = buffer[j];
578
577
  tempVertexData.positions[j + 1] = buffer[j + 1];
579
578
  tempVertexData.positions[j + 2] = buffer[j + 2];
@@ -586,9 +585,9 @@ var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
586
585
  verticesCounts.push(tempVertexData.positions.length);
587
586
  }
588
587
  else if (semantic.indexOf("TEXCOORD_") !== -1) {
589
- var channel = Number(semantic.split("_")[1]);
590
- var uvKind = VertexBuffer.UVKind + (channel === 0 ? "" : channel + 1);
591
- var uvs = new Float32Array(buffer.length);
588
+ const channel = Number(semantic.split("_")[1]);
589
+ const uvKind = VertexBuffer.UVKind + (channel === 0 ? "" : channel + 1);
590
+ const uvs = new Float32Array(buffer.length);
592
591
  uvs.set(buffer);
593
592
  normalizeUVs(uvs);
594
593
  tempVertexData.set(uvs, uvKind);
@@ -616,8 +615,8 @@ var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
616
615
  }
617
616
  else {
618
617
  // Set indices on the fly
619
- var indices = [];
620
- for (var j = 0; j < tempVertexData.positions.length / 3; j++) {
618
+ const indices = [];
619
+ for (let j = 0; j < tempVertexData.positions.length / 3; j++) {
621
620
  indices.push(j);
622
621
  }
623
622
  tempVertexData.indices = new Int32Array(indices);
@@ -630,14 +629,14 @@ var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
630
629
  vertexData.merge(tempVertexData);
631
630
  }
632
631
  // Sub material
633
- var material_1 = gltfRuntime.scene.getMaterialById(primitive.material);
634
- subMaterials.push(material_1 === null ? GLTFUtils.GetDefaultMaterial(gltfRuntime.scene) : material_1);
632
+ const material = gltfRuntime.scene.getMaterialById(primitive.material);
633
+ subMaterials.push(material === null ? GLTFUtils.GetDefaultMaterial(gltfRuntime.scene) : material);
635
634
  // Update vertices start and index start
636
635
  verticesStarts.push(verticesStarts.length === 0 ? 0 : verticesStarts[verticesStarts.length - 1] + verticesCounts[verticesCounts.length - 2]);
637
636
  indexStarts.push(indexStarts.length === 0 ? 0 : indexStarts[indexStarts.length - 1] + indexCounts[indexCounts.length - 2]);
638
637
  }
639
638
  }
640
- var material;
639
+ let material;
641
640
  gltfRuntime.scene._blockEntityCollection = !!gltfRuntime.assetContainer;
642
641
  if (subMaterials.length > 1) {
643
642
  material = new MultiMaterial("multimat" + id, gltfRuntime.scene);
@@ -659,14 +658,14 @@ var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
659
658
  gltfRuntime.scene._blockEntityCollection = false;
660
659
  // Apply submeshes
661
660
  newMesh.subMeshes = [];
662
- var index = 0;
663
- for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
664
- var meshId = meshes[meshIndex];
665
- var mesh = gltfRuntime.meshes[meshId];
661
+ let index = 0;
662
+ for (let meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
663
+ const meshId = meshes[meshIndex];
664
+ const mesh = gltfRuntime.meshes[meshId];
666
665
  if (!mesh) {
667
666
  continue;
668
667
  }
669
- for (var i = 0; i < mesh.primitives.length; i++) {
668
+ for (let i = 0; i < mesh.primitives.length; i++) {
670
669
  if (mesh.primitives[i].mode !== 4) {
671
670
  //continue;
672
671
  }
@@ -684,7 +683,7 @@ var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
684
683
  * @param rotation
685
684
  * @param scaling
686
685
  */
687
- var configureNode = function (newNode, position, rotation, scaling) {
686
+ const configureNode = (newNode, position, rotation, scaling) => {
688
687
  if (newNode.position) {
689
688
  newNode.position = position;
690
689
  }
@@ -700,12 +699,12 @@ var configureNode = function (newNode, position, rotation, scaling) {
700
699
  * @param newNode
701
700
  * @param node
702
701
  */
703
- var configureNodeFromMatrix = function (newNode, node) {
702
+ const configureNodeFromMatrix = (newNode, node) => {
704
703
  if (node.matrix) {
705
- var position = new Vector3(0, 0, 0);
706
- var rotation = new Quaternion();
707
- var scaling = new Vector3(0, 0, 0);
708
- var mat = Matrix.FromArray(node.matrix);
704
+ const position = new Vector3(0, 0, 0);
705
+ const rotation = new Quaternion();
706
+ const scaling = new Vector3(0, 0, 0);
707
+ const mat = Matrix.FromArray(node.matrix);
709
708
  mat.decompose(scaling, rotation, position);
710
709
  configureNode(newNode, position, rotation, scaling);
711
710
  }
@@ -720,8 +719,8 @@ var configureNodeFromMatrix = function (newNode, node) {
720
719
  * @param node
721
720
  * @param id
722
721
  */
723
- var importNode = function (gltfRuntime, node, id) {
724
- var lastNode = null;
722
+ const importNode = (gltfRuntime, node, id) => {
723
+ let lastNode = null;
725
724
  if (gltfRuntime.importOnlyMeshes && (node.skin || node.meshes)) {
726
725
  if (gltfRuntime.importMeshesNames && gltfRuntime.importMeshesNames.length > 0 && gltfRuntime.importMeshesNames.indexOf(node.name || "") === -1) {
727
726
  return null;
@@ -730,8 +729,8 @@ var importNode = function (gltfRuntime, node, id) {
730
729
  // Meshes
731
730
  if (node.skin) {
732
731
  if (node.meshes) {
733
- var skin = gltfRuntime.skins[node.skin];
734
- var newMesh = importMesh(gltfRuntime, node, node.meshes, id, node.babylonNode);
732
+ const skin = gltfRuntime.skins[node.skin];
733
+ const newMesh = importMesh(gltfRuntime, node, node.meshes, id, node.babylonNode);
735
734
  newMesh.skeleton = gltfRuntime.scene.getLastSkeletonById(node.skin);
736
735
  if (newMesh.skeleton === null) {
737
736
  newMesh.skeleton = importSkeleton(gltfRuntime, skin, newMesh, skin.babylonSkeleton);
@@ -746,16 +745,16 @@ var importNode = function (gltfRuntime, node, id) {
746
745
  /**
747
746
  * Improve meshes property
748
747
  */
749
- var newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id, node.babylonNode);
748
+ const newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id, node.babylonNode);
750
749
  lastNode = newMesh;
751
750
  }
752
751
  // Lights
753
752
  else if (node.light && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
754
- var light = gltfRuntime.lights[node.light];
753
+ const light = gltfRuntime.lights[node.light];
755
754
  if (light) {
756
755
  if (light.type === "ambient") {
757
- var ambienLight = light[light.type];
758
- var hemiLight = new HemisphericLight(node.light, Vector3.Zero(), gltfRuntime.scene);
756
+ const ambienLight = light[light.type];
757
+ const hemiLight = new HemisphericLight(node.light, Vector3.Zero(), gltfRuntime.scene);
759
758
  hemiLight.name = node.name || "";
760
759
  if (ambienLight.color) {
761
760
  hemiLight.diffuse = Color3.FromArray(ambienLight.color);
@@ -763,8 +762,8 @@ var importNode = function (gltfRuntime, node, id) {
763
762
  lastNode = hemiLight;
764
763
  }
765
764
  else if (light.type === "directional") {
766
- var directionalLight = light[light.type];
767
- var dirLight = new DirectionalLight(node.light, Vector3.Zero(), gltfRuntime.scene);
765
+ const directionalLight = light[light.type];
766
+ const dirLight = new DirectionalLight(node.light, Vector3.Zero(), gltfRuntime.scene);
768
767
  dirLight.name = node.name || "";
769
768
  if (directionalLight.color) {
770
769
  dirLight.diffuse = Color3.FromArray(directionalLight.color);
@@ -772,8 +771,8 @@ var importNode = function (gltfRuntime, node, id) {
772
771
  lastNode = dirLight;
773
772
  }
774
773
  else if (light.type === "point") {
775
- var pointLight = light[light.type];
776
- var ptLight = new PointLight(node.light, Vector3.Zero(), gltfRuntime.scene);
774
+ const pointLight = light[light.type];
775
+ const ptLight = new PointLight(node.light, Vector3.Zero(), gltfRuntime.scene);
777
776
  ptLight.name = node.name || "";
778
777
  if (pointLight.color) {
779
778
  ptLight.diffuse = Color3.FromArray(pointLight.color);
@@ -781,8 +780,8 @@ var importNode = function (gltfRuntime, node, id) {
781
780
  lastNode = ptLight;
782
781
  }
783
782
  else if (light.type === "spot") {
784
- var spotLight = light[light.type];
785
- var spLight = new SpotLight(node.light, Vector3.Zero(), Vector3.Zero(), 0, 0, gltfRuntime.scene);
783
+ const spotLight = light[light.type];
784
+ const spLight = new SpotLight(node.light, Vector3.Zero(), Vector3.Zero(), 0, 0, gltfRuntime.scene);
786
785
  spLight.name = node.name || "";
787
786
  if (spotLight.color) {
788
787
  spLight.diffuse = Color3.FromArray(spotLight.color);
@@ -799,11 +798,11 @@ var importNode = function (gltfRuntime, node, id) {
799
798
  }
800
799
  // Cameras
801
800
  else if (node.camera && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
802
- var camera = gltfRuntime.cameras[node.camera];
801
+ const camera = gltfRuntime.cameras[node.camera];
803
802
  if (camera) {
804
803
  gltfRuntime.scene._blockEntityCollection = !!gltfRuntime.assetContainer;
805
804
  if (camera.type === "orthographic") {
806
- var orthoCamera = new FreeCamera(node.camera, Vector3.Zero(), gltfRuntime.scene, false);
805
+ const orthoCamera = new FreeCamera(node.camera, Vector3.Zero(), gltfRuntime.scene, false);
807
806
  orthoCamera.name = node.name || "";
808
807
  orthoCamera.mode = Camera.ORTHOGRAPHIC_CAMERA;
809
808
  orthoCamera.attachControl();
@@ -811,8 +810,8 @@ var importNode = function (gltfRuntime, node, id) {
811
810
  orthoCamera._parentContainer = gltfRuntime.assetContainer;
812
811
  }
813
812
  else if (camera.type === "perspective") {
814
- var perspectiveCamera = camera[camera.type];
815
- var persCamera = new FreeCamera(node.camera, Vector3.Zero(), gltfRuntime.scene, false);
813
+ const perspectiveCamera = camera[camera.type];
814
+ const persCamera = new FreeCamera(node.camera, Vector3.Zero(), gltfRuntime.scene, false);
816
815
  persCamera.name = node.name || "";
817
816
  persCamera.attachControl();
818
817
  if (!perspectiveCamera.aspectRatio) {
@@ -835,7 +834,7 @@ var importNode = function (gltfRuntime, node, id) {
835
834
  }
836
835
  else if (lastNode === null) {
837
836
  gltfRuntime.scene._blockEntityCollection = !!gltfRuntime.assetContainer;
838
- var dummy = new Mesh(node.name || "", gltfRuntime.scene);
837
+ const dummy = new Mesh(node.name || "", gltfRuntime.scene);
839
838
  dummy._parentContainer = gltfRuntime.assetContainer;
840
839
  gltfRuntime.scene._blockEntityCollection = false;
841
840
  node.babylonNode = dummy;
@@ -847,9 +846,9 @@ var importNode = function (gltfRuntime, node, id) {
847
846
  configureNodeFromMatrix(lastNode, node);
848
847
  }
849
848
  else {
850
- var translation = node.translation || [0, 0, 0];
851
- var rotation = node.rotation || [0, 0, 0, 1];
852
- var scale = node.scale || [1, 1, 1];
849
+ const translation = node.translation || [0, 0, 0];
850
+ const rotation = node.rotation || [0, 0, 0, 1];
851
+ const scale = node.scale || [1, 1, 1];
853
852
  configureNode(lastNode, Vector3.FromArray(translation), Quaternion.FromArray(rotation), Vector3.FromArray(scale));
854
853
  }
855
854
  lastNode.updateCache(true);
@@ -864,10 +863,9 @@ var importNode = function (gltfRuntime, node, id) {
864
863
  * @param parent
865
864
  * @param meshIncluded
866
865
  */
867
- var traverseNodes = function (gltfRuntime, id, parent, meshIncluded) {
868
- if (meshIncluded === void 0) { meshIncluded = false; }
869
- var node = gltfRuntime.nodes[id];
870
- var newNode = null;
866
+ const traverseNodes = (gltfRuntime, id, parent, meshIncluded = false) => {
867
+ const node = gltfRuntime.nodes[id];
868
+ let newNode = null;
871
869
  if (gltfRuntime.importOnlyMeshes && !meshIncluded && gltfRuntime.importMeshesNames) {
872
870
  if (gltfRuntime.importMeshesNames.indexOf(node.name || "") !== -1 || gltfRuntime.importMeshesNames.length === 0) {
873
871
  meshIncluded = true;
@@ -887,7 +885,7 @@ var traverseNodes = function (gltfRuntime, id, parent, meshIncluded) {
887
885
  }
888
886
  }
889
887
  if (node.children) {
890
- for (var i = 0; i < node.children.length; i++) {
888
+ for (let i = 0; i < node.children.length; i++) {
891
889
  traverseNodes(gltfRuntime, node.children[i], newNode, meshIncluded);
892
890
  }
893
891
  }
@@ -896,26 +894,26 @@ var traverseNodes = function (gltfRuntime, id, parent, meshIncluded) {
896
894
  * do stuff after buffers, shaders are loaded (e.g. hook up materials, load animations, etc.)
897
895
  * @param gltfRuntime
898
896
  */
899
- var postLoad = function (gltfRuntime) {
897
+ const postLoad = (gltfRuntime) => {
900
898
  // Nodes
901
- var currentScene = gltfRuntime.currentScene;
899
+ let currentScene = gltfRuntime.currentScene;
902
900
  if (currentScene) {
903
- for (var i = 0; i < currentScene.nodes.length; i++) {
901
+ for (let i = 0; i < currentScene.nodes.length; i++) {
904
902
  traverseNodes(gltfRuntime, currentScene.nodes[i], null);
905
903
  }
906
904
  }
907
905
  else {
908
- for (var thing in gltfRuntime.scenes) {
906
+ for (const thing in gltfRuntime.scenes) {
909
907
  currentScene = gltfRuntime.scenes[thing];
910
- for (var i = 0; i < currentScene.nodes.length; i++) {
908
+ for (let i = 0; i < currentScene.nodes.length; i++) {
911
909
  traverseNodes(gltfRuntime, currentScene.nodes[i], null);
912
910
  }
913
911
  }
914
912
  }
915
913
  // Set animations
916
914
  loadAnimations(gltfRuntime);
917
- for (var i = 0; i < gltfRuntime.scene.skeletons.length; i++) {
918
- var skeleton = gltfRuntime.scene.skeletons[i];
915
+ for (let i = 0; i < gltfRuntime.scene.skeletons.length; i++) {
916
+ const skeleton = gltfRuntime.scene.skeletons[i];
919
917
  gltfRuntime.scene.beginAnimation(skeleton, 0, Number.MAX_VALUE, true, 1.0);
920
918
  }
921
919
  };
@@ -929,17 +927,17 @@ var postLoad = function (gltfRuntime) {
929
927
  * @param material
930
928
  * @param onSuccess
931
929
  */
932
- var onBindShaderMaterial = function (mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess) {
933
- var materialValues = material.values || technique.parameters;
934
- for (var unif in unTreatedUniforms) {
935
- var uniform = unTreatedUniforms[unif];
936
- var type = uniform.type;
930
+ const onBindShaderMaterial = (mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess) => {
931
+ const materialValues = material.values || technique.parameters;
932
+ for (const unif in unTreatedUniforms) {
933
+ const uniform = unTreatedUniforms[unif];
934
+ const type = uniform.type;
937
935
  if (type === EParameterType.FLOAT_MAT2 || type === EParameterType.FLOAT_MAT3 || type === EParameterType.FLOAT_MAT4) {
938
936
  if (uniform.semantic && !uniform.source && !uniform.node) {
939
937
  GLTFUtils.SetMatrix(gltfRuntime.scene, mesh, uniform, unif, shaderMaterial.getEffect());
940
938
  }
941
939
  else if (uniform.semantic && (uniform.source || uniform.node)) {
942
- var source = gltfRuntime.scene.getNodeByName(uniform.source || uniform.node || "");
940
+ let source = gltfRuntime.scene.getNodeByName(uniform.source || uniform.node || "");
943
941
  if (source === null) {
944
942
  source = gltfRuntime.scene.getNodeById(uniform.source || uniform.node || "");
945
943
  }
@@ -950,12 +948,12 @@ var onBindShaderMaterial = function (mesh, gltfRuntime, unTreatedUniforms, shade
950
948
  }
951
949
  }
952
950
  else {
953
- var value = materialValues[technique.uniforms[unif]];
951
+ const value = materialValues[technique.uniforms[unif]];
954
952
  if (!value) {
955
953
  continue;
956
954
  }
957
955
  if (type === EParameterType.SAMPLER_2D) {
958
- var texture = gltfRuntime.textures[material.values ? value : uniform.value].babylonTexture;
956
+ const texture = gltfRuntime.textures[material.values ? value : uniform.value].babylonTexture;
959
957
  if (texture === null || texture === undefined) {
960
958
  continue;
961
959
  }
@@ -976,22 +974,25 @@ var onBindShaderMaterial = function (mesh, gltfRuntime, unTreatedUniforms, shade
976
974
  * @param technique
977
975
  * @param material
978
976
  */
979
- var prepareShaderMaterialUniforms = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms) {
980
- var materialValues = material.values || technique.parameters;
981
- var techniqueUniforms = technique.uniforms;
982
- var _loop_1 = function (unif) {
983
- var uniform = unTreatedUniforms[unif];
984
- var type = uniform.type;
985
- var value = materialValues[techniqueUniforms[unif]];
977
+ const prepareShaderMaterialUniforms = (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms) => {
978
+ const materialValues = material.values || technique.parameters;
979
+ const techniqueUniforms = technique.uniforms;
980
+ /**
981
+ * Prepare values here (not matrices)
982
+ */
983
+ for (const unif in unTreatedUniforms) {
984
+ const uniform = unTreatedUniforms[unif];
985
+ const type = uniform.type;
986
+ let value = materialValues[techniqueUniforms[unif]];
986
987
  if (value === undefined) {
987
988
  // In case the value is the same for all materials
988
989
  value = uniform.value;
989
990
  }
990
991
  if (!value) {
991
- return "continue";
992
+ continue;
992
993
  }
993
- var onLoadTexture = function (uniformName) {
994
- return function (texture) {
994
+ const onLoadTexture = (uniformName) => {
995
+ return (texture) => {
995
996
  if (uniform.value && uniformName) {
996
997
  // Static uniform
997
998
  shaderMaterial.setTexture(uniformName, texture);
@@ -1001,7 +1002,7 @@ var prepareShaderMaterialUniforms = function (gltfRuntime, shaderMaterial, techn
1001
1002
  };
1002
1003
  // Texture (sampler2D)
1003
1004
  if (type === EParameterType.SAMPLER_2D) {
1004
- GLTFLoaderExtension.LoadTextureAsync(gltfRuntime, material.values ? value : uniform.value, onLoadTexture(unif), function () { return onLoadTexture(null); });
1005
+ GLTFLoaderExtension.LoadTextureAsync(gltfRuntime, material.values ? value : uniform.value, onLoadTexture(unif), () => onLoadTexture(null));
1005
1006
  }
1006
1007
  // Others
1007
1008
  else {
@@ -1010,12 +1011,6 @@ var prepareShaderMaterialUniforms = function (gltfRuntime, shaderMaterial, techn
1010
1011
  delete unTreatedUniforms[unif];
1011
1012
  }
1012
1013
  }
1013
- };
1014
- /**
1015
- * Prepare values here (not matrices)
1016
- */
1017
- for (var unif in unTreatedUniforms) {
1018
- _loop_1(unif);
1019
1014
  }
1020
1015
  };
1021
1016
  /**
@@ -1024,8 +1019,8 @@ var prepareShaderMaterialUniforms = function (gltfRuntime, shaderMaterial, techn
1024
1019
  * @param shaderMaterial
1025
1020
  * @param onError
1026
1021
  */
1027
- var onShaderCompileError = function (program, shaderMaterial, onError) {
1028
- return function (effect, error) {
1022
+ const onShaderCompileError = (program, shaderMaterial, onError) => {
1023
+ return (effect, error) => {
1029
1024
  shaderMaterial.dispose(true);
1030
1025
  onError("Cannot compile program named " + program.name + ". Error: " + error + ". Default material will be applied");
1031
1026
  };
@@ -1039,10 +1034,10 @@ var onShaderCompileError = function (program, shaderMaterial, onError) {
1039
1034
  * @param unTreatedUniforms
1040
1035
  * @param onSuccess
1041
1036
  */
1042
- var onShaderCompileSuccess = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess) {
1043
- return function (_) {
1037
+ const onShaderCompileSuccess = (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess) => {
1038
+ return (_) => {
1044
1039
  prepareShaderMaterialUniforms(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms);
1045
- shaderMaterial.onBind = function (mesh) {
1040
+ shaderMaterial.onBind = (mesh) => {
1046
1041
  onBindShaderMaterial(mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess);
1047
1042
  };
1048
1043
  };
@@ -1052,13 +1047,13 @@ var onShaderCompileSuccess = function (gltfRuntime, shaderMaterial, technique, m
1052
1047
  * @param tokenizer
1053
1048
  * @param technique
1054
1049
  */
1055
- var parseShaderUniforms = function (tokenizer, technique, unTreatedUniforms) {
1056
- for (var unif in technique.uniforms) {
1057
- var uniform = technique.uniforms[unif];
1058
- var uniformParameter = technique.parameters[uniform];
1050
+ const parseShaderUniforms = (tokenizer, technique, unTreatedUniforms) => {
1051
+ for (const unif in technique.uniforms) {
1052
+ const uniform = technique.uniforms[unif];
1053
+ const uniformParameter = technique.parameters[uniform];
1059
1054
  if (tokenizer.currentIdentifier === unif) {
1060
1055
  if (uniformParameter.semantic && !uniformParameter.source && !uniformParameter.node) {
1061
- var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
1056
+ const transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
1062
1057
  if (transformIndex !== -1) {
1063
1058
  delete unTreatedUniforms[unif];
1064
1059
  return babylonTransforms[transformIndex];
@@ -1072,21 +1067,19 @@ var parseShaderUniforms = function (tokenizer, technique, unTreatedUniforms) {
1072
1067
  * All shaders loaded. Create materials one by one
1073
1068
  * @param gltfRuntime
1074
1069
  */
1075
- var importMaterials = function (gltfRuntime) {
1070
+ const importMaterials = (gltfRuntime) => {
1076
1071
  // Create materials
1077
- for (var mat in gltfRuntime.materials) {
1078
- GLTFLoaderExtension.LoadMaterialAsync(gltfRuntime, mat, function () { }, function () { });
1072
+ for (const mat in gltfRuntime.materials) {
1073
+ GLTFLoaderExtension.LoadMaterialAsync(gltfRuntime, mat, () => { }, () => { });
1079
1074
  }
1080
1075
  };
1081
1076
  /**
1082
1077
  * Implementation of the base glTF spec
1083
1078
  * @hidden
1084
1079
  */
1085
- var GLTFLoaderBase = /** @class */ (function () {
1086
- function GLTFLoaderBase() {
1087
- }
1088
- GLTFLoaderBase.CreateRuntime = function (parsedData, scene, rootUrl) {
1089
- var gltfRuntime = {
1080
+ export class GLTFLoaderBase {
1081
+ static CreateRuntime(parsedData, scene, rootUrl) {
1082
+ const gltfRuntime = {
1090
1083
  extensions: {},
1091
1084
  accessors: {},
1092
1085
  buffers: {},
@@ -1179,22 +1172,22 @@ var GLTFLoaderBase = /** @class */ (function () {
1179
1172
  gltfRuntime.currentScene = parsedData.scenes[parsedData.scene];
1180
1173
  }
1181
1174
  return gltfRuntime;
1182
- };
1183
- GLTFLoaderBase.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
1184
- var buffer = gltfRuntime.buffers[id];
1175
+ }
1176
+ static LoadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress) {
1177
+ const buffer = gltfRuntime.buffers[id];
1185
1178
  if (Tools.IsBase64(buffer.uri)) {
1186
- setTimeout(function () { return onSuccess(new Uint8Array(Tools.DecodeBase64(buffer.uri))); });
1179
+ setTimeout(() => onSuccess(new Uint8Array(Tools.DecodeBase64(buffer.uri))));
1187
1180
  }
1188
1181
  else {
1189
- Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, function (data) { return onSuccess(new Uint8Array(data)); }, onProgress, undefined, true, function (request) {
1182
+ Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, (data) => onSuccess(new Uint8Array(data)), onProgress, undefined, true, (request) => {
1190
1183
  if (request) {
1191
1184
  onError(request.status + " " + request.statusText);
1192
1185
  }
1193
1186
  });
1194
1187
  }
1195
- };
1196
- GLTFLoaderBase.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
1197
- var texture = gltfRuntime.textures[id];
1188
+ }
1189
+ static LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError) {
1190
+ const texture = gltfRuntime.textures[id];
1198
1191
  if (!texture || !texture.source) {
1199
1192
  onError("");
1200
1193
  return;
@@ -1203,34 +1196,34 @@ var GLTFLoaderBase = /** @class */ (function () {
1203
1196
  onSuccess(null);
1204
1197
  return;
1205
1198
  }
1206
- var source = gltfRuntime.images[texture.source];
1199
+ const source = gltfRuntime.images[texture.source];
1207
1200
  if (Tools.IsBase64(source.uri)) {
1208
- setTimeout(function () { return onSuccess(new Uint8Array(Tools.DecodeBase64(source.uri))); });
1201
+ setTimeout(() => onSuccess(new Uint8Array(Tools.DecodeBase64(source.uri))));
1209
1202
  }
1210
1203
  else {
1211
- Tools.LoadFile(gltfRuntime.rootUrl + source.uri, function (data) { return onSuccess(new Uint8Array(data)); }, undefined, undefined, true, function (request) {
1204
+ Tools.LoadFile(gltfRuntime.rootUrl + source.uri, (data) => onSuccess(new Uint8Array(data)), undefined, undefined, true, (request) => {
1212
1205
  if (request) {
1213
1206
  onError(request.status + " " + request.statusText);
1214
1207
  }
1215
1208
  });
1216
1209
  }
1217
- };
1218
- GLTFLoaderBase.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess) {
1219
- var texture = gltfRuntime.textures[id];
1210
+ }
1211
+ static CreateTextureAsync(gltfRuntime, id, buffer, onSuccess) {
1212
+ const texture = gltfRuntime.textures[id];
1220
1213
  if (texture.babylonTexture) {
1221
1214
  onSuccess(texture.babylonTexture);
1222
1215
  return;
1223
1216
  }
1224
- var sampler = gltfRuntime.samplers[texture.sampler];
1225
- var createMipMaps = sampler.minFilter === ETextureFilterType.NEAREST_MIPMAP_NEAREST ||
1217
+ const sampler = gltfRuntime.samplers[texture.sampler];
1218
+ const createMipMaps = sampler.minFilter === ETextureFilterType.NEAREST_MIPMAP_NEAREST ||
1226
1219
  sampler.minFilter === ETextureFilterType.NEAREST_MIPMAP_LINEAR ||
1227
1220
  sampler.minFilter === ETextureFilterType.LINEAR_MIPMAP_NEAREST ||
1228
1221
  sampler.minFilter === ETextureFilterType.LINEAR_MIPMAP_LINEAR;
1229
- var samplingMode = Texture.BILINEAR_SAMPLINGMODE;
1230
- var blob = buffer == null ? new Blob() : new Blob([buffer]);
1231
- var blobURL = URL.createObjectURL(blob);
1232
- var revokeBlobURL = function () { return URL.revokeObjectURL(blobURL); };
1233
- var newTexture = new Texture(blobURL, gltfRuntime.scene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
1222
+ const samplingMode = Texture.BILINEAR_SAMPLINGMODE;
1223
+ const blob = buffer == null ? new Blob() : new Blob([buffer]);
1224
+ const blobURL = URL.createObjectURL(blob);
1225
+ const revokeBlobURL = () => URL.revokeObjectURL(blobURL);
1226
+ const newTexture = new Texture(blobURL, gltfRuntime.scene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
1234
1227
  if (sampler.wrapS !== undefined) {
1235
1228
  newTexture.wrapU = GLTFUtils.GetWrapMode(sampler.wrapS);
1236
1229
  }
@@ -1240,35 +1233,35 @@ var GLTFLoaderBase = /** @class */ (function () {
1240
1233
  newTexture.name = id;
1241
1234
  texture.babylonTexture = newTexture;
1242
1235
  onSuccess(newTexture);
1243
- };
1244
- GLTFLoaderBase.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
1245
- var shader = gltfRuntime.shaders[id];
1236
+ }
1237
+ static LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError) {
1238
+ const shader = gltfRuntime.shaders[id];
1246
1239
  if (Tools.IsBase64(shader.uri)) {
1247
- var shaderString = atob(shader.uri.split(",")[1]);
1240
+ const shaderString = atob(shader.uri.split(",")[1]);
1248
1241
  if (onSuccess) {
1249
1242
  onSuccess(shaderString);
1250
1243
  }
1251
1244
  }
1252
1245
  else {
1253
- Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, undefined, undefined, false, function (request) {
1246
+ Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, undefined, undefined, false, (request) => {
1254
1247
  if (request && onError) {
1255
1248
  onError(request.status + " " + request.statusText);
1256
1249
  }
1257
1250
  });
1258
1251
  }
1259
- };
1260
- GLTFLoaderBase.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
1261
- var material = gltfRuntime.materials[id];
1252
+ }
1253
+ static LoadMaterialAsync(gltfRuntime, id, onSuccess, onError) {
1254
+ const material = gltfRuntime.materials[id];
1262
1255
  if (!material.technique) {
1263
1256
  if (onError) {
1264
1257
  onError("No technique found.");
1265
1258
  }
1266
1259
  return;
1267
1260
  }
1268
- var technique = gltfRuntime.techniques[material.technique];
1261
+ const technique = gltfRuntime.techniques[material.technique];
1269
1262
  if (!technique) {
1270
1263
  gltfRuntime.scene._blockEntityCollection = !!gltfRuntime.assetContainer;
1271
- var defaultMaterial = new StandardMaterial(id, gltfRuntime.scene);
1264
+ const defaultMaterial = new StandardMaterial(id, gltfRuntime.scene);
1272
1265
  defaultMaterial._parentContainer = gltfRuntime.assetContainer;
1273
1266
  gltfRuntime.scene._blockEntityCollection = false;
1274
1267
  defaultMaterial.diffuseColor = new Color3(0.5, 0.5, 0.5);
@@ -1276,25 +1269,25 @@ var GLTFLoaderBase = /** @class */ (function () {
1276
1269
  onSuccess(defaultMaterial);
1277
1270
  return;
1278
1271
  }
1279
- var program = gltfRuntime.programs[technique.program];
1280
- var states = technique.states;
1281
- var vertexShader = Effect.ShadersStore[program.vertexShader + "VertexShader"];
1282
- var pixelShader = Effect.ShadersStore[program.fragmentShader + "PixelShader"];
1283
- var newVertexShader = "";
1284
- var newPixelShader = "";
1285
- var vertexTokenizer = new Tokenizer(vertexShader);
1286
- var pixelTokenizer = new Tokenizer(pixelShader);
1287
- var unTreatedUniforms = {};
1288
- var uniforms = [];
1289
- var attributes = [];
1290
- var samplers = [];
1272
+ const program = gltfRuntime.programs[technique.program];
1273
+ const states = technique.states;
1274
+ const vertexShader = Effect.ShadersStore[program.vertexShader + "VertexShader"];
1275
+ const pixelShader = Effect.ShadersStore[program.fragmentShader + "PixelShader"];
1276
+ let newVertexShader = "";
1277
+ let newPixelShader = "";
1278
+ const vertexTokenizer = new Tokenizer(vertexShader);
1279
+ const pixelTokenizer = new Tokenizer(pixelShader);
1280
+ const unTreatedUniforms = {};
1281
+ const uniforms = [];
1282
+ const attributes = [];
1283
+ const samplers = [];
1291
1284
  // Fill uniform, sampler2D and attributes
1292
- for (var unif in technique.uniforms) {
1293
- var uniform = technique.uniforms[unif];
1294
- var uniformParameter = technique.parameters[uniform];
1285
+ for (const unif in technique.uniforms) {
1286
+ const uniform = technique.uniforms[unif];
1287
+ const uniformParameter = technique.parameters[uniform];
1295
1288
  unTreatedUniforms[unif] = uniformParameter;
1296
1289
  if (uniformParameter.semantic && !uniformParameter.node && !uniformParameter.source) {
1297
- var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
1290
+ const transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
1298
1291
  if (transformIndex !== -1) {
1299
1292
  uniforms.push(babylonTransforms[transformIndex]);
1300
1293
  delete unTreatedUniforms[unif];
@@ -1310,27 +1303,27 @@ var GLTFLoaderBase = /** @class */ (function () {
1310
1303
  uniforms.push(unif);
1311
1304
  }
1312
1305
  }
1313
- for (var attr in technique.attributes) {
1314
- var attribute = technique.attributes[attr];
1315
- var attributeParameter = technique.parameters[attribute];
1306
+ for (const attr in technique.attributes) {
1307
+ const attribute = technique.attributes[attr];
1308
+ const attributeParameter = technique.parameters[attribute];
1316
1309
  if (attributeParameter.semantic) {
1317
- var name_1 = getAttribute(attributeParameter);
1318
- if (name_1) {
1319
- attributes.push(name_1);
1310
+ const name = getAttribute(attributeParameter);
1311
+ if (name) {
1312
+ attributes.push(name);
1320
1313
  }
1321
1314
  }
1322
1315
  }
1323
1316
  // Configure vertex shader
1324
1317
  while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
1325
- var tokenType = vertexTokenizer.currentToken;
1318
+ const tokenType = vertexTokenizer.currentToken;
1326
1319
  if (tokenType !== ETokenType.IDENTIFIER) {
1327
1320
  newVertexShader += vertexTokenizer.currentString;
1328
1321
  continue;
1329
1322
  }
1330
- var foundAttribute = false;
1331
- for (var attr in technique.attributes) {
1332
- var attribute = technique.attributes[attr];
1333
- var attributeParameter = technique.parameters[attribute];
1323
+ let foundAttribute = false;
1324
+ for (const attr in technique.attributes) {
1325
+ const attribute = technique.attributes[attr];
1326
+ const attributeParameter = technique.parameters[attribute];
1334
1327
  if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
1335
1328
  newVertexShader += getAttribute(attributeParameter);
1336
1329
  foundAttribute = true;
@@ -1344,7 +1337,7 @@ var GLTFLoaderBase = /** @class */ (function () {
1344
1337
  }
1345
1338
  // Configure pixel shader
1346
1339
  while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
1347
- var tokenType = pixelTokenizer.currentToken;
1340
+ const tokenType = pixelTokenizer.currentToken;
1348
1341
  if (tokenType !== ETokenType.IDENTIFIER) {
1349
1342
  newPixelShader += pixelTokenizer.currentString;
1350
1343
  continue;
@@ -1352,11 +1345,11 @@ var GLTFLoaderBase = /** @class */ (function () {
1352
1345
  newPixelShader += parseShaderUniforms(pixelTokenizer, technique, unTreatedUniforms);
1353
1346
  }
1354
1347
  // Create shader material
1355
- var shaderPath = {
1348
+ const shaderPath = {
1356
1349
  vertex: program.vertexShader + id,
1357
1350
  fragment: program.fragmentShader + id,
1358
1351
  };
1359
- var options = {
1352
+ const options = {
1360
1353
  attributes: attributes,
1361
1354
  uniforms: uniforms,
1362
1355
  samplers: samplers,
@@ -1364,16 +1357,16 @@ var GLTFLoaderBase = /** @class */ (function () {
1364
1357
  };
1365
1358
  Effect.ShadersStore[program.vertexShader + id + "VertexShader"] = newVertexShader;
1366
1359
  Effect.ShadersStore[program.fragmentShader + id + "PixelShader"] = newPixelShader;
1367
- var shaderMaterial = new ShaderMaterial(id, gltfRuntime.scene, shaderPath, options);
1360
+ const shaderMaterial = new ShaderMaterial(id, gltfRuntime.scene, shaderPath, options);
1368
1361
  shaderMaterial.onError = onShaderCompileError(program, shaderMaterial, onError);
1369
1362
  shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess);
1370
1363
  shaderMaterial.sideOrientation = Material.CounterClockWiseSideOrientation;
1371
1364
  if (states && states.functions) {
1372
- var functions = states.functions;
1365
+ const functions = states.functions;
1373
1366
  if (functions.cullFace && functions.cullFace[0] !== ECullingType.BACK) {
1374
1367
  shaderMaterial.backFaceCulling = false;
1375
1368
  }
1376
- var blendFunc = functions.blendFuncSeparate;
1369
+ const blendFunc = functions.blendFuncSeparate;
1377
1370
  if (blendFunc) {
1378
1371
  if (blendFunc[0] === EBlendingFunction.SRC_ALPHA &&
1379
1372
  blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_ALPHA &&
@@ -1413,32 +1406,27 @@ var GLTFLoaderBase = /** @class */ (function () {
1413
1406
  }
1414
1407
  }
1415
1408
  }
1416
- };
1417
- return GLTFLoaderBase;
1418
- }());
1419
- export { GLTFLoaderBase };
1409
+ }
1410
+ }
1420
1411
  /**
1421
1412
  * glTF V1 Loader
1422
1413
  * @hidden
1423
1414
  * @deprecated
1424
1415
  */
1425
- var GLTFLoader = /** @class */ (function () {
1426
- function GLTFLoader() {
1427
- }
1428
- GLTFLoader.RegisterExtension = function (extension) {
1416
+ export class GLTFLoader {
1417
+ static RegisterExtension(extension) {
1429
1418
  if (GLTFLoader.Extensions[extension.name]) {
1430
1419
  Tools.Error('Tool with the same name "' + extension.name + '" already exists');
1431
1420
  return;
1432
1421
  }
1433
1422
  GLTFLoader.Extensions[extension.name] = extension;
1434
- };
1435
- GLTFLoader.prototype.dispose = function () {
1423
+ }
1424
+ dispose() {
1436
1425
  // do nothing
1437
- };
1438
- GLTFLoader.prototype._importMeshAsync = function (meshesNames, scene, data, rootUrl, assetContainer, onSuccess, onProgress, onError) {
1439
- var _this = this;
1426
+ }
1427
+ _importMeshAsync(meshesNames, scene, data, rootUrl, assetContainer, onSuccess, onProgress, onError) {
1440
1428
  scene.useRightHandedSystem = true;
1441
- GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
1429
+ GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, (gltfRuntime) => {
1442
1430
  gltfRuntime.assetContainer = assetContainer;
1443
1431
  gltfRuntime.importOnlyMeshes = true;
1444
1432
  if (meshesNames === "") {
@@ -1455,25 +1443,25 @@ var GLTFLoader = /** @class */ (function () {
1455
1443
  Tools.Warn("Argument meshesNames must be of type string or string[]");
1456
1444
  }
1457
1445
  // Create nodes
1458
- _this._createNodes(gltfRuntime);
1459
- var meshes = new Array();
1460
- var skeletons = new Array();
1446
+ this._createNodes(gltfRuntime);
1447
+ const meshes = new Array();
1448
+ const skeletons = new Array();
1461
1449
  // Fill arrays of meshes and skeletons
1462
- for (var nde in gltfRuntime.nodes) {
1463
- var node = gltfRuntime.nodes[nde];
1450
+ for (const nde in gltfRuntime.nodes) {
1451
+ const node = gltfRuntime.nodes[nde];
1464
1452
  if (node.babylonNode instanceof AbstractMesh) {
1465
1453
  meshes.push(node.babylonNode);
1466
1454
  }
1467
1455
  }
1468
- for (var skl in gltfRuntime.skins) {
1469
- var skin = gltfRuntime.skins[skl];
1456
+ for (const skl in gltfRuntime.skins) {
1457
+ const skin = gltfRuntime.skins[skl];
1470
1458
  if (skin.babylonSkeleton instanceof Skeleton) {
1471
1459
  skeletons.push(skin.babylonSkeleton);
1472
1460
  }
1473
1461
  }
1474
1462
  // Load buffers, shaders, materials, etc.
1475
- _this._loadBuffersAsync(gltfRuntime, function () {
1476
- _this._loadShadersAsync(gltfRuntime, function () {
1463
+ this._loadBuffersAsync(gltfRuntime, () => {
1464
+ this._loadShadersAsync(gltfRuntime, () => {
1477
1465
  importMaterials(gltfRuntime);
1478
1466
  postLoad(gltfRuntime);
1479
1467
  if (!GLTFFileLoader.IncrementalLoading && onSuccess) {
@@ -1486,7 +1474,7 @@ var GLTFLoader = /** @class */ (function () {
1486
1474
  }
1487
1475
  }, onError);
1488
1476
  return true;
1489
- };
1477
+ }
1490
1478
  /**
1491
1479
  * Imports one or more meshes from a loaded gltf file and adds them to the scene
1492
1480
  * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
@@ -1497,10 +1485,9 @@ var GLTFLoader = /** @class */ (function () {
1497
1485
  * @param onProgress event that fires when loading progress has occured
1498
1486
  * @returns a promise containg the loaded meshes, particles, skeletons and animations
1499
1487
  */
1500
- GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, assetContainer, data, rootUrl, onProgress) {
1501
- var _this = this;
1502
- return new Promise(function (resolve, reject) {
1503
- _this._importMeshAsync(meshesNames, scene, data, rootUrl, assetContainer, function (meshes, skeletons) {
1488
+ importMeshAsync(meshesNames, scene, assetContainer, data, rootUrl, onProgress) {
1489
+ return new Promise((resolve, reject) => {
1490
+ this._importMeshAsync(meshesNames, scene, data, rootUrl, assetContainer, (meshes, skeletons) => {
1504
1491
  resolve({
1505
1492
  meshes: meshes,
1506
1493
  particleSystems: [],
@@ -1510,22 +1497,21 @@ var GLTFLoader = /** @class */ (function () {
1510
1497
  transformNodes: [],
1511
1498
  geometries: [],
1512
1499
  });
1513
- }, onProgress, function (message) {
1500
+ }, onProgress, (message) => {
1514
1501
  reject(new Error(message));
1515
1502
  });
1516
1503
  });
1517
- };
1518
- GLTFLoader.prototype._loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
1519
- var _this = this;
1504
+ }
1505
+ _loadAsync(scene, data, rootUrl, onSuccess, onProgress, onError) {
1520
1506
  scene.useRightHandedSystem = true;
1521
- GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
1507
+ GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, (gltfRuntime) => {
1522
1508
  // Load runtime extensios
1523
- GLTFLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, function () {
1509
+ GLTFLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, () => {
1524
1510
  // Create nodes
1525
- _this._createNodes(gltfRuntime);
1511
+ this._createNodes(gltfRuntime);
1526
1512
  // Load buffers, shaders, materials, etc.
1527
- _this._loadBuffersAsync(gltfRuntime, function () {
1528
- _this._loadShadersAsync(gltfRuntime, function () {
1513
+ this._loadBuffersAsync(gltfRuntime, () => {
1514
+ this._loadShadersAsync(gltfRuntime, () => {
1529
1515
  importMaterials(gltfRuntime);
1530
1516
  postLoad(gltfRuntime);
1531
1517
  if (!GLTFFileLoader.IncrementalLoading) {
@@ -1538,7 +1524,7 @@ var GLTFLoader = /** @class */ (function () {
1538
1524
  }
1539
1525
  }, onError);
1540
1526
  }, onError);
1541
- };
1527
+ }
1542
1528
  /**
1543
1529
  * Imports all objects from a loaded gltf file and adds them to the scene
1544
1530
  * @param scene the scene the objects should be added to
@@ -1547,20 +1533,19 @@ var GLTFLoader = /** @class */ (function () {
1547
1533
  * @param onProgress event that fires when loading progress has occured
1548
1534
  * @returns a promise which completes when objects have been loaded to the scene
1549
1535
  */
1550
- GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onProgress) {
1551
- var _this = this;
1552
- return new Promise(function (resolve, reject) {
1553
- _this._loadAsync(scene, data, rootUrl, function () {
1536
+ loadAsync(scene, data, rootUrl, onProgress) {
1537
+ return new Promise((resolve, reject) => {
1538
+ this._loadAsync(scene, data, rootUrl, () => {
1554
1539
  resolve();
1555
- }, onProgress, function (message) {
1540
+ }, onProgress, (message) => {
1556
1541
  reject(new Error(message));
1557
1542
  });
1558
1543
  });
1559
- };
1560
- GLTFLoader.prototype._loadShadersAsync = function (gltfRuntime, onload) {
1561
- var hasShaders = false;
1562
- var processShader = function (sha, shader) {
1563
- GLTFLoaderExtension.LoadShaderStringAsync(gltfRuntime, sha, function (shaderString) {
1544
+ }
1545
+ _loadShadersAsync(gltfRuntime, onload) {
1546
+ let hasShaders = false;
1547
+ const processShader = (sha, shader) => {
1548
+ GLTFLoaderExtension.LoadShaderStringAsync(gltfRuntime, sha, (shaderString) => {
1564
1549
  if (shaderString instanceof ArrayBuffer) {
1565
1550
  return;
1566
1551
  }
@@ -1571,13 +1556,13 @@ var GLTFLoader = /** @class */ (function () {
1571
1556
  if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
1572
1557
  onload();
1573
1558
  }
1574
- }, function () {
1559
+ }, () => {
1575
1560
  Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
1576
1561
  });
1577
1562
  };
1578
- for (var sha in gltfRuntime.shaders) {
1563
+ for (const sha in gltfRuntime.shaders) {
1579
1564
  hasShaders = true;
1580
- var shader = gltfRuntime.shaders[sha];
1565
+ const shader = gltfRuntime.shaders[sha];
1581
1566
  if (shader) {
1582
1567
  processShader.bind(this, sha, shader)();
1583
1568
  }
@@ -1588,11 +1573,11 @@ var GLTFLoader = /** @class */ (function () {
1588
1573
  if (!hasShaders) {
1589
1574
  onload();
1590
1575
  }
1591
- };
1592
- GLTFLoader.prototype._loadBuffersAsync = function (gltfRuntime, onLoad) {
1593
- var hasBuffers = false;
1594
- var processBuffer = function (buf, buffer) {
1595
- GLTFLoaderExtension.LoadBufferAsync(gltfRuntime, buf, function (bufferView) {
1576
+ }
1577
+ _loadBuffersAsync(gltfRuntime, onLoad) {
1578
+ let hasBuffers = false;
1579
+ const processBuffer = (buf, buffer) => {
1580
+ GLTFLoaderExtension.LoadBufferAsync(gltfRuntime, buf, (bufferView) => {
1596
1581
  gltfRuntime.loadedBufferCount++;
1597
1582
  if (bufferView) {
1598
1583
  if (bufferView.byteLength != gltfRuntime.buffers[buf].byteLength) {
@@ -1603,13 +1588,13 @@ var GLTFLoader = /** @class */ (function () {
1603
1588
  if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
1604
1589
  onLoad();
1605
1590
  }
1606
- }, function () {
1591
+ }, () => {
1607
1592
  Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
1608
1593
  });
1609
1594
  };
1610
- for (var buf in gltfRuntime.buffers) {
1595
+ for (const buf in gltfRuntime.buffers) {
1611
1596
  hasBuffers = true;
1612
- var buffer = gltfRuntime.buffers[buf];
1597
+ const buffer = gltfRuntime.buffers[buf];
1613
1598
  if (buffer) {
1614
1599
  processBuffer.bind(this, buf, buffer)();
1615
1600
  }
@@ -1620,41 +1605,35 @@ var GLTFLoader = /** @class */ (function () {
1620
1605
  if (!hasBuffers) {
1621
1606
  onLoad();
1622
1607
  }
1623
- };
1624
- GLTFLoader.prototype._createNodes = function (gltfRuntime) {
1625
- var currentScene = gltfRuntime.currentScene;
1608
+ }
1609
+ _createNodes(gltfRuntime) {
1610
+ let currentScene = gltfRuntime.currentScene;
1626
1611
  if (currentScene) {
1627
1612
  // Only one scene even if multiple scenes are defined
1628
- for (var i = 0; i < currentScene.nodes.length; i++) {
1613
+ for (let i = 0; i < currentScene.nodes.length; i++) {
1629
1614
  traverseNodes(gltfRuntime, currentScene.nodes[i], null);
1630
1615
  }
1631
1616
  }
1632
1617
  else {
1633
1618
  // Load all scenes
1634
- for (var thing in gltfRuntime.scenes) {
1619
+ for (const thing in gltfRuntime.scenes) {
1635
1620
  currentScene = gltfRuntime.scenes[thing];
1636
- for (var i = 0; i < currentScene.nodes.length; i++) {
1621
+ for (let i = 0; i < currentScene.nodes.length; i++) {
1637
1622
  traverseNodes(gltfRuntime, currentScene.nodes[i], null);
1638
1623
  }
1639
1624
  }
1640
1625
  }
1641
- };
1642
- GLTFLoader.Extensions = {};
1643
- return GLTFLoader;
1644
- }());
1645
- export { GLTFLoader };
1626
+ }
1627
+ }
1628
+ GLTFLoader.Extensions = {};
1646
1629
  /** @hidden */
1647
- var GLTFLoaderExtension = /** @class */ (function () {
1648
- function GLTFLoaderExtension(name) {
1630
+ export class GLTFLoaderExtension {
1631
+ constructor(name) {
1649
1632
  this._name = name;
1650
1633
  }
1651
- Object.defineProperty(GLTFLoaderExtension.prototype, "name", {
1652
- get: function () {
1653
- return this._name;
1654
- },
1655
- enumerable: false,
1656
- configurable: true
1657
- });
1634
+ get name() {
1635
+ return this._name;
1636
+ }
1658
1637
  /**
1659
1638
  * Defines an override for loading the runtime
1660
1639
  * Return true to stop further extensions from loading the runtime
@@ -1664,9 +1643,9 @@ var GLTFLoaderExtension = /** @class */ (function () {
1664
1643
  * @param onSuccess
1665
1644
  * @param onError
1666
1645
  */
1667
- GLTFLoaderExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
1646
+ loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError) {
1668
1647
  return false;
1669
- };
1648
+ }
1670
1649
  /**
1671
1650
  * Defines an onverride for creating gltf runtime
1672
1651
  * Return true to stop further extensions from creating the runtime
@@ -1674,9 +1653,9 @@ var GLTFLoaderExtension = /** @class */ (function () {
1674
1653
  * @param onSuccess
1675
1654
  * @param onError
1676
1655
  */
1677
- GLTFLoaderExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
1656
+ loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError) {
1678
1657
  return false;
1679
- };
1658
+ }
1680
1659
  /**
1681
1660
  * Defines an override for loading buffers
1682
1661
  * Return true to stop further extensions from loading this buffer
@@ -1686,9 +1665,9 @@ var GLTFLoaderExtension = /** @class */ (function () {
1686
1665
  * @param onError
1687
1666
  * @param onProgress
1688
1667
  */
1689
- GLTFLoaderExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
1668
+ loadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress) {
1690
1669
  return false;
1691
- };
1670
+ }
1692
1671
  /**
1693
1672
  * Defines an override for loading texture buffers
1694
1673
  * Return true to stop further extensions from loading this texture data
@@ -1697,9 +1676,9 @@ var GLTFLoaderExtension = /** @class */ (function () {
1697
1676
  * @param onSuccess
1698
1677
  * @param onError
1699
1678
  */
1700
- GLTFLoaderExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
1679
+ loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError) {
1701
1680
  return false;
1702
- };
1681
+ }
1703
1682
  /**
1704
1683
  * Defines an override for creating textures
1705
1684
  * Return true to stop further extensions from loading this texture
@@ -1709,9 +1688,9 @@ var GLTFLoaderExtension = /** @class */ (function () {
1709
1688
  * @param onSuccess
1710
1689
  * @param onError
1711
1690
  */
1712
- GLTFLoaderExtension.prototype.createTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
1691
+ createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError) {
1713
1692
  return false;
1714
- };
1693
+ }
1715
1694
  /**
1716
1695
  * Defines an override for loading shader strings
1717
1696
  * Return true to stop further extensions from loading this shader data
@@ -1720,9 +1699,9 @@ var GLTFLoaderExtension = /** @class */ (function () {
1720
1699
  * @param onSuccess
1721
1700
  * @param onError
1722
1701
  */
1723
- GLTFLoaderExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
1702
+ loadShaderStringAsync(gltfRuntime, id, onSuccess, onError) {
1724
1703
  return false;
1725
- };
1704
+ }
1726
1705
  /**
1727
1706
  * Defines an override for loading materials
1728
1707
  * Return true to stop further extensions from loading this material
@@ -1731,86 +1710,84 @@ var GLTFLoaderExtension = /** @class */ (function () {
1731
1710
  * @param onSuccess
1732
1711
  * @param onError
1733
1712
  */
1734
- GLTFLoaderExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
1713
+ loadMaterialAsync(gltfRuntime, id, onSuccess, onError) {
1735
1714
  return false;
1736
- };
1715
+ }
1737
1716
  // ---------
1738
1717
  // Utilities
1739
1718
  // ---------
1740
- GLTFLoaderExtension.LoadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
1741
- GLTFLoaderExtension._ApplyExtensions(function (loaderExtension) {
1719
+ static LoadRuntimeAsync(scene, data, rootUrl, onSuccess, onError) {
1720
+ GLTFLoaderExtension._ApplyExtensions((loaderExtension) => {
1742
1721
  return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
1743
- }, function () {
1744
- setTimeout(function () {
1722
+ }, () => {
1723
+ setTimeout(() => {
1745
1724
  if (!onSuccess) {
1746
1725
  return;
1747
1726
  }
1748
1727
  onSuccess(GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
1749
1728
  });
1750
1729
  });
1751
- };
1752
- GLTFLoaderExtension.LoadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
1753
- GLTFLoaderExtension._ApplyExtensions(function (loaderExtension) {
1730
+ }
1731
+ static LoadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError) {
1732
+ GLTFLoaderExtension._ApplyExtensions((loaderExtension) => {
1754
1733
  return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
1755
- }, function () {
1756
- setTimeout(function () {
1734
+ }, () => {
1735
+ setTimeout(() => {
1757
1736
  onSuccess();
1758
1737
  });
1759
1738
  });
1760
- };
1761
- GLTFLoaderExtension.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
1762
- GLTFLoaderExtension._ApplyExtensions(function (loaderExtension) {
1739
+ }
1740
+ static LoadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress) {
1741
+ GLTFLoaderExtension._ApplyExtensions((loaderExtension) => {
1763
1742
  return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
1764
- }, function () {
1743
+ }, () => {
1765
1744
  GLTFLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
1766
1745
  });
1767
- };
1768
- GLTFLoaderExtension.LoadTextureAsync = function (gltfRuntime, id, onSuccess, onError) {
1769
- GLTFLoaderExtension._LoadTextureBufferAsync(gltfRuntime, id, function (buffer) {
1746
+ }
1747
+ static LoadTextureAsync(gltfRuntime, id, onSuccess, onError) {
1748
+ GLTFLoaderExtension._LoadTextureBufferAsync(gltfRuntime, id, (buffer) => {
1770
1749
  if (buffer) {
1771
1750
  GLTFLoaderExtension._CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
1772
1751
  }
1773
1752
  }, onError);
1774
- };
1775
- GLTFLoaderExtension.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
1776
- GLTFLoaderExtension._ApplyExtensions(function (loaderExtension) {
1753
+ }
1754
+ static LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError) {
1755
+ GLTFLoaderExtension._ApplyExtensions((loaderExtension) => {
1777
1756
  return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
1778
- }, function () {
1757
+ }, () => {
1779
1758
  GLTFLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
1780
1759
  });
1781
- };
1782
- GLTFLoaderExtension.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
1783
- GLTFLoaderExtension._ApplyExtensions(function (loaderExtension) {
1760
+ }
1761
+ static LoadMaterialAsync(gltfRuntime, id, onSuccess, onError) {
1762
+ GLTFLoaderExtension._ApplyExtensions((loaderExtension) => {
1784
1763
  return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
1785
- }, function () {
1764
+ }, () => {
1786
1765
  GLTFLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
1787
1766
  });
1788
- };
1789
- GLTFLoaderExtension._LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
1790
- GLTFLoaderExtension._ApplyExtensions(function (loaderExtension) {
1767
+ }
1768
+ static _LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError) {
1769
+ GLTFLoaderExtension._ApplyExtensions((loaderExtension) => {
1791
1770
  return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
1792
- }, function () {
1771
+ }, () => {
1793
1772
  GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
1794
1773
  });
1795
- };
1796
- GLTFLoaderExtension._CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
1797
- GLTFLoaderExtension._ApplyExtensions(function (loaderExtension) {
1774
+ }
1775
+ static _CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError) {
1776
+ GLTFLoaderExtension._ApplyExtensions((loaderExtension) => {
1798
1777
  return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
1799
- }, function () {
1778
+ }, () => {
1800
1779
  GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess);
1801
1780
  });
1802
- };
1803
- GLTFLoaderExtension._ApplyExtensions = function (func, defaultFunc) {
1804
- for (var extensionName in GLTFLoader.Extensions) {
1805
- var loaderExtension = GLTFLoader.Extensions[extensionName];
1781
+ }
1782
+ static _ApplyExtensions(func, defaultFunc) {
1783
+ for (const extensionName in GLTFLoader.Extensions) {
1784
+ const loaderExtension = GLTFLoader.Extensions[extensionName];
1806
1785
  if (func(loaderExtension)) {
1807
1786
  return;
1808
1787
  }
1809
1788
  }
1810
1789
  defaultFunc();
1811
- };
1812
- return GLTFLoaderExtension;
1813
- }());
1814
- export { GLTFLoaderExtension };
1815
- GLTFFileLoader._CreateGLTF1Loader = function () { return new GLTFLoader(); };
1790
+ }
1791
+ }
1792
+ GLTFFileLoader._CreateGLTF1Loader = () => new GLTFLoader();
1816
1793
  //# sourceMappingURL=glTFLoader.js.map