@babylonjs/loaders 5.24.0 → 5.25.0

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Files changed (113) hide show
  1. package/STL/stlFileLoader.d.ts +4 -4
  2. package/STL/stlFileLoader.js +4 -4
  3. package/STL/stlFileLoader.js.map +1 -1
  4. package/glTF/1.0/glTFBinaryExtension.d.ts +1 -1
  5. package/glTF/1.0/glTFBinaryExtension.js +1 -1
  6. package/glTF/1.0/glTFBinaryExtension.js.map +1 -1
  7. package/glTF/1.0/glTFLoader.d.ts +3 -3
  8. package/glTF/1.0/glTFLoader.js +3 -3
  9. package/glTF/1.0/glTFLoader.js.map +1 -1
  10. package/glTF/1.0/glTFLoaderInterfaces.d.ts +45 -45
  11. package/glTF/1.0/glTFLoaderInterfaces.js +8 -8
  12. package/glTF/1.0/glTFLoaderInterfaces.js.map +1 -1
  13. package/glTF/1.0/glTFLoaderUtils.d.ts +1 -1
  14. package/glTF/1.0/glTFLoaderUtils.js +1 -1
  15. package/glTF/1.0/glTFLoaderUtils.js.map +1 -1
  16. package/glTF/1.0/glTFMaterialsCommonExtension.d.ts +1 -1
  17. package/glTF/1.0/glTFMaterialsCommonExtension.js +1 -1
  18. package/glTF/1.0/glTFMaterialsCommonExtension.js.map +1 -1
  19. package/glTF/2.0/Extensions/EXT_lights_image_based.d.ts +5 -8
  20. package/glTF/2.0/Extensions/EXT_lights_image_based.js +4 -7
  21. package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
  22. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +3 -7
  23. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +3 -7
  24. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
  25. package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +3 -6
  26. package/glTF/2.0/Extensions/EXT_meshopt_compression.js +3 -6
  27. package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
  28. package/glTF/2.0/Extensions/EXT_texture_webp.d.ts +3 -7
  29. package/glTF/2.0/Extensions/EXT_texture_webp.js +3 -7
  30. package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
  31. package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +5 -15
  32. package/glTF/2.0/Extensions/ExtrasAsMetadata.js +5 -15
  33. package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +1 -1
  34. package/glTF/2.0/Extensions/KHR_animation_pointer.d.ts +4 -6
  35. package/glTF/2.0/Extensions/KHR_animation_pointer.js +4 -6
  36. package/glTF/2.0/Extensions/KHR_animation_pointer.js.map +1 -1
  37. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +3 -7
  38. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +3 -7
  39. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
  40. package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +4 -8
  41. package/glTF/2.0/Extensions/KHR_lights_punctual.js +4 -8
  42. package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
  43. package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +3 -7
  44. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +3 -7
  45. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
  46. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +3 -7
  47. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +3 -7
  48. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -1
  49. package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +3 -7
  50. package/glTF/2.0/Extensions/KHR_materials_ior.js +3 -7
  51. package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
  52. package/glTF/2.0/Extensions/KHR_materials_iridescence.d.ts +3 -7
  53. package/glTF/2.0/Extensions/KHR_materials_iridescence.js +3 -7
  54. package/glTF/2.0/Extensions/KHR_materials_iridescence.js.map +1 -1
  55. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.d.ts +3 -7
  56. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +3 -7
  57. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
  58. package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +3 -7
  59. package/glTF/2.0/Extensions/KHR_materials_sheen.js +3 -7
  60. package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
  61. package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +3 -7
  62. package/glTF/2.0/Extensions/KHR_materials_specular.js +3 -7
  63. package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
  64. package/glTF/2.0/Extensions/KHR_materials_translucency.d.ts +3 -7
  65. package/glTF/2.0/Extensions/KHR_materials_translucency.js +3 -7
  66. package/glTF/2.0/Extensions/KHR_materials_translucency.js.map +1 -1
  67. package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +3 -7
  68. package/glTF/2.0/Extensions/KHR_materials_transmission.js +3 -7
  69. package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
  70. package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +3 -7
  71. package/glTF/2.0/Extensions/KHR_materials_unlit.js +3 -7
  72. package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
  73. package/glTF/2.0/Extensions/KHR_materials_variants.d.ts +4 -11
  74. package/glTF/2.0/Extensions/KHR_materials_variants.js +4 -11
  75. package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
  76. package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +3 -7
  77. package/glTF/2.0/Extensions/KHR_materials_volume.js +3 -7
  78. package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
  79. package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +2 -3
  80. package/glTF/2.0/Extensions/KHR_mesh_quantization.js +2 -3
  81. package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +1 -1
  82. package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +3 -7
  83. package/glTF/2.0/Extensions/KHR_texture_basisu.js +3 -7
  84. package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
  85. package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +3 -7
  86. package/glTF/2.0/Extensions/KHR_texture_transform.js +3 -7
  87. package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
  88. package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +2 -3
  89. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +2 -3
  90. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
  91. package/glTF/2.0/Extensions/MSFT_audio_emitter.d.ts +6 -14
  92. package/glTF/2.0/Extensions/MSFT_audio_emitter.js +6 -14
  93. package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
  94. package/glTF/2.0/Extensions/MSFT_lod.d.ts +8 -26
  95. package/glTF/2.0/Extensions/MSFT_lod.js +8 -26
  96. package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
  97. package/glTF/2.0/Extensions/MSFT_minecraftMesh.d.ts +1 -1
  98. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +1 -1
  99. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -1
  100. package/glTF/2.0/Extensions/MSFT_sRGBFactors.d.ts +1 -1
  101. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +1 -1
  102. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -1
  103. package/glTF/2.0/glTFLoader.d.ts +14 -45
  104. package/glTF/2.0/glTFLoader.js +14 -45
  105. package/glTF/2.0/glTFLoader.js.map +1 -1
  106. package/glTF/2.0/glTFLoaderExtension.d.ts +6 -6
  107. package/glTF/2.0/glTFLoaderExtension.js.map +1 -1
  108. package/glTF/2.0/glTFLoaderInterfaces.d.ts +21 -21
  109. package/glTF/2.0/glTFLoaderInterfaces.js.map +1 -1
  110. package/glTF/glTFFileLoader.d.ts +20 -53
  111. package/glTF/glTFFileLoader.js +17 -50
  112. package/glTF/glTFFileLoader.js.map +1 -1
  113. package/package.json +3 -3
@@ -47,7 +47,7 @@ export interface IGLTFLoaderExtension extends IGLTFBaseLoaderExtension, IDisposa
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  */
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  loadCameraAsync?(context: string, camera: ICamera, assign: (babylonCamera: Camera) => void): Nullable<Promise<Camera>>;
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  /**
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- * @hidden
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+ * @internal
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  * Define this method to modify the default behavior when loading vertex data for mesh primitives.
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  * @param context The context when loading the asset
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  * @param primitive The glTF mesh primitive property
@@ -55,7 +55,7 @@ export interface IGLTFLoaderExtension extends IGLTFBaseLoaderExtension, IDisposa
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  */
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  _loadVertexDataAsync?(context: string, primitive: IMeshPrimitive, babylonMesh: Mesh): Nullable<Promise<Geometry>>;
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  /**
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- * @hidden
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+ * @internal
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  * Define this method to modify the default behavior when loading data for mesh primitives.
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  * @param context The context when loading the asset
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  * @param name The mesh name when loading the asset
@@ -67,7 +67,7 @@ export interface IGLTFLoaderExtension extends IGLTFBaseLoaderExtension, IDisposa
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  */
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  _loadMeshPrimitiveAsync?(context: string, name: string, node: INode, mesh: IMesh, primitive: IMeshPrimitive, assign: (babylonMesh: AbstractMesh) => void): Nullable<Promise<AbstractMesh>>;
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  /**
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- * @hidden
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+ * @internal
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  * Define this method to modify the default behavior when loading materials. Load material creates the material and then loads material properties.
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  * @param context The context when loading the asset
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  * @param material The glTF material property
@@ -100,7 +100,7 @@ export interface IGLTFLoaderExtension extends IGLTFBaseLoaderExtension, IDisposa
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  */
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  loadTextureInfoAsync?(context: string, textureInfo: ITextureInfo, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;
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  /**
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- * @hidden
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+ * @internal
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  * Define this method to modify the default behavior when loading textures.
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  * @param context The context when loading the asset
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  * @param texture The glTF texture property
@@ -116,7 +116,7 @@ export interface IGLTFLoaderExtension extends IGLTFBaseLoaderExtension, IDisposa
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  */
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  loadAnimationAsync?(context: string, animation: IAnimation): Nullable<Promise<AnimationGroup>>;
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  /**
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- * @hidden
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+ * @internal
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  * Define this method to modify the default behavior when loading skins.
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  * @param context The context when loading the asset
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  * @param node The glTF node property
@@ -125,7 +125,7 @@ export interface IGLTFLoaderExtension extends IGLTFBaseLoaderExtension, IDisposa
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  */
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  _loadSkinAsync?(context: string, node: INode, skin: ISkin): Nullable<Promise<void>>;
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  /**
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- * @hidden
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+ * @internal
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  * Define this method to modify the default behavior when loading uris.
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  * @param context The context when loading the asset
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  * @param property The glTF property associated with the uri
@@ -1 +1 @@
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- {"version":3,"file":"glTFLoaderExtension.js","sourceRoot":"","sources":["../../../../../../lts/loaders/generated/glTF/2.0/glTFLoaderExtension.ts"],"names":[],"mappings":"","sourcesContent":["import type { Nullable } from \"core/types\";\r\nimport type { AnimationGroup } from \"core/Animations/animationGroup\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport type { Geometry } from \"core/Meshes/geometry\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { IDisposable } from \"core/scene\";\r\nimport type { IScene, INode, IMesh, ISkin, ICamera, IMeshPrimitive, IMaterial, ITextureInfo, IAnimation, ITexture, IBufferView, IBuffer } from \"./glTFLoaderInterfaces\";\r\nimport type { IGLTFLoaderExtension as IGLTFBaseLoaderExtension } from \"../glTFFileLoader\";\r\nimport type { IProperty } from \"babylonjs-gltf2interface\";\r\n\r\n/**\r\n * Interface for a glTF loader extension.\r\n */\r\nexport interface IGLTFLoaderExtension extends IGLTFBaseLoaderExtension, IDisposable {\r\n /**\r\n * Called after the loader state changes to LOADING.\r\n */\r\n onLoading?(): void;\r\n\r\n /**\r\n * Called after the loader state changes to READY.\r\n */\r\n onReady?(): void;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading scenes.\r\n * @param context The context when loading the asset\r\n * @param scene The glTF scene property\r\n * @returns A promise that resolves when the load is complete or null if not handled\r\n */\r\n loadSceneAsync?(context: string, scene: IScene): Nullable<Promise<void>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading nodes.\r\n * @param context The context when loading the asset\r\n * @param node The glTF node property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon transform node when the load is complete or null if not handled\r\n */\r\n loadNodeAsync?(context: string, node: INode, assign: (babylonMesh: TransformNode) => void): Nullable<Promise<TransformNode>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading cameras.\r\n * @param context The context when loading the asset\r\n * @param camera The glTF camera property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon camera when the load is complete or null if not handled\r\n */\r\n loadCameraAsync?(context: string, camera: ICamera, assign: (babylonCamera: Camera) => void): Nullable<Promise<Camera>>;\r\n\r\n /**\r\n * @hidden\r\n * Define this method to modify the default behavior when loading vertex data for mesh primitives.\r\n * @param context The context when loading the asset\r\n * @param primitive The glTF mesh primitive property\r\n * @returns A promise that resolves with the loaded geometry when the load is complete or null if not handled\r\n */\r\n _loadVertexDataAsync?(context: string, primitive: IMeshPrimitive, babylonMesh: Mesh): Nullable<Promise<Geometry>>;\r\n\r\n /**\r\n * @hidden\r\n * Define this method to modify the default behavior when loading data for mesh primitives.\r\n * @param context The context when loading the asset\r\n * @param name The mesh name when loading the asset\r\n * @param node The glTF node when loading the asset\r\n * @param mesh The glTF mesh when loading the asset\r\n * @param primitive The glTF mesh primitive property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded mesh when the load is complete or null if not handled\r\n */\r\n _loadMeshPrimitiveAsync?(\r\n context: string,\r\n name: string,\r\n node: INode,\r\n mesh: IMesh,\r\n primitive: IMeshPrimitive,\r\n assign: (babylonMesh: AbstractMesh) => void\r\n ): Nullable<Promise<AbstractMesh>>;\r\n\r\n /**\r\n * @hidden\r\n * Define this method to modify the default behavior when loading materials. Load material creates the material and then loads material properties.\r\n * @param context The context when loading the asset\r\n * @param material The glTF material property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon material when the load is complete or null if not handled\r\n */\r\n _loadMaterialAsync?(\r\n context: string,\r\n material: IMaterial,\r\n babylonMesh: Nullable<Mesh>,\r\n babylonDrawMode: number,\r\n assign: (babylonMaterial: Material) => void\r\n ): Nullable<Promise<Material>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when creating materials.\r\n * @param context The context when loading the asset\r\n * @param material The glTF material property\r\n * @param babylonDrawMode The draw mode for the Babylon material\r\n * @returns The Babylon material or null if not handled\r\n */\r\n createMaterial?(context: string, material: IMaterial, babylonDrawMode: number): Nullable<Material>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading material properties.\r\n * @param context The context when loading the asset\r\n * @param material The glTF material property\r\n * @param babylonMaterial The Babylon material\r\n * @returns A promise that resolves when the load is complete or null if not handled\r\n */\r\n loadMaterialPropertiesAsync?(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading texture infos.\r\n * @param context The context when loading the asset\r\n * @param textureInfo The glTF texture info property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon texture when the load is complete or null if not handled\r\n */\r\n loadTextureInfoAsync?(context: string, textureInfo: ITextureInfo, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;\r\n\r\n /**\r\n * @hidden\r\n * Define this method to modify the default behavior when loading textures.\r\n * @param context The context when loading the asset\r\n * @param texture The glTF texture property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon texture when the load is complete or null if not handled\r\n */\r\n _loadTextureAsync?(context: string, texture: ITexture, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading animations.\r\n * @param context The context when loading the asset\r\n * @param animation The glTF animation property\r\n * @returns A promise that resolves with the loaded Babylon animation group when the load is complete or null if not handled\r\n */\r\n loadAnimationAsync?(context: string, animation: IAnimation): Nullable<Promise<AnimationGroup>>;\r\n\r\n /**\r\n * @hidden\r\n * Define this method to modify the default behavior when loading skins.\r\n * @param context The context when loading the asset\r\n * @param node The glTF node property\r\n * @param skin The glTF skin property\r\n * @returns A promise that resolves when the load is complete or null if not handled\r\n */\r\n _loadSkinAsync?(context: string, node: INode, skin: ISkin): Nullable<Promise<void>>;\r\n\r\n /**\r\n * @hidden\r\n * Define this method to modify the default behavior when loading uris.\r\n * @param context The context when loading the asset\r\n * @param property The glTF property associated with the uri\r\n * @param uri The uri to load\r\n * @returns A promise that resolves with the loaded data when the load is complete or null if not handled\r\n */\r\n _loadUriAsync?(context: string, property: IProperty, uri: string): Nullable<Promise<ArrayBufferView>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading buffer views.\r\n * @param context The context when loading the asset\r\n * @param bufferView The glTF buffer view property\r\n * @returns A promise that resolves with the loaded data when the load is complete or null if not handled\r\n */\r\n loadBufferViewAsync?(context: string, bufferView: IBufferView): Nullable<Promise<ArrayBufferView>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading buffers.\r\n * @param context The context when loading the asset\r\n * @param buffer The glTF buffer property\r\n * @param byteOffset The byte offset to load\r\n * @param byteLength The byte length to load\r\n * @returns A promise that resolves with the loaded data when the load is complete or null if not handled\r\n */\r\n loadBufferAsync?(context: string, buffer: IBuffer, byteOffset: number, byteLength: number): Nullable<Promise<ArrayBufferView>>;\r\n}\r\n"]}
1
+ {"version":3,"file":"glTFLoaderExtension.js","sourceRoot":"","sources":["../../../../../../lts/loaders/generated/glTF/2.0/glTFLoaderExtension.ts"],"names":[],"mappings":"","sourcesContent":["import type { Nullable } from \"core/types\";\r\nimport type { AnimationGroup } from \"core/Animations/animationGroup\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport type { Geometry } from \"core/Meshes/geometry\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { IDisposable } from \"core/scene\";\r\nimport type { IScene, INode, IMesh, ISkin, ICamera, IMeshPrimitive, IMaterial, ITextureInfo, IAnimation, ITexture, IBufferView, IBuffer } from \"./glTFLoaderInterfaces\";\r\nimport type { IGLTFLoaderExtension as IGLTFBaseLoaderExtension } from \"../glTFFileLoader\";\r\nimport type { IProperty } from \"babylonjs-gltf2interface\";\r\n\r\n/**\r\n * Interface for a glTF loader extension.\r\n */\r\nexport interface IGLTFLoaderExtension extends IGLTFBaseLoaderExtension, IDisposable {\r\n /**\r\n * Called after the loader state changes to LOADING.\r\n */\r\n onLoading?(): void;\r\n\r\n /**\r\n * Called after the loader state changes to READY.\r\n */\r\n onReady?(): void;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading scenes.\r\n * @param context The context when loading the asset\r\n * @param scene The glTF scene property\r\n * @returns A promise that resolves when the load is complete or null if not handled\r\n */\r\n loadSceneAsync?(context: string, scene: IScene): Nullable<Promise<void>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading nodes.\r\n * @param context The context when loading the asset\r\n * @param node The glTF node property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon transform node when the load is complete or null if not handled\r\n */\r\n loadNodeAsync?(context: string, node: INode, assign: (babylonMesh: TransformNode) => void): Nullable<Promise<TransformNode>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading cameras.\r\n * @param context The context when loading the asset\r\n * @param camera The glTF camera property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon camera when the load is complete or null if not handled\r\n */\r\n loadCameraAsync?(context: string, camera: ICamera, assign: (babylonCamera: Camera) => void): Nullable<Promise<Camera>>;\r\n\r\n /**\r\n * @internal\r\n * Define this method to modify the default behavior when loading vertex data for mesh primitives.\r\n * @param context The context when loading the asset\r\n * @param primitive The glTF mesh primitive property\r\n * @returns A promise that resolves with the loaded geometry when the load is complete or null if not handled\r\n */\r\n _loadVertexDataAsync?(context: string, primitive: IMeshPrimitive, babylonMesh: Mesh): Nullable<Promise<Geometry>>;\r\n\r\n /**\r\n * @internal\r\n * Define this method to modify the default behavior when loading data for mesh primitives.\r\n * @param context The context when loading the asset\r\n * @param name The mesh name when loading the asset\r\n * @param node The glTF node when loading the asset\r\n * @param mesh The glTF mesh when loading the asset\r\n * @param primitive The glTF mesh primitive property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded mesh when the load is complete or null if not handled\r\n */\r\n _loadMeshPrimitiveAsync?(\r\n context: string,\r\n name: string,\r\n node: INode,\r\n mesh: IMesh,\r\n primitive: IMeshPrimitive,\r\n assign: (babylonMesh: AbstractMesh) => void\r\n ): Nullable<Promise<AbstractMesh>>;\r\n\r\n /**\r\n * @internal\r\n * Define this method to modify the default behavior when loading materials. Load material creates the material and then loads material properties.\r\n * @param context The context when loading the asset\r\n * @param material The glTF material property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon material when the load is complete or null if not handled\r\n */\r\n _loadMaterialAsync?(\r\n context: string,\r\n material: IMaterial,\r\n babylonMesh: Nullable<Mesh>,\r\n babylonDrawMode: number,\r\n assign: (babylonMaterial: Material) => void\r\n ): Nullable<Promise<Material>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when creating materials.\r\n * @param context The context when loading the asset\r\n * @param material The glTF material property\r\n * @param babylonDrawMode The draw mode for the Babylon material\r\n * @returns The Babylon material or null if not handled\r\n */\r\n createMaterial?(context: string, material: IMaterial, babylonDrawMode: number): Nullable<Material>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading material properties.\r\n * @param context The context when loading the asset\r\n * @param material The glTF material property\r\n * @param babylonMaterial The Babylon material\r\n * @returns A promise that resolves when the load is complete or null if not handled\r\n */\r\n loadMaterialPropertiesAsync?(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading texture infos.\r\n * @param context The context when loading the asset\r\n * @param textureInfo The glTF texture info property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon texture when the load is complete or null if not handled\r\n */\r\n loadTextureInfoAsync?(context: string, textureInfo: ITextureInfo, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;\r\n\r\n /**\r\n * @internal\r\n * Define this method to modify the default behavior when loading textures.\r\n * @param context The context when loading the asset\r\n * @param texture The glTF texture property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon texture when the load is complete or null if not handled\r\n */\r\n _loadTextureAsync?(context: string, texture: ITexture, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading animations.\r\n * @param context The context when loading the asset\r\n * @param animation The glTF animation property\r\n * @returns A promise that resolves with the loaded Babylon animation group when the load is complete or null if not handled\r\n */\r\n loadAnimationAsync?(context: string, animation: IAnimation): Nullable<Promise<AnimationGroup>>;\r\n\r\n /**\r\n * @internal\r\n * Define this method to modify the default behavior when loading skins.\r\n * @param context The context when loading the asset\r\n * @param node The glTF node property\r\n * @param skin The glTF skin property\r\n * @returns A promise that resolves when the load is complete or null if not handled\r\n */\r\n _loadSkinAsync?(context: string, node: INode, skin: ISkin): Nullable<Promise<void>>;\r\n\r\n /**\r\n * @internal\r\n * Define this method to modify the default behavior when loading uris.\r\n * @param context The context when loading the asset\r\n * @param property The glTF property associated with the uri\r\n * @param uri The uri to load\r\n * @returns A promise that resolves with the loaded data when the load is complete or null if not handled\r\n */\r\n _loadUriAsync?(context: string, property: IProperty, uri: string): Nullable<Promise<ArrayBufferView>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading buffer views.\r\n * @param context The context when loading the asset\r\n * @param bufferView The glTF buffer view property\r\n * @returns A promise that resolves with the loaded data when the load is complete or null if not handled\r\n */\r\n loadBufferViewAsync?(context: string, bufferView: IBufferView): Nullable<Promise<ArrayBufferView>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading buffers.\r\n * @param context The context when loading the asset\r\n * @param buffer The glTF buffer property\r\n * @param byteOffset The byte offset to load\r\n * @param byteLength The byte length to load\r\n * @returns A promise that resolves with the loaded data when the load is complete or null if not handled\r\n */\r\n loadBufferAsync?(context: string, buffer: IBuffer, byteOffset: number, byteLength: number): Nullable<Promise<ArrayBufferView>>;\r\n}\r\n"]}
@@ -21,9 +21,9 @@ export interface IArrayItem {
21
21
  * Loader interface with additional members.
22
22
  */
23
23
  export interface IAccessor extends GLTF2.IAccessor, IArrayItem {
24
- /** @hidden */
24
+ /** @internal */
25
25
  _data?: Promise<ArrayBufferView>;
26
- /** @hidden */
26
+ /** @internal */
27
27
  _babylonVertexBuffer?: {
28
28
  [kind: string]: Promise<VertexBuffer>;
29
29
  };
@@ -33,7 +33,7 @@ export interface IAccessor extends GLTF2.IAccessor, IArrayItem {
33
33
  */
34
34
  export interface IAnimationChannel extends GLTF2.IAnimationChannel, IArrayItem {
35
35
  }
36
- /** @hidden */
36
+ /** @internal */
37
37
  export interface _IAnimationSamplerData {
38
38
  input: Float32Array;
39
39
  interpolation: GLTF2.AnimationSamplerInterpolation;
@@ -43,7 +43,7 @@ export interface _IAnimationSamplerData {
43
43
  * Loader interface with additional members.
44
44
  */
45
45
  export interface IAnimationSampler extends GLTF2.IAnimationSampler, IArrayItem {
46
- /** @hidden */
46
+ /** @internal */
47
47
  _data?: Promise<_IAnimationSamplerData>;
48
48
  }
49
49
  /**
@@ -52,44 +52,44 @@ export interface IAnimationSampler extends GLTF2.IAnimationSampler, IArrayItem {
52
52
  export interface IAnimation extends GLTF2.IAnimation, IArrayItem {
53
53
  channels: IAnimationChannel[];
54
54
  samplers: IAnimationSampler[];
55
- /** @hidden */
55
+ /** @internal */
56
56
  _babylonAnimationGroup?: AnimationGroup;
57
57
  }
58
58
  /**
59
59
  * Loader interface with additional members.
60
60
  */
61
61
  export interface IBuffer extends GLTF2.IBuffer, IArrayItem {
62
- /** @hidden */
62
+ /** @internal */
63
63
  _data?: Promise<ArrayBufferView>;
64
64
  }
65
65
  /**
66
66
  * Loader interface with additional members.
67
67
  */
68
68
  export interface IBufferView extends GLTF2.IBufferView, IArrayItem {
69
- /** @hidden */
69
+ /** @internal */
70
70
  _data?: Promise<ArrayBufferView>;
71
- /** @hidden */
71
+ /** @internal */
72
72
  _babylonBuffer?: Promise<Buffer>;
73
73
  }
74
74
  /**
75
75
  * Loader interface with additional members.
76
76
  */
77
77
  export interface IKHRLight extends GLTF2.IKHRLightsPunctual_Light {
78
- /** @hidden */
78
+ /** @internal */
79
79
  _babylonLight: Light;
80
80
  }
81
81
  /**
82
82
  * Loader interface with additional members.
83
83
  */
84
84
  export interface ICamera extends GLTF2.ICamera, IArrayItem {
85
- /** @hidden */
85
+ /** @internal */
86
86
  _babylonCamera: Camera;
87
87
  }
88
88
  /**
89
89
  * Loader interface with additional members.
90
90
  */
91
91
  export interface IImage extends GLTF2.IImage, IArrayItem {
92
- /** @hidden */
92
+ /** @internal */
93
93
  _data?: Promise<ArrayBufferView>;
94
94
  }
95
95
  /**
@@ -117,7 +117,7 @@ export interface IMaterial extends GLTF2.IMaterial, IArrayItem {
117
117
  normalTexture?: IMaterialNormalTextureInfo;
118
118
  occlusionTexture?: IMaterialOcclusionTextureInfo;
119
119
  emissiveTexture?: ITextureInfo;
120
- /** @hidden */
120
+ /** @internal */
121
121
  _data?: {
122
122
  [babylonDrawMode: number]: {
123
123
  babylonMaterial: Material;
@@ -136,7 +136,7 @@ export interface IMesh extends GLTF2.IMesh, IArrayItem {
136
136
  * Loader interface with additional members.
137
137
  */
138
138
  export interface IMeshPrimitive extends GLTF2.IMeshPrimitive, IArrayItem {
139
- /** @hidden */
139
+ /** @internal */
140
140
  _instanceData?: {
141
141
  babylonSourceMesh: Mesh;
142
142
  promise: Promise<any>;
@@ -150,16 +150,16 @@ export interface INode extends GLTF2.INode, IArrayItem {
150
150
  * The parent glTF node.
151
151
  */
152
152
  parent?: INode;
153
- /** @hidden */
153
+ /** @internal */
154
154
  _babylonTransformNode?: TransformNode;
155
- /** @hidden */
155
+ /** @internal */
156
156
  _babylonTransformNodeForSkin?: TransformNode;
157
- /** @hidden */
157
+ /** @internal */
158
158
  _primitiveBabylonMeshes?: AbstractMesh[];
159
- /** @hidden */
159
+ /** @internal */
160
160
  _numMorphTargets?: number;
161
161
  }
162
- /** @hidden */
162
+ /** @internal */
163
163
  export interface _ISamplerData {
164
164
  noMipMaps: boolean;
165
165
  samplingMode: number;
@@ -170,7 +170,7 @@ export interface _ISamplerData {
170
170
  * Loader interface with additional members.
171
171
  */
172
172
  export interface ISampler extends GLTF2.ISampler, IArrayItem {
173
- /** @hidden */
173
+ /** @internal */
174
174
  _data?: _ISamplerData;
175
175
  }
176
176
  /**
@@ -182,7 +182,7 @@ export interface IScene extends GLTF2.IScene, IArrayItem {
182
182
  * Loader interface with additional members.
183
183
  */
184
184
  export interface ISkin extends GLTF2.ISkin, IArrayItem {
185
- /** @hidden */
185
+ /** @internal */
186
186
  _data?: {
187
187
  babylonSkeleton: Skeleton;
188
188
  promise: Promise<void>;
@@ -192,7 +192,7 @@ export interface ISkin extends GLTF2.ISkin, IArrayItem {
192
192
  * Loader interface with additional members.
193
193
  */
194
194
  export interface ITexture extends GLTF2.ITexture, IArrayItem {
195
- /** @hidden */
195
+ /** @internal */
196
196
  _textureInfo: ITextureInfo;
197
197
  }
198
198
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"glTFLoaderInterfaces.js","sourceRoot":"","sources":["../../../../../../lts/loaders/generated/glTF/2.0/glTFLoaderInterfaces.ts"],"names":[],"mappings":"","sourcesContent":["import type { AnimationGroup } from \"core/Animations/animationGroup\";\r\nimport type { Skeleton } from \"core/Bones/skeleton\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { Buffer, VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport type { Light } from \"core/Lights/light\";\r\n\r\nimport type * as GLTF2 from \"babylonjs-gltf2interface\";\r\n\r\n/**\r\n * Loader interface with an index field.\r\n */\r\nexport interface IArrayItem {\r\n /**\r\n * The index of this item in the array.\r\n */\r\n index: number;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IAccessor extends GLTF2.IAccessor, IArrayItem {\r\n /** @hidden */\r\n _data?: Promise<ArrayBufferView>;\r\n\r\n /** @hidden */\r\n _babylonVertexBuffer?: { [kind: string]: Promise<VertexBuffer> };\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IAnimationChannel extends GLTF2.IAnimationChannel, IArrayItem {}\r\n\r\n/** @hidden */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface _IAnimationSamplerData {\r\n input: Float32Array;\r\n interpolation: GLTF2.AnimationSamplerInterpolation;\r\n output: Float32Array;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IAnimationSampler extends GLTF2.IAnimationSampler, IArrayItem {\r\n /** @hidden */\r\n _data?: Promise<_IAnimationSamplerData>;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IAnimation extends GLTF2.IAnimation, IArrayItem {\r\n channels: IAnimationChannel[];\r\n samplers: IAnimationSampler[];\r\n\r\n /** @hidden */\r\n _babylonAnimationGroup?: AnimationGroup;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IBuffer extends GLTF2.IBuffer, IArrayItem {\r\n /** @hidden */\r\n _data?: Promise<ArrayBufferView>;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IBufferView extends GLTF2.IBufferView, IArrayItem {\r\n /** @hidden */\r\n _data?: Promise<ArrayBufferView>;\r\n\r\n /** @hidden */\r\n _babylonBuffer?: Promise<Buffer>;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IKHRLight extends GLTF2.IKHRLightsPunctual_Light {\r\n /** @hidden */\r\n _babylonLight: Light;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ICamera extends GLTF2.ICamera, IArrayItem {\r\n /** @hidden */\r\n _babylonCamera: Camera;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IImage extends GLTF2.IImage, IArrayItem {\r\n /** @hidden */\r\n _data?: Promise<ArrayBufferView>;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMaterialNormalTextureInfo extends GLTF2.IMaterialNormalTextureInfo, ITextureInfo {}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMaterialOcclusionTextureInfo extends GLTF2.IMaterialOcclusionTextureInfo, ITextureInfo {}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMaterialPbrMetallicRoughness extends GLTF2.IMaterialPbrMetallicRoughness {\r\n baseColorTexture?: ITextureInfo;\r\n metallicRoughnessTexture?: ITextureInfo;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMaterial extends GLTF2.IMaterial, IArrayItem {\r\n pbrMetallicRoughness?: IMaterialPbrMetallicRoughness;\r\n normalTexture?: IMaterialNormalTextureInfo;\r\n occlusionTexture?: IMaterialOcclusionTextureInfo;\r\n emissiveTexture?: ITextureInfo;\r\n\r\n /** @hidden */\r\n _data?: {\r\n [babylonDrawMode: number]: {\r\n babylonMaterial: Material;\r\n babylonMeshes: AbstractMesh[];\r\n promise: Promise<void>;\r\n };\r\n };\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMesh extends GLTF2.IMesh, IArrayItem {\r\n primitives: IMeshPrimitive[];\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMeshPrimitive extends GLTF2.IMeshPrimitive, IArrayItem {\r\n /** @hidden */\r\n _instanceData?: {\r\n babylonSourceMesh: Mesh;\r\n promise: Promise<any>;\r\n };\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface INode extends GLTF2.INode, IArrayItem {\r\n /**\r\n * The parent glTF node.\r\n */\r\n parent?: INode;\r\n\r\n /** @hidden */\r\n _babylonTransformNode?: TransformNode;\r\n\r\n /** @hidden */\r\n _babylonTransformNodeForSkin?: TransformNode;\r\n\r\n /** @hidden */\r\n _primitiveBabylonMeshes?: AbstractMesh[];\r\n\r\n /** @hidden */\r\n _numMorphTargets?: number;\r\n}\r\n\r\n/** @hidden */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface _ISamplerData {\r\n noMipMaps: boolean;\r\n samplingMode: number;\r\n wrapU: number;\r\n wrapV: number;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ISampler extends GLTF2.ISampler, IArrayItem {\r\n /** @hidden */\r\n _data?: _ISamplerData;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IScene extends GLTF2.IScene, IArrayItem {}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ISkin extends GLTF2.ISkin, IArrayItem {\r\n /** @hidden */\r\n _data?: {\r\n babylonSkeleton: Skeleton;\r\n promise: Promise<void>;\r\n };\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ITexture extends GLTF2.ITexture, IArrayItem {\r\n /** @hidden */\r\n _textureInfo: ITextureInfo;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ITextureInfo extends GLTF2.ITextureInfo {\r\n /** false or undefined if the texture holds color data (true if data are roughness, normal, ...) */\r\n nonColorData?: boolean;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IGLTF extends GLTF2.IGLTF {\r\n accessors?: IAccessor[];\r\n animations?: IAnimation[];\r\n buffers?: IBuffer[];\r\n bufferViews?: IBufferView[];\r\n cameras?: ICamera[];\r\n images?: IImage[];\r\n materials?: IMaterial[];\r\n meshes?: IMesh[];\r\n nodes?: INode[];\r\n samplers?: ISampler[];\r\n scenes?: IScene[];\r\n skins?: ISkin[];\r\n textures?: ITexture[];\r\n}\r\n"]}
1
+ {"version":3,"file":"glTFLoaderInterfaces.js","sourceRoot":"","sources":["../../../../../../lts/loaders/generated/glTF/2.0/glTFLoaderInterfaces.ts"],"names":[],"mappings":"","sourcesContent":["import type { AnimationGroup } from \"core/Animations/animationGroup\";\r\nimport type { Skeleton } from \"core/Bones/skeleton\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { Buffer, VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport type { Light } from \"core/Lights/light\";\r\n\r\nimport type * as GLTF2 from \"babylonjs-gltf2interface\";\r\n\r\n/**\r\n * Loader interface with an index field.\r\n */\r\nexport interface IArrayItem {\r\n /**\r\n * The index of this item in the array.\r\n */\r\n index: number;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IAccessor extends GLTF2.IAccessor, IArrayItem {\r\n /** @internal */\r\n _data?: Promise<ArrayBufferView>;\r\n\r\n /** @internal */\r\n _babylonVertexBuffer?: { [kind: string]: Promise<VertexBuffer> };\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IAnimationChannel extends GLTF2.IAnimationChannel, IArrayItem {}\r\n\r\n/** @internal */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface _IAnimationSamplerData {\r\n input: Float32Array;\r\n interpolation: GLTF2.AnimationSamplerInterpolation;\r\n output: Float32Array;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IAnimationSampler extends GLTF2.IAnimationSampler, IArrayItem {\r\n /** @internal */\r\n _data?: Promise<_IAnimationSamplerData>;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IAnimation extends GLTF2.IAnimation, IArrayItem {\r\n channels: IAnimationChannel[];\r\n samplers: IAnimationSampler[];\r\n\r\n /** @internal */\r\n _babylonAnimationGroup?: AnimationGroup;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IBuffer extends GLTF2.IBuffer, IArrayItem {\r\n /** @internal */\r\n _data?: Promise<ArrayBufferView>;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IBufferView extends GLTF2.IBufferView, IArrayItem {\r\n /** @internal */\r\n _data?: Promise<ArrayBufferView>;\r\n\r\n /** @internal */\r\n _babylonBuffer?: Promise<Buffer>;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IKHRLight extends GLTF2.IKHRLightsPunctual_Light {\r\n /** @internal */\r\n _babylonLight: Light;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ICamera extends GLTF2.ICamera, IArrayItem {\r\n /** @internal */\r\n _babylonCamera: Camera;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IImage extends GLTF2.IImage, IArrayItem {\r\n /** @internal */\r\n _data?: Promise<ArrayBufferView>;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMaterialNormalTextureInfo extends GLTF2.IMaterialNormalTextureInfo, ITextureInfo {}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMaterialOcclusionTextureInfo extends GLTF2.IMaterialOcclusionTextureInfo, ITextureInfo {}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMaterialPbrMetallicRoughness extends GLTF2.IMaterialPbrMetallicRoughness {\r\n baseColorTexture?: ITextureInfo;\r\n metallicRoughnessTexture?: ITextureInfo;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMaterial extends GLTF2.IMaterial, IArrayItem {\r\n pbrMetallicRoughness?: IMaterialPbrMetallicRoughness;\r\n normalTexture?: IMaterialNormalTextureInfo;\r\n occlusionTexture?: IMaterialOcclusionTextureInfo;\r\n emissiveTexture?: ITextureInfo;\r\n\r\n /** @internal */\r\n _data?: {\r\n [babylonDrawMode: number]: {\r\n babylonMaterial: Material;\r\n babylonMeshes: AbstractMesh[];\r\n promise: Promise<void>;\r\n };\r\n };\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMesh extends GLTF2.IMesh, IArrayItem {\r\n primitives: IMeshPrimitive[];\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMeshPrimitive extends GLTF2.IMeshPrimitive, IArrayItem {\r\n /** @internal */\r\n _instanceData?: {\r\n babylonSourceMesh: Mesh;\r\n promise: Promise<any>;\r\n };\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface INode extends GLTF2.INode, IArrayItem {\r\n /**\r\n * The parent glTF node.\r\n */\r\n parent?: INode;\r\n\r\n /** @internal */\r\n _babylonTransformNode?: TransformNode;\r\n\r\n /** @internal */\r\n _babylonTransformNodeForSkin?: TransformNode;\r\n\r\n /** @internal */\r\n _primitiveBabylonMeshes?: AbstractMesh[];\r\n\r\n /** @internal */\r\n _numMorphTargets?: number;\r\n}\r\n\r\n/** @internal */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface _ISamplerData {\r\n noMipMaps: boolean;\r\n samplingMode: number;\r\n wrapU: number;\r\n wrapV: number;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ISampler extends GLTF2.ISampler, IArrayItem {\r\n /** @internal */\r\n _data?: _ISamplerData;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IScene extends GLTF2.IScene, IArrayItem {}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ISkin extends GLTF2.ISkin, IArrayItem {\r\n /** @internal */\r\n _data?: {\r\n babylonSkeleton: Skeleton;\r\n promise: Promise<void>;\r\n };\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ITexture extends GLTF2.ITexture, IArrayItem {\r\n /** @internal */\r\n _textureInfo: ITextureInfo;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ITextureInfo extends GLTF2.ITextureInfo {\r\n /** false or undefined if the texture holds color data (true if data are roughness, normal, ...) */\r\n nonColorData?: boolean;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IGLTF extends GLTF2.IGLTF {\r\n accessors?: IAccessor[];\r\n animations?: IAnimation[];\r\n buffers?: IBuffer[];\r\n bufferViews?: IBufferView[];\r\n cameras?: ICamera[];\r\n images?: IImage[];\r\n materials?: IMaterial[];\r\n meshes?: IMesh[];\r\n nodes?: INode[];\r\n samplers?: ISampler[];\r\n scenes?: IScene[];\r\n skins?: ISkin[];\r\n textures?: ITexture[];\r\n}\r\n"]}
@@ -91,7 +91,7 @@ export declare enum GLTFLoaderState {
91
91
  */
92
92
  COMPLETE = 2
93
93
  }
94
- /** @hidden */
94
+ /** @internal */
95
95
  export interface IGLTFLoader extends IDisposable {
96
96
  importMeshAsync: (meshesNames: any, scene: Scene, container: Nullable<AssetContainer>, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string) => Promise<ISceneLoaderAsyncResult>;
97
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  loadAsync: (scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string) => Promise<void>;
@@ -100,9 +100,9 @@ export interface IGLTFLoader extends IDisposable {
100
100
  * File loader for loading glTF files into a scene.
101
101
  */
102
102
  export declare class GLTFFileLoader implements IDisposable, ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {
103
- /** @hidden */
103
+ /** @internal */
104
104
  static _CreateGLTF1Loader: (parent: GLTFFileLoader) => IGLTFLoader;
105
- /** @hidden */
105
+ /** @internal */
106
106
  static _CreateGLTF2Loader: (parent: GLTFFileLoader) => IGLTFLoader;
107
107
  /**
108
108
  * Raised when the asset has been parsed
@@ -117,13 +117,13 @@ export declare class GLTFFileLoader implements IDisposable, ISceneLoaderPluginAs
117
117
  * Set this property to false to disable incremental loading which delays the loader from calling the success callback until after loading the meshes and shaders.
118
118
  * Textures always loads asynchronously. For example, the success callback can compute the bounding information of the loaded meshes when incremental loading is disabled.
119
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  * Defaults to true.
120
- * @hidden
120
+ * @internal
121
121
  */
122
122
  static IncrementalLoading: boolean;
123
123
  /**
124
124
  * Set this property to true in order to work with homogeneous coordinates, available with some converters and exporters.
125
125
  * Defaults to false. See https://en.wikipedia.org/wiki/Homogeneous_coordinates.
126
- * @hidden
126
+ * @internal
127
127
  */
128
128
  static HomogeneousCoordinates: boolean;
129
129
  /**
@@ -317,59 +317,34 @@ export declare class GLTFFileLoader implements IDisposable, ISceneLoaderPluginAs
317
317
  * Name of the loader ("gltf")
318
318
  */
319
319
  name: string;
320
- /** @hidden */
320
+ /** @internal */
321
321
  extensions: ISceneLoaderPluginExtensions;
322
322
  /**
323
323
  * Disposes the loader, releases resources during load, and cancels any outstanding requests.
324
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  */
325
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  dispose(): void;
326
326
  /**
327
- * @param scene
328
- * @param fileOrUrl
329
- * @param onSuccess
330
- * @param onProgress
331
- * @param useArrayBuffer
332
- * @param onError
333
- * @hidden
327
+ * @internal
334
328
  */
335
329
  loadFile(scene: Scene, fileOrUrl: File | string, onSuccess: (data: any, responseURL?: string) => void, onProgress?: (ev: ISceneLoaderProgressEvent) => void, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
336
330
  /**
337
- * @param meshesNames
338
- * @param scene
339
- * @param data
340
- * @param rootUrl
341
- * @param onProgress
342
- * @param fileName
343
- * @hidden
331
+ * @internal
344
332
  */
345
333
  importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<ISceneLoaderAsyncResult>;
346
334
  /**
347
- * @param scene
348
- * @param data
349
- * @param rootUrl
350
- * @param onProgress
351
- * @param fileName
352
- * @hidden
335
+ * @internal
353
336
  */
354
337
  loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
355
338
  /**
356
- * @param scene
357
- * @param data
358
- * @param rootUrl
359
- * @param onProgress
360
- * @param fileName
361
- * @hidden
339
+ * @internal
362
340
  */
363
341
  loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
364
342
  /**
365
- * @param data
366
- * @hidden
343
+ * @internal
367
344
  */
368
345
  canDirectLoad(data: string): boolean;
369
346
  /**
370
- * @param scene
371
- * @param data
372
- * @hidden
347
+ * @internal
373
348
  */
374
349
  directLoad(scene: Scene, data: string): Promise<any>;
375
350
  /**
@@ -379,7 +354,7 @@ export declare class GLTFFileLoader implements IDisposable, ISceneLoaderPluginAs
379
354
  * @returns the new root url
380
355
  */
381
356
  rewriteRootURL?(rootUrl: string, responseURL?: string): string;
382
- /** @hidden */
357
+ /** @internal */
383
358
  createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
384
359
  /**
385
360
  * The loader state or null if the loader is not active.
@@ -395,18 +370,11 @@ export declare class GLTFFileLoader implements IDisposable, ISceneLoaderPluginAs
395
370
  */
396
371
  whenCompleteAsync(): Promise<void>;
397
372
  /**
398
- * @param state
399
- * @hidden
373
+ * @internal
400
374
  */
401
375
  _setState(state: GLTFLoaderState): void;
402
376
  /**
403
- * @param scene
404
- * @param fileOrUrl
405
- * @param onSuccess
406
- * @param useArrayBuffer
407
- * @param onError
408
- * @param onOpened
409
- * @hidden
377
+ * @internal
410
378
  */
411
379
  _loadFile(scene: Scene, fileOrUrl: File | string, onSuccess: (data: string | ArrayBuffer) => void, useArrayBuffer?: boolean, onError?: (request?: WebRequest) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
412
380
  private _onProgress;
@@ -421,21 +389,20 @@ export declare class GLTFFileLoader implements IDisposable, ISceneLoaderPluginAs
421
389
  private static readonly _logSpaces;
422
390
  private _logIndentLevel;
423
391
  private _loggingEnabled;
424
- /** @hidden */
392
+ /** @internal */
425
393
  _log: (message: string) => void;
426
394
  /**
427
- * @param message
428
- * @hidden
395
+ * @internal
429
396
  */
430
397
  _logOpen(message: string): void;
431
- /** @hidden */
398
+ /** @internal */
432
399
  _logClose(): void;
433
400
  private _logEnabled;
434
401
  private _logDisabled;
435
402
  private _capturePerformanceCounters;
436
- /** @hidden */
403
+ /** @internal */
437
404
  _startPerformanceCounter: (counterName: string) => void;
438
- /** @hidden */
405
+ /** @internal */
439
406
  _endPerformanceCounter: (counterName: string) => void;
440
407
  private _startPerformanceCounterEnabled;
441
408
  private _startPerformanceCounterDisabled;
@@ -208,7 +208,7 @@ export class GLTFFileLoader {
208
208
  * Name of the loader ("gltf")
209
209
  */
210
210
  this.name = "gltf";
211
- /** @hidden */
211
+ /** @internal */
212
212
  this.extensions = {
213
213
  ".gltf": { isBinary: false },
214
214
  ".glb": { isBinary: true },
@@ -219,12 +219,12 @@ export class GLTFFileLoader {
219
219
  this.onLoaderStateChangedObservable = new Observable();
220
220
  this._logIndentLevel = 0;
221
221
  this._loggingEnabled = false;
222
- /** @hidden */
222
+ /** @internal */
223
223
  this._log = this._logDisabled;
224
224
  this._capturePerformanceCounters = false;
225
- /** @hidden */
225
+ /** @internal */
226
226
  this._startPerformanceCounter = this._startPerformanceCounterDisabled;
227
- /** @hidden */
227
+ /** @internal */
228
228
  this._endPerformanceCounter = this._endPerformanceCounterDisabled;
229
229
  }
230
230
  /**
@@ -383,13 +383,7 @@ export class GLTFFileLoader {
383
383
  this.onDisposeObservable.clear();
384
384
  }
385
385
  /**
386
- * @param scene
387
- * @param fileOrUrl
388
- * @param onSuccess
389
- * @param onProgress
390
- * @param useArrayBuffer
391
- * @param onError
392
- * @hidden
386
+ * @internal
393
387
  */
394
388
  loadFile(scene, fileOrUrl, onSuccess, onProgress, useArrayBuffer, onError) {
395
389
  this._progressCallback = onProgress;
@@ -440,13 +434,7 @@ export class GLTFFileLoader {
440
434
  }, useArrayBuffer, onError);
441
435
  }
442
436
  /**
443
- * @param meshesNames
444
- * @param scene
445
- * @param data
446
- * @param rootUrl
447
- * @param onProgress
448
- * @param fileName
449
- * @hidden
437
+ * @internal
450
438
  */
451
439
  importMeshAsync(meshesNames, scene, data, rootUrl, onProgress, fileName) {
452
440
  return Promise.resolve().then(() => {
@@ -458,12 +446,7 @@ export class GLTFFileLoader {
458
446
  });
459
447
  }
460
448
  /**
461
- * @param scene
462
- * @param data
463
- * @param rootUrl
464
- * @param onProgress
465
- * @param fileName
466
- * @hidden
449
+ * @internal
467
450
  */
468
451
  loadAsync(scene, data, rootUrl, onProgress, fileName) {
469
452
  return Promise.resolve().then(() => {
@@ -475,12 +458,7 @@ export class GLTFFileLoader {
475
458
  });
476
459
  }
477
460
  /**
478
- * @param scene
479
- * @param data
480
- * @param rootUrl
481
- * @param onProgress
482
- * @param fileName
483
- * @hidden
461
+ * @internal
484
462
  */
485
463
  loadAssetContainerAsync(scene, data, rootUrl, onProgress, fileName) {
486
464
  return Promise.resolve().then(() => {
@@ -519,8 +497,7 @@ export class GLTFFileLoader {
519
497
  });
520
498
  }
521
499
  /**
522
- * @param data
523
- * @hidden
500
+ * @internal
524
501
  */
525
502
  canDirectLoad(data) {
526
503
  return ((data.indexOf("asset") !== -1 && data.indexOf("version") !== -1) ||
@@ -530,9 +507,7 @@ export class GLTFFileLoader {
530
507
  data.startsWith("data:model/gltf-binary;base64," + GLTFFileLoader._MagicBase64Encoded));
531
508
  }
532
509
  /**
533
- * @param scene
534
- * @param data
535
- * @hidden
510
+ * @internal
536
511
  */
537
512
  directLoad(scene, data) {
538
513
  if (data.startsWith("base64," + GLTFFileLoader._MagicBase64Encoded) || // this is technically incorrect, but will continue to support for backcompat.
@@ -549,7 +524,7 @@ export class GLTFFileLoader {
549
524
  this._validate(scene, data);
550
525
  return Promise.resolve({ json: this._parseJson(data) });
551
526
  }
552
- /** @hidden */
527
+ /** @internal */
553
528
  createPlugin() {
554
529
  return new GLTFFileLoader();
555
530
  }
@@ -574,8 +549,7 @@ export class GLTFFileLoader {
574
549
  });
575
550
  }
576
551
  /**
577
- * @param state
578
- * @hidden
552
+ * @internal
579
553
  */
580
554
  _setState(state) {
581
555
  if (this._state === state) {
@@ -586,13 +560,7 @@ export class GLTFFileLoader {
586
560
  this._log(GLTFLoaderState[this._state]);
587
561
  }
588
562
  /**
589
- * @param scene
590
- * @param fileOrUrl
591
- * @param onSuccess
592
- * @param useArrayBuffer
593
- * @param onError
594
- * @param onOpened
595
- * @hidden
563
+ * @internal
596
564
  */
597
565
  _loadFile(scene, fileOrUrl, onSuccess, useArrayBuffer, onError, onOpened) {
598
566
  const request = scene._loadFile(fileOrUrl, onSuccess, (event) => {
@@ -819,14 +787,13 @@ export class GLTFFileLoader {
819
787
  return 0;
820
788
  }
821
789
  /**
822
- * @param message
823
- * @hidden
790
+ * @internal
824
791
  */
825
792
  _logOpen(message) {
826
793
  this._log(message);
827
794
  this._logIndentLevel++;
828
795
  }
829
- /** @hidden */
796
+ /** @internal */
830
797
  _logClose() {
831
798
  --this._logIndentLevel;
832
799
  }
@@ -851,13 +818,13 @@ export class GLTFFileLoader {
851
818
  * Set this property to false to disable incremental loading which delays the loader from calling the success callback until after loading the meshes and shaders.
852
819
  * Textures always loads asynchronously. For example, the success callback can compute the bounding information of the loaded meshes when incremental loading is disabled.
853
820
  * Defaults to true.
854
- * @hidden
821
+ * @internal
855
822
  */
856
823
  GLTFFileLoader.IncrementalLoading = true;
857
824
  /**
858
825
  * Set this property to true in order to work with homogeneous coordinates, available with some converters and exporters.
859
826
  * Defaults to false. See https://en.wikipedia.org/wiki/Homogeneous_coordinates.
860
- * @hidden
827
+ * @internal
861
828
  */
862
829
  GLTFFileLoader.HomogeneousCoordinates = false;
863
830
  GLTFFileLoader._MagicBase64Encoded = "Z2xURg"; // "glTF" base64 encoded (without the quotes!)