@babylonjs/loaders 5.24.0 → 5.26.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/STL/stlFileLoader.d.ts +4 -4
- package/STL/stlFileLoader.js +4 -4
- package/STL/stlFileLoader.js.map +1 -1
- package/glTF/1.0/glTFBinaryExtension.d.ts +1 -1
- package/glTF/1.0/glTFBinaryExtension.js +1 -1
- package/glTF/1.0/glTFBinaryExtension.js.map +1 -1
- package/glTF/1.0/glTFLoader.d.ts +3 -3
- package/glTF/1.0/glTFLoader.js +3 -3
- package/glTF/1.0/glTFLoader.js.map +1 -1
- package/glTF/1.0/glTFLoaderInterfaces.d.ts +45 -45
- package/glTF/1.0/glTFLoaderInterfaces.js +8 -8
- package/glTF/1.0/glTFLoaderInterfaces.js.map +1 -1
- package/glTF/1.0/glTFLoaderUtils.d.ts +1 -1
- package/glTF/1.0/glTFLoaderUtils.js +1 -1
- package/glTF/1.0/glTFLoaderUtils.js.map +1 -1
- package/glTF/1.0/glTFMaterialsCommonExtension.d.ts +1 -1
- package/glTF/1.0/glTFMaterialsCommonExtension.js +1 -1
- package/glTF/1.0/glTFMaterialsCommonExtension.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_lights_image_based.d.ts +5 -8
- package/glTF/2.0/Extensions/EXT_lights_image_based.js +4 -7
- package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +3 -7
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +3 -7
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +3 -6
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js +3 -6
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_texture_webp.d.ts +3 -7
- package/glTF/2.0/Extensions/EXT_texture_webp.js +3 -7
- package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
- package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +5 -15
- package/glTF/2.0/Extensions/ExtrasAsMetadata.js +5 -15
- package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_animation_pointer.d.ts +14 -35
- package/glTF/2.0/Extensions/KHR_animation_pointer.data.d.ts +133 -0
- package/glTF/2.0/Extensions/KHR_animation_pointer.data.js +169 -0
- package/glTF/2.0/Extensions/KHR_animation_pointer.data.js.map +1 -0
- package/glTF/2.0/Extensions/KHR_animation_pointer.js +56 -208
- package/glTF/2.0/Extensions/KHR_animation_pointer.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +3 -7
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +3 -7
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +4 -8
- package/glTF/2.0/Extensions/KHR_lights_punctual.js +6 -9
- package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +3 -7
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +3 -7
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +3 -7
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +3 -7
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +3 -7
- package/glTF/2.0/Extensions/KHR_materials_ior.js +3 -7
- package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_iridescence.d.ts +3 -7
- package/glTF/2.0/Extensions/KHR_materials_iridescence.js +3 -7
- package/glTF/2.0/Extensions/KHR_materials_iridescence.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.d.ts +3 -7
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +3 -7
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +3 -7
- package/glTF/2.0/Extensions/KHR_materials_sheen.js +3 -7
- package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +3 -7
- package/glTF/2.0/Extensions/KHR_materials_specular.js +3 -7
- package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_translucency.d.ts +3 -7
- package/glTF/2.0/Extensions/KHR_materials_translucency.js +3 -7
- package/glTF/2.0/Extensions/KHR_materials_translucency.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +3 -7
- package/glTF/2.0/Extensions/KHR_materials_transmission.js +3 -7
- package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +3 -7
- package/glTF/2.0/Extensions/KHR_materials_unlit.js +3 -7
- package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_variants.d.ts +4 -11
- package/glTF/2.0/Extensions/KHR_materials_variants.js +4 -11
- package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +3 -7
- package/glTF/2.0/Extensions/KHR_materials_volume.js +3 -7
- package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +2 -3
- package/glTF/2.0/Extensions/KHR_mesh_quantization.js +2 -3
- package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +3 -7
- package/glTF/2.0/Extensions/KHR_texture_basisu.js +3 -7
- package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +3 -7
- package/glTF/2.0/Extensions/KHR_texture_transform.js +3 -7
- package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +2 -3
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +2 -3
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_audio_emitter.d.ts +6 -14
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js +6 -14
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_lod.d.ts +8 -26
- package/glTF/2.0/Extensions/MSFT_lod.js +8 -26
- package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.d.ts +1 -1
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +1 -1
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.d.ts +1 -1
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +1 -1
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -1
- package/glTF/2.0/glTFLoader.d.ts +55 -52
- package/glTF/2.0/glTFLoader.js +217 -91
- package/glTF/2.0/glTFLoader.js.map +1 -1
- package/glTF/2.0/glTFLoaderAnimation.d.ts +29 -0
- package/glTF/2.0/glTFLoaderAnimation.js +66 -0
- package/glTF/2.0/glTFLoaderAnimation.js.map +1 -0
- package/glTF/2.0/glTFLoaderExtension.d.ts +20 -7
- package/glTF/2.0/glTFLoaderExtension.js.map +1 -1
- package/glTF/2.0/glTFLoaderInterfaces.d.ts +58 -31
- package/glTF/2.0/glTFLoaderInterfaces.js.map +1 -1
- package/glTF/glTFFileLoader.d.ts +20 -53
- package/glTF/glTFFileLoader.js +17 -50
- package/glTF/glTFFileLoader.js.map +1 -1
- package/package.json +3 -3
- package/glTF/2.0/Extensions/KHR_animation_pointer.map.d.ts +0 -15
- package/glTF/2.0/Extensions/KHR_animation_pointer.map.js +0 -454
- package/glTF/2.0/Extensions/KHR_animation_pointer.map.js.map +0 -1
- package/glTF/2.0/glTFUtilities.d.ts +0 -7
- package/glTF/2.0/glTFUtilities.js +0 -23
- package/glTF/2.0/glTFUtilities.js.map +0 -1
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@@ -7,7 +7,7 @@ import type { Scene } from "@babylonjs/core/scene.js";
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import type { Nullable } from "@babylonjs/core/types.js";
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/**
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* Enums
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* @
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* @internal
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*/
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export declare enum EComponentType {
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BYTE = 5120,
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UNSIGNED_SHORT = 5123,
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FLOAT = 5126
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}
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/** @
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/** @internal */
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export declare enum EShaderType {
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FRAGMENT = 35632,
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VERTEX = 35633
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}
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export declare enum EParameterType {
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BYTE = 5120,
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UNSIGNED_BYTE = 5121,
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FLOAT_MAT4 = 35676,
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SAMPLER_2D = 35678
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}
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/** @internal */
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export declare enum ETextureWrapMode {
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CLAMP_TO_EDGE = 33071,
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MIRRORED_REPEAT = 33648,
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REPEAT = 10497
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}
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export declare enum ETextureFilterType {
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NEAREST = 9728,
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LINEAR = 9728,
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export declare enum ETextureFormat {
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export declare enum ECullingType {
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export interface IGLTFProperty {
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extensions?: {
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};
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extras?: Object;
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}
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name?: string;
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}
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@@ -1,6 +1,6 @@
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/**
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export var EShaderType;
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EShaderType[EShaderType["FRAGMENT"] = 35632] = "FRAGMENT";
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@@ -41,14 +41,14 @@ export var EParameterType;
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EParameterType[EParameterType["FLOAT_MAT4"] = 35676] = "FLOAT_MAT4";
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/** @internal */
|
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|
export var ETextureWrapMode;
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(function (ETextureWrapMode) {
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ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE";
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ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT";
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|
export var ETextureFilterType;
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|
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ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR";
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export var ETextureFormat;
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|
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ETextureFormat[ETextureFormat["LUMINANCE"] = 6409] = "LUMINANCE";
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|
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/** @internal */
|
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|
export var ECullingType;
|
|
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|
(function (ECullingType) {
|
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ECullingType[ECullingType["FRONT"] = 1028] = "FRONT";
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ECullingType[ECullingType["BACK"] = 1029] = "BACK";
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ECullingType[ECullingType["FRONT_AND_BACK"] = 1032] = "FRONT_AND_BACK";
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|
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|
|
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|
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|
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/** @internal */
|
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|
export var EBlendingFunction;
|
|
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|
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|
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|
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@@ -1 +1 @@
|
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|
-
{"version":3,"file":"glTFLoaderInterfaces.js","sourceRoot":"","sources":["../../../../../../lts/loaders/generated/glTF/1.0/glTFLoaderInterfaces.ts"],"names":[],"mappings":"AAQA;;;GAGG;AACH,MAAM,CAAN,IAAY,cAMX;AAND,WAAY,cAAc;IACtB,sDAAW,CAAA;IACX,wEAAoB,CAAA;IACpB,wDAAY,CAAA;IACZ,0EAAqB,CAAA;IACrB,wDAAY,CAAA;AAChB,CAAC,EANW,cAAc,KAAd,cAAc,QAMzB;AAED,cAAc;AACd,MAAM,CAAN,IAAY,WAGX;AAHD,WAAY,WAAW;IACnB,yDAAgB,CAAA;IAChB,qDAAc,CAAA;AAClB,CAAC,EAHW,WAAW,KAAX,WAAW,QAGtB;AAED,cAAc;AACd,MAAM,CAAN,IAAY,cAsBX;AAtBD,WAAY,cAAc;IACtB,sDAAW,CAAA;IACX,wEAAoB,CAAA;IACpB,wDAAY,CAAA;IACZ,0EAAqB,CAAA;IACrB,oDAAU,CAAA;IACV,sEAAmB,CAAA;IACnB,wDAAY,CAAA;IACZ,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,+DAAgB,CAAA;IAChB,+DAAgB,CAAA;IAChB,+DAAgB,CAAA;IAChB,uDAAY,CAAA;IACZ,iEAAiB,CAAA;IACjB,iEAAiB,CAAA;IACjB,iEAAiB,CAAA;IACjB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;AACtB,CAAC,EAtBW,cAAc,KAAd,cAAc,QAsBzB;AAED,cAAc;AACd,MAAM,CAAN,IAAY,gBAIX;AAJD,WAAY,gBAAgB;IACxB,6EAAqB,CAAA;IACrB,iFAAuB,CAAA;IACvB,+DAAc,CAAA;AAClB,CAAC,EAJW,gBAAgB,KAAhB,gBAAgB,QAI3B;AAED,cAAc;AACd,MAAM,CAAN,IAAY,kBAOX;AAPD,WAAY,kBAAkB;IAC1B,oEAAc,CAAA;IACd,kEAAa,CAAA;IACb,kGAA6B,CAAA;IAC7B,gGAA4B,CAAA;IAC5B,gGAA4B,CAAA;IAC5B,8FAA2B,CAAA;AAC/B,CAAC,EAPW,kBAAkB,KAAlB,kBAAkB,QAO7B;AAED,cAAc;AACd,MAAM,CAAN,IAAY,cAMX;AAND,WAAY,cAAc;IACtB,wDAAY,CAAA;IACZ,oDAAU,CAAA;IACV,sDAAW,CAAA;IACX,gEAAgB,CAAA;IAChB,4EAAsB,CAAA;AAC1B,CAAC,EANW,cAAc,KAAd,cAAc,QAMzB;AAED,cAAc;AACd,MAAM,CAAN,IAAY,YAIX;AAJD,WAAY,YAAY;IACpB,oDAAY,CAAA;IACZ,kDAAW,CAAA;IACX,sEAAqB,CAAA;AACzB,CAAC,EAJW,YAAY,KAAZ,YAAY,QAIvB;AAED,cAAc;AACd,MAAM,CAAN,IAAY,iBAgBX;AAhBD,WAAY,iBAAiB;IACzB,yDAAQ,CAAA;IACR,uDAAO,CAAA;IACP,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,iFAAsB,CAAA;IACtB,qGAAgC,CAAA;IAChC,iFAAsB,CAAA;IACtB,qGAAgC,CAAA;IAChC,uFAAwB,CAAA;AAC5B,CAAC,EAhBW,iBAAiB,KAAjB,iBAAiB,QAgB5B","sourcesContent":["import type { AssetContainer } from \"core/assetContainer\";\r\nimport type { Bone } from \"core/Bones/bone\";\r\nimport type { Skeleton } from \"core/Bones/skeleton\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Node } from \"core/node\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\n/**\r\n * Enums\r\n * @hidden\r\n */\r\nexport enum EComponentType {\r\n BYTE = 5120,\r\n UNSIGNED_BYTE = 5121,\r\n SHORT = 5122,\r\n UNSIGNED_SHORT = 5123,\r\n FLOAT = 5126,\r\n}\r\n\r\n/** @hidden */\r\nexport enum EShaderType {\r\n FRAGMENT = 35632,\r\n VERTEX = 35633,\r\n}\r\n\r\n/** @hidden */\r\nexport enum EParameterType {\r\n BYTE = 5120,\r\n UNSIGNED_BYTE = 5121,\r\n SHORT = 5122,\r\n UNSIGNED_SHORT = 5123,\r\n INT = 5124,\r\n UNSIGNED_INT = 5125,\r\n FLOAT = 5126,\r\n FLOAT_VEC2 = 35664,\r\n FLOAT_VEC3 = 35665,\r\n FLOAT_VEC4 = 35666,\r\n INT_VEC2 = 35667,\r\n INT_VEC3 = 35668,\r\n INT_VEC4 = 35669,\r\n BOOL = 35670,\r\n BOOL_VEC2 = 35671,\r\n BOOL_VEC3 = 35672,\r\n BOOL_VEC4 = 35673,\r\n FLOAT_MAT2 = 35674,\r\n FLOAT_MAT3 = 35675,\r\n FLOAT_MAT4 = 35676,\r\n SAMPLER_2D = 35678,\r\n}\r\n\r\n/** @hidden */\r\nexport enum ETextureWrapMode {\r\n CLAMP_TO_EDGE = 33071,\r\n MIRRORED_REPEAT = 33648,\r\n REPEAT = 10497,\r\n}\r\n\r\n/** @hidden */\r\nexport enum ETextureFilterType {\r\n NEAREST = 9728,\r\n LINEAR = 9728,\r\n NEAREST_MIPMAP_NEAREST = 9984,\r\n LINEAR_MIPMAP_NEAREST = 9985,\r\n NEAREST_MIPMAP_LINEAR = 9986,\r\n LINEAR_MIPMAP_LINEAR = 9987,\r\n}\r\n\r\n/** @hidden */\r\nexport enum ETextureFormat {\r\n ALPHA = 6406,\r\n RGB = 6407,\r\n RGBA = 6408,\r\n LUMINANCE = 6409,\r\n LUMINANCE_ALPHA = 6410,\r\n}\r\n\r\n/** @hidden */\r\nexport enum ECullingType {\r\n FRONT = 1028,\r\n BACK = 1029,\r\n FRONT_AND_BACK = 1032,\r\n}\r\n\r\n/** @hidden */\r\nexport enum EBlendingFunction {\r\n ZERO = 0,\r\n ONE = 1,\r\n SRC_COLOR = 768,\r\n ONE_MINUS_SRC_COLOR = 769,\r\n DST_COLOR = 774,\r\n ONE_MINUS_DST_COLOR = 775,\r\n SRC_ALPHA = 770,\r\n ONE_MINUS_SRC_ALPHA = 771,\r\n DST_ALPHA = 772,\r\n ONE_MINUS_DST_ALPHA = 773,\r\n CONSTANT_COLOR = 32769,\r\n ONE_MINUS_CONSTANT_COLOR = 32770,\r\n CONSTANT_ALPHA = 32771,\r\n ONE_MINUS_CONSTANT_ALPHA = 32772,\r\n SRC_ALPHA_SATURATE = 776,\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFProperty {\r\n extensions?: { [key: string]: any };\r\n extras?: Object;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFChildRootProperty extends IGLTFProperty {\r\n name?: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFAccessor extends IGLTFChildRootProperty {\r\n bufferView: string;\r\n byteOffset: number;\r\n byteStride: number;\r\n count: number;\r\n type: string;\r\n componentType: EComponentType;\r\n\r\n max?: number[];\r\n min?: number[];\r\n name?: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFBufferView extends IGLTFChildRootProperty {\r\n buffer: string;\r\n byteOffset: number;\r\n byteLength: number;\r\n byteStride: number;\r\n\r\n target?: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFBuffer extends IGLTFChildRootProperty {\r\n uri: string;\r\n\r\n byteLength?: number;\r\n type?: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFShader extends IGLTFChildRootProperty {\r\n uri: string;\r\n type: EShaderType;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFProgram extends IGLTFChildRootProperty {\r\n attributes: string[];\r\n fragmentShader: string;\r\n vertexShader: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFTechniqueParameter {\r\n type: number;\r\n\r\n count?: number;\r\n semantic?: string;\r\n node?: string;\r\n value?: number | boolean | string | Array<any>;\r\n source?: string;\r\n\r\n babylonValue?: any;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFTechniqueCommonProfile {\r\n lightingModel: string;\r\n texcoordBindings: Object;\r\n\r\n parameters?: Array<any>;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFTechniqueStatesFunctions {\r\n blendColor?: number[];\r\n blendEquationSeparate?: number[];\r\n blendFuncSeparate?: number[];\r\n colorMask: boolean[];\r\n cullFace: number[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFTechniqueStates {\r\n enable: number[];\r\n functions: IGLTFTechniqueStatesFunctions;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFTechnique extends IGLTFChildRootProperty {\r\n parameters: { [key: string]: IGLTFTechniqueParameter };\r\n program: string;\r\n\r\n attributes: { [key: string]: string };\r\n uniforms: { [key: string]: string };\r\n states: IGLTFTechniqueStates;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFMaterial extends IGLTFChildRootProperty {\r\n technique?: string;\r\n values: string[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFMeshPrimitive extends IGLTFProperty {\r\n attributes: { [key: string]: string };\r\n indices: string;\r\n material: string;\r\n\r\n mode?: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFMesh extends IGLTFChildRootProperty {\r\n primitives: IGLTFMeshPrimitive[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFImage extends IGLTFChildRootProperty {\r\n uri: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFSampler extends IGLTFChildRootProperty {\r\n magFilter?: number;\r\n minFilter?: number;\r\n wrapS?: number;\r\n wrapT?: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFTexture extends IGLTFChildRootProperty {\r\n sampler: string;\r\n source: string;\r\n\r\n format?: ETextureFormat;\r\n internalFormat?: ETextureFormat;\r\n target?: number;\r\n type?: number;\r\n\r\n // Babylon.js values (optimize)\r\n babylonTexture?: Texture;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFAmbienLight {\r\n color?: number[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFDirectionalLight {\r\n color?: number[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFPointLight {\r\n color?: number[];\r\n constantAttenuation?: number;\r\n linearAttenuation?: number;\r\n quadraticAttenuation?: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFSpotLight {\r\n color?: number[];\r\n constantAttenuation?: number;\r\n fallOfAngle?: number;\r\n fallOffExponent?: number;\r\n linearAttenuation?: number;\r\n quadraticAttenuation?: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFLight extends IGLTFChildRootProperty {\r\n type: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFCameraOrthographic {\r\n xmag: number;\r\n ymag: number;\r\n zfar: number;\r\n znear: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFCameraPerspective {\r\n aspectRatio: number;\r\n yfov: number;\r\n zfar: number;\r\n znear: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFCamera extends IGLTFChildRootProperty {\r\n type: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFAnimationChannelTarget {\r\n id: string;\r\n path: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFAnimationChannel {\r\n sampler: string;\r\n target: IGLTFAnimationChannelTarget;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFAnimationSampler {\r\n input: string;\r\n output: string;\r\n\r\n interpolation?: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFAnimation extends IGLTFChildRootProperty {\r\n channels?: IGLTFAnimationChannel[];\r\n parameters?: { [key: string]: string };\r\n samplers?: { [key: string]: IGLTFAnimationSampler };\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFNodeInstanceSkin {\r\n skeletons: string[];\r\n skin: string;\r\n meshes: string[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFSkins extends IGLTFChildRootProperty {\r\n bindShapeMatrix: number[];\r\n inverseBindMatrices: string;\r\n jointNames: string[];\r\n\r\n babylonSkeleton?: Skeleton;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFNode extends IGLTFChildRootProperty {\r\n camera?: string;\r\n children: string[];\r\n skin?: string;\r\n jointName?: string;\r\n light?: string;\r\n matrix: number[];\r\n mesh?: string;\r\n meshes?: string[];\r\n rotation?: number[];\r\n scale?: number[];\r\n translation?: number[];\r\n\r\n // Babylon.js values (optimize)\r\n babylonNode?: Node;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFScene extends IGLTFChildRootProperty {\r\n nodes: string[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IGLTFRuntime {\r\n extensions: { [key: string]: any };\r\n accessors: { [key: string]: IGLTFAccessor };\r\n buffers: { [key: string]: IGLTFBuffer };\r\n bufferViews: { [key: string]: IGLTFBufferView };\r\n meshes: { [key: string]: IGLTFMesh };\r\n lights: { [key: string]: IGLTFLight };\r\n cameras: { [key: string]: IGLTFCamera };\r\n nodes: { [key: string]: IGLTFNode };\r\n images: { [key: string]: IGLTFImage };\r\n textures: { [key: string]: IGLTFTexture };\r\n shaders: { [key: string]: IGLTFShader };\r\n programs: { [key: string]: IGLTFProgram };\r\n samplers: { [key: string]: IGLTFSampler };\r\n techniques: { [key: string]: IGLTFTechnique };\r\n materials: { [key: string]: IGLTFMaterial };\r\n animations: { [key: string]: IGLTFAnimation };\r\n skins: { [key: string]: IGLTFSkins };\r\n\r\n currentScene?: Object;\r\n scenes: { [key: string]: IGLTFScene }; // v1.1\r\n\r\n extensionsUsed: string[];\r\n extensionsRequired?: string[]; // v1.1\r\n\r\n buffersCount: number;\r\n shaderscount: number;\r\n\r\n scene: Scene;\r\n rootUrl: string;\r\n\r\n loadedBufferCount: number;\r\n loadedBufferViews: { [name: string]: ArrayBufferView };\r\n\r\n loadedShaderCount: number;\r\n\r\n importOnlyMeshes: boolean;\r\n importMeshesNames?: string[];\r\n\r\n dummyNodes: Node[];\r\n\r\n assetContainer: Nullable<AssetContainer>;\r\n}\r\n\r\n/** @hidden */\r\nexport interface INodeToRoot {\r\n bone: Bone;\r\n node: IGLTFNode;\r\n id: string;\r\n}\r\n\r\n/** @hidden */\r\nexport interface IJointNode {\r\n node: IGLTFNode;\r\n id: string;\r\n}\r\n"]}
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1
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+
{"version":3,"file":"glTFLoaderInterfaces.js","sourceRoot":"","sources":["../../../../../../lts/loaders/generated/glTF/1.0/glTFLoaderInterfaces.ts"],"names":[],"mappings":"AAQA;;;GAGG;AACH,MAAM,CAAN,IAAY,cAMX;AAND,WAAY,cAAc;IACtB,sDAAW,CAAA;IACX,wEAAoB,CAAA;IACpB,wDAAY,CAAA;IACZ,0EAAqB,CAAA;IACrB,wDAAY,CAAA;AAChB,CAAC,EANW,cAAc,KAAd,cAAc,QAMzB;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,WAGX;AAHD,WAAY,WAAW;IACnB,yDAAgB,CAAA;IAChB,qDAAc,CAAA;AAClB,CAAC,EAHW,WAAW,KAAX,WAAW,QAGtB;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,cAsBX;AAtBD,WAAY,cAAc;IACtB,sDAAW,CAAA;IACX,wEAAoB,CAAA;IACpB,wDAAY,CAAA;IACZ,0EAAqB,CAAA;IACrB,oDAAU,CAAA;IACV,sEAAmB,CAAA;IACnB,wDAAY,CAAA;IACZ,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,+DAAgB,CAAA;IAChB,+DAAgB,CAAA;IAChB,+DAAgB,CAAA;IAChB,uDAAY,CAAA;IACZ,iEAAiB,CAAA;IACjB,iEAAiB,CAAA;IACjB,iEAAiB,CAAA;IACjB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;AACtB,CAAC,EAtBW,cAAc,KAAd,cAAc,QAsBzB;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,gBAIX;AAJD,WAAY,gBAAgB;IACxB,6EAAqB,CAAA;IACrB,iFAAuB,CAAA;IACvB,+DAAc,CAAA;AAClB,CAAC,EAJW,gBAAgB,KAAhB,gBAAgB,QAI3B;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,kBAOX;AAPD,WAAY,kBAAkB;IAC1B,oEAAc,CAAA;IACd,kEAAa,CAAA;IACb,kGAA6B,CAAA;IAC7B,gGAA4B,CAAA;IAC5B,gGAA4B,CAAA;IAC5B,8FAA2B,CAAA;AAC/B,CAAC,EAPW,kBAAkB,KAAlB,kBAAkB,QAO7B;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,cAMX;AAND,WAAY,cAAc;IACtB,wDAAY,CAAA;IACZ,oDAAU,CAAA;IACV,sDAAW,CAAA;IACX,gEAAgB,CAAA;IAChB,4EAAsB,CAAA;AAC1B,CAAC,EANW,cAAc,KAAd,cAAc,QAMzB;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,YAIX;AAJD,WAAY,YAAY;IACpB,oDAAY,CAAA;IACZ,kDAAW,CAAA;IACX,sEAAqB,CAAA;AACzB,CAAC,EAJW,YAAY,KAAZ,YAAY,QAIvB;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,iBAgBX;AAhBD,WAAY,iBAAiB;IACzB,yDAAQ,CAAA;IACR,uDAAO,CAAA;IACP,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,iFAAsB,CAAA;IACtB,qGAAgC,CAAA;IAChC,iFAAsB,CAAA;IACtB,qGAAgC,CAAA;IAChC,uFAAwB,CAAA;AAC5B,CAAC,EAhBW,iBAAiB,KAAjB,iBAAiB,QAgB5B","sourcesContent":["import type { AssetContainer } from \"core/assetContainer\";\r\nimport type { Bone } from \"core/Bones/bone\";\r\nimport type { Skeleton } from \"core/Bones/skeleton\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Node } from \"core/node\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\n/**\r\n * Enums\r\n * @internal\r\n */\r\nexport enum EComponentType {\r\n BYTE = 5120,\r\n UNSIGNED_BYTE = 5121,\r\n SHORT = 5122,\r\n UNSIGNED_SHORT = 5123,\r\n FLOAT = 5126,\r\n}\r\n\r\n/** @internal */\r\nexport enum EShaderType {\r\n FRAGMENT = 35632,\r\n VERTEX = 35633,\r\n}\r\n\r\n/** @internal */\r\nexport enum EParameterType {\r\n BYTE = 5120,\r\n UNSIGNED_BYTE = 5121,\r\n SHORT = 5122,\r\n UNSIGNED_SHORT = 5123,\r\n INT = 5124,\r\n UNSIGNED_INT = 5125,\r\n FLOAT = 5126,\r\n FLOAT_VEC2 = 35664,\r\n FLOAT_VEC3 = 35665,\r\n FLOAT_VEC4 = 35666,\r\n INT_VEC2 = 35667,\r\n INT_VEC3 = 35668,\r\n INT_VEC4 = 35669,\r\n BOOL = 35670,\r\n BOOL_VEC2 = 35671,\r\n BOOL_VEC3 = 35672,\r\n BOOL_VEC4 = 35673,\r\n FLOAT_MAT2 = 35674,\r\n FLOAT_MAT3 = 35675,\r\n FLOAT_MAT4 = 35676,\r\n SAMPLER_2D = 35678,\r\n}\r\n\r\n/** @internal */\r\nexport enum ETextureWrapMode {\r\n CLAMP_TO_EDGE = 33071,\r\n MIRRORED_REPEAT = 33648,\r\n REPEAT = 10497,\r\n}\r\n\r\n/** @internal */\r\nexport enum ETextureFilterType {\r\n NEAREST = 9728,\r\n LINEAR = 9728,\r\n NEAREST_MIPMAP_NEAREST = 9984,\r\n LINEAR_MIPMAP_NEAREST = 9985,\r\n NEAREST_MIPMAP_LINEAR = 9986,\r\n LINEAR_MIPMAP_LINEAR = 9987,\r\n}\r\n\r\n/** @internal */\r\nexport enum ETextureFormat {\r\n ALPHA = 6406,\r\n RGB = 6407,\r\n RGBA = 6408,\r\n LUMINANCE = 6409,\r\n LUMINANCE_ALPHA = 6410,\r\n}\r\n\r\n/** @internal */\r\nexport enum ECullingType {\r\n FRONT = 1028,\r\n BACK = 1029,\r\n FRONT_AND_BACK = 1032,\r\n}\r\n\r\n/** @internal */\r\nexport enum EBlendingFunction {\r\n ZERO = 0,\r\n ONE = 1,\r\n SRC_COLOR = 768,\r\n ONE_MINUS_SRC_COLOR = 769,\r\n DST_COLOR = 774,\r\n ONE_MINUS_DST_COLOR = 775,\r\n SRC_ALPHA = 770,\r\n ONE_MINUS_SRC_ALPHA = 771,\r\n DST_ALPHA = 772,\r\n ONE_MINUS_DST_ALPHA = 773,\r\n CONSTANT_COLOR = 32769,\r\n ONE_MINUS_CONSTANT_COLOR = 32770,\r\n CONSTANT_ALPHA = 32771,\r\n ONE_MINUS_CONSTANT_ALPHA = 32772,\r\n SRC_ALPHA_SATURATE = 776,\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFProperty {\r\n extensions?: { [key: string]: any };\r\n extras?: Object;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFChildRootProperty extends IGLTFProperty {\r\n name?: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFAccessor extends IGLTFChildRootProperty {\r\n bufferView: string;\r\n byteOffset: number;\r\n byteStride: number;\r\n count: number;\r\n type: string;\r\n componentType: EComponentType;\r\n\r\n max?: number[];\r\n min?: number[];\r\n name?: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFBufferView extends IGLTFChildRootProperty {\r\n buffer: string;\r\n byteOffset: number;\r\n byteLength: number;\r\n byteStride: number;\r\n\r\n target?: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFBuffer extends IGLTFChildRootProperty {\r\n uri: string;\r\n\r\n byteLength?: number;\r\n type?: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFShader extends IGLTFChildRootProperty {\r\n uri: string;\r\n type: EShaderType;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFProgram extends IGLTFChildRootProperty {\r\n attributes: string[];\r\n fragmentShader: string;\r\n vertexShader: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFTechniqueParameter {\r\n type: number;\r\n\r\n count?: number;\r\n semantic?: string;\r\n node?: string;\r\n value?: number | boolean | string | Array<any>;\r\n source?: string;\r\n\r\n babylonValue?: any;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFTechniqueCommonProfile {\r\n lightingModel: string;\r\n texcoordBindings: Object;\r\n\r\n parameters?: Array<any>;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFTechniqueStatesFunctions {\r\n blendColor?: number[];\r\n blendEquationSeparate?: number[];\r\n blendFuncSeparate?: number[];\r\n colorMask: boolean[];\r\n cullFace: number[];\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFTechniqueStates {\r\n enable: number[];\r\n functions: IGLTFTechniqueStatesFunctions;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFTechnique extends IGLTFChildRootProperty {\r\n parameters: { [key: string]: IGLTFTechniqueParameter };\r\n program: string;\r\n\r\n attributes: { [key: string]: string };\r\n uniforms: { [key: string]: string };\r\n states: IGLTFTechniqueStates;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFMaterial extends IGLTFChildRootProperty {\r\n technique?: string;\r\n values: string[];\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFMeshPrimitive extends IGLTFProperty {\r\n attributes: { [key: string]: string };\r\n indices: string;\r\n material: string;\r\n\r\n mode?: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFMesh extends IGLTFChildRootProperty {\r\n primitives: IGLTFMeshPrimitive[];\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFImage extends IGLTFChildRootProperty {\r\n uri: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFSampler extends IGLTFChildRootProperty {\r\n magFilter?: number;\r\n minFilter?: number;\r\n wrapS?: number;\r\n wrapT?: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFTexture extends IGLTFChildRootProperty {\r\n sampler: string;\r\n source: string;\r\n\r\n format?: ETextureFormat;\r\n internalFormat?: ETextureFormat;\r\n target?: number;\r\n type?: number;\r\n\r\n // Babylon.js values (optimize)\r\n babylonTexture?: Texture;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFAmbienLight {\r\n color?: number[];\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFDirectionalLight {\r\n color?: number[];\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFPointLight {\r\n color?: number[];\r\n constantAttenuation?: number;\r\n linearAttenuation?: number;\r\n quadraticAttenuation?: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFSpotLight {\r\n color?: number[];\r\n constantAttenuation?: number;\r\n fallOfAngle?: number;\r\n fallOffExponent?: number;\r\n linearAttenuation?: number;\r\n quadraticAttenuation?: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFLight extends IGLTFChildRootProperty {\r\n type: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFCameraOrthographic {\r\n xmag: number;\r\n ymag: number;\r\n zfar: number;\r\n znear: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFCameraPerspective {\r\n aspectRatio: number;\r\n yfov: number;\r\n zfar: number;\r\n znear: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFCamera extends IGLTFChildRootProperty {\r\n type: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFAnimationChannelTarget {\r\n id: string;\r\n path: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFAnimationChannel {\r\n sampler: string;\r\n target: IGLTFAnimationChannelTarget;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFAnimationSampler {\r\n input: string;\r\n output: string;\r\n\r\n interpolation?: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFAnimation extends IGLTFChildRootProperty {\r\n channels?: IGLTFAnimationChannel[];\r\n parameters?: { [key: string]: string };\r\n samplers?: { [key: string]: IGLTFAnimationSampler };\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFNodeInstanceSkin {\r\n skeletons: string[];\r\n skin: string;\r\n meshes: string[];\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFSkins extends IGLTFChildRootProperty {\r\n bindShapeMatrix: number[];\r\n inverseBindMatrices: string;\r\n jointNames: string[];\r\n\r\n babylonSkeleton?: Skeleton;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFNode extends IGLTFChildRootProperty {\r\n camera?: string;\r\n children: string[];\r\n skin?: string;\r\n jointName?: string;\r\n light?: string;\r\n matrix: number[];\r\n mesh?: string;\r\n meshes?: string[];\r\n rotation?: number[];\r\n scale?: number[];\r\n translation?: number[];\r\n\r\n // Babylon.js values (optimize)\r\n babylonNode?: Node;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFScene extends IGLTFChildRootProperty {\r\n nodes: string[];\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFRuntime {\r\n extensions: { [key: string]: any };\r\n accessors: { [key: string]: IGLTFAccessor };\r\n buffers: { [key: string]: IGLTFBuffer };\r\n bufferViews: { [key: string]: IGLTFBufferView };\r\n meshes: { [key: string]: IGLTFMesh };\r\n lights: { [key: string]: IGLTFLight };\r\n cameras: { [key: string]: IGLTFCamera };\r\n nodes: { [key: string]: IGLTFNode };\r\n images: { [key: string]: IGLTFImage };\r\n textures: { [key: string]: IGLTFTexture };\r\n shaders: { [key: string]: IGLTFShader };\r\n programs: { [key: string]: IGLTFProgram };\r\n samplers: { [key: string]: IGLTFSampler };\r\n techniques: { [key: string]: IGLTFTechnique };\r\n materials: { [key: string]: IGLTFMaterial };\r\n animations: { [key: string]: IGLTFAnimation };\r\n skins: { [key: string]: IGLTFSkins };\r\n\r\n currentScene?: Object;\r\n scenes: { [key: string]: IGLTFScene }; // v1.1\r\n\r\n extensionsUsed: string[];\r\n extensionsRequired?: string[]; // v1.1\r\n\r\n buffersCount: number;\r\n shaderscount: number;\r\n\r\n scene: Scene;\r\n rootUrl: string;\r\n\r\n loadedBufferCount: number;\r\n loadedBufferViews: { [name: string]: ArrayBufferView };\r\n\r\n loadedShaderCount: number;\r\n\r\n importOnlyMeshes: boolean;\r\n importMeshesNames?: string[];\r\n\r\n dummyNodes: Node[];\r\n\r\n assetContainer: Nullable<AssetContainer>;\r\n}\r\n\r\n/** @internal */\r\nexport interface INodeToRoot {\r\n bone: Bone;\r\n node: IGLTFNode;\r\n id: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IJointNode {\r\n node: IGLTFNode;\r\n id: string;\r\n}\r\n"]}
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@@ -1 +1 @@
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type { IGLTFTechniqueParameter, IGLTFAccessor, IGLTFRuntime, IGLTFBufferView } from \"./glTFLoaderInterfaces\";\r\nimport { EParameterType, ETextureWrapMode, ETextureFilterType, EComponentType } from \"./glTFLoaderInterfaces\";\r\n\r\nimport type { Nullable } from \"core/types\";\r\nimport { Vector2, Vector3, Vector4, Matrix } from \"core/Maths/math.vector\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Node } from \"core/node\";\r\nimport type { Scene } from \"core/scene\";\r\n\r\n/**\r\n * Utils functions for GLTF\r\n * @hidden\r\n * @deprecated\r\n */\r\nexport class GLTFUtils {\r\n /**\r\n * Sets the given \"parameter\" matrix\r\n * @param scene the Scene object\r\n * @param source the source node where to pick the matrix\r\n * @param parameter the GLTF technique parameter\r\n * @param uniformName the name of the shader's uniform\r\n * @param shaderMaterial the shader material\r\n */\r\n public static SetMatrix(scene: Scene, source: Node, parameter: IGLTFTechniqueParameter, uniformName: string, shaderMaterial: ShaderMaterial | Effect): void {\r\n let mat: Nullable<Matrix> = null;\r\n\r\n if (parameter.semantic === \"MODEL\") {\r\n mat = source.getWorldMatrix();\r\n } else if (parameter.semantic === \"PROJECTION\") {\r\n mat = scene.getProjectionMatrix();\r\n } else if (parameter.semantic === \"VIEW\") {\r\n mat = scene.getViewMatrix();\r\n } else if (parameter.semantic === \"MODELVIEWINVERSETRANSPOSE\") {\r\n mat = Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());\r\n } else if (parameter.semantic === \"MODELVIEW\") {\r\n mat = source.getWorldMatrix().multiply(scene.getViewMatrix());\r\n } else if (parameter.semantic === \"MODELVIEWPROJECTION\") {\r\n mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());\r\n } else if (parameter.semantic === \"MODELINVERSE\") {\r\n mat = source.getWorldMatrix().invert();\r\n } else if (parameter.semantic === \"VIEWINVERSE\") {\r\n mat = scene.getViewMatrix().invert();\r\n } else if (parameter.semantic === \"PROJECTIONINVERSE\") {\r\n mat = scene.getProjectionMatrix().invert();\r\n } else if (parameter.semantic === \"MODELVIEWINVERSE\") {\r\n mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();\r\n } else if (parameter.semantic === \"MODELVIEWPROJECTIONINVERSE\") {\r\n mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();\r\n } else if (parameter.semantic === \"MODELINVERSETRANSPOSE\") {\r\n mat = Matrix.Transpose(source.getWorldMatrix().invert());\r\n }\r\n\r\n if (mat) {\r\n switch (parameter.type) {\r\n case EParameterType.FLOAT_MAT2:\r\n shaderMaterial.setMatrix2x2(uniformName, Matrix.GetAsMatrix2x2(mat));\r\n break;\r\n case EParameterType.FLOAT_MAT3:\r\n shaderMaterial.setMatrix3x3(uniformName, Matrix.GetAsMatrix3x3(mat));\r\n break;\r\n case EParameterType.FLOAT_MAT4:\r\n shaderMaterial.setMatrix(uniformName, mat);\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the given \"parameter\" matrix\r\n * @param shaderMaterial the shader material\r\n * @param uniform the name of the shader's uniform\r\n * @param value the value of the uniform\r\n * @param type the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)\r\n */\r\n public static SetUniform(shaderMaterial: ShaderMaterial | Effect, uniform: string, value: any, type: number): boolean {\r\n switch (type) {\r\n case EParameterType.FLOAT:\r\n shaderMaterial.setFloat(uniform, value);\r\n return true;\r\n case EParameterType.FLOAT_VEC2:\r\n shaderMaterial.setVector2(uniform, Vector2.FromArray(value));\r\n return true;\r\n case EParameterType.FLOAT_VEC3:\r\n shaderMaterial.setVector3(uniform, Vector3.FromArray(value));\r\n return true;\r\n case EParameterType.FLOAT_VEC4:\r\n shaderMaterial.setVector4(uniform, Vector4.FromArray(value));\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Returns the wrap mode of the texture\r\n * @param mode the mode value\r\n */\r\n public static GetWrapMode(mode: number): number {\r\n switch (mode) {\r\n case ETextureWrapMode.CLAMP_TO_EDGE:\r\n return Texture.CLAMP_ADDRESSMODE;\r\n case ETextureWrapMode.MIRRORED_REPEAT:\r\n return Texture.MIRROR_ADDRESSMODE;\r\n case ETextureWrapMode.REPEAT:\r\n return Texture.WRAP_ADDRESSMODE;\r\n default:\r\n return Texture.WRAP_ADDRESSMODE;\r\n }\r\n }\r\n\r\n /**\r\n * Returns the byte stride giving an accessor\r\n * @param accessor the GLTF accessor objet\r\n */\r\n public static GetByteStrideFromType(accessor: IGLTFAccessor): number {\r\n // Needs this function since \"byteStride\" isn't requiered in glTF format\r\n const type = accessor.type;\r\n\r\n switch (type) {\r\n case \"VEC2\":\r\n return 2;\r\n case \"VEC3\":\r\n return 3;\r\n case \"VEC4\":\r\n return 4;\r\n case \"MAT2\":\r\n return 4;\r\n case \"MAT3\":\r\n return 9;\r\n case \"MAT4\":\r\n return 16;\r\n default:\r\n return 1;\r\n }\r\n }\r\n\r\n /**\r\n * Returns the texture filter mode giving a mode value\r\n * @param mode the filter mode value\r\n */\r\n public static GetTextureFilterMode(mode: number): ETextureFilterType {\r\n switch (mode) {\r\n case ETextureFilterType.LINEAR:\r\n case ETextureFilterType.LINEAR_MIPMAP_NEAREST:\r\n case ETextureFilterType.LINEAR_MIPMAP_LINEAR:\r\n return Texture.TRILINEAR_SAMPLINGMODE;\r\n case ETextureFilterType.NEAREST:\r\n case ETextureFilterType.NEAREST_MIPMAP_NEAREST:\r\n return Texture.NEAREST_SAMPLINGMODE;\r\n default:\r\n return Texture.BILINEAR_SAMPLINGMODE;\r\n }\r\n }\r\n\r\n public static GetBufferFromBufferView(\r\n gltfRuntime: IGLTFRuntime,\r\n bufferView: IGLTFBufferView,\r\n byteOffset: number,\r\n byteLength: number,\r\n componentType: EComponentType\r\n ): ArrayBufferView {\r\n byteOffset = bufferView.byteOffset + byteOffset;\r\n\r\n const loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];\r\n if (byteOffset + byteLength > loadedBufferView.byteLength) {\r\n throw new Error(\"Buffer access is out of range\");\r\n }\r\n\r\n const buffer = loadedBufferView.buffer;\r\n byteOffset += loadedBufferView.byteOffset;\r\n\r\n switch (componentType) {\r\n case EComponentType.BYTE:\r\n return new Int8Array(buffer, byteOffset, byteLength);\r\n case EComponentType.UNSIGNED_BYTE:\r\n return new Uint8Array(buffer, byteOffset, byteLength);\r\n case EComponentType.SHORT:\r\n return new Int16Array(buffer, byteOffset, byteLength);\r\n case EComponentType.UNSIGNED_SHORT:\r\n return new Uint16Array(buffer, byteOffset, byteLength);\r\n default:\r\n return new Float32Array(buffer, byteOffset, byteLength);\r\n }\r\n }\r\n\r\n /**\r\n * Returns a buffer from its accessor\r\n * @param gltfRuntime the GLTF runtime\r\n * @param accessor the GLTF accessor\r\n */\r\n public static GetBufferFromAccessor(gltfRuntime: IGLTFRuntime, accessor: IGLTFAccessor): any {\r\n const bufferView: IGLTFBufferView = gltfRuntime.bufferViews[accessor.bufferView];\r\n const byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);\r\n return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);\r\n }\r\n\r\n /**\r\n * Decodes a buffer view into a string\r\n * @param view the buffer view\r\n */\r\n public static DecodeBufferToText(view: ArrayBufferView): string {\r\n let result = \"\";\r\n const length = view.byteLength;\r\n\r\n for (let i = 0; i < length; ++i) {\r\n result += String.fromCharCode((<any>view)[i]);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Returns the default material of gltf. Related to\r\n * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material\r\n * @param scene the Babylon.js scene\r\n */\r\n public static GetDefaultMaterial(scene: Scene): ShaderMaterial {\r\n if (!GLTFUtils._DefaultMaterial) {\r\n Effect.ShadersStore[\"GLTFDefaultMaterialVertexShader\"] = [\r\n \"precision highp float;\",\r\n \"\",\r\n \"uniform mat4 worldView;\",\r\n \"uniform mat4 projection;\",\r\n \"\",\r\n \"attribute vec3 position;\",\r\n \"\",\r\n \"void main(void)\",\r\n \"{\",\r\n \" gl_Position = projection * worldView * vec4(position, 1.0);\",\r\n \"}\",\r\n ].join(\"\\n\");\r\n\r\n Effect.ShadersStore[\"GLTFDefaultMaterialPixelShader\"] = [\r\n \"precision highp float;\",\r\n \"\",\r\n \"uniform vec4 u_emission;\",\r\n \"\",\r\n \"void main(void)\",\r\n \"{\",\r\n \" gl_FragColor = u_emission;\",\r\n \"}\",\r\n ].join(\"\\n\");\r\n\r\n const shaderPath = {\r\n vertex: \"GLTFDefaultMaterial\",\r\n fragment: \"GLTFDefaultMaterial\",\r\n };\r\n\r\n const options = {\r\n attributes: [\"position\"],\r\n uniforms: [\"worldView\", \"projection\", \"u_emission\"],\r\n samplers: new Array<string>(),\r\n needAlphaBlending: false,\r\n };\r\n\r\n GLTFUtils._DefaultMaterial = new ShaderMaterial(\"GLTFDefaultMaterial\", scene, shaderPath, options);\r\n GLTFUtils._DefaultMaterial.setColor4(\"u_emission\", new Color4(0.5, 0.5, 0.5, 1.0));\r\n }\r\n\r\n return GLTFUtils._DefaultMaterial;\r\n }\r\n\r\n // The GLTF default material\r\n private static _DefaultMaterial: Nullable<ShaderMaterial> = null;\r\n}\r\n"]}
|
|
1
|
+
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type { IGLTFTechniqueParameter, IGLTFAccessor, IGLTFRuntime, IGLTFBufferView } from \"./glTFLoaderInterfaces\";\r\nimport { EParameterType, ETextureWrapMode, ETextureFilterType, EComponentType } from \"./glTFLoaderInterfaces\";\r\n\r\nimport type { Nullable } from \"core/types\";\r\nimport { Vector2, Vector3, Vector4, Matrix } from \"core/Maths/math.vector\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Node } from \"core/node\";\r\nimport type { Scene } from \"core/scene\";\r\n\r\n/**\r\n * Utils functions for GLTF\r\n * @internal\r\n * @deprecated\r\n */\r\nexport class GLTFUtils {\r\n /**\r\n * Sets the given \"parameter\" matrix\r\n * @param scene the Scene object\r\n * @param source the source node where to pick the matrix\r\n * @param parameter the GLTF technique parameter\r\n * @param uniformName the name of the shader's uniform\r\n * @param shaderMaterial the shader material\r\n */\r\n public static SetMatrix(scene: Scene, source: Node, parameter: IGLTFTechniqueParameter, uniformName: string, shaderMaterial: ShaderMaterial | Effect): void {\r\n let mat: Nullable<Matrix> = null;\r\n\r\n if (parameter.semantic === \"MODEL\") {\r\n mat = source.getWorldMatrix();\r\n } else if (parameter.semantic === \"PROJECTION\") {\r\n mat = scene.getProjectionMatrix();\r\n } else if (parameter.semantic === \"VIEW\") {\r\n mat = scene.getViewMatrix();\r\n } else if (parameter.semantic === \"MODELVIEWINVERSETRANSPOSE\") {\r\n mat = Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());\r\n } else if (parameter.semantic === \"MODELVIEW\") {\r\n mat = source.getWorldMatrix().multiply(scene.getViewMatrix());\r\n } else if (parameter.semantic === \"MODELVIEWPROJECTION\") {\r\n mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());\r\n } else if (parameter.semantic === \"MODELINVERSE\") {\r\n mat = source.getWorldMatrix().invert();\r\n } else if (parameter.semantic === \"VIEWINVERSE\") {\r\n mat = scene.getViewMatrix().invert();\r\n } else if (parameter.semantic === \"PROJECTIONINVERSE\") {\r\n mat = scene.getProjectionMatrix().invert();\r\n } else if (parameter.semantic === \"MODELVIEWINVERSE\") {\r\n mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();\r\n } else if (parameter.semantic === \"MODELVIEWPROJECTIONINVERSE\") {\r\n mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();\r\n } else if (parameter.semantic === \"MODELINVERSETRANSPOSE\") {\r\n mat = Matrix.Transpose(source.getWorldMatrix().invert());\r\n }\r\n\r\n if (mat) {\r\n switch (parameter.type) {\r\n case EParameterType.FLOAT_MAT2:\r\n shaderMaterial.setMatrix2x2(uniformName, Matrix.GetAsMatrix2x2(mat));\r\n break;\r\n case EParameterType.FLOAT_MAT3:\r\n shaderMaterial.setMatrix3x3(uniformName, Matrix.GetAsMatrix3x3(mat));\r\n break;\r\n case EParameterType.FLOAT_MAT4:\r\n shaderMaterial.setMatrix(uniformName, mat);\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the given \"parameter\" matrix\r\n * @param shaderMaterial the shader material\r\n * @param uniform the name of the shader's uniform\r\n * @param value the value of the uniform\r\n * @param type the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)\r\n */\r\n public static SetUniform(shaderMaterial: ShaderMaterial | Effect, uniform: string, value: any, type: number): boolean {\r\n switch (type) {\r\n case EParameterType.FLOAT:\r\n shaderMaterial.setFloat(uniform, value);\r\n return true;\r\n case EParameterType.FLOAT_VEC2:\r\n shaderMaterial.setVector2(uniform, Vector2.FromArray(value));\r\n return true;\r\n case EParameterType.FLOAT_VEC3:\r\n shaderMaterial.setVector3(uniform, Vector3.FromArray(value));\r\n return true;\r\n case EParameterType.FLOAT_VEC4:\r\n shaderMaterial.setVector4(uniform, Vector4.FromArray(value));\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Returns the wrap mode of the texture\r\n * @param mode the mode value\r\n */\r\n public static GetWrapMode(mode: number): number {\r\n switch (mode) {\r\n case ETextureWrapMode.CLAMP_TO_EDGE:\r\n return Texture.CLAMP_ADDRESSMODE;\r\n case ETextureWrapMode.MIRRORED_REPEAT:\r\n return Texture.MIRROR_ADDRESSMODE;\r\n case ETextureWrapMode.REPEAT:\r\n return Texture.WRAP_ADDRESSMODE;\r\n default:\r\n return Texture.WRAP_ADDRESSMODE;\r\n }\r\n }\r\n\r\n /**\r\n * Returns the byte stride giving an accessor\r\n * @param accessor the GLTF accessor objet\r\n */\r\n public static GetByteStrideFromType(accessor: IGLTFAccessor): number {\r\n // Needs this function since \"byteStride\" isn't requiered in glTF format\r\n const type = accessor.type;\r\n\r\n switch (type) {\r\n case \"VEC2\":\r\n return 2;\r\n case \"VEC3\":\r\n return 3;\r\n case \"VEC4\":\r\n return 4;\r\n case \"MAT2\":\r\n return 4;\r\n case \"MAT3\":\r\n return 9;\r\n case \"MAT4\":\r\n return 16;\r\n default:\r\n return 1;\r\n }\r\n }\r\n\r\n /**\r\n * Returns the texture filter mode giving a mode value\r\n * @param mode the filter mode value\r\n */\r\n public static GetTextureFilterMode(mode: number): ETextureFilterType {\r\n switch (mode) {\r\n case ETextureFilterType.LINEAR:\r\n case ETextureFilterType.LINEAR_MIPMAP_NEAREST:\r\n case ETextureFilterType.LINEAR_MIPMAP_LINEAR:\r\n return Texture.TRILINEAR_SAMPLINGMODE;\r\n case ETextureFilterType.NEAREST:\r\n case ETextureFilterType.NEAREST_MIPMAP_NEAREST:\r\n return Texture.NEAREST_SAMPLINGMODE;\r\n default:\r\n return Texture.BILINEAR_SAMPLINGMODE;\r\n }\r\n }\r\n\r\n public static GetBufferFromBufferView(\r\n gltfRuntime: IGLTFRuntime,\r\n bufferView: IGLTFBufferView,\r\n byteOffset: number,\r\n byteLength: number,\r\n componentType: EComponentType\r\n ): ArrayBufferView {\r\n byteOffset = bufferView.byteOffset + byteOffset;\r\n\r\n const loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];\r\n if (byteOffset + byteLength > loadedBufferView.byteLength) {\r\n throw new Error(\"Buffer access is out of range\");\r\n }\r\n\r\n const buffer = loadedBufferView.buffer;\r\n byteOffset += loadedBufferView.byteOffset;\r\n\r\n switch (componentType) {\r\n case EComponentType.BYTE:\r\n return new Int8Array(buffer, byteOffset, byteLength);\r\n case EComponentType.UNSIGNED_BYTE:\r\n return new Uint8Array(buffer, byteOffset, byteLength);\r\n case EComponentType.SHORT:\r\n return new Int16Array(buffer, byteOffset, byteLength);\r\n case EComponentType.UNSIGNED_SHORT:\r\n return new Uint16Array(buffer, byteOffset, byteLength);\r\n default:\r\n return new Float32Array(buffer, byteOffset, byteLength);\r\n }\r\n }\r\n\r\n /**\r\n * Returns a buffer from its accessor\r\n * @param gltfRuntime the GLTF runtime\r\n * @param accessor the GLTF accessor\r\n */\r\n public static GetBufferFromAccessor(gltfRuntime: IGLTFRuntime, accessor: IGLTFAccessor): any {\r\n const bufferView: IGLTFBufferView = gltfRuntime.bufferViews[accessor.bufferView];\r\n const byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);\r\n return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);\r\n }\r\n\r\n /**\r\n * Decodes a buffer view into a string\r\n * @param view the buffer view\r\n */\r\n public static DecodeBufferToText(view: ArrayBufferView): string {\r\n let result = \"\";\r\n const length = view.byteLength;\r\n\r\n for (let i = 0; i < length; ++i) {\r\n result += String.fromCharCode((<any>view)[i]);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Returns the default material of gltf. Related to\r\n * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material\r\n * @param scene the Babylon.js scene\r\n */\r\n public static GetDefaultMaterial(scene: Scene): ShaderMaterial {\r\n if (!GLTFUtils._DefaultMaterial) {\r\n Effect.ShadersStore[\"GLTFDefaultMaterialVertexShader\"] = [\r\n \"precision highp float;\",\r\n \"\",\r\n \"uniform mat4 worldView;\",\r\n \"uniform mat4 projection;\",\r\n \"\",\r\n \"attribute vec3 position;\",\r\n \"\",\r\n \"void main(void)\",\r\n \"{\",\r\n \" gl_Position = projection * worldView * vec4(position, 1.0);\",\r\n \"}\",\r\n ].join(\"\\n\");\r\n\r\n Effect.ShadersStore[\"GLTFDefaultMaterialPixelShader\"] = [\r\n \"precision highp float;\",\r\n \"\",\r\n \"uniform vec4 u_emission;\",\r\n \"\",\r\n \"void main(void)\",\r\n \"{\",\r\n \" gl_FragColor = u_emission;\",\r\n \"}\",\r\n ].join(\"\\n\");\r\n\r\n const shaderPath = {\r\n vertex: \"GLTFDefaultMaterial\",\r\n fragment: \"GLTFDefaultMaterial\",\r\n };\r\n\r\n const options = {\r\n attributes: [\"position\"],\r\n uniforms: [\"worldView\", \"projection\", \"u_emission\"],\r\n samplers: new Array<string>(),\r\n needAlphaBlending: false,\r\n };\r\n\r\n GLTFUtils._DefaultMaterial = new ShaderMaterial(\"GLTFDefaultMaterial\", scene, shaderPath, options);\r\n GLTFUtils._DefaultMaterial.setColor4(\"u_emission\", new Color4(0.5, 0.5, 0.5, 1.0));\r\n }\r\n\r\n return GLTFUtils._DefaultMaterial;\r\n }\r\n\r\n // The GLTF default material\r\n private static _DefaultMaterial: Nullable<ShaderMaterial> = null;\r\n}\r\n"]}
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@@ -2,7 +2,7 @@ import { GLTFLoaderExtension } from "./glTFLoader";
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import type { IGLTFRuntime } from "./glTFLoaderInterfaces";
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import { Material } from "@babylonjs/core/Materials/material.js";
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export declare class GLTFMaterialsCommonExtension extends GLTFLoaderExtension {
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@@ -9,7 +9,7 @@ import { DirectionalLight } from "@babylonjs/core/Lights/directionalLight.js";
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import { PointLight } from "@babylonjs/core/Lights/pointLight.js";
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import { SpotLight } from "@babylonjs/core/Lights/spotLight.js";
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export class GLTFMaterialsCommonExtension extends GLTFLoaderExtension {
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