@babylonjs/loaders 5.25.0 → 5.26.1

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@@ -0,0 +1,29 @@
1
+ import { Animation } from "@babylonjs/core/Animations/animation.js";
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+ import { Quaternion, Vector3 } from "@babylonjs/core/Maths/math.vector.js";
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+ import type { INode } from "./glTFLoaderInterfaces";
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+ import type { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
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+ export declare type GetValueFn = (target: any, source: Float32Array, offset: number, scale: number) => any;
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+ export declare function getVector3(_target: any, source: Float32Array, offset: number, scale: number): Vector3;
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+ export declare function getQuaternion(_target: any, source: Float32Array, offset: number, scale: number): Quaternion;
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+ export declare function getWeights(target: INode, source: Float32Array, offset: number, scale: number): Array<number>;
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+ export declare abstract class AnimationPropertyInfo {
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+ readonly type: number;
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+ readonly name: string;
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+ readonly getValue: GetValueFn;
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+ readonly getStride: (target: any) => number;
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+ constructor(type: number, name: string, getValue: GetValueFn, getStride: (target: any) => number);
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+ protected _buildAnimation(name: string, fps: number, keys: any[]): Animation;
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+ abstract buildAnimations(target: any, name: string, fps: number, keys: any[], callback: (babylonAnimatable: IAnimatable, babylonAnimation: Animation) => void): void;
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+ }
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+ export declare class TransformNodeAnimationPropertyInfo extends AnimationPropertyInfo {
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+ buildAnimations(target: INode, name: string, fps: number, keys: any[], callback: (babylonAnimatable: IAnimatable, babylonAnimation: Animation) => void): void;
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+ }
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+ export declare class WeightAnimationPropertyInfo extends AnimationPropertyInfo {
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+ buildAnimations(target: INode, name: string, fps: number, keys: any[], callback: (babylonAnimatable: IAnimatable, babylonAnimation: Animation) => void): void;
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+ }
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+ export declare const nodeAnimationData: {
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+ translation: TransformNodeAnimationPropertyInfo[];
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+ rotation: TransformNodeAnimationPropertyInfo[];
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+ scale: TransformNodeAnimationPropertyInfo[];
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+ weights: WeightAnimationPropertyInfo[];
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+ };
@@ -0,0 +1,66 @@
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+ import { Animation } from "@babylonjs/core/Animations/animation.js";
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+ import { Quaternion, Vector3 } from "@babylonjs/core/Maths/math.vector.js";
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+ export function getVector3(_target, source, offset, scale) {
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+ return Vector3.FromArray(source, offset).scaleInPlace(scale);
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+ }
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+ export function getQuaternion(_target, source, offset, scale) {
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+ return Quaternion.FromArray(source, offset).scaleInPlace(scale);
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+ }
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+ export function getWeights(target, source, offset, scale) {
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+ const value = new Array(target._numMorphTargets);
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+ for (let i = 0; i < value.length; i++) {
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+ value[i] = source[offset++] * scale;
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+ }
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+ return value;
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+ }
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+ export class AnimationPropertyInfo {
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+ constructor(type, name, getValue, getStride) {
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+ this.type = type;
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+ this.name = name;
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+ this.getValue = getValue;
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+ this.getStride = getStride;
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+ }
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+ _buildAnimation(name, fps, keys) {
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+ const babylonAnimation = new Animation(name, this.name, fps, this.type);
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+ babylonAnimation.setKeys(keys);
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+ return babylonAnimation;
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+ }
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+ }
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+ export class TransformNodeAnimationPropertyInfo extends AnimationPropertyInfo {
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+ buildAnimations(target, name, fps, keys, callback) {
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+ callback(target._babylonTransformNode, this._buildAnimation(name, fps, keys));
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+ }
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+ }
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+ export class WeightAnimationPropertyInfo extends AnimationPropertyInfo {
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+ buildAnimations(target, name, fps, keys, callback) {
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+ if (target._numMorphTargets) {
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+ for (let targetIndex = 0; targetIndex < target._numMorphTargets; targetIndex++) {
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+ const babylonAnimation = new Animation(`${name}_${targetIndex}`, this.name, fps, this.type);
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+ babylonAnimation.setKeys(keys.map((key) => ({
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+ frame: key.frame,
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+ inTangent: key.inTangent ? key.inTangent[targetIndex] : undefined,
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+ value: key.value[targetIndex],
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+ outTangent: key.outTangent ? key.outTangent[targetIndex] : undefined,
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+ interpolation: key.interpolation,
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+ })));
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+ if (target._primitiveBabylonMeshes) {
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+ for (const babylonMesh of target._primitiveBabylonMeshes) {
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+ if (babylonMesh.morphTargetManager) {
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+ const morphTarget = babylonMesh.morphTargetManager.getTarget(targetIndex);
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+ const babylonAnimationClone = babylonAnimation.clone();
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+ morphTarget.animations.push(babylonAnimationClone);
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+ callback(morphTarget, babylonAnimationClone);
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+ }
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+ }
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+ }
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+ }
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+ }
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+ }
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+ }
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+ export const nodeAnimationData = {
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+ translation: [new TransformNodeAnimationPropertyInfo(Animation.ANIMATIONTYPE_VECTOR3, "position", getVector3, () => 3)],
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+ rotation: [new TransformNodeAnimationPropertyInfo(Animation.ANIMATIONTYPE_QUATERNION, "rotationQuaternion", getQuaternion, () => 4)],
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+ scale: [new TransformNodeAnimationPropertyInfo(Animation.ANIMATIONTYPE_VECTOR3, "scaling", getVector3, () => 3)],
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+ weights: [new WeightAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, "influence", getWeights, (target) => target._numMorphTargets)],
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+ };
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+ //# sourceMappingURL=glTFLoaderAnimation.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"glTFLoaderAnimation.js","sourceRoot":"","sources":["../../../../../../lts/loaders/generated/glTF/2.0/glTFLoaderAnimation.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,gDAAkC;AACtD,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,6CAA+B;AAM7D,MAAM,UAAU,UAAU,CAAC,OAAY,EAAE,MAAoB,EAAE,MAAc,EAAE,KAAa;IACxF,OAAO,OAAO,CAAC,SAAS,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC;AACjE,CAAC;AAED,MAAM,UAAU,aAAa,CAAC,OAAY,EAAE,MAAoB,EAAE,MAAc,EAAE,KAAa;IAC3F,OAAO,UAAU,CAAC,SAAS,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC;AACpE,CAAC;AAED,MAAM,UAAU,UAAU,CAAC,MAAa,EAAE,MAAoB,EAAE,MAAc,EAAE,KAAa;IACzF,MAAM,KAAK,GAAG,IAAI,KAAK,CAAS,MAAM,CAAC,gBAAiB,CAAC,CAAC;IAC1D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;QACnC,KAAK,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,KAAK,CAAC;KACvC;IAED,OAAO,KAAK,CAAC;AACjB,CAAC;AAED,MAAM,OAAgB,qBAAqB;IACvC,YAAmC,IAAY,EAAkB,IAAY,EAAkB,QAAoB,EAAkB,SAAkC;QAApI,SAAI,GAAJ,IAAI,CAAQ;QAAkB,SAAI,GAAJ,IAAI,CAAQ;QAAkB,aAAQ,GAAR,QAAQ,CAAY;QAAkB,cAAS,GAAT,SAAS,CAAyB;IAAG,CAAC;IAEjK,eAAe,CAAC,IAAY,EAAE,GAAW,EAAE,IAAW;QAC5D,MAAM,gBAAgB,GAAG,IAAI,SAAS,CAAC,IAAI,EAAE,IAAI,CAAC,IAAI,EAAE,GAAG,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC;QACxE,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QAC/B,OAAO,gBAAgB,CAAC;IAC5B,CAAC;CAGJ;AAED,MAAM,OAAO,kCAAmC,SAAQ,qBAAqB;IAClE,eAAe,CAAC,MAAa,EAAE,IAAY,EAAE,GAAW,EAAE,IAAW,EAAE,QAA+E;QACzJ,QAAQ,CAAC,MAAM,CAAC,qBAAsB,EAAE,IAAI,CAAC,eAAe,CAAC,IAAI,EAAE,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;IACnF,CAAC;CACJ;AAED,MAAM,OAAO,2BAA4B,SAAQ,qBAAqB;IAC3D,eAAe,CAAC,MAAa,EAAE,IAAY,EAAE,GAAW,EAAE,IAAW,EAAE,QAA+E;QACzJ,IAAI,MAAM,CAAC,gBAAgB,EAAE;YACzB,KAAK,IAAI,WAAW,GAAG,CAAC,EAAE,WAAW,GAAG,MAAM,CAAC,gBAAgB,EAAE,WAAW,EAAE,EAAE;gBAC5E,MAAM,gBAAgB,GAAG,IAAI,SAAS,CAAC,GAAG,IAAI,IAAI,WAAW,EAAE,EAAE,IAAI,CAAC,IAAI,EAAE,GAAG,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC;gBAC5F,gBAAgB,CAAC,OAAO,CACpB,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC;oBACf,KAAK,EAAE,GAAG,CAAC,KAAK;oBAChB,SAAS,EAAE,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC,GAAG,CAAC,SAAS,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,SAAS;oBACjE,KAAK,EAAE,GAAG,CAAC,KAAK,CAAC,WAAW,CAAC;oBAC7B,UAAU,EAAE,GAAG,CAAC,UAAU,CAAC,CAAC,CAAC,GAAG,CAAC,UAAU,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,SAAS;oBACpE,aAAa,EAAE,GAAG,CAAC,aAAa;iBACnC,CAAC,CAAC,CACN,CAAC;gBAEF,IAAI,MAAM,CAAC,uBAAuB,EAAE;oBAChC,KAAK,MAAM,WAAW,IAAI,MAAM,CAAC,uBAAuB,EAAE;wBACtD,IAAI,WAAW,CAAC,kBAAkB,EAAE;4BAChC,MAAM,WAAW,GAAG,WAAW,CAAC,kBAAkB,CAAC,SAAS,CAAC,WAAW,CAAC,CAAC;4BAC1E,MAAM,qBAAqB,GAAG,gBAAgB,CAAC,KAAK,EAAE,CAAC;4BACvD,WAAW,CAAC,UAAU,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;4BACnD,QAAQ,CAAC,WAAW,EAAE,qBAAqB,CAAC,CAAC;yBAChD;qBACJ;iBACJ;aACJ;SACJ;IACL,CAAC;CACJ;AAED,MAAM,CAAC,MAAM,iBAAiB,GAAG;IAC7B,WAAW,EAAE,CAAC,IAAI,kCAAkC,CAAC,SAAS,CAAC,qBAAqB,EAAE,UAAU,EAAE,UAAU,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC;IACvH,QAAQ,EAAE,CAAC,IAAI,kCAAkC,CAAC,SAAS,CAAC,wBAAwB,EAAE,oBAAoB,EAAE,aAAa,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC;IACpI,KAAK,EAAE,CAAC,IAAI,kCAAkC,CAAC,SAAS,CAAC,qBAAqB,EAAE,SAAS,EAAE,UAAU,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC;IAChH,OAAO,EAAE,CAAC,IAAI,2BAA2B,CAAC,SAAS,CAAC,mBAAmB,EAAE,WAAW,EAAE,UAAU,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,CAAC,gBAAiB,CAAC,CAAC;CAC3I,CAAC","sourcesContent":["import { Animation } from \"core/Animations/animation\";\r\nimport { Quaternion, Vector3 } from \"core/Maths/math.vector\";\r\nimport type { INode } from \"./glTFLoaderInterfaces\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\n\r\nexport type GetValueFn = (target: any, source: Float32Array, offset: number, scale: number) => any;\r\n\r\nexport function getVector3(_target: any, source: Float32Array, offset: number, scale: number): Vector3 {\r\n return Vector3.FromArray(source, offset).scaleInPlace(scale);\r\n}\r\n\r\nexport function getQuaternion(_target: any, source: Float32Array, offset: number, scale: number): Quaternion {\r\n return Quaternion.FromArray(source, offset).scaleInPlace(scale);\r\n}\r\n\r\nexport function getWeights(target: INode, source: Float32Array, offset: number, scale: number): Array<number> {\r\n const value = new Array<number>(target._numMorphTargets!);\r\n for (let i = 0; i < value.length; i++) {\r\n value[i] = source[offset++] * scale;\r\n }\r\n\r\n return value;\r\n}\r\n\r\nexport abstract class AnimationPropertyInfo {\r\n public constructor(public readonly type: number, public readonly name: string, public readonly getValue: GetValueFn, public readonly getStride: (target: any) => number) {}\r\n\r\n protected _buildAnimation(name: string, fps: number, keys: any[]): Animation {\r\n const babylonAnimation = new Animation(name, this.name, fps, this.type);\r\n babylonAnimation.setKeys(keys);\r\n return babylonAnimation;\r\n }\r\n\r\n public abstract buildAnimations(target: any, name: string, fps: number, keys: any[], callback: (babylonAnimatable: IAnimatable, babylonAnimation: Animation) => void): void;\r\n}\r\n\r\nexport class TransformNodeAnimationPropertyInfo extends AnimationPropertyInfo {\r\n public buildAnimations(target: INode, name: string, fps: number, keys: any[], callback: (babylonAnimatable: IAnimatable, babylonAnimation: Animation) => void): void {\r\n callback(target._babylonTransformNode!, this._buildAnimation(name, fps, keys));\r\n }\r\n}\r\n\r\nexport class WeightAnimationPropertyInfo extends AnimationPropertyInfo {\r\n public buildAnimations(target: INode, name: string, fps: number, keys: any[], callback: (babylonAnimatable: IAnimatable, babylonAnimation: Animation) => void): void {\r\n if (target._numMorphTargets) {\r\n for (let targetIndex = 0; targetIndex < target._numMorphTargets; targetIndex++) {\r\n const babylonAnimation = new Animation(`${name}_${targetIndex}`, this.name, fps, this.type);\r\n babylonAnimation.setKeys(\r\n keys.map((key) => ({\r\n frame: key.frame,\r\n inTangent: key.inTangent ? key.inTangent[targetIndex] : undefined,\r\n value: key.value[targetIndex],\r\n outTangent: key.outTangent ? key.outTangent[targetIndex] : undefined,\r\n interpolation: key.interpolation,\r\n }))\r\n );\r\n\r\n if (target._primitiveBabylonMeshes) {\r\n for (const babylonMesh of target._primitiveBabylonMeshes) {\r\n if (babylonMesh.morphTargetManager) {\r\n const morphTarget = babylonMesh.morphTargetManager.getTarget(targetIndex);\r\n const babylonAnimationClone = babylonAnimation.clone();\r\n morphTarget.animations.push(babylonAnimationClone);\r\n callback(morphTarget, babylonAnimationClone);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\nexport const nodeAnimationData = {\r\n translation: [new TransformNodeAnimationPropertyInfo(Animation.ANIMATIONTYPE_VECTOR3, \"position\", getVector3, () => 3)],\r\n rotation: [new TransformNodeAnimationPropertyInfo(Animation.ANIMATIONTYPE_QUATERNION, \"rotationQuaternion\", getQuaternion, () => 4)],\r\n scale: [new TransformNodeAnimationPropertyInfo(Animation.ANIMATIONTYPE_VECTOR3, \"scaling\", getVector3, () => 3)],\r\n weights: [new WeightAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"influence\", getWeights, (target) => target._numMorphTargets!)],\r\n};\r\n"]}
@@ -1,4 +1,5 @@
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  import type { Nullable } from "@babylonjs/core/types.js";
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+ import type { Animation } from "@babylonjs/core/Animations/animation.js";
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  import type { AnimationGroup } from "@babylonjs/core/Animations/animationGroup.js";
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  import type { Material } from "@babylonjs/core/Materials/material.js";
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  import type { Camera } from "@babylonjs/core/Cameras/camera.js";
@@ -8,9 +9,10 @@ import type { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture
8
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  import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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  import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
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  import type { IDisposable } from "@babylonjs/core/scene.js";
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- import type { IScene, INode, IMesh, ISkin, ICamera, IMeshPrimitive, IMaterial, ITextureInfo, IAnimation, ITexture, IBufferView, IBuffer } from "./glTFLoaderInterfaces";
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+ import type { IScene, INode, IMesh, ISkin, ICamera, IMeshPrimitive, IMaterial, ITextureInfo, IAnimation, ITexture, IBufferView, IBuffer, IAnimationChannel } from "./glTFLoaderInterfaces";
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  import type { IGLTFLoaderExtension as IGLTFBaseLoaderExtension } from "../glTFFileLoader";
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  import type { IProperty } from "babylonjs-gltf2interface";
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+ import type { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
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  /**
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  * Interface for a glTF loader extension.
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  */
@@ -115,6 +117,17 @@ export interface IGLTFLoaderExtension extends IGLTFBaseLoaderExtension, IDisposa
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  * @returns A promise that resolves with the loaded Babylon animation group when the load is complete or null if not handled
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  */
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  loadAnimationAsync?(context: string, animation: IAnimation): Nullable<Promise<AnimationGroup>>;
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+ /**
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+ * @internal
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+ * Define this method to modify the default behvaior when loading animation channels.
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+ * @param context The context when loading the asset
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+ * @param animationContext The context of the animation when loading the asset
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+ * @param animation The glTF animation property
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+ * @param channel The glTF animation channel property
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+ * @param onLoad Called for each animation loaded
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+ * @returns A void promise that resolves when the load is complete or null if not handled
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+ */
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+ _loadAnimationChannelAsync?(context: string, animationContext: string, animation: IAnimation, channel: IAnimationChannel, onLoad: (babylonAnimatable: IAnimatable, babylonAnimation: Animation) => void): Nullable<Promise<void>>;
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  /**
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  * @internal
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  * Define this method to modify the default behavior when loading skins.
@@ -1 +1 @@
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"]}
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 { Animation } from \"core/Animations/animation\";\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 {\r\n IScene,\r\n INode,\r\n IMesh,\r\n ISkin,\r\n ICamera,\r\n IMeshPrimitive,\r\n IMaterial,\r\n ITextureInfo,\r\n IAnimation,\r\n ITexture,\r\n IBufferView,\r\n IBuffer,\r\n IAnimationChannel,\r\n} from \"./glTFLoaderInterfaces\";\r\nimport type { IGLTFLoaderExtension as IGLTFBaseLoaderExtension } from \"../glTFFileLoader\";\r\nimport type { IProperty } from \"babylonjs-gltf2interface\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\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 behvaior when loading animation channels.\r\n * @param context The context when loading the asset\r\n * @param animationContext The context of the animation when loading the asset\r\n * @param animation The glTF animation property\r\n * @param channel The glTF animation channel property\r\n * @param onLoad Called for each animation loaded\r\n * @returns A void promise that resolves when the load is complete or null if not handled\r\n */\r\n _loadAnimationChannelAsync?(\r\n context: string,\r\n animationContext: string,\r\n animation: IAnimation,\r\n channel: IAnimationChannel,\r\n onLoad: (babylonAnimatable: IAnimatable, babylonAnimation: Animation) => void\r\n ): Nullable<Promise<void>>;\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"]}
@@ -35,8 +35,11 @@ export interface IAnimationChannel extends GLTF2.IAnimationChannel, IArrayItem {
35
35
  }
36
36
  /** @internal */
37
37
  export interface _IAnimationSamplerData {
38
+ /** @internal */
38
39
  input: Float32Array;
40
+ /** @internal */
39
41
  interpolation: GLTF2.AnimationSamplerInterpolation;
42
+ /** @internal */
40
43
  output: Float32Array;
41
44
  }
42
45
  /**
@@ -50,7 +53,9 @@ export interface IAnimationSampler extends GLTF2.IAnimationSampler, IArrayItem {
50
53
  * Loader interface with additional members.
51
54
  */
52
55
  export interface IAnimation extends GLTF2.IAnimation, IArrayItem {
56
+ /** @internal */
53
57
  channels: IAnimationChannel[];
58
+ /** @internal */
54
59
  samplers: IAnimationSampler[];
55
60
  /** @internal */
56
61
  _babylonAnimationGroup?: AnimationGroup;
@@ -71,19 +76,12 @@ export interface IBufferView extends GLTF2.IBufferView, IArrayItem {
71
76
  /** @internal */
72
77
  _babylonBuffer?: Promise<Buffer>;
73
78
  }
74
- /**
75
- * Loader interface with additional members.
76
- */
77
- export interface IKHRLight extends GLTF2.IKHRLightsPunctual_Light {
78
- /** @internal */
79
- _babylonLight: Light;
80
- }
81
79
  /**
82
80
  * Loader interface with additional members.
83
81
  */
84
82
  export interface ICamera extends GLTF2.ICamera, IArrayItem {
85
83
  /** @internal */
86
- _babylonCamera: Camera;
84
+ _babylonCamera?: Camera;
87
85
  }
88
86
  /**
89
87
  * Loader interface with additional members.
@@ -106,16 +104,22 @@ export interface IMaterialOcclusionTextureInfo extends GLTF2.IMaterialOcclusionT
106
104
  * Loader interface with additional members.
107
105
  */
108
106
  export interface IMaterialPbrMetallicRoughness extends GLTF2.IMaterialPbrMetallicRoughness {
107
+ /** @internal */
109
108
  baseColorTexture?: ITextureInfo;
109
+ /** @internal */
110
110
  metallicRoughnessTexture?: ITextureInfo;
111
111
  }
112
112
  /**
113
113
  * Loader interface with additional members.
114
114
  */
115
115
  export interface IMaterial extends GLTF2.IMaterial, IArrayItem {
116
+ /** @internal */
116
117
  pbrMetallicRoughness?: IMaterialPbrMetallicRoughness;
118
+ /** @internal */
117
119
  normalTexture?: IMaterialNormalTextureInfo;
120
+ /** @internal */
118
121
  occlusionTexture?: IMaterialOcclusionTextureInfo;
122
+ /** @internal */
119
123
  emissiveTexture?: ITextureInfo;
120
124
  /** @internal */
121
125
  _data?: {
@@ -130,6 +134,7 @@ export interface IMaterial extends GLTF2.IMaterial, IArrayItem {
130
134
  * Loader interface with additional members.
131
135
  */
132
136
  export interface IMesh extends GLTF2.IMesh, IArrayItem {
137
+ /** @internal */
133
138
  primitives: IMeshPrimitive[];
134
139
  }
135
140
  /**
@@ -146,9 +151,7 @@ export interface IMeshPrimitive extends GLTF2.IMeshPrimitive, IArrayItem {
146
151
  * Loader interface with additional members.
147
152
  */
148
153
  export interface INode extends GLTF2.INode, IArrayItem {
149
- /**
150
- * The parent glTF node.
151
- */
154
+ /** @internal */
152
155
  parent?: INode;
153
156
  /** @internal */
154
157
  _babylonTransformNode?: TransformNode;
@@ -161,9 +164,13 @@ export interface INode extends GLTF2.INode, IArrayItem {
161
164
  }
162
165
  /** @internal */
163
166
  export interface _ISamplerData {
167
+ /** @internal */
164
168
  noMipMaps: boolean;
169
+ /** @internal */
165
170
  samplingMode: number;
171
+ /** @internal */
166
172
  wrapU: number;
173
+ /** @internal */
167
174
  wrapV: number;
168
175
  }
169
176
  /**
@@ -206,17 +213,37 @@ export interface ITextureInfo extends GLTF2.ITextureInfo {
206
213
  * Loader interface with additional members.
207
214
  */
208
215
  export interface IGLTF extends GLTF2.IGLTF {
216
+ /** @internal */
209
217
  accessors?: IAccessor[];
218
+ /** @internal */
210
219
  animations?: IAnimation[];
220
+ /** @internal */
211
221
  buffers?: IBuffer[];
222
+ /** @internal */
212
223
  bufferViews?: IBufferView[];
224
+ /** @internal */
213
225
  cameras?: ICamera[];
226
+ /** @internal */
214
227
  images?: IImage[];
228
+ /** @internal */
215
229
  materials?: IMaterial[];
230
+ /** @internal */
216
231
  meshes?: IMesh[];
232
+ /** @internal */
217
233
  nodes?: INode[];
234
+ /** @internal */
218
235
  samplers?: ISampler[];
236
+ /** @internal */
219
237
  scenes?: IScene[];
238
+ /** @internal */
220
239
  skins?: ISkin[];
240
+ /** @internal */
221
241
  textures?: ITexture[];
222
242
  }
243
+ /**
244
+ * Loader interface with additional members.
245
+ */
246
+ export interface IKHRLightsPunctual_Light extends GLTF2.IKHRLightsPunctual_Light, IArrayItem {
247
+ /** @hidden */
248
+ _babylonLight?: Light;
249
+ }
@@ -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 /** @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"]}
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 /** @internal */\r\n input: Float32Array;\r\n\r\n /** @internal */\r\n interpolation: GLTF2.AnimationSamplerInterpolation;\r\n\r\n /** @internal */\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 /** @internal */\r\n channels: IAnimationChannel[];\r\n\r\n /** @internal */\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 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 /** @internal */\r\n baseColorTexture?: ITextureInfo;\r\n\r\n /** @internal */\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 /** @internal */\r\n pbrMetallicRoughness?: IMaterialPbrMetallicRoughness;\r\n\r\n /** @internal */\r\n normalTexture?: IMaterialNormalTextureInfo;\r\n\r\n /** @internal */\r\n occlusionTexture?: IMaterialOcclusionTextureInfo;\r\n\r\n /** @internal */\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 /** @internal */\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 /** @internal */\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 /** @internal */\r\n noMipMaps: boolean;\r\n\r\n /** @internal */\r\n samplingMode: number;\r\n\r\n /** @internal */\r\n wrapU: number;\r\n\r\n /** @internal */\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 /** @internal */\r\n accessors?: IAccessor[];\r\n\r\n /** @internal */\r\n animations?: IAnimation[];\r\n\r\n /** @internal */\r\n buffers?: IBuffer[];\r\n\r\n /** @internal */\r\n bufferViews?: IBufferView[];\r\n\r\n /** @internal */\r\n cameras?: ICamera[];\r\n\r\n /** @internal */\r\n images?: IImage[];\r\n\r\n /** @internal */\r\n materials?: IMaterial[];\r\n\r\n /** @internal */\r\n meshes?: IMesh[];\r\n\r\n /** @internal */\r\n nodes?: INode[];\r\n\r\n /** @internal */\r\n samplers?: ISampler[];\r\n\r\n /** @internal */\r\n scenes?: IScene[];\r\n\r\n /** @internal */\r\n skins?: ISkin[];\r\n\r\n /** @internal */\r\n textures?: ITexture[];\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface IKHRLightsPunctual_Light extends GLTF2.IKHRLightsPunctual_Light, IArrayItem {\r\n /** @hidden */\r\n _babylonLight?: Light;\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/loaders",
3
- "version": "5.25.0",
3
+ "version": "5.26.1",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -19,10 +19,10 @@
19
19
  "prepublishOnly": "build-tools -c prepare-es6-build"
20
20
  },
21
21
  "devDependencies": {
22
- "@babylonjs/core": "^5.25.0",
22
+ "@babylonjs/core": "^5.26.1",
23
23
  "@dev/build-tools": "^1.0.0",
24
24
  "@lts/loaders": "^1.0.0",
25
- "babylonjs-gltf2interface": "^5.25.0",
25
+ "babylonjs-gltf2interface": "^5.26.1",
26
26
  "rimraf": "^3.0.2",
27
27
  "typescript": "^4.4.4"
28
28
  },
@@ -1,15 +0,0 @@
1
- import type { AnimationGroup } from "@babylonjs/core/Animations/animationGroup.js";
2
- import type { IGLTF } from "../glTFLoaderInterfaces";
3
- import type { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
4
- import type { Nullable } from "@babylonjs/core/types.js";
5
- export declare type GetGltfNodeTargetFn = (source: IGLTF, indices: string) => any;
6
- declare type GetValueFn = (target: any, source: Float32Array, offset: number, scale?: number) => any;
7
- export interface IAnimationPointerPropertyInfos {
8
- type: number;
9
- name: string;
10
- get: GetValueFn;
11
- isValid(target: any): boolean;
12
- buildAnimations(target: any, fps: number, keys: any[], group: AnimationGroup, animationTargetOverride: Nullable<IAnimatable>, params?: any): void;
13
- }
14
- export declare const CoreAnimationPointerMap: any;
15
- export {};