@babylonjs/loaders 7.39.1 → 7.39.3
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- package/SPLAT/splatFileLoader.js +13 -4
- package/SPLAT/splatFileLoader.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_lights_ies.d.ts +41 -0
- package/glTF/2.0/Extensions/EXT_lights_ies.js +82 -0
- package/glTF/2.0/Extensions/EXT_lights_ies.js.map +1 -0
- package/glTF/2.0/Extensions/KHR_animation_pointer.data.d.ts +9 -0
- package/glTF/2.0/Extensions/KHR_animation_pointer.data.js +9 -0
- package/glTF/2.0/Extensions/KHR_animation_pointer.data.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_node_hoverability.d.ts +31 -0
- package/glTF/2.0/Extensions/KHR_node_hoverability.js +36 -0
- package/glTF/2.0/Extensions/KHR_node_hoverability.js.map +1 -0
- package/glTF/2.0/Extensions/dynamic.js +8 -0
- package/glTF/2.0/Extensions/dynamic.js.map +1 -1
- package/glTF/2.0/Extensions/index.d.ts +1 -0
- package/glTF/2.0/Extensions/index.js +1 -0
- package/glTF/2.0/Extensions/index.js.map +1 -1
- package/glTF/2.0/glTFLoaderInterfaces.d.ts +6 -0
- package/glTF/2.0/glTFLoaderInterfaces.js.map +1 -1
- package/package.json +3 -3
package/SPLAT/splatFileLoader.js
CHANGED
@@ -166,10 +166,18 @@ export class SPLATFileLoader {
|
|
166
166
|
byteOffset += 9;
|
167
167
|
}
|
168
168
|
// colors
|
169
|
+
const SH_C0 = 0.282;
|
169
170
|
for (let i = 0; i < splatCount; i++) {
|
170
|
-
|
171
|
-
|
172
|
-
|
171
|
+
const r = ubuf[byteOffset + splatCount + i * 3 + 0];
|
172
|
+
const g = ubuf[byteOffset + splatCount + i * 3 + 1];
|
173
|
+
const b = ubuf[byteOffset + splatCount + i * 3 + 2];
|
174
|
+
// color boost:
|
175
|
+
// not exactly what is computed with Niantic version but close enough
|
176
|
+
// remap color value from [0..1] to [-SH_C0..1-SH_C0] then scale by 1. + 4*SH_C0
|
177
|
+
// and clamp/remap result back to [0..255]
|
178
|
+
rgba[i * 32 + 24 + 0] = Math.max(Math.min((r / 255 - SH_C0) * (1 + SH_C0 * 4) * 255, 255), 0);
|
179
|
+
rgba[i * 32 + 24 + 1] = Math.max(Math.min((g / 255 - SH_C0) * (1 + SH_C0 * 4) * 255, 255), 0);
|
180
|
+
rgba[i * 32 + 24 + 2] = Math.max(Math.min((b / 255 - SH_C0) * (1 + SH_C0 * 4) * 255, 255), 0);
|
173
181
|
rgba[i * 32 + 24 + 3] = ubuf[byteOffset + i];
|
174
182
|
}
|
175
183
|
byteOffset += splatCount * 4;
|
@@ -191,7 +199,8 @@ export class SPLATFileLoader {
|
|
191
199
|
rot[i * 32 + 28 + 1] = x;
|
192
200
|
rot[i * 32 + 28 + 2] = y;
|
193
201
|
rot[i * 32 + 28 + 3] = z;
|
194
|
-
|
202
|
+
const v = 1 - (nx * nx + ny * ny + nz * nz);
|
203
|
+
rot[i * 32 + 28 + 0] = 127.5 - Math.sqrt(v < 0 ? 0 : v) * 127.5;
|
195
204
|
byteOffset += 3;
|
196
205
|
}
|
197
206
|
//SH
|
@@ -1 +1 @@
|
|
1
|
-
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type { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderAsyncResult, ISceneLoaderProgressEvent, SceneLoaderPluginOptions } from \"core/Loading/sceneLoader\";\r\nimport { registerSceneLoaderPlugin } from \"core/Loading/sceneLoader\";\r\nimport { SPLATFileLoaderMetadata } from \"./splatFileLoader.metadata\";\r\nimport { GaussianSplattingMesh } from \"core/Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport { AssetContainer } from \"core/assetContainer\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { PointsCloudSystem } from \"core/Particles/pointsCloudSystem\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { VertexData } from \"core/Meshes/mesh.vertexData\";\r\nimport type { SPLATLoadingOptions } from \"./splatLoadingOptions\";\r\n\r\ndeclare module \"core/Loading/sceneLoader\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc\r\n export interface SceneLoaderPluginOptions {\r\n /**\r\n * Defines options for the splat loader.\r\n */\r\n [SPLATFileLoaderMetadata.name]: Partial<SPLATLoadingOptions>;\r\n }\r\n}\r\n\r\n/**\r\n * Indicator of the parsed ply buffer. A standard ready to use splat or an array of positions for a point cloud\r\n */\r\nconst enum Mode {\r\n Splat = 0,\r\n PointCloud = 1,\r\n Mesh = 2,\r\n Reject = 3,\r\n}\r\n\r\n/**\r\n * A parsed buffer and how to use it\r\n */\r\ninterface ParsedPLY {\r\n data: ArrayBuffer;\r\n mode: Mode;\r\n faces?: number[];\r\n hasVertexColors?: boolean;\r\n sh?: Uint8Array[];\r\n}\r\n\r\n/**\r\n * @experimental\r\n * SPLAT file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class SPLATFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public readonly name = SPLATFileLoaderMetadata.name;\r\n\r\n private _assetContainer: Nullable<AssetContainer> = null;\r\n\r\n private readonly _loadingOptions: Readonly<SPLATLoadingOptions>;\r\n /**\r\n * Defines the extensions the splat loader is able to load.\r\n * force data to come in as an ArrayBuffer\r\n */\r\n public readonly extensions = SPLATFileLoaderMetadata.extensions;\r\n\r\n /**\r\n * Creates loader for gaussian splatting files\r\n * @param loadingOptions options for loading and parsing splat and PLY files.\r\n */\r\n constructor(loadingOptions: Partial<Readonly<SPLATLoadingOptions>> = SPLATFileLoader._DefaultLoadingOptions) {\r\n this._loadingOptions = loadingOptions;\r\n }\r\n\r\n private static readonly _DefaultLoadingOptions = {\r\n keepInRam: false,\r\n } as const satisfies SPLATLoadingOptions;\r\n\r\n /** @internal */\r\n createPlugin(options: SceneLoaderPluginOptions): ISceneLoaderPluginAsync {\r\n return new SPLATFileLoader(options[SPLATFileLoaderMetadata.name]);\r\n }\r\n\r\n /**\r\n * Imports from the loaded gaussian splatting data and adds them to the scene\r\n * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene the scene the meshes should be added to\r\n * @param data the gaussian splatting data to load\r\n * @param rootUrl root url to load from\r\n * @param onProgress callback called while file is loading\r\n * @param fileName Defines the name of the file to load\r\n * @returns a promise containing the loaded meshes, particles, skeletons and animations\r\n */\r\n public async importMeshAsync(\r\n meshesNames: any,\r\n scene: Scene,\r\n data: any,\r\n rootUrl: string,\r\n onProgress?: (event: ISceneLoaderProgressEvent) => void,\r\n fileName?: string\r\n ): Promise<ISceneLoaderAsyncResult> {\r\n return this._parse(meshesNames, scene, data, rootUrl).then((meshes) => {\r\n return {\r\n meshes: meshes,\r\n particleSystems: [],\r\n skeletons: [],\r\n animationGroups: [],\r\n transformNodes: [],\r\n geometries: [],\r\n lights: [],\r\n spriteManagers: [],\r\n };\r\n });\r\n }\r\n\r\n private static _BuildPointCloud(pointcloud: PointsCloudSystem, data: ArrayBuffer): boolean {\r\n if (!data.byteLength) {\r\n return false;\r\n }\r\n const uBuffer = new Uint8Array(data);\r\n const fBuffer = new Float32Array(data);\r\n\r\n // parsed array contains room for position(3floats), normal(3floats), color (4b), quantized quaternion (4b)\r\n const rowLength = 3 * 4 + 3 * 4 + 4 + 4;\r\n const vertexCount = uBuffer.length / rowLength;\r\n\r\n const pointcloudfunc = function (particle: any, i: number) {\r\n const x = fBuffer[8 * i + 0];\r\n const y = fBuffer[8 * i + 1];\r\n const z = fBuffer[8 * i + 2];\r\n particle.position = new Vector3(x, y, z);\r\n\r\n const r = uBuffer[rowLength * i + 24 + 0] / 255;\r\n const g = uBuffer[rowLength * i + 24 + 1] / 255;\r\n const b = uBuffer[rowLength * i + 24 + 2] / 255;\r\n particle.color = new Color4(r, g, b, 1);\r\n };\r\n\r\n pointcloud.addPoints(vertexCount, pointcloudfunc);\r\n return true;\r\n }\r\n\r\n private static _BuildMesh(scene: Scene, parsedPLY: ParsedPLY): Mesh {\r\n const mesh = new Mesh(\"PLYMesh\", scene);\r\n\r\n const uBuffer = new Uint8Array(parsedPLY.data);\r\n const fBuffer = new Float32Array(parsedPLY.data);\r\n\r\n const rowLength = 3 * 4 + 3 * 4 + 4 + 4;\r\n const vertexCount = uBuffer.length / rowLength;\r\n\r\n const positions = [];\r\n\r\n const vertexData = new VertexData();\r\n for (let i = 0; i < vertexCount; i++) {\r\n const x = fBuffer[8 * i + 0];\r\n const y = fBuffer[8 * i + 1];\r\n const z = fBuffer[8 * i + 2];\r\n positions.push(x, y, z);\r\n }\r\n\r\n if (parsedPLY.hasVertexColors) {\r\n const colors = new Float32Array(vertexCount * 4);\r\n for (let i = 0; i < vertexCount; i++) {\r\n const r = uBuffer[rowLength * i + 24 + 0] / 255;\r\n const g = uBuffer[rowLength * i + 24 + 1] / 255;\r\n const b = uBuffer[rowLength * i + 24 + 2] / 255;\r\n colors[i * 4 + 0] = r;\r\n colors[i * 4 + 1] = g;\r\n colors[i * 4 + 2] = b;\r\n colors[i * 4 + 3] = 1;\r\n }\r\n vertexData.colors = colors;\r\n }\r\n\r\n vertexData.positions = positions;\r\n vertexData.indices = parsedPLY.faces!;\r\n\r\n vertexData.applyToMesh(mesh);\r\n return mesh;\r\n }\r\n\r\n private _parseSPZ(data: ArrayBuffer, scene: Scene): Promise<ParsedPLY> {\r\n const ubuf = new Uint8Array(data);\r\n const ubufu32 = new Uint32Array(data);\r\n // debug infos\r\n //Logger.Log(`SPZ version ${ubufu32[1]}`);\r\n //Logger.Log(`num points ${ubufu32[2]}`);\r\n const splatCount = ubufu32[2];\r\n\r\n const shDegree = ubuf[12];\r\n const fractionalBits = ubuf[13];\r\n //const flags = ubuf[14];\r\n const reserved = ubuf[15];\r\n\r\n // check magic and version\r\n if (reserved || ubufu32[0] != 0x5053474e || ubufu32[1] != 2) {\r\n // reserved must be 0\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Reject, data: buffer, hasVertexColors: false });\r\n });\r\n }\r\n\r\n const rowOutputLength = 3 * 4 + 3 * 4 + 4 + 4; // 32\r\n const buffer = new ArrayBuffer(rowOutputLength * splatCount);\r\n\r\n const positionScale = 1.0 / (1 << fractionalBits);\r\n\r\n const int32View = new Int32Array(1);\r\n const uint8View = new Uint8Array(int32View.buffer);\r\n const read24bComponent = function (u8: Uint8Array, offset: number) {\r\n uint8View[0] = u8[offset + 0];\r\n uint8View[1] = u8[offset + 1];\r\n uint8View[2] = u8[offset + 2];\r\n uint8View[3] = u8[offset + 2] & 0x80 ? 0xff : 0x00;\r\n return int32View[0] * positionScale;\r\n };\r\n\r\n let byteOffset = 16;\r\n\r\n const position = new Float32Array(buffer);\r\n const scale = new Float32Array(buffer);\r\n const rgba = new Uint8ClampedArray(buffer);\r\n const rot = new Uint8ClampedArray(buffer);\r\n\r\n // positions\r\n for (let i = 0; i < splatCount; i++) {\r\n position[i * 8 + 0] = read24bComponent(ubuf, byteOffset + 0);\r\n position[i * 8 + 1] = -read24bComponent(ubuf, byteOffset + 3);\r\n position[i * 8 + 2] = read24bComponent(ubuf, byteOffset + 6);\r\n byteOffset += 9;\r\n }\r\n\r\n // colors\r\n for (let i = 0; i < splatCount; i++) {\r\n rgba[i * 32 + 24 + 0] = ubuf[byteOffset + splatCount + i * 3 + 0];\r\n rgba[i * 32 + 24 + 1] = ubuf[byteOffset + splatCount + i * 3 + 1];\r\n rgba[i * 32 + 24 + 2] = ubuf[byteOffset + splatCount + i * 3 + 2];\r\n rgba[i * 32 + 24 + 3] = ubuf[byteOffset + i];\r\n }\r\n byteOffset += splatCount * 4;\r\n\r\n // scales\r\n for (let i = 0; i < splatCount; i++) {\r\n scale[i * 8 + 3 + 0] = Math.exp(ubuf[byteOffset + 0] / 16.0 - 10.0);\r\n scale[i * 8 + 3 + 1] = Math.exp(ubuf[byteOffset + 1] / 16.0 - 10.0);\r\n scale[i * 8 + 3 + 2] = Math.exp(ubuf[byteOffset + 2] / 16.0 - 10.0);\r\n byteOffset += 3;\r\n }\r\n\r\n // rotations\r\n for (let i = 0; i < splatCount; i++) {\r\n const x = ubuf[byteOffset + 0];\r\n const y = ubuf[byteOffset + 1];\r\n const z = ubuf[byteOffset + 2];\r\n const nx = x / 127.5 - 1;\r\n const ny = y / 127.5 - 1;\r\n const nz = z / 127.5 - 1;\r\n rot[i * 32 + 28 + 1] = x;\r\n rot[i * 32 + 28 + 2] = y;\r\n rot[i * 32 + 28 + 3] = z;\r\n rot[i * 32 + 28 + 0] = (1 - Math.sqrt(nx * nx + ny * ny + nz * nz)) * 127.5 + 127.5;\r\n byteOffset += 3;\r\n }\r\n\r\n //SH\r\n if (shDegree) {\r\n // shVectorCount is : 3 for dim = 1, 8 for dim = 2 and 15 for dim = 3\r\n // number of vec3 vector needed per splat\r\n const shVectorCount = (shDegree + 1) * (shDegree + 1) - 1; // minus 1 because sh0 is color\r\n // number of component values : 3 per vector3 (45)\r\n const shComponentCount = shVectorCount * 3;\r\n\r\n const textureCount = Math.ceil(shComponentCount / 16); // 4 components can be stored per texture, 4 sh per component\r\n let shIndexRead = byteOffset;\r\n\r\n // sh is an array of uint8array that will be used to create sh textures\r\n const sh: Uint8Array[] = [];\r\n\r\n const engine = scene.getEngine();\r\n const width = engine.getCaps().maxTextureSize;\r\n const height = Math.ceil(splatCount / width);\r\n // create array for the number of textures needed.\r\n for (let textureIndex = 0; textureIndex < textureCount; textureIndex++) {\r\n const texture = new Uint8Array(height * width * 4 * 4); // 4 components per texture, 4 sh per component\r\n sh.push(texture);\r\n }\r\n\r\n for (let i = 0; i < splatCount; i++) {\r\n for (let shIndexWrite = 0; shIndexWrite < shComponentCount; shIndexWrite++) {\r\n const shValue = ubuf[shIndexRead++];\r\n\r\n const textureIndex = Math.floor(shIndexWrite / 16);\r\n const shArray = sh[textureIndex];\r\n\r\n const byteIndexInTexture = shIndexWrite % 16; // [0..15]\r\n const offsetPerSplat = i * 16; // 16 sh values per texture per splat.\r\n shArray[byteIndexInTexture + offsetPerSplat] = shValue;\r\n }\r\n }\r\n\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: buffer, hasVertexColors: false, sh: sh });\r\n });\r\n }\r\n\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: buffer, hasVertexColors: false });\r\n });\r\n }\r\n\r\n private _parse(meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<Array<AbstractMesh>> {\r\n const babylonMeshesArray: Array<Mesh> = []; //The mesh for babylon\r\n\r\n const readableStream = new ReadableStream({\r\n start(controller) {\r\n controller.enqueue(new Uint8Array(data)); // Enqueue the ArrayBuffer as a Uint8Array\r\n controller.close();\r\n },\r\n });\r\n\r\n // Use GZip DecompressionStream\r\n const decompressionStream = new DecompressionStream(\"gzip\");\r\n const decompressedStream = readableStream.pipeThrough(decompressionStream);\r\n\r\n return new Promise((resolve) => {\r\n new Response(decompressedStream)\r\n .arrayBuffer()\r\n .then((buffer) => {\r\n this._parseSPZ(buffer, scene).then((parsedSPZ) => {\r\n const gaussianSplatting = new GaussianSplattingMesh(\"GaussianSplatting\", null, scene, this._loadingOptions.keepInRam);\r\n gaussianSplatting._parentContainer = this._assetContainer;\r\n babylonMeshesArray.push(gaussianSplatting);\r\n gaussianSplatting.updateData(parsedSPZ.data, parsedSPZ.sh);\r\n });\r\n resolve(babylonMeshesArray);\r\n })\r\n .catch(() => {\r\n // Catch any decompression errors\r\n SPLATFileLoader._ConvertPLYToSplat(data as ArrayBuffer).then(async (parsedPLY) => {\r\n switch (parsedPLY.mode) {\r\n case Mode.Splat:\r\n {\r\n const gaussianSplatting = new GaussianSplattingMesh(\"GaussianSplatting\", null, scene, this._loadingOptions.keepInRam);\r\n gaussianSplatting._parentContainer = this._assetContainer;\r\n babylonMeshesArray.push(gaussianSplatting);\r\n gaussianSplatting.updateData(parsedPLY.data);\r\n }\r\n break;\r\n case Mode.PointCloud:\r\n {\r\n const pointcloud = new PointsCloudSystem(\"PointCloud\", 1, scene);\r\n if (SPLATFileLoader._BuildPointCloud(pointcloud, parsedPLY.data)) {\r\n await pointcloud.buildMeshAsync().then((mesh) => {\r\n babylonMeshesArray.push(mesh);\r\n });\r\n } else {\r\n pointcloud.dispose();\r\n }\r\n }\r\n break;\r\n case Mode.Mesh:\r\n {\r\n if (parsedPLY.faces) {\r\n babylonMeshesArray.push(SPLATFileLoader._BuildMesh(scene, parsedPLY));\r\n } else {\r\n throw new Error(\"PLY mesh doesn't contain face informations.\");\r\n }\r\n }\r\n break;\r\n default:\r\n throw new Error(\"Unsupported Splat mode\");\r\n }\r\n });\r\n resolve(babylonMeshesArray);\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Load into an asset container.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @returns The loaded asset container\r\n */\r\n public loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string): Promise<AssetContainer> {\r\n const container = new AssetContainer(scene);\r\n this._assetContainer = container;\r\n\r\n return this.importMeshAsync(null, scene, data, rootUrl)\r\n .then((result) => {\r\n result.meshes.forEach((mesh) => container.meshes.push(mesh));\r\n // mesh material will be null before 1st rendered frame.\r\n this._assetContainer = null;\r\n return container;\r\n })\r\n .catch((ex) => {\r\n this._assetContainer = null;\r\n throw ex;\r\n });\r\n }\r\n\r\n /**\r\n * Imports all objects from the loaded OBJ data and adds them to the scene\r\n * @param scene the scene the objects should be added to\r\n * @param data the OBJ data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise which completes when objects have been loaded to the scene\r\n */\r\n public loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void> {\r\n //Get the 3D model\r\n return this.importMeshAsync(null, scene, data, rootUrl).then(() => {\r\n // return void\r\n });\r\n }\r\n\r\n /**\r\n * Code from https://github.com/dylanebert/gsplat.js/blob/main/src/loaders/PLYLoader.ts Under MIT license\r\n * Converts a .ply data array buffer to splat\r\n * if data array buffer is not ply, returns the original buffer\r\n * @param data the .ply data to load\r\n * @returns the loaded splat buffer\r\n */\r\n private static _ConvertPLYToSplat(data: ArrayBuffer): Promise<ParsedPLY> {\r\n const ubuf = new Uint8Array(data);\r\n const header = new TextDecoder().decode(ubuf.slice(0, 1024 * 10));\r\n const headerEnd = \"end_header\\n\";\r\n const headerEndIndex = header.indexOf(headerEnd);\r\n if (headerEndIndex < 0 || !header) {\r\n // standard splat\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: data });\r\n });\r\n }\r\n\r\n const vertexCount = parseInt(/element vertex (\\d+)\\n/.exec(header)![1]);\r\n const faceElement = /element face (\\d+)\\n/.exec(header);\r\n let faceCount = 0;\r\n if (faceElement) {\r\n faceCount = parseInt(faceElement[1]);\r\n }\r\n const chunkElement = /element chunk (\\d+)\\n/.exec(header);\r\n let chunkCount = 0;\r\n if (chunkElement) {\r\n chunkCount = parseInt(chunkElement[1]);\r\n }\r\n\r\n let rowVertexOffset = 0;\r\n let rowChunkOffset = 0;\r\n const offsets: Record<string, number> = {\r\n double: 8,\r\n int: 4,\r\n uint: 4,\r\n float: 4,\r\n short: 2,\r\n ushort: 2,\r\n uchar: 1,\r\n list: 0,\r\n };\r\n\r\n type PlyProperty = {\r\n name: string;\r\n type: string;\r\n offset: number;\r\n };\r\n\r\n const enum ElementMode {\r\n Vertex = 0,\r\n Chunk = 1,\r\n }\r\n\r\n let chunkMode = ElementMode.Chunk;\r\n const vertexProperties: PlyProperty[] = [];\r\n const chunkProperties: PlyProperty[] = [];\r\n const filtered = header.slice(0, headerEndIndex).split(\"\\n\");\r\n for (const prop of filtered) {\r\n if (prop.startsWith(\"property \")) {\r\n const [, type, name] = prop.split(\" \");\r\n\r\n if (chunkMode == ElementMode.Chunk) {\r\n chunkProperties.push({ name, type, offset: rowChunkOffset });\r\n rowChunkOffset += offsets[type];\r\n } else if (chunkMode == ElementMode.Vertex) {\r\n vertexProperties.push({ name, type, offset: rowVertexOffset });\r\n rowVertexOffset += offsets[type];\r\n }\r\n\r\n if (!offsets[type]) {\r\n Logger.Warn(`Unsupported property type: ${type}.`);\r\n }\r\n } else if (prop.startsWith(\"element \")) {\r\n const [, type] = prop.split(\" \");\r\n if (type == \"chunk\") {\r\n chunkMode = ElementMode.Chunk;\r\n } else if (type == \"vertex\") {\r\n chunkMode = ElementMode.Vertex;\r\n }\r\n }\r\n }\r\n\r\n const rowVertexLength = rowVertexOffset;\r\n const rowChunkLength = rowChunkOffset;\r\n\r\n return GaussianSplattingMesh.ConvertPLYToSplatAsync(data).then((buffer) => {\r\n const dataView = new DataView(data, headerEndIndex + headerEnd.length);\r\n let offset = rowChunkLength * chunkCount + rowVertexLength * vertexCount;\r\n // faces\r\n const faces: number[] = [];\r\n if (faceCount) {\r\n for (let i = 0; i < faceCount; i++) {\r\n const faceVertexCount = dataView.getUint8(offset);\r\n if (faceVertexCount != 3) {\r\n continue; // only support triangles\r\n }\r\n offset += 1;\r\n\r\n for (let j = 0; j < faceVertexCount; j++) {\r\n const vertexIndex = dataView.getUint32(offset + (2 - j) * 4, true); // change face winding\r\n faces.push(vertexIndex);\r\n }\r\n offset += 12;\r\n }\r\n }\r\n\r\n // early exit for chunked/quantized ply\r\n if (chunkCount) {\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: buffer, faces: faces, hasVertexColors: false });\r\n });\r\n }\r\n // count available properties. if all necessary are present then it's a splat. Otherwise, it's a point cloud\r\n // if faces are found, then it's a standard mesh\r\n let propertyCount = 0;\r\n let propertyColorCount = 0;\r\n const splatProperties = [\"x\", \"y\", \"z\", \"scale_0\", \"scale_1\", \"scale_2\", \"opacity\", \"rot_0\", \"rot_1\", \"rot_2\", \"rot_3\"];\r\n const splatColorProperties = [\"red\", \"green\", \"blue\", \"f_dc_0\", \"f_dc_1\", \"f_dc_2\"];\r\n for (let propertyIndex = 0; propertyIndex < vertexProperties.length; propertyIndex++) {\r\n const property = vertexProperties[propertyIndex];\r\n if (splatProperties.includes(property.name)) {\r\n propertyCount++;\r\n }\r\n if (splatColorProperties.includes(property.name)) {\r\n propertyColorCount++;\r\n }\r\n }\r\n const hasMandatoryProperties = propertyCount == splatProperties.length && propertyColorCount == 3;\r\n const currentMode = faceCount ? Mode.Mesh : hasMandatoryProperties ? Mode.Splat : Mode.PointCloud;\r\n // parsed ready ready to be used as a splat\r\n return new Promise((resolve) => {\r\n resolve({ mode: currentMode, data: buffer, faces: faces, hasVertexColors: !!propertyColorCount });\r\n });\r\n });\r\n }\r\n}\r\n\r\n// Add this loader into the register plugin\r\nregisterSceneLoaderPlugin(new SPLATFileLoader());\r\n"]}
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+
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type { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderAsyncResult, ISceneLoaderProgressEvent, SceneLoaderPluginOptions } from \"core/Loading/sceneLoader\";\r\nimport { registerSceneLoaderPlugin } from \"core/Loading/sceneLoader\";\r\nimport { SPLATFileLoaderMetadata } from \"./splatFileLoader.metadata\";\r\nimport { GaussianSplattingMesh } from \"core/Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport { AssetContainer } from \"core/assetContainer\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { PointsCloudSystem } from \"core/Particles/pointsCloudSystem\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { VertexData } from \"core/Meshes/mesh.vertexData\";\r\nimport type { SPLATLoadingOptions } from \"./splatLoadingOptions\";\r\n\r\ndeclare module \"core/Loading/sceneLoader\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc\r\n export interface SceneLoaderPluginOptions {\r\n /**\r\n * Defines options for the splat loader.\r\n */\r\n [SPLATFileLoaderMetadata.name]: Partial<SPLATLoadingOptions>;\r\n }\r\n}\r\n\r\n/**\r\n * Indicator of the parsed ply buffer. A standard ready to use splat or an array of positions for a point cloud\r\n */\r\nconst enum Mode {\r\n Splat = 0,\r\n PointCloud = 1,\r\n Mesh = 2,\r\n Reject = 3,\r\n}\r\n\r\n/**\r\n * A parsed buffer and how to use it\r\n */\r\ninterface ParsedPLY {\r\n data: ArrayBuffer;\r\n mode: Mode;\r\n faces?: number[];\r\n hasVertexColors?: boolean;\r\n sh?: Uint8Array[];\r\n}\r\n\r\n/**\r\n * @experimental\r\n * SPLAT file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class SPLATFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public readonly name = SPLATFileLoaderMetadata.name;\r\n\r\n private _assetContainer: Nullable<AssetContainer> = null;\r\n\r\n private readonly _loadingOptions: Readonly<SPLATLoadingOptions>;\r\n /**\r\n * Defines the extensions the splat loader is able to load.\r\n * force data to come in as an ArrayBuffer\r\n */\r\n public readonly extensions = SPLATFileLoaderMetadata.extensions;\r\n\r\n /**\r\n * Creates loader for gaussian splatting files\r\n * @param loadingOptions options for loading and parsing splat and PLY files.\r\n */\r\n constructor(loadingOptions: Partial<Readonly<SPLATLoadingOptions>> = SPLATFileLoader._DefaultLoadingOptions) {\r\n this._loadingOptions = loadingOptions;\r\n }\r\n\r\n private static readonly _DefaultLoadingOptions = {\r\n keepInRam: false,\r\n } as const satisfies SPLATLoadingOptions;\r\n\r\n /** @internal */\r\n createPlugin(options: SceneLoaderPluginOptions): ISceneLoaderPluginAsync {\r\n return new SPLATFileLoader(options[SPLATFileLoaderMetadata.name]);\r\n }\r\n\r\n /**\r\n * Imports from the loaded gaussian splatting data and adds them to the scene\r\n * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene the scene the meshes should be added to\r\n * @param data the gaussian splatting data to load\r\n * @param rootUrl root url to load from\r\n * @param onProgress callback called while file is loading\r\n * @param fileName Defines the name of the file to load\r\n * @returns a promise containing the loaded meshes, particles, skeletons and animations\r\n */\r\n public async importMeshAsync(\r\n meshesNames: any,\r\n scene: Scene,\r\n data: any,\r\n rootUrl: string,\r\n onProgress?: (event: ISceneLoaderProgressEvent) => void,\r\n fileName?: string\r\n ): Promise<ISceneLoaderAsyncResult> {\r\n return this._parse(meshesNames, scene, data, rootUrl).then((meshes) => {\r\n return {\r\n meshes: meshes,\r\n particleSystems: [],\r\n skeletons: [],\r\n animationGroups: [],\r\n transformNodes: [],\r\n geometries: [],\r\n lights: [],\r\n spriteManagers: [],\r\n };\r\n });\r\n }\r\n\r\n private static _BuildPointCloud(pointcloud: PointsCloudSystem, data: ArrayBuffer): boolean {\r\n if (!data.byteLength) {\r\n return false;\r\n }\r\n const uBuffer = new Uint8Array(data);\r\n const fBuffer = new Float32Array(data);\r\n\r\n // parsed array contains room for position(3floats), normal(3floats), color (4b), quantized quaternion (4b)\r\n const rowLength = 3 * 4 + 3 * 4 + 4 + 4;\r\n const vertexCount = uBuffer.length / rowLength;\r\n\r\n const pointcloudfunc = function (particle: any, i: number) {\r\n const x = fBuffer[8 * i + 0];\r\n const y = fBuffer[8 * i + 1];\r\n const z = fBuffer[8 * i + 2];\r\n particle.position = new Vector3(x, y, z);\r\n\r\n const r = uBuffer[rowLength * i + 24 + 0] / 255;\r\n const g = uBuffer[rowLength * i + 24 + 1] / 255;\r\n const b = uBuffer[rowLength * i + 24 + 2] / 255;\r\n particle.color = new Color4(r, g, b, 1);\r\n };\r\n\r\n pointcloud.addPoints(vertexCount, pointcloudfunc);\r\n return true;\r\n }\r\n\r\n private static _BuildMesh(scene: Scene, parsedPLY: ParsedPLY): Mesh {\r\n const mesh = new Mesh(\"PLYMesh\", scene);\r\n\r\n const uBuffer = new Uint8Array(parsedPLY.data);\r\n const fBuffer = new Float32Array(parsedPLY.data);\r\n\r\n const rowLength = 3 * 4 + 3 * 4 + 4 + 4;\r\n const vertexCount = uBuffer.length / rowLength;\r\n\r\n const positions = [];\r\n\r\n const vertexData = new VertexData();\r\n for (let i = 0; i < vertexCount; i++) {\r\n const x = fBuffer[8 * i + 0];\r\n const y = fBuffer[8 * i + 1];\r\n const z = fBuffer[8 * i + 2];\r\n positions.push(x, y, z);\r\n }\r\n\r\n if (parsedPLY.hasVertexColors) {\r\n const colors = new Float32Array(vertexCount * 4);\r\n for (let i = 0; i < vertexCount; i++) {\r\n const r = uBuffer[rowLength * i + 24 + 0] / 255;\r\n const g = uBuffer[rowLength * i + 24 + 1] / 255;\r\n const b = uBuffer[rowLength * i + 24 + 2] / 255;\r\n colors[i * 4 + 0] = r;\r\n colors[i * 4 + 1] = g;\r\n colors[i * 4 + 2] = b;\r\n colors[i * 4 + 3] = 1;\r\n }\r\n vertexData.colors = colors;\r\n }\r\n\r\n vertexData.positions = positions;\r\n vertexData.indices = parsedPLY.faces!;\r\n\r\n vertexData.applyToMesh(mesh);\r\n return mesh;\r\n }\r\n\r\n private _parseSPZ(data: ArrayBuffer, scene: Scene): Promise<ParsedPLY> {\r\n const ubuf = new Uint8Array(data);\r\n const ubufu32 = new Uint32Array(data);\r\n // debug infos\r\n //Logger.Log(`SPZ version ${ubufu32[1]}`);\r\n //Logger.Log(`num points ${ubufu32[2]}`);\r\n const splatCount = ubufu32[2];\r\n\r\n const shDegree = ubuf[12];\r\n const fractionalBits = ubuf[13];\r\n //const flags = ubuf[14];\r\n const reserved = ubuf[15];\r\n\r\n // check magic and version\r\n if (reserved || ubufu32[0] != 0x5053474e || ubufu32[1] != 2) {\r\n // reserved must be 0\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Reject, data: buffer, hasVertexColors: false });\r\n });\r\n }\r\n\r\n const rowOutputLength = 3 * 4 + 3 * 4 + 4 + 4; // 32\r\n const buffer = new ArrayBuffer(rowOutputLength * splatCount);\r\n\r\n const positionScale = 1.0 / (1 << fractionalBits);\r\n\r\n const int32View = new Int32Array(1);\r\n const uint8View = new Uint8Array(int32View.buffer);\r\n const read24bComponent = function (u8: Uint8Array, offset: number) {\r\n uint8View[0] = u8[offset + 0];\r\n uint8View[1] = u8[offset + 1];\r\n uint8View[2] = u8[offset + 2];\r\n uint8View[3] = u8[offset + 2] & 0x80 ? 0xff : 0x00;\r\n return int32View[0] * positionScale;\r\n };\r\n\r\n let byteOffset = 16;\r\n\r\n const position = new Float32Array(buffer);\r\n const scale = new Float32Array(buffer);\r\n const rgba = new Uint8ClampedArray(buffer);\r\n const rot = new Uint8ClampedArray(buffer);\r\n\r\n // positions\r\n for (let i = 0; i < splatCount; i++) {\r\n position[i * 8 + 0] = read24bComponent(ubuf, byteOffset + 0);\r\n position[i * 8 + 1] = -read24bComponent(ubuf, byteOffset + 3);\r\n position[i * 8 + 2] = read24bComponent(ubuf, byteOffset + 6);\r\n byteOffset += 9;\r\n }\r\n\r\n // colors\r\n const SH_C0 = 0.282;\r\n for (let i = 0; i < splatCount; i++) {\r\n const r = ubuf[byteOffset + splatCount + i * 3 + 0];\r\n const g = ubuf[byteOffset + splatCount + i * 3 + 1];\r\n const b = ubuf[byteOffset + splatCount + i * 3 + 2];\r\n // color boost:\r\n // not exactly what is computed with Niantic version but close enough\r\n // remap color value from [0..1] to [-SH_C0..1-SH_C0] then scale by 1. + 4*SH_C0\r\n // and clamp/remap result back to [0..255]\r\n rgba[i * 32 + 24 + 0] = Math.max(Math.min((r / 255 - SH_C0) * (1 + SH_C0 * 4) * 255, 255), 0);\r\n rgba[i * 32 + 24 + 1] = Math.max(Math.min((g / 255 - SH_C0) * (1 + SH_C0 * 4) * 255, 255), 0);\r\n rgba[i * 32 + 24 + 2] = Math.max(Math.min((b / 255 - SH_C0) * (1 + SH_C0 * 4) * 255, 255), 0);\r\n rgba[i * 32 + 24 + 3] = ubuf[byteOffset + i];\r\n }\r\n byteOffset += splatCount * 4;\r\n\r\n // scales\r\n for (let i = 0; i < splatCount; i++) {\r\n scale[i * 8 + 3 + 0] = Math.exp(ubuf[byteOffset + 0] / 16.0 - 10.0);\r\n scale[i * 8 + 3 + 1] = Math.exp(ubuf[byteOffset + 1] / 16.0 - 10.0);\r\n scale[i * 8 + 3 + 2] = Math.exp(ubuf[byteOffset + 2] / 16.0 - 10.0);\r\n byteOffset += 3;\r\n }\r\n\r\n // rotations\r\n for (let i = 0; i < splatCount; i++) {\r\n const x = ubuf[byteOffset + 0];\r\n const y = ubuf[byteOffset + 1];\r\n const z = ubuf[byteOffset + 2];\r\n const nx = x / 127.5 - 1;\r\n const ny = y / 127.5 - 1;\r\n const nz = z / 127.5 - 1;\r\n rot[i * 32 + 28 + 1] = x;\r\n rot[i * 32 + 28 + 2] = y;\r\n rot[i * 32 + 28 + 3] = z;\r\n const v = 1 - (nx * nx + ny * ny + nz * nz);\r\n rot[i * 32 + 28 + 0] = 127.5 - Math.sqrt(v < 0 ? 0 : v) * 127.5;\r\n byteOffset += 3;\r\n }\r\n\r\n //SH\r\n if (shDegree) {\r\n // shVectorCount is : 3 for dim = 1, 8 for dim = 2 and 15 for dim = 3\r\n // number of vec3 vector needed per splat\r\n const shVectorCount = (shDegree + 1) * (shDegree + 1) - 1; // minus 1 because sh0 is color\r\n // number of component values : 3 per vector3 (45)\r\n const shComponentCount = shVectorCount * 3;\r\n\r\n const textureCount = Math.ceil(shComponentCount / 16); // 4 components can be stored per texture, 4 sh per component\r\n let shIndexRead = byteOffset;\r\n\r\n // sh is an array of uint8array that will be used to create sh textures\r\n const sh: Uint8Array[] = [];\r\n\r\n const engine = scene.getEngine();\r\n const width = engine.getCaps().maxTextureSize;\r\n const height = Math.ceil(splatCount / width);\r\n // create array for the number of textures needed.\r\n for (let textureIndex = 0; textureIndex < textureCount; textureIndex++) {\r\n const texture = new Uint8Array(height * width * 4 * 4); // 4 components per texture, 4 sh per component\r\n sh.push(texture);\r\n }\r\n\r\n for (let i = 0; i < splatCount; i++) {\r\n for (let shIndexWrite = 0; shIndexWrite < shComponentCount; shIndexWrite++) {\r\n const shValue = ubuf[shIndexRead++];\r\n\r\n const textureIndex = Math.floor(shIndexWrite / 16);\r\n const shArray = sh[textureIndex];\r\n\r\n const byteIndexInTexture = shIndexWrite % 16; // [0..15]\r\n const offsetPerSplat = i * 16; // 16 sh values per texture per splat.\r\n shArray[byteIndexInTexture + offsetPerSplat] = shValue;\r\n }\r\n }\r\n\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: buffer, hasVertexColors: false, sh: sh });\r\n });\r\n }\r\n\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: buffer, hasVertexColors: false });\r\n });\r\n }\r\n\r\n private _parse(meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<Array<AbstractMesh>> {\r\n const babylonMeshesArray: Array<Mesh> = []; //The mesh for babylon\r\n\r\n const readableStream = new ReadableStream({\r\n start(controller) {\r\n controller.enqueue(new Uint8Array(data)); // Enqueue the ArrayBuffer as a Uint8Array\r\n controller.close();\r\n },\r\n });\r\n\r\n // Use GZip DecompressionStream\r\n const decompressionStream = new DecompressionStream(\"gzip\");\r\n const decompressedStream = readableStream.pipeThrough(decompressionStream);\r\n\r\n return new Promise((resolve) => {\r\n new Response(decompressedStream)\r\n .arrayBuffer()\r\n .then((buffer) => {\r\n this._parseSPZ(buffer, scene).then((parsedSPZ) => {\r\n const gaussianSplatting = new GaussianSplattingMesh(\"GaussianSplatting\", null, scene, this._loadingOptions.keepInRam);\r\n gaussianSplatting._parentContainer = this._assetContainer;\r\n babylonMeshesArray.push(gaussianSplatting);\r\n gaussianSplatting.updateData(parsedSPZ.data, parsedSPZ.sh);\r\n });\r\n resolve(babylonMeshesArray);\r\n })\r\n .catch(() => {\r\n // Catch any decompression errors\r\n SPLATFileLoader._ConvertPLYToSplat(data as ArrayBuffer).then(async (parsedPLY) => {\r\n switch (parsedPLY.mode) {\r\n case Mode.Splat:\r\n {\r\n const gaussianSplatting = new GaussianSplattingMesh(\"GaussianSplatting\", null, scene, this._loadingOptions.keepInRam);\r\n gaussianSplatting._parentContainer = this._assetContainer;\r\n babylonMeshesArray.push(gaussianSplatting);\r\n gaussianSplatting.updateData(parsedPLY.data);\r\n }\r\n break;\r\n case Mode.PointCloud:\r\n {\r\n const pointcloud = new PointsCloudSystem(\"PointCloud\", 1, scene);\r\n if (SPLATFileLoader._BuildPointCloud(pointcloud, parsedPLY.data)) {\r\n await pointcloud.buildMeshAsync().then((mesh) => {\r\n babylonMeshesArray.push(mesh);\r\n });\r\n } else {\r\n pointcloud.dispose();\r\n }\r\n }\r\n break;\r\n case Mode.Mesh:\r\n {\r\n if (parsedPLY.faces) {\r\n babylonMeshesArray.push(SPLATFileLoader._BuildMesh(scene, parsedPLY));\r\n } else {\r\n throw new Error(\"PLY mesh doesn't contain face informations.\");\r\n }\r\n }\r\n break;\r\n default:\r\n throw new Error(\"Unsupported Splat mode\");\r\n }\r\n });\r\n resolve(babylonMeshesArray);\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Load into an asset container.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @returns The loaded asset container\r\n */\r\n public loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string): Promise<AssetContainer> {\r\n const container = new AssetContainer(scene);\r\n this._assetContainer = container;\r\n\r\n return this.importMeshAsync(null, scene, data, rootUrl)\r\n .then((result) => {\r\n result.meshes.forEach((mesh) => container.meshes.push(mesh));\r\n // mesh material will be null before 1st rendered frame.\r\n this._assetContainer = null;\r\n return container;\r\n })\r\n .catch((ex) => {\r\n this._assetContainer = null;\r\n throw ex;\r\n });\r\n }\r\n\r\n /**\r\n * Imports all objects from the loaded OBJ data and adds them to the scene\r\n * @param scene the scene the objects should be added to\r\n * @param data the OBJ data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise which completes when objects have been loaded to the scene\r\n */\r\n public loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void> {\r\n //Get the 3D model\r\n return this.importMeshAsync(null, scene, data, rootUrl).then(() => {\r\n // return void\r\n });\r\n }\r\n\r\n /**\r\n * Code from https://github.com/dylanebert/gsplat.js/blob/main/src/loaders/PLYLoader.ts Under MIT license\r\n * Converts a .ply data array buffer to splat\r\n * if data array buffer is not ply, returns the original buffer\r\n * @param data the .ply data to load\r\n * @returns the loaded splat buffer\r\n */\r\n private static _ConvertPLYToSplat(data: ArrayBuffer): Promise<ParsedPLY> {\r\n const ubuf = new Uint8Array(data);\r\n const header = new TextDecoder().decode(ubuf.slice(0, 1024 * 10));\r\n const headerEnd = \"end_header\\n\";\r\n const headerEndIndex = header.indexOf(headerEnd);\r\n if (headerEndIndex < 0 || !header) {\r\n // standard splat\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: data });\r\n });\r\n }\r\n\r\n const vertexCount = parseInt(/element vertex (\\d+)\\n/.exec(header)![1]);\r\n const faceElement = /element face (\\d+)\\n/.exec(header);\r\n let faceCount = 0;\r\n if (faceElement) {\r\n faceCount = parseInt(faceElement[1]);\r\n }\r\n const chunkElement = /element chunk (\\d+)\\n/.exec(header);\r\n let chunkCount = 0;\r\n if (chunkElement) {\r\n chunkCount = parseInt(chunkElement[1]);\r\n }\r\n\r\n let rowVertexOffset = 0;\r\n let rowChunkOffset = 0;\r\n const offsets: Record<string, number> = {\r\n double: 8,\r\n int: 4,\r\n uint: 4,\r\n float: 4,\r\n short: 2,\r\n ushort: 2,\r\n uchar: 1,\r\n list: 0,\r\n };\r\n\r\n type PlyProperty = {\r\n name: string;\r\n type: string;\r\n offset: number;\r\n };\r\n\r\n const enum ElementMode {\r\n Vertex = 0,\r\n Chunk = 1,\r\n }\r\n\r\n let chunkMode = ElementMode.Chunk;\r\n const vertexProperties: PlyProperty[] = [];\r\n const chunkProperties: PlyProperty[] = [];\r\n const filtered = header.slice(0, headerEndIndex).split(\"\\n\");\r\n for (const prop of filtered) {\r\n if (prop.startsWith(\"property \")) {\r\n const [, type, name] = prop.split(\" \");\r\n\r\n if (chunkMode == ElementMode.Chunk) {\r\n chunkProperties.push({ name, type, offset: rowChunkOffset });\r\n rowChunkOffset += offsets[type];\r\n } else if (chunkMode == ElementMode.Vertex) {\r\n vertexProperties.push({ name, type, offset: rowVertexOffset });\r\n rowVertexOffset += offsets[type];\r\n }\r\n\r\n if (!offsets[type]) {\r\n Logger.Warn(`Unsupported property type: ${type}.`);\r\n }\r\n } else if (prop.startsWith(\"element \")) {\r\n const [, type] = prop.split(\" \");\r\n if (type == \"chunk\") {\r\n chunkMode = ElementMode.Chunk;\r\n } else if (type == \"vertex\") {\r\n chunkMode = ElementMode.Vertex;\r\n }\r\n }\r\n }\r\n\r\n const rowVertexLength = rowVertexOffset;\r\n const rowChunkLength = rowChunkOffset;\r\n\r\n return GaussianSplattingMesh.ConvertPLYToSplatAsync(data).then((buffer) => {\r\n const dataView = new DataView(data, headerEndIndex + headerEnd.length);\r\n let offset = rowChunkLength * chunkCount + rowVertexLength * vertexCount;\r\n // faces\r\n const faces: number[] = [];\r\n if (faceCount) {\r\n for (let i = 0; i < faceCount; i++) {\r\n const faceVertexCount = dataView.getUint8(offset);\r\n if (faceVertexCount != 3) {\r\n continue; // only support triangles\r\n }\r\n offset += 1;\r\n\r\n for (let j = 0; j < faceVertexCount; j++) {\r\n const vertexIndex = dataView.getUint32(offset + (2 - j) * 4, true); // change face winding\r\n faces.push(vertexIndex);\r\n }\r\n offset += 12;\r\n }\r\n }\r\n\r\n // early exit for chunked/quantized ply\r\n if (chunkCount) {\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: buffer, faces: faces, hasVertexColors: false });\r\n });\r\n }\r\n // count available properties. if all necessary are present then it's a splat. Otherwise, it's a point cloud\r\n // if faces are found, then it's a standard mesh\r\n let propertyCount = 0;\r\n let propertyColorCount = 0;\r\n const splatProperties = [\"x\", \"y\", \"z\", \"scale_0\", \"scale_1\", \"scale_2\", \"opacity\", \"rot_0\", \"rot_1\", \"rot_2\", \"rot_3\"];\r\n const splatColorProperties = [\"red\", \"green\", \"blue\", \"f_dc_0\", \"f_dc_1\", \"f_dc_2\"];\r\n for (let propertyIndex = 0; propertyIndex < vertexProperties.length; propertyIndex++) {\r\n const property = vertexProperties[propertyIndex];\r\n if (splatProperties.includes(property.name)) {\r\n propertyCount++;\r\n }\r\n if (splatColorProperties.includes(property.name)) {\r\n propertyColorCount++;\r\n }\r\n }\r\n const hasMandatoryProperties = propertyCount == splatProperties.length && propertyColorCount == 3;\r\n const currentMode = faceCount ? Mode.Mesh : hasMandatoryProperties ? Mode.Splat : Mode.PointCloud;\r\n // parsed ready ready to be used as a splat\r\n return new Promise((resolve) => {\r\n resolve({ mode: currentMode, data: buffer, faces: faces, hasVertexColors: !!propertyColorCount });\r\n });\r\n });\r\n }\r\n}\r\n\r\n// Add this loader into the register plugin\r\nregisterSceneLoaderPlugin(new SPLATFileLoader());\r\n"]}
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import type { Nullable } from "@babylonjs/core/types.js";
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import type { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
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import type { INode } from "../glTFLoaderInterfaces";
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import type { IGLTFLoaderExtension } from "../glTFLoaderExtension";
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import { GLTFLoader } from "../glTFLoader";
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declare module "../../glTFFileLoader" {
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interface GLTFLoaderExtensionOptions {
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/**
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* Defines options for the EXT_lights_ies extension.
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*/
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["EXT_lights_ies"]: {};
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}
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}
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/**
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* [Specification](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Vendor/EXT_lights_ies)
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*/
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export declare class EXT_lights_ies implements IGLTFLoaderExtension {
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/**
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* The name of this extension.
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*/
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readonly name = "EXT_lights_ies";
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/**
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* Defines whether this extension is enabled.
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*/
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enabled: boolean;
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/** hidden */
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private _loader;
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private _lights?;
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/**
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* @internal
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*/
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constructor(loader: GLTFLoader);
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/** @internal */
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dispose(): void;
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/** @internal */
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onLoading(): void;
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/**
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* @internal
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*/
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loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>>;
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}
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import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
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import { Color3 } from "@babylonjs/core/Maths/math.color.js";
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import { SpotLight } from "@babylonjs/core/Lights/spotLight.js";
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import { Light } from "@babylonjs/core/Lights/light.js";
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import { GLTFLoader, ArrayItem } from "../glTFLoader.js";
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import { registerGLTFExtension, unregisterGLTFExtension } from "../glTFLoaderExtensionRegistry.js";
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import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
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const NAME = "EXT_lights_ies";
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/**
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* [Specification](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Vendor/EXT_lights_ies)
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*/
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// eslint-disable-next-line @typescript-eslint/naming-convention
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export class EXT_lights_ies {
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/**
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* @internal
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*/
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constructor(loader) {
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/**
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* The name of this extension.
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*/
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this.name = NAME;
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this._loader = loader;
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this.enabled = this._loader.isExtensionUsed(NAME);
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}
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/** @internal */
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dispose() {
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this._loader = null;
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delete this._lights;
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}
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/** @internal */
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onLoading() {
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const extensions = this._loader.gltf.extensions;
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if (extensions && extensions[this.name]) {
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const extension = extensions[this.name];
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this._lights = extension.lights;
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ArrayItem.Assign(this._lights);
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}
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}
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/**
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* @internal
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*/
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loadNodeAsync(context, node, assign) {
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return GLTFLoader.LoadExtensionAsync(context, node, this.name, async (extensionContext, extension) => {
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this._loader._allMaterialsDirtyRequired = true;
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let babylonSpotLight;
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let light;
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const transformNode = await this._loader.loadNodeAsync(context, node, (babylonMesh) => {
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light = ArrayItem.Get(extensionContext, this._lights, extension.light);
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const name = light.name || babylonMesh.name;
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this._loader.babylonScene._blockEntityCollection = !!this._loader._assetContainer;
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babylonSpotLight = new SpotLight(name, Vector3.Zero(), Vector3.Backward(), 0, 1, this._loader.babylonScene);
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babylonSpotLight.angle = Math.PI / 2;
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babylonSpotLight.innerAngle = 0;
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babylonSpotLight._parentContainer = this._loader._assetContainer;
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this._loader.babylonScene._blockEntityCollection = false;
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light._babylonLight = babylonSpotLight;
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babylonSpotLight.falloffType = Light.FALLOFF_GLTF;
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babylonSpotLight.diffuse = extension.color ? Color3.FromArray(extension.color) : Color3.White();
|
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babylonSpotLight.intensity = extension.multiplier || 1;
|
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babylonSpotLight.range = Number.MAX_VALUE;
|
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babylonSpotLight.parent = babylonMesh;
|
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this._loader._babylonLights.push(babylonSpotLight);
|
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GLTFLoader.AddPointerMetadata(babylonSpotLight, extensionContext);
|
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assign(babylonMesh);
|
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});
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// Load the profile
|
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let bufferData;
|
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if (light.uri) {
|
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bufferData = await this._loader.loadUriAsync(context, light, light.uri);
|
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}
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else {
|
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const bufferView = ArrayItem.Get(`${context}/bufferView`, this._loader.gltf.bufferViews, light.bufferView);
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bufferData = await this._loader.loadBufferViewAsync(`/bufferViews/${bufferView.index}`, bufferView);
|
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}
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babylonSpotLight.iesProfileTexture = new Texture(name + "_iesProfile", this._loader.babylonScene, true, false, undefined, null, null, bufferData, true, undefined, undefined, undefined, undefined, ".ies");
|
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return transformNode;
|
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});
|
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}
|
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}
|
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+
unregisterGLTFExtension(NAME);
|
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registerGLTFExtension(NAME, true, (loader) => new EXT_lights_ies(loader));
|
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//# sourceMappingURL=EXT_lights_ies.js.map
|
@@ -0,0 +1 @@
|
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { SpotLight } from \"core/Lights/spotLight\";\r\nimport { Light } from \"core/Lights/light\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\n\r\nimport type { IEXTLightsIES_LightReference } from \"babylonjs-gltf2interface\";\r\nimport type { IEXTLightsIES_Light, INode } from \"../glTFLoaderInterfaces\";\r\nimport type { IGLTFLoaderExtension } from \"../glTFLoaderExtension\";\r\nimport { GLTFLoader, ArrayItem } from \"../glTFLoader\";\r\nimport { registerGLTFExtension, unregisterGLTFExtension } from \"../glTFLoaderExtensionRegistry\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\n\r\nconst NAME = \"EXT_lights_ies\";\r\n\r\ndeclare module \"../../glTFFileLoader\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc\r\n export interface GLTFLoaderExtensionOptions {\r\n /**\r\n * Defines options for the EXT_lights_ies extension.\r\n */\r\n // NOTE: Don't use NAME here as it will break the UMD type declarations.\r\n [\"EXT_lights_ies\"]: {};\r\n }\r\n}\r\n\r\n/**\r\n * [Specification](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Vendor/EXT_lights_ies)\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class EXT_lights_ies implements IGLTFLoaderExtension {\r\n /**\r\n * The name of this extension.\r\n */\r\n public readonly name = NAME;\r\n\r\n /**\r\n * Defines whether this extension is enabled.\r\n */\r\n public enabled: boolean;\r\n\r\n /** hidden */\r\n private _loader: GLTFLoader;\r\n private _lights?: IEXTLightsIES_Light[];\r\n\r\n /**\r\n * @internal\r\n */\r\n constructor(loader: GLTFLoader) {\r\n this._loader = loader;\r\n this.enabled = this._loader.isExtensionUsed(NAME);\r\n }\r\n\r\n /** @internal */\r\n public dispose() {\r\n (this._loader as any) = null;\r\n delete this._lights;\r\n }\r\n\r\n /** @internal */\r\n public onLoading(): void {\r\n const extensions = this._loader.gltf.extensions;\r\n if (extensions && extensions[this.name]) {\r\n const extension = extensions[this.name] as any;\r\n this._lights = extension.lights;\r\n ArrayItem.Assign(this._lights);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>> {\r\n return GLTFLoader.LoadExtensionAsync<IEXTLightsIES_LightReference, TransformNode>(context, node, this.name, async (extensionContext, extension) => {\r\n this._loader._allMaterialsDirtyRequired = true;\r\n\r\n let babylonSpotLight: SpotLight;\r\n let light: IEXTLightsIES_Light;\r\n\r\n const transformNode = await this._loader.loadNodeAsync(context, node, (babylonMesh) => {\r\n light = ArrayItem.Get(extensionContext, this._lights, extension.light);\r\n const name = light.name || babylonMesh.name;\r\n\r\n this._loader.babylonScene._blockEntityCollection = !!this._loader._assetContainer;\r\n\r\n babylonSpotLight = new SpotLight(name, Vector3.Zero(), Vector3.Backward(), 0, 1, this._loader.babylonScene);\r\n babylonSpotLight.angle = Math.PI / 2;\r\n babylonSpotLight.innerAngle = 0;\r\n\r\n babylonSpotLight._parentContainer = this._loader._assetContainer;\r\n this._loader.babylonScene._blockEntityCollection = false;\r\n light._babylonLight = babylonSpotLight;\r\n\r\n babylonSpotLight.falloffType = Light.FALLOFF_GLTF;\r\n babylonSpotLight.diffuse = extension.color ? Color3.FromArray(extension.color) : Color3.White();\r\n babylonSpotLight.intensity = extension.multiplier || 1;\r\n babylonSpotLight.range = Number.MAX_VALUE;\r\n babylonSpotLight.parent = babylonMesh;\r\n\r\n this._loader._babylonLights.push(babylonSpotLight);\r\n\r\n GLTFLoader.AddPointerMetadata(babylonSpotLight, extensionContext);\r\n\r\n assign(babylonMesh);\r\n });\r\n\r\n // Load the profile\r\n let bufferData: ArrayBufferView;\r\n if (light!.uri) {\r\n bufferData = await this._loader.loadUriAsync(context, light!, light!.uri);\r\n } else {\r\n const bufferView = ArrayItem.Get(`${context}/bufferView`, this._loader.gltf.bufferViews, light!.bufferView);\r\n bufferData = await this._loader.loadBufferViewAsync(`/bufferViews/${bufferView.index}`, bufferView);\r\n }\r\n babylonSpotLight!.iesProfileTexture = new Texture(\r\n name + \"_iesProfile\",\r\n this._loader.babylonScene,\r\n true,\r\n false,\r\n undefined,\r\n null,\r\n null,\r\n bufferData,\r\n true,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n \".ies\"\r\n );\r\n\r\n return transformNode;\r\n });\r\n }\r\n}\r\n\r\nunregisterGLTFExtension(NAME);\r\nregisterGLTFExtension(NAME, true, (loader) => new EXT_lights_ies(loader));\r\n"]}
|
@@ -286,6 +286,15 @@ export declare const animationPointerTree: {
|
|
286
286
|
};
|
287
287
|
};
|
288
288
|
};
|
289
|
+
EXT_lights_ies: {
|
290
|
+
lights: {
|
291
|
+
__array__: {
|
292
|
+
__target__: boolean;
|
293
|
+
color: LightAnimationPropertyInfo[];
|
294
|
+
multiplier: LightAnimationPropertyInfo[];
|
295
|
+
};
|
296
|
+
};
|
297
|
+
};
|
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|
};
|
290
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|
};
|
291
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|
export {};
|
@@ -253,6 +253,15 @@ const extensionsTree = {
|
|
253
253
|
},
|
254
254
|
},
|
255
255
|
},
|
256
|
+
EXT_lights_ies: {
|
257
|
+
lights: {
|
258
|
+
__array__: {
|
259
|
+
__target__: true,
|
260
|
+
color: [new LightAnimationPropertyInfo(Animation.ANIMATIONTYPE_COLOR3, "diffuse", getColor3, () => 3)],
|
261
|
+
multiplier: [new LightAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, "intensity", getFloat, () => 1)],
|
262
|
+
},
|
263
|
+
},
|
264
|
+
},
|
256
265
|
};
|
257
266
|
/** @internal */
|
258
267
|
export const animationPointerTree = {
|
@@ -1 +1 @@
|
|
1
|
-
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eslint-disable @typescript-eslint/naming-convention */\r\n\r\nimport { Animation } from \"core/Animations/animation\";\r\nimport type { ICamera, IKHRLightsPunctual_Light, IMaterial } from \"../glTFLoaderInterfaces\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { AnimationPropertyInfo, nodeAnimationData } from \"../glTFLoaderAnimation\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\n\r\nfunction getColor3(_target: any, source: Float32Array, offset: number, scale: number): Color3 {\r\n return Color3.FromArray(source, offset).scale(scale);\r\n}\r\n\r\nfunction getAlpha(_target: any, source: Float32Array, offset: number, scale: number): number {\r\n return source[offset + 3] * scale;\r\n}\r\n\r\nfunction getFloat(_target: any, source: Float32Array, offset: number, scale: number): number {\r\n return source[offset] * scale;\r\n}\r\n\r\nfunction getMinusFloat(_target: any, source: Float32Array, offset: number, scale: number): number {\r\n return -source[offset] * scale;\r\n}\r\n\r\nfunction getNextFloat(_target: any, source: Float32Array, offset: number, scale: number): number {\r\n return source[offset + 1] * scale;\r\n}\r\n\r\nfunction getFloatBy2(_target: any, source: Float32Array, offset: number, scale: number): number {\r\n return source[offset] * scale * 2;\r\n}\r\n\r\nfunction getTextureTransformTree(textureName: string) {\r\n return {\r\n scale: [\r\n new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, `${textureName}.uScale`, getFloat, () => 2),\r\n new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, `${textureName}.vScale`, getNextFloat, () => 2),\r\n ],\r\n offset: [\r\n new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, `${textureName}.uOffset`, getFloat, () => 2),\r\n new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, `${textureName}.vOffset`, getNextFloat, () => 2),\r\n ],\r\n rotation: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, `${textureName}.wAng`, getMinusFloat, () => 1)],\r\n };\r\n}\r\n\r\nclass CameraAnimationPropertyInfo extends AnimationPropertyInfo {\r\n /** @internal */\r\n public buildAnimations(target: ICamera, name: string, fps: number, keys: any[], callback: (babylonAnimatable: IAnimatable, babylonAnimation: Animation) => void): void {\r\n callback(target._babylonCamera!, this._buildAnimation(name, fps, keys));\r\n }\r\n}\r\n\r\nclass MaterialAnimationPropertyInfo extends AnimationPropertyInfo {\r\n /** @internal */\r\n public buildAnimations(target: IMaterial, name: string, fps: number, keys: any[], callback: (babylonAnimatable: IAnimatable, babylonAnimation: Animation) => void): void {\r\n for (const fillMode in target._data!) {\r\n callback(target._data![fillMode].babylonMaterial, this._buildAnimation(name, fps, keys));\r\n }\r\n }\r\n}\r\n\r\nclass LightAnimationPropertyInfo extends AnimationPropertyInfo {\r\n /** @internal */\r\n public buildAnimations(\r\n target: IKHRLightsPunctual_Light,\r\n name: string,\r\n fps: number,\r\n keys: any[],\r\n callback: (babylonAnimatable: IAnimatable, babylonAnimation: Animation) => void\r\n ): void {\r\n callback(target._babylonLight!, this._buildAnimation(name, fps, keys));\r\n }\r\n}\r\n\r\nconst nodesTree = {\r\n __array__: {\r\n __target__: true,\r\n ...nodeAnimationData,\r\n },\r\n};\r\n\r\nconst camerasTree = {\r\n __array__: {\r\n __target__: true,\r\n orthographic: {\r\n xmag: [\r\n new CameraAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"orthoLeft\", getMinusFloat, () => 1),\r\n new CameraAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"orthoRight\", getNextFloat, () => 1),\r\n ],\r\n ymag: [\r\n new CameraAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"orthoBottom\", getMinusFloat, () => 1),\r\n new CameraAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"orthoTop\", getNextFloat, () => 1),\r\n ],\r\n zfar: [new CameraAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"maxZ\", getFloat, () => 1)],\r\n znear: [new CameraAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"minZ\", getFloat, () => 1)],\r\n },\r\n perspective: {\r\n yfov: [new CameraAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"fov\", getFloat, () => 1)],\r\n zfar: [new CameraAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"maxZ\", getFloat, () => 1)],\r\n znear: [new CameraAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"minZ\", getFloat, () => 1)],\r\n },\r\n },\r\n};\r\n\r\nconst materialsTree = {\r\n __array__: {\r\n __target__: true,\r\n pbrMetallicRoughness: {\r\n baseColorFactor: [\r\n new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_COLOR3, \"albedoColor\", getColor3, () => 4),\r\n new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"alpha\", getAlpha, () => 4),\r\n ],\r\n metallicFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"metallic\", getFloat, () => 1)],\r\n roughnessFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"roughness\", getFloat, () => 1)],\r\n baseColorTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"albedoTexture\"),\r\n },\r\n },\r\n metallicRoughnessTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"metallicTexture\"),\r\n },\r\n },\r\n },\r\n emissiveFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_COLOR3, \"emissiveColor\", getColor3, () => 3)],\r\n normalTexture: {\r\n scale: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"bumpTexture.level\", getFloat, () => 1)],\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"bumpTexture\"),\r\n },\r\n },\r\n occlusionTexture: {\r\n strength: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"ambientTextureStrength\", getFloat, () => 1)],\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"ambientTexture\"),\r\n },\r\n },\r\n emissiveTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"emissiveTexture\"),\r\n },\r\n },\r\n extensions: {\r\n KHR_materials_anisotropy: {\r\n anisotropyStrength: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"anisotropy.intensity\", getFloat, () => 1)],\r\n anisotropyRotation: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"anisotropy.angle\", getFloat, () => 1)],\r\n anisotropyTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"anisotropy.texture\"),\r\n },\r\n },\r\n },\r\n KHR_materials_clearcoat: {\r\n clearcoatFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"clearCoat.intensity\", getFloat, () => 1)],\r\n clearcoatRoughnessFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"clearCoat.roughness\", getFloat, () => 1)],\r\n clearcoatTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"clearCoat.texture\"),\r\n },\r\n },\r\n clearcoatNormalTexture: {\r\n scale: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"clearCoat.bumpTexture.level\", getFloat, () => 1)],\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"clearCoat.bumpTexture\"),\r\n },\r\n },\r\n clearcoatRoughnessTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"clearCoat.textureRoughness\"),\r\n },\r\n },\r\n },\r\n KHR_materials_dispersion: {\r\n dispersion: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"subSurface.dispersion\", getFloat, () => 1)],\r\n },\r\n KHR_materials_emissive_strength: {\r\n emissiveStrength: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"emissiveIntensity\", getFloat, () => 1)],\r\n },\r\n KHR_materials_ior: {\r\n ior: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"indexOfRefraction\", getFloat, () => 1)],\r\n },\r\n KHR_materials_iridescence: {\r\n iridescenceFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"iridescence.intensity\", getFloat, () => 1)],\r\n iridescenceIor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"iridescence.indexOfRefraction\", getFloat, () => 1)],\r\n iridescenceThicknessMinimum: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"iridescence.minimumThickness\", getFloat, () => 1)],\r\n iridescenceThicknessMaximum: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"iridescence.maximumThickness\", getFloat, () => 1)],\r\n iridescenceTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"iridescence.texture\"),\r\n },\r\n },\r\n iridescenceThicknessTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"iridescence.thicknessTexture\"),\r\n },\r\n },\r\n },\r\n KHR_materials_sheen: {\r\n sheenColorFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_COLOR3, \"sheen.color\", getColor3, () => 3)],\r\n sheenRoughnessFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"sheen.roughness\", getFloat, () => 1)],\r\n sheenColorTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"sheen.texture\"),\r\n },\r\n },\r\n sheenRoughnessTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"sheen.textureRoughness\"),\r\n },\r\n },\r\n },\r\n KHR_materials_specular: {\r\n specularFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"metallicF0Factor\", getFloat, () => 1)],\r\n specularColorFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_COLOR3, \"metallicReflectanceColor\", getColor3, () => 3)],\r\n specularTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"metallicReflectanceTexture\"),\r\n },\r\n },\r\n specularColorTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"reflectanceTexture\"),\r\n },\r\n },\r\n },\r\n KHR_materials_transmission: {\r\n transmissionFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"subSurface.refractionIntensity\", getFloat, () => 1)],\r\n transmissionTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"subSurface.refractionIntensityTexture\"),\r\n },\r\n },\r\n },\r\n KHR_materials_volume: {\r\n attenuationColor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_COLOR3, \"subSurface.tintColor\", getColor3, () => 3)],\r\n attenuationDistance: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"subSurface.tintColorAtDistance\", getFloat, () => 1)],\r\n thicknessFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"subSurface.maximumThickness\", getFloat, () => 1)],\r\n thicknessTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"subSurface.thicknessTexture\"),\r\n },\r\n },\r\n },\r\n KHR_materials_diffuse_transmission: {\r\n diffuseTransmissionFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"subSurface.translucencyIntensity\", getFloat, () => 1)],\r\n diffuseTransmissionTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"subSurface.translucencyIntensityTexture\"),\r\n },\r\n },\r\n diffuseTransmissionColorFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_COLOR3, \"subSurface.translucencyColor\", getColor3, () => 3)],\r\n diffuseTransmissionColorTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"subSurface.translucencyColorTexture\"),\r\n },\r\n },\r\n },\r\n },\r\n },\r\n};\r\n\r\nconst extensionsTree = {\r\n KHR_lights_punctual: {\r\n lights: {\r\n __array__: {\r\n __target__: true,\r\n color: [new LightAnimationPropertyInfo(Animation.ANIMATIONTYPE_COLOR3, \"diffuse\", getColor3, () => 3)],\r\n intensity: [new LightAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"intensity\", getFloat, () => 1)],\r\n range: [new LightAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"range\", getFloat, () => 1)],\r\n spot: {\r\n innerConeAngle: [new LightAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"innerAngle\", getFloatBy2, () => 1)],\r\n outerConeAngle: [new LightAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"angle\", getFloatBy2, () => 1)],\r\n },\r\n },\r\n },\r\n },\r\n};\r\n\r\n/** @internal */\r\nexport const animationPointerTree = {\r\n nodes: nodesTree,\r\n materials: materialsTree,\r\n cameras: camerasTree,\r\n extensions: extensionsTree,\r\n};\r\n"]}
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1
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eslint-disable @typescript-eslint/naming-convention */\r\n\r\nimport { Animation } from \"core/Animations/animation\";\r\nimport type { ICamera, IKHRLightsPunctual_Light, IMaterial } from \"../glTFLoaderInterfaces\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { AnimationPropertyInfo, nodeAnimationData } from \"../glTFLoaderAnimation\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\n\r\nfunction getColor3(_target: any, source: Float32Array, offset: number, scale: number): Color3 {\r\n return Color3.FromArray(source, offset).scale(scale);\r\n}\r\n\r\nfunction getAlpha(_target: any, source: Float32Array, offset: number, scale: number): number {\r\n return source[offset + 3] * scale;\r\n}\r\n\r\nfunction getFloat(_target: any, source: Float32Array, offset: number, scale: number): number {\r\n return source[offset] * scale;\r\n}\r\n\r\nfunction getMinusFloat(_target: any, source: Float32Array, offset: number, scale: number): number {\r\n return -source[offset] * scale;\r\n}\r\n\r\nfunction getNextFloat(_target: any, source: Float32Array, offset: number, scale: number): number {\r\n return source[offset + 1] * scale;\r\n}\r\n\r\nfunction getFloatBy2(_target: any, source: Float32Array, offset: number, scale: number): number {\r\n return source[offset] * scale * 2;\r\n}\r\n\r\nfunction getTextureTransformTree(textureName: string) {\r\n return {\r\n scale: [\r\n new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, `${textureName}.uScale`, getFloat, () => 2),\r\n new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, `${textureName}.vScale`, getNextFloat, () => 2),\r\n ],\r\n offset: [\r\n new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, `${textureName}.uOffset`, getFloat, () => 2),\r\n new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, `${textureName}.vOffset`, getNextFloat, () => 2),\r\n ],\r\n rotation: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, `${textureName}.wAng`, getMinusFloat, () => 1)],\r\n };\r\n}\r\n\r\nclass CameraAnimationPropertyInfo extends AnimationPropertyInfo {\r\n /** @internal */\r\n public buildAnimations(target: ICamera, name: string, fps: number, keys: any[], callback: (babylonAnimatable: IAnimatable, babylonAnimation: Animation) => void): void {\r\n callback(target._babylonCamera!, this._buildAnimation(name, fps, keys));\r\n }\r\n}\r\n\r\nclass MaterialAnimationPropertyInfo extends AnimationPropertyInfo {\r\n /** @internal */\r\n public buildAnimations(target: IMaterial, name: string, fps: number, keys: any[], callback: (babylonAnimatable: IAnimatable, babylonAnimation: Animation) => void): void {\r\n for (const fillMode in target._data!) {\r\n callback(target._data![fillMode].babylonMaterial, this._buildAnimation(name, fps, keys));\r\n }\r\n }\r\n}\r\n\r\nclass LightAnimationPropertyInfo extends AnimationPropertyInfo {\r\n /** @internal */\r\n public buildAnimations(\r\n target: IKHRLightsPunctual_Light,\r\n name: string,\r\n fps: number,\r\n keys: any[],\r\n callback: (babylonAnimatable: IAnimatable, babylonAnimation: Animation) => void\r\n ): void {\r\n callback(target._babylonLight!, this._buildAnimation(name, fps, keys));\r\n }\r\n}\r\n\r\nconst nodesTree = {\r\n __array__: {\r\n __target__: true,\r\n ...nodeAnimationData,\r\n },\r\n};\r\n\r\nconst camerasTree = {\r\n __array__: {\r\n __target__: true,\r\n orthographic: {\r\n xmag: [\r\n new CameraAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"orthoLeft\", getMinusFloat, () => 1),\r\n new CameraAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"orthoRight\", getNextFloat, () => 1),\r\n ],\r\n ymag: [\r\n new CameraAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"orthoBottom\", getMinusFloat, () => 1),\r\n new CameraAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"orthoTop\", getNextFloat, () => 1),\r\n ],\r\n zfar: [new CameraAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"maxZ\", getFloat, () => 1)],\r\n znear: [new CameraAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"minZ\", getFloat, () => 1)],\r\n },\r\n perspective: {\r\n yfov: [new CameraAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"fov\", getFloat, () => 1)],\r\n zfar: [new CameraAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"maxZ\", getFloat, () => 1)],\r\n znear: [new CameraAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"minZ\", getFloat, () => 1)],\r\n },\r\n },\r\n};\r\n\r\nconst materialsTree = {\r\n __array__: {\r\n __target__: true,\r\n pbrMetallicRoughness: {\r\n baseColorFactor: [\r\n new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_COLOR3, \"albedoColor\", getColor3, () => 4),\r\n new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"alpha\", getAlpha, () => 4),\r\n ],\r\n metallicFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"metallic\", getFloat, () => 1)],\r\n roughnessFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"roughness\", getFloat, () => 1)],\r\n baseColorTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"albedoTexture\"),\r\n },\r\n },\r\n metallicRoughnessTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"metallicTexture\"),\r\n },\r\n },\r\n },\r\n emissiveFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_COLOR3, \"emissiveColor\", getColor3, () => 3)],\r\n normalTexture: {\r\n scale: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"bumpTexture.level\", getFloat, () => 1)],\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"bumpTexture\"),\r\n },\r\n },\r\n occlusionTexture: {\r\n strength: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"ambientTextureStrength\", getFloat, () => 1)],\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"ambientTexture\"),\r\n },\r\n },\r\n emissiveTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"emissiveTexture\"),\r\n },\r\n },\r\n extensions: {\r\n KHR_materials_anisotropy: {\r\n anisotropyStrength: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"anisotropy.intensity\", getFloat, () => 1)],\r\n anisotropyRotation: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"anisotropy.angle\", getFloat, () => 1)],\r\n anisotropyTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"anisotropy.texture\"),\r\n },\r\n },\r\n },\r\n KHR_materials_clearcoat: {\r\n clearcoatFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"clearCoat.intensity\", getFloat, () => 1)],\r\n clearcoatRoughnessFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"clearCoat.roughness\", getFloat, () => 1)],\r\n clearcoatTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"clearCoat.texture\"),\r\n },\r\n },\r\n clearcoatNormalTexture: {\r\n scale: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"clearCoat.bumpTexture.level\", getFloat, () => 1)],\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"clearCoat.bumpTexture\"),\r\n },\r\n },\r\n clearcoatRoughnessTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"clearCoat.textureRoughness\"),\r\n },\r\n },\r\n },\r\n KHR_materials_dispersion: {\r\n dispersion: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"subSurface.dispersion\", getFloat, () => 1)],\r\n },\r\n KHR_materials_emissive_strength: {\r\n emissiveStrength: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"emissiveIntensity\", getFloat, () => 1)],\r\n },\r\n KHR_materials_ior: {\r\n ior: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"indexOfRefraction\", getFloat, () => 1)],\r\n },\r\n KHR_materials_iridescence: {\r\n iridescenceFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"iridescence.intensity\", getFloat, () => 1)],\r\n iridescenceIor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"iridescence.indexOfRefraction\", getFloat, () => 1)],\r\n iridescenceThicknessMinimum: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"iridescence.minimumThickness\", getFloat, () => 1)],\r\n iridescenceThicknessMaximum: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"iridescence.maximumThickness\", getFloat, () => 1)],\r\n iridescenceTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"iridescence.texture\"),\r\n },\r\n },\r\n iridescenceThicknessTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"iridescence.thicknessTexture\"),\r\n },\r\n },\r\n },\r\n KHR_materials_sheen: {\r\n sheenColorFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_COLOR3, \"sheen.color\", getColor3, () => 3)],\r\n sheenRoughnessFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"sheen.roughness\", getFloat, () => 1)],\r\n sheenColorTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"sheen.texture\"),\r\n },\r\n },\r\n sheenRoughnessTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"sheen.textureRoughness\"),\r\n },\r\n },\r\n },\r\n KHR_materials_specular: {\r\n specularFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"metallicF0Factor\", getFloat, () => 1)],\r\n specularColorFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_COLOR3, \"metallicReflectanceColor\", getColor3, () => 3)],\r\n specularTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"metallicReflectanceTexture\"),\r\n },\r\n },\r\n specularColorTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"reflectanceTexture\"),\r\n },\r\n },\r\n },\r\n KHR_materials_transmission: {\r\n transmissionFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"subSurface.refractionIntensity\", getFloat, () => 1)],\r\n transmissionTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"subSurface.refractionIntensityTexture\"),\r\n },\r\n },\r\n },\r\n KHR_materials_volume: {\r\n attenuationColor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_COLOR3, \"subSurface.tintColor\", getColor3, () => 3)],\r\n attenuationDistance: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"subSurface.tintColorAtDistance\", getFloat, () => 1)],\r\n thicknessFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"subSurface.maximumThickness\", getFloat, () => 1)],\r\n thicknessTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"subSurface.thicknessTexture\"),\r\n },\r\n },\r\n },\r\n KHR_materials_diffuse_transmission: {\r\n diffuseTransmissionFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"subSurface.translucencyIntensity\", getFloat, () => 1)],\r\n diffuseTransmissionTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"subSurface.translucencyIntensityTexture\"),\r\n },\r\n },\r\n diffuseTransmissionColorFactor: [new MaterialAnimationPropertyInfo(Animation.ANIMATIONTYPE_COLOR3, \"subSurface.translucencyColor\", getColor3, () => 3)],\r\n diffuseTransmissionColorTexture: {\r\n extensions: {\r\n KHR_texture_transform: getTextureTransformTree(\"subSurface.translucencyColorTexture\"),\r\n },\r\n },\r\n },\r\n },\r\n },\r\n};\r\n\r\nconst extensionsTree = {\r\n KHR_lights_punctual: {\r\n lights: {\r\n __array__: {\r\n __target__: true,\r\n color: [new LightAnimationPropertyInfo(Animation.ANIMATIONTYPE_COLOR3, \"diffuse\", getColor3, () => 3)],\r\n intensity: [new LightAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"intensity\", getFloat, () => 1)],\r\n range: [new LightAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"range\", getFloat, () => 1)],\r\n spot: {\r\n innerConeAngle: [new LightAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"innerAngle\", getFloatBy2, () => 1)],\r\n outerConeAngle: [new LightAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"angle\", getFloatBy2, () => 1)],\r\n },\r\n },\r\n },\r\n },\r\n EXT_lights_ies: {\r\n lights: {\r\n __array__: {\r\n __target__: true,\r\n color: [new LightAnimationPropertyInfo(Animation.ANIMATIONTYPE_COLOR3, \"diffuse\", getColor3, () => 3)],\r\n multiplier: [new LightAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"intensity\", getFloat, () => 1)],\r\n },\r\n },\r\n },\r\n};\r\n\r\n/** @internal */\r\nexport const animationPointerTree = {\r\n nodes: nodesTree,\r\n materials: materialsTree,\r\n cameras: camerasTree,\r\n extensions: extensionsTree,\r\n};\r\n"]}
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import type { GLTFLoader } from "../glTFLoader";
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import { registerGLTFExtension, unregisterGLTFExtension } from "../glTFLoaderExtensionRegistry.js";
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const NAME = "KHR_node_hoverability";
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/**
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//# sourceMappingURL=KHR_node_hoverability.js.map
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{"version":3,"file":"KHR_node_hoverability.js","sourceRoot":"","sources":["../../../../../../dev/loaders/src/glTF/2.0/Extensions/KHR_node_hoverability.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,qBAAqB,EAAE,uBAAuB,EAAE,MAAM,gCAAgC,CAAC;AAEhG,MAAM,IAAI,GAAG,uBAAuB,CAAC;AAarC;;;GAGG;AACH,gEAAgE;AAChE,MAAM,OAAO,qBAAqB;IAY9B;;OAEG;IACH,YAAY,MAAkB;QAd9B;;WAEG;QACa,SAAI,GAAG,IAAI,CAAC;QAYxB,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IAChD,CAAC;IAEM,KAAK,CAAC,OAAO;QAChB,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,KAAK,EAAE,OAAO,CAAC,CAAC,IAAI,EAAE,EAAE;YACtC,0CAA0C;YAC1C,IAAI,IAAI,CAAC,UAAU,EAAE,qBAAqB,IAAI,IAAI,CAAC,UAAU,EAAE,qBAAqB,CAAC,SAAS,KAAK,KAAK,EAAE,CAAC;gBACvG,IAAI,CAAC,qBAAqB,EAAE,cAAc,EAAE,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,EAAE;oBAC1D,IAAI,CAAC,6BAA6B,GAAG,IAAI,CAAC;gBAC9C,CAAC,CAAC,CAAC;YACP,CAAC;QACL,CAAC,CAAC,CAAC;IACP,CAAC;IAEM,OAAO;QACT,IAAI,CAAC,OAAe,GAAG,IAAI,CAAC;IACjC,CAAC;CACJ;AAED,uBAAuB,CAAC,IAAI,CAAC,CAAC;AAC9B,qBAAqB,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC,IAAI,qBAAqB,CAAC,MAAM,CAAC,CAAC,CAAC","sourcesContent":["import type { GLTFLoader } from \"../glTFLoader\";\nimport type { IGLTFLoaderExtension } from \"../glTFLoaderExtension\";\nimport { registerGLTFExtension, unregisterGLTFExtension } from \"../glTFLoaderExtensionRegistry\";\n\nconst NAME = \"KHR_node_hoverability\";\n\ndeclare module \"../../glTFFileLoader\" {\n // eslint-disable-next-line jsdoc/require-jsdoc\n export interface GLTFLoaderExtensionOptions {\n /**\n * Defines options for the KHR_node_hoverability extension.\n */\n // NOTE: Don't use NAME here as it will break the UMD type declarations.\n [\"KHR_node_hoverability\"]: {};\n }\n}\n\n/**\n * Loader extension for KHR_node_hoverability\n * @see https://github.com/KhronosGroup/glTF/pull/2426\n */\n// eslint-disable-next-line @typescript-eslint/naming-convention\nexport class KHR_node_hoverability implements IGLTFLoaderExtension {\n /**\n * The name of this extension.\n */\n public readonly name = NAME;\n /**\n * Defines whether this extension is enabled.\n */\n public enabled: boolean;\n\n private _loader: GLTFLoader;\n\n /**\n * @internal\n */\n constructor(loader: GLTFLoader) {\n this._loader = loader;\n this.enabled = loader.isExtensionUsed(NAME);\n }\n\n public async onReady(): Promise<void> {\n this._loader.gltf.nodes?.forEach((node) => {\n // default is true, so only apply if false\n if (node.extensions?.KHR_node_hoverability && node.extensions?.KHR_node_hoverability.hoverable === false) {\n node._babylonTransformNode?.getChildMeshes().forEach((mesh) => {\n mesh.pointerOverDisableMeshTesting = true;\n });\n }\n });\n }\n\n public dispose() {\n (this._loader as any) = null;\n }\n}\n\nunregisterGLTFExtension(NAME);\nregisterGLTFExtension(NAME, true, (loader) => new KHR_node_hoverability(loader));\n"]}
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@@ -44,6 +44,10 @@ export function registerBuiltInGLTFExtensions() {
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const { KHR_lights } = await import("./KHR_lights_punctual.js");
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return new KHR_lights(loader);
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});
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registerGLTFExtension("EXT_lights_ies", true, async (loader) => {
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const { EXT_lights_ies } = await import("./EXT_lights_ies.js");
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return new EXT_lights_ies(loader);
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});
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registerGLTFExtension("KHR_materials_anisotropy", true, async (loader) => {
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const { KHR_materials_anisotropy } = await import("./KHR_materials_anisotropy.js");
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return new KHR_materials_anisotropy(loader);
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@@ -136,5 +140,9 @@ export function registerBuiltInGLTFExtensions() {
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const { KHR_node_visibility } = await import("./KHR_node_visibility.js");
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});
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registerGLTFExtension("KHR_node_hoverability", true, async (loader) => {
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const { KHR_node_hoverability } = await import("./KHR_node_hoverability.js");
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return new KHR_node_hoverability(loader);
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});
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}
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//# sourceMappingURL=dynamic.js.map
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-
{"version":3,"file":"dynamic.js","sourceRoot":"","sources":["../../../../../../dev/loaders/src/glTF/2.0/Extensions/dynamic.ts"],"names":[],"mappings":"AAAA,yDAAyD;AAEzD,OAAO,EAAE,qBAAqB,EAAE,MAAM,gCAAgC,CAAC;AAEvE;;GAEG;AACH,MAAM,UAAU,6BAA6B;IACzC,qBAAqB,CAAC,wBAAwB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACnE,MAAM,EAAE,sBAAsB,EAAE,GAAG,MAAM,MAAM,CAAC,0BAA0B,CAAC,CAAC;QAC5E,OAAO,IAAI,sBAAsB,CAAC,MAAM,CAAC,CAAC;IAC9C,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,yBAAyB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACpE,MAAM,EAAE,uBAAuB,EAAE,GAAG,MAAM,MAAM,CAAC,2BAA2B,CAAC,CAAC;QAC9E,OAAO,IAAI,uBAAuB,CAAC,MAAM,CAAC,CAAC;IAC/C,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,yBAAyB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACpE,MAAM,EAAE,uBAAuB,EAAE,GAAG,MAAM,MAAM,CAAC,2BAA2B,CAAC,CAAC;QAC9E,OAAO,IAAI,uBAAuB,CAAC,MAAM,CAAC,CAAC;IAC/C,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,kBAAkB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAC7D,MAAM,EAAE,gBAAgB,EAAE,GAAG,MAAM,MAAM,CAAC,oBAAoB,CAAC,CAAC;QAChE,OAAO,IAAI,gBAAgB,CAAC,MAAM,CAAC,CAAC;IACxC,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,kBAAkB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAC7D,MAAM,EAAE,gBAAgB,EAAE,GAAG,MAAM,MAAM,CAAC,oBAAoB,CAAC,CAAC;QAChE,OAAO,IAAI,gBAAgB,CAAC,MAAM,CAAC,CAAC;IACxC,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,kBAAkB,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAC9D,MAAM,EAAE,gBAAgB,EAAE,GAAG,MAAM,MAAM,CAAC,oBAAoB,CAAC,CAAC;QAChE,OAAO,IAAI,gBAAgB,CAAC,MAAM,CAAC,CAAC;IACxC,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,uBAAuB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAClE,MAAM,EAAE,qBAAqB,EAAE,GAAG,MAAM,MAAM,CAAC,yBAAyB,CAAC,CAAC;QAC1E,OAAO,IAAI,qBAAqB,CAAC,MAAM,CAAC,CAAC;IAC7C,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,4BAA4B,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACvE,MAAM,EAAE,0BAA0B,EAAE,GAAG,MAAM,MAAM,CAAC,8BAA8B,CAAC,CAAC;QACpF,OAAO,IAAI,0BAA0B,CAAC,MAAM,CAAC,CAAC;IAClD,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,mBAAmB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAC9D,MAAM,EAAE,iBAAiB,EAAE,GAAG,MAAM,MAAM,CAAC,qBAAqB,CAAC,CAAC;QAClE,OAAO,IAAI,iBAAiB,CAAC,MAAM,CAAC,CAAC;IACzC,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,qBAAqB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAChE,MAAM,EAAE,UAAU,EAAE,GAAG,MAAM,MAAM,CAAC,uBAAuB,CAAC,CAAC;QAC7D,OAAO,IAAI,UAAU,CAAC,MAAM,CAAC,CAAC;IAClC,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,0BAA0B,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACrE,MAAM,EAAE,wBAAwB,EAAE,GAAG,MAAM,MAAM,CAAC,4BAA4B,CAAC,CAAC;QAChF,OAAO,IAAI,wBAAwB,CAAC,MAAM,CAAC,CAAC;IAChD,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,yBAAyB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACpE,MAAM,EAAE,uBAAuB,EAAE,GAAG,MAAM,MAAM,CAAC,2BAA2B,CAAC,CAAC;QAC9E,OAAO,IAAI,uBAAuB,CAAC,MAAM,CAAC,CAAC;IAC/C,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,oCAAoC,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAC/E,MAAM,EAAE,kCAAkC,EAAE,GAAG,MAAM,MAAM,CAAC,sCAAsC,CAAC,CAAC;QACpG,OAAO,IAAI,kCAAkC,CAAC,MAAM,CAAC,CAAC;IAC1D,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,0BAA0B,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACrE,MAAM,EAAE,wBAAwB,EAAE,GAAG,MAAM,MAAM,CAAC,4BAA4B,CAAC,CAAC;QAChF,OAAO,IAAI,wBAAwB,CAAC,MAAM,CAAC,CAAC;IAChD,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,iCAAiC,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAC5E,MAAM,EAAE,+BAA+B,EAAE,GAAG,MAAM,MAAM,CAAC,mCAAmC,CAAC,CAAC;QAC9F,OAAO,IAAI,+BAA+B,CAAC,MAAM,CAAC,CAAC;IACvD,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,mBAAmB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAC9D,MAAM,EAAE,iBAAiB,EAAE,GAAG,MAAM,MAAM,CAAC,qBAAqB,CAAC,CAAC;QAClE,OAAO,IAAI,iBAAiB,CAAC,MAAM,CAAC,CAAC;IACzC,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,2BAA2B,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACtE,MAAM,EAAE,yBAAyB,EAAE,GAAG,MAAM,MAAM,CAAC,6BAA6B,CAAC,CAAC;QAClF,OAAO,IAAI,yBAAyB,CAAC,MAAM,CAAC,CAAC;IACjD,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,qCAAqC,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAChF,MAAM,EAAE,mCAAmC,EAAE,GAAG,MAAM,MAAM,CAAC,uCAAuC,CAAC,CAAC;QACtG,OAAO,IAAI,mCAAmC,CAAC,MAAM,CAAC,CAAC;IAC3D,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,qBAAqB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAChE,MAAM,EAAE,mBAAmB,EAAE,GAAG,MAAM,MAAM,CAAC,uBAAuB,CAAC,CAAC;QACtE,OAAO,IAAI,mBAAmB,CAAC,MAAM,CAAC,CAAC;IAC3C,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,wBAAwB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACnE,MAAM,EAAE,sBAAsB,EAAE,GAAG,MAAM,MAAM,CAAC,0BAA0B,CAAC,CAAC;QAC5E,OAAO,IAAI,sBAAsB,CAAC,MAAM,CAAC,CAAC;IAC9C,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,4BAA4B,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACvE,MAAM,EAAE,0BAA0B,EAAE,GAAG,MAAM,MAAM,CAAC,8BAA8B,CAAC,CAAC;QACpF,OAAO,IAAI,0BAA0B,CAAC,MAAM,CAAC,CAAC;IAClD,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,qBAAqB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAChE,MAAM,EAAE,mBAAmB,EAAE,GAAG,MAAM,MAAM,CAAC,uBAAuB,CAAC,CAAC;QACtE,OAAO,IAAI,mBAAmB,CAAC,MAAM,CAAC,CAAC;IAC3C,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,wBAAwB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACnE,MAAM,EAAE,sBAAsB,EAAE,GAAG,MAAM,MAAM,CAAC,0BAA0B,CAAC,CAAC;QAC5E,OAAO,IAAI,sBAAsB,CAAC,MAAM,CAAC,CAAC;IAC9C,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,sBAAsB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACjE,MAAM,EAAE,oBAAoB,EAAE,GAAG,MAAM,MAAM,CAAC,wBAAwB,CAAC,CAAC;QACxE,OAAO,IAAI,oBAAoB,CAAC,MAAM,CAAC,CAAC;IAC5C,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,uBAAuB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAClE,MAAM,EAAE,qBAAqB,EAAE,GAAG,MAAM,MAAM,CAAC,yBAAyB,CAAC,CAAC;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eslint-disable @typescript-eslint/naming-convention */\r\n\r\nimport { registerGLTFExtension } from \"../glTFLoaderExtensionRegistry\";\r\n\r\n/**\r\n * Registers the built-in glTF 2.0 extension async factories, which dynamically imports and loads each glTF extension on demand (e.g. only when a glTF model uses the extension).\r\n */\r\nexport function registerBuiltInGLTFExtensions() {\r\n registerGLTFExtension(\"EXT_lights_image_based\", true, async (loader) => {\r\n const { EXT_lights_image_based } = await import(\"./EXT_lights_image_based\");\r\n return new EXT_lights_image_based(loader);\r\n });\r\n\r\n registerGLTFExtension(\"EXT_mesh_gpu_instancing\", true, async (loader) => {\r\n const { EXT_mesh_gpu_instancing } = await import(\"./EXT_mesh_gpu_instancing\");\r\n return new EXT_mesh_gpu_instancing(loader);\r\n });\r\n\r\n registerGLTFExtension(\"EXT_meshopt_compression\", true, async (loader) => {\r\n const { EXT_meshopt_compression } = await import(\"./EXT_meshopt_compression\");\r\n return new EXT_meshopt_compression(loader);\r\n });\r\n\r\n registerGLTFExtension(\"EXT_texture_avif\", true, async (loader) => {\r\n const { EXT_texture_avif } = await import(\"./EXT_texture_avif\");\r\n return new EXT_texture_avif(loader);\r\n });\r\n\r\n registerGLTFExtension(\"EXT_texture_webp\", true, async (loader) => {\r\n const { EXT_texture_webp } = await import(\"./EXT_texture_webp\");\r\n return new EXT_texture_webp(loader);\r\n });\r\n\r\n registerGLTFExtension(\"ExtrasAsMetadata\", false, async (loader) => {\r\n const { ExtrasAsMetadata } = await import(\"./ExtrasAsMetadata\");\r\n return new ExtrasAsMetadata(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_animation_pointer\", true, async (loader) => {\r\n const { KHR_animation_pointer } = await import(\"./KHR_animation_pointer\");\r\n return new KHR_animation_pointer(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_draco_mesh_compression\", true, async (loader) => {\r\n const { KHR_draco_mesh_compression } = await import(\"./KHR_draco_mesh_compression\");\r\n return new KHR_draco_mesh_compression(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_interactivity\", true, async (loader) => {\r\n const { KHR_interactivity } = await import(\"./KHR_interactivity\");\r\n return new KHR_interactivity(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_lights_punctual\", true, async (loader) => {\r\n const { KHR_lights } = await import(\"./KHR_lights_punctual\");\r\n return new KHR_lights(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_anisotropy\", true, async (loader) => {\r\n const { KHR_materials_anisotropy } = await import(\"./KHR_materials_anisotropy\");\r\n return new KHR_materials_anisotropy(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_clearcoat\", true, async (loader) => {\r\n const { KHR_materials_clearcoat } = await import(\"./KHR_materials_clearcoat\");\r\n return new KHR_materials_clearcoat(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_diffuse_transmission\", true, async (loader) => {\r\n const { KHR_materials_diffuse_transmission } = await import(\"./KHR_materials_diffuse_transmission\");\r\n return new KHR_materials_diffuse_transmission(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_dispersion\", true, async (loader) => {\r\n const { KHR_materials_dispersion } = await import(\"./KHR_materials_dispersion\");\r\n return new KHR_materials_dispersion(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_emissive_strength\", true, async (loader) => {\r\n const { KHR_materials_emissive_strength } = await import(\"./KHR_materials_emissive_strength\");\r\n return new KHR_materials_emissive_strength(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_ior\", true, async (loader) => {\r\n const { KHR_materials_ior } = await import(\"./KHR_materials_ior\");\r\n return new KHR_materials_ior(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_iridescence\", true, async (loader) => {\r\n const { KHR_materials_iridescence } = await import(\"./KHR_materials_iridescence\");\r\n return new KHR_materials_iridescence(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_pbrSpecularGlossiness\", true, async (loader) => {\r\n const { KHR_materials_pbrSpecularGlossiness } = await import(\"./KHR_materials_pbrSpecularGlossiness\");\r\n return new KHR_materials_pbrSpecularGlossiness(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_sheen\", true, async (loader) => {\r\n const { KHR_materials_sheen } = await import(\"./KHR_materials_sheen\");\r\n return new KHR_materials_sheen(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_specular\", true, async (loader) => {\r\n const { KHR_materials_specular } = await import(\"./KHR_materials_specular\");\r\n return new KHR_materials_specular(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_transmission\", true, async (loader) => {\r\n const { KHR_materials_transmission } = await import(\"./KHR_materials_transmission\");\r\n return new KHR_materials_transmission(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_unlit\", true, async (loader) => {\r\n const { KHR_materials_unlit } = await import(\"./KHR_materials_unlit\");\r\n return new KHR_materials_unlit(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_variants\", true, async (loader) => {\r\n const { KHR_materials_variants } = await import(\"./KHR_materials_variants\");\r\n return new KHR_materials_variants(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_volume\", true, async (loader) => {\r\n const { KHR_materials_volume } = await import(\"./KHR_materials_volume\");\r\n return new KHR_materials_volume(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_mesh_quantization\", true, async (loader) => {\r\n const { KHR_mesh_quantization } = await import(\"./KHR_mesh_quantization\");\r\n return new KHR_mesh_quantization(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_texture_basisu\", true, async (loader) => {\r\n const { KHR_texture_basisu } = await import(\"./KHR_texture_basisu\");\r\n return new KHR_texture_basisu(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_texture_transform\", true, async (loader) => {\r\n const { KHR_texture_transform } = await import(\"./KHR_texture_transform\");\r\n return new KHR_texture_transform(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_xmp_json_ld\", true, async (loader) => {\r\n const { KHR_xmp_json_ld } = await import(\"./KHR_xmp_json_ld\");\r\n return new KHR_xmp_json_ld(loader);\r\n });\r\n\r\n registerGLTFExtension(\"MSFT_audio_emitter\", true, async (loader) => {\r\n const { MSFT_audio_emitter } = await import(\"./MSFT_audio_emitter\");\r\n return new MSFT_audio_emitter(loader);\r\n });\r\n\r\n registerGLTFExtension(\"MSFT_lod\", true, async (loader) => {\r\n const { MSFT_lod } = await import(\"./MSFT_lod\");\r\n return new MSFT_lod(loader);\r\n });\r\n\r\n registerGLTFExtension(\"MSFT_minecraftMesh\", true, async (loader) => {\r\n const { MSFT_minecraftMesh } = await import(\"./MSFT_minecraftMesh\");\r\n return new MSFT_minecraftMesh(loader);\r\n });\r\n\r\n registerGLTFExtension(\"MSFT_sRGBFactors\", true, async (loader) => {\r\n const { MSFT_sRGBFactors } = await import(\"./MSFT_sRGBFactors\");\r\n return new MSFT_sRGBFactors(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_node_visibility\", true, async (loader) => {\r\n const { KHR_node_visibility } = await import(\"./KHR_node_visibility\");\r\n return new KHR_node_visibility(loader);\r\n });\r\n}\r\n"]}
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1
|
+
{"version":3,"file":"dynamic.js","sourceRoot":"","sources":["../../../../../../dev/loaders/src/glTF/2.0/Extensions/dynamic.ts"],"names":[],"mappings":"AAAA,yDAAyD;AAEzD,OAAO,EAAE,qBAAqB,EAAE,MAAM,gCAAgC,CAAC;AAEvE;;GAEG;AACH,MAAM,UAAU,6BAA6B;IACzC,qBAAqB,CAAC,wBAAwB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACnE,MAAM,EAAE,sBAAsB,EAAE,GAAG,MAAM,MAAM,CAAC,0BAA0B,CAAC,CAAC;QAC5E,OAAO,IAAI,sBAAsB,CAAC,MAAM,CAAC,CAAC;IAC9C,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,yBAAyB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACpE,MAAM,EAAE,uBAAuB,EAAE,GAAG,MAAM,MAAM,CAAC,2BAA2B,CAAC,CAAC;QAC9E,OAAO,IAAI,uBAAuB,CAAC,MAAM,CAAC,CAAC;IAC/C,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,yBAAyB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACpE,MAAM,EAAE,uBAAuB,EAAE,GAAG,MAAM,MAAM,CAAC,2BAA2B,CAAC,CAAC;QAC9E,OAAO,IAAI,uBAAuB,CAAC,MAAM,CAAC,CAAC;IAC/C,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,kBAAkB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAC7D,MAAM,EAAE,gBAAgB,EAAE,GAAG,MAAM,MAAM,CAAC,oBAAoB,CAAC,CAAC;QAChE,OAAO,IAAI,gBAAgB,CAAC,MAAM,CAAC,CAAC;IACxC,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,kBAAkB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAC7D,MAAM,EAAE,gBAAgB,EAAE,GAAG,MAAM,MAAM,CAAC,oBAAoB,CAAC,CAAC;QAChE,OAAO,IAAI,gBAAgB,CAAC,MAAM,CAAC,CAAC;IACxC,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,kBAAkB,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAC9D,MAAM,EAAE,gBAAgB,EAAE,GAAG,MAAM,MAAM,CAAC,oBAAoB,CAAC,CAAC;QAChE,OAAO,IAAI,gBAAgB,CAAC,MAAM,CAAC,CAAC;IACxC,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,uBAAuB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAClE,MAAM,EAAE,qBAAqB,EAAE,GAAG,MAAM,MAAM,CAAC,yBAAyB,CAAC,CAAC;QAC1E,OAAO,IAAI,qBAAqB,CAAC,MAAM,CAAC,CAAC;IAC7C,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,4BAA4B,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACvE,MAAM,EAAE,0BAA0B,EAAE,GAAG,MAAM,MAAM,CAAC,8BAA8B,CAAC,CAAC;QACpF,OAAO,IAAI,0BAA0B,CAAC,MAAM,CAAC,CAAC;IAClD,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,mBAAmB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAC9D,MAAM,EAAE,iBAAiB,EAAE,GAAG,MAAM,MAAM,CAAC,qBAAqB,CAAC,CAAC;QAClE,OAAO,IAAI,iBAAiB,CAAC,MAAM,CAAC,CAAC;IACzC,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,qBAAqB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAChE,MAAM,EAAE,UAAU,EAAE,GAAG,MAAM,MAAM,CAAC,uBAAuB,CAAC,CAAC;QAC7D,OAAO,IAAI,UAAU,CAAC,MAAM,CAAC,CAAC;IAClC,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAC3D,MAAM,EAAE,cAAc,EAAE,GAAG,MAAM,MAAM,CAAC,kBAAkB,CAAC,CAAC;QAC5D,OAAO,IAAI,cAAc,CAAC,MAAM,CAAC,CAAC;IACtC,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,0BAA0B,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACrE,MAAM,EAAE,wBAAwB,EAAE,GAAG,MAAM,MAAM,CAAC,4BAA4B,CAAC,CAAC;QAChF,OAAO,IAAI,wBAAwB,CAAC,MAAM,CAAC,CAAC;IAChD,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,yBAAyB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACpE,MAAM,EAAE,uBAAuB,EAAE,GAAG,MAAM,MAAM,CAAC,2BAA2B,CAAC,CAAC;QAC9E,OAAO,IAAI,uBAAuB,CAAC,MAAM,CAAC,CAAC;IAC/C,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,oCAAoC,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAC/E,MAAM,EAAE,kCAAkC,EAAE,GAAG,MAAM,MAAM,CAAC,sCAAsC,CAAC,CAAC;QACpG,OAAO,IAAI,kCAAkC,CAAC,MAAM,CAAC,CAAC;IAC1D,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,0BAA0B,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACrE,MAAM,EAAE,wBAAwB,EAAE,GAAG,MAAM,MAAM,CAAC,4BAA4B,CAAC,CAAC;QAChF,OAAO,IAAI,wBAAwB,CAAC,MAAM,CAAC,CAAC;IAChD,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,iCAAiC,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAC5E,MAAM,EAAE,+BAA+B,EAAE,GAAG,MAAM,MAAM,CAAC,mCAAmC,CAAC,CAAC;QAC9F,OAAO,IAAI,+BAA+B,CAAC,MAAM,CAAC,CAAC;IACvD,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,mBAAmB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAC9D,MAAM,EAAE,iBAAiB,EAAE,GAAG,MAAM,MAAM,CAAC,qBAAqB,CAAC,CAAC;QAClE,OAAO,IAAI,iBAAiB,CAAC,MAAM,CAAC,CAAC;IACzC,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,2BAA2B,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACtE,MAAM,EAAE,yBAAyB,EAAE,GAAG,MAAM,MAAM,CAAC,6BAA6B,CAAC,CAAC;QAClF,OAAO,IAAI,yBAAyB,CAAC,MAAM,CAAC,CAAC;IACjD,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,qCAAqC,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAChF,MAAM,EAAE,mCAAmC,EAAE,GAAG,MAAM,MAAM,CAAC,uCAAuC,CAAC,CAAC;QACtG,OAAO,IAAI,mCAAmC,CAAC,MAAM,CAAC,CAAC;IAC3D,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,qBAAqB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAChE,MAAM,EAAE,mBAAmB,EAAE,GAAG,MAAM,MAAM,CAAC,uBAAuB,CAAC,CAAC;QACtE,OAAO,IAAI,mBAAmB,CAAC,MAAM,CAAC,CAAC;IAC3C,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,wBAAwB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACnE,MAAM,EAAE,sBAAsB,EAAE,GAAG,MAAM,MAAM,CAAC,0BAA0B,CAAC,CAAC;QAC5E,OAAO,IAAI,sBAAsB,CAAC,MAAM,CAAC,CAAC;IAC9C,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,4BAA4B,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACvE,MAAM,EAAE,0BAA0B,EAAE,GAAG,MAAM,MAAM,CAAC,8BAA8B,CAAC,CAAC;QACpF,OAAO,IAAI,0BAA0B,CAAC,MAAM,CAAC,CAAC;IAClD,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,qBAAqB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QAChE,MAAM,EAAE,mBAAmB,EAAE,GAAG,MAAM,MAAM,CAAC,uBAAuB,CAAC,CAAC;QACtE,OAAO,IAAI,mBAAmB,CAAC,MAAM,CAAC,CAAC;IAC3C,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,wBAAwB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACnE,MAAM,EAAE,sBAAsB,EAAE,GAAG,MAAM,MAAM,CAAC,0BAA0B,CAAC,CAAC;QAC5E,OAAO,IAAI,sBAAsB,CAAC,MAAM,CAAC,CAAC;IAC9C,CAAC,CAAC,CAAC;IAEH,qBAAqB,CAAC,sBAAsB,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE;QACjE,MAAM,EAAE,oBAAoB,EAAE,GAAG,MAAM,MAAM,CAAC,wBAAwB,CAAC,CAAC;QACx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eslint-disable @typescript-eslint/naming-convention */\r\n\r\nimport { registerGLTFExtension } from \"../glTFLoaderExtensionRegistry\";\r\n\r\n/**\r\n * Registers the built-in glTF 2.0 extension async factories, which dynamically imports and loads each glTF extension on demand (e.g. only when a glTF model uses the extension).\r\n */\r\nexport function registerBuiltInGLTFExtensions() {\r\n registerGLTFExtension(\"EXT_lights_image_based\", true, async (loader) => {\r\n const { EXT_lights_image_based } = await import(\"./EXT_lights_image_based\");\r\n return new EXT_lights_image_based(loader);\r\n });\r\n\r\n registerGLTFExtension(\"EXT_mesh_gpu_instancing\", true, async (loader) => {\r\n const { EXT_mesh_gpu_instancing } = await import(\"./EXT_mesh_gpu_instancing\");\r\n return new EXT_mesh_gpu_instancing(loader);\r\n });\r\n\r\n registerGLTFExtension(\"EXT_meshopt_compression\", true, async (loader) => {\r\n const { EXT_meshopt_compression } = await import(\"./EXT_meshopt_compression\");\r\n return new EXT_meshopt_compression(loader);\r\n });\r\n\r\n registerGLTFExtension(\"EXT_texture_avif\", true, async (loader) => {\r\n const { EXT_texture_avif } = await import(\"./EXT_texture_avif\");\r\n return new EXT_texture_avif(loader);\r\n });\r\n\r\n registerGLTFExtension(\"EXT_texture_webp\", true, async (loader) => {\r\n const { EXT_texture_webp } = await import(\"./EXT_texture_webp\");\r\n return new EXT_texture_webp(loader);\r\n });\r\n\r\n registerGLTFExtension(\"ExtrasAsMetadata\", false, async (loader) => {\r\n const { ExtrasAsMetadata } = await import(\"./ExtrasAsMetadata\");\r\n return new ExtrasAsMetadata(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_animation_pointer\", true, async (loader) => {\r\n const { KHR_animation_pointer } = await import(\"./KHR_animation_pointer\");\r\n return new KHR_animation_pointer(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_draco_mesh_compression\", true, async (loader) => {\r\n const { KHR_draco_mesh_compression } = await import(\"./KHR_draco_mesh_compression\");\r\n return new KHR_draco_mesh_compression(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_interactivity\", true, async (loader) => {\r\n const { KHR_interactivity } = await import(\"./KHR_interactivity\");\r\n return new KHR_interactivity(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_lights_punctual\", true, async (loader) => {\r\n const { KHR_lights } = await import(\"./KHR_lights_punctual\");\r\n return new KHR_lights(loader);\r\n });\r\n\r\n registerGLTFExtension(\"EXT_lights_ies\", true, async (loader) => {\r\n const { EXT_lights_ies } = await import(\"./EXT_lights_ies\");\r\n return new EXT_lights_ies(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_anisotropy\", true, async (loader) => {\r\n const { KHR_materials_anisotropy } = await import(\"./KHR_materials_anisotropy\");\r\n return new KHR_materials_anisotropy(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_clearcoat\", true, async (loader) => {\r\n const { KHR_materials_clearcoat } = await import(\"./KHR_materials_clearcoat\");\r\n return new KHR_materials_clearcoat(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_diffuse_transmission\", true, async (loader) => {\r\n const { KHR_materials_diffuse_transmission } = await import(\"./KHR_materials_diffuse_transmission\");\r\n return new KHR_materials_diffuse_transmission(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_dispersion\", true, async (loader) => {\r\n const { KHR_materials_dispersion } = await import(\"./KHR_materials_dispersion\");\r\n return new KHR_materials_dispersion(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_emissive_strength\", true, async (loader) => {\r\n const { KHR_materials_emissive_strength } = await import(\"./KHR_materials_emissive_strength\");\r\n return new KHR_materials_emissive_strength(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_ior\", true, async (loader) => {\r\n const { KHR_materials_ior } = await import(\"./KHR_materials_ior\");\r\n return new KHR_materials_ior(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_iridescence\", true, async (loader) => {\r\n const { KHR_materials_iridescence } = await import(\"./KHR_materials_iridescence\");\r\n return new KHR_materials_iridescence(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_pbrSpecularGlossiness\", true, async (loader) => {\r\n const { KHR_materials_pbrSpecularGlossiness } = await import(\"./KHR_materials_pbrSpecularGlossiness\");\r\n return new KHR_materials_pbrSpecularGlossiness(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_sheen\", true, async (loader) => {\r\n const { KHR_materials_sheen } = await import(\"./KHR_materials_sheen\");\r\n return new KHR_materials_sheen(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_specular\", true, async (loader) => {\r\n const { KHR_materials_specular } = await import(\"./KHR_materials_specular\");\r\n return new KHR_materials_specular(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_transmission\", true, async (loader) => {\r\n const { KHR_materials_transmission } = await import(\"./KHR_materials_transmission\");\r\n return new KHR_materials_transmission(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_unlit\", true, async (loader) => {\r\n const { KHR_materials_unlit } = await import(\"./KHR_materials_unlit\");\r\n return new KHR_materials_unlit(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_variants\", true, async (loader) => {\r\n const { KHR_materials_variants } = await import(\"./KHR_materials_variants\");\r\n return new KHR_materials_variants(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_materials_volume\", true, async (loader) => {\r\n const { KHR_materials_volume } = await import(\"./KHR_materials_volume\");\r\n return new KHR_materials_volume(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_mesh_quantization\", true, async (loader) => {\r\n const { KHR_mesh_quantization } = await import(\"./KHR_mesh_quantization\");\r\n return new KHR_mesh_quantization(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_texture_basisu\", true, async (loader) => {\r\n const { KHR_texture_basisu } = await import(\"./KHR_texture_basisu\");\r\n return new KHR_texture_basisu(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_texture_transform\", true, async (loader) => {\r\n const { KHR_texture_transform } = await import(\"./KHR_texture_transform\");\r\n return new KHR_texture_transform(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_xmp_json_ld\", true, async (loader) => {\r\n const { KHR_xmp_json_ld } = await import(\"./KHR_xmp_json_ld\");\r\n return new KHR_xmp_json_ld(loader);\r\n });\r\n\r\n registerGLTFExtension(\"MSFT_audio_emitter\", true, async (loader) => {\r\n const { MSFT_audio_emitter } = await import(\"./MSFT_audio_emitter\");\r\n return new MSFT_audio_emitter(loader);\r\n });\r\n\r\n registerGLTFExtension(\"MSFT_lod\", true, async (loader) => {\r\n const { MSFT_lod } = await import(\"./MSFT_lod\");\r\n return new MSFT_lod(loader);\r\n });\r\n\r\n registerGLTFExtension(\"MSFT_minecraftMesh\", true, async (loader) => {\r\n const { MSFT_minecraftMesh } = await import(\"./MSFT_minecraftMesh\");\r\n return new MSFT_minecraftMesh(loader);\r\n });\r\n\r\n registerGLTFExtension(\"MSFT_sRGBFactors\", true, async (loader) => {\r\n const { MSFT_sRGBFactors } = await import(\"./MSFT_sRGBFactors\");\r\n return new MSFT_sRGBFactors(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_node_visibility\", true, async (loader) => {\r\n const { KHR_node_visibility } = await import(\"./KHR_node_visibility\");\r\n return new KHR_node_visibility(loader);\r\n });\r\n\r\n registerGLTFExtension(\"KHR_node_hoverability\", true, async (loader) => {\r\n const { KHR_node_hoverability } = await import(\"./KHR_node_hoverability\");\r\n return new KHR_node_hoverability(loader);\r\n });\r\n}\r\n"]}
|
@@ -3,6 +3,7 @@ export * from "./EXT_mesh_gpu_instancing";
|
|
3
3
|
export * from "./EXT_meshopt_compression";
|
4
4
|
export * from "./EXT_texture_webp";
|
5
5
|
export * from "./EXT_texture_avif";
|
6
|
+
export * from "./EXT_lights_ies";
|
6
7
|
export * from "./KHR_draco_mesh_compression";
|
7
8
|
export * from "./KHR_lights_punctual";
|
8
9
|
export * from "./KHR_materials_pbrSpecularGlossiness";
|
@@ -3,6 +3,7 @@ export * from "./EXT_mesh_gpu_instancing.js";
|
|
3
3
|
export * from "./EXT_meshopt_compression.js";
|
4
4
|
export * from "./EXT_texture_webp.js";
|
5
5
|
export * from "./EXT_texture_avif.js";
|
6
|
+
export * from "./EXT_lights_ies.js";
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6
7
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export * from "./KHR_draco_mesh_compression.js";
|
7
8
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export * from "./KHR_lights_punctual.js";
|
8
9
|
export * from "./KHR_materials_pbrSpecularGlossiness.js";
|
@@ -1 +1 @@
|
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1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../dev/loaders/src/glTF/2.0/Extensions/index.ts"],"names":[],"mappings":"AAAA,cAAc,0BAA0B,CAAC;AACzC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,2BAA2B,CAAC;AAC1C,cAAc,oBAAoB,CAAC;AACnC,cAAc,oBAAoB,CAAC;AACnC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,uBAAuB,CAAC;AACtC,cAAc,uCAAuC,CAAC;AACtD,cAAc,uBAAuB,CAAC;AACtC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,6BAA6B,CAAC;AAC5C,cAAc,4BAA4B,CAAC;AAC3C,cAAc,mCAAmC,CAAC;AAClD,cAAc,uBAAuB,CAAC;AACtC,cAAc,0BAA0B,CAAC;AACzC,cAAc,qBAAqB,CAAC;AACpC,cAAc,0BAA0B,CAAC;AACzC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,sCAAsC,CAAC;AACrD,cAAc,wBAAwB,CAAC;AACvC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,yBAAyB,CAAC;AACxC,cAAc,sBAAsB,CAAC;AACrC,cAAc,yBAAyB,CAAC;AACxC,cAAc,mBAAmB,CAAC;AAClC,cAAc,yBAAyB,CAAC;AACxC,cAAc,sBAAsB,CAAC;AACrC,cAAc,YAAY,CAAC;AAC3B,cAAc,sBAAsB,CAAC;AACrC,cAAc,oBAAoB,CAAC;AACnC,cAAc,qBAAqB,CAAC;AACpC,cAAc,uBAAuB,CAAC;AACtC,cAAc,oBAAoB,CAAC","sourcesContent":["export * from \"./EXT_lights_image_based\";\r\nexport * from \"./EXT_mesh_gpu_instancing\";\r\nexport * from \"./EXT_meshopt_compression\";\r\nexport * from \"./EXT_texture_webp\";\r\nexport * from \"./EXT_texture_avif\";\r\nexport * from \"./KHR_draco_mesh_compression\";\r\nexport * from \"./KHR_lights_punctual\";\r\nexport * from \"./KHR_materials_pbrSpecularGlossiness\";\r\nexport * from \"./KHR_materials_unlit\";\r\nexport * from \"./KHR_materials_clearcoat\";\r\nexport * from \"./KHR_materials_iridescence\";\r\nexport * from \"./KHR_materials_anisotropy\";\r\nexport * from \"./KHR_materials_emissive_strength\";\r\nexport * from \"./KHR_materials_sheen\";\r\nexport * from \"./KHR_materials_specular\";\r\nexport * from \"./KHR_materials_ior\";\r\nexport * from \"./KHR_materials_variants\";\r\nexport * from \"./KHR_materials_transmission\";\r\nexport * from \"./KHR_materials_diffuse_transmission\";\r\nexport * from \"./KHR_materials_volume\";\r\nexport * from \"./KHR_materials_dispersion\";\r\nexport * from \"./KHR_mesh_quantization\";\r\nexport * from \"./KHR_texture_basisu\";\r\nexport * from \"./KHR_texture_transform\";\r\nexport * from \"./KHR_xmp_json_ld\";\r\nexport * from \"./KHR_animation_pointer\";\r\nexport * from \"./MSFT_audio_emitter\";\r\nexport * from \"./MSFT_lod\";\r\nexport * from \"./MSFT_minecraftMesh\";\r\nexport * from \"./MSFT_sRGBFactors\";\r\nexport * from \"./KHR_interactivity\";\r\nexport * from \"./KHR_node_visibility\";\r\nexport * from \"./ExtrasAsMetadata\";\r\n"]}
|
1
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+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../dev/loaders/src/glTF/2.0/Extensions/index.ts"],"names":[],"mappings":"AAAA,cAAc,0BAA0B,CAAC;AACzC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,2BAA2B,CAAC;AAC1C,cAAc,oBAAoB,CAAC;AACnC,cAAc,oBAAoB,CAAC;AACnC,cAAc,kBAAkB,CAAC;AACjC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,uBAAuB,CAAC;AACtC,cAAc,uCAAuC,CAAC;AACtD,cAAc,uBAAuB,CAAC;AACtC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,6BAA6B,CAAC;AAC5C,cAAc,4BAA4B,CAAC;AAC3C,cAAc,mCAAmC,CAAC;AAClD,cAAc,uBAAuB,CAAC;AACtC,cAAc,0BAA0B,CAAC;AACzC,cAAc,qBAAqB,CAAC;AACpC,cAAc,0BAA0B,CAAC;AACzC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,sCAAsC,CAAC;AACrD,cAAc,wBAAwB,CAAC;AACvC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,yBAAyB,CAAC;AACxC,cAAc,sBAAsB,CAAC;AACrC,cAAc,yBAAyB,CAAC;AACxC,cAAc,mBAAmB,CAAC;AAClC,cAAc,yBAAyB,CAAC;AACxC,cAAc,sBAAsB,CAAC;AACrC,cAAc,YAAY,CAAC;AAC3B,cAAc,sBAAsB,CAAC;AACrC,cAAc,oBAAoB,CAAC;AACnC,cAAc,qBAAqB,CAAC;AACpC,cAAc,uBAAuB,CAAC;AACtC,cAAc,oBAAoB,CAAC","sourcesContent":["export * from \"./EXT_lights_image_based\";\r\nexport * from \"./EXT_mesh_gpu_instancing\";\r\nexport * from \"./EXT_meshopt_compression\";\r\nexport * from \"./EXT_texture_webp\";\r\nexport * from \"./EXT_texture_avif\";\r\nexport * from \"./EXT_lights_ies\";\r\nexport * from \"./KHR_draco_mesh_compression\";\r\nexport * from \"./KHR_lights_punctual\";\r\nexport * from \"./KHR_materials_pbrSpecularGlossiness\";\r\nexport * from \"./KHR_materials_unlit\";\r\nexport * from \"./KHR_materials_clearcoat\";\r\nexport * from \"./KHR_materials_iridescence\";\r\nexport * from \"./KHR_materials_anisotropy\";\r\nexport * from \"./KHR_materials_emissive_strength\";\r\nexport * from \"./KHR_materials_sheen\";\r\nexport * from \"./KHR_materials_specular\";\r\nexport * from \"./KHR_materials_ior\";\r\nexport * from \"./KHR_materials_variants\";\r\nexport * from \"./KHR_materials_transmission\";\r\nexport * from \"./KHR_materials_diffuse_transmission\";\r\nexport * from \"./KHR_materials_volume\";\r\nexport * from \"./KHR_materials_dispersion\";\r\nexport * from \"./KHR_mesh_quantization\";\r\nexport * from \"./KHR_texture_basisu\";\r\nexport * from \"./KHR_texture_transform\";\r\nexport * from \"./KHR_xmp_json_ld\";\r\nexport * from \"./KHR_animation_pointer\";\r\nexport * from \"./MSFT_audio_emitter\";\r\nexport * from \"./MSFT_lod\";\r\nexport * from \"./MSFT_minecraftMesh\";\r\nexport * from \"./MSFT_sRGBFactors\";\r\nexport * from \"./KHR_interactivity\";\r\nexport * from \"./KHR_node_visibility\";\r\nexport * from \"./ExtrasAsMetadata\";\r\n"]}
|
@@ -245,7 +245,13 @@ export interface IGLTF extends GLTF2.IGLTF {
|
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/**
|
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* Loader interface with additional members.
|
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*/
|
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+
/** @internal */
|
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|
export interface IKHRLightsPunctual_Light extends GLTF2.IKHRLightsPunctual_Light, IArrayItem {
|
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/** @hidden */
|
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_babylonLight?: Light;
|
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}
|
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/** @internal */
|
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+
export interface IEXTLightsIES_Light extends GLTF2.IEXTLightsIES_Light, IArrayItem {
|
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/** @hidden */
|
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|
+
_babylonLight?: Light;
|
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+
}
|
@@ -1 +1 @@
|
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-
{"version":3,"file":"glTFLoaderInterfaces.js","sourceRoot":"","sources":["../../../../../dev/loaders/src/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 /** @internal */\r\n _isJoint?: boolean;\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"]}
|
1
|
+
{"version":3,"file":"glTFLoaderInterfaces.js","sourceRoot":"","sources":["../../../../../dev/loaders/src/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 /** @internal */\r\n _isJoint?: boolean;\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\r\n/** @internal */\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\r\n/** @internal */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface IEXTLightsIES_Light extends GLTF2.IEXTLightsIES_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": "7.39.
|
3
|
+
"version": "7.39.3",
|
4
4
|
"main": "index.js",
|
5
5
|
"module": "index.js",
|
6
6
|
"types": "index.d.ts",
|
@@ -18,10 +18,10 @@
|
|
18
18
|
"postcompile": "build-tools -c add-js-to-es6"
|
19
19
|
},
|
20
20
|
"devDependencies": {
|
21
|
-
"@babylonjs/core": "^7.39.
|
21
|
+
"@babylonjs/core": "^7.39.3",
|
22
22
|
"@dev/build-tools": "^1.0.0",
|
23
23
|
"@lts/loaders": "^1.0.0",
|
24
|
-
"babylonjs-gltf2interface": "^7.39.
|
24
|
+
"babylonjs-gltf2interface": "^7.39.3"
|
25
25
|
},
|
26
26
|
"peerDependencies": {
|
27
27
|
"@babylonjs/core": "^7.0.0",
|