@babylonjs/loaders 9.0.0 → 9.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/BVH/bvhFileLoader.d.ts +3 -3
- package/BVH/bvhFileLoader.js +1 -1
- package/BVH/bvhFileLoader.js.map +1 -1
- package/BVH/bvhFileLoader.metadata.js.map +1 -1
- package/BVH/bvhLoader.d.ts +4 -4
- package/BVH/bvhLoader.js.map +1 -1
- package/OBJ/mtlFileLoader.d.ts +3 -3
- package/OBJ/mtlFileLoader.js.map +1 -1
- package/OBJ/objFileLoader.d.ts +3 -3
- package/OBJ/objFileLoader.js +1 -1
- package/OBJ/objFileLoader.js.map +1 -1
- package/OBJ/objFileLoader.metadata.js.map +1 -1
- package/OBJ/objLoadingOptions.d.ts +1 -1
- package/OBJ/objLoadingOptions.js.map +1 -1
- package/OBJ/solidParser.d.ts +4 -4
- package/OBJ/solidParser.js.map +1 -1
- package/SPLAT/sog.d.ts +2 -2
- package/SPLAT/sog.js.map +1 -1
- package/SPLAT/splatFileLoader.d.ts +3 -3
- package/SPLAT/splatFileLoader.js +3 -1
- package/SPLAT/splatFileLoader.js.map +1 -1
- package/SPLAT/splatFileLoader.metadata.js.map +1 -1
- package/SPLAT/splatLoadingOptions.d.ts +1 -1
- package/SPLAT/splatLoadingOptions.js.map +1 -1
- package/SPLAT/spz.d.ts +3 -3
- package/SPLAT/spz.js.map +1 -1
- package/STL/stlFileLoader.d.ts +4 -4
- package/STL/stlFileLoader.js.map +1 -1
- package/STL/stlFileLoader.metadata.js.map +1 -1
- package/dynamic.js.map +1 -1
- package/glTF/1.0/glTFBinaryExtension.d.ts +3 -3
- package/glTF/1.0/glTFBinaryExtension.js.map +1 -1
- package/glTF/1.0/glTFLoader.d.ts +6 -6
- package/glTF/1.0/glTFLoader.js +2 -1
- package/glTF/1.0/glTFLoader.js.map +1 -1
- package/glTF/1.0/glTFLoaderInterfaces.d.ts +7 -7
- package/glTF/1.0/glTFLoaderInterfaces.js.map +1 -1
- package/glTF/1.0/glTFLoaderUtils.d.ts +3 -4
- package/glTF/1.0/glTFLoaderUtils.js +1 -1
- package/glTF/1.0/glTFLoaderUtils.js.map +1 -1
- package/glTF/1.0/glTFMaterialsCommonExtension.d.ts +1 -1
- package/glTF/1.0/glTFMaterialsCommonExtension.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_lights_area.d.ts +4 -4
- package/glTF/2.0/Extensions/EXT_lights_area.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_lights_ies.d.ts +4 -4
- package/glTF/2.0/Extensions/EXT_lights_ies.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_lights_image_based.d.ts +4 -4
- package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +4 -4
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +3 -3
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_texture_avif.d.ts +4 -4
- package/glTF/2.0/Extensions/EXT_texture_avif.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_texture_webp.d.ts +4 -4
- package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
- package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +8 -8
- package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_animation_pointer.d.ts +6 -6
- package/glTF/2.0/Extensions/KHR_animation_pointer.data.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_animation_pointer.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +5 -5
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_interactivity/declarationMapper.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_interactivity/declarationMapper.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_interactivity/flowGraphGLTFDataProvider.d.ts +5 -6
- package/glTF/2.0/Extensions/KHR_interactivity/flowGraphGLTFDataProvider.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_interactivity/interactivityGraphParser.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_interactivity/interactivityGraphParser.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_interactivity.d.ts +3 -3
- package/glTF/2.0/Extensions/KHR_interactivity.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_anisotropy.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_anisotropy.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_coat.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_coat.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_diffuse_roughness.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_diffuse_roughness.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_dispersion.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_dispersion.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_fuzz.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_fuzz.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_iridescence.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_iridescence.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_variants.d.ts +6 -6
- package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_volume_scatter.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_volume_scatter.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +2 -2
- package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_node_hoverability.d.ts +2 -2
- package/glTF/2.0/Extensions/KHR_node_hoverability.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_node_selectability.d.ts +2 -2
- package/glTF/2.0/Extensions/KHR_node_selectability.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_node_visibility.d.ts +2 -2
- package/glTF/2.0/Extensions/KHR_node_visibility.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +2 -2
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_audio_emitter.d.ts +5 -5
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_lod.d.ts +7 -7
- package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.d.ts +4 -4
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.d.ts +4 -4
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -1
- package/glTF/2.0/Extensions/gltfPathToObjectConverter.d.ts +3 -3
- package/glTF/2.0/Extensions/gltfPathToObjectConverter.js.map +1 -1
- package/glTF/2.0/Extensions/objectModelMapping.d.ts +12 -14
- package/glTF/2.0/Extensions/objectModelMapping.js +2 -2
- package/glTF/2.0/Extensions/objectModelMapping.js.map +1 -1
- package/glTF/2.0/glTFLoader.d.ts +18 -19
- package/glTF/2.0/glTFLoader.js.map +1 -1
- package/glTF/2.0/glTFLoaderAnimation.d.ts +2 -2
- package/glTF/2.0/glTFLoaderAnimation.js.map +1 -1
- package/glTF/2.0/glTFLoaderExtension.d.ts +15 -15
- package/glTF/2.0/glTFLoaderExtension.js.map +1 -1
- package/glTF/2.0/glTFLoaderExtensionRegistry.d.ts +2 -2
- package/glTF/2.0/glTFLoaderExtensionRegistry.js.map +1 -1
- package/glTF/2.0/glTFLoaderInterfaces.d.ts +9 -9
- package/glTF/2.0/glTFLoaderInterfaces.js.map +1 -1
- package/glTF/2.0/materialLoadingAdapter.d.ts +5 -5
- package/glTF/2.0/materialLoadingAdapter.js.map +1 -1
- package/glTF/2.0/openpbrMaterialLoadingAdapter.d.ts +5 -5
- package/glTF/2.0/openpbrMaterialLoadingAdapter.js.map +1 -1
- package/glTF/2.0/pbrMaterialLoadingAdapter.d.ts +5 -5
- package/glTF/2.0/pbrMaterialLoadingAdapter.js.map +1 -1
- package/glTF/glTFFileLoader.d.ts +12 -12
- package/glTF/glTFFileLoader.js +1 -1
- package/glTF/glTFFileLoader.js.map +1 -1
- package/glTF/glTFFileLoader.metadata.js.map +1 -1
- package/glTF/glTFValidation.d.ts +1 -1
- package/glTF/glTFValidation.js.map +1 -1
- package/legacy/legacy-bvhFileLoader.js.map +1 -1
- package/legacy/legacy-dynamic.js.map +1 -1
- package/legacy/legacy-glTF.js.map +1 -1
- package/legacy/legacy-glTF1.js.map +1 -1
- package/legacy/legacy-glTF1FileLoader.js +0 -1
- package/legacy/legacy-glTF1FileLoader.js.map +1 -1
- package/legacy/legacy-glTF2.js.map +1 -1
- package/legacy/legacy-glTF2FileLoader.js +0 -1
- package/legacy/legacy-glTF2FileLoader.js.map +1 -1
- package/legacy/legacy-glTFFileLoader.js +0 -1
- package/legacy/legacy-glTFFileLoader.js.map +1 -1
- package/legacy/legacy-objFileLoader.js.map +1 -1
- package/legacy/legacy-stlFileLoader.js.map +1 -1
- package/legacy/legacy.js +0 -1
- package/legacy/legacy.js.map +1 -1
- package/package.json +6 -6
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{"version":3,"file":"glTFLoaderInterfaces.js","sourceRoot":"","sources":["../../../../../dev/loaders/src/glTF/1.0/glTFLoaderInterfaces.ts"],"names":[],"mappings":"AASA;;;GAGG;AACH,MAAM,CAAN,IAAY,cAMX;AAND,WAAY,cAAc;IACtB,sDAAW,CAAA;IACX,wEAAoB,CAAA;IACpB,wDAAY,CAAA;IACZ,0EAAqB,CAAA;IACrB,wDAAY,CAAA;AAChB,CAAC,EANW,cAAc,KAAd,cAAc,QAMzB;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,WAGX;AAHD,WAAY,WAAW;IACnB,yDAAgB,CAAA;IAChB,qDAAc,CAAA;AAClB,CAAC,EAHW,WAAW,KAAX,WAAW,QAGtB;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,cAsBX;AAtBD,WAAY,cAAc;IACtB,sDAAW,CAAA;IACX,wEAAoB,CAAA;IACpB,wDAAY,CAAA;IACZ,0EAAqB,CAAA;IACrB,oDAAU,CAAA;IACV,sEAAmB,CAAA;IACnB,wDAAY,CAAA;IACZ,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,+DAAgB,CAAA;IAChB,+DAAgB,CAAA;IAChB,+DAAgB,CAAA;IAChB,uDAAY,CAAA;IACZ,iEAAiB,CAAA;IACjB,iEAAiB,CAAA;IACjB,iEAAiB,CAAA;IACjB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;AACtB,CAAC,EAtBW,cAAc,KAAd,cAAc,QAsBzB;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,gBAIX;AAJD,WAAY,gBAAgB;IACxB,6EAAqB,CAAA;IACrB,iFAAuB,CAAA;IACvB,+DAAc,CAAA;AAClB,CAAC,EAJW,gBAAgB,KAAhB,gBAAgB,QAI3B;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,kBAOX;AAPD,WAAY,kBAAkB;IAC1B,oEAAc,CAAA;IACd,kEAAa,CAAA;IACb,kGAA6B,CAAA;IAC7B,gGAA4B,CAAA;IAC5B,gGAA4B,CAAA;IAC5B,8FAA2B,CAAA;AAC/B,CAAC,EAPW,kBAAkB,KAAlB,kBAAkB,QAO7B;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,cAMX;AAND,WAAY,cAAc;IACtB,wDAAY,CAAA;IACZ,oDAAU,CAAA;IACV,sDAAW,CAAA;IACX,gEAAgB,CAAA;IAChB,4EAAsB,CAAA;AAC1B,CAAC,EANW,cAAc,KAAd,cAAc,QAMzB;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,YAIX;AAJD,WAAY,YAAY;IACpB,oDAAY,CAAA;IACZ,kDAAW,CAAA;IACX,sEAAqB,CAAA;AACzB,CAAC,EAJW,YAAY,KAAZ,YAAY,QAIvB;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,iBAgBX;AAhBD,WAAY,iBAAiB;IACzB,yDAAQ,CAAA;IACR,uDAAO,CAAA;IACP,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,iFAAsB,CAAA;IACtB,qGAAgC,CAAA;IAChC,iFAAsB,CAAA;IACtB,qGAAgC,CAAA;IAChC,uFAAwB,CAAA;AAC5B,CAAC,EAhBW,iBAAiB,KAAjB,iBAAiB,QAgB5B","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport type { AssetContainer } from \"core/assetContainer\";\r\nimport type { Bone } from \"core/Bones/bone\";\r\nimport type { Skeleton } from \"core/Bones/skeleton\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Node } from \"core/node\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\n/**\r\n * Enums\r\n * @internal\r\n */\r\nexport enum EComponentType {\r\n BYTE = 5120,\r\n UNSIGNED_BYTE = 5121,\r\n SHORT = 5122,\r\n UNSIGNED_SHORT = 5123,\r\n FLOAT = 5126,\r\n}\r\n\r\n/** @internal */\r\nexport enum EShaderType {\r\n FRAGMENT = 35632,\r\n VERTEX = 35633,\r\n}\r\n\r\n/** @internal */\r\nexport enum EParameterType {\r\n BYTE = 5120,\r\n UNSIGNED_BYTE = 5121,\r\n SHORT = 5122,\r\n UNSIGNED_SHORT = 5123,\r\n INT = 5124,\r\n UNSIGNED_INT = 5125,\r\n FLOAT = 5126,\r\n FLOAT_VEC2 = 35664,\r\n FLOAT_VEC3 = 35665,\r\n FLOAT_VEC4 = 35666,\r\n INT_VEC2 = 35667,\r\n INT_VEC3 = 35668,\r\n INT_VEC4 = 35669,\r\n BOOL = 35670,\r\n BOOL_VEC2 = 35671,\r\n BOOL_VEC3 = 35672,\r\n BOOL_VEC4 = 35673,\r\n FLOAT_MAT2 = 35674,\r\n FLOAT_MAT3 = 35675,\r\n FLOAT_MAT4 = 35676,\r\n SAMPLER_2D = 35678,\r\n}\r\n\r\n/** @internal */\r\nexport enum ETextureWrapMode {\r\n CLAMP_TO_EDGE = 33071,\r\n MIRRORED_REPEAT = 33648,\r\n REPEAT = 10497,\r\n}\r\n\r\n/** @internal */\r\nexport enum ETextureFilterType {\r\n NEAREST = 9728,\r\n LINEAR = 9728,\r\n NEAREST_MIPMAP_NEAREST = 9984,\r\n LINEAR_MIPMAP_NEAREST = 9985,\r\n NEAREST_MIPMAP_LINEAR = 9986,\r\n LINEAR_MIPMAP_LINEAR = 9987,\r\n}\r\n\r\n/** @internal */\r\nexport enum ETextureFormat {\r\n ALPHA = 6406,\r\n RGB = 6407,\r\n RGBA = 6408,\r\n LUMINANCE = 6409,\r\n LUMINANCE_ALPHA = 6410,\r\n}\r\n\r\n/** @internal */\r\nexport enum ECullingType {\r\n FRONT = 1028,\r\n BACK = 1029,\r\n FRONT_AND_BACK = 1032,\r\n}\r\n\r\n/** @internal */\r\nexport enum EBlendingFunction {\r\n ZERO = 0,\r\n ONE = 1,\r\n SRC_COLOR = 768,\r\n ONE_MINUS_SRC_COLOR = 769,\r\n DST_COLOR = 774,\r\n ONE_MINUS_DST_COLOR = 775,\r\n SRC_ALPHA = 770,\r\n ONE_MINUS_SRC_ALPHA = 771,\r\n DST_ALPHA = 772,\r\n ONE_MINUS_DST_ALPHA = 773,\r\n CONSTANT_COLOR = 32769,\r\n ONE_MINUS_CONSTANT_COLOR = 32770,\r\n CONSTANT_ALPHA = 32771,\r\n ONE_MINUS_CONSTANT_ALPHA = 32772,\r\n SRC_ALPHA_SATURATE = 776,\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFProperty {\r\n extensions?: { [key: string]: any };\r\n extras?: object;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFChildRootProperty extends IGLTFProperty {\r\n name?: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFAccessor extends IGLTFChildRootProperty {\r\n bufferView: string;\r\n byteOffset: number;\r\n byteStride: number;\r\n count: number;\r\n type: string;\r\n componentType: EComponentType;\r\n\r\n max?: number[];\r\n min?: number[];\r\n name?: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFBufferView extends IGLTFChildRootProperty {\r\n buffer: string;\r\n byteOffset: number;\r\n byteLength: number;\r\n byteStride: number;\r\n\r\n target?: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFBuffer extends IGLTFChildRootProperty {\r\n uri: string;\r\n\r\n byteLength?: number;\r\n type?: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFShader extends IGLTFChildRootProperty {\r\n uri: string;\r\n type: EShaderType;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFProgram extends IGLTFChildRootProperty {\r\n attributes: string[];\r\n fragmentShader: string;\r\n vertexShader: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFTechniqueParameter {\r\n type: number;\r\n\r\n count?: number;\r\n semantic?: string;\r\n node?: string;\r\n value?: number | boolean | string | Array<any>;\r\n source?: string;\r\n\r\n babylonValue?: any;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFTechniqueCommonProfile {\r\n lightingModel: string;\r\n texcoordBindings: object;\r\n\r\n parameters?: Array<any>;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFTechniqueStatesFunctions {\r\n blendColor?: number[];\r\n blendEquationSeparate?: number[];\r\n blendFuncSeparate?: number[];\r\n colorMask: boolean[];\r\n cullFace: number[];\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFTechniqueStates {\r\n enable: number[];\r\n functions: IGLTFTechniqueStatesFunctions;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFTechnique extends IGLTFChildRootProperty {\r\n parameters: { [key: string]: IGLTFTechniqueParameter };\r\n program: string;\r\n\r\n attributes: { [key: string]: string };\r\n uniforms: { [key: string]: string };\r\n states: IGLTFTechniqueStates;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFMaterial extends IGLTFChildRootProperty {\r\n technique?: string;\r\n values: string[];\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFMeshPrimitive extends IGLTFProperty {\r\n attributes: { [key: string]: string };\r\n indices: string;\r\n material: string;\r\n\r\n mode?: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFMesh extends IGLTFChildRootProperty {\r\n primitives: IGLTFMeshPrimitive[];\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFImage extends IGLTFChildRootProperty {\r\n uri: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFSampler extends IGLTFChildRootProperty {\r\n magFilter?: number;\r\n minFilter?: number;\r\n wrapS?: number;\r\n wrapT?: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFTexture extends IGLTFChildRootProperty {\r\n sampler: string;\r\n source: string;\r\n\r\n format?: ETextureFormat;\r\n internalFormat?: ETextureFormat;\r\n target?: number;\r\n type?: number;\r\n\r\n // Babylon.js values (optimize)\r\n babylonTexture?: Texture;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFAmbienLight {\r\n color?: number[];\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFDirectionalLight {\r\n color?: number[];\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFPointLight {\r\n color?: number[];\r\n constantAttenuation?: number;\r\n linearAttenuation?: number;\r\n quadraticAttenuation?: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFSpotLight {\r\n color?: number[];\r\n constantAttenuation?: number;\r\n fallOfAngle?: number;\r\n fallOffExponent?: number;\r\n linearAttenuation?: number;\r\n quadraticAttenuation?: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFLight extends IGLTFChildRootProperty {\r\n type: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFCameraOrthographic {\r\n xmag: number;\r\n ymag: number;\r\n zfar: number;\r\n znear: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFCameraPerspective {\r\n aspectRatio: number;\r\n yfov: number;\r\n zfar: number;\r\n znear: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFCamera extends IGLTFChildRootProperty {\r\n type: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFAnimationChannelTarget {\r\n id: string;\r\n path: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFAnimationChannel {\r\n sampler: string;\r\n target: IGLTFAnimationChannelTarget;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFAnimationSampler {\r\n input: string;\r\n output: string;\r\n\r\n interpolation?: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFAnimation extends IGLTFChildRootProperty {\r\n channels?: IGLTFAnimationChannel[];\r\n parameters?: { [key: string]: string };\r\n samplers?: { [key: string]: IGLTFAnimationSampler };\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFNodeInstanceSkin {\r\n skeletons: string[];\r\n skin: string;\r\n meshes: string[];\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFSkins extends IGLTFChildRootProperty {\r\n bindShapeMatrix: number[];\r\n inverseBindMatrices: string;\r\n jointNames: string[];\r\n\r\n babylonSkeleton?: Skeleton;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFNode extends IGLTFChildRootProperty {\r\n camera?: string;\r\n children: string[];\r\n skin?: string;\r\n jointName?: string;\r\n light?: string;\r\n matrix: number[];\r\n mesh?: string;\r\n meshes?: string[];\r\n rotation?: number[];\r\n scale?: number[];\r\n translation?: number[];\r\n\r\n // Babylon.js values (optimize)\r\n babylonNode?: Node;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFScene extends IGLTFChildRootProperty {\r\n nodes: string[];\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFRuntime {\r\n extensions: { [key: string]: any };\r\n accessors: { [key: string]: IGLTFAccessor };\r\n buffers: { [key: string]: IGLTFBuffer };\r\n bufferViews: { [key: string]: IGLTFBufferView };\r\n meshes: { [key: string]: IGLTFMesh };\r\n lights: { [key: string]: IGLTFLight };\r\n cameras: { [key: string]: IGLTFCamera };\r\n nodes: { [key: string]: IGLTFNode };\r\n images: { [key: string]: IGLTFImage };\r\n textures: { [key: string]: IGLTFTexture };\r\n shaders: { [key: string]: IGLTFShader };\r\n programs: { [key: string]: IGLTFProgram };\r\n samplers: { [key: string]: IGLTFSampler };\r\n techniques: { [key: string]: IGLTFTechnique };\r\n materials: { [key: string]: IGLTFMaterial };\r\n animations: { [key: string]: IGLTFAnimation };\r\n skins: { [key: string]: IGLTFSkins };\r\n\r\n currentScene?: object;\r\n scenes: { [key: string]: IGLTFScene }; // v1.1\r\n\r\n extensionsUsed: string[];\r\n extensionsRequired?: string[]; // v1.1\r\n\r\n buffersCount: number;\r\n shaderscount: number;\r\n\r\n scene: Scene;\r\n rootUrl: string;\r\n\r\n loadedBufferCount: number;\r\n loadedBufferViews: { [name: string]: ArrayBufferView };\r\n\r\n loadedShaderCount: number;\r\n\r\n importOnlyMeshes: boolean;\r\n importMeshesNames?: string[];\r\n\r\n dummyNodes: Node[];\r\n\r\n assetContainer: Nullable<AssetContainer>;\r\n}\r\n\r\n/** @internal */\r\nexport interface INodeToRoot {\r\n bone: Bone;\r\n node: IGLTFNode;\r\n id: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IJointNode {\r\n node: IGLTFNode;\r\n id: string;\r\n}\r\n"]}
|
|
1
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+
{"version":3,"file":"glTFLoaderInterfaces.js","sourceRoot":"","sources":["../../../../../dev/loaders/src/glTF/1.0/glTFLoaderInterfaces.ts"],"names":[],"mappings":"AASA;;;GAGG;AACH,MAAM,CAAN,IAAY,cAMX;AAND,WAAY,cAAc;IACtB,sDAAW,CAAA;IACX,wEAAoB,CAAA;IACpB,wDAAY,CAAA;IACZ,0EAAqB,CAAA;IACrB,wDAAY,CAAA;AAChB,CAAC,EANW,cAAc,KAAd,cAAc,QAMzB;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,WAGX;AAHD,WAAY,WAAW;IACnB,yDAAgB,CAAA;IAChB,qDAAc,CAAA;AAClB,CAAC,EAHW,WAAW,KAAX,WAAW,QAGtB;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,cAsBX;AAtBD,WAAY,cAAc;IACtB,sDAAW,CAAA;IACX,wEAAoB,CAAA;IACpB,wDAAY,CAAA;IACZ,0EAAqB,CAAA;IACrB,oDAAU,CAAA;IACV,sEAAmB,CAAA;IACnB,wDAAY,CAAA;IACZ,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,+DAAgB,CAAA;IAChB,+DAAgB,CAAA;IAChB,+DAAgB,CAAA;IAChB,uDAAY,CAAA;IACZ,iEAAiB,CAAA;IACjB,iEAAiB,CAAA;IACjB,iEAAiB,CAAA;IACjB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;IAClB,mEAAkB,CAAA;AACtB,CAAC,EAtBW,cAAc,KAAd,cAAc,QAsBzB;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,gBAIX;AAJD,WAAY,gBAAgB;IACxB,6EAAqB,CAAA;IACrB,iFAAuB,CAAA;IACvB,+DAAc,CAAA;AAClB,CAAC,EAJW,gBAAgB,KAAhB,gBAAgB,QAI3B;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,kBAOX;AAPD,WAAY,kBAAkB;IAC1B,oEAAc,CAAA;IACd,kEAAa,CAAA;IACb,kGAA6B,CAAA;IAC7B,gGAA4B,CAAA;IAC5B,gGAA4B,CAAA;IAC5B,8FAA2B,CAAA;AAC/B,CAAC,EAPW,kBAAkB,KAAlB,kBAAkB,QAO7B;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,cAMX;AAND,WAAY,cAAc;IACtB,wDAAY,CAAA;IACZ,oDAAU,CAAA;IACV,sDAAW,CAAA;IACX,gEAAgB,CAAA;IAChB,4EAAsB,CAAA;AAC1B,CAAC,EANW,cAAc,KAAd,cAAc,QAMzB;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,YAIX;AAJD,WAAY,YAAY;IACpB,oDAAY,CAAA;IACZ,kDAAW,CAAA;IACX,sEAAqB,CAAA;AACzB,CAAC,EAJW,YAAY,KAAZ,YAAY,QAIvB;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,iBAgBX;AAhBD,WAAY,iBAAiB;IACzB,yDAAQ,CAAA;IACR,uDAAO,CAAA;IACP,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,qEAAe,CAAA;IACf,yFAAyB,CAAA;IACzB,iFAAsB,CAAA;IACtB,qGAAgC,CAAA;IAChC,iFAAsB,CAAA;IACtB,qGAAgC,CAAA;IAChC,uFAAwB,CAAA;AAC5B,CAAC,EAhBW,iBAAiB,KAAjB,iBAAiB,QAgB5B","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport { type AssetContainer } from \"core/assetContainer\";\r\nimport { type Bone } from \"core/Bones/bone\";\r\nimport { type Skeleton } from \"core/Bones/skeleton\";\r\nimport { type Texture } from \"core/Materials/Textures/texture\";\r\nimport { type Node } from \"core/node\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { type Nullable } from \"core/types\";\r\n\r\n/**\r\n * Enums\r\n * @internal\r\n */\r\nexport enum EComponentType {\r\n BYTE = 5120,\r\n UNSIGNED_BYTE = 5121,\r\n SHORT = 5122,\r\n UNSIGNED_SHORT = 5123,\r\n FLOAT = 5126,\r\n}\r\n\r\n/** @internal */\r\nexport enum EShaderType {\r\n FRAGMENT = 35632,\r\n VERTEX = 35633,\r\n}\r\n\r\n/** @internal */\r\nexport enum EParameterType {\r\n BYTE = 5120,\r\n UNSIGNED_BYTE = 5121,\r\n SHORT = 5122,\r\n UNSIGNED_SHORT = 5123,\r\n INT = 5124,\r\n UNSIGNED_INT = 5125,\r\n FLOAT = 5126,\r\n FLOAT_VEC2 = 35664,\r\n FLOAT_VEC3 = 35665,\r\n FLOAT_VEC4 = 35666,\r\n INT_VEC2 = 35667,\r\n INT_VEC3 = 35668,\r\n INT_VEC4 = 35669,\r\n BOOL = 35670,\r\n BOOL_VEC2 = 35671,\r\n BOOL_VEC3 = 35672,\r\n BOOL_VEC4 = 35673,\r\n FLOAT_MAT2 = 35674,\r\n FLOAT_MAT3 = 35675,\r\n FLOAT_MAT4 = 35676,\r\n SAMPLER_2D = 35678,\r\n}\r\n\r\n/** @internal */\r\nexport enum ETextureWrapMode {\r\n CLAMP_TO_EDGE = 33071,\r\n MIRRORED_REPEAT = 33648,\r\n REPEAT = 10497,\r\n}\r\n\r\n/** @internal */\r\nexport enum ETextureFilterType {\r\n NEAREST = 9728,\r\n LINEAR = 9728,\r\n NEAREST_MIPMAP_NEAREST = 9984,\r\n LINEAR_MIPMAP_NEAREST = 9985,\r\n NEAREST_MIPMAP_LINEAR = 9986,\r\n LINEAR_MIPMAP_LINEAR = 9987,\r\n}\r\n\r\n/** @internal */\r\nexport enum ETextureFormat {\r\n ALPHA = 6406,\r\n RGB = 6407,\r\n RGBA = 6408,\r\n LUMINANCE = 6409,\r\n LUMINANCE_ALPHA = 6410,\r\n}\r\n\r\n/** @internal */\r\nexport enum ECullingType {\r\n FRONT = 1028,\r\n BACK = 1029,\r\n FRONT_AND_BACK = 1032,\r\n}\r\n\r\n/** @internal */\r\nexport enum EBlendingFunction {\r\n ZERO = 0,\r\n ONE = 1,\r\n SRC_COLOR = 768,\r\n ONE_MINUS_SRC_COLOR = 769,\r\n DST_COLOR = 774,\r\n ONE_MINUS_DST_COLOR = 775,\r\n SRC_ALPHA = 770,\r\n ONE_MINUS_SRC_ALPHA = 771,\r\n DST_ALPHA = 772,\r\n ONE_MINUS_DST_ALPHA = 773,\r\n CONSTANT_COLOR = 32769,\r\n ONE_MINUS_CONSTANT_COLOR = 32770,\r\n CONSTANT_ALPHA = 32771,\r\n ONE_MINUS_CONSTANT_ALPHA = 32772,\r\n SRC_ALPHA_SATURATE = 776,\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFProperty {\r\n extensions?: { [key: string]: any };\r\n extras?: object;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFChildRootProperty extends IGLTFProperty {\r\n name?: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFAccessor extends IGLTFChildRootProperty {\r\n bufferView: string;\r\n byteOffset: number;\r\n byteStride: number;\r\n count: number;\r\n type: string;\r\n componentType: EComponentType;\r\n\r\n max?: number[];\r\n min?: number[];\r\n name?: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFBufferView extends IGLTFChildRootProperty {\r\n buffer: string;\r\n byteOffset: number;\r\n byteLength: number;\r\n byteStride: number;\r\n\r\n target?: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFBuffer extends IGLTFChildRootProperty {\r\n uri: string;\r\n\r\n byteLength?: number;\r\n type?: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFShader extends IGLTFChildRootProperty {\r\n uri: string;\r\n type: EShaderType;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFProgram extends IGLTFChildRootProperty {\r\n attributes: string[];\r\n fragmentShader: string;\r\n vertexShader: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFTechniqueParameter {\r\n type: number;\r\n\r\n count?: number;\r\n semantic?: string;\r\n node?: string;\r\n value?: number | boolean | string | Array<any>;\r\n source?: string;\r\n\r\n babylonValue?: any;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFTechniqueCommonProfile {\r\n lightingModel: string;\r\n texcoordBindings: object;\r\n\r\n parameters?: Array<any>;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFTechniqueStatesFunctions {\r\n blendColor?: number[];\r\n blendEquationSeparate?: number[];\r\n blendFuncSeparate?: number[];\r\n colorMask: boolean[];\r\n cullFace: number[];\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFTechniqueStates {\r\n enable: number[];\r\n functions: IGLTFTechniqueStatesFunctions;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFTechnique extends IGLTFChildRootProperty {\r\n parameters: { [key: string]: IGLTFTechniqueParameter };\r\n program: string;\r\n\r\n attributes: { [key: string]: string };\r\n uniforms: { [key: string]: string };\r\n states: IGLTFTechniqueStates;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFMaterial extends IGLTFChildRootProperty {\r\n technique?: string;\r\n values: string[];\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFMeshPrimitive extends IGLTFProperty {\r\n attributes: { [key: string]: string };\r\n indices: string;\r\n material: string;\r\n\r\n mode?: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFMesh extends IGLTFChildRootProperty {\r\n primitives: IGLTFMeshPrimitive[];\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFImage extends IGLTFChildRootProperty {\r\n uri: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFSampler extends IGLTFChildRootProperty {\r\n magFilter?: number;\r\n minFilter?: number;\r\n wrapS?: number;\r\n wrapT?: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFTexture extends IGLTFChildRootProperty {\r\n sampler: string;\r\n source: string;\r\n\r\n format?: ETextureFormat;\r\n internalFormat?: ETextureFormat;\r\n target?: number;\r\n type?: number;\r\n\r\n // Babylon.js values (optimize)\r\n babylonTexture?: Texture;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFAmbienLight {\r\n color?: number[];\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFDirectionalLight {\r\n color?: number[];\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFPointLight {\r\n color?: number[];\r\n constantAttenuation?: number;\r\n linearAttenuation?: number;\r\n quadraticAttenuation?: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFSpotLight {\r\n color?: number[];\r\n constantAttenuation?: number;\r\n fallOfAngle?: number;\r\n fallOffExponent?: number;\r\n linearAttenuation?: number;\r\n quadraticAttenuation?: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFLight extends IGLTFChildRootProperty {\r\n type: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFCameraOrthographic {\r\n xmag: number;\r\n ymag: number;\r\n zfar: number;\r\n znear: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFCameraPerspective {\r\n aspectRatio: number;\r\n yfov: number;\r\n zfar: number;\r\n znear: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFCamera extends IGLTFChildRootProperty {\r\n type: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFAnimationChannelTarget {\r\n id: string;\r\n path: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFAnimationChannel {\r\n sampler: string;\r\n target: IGLTFAnimationChannelTarget;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFAnimationSampler {\r\n input: string;\r\n output: string;\r\n\r\n interpolation?: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFAnimation extends IGLTFChildRootProperty {\r\n channels?: IGLTFAnimationChannel[];\r\n parameters?: { [key: string]: string };\r\n samplers?: { [key: string]: IGLTFAnimationSampler };\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFNodeInstanceSkin {\r\n skeletons: string[];\r\n skin: string;\r\n meshes: string[];\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFSkins extends IGLTFChildRootProperty {\r\n bindShapeMatrix: number[];\r\n inverseBindMatrices: string;\r\n jointNames: string[];\r\n\r\n babylonSkeleton?: Skeleton;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFNode extends IGLTFChildRootProperty {\r\n camera?: string;\r\n children: string[];\r\n skin?: string;\r\n jointName?: string;\r\n light?: string;\r\n matrix: number[];\r\n mesh?: string;\r\n meshes?: string[];\r\n rotation?: number[];\r\n scale?: number[];\r\n translation?: number[];\r\n\r\n // Babylon.js values (optimize)\r\n babylonNode?: Node;\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFScene extends IGLTFChildRootProperty {\r\n nodes: string[];\r\n}\r\n\r\n/** @internal */\r\nexport interface IGLTFRuntime {\r\n extensions: { [key: string]: any };\r\n accessors: { [key: string]: IGLTFAccessor };\r\n buffers: { [key: string]: IGLTFBuffer };\r\n bufferViews: { [key: string]: IGLTFBufferView };\r\n meshes: { [key: string]: IGLTFMesh };\r\n lights: { [key: string]: IGLTFLight };\r\n cameras: { [key: string]: IGLTFCamera };\r\n nodes: { [key: string]: IGLTFNode };\r\n images: { [key: string]: IGLTFImage };\r\n textures: { [key: string]: IGLTFTexture };\r\n shaders: { [key: string]: IGLTFShader };\r\n programs: { [key: string]: IGLTFProgram };\r\n samplers: { [key: string]: IGLTFSampler };\r\n techniques: { [key: string]: IGLTFTechnique };\r\n materials: { [key: string]: IGLTFMaterial };\r\n animations: { [key: string]: IGLTFAnimation };\r\n skins: { [key: string]: IGLTFSkins };\r\n\r\n currentScene?: object;\r\n scenes: { [key: string]: IGLTFScene }; // v1.1\r\n\r\n extensionsUsed: string[];\r\n extensionsRequired?: string[]; // v1.1\r\n\r\n buffersCount: number;\r\n shaderscount: number;\r\n\r\n scene: Scene;\r\n rootUrl: string;\r\n\r\n loadedBufferCount: number;\r\n loadedBufferViews: { [name: string]: ArrayBufferView };\r\n\r\n loadedShaderCount: number;\r\n\r\n importOnlyMeshes: boolean;\r\n importMeshesNames?: string[];\r\n\r\n dummyNodes: Node[];\r\n\r\n assetContainer: Nullable<AssetContainer>;\r\n}\r\n\r\n/** @internal */\r\nexport interface INodeToRoot {\r\n bone: Bone;\r\n node: IGLTFNode;\r\n id: string;\r\n}\r\n\r\n/** @internal */\r\nexport interface IJointNode {\r\n node: IGLTFNode;\r\n id: string;\r\n}\r\n"]}
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import type
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import { EComponentType } from "./glTFLoaderInterfaces.js";
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import { type IGLTFTechniqueParameter, type IGLTFAccessor, type IGLTFRuntime, type IGLTFBufferView, EComponentType } from "./glTFLoaderInterfaces.js";
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import { EParameterType, ETextureWrapMode, ETextureFilterType, EComponentType } from "./glTFLoaderInterfaces.js";
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import { EParameterType, ETextureWrapMode, ETextureFilterType, EComponentType, } from "./glTFLoaderInterfaces.js";
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import { Vector2, Vector3, Vector4, Matrix } from "@babylonjs/core/Maths/math.vector.js";
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import { Color4 } from "@babylonjs/core/Maths/math.color.js";
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type { IGLTFTechniqueParameter, IGLTFAccessor, IGLTFRuntime, IGLTFBufferView } from \"./glTFLoaderInterfaces\";\r\nimport { EParameterType, ETextureWrapMode, ETextureFilterType, EComponentType } from \"./glTFLoaderInterfaces\";\r\n\r\nimport type { Nullable } from \"core/types\";\r\nimport { Vector2, Vector3, Vector4, Matrix } from \"core/Maths/math.vector\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Node } from \"core/node\";\r\nimport type { Scene } from \"core/scene\";\r\n\r\n/**\r\n * Utils functions for GLTF\r\n * @internal\r\n * @deprecated\r\n */\r\nexport class GLTFUtils {\r\n /**\r\n * Sets the given \"parameter\" matrix\r\n * @param scene the Scene object\r\n * @param source the source node where to pick the matrix\r\n * @param parameter the GLTF technique parameter\r\n * @param uniformName the name of the shader's uniform\r\n * @param shaderMaterial the shader material\r\n */\r\n public static SetMatrix(scene: Scene, source: Node, parameter: IGLTFTechniqueParameter, uniformName: string, shaderMaterial: ShaderMaterial | Effect): void {\r\n let mat: Nullable<Matrix> = null;\r\n\r\n if (parameter.semantic === \"MODEL\") {\r\n mat = source.getWorldMatrix();\r\n } else if (parameter.semantic === \"PROJECTION\") {\r\n mat = scene.getProjectionMatrix();\r\n } else if (parameter.semantic === \"VIEW\") {\r\n mat = scene.getViewMatrix();\r\n } else if (parameter.semantic === \"MODELVIEWINVERSETRANSPOSE\") {\r\n mat = Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());\r\n } else if (parameter.semantic === \"MODELVIEW\") {\r\n mat = source.getWorldMatrix().multiply(scene.getViewMatrix());\r\n } else if (parameter.semantic === \"MODELVIEWPROJECTION\") {\r\n mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());\r\n } else if (parameter.semantic === \"MODELINVERSE\") {\r\n mat = source.getWorldMatrix().invert();\r\n } else if (parameter.semantic === \"VIEWINVERSE\") {\r\n mat = scene.getViewMatrix().invert();\r\n } else if (parameter.semantic === \"PROJECTIONINVERSE\") {\r\n mat = scene.getProjectionMatrix().invert();\r\n } else if (parameter.semantic === \"MODELVIEWINVERSE\") {\r\n mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();\r\n } else if (parameter.semantic === \"MODELVIEWPROJECTIONINVERSE\") {\r\n mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();\r\n } else if (parameter.semantic === \"MODELINVERSETRANSPOSE\") {\r\n mat = Matrix.Transpose(source.getWorldMatrix().invert());\r\n }\r\n\r\n if (mat) {\r\n switch (parameter.type) {\r\n case EParameterType.FLOAT_MAT2:\r\n shaderMaterial.setMatrix2x2(uniformName, Matrix.GetAsMatrix2x2(mat));\r\n break;\r\n case EParameterType.FLOAT_MAT3:\r\n shaderMaterial.setMatrix3x3(uniformName, Matrix.GetAsMatrix3x3(mat));\r\n break;\r\n case EParameterType.FLOAT_MAT4:\r\n shaderMaterial.setMatrix(uniformName, mat);\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the given \"parameter\" matrix\r\n * @param shaderMaterial the shader material\r\n * @param uniform the name of the shader's uniform\r\n * @param value the value of the uniform\r\n * @param type the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)\r\n * @returns true if set, else false\r\n */\r\n public static SetUniform(shaderMaterial: ShaderMaterial | Effect, uniform: string, value: any, type: number): boolean {\r\n switch (type) {\r\n case EParameterType.FLOAT:\r\n shaderMaterial.setFloat(uniform, value);\r\n return true;\r\n case EParameterType.FLOAT_VEC2:\r\n shaderMaterial.setVector2(uniform, Vector2.FromArray(value));\r\n return true;\r\n case EParameterType.FLOAT_VEC3:\r\n shaderMaterial.setVector3(uniform, Vector3.FromArray(value));\r\n return true;\r\n case EParameterType.FLOAT_VEC4:\r\n shaderMaterial.setVector4(uniform, Vector4.FromArray(value));\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Returns the wrap mode of the texture\r\n * @param mode the mode value\r\n * @returns the wrap mode (TEXTURE_WRAP_ADDRESSMODE, MIRROR_ADDRESSMODE or CLAMP_ADDRESSMODE)\r\n */\r\n public static GetWrapMode(mode: number): number {\r\n switch (mode) {\r\n case ETextureWrapMode.CLAMP_TO_EDGE:\r\n return Texture.CLAMP_ADDRESSMODE;\r\n case ETextureWrapMode.MIRRORED_REPEAT:\r\n return Texture.MIRROR_ADDRESSMODE;\r\n case ETextureWrapMode.REPEAT:\r\n return Texture.WRAP_ADDRESSMODE;\r\n default:\r\n return Texture.WRAP_ADDRESSMODE;\r\n }\r\n }\r\n\r\n /**\r\n * Returns the byte stride giving an accessor\r\n * @param accessor the GLTF accessor objet\r\n * @returns the byte stride\r\n */\r\n public static GetByteStrideFromType(accessor: IGLTFAccessor): number {\r\n // Needs this function since \"byteStride\" isn't requiered in glTF format\r\n const type = accessor.type;\r\n\r\n switch (type) {\r\n case \"VEC2\":\r\n return 2;\r\n case \"VEC3\":\r\n return 3;\r\n case \"VEC4\":\r\n return 4;\r\n case \"MAT2\":\r\n return 4;\r\n case \"MAT3\":\r\n return 9;\r\n case \"MAT4\":\r\n return 16;\r\n default:\r\n return 1;\r\n }\r\n }\r\n\r\n /**\r\n * Returns the texture filter mode giving a mode value\r\n * @param mode the filter mode value\r\n * @returns the filter mode (TODO - needs to be a type?)\r\n */\r\n public static GetTextureFilterMode(mode: number): number {\r\n switch (mode) {\r\n case ETextureFilterType.LINEAR:\r\n case ETextureFilterType.LINEAR_MIPMAP_NEAREST:\r\n case ETextureFilterType.LINEAR_MIPMAP_LINEAR:\r\n return Texture.TRILINEAR_SAMPLINGMODE;\r\n case ETextureFilterType.NEAREST:\r\n case ETextureFilterType.NEAREST_MIPMAP_NEAREST:\r\n return Texture.NEAREST_SAMPLINGMODE;\r\n default:\r\n return Texture.BILINEAR_SAMPLINGMODE;\r\n }\r\n }\r\n\r\n public static GetBufferFromBufferView(\r\n gltfRuntime: IGLTFRuntime,\r\n bufferView: IGLTFBufferView,\r\n byteOffset: number,\r\n byteLength: number,\r\n componentType: EComponentType\r\n ): ArrayBufferView {\r\n byteOffset = bufferView.byteOffset + byteOffset;\r\n\r\n const loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];\r\n if (byteOffset + byteLength > loadedBufferView.byteLength) {\r\n throw new Error(\"Buffer access is out of range\");\r\n }\r\n\r\n const buffer = loadedBufferView.buffer;\r\n byteOffset += loadedBufferView.byteOffset;\r\n\r\n switch (componentType) {\r\n case EComponentType.BYTE:\r\n return new Int8Array(buffer, byteOffset, byteLength);\r\n case EComponentType.UNSIGNED_BYTE:\r\n return new Uint8Array(buffer, byteOffset, byteLength);\r\n case EComponentType.SHORT:\r\n return new Int16Array(buffer, byteOffset, byteLength);\r\n case EComponentType.UNSIGNED_SHORT:\r\n return new Uint16Array(buffer, byteOffset, byteLength);\r\n default:\r\n return new Float32Array(buffer, byteOffset, byteLength);\r\n }\r\n }\r\n\r\n /**\r\n * Returns a buffer from its accessor\r\n * @param gltfRuntime the GLTF runtime\r\n * @param accessor the GLTF accessor\r\n * @returns an array buffer view\r\n */\r\n public static GetBufferFromAccessor(gltfRuntime: IGLTFRuntime, accessor: IGLTFAccessor): any {\r\n const bufferView: IGLTFBufferView = gltfRuntime.bufferViews[accessor.bufferView];\r\n const byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);\r\n return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);\r\n }\r\n\r\n /**\r\n * Decodes a buffer view into a string\r\n * @param view the buffer view\r\n * @returns a string\r\n */\r\n public static DecodeBufferToText(view: ArrayBufferView): string {\r\n let result = \"\";\r\n const length = view.byteLength;\r\n\r\n for (let i = 0; i < length; ++i) {\r\n result += String.fromCharCode((<any>view)[i]);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Returns the default material of gltf. Related to\r\n * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material\r\n * @param scene the Babylon.js scene\r\n * @returns the default Babylon material\r\n */\r\n public static GetDefaultMaterial(scene: Scene): ShaderMaterial {\r\n if (!GLTFUtils._DefaultMaterial) {\r\n Effect.ShadersStore[\"GLTFDefaultMaterialVertexShader\"] = [\r\n \"precision highp float;\",\r\n \"\",\r\n \"uniform mat4 worldView;\",\r\n \"uniform mat4 projection;\",\r\n \"\",\r\n \"attribute vec3 position;\",\r\n \"\",\r\n \"void main(void)\",\r\n \"{\",\r\n \" gl_Position = projection * worldView * vec4(position, 1.0);\",\r\n \"}\",\r\n ].join(\"\\n\");\r\n\r\n Effect.ShadersStore[\"GLTFDefaultMaterialPixelShader\"] = [\r\n \"precision highp float;\",\r\n \"\",\r\n \"uniform vec4 u_emission;\",\r\n \"\",\r\n \"void main(void)\",\r\n \"{\",\r\n \" gl_FragColor = u_emission;\",\r\n \"}\",\r\n ].join(\"\\n\");\r\n\r\n const shaderPath = {\r\n vertex: \"GLTFDefaultMaterial\",\r\n fragment: \"GLTFDefaultMaterial\",\r\n };\r\n\r\n const options = {\r\n attributes: [\"position\"],\r\n uniforms: [\"worldView\", \"projection\", \"u_emission\"],\r\n samplers: new Array<string>(),\r\n needAlphaBlending: false,\r\n };\r\n\r\n GLTFUtils._DefaultMaterial = new ShaderMaterial(\"GLTFDefaultMaterial\", scene, shaderPath, options);\r\n GLTFUtils._DefaultMaterial.setColor4(\"u_emission\", new Color4(0.5, 0.5, 0.5, 1.0));\r\n }\r\n\r\n return GLTFUtils._DefaultMaterial;\r\n }\r\n\r\n // The GLTF default material\r\n private static _DefaultMaterial: Nullable<ShaderMaterial> = null;\r\n}\r\n"]}
|
|
1
|
+
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{\r\n type IGLTFTechniqueParameter,\r\n type IGLTFAccessor,\r\n type IGLTFRuntime,\r\n type IGLTFBufferView,\r\n EParameterType,\r\n ETextureWrapMode,\r\n ETextureFilterType,\r\n EComponentType,\r\n} from \"./glTFLoaderInterfaces\";\r\n\r\nimport { type Nullable } from \"core/types\";\r\nimport { Vector2, Vector3, Vector4, Matrix } from \"core/Maths/math.vector\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { type Node } from \"core/node\";\r\nimport { type Scene } from \"core/scene\";\r\n\r\n/**\r\n * Utils functions for GLTF\r\n * @internal\r\n * @deprecated\r\n */\r\nexport class GLTFUtils {\r\n /**\r\n * Sets the given \"parameter\" matrix\r\n * @param scene the Scene object\r\n * @param source the source node where to pick the matrix\r\n * @param parameter the GLTF technique parameter\r\n * @param uniformName the name of the shader's uniform\r\n * @param shaderMaterial the shader material\r\n */\r\n public static SetMatrix(scene: Scene, source: Node, parameter: IGLTFTechniqueParameter, uniformName: string, shaderMaterial: ShaderMaterial | Effect): void {\r\n let mat: Nullable<Matrix> = null;\r\n\r\n if (parameter.semantic === \"MODEL\") {\r\n mat = source.getWorldMatrix();\r\n } else if (parameter.semantic === \"PROJECTION\") {\r\n mat = scene.getProjectionMatrix();\r\n } else if (parameter.semantic === \"VIEW\") {\r\n mat = scene.getViewMatrix();\r\n } else if (parameter.semantic === \"MODELVIEWINVERSETRANSPOSE\") {\r\n mat = Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());\r\n } else if (parameter.semantic === \"MODELVIEW\") {\r\n mat = source.getWorldMatrix().multiply(scene.getViewMatrix());\r\n } else if (parameter.semantic === \"MODELVIEWPROJECTION\") {\r\n mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());\r\n } else if (parameter.semantic === \"MODELINVERSE\") {\r\n mat = source.getWorldMatrix().invert();\r\n } else if (parameter.semantic === \"VIEWINVERSE\") {\r\n mat = scene.getViewMatrix().invert();\r\n } else if (parameter.semantic === \"PROJECTIONINVERSE\") {\r\n mat = scene.getProjectionMatrix().invert();\r\n } else if (parameter.semantic === \"MODELVIEWINVERSE\") {\r\n mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();\r\n } else if (parameter.semantic === \"MODELVIEWPROJECTIONINVERSE\") {\r\n mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();\r\n } else if (parameter.semantic === \"MODELINVERSETRANSPOSE\") {\r\n mat = Matrix.Transpose(source.getWorldMatrix().invert());\r\n }\r\n\r\n if (mat) {\r\n switch (parameter.type) {\r\n case EParameterType.FLOAT_MAT2:\r\n shaderMaterial.setMatrix2x2(uniformName, Matrix.GetAsMatrix2x2(mat));\r\n break;\r\n case EParameterType.FLOAT_MAT3:\r\n shaderMaterial.setMatrix3x3(uniformName, Matrix.GetAsMatrix3x3(mat));\r\n break;\r\n case EParameterType.FLOAT_MAT4:\r\n shaderMaterial.setMatrix(uniformName, mat);\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the given \"parameter\" matrix\r\n * @param shaderMaterial the shader material\r\n * @param uniform the name of the shader's uniform\r\n * @param value the value of the uniform\r\n * @param type the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)\r\n * @returns true if set, else false\r\n */\r\n public static SetUniform(shaderMaterial: ShaderMaterial | Effect, uniform: string, value: any, type: number): boolean {\r\n switch (type) {\r\n case EParameterType.FLOAT:\r\n shaderMaterial.setFloat(uniform, value);\r\n return true;\r\n case EParameterType.FLOAT_VEC2:\r\n shaderMaterial.setVector2(uniform, Vector2.FromArray(value));\r\n return true;\r\n case EParameterType.FLOAT_VEC3:\r\n shaderMaterial.setVector3(uniform, Vector3.FromArray(value));\r\n return true;\r\n case EParameterType.FLOAT_VEC4:\r\n shaderMaterial.setVector4(uniform, Vector4.FromArray(value));\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Returns the wrap mode of the texture\r\n * @param mode the mode value\r\n * @returns the wrap mode (TEXTURE_WRAP_ADDRESSMODE, MIRROR_ADDRESSMODE or CLAMP_ADDRESSMODE)\r\n */\r\n public static GetWrapMode(mode: number): number {\r\n switch (mode) {\r\n case ETextureWrapMode.CLAMP_TO_EDGE:\r\n return Texture.CLAMP_ADDRESSMODE;\r\n case ETextureWrapMode.MIRRORED_REPEAT:\r\n return Texture.MIRROR_ADDRESSMODE;\r\n case ETextureWrapMode.REPEAT:\r\n return Texture.WRAP_ADDRESSMODE;\r\n default:\r\n return Texture.WRAP_ADDRESSMODE;\r\n }\r\n }\r\n\r\n /**\r\n * Returns the byte stride giving an accessor\r\n * @param accessor the GLTF accessor objet\r\n * @returns the byte stride\r\n */\r\n public static GetByteStrideFromType(accessor: IGLTFAccessor): number {\r\n // Needs this function since \"byteStride\" isn't requiered in glTF format\r\n const type = accessor.type;\r\n\r\n switch (type) {\r\n case \"VEC2\":\r\n return 2;\r\n case \"VEC3\":\r\n return 3;\r\n case \"VEC4\":\r\n return 4;\r\n case \"MAT2\":\r\n return 4;\r\n case \"MAT3\":\r\n return 9;\r\n case \"MAT4\":\r\n return 16;\r\n default:\r\n return 1;\r\n }\r\n }\r\n\r\n /**\r\n * Returns the texture filter mode giving a mode value\r\n * @param mode the filter mode value\r\n * @returns the filter mode (TODO - needs to be a type?)\r\n */\r\n public static GetTextureFilterMode(mode: number): number {\r\n switch (mode) {\r\n case ETextureFilterType.LINEAR:\r\n case ETextureFilterType.LINEAR_MIPMAP_NEAREST:\r\n case ETextureFilterType.LINEAR_MIPMAP_LINEAR:\r\n return Texture.TRILINEAR_SAMPLINGMODE;\r\n case ETextureFilterType.NEAREST:\r\n case ETextureFilterType.NEAREST_MIPMAP_NEAREST:\r\n return Texture.NEAREST_SAMPLINGMODE;\r\n default:\r\n return Texture.BILINEAR_SAMPLINGMODE;\r\n }\r\n }\r\n\r\n public static GetBufferFromBufferView(\r\n gltfRuntime: IGLTFRuntime,\r\n bufferView: IGLTFBufferView,\r\n byteOffset: number,\r\n byteLength: number,\r\n componentType: EComponentType\r\n ): ArrayBufferView {\r\n byteOffset = bufferView.byteOffset + byteOffset;\r\n\r\n const loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];\r\n if (byteOffset + byteLength > loadedBufferView.byteLength) {\r\n throw new Error(\"Buffer access is out of range\");\r\n }\r\n\r\n const buffer = loadedBufferView.buffer;\r\n byteOffset += loadedBufferView.byteOffset;\r\n\r\n switch (componentType) {\r\n case EComponentType.BYTE:\r\n return new Int8Array(buffer, byteOffset, byteLength);\r\n case EComponentType.UNSIGNED_BYTE:\r\n return new Uint8Array(buffer, byteOffset, byteLength);\r\n case EComponentType.SHORT:\r\n return new Int16Array(buffer, byteOffset, byteLength);\r\n case EComponentType.UNSIGNED_SHORT:\r\n return new Uint16Array(buffer, byteOffset, byteLength);\r\n default:\r\n return new Float32Array(buffer, byteOffset, byteLength);\r\n }\r\n }\r\n\r\n /**\r\n * Returns a buffer from its accessor\r\n * @param gltfRuntime the GLTF runtime\r\n * @param accessor the GLTF accessor\r\n * @returns an array buffer view\r\n */\r\n public static GetBufferFromAccessor(gltfRuntime: IGLTFRuntime, accessor: IGLTFAccessor): any {\r\n const bufferView: IGLTFBufferView = gltfRuntime.bufferViews[accessor.bufferView];\r\n const byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);\r\n return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);\r\n }\r\n\r\n /**\r\n * Decodes a buffer view into a string\r\n * @param view the buffer view\r\n * @returns a string\r\n */\r\n public static DecodeBufferToText(view: ArrayBufferView): string {\r\n let result = \"\";\r\n const length = view.byteLength;\r\n\r\n for (let i = 0; i < length; ++i) {\r\n result += String.fromCharCode((<any>view)[i]);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Returns the default material of gltf. Related to\r\n * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material\r\n * @param scene the Babylon.js scene\r\n * @returns the default Babylon material\r\n */\r\n public static GetDefaultMaterial(scene: Scene): ShaderMaterial {\r\n if (!GLTFUtils._DefaultMaterial) {\r\n Effect.ShadersStore[\"GLTFDefaultMaterialVertexShader\"] = [\r\n \"precision highp float;\",\r\n \"\",\r\n \"uniform mat4 worldView;\",\r\n \"uniform mat4 projection;\",\r\n \"\",\r\n \"attribute vec3 position;\",\r\n \"\",\r\n \"void main(void)\",\r\n \"{\",\r\n \" gl_Position = projection * worldView * vec4(position, 1.0);\",\r\n \"}\",\r\n ].join(\"\\n\");\r\n\r\n Effect.ShadersStore[\"GLTFDefaultMaterialPixelShader\"] = [\r\n \"precision highp float;\",\r\n \"\",\r\n \"uniform vec4 u_emission;\",\r\n \"\",\r\n \"void main(void)\",\r\n \"{\",\r\n \" gl_FragColor = u_emission;\",\r\n \"}\",\r\n ].join(\"\\n\");\r\n\r\n const shaderPath = {\r\n vertex: \"GLTFDefaultMaterial\",\r\n fragment: \"GLTFDefaultMaterial\",\r\n };\r\n\r\n const options = {\r\n attributes: [\"position\"],\r\n uniforms: [\"worldView\", \"projection\", \"u_emission\"],\r\n samplers: new Array<string>(),\r\n needAlphaBlending: false,\r\n };\r\n\r\n GLTFUtils._DefaultMaterial = new ShaderMaterial(\"GLTFDefaultMaterial\", scene, shaderPath, options);\r\n GLTFUtils._DefaultMaterial.setColor4(\"u_emission\", new Color4(0.5, 0.5, 0.5, 1.0));\r\n }\r\n\r\n return GLTFUtils._DefaultMaterial;\r\n }\r\n\r\n // The GLTF default material\r\n private static _DefaultMaterial: Nullable<ShaderMaterial> = null;\r\n}\r\n"]}
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1
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import { GLTFLoaderExtension } from "./glTFLoader.js";
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2
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-
import type
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2
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+
import { type IGLTFRuntime } from "./glTFLoaderInterfaces.js";
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3
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import { Material } from "@babylonjs/core/Materials/material.js";
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4
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/**
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* @internal
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@@ -1 +1 @@
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{ GLTFLoaderExtension, GLTFLoaderBase, GLTFLoader } from \"./glTFLoader\";\r\n\r\nimport type { IGLTFRuntime, IGLTFMaterial } from \"./glTFLoaderInterfaces\";\r\n\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { Material } from \"core/Materials/material\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { HemisphericLight } from \"core/Lights/hemisphericLight\";\r\nimport { DirectionalLight } from \"core/Lights/directionalLight\";\r\nimport { PointLight } from \"core/Lights/pointLight\";\r\nimport { SpotLight } from \"core/Lights/spotLight\";\r\n\r\ninterface IGLTFMaterialsCommonExtensionValues {\r\n ambient?: number[] | string;\r\n diffuse?: number[] | string;\r\n emission?: number[] | string;\r\n specular?: number[] | string;\r\n shininess?: number;\r\n transparency?: number;\r\n}\r\n\r\ninterface IGLTFMaterialsCommonExtension {\r\n technique: string;\r\n transparent?: number;\r\n doubleSided?: boolean;\r\n values: IGLTFMaterialsCommonExtensionValues;\r\n}\r\n\r\ninterface IGLTFRuntimeCommonExtension {\r\n lights: { [key: string]: IGLTFLightCommonExtension };\r\n}\r\n\r\ninterface IGLTFLightCommonExtension {\r\n name: string;\r\n type: string;\r\n\r\n ambient?: IGLTFAmbientLightCommonExtension;\r\n point?: IGLTFPointLightCommonExtension;\r\n directional?: IGLTFDirectionalLightCommonExtension;\r\n spot?: IGLTFSpotLightCommonExtension;\r\n}\r\n\r\ninterface IGLTFPointLightCommonExtension {\r\n color: number[];\r\n constantAttenuation: number;\r\n linearAttenuation: number;\r\n quadraticAttenuation: number;\r\n}\r\n\r\ninterface IGLTFAmbientLightCommonExtension {\r\n color: number[];\r\n}\r\n\r\ninterface IGLTFDirectionalLightCommonExtension {\r\n color: number[];\r\n}\r\n\r\ninterface IGLTFSpotLightCommonExtension {\r\n color: number[];\r\n constantAttenuation: number;\r\n fallOffAngle: number;\r\n fallOffExponent: number;\r\n linearAttenuation: number;\r\n quadraticAttenuation: number;\r\n}\r\n\r\n/**\r\n * @internal\r\n * @deprecated\r\n */\r\nexport class GLTFMaterialsCommonExtension extends GLTFLoaderExtension {\r\n constructor() {\r\n super(\"KHR_materials_common\");\r\n }\r\n\r\n // eslint-disable-next-line no-restricted-syntax\r\n public override loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime): boolean {\r\n if (!gltfRuntime.extensions) {\r\n return false;\r\n }\r\n\r\n const extension: IGLTFRuntimeCommonExtension = gltfRuntime.extensions[this.name];\r\n if (!extension) {\r\n return false;\r\n }\r\n\r\n // Create lights\r\n const lights = extension.lights;\r\n if (lights) {\r\n for (const thing in lights) {\r\n const light: IGLTFLightCommonExtension = lights[thing];\r\n\r\n switch (light.type) {\r\n case \"ambient\": {\r\n const ambientLight = new HemisphericLight(light.name, new Vector3(0, 1, 0), gltfRuntime.scene);\r\n const ambient = light.ambient;\r\n if (ambient) {\r\n ambientLight.diffuse = Color3.FromArray(ambient.color || [1, 1, 1]);\r\n }\r\n break;\r\n }\r\n case \"point\": {\r\n const pointLight = new PointLight(light.name, new Vector3(10, 10, 10), gltfRuntime.scene);\r\n const point = light.point;\r\n if (point) {\r\n pointLight.diffuse = Color3.FromArray(point.color || [1, 1, 1]);\r\n }\r\n break;\r\n }\r\n case \"directional\": {\r\n const dirLight = new DirectionalLight(light.name, new Vector3(0, -1, 0), gltfRuntime.scene);\r\n const directional = light.directional;\r\n if (directional) {\r\n dirLight.diffuse = Color3.FromArray(directional.color || [1, 1, 1]);\r\n }\r\n break;\r\n }\r\n case \"spot\": {\r\n const spot = light.spot;\r\n if (spot) {\r\n const spotLight = new SpotLight(\r\n light.name,\r\n new Vector3(0, 10, 0),\r\n new Vector3(0, -1, 0),\r\n spot.fallOffAngle || Math.PI,\r\n spot.fallOffExponent || 0.0,\r\n gltfRuntime.scene\r\n );\r\n spotLight.diffuse = Color3.FromArray(spot.color || [1, 1, 1]);\r\n }\r\n break;\r\n }\r\n default:\r\n Tools.Warn('GLTF Material Common extension: light type \"' + light.type + \"” not supported\");\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n // eslint-disable-next-line no-restricted-syntax\r\n public override loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean {\r\n const material: IGLTFMaterial = gltfRuntime.materials[id];\r\n if (!material || !material.extensions) {\r\n return false;\r\n }\r\n\r\n const extension: IGLTFMaterialsCommonExtension = material.extensions[this.name];\r\n if (!extension) {\r\n return false;\r\n }\r\n\r\n const standardMaterial = new StandardMaterial(id, gltfRuntime.scene);\r\n standardMaterial.sideOrientation = Material.CounterClockWiseSideOrientation;\r\n\r\n if (extension.technique === \"CONSTANT\") {\r\n standardMaterial.disableLighting = true;\r\n }\r\n\r\n standardMaterial.backFaceCulling = extension.doubleSided === undefined ? false : !extension.doubleSided;\r\n standardMaterial.alpha = extension.values.transparency === undefined ? 1.0 : extension.values.transparency;\r\n standardMaterial.specularPower = extension.values.shininess === undefined ? 0.0 : extension.values.shininess;\r\n\r\n // Ambient\r\n if (typeof extension.values.ambient === \"string\") {\r\n this._loadTexture(gltfRuntime, extension.values.ambient, standardMaterial, \"ambientTexture\", onError);\r\n } else {\r\n standardMaterial.ambientColor = Color3.FromArray(extension.values.ambient || [0, 0, 0]);\r\n }\r\n\r\n // Diffuse\r\n if (typeof extension.values.diffuse === \"string\") {\r\n this._loadTexture(gltfRuntime, extension.values.diffuse, standardMaterial, \"diffuseTexture\", onError);\r\n } else {\r\n standardMaterial.diffuseColor = Color3.FromArray(extension.values.diffuse || [0, 0, 0]);\r\n }\r\n\r\n // Emission\r\n if (typeof extension.values.emission === \"string\") {\r\n this._loadTexture(gltfRuntime, extension.values.emission, standardMaterial, \"emissiveTexture\", onError);\r\n } else {\r\n standardMaterial.emissiveColor = Color3.FromArray(extension.values.emission || [0, 0, 0]);\r\n }\r\n\r\n // Specular\r\n if (typeof extension.values.specular === \"string\") {\r\n this._loadTexture(gltfRuntime, extension.values.specular, standardMaterial, \"specularTexture\", onError);\r\n } else {\r\n standardMaterial.specularColor = Color3.FromArray(extension.values.specular || [0, 0, 0]);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _loadTexture(gltfRuntime: IGLTFRuntime, id: string, material: StandardMaterial, propertyPath: string, onError: (message: string) => void): void {\r\n // Create buffer from texture url\r\n GLTFLoaderBase.LoadTextureBufferAsync(\r\n gltfRuntime,\r\n id,\r\n (buffer) => {\r\n // Create texture from buffer\r\n GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, (texture) => ((<any>material)[propertyPath] = texture));\r\n },\r\n onError\r\n );\r\n }\r\n}\r\n\r\nGLTFLoader.RegisterExtension(new GLTFMaterialsCommonExtension());\r\n"]}
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{ GLTFLoaderExtension, GLTFLoaderBase, GLTFLoader } from \"./glTFLoader\";\r\n\r\nimport { type IGLTFRuntime, type IGLTFMaterial } from \"./glTFLoaderInterfaces\";\r\n\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { Material } from \"core/Materials/material\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { HemisphericLight } from \"core/Lights/hemisphericLight\";\r\nimport { DirectionalLight } from \"core/Lights/directionalLight\";\r\nimport { PointLight } from \"core/Lights/pointLight\";\r\nimport { SpotLight } from \"core/Lights/spotLight\";\r\n\r\ninterface IGLTFMaterialsCommonExtensionValues {\r\n ambient?: number[] | string;\r\n diffuse?: number[] | string;\r\n emission?: number[] | string;\r\n specular?: number[] | string;\r\n shininess?: number;\r\n transparency?: number;\r\n}\r\n\r\ninterface IGLTFMaterialsCommonExtension {\r\n technique: string;\r\n transparent?: number;\r\n doubleSided?: boolean;\r\n values: IGLTFMaterialsCommonExtensionValues;\r\n}\r\n\r\ninterface IGLTFRuntimeCommonExtension {\r\n lights: { [key: string]: IGLTFLightCommonExtension };\r\n}\r\n\r\ninterface IGLTFLightCommonExtension {\r\n name: string;\r\n type: string;\r\n\r\n ambient?: IGLTFAmbientLightCommonExtension;\r\n point?: IGLTFPointLightCommonExtension;\r\n directional?: IGLTFDirectionalLightCommonExtension;\r\n spot?: IGLTFSpotLightCommonExtension;\r\n}\r\n\r\ninterface IGLTFPointLightCommonExtension {\r\n color: number[];\r\n constantAttenuation: number;\r\n linearAttenuation: number;\r\n quadraticAttenuation: number;\r\n}\r\n\r\ninterface IGLTFAmbientLightCommonExtension {\r\n color: number[];\r\n}\r\n\r\ninterface IGLTFDirectionalLightCommonExtension {\r\n color: number[];\r\n}\r\n\r\ninterface IGLTFSpotLightCommonExtension {\r\n color: number[];\r\n constantAttenuation: number;\r\n fallOffAngle: number;\r\n fallOffExponent: number;\r\n linearAttenuation: number;\r\n quadraticAttenuation: number;\r\n}\r\n\r\n/**\r\n * @internal\r\n * @deprecated\r\n */\r\nexport class GLTFMaterialsCommonExtension extends GLTFLoaderExtension {\r\n constructor() {\r\n super(\"KHR_materials_common\");\r\n }\r\n\r\n // eslint-disable-next-line no-restricted-syntax\r\n public override loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime): boolean {\r\n if (!gltfRuntime.extensions) {\r\n return false;\r\n }\r\n\r\n const extension: IGLTFRuntimeCommonExtension = gltfRuntime.extensions[this.name];\r\n if (!extension) {\r\n return false;\r\n }\r\n\r\n // Create lights\r\n const lights = extension.lights;\r\n if (lights) {\r\n for (const thing in lights) {\r\n const light: IGLTFLightCommonExtension = lights[thing];\r\n\r\n switch (light.type) {\r\n case \"ambient\": {\r\n const ambientLight = new HemisphericLight(light.name, new Vector3(0, 1, 0), gltfRuntime.scene);\r\n const ambient = light.ambient;\r\n if (ambient) {\r\n ambientLight.diffuse = Color3.FromArray(ambient.color || [1, 1, 1]);\r\n }\r\n break;\r\n }\r\n case \"point\": {\r\n const pointLight = new PointLight(light.name, new Vector3(10, 10, 10), gltfRuntime.scene);\r\n const point = light.point;\r\n if (point) {\r\n pointLight.diffuse = Color3.FromArray(point.color || [1, 1, 1]);\r\n }\r\n break;\r\n }\r\n case \"directional\": {\r\n const dirLight = new DirectionalLight(light.name, new Vector3(0, -1, 0), gltfRuntime.scene);\r\n const directional = light.directional;\r\n if (directional) {\r\n dirLight.diffuse = Color3.FromArray(directional.color || [1, 1, 1]);\r\n }\r\n break;\r\n }\r\n case \"spot\": {\r\n const spot = light.spot;\r\n if (spot) {\r\n const spotLight = new SpotLight(\r\n light.name,\r\n new Vector3(0, 10, 0),\r\n new Vector3(0, -1, 0),\r\n spot.fallOffAngle || Math.PI,\r\n spot.fallOffExponent || 0.0,\r\n gltfRuntime.scene\r\n );\r\n spotLight.diffuse = Color3.FromArray(spot.color || [1, 1, 1]);\r\n }\r\n break;\r\n }\r\n default:\r\n Tools.Warn('GLTF Material Common extension: light type \"' + light.type + \"” not supported\");\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n // eslint-disable-next-line no-restricted-syntax\r\n public override loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean {\r\n const material: IGLTFMaterial = gltfRuntime.materials[id];\r\n if (!material || !material.extensions) {\r\n return false;\r\n }\r\n\r\n const extension: IGLTFMaterialsCommonExtension = material.extensions[this.name];\r\n if (!extension) {\r\n return false;\r\n }\r\n\r\n const standardMaterial = new StandardMaterial(id, gltfRuntime.scene);\r\n standardMaterial.sideOrientation = Material.CounterClockWiseSideOrientation;\r\n\r\n if (extension.technique === \"CONSTANT\") {\r\n standardMaterial.disableLighting = true;\r\n }\r\n\r\n standardMaterial.backFaceCulling = extension.doubleSided === undefined ? false : !extension.doubleSided;\r\n standardMaterial.alpha = extension.values.transparency === undefined ? 1.0 : extension.values.transparency;\r\n standardMaterial.specularPower = extension.values.shininess === undefined ? 0.0 : extension.values.shininess;\r\n\r\n // Ambient\r\n if (typeof extension.values.ambient === \"string\") {\r\n this._loadTexture(gltfRuntime, extension.values.ambient, standardMaterial, \"ambientTexture\", onError);\r\n } else {\r\n standardMaterial.ambientColor = Color3.FromArray(extension.values.ambient || [0, 0, 0]);\r\n }\r\n\r\n // Diffuse\r\n if (typeof extension.values.diffuse === \"string\") {\r\n this._loadTexture(gltfRuntime, extension.values.diffuse, standardMaterial, \"diffuseTexture\", onError);\r\n } else {\r\n standardMaterial.diffuseColor = Color3.FromArray(extension.values.diffuse || [0, 0, 0]);\r\n }\r\n\r\n // Emission\r\n if (typeof extension.values.emission === \"string\") {\r\n this._loadTexture(gltfRuntime, extension.values.emission, standardMaterial, \"emissiveTexture\", onError);\r\n } else {\r\n standardMaterial.emissiveColor = Color3.FromArray(extension.values.emission || [0, 0, 0]);\r\n }\r\n\r\n // Specular\r\n if (typeof extension.values.specular === \"string\") {\r\n this._loadTexture(gltfRuntime, extension.values.specular, standardMaterial, \"specularTexture\", onError);\r\n } else {\r\n standardMaterial.specularColor = Color3.FromArray(extension.values.specular || [0, 0, 0]);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _loadTexture(gltfRuntime: IGLTFRuntime, id: string, material: StandardMaterial, propertyPath: string, onError: (message: string) => void): void {\r\n // Create buffer from texture url\r\n GLTFLoaderBase.LoadTextureBufferAsync(\r\n gltfRuntime,\r\n id,\r\n (buffer) => {\r\n // Create texture from buffer\r\n GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, (texture) => ((<any>material)[propertyPath] = texture));\r\n },\r\n onError\r\n );\r\n }\r\n}\r\n\r\nGLTFLoader.RegisterExtension(new GLTFMaterialsCommonExtension());\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 IGLTFLoaderExtension } from "../glTFLoaderExtension.js";
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import { GLTFLoader } from "../glTFLoader.js";
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declare module "../../glTFFileLoader.js" {
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interface GLTFLoaderExtensionOptions {
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-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { Vector3, Quaternion } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Light } from \"core/Lights/light\";\r\nimport { RectAreaLight } from \"core/Lights/rectAreaLight\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { TransformNode as BabylonTransformNode } from \"core/Meshes/transformNode\";\r\n\r\nimport type { IEXTLightsArea_LightReference } from \"babylonjs-gltf2interface\";\r\nimport { EXTLightsArea_LightType } from \"babylonjs-gltf2interface\";\r\nimport type { INode, IEXTLightsArea_Light } from \"../glTFLoaderInterfaces\";\r\nimport type { IGLTFLoaderExtension } from \"../glTFLoaderExtension\";\r\nimport { GLTFLoader, ArrayItem } from \"../glTFLoader\";\r\nimport { registerGLTFExtension, unregisterGLTFExtension } from \"../glTFLoaderExtensionRegistry\";\r\n\r\nconst NAME = \"EXT_lights_area\";\r\n\r\ndeclare module \"../../glTFFileLoader\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc, @typescript-eslint/naming-convention\r\n export interface GLTFLoaderExtensionOptions {\r\n /**\r\n * Defines options for the EXT_lights_area extension.\r\n */\r\n // NOTE: Don't use NAME here as it will break the UMD type declarations.\r\n [\"EXT_lights_area\"]: {};\r\n }\r\n}\r\n\r\n/**\r\n * [Specification](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Vendor/EXT_lights_area/README.md)\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class EXT_lights_area 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?: IEXTLightsArea_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];\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 // eslint-disable-next-line no-restricted-syntax\r\n public loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>> {\r\n return GLTFLoader.LoadExtensionAsync<IEXTLightsArea_LightReference, TransformNode>(context, node, this.name, async (extensionContext, extension) => {\r\n this._loader._allMaterialsDirtyRequired = true;\r\n\r\n return await this._loader.loadNodeAsync(context, node, (babylonMesh) => {\r\n let babylonLight: Light;\r\n\r\n const 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 const size = light.size !== undefined ? light.size : 1.0;\r\n\r\n switch (light.type) {\r\n case EXTLightsArea_LightType.RECT: {\r\n const width = light.rect?.aspect !== undefined ? light.rect.aspect * size : size;\r\n const height = size;\r\n const babylonRectAreaLight = new RectAreaLight(name, Vector3.Zero(), width, height, this._loader.babylonScene);\r\n babylonLight = babylonRectAreaLight;\r\n break;\r\n }\r\n case EXTLightsArea_LightType.DISK: {\r\n // For disk lights, we'll use a rectangle light with the same area to approximate the disk light\r\n // In the future, this could be extended to support actual disk area lights\r\n const newSize = Math.sqrt(size * size * 0.25 * Math.PI); // Area of the disk\r\n const babylonRectAreaLight = new RectAreaLight(name, Vector3.Zero(), newSize, newSize, this._loader.babylonScene);\r\n babylonLight = babylonRectAreaLight;\r\n break;\r\n }\r\n default: {\r\n this._loader.babylonScene._blockEntityCollection = false;\r\n throw new Error(`${extensionContext}: Invalid area light type (${light.type})`);\r\n }\r\n }\r\n\r\n babylonLight._parentContainer = this._loader._assetContainer;\r\n this._loader.babylonScene._blockEntityCollection = false;\r\n light._babylonLight = babylonLight;\r\n\r\n babylonLight.falloffType = Light.FALLOFF_GLTF;\r\n babylonLight.diffuse = light.color ? Color3.FromArray(light.color) : Color3.White();\r\n babylonLight.intensity = light.intensity == undefined ? 1 : light.intensity;\r\n\r\n // glTF EXT_lights_area specifies lights face down -Z, but Babylon.js area lights face down +Z\r\n // Create a parent transform node with 180-degree rotation around Y axis to flip the direction\r\n const lightParentNode = new BabylonTransformNode(`${name}_orientation`, this._loader.babylonScene);\r\n lightParentNode.rotationQuaternion = Quaternion.RotationAxis(Vector3.Up(), Math.PI);\r\n lightParentNode.parent = babylonMesh;\r\n babylonLight.parent = lightParentNode;\r\n\r\n this._loader._babylonLights.push(babylonLight);\r\n\r\n GLTFLoader.AddPointerMetadata(babylonLight, extensionContext);\r\n\r\n assign(babylonMesh);\r\n });\r\n });\r\n }\r\n}\r\n\r\nunregisterGLTFExtension(NAME);\r\nregisterGLTFExtension(NAME, true, (loader) => new EXT_lights_area(loader));\r\n"]}
|
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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, Quaternion } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Light } from \"core/Lights/light\";\r\nimport { RectAreaLight } from \"core/Lights/rectAreaLight\";\r\nimport { type TransformNode, TransformNode as BabylonTransformNode } from \"core/Meshes/transformNode\";\r\n\r\nimport { type IEXTLightsArea_LightReference, EXTLightsArea_LightType } from \"babylonjs-gltf2interface\";\r\nimport { type INode, type IEXTLightsArea_Light } from \"../glTFLoaderInterfaces\";\r\nimport { type IGLTFLoaderExtension } from \"../glTFLoaderExtension\";\r\nimport { GLTFLoader, ArrayItem } from \"../glTFLoader\";\r\nimport { registerGLTFExtension, unregisterGLTFExtension } from \"../glTFLoaderExtensionRegistry\";\r\n\r\nconst NAME = \"EXT_lights_area\";\r\n\r\ndeclare module \"../../glTFFileLoader\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc, @typescript-eslint/naming-convention\r\n export interface GLTFLoaderExtensionOptions {\r\n /**\r\n * Defines options for the EXT_lights_area extension.\r\n */\r\n // NOTE: Don't use NAME here as it will break the UMD type declarations.\r\n [\"EXT_lights_area\"]: {};\r\n }\r\n}\r\n\r\n/**\r\n * [Specification](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Vendor/EXT_lights_area/README.md)\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class EXT_lights_area 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?: IEXTLightsArea_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];\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 // eslint-disable-next-line no-restricted-syntax\r\n public loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>> {\r\n return GLTFLoader.LoadExtensionAsync<IEXTLightsArea_LightReference, TransformNode>(context, node, this.name, async (extensionContext, extension) => {\r\n this._loader._allMaterialsDirtyRequired = true;\r\n\r\n return await this._loader.loadNodeAsync(context, node, (babylonMesh) => {\r\n let babylonLight: Light;\r\n\r\n const 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 const size = light.size !== undefined ? light.size : 1.0;\r\n\r\n switch (light.type) {\r\n case EXTLightsArea_LightType.RECT: {\r\n const width = light.rect?.aspect !== undefined ? light.rect.aspect * size : size;\r\n const height = size;\r\n const babylonRectAreaLight = new RectAreaLight(name, Vector3.Zero(), width, height, this._loader.babylonScene);\r\n babylonLight = babylonRectAreaLight;\r\n break;\r\n }\r\n case EXTLightsArea_LightType.DISK: {\r\n // For disk lights, we'll use a rectangle light with the same area to approximate the disk light\r\n // In the future, this could be extended to support actual disk area lights\r\n const newSize = Math.sqrt(size * size * 0.25 * Math.PI); // Area of the disk\r\n const babylonRectAreaLight = new RectAreaLight(name, Vector3.Zero(), newSize, newSize, this._loader.babylonScene);\r\n babylonLight = babylonRectAreaLight;\r\n break;\r\n }\r\n default: {\r\n this._loader.babylonScene._blockEntityCollection = false;\r\n throw new Error(`${extensionContext}: Invalid area light type (${light.type})`);\r\n }\r\n }\r\n\r\n babylonLight._parentContainer = this._loader._assetContainer;\r\n this._loader.babylonScene._blockEntityCollection = false;\r\n light._babylonLight = babylonLight;\r\n\r\n babylonLight.falloffType = Light.FALLOFF_GLTF;\r\n babylonLight.diffuse = light.color ? Color3.FromArray(light.color) : Color3.White();\r\n babylonLight.intensity = light.intensity == undefined ? 1 : light.intensity;\r\n\r\n // glTF EXT_lights_area specifies lights face down -Z, but Babylon.js area lights face down +Z\r\n // Create a parent transform node with 180-degree rotation around Y axis to flip the direction\r\n const lightParentNode = new BabylonTransformNode(`${name}_orientation`, this._loader.babylonScene);\r\n lightParentNode.rotationQuaternion = Quaternion.RotationAxis(Vector3.Up(), Math.PI);\r\n lightParentNode.parent = babylonMesh;\r\n babylonLight.parent = lightParentNode;\r\n\r\n this._loader._babylonLights.push(babylonLight);\r\n\r\n GLTFLoader.AddPointerMetadata(babylonLight, extensionContext);\r\n\r\n assign(babylonMesh);\r\n });\r\n });\r\n }\r\n}\r\n\r\nunregisterGLTFExtension(NAME);\r\nregisterGLTFExtension(NAME, true, (loader) => new EXT_lights_area(loader));\r\n"]}
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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, type 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, @typescript-eslint/naming-convention\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];\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 // eslint-disable-next-line no-restricted-syntax\r\n // eslint-disable-next-line no-restricted-syntax\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"]}
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import { type IScene } from "../glTFLoaderInterfaces.js";
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type { Nullable } from \"core/types\";\r\nimport { SphericalHarmonics, SphericalPolynomial } from \"core/Maths/sphericalPolynomial\";\r\nimport { Quaternion, Matrix } from \"core/Maths/math.vector\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { RawCubeTexture } from \"core/Materials/Textures/rawCubeTexture\";\r\n\r\nimport type { IEXTLightsImageBased_LightReferenceImageBased, IEXTLightsImageBased_LightImageBased, IEXTLightsImageBased } from \"babylonjs-gltf2interface\";\r\nimport type { IScene } from \"../glTFLoaderInterfaces\";\r\nimport type { IGLTFLoaderExtension } from \"../glTFLoaderExtension\";\r\nimport { GLTFLoader, ArrayItem } from \"../glTFLoader\";\r\nimport { registerGLTFExtension, unregisterGLTFExtension } from \"../glTFLoaderExtensionRegistry\";\r\n\r\nconst NAME = \"EXT_lights_image_based\";\r\n\r\ndeclare module \"../../glTFFileLoader\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface GLTFLoaderExtensionOptions {\r\n /**\r\n * Defines options for the EXT_lights_image_based extension.\r\n */\r\n // NOTE: Don't use NAME here as it will break the UMD type declarations.\r\n [\"EXT_lights_image_based\"]: {};\r\n }\r\n}\r\n\r\ndeclare module \"babylonjs-gltf2interface\" {\r\n /** @internal */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n interface IEXTLightsImageBased_LightImageBased {\r\n _babylonTexture?: BaseTexture;\r\n _loaded?: Promise<void>;\r\n }\r\n}\r\n\r\n/**\r\n * [Specification](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Vendor/EXT_lights_image_based/README.md)\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class EXT_lights_image_based 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 private _loader: GLTFLoader;\r\n private _lights?: IEXTLightsImageBased_LightImageBased[];\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 IEXTLightsImageBased;\r\n this._lights = extension.lights;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line no-restricted-syntax\r\n public loadSceneAsync(context: string, scene: IScene): Nullable<Promise<void>> {\r\n return GLTFLoader.LoadExtensionAsync<IEXTLightsImageBased_LightReferenceImageBased>(context, scene, this.name, async (extensionContext, extension) => {\r\n this._loader._allMaterialsDirtyRequired = true;\r\n\r\n const promises = new Array<Promise<any>>();\r\n\r\n promises.push(this._loader.loadSceneAsync(context, scene));\r\n\r\n this._loader.logOpen(`${extensionContext}`);\r\n\r\n const light = ArrayItem.Get(`${extensionContext}/light`, this._lights, extension.light);\r\n promises.push(\r\n // eslint-disable-next-line github/no-then\r\n this._loadLightAsync(`/extensions/${this.name}/lights/${extension.light}`, light).then((texture) => {\r\n this._loader.babylonScene.environmentTexture = texture;\r\n })\r\n );\r\n\r\n this._loader.logClose();\r\n\r\n // eslint-disable-next-line github/no-then\r\n return await Promise.all(promises).then(() => {});\r\n });\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n private _loadLightAsync(context: string, light: IEXTLightsImageBased_LightImageBased): Promise<BaseTexture> {\r\n if (!light._loaded) {\r\n const promises = new Array<Promise<any>>();\r\n\r\n this._loader.logOpen(`${context}`);\r\n\r\n const imageData = new Array<Array<ArrayBufferView>>(light.specularImages.length);\r\n for (let mipmap = 0; mipmap < light.specularImages.length; mipmap++) {\r\n const faces = light.specularImages[mipmap];\r\n imageData[mipmap] = new Array<ArrayBufferView>(faces.length);\r\n for (let face = 0; face < faces.length; face++) {\r\n const specularImageContext = `${context}/specularImages/${mipmap}/${face}`;\r\n this._loader.logOpen(`${specularImageContext}`);\r\n\r\n const index = faces[face];\r\n const image = ArrayItem.Get(specularImageContext, this._loader.gltf.images, index);\r\n promises.push(\r\n // eslint-disable-next-line github/no-then\r\n this._loader.loadImageAsync(`/images/${index}`, image).then((data) => {\r\n imageData[mipmap][face] = data;\r\n })\r\n );\r\n\r\n this._loader.logClose();\r\n }\r\n }\r\n\r\n this._loader.logClose();\r\n\r\n // eslint-disable-next-line github/no-then\r\n light._loaded = Promise.all(promises).then(async () => {\r\n const babylonTexture = new RawCubeTexture(this._loader.babylonScene, null, light.specularImageSize);\r\n babylonTexture.name = light.name || \"environment\";\r\n light._babylonTexture = babylonTexture;\r\n\r\n if (light.intensity != undefined) {\r\n babylonTexture.level = light.intensity;\r\n }\r\n\r\n if (light.rotation) {\r\n let rotation = Quaternion.FromArray(light.rotation);\r\n\r\n // Invert the rotation so that positive rotation is counter-clockwise.\r\n if (!this._loader.babylonScene.useRightHandedSystem) {\r\n rotation = Quaternion.Inverse(rotation);\r\n }\r\n\r\n Matrix.FromQuaternionToRef(rotation, babylonTexture.getReflectionTextureMatrix());\r\n }\r\n\r\n if (!light.irradianceCoefficients) {\r\n throw new Error(`${context}: Irradiance coefficients are missing`);\r\n }\r\n\r\n const sphericalHarmonics = SphericalHarmonics.FromArray(light.irradianceCoefficients);\r\n sphericalHarmonics.scaleInPlace(light.intensity);\r\n\r\n sphericalHarmonics.convertIrradianceToLambertianRadiance();\r\n const sphericalPolynomial = SphericalPolynomial.FromHarmonics(sphericalHarmonics);\r\n\r\n // Compute the lod generation scale to fit exactly to the number of levels available.\r\n const lodGenerationScale = (imageData.length - 1) / Math.log2(light.specularImageSize);\r\n return await babylonTexture.updateRGBDAsync(imageData, sphericalPolynomial, lodGenerationScale);\r\n });\r\n }\r\n\r\n // eslint-disable-next-line github/no-then\r\n return light._loaded.then(() => {\r\n return light._babylonTexture!;\r\n });\r\n }\r\n}\r\n\r\nunregisterGLTFExtension(NAME);\r\nregisterGLTFExtension(NAME, true, (loader) => new EXT_lights_image_based(loader));\r\n"]}
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{ type Nullable } from \"core/types\";\r\nimport { SphericalHarmonics, SphericalPolynomial } from \"core/Maths/sphericalPolynomial\";\r\nimport { Quaternion, Matrix } from \"core/Maths/math.vector\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { RawCubeTexture } from \"core/Materials/Textures/rawCubeTexture\";\r\n\r\nimport { type IEXTLightsImageBased_LightReferenceImageBased, type IEXTLightsImageBased_LightImageBased, type IEXTLightsImageBased } from \"babylonjs-gltf2interface\";\r\nimport { type IScene } from \"../glTFLoaderInterfaces\";\r\nimport { type IGLTFLoaderExtension } from \"../glTFLoaderExtension\";\r\nimport { GLTFLoader, ArrayItem } from \"../glTFLoader\";\r\nimport { registerGLTFExtension, unregisterGLTFExtension } from \"../glTFLoaderExtensionRegistry\";\r\n\r\nconst NAME = \"EXT_lights_image_based\";\r\n\r\ndeclare module \"../../glTFFileLoader\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface GLTFLoaderExtensionOptions {\r\n /**\r\n * Defines options for the EXT_lights_image_based extension.\r\n */\r\n // NOTE: Don't use NAME here as it will break the UMD type declarations.\r\n [\"EXT_lights_image_based\"]: {};\r\n }\r\n}\r\n\r\ndeclare module \"babylonjs-gltf2interface\" {\r\n /** @internal */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n interface IEXTLightsImageBased_LightImageBased {\r\n _babylonTexture?: BaseTexture;\r\n _loaded?: Promise<void>;\r\n }\r\n}\r\n\r\n/**\r\n * [Specification](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Vendor/EXT_lights_image_based/README.md)\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class EXT_lights_image_based 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 private _loader: GLTFLoader;\r\n private _lights?: IEXTLightsImageBased_LightImageBased[];\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 IEXTLightsImageBased;\r\n this._lights = extension.lights;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line no-restricted-syntax\r\n public loadSceneAsync(context: string, scene: IScene): Nullable<Promise<void>> {\r\n return GLTFLoader.LoadExtensionAsync<IEXTLightsImageBased_LightReferenceImageBased>(context, scene, this.name, async (extensionContext, extension) => {\r\n this._loader._allMaterialsDirtyRequired = true;\r\n\r\n const promises = new Array<Promise<any>>();\r\n\r\n promises.push(this._loader.loadSceneAsync(context, scene));\r\n\r\n this._loader.logOpen(`${extensionContext}`);\r\n\r\n const light = ArrayItem.Get(`${extensionContext}/light`, this._lights, extension.light);\r\n promises.push(\r\n // eslint-disable-next-line github/no-then\r\n this._loadLightAsync(`/extensions/${this.name}/lights/${extension.light}`, light).then((texture) => {\r\n this._loader.babylonScene.environmentTexture = texture;\r\n })\r\n );\r\n\r\n this._loader.logClose();\r\n\r\n // eslint-disable-next-line github/no-then\r\n return await Promise.all(promises).then(() => {});\r\n });\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n private _loadLightAsync(context: string, light: IEXTLightsImageBased_LightImageBased): Promise<BaseTexture> {\r\n if (!light._loaded) {\r\n const promises = new Array<Promise<any>>();\r\n\r\n this._loader.logOpen(`${context}`);\r\n\r\n const imageData = new Array<Array<ArrayBufferView>>(light.specularImages.length);\r\n for (let mipmap = 0; mipmap < light.specularImages.length; mipmap++) {\r\n const faces = light.specularImages[mipmap];\r\n imageData[mipmap] = new Array<ArrayBufferView>(faces.length);\r\n for (let face = 0; face < faces.length; face++) {\r\n const specularImageContext = `${context}/specularImages/${mipmap}/${face}`;\r\n this._loader.logOpen(`${specularImageContext}`);\r\n\r\n const index = faces[face];\r\n const image = ArrayItem.Get(specularImageContext, this._loader.gltf.images, index);\r\n promises.push(\r\n // eslint-disable-next-line github/no-then\r\n this._loader.loadImageAsync(`/images/${index}`, image).then((data) => {\r\n imageData[mipmap][face] = data;\r\n })\r\n );\r\n\r\n this._loader.logClose();\r\n }\r\n }\r\n\r\n this._loader.logClose();\r\n\r\n // eslint-disable-next-line github/no-then\r\n light._loaded = Promise.all(promises).then(async () => {\r\n const babylonTexture = new RawCubeTexture(this._loader.babylonScene, null, light.specularImageSize);\r\n babylonTexture.name = light.name || \"environment\";\r\n light._babylonTexture = babylonTexture;\r\n\r\n if (light.intensity != undefined) {\r\n babylonTexture.level = light.intensity;\r\n }\r\n\r\n if (light.rotation) {\r\n let rotation = Quaternion.FromArray(light.rotation);\r\n\r\n // Invert the rotation so that positive rotation is counter-clockwise.\r\n if (!this._loader.babylonScene.useRightHandedSystem) {\r\n rotation = Quaternion.Inverse(rotation);\r\n }\r\n\r\n Matrix.FromQuaternionToRef(rotation, babylonTexture.getReflectionTextureMatrix());\r\n }\r\n\r\n if (!light.irradianceCoefficients) {\r\n throw new Error(`${context}: Irradiance coefficients are missing`);\r\n }\r\n\r\n const sphericalHarmonics = SphericalHarmonics.FromArray(light.irradianceCoefficients);\r\n sphericalHarmonics.scaleInPlace(light.intensity);\r\n\r\n sphericalHarmonics.convertIrradianceToLambertianRadiance();\r\n const sphericalPolynomial = SphericalPolynomial.FromHarmonics(sphericalHarmonics);\r\n\r\n // Compute the lod generation scale to fit exactly to the number of levels available.\r\n const lodGenerationScale = (imageData.length - 1) / Math.log2(light.specularImageSize);\r\n return await babylonTexture.updateRGBDAsync(imageData, sphericalPolynomial, lodGenerationScale);\r\n });\r\n }\r\n\r\n // eslint-disable-next-line github/no-then\r\n return light._loaded.then(() => {\r\n return light._babylonTexture!;\r\n });\r\n }\r\n}\r\n\r\nunregisterGLTFExtension(NAME);\r\nregisterGLTFExtension(NAME, true, (loader) => new EXT_lights_image_based(loader));\r\n"]}
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{ Vector3, Quaternion, Matrix, TmpVectors } from \"core/Maths/math.vector\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { GLTFLoader, ArrayItem } from \"../glTFLoader\";\r\nimport type { IGLTFLoaderExtension } from \"../glTFLoaderExtension\";\r\nimport type { INode } from \"../glTFLoaderInterfaces\";\r\nimport type { IEXTMeshGpuInstancing } from \"babylonjs-gltf2interface\";\r\nimport { registerGLTFExtension, unregisterGLTFExtension } from \"../glTFLoaderExtensionRegistry\";\r\n\r\nimport \"core/Meshes/thinInstanceMesh\";\r\n\r\nconst NAME = \"EXT_mesh_gpu_instancing\";\r\n\r\ndeclare module \"../../glTFFileLoader\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc, @typescript-eslint/naming-convention\r\n export interface GLTFLoaderExtensionOptions {\r\n /**\r\n * Defines options for the EXT_mesh_gpu_instancing extension.\r\n */\r\n // NOTE: Don't use NAME here as it will break the UMD type declarations.\r\n [\"EXT_mesh_gpu_instancing\"]: {};\r\n }\r\n}\r\n\r\n/**\r\n * [Specification](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Vendor/EXT_mesh_gpu_instancing/README.md)\r\n * [Playground Sample](https://playground.babylonjs.com/#QFIGLW#9)\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class EXT_mesh_gpu_instancing 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 private _loader: GLTFLoader;\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 }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line no-restricted-syntax\r\n public loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>> {\r\n return GLTFLoader.LoadExtensionAsync<IEXTMeshGpuInstancing, TransformNode>(context, node, this.name, async (extensionContext, extension) => {\r\n this._loader._disableInstancedMesh++;\r\n\r\n const promise = this._loader.loadNodeAsync(`/nodes/${node.index}`, node, assign);\r\n\r\n this._loader._disableInstancedMesh--;\r\n\r\n if (!node._primitiveBabylonMeshes) {\r\n return await promise;\r\n }\r\n\r\n const promises = new Array<Promise<Nullable<Float32Array>>>();\r\n let instanceCount = 0;\r\n\r\n const loadAttribute = (attribute: string) => {\r\n if (extension.attributes[attribute] == undefined) {\r\n promises.push(Promise.resolve(null));\r\n return;\r\n }\r\n\r\n const accessor = ArrayItem.Get(`${extensionContext}/attributes/${attribute}`, this._loader.gltf.accessors, extension.attributes[attribute]);\r\n promises.push(this._loader._loadFloatAccessorAsync(`/accessors/${accessor.bufferView}`, accessor));\r\n\r\n if (instanceCount === 0) {\r\n instanceCount = accessor.count;\r\n } else if (instanceCount !== accessor.count) {\r\n throw new Error(`${extensionContext}/attributes: Instance buffer accessors do not have the same count.`);\r\n }\r\n };\r\n\r\n loadAttribute(\"TRANSLATION\");\r\n loadAttribute(\"ROTATION\");\r\n loadAttribute(\"SCALE\");\r\n loadAttribute(\"_COLOR_0\");\r\n\r\n // eslint-disable-next-line github/no-then\r\n return await promise.then(async (babylonTransformNode) => {\r\n const [translationBuffer, rotationBuffer, scaleBuffer, colorBuffer] = await Promise.all(promises);\r\n const matrices = new Float32Array(instanceCount * 16);\r\n TmpVectors.Vector3[0].copyFromFloats(0, 0, 0); // translation\r\n TmpVectors.Quaternion[0].copyFromFloats(0, 0, 0, 1); // rotation\r\n TmpVectors.Vector3[1].copyFromFloats(1, 1, 1); // scale\r\n for (let i = 0; i < instanceCount; ++i) {\r\n translationBuffer && Vector3.FromArrayToRef(translationBuffer, i * 3, TmpVectors.Vector3[0]);\r\n rotationBuffer && Quaternion.FromArrayToRef(rotationBuffer, i * 4, TmpVectors.Quaternion[0]);\r\n scaleBuffer && Vector3.FromArrayToRef(scaleBuffer, i * 3, TmpVectors.Vector3[1]);\r\n\r\n Matrix.ComposeToRef(TmpVectors.Vector3[1], TmpVectors.Quaternion[0], TmpVectors.Vector3[0], TmpVectors.Matrix[0]);\r\n\r\n TmpVectors.Matrix[0].copyToArray(matrices, i * 16);\r\n }\r\n for (const babylonMesh of node._primitiveBabylonMeshes!) {\r\n (babylonMesh as Mesh).thinInstanceSetBuffer(\"matrix\", matrices, 16, true);\r\n if (colorBuffer) {\r\n if (colorBuffer.length === instanceCount * 3) {\r\n (babylonMesh as Mesh).thinInstanceSetBuffer(\"color\", colorBuffer, 3, true);\r\n } else if (colorBuffer.length === instanceCount * 4) {\r\n (babylonMesh as Mesh).thinInstanceSetBuffer(\"color\", colorBuffer, 4, true);\r\n } else {\r\n Logger.Warn(\"Unexpected size of _COLOR_0 attribute for mesh \" + babylonMesh.name);\r\n }\r\n }\r\n }\r\n return babylonTransformNode;\r\n });\r\n });\r\n }\r\n}\r\n\r\nunregisterGLTFExtension(NAME);\r\nregisterGLTFExtension(NAME, true, (loader) => new EXT_mesh_gpu_instancing(loader));\r\n"]}
|
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1
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+
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{ Vector3, Quaternion, Matrix, TmpVectors } from \"core/Maths/math.vector\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { type TransformNode } from \"core/Meshes/transformNode\";\r\nimport { type Nullable } from \"core/types\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { GLTFLoader, ArrayItem } from \"../glTFLoader\";\r\nimport { type IGLTFLoaderExtension } from \"../glTFLoaderExtension\";\r\nimport { type INode } from \"../glTFLoaderInterfaces\";\r\nimport { type IEXTMeshGpuInstancing } from \"babylonjs-gltf2interface\";\r\nimport { registerGLTFExtension, unregisterGLTFExtension } from \"../glTFLoaderExtensionRegistry\";\r\n\r\nimport \"core/Meshes/thinInstanceMesh\";\r\n\r\nconst NAME = \"EXT_mesh_gpu_instancing\";\r\n\r\ndeclare module \"../../glTFFileLoader\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc, @typescript-eslint/naming-convention\r\n export interface GLTFLoaderExtensionOptions {\r\n /**\r\n * Defines options for the EXT_mesh_gpu_instancing extension.\r\n */\r\n // NOTE: Don't use NAME here as it will break the UMD type declarations.\r\n [\"EXT_mesh_gpu_instancing\"]: {};\r\n }\r\n}\r\n\r\n/**\r\n * [Specification](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Vendor/EXT_mesh_gpu_instancing/README.md)\r\n * [Playground Sample](https://playground.babylonjs.com/#QFIGLW#9)\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class EXT_mesh_gpu_instancing 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 private _loader: GLTFLoader;\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 }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line no-restricted-syntax\r\n public loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>> {\r\n return GLTFLoader.LoadExtensionAsync<IEXTMeshGpuInstancing, TransformNode>(context, node, this.name, async (extensionContext, extension) => {\r\n this._loader._disableInstancedMesh++;\r\n\r\n const promise = this._loader.loadNodeAsync(`/nodes/${node.index}`, node, assign);\r\n\r\n this._loader._disableInstancedMesh--;\r\n\r\n if (!node._primitiveBabylonMeshes) {\r\n return await promise;\r\n }\r\n\r\n const promises = new Array<Promise<Nullable<Float32Array>>>();\r\n let instanceCount = 0;\r\n\r\n const loadAttribute = (attribute: string) => {\r\n if (extension.attributes[attribute] == undefined) {\r\n promises.push(Promise.resolve(null));\r\n return;\r\n }\r\n\r\n const accessor = ArrayItem.Get(`${extensionContext}/attributes/${attribute}`, this._loader.gltf.accessors, extension.attributes[attribute]);\r\n promises.push(this._loader._loadFloatAccessorAsync(`/accessors/${accessor.bufferView}`, accessor));\r\n\r\n if (instanceCount === 0) {\r\n instanceCount = accessor.count;\r\n } else if (instanceCount !== accessor.count) {\r\n throw new Error(`${extensionContext}/attributes: Instance buffer accessors do not have the same count.`);\r\n }\r\n };\r\n\r\n loadAttribute(\"TRANSLATION\");\r\n loadAttribute(\"ROTATION\");\r\n loadAttribute(\"SCALE\");\r\n loadAttribute(\"_COLOR_0\");\r\n\r\n // eslint-disable-next-line github/no-then\r\n return await promise.then(async (babylonTransformNode) => {\r\n const [translationBuffer, rotationBuffer, scaleBuffer, colorBuffer] = await Promise.all(promises);\r\n const matrices = new Float32Array(instanceCount * 16);\r\n TmpVectors.Vector3[0].copyFromFloats(0, 0, 0); // translation\r\n TmpVectors.Quaternion[0].copyFromFloats(0, 0, 0, 1); // rotation\r\n TmpVectors.Vector3[1].copyFromFloats(1, 1, 1); // scale\r\n for (let i = 0; i < instanceCount; ++i) {\r\n translationBuffer && Vector3.FromArrayToRef(translationBuffer, i * 3, TmpVectors.Vector3[0]);\r\n rotationBuffer && Quaternion.FromArrayToRef(rotationBuffer, i * 4, TmpVectors.Quaternion[0]);\r\n scaleBuffer && Vector3.FromArrayToRef(scaleBuffer, i * 3, TmpVectors.Vector3[1]);\r\n\r\n Matrix.ComposeToRef(TmpVectors.Vector3[1], TmpVectors.Quaternion[0], TmpVectors.Vector3[0], TmpVectors.Matrix[0]);\r\n\r\n TmpVectors.Matrix[0].copyToArray(matrices, i * 16);\r\n }\r\n for (const babylonMesh of node._primitiveBabylonMeshes!) {\r\n (babylonMesh as Mesh).thinInstanceSetBuffer(\"matrix\", matrices, 16, true);\r\n if (colorBuffer) {\r\n if (colorBuffer.length === instanceCount * 3) {\r\n (babylonMesh as Mesh).thinInstanceSetBuffer(\"color\", colorBuffer, 3, true);\r\n } else if (colorBuffer.length === instanceCount * 4) {\r\n (babylonMesh as Mesh).thinInstanceSetBuffer(\"color\", colorBuffer, 4, true);\r\n } else {\r\n Logger.Warn(\"Unexpected size of _COLOR_0 attribute for mesh \" + babylonMesh.name);\r\n }\r\n }\r\n }\r\n return babylonTransformNode;\r\n });\r\n });\r\n }\r\n}\r\n\r\nunregisterGLTFExtension(NAME);\r\nregisterGLTFExtension(NAME, true, (loader) => new EXT_mesh_gpu_instancing(loader));\r\n"]}
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import { type IGLTFLoaderExtension } from "../glTFLoaderExtension.js";
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interface GLTFLoaderExtensionOptions {
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/**
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