@babylonjs/loaders 9.0.0 → 9.2.0
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 +2 -2
- 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 +119 -24
- 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 +3 -6
- 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 +25 -19
- 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 +19 -19
- package/glTF/2.0/glTFLoader.js +10 -28
- 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 +25 -14
- package/glTF/2.0/materialLoadingAdapter.js.map +1 -1
- package/glTF/2.0/openpbrMaterialLoadingAdapter.d.ts +36 -22
- package/glTF/2.0/openpbrMaterialLoadingAdapter.js +106 -48
- package/glTF/2.0/openpbrMaterialLoadingAdapter.js.map +1 -1
- package/glTF/2.0/pbrMaterialLoadingAdapter.d.ts +23 -19
- package/glTF/2.0/pbrMaterialLoadingAdapter.js +26 -19
- 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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import { Animation } from "@babylonjs/core/Animations/animation.js";
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import { type IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
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export type GetValueFn = (target: any, source: Float32Array, offset: number, scale: number) => any;
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i < value.length; i++) {\r\n value[i] = source[offset++] * scale;\r\n }\r\n\r\n return value;\r\n}\r\n\r\n/** @internal */\r\nexport abstract class AnimationPropertyInfo {\r\n /** @internal */\r\n public constructor(\r\n public readonly type: number,\r\n public readonly name: string,\r\n public readonly getValue: GetValueFn,\r\n public readonly getStride: (target: any) => number\r\n ) {}\r\n\r\n protected _buildAnimation(name: string, fps: number, keys: any[]): Animation {\r\n const babylonAnimation = new Animation(name, this.name, fps, this.type);\r\n babylonAnimation.setKeys(keys, true);\r\n return babylonAnimation;\r\n }\r\n\r\n /** @internal */\r\n public abstract buildAnimations(target: any, name: string, fps: number, keys: any[]): { babylonAnimatable: IAnimatable; babylonAnimation: Animation }[];\r\n}\r\n\r\n/** @internal */\r\nexport class TransformNodeAnimationPropertyInfo extends AnimationPropertyInfo {\r\n /** @internal */\r\n public buildAnimations(target: INode, name: string, fps: number, keys: any[]) {\r\n const babylonAnimations: { babylonAnimatable: IAnimatable; babylonAnimation: Animation }[] = [];\r\n babylonAnimations.push({ babylonAnimatable: target._babylonTransformNode!, babylonAnimation: this._buildAnimation(name, fps, keys) });\r\n return babylonAnimations;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class WeightAnimationPropertyInfo extends AnimationPropertyInfo {\r\n public buildAnimations(target: INode, name: string, fps: number, keys: any[]) {\r\n const babylonAnimations: { babylonAnimatable: IAnimatable; babylonAnimation: Animation }[] = [];\r\n if (target._numMorphTargets) {\r\n for (let targetIndex = 0; targetIndex < target._numMorphTargets; targetIndex++) {\r\n const babylonAnimation = new Animation(`${name}_${targetIndex}`, this.name, fps, this.type);\r\n babylonAnimation.setKeys(\r\n keys.map((key) => ({\r\n frame: key.frame,\r\n inTangent: key.inTangent ? key.inTangent[targetIndex] : undefined,\r\n value: key.value[targetIndex],\r\n outTangent: key.outTangent ? key.outTangent[targetIndex] : undefined,\r\n interpolation: key.interpolation,\r\n })),\r\n true\r\n );\r\n\r\n if (target._primitiveBabylonMeshes) {\r\n for (const babylonMesh of target._primitiveBabylonMeshes) {\r\n if (babylonMesh.morphTargetManager) {\r\n const morphTarget = babylonMesh.morphTargetManager.getTarget(targetIndex);\r\n const babylonAnimationClone = babylonAnimation.clone();\r\n morphTarget.animations.push(babylonAnimationClone);\r\n babylonAnimations.push({ babylonAnimatable: morphTarget, babylonAnimation: babylonAnimationClone });\r\n }\r\n }\r\n }\r\n }\r\n }\r\n return babylonAnimations;\r\n }\r\n}\r\n\r\nSetInterpolationForKey(\"/nodes/{}/translation\", [new TransformNodeAnimationPropertyInfo(Animation.ANIMATIONTYPE_VECTOR3, \"position\", getVector3, () => 3)]);\r\nSetInterpolationForKey(\"/nodes/{}/rotation\", [new TransformNodeAnimationPropertyInfo(Animation.ANIMATIONTYPE_QUATERNION, \"rotationQuaternion\", getQuaternion, () => 4)]);\r\nSetInterpolationForKey(\"/nodes/{}/scale\", [new TransformNodeAnimationPropertyInfo(Animation.ANIMATIONTYPE_VECTOR3, \"scaling\", getVector3, () => 3)]);\r\nSetInterpolationForKey(\"/nodes/{}/weights\", [new WeightAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"influence\", getWeights, (target) => target._numMorphTargets!)]);\r\n"]}
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{"version":3,"file":"glTFLoaderExtension.js","sourceRoot":"","sources":["../../../../../dev/loaders/src/glTF/2.0/glTFLoaderExtension.ts"],"names":[],"mappings":"","sourcesContent":["import type { Nullable } from \"core/types\";\r\nimport type { Animation } from \"core/Animations/animation\";\r\nimport type { AnimationGroup } from \"core/Animations/animationGroup\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport type { Geometry } from \"core/Meshes/geometry\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { IDisposable } from \"core/scene\";\r\nimport type {\r\n IScene,\r\n INode,\r\n IMesh,\r\n ISkin,\r\n ICamera,\r\n IMeshPrimitive,\r\n IMaterial,\r\n ITextureInfo,\r\n IAnimation,\r\n ITexture,\r\n IBufferView,\r\n IBuffer,\r\n IAnimationChannel,\r\n} from \"./glTFLoaderInterfaces\";\r\nimport type { IGLTFLoaderExtension as IGLTFBaseLoaderExtension } from \"../glTFFileLoader\";\r\nimport type { IProperty } from \"babylonjs-gltf2interface\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\n\r\n/**\r\n * Interface for a glTF loader extension.\r\n */\r\nexport interface IGLTFLoaderExtension extends IGLTFBaseLoaderExtension, IDisposable {\r\n /**\r\n * Called after the loader state changes to LOADING.\r\n */\r\n onLoading?(): void;\r\n\r\n /**\r\n * Called after the loader state changes to READY.\r\n */\r\n onReady?(): void;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading scenes.\r\n * @param context The context when loading the asset\r\n * @param scene The glTF scene property\r\n * @returns A promise that resolves when the load is complete or null if not handled\r\n */\r\n loadSceneAsync?(context: string, scene: IScene): Nullable<Promise<void>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading nodes.\r\n * @param context The context when loading the asset\r\n * @param node The glTF node property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon transform node when the load is complete or null if not handled\r\n */\r\n loadNodeAsync?(context: string, node: INode, assign: (babylonMesh: TransformNode) => void): Nullable<Promise<TransformNode>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading cameras.\r\n * @param context The context when loading the asset\r\n * @param camera The glTF camera property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon camera when the load is complete or null if not handled\r\n */\r\n loadCameraAsync?(context: string, camera: ICamera, assign: (babylonCamera: Camera) => void): Nullable<Promise<Camera>>;\r\n\r\n /**\r\n * @internal\r\n * Define this method to modify the default behavior when loading vertex data for mesh primitives.\r\n * @param context The context when loading the asset\r\n * @param primitive The glTF mesh primitive property\r\n * @returns A promise that resolves with the loaded geometry when the load is complete or null if not handled\r\n */\r\n _loadVertexDataAsync?(context: string, primitive: IMeshPrimitive, babylonMesh: Mesh): Nullable<Promise<Geometry>>;\r\n\r\n /**\r\n * @internal\r\n * Define this method to modify the default behavior when loading data for mesh primitives.\r\n * @param context The context when loading the asset\r\n * @param name The mesh name when loading the asset\r\n * @param node The glTF node when loading the asset\r\n * @param mesh The glTF mesh when loading the asset\r\n * @param primitive The glTF mesh primitive property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded mesh when the load is complete or null if not handled\r\n */\r\n _loadMeshPrimitiveAsync?(\r\n context: string,\r\n name: string,\r\n node: INode,\r\n mesh: IMesh,\r\n primitive: IMeshPrimitive,\r\n assign: (babylonMesh: AbstractMesh) => void\r\n ): Nullable<Promise<AbstractMesh>>;\r\n\r\n /**\r\n * @internal\r\n * Define this method to modify the default behavior when loading materials. Load material creates the material and then loads material properties.\r\n * @param context The context when loading the asset\r\n * @param material The glTF material property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon material when the load is complete or null if not handled\r\n */\r\n _loadMaterialAsync?(\r\n context: string,\r\n material: IMaterial,\r\n babylonMesh: Nullable<Mesh>,\r\n babylonDrawMode: number,\r\n assign: (babylonMaterial: Material) => void\r\n ): Nullable<Promise<Material>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when creating materials.\r\n * @param context The context when loading the asset\r\n * @param material The glTF material property\r\n * @param babylonDrawMode The draw mode for the Babylon material\r\n * @returns The Babylon material or null if not handled\r\n */\r\n createMaterial?(context: string, material: IMaterial, babylonDrawMode: number): Nullable<Material>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading material properties.\r\n * @param context The context when loading the asset\r\n * @param material The glTF material property\r\n * @param babylonMaterial The Babylon material\r\n * @returns A promise that resolves when the load is complete or null if not handled\r\n */\r\n loadMaterialPropertiesAsync?(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading texture infos.\r\n * @param context The context when loading the asset\r\n * @param textureInfo The glTF texture info property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon texture when the load is complete or null if not handled\r\n */\r\n loadTextureInfoAsync?(context: string, textureInfo: ITextureInfo, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;\r\n\r\n /**\r\n * @internal\r\n * Define this method to modify the default behavior when loading textures.\r\n * @param context The context when loading the asset\r\n * @param texture The glTF texture property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon texture when the load is complete or null if not handled\r\n */\r\n _loadTextureAsync?(context: string, texture: ITexture, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading animations.\r\n * @param context The context when loading the asset\r\n * @param animation The glTF animation property\r\n * @returns A promise that resolves with the loaded Babylon animation group when the load is complete or null if not handled\r\n */\r\n loadAnimationAsync?(context: string, animation: IAnimation): Nullable<Promise<AnimationGroup>>;\r\n\r\n /**\r\n * @internal\r\n * Define this method to modify the default behvaior when loading animation channels.\r\n * @param context The context when loading the asset\r\n * @param animationContext The context of the animation when loading the asset\r\n * @param animation The glTF animation property\r\n * @param channel The glTF animation channel property\r\n * @param onLoad Called for each animation loaded\r\n * @returns A void promise that resolves when the load is complete or null if not handled\r\n */\r\n _loadAnimationChannelAsync?(\r\n context: string,\r\n animationContext: string,\r\n animation: IAnimation,\r\n channel: IAnimationChannel,\r\n onLoad: (babylonAnimatable: IAnimatable, babylonAnimation: Animation) => void\r\n ): Nullable<Promise<void>>;\r\n\r\n /**\r\n * @internal\r\n * Define this method to modify the default behavior when loading skins.\r\n * @param context The context when loading the asset\r\n * @param node The glTF node property\r\n * @param skin The glTF skin property\r\n * @returns A promise that resolves when the load is complete or null if not handled\r\n */\r\n _loadSkinAsync?(context: string, node: INode, skin: ISkin): Nullable<Promise<void>>;\r\n\r\n /**\r\n * @internal\r\n * Define this method to modify the default behavior when loading uris.\r\n * @param context The context when loading the asset\r\n * @param property The glTF property associated with the uri\r\n * @param uri The uri to load\r\n * @returns A promise that resolves with the loaded data when the load is complete or null if not handled\r\n */\r\n _loadUriAsync?(context: string, property: IProperty, uri: string): Nullable<Promise<ArrayBufferView>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading buffer views.\r\n * @param context The context when loading the asset\r\n * @param bufferView The glTF buffer view property\r\n * @returns A promise that resolves with the loaded data when the load is complete or null if not handled\r\n */\r\n loadBufferViewAsync?(context: string, bufferView: IBufferView): Nullable<Promise<ArrayBufferView>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading buffers.\r\n * @param context The context when loading the asset\r\n * @param buffer The glTF buffer property\r\n * @param byteOffset The byte offset to load\r\n * @param byteLength The byte length to load\r\n * @returns A promise that resolves with the loaded data when the load is complete or null if not handled\r\n */\r\n loadBufferAsync?(context: string, buffer: IBuffer, byteOffset: number, byteLength: number): Nullable<Promise<ArrayBufferView>>;\r\n}\r\n"]}
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{"version":3,"file":"glTFLoaderExtension.js","sourceRoot":"","sources":["../../../../../dev/loaders/src/glTF/2.0/glTFLoaderExtension.ts"],"names":[],"mappings":"","sourcesContent":["import { type Nullable } from \"core/types\";\r\nimport { type Animation } from \"core/Animations/animation\";\r\nimport { type AnimationGroup } from \"core/Animations/animationGroup\";\r\nimport { type Material } from \"core/Materials/material\";\r\nimport { type Camera } from \"core/Cameras/camera\";\r\nimport { type Geometry } from \"core/Meshes/geometry\";\r\nimport { type TransformNode } from \"core/Meshes/transformNode\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { type IDisposable } from \"core/scene\";\r\nimport {\r\n type IScene,\r\n type INode,\r\n type IMesh,\r\n type ISkin,\r\n type ICamera,\r\n type IMeshPrimitive,\r\n type IMaterial,\r\n type ITextureInfo,\r\n type IAnimation,\r\n type ITexture,\r\n type IBufferView,\r\n type IBuffer,\r\n type IAnimationChannel,\r\n} from \"./glTFLoaderInterfaces\";\r\nimport { type IGLTFLoaderExtension as IGLTFBaseLoaderExtension } from \"../glTFFileLoader\";\r\nimport { type IProperty } from \"babylonjs-gltf2interface\";\r\nimport { type IAnimatable } from \"core/Animations/animatable.interface\";\r\n\r\n/**\r\n * Interface for a glTF loader extension.\r\n */\r\nexport interface IGLTFLoaderExtension extends IGLTFBaseLoaderExtension, IDisposable {\r\n /**\r\n * Called after the loader state changes to LOADING.\r\n */\r\n onLoading?(): void;\r\n\r\n /**\r\n * Called after the loader state changes to READY.\r\n */\r\n onReady?(): void;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading scenes.\r\n * @param context The context when loading the asset\r\n * @param scene The glTF scene property\r\n * @returns A promise that resolves when the load is complete or null if not handled\r\n */\r\n loadSceneAsync?(context: string, scene: IScene): Nullable<Promise<void>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading nodes.\r\n * @param context The context when loading the asset\r\n * @param node The glTF node property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon transform node when the load is complete or null if not handled\r\n */\r\n loadNodeAsync?(context: string, node: INode, assign: (babylonMesh: TransformNode) => void): Nullable<Promise<TransformNode>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading cameras.\r\n * @param context The context when loading the asset\r\n * @param camera The glTF camera property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon camera when the load is complete or null if not handled\r\n */\r\n loadCameraAsync?(context: string, camera: ICamera, assign: (babylonCamera: Camera) => void): Nullable<Promise<Camera>>;\r\n\r\n /**\r\n * @internal\r\n * Define this method to modify the default behavior when loading vertex data for mesh primitives.\r\n * @param context The context when loading the asset\r\n * @param primitive The glTF mesh primitive property\r\n * @returns A promise that resolves with the loaded geometry when the load is complete or null if not handled\r\n */\r\n _loadVertexDataAsync?(context: string, primitive: IMeshPrimitive, babylonMesh: Mesh): Nullable<Promise<Geometry>>;\r\n\r\n /**\r\n * @internal\r\n * Define this method to modify the default behavior when loading data for mesh primitives.\r\n * @param context The context when loading the asset\r\n * @param name The mesh name when loading the asset\r\n * @param node The glTF node when loading the asset\r\n * @param mesh The glTF mesh when loading the asset\r\n * @param primitive The glTF mesh primitive property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded mesh when the load is complete or null if not handled\r\n */\r\n _loadMeshPrimitiveAsync?(\r\n context: string,\r\n name: string,\r\n node: INode,\r\n mesh: IMesh,\r\n primitive: IMeshPrimitive,\r\n assign: (babylonMesh: AbstractMesh) => void\r\n ): Nullable<Promise<AbstractMesh>>;\r\n\r\n /**\r\n * @internal\r\n * Define this method to modify the default behavior when loading materials. Load material creates the material and then loads material properties.\r\n * @param context The context when loading the asset\r\n * @param material The glTF material property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon material when the load is complete or null if not handled\r\n */\r\n _loadMaterialAsync?(\r\n context: string,\r\n material: IMaterial,\r\n babylonMesh: Nullable<Mesh>,\r\n babylonDrawMode: number,\r\n assign: (babylonMaterial: Material) => void\r\n ): Nullable<Promise<Material>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when creating materials.\r\n * @param context The context when loading the asset\r\n * @param material The glTF material property\r\n * @param babylonDrawMode The draw mode for the Babylon material\r\n * @returns The Babylon material or null if not handled\r\n */\r\n createMaterial?(context: string, material: IMaterial, babylonDrawMode: number): Nullable<Material>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading material properties.\r\n * @param context The context when loading the asset\r\n * @param material The glTF material property\r\n * @param babylonMaterial The Babylon material\r\n * @returns A promise that resolves when the load is complete or null if not handled\r\n */\r\n loadMaterialPropertiesAsync?(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading texture infos.\r\n * @param context The context when loading the asset\r\n * @param textureInfo The glTF texture info property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon texture when the load is complete or null if not handled\r\n */\r\n loadTextureInfoAsync?(context: string, textureInfo: ITextureInfo, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;\r\n\r\n /**\r\n * @internal\r\n * Define this method to modify the default behavior when loading textures.\r\n * @param context The context when loading the asset\r\n * @param texture The glTF texture property\r\n * @param assign A function called synchronously after parsing the glTF properties\r\n * @returns A promise that resolves with the loaded Babylon texture when the load is complete or null if not handled\r\n */\r\n _loadTextureAsync?(context: string, texture: ITexture, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading animations.\r\n * @param context The context when loading the asset\r\n * @param animation The glTF animation property\r\n * @returns A promise that resolves with the loaded Babylon animation group when the load is complete or null if not handled\r\n */\r\n loadAnimationAsync?(context: string, animation: IAnimation): Nullable<Promise<AnimationGroup>>;\r\n\r\n /**\r\n * @internal\r\n * Define this method to modify the default behvaior when loading animation channels.\r\n * @param context The context when loading the asset\r\n * @param animationContext The context of the animation when loading the asset\r\n * @param animation The glTF animation property\r\n * @param channel The glTF animation channel property\r\n * @param onLoad Called for each animation loaded\r\n * @returns A void promise that resolves when the load is complete or null if not handled\r\n */\r\n _loadAnimationChannelAsync?(\r\n context: string,\r\n animationContext: string,\r\n animation: IAnimation,\r\n channel: IAnimationChannel,\r\n onLoad: (babylonAnimatable: IAnimatable, babylonAnimation: Animation) => void\r\n ): Nullable<Promise<void>>;\r\n\r\n /**\r\n * @internal\r\n * Define this method to modify the default behavior when loading skins.\r\n * @param context The context when loading the asset\r\n * @param node The glTF node property\r\n * @param skin The glTF skin property\r\n * @returns A promise that resolves when the load is complete or null if not handled\r\n */\r\n _loadSkinAsync?(context: string, node: INode, skin: ISkin): Nullable<Promise<void>>;\r\n\r\n /**\r\n * @internal\r\n * Define this method to modify the default behavior when loading uris.\r\n * @param context The context when loading the asset\r\n * @param property The glTF property associated with the uri\r\n * @param uri The uri to load\r\n * @returns A promise that resolves with the loaded data when the load is complete or null if not handled\r\n */\r\n _loadUriAsync?(context: string, property: IProperty, uri: string): Nullable<Promise<ArrayBufferView>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading buffer views.\r\n * @param context The context when loading the asset\r\n * @param bufferView The glTF buffer view property\r\n * @returns A promise that resolves with the loaded data when the load is complete or null if not handled\r\n */\r\n loadBufferViewAsync?(context: string, bufferView: IBufferView): Nullable<Promise<ArrayBufferView>>;\r\n\r\n /**\r\n * Define this method to modify the default behavior when loading buffers.\r\n * @param context The context when loading the asset\r\n * @param buffer The glTF buffer property\r\n * @param byteOffset The byte offset to load\r\n * @param byteLength The byte length to load\r\n * @returns A promise that resolves with the loaded data when the load is complete or null if not handled\r\n */\r\n loadBufferAsync?(context: string, buffer: IBuffer, byteOffset: number, byteLength: number): Nullable<Promise<ArrayBufferView>>;\r\n}\r\n"]}
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import { type GLTFLoader } from "./glTFLoader.js";
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import { type IGLTFLoaderExtension } from "./glTFLoaderExtension.js";
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interface IRegisteredGLTFExtension {
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{"version":3,"file":"glTFLoaderExtensionRegistry.js","sourceRoot":"","sources":["../../../../../dev/loaders/src/glTF/2.0/glTFLoaderExtensionRegistry.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,MAAM,EAAE,
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{"version":3,"file":"glTFLoaderExtensionRegistry.js","sourceRoot":"","sources":["../../../../../dev/loaders/src/glTF/2.0/glTFLoaderExtensionRegistry.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,MAAM,EAAE,MAAM,kBAAkB,CAAC;AAS1C,MAAM,wBAAwB,GAAG,IAAI,GAAG,EAAoC,CAAC;AAE7E;;GAEG;AACH,gEAAgE;AAChE,MAAM,CAAC,MAAM,wBAAwB,GAA4D,wBAAwB,CAAC;AAE1H;;;;;GAKG;AACH,gEAAgE;AAChE,MAAM,UAAU,qBAAqB,CAAC,IAAY,EAAE,eAAwB,EAAE,OAA6B;IACvG,IAAI,uBAAuB,CAAC,IAAI,CAAC,EAAE,CAAC;QAChC,MAAM,CAAC,IAAI,CAAC,4BAA4B,IAAI,kBAAkB,CAAC,CAAC;IACpE,CAAC;IAED,wBAAwB,CAAC,GAAG,CAAC,IAAI,EAAE;QAC/B,eAAe;QACf,OAAO;KACV,CAAC,CAAC;AACP,CAAC;AAED;;;;GAIG;AACH,gEAAgE;AAChE,MAAM,UAAU,uBAAuB,CAAC,IAAY;IAChD,OAAO,wBAAwB,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;AACjD,CAAC","sourcesContent":["import { type GLTFLoader } from \"./glTFLoader\";\r\nimport { type IGLTFLoaderExtension } from \"./glTFLoaderExtension\";\r\n\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\ninterface IRegisteredGLTFExtension {\r\n isGLTFExtension: boolean;\r\n factory: GLTFExtensionFactory;\r\n}\r\n\r\nexport type GLTFExtensionFactory = (loader: GLTFLoader) => IGLTFLoaderExtension | Promise<IGLTFLoaderExtension>;\r\n\r\nconst RegisteredGLTFExtensions = new Map<string, IRegisteredGLTFExtension>();\r\n\r\n/**\r\n * All currently registered glTF 2.0 loader extensions.\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport const registeredGLTFExtensions: ReadonlyMap<string, Readonly<IRegisteredGLTFExtension>> = RegisteredGLTFExtensions;\r\n\r\n/**\r\n * Registers a loader extension.\r\n * @param name The name of the loader extension.\r\n * @param isGLTFExtension If the loader extension is a glTF extension, then it will only be used for glTF files that use the corresponding glTF extension. Otherwise, it will be used for all loaded glTF files.\r\n * @param factory The factory function that creates the loader extension.\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function registerGLTFExtension(name: string, isGLTFExtension: boolean, factory: GLTFExtensionFactory): void {\r\n if (unregisterGLTFExtension(name)) {\r\n Logger.Warn(`Extension with the name '${name}' already exists`);\r\n }\r\n\r\n RegisteredGLTFExtensions.set(name, {\r\n isGLTFExtension,\r\n factory,\r\n });\r\n}\r\n\r\n/**\r\n * Unregisters a loader extension.\r\n * @param name The name of the loader extension.\r\n * @returns A boolean indicating whether the extension has been unregistered\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function unregisterGLTFExtension(name: string): boolean {\r\n return RegisteredGLTFExtensions.delete(name);\r\n}\r\n"]}
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import { type AnimationGroup } from "@babylonjs/core/Animations/animationGroup.js";
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import { type Skeleton } from "@babylonjs/core/Bones/skeleton.js";
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import { type Material } from "@babylonjs/core/Materials/material.js";
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import { type TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
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import { type Buffer, type VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
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import { type AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
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{"version":3,"file":"glTFLoaderInterfaces.js","sourceRoot":"","sources":["../../../../../dev/loaders/src/glTF/2.0/glTFLoaderInterfaces.ts"],"names":[],"mappings":"","sourcesContent":["import type
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{"version":3,"file":"glTFLoaderInterfaces.js","sourceRoot":"","sources":["../../../../../dev/loaders/src/glTF/2.0/glTFLoaderInterfaces.ts"],"names":[],"mappings":"","sourcesContent":["import { type AnimationGroup } from \"core/Animations/animationGroup\";\r\nimport { type Skeleton } from \"core/Bones/skeleton\";\r\nimport { type Material } from \"core/Materials/material\";\r\nimport { type TransformNode } from \"core/Meshes/transformNode\";\r\nimport { type Buffer, type VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { type Camera } from \"core/Cameras/camera\";\r\nimport { type Light } from \"core/Lights/light\";\r\n\r\nimport type * as GLTF2 from \"babylonjs-gltf2interface\";\r\n\r\n/**\r\n * Loader interface with an index field.\r\n */\r\nexport interface IArrayItem {\r\n /**\r\n * The index of this item in the array.\r\n */\r\n index: number;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IAccessor extends GLTF2.IAccessor, IArrayItem {\r\n /** @internal */\r\n _data?: Promise<ArrayBufferView>;\r\n\r\n /** @internal */\r\n _babylonVertexBuffer?: { [kind: string]: Promise<VertexBuffer> };\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IAnimationChannel extends GLTF2.IAnimationChannel, IArrayItem {}\r\n\r\n/** @internal */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface _IAnimationSamplerData {\r\n /** @internal */\r\n input: Float32Array;\r\n\r\n /** @internal */\r\n interpolation: GLTF2.AnimationSamplerInterpolation;\r\n\r\n /** @internal */\r\n output: Float32Array;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IAnimationSampler extends GLTF2.IAnimationSampler, IArrayItem {\r\n /** @internal */\r\n _data?: Promise<_IAnimationSamplerData>;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IAnimation extends GLTF2.IAnimation, IArrayItem {\r\n /** @internal */\r\n channels: IAnimationChannel[];\r\n\r\n /** @internal */\r\n samplers: IAnimationSampler[];\r\n\r\n /** @internal */\r\n _babylonAnimationGroup?: AnimationGroup;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IBuffer extends GLTF2.IBuffer, IArrayItem {\r\n /** @internal */\r\n _data?: Promise<ArrayBufferView>;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IBufferView extends GLTF2.IBufferView, IArrayItem {\r\n /** @internal */\r\n _data?: Promise<ArrayBufferView>;\r\n\r\n /** @internal */\r\n _babylonBuffer?: Promise<Buffer>;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ICamera extends GLTF2.ICamera, IArrayItem {\r\n /** @internal */\r\n _babylonCamera?: Camera;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IImage extends GLTF2.IImage, IArrayItem {\r\n /** @internal */\r\n _data?: Promise<ArrayBufferView>;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMaterialNormalTextureInfo extends GLTF2.IMaterialNormalTextureInfo, ITextureInfo {}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMaterialOcclusionTextureInfo extends GLTF2.IMaterialOcclusionTextureInfo, ITextureInfo {}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMaterialPbrMetallicRoughness extends GLTF2.IMaterialPbrMetallicRoughness {\r\n /** @internal */\r\n baseColorTexture?: ITextureInfo;\r\n\r\n /** @internal */\r\n metallicRoughnessTexture?: ITextureInfo;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMaterial extends GLTF2.IMaterial, IArrayItem {\r\n /** @internal */\r\n pbrMetallicRoughness?: IMaterialPbrMetallicRoughness;\r\n\r\n /** @internal */\r\n normalTexture?: IMaterialNormalTextureInfo;\r\n\r\n /** @internal */\r\n occlusionTexture?: IMaterialOcclusionTextureInfo;\r\n\r\n /** @internal */\r\n emissiveTexture?: ITextureInfo;\r\n\r\n /** @internal */\r\n _data?: {\r\n [babylonDrawMode: number]: {\r\n babylonMaterial: Material;\r\n babylonMeshes: AbstractMesh[];\r\n promise: Promise<void>;\r\n };\r\n };\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMesh extends GLTF2.IMesh, IArrayItem {\r\n /** @internal */\r\n primitives: IMeshPrimitive[];\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IMeshPrimitive extends GLTF2.IMeshPrimitive, IArrayItem {\r\n /** @internal */\r\n _instanceData?: {\r\n babylonSourceMesh: Mesh;\r\n promise: Promise<any>;\r\n };\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface INode extends GLTF2.INode, IArrayItem {\r\n /** @internal */\r\n parent?: INode;\r\n\r\n /** @internal */\r\n _babylonTransformNode?: TransformNode;\r\n\r\n /** @internal */\r\n _babylonTransformNodeForSkin?: TransformNode;\r\n\r\n /** @internal */\r\n _primitiveBabylonMeshes?: AbstractMesh[];\r\n\r\n /** @internal */\r\n _numMorphTargets?: number;\r\n\r\n /** @internal */\r\n _isJoint?: boolean;\r\n}\r\n\r\n/** @internal */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface _ISamplerData {\r\n /** @internal */\r\n noMipMaps: boolean;\r\n\r\n /** @internal */\r\n samplingMode: number;\r\n\r\n /** @internal */\r\n wrapU: number;\r\n\r\n /** @internal */\r\n wrapV: number;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ISampler extends GLTF2.ISampler, IArrayItem {\r\n /** @internal */\r\n _data?: _ISamplerData;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IScene extends GLTF2.IScene, IArrayItem {}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ISkin extends GLTF2.ISkin, IArrayItem {\r\n /** @internal */\r\n _data?: {\r\n babylonSkeleton: Skeleton;\r\n promise: Promise<void>;\r\n };\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ITexture extends GLTF2.ITexture, IArrayItem {\r\n /** @internal */\r\n _textureInfo: ITextureInfo;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface ITextureInfo extends GLTF2.ITextureInfo {\r\n /** false or undefined if the texture holds color data (true if data are roughness, normal, ...) */\r\n nonColorData?: boolean;\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\nexport interface IGLTF extends GLTF2.IGLTF {\r\n /** @internal */\r\n accessors?: IAccessor[];\r\n\r\n /** @internal */\r\n animations?: IAnimation[];\r\n\r\n /** @internal */\r\n buffers?: IBuffer[];\r\n\r\n /** @internal */\r\n bufferViews?: IBufferView[];\r\n\r\n /** @internal */\r\n cameras?: ICamera[];\r\n\r\n /** @internal */\r\n images?: IImage[];\r\n\r\n /** @internal */\r\n materials?: IMaterial[];\r\n\r\n /** @internal */\r\n meshes?: IMesh[];\r\n\r\n /** @internal */\r\n nodes?: INode[];\r\n\r\n /** @internal */\r\n samplers?: ISampler[];\r\n\r\n /** @internal */\r\n scenes?: IScene[];\r\n\r\n /** @internal */\r\n skins?: ISkin[];\r\n\r\n /** @internal */\r\n textures?: ITexture[];\r\n}\r\n\r\n/**\r\n * Loader interface with additional members.\r\n */\r\n\r\n/** @internal */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface IKHRLightsPunctual_Light extends GLTF2.IKHRLightsPunctual_Light, IArrayItem {\r\n /** @hidden */\r\n _babylonLight?: Light;\r\n}\r\n\r\n/** @internal */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface IEXTLightsIES_Light extends GLTF2.IEXTLightsIES_Light, IArrayItem {\r\n /** @hidden */\r\n _babylonLight?: Light;\r\n}\r\n\r\n/** @internal */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface IEXTLightsArea_Light extends GLTF2.IEXTLightsArea_Light, IArrayItem {\r\n /** @hidden */\r\n _babylonLight?: Light;\r\n}\r\n"]}
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{"version":3,"file":"materialLoadingAdapter.js","sourceRoot":"","sources":["../../../../../dev/loaders/src/glTF/2.0/materialLoadingAdapter.ts"],"names":[],"mappings":"","sourcesContent":["import type { Material } from \"core/Materials/material\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Color3 } from \"core/Maths/math.color\";\r\nimport type { Vector3 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Interface for material loading adapters that provides a unified OpenPBR-like interface\r\n * for both OpenPBR and PBR materials, eliminating conditional branches in extensions.\r\n */\r\nexport interface IMaterialLoadingAdapter {\r\n /**\r\n * Gets the underlying material\r\n */\r\n readonly material: Material;\r\n\r\n /**\r\n * Whether the material should be treated as unlit\r\n */\r\n isUnlit: boolean;\r\n\r\n // ========================================\r\n // CULLING PROPERTIES\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the back face culling\r\n */\r\n backFaceCulling: boolean;\r\n\r\n /**\r\n * Sets/gets the two sided lighting\r\n */\r\n twoSidedLighting: boolean;\r\n\r\n // ========================================\r\n // ALPHA PROPERTIES\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the alpha cutoff value (used for alpha test mode)\r\n */\r\n alphaCutOff: number;\r\n\r\n /**\r\n * Sets/gets whether to use alpha from albedo/base color texture\r\n */\r\n useAlphaFromBaseColorTexture: boolean;\r\n\r\n /**\r\n * Sets/Gets whether the transparency is treated as alpha coverage\r\n */\r\n transparencyAsAlphaCoverage: boolean;\r\n\r\n // ========================================\r\n // BASE PARAMETERS\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the base color\r\n */\r\n baseColor: Color3;\r\n\r\n /**\r\n * Sets/gets the base color texture\r\n */\r\n baseColorTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the base diffuse roughness\r\n */\r\n baseDiffuseRoughness: number;\r\n\r\n /**\r\n * Sets/gets the base diffuse roughness texture\r\n */\r\n baseDiffuseRoughnessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the base metalness\r\n */\r\n baseMetalness: number;\r\n\r\n /**\r\n * Sets/gets the base metalness texture\r\n */\r\n baseMetalnessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets whether to use roughness from metallic texture green channel\r\n */\r\n useRoughnessFromMetallicTextureGreen: boolean;\r\n\r\n /**\r\n * Sets whether to use metallic from metallic texture blue channel\r\n */\r\n useMetallicFromMetallicTextureBlue: boolean;\r\n\r\n // ========================================\r\n // SPECULAR PARAMETERS\r\n // ========================================\r\n\r\n /**\r\n * Configures specular properties and enables OpenPBR BRDF model for edge color support\r\n * @param enableEdgeColor - Whether to enable edge color support\r\n */\r\n enableSpecularEdgeColor(enableEdgeColor?: boolean): void;\r\n\r\n /**\r\n * Sets/gets the specular weight\r\n */\r\n specularWeight: number;\r\n\r\n /**\r\n * Sets/gets the specular weight texture\r\n */\r\n specularWeightTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the specular color\r\n */\r\n specularColor: Color3;\r\n\r\n /**\r\n * Sets/gets the specular color texture\r\n */\r\n specularColorTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the specular roughness\r\n */\r\n specularRoughness: number;\r\n\r\n /**\r\n * Sets/gets the specular roughness texture\r\n */\r\n specularRoughnessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the specular IOR\r\n */\r\n specularIor: number;\r\n\r\n // ========================================\r\n // EMISSION PARAMETERS\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the emissive color\r\n */\r\n emissionColor: Color3;\r\n\r\n /**\r\n * Sets/gets the emissive luminance\r\n */\r\n emissionLuminance: number;\r\n\r\n /**\r\n * Sets/gets the emissive texture\r\n */\r\n emissionColorTexture: Nullable<BaseTexture>;\r\n\r\n // ========================================\r\n // AMBIENT OCCLUSION\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the ambient occlusion texture\r\n */\r\n ambientOcclusionTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the ambient occlusion texture strength/level\r\n */\r\n ambientOcclusionTextureStrength: number;\r\n\r\n // ========================================\r\n // COAT PARAMETERS\r\n // ========================================\r\n\r\n /**\r\n * Configures clear coat for PBR material\r\n */\r\n configureCoat(): void;\r\n\r\n /**\r\n * Sets/gets the coat weight\r\n */\r\n coatWeight: number;\r\n\r\n /**\r\n * Sets/gets the coat weight texture\r\n */\r\n coatWeightTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the coat color\r\n */\r\n coatColor: Color3;\r\n\r\n /**\r\n * Sets the coat color texture\r\n */\r\n coatColorTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the coat roughness\r\n */\r\n coatRoughness: number;\r\n\r\n /**\r\n * Sets/gets the coat roughness texture\r\n */\r\n coatRoughnessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the coat index of refraction (IOR)\r\n */\r\n coatIor: number;\r\n\r\n /**\r\n * Sets the coat darkening\r\n */\r\n coatDarkening: number;\r\n\r\n /**\r\n * Sets the coat darkening texture\r\n */\r\n coatDarkeningTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the coat roughness anisotropy\r\n */\r\n coatRoughnessAnisotropy: number;\r\n\r\n /**\r\n * Sets the coat tangent angle for anisotropy\r\n */\r\n geometryCoatTangentAngle: number;\r\n\r\n /**\r\n * Sets the coat tangent texture for anisotropy\r\n */\r\n geometryCoatTangentTexture: Nullable<BaseTexture>;\r\n\r\n // ========================================\r\n // TRANSMISSION LAYER\r\n // ========================================\r\n\r\n /**\r\n * Sets the transmission weight\r\n */\r\n transmissionWeight: number;\r\n\r\n /**\r\n * Sets the transmission weight texture\r\n */\r\n transmissionWeightTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the attenuation distance\r\n */\r\n transmissionDepth: number;\r\n\r\n /**\r\n * Sets the attenuation color\r\n */\r\n transmissionColor: Color3;\r\n\r\n /**\r\n * Sets the scattering coefficient\r\n */\r\n transmissionScatter: Color3;\r\n\r\n /**\r\n * Sets the scattering anisotropy (-1 to 1)\r\n */\r\n transmissionScatterAnisotropy: number;\r\n\r\n /**\r\n * Sets the dispersion Abbe number\r\n */\r\n transmissionDispersionAbbeNumber: number;\r\n\r\n /**\r\n * Sets the dispersion scale\r\n */\r\n transmissionDispersionScale: number;\r\n\r\n /**\r\n * The refraction background texture\r\n */\r\n refractionBackgroundTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Configures transmission for thin-surface transmission (KHR_materials_transmission)\r\n */\r\n configureTransmission(): void;\r\n\r\n // ========================================\r\n // VOLUME PROPERTIES\r\n // ========================================\r\n\r\n /**\r\n * Sets the thickness texture\r\n */\r\n volumeThicknessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the thickness factor\r\n */\r\n volumeThickness: number;\r\n\r\n // ========================================\r\n // SUBSURFACE PROPERTIES (Subsurface Scattering)\r\n // ========================================\r\n\r\n /**\r\n * Configures subsurface properties\r\n */\r\n configureSubsurface(): void;\r\n\r\n /**\r\n * @internal\r\n * Sets/gets the extinction coefficient\r\n */\r\n extinctionCoefficient: Vector3;\r\n\r\n /**\r\n * Sets/gets the subsurface weight\r\n */\r\n subsurfaceWeight: number;\r\n\r\n /**\r\n * Sets/gets the subsurface weight texture\r\n */\r\n subsurfaceWeightTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the subsurface color\r\n */\r\n subsurfaceColor: Color3;\r\n\r\n /**\r\n * Sets/gets the subsurface color texture\r\n */\r\n subsurfaceColorTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the surface tint of the material (when using subsurface scattering)\r\n */\r\n subsurfaceConstantTint: Color3;\r\n\r\n /**\r\n * Sets/gets the surface tint texture of the material (when using subsurface scattering)\r\n */\r\n subsurfaceConstantTintTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the subsurface radius (used for subsurface scattering)\r\n */\r\n subsurfaceRadius: number;\r\n\r\n /**\r\n * Sets/gets the subsurface radius scale (used for subsurface scattering)\r\n */\r\n subsurfaceRadiusScale: Color3;\r\n\r\n /**\r\n * Sets/gets the subsurface scattering anisotropy\r\n */\r\n subsurfaceScatterAnisotropy: number;\r\n\r\n // ========================================\r\n // FUZZ LAYER (Sheen)\r\n // ========================================\r\n\r\n /**\r\n * Configures initial settings for fuzz for material.\r\n */\r\n configureFuzz(): void;\r\n\r\n /**\r\n * Sets the fuzz weight\r\n */\r\n fuzzWeight: number;\r\n\r\n /**\r\n * Sets the fuzz weight texture\r\n */\r\n fuzzWeightTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the fuzz color\r\n */\r\n fuzzColor: Color3;\r\n\r\n /**\r\n * Sets the fuzz color texture\r\n */\r\n fuzzColorTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the fuzz roughness\r\n */\r\n fuzzRoughness: number;\r\n\r\n /**\r\n * Sets the fuzz roughness texture\r\n */\r\n fuzzRoughnessTexture: Nullable<BaseTexture>;\r\n\r\n // ========================================\r\n // ANISOTROPY\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the specular roughness anisotropy\r\n */\r\n specularRoughnessAnisotropy: number;\r\n\r\n /**\r\n * Sets the anisotropy rotation\r\n */\r\n geometryTangentAngle: number;\r\n\r\n /**\r\n * Sets/gets the anisotropy texture\r\n */\r\n geometryTangentTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Configures glTF-style anisotropy for OpenPBR materials\r\n * @param useGltfStyle - Whether to use glTF-style anisotropy (default: true)\r\n */\r\n configureGltfStyleAnisotropy(useGltfStyle?: boolean): void;\r\n\r\n // ========================================\r\n // THIN FILM IRIDESCENCE\r\n // ========================================\r\n\r\n /**\r\n * Sets the thin film weight\r\n */\r\n thinFilmWeight: number;\r\n\r\n /**\r\n * Sets the thin film IOR\r\n */\r\n thinFilmIor: number;\r\n\r\n /**\r\n * Sets the thin film thickness minimum\r\n */\r\n thinFilmThicknessMinimum: number;\r\n\r\n /**\r\n * Sets the thin film thickness maximum\r\n */\r\n thinFilmThicknessMaximum: number;\r\n\r\n /**\r\n * Sets the thin film iridescence texture\r\n */\r\n thinFilmWeightTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the thin film thickness texture\r\n */\r\n thinFilmThicknessTexture: Nullable<BaseTexture>;\r\n\r\n // ========================================\r\n // UNLIT MATERIALS\r\n // ========================================\r\n\r\n /**\r\n * Sets the unlit flag\r\n */\r\n unlit: boolean;\r\n\r\n // ========================================\r\n // GEOMETRY PARAMETERS\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the geometry opacity\r\n */\r\n geometryOpacity: number;\r\n\r\n /**\r\n * Sets/gets the geometry normal texture\r\n */\r\n geometryNormalTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the normal map inversions for PBR material only\r\n * @param invertX - Whether to invert the normal map on the X axis\r\n * @param invertY - Whether to invert the normal map on the Y axis\r\n */\r\n setNormalMapInversions(invertX: boolean, invertY: boolean): void;\r\n\r\n /**\r\n * Sets/gets the coat normal texture\r\n */\r\n geometryCoatNormalTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the coat normal texture scale\r\n */\r\n geometryCoatNormalTextureScale: number;\r\n}\r\n"]}
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{"version":3,"file":"materialLoadingAdapter.js","sourceRoot":"","sources":["../../../../../dev/loaders/src/glTF/2.0/materialLoadingAdapter.ts"],"names":[],"mappings":"","sourcesContent":["import { type Material } from \"core/Materials/material\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { type Nullable } from \"core/types\";\r\nimport { type Color3 } from \"core/Maths/math.color\";\r\n\r\n/**\r\n * Interface for material loading adapters that provides a unified OpenPBR-like interface\r\n * for both OpenPBR and PBR materials, eliminating conditional branches in extensions.\r\n */\r\nexport interface IMaterialLoadingAdapter {\r\n /**\r\n * Gets the underlying material\r\n */\r\n readonly material: Material;\r\n\r\n /**\r\n * Finalizes material properties after loading is complete.\r\n */\r\n finalize?(): void;\r\n\r\n /**\r\n * Whether the material should be treated as unlit\r\n */\r\n isUnlit: boolean;\r\n\r\n // ========================================\r\n // CULLING PROPERTIES\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the back face culling\r\n */\r\n backFaceCulling: boolean;\r\n\r\n /**\r\n * Sets/gets the two sided lighting\r\n */\r\n twoSidedLighting: boolean;\r\n\r\n // ========================================\r\n // ALPHA PROPERTIES\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the alpha cutoff value (used for alpha test mode)\r\n */\r\n alphaCutOff: number;\r\n\r\n /**\r\n * Sets/gets whether to use alpha from albedo/base color texture\r\n */\r\n useAlphaFromBaseColorTexture: boolean;\r\n\r\n /**\r\n * Sets/Gets whether the transparency is treated as alpha coverage\r\n */\r\n transparencyAsAlphaCoverage: boolean;\r\n\r\n // ========================================\r\n // BASE PARAMETERS\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the base color\r\n */\r\n baseColor: Color3;\r\n\r\n /**\r\n * Sets/gets the base color texture\r\n */\r\n baseColorTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the base diffuse roughness\r\n */\r\n baseDiffuseRoughness: number;\r\n\r\n /**\r\n * Sets/gets the base diffuse roughness texture\r\n */\r\n baseDiffuseRoughnessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the base metalness\r\n */\r\n baseMetalness: number;\r\n\r\n /**\r\n * Sets/gets the base metalness texture\r\n */\r\n baseMetalnessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets whether to use roughness from metallic texture green channel\r\n */\r\n useRoughnessFromMetallicTextureGreen: boolean;\r\n\r\n /**\r\n * Sets whether to use metallic from metallic texture blue channel\r\n */\r\n useMetallicFromMetallicTextureBlue: boolean;\r\n\r\n // ========================================\r\n // SPECULAR PARAMETERS\r\n // ========================================\r\n\r\n /**\r\n * Configures specular properties and enables OpenPBR BRDF model for edge color support\r\n * @param enableEdgeColor - Whether to enable edge color support\r\n */\r\n enableSpecularEdgeColor(enableEdgeColor?: boolean): void;\r\n\r\n /**\r\n * Sets/gets the specular weight\r\n */\r\n specularWeight: number;\r\n\r\n /**\r\n * Sets/gets the specular weight texture\r\n */\r\n specularWeightTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the specular color\r\n */\r\n specularColor: Color3;\r\n\r\n /**\r\n * Sets/gets the specular color texture\r\n */\r\n specularColorTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the specular roughness\r\n */\r\n specularRoughness: number;\r\n\r\n /**\r\n * Sets/gets the specular roughness texture\r\n */\r\n specularRoughnessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the specular IOR\r\n */\r\n specularIor: number;\r\n\r\n // ========================================\r\n // EMISSION PARAMETERS\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the emissive color\r\n */\r\n emissionColor: Color3;\r\n\r\n /**\r\n * Sets/gets the emissive luminance\r\n */\r\n emissionLuminance: number;\r\n\r\n /**\r\n * Sets/gets the emissive texture\r\n */\r\n emissionColorTexture: Nullable<BaseTexture>;\r\n\r\n // ========================================\r\n // AMBIENT OCCLUSION\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the ambient occlusion texture\r\n */\r\n ambientOcclusionTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the ambient occlusion texture strength/level\r\n */\r\n ambientOcclusionTextureStrength: number;\r\n\r\n // ========================================\r\n // COAT PARAMETERS\r\n // ========================================\r\n\r\n /**\r\n * Configures clear coat for PBR material\r\n */\r\n configureCoat(): void;\r\n\r\n /**\r\n * Sets/gets the coat weight\r\n */\r\n coatWeight: number;\r\n\r\n /**\r\n * Sets/gets the coat weight texture\r\n */\r\n coatWeightTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the coat color\r\n */\r\n coatColor: Color3;\r\n\r\n /**\r\n * Sets the coat color texture\r\n */\r\n coatColorTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the coat roughness\r\n */\r\n coatRoughness: number;\r\n\r\n /**\r\n * Sets/gets the coat roughness texture\r\n */\r\n coatRoughnessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the coat index of refraction (IOR)\r\n */\r\n coatIor: number;\r\n\r\n /**\r\n * Sets the coat darkening\r\n */\r\n coatDarkening: number;\r\n\r\n /**\r\n * Sets the coat darkening texture\r\n */\r\n coatDarkeningTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the coat roughness anisotropy\r\n */\r\n coatRoughnessAnisotropy: number;\r\n\r\n /**\r\n * Sets the coat tangent angle for anisotropy\r\n */\r\n geometryCoatTangentAngle: number;\r\n\r\n /**\r\n * Sets the coat tangent texture for anisotropy\r\n */\r\n geometryCoatTangentTexture: Nullable<BaseTexture>;\r\n\r\n // ========================================\r\n // TRANSMISSION LAYER\r\n // ========================================\r\n\r\n /**\r\n * Sets the transmission weight\r\n */\r\n transmissionWeight: number;\r\n\r\n /**\r\n * Sets the transmission weight texture\r\n */\r\n transmissionWeightTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the attenuation distance\r\n */\r\n transmissionDepth: number;\r\n\r\n /**\r\n * Sets the attenuation color\r\n */\r\n transmissionColor: Color3;\r\n\r\n /**\r\n * Sets the scattering coefficient\r\n */\r\n transmissionScatter: Color3;\r\n\r\n /**\r\n * Sets the transmission scatter texture\r\n */\r\n transmissionScatterTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the scattering anisotropy (-1 to 1)\r\n */\r\n transmissionScatterAnisotropy: number;\r\n\r\n /**\r\n * Sets the dispersion Abbe number\r\n */\r\n transmissionDispersionAbbeNumber: number;\r\n\r\n /**\r\n * Sets the dispersion scale\r\n */\r\n transmissionDispersionScale: number;\r\n\r\n /**\r\n * The refraction background texture\r\n */\r\n refractionBackgroundTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Configures transmission for thin-surface transmission (KHR_materials_transmission)\r\n */\r\n configureTransmission(): void;\r\n\r\n // ========================================\r\n // VOLUME PROPERTIES\r\n // ========================================\r\n\r\n configureVolume(): void;\r\n\r\n /**\r\n * Sets whether the material is thin-walled (i.e. non-volumetric) or not.\r\n */\r\n geometryThinWalled: boolean;\r\n\r\n /**\r\n * Sets the thickness texture\r\n */\r\n volumeThicknessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the thickness factor\r\n */\r\n volumeThickness: number;\r\n\r\n // ========================================\r\n // SUBSURFACE PROPERTIES (Subsurface Scattering)\r\n // ========================================\r\n\r\n /**\r\n * Configures subsurface properties\r\n */\r\n configureSubsurface(): void;\r\n\r\n /**\r\n * Sets/gets the subsurface weight\r\n */\r\n subsurfaceWeight: number;\r\n\r\n /**\r\n * Sets/gets the subsurface weight texture\r\n */\r\n subsurfaceWeightTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the subsurface color\r\n */\r\n subsurfaceColor: Color3;\r\n\r\n /**\r\n * Sets/gets the subsurface color texture\r\n */\r\n subsurfaceColorTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the diffuse transmission tint of the material\r\n */\r\n diffuseTransmissionTint: Color3;\r\n\r\n /**\r\n * Sets/gets the diffuse transmission tint texture of the material\r\n */\r\n diffuseTransmissionTintTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the subsurface radius (used for subsurface scattering)\r\n */\r\n subsurfaceRadius: number;\r\n\r\n /**\r\n * Sets/gets the subsurface radius scale (used for subsurface scattering)\r\n */\r\n subsurfaceRadiusScale: Color3;\r\n\r\n /**\r\n * Sets/gets the subsurface scattering anisotropy\r\n */\r\n subsurfaceScatterAnisotropy: number;\r\n\r\n /**\r\n * Does this material have a translucent surface (i.e. either transmission or subsurface)?\r\n */\r\n isTranslucent(): boolean;\r\n\r\n // ========================================\r\n // FUZZ LAYER (Sheen)\r\n // ========================================\r\n\r\n /**\r\n * Configures initial settings for fuzz for material.\r\n */\r\n configureFuzz(): void;\r\n\r\n /**\r\n * Sets the fuzz weight\r\n */\r\n fuzzWeight: number;\r\n\r\n /**\r\n * Sets the fuzz weight texture\r\n */\r\n fuzzWeightTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the fuzz color\r\n */\r\n fuzzColor: Color3;\r\n\r\n /**\r\n * Sets the fuzz color texture\r\n */\r\n fuzzColorTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the fuzz roughness\r\n */\r\n fuzzRoughness: number;\r\n\r\n /**\r\n * Sets the fuzz roughness texture\r\n */\r\n fuzzRoughnessTexture: Nullable<BaseTexture>;\r\n\r\n // ========================================\r\n // ANISOTROPY\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the specular roughness anisotropy\r\n */\r\n specularRoughnessAnisotropy: number;\r\n\r\n /**\r\n * Sets the anisotropy rotation\r\n */\r\n geometryTangentAngle: number;\r\n\r\n /**\r\n * Sets/gets the anisotropy texture\r\n */\r\n geometryTangentTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Configures glTF-style anisotropy for OpenPBR materials\r\n * @param useGltfStyle - Whether to use glTF-style anisotropy (default: true)\r\n */\r\n configureGltfStyleAnisotropy(useGltfStyle?: boolean): void;\r\n\r\n // ========================================\r\n // THIN FILM IRIDESCENCE\r\n // ========================================\r\n\r\n /**\r\n * Sets the thin film weight\r\n */\r\n thinFilmWeight: number;\r\n\r\n /**\r\n * Sets the thin film IOR\r\n */\r\n thinFilmIor: number;\r\n\r\n /**\r\n * Sets the thin film thickness minimum\r\n */\r\n thinFilmThicknessMinimum: number;\r\n\r\n /**\r\n * Sets the thin film thickness maximum\r\n */\r\n thinFilmThicknessMaximum: number;\r\n\r\n /**\r\n * Sets the thin film iridescence texture\r\n */\r\n thinFilmWeightTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the thin film thickness texture\r\n */\r\n thinFilmThicknessTexture: Nullable<BaseTexture>;\r\n\r\n // ========================================\r\n // UNLIT MATERIALS\r\n // ========================================\r\n\r\n /**\r\n * Sets the unlit flag\r\n */\r\n unlit: boolean;\r\n\r\n // ========================================\r\n // GEOMETRY PARAMETERS\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the geometry opacity\r\n */\r\n geometryOpacity: number;\r\n\r\n /**\r\n * Sets/gets the geometry normal texture\r\n */\r\n geometryNormalTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the normal map inversions for PBR material only\r\n * @param invertX - Whether to invert the normal map on the X axis\r\n * @param invertY - Whether to invert the normal map on the Y axis\r\n */\r\n setNormalMapInversions(invertX: boolean, invertY: boolean): void;\r\n\r\n /**\r\n * Sets/gets the coat normal texture\r\n */\r\n geometryCoatNormalTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the coat normal texture scale\r\n */\r\n geometryCoatNormalTextureScale: number;\r\n}\r\n"]}
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}
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