@babylonjs/serializers 5.0.0-beta.8 → 5.0.0-beta.8-snapshot

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.
Files changed (79) hide show
  1. package/package.json +20 -105
  2. package/OBJ/index.d.ts +0 -1
  3. package/OBJ/index.js +0 -2
  4. package/OBJ/index.js.map +0 -1
  5. package/OBJ/objSerializer.d.ts +0 -21
  6. package/OBJ/objSerializer.js +0 -160
  7. package/OBJ/objSerializer.js.map +0 -1
  8. package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +0 -38
  9. package/glTF/2.0/Extensions/KHR_lights_punctual.js +0 -174
  10. package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +0 -1
  11. package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +0 -24
  12. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +0 -91
  13. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +0 -1
  14. package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +0 -24
  15. package/glTF/2.0/Extensions/KHR_materials_sheen.js +0 -74
  16. package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +0 -1
  17. package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +0 -21
  18. package/glTF/2.0/Extensions/KHR_materials_unlit.js +0 -52
  19. package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +0 -1
  20. package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +0 -34
  21. package/glTF/2.0/Extensions/KHR_texture_transform.js +0 -137
  22. package/glTF/2.0/Extensions/KHR_texture_transform.js.map +0 -1
  23. package/glTF/2.0/Extensions/index.d.ts +0 -5
  24. package/glTF/2.0/Extensions/index.js +0 -6
  25. package/glTF/2.0/Extensions/index.js.map +0 -1
  26. package/glTF/2.0/glTFAnimation.d.ts +0 -200
  27. package/glTF/2.0/glTFAnimation.js +0 -840
  28. package/glTF/2.0/glTFAnimation.js.map +0 -1
  29. package/glTF/2.0/glTFData.d.ts +0 -19
  30. package/glTF/2.0/glTFData.js +0 -53
  31. package/glTF/2.0/glTFData.js.map +0 -1
  32. package/glTF/2.0/glTFExporter.d.ts +0 -445
  33. package/glTF/2.0/glTFExporter.js +0 -1943
  34. package/glTF/2.0/glTFExporter.js.map +0 -1
  35. package/glTF/2.0/glTFExporterExtension.d.ts +0 -74
  36. package/glTF/2.0/glTFExporterExtension.js +0 -3
  37. package/glTF/2.0/glTFExporterExtension.js.map +0 -1
  38. package/glTF/2.0/glTFMaterialExporter.d.ts +0 -230
  39. package/glTF/2.0/glTFMaterialExporter.js +0 -1143
  40. package/glTF/2.0/glTFMaterialExporter.js.map +0 -1
  41. package/glTF/2.0/glTFSerializer.d.ts +0 -60
  42. package/glTF/2.0/glTFSerializer.js +0 -63
  43. package/glTF/2.0/glTFSerializer.js.map +0 -1
  44. package/glTF/2.0/glTFUtilities.d.ts +0 -96
  45. package/glTF/2.0/glTFUtilities.js +0 -196
  46. package/glTF/2.0/glTFUtilities.js.map +0 -1
  47. package/glTF/2.0/index.d.ts +0 -8
  48. package/glTF/2.0/index.js +0 -9
  49. package/glTF/2.0/index.js.map +0 -1
  50. package/glTF/2.0/shaders/textureTransform.fragment.d.ts +0 -5
  51. package/glTF/2.0/shaders/textureTransform.fragment.js +0 -7
  52. package/glTF/2.0/shaders/textureTransform.fragment.js.map +0 -1
  53. package/glTF/glTFFileExporter.d.ts +0 -20
  54. package/glTF/glTFFileExporter.js +0 -3
  55. package/glTF/glTFFileExporter.js.map +0 -1
  56. package/glTF/index.d.ts +0 -2
  57. package/glTF/index.js +0 -3
  58. package/glTF/index.js.map +0 -1
  59. package/index.d.ts +0 -3
  60. package/index.js.map +0 -1
  61. package/legacy/legacy-glTF2Serializer.d.ts +0 -2
  62. package/legacy/legacy-glTF2Serializer.js +0 -44
  63. package/legacy/legacy-glTF2Serializer.js.map +0 -1
  64. package/legacy/legacy-objSerializer.d.ts +0 -1
  65. package/legacy/legacy-objSerializer.js +0 -13
  66. package/legacy/legacy-objSerializer.js.map +0 -1
  67. package/legacy/legacy-stlSerializer.d.ts +0 -1
  68. package/legacy/legacy-stlSerializer.js +0 -13
  69. package/legacy/legacy-stlSerializer.js.map +0 -1
  70. package/legacy/legacy.d.ts +0 -4
  71. package/legacy/legacy.js +0 -5
  72. package/legacy/legacy.js.map +0 -1
  73. package/readme.md +0 -29
  74. package/stl/index.d.ts +0 -1
  75. package/stl/index.js +0 -2
  76. package/stl/index.js.map +0 -1
  77. package/stl/stlSerializer.d.ts +0 -17
  78. package/stl/stlSerializer.js +0 -108
  79. package/stl/stlSerializer.js.map +0 -1
@@ -1,196 +0,0 @@
1
- import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
2
- /**
3
- * @hidden
4
- */
5
- var _GLTFUtilities = /** @class */ (function () {
6
- function _GLTFUtilities() {
7
- }
8
- /**
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- * Creates a buffer view based on the supplied arguments
10
- * @param bufferIndex index value of the specified buffer
11
- * @param byteOffset byte offset value
12
- * @param byteLength byte length of the bufferView
13
- * @param byteStride byte distance between conequential elements
14
- * @param name name of the buffer view
15
- * @returns bufferView for glTF
16
- */
17
- _GLTFUtilities._CreateBufferView = function (bufferIndex, byteOffset, byteLength, byteStride, name) {
18
- var bufferview = { buffer: bufferIndex, byteLength: byteLength };
19
- if (byteOffset) {
20
- bufferview.byteOffset = byteOffset;
21
- }
22
- if (name) {
23
- bufferview.name = name;
24
- }
25
- if (byteStride) {
26
- bufferview.byteStride = byteStride;
27
- }
28
- return bufferview;
29
- };
30
- /**
31
- * Creates an accessor based on the supplied arguments
32
- * @param bufferviewIndex The index of the bufferview referenced by this accessor
33
- * @param name The name of the accessor
34
- * @param type The type of the accessor
35
- * @param componentType The datatype of components in the attribute
36
- * @param count The number of attributes referenced by this accessor
37
- * @param byteOffset The offset relative to the start of the bufferView in bytes
38
- * @param min Minimum value of each component in this attribute
39
- * @param max Maximum value of each component in this attribute
40
- * @returns accessor for glTF
41
- */
42
- _GLTFUtilities._CreateAccessor = function (bufferviewIndex, name, type, componentType, count, byteOffset, min, max) {
43
- var accessor = { name: name, bufferView: bufferviewIndex, componentType: componentType, count: count, type: type };
44
- if (min != null) {
45
- accessor.min = min;
46
- }
47
- if (max != null) {
48
- accessor.max = max;
49
- }
50
- if (byteOffset != null) {
51
- accessor.byteOffset = byteOffset;
52
- }
53
- return accessor;
54
- };
55
- /**
56
- * Calculates the minimum and maximum values of an array of position floats
57
- * @param positions Positions array of a mesh
58
- * @param vertexStart Starting vertex offset to calculate min and max values
59
- * @param vertexCount Number of vertices to check for min and max values
60
- * @returns min number array and max number array
61
- */
62
- _GLTFUtilities._CalculateMinMaxPositions = function (positions, vertexStart, vertexCount, convertToRightHandedSystem) {
63
- var min = [Infinity, Infinity, Infinity];
64
- var max = [-Infinity, -Infinity, -Infinity];
65
- var positionStrideSize = 3;
66
- var indexOffset;
67
- var position;
68
- var vector;
69
- if (vertexCount) {
70
- for (var i = vertexStart, length_1 = vertexStart + vertexCount; i < length_1; ++i) {
71
- indexOffset = positionStrideSize * i;
72
- position = Vector3.FromArray(positions, indexOffset);
73
- if (convertToRightHandedSystem) {
74
- _GLTFUtilities._GetRightHandedPositionVector3FromRef(position);
75
- }
76
- vector = position.asArray();
77
- for (var j = 0; j < positionStrideSize; ++j) {
78
- var num = vector[j];
79
- if (num < min[j]) {
80
- min[j] = num;
81
- }
82
- if (num > max[j]) {
83
- max[j] = num;
84
- }
85
- ++indexOffset;
86
- }
87
- }
88
- }
89
- return { min: min, max: max };
90
- };
91
- /**
92
- * Converts a new right-handed Vector3
93
- * @param vector vector3 array
94
- * @returns right-handed Vector3
95
- */
96
- _GLTFUtilities._GetRightHandedPositionVector3 = function (vector) {
97
- return new Vector3(vector.x, vector.y, -vector.z);
98
- };
99
- /**
100
- * Converts a Vector3 to right-handed
101
- * @param vector Vector3 to convert to right-handed
102
- */
103
- _GLTFUtilities._GetRightHandedPositionVector3FromRef = function (vector) {
104
- vector.z *= -1;
105
- };
106
- /**
107
- * Converts a three element number array to right-handed
108
- * @param vector number array to convert to right-handed
109
- */
110
- _GLTFUtilities._GetRightHandedPositionArray3FromRef = function (vector) {
111
- vector[2] *= -1;
112
- };
113
- /**
114
- * Converts a new right-handed Vector3
115
- * @param vector vector3 array
116
- * @returns right-handed Vector3
117
- */
118
- _GLTFUtilities._GetRightHandedNormalVector3 = function (vector) {
119
- return new Vector3(vector.x, vector.y, -vector.z);
120
- };
121
- /**
122
- * Converts a Vector3 to right-handed
123
- * @param vector Vector3 to convert to right-handed
124
- */
125
- _GLTFUtilities._GetRightHandedNormalVector3FromRef = function (vector) {
126
- vector.z *= -1;
127
- };
128
- /**
129
- * Converts a three element number array to right-handed
130
- * @param vector number array to convert to right-handed
131
- */
132
- _GLTFUtilities._GetRightHandedNormalArray3FromRef = function (vector) {
133
- vector[2] *= -1;
134
- };
135
- /**
136
- * Converts a Vector4 to right-handed
137
- * @param vector Vector4 to convert to right-handed
138
- */
139
- _GLTFUtilities._GetRightHandedVector4FromRef = function (vector) {
140
- vector.z *= -1;
141
- vector.w *= -1;
142
- };
143
- /**
144
- * Converts a Vector4 to right-handed
145
- * @param vector Vector4 to convert to right-handed
146
- */
147
- _GLTFUtilities._GetRightHandedArray4FromRef = function (vector) {
148
- vector[2] *= -1;
149
- vector[3] *= -1;
150
- };
151
- /**
152
- * Converts a Quaternion to right-handed
153
- * @param quaternion Source quaternion to convert to right-handed
154
- */
155
- _GLTFUtilities._GetRightHandedQuaternionFromRef = function (quaternion) {
156
- quaternion.x *= -1;
157
- quaternion.y *= -1;
158
- };
159
- /**
160
- * Converts a Quaternion to right-handed
161
- * @param quaternion Source quaternion to convert to right-handed
162
- */
163
- _GLTFUtilities._GetRightHandedQuaternionArrayFromRef = function (quaternion) {
164
- quaternion[0] *= -1;
165
- quaternion[1] *= -1;
166
- };
167
- _GLTFUtilities._NormalizeTangentFromRef = function (tangent) {
168
- var length = Math.sqrt(tangent.x * tangent.x + tangent.y * tangent.y + tangent.z * tangent.z);
169
- if (length > 0) {
170
- tangent.x /= length;
171
- tangent.y /= length;
172
- tangent.z /= length;
173
- }
174
- };
175
- _GLTFUtilities._GetDataAccessorElementCount = function (accessorType) {
176
- switch (accessorType) {
177
- case "MAT2" /* MAT2 */:
178
- return 4;
179
- case "MAT3" /* MAT3 */:
180
- return 9;
181
- case "MAT4" /* MAT4 */:
182
- return 16;
183
- case "SCALAR" /* SCALAR */:
184
- return 1;
185
- case "VEC2" /* VEC2 */:
186
- return 2;
187
- case "VEC3" /* VEC3 */:
188
- return 3;
189
- case "VEC4" /* VEC4 */:
190
- return 4;
191
- }
192
- };
193
- return _GLTFUtilities;
194
- }());
195
- export { _GLTFUtilities };
196
- //# sourceMappingURL=glTFUtilities.js.map
@@ -1 +0,0 @@
1
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{ IBufferView, AccessorType, AccessorComponentType, IAccessor } from \"babylonjs-gltf2interface\";\r\n\r\nimport { FloatArray, Nullable } from \"@babylonjs/core/types\";\r\nimport { Vector3, Vector4, Quaternion } from \"@babylonjs/core/Maths/math.vector\";\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport class _GLTFUtilities {\r\n /**\r\n * Creates a buffer view based on the supplied arguments\r\n * @param bufferIndex index value of the specified buffer\r\n * @param byteOffset byte offset value\r\n * @param byteLength byte length of the bufferView\r\n * @param byteStride byte distance between conequential elements\r\n * @param name name of the buffer view\r\n * @returns bufferView for glTF\r\n */\r\n public static _CreateBufferView(bufferIndex: number, byteOffset: number, byteLength: number, byteStride?: number, name?: string): IBufferView {\r\n let bufferview: IBufferView = { buffer: bufferIndex, byteLength: byteLength };\r\n if (byteOffset) {\r\n bufferview.byteOffset = byteOffset;\r\n }\r\n if (name) {\r\n bufferview.name = name;\r\n }\r\n if (byteStride) {\r\n bufferview.byteStride = byteStride;\r\n }\r\n\r\n return bufferview;\r\n }\r\n\r\n /**\r\n * Creates an accessor based on the supplied arguments\r\n * @param bufferviewIndex The index of the bufferview referenced by this accessor\r\n * @param name The name of the accessor\r\n * @param type The type of the accessor\r\n * @param componentType The datatype of components in the attribute\r\n * @param count The number of attributes referenced by this accessor\r\n * @param byteOffset The offset relative to the start of the bufferView in bytes\r\n * @param min Minimum value of each component in this attribute\r\n * @param max Maximum value of each component in this attribute\r\n * @returns accessor for glTF\r\n */\r\n public static _CreateAccessor(bufferviewIndex: number, name: string, type: AccessorType, componentType: AccessorComponentType, count: number, byteOffset: Nullable<number>, min: Nullable<number[]>, max: Nullable<number[]>): IAccessor {\r\n let accessor: IAccessor = { name: name, bufferView: bufferviewIndex, componentType: componentType, count: count, type: type };\r\n\r\n if (min != null) {\r\n accessor.min = min;\r\n }\r\n if (max != null) {\r\n accessor.max = max;\r\n }\r\n if (byteOffset != null) {\r\n accessor.byteOffset = byteOffset;\r\n }\r\n\r\n return accessor;\r\n }\r\n\r\n /**\r\n * Calculates the minimum and maximum values of an array of position floats\r\n * @param positions Positions array of a mesh\r\n * @param vertexStart Starting vertex offset to calculate min and max values\r\n * @param vertexCount Number of vertices to check for min and max values\r\n * @returns min number array and max number array\r\n */\r\n public static _CalculateMinMaxPositions(positions: FloatArray, vertexStart: number, vertexCount: number, convertToRightHandedSystem: boolean): { min: number[], max: number[] } {\r\n const min = [Infinity, Infinity, Infinity];\r\n const max = [-Infinity, -Infinity, -Infinity];\r\n const positionStrideSize = 3;\r\n let indexOffset: number;\r\n let position: Vector3;\r\n let vector: number[];\r\n\r\n if (vertexCount) {\r\n for (let i = vertexStart, length = vertexStart + vertexCount; i < length; ++i) {\r\n indexOffset = positionStrideSize * i;\r\n\r\n position = Vector3.FromArray(positions, indexOffset);\r\n if (convertToRightHandedSystem) {\r\n _GLTFUtilities._GetRightHandedPositionVector3FromRef(position);\r\n }\r\n vector = position.asArray();\r\n\r\n for (let j = 0; j < positionStrideSize; ++j) {\r\n let num = vector[j];\r\n if (num < min[j]) {\r\n min[j] = num;\r\n }\r\n if (num > max[j]) {\r\n max[j] = num;\r\n }\r\n ++indexOffset;\r\n }\r\n }\r\n }\r\n return { min, max };\r\n }\r\n\r\n /**\r\n * Converts a new right-handed Vector3\r\n * @param vector vector3 array\r\n * @returns right-handed Vector3\r\n */\r\n public static _GetRightHandedPositionVector3(vector: Vector3): Vector3 {\r\n return new Vector3(vector.x, vector.y, -vector.z);\r\n }\r\n\r\n /**\r\n * Converts a Vector3 to right-handed\r\n * @param vector Vector3 to convert to right-handed\r\n */\r\n public static _GetRightHandedPositionVector3FromRef(vector: Vector3) {\r\n vector.z *= -1;\r\n }\r\n\r\n /**\r\n * Converts a three element number array to right-handed\r\n * @param vector number array to convert to right-handed\r\n */\r\n public static _GetRightHandedPositionArray3FromRef(vector: number[]) {\r\n vector[2] *= -1;\r\n }\r\n\r\n /**\r\n * Converts a new right-handed Vector3\r\n * @param vector vector3 array\r\n * @returns right-handed Vector3\r\n */\r\n public static _GetRightHandedNormalVector3(vector: Vector3): Vector3 {\r\n return new Vector3(vector.x, vector.y, -vector.z);\r\n }\r\n\r\n /**\r\n * Converts a Vector3 to right-handed\r\n * @param vector Vector3 to convert to right-handed\r\n */\r\n public static _GetRightHandedNormalVector3FromRef(vector: Vector3) {\r\n vector.z *= -1;\r\n }\r\n\r\n /**\r\n * Converts a three element number array to right-handed\r\n * @param vector number array to convert to right-handed\r\n */\r\n public static _GetRightHandedNormalArray3FromRef(vector: number[]) {\r\n vector[2] *= -1;\r\n }\r\n\r\n /**\r\n * Converts a Vector4 to right-handed\r\n * @param vector Vector4 to convert to right-handed\r\n */\r\n public static _GetRightHandedVector4FromRef(vector: Vector4) {\r\n vector.z *= -1;\r\n vector.w *= -1;\r\n }\r\n\r\n /**\r\n * Converts a Vector4 to right-handed\r\n * @param vector Vector4 to convert to right-handed\r\n */\r\n public static _GetRightHandedArray4FromRef(vector: number[]) {\r\n vector[2] *= -1;\r\n vector[3] *= -1;\r\n }\r\n\r\n /**\r\n * Converts a Quaternion to right-handed\r\n * @param quaternion Source quaternion to convert to right-handed\r\n */\r\n public static _GetRightHandedQuaternionFromRef(quaternion: Quaternion) {\r\n quaternion.x *= -1;\r\n quaternion.y *= -1;\r\n }\r\n\r\n /**\r\n * Converts a Quaternion to right-handed\r\n * @param quaternion Source quaternion to convert to right-handed\r\n */\r\n public static _GetRightHandedQuaternionArrayFromRef(quaternion: number[]) {\r\n quaternion[0] *= -1;\r\n quaternion[1] *= -1;\r\n }\r\n\r\n public static _NormalizeTangentFromRef(tangent: Vector4) {\r\n const length = Math.sqrt(tangent.x * tangent.x + tangent.y * tangent.y + tangent.z * tangent.z);\r\n if (length > 0) {\r\n tangent.x /= length;\r\n tangent.y /= length;\r\n tangent.z /= length;\r\n }\r\n }\r\n\r\n public static _GetDataAccessorElementCount(accessorType: AccessorType) {\r\n switch (accessorType) {\r\n case AccessorType.MAT2:\r\n return 4;\r\n case AccessorType.MAT3:\r\n return 9;\r\n case AccessorType.MAT4:\r\n return 16;\r\n case AccessorType.SCALAR:\r\n return 1;\r\n case AccessorType.VEC2:\r\n return 2;\r\n case AccessorType.VEC3:\r\n return 3;\r\n case AccessorType.VEC4:\r\n return 4;\r\n }\r\n }\r\n}"]}
@@ -1,8 +0,0 @@
1
- export * from "./glTFAnimation";
2
- export * from "./glTFData";
3
- export * from "./glTFExporter";
4
- export * from "./glTFExporterExtension";
5
- export * from "./glTFMaterialExporter";
6
- export * from "./glTFSerializer";
7
- export * from "./glTFUtilities";
8
- export * from "./Extensions/index";
package/glTF/2.0/index.js DELETED
@@ -1,9 +0,0 @@
1
- export * from "./glTFAnimation.js";
2
- export * from "./glTFData.js";
3
- export * from "./glTFExporter.js";
4
- export * from "./glTFExporterExtension.js";
5
- export * from "./glTFMaterialExporter.js";
6
- export * from "./glTFSerializer.js";
7
- export * from "./glTFUtilities.js";
8
- export * from "./Extensions/index.js";
9
- //# sourceMappingURL=index.js.map
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@@ -1,5 +0,0 @@
1
- /** @hidden */
2
- export declare var textureTransformPixelShader: {
3
- name: string;
4
- shader: string;
5
- };
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- import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
2
- var name = 'textureTransformPixelShader';
3
- var shader = "precision highp float;\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform mat4 textureTransformMat;\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec2 uvTransformed=(textureTransformMat*vec4(vUV.xy,1,1)).xy;\ngl_FragColor=texture2D(textureSampler,uvTransformed);\n#define CUSTOM_FRAGMENT_MAIN_END\n}";
4
- ShaderStore.ShadersStore[name] = shader;
5
- /** @hidden */
6
- export var textureTransformPixelShader = { name: name, shader: shader };
7
- //# sourceMappingURL=textureTransform.fragment.js.map
@@ -1 +0,0 @@
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- {"version":3,"file":"textureTransform.fragment.js","sourceRoot":"","sources":["../../../../../sourceES6/serializers/src/glTF/2.0/shaders/textureTransform.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAElE,IAAI,IAAI,GAAG,6BAA6B,CAAC;AACzC,IAAI,MAAM,GAAG,mUASX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,2BAA2B,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\n\nlet name = 'textureTransformPixelShader';\nlet shader = `precision highp float;\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform mat4 textureTransformMat;\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec2 uvTransformed=(textureTransformMat*vec4(vUV.xy,1,1)).xy;\ngl_FragColor=texture2D(textureSampler,uvTransformed);\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var textureTransformPixelShader = { name, shader };\n"]}
@@ -1,20 +0,0 @@
1
- /** @hidden */
2
- export declare var __IGLTFExporterExtension: number;
3
- /**
4
- * Interface for extending the exporter
5
- * @hidden
6
- */
7
- export interface IGLTFExporterExtension {
8
- /**
9
- * The name of this extension
10
- */
11
- readonly name: string;
12
- /**
13
- * Defines whether this extension is enabled
14
- */
15
- enabled: boolean;
16
- /**
17
- * Defines whether this extension is required
18
- */
19
- required: boolean;
20
- }
@@ -1,3 +0,0 @@
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- /** @hidden */
2
- export var __IGLTFExporterExtension = 0; // I am here to allow dts to be created
3
- //# sourceMappingURL=glTFFileExporter.js.map
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- {"version":3,"file":"glTFFileExporter.js","sourceRoot":"","sources":["../../../sourceES6/serializers/src/glTF/glTFFileExporter.ts"],"names":[],"mappings":"AAAA,cAAc;AACd,MAAM,CAAC,IAAI,wBAAwB,GAAG,CAAC,CAAC,CAAC,uCAAuC","sourcesContent":["/** @hidden */\r\nexport var __IGLTFExporterExtension = 0; // I am here to allow dts to be created\r\n\r\n/**\r\n * Interface for extending the exporter\r\n * @hidden\r\n */\r\nexport interface IGLTFExporterExtension {\r\n /**\r\n * The name of this extension\r\n */\r\n readonly name: string;\r\n /**\r\n * Defines whether this extension is enabled\r\n */\r\n enabled: boolean;\r\n\r\n /**\r\n * Defines whether this extension is required\r\n */\r\n required: boolean;\r\n}"]}
package/glTF/index.d.ts DELETED
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1
- export * from "./glTFFileExporter";
2
- export * from "./2.0/index";
package/glTF/index.js DELETED
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- export * from "./glTFFileExporter.js";
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- export * from "./2.0/index.js";
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- //# sourceMappingURL=index.js.map
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- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../sourceES6/serializers/src/glTF/index.ts"],"names":[],"mappings":"AAAA,cAAc,oBAAoB,CAAC;AACnC,cAAc,aAAa,CAAC","sourcesContent":["export * from \"./glTFFileExporter\";\r\nexport * from \"./2.0/index\";"]}
package/index.d.ts DELETED
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- export * from "./OBJ/index";
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- export * from "./glTF/index";
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- export * from "./stl/index";
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- export * from "../glTF/glTFFileExporter";
2
- export * from "../glTF/2.0/index";
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- import * as Exporters from "../glTF/glTFFileExporter.js";
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- import * as Datas from "../glTF/2.0/glTFData.js";
3
- import * as Serializers from "../glTF/2.0/glTFSerializer.js";
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- import * as Extensions from "../glTF/2.0/Extensions/index.js";
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- import * as GLTF2 from "../glTF/2.0/index.js";
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- /**
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- * This is the entry point for the UMD module.
8
- * The entry point for a future ESM package should be index.ts
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- */
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- var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined);
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- if (typeof globalObject !== "undefined") {
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- globalObject.BABYLON = globalObject.BABYLON || {};
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- var BABYLON = globalObject.BABYLON;
14
- BABYLON.GLTF2 = BABYLON.GLTF2 || {};
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- BABYLON.GLTF2.Exporter = BABYLON.GLTF2.Exporter || {};
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- BABYLON.GLTF2.Exporter.Extensions = BABYLON.GLTF2.Exporter.Extensions || {};
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- var keys = [];
18
- for (var key in Exporters) {
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- BABYLON[key] = Exporters[key];
20
- keys.push(key);
21
- }
22
- for (var key in Datas) {
23
- BABYLON[key] = Datas[key];
24
- keys.push(key);
25
- }
26
- for (var key in Serializers) {
27
- BABYLON[key] = Serializers[key];
28
- keys.push(key);
29
- }
30
- for (var key in Extensions) {
31
- BABYLON.GLTF2.Exporter.Extensions[key] = Extensions[key];
32
- keys.push(key);
33
- }
34
- for (var key in GLTF2) {
35
- // Prevent Reassignment.
36
- if (keys.indexOf(key) > -1) {
37
- continue;
38
- }
39
- BABYLON.GLTF2.Exporter[key] = GLTF2[key];
40
- }
41
- }
42
- export * from "../glTF/glTFFileExporter.js";
43
- export * from "../glTF/2.0/index.js";
44
- //# sourceMappingURL=legacy-glTF2Serializer.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"legacy-glTF2Serializer.js","sourceRoot":"","sources":["../../../sourceES6/serializers/src/legacy/legacy-glTF2Serializer.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,SAAS,MAAM,0BAA0B,CAAC;AACtD,OAAO,KAAK,KAAK,MAAM,sBAAsB,CAAC;AAC9C,OAAO,KAAK,WAAW,MAAM,4BAA4B,CAAC;AAC1D,OAAO,KAAK,UAAU,MAAM,8BAA8B,CAAC;AAC3D,OAAO,KAAK,KAAK,MAAM,mBAAmB,CAAC;AAE3C;;;GAGG;AACH,IAAI,YAAY,GAAG,CAAC,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;AACrH,IAAI,OAAO,YAAY,KAAK,WAAW,EAAE;IAC/B,YAAa,CAAC,OAAO,GAAS,YAAa,CAAC,OAAO,IAAI,EAAE,CAAC;IAChE,IAAI,OAAO,GAAS,YAAa,CAAC,OAAO,CAAC;IAC1C,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,IAAI,EAAE,CAAC;IACpC,OAAO,CAAC,KAAK,CAAC,QAAQ,GAAG,OAAO,CAAC,KAAK,CAAC,QAAQ,IAAI,EAAE,CAAC;IACtD,OAAO,CAAC,KAAK,CAAC,QAAQ,CAAC,UAAU,GAAG,OAAO,CAAC,KAAK,CAAC,QAAQ,CAAC,UAAU,IAAI,EAAE,CAAC;IAE5E,IAAM,IAAI,GAAG,EAAE,CAAC;IAChB,KAAK,IAAI,GAAG,IAAI,SAAS,EAAE;QACvB,OAAO,CAAC,GAAG,CAAC,GAAS,SAAU,CAAC,GAAG,CAAC,CAAC;QACrC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;KAClB;IACD,KAAK,IAAI,GAAG,IAAI,KAAK,EAAE;QACnB,OAAO,CAAC,GAAG,CAAC,GAAS,KAAM,CAAC,GAAG,CAAC,CAAC;QACjC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;KAClB;IACD,KAAK,IAAI,GAAG,IAAI,WAAW,EAAE;QACzB,OAAO,CAAC,GAAG,CAAC,GAAS,WAAY,CAAC,GAAG,CAAC,CAAC;QACvC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;KAClB;IAED,KAAK,IAAI,GAAG,IAAI,UAAU,EAAE;QACxB,OAAO,CAAC,KAAK,CAAC,QAAQ,CAAC,UAAU,CAAC,GAAG,CAAC,GAAS,UAAW,CAAC,GAAG,CAAC,CAAC;QAChE,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;KAClB;IAED,KAAK,IAAI,GAAG,IAAI,KAAK,EAAE;QACnB,wBAAwB;QACxB,IAAI,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE;YACxB,SAAS;SACZ;QAED,OAAO,CAAC,KAAK,CAAC,QAAQ,CAAC,GAAG,CAAC,GAAS,KAAM,CAAC,GAAG,CAAC,CAAC;KACnD;CACJ;AAED,cAAc,0BAA0B,CAAC;AACzC,cAAc,mBAAmB,CAAC","sourcesContent":["import * as Exporters from \"../glTF/glTFFileExporter\";\r\nimport * as Datas from \"../glTF/2.0/glTFData\";\r\nimport * as Serializers from \"../glTF/2.0/glTFSerializer\";\r\nimport * as Extensions from \"../glTF/2.0/Extensions/index\";\r\nimport * as GLTF2 from \"../glTF/2.0/index\";\r\n\r\n/**\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nvar globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined);\r\nif (typeof globalObject !== \"undefined\") {\r\n (<any>globalObject).BABYLON = (<any>globalObject).BABYLON || {};\r\n var BABYLON = (<any>globalObject).BABYLON;\r\n BABYLON.GLTF2 = BABYLON.GLTF2 || {};\r\n BABYLON.GLTF2.Exporter = BABYLON.GLTF2.Exporter || {};\r\n BABYLON.GLTF2.Exporter.Extensions = BABYLON.GLTF2.Exporter.Extensions || {};\r\n\r\n const keys = [];\r\n for (var key in Exporters) {\r\n BABYLON[key] = (<any>Exporters)[key];\r\n keys.push(key);\r\n }\r\n for (var key in Datas) {\r\n BABYLON[key] = (<any>Datas)[key];\r\n keys.push(key);\r\n }\r\n for (var key in Serializers) {\r\n BABYLON[key] = (<any>Serializers)[key];\r\n keys.push(key);\r\n }\r\n\r\n for (var key in Extensions) {\r\n BABYLON.GLTF2.Exporter.Extensions[key] = (<any>Extensions)[key];\r\n keys.push(key);\r\n }\r\n\r\n for (var key in GLTF2) {\r\n // Prevent Reassignment.\r\n if (keys.indexOf(key) > -1) {\r\n continue;\r\n }\r\n\r\n BABYLON.GLTF2.Exporter[key] = (<any>GLTF2)[key];\r\n }\r\n}\r\n\r\nexport * from \"../glTF/glTFFileExporter\";\r\nexport * from \"../glTF/2.0/index\";"]}
@@ -1 +0,0 @@
1
- export * from "../OBJ/index";
@@ -1,13 +0,0 @@
1
- import * as Serializers from "../OBJ/index.js";
2
- /**
3
- * This is the entry point for the UMD module.
4
- * The entry point for a future ESM package should be index.ts
5
- */
6
- var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined);
7
- if (typeof globalObject !== "undefined") {
8
- for (var serializer in Serializers) {
9
- globalObject.BABYLON[serializer] = Serializers[serializer];
10
- }
11
- }
12
- export * from "../OBJ/index.js";
13
- //# sourceMappingURL=legacy-objSerializer.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"legacy-objSerializer.js","sourceRoot":"","sources":["../../../sourceES6/serializers/src/legacy/legacy-objSerializer.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,WAAW,MAAM,cAAc,CAAC;AAE5C;;;GAGG;AACH,IAAI,YAAY,GAAG,CAAC,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;AACrH,IAAI,OAAO,YAAY,KAAK,WAAW,EAAE;IACrC,KAAK,IAAI,UAAU,IAAI,WAAW,EAAE;QAC1B,YAAa,CAAC,OAAO,CAAC,UAAU,CAAC,GAAS,WAAY,CAAC,UAAU,CAAC,CAAC;KAC5E;CACJ;AAED,cAAc,cAAc,CAAC","sourcesContent":["import * as Serializers from \"../OBJ/index\";\r\n\r\n/**\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nvar globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined);\r\nif (typeof globalObject !== \"undefined\") {\r\n for (var serializer in Serializers) {\r\n (<any>globalObject).BABYLON[serializer] = (<any>Serializers)[serializer];\r\n }\r\n}\r\n\r\nexport * from \"../OBJ/index\";"]}
@@ -1 +0,0 @@
1
- export * from "../stl/index";
@@ -1,13 +0,0 @@
1
- import * as Serializers from "../stl/index.js";
2
- /**
3
- * This is the entry point for the UMD module.
4
- * The entry point for a future ESM package should be index.ts
5
- */
6
- var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined);
7
- if (typeof globalObject !== "undefined") {
8
- for (var serializer in Serializers) {
9
- globalObject.BABYLON[serializer] = Serializers[serializer];
10
- }
11
- }
12
- export * from "../stl/index.js";
13
- //# sourceMappingURL=legacy-stlSerializer.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"legacy-stlSerializer.js","sourceRoot":"","sources":["../../../sourceES6/serializers/src/legacy/legacy-stlSerializer.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,WAAW,MAAM,cAAc,CAAC;AAE5C;;;GAGG;AACH,IAAI,YAAY,GAAG,CAAC,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;AACrH,IAAI,OAAO,YAAY,KAAK,WAAW,EAAE;IACrC,KAAK,IAAI,UAAU,IAAI,WAAW,EAAE;QAC1B,YAAa,CAAC,OAAO,CAAC,UAAU,CAAC,GAAS,WAAY,CAAC,UAAU,CAAC,CAAC;KAC5E;CACJ;AAED,cAAc,cAAc,CAAC","sourcesContent":["import * as Serializers from \"../stl/index\";\r\n\r\n/**\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nvar globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined);\r\nif (typeof globalObject !== \"undefined\") {\r\n for (var serializer in Serializers) {\r\n (<any>globalObject).BABYLON[serializer] = (<any>Serializers)[serializer];\r\n }\r\n}\r\n\r\nexport * from \"../stl/index\";"]}
@@ -1,4 +0,0 @@
1
- import "../index";
2
- export * from "./legacy-glTF2Serializer";
3
- export * from "./legacy-objSerializer";
4
- export * from "./legacy-stlSerializer";
package/legacy/legacy.js DELETED
@@ -1,5 +0,0 @@
1
- import "../index.js";
2
- export * from "./legacy-glTF2Serializer.js";
3
- export * from "./legacy-objSerializer.js";
4
- export * from "./legacy-stlSerializer.js";
5
- //# sourceMappingURL=legacy.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"legacy.js","sourceRoot":"","sources":["../../../sourceES6/serializers/src/legacy/legacy.ts"],"names":[],"mappings":"AAAA,OAAO,UAAU,CAAC;AAClB,cAAc,0BAA0B,CAAC;AACzC,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC","sourcesContent":["import \"../index\";\r\nexport * from \"./legacy-glTF2Serializer\";\r\nexport * from \"./legacy-objSerializer\";\r\nexport * from \"./legacy-stlSerializer\";"]}
package/readme.md DELETED
@@ -1,29 +0,0 @@
1
- Babylon.js Serializers
2
- =====================
3
-
4
- # Installation instructions
5
-
6
- To install using npm :
7
-
8
- ```
9
- npm install --save @babylonjs/core @babylonjs/serializers
10
- ```
11
-
12
- # How to use
13
-
14
- Afterwards it can be imported to the your project using:
15
-
16
- ```
17
- import { GLTF2Export } from '@babylonjs/serializers/glTF';
18
- ```
19
-
20
- And used as usual:
21
-
22
- ```
23
- GLTF2Export.GLTFAsync(scene, "fileName").then((gltf) => {
24
- gltf.downloadFiles();
25
- });
26
- ```
27
-
28
- For more information you can have a look at our [our ES6 dedicated documentation](https://doc.babylonjs.com/features/es6_support) and the [gltf exporter documentation](https://doc.babylonjs.com/extensions/gltfexporter).
29
-
package/stl/index.d.ts DELETED
@@ -1 +0,0 @@
1
- export * from "./stlSerializer";
package/stl/index.js DELETED
@@ -1,2 +0,0 @@
1
- export * from "./stlSerializer.js";
2
- //# sourceMappingURL=index.js.map
package/stl/index.js.map DELETED
@@ -1 +0,0 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../sourceES6/serializers/src/stl/index.ts"],"names":[],"mappings":"AAAA,cAAc,iBAAiB,CAAC","sourcesContent":["export * from \"./stlSerializer\";"]}
@@ -1,17 +0,0 @@
1
- import { Mesh } from "@babylonjs/core/Meshes/mesh";
2
- /**
3
- * Class for generating STL data from a Babylon scene.
4
- */
5
- export declare class STLExport {
6
- /**
7
- * Exports the geometry of a Mesh array in .STL file format (ASCII)
8
- * @param meshes list defines the mesh to serialize
9
- * @param download triggers the automatic download of the file.
10
- * @param fileName changes the downloads fileName.
11
- * @param binary changes the STL to a binary type.
12
- * @param isLittleEndian toggle for binary type exporter.
13
- * @param doNotBakeTransform toggle if meshes transforms should be baked or not.
14
- * @returns the STL as UTF8 string
15
- */
16
- static CreateSTL(meshes: Mesh[], download?: boolean, fileName?: string, binary?: boolean, isLittleEndian?: boolean, doNotBakeTransform?: boolean): any;
17
- }
@@ -1,108 +0,0 @@
1
- import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
2
- import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
3
- /**
4
- * Class for generating STL data from a Babylon scene.
5
- */
6
- var STLExport = /** @class */ (function () {
7
- function STLExport() {
8
- }
9
- /**
10
- * Exports the geometry of a Mesh array in .STL file format (ASCII)
11
- * @param meshes list defines the mesh to serialize
12
- * @param download triggers the automatic download of the file.
13
- * @param fileName changes the downloads fileName.
14
- * @param binary changes the STL to a binary type.
15
- * @param isLittleEndian toggle for binary type exporter.
16
- * @param doNotBakeTransform toggle if meshes transforms should be baked or not.
17
- * @returns the STL as UTF8 string
18
- */
19
- STLExport.CreateSTL = function (meshes, download, fileName, binary, isLittleEndian, doNotBakeTransform) {
20
- //Binary support adapted from https://gist.github.com/paulkaplan/6d5f0ab2c7e8fdc68a61
21
- if (download === void 0) { download = true; }
22
- if (fileName === void 0) { fileName = 'stlmesh'; }
23
- if (binary === void 0) { binary = false; }
24
- if (isLittleEndian === void 0) { isLittleEndian = true; }
25
- if (doNotBakeTransform === void 0) { doNotBakeTransform = false; }
26
- var getFaceData = function (indices, vertices, i) {
27
- var id = [indices[i] * 3, indices[i + 1] * 3, indices[i + 2] * 3];
28
- var v = [
29
- new Vector3(vertices[id[0]], vertices[id[0] + 2], vertices[id[0] + 1]),
30
- new Vector3(vertices[id[1]], vertices[id[1] + 2], vertices[id[1] + 1]),
31
- new Vector3(vertices[id[2]], vertices[id[2] + 2], vertices[id[2] + 1])
32
- ];
33
- var p1p2 = v[0].subtract(v[1]);
34
- var p3p2 = v[2].subtract(v[1]);
35
- var n = (Vector3.Cross(p3p2, p1p2)).normalize();
36
- return { v: v, n: n };
37
- };
38
- var writeVector = function (dataview, offset, vector, isLittleEndian) {
39
- offset = writeFloat(dataview, offset, vector.x, isLittleEndian);
40
- offset = writeFloat(dataview, offset, vector.y, isLittleEndian);
41
- return writeFloat(dataview, offset, vector.z, isLittleEndian);
42
- };
43
- var writeFloat = function (dataview, offset, value, isLittleEndian) {
44
- dataview.setFloat32(offset, value, isLittleEndian);
45
- return offset + 4;
46
- };
47
- var data;
48
- var faceCount = 0;
49
- var offset = 0;
50
- if (binary) {
51
- for (var i = 0; i < meshes.length; i++) {
52
- var mesh = meshes[i];
53
- var indices = mesh.getIndices();
54
- faceCount += indices ? indices.length / 3 : 0;
55
- }
56
- var bufferSize = 84 + (50 * faceCount);
57
- var buffer = new ArrayBuffer(bufferSize);
58
- data = new DataView(buffer);
59
- offset += 80;
60
- data.setUint32(offset, faceCount, isLittleEndian);
61
- offset += 4;
62
- }
63
- else {
64
- data = 'solid stlmesh\r\n';
65
- }
66
- for (var i = 0; i < meshes.length; i++) {
67
- var mesh = meshes[i];
68
- if (!doNotBakeTransform) {
69
- mesh.bakeCurrentTransformIntoVertices();
70
- }
71
- var vertices = mesh.getVerticesData(VertexBuffer.PositionKind) || [];
72
- var indices = mesh.getIndices() || [];
73
- for (var i_1 = 0; i_1 < indices.length; i_1 += 3) {
74
- var fd = getFaceData(indices, vertices, i_1);
75
- if (binary) {
76
- offset = writeVector(data, offset, fd.n, isLittleEndian);
77
- offset = writeVector(data, offset, fd.v[0], isLittleEndian);
78
- offset = writeVector(data, offset, fd.v[1], isLittleEndian);
79
- offset = writeVector(data, offset, fd.v[2], isLittleEndian);
80
- offset += 2;
81
- }
82
- else {
83
- data += 'facet normal ' + fd.n.x + ' ' + fd.n.y + ' ' + fd.n.z + '\r\n';
84
- data += '\touter loop\r\n';
85
- data += '\t\tvertex ' + fd.v[0].x + ' ' + fd.v[0].y + ' ' + fd.v[0].z + '\r\n';
86
- data += '\t\tvertex ' + fd.v[1].x + ' ' + fd.v[1].y + ' ' + fd.v[1].z + '\r\n';
87
- data += '\t\tvertex ' + fd.v[2].x + ' ' + fd.v[2].y + ' ' + fd.v[2].z + '\r\n';
88
- data += '\tendloop\r\n';
89
- data += 'endfacet\r\n';
90
- }
91
- }
92
- }
93
- if (!binary) {
94
- data += 'endsolid stlmesh';
95
- }
96
- if (download) {
97
- var a = document.createElement('a');
98
- var blob = new Blob([data], { 'type': 'application/octet-stream' });
99
- a.href = window.URL.createObjectURL(blob);
100
- a.download = fileName + ".stl";
101
- a.click();
102
- }
103
- return data;
104
- };
105
- return STLExport;
106
- }());
107
- export { STLExport };
108
- //# sourceMappingURL=stlSerializer.js.map
@@ -1 +0,0 @@
1
- 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{ Mesh } from \"@babylonjs/core/Meshes/mesh\";\nimport { VertexBuffer } from \"@babylonjs/core/Buffers/buffer\";\nimport { Vector3 } from \"@babylonjs/core/Maths/math.vector\";\n\n/**\n* Class for generating STL data from a Babylon scene.\n*/\nexport class STLExport {\n /**\n * Exports the geometry of a Mesh array in .STL file format (ASCII)\n * @param meshes list defines the mesh to serialize\n * @param download triggers the automatic download of the file.\n * @param fileName changes the downloads fileName.\n * @param binary changes the STL to a binary type.\n * @param isLittleEndian toggle for binary type exporter.\n * @param doNotBakeTransform toggle if meshes transforms should be baked or not.\n * @returns the STL as UTF8 string\n */\n public static CreateSTL(meshes: Mesh[], download: boolean = true, fileName: string = 'stlmesh', binary: boolean = false, isLittleEndian: boolean = true, doNotBakeTransform: boolean = false): any {\n\n //Binary support adapted from https://gist.github.com/paulkaplan/6d5f0ab2c7e8fdc68a61\n\n let getFaceData = function (indices: any, vertices: any, i: number) {\n let id = [indices[i] * 3, indices[i + 1] * 3, indices[i + 2] * 3];\n let v = [\n new Vector3(vertices[id[0]], vertices[id[0] + 2], vertices[id[0] + 1]),\n new Vector3(vertices[id[1]], vertices[id[1] + 2], vertices[id[1] + 1]),\n new Vector3(vertices[id[2]], vertices[id[2] + 2], vertices[id[2] + 1])\n ];\n let p1p2 = v[0].subtract(v[1]);\n let p3p2 = v[2].subtract(v[1]);\n let n = (Vector3.Cross(p3p2, p1p2)).normalize();\n\n return { v, n };\n };\n\n let writeVector = function (dataview: any, offset: number, vector: Vector3, isLittleEndian: boolean) {\n offset = writeFloat(dataview, offset, vector.x, isLittleEndian);\n offset = writeFloat(dataview, offset, vector.y, isLittleEndian);\n return writeFloat(dataview, offset, vector.z, isLittleEndian);\n };\n\n let writeFloat = function (dataview: any, offset: number, value: number, isLittleEndian: boolean) {\n dataview.setFloat32(offset, value, isLittleEndian);\n return offset + 4;\n };\n\n let data;\n\n let faceCount = 0;\n let offset = 0;\n\n if (binary) {\n for (let i = 0; i < meshes.length; i++) {\n let mesh = meshes[i];\n let indices = mesh.getIndices();\n faceCount += indices ? indices.length / 3 : 0;\n }\n\n let bufferSize = 84 + (50 * faceCount);\n let buffer = new ArrayBuffer(bufferSize);\n data = new DataView(buffer);\n\n offset += 80;\n data.setUint32(offset, faceCount, isLittleEndian);\n offset += 4;\n\n } else {\n data = 'solid stlmesh\\r\\n';\n }\n\n for (let i = 0; i < meshes.length; i++) {\n let mesh = meshes[i];\n if (!doNotBakeTransform) {\n mesh.bakeCurrentTransformIntoVertices();\n }\n let vertices = mesh.getVerticesData(VertexBuffer.PositionKind) || [];\n let indices = mesh.getIndices() || [];\n\n for (let i = 0; i < indices.length; i += 3) {\n let fd = getFaceData(indices, vertices, i);\n\n if (binary) {\n offset = writeVector(data, offset, fd.n, isLittleEndian);\n offset = writeVector(data, offset, fd.v[0], isLittleEndian);\n offset = writeVector(data, offset, fd.v[1], isLittleEndian);\n offset = writeVector(data, offset, fd.v[2], isLittleEndian);\n offset += 2;\n } else {\n data += 'facet normal ' + fd.n.x + ' ' + fd.n.y + ' ' + fd.n.z + '\\r\\n';\n data += '\\touter loop\\r\\n';\n data += '\\t\\tvertex ' + fd.v[0].x + ' ' + fd.v[0].y + ' ' + fd.v[0].z + '\\r\\n';\n data += '\\t\\tvertex ' + fd.v[1].x + ' ' + fd.v[1].y + ' ' + fd.v[1].z + '\\r\\n';\n data += '\\t\\tvertex ' + fd.v[2].x + ' ' + fd.v[2].y + ' ' + fd.v[2].z + '\\r\\n';\n data += '\\tendloop\\r\\n';\n data += 'endfacet\\r\\n';\n }\n\n }\n }\n\n if (!binary) {\n data += 'endsolid stlmesh';\n }\n\n if (download) {\n let a = document.createElement('a');\n let blob = new Blob([data], { 'type': 'application/octet-stream' });\n a.href = window.URL.createObjectURL(blob);\n a.download = fileName + \".stl\";\n a.click();\n }\n\n return data;\n }\n}\n"]}