@babylonjs/serializers 5.0.0-rc.6 → 5.0.0

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Files changed (74) hide show
  1. package/OBJ/index.d.ts +1 -1
  2. package/OBJ/index.js +1 -1
  3. package/OBJ/objSerializer.d.ts +21 -21
  4. package/OBJ/objSerializer.js +174 -174
  5. package/OBJ/objSerializer.js.map +1 -1
  6. package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +41 -41
  7. package/glTF/2.0/Extensions/KHR_lights_punctual.js +189 -189
  8. package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
  9. package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +24 -24
  10. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +90 -90
  11. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
  12. package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +24 -24
  13. package/glTF/2.0/Extensions/KHR_materials_sheen.js +73 -73
  14. package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
  15. package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +20 -20
  16. package/glTF/2.0/Extensions/KHR_materials_unlit.js +51 -51
  17. package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
  18. package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +30 -30
  19. package/glTF/2.0/Extensions/KHR_texture_transform.js +137 -137
  20. package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
  21. package/glTF/2.0/Extensions/index.d.ts +5 -5
  22. package/glTF/2.0/Extensions/index.js +5 -5
  23. package/glTF/2.0/glTFAnimation.d.ts +206 -205
  24. package/glTF/2.0/glTFAnimation.js +852 -852
  25. package/glTF/2.0/glTFAnimation.js.map +1 -1
  26. package/glTF/2.0/glTFData.d.ts +19 -19
  27. package/glTF/2.0/glTFData.js +52 -52
  28. package/glTF/2.0/glTFExporter.d.ts +456 -455
  29. package/glTF/2.0/glTFExporter.js +1975 -1972
  30. package/glTF/2.0/glTFExporter.js.map +1 -1
  31. package/glTF/2.0/glTFExporterExtension.d.ts +74 -74
  32. package/glTF/2.0/glTFExporterExtension.js +3 -3
  33. package/glTF/2.0/glTFExporterExtension.js.map +1 -1
  34. package/glTF/2.0/glTFMaterialExporter.d.ts +208 -207
  35. package/glTF/2.0/glTFMaterialExporter.js +1114 -1110
  36. package/glTF/2.0/glTFMaterialExporter.js.map +1 -1
  37. package/glTF/2.0/glTFSerializer.d.ts +60 -60
  38. package/glTF/2.0/glTFSerializer.js +62 -62
  39. package/glTF/2.0/glTFSerializer.js.map +1 -1
  40. package/glTF/2.0/glTFUtilities.d.ts +99 -97
  41. package/glTF/2.0/glTFUtilities.js +196 -196
  42. package/glTF/2.0/glTFUtilities.js.map +1 -1
  43. package/glTF/2.0/index.d.ts +8 -8
  44. package/glTF/2.0/index.js +9 -8
  45. package/glTF/2.0/index.js.map +1 -1
  46. package/glTF/2.0/shaders/textureTransform.fragment.d.ts +5 -5
  47. package/glTF/2.0/shaders/textureTransform.fragment.js +8 -8
  48. package/glTF/glTFFileExporter.d.ts +20 -20
  49. package/glTF/glTFFileExporter.js +3 -3
  50. package/glTF/index.d.ts +2 -2
  51. package/glTF/index.js +3 -2
  52. package/glTF/index.js.map +1 -1
  53. package/index.d.ts +3 -3
  54. package/index.js +4 -3
  55. package/index.js.map +1 -1
  56. package/legacy/legacy-glTF2Serializer.d.ts +2 -2
  57. package/legacy/legacy-glTF2Serializer.js +44 -43
  58. package/legacy/legacy-glTF2Serializer.js.map +1 -1
  59. package/legacy/legacy-objSerializer.d.ts +1 -1
  60. package/legacy/legacy-objSerializer.js +13 -12
  61. package/legacy/legacy-objSerializer.js.map +1 -1
  62. package/legacy/legacy-stlSerializer.d.ts +1 -1
  63. package/legacy/legacy-stlSerializer.js +13 -12
  64. package/legacy/legacy-stlSerializer.js.map +1 -1
  65. package/legacy/legacy.d.ts +4 -4
  66. package/legacy/legacy.js +6 -5
  67. package/legacy/legacy.js.map +1 -1
  68. package/license.md +71 -0
  69. package/package.json +25 -6
  70. package/stl/index.d.ts +1 -1
  71. package/stl/index.js +1 -1
  72. package/stl/stlSerializer.d.ts +17 -17
  73. package/stl/stlSerializer.js +107 -107
  74. package/stl/stlSerializer.js.map +1 -1
package/OBJ/index.d.ts CHANGED
@@ -1 +1 @@
1
- export * from "./objSerializer";
1
+ export * from "./objSerializer";
package/OBJ/index.js CHANGED
@@ -1,2 +1,2 @@
1
- export * from "./objSerializer.js";
1
+ export * from "./objSerializer.js";
2
2
  //# sourceMappingURL=index.js.map
@@ -1,21 +1,21 @@
1
- import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
2
- /**
3
- * Class for generating OBJ data from a Babylon scene.
4
- */
5
- export declare class OBJExport {
6
- /**
7
- * Exports the geometry of a Mesh array in .OBJ file format (text)
8
- * @param mesh defines the list of meshes to serialize
9
- * @param materials defines if materials should be exported
10
- * @param matlibname defines the name of the associated mtl file
11
- * @param globalposition defines if the exported positions are globals or local to the exported mesh
12
- * @returns the OBJ content
13
- */
14
- static OBJ(mesh: Mesh[], materials?: boolean, matlibname?: string, globalposition?: boolean): string;
15
- /**
16
- * Exports the material(s) of a mesh in .MTL file format (text)
17
- * @param mesh defines the mesh to extract the material from
18
- * @returns the mtl content
19
- */
20
- static MTL(mesh: Mesh): string;
21
- }
1
+ import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
2
+ /**
3
+ * Class for generating OBJ data from a Babylon scene.
4
+ */
5
+ export declare class OBJExport {
6
+ /**
7
+ * Exports the geometry of a Mesh array in .OBJ file format (text)
8
+ * @param mesh defines the list of meshes to serialize
9
+ * @param materials defines if materials should be exported
10
+ * @param matlibname defines the name of the associated mtl file
11
+ * @param globalposition defines if the exported positions are globals or local to the exported mesh
12
+ * @returns the OBJ content
13
+ */
14
+ static OBJ(mesh: Mesh[], materials?: boolean, matlibname?: string, globalposition?: boolean): string;
15
+ /**
16
+ * Exports the material(s) of a mesh in .MTL file format (text)
17
+ * @param mesh defines the mesh to extract the material from
18
+ * @returns the mtl content
19
+ */
20
+ static MTL(mesh: Mesh): string;
21
+ }
@@ -1,175 +1,175 @@
1
- import { Matrix } from "@babylonjs/core/Maths/math.vector.js";
2
- import { Tools } from "@babylonjs/core/Misc/tools.js";
3
- /**
4
- * Class for generating OBJ data from a Babylon scene.
5
- */
6
- var OBJExport = /** @class */ (function () {
7
- function OBJExport() {
8
- }
9
- /**
10
- * Exports the geometry of a Mesh array in .OBJ file format (text)
11
- * @param mesh defines the list of meshes to serialize
12
- * @param materials defines if materials should be exported
13
- * @param matlibname defines the name of the associated mtl file
14
- * @param globalposition defines if the exported positions are globals or local to the exported mesh
15
- * @returns the OBJ content
16
- */
17
- OBJExport.OBJ = function (mesh, materials, matlibname, globalposition) {
18
- var output = [];
19
- var v = 1;
20
- // keep track of uv index in case mixed meshes are passed in
21
- var textureV = 1;
22
- if (materials) {
23
- if (!matlibname) {
24
- matlibname = "mat";
25
- }
26
- output.push("mtllib " + matlibname + ".mtl");
27
- }
28
- for (var j = 0; j < mesh.length; j++) {
29
- output.push("g object" + j);
30
- output.push("o object_" + j);
31
- //Uses the position of the item in the scene, to the file (this back to normal in the end)
32
- var inverseTransform = null;
33
- if (globalposition) {
34
- var transform = mesh[j].computeWorldMatrix(true);
35
- inverseTransform = new Matrix();
36
- transform.invertToRef(inverseTransform);
37
- mesh[j].bakeTransformIntoVertices(transform);
38
- }
39
- //TODO: submeshes (groups)
40
- //TODO: smoothing groups (s 1, s off);
41
- if (materials) {
42
- var mat = mesh[j].material;
43
- if (mat) {
44
- output.push("usemtl " + mat.id);
45
- }
46
- }
47
- var g = mesh[j].geometry;
48
- if (!g) {
49
- Tools.Warn("No geometry is present on the mesh");
50
- continue;
51
- }
52
- var trunkVerts = g.getVerticesData("position");
53
- var trunkNormals = g.getVerticesData("normal");
54
- var trunkUV = g.getVerticesData("uv");
55
- var trunkFaces = g.getIndices();
56
- var currentV = 0;
57
- var currentTextureV = 0;
58
- if (!trunkVerts || !trunkFaces) {
59
- Tools.Warn("There are no position vertices or indices on the mesh!");
60
- continue;
61
- }
62
- for (var i = 0; i < trunkVerts.length; i += 3) {
63
- // Babylon.js default is left handed, while OBJ default is right handed
64
- // Need to invert Z vertices unless Babylon is set to use a right handed system
65
- if (mesh[0].getScene().useRightHandedSystem) {
66
- output.push("v " + trunkVerts[i] + " " + trunkVerts[i + 1] + " " + trunkVerts[i + 2]);
67
- }
68
- else {
69
- output.push("v " + trunkVerts[i] + " " + trunkVerts[i + 1] + " " + -trunkVerts[i + 2]);
70
- }
71
- currentV++;
72
- }
73
- if (trunkNormals != null) {
74
- for (var i = 0; i < trunkNormals.length; i += 3) {
75
- output.push("vn " + trunkNormals[i] + " " + trunkNormals[i + 1] + " " + trunkNormals[i + 2]);
76
- }
77
- }
78
- if (trunkUV != null) {
79
- for (var i = 0; i < trunkUV.length; i += 2) {
80
- output.push("vt " + trunkUV[i] + " " + trunkUV[i + 1]);
81
- currentTextureV++;
82
- }
83
- }
84
- for (var i = 0; i < trunkFaces.length; i += 3) {
85
- var indices = [String(trunkFaces[i + 2] + v), String(trunkFaces[i + 1] + v), String(trunkFaces[i] + v)];
86
- var textureIndices = [String(trunkFaces[i + 2] + textureV), String(trunkFaces[i + 1] + textureV), String(trunkFaces[i] + textureV)];
87
- var blanks = ["", "", ""];
88
- var facePositions = indices;
89
- var faceUVs = trunkUV != null ? textureIndices : blanks;
90
- var faceNormals = trunkNormals != null ? indices : blanks;
91
- output.push("f " +
92
- facePositions[0] +
93
- "/" +
94
- faceUVs[0] +
95
- "/" +
96
- faceNormals[0] +
97
- " " +
98
- facePositions[1] +
99
- "/" +
100
- faceUVs[1] +
101
- "/" +
102
- faceNormals[1] +
103
- " " +
104
- facePositions[2] +
105
- "/" +
106
- faceUVs[2] +
107
- "/" +
108
- faceNormals[2]);
109
- }
110
- //back de previous matrix, to not change the original mesh in the scene
111
- if (globalposition && inverseTransform) {
112
- mesh[j].bakeTransformIntoVertices(inverseTransform);
113
- }
114
- v += currentV;
115
- textureV += currentTextureV;
116
- }
117
- var text = output.join("\n");
118
- return text;
119
- };
120
- /**
121
- * Exports the material(s) of a mesh in .MTL file format (text)
122
- * @param mesh defines the mesh to extract the material from
123
- * @returns the mtl content
124
- */
125
- //TODO: Export the materials of mesh array
126
- OBJExport.MTL = function (mesh) {
127
- var output = [];
128
- var m = mesh.material;
129
- output.push("newmtl mat1");
130
- output.push(" Ns " + m.specularPower.toFixed(4));
131
- output.push(" Ni 1.5000");
132
- output.push(" d " + m.alpha.toFixed(4));
133
- output.push(" Tr 0.0000");
134
- output.push(" Tf 1.0000 1.0000 1.0000");
135
- output.push(" illum 2");
136
- output.push(" Ka " + m.ambientColor.r.toFixed(4) + " " + m.ambientColor.g.toFixed(4) + " " + m.ambientColor.b.toFixed(4));
137
- output.push(" Kd " + m.diffuseColor.r.toFixed(4) + " " + m.diffuseColor.g.toFixed(4) + " " + m.diffuseColor.b.toFixed(4));
138
- output.push(" Ks " + m.specularColor.r.toFixed(4) + " " + m.specularColor.g.toFixed(4) + " " + m.specularColor.b.toFixed(4));
139
- output.push(" Ke " + m.emissiveColor.r.toFixed(4) + " " + m.emissiveColor.g.toFixed(4) + " " + m.emissiveColor.b.toFixed(4));
140
- //TODO: uv scale, offset, wrap
141
- //TODO: UV mirrored in Blender? second UV channel? lightMap? reflection textures?
142
- var uvscale = "";
143
- if (m.ambientTexture) {
144
- output.push(" map_Ka " + uvscale + m.ambientTexture.name);
145
- }
146
- if (m.diffuseTexture) {
147
- output.push(" map_Kd " + uvscale + m.diffuseTexture.name);
148
- //TODO: alpha testing, opacity in diffuse texture alpha channel (diffuseTexture.hasAlpha -> map_d)
149
- }
150
- if (m.specularTexture) {
151
- output.push(" map_Ks " + uvscale + m.specularTexture.name);
152
- /* TODO: glossiness = specular highlight component is in alpha channel of specularTexture. (???)
153
- if (m.useGlossinessFromSpecularMapAlpha) {
154
- output.push(" map_Ns "+uvscale + m.specularTexture.name);
155
- }
156
- */
157
- }
158
- /* TODO: emissive texture not in .MAT format (???)
159
- if (m.emissiveTexture) {
160
- output.push(" map_d "+uvscale+m.emissiveTexture.name);
161
- }
162
- */
163
- if (m.bumpTexture) {
164
- output.push(" map_bump -imfchan z " + uvscale + m.bumpTexture.name);
165
- }
166
- if (m.opacityTexture) {
167
- output.push(" map_d " + uvscale + m.opacityTexture.name);
168
- }
169
- var text = output.join("\n");
170
- return text;
171
- };
172
- return OBJExport;
173
- }());
174
- export { OBJExport };
1
+ import { Matrix } from "@babylonjs/core/Maths/math.vector.js";
2
+ import { Tools } from "@babylonjs/core/Misc/tools.js";
3
+ /**
4
+ * Class for generating OBJ data from a Babylon scene.
5
+ */
6
+ var OBJExport = /** @class */ (function () {
7
+ function OBJExport() {
8
+ }
9
+ /**
10
+ * Exports the geometry of a Mesh array in .OBJ file format (text)
11
+ * @param mesh defines the list of meshes to serialize
12
+ * @param materials defines if materials should be exported
13
+ * @param matlibname defines the name of the associated mtl file
14
+ * @param globalposition defines if the exported positions are globals or local to the exported mesh
15
+ * @returns the OBJ content
16
+ */
17
+ OBJExport.OBJ = function (mesh, materials, matlibname, globalposition) {
18
+ var output = [];
19
+ var v = 1;
20
+ // keep track of uv index in case mixed meshes are passed in
21
+ var textureV = 1;
22
+ if (materials) {
23
+ if (!matlibname) {
24
+ matlibname = "mat";
25
+ }
26
+ output.push("mtllib " + matlibname + ".mtl");
27
+ }
28
+ for (var j = 0; j < mesh.length; j++) {
29
+ output.push("g object" + j);
30
+ output.push("o object_" + j);
31
+ //Uses the position of the item in the scene, to the file (this back to normal in the end)
32
+ var inverseTransform = null;
33
+ if (globalposition) {
34
+ var transform = mesh[j].computeWorldMatrix(true);
35
+ inverseTransform = new Matrix();
36
+ transform.invertToRef(inverseTransform);
37
+ mesh[j].bakeTransformIntoVertices(transform);
38
+ }
39
+ //TODO: submeshes (groups)
40
+ //TODO: smoothing groups (s 1, s off);
41
+ if (materials) {
42
+ var mat = mesh[j].material;
43
+ if (mat) {
44
+ output.push("usemtl " + mat.id);
45
+ }
46
+ }
47
+ var g = mesh[j].geometry;
48
+ if (!g) {
49
+ Tools.Warn("No geometry is present on the mesh");
50
+ continue;
51
+ }
52
+ var trunkVerts = g.getVerticesData("position");
53
+ var trunkNormals = g.getVerticesData("normal");
54
+ var trunkUV = g.getVerticesData("uv");
55
+ var trunkFaces = g.getIndices();
56
+ var currentV = 0;
57
+ var currentTextureV = 0;
58
+ if (!trunkVerts || !trunkFaces) {
59
+ Tools.Warn("There are no position vertices or indices on the mesh!");
60
+ continue;
61
+ }
62
+ for (var i = 0; i < trunkVerts.length; i += 3) {
63
+ // Babylon.js default is left handed, while OBJ default is right handed
64
+ // Need to invert Z vertices unless Babylon is set to use a right handed system
65
+ if (mesh[0].getScene().useRightHandedSystem) {
66
+ output.push("v " + trunkVerts[i] + " " + trunkVerts[i + 1] + " " + trunkVerts[i + 2]);
67
+ }
68
+ else {
69
+ output.push("v " + trunkVerts[i] + " " + trunkVerts[i + 1] + " " + -trunkVerts[i + 2]);
70
+ }
71
+ currentV++;
72
+ }
73
+ if (trunkNormals != null) {
74
+ for (var i = 0; i < trunkNormals.length; i += 3) {
75
+ output.push("vn " + trunkNormals[i] + " " + trunkNormals[i + 1] + " " + trunkNormals[i + 2]);
76
+ }
77
+ }
78
+ if (trunkUV != null) {
79
+ for (var i = 0; i < trunkUV.length; i += 2) {
80
+ output.push("vt " + trunkUV[i] + " " + trunkUV[i + 1]);
81
+ currentTextureV++;
82
+ }
83
+ }
84
+ for (var i = 0; i < trunkFaces.length; i += 3) {
85
+ var indices = [String(trunkFaces[i + 2] + v), String(trunkFaces[i + 1] + v), String(trunkFaces[i] + v)];
86
+ var textureIndices = [String(trunkFaces[i + 2] + textureV), String(trunkFaces[i + 1] + textureV), String(trunkFaces[i] + textureV)];
87
+ var blanks = ["", "", ""];
88
+ var facePositions = indices;
89
+ var faceUVs = trunkUV != null ? textureIndices : blanks;
90
+ var faceNormals = trunkNormals != null ? indices : blanks;
91
+ output.push("f " +
92
+ facePositions[0] +
93
+ "/" +
94
+ faceUVs[0] +
95
+ "/" +
96
+ faceNormals[0] +
97
+ " " +
98
+ facePositions[1] +
99
+ "/" +
100
+ faceUVs[1] +
101
+ "/" +
102
+ faceNormals[1] +
103
+ " " +
104
+ facePositions[2] +
105
+ "/" +
106
+ faceUVs[2] +
107
+ "/" +
108
+ faceNormals[2]);
109
+ }
110
+ //back de previous matrix, to not change the original mesh in the scene
111
+ if (globalposition && inverseTransform) {
112
+ mesh[j].bakeTransformIntoVertices(inverseTransform);
113
+ }
114
+ v += currentV;
115
+ textureV += currentTextureV;
116
+ }
117
+ var text = output.join("\n");
118
+ return text;
119
+ };
120
+ /**
121
+ * Exports the material(s) of a mesh in .MTL file format (text)
122
+ * @param mesh defines the mesh to extract the material from
123
+ * @returns the mtl content
124
+ */
125
+ //TODO: Export the materials of mesh array
126
+ OBJExport.MTL = function (mesh) {
127
+ var output = [];
128
+ var m = mesh.material;
129
+ output.push("newmtl mat1");
130
+ output.push(" Ns " + m.specularPower.toFixed(4));
131
+ output.push(" Ni 1.5000");
132
+ output.push(" d " + m.alpha.toFixed(4));
133
+ output.push(" Tr 0.0000");
134
+ output.push(" Tf 1.0000 1.0000 1.0000");
135
+ output.push(" illum 2");
136
+ output.push(" Ka " + m.ambientColor.r.toFixed(4) + " " + m.ambientColor.g.toFixed(4) + " " + m.ambientColor.b.toFixed(4));
137
+ output.push(" Kd " + m.diffuseColor.r.toFixed(4) + " " + m.diffuseColor.g.toFixed(4) + " " + m.diffuseColor.b.toFixed(4));
138
+ output.push(" Ks " + m.specularColor.r.toFixed(4) + " " + m.specularColor.g.toFixed(4) + " " + m.specularColor.b.toFixed(4));
139
+ output.push(" Ke " + m.emissiveColor.r.toFixed(4) + " " + m.emissiveColor.g.toFixed(4) + " " + m.emissiveColor.b.toFixed(4));
140
+ //TODO: uv scale, offset, wrap
141
+ //TODO: UV mirrored in Blender? second UV channel? lightMap? reflection textures?
142
+ var uvscale = "";
143
+ if (m.ambientTexture) {
144
+ output.push(" map_Ka " + uvscale + m.ambientTexture.name);
145
+ }
146
+ if (m.diffuseTexture) {
147
+ output.push(" map_Kd " + uvscale + m.diffuseTexture.name);
148
+ //TODO: alpha testing, opacity in diffuse texture alpha channel (diffuseTexture.hasAlpha -> map_d)
149
+ }
150
+ if (m.specularTexture) {
151
+ output.push(" map_Ks " + uvscale + m.specularTexture.name);
152
+ /* TODO: glossiness = specular highlight component is in alpha channel of specularTexture. (???)
153
+ if (m.useGlossinessFromSpecularMapAlpha) {
154
+ output.push(" map_Ns "+uvscale + m.specularTexture.name);
155
+ }
156
+ */
157
+ }
158
+ /* TODO: emissive texture not in .MAT format (???)
159
+ if (m.emissiveTexture) {
160
+ output.push(" map_d "+uvscale+m.emissiveTexture.name);
161
+ }
162
+ */
163
+ if (m.bumpTexture) {
164
+ output.push(" map_bump -imfchan z " + uvscale + m.bumpTexture.name);
165
+ }
166
+ if (m.opacityTexture) {
167
+ output.push(" map_d " + uvscale + m.opacityTexture.name);
168
+ }
169
+ var text = output.join("\n");
170
+ return text;
171
+ };
172
+ return OBJExport;
173
+ }());
174
+ export { OBJExport };
175
175
  //# sourceMappingURL=objSerializer.js.map
@@ -1 +1 @@
1
- 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{ Nullable } from \"core/types\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { Geometry } from \"core/Meshes/geometry\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\n\r\n/**\r\n * Class for generating OBJ data from a Babylon scene.\r\n */\r\nexport class OBJExport {\r\n /**\r\n * Exports the geometry of a Mesh array in .OBJ file format (text)\r\n * @param mesh defines the list of meshes to serialize\r\n * @param materials defines if materials should be exported\r\n * @param matlibname defines the name of the associated mtl file\r\n * @param globalposition defines if the exported positions are globals or local to the exported mesh\r\n * @returns the OBJ content\r\n */\r\n public static OBJ(mesh: Mesh[], materials?: boolean, matlibname?: string, globalposition?: boolean): string {\r\n const output: string[] = [];\r\n let v = 1;\r\n // keep track of uv index in case mixed meshes are passed in\r\n let textureV = 1;\r\n\r\n if (materials) {\r\n if (!matlibname) {\r\n matlibname = \"mat\";\r\n }\r\n output.push(\"mtllib \" + matlibname + \".mtl\");\r\n }\r\n for (let j = 0; j < mesh.length; j++) {\r\n output.push(\"g object\" + j);\r\n output.push(\"o object_\" + j);\r\n\r\n //Uses the position of the item in the scene, to the file (this back to normal in the end)\r\n let inverseTransform: Nullable<Matrix> = null;\r\n if (globalposition) {\r\n const transform = mesh[j].computeWorldMatrix(true);\r\n inverseTransform = new Matrix();\r\n transform.invertToRef(inverseTransform);\r\n\r\n mesh[j].bakeTransformIntoVertices(transform);\r\n }\r\n\r\n //TODO: submeshes (groups)\r\n //TODO: smoothing groups (s 1, s off);\r\n if (materials) {\r\n const mat = mesh[j].material;\r\n\r\n if (mat) {\r\n output.push(\"usemtl \" + mat.id);\r\n }\r\n }\r\n const g: Nullable<Geometry> = mesh[j].geometry;\r\n\r\n if (!g) {\r\n Tools.Warn(\"No geometry is present on the mesh\");\r\n continue;\r\n }\r\n\r\n const trunkVerts = g.getVerticesData(\"position\");\r\n const trunkNormals = g.getVerticesData(\"normal\");\r\n const trunkUV = g.getVerticesData(\"uv\");\r\n const trunkFaces = g.getIndices();\r\n let currentV = 0;\r\n let currentTextureV = 0;\r\n\r\n if (!trunkVerts || !trunkFaces) {\r\n Tools.Warn(\"There are no position vertices or indices on the mesh!\");\r\n continue;\r\n }\r\n\r\n for (let i = 0; i < trunkVerts.length; i += 3) {\r\n // Babylon.js default is left handed, while OBJ default is right handed\r\n // Need to invert Z vertices unless Babylon is set to use a right handed system\r\n if (mesh[0].getScene().useRightHandedSystem) {\r\n output.push(\"v \" + trunkVerts[i] + \" \" + trunkVerts[i + 1] + \" \" + trunkVerts[i + 2]);\r\n } else {\r\n output.push(\"v \" + trunkVerts[i] + \" \" + trunkVerts[i + 1] + \" \" + -trunkVerts[i + 2]);\r\n }\r\n currentV++;\r\n }\r\n\r\n if (trunkNormals != null) {\r\n for (let i = 0; i < trunkNormals.length; i += 3) {\r\n output.push(\"vn \" + trunkNormals[i] + \" \" + trunkNormals[i + 1] + \" \" + trunkNormals[i + 2]);\r\n }\r\n }\r\n if (trunkUV != null) {\r\n for (let i = 0; i < trunkUV.length; i += 2) {\r\n output.push(\"vt \" + trunkUV[i] + \" \" + trunkUV[i + 1]);\r\n currentTextureV++;\r\n }\r\n }\r\n\r\n for (let i = 0; i < trunkFaces.length; i += 3) {\r\n const indices = [String(trunkFaces[i + 2] + v), String(trunkFaces[i + 1] + v), String(trunkFaces[i] + v)];\r\n const textureIndices = [String(trunkFaces[i + 2] + textureV), String(trunkFaces[i + 1] + textureV), String(trunkFaces[i] + textureV)];\r\n const blanks: string[] = [\"\", \"\", \"\"];\r\n\r\n const facePositions = indices;\r\n const faceUVs = trunkUV != null ? textureIndices : blanks;\r\n const faceNormals = trunkNormals != null ? indices : blanks;\r\n\r\n output.push(\r\n \"f \" +\r\n facePositions[0] +\r\n \"/\" +\r\n faceUVs[0] +\r\n \"/\" +\r\n faceNormals[0] +\r\n \" \" +\r\n facePositions[1] +\r\n \"/\" +\r\n faceUVs[1] +\r\n \"/\" +\r\n faceNormals[1] +\r\n \" \" +\r\n facePositions[2] +\r\n \"/\" +\r\n faceUVs[2] +\r\n \"/\" +\r\n faceNormals[2]\r\n );\r\n }\r\n //back de previous matrix, to not change the original mesh in the scene\r\n if (globalposition && inverseTransform) {\r\n mesh[j].bakeTransformIntoVertices(inverseTransform);\r\n }\r\n v += currentV;\r\n textureV += currentTextureV;\r\n }\r\n const text: string = output.join(\"\\n\");\r\n return text;\r\n }\r\n\r\n /**\r\n * Exports the material(s) of a mesh in .MTL file format (text)\r\n * @param mesh defines the mesh to extract the material from\r\n * @returns the mtl content\r\n */\r\n //TODO: Export the materials of mesh array\r\n public static MTL(mesh: Mesh): string {\r\n const output = [];\r\n const m = <StandardMaterial>mesh.material;\r\n output.push(\"newmtl mat1\");\r\n output.push(\" Ns \" + m.specularPower.toFixed(4));\r\n output.push(\" Ni 1.5000\");\r\n output.push(\" d \" + m.alpha.toFixed(4));\r\n output.push(\" Tr 0.0000\");\r\n output.push(\" Tf 1.0000 1.0000 1.0000\");\r\n output.push(\" illum 2\");\r\n output.push(\" Ka \" + m.ambientColor.r.toFixed(4) + \" \" + m.ambientColor.g.toFixed(4) + \" \" + m.ambientColor.b.toFixed(4));\r\n output.push(\" Kd \" + m.diffuseColor.r.toFixed(4) + \" \" + m.diffuseColor.g.toFixed(4) + \" \" + m.diffuseColor.b.toFixed(4));\r\n output.push(\" Ks \" + m.specularColor.r.toFixed(4) + \" \" + m.specularColor.g.toFixed(4) + \" \" + m.specularColor.b.toFixed(4));\r\n output.push(\" Ke \" + m.emissiveColor.r.toFixed(4) + \" \" + m.emissiveColor.g.toFixed(4) + \" \" + m.emissiveColor.b.toFixed(4));\r\n\r\n //TODO: uv scale, offset, wrap\r\n //TODO: UV mirrored in Blender? second UV channel? lightMap? reflection textures?\r\n const uvscale = \"\";\r\n\r\n if (m.ambientTexture) {\r\n output.push(\" map_Ka \" + uvscale + m.ambientTexture.name);\r\n }\r\n\r\n if (m.diffuseTexture) {\r\n output.push(\" map_Kd \" + uvscale + m.diffuseTexture.name);\r\n //TODO: alpha testing, opacity in diffuse texture alpha channel (diffuseTexture.hasAlpha -> map_d)\r\n }\r\n\r\n if (m.specularTexture) {\r\n output.push(\" map_Ks \" + uvscale + m.specularTexture.name);\r\n /* TODO: glossiness = specular highlight component is in alpha channel of specularTexture. (???)\r\n if (m.useGlossinessFromSpecularMapAlpha) {\r\n output.push(\" map_Ns \"+uvscale + m.specularTexture.name);\r\n }\r\n */\r\n }\r\n\r\n /* TODO: emissive texture not in .MAT format (???)\r\n if (m.emissiveTexture) {\r\n output.push(\" map_d \"+uvscale+m.emissiveTexture.name);\r\n }\r\n */\r\n\r\n if (m.bumpTexture) {\r\n output.push(\" map_bump -imfchan z \" + uvscale + m.bumpTexture.name);\r\n }\r\n\r\n if (m.opacityTexture) {\r\n output.push(\" map_d \" + uvscale + m.opacityTexture.name);\r\n }\r\n\r\n const text = output.join(\"\\n\");\r\n return text;\r\n }\r\n}\r\n"]}
1
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type { Nullable } from \"core/types\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport type { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { Geometry } from \"core/Meshes/geometry\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\n\r\n/**\r\n * Class for generating OBJ data from a Babylon scene.\r\n */\r\nexport class OBJExport {\r\n /**\r\n * Exports the geometry of a Mesh array in .OBJ file format (text)\r\n * @param mesh defines the list of meshes to serialize\r\n * @param materials defines if materials should be exported\r\n * @param matlibname defines the name of the associated mtl file\r\n * @param globalposition defines if the exported positions are globals or local to the exported mesh\r\n * @returns the OBJ content\r\n */\r\n public static OBJ(mesh: Mesh[], materials?: boolean, matlibname?: string, globalposition?: boolean): string {\r\n const output: string[] = [];\r\n let v = 1;\r\n // keep track of uv index in case mixed meshes are passed in\r\n let textureV = 1;\r\n\r\n if (materials) {\r\n if (!matlibname) {\r\n matlibname = \"mat\";\r\n }\r\n output.push(\"mtllib \" + matlibname + \".mtl\");\r\n }\r\n for (let j = 0; j < mesh.length; j++) {\r\n output.push(\"g object\" + j);\r\n output.push(\"o object_\" + j);\r\n\r\n //Uses the position of the item in the scene, to the file (this back to normal in the end)\r\n let inverseTransform: Nullable<Matrix> = null;\r\n if (globalposition) {\r\n const transform = mesh[j].computeWorldMatrix(true);\r\n inverseTransform = new Matrix();\r\n transform.invertToRef(inverseTransform);\r\n\r\n mesh[j].bakeTransformIntoVertices(transform);\r\n }\r\n\r\n //TODO: submeshes (groups)\r\n //TODO: smoothing groups (s 1, s off);\r\n if (materials) {\r\n const mat = mesh[j].material;\r\n\r\n if (mat) {\r\n output.push(\"usemtl \" + mat.id);\r\n }\r\n }\r\n const g: Nullable<Geometry> = mesh[j].geometry;\r\n\r\n if (!g) {\r\n Tools.Warn(\"No geometry is present on the mesh\");\r\n continue;\r\n }\r\n\r\n const trunkVerts = g.getVerticesData(\"position\");\r\n const trunkNormals = g.getVerticesData(\"normal\");\r\n const trunkUV = g.getVerticesData(\"uv\");\r\n const trunkFaces = g.getIndices();\r\n let currentV = 0;\r\n let currentTextureV = 0;\r\n\r\n if (!trunkVerts || !trunkFaces) {\r\n Tools.Warn(\"There are no position vertices or indices on the mesh!\");\r\n continue;\r\n }\r\n\r\n for (let i = 0; i < trunkVerts.length; i += 3) {\r\n // Babylon.js default is left handed, while OBJ default is right handed\r\n // Need to invert Z vertices unless Babylon is set to use a right handed system\r\n if (mesh[0].getScene().useRightHandedSystem) {\r\n output.push(\"v \" + trunkVerts[i] + \" \" + trunkVerts[i + 1] + \" \" + trunkVerts[i + 2]);\r\n } else {\r\n output.push(\"v \" + trunkVerts[i] + \" \" + trunkVerts[i + 1] + \" \" + -trunkVerts[i + 2]);\r\n }\r\n currentV++;\r\n }\r\n\r\n if (trunkNormals != null) {\r\n for (let i = 0; i < trunkNormals.length; i += 3) {\r\n output.push(\"vn \" + trunkNormals[i] + \" \" + trunkNormals[i + 1] + \" \" + trunkNormals[i + 2]);\r\n }\r\n }\r\n if (trunkUV != null) {\r\n for (let i = 0; i < trunkUV.length; i += 2) {\r\n output.push(\"vt \" + trunkUV[i] + \" \" + trunkUV[i + 1]);\r\n currentTextureV++;\r\n }\r\n }\r\n\r\n for (let i = 0; i < trunkFaces.length; i += 3) {\r\n const indices = [String(trunkFaces[i + 2] + v), String(trunkFaces[i + 1] + v), String(trunkFaces[i] + v)];\r\n const textureIndices = [String(trunkFaces[i + 2] + textureV), String(trunkFaces[i + 1] + textureV), String(trunkFaces[i] + textureV)];\r\n const blanks: string[] = [\"\", \"\", \"\"];\r\n\r\n const facePositions = indices;\r\n const faceUVs = trunkUV != null ? textureIndices : blanks;\r\n const faceNormals = trunkNormals != null ? indices : blanks;\r\n\r\n output.push(\r\n \"f \" +\r\n facePositions[0] +\r\n \"/\" +\r\n faceUVs[0] +\r\n \"/\" +\r\n faceNormals[0] +\r\n \" \" +\r\n facePositions[1] +\r\n \"/\" +\r\n faceUVs[1] +\r\n \"/\" +\r\n faceNormals[1] +\r\n \" \" +\r\n facePositions[2] +\r\n \"/\" +\r\n faceUVs[2] +\r\n \"/\" +\r\n faceNormals[2]\r\n );\r\n }\r\n //back de previous matrix, to not change the original mesh in the scene\r\n if (globalposition && inverseTransform) {\r\n mesh[j].bakeTransformIntoVertices(inverseTransform);\r\n }\r\n v += currentV;\r\n textureV += currentTextureV;\r\n }\r\n const text: string = output.join(\"\\n\");\r\n return text;\r\n }\r\n\r\n /**\r\n * Exports the material(s) of a mesh in .MTL file format (text)\r\n * @param mesh defines the mesh to extract the material from\r\n * @returns the mtl content\r\n */\r\n //TODO: Export the materials of mesh array\r\n public static MTL(mesh: Mesh): string {\r\n const output = [];\r\n const m = <StandardMaterial>mesh.material;\r\n output.push(\"newmtl mat1\");\r\n output.push(\" Ns \" + m.specularPower.toFixed(4));\r\n output.push(\" Ni 1.5000\");\r\n output.push(\" d \" + m.alpha.toFixed(4));\r\n output.push(\" Tr 0.0000\");\r\n output.push(\" Tf 1.0000 1.0000 1.0000\");\r\n output.push(\" illum 2\");\r\n output.push(\" Ka \" + m.ambientColor.r.toFixed(4) + \" \" + m.ambientColor.g.toFixed(4) + \" \" + m.ambientColor.b.toFixed(4));\r\n output.push(\" Kd \" + m.diffuseColor.r.toFixed(4) + \" \" + m.diffuseColor.g.toFixed(4) + \" \" + m.diffuseColor.b.toFixed(4));\r\n output.push(\" Ks \" + m.specularColor.r.toFixed(4) + \" \" + m.specularColor.g.toFixed(4) + \" \" + m.specularColor.b.toFixed(4));\r\n output.push(\" Ke \" + m.emissiveColor.r.toFixed(4) + \" \" + m.emissiveColor.g.toFixed(4) + \" \" + m.emissiveColor.b.toFixed(4));\r\n\r\n //TODO: uv scale, offset, wrap\r\n //TODO: UV mirrored in Blender? second UV channel? lightMap? reflection textures?\r\n const uvscale = \"\";\r\n\r\n if (m.ambientTexture) {\r\n output.push(\" map_Ka \" + uvscale + m.ambientTexture.name);\r\n }\r\n\r\n if (m.diffuseTexture) {\r\n output.push(\" map_Kd \" + uvscale + m.diffuseTexture.name);\r\n //TODO: alpha testing, opacity in diffuse texture alpha channel (diffuseTexture.hasAlpha -> map_d)\r\n }\r\n\r\n if (m.specularTexture) {\r\n output.push(\" map_Ks \" + uvscale + m.specularTexture.name);\r\n /* TODO: glossiness = specular highlight component is in alpha channel of specularTexture. (???)\r\n if (m.useGlossinessFromSpecularMapAlpha) {\r\n output.push(\" map_Ns \"+uvscale + m.specularTexture.name);\r\n }\r\n */\r\n }\r\n\r\n /* TODO: emissive texture not in .MAT format (???)\r\n if (m.emissiveTexture) {\r\n output.push(\" map_d \"+uvscale+m.emissiveTexture.name);\r\n }\r\n */\r\n\r\n if (m.bumpTexture) {\r\n output.push(\" map_bump -imfchan z \" + uvscale + m.bumpTexture.name);\r\n }\r\n\r\n if (m.opacityTexture) {\r\n output.push(\" map_d \" + uvscale + m.opacityTexture.name);\r\n }\r\n\r\n const text = output.join(\"\\n\");\r\n return text;\r\n }\r\n}\r\n"]}
@@ -1,41 +1,41 @@
1
- import { Nullable } from "@babylonjs/core/types.js";
2
- import { Node } from "@babylonjs/core/node.js";
3
- import { INode } from "babylonjs-gltf2interface";
4
- import { IGLTFExporterExtensionV2 } from "../glTFExporterExtension";
5
- import { _Exporter } from "../glTFExporter";
6
- /**
7
- * [Specification](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_lights_punctual/README.md)
8
- */
9
- export declare class KHR_lights_punctual implements IGLTFExporterExtensionV2 {
10
- /** The name of this extension. */
11
- readonly name = "KHR_lights_punctual";
12
- /** Defines whether this extension is enabled. */
13
- enabled: boolean;
14
- /** Defines whether this extension is required */
15
- required: boolean;
16
- /** Reference to the glTF exporter */
17
- private _exporter;
18
- private _lights;
19
- /**
20
- * @param exporter
21
- * @hidden
22
- */
23
- constructor(exporter: _Exporter);
24
- /** @hidden */
25
- dispose(): void;
26
- /** @hidden */
27
- get wasUsed(): boolean;
28
- /** @hidden */
29
- onExporting(): void;
30
- /**
31
- * Define this method to modify the default behavior when exporting a node
32
- * @param context The context when exporting the node
33
- * @param node glTF node
34
- * @param babylonNode BabylonJS node
35
- * @param nodeMap Node mapping of unique id to glTF node index
36
- * @returns nullable INode promise
37
- */
38
- postExportNodeAsync(context: string, node: Nullable<INode>, babylonNode: Node, nodeMap?: {
39
- [key: number]: number;
40
- }): Promise<Nullable<INode>>;
41
- }
1
+ import type { Nullable } from "@babylonjs/core/types.js";
2
+ import type { Node } from "@babylonjs/core/node.js";
3
+ import type { INode } from "babylonjs-gltf2interface";
4
+ import type { IGLTFExporterExtensionV2 } from "../glTFExporterExtension";
5
+ import { _Exporter } from "../glTFExporter";
6
+ /**
7
+ * [Specification](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_lights_punctual/README.md)
8
+ */
9
+ export declare class KHR_lights_punctual implements IGLTFExporterExtensionV2 {
10
+ /** The name of this extension. */
11
+ readonly name = "KHR_lights_punctual";
12
+ /** Defines whether this extension is enabled. */
13
+ enabled: boolean;
14
+ /** Defines whether this extension is required */
15
+ required: boolean;
16
+ /** Reference to the glTF exporter */
17
+ private _exporter;
18
+ private _lights;
19
+ /**
20
+ * @param exporter
21
+ * @hidden
22
+ */
23
+ constructor(exporter: _Exporter);
24
+ /** @hidden */
25
+ dispose(): void;
26
+ /** @hidden */
27
+ get wasUsed(): boolean;
28
+ /** @hidden */
29
+ onExporting(): void;
30
+ /**
31
+ * Define this method to modify the default behavior when exporting a node
32
+ * @param context The context when exporting the node
33
+ * @param node glTF node
34
+ * @param babylonNode BabylonJS node
35
+ * @param nodeMap Node mapping of unique id to glTF node index
36
+ * @returns nullable INode promise
37
+ */
38
+ postExportNodeAsync(context: string, node: Nullable<INode>, babylonNode: Node, nodeMap?: {
39
+ [key: number]: number;
40
+ }): Promise<Nullable<INode>>;
41
+ }