@babylonjs/serializers 5.19.0 → 5.22.0

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Files changed (47) hide show
  1. package/OBJ/objSerializer.js +35 -39
  2. package/OBJ/objSerializer.js.map +1 -1
  3. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +44 -52
  4. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
  5. package/glTF/2.0/Extensions/KHR_lights_punctual.js +49 -56
  6. package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
  7. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +31 -38
  8. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
  9. package/glTF/2.0/Extensions/KHR_materials_ior.js +18 -25
  10. package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
  11. package/glTF/2.0/Extensions/KHR_materials_iridescence.js +25 -32
  12. package/glTF/2.0/Extensions/KHR_materials_iridescence.js.map +1 -1
  13. package/glTF/2.0/Extensions/KHR_materials_sheen.js +24 -32
  14. package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
  15. package/glTF/2.0/Extensions/KHR_materials_specular.js +29 -37
  16. package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
  17. package/glTF/2.0/Extensions/KHR_materials_transmission.js +29 -37
  18. package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
  19. package/glTF/2.0/Extensions/KHR_materials_unlit.js +15 -22
  20. package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
  21. package/glTF/2.0/Extensions/KHR_materials_volume.js +31 -39
  22. package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
  23. package/glTF/2.0/Extensions/KHR_texture_transform.js +33 -42
  24. package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
  25. package/glTF/2.0/glTFAnimation.js +171 -187
  26. package/glTF/2.0/glTFAnimation.js.map +1 -1
  27. package/glTF/2.0/glTFData.js +9 -11
  28. package/glTF/2.0/glTFData.js.map +1 -1
  29. package/glTF/2.0/glTFExporter.js +498 -544
  30. package/glTF/2.0/glTFExporter.js.map +1 -1
  31. package/glTF/2.0/glTFMaterialExporter.js +385 -423
  32. package/glTF/2.0/glTFMaterialExporter.js.map +1 -1
  33. package/glTF/2.0/glTFSerializer.js +20 -25
  34. package/glTF/2.0/glTFSerializer.js.map +1 -1
  35. package/glTF/2.0/glTFUtilities.js +45 -49
  36. package/glTF/2.0/glTFUtilities.js.map +1 -1
  37. package/glTF/2.0/shaders/textureTransform.fragment.js +7 -3
  38. package/glTF/2.0/shaders/textureTransform.fragment.js.map +1 -1
  39. package/legacy/legacy-glTF2Serializer.js +16 -16
  40. package/legacy/legacy-glTF2Serializer.js.map +1 -1
  41. package/legacy/legacy-objSerializer.js +2 -2
  42. package/legacy/legacy-objSerializer.js.map +1 -1
  43. package/legacy/legacy-stlSerializer.js +2 -2
  44. package/legacy/legacy-stlSerializer.js.map +1 -1
  45. package/package.json +3 -6
  46. package/stl/stlSerializer.js +29 -38
  47. package/stl/stlSerializer.js.map +1 -1
@@ -3,9 +3,7 @@ import { Tools } from "@babylonjs/core/Misc/tools.js";
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  /**
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  * Class for generating OBJ data from a Babylon scene.
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  */
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- var OBJExport = /** @class */ (function () {
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- function OBJExport() {
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- }
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+ export class OBJExport {
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  /**
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  * Exports the geometry of a Mesh array in .OBJ file format (text)
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  * @param mesh defines the list of meshes to serialize
@@ -14,24 +12,24 @@ var OBJExport = /** @class */ (function () {
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  * @param globalposition defines if the exported positions are globals or local to the exported mesh
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  * @returns the OBJ content
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  */
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- OBJExport.OBJ = function (mesh, materials, matlibname, globalposition) {
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- var output = [];
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- var v = 1;
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+ static OBJ(mesh, materials, matlibname, globalposition) {
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+ const output = [];
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+ let v = 1;
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  // keep track of uv index in case mixed meshes are passed in
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- var textureV = 1;
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+ let textureV = 1;
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  if (materials) {
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  if (!matlibname) {
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  matlibname = "mat";
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  }
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  output.push("mtllib " + matlibname + ".mtl");
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  }
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- for (var j = 0; j < mesh.length; j++) {
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+ for (let j = 0; j < mesh.length; j++) {
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  output.push("g object" + j);
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  output.push("o object_" + j);
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  //Uses the position of the item in the scene, to the file (this back to normal in the end)
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- var inverseTransform = null;
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+ let inverseTransform = null;
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  if (globalposition) {
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- var transform = mesh[j].computeWorldMatrix(true);
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+ const transform = mesh[j].computeWorldMatrix(true);
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  inverseTransform = new Matrix();
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  transform.invertToRef(inverseTransform);
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  mesh[j].bakeTransformIntoVertices(transform);
@@ -39,27 +37,27 @@ var OBJExport = /** @class */ (function () {
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  //TODO: submeshes (groups)
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  //TODO: smoothing groups (s 1, s off);
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  if (materials) {
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- var mat = mesh[j].material;
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+ const mat = mesh[j].material;
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  if (mat) {
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  output.push("usemtl " + mat.id);
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  }
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  }
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- var g = mesh[j].geometry;
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+ const g = mesh[j].geometry;
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  if (!g) {
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  Tools.Warn("No geometry is present on the mesh");
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  continue;
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  }
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- var trunkVerts = g.getVerticesData("position");
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- var trunkNormals = g.getVerticesData("normal");
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- var trunkUV = g.getVerticesData("uv");
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- var trunkFaces = g.getIndices();
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- var currentV = 0;
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- var currentTextureV = 0;
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+ const trunkVerts = g.getVerticesData("position");
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+ const trunkNormals = g.getVerticesData("normal");
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+ const trunkUV = g.getVerticesData("uv");
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+ const trunkFaces = g.getIndices();
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+ let currentV = 0;
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+ let currentTextureV = 0;
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  if (!trunkVerts || !trunkFaces) {
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  Tools.Warn("There are no position vertices or indices on the mesh!");
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  continue;
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  }
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- for (var i = 0; i < trunkVerts.length; i += 3) {
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+ for (let i = 0; i < trunkVerts.length; i += 3) {
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  // Babylon.js default is left handed, while OBJ default is right handed
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  // Need to invert Z vertices unless Babylon is set to use a right handed system
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  if (mesh[0].getScene().useRightHandedSystem) {
@@ -71,23 +69,23 @@ var OBJExport = /** @class */ (function () {
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  currentV++;
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  }
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  if (trunkNormals != null) {
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- for (var i = 0; i < trunkNormals.length; i += 3) {
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+ for (let i = 0; i < trunkNormals.length; i += 3) {
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  output.push("vn " + trunkNormals[i] + " " + trunkNormals[i + 1] + " " + trunkNormals[i + 2]);
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  }
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  }
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  if (trunkUV != null) {
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- for (var i = 0; i < trunkUV.length; i += 2) {
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+ for (let i = 0; i < trunkUV.length; i += 2) {
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  output.push("vt " + trunkUV[i] + " " + trunkUV[i + 1]);
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  currentTextureV++;
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  }
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  }
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- for (var i = 0; i < trunkFaces.length; i += 3) {
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- var indices = [String(trunkFaces[i + 2] + v), String(trunkFaces[i + 1] + v), String(trunkFaces[i] + v)];
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- var textureIndices = [String(trunkFaces[i + 2] + textureV), String(trunkFaces[i + 1] + textureV), String(trunkFaces[i] + textureV)];
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- var blanks = ["", "", ""];
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- var facePositions = indices;
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- var faceUVs = trunkUV != null ? textureIndices : blanks;
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- var faceNormals = trunkNormals != null ? indices : blanks;
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+ for (let i = 0; i < trunkFaces.length; i += 3) {
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+ const indices = [String(trunkFaces[i + 2] + v), String(trunkFaces[i + 1] + v), String(trunkFaces[i] + v)];
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+ const textureIndices = [String(trunkFaces[i + 2] + textureV), String(trunkFaces[i + 1] + textureV), String(trunkFaces[i] + textureV)];
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+ const blanks = ["", "", ""];
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+ const facePositions = indices;
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+ const faceUVs = trunkUV != null ? textureIndices : blanks;
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+ const faceNormals = trunkNormals != null ? indices : blanks;
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  output.push("f " +
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  facePositions[0] +
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  "/" +
@@ -114,18 +112,18 @@ var OBJExport = /** @class */ (function () {
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  v += currentV;
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  textureV += currentTextureV;
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  }
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- var text = output.join("\n");
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+ const text = output.join("\n");
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  return text;
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- };
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+ }
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  /**
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  * Exports the material(s) of a mesh in .MTL file format (text)
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  * @param mesh defines the mesh to extract the material from
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  * @returns the mtl content
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  */
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  //TODO: Export the materials of mesh array
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- OBJExport.MTL = function (mesh) {
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- var output = [];
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- var m = mesh.material;
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+ static MTL(mesh) {
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+ const output = [];
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+ const m = mesh.material;
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  output.push("newmtl mat1");
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  output.push(" Ns " + m.specularPower.toFixed(4));
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  output.push(" Ni 1.5000");
@@ -139,7 +137,7 @@ var OBJExport = /** @class */ (function () {
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  output.push(" Ke " + m.emissiveColor.r.toFixed(4) + " " + m.emissiveColor.g.toFixed(4) + " " + m.emissiveColor.b.toFixed(4));
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  //TODO: uv scale, offset, wrap
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  //TODO: UV mirrored in Blender? second UV channel? lightMap? reflection textures?
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- var uvscale = "";
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+ const uvscale = "";
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  if (m.ambientTexture) {
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  output.push(" map_Ka " + uvscale + m.ambientTexture.name);
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  }
@@ -166,10 +164,8 @@ var OBJExport = /** @class */ (function () {
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  if (m.opacityTexture) {
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  output.push(" map_d " + uvscale + m.opacityTexture.name);
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  }
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- var text = output.join("\n");
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+ const text = output.join("\n");
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  return text;
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- };
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- return OBJExport;
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- }());
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- export { OBJExport };
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+ }
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+ }
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  //# sourceMappingURL=objSerializer.js.map
@@ -1 +1 @@
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"]}
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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"]}
@@ -3,13 +3,13 @@ import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
3
3
  import "@babylonjs/core/Meshes/thinInstanceMesh.js";
4
4
  import { TmpVectors, Quaternion, Vector3 } from "@babylonjs/core/Maths/math.vector.js";
5
5
  import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
6
- var NAME = "EXT_mesh_gpu_instancing";
6
+ const NAME = "EXT_mesh_gpu_instancing";
7
7
  /**
8
8
  * [Specification](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Vendor/EXT_mesh_gpu_instancing/README.md)
9
9
  */
10
10
  // eslint-disable-next-line @typescript-eslint/naming-convention
11
- var EXT_mesh_gpu_instancing = /** @class */ (function () {
12
- function EXT_mesh_gpu_instancing(exporter) {
11
+ export class EXT_mesh_gpu_instancing {
12
+ constructor(exporter) {
13
13
  /** Name of this extension */
14
14
  this.name = NAME;
15
15
  /** Defines whether this extension is enabled */
@@ -19,39 +19,33 @@ var EXT_mesh_gpu_instancing = /** @class */ (function () {
19
19
  this._wasUsed = false;
20
20
  this._exporter = exporter;
21
21
  }
22
- EXT_mesh_gpu_instancing.prototype.dispose = function () { };
23
- Object.defineProperty(EXT_mesh_gpu_instancing.prototype, "wasUsed", {
24
- /** @hidden */
25
- get: function () {
26
- return this._wasUsed;
27
- },
28
- enumerable: false,
29
- configurable: true
30
- });
31
- EXT_mesh_gpu_instancing.prototype.postExportNodeAsync = function (context, node, babylonNode, nodeMap, binaryWriter) {
32
- var _this = this;
33
- return new Promise(function (resolve) {
22
+ dispose() { }
23
+ /** @hidden */
24
+ get wasUsed() {
25
+ return this._wasUsed;
26
+ }
27
+ postExportNodeAsync(context, node, babylonNode, nodeMap, binaryWriter) {
28
+ return new Promise((resolve) => {
34
29
  if (node && babylonNode instanceof Mesh) {
35
30
  if (babylonNode.hasThinInstances && binaryWriter) {
36
- _this._wasUsed = true;
37
- var noTranslation = Vector3.Zero();
38
- var noRotation = Quaternion.Identity();
39
- var noScale = Vector3.One();
31
+ this._wasUsed = true;
32
+ const noTranslation = Vector3.Zero();
33
+ const noRotation = Quaternion.Identity();
34
+ const noScale = Vector3.One();
40
35
  // retreive all the instance world matrix
41
- var matrix = babylonNode.thinInstanceGetWorldMatrices();
42
- var iwt = TmpVectors.Vector3[2];
43
- var iwr = TmpVectors.Quaternion[1];
44
- var iws = TmpVectors.Vector3[3];
45
- var hasAnyInstanceWorldTranslation = false;
46
- var hasAnyInstanceWorldRotation = false;
47
- var hasAnyInstanceWorldScale = false;
36
+ const matrix = babylonNode.thinInstanceGetWorldMatrices();
37
+ const iwt = TmpVectors.Vector3[2];
38
+ const iwr = TmpVectors.Quaternion[1];
39
+ const iws = TmpVectors.Vector3[3];
40
+ let hasAnyInstanceWorldTranslation = false;
41
+ let hasAnyInstanceWorldRotation = false;
42
+ let hasAnyInstanceWorldScale = false;
48
43
  // prepare temp buffers
49
- var translationBuffer = new Float32Array(babylonNode.thinInstanceCount * 3);
50
- var rotationBuffer = new Float32Array(babylonNode.thinInstanceCount * 4);
51
- var scaleBuffer = new Float32Array(babylonNode.thinInstanceCount * 3);
52
- var i = 0;
53
- for (var _i = 0, matrix_1 = matrix; _i < matrix_1.length; _i++) {
54
- var m = matrix_1[_i];
44
+ const translationBuffer = new Float32Array(babylonNode.thinInstanceCount * 3);
45
+ const rotationBuffer = new Float32Array(babylonNode.thinInstanceCount * 4);
46
+ const scaleBuffer = new Float32Array(babylonNode.thinInstanceCount * 3);
47
+ let i = 0;
48
+ for (const m of matrix) {
55
49
  m.decompose(iws, iwr, iwt);
56
50
  // fill the temp buffer
57
51
  translationBuffer.set(iwt.asArray(), i * 3);
@@ -63,21 +57,21 @@ var EXT_mesh_gpu_instancing = /** @class */ (function () {
63
57
  hasAnyInstanceWorldScale = hasAnyInstanceWorldScale || !iws.equalsWithEpsilon(noScale);
64
58
  i++;
65
59
  }
66
- var extension = {
60
+ const extension = {
67
61
  attributes: {},
68
62
  };
69
63
  // do we need to write TRANSLATION ?
70
64
  if (hasAnyInstanceWorldTranslation) {
71
- extension.attributes["TRANSLATION"] = _this._buildAccessor(translationBuffer, "VEC3" /* VEC3 */, babylonNode.thinInstanceCount, binaryWriter, 5126 /* FLOAT */);
65
+ extension.attributes["TRANSLATION"] = this._buildAccessor(translationBuffer, "VEC3" /* VEC3 */, babylonNode.thinInstanceCount, binaryWriter, 5126 /* FLOAT */);
72
66
  }
73
67
  // do we need to write ROTATION ?
74
68
  if (hasAnyInstanceWorldRotation) {
75
- var componentType = 5126 /* FLOAT */; // we decided to stay on FLOAT for now see https://github.com/BabylonJS/Babylon.js/pull/12495
76
- extension.attributes["ROTATION"] = _this._buildAccessor(rotationBuffer, "VEC4" /* VEC4 */, babylonNode.thinInstanceCount, binaryWriter, componentType);
69
+ const componentType = 5126 /* FLOAT */; // we decided to stay on FLOAT for now see https://github.com/BabylonJS/Babylon.js/pull/12495
70
+ extension.attributes["ROTATION"] = this._buildAccessor(rotationBuffer, "VEC4" /* VEC4 */, babylonNode.thinInstanceCount, binaryWriter, componentType);
77
71
  }
78
72
  // do we need to write SCALE ?
79
73
  if (hasAnyInstanceWorldScale) {
80
- extension.attributes["SCALE"] = _this._buildAccessor(scaleBuffer, "VEC3" /* VEC3 */, babylonNode.thinInstanceCount, binaryWriter, 5126 /* FLOAT */);
74
+ extension.attributes["SCALE"] = this._buildAccessor(scaleBuffer, "VEC3" /* VEC3 */, babylonNode.thinInstanceCount, binaryWriter, 5126 /* FLOAT */);
81
75
  }
82
76
  /* eslint-enable @typescript-eslint/naming-convention*/
83
77
  node.extensions = node.extensions || {};
@@ -86,37 +80,37 @@ var EXT_mesh_gpu_instancing = /** @class */ (function () {
86
80
  }
87
81
  resolve(node);
88
82
  });
89
- };
90
- EXT_mesh_gpu_instancing.prototype._buildAccessor = function (buffer, type, count, binaryWriter, componentType) {
83
+ }
84
+ _buildAccessor(buffer, type, count, binaryWriter, componentType) {
91
85
  // write the buffer
92
- var bufferOffset = binaryWriter.getByteOffset();
86
+ const bufferOffset = binaryWriter.getByteOffset();
93
87
  switch (componentType) {
94
88
  case 5126 /* FLOAT */: {
95
- for (var i = 0; i != buffer.length; i++) {
89
+ for (let i = 0; i != buffer.length; i++) {
96
90
  binaryWriter.setFloat32(buffer[i]);
97
91
  }
98
92
  break;
99
93
  }
100
94
  case 5120 /* BYTE */: {
101
- for (var i = 0; i != buffer.length; i++) {
95
+ for (let i = 0; i != buffer.length; i++) {
102
96
  binaryWriter.setByte(buffer[i] * 127);
103
97
  }
104
98
  break;
105
99
  }
106
100
  case 5122 /* SHORT */: {
107
- for (var i = 0; i != buffer.length; i++) {
101
+ for (let i = 0; i != buffer.length; i++) {
108
102
  binaryWriter.setInt16(buffer[i] * 32767);
109
103
  }
110
104
  break;
111
105
  }
112
106
  }
113
107
  // build the buffer view
114
- var bv = { buffer: 0, byteOffset: bufferOffset, byteLength: buffer.length * VertexBuffer.GetTypeByteLength(componentType) };
115
- var bufferViewIndex = this._exporter._bufferViews.length;
108
+ const bv = { buffer: 0, byteOffset: bufferOffset, byteLength: buffer.length * VertexBuffer.GetTypeByteLength(componentType) };
109
+ const bufferViewIndex = this._exporter._bufferViews.length;
116
110
  this._exporter._bufferViews.push(bv);
117
111
  // finally build the accessor
118
- var accessorIndex = this._exporter._accessors.length;
119
- var accessor = {
112
+ const accessorIndex = this._exporter._accessors.length;
113
+ const accessor = {
120
114
  bufferView: bufferViewIndex,
121
115
  componentType: componentType,
122
116
  count: count,
@@ -125,10 +119,8 @@ var EXT_mesh_gpu_instancing = /** @class */ (function () {
125
119
  };
126
120
  this._exporter._accessors.push(accessor);
127
121
  return accessorIndex;
128
- };
129
- return EXT_mesh_gpu_instancing;
130
- }());
131
- export { EXT_mesh_gpu_instancing };
122
+ }
123
+ }
132
124
  // eslint-disable-next-line @typescript-eslint/no-unused-vars
133
- _Exporter.RegisterExtension(NAME, function (exporter) { return new EXT_mesh_gpu_instancing(exporter); });
125
+ _Exporter.RegisterExtension(NAME, (exporter) => new EXT_mesh_gpu_instancing(exporter));
134
126
  //# sourceMappingURL=EXT_mesh_gpu_instancing.js.map
@@ -1 +1 @@
1
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type { IBufferView, IAccessor, INode, IEXTMeshGpuInstancing } from \"babylonjs-gltf2interface\";\r\nimport { AccessorType, AccessorComponentType } from \"babylonjs-gltf2interface\";\r\nimport type { IGLTFExporterExtensionV2 } from \"../glTFExporterExtension\";\r\nimport type { _BinaryWriter } from \"../glTFExporter\";\r\nimport { _Exporter } from \"../glTFExporter\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Node } from \"core/node\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport \"core/Meshes/thinInstanceMesh\";\r\nimport { TmpVectors, Quaternion, Vector3 } from \"core/Maths/math.vector\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\n\r\nconst NAME = \"EXT_mesh_gpu_instancing\";\r\n\r\n/**\r\n * [Specification](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Vendor/EXT_mesh_gpu_instancing/README.md)\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class EXT_mesh_gpu_instancing implements IGLTFExporterExtensionV2 {\r\n /** Name of this extension */\r\n public readonly name = NAME;\r\n\r\n /** Defines whether this extension is enabled */\r\n public enabled = true;\r\n\r\n /** Defines whether this extension is required */\r\n public required = false;\r\n\r\n private _exporter: _Exporter;\r\n\r\n private _wasUsed = false;\r\n\r\n constructor(exporter: _Exporter) {\r\n this._exporter = exporter;\r\n }\r\n\r\n public dispose() {}\r\n\r\n /** @hidden */\r\n public get wasUsed() {\r\n return this._wasUsed;\r\n }\r\n\r\n public postExportNodeAsync?(\r\n context: string,\r\n node: Nullable<INode>,\r\n babylonNode: Node,\r\n nodeMap?: { [key: number]: number },\r\n binaryWriter?: _BinaryWriter\r\n ): Promise<Nullable<INode>> {\r\n return new Promise((resolve) => {\r\n if (node && babylonNode instanceof Mesh) {\r\n if (babylonNode.hasThinInstances && binaryWriter) {\r\n this._wasUsed = true;\r\n\r\n const noTranslation = Vector3.Zero();\r\n const noRotation = Quaternion.Identity();\r\n const noScale = Vector3.One();\r\n\r\n // retreive all the instance world matrix\r\n const matrix = babylonNode.thinInstanceGetWorldMatrices();\r\n\r\n const iwt = TmpVectors.Vector3[2];\r\n const iwr = TmpVectors.Quaternion[1];\r\n const iws = TmpVectors.Vector3[3];\r\n\r\n let hasAnyInstanceWorldTranslation = false;\r\n let hasAnyInstanceWorldRotation = false;\r\n let hasAnyInstanceWorldScale = false;\r\n\r\n // prepare temp buffers\r\n const translationBuffer = new Float32Array(babylonNode.thinInstanceCount * 3);\r\n const rotationBuffer = new Float32Array(babylonNode.thinInstanceCount * 4);\r\n const scaleBuffer = new Float32Array(babylonNode.thinInstanceCount * 3);\r\n\r\n let i = 0;\r\n for (const m of matrix) {\r\n m.decompose(iws, iwr, iwt);\r\n\r\n // fill the temp buffer\r\n translationBuffer.set(iwt.asArray(), i * 3);\r\n rotationBuffer.set(iwr.normalize().asArray(), i * 4); // ensure the quaternion is normalized\r\n scaleBuffer.set(iws.asArray(), i * 3);\r\n\r\n // this is where we decide if there is any transformation\r\n hasAnyInstanceWorldTranslation = hasAnyInstanceWorldTranslation || !iwt.equalsWithEpsilon(noTranslation);\r\n hasAnyInstanceWorldRotation = hasAnyInstanceWorldRotation || !iwr.equalsWithEpsilon(noRotation);\r\n hasAnyInstanceWorldScale = hasAnyInstanceWorldScale || !iws.equalsWithEpsilon(noScale);\r\n\r\n i++;\r\n }\r\n\r\n const extension: IEXTMeshGpuInstancing = {\r\n attributes: {},\r\n };\r\n\r\n // do we need to write TRANSLATION ?\r\n if (hasAnyInstanceWorldTranslation) {\r\n extension.attributes[\"TRANSLATION\"] = this._buildAccessor(\r\n translationBuffer,\r\n AccessorType.VEC3,\r\n babylonNode.thinInstanceCount,\r\n binaryWriter,\r\n AccessorComponentType.FLOAT\r\n );\r\n }\r\n // do we need to write ROTATION ?\r\n if (hasAnyInstanceWorldRotation) {\r\n const componentType = AccessorComponentType.FLOAT; // we decided to stay on FLOAT for now see https://github.com/BabylonJS/Babylon.js/pull/12495\r\n extension.attributes[\"ROTATION\"] = this._buildAccessor(rotationBuffer, AccessorType.VEC4, babylonNode.thinInstanceCount, binaryWriter, componentType);\r\n }\r\n // do we need to write SCALE ?\r\n if (hasAnyInstanceWorldScale) {\r\n extension.attributes[\"SCALE\"] = this._buildAccessor(\r\n scaleBuffer,\r\n AccessorType.VEC3,\r\n babylonNode.thinInstanceCount,\r\n binaryWriter,\r\n AccessorComponentType.FLOAT\r\n );\r\n }\r\n\r\n /* eslint-enable @typescript-eslint/naming-convention*/\r\n node.extensions = node.extensions || {};\r\n node.extensions[NAME] = extension;\r\n }\r\n }\r\n resolve(node);\r\n });\r\n }\r\n\r\n private _buildAccessor(buffer: Float32Array, type: AccessorType, count: number, binaryWriter: _BinaryWriter, componentType: AccessorComponentType): number {\r\n // write the buffer\r\n const bufferOffset = binaryWriter.getByteOffset();\r\n switch (componentType) {\r\n case AccessorComponentType.FLOAT: {\r\n for (let i = 0; i != buffer.length; i++) {\r\n binaryWriter.setFloat32(buffer[i]);\r\n }\r\n break;\r\n }\r\n case AccessorComponentType.BYTE: {\r\n for (let i = 0; i != buffer.length; i++) {\r\n binaryWriter.setByte(buffer[i] * 127);\r\n }\r\n break;\r\n }\r\n case AccessorComponentType.SHORT: {\r\n for (let i = 0; i != buffer.length; i++) {\r\n binaryWriter.setInt16(buffer[i] * 32767);\r\n }\r\n\r\n break;\r\n }\r\n }\r\n // build the buffer view\r\n const bv: IBufferView = { buffer: 0, byteOffset: bufferOffset, byteLength: buffer.length * VertexBuffer.GetTypeByteLength(componentType) };\r\n const bufferViewIndex = this._exporter._bufferViews.length;\r\n this._exporter._bufferViews.push(bv);\r\n\r\n // finally build the accessor\r\n const accessorIndex = this._exporter._accessors.length;\r\n const accessor: IAccessor = {\r\n bufferView: bufferViewIndex,\r\n componentType: componentType,\r\n count: count,\r\n type: type,\r\n normalized: componentType == AccessorComponentType.BYTE || componentType == AccessorComponentType.SHORT,\r\n };\r\n this._exporter._accessors.push(accessor);\r\n return accessorIndex;\r\n }\r\n}\r\n\r\n// eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n_Exporter.RegisterExtension(NAME, (exporter) => new EXT_mesh_gpu_instancing(exporter));\r\n"]}
1
+ 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type { IBufferView, IAccessor, INode, IEXTMeshGpuInstancing } from \"babylonjs-gltf2interface\";\r\nimport { AccessorType, AccessorComponentType } from \"babylonjs-gltf2interface\";\r\nimport type { IGLTFExporterExtensionV2 } from \"../glTFExporterExtension\";\r\nimport type { _BinaryWriter } from \"../glTFExporter\";\r\nimport { _Exporter } from \"../glTFExporter\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Node } from \"core/node\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport \"core/Meshes/thinInstanceMesh\";\r\nimport { TmpVectors, Quaternion, Vector3 } from \"core/Maths/math.vector\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\n\r\nconst NAME = \"EXT_mesh_gpu_instancing\";\r\n\r\n/**\r\n * [Specification](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Vendor/EXT_mesh_gpu_instancing/README.md)\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class EXT_mesh_gpu_instancing implements IGLTFExporterExtensionV2 {\r\n /** Name of this extension */\r\n public readonly name = NAME;\r\n\r\n /** Defines whether this extension is enabled */\r\n public enabled = true;\r\n\r\n /** Defines whether this extension is required */\r\n public required = false;\r\n\r\n private _exporter: _Exporter;\r\n\r\n private _wasUsed = false;\r\n\r\n constructor(exporter: _Exporter) {\r\n this._exporter = exporter;\r\n }\r\n\r\n public dispose() {}\r\n\r\n /** @hidden */\r\n public get wasUsed() {\r\n return this._wasUsed;\r\n }\r\n\r\n public postExportNodeAsync?(\r\n context: string,\r\n node: Nullable<INode>,\r\n babylonNode: Node,\r\n nodeMap?: { [key: number]: number },\r\n binaryWriter?: _BinaryWriter\r\n ): Promise<Nullable<INode>> {\r\n return new Promise((resolve) => {\r\n if (node && babylonNode instanceof Mesh) {\r\n if (babylonNode.hasThinInstances && binaryWriter) {\r\n this._wasUsed = true;\r\n\r\n const noTranslation = Vector3.Zero();\r\n const noRotation = Quaternion.Identity();\r\n const noScale = Vector3.One();\r\n\r\n // retreive all the instance world matrix\r\n const matrix = babylonNode.thinInstanceGetWorldMatrices();\r\n\r\n const iwt = TmpVectors.Vector3[2];\r\n const iwr = TmpVectors.Quaternion[1];\r\n const iws = TmpVectors.Vector3[3];\r\n\r\n let hasAnyInstanceWorldTranslation = false;\r\n let hasAnyInstanceWorldRotation = false;\r\n let hasAnyInstanceWorldScale = false;\r\n\r\n // prepare temp buffers\r\n const translationBuffer = new Float32Array(babylonNode.thinInstanceCount * 3);\r\n const rotationBuffer = new Float32Array(babylonNode.thinInstanceCount * 4);\r\n const scaleBuffer = new Float32Array(babylonNode.thinInstanceCount * 3);\r\n\r\n let i = 0;\r\n for (const m of matrix) {\r\n m.decompose(iws, iwr, iwt);\r\n\r\n // fill the temp buffer\r\n translationBuffer.set(iwt.asArray(), i * 3);\r\n rotationBuffer.set(iwr.normalize().asArray(), i * 4); // ensure the quaternion is normalized\r\n scaleBuffer.set(iws.asArray(), i * 3);\r\n\r\n // this is where we decide if there is any transformation\r\n hasAnyInstanceWorldTranslation = hasAnyInstanceWorldTranslation || !iwt.equalsWithEpsilon(noTranslation);\r\n hasAnyInstanceWorldRotation = hasAnyInstanceWorldRotation || !iwr.equalsWithEpsilon(noRotation);\r\n hasAnyInstanceWorldScale = hasAnyInstanceWorldScale || !iws.equalsWithEpsilon(noScale);\r\n\r\n i++;\r\n }\r\n\r\n const extension: IEXTMeshGpuInstancing = {\r\n attributes: {},\r\n };\r\n\r\n // do we need to write TRANSLATION ?\r\n if (hasAnyInstanceWorldTranslation) {\r\n extension.attributes[\"TRANSLATION\"] = this._buildAccessor(\r\n translationBuffer,\r\n AccessorType.VEC3,\r\n babylonNode.thinInstanceCount,\r\n binaryWriter,\r\n AccessorComponentType.FLOAT\r\n );\r\n }\r\n // do we need to write ROTATION ?\r\n if (hasAnyInstanceWorldRotation) {\r\n const componentType = AccessorComponentType.FLOAT; // we decided to stay on FLOAT for now see https://github.com/BabylonJS/Babylon.js/pull/12495\r\n extension.attributes[\"ROTATION\"] = this._buildAccessor(rotationBuffer, AccessorType.VEC4, babylonNode.thinInstanceCount, binaryWriter, componentType);\r\n }\r\n // do we need to write SCALE ?\r\n if (hasAnyInstanceWorldScale) {\r\n extension.attributes[\"SCALE\"] = this._buildAccessor(\r\n scaleBuffer,\r\n AccessorType.VEC3,\r\n babylonNode.thinInstanceCount,\r\n binaryWriter,\r\n AccessorComponentType.FLOAT\r\n );\r\n }\r\n\r\n /* eslint-enable @typescript-eslint/naming-convention*/\r\n node.extensions = node.extensions || {};\r\n node.extensions[NAME] = extension;\r\n }\r\n }\r\n resolve(node);\r\n });\r\n }\r\n\r\n private _buildAccessor(buffer: Float32Array, type: AccessorType, count: number, binaryWriter: _BinaryWriter, componentType: AccessorComponentType): number {\r\n // write the buffer\r\n const bufferOffset = binaryWriter.getByteOffset();\r\n switch (componentType) {\r\n case AccessorComponentType.FLOAT: {\r\n for (let i = 0; i != buffer.length; i++) {\r\n binaryWriter.setFloat32(buffer[i]);\r\n }\r\n break;\r\n }\r\n case AccessorComponentType.BYTE: {\r\n for (let i = 0; i != buffer.length; i++) {\r\n binaryWriter.setByte(buffer[i] * 127);\r\n }\r\n break;\r\n }\r\n case AccessorComponentType.SHORT: {\r\n for (let i = 0; i != buffer.length; i++) {\r\n binaryWriter.setInt16(buffer[i] * 32767);\r\n }\r\n\r\n break;\r\n }\r\n }\r\n // build the buffer view\r\n const bv: IBufferView = { buffer: 0, byteOffset: bufferOffset, byteLength: buffer.length * VertexBuffer.GetTypeByteLength(componentType) };\r\n const bufferViewIndex = this._exporter._bufferViews.length;\r\n this._exporter._bufferViews.push(bv);\r\n\r\n // finally build the accessor\r\n const accessorIndex = this._exporter._accessors.length;\r\n const accessor: IAccessor = {\r\n bufferView: bufferViewIndex,\r\n componentType: componentType,\r\n count: count,\r\n type: type,\r\n normalized: componentType == AccessorComponentType.BYTE || componentType == AccessorComponentType.SHORT,\r\n };\r\n this._exporter._accessors.push(accessor);\r\n return accessorIndex;\r\n }\r\n}\r\n\r\n// eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n_Exporter.RegisterExtension(NAME, (exporter) => new EXT_mesh_gpu_instancing(exporter));\r\n"]}