@babylonjs/serializers 5.45.2 → 5.46.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -62,16 +62,16 @@ export class EXT_mesh_gpu_instancing {
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  };
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  // do we need to write TRANSLATION ?
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  if (hasAnyInstanceWorldTranslation) {
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- extension.attributes["TRANSLATION"] = this._buildAccessor(translationBuffer, "VEC3" /* VEC3 */, babylonNode.thinInstanceCount, binaryWriter, 5126 /* FLOAT */);
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+ extension.attributes["TRANSLATION"] = this._buildAccessor(translationBuffer, "VEC3" /* AccessorType.VEC3 */, babylonNode.thinInstanceCount, binaryWriter, 5126 /* AccessorComponentType.FLOAT */);
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  }
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  // do we need to write ROTATION ?
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  if (hasAnyInstanceWorldRotation) {
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- const componentType = 5126 /* FLOAT */; // we decided to stay on FLOAT for now see https://github.com/BabylonJS/Babylon.js/pull/12495
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- extension.attributes["ROTATION"] = this._buildAccessor(rotationBuffer, "VEC4" /* VEC4 */, babylonNode.thinInstanceCount, binaryWriter, componentType);
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+ const componentType = 5126 /* AccessorComponentType.FLOAT */; // we decided to stay on FLOAT for now see https://github.com/BabylonJS/Babylon.js/pull/12495
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+ extension.attributes["ROTATION"] = this._buildAccessor(rotationBuffer, "VEC4" /* AccessorType.VEC4 */, babylonNode.thinInstanceCount, binaryWriter, componentType);
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  }
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  // do we need to write SCALE ?
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  if (hasAnyInstanceWorldScale) {
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- extension.attributes["SCALE"] = this._buildAccessor(scaleBuffer, "VEC3" /* VEC3 */, babylonNode.thinInstanceCount, binaryWriter, 5126 /* FLOAT */);
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+ extension.attributes["SCALE"] = this._buildAccessor(scaleBuffer, "VEC3" /* AccessorType.VEC3 */, babylonNode.thinInstanceCount, binaryWriter, 5126 /* AccessorComponentType.FLOAT */);
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  }
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  /* eslint-enable @typescript-eslint/naming-convention*/
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  node.extensions = node.extensions || {};
@@ -85,19 +85,19 @@ export class EXT_mesh_gpu_instancing {
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  // write the buffer
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  const bufferOffset = binaryWriter.getByteOffset();
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  switch (componentType) {
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- case 5126 /* FLOAT */: {
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+ case 5126 /* AccessorComponentType.FLOAT */: {
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  for (let i = 0; i != buffer.length; i++) {
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  binaryWriter.setFloat32(buffer[i]);
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  }
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  break;
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  }
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- case 5120 /* BYTE */: {
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+ case 5120 /* AccessorComponentType.BYTE */: {
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  for (let i = 0; i != buffer.length; i++) {
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  binaryWriter.setByte(buffer[i] * 127);
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  }
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  break;
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  }
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- case 5122 /* SHORT */: {
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+ case 5122 /* AccessorComponentType.SHORT */: {
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  for (let i = 0; i != buffer.length; i++) {
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  binaryWriter.setInt16(buffer[i] * 32767);
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  }
@@ -115,7 +115,7 @@ export class EXT_mesh_gpu_instancing {
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  componentType: componentType,
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  count: count,
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  type: type,
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- normalized: componentType == 5120 /* BYTE */ || componentType == 5122 /* SHORT */,
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+ normalized: componentType == 5120 /* AccessorComponentType.BYTE */ || componentType == 5122 /* AccessorComponentType.SHORT */,
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  };
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  this._exporter._accessors.push(accessor);
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  return accessorIndex;
@@ -1 +1 @@
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- 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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 /** @internal */\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 /** @internal */\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"]}
@@ -50,11 +50,11 @@ export class KHR_lights_punctual {
50
50
  const babylonLight = babylonNode;
51
51
  let light;
52
52
  const lightType = babylonLight.getTypeID() == Light.LIGHTTYPEID_POINTLIGHT
53
- ? "point" /* POINT */
53
+ ? "point" /* KHRLightsPunctual_LightType.POINT */
54
54
  : babylonLight.getTypeID() == Light.LIGHTTYPEID_DIRECTIONALLIGHT
55
- ? "directional" /* DIRECTIONAL */
55
+ ? "directional" /* KHRLightsPunctual_LightType.DIRECTIONAL */
56
56
  : babylonLight.getTypeID() == Light.LIGHTTYPEID_SPOTLIGHT
57
- ? "spot" /* SPOT */
57
+ ? "spot" /* KHRLightsPunctual_LightType.SPOT */
58
58
  : null;
59
59
  if (lightType == null) {
60
60
  Logger.Warn(`${context}: Light ${babylonLight.name} is not supported in ${NAME}`);
@@ -68,7 +68,7 @@ export class KHR_lights_punctual {
68
68
  }
69
69
  node.translation = lightPosition.asArray();
70
70
  }
71
- if (lightType !== "point" /* POINT */) {
71
+ if (lightType !== "point" /* KHRLightsPunctual_LightType.POINT */) {
72
72
  const localAxis = babylonLight.direction;
73
73
  const yaw = -Math.atan2(localAxis.z * (this._exporter._babylonScene.useRightHandedSystem ? -1 : 1), localAxis.x) + Math.PI / 2;
74
74
  const len = Math.sqrt(localAxis.x * localAxis.x + localAxis.z * localAxis.z);
@@ -96,7 +96,7 @@ export class KHR_lights_punctual {
96
96
  if (babylonLight.range !== Number.MAX_VALUE) {
97
97
  light.range = babylonLight.range;
98
98
  }
99
- if (lightType === "spot" /* SPOT */) {
99
+ if (lightType === "spot" /* KHRLightsPunctual_LightType.SPOT */) {
100
100
  const babylonSpotLight = babylonLight;
101
101
  if (babylonSpotLight.angle !== Math.PI / 2.0) {
102
102
  if (light.spot == null) {
@@ -1 +1 @@
1
- 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type { SpotLight } from \"core/Lights/spotLight\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Vector3, Quaternion, TmpVectors, Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Light } from \"core/Lights/light\";\r\nimport { DirectionalLight } from \"core/Lights/directionalLight\";\r\nimport type { Node } from \"core/node\";\r\nimport { ShadowLight } from \"core/Lights/shadowLight\";\r\nimport type { INode, IKHRLightsPunctual_LightReference, IKHRLightsPunctual_Light, IKHRLightsPunctual } from \"babylonjs-gltf2interface\";\r\nimport { KHRLightsPunctual_LightType } from \"babylonjs-gltf2interface\";\r\nimport type { IGLTFExporterExtensionV2 } from \"../glTFExporterExtension\";\r\nimport { _Exporter } from \"../glTFExporter\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { _GLTFUtilities } from \"../glTFUtilities\";\r\n\r\nconst NAME = \"KHR_lights_punctual\";\r\n\r\n/**\r\n * [Specification](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_lights_punctual/README.md)\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class KHR_lights_punctual implements IGLTFExporterExtensionV2 {\r\n /** The 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 /** Reference to the glTF exporter */\r\n private _exporter: _Exporter;\r\n\r\n private _lights: IKHRLightsPunctual;\r\n\r\n /**\r\n * @internal\r\n */\r\n constructor(exporter: _Exporter) {\r\n this._exporter = exporter;\r\n }\r\n\r\n /** @internal */\r\n public dispose() {\r\n (this._lights as any) = null;\r\n }\r\n\r\n /** @internal */\r\n public get wasUsed() {\r\n return !!this._lights;\r\n }\r\n\r\n /** @internal */\r\n public onExporting(): void {\r\n this._exporter!._glTF.extensions![NAME] = this._lights;\r\n }\r\n /**\r\n * Define this method to modify the default behavior when exporting a node\r\n * @param context The context when exporting the node\r\n * @param node glTF node\r\n * @param babylonNode BabylonJS node\r\n * @param nodeMap Node mapping of unique id to glTF node index\r\n * @returns nullable INode promise\r\n */\r\n public postExportNodeAsync(context: string, node: Nullable<INode>, babylonNode: Node, nodeMap?: { [key: number]: number }): Promise<Nullable<INode>> {\r\n return new Promise((resolve) => {\r\n if (node && babylonNode instanceof ShadowLight) {\r\n const babylonLight: ShadowLight = babylonNode;\r\n let light: IKHRLightsPunctual_Light;\r\n\r\n const lightType =\r\n babylonLight.getTypeID() == Light.LIGHTTYPEID_POINTLIGHT\r\n ? KHRLightsPunctual_LightType.POINT\r\n : babylonLight.getTypeID() == Light.LIGHTTYPEID_DIRECTIONALLIGHT\r\n ? KHRLightsPunctual_LightType.DIRECTIONAL\r\n : babylonLight.getTypeID() == Light.LIGHTTYPEID_SPOTLIGHT\r\n ? KHRLightsPunctual_LightType.SPOT\r\n : null;\r\n if (lightType == null) {\r\n Logger.Warn(`${context}: Light ${babylonLight.name} is not supported in ${NAME}`);\r\n } else {\r\n const lightPosition = babylonLight.position.clone();\r\n const convertToRightHandedSystem = this._exporter._convertToRightHandedSystemMap[babylonNode.uniqueId];\r\n if (!lightPosition.equals(Vector3.Zero())) {\r\n if (convertToRightHandedSystem) {\r\n _GLTFUtilities._GetRightHandedPositionVector3FromRef(lightPosition);\r\n }\r\n node.translation = lightPosition.asArray();\r\n }\r\n if (lightType !== KHRLightsPunctual_LightType.POINT) {\r\n const localAxis = babylonLight.direction;\r\n const yaw = -Math.atan2(localAxis.z * (this._exporter._babylonScene.useRightHandedSystem ? -1 : 1), localAxis.x) + Math.PI / 2;\r\n const len = Math.sqrt(localAxis.x * localAxis.x + localAxis.z * localAxis.z);\r\n const pitch = -Math.atan2(localAxis.y, len);\r\n const lightRotationQuaternion = Quaternion.RotationYawPitchRoll(yaw, pitch, 0);\r\n if (convertToRightHandedSystem) {\r\n _GLTFUtilities._GetRightHandedQuaternionFromRef(lightRotationQuaternion);\r\n }\r\n if (!lightRotationQuaternion.equals(Quaternion.Identity())) {\r\n node.rotation = lightRotationQuaternion.asArray();\r\n }\r\n }\r\n\r\n if (babylonLight.falloffType !== Light.FALLOFF_GLTF) {\r\n Logger.Warn(`${context}: Light falloff for ${babylonLight.name} does not match the ${NAME} specification!`);\r\n }\r\n light = {\r\n type: lightType,\r\n };\r\n if (!babylonLight.diffuse.equals(Color3.White())) {\r\n light.color = babylonLight.diffuse.asArray();\r\n }\r\n if (babylonLight.intensity !== 1.0) {\r\n light.intensity = babylonLight.intensity;\r\n }\r\n if (babylonLight.range !== Number.MAX_VALUE) {\r\n light.range = babylonLight.range;\r\n }\r\n\r\n if (lightType === KHRLightsPunctual_LightType.SPOT) {\r\n const babylonSpotLight = babylonLight as SpotLight;\r\n if (babylonSpotLight.angle !== Math.PI / 2.0) {\r\n if (light.spot == null) {\r\n light.spot = {};\r\n }\r\n light.spot.outerConeAngle = babylonSpotLight.angle / 2.0;\r\n }\r\n if (babylonSpotLight.innerAngle !== 0) {\r\n if (light.spot == null) {\r\n light.spot = {};\r\n }\r\n light.spot.innerConeAngle = babylonSpotLight.innerAngle / 2.0;\r\n }\r\n }\r\n\r\n if (this._lights == null) {\r\n this._lights = {\r\n lights: [],\r\n };\r\n }\r\n\r\n this._lights.lights.push(light);\r\n\r\n const lightReference: IKHRLightsPunctual_LightReference = {\r\n light: this._lights.lights.length - 1,\r\n };\r\n\r\n // Avoid duplicating the Light's parent node if possible.\r\n const parentBabylonNode = babylonNode.parent;\r\n if (parentBabylonNode && parentBabylonNode.getChildren().length == 1) {\r\n const parentNode = this._exporter._nodes[nodeMap![parentBabylonNode.uniqueId]];\r\n if (parentNode) {\r\n const parentNodeLocalMatrix = TmpVectors.Matrix[0];\r\n const parentInvertNodeLocalMatrix = TmpVectors.Matrix[1];\r\n const parentNodeLocalTranslation = parentNode.translation\r\n ? new Vector3(parentNode.translation[0], parentNode.translation[1], parentNode.translation[2])\r\n : Vector3.Zero();\r\n const parentNodeLocalRotation = parentNode.rotation\r\n ? new Quaternion(parentNode.rotation[0], parentNode.rotation[1], parentNode.rotation[2], parentNode.rotation[3])\r\n : Quaternion.Identity();\r\n const parentNodeLocalScale = parentNode.scale ? new Vector3(parentNode.scale[0], parentNode.scale[1], parentNode.scale[2]) : Vector3.One();\r\n\r\n Matrix.ComposeToRef(parentNodeLocalScale, parentNodeLocalRotation, parentNodeLocalTranslation, parentNodeLocalMatrix);\r\n parentNodeLocalMatrix.invertToRef(parentInvertNodeLocalMatrix);\r\n\r\n // Convert light local matrix to local matrix relative to grandparent, facing -Z\r\n const lightLocalMatrix = TmpVectors.Matrix[2];\r\n const nodeLocalTranslation = node.translation ? new Vector3(node.translation[0], node.translation[1], node.translation[2]) : Vector3.Zero();\r\n\r\n // Undo directional light positional offset\r\n if (babylonLight instanceof DirectionalLight) {\r\n nodeLocalTranslation.subtractInPlace(\r\n this._exporter._babylonScene.useRightHandedSystem\r\n ? babylonLight.direction\r\n : _GLTFUtilities._GetRightHandedPositionVector3(babylonLight.direction)\r\n );\r\n }\r\n const nodeLocalRotation = this._exporter._babylonScene.useRightHandedSystem ? Quaternion.Identity() : new Quaternion(0, 1, 0, 0);\r\n if (node.rotation) {\r\n nodeLocalRotation.multiplyInPlace(new Quaternion(node.rotation[0], node.rotation[1], node.rotation[2], node.rotation[3]));\r\n }\r\n const nodeLocalScale = node.scale ? new Vector3(node.scale[0], node.scale[1], node.scale[2]) : Vector3.One();\r\n\r\n Matrix.ComposeToRef(nodeLocalScale, nodeLocalRotation, nodeLocalTranslation, lightLocalMatrix);\r\n lightLocalMatrix.multiplyToRef(parentInvertNodeLocalMatrix, lightLocalMatrix);\r\n const parentNewScale = TmpVectors.Vector3[0];\r\n const parentNewRotationQuaternion = TmpVectors.Quaternion[0];\r\n const parentNewTranslation = TmpVectors.Vector3[1];\r\n\r\n lightLocalMatrix.decompose(parentNewScale, parentNewRotationQuaternion, parentNewTranslation);\r\n parentNode.scale = parentNewScale.asArray();\r\n parentNode.rotation = parentNewRotationQuaternion.asArray();\r\n parentNode.translation = parentNewTranslation.asArray();\r\n\r\n if (parentNode.extensions == null) {\r\n parentNode.extensions = {};\r\n }\r\n parentNode.extensions[NAME] = lightReference;\r\n\r\n // Do not export the original node\r\n resolve(null);\r\n return;\r\n }\r\n }\r\n\r\n if (node.extensions == null) {\r\n node.extensions = {};\r\n }\r\n\r\n node.extensions[NAME] = lightReference;\r\n }\r\n }\r\n resolve(node);\r\n });\r\n }\r\n}\r\n\r\n_Exporter.RegisterExtension(NAME, (exporter) => new KHR_lights_punctual(exporter));\r\n"]}
1
+ 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type { SpotLight } from \"core/Lights/spotLight\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Vector3, Quaternion, TmpVectors, Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Light } from \"core/Lights/light\";\r\nimport { DirectionalLight } from \"core/Lights/directionalLight\";\r\nimport type { Node } from \"core/node\";\r\nimport { ShadowLight } from \"core/Lights/shadowLight\";\r\nimport type { INode, IKHRLightsPunctual_LightReference, IKHRLightsPunctual_Light, IKHRLightsPunctual } from \"babylonjs-gltf2interface\";\r\nimport { KHRLightsPunctual_LightType } from \"babylonjs-gltf2interface\";\r\nimport type { IGLTFExporterExtensionV2 } from \"../glTFExporterExtension\";\r\nimport { _Exporter } from \"../glTFExporter\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { _GLTFUtilities } from \"../glTFUtilities\";\r\n\r\nconst NAME = \"KHR_lights_punctual\";\r\n\r\n/**\r\n * [Specification](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_lights_punctual/README.md)\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class KHR_lights_punctual implements IGLTFExporterExtensionV2 {\r\n /** The 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 /** Reference to the glTF exporter */\r\n private _exporter: _Exporter;\r\n\r\n private _lights: IKHRLightsPunctual;\r\n\r\n /**\r\n * @internal\r\n */\r\n constructor(exporter: _Exporter) {\r\n this._exporter = exporter;\r\n }\r\n\r\n /** @internal */\r\n public dispose() {\r\n (this._lights as any) = null;\r\n }\r\n\r\n /** @internal */\r\n public get wasUsed() {\r\n return !!this._lights;\r\n }\r\n\r\n /** @internal */\r\n public onExporting(): void {\r\n this._exporter!._glTF.extensions![NAME] = this._lights;\r\n }\r\n /**\r\n * Define this method to modify the default behavior when exporting a node\r\n * @param context The context when exporting the node\r\n * @param node glTF node\r\n * @param babylonNode BabylonJS node\r\n * @param nodeMap Node mapping of unique id to glTF node index\r\n * @returns nullable INode promise\r\n */\r\n public postExportNodeAsync(context: string, node: Nullable<INode>, babylonNode: Node, nodeMap?: { [key: number]: number }): Promise<Nullable<INode>> {\r\n return new Promise((resolve) => {\r\n if (node && babylonNode instanceof ShadowLight) {\r\n const babylonLight: ShadowLight = babylonNode;\r\n let light: IKHRLightsPunctual_Light;\r\n\r\n const lightType =\r\n babylonLight.getTypeID() == Light.LIGHTTYPEID_POINTLIGHT\r\n ? KHRLightsPunctual_LightType.POINT\r\n : babylonLight.getTypeID() == Light.LIGHTTYPEID_DIRECTIONALLIGHT\r\n ? KHRLightsPunctual_LightType.DIRECTIONAL\r\n : babylonLight.getTypeID() == Light.LIGHTTYPEID_SPOTLIGHT\r\n ? KHRLightsPunctual_LightType.SPOT\r\n : null;\r\n if (lightType == null) {\r\n Logger.Warn(`${context}: Light ${babylonLight.name} is not supported in ${NAME}`);\r\n } else {\r\n const lightPosition = babylonLight.position.clone();\r\n const convertToRightHandedSystem = this._exporter._convertToRightHandedSystemMap[babylonNode.uniqueId];\r\n if (!lightPosition.equals(Vector3.Zero())) {\r\n if (convertToRightHandedSystem) {\r\n _GLTFUtilities._GetRightHandedPositionVector3FromRef(lightPosition);\r\n }\r\n node.translation = lightPosition.asArray();\r\n }\r\n if (lightType !== KHRLightsPunctual_LightType.POINT) {\r\n const localAxis = babylonLight.direction;\r\n const yaw = -Math.atan2(localAxis.z * (this._exporter._babylonScene.useRightHandedSystem ? -1 : 1), localAxis.x) + Math.PI / 2;\r\n const len = Math.sqrt(localAxis.x * localAxis.x + localAxis.z * localAxis.z);\r\n const pitch = -Math.atan2(localAxis.y, len);\r\n const lightRotationQuaternion = Quaternion.RotationYawPitchRoll(yaw, pitch, 0);\r\n if (convertToRightHandedSystem) {\r\n _GLTFUtilities._GetRightHandedQuaternionFromRef(lightRotationQuaternion);\r\n }\r\n if (!lightRotationQuaternion.equals(Quaternion.Identity())) {\r\n node.rotation = lightRotationQuaternion.asArray();\r\n }\r\n }\r\n\r\n if (babylonLight.falloffType !== Light.FALLOFF_GLTF) {\r\n Logger.Warn(`${context}: Light falloff for ${babylonLight.name} does not match the ${NAME} specification!`);\r\n }\r\n light = {\r\n type: lightType,\r\n };\r\n if (!babylonLight.diffuse.equals(Color3.White())) {\r\n light.color = babylonLight.diffuse.asArray();\r\n }\r\n if (babylonLight.intensity !== 1.0) {\r\n light.intensity = babylonLight.intensity;\r\n }\r\n if (babylonLight.range !== Number.MAX_VALUE) {\r\n light.range = babylonLight.range;\r\n }\r\n\r\n if (lightType === KHRLightsPunctual_LightType.SPOT) {\r\n const babylonSpotLight = babylonLight as SpotLight;\r\n if (babylonSpotLight.angle !== Math.PI / 2.0) {\r\n if (light.spot == null) {\r\n light.spot = {};\r\n }\r\n light.spot.outerConeAngle = babylonSpotLight.angle / 2.0;\r\n }\r\n if (babylonSpotLight.innerAngle !== 0) {\r\n if (light.spot == null) {\r\n light.spot = {};\r\n }\r\n light.spot.innerConeAngle = babylonSpotLight.innerAngle / 2.0;\r\n }\r\n }\r\n\r\n if (this._lights == null) {\r\n this._lights = {\r\n lights: [],\r\n };\r\n }\r\n\r\n this._lights.lights.push(light);\r\n\r\n const lightReference: IKHRLightsPunctual_LightReference = {\r\n light: this._lights.lights.length - 1,\r\n };\r\n\r\n // Avoid duplicating the Light's parent node if possible.\r\n const parentBabylonNode = babylonNode.parent;\r\n if (parentBabylonNode && parentBabylonNode.getChildren().length == 1) {\r\n const parentNode = this._exporter._nodes[nodeMap![parentBabylonNode.uniqueId]];\r\n if (parentNode) {\r\n const parentNodeLocalMatrix = TmpVectors.Matrix[0];\r\n const parentInvertNodeLocalMatrix = TmpVectors.Matrix[1];\r\n const parentNodeLocalTranslation = parentNode.translation\r\n ? new Vector3(parentNode.translation[0], parentNode.translation[1], parentNode.translation[2])\r\n : Vector3.Zero();\r\n const parentNodeLocalRotation = parentNode.rotation\r\n ? new Quaternion(parentNode.rotation[0], parentNode.rotation[1], parentNode.rotation[2], parentNode.rotation[3])\r\n : Quaternion.Identity();\r\n const parentNodeLocalScale = parentNode.scale ? new Vector3(parentNode.scale[0], parentNode.scale[1], parentNode.scale[2]) : Vector3.One();\r\n\r\n Matrix.ComposeToRef(parentNodeLocalScale, parentNodeLocalRotation, parentNodeLocalTranslation, parentNodeLocalMatrix);\r\n parentNodeLocalMatrix.invertToRef(parentInvertNodeLocalMatrix);\r\n\r\n // Convert light local matrix to local matrix relative to grandparent, facing -Z\r\n const lightLocalMatrix = TmpVectors.Matrix[2];\r\n const nodeLocalTranslation = node.translation ? new Vector3(node.translation[0], node.translation[1], node.translation[2]) : Vector3.Zero();\r\n\r\n // Undo directional light positional offset\r\n if (babylonLight instanceof DirectionalLight) {\r\n nodeLocalTranslation.subtractInPlace(\r\n this._exporter._babylonScene.useRightHandedSystem\r\n ? babylonLight.direction\r\n : _GLTFUtilities._GetRightHandedPositionVector3(babylonLight.direction)\r\n );\r\n }\r\n const nodeLocalRotation = this._exporter._babylonScene.useRightHandedSystem ? Quaternion.Identity() : new Quaternion(0, 1, 0, 0);\r\n if (node.rotation) {\r\n nodeLocalRotation.multiplyInPlace(new Quaternion(node.rotation[0], node.rotation[1], node.rotation[2], node.rotation[3]));\r\n }\r\n const nodeLocalScale = node.scale ? new Vector3(node.scale[0], node.scale[1], node.scale[2]) : Vector3.One();\r\n\r\n Matrix.ComposeToRef(nodeLocalScale, nodeLocalRotation, nodeLocalTranslation, lightLocalMatrix);\r\n lightLocalMatrix.multiplyToRef(parentInvertNodeLocalMatrix, lightLocalMatrix);\r\n const parentNewScale = TmpVectors.Vector3[0];\r\n const parentNewRotationQuaternion = TmpVectors.Quaternion[0];\r\n const parentNewTranslation = TmpVectors.Vector3[1];\r\n\r\n lightLocalMatrix.decompose(parentNewScale, parentNewRotationQuaternion, parentNewTranslation);\r\n parentNode.scale = parentNewScale.asArray();\r\n parentNode.rotation = parentNewRotationQuaternion.asArray();\r\n parentNode.translation = parentNewTranslation.asArray();\r\n\r\n if (parentNode.extensions == null) {\r\n parentNode.extensions = {};\r\n }\r\n parentNode.extensions[NAME] = lightReference;\r\n\r\n // Do not export the original node\r\n resolve(null);\r\n return;\r\n }\r\n }\r\n\r\n if (node.extensions == null) {\r\n node.extensions = {};\r\n }\r\n\r\n node.extensions[NAME] = lightReference;\r\n }\r\n }\r\n resolve(node);\r\n });\r\n }\r\n}\r\n\r\n_Exporter.RegisterExtension(NAME, (exporter) => new KHR_lights_punctual(exporter));\r\n"]}
@@ -62,10 +62,10 @@ export class _GLTFAnimation {
62
62
  _GLTFAnimation._CreateBakedAnimation(babylonTransformNode, animation, animationChannelTargetPath, minMaxKeyFrames.min, minMaxKeyFrames.max, animation.framePerSecond, animationSampleRate, inputs, outputs, minMaxKeyFrames, convertToRightHandedSystem, useQuaternion);
63
63
  }
64
64
  else {
65
- if (interpolation === "LINEAR" /* LINEAR */ || interpolation === "STEP" /* STEP */) {
65
+ if (interpolation === "LINEAR" /* AnimationSamplerInterpolation.LINEAR */ || interpolation === "STEP" /* AnimationSamplerInterpolation.STEP */) {
66
66
  _GLTFAnimation._CreateLinearOrStepAnimation(babylonTransformNode, animation, animationChannelTargetPath, frameDelta, inputs, outputs, convertToRightHandedSystem, useQuaternion);
67
67
  }
68
- else if (interpolation === "CUBICSPLINE" /* CUBICSPLINE */) {
68
+ else if (interpolation === "CUBICSPLINE" /* AnimationSamplerInterpolation.CUBICSPLINE */) {
69
69
  _GLTFAnimation._CreateCubicSplineAnimation(babylonTransformNode, animation, animationChannelTargetPath, frameDelta, inputs, outputs, convertToRightHandedSystem, useQuaternion);
70
70
  }
71
71
  else {
@@ -87,32 +87,32 @@ export class _GLTFAnimation {
87
87
  }
88
88
  static _DeduceAnimationInfo(animation) {
89
89
  let animationChannelTargetPath = null;
90
- let dataAccessorType = "VEC3" /* VEC3 */;
90
+ let dataAccessorType = "VEC3" /* AccessorType.VEC3 */;
91
91
  let useQuaternion = false;
92
92
  const property = animation.targetProperty.split(".");
93
93
  switch (property[0]) {
94
94
  case "scaling": {
95
- animationChannelTargetPath = "scale" /* SCALE */;
95
+ animationChannelTargetPath = "scale" /* AnimationChannelTargetPath.SCALE */;
96
96
  break;
97
97
  }
98
98
  case "position": {
99
- animationChannelTargetPath = "translation" /* TRANSLATION */;
99
+ animationChannelTargetPath = "translation" /* AnimationChannelTargetPath.TRANSLATION */;
100
100
  break;
101
101
  }
102
102
  case "rotation": {
103
- dataAccessorType = "VEC4" /* VEC4 */;
104
- animationChannelTargetPath = "rotation" /* ROTATION */;
103
+ dataAccessorType = "VEC4" /* AccessorType.VEC4 */;
104
+ animationChannelTargetPath = "rotation" /* AnimationChannelTargetPath.ROTATION */;
105
105
  break;
106
106
  }
107
107
  case "rotationQuaternion": {
108
- dataAccessorType = "VEC4" /* VEC4 */;
108
+ dataAccessorType = "VEC4" /* AccessorType.VEC4 */;
109
109
  useQuaternion = true;
110
- animationChannelTargetPath = "rotation" /* ROTATION */;
110
+ animationChannelTargetPath = "rotation" /* AnimationChannelTargetPath.ROTATION */;
111
111
  break;
112
112
  }
113
113
  case "influence": {
114
- dataAccessorType = "SCALAR" /* SCALAR */;
115
- animationChannelTargetPath = "weights" /* WEIGHTS */;
114
+ dataAccessorType = "SCALAR" /* AccessorType.SCALAR */;
115
+ animationChannelTargetPath = "weights" /* AnimationChannelTargetPath.WEIGHTS */;
116
116
  break;
117
117
  }
118
118
  default: {
@@ -378,7 +378,7 @@ export class _GLTFAnimation {
378
378
  animationData.inputs.forEach(function (input) {
379
379
  binaryWriter.setFloat32(input);
380
380
  });
381
- accessor = _GLTFUtilities._CreateAccessor(bufferViews.length - 1, `${name} keyframes`, "SCALAR" /* SCALAR */, 5126 /* FLOAT */, animationData.inputs.length, null, [animationData.inputsMin], [animationData.inputsMax]);
381
+ accessor = _GLTFUtilities._CreateAccessor(bufferViews.length - 1, `${name} keyframes`, "SCALAR" /* AccessorType.SCALAR */, 5126 /* AccessorComponentType.FLOAT */, animationData.inputs.length, null, [animationData.inputsMin], [animationData.inputsMax]);
382
382
  accessors.push(accessor);
383
383
  keyframeAccessorIndex = accessors.length - 1;
384
384
  // create bufferview and accessor for keyed values.
@@ -392,7 +392,7 @@ export class _GLTFAnimation {
392
392
  binaryWriter.setFloat32(entry);
393
393
  });
394
394
  });
395
- accessor = _GLTFUtilities._CreateAccessor(bufferViews.length - 1, `${name} data`, dataAccessorType, 5126 /* FLOAT */, outputLength, null, null, null);
395
+ accessor = _GLTFUtilities._CreateAccessor(bufferViews.length - 1, `${name} data`, dataAccessorType, 5126 /* AccessorComponentType.FLOAT */, outputLength, null, null, null);
396
396
  accessors.push(accessor);
397
397
  dataAccessorIndex = accessors.length - 1;
398
398
  // create sampler
@@ -500,15 +500,15 @@ export class _GLTFAnimation {
500
500
  const value = useQuaternion ? Quaternion.FromArray(basePositionRotationOrScale).normalize() : Vector3.FromArray(basePositionRotationOrScale);
501
501
  switch (componentName) {
502
502
  case "x": {
503
- value[componentName] = convertToRightHandedSystem && useQuaternion && animationChannelTargetPath !== "scale" /* SCALE */ ? -factor : factor;
503
+ value[componentName] = convertToRightHandedSystem && useQuaternion && animationChannelTargetPath !== "scale" /* AnimationChannelTargetPath.SCALE */ ? -factor : factor;
504
504
  break;
505
505
  }
506
506
  case "y": {
507
- value[componentName] = convertToRightHandedSystem && useQuaternion && animationChannelTargetPath !== "scale" /* SCALE */ ? -factor : factor;
507
+ value[componentName] = convertToRightHandedSystem && useQuaternion && animationChannelTargetPath !== "scale" /* AnimationChannelTargetPath.SCALE */ ? -factor : factor;
508
508
  break;
509
509
  }
510
510
  case "z": {
511
- value[componentName] = convertToRightHandedSystem && !useQuaternion && animationChannelTargetPath !== "scale" /* SCALE */ ? -factor : factor;
511
+ value[componentName] = convertToRightHandedSystem && !useQuaternion && animationChannelTargetPath !== "scale" /* AnimationChannelTargetPath.SCALE */ ? -factor : factor;
512
512
  break;
513
513
  }
514
514
  case "w": {
@@ -524,14 +524,14 @@ export class _GLTFAnimation {
524
524
  static _SetInterpolatedValue(babylonTransformNode, value, time, animation, animationChannelTargetPath, quaternionCache, inputs, outputs, convertToRightHandedSystem, useQuaternion) {
525
525
  let cacheValue;
526
526
  inputs.push(time);
527
- if (animationChannelTargetPath === "weights" /* WEIGHTS */) {
527
+ if (animationChannelTargetPath === "weights" /* AnimationChannelTargetPath.WEIGHTS */) {
528
528
  outputs.push([value]);
529
529
  return;
530
530
  }
531
531
  if (animation.dataType === Animation.ANIMATIONTYPE_FLOAT) {
532
532
  value = this._ConvertFactorToVector3OrQuaternion(value, babylonTransformNode, animation, animationChannelTargetPath, convertToRightHandedSystem, useQuaternion);
533
533
  }
534
- if (animationChannelTargetPath === "rotation" /* ROTATION */) {
534
+ if (animationChannelTargetPath === "rotation" /* AnimationChannelTargetPath.ROTATION */) {
535
535
  if (useQuaternion) {
536
536
  quaternionCache = value;
537
537
  }
@@ -550,7 +550,7 @@ export class _GLTFAnimation {
550
550
  else {
551
551
  // scaling and position animation
552
552
  cacheValue = value;
553
- if (convertToRightHandedSystem && animationChannelTargetPath !== "scale" /* SCALE */) {
553
+ if (convertToRightHandedSystem && animationChannelTargetPath !== "scale" /* AnimationChannelTargetPath.SCALE */) {
554
554
  _GLTFUtilities._GetRightHandedPositionVector3FromRef(cacheValue);
555
555
  if (!babylonTransformNode.parent) {
556
556
  cacheValue.x *= -1;
@@ -591,14 +591,14 @@ export class _GLTFAnimation {
591
591
  static _CreateCubicSplineAnimation(babylonTransformNode, animation, animationChannelTargetPath, frameDelta, inputs, outputs, convertToRightHandedSystem, useQuaternion) {
592
592
  animation.getKeys().forEach(function (keyFrame) {
593
593
  inputs.push(keyFrame.frame / animation.framePerSecond); // keyframes in seconds.
594
- _GLTFAnimation._AddSplineTangent(babylonTransformNode, _TangentType.INTANGENT, outputs, animationChannelTargetPath, "CUBICSPLINE" /* CUBICSPLINE */, keyFrame, frameDelta, useQuaternion, convertToRightHandedSystem);
594
+ _GLTFAnimation._AddSplineTangent(babylonTransformNode, _TangentType.INTANGENT, outputs, animationChannelTargetPath, "CUBICSPLINE" /* AnimationSamplerInterpolation.CUBICSPLINE */, keyFrame, frameDelta, useQuaternion, convertToRightHandedSystem);
595
595
  _GLTFAnimation._AddKeyframeValue(keyFrame, animation, outputs, animationChannelTargetPath, babylonTransformNode, convertToRightHandedSystem, useQuaternion);
596
- _GLTFAnimation._AddSplineTangent(babylonTransformNode, _TangentType.OUTTANGENT, outputs, animationChannelTargetPath, "CUBICSPLINE" /* CUBICSPLINE */, keyFrame, frameDelta, useQuaternion, convertToRightHandedSystem);
596
+ _GLTFAnimation._AddSplineTangent(babylonTransformNode, _TangentType.OUTTANGENT, outputs, animationChannelTargetPath, "CUBICSPLINE" /* AnimationSamplerInterpolation.CUBICSPLINE */, keyFrame, frameDelta, useQuaternion, convertToRightHandedSystem);
597
597
  });
598
598
  }
599
599
  static _GetBasePositionRotationOrScale(babylonTransformNode, animationChannelTargetPath, convertToRightHandedSystem, useQuaternion) {
600
600
  let basePositionRotationOrScale;
601
- if (animationChannelTargetPath === "rotation" /* ROTATION */) {
601
+ if (animationChannelTargetPath === "rotation" /* AnimationChannelTargetPath.ROTATION */) {
602
602
  if (useQuaternion) {
603
603
  const q = babylonTransformNode.rotationQuaternion;
604
604
  basePositionRotationOrScale = (q !== null && q !== void 0 ? q : Quaternion.Identity()).asArray();
@@ -615,7 +615,7 @@ export class _GLTFAnimation {
615
615
  _GLTFUtilities._GetRightHandedNormalArray3FromRef(basePositionRotationOrScale);
616
616
  }
617
617
  }
618
- else if (animationChannelTargetPath === "translation" /* TRANSLATION */) {
618
+ else if (animationChannelTargetPath === "translation" /* AnimationChannelTargetPath.TRANSLATION */) {
619
619
  const p = babylonTransformNode.position;
620
620
  basePositionRotationOrScale = (p !== null && p !== void 0 ? p : Vector3.Zero()).asArray();
621
621
  if (convertToRightHandedSystem) {
@@ -645,7 +645,7 @@ export class _GLTFAnimation {
645
645
  const animationType = animation.dataType;
646
646
  if (animationType === Animation.ANIMATIONTYPE_VECTOR3) {
647
647
  value = keyFrame.value.asArray();
648
- if (animationChannelTargetPath === "rotation" /* ROTATION */) {
648
+ if (animationChannelTargetPath === "rotation" /* AnimationChannelTargetPath.ROTATION */) {
649
649
  const array = Vector3.FromArray(value);
650
650
  let rotationQuaternion = Quaternion.RotationYawPitchRoll(array.y, array.x, array.z);
651
651
  if (convertToRightHandedSystem) {
@@ -656,7 +656,7 @@ export class _GLTFAnimation {
656
656
  }
657
657
  value = rotationQuaternion.asArray();
658
658
  }
659
- else if (animationChannelTargetPath === "translation" /* TRANSLATION */) {
659
+ else if (animationChannelTargetPath === "translation" /* AnimationChannelTargetPath.TRANSLATION */) {
660
660
  if (convertToRightHandedSystem) {
661
661
  _GLTFUtilities._GetRightHandedNormalArray3FromRef(value);
662
662
  if (!babylonTransformNode.parent) {
@@ -668,14 +668,14 @@ export class _GLTFAnimation {
668
668
  outputs.push(value); // scale vector.
669
669
  }
670
670
  else if (animationType === Animation.ANIMATIONTYPE_FLOAT) {
671
- if (animationChannelTargetPath === "weights" /* WEIGHTS */) {
671
+ if (animationChannelTargetPath === "weights" /* AnimationChannelTargetPath.WEIGHTS */) {
672
672
  outputs.push([keyFrame.value]);
673
673
  }
674
674
  else {
675
675
  // handles single component x, y, z or w component animation by using a base property and animating over a component.
676
676
  newPositionRotationOrScale = this._ConvertFactorToVector3OrQuaternion(keyFrame.value, babylonTransformNode, animation, animationChannelTargetPath, convertToRightHandedSystem, useQuaternion);
677
677
  if (newPositionRotationOrScale) {
678
- if (animationChannelTargetPath === "rotation" /* ROTATION */) {
678
+ if (animationChannelTargetPath === "rotation" /* AnimationChannelTargetPath.ROTATION */) {
679
679
  let posRotScale = useQuaternion
680
680
  ? newPositionRotationOrScale
681
681
  : Quaternion.RotationYawPitchRoll(newPositionRotationOrScale.y, newPositionRotationOrScale.x, newPositionRotationOrScale.z).normalize();
@@ -687,7 +687,7 @@ export class _GLTFAnimation {
687
687
  }
688
688
  outputs.push(posRotScale.asArray());
689
689
  }
690
- else if (animationChannelTargetPath === "translation" /* TRANSLATION */) {
690
+ else if (animationChannelTargetPath === "translation" /* AnimationChannelTargetPath.TRANSLATION */) {
691
691
  if (convertToRightHandedSystem) {
692
692
  _GLTFUtilities._GetRightHandedNormalVector3FromRef(newPositionRotationOrScale);
693
693
  if (!babylonTransformNode.parent) {
@@ -724,44 +724,44 @@ export class _GLTFAnimation {
724
724
  let interpolationType;
725
725
  let shouldBakeAnimation = false;
726
726
  let key;
727
- if (animationChannelTargetPath === "rotation" /* ROTATION */ && !useQuaternion) {
728
- return { interpolationType: "LINEAR" /* LINEAR */, shouldBakeAnimation: true };
727
+ if (animationChannelTargetPath === "rotation" /* AnimationChannelTargetPath.ROTATION */ && !useQuaternion) {
728
+ return { interpolationType: "LINEAR" /* AnimationSamplerInterpolation.LINEAR */, shouldBakeAnimation: true };
729
729
  }
730
730
  for (let i = 0, length = keyFrames.length; i < length; ++i) {
731
731
  key = keyFrames[i];
732
732
  if (key.inTangent || key.outTangent) {
733
733
  if (interpolationType) {
734
- if (interpolationType !== "CUBICSPLINE" /* CUBICSPLINE */) {
735
- interpolationType = "LINEAR" /* LINEAR */;
734
+ if (interpolationType !== "CUBICSPLINE" /* AnimationSamplerInterpolation.CUBICSPLINE */) {
735
+ interpolationType = "LINEAR" /* AnimationSamplerInterpolation.LINEAR */;
736
736
  shouldBakeAnimation = true;
737
737
  break;
738
738
  }
739
739
  }
740
740
  else {
741
- interpolationType = "CUBICSPLINE" /* CUBICSPLINE */;
741
+ interpolationType = "CUBICSPLINE" /* AnimationSamplerInterpolation.CUBICSPLINE */;
742
742
  }
743
743
  }
744
744
  else {
745
745
  if (interpolationType) {
746
- if (interpolationType === "CUBICSPLINE" /* CUBICSPLINE */ ||
747
- (key.interpolation && key.interpolation === AnimationKeyInterpolation.STEP && interpolationType !== "STEP" /* STEP */)) {
748
- interpolationType = "LINEAR" /* LINEAR */;
746
+ if (interpolationType === "CUBICSPLINE" /* AnimationSamplerInterpolation.CUBICSPLINE */ ||
747
+ (key.interpolation && key.interpolation === AnimationKeyInterpolation.STEP && interpolationType !== "STEP" /* AnimationSamplerInterpolation.STEP */)) {
748
+ interpolationType = "LINEAR" /* AnimationSamplerInterpolation.LINEAR */;
749
749
  shouldBakeAnimation = true;
750
750
  break;
751
751
  }
752
752
  }
753
753
  else {
754
754
  if (key.interpolation && key.interpolation === AnimationKeyInterpolation.STEP) {
755
- interpolationType = "STEP" /* STEP */;
755
+ interpolationType = "STEP" /* AnimationSamplerInterpolation.STEP */;
756
756
  }
757
757
  else {
758
- interpolationType = "LINEAR" /* LINEAR */;
758
+ interpolationType = "LINEAR" /* AnimationSamplerInterpolation.LINEAR */;
759
759
  }
760
760
  }
761
761
  }
762
762
  }
763
763
  if (!interpolationType) {
764
- interpolationType = "LINEAR" /* LINEAR */;
764
+ interpolationType = "LINEAR" /* AnimationSamplerInterpolation.LINEAR */;
765
765
  }
766
766
  return { interpolationType: interpolationType, shouldBakeAnimation: shouldBakeAnimation };
767
767
  }
@@ -781,8 +781,8 @@ export class _GLTFAnimation {
781
781
  static _AddSplineTangent(babylonTransformNode, tangentType, outputs, animationChannelTargetPath, interpolation, keyFrame, frameDelta, useQuaternion, convertToRightHandedSystem) {
782
782
  let tangent;
783
783
  const tangentValue = tangentType === _TangentType.INTANGENT ? keyFrame.inTangent : keyFrame.outTangent;
784
- if (interpolation === "CUBICSPLINE" /* CUBICSPLINE */) {
785
- if (animationChannelTargetPath === "rotation" /* ROTATION */) {
784
+ if (interpolation === "CUBICSPLINE" /* AnimationSamplerInterpolation.CUBICSPLINE */) {
785
+ if (animationChannelTargetPath === "rotation" /* AnimationChannelTargetPath.ROTATION */) {
786
786
  if (tangentValue) {
787
787
  if (useQuaternion) {
788
788
  tangent = tangentValue.asArray();
@@ -802,7 +802,7 @@ export class _GLTFAnimation {
802
802
  tangent = [0, 0, 0, 0];
803
803
  }
804
804
  }
805
- else if (animationChannelTargetPath === "weights" /* WEIGHTS */) {
805
+ else if (animationChannelTargetPath === "weights" /* AnimationChannelTargetPath.WEIGHTS */) {
806
806
  if (tangentValue) {
807
807
  tangent = [tangentValue];
808
808
  }
@@ -814,7 +814,7 @@ export class _GLTFAnimation {
814
814
  if (tangentValue) {
815
815
  tangent = tangentValue.asArray();
816
816
  if (convertToRightHandedSystem) {
817
- if (animationChannelTargetPath === "translation" /* TRANSLATION */) {
817
+ if (animationChannelTargetPath === "translation" /* AnimationChannelTargetPath.TRANSLATION */) {
818
818
  _GLTFUtilities._GetRightHandedPositionArray3FromRef(tangent);
819
819
  if (!babylonTransformNode.parent) {
820
820
  tangent[0] *= -1; // x