@babylonjs/serializers 6.6.1 → 6.8.0

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.
@@ -21,8 +21,8 @@ export declare class EXT_mesh_gpu_instancing implements IGLTFExporterExtensionV2
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  dispose(): void;
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  /** @internal */
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  get wasUsed(): boolean;
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- postExportNodeAsync?(context: string, node: Nullable<INode>, babylonNode: Node, nodeMap?: {
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+ postExportNodeAsync(context: string, node: Nullable<INode>, babylonNode: Node, nodeMap: {
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  [key: number]: number;
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- }, binaryWriter?: _BinaryWriter): Promise<Nullable<INode>>;
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+ }, binaryWriter: _BinaryWriter): Promise<Nullable<INode>>;
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  private _buildAccessor;
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  }
@@ -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"]}
@@ -34,7 +34,7 @@ export declare class KHR_lights_punctual implements IGLTFExporterExtensionV2 {
34
34
  * @param nodeMap Node mapping of unique id to glTF node index
35
35
  * @returns nullable INode promise
36
36
  */
37
- postExportNodeAsync(context: string, node: Nullable<INode>, babylonNode: Node, nodeMap?: {
37
+ postExportNodeAsync(context: string, node: Nullable<INode>, babylonNode: Node, nodeMap: {
38
38
  [key: number]: number;
39
39
  }): Promise<Nullable<INode>>;
40
40
  }
@@ -1,11 +1,9 @@
1
1
  import { Vector3, Quaternion, TmpVectors, Matrix } from "@babylonjs/core/Maths/math.vector.js";
2
2
  import { Color3 } from "@babylonjs/core/Maths/math.color.js";
3
3
  import { Light } from "@babylonjs/core/Lights/light.js";
4
- import { DirectionalLight } from "@babylonjs/core/Lights/directionalLight.js";
5
4
  import { ShadowLight } from "@babylonjs/core/Lights/shadowLight.js";
6
5
  import { _Exporter } from "../glTFExporter.js";
7
6
  import { Logger } from "@babylonjs/core/Misc/logger.js";
8
- import { _GLTFUtilities } from "../glTFUtilities.js";
9
7
  const NAME = "KHR_lights_punctual";
10
8
  /**
11
9
  * [Specification](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_lights_punctual/README.md)
@@ -47,57 +45,48 @@ export class KHR_lights_punctual {
47
45
  postExportNodeAsync(context, node, babylonNode, nodeMap) {
48
46
  return new Promise((resolve) => {
49
47
  if (node && babylonNode instanceof ShadowLight) {
50
- const babylonLight = babylonNode;
51
48
  let light;
52
- const lightType = babylonLight.getTypeID() == Light.LIGHTTYPEID_POINTLIGHT
49
+ const lightType = babylonNode.getTypeID() == Light.LIGHTTYPEID_POINTLIGHT
53
50
  ? "point" /* KHRLightsPunctual_LightType.POINT */
54
- : babylonLight.getTypeID() == Light.LIGHTTYPEID_DIRECTIONALLIGHT
51
+ : babylonNode.getTypeID() == Light.LIGHTTYPEID_DIRECTIONALLIGHT
55
52
  ? "directional" /* KHRLightsPunctual_LightType.DIRECTIONAL */
56
- : babylonLight.getTypeID() == Light.LIGHTTYPEID_SPOTLIGHT
53
+ : babylonNode.getTypeID() == Light.LIGHTTYPEID_SPOTLIGHT
57
54
  ? "spot" /* KHRLightsPunctual_LightType.SPOT */
58
55
  : null;
59
56
  if (lightType == null) {
60
- Logger.Warn(`${context}: Light ${babylonLight.name} is not supported in ${NAME}`);
57
+ Logger.Warn(`${context}: Light ${babylonNode.name} is not supported in ${NAME}`);
61
58
  }
62
59
  else {
63
- const lightPosition = babylonLight.position.clone();
64
- const convertToRightHandedSystem = this._exporter._convertToRightHandedSystemMap[babylonNode.uniqueId];
65
- if (!lightPosition.equals(Vector3.Zero())) {
66
- if (convertToRightHandedSystem) {
67
- _GLTFUtilities._GetRightHandedPositionVector3FromRef(lightPosition);
68
- }
69
- node.translation = lightPosition.asArray();
60
+ if (!babylonNode.position.equalsToFloats(0, 0, 0)) {
61
+ node.translation = babylonNode.position.asArray();
70
62
  }
71
63
  if (lightType !== "point" /* KHRLightsPunctual_LightType.POINT */) {
72
- const localAxis = babylonLight.direction;
73
- const yaw = -Math.atan2(localAxis.z * (this._exporter._babylonScene.useRightHandedSystem ? -1 : 1), localAxis.x) + Math.PI / 2;
64
+ const localAxis = babylonNode.direction;
65
+ const yaw = -Math.atan2(localAxis.z, localAxis.x) + Math.PI / 2;
74
66
  const len = Math.sqrt(localAxis.x * localAxis.x + localAxis.z * localAxis.z);
75
67
  const pitch = -Math.atan2(localAxis.y, len);
76
- const lightRotationQuaternion = Quaternion.RotationYawPitchRoll(yaw, pitch, 0);
77
- if (convertToRightHandedSystem) {
78
- _GLTFUtilities._GetRightHandedQuaternionFromRef(lightRotationQuaternion);
79
- }
80
- if (!lightRotationQuaternion.equals(Quaternion.Identity())) {
68
+ const lightRotationQuaternion = Quaternion.RotationYawPitchRoll(yaw + Math.PI, pitch, 0);
69
+ if (!Quaternion.IsIdentity(lightRotationQuaternion)) {
81
70
  node.rotation = lightRotationQuaternion.asArray();
82
71
  }
83
72
  }
84
- if (babylonLight.falloffType !== Light.FALLOFF_GLTF) {
85
- Logger.Warn(`${context}: Light falloff for ${babylonLight.name} does not match the ${NAME} specification!`);
73
+ if (babylonNode.falloffType !== Light.FALLOFF_GLTF) {
74
+ Logger.Warn(`${context}: Light falloff for ${babylonNode.name} does not match the ${NAME} specification!`);
86
75
  }
87
76
  light = {
88
77
  type: lightType,
89
78
  };
90
- if (!babylonLight.diffuse.equals(Color3.White())) {
91
- light.color = babylonLight.diffuse.asArray();
79
+ if (!babylonNode.diffuse.equals(Color3.White())) {
80
+ light.color = babylonNode.diffuse.asArray();
92
81
  }
93
- if (babylonLight.intensity !== 1.0) {
94
- light.intensity = babylonLight.intensity;
82
+ if (babylonNode.intensity !== 1.0) {
83
+ light.intensity = babylonNode.intensity;
95
84
  }
96
- if (babylonLight.range !== Number.MAX_VALUE) {
97
- light.range = babylonLight.range;
85
+ if (babylonNode.range !== Number.MAX_VALUE) {
86
+ light.range = babylonNode.range;
98
87
  }
99
88
  if (lightType === "spot" /* KHRLightsPunctual_LightType.SPOT */) {
100
- const babylonSpotLight = babylonLight;
89
+ const babylonSpotLight = babylonNode;
101
90
  if (babylonSpotLight.angle !== Math.PI / 2.0) {
102
91
  if (light.spot == null) {
103
92
  light.spot = {};
@@ -111,11 +100,9 @@ export class KHR_lights_punctual {
111
100
  light.spot.innerConeAngle = babylonSpotLight.innerAngle / 2.0;
112
101
  }
113
102
  }
114
- if (this._lights == null) {
115
- this._lights = {
116
- lights: [],
117
- };
118
- }
103
+ this._lights || (this._lights = {
104
+ lights: [],
105
+ });
119
106
  this._lights.lights.push(light);
120
107
  const lightReference = {
121
108
  light: this._lights.lights.length - 1,
@@ -125,52 +112,41 @@ export class KHR_lights_punctual {
125
112
  if (parentBabylonNode && parentBabylonNode.getChildren().length == 1) {
126
113
  const parentNode = this._exporter._nodes[nodeMap[parentBabylonNode.uniqueId]];
127
114
  if (parentNode) {
128
- const parentNodeLocalMatrix = TmpVectors.Matrix[0];
129
- const parentInvertNodeLocalMatrix = TmpVectors.Matrix[1];
130
- const parentNodeLocalTranslation = parentNode.translation
131
- ? new Vector3(parentNode.translation[0], parentNode.translation[1], parentNode.translation[2])
132
- : Vector3.Zero();
133
- const parentNodeLocalRotation = parentNode.rotation
134
- ? new Quaternion(parentNode.rotation[0], parentNode.rotation[1], parentNode.rotation[2], parentNode.rotation[3])
135
- : Quaternion.Identity();
136
- const parentNodeLocalScale = parentNode.scale ? new Vector3(parentNode.scale[0], parentNode.scale[1], parentNode.scale[2]) : Vector3.One();
137
- Matrix.ComposeToRef(parentNodeLocalScale, parentNodeLocalRotation, parentNodeLocalTranslation, parentNodeLocalMatrix);
138
- parentNodeLocalMatrix.invertToRef(parentInvertNodeLocalMatrix);
139
- // Convert light local matrix to local matrix relative to grandparent, facing -Z
140
- const lightLocalMatrix = TmpVectors.Matrix[2];
141
- const nodeLocalTranslation = node.translation ? new Vector3(node.translation[0], node.translation[1], node.translation[2]) : Vector3.Zero();
142
- // Undo directional light positional offset
143
- if (babylonLight instanceof DirectionalLight) {
144
- nodeLocalTranslation.subtractInPlace(this._exporter._babylonScene.useRightHandedSystem
145
- ? babylonLight.direction
146
- : _GLTFUtilities._GetRightHandedPositionVector3(babylonLight.direction));
115
+ const parentTranslation = Vector3.FromArrayToRef(parentNode.translation || [0, 0, 0], 0, TmpVectors.Vector3[0]);
116
+ const parentRotation = Quaternion.FromArrayToRef(parentNode.rotation || [0, 0, 0, 1], 0, TmpVectors.Quaternion[0]);
117
+ const parentScale = Vector3.FromArrayToRef(parentNode.scale || [1, 1, 1], 0, TmpVectors.Vector3[1]);
118
+ const parentMatrix = Matrix.ComposeToRef(parentScale, parentRotation, parentTranslation, TmpVectors.Matrix[0]);
119
+ const translation = Vector3.FromArrayToRef(node.translation || [0, 0, 0], 0, TmpVectors.Vector3[2]);
120
+ const rotation = Quaternion.FromArrayToRef(node.rotation || [0, 0, 0, 1], 0, TmpVectors.Quaternion[1]);
121
+ const matrix = Matrix.ComposeToRef(Vector3.OneReadOnly, rotation, translation, TmpVectors.Matrix[1]);
122
+ parentMatrix.multiplyToRef(matrix, matrix);
123
+ matrix.decompose(parentScale, parentRotation, parentTranslation);
124
+ if (parentTranslation.equalsToFloats(0, 0, 0)) {
125
+ delete parentNode.translation;
126
+ }
127
+ else {
128
+ parentNode.translation = parentTranslation.asArray();
147
129
  }
148
- const nodeLocalRotation = this._exporter._babylonScene.useRightHandedSystem ? Quaternion.Identity() : new Quaternion(0, 1, 0, 0);
149
- if (node.rotation) {
150
- nodeLocalRotation.multiplyInPlace(new Quaternion(node.rotation[0], node.rotation[1], node.rotation[2], node.rotation[3]));
130
+ if (Quaternion.IsIdentity(parentRotation)) {
131
+ delete parentNode.rotation;
151
132
  }
152
- const nodeLocalScale = node.scale ? new Vector3(node.scale[0], node.scale[1], node.scale[2]) : Vector3.One();
153
- Matrix.ComposeToRef(nodeLocalScale, nodeLocalRotation, nodeLocalTranslation, lightLocalMatrix);
154
- lightLocalMatrix.multiplyToRef(parentInvertNodeLocalMatrix, lightLocalMatrix);
155
- const parentNewScale = TmpVectors.Vector3[0];
156
- const parentNewRotationQuaternion = TmpVectors.Quaternion[0];
157
- const parentNewTranslation = TmpVectors.Vector3[1];
158
- lightLocalMatrix.decompose(parentNewScale, parentNewRotationQuaternion, parentNewTranslation);
159
- parentNode.scale = parentNewScale.asArray();
160
- parentNode.rotation = parentNewRotationQuaternion.asArray();
161
- parentNode.translation = parentNewTranslation.asArray();
162
- if (parentNode.extensions == null) {
163
- parentNode.extensions = {};
133
+ else {
134
+ parentNode.rotation = parentRotation.asArray();
164
135
  }
136
+ if (parentScale.equalsToFloats(1, 1, 1)) {
137
+ delete parentNode.scale;
138
+ }
139
+ else {
140
+ parentNode.scale = parentScale.asArray();
141
+ }
142
+ parentNode.extensions || (parentNode.extensions = {});
165
143
  parentNode.extensions[NAME] = lightReference;
166
144
  // Do not export the original node
167
145
  resolve(null);
168
146
  return;
169
147
  }
170
148
  }
171
- if (node.extensions == null) {
172
- node.extensions = {};
173
- }
149
+ node.extensions || (node.extensions = {});
174
150
  node.extensions[NAME] = lightReference;
175
151
  }
176
152
  }
@@ -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 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 let light: IKHRLightsPunctual_Light;\r\n\r\n const lightType =\r\n babylonNode.getTypeID() == Light.LIGHTTYPEID_POINTLIGHT\r\n ? KHRLightsPunctual_LightType.POINT\r\n : babylonNode.getTypeID() == Light.LIGHTTYPEID_DIRECTIONALLIGHT\r\n ? KHRLightsPunctual_LightType.DIRECTIONAL\r\n : babylonNode.getTypeID() == Light.LIGHTTYPEID_SPOTLIGHT\r\n ? KHRLightsPunctual_LightType.SPOT\r\n : null;\r\n if (lightType == null) {\r\n Logger.Warn(`${context}: Light ${babylonNode.name} is not supported in ${NAME}`);\r\n } else {\r\n if (!babylonNode.position.equalsToFloats(0, 0, 0)) {\r\n node.translation = babylonNode.position.asArray();\r\n }\r\n if (lightType !== KHRLightsPunctual_LightType.POINT) {\r\n const localAxis = babylonNode.direction;\r\n const yaw = -Math.atan2(localAxis.z, localAxis.x) + Math.PI / 2;\r\n const len = Math.sqrt(localAxis.x * localAxis.x + localAxis.z * localAxis.z);\r\n const pitch = -Math.atan2(localAxis.y, len);\r\n const lightRotationQuaternion = Quaternion.RotationYawPitchRoll(yaw + Math.PI, pitch, 0);\r\n if (!Quaternion.IsIdentity(lightRotationQuaternion)) {\r\n node.rotation = lightRotationQuaternion.asArray();\r\n }\r\n }\r\n\r\n if (babylonNode.falloffType !== Light.FALLOFF_GLTF) {\r\n Logger.Warn(`${context}: Light falloff for ${babylonNode.name} does not match the ${NAME} specification!`);\r\n }\r\n light = {\r\n type: lightType,\r\n };\r\n if (!babylonNode.diffuse.equals(Color3.White())) {\r\n light.color = babylonNode.diffuse.asArray();\r\n }\r\n if (babylonNode.intensity !== 1.0) {\r\n light.intensity = babylonNode.intensity;\r\n }\r\n if (babylonNode.range !== Number.MAX_VALUE) {\r\n light.range = babylonNode.range;\r\n }\r\n\r\n if (lightType === KHRLightsPunctual_LightType.SPOT) {\r\n const babylonSpotLight = babylonNode 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 this._lights ||= {\r\n lights: [],\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 parentTranslation = Vector3.FromArrayToRef(parentNode.translation || [0, 0, 0], 0, TmpVectors.Vector3[0]);\r\n const parentRotation = Quaternion.FromArrayToRef(parentNode.rotation || [0, 0, 0, 1], 0, TmpVectors.Quaternion[0]);\r\n const parentScale = Vector3.FromArrayToRef(parentNode.scale || [1, 1, 1], 0, TmpVectors.Vector3[1]);\r\n const parentMatrix = Matrix.ComposeToRef(parentScale, parentRotation, parentTranslation, TmpVectors.Matrix[0]);\r\n\r\n const translation = Vector3.FromArrayToRef(node.translation || [0, 0, 0], 0, TmpVectors.Vector3[2]);\r\n const rotation = Quaternion.FromArrayToRef(node.rotation || [0, 0, 0, 1], 0, TmpVectors.Quaternion[1]);\r\n const matrix = Matrix.ComposeToRef(Vector3.OneReadOnly, rotation, translation, TmpVectors.Matrix[1]);\r\n\r\n parentMatrix.multiplyToRef(matrix, matrix);\r\n matrix.decompose(parentScale, parentRotation, parentTranslation);\r\n\r\n if (parentTranslation.equalsToFloats(0, 0, 0)) {\r\n delete parentNode.translation;\r\n } else {\r\n parentNode.translation = parentTranslation.asArray();\r\n }\r\n\r\n if (Quaternion.IsIdentity(parentRotation)) {\r\n delete parentNode.rotation;\r\n } else {\r\n parentNode.rotation = parentRotation.asArray();\r\n }\r\n\r\n if (parentScale.equalsToFloats(1, 1, 1)) {\r\n delete parentNode.scale;\r\n } else {\r\n parentNode.scale = parentScale.asArray();\r\n }\r\n\r\n parentNode.extensions ||= {};\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 node.extensions ||= {};\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"]}
@@ -66,11 +66,10 @@ export declare class _GLTFAnimation {
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  * @param babylonTransformNode - BabylonJS mesh.
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  * @param animation - animation.
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  * @param animationChannelTargetPath - The target animation channel.
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- * @param convertToRightHandedSystem - Specifies if the values should be converted to right-handed.
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  * @param useQuaternion - Specifies if quaternions are used.
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  * @returns nullable IAnimationData
72
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  */
73
- static _CreateNodeAnimation(babylonTransformNode: Node, animation: Animation, animationChannelTargetPath: AnimationChannelTargetPath, convertToRightHandedSystem: boolean, useQuaternion: boolean, animationSampleRate: number): Nullable<_IAnimationData>;
72
+ static _CreateNodeAnimation(babylonTransformNode: Node, animation: Animation, animationChannelTargetPath: AnimationChannelTargetPath, useQuaternion: boolean, animationSampleRate: number): Nullable<_IAnimationData>;
74
73
  private static _DeduceAnimationInfo;
75
74
  /**
76
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  * @ignore
@@ -83,12 +82,11 @@ export declare class _GLTFAnimation {
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  * @param binaryWriter
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  * @param bufferViews
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  * @param accessors
86
- * @param convertToRightHandedSystem
87
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  * @param animationSampleRate
88
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  */
89
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  static _CreateNodeAnimationFromNodeAnimations(babylonNode: Node, runtimeGLTFAnimation: IAnimation, idleGLTFAnimations: IAnimation[], nodeMap: {
90
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  [key: number]: number;
91
- }, nodes: INode[], binaryWriter: _BinaryWriter, bufferViews: IBufferView[], accessors: IAccessor[], convertToRightHandedSystem: boolean, animationSampleRate: number, shouldExportAnimation?: (animation: Animation) => boolean): void;
89
+ }, nodes: INode[], binaryWriter: _BinaryWriter, bufferViews: IBufferView[], accessors: IAccessor[], animationSampleRate: number, shouldExportAnimation?: (animation: Animation) => boolean): void;
92
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  /**
93
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  * @ignore
94
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  * Create individual morph animations from the mesh's morph target animation tracks
@@ -100,12 +98,11 @@ export declare class _GLTFAnimation {
100
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  * @param binaryWriter
101
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  * @param bufferViews
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  * @param accessors
103
- * @param convertToRightHandedSystem
104
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  * @param animationSampleRate
105
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  */
106
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  static _CreateMorphTargetAnimationFromMorphTargetAnimations(babylonNode: Node, runtimeGLTFAnimation: IAnimation, idleGLTFAnimations: IAnimation[], nodeMap: {
107
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  [key: number]: number;
108
- }, nodes: INode[], binaryWriter: _BinaryWriter, bufferViews: IBufferView[], accessors: IAccessor[], convertToRightHandedSystem: boolean, animationSampleRate: number, shouldExportAnimation?: (animation: Animation) => boolean): void;
105
+ }, nodes: INode[], binaryWriter: _BinaryWriter, bufferViews: IBufferView[], accessors: IAccessor[], animationSampleRate: number, shouldExportAnimation?: (animation: Animation) => boolean): void;
109
106
  /**
110
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  * @ignore
111
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  * Create node and morph animations from the animation groups
@@ -116,14 +113,11 @@ export declare class _GLTFAnimation {
116
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  * @param binaryWriter
117
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  * @param bufferViews
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  * @param accessors
119
- * @param convertToRightHandedSystemMap
120
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  * @param animationSampleRate
121
117
  */
122
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  static _CreateNodeAndMorphAnimationFromAnimationGroups(babylonScene: Scene, glTFAnimations: IAnimation[], nodeMap: {
123
119
  [key: number]: number;
124
- }, nodes: INode[], binaryWriter: _BinaryWriter, bufferViews: IBufferView[], accessors: IAccessor[], convertToRightHandedSystemMap: {
125
- [nodeId: number]: boolean;
126
- }, animationSampleRate: number, shouldExportAnimation?: (animation: Animation) => boolean): void;
120
+ }, binaryWriter: _BinaryWriter, bufferViews: IBufferView[], accessors: IAccessor[], animationSampleRate: number, shouldExportAnimation?: (animation: Animation) => boolean): void;
127
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  private static _AddAnimation;
128
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  /**
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  * Create a baked animation
@@ -139,7 +133,6 @@ export declare class _GLTFAnimation {
139
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  * @param minMaxFrames
140
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  * @param minMaxFrames.min
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  * @param minMaxFrames.max
142
- * @param convertToRightHandedSystem converts the values to right-handed
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  * @param useQuaternion specifies if quaternions should be used
144
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  */
145
138
  private static _CreateBakedAnimation;
@@ -150,10 +143,8 @@ export declare class _GLTFAnimation {
150
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  * @param babylonTransformNode BabylonJS mesh
151
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  * @param animation BabylonJS animation
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  * @param animationChannelTargetPath The target animation channel
153
- * @param frameDelta The difference between the last and first frame of the animation
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  * @param inputs Array to store the key frame times
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  * @param outputs Array to store the key frame data
156
- * @param convertToRightHandedSystem Specifies if the position data should be converted to right handed
157
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  * @param useQuaternion Specifies if quaternions are used in the animation
158
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  */
159
150
  private static _CreateLinearOrStepAnimation;
@@ -165,7 +156,6 @@ export declare class _GLTFAnimation {
165
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  * @param frameDelta The difference between the last and first frame of the animation
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  * @param inputs Array to store the key frame times
167
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  * @param outputs Array to store the key frame data
168
- * @param convertToRightHandedSystem Specifies if the position data should be converted to right handed
169
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  * @param useQuaternion Specifies if quaternions are used in the animation
170
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  */
171
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  private static _CreateCubicSplineAnimation;
@@ -177,7 +167,6 @@ export declare class _GLTFAnimation {
177
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  * @param outputs
178
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  * @param animationChannelTargetPath
179
169
  * @param babylonTransformNode
180
- * @param convertToRightHandedSystem
181
170
  * @param useQuaternion
182
171
  */
183
172
  private static _AddKeyframeValue;
@@ -199,7 +188,6 @@ export declare class _GLTFAnimation {
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  * @param keyFrame The key frame with the animation data
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  * @param frameDelta Time difference between two frames used to scale the tangent by the frame delta
201
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  * @param useQuaternion Specifies if quaternions are used
202
- * @param convertToRightHandedSystem Specifies if the values should be converted to right-handed
203
191
  */
204
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  private static _AddSplineTangent;
205
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  /**