@babylonjs/serializers 7.29.0 → 7.30.1

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@@ -0,0 +1 @@
1
+ export * from "./usdzExporter";
package/USDZ/index.js ADDED
@@ -0,0 +1,3 @@
1
+ /* eslint-disable import/no-internal-modules */
2
+ export * from "./usdzExporter.js";
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+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/serializers/src/USDZ/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,gBAAgB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./usdzExporter\";\r\n"]}
@@ -0,0 +1,50 @@
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+ import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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+ import type { Scene } from "@babylonjs/core/scene.js";
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+ /**
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+ * Options for the USDZ export
5
+ */
6
+ export interface IUSDZExportOptions {
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+ /**
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+ * URL to load the fflate library from
9
+ */
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+ fflateUrl?: string;
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+ /**
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+ * Include anchoring properties in the USDZ file
13
+ */
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+ includeAnchoringProperties?: boolean;
15
+ /**
16
+ * Anchoring type (plane by default)
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+ */
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+ anchoringType?: string;
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+ /**
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+ * Plane anchoring alignment (horizontal by default)
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+ */
22
+ planeAnchoringAlignment?: string;
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+ /**
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+ * Model file name (model.usda by default)
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+ */
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+ modelFileName?: string;
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+ /**
28
+ * Precision to use for number (5 by default)
29
+ */
30
+ precision?: number;
31
+ /**
32
+ * Export the camera (false by default)
33
+ */
34
+ exportCamera?: boolean;
35
+ /**
36
+ * Camera sensor width (35 by default)
37
+ */
38
+ cameraSensorWidth?: number;
39
+ }
40
+ /**
41
+ *
42
+ * @param scene scene to export
43
+ * @param options options to configure the export
44
+ * @param meshPredicate predicate to filter the meshes to export
45
+ * @returns a uint8 array containing the USDZ file
46
+ * #H2G5XW#3 - Simple sphere
47
+ * #H2G5XW#4 - Red sphere
48
+ * #5N3RWK#4 - Boombox
49
+ */
50
+ export declare function USDZExportAsync(scene: Scene, options: Partial<IUSDZExportOptions>, meshPredicate?: (m: Mesh) => boolean): Promise<Uint8Array>;
@@ -0,0 +1,549 @@
1
+ /* eslint-disable @typescript-eslint/naming-convention */
2
+ import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
3
+ import { Constants } from "@babylonjs/core/Engines/constants.js";
4
+ import { Color3 } from "@babylonjs/core/Maths/math.color.js";
5
+ import { Matrix, Vector2 } from "@babylonjs/core/Maths/math.vector.js";
6
+ import { DumpTools } from "@babylonjs/core/Misc/dumpTools.js";
7
+ import { Tools } from "@babylonjs/core/Misc/tools.js";
8
+ function BuildHeader() {
9
+ return `#usda 1.0
10
+ (
11
+ customLayerData = {
12
+ string creator = "Babylon.js USDZExportAsync"
13
+ }
14
+ defaultPrim = "Root"
15
+ metersPerUnit = 1
16
+ upAxis = "Y"
17
+ )`;
18
+ }
19
+ function BuildSceneStart(options) {
20
+ const alignment = options.includeAnchoringProperties === true
21
+ ? `
22
+ token preliminary:anchoring:type = "${options.anchoringType}"
23
+ token preliminary:planeAnchoring:alignment = "${options.planeAnchoringAlignment}"`
24
+ : "";
25
+ return `def Xform "Root"
26
+ {
27
+ def Scope "Scenes" (
28
+ kind = "sceneLibrary"
29
+ )
30
+ {
31
+ def Xform "Scene" (
32
+ customData = {
33
+ bool preliminary_collidesWithEnvironment = 0
34
+ string sceneName = "Scene"
35
+ }
36
+ sceneName = "Scene"
37
+ )
38
+ {${alignment}
39
+ `;
40
+ }
41
+ function BuildSceneEnd() {
42
+ return `
43
+ }
44
+ }
45
+ }`;
46
+ }
47
+ function BuildMeshVertexCount(geometry) {
48
+ const count = geometry.getIndices()?.length ? geometry.getTotalIndices() : geometry.getTotalVertices();
49
+ return Array(count / 3)
50
+ .fill(3)
51
+ .join(", ");
52
+ }
53
+ function BuildMeshVertexIndices(geometry) {
54
+ const index = geometry.getIndices();
55
+ const array = [];
56
+ if (index !== null) {
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+ for (let i = 0; i < index.length; i++) {
58
+ array.push(index[i]);
59
+ }
60
+ }
61
+ else {
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+ const length = geometry.getTotalVertices();
63
+ for (let i = 0; i < length; i++) {
64
+ array.push(i);
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+ }
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+ }
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+ return array.join(", ");
68
+ }
69
+ function BuildVector3Array(attribute, options, stride = 3) {
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+ const array = [];
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+ for (let i = 0; i < attribute.length / stride; i++) {
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+ const x = attribute[i * stride];
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+ const y = attribute[i * stride + 1];
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+ const z = attribute[i * stride + 2];
75
+ array.push(`(${x.toPrecision(options.precision)}, ${y.toPrecision(options.precision)}, ${z.toPrecision(options.precision)})`);
76
+ }
77
+ return array.join(", ");
78
+ }
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+ function BuildVector2Array(attribute, options) {
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+ const array = [];
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+ for (let i = 0; i < attribute.length / 2; i++) {
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+ const x = attribute[i * 2];
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+ const y = attribute[i * 2 + 1];
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+ array.push(`(${x.toPrecision(options.precision)}, ${(1 - y).toPrecision(options.precision)})`);
85
+ }
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+ return array.join(", ");
87
+ }
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+ function BuildAdditionalAttributes(geometry, options) {
89
+ let string = "";
90
+ for (let i = 0; i < 4; i++) {
91
+ const id = i > 0 ? i : "";
92
+ const uvAttribute = geometry.getVerticesData(VertexBuffer.UVKind + (id ? id : ""));
93
+ if (uvAttribute) {
94
+ string += `
95
+ texCoord2f[] primvars:st${id} = [${BuildVector2Array(uvAttribute, options)}] (
96
+ interpolation = "vertex"
97
+ )`;
98
+ }
99
+ }
100
+ // vertex colors
101
+ const colorAttribute = geometry.getVerticesData(VertexBuffer.ColorKind);
102
+ if (colorAttribute) {
103
+ string += `
104
+ color3f[] primvars:displayColor = [${BuildVector3Array(colorAttribute, options, 4)}] (
105
+ interpolation = "vertex"
106
+ )`;
107
+ }
108
+ return string;
109
+ }
110
+ function BuildMesh(geometry, options) {
111
+ const name = "Geometry";
112
+ const position = geometry.getVerticesData(VertexBuffer.PositionKind);
113
+ const normal = geometry.getVerticesData(VertexBuffer.PositionKind);
114
+ if (!position || !normal) {
115
+ return;
116
+ }
117
+ return `
118
+ def Mesh "${name}"
119
+ {
120
+ int[] faceVertexCounts = [${BuildMeshVertexCount(geometry)}]
121
+ int[] faceVertexIndices = [${BuildMeshVertexIndices(geometry)}]
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+ normal3f[] normals = [${BuildVector3Array(normal, options)}] (
123
+ interpolation = "vertex"
124
+ )
125
+ point3f[] points = [${BuildVector3Array(position, options)}]
126
+ ${BuildAdditionalAttributes(geometry, options)}
127
+ uniform token subdivisionScheme = "none"
128
+ }
129
+ `;
130
+ }
131
+ function BuildMeshObject(geometry, options) {
132
+ const mesh = BuildMesh(geometry, options);
133
+ return `
134
+ def "Geometry"
135
+ {
136
+ ${mesh}
137
+ }
138
+ `;
139
+ }
140
+ function BuildUSDFileAsString(dataToInsert) {
141
+ let output = BuildHeader();
142
+ output += dataToInsert;
143
+ return fflate.strToU8(output);
144
+ }
145
+ function BuildMatrix(matrix) {
146
+ const array = matrix.m;
147
+ return `( ${BuildMatrixRow(array, 0)}, ${BuildMatrixRow(array, 4)}, ${BuildMatrixRow(array, 8)}, ${BuildMatrixRow(array, 12)} )`;
148
+ }
149
+ function BuildMatrixRow(array, offset) {
150
+ return `(${array[offset + 0]}, ${array[offset + 1]}, ${array[offset + 2]}, ${array[offset + 3]})`;
151
+ }
152
+ function BuildXform(mesh) {
153
+ const name = "Object_" + mesh.uniqueId;
154
+ const matrix = mesh.getWorldMatrix().clone();
155
+ if (matrix.determinant() < 0) {
156
+ matrix.multiplyToRef(Matrix.Scaling(-1, 1, 1), matrix);
157
+ }
158
+ const transform = BuildMatrix(matrix);
159
+ return `def Xform "${name}" (
160
+ prepend references = @./geometries/Geometry_${mesh.geometry.uniqueId}.usda@</Geometry>
161
+ prepend apiSchemas = ["MaterialBindingAPI"]
162
+ )
163
+ {
164
+ matrix4d xformOp:transform = ${transform}
165
+ uniform token[] xformOpOrder = ["xformOp:transform"]
166
+
167
+ rel material:binding = </Materials/Material_${mesh.material.uniqueId}>
168
+ }
169
+
170
+ `;
171
+ }
172
+ function BuildMaterials(materials, textureToExports, options) {
173
+ const array = [];
174
+ for (const uuid in materials) {
175
+ const material = materials[uuid];
176
+ array.push(BuildMaterial(material, textureToExports, options));
177
+ }
178
+ return `
179
+ def "Materials"
180
+ {
181
+ ${array.join("")}
182
+ }
183
+
184
+ `;
185
+ }
186
+ function BuildWrapping(wrapping) {
187
+ switch (wrapping) {
188
+ case Constants.TEXTURE_CLAMP_ADDRESSMODE:
189
+ return "clamp";
190
+ case Constants.TEXTURE_MIRROR_ADDRESSMODE:
191
+ return "mirror";
192
+ case Constants.TEXTURE_WRAP_ADDRESSMODE:
193
+ default:
194
+ return "repeat";
195
+ }
196
+ }
197
+ function BuildColor4(color) {
198
+ return `(${color.r}, ${color.g}, ${color.b}, 1.0)`;
199
+ }
200
+ function BuildVector2(vector) {
201
+ return `(${vector.x}, ${vector.y})`;
202
+ }
203
+ function BuildColor(color) {
204
+ return `(${color.r}, ${color.g}, ${color.b})`;
205
+ }
206
+ function BuildTexture(texture, material, mapType, color, textureToExports, options) {
207
+ const id = texture.getInternalTexture().uniqueId + "_" + texture.invertY;
208
+ textureToExports[id] = texture;
209
+ const uv = texture.coordinatesIndex > 0 ? "st" + texture.coordinatesIndex : "st";
210
+ const repeat = new Vector2(texture.uScale, texture.vScale);
211
+ const offset = new Vector2(texture.uOffset, texture.vOffset);
212
+ const rotation = texture.wAng;
213
+ // rotation is around the wrong point. after rotation we need to shift offset again so that we're rotating around the right spot
214
+ const xRotationOffset = Math.sin(rotation);
215
+ const yRotationOffset = Math.cos(rotation);
216
+ // texture coordinates start in the opposite corner, need to correct
217
+ offset.y = 1 - offset.y - repeat.y;
218
+ offset.x += xRotationOffset * repeat.x;
219
+ offset.y += (1 - yRotationOffset) * repeat.y;
220
+ return `
221
+ def Shader "PrimvarReader_${mapType}"
222
+ {
223
+ uniform token info:id = "UsdPrimvarReader_float2"
224
+ float2 inputs:fallback = (0.0, 0.0)
225
+ token inputs:varname = "${uv}"
226
+ float2 outputs:result
227
+ }
228
+
229
+ def Shader "Transform2d_${mapType}"
230
+ {
231
+ uniform token info:id = "UsdTransform2d"
232
+ token inputs:in.connect = </Materials/Material_${material.uniqueId}/PrimvarReader_${mapType}.outputs:result>
233
+ float inputs:rotation = ${(rotation * (180 / Math.PI)).toFixed(options.precision)}
234
+ float2 inputs:scale = ${BuildVector2(repeat)}
235
+ float2 inputs:translation = ${BuildVector2(offset)}
236
+ float2 outputs:result
237
+ }
238
+
239
+ def Shader "Texture_${texture.uniqueId}_${mapType}"
240
+ {
241
+ uniform token info:id = "UsdUVTexture"
242
+ asset inputs:file = @textures/Texture_${id}.png@
243
+ float2 inputs:st.connect = </Materials/Material_${material.uniqueId}/Transform2d_${mapType}.outputs:result>
244
+ ${color ? "float4 inputs:scale = " + BuildColor4(color) : ""}
245
+ token inputs:sourceColorSpace = "${texture.gammaSpace ? "raw" : "sRGB"}"
246
+ token inputs:wrapS = "${BuildWrapping(texture.wrapU)}"
247
+ token inputs:wrapT = "${BuildWrapping(texture.wrapV)}"
248
+ float outputs:r
249
+ float outputs:g
250
+ float outputs:b
251
+ float3 outputs:rgb
252
+ ${material.needAlphaBlending() ? "float outputs:a" : ""}
253
+ }`;
254
+ }
255
+ function ExtractTextureInformations(material) {
256
+ const className = material.getClassName();
257
+ switch (className) {
258
+ case "StandardMaterial":
259
+ return {
260
+ diffuseMap: material.diffuseTexture,
261
+ diffuse: material.diffuseColor,
262
+ alphaCutOff: material.alphaCutOff,
263
+ emissiveMap: material.emissiveTexture,
264
+ emissive: material.emissiveColor,
265
+ roughnessMap: null,
266
+ normalMap: null,
267
+ metalnessMap: null,
268
+ roughness: 1,
269
+ metalness: 0,
270
+ aoMap: null,
271
+ aoMapIntensity: 0,
272
+ alphaMap: material.opacityTexture,
273
+ ior: 1,
274
+ };
275
+ case "PBRMaterial":
276
+ return {
277
+ diffuseMap: material.albedoTexture,
278
+ diffuse: material.albedoColor,
279
+ alphaCutOff: material.alphaCutOff,
280
+ emissiveMap: material.emissiveTexture,
281
+ emissive: material.emissiveColor,
282
+ normalMap: material.bumpTexture,
283
+ roughnessMap: material.metallicTexture,
284
+ roughnessChannel: material.useRoughnessFromMetallicTextureAlpha ? "a" : "g",
285
+ roughness: material.roughness || 1,
286
+ metalnessMap: material.metallicTexture,
287
+ metalnessChannel: material.useMetallnessFromMetallicTextureBlue ? "b" : "r",
288
+ metalness: material.metallic || 0,
289
+ aoMap: material.ambientTexture,
290
+ aoMapChannel: material.useAmbientInGrayScale ? "r" : "rgb",
291
+ aoMapIntensity: material.ambientTextureStrength,
292
+ alphaMap: material.opacityTexture,
293
+ ior: material.indexOfRefraction,
294
+ };
295
+ case "PBRMetallicRoughnessMaterial":
296
+ return {
297
+ diffuseMap: material.baseTexture,
298
+ diffuse: material.baseColor,
299
+ alphaCutOff: material.alphaCutOff,
300
+ emissiveMap: material.emissiveTexture,
301
+ emissive: material.emissiveColor,
302
+ normalMap: material.normalTexture,
303
+ roughnessMap: material.metallicTexture,
304
+ roughnessChannel: material.useRoughnessFromMetallicTextureAlpha ? "a" : "g",
305
+ roughness: material.roughness || 1,
306
+ metalnessMap: material.metallicTexture,
307
+ metalnessChannel: material.useMetallnessFromMetallicTextureBlue ? "b" : "r",
308
+ metalness: material.metallic || 0,
309
+ aoMap: material.ambientTexture,
310
+ aoMapChannel: material.useAmbientInGrayScale ? "r" : "rgb",
311
+ aoMapIntensity: material.ambientTextureStrength,
312
+ alphaMap: material.opacityTexture,
313
+ ior: material.indexOfRefraction,
314
+ };
315
+ default:
316
+ return {
317
+ diffuseMap: null,
318
+ diffuse: null,
319
+ emissiveMap: null,
320
+ emissemissiveiveColor: null,
321
+ normalMap: null,
322
+ roughnessMap: null,
323
+ metalnessMap: null,
324
+ alphaCutOff: 0,
325
+ roughness: 0,
326
+ metalness: 0,
327
+ aoMap: null,
328
+ aoMapIntensity: 0,
329
+ alphaMap: null,
330
+ ior: 1,
331
+ };
332
+ }
333
+ }
334
+ function BuildMaterial(material, textureToExports, options) {
335
+ // https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html
336
+ const pad = " ";
337
+ const inputs = [];
338
+ const samplers = [];
339
+ const { diffuseMap, diffuse, alphaCutOff, emissiveMap, emissive, normalMap, roughnessMap, roughnessChannel, roughness, metalnessMap, metalnessChannel, metalness, aoMap, aoMapChannel, aoMapIntensity, alphaMap, ior, } = ExtractTextureInformations(material);
340
+ if (diffuseMap !== null) {
341
+ inputs.push(`${pad}color3f inputs:diffuseColor.connect = </Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:rgb>`);
342
+ if (material.needAlphaBlending()) {
343
+ inputs.push(`${pad}float inputs:opacity.connect = </Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:a>`);
344
+ }
345
+ else if (material.needAlphaTesting()) {
346
+ inputs.push(`${pad}float inputs:opacity.connect = </Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:a>`);
347
+ inputs.push(`${pad}float inputs:opacityThreshold = ${alphaCutOff}`);
348
+ }
349
+ samplers.push(BuildTexture(diffuseMap, material, "diffuse", diffuse, textureToExports, options));
350
+ }
351
+ else {
352
+ inputs.push(`${pad}color3f inputs:diffuseColor = ${BuildColor(diffuse || Color3.White())}`);
353
+ }
354
+ if (emissiveMap !== null) {
355
+ inputs.push(`${pad}color3f inputs:emissiveColor.connect = </Materials/Material_${material.uniqueId}/Texture_${emissiveMap.uniqueId}_emissive.outputs:rgb>`);
356
+ samplers.push(BuildTexture(emissiveMap, material, "emissive", emissive, textureToExports, options));
357
+ }
358
+ else if (emissive && emissive.toLuminance() > 0) {
359
+ inputs.push(`${pad}color3f inputs:emissiveColor = ${BuildColor(emissive)}`);
360
+ }
361
+ if (normalMap !== null) {
362
+ inputs.push(`${pad}normal3f inputs:normal.connect = </Materials/Material_${material.uniqueId}/Texture_${normalMap.uniqueId}_normal.outputs:rgb>`);
363
+ samplers.push(BuildTexture(normalMap, material, "normal", null, textureToExports, options));
364
+ }
365
+ if (aoMap !== null) {
366
+ inputs.push(`${pad}float inputs:occlusion.connect = </Materials/Material_${material.uniqueId}/Texture_${aoMap.uniqueId}_occlusion.outputs:${aoMapChannel}>`);
367
+ samplers.push(BuildTexture(aoMap, material, "occlusion", new Color3(aoMapIntensity, aoMapIntensity, aoMapIntensity), textureToExports, options));
368
+ }
369
+ if (roughnessMap !== null) {
370
+ inputs.push(`${pad}float inputs:roughness.connect = </Materials/Material_${material.uniqueId}/Texture_${roughnessMap.uniqueId}_roughness.outputs:${roughnessChannel}>`);
371
+ samplers.push(BuildTexture(roughnessMap, material, "roughness", new Color3(roughness, roughness, roughness), textureToExports, options));
372
+ }
373
+ else {
374
+ inputs.push(`${pad}float inputs:roughness = ${roughness}`);
375
+ }
376
+ if (metalnessMap !== null) {
377
+ inputs.push(`${pad}float inputs:metallic.connect = </Materials/Material_${material.uniqueId}/Texture_${metalnessMap.uniqueId}_metallic.outputs:${metalnessChannel}>`);
378
+ samplers.push(BuildTexture(metalnessMap, material, "metallic", new Color3(metalness, metalness, metalness), textureToExports, options));
379
+ }
380
+ else {
381
+ inputs.push(`${pad}float inputs:metallic = ${metalness}`);
382
+ }
383
+ if (alphaMap !== null) {
384
+ inputs.push(`${pad}float inputs:opacity.connect = </Materials/Material_${material.uniqueId}/Texture_${alphaMap.uniqueId}_opacity.outputs:r>`);
385
+ inputs.push(`${pad}float inputs:opacityThreshold = 0.0001`);
386
+ samplers.push(BuildTexture(alphaMap, material, "opacity", null, textureToExports, options));
387
+ }
388
+ else {
389
+ inputs.push(`${pad}float inputs:opacity = ${material.alpha}`);
390
+ }
391
+ inputs.push(`${pad}float inputs:ior = ${ior}`);
392
+ return `
393
+ def Material "Material_${material.uniqueId}"
394
+ {
395
+ def Shader "PreviewSurface"
396
+ {
397
+ uniform token info:id = "UsdPreviewSurface"
398
+ ${inputs.join("\n")}
399
+ int inputs:useSpecularWorkflow = 0
400
+ token outputs:surface
401
+ }
402
+
403
+ token outputs:surface.connect = </Materials/Material_${material.uniqueId}/PreviewSurface.outputs:surface>
404
+
405
+ ${samplers.join("\n")}
406
+
407
+ }
408
+ `;
409
+ }
410
+ function BuildCamera(camera, options) {
411
+ const name = "Camera_" + camera.uniqueId;
412
+ const matrix = Matrix.RotationY(Math.PI).multiply(camera.getWorldMatrix()); // work towards positive z
413
+ const transform = BuildMatrix(matrix);
414
+ if (camera.mode === Constants.ORTHOGRAPHIC_CAMERA) {
415
+ return `def Camera "${name}"
416
+ {
417
+ matrix4d xformOp:transform = ${transform}
418
+ uniform token[] xformOpOrder = ["xformOp:transform"]
419
+
420
+ float2 clippingRange = (${camera.minZ.toPrecision(options.precision)}, ${camera.maxZ.toPrecision(options.precision)})
421
+ float horizontalAperture = ${((Math.abs(camera.orthoLeft || 1) + Math.abs(camera.orthoRight || 1)) * 10).toPrecision(options.precision)}
422
+ float verticalAperture = ${((Math.abs(camera.orthoTop || 1) + Math.abs(camera.orthoBottom || 1)) * 10).toPrecision(options.precision)}
423
+ token projection = "orthographic"
424
+ }
425
+
426
+ `;
427
+ }
428
+ else {
429
+ const aspect = camera.getEngine().getAspectRatio(camera);
430
+ const sensorwidth = options.cameraSensorWidth || 35;
431
+ return `def Camera "${name}"
432
+ {
433
+ matrix4d xformOp:transform = ${transform}
434
+ uniform token[] xformOpOrder = ["xformOp:transform"]
435
+
436
+ float2 clippingRange = (${camera.minZ.toPrecision(options.precision)}, ${camera.maxZ.toPrecision(options.precision)})
437
+ float focalLength = ${(sensorwidth / (2 * Math.tan(camera.fov * 0.5))).toPrecision(options.precision)}
438
+ token projection = "perspective"
439
+ float horizontalAperture = ${(sensorwidth * aspect).toPrecision(options.precision)}
440
+ float verticalAperture = ${(sensorwidth / aspect).toPrecision(options.precision)}
441
+ }
442
+
443
+ `;
444
+ }
445
+ }
446
+ /**
447
+ *
448
+ * @param scene scene to export
449
+ * @param options options to configure the export
450
+ * @param meshPredicate predicate to filter the meshes to export
451
+ * @returns a uint8 array containing the USDZ file
452
+ * #H2G5XW#3 - Simple sphere
453
+ * #H2G5XW#4 - Red sphere
454
+ * #5N3RWK#4 - Boombox
455
+ */
456
+ export async function USDZExportAsync(scene, options, meshPredicate) {
457
+ const localOptions = {
458
+ fflateUrl: "https://unpkg.com/fflate@0.8.2",
459
+ includeAnchoringProperties: true,
460
+ anchoringType: "plane",
461
+ planeAnchoringAlignment: "horizontal",
462
+ modelFileName: "model.usda",
463
+ precision: 5,
464
+ exportCamera: false,
465
+ cameraSensorWidth: 35,
466
+ ...options,
467
+ };
468
+ // Get the fflate library
469
+ if (typeof fflate === "undefined") {
470
+ await Tools.LoadScriptAsync(localOptions.fflateUrl);
471
+ }
472
+ // Start the export
473
+ const files = {};
474
+ // model file should be first in USDZ archive so we init it here
475
+ files[localOptions.modelFileName] = null;
476
+ let output = BuildHeader();
477
+ output += BuildSceneStart(localOptions);
478
+ const materialToExports = {};
479
+ // Meshes
480
+ for (const abstractMesh of scene.meshes) {
481
+ if (abstractMesh.getTotalVertices() === 0) {
482
+ continue;
483
+ }
484
+ const mesh = abstractMesh;
485
+ const geometry = mesh.geometry;
486
+ const material = mesh.material;
487
+ if (!material || !geometry || (meshPredicate && !meshPredicate(mesh))) {
488
+ continue;
489
+ }
490
+ const supportedMaterials = ["StandardMaterial", "PBRMaterial", "PBRMetallicRoughnessMaterial"];
491
+ if (supportedMaterials.indexOf(material.getClassName()) !== -1) {
492
+ const geometryFileName = "geometries/Geometry_" + geometry.uniqueId + ".usda";
493
+ if (!(geometryFileName in files)) {
494
+ const meshObject = BuildMeshObject(geometry, localOptions);
495
+ files[geometryFileName] = BuildUSDFileAsString(meshObject);
496
+ }
497
+ if (!(material.uniqueId in materialToExports)) {
498
+ materialToExports[material.uniqueId] = material;
499
+ }
500
+ output += BuildXform(mesh);
501
+ }
502
+ else {
503
+ Tools.Warn("USDZExportAsync does not support this material type: " + material.getClassName());
504
+ }
505
+ }
506
+ // Camera
507
+ if (scene.activeCamera && localOptions.exportCamera) {
508
+ output += BuildCamera(scene.activeCamera, localOptions);
509
+ }
510
+ // Close scene
511
+ output += BuildSceneEnd();
512
+ // Materials
513
+ const textureToExports = {};
514
+ output += BuildMaterials(materialToExports, textureToExports, localOptions);
515
+ // Compress
516
+ files[localOptions.modelFileName] = fflate.strToU8(output);
517
+ // Textures
518
+ for (const id in textureToExports) {
519
+ const texture = textureToExports[id];
520
+ const size = texture.getSize();
521
+ const textureData = await texture.readPixels();
522
+ if (!textureData) {
523
+ throw new Error("Texture data is not available");
524
+ }
525
+ const fileContent = await DumpTools.DumpDataAsync(size.width, size.height, textureData, "image/png", undefined, false, true);
526
+ files[`textures/Texture_${id}.png`] = new Uint8Array(fileContent).slice(); // This is to avoid getting a link and not a copy
527
+ }
528
+ // 64 byte alignment
529
+ // https://github.com/101arrowz/fflate/issues/39#issuecomment-777263109
530
+ let offset = 0;
531
+ for (const filename in files) {
532
+ const file = files[filename];
533
+ if (!file) {
534
+ continue;
535
+ }
536
+ const headerSize = 34 + filename.length;
537
+ offset += headerSize;
538
+ const offsetMod64 = offset & 63;
539
+ if (offsetMod64 !== 4) {
540
+ const padLength = 64 - offsetMod64;
541
+ const padding = new Uint8Array(padLength);
542
+ // eslint-disable-next-line @typescript-eslint/naming-convention
543
+ files[filename] = [file, { extra: { 12345: padding } }];
544
+ }
545
+ offset = file.length;
546
+ }
547
+ return fflate.zipSync(files, { level: 0 });
548
+ }
549
+ //# sourceMappingURL=usdzExporter.js.map
@@ -0,0 +1 @@
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport type { PBRMaterial } from \"core/Materials/PBR/pbrMaterial\";\r\nimport type { PBRMetallicRoughnessMaterial } from \"core/Materials/PBR/pbrMetallicRoughnessMaterial\";\r\nimport type { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Matrix, Vector2 } from \"core/Maths/math.vector\";\r\nimport type { Geometry } from \"core/Meshes/geometry\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { DumpTools } from \"core/Misc/dumpTools\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { FloatArray, Nullable } from \"core/types\";\r\n\r\n/**\r\n * Ported from https://github.com/mrdoob/three.js/blob/master/examples/jsm/exporters/USDZExporter.js\r\n * Thanks a lot to the three.js team for their amazing work!\r\n */\r\n\r\n// FFlate access\r\ndeclare const fflate: any;\r\n\r\n/**\r\n * Options for the USDZ export\r\n */\r\nexport interface IUSDZExportOptions {\r\n /**\r\n * URL to load the fflate library from\r\n */\r\n fflateUrl?: string;\r\n /**\r\n * Include anchoring properties in the USDZ file\r\n */\r\n includeAnchoringProperties?: boolean;\r\n /**\r\n * Anchoring type (plane by default)\r\n */\r\n anchoringType?: string;\r\n /**\r\n * Plane anchoring alignment (horizontal by default)\r\n */\r\n planeAnchoringAlignment?: string;\r\n /**\r\n * Model file name (model.usda by default)\r\n */\r\n modelFileName?: string;\r\n /**\r\n * Precision to use for number (5 by default)\r\n */\r\n precision?: number;\r\n /**\r\n * Export the camera (false by default)\r\n */\r\n exportCamera?: boolean;\r\n /**\r\n * Camera sensor width (35 by default)\r\n */\r\n cameraSensorWidth?: number;\r\n}\r\n\r\nfunction BuildHeader() {\r\n return `#usda 1.0\r\n (\r\n customLayerData = {\r\n string creator = \"Babylon.js USDZExportAsync\"\r\n }\r\n defaultPrim = \"Root\"\r\n metersPerUnit = 1\r\n upAxis = \"Y\"\r\n )`;\r\n}\r\n\r\nfunction BuildSceneStart(options: IUSDZExportOptions) {\r\n const alignment =\r\n options.includeAnchoringProperties === true\r\n ? `\r\n\t\ttoken preliminary:anchoring:type = \"${options.anchoringType}\"\r\n\t\ttoken preliminary:planeAnchoring:alignment = \"${options.planeAnchoringAlignment}\"`\r\n : \"\";\r\n return `def Xform \"Root\"\r\n {\r\n def Scope \"Scenes\" (\r\n kind = \"sceneLibrary\"\r\n )\r\n {\r\n def Xform \"Scene\" (\r\n customData = {\r\n bool preliminary_collidesWithEnvironment = 0\r\n string sceneName = \"Scene\"\r\n }\r\n sceneName = \"Scene\"\r\n )\r\n {${alignment}\r\n `;\r\n}\r\n\r\nfunction BuildSceneEnd() {\r\n return `\r\n }\r\n }\r\n }`;\r\n}\r\n\r\nfunction BuildMeshVertexCount(geometry: Geometry) {\r\n const count = geometry.getIndices()?.length ? geometry.getTotalIndices() : geometry.getTotalVertices();\r\n\r\n return Array(count / 3)\r\n .fill(3)\r\n .join(\", \");\r\n}\r\n\r\nfunction BuildMeshVertexIndices(geometry: Geometry) {\r\n const index = geometry.getIndices();\r\n const array = [];\r\n\r\n if (index !== null) {\r\n for (let i = 0; i < index.length; i++) {\r\n array.push(index[i]);\r\n }\r\n } else {\r\n const length = geometry.getTotalVertices();\r\n\r\n for (let i = 0; i < length; i++) {\r\n array.push(i);\r\n }\r\n }\r\n\r\n return array.join(\", \");\r\n}\r\n\r\nfunction BuildVector3Array(attribute: FloatArray, options: IUSDZExportOptions, stride = 3) {\r\n const array = [];\r\n\r\n for (let i = 0; i < attribute.length / stride; i++) {\r\n const x = attribute[i * stride];\r\n const y = attribute[i * stride + 1];\r\n const z = attribute[i * stride + 2];\r\n\r\n array.push(`(${x.toPrecision(options.precision)}, ${y.toPrecision(options.precision)}, ${z.toPrecision(options.precision)})`);\r\n }\r\n\r\n return array.join(\", \");\r\n}\r\n\r\nfunction BuildVector2Array(attribute: FloatArray, options: IUSDZExportOptions) {\r\n const array = [];\r\n\r\n for (let i = 0; i < attribute.length / 2; i++) {\r\n const x = attribute[i * 2];\r\n const y = attribute[i * 2 + 1];\r\n\r\n array.push(`(${x.toPrecision(options.precision)}, ${(1 - y).toPrecision(options.precision)})`);\r\n }\r\n\r\n return array.join(\", \");\r\n}\r\n\r\nfunction BuildAdditionalAttributes(geometry: Geometry, options: IUSDZExportOptions) {\r\n let string = \"\";\r\n\r\n for (let i = 0; i < 4; i++) {\r\n const id = i > 0 ? i : \"\";\r\n const uvAttribute = geometry.getVerticesData(VertexBuffer.UVKind + (id ? id : \"\"));\r\n\r\n if (uvAttribute) {\r\n string += `\r\n\t\ttexCoord2f[] primvars:st${id} = [${BuildVector2Array(uvAttribute, options)}] (\r\n\t\t\tinterpolation = \"vertex\"\r\n\t\t)`;\r\n }\r\n }\r\n\r\n // vertex colors\r\n\r\n const colorAttribute = geometry.getVerticesData(VertexBuffer.ColorKind);\r\n\r\n if (colorAttribute) {\r\n string += `\r\n\tcolor3f[] primvars:displayColor = [${BuildVector3Array(colorAttribute, options, 4)}] (\r\n\t\tinterpolation = \"vertex\"\r\n\t\t)`;\r\n }\r\n\r\n return string;\r\n}\r\n\r\nfunction BuildMesh(geometry: Geometry, options: IUSDZExportOptions) {\r\n const name = \"Geometry\";\r\n const position = geometry.getVerticesData(VertexBuffer.PositionKind);\r\n const normal = geometry.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n if (!position || !normal) {\r\n return;\r\n }\r\n\r\n return `\r\n\tdef Mesh \"${name}\"\r\n\t{\r\n\t\tint[] faceVertexCounts = [${BuildMeshVertexCount(geometry)}]\r\n\t\tint[] faceVertexIndices = [${BuildMeshVertexIndices(geometry)}]\r\n\t\tnormal3f[] normals = [${BuildVector3Array(normal, options)}] (\r\n\t\t\tinterpolation = \"vertex\"\r\n\t\t)\r\n\t\tpoint3f[] points = [${BuildVector3Array(position, options)}]\r\n ${BuildAdditionalAttributes(geometry, options)}\r\n\t\tuniform token subdivisionScheme = \"none\"\r\n\t}\r\n`;\r\n}\r\n\r\nfunction BuildMeshObject(geometry: Geometry, options: IUSDZExportOptions) {\r\n const mesh = BuildMesh(geometry, options);\r\n return `\r\n def \"Geometry\"\r\n {\r\n ${mesh}\r\n }\r\n `;\r\n}\r\n\r\nfunction BuildUSDFileAsString(dataToInsert: string) {\r\n let output = BuildHeader();\r\n output += dataToInsert;\r\n return fflate.strToU8(output);\r\n}\r\n\r\nfunction BuildMatrix(matrix: Matrix) {\r\n const array = matrix.m as number[];\r\n\r\n return `( ${BuildMatrixRow(array, 0)}, ${BuildMatrixRow(array, 4)}, ${BuildMatrixRow(array, 8)}, ${BuildMatrixRow(array, 12)} )`;\r\n}\r\n\r\nfunction BuildMatrixRow(array: number[], offset: number) {\r\n return `(${array[offset + 0]}, ${array[offset + 1]}, ${array[offset + 2]}, ${array[offset + 3]})`;\r\n}\r\n\r\nfunction BuildXform(mesh: Mesh) {\r\n const name = \"Object_\" + mesh.uniqueId;\r\n const matrix = mesh.getWorldMatrix().clone();\r\n\r\n if (matrix.determinant() < 0) {\r\n matrix.multiplyToRef(Matrix.Scaling(-1, 1, 1), matrix);\r\n }\r\n const transform = BuildMatrix(matrix);\r\n\r\n return `def Xform \"${name}\" (\r\n\tprepend references = @./geometries/Geometry_${mesh.geometry!.uniqueId}.usda@</Geometry>\r\n\tprepend apiSchemas = [\"MaterialBindingAPI\"]\r\n)\r\n{\r\n\tmatrix4d xformOp:transform = ${transform}\r\n\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\t\r\n\r\n rel material:binding = </Materials/Material_${mesh.material!.uniqueId}>\r\n}\r\n\r\n`;\r\n}\r\n\r\nfunction BuildMaterials(materials: { [key: string]: Material }, textureToExports: { [key: string]: BaseTexture }, options: IUSDZExportOptions) {\r\n const array = [];\r\n\r\n for (const uuid in materials) {\r\n const material = materials[uuid];\r\n\r\n array.push(BuildMaterial(material, textureToExports, options));\r\n }\r\n\r\n return `\r\n def \"Materials\"\r\n{\r\n${array.join(\"\")}\r\n}\r\n\r\n`;\r\n}\r\n\r\nfunction BuildWrapping(wrapping: number) {\r\n switch (wrapping) {\r\n case Constants.TEXTURE_CLAMP_ADDRESSMODE:\r\n return \"clamp\";\r\n case Constants.TEXTURE_MIRROR_ADDRESSMODE:\r\n return \"mirror\";\r\n case Constants.TEXTURE_WRAP_ADDRESSMODE:\r\n default:\r\n return \"repeat\";\r\n }\r\n}\r\n\r\nfunction BuildColor4(color: Color3) {\r\n return `(${color.r}, ${color.g}, ${color.b}, 1.0)`;\r\n}\r\n\r\nfunction BuildVector2(vector: Vector2) {\r\n return `(${vector.x}, ${vector.y})`;\r\n}\r\n\r\nfunction BuildColor(color: Color3) {\r\n return `(${color.r}, ${color.g}, ${color.b})`;\r\n}\r\n\r\nfunction BuildTexture(\r\n texture: Texture,\r\n material: Material,\r\n mapType: string,\r\n color: Nullable<Color3>,\r\n textureToExports: { [key: string]: BaseTexture },\r\n options: IUSDZExportOptions\r\n) {\r\n const id = texture.getInternalTexture()!.uniqueId + \"_\" + texture.invertY;\r\n\r\n textureToExports[id] = texture;\r\n\r\n const uv = texture.coordinatesIndex > 0 ? \"st\" + texture.coordinatesIndex : \"st\";\r\n const repeat = new Vector2(texture.uScale, texture.vScale);\r\n const offset = new Vector2(texture.uOffset, texture.vOffset);\r\n const rotation = texture.wAng;\r\n\r\n // rotation is around the wrong point. after rotation we need to shift offset again so that we're rotating around the right spot\r\n const xRotationOffset = Math.sin(rotation);\r\n const yRotationOffset = Math.cos(rotation);\r\n\r\n // texture coordinates start in the opposite corner, need to correct\r\n offset.y = 1 - offset.y - repeat.y;\r\n\r\n offset.x += xRotationOffset * repeat.x;\r\n offset.y += (1 - yRotationOffset) * repeat.y;\r\n\r\n return `\r\n def Shader \"PrimvarReader_${mapType}\"\r\n {\r\n uniform token info:id = \"UsdPrimvarReader_float2\"\r\n float2 inputs:fallback = (0.0, 0.0)\r\n token inputs:varname = \"${uv}\"\r\n float2 outputs:result\r\n }\r\n\r\n def Shader \"Transform2d_${mapType}\"\r\n {\r\n uniform token info:id = \"UsdTransform2d\"\r\n token inputs:in.connect = </Materials/Material_${material.uniqueId}/PrimvarReader_${mapType}.outputs:result>\r\n float inputs:rotation = ${(rotation * (180 / Math.PI)).toFixed(options.precision)}\r\n float2 inputs:scale = ${BuildVector2(repeat)}\r\n float2 inputs:translation = ${BuildVector2(offset)}\r\n float2 outputs:result\r\n }\r\n\r\n def Shader \"Texture_${texture.uniqueId}_${mapType}\"\r\n {\r\n uniform token info:id = \"UsdUVTexture\"\r\n asset inputs:file = @textures/Texture_${id}.png@\r\n float2 inputs:st.connect = </Materials/Material_${material.uniqueId}/Transform2d_${mapType}.outputs:result>\r\n ${color ? \"float4 inputs:scale = \" + BuildColor4(color) : \"\"}\r\n token inputs:sourceColorSpace = \"${texture.gammaSpace ? \"raw\" : \"sRGB\"}\"\r\n token inputs:wrapS = \"${BuildWrapping(texture.wrapU)}\"\r\n token inputs:wrapT = \"${BuildWrapping(texture.wrapV)}\"\r\n float outputs:r\r\n float outputs:g\r\n float outputs:b\r\n float3 outputs:rgb\r\n ${material.needAlphaBlending() ? \"float outputs:a\" : \"\"}\r\n }`;\r\n}\r\n\r\nfunction ExtractTextureInformations(material: Material) {\r\n const className = material.getClassName();\r\n\r\n switch (className) {\r\n case \"StandardMaterial\":\r\n return {\r\n diffuseMap: (material as StandardMaterial).diffuseTexture,\r\n diffuse: (material as StandardMaterial).diffuseColor,\r\n alphaCutOff: (material as StandardMaterial).alphaCutOff,\r\n emissiveMap: (material as StandardMaterial).emissiveTexture,\r\n emissive: (material as StandardMaterial).emissiveColor,\r\n roughnessMap: null,\r\n normalMap: null,\r\n metalnessMap: null,\r\n roughness: 1,\r\n metalness: 0,\r\n aoMap: null,\r\n aoMapIntensity: 0,\r\n alphaMap: (material as StandardMaterial).opacityTexture,\r\n ior: 1,\r\n };\r\n case \"PBRMaterial\":\r\n return {\r\n diffuseMap: (material as PBRMaterial).albedoTexture,\r\n diffuse: (material as PBRMaterial).albedoColor,\r\n alphaCutOff: (material as PBRMaterial).alphaCutOff,\r\n emissiveMap: (material as PBRMaterial).emissiveTexture,\r\n emissive: (material as PBRMaterial).emissiveColor,\r\n normalMap: (material as PBRMaterial).bumpTexture,\r\n roughnessMap: (material as PBRMaterial).metallicTexture,\r\n roughnessChannel: (material as PBRMaterial).useRoughnessFromMetallicTextureAlpha ? \"a\" : \"g\",\r\n roughness: (material as PBRMaterial).roughness || 1,\r\n metalnessMap: (material as PBRMaterial).metallicTexture,\r\n metalnessChannel: (material as PBRMaterial).useMetallnessFromMetallicTextureBlue ? \"b\" : \"r\",\r\n metalness: (material as PBRMaterial).metallic || 0,\r\n aoMap: (material as PBRMaterial).ambientTexture,\r\n aoMapChannel: (material as PBRMaterial).useAmbientInGrayScale ? \"r\" : \"rgb\",\r\n aoMapIntensity: (material as PBRMaterial).ambientTextureStrength,\r\n alphaMap: (material as PBRMaterial).opacityTexture,\r\n ior: (material as PBRMaterial).indexOfRefraction,\r\n };\r\n case \"PBRMetallicRoughnessMaterial\":\r\n return {\r\n diffuseMap: (material as PBRMetallicRoughnessMaterial).baseTexture,\r\n diffuse: (material as PBRMetallicRoughnessMaterial).baseColor,\r\n alphaCutOff: (material as PBRMetallicRoughnessMaterial).alphaCutOff,\r\n emissiveMap: (material as PBRMetallicRoughnessMaterial).emissiveTexture,\r\n emissive: (material as PBRMetallicRoughnessMaterial).emissiveColor,\r\n normalMap: (material as PBRMetallicRoughnessMaterial).normalTexture,\r\n roughnessMap: (material as PBRMaterial).metallicTexture,\r\n roughnessChannel: (material as PBRMaterial).useRoughnessFromMetallicTextureAlpha ? \"a\" : \"g\",\r\n roughness: (material as PBRMetallicRoughnessMaterial).roughness || 1,\r\n metalnessMap: (material as PBRMaterial).metallicTexture,\r\n metalnessChannel: (material as PBRMaterial).useMetallnessFromMetallicTextureBlue ? \"b\" : \"r\",\r\n metalness: (material as PBRMetallicRoughnessMaterial).metallic || 0,\r\n aoMap: (material as PBRMaterial).ambientTexture,\r\n aoMapChannel: (material as PBRMaterial).useAmbientInGrayScale ? \"r\" : \"rgb\",\r\n aoMapIntensity: (material as PBRMaterial).ambientTextureStrength,\r\n alphaMap: (material as PBRMaterial).opacityTexture,\r\n ior: (material as PBRMaterial).indexOfRefraction,\r\n };\r\n default:\r\n return {\r\n diffuseMap: null,\r\n diffuse: null,\r\n emissiveMap: null,\r\n emissemissiveiveColor: null,\r\n normalMap: null,\r\n roughnessMap: null,\r\n metalnessMap: null,\r\n alphaCutOff: 0,\r\n roughness: 0,\r\n metalness: 0,\r\n aoMap: null,\r\n aoMapIntensity: 0,\r\n alphaMap: null,\r\n ior: 1,\r\n };\r\n }\r\n}\r\n\r\nfunction BuildMaterial(material: Material, textureToExports: { [key: string]: BaseTexture }, options: IUSDZExportOptions) {\r\n // https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html\r\n\r\n const pad = \"\t\t\t\";\r\n const inputs = [];\r\n const samplers = [];\r\n\r\n const {\r\n diffuseMap,\r\n diffuse,\r\n alphaCutOff,\r\n emissiveMap,\r\n emissive,\r\n normalMap,\r\n roughnessMap,\r\n roughnessChannel,\r\n roughness,\r\n metalnessMap,\r\n metalnessChannel,\r\n metalness,\r\n aoMap,\r\n aoMapChannel,\r\n aoMapIntensity,\r\n alphaMap,\r\n ior,\r\n } = ExtractTextureInformations(material);\r\n\r\n if (diffuseMap !== null) {\r\n inputs.push(`${pad}color3f inputs:diffuseColor.connect = </Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:rgb>`);\r\n\r\n if (material.needAlphaBlending()) {\r\n inputs.push(`${pad}float inputs:opacity.connect = </Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:a>`);\r\n } else if (material.needAlphaTesting()) {\r\n inputs.push(`${pad}float inputs:opacity.connect = </Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:a>`);\r\n inputs.push(`${pad}float inputs:opacityThreshold = ${alphaCutOff}`);\r\n }\r\n\r\n samplers.push(BuildTexture(diffuseMap as Texture, material, \"diffuse\", diffuse, textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}color3f inputs:diffuseColor = ${BuildColor(diffuse || Color3.White())}`);\r\n }\r\n\r\n if (emissiveMap !== null) {\r\n inputs.push(`${pad}color3f inputs:emissiveColor.connect = </Materials/Material_${material.uniqueId}/Texture_${emissiveMap.uniqueId}_emissive.outputs:rgb>`);\r\n\r\n samplers.push(BuildTexture(emissiveMap as Texture, material, \"emissive\", emissive, textureToExports, options));\r\n } else if (emissive && emissive.toLuminance() > 0) {\r\n inputs.push(`${pad}color3f inputs:emissiveColor = ${BuildColor(emissive)}`);\r\n }\r\n\r\n if (normalMap !== null) {\r\n inputs.push(`${pad}normal3f inputs:normal.connect = </Materials/Material_${material.uniqueId}/Texture_${normalMap.uniqueId}_normal.outputs:rgb>`);\r\n\r\n samplers.push(BuildTexture(normalMap as Texture, material, \"normal\", null, textureToExports, options));\r\n }\r\n\r\n if (aoMap !== null) {\r\n inputs.push(`${pad}float inputs:occlusion.connect = </Materials/Material_${material.uniqueId}/Texture_${aoMap.uniqueId}_occlusion.outputs:${aoMapChannel}>`);\r\n\r\n samplers.push(BuildTexture(aoMap as Texture, material, \"occlusion\", new Color3(aoMapIntensity, aoMapIntensity, aoMapIntensity), textureToExports, options));\r\n }\r\n\r\n if (roughnessMap !== null) {\r\n inputs.push(`${pad}float inputs:roughness.connect = </Materials/Material_${material.uniqueId}/Texture_${roughnessMap.uniqueId}_roughness.outputs:${roughnessChannel}>`);\r\n\r\n samplers.push(BuildTexture(roughnessMap as Texture, material, \"roughness\", new Color3(roughness, roughness, roughness), textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}float inputs:roughness = ${roughness}`);\r\n }\r\n\r\n if (metalnessMap !== null) {\r\n inputs.push(`${pad}float inputs:metallic.connect = </Materials/Material_${material.uniqueId}/Texture_${metalnessMap.uniqueId}_metallic.outputs:${metalnessChannel}>`);\r\n\r\n samplers.push(BuildTexture(metalnessMap as Texture, material, \"metallic\", new Color3(metalness, metalness, metalness), textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}float inputs:metallic = ${metalness}`);\r\n }\r\n\r\n if (alphaMap !== null) {\r\n inputs.push(`${pad}float inputs:opacity.connect = </Materials/Material_${material.uniqueId}/Texture_${alphaMap.uniqueId}_opacity.outputs:r>`);\r\n inputs.push(`${pad}float inputs:opacityThreshold = 0.0001`);\r\n\r\n samplers.push(BuildTexture(alphaMap as Texture, material, \"opacity\", null, textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}float inputs:opacity = ${material.alpha}`);\r\n }\r\n\r\n inputs.push(`${pad}float inputs:ior = ${ior}`);\r\n\r\n return `\r\n\tdef Material \"Material_${material.uniqueId}\"\r\n\t{\r\n\t\tdef Shader \"PreviewSurface\"\r\n\t\t{\r\n\t\t\tuniform token info:id = \"UsdPreviewSurface\"\r\n${inputs.join(\"\\n\")}\r\n\t\t\tint inputs:useSpecularWorkflow = 0\r\n\t\t\ttoken outputs:surface\r\n\t\t}\r\n\r\n\t\ttoken outputs:surface.connect = </Materials/Material_${material.uniqueId}/PreviewSurface.outputs:surface>\r\n\r\n${samplers.join(\"\\n\")}\r\n\r\n\t}\r\n`;\r\n}\r\n\r\nfunction BuildCamera(camera: Camera, options: IUSDZExportOptions) {\r\n const name = \"Camera_\" + camera.uniqueId;\r\n const matrix = Matrix.RotationY(Math.PI).multiply(camera.getWorldMatrix()); // work towards positive z\r\n\r\n const transform = BuildMatrix(matrix);\r\n\r\n if (camera.mode === Constants.ORTHOGRAPHIC_CAMERA) {\r\n return `def Camera \"${name}\"\r\n\t\t{\r\n\t\t\tmatrix4d xformOp:transform = ${transform}\r\n\t\t\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\r\n\r\n\t\t\tfloat2 clippingRange = (${camera.minZ.toPrecision(options.precision)}, ${camera.maxZ.toPrecision(options.precision)})\r\n\t\t\tfloat horizontalAperture = ${((Math.abs(camera.orthoLeft || 1) + Math.abs(camera.orthoRight || 1)) * 10).toPrecision(options.precision)}\r\n\t\t\tfloat verticalAperture = ${((Math.abs(camera.orthoTop || 1) + Math.abs(camera.orthoBottom || 1)) * 10).toPrecision(options.precision)}\r\n\t\t\ttoken projection = \"orthographic\"\r\n\t\t}\r\n\t\r\n\t`;\r\n } else {\r\n const aspect = camera.getEngine().getAspectRatio(camera);\r\n const sensorwidth = options.cameraSensorWidth || 35;\r\n\r\n return `def Camera \"${name}\"\r\n\t\t{\r\n\t\t\tmatrix4d xformOp:transform = ${transform}\r\n\t\t\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\r\n\r\n\t\t\tfloat2 clippingRange = (${camera.minZ.toPrecision(options.precision)}, ${camera.maxZ.toPrecision(options.precision)})\r\n\t\t\tfloat focalLength = ${(sensorwidth / (2 * Math.tan(camera.fov * 0.5))).toPrecision(options.precision)}\r\n token projection = \"perspective\"\r\n\t\t\tfloat horizontalAperture = ${(sensorwidth * aspect).toPrecision(options.precision)}\r\n\t\t\tfloat verticalAperture = ${(sensorwidth / aspect).toPrecision(options.precision)} \r\n\t\t}\r\n\t\r\n\t`;\r\n }\r\n}\r\n\r\n/**\r\n *\r\n * @param scene scene to export\r\n * @param options options to configure the export\r\n * @param meshPredicate predicate to filter the meshes to export\r\n * @returns a uint8 array containing the USDZ file\r\n * #H2G5XW#3 - Simple sphere\r\n * #H2G5XW#4 - Red sphere\r\n * #5N3RWK#4 - Boombox\r\n */\r\nexport async function USDZExportAsync(scene: Scene, options: Partial<IUSDZExportOptions>, meshPredicate?: (m: Mesh) => boolean): Promise<Uint8Array> {\r\n const localOptions = {\r\n fflateUrl: \"https://unpkg.com/fflate@0.8.2\",\r\n includeAnchoringProperties: true,\r\n anchoringType: \"plane\",\r\n planeAnchoringAlignment: \"horizontal\",\r\n modelFileName: \"model.usda\",\r\n precision: 5,\r\n exportCamera: false,\r\n cameraSensorWidth: 35,\r\n ...options,\r\n };\r\n\r\n // Get the fflate library\r\n if (typeof fflate === \"undefined\") {\r\n await Tools.LoadScriptAsync(localOptions.fflateUrl);\r\n }\r\n\r\n // Start the export\r\n const files: { [key: string]: any } = {};\r\n\r\n // model file should be first in USDZ archive so we init it here\r\n files[localOptions.modelFileName] = null;\r\n\r\n let output = BuildHeader();\r\n output += BuildSceneStart(localOptions);\r\n\r\n const materialToExports: { [key: string]: Material } = {};\r\n\r\n // Meshes\r\n for (const abstractMesh of scene.meshes) {\r\n if (abstractMesh.getTotalVertices() === 0) {\r\n continue;\r\n }\r\n const mesh = abstractMesh as Mesh;\r\n const geometry = mesh.geometry;\r\n const material = mesh.material;\r\n\r\n if (!material || !geometry || (meshPredicate && !meshPredicate(mesh))) {\r\n continue;\r\n }\r\n\r\n const supportedMaterials = [\"StandardMaterial\", \"PBRMaterial\", \"PBRMetallicRoughnessMaterial\"];\r\n\r\n if (supportedMaterials.indexOf(material.getClassName()) !== -1) {\r\n const geometryFileName = \"geometries/Geometry_\" + geometry.uniqueId + \".usda\";\r\n\r\n if (!(geometryFileName in files)) {\r\n const meshObject = BuildMeshObject(geometry, localOptions);\r\n files[geometryFileName] = BuildUSDFileAsString(meshObject);\r\n }\r\n\r\n if (!(material.uniqueId in materialToExports)) {\r\n materialToExports[material.uniqueId] = material;\r\n }\r\n\r\n output += BuildXform(mesh);\r\n } else {\r\n Tools.Warn(\"USDZExportAsync does not support this material type: \" + material.getClassName());\r\n }\r\n }\r\n\r\n // Camera\r\n if (scene.activeCamera && localOptions.exportCamera) {\r\n output += BuildCamera(scene.activeCamera, localOptions);\r\n }\r\n\r\n // Close scene\r\n output += BuildSceneEnd();\r\n\r\n // Materials\r\n const textureToExports: { [key: string]: BaseTexture } = {};\r\n output += BuildMaterials(materialToExports, textureToExports, localOptions);\r\n\r\n // Compress\r\n files[localOptions.modelFileName] = fflate.strToU8(output);\r\n\r\n // Textures\r\n for (const id in textureToExports) {\r\n const texture = textureToExports[id];\r\n\r\n const size = texture.getSize();\r\n const textureData = await texture.readPixels();\r\n\r\n if (!textureData) {\r\n throw new Error(\"Texture data is not available\");\r\n }\r\n\r\n const fileContent = await DumpTools.DumpDataAsync(size.width, size.height, textureData, \"image/png\", undefined, false, true);\r\n\r\n files[`textures/Texture_${id}.png`] = new Uint8Array(fileContent as ArrayBuffer).slice(); // This is to avoid getting a link and not a copy\r\n }\r\n\r\n // 64 byte alignment\r\n // https://github.com/101arrowz/fflate/issues/39#issuecomment-777263109\r\n\r\n let offset = 0;\r\n\r\n for (const filename in files) {\r\n const file = files[filename];\r\n if (!file) {\r\n continue;\r\n }\r\n const headerSize = 34 + filename.length;\r\n\r\n offset += headerSize;\r\n\r\n const offsetMod64 = offset & 63;\r\n\r\n if (offsetMod64 !== 4) {\r\n const padLength = 64 - offsetMod64;\r\n const padding = new Uint8Array(padLength);\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n files[filename] = [file, { extra: { 12345: padding } }];\r\n }\r\n\r\n offset = file.length;\r\n }\r\n\r\n return fflate.zipSync(files, { level: 0 });\r\n}\r\n"]}
package/index.d.ts CHANGED
@@ -1,3 +1,4 @@
1
1
  export * from "./OBJ/index";
2
2
  export * from "./glTF/index";
3
3
  export * from "./stl/index";
4
+ export * from "./USDZ/index";
package/index.js CHANGED
@@ -2,4 +2,5 @@
2
2
  export * from "./OBJ/index.js";
3
3
  export * from "./glTF/index.js";
4
4
  export * from "./stl/index.js";
5
+ export * from "./USDZ/index.js";
5
6
  //# sourceMappingURL=index.js.map
package/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../dev/serializers/src/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,aAAa,CAAC;AAC5B,cAAc,cAAc,CAAC;AAC7B,cAAc,aAAa,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./OBJ/index\";\r\nexport * from \"./glTF/index\";\r\nexport * from \"./stl/index\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../dev/serializers/src/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,aAAa,CAAC;AAC5B,cAAc,cAAc,CAAC;AAC7B,cAAc,aAAa,CAAC;AAC5B,cAAc,cAAc,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./OBJ/index\";\r\nexport * from \"./glTF/index\";\r\nexport * from \"./stl/index\";\r\nexport * from \"./USDZ/index\";\r\n"]}
@@ -0,0 +1 @@
1
+ export * from "../USDZ/index.js";
@@ -0,0 +1,14 @@
1
+ /* eslint-disable import/no-internal-modules */
2
+ import * as Serializers from "../USDZ/index.js";
3
+ /**
4
+ * This is the entry point for the UMD module.
5
+ * The entry point for a future ESM package should be index.ts
6
+ */
7
+ const globalObject = typeof global !== "undefined" ? global : typeof window !== "undefined" ? window : undefined;
8
+ if (typeof globalObject !== "undefined") {
9
+ for (const serializer in Serializers) {
10
+ globalObject.BABYLON[serializer] = Serializers[serializer];
11
+ }
12
+ }
13
+ export * from "../USDZ/index.js";
14
+ //# sourceMappingURL=legacy-usdzSerializer.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"legacy-usdzSerializer.js","sourceRoot":"","sources":["../../../../lts/serializers/src/legacy/legacy-usdzSerializer.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,OAAO,KAAK,WAAW,yBAA+B;AAEtD;;;GAGG;AACH,MAAM,YAAY,GAAG,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC;AACjH,IAAI,OAAO,YAAY,KAAK,WAAW,EAAE;IACrC,KAAK,MAAM,UAAU,IAAI,WAAW,EAAE;QAC5B,YAAa,CAAC,OAAO,CAAC,UAAU,CAAC,GAAS,WAAY,CAAC,UAAU,CAAC,CAAC;KAC5E;CACJ;AAED,iCAAuC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nimport * as Serializers from \"serializers/USDZ/index\";\r\n\r\n/**\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\r\nif (typeof globalObject !== \"undefined\") {\r\n for (const serializer in Serializers) {\r\n (<any>globalObject).BABYLON[serializer] = (<any>Serializers)[serializer];\r\n }\r\n}\r\n\r\nexport * from \"serializers/USDZ/index\";\r\n"]}
@@ -2,3 +2,4 @@ import "../index.js";
2
2
  export * from "./legacy-glTF2Serializer";
3
3
  export * from "./legacy-objSerializer";
4
4
  export * from "./legacy-stlSerializer";
5
+ export * from "./legacy-usdzSerializer";
package/legacy/legacy.js CHANGED
@@ -4,4 +4,5 @@ import "../index.js";
4
4
  export * from "./legacy-glTF2Serializer.js";
5
5
  export * from "./legacy-objSerializer.js";
6
6
  export * from "./legacy-stlSerializer.js";
7
+ export * from "./legacy-usdzSerializer.js";
7
8
  //# sourceMappingURL=legacy.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"legacy.js","sourceRoot":"","sources":["../../../../lts/serializers/src/legacy/legacy.ts"],"names":[],"mappings":"AAAA,kCAAkC;AAClC,+CAA+C;AAC/C,qBAA2B;AAC3B,cAAc,0BAA0B,CAAC;AACzC,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC","sourcesContent":["/* eslint-disable import/export */\r\n/* eslint-disable import/no-internal-modules */\r\nimport \"serializers/index\";\r\nexport * from \"./legacy-glTF2Serializer\";\r\nexport * from \"./legacy-objSerializer\";\r\nexport * from \"./legacy-stlSerializer\";\r\n"]}
1
+ {"version":3,"file":"legacy.js","sourceRoot":"","sources":["../../../../lts/serializers/src/legacy/legacy.ts"],"names":[],"mappings":"AAAA,kCAAkC;AAClC,+CAA+C;AAC/C,qBAA2B;AAC3B,cAAc,0BAA0B,CAAC;AACzC,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC;AACvC,cAAc,yBAAyB,CAAC","sourcesContent":["/* eslint-disable import/export */\r\n/* eslint-disable import/no-internal-modules */\r\nimport \"serializers/index\";\r\nexport * from \"./legacy-glTF2Serializer\";\r\nexport * from \"./legacy-objSerializer\";\r\nexport * from \"./legacy-stlSerializer\";\r\nexport * from \"./legacy-usdzSerializer\";\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/serializers",
3
- "version": "7.29.0",
3
+ "version": "7.30.1",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -18,10 +18,10 @@
18
18
  "postcompile": "build-tools -c add-js-to-es6"
19
19
  },
20
20
  "devDependencies": {
21
- "@babylonjs/core": "^7.29.0",
21
+ "@babylonjs/core": "^7.30.1",
22
22
  "@dev/build-tools": "^1.0.0",
23
23
  "@lts/serializers": "^1.0.0",
24
- "babylonjs-gltf2interface": "^7.29.0"
24
+ "babylonjs-gltf2interface": "^7.30.1"
25
25
  },
26
26
  "peerDependencies": {
27
27
  "@babylonjs/core": "^7.0.0",