@babylonjs/serializers 7.44.0 → 7.45.0

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Files changed (34) hide show
  1. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +3 -3
  2. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +10 -42
  3. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
  4. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +32 -0
  5. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +136 -0
  6. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -0
  7. package/glTF/2.0/Extensions/index.d.ts +1 -0
  8. package/glTF/2.0/Extensions/index.js +1 -0
  9. package/glTF/2.0/Extensions/index.js.map +1 -1
  10. package/glTF/2.0/bufferManager.d.ts +68 -0
  11. package/glTF/2.0/bufferManager.js +152 -0
  12. package/glTF/2.0/bufferManager.js.map +1 -0
  13. package/glTF/2.0/dataWriter.d.ts +5 -3
  14. package/glTF/2.0/dataWriter.js +30 -12
  15. package/glTF/2.0/dataWriter.js.map +1 -1
  16. package/glTF/2.0/glTFAnimation.d.ts +7 -7
  17. package/glTF/2.0/glTFAnimation.js +30 -51
  18. package/glTF/2.0/glTFAnimation.js.map +1 -1
  19. package/glTF/2.0/glTFExporter.d.ts +5 -4
  20. package/glTF/2.0/glTFExporter.js +89 -137
  21. package/glTF/2.0/glTFExporter.js.map +1 -1
  22. package/glTF/2.0/glTFExporterExtension.d.ts +14 -10
  23. package/glTF/2.0/glTFExporterExtension.js.map +1 -1
  24. package/glTF/2.0/glTFMaterialExporter.js +25 -15
  25. package/glTF/2.0/glTFMaterialExporter.js.map +1 -1
  26. package/glTF/2.0/glTFMorphTargetsUtilities.d.ts +2 -2
  27. package/glTF/2.0/glTFMorphTargetsUtilities.js +23 -25
  28. package/glTF/2.0/glTFMorphTargetsUtilities.js.map +1 -1
  29. package/glTF/2.0/glTFSerializer.d.ts +8 -0
  30. package/glTF/2.0/glTFSerializer.js.map +1 -1
  31. package/glTF/2.0/glTFUtilities.d.ts +11 -27
  32. package/glTF/2.0/glTFUtilities.js +17 -49
  33. package/glTF/2.0/glTFUtilities.js.map +1 -1
  34. package/package.json +3 -3
@@ -1,6 +1,6 @@
1
1
  import type { INode } from "babylonjs-gltf2interface";
2
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  import type { IGLTFExporterExtensionV2 } from "../glTFExporterExtension";
3
- import type { DataWriter } from "../dataWriter";
3
+ import type { BufferManager } from "../bufferManager";
4
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  import { GLTFExporter } from "../glTFExporter";
5
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  import type { Nullable } from "@babylonjs/core/types.js";
6
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  import type { Node } from "@babylonjs/core/node.js";
@@ -28,9 +28,9 @@ export declare class EXT_mesh_gpu_instancing implements IGLTFExporterExtensionV2
28
28
  * @param babylonNode the corresponding babylon node
29
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  * @param nodeMap map from babylon node id to node index
30
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  * @param convertToRightHanded true if we need to convert data from left hand to right hand system.
31
- * @param dataWriter binary writer
31
+ * @param bufferManager buffer manager
32
32
  * @returns nullable promise, resolves with the node
33
33
  */
34
- postExportNodeAsync(context: string, node: Nullable<INode>, babylonNode: Node, nodeMap: Map<Node, number>, convertToRightHanded: boolean, dataWriter: DataWriter): Promise<Nullable<INode>>;
34
+ postExportNodeAsync(context: string, node: Nullable<INode>, babylonNode: Node, nodeMap: Map<Node, number>, convertToRightHanded: boolean, bufferManager: BufferManager): Promise<Nullable<INode>>;
35
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  private _buildAccessor;
36
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  }
@@ -2,7 +2,6 @@ import { GLTFExporter } from "../glTFExporter.js";
2
2
  import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
3
3
  import "@babylonjs/core/Meshes/thinInstanceMesh.js";
4
4
  import { TmpVectors, Quaternion, Vector3 } from "@babylonjs/core/Maths/math.vector.js";
5
- import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
6
5
  import { ConvertToRightHandedPosition, ConvertToRightHandedRotation } from "../glTFUtilities.js";
7
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  const NAME = "EXT_mesh_gpu_instancing";
8
7
  /**
@@ -32,10 +31,10 @@ export class EXT_mesh_gpu_instancing {
32
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  * @param babylonNode the corresponding babylon node
33
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  * @param nodeMap map from babylon node id to node index
34
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  * @param convertToRightHanded true if we need to convert data from left hand to right hand system.
35
- * @param dataWriter binary writer
34
+ * @param bufferManager buffer manager
36
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  * @returns nullable promise, resolves with the node
37
36
  */
38
- postExportNodeAsync(context, node, babylonNode, nodeMap, convertToRightHanded, dataWriter) {
37
+ postExportNodeAsync(context, node, babylonNode, nodeMap, convertToRightHanded, bufferManager) {
39
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  return new Promise((resolve) => {
40
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  if (node && babylonNode instanceof Mesh) {
41
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  if (babylonNode.hasThinInstances && this._exporter) {
@@ -77,16 +76,16 @@ export class EXT_mesh_gpu_instancing {
77
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  };
78
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  // do we need to write TRANSLATION ?
79
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  if (hasAnyInstanceWorldTranslation) {
80
- extension.attributes["TRANSLATION"] = this._buildAccessor(translationBuffer, "VEC3" /* AccessorType.VEC3 */, babylonNode.thinInstanceCount, dataWriter, 5126 /* AccessorComponentType.FLOAT */);
79
+ extension.attributes["TRANSLATION"] = this._buildAccessor(translationBuffer, "VEC3" /* AccessorType.VEC3 */, babylonNode.thinInstanceCount, bufferManager);
81
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  }
82
81
  // do we need to write ROTATION ?
83
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  if (hasAnyInstanceWorldRotation) {
84
- const componentType = 5126 /* AccessorComponentType.FLOAT */; // we decided to stay on FLOAT for now see https://github.com/BabylonJS/Babylon.js/pull/12495
85
- extension.attributes["ROTATION"] = this._buildAccessor(rotationBuffer, "VEC4" /* AccessorType.VEC4 */, babylonNode.thinInstanceCount, dataWriter, componentType);
83
+ // we decided to stay on FLOAT for now see https://github.com/BabylonJS/Babylon.js/pull/12495
84
+ extension.attributes["ROTATION"] = this._buildAccessor(rotationBuffer, "VEC4" /* AccessorType.VEC4 */, babylonNode.thinInstanceCount, bufferManager);
86
85
  }
87
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  // do we need to write SCALE ?
88
87
  if (hasAnyInstanceWorldScale) {
89
- extension.attributes["SCALE"] = this._buildAccessor(scaleBuffer, "VEC3" /* AccessorType.VEC3 */, babylonNode.thinInstanceCount, dataWriter, 5126 /* AccessorComponentType.FLOAT */);
88
+ extension.attributes["SCALE"] = this._buildAccessor(scaleBuffer, "VEC3" /* AccessorType.VEC3 */, babylonNode.thinInstanceCount, bufferManager);
90
89
  }
91
90
  /* eslint-enable @typescript-eslint/naming-convention*/
92
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  node.extensions = node.extensions || {};
@@ -96,44 +95,13 @@ export class EXT_mesh_gpu_instancing {
96
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  resolve(node);
97
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  });
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  }
99
- _buildAccessor(buffer, type, count, binaryWriter, componentType) {
100
- // write the buffer
101
- const bufferOffset = binaryWriter.byteOffset;
102
- switch (componentType) {
103
- case 5126 /* AccessorComponentType.FLOAT */: {
104
- for (let i = 0; i != buffer.length; i++) {
105
- binaryWriter.writeFloat32(buffer[i]);
106
- }
107
- break;
108
- }
109
- case 5120 /* AccessorComponentType.BYTE */: {
110
- for (let i = 0; i != buffer.length; i++) {
111
- binaryWriter.writeInt8(buffer[i] * 127);
112
- }
113
- break;
114
- }
115
- case 5122 /* AccessorComponentType.SHORT */: {
116
- for (let i = 0; i != buffer.length; i++) {
117
- binaryWriter.writeInt16(buffer[i] * 32767);
118
- }
119
- break;
120
- }
121
- }
98
+ _buildAccessor(buffer, type, count, bufferManager) {
122
99
  // build the buffer view
123
- const bv = { buffer: 0, byteOffset: bufferOffset, byteLength: buffer.length * VertexBuffer.GetTypeByteLength(componentType) };
124
- const bufferViewIndex = this._exporter._bufferViews.length;
125
- this._exporter._bufferViews.push(bv);
100
+ const bv = bufferManager.createBufferView(buffer);
126
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  // finally build the accessor
127
- const accessorIndex = this._exporter._accessors.length;
128
- const accessor = {
129
- bufferView: bufferViewIndex,
130
- componentType: componentType,
131
- count: count,
132
- type: type,
133
- normalized: componentType == 5120 /* AccessorComponentType.BYTE */ || componentType == 5122 /* AccessorComponentType.SHORT */,
134
- };
102
+ const accessor = bufferManager.createAccessor(bv, type, 5126 /* AccessorComponentType.FLOAT */, count);
135
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  this._exporter._accessors.push(accessor);
136
- return accessorIndex;
104
+ return this._exporter._accessors.length - 1;
137
105
  }
138
106
  }
139
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  // eslint-disable-next-line @typescript-eslint/no-unused-vars
@@ -1 +1 @@
1
- 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type { IBufferView, IAccessor, INode, IEXTMeshGpuInstancing } from \"babylonjs-gltf2interface\";\r\nimport { AccessorType, AccessorComponentType } from \"babylonjs-gltf2interface\";\r\nimport type { IGLTFExporterExtensionV2 } from \"../glTFExporterExtension\";\r\nimport type { DataWriter } from \"../dataWriter\";\r\nimport { GLTFExporter } 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\nimport { ConvertToRightHandedPosition, ConvertToRightHandedRotation } from \"../glTFUtilities\";\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: GLTFExporter;\r\n\r\n private _wasUsed = false;\r\n\r\n constructor(exporter: GLTFExporter) {\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 /**\r\n * After node is exported\r\n * @param context the GLTF context when loading the asset\r\n * @param node the node exported\r\n * @param babylonNode the corresponding babylon node\r\n * @param nodeMap map from babylon node id to node index\r\n * @param convertToRightHanded true if we need to convert data from left hand to right hand system.\r\n * @param dataWriter binary writer\r\n * @returns nullable promise, resolves with the node\r\n */\r\n public postExportNodeAsync(\r\n context: string,\r\n node: Nullable<INode>,\r\n babylonNode: Node,\r\n nodeMap: Map<Node, number>,\r\n convertToRightHanded: boolean,\r\n dataWriter: DataWriter\r\n ): Promise<Nullable<INode>> {\r\n return new Promise((resolve) => {\r\n if (node && babylonNode instanceof Mesh) {\r\n if (babylonNode.hasThinInstances && this._exporter) {\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 // retrieve 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 if (convertToRightHanded) {\r\n ConvertToRightHandedPosition(iwt);\r\n ConvertToRightHandedRotation(iwr);\r\n }\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 dataWriter,\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, dataWriter, componentType);\r\n }\r\n // do we need to write SCALE ?\r\n if (hasAnyInstanceWorldScale) {\r\n extension.attributes[\"SCALE\"] = this._buildAccessor(scaleBuffer, AccessorType.VEC3, babylonNode.thinInstanceCount, dataWriter, AccessorComponentType.FLOAT);\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: DataWriter, componentType: AccessorComponentType): number {\r\n // write the buffer\r\n const bufferOffset = binaryWriter.byteOffset;\r\n switch (componentType) {\r\n case AccessorComponentType.FLOAT: {\r\n for (let i = 0; i != buffer.length; i++) {\r\n binaryWriter.writeFloat32(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.writeInt8(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.writeInt16(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\nGLTFExporter.RegisterExtension(NAME, (exporter) => new EXT_mesh_gpu_instancing(exporter));\r\n"]}
1
+ 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type { INode, IEXTMeshGpuInstancing } from \"babylonjs-gltf2interface\";\r\nimport { AccessorType, AccessorComponentType } from \"babylonjs-gltf2interface\";\r\nimport type { IGLTFExporterExtensionV2 } from \"../glTFExporterExtension\";\r\nimport type { BufferManager } from \"../bufferManager\";\r\nimport { GLTFExporter } 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 { ConvertToRightHandedPosition, ConvertToRightHandedRotation } from \"../glTFUtilities\";\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: GLTFExporter;\r\n\r\n private _wasUsed = false;\r\n\r\n constructor(exporter: GLTFExporter) {\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 /**\r\n * After node is exported\r\n * @param context the GLTF context when loading the asset\r\n * @param node the node exported\r\n * @param babylonNode the corresponding babylon node\r\n * @param nodeMap map from babylon node id to node index\r\n * @param convertToRightHanded true if we need to convert data from left hand to right hand system.\r\n * @param bufferManager buffer manager\r\n * @returns nullable promise, resolves with the node\r\n */\r\n public postExportNodeAsync(\r\n context: string,\r\n node: Nullable<INode>,\r\n babylonNode: Node,\r\n nodeMap: Map<Node, number>,\r\n convertToRightHanded: boolean,\r\n bufferManager: BufferManager\r\n ): Promise<Nullable<INode>> {\r\n return new Promise((resolve) => {\r\n if (node && babylonNode instanceof Mesh) {\r\n if (babylonNode.hasThinInstances && this._exporter) {\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 // retrieve 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 if (convertToRightHanded) {\r\n ConvertToRightHandedPosition(iwt);\r\n ConvertToRightHandedRotation(iwr);\r\n }\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(translationBuffer, AccessorType.VEC3, babylonNode.thinInstanceCount, bufferManager);\r\n }\r\n // do we need to write ROTATION ?\r\n if (hasAnyInstanceWorldRotation) {\r\n // 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, bufferManager);\r\n }\r\n // do we need to write SCALE ?\r\n if (hasAnyInstanceWorldScale) {\r\n extension.attributes[\"SCALE\"] = this._buildAccessor(scaleBuffer, AccessorType.VEC3, babylonNode.thinInstanceCount, bufferManager);\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, bufferManager: BufferManager): number {\r\n // build the buffer view\r\n const bv = bufferManager.createBufferView(buffer);\r\n\r\n // finally build the accessor\r\n const accessor = bufferManager.createAccessor(bv, type, AccessorComponentType.FLOAT, count);\r\n this._exporter._accessors.push(accessor);\r\n return this._exporter._accessors.length - 1;\r\n }\r\n}\r\n\r\n// eslint-disable-next-line @typescript-eslint/no-unused-vars\r\nGLTFExporter.RegisterExtension(NAME, (exporter) => new EXT_mesh_gpu_instancing(exporter));\r\n"]}
@@ -0,0 +1,32 @@
1
+ import type { IGLTFExporterExtensionV2 } from "../glTFExporterExtension";
2
+ import { GLTFExporter } from "../glTFExporter";
3
+ import type { IAccessor, IMeshPrimitive } from "babylonjs-gltf2interface";
4
+ import type { BufferManager } from "../bufferManager";
5
+ /**
6
+ * [Specification](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_draco_mesh_compression/README.md)
7
+ */
8
+ export declare class KHR_draco_mesh_compression implements IGLTFExporterExtensionV2 {
9
+ /** Name of this extension */
10
+ readonly name = "KHR_draco_mesh_compression";
11
+ /** Defines whether this extension is enabled */
12
+ enabled: boolean;
13
+ /** KHR_draco_mesh_compression is required, as uncompressed fallback data is not yet implemented. */
14
+ required: boolean;
15
+ /** BufferViews used for Draco data, which may be eligible for removal after Draco encoding */
16
+ private _bufferViewsUsed;
17
+ /** Accessors that were replaced with Draco data, which may be eligible for removal after Draco encoding */
18
+ private _accessorsUsed;
19
+ /** Promise pool for Draco encoding work */
20
+ private _encodePromises;
21
+ private _wasUsed;
22
+ /** @internal */
23
+ get wasUsed(): boolean;
24
+ /** @internal */
25
+ constructor(exporter: GLTFExporter);
26
+ /** @internal */
27
+ dispose(): void;
28
+ /** @internal */
29
+ postExportMeshPrimitive(primitive: IMeshPrimitive, bufferManager: BufferManager, accessors: IAccessor[]): void;
30
+ /** @internal */
31
+ preGenerateBinaryAsync(bufferManager: BufferManager): Promise<void>;
32
+ }
@@ -0,0 +1,136 @@
1
+ import { GLTFExporter } from "../glTFExporter.js";
2
+ import { DracoEncoder } from "@babylonjs/core/Meshes/Compression/dracoEncoder.js";
3
+ import { GetFloatData, GetTypeByteLength } from "@babylonjs/core/Buffers/bufferUtils.js";
4
+ import { GetAccessorElementCount } from "../glTFUtilities.js";
5
+ import { Logger } from "@babylonjs/core/Misc/logger.js";
6
+ const NAME = "KHR_draco_mesh_compression";
7
+ function getDracoAttributeName(glTFName) {
8
+ if (glTFName === "POSITION") {
9
+ return "POSITION";
10
+ }
11
+ else if (glTFName === "NORMAL") {
12
+ return "NORMAL";
13
+ }
14
+ else if (glTFName.startsWith("COLOR")) {
15
+ return "COLOR";
16
+ }
17
+ else if (glTFName.startsWith("TEXCOORD")) {
18
+ return "TEX_COORD";
19
+ }
20
+ return "GENERIC";
21
+ }
22
+ /**
23
+ * [Specification](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_draco_mesh_compression/README.md)
24
+ */
25
+ // eslint-disable-next-line @typescript-eslint/naming-convention
26
+ export class KHR_draco_mesh_compression {
27
+ /** @internal */
28
+ get wasUsed() {
29
+ return this._wasUsed;
30
+ }
31
+ /** @internal */
32
+ constructor(exporter) {
33
+ /** Name of this extension */
34
+ this.name = NAME;
35
+ /** KHR_draco_mesh_compression is required, as uncompressed fallback data is not yet implemented. */
36
+ this.required = true;
37
+ /** BufferViews used for Draco data, which may be eligible for removal after Draco encoding */
38
+ this._bufferViewsUsed = new Set();
39
+ /** Accessors that were replaced with Draco data, which may be eligible for removal after Draco encoding */
40
+ this._accessorsUsed = new Set();
41
+ /** Promise pool for Draco encoding work */
42
+ this._encodePromises = [];
43
+ this._wasUsed = false;
44
+ this.enabled = exporter.options.meshCompressionMethod === "Draco" && DracoEncoder.DefaultAvailable;
45
+ }
46
+ /** @internal */
47
+ dispose() { }
48
+ /** @internal */
49
+ postExportMeshPrimitive(primitive, bufferManager, accessors) {
50
+ if (!this.enabled) {
51
+ return;
52
+ }
53
+ if (primitive.mode !== 4 /* MeshPrimitiveMode.TRIANGLES */ && primitive.mode !== 5 /* MeshPrimitiveMode.TRIANGLE_STRIP */) {
54
+ Logger.Warn("Cannot compress primitive with mode " + primitive.mode + ".");
55
+ return;
56
+ }
57
+ // Collect bufferViews and accessors used by this primitive
58
+ const primitiveBufferViews = [];
59
+ const primitiveAccessors = [];
60
+ // Prepare indices for Draco encoding
61
+ let indices = null;
62
+ if (primitive.indices !== undefined) {
63
+ const accessor = accessors[primitive.indices];
64
+ const bufferView = bufferManager.getBufferView(accessor);
65
+ // Per exportIndices, indices must be either Uint16Array or Uint32Array
66
+ indices = bufferManager.getData(bufferView);
67
+ primitiveBufferViews.push(bufferView);
68
+ primitiveAccessors.push(accessor);
69
+ }
70
+ // Prepare attributes for Draco encoding
71
+ const attributes = [];
72
+ for (const [name, accessorIndex] of Object.entries(primitive.attributes)) {
73
+ const accessor = accessors[accessorIndex];
74
+ const bufferView = bufferManager.getBufferView(accessor);
75
+ const data = bufferManager.getData(bufferView);
76
+ const size = GetAccessorElementCount(accessor.type);
77
+ // TODO: Implement a way to preserve original data type, as Draco can handle more than just floats
78
+ // TODO: Add flag in DracoEncoder API to prevent copying data (a second time) to transferable buffer
79
+ const floatData = GetFloatData(data, size, accessor.componentType, accessor.byteOffset || 0, bufferView.byteStride || GetTypeByteLength(accessor.componentType) * size, accessor.normalized || false, accessor.count); // Because data is a TypedArray, GetFloatData will return a Float32Array
80
+ attributes.push({ kind: name, dracoName: getDracoAttributeName(name), size: GetAccessorElementCount(accessor.type), data: floatData });
81
+ primitiveBufferViews.push(bufferView);
82
+ primitiveAccessors.push(accessor);
83
+ }
84
+ // Use sequential encoding to preserve vertex order for cases like morph targets
85
+ const options = {
86
+ method: primitive.targets ? "MESH_SEQUENTIAL_ENCODING" : "MESH_EDGEBREAKER_ENCODING",
87
+ };
88
+ const promise = DracoEncoder.Default._encodeAsync(attributes, indices, options)
89
+ .then((encodedData) => {
90
+ if (!encodedData) {
91
+ Logger.Error("Draco encoding failed for primitive.");
92
+ return;
93
+ }
94
+ const dracoInfo = {
95
+ bufferView: -1, // bufferView will be set to a real index later, when we write the binary and decide bufferView ordering
96
+ attributes: encodedData.attributeIDs,
97
+ };
98
+ const bufferView = bufferManager.createBufferView(encodedData.data);
99
+ bufferManager.setBufferView(dracoInfo, bufferView);
100
+ for (const bufferView of primitiveBufferViews) {
101
+ this._bufferViewsUsed.add(bufferView);
102
+ }
103
+ for (const accessor of primitiveAccessors) {
104
+ this._accessorsUsed.add(accessor);
105
+ }
106
+ primitive.extensions || (primitive.extensions = {});
107
+ primitive.extensions[NAME] = dracoInfo;
108
+ })
109
+ .catch((error) => {
110
+ Logger.Error("Draco encoding failed for primitive: " + error);
111
+ });
112
+ this._encodePromises.push(promise);
113
+ this._wasUsed = true;
114
+ }
115
+ /** @internal */
116
+ async preGenerateBinaryAsync(bufferManager) {
117
+ if (!this.enabled) {
118
+ return;
119
+ }
120
+ await Promise.all(this._encodePromises);
121
+ // Cull obsolete bufferViews that were replaced with Draco data
122
+ this._bufferViewsUsed.forEach((bufferView) => {
123
+ const references = bufferManager.getPropertiesWithBufferView(bufferView);
124
+ const onlyUsedByEncodedPrimitives = references.every((object) => {
125
+ return this._accessorsUsed.has(object); // has() can handle any object, but TS doesn't know that
126
+ });
127
+ if (onlyUsedByEncodedPrimitives) {
128
+ bufferManager.removeBufferView(bufferView);
129
+ }
130
+ });
131
+ this._bufferViewsUsed.clear();
132
+ this._accessorsUsed.clear();
133
+ }
134
+ }
135
+ GLTFExporter.RegisterExtension(NAME, (exporter) => new KHR_draco_mesh_compression(exporter));
136
+ //# sourceMappingURL=KHR_draco_mesh_compression.js.map
@@ -0,0 +1 @@
1
+ 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type { IGLTFExporterExtensionV2 } from \"../glTFExporterExtension\";\nimport { GLTFExporter } from \"../glTFExporter\";\nimport { MeshPrimitiveMode } from \"babylonjs-gltf2interface\";\nimport type { IAccessor, IBufferView, IKHRDracoMeshCompression, IMeshPrimitive } from \"babylonjs-gltf2interface\";\nimport type { BufferManager } from \"../bufferManager\";\nimport { DracoEncoder } from \"core/Meshes/Compression/dracoEncoder\";\nimport { GetFloatData, GetTypeByteLength } from \"core/Buffers/bufferUtils\";\nimport { GetAccessorElementCount } from \"../glTFUtilities\";\nimport type { DracoAttributeName, IDracoAttributeData, IDracoEncoderOptions } from \"core/Meshes/Compression/dracoEncoder.types\";\nimport { Logger } from \"core/Misc/logger\";\nimport type { Nullable } from \"core/types\";\n\nconst NAME = \"KHR_draco_mesh_compression\";\n\nfunction getDracoAttributeName(glTFName: string): DracoAttributeName {\n if (glTFName === \"POSITION\") {\n return \"POSITION\";\n } else if (glTFName === \"NORMAL\") {\n return \"NORMAL\";\n } else if (glTFName.startsWith(\"COLOR\")) {\n return \"COLOR\";\n } else if (glTFName.startsWith(\"TEXCOORD\")) {\n return \"TEX_COORD\";\n }\n return \"GENERIC\";\n}\n\n/**\n * [Specification](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_draco_mesh_compression/README.md)\n */\n// eslint-disable-next-line @typescript-eslint/naming-convention\nexport class KHR_draco_mesh_compression implements IGLTFExporterExtensionV2 {\n /** Name of this extension */\n public readonly name = NAME;\n\n /** Defines whether this extension is enabled */\n public enabled;\n\n /** KHR_draco_mesh_compression is required, as uncompressed fallback data is not yet implemented. */\n public required = true;\n\n /** BufferViews used for Draco data, which may be eligible for removal after Draco encoding */\n private _bufferViewsUsed: Set<IBufferView> = new Set();\n\n /** Accessors that were replaced with Draco data, which may be eligible for removal after Draco encoding */\n private _accessorsUsed: Set<IAccessor> = new Set();\n\n /** Promise pool for Draco encoding work */\n private _encodePromises: Promise<void>[] = [];\n\n private _wasUsed = false;\n\n /** @internal */\n public get wasUsed() {\n return this._wasUsed;\n }\n\n /** @internal */\n constructor(exporter: GLTFExporter) {\n this.enabled = exporter.options.meshCompressionMethod === \"Draco\" && DracoEncoder.DefaultAvailable;\n }\n\n /** @internal */\n public dispose() {}\n\n /** @internal */\n public postExportMeshPrimitive(primitive: IMeshPrimitive, bufferManager: BufferManager, accessors: IAccessor[]): void {\n if (!this.enabled) {\n return;\n }\n\n if (primitive.mode !== MeshPrimitiveMode.TRIANGLES && primitive.mode !== MeshPrimitiveMode.TRIANGLE_STRIP) {\n Logger.Warn(\"Cannot compress primitive with mode \" + primitive.mode + \".\");\n return;\n }\n\n // Collect bufferViews and accessors used by this primitive\n const primitiveBufferViews: IBufferView[] = [];\n const primitiveAccessors: IAccessor[] = [];\n\n // Prepare indices for Draco encoding\n let indices: Nullable<Uint32Array | Uint16Array> = null;\n if (primitive.indices !== undefined) {\n const accessor = accessors[primitive.indices];\n const bufferView = bufferManager.getBufferView(accessor);\n // Per exportIndices, indices must be either Uint16Array or Uint32Array\n indices = bufferManager.getData(bufferView) as Uint32Array | Uint16Array;\n\n primitiveBufferViews.push(bufferView);\n primitiveAccessors.push(accessor);\n }\n\n // Prepare attributes for Draco encoding\n const attributes: IDracoAttributeData[] = [];\n for (const [name, accessorIndex] of Object.entries(primitive.attributes)) {\n const accessor = accessors[accessorIndex];\n const bufferView = bufferManager.getBufferView(accessor);\n const data = bufferManager.getData(bufferView);\n\n const size = GetAccessorElementCount(accessor.type);\n // TODO: Implement a way to preserve original data type, as Draco can handle more than just floats\n // TODO: Add flag in DracoEncoder API to prevent copying data (a second time) to transferable buffer\n const floatData = GetFloatData(\n data,\n size,\n accessor.componentType,\n accessor.byteOffset || 0,\n bufferView.byteStride || GetTypeByteLength(accessor.componentType) * size,\n accessor.normalized || false,\n accessor.count\n ) as Float32Array; // Because data is a TypedArray, GetFloatData will return a Float32Array\n\n attributes.push({ kind: name, dracoName: getDracoAttributeName(name), size: GetAccessorElementCount(accessor.type), data: floatData });\n\n primitiveBufferViews.push(bufferView);\n primitiveAccessors.push(accessor);\n }\n\n // Use sequential encoding to preserve vertex order for cases like morph targets\n const options: IDracoEncoderOptions = {\n method: primitive.targets ? \"MESH_SEQUENTIAL_ENCODING\" : \"MESH_EDGEBREAKER_ENCODING\",\n };\n\n const promise = DracoEncoder.Default._encodeAsync(attributes, indices, options)\n .then((encodedData) => {\n if (!encodedData) {\n Logger.Error(\"Draco encoding failed for primitive.\");\n return;\n }\n\n const dracoInfo: IKHRDracoMeshCompression = {\n bufferView: -1, // bufferView will be set to a real index later, when we write the binary and decide bufferView ordering\n attributes: encodedData.attributeIDs,\n };\n const bufferView = bufferManager.createBufferView(encodedData.data);\n bufferManager.setBufferView(dracoInfo, bufferView);\n\n for (const bufferView of primitiveBufferViews) {\n this._bufferViewsUsed.add(bufferView);\n }\n for (const accessor of primitiveAccessors) {\n this._accessorsUsed.add(accessor);\n }\n\n primitive.extensions ||= {};\n primitive.extensions[NAME] = dracoInfo;\n })\n .catch((error) => {\n Logger.Error(\"Draco encoding failed for primitive: \" + error);\n });\n\n this._encodePromises.push(promise);\n\n this._wasUsed = true;\n }\n\n /** @internal */\n public async preGenerateBinaryAsync(bufferManager: BufferManager): Promise<void> {\n if (!this.enabled) {\n return;\n }\n\n await Promise.all(this._encodePromises);\n\n // Cull obsolete bufferViews that were replaced with Draco data\n this._bufferViewsUsed.forEach((bufferView) => {\n const references = bufferManager.getPropertiesWithBufferView(bufferView);\n const onlyUsedByEncodedPrimitives = references.every((object) => {\n return this._accessorsUsed.has(object as IAccessor); // has() can handle any object, but TS doesn't know that\n });\n if (onlyUsedByEncodedPrimitives) {\n bufferManager.removeBufferView(bufferView);\n }\n });\n\n this._bufferViewsUsed.clear();\n this._accessorsUsed.clear();\n }\n}\n\nGLTFExporter.RegisterExtension(NAME, (exporter) => new KHR_draco_mesh_compression(exporter));\n"]}
@@ -1,4 +1,5 @@
1
1
  export * from "./EXT_mesh_gpu_instancing";
2
+ export * from "./KHR_draco_mesh_compression";
2
3
  export * from "./KHR_lights_punctual";
3
4
  export * from "./KHR_materials_anisotropy";
4
5
  export * from "./KHR_materials_clearcoat";
@@ -1,4 +1,5 @@
1
1
  export * from "./EXT_mesh_gpu_instancing.js";
2
+ export * from "./KHR_draco_mesh_compression.js";
2
3
  export * from "./KHR_lights_punctual.js";
3
4
  export * from "./KHR_materials_anisotropy.js";
4
5
  export * from "./KHR_materials_clearcoat.js";
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../dev/serializers/src/glTF/2.0/Extensions/index.ts"],"names":[],"mappings":"AAAA,cAAc,2BAA2B,CAAC;AAC1C,cAAc,uBAAuB,CAAC;AACtC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,2BAA2B,CAAC;AAC1C,cAAc,sCAAsC,CAAC;AACrD,cAAc,4BAA4B,CAAC;AAC3C,cAAc,mCAAmC,CAAC;AAClD,cAAc,qBAAqB,CAAC;AACpC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,uBAAuB,CAAC;AACtC,cAAc,0BAA0B,CAAC;AACzC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,uBAAuB,CAAC;AACtC,cAAc,wBAAwB,CAAC;AACvC,cAAc,yBAAyB,CAAC","sourcesContent":["export * from \"./EXT_mesh_gpu_instancing\";\r\nexport * from \"./KHR_lights_punctual\";\r\nexport * from \"./KHR_materials_anisotropy\";\r\nexport * from \"./KHR_materials_clearcoat\";\r\nexport * from \"./KHR_materials_diffuse_transmission\";\r\nexport * from \"./KHR_materials_dispersion\";\r\nexport * from \"./KHR_materials_emissive_strength\";\r\nexport * from \"./KHR_materials_ior\";\r\nexport * from \"./KHR_materials_iridescence\";\r\nexport * from \"./KHR_materials_sheen\";\r\nexport * from \"./KHR_materials_specular\";\r\nexport * from \"./KHR_materials_transmission\";\r\nexport * from \"./KHR_materials_unlit\";\r\nexport * from \"./KHR_materials_volume\";\r\nexport * from \"./KHR_texture_transform\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../dev/serializers/src/glTF/2.0/Extensions/index.ts"],"names":[],"mappings":"AAAA,cAAc,2BAA2B,CAAC;AAC1C,cAAc,8BAA8B,CAAC;AAC7C,cAAc,uBAAuB,CAAC;AACtC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,2BAA2B,CAAC;AAC1C,cAAc,sCAAsC,CAAC;AACrD,cAAc,4BAA4B,CAAC;AAC3C,cAAc,mCAAmC,CAAC;AAClD,cAAc,qBAAqB,CAAC;AACpC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,uBAAuB,CAAC;AACtC,cAAc,0BAA0B,CAAC;AACzC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,uBAAuB,CAAC;AACtC,cAAc,wBAAwB,CAAC;AACvC,cAAc,yBAAyB,CAAC","sourcesContent":["export * from \"./EXT_mesh_gpu_instancing\";\r\nexport * from \"./KHR_draco_mesh_compression\";\r\nexport * from \"./KHR_lights_punctual\";\r\nexport * from \"./KHR_materials_anisotropy\";\r\nexport * from \"./KHR_materials_clearcoat\";\r\nexport * from \"./KHR_materials_diffuse_transmission\";\r\nexport * from \"./KHR_materials_dispersion\";\r\nexport * from \"./KHR_materials_emissive_strength\";\r\nexport * from \"./KHR_materials_ior\";\r\nexport * from \"./KHR_materials_iridescence\";\r\nexport * from \"./KHR_materials_sheen\";\r\nexport * from \"./KHR_materials_specular\";\r\nexport * from \"./KHR_materials_transmission\";\r\nexport * from \"./KHR_materials_unlit\";\r\nexport * from \"./KHR_materials_volume\";\r\nexport * from \"./KHR_texture_transform\";\r\n"]}
@@ -0,0 +1,68 @@
1
+ import type { TypedArray } from "@babylonjs/core/types.js";
2
+ import type { AccessorComponentType, AccessorType, IAccessor, IBufferView } from "babylonjs-gltf2interface";
3
+ type TypedArrayForglTF = Exclude<TypedArray, Float64Array | BigInt64Array | BigUint64Array>;
4
+ interface IPropertyWithBufferView {
5
+ bufferView?: number;
6
+ }
7
+ /**
8
+ * Utility class to centralize the management of binary data, bufferViews, and the objects that reference them.
9
+ * @internal
10
+ */
11
+ export declare class BufferManager {
12
+ /**
13
+ * Maps a bufferView to its data
14
+ */
15
+ private _bufferViewToData;
16
+ /**
17
+ * Maps a bufferView to glTF objects that reference it via a "bufferView" property (e.g. accessors, images)
18
+ */
19
+ private _bufferViewToProperties;
20
+ /**
21
+ * Maps an accessor to its bufferView
22
+ */
23
+ private _accessorToBufferView;
24
+ /**
25
+ * Generates a binary buffer from the stored bufferViews. Also populates the bufferViews list.
26
+ * @param bufferViews The list of bufferViews to be populated while writing the binary
27
+ * @returns The binary buffer
28
+ */
29
+ generateBinary(bufferViews: IBufferView[]): Uint8Array;
30
+ /**
31
+ * Creates a buffer view based on the supplied arguments
32
+ * @param data a TypedArray to create the bufferView for
33
+ * @param byteStride byte distance between consecutive elements
34
+ * @returns bufferView for glTF
35
+ */
36
+ createBufferView(data: TypedArrayForglTF, byteStride?: number): IBufferView;
37
+ /**
38
+ * Creates an accessor based on the supplied arguments and assigns it to the bufferView
39
+ * @param bufferView The glTF bufferView referenced by this accessor
40
+ * @param type The type of the accessor
41
+ * @param componentType The datatype of components in the attribute
42
+ * @param count The number of attributes referenced by this accessor
43
+ * @param byteOffset The offset relative to the start of the bufferView in bytes
44
+ * @param minMax Minimum and maximum value of each component in this attribute
45
+ * @param normalized Specifies whether integer data values are normalized before usage
46
+ * @returns accessor for glTF
47
+ */
48
+ createAccessor(bufferView: IBufferView, type: AccessorType, componentType: AccessorComponentType, count: number, byteOffset?: number, minMax?: {
49
+ min: number[];
50
+ max: number[];
51
+ }, normalized?: boolean): IAccessor;
52
+ /**
53
+ * Assigns a bufferView to a glTF object that references it
54
+ * @param object The glTF object
55
+ * @param bufferView The bufferView to assign
56
+ */
57
+ setBufferView(object: IPropertyWithBufferView, bufferView: IBufferView): void;
58
+ /**
59
+ * Removes buffer view from the binary data, as well as from all its known references
60
+ * @param bufferView the bufferView to remove
61
+ */
62
+ removeBufferView(bufferView: IBufferView): void;
63
+ getBufferView(accessor: IAccessor): IBufferView;
64
+ getPropertiesWithBufferView(bufferView: IBufferView): IPropertyWithBufferView[];
65
+ getData(bufferView: IBufferView): TypedArrayForglTF;
66
+ private _verifyBufferView;
67
+ }
68
+ export {};
@@ -0,0 +1,152 @@
1
+ import { DataWriter } from "./dataWriter.js";
2
+ function getHighestByteAlignment(byteLength) {
3
+ if (byteLength % 4 === 0)
4
+ return 4;
5
+ if (byteLength % 2 === 0)
6
+ return 2;
7
+ return 1;
8
+ }
9
+ /**
10
+ * Utility class to centralize the management of binary data, bufferViews, and the objects that reference them.
11
+ * @internal
12
+ */
13
+ export class BufferManager {
14
+ constructor() {
15
+ /**
16
+ * Maps a bufferView to its data
17
+ */
18
+ this._bufferViewToData = new Map();
19
+ /**
20
+ * Maps a bufferView to glTF objects that reference it via a "bufferView" property (e.g. accessors, images)
21
+ */
22
+ this._bufferViewToProperties = new Map();
23
+ /**
24
+ * Maps an accessor to its bufferView
25
+ */
26
+ this._accessorToBufferView = new Map();
27
+ }
28
+ /**
29
+ * Generates a binary buffer from the stored bufferViews. Also populates the bufferViews list.
30
+ * @param bufferViews The list of bufferViews to be populated while writing the binary
31
+ * @returns The binary buffer
32
+ */
33
+ generateBinary(bufferViews) {
34
+ // Construct a DataWriter with the total byte length to prevent resizing
35
+ let totalByteLength = 0;
36
+ this._bufferViewToData.forEach((data) => {
37
+ totalByteLength += data.byteLength;
38
+ });
39
+ const dataWriter = new DataWriter(totalByteLength);
40
+ // Order the bufferViews in descending order of their alignment requirements
41
+ const orderedBufferViews = Array.from(this._bufferViewToData.keys()).sort((a, b) => getHighestByteAlignment(b.byteLength) - getHighestByteAlignment(a.byteLength));
42
+ // Fill in the bufferViews list and missing bufferView index references while writing the binary
43
+ for (const bufferView of orderedBufferViews) {
44
+ bufferView.byteOffset = dataWriter.byteOffset;
45
+ bufferViews.push(bufferView);
46
+ const bufferViewIndex = bufferViews.length - 1;
47
+ const properties = this.getPropertiesWithBufferView(bufferView);
48
+ for (const object of properties) {
49
+ object.bufferView = bufferViewIndex;
50
+ }
51
+ dataWriter.writeTypedArray(this._bufferViewToData.get(bufferView));
52
+ this._bufferViewToData.delete(bufferView); // Try to free up memory ASAP
53
+ }
54
+ return dataWriter.getOutputData();
55
+ }
56
+ /**
57
+ * Creates a buffer view based on the supplied arguments
58
+ * @param data a TypedArray to create the bufferView for
59
+ * @param byteStride byte distance between consecutive elements
60
+ * @returns bufferView for glTF
61
+ */
62
+ createBufferView(data, byteStride) {
63
+ const bufferView = {
64
+ buffer: 0,
65
+ byteOffset: undefined, // byteOffset will be set later, when we write the binary and decide bufferView ordering
66
+ byteLength: data.byteLength,
67
+ byteStride: byteStride,
68
+ };
69
+ this._bufferViewToData.set(bufferView, data);
70
+ return bufferView;
71
+ }
72
+ /**
73
+ * Creates an accessor based on the supplied arguments and assigns it to the bufferView
74
+ * @param bufferView The glTF bufferView referenced by this accessor
75
+ * @param type The type of the accessor
76
+ * @param componentType The datatype of components in the attribute
77
+ * @param count The number of attributes referenced by this accessor
78
+ * @param byteOffset The offset relative to the start of the bufferView in bytes
79
+ * @param minMax Minimum and maximum value of each component in this attribute
80
+ * @param normalized Specifies whether integer data values are normalized before usage
81
+ * @returns accessor for glTF
82
+ */
83
+ createAccessor(bufferView, type, componentType, count, byteOffset, minMax, normalized) {
84
+ this._verifyBufferView(bufferView);
85
+ const accessor = {
86
+ bufferView: undefined, // bufferView will be set to a real index later, once we write the binary and decide bufferView ordering
87
+ componentType: componentType,
88
+ count: count,
89
+ type: type,
90
+ min: minMax?.min,
91
+ max: minMax?.max,
92
+ normalized: normalized,
93
+ byteOffset: byteOffset,
94
+ };
95
+ this.setBufferView(accessor, bufferView);
96
+ this._accessorToBufferView.set(accessor, bufferView);
97
+ return accessor;
98
+ }
99
+ /**
100
+ * Assigns a bufferView to a glTF object that references it
101
+ * @param object The glTF object
102
+ * @param bufferView The bufferView to assign
103
+ */
104
+ setBufferView(object, bufferView) {
105
+ this._verifyBufferView(bufferView);
106
+ const properties = this.getPropertiesWithBufferView(bufferView);
107
+ properties.push(object);
108
+ }
109
+ /**
110
+ * Removes buffer view from the binary data, as well as from all its known references
111
+ * @param bufferView the bufferView to remove
112
+ */
113
+ removeBufferView(bufferView) {
114
+ const properties = this.getPropertiesWithBufferView(bufferView);
115
+ for (const object of properties) {
116
+ if (object.bufferView !== undefined) {
117
+ delete object.bufferView;
118
+ }
119
+ }
120
+ this._bufferViewToData.delete(bufferView);
121
+ this._bufferViewToProperties.delete(bufferView);
122
+ this._accessorToBufferView.forEach((bv, accessor) => {
123
+ if (bv === bufferView) {
124
+ // Additionally, remove byteOffset from accessor referencing this bufferView
125
+ if (accessor.byteOffset !== undefined) {
126
+ delete accessor.byteOffset;
127
+ }
128
+ this._accessorToBufferView.delete(accessor);
129
+ }
130
+ });
131
+ }
132
+ getBufferView(accessor) {
133
+ const bufferView = this._accessorToBufferView.get(accessor);
134
+ this._verifyBufferView(bufferView);
135
+ return bufferView;
136
+ }
137
+ getPropertiesWithBufferView(bufferView) {
138
+ this._verifyBufferView(bufferView);
139
+ this._bufferViewToProperties.set(bufferView, this._bufferViewToProperties.get(bufferView) ?? []);
140
+ return this._bufferViewToProperties.get(bufferView);
141
+ }
142
+ getData(bufferView) {
143
+ this._verifyBufferView(bufferView);
144
+ return this._bufferViewToData.get(bufferView);
145
+ }
146
+ _verifyBufferView(bufferView) {
147
+ if (bufferView === undefined || !this._bufferViewToData.has(bufferView)) {
148
+ throw new Error(`BufferView ${bufferView} not found in BufferManager.`);
149
+ }
150
+ }
151
+ }
152
+ //# sourceMappingURL=bufferManager.js.map