@babylonjs/serializers 7.53.2 → 7.53.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/USDZ/usdzExporter.d.ts +3 -3
- package/USDZ/usdzExporter.js +3 -3
- package/USDZ/usdzExporter.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.d.ts +0 -1
- package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.js +33 -12
- package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.js.map +1 -1
- package/package.json +3 -3
package/USDZ/usdzExporter.d.ts
CHANGED
@@ -43,8 +43,8 @@ export interface IUSDZExportOptions {
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* @param options options to configure the export
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* @param meshPredicate predicate to filter the meshes to export
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* @returns a uint8 array containing the USDZ file
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*
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*
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*
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* @see [Simple sphere](https://playground.babylonjs.com/#H2G5XW#6)
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* @see [Red sphere](https://playground.babylonjs.com/#H2G5XW#7)
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* @see [Boombox](https://playground.babylonjs.com/#5N3RWK#5)
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*/
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export declare function USDZExportAsync(scene: Scene, options: Partial<IUSDZExportOptions>, meshPredicate?: (m: Mesh) => boolean): Promise<Uint8Array>;
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package/USDZ/usdzExporter.js
CHANGED
@@ -449,9 +449,9 @@ function BuildCamera(camera, options) {
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* @param options options to configure the export
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* @param meshPredicate predicate to filter the meshes to export
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* @returns a uint8 array containing the USDZ file
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*
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*
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*
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* @see [Simple sphere](https://playground.babylonjs.com/#H2G5XW#6)
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* @see [Red sphere](https://playground.babylonjs.com/#H2G5XW#7)
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* @see [Boombox](https://playground.babylonjs.com/#5N3RWK#5)
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*/
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export async function USDZExportAsync(scene, options, meshPredicate) {
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const localOptions = {
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package/USDZ/usdzExporter.js.map
CHANGED
@@ -1 +1 @@
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1
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-
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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, colorAttribute.length / geometry.getTotalVertices())}] (\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#6 - Simple sphere\r\n * #H2G5XW#7 - Red sphere\r\n * #5N3RWK#5 - 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"]}
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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, colorAttribute.length / geometry.getTotalVertices())}] (\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 * @see [Simple sphere](https://playground.babylonjs.com/#H2G5XW#6)\r\n * @see [Red sphere](https://playground.babylonjs.com/#H2G5XW#7)\r\n * @see [Boombox](https://playground.babylonjs.com/#5N3RWK#5)\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"]}
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@@ -29,7 +29,6 @@ export declare class KHR_materials_diffuse_transmission implements IGLTFExporter
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*/
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postExportMaterialAdditionalTextures?(context: string, node: IMaterial, babylonMaterial: Material): BaseTexture[];
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private _isExtensionEnabled;
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-
private _hasTexturesExtension;
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/**
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* After exporting a material
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* @param context GLTF context of the material
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@@ -1,6 +1,27 @@
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1
1
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import { GLTFExporter } from "../glTFExporter.js";
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2
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import { PBRMaterial } from "@babylonjs/core/Materials/PBR/pbrMaterial.js";
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3
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+
import { Logger } from "@babylonjs/core/Misc/logger.js";
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const NAME = "KHR_materials_diffuse_transmission";
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/**
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* Get the appropriate translucency intensity texture for the material.
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* @internal
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8
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+
*/
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+
function getTranslucencyIntensityTexture(context, babylonMaterial) {
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+
const subs = babylonMaterial.subSurface;
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+
let texture = null;
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// Check if translucency intensity texture is available or can be derived from thickness texture
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+
if (subs.translucencyIntensityTexture) {
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+
texture = subs.translucencyIntensityTexture;
|
15
|
+
}
|
16
|
+
else if (subs.thicknessTexture && subs.useMaskFromThicknessTexture) {
|
17
|
+
texture = subs.thicknessTexture;
|
18
|
+
}
|
19
|
+
if (texture && !subs.useGltfStyleTextures) {
|
20
|
+
Logger.Warn(`${context}: Translucency intensity texture is not supported when useGltfStyleTextures = false. Ignoring for: ${babylonMaterial.name}`, 1);
|
21
|
+
return null;
|
22
|
+
}
|
23
|
+
return texture;
|
24
|
+
}
|
4
25
|
/**
|
5
26
|
* [Proposed Specification](https://github.com/KhronosGroup/glTF/pull/1825)
|
6
27
|
* !!! Experimental Extension Subject to Changes !!!
|
@@ -31,13 +52,15 @@ export class KHR_materials_diffuse_transmission {
|
|
31
52
|
*/
|
32
53
|
postExportMaterialAdditionalTextures(context, node, babylonMaterial) {
|
33
54
|
const additionalTextures = [];
|
34
|
-
if (babylonMaterial instanceof PBRMaterial) {
|
35
|
-
|
36
|
-
|
37
|
-
|
38
|
-
}
|
39
|
-
return additionalTextures;
|
55
|
+
if (babylonMaterial instanceof PBRMaterial && this._isExtensionEnabled(babylonMaterial)) {
|
56
|
+
const translucencyIntensityTexture = getTranslucencyIntensityTexture(context, babylonMaterial);
|
57
|
+
if (translucencyIntensityTexture) {
|
58
|
+
additionalTextures.push(translucencyIntensityTexture);
|
40
59
|
}
|
60
|
+
if (babylonMaterial.subSurface.translucencyColorTexture) {
|
61
|
+
additionalTextures.push(babylonMaterial.subSurface.translucencyColorTexture);
|
62
|
+
}
|
63
|
+
return additionalTextures;
|
41
64
|
}
|
42
65
|
return additionalTextures;
|
43
66
|
}
|
@@ -57,9 +80,6 @@ export class KHR_materials_diffuse_transmission {
|
|
57
80
|
subs.minimumThickness === 0 &&
|
58
81
|
subs.maximumThickness === 0);
|
59
82
|
}
|
60
|
-
_hasTexturesExtension(mat) {
|
61
|
-
return mat.subSurface.translucencyIntensityTexture != null || mat.subSurface.translucencyColorTexture != null;
|
62
|
-
}
|
63
83
|
/**
|
64
84
|
* After exporting a material
|
65
85
|
* @param context GLTF context of the material
|
@@ -72,8 +92,9 @@ export class KHR_materials_diffuse_transmission {
|
|
72
92
|
if (babylonMaterial instanceof PBRMaterial && this._isExtensionEnabled(babylonMaterial)) {
|
73
93
|
this._wasUsed = true;
|
74
94
|
const subs = babylonMaterial.subSurface;
|
75
|
-
const
|
76
|
-
const
|
95
|
+
const translucencyIntensityTexture = getTranslucencyIntensityTexture(context, babylonMaterial);
|
96
|
+
const diffuseTransmissionFactor = subs.translucencyIntensity == 0 ? undefined : subs.translucencyIntensity;
|
97
|
+
const diffuseTransmissionTexture = this._exporter._materialExporter.getTextureInfo(translucencyIntensityTexture) ?? undefined;
|
77
98
|
const diffuseTransmissionColorFactor = !subs.translucencyColor || subs.translucencyColor.equalsFloats(1.0, 1.0, 1.0) ? undefined : subs.translucencyColor.asArray();
|
78
99
|
const diffuseTransmissionColorTexture = this._exporter._materialExporter.getTextureInfo(subs.translucencyColorTexture) ?? undefined;
|
79
100
|
const diffuseTransmissionInfo = {
|
@@ -82,7 +103,7 @@ export class KHR_materials_diffuse_transmission {
|
|
82
103
|
diffuseTransmissionColorFactor,
|
83
104
|
diffuseTransmissionColorTexture,
|
84
105
|
};
|
85
|
-
if (
|
106
|
+
if (diffuseTransmissionTexture || diffuseTransmissionColorTexture) {
|
86
107
|
this._exporter._materialNeedsUVsSet.add(babylonMaterial);
|
87
108
|
}
|
88
109
|
node.extensions = node.extensions || {};
|
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"KHR_materials_diffuse_transmission.js","sourceRoot":"","sources":["../../../../../../dev/serializers/src/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAE/C,OAAO,EAAE,WAAW,EAAE,qDAAuC;
|
1
|
+
{"version":3,"file":"KHR_materials_diffuse_transmission.js","sourceRoot":"","sources":["../../../../../../dev/serializers/src/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAE/C,OAAO,EAAE,WAAW,EAAE,qDAAuC;AAE7D,OAAO,EAAE,MAAM,EAAE,uCAAyB;AAG1C,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAElD;;;GAGG;AACH,SAAS,+BAA+B,CAAC,OAAe,EAAE,eAA4B;IAClF,MAAM,IAAI,GAAG,eAAe,CAAC,UAAU,CAAC;IACxC,IAAI,OAAO,GAAG,IAAI,CAAC;IAEnB,gGAAgG;IAChG,IAAI,IAAI,CAAC,4BAA4B,EAAE,CAAC;QACpC,OAAO,GAAG,IAAI,CAAC,4BAA4B,CAAC;IAChD,CAAC;SAAM,IAAI,IAAI,CAAC,gBAAgB,IAAI,IAAI,CAAC,2BAA2B,EAAE,CAAC;QACnE,OAAO,GAAG,IAAI,CAAC,gBAAgB,CAAC;IACpC,CAAC;IAED,IAAI,OAAO,IAAI,CAAC,IAAI,CAAC,oBAAoB,EAAE,CAAC;QACxC,MAAM,CAAC,IAAI,CAAC,GAAG,OAAO,sGAAsG,eAAe,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC,CAAC;QACvJ,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,OAAO,OAAO,CAAC;AACnB,CAAC;AAED;;;GAGG;AACH,gEAAgE;AAChE,MAAM,OAAO,kCAAkC;IAc3C,YAAY,QAAsB;QAblC,6BAA6B;QACb,SAAI,GAAG,IAAI,CAAC;QAE5B,gDAAgD;QACzC,YAAO,GAAG,IAAI,CAAC;QAEtB,iDAAiD;QAC1C,aAAQ,GAAG,KAAK,CAAC;QAIhB,aAAQ,GAAG,KAAK,CAAC;QAGrB,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAC;IAC9B,CAAC;IAEM,OAAO,KAAI,CAAC;IAEnB,gBAAgB;IAChB,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;;;;;OAMG;IACI,oCAAoC,CAAE,OAAe,EAAE,IAAe,EAAE,eAAyB;QACpG,MAAM,kBAAkB,GAAkB,EAAE,CAAC;QAE7C,IAAI,eAAe,YAAY,WAAW,IAAI,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,EAAE,CAAC;YACtF,MAAM,4BAA4B,GAAG,+BAA+B,CAAC,OAAO,EAAE,eAAe,CAAC,CAAC;YAC/F,IAAI,4BAA4B,EAAE,CAAC;gBAC/B,kBAAkB,CAAC,IAAI,CAAC,4BAA4B,CAAC,CAAC;YAC1D,CAAC;YACD,IAAI,eAAe,CAAC,UAAU,CAAC,wBAAwB,EAAE,CAAC;gBACtD,kBAAkB,CAAC,IAAI,CAAC,eAAe,CAAC,UAAU,CAAC,wBAAwB,CAAC,CAAC;YACjF,CAAC;YACD,OAAO,kBAAkB,CAAC;QAC9B,CAAC;QAED,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAEO,mBAAmB,CAAC,GAAgB;QACxC,mFAAmF;QACnF,IAAI,GAAG,CAAC,KAAK,EAAE,CAAC;YACZ,OAAO,KAAK,CAAC;QACjB,CAAC;QACD,MAAM,IAAI,GAAG,GAAG,CAAC,UAAU,CAAC;QAC5B,IAAI,CAAC,IAAI,CAAC,qBAAqB,EAAE,CAAC;YAC9B,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,CACH,CAAC,GAAG,CAAC,KAAK;YACV,CAAC,IAAI,CAAC,2BAA2B;YACjC,IAAI,CAAC,oBAAoB;YACzB,IAAI,CAAC,uBAAuB,KAAK,CAAC;YAClC,IAAI,CAAC,gBAAgB,KAAK,CAAC;YAC3B,IAAI,CAAC,gBAAgB,KAAK,CAAC,CAC9B,CAAC;IACN,CAAC;IAED;;;;;;OAMG;IACI,uBAAuB,CAAE,OAAe,EAAE,IAAe,EAAE,eAAyB;QACvF,OAAO,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,EAAE;YAC3B,IAAI,eAAe,YAAY,WAAW,IAAI,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,EAAE,CAAC;gBACtF,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;gBAErB,MAAM,IAAI,GAAG,eAAe,CAAC,UAAU,CAAC;gBACxC,MAAM,4BAA4B,GAAG,+BAA+B,CAAC,OAAO,EAAE,eAAe,CAAC,CAAC;gBAE/F,MAAM,yBAAyB,GAAG,IAAI,CAAC,qBAAqB,IAAI,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,qBAAqB,CAAC;gBAC3G,MAAM,0BAA0B,GAAG,IAAI,CAAC,SAAS,CAAC,iBAAiB,CAAC,cAAc,CAAC,4BAA4B,CAAC,IAAI,SAAS,CAAC;gBAC9H,MAAM,8BAA8B,GAAG,CAAC,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,iBAAiB,CAAC,YAAY,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,CAAC;gBACpK,MAAM,+BAA+B,GAAG,IAAI,CAAC,SAAS,CAAC,iBAAiB,CAAC,cAAc,CAAC,IAAI,CAAC,wBAAwB,CAAC,IAAI,SAAS,CAAC;gBAEpI,MAAM,uBAAuB,GAAqC;oBAC9D,yBAAyB;oBACzB,0BAA0B;oBAC1B,8BAA8B;oBAC9B,+BAA+B;iBAClC,CAAC;gBAEF,IAAI,0BAA0B,IAAI,+BAA+B,EAAE,CAAC;oBAChE,IAAI,CAAC,SAAS,CAAC,oBAAoB,CAAC,GAAG,CAAC,eAAe,CAAC,CAAC;gBAC7D,CAAC;gBAED,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,IAAI,EAAE,CAAC;gBACxC,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,GAAG,uBAAuB,CAAC;YACpD,CAAC;YACD,OAAO,CAAC,IAAI,CAAC,CAAC;QAClB,CAAC,CAAC,CAAC;IACP,CAAC;CACJ;AAED,YAAY,CAAC,iBAAiB,CAAC,IAAI,EAAE,CAAC,QAAQ,EAAE,EAAE,CAAC,IAAI,kCAAkC,CAAC,QAAQ,CAAC,CAAC,CAAC","sourcesContent":["import type { IMaterial, IKHRMaterialsDiffuseTransmission } from \"babylonjs-gltf2interface\";\r\nimport type { IGLTFExporterExtensionV2 } from \"../glTFExporterExtension\";\r\nimport { GLTFExporter } from \"../glTFExporter\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { PBRMaterial } from \"core/Materials/PBR/pbrMaterial\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\nconst NAME = \"KHR_materials_diffuse_transmission\";\r\n\r\n/**\r\n * Get the appropriate translucency intensity texture for the material.\r\n * @internal\r\n */\r\nfunction getTranslucencyIntensityTexture(context: string, babylonMaterial: PBRMaterial): Nullable<BaseTexture> {\r\n const subs = babylonMaterial.subSurface;\r\n let texture = null;\r\n\r\n // Check if translucency intensity texture is available or can be derived from thickness texture\r\n if (subs.translucencyIntensityTexture) {\r\n texture = subs.translucencyIntensityTexture;\r\n } else if (subs.thicknessTexture && subs.useMaskFromThicknessTexture) {\r\n texture = subs.thicknessTexture;\r\n }\r\n\r\n if (texture && !subs.useGltfStyleTextures) {\r\n Logger.Warn(`${context}: Translucency intensity texture is not supported when useGltfStyleTextures = false. Ignoring for: ${babylonMaterial.name}`, 1);\r\n return null;\r\n }\r\n\r\n return texture;\r\n}\r\n\r\n/**\r\n * [Proposed Specification](https://github.com/KhronosGroup/glTF/pull/1825)\r\n * !!! Experimental Extension Subject to Changes !!!\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class KHR_materials_diffuse_transmission 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 exporting a material, deal with additional textures\r\n * @param context GLTF context of the material\r\n * @param node exported GLTF node\r\n * @param babylonMaterial corresponding babylon material\r\n * @returns array of additional textures to export\r\n */\r\n public postExportMaterialAdditionalTextures?(context: string, node: IMaterial, babylonMaterial: Material): BaseTexture[] {\r\n const additionalTextures: BaseTexture[] = [];\r\n\r\n if (babylonMaterial instanceof PBRMaterial && this._isExtensionEnabled(babylonMaterial)) {\r\n const translucencyIntensityTexture = getTranslucencyIntensityTexture(context, babylonMaterial);\r\n if (translucencyIntensityTexture) {\r\n additionalTextures.push(translucencyIntensityTexture);\r\n }\r\n if (babylonMaterial.subSurface.translucencyColorTexture) {\r\n additionalTextures.push(babylonMaterial.subSurface.translucencyColorTexture);\r\n }\r\n return additionalTextures;\r\n }\r\n\r\n return additionalTextures;\r\n }\r\n\r\n private _isExtensionEnabled(mat: PBRMaterial): boolean {\r\n // This extension must not be used on a material that also uses KHR_materials_unlit\r\n if (mat.unlit) {\r\n return false;\r\n }\r\n const subs = mat.subSurface;\r\n if (!subs.isTranslucencyEnabled) {\r\n return false;\r\n }\r\n\r\n return (\r\n !mat.unlit &&\r\n !subs.useAlbedoToTintTranslucency &&\r\n subs.useGltfStyleTextures &&\r\n subs.volumeIndexOfRefraction === 1 &&\r\n subs.minimumThickness === 0 &&\r\n subs.maximumThickness === 0\r\n );\r\n }\r\n\r\n /**\r\n * After exporting a material\r\n * @param context GLTF context of the material\r\n * @param node exported GLTF node\r\n * @param babylonMaterial corresponding babylon material\r\n * @returns promise that resolves with the updated node\r\n */\r\n public postExportMaterialAsync?(context: string, node: IMaterial, babylonMaterial: Material): Promise<IMaterial> {\r\n return new Promise((resolve) => {\r\n if (babylonMaterial instanceof PBRMaterial && this._isExtensionEnabled(babylonMaterial)) {\r\n this._wasUsed = true;\r\n\r\n const subs = babylonMaterial.subSurface;\r\n const translucencyIntensityTexture = getTranslucencyIntensityTexture(context, babylonMaterial);\r\n\r\n const diffuseTransmissionFactor = subs.translucencyIntensity == 0 ? undefined : subs.translucencyIntensity;\r\n const diffuseTransmissionTexture = this._exporter._materialExporter.getTextureInfo(translucencyIntensityTexture) ?? undefined;\r\n const diffuseTransmissionColorFactor = !subs.translucencyColor || subs.translucencyColor.equalsFloats(1.0, 1.0, 1.0) ? undefined : subs.translucencyColor.asArray();\r\n const diffuseTransmissionColorTexture = this._exporter._materialExporter.getTextureInfo(subs.translucencyColorTexture) ?? undefined;\r\n\r\n const diffuseTransmissionInfo: IKHRMaterialsDiffuseTransmission = {\r\n diffuseTransmissionFactor,\r\n diffuseTransmissionTexture,\r\n diffuseTransmissionColorFactor,\r\n diffuseTransmissionColorTexture,\r\n };\r\n\r\n if (diffuseTransmissionTexture || diffuseTransmissionColorTexture) {\r\n this._exporter._materialNeedsUVsSet.add(babylonMaterial);\r\n }\r\n\r\n node.extensions = node.extensions || {};\r\n node.extensions[NAME] = diffuseTransmissionInfo;\r\n }\r\n resolve(node);\r\n });\r\n }\r\n}\r\n\r\nGLTFExporter.RegisterExtension(NAME, (exporter) => new KHR_materials_diffuse_transmission(exporter));\r\n"]}
|
package/package.json
CHANGED
@@ -1,6 +1,6 @@
|
|
1
1
|
{
|
2
2
|
"name": "@babylonjs/serializers",
|
3
|
-
"version": "7.53.
|
3
|
+
"version": "7.53.3",
|
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": "^7.53.
|
21
|
+
"@babylonjs/core": "^7.53.3",
|
22
22
|
"@dev/build-tools": "^1.0.0",
|
23
23
|
"@lts/serializers": "^1.0.0",
|
24
|
-
"babylonjs-gltf2interface": "^7.53.
|
24
|
+
"babylonjs-gltf2interface": "^7.53.3"
|
25
25
|
},
|
26
26
|
"peerDependencies": {
|
27
27
|
"@babylonjs/core": "^7.0.0",
|