@babylonjs/serializers 8.1.1 → 8.2.1

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Files changed (41) hide show
  1. package/OBJ/index.d.ts +1 -1
  2. package/USDZ/index.d.ts +1 -1
  3. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +3 -3
  4. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +3 -3
  5. package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +2 -2
  6. package/glTF/2.0/Extensions/KHR_materials_anisotropy.d.ts +2 -2
  7. package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +2 -2
  8. package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.d.ts +2 -2
  9. package/glTF/2.0/Extensions/KHR_materials_dispersion.d.ts +1 -1
  10. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +1 -1
  11. package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +1 -1
  12. package/glTF/2.0/Extensions/KHR_materials_iridescence.d.ts +2 -2
  13. package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +2 -2
  14. package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +2 -2
  15. package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +2 -2
  16. package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +1 -1
  17. package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +2 -2
  18. package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +1 -1
  19. package/glTF/2.0/Extensions/index.d.ts +16 -16
  20. package/glTF/2.0/glTFAnimation.d.ts +1 -1
  21. package/glTF/2.0/glTFData.js +1 -21
  22. package/glTF/2.0/glTFData.js.map +1 -1
  23. package/glTF/2.0/glTFExporter.d.ts +5 -5
  24. package/glTF/2.0/glTFExporter.js +39 -39
  25. package/glTF/2.0/glTFExporter.js.map +1 -1
  26. package/glTF/2.0/glTFExporterExtension.d.ts +2 -2
  27. package/glTF/2.0/glTFMaterialExporter.d.ts +2 -2
  28. package/glTF/2.0/glTFMorphTargetsUtilities.d.ts +3 -3
  29. package/glTF/2.0/glTFMorphTargetsUtilities.js +10 -5
  30. package/glTF/2.0/glTFMorphTargetsUtilities.js.map +1 -1
  31. package/glTF/2.0/glTFSerializer.d.ts +4 -3
  32. package/glTF/2.0/glTFSerializer.js.map +1 -1
  33. package/glTF/2.0/glTFUtilities.d.ts +17 -0
  34. package/glTF/2.0/glTFUtilities.js +18 -3
  35. package/glTF/2.0/glTFUtilities.js.map +1 -1
  36. package/glTF/2.0/index.d.ts +4 -4
  37. package/glTF/index.d.ts +2 -2
  38. package/index.d.ts +4 -4
  39. package/legacy/legacy.d.ts +4 -4
  40. package/package.json +3 -3
  41. package/stl/index.d.ts +1 -1
@@ -1,7 +1,7 @@
1
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  import type { IBufferView, IAccessor } from "babylonjs-gltf2interface";
2
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  import type { MorphTarget } from "@babylonjs/core/Morph/morphTarget.js";
3
- import type { BufferManager } from "./bufferManager";
4
- import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
3
+ import type { BufferManager } from "./bufferManager.js";
4
+ import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
5
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  /**
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  * Interface to store morph target information.
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  * @internal
@@ -11,4 +11,4 @@ export interface IMorphTargetData {
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  influence: number;
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  name: string;
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  }
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- export declare function BuildMorphTargetBuffers(morphTarget: MorphTarget, mesh: Mesh, bufferManager: BufferManager, bufferViews: IBufferView[], accessors: IAccessor[], convertToRightHanded: boolean): IMorphTargetData;
14
+ export declare function BuildMorphTargetBuffers(morphTarget: MorphTarget, mesh: AbstractMesh, bufferManager: BufferManager, bufferViews: IBufferView[], accessors: IAccessor[], convertToRightHanded: boolean): IMorphTargetData;
@@ -8,6 +8,11 @@ export function BuildMorphTargetBuffers(morphTarget, mesh, bufferManager, buffer
8
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  influence: morphTarget.influence,
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  name: morphTarget.name,
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  };
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+ const geometry = mesh.geometry;
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+ if (!geometry) {
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+ Tools.Warn("Attempted to export morph target data from a mesh without geometry. This should not happen.");
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+ return result;
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+ }
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  const flipX = convertToRightHanded ? -1 : 1;
12
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  const floatSize = 4;
13
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  const difference = Vector3.Zero();
@@ -15,7 +20,7 @@ export function BuildMorphTargetBuffers(morphTarget, mesh, bufferManager, buffer
15
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  let vertexCount = 0;
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  if (morphTarget.hasPositions) {
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  const morphPositions = morphTarget.getPositions();
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- const originalPositions = mesh.getVerticesData(VertexBuffer.PositionKind, undefined, undefined, true);
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+ const originalPositions = geometry.getVerticesData(VertexBuffer.PositionKind); // Bypasses any instance data of mesh
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  if (originalPositions) {
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  const positionData = new Float32Array(originalPositions.length);
21
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  const min = [Infinity, Infinity, Infinity];
@@ -48,7 +53,7 @@ export function BuildMorphTargetBuffers(morphTarget, mesh, bufferManager, buffer
48
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  }
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  if (morphTarget.hasNormals) {
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  const morphNormals = morphTarget.getNormals();
51
- const originalNormals = mesh.getVerticesData(VertexBuffer.NormalKind, undefined, undefined, true);
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+ const originalNormals = geometry.getVerticesData(VertexBuffer.NormalKind);
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  if (originalNormals) {
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  const normalData = new Float32Array(originalNormals.length);
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  vertexCount = originalNormals.length / 3;
@@ -72,7 +77,7 @@ export function BuildMorphTargetBuffers(morphTarget, mesh, bufferManager, buffer
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  }
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  if (morphTarget.hasTangents) {
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  const morphTangents = morphTarget.getTangents();
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- const originalTangents = mesh.getVerticesData(VertexBuffer.TangentKind, undefined, undefined, true);
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+ const originalTangents = geometry.getVerticesData(VertexBuffer.TangentKind);
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  if (originalTangents) {
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  vertexCount = originalTangents.length / 4;
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  const tangentData = new Float32Array(vertexCount * 3);
@@ -100,8 +105,8 @@ export function BuildMorphTargetBuffers(morphTarget, mesh, bufferManager, buffer
100
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  }
101
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  if (morphTarget.hasColors) {
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  const morphColors = morphTarget.getColors();
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- const originalColors = mesh.getVerticesData(VertexBuffer.ColorKind, undefined, undefined, true);
104
- const buffer = mesh.getVertexBuffer(VertexBuffer.ColorKind, true);
108
+ const originalColors = geometry.getVerticesData(VertexBuffer.ColorKind);
109
+ const buffer = geometry.getVertexBuffer(VertexBuffer.ColorKind);
105
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  if (originalColors && buffer) {
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  const componentSize = buffer.getSize();
107
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  vertexCount = originalColors.length / componentSize;
@@ -1 +1 @@
1
- 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type { IBufferView, IAccessor } from \"babylonjs-gltf2interface\";\r\nimport { AccessorComponentType, AccessorType } from \"babylonjs-gltf2interface\";\r\nimport type { MorphTarget } from \"core/Morph/morphTarget\";\r\nimport type { BufferManager } from \"./bufferManager\";\r\n\r\nimport { NormalizeTangent } from \"./glTFUtilities\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport { Tools } from \"core/Misc/tools\";\r\n\r\n/**\r\n * Interface to store morph target information.\r\n * @internal\r\n */\r\nexport interface IMorphTargetData {\r\n attributes: Record<string, number>;\r\n influence: number;\r\n name: string;\r\n}\r\n\r\nexport function BuildMorphTargetBuffers(\r\n morphTarget: MorphTarget,\r\n mesh: Mesh,\r\n bufferManager: BufferManager,\r\n bufferViews: IBufferView[],\r\n accessors: IAccessor[],\r\n convertToRightHanded: boolean\r\n): IMorphTargetData {\r\n const result: IMorphTargetData = {\r\n attributes: {},\r\n influence: morphTarget.influence,\r\n name: morphTarget.name,\r\n };\r\n\r\n const flipX = convertToRightHanded ? -1 : 1;\r\n const floatSize = 4;\r\n const difference = Vector3.Zero();\r\n let vertexStart = 0;\r\n let vertexCount = 0;\r\n\r\n if (morphTarget.hasPositions) {\r\n const morphPositions = morphTarget.getPositions()!;\r\n const originalPositions = mesh.getVerticesData(VertexBuffer.PositionKind, undefined, undefined, true);\r\n\r\n if (originalPositions) {\r\n const positionData = new Float32Array(originalPositions.length);\r\n const min = [Infinity, Infinity, Infinity];\r\n const max = [-Infinity, -Infinity, -Infinity];\r\n vertexCount = originalPositions.length / 3;\r\n vertexStart = 0;\r\n for (let i = vertexStart; i < vertexCount; ++i) {\r\n const originalPosition = Vector3.FromArray(originalPositions, i * 3);\r\n const morphPosition = Vector3.FromArray(morphPositions, i * 3);\r\n morphPosition.subtractToRef(originalPosition, difference);\r\n difference.x *= flipX;\r\n\r\n min[0] = Math.min(min[0], difference.x);\r\n max[0] = Math.max(max[0], difference.x);\r\n\r\n min[1] = Math.min(min[1], difference.y);\r\n max[1] = Math.max(max[1], difference.y);\r\n\r\n min[2] = Math.min(min[2], difference.z);\r\n max[2] = Math.max(max[2], difference.z);\r\n\r\n positionData[i * 3] = difference.x;\r\n positionData[i * 3 + 1] = difference.y;\r\n positionData[i * 3 + 2] = difference.z;\r\n }\r\n\r\n const bufferView = bufferManager.createBufferView(positionData, floatSize * 3);\r\n const accessor = bufferManager.createAccessor(bufferView, AccessorType.VEC3, AccessorComponentType.FLOAT, morphPositions.length / 3, 0, { min, max });\r\n accessors.push(accessor);\r\n result.attributes[\"POSITION\"] = accessors.length - 1;\r\n } else {\r\n Tools.Warn(`Morph target positions for mesh ${mesh.name} were not exported. Mesh does not have position vertex data`);\r\n }\r\n }\r\n\r\n if (morphTarget.hasNormals) {\r\n const morphNormals = morphTarget.getNormals()!;\r\n const originalNormals = mesh.getVerticesData(VertexBuffer.NormalKind, undefined, undefined, true);\r\n\r\n if (originalNormals) {\r\n const normalData = new Float32Array(originalNormals.length);\r\n vertexCount = originalNormals.length / 3;\r\n vertexStart = 0;\r\n for (let i = vertexStart; i < vertexCount; ++i) {\r\n const originalNormal = Vector3.FromArray(originalNormals, i * 3).normalize();\r\n const morphNormal = Vector3.FromArray(morphNormals, i * 3).normalize();\r\n morphNormal.subtractToRef(originalNormal, difference);\r\n\r\n normalData[i * 3] = difference.x * flipX;\r\n normalData[i * 3 + 1] = difference.y;\r\n normalData[i * 3 + 2] = difference.z;\r\n }\r\n\r\n const bufferView = bufferManager.createBufferView(normalData, floatSize * 3);\r\n const accessor = bufferManager.createAccessor(bufferView, AccessorType.VEC3, AccessorComponentType.FLOAT, morphNormals.length / 3, 0);\r\n accessors.push(accessor);\r\n result.attributes[\"NORMAL\"] = accessors.length - 1;\r\n } else {\r\n Tools.Warn(`Morph target normals for mesh ${mesh.name} were not exported. Mesh does not have normals vertex data`);\r\n }\r\n }\r\n\r\n if (morphTarget.hasTangents) {\r\n const morphTangents = morphTarget.getTangents()!;\r\n const originalTangents = mesh.getVerticesData(VertexBuffer.TangentKind, undefined, undefined, true);\r\n\r\n if (originalTangents) {\r\n vertexCount = originalTangents.length / 4;\r\n const tangentData = new Float32Array(vertexCount * 3);\r\n vertexStart = 0;\r\n for (let i = vertexStart; i < vertexCount; ++i) {\r\n // Only read the x, y, z components and ignore w\r\n const originalTangent = Vector3.FromArray(originalTangents, i * 4);\r\n NormalizeTangent(originalTangent);\r\n\r\n // Morph target tangents omit the w component so it won't be present in the data\r\n const morphTangent = Vector3.FromArray(morphTangents, i * 3);\r\n NormalizeTangent(morphTangent);\r\n\r\n morphTangent.subtractToRef(originalTangent, difference);\r\n tangentData[i * 3] = difference.x * flipX;\r\n tangentData[i * 3 + 1] = difference.y;\r\n tangentData[i * 3 + 2] = difference.z;\r\n }\r\n const bufferView = bufferManager.createBufferView(tangentData, floatSize * 3);\r\n const accessor = bufferManager.createAccessor(bufferView, AccessorType.VEC3, AccessorComponentType.FLOAT, vertexCount, 0);\r\n accessors.push(accessor);\r\n result.attributes[\"TANGENT\"] = accessors.length - 1;\r\n } else {\r\n Tools.Warn(`Morph target tangents for mesh ${mesh.name} were not exported. Mesh does not have tangents vertex data`);\r\n }\r\n }\r\n\r\n if (morphTarget.hasColors) {\r\n const morphColors = morphTarget.getColors()!;\r\n const originalColors = mesh.getVerticesData(VertexBuffer.ColorKind, undefined, undefined, true);\r\n\r\n const buffer = mesh.getVertexBuffer(VertexBuffer.ColorKind, true);\r\n\r\n if (originalColors && buffer) {\r\n const componentSize = buffer.getSize();\r\n\r\n vertexCount = originalColors.length / componentSize;\r\n const colorData = new Float32Array(vertexCount * componentSize);\r\n vertexStart = 0;\r\n for (let i = vertexStart; i < vertexCount; ++i) {\r\n if (componentSize === 3) {\r\n const originalColor = Vector3.FromArray(originalColors, i * componentSize);\r\n const morphColor = Vector3.FromArray(morphColors, i * componentSize);\r\n\r\n morphColor.subtractToRef(originalColor, difference);\r\n colorData[i * 3] = difference.x;\r\n colorData[i * 3 + 1] = difference.y;\r\n colorData[i * 3 + 2] = difference.z;\r\n } else if (componentSize === 4) {\r\n const difference4 = new Vector4();\r\n const originalColor = Vector4.FromArray(originalColors, i * componentSize);\r\n const morphColor = Vector4.FromArray(morphColors, i * componentSize);\r\n\r\n morphColor.subtractToRef(originalColor, difference4);\r\n colorData[i * 4] = difference4.x;\r\n colorData[i * 4 + 1] = difference4.y;\r\n colorData[i * 4 + 2] = difference4.z;\r\n colorData[i * 4 + 3] = difference4.w;\r\n } else {\r\n Tools.Warn(`Unsupported number of components for color attribute: ${componentSize}`);\r\n }\r\n }\r\n const bufferView = bufferManager.createBufferView(colorData, floatSize * componentSize);\r\n const accessor = bufferManager.createAccessor(bufferView, componentSize === 3 ? AccessorType.VEC3 : AccessorType.VEC4, AccessorComponentType.FLOAT, vertexCount, 0);\r\n accessors.push(accessor);\r\n result.attributes[\"COLOR_0\"] = accessors.length - 1;\r\n } else {\r\n Tools.Warn(`Morph target colors for mesh ${mesh.name} were not exported. Mesh does not have colors vertex data`);\r\n }\r\n }\r\n\r\n return result;\r\n}\r\n"]}
1
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type { IBufferView, IAccessor } from \"babylonjs-gltf2interface\";\r\nimport { AccessorComponentType, AccessorType } from \"babylonjs-gltf2interface\";\r\nimport type { MorphTarget } from \"core/Morph/morphTarget\";\r\nimport type { BufferManager } from \"./bufferManager\";\r\n\r\nimport { NormalizeTangent } from \"./glTFUtilities\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport { Tools } from \"core/Misc/tools\";\r\n\r\n/**\r\n * Interface to store morph target information.\r\n * @internal\r\n */\r\nexport interface IMorphTargetData {\r\n attributes: Record<string, number>;\r\n influence: number;\r\n name: string;\r\n}\r\n\r\nexport function BuildMorphTargetBuffers(\r\n morphTarget: MorphTarget,\r\n mesh: AbstractMesh,\r\n bufferManager: BufferManager,\r\n bufferViews: IBufferView[],\r\n accessors: IAccessor[],\r\n convertToRightHanded: boolean\r\n): IMorphTargetData {\r\n const result: IMorphTargetData = {\r\n attributes: {},\r\n influence: morphTarget.influence,\r\n name: morphTarget.name,\r\n };\r\n\r\n const geometry = mesh.geometry;\r\n if (!geometry) {\r\n Tools.Warn(\"Attempted to export morph target data from a mesh without geometry. This should not happen.\");\r\n return result;\r\n }\r\n\r\n const flipX = convertToRightHanded ? -1 : 1;\r\n const floatSize = 4;\r\n const difference = Vector3.Zero();\r\n let vertexStart = 0;\r\n let vertexCount = 0;\r\n\r\n if (morphTarget.hasPositions) {\r\n const morphPositions = morphTarget.getPositions()!;\r\n const originalPositions = geometry.getVerticesData(VertexBuffer.PositionKind); // Bypasses any instance data of mesh\r\n\r\n if (originalPositions) {\r\n const positionData = new Float32Array(originalPositions.length);\r\n const min = [Infinity, Infinity, Infinity];\r\n const max = [-Infinity, -Infinity, -Infinity];\r\n vertexCount = originalPositions.length / 3;\r\n vertexStart = 0;\r\n for (let i = vertexStart; i < vertexCount; ++i) {\r\n const originalPosition = Vector3.FromArray(originalPositions, i * 3);\r\n const morphPosition = Vector3.FromArray(morphPositions, i * 3);\r\n morphPosition.subtractToRef(originalPosition, difference);\r\n difference.x *= flipX;\r\n\r\n min[0] = Math.min(min[0], difference.x);\r\n max[0] = Math.max(max[0], difference.x);\r\n\r\n min[1] = Math.min(min[1], difference.y);\r\n max[1] = Math.max(max[1], difference.y);\r\n\r\n min[2] = Math.min(min[2], difference.z);\r\n max[2] = Math.max(max[2], difference.z);\r\n\r\n positionData[i * 3] = difference.x;\r\n positionData[i * 3 + 1] = difference.y;\r\n positionData[i * 3 + 2] = difference.z;\r\n }\r\n\r\n const bufferView = bufferManager.createBufferView(positionData, floatSize * 3);\r\n const accessor = bufferManager.createAccessor(bufferView, AccessorType.VEC3, AccessorComponentType.FLOAT, morphPositions.length / 3, 0, { min, max });\r\n accessors.push(accessor);\r\n result.attributes[\"POSITION\"] = accessors.length - 1;\r\n } else {\r\n Tools.Warn(`Morph target positions for mesh ${mesh.name} were not exported. Mesh does not have position vertex data`);\r\n }\r\n }\r\n\r\n if (morphTarget.hasNormals) {\r\n const morphNormals = morphTarget.getNormals()!;\r\n const originalNormals = geometry.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n if (originalNormals) {\r\n const normalData = new Float32Array(originalNormals.length);\r\n vertexCount = originalNormals.length / 3;\r\n vertexStart = 0;\r\n for (let i = vertexStart; i < vertexCount; ++i) {\r\n const originalNormal = Vector3.FromArray(originalNormals, i * 3).normalize();\r\n const morphNormal = Vector3.FromArray(morphNormals, i * 3).normalize();\r\n morphNormal.subtractToRef(originalNormal, difference);\r\n\r\n normalData[i * 3] = difference.x * flipX;\r\n normalData[i * 3 + 1] = difference.y;\r\n normalData[i * 3 + 2] = difference.z;\r\n }\r\n\r\n const bufferView = bufferManager.createBufferView(normalData, floatSize * 3);\r\n const accessor = bufferManager.createAccessor(bufferView, AccessorType.VEC3, AccessorComponentType.FLOAT, morphNormals.length / 3, 0);\r\n accessors.push(accessor);\r\n result.attributes[\"NORMAL\"] = accessors.length - 1;\r\n } else {\r\n Tools.Warn(`Morph target normals for mesh ${mesh.name} were not exported. Mesh does not have normals vertex data`);\r\n }\r\n }\r\n\r\n if (morphTarget.hasTangents) {\r\n const morphTangents = morphTarget.getTangents()!;\r\n const originalTangents = geometry.getVerticesData(VertexBuffer.TangentKind);\r\n\r\n if (originalTangents) {\r\n vertexCount = originalTangents.length / 4;\r\n const tangentData = new Float32Array(vertexCount * 3);\r\n vertexStart = 0;\r\n for (let i = vertexStart; i < vertexCount; ++i) {\r\n // Only read the x, y, z components and ignore w\r\n const originalTangent = Vector3.FromArray(originalTangents, i * 4);\r\n NormalizeTangent(originalTangent);\r\n\r\n // Morph target tangents omit the w component so it won't be present in the data\r\n const morphTangent = Vector3.FromArray(morphTangents, i * 3);\r\n NormalizeTangent(morphTangent);\r\n\r\n morphTangent.subtractToRef(originalTangent, difference);\r\n tangentData[i * 3] = difference.x * flipX;\r\n tangentData[i * 3 + 1] = difference.y;\r\n tangentData[i * 3 + 2] = difference.z;\r\n }\r\n const bufferView = bufferManager.createBufferView(tangentData, floatSize * 3);\r\n const accessor = bufferManager.createAccessor(bufferView, AccessorType.VEC3, AccessorComponentType.FLOAT, vertexCount, 0);\r\n accessors.push(accessor);\r\n result.attributes[\"TANGENT\"] = accessors.length - 1;\r\n } else {\r\n Tools.Warn(`Morph target tangents for mesh ${mesh.name} were not exported. Mesh does not have tangents vertex data`);\r\n }\r\n }\r\n\r\n if (morphTarget.hasColors) {\r\n const morphColors = morphTarget.getColors()!;\r\n const originalColors = geometry.getVerticesData(VertexBuffer.ColorKind);\r\n const buffer = geometry.getVertexBuffer(VertexBuffer.ColorKind);\r\n\r\n if (originalColors && buffer) {\r\n const componentSize = buffer.getSize();\r\n\r\n vertexCount = originalColors.length / componentSize;\r\n const colorData = new Float32Array(vertexCount * componentSize);\r\n vertexStart = 0;\r\n for (let i = vertexStart; i < vertexCount; ++i) {\r\n if (componentSize === 3) {\r\n const originalColor = Vector3.FromArray(originalColors, i * componentSize);\r\n const morphColor = Vector3.FromArray(morphColors, i * componentSize);\r\n\r\n morphColor.subtractToRef(originalColor, difference);\r\n colorData[i * 3] = difference.x;\r\n colorData[i * 3 + 1] = difference.y;\r\n colorData[i * 3 + 2] = difference.z;\r\n } else if (componentSize === 4) {\r\n const difference4 = new Vector4();\r\n const originalColor = Vector4.FromArray(originalColors, i * componentSize);\r\n const morphColor = Vector4.FromArray(morphColors, i * componentSize);\r\n\r\n morphColor.subtractToRef(originalColor, difference4);\r\n colorData[i * 4] = difference4.x;\r\n colorData[i * 4 + 1] = difference4.y;\r\n colorData[i * 4 + 2] = difference4.z;\r\n colorData[i * 4 + 3] = difference4.w;\r\n } else {\r\n Tools.Warn(`Unsupported number of components for color attribute: ${componentSize}`);\r\n }\r\n }\r\n const bufferView = bufferManager.createBufferView(colorData, floatSize * componentSize);\r\n const accessor = bufferManager.createAccessor(bufferView, componentSize === 3 ? AccessorType.VEC3 : AccessorType.VEC4, AccessorComponentType.FLOAT, vertexCount, 0);\r\n accessors.push(accessor);\r\n result.attributes[\"COLOR_0\"] = accessors.length - 1;\r\n } else {\r\n Tools.Warn(`Morph target colors for mesh ${mesh.name} were not exported. Mesh does not have colors vertex data`);\r\n }\r\n }\r\n\r\n return result;\r\n}\r\n"]}
@@ -1,7 +1,7 @@
1
1
  import type { Node } from "@babylonjs/core/node.js";
2
2
  import type { Scene } from "@babylonjs/core/scene.js";
3
3
  import type { Animation } from "@babylonjs/core/Animations/animation.js";
4
- import type { GLTFData } from "./glTFData";
4
+ import type { GLTFData } from "./glTFData.js";
5
5
  /**
6
6
  * Mesh compression methods.
7
7
  */
@@ -23,9 +23,10 @@ export interface IExportOptions {
23
23
  */
24
24
  shouldExportAnimation?(animation: Animation): boolean;
25
25
  /**
26
- * Function used to extract the part of node's metadata that will be exported into glTF node extras
26
+ * Function to extract the part of the scene or node's `metadata` that will populate the corresponding
27
+ * glTF object's `extras` field. If not defined, `node.metadata.gltf.extras` will be used.
27
28
  * @param metadata source metadata to read from
28
- * @returns the data to store to glTF node extras
29
+ * @returns the data to store into the glTF extras field
29
30
  */
30
31
  metadataSelector?(metadata: any): any;
31
32
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"glTFSerializer.js","sourceRoot":"","sources":["../../../../../dev/serializers/src/glTF/2.0/glTFSerializer.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAgE9C;;GAEG;AACH,MAAM,OAAO,WAAW;IACpB;;;;;;OAMG;IACI,MAAM,CAAC,KAAK,CAAC,SAAS,CAAC,KAAY,EAAE,QAAgB,EAAE,OAAwB;QAClF,IAAI,CAAC,OAAO,IAAI,CAAC,OAAO,CAAC,4BAA4B,EAAE,CAAC;YACpD,MAAM,KAAK,CAAC,cAAc,EAAE,CAAC;QACjC,CAAC;QAED,MAAM,QAAQ,GAAG,IAAI,YAAY,CAAC,KAAK,EAAE,OAAO,CAAC,CAAC;QAClD,MAAM,IAAI,GAAG,MAAM,QAAQ,CAAC,iBAAiB,CAAC,QAAQ,CAAC,OAAO,CAAC,WAAW,EAAE,EAAE,CAAC,CAAC,CAAC;QACjF,QAAQ,CAAC,OAAO,EAAE,CAAC;QAEnB,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,KAAK,CAAC,QAAQ,CAAC,KAAY,EAAE,QAAgB,EAAE,OAAwB;QACjF,IAAI,CAAC,OAAO,IAAI,CAAC,OAAO,CAAC,4BAA4B,EAAE,CAAC;YACpD,MAAM,KAAK,CAAC,cAAc,EAAE,CAAC;QACjC,CAAC;QAED,MAAM,QAAQ,GAAG,IAAI,YAAY,CAAC,KAAK,EAAE,OAAO,CAAC,CAAC;QAClD,MAAM,IAAI,GAAG,MAAM,QAAQ,CAAC,gBAAgB,CAAC,QAAQ,CAAC,OAAO,CAAC,WAAW,EAAE,EAAE,CAAC,CAAC,CAAC;QAChF,QAAQ,CAAC,OAAO,EAAE,CAAC;QAEnB,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["import type { Node } from \"core/node\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Animation } from \"core/Animations/animation\";\r\nimport type { GLTFData } from \"./glTFData\";\r\nimport { GLTFExporter } from \"./glTFExporter\";\r\n\r\n/**\r\n * Mesh compression methods.\r\n */\r\nexport type MeshCompressionMethod = \"None\" | \"Draco\";\r\n\r\n/**\r\n * Holds a collection of exporter options and parameters\r\n */\r\nexport interface IExportOptions {\r\n /**\r\n * Function which indicates whether a babylon node should be exported or not\r\n * @param node source Babylon node. It is used to check whether it should be exported to glTF or not\r\n * @returns boolean, which indicates whether the node should be exported (true) or not (false)\r\n */\r\n shouldExportNode?(node: Node): boolean;\r\n\r\n /**\r\n * Function which indicates whether an animation on the scene should be exported or not\r\n * @param animation source animation\r\n * @returns boolean, which indicates whether the animation should be exported (true) or not (false)\r\n */\r\n shouldExportAnimation?(animation: Animation): boolean;\r\n\r\n /**\r\n * Function used to extract the part of node's metadata that will be exported into glTF node extras\r\n * @param metadata source metadata to read from\r\n * @returns the data to store to glTF node extras\r\n */\r\n metadataSelector?(metadata: any): any;\r\n\r\n /**\r\n * The sample rate to bake animation curves. Defaults to 1 / 60.\r\n */\r\n animationSampleRate?: number;\r\n\r\n /**\r\n * Begin serialization without waiting for the scene to be ready. Defaults to false.\r\n */\r\n exportWithoutWaitingForScene?: boolean;\r\n\r\n /**\r\n * Indicates if unused vertex uv attributes should be included in export. Defaults to false.\r\n */\r\n exportUnusedUVs?: boolean;\r\n\r\n /**\r\n * Remove no-op root nodes when possible. Defaults to true.\r\n */\r\n removeNoopRootNodes?: boolean;\r\n\r\n /**\r\n * Indicates if coordinate system swapping root nodes should be included in export. Defaults to false.\r\n * @deprecated Please use removeNoopRootNodes instead\r\n */\r\n includeCoordinateSystemConversionNodes?: boolean;\r\n\r\n /**\r\n * Indicates what compression method to apply to mesh data.\r\n */\r\n meshCompressionMethod?: MeshCompressionMethod;\r\n}\r\n\r\n/**\r\n * Class for generating glTF data from a Babylon scene.\r\n */\r\nexport class GLTF2Export {\r\n /**\r\n * Exports the scene to .gltf file format\r\n * @param scene Babylon scene\r\n * @param fileName Name to use for the .gltf file\r\n * @param options Exporter options\r\n * @returns Returns the exported data\r\n */\r\n public static async GLTFAsync(scene: Scene, fileName: string, options?: IExportOptions): Promise<GLTFData> {\r\n if (!options || !options.exportWithoutWaitingForScene) {\r\n await scene.whenReadyAsync();\r\n }\r\n\r\n const exporter = new GLTFExporter(scene, options);\r\n const data = await exporter.generateGLTFAsync(fileName.replace(/\\.[^/.]+$/, \"\"));\r\n exporter.dispose();\r\n\r\n return data;\r\n }\r\n\r\n /**\r\n * Exports the scene to .glb file format\r\n * @param scene Babylon scene\r\n * @param fileName Name to use for the .glb file\r\n * @param options Exporter options\r\n * @returns Returns the exported data\r\n */\r\n public static async GLBAsync(scene: Scene, fileName: string, options?: IExportOptions): Promise<GLTFData> {\r\n if (!options || !options.exportWithoutWaitingForScene) {\r\n await scene.whenReadyAsync();\r\n }\r\n\r\n const exporter = new GLTFExporter(scene, options);\r\n const data = await exporter.generateGLBAsync(fileName.replace(/\\.[^/.]+$/, \"\"));\r\n exporter.dispose();\r\n\r\n return data;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"glTFSerializer.js","sourceRoot":"","sources":["../../../../../dev/serializers/src/glTF/2.0/glTFSerializer.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAiE9C;;GAEG;AACH,MAAM,OAAO,WAAW;IACpB;;;;;;OAMG;IACI,MAAM,CAAC,KAAK,CAAC,SAAS,CAAC,KAAY,EAAE,QAAgB,EAAE,OAAwB;QAClF,IAAI,CAAC,OAAO,IAAI,CAAC,OAAO,CAAC,4BAA4B,EAAE,CAAC;YACpD,MAAM,KAAK,CAAC,cAAc,EAAE,CAAC;QACjC,CAAC;QAED,MAAM,QAAQ,GAAG,IAAI,YAAY,CAAC,KAAK,EAAE,OAAO,CAAC,CAAC;QAClD,MAAM,IAAI,GAAG,MAAM,QAAQ,CAAC,iBAAiB,CAAC,QAAQ,CAAC,OAAO,CAAC,WAAW,EAAE,EAAE,CAAC,CAAC,CAAC;QACjF,QAAQ,CAAC,OAAO,EAAE,CAAC;QAEnB,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,KAAK,CAAC,QAAQ,CAAC,KAAY,EAAE,QAAgB,EAAE,OAAwB;QACjF,IAAI,CAAC,OAAO,IAAI,CAAC,OAAO,CAAC,4BAA4B,EAAE,CAAC;YACpD,MAAM,KAAK,CAAC,cAAc,EAAE,CAAC;QACjC,CAAC;QAED,MAAM,QAAQ,GAAG,IAAI,YAAY,CAAC,KAAK,EAAE,OAAO,CAAC,CAAC;QAClD,MAAM,IAAI,GAAG,MAAM,QAAQ,CAAC,gBAAgB,CAAC,QAAQ,CAAC,OAAO,CAAC,WAAW,EAAE,EAAE,CAAC,CAAC,CAAC;QAChF,QAAQ,CAAC,OAAO,EAAE,CAAC;QAEnB,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["import type { Node } from \"core/node\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Animation } from \"core/Animations/animation\";\r\nimport type { GLTFData } from \"./glTFData\";\r\nimport { GLTFExporter } from \"./glTFExporter\";\r\n\r\n/**\r\n * Mesh compression methods.\r\n */\r\nexport type MeshCompressionMethod = \"None\" | \"Draco\";\r\n\r\n/**\r\n * Holds a collection of exporter options and parameters\r\n */\r\nexport interface IExportOptions {\r\n /**\r\n * Function which indicates whether a babylon node should be exported or not\r\n * @param node source Babylon node. It is used to check whether it should be exported to glTF or not\r\n * @returns boolean, which indicates whether the node should be exported (true) or not (false)\r\n */\r\n shouldExportNode?(node: Node): boolean;\r\n\r\n /**\r\n * Function which indicates whether an animation on the scene should be exported or not\r\n * @param animation source animation\r\n * @returns boolean, which indicates whether the animation should be exported (true) or not (false)\r\n */\r\n shouldExportAnimation?(animation: Animation): boolean;\r\n\r\n /**\r\n * Function to extract the part of the scene or node's `metadata` that will populate the corresponding\r\n * glTF object's `extras` field. If not defined, `node.metadata.gltf.extras` will be used.\r\n * @param metadata source metadata to read from\r\n * @returns the data to store into the glTF extras field\r\n */\r\n metadataSelector?(metadata: any): any;\r\n\r\n /**\r\n * The sample rate to bake animation curves. Defaults to 1 / 60.\r\n */\r\n animationSampleRate?: number;\r\n\r\n /**\r\n * Begin serialization without waiting for the scene to be ready. Defaults to false.\r\n */\r\n exportWithoutWaitingForScene?: boolean;\r\n\r\n /**\r\n * Indicates if unused vertex uv attributes should be included in export. Defaults to false.\r\n */\r\n exportUnusedUVs?: boolean;\r\n\r\n /**\r\n * Remove no-op root nodes when possible. Defaults to true.\r\n */\r\n removeNoopRootNodes?: boolean;\r\n\r\n /**\r\n * Indicates if coordinate system swapping root nodes should be included in export. Defaults to false.\r\n * @deprecated Please use removeNoopRootNodes instead\r\n */\r\n includeCoordinateSystemConversionNodes?: boolean;\r\n\r\n /**\r\n * Indicates what compression method to apply to mesh data.\r\n */\r\n meshCompressionMethod?: MeshCompressionMethod;\r\n}\r\n\r\n/**\r\n * Class for generating glTF data from a Babylon scene.\r\n */\r\nexport class GLTF2Export {\r\n /**\r\n * Exports the scene to .gltf file format\r\n * @param scene Babylon scene\r\n * @param fileName Name to use for the .gltf file\r\n * @param options Exporter options\r\n * @returns Returns the exported data\r\n */\r\n public static async GLTFAsync(scene: Scene, fileName: string, options?: IExportOptions): Promise<GLTFData> {\r\n if (!options || !options.exportWithoutWaitingForScene) {\r\n await scene.whenReadyAsync();\r\n }\r\n\r\n const exporter = new GLTFExporter(scene, options);\r\n const data = await exporter.generateGLTFAsync(fileName.replace(/\\.[^/.]+$/, \"\"));\r\n exporter.dispose();\r\n\r\n return data;\r\n }\r\n\r\n /**\r\n * Exports the scene to .glb file format\r\n * @param scene Babylon scene\r\n * @param fileName Name to use for the .glb file\r\n * @param options Exporter options\r\n * @returns Returns the exported data\r\n */\r\n public static async GLBAsync(scene: Scene, fileName: string, options?: IExportOptions): Promise<GLTFData> {\r\n if (!options || !options.exportWithoutWaitingForScene) {\r\n await scene.whenReadyAsync();\r\n }\r\n\r\n const exporter = new GLTFExporter(scene, options);\r\n const data = await exporter.generateGLBAsync(fileName.replace(/\\.[^/.]+$/, \"\"));\r\n exporter.dispose();\r\n\r\n return data;\r\n }\r\n}\r\n"]}
@@ -4,7 +4,24 @@ import type { FloatArray, DataArray, IndicesArray } from "@babylonjs/core/types.
4
4
  import type { Vector4 } from "@babylonjs/core/Maths/math.vector.js";
5
5
  import { Quaternion, Vector3 } from "@babylonjs/core/Maths/math.vector.js";
6
6
  import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
7
+ import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
7
8
  import type { Node } from "@babylonjs/core/node.js";
9
+ /**
10
+ * Get the information necessary for enumerating a vertex buffer.
11
+ * @param vertexBuffer the vertex buffer to enumerate
12
+ * @param meshes the meshes that use the vertex buffer
13
+ * @returns the information necessary to enumerate the vertex buffer
14
+ */
15
+ export declare function GetVertexBufferInfo(vertexBuffer: VertexBuffer, meshes: AbstractMesh[]): {
16
+ byteOffset: number;
17
+ byteStride: number;
18
+ componentCount: number;
19
+ type: number;
20
+ count: number;
21
+ normalized: boolean;
22
+ totalVertices: number;
23
+ kind: string;
24
+ };
8
25
  export declare function GetAccessorElementCount(accessorType: AccessorType): number;
9
26
  export declare function FloatsNeed16BitInteger(floatArray: FloatArray): boolean;
10
27
  export declare function IsStandardVertexAttribute(type: string): boolean;
@@ -3,8 +3,7 @@ import { Quaternion, TmpVectors, Matrix, Vector3 } from "@babylonjs/core/Maths/m
3
3
  import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
4
4
  import { Material } from "@babylonjs/core/Materials/material.js";
5
5
  import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
6
- import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
7
- import { InstancedMesh } from "@babylonjs/core/Meshes/instancedMesh.js";
6
+ import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
8
7
  import { EnumerateFloatValues } from "@babylonjs/core/Buffers/bufferUtils.js";
9
8
  // Matrix that converts handedness on the X-axis.
10
9
  const convertHandednessMatrix = Matrix.Compose(new Vector3(-1, 1, 1), Quaternion.Identity(), Vector3.Zero());
@@ -14,6 +13,22 @@ const rotation180Y = new Quaternion(0, 1, 0, 0);
14
13
  const epsilon = 1e-6;
15
14
  const defaultTranslation = Vector3.Zero();
16
15
  const defaultScale = Vector3.One();
16
+ /**
17
+ * Get the information necessary for enumerating a vertex buffer.
18
+ * @param vertexBuffer the vertex buffer to enumerate
19
+ * @param meshes the meshes that use the vertex buffer
20
+ * @returns the information necessary to enumerate the vertex buffer
21
+ */
22
+ export function GetVertexBufferInfo(vertexBuffer, meshes) {
23
+ const { byteOffset, byteStride, type, normalized } = vertexBuffer;
24
+ const componentCount = vertexBuffer.getSize();
25
+ const totalVertices = meshes.reduce((max, current) => {
26
+ return current.getTotalVertices() > max ? current.getTotalVertices() : max;
27
+ }, -Number.MAX_VALUE); // Get the max total vertices count, to ensure we capture the full range of vertex data used by the meshes.
28
+ const count = totalVertices * componentCount;
29
+ const kind = vertexBuffer.getKind();
30
+ return { byteOffset, byteStride, componentCount, type, count, normalized, totalVertices, kind };
31
+ }
17
32
  export function GetAccessorElementCount(accessorType) {
18
33
  switch (accessorType) {
19
34
  case "MAT2" /* AccessorType.MAT2 */:
@@ -251,7 +266,7 @@ export function IsNoopNode(node, useRightHandedSystem) {
251
266
  }
252
267
  }
253
268
  // Geometry
254
- if ((node instanceof Mesh && node.geometry) || (node instanceof InstancedMesh && node.sourceMesh.geometry)) {
269
+ if (node instanceof AbstractMesh && node.geometry) {
255
270
  return false;
256
271
  }
257
272
  return true;
@@ -1 +1 @@
1
- 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eslint-disable jsdoc/require-jsdoc */\r\n\r\nimport type { INode } from \"babylonjs-gltf2interface\";\r\nimport { AccessorType, MeshPrimitiveMode } from \"babylonjs-gltf2interface\";\r\nimport type { FloatArray, DataArray, IndicesArray } from \"core/types\";\r\nimport type { Vector4 } from \"core/Maths/math.vector\";\r\nimport { Quaternion, TmpVectors, Matrix, Vector3 } from \"core/Maths/math.vector\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { Material } from \"core/Materials/material\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { InstancedMesh } from \"core/Meshes/instancedMesh\";\r\nimport { EnumerateFloatValues } from \"core/Buffers/bufferUtils\";\r\nimport type { Node } from \"core/node\";\r\n\r\n// Matrix that converts handedness on the X-axis.\r\nconst convertHandednessMatrix = Matrix.Compose(new Vector3(-1, 1, 1), Quaternion.Identity(), Vector3.Zero());\r\n\r\n// 180 degrees rotation in Y.\r\nconst rotation180Y = new Quaternion(0, 1, 0, 0);\r\n\r\n// Default values for comparison.\r\nconst epsilon = 1e-6;\r\nconst defaultTranslation = Vector3.Zero();\r\nconst defaultScale = Vector3.One();\r\n\r\nexport function GetAccessorElementCount(accessorType: AccessorType): number {\r\n switch (accessorType) {\r\n case AccessorType.MAT2:\r\n return 4;\r\n case AccessorType.MAT3:\r\n return 9;\r\n case AccessorType.MAT4:\r\n return 16;\r\n case AccessorType.SCALAR:\r\n return 1;\r\n case AccessorType.VEC2:\r\n return 2;\r\n case AccessorType.VEC3:\r\n return 3;\r\n case AccessorType.VEC4:\r\n return 4;\r\n }\r\n}\r\n\r\nexport function FloatsNeed16BitInteger(floatArray: FloatArray): boolean {\r\n return floatArray.some((value) => value >= 256);\r\n}\r\n\r\nexport function IsStandardVertexAttribute(type: string): boolean {\r\n switch (type) {\r\n case VertexBuffer.PositionKind:\r\n case VertexBuffer.NormalKind:\r\n case VertexBuffer.TangentKind:\r\n case VertexBuffer.ColorKind:\r\n case VertexBuffer.MatricesIndicesKind:\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n case VertexBuffer.MatricesWeightsKind:\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n case VertexBuffer.UVKind:\r\n case VertexBuffer.UV2Kind:\r\n case VertexBuffer.UV3Kind:\r\n case VertexBuffer.UV4Kind:\r\n case VertexBuffer.UV5Kind:\r\n case VertexBuffer.UV6Kind:\r\n return true;\r\n }\r\n return false;\r\n}\r\n\r\nexport function GetAccessorType(kind: string, hasVertexColorAlpha: boolean): AccessorType {\r\n if (kind == VertexBuffer.ColorKind) {\r\n return hasVertexColorAlpha ? AccessorType.VEC4 : AccessorType.VEC3;\r\n }\r\n\r\n switch (kind) {\r\n case VertexBuffer.PositionKind:\r\n case VertexBuffer.NormalKind:\r\n return AccessorType.VEC3;\r\n case VertexBuffer.TangentKind:\r\n case VertexBuffer.MatricesIndicesKind:\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n case VertexBuffer.MatricesWeightsKind:\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n return AccessorType.VEC4;\r\n case VertexBuffer.UVKind:\r\n case VertexBuffer.UV2Kind:\r\n case VertexBuffer.UV3Kind:\r\n case VertexBuffer.UV4Kind:\r\n case VertexBuffer.UV5Kind:\r\n case VertexBuffer.UV6Kind:\r\n return AccessorType.VEC2;\r\n }\r\n\r\n throw new Error(`Unknown kind ${kind}`);\r\n}\r\n\r\nexport function GetAttributeType(kind: string): string {\r\n switch (kind) {\r\n case VertexBuffer.PositionKind:\r\n return \"POSITION\";\r\n case VertexBuffer.NormalKind:\r\n return \"NORMAL\";\r\n case VertexBuffer.TangentKind:\r\n return \"TANGENT\";\r\n case VertexBuffer.ColorKind:\r\n return \"COLOR_0\";\r\n case VertexBuffer.UVKind:\r\n return \"TEXCOORD_0\";\r\n case VertexBuffer.UV2Kind:\r\n return \"TEXCOORD_1\";\r\n case VertexBuffer.UV3Kind:\r\n return \"TEXCOORD_2\";\r\n case VertexBuffer.UV4Kind:\r\n return \"TEXCOORD_3\";\r\n case VertexBuffer.UV5Kind:\r\n return \"TEXCOORD_4\";\r\n case VertexBuffer.UV6Kind:\r\n return \"TEXCOORD_5\";\r\n case VertexBuffer.MatricesIndicesKind:\r\n return \"JOINTS_0\";\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n return \"JOINTS_1\";\r\n case VertexBuffer.MatricesWeightsKind:\r\n return \"WEIGHTS_0\";\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n return \"WEIGHTS_1\";\r\n }\r\n\r\n throw new Error(`Unknown kind: ${kind}`);\r\n}\r\n\r\nexport function GetPrimitiveMode(fillMode: number): MeshPrimitiveMode {\r\n switch (fillMode) {\r\n case Material.TriangleFillMode:\r\n return MeshPrimitiveMode.TRIANGLES;\r\n case Material.TriangleStripDrawMode:\r\n return MeshPrimitiveMode.TRIANGLE_STRIP;\r\n case Material.TriangleFanDrawMode:\r\n return MeshPrimitiveMode.TRIANGLE_FAN;\r\n case Material.PointListDrawMode:\r\n case Material.PointFillMode:\r\n return MeshPrimitiveMode.POINTS;\r\n case Material.LineLoopDrawMode:\r\n return MeshPrimitiveMode.LINE_LOOP;\r\n case Material.LineListDrawMode:\r\n return MeshPrimitiveMode.LINES;\r\n case Material.LineStripDrawMode:\r\n return MeshPrimitiveMode.LINE_STRIP;\r\n }\r\n\r\n throw new Error(`Unknown fill mode: ${fillMode}`);\r\n}\r\n\r\nexport function IsTriangleFillMode(fillMode: number): boolean {\r\n switch (fillMode) {\r\n case Material.TriangleFillMode:\r\n case Material.TriangleStripDrawMode:\r\n case Material.TriangleFanDrawMode:\r\n return true;\r\n }\r\n\r\n return false;\r\n}\r\n\r\nexport function NormalizeTangent(tangent: Vector4 | Vector3) {\r\n const length = Math.sqrt(tangent.x * tangent.x + tangent.y * tangent.y + tangent.z * tangent.z);\r\n if (length > 0) {\r\n tangent.x /= length;\r\n tangent.y /= length;\r\n tangent.z /= length;\r\n }\r\n}\r\n\r\nexport function ConvertToRightHandedPosition(value: Vector3): Vector3 {\r\n value.x *= -1;\r\n return value;\r\n}\r\n\r\nexport function ConvertToRightHandedRotation(value: Quaternion): Quaternion {\r\n value.x *= -1;\r\n value.y *= -1;\r\n return value;\r\n}\r\n\r\nexport function ConvertToRightHandedNode(value: INode) {\r\n let translation = Vector3.FromArrayToRef(value.translation || [0, 0, 0], 0, TmpVectors.Vector3[0]);\r\n let rotation = Quaternion.FromArrayToRef(value.rotation || [0, 0, 0, 1], 0, TmpVectors.Quaternion[0]);\r\n\r\n translation = ConvertToRightHandedPosition(translation);\r\n rotation = ConvertToRightHandedRotation(rotation);\r\n\r\n if (translation.equalsWithEpsilon(defaultTranslation, epsilon)) {\r\n delete value.translation;\r\n } else {\r\n value.translation = translation.asArray();\r\n }\r\n\r\n if (Quaternion.IsIdentity(rotation)) {\r\n delete value.rotation;\r\n } else {\r\n value.rotation = rotation.asArray();\r\n }\r\n}\r\n\r\n/**\r\n * Rotation by 180 as glTF has a different convention than Babylon.\r\n * @param rotation Target camera rotation.\r\n * @returns Ref to camera rotation.\r\n */\r\nexport function ConvertCameraRotationToGLTF(rotation: Quaternion): Quaternion {\r\n return rotation.multiplyInPlace(rotation180Y);\r\n}\r\n\r\nexport function RotateNode180Y(node: INode) {\r\n const rotation = Quaternion.FromArrayToRef(node.rotation || [0, 0, 0, 1], 0, TmpVectors.Quaternion[1]);\r\n rotation180Y.multiplyToRef(rotation, rotation);\r\n node.rotation = rotation.asArray();\r\n}\r\n\r\n/**\r\n * Collapses GLTF parent and node into a single node. This is useful for removing nodes that were added by the GLTF importer.\r\n * @param node Target parent node.\r\n * @param parentNode Original GLTF node (Light or Camera).\r\n */\r\nexport function CollapseParentNode(node: INode, parentNode: INode) {\r\n const parentTranslation = Vector3.FromArrayToRef(parentNode.translation || [0, 0, 0], 0, TmpVectors.Vector3[0]);\r\n const parentRotation = Quaternion.FromArrayToRef(parentNode.rotation || [0, 0, 0, 1], 0, TmpVectors.Quaternion[0]);\r\n const parentScale = Vector3.FromArrayToRef(parentNode.scale || [1, 1, 1], 0, TmpVectors.Vector3[1]);\r\n const parentMatrix = Matrix.ComposeToRef(parentScale, parentRotation, parentTranslation, TmpVectors.Matrix[0]);\r\n\r\n const translation = Vector3.FromArrayToRef(node.translation || [0, 0, 0], 0, TmpVectors.Vector3[2]);\r\n const rotation = Quaternion.FromArrayToRef(node.rotation || [0, 0, 0, 1], 0, TmpVectors.Quaternion[1]);\r\n const scale = Vector3.FromArrayToRef(node.scale || [1, 1, 1], 0, TmpVectors.Vector3[1]);\r\n const matrix = Matrix.ComposeToRef(scale, rotation, translation, TmpVectors.Matrix[1]);\r\n\r\n parentMatrix.multiplyToRef(matrix, matrix);\r\n matrix.decompose(parentScale, parentRotation, parentTranslation);\r\n\r\n if (parentTranslation.equalsWithEpsilon(defaultTranslation, epsilon)) {\r\n delete parentNode.translation;\r\n } else {\r\n parentNode.translation = parentTranslation.asArray();\r\n }\r\n\r\n if (Quaternion.IsIdentity(parentRotation)) {\r\n delete parentNode.rotation;\r\n } else {\r\n parentNode.rotation = parentRotation.asArray();\r\n }\r\n\r\n if (parentScale.equalsWithEpsilon(defaultScale, epsilon)) {\r\n delete parentNode.scale;\r\n } else {\r\n parentNode.scale = parentScale.asArray();\r\n }\r\n}\r\n\r\n/**\r\n * Sometimes the GLTF Importer can add extra transform nodes (for lights and cameras). This checks if a parent node was added by the GLTF Importer. If so, it should be removed during serialization.\r\n * @param babylonNode Original GLTF node (Light or Camera).\r\n * @param parentBabylonNode Target parent node.\r\n * @returns True if the parent node was added by the GLTF importer.\r\n */\r\nexport function IsParentAddedByImporter(babylonNode: Node, parentBabylonNode: Node): boolean {\r\n return parentBabylonNode instanceof TransformNode && parentBabylonNode.getChildren().length == 1 && babylonNode.getChildren().length == 0;\r\n}\r\n\r\nexport function IsNoopNode(node: Node, useRightHandedSystem: boolean): boolean {\r\n if (!(node instanceof TransformNode)) {\r\n return false;\r\n }\r\n\r\n // Transform\r\n if (useRightHandedSystem) {\r\n const matrix = node.getWorldMatrix();\r\n if (!matrix.isIdentity()) {\r\n return false;\r\n }\r\n } else {\r\n const matrix = node.getWorldMatrix().multiplyToRef(convertHandednessMatrix, TmpVectors.Matrix[0]);\r\n if (!matrix.isIdentity()) {\r\n return false;\r\n }\r\n }\r\n\r\n // Geometry\r\n if ((node instanceof Mesh && node.geometry) || (node instanceof InstancedMesh && node.sourceMesh.geometry)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n}\r\n\r\n/**\r\n * Converts an IndicesArray into either Uint32Array or Uint16Array, only copying if the data is number[].\r\n * @param indices input array to be converted\r\n * @param start starting index to copy from\r\n * @param count number of indices to copy\r\n * @returns a Uint32Array or Uint16Array\r\n * @internal\r\n */\r\nexport function IndicesArrayToTypedArray(indices: IndicesArray, start: number, count: number, is32Bits: boolean): Uint32Array | Uint16Array {\r\n if (indices instanceof Uint16Array || indices instanceof Uint32Array) {\r\n return indices;\r\n }\r\n\r\n // If Int32Array, cast the indices (which are all positive) to Uint32Array\r\n if (indices instanceof Int32Array) {\r\n return new Uint32Array(indices.buffer, indices.byteOffset, indices.length);\r\n }\r\n\r\n const subarray = indices.slice(start, start + count);\r\n return is32Bits ? new Uint32Array(subarray) : new Uint16Array(subarray);\r\n}\r\n\r\nexport function DataArrayToUint8Array(data: DataArray): Uint8Array {\r\n if (data instanceof Array) {\r\n const floatData = new Float32Array(data);\r\n return new Uint8Array(floatData.buffer, floatData.byteOffset, floatData.byteLength);\r\n }\r\n\r\n return ArrayBuffer.isView(data) ? new Uint8Array(data.buffer, data.byteOffset, data.byteLength) : new Uint8Array(data);\r\n}\r\n\r\nexport function GetMinMax(data: DataArray, vertexBuffer: VertexBuffer, start: number, count: number): { min: number[]; max: number[] } {\r\n const { byteOffset, byteStride, type, normalized } = vertexBuffer;\r\n const size = vertexBuffer.getSize();\r\n const min = new Array<number>(size).fill(Infinity);\r\n const max = new Array<number>(size).fill(-Infinity);\r\n EnumerateFloatValues(data, byteOffset + start * byteStride, byteStride, size, type, count * size, normalized, (values) => {\r\n for (let i = 0; i < size; i++) {\r\n min[i] = Math.min(min[i], values[i]);\r\n max[i] = Math.max(max[i], values[i]);\r\n }\r\n });\r\n\r\n return { min, max };\r\n}\r\n\r\n/**\r\n * Removes, in-place, object properties which have the same value as the default value.\r\n * Useful for avoiding unnecessary properties in the glTF JSON.\r\n * @param object the object to omit default values from\r\n * @param defaultValues a partial object with default values\r\n * @returns object with default values omitted\r\n */\r\nexport function OmitDefaultValues<T extends Object>(object: T, defaultValues: Partial<T>): T {\r\n for (const [key, value] of Object.entries(object)) {\r\n const defaultValue = defaultValues[key as keyof T];\r\n if ((Array.isArray(value) && Array.isArray(defaultValue) && AreArraysEqual(value, defaultValue)) || value === defaultValue) {\r\n delete object[key as keyof T];\r\n }\r\n }\r\n return object;\r\n}\r\n\r\nfunction AreArraysEqual(array1: unknown[], array2: unknown[]): boolean {\r\n return array1.length === array2.length && array1.every((val, i) => val === array2[i]);\r\n}\r\n"]}
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eslint-disable jsdoc/require-jsdoc */\r\n\r\nimport type { INode } from \"babylonjs-gltf2interface\";\r\nimport { AccessorType, MeshPrimitiveMode } from \"babylonjs-gltf2interface\";\r\nimport type { FloatArray, DataArray, IndicesArray } from \"core/types\";\r\nimport type { Vector4 } from \"core/Maths/math.vector\";\r\nimport { Quaternion, TmpVectors, Matrix, Vector3 } from \"core/Maths/math.vector\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { Material } from \"core/Materials/material\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { EnumerateFloatValues } from \"core/Buffers/bufferUtils\";\r\nimport type { Node } from \"core/node\";\r\n\r\n// Matrix that converts handedness on the X-axis.\r\nconst convertHandednessMatrix = Matrix.Compose(new Vector3(-1, 1, 1), Quaternion.Identity(), Vector3.Zero());\r\n\r\n// 180 degrees rotation in Y.\r\nconst rotation180Y = new Quaternion(0, 1, 0, 0);\r\n\r\n// Default values for comparison.\r\nconst epsilon = 1e-6;\r\nconst defaultTranslation = Vector3.Zero();\r\nconst defaultScale = Vector3.One();\r\n\r\n/**\r\n * Get the information necessary for enumerating a vertex buffer.\r\n * @param vertexBuffer the vertex buffer to enumerate\r\n * @param meshes the meshes that use the vertex buffer\r\n * @returns the information necessary to enumerate the vertex buffer\r\n */\r\nexport function GetVertexBufferInfo(vertexBuffer: VertexBuffer, meshes: AbstractMesh[]) {\r\n const { byteOffset, byteStride, type, normalized } = vertexBuffer;\r\n const componentCount = vertexBuffer.getSize();\r\n const totalVertices = meshes.reduce((max, current) => {\r\n return current.getTotalVertices() > max ? current.getTotalVertices() : max;\r\n }, -Number.MAX_VALUE); // Get the max total vertices count, to ensure we capture the full range of vertex data used by the meshes.\r\n const count = totalVertices * componentCount;\r\n const kind = vertexBuffer.getKind();\r\n\r\n return { byteOffset, byteStride, componentCount, type, count, normalized, totalVertices, kind };\r\n}\r\n\r\nexport function GetAccessorElementCount(accessorType: AccessorType): number {\r\n switch (accessorType) {\r\n case AccessorType.MAT2:\r\n return 4;\r\n case AccessorType.MAT3:\r\n return 9;\r\n case AccessorType.MAT4:\r\n return 16;\r\n case AccessorType.SCALAR:\r\n return 1;\r\n case AccessorType.VEC2:\r\n return 2;\r\n case AccessorType.VEC3:\r\n return 3;\r\n case AccessorType.VEC4:\r\n return 4;\r\n }\r\n}\r\n\r\nexport function FloatsNeed16BitInteger(floatArray: FloatArray): boolean {\r\n return floatArray.some((value) => value >= 256);\r\n}\r\n\r\nexport function IsStandardVertexAttribute(type: string): boolean {\r\n switch (type) {\r\n case VertexBuffer.PositionKind:\r\n case VertexBuffer.NormalKind:\r\n case VertexBuffer.TangentKind:\r\n case VertexBuffer.ColorKind:\r\n case VertexBuffer.MatricesIndicesKind:\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n case VertexBuffer.MatricesWeightsKind:\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n case VertexBuffer.UVKind:\r\n case VertexBuffer.UV2Kind:\r\n case VertexBuffer.UV3Kind:\r\n case VertexBuffer.UV4Kind:\r\n case VertexBuffer.UV5Kind:\r\n case VertexBuffer.UV6Kind:\r\n return true;\r\n }\r\n return false;\r\n}\r\n\r\nexport function GetAccessorType(kind: string, hasVertexColorAlpha: boolean): AccessorType {\r\n if (kind == VertexBuffer.ColorKind) {\r\n return hasVertexColorAlpha ? AccessorType.VEC4 : AccessorType.VEC3;\r\n }\r\n\r\n switch (kind) {\r\n case VertexBuffer.PositionKind:\r\n case VertexBuffer.NormalKind:\r\n return AccessorType.VEC3;\r\n case VertexBuffer.TangentKind:\r\n case VertexBuffer.MatricesIndicesKind:\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n case VertexBuffer.MatricesWeightsKind:\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n return AccessorType.VEC4;\r\n case VertexBuffer.UVKind:\r\n case VertexBuffer.UV2Kind:\r\n case VertexBuffer.UV3Kind:\r\n case VertexBuffer.UV4Kind:\r\n case VertexBuffer.UV5Kind:\r\n case VertexBuffer.UV6Kind:\r\n return AccessorType.VEC2;\r\n }\r\n\r\n throw new Error(`Unknown kind ${kind}`);\r\n}\r\n\r\nexport function GetAttributeType(kind: string): string {\r\n switch (kind) {\r\n case VertexBuffer.PositionKind:\r\n return \"POSITION\";\r\n case VertexBuffer.NormalKind:\r\n return \"NORMAL\";\r\n case VertexBuffer.TangentKind:\r\n return \"TANGENT\";\r\n case VertexBuffer.ColorKind:\r\n return \"COLOR_0\";\r\n case VertexBuffer.UVKind:\r\n return \"TEXCOORD_0\";\r\n case VertexBuffer.UV2Kind:\r\n return \"TEXCOORD_1\";\r\n case VertexBuffer.UV3Kind:\r\n return \"TEXCOORD_2\";\r\n case VertexBuffer.UV4Kind:\r\n return \"TEXCOORD_3\";\r\n case VertexBuffer.UV5Kind:\r\n return \"TEXCOORD_4\";\r\n case VertexBuffer.UV6Kind:\r\n return \"TEXCOORD_5\";\r\n case VertexBuffer.MatricesIndicesKind:\r\n return \"JOINTS_0\";\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n return \"JOINTS_1\";\r\n case VertexBuffer.MatricesWeightsKind:\r\n return \"WEIGHTS_0\";\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n return \"WEIGHTS_1\";\r\n }\r\n\r\n throw new Error(`Unknown kind: ${kind}`);\r\n}\r\n\r\nexport function GetPrimitiveMode(fillMode: number): MeshPrimitiveMode {\r\n switch (fillMode) {\r\n case Material.TriangleFillMode:\r\n return MeshPrimitiveMode.TRIANGLES;\r\n case Material.TriangleStripDrawMode:\r\n return MeshPrimitiveMode.TRIANGLE_STRIP;\r\n case Material.TriangleFanDrawMode:\r\n return MeshPrimitiveMode.TRIANGLE_FAN;\r\n case Material.PointListDrawMode:\r\n case Material.PointFillMode:\r\n return MeshPrimitiveMode.POINTS;\r\n case Material.LineLoopDrawMode:\r\n return MeshPrimitiveMode.LINE_LOOP;\r\n case Material.LineListDrawMode:\r\n return MeshPrimitiveMode.LINES;\r\n case Material.LineStripDrawMode:\r\n return MeshPrimitiveMode.LINE_STRIP;\r\n }\r\n\r\n throw new Error(`Unknown fill mode: ${fillMode}`);\r\n}\r\n\r\nexport function IsTriangleFillMode(fillMode: number): boolean {\r\n switch (fillMode) {\r\n case Material.TriangleFillMode:\r\n case Material.TriangleStripDrawMode:\r\n case Material.TriangleFanDrawMode:\r\n return true;\r\n }\r\n\r\n return false;\r\n}\r\n\r\nexport function NormalizeTangent(tangent: Vector4 | Vector3) {\r\n const length = Math.sqrt(tangent.x * tangent.x + tangent.y * tangent.y + tangent.z * tangent.z);\r\n if (length > 0) {\r\n tangent.x /= length;\r\n tangent.y /= length;\r\n tangent.z /= length;\r\n }\r\n}\r\n\r\nexport function ConvertToRightHandedPosition(value: Vector3): Vector3 {\r\n value.x *= -1;\r\n return value;\r\n}\r\n\r\nexport function ConvertToRightHandedRotation(value: Quaternion): Quaternion {\r\n value.x *= -1;\r\n value.y *= -1;\r\n return value;\r\n}\r\n\r\nexport function ConvertToRightHandedNode(value: INode) {\r\n let translation = Vector3.FromArrayToRef(value.translation || [0, 0, 0], 0, TmpVectors.Vector3[0]);\r\n let rotation = Quaternion.FromArrayToRef(value.rotation || [0, 0, 0, 1], 0, TmpVectors.Quaternion[0]);\r\n\r\n translation = ConvertToRightHandedPosition(translation);\r\n rotation = ConvertToRightHandedRotation(rotation);\r\n\r\n if (translation.equalsWithEpsilon(defaultTranslation, epsilon)) {\r\n delete value.translation;\r\n } else {\r\n value.translation = translation.asArray();\r\n }\r\n\r\n if (Quaternion.IsIdentity(rotation)) {\r\n delete value.rotation;\r\n } else {\r\n value.rotation = rotation.asArray();\r\n }\r\n}\r\n\r\n/**\r\n * Rotation by 180 as glTF has a different convention than Babylon.\r\n * @param rotation Target camera rotation.\r\n * @returns Ref to camera rotation.\r\n */\r\nexport function ConvertCameraRotationToGLTF(rotation: Quaternion): Quaternion {\r\n return rotation.multiplyInPlace(rotation180Y);\r\n}\r\n\r\nexport function RotateNode180Y(node: INode) {\r\n const rotation = Quaternion.FromArrayToRef(node.rotation || [0, 0, 0, 1], 0, TmpVectors.Quaternion[1]);\r\n rotation180Y.multiplyToRef(rotation, rotation);\r\n node.rotation = rotation.asArray();\r\n}\r\n\r\n/**\r\n * Collapses GLTF parent and node into a single node. This is useful for removing nodes that were added by the GLTF importer.\r\n * @param node Target parent node.\r\n * @param parentNode Original GLTF node (Light or Camera).\r\n */\r\nexport function CollapseParentNode(node: INode, parentNode: INode) {\r\n const parentTranslation = Vector3.FromArrayToRef(parentNode.translation || [0, 0, 0], 0, TmpVectors.Vector3[0]);\r\n const parentRotation = Quaternion.FromArrayToRef(parentNode.rotation || [0, 0, 0, 1], 0, TmpVectors.Quaternion[0]);\r\n const parentScale = Vector3.FromArrayToRef(parentNode.scale || [1, 1, 1], 0, TmpVectors.Vector3[1]);\r\n const parentMatrix = Matrix.ComposeToRef(parentScale, parentRotation, parentTranslation, TmpVectors.Matrix[0]);\r\n\r\n const translation = Vector3.FromArrayToRef(node.translation || [0, 0, 0], 0, TmpVectors.Vector3[2]);\r\n const rotation = Quaternion.FromArrayToRef(node.rotation || [0, 0, 0, 1], 0, TmpVectors.Quaternion[1]);\r\n const scale = Vector3.FromArrayToRef(node.scale || [1, 1, 1], 0, TmpVectors.Vector3[1]);\r\n const matrix = Matrix.ComposeToRef(scale, rotation, translation, TmpVectors.Matrix[1]);\r\n\r\n parentMatrix.multiplyToRef(matrix, matrix);\r\n matrix.decompose(parentScale, parentRotation, parentTranslation);\r\n\r\n if (parentTranslation.equalsWithEpsilon(defaultTranslation, epsilon)) {\r\n delete parentNode.translation;\r\n } else {\r\n parentNode.translation = parentTranslation.asArray();\r\n }\r\n\r\n if (Quaternion.IsIdentity(parentRotation)) {\r\n delete parentNode.rotation;\r\n } else {\r\n parentNode.rotation = parentRotation.asArray();\r\n }\r\n\r\n if (parentScale.equalsWithEpsilon(defaultScale, epsilon)) {\r\n delete parentNode.scale;\r\n } else {\r\n parentNode.scale = parentScale.asArray();\r\n }\r\n}\r\n\r\n/**\r\n * Sometimes the GLTF Importer can add extra transform nodes (for lights and cameras). This checks if a parent node was added by the GLTF Importer. If so, it should be removed during serialization.\r\n * @param babylonNode Original GLTF node (Light or Camera).\r\n * @param parentBabylonNode Target parent node.\r\n * @returns True if the parent node was added by the GLTF importer.\r\n */\r\nexport function IsParentAddedByImporter(babylonNode: Node, parentBabylonNode: Node): boolean {\r\n return parentBabylonNode instanceof TransformNode && parentBabylonNode.getChildren().length == 1 && babylonNode.getChildren().length == 0;\r\n}\r\n\r\nexport function IsNoopNode(node: Node, useRightHandedSystem: boolean): boolean {\r\n if (!(node instanceof TransformNode)) {\r\n return false;\r\n }\r\n\r\n // Transform\r\n if (useRightHandedSystem) {\r\n const matrix = node.getWorldMatrix();\r\n if (!matrix.isIdentity()) {\r\n return false;\r\n }\r\n } else {\r\n const matrix = node.getWorldMatrix().multiplyToRef(convertHandednessMatrix, TmpVectors.Matrix[0]);\r\n if (!matrix.isIdentity()) {\r\n return false;\r\n }\r\n }\r\n\r\n // Geometry\r\n if (node instanceof AbstractMesh && node.geometry) {\r\n return false;\r\n }\r\n\r\n return true;\r\n}\r\n\r\n/**\r\n * Converts an IndicesArray into either Uint32Array or Uint16Array, only copying if the data is number[].\r\n * @param indices input array to be converted\r\n * @param start starting index to copy from\r\n * @param count number of indices to copy\r\n * @returns a Uint32Array or Uint16Array\r\n * @internal\r\n */\r\nexport function IndicesArrayToTypedArray(indices: IndicesArray, start: number, count: number, is32Bits: boolean): Uint32Array | Uint16Array {\r\n if (indices instanceof Uint16Array || indices instanceof Uint32Array) {\r\n return indices;\r\n }\r\n\r\n // If Int32Array, cast the indices (which are all positive) to Uint32Array\r\n if (indices instanceof Int32Array) {\r\n return new Uint32Array(indices.buffer, indices.byteOffset, indices.length);\r\n }\r\n\r\n const subarray = indices.slice(start, start + count);\r\n return is32Bits ? new Uint32Array(subarray) : new Uint16Array(subarray);\r\n}\r\n\r\nexport function DataArrayToUint8Array(data: DataArray): Uint8Array {\r\n if (data instanceof Array) {\r\n const floatData = new Float32Array(data);\r\n return new Uint8Array(floatData.buffer, floatData.byteOffset, floatData.byteLength);\r\n }\r\n\r\n return ArrayBuffer.isView(data) ? new Uint8Array(data.buffer, data.byteOffset, data.byteLength) : new Uint8Array(data);\r\n}\r\n\r\nexport function GetMinMax(data: DataArray, vertexBuffer: VertexBuffer, start: number, count: number): { min: number[]; max: number[] } {\r\n const { byteOffset, byteStride, type, normalized } = vertexBuffer;\r\n const size = vertexBuffer.getSize();\r\n const min = new Array<number>(size).fill(Infinity);\r\n const max = new Array<number>(size).fill(-Infinity);\r\n EnumerateFloatValues(data, byteOffset + start * byteStride, byteStride, size, type, count * size, normalized, (values) => {\r\n for (let i = 0; i < size; i++) {\r\n min[i] = Math.min(min[i], values[i]);\r\n max[i] = Math.max(max[i], values[i]);\r\n }\r\n });\r\n\r\n return { min, max };\r\n}\r\n\r\n/**\r\n * Removes, in-place, object properties which have the same value as the default value.\r\n * Useful for avoiding unnecessary properties in the glTF JSON.\r\n * @param object the object to omit default values from\r\n * @param defaultValues a partial object with default values\r\n * @returns object with default values omitted\r\n */\r\nexport function OmitDefaultValues<T extends Object>(object: T, defaultValues: Partial<T>): T {\r\n for (const [key, value] of Object.entries(object)) {\r\n const defaultValue = defaultValues[key as keyof T];\r\n if ((Array.isArray(value) && Array.isArray(defaultValue) && AreArraysEqual(value, defaultValue)) || value === defaultValue) {\r\n delete object[key as keyof T];\r\n }\r\n }\r\n return object;\r\n}\r\n\r\nfunction AreArraysEqual(array1: unknown[], array2: unknown[]): boolean {\r\n return array1.length === array2.length && array1.every((val, i) => val === array2[i]);\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- export * from "./glTFData";
2
- export * from "./glTFSerializer";
3
- export { _SolveMetallic, _ConvertToGLTFPBRMetallicRoughness } from "./glTFMaterialExporter";
4
- export * from "./Extensions/index";
1
+ export * from "./glTFData.js";
2
+ export * from "./glTFSerializer.js";
3
+ export { _SolveMetallic, _ConvertToGLTFPBRMetallicRoughness } from "./glTFMaterialExporter.js";
4
+ export * from "./Extensions/index.js";
package/glTF/index.d.ts CHANGED
@@ -1,2 +1,2 @@
1
- export * from "./glTFFileExporter";
2
- export * from "./2.0/index";
1
+ export * from "./glTFFileExporter.js";
2
+ export * from "./2.0/index.js";
package/index.d.ts CHANGED
@@ -1,4 +1,4 @@
1
- export * from "./OBJ/index";
2
- export * from "./glTF/index";
3
- export * from "./stl/index";
4
- export * from "./USDZ/index";
1
+ export * from "./OBJ/index.js";
2
+ export * from "./glTF/index.js";
3
+ export * from "./stl/index.js";
4
+ export * from "./USDZ/index.js";
@@ -1,5 +1,5 @@
1
1
  import "../index.js";
2
- export * from "./legacy-glTF2Serializer";
3
- export * from "./legacy-objSerializer";
4
- export * from "./legacy-stlSerializer";
5
- export * from "./legacy-usdzSerializer";
2
+ export * from "./legacy-glTF2Serializer.js";
3
+ export * from "./legacy-objSerializer.js";
4
+ export * from "./legacy-stlSerializer.js";
5
+ export * from "./legacy-usdzSerializer.js";
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/serializers",
3
- "version": "8.1.1",
3
+ "version": "8.2.1",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -18,10 +18,10 @@
18
18
  "postcompile": "build-tools -c add-js-to-es6"
19
19
  },
20
20
  "devDependencies": {
21
- "@babylonjs/core": "^8.1.1",
21
+ "@babylonjs/core": "^8.2.1",
22
22
  "@dev/build-tools": "^1.0.0",
23
23
  "@lts/serializers": "^1.0.0",
24
- "babylonjs-gltf2interface": "^8.1.1"
24
+ "babylonjs-gltf2interface": "^8.2.1"
25
25
  },
26
26
  "peerDependencies": {
27
27
  "@babylonjs/core": "^8.0.0",
package/stl/index.d.ts CHANGED
@@ -1 +1 @@
1
- export * from "./stlSerializer";
1
+ export * from "./stlSerializer.js";