@babylonjs/serializers 8.10.0 → 8.11.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -3,7 +3,7 @@ import { Light } from "@babylonjs/core/Lights/light.js";
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  import { ShadowLight } from "@babylonjs/core/Lights/shadowLight.js";
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  import { GLTFExporter } from "../glTFExporter.js";
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  import { Logger } from "@babylonjs/core/Misc/logger.js";
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- import { ConvertToRightHandedPosition, OmitDefaultValues, CollapseParentNode, IsParentAddedByImporter } from "../glTFUtilities.js";
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+ import { ConvertToRightHandedPosition, OmitDefaultValues, CollapseChildIntoParent, IsChildCollapsible } from "../glTFUtilities.js";
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  const NAME = "KHR_lights_punctual";
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  const DEFAULTS = {
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  name: "",
@@ -56,7 +56,7 @@ export class KHR_lights_punctual {
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  */
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  async postExportNodeAsync(context, node, babylonNode, nodeMap, convertToRightHanded) {
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  return await new Promise((resolve) => {
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- if (!(babylonNode instanceof ShadowLight)) {
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+ if (!(babylonNode instanceof Light)) {
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  resolve(node);
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  return;
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  }
@@ -67,7 +67,7 @@ export class KHR_lights_punctual {
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  : babylonNode.getTypeID() == Light.LIGHTTYPEID_SPOTLIGHT
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  ? "spot" /* KHRLightsPunctual_LightType.SPOT */
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  : null;
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- if (!lightType) {
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+ if (!lightType || !(babylonNode instanceof ShadowLight)) {
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  Logger.Warn(`${context}: Light ${babylonNode.name} is not supported in ${NAME}`);
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  resolve(node);
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  return;
@@ -125,12 +125,12 @@ export class KHR_lights_punctual {
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  // Assign the light to its parent node, if possible, to condense the glTF
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  // Why and when: the glTF loader generates a new parent TransformNode for each light node, which we should undo on export
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  const parentBabylonNode = babylonNode.parent;
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- if (parentBabylonNode && IsParentAddedByImporter(babylonNode, parentBabylonNode)) {
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+ if (parentBabylonNode && IsChildCollapsible(babylonNode, parentBabylonNode)) {
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  const parentNodeIndex = nodeMap.get(parentBabylonNode);
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  if (parentNodeIndex) {
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  // Combine the light's transformation with the parent's
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  const parentNode = this._exporter._nodes[parentNodeIndex];
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- CollapseParentNode(node, parentNode);
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+ CollapseChildIntoParent(node, parentNode);
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  parentNode.extensions || (parentNode.extensions = {});
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  parentNode.extensions[NAME] = lightReference;
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  // Do not export the original node
@@ -1 +1 @@
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- 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type { SpotLight } from \"core/Lights/spotLight\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"core/Maths/math.vector\";\r\nimport { Light } from \"core/Lights/light\";\r\nimport type { Node } from \"core/node\";\r\nimport { ShadowLight } from \"core/Lights/shadowLight\";\r\nimport type { INode, IKHRLightsPunctual_LightReference, IKHRLightsPunctual_Light, IKHRLightsPunctual } from \"babylonjs-gltf2interface\";\r\nimport { KHRLightsPunctual_LightType } from \"babylonjs-gltf2interface\";\r\nimport type { IGLTFExporterExtensionV2 } from \"../glTFExporterExtension\";\r\nimport { GLTFExporter } from \"../glTFExporter\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { ConvertToRightHandedPosition, OmitDefaultValues, CollapseParentNode, IsParentAddedByImporter } from \"../glTFUtilities\";\r\n\r\nconst NAME = \"KHR_lights_punctual\";\r\nconst DEFAULTS: Omit<IKHRLightsPunctual_Light, \"type\"> = {\r\n name: \"\",\r\n color: [1, 1, 1],\r\n intensity: 1,\r\n range: Number.MAX_VALUE,\r\n};\r\nconst SPOTDEFAULTS: NonNullable<IKHRLightsPunctual_Light[\"spot\"]> = {\r\n innerConeAngle: 0,\r\n outerConeAngle: Math.PI / 4.0,\r\n};\r\nconst LIGHTDIRECTION = Vector3.Backward();\r\n\r\n/**\r\n * [Specification](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_lights_punctual/README.md)\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class KHR_lights_punctual implements IGLTFExporterExtensionV2 {\r\n /** The name of this extension. */\r\n public readonly name = NAME;\r\n\r\n /** Defines whether this extension is enabled. */\r\n public enabled = true;\r\n\r\n /** Defines whether this extension is required */\r\n public required = false;\r\n\r\n /** Reference to the glTF exporter */\r\n private _exporter: GLTFExporter;\r\n\r\n private _lights: IKHRLightsPunctual;\r\n\r\n /**\r\n * @internal\r\n */\r\n constructor(exporter: GLTFExporter) {\r\n this._exporter = exporter;\r\n }\r\n\r\n /** @internal */\r\n public dispose() {\r\n (this._lights as any) = null;\r\n }\r\n\r\n /** @internal */\r\n public get wasUsed() {\r\n return !!this._lights;\r\n }\r\n\r\n /** @internal */\r\n public onExporting(): void {\r\n this._exporter._glTF.extensions![NAME] = this._lights;\r\n }\r\n /**\r\n * Define this method to modify the default behavior when exporting a node\r\n * @param context The context when exporting the node\r\n * @param node glTF node\r\n * @param babylonNode BabylonJS node\r\n * @param nodeMap Node mapping of babylon node to glTF node index\r\n * @param convertToRightHanded Flag to convert the values to right-handed\r\n * @returns nullable INode promise\r\n */\r\n public async postExportNodeAsync(context: string, node: INode, babylonNode: Node, nodeMap: Map<Node, number>, convertToRightHanded: boolean): Promise<Nullable<INode>> {\r\n return await new Promise((resolve) => {\r\n if (!(babylonNode instanceof ShadowLight)) {\r\n resolve(node);\r\n return;\r\n }\r\n\r\n const lightType =\r\n babylonNode.getTypeID() == Light.LIGHTTYPEID_POINTLIGHT\r\n ? KHRLightsPunctual_LightType.POINT\r\n : babylonNode.getTypeID() == Light.LIGHTTYPEID_DIRECTIONALLIGHT\r\n ? KHRLightsPunctual_LightType.DIRECTIONAL\r\n : babylonNode.getTypeID() == Light.LIGHTTYPEID_SPOTLIGHT\r\n ? KHRLightsPunctual_LightType.SPOT\r\n : null;\r\n if (!lightType) {\r\n Logger.Warn(`${context}: Light ${babylonNode.name} is not supported in ${NAME}`);\r\n resolve(node);\r\n return;\r\n }\r\n\r\n if (babylonNode.falloffType !== Light.FALLOFF_GLTF) {\r\n Logger.Warn(`${context}: Light falloff for ${babylonNode.name} does not match the ${NAME} specification!`);\r\n }\r\n\r\n // Set the node's translation and rotation here, since lights are not handled in exportNodeAsync\r\n if (!babylonNode.position.equalsToFloats(0, 0, 0)) {\r\n const translation = TmpVectors.Vector3[0].copyFrom(babylonNode.position);\r\n if (convertToRightHanded) {\r\n ConvertToRightHandedPosition(translation);\r\n }\r\n node.translation = translation.asArray();\r\n }\r\n\r\n // Babylon lights have \"constant\" rotation and variable direction, while\r\n // glTF lights have variable rotation and constant direction. Therefore,\r\n // compute a quaternion that aligns the Babylon light's direction with glTF's constant one.\r\n if (lightType !== KHRLightsPunctual_LightType.POINT) {\r\n const direction = babylonNode.direction.normalizeToRef(TmpVectors.Vector3[0]);\r\n if (convertToRightHanded) {\r\n ConvertToRightHandedPosition(direction);\r\n }\r\n const angle = Math.acos(Vector3.Dot(LIGHTDIRECTION, direction));\r\n const axis = Vector3.Cross(LIGHTDIRECTION, direction);\r\n const lightRotationQuaternion = Quaternion.RotationAxisToRef(axis, angle, TmpVectors.Quaternion[0]);\r\n if (!Quaternion.IsIdentity(lightRotationQuaternion)) {\r\n node.rotation = lightRotationQuaternion.asArray();\r\n }\r\n }\r\n\r\n const light: IKHRLightsPunctual_Light = {\r\n type: lightType,\r\n name: babylonNode.name,\r\n color: babylonNode.diffuse.asArray(),\r\n intensity: babylonNode.intensity,\r\n range: babylonNode.range,\r\n };\r\n OmitDefaultValues(light, DEFAULTS);\r\n\r\n // Separately handle the required 'spot' field for spot lights\r\n if (lightType === KHRLightsPunctual_LightType.SPOT) {\r\n const babylonSpotLight = babylonNode as SpotLight;\r\n light.spot = {\r\n innerConeAngle: babylonSpotLight.innerAngle / 2.0,\r\n outerConeAngle: babylonSpotLight.angle / 2.0,\r\n };\r\n OmitDefaultValues(light.spot, SPOTDEFAULTS);\r\n }\r\n\r\n this._lights ||= {\r\n lights: [],\r\n };\r\n this._lights.lights.push(light);\r\n\r\n const lightReference: IKHRLightsPunctual_LightReference = {\r\n light: this._lights.lights.length - 1,\r\n };\r\n\r\n // Assign the light to its parent node, if possible, to condense the glTF\r\n // Why and when: the glTF loader generates a new parent TransformNode for each light node, which we should undo on export\r\n const parentBabylonNode = babylonNode.parent;\r\n\r\n if (parentBabylonNode && IsParentAddedByImporter(babylonNode, parentBabylonNode)) {\r\n const parentNodeIndex = nodeMap.get(parentBabylonNode);\r\n if (parentNodeIndex) {\r\n // Combine the light's transformation with the parent's\r\n const parentNode = this._exporter._nodes[parentNodeIndex];\r\n CollapseParentNode(node, parentNode);\r\n parentNode.extensions ||= {};\r\n parentNode.extensions[NAME] = lightReference;\r\n\r\n // Do not export the original node\r\n resolve(null);\r\n return;\r\n }\r\n }\r\n\r\n node.extensions ||= {};\r\n node.extensions[NAME] = lightReference;\r\n resolve(node);\r\n });\r\n }\r\n}\r\n\r\nGLTFExporter.RegisterExtension(NAME, (exporter) => new KHR_lights_punctual(exporter));\r\n"]}
1
+ 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type { SpotLight } from \"core/Lights/spotLight\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"core/Maths/math.vector\";\r\nimport { Light } from \"core/Lights/light\";\r\nimport type { Node } from \"core/node\";\r\nimport { ShadowLight } from \"core/Lights/shadowLight\";\r\nimport type { INode, IKHRLightsPunctual_LightReference, IKHRLightsPunctual_Light, IKHRLightsPunctual } from \"babylonjs-gltf2interface\";\r\nimport { KHRLightsPunctual_LightType } from \"babylonjs-gltf2interface\";\r\nimport type { IGLTFExporterExtensionV2 } from \"../glTFExporterExtension\";\r\nimport { GLTFExporter } from \"../glTFExporter\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { ConvertToRightHandedPosition, OmitDefaultValues, CollapseChildIntoParent, IsChildCollapsible } from \"../glTFUtilities\";\r\n\r\nconst NAME = \"KHR_lights_punctual\";\r\nconst DEFAULTS: Omit<IKHRLightsPunctual_Light, \"type\"> = {\r\n name: \"\",\r\n color: [1, 1, 1],\r\n intensity: 1,\r\n range: Number.MAX_VALUE,\r\n};\r\nconst SPOTDEFAULTS: NonNullable<IKHRLightsPunctual_Light[\"spot\"]> = {\r\n innerConeAngle: 0,\r\n outerConeAngle: Math.PI / 4.0,\r\n};\r\nconst LIGHTDIRECTION = Vector3.Backward();\r\n\r\n/**\r\n * [Specification](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_lights_punctual/README.md)\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class KHR_lights_punctual implements IGLTFExporterExtensionV2 {\r\n /** The name of this extension. */\r\n public readonly name = NAME;\r\n\r\n /** Defines whether this extension is enabled. */\r\n public enabled = true;\r\n\r\n /** Defines whether this extension is required */\r\n public required = false;\r\n\r\n /** Reference to the glTF exporter */\r\n private _exporter: GLTFExporter;\r\n\r\n private _lights: IKHRLightsPunctual;\r\n\r\n /**\r\n * @internal\r\n */\r\n constructor(exporter: GLTFExporter) {\r\n this._exporter = exporter;\r\n }\r\n\r\n /** @internal */\r\n public dispose() {\r\n (this._lights as any) = null;\r\n }\r\n\r\n /** @internal */\r\n public get wasUsed() {\r\n return !!this._lights;\r\n }\r\n\r\n /** @internal */\r\n public onExporting(): void {\r\n this._exporter._glTF.extensions![NAME] = this._lights;\r\n }\r\n /**\r\n * Define this method to modify the default behavior when exporting a node\r\n * @param context The context when exporting the node\r\n * @param node glTF node\r\n * @param babylonNode BabylonJS node\r\n * @param nodeMap Node mapping of babylon node to glTF node index\r\n * @param convertToRightHanded Flag to convert the values to right-handed\r\n * @returns nullable INode promise\r\n */\r\n public async postExportNodeAsync(context: string, node: INode, babylonNode: Node, nodeMap: Map<Node, number>, convertToRightHanded: boolean): Promise<Nullable<INode>> {\r\n return await new Promise((resolve) => {\r\n if (!(babylonNode instanceof Light)) {\r\n resolve(node);\r\n return;\r\n }\r\n\r\n const lightType =\r\n babylonNode.getTypeID() == Light.LIGHTTYPEID_POINTLIGHT\r\n ? KHRLightsPunctual_LightType.POINT\r\n : babylonNode.getTypeID() == Light.LIGHTTYPEID_DIRECTIONALLIGHT\r\n ? KHRLightsPunctual_LightType.DIRECTIONAL\r\n : babylonNode.getTypeID() == Light.LIGHTTYPEID_SPOTLIGHT\r\n ? KHRLightsPunctual_LightType.SPOT\r\n : null;\r\n if (!lightType || !(babylonNode instanceof ShadowLight)) {\r\n Logger.Warn(`${context}: Light ${babylonNode.name} is not supported in ${NAME}`);\r\n resolve(node);\r\n return;\r\n }\r\n\r\n if (babylonNode.falloffType !== Light.FALLOFF_GLTF) {\r\n Logger.Warn(`${context}: Light falloff for ${babylonNode.name} does not match the ${NAME} specification!`);\r\n }\r\n\r\n // Set the node's translation and rotation here, since lights are not handled in exportNodeAsync\r\n if (!babylonNode.position.equalsToFloats(0, 0, 0)) {\r\n const translation = TmpVectors.Vector3[0].copyFrom(babylonNode.position);\r\n if (convertToRightHanded) {\r\n ConvertToRightHandedPosition(translation);\r\n }\r\n node.translation = translation.asArray();\r\n }\r\n\r\n // Babylon lights have \"constant\" rotation and variable direction, while\r\n // glTF lights have variable rotation and constant direction. Therefore,\r\n // compute a quaternion that aligns the Babylon light's direction with glTF's constant one.\r\n if (lightType !== KHRLightsPunctual_LightType.POINT) {\r\n const direction = babylonNode.direction.normalizeToRef(TmpVectors.Vector3[0]);\r\n if (convertToRightHanded) {\r\n ConvertToRightHandedPosition(direction);\r\n }\r\n const angle = Math.acos(Vector3.Dot(LIGHTDIRECTION, direction));\r\n const axis = Vector3.Cross(LIGHTDIRECTION, direction);\r\n const lightRotationQuaternion = Quaternion.RotationAxisToRef(axis, angle, TmpVectors.Quaternion[0]);\r\n if (!Quaternion.IsIdentity(lightRotationQuaternion)) {\r\n node.rotation = lightRotationQuaternion.asArray();\r\n }\r\n }\r\n\r\n const light: IKHRLightsPunctual_Light = {\r\n type: lightType,\r\n name: babylonNode.name,\r\n color: babylonNode.diffuse.asArray(),\r\n intensity: babylonNode.intensity,\r\n range: babylonNode.range,\r\n };\r\n OmitDefaultValues(light, DEFAULTS);\r\n\r\n // Separately handle the required 'spot' field for spot lights\r\n if (lightType === KHRLightsPunctual_LightType.SPOT) {\r\n const babylonSpotLight = babylonNode as SpotLight;\r\n light.spot = {\r\n innerConeAngle: babylonSpotLight.innerAngle / 2.0,\r\n outerConeAngle: babylonSpotLight.angle / 2.0,\r\n };\r\n OmitDefaultValues(light.spot, SPOTDEFAULTS);\r\n }\r\n\r\n this._lights ||= {\r\n lights: [],\r\n };\r\n this._lights.lights.push(light);\r\n\r\n const lightReference: IKHRLightsPunctual_LightReference = {\r\n light: this._lights.lights.length - 1,\r\n };\r\n\r\n // Assign the light to its parent node, if possible, to condense the glTF\r\n // Why and when: the glTF loader generates a new parent TransformNode for each light node, which we should undo on export\r\n const parentBabylonNode = babylonNode.parent;\r\n\r\n if (parentBabylonNode && IsChildCollapsible(babylonNode, parentBabylonNode)) {\r\n const parentNodeIndex = nodeMap.get(parentBabylonNode);\r\n if (parentNodeIndex) {\r\n // Combine the light's transformation with the parent's\r\n const parentNode = this._exporter._nodes[parentNodeIndex];\r\n CollapseChildIntoParent(node, parentNode);\r\n parentNode.extensions ||= {};\r\n parentNode.extensions[NAME] = lightReference;\r\n\r\n // Do not export the original node\r\n resolve(null);\r\n return;\r\n }\r\n }\r\n\r\n node.extensions ||= {};\r\n node.extensions[NAME] = lightReference;\r\n resolve(node);\r\n });\r\n }\r\n}\r\n\r\nGLTFExporter.RegisterExtension(NAME, (exporter) => new KHR_lights_punctual(exporter));\r\n"]}
@@ -6,7 +6,7 @@ import { MorphTarget } from "@babylonjs/core/Morph/morphTarget.js";
6
6
  import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
7
7
  import { Camera } from "@babylonjs/core/Cameras/camera.js";
8
8
  import { Light } from "@babylonjs/core/Lights/light.js";
9
- import { GetAccessorElementCount, ConvertToRightHandedPosition, ConvertCameraRotationToGLTF, ConvertToRightHandedRotation } from "./glTFUtilities.js";
9
+ import { GetAccessorElementCount, ConvertToRightHandedPosition, Rotate180Y, ConvertToRightHandedRotation } from "./glTFUtilities.js";
10
10
  /**
11
11
  * @internal
12
12
  * Enum for handling in tangent and out tangent.
@@ -390,51 +390,31 @@ export class _GLTFAnimation {
390
390
  const outputData = new Float32Array(animationData.outputs.length * elementCount);
391
391
  animationData.outputs.forEach(function (output, index) {
392
392
  let outputToWrite = output;
393
- if (convertToRightHanded) {
394
- switch (animationChannelTargetPath) {
395
- case "translation" /* AnimationChannelTargetPath.TRANSLATION */:
393
+ switch (animationChannelTargetPath) {
394
+ case "translation" /* AnimationChannelTargetPath.TRANSLATION */:
395
+ if (convertToRightHanded) {
396
396
  Vector3.FromArrayToRef(output, 0, position);
397
397
  ConvertToRightHandedPosition(position);
398
398
  position.toArray(outputToWrite);
399
- break;
400
- case "rotation" /* AnimationChannelTargetPath.ROTATION */:
401
- if (output.length === 4) {
402
- Quaternion.FromArrayToRef(output, 0, rotationQuaternion);
403
- }
404
- else {
405
- outputToWrite = new Array(4); // Will need 4, not 3, for a quaternion
406
- Vector3.FromArrayToRef(output, 0, eulerVec3);
407
- Quaternion.FromEulerVectorToRef(eulerVec3, rotationQuaternion);
408
- }
409
- if (isCamera) {
410
- ConvertCameraRotationToGLTF(rotationQuaternion);
411
- }
412
- else {
413
- if (!Quaternion.IsIdentity(rotationQuaternion)) {
414
- ConvertToRightHandedRotation(rotationQuaternion);
415
- }
416
- }
417
- rotationQuaternion.toArray(outputToWrite);
418
- break;
419
- }
420
- }
421
- else {
422
- switch (animationChannelTargetPath) {
423
- case "rotation" /* AnimationChannelTargetPath.ROTATION */:
424
- if (output.length === 4) {
425
- Quaternion.FromArrayToRef(output, 0, rotationQuaternion);
426
- }
427
- else {
428
- outputToWrite = new Array(4); // Will need 4, not 3, for a quaternion
429
- Vector3.FromArrayToRef(output, 0, eulerVec3);
430
- Quaternion.FromEulerVectorToRef(eulerVec3, rotationQuaternion);
431
- }
399
+ }
400
+ break;
401
+ case "rotation" /* AnimationChannelTargetPath.ROTATION */:
402
+ if (output.length === 4) {
403
+ Quaternion.FromArrayToRef(output, 0, rotationQuaternion);
404
+ }
405
+ else {
406
+ outputToWrite = new Array(4); // Will need 4, not 3, for a quaternion
407
+ Vector3.FromArrayToRef(output, 0, eulerVec3);
408
+ Quaternion.FromEulerVectorToRef(eulerVec3, rotationQuaternion);
409
+ }
410
+ if (convertToRightHanded) {
411
+ ConvertToRightHandedRotation(rotationQuaternion);
432
412
  if (isCamera) {
433
- ConvertCameraRotationToGLTF(rotationQuaternion);
413
+ Rotate180Y(rotationQuaternion);
434
414
  }
435
- rotationQuaternion.toArray(outputToWrite);
436
- break;
437
- }
415
+ }
416
+ rotationQuaternion.toArray(outputToWrite);
417
+ break;
438
418
  }
439
419
  outputData.set(outputToWrite, index * elementCount);
440
420
  });
@@ -1 +1 @@
1
- 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type { IAnimation, INode, IBufferView, IAccessor, IAnimationSampler, IAnimationChannel } from \"babylonjs-gltf2interface\";\r\nimport { AnimationSamplerInterpolation, AnimationChannelTargetPath, AccessorType, AccessorComponentType } from \"babylonjs-gltf2interface\";\r\nimport type { Node } from \"core/node\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Vector3, Quaternion } from \"core/Maths/math.vector\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { Animation } from \"core/Animations/animation\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { MorphTarget } from \"core/Morph/morphTarget\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\n\r\nimport type { IAnimationKey } from \"core/Animations/animationKey\";\r\nimport { AnimationKeyInterpolation } from \"core/Animations/animationKey\";\r\n\r\nimport { Camera } from \"core/Cameras/camera\";\r\nimport { Light } from \"core/Lights/light\";\r\nimport type { BufferManager } from \"./bufferManager\";\r\nimport { GetAccessorElementCount, ConvertToRightHandedPosition, ConvertCameraRotationToGLTF, ConvertToRightHandedRotation } from \"./glTFUtilities\";\r\n\r\n/**\r\n * @internal\r\n * Interface to store animation data.\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface _IAnimationData {\r\n /**\r\n * Keyframe data.\r\n */\r\n inputs: number[];\r\n /**\r\n * Value data.\r\n */\r\n outputs: number[][];\r\n /**\r\n * Animation interpolation data.\r\n */\r\n samplerInterpolation: AnimationSamplerInterpolation;\r\n /**\r\n * Minimum keyframe value.\r\n */\r\n inputsMin: number;\r\n /**\r\n * Maximum keyframe value.\r\n */\r\n inputsMax: number;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface _IAnimationInfo {\r\n /**\r\n * The target channel for the animation\r\n */\r\n animationChannelTargetPath: AnimationChannelTargetPath;\r\n /**\r\n * The glTF accessor type for the data.\r\n */\r\n dataAccessorType: AccessorType.VEC3 | AccessorType.VEC4 | AccessorType.SCALAR;\r\n /**\r\n * Specifies if quaternions should be used.\r\n */\r\n useQuaternion: boolean;\r\n}\r\n\r\n/**\r\n * @internal\r\n * Enum for handling in tangent and out tangent.\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nenum _TangentType {\r\n /**\r\n * Specifies that input tangents are used.\r\n */\r\n INTANGENT,\r\n /**\r\n * Specifies that output tangents are used.\r\n */\r\n OUTTANGENT,\r\n}\r\n\r\n/**\r\n * @internal\r\n * Utility class for generating glTF animation data from BabylonJS.\r\n */\r\nexport class _GLTFAnimation {\r\n /**\r\n * Determine if a node is transformable - ie has properties it should be part of animation of transformation.\r\n * @param babylonNode the node to test\r\n * @returns true if can be animated, false otherwise. False if the parameter is null or undefined.\r\n */\r\n private static _IsTransformable(babylonNode: Node): boolean {\r\n return babylonNode && (babylonNode instanceof TransformNode || babylonNode instanceof Camera || babylonNode instanceof Light);\r\n }\r\n\r\n /**\r\n * @ignore\r\n *\r\n * Creates glTF channel animation from BabylonJS animation.\r\n * @param babylonTransformNode - BabylonJS mesh.\r\n * @param animation - animation.\r\n * @param animationChannelTargetPath - The target animation channel.\r\n * @param useQuaternion - Specifies if quaternions are used.\r\n * @returns nullable IAnimationData\r\n */\r\n public static _CreateNodeAnimation(\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n useQuaternion: boolean,\r\n animationSampleRate: number\r\n ): Nullable<_IAnimationData> {\r\n if (this._IsTransformable(babylonTransformNode)) {\r\n const inputs: number[] = [];\r\n const outputs: number[][] = [];\r\n const keyFrames = animation.getKeys();\r\n const minMaxKeyFrames = _GLTFAnimation._CalculateMinMaxKeyFrames(keyFrames);\r\n const interpolationOrBake = _GLTFAnimation._DeduceInterpolation(keyFrames, animationChannelTargetPath, useQuaternion);\r\n\r\n const interpolation = interpolationOrBake.interpolationType;\r\n const shouldBakeAnimation = interpolationOrBake.shouldBakeAnimation;\r\n\r\n if (shouldBakeAnimation) {\r\n _GLTFAnimation._CreateBakedAnimation(\r\n babylonTransformNode,\r\n animation,\r\n animationChannelTargetPath,\r\n minMaxKeyFrames.min,\r\n minMaxKeyFrames.max,\r\n animation.framePerSecond,\r\n animationSampleRate,\r\n inputs,\r\n outputs,\r\n minMaxKeyFrames,\r\n useQuaternion\r\n );\r\n } else {\r\n if (interpolation === AnimationSamplerInterpolation.LINEAR || interpolation === AnimationSamplerInterpolation.STEP) {\r\n _GLTFAnimation._CreateLinearOrStepAnimation(babylonTransformNode, animation, animationChannelTargetPath, inputs, outputs, useQuaternion);\r\n } else if (interpolation === AnimationSamplerInterpolation.CUBICSPLINE) {\r\n _GLTFAnimation._CreateCubicSplineAnimation(babylonTransformNode, animation, animationChannelTargetPath, inputs, outputs, useQuaternion);\r\n } else {\r\n _GLTFAnimation._CreateBakedAnimation(\r\n babylonTransformNode,\r\n animation,\r\n animationChannelTargetPath,\r\n minMaxKeyFrames.min,\r\n minMaxKeyFrames.max,\r\n animation.framePerSecond,\r\n animationSampleRate,\r\n inputs,\r\n outputs,\r\n minMaxKeyFrames,\r\n useQuaternion\r\n );\r\n }\r\n }\r\n\r\n if (inputs.length && outputs.length) {\r\n const result: _IAnimationData = {\r\n inputs: inputs,\r\n outputs: outputs,\r\n samplerInterpolation: interpolation,\r\n inputsMin: shouldBakeAnimation ? minMaxKeyFrames.min : Tools.FloatRound(minMaxKeyFrames.min / animation.framePerSecond),\r\n inputsMax: shouldBakeAnimation ? minMaxKeyFrames.max : Tools.FloatRound(minMaxKeyFrames.max / animation.framePerSecond),\r\n };\r\n\r\n return result;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private static _DeduceAnimationInfo(animation: Animation): Nullable<_IAnimationInfo> {\r\n let animationChannelTargetPath: Nullable<AnimationChannelTargetPath> = null;\r\n let dataAccessorType = AccessorType.VEC3;\r\n let useQuaternion: boolean = false;\r\n const property = animation.targetProperty.split(\".\");\r\n switch (property[0]) {\r\n case \"scaling\": {\r\n animationChannelTargetPath = AnimationChannelTargetPath.SCALE;\r\n break;\r\n }\r\n case \"position\": {\r\n animationChannelTargetPath = AnimationChannelTargetPath.TRANSLATION;\r\n break;\r\n }\r\n case \"rotation\": {\r\n dataAccessorType = AccessorType.VEC4;\r\n animationChannelTargetPath = AnimationChannelTargetPath.ROTATION;\r\n break;\r\n }\r\n case \"rotationQuaternion\": {\r\n dataAccessorType = AccessorType.VEC4;\r\n useQuaternion = true;\r\n animationChannelTargetPath = AnimationChannelTargetPath.ROTATION;\r\n break;\r\n }\r\n case \"influence\": {\r\n dataAccessorType = AccessorType.SCALAR;\r\n animationChannelTargetPath = AnimationChannelTargetPath.WEIGHTS;\r\n break;\r\n }\r\n default: {\r\n Tools.Error(`Unsupported animatable property ${property[0]}`);\r\n }\r\n }\r\n if (animationChannelTargetPath) {\r\n return { animationChannelTargetPath: animationChannelTargetPath, dataAccessorType: dataAccessorType, useQuaternion: useQuaternion };\r\n } else {\r\n Tools.Error(\"animation channel target path and data accessor type could be deduced\");\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * @ignore\r\n * Create node animations from the transform node animations\r\n * @param babylonNode\r\n * @param runtimeGLTFAnimation\r\n * @param idleGLTFAnimations\r\n * @param nodeMap\r\n * @param nodes\r\n * @param bufferManager\r\n * @param bufferViews\r\n * @param accessors\r\n * @param animationSampleRate\r\n */\r\n public static _CreateNodeAnimationFromNodeAnimations(\r\n babylonNode: Node,\r\n runtimeGLTFAnimation: IAnimation,\r\n idleGLTFAnimations: IAnimation[],\r\n nodeMap: Map<Node, number>,\r\n nodes: INode[],\r\n bufferManager: BufferManager,\r\n bufferViews: IBufferView[],\r\n accessors: IAccessor[],\r\n animationSampleRate: number,\r\n useRightHanded: boolean,\r\n shouldExportAnimation?: (animation: Animation) => boolean\r\n ) {\r\n let glTFAnimation: IAnimation;\r\n if (_GLTFAnimation._IsTransformable(babylonNode)) {\r\n if (babylonNode.animations) {\r\n for (const animation of babylonNode.animations) {\r\n if (shouldExportAnimation && !shouldExportAnimation(animation)) {\r\n continue;\r\n }\r\n const animationInfo = _GLTFAnimation._DeduceAnimationInfo(animation);\r\n if (animationInfo) {\r\n glTFAnimation = {\r\n name: animation.name,\r\n samplers: [],\r\n channels: [],\r\n };\r\n _GLTFAnimation._AddAnimation(\r\n `${animation.name}`,\r\n animation.hasRunningRuntimeAnimations ? runtimeGLTFAnimation : glTFAnimation,\r\n babylonNode,\r\n animation,\r\n animationInfo.dataAccessorType,\r\n animationInfo.animationChannelTargetPath,\r\n nodeMap,\r\n bufferManager,\r\n bufferViews,\r\n accessors,\r\n animationInfo.useQuaternion,\r\n animationSampleRate,\r\n useRightHanded\r\n );\r\n if (glTFAnimation.samplers.length && glTFAnimation.channels.length) {\r\n idleGLTFAnimations.push(glTFAnimation);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @ignore\r\n * Create individual morph animations from the mesh's morph target animation tracks\r\n * @param babylonNode\r\n * @param runtimeGLTFAnimation\r\n * @param idleGLTFAnimations\r\n * @param nodeMap\r\n * @param nodes\r\n * @param bufferManager\r\n * @param bufferViews\r\n * @param accessors\r\n * @param animationSampleRate\r\n */\r\n public static _CreateMorphTargetAnimationFromMorphTargetAnimations(\r\n babylonNode: Node,\r\n runtimeGLTFAnimation: IAnimation,\r\n idleGLTFAnimations: IAnimation[],\r\n nodeMap: Map<Node, number>,\r\n nodes: INode[],\r\n bufferManager: BufferManager,\r\n bufferViews: IBufferView[],\r\n accessors: IAccessor[],\r\n animationSampleRate: number,\r\n useRightHanded: boolean,\r\n shouldExportAnimation?: (animation: Animation) => boolean\r\n ) {\r\n let glTFAnimation: IAnimation;\r\n if (babylonNode instanceof Mesh) {\r\n const morphTargetManager = babylonNode.morphTargetManager;\r\n if (morphTargetManager) {\r\n for (let i = 0; i < morphTargetManager.numTargets; ++i) {\r\n const morphTarget = morphTargetManager.getTarget(i);\r\n for (const animation of morphTarget.animations) {\r\n if (shouldExportAnimation && !shouldExportAnimation(animation)) {\r\n continue;\r\n }\r\n const combinedAnimation = new Animation(\r\n `${animation.name}`,\r\n \"influence\",\r\n animation.framePerSecond,\r\n animation.dataType,\r\n animation.loopMode,\r\n animation.enableBlending\r\n );\r\n const combinedAnimationKeys: IAnimationKey[] = [];\r\n const animationKeys = animation.getKeys();\r\n\r\n for (let j = 0; j < animationKeys.length; ++j) {\r\n const animationKey = animationKeys[j];\r\n for (let k = 0; k < morphTargetManager.numTargets; ++k) {\r\n if (k == i) {\r\n combinedAnimationKeys.push(animationKey);\r\n } else {\r\n combinedAnimationKeys.push({ frame: animationKey.frame, value: 0 });\r\n }\r\n }\r\n }\r\n combinedAnimation.setKeys(combinedAnimationKeys);\r\n const animationInfo = _GLTFAnimation._DeduceAnimationInfo(combinedAnimation);\r\n if (animationInfo) {\r\n glTFAnimation = {\r\n name: combinedAnimation.name,\r\n samplers: [],\r\n channels: [],\r\n };\r\n _GLTFAnimation._AddAnimation(\r\n animation.name,\r\n animation.hasRunningRuntimeAnimations ? runtimeGLTFAnimation : glTFAnimation,\r\n babylonNode,\r\n combinedAnimation,\r\n animationInfo.dataAccessorType,\r\n animationInfo.animationChannelTargetPath,\r\n nodeMap,\r\n bufferManager,\r\n bufferViews,\r\n accessors,\r\n animationInfo.useQuaternion,\r\n animationSampleRate,\r\n useRightHanded,\r\n morphTargetManager.numTargets\r\n );\r\n if (glTFAnimation.samplers.length && glTFAnimation.channels.length) {\r\n idleGLTFAnimations.push(glTFAnimation);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Create node and morph animations from the animation groups\r\n * @param babylonScene\r\n * @param glTFAnimations\r\n * @param nodeMap\r\n * @param nodes\r\n * @param bufferManager\r\n * @param bufferViews\r\n * @param accessors\r\n * @param animationSampleRate\r\n */\r\n public static _CreateNodeAndMorphAnimationFromAnimationGroups(\r\n babylonScene: Scene,\r\n glTFAnimations: IAnimation[],\r\n nodeMap: Map<Node, number>,\r\n bufferManager: BufferManager,\r\n bufferViews: IBufferView[],\r\n accessors: IAccessor[],\r\n animationSampleRate: number,\r\n leftHandedNodes: Set<Node>,\r\n shouldExportAnimation?: (animation: Animation) => boolean\r\n ) {\r\n let glTFAnimation: IAnimation;\r\n if (babylonScene.animationGroups) {\r\n const animationGroups = babylonScene.animationGroups;\r\n for (const animationGroup of animationGroups) {\r\n const morphAnimations: Map<Mesh, Map<MorphTarget, Animation>> = new Map();\r\n const sampleAnimations: Map<Mesh, Animation> = new Map();\r\n const morphAnimationMeshes: Set<Mesh> = new Set();\r\n const animationGroupFrameDiff = animationGroup.to - animationGroup.from;\r\n glTFAnimation = {\r\n name: animationGroup.name,\r\n channels: [],\r\n samplers: [],\r\n };\r\n for (let i = 0; i < animationGroup.targetedAnimations.length; ++i) {\r\n const targetAnimation = animationGroup.targetedAnimations[i];\r\n const target = targetAnimation.target;\r\n const animation = targetAnimation.animation;\r\n if (shouldExportAnimation && !shouldExportAnimation(animation)) {\r\n continue;\r\n }\r\n\r\n const convertToRightHanded = leftHandedNodes.has(target);\r\n\r\n if (this._IsTransformable(target) || (target.length === 1 && this._IsTransformable(target[0]))) {\r\n const animationInfo = _GLTFAnimation._DeduceAnimationInfo(targetAnimation.animation);\r\n if (animationInfo) {\r\n const babylonTransformNode = this._IsTransformable(target) ? target : this._IsTransformable(target[0]) ? target[0] : null;\r\n if (babylonTransformNode) {\r\n _GLTFAnimation._AddAnimation(\r\n `${animation.name}`,\r\n glTFAnimation,\r\n babylonTransformNode,\r\n animation,\r\n animationInfo.dataAccessorType,\r\n animationInfo.animationChannelTargetPath,\r\n nodeMap,\r\n bufferManager,\r\n bufferViews,\r\n accessors,\r\n animationInfo.useQuaternion,\r\n animationSampleRate,\r\n convertToRightHanded\r\n );\r\n }\r\n }\r\n } else if (target instanceof MorphTarget || (target.length === 1 && target[0] instanceof MorphTarget)) {\r\n const animationInfo = _GLTFAnimation._DeduceAnimationInfo(targetAnimation.animation);\r\n if (animationInfo) {\r\n const babylonMorphTarget = target instanceof MorphTarget ? target : (target[0] as MorphTarget);\r\n if (babylonMorphTarget) {\r\n const babylonMorphTargetManager = babylonScene.morphTargetManagers.find((morphTargetManager) => {\r\n for (let j = 0; j < morphTargetManager.numTargets; ++j) {\r\n if (morphTargetManager.getTarget(j) === babylonMorphTarget) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n });\r\n if (babylonMorphTargetManager) {\r\n const babylonMesh = babylonScene.meshes.find((mesh) => {\r\n return (mesh as Mesh).morphTargetManager === babylonMorphTargetManager;\r\n }) as Mesh;\r\n if (babylonMesh) {\r\n if (!morphAnimations.has(babylonMesh)) {\r\n morphAnimations.set(babylonMesh, new Map());\r\n }\r\n morphAnimations.get(babylonMesh)?.set(babylonMorphTarget, animation);\r\n morphAnimationMeshes.add(babylonMesh);\r\n sampleAnimations.set(babylonMesh, animation);\r\n }\r\n }\r\n }\r\n }\r\n } else {\r\n // this is the place for the KHR_animation_pointer.\r\n }\r\n }\r\n morphAnimationMeshes.forEach((mesh) => {\r\n const morphTargetManager = mesh.morphTargetManager!;\r\n let combinedAnimationGroup: Nullable<Animation> = null;\r\n const animationKeys: IAnimationKey[] = [];\r\n const sampleAnimation = sampleAnimations.get(mesh)!;\r\n const sampleAnimationKeys = sampleAnimation.getKeys();\r\n const numAnimationKeys = sampleAnimationKeys.length;\r\n /*\r\n Due to how glTF expects morph target animation data to be formatted, we need to rearrange the individual morph target animation tracks,\r\n such that we have a single animation, where a given keyframe input value has successive output values for each morph target belonging to the manager.\r\n See: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations\r\n\r\n We do this via constructing a new Animation track, and interleaving the frames of each morph target animation track in the current Animation Group\r\n We reuse the Babylon Animation data structure for ease of handling export of cubic spline animation keys, and to reuse the\r\n existing _GLTFAnimation.AddAnimation codepath with minimal modification, however the constructed Babylon Animation is NOT intended for use in-engine.\r\n */\r\n for (let i = 0; i < numAnimationKeys; ++i) {\r\n for (let j = 0; j < morphTargetManager.numTargets; ++j) {\r\n const morphTarget = morphTargetManager.getTarget(j);\r\n const animationsByMorphTarget = morphAnimations.get(mesh);\r\n if (animationsByMorphTarget) {\r\n const morphTargetAnimation = animationsByMorphTarget.get(morphTarget);\r\n if (morphTargetAnimation) {\r\n if (!combinedAnimationGroup) {\r\n combinedAnimationGroup = new Animation(\r\n `${animationGroup.name}_${mesh.name}_MorphWeightAnimation`,\r\n \"influence\",\r\n morphTargetAnimation.framePerSecond,\r\n Animation.ANIMATIONTYPE_FLOAT,\r\n morphTargetAnimation.loopMode,\r\n morphTargetAnimation.enableBlending\r\n );\r\n }\r\n animationKeys.push(morphTargetAnimation.getKeys()[i]);\r\n } else {\r\n animationKeys.push({\r\n frame: animationGroup.from + (animationGroupFrameDiff / numAnimationKeys) * i,\r\n value: morphTarget.influence,\r\n inTangent: sampleAnimationKeys[0].inTangent ? 0 : undefined,\r\n outTangent: sampleAnimationKeys[0].outTangent ? 0 : undefined,\r\n });\r\n }\r\n }\r\n }\r\n }\r\n combinedAnimationGroup!.setKeys(animationKeys);\r\n const animationInfo = _GLTFAnimation._DeduceAnimationInfo(combinedAnimationGroup!);\r\n if (animationInfo) {\r\n _GLTFAnimation._AddAnimation(\r\n `${animationGroup.name}_${mesh.name}_MorphWeightAnimation`,\r\n glTFAnimation,\r\n mesh,\r\n combinedAnimationGroup!,\r\n animationInfo.dataAccessorType,\r\n animationInfo.animationChannelTargetPath,\r\n nodeMap,\r\n bufferManager,\r\n bufferViews,\r\n accessors,\r\n animationInfo.useQuaternion,\r\n animationSampleRate,\r\n false,\r\n morphTargetManager?.numTargets\r\n );\r\n }\r\n });\r\n if (glTFAnimation.channels.length && glTFAnimation.samplers.length) {\r\n glTFAnimations.push(glTFAnimation);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private static _AddAnimation(\r\n name: string,\r\n glTFAnimation: IAnimation,\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n dataAccessorType: AccessorType,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n nodeMap: Map<Node, number>,\r\n bufferManager: BufferManager,\r\n bufferViews: IBufferView[],\r\n accessors: IAccessor[],\r\n useQuaternion: boolean,\r\n animationSampleRate: number,\r\n convertToRightHanded: boolean,\r\n morphAnimationChannels?: number\r\n ) {\r\n const animationData = _GLTFAnimation._CreateNodeAnimation(babylonTransformNode, animation, animationChannelTargetPath, useQuaternion, animationSampleRate);\r\n let bufferView: IBufferView;\r\n let accessor: IAccessor;\r\n let keyframeAccessorIndex: number;\r\n let dataAccessorIndex: number;\r\n let animationSampler: IAnimationSampler;\r\n let animationChannel: IAnimationChannel;\r\n\r\n if (animationData) {\r\n /*\r\n * Now that we have the glTF converted morph target animation data,\r\n * we can remove redundant input data so that we have n input frames,\r\n * and morphAnimationChannels * n output frames\r\n */\r\n if (morphAnimationChannels) {\r\n let index = 0;\r\n let currentInput: number = 0;\r\n const newInputs: number[] = [];\r\n while (animationData.inputs.length > 0) {\r\n currentInput = animationData.inputs.shift()!;\r\n if (index % morphAnimationChannels == 0) {\r\n newInputs.push(currentInput);\r\n }\r\n index++;\r\n }\r\n animationData.inputs = newInputs;\r\n }\r\n\r\n const nodeIndex = nodeMap.get(babylonTransformNode);\r\n\r\n // Create buffer view and accessor for key frames.\r\n const inputData = new Float32Array(animationData.inputs);\r\n bufferView = bufferManager.createBufferView(inputData);\r\n accessor = bufferManager.createAccessor(bufferView, AccessorType.SCALAR, AccessorComponentType.FLOAT, animationData.inputs.length, undefined, {\r\n min: [animationData.inputsMin],\r\n max: [animationData.inputsMax],\r\n });\r\n accessors.push(accessor);\r\n keyframeAccessorIndex = accessors.length - 1;\r\n\r\n // Perform conversions on keyed values while also building their buffer.\r\n const rotationQuaternion = new Quaternion();\r\n const eulerVec3 = new Vector3();\r\n const position = new Vector3();\r\n const isCamera = babylonTransformNode instanceof Camera;\r\n\r\n const elementCount = GetAccessorElementCount(dataAccessorType);\r\n const outputData = new Float32Array(animationData.outputs.length * elementCount);\r\n animationData.outputs.forEach(function (output: number[], index: number) {\r\n let outputToWrite: number[] = output;\r\n if (convertToRightHanded) {\r\n switch (animationChannelTargetPath) {\r\n case AnimationChannelTargetPath.TRANSLATION:\r\n Vector3.FromArrayToRef(output, 0, position);\r\n ConvertToRightHandedPosition(position);\r\n position.toArray(outputToWrite);\r\n break;\r\n case AnimationChannelTargetPath.ROTATION:\r\n if (output.length === 4) {\r\n Quaternion.FromArrayToRef(output, 0, rotationQuaternion);\r\n } else {\r\n outputToWrite = new Array(4); // Will need 4, not 3, for a quaternion\r\n Vector3.FromArrayToRef(output, 0, eulerVec3);\r\n Quaternion.FromEulerVectorToRef(eulerVec3, rotationQuaternion);\r\n }\r\n\r\n if (isCamera) {\r\n ConvertCameraRotationToGLTF(rotationQuaternion);\r\n } else {\r\n if (!Quaternion.IsIdentity(rotationQuaternion)) {\r\n ConvertToRightHandedRotation(rotationQuaternion);\r\n }\r\n }\r\n\r\n rotationQuaternion.toArray(outputToWrite);\r\n break;\r\n }\r\n } else {\r\n switch (animationChannelTargetPath) {\r\n case AnimationChannelTargetPath.ROTATION:\r\n if (output.length === 4) {\r\n Quaternion.FromArrayToRef(output, 0, rotationQuaternion);\r\n } else {\r\n outputToWrite = new Array(4); // Will need 4, not 3, for a quaternion\r\n Vector3.FromArrayToRef(output, 0, eulerVec3);\r\n Quaternion.FromEulerVectorToRef(eulerVec3, rotationQuaternion);\r\n }\r\n\r\n if (isCamera) {\r\n ConvertCameraRotationToGLTF(rotationQuaternion);\r\n }\r\n\r\n rotationQuaternion.toArray(outputToWrite);\r\n break;\r\n }\r\n }\r\n outputData.set(outputToWrite, index * elementCount);\r\n });\r\n\r\n // Create buffer view and accessor for keyed values.\r\n bufferView = bufferManager.createBufferView(outputData);\r\n accessor = bufferManager.createAccessor(bufferView, dataAccessorType, AccessorComponentType.FLOAT, animationData.outputs.length);\r\n accessors.push(accessor);\r\n dataAccessorIndex = accessors.length - 1;\r\n\r\n // create sampler\r\n animationSampler = {\r\n interpolation: animationData.samplerInterpolation,\r\n input: keyframeAccessorIndex,\r\n output: dataAccessorIndex,\r\n };\r\n glTFAnimation.samplers.push(animationSampler);\r\n\r\n // create channel\r\n animationChannel = {\r\n sampler: glTFAnimation.samplers.length - 1,\r\n target: {\r\n node: nodeIndex,\r\n path: animationChannelTargetPath,\r\n },\r\n };\r\n glTFAnimation.channels.push(animationChannel);\r\n }\r\n }\r\n\r\n /**\r\n * Create a baked animation\r\n * @param babylonTransformNode BabylonJS mesh\r\n * @param animation BabylonJS animation corresponding to the BabylonJS mesh\r\n * @param animationChannelTargetPath animation target channel\r\n * @param minFrame minimum animation frame\r\n * @param maxFrame maximum animation frame\r\n * @param fps frames per second of the animation\r\n * @param sampleRate\r\n * @param inputs input key frames of the animation\r\n * @param outputs output key frame data of the animation\r\n * @param minMaxFrames\r\n * @param minMaxFrames.min\r\n * @param minMaxFrames.max\r\n * @param useQuaternion specifies if quaternions should be used\r\n */\r\n private static _CreateBakedAnimation(\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n minFrame: number,\r\n maxFrame: number,\r\n fps: number,\r\n sampleRate: number,\r\n inputs: number[],\r\n outputs: number[][],\r\n minMaxFrames: { min: number; max: number },\r\n useQuaternion: boolean\r\n ) {\r\n let value: number | Vector3 | Quaternion;\r\n const quaternionCache: Quaternion = Quaternion.Identity();\r\n let previousTime: Nullable<number> = null;\r\n let time: number;\r\n let maxUsedFrame: Nullable<number> = null;\r\n let currKeyFrame: Nullable<IAnimationKey> = null;\r\n let nextKeyFrame: Nullable<IAnimationKey> = null;\r\n let prevKeyFrame: Nullable<IAnimationKey> = null;\r\n let endFrame: Nullable<number> = null;\r\n minMaxFrames.min = Tools.FloatRound(minFrame / fps);\r\n\r\n const keyFrames = animation.getKeys();\r\n\r\n for (let i = 0, length = keyFrames.length; i < length; ++i) {\r\n endFrame = null;\r\n currKeyFrame = keyFrames[i];\r\n\r\n if (i + 1 < length) {\r\n nextKeyFrame = keyFrames[i + 1];\r\n if ((currKeyFrame.value.equals && currKeyFrame.value.equals(nextKeyFrame.value)) || currKeyFrame.value === nextKeyFrame.value) {\r\n if (i === 0) {\r\n // set the first frame to itself\r\n endFrame = currKeyFrame.frame;\r\n } else {\r\n continue;\r\n }\r\n } else {\r\n endFrame = nextKeyFrame.frame;\r\n }\r\n } else {\r\n // at the last key frame\r\n prevKeyFrame = keyFrames[i - 1];\r\n if ((currKeyFrame.value.equals && currKeyFrame.value.equals(prevKeyFrame.value)) || currKeyFrame.value === prevKeyFrame.value) {\r\n continue;\r\n } else {\r\n endFrame = maxFrame;\r\n }\r\n }\r\n if (endFrame) {\r\n for (let f = currKeyFrame.frame; f <= endFrame; f += sampleRate) {\r\n time = Tools.FloatRound(f / fps);\r\n if (time === previousTime) {\r\n continue;\r\n }\r\n previousTime = time;\r\n maxUsedFrame = time;\r\n const state = {\r\n key: 0,\r\n repeatCount: 0,\r\n loopMode: animation.loopMode,\r\n };\r\n value = animation._interpolate(f, state);\r\n\r\n _GLTFAnimation._SetInterpolatedValue(babylonTransformNode, value, time, animation, animationChannelTargetPath, quaternionCache, inputs, outputs, useQuaternion);\r\n }\r\n }\r\n }\r\n if (maxUsedFrame) {\r\n minMaxFrames.max = maxUsedFrame;\r\n }\r\n }\r\n\r\n private static _ConvertFactorToVector3OrQuaternion(\r\n factor: number,\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n useQuaternion: boolean\r\n ): Vector3 | Quaternion {\r\n const basePositionRotationOrScale = _GLTFAnimation._GetBasePositionRotationOrScale(babylonTransformNode, animationChannelTargetPath, useQuaternion);\r\n // handles single component x, y, z or w component animation by using a base property and animating over a component.\r\n const property = animation.targetProperty.split(\".\");\r\n const componentName = property ? property[1] : \"\"; // x, y, z, or w component\r\n const value = useQuaternion ? Quaternion.FromArray(basePositionRotationOrScale).normalize() : Vector3.FromArray(basePositionRotationOrScale);\r\n\r\n switch (componentName) {\r\n case \"x\":\r\n case \"y\":\r\n case \"z\": {\r\n value[componentName] = factor;\r\n break;\r\n }\r\n case \"w\": {\r\n (value as Quaternion).w = factor;\r\n break;\r\n }\r\n default: {\r\n Tools.Error(`glTFAnimation: Unsupported component name \"${componentName}\"!`);\r\n }\r\n }\r\n\r\n return value;\r\n }\r\n\r\n private static _SetInterpolatedValue(\r\n babylonTransformNode: Node,\r\n value: number | Vector3 | Quaternion,\r\n time: number,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n quaternionCache: Quaternion,\r\n inputs: number[],\r\n outputs: number[][],\r\n useQuaternion: boolean\r\n ) {\r\n let cacheValue: Vector3 | Quaternion | number;\r\n inputs.push(time);\r\n\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.WEIGHTS) {\r\n outputs.push([value as number]);\r\n return;\r\n }\r\n\r\n if (animation.dataType === Animation.ANIMATIONTYPE_FLOAT) {\r\n value = this._ConvertFactorToVector3OrQuaternion(value as number, babylonTransformNode, animation, animationChannelTargetPath, useQuaternion);\r\n }\r\n\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {\r\n if (useQuaternion) {\r\n quaternionCache = value as Quaternion;\r\n } else {\r\n cacheValue = value as Vector3;\r\n Quaternion.RotationYawPitchRollToRef(cacheValue.y, cacheValue.x, cacheValue.z, quaternionCache);\r\n }\r\n outputs.push(quaternionCache.asArray());\r\n } else {\r\n // scaling and position animation\r\n cacheValue = value as Vector3;\r\n outputs.push(cacheValue.asArray());\r\n }\r\n }\r\n\r\n /**\r\n * Creates linear animation from the animation key frames\r\n * @param babylonTransformNode BabylonJS mesh\r\n * @param animation BabylonJS animation\r\n * @param animationChannelTargetPath The target animation channel\r\n * @param inputs Array to store the key frame times\r\n * @param outputs Array to store the key frame data\r\n * @param useQuaternion Specifies if quaternions are used in the animation\r\n */\r\n private static _CreateLinearOrStepAnimation(\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n inputs: number[],\r\n outputs: number[][],\r\n useQuaternion: boolean\r\n ) {\r\n for (const keyFrame of animation.getKeys()) {\r\n inputs.push(keyFrame.frame / animation.framePerSecond); // keyframes in seconds.\r\n _GLTFAnimation._AddKeyframeValue(keyFrame, animation, outputs, animationChannelTargetPath, babylonTransformNode, useQuaternion);\r\n }\r\n }\r\n\r\n /**\r\n * Creates cubic spline animation from the animation key frames\r\n * @param babylonTransformNode BabylonJS mesh\r\n * @param animation BabylonJS animation\r\n * @param animationChannelTargetPath The target animation channel\r\n * @param inputs Array to store the key frame times\r\n * @param outputs Array to store the key frame data\r\n * @param useQuaternion Specifies if quaternions are used in the animation\r\n */\r\n private static _CreateCubicSplineAnimation(\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n inputs: number[],\r\n outputs: number[][],\r\n useQuaternion: boolean\r\n ) {\r\n animation.getKeys().forEach(function (keyFrame) {\r\n inputs.push(keyFrame.frame / animation.framePerSecond); // keyframes in seconds.\r\n _GLTFAnimation._AddSplineTangent(_TangentType.INTANGENT, outputs, animationChannelTargetPath, AnimationSamplerInterpolation.CUBICSPLINE, keyFrame, useQuaternion);\r\n _GLTFAnimation._AddKeyframeValue(keyFrame, animation, outputs, animationChannelTargetPath, babylonTransformNode, useQuaternion);\r\n\r\n _GLTFAnimation._AddSplineTangent(_TangentType.OUTTANGENT, outputs, animationChannelTargetPath, AnimationSamplerInterpolation.CUBICSPLINE, keyFrame, useQuaternion);\r\n });\r\n }\r\n\r\n private static _GetBasePositionRotationOrScale(babylonTransformNode: Node, animationChannelTargetPath: AnimationChannelTargetPath, useQuaternion: boolean) {\r\n let basePositionRotationOrScale: number[];\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {\r\n if (useQuaternion) {\r\n const q = (babylonTransformNode as TransformNode).rotationQuaternion;\r\n basePositionRotationOrScale = (q ?? Quaternion.Identity()).asArray();\r\n } else {\r\n const r: Vector3 = (babylonTransformNode as TransformNode).rotation;\r\n basePositionRotationOrScale = (r ?? Vector3.Zero()).asArray();\r\n }\r\n } else if (animationChannelTargetPath === AnimationChannelTargetPath.TRANSLATION) {\r\n const p: Vector3 = (babylonTransformNode as TransformNode).position;\r\n basePositionRotationOrScale = (p ?? Vector3.Zero()).asArray();\r\n } else {\r\n // scale\r\n const s: Vector3 = (babylonTransformNode as TransformNode).scaling;\r\n basePositionRotationOrScale = (s ?? Vector3.One()).asArray();\r\n }\r\n return basePositionRotationOrScale;\r\n }\r\n\r\n /**\r\n * Adds a key frame value\r\n * @param keyFrame\r\n * @param animation\r\n * @param outputs\r\n * @param animationChannelTargetPath\r\n * @param babylonTransformNode\r\n * @param useQuaternion\r\n */\r\n private static _AddKeyframeValue(\r\n keyFrame: IAnimationKey,\r\n animation: Animation,\r\n outputs: number[][],\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n babylonTransformNode: Node,\r\n useQuaternion: boolean\r\n ) {\r\n let newPositionRotationOrScale: Nullable<Vector3 | Quaternion | number>;\r\n const animationType = animation.dataType;\r\n if (animationType === Animation.ANIMATIONTYPE_VECTOR3) {\r\n let value = keyFrame.value.asArray();\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {\r\n const array = Vector3.FromArray(value);\r\n const rotationQuaternion = Quaternion.RotationYawPitchRoll(array.y, array.x, array.z);\r\n value = rotationQuaternion.asArray();\r\n }\r\n outputs.push(value); // scale vector.\r\n } else if (animationType === Animation.ANIMATIONTYPE_FLOAT) {\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.WEIGHTS) {\r\n outputs.push([keyFrame.value]);\r\n } else {\r\n // handles single component x, y, z or w component animation by using a base property and animating over a component.\r\n newPositionRotationOrScale = this._ConvertFactorToVector3OrQuaternion(\r\n keyFrame.value as number,\r\n babylonTransformNode,\r\n animation,\r\n animationChannelTargetPath,\r\n useQuaternion\r\n );\r\n if (newPositionRotationOrScale) {\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {\r\n const posRotScale = useQuaternion\r\n ? (newPositionRotationOrScale as Quaternion)\r\n : Quaternion.RotationYawPitchRoll(newPositionRotationOrScale.y, newPositionRotationOrScale.x, newPositionRotationOrScale.z).normalize();\r\n outputs.push(posRotScale.asArray());\r\n }\r\n outputs.push(newPositionRotationOrScale.asArray());\r\n }\r\n }\r\n } else if (animationType === Animation.ANIMATIONTYPE_QUATERNION) {\r\n outputs.push((keyFrame.value as Quaternion).normalize().asArray());\r\n } else {\r\n Tools.Error(\"glTFAnimation: Unsupported key frame values for animation!\");\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Determine the interpolation based on the key frames\r\n * @param keyFrames\r\n * @param animationChannelTargetPath\r\n * @param useQuaternion\r\n */\r\n private static _DeduceInterpolation(\r\n keyFrames: IAnimationKey[],\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n useQuaternion: boolean\r\n ): { interpolationType: AnimationSamplerInterpolation; shouldBakeAnimation: boolean } {\r\n let interpolationType: AnimationSamplerInterpolation | undefined;\r\n let shouldBakeAnimation = false;\r\n let key: IAnimationKey;\r\n\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION && !useQuaternion) {\r\n return { interpolationType: AnimationSamplerInterpolation.LINEAR, shouldBakeAnimation: true };\r\n }\r\n\r\n for (let i = 0, length = keyFrames.length; i < length; ++i) {\r\n key = keyFrames[i];\r\n if (key.inTangent || key.outTangent) {\r\n if (interpolationType) {\r\n if (interpolationType !== AnimationSamplerInterpolation.CUBICSPLINE) {\r\n interpolationType = AnimationSamplerInterpolation.LINEAR;\r\n shouldBakeAnimation = true;\r\n break;\r\n }\r\n } else {\r\n interpolationType = AnimationSamplerInterpolation.CUBICSPLINE;\r\n }\r\n } else {\r\n if (interpolationType) {\r\n if (\r\n interpolationType === AnimationSamplerInterpolation.CUBICSPLINE ||\r\n (key.interpolation && key.interpolation === AnimationKeyInterpolation.STEP && interpolationType !== AnimationSamplerInterpolation.STEP)\r\n ) {\r\n interpolationType = AnimationSamplerInterpolation.LINEAR;\r\n shouldBakeAnimation = true;\r\n break;\r\n }\r\n } else {\r\n if (key.interpolation && key.interpolation === AnimationKeyInterpolation.STEP) {\r\n interpolationType = AnimationSamplerInterpolation.STEP;\r\n } else {\r\n interpolationType = AnimationSamplerInterpolation.LINEAR;\r\n }\r\n }\r\n }\r\n }\r\n if (!interpolationType) {\r\n interpolationType = AnimationSamplerInterpolation.LINEAR;\r\n }\r\n\r\n return { interpolationType: interpolationType, shouldBakeAnimation: shouldBakeAnimation };\r\n }\r\n\r\n /**\r\n * Adds an input tangent or output tangent to the output data\r\n * If an input tangent or output tangent is missing, it uses the zero vector or zero quaternion\r\n * @param tangentType Specifies which type of tangent to handle (inTangent or outTangent)\r\n * @param outputs The animation data by keyframe\r\n * @param animationChannelTargetPath The target animation channel\r\n * @param interpolation The interpolation type\r\n * @param keyFrame The key frame with the animation data\r\n * @param useQuaternion Specifies if quaternions are used\r\n */\r\n private static _AddSplineTangent(\r\n tangentType: _TangentType,\r\n outputs: number[][],\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n interpolation: AnimationSamplerInterpolation,\r\n keyFrame: IAnimationKey,\r\n useQuaternion: boolean\r\n ) {\r\n let tangent: number[];\r\n const tangentValue: Vector3 | Quaternion | number = tangentType === _TangentType.INTANGENT ? keyFrame.inTangent : keyFrame.outTangent;\r\n if (interpolation === AnimationSamplerInterpolation.CUBICSPLINE) {\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {\r\n if (tangentValue) {\r\n if (useQuaternion) {\r\n tangent = (tangentValue as Quaternion).asArray();\r\n } else {\r\n const array = tangentValue as Vector3;\r\n tangent = Quaternion.RotationYawPitchRoll(array.y, array.x, array.z).asArray();\r\n }\r\n } else {\r\n tangent = [0, 0, 0, 0];\r\n }\r\n } else if (animationChannelTargetPath === AnimationChannelTargetPath.WEIGHTS) {\r\n if (tangentValue) {\r\n tangent = [tangentValue as number];\r\n } else {\r\n tangent = [0];\r\n }\r\n } else {\r\n if (tangentValue) {\r\n tangent = (tangentValue as Vector3).asArray();\r\n } else {\r\n tangent = [0, 0, 0];\r\n }\r\n }\r\n\r\n outputs.push(tangent);\r\n }\r\n }\r\n\r\n /**\r\n * Get the minimum and maximum key frames' frame values\r\n * @param keyFrames animation key frames\r\n * @returns the minimum and maximum key frame value\r\n */\r\n private static _CalculateMinMaxKeyFrames(keyFrames: IAnimationKey[]): { min: number; max: number } {\r\n let min: number = Infinity;\r\n let max: number = -Infinity;\r\n keyFrames.forEach(function (keyFrame) {\r\n min = Math.min(min, keyFrame.frame);\r\n max = Math.max(max, keyFrame.frame);\r\n });\r\n\r\n return { min: min, max: max };\r\n }\r\n}\r\n"]}
1
+ 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"sourcesContent":["import type { IAnimation, INode, IBufferView, IAccessor, IAnimationSampler, IAnimationChannel } from \"babylonjs-gltf2interface\";\r\nimport { AnimationSamplerInterpolation, AnimationChannelTargetPath, AccessorType, AccessorComponentType } from \"babylonjs-gltf2interface\";\r\nimport type { Node } from \"core/node\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Vector3, Quaternion } from \"core/Maths/math.vector\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { Animation } from \"core/Animations/animation\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { MorphTarget } from \"core/Morph/morphTarget\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\n\r\nimport type { IAnimationKey } from \"core/Animations/animationKey\";\r\nimport { AnimationKeyInterpolation } from \"core/Animations/animationKey\";\r\n\r\nimport { Camera } from \"core/Cameras/camera\";\r\nimport { Light } from \"core/Lights/light\";\r\nimport type { BufferManager } from \"./bufferManager\";\r\nimport { GetAccessorElementCount, ConvertToRightHandedPosition, Rotate180Y, ConvertToRightHandedRotation } from \"./glTFUtilities\";\r\n\r\n/**\r\n * @internal\r\n * Interface to store animation data.\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface _IAnimationData {\r\n /**\r\n * Keyframe data.\r\n */\r\n inputs: number[];\r\n /**\r\n * Value data.\r\n */\r\n outputs: number[][];\r\n /**\r\n * Animation interpolation data.\r\n */\r\n samplerInterpolation: AnimationSamplerInterpolation;\r\n /**\r\n * Minimum keyframe value.\r\n */\r\n inputsMin: number;\r\n /**\r\n * Maximum keyframe value.\r\n */\r\n inputsMax: number;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface _IAnimationInfo {\r\n /**\r\n * The target channel for the animation\r\n */\r\n animationChannelTargetPath: AnimationChannelTargetPath;\r\n /**\r\n * The glTF accessor type for the data.\r\n */\r\n dataAccessorType: AccessorType.VEC3 | AccessorType.VEC4 | AccessorType.SCALAR;\r\n /**\r\n * Specifies if quaternions should be used.\r\n */\r\n useQuaternion: boolean;\r\n}\r\n\r\n/**\r\n * @internal\r\n * Enum for handling in tangent and out tangent.\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nenum _TangentType {\r\n /**\r\n * Specifies that input tangents are used.\r\n */\r\n INTANGENT,\r\n /**\r\n * Specifies that output tangents are used.\r\n */\r\n OUTTANGENT,\r\n}\r\n\r\n/**\r\n * @internal\r\n * Utility class for generating glTF animation data from BabylonJS.\r\n */\r\nexport class _GLTFAnimation {\r\n /**\r\n * Determine if a node is transformable - ie has properties it should be part of animation of transformation.\r\n * @param babylonNode the node to test\r\n * @returns true if can be animated, false otherwise. False if the parameter is null or undefined.\r\n */\r\n private static _IsTransformable(babylonNode: Node): boolean {\r\n return babylonNode && (babylonNode instanceof TransformNode || babylonNode instanceof Camera || babylonNode instanceof Light);\r\n }\r\n\r\n /**\r\n * @ignore\r\n *\r\n * Creates glTF channel animation from BabylonJS animation.\r\n * @param babylonTransformNode - BabylonJS mesh.\r\n * @param animation - animation.\r\n * @param animationChannelTargetPath - The target animation channel.\r\n * @param useQuaternion - Specifies if quaternions are used.\r\n * @returns nullable IAnimationData\r\n */\r\n public static _CreateNodeAnimation(\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n useQuaternion: boolean,\r\n animationSampleRate: number\r\n ): Nullable<_IAnimationData> {\r\n if (this._IsTransformable(babylonTransformNode)) {\r\n const inputs: number[] = [];\r\n const outputs: number[][] = [];\r\n const keyFrames = animation.getKeys();\r\n const minMaxKeyFrames = _GLTFAnimation._CalculateMinMaxKeyFrames(keyFrames);\r\n const interpolationOrBake = _GLTFAnimation._DeduceInterpolation(keyFrames, animationChannelTargetPath, useQuaternion);\r\n\r\n const interpolation = interpolationOrBake.interpolationType;\r\n const shouldBakeAnimation = interpolationOrBake.shouldBakeAnimation;\r\n\r\n if (shouldBakeAnimation) {\r\n _GLTFAnimation._CreateBakedAnimation(\r\n babylonTransformNode,\r\n animation,\r\n animationChannelTargetPath,\r\n minMaxKeyFrames.min,\r\n minMaxKeyFrames.max,\r\n animation.framePerSecond,\r\n animationSampleRate,\r\n inputs,\r\n outputs,\r\n minMaxKeyFrames,\r\n useQuaternion\r\n );\r\n } else {\r\n if (interpolation === AnimationSamplerInterpolation.LINEAR || interpolation === AnimationSamplerInterpolation.STEP) {\r\n _GLTFAnimation._CreateLinearOrStepAnimation(babylonTransformNode, animation, animationChannelTargetPath, inputs, outputs, useQuaternion);\r\n } else if (interpolation === AnimationSamplerInterpolation.CUBICSPLINE) {\r\n _GLTFAnimation._CreateCubicSplineAnimation(babylonTransformNode, animation, animationChannelTargetPath, inputs, outputs, useQuaternion);\r\n } else {\r\n _GLTFAnimation._CreateBakedAnimation(\r\n babylonTransformNode,\r\n animation,\r\n animationChannelTargetPath,\r\n minMaxKeyFrames.min,\r\n minMaxKeyFrames.max,\r\n animation.framePerSecond,\r\n animationSampleRate,\r\n inputs,\r\n outputs,\r\n minMaxKeyFrames,\r\n useQuaternion\r\n );\r\n }\r\n }\r\n\r\n if (inputs.length && outputs.length) {\r\n const result: _IAnimationData = {\r\n inputs: inputs,\r\n outputs: outputs,\r\n samplerInterpolation: interpolation,\r\n inputsMin: shouldBakeAnimation ? minMaxKeyFrames.min : Tools.FloatRound(minMaxKeyFrames.min / animation.framePerSecond),\r\n inputsMax: shouldBakeAnimation ? minMaxKeyFrames.max : Tools.FloatRound(minMaxKeyFrames.max / animation.framePerSecond),\r\n };\r\n\r\n return result;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private static _DeduceAnimationInfo(animation: Animation): Nullable<_IAnimationInfo> {\r\n let animationChannelTargetPath: Nullable<AnimationChannelTargetPath> = null;\r\n let dataAccessorType = AccessorType.VEC3;\r\n let useQuaternion: boolean = false;\r\n const property = animation.targetProperty.split(\".\");\r\n switch (property[0]) {\r\n case \"scaling\": {\r\n animationChannelTargetPath = AnimationChannelTargetPath.SCALE;\r\n break;\r\n }\r\n case \"position\": {\r\n animationChannelTargetPath = AnimationChannelTargetPath.TRANSLATION;\r\n break;\r\n }\r\n case \"rotation\": {\r\n dataAccessorType = AccessorType.VEC4;\r\n animationChannelTargetPath = AnimationChannelTargetPath.ROTATION;\r\n break;\r\n }\r\n case \"rotationQuaternion\": {\r\n dataAccessorType = AccessorType.VEC4;\r\n useQuaternion = true;\r\n animationChannelTargetPath = AnimationChannelTargetPath.ROTATION;\r\n break;\r\n }\r\n case \"influence\": {\r\n dataAccessorType = AccessorType.SCALAR;\r\n animationChannelTargetPath = AnimationChannelTargetPath.WEIGHTS;\r\n break;\r\n }\r\n default: {\r\n Tools.Error(`Unsupported animatable property ${property[0]}`);\r\n }\r\n }\r\n if (animationChannelTargetPath) {\r\n return { animationChannelTargetPath: animationChannelTargetPath, dataAccessorType: dataAccessorType, useQuaternion: useQuaternion };\r\n } else {\r\n Tools.Error(\"animation channel target path and data accessor type could be deduced\");\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * @ignore\r\n * Create node animations from the transform node animations\r\n * @param babylonNode\r\n * @param runtimeGLTFAnimation\r\n * @param idleGLTFAnimations\r\n * @param nodeMap\r\n * @param nodes\r\n * @param bufferManager\r\n * @param bufferViews\r\n * @param accessors\r\n * @param animationSampleRate\r\n */\r\n public static _CreateNodeAnimationFromNodeAnimations(\r\n babylonNode: Node,\r\n runtimeGLTFAnimation: IAnimation,\r\n idleGLTFAnimations: IAnimation[],\r\n nodeMap: Map<Node, number>,\r\n nodes: INode[],\r\n bufferManager: BufferManager,\r\n bufferViews: IBufferView[],\r\n accessors: IAccessor[],\r\n animationSampleRate: number,\r\n useRightHanded: boolean,\r\n shouldExportAnimation?: (animation: Animation) => boolean\r\n ) {\r\n let glTFAnimation: IAnimation;\r\n if (_GLTFAnimation._IsTransformable(babylonNode)) {\r\n if (babylonNode.animations) {\r\n for (const animation of babylonNode.animations) {\r\n if (shouldExportAnimation && !shouldExportAnimation(animation)) {\r\n continue;\r\n }\r\n const animationInfo = _GLTFAnimation._DeduceAnimationInfo(animation);\r\n if (animationInfo) {\r\n glTFAnimation = {\r\n name: animation.name,\r\n samplers: [],\r\n channels: [],\r\n };\r\n _GLTFAnimation._AddAnimation(\r\n `${animation.name}`,\r\n animation.hasRunningRuntimeAnimations ? runtimeGLTFAnimation : glTFAnimation,\r\n babylonNode,\r\n animation,\r\n animationInfo.dataAccessorType,\r\n animationInfo.animationChannelTargetPath,\r\n nodeMap,\r\n bufferManager,\r\n bufferViews,\r\n accessors,\r\n animationInfo.useQuaternion,\r\n animationSampleRate,\r\n useRightHanded\r\n );\r\n if (glTFAnimation.samplers.length && glTFAnimation.channels.length) {\r\n idleGLTFAnimations.push(glTFAnimation);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @ignore\r\n * Create individual morph animations from the mesh's morph target animation tracks\r\n * @param babylonNode\r\n * @param runtimeGLTFAnimation\r\n * @param idleGLTFAnimations\r\n * @param nodeMap\r\n * @param nodes\r\n * @param bufferManager\r\n * @param bufferViews\r\n * @param accessors\r\n * @param animationSampleRate\r\n */\r\n public static _CreateMorphTargetAnimationFromMorphTargetAnimations(\r\n babylonNode: Node,\r\n runtimeGLTFAnimation: IAnimation,\r\n idleGLTFAnimations: IAnimation[],\r\n nodeMap: Map<Node, number>,\r\n nodes: INode[],\r\n bufferManager: BufferManager,\r\n bufferViews: IBufferView[],\r\n accessors: IAccessor[],\r\n animationSampleRate: number,\r\n useRightHanded: boolean,\r\n shouldExportAnimation?: (animation: Animation) => boolean\r\n ) {\r\n let glTFAnimation: IAnimation;\r\n if (babylonNode instanceof Mesh) {\r\n const morphTargetManager = babylonNode.morphTargetManager;\r\n if (morphTargetManager) {\r\n for (let i = 0; i < morphTargetManager.numTargets; ++i) {\r\n const morphTarget = morphTargetManager.getTarget(i);\r\n for (const animation of morphTarget.animations) {\r\n if (shouldExportAnimation && !shouldExportAnimation(animation)) {\r\n continue;\r\n }\r\n const combinedAnimation = new Animation(\r\n `${animation.name}`,\r\n \"influence\",\r\n animation.framePerSecond,\r\n animation.dataType,\r\n animation.loopMode,\r\n animation.enableBlending\r\n );\r\n const combinedAnimationKeys: IAnimationKey[] = [];\r\n const animationKeys = animation.getKeys();\r\n\r\n for (let j = 0; j < animationKeys.length; ++j) {\r\n const animationKey = animationKeys[j];\r\n for (let k = 0; k < morphTargetManager.numTargets; ++k) {\r\n if (k == i) {\r\n combinedAnimationKeys.push(animationKey);\r\n } else {\r\n combinedAnimationKeys.push({ frame: animationKey.frame, value: 0 });\r\n }\r\n }\r\n }\r\n combinedAnimation.setKeys(combinedAnimationKeys);\r\n const animationInfo = _GLTFAnimation._DeduceAnimationInfo(combinedAnimation);\r\n if (animationInfo) {\r\n glTFAnimation = {\r\n name: combinedAnimation.name,\r\n samplers: [],\r\n channels: [],\r\n };\r\n _GLTFAnimation._AddAnimation(\r\n animation.name,\r\n animation.hasRunningRuntimeAnimations ? runtimeGLTFAnimation : glTFAnimation,\r\n babylonNode,\r\n combinedAnimation,\r\n animationInfo.dataAccessorType,\r\n animationInfo.animationChannelTargetPath,\r\n nodeMap,\r\n bufferManager,\r\n bufferViews,\r\n accessors,\r\n animationInfo.useQuaternion,\r\n animationSampleRate,\r\n useRightHanded,\r\n morphTargetManager.numTargets\r\n );\r\n if (glTFAnimation.samplers.length && glTFAnimation.channels.length) {\r\n idleGLTFAnimations.push(glTFAnimation);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Create node and morph animations from the animation groups\r\n * @param babylonScene\r\n * @param glTFAnimations\r\n * @param nodeMap\r\n * @param nodes\r\n * @param bufferManager\r\n * @param bufferViews\r\n * @param accessors\r\n * @param animationSampleRate\r\n */\r\n public static _CreateNodeAndMorphAnimationFromAnimationGroups(\r\n babylonScene: Scene,\r\n glTFAnimations: IAnimation[],\r\n nodeMap: Map<Node, number>,\r\n bufferManager: BufferManager,\r\n bufferViews: IBufferView[],\r\n accessors: IAccessor[],\r\n animationSampleRate: number,\r\n leftHandedNodes: Set<Node>,\r\n shouldExportAnimation?: (animation: Animation) => boolean\r\n ) {\r\n let glTFAnimation: IAnimation;\r\n if (babylonScene.animationGroups) {\r\n const animationGroups = babylonScene.animationGroups;\r\n for (const animationGroup of animationGroups) {\r\n const morphAnimations: Map<Mesh, Map<MorphTarget, Animation>> = new Map();\r\n const sampleAnimations: Map<Mesh, Animation> = new Map();\r\n const morphAnimationMeshes: Set<Mesh> = new Set();\r\n const animationGroupFrameDiff = animationGroup.to - animationGroup.from;\r\n glTFAnimation = {\r\n name: animationGroup.name,\r\n channels: [],\r\n samplers: [],\r\n };\r\n for (let i = 0; i < animationGroup.targetedAnimations.length; ++i) {\r\n const targetAnimation = animationGroup.targetedAnimations[i];\r\n const target = targetAnimation.target;\r\n const animation = targetAnimation.animation;\r\n if (shouldExportAnimation && !shouldExportAnimation(animation)) {\r\n continue;\r\n }\r\n\r\n const convertToRightHanded = leftHandedNodes.has(target);\r\n\r\n if (this._IsTransformable(target) || (target.length === 1 && this._IsTransformable(target[0]))) {\r\n const animationInfo = _GLTFAnimation._DeduceAnimationInfo(targetAnimation.animation);\r\n if (animationInfo) {\r\n const babylonTransformNode = this._IsTransformable(target) ? target : this._IsTransformable(target[0]) ? target[0] : null;\r\n if (babylonTransformNode) {\r\n _GLTFAnimation._AddAnimation(\r\n `${animation.name}`,\r\n glTFAnimation,\r\n babylonTransformNode,\r\n animation,\r\n animationInfo.dataAccessorType,\r\n animationInfo.animationChannelTargetPath,\r\n nodeMap,\r\n bufferManager,\r\n bufferViews,\r\n accessors,\r\n animationInfo.useQuaternion,\r\n animationSampleRate,\r\n convertToRightHanded\r\n );\r\n }\r\n }\r\n } else if (target instanceof MorphTarget || (target.length === 1 && target[0] instanceof MorphTarget)) {\r\n const animationInfo = _GLTFAnimation._DeduceAnimationInfo(targetAnimation.animation);\r\n if (animationInfo) {\r\n const babylonMorphTarget = target instanceof MorphTarget ? target : (target[0] as MorphTarget);\r\n if (babylonMorphTarget) {\r\n const babylonMorphTargetManager = babylonScene.morphTargetManagers.find((morphTargetManager) => {\r\n for (let j = 0; j < morphTargetManager.numTargets; ++j) {\r\n if (morphTargetManager.getTarget(j) === babylonMorphTarget) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n });\r\n if (babylonMorphTargetManager) {\r\n const babylonMesh = babylonScene.meshes.find((mesh) => {\r\n return (mesh as Mesh).morphTargetManager === babylonMorphTargetManager;\r\n }) as Mesh;\r\n if (babylonMesh) {\r\n if (!morphAnimations.has(babylonMesh)) {\r\n morphAnimations.set(babylonMesh, new Map());\r\n }\r\n morphAnimations.get(babylonMesh)?.set(babylonMorphTarget, animation);\r\n morphAnimationMeshes.add(babylonMesh);\r\n sampleAnimations.set(babylonMesh, animation);\r\n }\r\n }\r\n }\r\n }\r\n } else {\r\n // this is the place for the KHR_animation_pointer.\r\n }\r\n }\r\n morphAnimationMeshes.forEach((mesh) => {\r\n const morphTargetManager = mesh.morphTargetManager!;\r\n let combinedAnimationGroup: Nullable<Animation> = null;\r\n const animationKeys: IAnimationKey[] = [];\r\n const sampleAnimation = sampleAnimations.get(mesh)!;\r\n const sampleAnimationKeys = sampleAnimation.getKeys();\r\n const numAnimationKeys = sampleAnimationKeys.length;\r\n /*\r\n Due to how glTF expects morph target animation data to be formatted, we need to rearrange the individual morph target animation tracks,\r\n such that we have a single animation, where a given keyframe input value has successive output values for each morph target belonging to the manager.\r\n See: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations\r\n\r\n We do this via constructing a new Animation track, and interleaving the frames of each morph target animation track in the current Animation Group\r\n We reuse the Babylon Animation data structure for ease of handling export of cubic spline animation keys, and to reuse the\r\n existing _GLTFAnimation.AddAnimation codepath with minimal modification, however the constructed Babylon Animation is NOT intended for use in-engine.\r\n */\r\n for (let i = 0; i < numAnimationKeys; ++i) {\r\n for (let j = 0; j < morphTargetManager.numTargets; ++j) {\r\n const morphTarget = morphTargetManager.getTarget(j);\r\n const animationsByMorphTarget = morphAnimations.get(mesh);\r\n if (animationsByMorphTarget) {\r\n const morphTargetAnimation = animationsByMorphTarget.get(morphTarget);\r\n if (morphTargetAnimation) {\r\n if (!combinedAnimationGroup) {\r\n combinedAnimationGroup = new Animation(\r\n `${animationGroup.name}_${mesh.name}_MorphWeightAnimation`,\r\n \"influence\",\r\n morphTargetAnimation.framePerSecond,\r\n Animation.ANIMATIONTYPE_FLOAT,\r\n morphTargetAnimation.loopMode,\r\n morphTargetAnimation.enableBlending\r\n );\r\n }\r\n animationKeys.push(morphTargetAnimation.getKeys()[i]);\r\n } else {\r\n animationKeys.push({\r\n frame: animationGroup.from + (animationGroupFrameDiff / numAnimationKeys) * i,\r\n value: morphTarget.influence,\r\n inTangent: sampleAnimationKeys[0].inTangent ? 0 : undefined,\r\n outTangent: sampleAnimationKeys[0].outTangent ? 0 : undefined,\r\n });\r\n }\r\n }\r\n }\r\n }\r\n combinedAnimationGroup!.setKeys(animationKeys);\r\n const animationInfo = _GLTFAnimation._DeduceAnimationInfo(combinedAnimationGroup!);\r\n if (animationInfo) {\r\n _GLTFAnimation._AddAnimation(\r\n `${animationGroup.name}_${mesh.name}_MorphWeightAnimation`,\r\n glTFAnimation,\r\n mesh,\r\n combinedAnimationGroup!,\r\n animationInfo.dataAccessorType,\r\n animationInfo.animationChannelTargetPath,\r\n nodeMap,\r\n bufferManager,\r\n bufferViews,\r\n accessors,\r\n animationInfo.useQuaternion,\r\n animationSampleRate,\r\n false,\r\n morphTargetManager?.numTargets\r\n );\r\n }\r\n });\r\n if (glTFAnimation.channels.length && glTFAnimation.samplers.length) {\r\n glTFAnimations.push(glTFAnimation);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private static _AddAnimation(\r\n name: string,\r\n glTFAnimation: IAnimation,\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n dataAccessorType: AccessorType,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n nodeMap: Map<Node, number>,\r\n bufferManager: BufferManager,\r\n bufferViews: IBufferView[],\r\n accessors: IAccessor[],\r\n useQuaternion: boolean,\r\n animationSampleRate: number,\r\n convertToRightHanded: boolean,\r\n morphAnimationChannels?: number\r\n ) {\r\n const animationData = _GLTFAnimation._CreateNodeAnimation(babylonTransformNode, animation, animationChannelTargetPath, useQuaternion, animationSampleRate);\r\n let bufferView: IBufferView;\r\n let accessor: IAccessor;\r\n let keyframeAccessorIndex: number;\r\n let dataAccessorIndex: number;\r\n let animationSampler: IAnimationSampler;\r\n let animationChannel: IAnimationChannel;\r\n\r\n if (animationData) {\r\n /*\r\n * Now that we have the glTF converted morph target animation data,\r\n * we can remove redundant input data so that we have n input frames,\r\n * and morphAnimationChannels * n output frames\r\n */\r\n if (morphAnimationChannels) {\r\n let index = 0;\r\n let currentInput: number = 0;\r\n const newInputs: number[] = [];\r\n while (animationData.inputs.length > 0) {\r\n currentInput = animationData.inputs.shift()!;\r\n if (index % morphAnimationChannels == 0) {\r\n newInputs.push(currentInput);\r\n }\r\n index++;\r\n }\r\n animationData.inputs = newInputs;\r\n }\r\n\r\n const nodeIndex = nodeMap.get(babylonTransformNode);\r\n\r\n // Create buffer view and accessor for key frames.\r\n const inputData = new Float32Array(animationData.inputs);\r\n bufferView = bufferManager.createBufferView(inputData);\r\n accessor = bufferManager.createAccessor(bufferView, AccessorType.SCALAR, AccessorComponentType.FLOAT, animationData.inputs.length, undefined, {\r\n min: [animationData.inputsMin],\r\n max: [animationData.inputsMax],\r\n });\r\n accessors.push(accessor);\r\n keyframeAccessorIndex = accessors.length - 1;\r\n\r\n // Perform conversions on keyed values while also building their buffer.\r\n const rotationQuaternion = new Quaternion();\r\n const eulerVec3 = new Vector3();\r\n const position = new Vector3();\r\n const isCamera = babylonTransformNode instanceof Camera;\r\n\r\n const elementCount = GetAccessorElementCount(dataAccessorType);\r\n const outputData = new Float32Array(animationData.outputs.length * elementCount);\r\n animationData.outputs.forEach(function (output: number[], index: number) {\r\n let outputToWrite: number[] = output;\r\n switch (animationChannelTargetPath) {\r\n case AnimationChannelTargetPath.TRANSLATION:\r\n if (convertToRightHanded) {\r\n Vector3.FromArrayToRef(output, 0, position);\r\n ConvertToRightHandedPosition(position);\r\n position.toArray(outputToWrite);\r\n }\r\n break;\r\n case AnimationChannelTargetPath.ROTATION:\r\n if (output.length === 4) {\r\n Quaternion.FromArrayToRef(output, 0, rotationQuaternion);\r\n } else {\r\n outputToWrite = new Array(4); // Will need 4, not 3, for a quaternion\r\n Vector3.FromArrayToRef(output, 0, eulerVec3);\r\n Quaternion.FromEulerVectorToRef(eulerVec3, rotationQuaternion);\r\n }\r\n\r\n if (convertToRightHanded) {\r\n ConvertToRightHandedRotation(rotationQuaternion);\r\n if (isCamera) {\r\n Rotate180Y(rotationQuaternion);\r\n }\r\n }\r\n\r\n rotationQuaternion.toArray(outputToWrite);\r\n break;\r\n }\r\n outputData.set(outputToWrite, index * elementCount);\r\n });\r\n\r\n // Create buffer view and accessor for keyed values.\r\n bufferView = bufferManager.createBufferView(outputData);\r\n accessor = bufferManager.createAccessor(bufferView, dataAccessorType, AccessorComponentType.FLOAT, animationData.outputs.length);\r\n accessors.push(accessor);\r\n dataAccessorIndex = accessors.length - 1;\r\n\r\n // create sampler\r\n animationSampler = {\r\n interpolation: animationData.samplerInterpolation,\r\n input: keyframeAccessorIndex,\r\n output: dataAccessorIndex,\r\n };\r\n glTFAnimation.samplers.push(animationSampler);\r\n\r\n // create channel\r\n animationChannel = {\r\n sampler: glTFAnimation.samplers.length - 1,\r\n target: {\r\n node: nodeIndex,\r\n path: animationChannelTargetPath,\r\n },\r\n };\r\n glTFAnimation.channels.push(animationChannel);\r\n }\r\n }\r\n\r\n /**\r\n * Create a baked animation\r\n * @param babylonTransformNode BabylonJS mesh\r\n * @param animation BabylonJS animation corresponding to the BabylonJS mesh\r\n * @param animationChannelTargetPath animation target channel\r\n * @param minFrame minimum animation frame\r\n * @param maxFrame maximum animation frame\r\n * @param fps frames per second of the animation\r\n * @param sampleRate\r\n * @param inputs input key frames of the animation\r\n * @param outputs output key frame data of the animation\r\n * @param minMaxFrames\r\n * @param minMaxFrames.min\r\n * @param minMaxFrames.max\r\n * @param useQuaternion specifies if quaternions should be used\r\n */\r\n private static _CreateBakedAnimation(\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n minFrame: number,\r\n maxFrame: number,\r\n fps: number,\r\n sampleRate: number,\r\n inputs: number[],\r\n outputs: number[][],\r\n minMaxFrames: { min: number; max: number },\r\n useQuaternion: boolean\r\n ) {\r\n let value: number | Vector3 | Quaternion;\r\n const quaternionCache: Quaternion = Quaternion.Identity();\r\n let previousTime: Nullable<number> = null;\r\n let time: number;\r\n let maxUsedFrame: Nullable<number> = null;\r\n let currKeyFrame: Nullable<IAnimationKey> = null;\r\n let nextKeyFrame: Nullable<IAnimationKey> = null;\r\n let prevKeyFrame: Nullable<IAnimationKey> = null;\r\n let endFrame: Nullable<number> = null;\r\n minMaxFrames.min = Tools.FloatRound(minFrame / fps);\r\n\r\n const keyFrames = animation.getKeys();\r\n\r\n for (let i = 0, length = keyFrames.length; i < length; ++i) {\r\n endFrame = null;\r\n currKeyFrame = keyFrames[i];\r\n\r\n if (i + 1 < length) {\r\n nextKeyFrame = keyFrames[i + 1];\r\n if ((currKeyFrame.value.equals && currKeyFrame.value.equals(nextKeyFrame.value)) || currKeyFrame.value === nextKeyFrame.value) {\r\n if (i === 0) {\r\n // set the first frame to itself\r\n endFrame = currKeyFrame.frame;\r\n } else {\r\n continue;\r\n }\r\n } else {\r\n endFrame = nextKeyFrame.frame;\r\n }\r\n } else {\r\n // at the last key frame\r\n prevKeyFrame = keyFrames[i - 1];\r\n if ((currKeyFrame.value.equals && currKeyFrame.value.equals(prevKeyFrame.value)) || currKeyFrame.value === prevKeyFrame.value) {\r\n continue;\r\n } else {\r\n endFrame = maxFrame;\r\n }\r\n }\r\n if (endFrame) {\r\n for (let f = currKeyFrame.frame; f <= endFrame; f += sampleRate) {\r\n time = Tools.FloatRound(f / fps);\r\n if (time === previousTime) {\r\n continue;\r\n }\r\n previousTime = time;\r\n maxUsedFrame = time;\r\n const state = {\r\n key: 0,\r\n repeatCount: 0,\r\n loopMode: animation.loopMode,\r\n };\r\n value = animation._interpolate(f, state);\r\n\r\n _GLTFAnimation._SetInterpolatedValue(babylonTransformNode, value, time, animation, animationChannelTargetPath, quaternionCache, inputs, outputs, useQuaternion);\r\n }\r\n }\r\n }\r\n if (maxUsedFrame) {\r\n minMaxFrames.max = maxUsedFrame;\r\n }\r\n }\r\n\r\n private static _ConvertFactorToVector3OrQuaternion(\r\n factor: number,\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n useQuaternion: boolean\r\n ): Vector3 | Quaternion {\r\n const basePositionRotationOrScale = _GLTFAnimation._GetBasePositionRotationOrScale(babylonTransformNode, animationChannelTargetPath, useQuaternion);\r\n // handles single component x, y, z or w component animation by using a base property and animating over a component.\r\n const property = animation.targetProperty.split(\".\");\r\n const componentName = property ? property[1] : \"\"; // x, y, z, or w component\r\n const value = useQuaternion ? Quaternion.FromArray(basePositionRotationOrScale).normalize() : Vector3.FromArray(basePositionRotationOrScale);\r\n\r\n switch (componentName) {\r\n case \"x\":\r\n case \"y\":\r\n case \"z\": {\r\n value[componentName] = factor;\r\n break;\r\n }\r\n case \"w\": {\r\n (value as Quaternion).w = factor;\r\n break;\r\n }\r\n default: {\r\n Tools.Error(`glTFAnimation: Unsupported component name \"${componentName}\"!`);\r\n }\r\n }\r\n\r\n return value;\r\n }\r\n\r\n private static _SetInterpolatedValue(\r\n babylonTransformNode: Node,\r\n value: number | Vector3 | Quaternion,\r\n time: number,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n quaternionCache: Quaternion,\r\n inputs: number[],\r\n outputs: number[][],\r\n useQuaternion: boolean\r\n ) {\r\n let cacheValue: Vector3 | Quaternion | number;\r\n inputs.push(time);\r\n\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.WEIGHTS) {\r\n outputs.push([value as number]);\r\n return;\r\n }\r\n\r\n if (animation.dataType === Animation.ANIMATIONTYPE_FLOAT) {\r\n value = this._ConvertFactorToVector3OrQuaternion(value as number, babylonTransformNode, animation, animationChannelTargetPath, useQuaternion);\r\n }\r\n\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {\r\n if (useQuaternion) {\r\n quaternionCache = value as Quaternion;\r\n } else {\r\n cacheValue = value as Vector3;\r\n Quaternion.RotationYawPitchRollToRef(cacheValue.y, cacheValue.x, cacheValue.z, quaternionCache);\r\n }\r\n outputs.push(quaternionCache.asArray());\r\n } else {\r\n // scaling and position animation\r\n cacheValue = value as Vector3;\r\n outputs.push(cacheValue.asArray());\r\n }\r\n }\r\n\r\n /**\r\n * Creates linear animation from the animation key frames\r\n * @param babylonTransformNode BabylonJS mesh\r\n * @param animation BabylonJS animation\r\n * @param animationChannelTargetPath The target animation channel\r\n * @param inputs Array to store the key frame times\r\n * @param outputs Array to store the key frame data\r\n * @param useQuaternion Specifies if quaternions are used in the animation\r\n */\r\n private static _CreateLinearOrStepAnimation(\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n inputs: number[],\r\n outputs: number[][],\r\n useQuaternion: boolean\r\n ) {\r\n for (const keyFrame of animation.getKeys()) {\r\n inputs.push(keyFrame.frame / animation.framePerSecond); // keyframes in seconds.\r\n _GLTFAnimation._AddKeyframeValue(keyFrame, animation, outputs, animationChannelTargetPath, babylonTransformNode, useQuaternion);\r\n }\r\n }\r\n\r\n /**\r\n * Creates cubic spline animation from the animation key frames\r\n * @param babylonTransformNode BabylonJS mesh\r\n * @param animation BabylonJS animation\r\n * @param animationChannelTargetPath The target animation channel\r\n * @param inputs Array to store the key frame times\r\n * @param outputs Array to store the key frame data\r\n * @param useQuaternion Specifies if quaternions are used in the animation\r\n */\r\n private static _CreateCubicSplineAnimation(\r\n babylonTransformNode: Node,\r\n animation: Animation,\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n inputs: number[],\r\n outputs: number[][],\r\n useQuaternion: boolean\r\n ) {\r\n animation.getKeys().forEach(function (keyFrame) {\r\n inputs.push(keyFrame.frame / animation.framePerSecond); // keyframes in seconds.\r\n _GLTFAnimation._AddSplineTangent(_TangentType.INTANGENT, outputs, animationChannelTargetPath, AnimationSamplerInterpolation.CUBICSPLINE, keyFrame, useQuaternion);\r\n _GLTFAnimation._AddKeyframeValue(keyFrame, animation, outputs, animationChannelTargetPath, babylonTransformNode, useQuaternion);\r\n\r\n _GLTFAnimation._AddSplineTangent(_TangentType.OUTTANGENT, outputs, animationChannelTargetPath, AnimationSamplerInterpolation.CUBICSPLINE, keyFrame, useQuaternion);\r\n });\r\n }\r\n\r\n private static _GetBasePositionRotationOrScale(babylonTransformNode: Node, animationChannelTargetPath: AnimationChannelTargetPath, useQuaternion: boolean) {\r\n let basePositionRotationOrScale: number[];\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {\r\n if (useQuaternion) {\r\n const q = (babylonTransformNode as TransformNode).rotationQuaternion;\r\n basePositionRotationOrScale = (q ?? Quaternion.Identity()).asArray();\r\n } else {\r\n const r: Vector3 = (babylonTransformNode as TransformNode).rotation;\r\n basePositionRotationOrScale = (r ?? Vector3.Zero()).asArray();\r\n }\r\n } else if (animationChannelTargetPath === AnimationChannelTargetPath.TRANSLATION) {\r\n const p: Vector3 = (babylonTransformNode as TransformNode).position;\r\n basePositionRotationOrScale = (p ?? Vector3.Zero()).asArray();\r\n } else {\r\n // scale\r\n const s: Vector3 = (babylonTransformNode as TransformNode).scaling;\r\n basePositionRotationOrScale = (s ?? Vector3.One()).asArray();\r\n }\r\n return basePositionRotationOrScale;\r\n }\r\n\r\n /**\r\n * Adds a key frame value\r\n * @param keyFrame\r\n * @param animation\r\n * @param outputs\r\n * @param animationChannelTargetPath\r\n * @param babylonTransformNode\r\n * @param useQuaternion\r\n */\r\n private static _AddKeyframeValue(\r\n keyFrame: IAnimationKey,\r\n animation: Animation,\r\n outputs: number[][],\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n babylonTransformNode: Node,\r\n useQuaternion: boolean\r\n ) {\r\n let newPositionRotationOrScale: Nullable<Vector3 | Quaternion | number>;\r\n const animationType = animation.dataType;\r\n if (animationType === Animation.ANIMATIONTYPE_VECTOR3) {\r\n let value = keyFrame.value.asArray();\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {\r\n const array = Vector3.FromArray(value);\r\n const rotationQuaternion = Quaternion.RotationYawPitchRoll(array.y, array.x, array.z);\r\n value = rotationQuaternion.asArray();\r\n }\r\n outputs.push(value); // scale vector.\r\n } else if (animationType === Animation.ANIMATIONTYPE_FLOAT) {\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.WEIGHTS) {\r\n outputs.push([keyFrame.value]);\r\n } else {\r\n // handles single component x, y, z or w component animation by using a base property and animating over a component.\r\n newPositionRotationOrScale = this._ConvertFactorToVector3OrQuaternion(\r\n keyFrame.value as number,\r\n babylonTransformNode,\r\n animation,\r\n animationChannelTargetPath,\r\n useQuaternion\r\n );\r\n if (newPositionRotationOrScale) {\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {\r\n const posRotScale = useQuaternion\r\n ? (newPositionRotationOrScale as Quaternion)\r\n : Quaternion.RotationYawPitchRoll(newPositionRotationOrScale.y, newPositionRotationOrScale.x, newPositionRotationOrScale.z).normalize();\r\n outputs.push(posRotScale.asArray());\r\n }\r\n outputs.push(newPositionRotationOrScale.asArray());\r\n }\r\n }\r\n } else if (animationType === Animation.ANIMATIONTYPE_QUATERNION) {\r\n outputs.push((keyFrame.value as Quaternion).normalize().asArray());\r\n } else {\r\n Tools.Error(\"glTFAnimation: Unsupported key frame values for animation!\");\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Determine the interpolation based on the key frames\r\n * @param keyFrames\r\n * @param animationChannelTargetPath\r\n * @param useQuaternion\r\n */\r\n private static _DeduceInterpolation(\r\n keyFrames: IAnimationKey[],\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n useQuaternion: boolean\r\n ): { interpolationType: AnimationSamplerInterpolation; shouldBakeAnimation: boolean } {\r\n let interpolationType: AnimationSamplerInterpolation | undefined;\r\n let shouldBakeAnimation = false;\r\n let key: IAnimationKey;\r\n\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION && !useQuaternion) {\r\n return { interpolationType: AnimationSamplerInterpolation.LINEAR, shouldBakeAnimation: true };\r\n }\r\n\r\n for (let i = 0, length = keyFrames.length; i < length; ++i) {\r\n key = keyFrames[i];\r\n if (key.inTangent || key.outTangent) {\r\n if (interpolationType) {\r\n if (interpolationType !== AnimationSamplerInterpolation.CUBICSPLINE) {\r\n interpolationType = AnimationSamplerInterpolation.LINEAR;\r\n shouldBakeAnimation = true;\r\n break;\r\n }\r\n } else {\r\n interpolationType = AnimationSamplerInterpolation.CUBICSPLINE;\r\n }\r\n } else {\r\n if (interpolationType) {\r\n if (\r\n interpolationType === AnimationSamplerInterpolation.CUBICSPLINE ||\r\n (key.interpolation && key.interpolation === AnimationKeyInterpolation.STEP && interpolationType !== AnimationSamplerInterpolation.STEP)\r\n ) {\r\n interpolationType = AnimationSamplerInterpolation.LINEAR;\r\n shouldBakeAnimation = true;\r\n break;\r\n }\r\n } else {\r\n if (key.interpolation && key.interpolation === AnimationKeyInterpolation.STEP) {\r\n interpolationType = AnimationSamplerInterpolation.STEP;\r\n } else {\r\n interpolationType = AnimationSamplerInterpolation.LINEAR;\r\n }\r\n }\r\n }\r\n }\r\n if (!interpolationType) {\r\n interpolationType = AnimationSamplerInterpolation.LINEAR;\r\n }\r\n\r\n return { interpolationType: interpolationType, shouldBakeAnimation: shouldBakeAnimation };\r\n }\r\n\r\n /**\r\n * Adds an input tangent or output tangent to the output data\r\n * If an input tangent or output tangent is missing, it uses the zero vector or zero quaternion\r\n * @param tangentType Specifies which type of tangent to handle (inTangent or outTangent)\r\n * @param outputs The animation data by keyframe\r\n * @param animationChannelTargetPath The target animation channel\r\n * @param interpolation The interpolation type\r\n * @param keyFrame The key frame with the animation data\r\n * @param useQuaternion Specifies if quaternions are used\r\n */\r\n private static _AddSplineTangent(\r\n tangentType: _TangentType,\r\n outputs: number[][],\r\n animationChannelTargetPath: AnimationChannelTargetPath,\r\n interpolation: AnimationSamplerInterpolation,\r\n keyFrame: IAnimationKey,\r\n useQuaternion: boolean\r\n ) {\r\n let tangent: number[];\r\n const tangentValue: Vector3 | Quaternion | number = tangentType === _TangentType.INTANGENT ? keyFrame.inTangent : keyFrame.outTangent;\r\n if (interpolation === AnimationSamplerInterpolation.CUBICSPLINE) {\r\n if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {\r\n if (tangentValue) {\r\n if (useQuaternion) {\r\n tangent = (tangentValue as Quaternion).asArray();\r\n } else {\r\n const array = tangentValue as Vector3;\r\n tangent = Quaternion.RotationYawPitchRoll(array.y, array.x, array.z).asArray();\r\n }\r\n } else {\r\n tangent = [0, 0, 0, 0];\r\n }\r\n } else if (animationChannelTargetPath === AnimationChannelTargetPath.WEIGHTS) {\r\n if (tangentValue) {\r\n tangent = [tangentValue as number];\r\n } else {\r\n tangent = [0];\r\n }\r\n } else {\r\n if (tangentValue) {\r\n tangent = (tangentValue as Vector3).asArray();\r\n } else {\r\n tangent = [0, 0, 0];\r\n }\r\n }\r\n\r\n outputs.push(tangent);\r\n }\r\n }\r\n\r\n /**\r\n * Get the minimum and maximum key frames' frame values\r\n * @param keyFrames animation key frames\r\n * @returns the minimum and maximum key frame value\r\n */\r\n private static _CalculateMinMaxKeyFrames(keyFrames: IAnimationKey[]): { min: number; max: number } {\r\n let min: number = Infinity;\r\n let max: number = -Infinity;\r\n keyFrames.forEach(function (keyFrame) {\r\n min = Math.min(min, keyFrame.frame);\r\n max = Math.max(max, keyFrame.frame);\r\n });\r\n\r\n return { min: min, max: max };\r\n }\r\n}\r\n"]}