@babylonjs/serializers 8.13.0 → 8.14.0

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.
@@ -2,13 +2,10 @@ import { Quaternion, TmpVectors, Matrix, Vector3 } from "@babylonjs/core/Maths/m
2
2
  import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
3
3
  import { Material } from "@babylonjs/core/Materials/material.js";
4
4
  import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
5
- import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
6
5
  import { EnumerateFloatValues } from "@babylonjs/core/Buffers/bufferUtils.js";
7
6
  import { Logger } from "@babylonjs/core/Misc/logger.js";
8
7
  import { TargetCamera } from "@babylonjs/core/Cameras/targetCamera.js";
9
8
  import { Epsilon } from "@babylonjs/core/Maths/math.constants.js";
10
- // Matrix that converts handedness on the X-axis. Can convert from LH to RH and vice versa.
11
- const ConvertHandednessMatrix = Matrix.Compose(new Vector3(-1, 1, 1), Quaternion.Identity(), Vector3.Zero());
12
9
  // Default values for comparison.
13
10
  export const DefaultTranslation = Vector3.Zero();
14
11
  export const DefaultRotation = Quaternion.Identity();
@@ -285,29 +282,6 @@ export function IsChildCollapsible(babylonNode, parentBabylonNode) {
285
282
  }
286
283
  return true;
287
284
  }
288
- export function IsNoopNode(node, useRightHandedSystem) {
289
- if (!(node instanceof TransformNode)) {
290
- return false;
291
- }
292
- // Transform
293
- if (useRightHandedSystem) {
294
- const matrix = node.getWorldMatrix();
295
- if (!matrix.equalsWithEpsilon(Matrix.IdentityReadOnly, Epsilon)) {
296
- return false;
297
- }
298
- }
299
- else {
300
- const matrix = node.getWorldMatrix().multiplyToRef(ConvertHandednessMatrix, TmpVectors.Matrix[0]);
301
- if (!matrix.equalsWithEpsilon(Matrix.IdentityReadOnly, Epsilon)) {
302
- return false;
303
- }
304
- }
305
- // Geometry
306
- if (node instanceof AbstractMesh && node.geometry) {
307
- return false;
308
- }
309
- return true;
310
- }
311
285
  /**
312
286
  * Converts an IndicesArray into either Uint32Array or Uint16Array, only copying if the data is number[].
313
287
  * @param indices input array to be converted
@@ -1 +1 @@
1
- {"version":3,"file":"glTFUtilities.js","sourceRoot":"","sources":["../../../../../dev/serializers/src/glTF/2.0/glTFUtilities.ts"],"names":[],"mappings":"AAKA,OAAO,EAAE,UAAU,EAAE,UAAU,EAAE,MAAM,EAAE,OAAO,EAAE,6CAA+B;AACjF,OAAO,EAAE,YAAY,EAAE,0CAA4B;AACnD,OAAO,EAAE,QAAQ,EAAE,8CAAgC;AACnD,OAAO,EAAE,aAAa,EAAE,gDAAkC;AAC1D,OAAO,EAAE,YAAY,EAAE,+CAAiC;AACxD,OAAO,EAAE,oBAAoB,EAAE,+CAAiC;AAEhE,OAAO,EAAE,MAAM,EAAE,uCAAyB;AAC1C,OAAO,EAAE,YAAY,EAAE,gDAAkC;AAEzD,OAAO,EAAE,OAAO,EAAE,gDAAkC;AAEpD,2FAA2F;AAC3F,MAAM,uBAAuB,GAAG,MAAM,CAAC,OAAO,CAAC,IAAI,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,UAAU,CAAC,QAAQ,EAAE,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC,CAAC;AAE7G,iCAAiC;AACjC,MAAM,CAAC,MAAM,kBAAkB,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;AACjD,MAAM,CAAC,MAAM,eAAe,GAAG,UAAU,CAAC,QAAQ,EAAE,CAAC;AACrD,MAAM,CAAC,MAAM,YAAY,GAAG,OAAO,CAAC,GAAG,EAAE,CAAC;AAC1C,MAAM,gCAAgC,GAAG,IAAI,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AAE/D;;;;;GAKG;AACH,MAAM,UAAU,mBAAmB,CAAC,YAA0B,EAAE,MAAsB;IAClF,MAAM,EAAE,UAAU,EAAE,UAAU,EAAE,IAAI,EAAE,UAAU,EAAE,GAAG,YAAY,CAAC;IAClE,MAAM,cAAc,GAAG,YAAY,CAAC,OAAO,EAAE,CAAC;IAC9C,MAAM,aAAa,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,EAAE,OAAO,EAAE,EAAE;QACjD,OAAO,OAAO,CAAC,gBAAgB,EAAE,GAAG,GAAG,CAAC,CAAC,CAAC,OAAO,CAAC,gBAAgB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC;IAC/E,CAAC,EAAE,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC,CAAC,2GAA2G;IAClI,MAAM,KAAK,GAAG,aAAa,GAAG,cAAc,CAAC;IAC7C,MAAM,IAAI,GAAG,YAAY,CAAC,OAAO,EAAE,CAAC;IAEpC,OAAO,EAAE,UAAU,EAAE,UAAU,EAAE,cAAc,EAAE,IAAI,EAAE,KAAK,EAAE,UAAU,EAAE,aAAa,EAAE,IAAI,EAAE,CAAC;AACpG,CAAC;AAED,MAAM,UAAU,uBAAuB,CAAC,YAA0B;IAC9D,QAAQ,YAAY,EAAE,CAAC;QACnB;YACI,OAAO,CAAC,CAAC;QACb;YACI,OAAO,CAAC,CAAC;QACb;YACI,OAAO,EAAE,CAAC;QACd;YACI,OAAO,CAAC,CAAC;QACb;YACI,OAAO,CAAC,CAAC;QACb;YACI,OAAO,CAAC,CAAC;QACb;YACI,OAAO,CAAC,CAAC;IACjB,CAAC;AACL,CAAC;AAED,MAAM,UAAU,sBAAsB,CAAC,UAAsB;IACzD,OAAO,UAAU,CAAC,IAAI,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,KAAK,IAAI,GAAG,CAAC,CAAC;AACpD,CAAC;AAED,MAAM,UAAU,yBAAyB,CAAC,IAAY;IAClD,QAAQ,IAAI,EAAE,CAAC;QACX,KAAK,YAAY,CAAC,YAAY,CAAC;QAC/B,KAAK,YAAY,CAAC,UAAU,CAAC;QAC7B,KAAK,YAAY,CAAC,WAAW,CAAC;QAC9B,KAAK,YAAY,CAAC,SAAS,CAAC;QAC5B,KAAK,YAAY,CAAC,mBAAmB,CAAC;QACtC,KAAK,YAAY,CAAC,wBAAwB,CAAC;QAC3C,KAAK,YAAY,CAAC,mBAAmB,CAAC;QACtC,KAAK,YAAY,CAAC,wBAAwB,CAAC;QAC3C,KAAK,YAAY,CAAC,MAAM,CAAC;QACzB,KAAK,YAAY,CAAC,OAAO,CAAC;QAC1B,KAAK,YAAY,CAAC,OAAO,CAAC;QAC1B,KAAK,YAAY,CAAC,OAAO,CAAC;QAC1B,KAAK,YAAY,CAAC,OAAO,CAAC;QAC1B,KAAK,YAAY,CAAC,OAAO;YACrB,OAAO,IAAI,CAAC;IACpB,CAAC;IACD,OAAO,KAAK,CAAC;AACjB,CAAC;AAED,MAAM,UAAU,eAAe,CAAC,IAAY,EAAE,mBAA4B;IACtE,IAAI,IAAI,IAAI,YAAY,CAAC,SAAS,EAAE,CAAC;QACjC,OAAO,mBAAmB,CAAC,CAAC,gCAAmB,CAAC,+BAAkB,CAAC;IACvE,CAAC;IAED,QAAQ,IAAI,EAAE,CAAC;QACX,KAAK,YAAY,CAAC,YAAY,CAAC;QAC/B,KAAK,YAAY,CAAC,UAAU;YACxB,sCAAyB;QAC7B,KAAK,YAAY,CAAC,WAAW,CAAC;QAC9B,KAAK,YAAY,CAAC,mBAAmB,CAAC;QACtC,KAAK,YAAY,CAAC,wBAAwB,CAAC;QAC3C,KAAK,YAAY,CAAC,mBAAmB,CAAC;QACtC,KAAK,YAAY,CAAC,wBAAwB;YACtC,sCAAyB;QAC7B,KAAK,YAAY,CAAC,MAAM,CAAC;QACzB,KAAK,YAAY,CAAC,OAAO,CAAC;QAC1B,KAAK,YAAY,CAAC,OAAO,CAAC;QAC1B,KAAK,YAAY,CAAC,OAAO,CAAC;QAC1B,KAAK,YAAY,CAAC,OAAO,CAAC;QAC1B,KAAK,YAAY,CAAC,OAAO;YACrB,sCAAyB;IACjC,CAAC;IAED,MAAM,IAAI,KAAK,CAAC,gBAAgB,IAAI,EAAE,CAAC,CAAC;AAC5C,CAAC;AAED,MAAM,UAAU,gBAAgB,CAAC,IAAY;IACzC,QAAQ,IAAI,EAAE,CAAC;QACX,KAAK,YAAY,CAAC,YAAY;YAC1B,OAAO,UAAU,CAAC;QACtB,KAAK,YAAY,CAAC,UAAU;YACxB,OAAO,QAAQ,CAAC;QACpB,KAAK,YAAY,CAAC,WAAW;YACzB,OAAO,SAAS,CAAC;QACrB,KAAK,YAAY,CAAC,SAAS;YACvB,OAAO,SAAS,CAAC;QACrB,KAAK,YAAY,CAAC,MAAM;YACpB,OAAO,YAAY,CAAC;QACxB,KAAK,YAAY,CAAC,OAAO;YACrB,OAAO,YAAY,CAAC;QACxB,KAAK,YAAY,CAAC,OAAO;YACrB,OAAO,YAAY,CAAC;QACxB,KAAK,YAAY,CAAC,OAAO;YACrB,OAAO,YAAY,CAAC;QACxB,KAAK,YAAY,CAAC,OAAO;YACrB,OAAO,YAAY,CAAC;QACxB,KAAK,YAAY,CAAC,OAAO;YACrB,OAAO,YAAY,CAAC;QACxB,KAAK,YAAY,CAAC,mBAAmB;YACjC,OAAO,UAAU,CAAC;QACtB,KAAK,YAAY,CAAC,wBAAwB;YACtC,OAAO,UAAU,CAAC;QACtB,KAAK,YAAY,CAAC,mBAAmB;YACjC,OAAO,WAAW,CAAC;QACvB,KAAK,YAAY,CAAC,wBAAwB;YACtC,OAAO,WAAW,CAAC;IAC3B,CAAC;IAED,MAAM,IAAI,KAAK,CAAC,iBAAiB,IAAI,EAAE,CAAC,CAAC;AAC7C,CAAC;AAED,MAAM,UAAU,gBAAgB,CAAC,QAAgB;IAC7C,QAAQ,QAAQ,EAAE,CAAC;QACf,KAAK,QAAQ,CAAC,gBAAgB;YAC1B,2CAAmC;QACvC,KAAK,QAAQ,CAAC,qBAAqB;YAC/B,gDAAwC;QAC5C,KAAK,QAAQ,CAAC,mBAAmB;YAC7B,8CAAsC;QAC1C,KAAK,QAAQ,CAAC,iBAAiB,CAAC;QAChC,KAAK,QAAQ,CAAC,aAAa;YACvB,wCAAgC;QACpC,KAAK,QAAQ,CAAC,gBAAgB;YAC1B,2CAAmC;QACvC,KAAK,QAAQ,CAAC,gBAAgB;YAC1B,uCAA+B;QACnC,KAAK,QAAQ,CAAC,iBAAiB;YAC3B,4CAAoC;IAC5C,CAAC;IAED,MAAM,IAAI,KAAK,CAAC,sBAAsB,QAAQ,EAAE,CAAC,CAAC;AACtD,CAAC;AAED,MAAM,UAAU,kBAAkB,CAAC,QAAgB;IAC/C,QAAQ,QAAQ,EAAE,CAAC;QACf,KAAK,QAAQ,CAAC,gBAAgB,CAAC;QAC/B,KAAK,QAAQ,CAAC,qBAAqB,CAAC;QACpC,KAAK,QAAQ,CAAC,mBAAmB;YAC7B,OAAO,IAAI,CAAC;IACpB,CAAC;IAED,OAAO,KAAK,CAAC;AACjB,CAAC;AAED,MAAM,UAAU,gBAAgB,CAAC,OAA0B;IACvD,MAAM,MAAM,GAAG,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,CAAC;IAChG,IAAI,MAAM,GAAG,CAAC,EAAE,CAAC;QACb,OAAO,CAAC,CAAC,IAAI,MAAM,CAAC;QACpB,OAAO,CAAC,CAAC,IAAI,MAAM,CAAC;QACpB,OAAO,CAAC,CAAC,IAAI,MAAM,CAAC;IACxB,CAAC;AACL,CAAC;AAED,MAAM,UAAU,4BAA4B,CAAC,KAAc;IACvD,KAAK,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;IACd,OAAO,KAAK,CAAC;AACjB,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,4BAA4B,CAAC,KAAiB;IAC1D;;;;;;OAMG;IACH,IAAI,KAAK,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,GAAG,GAAG,EAAE,CAAC;QAC9C,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QAC/B,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QAC/B,IAAI,IAAI,GAAG,IAAI,EAAE,CAAC;YACd,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;YAChC,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC;YACf,KAAK,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YACjB,KAAK,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YACjB,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC;QACpB,CAAC;aAAM,CAAC;YACJ,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;YAChC,KAAK,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YACjB,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC;YACf,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC;YAChB,KAAK,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;QACrB,CAAC;IACL,CAAC;SAAM,CAAC;QACJ,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QAC/B,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QAC/B,IAAI,IAAI,GAAG,IAAI,EAAE,CAAC;YACd,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;YAChC,KAAK,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YACjB,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC;YAChB,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC;YACf,KAAK,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;QACrB,CAAC;aAAM,CAAC;YACJ,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;YAChC,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC;YAChB,KAAK,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YACjB,KAAK,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YACjB,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC;QACnB,CAAC;IACL,CAAC;IAED,OAAO,KAAK,CAAC;AACjB,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,UAAU,CAAC,QAAoB;IAC3C,4CAA4C;IAC5C,QAAQ,CAAC,cAAc,CAAC,CAAC,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;AAC9E,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,uBAAuB,CAAC,IAAW,EAAE,UAAiB;IAClE,MAAM,iBAAiB,GAAG,OAAO,CAAC,cAAc,CAAC,UAAU,CAAC,WAAW,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;IAChH,MAAM,cAAc,GAAG,UAAU,CAAC,cAAc,CAAC,UAAU,CAAC,QAAQ,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;IACnH,MAAM,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC,YAAY,EAAE,cAAc,EAAE,iBAAiB,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;IAEhH,MAAM,WAAW,GAAG,OAAO,CAAC,cAAc,CAAC,IAAI,CAAC,WAAW,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;IACpG,MAAM,QAAQ,GAAG,UAAU,CAAC,cAAc,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;IACvG,MAAM,MAAM,GAAG,MAAM,CAAC,YAAY,CAAC,YAAY,EAAE,QAAQ,EAAE,WAAW,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;IAE9F,YAAY,CAAC,aAAa,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IAC3C,MAAM,CAAC,SAAS,CAAC,SAAS,EAAE,cAAc,EAAE,iBAAiB,CAAC,CAAC;IAE/D,IAAI,iBAAiB,CAAC,iBAAiB,CAAC,kBAAkB,EAAE,OAAO,CAAC,EAAE,CAAC;QACnE,OAAO,UAAU,CAAC,WAAW,CAAC;IAClC,CAAC;SAAM,CAAC;QACJ,UAAU,CAAC,WAAW,GAAG,iBAAiB,CAAC,OAAO,EAAE,CAAC;IACzD,CAAC;IAED,IAAI,cAAc,CAAC,iBAAiB,CAAC,eAAe,EAAE,OAAO,CAAC,EAAE,CAAC;QAC7D,OAAO,UAAU,CAAC,QAAQ,CAAC;IAC/B,CAAC;SAAM,CAAC;QACJ,UAAU,CAAC,QAAQ,GAAG,cAAc,CAAC,OAAO,EAAE,CAAC;IACnD,CAAC;IAED,IAAI,UAAU,CAAC,KAAK,EAAE,CAAC;QACnB,OAAO,UAAU,CAAC,KAAK,CAAC;IAC5B,CAAC;AACL,CAAC;AAED;;;;;;;GAOG;AACH,MAAM,UAAU,kBAAkB,CAAC,WAAuC,EAAE,iBAAuB;IAC/F,IAAI,CAAC,CAAC,iBAAiB,YAAY,aAAa,CAAC,EAAE,CAAC;QAChD,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,sCAAsC;IACtC,MAAM,gBAAgB,GAAG,iBAAiB,CAAC,WAAW,EAAE,CAAC,MAAM,KAAK,CAAC,IAAI,WAAW,CAAC,WAAW,EAAE,CAAC,MAAM,KAAK,CAAC,IAAI,WAAW,CAAC,MAAM,KAAK,iBAAiB,CAAC;IAC5J,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACpB,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,qGAAqG;IACrG,MAAM,KAAK,GAAG,WAAW,CAAC,QAAQ,EAAE,CAAC;IACrC,MAAM,aAAa,GAAG,WAAW,YAAY,YAAY,IAAI,CAAC,KAAK,CAAC,oBAAoB,CAAC,CAAC,CAAC,gCAAgC,CAAC,CAAC,CAAC,YAAY,CAAC;IAE3I,IAAI,CAAC,iBAAiB,CAAC,OAAO,CAAC,iBAAiB,CAAC,aAAa,EAAE,OAAO,CAAC,EAAE,CAAC;QACvE,MAAM,CAAC,IAAI,CAAC,wBAAwB,WAAW,CAAC,IAAI,qBAAqB,iBAAiB,CAAC,IAAI,yBAAyB,CAAC,CAAC;QAC1H,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,OAAO,IAAI,CAAC;AAChB,CAAC;AAED,MAAM,UAAU,UAAU,CAAC,IAAU,EAAE,oBAA6B;IAChE,IAAI,CAAC,CAAC,IAAI,YAAY,aAAa,CAAC,EAAE,CAAC;QACnC,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,YAAY;IACZ,IAAI,oBAAoB,EAAE,CAAC;QACvB,MAAM,MAAM,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC;QACrC,IAAI,CAAC,MAAM,CAAC,iBAAiB,CAAC,MAAM,CAAC,gBAAgB,EAAE,OAAO,CAAC,EAAE,CAAC;YAC9D,OAAO,KAAK,CAAC;QACjB,CAAC;IACL,CAAC;SAAM,CAAC;QACJ,MAAM,MAAM,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC,aAAa,CAAC,uBAAuB,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;QAClG,IAAI,CAAC,MAAM,CAAC,iBAAiB,CAAC,MAAM,CAAC,gBAAgB,EAAE,OAAO,CAAC,EAAE,CAAC;YAC9D,OAAO,KAAK,CAAC;QACjB,CAAC;IACL,CAAC;IAED,WAAW;IACX,IAAI,IAAI,YAAY,YAAY,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;QAChD,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,OAAO,IAAI,CAAC;AAChB,CAAC;AAED;;;;;;;GAOG;AACH,MAAM,UAAU,wBAAwB,CAAC,OAAqB,EAAE,KAAa,EAAE,KAAa,EAAE,QAAiB;IAC3G,IAAI,OAAO,YAAY,WAAW,IAAI,OAAO,YAAY,WAAW,EAAE,CAAC;QACnE,OAAO,OAAO,CAAC;IACnB,CAAC;IAED,0EAA0E;IAC1E,IAAI,OAAO,YAAY,UAAU,EAAE,CAAC;QAChC,OAAO,IAAI,WAAW,CAAC,OAAO,CAAC,MAAM,EAAE,OAAO,CAAC,UAAU,EAAE,OAAO,CAAC,MAAM,CAAC,CAAC;IAC/E,CAAC;IAED,MAAM,QAAQ,GAAG,OAAO,CAAC,KAAK,CAAC,KAAK,EAAE,KAAK,GAAG,KAAK,CAAC,CAAC;IACrD,OAAO,QAAQ,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC,QAAQ,CAAC,CAAC;AAC5E,CAAC;AAED,MAAM,UAAU,qBAAqB,CAAC,IAAe;IACjD,IAAI,IAAI,YAAY,KAAK,EAAE,CAAC;QACxB,MAAM,SAAS,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,CAAC;QACzC,OAAO,IAAI,UAAU,CAAC,SAAS,CAAC,MAAM,EAAE,SAAS,CAAC,UAAU,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC;IACxF,CAAC;IAED,OAAO,WAAW,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,UAAU,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,IAAI,UAAU,CAAC,IAAI,CAAC,CAAC;AAC3H,CAAC;AAED,MAAM,UAAU,SAAS,CAAC,IAAe,EAAE,YAA0B,EAAE,KAAa,EAAE,KAAa;IAC/F,MAAM,EAAE,UAAU,EAAE,UAAU,EAAE,IAAI,EAAE,UAAU,EAAE,GAAG,YAAY,CAAC;IAClE,MAAM,IAAI,GAAG,YAAY,CAAC,OAAO,EAAE,CAAC;IACpC,MAAM,GAAG,GAAG,IAAI,KAAK,CAAS,IAAI,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IACnD,MAAM,GAAG,GAAG,IAAI,KAAK,CAAS,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,QAAQ,CAAC,CAAC;IACpD,oBAAoB,CAAC,IAAI,EAAE,UAAU,GAAG,KAAK,GAAG,UAAU,EAAE,UAAU,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,GAAG,IAAI,EAAE,UAAU,EAAE,CAAC,MAAM,EAAE,EAAE;QACrH,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC;YAC5B,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;YACrC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;QACzC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,OAAO,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACxB,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,iBAAiB,CAAmB,MAAS,EAAE,aAAyB;IACpF,KAAK,MAAM,CAAC,GAAG,EAAE,KAAK,CAAC,IAAI,MAAM,CAAC,OAAO,CAAC,MAAM,CAAC,EAAE,CAAC;QAChD,MAAM,YAAY,GAAG,aAAa,CAAC,GAAc,CAAC,CAAC;QACnD,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,KAAK,CAAC,OAAO,CAAC,YAAY,CAAC,IAAI,cAAc,CAAC,KAAK,EAAE,YAAY,CAAC,CAAC,IAAI,KAAK,KAAK,YAAY,EAAE,CAAC;YACzH,OAAO,MAAM,CAAC,GAAc,CAAC,CAAC;QAClC,CAAC;IACL,CAAC;IACD,OAAO,MAAM,CAAC;AAClB,CAAC;AAED,SAAS,cAAc,CAAC,MAAiB,EAAE,MAAiB;IACxD,OAAO,MAAM,CAAC,MAAM,KAAK,MAAM,CAAC,MAAM,IAAI,MAAM,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,KAAK,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;AAC1F,CAAC","sourcesContent":["/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { INode } from \"babylonjs-gltf2interface\";\r\nimport { AccessorType, MeshPrimitiveMode } from \"babylonjs-gltf2interface\";\r\nimport type { FloatArray, DataArray, IndicesArray } from \"core/types\";\r\nimport type { Vector4 } from \"core/Maths/math.vector\";\r\nimport { Quaternion, TmpVectors, Matrix, Vector3 } from \"core/Maths/math.vector\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { Material } from \"core/Materials/material\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { EnumerateFloatValues } from \"core/Buffers/bufferUtils\";\r\nimport type { Node } from \"core/node\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { TargetCamera } from \"core/Cameras/targetCamera\";\r\nimport type { ShadowLight } from \"core/Lights/shadowLight\";\r\nimport { Epsilon } from \"core/Maths/math.constants\";\r\n\r\n// Matrix that converts handedness on the X-axis. Can convert from LH to RH and vice versa.\r\nconst ConvertHandednessMatrix = Matrix.Compose(new Vector3(-1, 1, 1), Quaternion.Identity(), Vector3.Zero());\r\n\r\n// Default values for comparison.\r\nexport const DefaultTranslation = Vector3.Zero();\r\nexport const DefaultRotation = Quaternion.Identity();\r\nexport const DefaultScale = Vector3.One();\r\nconst DefaultLoaderCameraParentScaleLh = new Vector3(-1, 1, 1);\r\n\r\n/**\r\n * Get the information necessary for enumerating a vertex buffer.\r\n * @param vertexBuffer the vertex buffer to enumerate\r\n * @param meshes the meshes that use the vertex buffer\r\n * @returns the information necessary to enumerate the vertex buffer\r\n */\r\nexport function GetVertexBufferInfo(vertexBuffer: VertexBuffer, meshes: AbstractMesh[]) {\r\n const { byteOffset, byteStride, type, normalized } = vertexBuffer;\r\n const componentCount = vertexBuffer.getSize();\r\n const totalVertices = meshes.reduce((max, current) => {\r\n return current.getTotalVertices() > max ? current.getTotalVertices() : max;\r\n }, -Number.MAX_VALUE); // Get the max total vertices count, to ensure we capture the full range of vertex data used by the meshes.\r\n const count = totalVertices * componentCount;\r\n const kind = vertexBuffer.getKind();\r\n\r\n return { byteOffset, byteStride, componentCount, type, count, normalized, totalVertices, kind };\r\n}\r\n\r\nexport function GetAccessorElementCount(accessorType: AccessorType): number {\r\n switch (accessorType) {\r\n case AccessorType.MAT2:\r\n return 4;\r\n case AccessorType.MAT3:\r\n return 9;\r\n case AccessorType.MAT4:\r\n return 16;\r\n case AccessorType.SCALAR:\r\n return 1;\r\n case AccessorType.VEC2:\r\n return 2;\r\n case AccessorType.VEC3:\r\n return 3;\r\n case AccessorType.VEC4:\r\n return 4;\r\n }\r\n}\r\n\r\nexport function FloatsNeed16BitInteger(floatArray: FloatArray): boolean {\r\n return floatArray.some((value) => value >= 256);\r\n}\r\n\r\nexport function IsStandardVertexAttribute(type: string): boolean {\r\n switch (type) {\r\n case VertexBuffer.PositionKind:\r\n case VertexBuffer.NormalKind:\r\n case VertexBuffer.TangentKind:\r\n case VertexBuffer.ColorKind:\r\n case VertexBuffer.MatricesIndicesKind:\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n case VertexBuffer.MatricesWeightsKind:\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n case VertexBuffer.UVKind:\r\n case VertexBuffer.UV2Kind:\r\n case VertexBuffer.UV3Kind:\r\n case VertexBuffer.UV4Kind:\r\n case VertexBuffer.UV5Kind:\r\n case VertexBuffer.UV6Kind:\r\n return true;\r\n }\r\n return false;\r\n}\r\n\r\nexport function GetAccessorType(kind: string, hasVertexColorAlpha: boolean): AccessorType {\r\n if (kind == VertexBuffer.ColorKind) {\r\n return hasVertexColorAlpha ? AccessorType.VEC4 : AccessorType.VEC3;\r\n }\r\n\r\n switch (kind) {\r\n case VertexBuffer.PositionKind:\r\n case VertexBuffer.NormalKind:\r\n return AccessorType.VEC3;\r\n case VertexBuffer.TangentKind:\r\n case VertexBuffer.MatricesIndicesKind:\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n case VertexBuffer.MatricesWeightsKind:\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n return AccessorType.VEC4;\r\n case VertexBuffer.UVKind:\r\n case VertexBuffer.UV2Kind:\r\n case VertexBuffer.UV3Kind:\r\n case VertexBuffer.UV4Kind:\r\n case VertexBuffer.UV5Kind:\r\n case VertexBuffer.UV6Kind:\r\n return AccessorType.VEC2;\r\n }\r\n\r\n throw new Error(`Unknown kind ${kind}`);\r\n}\r\n\r\nexport function GetAttributeType(kind: string): string {\r\n switch (kind) {\r\n case VertexBuffer.PositionKind:\r\n return \"POSITION\";\r\n case VertexBuffer.NormalKind:\r\n return \"NORMAL\";\r\n case VertexBuffer.TangentKind:\r\n return \"TANGENT\";\r\n case VertexBuffer.ColorKind:\r\n return \"COLOR_0\";\r\n case VertexBuffer.UVKind:\r\n return \"TEXCOORD_0\";\r\n case VertexBuffer.UV2Kind:\r\n return \"TEXCOORD_1\";\r\n case VertexBuffer.UV3Kind:\r\n return \"TEXCOORD_2\";\r\n case VertexBuffer.UV4Kind:\r\n return \"TEXCOORD_3\";\r\n case VertexBuffer.UV5Kind:\r\n return \"TEXCOORD_4\";\r\n case VertexBuffer.UV6Kind:\r\n return \"TEXCOORD_5\";\r\n case VertexBuffer.MatricesIndicesKind:\r\n return \"JOINTS_0\";\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n return \"JOINTS_1\";\r\n case VertexBuffer.MatricesWeightsKind:\r\n return \"WEIGHTS_0\";\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n return \"WEIGHTS_1\";\r\n }\r\n\r\n throw new Error(`Unknown kind: ${kind}`);\r\n}\r\n\r\nexport function GetPrimitiveMode(fillMode: number): MeshPrimitiveMode {\r\n switch (fillMode) {\r\n case Material.TriangleFillMode:\r\n return MeshPrimitiveMode.TRIANGLES;\r\n case Material.TriangleStripDrawMode:\r\n return MeshPrimitiveMode.TRIANGLE_STRIP;\r\n case Material.TriangleFanDrawMode:\r\n return MeshPrimitiveMode.TRIANGLE_FAN;\r\n case Material.PointListDrawMode:\r\n case Material.PointFillMode:\r\n return MeshPrimitiveMode.POINTS;\r\n case Material.LineLoopDrawMode:\r\n return MeshPrimitiveMode.LINE_LOOP;\r\n case Material.LineListDrawMode:\r\n return MeshPrimitiveMode.LINES;\r\n case Material.LineStripDrawMode:\r\n return MeshPrimitiveMode.LINE_STRIP;\r\n }\r\n\r\n throw new Error(`Unknown fill mode: ${fillMode}`);\r\n}\r\n\r\nexport function IsTriangleFillMode(fillMode: number): boolean {\r\n switch (fillMode) {\r\n case Material.TriangleFillMode:\r\n case Material.TriangleStripDrawMode:\r\n case Material.TriangleFanDrawMode:\r\n return true;\r\n }\r\n\r\n return false;\r\n}\r\n\r\nexport function NormalizeTangent(tangent: Vector4 | Vector3) {\r\n const length = Math.sqrt(tangent.x * tangent.x + tangent.y * tangent.y + tangent.z * tangent.z);\r\n if (length > 0) {\r\n tangent.x /= length;\r\n tangent.y /= length;\r\n tangent.z /= length;\r\n }\r\n}\r\n\r\nexport function ConvertToRightHandedPosition(value: Vector3): Vector3 {\r\n value.x *= -1;\r\n return value;\r\n}\r\n\r\n/**\r\n * Converts, in-place, a left-handed quaternion to a right-handed quaternion via a change of basis.\r\n * @param value the unit quaternion to convert\r\n * @returns the converted quaternion\r\n */\r\nexport function ConvertToRightHandedRotation(value: Quaternion): Quaternion {\r\n /**\r\n * This is the simplified version of the following equation:\r\n * q' = to_quaternion(M * to_matrix(q) * M^-1)\r\n * where M is the conversion matrix `convertHandednessMatrix`,\r\n * q is the input quaternion, and q' is the converted quaternion.\r\n * Reference: https://d3cw3dd2w32x2b.cloudfront.net/wp-content/uploads/2015/01/matrix-to-quat.pdf\r\n */\r\n if (value.x * value.x + value.y * value.y > 0.5) {\r\n const absX = Math.abs(value.x);\r\n const absY = Math.abs(value.y);\r\n if (absX > absY) {\r\n const sign = Math.sign(value.x);\r\n value.x = absX;\r\n value.y *= -sign;\r\n value.z *= -sign;\r\n value.w *= sign;\r\n } else {\r\n const sign = Math.sign(value.y);\r\n value.x *= -sign;\r\n value.y = absY;\r\n value.z *= sign;\r\n value.w *= -sign;\r\n }\r\n } else {\r\n const absZ = Math.abs(value.z);\r\n const absW = Math.abs(value.w);\r\n if (absZ > absW) {\r\n const sign = Math.sign(value.z);\r\n value.x *= -sign;\r\n value.y *= sign;\r\n value.z = absZ;\r\n value.w *= -sign;\r\n } else {\r\n const sign = Math.sign(value.w);\r\n value.x *= sign;\r\n value.y *= -sign;\r\n value.z *= -sign;\r\n value.w = absW;\r\n }\r\n }\r\n\r\n return value;\r\n}\r\n\r\n/**\r\n * Pre-multiplies a 180-degree Y rotation to the quaternion, in order to match glTF's flipped forward direction for cameras.\r\n * @param rotation Target camera rotation.\r\n */\r\nexport function Rotate180Y(rotation: Quaternion): void {\r\n // Simplified from: rotation * (0, 1, 0, 0).\r\n rotation.copyFromFloats(-rotation.z, rotation.w, rotation.x, -rotation.y);\r\n}\r\n\r\n/**\r\n * Collapses GLTF parent and node into a single node, ignoring scaling.\r\n * This is useful for removing nodes that were added by the GLTF importer.\r\n * @param node Original GLTF node (Light or Camera).\r\n * @param parentNode Target parent node.\r\n */\r\nexport function CollapseChildIntoParent(node: INode, parentNode: INode): void {\r\n const parentTranslation = Vector3.FromArrayToRef(parentNode.translation || [0, 0, 0], 0, TmpVectors.Vector3[0]);\r\n const parentRotation = Quaternion.FromArrayToRef(parentNode.rotation || [0, 0, 0, 1], 0, TmpVectors.Quaternion[0]);\r\n const parentMatrix = Matrix.ComposeToRef(DefaultScale, parentRotation, parentTranslation, TmpVectors.Matrix[0]);\r\n\r\n const translation = Vector3.FromArrayToRef(node.translation || [0, 0, 0], 0, TmpVectors.Vector3[2]);\r\n const rotation = Quaternion.FromArrayToRef(node.rotation || [0, 0, 0, 1], 0, TmpVectors.Quaternion[1]);\r\n const matrix = Matrix.ComposeToRef(DefaultScale, rotation, translation, TmpVectors.Matrix[1]);\r\n\r\n parentMatrix.multiplyToRef(matrix, matrix);\r\n matrix.decompose(undefined, parentRotation, parentTranslation);\r\n\r\n if (parentTranslation.equalsWithEpsilon(DefaultTranslation, Epsilon)) {\r\n delete parentNode.translation;\r\n } else {\r\n parentNode.translation = parentTranslation.asArray();\r\n }\r\n\r\n if (parentRotation.equalsWithEpsilon(DefaultRotation, Epsilon)) {\r\n delete parentNode.rotation;\r\n } else {\r\n parentNode.rotation = parentRotation.asArray();\r\n }\r\n\r\n if (parentNode.scale) {\r\n delete parentNode.scale;\r\n }\r\n}\r\n\r\n/**\r\n * Checks whether a camera or light node is candidate for collapsing with its parent node.\r\n * This is useful for roundtrips, as the glTF Importer parents a new node to\r\n * lights and cameras to store their original transformation information.\r\n * @param babylonNode Babylon light or camera node.\r\n * @param parentBabylonNode Target Babylon parent node.\r\n * @returns True if the two nodes can be merged, false otherwise.\r\n */\r\nexport function IsChildCollapsible(babylonNode: ShadowLight | TargetCamera, parentBabylonNode: Node): boolean {\r\n if (!(parentBabylonNode instanceof TransformNode)) {\r\n return false;\r\n }\r\n\r\n // Verify child is the only descendant\r\n const isOnlyDescendant = parentBabylonNode.getChildren().length === 1 && babylonNode.getChildren().length === 0 && babylonNode.parent === parentBabylonNode;\r\n if (!isOnlyDescendant) {\r\n return false;\r\n }\r\n\r\n // Verify parent has the expected scaling, determined by the node type and scene's coordinate system.\r\n const scene = babylonNode.getScene();\r\n const expectedScale = babylonNode instanceof TargetCamera && !scene.useRightHandedSystem ? DefaultLoaderCameraParentScaleLh : DefaultScale;\r\n\r\n if (!parentBabylonNode.scaling.equalsWithEpsilon(expectedScale, Epsilon)) {\r\n Logger.Warn(`Cannot collapse node ${babylonNode.name} into parent node ${parentBabylonNode.name} with modified scaling.`);\r\n return false;\r\n }\r\n\r\n return true;\r\n}\r\n\r\nexport function IsNoopNode(node: Node, useRightHandedSystem: boolean): boolean {\r\n if (!(node instanceof TransformNode)) {\r\n return false;\r\n }\r\n\r\n // Transform\r\n if (useRightHandedSystem) {\r\n const matrix = node.getWorldMatrix();\r\n if (!matrix.equalsWithEpsilon(Matrix.IdentityReadOnly, Epsilon)) {\r\n return false;\r\n }\r\n } else {\r\n const matrix = node.getWorldMatrix().multiplyToRef(ConvertHandednessMatrix, TmpVectors.Matrix[0]);\r\n if (!matrix.equalsWithEpsilon(Matrix.IdentityReadOnly, Epsilon)) {\r\n return false;\r\n }\r\n }\r\n\r\n // Geometry\r\n if (node instanceof AbstractMesh && node.geometry) {\r\n return false;\r\n }\r\n\r\n return true;\r\n}\r\n\r\n/**\r\n * Converts an IndicesArray into either Uint32Array or Uint16Array, only copying if the data is number[].\r\n * @param indices input array to be converted\r\n * @param start starting index to copy from\r\n * @param count number of indices to copy\r\n * @returns a Uint32Array or Uint16Array\r\n * @internal\r\n */\r\nexport function IndicesArrayToTypedArray(indices: IndicesArray, start: number, count: number, is32Bits: boolean): Uint32Array | Uint16Array {\r\n if (indices instanceof Uint16Array || indices instanceof Uint32Array) {\r\n return indices;\r\n }\r\n\r\n // If Int32Array, cast the indices (which are all positive) to Uint32Array\r\n if (indices instanceof Int32Array) {\r\n return new Uint32Array(indices.buffer, indices.byteOffset, indices.length);\r\n }\r\n\r\n const subarray = indices.slice(start, start + count);\r\n return is32Bits ? new Uint32Array(subarray) : new Uint16Array(subarray);\r\n}\r\n\r\nexport function DataArrayToUint8Array(data: DataArray): Uint8Array {\r\n if (data instanceof Array) {\r\n const floatData = new Float32Array(data);\r\n return new Uint8Array(floatData.buffer, floatData.byteOffset, floatData.byteLength);\r\n }\r\n\r\n return ArrayBuffer.isView(data) ? new Uint8Array(data.buffer, data.byteOffset, data.byteLength) : new Uint8Array(data);\r\n}\r\n\r\nexport function GetMinMax(data: DataArray, vertexBuffer: VertexBuffer, start: number, count: number): { min: number[]; max: number[] } {\r\n const { byteOffset, byteStride, type, normalized } = vertexBuffer;\r\n const size = vertexBuffer.getSize();\r\n const min = new Array<number>(size).fill(Infinity);\r\n const max = new Array<number>(size).fill(-Infinity);\r\n EnumerateFloatValues(data, byteOffset + start * byteStride, byteStride, size, type, count * size, normalized, (values) => {\r\n for (let i = 0; i < size; i++) {\r\n min[i] = Math.min(min[i], values[i]);\r\n max[i] = Math.max(max[i], values[i]);\r\n }\r\n });\r\n\r\n return { min, max };\r\n}\r\n\r\n/**\r\n * Removes, in-place, object properties which have the same value as the default value.\r\n * Useful for avoiding unnecessary properties in the glTF JSON.\r\n * @param object the object to omit default values from\r\n * @param defaultValues a partial object with default values\r\n * @returns object with default values omitted\r\n */\r\nexport function OmitDefaultValues<T extends object>(object: T, defaultValues: Partial<T>): T {\r\n for (const [key, value] of Object.entries(object)) {\r\n const defaultValue = defaultValues[key as keyof T];\r\n if ((Array.isArray(value) && Array.isArray(defaultValue) && AreArraysEqual(value, defaultValue)) || value === defaultValue) {\r\n delete object[key as keyof T];\r\n }\r\n }\r\n return object;\r\n}\r\n\r\nfunction AreArraysEqual(array1: unknown[], array2: unknown[]): boolean {\r\n return array1.length === array2.length && array1.every((val, i) => val === array2[i]);\r\n}\r\n"]}
1
+ {"version":3,"file":"glTFUtilities.js","sourceRoot":"","sources":["../../../../../dev/serializers/src/glTF/2.0/glTFUtilities.ts"],"names":[],"mappings":"AAKA,OAAO,EAAE,UAAU,EAAE,UAAU,EAAE,MAAM,EAAE,OAAO,EAAE,6CAA+B;AACjF,OAAO,EAAE,YAAY,EAAE,0CAA4B;AACnD,OAAO,EAAE,QAAQ,EAAE,8CAAgC;AACnD,OAAO,EAAE,aAAa,EAAE,gDAAkC;AAE1D,OAAO,EAAE,oBAAoB,EAAE,+CAAiC;AAEhE,OAAO,EAAE,MAAM,EAAE,uCAAyB;AAC1C,OAAO,EAAE,YAAY,EAAE,gDAAkC;AAEzD,OAAO,EAAE,OAAO,EAAE,gDAAkC;AAEpD,iCAAiC;AACjC,MAAM,CAAC,MAAM,kBAAkB,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;AACjD,MAAM,CAAC,MAAM,eAAe,GAAG,UAAU,CAAC,QAAQ,EAAE,CAAC;AACrD,MAAM,CAAC,MAAM,YAAY,GAAG,OAAO,CAAC,GAAG,EAAE,CAAC;AAC1C,MAAM,gCAAgC,GAAG,IAAI,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AAE/D;;;;;GAKG;AACH,MAAM,UAAU,mBAAmB,CAAC,YAA0B,EAAE,MAAsB;IAClF,MAAM,EAAE,UAAU,EAAE,UAAU,EAAE,IAAI,EAAE,UAAU,EAAE,GAAG,YAAY,CAAC;IAClE,MAAM,cAAc,GAAG,YAAY,CAAC,OAAO,EAAE,CAAC;IAC9C,MAAM,aAAa,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,EAAE,OAAO,EAAE,EAAE;QACjD,OAAO,OAAO,CAAC,gBAAgB,EAAE,GAAG,GAAG,CAAC,CAAC,CAAC,OAAO,CAAC,gBAAgB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC;IAC/E,CAAC,EAAE,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC,CAAC,2GAA2G;IAClI,MAAM,KAAK,GAAG,aAAa,GAAG,cAAc,CAAC;IAC7C,MAAM,IAAI,GAAG,YAAY,CAAC,OAAO,EAAE,CAAC;IAEpC,OAAO,EAAE,UAAU,EAAE,UAAU,EAAE,cAAc,EAAE,IAAI,EAAE,KAAK,EAAE,UAAU,EAAE,aAAa,EAAE,IAAI,EAAE,CAAC;AACpG,CAAC;AAED,MAAM,UAAU,uBAAuB,CAAC,YAA0B;IAC9D,QAAQ,YAAY,EAAE,CAAC;QACnB;YACI,OAAO,CAAC,CAAC;QACb;YACI,OAAO,CAAC,CAAC;QACb;YACI,OAAO,EAAE,CAAC;QACd;YACI,OAAO,CAAC,CAAC;QACb;YACI,OAAO,CAAC,CAAC;QACb;YACI,OAAO,CAAC,CAAC;QACb;YACI,OAAO,CAAC,CAAC;IACjB,CAAC;AACL,CAAC;AAED,MAAM,UAAU,sBAAsB,CAAC,UAAsB;IACzD,OAAO,UAAU,CAAC,IAAI,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,KAAK,IAAI,GAAG,CAAC,CAAC;AACpD,CAAC;AAED,MAAM,UAAU,yBAAyB,CAAC,IAAY;IAClD,QAAQ,IAAI,EAAE,CAAC;QACX,KAAK,YAAY,CAAC,YAAY,CAAC;QAC/B,KAAK,YAAY,CAAC,UAAU,CAAC;QAC7B,KAAK,YAAY,CAAC,WAAW,CAAC;QAC9B,KAAK,YAAY,CAAC,SAAS,CAAC;QAC5B,KAAK,YAAY,CAAC,mBAAmB,CAAC;QACtC,KAAK,YAAY,CAAC,wBAAwB,CAAC;QAC3C,KAAK,YAAY,CAAC,mBAAmB,CAAC;QACtC,KAAK,YAAY,CAAC,wBAAwB,CAAC;QAC3C,KAAK,YAAY,CAAC,MAAM,CAAC;QACzB,KAAK,YAAY,CAAC,OAAO,CAAC;QAC1B,KAAK,YAAY,CAAC,OAAO,CAAC;QAC1B,KAAK,YAAY,CAAC,OAAO,CAAC;QAC1B,KAAK,YAAY,CAAC,OAAO,CAAC;QAC1B,KAAK,YAAY,CAAC,OAAO;YACrB,OAAO,IAAI,CAAC;IACpB,CAAC;IACD,OAAO,KAAK,CAAC;AACjB,CAAC;AAED,MAAM,UAAU,eAAe,CAAC,IAAY,EAAE,mBAA4B;IACtE,IAAI,IAAI,IAAI,YAAY,CAAC,SAAS,EAAE,CAAC;QACjC,OAAO,mBAAmB,CAAC,CAAC,gCAAmB,CAAC,+BAAkB,CAAC;IACvE,CAAC;IAED,QAAQ,IAAI,EAAE,CAAC;QACX,KAAK,YAAY,CAAC,YAAY,CAAC;QAC/B,KAAK,YAAY,CAAC,UAAU;YACxB,sCAAyB;QAC7B,KAAK,YAAY,CAAC,WAAW,CAAC;QAC9B,KAAK,YAAY,CAAC,mBAAmB,CAAC;QACtC,KAAK,YAAY,CAAC,wBAAwB,CAAC;QAC3C,KAAK,YAAY,CAAC,mBAAmB,CAAC;QACtC,KAAK,YAAY,CAAC,wBAAwB;YACtC,sCAAyB;QAC7B,KAAK,YAAY,CAAC,MAAM,CAAC;QACzB,KAAK,YAAY,CAAC,OAAO,CAAC;QAC1B,KAAK,YAAY,CAAC,OAAO,CAAC;QAC1B,KAAK,YAAY,CAAC,OAAO,CAAC;QAC1B,KAAK,YAAY,CAAC,OAAO,CAAC;QAC1B,KAAK,YAAY,CAAC,OAAO;YACrB,sCAAyB;IACjC,CAAC;IAED,MAAM,IAAI,KAAK,CAAC,gBAAgB,IAAI,EAAE,CAAC,CAAC;AAC5C,CAAC;AAED,MAAM,UAAU,gBAAgB,CAAC,IAAY;IACzC,QAAQ,IAAI,EAAE,CAAC;QACX,KAAK,YAAY,CAAC,YAAY;YAC1B,OAAO,UAAU,CAAC;QACtB,KAAK,YAAY,CAAC,UAAU;YACxB,OAAO,QAAQ,CAAC;QACpB,KAAK,YAAY,CAAC,WAAW;YACzB,OAAO,SAAS,CAAC;QACrB,KAAK,YAAY,CAAC,SAAS;YACvB,OAAO,SAAS,CAAC;QACrB,KAAK,YAAY,CAAC,MAAM;YACpB,OAAO,YAAY,CAAC;QACxB,KAAK,YAAY,CAAC,OAAO;YACrB,OAAO,YAAY,CAAC;QACxB,KAAK,YAAY,CAAC,OAAO;YACrB,OAAO,YAAY,CAAC;QACxB,KAAK,YAAY,CAAC,OAAO;YACrB,OAAO,YAAY,CAAC;QACxB,KAAK,YAAY,CAAC,OAAO;YACrB,OAAO,YAAY,CAAC;QACxB,KAAK,YAAY,CAAC,OAAO;YACrB,OAAO,YAAY,CAAC;QACxB,KAAK,YAAY,CAAC,mBAAmB;YACjC,OAAO,UAAU,CAAC;QACtB,KAAK,YAAY,CAAC,wBAAwB;YACtC,OAAO,UAAU,CAAC;QACtB,KAAK,YAAY,CAAC,mBAAmB;YACjC,OAAO,WAAW,CAAC;QACvB,KAAK,YAAY,CAAC,wBAAwB;YACtC,OAAO,WAAW,CAAC;IAC3B,CAAC;IAED,MAAM,IAAI,KAAK,CAAC,iBAAiB,IAAI,EAAE,CAAC,CAAC;AAC7C,CAAC;AAED,MAAM,UAAU,gBAAgB,CAAC,QAAgB;IAC7C,QAAQ,QAAQ,EAAE,CAAC;QACf,KAAK,QAAQ,CAAC,gBAAgB;YAC1B,2CAAmC;QACvC,KAAK,QAAQ,CAAC,qBAAqB;YAC/B,gDAAwC;QAC5C,KAAK,QAAQ,CAAC,mBAAmB;YAC7B,8CAAsC;QAC1C,KAAK,QAAQ,CAAC,iBAAiB,CAAC;QAChC,KAAK,QAAQ,CAAC,aAAa;YACvB,wCAAgC;QACpC,KAAK,QAAQ,CAAC,gBAAgB;YAC1B,2CAAmC;QACvC,KAAK,QAAQ,CAAC,gBAAgB;YAC1B,uCAA+B;QACnC,KAAK,QAAQ,CAAC,iBAAiB;YAC3B,4CAAoC;IAC5C,CAAC;IAED,MAAM,IAAI,KAAK,CAAC,sBAAsB,QAAQ,EAAE,CAAC,CAAC;AACtD,CAAC;AAED,MAAM,UAAU,kBAAkB,CAAC,QAAgB;IAC/C,QAAQ,QAAQ,EAAE,CAAC;QACf,KAAK,QAAQ,CAAC,gBAAgB,CAAC;QAC/B,KAAK,QAAQ,CAAC,qBAAqB,CAAC;QACpC,KAAK,QAAQ,CAAC,mBAAmB;YAC7B,OAAO,IAAI,CAAC;IACpB,CAAC;IAED,OAAO,KAAK,CAAC;AACjB,CAAC;AAED,MAAM,UAAU,gBAAgB,CAAC,OAA0B;IACvD,MAAM,MAAM,GAAG,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,CAAC;IAChG,IAAI,MAAM,GAAG,CAAC,EAAE,CAAC;QACb,OAAO,CAAC,CAAC,IAAI,MAAM,CAAC;QACpB,OAAO,CAAC,CAAC,IAAI,MAAM,CAAC;QACpB,OAAO,CAAC,CAAC,IAAI,MAAM,CAAC;IACxB,CAAC;AACL,CAAC;AAED,MAAM,UAAU,4BAA4B,CAAC,KAAc;IACvD,KAAK,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;IACd,OAAO,KAAK,CAAC;AACjB,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,4BAA4B,CAAC,KAAiB;IAC1D;;;;;;OAMG;IACH,IAAI,KAAK,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,GAAG,GAAG,EAAE,CAAC;QAC9C,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QAC/B,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QAC/B,IAAI,IAAI,GAAG,IAAI,EAAE,CAAC;YACd,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;YAChC,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC;YACf,KAAK,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YACjB,KAAK,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YACjB,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC;QACpB,CAAC;aAAM,CAAC;YACJ,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;YAChC,KAAK,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YACjB,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC;YACf,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC;YAChB,KAAK,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;QACrB,CAAC;IACL,CAAC;SAAM,CAAC;QACJ,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QAC/B,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QAC/B,IAAI,IAAI,GAAG,IAAI,EAAE,CAAC;YACd,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;YAChC,KAAK,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YACjB,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC;YAChB,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC;YACf,KAAK,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;QACrB,CAAC;aAAM,CAAC;YACJ,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;YAChC,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC;YAChB,KAAK,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YACjB,KAAK,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YACjB,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC;QACnB,CAAC;IACL,CAAC;IAED,OAAO,KAAK,CAAC;AACjB,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,UAAU,CAAC,QAAoB;IAC3C,4CAA4C;IAC5C,QAAQ,CAAC,cAAc,CAAC,CAAC,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;AAC9E,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,uBAAuB,CAAC,IAAW,EAAE,UAAiB;IAClE,MAAM,iBAAiB,GAAG,OAAO,CAAC,cAAc,CAAC,UAAU,CAAC,WAAW,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;IAChH,MAAM,cAAc,GAAG,UAAU,CAAC,cAAc,CAAC,UAAU,CAAC,QAAQ,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;IACnH,MAAM,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC,YAAY,EAAE,cAAc,EAAE,iBAAiB,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;IAEhH,MAAM,WAAW,GAAG,OAAO,CAAC,cAAc,CAAC,IAAI,CAAC,WAAW,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;IACpG,MAAM,QAAQ,GAAG,UAAU,CAAC,cAAc,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;IACvG,MAAM,MAAM,GAAG,MAAM,CAAC,YAAY,CAAC,YAAY,EAAE,QAAQ,EAAE,WAAW,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;IAE9F,YAAY,CAAC,aAAa,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IAC3C,MAAM,CAAC,SAAS,CAAC,SAAS,EAAE,cAAc,EAAE,iBAAiB,CAAC,CAAC;IAE/D,IAAI,iBAAiB,CAAC,iBAAiB,CAAC,kBAAkB,EAAE,OAAO,CAAC,EAAE,CAAC;QACnE,OAAO,UAAU,CAAC,WAAW,CAAC;IAClC,CAAC;SAAM,CAAC;QACJ,UAAU,CAAC,WAAW,GAAG,iBAAiB,CAAC,OAAO,EAAE,CAAC;IACzD,CAAC;IAED,IAAI,cAAc,CAAC,iBAAiB,CAAC,eAAe,EAAE,OAAO,CAAC,EAAE,CAAC;QAC7D,OAAO,UAAU,CAAC,QAAQ,CAAC;IAC/B,CAAC;SAAM,CAAC;QACJ,UAAU,CAAC,QAAQ,GAAG,cAAc,CAAC,OAAO,EAAE,CAAC;IACnD,CAAC;IAED,IAAI,UAAU,CAAC,KAAK,EAAE,CAAC;QACnB,OAAO,UAAU,CAAC,KAAK,CAAC;IAC5B,CAAC;AACL,CAAC;AAED;;;;;;;GAOG;AACH,MAAM,UAAU,kBAAkB,CAAC,WAAuC,EAAE,iBAAuB;IAC/F,IAAI,CAAC,CAAC,iBAAiB,YAAY,aAAa,CAAC,EAAE,CAAC;QAChD,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,sCAAsC;IACtC,MAAM,gBAAgB,GAAG,iBAAiB,CAAC,WAAW,EAAE,CAAC,MAAM,KAAK,CAAC,IAAI,WAAW,CAAC,WAAW,EAAE,CAAC,MAAM,KAAK,CAAC,IAAI,WAAW,CAAC,MAAM,KAAK,iBAAiB,CAAC;IAC5J,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACpB,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,qGAAqG;IACrG,MAAM,KAAK,GAAG,WAAW,CAAC,QAAQ,EAAE,CAAC;IACrC,MAAM,aAAa,GAAG,WAAW,YAAY,YAAY,IAAI,CAAC,KAAK,CAAC,oBAAoB,CAAC,CAAC,CAAC,gCAAgC,CAAC,CAAC,CAAC,YAAY,CAAC;IAE3I,IAAI,CAAC,iBAAiB,CAAC,OAAO,CAAC,iBAAiB,CAAC,aAAa,EAAE,OAAO,CAAC,EAAE,CAAC;QACvE,MAAM,CAAC,IAAI,CAAC,wBAAwB,WAAW,CAAC,IAAI,qBAAqB,iBAAiB,CAAC,IAAI,yBAAyB,CAAC,CAAC;QAC1H,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,OAAO,IAAI,CAAC;AAChB,CAAC;AAED;;;;;;;GAOG;AACH,MAAM,UAAU,wBAAwB,CAAC,OAAqB,EAAE,KAAa,EAAE,KAAa,EAAE,QAAiB;IAC3G,IAAI,OAAO,YAAY,WAAW,IAAI,OAAO,YAAY,WAAW,EAAE,CAAC;QACnE,OAAO,OAAO,CAAC;IACnB,CAAC;IAED,0EAA0E;IAC1E,IAAI,OAAO,YAAY,UAAU,EAAE,CAAC;QAChC,OAAO,IAAI,WAAW,CAAC,OAAO,CAAC,MAAM,EAAE,OAAO,CAAC,UAAU,EAAE,OAAO,CAAC,MAAM,CAAC,CAAC;IAC/E,CAAC;IAED,MAAM,QAAQ,GAAG,OAAO,CAAC,KAAK,CAAC,KAAK,EAAE,KAAK,GAAG,KAAK,CAAC,CAAC;IACrD,OAAO,QAAQ,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC,QAAQ,CAAC,CAAC;AAC5E,CAAC;AAED,MAAM,UAAU,qBAAqB,CAAC,IAAe;IACjD,IAAI,IAAI,YAAY,KAAK,EAAE,CAAC;QACxB,MAAM,SAAS,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,CAAC;QACzC,OAAO,IAAI,UAAU,CAAC,SAAS,CAAC,MAAM,EAAE,SAAS,CAAC,UAAU,EAAE,SAAS,CAAC,UAAU,CAAC,CAAC;IACxF,CAAC;IAED,OAAO,WAAW,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,UAAU,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,IAAI,UAAU,CAAC,IAAI,CAAC,CAAC;AAC3H,CAAC;AAED,MAAM,UAAU,SAAS,CAAC,IAAe,EAAE,YAA0B,EAAE,KAAa,EAAE,KAAa;IAC/F,MAAM,EAAE,UAAU,EAAE,UAAU,EAAE,IAAI,EAAE,UAAU,EAAE,GAAG,YAAY,CAAC;IAClE,MAAM,IAAI,GAAG,YAAY,CAAC,OAAO,EAAE,CAAC;IACpC,MAAM,GAAG,GAAG,IAAI,KAAK,CAAS,IAAI,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IACnD,MAAM,GAAG,GAAG,IAAI,KAAK,CAAS,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,QAAQ,CAAC,CAAC;IACpD,oBAAoB,CAAC,IAAI,EAAE,UAAU,GAAG,KAAK,GAAG,UAAU,EAAE,UAAU,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,GAAG,IAAI,EAAE,UAAU,EAAE,CAAC,MAAM,EAAE,EAAE;QACrH,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC;YAC5B,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;YACrC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;QACzC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,OAAO,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACxB,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,iBAAiB,CAAmB,MAAS,EAAE,aAAyB;IACpF,KAAK,MAAM,CAAC,GAAG,EAAE,KAAK,CAAC,IAAI,MAAM,CAAC,OAAO,CAAC,MAAM,CAAC,EAAE,CAAC;QAChD,MAAM,YAAY,GAAG,aAAa,CAAC,GAAc,CAAC,CAAC;QACnD,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,KAAK,CAAC,OAAO,CAAC,YAAY,CAAC,IAAI,cAAc,CAAC,KAAK,EAAE,YAAY,CAAC,CAAC,IAAI,KAAK,KAAK,YAAY,EAAE,CAAC;YACzH,OAAO,MAAM,CAAC,GAAc,CAAC,CAAC;QAClC,CAAC;IACL,CAAC;IACD,OAAO,MAAM,CAAC;AAClB,CAAC;AAED,SAAS,cAAc,CAAC,MAAiB,EAAE,MAAiB;IACxD,OAAO,MAAM,CAAC,MAAM,KAAK,MAAM,CAAC,MAAM,IAAI,MAAM,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,KAAK,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;AAC1F,CAAC","sourcesContent":["/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { INode } from \"babylonjs-gltf2interface\";\r\nimport { AccessorType, MeshPrimitiveMode } from \"babylonjs-gltf2interface\";\r\nimport type { FloatArray, DataArray, IndicesArray } from \"core/types\";\r\nimport type { Vector4 } from \"core/Maths/math.vector\";\r\nimport { Quaternion, TmpVectors, Matrix, Vector3 } from \"core/Maths/math.vector\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { Material } from \"core/Materials/material\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { EnumerateFloatValues } from \"core/Buffers/bufferUtils\";\r\nimport type { Node } from \"core/node\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { TargetCamera } from \"core/Cameras/targetCamera\";\r\nimport type { ShadowLight } from \"core/Lights/shadowLight\";\r\nimport { Epsilon } from \"core/Maths/math.constants\";\r\n\r\n// Default values for comparison.\r\nexport const DefaultTranslation = Vector3.Zero();\r\nexport const DefaultRotation = Quaternion.Identity();\r\nexport const DefaultScale = Vector3.One();\r\nconst DefaultLoaderCameraParentScaleLh = new Vector3(-1, 1, 1);\r\n\r\n/**\r\n * Get the information necessary for enumerating a vertex buffer.\r\n * @param vertexBuffer the vertex buffer to enumerate\r\n * @param meshes the meshes that use the vertex buffer\r\n * @returns the information necessary to enumerate the vertex buffer\r\n */\r\nexport function GetVertexBufferInfo(vertexBuffer: VertexBuffer, meshes: AbstractMesh[]) {\r\n const { byteOffset, byteStride, type, normalized } = vertexBuffer;\r\n const componentCount = vertexBuffer.getSize();\r\n const totalVertices = meshes.reduce((max, current) => {\r\n return current.getTotalVertices() > max ? current.getTotalVertices() : max;\r\n }, -Number.MAX_VALUE); // Get the max total vertices count, to ensure we capture the full range of vertex data used by the meshes.\r\n const count = totalVertices * componentCount;\r\n const kind = vertexBuffer.getKind();\r\n\r\n return { byteOffset, byteStride, componentCount, type, count, normalized, totalVertices, kind };\r\n}\r\n\r\nexport function GetAccessorElementCount(accessorType: AccessorType): number {\r\n switch (accessorType) {\r\n case AccessorType.MAT2:\r\n return 4;\r\n case AccessorType.MAT3:\r\n return 9;\r\n case AccessorType.MAT4:\r\n return 16;\r\n case AccessorType.SCALAR:\r\n return 1;\r\n case AccessorType.VEC2:\r\n return 2;\r\n case AccessorType.VEC3:\r\n return 3;\r\n case AccessorType.VEC4:\r\n return 4;\r\n }\r\n}\r\n\r\nexport function FloatsNeed16BitInteger(floatArray: FloatArray): boolean {\r\n return floatArray.some((value) => value >= 256);\r\n}\r\n\r\nexport function IsStandardVertexAttribute(type: string): boolean {\r\n switch (type) {\r\n case VertexBuffer.PositionKind:\r\n case VertexBuffer.NormalKind:\r\n case VertexBuffer.TangentKind:\r\n case VertexBuffer.ColorKind:\r\n case VertexBuffer.MatricesIndicesKind:\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n case VertexBuffer.MatricesWeightsKind:\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n case VertexBuffer.UVKind:\r\n case VertexBuffer.UV2Kind:\r\n case VertexBuffer.UV3Kind:\r\n case VertexBuffer.UV4Kind:\r\n case VertexBuffer.UV5Kind:\r\n case VertexBuffer.UV6Kind:\r\n return true;\r\n }\r\n return false;\r\n}\r\n\r\nexport function GetAccessorType(kind: string, hasVertexColorAlpha: boolean): AccessorType {\r\n if (kind == VertexBuffer.ColorKind) {\r\n return hasVertexColorAlpha ? AccessorType.VEC4 : AccessorType.VEC3;\r\n }\r\n\r\n switch (kind) {\r\n case VertexBuffer.PositionKind:\r\n case VertexBuffer.NormalKind:\r\n return AccessorType.VEC3;\r\n case VertexBuffer.TangentKind:\r\n case VertexBuffer.MatricesIndicesKind:\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n case VertexBuffer.MatricesWeightsKind:\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n return AccessorType.VEC4;\r\n case VertexBuffer.UVKind:\r\n case VertexBuffer.UV2Kind:\r\n case VertexBuffer.UV3Kind:\r\n case VertexBuffer.UV4Kind:\r\n case VertexBuffer.UV5Kind:\r\n case VertexBuffer.UV6Kind:\r\n return AccessorType.VEC2;\r\n }\r\n\r\n throw new Error(`Unknown kind ${kind}`);\r\n}\r\n\r\nexport function GetAttributeType(kind: string): string {\r\n switch (kind) {\r\n case VertexBuffer.PositionKind:\r\n return \"POSITION\";\r\n case VertexBuffer.NormalKind:\r\n return \"NORMAL\";\r\n case VertexBuffer.TangentKind:\r\n return \"TANGENT\";\r\n case VertexBuffer.ColorKind:\r\n return \"COLOR_0\";\r\n case VertexBuffer.UVKind:\r\n return \"TEXCOORD_0\";\r\n case VertexBuffer.UV2Kind:\r\n return \"TEXCOORD_1\";\r\n case VertexBuffer.UV3Kind:\r\n return \"TEXCOORD_2\";\r\n case VertexBuffer.UV4Kind:\r\n return \"TEXCOORD_3\";\r\n case VertexBuffer.UV5Kind:\r\n return \"TEXCOORD_4\";\r\n case VertexBuffer.UV6Kind:\r\n return \"TEXCOORD_5\";\r\n case VertexBuffer.MatricesIndicesKind:\r\n return \"JOINTS_0\";\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n return \"JOINTS_1\";\r\n case VertexBuffer.MatricesWeightsKind:\r\n return \"WEIGHTS_0\";\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n return \"WEIGHTS_1\";\r\n }\r\n\r\n throw new Error(`Unknown kind: ${kind}`);\r\n}\r\n\r\nexport function GetPrimitiveMode(fillMode: number): MeshPrimitiveMode {\r\n switch (fillMode) {\r\n case Material.TriangleFillMode:\r\n return MeshPrimitiveMode.TRIANGLES;\r\n case Material.TriangleStripDrawMode:\r\n return MeshPrimitiveMode.TRIANGLE_STRIP;\r\n case Material.TriangleFanDrawMode:\r\n return MeshPrimitiveMode.TRIANGLE_FAN;\r\n case Material.PointListDrawMode:\r\n case Material.PointFillMode:\r\n return MeshPrimitiveMode.POINTS;\r\n case Material.LineLoopDrawMode:\r\n return MeshPrimitiveMode.LINE_LOOP;\r\n case Material.LineListDrawMode:\r\n return MeshPrimitiveMode.LINES;\r\n case Material.LineStripDrawMode:\r\n return MeshPrimitiveMode.LINE_STRIP;\r\n }\r\n\r\n throw new Error(`Unknown fill mode: ${fillMode}`);\r\n}\r\n\r\nexport function IsTriangleFillMode(fillMode: number): boolean {\r\n switch (fillMode) {\r\n case Material.TriangleFillMode:\r\n case Material.TriangleStripDrawMode:\r\n case Material.TriangleFanDrawMode:\r\n return true;\r\n }\r\n\r\n return false;\r\n}\r\n\r\nexport function NormalizeTangent(tangent: Vector4 | Vector3) {\r\n const length = Math.sqrt(tangent.x * tangent.x + tangent.y * tangent.y + tangent.z * tangent.z);\r\n if (length > 0) {\r\n tangent.x /= length;\r\n tangent.y /= length;\r\n tangent.z /= length;\r\n }\r\n}\r\n\r\nexport function ConvertToRightHandedPosition(value: Vector3): Vector3 {\r\n value.x *= -1;\r\n return value;\r\n}\r\n\r\n/**\r\n * Converts, in-place, a left-handed quaternion to a right-handed quaternion via a change of basis.\r\n * @param value the unit quaternion to convert\r\n * @returns the converted quaternion\r\n */\r\nexport function ConvertToRightHandedRotation(value: Quaternion): Quaternion {\r\n /**\r\n * This is the simplified version of the following equation:\r\n * q' = to_quaternion(M * to_matrix(q) * M^-1)\r\n * where M is the conversion matrix `convertHandednessMatrix`,\r\n * q is the input quaternion, and q' is the converted quaternion.\r\n * Reference: https://d3cw3dd2w32x2b.cloudfront.net/wp-content/uploads/2015/01/matrix-to-quat.pdf\r\n */\r\n if (value.x * value.x + value.y * value.y > 0.5) {\r\n const absX = Math.abs(value.x);\r\n const absY = Math.abs(value.y);\r\n if (absX > absY) {\r\n const sign = Math.sign(value.x);\r\n value.x = absX;\r\n value.y *= -sign;\r\n value.z *= -sign;\r\n value.w *= sign;\r\n } else {\r\n const sign = Math.sign(value.y);\r\n value.x *= -sign;\r\n value.y = absY;\r\n value.z *= sign;\r\n value.w *= -sign;\r\n }\r\n } else {\r\n const absZ = Math.abs(value.z);\r\n const absW = Math.abs(value.w);\r\n if (absZ > absW) {\r\n const sign = Math.sign(value.z);\r\n value.x *= -sign;\r\n value.y *= sign;\r\n value.z = absZ;\r\n value.w *= -sign;\r\n } else {\r\n const sign = Math.sign(value.w);\r\n value.x *= sign;\r\n value.y *= -sign;\r\n value.z *= -sign;\r\n value.w = absW;\r\n }\r\n }\r\n\r\n return value;\r\n}\r\n\r\n/**\r\n * Pre-multiplies a 180-degree Y rotation to the quaternion, in order to match glTF's flipped forward direction for cameras.\r\n * @param rotation Target camera rotation.\r\n */\r\nexport function Rotate180Y(rotation: Quaternion): void {\r\n // Simplified from: rotation * (0, 1, 0, 0).\r\n rotation.copyFromFloats(-rotation.z, rotation.w, rotation.x, -rotation.y);\r\n}\r\n\r\n/**\r\n * Collapses GLTF parent and node into a single node, ignoring scaling.\r\n * This is useful for removing nodes that were added by the GLTF importer.\r\n * @param node Original GLTF node (Light or Camera).\r\n * @param parentNode Target parent node.\r\n */\r\nexport function CollapseChildIntoParent(node: INode, parentNode: INode): void {\r\n const parentTranslation = Vector3.FromArrayToRef(parentNode.translation || [0, 0, 0], 0, TmpVectors.Vector3[0]);\r\n const parentRotation = Quaternion.FromArrayToRef(parentNode.rotation || [0, 0, 0, 1], 0, TmpVectors.Quaternion[0]);\r\n const parentMatrix = Matrix.ComposeToRef(DefaultScale, parentRotation, parentTranslation, TmpVectors.Matrix[0]);\r\n\r\n const translation = Vector3.FromArrayToRef(node.translation || [0, 0, 0], 0, TmpVectors.Vector3[2]);\r\n const rotation = Quaternion.FromArrayToRef(node.rotation || [0, 0, 0, 1], 0, TmpVectors.Quaternion[1]);\r\n const matrix = Matrix.ComposeToRef(DefaultScale, rotation, translation, TmpVectors.Matrix[1]);\r\n\r\n parentMatrix.multiplyToRef(matrix, matrix);\r\n matrix.decompose(undefined, parentRotation, parentTranslation);\r\n\r\n if (parentTranslation.equalsWithEpsilon(DefaultTranslation, Epsilon)) {\r\n delete parentNode.translation;\r\n } else {\r\n parentNode.translation = parentTranslation.asArray();\r\n }\r\n\r\n if (parentRotation.equalsWithEpsilon(DefaultRotation, Epsilon)) {\r\n delete parentNode.rotation;\r\n } else {\r\n parentNode.rotation = parentRotation.asArray();\r\n }\r\n\r\n if (parentNode.scale) {\r\n delete parentNode.scale;\r\n }\r\n}\r\n\r\n/**\r\n * Checks whether a camera or light node is candidate for collapsing with its parent node.\r\n * This is useful for roundtrips, as the glTF Importer parents a new node to\r\n * lights and cameras to store their original transformation information.\r\n * @param babylonNode Babylon light or camera node.\r\n * @param parentBabylonNode Target Babylon parent node.\r\n * @returns True if the two nodes can be merged, false otherwise.\r\n */\r\nexport function IsChildCollapsible(babylonNode: ShadowLight | TargetCamera, parentBabylonNode: Node): boolean {\r\n if (!(parentBabylonNode instanceof TransformNode)) {\r\n return false;\r\n }\r\n\r\n // Verify child is the only descendant\r\n const isOnlyDescendant = parentBabylonNode.getChildren().length === 1 && babylonNode.getChildren().length === 0 && babylonNode.parent === parentBabylonNode;\r\n if (!isOnlyDescendant) {\r\n return false;\r\n }\r\n\r\n // Verify parent has the expected scaling, determined by the node type and scene's coordinate system.\r\n const scene = babylonNode.getScene();\r\n const expectedScale = babylonNode instanceof TargetCamera && !scene.useRightHandedSystem ? DefaultLoaderCameraParentScaleLh : DefaultScale;\r\n\r\n if (!parentBabylonNode.scaling.equalsWithEpsilon(expectedScale, Epsilon)) {\r\n Logger.Warn(`Cannot collapse node ${babylonNode.name} into parent node ${parentBabylonNode.name} with modified scaling.`);\r\n return false;\r\n }\r\n\r\n return true;\r\n}\r\n\r\n/**\r\n * Converts an IndicesArray into either Uint32Array or Uint16Array, only copying if the data is number[].\r\n * @param indices input array to be converted\r\n * @param start starting index to copy from\r\n * @param count number of indices to copy\r\n * @returns a Uint32Array or Uint16Array\r\n * @internal\r\n */\r\nexport function IndicesArrayToTypedArray(indices: IndicesArray, start: number, count: number, is32Bits: boolean): Uint32Array | Uint16Array {\r\n if (indices instanceof Uint16Array || indices instanceof Uint32Array) {\r\n return indices;\r\n }\r\n\r\n // If Int32Array, cast the indices (which are all positive) to Uint32Array\r\n if (indices instanceof Int32Array) {\r\n return new Uint32Array(indices.buffer, indices.byteOffset, indices.length);\r\n }\r\n\r\n const subarray = indices.slice(start, start + count);\r\n return is32Bits ? new Uint32Array(subarray) : new Uint16Array(subarray);\r\n}\r\n\r\nexport function DataArrayToUint8Array(data: DataArray): Uint8Array {\r\n if (data instanceof Array) {\r\n const floatData = new Float32Array(data);\r\n return new Uint8Array(floatData.buffer, floatData.byteOffset, floatData.byteLength);\r\n }\r\n\r\n return ArrayBuffer.isView(data) ? new Uint8Array(data.buffer, data.byteOffset, data.byteLength) : new Uint8Array(data);\r\n}\r\n\r\nexport function GetMinMax(data: DataArray, vertexBuffer: VertexBuffer, start: number, count: number): { min: number[]; max: number[] } {\r\n const { byteOffset, byteStride, type, normalized } = vertexBuffer;\r\n const size = vertexBuffer.getSize();\r\n const min = new Array<number>(size).fill(Infinity);\r\n const max = new Array<number>(size).fill(-Infinity);\r\n EnumerateFloatValues(data, byteOffset + start * byteStride, byteStride, size, type, count * size, normalized, (values) => {\r\n for (let i = 0; i < size; i++) {\r\n min[i] = Math.min(min[i], values[i]);\r\n max[i] = Math.max(max[i], values[i]);\r\n }\r\n });\r\n\r\n return { min, max };\r\n}\r\n\r\n/**\r\n * Removes, in-place, object properties which have the same value as the default value.\r\n * Useful for avoiding unnecessary properties in the glTF JSON.\r\n * @param object the object to omit default values from\r\n * @param defaultValues a partial object with default values\r\n * @returns object with default values omitted\r\n */\r\nexport function OmitDefaultValues<T extends object>(object: T, defaultValues: Partial<T>): T {\r\n for (const [key, value] of Object.entries(object)) {\r\n const defaultValue = defaultValues[key as keyof T];\r\n if ((Array.isArray(value) && Array.isArray(defaultValue) && AreArraysEqual(value, defaultValue)) || value === defaultValue) {\r\n delete object[key as keyof T];\r\n }\r\n }\r\n return object;\r\n}\r\n\r\nfunction AreArraysEqual(array1: unknown[], array2: unknown[]): boolean {\r\n return array1.length === array2.length && array1.every((val, i) => val === array2[i]);\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/serializers",
3
- "version": "8.13.0",
3
+ "version": "8.14.0",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -18,10 +18,10 @@
18
18
  "postcompile": "build-tools -c add-js-to-es6"
19
19
  },
20
20
  "devDependencies": {
21
- "@babylonjs/core": "^8.13.0",
21
+ "@babylonjs/core": "^8.14.0",
22
22
  "@dev/build-tools": "^1.0.0",
23
23
  "@lts/serializers": "^1.0.0",
24
- "babylonjs-gltf2interface": "^8.13.0"
24
+ "babylonjs-gltf2interface": "^8.14.0"
25
25
  },
26
26
  "peerDependencies": {
27
27
  "@babylonjs/core": "^8.0.0",