@babylonjs/serializers 8.17.0 → 8.17.2

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.
@@ -1,6 +1,7 @@
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  /* eslint-disable @typescript-eslint/naming-convention */
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  import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
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  import { Constants } from "@babylonjs/core/Engines/constants.js";
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+ import { Material } from "@babylonjs/core/Materials/material.js";
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  import { PBRBaseMaterial } from "@babylonjs/core/Materials/PBR/pbrBaseMaterial.js";
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  import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
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  import { Color3 } from "@babylonjs/core/Maths/math.color.js";
@@ -54,25 +55,25 @@ function BuildMeshVertexCount(geometry) {
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  .join(", ");
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  }
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  function BuildMeshVertexIndices(geometry) {
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- const index = geometry.getIndices();
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+ const indices = geometry.getIndices();
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+ const count = indices?.length ?? geometry.getTotalVertices();
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  const array = [];
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- if (index !== null) {
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- for (let i = 0; i < index.length; i++) {
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- array.push(index[i]);
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+ if (indices !== null) {
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+ for (let i = 0; i < count; i++) {
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+ array.push(indices[i]);
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  }
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  }
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  else {
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- const length = geometry.getTotalVertices();
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- for (let i = 0; i < length; i++) {
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+ for (let i = 0; i < count; i++) {
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  array.push(i);
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  }
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  }
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  return array.join(", ");
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  }
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- function BuildVector3Array(attribute, options, stride = 3) {
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+ function BuildVector3Array(attribute, options, stride = 3, convertToRightHanded = false) {
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  const array = [];
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  for (let i = 0; i < attribute.length / stride; i++) {
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- const x = attribute[i * stride];
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+ const x = attribute[i * stride] * (convertToRightHanded ? -1 : 1);
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  const y = attribute[i * stride + 1];
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  const z = attribute[i * stride + 2];
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  array.push(`(${x.toPrecision(options.precision)}, ${y.toPrecision(options.precision)}, ${z.toPrecision(options.precision)})`);
@@ -110,7 +111,7 @@ function BuildAdditionalAttributes(geometry, options) {
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  }
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  return string;
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  }
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- function BuildMesh(geometry, options) {
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+ function BuildMesh(geometry, options, windingOrder, convertToRightHanded) {
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  const name = "Geometry";
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  const position = geometry.getVerticesData(VertexBuffer.PositionKind);
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  const normal = geometry.getVerticesData(VertexBuffer.NormalKind);
@@ -120,23 +121,24 @@ function BuildMesh(geometry, options) {
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  return `
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  def Mesh "${name}"
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  {
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+ uniform token orientation = "${windingOrder}"
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  int[] faceVertexCounts = [${BuildMeshVertexCount(geometry)}]
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  int[] faceVertexIndices = [${BuildMeshVertexIndices(geometry)}]
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- normal3f[] normals = [${BuildVector3Array(normal, options)}] (
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+ normal3f[] normals = [${BuildVector3Array(normal, options, undefined, convertToRightHanded)}] (
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  interpolation = "vertex"
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  )
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- point3f[] points = [${BuildVector3Array(position, options)}]
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+ point3f[] points = [${BuildVector3Array(position, options, undefined, convertToRightHanded)}]
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  ${BuildAdditionalAttributes(geometry, options)}
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  uniform token subdivisionScheme = "none"
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  }
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  `;
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  }
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- function BuildMeshObject(geometry, options) {
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- const mesh = BuildMesh(geometry, options);
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+ function BuildMeshObject(geometry, options, windingOrder, convertToRightHanded) {
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+ const meshObject = BuildMesh(geometry, options, windingOrder, convertToRightHanded);
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  return `
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  def "Geometry"
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  {
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- ${mesh}
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+ ${meshObject}
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  }
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  `;
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  }
@@ -145,25 +147,6 @@ function BuildUSDFileAsString(dataToInsert) {
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  output += dataToInsert;
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  return fflate.strToU8(output);
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  }
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- function GetMeshWorldMatrix(mesh) {
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- const matrix = mesh.getWorldMatrix().clone();
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- // If there's a LH->RH __root__ conversion node, cancel out its effect
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- const useRightHandedSystem = mesh.getScene().useRightHandedSystem;
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- if (!useRightHandedSystem) {
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- let current = mesh.parent;
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- while (current) {
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- if (IsNoopNode(current, useRightHandedSystem)) {
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- matrix.multiplyToRef(current.getWorldMatrix().invert(), matrix);
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- break;
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- }
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- current = current.parent;
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- }
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- }
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- if (matrix.determinant() < 0) {
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- Tools.Warn(`Exporting mesh ${mesh.name} with negative scale. Result may look incorrect in destination engine.`);
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- }
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- return matrix;
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- }
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  function BuildMatrix(matrix) {
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  const array = matrix.m;
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  return `( ${BuildMatrixRow(array, 0)}, ${BuildMatrixRow(array, 4)}, ${BuildMatrixRow(array, 8)}, ${BuildMatrixRow(array, 12)} )`;
@@ -171,9 +154,8 @@ function BuildMatrix(matrix) {
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  function BuildMatrixRow(array, offset) {
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  return `(${array[offset + 0]}, ${array[offset + 1]}, ${array[offset + 2]}, ${array[offset + 3]})`;
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  }
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- function BuildXform(mesh) {
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+ function BuildXform(mesh, matrix) {
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  const name = "Object_" + mesh.uniqueId;
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- const matrix = GetMeshWorldMatrix(mesh);
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  const transform = BuildMatrix(matrix);
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  return `def Xform "${name}" (
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  prepend references = @./geometries/Geometry_${mesh.geometry.uniqueId}.usda@</Geometry>
@@ -261,7 +243,7 @@ function BuildTexture(texture, material, mapType, color, textureToExports, optio
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  asset inputs:file = @textures/Texture_${id}.png@
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  float2 inputs:st.connect = </Materials/Material_${material.uniqueId}/Transform2d_${mapType}.outputs:result>
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  ${color ? "float4 inputs:scale = " + BuildColor4(color) : ""}
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- token inputs:sourceColorSpace = "${texture.gammaSpace ? "raw" : "sRGB"}"
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+ token inputs:sourceColorSpace = "${texture.gammaSpace ? "sRGB" : "raw"}"
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  token inputs:wrapS = "${BuildWrapping(texture.wrapU)}"
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  token inputs:wrapT = "${BuildWrapping(texture.wrapV)}"
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  float outputs:r
@@ -465,6 +447,35 @@ function BuildCamera(camera, options) {
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  `;
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  }
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  }
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+ function ExtractMeshInformations(mesh) {
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+ const matrix = mesh.getWorldMatrix().clone();
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+ const sceneIsRightHanded = mesh.getScene().useRightHandedSystem;
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+ let sideOrientation = mesh.material?._getEffectiveOrientation(mesh) ?? mesh.sideOrientation;
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+ let convertToRightHanded = !sceneIsRightHanded;
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+ // Search for a root conversion node from the glTF loader in the mesh's ancestors.
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+ let current = mesh.parent;
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+ while (current) {
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+ if (IsNoopNode(current, sceneIsRightHanded) && current.parent === null) {
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+ if (!sceneIsRightHanded) {
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+ // If it's a RH->LH node, cancel out its inversion effect on the mesh's matrix and winding order.
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+ matrix.multiplyToRef(current.getWorldMatrix().invert(), matrix);
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+ sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;
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+ }
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+ convertToRightHanded = false;
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+ break;
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+ }
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+ current = current.parent;
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+ }
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+ if (matrix.determinant() < 0) {
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+ // RealityKit doesn't seem to automatically flip faces of a mesh with negative scale, like other engines do (including us).
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+ Tools.Warn(`Mesh ${mesh} has a negative scale, which may look incorrect in destinations like QuickLook.`);
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+ }
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+ return {
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+ matrix,
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+ windingOrder: sideOrientation === Material.ClockWiseSideOrientation ? "leftHanded" : "rightHanded",
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+ convertToRightHanded,
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+ };
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+ }
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  /**
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  *
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  * @param scene scene to export
@@ -512,14 +523,15 @@ export async function USDZExportAsync(scene, options, meshPredicate) {
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  const supportedMaterials = ["StandardMaterial", "PBRMaterial", "PBRMetallicRoughnessMaterial"];
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  if (supportedMaterials.indexOf(material.getClassName()) !== -1) {
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  const geometryFileName = "geometries/Geometry_" + geometry.uniqueId + ".usda";
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+ const { matrix, windingOrder, convertToRightHanded } = ExtractMeshInformations(mesh);
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  if (!(geometryFileName in files)) {
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- const meshObject = BuildMeshObject(geometry, localOptions);
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+ const meshObject = BuildMeshObject(geometry, localOptions, windingOrder, convertToRightHanded);
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  files[geometryFileName] = BuildUSDFileAsString(meshObject);
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  }
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  if (!(material.uniqueId in materialToExports)) {
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  materialToExports[material.uniqueId] = material;
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  }
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- output += BuildXform(mesh);
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+ output += BuildXform(mesh, matrix);
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  }
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  else {
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  Tools.Warn("USDZExportAsync does not support this material type: " + material.getClassName());
@@ -1 +1 @@
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Matrix, Vector2 } from \"core/Maths/math.vector\";\r\nimport type { Geometry } from \"core/Meshes/geometry\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { DumpTools } from \"core/Misc/dumpTools\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { FloatArray, Nullable } from \"core/types\";\r\nimport { IsNoopNode } from \"../exportUtils\";\r\n\r\n/**\r\n * Ported from https://github.com/mrdoob/three.js/blob/master/examples/jsm/exporters/USDZExporter.js\r\n * Thanks a lot to the three.js team for their amazing work!\r\n */\r\n\r\n// FFlate access\r\ndeclare const fflate: any;\r\n\r\n/**\r\n * Options for the USDZ export\r\n */\r\nexport interface IUSDZExportOptions {\r\n /**\r\n * URL to load the fflate library from\r\n */\r\n fflateUrl?: string;\r\n /**\r\n * Include anchoring properties in the USDZ file\r\n */\r\n includeAnchoringProperties?: boolean;\r\n /**\r\n * Anchoring type (plane by default)\r\n */\r\n anchoringType?: string;\r\n /**\r\n * Plane anchoring alignment (horizontal by default)\r\n */\r\n planeAnchoringAlignment?: string;\r\n /**\r\n * Model file name (model.usda by default)\r\n */\r\n modelFileName?: string;\r\n /**\r\n * Precision to use for number (5 by default)\r\n */\r\n precision?: number;\r\n /**\r\n * Export the camera (false by default)\r\n */\r\n exportCamera?: boolean;\r\n /**\r\n * Camera sensor width (35 by default)\r\n */\r\n cameraSensorWidth?: number;\r\n}\r\n\r\nfunction BuildHeader() {\r\n return `#usda 1.0\r\n (\r\n customLayerData = {\r\n string creator = \"Babylon.js USDZExportAsync\"\r\n }\r\n defaultPrim = \"Root\"\r\n metersPerUnit = 1\r\n upAxis = \"Y\"\r\n )`;\r\n}\r\n\r\nfunction BuildSceneStart(options: IUSDZExportOptions) {\r\n const alignment =\r\n options.includeAnchoringProperties === true\r\n ? `\r\n\t\ttoken preliminary:anchoring:type = \"${options.anchoringType}\"\r\n\t\ttoken preliminary:planeAnchoring:alignment = \"${options.planeAnchoringAlignment}\"`\r\n : \"\";\r\n return `def Xform \"Root\"\r\n {\r\n def Scope \"Scenes\" (\r\n kind = \"sceneLibrary\"\r\n )\r\n {\r\n def Xform \"Scene\" (\r\n customData = {\r\n bool preliminary_collidesWithEnvironment = 0\r\n string sceneName = \"Scene\"\r\n }\r\n sceneName = \"Scene\"\r\n )\r\n {${alignment}\r\n `;\r\n}\r\n\r\nfunction BuildSceneEnd() {\r\n return `\r\n }\r\n }\r\n }`;\r\n}\r\n\r\nfunction BuildMeshVertexCount(geometry: Geometry) {\r\n const count = geometry.getIndices()?.length ? geometry.getTotalIndices() : geometry.getTotalVertices();\r\n\r\n return Array(count / 3)\r\n .fill(3)\r\n .join(\", \");\r\n}\r\n\r\nfunction BuildMeshVertexIndices(geometry: Geometry) {\r\n const index = geometry.getIndices();\r\n const array = [];\r\n\r\n if (index !== null) {\r\n for (let i = 0; i < index.length; i++) {\r\n array.push(index[i]);\r\n }\r\n } else {\r\n const length = geometry.getTotalVertices();\r\n\r\n for (let i = 0; i < length; i++) {\r\n array.push(i);\r\n }\r\n }\r\n\r\n return array.join(\", \");\r\n}\r\n\r\nfunction BuildVector3Array(attribute: FloatArray, options: IUSDZExportOptions, stride = 3) {\r\n const array = [];\r\n\r\n for (let i = 0; i < attribute.length / stride; i++) {\r\n const x = attribute[i * stride];\r\n const y = attribute[i * stride + 1];\r\n const z = attribute[i * stride + 2];\r\n\r\n array.push(`(${x.toPrecision(options.precision)}, ${y.toPrecision(options.precision)}, ${z.toPrecision(options.precision)})`);\r\n }\r\n\r\n return array.join(\", \");\r\n}\r\n\r\nfunction BuildVector2Array(attribute: FloatArray, options: IUSDZExportOptions) {\r\n const array = [];\r\n\r\n for (let i = 0; i < attribute.length / 2; i++) {\r\n const x = attribute[i * 2];\r\n const y = attribute[i * 2 + 1];\r\n\r\n array.push(`(${x.toPrecision(options.precision)}, ${(1 - y).toPrecision(options.precision)})`);\r\n }\r\n\r\n return array.join(\", \");\r\n}\r\n\r\nfunction BuildAdditionalAttributes(geometry: Geometry, options: IUSDZExportOptions) {\r\n let string = \"\";\r\n\r\n for (let i = 0; i < 4; i++) {\r\n const id = i > 0 ? i : \"\";\r\n const uvAttribute = geometry.getVerticesData(VertexBuffer.UVKind + (id ? id + 1 : \"\")); // UV names go like \"uv\", \"uv2\", \"uv3\", etc.\r\n\r\n if (uvAttribute) {\r\n string += `\r\n\t\ttexCoord2f[] primvars:st${id} = [${BuildVector2Array(uvAttribute, options)}] (\r\n\t\t\tinterpolation = \"vertex\"\r\n\t\t)`;\r\n }\r\n }\r\n\r\n // vertex colors\r\n\r\n const colorAttribute = geometry.getVerticesData(VertexBuffer.ColorKind);\r\n\r\n if (colorAttribute) {\r\n string += `\r\n\tcolor3f[] primvars:displayColor = [${BuildVector3Array(colorAttribute, options, colorAttribute.length / geometry.getTotalVertices())}] (\r\n\t\tinterpolation = \"vertex\"\r\n\t\t)`;\r\n }\r\n\r\n return string;\r\n}\r\n\r\nfunction BuildMesh(geometry: Geometry, options: IUSDZExportOptions) {\r\n const name = \"Geometry\";\r\n const position = geometry.getVerticesData(VertexBuffer.PositionKind);\r\n const normal = geometry.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n if (!position || !normal) {\r\n return;\r\n }\r\n\r\n return `\r\n\tdef Mesh \"${name}\"\r\n\t{\r\n\t\tint[] faceVertexCounts = [${BuildMeshVertexCount(geometry)}]\r\n\t\tint[] faceVertexIndices = [${BuildMeshVertexIndices(geometry)}]\r\n\t\tnormal3f[] normals = [${BuildVector3Array(normal, options)}] (\r\n\t\t\tinterpolation = \"vertex\"\r\n\t\t)\r\n\t\tpoint3f[] points = [${BuildVector3Array(position, options)}]\r\n ${BuildAdditionalAttributes(geometry, options)}\r\n\t\tuniform token subdivisionScheme = \"none\"\r\n\t}\r\n`;\r\n}\r\n\r\nfunction BuildMeshObject(geometry: Geometry, options: IUSDZExportOptions) {\r\n const mesh = BuildMesh(geometry, options);\r\n return `\r\n def \"Geometry\"\r\n {\r\n ${mesh}\r\n }\r\n `;\r\n}\r\n\r\nfunction BuildUSDFileAsString(dataToInsert: string) {\r\n let output = BuildHeader();\r\n output += dataToInsert;\r\n return fflate.strToU8(output);\r\n}\r\n\r\nfunction GetMeshWorldMatrix(mesh: Mesh) {\r\n const matrix = mesh.getWorldMatrix().clone();\r\n\r\n // If there's a LH->RH __root__ conversion node, cancel out its effect\r\n const useRightHandedSystem = mesh.getScene().useRightHandedSystem;\r\n if (!useRightHandedSystem) {\r\n let current = mesh.parent;\r\n while (current) {\r\n if (IsNoopNode(current, useRightHandedSystem)) {\r\n matrix.multiplyToRef(current.getWorldMatrix().invert(), matrix);\r\n break;\r\n }\r\n current = current.parent;\r\n }\r\n }\r\n\r\n if (matrix.determinant() < 0) {\r\n Tools.Warn(`Exporting mesh ${mesh.name} with negative scale. Result may look incorrect in destination engine.`);\r\n }\r\n\r\n return matrix;\r\n}\r\n\r\nfunction BuildMatrix(matrix: Matrix) {\r\n const array = matrix.m as number[];\r\n\r\n return `( ${BuildMatrixRow(array, 0)}, ${BuildMatrixRow(array, 4)}, ${BuildMatrixRow(array, 8)}, ${BuildMatrixRow(array, 12)} )`;\r\n}\r\n\r\nfunction BuildMatrixRow(array: number[], offset: number) {\r\n return `(${array[offset + 0]}, ${array[offset + 1]}, ${array[offset + 2]}, ${array[offset + 3]})`;\r\n}\r\n\r\nfunction BuildXform(mesh: Mesh) {\r\n const name = \"Object_\" + mesh.uniqueId;\r\n const matrix = GetMeshWorldMatrix(mesh);\r\n const transform = BuildMatrix(matrix);\r\n\r\n return `def Xform \"${name}\" (\r\n\tprepend references = @./geometries/Geometry_${mesh.geometry!.uniqueId}.usda@</Geometry>\r\n\tprepend apiSchemas = [\"MaterialBindingAPI\"]\r\n)\r\n{\r\n\tmatrix4d xformOp:transform = ${transform}\r\n\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\t\r\n\r\n rel material:binding = </Materials/Material_${mesh.material!.uniqueId}>\r\n}\r\n\r\n`;\r\n}\r\n\r\nfunction BuildMaterials(materials: { [key: string]: Material }, textureToExports: { [key: string]: BaseTexture }, options: IUSDZExportOptions) {\r\n const array = [];\r\n\r\n for (const uuid in materials) {\r\n const material = materials[uuid];\r\n\r\n array.push(BuildMaterial(material, textureToExports, options));\r\n }\r\n\r\n return `\r\n def \"Materials\"\r\n{\r\n${array.join(\"\")}\r\n}\r\n\r\n`;\r\n}\r\n\r\nfunction BuildWrapping(wrapping: number) {\r\n switch (wrapping) {\r\n case Constants.TEXTURE_CLAMP_ADDRESSMODE:\r\n return \"clamp\";\r\n case Constants.TEXTURE_MIRROR_ADDRESSMODE:\r\n return \"mirror\";\r\n case Constants.TEXTURE_WRAP_ADDRESSMODE:\r\n default:\r\n return \"repeat\";\r\n }\r\n}\r\n\r\nfunction BuildColor4(color: Color3) {\r\n return `(${color.r}, ${color.g}, ${color.b}, 1.0)`;\r\n}\r\n\r\nfunction BuildVector2(vector: Vector2) {\r\n return `(${vector.x}, ${vector.y})`;\r\n}\r\n\r\nfunction BuildColor(color: Color3) {\r\n return `(${color.r}, ${color.g}, ${color.b})`;\r\n}\r\n\r\nfunction BuildTexture(\r\n texture: Texture,\r\n material: Material,\r\n mapType: string,\r\n color: Nullable<Color3>,\r\n textureToExports: { [key: string]: BaseTexture },\r\n options: IUSDZExportOptions\r\n) {\r\n const id = texture.getInternalTexture()!.uniqueId + \"_\" + texture.invertY;\r\n\r\n textureToExports[id] = texture;\r\n\r\n const uv = texture.coordinatesIndex > 0 ? \"st\" + texture.coordinatesIndex : \"st\";\r\n const repeat = new Vector2(texture.uScale, texture.vScale);\r\n const offset = new Vector2(texture.uOffset, texture.vOffset);\r\n const rotation = texture.wAng;\r\n\r\n // rotation is around the wrong point. after rotation we need to shift offset again so that we're rotating around the right spot\r\n const xRotationOffset = Math.sin(rotation);\r\n const yRotationOffset = Math.cos(rotation);\r\n\r\n // texture coordinates start in the opposite corner, need to correct\r\n offset.y = 1 - offset.y - repeat.y;\r\n\r\n offset.x += xRotationOffset * repeat.x;\r\n offset.y += (1 - yRotationOffset) * repeat.y;\r\n\r\n return `\r\n def Shader \"PrimvarReader_${mapType}\"\r\n {\r\n uniform token info:id = \"UsdPrimvarReader_float2\"\r\n float2 inputs:fallback = (0.0, 0.0)\r\n token inputs:varname = \"${uv}\"\r\n float2 outputs:result\r\n }\r\n\r\n def Shader \"Transform2d_${mapType}\"\r\n {\r\n uniform token info:id = \"UsdTransform2d\"\r\n token inputs:in.connect = </Materials/Material_${material.uniqueId}/PrimvarReader_${mapType}.outputs:result>\r\n float inputs:rotation = ${(rotation * (180 / Math.PI)).toFixed(options.precision)}\r\n float2 inputs:scale = ${BuildVector2(repeat)}\r\n float2 inputs:translation = ${BuildVector2(offset)}\r\n float2 outputs:result\r\n }\r\n\r\n def Shader \"Texture_${texture.uniqueId}_${mapType}\"\r\n {\r\n uniform token info:id = \"UsdUVTexture\"\r\n asset inputs:file = @textures/Texture_${id}.png@\r\n float2 inputs:st.connect = </Materials/Material_${material.uniqueId}/Transform2d_${mapType}.outputs:result>\r\n ${color ? \"float4 inputs:scale = \" + BuildColor4(color) : \"\"}\r\n token inputs:sourceColorSpace = \"${texture.gammaSpace ? \"raw\" : \"sRGB\"}\"\r\n token inputs:wrapS = \"${BuildWrapping(texture.wrapU)}\"\r\n token inputs:wrapT = \"${BuildWrapping(texture.wrapV)}\"\r\n float outputs:r\r\n float outputs:g\r\n float outputs:b\r\n float3 outputs:rgb\r\n ${material.needAlphaBlending() ? \"float outputs:a\" : \"\"}\r\n }`;\r\n}\r\n\r\nfunction ExtractTextureInformations(material: Material) {\r\n const defaults = {\r\n diffuseMap: null,\r\n diffuse: null,\r\n alphaCutOff: 0,\r\n emissiveMap: null,\r\n emissive: null,\r\n normalMap: null,\r\n roughnessMap: null,\r\n roughnessChannel: \"a\",\r\n roughness: 0,\r\n metalnessMap: null,\r\n metalnessChannel: \"r\",\r\n metalness: 0,\r\n aoMap: null,\r\n aoMapChannel: \"rgb\",\r\n aoMapIntensity: 0,\r\n alphaMap: null,\r\n ior: 1,\r\n clearCoatEnabled: false,\r\n clearCoat: 0,\r\n clearCoatMap: null,\r\n clearCoatRoughness: 0,\r\n clearCoatRoughnessMap: null,\r\n };\r\n\r\n if (material instanceof StandardMaterial) {\r\n return {\r\n ...defaults,\r\n diffuseMap: material.diffuseTexture,\r\n diffuse: material.diffuseColor,\r\n alphaCutOff: material.alphaCutOff,\r\n emissiveMap: material.emissiveTexture,\r\n emissive: material.emissiveColor,\r\n roughness: 1,\r\n alphaMap: material.opacityTexture,\r\n };\r\n }\r\n if (material instanceof PBRBaseMaterial) {\r\n return {\r\n ...defaults,\r\n diffuseMap: material._albedoTexture,\r\n diffuse: material._albedoColor,\r\n alphaCutOff: material._alphaCutOff,\r\n emissiveMap: material._emissiveTexture,\r\n emissive: material._emissiveColor,\r\n normalMap: material._bumpTexture,\r\n roughnessMap: material._metallicTexture,\r\n roughnessChannel: material._useRoughnessFromMetallicTextureAlpha ? \"a\" : \"g\",\r\n roughness: material._roughness ?? 1,\r\n metalnessMap: material._metallicTexture,\r\n metalnessChannel: material._useMetallnessFromMetallicTextureBlue ? \"b\" : \"r\",\r\n metalness: material._metallic ?? 0,\r\n aoMap: material._ambientTexture,\r\n aoMapChannel: material._useAmbientInGrayScale ? \"r\" : \"rgb\",\r\n aoMapIntensity: material._ambientTextureStrength,\r\n alphaMap: material._opacityTexture,\r\n ior: material.subSurface.indexOfRefraction,\r\n clearCoatEnabled: material.clearCoat.isEnabled,\r\n clearCoat: material.clearCoat.intensity,\r\n clearCoatMap: material.clearCoat.texture,\r\n clearCoatRoughness: material.clearCoat.roughness,\r\n clearCoatRoughnessMap: material.clearCoat.useRoughnessFromMainTexture ? material.clearCoat.texture : material.clearCoat.textureRoughness,\r\n };\r\n }\r\n return defaults;\r\n}\r\n\r\nfunction BuildMaterial(material: Material, textureToExports: { [key: string]: BaseTexture }, options: IUSDZExportOptions) {\r\n // https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html\r\n\r\n const pad = \"\t\t\t\";\r\n const inputs = [];\r\n const samplers = [];\r\n\r\n const {\r\n diffuseMap,\r\n diffuse,\r\n alphaCutOff,\r\n emissiveMap,\r\n emissive,\r\n normalMap,\r\n roughnessMap,\r\n roughnessChannel,\r\n roughness,\r\n metalnessMap,\r\n metalnessChannel,\r\n metalness,\r\n aoMap,\r\n aoMapChannel,\r\n aoMapIntensity,\r\n alphaMap,\r\n ior,\r\n clearCoatEnabled,\r\n clearCoat,\r\n clearCoatMap,\r\n clearCoatRoughness,\r\n clearCoatRoughnessMap,\r\n } = ExtractTextureInformations(material);\r\n\r\n if (diffuseMap !== null) {\r\n inputs.push(`${pad}color3f inputs:diffuseColor.connect = </Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:rgb>`);\r\n\r\n if (material.needAlphaBlending()) {\r\n inputs.push(`${pad}float inputs:opacity.connect = </Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:a>`);\r\n } else if (material.needAlphaTesting()) {\r\n inputs.push(`${pad}float inputs:opacity.connect = </Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:a>`);\r\n inputs.push(`${pad}float inputs:opacityThreshold = ${alphaCutOff}`);\r\n }\r\n\r\n samplers.push(BuildTexture(diffuseMap as Texture, material, \"diffuse\", diffuse, textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}color3f inputs:diffuseColor = ${BuildColor(diffuse || Color3.White())}`);\r\n }\r\n\r\n if (emissiveMap !== null) {\r\n inputs.push(`${pad}color3f inputs:emissiveColor.connect = </Materials/Material_${material.uniqueId}/Texture_${emissiveMap.uniqueId}_emissive.outputs:rgb>`);\r\n\r\n samplers.push(BuildTexture(emissiveMap as Texture, material, \"emissive\", emissive, textureToExports, options));\r\n } else if (emissive && emissive.toLuminance() > 0) {\r\n inputs.push(`${pad}color3f inputs:emissiveColor = ${BuildColor(emissive)}`);\r\n }\r\n\r\n if (normalMap !== null) {\r\n inputs.push(`${pad}normal3f inputs:normal.connect = </Materials/Material_${material.uniqueId}/Texture_${normalMap.uniqueId}_normal.outputs:rgb>`);\r\n\r\n samplers.push(BuildTexture(normalMap as Texture, material, \"normal\", null, textureToExports, options));\r\n }\r\n\r\n if (aoMap !== null) {\r\n inputs.push(`${pad}float inputs:occlusion.connect = </Materials/Material_${material.uniqueId}/Texture_${aoMap.uniqueId}_occlusion.outputs:${aoMapChannel}>`);\r\n\r\n samplers.push(BuildTexture(aoMap as Texture, material, \"occlusion\", new Color3(aoMapIntensity, aoMapIntensity, aoMapIntensity), textureToExports, options));\r\n }\r\n\r\n if (roughnessMap !== null) {\r\n inputs.push(`${pad}float inputs:roughness.connect = </Materials/Material_${material.uniqueId}/Texture_${roughnessMap.uniqueId}_roughness.outputs:${roughnessChannel}>`);\r\n\r\n samplers.push(BuildTexture(roughnessMap as Texture, material, \"roughness\", new Color3(roughness, roughness, roughness), textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}float inputs:roughness = ${roughness}`);\r\n }\r\n\r\n if (metalnessMap !== null) {\r\n inputs.push(`${pad}float inputs:metallic.connect = </Materials/Material_${material.uniqueId}/Texture_${metalnessMap.uniqueId}_metallic.outputs:${metalnessChannel}>`);\r\n\r\n samplers.push(BuildTexture(metalnessMap as Texture, material, \"metallic\", new Color3(metalness, metalness, metalness), textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}float inputs:metallic = ${metalness}`);\r\n }\r\n\r\n if (alphaMap !== null) {\r\n inputs.push(`${pad}float inputs:opacity.connect = </Materials/Material_${material.uniqueId}/Texture_${alphaMap.uniqueId}_opacity.outputs:r>`);\r\n inputs.push(`${pad}float inputs:opacityThreshold = 0.0001`);\r\n\r\n samplers.push(BuildTexture(alphaMap as Texture, material, \"opacity\", null, textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}float inputs:opacity = ${material.alpha}`);\r\n }\r\n\r\n if (clearCoatEnabled) {\r\n if (clearCoatMap !== null) {\r\n inputs.push(`${pad}float inputs:clearcoat.connect = </Materials/Material_${material.uniqueId}/Texture_${clearCoatMap.uniqueId}_clearcoat.outputs:r>`);\r\n samplers.push(BuildTexture(clearCoatMap as Texture, material, \"clearcoat\", new Color3(clearCoat, clearCoat, clearCoat), textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}float inputs:clearcoat = ${clearCoat}`);\r\n }\r\n\r\n if (clearCoatRoughnessMap !== null) {\r\n inputs.push(\r\n `${pad}float inputs:clearcoatRoughness.connect = </Materials/Material_${material.uniqueId}/Texture_${clearCoatRoughnessMap.uniqueId}_clearcoatRoughness.outputs:g>`\r\n );\r\n samplers.push(\r\n BuildTexture(\r\n clearCoatRoughnessMap as Texture,\r\n material,\r\n \"clearcoatRoughness\",\r\n new Color3(clearCoatRoughness, clearCoatRoughness, clearCoatRoughness),\r\n textureToExports,\r\n options\r\n )\r\n );\r\n } else {\r\n inputs.push(`${pad}float inputs:clearcoatRoughness = ${clearCoatRoughness}`);\r\n }\r\n }\r\n\r\n inputs.push(`${pad}float inputs:ior = ${ior}`);\r\n\r\n return `\r\n\tdef Material \"Material_${material.uniqueId}\"\r\n\t{\r\n\t\tdef Shader \"PreviewSurface\"\r\n\t\t{\r\n\t\t\tuniform token info:id = \"UsdPreviewSurface\"\r\n${inputs.join(\"\\n\")}\r\n\t\t\tint inputs:useSpecularWorkflow = 0\r\n\t\t\ttoken outputs:surface\r\n\t\t}\r\n\r\n\t\ttoken outputs:surface.connect = </Materials/Material_${material.uniqueId}/PreviewSurface.outputs:surface>\r\n\r\n${samplers.join(\"\\n\")}\r\n\r\n\t}\r\n`;\r\n}\r\n\r\nfunction BuildCamera(camera: Camera, options: IUSDZExportOptions) {\r\n const name = \"Camera_\" + camera.uniqueId;\r\n const matrix = Matrix.RotationY(Math.PI).multiply(camera.getWorldMatrix()); // work towards positive z\r\n\r\n const transform = BuildMatrix(matrix);\r\n\r\n if (camera.mode === Constants.ORTHOGRAPHIC_CAMERA) {\r\n return `def Camera \"${name}\"\r\n\t\t{\r\n\t\t\tmatrix4d xformOp:transform = ${transform}\r\n\t\t\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\r\n\r\n\t\t\tfloat2 clippingRange = (${camera.minZ.toPrecision(options.precision)}, ${camera.maxZ.toPrecision(options.precision)})\r\n\t\t\tfloat horizontalAperture = ${((Math.abs(camera.orthoLeft || 1) + Math.abs(camera.orthoRight || 1)) * 10).toPrecision(options.precision)}\r\n\t\t\tfloat verticalAperture = ${((Math.abs(camera.orthoTop || 1) + Math.abs(camera.orthoBottom || 1)) * 10).toPrecision(options.precision)}\r\n\t\t\ttoken projection = \"orthographic\"\r\n\t\t}\r\n\t\r\n\t`;\r\n } else {\r\n const aspect = camera.getEngine().getAspectRatio(camera);\r\n const sensorwidth = options.cameraSensorWidth || 35;\r\n\r\n return `def Camera \"${name}\"\r\n\t\t{\r\n\t\t\tmatrix4d xformOp:transform = ${transform}\r\n\t\t\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\r\n\r\n\t\t\tfloat2 clippingRange = (${camera.minZ.toPrecision(options.precision)}, ${camera.maxZ.toPrecision(options.precision)})\r\n\t\t\tfloat focalLength = ${(sensorwidth / (2 * Math.tan(camera.fov * 0.5))).toPrecision(options.precision)}\r\n token projection = \"perspective\"\r\n\t\t\tfloat horizontalAperture = ${(sensorwidth * aspect).toPrecision(options.precision)}\r\n\t\t\tfloat verticalAperture = ${(sensorwidth / aspect).toPrecision(options.precision)} \r\n\t\t}\r\n\t\r\n\t`;\r\n }\r\n}\r\n\r\n/**\r\n *\r\n * @param scene scene to export\r\n * @param options options to configure the export\r\n * @param meshPredicate predicate to filter the meshes to export\r\n * @returns a uint8 array containing the USDZ file\r\n * @see [Simple sphere](https://playground.babylonjs.com/#H2G5XW#6)\r\n * @see [Red sphere](https://playground.babylonjs.com/#H2G5XW#7)\r\n * @see [Boombox](https://playground.babylonjs.com/#5N3RWK#5)\r\n */\r\nexport async function USDZExportAsync(scene: Scene, options: Partial<IUSDZExportOptions>, meshPredicate?: (m: Mesh) => boolean): Promise<Uint8Array> {\r\n const localOptions = {\r\n fflateUrl: \"https://unpkg.com/fflate@0.8.2\",\r\n includeAnchoringProperties: true,\r\n anchoringType: \"plane\",\r\n planeAnchoringAlignment: \"horizontal\",\r\n modelFileName: \"model.usda\",\r\n precision: 5,\r\n exportCamera: false,\r\n cameraSensorWidth: 35,\r\n ...options,\r\n };\r\n\r\n // Get the fflate library\r\n if (typeof fflate === \"undefined\") {\r\n await Tools.LoadScriptAsync(localOptions.fflateUrl);\r\n }\r\n\r\n // Start the export\r\n const files: { [key: string]: any } = {};\r\n\r\n // model file should be first in USDZ archive so we init it here\r\n files[localOptions.modelFileName] = null;\r\n\r\n let output = BuildHeader();\r\n output += BuildSceneStart(localOptions);\r\n\r\n const materialToExports: { [key: string]: Material } = {};\r\n\r\n // Meshes\r\n for (const abstractMesh of scene.meshes) {\r\n if (abstractMesh.getTotalVertices() === 0) {\r\n continue;\r\n }\r\n const mesh = abstractMesh as Mesh;\r\n const geometry = mesh.geometry;\r\n const material = mesh.material;\r\n\r\n if (!material || !geometry || (meshPredicate && !meshPredicate(mesh))) {\r\n continue;\r\n }\r\n\r\n const supportedMaterials = [\"StandardMaterial\", \"PBRMaterial\", \"PBRMetallicRoughnessMaterial\"];\r\n\r\n if (supportedMaterials.indexOf(material.getClassName()) !== -1) {\r\n const geometryFileName = \"geometries/Geometry_\" + geometry.uniqueId + \".usda\";\r\n\r\n if (!(geometryFileName in files)) {\r\n const meshObject = BuildMeshObject(geometry, localOptions);\r\n files[geometryFileName] = BuildUSDFileAsString(meshObject);\r\n }\r\n\r\n if (!(material.uniqueId in materialToExports)) {\r\n materialToExports[material.uniqueId] = material;\r\n }\r\n\r\n output += BuildXform(mesh);\r\n } else {\r\n Tools.Warn(\"USDZExportAsync does not support this material type: \" + material.getClassName());\r\n }\r\n }\r\n\r\n // Camera\r\n if (scene.activeCamera && localOptions.exportCamera) {\r\n output += BuildCamera(scene.activeCamera, localOptions);\r\n }\r\n\r\n // Close scene\r\n output += BuildSceneEnd();\r\n\r\n // Materials\r\n const textureToExports: { [key: string]: BaseTexture } = {};\r\n output += BuildMaterials(materialToExports, textureToExports, localOptions);\r\n\r\n // Compress\r\n files[localOptions.modelFileName] = fflate.strToU8(output);\r\n\r\n // Textures\r\n for (const id in textureToExports) {\r\n const texture = textureToExports[id];\r\n\r\n const size = texture.getSize();\r\n // eslint-disable-next-line no-await-in-loop\r\n const textureData = await texture.readPixels();\r\n\r\n if (!textureData) {\r\n throw new Error(\"Texture data is not available\");\r\n }\r\n\r\n // eslint-disable-next-line no-await-in-loop\r\n const fileContent = await DumpTools.DumpDataAsync(size.width, size.height, textureData, \"image/png\", undefined, false, true);\r\n\r\n files[`textures/Texture_${id}.png`] = new Uint8Array(fileContent as ArrayBuffer).slice(); // This is to avoid getting a link and not a copy\r\n }\r\n\r\n // 64 byte alignment\r\n // https://github.com/101arrowz/fflate/issues/39#issuecomment-777263109\r\n\r\n let offset = 0;\r\n\r\n for (const filename in files) {\r\n const file = files[filename];\r\n if (!file) {\r\n continue;\r\n }\r\n const headerSize = 34 + filename.length;\r\n\r\n offset += headerSize;\r\n\r\n const offsetMod64 = offset & 63;\r\n\r\n if (offsetMod64 !== 4) {\r\n const padLength = 64 - offsetMod64;\r\n const padding = new Uint8Array(padLength);\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n files[filename] = [file, { extra: { 12345: padding } }];\r\n }\r\n\r\n offset = file.length;\r\n }\r\n\r\n return fflate.zipSync(files, { level: 0 });\r\n}\r\n"]}
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Material } from \"core/Materials/material\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Matrix, Vector2 } from \"core/Maths/math.vector\";\r\nimport type { Geometry } from \"core/Meshes/geometry\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { DumpTools } from \"core/Misc/dumpTools\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { FloatArray, Nullable } from \"core/types\";\r\nimport { IsNoopNode } from \"../exportUtils\";\r\n\r\n/**\r\n * Ported from https://github.com/mrdoob/three.js/blob/master/examples/jsm/exporters/USDZExporter.js\r\n * Thanks a lot to the three.js team for their amazing work!\r\n */\r\n\r\n// FFlate access\r\ndeclare const fflate: any;\r\n\r\n/**\r\n * Options for the USDZ export\r\n */\r\nexport interface IUSDZExportOptions {\r\n /**\r\n * URL to load the fflate library from\r\n */\r\n fflateUrl?: string;\r\n /**\r\n * Include anchoring properties in the USDZ file\r\n */\r\n includeAnchoringProperties?: boolean;\r\n /**\r\n * Anchoring type (plane by default)\r\n */\r\n anchoringType?: string;\r\n /**\r\n * Plane anchoring alignment (horizontal by default)\r\n */\r\n planeAnchoringAlignment?: string;\r\n /**\r\n * Model file name (model.usda by default)\r\n */\r\n modelFileName?: string;\r\n /**\r\n * Precision to use for number (5 by default)\r\n */\r\n precision?: number;\r\n /**\r\n * Export the camera (false by default)\r\n */\r\n exportCamera?: boolean;\r\n /**\r\n * Camera sensor width (35 by default)\r\n */\r\n cameraSensorWidth?: number;\r\n}\r\n\r\nfunction BuildHeader() {\r\n return `#usda 1.0\r\n (\r\n customLayerData = {\r\n string creator = \"Babylon.js USDZExportAsync\"\r\n }\r\n defaultPrim = \"Root\"\r\n metersPerUnit = 1\r\n upAxis = \"Y\"\r\n )`;\r\n}\r\n\r\nfunction BuildSceneStart(options: IUSDZExportOptions) {\r\n const alignment =\r\n options.includeAnchoringProperties === true\r\n ? `\r\n\t\ttoken preliminary:anchoring:type = \"${options.anchoringType}\"\r\n\t\ttoken preliminary:planeAnchoring:alignment = \"${options.planeAnchoringAlignment}\"`\r\n : \"\";\r\n return `def Xform \"Root\"\r\n {\r\n def Scope \"Scenes\" (\r\n kind = \"sceneLibrary\"\r\n )\r\n {\r\n def Xform \"Scene\" (\r\n customData = {\r\n bool preliminary_collidesWithEnvironment = 0\r\n string sceneName = \"Scene\"\r\n }\r\n sceneName = \"Scene\"\r\n )\r\n {${alignment}\r\n `;\r\n}\r\n\r\nfunction BuildSceneEnd() {\r\n return `\r\n }\r\n }\r\n }`;\r\n}\r\n\r\nfunction BuildMeshVertexCount(geometry: Geometry) {\r\n const count = geometry.getIndices()?.length ? geometry.getTotalIndices() : geometry.getTotalVertices();\r\n\r\n return Array(count / 3)\r\n .fill(3)\r\n .join(\", \");\r\n}\r\n\r\nfunction BuildMeshVertexIndices(geometry: Geometry) {\r\n const indices = geometry.getIndices();\r\n const count = indices?.length ?? geometry.getTotalVertices();\r\n\r\n const array: number[] = [];\r\n if (indices !== null) {\r\n for (let i = 0; i < count; i++) {\r\n array.push(indices[i]);\r\n }\r\n } else {\r\n for (let i = 0; i < count; i++) {\r\n array.push(i);\r\n }\r\n }\r\n\r\n return array.join(\", \");\r\n}\r\n\r\nfunction BuildVector3Array(attribute: FloatArray, options: IUSDZExportOptions, stride = 3, convertToRightHanded = false) {\r\n const array: string[] = [];\r\n\r\n for (let i = 0; i < attribute.length / stride; i++) {\r\n const x = attribute[i * stride] * (convertToRightHanded ? -1 : 1);\r\n const y = attribute[i * stride + 1];\r\n const z = attribute[i * stride + 2];\r\n\r\n array.push(`(${x.toPrecision(options.precision)}, ${y.toPrecision(options.precision)}, ${z.toPrecision(options.precision)})`);\r\n }\r\n\r\n return array.join(\", \");\r\n}\r\n\r\nfunction BuildVector2Array(attribute: FloatArray, options: IUSDZExportOptions) {\r\n const array: string[] = [];\r\n\r\n for (let i = 0; i < attribute.length / 2; i++) {\r\n const x = attribute[i * 2];\r\n const y = attribute[i * 2 + 1];\r\n\r\n array.push(`(${x.toPrecision(options.precision)}, ${(1 - y).toPrecision(options.precision)})`);\r\n }\r\n\r\n return array.join(\", \");\r\n}\r\n\r\nfunction BuildAdditionalAttributes(geometry: Geometry, options: IUSDZExportOptions) {\r\n let string = \"\";\r\n\r\n for (let i = 0; i < 4; i++) {\r\n const id = i > 0 ? i : \"\";\r\n const uvAttribute = geometry.getVerticesData(VertexBuffer.UVKind + (id ? id + 1 : \"\")); // UV names go like \"uv\", \"uv2\", \"uv3\", etc.\r\n\r\n if (uvAttribute) {\r\n string += `\r\n\t\ttexCoord2f[] primvars:st${id} = [${BuildVector2Array(uvAttribute, options)}] (\r\n\t\t\tinterpolation = \"vertex\"\r\n\t\t)`;\r\n }\r\n }\r\n\r\n // vertex colors\r\n\r\n const colorAttribute = geometry.getVerticesData(VertexBuffer.ColorKind);\r\n\r\n if (colorAttribute) {\r\n string += `\r\n\tcolor3f[] primvars:displayColor = [${BuildVector3Array(colorAttribute, options, colorAttribute.length / geometry.getTotalVertices())}] (\r\n\t\tinterpolation = \"vertex\"\r\n\t\t)`;\r\n }\r\n\r\n return string;\r\n}\r\n\r\nfunction BuildMesh(geometry: Geometry, options: IUSDZExportOptions, windingOrder: string, convertToRightHanded: boolean) {\r\n const name = \"Geometry\";\r\n const position = geometry.getVerticesData(VertexBuffer.PositionKind);\r\n const normal = geometry.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n if (!position || !normal) {\r\n return;\r\n }\r\n\r\n return `\r\n\tdef Mesh \"${name}\"\r\n\t{\r\n uniform token orientation = \"${windingOrder}\"\r\n\t\tint[] faceVertexCounts = [${BuildMeshVertexCount(geometry)}]\r\n\t\tint[] faceVertexIndices = [${BuildMeshVertexIndices(geometry)}]\r\n\t\tnormal3f[] normals = [${BuildVector3Array(normal, options, undefined, convertToRightHanded)}] (\r\n\t\t\tinterpolation = \"vertex\"\r\n\t\t)\r\n\t\tpoint3f[] points = [${BuildVector3Array(position, options, undefined, convertToRightHanded)}]\r\n ${BuildAdditionalAttributes(geometry, options)}\r\n\t\tuniform token subdivisionScheme = \"none\"\r\n\t}\r\n`;\r\n}\r\n\r\nfunction BuildMeshObject(geometry: Geometry, options: IUSDZExportOptions, windingOrder: string, convertToRightHanded: boolean) {\r\n const meshObject = BuildMesh(geometry, options, windingOrder, convertToRightHanded);\r\n return `\r\n def \"Geometry\"\r\n {\r\n ${meshObject}\r\n }\r\n `;\r\n}\r\n\r\nfunction BuildUSDFileAsString(dataToInsert: string) {\r\n let output = BuildHeader();\r\n output += dataToInsert;\r\n return fflate.strToU8(output);\r\n}\r\n\r\nfunction BuildMatrix(matrix: Matrix) {\r\n const array = matrix.m as number[];\r\n\r\n return `( ${BuildMatrixRow(array, 0)}, ${BuildMatrixRow(array, 4)}, ${BuildMatrixRow(array, 8)}, ${BuildMatrixRow(array, 12)} )`;\r\n}\r\n\r\nfunction BuildMatrixRow(array: number[], offset: number) {\r\n return `(${array[offset + 0]}, ${array[offset + 1]}, ${array[offset + 2]}, ${array[offset + 3]})`;\r\n}\r\n\r\nfunction BuildXform(mesh: Mesh, matrix: Matrix) {\r\n const name = \"Object_\" + mesh.uniqueId;\r\n const transform = BuildMatrix(matrix);\r\n\r\n return `def Xform \"${name}\" (\r\n\tprepend references = @./geometries/Geometry_${mesh.geometry!.uniqueId}.usda@</Geometry>\r\n\tprepend apiSchemas = [\"MaterialBindingAPI\"]\r\n)\r\n{\r\n\tmatrix4d xformOp:transform = ${transform}\r\n\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\t\r\n\r\n rel material:binding = </Materials/Material_${mesh.material!.uniqueId}>\r\n}\r\n\r\n`;\r\n}\r\n\r\nfunction BuildMaterials(materials: { [key: string]: Material }, textureToExports: { [key: string]: BaseTexture }, options: IUSDZExportOptions) {\r\n const array: string[] = [];\r\n\r\n for (const uuid in materials) {\r\n const material = materials[uuid];\r\n\r\n array.push(BuildMaterial(material, textureToExports, options));\r\n }\r\n\r\n return `\r\n def \"Materials\"\r\n{\r\n${array.join(\"\")}\r\n}\r\n\r\n`;\r\n}\r\n\r\nfunction BuildWrapping(wrapping: number) {\r\n switch (wrapping) {\r\n case Constants.TEXTURE_CLAMP_ADDRESSMODE:\r\n return \"clamp\";\r\n case Constants.TEXTURE_MIRROR_ADDRESSMODE:\r\n return \"mirror\";\r\n case Constants.TEXTURE_WRAP_ADDRESSMODE:\r\n default:\r\n return \"repeat\";\r\n }\r\n}\r\n\r\nfunction BuildColor4(color: Color3) {\r\n return `(${color.r}, ${color.g}, ${color.b}, 1.0)`;\r\n}\r\n\r\nfunction BuildVector2(vector: Vector2) {\r\n return `(${vector.x}, ${vector.y})`;\r\n}\r\n\r\nfunction BuildColor(color: Color3) {\r\n return `(${color.r}, ${color.g}, ${color.b})`;\r\n}\r\n\r\nfunction BuildTexture(\r\n texture: Texture,\r\n material: Material,\r\n mapType: string,\r\n color: Nullable<Color3>,\r\n textureToExports: { [key: string]: BaseTexture },\r\n options: IUSDZExportOptions\r\n) {\r\n const id = texture.getInternalTexture()!.uniqueId + \"_\" + texture.invertY;\r\n\r\n textureToExports[id] = texture;\r\n\r\n const uv = texture.coordinatesIndex > 0 ? \"st\" + texture.coordinatesIndex : \"st\";\r\n const repeat = new Vector2(texture.uScale, texture.vScale);\r\n const offset = new Vector2(texture.uOffset, texture.vOffset);\r\n const rotation = texture.wAng;\r\n\r\n // rotation is around the wrong point. after rotation we need to shift offset again so that we're rotating around the right spot\r\n const xRotationOffset = Math.sin(rotation);\r\n const yRotationOffset = Math.cos(rotation);\r\n\r\n // texture coordinates start in the opposite corner, need to correct\r\n offset.y = 1 - offset.y - repeat.y;\r\n\r\n offset.x += xRotationOffset * repeat.x;\r\n offset.y += (1 - yRotationOffset) * repeat.y;\r\n\r\n return `\r\n def Shader \"PrimvarReader_${mapType}\"\r\n {\r\n uniform token info:id = \"UsdPrimvarReader_float2\"\r\n float2 inputs:fallback = (0.0, 0.0)\r\n token inputs:varname = \"${uv}\"\r\n float2 outputs:result\r\n }\r\n\r\n def Shader \"Transform2d_${mapType}\"\r\n {\r\n uniform token info:id = \"UsdTransform2d\"\r\n token inputs:in.connect = </Materials/Material_${material.uniqueId}/PrimvarReader_${mapType}.outputs:result>\r\n float inputs:rotation = ${(rotation * (180 / Math.PI)).toFixed(options.precision)}\r\n float2 inputs:scale = ${BuildVector2(repeat)}\r\n float2 inputs:translation = ${BuildVector2(offset)}\r\n float2 outputs:result\r\n }\r\n\r\n def Shader \"Texture_${texture.uniqueId}_${mapType}\"\r\n {\r\n uniform token info:id = \"UsdUVTexture\"\r\n asset inputs:file = @textures/Texture_${id}.png@\r\n float2 inputs:st.connect = </Materials/Material_${material.uniqueId}/Transform2d_${mapType}.outputs:result>\r\n ${color ? \"float4 inputs:scale = \" + BuildColor4(color) : \"\"}\r\n token inputs:sourceColorSpace = \"${texture.gammaSpace ? \"sRGB\" : \"raw\"}\"\r\n token inputs:wrapS = \"${BuildWrapping(texture.wrapU)}\"\r\n token inputs:wrapT = \"${BuildWrapping(texture.wrapV)}\"\r\n float outputs:r\r\n float outputs:g\r\n float outputs:b\r\n float3 outputs:rgb\r\n ${material.needAlphaBlending() ? \"float outputs:a\" : \"\"}\r\n }`;\r\n}\r\n\r\nfunction ExtractTextureInformations(material: Material) {\r\n const defaults = {\r\n diffuseMap: null,\r\n diffuse: null,\r\n alphaCutOff: 0,\r\n emissiveMap: null,\r\n emissive: null,\r\n normalMap: null,\r\n roughnessMap: null,\r\n roughnessChannel: \"a\",\r\n roughness: 0,\r\n metalnessMap: null,\r\n metalnessChannel: \"r\",\r\n metalness: 0,\r\n aoMap: null,\r\n aoMapChannel: \"rgb\",\r\n aoMapIntensity: 0,\r\n alphaMap: null,\r\n ior: 1,\r\n clearCoatEnabled: false,\r\n clearCoat: 0,\r\n clearCoatMap: null,\r\n clearCoatRoughness: 0,\r\n clearCoatRoughnessMap: null,\r\n };\r\n\r\n if (material instanceof StandardMaterial) {\r\n return {\r\n ...defaults,\r\n diffuseMap: material.diffuseTexture,\r\n diffuse: material.diffuseColor,\r\n alphaCutOff: material.alphaCutOff,\r\n emissiveMap: material.emissiveTexture,\r\n emissive: material.emissiveColor,\r\n roughness: 1,\r\n alphaMap: material.opacityTexture,\r\n };\r\n }\r\n if (material instanceof PBRBaseMaterial) {\r\n return {\r\n ...defaults,\r\n diffuseMap: material._albedoTexture,\r\n diffuse: material._albedoColor,\r\n alphaCutOff: material._alphaCutOff,\r\n emissiveMap: material._emissiveTexture,\r\n emissive: material._emissiveColor,\r\n normalMap: material._bumpTexture,\r\n roughnessMap: material._metallicTexture,\r\n roughnessChannel: material._useRoughnessFromMetallicTextureAlpha ? \"a\" : \"g\",\r\n roughness: material._roughness ?? 1,\r\n metalnessMap: material._metallicTexture,\r\n metalnessChannel: material._useMetallnessFromMetallicTextureBlue ? \"b\" : \"r\",\r\n metalness: material._metallic ?? 0,\r\n aoMap: material._ambientTexture,\r\n aoMapChannel: material._useAmbientInGrayScale ? \"r\" : \"rgb\",\r\n aoMapIntensity: material._ambientTextureStrength,\r\n alphaMap: material._opacityTexture,\r\n ior: material.subSurface.indexOfRefraction,\r\n clearCoatEnabled: material.clearCoat.isEnabled,\r\n clearCoat: material.clearCoat.intensity,\r\n clearCoatMap: material.clearCoat.texture,\r\n clearCoatRoughness: material.clearCoat.roughness,\r\n clearCoatRoughnessMap: material.clearCoat.useRoughnessFromMainTexture ? material.clearCoat.texture : material.clearCoat.textureRoughness,\r\n };\r\n }\r\n return defaults;\r\n}\r\n\r\nfunction BuildMaterial(material: Material, textureToExports: { [key: string]: BaseTexture }, options: IUSDZExportOptions) {\r\n // https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html\r\n\r\n const pad = \"\t\t\t\";\r\n const inputs = [];\r\n const samplers = [];\r\n\r\n const {\r\n diffuseMap,\r\n diffuse,\r\n alphaCutOff,\r\n emissiveMap,\r\n emissive,\r\n normalMap,\r\n roughnessMap,\r\n roughnessChannel,\r\n roughness,\r\n metalnessMap,\r\n metalnessChannel,\r\n metalness,\r\n aoMap,\r\n aoMapChannel,\r\n aoMapIntensity,\r\n alphaMap,\r\n ior,\r\n clearCoatEnabled,\r\n clearCoat,\r\n clearCoatMap,\r\n clearCoatRoughness,\r\n clearCoatRoughnessMap,\r\n } = ExtractTextureInformations(material);\r\n\r\n if (diffuseMap !== null) {\r\n inputs.push(`${pad}color3f inputs:diffuseColor.connect = </Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:rgb>`);\r\n\r\n if (material.needAlphaBlending()) {\r\n inputs.push(`${pad}float inputs:opacity.connect = </Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:a>`);\r\n } else if (material.needAlphaTesting()) {\r\n inputs.push(`${pad}float inputs:opacity.connect = </Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:a>`);\r\n inputs.push(`${pad}float inputs:opacityThreshold = ${alphaCutOff}`);\r\n }\r\n\r\n samplers.push(BuildTexture(diffuseMap as Texture, material, \"diffuse\", diffuse, textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}color3f inputs:diffuseColor = ${BuildColor(diffuse || Color3.White())}`);\r\n }\r\n\r\n if (emissiveMap !== null) {\r\n inputs.push(`${pad}color3f inputs:emissiveColor.connect = </Materials/Material_${material.uniqueId}/Texture_${emissiveMap.uniqueId}_emissive.outputs:rgb>`);\r\n\r\n samplers.push(BuildTexture(emissiveMap as Texture, material, \"emissive\", emissive, textureToExports, options));\r\n } else if (emissive && emissive.toLuminance() > 0) {\r\n inputs.push(`${pad}color3f inputs:emissiveColor = ${BuildColor(emissive)}`);\r\n }\r\n\r\n if (normalMap !== null) {\r\n inputs.push(`${pad}normal3f inputs:normal.connect = </Materials/Material_${material.uniqueId}/Texture_${normalMap.uniqueId}_normal.outputs:rgb>`);\r\n\r\n samplers.push(BuildTexture(normalMap as Texture, material, \"normal\", null, textureToExports, options));\r\n }\r\n\r\n if (aoMap !== null) {\r\n inputs.push(`${pad}float inputs:occlusion.connect = </Materials/Material_${material.uniqueId}/Texture_${aoMap.uniqueId}_occlusion.outputs:${aoMapChannel}>`);\r\n\r\n samplers.push(BuildTexture(aoMap as Texture, material, \"occlusion\", new Color3(aoMapIntensity, aoMapIntensity, aoMapIntensity), textureToExports, options));\r\n }\r\n\r\n if (roughnessMap !== null) {\r\n inputs.push(`${pad}float inputs:roughness.connect = </Materials/Material_${material.uniqueId}/Texture_${roughnessMap.uniqueId}_roughness.outputs:${roughnessChannel}>`);\r\n\r\n samplers.push(BuildTexture(roughnessMap as Texture, material, \"roughness\", new Color3(roughness, roughness, roughness), textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}float inputs:roughness = ${roughness}`);\r\n }\r\n\r\n if (metalnessMap !== null) {\r\n inputs.push(`${pad}float inputs:metallic.connect = </Materials/Material_${material.uniqueId}/Texture_${metalnessMap.uniqueId}_metallic.outputs:${metalnessChannel}>`);\r\n\r\n samplers.push(BuildTexture(metalnessMap as Texture, material, \"metallic\", new Color3(metalness, metalness, metalness), textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}float inputs:metallic = ${metalness}`);\r\n }\r\n\r\n if (alphaMap !== null) {\r\n inputs.push(`${pad}float inputs:opacity.connect = </Materials/Material_${material.uniqueId}/Texture_${alphaMap.uniqueId}_opacity.outputs:r>`);\r\n inputs.push(`${pad}float inputs:opacityThreshold = 0.0001`);\r\n\r\n samplers.push(BuildTexture(alphaMap as Texture, material, \"opacity\", null, textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}float inputs:opacity = ${material.alpha}`);\r\n }\r\n\r\n if (clearCoatEnabled) {\r\n if (clearCoatMap !== null) {\r\n inputs.push(`${pad}float inputs:clearcoat.connect = </Materials/Material_${material.uniqueId}/Texture_${clearCoatMap.uniqueId}_clearcoat.outputs:r>`);\r\n samplers.push(BuildTexture(clearCoatMap as Texture, material, \"clearcoat\", new Color3(clearCoat, clearCoat, clearCoat), textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}float inputs:clearcoat = ${clearCoat}`);\r\n }\r\n\r\n if (clearCoatRoughnessMap !== null) {\r\n inputs.push(\r\n `${pad}float inputs:clearcoatRoughness.connect = </Materials/Material_${material.uniqueId}/Texture_${clearCoatRoughnessMap.uniqueId}_clearcoatRoughness.outputs:g>`\r\n );\r\n samplers.push(\r\n BuildTexture(\r\n clearCoatRoughnessMap as Texture,\r\n material,\r\n \"clearcoatRoughness\",\r\n new Color3(clearCoatRoughness, clearCoatRoughness, clearCoatRoughness),\r\n textureToExports,\r\n options\r\n )\r\n );\r\n } else {\r\n inputs.push(`${pad}float inputs:clearcoatRoughness = ${clearCoatRoughness}`);\r\n }\r\n }\r\n\r\n inputs.push(`${pad}float inputs:ior = ${ior}`);\r\n\r\n return `\r\n\tdef Material \"Material_${material.uniqueId}\"\r\n\t{\r\n\t\tdef Shader \"PreviewSurface\"\r\n\t\t{\r\n\t\t\tuniform token info:id = \"UsdPreviewSurface\"\r\n${inputs.join(\"\\n\")}\r\n\t\t\tint inputs:useSpecularWorkflow = 0\r\n\t\t\ttoken outputs:surface\r\n\t\t}\r\n\r\n\t\ttoken outputs:surface.connect = </Materials/Material_${material.uniqueId}/PreviewSurface.outputs:surface>\r\n\r\n${samplers.join(\"\\n\")}\r\n\r\n\t}\r\n`;\r\n}\r\n\r\nfunction BuildCamera(camera: Camera, options: IUSDZExportOptions) {\r\n const name = \"Camera_\" + camera.uniqueId;\r\n const matrix = Matrix.RotationY(Math.PI).multiply(camera.getWorldMatrix()); // work towards positive z\r\n\r\n const transform = BuildMatrix(matrix);\r\n\r\n if (camera.mode === Constants.ORTHOGRAPHIC_CAMERA) {\r\n return `def Camera \"${name}\"\r\n\t\t{\r\n\t\t\tmatrix4d xformOp:transform = ${transform}\r\n\t\t\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\r\n\r\n\t\t\tfloat2 clippingRange = (${camera.minZ.toPrecision(options.precision)}, ${camera.maxZ.toPrecision(options.precision)})\r\n\t\t\tfloat horizontalAperture = ${((Math.abs(camera.orthoLeft || 1) + Math.abs(camera.orthoRight || 1)) * 10).toPrecision(options.precision)}\r\n\t\t\tfloat verticalAperture = ${((Math.abs(camera.orthoTop || 1) + Math.abs(camera.orthoBottom || 1)) * 10).toPrecision(options.precision)}\r\n\t\t\ttoken projection = \"orthographic\"\r\n\t\t}\r\n\t\r\n\t`;\r\n } else {\r\n const aspect = camera.getEngine().getAspectRatio(camera);\r\n const sensorwidth = options.cameraSensorWidth || 35;\r\n\r\n return `def Camera \"${name}\"\r\n\t\t{\r\n\t\t\tmatrix4d xformOp:transform = ${transform}\r\n\t\t\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\r\n\r\n\t\t\tfloat2 clippingRange = (${camera.minZ.toPrecision(options.precision)}, ${camera.maxZ.toPrecision(options.precision)})\r\n\t\t\tfloat focalLength = ${(sensorwidth / (2 * Math.tan(camera.fov * 0.5))).toPrecision(options.precision)}\r\n token projection = \"perspective\"\r\n\t\t\tfloat horizontalAperture = ${(sensorwidth * aspect).toPrecision(options.precision)}\r\n\t\t\tfloat verticalAperture = ${(sensorwidth / aspect).toPrecision(options.precision)} \r\n\t\t}\r\n\t\r\n\t`;\r\n }\r\n}\r\n\r\nfunction ExtractMeshInformations(mesh: Mesh) {\r\n const matrix = mesh.getWorldMatrix().clone();\r\n const sceneIsRightHanded = mesh.getScene().useRightHandedSystem;\r\n let sideOrientation = mesh.material?._getEffectiveOrientation(mesh) ?? mesh.sideOrientation;\r\n let convertToRightHanded = !sceneIsRightHanded;\r\n\r\n // Search for a root conversion node from the glTF loader in the mesh's ancestors.\r\n let current = mesh.parent;\r\n while (current) {\r\n if (IsNoopNode(current, sceneIsRightHanded) && current.parent === null) {\r\n if (!sceneIsRightHanded) {\r\n // If it's a RH->LH node, cancel out its inversion effect on the mesh's matrix and winding order.\r\n matrix.multiplyToRef(current.getWorldMatrix().invert(), matrix);\r\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\r\n }\r\n convertToRightHanded = false;\r\n break;\r\n }\r\n current = current.parent;\r\n }\r\n\r\n if (matrix.determinant() < 0) {\r\n // RealityKit doesn't seem to automatically flip faces of a mesh with negative scale, like other engines do (including us).\r\n Tools.Warn(`Mesh ${mesh} has a negative scale, which may look incorrect in destinations like QuickLook.`);\r\n }\r\n\r\n return {\r\n matrix,\r\n windingOrder: sideOrientation === Material.ClockWiseSideOrientation ? \"leftHanded\" : \"rightHanded\",\r\n convertToRightHanded,\r\n };\r\n}\r\n\r\n/**\r\n *\r\n * @param scene scene to export\r\n * @param options options to configure the export\r\n * @param meshPredicate predicate to filter the meshes to export\r\n * @returns a uint8 array containing the USDZ file\r\n * @see [Simple sphere](https://playground.babylonjs.com/#H2G5XW#6)\r\n * @see [Red sphere](https://playground.babylonjs.com/#H2G5XW#7)\r\n * @see [Boombox](https://playground.babylonjs.com/#5N3RWK#5)\r\n */\r\nexport async function USDZExportAsync(scene: Scene, options: Partial<IUSDZExportOptions>, meshPredicate?: (m: Mesh) => boolean): Promise<Uint8Array> {\r\n const localOptions = {\r\n fflateUrl: \"https://unpkg.com/fflate@0.8.2\",\r\n includeAnchoringProperties: true,\r\n anchoringType: \"plane\",\r\n planeAnchoringAlignment: \"horizontal\",\r\n modelFileName: \"model.usda\",\r\n precision: 5,\r\n exportCamera: false,\r\n cameraSensorWidth: 35,\r\n ...options,\r\n };\r\n\r\n // Get the fflate library\r\n if (typeof fflate === \"undefined\") {\r\n await Tools.LoadScriptAsync(localOptions.fflateUrl);\r\n }\r\n\r\n // Start the export\r\n const files: { [key: string]: any } = {};\r\n\r\n // model file should be first in USDZ archive so we init it here\r\n files[localOptions.modelFileName] = null;\r\n\r\n let output = BuildHeader();\r\n output += BuildSceneStart(localOptions);\r\n\r\n const materialToExports: { [key: string]: Material } = {};\r\n\r\n // Meshes\r\n for (const abstractMesh of scene.meshes) {\r\n if (abstractMesh.getTotalVertices() === 0) {\r\n continue;\r\n }\r\n const mesh = abstractMesh as Mesh;\r\n const geometry = mesh.geometry;\r\n const material = mesh.material;\r\n\r\n if (!material || !geometry || (meshPredicate && !meshPredicate(mesh))) {\r\n continue;\r\n }\r\n\r\n const supportedMaterials = [\"StandardMaterial\", \"PBRMaterial\", \"PBRMetallicRoughnessMaterial\"];\r\n\r\n if (supportedMaterials.indexOf(material.getClassName()) !== -1) {\r\n const geometryFileName = \"geometries/Geometry_\" + geometry.uniqueId + \".usda\";\r\n const { matrix, windingOrder, convertToRightHanded } = ExtractMeshInformations(mesh);\r\n\r\n if (!(geometryFileName in files)) {\r\n const meshObject = BuildMeshObject(geometry, localOptions, windingOrder, convertToRightHanded);\r\n files[geometryFileName] = BuildUSDFileAsString(meshObject);\r\n }\r\n\r\n if (!(material.uniqueId in materialToExports)) {\r\n materialToExports[material.uniqueId] = material;\r\n }\r\n\r\n output += BuildXform(mesh, matrix);\r\n } else {\r\n Tools.Warn(\"USDZExportAsync does not support this material type: \" + material.getClassName());\r\n }\r\n }\r\n\r\n // Camera\r\n if (scene.activeCamera && localOptions.exportCamera) {\r\n output += BuildCamera(scene.activeCamera, localOptions);\r\n }\r\n\r\n // Close scene\r\n output += BuildSceneEnd();\r\n\r\n // Materials\r\n const textureToExports: { [key: string]: BaseTexture } = {};\r\n output += BuildMaterials(materialToExports, textureToExports, localOptions);\r\n\r\n // Compress\r\n files[localOptions.modelFileName] = fflate.strToU8(output);\r\n\r\n // Textures\r\n for (const id in textureToExports) {\r\n const texture = textureToExports[id];\r\n\r\n const size = texture.getSize();\r\n // eslint-disable-next-line no-await-in-loop\r\n const textureData = await texture.readPixels();\r\n\r\n if (!textureData) {\r\n throw new Error(\"Texture data is not available\");\r\n }\r\n\r\n // eslint-disable-next-line no-await-in-loop\r\n const fileContent = await DumpTools.DumpDataAsync(size.width, size.height, textureData, \"image/png\", undefined, false, true);\r\n\r\n files[`textures/Texture_${id}.png`] = new Uint8Array(fileContent as ArrayBuffer).slice(); // This is to avoid getting a link and not a copy\r\n }\r\n\r\n // 64 byte alignment\r\n // https://github.com/101arrowz/fflate/issues/39#issuecomment-777263109\r\n\r\n let offset = 0;\r\n\r\n for (const filename in files) {\r\n const file = files[filename];\r\n if (!file) {\r\n continue;\r\n }\r\n const headerSize = 34 + filename.length;\r\n\r\n offset += headerSize;\r\n\r\n const offsetMod64 = offset & 63;\r\n\r\n if (offsetMod64 !== 4) {\r\n const padLength = 64 - offsetMod64;\r\n const padding = new Uint8Array(padLength);\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n files[filename] = [file, { extra: { 12345: padding } }];\r\n }\r\n\r\n offset = file.length;\r\n }\r\n\r\n return fflate.zipSync(files, { level: 0 });\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/serializers",
3
- "version": "8.17.0",
3
+ "version": "8.17.2",
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": "^8.17.0",
21
+ "@babylonjs/core": "^8.17.2",
22
22
  "@dev/build-tools": "^1.0.0",
23
23
  "@lts/serializers": "^1.0.0",
24
- "babylonjs-gltf2interface": "^8.17.0"
24
+ "babylonjs-gltf2interface": "^8.17.2"
25
25
  },
26
26
  "peerDependencies": {
27
27
  "@babylonjs/core": "^8.0.0",