@babylonjs/serializers 8.21.0 → 8.22.0
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.
package/USDZ/usdzExporter.js
CHANGED
@@ -9,6 +9,7 @@ import { Matrix, Vector2 } from "@babylonjs/core/Maths/math.vector.js";
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9
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import { DumpTools } from "@babylonjs/core/Misc/dumpTools.js";
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10
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import { Tools } from "@babylonjs/core/Misc/tools.js";
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import { IsNoopNode } from "../exportUtils.js";
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12
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+
import { GetTextureDataAsync } from "@babylonjs/core/Misc/textureTools.js";
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function BuildHeader() {
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return `#usda 1.0
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(
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@@ -559,10 +560,7 @@ export async function USDZExportAsync(scene, options, meshPredicate) {
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const texture = textureToExports[id];
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const size = texture.getSize();
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// eslint-disable-next-line no-await-in-loop
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562
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-
const textureData = await texture
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563
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-
if (!textureData) {
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-
throw new Error("Texture data is not available");
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565
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-
}
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563
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+
const textureData = await GetTextureDataAsync(texture);
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// eslint-disable-next-line no-await-in-loop
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const fileContent = await DumpTools.DumpDataAsync(size.width, size.height, textureData, "image/png", undefined, false, true);
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568
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files[`textures/Texture_${id}.png`] = new Uint8Array(fileContent).slice(); // This is to avoid getting a link and not a copy
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package/USDZ/usdzExporter.js.map
CHANGED
@@ -1 +1 @@
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1
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-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { 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 BuildRootAndSceneStart(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\nfunction BuildRootEnd() {\r\n return `\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 = ${transform}\r\n\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\t\r\n\r\n rel material:binding = </Root/Materials/Material_${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 = </Root/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 = </Root/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() || material.needAlphaTesting() ? \"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 = </Root/Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:rgb>`);\r\n\r\n if (material.needAlphaBlending()) {\r\n inputs.push(`${pad}float inputs:opacity.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:a>`);\r\n } else if (material.needAlphaTesting()) {\r\n inputs.push(`${pad}float inputs:opacity.connect = </Root/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 = </Root/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 = </Root/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(`${pad}float inputs:occlusion.connect = </Root/Materials/Material_${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(\r\n `${pad}float inputs:roughness.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${roughnessMap.uniqueId}_roughness.outputs:${roughnessChannel}>`\r\n );\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 = </Root/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 = </Root/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 = </Root/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 = </Root/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${inputs.join(\"\\n\")}\r\n\t\t\tint inputs:useSpecularWorkflow = 0\r\n\t\t\ttoken outputs:surface\r\n\t\t}\r\n\r\n\t\ttoken outputs:surface.connect = </Root/Materials/Material_${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 mesh.computeWorldMatrix(true);\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.name} 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 += BuildRootAndSceneStart(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 // Close root\r\n output += BuildRootEnd();\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\nimport { GetTextureDataAsync } from \"core/Misc/textureTools\";\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 BuildRootAndSceneStart(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 {${alignment}\r\n `;\r\n}\r\n\r\nfunction BuildSceneEnd() {\r\n return `\r\n }\r\n }`;\r\n}\r\n\r\nfunction BuildRootEnd() {\r\n return `\r\n }`;\r\n}\r\n\r\nfunction BuildMeshVertexCount(geometry: Geometry) {\r\n const count = geometry.getIndices()?.length ? geometry.getTotalIndices() : geometry.getTotalVertices();\r\n\r\n return Array(count / 3)\r\n .fill(3)\r\n .join(\", \");\r\n}\r\n\r\nfunction BuildMeshVertexIndices(geometry: Geometry) {\r\n const indices = geometry.getIndices();\r\n const count = indices?.length ?? geometry.getTotalVertices();\r\n\r\n const array: number[] = [];\r\n if (indices !== null) {\r\n for (let i = 0; i < count; i++) {\r\n array.push(indices[i]);\r\n }\r\n } else {\r\n for (let i = 0; i < count; i++) {\r\n array.push(i);\r\n }\r\n }\r\n\r\n return array.join(\", \");\r\n}\r\n\r\nfunction BuildVector3Array(attribute: FloatArray, options: IUSDZExportOptions, stride = 3, convertToRightHanded = false) {\r\n const array: string[] = [];\r\n\r\n for (let i = 0; i < attribute.length / stride; i++) {\r\n const x = attribute[i * stride] * (convertToRightHanded ? -1 : 1);\r\n const y = attribute[i * stride + 1];\r\n const z = attribute[i * stride + 2];\r\n\r\n array.push(`(${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 = ${transform}\r\n\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\t\r\n\r\n rel material:binding = </Root/Materials/Material_${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 = </Root/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 = </Root/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() || material.needAlphaTesting() ? \"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 = </Root/Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:rgb>`);\r\n\r\n if (material.needAlphaBlending()) {\r\n inputs.push(`${pad}float inputs:opacity.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:a>`);\r\n } else if (material.needAlphaTesting()) {\r\n inputs.push(`${pad}float inputs:opacity.connect = </Root/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 = </Root/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 = </Root/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(`${pad}float inputs:occlusion.connect = </Root/Materials/Material_${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(\r\n `${pad}float inputs:roughness.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${roughnessMap.uniqueId}_roughness.outputs:${roughnessChannel}>`\r\n );\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 = </Root/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 = </Root/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 = </Root/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 = </Root/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${inputs.join(\"\\n\")}\r\n\t\t\tint inputs:useSpecularWorkflow = 0\r\n\t\t\ttoken outputs:surface\r\n\t\t}\r\n\r\n\t\ttoken outputs:surface.connect = </Root/Materials/Material_${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 mesh.computeWorldMatrix(true);\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.name} 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 += BuildRootAndSceneStart(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 // Close root\r\n output += BuildRootEnd();\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 GetTextureDataAsync(texture);\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"]}
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@@ -91,12 +91,6 @@ export declare class GLTFMaterialExporter {
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exportPBRMaterialAsync(babylonPBRMaterial: PBRBaseMaterial, mimeType: ImageMimeType, hasUVs: boolean): Promise<number>;
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}
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glTFMaterial.pbrMetallicRoughness = glTFPbrMetallicRoughness;
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}
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/**
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// eslint-disable-next-line no-restricted-syntax, @typescript-eslint/promise-function-async
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_getPixelsFromTextureAsync(babylonTexture) {
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// If the internal texture format is compressed, we cannot read the pixels directly.
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if (IsCompressedTextureFormat(babylonTexture.textureFormat)) {
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return GetTextureDataAsync(babylonTexture, babylonTexture._texture.width, babylonTexture._texture.height);
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}
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return babylonTexture.textureType === Constants.TEXTURETYPE_UNSIGNED_BYTE
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? babylonTexture.readPixels()
|
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: babylonTexture.readPixels();
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}
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async exportTextureAsync(babylonTexture, mimeType) {
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const extensionPromise = this._exporter._extensionsPreExportTextureAsync("exporter", babylonTexture, mimeType);
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if (!extensionPromise) {
|
@@ -731,7 +680,7 @@ export class GLTFMaterialExporter {
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async _exportTextureInfoAsync(babylonTexture, mimeType) {
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let textureInfo = this._textureMap.get(babylonTexture);
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if (!textureInfo) {
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const pixels = await
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const pixels = await GetTextureDataAsync(babylonTexture).catch(() => null);
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@@ -1 +1 @@
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-
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eslint-disable @typescript-eslint/prefer-promise-reject-errors */\r\n/* eslint-disable github/no-then */\r\n/* eslint-disable babylonjs/available */\r\n\r\nimport type { ITextureInfo, IMaterial, IMaterialPbrMetallicRoughness, IMaterialOcclusionTextureInfo, ISampler, IImage } from \"babylonjs-gltf2interface\";\r\nimport { ImageMimeType, MaterialAlphaMode, TextureMagFilter, TextureMinFilter, TextureWrapMode } from \"babylonjs-gltf2interface\";\r\n\r\nimport type { Nullable } from \"core/types\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { GetTextureDataAsync, TextureTools } from \"core/Misc/textureTools\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\n\r\nimport type { Scene } from \"core/scene\";\r\n\r\nimport type { GLTFExporter } from \"./glTFExporter\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { DumpTools } from \"core/Misc/dumpTools\";\r\n\r\nimport type { Material } from \"core/Materials/material\";\r\nimport type { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport { SpecularPowerToRoughness } from \"core/Helpers/materialConversionHelper\";\r\n\r\nconst Epsilon = 1e-6;\r\nconst DielectricSpecular = new Color3(0.04, 0.04, 0.04);\r\nconst MaxSpecularPower = 1024;\r\nconst White = Color3.White();\r\nconst Black = Color3.Black();\r\n\r\n/**\r\n * Interface for storing specular glossiness factors\r\n * @internal\r\n */\r\ninterface IPBRSpecularGlossiness {\r\n /**\r\n * Represents the linear diffuse factors of the material\r\n */\r\n diffuseColor: Color3;\r\n specularColor: Color3;\r\n glossiness: number;\r\n}\r\n\r\ninterface IPBRMetallicRoughness {\r\n baseColor: Color3;\r\n metallic: Nullable<number>;\r\n roughness: Nullable<number>;\r\n metallicRoughnessTextureData?: Nullable<ArrayBuffer>;\r\n baseColorTextureData?: Nullable<ArrayBuffer>;\r\n}\r\n\r\nfunction GetFileExtensionFromMimeType(mimeType: ImageMimeType): string {\r\n switch (mimeType) {\r\n case ImageMimeType.JPEG:\r\n return \".jpg\";\r\n case ImageMimeType.PNG:\r\n return \".png\";\r\n case ImageMimeType.WEBP:\r\n return \".webp\";\r\n case ImageMimeType.AVIF:\r\n return \".avif\";\r\n }\r\n}\r\n\r\nfunction IsCompressedTextureFormat(format: number): boolean {\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_BPTC_UNORM:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT5:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT3:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT1:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_S3TC_DXT1:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_S3TC_DXT1_EXT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_4x4:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_ETC1_WEBGL:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB8_ETC2:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ETC2:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA8_ETC2_EAC:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n}\r\n\r\n/**\r\n * Computes the metallic factor from specular glossiness values.\r\n * @param diffuse diffused value\r\n * @param specular specular value\r\n * @param oneMinusSpecularStrength one minus the specular strength\r\n * @returns metallic value\r\n * @internal\r\n */\r\nexport function _SolveMetallic(diffuse: number, specular: number, oneMinusSpecularStrength: number): number {\r\n if (specular < DielectricSpecular.r) {\r\n DielectricSpecular;\r\n return 0;\r\n }\r\n\r\n const a = DielectricSpecular.r;\r\n const b = (diffuse * oneMinusSpecularStrength) / (1.0 - DielectricSpecular.r) + specular - 2.0 * DielectricSpecular.r;\r\n const c = DielectricSpecular.r - specular;\r\n const d = b * b - 4.0 * a * c;\r\n return Scalar.Clamp((-b + Math.sqrt(d)) / (2.0 * a), 0, 1);\r\n}\r\n\r\n/**\r\n * Computes the metallic/roughness factors from a Standard Material.\r\n * @internal\r\n */\r\nexport function _ConvertToGLTFPBRMetallicRoughness(babylonStandardMaterial: StandardMaterial): IMaterialPbrMetallicRoughness {\r\n const diffuse = babylonStandardMaterial.diffuseColor.toLinearSpace(babylonStandardMaterial.getScene().getEngine().useExactSrgbConversions).scale(0.5);\r\n const opacity = babylonStandardMaterial.alpha;\r\n const specularPower = Scalar.Clamp(babylonStandardMaterial.specularPower, 0, MaxSpecularPower);\r\n\r\n const roughness = SpecularPowerToRoughness(specularPower);\r\n\r\n const glTFPbrMetallicRoughness: IMaterialPbrMetallicRoughness = {\r\n baseColorFactor: [diffuse.r, diffuse.g, diffuse.b, opacity],\r\n metallicFactor: 0,\r\n roughnessFactor: roughness,\r\n };\r\n\r\n return glTFPbrMetallicRoughness;\r\n}\r\n\r\n/**\r\n * Sets the glTF alpha mode to a glTF material from the Babylon Material\r\n * @param glTFMaterial glTF material\r\n * @param babylonMaterial Babylon material\r\n */\r\nfunction SetAlphaMode(glTFMaterial: IMaterial, babylonMaterial: Material & { alphaCutOff?: number }): void {\r\n if (babylonMaterial.needAlphaBlending()) {\r\n glTFMaterial.alphaMode = MaterialAlphaMode.BLEND;\r\n } else if (babylonMaterial.needAlphaTesting()) {\r\n glTFMaterial.alphaMode = MaterialAlphaMode.MASK;\r\n glTFMaterial.alphaCutoff = babylonMaterial.alphaCutOff;\r\n }\r\n}\r\n\r\nfunction CreateWhiteTexture(width: number, height: number, scene: Scene): Texture {\r\n const data = new Uint8Array(width * height * 4);\r\n\r\n for (let i = 0; i < data.length; i = i + 4) {\r\n data[i] = data[i + 1] = data[i + 2] = data[i + 3] = 0xff;\r\n }\r\n\r\n const rawTexture = RawTexture.CreateRGBATexture(data, width, height, scene);\r\n\r\n return rawTexture;\r\n}\r\n\r\nfunction ConvertPixelArrayToFloat32(pixels: ArrayBufferView): Float32Array {\r\n if (pixels instanceof Uint8Array) {\r\n const length = pixels.length;\r\n const buffer = new Float32Array(pixels.length);\r\n for (let i = 0; i < length; ++i) {\r\n buffer[i] = pixels[i] / 255;\r\n }\r\n return buffer;\r\n } else if (pixels instanceof Float32Array) {\r\n return pixels;\r\n } else {\r\n throw new Error(\"Unsupported pixel format!\");\r\n }\r\n}\r\n\r\n/**\r\n * Utility methods for working with glTF material conversion properties.\r\n * @internal\r\n */\r\nexport class GLTFMaterialExporter {\r\n // Mapping to store textures\r\n private _textureMap = new Map<BaseTexture, ITextureInfo>();\r\n\r\n // Mapping of internal textures to images to avoid exporting duplicate images\r\n private _internalTextureToImage: { [uniqueId: number]: { [mimeType: string]: Promise<number> } } = {};\r\n\r\n constructor(private readonly _exporter: GLTFExporter) {}\r\n\r\n public getTextureInfo(babylonTexture: Nullable<BaseTexture>): Nullable<ITextureInfo> {\r\n return babylonTexture ? (this._textureMap.get(babylonTexture) ?? null) : null;\r\n }\r\n\r\n public async exportStandardMaterialAsync(babylonStandardMaterial: StandardMaterial, mimeType: ImageMimeType, hasUVs: boolean): Promise<number> {\r\n const pbrMetallicRoughness = _ConvertToGLTFPBRMetallicRoughness(babylonStandardMaterial);\r\n\r\n const material: IMaterial = { name: babylonStandardMaterial.name };\r\n if (babylonStandardMaterial.backFaceCulling != null && !babylonStandardMaterial.backFaceCulling) {\r\n if (!babylonStandardMaterial.twoSidedLighting) {\r\n Tools.Warn(babylonStandardMaterial.name + \": Back-face culling disabled and two-sided lighting disabled is not supported in glTF.\");\r\n }\r\n material.doubleSided = true;\r\n }\r\n\r\n if (hasUVs) {\r\n const promises: Promise<void>[] = [];\r\n\r\n const diffuseTexture = babylonStandardMaterial.diffuseTexture;\r\n if (diffuseTexture) {\r\n promises.push(\r\n this.exportTextureAsync(diffuseTexture, mimeType).then((textureInfo) => {\r\n if (textureInfo) {\r\n pbrMetallicRoughness.baseColorTexture = textureInfo;\r\n }\r\n })\r\n );\r\n }\r\n\r\n const bumpTexture = babylonStandardMaterial.bumpTexture;\r\n if (bumpTexture) {\r\n promises.push(\r\n this.exportTextureAsync(bumpTexture, mimeType).then((textureInfo) => {\r\n if (textureInfo) {\r\n material.normalTexture = textureInfo;\r\n if (bumpTexture.level !== 1) {\r\n material.normalTexture.scale = bumpTexture.level;\r\n }\r\n }\r\n })\r\n );\r\n }\r\n\r\n const emissiveTexture = babylonStandardMaterial.emissiveTexture;\r\n if (emissiveTexture) {\r\n material.emissiveFactor = [1.0, 1.0, 1.0];\r\n\r\n promises.push(\r\n this.exportTextureAsync(emissiveTexture, mimeType).then((textureInfo) => {\r\n if (textureInfo) {\r\n material.emissiveTexture = textureInfo;\r\n }\r\n })\r\n );\r\n }\r\n\r\n const ambientTexture = babylonStandardMaterial.ambientTexture;\r\n if (ambientTexture) {\r\n promises.push(\r\n this.exportTextureAsync(ambientTexture, mimeType).then((textureInfo) => {\r\n if (textureInfo) {\r\n const occlusionTexture: IMaterialOcclusionTextureInfo = {\r\n index: textureInfo.index,\r\n };\r\n material.occlusionTexture = occlusionTexture;\r\n }\r\n })\r\n );\r\n }\r\n\r\n if (promises.length > 0) {\r\n this._exporter._materialNeedsUVsSet.add(babylonStandardMaterial);\r\n await Promise.all(promises);\r\n }\r\n }\r\n\r\n if (babylonStandardMaterial.alpha < 1.0 || babylonStandardMaterial.opacityTexture) {\r\n if (babylonStandardMaterial.alphaMode === Constants.ALPHA_COMBINE) {\r\n material.alphaMode = MaterialAlphaMode.BLEND;\r\n } else {\r\n Tools.Warn(babylonStandardMaterial.name + \": glTF 2.0 does not support alpha mode: \" + babylonStandardMaterial.alphaMode.toString());\r\n }\r\n }\r\n\r\n if (babylonStandardMaterial.emissiveColor && !babylonStandardMaterial.emissiveColor.equalsWithEpsilon(Black, Epsilon)) {\r\n material.emissiveFactor = babylonStandardMaterial.emissiveColor.asArray();\r\n }\r\n\r\n material.pbrMetallicRoughness = pbrMetallicRoughness;\r\n SetAlphaMode(material, babylonStandardMaterial);\r\n\r\n await this._finishMaterialAsync(material, babylonStandardMaterial, mimeType);\r\n\r\n const materials = this._exporter._materials;\r\n materials.push(material);\r\n return materials.length - 1;\r\n }\r\n\r\n private async _finishMaterialAsync(glTFMaterial: IMaterial, babylonMaterial: Material, mimeType: ImageMimeType): Promise<void> {\r\n const textures = this._exporter._extensionsPostExportMaterialAdditionalTextures(\"exportMaterial\", glTFMaterial, babylonMaterial);\r\n\r\n const promises: Array<Promise<Nullable<ITextureInfo>>> = [];\r\n\r\n for (const texture of textures) {\r\n promises.push(this.exportTextureAsync(texture, mimeType));\r\n }\r\n\r\n await Promise.all(promises);\r\n\r\n await this._exporter._extensionsPostExportMaterialAsync(\"exportMaterial\", glTFMaterial, babylonMaterial);\r\n }\r\n\r\n private async _getImageDataAsync(buffer: Uint8Array | Float32Array, width: number, height: number, mimeType: ImageMimeType): Promise<ArrayBuffer> {\r\n const textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n\r\n const hostingScene = this._exporter._babylonScene;\r\n const engine = hostingScene.getEngine();\r\n\r\n // Create a temporary texture with the texture buffer data\r\n const tempTexture = engine.createRawTexture(buffer, width, height, Constants.TEXTUREFORMAT_RGBA, false, true, Texture.NEAREST_SAMPLINGMODE, null, textureType);\r\n\r\n engine.isWebGPU ? await import(\"core/ShadersWGSL/pass.fragment\") : await import(\"core/Shaders/pass.fragment\");\r\n await TextureTools.ApplyPostProcess(\"pass\", tempTexture, hostingScene, textureType, Constants.TEXTURE_NEAREST_SAMPLINGMODE, Constants.TEXTUREFORMAT_RGBA);\r\n\r\n const data = await engine._readTexturePixels(tempTexture, width, height);\r\n\r\n return (await DumpTools.DumpDataAsync(width, height, data, mimeType, undefined, true, true)) as ArrayBuffer;\r\n }\r\n\r\n /**\r\n * Resizes the two source textures to the same dimensions. If a texture is null, a default white texture is generated. If both textures are null, returns null\r\n * @param texture1 first texture to resize\r\n * @param texture2 second texture to resize\r\n * @param scene babylonjs scene\r\n * @returns resized textures or null\r\n */\r\n private _resizeTexturesToSameDimensions(texture1: Nullable<BaseTexture>, texture2: Nullable<BaseTexture>, scene: Scene): { texture1: BaseTexture; texture2: BaseTexture } {\r\n const texture1Size = texture1 ? texture1.getSize() : { width: 0, height: 0 };\r\n const texture2Size = texture2 ? texture2.getSize() : { width: 0, height: 0 };\r\n let resizedTexture1: BaseTexture;\r\n let resizedTexture2: BaseTexture;\r\n\r\n if (texture1Size.width < texture2Size.width) {\r\n if (texture1 && texture1 instanceof Texture) {\r\n resizedTexture1 = TextureTools.CreateResizedCopy(texture1, texture2Size.width, texture2Size.height, true);\r\n } else {\r\n resizedTexture1 = CreateWhiteTexture(texture2Size.width, texture2Size.height, scene);\r\n }\r\n resizedTexture2 = texture2!;\r\n } else if (texture1Size.width > texture2Size.width) {\r\n if (texture2 && texture2 instanceof Texture) {\r\n resizedTexture2 = TextureTools.CreateResizedCopy(texture2, texture1Size.width, texture1Size.height, true);\r\n } else {\r\n resizedTexture2 = CreateWhiteTexture(texture1Size.width, texture1Size.height, scene);\r\n }\r\n resizedTexture1 = texture1!;\r\n } else {\r\n resizedTexture1 = texture1!;\r\n resizedTexture2 = texture2!;\r\n }\r\n\r\n return {\r\n texture1: resizedTexture1!,\r\n texture2: resizedTexture2!,\r\n };\r\n }\r\n\r\n /**\r\n * Convert Specular Glossiness Textures to Metallic Roughness\r\n * See link below for info on the material conversions from PBR Metallic/Roughness and Specular/Glossiness\r\n * @see https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Archived/KHR_materials_pbrSpecularGlossiness/examples/convert-between-workflows-bjs/js/babylon.pbrUtilities.js\r\n * @param diffuseTexture texture used to store diffuse information\r\n * @param specularGlossinessTexture texture used to store specular and glossiness information\r\n * @param factors specular glossiness material factors\r\n * @param mimeType the mime type to use for the texture\r\n * @returns pbr metallic roughness interface or null\r\n */\r\n private async _convertSpecularGlossinessTexturesToMetallicRoughnessAsync(\r\n diffuseTexture: Nullable<BaseTexture>,\r\n specularGlossinessTexture: Nullable<BaseTexture>,\r\n factors: IPBRSpecularGlossiness,\r\n mimeType: ImageMimeType\r\n ): Promise<IPBRMetallicRoughness> {\r\n const promises = new Array<Promise<void>>();\r\n if (!(diffuseTexture || specularGlossinessTexture)) {\r\n return await Promise.reject(\"diffuse and specular glossiness textures are not defined!\");\r\n }\r\n\r\n const scene: Nullable<Scene> = diffuseTexture ? diffuseTexture.getScene() : specularGlossinessTexture ? specularGlossinessTexture.getScene() : null;\r\n if (scene) {\r\n const resizedTextures = this._resizeTexturesToSameDimensions(diffuseTexture, specularGlossinessTexture, scene);\r\n\r\n const diffuseSize = resizedTextures.texture1?.getSize();\r\n\r\n let diffuseBuffer: Float32Array;\r\n let specularGlossinessBuffer: Float32Array;\r\n\r\n const width = diffuseSize.width;\r\n const height = diffuseSize.height;\r\n\r\n const diffusePixels = await resizedTextures.texture1.readPixels();\r\n const specularPixels = await resizedTextures.texture2.readPixels();\r\n\r\n if (diffusePixels) {\r\n diffuseBuffer = ConvertPixelArrayToFloat32(diffusePixels);\r\n } else {\r\n return await Promise.reject(\"Failed to retrieve pixels from diffuse texture!\");\r\n }\r\n if (specularPixels) {\r\n specularGlossinessBuffer = ConvertPixelArrayToFloat32(specularPixels);\r\n } else {\r\n return await Promise.reject(\"Failed to retrieve pixels from specular glossiness texture!\");\r\n }\r\n\r\n const byteLength = specularGlossinessBuffer.byteLength;\r\n\r\n const metallicRoughnessBuffer = new Uint8Array(byteLength);\r\n const baseColorBuffer = new Uint8Array(byteLength);\r\n\r\n const strideSize = 4;\r\n const maxBaseColor = Black;\r\n let maxMetallic = 0;\r\n let maxRoughness = 0;\r\n\r\n for (let h = 0; h < height; ++h) {\r\n for (let w = 0; w < width; ++w) {\r\n const offset = (width * h + w) * strideSize;\r\n\r\n const diffuseColor = new Color3(diffuseBuffer[offset], diffuseBuffer[offset + 1], diffuseBuffer[offset + 2])\r\n .toLinearSpace(scene.getEngine().useExactSrgbConversions)\r\n .multiply(factors.diffuseColor);\r\n const specularColor = new Color3(specularGlossinessBuffer[offset], specularGlossinessBuffer[offset + 1], specularGlossinessBuffer[offset + 2])\r\n .toLinearSpace(scene.getEngine().useExactSrgbConversions)\r\n .multiply(factors.specularColor);\r\n const glossiness = specularGlossinessBuffer[offset + 3] * factors.glossiness;\r\n\r\n const specularGlossiness: IPBRSpecularGlossiness = {\r\n diffuseColor: diffuseColor,\r\n specularColor: specularColor,\r\n glossiness: glossiness,\r\n };\r\n\r\n const metallicRoughness = this._convertSpecularGlossinessToMetallicRoughness(specularGlossiness);\r\n maxBaseColor.r = Math.max(maxBaseColor.r, metallicRoughness.baseColor.r);\r\n maxBaseColor.g = Math.max(maxBaseColor.g, metallicRoughness.baseColor.g);\r\n maxBaseColor.b = Math.max(maxBaseColor.b, metallicRoughness.baseColor.b);\r\n maxMetallic = Math.max(maxMetallic, metallicRoughness.metallic!);\r\n maxRoughness = Math.max(maxRoughness, metallicRoughness.roughness!);\r\n\r\n baseColorBuffer[offset] = metallicRoughness.baseColor.r * 255;\r\n baseColorBuffer[offset + 1] = metallicRoughness.baseColor.g * 255;\r\n baseColorBuffer[offset + 2] = metallicRoughness.baseColor.b * 255;\r\n baseColorBuffer[offset + 3] = resizedTextures.texture1.hasAlpha ? diffuseBuffer[offset + 3] * 255 : 255;\r\n\r\n metallicRoughnessBuffer[offset] = 0;\r\n metallicRoughnessBuffer[offset + 1] = metallicRoughness.roughness! * 255;\r\n metallicRoughnessBuffer[offset + 2] = metallicRoughness.metallic! * 255;\r\n metallicRoughnessBuffer[offset + 3] = 255;\r\n }\r\n }\r\n\r\n // Retrieves the metallic roughness factors from the maximum texture values.\r\n const metallicRoughnessFactors: IPBRMetallicRoughness = {\r\n baseColor: maxBaseColor,\r\n metallic: maxMetallic,\r\n roughness: maxRoughness,\r\n };\r\n\r\n let writeOutMetallicRoughnessTexture = false;\r\n let writeOutBaseColorTexture = false;\r\n\r\n for (let h = 0; h < height; ++h) {\r\n for (let w = 0; w < width; ++w) {\r\n const destinationOffset = (width * h + w) * strideSize;\r\n\r\n baseColorBuffer[destinationOffset] /= metallicRoughnessFactors.baseColor.r > Epsilon ? metallicRoughnessFactors.baseColor.r : 1;\r\n baseColorBuffer[destinationOffset + 1] /= metallicRoughnessFactors.baseColor.g > Epsilon ? metallicRoughnessFactors.baseColor.g : 1;\r\n baseColorBuffer[destinationOffset + 2] /= metallicRoughnessFactors.baseColor.b > Epsilon ? metallicRoughnessFactors.baseColor.b : 1;\r\n\r\n const linearBaseColorPixel = Color3.FromInts(\r\n baseColorBuffer[destinationOffset],\r\n baseColorBuffer[destinationOffset + 1],\r\n baseColorBuffer[destinationOffset + 2]\r\n );\r\n const sRGBBaseColorPixel = linearBaseColorPixel.toGammaSpace(scene.getEngine().useExactSrgbConversions);\r\n baseColorBuffer[destinationOffset] = sRGBBaseColorPixel.r * 255;\r\n baseColorBuffer[destinationOffset + 1] = sRGBBaseColorPixel.g * 255;\r\n baseColorBuffer[destinationOffset + 2] = sRGBBaseColorPixel.b * 255;\r\n\r\n if (!sRGBBaseColorPixel.equalsWithEpsilon(White, Epsilon)) {\r\n writeOutBaseColorTexture = true;\r\n }\r\n\r\n metallicRoughnessBuffer[destinationOffset + 1] /= metallicRoughnessFactors.roughness! > Epsilon ? metallicRoughnessFactors.roughness! : 1;\r\n metallicRoughnessBuffer[destinationOffset + 2] /= metallicRoughnessFactors.metallic! > Epsilon ? metallicRoughnessFactors.metallic! : 1;\r\n\r\n const metallicRoughnessPixel = Color3.FromInts(255, metallicRoughnessBuffer[destinationOffset + 1], metallicRoughnessBuffer[destinationOffset + 2]);\r\n\r\n if (!metallicRoughnessPixel.equalsWithEpsilon(White, Epsilon)) {\r\n writeOutMetallicRoughnessTexture = true;\r\n }\r\n }\r\n }\r\n\r\n if (writeOutMetallicRoughnessTexture) {\r\n promises.push(\r\n this._getImageDataAsync(metallicRoughnessBuffer, width, height, mimeType).then((data) => {\r\n metallicRoughnessFactors.metallicRoughnessTextureData = data;\r\n })\r\n );\r\n }\r\n if (writeOutBaseColorTexture) {\r\n promises.push(\r\n this._getImageDataAsync(baseColorBuffer, width, height, mimeType).then((data) => {\r\n metallicRoughnessFactors.baseColorTextureData = data;\r\n })\r\n );\r\n }\r\n\r\n return await Promise.all(promises).then(() => {\r\n return metallicRoughnessFactors;\r\n });\r\n } else {\r\n return await Promise.reject(\"_ConvertSpecularGlossinessTexturesToMetallicRoughness: Scene from textures is missing!\");\r\n }\r\n }\r\n\r\n /**\r\n * Converts specular glossiness material properties to metallic roughness\r\n * @param specularGlossiness interface with specular glossiness material properties\r\n * @returns interface with metallic roughness material properties\r\n */\r\n private _convertSpecularGlossinessToMetallicRoughness(specularGlossiness: IPBRSpecularGlossiness): IPBRMetallicRoughness {\r\n const diffusePerceivedBrightness = this._getPerceivedBrightness(specularGlossiness.diffuseColor);\r\n const specularPerceivedBrightness = this._getPerceivedBrightness(specularGlossiness.specularColor);\r\n const oneMinusSpecularStrength = 1 - this._getMaxComponent(specularGlossiness.specularColor);\r\n const metallic = _SolveMetallic(diffusePerceivedBrightness, specularPerceivedBrightness, oneMinusSpecularStrength);\r\n const baseColorFromDiffuse = specularGlossiness.diffuseColor.scale(oneMinusSpecularStrength / (1.0 - DielectricSpecular.r) / Math.max(1 - metallic));\r\n const baseColorFromSpecular = specularGlossiness.specularColor.subtract(DielectricSpecular.scale(1 - metallic)).scale(1 / Math.max(metallic));\r\n let baseColor = Color3.Lerp(baseColorFromDiffuse, baseColorFromSpecular, metallic * metallic);\r\n baseColor = baseColor.clampToRef(0, 1, baseColor);\r\n\r\n const metallicRoughness: IPBRMetallicRoughness = {\r\n baseColor: baseColor,\r\n metallic: metallic,\r\n roughness: 1 - specularGlossiness.glossiness,\r\n };\r\n\r\n return metallicRoughness;\r\n }\r\n\r\n /**\r\n * Calculates the surface reflectance, independent of lighting conditions\r\n * @param color Color source to calculate brightness from\r\n * @returns number representing the perceived brightness, or zero if color is undefined\r\n */\r\n private _getPerceivedBrightness(color: Color3): number {\r\n if (color) {\r\n return Math.sqrt(0.299 * color.r * color.r + 0.587 * color.g * color.g + 0.114 * color.b * color.b);\r\n }\r\n return 0;\r\n }\r\n\r\n /**\r\n * Returns the maximum color component value\r\n * @param color\r\n * @returns maximum color component value, or zero if color is null or undefined\r\n */\r\n private _getMaxComponent(color: Color3): number {\r\n if (color) {\r\n return Math.max(color.r, Math.max(color.g, color.b));\r\n }\r\n return 0;\r\n }\r\n\r\n /**\r\n * Convert a PBRMaterial (Metallic/Roughness) to Metallic Roughness factors\r\n * @param babylonPBRMaterial BJS PBR Metallic Roughness Material\r\n * @param mimeType mime type to use for the textures\r\n * @param glTFPbrMetallicRoughness glTF PBR Metallic Roughness interface\r\n * @param hasUVs specifies if texture coordinates are present on the submesh to determine if textures should be applied\r\n * @returns glTF PBR Metallic Roughness factors\r\n */\r\n private async _convertMetalRoughFactorsToMetallicRoughnessAsync(\r\n babylonPBRMaterial: PBRBaseMaterial,\r\n mimeType: ImageMimeType,\r\n glTFPbrMetallicRoughness: IMaterialPbrMetallicRoughness,\r\n hasUVs: boolean\r\n ): Promise<IPBRMetallicRoughness> {\r\n const promises: Promise<void>[] = [];\r\n\r\n const metallicRoughness: IPBRMetallicRoughness = {\r\n baseColor: babylonPBRMaterial._albedoColor,\r\n metallic: babylonPBRMaterial._metallic,\r\n roughness: babylonPBRMaterial._roughness,\r\n };\r\n\r\n if (hasUVs) {\r\n const albedoTexture = babylonPBRMaterial._albedoTexture;\r\n if (albedoTexture) {\r\n promises.push(\r\n this.exportTextureAsync(babylonPBRMaterial._albedoTexture!, mimeType).then((glTFTexture) => {\r\n if (glTFTexture) {\r\n glTFPbrMetallicRoughness.baseColorTexture = glTFTexture;\r\n }\r\n })\r\n );\r\n }\r\n const metallicTexture = babylonPBRMaterial._metallicTexture;\r\n if (metallicTexture) {\r\n promises.push(\r\n this.exportTextureAsync(metallicTexture, mimeType).then((glTFTexture) => {\r\n if (glTFTexture) {\r\n glTFPbrMetallicRoughness.metallicRoughnessTexture = glTFTexture;\r\n }\r\n })\r\n );\r\n }\r\n }\r\n\r\n if (promises.length > 0) {\r\n this._exporter._materialNeedsUVsSet.add(babylonPBRMaterial);\r\n await Promise.all(promises);\r\n }\r\n\r\n return metallicRoughness;\r\n }\r\n\r\n private _getTextureSampler(texture: Nullable<BaseTexture>): ISampler {\r\n const sampler: ISampler = {};\r\n if (!texture || !(texture instanceof Texture)) {\r\n return sampler;\r\n }\r\n\r\n const wrapS = this._getGLTFTextureWrapMode(texture.wrapU);\r\n if (wrapS !== TextureWrapMode.REPEAT) {\r\n sampler.wrapS = wrapS;\r\n }\r\n\r\n const wrapT = this._getGLTFTextureWrapMode(texture.wrapV);\r\n if (wrapT !== TextureWrapMode.REPEAT) {\r\n sampler.wrapT = wrapT;\r\n }\r\n\r\n switch (texture.samplingMode) {\r\n case Texture.LINEAR_LINEAR: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.LINEAR;\r\n break;\r\n }\r\n case Texture.LINEAR_NEAREST: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.NEAREST;\r\n break;\r\n }\r\n case Texture.NEAREST_LINEAR: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.LINEAR;\r\n break;\r\n }\r\n case Texture.NEAREST_LINEAR_MIPLINEAR: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.LINEAR_MIPMAP_LINEAR;\r\n break;\r\n }\r\n case Texture.NEAREST_NEAREST: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.NEAREST;\r\n break;\r\n }\r\n case Texture.NEAREST_LINEAR_MIPNEAREST: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.LINEAR_MIPMAP_NEAREST;\r\n break;\r\n }\r\n case Texture.LINEAR_NEAREST_MIPNEAREST: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.NEAREST_MIPMAP_NEAREST;\r\n break;\r\n }\r\n case Texture.LINEAR_NEAREST_MIPLINEAR: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.NEAREST_MIPMAP_LINEAR;\r\n break;\r\n }\r\n case Texture.NEAREST_NEAREST_MIPLINEAR: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.NEAREST_MIPMAP_LINEAR;\r\n break;\r\n }\r\n case Texture.LINEAR_LINEAR_MIPLINEAR: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.LINEAR_MIPMAP_LINEAR;\r\n break;\r\n }\r\n case Texture.LINEAR_LINEAR_MIPNEAREST: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.LINEAR_MIPMAP_NEAREST;\r\n break;\r\n }\r\n case Texture.NEAREST_NEAREST_MIPNEAREST: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.NEAREST_MIPMAP_NEAREST;\r\n break;\r\n }\r\n }\r\n\r\n return sampler;\r\n }\r\n\r\n private _getGLTFTextureWrapMode(wrapMode: number): TextureWrapMode {\r\n switch (wrapMode) {\r\n case Texture.WRAP_ADDRESSMODE: {\r\n return TextureWrapMode.REPEAT;\r\n }\r\n case Texture.CLAMP_ADDRESSMODE: {\r\n return TextureWrapMode.CLAMP_TO_EDGE;\r\n }\r\n case Texture.MIRROR_ADDRESSMODE: {\r\n return TextureWrapMode.MIRRORED_REPEAT;\r\n }\r\n default: {\r\n Tools.Error(`Unsupported Texture Wrap Mode ${wrapMode}!`);\r\n return TextureWrapMode.REPEAT;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Convert a PBRMaterial (Specular/Glossiness) to Metallic Roughness factors\r\n * @param babylonPBRMaterial BJS PBR Metallic Roughness Material\r\n * @param mimeType mime type to use for the textures\r\n * @param pbrMetallicRoughness glTF PBR Metallic Roughness interface\r\n * @param hasUVs specifies if texture coordinates are present on the submesh to determine if textures should be applied\r\n * @returns glTF PBR Metallic Roughness factors\r\n */\r\n private async _convertSpecGlossFactorsToMetallicRoughnessAsync(\r\n babylonPBRMaterial: PBRBaseMaterial,\r\n mimeType: ImageMimeType,\r\n pbrMetallicRoughness: IMaterialPbrMetallicRoughness,\r\n hasUVs: boolean\r\n ): Promise<IPBRMetallicRoughness> {\r\n const specGloss: IPBRSpecularGlossiness = {\r\n diffuseColor: babylonPBRMaterial._albedoColor,\r\n specularColor: babylonPBRMaterial._reflectivityColor,\r\n glossiness: babylonPBRMaterial._microSurface,\r\n };\r\n\r\n const albedoTexture = babylonPBRMaterial._albedoTexture;\r\n const reflectivityTexture = babylonPBRMaterial._reflectivityTexture;\r\n const useMicrosurfaceFromReflectivityMapAlpha = babylonPBRMaterial._useMicroSurfaceFromReflectivityMapAlpha;\r\n if (reflectivityTexture && !useMicrosurfaceFromReflectivityMapAlpha) {\r\n return await Promise.reject(\"_ConvertPBRMaterial: Glossiness values not included in the reflectivity texture are currently not supported\");\r\n }\r\n\r\n if ((albedoTexture || reflectivityTexture) && hasUVs) {\r\n this._exporter._materialNeedsUVsSet.add(babylonPBRMaterial);\r\n\r\n const samplerIndex = this._exportTextureSampler(albedoTexture || reflectivityTexture);\r\n const metallicRoughnessFactors = await this._convertSpecularGlossinessTexturesToMetallicRoughnessAsync(albedoTexture, reflectivityTexture, specGloss, mimeType);\r\n\r\n const textures = this._exporter._textures;\r\n\r\n if (metallicRoughnessFactors.baseColorTextureData) {\r\n const imageIndex = this._exportImage(`baseColor${textures.length}`, mimeType, metallicRoughnessFactors.baseColorTextureData);\r\n pbrMetallicRoughness.baseColorTexture = this._exportTextureInfo(imageIndex, samplerIndex, albedoTexture?.coordinatesIndex);\r\n }\r\n\r\n if (metallicRoughnessFactors.metallicRoughnessTextureData) {\r\n const imageIndex = this._exportImage(`metallicRoughness${textures.length}`, mimeType, metallicRoughnessFactors.metallicRoughnessTextureData);\r\n pbrMetallicRoughness.metallicRoughnessTexture = this._exportTextureInfo(imageIndex, samplerIndex, reflectivityTexture?.coordinatesIndex);\r\n }\r\n\r\n return metallicRoughnessFactors;\r\n } else {\r\n return this._convertSpecularGlossinessToMetallicRoughness(specGloss);\r\n }\r\n }\r\n\r\n public async exportPBRMaterialAsync(babylonPBRMaterial: PBRBaseMaterial, mimeType: ImageMimeType, hasUVs: boolean): Promise<number> {\r\n const glTFPbrMetallicRoughness: IMaterialPbrMetallicRoughness = {};\r\n\r\n const glTFMaterial: IMaterial = {\r\n name: babylonPBRMaterial.name,\r\n };\r\n\r\n const useMetallicRoughness = babylonPBRMaterial.isMetallicWorkflow();\r\n\r\n if (useMetallicRoughness) {\r\n const albedoColor = babylonPBRMaterial._albedoColor;\r\n const alpha = babylonPBRMaterial.alpha;\r\n if (albedoColor) {\r\n glTFPbrMetallicRoughness.baseColorFactor = [albedoColor.r, albedoColor.g, albedoColor.b, alpha];\r\n }\r\n }\r\n\r\n const metallicRoughness = useMetallicRoughness\r\n ? await this._convertMetalRoughFactorsToMetallicRoughnessAsync(babylonPBRMaterial, mimeType, glTFPbrMetallicRoughness, hasUVs)\r\n : await this._convertSpecGlossFactorsToMetallicRoughnessAsync(babylonPBRMaterial, mimeType, glTFPbrMetallicRoughness, hasUVs);\r\n\r\n await this._setMetallicRoughnessPbrMaterialAsync(metallicRoughness, babylonPBRMaterial, glTFMaterial, glTFPbrMetallicRoughness, mimeType, hasUVs);\r\n await this._finishMaterialAsync(glTFMaterial, babylonPBRMaterial, mimeType);\r\n\r\n const materials = this._exporter._materials;\r\n materials.push(glTFMaterial);\r\n return materials.length - 1;\r\n }\r\n\r\n private async _setMetallicRoughnessPbrMaterialAsync(\r\n metallicRoughness: IPBRMetallicRoughness,\r\n babylonPBRMaterial: PBRBaseMaterial,\r\n glTFMaterial: IMaterial,\r\n glTFPbrMetallicRoughness: IMaterialPbrMetallicRoughness,\r\n mimeType: ImageMimeType,\r\n hasUVs: boolean\r\n ): Promise<void> {\r\n SetAlphaMode(glTFMaterial, babylonPBRMaterial);\r\n\r\n if (!metallicRoughness.baseColor.equalsWithEpsilon(White, Epsilon) || !Scalar.WithinEpsilon(babylonPBRMaterial.alpha, 1, Epsilon)) {\r\n glTFPbrMetallicRoughness.baseColorFactor = [metallicRoughness.baseColor.r, metallicRoughness.baseColor.g, metallicRoughness.baseColor.b, babylonPBRMaterial.alpha];\r\n }\r\n\r\n if (metallicRoughness.metallic != null && metallicRoughness.metallic !== 1) {\r\n glTFPbrMetallicRoughness.metallicFactor = metallicRoughness.metallic;\r\n }\r\n if (metallicRoughness.roughness != null && metallicRoughness.roughness !== 1) {\r\n glTFPbrMetallicRoughness.roughnessFactor = metallicRoughness.roughness;\r\n }\r\n\r\n if (babylonPBRMaterial.backFaceCulling != null && !babylonPBRMaterial.backFaceCulling) {\r\n if (!babylonPBRMaterial._twoSidedLighting) {\r\n Tools.Warn(babylonPBRMaterial.name + \": Back-face culling disabled and two-sided lighting disabled is not supported in glTF.\");\r\n }\r\n glTFMaterial.doubleSided = true;\r\n }\r\n\r\n if (hasUVs) {\r\n const promises: Promise<void>[] = [];\r\n\r\n const bumpTexture = babylonPBRMaterial._bumpTexture;\r\n if (bumpTexture) {\r\n promises.push(\r\n this.exportTextureAsync(bumpTexture, mimeType).then((glTFTexture) => {\r\n if (glTFTexture) {\r\n glTFMaterial.normalTexture = glTFTexture;\r\n if (bumpTexture.level !== 1) {\r\n glTFMaterial.normalTexture.scale = bumpTexture.level;\r\n }\r\n }\r\n })\r\n );\r\n }\r\n\r\n const ambientTexture = babylonPBRMaterial._ambientTexture;\r\n if (ambientTexture) {\r\n promises.push(\r\n this.exportTextureAsync(ambientTexture, mimeType).then((glTFTexture) => {\r\n if (glTFTexture) {\r\n const occlusionTexture: IMaterialOcclusionTextureInfo = {\r\n index: glTFTexture.index,\r\n texCoord: glTFTexture.texCoord,\r\n extensions: glTFTexture.extensions,\r\n };\r\n\r\n glTFMaterial.occlusionTexture = occlusionTexture;\r\n const ambientTextureStrength = babylonPBRMaterial._ambientTextureStrength;\r\n if (ambientTextureStrength) {\r\n occlusionTexture.strength = ambientTextureStrength;\r\n }\r\n }\r\n })\r\n );\r\n }\r\n\r\n const emissiveTexture = babylonPBRMaterial._emissiveTexture;\r\n if (emissiveTexture) {\r\n promises.push(\r\n this.exportTextureAsync(emissiveTexture, mimeType).then((glTFTexture) => {\r\n if (glTFTexture) {\r\n glTFMaterial.emissiveTexture = glTFTexture;\r\n }\r\n })\r\n );\r\n }\r\n\r\n if (promises.length > 0) {\r\n this._exporter._materialNeedsUVsSet.add(babylonPBRMaterial);\r\n await Promise.all(promises);\r\n }\r\n }\r\n\r\n const emissiveColor = babylonPBRMaterial._emissiveColor;\r\n if (!emissiveColor.equalsWithEpsilon(Black, Epsilon)) {\r\n glTFMaterial.emissiveFactor = emissiveColor.asArray();\r\n }\r\n\r\n glTFMaterial.pbrMetallicRoughness = glTFPbrMetallicRoughness;\r\n }\r\n\r\n /**\r\n * Get the RGBA pixel data from a texture\r\n * @param babylonTexture\r\n * @returns an array buffer promise containing the pixel data\r\n */\r\n // eslint-disable-next-line no-restricted-syntax, @typescript-eslint/promise-function-async\r\n private _getPixelsFromTextureAsync(babylonTexture: BaseTexture): Promise<Nullable<Uint8Array | Float32Array>> {\r\n // If the internal texture format is compressed, we cannot read the pixels directly.\r\n if (IsCompressedTextureFormat(babylonTexture.textureFormat)) {\r\n return GetTextureDataAsync(babylonTexture, babylonTexture._texture!.width, babylonTexture._texture!.height);\r\n }\r\n\r\n return babylonTexture.textureType === Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n ? (babylonTexture.readPixels() as Promise<Uint8Array>)\r\n : (babylonTexture.readPixels() as Promise<Float32Array>);\r\n }\r\n\r\n public async exportTextureAsync(babylonTexture: BaseTexture, mimeType: ImageMimeType): Promise<Nullable<ITextureInfo>> {\r\n const extensionPromise = this._exporter._extensionsPreExportTextureAsync(\"exporter\", babylonTexture as Texture, mimeType);\r\n if (!extensionPromise) {\r\n return await this._exportTextureInfoAsync(babylonTexture, mimeType);\r\n }\r\n\r\n return await extensionPromise.then(async (texture) => {\r\n if (!texture) {\r\n return await this._exportTextureInfoAsync(babylonTexture, mimeType);\r\n }\r\n return await this._exportTextureInfoAsync(texture, mimeType);\r\n });\r\n }\r\n\r\n private async _exportTextureInfoAsync(babylonTexture: BaseTexture, mimeType: ImageMimeType): Promise<Nullable<ITextureInfo>> {\r\n let textureInfo = this._textureMap.get(babylonTexture);\r\n if (!textureInfo) {\r\n const pixels = await this._getPixelsFromTextureAsync(babylonTexture);\r\n if (!pixels) {\r\n return null;\r\n }\r\n\r\n const samplerIndex = this._exportTextureSampler(babylonTexture);\r\n\r\n // Preserve texture mime type if defined\r\n const textureMimeType = (babylonTexture as Texture).mimeType;\r\n if (textureMimeType) {\r\n switch (textureMimeType) {\r\n case \"image/jpeg\":\r\n case \"image/png\":\r\n case \"image/webp\":\r\n mimeType = textureMimeType as ImageMimeType;\r\n break;\r\n default:\r\n Tools.Warn(`Unsupported media type: ${textureMimeType}. Exporting texture as PNG.`);\r\n // Will later fallback to default mime type, image/png, from Canvas API\r\n break;\r\n }\r\n }\r\n\r\n const internalTextureToImage = this._internalTextureToImage;\r\n const internalTextureUniqueId = babylonTexture.getInternalTexture()!.uniqueId;\r\n internalTextureToImage[internalTextureUniqueId] ||= {};\r\n let imageIndexPromise = internalTextureToImage[internalTextureUniqueId][mimeType];\r\n if (imageIndexPromise === undefined) {\r\n const size = babylonTexture.getSize();\r\n imageIndexPromise = (async () => {\r\n const data = await this._getImageDataAsync(pixels, size.width, size.height, mimeType);\r\n return this._exportImage(babylonTexture.name, mimeType, data);\r\n })();\r\n internalTextureToImage[internalTextureUniqueId][mimeType] = imageIndexPromise;\r\n }\r\n\r\n textureInfo = this._exportTextureInfo(await imageIndexPromise, samplerIndex, babylonTexture.coordinatesIndex);\r\n this._textureMap.set(babylonTexture, textureInfo);\r\n this._exporter._extensionsPostExportTextures(\"exporter\", textureInfo, babylonTexture);\r\n }\r\n\r\n return textureInfo;\r\n }\r\n\r\n private _exportImage(name: string, mimeType: ImageMimeType, data: ArrayBuffer): number {\r\n const images = this._exporter._images;\r\n\r\n let image: IImage;\r\n if (this._exporter._shouldUseGlb) {\r\n image = {\r\n name: name,\r\n mimeType: mimeType,\r\n bufferView: undefined, // Will be updated later by BufferManager\r\n };\r\n const bufferView = this._exporter._bufferManager.createBufferView(new Uint8Array(data));\r\n this._exporter._bufferManager.setBufferView(image, bufferView);\r\n } else {\r\n // Build a unique URI\r\n const baseName = name.replace(/\\.\\/|\\/|\\.\\\\|\\\\/g, \"_\");\r\n const extension = GetFileExtensionFromMimeType(mimeType);\r\n let fileName = baseName + extension;\r\n if (images.some((image) => image.uri === fileName)) {\r\n fileName = `${baseName}_${Tools.RandomId()}${extension}`;\r\n }\r\n\r\n image = {\r\n name: name,\r\n uri: fileName,\r\n };\r\n this._exporter._imageData[fileName] = { data: data, mimeType: mimeType }; // Save image data to be written to file later\r\n }\r\n\r\n images.push(image);\r\n\r\n return images.length - 1;\r\n }\r\n\r\n private _exportTextureInfo(imageIndex: number, samplerIndex: number, coordinatesIndex?: number): ITextureInfo {\r\n const textures = this._exporter._textures;\r\n let textureIndex = textures.findIndex((t) => t.sampler == samplerIndex && t.source === imageIndex);\r\n if (textureIndex === -1) {\r\n textureIndex = textures.length;\r\n textures.push({\r\n source: imageIndex,\r\n sampler: samplerIndex,\r\n });\r\n }\r\n\r\n const textureInfo: ITextureInfo = { index: textureIndex };\r\n if (coordinatesIndex) {\r\n textureInfo.texCoord = coordinatesIndex;\r\n }\r\n return textureInfo;\r\n }\r\n\r\n private _exportTextureSampler(texture: Nullable<BaseTexture>): number {\r\n const sampler = this._getTextureSampler(texture);\r\n\r\n // if a pre-existing sampler with identical parameters exists, then reuse the previous sampler\r\n const samplers = this._exporter._samplers;\r\n const samplerIndex = samplers.findIndex(\r\n (s) => s.minFilter === sampler.minFilter && s.magFilter === sampler.magFilter && s.wrapS === sampler.wrapS && s.wrapT === sampler.wrapT\r\n );\r\n if (samplerIndex !== -1) {\r\n return samplerIndex;\r\n }\r\n\r\n samplers.push(sampler);\r\n return samplers.length - 1;\r\n }\r\n}\r\n"]}
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1
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+
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eslint-disable @typescript-eslint/prefer-promise-reject-errors */\r\n/* eslint-disable github/no-then */\r\n/* eslint-disable babylonjs/available */\r\n\r\nimport type { ITextureInfo, IMaterial, IMaterialPbrMetallicRoughness, IMaterialOcclusionTextureInfo, ISampler, IImage } from \"babylonjs-gltf2interface\";\r\nimport { ImageMimeType, MaterialAlphaMode, TextureMagFilter, TextureMinFilter, TextureWrapMode } from \"babylonjs-gltf2interface\";\r\n\r\nimport type { Nullable } from \"core/types\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { GetTextureDataAsync, TextureTools } from \"core/Misc/textureTools\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\n\r\nimport type { Scene } from \"core/scene\";\r\n\r\nimport type { GLTFExporter } from \"./glTFExporter\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { DumpTools } from \"core/Misc/dumpTools\";\r\n\r\nimport type { Material } from \"core/Materials/material\";\r\nimport type { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport { SpecularPowerToRoughness } from \"core/Helpers/materialConversionHelper\";\r\n\r\nconst Epsilon = 1e-6;\r\nconst DielectricSpecular = new Color3(0.04, 0.04, 0.04);\r\nconst MaxSpecularPower = 1024;\r\nconst White = Color3.White();\r\nconst Black = Color3.Black();\r\n\r\n/**\r\n * Interface for storing specular glossiness factors\r\n * @internal\r\n */\r\ninterface IPBRSpecularGlossiness {\r\n /**\r\n * Represents the linear diffuse factors of the material\r\n */\r\n diffuseColor: Color3;\r\n specularColor: Color3;\r\n glossiness: number;\r\n}\r\n\r\ninterface IPBRMetallicRoughness {\r\n baseColor: Color3;\r\n metallic: Nullable<number>;\r\n roughness: Nullable<number>;\r\n metallicRoughnessTextureData?: Nullable<ArrayBuffer>;\r\n baseColorTextureData?: Nullable<ArrayBuffer>;\r\n}\r\n\r\nfunction GetFileExtensionFromMimeType(mimeType: ImageMimeType): string {\r\n switch (mimeType) {\r\n case ImageMimeType.JPEG:\r\n return \".jpg\";\r\n case ImageMimeType.PNG:\r\n return \".png\";\r\n case ImageMimeType.WEBP:\r\n return \".webp\";\r\n case ImageMimeType.AVIF:\r\n return \".avif\";\r\n }\r\n}\r\n\r\n/**\r\n * Computes the metallic factor from specular glossiness values.\r\n * @param diffuse diffused value\r\n * @param specular specular value\r\n * @param oneMinusSpecularStrength one minus the specular strength\r\n * @returns metallic value\r\n * @internal\r\n */\r\nexport function _SolveMetallic(diffuse: number, specular: number, oneMinusSpecularStrength: number): number {\r\n if (specular < DielectricSpecular.r) {\r\n DielectricSpecular;\r\n return 0;\r\n }\r\n\r\n const a = DielectricSpecular.r;\r\n const b = (diffuse * oneMinusSpecularStrength) / (1.0 - DielectricSpecular.r) + specular - 2.0 * DielectricSpecular.r;\r\n const c = DielectricSpecular.r - specular;\r\n const d = b * b - 4.0 * a * c;\r\n return Scalar.Clamp((-b + Math.sqrt(d)) / (2.0 * a), 0, 1);\r\n}\r\n\r\n/**\r\n * Computes the metallic/roughness factors from a Standard Material.\r\n * @internal\r\n */\r\nexport function _ConvertToGLTFPBRMetallicRoughness(babylonStandardMaterial: StandardMaterial): IMaterialPbrMetallicRoughness {\r\n const diffuse = babylonStandardMaterial.diffuseColor.toLinearSpace(babylonStandardMaterial.getScene().getEngine().useExactSrgbConversions).scale(0.5);\r\n const opacity = babylonStandardMaterial.alpha;\r\n const specularPower = Scalar.Clamp(babylonStandardMaterial.specularPower, 0, MaxSpecularPower);\r\n\r\n const roughness = SpecularPowerToRoughness(specularPower);\r\n\r\n const glTFPbrMetallicRoughness: IMaterialPbrMetallicRoughness = {\r\n baseColorFactor: [diffuse.r, diffuse.g, diffuse.b, opacity],\r\n metallicFactor: 0,\r\n roughnessFactor: roughness,\r\n };\r\n\r\n return glTFPbrMetallicRoughness;\r\n}\r\n\r\n/**\r\n * Sets the glTF alpha mode to a glTF material from the Babylon Material\r\n * @param glTFMaterial glTF material\r\n * @param babylonMaterial Babylon material\r\n */\r\nfunction SetAlphaMode(glTFMaterial: IMaterial, babylonMaterial: Material & { alphaCutOff?: number }): void {\r\n if (babylonMaterial.needAlphaBlending()) {\r\n glTFMaterial.alphaMode = MaterialAlphaMode.BLEND;\r\n } else if (babylonMaterial.needAlphaTesting()) {\r\n glTFMaterial.alphaMode = MaterialAlphaMode.MASK;\r\n glTFMaterial.alphaCutoff = babylonMaterial.alphaCutOff;\r\n }\r\n}\r\n\r\nfunction CreateWhiteTexture(width: number, height: number, scene: Scene): Texture {\r\n const data = new Uint8Array(width * height * 4);\r\n\r\n for (let i = 0; i < data.length; i = i + 4) {\r\n data[i] = data[i + 1] = data[i + 2] = data[i + 3] = 0xff;\r\n }\r\n\r\n const rawTexture = RawTexture.CreateRGBATexture(data, width, height, scene);\r\n\r\n return rawTexture;\r\n}\r\n\r\nfunction ConvertPixelArrayToFloat32(pixels: ArrayBufferView): Float32Array {\r\n if (pixels instanceof Uint8Array) {\r\n const length = pixels.length;\r\n const buffer = new Float32Array(pixels.length);\r\n for (let i = 0; i < length; ++i) {\r\n buffer[i] = pixels[i] / 255;\r\n }\r\n return buffer;\r\n } else if (pixels instanceof Float32Array) {\r\n return pixels;\r\n } else {\r\n throw new Error(\"Unsupported pixel format!\");\r\n }\r\n}\r\n\r\n/**\r\n * Utility methods for working with glTF material conversion properties.\r\n * @internal\r\n */\r\nexport class GLTFMaterialExporter {\r\n // Mapping to store textures\r\n private _textureMap = new Map<BaseTexture, ITextureInfo>();\r\n\r\n // Mapping of internal textures to images to avoid exporting duplicate images\r\n private _internalTextureToImage: { [uniqueId: number]: { [mimeType: string]: Promise<number> } } = {};\r\n\r\n constructor(private readonly _exporter: GLTFExporter) {}\r\n\r\n public getTextureInfo(babylonTexture: Nullable<BaseTexture>): Nullable<ITextureInfo> {\r\n return babylonTexture ? (this._textureMap.get(babylonTexture) ?? null) : null;\r\n }\r\n\r\n public async exportStandardMaterialAsync(babylonStandardMaterial: StandardMaterial, mimeType: ImageMimeType, hasUVs: boolean): Promise<number> {\r\n const pbrMetallicRoughness = _ConvertToGLTFPBRMetallicRoughness(babylonStandardMaterial);\r\n\r\n const material: IMaterial = { name: babylonStandardMaterial.name };\r\n if (babylonStandardMaterial.backFaceCulling != null && !babylonStandardMaterial.backFaceCulling) {\r\n if (!babylonStandardMaterial.twoSidedLighting) {\r\n Tools.Warn(babylonStandardMaterial.name + \": Back-face culling disabled and two-sided lighting disabled is not supported in glTF.\");\r\n }\r\n material.doubleSided = true;\r\n }\r\n\r\n if (hasUVs) {\r\n const promises: Promise<void>[] = [];\r\n\r\n const diffuseTexture = babylonStandardMaterial.diffuseTexture;\r\n if (diffuseTexture) {\r\n promises.push(\r\n this.exportTextureAsync(diffuseTexture, mimeType).then((textureInfo) => {\r\n if (textureInfo) {\r\n pbrMetallicRoughness.baseColorTexture = textureInfo;\r\n }\r\n })\r\n );\r\n }\r\n\r\n const bumpTexture = babylonStandardMaterial.bumpTexture;\r\n if (bumpTexture) {\r\n promises.push(\r\n this.exportTextureAsync(bumpTexture, mimeType).then((textureInfo) => {\r\n if (textureInfo) {\r\n material.normalTexture = textureInfo;\r\n if (bumpTexture.level !== 1) {\r\n material.normalTexture.scale = bumpTexture.level;\r\n }\r\n }\r\n })\r\n );\r\n }\r\n\r\n const emissiveTexture = babylonStandardMaterial.emissiveTexture;\r\n if (emissiveTexture) {\r\n material.emissiveFactor = [1.0, 1.0, 1.0];\r\n\r\n promises.push(\r\n this.exportTextureAsync(emissiveTexture, mimeType).then((textureInfo) => {\r\n if (textureInfo) {\r\n material.emissiveTexture = textureInfo;\r\n }\r\n })\r\n );\r\n }\r\n\r\n const ambientTexture = babylonStandardMaterial.ambientTexture;\r\n if (ambientTexture) {\r\n promises.push(\r\n this.exportTextureAsync(ambientTexture, mimeType).then((textureInfo) => {\r\n if (textureInfo) {\r\n const occlusionTexture: IMaterialOcclusionTextureInfo = {\r\n index: textureInfo.index,\r\n };\r\n material.occlusionTexture = occlusionTexture;\r\n }\r\n })\r\n );\r\n }\r\n\r\n if (promises.length > 0) {\r\n this._exporter._materialNeedsUVsSet.add(babylonStandardMaterial);\r\n await Promise.all(promises);\r\n }\r\n }\r\n\r\n if (babylonStandardMaterial.alpha < 1.0 || babylonStandardMaterial.opacityTexture) {\r\n if (babylonStandardMaterial.alphaMode === Constants.ALPHA_COMBINE) {\r\n material.alphaMode = MaterialAlphaMode.BLEND;\r\n } else {\r\n Tools.Warn(babylonStandardMaterial.name + \": glTF 2.0 does not support alpha mode: \" + babylonStandardMaterial.alphaMode.toString());\r\n }\r\n }\r\n\r\n if (babylonStandardMaterial.emissiveColor && !babylonStandardMaterial.emissiveColor.equalsWithEpsilon(Black, Epsilon)) {\r\n material.emissiveFactor = babylonStandardMaterial.emissiveColor.asArray();\r\n }\r\n\r\n material.pbrMetallicRoughness = pbrMetallicRoughness;\r\n SetAlphaMode(material, babylonStandardMaterial);\r\n\r\n await this._finishMaterialAsync(material, babylonStandardMaterial, mimeType);\r\n\r\n const materials = this._exporter._materials;\r\n materials.push(material);\r\n return materials.length - 1;\r\n }\r\n\r\n private async _finishMaterialAsync(glTFMaterial: IMaterial, babylonMaterial: Material, mimeType: ImageMimeType): Promise<void> {\r\n const textures = this._exporter._extensionsPostExportMaterialAdditionalTextures(\"exportMaterial\", glTFMaterial, babylonMaterial);\r\n\r\n const promises: Array<Promise<Nullable<ITextureInfo>>> = [];\r\n\r\n for (const texture of textures) {\r\n promises.push(this.exportTextureAsync(texture, mimeType));\r\n }\r\n\r\n await Promise.all(promises);\r\n\r\n await this._exporter._extensionsPostExportMaterialAsync(\"exportMaterial\", glTFMaterial, babylonMaterial);\r\n }\r\n\r\n private async _getImageDataAsync(buffer: Uint8Array, width: number, height: number, mimeType: ImageMimeType): Promise<ArrayBuffer> {\r\n return await DumpTools.DumpDataAsync(width, height, buffer, mimeType, undefined, false, true);\r\n }\r\n\r\n /**\r\n * Resizes the two source textures to the same dimensions. If a texture is null, a default white texture is generated. If both textures are null, returns null\r\n * @param texture1 first texture to resize\r\n * @param texture2 second texture to resize\r\n * @param scene babylonjs scene\r\n * @returns resized textures or null\r\n */\r\n private _resizeTexturesToSameDimensions(texture1: Nullable<BaseTexture>, texture2: Nullable<BaseTexture>, scene: Scene): { texture1: BaseTexture; texture2: BaseTexture } {\r\n const texture1Size = texture1 ? texture1.getSize() : { width: 0, height: 0 };\r\n const texture2Size = texture2 ? texture2.getSize() : { width: 0, height: 0 };\r\n let resizedTexture1: BaseTexture;\r\n let resizedTexture2: BaseTexture;\r\n\r\n if (texture1Size.width < texture2Size.width) {\r\n if (texture1 && texture1 instanceof Texture) {\r\n resizedTexture1 = TextureTools.CreateResizedCopy(texture1, texture2Size.width, texture2Size.height, true);\r\n } else {\r\n resizedTexture1 = CreateWhiteTexture(texture2Size.width, texture2Size.height, scene);\r\n }\r\n resizedTexture2 = texture2!;\r\n } else if (texture1Size.width > texture2Size.width) {\r\n if (texture2 && texture2 instanceof Texture) {\r\n resizedTexture2 = TextureTools.CreateResizedCopy(texture2, texture1Size.width, texture1Size.height, true);\r\n } else {\r\n resizedTexture2 = CreateWhiteTexture(texture1Size.width, texture1Size.height, scene);\r\n }\r\n resizedTexture1 = texture1!;\r\n } else {\r\n resizedTexture1 = texture1!;\r\n resizedTexture2 = texture2!;\r\n }\r\n\r\n return {\r\n texture1: resizedTexture1!,\r\n texture2: resizedTexture2!,\r\n };\r\n }\r\n\r\n /**\r\n * Convert Specular Glossiness Textures to Metallic Roughness\r\n * See link below for info on the material conversions from PBR Metallic/Roughness and Specular/Glossiness\r\n * @see https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Archived/KHR_materials_pbrSpecularGlossiness/examples/convert-between-workflows-bjs/js/babylon.pbrUtilities.js\r\n * @param diffuseTexture texture used to store diffuse information\r\n * @param specularGlossinessTexture texture used to store specular and glossiness information\r\n * @param factors specular glossiness material factors\r\n * @param mimeType the mime type to use for the texture\r\n * @returns pbr metallic roughness interface or null\r\n */\r\n private async _convertSpecularGlossinessTexturesToMetallicRoughnessAsync(\r\n diffuseTexture: Nullable<BaseTexture>,\r\n specularGlossinessTexture: Nullable<BaseTexture>,\r\n factors: IPBRSpecularGlossiness,\r\n mimeType: ImageMimeType\r\n ): Promise<IPBRMetallicRoughness> {\r\n const promises = new Array<Promise<void>>();\r\n if (!(diffuseTexture || specularGlossinessTexture)) {\r\n return await Promise.reject(\"diffuse and specular glossiness textures are not defined!\");\r\n }\r\n\r\n const scene: Nullable<Scene> = diffuseTexture ? diffuseTexture.getScene() : specularGlossinessTexture ? specularGlossinessTexture.getScene() : null;\r\n if (scene) {\r\n const resizedTextures = this._resizeTexturesToSameDimensions(diffuseTexture, specularGlossinessTexture, scene);\r\n\r\n const diffuseSize = resizedTextures.texture1?.getSize();\r\n\r\n let diffuseBuffer: Float32Array;\r\n let specularGlossinessBuffer: Float32Array;\r\n\r\n const width = diffuseSize.width;\r\n const height = diffuseSize.height;\r\n\r\n const diffusePixels = await resizedTextures.texture1.readPixels();\r\n const specularPixels = await resizedTextures.texture2.readPixels();\r\n\r\n if (diffusePixels) {\r\n diffuseBuffer = ConvertPixelArrayToFloat32(diffusePixels);\r\n } else {\r\n return await Promise.reject(\"Failed to retrieve pixels from diffuse texture!\");\r\n }\r\n if (specularPixels) {\r\n specularGlossinessBuffer = ConvertPixelArrayToFloat32(specularPixels);\r\n } else {\r\n return await Promise.reject(\"Failed to retrieve pixels from specular glossiness texture!\");\r\n }\r\n\r\n const byteLength = specularGlossinessBuffer.byteLength;\r\n\r\n const metallicRoughnessBuffer = new Uint8Array(byteLength);\r\n const baseColorBuffer = new Uint8Array(byteLength);\r\n\r\n const strideSize = 4;\r\n const maxBaseColor = Black;\r\n let maxMetallic = 0;\r\n let maxRoughness = 0;\r\n\r\n for (let h = 0; h < height; ++h) {\r\n for (let w = 0; w < width; ++w) {\r\n const offset = (width * h + w) * strideSize;\r\n\r\n const diffuseColor = new Color3(diffuseBuffer[offset], diffuseBuffer[offset + 1], diffuseBuffer[offset + 2])\r\n .toLinearSpace(scene.getEngine().useExactSrgbConversions)\r\n .multiply(factors.diffuseColor);\r\n const specularColor = new Color3(specularGlossinessBuffer[offset], specularGlossinessBuffer[offset + 1], specularGlossinessBuffer[offset + 2])\r\n .toLinearSpace(scene.getEngine().useExactSrgbConversions)\r\n .multiply(factors.specularColor);\r\n const glossiness = specularGlossinessBuffer[offset + 3] * factors.glossiness;\r\n\r\n const specularGlossiness: IPBRSpecularGlossiness = {\r\n diffuseColor: diffuseColor,\r\n specularColor: specularColor,\r\n glossiness: glossiness,\r\n };\r\n\r\n const metallicRoughness = this._convertSpecularGlossinessToMetallicRoughness(specularGlossiness);\r\n maxBaseColor.r = Math.max(maxBaseColor.r, metallicRoughness.baseColor.r);\r\n maxBaseColor.g = Math.max(maxBaseColor.g, metallicRoughness.baseColor.g);\r\n maxBaseColor.b = Math.max(maxBaseColor.b, metallicRoughness.baseColor.b);\r\n maxMetallic = Math.max(maxMetallic, metallicRoughness.metallic!);\r\n maxRoughness = Math.max(maxRoughness, metallicRoughness.roughness!);\r\n\r\n baseColorBuffer[offset] = metallicRoughness.baseColor.r * 255;\r\n baseColorBuffer[offset + 1] = metallicRoughness.baseColor.g * 255;\r\n baseColorBuffer[offset + 2] = metallicRoughness.baseColor.b * 255;\r\n baseColorBuffer[offset + 3] = resizedTextures.texture1.hasAlpha ? diffuseBuffer[offset + 3] * 255 : 255;\r\n\r\n metallicRoughnessBuffer[offset] = 0;\r\n metallicRoughnessBuffer[offset + 1] = metallicRoughness.roughness! * 255;\r\n metallicRoughnessBuffer[offset + 2] = metallicRoughness.metallic! * 255;\r\n metallicRoughnessBuffer[offset + 3] = 255;\r\n }\r\n }\r\n\r\n // Retrieves the metallic roughness factors from the maximum texture values.\r\n const metallicRoughnessFactors: IPBRMetallicRoughness = {\r\n baseColor: maxBaseColor,\r\n metallic: maxMetallic,\r\n roughness: maxRoughness,\r\n };\r\n\r\n let writeOutMetallicRoughnessTexture = false;\r\n let writeOutBaseColorTexture = false;\r\n\r\n for (let h = 0; h < height; ++h) {\r\n for (let w = 0; w < width; ++w) {\r\n const destinationOffset = (width * h + w) * strideSize;\r\n\r\n baseColorBuffer[destinationOffset] /= metallicRoughnessFactors.baseColor.r > Epsilon ? metallicRoughnessFactors.baseColor.r : 1;\r\n baseColorBuffer[destinationOffset + 1] /= metallicRoughnessFactors.baseColor.g > Epsilon ? metallicRoughnessFactors.baseColor.g : 1;\r\n baseColorBuffer[destinationOffset + 2] /= metallicRoughnessFactors.baseColor.b > Epsilon ? metallicRoughnessFactors.baseColor.b : 1;\r\n\r\n const linearBaseColorPixel = Color3.FromInts(\r\n baseColorBuffer[destinationOffset],\r\n baseColorBuffer[destinationOffset + 1],\r\n baseColorBuffer[destinationOffset + 2]\r\n );\r\n const sRGBBaseColorPixel = linearBaseColorPixel.toGammaSpace(scene.getEngine().useExactSrgbConversions);\r\n baseColorBuffer[destinationOffset] = sRGBBaseColorPixel.r * 255;\r\n baseColorBuffer[destinationOffset + 1] = sRGBBaseColorPixel.g * 255;\r\n baseColorBuffer[destinationOffset + 2] = sRGBBaseColorPixel.b * 255;\r\n\r\n if (!sRGBBaseColorPixel.equalsWithEpsilon(White, Epsilon)) {\r\n writeOutBaseColorTexture = true;\r\n }\r\n\r\n metallicRoughnessBuffer[destinationOffset + 1] /= metallicRoughnessFactors.roughness! > Epsilon ? metallicRoughnessFactors.roughness! : 1;\r\n metallicRoughnessBuffer[destinationOffset + 2] /= metallicRoughnessFactors.metallic! > Epsilon ? metallicRoughnessFactors.metallic! : 1;\r\n\r\n const metallicRoughnessPixel = Color3.FromInts(255, metallicRoughnessBuffer[destinationOffset + 1], metallicRoughnessBuffer[destinationOffset + 2]);\r\n\r\n if (!metallicRoughnessPixel.equalsWithEpsilon(White, Epsilon)) {\r\n writeOutMetallicRoughnessTexture = true;\r\n }\r\n }\r\n }\r\n\r\n if (writeOutMetallicRoughnessTexture) {\r\n promises.push(\r\n this._getImageDataAsync(metallicRoughnessBuffer, width, height, mimeType).then((data) => {\r\n metallicRoughnessFactors.metallicRoughnessTextureData = data;\r\n })\r\n );\r\n }\r\n if (writeOutBaseColorTexture) {\r\n promises.push(\r\n this._getImageDataAsync(baseColorBuffer, width, height, mimeType).then((data) => {\r\n metallicRoughnessFactors.baseColorTextureData = data;\r\n })\r\n );\r\n }\r\n\r\n return await Promise.all(promises).then(() => {\r\n return metallicRoughnessFactors;\r\n });\r\n } else {\r\n return await Promise.reject(\"_ConvertSpecularGlossinessTexturesToMetallicRoughness: Scene from textures is missing!\");\r\n }\r\n }\r\n\r\n /**\r\n * Converts specular glossiness material properties to metallic roughness\r\n * @param specularGlossiness interface with specular glossiness material properties\r\n * @returns interface with metallic roughness material properties\r\n */\r\n private _convertSpecularGlossinessToMetallicRoughness(specularGlossiness: IPBRSpecularGlossiness): IPBRMetallicRoughness {\r\n const diffusePerceivedBrightness = this._getPerceivedBrightness(specularGlossiness.diffuseColor);\r\n const specularPerceivedBrightness = this._getPerceivedBrightness(specularGlossiness.specularColor);\r\n const oneMinusSpecularStrength = 1 - this._getMaxComponent(specularGlossiness.specularColor);\r\n const metallic = _SolveMetallic(diffusePerceivedBrightness, specularPerceivedBrightness, oneMinusSpecularStrength);\r\n const baseColorFromDiffuse = specularGlossiness.diffuseColor.scale(oneMinusSpecularStrength / (1.0 - DielectricSpecular.r) / Math.max(1 - metallic));\r\n const baseColorFromSpecular = specularGlossiness.specularColor.subtract(DielectricSpecular.scale(1 - metallic)).scale(1 / Math.max(metallic));\r\n let baseColor = Color3.Lerp(baseColorFromDiffuse, baseColorFromSpecular, metallic * metallic);\r\n baseColor = baseColor.clampToRef(0, 1, baseColor);\r\n\r\n const metallicRoughness: IPBRMetallicRoughness = {\r\n baseColor: baseColor,\r\n metallic: metallic,\r\n roughness: 1 - specularGlossiness.glossiness,\r\n };\r\n\r\n return metallicRoughness;\r\n }\r\n\r\n /**\r\n * Calculates the surface reflectance, independent of lighting conditions\r\n * @param color Color source to calculate brightness from\r\n * @returns number representing the perceived brightness, or zero if color is undefined\r\n */\r\n private _getPerceivedBrightness(color: Color3): number {\r\n if (color) {\r\n return Math.sqrt(0.299 * color.r * color.r + 0.587 * color.g * color.g + 0.114 * color.b * color.b);\r\n }\r\n return 0;\r\n }\r\n\r\n /**\r\n * Returns the maximum color component value\r\n * @param color\r\n * @returns maximum color component value, or zero if color is null or undefined\r\n */\r\n private _getMaxComponent(color: Color3): number {\r\n if (color) {\r\n return Math.max(color.r, Math.max(color.g, color.b));\r\n }\r\n return 0;\r\n }\r\n\r\n /**\r\n * Convert a PBRMaterial (Metallic/Roughness) to Metallic Roughness factors\r\n * @param babylonPBRMaterial BJS PBR Metallic Roughness Material\r\n * @param mimeType mime type to use for the textures\r\n * @param glTFPbrMetallicRoughness glTF PBR Metallic Roughness interface\r\n * @param hasUVs specifies if texture coordinates are present on the submesh to determine if textures should be applied\r\n * @returns glTF PBR Metallic Roughness factors\r\n */\r\n private async _convertMetalRoughFactorsToMetallicRoughnessAsync(\r\n babylonPBRMaterial: PBRBaseMaterial,\r\n mimeType: ImageMimeType,\r\n glTFPbrMetallicRoughness: IMaterialPbrMetallicRoughness,\r\n hasUVs: boolean\r\n ): Promise<IPBRMetallicRoughness> {\r\n const promises: Promise<void>[] = [];\r\n\r\n const metallicRoughness: IPBRMetallicRoughness = {\r\n baseColor: babylonPBRMaterial._albedoColor,\r\n metallic: babylonPBRMaterial._metallic,\r\n roughness: babylonPBRMaterial._roughness,\r\n };\r\n\r\n if (hasUVs) {\r\n const albedoTexture = babylonPBRMaterial._albedoTexture;\r\n if (albedoTexture) {\r\n promises.push(\r\n this.exportTextureAsync(babylonPBRMaterial._albedoTexture!, mimeType).then((glTFTexture) => {\r\n if (glTFTexture) {\r\n glTFPbrMetallicRoughness.baseColorTexture = glTFTexture;\r\n }\r\n })\r\n );\r\n }\r\n const metallicTexture = babylonPBRMaterial._metallicTexture;\r\n if (metallicTexture) {\r\n promises.push(\r\n this.exportTextureAsync(metallicTexture, mimeType).then((glTFTexture) => {\r\n if (glTFTexture) {\r\n glTFPbrMetallicRoughness.metallicRoughnessTexture = glTFTexture;\r\n }\r\n })\r\n );\r\n }\r\n }\r\n\r\n if (promises.length > 0) {\r\n this._exporter._materialNeedsUVsSet.add(babylonPBRMaterial);\r\n await Promise.all(promises);\r\n }\r\n\r\n return metallicRoughness;\r\n }\r\n\r\n private _getTextureSampler(texture: Nullable<BaseTexture>): ISampler {\r\n const sampler: ISampler = {};\r\n if (!texture || !(texture instanceof Texture)) {\r\n return sampler;\r\n }\r\n\r\n const wrapS = this._getGLTFTextureWrapMode(texture.wrapU);\r\n if (wrapS !== TextureWrapMode.REPEAT) {\r\n sampler.wrapS = wrapS;\r\n }\r\n\r\n const wrapT = this._getGLTFTextureWrapMode(texture.wrapV);\r\n if (wrapT !== TextureWrapMode.REPEAT) {\r\n sampler.wrapT = wrapT;\r\n }\r\n\r\n switch (texture.samplingMode) {\r\n case Texture.LINEAR_LINEAR: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.LINEAR;\r\n break;\r\n }\r\n case Texture.LINEAR_NEAREST: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.NEAREST;\r\n break;\r\n }\r\n case Texture.NEAREST_LINEAR: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.LINEAR;\r\n break;\r\n }\r\n case Texture.NEAREST_LINEAR_MIPLINEAR: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.LINEAR_MIPMAP_LINEAR;\r\n break;\r\n }\r\n case Texture.NEAREST_NEAREST: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.NEAREST;\r\n break;\r\n }\r\n case Texture.NEAREST_LINEAR_MIPNEAREST: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.LINEAR_MIPMAP_NEAREST;\r\n break;\r\n }\r\n case Texture.LINEAR_NEAREST_MIPNEAREST: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.NEAREST_MIPMAP_NEAREST;\r\n break;\r\n }\r\n case Texture.LINEAR_NEAREST_MIPLINEAR: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.NEAREST_MIPMAP_LINEAR;\r\n break;\r\n }\r\n case Texture.NEAREST_NEAREST_MIPLINEAR: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.NEAREST_MIPMAP_LINEAR;\r\n break;\r\n }\r\n case Texture.LINEAR_LINEAR_MIPLINEAR: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.LINEAR_MIPMAP_LINEAR;\r\n break;\r\n }\r\n case Texture.LINEAR_LINEAR_MIPNEAREST: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.LINEAR_MIPMAP_NEAREST;\r\n break;\r\n }\r\n case Texture.NEAREST_NEAREST_MIPNEAREST: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.NEAREST_MIPMAP_NEAREST;\r\n break;\r\n }\r\n }\r\n\r\n return sampler;\r\n }\r\n\r\n private _getGLTFTextureWrapMode(wrapMode: number): TextureWrapMode {\r\n switch (wrapMode) {\r\n case Texture.WRAP_ADDRESSMODE: {\r\n return TextureWrapMode.REPEAT;\r\n }\r\n case Texture.CLAMP_ADDRESSMODE: {\r\n return TextureWrapMode.CLAMP_TO_EDGE;\r\n }\r\n case Texture.MIRROR_ADDRESSMODE: {\r\n return TextureWrapMode.MIRRORED_REPEAT;\r\n }\r\n default: {\r\n Tools.Error(`Unsupported Texture Wrap Mode ${wrapMode}!`);\r\n return TextureWrapMode.REPEAT;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Convert a PBRMaterial (Specular/Glossiness) to Metallic Roughness factors\r\n * @param babylonPBRMaterial BJS PBR Metallic Roughness Material\r\n * @param mimeType mime type to use for the textures\r\n * @param pbrMetallicRoughness glTF PBR Metallic Roughness interface\r\n * @param hasUVs specifies if texture coordinates are present on the submesh to determine if textures should be applied\r\n * @returns glTF PBR Metallic Roughness factors\r\n */\r\n private async _convertSpecGlossFactorsToMetallicRoughnessAsync(\r\n babylonPBRMaterial: PBRBaseMaterial,\r\n mimeType: ImageMimeType,\r\n pbrMetallicRoughness: IMaterialPbrMetallicRoughness,\r\n hasUVs: boolean\r\n ): Promise<IPBRMetallicRoughness> {\r\n const specGloss: IPBRSpecularGlossiness = {\r\n diffuseColor: babylonPBRMaterial._albedoColor,\r\n specularColor: babylonPBRMaterial._reflectivityColor,\r\n glossiness: babylonPBRMaterial._microSurface,\r\n };\r\n\r\n const albedoTexture = babylonPBRMaterial._albedoTexture;\r\n const reflectivityTexture = babylonPBRMaterial._reflectivityTexture;\r\n const useMicrosurfaceFromReflectivityMapAlpha = babylonPBRMaterial._useMicroSurfaceFromReflectivityMapAlpha;\r\n if (reflectivityTexture && !useMicrosurfaceFromReflectivityMapAlpha) {\r\n return await Promise.reject(\"_ConvertPBRMaterial: Glossiness values not included in the reflectivity texture are currently not supported\");\r\n }\r\n\r\n if ((albedoTexture || reflectivityTexture) && hasUVs) {\r\n this._exporter._materialNeedsUVsSet.add(babylonPBRMaterial);\r\n\r\n const samplerIndex = this._exportTextureSampler(albedoTexture || reflectivityTexture);\r\n const metallicRoughnessFactors = await this._convertSpecularGlossinessTexturesToMetallicRoughnessAsync(albedoTexture, reflectivityTexture, specGloss, mimeType);\r\n\r\n const textures = this._exporter._textures;\r\n\r\n if (metallicRoughnessFactors.baseColorTextureData) {\r\n const imageIndex = this._exportImage(`baseColor${textures.length}`, mimeType, metallicRoughnessFactors.baseColorTextureData);\r\n pbrMetallicRoughness.baseColorTexture = this._exportTextureInfo(imageIndex, samplerIndex, albedoTexture?.coordinatesIndex);\r\n }\r\n\r\n if (metallicRoughnessFactors.metallicRoughnessTextureData) {\r\n const imageIndex = this._exportImage(`metallicRoughness${textures.length}`, mimeType, metallicRoughnessFactors.metallicRoughnessTextureData);\r\n pbrMetallicRoughness.metallicRoughnessTexture = this._exportTextureInfo(imageIndex, samplerIndex, reflectivityTexture?.coordinatesIndex);\r\n }\r\n\r\n return metallicRoughnessFactors;\r\n } else {\r\n return this._convertSpecularGlossinessToMetallicRoughness(specGloss);\r\n }\r\n }\r\n\r\n public async exportPBRMaterialAsync(babylonPBRMaterial: PBRBaseMaterial, mimeType: ImageMimeType, hasUVs: boolean): Promise<number> {\r\n const glTFPbrMetallicRoughness: IMaterialPbrMetallicRoughness = {};\r\n\r\n const glTFMaterial: IMaterial = {\r\n name: babylonPBRMaterial.name,\r\n };\r\n\r\n const useMetallicRoughness = babylonPBRMaterial.isMetallicWorkflow();\r\n\r\n if (useMetallicRoughness) {\r\n const albedoColor = babylonPBRMaterial._albedoColor;\r\n const alpha = babylonPBRMaterial.alpha;\r\n if (albedoColor) {\r\n glTFPbrMetallicRoughness.baseColorFactor = [albedoColor.r, albedoColor.g, albedoColor.b, alpha];\r\n }\r\n }\r\n\r\n const metallicRoughness = useMetallicRoughness\r\n ? await this._convertMetalRoughFactorsToMetallicRoughnessAsync(babylonPBRMaterial, mimeType, glTFPbrMetallicRoughness, hasUVs)\r\n : await this._convertSpecGlossFactorsToMetallicRoughnessAsync(babylonPBRMaterial, mimeType, glTFPbrMetallicRoughness, hasUVs);\r\n\r\n await this._setMetallicRoughnessPbrMaterialAsync(metallicRoughness, babylonPBRMaterial, glTFMaterial, glTFPbrMetallicRoughness, mimeType, hasUVs);\r\n await this._finishMaterialAsync(glTFMaterial, babylonPBRMaterial, mimeType);\r\n\r\n const materials = this._exporter._materials;\r\n materials.push(glTFMaterial);\r\n return materials.length - 1;\r\n }\r\n\r\n private async _setMetallicRoughnessPbrMaterialAsync(\r\n metallicRoughness: IPBRMetallicRoughness,\r\n babylonPBRMaterial: PBRBaseMaterial,\r\n glTFMaterial: IMaterial,\r\n glTFPbrMetallicRoughness: IMaterialPbrMetallicRoughness,\r\n mimeType: ImageMimeType,\r\n hasUVs: boolean\r\n ): Promise<void> {\r\n SetAlphaMode(glTFMaterial, babylonPBRMaterial);\r\n\r\n if (!metallicRoughness.baseColor.equalsWithEpsilon(White, Epsilon) || !Scalar.WithinEpsilon(babylonPBRMaterial.alpha, 1, Epsilon)) {\r\n glTFPbrMetallicRoughness.baseColorFactor = [metallicRoughness.baseColor.r, metallicRoughness.baseColor.g, metallicRoughness.baseColor.b, babylonPBRMaterial.alpha];\r\n }\r\n\r\n if (metallicRoughness.metallic != null && metallicRoughness.metallic !== 1) {\r\n glTFPbrMetallicRoughness.metallicFactor = metallicRoughness.metallic;\r\n }\r\n if (metallicRoughness.roughness != null && metallicRoughness.roughness !== 1) {\r\n glTFPbrMetallicRoughness.roughnessFactor = metallicRoughness.roughness;\r\n }\r\n\r\n if (babylonPBRMaterial.backFaceCulling != null && !babylonPBRMaterial.backFaceCulling) {\r\n if (!babylonPBRMaterial._twoSidedLighting) {\r\n Tools.Warn(babylonPBRMaterial.name + \": Back-face culling disabled and two-sided lighting disabled is not supported in glTF.\");\r\n }\r\n glTFMaterial.doubleSided = true;\r\n }\r\n\r\n if (hasUVs) {\r\n const promises: Promise<void>[] = [];\r\n\r\n const bumpTexture = babylonPBRMaterial._bumpTexture;\r\n if (bumpTexture) {\r\n promises.push(\r\n this.exportTextureAsync(bumpTexture, mimeType).then((glTFTexture) => {\r\n if (glTFTexture) {\r\n glTFMaterial.normalTexture = glTFTexture;\r\n if (bumpTexture.level !== 1) {\r\n glTFMaterial.normalTexture.scale = bumpTexture.level;\r\n }\r\n }\r\n })\r\n );\r\n }\r\n\r\n const ambientTexture = babylonPBRMaterial._ambientTexture;\r\n if (ambientTexture) {\r\n promises.push(\r\n this.exportTextureAsync(ambientTexture, mimeType).then((glTFTexture) => {\r\n if (glTFTexture) {\r\n const occlusionTexture: IMaterialOcclusionTextureInfo = {\r\n index: glTFTexture.index,\r\n texCoord: glTFTexture.texCoord,\r\n extensions: glTFTexture.extensions,\r\n };\r\n\r\n glTFMaterial.occlusionTexture = occlusionTexture;\r\n const ambientTextureStrength = babylonPBRMaterial._ambientTextureStrength;\r\n if (ambientTextureStrength) {\r\n occlusionTexture.strength = ambientTextureStrength;\r\n }\r\n }\r\n })\r\n );\r\n }\r\n\r\n const emissiveTexture = babylonPBRMaterial._emissiveTexture;\r\n if (emissiveTexture) {\r\n promises.push(\r\n this.exportTextureAsync(emissiveTexture, mimeType).then((glTFTexture) => {\r\n if (glTFTexture) {\r\n glTFMaterial.emissiveTexture = glTFTexture;\r\n }\r\n })\r\n );\r\n }\r\n\r\n if (promises.length > 0) {\r\n this._exporter._materialNeedsUVsSet.add(babylonPBRMaterial);\r\n await Promise.all(promises);\r\n }\r\n }\r\n\r\n const emissiveColor = babylonPBRMaterial._emissiveColor;\r\n if (!emissiveColor.equalsWithEpsilon(Black, Epsilon)) {\r\n glTFMaterial.emissiveFactor = emissiveColor.asArray();\r\n }\r\n\r\n glTFMaterial.pbrMetallicRoughness = glTFPbrMetallicRoughness;\r\n }\r\n\r\n public async exportTextureAsync(babylonTexture: BaseTexture, mimeType: ImageMimeType): Promise<Nullable<ITextureInfo>> {\r\n const extensionPromise = this._exporter._extensionsPreExportTextureAsync(\"exporter\", babylonTexture as Texture, mimeType);\r\n if (!extensionPromise) {\r\n return await this._exportTextureInfoAsync(babylonTexture, mimeType);\r\n }\r\n\r\n return await extensionPromise.then(async (texture) => {\r\n if (!texture) {\r\n return await this._exportTextureInfoAsync(babylonTexture, mimeType);\r\n }\r\n return await this._exportTextureInfoAsync(texture, mimeType);\r\n });\r\n }\r\n\r\n private async _exportTextureInfoAsync(babylonTexture: BaseTexture, mimeType: ImageMimeType): Promise<Nullable<ITextureInfo>> {\r\n let textureInfo = this._textureMap.get(babylonTexture);\r\n if (!textureInfo) {\r\n const pixels = await GetTextureDataAsync(babylonTexture).catch(() => null);\r\n if (!pixels) {\r\n return null;\r\n }\r\n\r\n const samplerIndex = this._exportTextureSampler(babylonTexture);\r\n\r\n // Preserve texture mime type if defined\r\n const textureMimeType = (babylonTexture as Texture).mimeType;\r\n if (textureMimeType) {\r\n switch (textureMimeType) {\r\n case \"image/jpeg\":\r\n case \"image/png\":\r\n case \"image/webp\":\r\n mimeType = textureMimeType as ImageMimeType;\r\n break;\r\n default:\r\n Tools.Warn(`Unsupported media type: ${textureMimeType}. Exporting texture as PNG.`);\r\n // Will later fallback to default mime type, image/png, from Canvas API\r\n break;\r\n }\r\n }\r\n\r\n const internalTextureToImage = this._internalTextureToImage;\r\n const internalTextureUniqueId = babylonTexture.getInternalTexture()!.uniqueId;\r\n internalTextureToImage[internalTextureUniqueId] ||= {};\r\n let imageIndexPromise = internalTextureToImage[internalTextureUniqueId][mimeType];\r\n if (imageIndexPromise === undefined) {\r\n const size = babylonTexture.getSize();\r\n imageIndexPromise = (async () => {\r\n const data = await this._getImageDataAsync(pixels, size.width, size.height, mimeType);\r\n return this._exportImage(babylonTexture.name, mimeType, data);\r\n })();\r\n internalTextureToImage[internalTextureUniqueId][mimeType] = imageIndexPromise;\r\n }\r\n\r\n textureInfo = this._exportTextureInfo(await imageIndexPromise, samplerIndex, babylonTexture.coordinatesIndex);\r\n this._textureMap.set(babylonTexture, textureInfo);\r\n this._exporter._extensionsPostExportTextures(\"exporter\", textureInfo, babylonTexture);\r\n }\r\n\r\n return textureInfo;\r\n }\r\n\r\n private _exportImage(name: string, mimeType: ImageMimeType, data: ArrayBuffer): number {\r\n const images = this._exporter._images;\r\n\r\n let image: IImage;\r\n if (this._exporter._shouldUseGlb) {\r\n image = {\r\n name: name,\r\n mimeType: mimeType,\r\n bufferView: undefined, // Will be updated later by BufferManager\r\n };\r\n const bufferView = this._exporter._bufferManager.createBufferView(new Uint8Array(data));\r\n this._exporter._bufferManager.setBufferView(image, bufferView);\r\n } else {\r\n // Build a unique URI\r\n const baseName = name.replace(/\\.\\/|\\/|\\.\\\\|\\\\/g, \"_\");\r\n const extension = GetFileExtensionFromMimeType(mimeType);\r\n let fileName = baseName + extension;\r\n if (images.some((image) => image.uri === fileName)) {\r\n fileName = `${baseName}_${Tools.RandomId()}${extension}`;\r\n }\r\n\r\n image = {\r\n name: name,\r\n uri: fileName,\r\n };\r\n this._exporter._imageData[fileName] = { data: data, mimeType: mimeType }; // Save image data to be written to file later\r\n }\r\n\r\n images.push(image);\r\n\r\n return images.length - 1;\r\n }\r\n\r\n private _exportTextureInfo(imageIndex: number, samplerIndex: number, coordinatesIndex?: number): ITextureInfo {\r\n const textures = this._exporter._textures;\r\n let textureIndex = textures.findIndex((t) => t.sampler == samplerIndex && t.source === imageIndex);\r\n if (textureIndex === -1) {\r\n textureIndex = textures.length;\r\n textures.push({\r\n source: imageIndex,\r\n sampler: samplerIndex,\r\n });\r\n }\r\n\r\n const textureInfo: ITextureInfo = { index: textureIndex };\r\n if (coordinatesIndex) {\r\n textureInfo.texCoord = coordinatesIndex;\r\n }\r\n return textureInfo;\r\n }\r\n\r\n private _exportTextureSampler(texture: Nullable<BaseTexture>): number {\r\n const sampler = this._getTextureSampler(texture);\r\n\r\n // if a pre-existing sampler with identical parameters exists, then reuse the previous sampler\r\n const samplers = this._exporter._samplers;\r\n const samplerIndex = samplers.findIndex(\r\n (s) => s.minFilter === sampler.minFilter && s.magFilter === sampler.magFilter && s.wrapS === sampler.wrapS && s.wrapT === sampler.wrapT\r\n );\r\n if (samplerIndex !== -1) {\r\n return samplerIndex;\r\n }\r\n\r\n samplers.push(sampler);\r\n return samplers.length - 1;\r\n }\r\n}\r\n"]}
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package/package.json
CHANGED
@@ -1,6 +1,6 @@
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1
1
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{
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2
2
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"name": "@babylonjs/serializers",
|
3
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-
"version": "8.
|
3
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+
"version": "8.22.0",
|
4
4
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"main": "index.js",
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5
5
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"module": "index.js",
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6
6
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"types": "index.d.ts",
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@@ -18,10 +18,10 @@
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18
18
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"postcompile": "build-tools -c add-js-to-es6"
|
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19
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},
|
20
20
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"devDependencies": {
|
21
|
-
"@babylonjs/core": "^8.
|
21
|
+
"@babylonjs/core": "^8.22.0",
|
22
22
|
"@dev/build-tools": "^1.0.0",
|
23
23
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"@lts/serializers": "^1.0.0",
|
24
|
-
"babylonjs-gltf2interface": "^8.
|
24
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+
"babylonjs-gltf2interface": "^8.22.0"
|
25
25
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},
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26
26
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"peerDependencies": {
|
27
27
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"@babylonjs/core": "^8.0.0",
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