@loaders.gl/gltf 3.2.0-alpha.1 → 3.2.0-alpha.4
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/dist/dist.min.js +212 -216
- package/dist/es5/gltf-writer.js.map +1 -1
- package/dist/es5/index.js.map +1 -1
- package/dist/es5/lib/api/normalize-gltf-v1.js +3 -1
- package/dist/es5/lib/api/normalize-gltf-v1.js.map +1 -1
- package/dist/es5/lib/extensions/EXT_meshopt_compression.js +6 -15
- package/dist/es5/lib/extensions/EXT_meshopt_compression.js.map +1 -1
- package/dist/es5/lib/parsers/parse-gltf.js +15 -4
- package/dist/es5/lib/parsers/parse-gltf.js.map +1 -1
- package/dist/es5/lib/utils/version.js +1 -1
- package/dist/esm/gltf-writer.js.map +1 -1
- package/dist/esm/index.js.map +1 -1
- package/dist/esm/lib/api/normalize-gltf-v1.js +3 -1
- package/dist/esm/lib/api/normalize-gltf-v1.js.map +1 -1
- package/dist/esm/lib/extensions/EXT_meshopt_compression.js +7 -13
- package/dist/esm/lib/extensions/EXT_meshopt_compression.js.map +1 -1
- package/dist/esm/lib/parsers/parse-gltf.js +6 -0
- package/dist/esm/lib/parsers/parse-gltf.js.map +1 -1
- package/dist/esm/lib/utils/version.js +1 -1
- package/dist/gltf-writer.d.ts +2 -2
- package/dist/gltf-writer.d.ts.map +1 -1
- package/dist/index.d.ts +1 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/lib/api/normalize-gltf-v1.js +1 -1
- package/dist/lib/extensions/EXT_meshopt_compression.d.ts +0 -3
- package/dist/lib/extensions/EXT_meshopt_compression.d.ts.map +1 -1
- package/dist/lib/extensions/EXT_meshopt_compression.js +6 -15
- package/dist/lib/parsers/parse-gltf.js +7 -0
- package/dist/lib/types/gltf-postprocessed-schema.d.ts +9 -9
- package/dist/lib/types/gltf-postprocessed-schema.d.ts.map +1 -1
- package/dist/lib/types/gltf-types.d.ts +2 -2
- package/dist/lib/types/gltf-types.d.ts.map +1 -1
- package/package.json +6 -6
- package/src/gltf-writer.ts +2 -2
- package/src/index.ts +3 -0
- package/src/lib/api/normalize-gltf-v1.ts +1 -1
- package/src/lib/extensions/EXT_meshopt_compression.ts +11 -18
- package/src/lib/parsers/parse-gltf.ts +6 -0
- package/src/lib/types/gltf-postprocessed-schema.ts +9 -9
- package/src/lib/types/gltf-types.ts +16 -2
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-
{"version":3,"sources":["../../src/gltf-writer.ts"],"names":["GLTFWriter","name","id","module","version","VERSION","extensions","mimeTypes","binary","encodeSync","options","gltf","byteOffset","byteLength","arrayBuffer","ArrayBuffer","dataView","DataView","_TypecheckGLBLoader"],"mappings":";;;;;;;AACA;;AACA;;AAUO,IAAMA,UAAU,GAAG;AACxBC,EAAAA,IAAI,EAAE,MADkB;AAExBC,EAAAA,EAAE,EAAE,MAFoB;AAGxBC,EAAAA,MAAM,EAAE,MAHgB;AAIxBC,EAAAA,OAAO,EAAEC,gBAJe;AAMxBC,EAAAA,UAAU,EAAE,CAAC,KAAD,CANY;AAOxBC,EAAAA,SAAS,EAAE,CAAC,mBAAD,CAPa;AAQxBC,EAAAA,MAAM,EAAE,IARgB;AAUxBC,EAAAA,UAAU,EAAVA,UAVwB;AAYxBC,EAAAA,OAAO,EAAE;AACPC,IAAAA,IAAI,EAAE;AADC;AAZe,CAAnB;;;AAiBP,SAASF,UAAT,CAAoBE,IAApB,EAA2D;AAAA,MAAjCD,OAAiC,uEAAJ,EAAI;AACzD,4BAAyBA,OAAzB,CAAOE,UAAP;AAAA,MAAOA,UAAP,oCAAoB,CAApB;AAGA,MAAMC,UAAU,GAAG,gCAAeF,IAAf,EAAqB,IAArB,EAA2BC,UAA3B,EAAuCF,OAAvC,CAAnB;AACA,MAAMI,WAAW,GAAG,IAAIC,WAAJ,CAAgBF,UAAhB,CAApB;AACA,MAAMG,QAAQ,GAAG,IAAIC,QAAJ,CAAaH,WAAb,CAAjB;AACA,kCAAeH,IAAf,EAAqBK,QAArB,EAA+BJ,UAA/B,EAA2CF,OAA3C;AAEA,SAAOI,WAAP;AACD;;AAGM,IAAMI,mBAA2B,GAAGlB,UAApC","sourcesContent":["import type {Writer} from '@loaders.gl/loader-utils';\nimport {VERSION} from './lib/utils/version';\nimport {encodeGLTFSync} from './lib/encoders/encode-gltf';\n\nexport type GLTFWriterOptions = {\n gltf?: {};\n byteOffset?: number;\n};\n\n/**\n * GLTF exporter\n */\nexport const GLTFWriter = {\n name: 'glTF',\n id: 'gltf',\n module: 'gltf',\n version: VERSION,\n\n extensions: ['glb'], // We only support encoding to binary GLB, not to JSON GLTF\n mimeTypes: ['model/gltf-binary'], // 'model/gltf+json',\n binary: true,\n\n encodeSync,\n\n options: {\n gltf: {}\n }\n};\n\nfunction encodeSync(gltf, options: GLTFWriterOptions = {}) {\n const {byteOffset = 0} = options;\n\n // Calculate length, then create arraybuffer and encode\n const byteLength = encodeGLTFSync(gltf, null, byteOffset, options);\n const arrayBuffer = new ArrayBuffer(byteLength);\n const dataView = new DataView(arrayBuffer);\n encodeGLTFSync(gltf, dataView, byteOffset, options);\n\n return arrayBuffer;\n}\n\n// TYPE TESTS - TODO find a better way than exporting junk\nexport const _TypecheckGLBLoader: Writer = GLTFWriter;\n"],"file":"gltf-writer.js"}
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{"version":3,"sources":["../../src/gltf-writer.ts"],"names":["GLTFWriter","name","id","module","version","VERSION","extensions","mimeTypes","binary","encodeSync","options","gltf","byteOffset","byteLength","arrayBuffer","ArrayBuffer","dataView","DataView","_TypecheckGLBLoader"],"mappings":";;;;;;;AACA;;AACA;;AAUO,IAAMA,UAAU,GAAG;AACxBC,EAAAA,IAAI,EAAE,MADkB;AAExBC,EAAAA,EAAE,EAAE,MAFoB;AAGxBC,EAAAA,MAAM,EAAE,MAHgB;AAIxBC,EAAAA,OAAO,EAAEC,gBAJe;AAMxBC,EAAAA,UAAU,EAAE,CAAC,KAAD,CANY;AAOxBC,EAAAA,SAAS,EAAE,CAAC,mBAAD,CAPa;AAQxBC,EAAAA,MAAM,EAAE,IARgB;AAUxBC,EAAAA,UAAU,EAAVA,UAVwB;AAYxBC,EAAAA,OAAO,EAAE;AACPC,IAAAA,IAAI,EAAE;AADC;AAZe,CAAnB;;;AAiBP,SAASF,UAAT,CAAoBE,IAApB,EAA2D;AAAA,MAAjCD,OAAiC,uEAAJ,EAAI;AACzD,4BAAyBA,OAAzB,CAAOE,UAAP;AAAA,MAAOA,UAAP,oCAAoB,CAApB;AAGA,MAAMC,UAAU,GAAG,gCAAeF,IAAf,EAAqB,IAArB,EAA2BC,UAA3B,EAAuCF,OAAvC,CAAnB;AACA,MAAMI,WAAW,GAAG,IAAIC,WAAJ,CAAgBF,UAAhB,CAApB;AACA,MAAMG,QAAQ,GAAG,IAAIC,QAAJ,CAAaH,WAAb,CAAjB;AACA,kCAAeH,IAAf,EAAqBK,QAArB,EAA+BJ,UAA/B,EAA2CF,OAA3C;AAEA,SAAOI,WAAP;AACD;;AAGM,IAAMI,mBAA2B,GAAGlB,UAApC","sourcesContent":["import type {Writer, WriterOptions} from '@loaders.gl/loader-utils';\nimport {VERSION} from './lib/utils/version';\nimport {encodeGLTFSync} from './lib/encoders/encode-gltf';\n\nexport type GLTFWriterOptions = WriterOptions & {\n gltf?: {};\n byteOffset?: number;\n};\n\n/**\n * GLTF exporter\n */\nexport const GLTFWriter = {\n name: 'glTF',\n id: 'gltf',\n module: 'gltf',\n version: VERSION,\n\n extensions: ['glb'], // We only support encoding to binary GLB, not to JSON GLTF\n mimeTypes: ['model/gltf-binary'], // 'model/gltf+json',\n binary: true,\n\n encodeSync,\n\n options: {\n gltf: {}\n }\n};\n\nfunction encodeSync(gltf, options: GLTFWriterOptions = {}) {\n const {byteOffset = 0} = options;\n\n // Calculate length, then create arraybuffer and encode\n const byteLength = encodeGLTFSync(gltf, null, byteOffset, options);\n const arrayBuffer = new ArrayBuffer(byteLength);\n const dataView = new DataView(arrayBuffer);\n encodeGLTFSync(gltf, dataView, byteOffset, options);\n\n return arrayBuffer;\n}\n\n// TYPE TESTS - TODO find a better way than exporting junk\nexport const _TypecheckGLBLoader: Writer = GLTFWriter;\n"],"file":"gltf-writer.js"}
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package/dist/es5/index.js.map
CHANGED
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{"version":3,"sources":["../../src/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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{"version":3,"sources":["../../src/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6BA;;AACA;;AAGA;;AACA;;AAGA;;AACA","sourcesContent":["/* eslint-disable camelcase, indent */\nexport type {GLB} from './lib/types/glb-types';\nexport type {\n GLTF,\n GLTFAccessor,\n GLTFBuffer,\n GLTFBufferView,\n GLTFMeshPrimitive,\n GLTFMesh,\n GLTFNode,\n GLTFMaterial,\n GLTFSampler,\n GLTFScene,\n GLTFSkin,\n GLTFTexture,\n GLTFImage,\n GLTFPostprocessed,\n GLTFNodePostprocessed,\n GLTFMaterialPostprocessed,\n GLTFImagePostprocessed,\n // The following extensions are handled by the GLTFLoader and removed from the parsed glTF (disable via options.gltf.excludeExtensions)\n GLTF_KHR_binary_glTF,\n GLTF_KHR_draco_mesh_compression,\n GLTF_KHR_texture_basisu,\n GLTF_EXT_meshopt_compression,\n GLTF_EXT_texture_webp\n} from './lib/types/gltf-types';\n\n// glTF loader/writer definition objects\nexport {GLTFLoader} from './gltf-loader';\nexport {GLTFWriter} from './gltf-writer';\n\n// GLB Loader & Writer (for custom formats that want to leverage the GLB binary \"envelope\")\nexport {GLBLoader} from './glb-loader';\nexport {GLBWriter} from './glb-writer';\n\n// glTF Data Access Helper Class\nexport {default as GLTFScenegraph} from './lib/api/gltf-scenegraph';\nexport {postProcessGLTF} from './lib/api/post-process-gltf';\nexport type {Mesh} from './lib/types/gltf-json-schema';\nexport type {GLTFObject} from './lib/types/gltf-types';\n"],"file":"index.js"}
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@@ -354,13 +354,15 @@ var GLTFV1Normalizer = function () {
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try {
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var _loop = function _loop() {
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var _material$values, _material$values2;
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var material = _step8.value;
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material.pbrMetallicRoughness = {
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baseColorFactor: [1, 1, 1, 1],
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metallicFactor: 1,
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roughnessFactor: 1
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};
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var textureId = material.values
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var textureId = ((_material$values = material.values) === null || _material$values === void 0 ? void 0 : _material$values.tex) || ((_material$values2 = material.values) === null || _material$values2 === void 0 ? void 0 : _material$values2.texture2d_0);
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var textureIndex = json.textures.findIndex(function (texture) {
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return texture.id === textureId;
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});
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#712\n\n// Removals:\n// - [x] Removed buffer.type, #786, #629\n// - [ ] Removed revision number from profile.version, #709\n// - [ ] Removed technique.functions.scissor and removed 3089 (SCISSOR_TEST) as a valid value for technique.states.enable, #681\n// - [ ] Techniques, programs, and shaders were moved out to KHR_technique_webgl extension.\n\n// Other edits:\n// - [x] asset is now required, #642\n// - [ ] buffer.byteLength and bufferView.byteLength are now required, #560.\n// - [ ] accessor.min and accessor.max are now required, #593, and clarified that the JSON value and binary data must be the same, #628.\n// - [ ] Clarified animation.sampler and animation.channel restrictions, #712\n// - [ ] skin.inverseBindMatrices is now optional, #461.\n// - [ ] Attribute parameters can't have a value defined in the technique or parameter, #563 (comment).\n// - [ ] Only TEXCOORD and COLOR attribute semantics can be written in the form [semantic]_[set_index], #563 (comment).\n// - [ ] TEXCOORD and COLOR attribute semantics must be written in the form [semantic]_[set_index], e.g., just TEXCOORD should be TEXCOORD_0, and just COLOR should be COLOR_0, #649\n// - [ ] camera.perspective.aspectRatio and camera.perspective.yfov must now be > 0, not >= 0, #563 (comment).\n// - [ ] Application-specific parameter semantics must start with an underscore, e.g., _TEMPERATURE and _SIMULATION_TIME, #563 (comment).\n// - [ ] Properties in technique.parameters must be defined in technique.uniforms or technique.attributes,\n\n// #563 (comment).\n// - [ ] technique.parameter.count can only be defined when the semantic is JOINTMATRIX or an application-specific semantic is used. It can never be defined for attribute parameters; only uniforms, d2f6945\n// - [ ] technique.parameter.semantic is required when the parameter is an attribute, 28e113d\n// - [ ] Mesh-only models are allowed, e.g., without materials, #642\n// - [ ] Skeleton hierarchies (nodes containing jointName) must be separated from non-skeleton hierarchies., #647\n// - [ ] technique.states.functions.blendColor and technique.states.functions.depthRange parameters now must match WebGL function min/max, #707\n\nconst GLTF_ARRAYS = {\n accessors: 'accessor',\n animations: 'animation',\n buffers: 'buffer',\n bufferViews: 'bufferView',\n images: 'image',\n materials: 'material',\n meshes: 'mesh',\n nodes: 'node',\n samplers: 'sampler',\n scenes: 'scene',\n skins: 'skin',\n textures: 'texture'\n};\n\nconst GLTF_KEYS = {\n accessor: 'accessors',\n animations: 'animation',\n buffer: 'buffers',\n bufferView: 'bufferViews',\n image: 'images',\n material: 'materials',\n mesh: 'meshes',\n node: 'nodes',\n sampler: 'samplers',\n scene: 'scenes',\n skin: 'skins',\n texture: 'textures'\n};\n\n/**\n * Converts (normalizes) glTF v1 to v2\n */\nclass GLTFV1Normalizer {\n idToIndexMap = {\n animations: {},\n accessors: {},\n buffers: {},\n bufferViews: {},\n images: {},\n materials: {},\n meshes: {},\n nodes: {},\n samplers: {},\n scenes: {},\n skins: {},\n textures: {}\n };\n\n json;\n\n // constructor() {}\n\n /**\n * Convert (normalize) glTF < 2.0 to glTF 2.0\n * @param gltf - object with json and binChunks\n * @param options\n * @param options normalize Whether to actually normalize\n */\n normalize(gltf, options) {\n this.json = gltf.json;\n const json = gltf.json;\n\n // Check version\n switch (json.asset && json.asset.version) {\n // We are converting to v2 format. 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|
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1
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+
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#712\n\n// Removals:\n// - [x] Removed buffer.type, #786, #629\n// - [ ] Removed revision number from profile.version, #709\n// - [ ] Removed technique.functions.scissor and removed 3089 (SCISSOR_TEST) as a valid value for technique.states.enable, #681\n// - [ ] Techniques, programs, and shaders were moved out to KHR_technique_webgl extension.\n\n// Other edits:\n// - [x] asset is now required, #642\n// - [ ] buffer.byteLength and bufferView.byteLength are now required, #560.\n// - [ ] accessor.min and accessor.max are now required, #593, and clarified that the JSON value and binary data must be the same, #628.\n// - [ ] Clarified animation.sampler and animation.channel restrictions, #712\n// - [ ] skin.inverseBindMatrices is now optional, #461.\n// - [ ] Attribute parameters can't have a value defined in the technique or parameter, #563 (comment).\n// - [ ] Only TEXCOORD and COLOR attribute semantics can be written in the form [semantic]_[set_index], #563 (comment).\n// - [ ] TEXCOORD and COLOR attribute semantics must be written in the form [semantic]_[set_index], e.g., just TEXCOORD should be TEXCOORD_0, and just COLOR should be COLOR_0, #649\n// - [ ] camera.perspective.aspectRatio and camera.perspective.yfov must now be > 0, not >= 0, #563 (comment).\n// - [ ] Application-specific parameter semantics must start with an underscore, e.g., _TEMPERATURE and _SIMULATION_TIME, #563 (comment).\n// - [ ] Properties in technique.parameters must be defined in technique.uniforms or technique.attributes,\n\n// #563 (comment).\n// - [ ] technique.parameter.count can only be defined when the semantic is JOINTMATRIX or an application-specific semantic is used. It can never be defined for attribute parameters; only uniforms, d2f6945\n// - [ ] technique.parameter.semantic is required when the parameter is an attribute, 28e113d\n// - [ ] Mesh-only models are allowed, e.g., without materials, #642\n// - [ ] Skeleton hierarchies (nodes containing jointName) must be separated from non-skeleton hierarchies., #647\n// - [ ] technique.states.functions.blendColor and technique.states.functions.depthRange parameters now must match WebGL function min/max, #707\n\nconst GLTF_ARRAYS = {\n accessors: 'accessor',\n animations: 'animation',\n buffers: 'buffer',\n bufferViews: 'bufferView',\n images: 'image',\n materials: 'material',\n meshes: 'mesh',\n nodes: 'node',\n samplers: 'sampler',\n scenes: 'scene',\n skins: 'skin',\n textures: 'texture'\n};\n\nconst GLTF_KEYS = {\n accessor: 'accessors',\n animations: 'animation',\n buffer: 'buffers',\n bufferView: 'bufferViews',\n image: 'images',\n material: 'materials',\n mesh: 'meshes',\n node: 'nodes',\n sampler: 'samplers',\n scene: 'scenes',\n skin: 'skins',\n texture: 'textures'\n};\n\n/**\n * Converts (normalizes) glTF v1 to v2\n */\nclass GLTFV1Normalizer {\n idToIndexMap = {\n animations: {},\n accessors: {},\n buffers: {},\n bufferViews: {},\n images: {},\n materials: {},\n meshes: {},\n nodes: {},\n samplers: {},\n scenes: {},\n skins: {},\n textures: {}\n };\n\n json;\n\n // constructor() {}\n\n /**\n * Convert (normalize) glTF < 2.0 to glTF 2.0\n * @param gltf - object with json and binChunks\n * @param options\n * @param options normalize Whether to actually normalize\n */\n normalize(gltf, options) {\n this.json = gltf.json;\n const json = gltf.json;\n\n // Check version\n switch (json.asset && json.asset.version) {\n // We are converting to v2 format. Return if there is nothing to do\n case '2.0':\n return;\n\n // This class is written to convert 1.0\n case undefined:\n case '1.0':\n break;\n\n default:\n // eslint-disable-next-line no-undef, no-console\n console.warn(`glTF: Unknown version ${json.asset.version}`);\n return;\n }\n\n if (!options.normalize) {\n // We are still missing a few conversion tricks, remove once addressed\n throw new Error('glTF v1 is not supported.');\n }\n\n // eslint-disable-next-line no-undef, no-console\n console.warn('Converting glTF v1 to glTF v2 format. This is experimental and may fail.');\n\n this._addAsset(json);\n\n // In glTF2 top-level fields are Arrays not Object maps\n this._convertTopLevelObjectsToArrays(json);\n\n // Extract bufferView indices for images\n // (this extension needs to be invoked early in the normalization process)\n // TODO can this be handled by standard extension processing instead of called explicitly?\n KHR_binary_glTF.preprocess(gltf);\n\n // Convert object references from ids to indices\n this._convertObjectIdsToArrayIndices(json);\n\n this._updateObjects(json);\n\n this._updateMaterial(json);\n }\n\n // asset is now required, #642 https://github.com/KhronosGroup/glTF/issues/639\n _addAsset(json) {\n json.asset = json.asset || {};\n // We are normalizing to glTF v2, so change version to \"2.0\"\n json.asset.version = '2.0';\n json.asset.generator = json.asset.generator || 'Normalized to glTF 2.0 by loaders.gl';\n }\n\n _convertTopLevelObjectsToArrays(json) {\n // TODO check that all arrays are covered\n for (const arrayName in GLTF_ARRAYS) {\n this._convertTopLevelObjectToArray(json, arrayName);\n }\n }\n\n /** Convert one top level object to array */\n _convertTopLevelObjectToArray(json, mapName) {\n const objectMap = json[mapName];\n if (!objectMap || Array.isArray(objectMap)) {\n return;\n }\n\n // Rewrite the top-level field as an array\n json[mapName] = [];\n // Copy the map key into object.id\n for (const id in objectMap) {\n const object = objectMap[id];\n object.id = object.id || id; // Mutates the loaded object\n const index = json[mapName].length;\n json[mapName].push(object);\n this.idToIndexMap[mapName][id] = index;\n }\n }\n\n /** Go through all objects in all top-level arrays and replace ids with indices */\n _convertObjectIdsToArrayIndices(json) {\n for (const arrayName in GLTF_ARRAYS) {\n this._convertIdsToIndices(json, arrayName);\n }\n if ('scene' in json) {\n json.scene = this._convertIdToIndex(json.scene, 'scene');\n }\n\n // Convert any index references that are not using array names\n\n // texture.source (image)\n for (const texture of json.textures) {\n this._convertTextureIds(texture);\n }\n for (const mesh of json.meshes) {\n this._convertMeshIds(mesh);\n }\n for (const node of json.nodes) {\n this._convertNodeIds(node);\n }\n for (const node of json.scenes) {\n this._convertSceneIds(node);\n }\n }\n\n _convertTextureIds(texture) {\n if (texture.source) {\n texture.source = this._convertIdToIndex(texture.source, 'image');\n }\n }\n\n _convertMeshIds(mesh) {\n for (const primitive of mesh.primitives) {\n const {attributes, indices, material} = primitive;\n for (const attributeName in attributes) {\n attributes[attributeName] = this._convertIdToIndex(attributes[attributeName], 'accessor');\n }\n if (indices) {\n primitive.indices = this._convertIdToIndex(indices, 'accessor');\n }\n if (material) {\n primitive.material = this._convertIdToIndex(material, 'material');\n }\n }\n }\n\n _convertNodeIds(node) {\n if (node.children) {\n node.children = node.children.map((child) => this._convertIdToIndex(child, 'node'));\n }\n if (node.meshes) {\n node.meshes = node.meshes.map((mesh) => this._convertIdToIndex(mesh, 'mesh'));\n }\n }\n\n _convertSceneIds(scene) {\n if (scene.nodes) {\n scene.nodes = scene.nodes.map((node) => this._convertIdToIndex(node, 'node'));\n }\n }\n\n /** Go through all objects in a top-level array and replace ids with indices */\n _convertIdsToIndices(json, topLevelArrayName) {\n if (!json[topLevelArrayName]) {\n console.warn(`gltf v1: json doesn't contain attribute ${topLevelArrayName}`); // eslint-disable-line no-console, no-undef\n json[topLevelArrayName] = [];\n }\n for (const object of json[topLevelArrayName]) {\n for (const key in object) {\n const id = object[key];\n const index = this._convertIdToIndex(id, key);\n object[key] = index;\n }\n }\n }\n\n _convertIdToIndex(id, key) {\n const arrayName = GLTF_KEYS[key];\n if (arrayName in this.idToIndexMap) {\n const index = this.idToIndexMap[arrayName][id];\n if (!Number.isFinite(index)) {\n throw new Error(`gltf v1: failed to resolve ${key} with id ${id}`);\n }\n return index;\n }\n return id;\n }\n\n /**\n *\n * @param {*} json\n */\n _updateObjects(json) {\n for (const buffer of this.json.buffers) {\n // - [x] Removed buffer.type, #786, #629\n delete buffer.type;\n }\n }\n\n /**\n * Update material (set pbrMetallicRoughness)\n * @param {*} json\n */\n _updateMaterial(json) {\n for (const material of json.materials) {\n material.pbrMetallicRoughness = {\n baseColorFactor: [1, 1, 1, 1],\n metallicFactor: 1,\n roughnessFactor: 1\n };\n\n const textureId = material.values?.tex || material.values?.texture2d_0;\n const textureIndex = json.textures.findIndex((texture) => texture.id === textureId);\n if (textureIndex !== -1) {\n material.pbrMetallicRoughness.baseColorTexture = {index: textureIndex};\n }\n }\n }\n}\n\nexport function normalizeGLTFV1(gltf, options = {}) {\n return new GLTFV1Normalizer().normalize(gltf, options);\n}\n"],"file":"normalize-gltf-v1.js"}
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{"version":3,"sources":["../../../../src/lib/extensions/EXT_meshopt_compression.ts"],"names":["DEFAULT_MESHOPT_OPTIONS","byteOffset","filter","EXT_MESHOPT_COMPRESSION","name","
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{"version":3,"sources":["../../../../src/lib/extensions/EXT_meshopt_compression.ts"],"names":["DEFAULT_MESHOPT_OPTIONS","byteOffset","filter","EXT_MESHOPT_COMPRESSION","name","decode","gltfData","options","scenegraph","GLTFScenegraph","gltf","decompressMeshes","promises","json","bufferViews","bufferViewIndex","push","decodeMeshoptBufferView","Promise","all","removeExtension","bufferView","meshoptExtension","getObjectExtension","byteLength","byteStride","count","mode","bufferIndex","buffer","buffers","source","Uint8Array","arrayBuffer","result"],"mappings":";;;;;;;;;;;;;;AAGA;;AACA;;;;;;;;AAIA,IAAMA,uBAAuB,GAAG;AAC9BC,EAAAA,UAAU,EAAE,CADkB;AAE9BC,EAAAA,MAAM,EAAE;AAFsB,CAAhC;AAMA,IAAMC,uBAAuB,GAAG,yBAAhC;AAEO,IAAMC,IAAI,GAAGD,uBAAb;;;SAEeE,M;;;;;sEAAf,iBAAsBC,QAAtB,EAA8CC,OAA9C;AAAA;;AAAA;;AAAA;AAAA;AAAA;AAAA;AACCC,YAAAA,UADD,GACc,IAAIC,uBAAJ,CAAmBH,QAAnB,CADd;;AAAA,gBAGAC,OAHA,aAGAA,OAHA,gCAGAA,OAAO,CAAEG,IAHT,0CAGA,cAAeC,gBAHf;AAAA;AAAA;AAAA;;AAAA;;AAAA;AAOCC,YAAAA,QAPD,GAO4B,EAP5B;AAAA,mDAQyBN,QAAQ,CAACO,IAAT,CAAcC,WAAd,IAA6B,EARtD;;AAAA;AAQL,kEAA+D;AAApDC,gBAAAA,eAAoD;AAC7DH,gBAAAA,QAAQ,CAACI,IAAT,CAAcC,uBAAuB,CAACT,UAAD,EAAaO,eAAb,CAArC;AACD;AAVI;AAAA;AAAA;AAAA;AAAA;;AAAA;AAAA,mBAaCG,OAAO,CAACC,GAAR,CAAYP,QAAZ,CAbD;;AAAA;AAgBLJ,YAAAA,UAAU,CAACY,eAAX,CAA2BjB,uBAA3B;;AAhBK;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,G;;;;SAoBQc,uB;;;;;uFAAf,kBACET,UADF,EAEEa,UAFF;AAAA;;AAAA;AAAA;AAAA;AAAA;AAIQC,YAAAA,gBAJR,GAI2Bd,UAAU,CAACe,kBAAX,CACvBF,UADuB,EAEvBlB,uBAFuB,CAJ3B;;AAAA,iBAQMmB,gBARN;AAAA;AAAA;AAAA;;AAAA,oCAiBQA,gBAjBR,CAUMrB,UAVN,EAUMA,UAVN,sCAUmB,CAVnB,mDAiBQqB,gBAjBR,CAWME,UAXN,EAWMA,UAXN,uCAWmB,CAXnB,2BAYMC,UAZN,GAiBQH,gBAjBR,CAYMG,UAZN,EAaMC,KAbN,GAiBQJ,gBAjBR,CAaMI,KAbN,EAcMC,IAdN,GAiBQL,gBAjBR,CAcMK,IAdN,0BAiBQL,gBAjBR,CAeMpB,MAfN,EAeMA,MAfN,sCAee,MAff,0BAgBc0B,WAhBd,GAiBQN,gBAjBR,CAgBMO,MAhBN;AAkBUA,YAAAA,MAlBV,GAkBmBrB,UAAU,CAACE,IAAX,CAAgBoB,OAAhB,CAAwBF,WAAxB,CAlBnB;AAoBUG,YAAAA,MApBV,GAoBmB,IAAIC,UAAJ,CAAeH,MAAM,CAACI,WAAtB,EAAmCJ,MAAM,CAAC5B,UAAP,GAAoBA,UAAvD,EAAmEuB,UAAnE,CApBnB;AAqBUU,YAAAA,MArBV,GAqBmB,IAAIF,UAAJ,CACbxB,UAAU,CAACE,IAAX,CAAgBoB,OAAhB,CAAwBT,UAAU,CAACQ,MAAnC,EAA2CI,WAD9B,EAEbZ,UAAU,CAACpB,UAFE,EAGboB,UAAU,CAACG,UAHE,CArBnB;AAAA;AAAA,mBA0BU,6CAAwBU,MAAxB,EAAgCR,KAAhC,EAAuCD,UAAvC,EAAmDM,MAAnD,EAA2DJ,IAA3D,EAAiEzB,MAAjE,CA1BV;;AAAA;AAAA,8CA2BWgC,MA3BX;;AAAA;AAAA,8CA8BS,IA9BT;;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,G","sourcesContent":["/* eslint-disable camelcase */\nimport type {GLTF, GLTFBufferView, GLTF_EXT_meshopt_compression} from '../types/gltf-types';\nimport type {GLTFLoaderOptions} from '../../gltf-loader';\nimport GLTFScenegraph from '../api/gltf-scenegraph';\nimport {meshoptDecodeGltfBuffer} from '../../meshopt/meshopt-decoder';\n\n// @ts-ignore\n// eslint-disable-next-line\nconst DEFAULT_MESHOPT_OPTIONS = {\n byteOffset: 0,\n filter: 'NONE'\n};\n\n/** Extension name */\nconst EXT_MESHOPT_COMPRESSION = 'EXT_meshopt_compression';\n\nexport const name = EXT_MESHOPT_COMPRESSION;\n\nexport async function decode(gltfData: {json: GLTF}, options: GLTFLoaderOptions) {\n const scenegraph = new GLTFScenegraph(gltfData);\n\n if (!options?.gltf?.decompressMeshes) {\n return;\n }\n\n const promises: Promise<any>[] = [];\n for (const bufferViewIndex of gltfData.json.bufferViews || []) {\n promises.push(decodeMeshoptBufferView(scenegraph, bufferViewIndex));\n }\n\n // Decompress meshes in parallel\n await Promise.all(promises);\n\n // We have now decompressed all primitives, so remove the top-level extensions\n scenegraph.removeExtension(EXT_MESHOPT_COMPRESSION);\n}\n\n/** Decode one meshopt buffer view */\nasync function decodeMeshoptBufferView(\n scenegraph: GLTFScenegraph,\n bufferView: GLTFBufferView\n): Promise<ArrayBuffer | null> {\n const meshoptExtension = scenegraph.getObjectExtension<GLTF_EXT_meshopt_compression>(\n bufferView,\n EXT_MESHOPT_COMPRESSION\n );\n if (meshoptExtension) {\n const {\n byteOffset = 0,\n byteLength = 0,\n byteStride,\n count,\n mode,\n filter = 'NONE',\n buffer: bufferIndex\n } = meshoptExtension;\n const buffer = scenegraph.gltf.buffers[bufferIndex];\n\n const source = new Uint8Array(buffer.arrayBuffer, buffer.byteOffset + byteOffset, byteLength);\n const result = new Uint8Array(\n scenegraph.gltf.buffers[bufferView.buffer].arrayBuffer,\n bufferView.byteOffset,\n bufferView.byteLength\n );\n await meshoptDecodeGltfBuffer(result, count, byteStride, source, mode, filter);\n return result;\n }\n\n return null;\n}\n"],"file":"EXT_meshopt_compression.js"}
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-
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loadBuffers?: boolean;\n decompressMeshes?: boolean;\n postProcess?: boolean;\n excludeExtensions?: string[];\n};\n\n// export type GLTFOptions = {\n// gltf?: GLTFParseOptions;\n// };\n\nexport function isGLTF(arrayBuffer, options?): boolean {\n const byteOffset = 0;\n return isGLB(arrayBuffer, byteOffset, options);\n}\n\nexport async function parseGLTF(\n gltf: GLTFWithBuffers,\n arrayBufferOrString,\n byteOffset = 0,\n options: GLTFLoaderOptions,\n context: LoaderContext\n) {\n parseGLTFContainerSync(gltf, arrayBufferOrString, byteOffset, options);\n\n normalizeGLTFV1(gltf, {normalize: options?.gltf?.normalize});\n\n preprocessExtensions(gltf, options, context);\n\n const promises: Promise<any>[] = [];\n\n // Load linked buffers asynchronously and decodes base64 buffers in parallel\n if (options?.gltf?.loadBuffers && gltf.json.buffers) {\n await loadBuffers(gltf, options, context);\n }\n\n if (options?.gltf?.loadImages) {\n const promise = loadImages(gltf, options, context);\n promises.push(promise);\n }\n\n const promise = decodeExtensions(gltf, options, context);\n promises.push(promise);\n\n // Parallelize image loading and buffer loading/extension decoding\n await Promise.all(promises);\n\n // Post processing resolves indices to objects, buffers\n return options?.gltf?.postProcess ? postProcessGLTF(gltf, options) : gltf;\n}\n\n// `data` - can be ArrayBuffer (GLB), ArrayBuffer (Binary JSON), String (JSON), or Object (parsed JSON)\nfunction parseGLTFContainerSync(gltf, data, byteOffset, options) {\n // Initialize gltf container\n if (options.uri) {\n gltf.baseUri = options.uri;\n }\n\n // If data is binary and starting with magic bytes, assume binary JSON text, convert to string\n if (data instanceof ArrayBuffer && !isGLB(data, byteOffset, options)) {\n const textDecoder = new TextDecoder();\n data = textDecoder.decode(data);\n }\n\n if (typeof data === 'string') {\n // If string, try to parse as JSON\n gltf.json = parseJSON(data);\n } else if (data instanceof ArrayBuffer) {\n // If still ArrayBuffer, parse as GLB container\n const glb: GLB = {} as GLB;\n byteOffset = parseGLBSync(glb, data, byteOffset, options.glb);\n\n assert(glb.type === 'glTF', `Invalid GLB magic string ${glb.type}`);\n\n gltf._glb = glb;\n gltf.json = glb.json;\n } else {\n assert(false, 'GLTF: must be ArrayBuffer or string');\n }\n\n // Populate buffers\n // Create an external buffers array to hold binary data\n const buffers = gltf.json.buffers || [];\n gltf.buffers = new Array(buffers.length).fill(null);\n\n // Populates JSON and some bin chunk info\n if (gltf._glb && gltf._glb.header.hasBinChunk) {\n const {binChunks} = gltf._glb;\n gltf.buffers[0] = {\n arrayBuffer: binChunks[0].arrayBuffer,\n byteOffset: binChunks[0].byteOffset,\n byteLength: binChunks[0].byteLength\n };\n\n // TODO - this modifies JSON and is a post processing thing\n // gltf.json.buffers[0].data = gltf.buffers[0].arrayBuffer;\n // gltf.json.buffers[0].byteOffset = gltf.buffers[0].byteOffset;\n }\n\n // Populate images\n const images = gltf.json.images || [];\n gltf.images = new Array(images.length).fill({});\n}\n\n/** Asynchronously fetch and parse buffers, store in buffers array outside of json\n * TODO - traverse gltf and determine which buffers are actually needed\n */\nasync function loadBuffers(gltf: GLTFWithBuffers, options, context: LoaderContext) {\n // TODO\n const buffers = gltf.json.buffers || [];\n for (let i = 0; i < buffers.length; ++i) {\n const buffer = buffers[i];\n if (buffer.uri) {\n const {fetch} = context;\n assert(fetch);\n\n const uri = resolveUrl(buffer.uri, options);\n const response = await context?.fetch?.(uri);\n const arrayBuffer = await response?.arrayBuffer?.();\n\n gltf.buffers[i] = {\n arrayBuffer,\n byteOffset: 0,\n byteLength: arrayBuffer.byteLength\n };\n\n delete buffer.uri;\n }\n }\n}\n\n/**\n * Loads all images\n * TODO - traverse gltf and determine which images are actually needed\n * @param gltf\n * @param options\n * @param context\n * @returns\n */\nasync function loadImages(gltf: GLTFWithBuffers, options, context: LoaderContext) {\n const imageIndices = getReferencesImageIndices(gltf);\n\n const images = gltf.json.images || [];\n\n const promises: Promise<any>[] = [];\n for (const imageIndex of imageIndices) {\n promises.push(loadImage(gltf, images[imageIndex], imageIndex, options, context));\n }\n\n return await Promise.all(promises);\n}\n\n/** Make sure we only load images that are actually referenced by textures */\nfunction getReferencesImageIndices(gltf: GLTFWithBuffers): number[] {\n const imageIndices = new Set<number>();\n\n const textures = gltf.json.textures || [];\n for (const texture of textures) {\n if (texture.source !== undefined) {\n imageIndices.add(texture.source);\n }\n }\n\n return Array.from(imageIndices).sort();\n}\n\n/** Asynchronously fetches and parses one image, store in images array outside of json */\nasync function loadImage(\n gltf: GLTFWithBuffers,\n image,\n index: number,\n options,\n context: LoaderContext\n) {\n const {fetch, parse} = context;\n\n let arrayBuffer;\n\n if (image.uri) {\n const uri = resolveUrl(image.uri, options);\n const response = await fetch(uri);\n arrayBuffer = await response.arrayBuffer();\n }\n\n if (Number.isFinite(image.bufferView)) {\n const array = getTypedArrayForBufferView(gltf.json, gltf.buffers, image.bufferView);\n arrayBuffer = sliceArrayBuffer(array.buffer, array.byteOffset, array.byteLength);\n }\n\n assert(arrayBuffer, 'glTF image has no data');\n\n // Call `parse`\n let parsedImage = await parse(\n arrayBuffer,\n [ImageLoader, BasisLoader],\n {mimeType: image.mimeType, basis: options.basis || {format: selectSupportedBasisFormat()}},\n context\n );\n\n if (parsedImage && parsedImage[0]) {\n parsedImage = {\n compressed: true,\n mipmaps: false,\n width: parsedImage[0].width,\n height: parsedImage[0].height,\n data: parsedImage[0]\n };\n }\n // TODO making sure ImageLoader is overridable by using array of loaders\n // const parsedImage = await parse(arrayBuffer, [ImageLoader]);\n\n // Store the loaded image\n gltf.images = gltf.images || [];\n gltf.images[index] = parsedImage;\n}\n"],"file":"parse-gltf.js"}
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1
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loadBuffers?: boolean;\n decompressMeshes?: boolean;\n postProcess?: boolean;\n excludeExtensions?: string[];\n};\n\n// export type GLTFOptions = {\n// gltf?: GLTFParseOptions;\n// };\n\nexport function isGLTF(arrayBuffer, options?): boolean {\n const byteOffset = 0;\n return isGLB(arrayBuffer, byteOffset, options);\n}\n\nexport async function parseGLTF(\n gltf: GLTFWithBuffers,\n arrayBufferOrString,\n byteOffset = 0,\n options: GLTFLoaderOptions,\n context: LoaderContext\n) {\n parseGLTFContainerSync(gltf, arrayBufferOrString, byteOffset, options);\n\n normalizeGLTFV1(gltf, {normalize: options?.gltf?.normalize});\n\n preprocessExtensions(gltf, options, context);\n\n const promises: Promise<any>[] = [];\n\n // Load linked buffers asynchronously and decodes base64 buffers in parallel\n if (options?.gltf?.loadBuffers && gltf.json.buffers) {\n await loadBuffers(gltf, options, context);\n }\n\n if (options?.gltf?.loadImages) {\n const promise = loadImages(gltf, options, context);\n promises.push(promise);\n }\n\n const promise = decodeExtensions(gltf, options, context);\n promises.push(promise);\n\n // Parallelize image loading and buffer loading/extension decoding\n await Promise.all(promises);\n\n // Post processing resolves indices to objects, buffers\n return options?.gltf?.postProcess ? postProcessGLTF(gltf, options) : gltf;\n}\n\n// `data` - can be ArrayBuffer (GLB), ArrayBuffer (Binary JSON), String (JSON), or Object (parsed JSON)\nfunction parseGLTFContainerSync(gltf, data, byteOffset, options) {\n // Initialize gltf container\n if (options.uri) {\n gltf.baseUri = options.uri;\n }\n\n // If data is binary and starting with magic bytes, assume binary JSON text, convert to string\n if (data instanceof ArrayBuffer && !isGLB(data, byteOffset, options)) {\n const textDecoder = new TextDecoder();\n data = textDecoder.decode(data);\n }\n\n if (typeof data === 'string') {\n // If string, try to parse as JSON\n gltf.json = parseJSON(data);\n } else if (data instanceof ArrayBuffer) {\n // If still ArrayBuffer, parse as GLB container\n const glb: GLB = {} as GLB;\n byteOffset = parseGLBSync(glb, data, byteOffset, options.glb);\n\n assert(glb.type === 'glTF', `Invalid GLB magic string ${glb.type}`);\n\n gltf._glb = glb;\n gltf.json = glb.json;\n } else {\n assert(false, 'GLTF: must be ArrayBuffer or string');\n }\n\n // Populate buffers\n // Create an external buffers array to hold binary data\n const buffers = gltf.json.buffers || [];\n gltf.buffers = new Array(buffers.length).fill(null);\n\n // Populates JSON and some bin chunk info\n if (gltf._glb && gltf._glb.header.hasBinChunk) {\n const {binChunks} = gltf._glb;\n gltf.buffers[0] = {\n arrayBuffer: binChunks[0].arrayBuffer,\n byteOffset: binChunks[0].byteOffset,\n byteLength: binChunks[0].byteLength\n };\n\n // TODO - this modifies JSON and is a post processing thing\n // gltf.json.buffers[0].data = gltf.buffers[0].arrayBuffer;\n // gltf.json.buffers[0].byteOffset = gltf.buffers[0].byteOffset;\n }\n\n // Populate images\n const images = gltf.json.images || [];\n gltf.images = new Array(images.length).fill({});\n}\n\n/** Asynchronously fetch and parse buffers, store in buffers array outside of json\n * TODO - traverse gltf and determine which buffers are actually needed\n */\nasync function loadBuffers(gltf: GLTFWithBuffers, options, context: LoaderContext) {\n // TODO\n const buffers = gltf.json.buffers || [];\n for (let i = 0; i < buffers.length; ++i) {\n const buffer = buffers[i];\n if (buffer.uri) {\n const {fetch} = context;\n assert(fetch);\n\n const uri = resolveUrl(buffer.uri, options);\n const response = await context?.fetch?.(uri);\n const arrayBuffer = await response?.arrayBuffer?.();\n\n gltf.buffers[i] = {\n arrayBuffer,\n byteOffset: 0,\n byteLength: arrayBuffer.byteLength\n };\n\n delete buffer.uri;\n } else if (gltf.buffers[i] === null) {\n gltf.buffers[i] = {\n arrayBuffer: new ArrayBuffer(buffer.byteLength),\n byteOffset: 0,\n byteLength: buffer.byteLength\n };\n }\n }\n}\n\n/**\n * Loads all images\n * TODO - traverse gltf and determine which images are actually needed\n * @param gltf\n * @param options\n * @param context\n * @returns\n */\nasync function loadImages(gltf: GLTFWithBuffers, options, context: LoaderContext) {\n const imageIndices = getReferencesImageIndices(gltf);\n\n const images = gltf.json.images || [];\n\n const promises: Promise<any>[] = [];\n for (const imageIndex of imageIndices) {\n promises.push(loadImage(gltf, images[imageIndex], imageIndex, options, context));\n }\n\n return await Promise.all(promises);\n}\n\n/** Make sure we only load images that are actually referenced by textures */\nfunction getReferencesImageIndices(gltf: GLTFWithBuffers): number[] {\n const imageIndices = new Set<number>();\n\n const textures = gltf.json.textures || [];\n for (const texture of textures) {\n if (texture.source !== undefined) {\n imageIndices.add(texture.source);\n }\n }\n\n return Array.from(imageIndices).sort();\n}\n\n/** Asynchronously fetches and parses one image, store in images array outside of json */\nasync function loadImage(\n gltf: GLTFWithBuffers,\n image,\n index: number,\n options,\n context: LoaderContext\n) {\n const {fetch, parse} = context;\n\n let arrayBuffer;\n\n if (image.uri) {\n const uri = resolveUrl(image.uri, options);\n const response = await fetch(uri);\n arrayBuffer = await response.arrayBuffer();\n }\n\n if (Number.isFinite(image.bufferView)) {\n const array = getTypedArrayForBufferView(gltf.json, gltf.buffers, image.bufferView);\n arrayBuffer = sliceArrayBuffer(array.buffer, array.byteOffset, array.byteLength);\n }\n\n assert(arrayBuffer, 'glTF image has no data');\n\n // Call `parse`\n let parsedImage = await parse(\n arrayBuffer,\n [ImageLoader, BasisLoader],\n {mimeType: image.mimeType, basis: options.basis || {format: selectSupportedBasisFormat()}},\n context\n );\n\n if (parsedImage && parsedImage[0]) {\n parsedImage = {\n compressed: true,\n mipmaps: false,\n width: parsedImage[0].width,\n height: parsedImage[0].height,\n data: parsedImage[0]\n };\n }\n // TODO making sure ImageLoader is overridable by using array of loaders\n // const parsedImage = await parse(arrayBuffer, [ImageLoader]);\n\n // Store the loaded image\n gltf.images = gltf.images || [];\n gltf.images[index] = parsedImage;\n}\n"],"file":"parse-gltf.js"}
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exports.VERSION = void 0;
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var VERSION = typeof "3.2.0-alpha.
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var VERSION = typeof "3.2.0-alpha.4" !== 'undefined' ? "3.2.0-alpha.4" : 'latest';
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|
-
{"version":3,"sources":["../../src/gltf-writer.ts"],"names":["VERSION","encodeGLTFSync","GLTFWriter","name","id","module","version","extensions","mimeTypes","binary","encodeSync","options","gltf","byteOffset","byteLength","arrayBuffer","ArrayBuffer","dataView","DataView","_TypecheckGLBLoader"],"mappings":"AACA,SAAQA,OAAR,QAAsB,qBAAtB;AACA,SAAQC,cAAR,QAA6B,4BAA7B;AAUA,OAAO,MAAMC,UAAU,GAAG;AACxBC,EAAAA,IAAI,EAAE,MADkB;AAExBC,EAAAA,EAAE,EAAE,MAFoB;AAGxBC,EAAAA,MAAM,EAAE,MAHgB;AAIxBC,EAAAA,OAAO,EAAEN,OAJe;AAMxBO,EAAAA,UAAU,EAAE,CAAC,KAAD,CANY;AAOxBC,EAAAA,SAAS,EAAE,CAAC,mBAAD,CAPa;AAQxBC,EAAAA,MAAM,EAAE,IARgB;AAUxBC,EAAAA,UAVwB;AAYxBC,EAAAA,OAAO,EAAE;AACPC,IAAAA,IAAI,EAAE;AADC;AAZe,CAAnB;;AAiBP,SAASF,UAAT,CAAoBE,IAApB,EAA0BD,OAA0B,GAAG,EAAvD,EAA2D;AACzD,QAAM;AAACE,IAAAA,UAAU,GAAG;AAAd,MAAmBF,OAAzB;AAGA,QAAMG,UAAU,GAAGb,cAAc,CAACW,IAAD,EAAO,IAAP,EAAaC,UAAb,EAAyBF,OAAzB,CAAjC;AACA,QAAMI,WAAW,GAAG,IAAIC,WAAJ,CAAgBF,UAAhB,CAApB;AACA,QAAMG,QAAQ,GAAG,IAAIC,QAAJ,CAAaH,WAAb,CAAjB;AACAd,EAAAA,cAAc,CAACW,IAAD,EAAOK,QAAP,EAAiBJ,UAAjB,EAA6BF,OAA7B,CAAd;AAEA,SAAOI,WAAP;AACD;;AAGD,OAAO,MAAMI,mBAA2B,GAAGjB,UAApC","sourcesContent":["import type {Writer} from '@loaders.gl/loader-utils';\nimport {VERSION} from './lib/utils/version';\nimport {encodeGLTFSync} from './lib/encoders/encode-gltf';\n\nexport type GLTFWriterOptions = {\n gltf?: {};\n byteOffset?: number;\n};\n\n/**\n * GLTF exporter\n */\nexport const GLTFWriter = {\n name: 'glTF',\n id: 'gltf',\n module: 'gltf',\n version: VERSION,\n\n extensions: ['glb'], // We only support encoding to binary GLB, not to JSON GLTF\n mimeTypes: ['model/gltf-binary'], // 'model/gltf+json',\n binary: true,\n\n encodeSync,\n\n options: {\n gltf: {}\n }\n};\n\nfunction encodeSync(gltf, options: GLTFWriterOptions = {}) {\n const {byteOffset = 0} = options;\n\n // Calculate length, then create arraybuffer and encode\n const byteLength = encodeGLTFSync(gltf, null, byteOffset, options);\n const arrayBuffer = new ArrayBuffer(byteLength);\n const dataView = new DataView(arrayBuffer);\n encodeGLTFSync(gltf, dataView, byteOffset, options);\n\n return arrayBuffer;\n}\n\n// TYPE TESTS - TODO find a better way than exporting junk\nexport const _TypecheckGLBLoader: Writer = GLTFWriter;\n"],"file":"gltf-writer.js"}
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1
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+
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|
package/dist/esm/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"sources":["../../src/index.ts"],"names":["GLTFLoader","GLTFWriter","GLBLoader","GLBWriter","default","GLTFScenegraph","postProcessGLTF"],"mappings":"
|
|
1
|
+
{"version":3,"sources":["../../src/index.ts"],"names":["GLTFLoader","GLTFWriter","GLBLoader","GLBWriter","default","GLTFScenegraph","postProcessGLTF"],"mappings":"AA6BA,SAAQA,UAAR,QAAyB,eAAzB;AACA,SAAQC,UAAR,QAAyB,eAAzB;AAGA,SAAQC,SAAR,QAAwB,cAAxB;AACA,SAAQC,SAAR,QAAwB,cAAxB;AAGA,SAAQC,OAAO,IAAIC,cAAnB,QAAwC,2BAAxC;AACA,SAAQC,eAAR,QAA8B,6BAA9B","sourcesContent":["/* eslint-disable camelcase, indent */\nexport type {GLB} from './lib/types/glb-types';\nexport type {\n GLTF,\n GLTFAccessor,\n GLTFBuffer,\n GLTFBufferView,\n GLTFMeshPrimitive,\n GLTFMesh,\n GLTFNode,\n GLTFMaterial,\n GLTFSampler,\n GLTFScene,\n GLTFSkin,\n GLTFTexture,\n GLTFImage,\n GLTFPostprocessed,\n GLTFNodePostprocessed,\n GLTFMaterialPostprocessed,\n GLTFImagePostprocessed,\n // The following extensions are handled by the GLTFLoader and removed from the parsed glTF (disable via options.gltf.excludeExtensions)\n GLTF_KHR_binary_glTF,\n GLTF_KHR_draco_mesh_compression,\n GLTF_KHR_texture_basisu,\n GLTF_EXT_meshopt_compression,\n GLTF_EXT_texture_webp\n} from './lib/types/gltf-types';\n\n// glTF loader/writer definition objects\nexport {GLTFLoader} from './gltf-loader';\nexport {GLTFWriter} from './gltf-writer';\n\n// GLB Loader & Writer (for custom formats that want to leverage the GLB binary \"envelope\")\nexport {GLBLoader} from './glb-loader';\nexport {GLBWriter} from './glb-writer';\n\n// glTF Data Access Helper Class\nexport {default as GLTFScenegraph} from './lib/api/gltf-scenegraph';\nexport {postProcessGLTF} from './lib/api/post-process-gltf';\nexport type {Mesh} from './lib/types/gltf-json-schema';\nexport type {GLTFObject} from './lib/types/gltf-types';\n"],"file":"index.js"}
|
|
@@ -226,12 +226,14 @@ class GLTFV1Normalizer {
|
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|
226
226
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|
|
227
227
|
_updateMaterial(json) {
|
|
228
228
|
for (const material of json.materials) {
|
|
229
|
+
var _material$values, _material$values2;
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|
230
|
+
|
|
229
231
|
material.pbrMetallicRoughness = {
|
|
230
232
|
baseColorFactor: [1, 1, 1, 1],
|
|
231
233
|
metallicFactor: 1,
|
|
232
234
|
roughnessFactor: 1
|
|
233
235
|
};
|
|
234
|
-
const textureId = material.values
|
|
236
|
+
const textureId = ((_material$values = material.values) === null || _material$values === void 0 ? void 0 : _material$values.tex) || ((_material$values2 = material.values) === null || _material$values2 === void 0 ? void 0 : _material$values2.texture2d_0);
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|
235
237
|
const textureIndex = json.textures.findIndex(texture => texture.id === textureId);
|
|
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238
|
|
|
237
239
|
if (textureIndex !== -1) {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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eslint-disable camelcase */\nimport * as KHR_binary_glTF from '../extensions/KHR_binary_gltf';\n\n// Binary format changes (mainly implemented by GLBLoader)\n// https://github.com/KhronosGroup/glTF/tree/master/extensions/1.0/Khronos/KHR_binary_glTF\n\n// JSON format changes:\n// https://github.com/khronosgroup/gltf/issues/605\n\n// - [x] Top-level JSON objects are arrays now\n// - [ ] Removed indirection from animation: sampler now refers directly to accessors, #712\n// - [ ] material.parameter.value and technique.parameter.value must be an array, #690\n// - [ ] Node can have only one mesh #821\n// - [ ] Added reqs on JSON encoding\n// - [ ] Added reqs on binary data alignment #802 (comment)\n\n// Additions:\n// - [ ] Added accessor.normalized, #691, #706\n// - [ ] Added glExtensionsUsed property and 5125 (UNSIGNED_INT) accessor.componentType value, #619\n// - [ ] Added extensionsRequired property, #720, #721\n// - [ ] Added \"STEP\" as valid animation.sampler.interpolation value, #712\n\n// Removals:\n// - [x] Removed buffer.type, #786, #629\n// - [ ] Removed revision number from profile.version, #709\n// - [ ] Removed technique.functions.scissor and removed 3089 (SCISSOR_TEST) as a valid value for technique.states.enable, #681\n// - [ ] Techniques, programs, and shaders were moved out to KHR_technique_webgl extension.\n\n// Other edits:\n// - [x] asset is now required, #642\n// - [ ] buffer.byteLength and bufferView.byteLength are now required, #560.\n// - [ ] accessor.min and accessor.max are now required, #593, and clarified that the JSON value and binary data must be the same, #628.\n// - [ ] Clarified animation.sampler and animation.channel restrictions, #712\n// - [ ] skin.inverseBindMatrices is now optional, #461.\n// - [ ] Attribute parameters can't have a value defined in the technique or parameter, #563 (comment).\n// - [ ] Only TEXCOORD and COLOR attribute semantics can be written in the form [semantic]_[set_index], #563 (comment).\n// - [ ] TEXCOORD and COLOR attribute semantics must be written in the form [semantic]_[set_index], e.g., just TEXCOORD should be TEXCOORD_0, and just COLOR should be COLOR_0, #649\n// - [ ] camera.perspective.aspectRatio and camera.perspective.yfov must now be > 0, not >= 0, #563 (comment).\n// - [ ] Application-specific parameter semantics must start with an underscore, e.g., _TEMPERATURE and _SIMULATION_TIME, #563 (comment).\n// - [ ] Properties in technique.parameters must be defined in technique.uniforms or technique.attributes,\n\n// #563 (comment).\n// - [ ] technique.parameter.count can only be defined when the semantic is JOINTMATRIX or an application-specific semantic is used. It can never be defined for attribute parameters; only uniforms, d2f6945\n// - [ ] technique.parameter.semantic is required when the parameter is an attribute, 28e113d\n// - [ ] Mesh-only models are allowed, e.g., without materials, #642\n// - [ ] Skeleton hierarchies (nodes containing jointName) must be separated from non-skeleton hierarchies., #647\n// - [ ] technique.states.functions.blendColor and technique.states.functions.depthRange parameters now must match WebGL function min/max, #707\n\nconst GLTF_ARRAYS = {\n accessors: 'accessor',\n animations: 'animation',\n buffers: 'buffer',\n bufferViews: 'bufferView',\n images: 'image',\n materials: 'material',\n meshes: 'mesh',\n nodes: 'node',\n samplers: 'sampler',\n scenes: 'scene',\n skins: 'skin',\n textures: 'texture'\n};\n\nconst GLTF_KEYS = {\n accessor: 'accessors',\n animations: 'animation',\n buffer: 'buffers',\n bufferView: 'bufferViews',\n image: 'images',\n material: 'materials',\n mesh: 'meshes',\n node: 'nodes',\n sampler: 'samplers',\n scene: 'scenes',\n skin: 'skins',\n texture: 'textures'\n};\n\n/**\n * Converts (normalizes) glTF v1 to v2\n */\nclass GLTFV1Normalizer {\n idToIndexMap = {\n animations: {},\n accessors: {},\n buffers: {},\n bufferViews: {},\n images: {},\n materials: {},\n meshes: {},\n nodes: {},\n samplers: {},\n scenes: {},\n skins: {},\n textures: {}\n };\n\n json;\n\n // constructor() {}\n\n /**\n * Convert (normalize) glTF < 2.0 to glTF 2.0\n * @param gltf - object with json and binChunks\n * @param options\n * @param options normalize Whether to actually normalize\n */\n normalize(gltf, options) {\n this.json = gltf.json;\n const json = gltf.json;\n\n // Check version\n switch (json.asset && json.asset.version) {\n // We are converting to v2 format. Return if there is nothing to do\n case '2.0':\n return;\n\n // This class is written to convert 1.0\n case undefined:\n case '1.0':\n break;\n\n default:\n // eslint-disable-next-line no-undef, no-console\n console.warn(`glTF: Unknown version ${json.asset.version}`);\n return;\n }\n\n if (!options.normalize) {\n // We are still missing a few conversion tricks, remove once addressed\n throw new Error('glTF v1 is not supported.');\n }\n\n // eslint-disable-next-line no-undef, no-console\n console.warn('Converting glTF v1 to glTF v2 format. This is experimental and may fail.');\n\n this._addAsset(json);\n\n // In glTF2 top-level fields are Arrays not Object maps\n this._convertTopLevelObjectsToArrays(json);\n\n // Extract bufferView indices for images\n // (this extension needs to be invoked early in the normalization process)\n // TODO can this be handled by standard extension processing instead of called explicitly?\n KHR_binary_glTF.preprocess(gltf);\n\n // Convert object references from ids to indices\n this._convertObjectIdsToArrayIndices(json);\n\n this._updateObjects(json);\n\n this._updateMaterial(json);\n }\n\n // asset is now required, #642 https://github.com/KhronosGroup/glTF/issues/639\n _addAsset(json) {\n json.asset = json.asset || {};\n // We are normalizing to glTF v2, so change version to \"2.0\"\n json.asset.version = '2.0';\n json.asset.generator = json.asset.generator || 'Normalized to glTF 2.0 by loaders.gl';\n }\n\n _convertTopLevelObjectsToArrays(json) {\n // TODO check that all arrays are covered\n for (const arrayName in GLTF_ARRAYS) {\n this._convertTopLevelObjectToArray(json, arrayName);\n }\n }\n\n /** Convert one top level object to array */\n _convertTopLevelObjectToArray(json, mapName) {\n const objectMap = json[mapName];\n if (!objectMap || Array.isArray(objectMap)) {\n return;\n }\n\n // Rewrite the top-level field as an array\n json[mapName] = [];\n // Copy the map key into object.id\n for (const id in objectMap) {\n const object = objectMap[id];\n object.id = object.id || id; // Mutates the loaded object\n const index = json[mapName].length;\n json[mapName].push(object);\n this.idToIndexMap[mapName][id] = index;\n }\n }\n\n /** Go through all objects in all top-level arrays and replace ids with indices */\n _convertObjectIdsToArrayIndices(json) {\n for (const arrayName in GLTF_ARRAYS) {\n this._convertIdsToIndices(json, arrayName);\n }\n if ('scene' in json) {\n json.scene = this._convertIdToIndex(json.scene, 'scene');\n }\n\n // Convert any index references that are not using array names\n\n // texture.source (image)\n for (const texture of json.textures) {\n this._convertTextureIds(texture);\n }\n for (const mesh of json.meshes) {\n this._convertMeshIds(mesh);\n }\n for (const node of json.nodes) {\n this._convertNodeIds(node);\n }\n for (const node of json.scenes) {\n this._convertSceneIds(node);\n }\n }\n\n _convertTextureIds(texture) {\n if (texture.source) {\n texture.source = this._convertIdToIndex(texture.source, 'image');\n }\n }\n\n _convertMeshIds(mesh) {\n for (const primitive of mesh.primitives) {\n const {attributes, indices, material} = primitive;\n for (const attributeName in attributes) {\n attributes[attributeName] = this._convertIdToIndex(attributes[attributeName], 'accessor');\n }\n if (indices) {\n primitive.indices = this._convertIdToIndex(indices, 'accessor');\n }\n if (material) {\n primitive.material = this._convertIdToIndex(material, 'material');\n }\n }\n }\n\n _convertNodeIds(node) {\n if (node.children) {\n node.children = node.children.map((child) => this._convertIdToIndex(child, 'node'));\n }\n if (node.meshes) {\n node.meshes = node.meshes.map((mesh) => this._convertIdToIndex(mesh, 'mesh'));\n }\n }\n\n _convertSceneIds(scene) {\n if (scene.nodes) {\n scene.nodes = scene.nodes.map((node) => this._convertIdToIndex(node, 'node'));\n }\n }\n\n /** Go through all objects in a top-level array and replace ids with indices */\n _convertIdsToIndices(json, topLevelArrayName) {\n if (!json[topLevelArrayName]) {\n console.warn(`gltf v1: json doesn't contain attribute ${topLevelArrayName}`); // eslint-disable-line no-console, no-undef\n json[topLevelArrayName] = [];\n }\n for (const object of json[topLevelArrayName]) {\n for (const key in object) {\n const id = object[key];\n const index = this._convertIdToIndex(id, key);\n object[key] = index;\n }\n }\n }\n\n _convertIdToIndex(id, key) {\n const arrayName = GLTF_KEYS[key];\n if (arrayName in this.idToIndexMap) {\n const index = this.idToIndexMap[arrayName][id];\n if (!Number.isFinite(index)) {\n throw new Error(`gltf v1: failed to resolve ${key} with id ${id}`);\n }\n return index;\n }\n return id;\n }\n\n /**\n *\n * @param {*} json\n */\n _updateObjects(json) {\n for (const buffer of this.json.buffers) {\n // - [x] Removed buffer.type, #786, #629\n delete buffer.type;\n }\n }\n\n /**\n * Update material (set pbrMetallicRoughness)\n * @param {*} json\n */\n _updateMaterial(json) {\n for (const material of json.materials) {\n material.pbrMetallicRoughness = {\n baseColorFactor: [1, 1, 1, 1],\n metallicFactor: 1,\n roughnessFactor: 1\n };\n\n const textureId = material.values && material.values.tex;\n const textureIndex = json.textures.findIndex((texture) => texture.id === textureId);\n if (textureIndex !== -1) {\n material.pbrMetallicRoughness.baseColorTexture = {index: textureIndex};\n }\n }\n }\n}\n\nexport function normalizeGLTFV1(gltf, options = {}) {\n return new GLTFV1Normalizer().normalize(gltf, options);\n}\n"],"file":"normalize-gltf-v1.js"}
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#712\n\n// Removals:\n// - [x] Removed buffer.type, #786, #629\n// - [ ] Removed revision number from profile.version, #709\n// - [ ] Removed technique.functions.scissor and removed 3089 (SCISSOR_TEST) as a valid value for technique.states.enable, #681\n// - [ ] Techniques, programs, and shaders were moved out to KHR_technique_webgl extension.\n\n// Other edits:\n// - [x] asset is now required, #642\n// - [ ] buffer.byteLength and bufferView.byteLength are now required, #560.\n// - [ ] accessor.min and accessor.max are now required, #593, and clarified that the JSON value and binary data must be the same, #628.\n// - [ ] Clarified animation.sampler and animation.channel restrictions, #712\n// - [ ] skin.inverseBindMatrices is now optional, #461.\n// - [ ] Attribute parameters can't have a value defined in the technique or parameter, #563 (comment).\n// - [ ] Only TEXCOORD and COLOR attribute semantics can be written in the form [semantic]_[set_index], #563 (comment).\n// - [ ] TEXCOORD and COLOR attribute semantics must be written in the form [semantic]_[set_index], e.g., just TEXCOORD should be TEXCOORD_0, and just COLOR should be COLOR_0, #649\n// - [ ] camera.perspective.aspectRatio and camera.perspective.yfov must now be > 0, not >= 0, #563 (comment).\n// - [ ] Application-specific parameter semantics must start with an underscore, e.g., _TEMPERATURE and _SIMULATION_TIME, #563 (comment).\n// - [ ] Properties in technique.parameters must be defined in technique.uniforms or technique.attributes,\n\n// #563 (comment).\n// - [ ] technique.parameter.count can only be defined when the semantic is JOINTMATRIX or an application-specific semantic is used. It can never be defined for attribute parameters; only uniforms, d2f6945\n// - [ ] technique.parameter.semantic is required when the parameter is an attribute, 28e113d\n// - [ ] Mesh-only models are allowed, e.g., without materials, #642\n// - [ ] Skeleton hierarchies (nodes containing jointName) must be separated from non-skeleton hierarchies., #647\n// - [ ] technique.states.functions.blendColor and technique.states.functions.depthRange parameters now must match WebGL function min/max, #707\n\nconst GLTF_ARRAYS = {\n accessors: 'accessor',\n animations: 'animation',\n buffers: 'buffer',\n bufferViews: 'bufferView',\n images: 'image',\n materials: 'material',\n meshes: 'mesh',\n nodes: 'node',\n samplers: 'sampler',\n scenes: 'scene',\n skins: 'skin',\n textures: 'texture'\n};\n\nconst GLTF_KEYS = {\n accessor: 'accessors',\n animations: 'animation',\n buffer: 'buffers',\n bufferView: 'bufferViews',\n image: 'images',\n material: 'materials',\n mesh: 'meshes',\n node: 'nodes',\n sampler: 'samplers',\n scene: 'scenes',\n skin: 'skins',\n texture: 'textures'\n};\n\n/**\n * Converts (normalizes) glTF v1 to v2\n */\nclass GLTFV1Normalizer {\n idToIndexMap = {\n animations: {},\n accessors: {},\n buffers: {},\n bufferViews: {},\n images: {},\n materials: {},\n meshes: {},\n nodes: {},\n samplers: {},\n scenes: {},\n skins: {},\n textures: {}\n };\n\n json;\n\n // constructor() {}\n\n /**\n * Convert (normalize) glTF < 2.0 to glTF 2.0\n * @param gltf - object with json and binChunks\n * @param options\n * @param options normalize Whether to actually normalize\n */\n normalize(gltf, options) {\n this.json = gltf.json;\n const json = gltf.json;\n\n // Check version\n switch (json.asset && json.asset.version) {\n // We are converting to v2 format. Return if there is nothing to do\n case '2.0':\n return;\n\n // This class is written to convert 1.0\n case undefined:\n case '1.0':\n break;\n\n default:\n // eslint-disable-next-line no-undef, no-console\n console.warn(`glTF: Unknown version ${json.asset.version}`);\n return;\n }\n\n if (!options.normalize) {\n // We are still missing a few conversion tricks, remove once addressed\n throw new Error('glTF v1 is not supported.');\n }\n\n // eslint-disable-next-line no-undef, no-console\n console.warn('Converting glTF v1 to glTF v2 format. This is experimental and may fail.');\n\n this._addAsset(json);\n\n // In glTF2 top-level fields are Arrays not Object maps\n this._convertTopLevelObjectsToArrays(json);\n\n // Extract bufferView indices for images\n // (this extension needs to be invoked early in the normalization process)\n // TODO can this be handled by standard extension processing instead of called explicitly?\n KHR_binary_glTF.preprocess(gltf);\n\n // Convert object references from ids to indices\n this._convertObjectIdsToArrayIndices(json);\n\n this._updateObjects(json);\n\n this._updateMaterial(json);\n }\n\n // asset is now required, #642 https://github.com/KhronosGroup/glTF/issues/639\n _addAsset(json) {\n json.asset = json.asset || {};\n // We are normalizing to glTF v2, so change version to \"2.0\"\n json.asset.version = '2.0';\n json.asset.generator = json.asset.generator || 'Normalized to glTF 2.0 by loaders.gl';\n }\n\n _convertTopLevelObjectsToArrays(json) {\n // TODO check that all arrays are covered\n for (const arrayName in GLTF_ARRAYS) {\n this._convertTopLevelObjectToArray(json, arrayName);\n }\n }\n\n /** Convert one top level object to array */\n _convertTopLevelObjectToArray(json, mapName) {\n const objectMap = json[mapName];\n if (!objectMap || Array.isArray(objectMap)) {\n return;\n }\n\n // Rewrite the top-level field as an array\n json[mapName] = [];\n // Copy the map key into object.id\n for (const id in objectMap) {\n const object = objectMap[id];\n object.id = object.id || id; // Mutates the loaded object\n const index = json[mapName].length;\n json[mapName].push(object);\n this.idToIndexMap[mapName][id] = index;\n }\n }\n\n /** Go through all objects in all top-level arrays and replace ids with indices */\n _convertObjectIdsToArrayIndices(json) {\n for (const arrayName in GLTF_ARRAYS) {\n this._convertIdsToIndices(json, arrayName);\n }\n if ('scene' in json) {\n json.scene = this._convertIdToIndex(json.scene, 'scene');\n }\n\n // Convert any index references that are not using array names\n\n // texture.source (image)\n for (const texture of json.textures) {\n this._convertTextureIds(texture);\n }\n for (const mesh of json.meshes) {\n this._convertMeshIds(mesh);\n }\n for (const node of json.nodes) {\n this._convertNodeIds(node);\n }\n for (const node of json.scenes) {\n this._convertSceneIds(node);\n }\n }\n\n _convertTextureIds(texture) {\n if (texture.source) {\n texture.source = this._convertIdToIndex(texture.source, 'image');\n }\n }\n\n _convertMeshIds(mesh) {\n for (const primitive of mesh.primitives) {\n const {attributes, indices, material} = primitive;\n for (const attributeName in attributes) {\n attributes[attributeName] = this._convertIdToIndex(attributes[attributeName], 'accessor');\n }\n if (indices) {\n primitive.indices = this._convertIdToIndex(indices, 'accessor');\n }\n if (material) {\n primitive.material = this._convertIdToIndex(material, 'material');\n }\n }\n }\n\n _convertNodeIds(node) {\n if (node.children) {\n node.children = node.children.map((child) => this._convertIdToIndex(child, 'node'));\n }\n if (node.meshes) {\n node.meshes = node.meshes.map((mesh) => this._convertIdToIndex(mesh, 'mesh'));\n }\n }\n\n _convertSceneIds(scene) {\n if (scene.nodes) {\n scene.nodes = scene.nodes.map((node) => this._convertIdToIndex(node, 'node'));\n }\n }\n\n /** Go through all objects in a top-level array and replace ids with indices */\n _convertIdsToIndices(json, topLevelArrayName) {\n if (!json[topLevelArrayName]) {\n console.warn(`gltf v1: json doesn't contain attribute ${topLevelArrayName}`); // eslint-disable-line no-console, no-undef\n json[topLevelArrayName] = [];\n }\n for (const object of json[topLevelArrayName]) {\n for (const key in object) {\n const id = object[key];\n const index = this._convertIdToIndex(id, key);\n object[key] = index;\n }\n }\n }\n\n _convertIdToIndex(id, key) {\n const arrayName = GLTF_KEYS[key];\n if (arrayName in this.idToIndexMap) {\n const index = this.idToIndexMap[arrayName][id];\n if (!Number.isFinite(index)) {\n throw new Error(`gltf v1: failed to resolve ${key} with id ${id}`);\n }\n return index;\n }\n return id;\n }\n\n /**\n *\n * @param {*} json\n */\n _updateObjects(json) {\n for (const buffer of this.json.buffers) {\n // - [x] Removed buffer.type, #786, #629\n delete buffer.type;\n }\n }\n\n /**\n * Update material (set pbrMetallicRoughness)\n * @param {*} json\n */\n _updateMaterial(json) {\n for (const material of json.materials) {\n material.pbrMetallicRoughness = {\n baseColorFactor: [1, 1, 1, 1],\n metallicFactor: 1,\n roughnessFactor: 1\n };\n\n const textureId = material.values?.tex || material.values?.texture2d_0;\n const textureIndex = json.textures.findIndex((texture) => texture.id === textureId);\n if (textureIndex !== -1) {\n material.pbrMetallicRoughness.baseColorTexture = {index: textureIndex};\n }\n }\n }\n}\n\nexport function normalizeGLTFV1(gltf, options = {}) {\n return new GLTFV1Normalizer().normalize(gltf, options);\n}\n"],"file":"normalize-gltf-v1.js"}
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@@ -1,18 +1,11 @@
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1
1
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import GLTFScenegraph from '../api/gltf-scenegraph';
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2
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-
import {
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+
import { meshoptDecodeGltfBuffer } from '../../meshopt/meshopt-decoder';
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const DEFAULT_MESHOPT_OPTIONS = {
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4
4
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byteOffset: 0,
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5
5
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filter: 'NONE'
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6
6
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};
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7
7
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const EXT_MESHOPT_COMPRESSION = 'EXT_meshopt_compression';
|
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8
8
|
export const name = EXT_MESHOPT_COMPRESSION;
|
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9
|
-
export function preprocess(gltfData) {
|
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10
|
-
const scenegraph = new GLTFScenegraph(gltfData);
|
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11
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-
|
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12
|
-
if (scenegraph.getRequiredExtensions().includes(EXT_MESHOPT_COMPRESSION) && !isMeshoptSupported()) {
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13
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-
throw new Error("gltf: Required extension ".concat(EXT_MESHOPT_COMPRESSION, " not supported by browser"));
|
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14
|
-
}
|
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15
|
-
}
|
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16
9
|
export async function decode(gltfData, options) {
|
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17
10
|
var _options$gltf;
|
|
18
11
|
|
|
@@ -36,18 +29,19 @@ async function decodeMeshoptBufferView(scenegraph, bufferView) {
|
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|
36
29
|
const meshoptExtension = scenegraph.getObjectExtension(bufferView, EXT_MESHOPT_COMPRESSION);
|
|
37
30
|
|
|
38
31
|
if (meshoptExtension) {
|
|
39
|
-
const buffer = bufferView.buffer;
|
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40
32
|
const {
|
|
41
33
|
byteOffset = 0,
|
|
42
34
|
byteLength = 0,
|
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43
35
|
byteStride,
|
|
44
36
|
count,
|
|
45
37
|
mode,
|
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46
|
-
filter = 'NONE'
|
|
38
|
+
filter = 'NONE',
|
|
39
|
+
buffer: bufferIndex
|
|
47
40
|
} = meshoptExtension;
|
|
48
|
-
const
|
|
49
|
-
const
|
|
50
|
-
|
|
41
|
+
const buffer = scenegraph.gltf.buffers[bufferIndex];
|
|
42
|
+
const source = new Uint8Array(buffer.arrayBuffer, buffer.byteOffset + byteOffset, byteLength);
|
|
43
|
+
const result = new Uint8Array(scenegraph.gltf.buffers[bufferView.buffer].arrayBuffer, bufferView.byteOffset, bufferView.byteLength);
|
|
44
|
+
await meshoptDecodeGltfBuffer(result, count, byteStride, source, mode, filter);
|
|
51
45
|
return result;
|
|
52
46
|
}
|
|
53
47
|
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"sources":["../../../../src/lib/extensions/EXT_meshopt_compression.ts"],"names":["GLTFScenegraph","
|
|
1
|
+
{"version":3,"sources":["../../../../src/lib/extensions/EXT_meshopt_compression.ts"],"names":["GLTFScenegraph","meshoptDecodeGltfBuffer","DEFAULT_MESHOPT_OPTIONS","byteOffset","filter","EXT_MESHOPT_COMPRESSION","name","decode","gltfData","options","scenegraph","gltf","decompressMeshes","promises","bufferViewIndex","json","bufferViews","push","decodeMeshoptBufferView","Promise","all","removeExtension","bufferView","meshoptExtension","getObjectExtension","byteLength","byteStride","count","mode","buffer","bufferIndex","buffers","source","Uint8Array","arrayBuffer","result"],"mappings":"AAGA,OAAOA,cAAP,MAA2B,wBAA3B;AACA,SAAQC,uBAAR,QAAsC,+BAAtC;AAIA,MAAMC,uBAAuB,GAAG;AAC9BC,EAAAA,UAAU,EAAE,CADkB;AAE9BC,EAAAA,MAAM,EAAE;AAFsB,CAAhC;AAMA,MAAMC,uBAAuB,GAAG,yBAAhC;AAEA,OAAO,MAAMC,IAAI,GAAGD,uBAAb;AAEP,OAAO,eAAeE,MAAf,CAAsBC,QAAtB,EAA8CC,OAA9C,EAA0E;AAAA;;AAC/E,QAAMC,UAAU,GAAG,IAAIV,cAAJ,CAAmBQ,QAAnB,CAAnB;;AAEA,MAAI,EAACC,OAAD,aAACA,OAAD,gCAACA,OAAO,CAAEE,IAAV,0CAAC,cAAeC,gBAAhB,CAAJ,EAAsC;AACpC;AACD;;AAED,QAAMC,QAAwB,GAAG,EAAjC;;AACA,OAAK,MAAMC,eAAX,IAA8BN,QAAQ,CAACO,IAAT,CAAcC,WAAd,IAA6B,EAA3D,EAA+D;AAC7DH,IAAAA,QAAQ,CAACI,IAAT,CAAcC,uBAAuB,CAACR,UAAD,EAAaI,eAAb,CAArC;AACD;;AAGD,QAAMK,OAAO,CAACC,GAAR,CAAYP,QAAZ,CAAN;AAGAH,EAAAA,UAAU,CAACW,eAAX,CAA2BhB,uBAA3B;AACD;;AAGD,eAAea,uBAAf,CACER,UADF,EAEEY,UAFF,EAG+B;AAC7B,QAAMC,gBAAgB,GAAGb,UAAU,CAACc,kBAAX,CACvBF,UADuB,EAEvBjB,uBAFuB,CAAzB;;AAIA,MAAIkB,gBAAJ,EAAsB;AACpB,UAAM;AACJpB,MAAAA,UAAU,GAAG,CADT;AAEJsB,MAAAA,UAAU,GAAG,CAFT;AAGJC,MAAAA,UAHI;AAIJC,MAAAA,KAJI;AAKJC,MAAAA,IALI;AAMJxB,MAAAA,MAAM,GAAG,MANL;AAOJyB,MAAAA,MAAM,EAAEC;AAPJ,QAQFP,gBARJ;AASA,UAAMM,MAAM,GAAGnB,UAAU,CAACC,IAAX,CAAgBoB,OAAhB,CAAwBD,WAAxB,CAAf;AAEA,UAAME,MAAM,GAAG,IAAIC,UAAJ,CAAeJ,MAAM,CAACK,WAAtB,EAAmCL,MAAM,CAAC1B,UAAP,GAAoBA,UAAvD,EAAmEsB,UAAnE,CAAf;AACA,UAAMU,MAAM,GAAG,IAAIF,UAAJ,CACbvB,UAAU,CAACC,IAAX,CAAgBoB,OAAhB,CAAwBT,UAAU,CAACO,MAAnC,EAA2CK,WAD9B,EAEbZ,UAAU,CAACnB,UAFE,EAGbmB,UAAU,CAACG,UAHE,CAAf;AAKA,UAAMxB,uBAAuB,CAACkC,MAAD,EAASR,KAAT,EAAgBD,UAAhB,EAA4BM,MAA5B,EAAoCJ,IAApC,EAA0CxB,MAA1C,CAA7B;AACA,WAAO+B,MAAP;AACD;;AAED,SAAO,IAAP;AACD","sourcesContent":["/* eslint-disable camelcase */\nimport type {GLTF, GLTFBufferView, GLTF_EXT_meshopt_compression} from '../types/gltf-types';\nimport type {GLTFLoaderOptions} from '../../gltf-loader';\nimport GLTFScenegraph from '../api/gltf-scenegraph';\nimport {meshoptDecodeGltfBuffer} from '../../meshopt/meshopt-decoder';\n\n// @ts-ignore\n// eslint-disable-next-line\nconst DEFAULT_MESHOPT_OPTIONS = {\n byteOffset: 0,\n filter: 'NONE'\n};\n\n/** Extension name */\nconst EXT_MESHOPT_COMPRESSION = 'EXT_meshopt_compression';\n\nexport const name = EXT_MESHOPT_COMPRESSION;\n\nexport async function decode(gltfData: {json: GLTF}, options: GLTFLoaderOptions) {\n const scenegraph = new GLTFScenegraph(gltfData);\n\n if (!options?.gltf?.decompressMeshes) {\n return;\n }\n\n const promises: Promise<any>[] = [];\n for (const bufferViewIndex of gltfData.json.bufferViews || []) {\n promises.push(decodeMeshoptBufferView(scenegraph, bufferViewIndex));\n }\n\n // Decompress meshes in parallel\n await Promise.all(promises);\n\n // We have now decompressed all primitives, so remove the top-level extensions\n scenegraph.removeExtension(EXT_MESHOPT_COMPRESSION);\n}\n\n/** Decode one meshopt buffer view */\nasync function decodeMeshoptBufferView(\n scenegraph: GLTFScenegraph,\n bufferView: GLTFBufferView\n): Promise<ArrayBuffer | null> {\n const meshoptExtension = scenegraph.getObjectExtension<GLTF_EXT_meshopt_compression>(\n bufferView,\n EXT_MESHOPT_COMPRESSION\n );\n if (meshoptExtension) {\n const {\n byteOffset = 0,\n byteLength = 0,\n byteStride,\n count,\n mode,\n filter = 'NONE',\n buffer: bufferIndex\n } = meshoptExtension;\n const buffer = scenegraph.gltf.buffers[bufferIndex];\n\n const source = new Uint8Array(buffer.arrayBuffer, buffer.byteOffset + byteOffset, byteLength);\n const result = new Uint8Array(\n scenegraph.gltf.buffers[bufferView.buffer].arrayBuffer,\n bufferView.byteOffset,\n bufferView.byteLength\n );\n await meshoptDecodeGltfBuffer(result, count, byteStride, source, mode, filter);\n return result;\n }\n\n return null;\n}\n"],"file":"EXT_meshopt_compression.js"}
|
|
@@ -99,6 +99,12 @@ async function loadBuffers(gltf, options, context) {
|
|
|
99
99
|
byteLength: arrayBuffer.byteLength
|
|
100
100
|
};
|
|
101
101
|
delete buffer.uri;
|
|
102
|
+
} else if (gltf.buffers[i] === null) {
|
|
103
|
+
gltf.buffers[i] = {
|
|
104
|
+
arrayBuffer: new ArrayBuffer(buffer.byteLength),
|
|
105
|
+
byteOffset: 0,
|
|
106
|
+
byteLength: buffer.byteLength
|
|
107
|
+
};
|
|
102
108
|
}
|
|
103
109
|
}
|
|
104
110
|
}
|