@loaders.gl/gltf 3.2.0-alpha.2 → 3.2.0-alpha.3

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 CHANGED
@@ -3713,7 +3713,7 @@
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  metallicFactor: 1,
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  roughnessFactor: 1
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  };
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- const textureId = material.values && material.values.tex;
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+ const textureId = material.values?.tex || material.values?.texture2d_0;
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  const textureIndex = json.textures.findIndex((texture) => texture.id === textureId);
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  if (textureIndex !== -1) {
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  material.pbrMetallicRoughness.baseColorTexture = { index: textureIndex };
@@ -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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+
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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 && material.values.tex;
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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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  });
@@ -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. 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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"}
@@ -4,6 +4,6 @@ Object.defineProperty(exports, "__esModule", {
4
4
  value: true
5
5
  });
6
6
  exports.VERSION = void 0;
7
- var VERSION = typeof "3.2.0-alpha.2" !== 'undefined' ? "3.2.0-alpha.2" : 'latest';
7
+ var VERSION = typeof "3.2.0-alpha.3" !== 'undefined' ? "3.2.0-alpha.3" : 'latest';
8
8
  exports.VERSION = VERSION;
9
9
  //# sourceMappingURL=version.js.map
@@ -226,12 +226,14 @@ class GLTFV1Normalizer {
226
226
 
227
227
  _updateMaterial(json) {
228
228
  for (const material of json.materials) {
229
+ var _material$values, _material$values2;
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 && material.values.tex;
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);
235
237
  const textureIndex = json.textures.findIndex(texture => texture.id === textureId);
236
238
 
237
239
  if (textureIndex !== -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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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?.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"}
@@ -1,2 +1,2 @@
1
- export const VERSION = typeof "3.2.0-alpha.2" !== 'undefined' ? "3.2.0-alpha.2" : 'latest';
1
+ export const VERSION = typeof "3.2.0-alpha.3" !== 'undefined' ? "3.2.0-alpha.3" : 'latest';
2
2
  //# sourceMappingURL=version.js.map
@@ -281,7 +281,7 @@ class GLTFV1Normalizer {
281
281
  metallicFactor: 1,
282
282
  roughnessFactor: 1
283
283
  };
284
- const textureId = material.values && material.values.tex;
284
+ const textureId = material.values?.tex || material.values?.texture2d_0;
285
285
  const textureIndex = json.textures.findIndex((texture) => texture.id === textureId);
286
286
  if (textureIndex !== -1) {
287
287
  material.pbrMetallicRoughness.baseColorTexture = { index: textureIndex };
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@loaders.gl/gltf",
3
- "version": "3.2.0-alpha.2",
3
+ "version": "3.2.0-alpha.3",
4
4
  "description": "Framework-independent loader for the glTF format",
5
5
  "license": "MIT",
6
6
  "publishConfig": {
@@ -34,10 +34,10 @@
34
34
  "build-bundle": "esbuild src/bundle.ts --bundle --outfile=dist/dist.min.js"
35
35
  },
36
36
  "dependencies": {
37
- "@loaders.gl/draco": "3.2.0-alpha.2",
38
- "@loaders.gl/images": "3.2.0-alpha.2",
39
- "@loaders.gl/loader-utils": "3.2.0-alpha.2",
40
- "@loaders.gl/textures": "3.2.0-alpha.2"
37
+ "@loaders.gl/draco": "3.2.0-alpha.3",
38
+ "@loaders.gl/images": "3.2.0-alpha.3",
39
+ "@loaders.gl/loader-utils": "3.2.0-alpha.3",
40
+ "@loaders.gl/textures": "3.2.0-alpha.3"
41
41
  },
42
- "gitHead": "52a602739cbfce60fc314f474efc984d199dff78"
42
+ "gitHead": "f0d4b801efeb7094283106352ee759eccfb21f10"
43
43
  }
@@ -298,7 +298,7 @@ class GLTFV1Normalizer {
298
298
  roughnessFactor: 1
299
299
  };
300
300
 
301
- const textureId = material.values && material.values.tex;
301
+ const textureId = material.values?.tex || material.values?.texture2d_0;
302
302
  const textureIndex = json.textures.findIndex((texture) => texture.id === textureId);
303
303
  if (textureIndex !== -1) {
304
304
  material.pbrMetallicRoughness.baseColorTexture = {index: textureIndex};