@onerjs/loaders 8.23.12 → 8.25.1
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/glTF/2.0/Extensions/KHR_materials_variants.js +1 -1
- package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
- package/glTF/2.0/glTFLoader.js +47 -37
- package/glTF/2.0/glTFLoader.js.map +1 -1
- package/glTF/glTFFileLoader.d.ts +81 -69
- package/glTF/glTFFileLoader.js +72 -68
- package/glTF/glTFFileLoader.js.map +1 -1
- package/package.json +3 -3
package/glTF/glTFFileLoader.d.ts
CHANGED
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@@ -126,88 +126,106 @@ declare abstract class GLTFLoaderOptions {
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*/
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abstract onParsed?: ((loaderData: IGLTFLoaderData) => void) | undefined;
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/**
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*
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* Defines if the loader should always compute the bounding boxes of meshes and not use the min/max values from the position accessor. Defaults to false.
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*/
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-
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alwaysComputeBoundingBox: boolean;
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/**
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* Defines if the loader should always compute the nearest common ancestor of the skeleton joints instead of using `skin.skeleton`. Defaults to false.
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* Set this to true if loading assets with invalid `skin.skeleton` values.
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*/
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alwaysComputeSkeletonRootNode: boolean;
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/**
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* The animation start mode. Defaults to FIRST.
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*/
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animationStartMode: GLTFLoaderAnimationStartMode;
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/**
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* Defines if the loader should
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* NOTE: The animation of this node will still load if the node is also a joint of a skin and `loadSkins` is true.
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* Defines if the loader should capture performance counters.
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*/
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-
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abstract capturePerformanceCounters: boolean;
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/**
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* Defines if the loader should
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* Defines if the loader should compile materials before raising the success callback. Defaults to false.
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*/
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-
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compileMaterials: boolean;
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/**
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* Defines if the loader should
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* Defines if the loader should compile shadow generators before raising the success callback. Defaults to false.
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*/
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-
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compileShadowGenerators: boolean;
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/**
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*
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* The coordinate system mode. Defaults to AUTO.
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*/
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-
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coordinateSystemMode: GLTFLoaderCoordinateSystemMode;
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/**
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* Defines if the loader should
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* Defines if the loader should create instances when multiple glTF nodes point to the same glTF mesh. Defaults to true.
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*/
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-
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createInstances: boolean;
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/**
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* Defines
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* Defines the node to use as the root of the hierarchy when loading the scene (default: undefined). If not defined, a root node will be automatically created.
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* You can also pass null if you don't want a root node to be created.
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*/
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-
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customRootNode?: Nullable<TransformNode>;
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/**
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*
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* If false, (default) The luminance of each pixel will reduce its opacity to simulate the behaviour of most physical materials.
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* If true, no extra effects are applied to transparent pixels.
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* Convert root node coordinate if not in rightHanded system
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*/
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-
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autoConvertRootNodeCoordinateSystem?: boolean;
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/**
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*
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*
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* Defaults to false.
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* Callback raised when the loader creates a mesh after parsing the glTF properties of the mesh.
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* Note that the callback is called as soon as the mesh object is created, meaning some data may not have been setup yet for this mesh (vertex data, morph targets, material, ...)
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*/
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-
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abstract onMeshLoaded?: ((mesh: AbstractMesh) => void) | undefined;
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/**
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*
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* Callback raised when the loader creates a skin after parsing the glTF properties of the skin node.
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* @see https://doc.babylonjs.com/features/featuresDeepDive/importers/glTF/glTFSkinning#ignoring-the-transform-of-the-skinned-mesh
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*/
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abstract onSkinLoaded?: ((node: TransformNode, skinnedNode: TransformNode) => void) | undefined;
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/**
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*
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* Callback raised when the loader creates a texture after parsing the glTF properties of the texture.
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*/
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-
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abstract onTextureLoaded?: ((texture: BaseTexture) => void) | undefined;
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/**
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* Callback raised when the loader creates a material after parsing the glTF properties of the material.
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*/
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abstract onMaterialLoaded?: ((material: Material) => void) | undefined;
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/**
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* Callback raised when the loader creates a camera after parsing the glTF properties of the camera.
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*/
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abstract onCameraLoaded?: ((camera: Camera) => void) | undefined;
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/**
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* Defines options for glTF extensions.
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*/
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extensionOptions: {
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[Extension in keyof GLTFLoaderExtensionOptions]?: {
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[Option in keyof DefaultExtensionOptions<GLTFLoaderExtensionOptions[Extension]>]: DefaultExtensionOptions<GLTFLoaderExtensionOptions[Extension]>[Option];
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};
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};
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/**
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* If true, load all materials defined in the file, even if not used by any mesh. Defaults to false.
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*/
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loadAllMaterials: boolean;
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/**
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*
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* Defines if the loader should load morph targets. Defaults to true.
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*/
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loadMorphTargets: boolean;
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/**
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*
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* Defines if the loader should load node animations. Defaults to true.
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* NOTE: The animation of this node will still load if the node is also a joint of a skin and `loadSkins` is true.
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*/
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loadNodeAnimations: boolean;
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/**
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* If true, load
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* If true, load only the materials defined in the file. Defaults to false.
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*/
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loadOnlyMaterials: boolean;
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/**
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*
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* Defines if the loader should load skins. Defaults to true.
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*/
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loadSkins: boolean;
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/**
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*
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* Set this to true if loading assets with invalid `skin.skeleton` values.
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* If true, enable logging for the loader. Defaults to false.
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*/
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abstract loggingEnabled: boolean;
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/**
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*
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* Note that it is possible for multiple Babylon textures to share the same name when the Babylon textures load from the same glTF texture or image.
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* Callback raised after the asset is validated.
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*/
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-
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abstract onValidated?: (results: GLTF2.IGLTFValidationResults) => void;
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/**
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* Function called before loading a url referenced by the asset.
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* @param url url referenced by the asset
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@@ -215,44 +233,42 @@ declare abstract class GLTFLoaderOptions {
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*/
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preprocessUrlAsync: (url: string) => Promise<string>;
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/**
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*
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* You can also pass null if you don't want a root node to be created.
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* If true, do not load any materials defined in the file. Defaults to false.
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*/
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-
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skipMaterials: boolean;
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/**
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*
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* When loading glTF animations, which are defined in seconds, target them to this FPS. Defaults to 60.
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*/
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targetFps: number;
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/**
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*
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*
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* Defines if the Alpha blended materials are only applied as coverage.
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* If false, (default) The luminance of each pixel will reduce its opacity to simulate the behaviour of most physical materials.
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* If true, no extra effects are applied to transparent pixels.
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*/
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transparencyAsCoverage: boolean;
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/**
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*
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* @see https://doc.babylonjs.com/features/featuresDeepDive/importers/glTF/glTFSkinning#ignoring-the-transform-of-the-skinned-mesh
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* Defines if the loader should also compile materials with clip planes. Defaults to false.
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*/
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useClipPlane: boolean;
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/**
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*
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* If true, the loader will derive the name for Babylon textures from the glTF texture name, image name, or image url. Defaults to false.
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* Note that it is possible for multiple Babylon textures to share the same name when the Babylon textures load from the same glTF texture or image.
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*/
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useGltfTextureNames: boolean;
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/**
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*
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* Defines if the loader should use range requests when load binary glTF files from HTTP.
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* Enabling will disable offline support and glTF validator.
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* Defaults to false.
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*/
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useRangeRequests: boolean;
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/**
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*
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* If true, load the color (gamma encoded) textures into sRGB buffers (if supported by the GPU), which will yield more accurate results when sampling the texture. Defaults to true.
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*/
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useSRGBBuffers: boolean;
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/**
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* Defines
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* Defines if the loader should validate the asset.
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*/
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[Extension in keyof GLTFLoaderExtensionOptions]?: {
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[Option in keyof DefaultExtensionOptions<GLTFLoaderExtensionOptions[Extension]>]: DefaultExtensionOptions<GLTFLoaderExtensionOptions[Extension]>[Option];
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};
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};
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validate: boolean;
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}
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/**
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* File loader for loading glTF files into a scene.
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get capturePerformanceCounters(): boolean;
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set capturePerformanceCounters(value: boolean);
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/**
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* Defines if the loader should validate the asset.
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validate: boolean;
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/**
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* Observable raised after validation when validate is set to true. The event data is the result of the validation.
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*/
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readonly onValidatedObservable: Observable<GLTF2.IGLTFValidationResults>;
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private _onValidatedObserver;
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/**
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* Callback raised after
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* Callback raised after the asset is validated.
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*/
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set onValidated(callback: (results: GLTF2.IGLTFValidationResults) => void);
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private _loader;
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package/glTF/glTFFileLoader.js
CHANGED
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// V2 options
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// ----------
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/**
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*
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this.coordinateSystemMode = GLTFLoaderCoordinateSystemMode.AUTO;
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* The animation start mode. Defaults to FIRST.
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this.animationStartMode = GLTFLoaderAnimationStartMode.FIRST;
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/**
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* Defines if the loader should load node animations. Defaults to true.
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* NOTE: The animation of this node will still load if the node is also a joint of a skin and `loadSkins` is true.
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* Defines if the loader should always compute the bounding boxes of meshes and not use the min/max values from the position accessor. Defaults to false.
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*/
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this.
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this.alwaysComputeBoundingBox = false;
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/**
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* Defines if the loader should
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* Defines if the loader should always compute the nearest common ancestor of the skeleton joints instead of using `skin.skeleton`. Defaults to false.
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* Set this to true if loading assets with invalid `skin.skeleton` values.
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this.
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this.alwaysComputeSkeletonRootNode = false;
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*
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* The animation start mode. Defaults to FIRST.
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this.animationStartMode = GLTFLoaderAnimationStartMode.FIRST;
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/**
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* Defines if the loader should compile materials before raising the success callback. Defaults to false.
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*/
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this.compileMaterials = false;
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* Defines if the loader should also compile materials with clip planes. Defaults to false.
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this.useClipPlane = false;
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/**
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* Defines if the loader should compile shadow generators before raising the success callback. Defaults to false.
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this.compileShadowGenerators = false;
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/**
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*
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* If false, (default) The luminance of each pixel will reduce its opacity to simulate the behaviour of most physical materials.
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* If true, no extra effects are applied to transparent pixels.
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*/
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this.transparencyAsCoverage = false;
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/**
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* Defines if the loader should use range requests when load binary glTF files from HTTP.
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* Enabling will disable offline support and glTF validator.
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* Defaults to false.
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* The coordinate system mode. Defaults to AUTO.
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*/
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this.coordinateSystemMode = GLTFLoaderCoordinateSystemMode.AUTO;
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/**
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* Defines if the loader should create instances when multiple glTF nodes point to the same glTF mesh. Defaults to true.
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*/
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this.createInstances = true;
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/**
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* Defines
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* Defines options for glTF extensions.
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*/
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this.
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this.extensionOptions = {};
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/**
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* If true, load all materials defined in the file, even if not used by any mesh. Defaults to false.
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*/
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this.loadAllMaterials = false;
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/**
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* Defines if the loader should load morph targets. Defaults to true.
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*/
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this.loadMorphTargets = true;
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/**
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* Defines if the loader should load node animations. Defaults to true.
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* NOTE: The animation of this node will still load if the node is also a joint of a skin and `loadSkins` is true.
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*/
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this.loadNodeAnimations = true;
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/**
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* If true, load only the materials defined in the file. Defaults to false.
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*/
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this.loadOnlyMaterials = false;
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/**
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*
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+
* Defines if the loader should load skins. Defaults to true.
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151
140
|
*/
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|
-
this.
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141
|
+
this.loadSkins = true;
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153
142
|
/**
|
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154
|
-
*
|
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143
|
+
* Function called before loading a url referenced by the asset.
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144
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+
* @param url url referenced by the asset
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145
|
+
* @returns Async url to load
|
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155
146
|
*/
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156
|
-
this.
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147
|
+
this.preprocessUrlAsync = (url) => Promise.resolve(url);
|
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148
|
+
/**
|
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149
|
+
* If true, do not load any materials defined in the file. Defaults to false.
|
|
150
|
+
*/
|
|
151
|
+
this.skipMaterials = false;
|
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157
152
|
/**
|
|
158
153
|
* When loading glTF animations, which are defined in seconds, target them to this FPS. Defaults to 60.
|
|
159
154
|
*/
|
|
160
155
|
this.targetFps = 60;
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156
|
/**
|
|
162
|
-
* Defines if the
|
|
163
|
-
*
|
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157
|
+
* Defines if the Alpha blended materials are only applied as coverage.
|
|
158
|
+
* If false, (default) The luminance of each pixel will reduce its opacity to simulate the behaviour of most physical materials.
|
|
159
|
+
* If true, no extra effects are applied to transparent pixels.
|
|
164
160
|
*/
|
|
165
|
-
this.
|
|
161
|
+
this.transparencyAsCoverage = false;
|
|
162
|
+
/**
|
|
163
|
+
* Defines if the loader should also compile materials with clip planes. Defaults to false.
|
|
164
|
+
*/
|
|
165
|
+
this.useClipPlane = false;
|
|
166
166
|
/**
|
|
167
167
|
* If true, the loader will derive the name for Babylon textures from the glTF texture name, image name, or image url. Defaults to false.
|
|
168
168
|
* Note that it is possible for multiple Babylon textures to share the same name when the Babylon textures load from the same glTF texture or image.
|
|
169
169
|
*/
|
|
170
170
|
this.useGltfTextureNames = false;
|
|
171
171
|
/**
|
|
172
|
-
*
|
|
173
|
-
*
|
|
174
|
-
*
|
|
172
|
+
* Defines if the loader should use range requests when load binary glTF files from HTTP.
|
|
173
|
+
* Enabling will disable offline support and glTF validator.
|
|
174
|
+
* Defaults to false.
|
|
175
175
|
*/
|
|
176
|
-
this.
|
|
176
|
+
this.useRangeRequests = false;
|
|
177
177
|
/**
|
|
178
|
-
*
|
|
178
|
+
* If true, load the color (gamma encoded) textures into sRGB buffers (if supported by the GPU), which will yield more accurate results when sampling the texture. Defaults to true.
|
|
179
179
|
*/
|
|
180
|
-
this.
|
|
180
|
+
this.useSRGBBuffers = true;
|
|
181
|
+
/**
|
|
182
|
+
* Defines if the loader should validate the asset.
|
|
183
|
+
*/
|
|
184
|
+
this.validate = false;
|
|
181
185
|
}
|
|
182
186
|
// eslint-disable-next-line babylonjs/available
|
|
183
187
|
copyFrom(options) {
|
|
184
188
|
if (options) {
|
|
185
|
-
this.
|
|
186
|
-
this.
|
|
189
|
+
this.alwaysComputeBoundingBox = options.alwaysComputeBoundingBox ?? this.alwaysComputeBoundingBox;
|
|
190
|
+
this.alwaysComputeSkeletonRootNode = options.alwaysComputeSkeletonRootNode ?? this.alwaysComputeSkeletonRootNode;
|
|
187
191
|
this.animationStartMode = options.animationStartMode ?? this.animationStartMode;
|
|
188
|
-
this.
|
|
189
|
-
this.loadSkins = options.loadSkins ?? this.loadSkins;
|
|
190
|
-
this.loadMorphTargets = options.loadMorphTargets ?? this.loadMorphTargets;
|
|
192
|
+
this.capturePerformanceCounters = options.capturePerformanceCounters ?? this.capturePerformanceCounters;
|
|
191
193
|
this.compileMaterials = options.compileMaterials ?? this.compileMaterials;
|
|
192
|
-
this.useClipPlane = options.useClipPlane ?? this.useClipPlane;
|
|
193
194
|
this.compileShadowGenerators = options.compileShadowGenerators ?? this.compileShadowGenerators;
|
|
194
|
-
this.
|
|
195
|
-
this.useRangeRequests = options.useRangeRequests ?? this.useRangeRequests;
|
|
195
|
+
this.coordinateSystemMode = options.coordinateSystemMode ?? this.coordinateSystemMode;
|
|
196
196
|
this.createInstances = options.createInstances ?? this.createInstances;
|
|
197
|
-
this.
|
|
197
|
+
this.customRootNode = options.customRootNode;
|
|
198
|
+
this.extensionOptions = options.extensionOptions ?? this.extensionOptions;
|
|
198
199
|
this.loadAllMaterials = options.loadAllMaterials ?? this.loadAllMaterials;
|
|
200
|
+
this.loadMorphTargets = options.loadMorphTargets ?? this.loadMorphTargets;
|
|
201
|
+
this.loadNodeAnimations = options.loadNodeAnimations ?? this.loadNodeAnimations;
|
|
199
202
|
this.loadOnlyMaterials = options.loadOnlyMaterials ?? this.loadOnlyMaterials;
|
|
200
|
-
this.
|
|
201
|
-
this.
|
|
202
|
-
this.
|
|
203
|
-
this.
|
|
204
|
-
this.useGltfTextureNames = options.useGltfTextureNames ?? this.useGltfTextureNames;
|
|
205
|
-
this.preprocessUrlAsync = options.preprocessUrlAsync ?? this.preprocessUrlAsync;
|
|
206
|
-
this.customRootNode = options.customRootNode;
|
|
203
|
+
this.loadSkins = options.loadSkins ?? this.loadSkins;
|
|
204
|
+
this.loggingEnabled = options.loggingEnabled ?? this.loggingEnabled;
|
|
205
|
+
this.onCameraLoaded = options.onCameraLoaded;
|
|
206
|
+
this.onMaterialLoaded = options.onMaterialLoaded;
|
|
207
207
|
this.onMeshLoaded = options.onMeshLoaded;
|
|
208
|
+
this.onParsed = options.onParsed;
|
|
208
209
|
this.onSkinLoaded = options.onSkinLoaded;
|
|
209
210
|
this.onTextureLoaded = options.onTextureLoaded;
|
|
210
|
-
this.
|
|
211
|
-
this.
|
|
212
|
-
this.
|
|
211
|
+
this.onValidated = options.onValidated;
|
|
212
|
+
this.preprocessUrlAsync = options.preprocessUrlAsync ?? this.preprocessUrlAsync;
|
|
213
|
+
this.skipMaterials = options.skipMaterials ?? this.skipMaterials;
|
|
214
|
+
this.targetFps = options.targetFps ?? this.targetFps;
|
|
215
|
+
this.transparencyAsCoverage = options.transparencyAsCoverage ?? this.transparencyAsCoverage;
|
|
216
|
+
this.useClipPlane = options.useClipPlane ?? this.useClipPlane;
|
|
217
|
+
this.useGltfTextureNames = options.useGltfTextureNames ?? this.useGltfTextureNames;
|
|
218
|
+
this.useRangeRequests = options.useRangeRequests ?? this.useRangeRequests;
|
|
219
|
+
this.useSRGBBuffers = options.useSRGBBuffers ?? this.useSRGBBuffers;
|
|
220
|
+
this.validate = options.validate ?? this.validate;
|
|
213
221
|
}
|
|
214
222
|
}
|
|
215
223
|
}
|
|
@@ -276,10 +284,6 @@ export class GLTFFileLoader extends GLTFLoaderOptions {
|
|
|
276
284
|
* Set additional options for a loader extension in this event.
|
|
277
285
|
*/
|
|
278
286
|
this.onExtensionLoadedObservable = new Observable();
|
|
279
|
-
/**
|
|
280
|
-
* Defines if the loader should validate the asset.
|
|
281
|
-
*/
|
|
282
|
-
this.validate = false;
|
|
283
287
|
/**
|
|
284
288
|
* Observable raised after validation when validate is set to true. The event data is the result of the validation.
|
|
285
289
|
*/
|
|
@@ -453,7 +457,7 @@ export class GLTFFileLoader extends GLTFLoaderOptions {
|
|
|
453
457
|
}
|
|
454
458
|
}
|
|
455
459
|
/**
|
|
456
|
-
* Callback raised after
|
|
460
|
+
* Callback raised after the asset is validated.
|
|
457
461
|
*/
|
|
458
462
|
set onValidated(callback) {
|
|
459
463
|
if (this._onValidatedObserver) {
|