@onerjs/serializers 8.25.4 → 8.25.6

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@@ -3,10 +3,11 @@ export declare class BVHExporter {
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  static Export(skeleton: Skeleton, animationNames?: string[], frameRate?: number): string;
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  private static _BuildBoneHierarchy;
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  private static _ExportHierarchy;
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+ private static _IsEndSite;
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  private static _GetBoneOffset;
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  private static _ExportMotionData;
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  private static _CollectFrameValues;
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- private static _GetPositionAtFrame;
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- private static _GetRotationAtFrame;
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+ private static _GetPositionAtFrameIndex;
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+ private static _GetRotationAtFrameIndex;
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  private static _QuaternionToEuler;
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  }
@@ -1,31 +1,53 @@
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+ import { AnimationRange } from "@onerjs/core/Animations/animationRange.js";
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  import { Vector3, Quaternion, Matrix } from "@onerjs/core/Maths/math.vector.js";
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  import { Tools } from "@onerjs/core/Misc/tools.js";
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  import { Epsilon } from "@onerjs/core/Maths/math.constants.js";
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  export class BVHExporter {
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- static Export(skeleton, animationNames = [], frameRate = 0.03333) {
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+ static Export(skeleton, animationNames = [], frameRate) {
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+ // Validate skeleton
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+ if (!skeleton || skeleton.bones.length === 0) {
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+ throw new Error("Invalid or empty skeleton provided");
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+ }
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  // If no animation names provided, use all available animations
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  let animationsToExport = animationNames;
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  if (!animationNames || animationNames.length === 0) {
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  animationsToExport = skeleton.animations.map((anim) => anim.name);
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  }
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- // Get animation range from the first animation (or create a default one)
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- let animationRange = null;
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- if (animationsToExport.length > 0) {
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- animationRange = skeleton.getAnimationRange(animationsToExport[0]);
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+ // Calculate overall animation range from all specified animations
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+ let overallRange = null;
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+ for (const animName of animationsToExport) {
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+ const range = skeleton.getAnimationRange(animName);
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+ if (range) {
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+ overallRange = overallRange ? new AnimationRange("animation-range", Math.min(overallRange.from, range.from), Math.max(overallRange.to, range.to)) : range;
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+ }
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  }
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- if (!animationRange) {
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- // If no animation range found, create a default one or throw error
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+ if (!overallRange) {
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+ // If no animation range found, try to get from any animation
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  if (skeleton.animations.length > 0) {
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- // Use the first available animation
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- animationRange = skeleton.getAnimationRange(skeleton.animations[0].name);
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+ overallRange = skeleton.getAnimationRange(skeleton.animations[0].name);
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  }
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- if (!animationRange) {
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+ if (!overallRange) {
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  throw new Error("No animation range found in skeleton");
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  }
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  }
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+ // Calculate frame rate from animation data if not provided
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+ const actualFrameRate = frameRate || 1 / (skeleton.animations[0]?.framePerSecond || 30);
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  // Build bone hierarchy and collect animation data
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  const boneHierarchy = this._BuildBoneHierarchy(skeleton, animationsToExport);
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- const frameCount = animationRange.to - animationRange.from + 1;
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+ // Calculate frame count from actual animation keyframes
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+ let frameCount = 0;
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+ for (const boneData of boneHierarchy) {
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+ if (boneData.positionKeys.length > 0) {
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+ frameCount = Math.max(frameCount, boneData.positionKeys.length);
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+ }
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+ if (boneData.rotationKeys.length > 0) {
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+ frameCount = Math.max(frameCount, boneData.rotationKeys.length);
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+ }
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+ }
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+ // Fallback: if no keyframes found, calculate from time range
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+ if (frameCount === 0) {
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+ frameCount = Math.floor((overallRange.to - overallRange.from) / actualFrameRate) + 1;
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+ }
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  let exportString = "";
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  exportString += `HIERARCHY\n`;
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  // Export hierarchy recursively
@@ -33,10 +55,9 @@ export class BVHExporter {
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  // Export motion data
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  exportString += `MOTION\n`;
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  exportString += `Frames: ${frameCount}\n`;
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- exportString += `Frame Time: ${frameRate}\n`;
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- exportString += `\n`;
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+ exportString += `Frame Time: ${actualFrameRate.toFixed(6)}\n`;
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  // Export frame data
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- exportString += this._ExportMotionData(boneHierarchy, frameCount, animationRange.from, animationsToExport);
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+ exportString += this._ExportMotionData(boneHierarchy, frameCount, 0, animationsToExport);
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  return exportString;
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  }
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  static _BuildBoneHierarchy(skeleton, animationNames) {
@@ -64,11 +85,11 @@ export class BVHExporter {
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  if (animationNames.includes(animation.name)) {
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  if (animation.targetProperty === "position") {
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  boneData.hasPositionChannels = true;
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- boneData.positionKeys = animation.getKeys();
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+ boneData.positionKeys.push(...animation.getKeys());
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  }
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  else if (animation.targetProperty === "rotationQuaternion") {
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  boneData.hasRotationChannels = true;
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- boneData.rotationKeys = animation.getKeys();
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+ boneData.rotationKeys.push(...animation.getKeys());
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  }
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  }
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  }
@@ -88,12 +109,11 @@ export class BVHExporter {
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  }
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  static _ExportHierarchy(boneData, indentLevel) {
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  let result = "";
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- // 4 spaces identation for each level
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  const indent = " ".repeat(indentLevel);
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  for (const data of boneData) {
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  const bone = data.bone;
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- // Determine if this is an end site (bone with no children and no animations)
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- if (data.children.length === 0 && !data.hasPositionChannels && !data.hasRotationChannels) {
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+ const isEndSite = this._IsEndSite(data);
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+ if (isEndSite) {
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  result += `${indent}End Site\n`;
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  result += `${indent}{\n`;
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  const offset = this._GetBoneOffset(bone);
@@ -101,7 +121,7 @@ export class BVHExporter {
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  result += `${indent}}\n`;
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  }
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  else {
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- result += `${indent}JOINT ${bone.name}\n`;
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+ result += `${indentLevel === 0 ? "ROOT" : `${indent}JOINT`} ${bone.name}\n`;
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  result += `${indent}{\n`;
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  const offset = this._GetBoneOffset(bone);
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  result += `${indent} OFFSET ${offset.x.toFixed(6)} ${offset.y.toFixed(6)} ${offset.z.toFixed(6)}\n`;
@@ -111,37 +131,40 @@ export class BVHExporter {
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  channels.push("Xposition", "Yposition", "Zposition");
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  }
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  if (data.hasRotationChannels) {
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- // BVH uses ZYX rotation order
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+ // BVH typically uses ZXY rotation order
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  channels.push("Zrotation", "Xrotation", "Yrotation");
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  }
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  if (channels.length > 0) {
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  result += `${indent} CHANNELS ${channels.length} ${channels.join(" ")}\n`;
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  }
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+ // Export children recursively
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+ if (data.children.length > 0) {
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+ result += this._ExportHierarchy(data.children, indentLevel + 1);
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+ }
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  result += `${indent}}\n`;
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  }
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- // Export children recursively
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- if (data.children.length > 0) {
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- result += this._ExportHierarchy(data.children, indentLevel + 1);
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- }
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  }
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  return result;
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  }
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+ static _IsEndSite(data) {
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+ // An end site is a bone with no children (regardless of animation channels)
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+ return data.children.length === 0;
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+ }
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  static _GetBoneOffset(bone) {
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- // Get the local offset of the bone from its parent
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- const parent = bone.getParent();
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- if (!parent) {
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- return Vector3.Zero(); // Root bone
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- }
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- // For BVH, we need to get the bone's offset from its parent
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- // This should match the original BVH file's OFFSET values
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- const boneMatrix = bone.getBindMatrix();
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- const parentMatrix = parent.getBindMatrix();
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- // Calculate the relative position
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- const bonePosition = boneMatrix.getTranslation();
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- const parentPosition = parentMatrix.getTranslation();
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- const relativeOffset = bonePosition.subtract(parentPosition);
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- // Return the full 3D offset
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- return relativeOffset;
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+ // Use the bone's rest matrix or local matrix for correct offset
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+ try {
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+ if (!bone.getParent()) {
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+ // Root bone - use rest matrix translation
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+ return bone.getRestMatrix().getTranslation();
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+ }
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+ // For child bones, use local matrix translation
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+ const localMatrix = bone.getLocalMatrix();
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+ return localMatrix.getTranslation();
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+ }
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+ catch (error) {
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+ // Fallback to zero offset if matrix operations fail
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+ return Vector3.Zero();
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+ }
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  }
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  static _ExportMotionData(boneData, frameCount, startFrame, animationNames) {
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  let result = "";
@@ -153,82 +176,62 @@ export class BVHExporter {
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  }
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  return result;
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  }
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- static _CollectFrameValues(boneData, frame, values, animationNames) {
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+ static _CollectFrameValues(boneData, frameIndex, values, animationNames) {
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  for (const data of boneData) {
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  // Skip end sites
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- if (data.children.length === 0 && !data.hasPositionChannels && !data.hasRotationChannels) {
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+ if (this._IsEndSite(data)) {
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  continue;
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  }
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  // Add position values if available
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  if (data.hasPositionChannels) {
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- const position = this._GetPositionAtFrame(data.positionKeys, frame);
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+ const position = this._GetPositionAtFrameIndex(data.positionKeys, frameIndex);
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  values.push(position.x, position.y, position.z);
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  }
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  // Add rotation values if available
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  if (data.hasRotationChannels) {
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- const rotation = this._GetRotationAtFrame(data.rotationKeys, frame);
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- // Convert to Euler angles in ZYX order
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+ const rotation = this._GetRotationAtFrameIndex(data.rotationKeys, frameIndex);
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+ // Convert to Euler angles in ZXY order
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  const euler = this._QuaternionToEuler(rotation);
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  values.push(euler.z, euler.x, euler.y);
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  }
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  // Process children recursively
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  if (data.children.length > 0) {
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- this._CollectFrameValues(data.children, frame, values, animationNames);
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+ this._CollectFrameValues(data.children, frameIndex, values, animationNames);
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  }
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  }
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  }
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- static _GetPositionAtFrame(keys, frame) {
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+ static _GetPositionAtFrameIndex(keys, frameIndex) {
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  if (keys.length === 0) {
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  return Vector3.Zero();
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  }
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- // Find the appropriate key or interpolate
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- let key1 = keys[0];
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- let key2 = keys[keys.length - 1];
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- for (let i = 0; i < keys.length - 1; i++) {
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- if (keys[i].frame <= frame && keys[i + 1].frame >= frame) {
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- key1 = keys[i];
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- key2 = keys[i + 1];
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- break;
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- }
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- }
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- if (key1.frame === key2.frame) {
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- return key1.value.clone();
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- }
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- const t = (frame - key1.frame) / (key2.frame - key1.frame);
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- return Vector3.Lerp(key1.value, key2.value, t);
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+ // Clamp frame index to valid range
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+ const clampedIndex = Math.max(0, Math.min(frameIndex, keys.length - 1));
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+ return keys[clampedIndex].value.clone();
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  }
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- static _GetRotationAtFrame(keys, frame) {
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+ static _GetRotationAtFrameIndex(keys, frameIndex) {
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  if (keys.length === 0) {
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  return Quaternion.Identity();
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  }
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- // Find the appropriate key or interpolate
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- let key1 = keys[0];
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- let key2 = keys[keys.length - 1];
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- for (let i = 0; i < keys.length - 1; i++) {
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- if (keys[i].frame <= frame && keys[i + 1].frame >= frame) {
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- key1 = keys[i];
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- key2 = keys[i + 1];
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- break;
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- }
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- }
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- if (key1.frame === key2.frame) {
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- return key1.value.clone();
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- }
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- const t = (frame - key1.frame) / (key2.frame - key1.frame);
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- return Quaternion.Slerp(key1.value, key2.value, t);
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+ // Clamp frame index to valid range
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+ const clampedIndex = Math.max(0, Math.min(frameIndex, keys.length - 1));
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+ return keys[clampedIndex].value.clone();
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  }
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  static _QuaternionToEuler(quaternion) {
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- // Convert quaternion to Euler angles in ZYX order
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- const matrix = quaternion.toRotationMatrix(new Matrix());
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+ // Convert quaternion to Euler angles in ZXY order for BVH
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+ const matrix = new Matrix();
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+ quaternion.toRotationMatrix(matrix);
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+ const m = matrix.m;
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  let x, y, z;
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- if (Math.abs(matrix.m[6]) < 1 - Epsilon) {
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- x = Math.atan2(-matrix.m[7], matrix.m[8]);
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- y = Math.asin(matrix.m[6]);
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- z = Math.atan2(-matrix.m[3], matrix.m[0]);
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+ // ZXY rotation order extraction
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+ const sy = Math.sqrt(m[0] * m[0] + m[1] * m[1]);
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+ if (sy > Epsilon) {
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+ x = Math.atan2(m[6], m[10]);
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+ y = Math.atan2(-m[2], sy);
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+ z = Math.atan2(m[1], m[0]);
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  }
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  else {
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- x = Math.atan2(matrix.m[5], matrix.m[4]);
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- y = Math.asin(matrix.m[6]);
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+ x = Math.atan2(-m[9], m[5]);
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+ y = Math.atan2(-m[2], sy);
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  z = 0;
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  }
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  return new Vector3(Tools.ToDegrees(x), Tools.ToDegrees(y), Tools.ToDegrees(z));
@@ -1 +1 @@
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- 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type { Skeleton } from \"core/Bones/skeleton\";\nimport type { Bone } from \"core/Bones/bone\";\nimport type { IAnimationKey } from \"core/Animations\";\nimport { Vector3, Quaternion, Matrix } from \"core/Maths/math.vector\";\nimport { Tools } from \"core/Misc/tools\";\nimport { Epsilon } from \"core/Maths/math.constants\";\n\ninterface IBVHBoneData {\n bone: Bone;\n children: IBVHBoneData[];\n hasPositionChannels: boolean;\n hasRotationChannels: boolean;\n positionKeys: IAnimationKey[];\n rotationKeys: IAnimationKey[];\n}\n\nexport class BVHExporter {\n public static Export(skeleton: Skeleton, animationNames: string[] = [], frameRate: number = 0.03333): string {\n // If no animation names provided, use all available animations\n let animationsToExport = animationNames;\n if (!animationNames || animationNames.length === 0) {\n animationsToExport = skeleton.animations.map((anim) => anim.name);\n }\n\n // Get animation range from the first animation (or create a default one)\n let animationRange = null;\n if (animationsToExport.length > 0) {\n animationRange = skeleton.getAnimationRange(animationsToExport[0]);\n }\n\n if (!animationRange) {\n // If no animation range found, create a default one or throw error\n if (skeleton.animations.length > 0) {\n // Use the first available animation\n animationRange = skeleton.getAnimationRange(skeleton.animations[0].name);\n }\n\n if (!animationRange) {\n throw new Error(\"No animation range found in skeleton\");\n }\n }\n\n // Build bone hierarchy and collect animation data\n const boneHierarchy = this._BuildBoneHierarchy(skeleton, animationsToExport);\n const frameCount = animationRange.to - animationRange.from + 1;\n\n let exportString = \"\";\n exportString += `HIERARCHY\\n`;\n\n // Export hierarchy recursively\n exportString += this._ExportHierarchy(boneHierarchy, 0);\n\n // Export motion data\n exportString += `MOTION\\n`;\n exportString += `Frames: ${frameCount}\\n`;\n exportString += `Frame Time: ${frameRate}\\n`;\n exportString += `\\n`;\n\n // Export frame data\n exportString += this._ExportMotionData(boneHierarchy, frameCount, animationRange.from, animationsToExport);\n\n return exportString;\n }\n\n private static _BuildBoneHierarchy(skeleton: Skeleton, animationNames: string[]): IBVHBoneData[] {\n const boneMap = new Map<Bone, IBVHBoneData>();\n const rootBones: IBVHBoneData[] = [];\n\n // First pass: create bone data objects\n for (const bone of skeleton.bones) {\n const boneData: IBVHBoneData = {\n bone,\n children: [],\n hasPositionChannels: false,\n hasRotationChannels: false,\n positionKeys: [],\n rotationKeys: [],\n };\n boneMap.set(bone, boneData);\n }\n\n // Second pass: build hierarchy and collect animation data\n for (const bone of skeleton.bones) {\n const boneData = boneMap.get(bone)!;\n\n // Check if bone has animations from the specified animation names\n if (bone.animations.length > 0) {\n for (const animation of bone.animations) {\n // Only include animations that are in the specified animation names\n if (animationNames.includes(animation.name)) {\n if (animation.targetProperty === \"position\") {\n boneData.hasPositionChannels = true;\n boneData.positionKeys = animation.getKeys();\n } else if (animation.targetProperty === \"rotationQuaternion\") {\n boneData.hasRotationChannels = true;\n boneData.rotationKeys = animation.getKeys();\n }\n }\n }\n }\n\n // Build hierarchy\n if (bone.getParent()) {\n const parentData = boneMap.get(bone.getParent()!);\n if (parentData) {\n parentData.children.push(boneData);\n }\n } else {\n rootBones.push(boneData);\n }\n }\n\n return rootBones;\n }\n\n private static _ExportHierarchy(boneData: IBVHBoneData[], indentLevel: number): string {\n let result = \"\";\n // 4 spaces identation for each level\n const indent = \" \".repeat(indentLevel);\n\n for (const data of boneData) {\n const bone = data.bone;\n\n // Determine if this is an end site (bone with no children and no animations)\n if (data.children.length === 0 && !data.hasPositionChannels && !data.hasRotationChannels) {\n result += `${indent}End Site\\n`;\n result += `${indent}{\\n`;\n const offset = this._GetBoneOffset(bone);\n result += `${indent} OFFSET ${offset.x.toFixed(6)} ${offset.y.toFixed(6)} ${offset.z.toFixed(6)}\\n`;\n result += `${indent}}\\n`;\n } else {\n result += `${indent}JOINT ${bone.name}\\n`;\n result += `${indent}{\\n`;\n const offset = this._GetBoneOffset(bone);\n result += `${indent} OFFSET ${offset.x.toFixed(6)} ${offset.y.toFixed(6)} ${offset.z.toFixed(6)}\\n`;\n\n // Determine channels\n const channels: string[] = [];\n if (data.hasPositionChannels) {\n channels.push(\"Xposition\", \"Yposition\", \"Zposition\");\n }\n if (data.hasRotationChannels) {\n // BVH uses ZYX rotation order\n channels.push(\"Zrotation\", \"Xrotation\", \"Yrotation\");\n }\n\n if (channels.length > 0) {\n result += `${indent} CHANNELS ${channels.length} ${channels.join(\" \")}\\n`;\n }\n\n result += `${indent}}\\n`;\n }\n\n // Export children recursively\n if (data.children.length > 0) {\n result += this._ExportHierarchy(data.children, indentLevel + 1);\n }\n }\n\n return result;\n }\n\n private static _GetBoneOffset(bone: Bone): Vector3 {\n // Get the local offset of the bone from its parent\n const parent = bone.getParent();\n if (!parent) {\n return Vector3.Zero(); // Root bone\n }\n\n // For BVH, we need to get the bone's offset from its parent\n // This should match the original BVH file's OFFSET values\n const boneMatrix = bone.getBindMatrix();\n const parentMatrix = parent.getBindMatrix();\n\n // Calculate the relative position\n const bonePosition = boneMatrix.getTranslation();\n const parentPosition = parentMatrix.getTranslation();\n const relativeOffset = bonePosition.subtract(parentPosition);\n\n // Return the full 3D offset\n return relativeOffset;\n }\n\n private static _ExportMotionData(boneData: IBVHBoneData[], frameCount: number, startFrame: number, animationNames: string[]): string {\n let result = \"\";\n\n for (let frame = 0; frame < frameCount; frame++) {\n const frameValues: number[] = [];\n\n // Collect values for all bones in hierarchy order\n this._CollectFrameValues(boneData, frame + startFrame, frameValues, animationNames);\n\n result += frameValues.map((v) => v.toFixed(6)).join(\" \") + \"\\n\";\n }\n\n return result;\n }\n\n private static _CollectFrameValues(boneData: IBVHBoneData[], frame: number, values: number[], animationNames: string[]): void {\n for (const data of boneData) {\n // Skip end sites\n if (data.children.length === 0 && !data.hasPositionChannels && !data.hasRotationChannels) {\n continue;\n }\n\n // Add position values if available\n if (data.hasPositionChannels) {\n const position = this._GetPositionAtFrame(data.positionKeys, frame);\n values.push(position.x, position.y, position.z);\n }\n\n // Add rotation values if available\n if (data.hasRotationChannels) {\n const rotation = this._GetRotationAtFrame(data.rotationKeys, frame);\n // Convert to Euler angles in ZYX order\n const euler = this._QuaternionToEuler(rotation);\n values.push(euler.z, euler.x, euler.y);\n }\n\n // Process children recursively\n if (data.children.length > 0) {\n this._CollectFrameValues(data.children, frame, values, animationNames);\n }\n }\n }\n\n private static _GetPositionAtFrame(keys: IAnimationKey[], frame: number): Vector3 {\n if (keys.length === 0) {\n return Vector3.Zero();\n }\n\n // Find the appropriate key or interpolate\n let key1 = keys[0];\n let key2 = keys[keys.length - 1];\n\n for (let i = 0; i < keys.length - 1; i++) {\n if (keys[i].frame <= frame && keys[i + 1].frame >= frame) {\n key1 = keys[i];\n key2 = keys[i + 1];\n break;\n }\n }\n\n if (key1.frame === key2.frame) {\n return key1.value.clone();\n }\n\n const t = (frame - key1.frame) / (key2.frame - key1.frame);\n return Vector3.Lerp(key1.value, key2.value, t);\n }\n\n private static _GetRotationAtFrame(keys: IAnimationKey[], frame: number): Quaternion {\n if (keys.length === 0) {\n return Quaternion.Identity();\n }\n\n // Find the appropriate key or interpolate\n let key1 = keys[0];\n let key2 = keys[keys.length - 1];\n\n for (let i = 0; i < keys.length - 1; i++) {\n if (keys[i].frame <= frame && keys[i + 1].frame >= frame) {\n key1 = keys[i];\n key2 = keys[i + 1];\n break;\n }\n }\n\n if (key1.frame === key2.frame) {\n return key1.value.clone();\n }\n\n const t = (frame - key1.frame) / (key2.frame - key1.frame);\n return Quaternion.Slerp(key1.value, key2.value, t);\n }\n\n private static _QuaternionToEuler(quaternion: Quaternion): Vector3 {\n // Convert quaternion to Euler angles in ZYX order\n const matrix = quaternion.toRotationMatrix(new Matrix());\n\n let x, y, z;\n\n if (Math.abs(matrix.m[6]) < 1 - Epsilon) {\n x = Math.atan2(-matrix.m[7], matrix.m[8]);\n y = Math.asin(matrix.m[6]);\n z = Math.atan2(-matrix.m[3], matrix.m[0]);\n } else {\n x = Math.atan2(matrix.m[5], matrix.m[4]);\n y = Math.asin(matrix.m[6]);\n z = 0;\n }\n\n return new Vector3(Tools.ToDegrees(x), Tools.ToDegrees(y), Tools.ToDegrees(z));\n }\n}\n"]}
1
+ 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type { Skeleton } from \"core/Bones/skeleton\";\nimport type { Bone } from \"core/Bones/bone\";\nimport type { IAnimationKey } from \"core/Animations/animationKey\";\nimport { AnimationRange } from \"core/Animations/animationRange\";\nimport { Vector3, Quaternion, Matrix } from \"core/Maths/math.vector\";\nimport { Tools } from \"core/Misc/tools\";\nimport { Epsilon } from \"core/Maths/math.constants\";\nimport type { Nullable } from \"core/types\";\n\ninterface IBVHBoneData {\n bone: Bone;\n children: IBVHBoneData[];\n hasPositionChannels: boolean;\n hasRotationChannels: boolean;\n positionKeys: IAnimationKey[];\n rotationKeys: IAnimationKey[];\n}\n\nexport class BVHExporter {\n public static Export(skeleton: Skeleton, animationNames: string[] = [], frameRate?: number): string {\n // Validate skeleton\n if (!skeleton || skeleton.bones.length === 0) {\n throw new Error(\"Invalid or empty skeleton provided\");\n }\n\n // If no animation names provided, use all available animations\n let animationsToExport = animationNames;\n if (!animationNames || animationNames.length === 0) {\n animationsToExport = skeleton.animations.map((anim) => anim.name);\n }\n\n // Calculate overall animation range from all specified animations\n let overallRange: Nullable<AnimationRange> = null;\n for (const animName of animationsToExport) {\n const range = skeleton.getAnimationRange(animName);\n if (range) {\n overallRange = overallRange ? new AnimationRange(\"animation-range\", Math.min(overallRange.from, range.from), Math.max(overallRange.to, range.to)) : range;\n }\n }\n\n if (!overallRange) {\n // If no animation range found, try to get from any animation\n if (skeleton.animations.length > 0) {\n overallRange = skeleton.getAnimationRange(skeleton.animations[0].name);\n }\n\n if (!overallRange) {\n throw new Error(\"No animation range found in skeleton\");\n }\n }\n\n // Calculate frame rate from animation data if not provided\n const actualFrameRate = frameRate || 1 / (skeleton.animations[0]?.framePerSecond || 30);\n\n // Build bone hierarchy and collect animation data\n const boneHierarchy = this._BuildBoneHierarchy(skeleton, animationsToExport);\n\n // Calculate frame count from actual animation keyframes\n let frameCount = 0;\n for (const boneData of boneHierarchy) {\n if (boneData.positionKeys.length > 0) {\n frameCount = Math.max(frameCount, boneData.positionKeys.length);\n }\n if (boneData.rotationKeys.length > 0) {\n frameCount = Math.max(frameCount, boneData.rotationKeys.length);\n }\n }\n\n // Fallback: if no keyframes found, calculate from time range\n if (frameCount === 0) {\n frameCount = Math.floor((overallRange.to - overallRange.from) / actualFrameRate) + 1;\n }\n\n let exportString = \"\";\n exportString += `HIERARCHY\\n`;\n\n // Export hierarchy recursively\n exportString += this._ExportHierarchy(boneHierarchy, 0);\n\n // Export motion data\n exportString += `MOTION\\n`;\n exportString += `Frames: ${frameCount}\\n`;\n exportString += `Frame Time: ${actualFrameRate.toFixed(6)}\\n`;\n\n // Export frame data\n exportString += this._ExportMotionData(boneHierarchy, frameCount, 0, animationsToExport);\n\n return exportString;\n }\n\n private static _BuildBoneHierarchy(skeleton: Skeleton, animationNames: string[]): IBVHBoneData[] {\n const boneMap = new Map<Bone, IBVHBoneData>();\n const rootBones: IBVHBoneData[] = [];\n\n // First pass: create bone data objects\n for (const bone of skeleton.bones) {\n const boneData: IBVHBoneData = {\n bone,\n children: [],\n hasPositionChannels: false,\n hasRotationChannels: false,\n positionKeys: [],\n rotationKeys: [],\n };\n boneMap.set(bone, boneData);\n }\n\n // Second pass: build hierarchy and collect animation data\n for (const bone of skeleton.bones) {\n const boneData = boneMap.get(bone)!;\n\n // Check if bone has animations from the specified animation names\n if (bone.animations.length > 0) {\n for (const animation of bone.animations) {\n // Only include animations that are in the specified animation names\n if (animationNames.includes(animation.name)) {\n if (animation.targetProperty === \"position\") {\n boneData.hasPositionChannels = true;\n boneData.positionKeys.push(...animation.getKeys());\n } else if (animation.targetProperty === \"rotationQuaternion\") {\n boneData.hasRotationChannels = true;\n boneData.rotationKeys.push(...animation.getKeys());\n }\n }\n }\n }\n\n // Build hierarchy\n if (bone.getParent()) {\n const parentData = boneMap.get(bone.getParent()!);\n if (parentData) {\n parentData.children.push(boneData);\n }\n } else {\n rootBones.push(boneData);\n }\n }\n\n return rootBones;\n }\n\n private static _ExportHierarchy(boneData: IBVHBoneData[], indentLevel: number): string {\n let result = \"\";\n const indent = \" \".repeat(indentLevel);\n\n for (const data of boneData) {\n const bone = data.bone;\n const isEndSite = this._IsEndSite(data);\n\n if (isEndSite) {\n result += `${indent}End Site\\n`;\n result += `${indent}{\\n`;\n const offset = this._GetBoneOffset(bone);\n result += `${indent} OFFSET ${offset.x.toFixed(6)} ${offset.y.toFixed(6)} ${offset.z.toFixed(6)}\\n`;\n result += `${indent}}\\n`;\n } else {\n result += `${indentLevel === 0 ? \"ROOT\" : `${indent}JOINT`} ${bone.name}\\n`;\n result += `${indent}{\\n`;\n const offset = this._GetBoneOffset(bone);\n result += `${indent} OFFSET ${offset.x.toFixed(6)} ${offset.y.toFixed(6)} ${offset.z.toFixed(6)}\\n`;\n\n // Determine channels\n const channels: string[] = [];\n if (data.hasPositionChannels) {\n channels.push(\"Xposition\", \"Yposition\", \"Zposition\");\n }\n if (data.hasRotationChannels) {\n // BVH typically uses ZXY rotation order\n channels.push(\"Zrotation\", \"Xrotation\", \"Yrotation\");\n }\n\n if (channels.length > 0) {\n result += `${indent} CHANNELS ${channels.length} ${channels.join(\" \")}\\n`;\n }\n\n // Export children recursively\n if (data.children.length > 0) {\n result += this._ExportHierarchy(data.children, indentLevel + 1);\n }\n\n result += `${indent}}\\n`;\n }\n }\n\n return result;\n }\n\n private static _IsEndSite(data: IBVHBoneData): boolean {\n // An end site is a bone with no children (regardless of animation channels)\n return data.children.length === 0;\n }\n\n private static _GetBoneOffset(bone: Bone): Vector3 {\n // Use the bone's rest matrix or local matrix for correct offset\n try {\n if (!bone.getParent()) {\n // Root bone - use rest matrix translation\n return bone.getRestMatrix().getTranslation();\n }\n\n // For child bones, use local matrix translation\n const localMatrix = bone.getLocalMatrix();\n return localMatrix.getTranslation();\n } catch (error) {\n // Fallback to zero offset if matrix operations fail\n return Vector3.Zero();\n }\n }\n\n private static _ExportMotionData(boneData: IBVHBoneData[], frameCount: number, startFrame: number, animationNames: string[]): string {\n let result = \"\";\n\n for (let frame = 0; frame < frameCount; frame++) {\n const frameValues: number[] = [];\n\n // Collect values for all bones in hierarchy order\n this._CollectFrameValues(boneData, frame + startFrame, frameValues, animationNames);\n\n result += frameValues.map((v) => v.toFixed(6)).join(\" \") + \"\\n\";\n }\n\n return result;\n }\n\n private static _CollectFrameValues(boneData: IBVHBoneData[], frameIndex: number, values: number[], animationNames: string[]): void {\n for (const data of boneData) {\n // Skip end sites\n if (this._IsEndSite(data)) {\n continue;\n }\n\n // Add position values if available\n if (data.hasPositionChannels) {\n const position = this._GetPositionAtFrameIndex(data.positionKeys, frameIndex);\n values.push(position.x, position.y, position.z);\n }\n\n // Add rotation values if available\n if (data.hasRotationChannels) {\n const rotation = this._GetRotationAtFrameIndex(data.rotationKeys, frameIndex);\n // Convert to Euler angles in ZXY order\n const euler = this._QuaternionToEuler(rotation);\n values.push(euler.z, euler.x, euler.y);\n }\n\n // Process children recursively\n if (data.children.length > 0) {\n this._CollectFrameValues(data.children, frameIndex, values, animationNames);\n }\n }\n }\n\n private static _GetPositionAtFrameIndex(keys: IAnimationKey[], frameIndex: number): Vector3 {\n if (keys.length === 0) {\n return Vector3.Zero();\n }\n\n // Clamp frame index to valid range\n const clampedIndex = Math.max(0, Math.min(frameIndex, keys.length - 1));\n return keys[clampedIndex].value.clone();\n }\n\n private static _GetRotationAtFrameIndex(keys: IAnimationKey[], frameIndex: number): Quaternion {\n if (keys.length === 0) {\n return Quaternion.Identity();\n }\n\n // Clamp frame index to valid range\n const clampedIndex = Math.max(0, Math.min(frameIndex, keys.length - 1));\n return keys[clampedIndex].value.clone();\n }\n\n private static _QuaternionToEuler(quaternion: Quaternion): Vector3 {\n // Convert quaternion to Euler angles in ZXY order for BVH\n const matrix = new Matrix();\n quaternion.toRotationMatrix(matrix);\n\n const m = matrix.m;\n let x, y, z;\n\n // ZXY rotation order extraction\n const sy = Math.sqrt(m[0] * m[0] + m[1] * m[1]);\n\n if (sy > Epsilon) {\n x = Math.atan2(m[6], m[10]);\n y = Math.atan2(-m[2], sy);\n z = Math.atan2(m[1], m[0]);\n } else {\n x = Math.atan2(-m[9], m[5]);\n y = Math.atan2(-m[2], sy);\n z = 0;\n }\n\n return new Vector3(Tools.ToDegrees(x), Tools.ToDegrees(y), Tools.ToDegrees(z));\n }\n}\n"]}
@@ -163,7 +163,7 @@ export class GLTFMaterialExporter {
163
163
  }
164
164
  async exportStandardMaterialAsync(babylonStandardMaterial, hasUVs) {
165
165
  const pbrMetallicRoughness = _ConvertToGLTFPBRMetallicRoughness(babylonStandardMaterial);
166
- const material = { name: babylonStandardMaterial.name };
166
+ const material = { name: babylonStandardMaterial.name, extras: babylonStandardMaterial.metadata };
167
167
  if (babylonStandardMaterial.backFaceCulling != null && !babylonStandardMaterial.backFaceCulling) {
168
168
  if (!babylonStandardMaterial.twoSidedLighting) {
169
169
  Tools.Warn(babylonStandardMaterial.name + ": Back-face culling disabled and two-sided lighting disabled is not supported in glTF.");
@@ -626,6 +626,7 @@ export class GLTFMaterialExporter {
626
626
  const glTFPbrMetallicRoughness = {};
627
627
  const glTFMaterial = {
628
628
  name: babylonPBRMaterial.name,
629
+ extras: babylonPBRMaterial.metadata,
629
630
  };
630
631
  const useMetallicRoughness = babylonPBRMaterial.isMetallicWorkflow();
631
632
  if (useMetallicRoughness) {
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/prefer-promise-reject-errors */\r\n/* eslint-disable github/no-then */\r\n/* eslint-disable babylonjs/available */\r\n\r\nimport type { ITextureInfo, IMaterial, IMaterialPbrMetallicRoughness, IMaterialOcclusionTextureInfo, ISampler, IImage } from \"babylonjs-gltf2interface\";\r\nimport { ImageMimeType, MaterialAlphaMode, TextureMagFilter, TextureMinFilter, TextureWrapMode } from \"babylonjs-gltf2interface\";\r\n\r\nimport type { Nullable } from \"core/types\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { GetTextureDataAsync, TextureTools } from \"core/Misc/textureTools\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\n\r\nimport type { Scene } from \"core/scene\";\r\n\r\nimport type { GLTFExporter } from \"./glTFExporter\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { DumpTools } from \"core/Misc/dumpTools\";\r\n\r\nimport type { Material } from \"core/Materials/material\";\r\nimport type { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport { SpecularPowerToRoughness } from \"core/Helpers/materialConversionHelper\";\r\nimport { InternalTextureSource } from \"core/Materials/Textures/internalTexture\";\r\nimport { GetMimeType } from \"core/Misc/fileTools\";\r\n\r\nconst Epsilon = 1e-6;\r\nconst DielectricSpecular = new Color3(0.04, 0.04, 0.04);\r\nconst MaxSpecularPower = 1024;\r\nconst White = Color3.White();\r\nconst Black = Color3.Black();\r\n\r\n/**\r\n * Interface for storing specular glossiness factors\r\n * @internal\r\n */\r\ninterface IPBRSpecularGlossiness {\r\n /**\r\n * Represents the linear diffuse factors of the material\r\n */\r\n diffuseColor: Color3;\r\n specularColor: Color3;\r\n glossiness: number;\r\n}\r\n\r\ninterface IPBRMetallicRoughness {\r\n baseColor: Color3;\r\n metallic: Nullable<number>;\r\n roughness: Nullable<number>;\r\n metallicRoughnessTextureData?: Nullable<ArrayBuffer>;\r\n baseColorTextureData?: Nullable<ArrayBuffer>;\r\n}\r\n\r\nfunction GetFileExtensionFromMimeType(mimeType: ImageMimeType): string {\r\n switch (mimeType) {\r\n case ImageMimeType.JPEG:\r\n return \".jpg\";\r\n case ImageMimeType.PNG:\r\n return \".png\";\r\n case ImageMimeType.WEBP:\r\n return \".webp\";\r\n case ImageMimeType.AVIF:\r\n return \".avif\";\r\n case ImageMimeType.KTX2:\r\n return \".ktx2\";\r\n }\r\n}\r\n\r\n/**\r\n * Gets cached image from a texture, if available.\r\n * @param babylonTexture texture to check for cached image\r\n * @returns image data if found and directly usable; null otherwise\r\n */\r\nasync function GetCachedImageAsync(babylonTexture: BaseTexture): Promise<Nullable<{ data: ArrayBuffer; mimeType: string }>> {\r\n const internalTexture = babylonTexture.getInternalTexture();\r\n if (!internalTexture || internalTexture.source !== InternalTextureSource.Url) {\r\n return null;\r\n }\r\n if (internalTexture.invertY) {\r\n return null;\r\n }\r\n\r\n const buffer = internalTexture._buffer;\r\n\r\n let data;\r\n let mimeType = (babylonTexture as Texture).mimeType;\r\n\r\n if (!buffer) {\r\n data = await Tools.LoadFileAsync(internalTexture.url);\r\n mimeType = GetMimeType(internalTexture.url) || mimeType;\r\n } else if (ArrayBuffer.isView(buffer)) {\r\n data = buffer.buffer.slice(buffer.byteOffset, buffer.byteOffset + buffer.byteLength) as ArrayBuffer;\r\n } else if (buffer instanceof ArrayBuffer) {\r\n data = buffer;\r\n } else if (buffer instanceof Blob) {\r\n data = await buffer.arrayBuffer();\r\n mimeType = buffer.type || mimeType;\r\n } else if (typeof buffer === \"string\") {\r\n data = await Tools.LoadFileAsync(buffer);\r\n mimeType = GetMimeType(buffer) || mimeType;\r\n } else if (typeof HTMLImageElement !== \"undefined\" && buffer instanceof HTMLImageElement) {\r\n data = await Tools.LoadFileAsync(buffer.src);\r\n mimeType = GetMimeType(buffer.src) || mimeType;\r\n }\r\n\r\n if (data && mimeType) {\r\n return { data, mimeType };\r\n }\r\n\r\n return null;\r\n}\r\n\r\n/**\r\n * Computes the metallic factor from specular glossiness values.\r\n * @param diffuse diffused value\r\n * @param specular specular value\r\n * @param oneMinusSpecularStrength one minus the specular strength\r\n * @returns metallic value\r\n * @internal\r\n */\r\nexport function _SolveMetallic(diffuse: number, specular: number, oneMinusSpecularStrength: number): number {\r\n if (specular < DielectricSpecular.r) {\r\n DielectricSpecular;\r\n return 0;\r\n }\r\n\r\n const a = DielectricSpecular.r;\r\n const b = (diffuse * oneMinusSpecularStrength) / (1.0 - DielectricSpecular.r) + specular - 2.0 * DielectricSpecular.r;\r\n const c = DielectricSpecular.r - specular;\r\n const d = b * b - 4.0 * a * c;\r\n return Scalar.Clamp((-b + Math.sqrt(d)) / (2.0 * a), 0, 1);\r\n}\r\n\r\n/**\r\n * Computes the metallic/roughness factors from a Standard Material.\r\n * @internal\r\n */\r\nexport function _ConvertToGLTFPBRMetallicRoughness(babylonStandardMaterial: StandardMaterial): IMaterialPbrMetallicRoughness {\r\n const diffuse = babylonStandardMaterial.diffuseColor.toLinearSpace(babylonStandardMaterial.getScene().getEngine().useExactSrgbConversions).scale(0.5);\r\n const opacity = babylonStandardMaterial.alpha;\r\n const specularPower = Scalar.Clamp(babylonStandardMaterial.specularPower, 0, MaxSpecularPower);\r\n\r\n const roughness = SpecularPowerToRoughness(specularPower);\r\n\r\n const glTFPbrMetallicRoughness: IMaterialPbrMetallicRoughness = {\r\n baseColorFactor: [diffuse.r, diffuse.g, diffuse.b, opacity],\r\n metallicFactor: 0,\r\n roughnessFactor: roughness,\r\n };\r\n\r\n return glTFPbrMetallicRoughness;\r\n}\r\n\r\n/**\r\n * Sets the glTF alpha mode to a glTF material from the Babylon Material\r\n * @param glTFMaterial glTF material\r\n * @param babylonMaterial Babylon material\r\n */\r\nfunction SetAlphaMode(glTFMaterial: IMaterial, babylonMaterial: Material & { alphaCutOff?: number }): void {\r\n if (babylonMaterial.needAlphaBlending()) {\r\n glTFMaterial.alphaMode = MaterialAlphaMode.BLEND;\r\n } else if (babylonMaterial.needAlphaTesting()) {\r\n glTFMaterial.alphaMode = MaterialAlphaMode.MASK;\r\n glTFMaterial.alphaCutoff = babylonMaterial.alphaCutOff;\r\n }\r\n}\r\n\r\nfunction CreateWhiteTexture(width: number, height: number, scene: Scene): Texture {\r\n const data = new Uint8Array(width * height * 4);\r\n\r\n for (let i = 0; i < data.length; i = i + 4) {\r\n data[i] = data[i + 1] = data[i + 2] = data[i + 3] = 0xff;\r\n }\r\n\r\n const rawTexture = RawTexture.CreateRGBATexture(data, width, height, scene);\r\n\r\n return rawTexture;\r\n}\r\n\r\nfunction ConvertPixelArrayToFloat32(pixels: ArrayBufferView): Float32Array {\r\n if (pixels instanceof Uint8Array) {\r\n const length = pixels.length;\r\n const buffer = new Float32Array(pixels.length);\r\n for (let i = 0; i < length; ++i) {\r\n buffer[i] = pixels[i] / 255;\r\n }\r\n return buffer;\r\n } else if (pixels instanceof Float32Array) {\r\n return pixels;\r\n } else {\r\n throw new Error(\"Unsupported pixel format!\");\r\n }\r\n}\r\n\r\n/**\r\n * Utility methods for working with glTF material conversion properties.\r\n * @internal\r\n */\r\nexport class GLTFMaterialExporter {\r\n // Mapping to store textures\r\n private _textureMap = new Map<BaseTexture, ITextureInfo>();\r\n\r\n // Mapping of internal textures to images to avoid exporting duplicate images\r\n private _internalTextureToImage: { [uniqueId: number]: { [mimeType: string]: Promise<number> } } = {};\r\n\r\n constructor(private readonly _exporter: GLTFExporter) {}\r\n\r\n public getTextureInfo(babylonTexture: Nullable<BaseTexture>): Nullable<ITextureInfo> {\r\n return babylonTexture ? (this._textureMap.get(babylonTexture) ?? null) : null;\r\n }\r\n\r\n public async exportStandardMaterialAsync(babylonStandardMaterial: StandardMaterial, hasUVs: boolean): Promise<number> {\r\n const pbrMetallicRoughness = _ConvertToGLTFPBRMetallicRoughness(babylonStandardMaterial);\r\n\r\n const material: IMaterial = { name: babylonStandardMaterial.name };\r\n if (babylonStandardMaterial.backFaceCulling != null && !babylonStandardMaterial.backFaceCulling) {\r\n if (!babylonStandardMaterial.twoSidedLighting) {\r\n Tools.Warn(babylonStandardMaterial.name + \": Back-face culling disabled and two-sided lighting disabled is not supported in glTF.\");\r\n }\r\n material.doubleSided = true;\r\n }\r\n\r\n if (hasUVs) {\r\n const promises: Promise<void>[] = [];\r\n\r\n const diffuseTexture = babylonStandardMaterial.diffuseTexture;\r\n if (diffuseTexture) {\r\n promises.push(\r\n this.exportTextureAsync(diffuseTexture).then((textureInfo) => {\r\n if (textureInfo) {\r\n pbrMetallicRoughness.baseColorTexture = textureInfo;\r\n }\r\n })\r\n );\r\n }\r\n\r\n const bumpTexture = babylonStandardMaterial.bumpTexture;\r\n if (bumpTexture) {\r\n promises.push(\r\n this.exportTextureAsync(bumpTexture).then((textureInfo) => {\r\n if (textureInfo) {\r\n material.normalTexture = textureInfo;\r\n if (bumpTexture.level !== 1) {\r\n material.normalTexture.scale = bumpTexture.level;\r\n }\r\n }\r\n })\r\n );\r\n }\r\n\r\n const emissiveTexture = babylonStandardMaterial.emissiveTexture;\r\n if (emissiveTexture) {\r\n material.emissiveFactor = [1.0, 1.0, 1.0];\r\n\r\n promises.push(\r\n this.exportTextureAsync(emissiveTexture).then((textureInfo) => {\r\n if (textureInfo) {\r\n material.emissiveTexture = textureInfo;\r\n }\r\n })\r\n );\r\n }\r\n\r\n const ambientTexture = babylonStandardMaterial.ambientTexture;\r\n if (ambientTexture) {\r\n promises.push(\r\n this.exportTextureAsync(ambientTexture).then((textureInfo) => {\r\n if (textureInfo) {\r\n const occlusionTexture: IMaterialOcclusionTextureInfo = {\r\n index: textureInfo.index,\r\n };\r\n material.occlusionTexture = occlusionTexture;\r\n }\r\n })\r\n );\r\n }\r\n\r\n if (promises.length > 0) {\r\n this._exporter._materialNeedsUVsSet.add(babylonStandardMaterial);\r\n await Promise.all(promises);\r\n }\r\n }\r\n\r\n if (babylonStandardMaterial.alpha < 1.0 || babylonStandardMaterial.opacityTexture) {\r\n if (babylonStandardMaterial.alphaMode === Constants.ALPHA_COMBINE) {\r\n material.alphaMode = MaterialAlphaMode.BLEND;\r\n } else {\r\n Tools.Warn(babylonStandardMaterial.name + \": glTF 2.0 does not support alpha mode: \" + babylonStandardMaterial.alphaMode.toString());\r\n }\r\n }\r\n\r\n if (babylonStandardMaterial.emissiveColor && !babylonStandardMaterial.emissiveColor.equalsWithEpsilon(Black, Epsilon)) {\r\n material.emissiveFactor = babylonStandardMaterial.emissiveColor.asArray();\r\n }\r\n\r\n material.pbrMetallicRoughness = pbrMetallicRoughness;\r\n SetAlphaMode(material, babylonStandardMaterial);\r\n\r\n await this._finishMaterialAsync(material, babylonStandardMaterial);\r\n\r\n const materials = this._exporter._materials;\r\n materials.push(material);\r\n return materials.length - 1;\r\n }\r\n\r\n private async _finishMaterialAsync(glTFMaterial: IMaterial, babylonMaterial: Material): Promise<void> {\r\n const textures = this._exporter._extensionsPostExportMaterialAdditionalTextures(\"exportMaterial\", glTFMaterial, babylonMaterial);\r\n\r\n const promises: Array<Promise<Nullable<ITextureInfo>>> = [];\r\n\r\n for (const texture of textures) {\r\n promises.push(this.exportTextureAsync(texture));\r\n }\r\n\r\n await Promise.all(promises);\r\n\r\n await this._exporter._extensionsPostExportMaterialAsync(\"exportMaterial\", glTFMaterial, babylonMaterial);\r\n }\r\n\r\n private async _getImageDataAsync(buffer: Uint8Array, width: number, height: number, mimeType: ImageMimeType): Promise<ArrayBuffer> {\r\n return await DumpTools.DumpDataAsync(width, height, buffer, mimeType, undefined, false, true);\r\n }\r\n\r\n /**\r\n * Resizes the two source textures to the same dimensions. If a texture is null, a default white texture is generated. If both textures are null, returns null\r\n * @param texture1 first texture to resize\r\n * @param texture2 second texture to resize\r\n * @param scene babylonjs scene\r\n * @returns resized textures or null\r\n */\r\n private _resizeTexturesToSameDimensions(texture1: Nullable<BaseTexture>, texture2: Nullable<BaseTexture>, scene: Scene): { texture1: BaseTexture; texture2: BaseTexture } {\r\n const texture1Size = texture1 ? texture1.getSize() : { width: 0, height: 0 };\r\n const texture2Size = texture2 ? texture2.getSize() : { width: 0, height: 0 };\r\n let resizedTexture1: BaseTexture;\r\n let resizedTexture2: BaseTexture;\r\n\r\n if (texture1Size.width < texture2Size.width) {\r\n if (texture1 && texture1 instanceof Texture) {\r\n resizedTexture1 = TextureTools.CreateResizedCopy(texture1, texture2Size.width, texture2Size.height, true);\r\n } else {\r\n resizedTexture1 = CreateWhiteTexture(texture2Size.width, texture2Size.height, scene);\r\n }\r\n resizedTexture2 = texture2!;\r\n } else if (texture1Size.width > texture2Size.width) {\r\n if (texture2 && texture2 instanceof Texture) {\r\n resizedTexture2 = TextureTools.CreateResizedCopy(texture2, texture1Size.width, texture1Size.height, true);\r\n } else {\r\n resizedTexture2 = CreateWhiteTexture(texture1Size.width, texture1Size.height, scene);\r\n }\r\n resizedTexture1 = texture1!;\r\n } else {\r\n resizedTexture1 = texture1!;\r\n resizedTexture2 = texture2!;\r\n }\r\n\r\n return {\r\n texture1: resizedTexture1!,\r\n texture2: resizedTexture2!,\r\n };\r\n }\r\n\r\n /**\r\n * Convert Specular Glossiness Textures to Metallic Roughness\r\n * See link below for info on the material conversions from PBR Metallic/Roughness and Specular/Glossiness\r\n * @see https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Archived/KHR_materials_pbrSpecularGlossiness/examples/convert-between-workflows-bjs/js/babylon.pbrUtilities.js\r\n * @param diffuseTexture texture used to store diffuse information\r\n * @param specularGlossinessTexture texture used to store specular and glossiness information\r\n * @param factors specular glossiness material factors\r\n * @param mimeType the mime type to use for the texture\r\n * @returns pbr metallic roughness interface or null\r\n */\r\n private async _convertSpecularGlossinessTexturesToMetallicRoughnessAsync(\r\n diffuseTexture: Nullable<BaseTexture>,\r\n specularGlossinessTexture: Nullable<BaseTexture>,\r\n factors: IPBRSpecularGlossiness,\r\n mimeType: ImageMimeType\r\n ): Promise<IPBRMetallicRoughness> {\r\n const promises = new Array<Promise<void>>();\r\n if (!(diffuseTexture || specularGlossinessTexture)) {\r\n return await Promise.reject(\"diffuse and specular glossiness textures are not defined!\");\r\n }\r\n\r\n const scene: Nullable<Scene> = diffuseTexture ? diffuseTexture.getScene() : specularGlossinessTexture ? specularGlossinessTexture.getScene() : null;\r\n if (scene) {\r\n const resizedTextures = this._resizeTexturesToSameDimensions(diffuseTexture, specularGlossinessTexture, scene);\r\n\r\n const diffuseSize = resizedTextures.texture1?.getSize();\r\n\r\n let diffuseBuffer: Float32Array;\r\n let specularGlossinessBuffer: Float32Array;\r\n\r\n const width = diffuseSize.width;\r\n const height = diffuseSize.height;\r\n\r\n const diffusePixels = await resizedTextures.texture1.readPixels();\r\n const specularPixels = await resizedTextures.texture2.readPixels();\r\n\r\n if (diffusePixels) {\r\n diffuseBuffer = ConvertPixelArrayToFloat32(diffusePixels);\r\n } else {\r\n return await Promise.reject(\"Failed to retrieve pixels from diffuse texture!\");\r\n }\r\n if (specularPixels) {\r\n specularGlossinessBuffer = ConvertPixelArrayToFloat32(specularPixels);\r\n } else {\r\n return await Promise.reject(\"Failed to retrieve pixels from specular glossiness texture!\");\r\n }\r\n\r\n const byteLength = specularGlossinessBuffer.byteLength;\r\n\r\n const metallicRoughnessBuffer = new Uint8Array(byteLength);\r\n const baseColorBuffer = new Uint8Array(byteLength);\r\n\r\n const strideSize = 4;\r\n const maxBaseColor = Black;\r\n let maxMetallic = 0;\r\n let maxRoughness = 0;\r\n\r\n for (let h = 0; h < height; ++h) {\r\n for (let w = 0; w < width; ++w) {\r\n const offset = (width * h + w) * strideSize;\r\n\r\n const diffuseColor = new Color3(diffuseBuffer[offset], diffuseBuffer[offset + 1], diffuseBuffer[offset + 2])\r\n .toLinearSpace(scene.getEngine().useExactSrgbConversions)\r\n .multiply(factors.diffuseColor);\r\n const specularColor = new Color3(specularGlossinessBuffer[offset], specularGlossinessBuffer[offset + 1], specularGlossinessBuffer[offset + 2])\r\n .toLinearSpace(scene.getEngine().useExactSrgbConversions)\r\n .multiply(factors.specularColor);\r\n const glossiness = specularGlossinessBuffer[offset + 3] * factors.glossiness;\r\n\r\n const specularGlossiness: IPBRSpecularGlossiness = {\r\n diffuseColor: diffuseColor,\r\n specularColor: specularColor,\r\n glossiness: glossiness,\r\n };\r\n\r\n const metallicRoughness = this._convertSpecularGlossinessToMetallicRoughness(specularGlossiness);\r\n maxBaseColor.r = Math.max(maxBaseColor.r, metallicRoughness.baseColor.r);\r\n maxBaseColor.g = Math.max(maxBaseColor.g, metallicRoughness.baseColor.g);\r\n maxBaseColor.b = Math.max(maxBaseColor.b, metallicRoughness.baseColor.b);\r\n maxMetallic = Math.max(maxMetallic, metallicRoughness.metallic!);\r\n maxRoughness = Math.max(maxRoughness, metallicRoughness.roughness!);\r\n\r\n baseColorBuffer[offset] = metallicRoughness.baseColor.r * 255;\r\n baseColorBuffer[offset + 1] = metallicRoughness.baseColor.g * 255;\r\n baseColorBuffer[offset + 2] = metallicRoughness.baseColor.b * 255;\r\n baseColorBuffer[offset + 3] = resizedTextures.texture1.hasAlpha ? diffuseBuffer[offset + 3] * 255 : 255;\r\n\r\n metallicRoughnessBuffer[offset] = 0;\r\n metallicRoughnessBuffer[offset + 1] = metallicRoughness.roughness! * 255;\r\n metallicRoughnessBuffer[offset + 2] = metallicRoughness.metallic! * 255;\r\n metallicRoughnessBuffer[offset + 3] = 255;\r\n }\r\n }\r\n\r\n // Retrieves the metallic roughness factors from the maximum texture values.\r\n const metallicRoughnessFactors: IPBRMetallicRoughness = {\r\n baseColor: maxBaseColor,\r\n metallic: maxMetallic,\r\n roughness: maxRoughness,\r\n };\r\n\r\n let writeOutMetallicRoughnessTexture = false;\r\n let writeOutBaseColorTexture = false;\r\n\r\n for (let h = 0; h < height; ++h) {\r\n for (let w = 0; w < width; ++w) {\r\n const destinationOffset = (width * h + w) * strideSize;\r\n\r\n baseColorBuffer[destinationOffset] /= metallicRoughnessFactors.baseColor.r > Epsilon ? metallicRoughnessFactors.baseColor.r : 1;\r\n baseColorBuffer[destinationOffset + 1] /= metallicRoughnessFactors.baseColor.g > Epsilon ? metallicRoughnessFactors.baseColor.g : 1;\r\n baseColorBuffer[destinationOffset + 2] /= metallicRoughnessFactors.baseColor.b > Epsilon ? metallicRoughnessFactors.baseColor.b : 1;\r\n\r\n const linearBaseColorPixel = Color3.FromInts(\r\n baseColorBuffer[destinationOffset],\r\n baseColorBuffer[destinationOffset + 1],\r\n baseColorBuffer[destinationOffset + 2]\r\n );\r\n const sRGBBaseColorPixel = linearBaseColorPixel.toGammaSpace(scene.getEngine().useExactSrgbConversions);\r\n baseColorBuffer[destinationOffset] = sRGBBaseColorPixel.r * 255;\r\n baseColorBuffer[destinationOffset + 1] = sRGBBaseColorPixel.g * 255;\r\n baseColorBuffer[destinationOffset + 2] = sRGBBaseColorPixel.b * 255;\r\n\r\n if (!sRGBBaseColorPixel.equalsWithEpsilon(White, Epsilon)) {\r\n writeOutBaseColorTexture = true;\r\n }\r\n\r\n metallicRoughnessBuffer[destinationOffset + 1] /= metallicRoughnessFactors.roughness! > Epsilon ? metallicRoughnessFactors.roughness! : 1;\r\n metallicRoughnessBuffer[destinationOffset + 2] /= metallicRoughnessFactors.metallic! > Epsilon ? metallicRoughnessFactors.metallic! : 1;\r\n\r\n const metallicRoughnessPixel = Color3.FromInts(255, metallicRoughnessBuffer[destinationOffset + 1], metallicRoughnessBuffer[destinationOffset + 2]);\r\n\r\n if (!metallicRoughnessPixel.equalsWithEpsilon(White, Epsilon)) {\r\n writeOutMetallicRoughnessTexture = true;\r\n }\r\n }\r\n }\r\n\r\n if (writeOutMetallicRoughnessTexture) {\r\n promises.push(\r\n this._getImageDataAsync(metallicRoughnessBuffer, width, height, mimeType).then((data) => {\r\n metallicRoughnessFactors.metallicRoughnessTextureData = data;\r\n })\r\n );\r\n }\r\n if (writeOutBaseColorTexture) {\r\n promises.push(\r\n this._getImageDataAsync(baseColorBuffer, width, height, mimeType).then((data) => {\r\n metallicRoughnessFactors.baseColorTextureData = data;\r\n })\r\n );\r\n }\r\n\r\n return await Promise.all(promises).then(() => {\r\n return metallicRoughnessFactors;\r\n });\r\n } else {\r\n return await Promise.reject(\"_ConvertSpecularGlossinessTexturesToMetallicRoughness: Scene from textures is missing!\");\r\n }\r\n }\r\n\r\n /**\r\n * Converts specular glossiness material properties to metallic roughness\r\n * @param specularGlossiness interface with specular glossiness material properties\r\n * @returns interface with metallic roughness material properties\r\n */\r\n private _convertSpecularGlossinessToMetallicRoughness(specularGlossiness: IPBRSpecularGlossiness): IPBRMetallicRoughness {\r\n const diffusePerceivedBrightness = this._getPerceivedBrightness(specularGlossiness.diffuseColor);\r\n const specularPerceivedBrightness = this._getPerceivedBrightness(specularGlossiness.specularColor);\r\n const oneMinusSpecularStrength = 1 - this._getMaxComponent(specularGlossiness.specularColor);\r\n const metallic = _SolveMetallic(diffusePerceivedBrightness, specularPerceivedBrightness, oneMinusSpecularStrength);\r\n const baseColorFromDiffuse = specularGlossiness.diffuseColor.scale(oneMinusSpecularStrength / (1.0 - DielectricSpecular.r) / Math.max(1 - metallic));\r\n const baseColorFromSpecular = specularGlossiness.specularColor.subtract(DielectricSpecular.scale(1 - metallic)).scale(1 / Math.max(metallic));\r\n let baseColor = Color3.Lerp(baseColorFromDiffuse, baseColorFromSpecular, metallic * metallic);\r\n baseColor = baseColor.clampToRef(0, 1, baseColor);\r\n\r\n const metallicRoughness: IPBRMetallicRoughness = {\r\n baseColor: baseColor,\r\n metallic: metallic,\r\n roughness: 1 - specularGlossiness.glossiness,\r\n };\r\n\r\n return metallicRoughness;\r\n }\r\n\r\n /**\r\n * Calculates the surface reflectance, independent of lighting conditions\r\n * @param color Color source to calculate brightness from\r\n * @returns number representing the perceived brightness, or zero if color is undefined\r\n */\r\n private _getPerceivedBrightness(color: Color3): number {\r\n if (color) {\r\n return Math.sqrt(0.299 * color.r * color.r + 0.587 * color.g * color.g + 0.114 * color.b * color.b);\r\n }\r\n return 0;\r\n }\r\n\r\n /**\r\n * Returns the maximum color component value\r\n * @param color\r\n * @returns maximum color component value, or zero if color is null or undefined\r\n */\r\n private _getMaxComponent(color: Color3): number {\r\n if (color) {\r\n return Math.max(color.r, Math.max(color.g, color.b));\r\n }\r\n return 0;\r\n }\r\n\r\n /**\r\n * Convert a PBRMaterial (Metallic/Roughness) to Metallic Roughness factors\r\n * @param babylonPBRMaterial BJS PBR Metallic Roughness Material\r\n * @param glTFPbrMetallicRoughness glTF PBR Metallic Roughness interface\r\n * @param hasUVs specifies if texture coordinates are present on the submesh to determine if textures should be applied\r\n * @returns glTF PBR Metallic Roughness factors\r\n */\r\n private async _convertMetalRoughFactorsToMetallicRoughnessAsync(\r\n babylonPBRMaterial: PBRBaseMaterial,\r\n glTFPbrMetallicRoughness: IMaterialPbrMetallicRoughness,\r\n hasUVs: boolean\r\n ): Promise<IPBRMetallicRoughness> {\r\n const promises: Promise<void>[] = [];\r\n\r\n const metallicRoughness: IPBRMetallicRoughness = {\r\n baseColor: babylonPBRMaterial._albedoColor,\r\n metallic: babylonPBRMaterial._metallic,\r\n roughness: babylonPBRMaterial._roughness,\r\n };\r\n\r\n if (hasUVs) {\r\n const albedoTexture = babylonPBRMaterial._albedoTexture;\r\n if (albedoTexture) {\r\n promises.push(\r\n this.exportTextureAsync(albedoTexture).then((glTFTexture) => {\r\n if (glTFTexture) {\r\n glTFPbrMetallicRoughness.baseColorTexture = glTFTexture;\r\n }\r\n })\r\n );\r\n }\r\n const metallicTexture = babylonPBRMaterial._metallicTexture;\r\n if (metallicTexture) {\r\n promises.push(\r\n this.exportTextureAsync(metallicTexture).then((glTFTexture) => {\r\n if (glTFTexture) {\r\n glTFPbrMetallicRoughness.metallicRoughnessTexture = glTFTexture;\r\n }\r\n })\r\n );\r\n }\r\n }\r\n\r\n if (promises.length > 0) {\r\n this._exporter._materialNeedsUVsSet.add(babylonPBRMaterial);\r\n await Promise.all(promises);\r\n }\r\n\r\n return metallicRoughness;\r\n }\r\n\r\n private _getTextureSampler(texture: Nullable<BaseTexture>): ISampler {\r\n const sampler: ISampler = {};\r\n if (!texture || !(texture instanceof Texture)) {\r\n return sampler;\r\n }\r\n\r\n const wrapS = this._getGLTFTextureWrapMode(texture.wrapU);\r\n if (wrapS !== TextureWrapMode.REPEAT) {\r\n sampler.wrapS = wrapS;\r\n }\r\n\r\n const wrapT = this._getGLTFTextureWrapMode(texture.wrapV);\r\n if (wrapT !== TextureWrapMode.REPEAT) {\r\n sampler.wrapT = wrapT;\r\n }\r\n\r\n switch (texture.samplingMode) {\r\n case Texture.LINEAR_LINEAR: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.LINEAR;\r\n break;\r\n }\r\n case Texture.LINEAR_NEAREST: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.NEAREST;\r\n break;\r\n }\r\n case Texture.NEAREST_LINEAR: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.LINEAR;\r\n break;\r\n }\r\n case Texture.NEAREST_LINEAR_MIPLINEAR: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.LINEAR_MIPMAP_LINEAR;\r\n break;\r\n }\r\n case Texture.NEAREST_NEAREST: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.NEAREST;\r\n break;\r\n }\r\n case Texture.NEAREST_LINEAR_MIPNEAREST: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.LINEAR_MIPMAP_NEAREST;\r\n break;\r\n }\r\n case Texture.LINEAR_NEAREST_MIPNEAREST: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.NEAREST_MIPMAP_NEAREST;\r\n break;\r\n }\r\n case Texture.LINEAR_NEAREST_MIPLINEAR: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.NEAREST_MIPMAP_LINEAR;\r\n break;\r\n }\r\n case Texture.NEAREST_NEAREST_MIPLINEAR: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.NEAREST_MIPMAP_LINEAR;\r\n break;\r\n }\r\n case Texture.LINEAR_LINEAR_MIPLINEAR: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.LINEAR_MIPMAP_LINEAR;\r\n break;\r\n }\r\n case Texture.LINEAR_LINEAR_MIPNEAREST: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.LINEAR_MIPMAP_NEAREST;\r\n break;\r\n }\r\n case Texture.NEAREST_NEAREST_MIPNEAREST: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.NEAREST_MIPMAP_NEAREST;\r\n break;\r\n }\r\n }\r\n\r\n return sampler;\r\n }\r\n\r\n private _getGLTFTextureWrapMode(wrapMode: number): TextureWrapMode {\r\n switch (wrapMode) {\r\n case Texture.WRAP_ADDRESSMODE: {\r\n return TextureWrapMode.REPEAT;\r\n }\r\n case Texture.CLAMP_ADDRESSMODE: {\r\n return TextureWrapMode.CLAMP_TO_EDGE;\r\n }\r\n case Texture.MIRROR_ADDRESSMODE: {\r\n return TextureWrapMode.MIRRORED_REPEAT;\r\n }\r\n default: {\r\n Tools.Error(`Unsupported Texture Wrap Mode ${wrapMode}!`);\r\n return TextureWrapMode.REPEAT;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Convert a PBRMaterial (Specular/Glossiness) to Metallic Roughness factors\r\n * @param babylonPBRMaterial BJS PBR Metallic Roughness Material\r\n * @param pbrMetallicRoughness glTF PBR Metallic Roughness interface\r\n * @param hasUVs specifies if texture coordinates are present on the submesh to determine if textures should be applied\r\n * @returns glTF PBR Metallic Roughness factors\r\n */\r\n private async _convertSpecGlossFactorsToMetallicRoughnessAsync(\r\n babylonPBRMaterial: PBRBaseMaterial,\r\n pbrMetallicRoughness: IMaterialPbrMetallicRoughness,\r\n hasUVs: boolean\r\n ): Promise<IPBRMetallicRoughness> {\r\n const mimeType = ImageMimeType.PNG;\r\n const specGloss: IPBRSpecularGlossiness = {\r\n diffuseColor: babylonPBRMaterial._albedoColor,\r\n specularColor: babylonPBRMaterial._reflectivityColor,\r\n glossiness: babylonPBRMaterial._microSurface,\r\n };\r\n\r\n const albedoTexture = babylonPBRMaterial._albedoTexture;\r\n const reflectivityTexture = babylonPBRMaterial._reflectivityTexture;\r\n const useMicrosurfaceFromReflectivityMapAlpha = babylonPBRMaterial._useMicroSurfaceFromReflectivityMapAlpha;\r\n if (reflectivityTexture && !useMicrosurfaceFromReflectivityMapAlpha) {\r\n return await Promise.reject(\"_ConvertPBRMaterial: Glossiness values not included in the reflectivity texture are currently not supported\");\r\n }\r\n\r\n if ((albedoTexture || reflectivityTexture) && hasUVs) {\r\n this._exporter._materialNeedsUVsSet.add(babylonPBRMaterial);\r\n\r\n const samplerIndex = this._exportTextureSampler(albedoTexture || reflectivityTexture);\r\n const metallicRoughnessFactors = await this._convertSpecularGlossinessTexturesToMetallicRoughnessAsync(albedoTexture, reflectivityTexture, specGloss, mimeType);\r\n\r\n const textures = this._exporter._textures;\r\n\r\n if (metallicRoughnessFactors.baseColorTextureData) {\r\n const imageIndex = this._exportImage(`baseColor${textures.length}`, mimeType, metallicRoughnessFactors.baseColorTextureData);\r\n pbrMetallicRoughness.baseColorTexture = this._exportTextureInfo(imageIndex, samplerIndex, albedoTexture?.coordinatesIndex);\r\n }\r\n\r\n if (metallicRoughnessFactors.metallicRoughnessTextureData) {\r\n const imageIndex = this._exportImage(`metallicRoughness${textures.length}`, mimeType, metallicRoughnessFactors.metallicRoughnessTextureData);\r\n pbrMetallicRoughness.metallicRoughnessTexture = this._exportTextureInfo(imageIndex, samplerIndex, reflectivityTexture?.coordinatesIndex);\r\n }\r\n\r\n return metallicRoughnessFactors;\r\n } else {\r\n return this._convertSpecularGlossinessToMetallicRoughness(specGloss);\r\n }\r\n }\r\n\r\n public async exportPBRMaterialAsync(babylonPBRMaterial: PBRBaseMaterial, hasUVs: boolean): Promise<number> {\r\n const glTFPbrMetallicRoughness: IMaterialPbrMetallicRoughness = {};\r\n\r\n const glTFMaterial: IMaterial = {\r\n name: babylonPBRMaterial.name,\r\n };\r\n\r\n const useMetallicRoughness = babylonPBRMaterial.isMetallicWorkflow();\r\n\r\n if (useMetallicRoughness) {\r\n const albedoColor = babylonPBRMaterial._albedoColor;\r\n const alpha = babylonPBRMaterial.alpha;\r\n if (albedoColor) {\r\n glTFPbrMetallicRoughness.baseColorFactor = [albedoColor.r, albedoColor.g, albedoColor.b, alpha];\r\n }\r\n }\r\n\r\n const metallicRoughness = useMetallicRoughness\r\n ? await this._convertMetalRoughFactorsToMetallicRoughnessAsync(babylonPBRMaterial, glTFPbrMetallicRoughness, hasUVs)\r\n : await this._convertSpecGlossFactorsToMetallicRoughnessAsync(babylonPBRMaterial, glTFPbrMetallicRoughness, hasUVs);\r\n\r\n await this._setMetallicRoughnessPbrMaterialAsync(metallicRoughness, babylonPBRMaterial, glTFMaterial, glTFPbrMetallicRoughness, hasUVs);\r\n await this._finishMaterialAsync(glTFMaterial, babylonPBRMaterial);\r\n\r\n const materials = this._exporter._materials;\r\n materials.push(glTFMaterial);\r\n return materials.length - 1;\r\n }\r\n\r\n private async _setMetallicRoughnessPbrMaterialAsync(\r\n metallicRoughness: IPBRMetallicRoughness,\r\n babylonPBRMaterial: PBRBaseMaterial,\r\n glTFMaterial: IMaterial,\r\n glTFPbrMetallicRoughness: IMaterialPbrMetallicRoughness,\r\n hasUVs: boolean\r\n ): Promise<void> {\r\n SetAlphaMode(glTFMaterial, babylonPBRMaterial);\r\n\r\n if (!metallicRoughness.baseColor.equalsWithEpsilon(White, Epsilon) || !Scalar.WithinEpsilon(babylonPBRMaterial.alpha, 1, Epsilon)) {\r\n glTFPbrMetallicRoughness.baseColorFactor = [metallicRoughness.baseColor.r, metallicRoughness.baseColor.g, metallicRoughness.baseColor.b, babylonPBRMaterial.alpha];\r\n }\r\n\r\n if (metallicRoughness.metallic != null && metallicRoughness.metallic !== 1) {\r\n glTFPbrMetallicRoughness.metallicFactor = metallicRoughness.metallic;\r\n }\r\n if (metallicRoughness.roughness != null && metallicRoughness.roughness !== 1) {\r\n glTFPbrMetallicRoughness.roughnessFactor = metallicRoughness.roughness;\r\n }\r\n\r\n if (babylonPBRMaterial.backFaceCulling != null && !babylonPBRMaterial.backFaceCulling) {\r\n if (!babylonPBRMaterial._twoSidedLighting) {\r\n Tools.Warn(babylonPBRMaterial.name + \": Back-face culling disabled and two-sided lighting disabled is not supported in glTF.\");\r\n }\r\n glTFMaterial.doubleSided = true;\r\n }\r\n\r\n if (hasUVs) {\r\n const promises: Promise<void>[] = [];\r\n\r\n const bumpTexture = babylonPBRMaterial._bumpTexture;\r\n if (bumpTexture) {\r\n promises.push(\r\n this.exportTextureAsync(bumpTexture).then((glTFTexture) => {\r\n if (glTFTexture) {\r\n glTFMaterial.normalTexture = glTFTexture;\r\n if (bumpTexture.level !== 1) {\r\n glTFMaterial.normalTexture.scale = bumpTexture.level;\r\n }\r\n }\r\n })\r\n );\r\n }\r\n\r\n const ambientTexture = babylonPBRMaterial._ambientTexture;\r\n if (ambientTexture) {\r\n promises.push(\r\n this.exportTextureAsync(ambientTexture).then((glTFTexture) => {\r\n if (glTFTexture) {\r\n const occlusionTexture: IMaterialOcclusionTextureInfo = {\r\n index: glTFTexture.index,\r\n texCoord: glTFTexture.texCoord,\r\n extensions: glTFTexture.extensions,\r\n };\r\n\r\n glTFMaterial.occlusionTexture = occlusionTexture;\r\n const ambientTextureStrength = babylonPBRMaterial._ambientTextureStrength;\r\n if (ambientTextureStrength) {\r\n occlusionTexture.strength = ambientTextureStrength;\r\n }\r\n }\r\n })\r\n );\r\n }\r\n\r\n const emissiveTexture = babylonPBRMaterial._emissiveTexture;\r\n if (emissiveTexture) {\r\n promises.push(\r\n this.exportTextureAsync(emissiveTexture).then((glTFTexture) => {\r\n if (glTFTexture) {\r\n glTFMaterial.emissiveTexture = glTFTexture;\r\n }\r\n })\r\n );\r\n }\r\n\r\n if (promises.length > 0) {\r\n this._exporter._materialNeedsUVsSet.add(babylonPBRMaterial);\r\n await Promise.all(promises);\r\n }\r\n }\r\n\r\n const emissiveColor = babylonPBRMaterial._emissiveColor;\r\n if (!emissiveColor.equalsWithEpsilon(Black, Epsilon)) {\r\n glTFMaterial.emissiveFactor = emissiveColor.asArray();\r\n }\r\n\r\n glTFMaterial.pbrMetallicRoughness = glTFPbrMetallicRoughness;\r\n }\r\n\r\n public async exportTextureAsync(babylonTexture: BaseTexture): Promise<Nullable<ITextureInfo>> {\r\n let textureInfo = this._textureMap.get(babylonTexture);\r\n if (textureInfo) {\r\n return textureInfo;\r\n }\r\n\r\n const samplerIndex = this._exportTextureSampler(babylonTexture);\r\n const imageIndex = await this._exportTextureImageAsync(babylonTexture);\r\n\r\n textureInfo = this._exportTextureInfo(imageIndex, samplerIndex, babylonTexture.coordinatesIndex);\r\n this._textureMap.set(babylonTexture, textureInfo);\r\n\r\n this._exporter._extensionsPostExportTextures(\"exporter\", textureInfo, babylonTexture);\r\n return textureInfo;\r\n }\r\n\r\n private async _exportTextureImageAsync(babylonTexture: BaseTexture): Promise<number> {\r\n const requestedMimeType = (babylonTexture as Texture).mimeType ?? \"none\";\r\n // TODO: Add an official way for users to export using a different mime type\r\n // than the one they loaded with (which is denoted by Texture.mimeType)\r\n\r\n const internalTextureToImage = this._internalTextureToImage;\r\n const internalTextureUniqueId = babylonTexture.getInternalTexture()!.uniqueId;\r\n internalTextureToImage[internalTextureUniqueId] = internalTextureToImage[internalTextureUniqueId] || {};\r\n let imageIndexPromise = internalTextureToImage[internalTextureUniqueId][requestedMimeType];\r\n\r\n if (imageIndexPromise === undefined) {\r\n imageIndexPromise = (async () => {\r\n // Try to get the image from memory first, if applicable\r\n const cache = await GetCachedImageAsync(babylonTexture);\r\n if (cache && (requestedMimeType === \"none\" || cache.mimeType === requestedMimeType)) {\r\n return this._exportImage(babylonTexture.name, cache.mimeType as ImageMimeType, cache.data);\r\n }\r\n\r\n // Preserve texture mime type if defined\r\n let mimeType = ImageMimeType.PNG;\r\n if (requestedMimeType !== \"none\") {\r\n switch (requestedMimeType) {\r\n case ImageMimeType.JPEG:\r\n case ImageMimeType.PNG:\r\n case ImageMimeType.WEBP:\r\n mimeType = requestedMimeType;\r\n break;\r\n default:\r\n Tools.Warn(`Unsupported media type: ${requestedMimeType}. Exporting texture as PNG.`);\r\n break;\r\n }\r\n }\r\n\r\n const size = babylonTexture.getSize();\r\n const pixels = await GetTextureDataAsync(babylonTexture);\r\n const data = await this._getImageDataAsync(pixels, size.width, size.height, mimeType);\r\n\r\n return this._exportImage(babylonTexture.name, mimeType, data);\r\n })();\r\n\r\n internalTextureToImage[internalTextureUniqueId][requestedMimeType] = imageIndexPromise;\r\n }\r\n\r\n return await imageIndexPromise;\r\n }\r\n\r\n private _exportImage(name: string, mimeType: ImageMimeType, data: ArrayBuffer): number {\r\n const images = this._exporter._images;\r\n\r\n let image: IImage;\r\n if (this._exporter._shouldUseGlb) {\r\n image = {\r\n name: name,\r\n mimeType: mimeType,\r\n bufferView: undefined, // Will be updated later by BufferManager\r\n };\r\n const bufferView = this._exporter._bufferManager.createBufferView(new Uint8Array(data));\r\n this._exporter._bufferManager.setBufferView(image, bufferView);\r\n } else {\r\n // Build a unique URI\r\n const baseName = name.replace(/\\.\\/|\\/|\\.\\\\|\\\\/g, \"_\");\r\n const extension = GetFileExtensionFromMimeType(mimeType);\r\n let fileName = baseName + extension;\r\n if (images.some((image) => image.uri === fileName)) {\r\n fileName = `${baseName}_${Tools.RandomId()}${extension}`;\r\n }\r\n\r\n image = {\r\n name: name,\r\n uri: fileName,\r\n };\r\n this._exporter._imageData[fileName] = { data: data, mimeType: mimeType }; // Save image data to be written to file later\r\n }\r\n\r\n images.push(image);\r\n\r\n return images.length - 1;\r\n }\r\n\r\n private _exportTextureInfo(imageIndex: number, samplerIndex: number, coordinatesIndex?: number): ITextureInfo {\r\n const textures = this._exporter._textures;\r\n let textureIndex = textures.findIndex((t) => t.sampler == samplerIndex && t.source === imageIndex);\r\n if (textureIndex === -1) {\r\n textureIndex = textures.length;\r\n textures.push({\r\n source: imageIndex,\r\n sampler: samplerIndex,\r\n });\r\n }\r\n\r\n const textureInfo: ITextureInfo = { index: textureIndex };\r\n if (coordinatesIndex) {\r\n textureInfo.texCoord = coordinatesIndex;\r\n }\r\n return textureInfo;\r\n }\r\n\r\n private _exportTextureSampler(texture: Nullable<BaseTexture>): number {\r\n const sampler = this._getTextureSampler(texture);\r\n\r\n // if a pre-existing sampler with identical parameters exists, then reuse the previous sampler\r\n const samplers = this._exporter._samplers;\r\n const samplerIndex = samplers.findIndex(\r\n (s) => s.minFilter === sampler.minFilter && s.magFilter === sampler.magFilter && s.wrapS === sampler.wrapS && s.wrapT === sampler.wrapT\r\n );\r\n if (samplerIndex !== -1) {\r\n return samplerIndex;\r\n }\r\n\r\n samplers.push(sampler);\r\n return samplers.length - 1;\r\n }\r\n}\r\n"]}
1
+ 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Content":["/* eslint-disable @typescript-eslint/prefer-promise-reject-errors */\r\n/* eslint-disable github/no-then */\r\n/* eslint-disable babylonjs/available */\r\n\r\nimport type { ITextureInfo, IMaterial, IMaterialPbrMetallicRoughness, IMaterialOcclusionTextureInfo, ISampler, IImage } from \"babylonjs-gltf2interface\";\r\nimport { ImageMimeType, MaterialAlphaMode, TextureMagFilter, TextureMinFilter, TextureWrapMode } from \"babylonjs-gltf2interface\";\r\n\r\nimport type { Nullable } from \"core/types\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { GetTextureDataAsync, TextureTools } from \"core/Misc/textureTools\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\n\r\nimport type { Scene } from \"core/scene\";\r\n\r\nimport type { GLTFExporter } from \"./glTFExporter\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { DumpTools } from \"core/Misc/dumpTools\";\r\n\r\nimport type { Material } from \"core/Materials/material\";\r\nimport type { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport { SpecularPowerToRoughness } from \"core/Helpers/materialConversionHelper\";\r\nimport { InternalTextureSource } from \"core/Materials/Textures/internalTexture\";\r\nimport { GetMimeType } from \"core/Misc/fileTools\";\r\n\r\nconst Epsilon = 1e-6;\r\nconst DielectricSpecular = new Color3(0.04, 0.04, 0.04);\r\nconst MaxSpecularPower = 1024;\r\nconst White = Color3.White();\r\nconst Black = Color3.Black();\r\n\r\n/**\r\n * Interface for storing specular glossiness factors\r\n * @internal\r\n */\r\ninterface IPBRSpecularGlossiness {\r\n /**\r\n * Represents the linear diffuse factors of the material\r\n */\r\n diffuseColor: Color3;\r\n specularColor: Color3;\r\n glossiness: number;\r\n}\r\n\r\ninterface IPBRMetallicRoughness {\r\n baseColor: Color3;\r\n metallic: Nullable<number>;\r\n roughness: Nullable<number>;\r\n metallicRoughnessTextureData?: Nullable<ArrayBuffer>;\r\n baseColorTextureData?: Nullable<ArrayBuffer>;\r\n}\r\n\r\nfunction GetFileExtensionFromMimeType(mimeType: ImageMimeType): string {\r\n switch (mimeType) {\r\n case ImageMimeType.JPEG:\r\n return \".jpg\";\r\n case ImageMimeType.PNG:\r\n return \".png\";\r\n case ImageMimeType.WEBP:\r\n return \".webp\";\r\n case ImageMimeType.AVIF:\r\n return \".avif\";\r\n case ImageMimeType.KTX2:\r\n return \".ktx2\";\r\n }\r\n}\r\n\r\n/**\r\n * Gets cached image from a texture, if available.\r\n * @param babylonTexture texture to check for cached image\r\n * @returns image data if found and directly usable; null otherwise\r\n */\r\nasync function GetCachedImageAsync(babylonTexture: BaseTexture): Promise<Nullable<{ data: ArrayBuffer; mimeType: string }>> {\r\n const internalTexture = babylonTexture.getInternalTexture();\r\n if (!internalTexture || internalTexture.source !== InternalTextureSource.Url) {\r\n return null;\r\n }\r\n if (internalTexture.invertY) {\r\n return null;\r\n }\r\n\r\n const buffer = internalTexture._buffer;\r\n\r\n let data;\r\n let mimeType = (babylonTexture as Texture).mimeType;\r\n\r\n if (!buffer) {\r\n data = await Tools.LoadFileAsync(internalTexture.url);\r\n mimeType = GetMimeType(internalTexture.url) || mimeType;\r\n } else if (ArrayBuffer.isView(buffer)) {\r\n data = buffer.buffer.slice(buffer.byteOffset, buffer.byteOffset + buffer.byteLength) as ArrayBuffer;\r\n } else if (buffer instanceof ArrayBuffer) {\r\n data = buffer;\r\n } else if (buffer instanceof Blob) {\r\n data = await buffer.arrayBuffer();\r\n mimeType = buffer.type || mimeType;\r\n } else if (typeof buffer === \"string\") {\r\n data = await Tools.LoadFileAsync(buffer);\r\n mimeType = GetMimeType(buffer) || mimeType;\r\n } else if (typeof HTMLImageElement !== \"undefined\" && buffer instanceof HTMLImageElement) {\r\n data = await Tools.LoadFileAsync(buffer.src);\r\n mimeType = GetMimeType(buffer.src) || mimeType;\r\n }\r\n\r\n if (data && mimeType) {\r\n return { data, mimeType };\r\n }\r\n\r\n return null;\r\n}\r\n\r\n/**\r\n * Computes the metallic factor from specular glossiness values.\r\n * @param diffuse diffused value\r\n * @param specular specular value\r\n * @param oneMinusSpecularStrength one minus the specular strength\r\n * @returns metallic value\r\n * @internal\r\n */\r\nexport function _SolveMetallic(diffuse: number, specular: number, oneMinusSpecularStrength: number): number {\r\n if (specular < DielectricSpecular.r) {\r\n DielectricSpecular;\r\n return 0;\r\n }\r\n\r\n const a = DielectricSpecular.r;\r\n const b = (diffuse * oneMinusSpecularStrength) / (1.0 - DielectricSpecular.r) + specular - 2.0 * DielectricSpecular.r;\r\n const c = DielectricSpecular.r - specular;\r\n const d = b * b - 4.0 * a * c;\r\n return Scalar.Clamp((-b + Math.sqrt(d)) / (2.0 * a), 0, 1);\r\n}\r\n\r\n/**\r\n * Computes the metallic/roughness factors from a Standard Material.\r\n * @internal\r\n */\r\nexport function _ConvertToGLTFPBRMetallicRoughness(babylonStandardMaterial: StandardMaterial): IMaterialPbrMetallicRoughness {\r\n const diffuse = babylonStandardMaterial.diffuseColor.toLinearSpace(babylonStandardMaterial.getScene().getEngine().useExactSrgbConversions).scale(0.5);\r\n const opacity = babylonStandardMaterial.alpha;\r\n const specularPower = Scalar.Clamp(babylonStandardMaterial.specularPower, 0, MaxSpecularPower);\r\n\r\n const roughness = SpecularPowerToRoughness(specularPower);\r\n\r\n const glTFPbrMetallicRoughness: IMaterialPbrMetallicRoughness = {\r\n baseColorFactor: [diffuse.r, diffuse.g, diffuse.b, opacity],\r\n metallicFactor: 0,\r\n roughnessFactor: roughness,\r\n };\r\n\r\n return glTFPbrMetallicRoughness;\r\n}\r\n\r\n/**\r\n * Sets the glTF alpha mode to a glTF material from the Babylon Material\r\n * @param glTFMaterial glTF material\r\n * @param babylonMaterial Babylon material\r\n */\r\nfunction SetAlphaMode(glTFMaterial: IMaterial, babylonMaterial: Material & { alphaCutOff?: number }): void {\r\n if (babylonMaterial.needAlphaBlending()) {\r\n glTFMaterial.alphaMode = MaterialAlphaMode.BLEND;\r\n } else if (babylonMaterial.needAlphaTesting()) {\r\n glTFMaterial.alphaMode = MaterialAlphaMode.MASK;\r\n glTFMaterial.alphaCutoff = babylonMaterial.alphaCutOff;\r\n }\r\n}\r\n\r\nfunction CreateWhiteTexture(width: number, height: number, scene: Scene): Texture {\r\n const data = new Uint8Array(width * height * 4);\r\n\r\n for (let i = 0; i < data.length; i = i + 4) {\r\n data[i] = data[i + 1] = data[i + 2] = data[i + 3] = 0xff;\r\n }\r\n\r\n const rawTexture = RawTexture.CreateRGBATexture(data, width, height, scene);\r\n\r\n return rawTexture;\r\n}\r\n\r\nfunction ConvertPixelArrayToFloat32(pixels: ArrayBufferView): Float32Array {\r\n if (pixels instanceof Uint8Array) {\r\n const length = pixels.length;\r\n const buffer = new Float32Array(pixels.length);\r\n for (let i = 0; i < length; ++i) {\r\n buffer[i] = pixels[i] / 255;\r\n }\r\n return buffer;\r\n } else if (pixels instanceof Float32Array) {\r\n return pixels;\r\n } else {\r\n throw new Error(\"Unsupported pixel format!\");\r\n }\r\n}\r\n\r\n/**\r\n * Utility methods for working with glTF material conversion properties.\r\n * @internal\r\n */\r\nexport class GLTFMaterialExporter {\r\n // Mapping to store textures\r\n private _textureMap = new Map<BaseTexture, ITextureInfo>();\r\n\r\n // Mapping of internal textures to images to avoid exporting duplicate images\r\n private _internalTextureToImage: { [uniqueId: number]: { [mimeType: string]: Promise<number> } } = {};\r\n\r\n constructor(private readonly _exporter: GLTFExporter) {}\r\n\r\n public getTextureInfo(babylonTexture: Nullable<BaseTexture>): Nullable<ITextureInfo> {\r\n return babylonTexture ? (this._textureMap.get(babylonTexture) ?? null) : null;\r\n }\r\n\r\n public async exportStandardMaterialAsync(babylonStandardMaterial: StandardMaterial, hasUVs: boolean): Promise<number> {\r\n const pbrMetallicRoughness = _ConvertToGLTFPBRMetallicRoughness(babylonStandardMaterial);\r\n\r\n const material: IMaterial = { name: babylonStandardMaterial.name, extras: babylonStandardMaterial.metadata };\r\n if (babylonStandardMaterial.backFaceCulling != null && !babylonStandardMaterial.backFaceCulling) {\r\n if (!babylonStandardMaterial.twoSidedLighting) {\r\n Tools.Warn(babylonStandardMaterial.name + \": Back-face culling disabled and two-sided lighting disabled is not supported in glTF.\");\r\n }\r\n material.doubleSided = true;\r\n }\r\n\r\n if (hasUVs) {\r\n const promises: Promise<void>[] = [];\r\n\r\n const diffuseTexture = babylonStandardMaterial.diffuseTexture;\r\n if (diffuseTexture) {\r\n promises.push(\r\n this.exportTextureAsync(diffuseTexture).then((textureInfo) => {\r\n if (textureInfo) {\r\n pbrMetallicRoughness.baseColorTexture = textureInfo;\r\n }\r\n })\r\n );\r\n }\r\n\r\n const bumpTexture = babylonStandardMaterial.bumpTexture;\r\n if (bumpTexture) {\r\n promises.push(\r\n this.exportTextureAsync(bumpTexture).then((textureInfo) => {\r\n if (textureInfo) {\r\n material.normalTexture = textureInfo;\r\n if (bumpTexture.level !== 1) {\r\n material.normalTexture.scale = bumpTexture.level;\r\n }\r\n }\r\n })\r\n );\r\n }\r\n\r\n const emissiveTexture = babylonStandardMaterial.emissiveTexture;\r\n if (emissiveTexture) {\r\n material.emissiveFactor = [1.0, 1.0, 1.0];\r\n\r\n promises.push(\r\n this.exportTextureAsync(emissiveTexture).then((textureInfo) => {\r\n if (textureInfo) {\r\n material.emissiveTexture = textureInfo;\r\n }\r\n })\r\n );\r\n }\r\n\r\n const ambientTexture = babylonStandardMaterial.ambientTexture;\r\n if (ambientTexture) {\r\n promises.push(\r\n this.exportTextureAsync(ambientTexture).then((textureInfo) => {\r\n if (textureInfo) {\r\n const occlusionTexture: IMaterialOcclusionTextureInfo = {\r\n index: textureInfo.index,\r\n };\r\n material.occlusionTexture = occlusionTexture;\r\n }\r\n })\r\n );\r\n }\r\n\r\n if (promises.length > 0) {\r\n this._exporter._materialNeedsUVsSet.add(babylonStandardMaterial);\r\n await Promise.all(promises);\r\n }\r\n }\r\n\r\n if (babylonStandardMaterial.alpha < 1.0 || babylonStandardMaterial.opacityTexture) {\r\n if (babylonStandardMaterial.alphaMode === Constants.ALPHA_COMBINE) {\r\n material.alphaMode = MaterialAlphaMode.BLEND;\r\n } else {\r\n Tools.Warn(babylonStandardMaterial.name + \": glTF 2.0 does not support alpha mode: \" + babylonStandardMaterial.alphaMode.toString());\r\n }\r\n }\r\n\r\n if (babylonStandardMaterial.emissiveColor && !babylonStandardMaterial.emissiveColor.equalsWithEpsilon(Black, Epsilon)) {\r\n material.emissiveFactor = babylonStandardMaterial.emissiveColor.asArray();\r\n }\r\n\r\n material.pbrMetallicRoughness = pbrMetallicRoughness;\r\n SetAlphaMode(material, babylonStandardMaterial);\r\n\r\n await this._finishMaterialAsync(material, babylonStandardMaterial);\r\n\r\n const materials = this._exporter._materials;\r\n materials.push(material);\r\n return materials.length - 1;\r\n }\r\n\r\n private async _finishMaterialAsync(glTFMaterial: IMaterial, babylonMaterial: Material): Promise<void> {\r\n const textures = this._exporter._extensionsPostExportMaterialAdditionalTextures(\"exportMaterial\", glTFMaterial, babylonMaterial);\r\n\r\n const promises: Array<Promise<Nullable<ITextureInfo>>> = [];\r\n\r\n for (const texture of textures) {\r\n promises.push(this.exportTextureAsync(texture));\r\n }\r\n\r\n await Promise.all(promises);\r\n\r\n await this._exporter._extensionsPostExportMaterialAsync(\"exportMaterial\", glTFMaterial, babylonMaterial);\r\n }\r\n\r\n private async _getImageDataAsync(buffer: Uint8Array, width: number, height: number, mimeType: ImageMimeType): Promise<ArrayBuffer> {\r\n return await DumpTools.DumpDataAsync(width, height, buffer, mimeType, undefined, false, true);\r\n }\r\n\r\n /**\r\n * Resizes the two source textures to the same dimensions. If a texture is null, a default white texture is generated. If both textures are null, returns null\r\n * @param texture1 first texture to resize\r\n * @param texture2 second texture to resize\r\n * @param scene babylonjs scene\r\n * @returns resized textures or null\r\n */\r\n private _resizeTexturesToSameDimensions(texture1: Nullable<BaseTexture>, texture2: Nullable<BaseTexture>, scene: Scene): { texture1: BaseTexture; texture2: BaseTexture } {\r\n const texture1Size = texture1 ? texture1.getSize() : { width: 0, height: 0 };\r\n const texture2Size = texture2 ? texture2.getSize() : { width: 0, height: 0 };\r\n let resizedTexture1: BaseTexture;\r\n let resizedTexture2: BaseTexture;\r\n\r\n if (texture1Size.width < texture2Size.width) {\r\n if (texture1 && texture1 instanceof Texture) {\r\n resizedTexture1 = TextureTools.CreateResizedCopy(texture1, texture2Size.width, texture2Size.height, true);\r\n } else {\r\n resizedTexture1 = CreateWhiteTexture(texture2Size.width, texture2Size.height, scene);\r\n }\r\n resizedTexture2 = texture2!;\r\n } else if (texture1Size.width > texture2Size.width) {\r\n if (texture2 && texture2 instanceof Texture) {\r\n resizedTexture2 = TextureTools.CreateResizedCopy(texture2, texture1Size.width, texture1Size.height, true);\r\n } else {\r\n resizedTexture2 = CreateWhiteTexture(texture1Size.width, texture1Size.height, scene);\r\n }\r\n resizedTexture1 = texture1!;\r\n } else {\r\n resizedTexture1 = texture1!;\r\n resizedTexture2 = texture2!;\r\n }\r\n\r\n return {\r\n texture1: resizedTexture1!,\r\n texture2: resizedTexture2!,\r\n };\r\n }\r\n\r\n /**\r\n * Convert Specular Glossiness Textures to Metallic Roughness\r\n * See link below for info on the material conversions from PBR Metallic/Roughness and Specular/Glossiness\r\n * @see https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Archived/KHR_materials_pbrSpecularGlossiness/examples/convert-between-workflows-bjs/js/babylon.pbrUtilities.js\r\n * @param diffuseTexture texture used to store diffuse information\r\n * @param specularGlossinessTexture texture used to store specular and glossiness information\r\n * @param factors specular glossiness material factors\r\n * @param mimeType the mime type to use for the texture\r\n * @returns pbr metallic roughness interface or null\r\n */\r\n private async _convertSpecularGlossinessTexturesToMetallicRoughnessAsync(\r\n diffuseTexture: Nullable<BaseTexture>,\r\n specularGlossinessTexture: Nullable<BaseTexture>,\r\n factors: IPBRSpecularGlossiness,\r\n mimeType: ImageMimeType\r\n ): Promise<IPBRMetallicRoughness> {\r\n const promises = new Array<Promise<void>>();\r\n if (!(diffuseTexture || specularGlossinessTexture)) {\r\n return await Promise.reject(\"diffuse and specular glossiness textures are not defined!\");\r\n }\r\n\r\n const scene: Nullable<Scene> = diffuseTexture ? diffuseTexture.getScene() : specularGlossinessTexture ? specularGlossinessTexture.getScene() : null;\r\n if (scene) {\r\n const resizedTextures = this._resizeTexturesToSameDimensions(diffuseTexture, specularGlossinessTexture, scene);\r\n\r\n const diffuseSize = resizedTextures.texture1?.getSize();\r\n\r\n let diffuseBuffer: Float32Array;\r\n let specularGlossinessBuffer: Float32Array;\r\n\r\n const width = diffuseSize.width;\r\n const height = diffuseSize.height;\r\n\r\n const diffusePixels = await resizedTextures.texture1.readPixels();\r\n const specularPixels = await resizedTextures.texture2.readPixels();\r\n\r\n if (diffusePixels) {\r\n diffuseBuffer = ConvertPixelArrayToFloat32(diffusePixels);\r\n } else {\r\n return await Promise.reject(\"Failed to retrieve pixels from diffuse texture!\");\r\n }\r\n if (specularPixels) {\r\n specularGlossinessBuffer = ConvertPixelArrayToFloat32(specularPixels);\r\n } else {\r\n return await Promise.reject(\"Failed to retrieve pixels from specular glossiness texture!\");\r\n }\r\n\r\n const byteLength = specularGlossinessBuffer.byteLength;\r\n\r\n const metallicRoughnessBuffer = new Uint8Array(byteLength);\r\n const baseColorBuffer = new Uint8Array(byteLength);\r\n\r\n const strideSize = 4;\r\n const maxBaseColor = Black;\r\n let maxMetallic = 0;\r\n let maxRoughness = 0;\r\n\r\n for (let h = 0; h < height; ++h) {\r\n for (let w = 0; w < width; ++w) {\r\n const offset = (width * h + w) * strideSize;\r\n\r\n const diffuseColor = new Color3(diffuseBuffer[offset], diffuseBuffer[offset + 1], diffuseBuffer[offset + 2])\r\n .toLinearSpace(scene.getEngine().useExactSrgbConversions)\r\n .multiply(factors.diffuseColor);\r\n const specularColor = new Color3(specularGlossinessBuffer[offset], specularGlossinessBuffer[offset + 1], specularGlossinessBuffer[offset + 2])\r\n .toLinearSpace(scene.getEngine().useExactSrgbConversions)\r\n .multiply(factors.specularColor);\r\n const glossiness = specularGlossinessBuffer[offset + 3] * factors.glossiness;\r\n\r\n const specularGlossiness: IPBRSpecularGlossiness = {\r\n diffuseColor: diffuseColor,\r\n specularColor: specularColor,\r\n glossiness: glossiness,\r\n };\r\n\r\n const metallicRoughness = this._convertSpecularGlossinessToMetallicRoughness(specularGlossiness);\r\n maxBaseColor.r = Math.max(maxBaseColor.r, metallicRoughness.baseColor.r);\r\n maxBaseColor.g = Math.max(maxBaseColor.g, metallicRoughness.baseColor.g);\r\n maxBaseColor.b = Math.max(maxBaseColor.b, metallicRoughness.baseColor.b);\r\n maxMetallic = Math.max(maxMetallic, metallicRoughness.metallic!);\r\n maxRoughness = Math.max(maxRoughness, metallicRoughness.roughness!);\r\n\r\n baseColorBuffer[offset] = metallicRoughness.baseColor.r * 255;\r\n baseColorBuffer[offset + 1] = metallicRoughness.baseColor.g * 255;\r\n baseColorBuffer[offset + 2] = metallicRoughness.baseColor.b * 255;\r\n baseColorBuffer[offset + 3] = resizedTextures.texture1.hasAlpha ? diffuseBuffer[offset + 3] * 255 : 255;\r\n\r\n metallicRoughnessBuffer[offset] = 0;\r\n metallicRoughnessBuffer[offset + 1] = metallicRoughness.roughness! * 255;\r\n metallicRoughnessBuffer[offset + 2] = metallicRoughness.metallic! * 255;\r\n metallicRoughnessBuffer[offset + 3] = 255;\r\n }\r\n }\r\n\r\n // Retrieves the metallic roughness factors from the maximum texture values.\r\n const metallicRoughnessFactors: IPBRMetallicRoughness = {\r\n baseColor: maxBaseColor,\r\n metallic: maxMetallic,\r\n roughness: maxRoughness,\r\n };\r\n\r\n let writeOutMetallicRoughnessTexture = false;\r\n let writeOutBaseColorTexture = false;\r\n\r\n for (let h = 0; h < height; ++h) {\r\n for (let w = 0; w < width; ++w) {\r\n const destinationOffset = (width * h + w) * strideSize;\r\n\r\n baseColorBuffer[destinationOffset] /= metallicRoughnessFactors.baseColor.r > Epsilon ? metallicRoughnessFactors.baseColor.r : 1;\r\n baseColorBuffer[destinationOffset + 1] /= metallicRoughnessFactors.baseColor.g > Epsilon ? metallicRoughnessFactors.baseColor.g : 1;\r\n baseColorBuffer[destinationOffset + 2] /= metallicRoughnessFactors.baseColor.b > Epsilon ? metallicRoughnessFactors.baseColor.b : 1;\r\n\r\n const linearBaseColorPixel = Color3.FromInts(\r\n baseColorBuffer[destinationOffset],\r\n baseColorBuffer[destinationOffset + 1],\r\n baseColorBuffer[destinationOffset + 2]\r\n );\r\n const sRGBBaseColorPixel = linearBaseColorPixel.toGammaSpace(scene.getEngine().useExactSrgbConversions);\r\n baseColorBuffer[destinationOffset] = sRGBBaseColorPixel.r * 255;\r\n baseColorBuffer[destinationOffset + 1] = sRGBBaseColorPixel.g * 255;\r\n baseColorBuffer[destinationOffset + 2] = sRGBBaseColorPixel.b * 255;\r\n\r\n if (!sRGBBaseColorPixel.equalsWithEpsilon(White, Epsilon)) {\r\n writeOutBaseColorTexture = true;\r\n }\r\n\r\n metallicRoughnessBuffer[destinationOffset + 1] /= metallicRoughnessFactors.roughness! > Epsilon ? metallicRoughnessFactors.roughness! : 1;\r\n metallicRoughnessBuffer[destinationOffset + 2] /= metallicRoughnessFactors.metallic! > Epsilon ? metallicRoughnessFactors.metallic! : 1;\r\n\r\n const metallicRoughnessPixel = Color3.FromInts(255, metallicRoughnessBuffer[destinationOffset + 1], metallicRoughnessBuffer[destinationOffset + 2]);\r\n\r\n if (!metallicRoughnessPixel.equalsWithEpsilon(White, Epsilon)) {\r\n writeOutMetallicRoughnessTexture = true;\r\n }\r\n }\r\n }\r\n\r\n if (writeOutMetallicRoughnessTexture) {\r\n promises.push(\r\n this._getImageDataAsync(metallicRoughnessBuffer, width, height, mimeType).then((data) => {\r\n metallicRoughnessFactors.metallicRoughnessTextureData = data;\r\n })\r\n );\r\n }\r\n if (writeOutBaseColorTexture) {\r\n promises.push(\r\n this._getImageDataAsync(baseColorBuffer, width, height, mimeType).then((data) => {\r\n metallicRoughnessFactors.baseColorTextureData = data;\r\n })\r\n );\r\n }\r\n\r\n return await Promise.all(promises).then(() => {\r\n return metallicRoughnessFactors;\r\n });\r\n } else {\r\n return await Promise.reject(\"_ConvertSpecularGlossinessTexturesToMetallicRoughness: Scene from textures is missing!\");\r\n }\r\n }\r\n\r\n /**\r\n * Converts specular glossiness material properties to metallic roughness\r\n * @param specularGlossiness interface with specular glossiness material properties\r\n * @returns interface with metallic roughness material properties\r\n */\r\n private _convertSpecularGlossinessToMetallicRoughness(specularGlossiness: IPBRSpecularGlossiness): IPBRMetallicRoughness {\r\n const diffusePerceivedBrightness = this._getPerceivedBrightness(specularGlossiness.diffuseColor);\r\n const specularPerceivedBrightness = this._getPerceivedBrightness(specularGlossiness.specularColor);\r\n const oneMinusSpecularStrength = 1 - this._getMaxComponent(specularGlossiness.specularColor);\r\n const metallic = _SolveMetallic(diffusePerceivedBrightness, specularPerceivedBrightness, oneMinusSpecularStrength);\r\n const baseColorFromDiffuse = specularGlossiness.diffuseColor.scale(oneMinusSpecularStrength / (1.0 - DielectricSpecular.r) / Math.max(1 - metallic));\r\n const baseColorFromSpecular = specularGlossiness.specularColor.subtract(DielectricSpecular.scale(1 - metallic)).scale(1 / Math.max(metallic));\r\n let baseColor = Color3.Lerp(baseColorFromDiffuse, baseColorFromSpecular, metallic * metallic);\r\n baseColor = baseColor.clampToRef(0, 1, baseColor);\r\n\r\n const metallicRoughness: IPBRMetallicRoughness = {\r\n baseColor: baseColor,\r\n metallic: metallic,\r\n roughness: 1 - specularGlossiness.glossiness,\r\n };\r\n\r\n return metallicRoughness;\r\n }\r\n\r\n /**\r\n * Calculates the surface reflectance, independent of lighting conditions\r\n * @param color Color source to calculate brightness from\r\n * @returns number representing the perceived brightness, or zero if color is undefined\r\n */\r\n private _getPerceivedBrightness(color: Color3): number {\r\n if (color) {\r\n return Math.sqrt(0.299 * color.r * color.r + 0.587 * color.g * color.g + 0.114 * color.b * color.b);\r\n }\r\n return 0;\r\n }\r\n\r\n /**\r\n * Returns the maximum color component value\r\n * @param color\r\n * @returns maximum color component value, or zero if color is null or undefined\r\n */\r\n private _getMaxComponent(color: Color3): number {\r\n if (color) {\r\n return Math.max(color.r, Math.max(color.g, color.b));\r\n }\r\n return 0;\r\n }\r\n\r\n /**\r\n * Convert a PBRMaterial (Metallic/Roughness) to Metallic Roughness factors\r\n * @param babylonPBRMaterial BJS PBR Metallic Roughness Material\r\n * @param glTFPbrMetallicRoughness glTF PBR Metallic Roughness interface\r\n * @param hasUVs specifies if texture coordinates are present on the submesh to determine if textures should be applied\r\n * @returns glTF PBR Metallic Roughness factors\r\n */\r\n private async _convertMetalRoughFactorsToMetallicRoughnessAsync(\r\n babylonPBRMaterial: PBRBaseMaterial,\r\n glTFPbrMetallicRoughness: IMaterialPbrMetallicRoughness,\r\n hasUVs: boolean\r\n ): Promise<IPBRMetallicRoughness> {\r\n const promises: Promise<void>[] = [];\r\n\r\n const metallicRoughness: IPBRMetallicRoughness = {\r\n baseColor: babylonPBRMaterial._albedoColor,\r\n metallic: babylonPBRMaterial._metallic,\r\n roughness: babylonPBRMaterial._roughness,\r\n };\r\n\r\n if (hasUVs) {\r\n const albedoTexture = babylonPBRMaterial._albedoTexture;\r\n if (albedoTexture) {\r\n promises.push(\r\n this.exportTextureAsync(albedoTexture).then((glTFTexture) => {\r\n if (glTFTexture) {\r\n glTFPbrMetallicRoughness.baseColorTexture = glTFTexture;\r\n }\r\n })\r\n );\r\n }\r\n const metallicTexture = babylonPBRMaterial._metallicTexture;\r\n if (metallicTexture) {\r\n promises.push(\r\n this.exportTextureAsync(metallicTexture).then((glTFTexture) => {\r\n if (glTFTexture) {\r\n glTFPbrMetallicRoughness.metallicRoughnessTexture = glTFTexture;\r\n }\r\n })\r\n );\r\n }\r\n }\r\n\r\n if (promises.length > 0) {\r\n this._exporter._materialNeedsUVsSet.add(babylonPBRMaterial);\r\n await Promise.all(promises);\r\n }\r\n\r\n return metallicRoughness;\r\n }\r\n\r\n private _getTextureSampler(texture: Nullable<BaseTexture>): ISampler {\r\n const sampler: ISampler = {};\r\n if (!texture || !(texture instanceof Texture)) {\r\n return sampler;\r\n }\r\n\r\n const wrapS = this._getGLTFTextureWrapMode(texture.wrapU);\r\n if (wrapS !== TextureWrapMode.REPEAT) {\r\n sampler.wrapS = wrapS;\r\n }\r\n\r\n const wrapT = this._getGLTFTextureWrapMode(texture.wrapV);\r\n if (wrapT !== TextureWrapMode.REPEAT) {\r\n sampler.wrapT = wrapT;\r\n }\r\n\r\n switch (texture.samplingMode) {\r\n case Texture.LINEAR_LINEAR: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.LINEAR;\r\n break;\r\n }\r\n case Texture.LINEAR_NEAREST: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.NEAREST;\r\n break;\r\n }\r\n case Texture.NEAREST_LINEAR: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.LINEAR;\r\n break;\r\n }\r\n case Texture.NEAREST_LINEAR_MIPLINEAR: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.LINEAR_MIPMAP_LINEAR;\r\n break;\r\n }\r\n case Texture.NEAREST_NEAREST: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.NEAREST;\r\n break;\r\n }\r\n case Texture.NEAREST_LINEAR_MIPNEAREST: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.LINEAR_MIPMAP_NEAREST;\r\n break;\r\n }\r\n case Texture.LINEAR_NEAREST_MIPNEAREST: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.NEAREST_MIPMAP_NEAREST;\r\n break;\r\n }\r\n case Texture.LINEAR_NEAREST_MIPLINEAR: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.NEAREST_MIPMAP_LINEAR;\r\n break;\r\n }\r\n case Texture.NEAREST_NEAREST_MIPLINEAR: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.NEAREST_MIPMAP_LINEAR;\r\n break;\r\n }\r\n case Texture.LINEAR_LINEAR_MIPLINEAR: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.LINEAR_MIPMAP_LINEAR;\r\n break;\r\n }\r\n case Texture.LINEAR_LINEAR_MIPNEAREST: {\r\n sampler.magFilter = TextureMagFilter.LINEAR;\r\n sampler.minFilter = TextureMinFilter.LINEAR_MIPMAP_NEAREST;\r\n break;\r\n }\r\n case Texture.NEAREST_NEAREST_MIPNEAREST: {\r\n sampler.magFilter = TextureMagFilter.NEAREST;\r\n sampler.minFilter = TextureMinFilter.NEAREST_MIPMAP_NEAREST;\r\n break;\r\n }\r\n }\r\n\r\n return sampler;\r\n }\r\n\r\n private _getGLTFTextureWrapMode(wrapMode: number): TextureWrapMode {\r\n switch (wrapMode) {\r\n case Texture.WRAP_ADDRESSMODE: {\r\n return TextureWrapMode.REPEAT;\r\n }\r\n case Texture.CLAMP_ADDRESSMODE: {\r\n return TextureWrapMode.CLAMP_TO_EDGE;\r\n }\r\n case Texture.MIRROR_ADDRESSMODE: {\r\n return TextureWrapMode.MIRRORED_REPEAT;\r\n }\r\n default: {\r\n Tools.Error(`Unsupported Texture Wrap Mode ${wrapMode}!`);\r\n return TextureWrapMode.REPEAT;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Convert a PBRMaterial (Specular/Glossiness) to Metallic Roughness factors\r\n * @param babylonPBRMaterial BJS PBR Metallic Roughness Material\r\n * @param pbrMetallicRoughness glTF PBR Metallic Roughness interface\r\n * @param hasUVs specifies if texture coordinates are present on the submesh to determine if textures should be applied\r\n * @returns glTF PBR Metallic Roughness factors\r\n */\r\n private async _convertSpecGlossFactorsToMetallicRoughnessAsync(\r\n babylonPBRMaterial: PBRBaseMaterial,\r\n pbrMetallicRoughness: IMaterialPbrMetallicRoughness,\r\n hasUVs: boolean\r\n ): Promise<IPBRMetallicRoughness> {\r\n const mimeType = ImageMimeType.PNG;\r\n const specGloss: IPBRSpecularGlossiness = {\r\n diffuseColor: babylonPBRMaterial._albedoColor,\r\n specularColor: babylonPBRMaterial._reflectivityColor,\r\n glossiness: babylonPBRMaterial._microSurface,\r\n };\r\n\r\n const albedoTexture = babylonPBRMaterial._albedoTexture;\r\n const reflectivityTexture = babylonPBRMaterial._reflectivityTexture;\r\n const useMicrosurfaceFromReflectivityMapAlpha = babylonPBRMaterial._useMicroSurfaceFromReflectivityMapAlpha;\r\n if (reflectivityTexture && !useMicrosurfaceFromReflectivityMapAlpha) {\r\n return await Promise.reject(\"_ConvertPBRMaterial: Glossiness values not included in the reflectivity texture are currently not supported\");\r\n }\r\n\r\n if ((albedoTexture || reflectivityTexture) && hasUVs) {\r\n this._exporter._materialNeedsUVsSet.add(babylonPBRMaterial);\r\n\r\n const samplerIndex = this._exportTextureSampler(albedoTexture || reflectivityTexture);\r\n const metallicRoughnessFactors = await this._convertSpecularGlossinessTexturesToMetallicRoughnessAsync(albedoTexture, reflectivityTexture, specGloss, mimeType);\r\n\r\n const textures = this._exporter._textures;\r\n\r\n if (metallicRoughnessFactors.baseColorTextureData) {\r\n const imageIndex = this._exportImage(`baseColor${textures.length}`, mimeType, metallicRoughnessFactors.baseColorTextureData);\r\n pbrMetallicRoughness.baseColorTexture = this._exportTextureInfo(imageIndex, samplerIndex, albedoTexture?.coordinatesIndex);\r\n }\r\n\r\n if (metallicRoughnessFactors.metallicRoughnessTextureData) {\r\n const imageIndex = this._exportImage(`metallicRoughness${textures.length}`, mimeType, metallicRoughnessFactors.metallicRoughnessTextureData);\r\n pbrMetallicRoughness.metallicRoughnessTexture = this._exportTextureInfo(imageIndex, samplerIndex, reflectivityTexture?.coordinatesIndex);\r\n }\r\n\r\n return metallicRoughnessFactors;\r\n } else {\r\n return this._convertSpecularGlossinessToMetallicRoughness(specGloss);\r\n }\r\n }\r\n\r\n public async exportPBRMaterialAsync(babylonPBRMaterial: PBRBaseMaterial, hasUVs: boolean): Promise<number> {\r\n const glTFPbrMetallicRoughness: IMaterialPbrMetallicRoughness = {};\r\n\r\n const glTFMaterial: IMaterial = {\r\n name: babylonPBRMaterial.name,\r\n extras: babylonPBRMaterial.metadata,\r\n };\r\n\r\n const useMetallicRoughness = babylonPBRMaterial.isMetallicWorkflow();\r\n\r\n if (useMetallicRoughness) {\r\n const albedoColor = babylonPBRMaterial._albedoColor;\r\n const alpha = babylonPBRMaterial.alpha;\r\n if (albedoColor) {\r\n glTFPbrMetallicRoughness.baseColorFactor = [albedoColor.r, albedoColor.g, albedoColor.b, alpha];\r\n }\r\n }\r\n\r\n const metallicRoughness = useMetallicRoughness\r\n ? await this._convertMetalRoughFactorsToMetallicRoughnessAsync(babylonPBRMaterial, glTFPbrMetallicRoughness, hasUVs)\r\n : await this._convertSpecGlossFactorsToMetallicRoughnessAsync(babylonPBRMaterial, glTFPbrMetallicRoughness, hasUVs);\r\n\r\n await this._setMetallicRoughnessPbrMaterialAsync(metallicRoughness, babylonPBRMaterial, glTFMaterial, glTFPbrMetallicRoughness, hasUVs);\r\n await this._finishMaterialAsync(glTFMaterial, babylonPBRMaterial);\r\n\r\n const materials = this._exporter._materials;\r\n materials.push(glTFMaterial);\r\n return materials.length - 1;\r\n }\r\n\r\n private async _setMetallicRoughnessPbrMaterialAsync(\r\n metallicRoughness: IPBRMetallicRoughness,\r\n babylonPBRMaterial: PBRBaseMaterial,\r\n glTFMaterial: IMaterial,\r\n glTFPbrMetallicRoughness: IMaterialPbrMetallicRoughness,\r\n hasUVs: boolean\r\n ): Promise<void> {\r\n SetAlphaMode(glTFMaterial, babylonPBRMaterial);\r\n\r\n if (!metallicRoughness.baseColor.equalsWithEpsilon(White, Epsilon) || !Scalar.WithinEpsilon(babylonPBRMaterial.alpha, 1, Epsilon)) {\r\n glTFPbrMetallicRoughness.baseColorFactor = [metallicRoughness.baseColor.r, metallicRoughness.baseColor.g, metallicRoughness.baseColor.b, babylonPBRMaterial.alpha];\r\n }\r\n\r\n if (metallicRoughness.metallic != null && metallicRoughness.metallic !== 1) {\r\n glTFPbrMetallicRoughness.metallicFactor = metallicRoughness.metallic;\r\n }\r\n if (metallicRoughness.roughness != null && metallicRoughness.roughness !== 1) {\r\n glTFPbrMetallicRoughness.roughnessFactor = metallicRoughness.roughness;\r\n }\r\n\r\n if (babylonPBRMaterial.backFaceCulling != null && !babylonPBRMaterial.backFaceCulling) {\r\n if (!babylonPBRMaterial._twoSidedLighting) {\r\n Tools.Warn(babylonPBRMaterial.name + \": Back-face culling disabled and two-sided lighting disabled is not supported in glTF.\");\r\n }\r\n glTFMaterial.doubleSided = true;\r\n }\r\n\r\n if (hasUVs) {\r\n const promises: Promise<void>[] = [];\r\n\r\n const bumpTexture = babylonPBRMaterial._bumpTexture;\r\n if (bumpTexture) {\r\n promises.push(\r\n this.exportTextureAsync(bumpTexture).then((glTFTexture) => {\r\n if (glTFTexture) {\r\n glTFMaterial.normalTexture = glTFTexture;\r\n if (bumpTexture.level !== 1) {\r\n glTFMaterial.normalTexture.scale = bumpTexture.level;\r\n }\r\n }\r\n })\r\n );\r\n }\r\n\r\n const ambientTexture = babylonPBRMaterial._ambientTexture;\r\n if (ambientTexture) {\r\n promises.push(\r\n this.exportTextureAsync(ambientTexture).then((glTFTexture) => {\r\n if (glTFTexture) {\r\n const occlusionTexture: IMaterialOcclusionTextureInfo = {\r\n index: glTFTexture.index,\r\n texCoord: glTFTexture.texCoord,\r\n extensions: glTFTexture.extensions,\r\n };\r\n\r\n glTFMaterial.occlusionTexture = occlusionTexture;\r\n const ambientTextureStrength = babylonPBRMaterial._ambientTextureStrength;\r\n if (ambientTextureStrength) {\r\n occlusionTexture.strength = ambientTextureStrength;\r\n }\r\n }\r\n })\r\n );\r\n }\r\n\r\n const emissiveTexture = babylonPBRMaterial._emissiveTexture;\r\n if (emissiveTexture) {\r\n promises.push(\r\n this.exportTextureAsync(emissiveTexture).then((glTFTexture) => {\r\n if (glTFTexture) {\r\n glTFMaterial.emissiveTexture = glTFTexture;\r\n }\r\n })\r\n );\r\n }\r\n\r\n if (promises.length > 0) {\r\n this._exporter._materialNeedsUVsSet.add(babylonPBRMaterial);\r\n await Promise.all(promises);\r\n }\r\n }\r\n\r\n const emissiveColor = babylonPBRMaterial._emissiveColor;\r\n if (!emissiveColor.equalsWithEpsilon(Black, Epsilon)) {\r\n glTFMaterial.emissiveFactor = emissiveColor.asArray();\r\n }\r\n\r\n glTFMaterial.pbrMetallicRoughness = glTFPbrMetallicRoughness;\r\n }\r\n\r\n public async exportTextureAsync(babylonTexture: BaseTexture): Promise<Nullable<ITextureInfo>> {\r\n let textureInfo = this._textureMap.get(babylonTexture);\r\n if (textureInfo) {\r\n return textureInfo;\r\n }\r\n\r\n const samplerIndex = this._exportTextureSampler(babylonTexture);\r\n const imageIndex = await this._exportTextureImageAsync(babylonTexture);\r\n\r\n textureInfo = this._exportTextureInfo(imageIndex, samplerIndex, babylonTexture.coordinatesIndex);\r\n this._textureMap.set(babylonTexture, textureInfo);\r\n\r\n this._exporter._extensionsPostExportTextures(\"exporter\", textureInfo, babylonTexture);\r\n return textureInfo;\r\n }\r\n\r\n private async _exportTextureImageAsync(babylonTexture: BaseTexture): Promise<number> {\r\n const requestedMimeType = (babylonTexture as Texture).mimeType ?? \"none\";\r\n // TODO: Add an official way for users to export using a different mime type\r\n // than the one they loaded with (which is denoted by Texture.mimeType)\r\n\r\n const internalTextureToImage = this._internalTextureToImage;\r\n const internalTextureUniqueId = babylonTexture.getInternalTexture()!.uniqueId;\r\n internalTextureToImage[internalTextureUniqueId] = internalTextureToImage[internalTextureUniqueId] || {};\r\n let imageIndexPromise = internalTextureToImage[internalTextureUniqueId][requestedMimeType];\r\n\r\n if (imageIndexPromise === undefined) {\r\n imageIndexPromise = (async () => {\r\n // Try to get the image from memory first, if applicable\r\n const cache = await GetCachedImageAsync(babylonTexture);\r\n if (cache && (requestedMimeType === \"none\" || cache.mimeType === requestedMimeType)) {\r\n return this._exportImage(babylonTexture.name, cache.mimeType as ImageMimeType, cache.data);\r\n }\r\n\r\n // Preserve texture mime type if defined\r\n let mimeType = ImageMimeType.PNG;\r\n if (requestedMimeType !== \"none\") {\r\n switch (requestedMimeType) {\r\n case ImageMimeType.JPEG:\r\n case ImageMimeType.PNG:\r\n case ImageMimeType.WEBP:\r\n mimeType = requestedMimeType;\r\n break;\r\n default:\r\n Tools.Warn(`Unsupported media type: ${requestedMimeType}. Exporting texture as PNG.`);\r\n break;\r\n }\r\n }\r\n\r\n const size = babylonTexture.getSize();\r\n const pixels = await GetTextureDataAsync(babylonTexture);\r\n const data = await this._getImageDataAsync(pixels, size.width, size.height, mimeType);\r\n\r\n return this._exportImage(babylonTexture.name, mimeType, data);\r\n })();\r\n\r\n internalTextureToImage[internalTextureUniqueId][requestedMimeType] = imageIndexPromise;\r\n }\r\n\r\n return await imageIndexPromise;\r\n }\r\n\r\n private _exportImage(name: string, mimeType: ImageMimeType, data: ArrayBuffer): number {\r\n const images = this._exporter._images;\r\n\r\n let image: IImage;\r\n if (this._exporter._shouldUseGlb) {\r\n image = {\r\n name: name,\r\n mimeType: mimeType,\r\n bufferView: undefined, // Will be updated later by BufferManager\r\n };\r\n const bufferView = this._exporter._bufferManager.createBufferView(new Uint8Array(data));\r\n this._exporter._bufferManager.setBufferView(image, bufferView);\r\n } else {\r\n // Build a unique URI\r\n const baseName = name.replace(/\\.\\/|\\/|\\.\\\\|\\\\/g, \"_\");\r\n const extension = GetFileExtensionFromMimeType(mimeType);\r\n let fileName = baseName + extension;\r\n if (images.some((image) => image.uri === fileName)) {\r\n fileName = `${baseName}_${Tools.RandomId()}${extension}`;\r\n }\r\n\r\n image = {\r\n name: name,\r\n uri: fileName,\r\n };\r\n this._exporter._imageData[fileName] = { data: data, mimeType: mimeType }; // Save image data to be written to file later\r\n }\r\n\r\n images.push(image);\r\n\r\n return images.length - 1;\r\n }\r\n\r\n private _exportTextureInfo(imageIndex: number, samplerIndex: number, coordinatesIndex?: number): ITextureInfo {\r\n const textures = this._exporter._textures;\r\n let textureIndex = textures.findIndex((t) => t.sampler == samplerIndex && t.source === imageIndex);\r\n if (textureIndex === -1) {\r\n textureIndex = textures.length;\r\n textures.push({\r\n source: imageIndex,\r\n sampler: samplerIndex,\r\n });\r\n }\r\n\r\n const textureInfo: ITextureInfo = { index: textureIndex };\r\n if (coordinatesIndex) {\r\n textureInfo.texCoord = coordinatesIndex;\r\n }\r\n return textureInfo;\r\n }\r\n\r\n private _exportTextureSampler(texture: Nullable<BaseTexture>): number {\r\n const sampler = this._getTextureSampler(texture);\r\n\r\n // if a pre-existing sampler with identical parameters exists, then reuse the previous sampler\r\n const samplers = this._exporter._samplers;\r\n const samplerIndex = samplers.findIndex(\r\n (s) => s.minFilter === sampler.minFilter && s.magFilter === sampler.magFilter && s.wrapS === sampler.wrapS && s.wrapT === sampler.wrapT\r\n );\r\n if (samplerIndex !== -1) {\r\n return samplerIndex;\r\n }\r\n\r\n samplers.push(sampler);\r\n return samplers.length - 1;\r\n }\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@onerjs/serializers",
3
- "version": "8.25.4",
3
+ "version": "8.25.6",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -18,10 +18,10 @@
18
18
  "postcompile": "build-tools -c add-js-to-es6"
19
19
  },
20
20
  "devDependencies": {
21
- "@onerjs/core": "^8.25.4",
21
+ "@onerjs/core": "^8.25.6",
22
22
  "@dev/build-tools": "^1.0.0",
23
23
  "@lts/serializers": "^1.0.0",
24
- "babylonjs-gltf2interface": "^8.25.4"
24
+ "babylonjs-gltf2interface": "^8.25.6"
25
25
  },
26
26
  "peerDependencies": {
27
27
  "@onerjs/core": "^8.0.0",