babylonjs-loaders 7.37.0 → 7.37.2

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@@ -2031,53 +2031,55 @@ declare module BABYLON.GLTF2.Loader.Extensions {
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  dispose(): void;
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  /**
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  * Gets the list of available variant names for this asset.
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- * @param rootMesh The glTF root mesh
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+ * @param rootNode The glTF root node
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  * @returns the list of all the variant names for this model
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  */
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- static GetAvailableVariants(rootMesh: Mesh): string[];
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+ static GetAvailableVariants(rootNode: TransformNode): string[];
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  /**
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  * Gets the list of available variant names for this asset.
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- * @param rootMesh The glTF root mesh
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+ * @param rootNode The glTF root node
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  * @returns the list of all the variant names for this model
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  */
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- getAvailableVariants(rootMesh: Mesh): string[];
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+ getAvailableVariants(rootNode: TransformNode): string[];
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  /**
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  * Select a variant given a variant name or a list of variant names.
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- * @param rootMesh The glTF root mesh
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+ * @param rootNode The glTF root node
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  * @param variantName The variant name(s) to select.
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  */
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- static SelectVariant(rootMesh: Mesh, variantName: string | string[]): void;
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+ static SelectVariant(rootNode: TransformNode, variantName: string | string[]): void;
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  /**
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  * Select a variant given a variant name or a list of variant names.
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- * @param rootMesh The glTF root mesh
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+ * @param rootNode The glTF root node
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  * @param variantName The variant name(s) to select.
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  */
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- selectVariant(rootMesh: Mesh, variantName: string | string[]): void;
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+ selectVariant(rootNode: TransformNode, variantName: string | string[]): void;
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  /**
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  * Reset back to the original before selecting a variant.
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- * @param rootMesh The glTF root mesh
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+ * @param rootNode The glTF root node
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  */
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- static Reset(rootMesh: Mesh): void;
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+ static Reset(rootNode: TransformNode): void;
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  /**
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  * Reset back to the original before selecting a variant.
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- * @param rootMesh The glTF root mesh
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+ * @param rootNode The glTF root node
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  */
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- reset(rootMesh: Mesh): void;
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+ reset(rootNode: TransformNode): void;
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  /**
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  * Gets the last selected variant name(s) or null if original.
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- * @param rootMesh The glTF root mesh
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+ * @param rootNode The glTF root node
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  * @returns The selected variant name(s).
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  */
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- static GetLastSelectedVariant(rootMesh: Mesh): Nullable<string | string[]>;
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+ static GetLastSelectedVariant(rootNode: TransformNode): Nullable<string | string[]>;
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  /**
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  * Gets the last selected variant name(s) or null if original.
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- * @param rootMesh The glTF root mesh
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+ * @param rootNode The glTF root node
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  * @returns The selected variant name(s).
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  */
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- getLastSelectedVariant(rootMesh: Mesh): Nullable<string | string[]>;
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+ getLastSelectedVariant(rootNode: TransformNode): Nullable<string | string[]>;
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  private static _GetExtensionMetadata;
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  /** @internal */
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  onLoading(): void;
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+ /** @internal */
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+ onReady(): void;
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  /**
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  * @internal
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  */
@@ -2088,11 +2090,27 @@ declare module BABYLON.GLTF2.Loader.Extensions {
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  }
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  declare module BABYLON {
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+ type MaterialVariantsController = {
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+ /**
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+ * The list of available variant names for this asset.
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+ */
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+ readonly variants: readonly string[];
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+ /**
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+ * Gets or sets the selected variant.
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+ */
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+ selectedVariant: string;
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+ };
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  interface GLTFLoaderExtensionOptions {
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  /**
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  * Defines options for the KHR_materials_variants extension.
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  */
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- ["KHR_materials_variants"]: {};
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+ ["KHR_materials_variants"]: Partial<{
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+ /**
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+ * Defines a callback that will be called if material variants are loaded.
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+ * @experimental
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+ */
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+ onLoaded: (controller: MaterialVariantsController) => void;
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+ }>;
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  }
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  }
@@ -4111,6 +4129,9 @@ declare module BABYLON {
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  readonly ".ply": {
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  readonly isBinary: true;
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  };
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+ readonly ".spz": {
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+ readonly isBinary: true;
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+ };
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  };
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  };
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@@ -4144,6 +4165,9 @@ declare module BABYLON {
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  readonly ".ply": {
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  readonly isBinary: true;
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  };
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+ readonly ".spz": {
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+ readonly isBinary: true;
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+ };
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  };
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  /**
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  * Creates loader for gaussian splatting files
@@ -4166,6 +4190,7 @@ declare module BABYLON {
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  importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<ISceneLoaderAsyncResult>;
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  private static _BuildPointCloud;
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  private static _BuildMesh;
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+ private _parseSPZ;
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  private _parse;
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  /**
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  * Load into an asset container.