babylonjs-loaders 8.23.1 → 8.23.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/babylon.glTF1FileLoader.js +1 -1
- package/babylon.glTF1FileLoader.min.js +1 -1
- package/babylon.glTF1FileLoader.min.js.map +1 -1
- package/babylon.glTF2FileLoader.js +1 -1
- package/babylon.glTF2FileLoader.min.js +1 -1
- package/babylon.glTF2FileLoader.min.js.map +1 -1
- package/babylon.glTFFileLoader.js +1 -1
- package/babylon.glTFFileLoader.min.js +1 -1
- package/babylon.glTFFileLoader.min.js.map +1 -1
- package/babylonjs.loaders.d.ts +79 -67
- package/babylonjs.loaders.js +1 -1
- package/babylonjs.loaders.min.js +1 -1
- package/babylonjs.loaders.min.js.map +1 -1
- package/babylonjs.loaders.module.d.ts +158 -134
- package/package.json +3 -3
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@@ -202,88 +202,102 @@ abstract class GLTFLoaderOptions {
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*/
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abstract onParsed?: ((loaderData: IGLTFLoaderData) => void) | undefined;
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/**
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*
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*/
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coordinateSystemMode: GLTFLoaderCoordinateSystemMode;
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/**
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* The animation start mode. Defaults to FIRST.
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* Defines if the loader should always compute the bounding boxes of meshes and not use the min/max values from the position accessor. Defaults to false.
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*/
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alwaysComputeBoundingBox: boolean;
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/**
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* Defines if the loader should
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*
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* Defines if the loader should always compute the nearest common ancestor of the skeleton joints instead of using `skin.skeleton`. Defaults to false.
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* Set this to true if loading assets with invalid `skin.skeleton` values.
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*/
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alwaysComputeSkeletonRootNode: boolean;
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/**
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*
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* The animation start mode. Defaults to FIRST.
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*/
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animationStartMode: GLTFLoaderAnimationStartMode;
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/**
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* Defines if the loader should
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* Defines if the loader should capture performance counters.
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*/
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abstract capturePerformanceCounters: boolean;
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/**
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* Defines if the loader should compile materials before raising the success callback. Defaults to false.
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*/
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compileMaterials: boolean;
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/**
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* Defines if the loader should also compile materials with clip planes. Defaults to false.
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useClipPlane: boolean;
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/**
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* Defines if the loader should compile shadow generators before raising the success callback. Defaults to false.
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compileShadowGenerators: boolean;
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/**
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*
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* If false, (default) The luminance of each pixel will reduce its opacity to simulate the behaviour of most physical materials.
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* If true, no extra effects are applied to transparent pixels.
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transparencyAsCoverage: boolean;
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/**
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* Defines if the loader should use range requests when load binary glTF files from HTTP.
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* Enabling will disable offline support and glTF validator.
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* Defaults to false.
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* The coordinate system mode. Defaults to AUTO.
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*/
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coordinateSystemMode: GLTFLoaderCoordinateSystemMode;
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/**
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* Defines if the loader should create instances when multiple glTF nodes point to the same glTF mesh. Defaults to true.
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createInstances: boolean;
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/**
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* Defines
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* Defines the node to use as the root of the hierarchy when loading the scene (default: undefined). If not defined, a root node will be automatically created.
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* You can also pass null if you don't want a root node to be created.
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*/
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customRootNode?: Nullable<TransformNode>;
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/**
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* Defines options for glTF extensions.
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*/
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extensionOptions: {
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[Extension in keyof GLTFLoaderExtensionOptions]?: {
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[Option in keyof DefaultExtensionOptions<GLTFLoaderExtensionOptions[Extension]>]: DefaultExtensionOptions<GLTFLoaderExtensionOptions[Extension]>[Option];
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};
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};
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/**
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* If true, load all materials defined in the file, even if not used by any mesh. Defaults to false.
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loadAllMaterials: boolean;
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/**
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* Defines if the loader should load morph targets. Defaults to true.
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*/
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loadMorphTargets: boolean;
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/**
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* Defines if the loader should load node animations. Defaults to true.
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* NOTE: The animation of this node will still load if the node is also a joint of a skin and `loadSkins` is true.
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*/
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loadNodeAnimations: boolean;
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/**
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* If true, load only the materials defined in the file. Defaults to false.
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*/
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loadOnlyMaterials: boolean;
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/**
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*
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* Defines if the loader should load skins. Defaults to true.
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*/
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loadSkins: boolean;
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/**
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* If true,
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* If true, enable logging for the loader. Defaults to false.
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abstract loggingEnabled: boolean;
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/**
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*
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* Callback raised when the loader creates a camera after parsing the glTF properties of the camera.
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*/
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abstract onCameraLoaded?: (camera: Camera) => void;
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/**
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*
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* Set this to true if loading assets with invalid `skin.skeleton` values.
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* Callback raised when the loader creates a material after parsing the glTF properties of the material.
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*/
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abstract onMaterialLoaded?: (material: Material) => void;
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/**
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*
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* Note that
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* Callback raised when the loader creates a mesh after parsing the glTF properties of the mesh.
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* Note that the callback is called as soon as the mesh object is created, meaning some data may not have been setup yet for this mesh (vertex data, morph targets, material, ...)
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*/
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abstract onMeshLoaded?: (mesh: AbstractMesh) => void;
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/**
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* Callback raised when the loader creates a skin after parsing the glTF properties of the skin node.
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* @see https://doc.babylonjs.com/features/featuresDeepDive/importers/glTF/glTFSkinning#ignoring-the-transform-of-the-skinned-mesh
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*/
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abstract onSkinLoaded?: (node: TransformNode, skinnedNode: TransformNode) => void;
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/**
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* Callback raised when the loader creates a texture after parsing the glTF properties of the texture.
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*/
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abstract onTextureLoaded?: (texture: BaseTexture) => void;
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/**
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* Callback raised after the asset is validated.
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*/
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abstract onValidated?: (results: GLTF2.IGLTFValidationResults) => void;
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/**
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* Function called before loading a url referenced by the asset.
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* @param url url referenced by the asset
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@@ -291,40 +305,42 @@ abstract class GLTFLoaderOptions {
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preprocessUrlAsync: (url: string) => Promise<string>;
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/**
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*
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* You can also pass null if you don't want a root node to be created.
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* If true, do not load any materials defined in the file. Defaults to false.
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*/
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skipMaterials: boolean;
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/**
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*
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* Note that the callback is called as soon as the mesh object is created, meaning some data may not have been setup yet for this mesh (vertex data, morph targets, material, ...)
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* When loading glTF animations, which are defined in seconds, target them to this FPS. Defaults to 60.
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*/
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targetFps: number;
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/**
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*
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* Defines if the Alpha blended materials are only applied as coverage.
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* If false, (default) The luminance of each pixel will reduce its opacity to simulate the behaviour of most physical materials.
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* If true, no extra effects are applied to transparent pixels.
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*/
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transparencyAsCoverage: boolean;
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/**
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* Defines if the loader should also compile materials with clip planes. Defaults to false.
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useClipPlane: boolean;
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/**
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*
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* If true, the loader will derive the name for Babylon textures from the glTF texture name, image name, or image url. Defaults to false.
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* Note that it is possible for multiple Babylon textures to share the same name when the Babylon textures load from the same glTF texture or image.
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useGltfTextureNames: boolean;
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/**
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*
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* Defines if the loader should use range requests when load binary glTF files from HTTP.
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* Enabling will disable offline support and glTF validator.
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* Defaults to false.
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useRangeRequests: boolean;
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/**
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*
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* If true, load the color (gamma encoded) textures into sRGB buffers (if supported by the GPU), which will yield more accurate results when sampling the texture. Defaults to true.
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useSRGBBuffers: boolean;
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/**
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* Defines if the loader should validate the asset.
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*/
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validate: boolean;
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}
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/**
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* File loader for loading glTF files into a scene.
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get capturePerformanceCounters(): boolean;
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set capturePerformanceCounters(value: boolean);
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validate: boolean;
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/**
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* Observable raised after validation when validate is set to true. The event data is the result of the validation.
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readonly onValidatedObservable: Observable<GLTF2.IGLTFValidationResults>;
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private _onValidatedObserver;
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/**
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* Callback raised after the asset is validated.
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set onValidated(callback: (results: GLTF2.IGLTFValidationResults) => void);
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abstract onParsed?: ((loaderData: IGLTFLoaderData) => void) | undefined;
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/**
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coordinateSystemMode: GLTFLoaderCoordinateSystemMode;
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alwaysComputeBoundingBox: boolean;
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animationStartMode: GLTFLoaderAnimationStartMode;
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abstract capturePerformanceCounters: boolean;
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compileMaterials: boolean;
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compileShadowGenerators: boolean;
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/**
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createInstances: boolean;
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/**
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* Defines the node to use as the root of the hierarchy when loading the scene (default: undefined). If not defined, a root node will be automatically created.
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* You can also pass null if you don't want a root node to be created.
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* Defines options for glTF extensions.
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*/
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extensionOptions: {
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[Extension in keyof GLTFLoaderExtensionOptions]?: {
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[Option in keyof DefaultExtensionOptions<GLTFLoaderExtensionOptions[Extension]>]: DefaultExtensionOptions<GLTFLoaderExtensionOptions[Extension]>[Option];
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};
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};
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loadAllMaterials: boolean;
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* Defines if the loader should load morph targets. Defaults to true.
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loadMorphTargets: boolean;
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/**
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|
+
* Defines if the loader should load node animations. Defaults to true.
|
|
5859
|
+
* NOTE: The animation of this node will still load if the node is also a joint of a skin and `loadSkins` is true.
|
|
5860
|
+
*/
|
|
5861
|
+
loadNodeAnimations: boolean;
|
|
5848
5862
|
/**
|
|
5849
5863
|
* If true, load only the materials defined in the file. Defaults to false.
|
|
5850
5864
|
*/
|
|
5851
5865
|
loadOnlyMaterials: boolean;
|
|
5852
5866
|
/**
|
|
5853
|
-
*
|
|
5867
|
+
* Defines if the loader should load skins. Defaults to true.
|
|
5854
5868
|
*/
|
|
5855
|
-
|
|
5869
|
+
loadSkins: boolean;
|
|
5856
5870
|
/**
|
|
5857
|
-
* If true,
|
|
5871
|
+
* If true, enable logging for the loader. Defaults to false.
|
|
5858
5872
|
*/
|
|
5859
|
-
|
|
5873
|
+
abstract loggingEnabled: boolean;
|
|
5860
5874
|
/**
|
|
5861
|
-
*
|
|
5875
|
+
* Callback raised when the loader creates a camera after parsing the glTF properties of the camera.
|
|
5862
5876
|
*/
|
|
5863
|
-
|
|
5877
|
+
abstract onCameraLoaded?: (camera: Camera) => void;
|
|
5864
5878
|
/**
|
|
5865
|
-
*
|
|
5866
|
-
* Set this to true if loading assets with invalid `skin.skeleton` values.
|
|
5879
|
+
* Callback raised when the loader creates a material after parsing the glTF properties of the material.
|
|
5867
5880
|
*/
|
|
5868
|
-
|
|
5881
|
+
abstract onMaterialLoaded?: (material: Material) => void;
|
|
5869
5882
|
/**
|
|
5870
|
-
*
|
|
5871
|
-
* Note that
|
|
5883
|
+
* Callback raised when the loader creates a mesh after parsing the glTF properties of the mesh.
|
|
5884
|
+
* Note that the callback is called as soon as the mesh object is created, meaning some data may not have been setup yet for this mesh (vertex data, morph targets, material, ...)
|
|
5872
5885
|
*/
|
|
5873
|
-
|
|
5886
|
+
abstract onMeshLoaded?: (mesh: AbstractMesh) => void;
|
|
5887
|
+
/**
|
|
5888
|
+
* Callback raised when the loader creates a skin after parsing the glTF properties of the skin node.
|
|
5889
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/importers/glTF/glTFSkinning#ignoring-the-transform-of-the-skinned-mesh
|
|
5890
|
+
*/
|
|
5891
|
+
abstract onSkinLoaded?: (node: TransformNode, skinnedNode: TransformNode) => void;
|
|
5892
|
+
/**
|
|
5893
|
+
* Callback raised when the loader creates a texture after parsing the glTF properties of the texture.
|
|
5894
|
+
*/
|
|
5895
|
+
abstract onTextureLoaded?: (texture: BaseTexture) => void;
|
|
5896
|
+
/**
|
|
5897
|
+
* Callback raised after the asset is validated.
|
|
5898
|
+
*/
|
|
5899
|
+
abstract onValidated?: (results: GLTF2.IGLTFValidationResults) => void;
|
|
5874
5900
|
/**
|
|
5875
5901
|
* Function called before loading a url referenced by the asset.
|
|
5876
5902
|
* @param url url referenced by the asset
|
|
@@ -5878,40 +5904,42 @@ declare module BABYLON {
|
|
|
5878
5904
|
*/
|
|
5879
5905
|
preprocessUrlAsync: (url: string) => Promise<string>;
|
|
5880
5906
|
/**
|
|
5881
|
-
*
|
|
5882
|
-
* You can also pass null if you don't want a root node to be created.
|
|
5907
|
+
* If true, do not load any materials defined in the file. Defaults to false.
|
|
5883
5908
|
*/
|
|
5884
|
-
|
|
5909
|
+
skipMaterials: boolean;
|
|
5885
5910
|
/**
|
|
5886
|
-
*
|
|
5887
|
-
* Note that the callback is called as soon as the mesh object is created, meaning some data may not have been setup yet for this mesh (vertex data, morph targets, material, ...)
|
|
5911
|
+
* When loading glTF animations, which are defined in seconds, target them to this FPS. Defaults to 60.
|
|
5888
5912
|
*/
|
|
5889
|
-
|
|
5913
|
+
targetFps: number;
|
|
5890
5914
|
/**
|
|
5891
|
-
*
|
|
5892
|
-
*
|
|
5915
|
+
* Defines if the Alpha blended materials are only applied as coverage.
|
|
5916
|
+
* If false, (default) The luminance of each pixel will reduce its opacity to simulate the behaviour of most physical materials.
|
|
5917
|
+
* If true, no extra effects are applied to transparent pixels.
|
|
5893
5918
|
*/
|
|
5894
|
-
|
|
5919
|
+
transparencyAsCoverage: boolean;
|
|
5895
5920
|
/**
|
|
5896
|
-
*
|
|
5921
|
+
* Defines if the loader should also compile materials with clip planes. Defaults to false.
|
|
5897
5922
|
*/
|
|
5898
|
-
|
|
5923
|
+
useClipPlane: boolean;
|
|
5899
5924
|
/**
|
|
5900
|
-
*
|
|
5925
|
+
* If true, the loader will derive the name for Babylon textures from the glTF texture name, image name, or image url. Defaults to false.
|
|
5926
|
+
* Note that it is possible for multiple Babylon textures to share the same name when the Babylon textures load from the same glTF texture or image.
|
|
5901
5927
|
*/
|
|
5902
|
-
|
|
5928
|
+
useGltfTextureNames: boolean;
|
|
5903
5929
|
/**
|
|
5904
|
-
*
|
|
5930
|
+
* Defines if the loader should use range requests when load binary glTF files from HTTP.
|
|
5931
|
+
* Enabling will disable offline support and glTF validator.
|
|
5932
|
+
* Defaults to false.
|
|
5905
5933
|
*/
|
|
5906
|
-
|
|
5934
|
+
useRangeRequests: boolean;
|
|
5907
5935
|
/**
|
|
5908
|
-
*
|
|
5936
|
+
* If true, load the color (gamma encoded) textures into sRGB buffers (if supported by the GPU), which will yield more accurate results when sampling the texture. Defaults to true.
|
|
5909
5937
|
*/
|
|
5910
|
-
|
|
5911
|
-
|
|
5912
|
-
|
|
5913
|
-
|
|
5914
|
-
|
|
5938
|
+
useSRGBBuffers: boolean;
|
|
5939
|
+
/**
|
|
5940
|
+
* Defines if the loader should validate the asset.
|
|
5941
|
+
*/
|
|
5942
|
+
validate: boolean;
|
|
5915
5943
|
}
|
|
5916
5944
|
/**
|
|
5917
5945
|
* File loader for loading glTF files into a scene.
|
|
@@ -6053,17 +6081,13 @@ declare module BABYLON {
|
|
|
6053
6081
|
*/
|
|
6054
6082
|
get capturePerformanceCounters(): boolean;
|
|
6055
6083
|
set capturePerformanceCounters(value: boolean);
|
|
6056
|
-
/**
|
|
6057
|
-
* Defines if the loader should validate the asset.
|
|
6058
|
-
*/
|
|
6059
|
-
validate: boolean;
|
|
6060
6084
|
/**
|
|
6061
6085
|
* Observable raised after validation when validate is set to true. The event data is the result of the validation.
|
|
6062
6086
|
*/
|
|
6063
6087
|
readonly onValidatedObservable: Observable<GLTF2.IGLTFValidationResults>;
|
|
6064
6088
|
private _onValidatedObserver;
|
|
6065
6089
|
/**
|
|
6066
|
-
* Callback raised after
|
|
6090
|
+
* Callback raised after the asset is validated.
|
|
6067
6091
|
*/
|
|
6068
6092
|
set onValidated(callback: (results: GLTF2.IGLTFValidationResults) => void);
|
|
6069
6093
|
private _loader;
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "babylonjs-loaders",
|
|
3
|
-
"version": "8.23.
|
|
3
|
+
"version": "8.23.2",
|
|
4
4
|
"main": "babylonjs.loaders.min.js",
|
|
5
5
|
"types": "babylonjs.loaders.module.d.ts",
|
|
6
6
|
"files": [
|
|
@@ -15,8 +15,8 @@
|
|
|
15
15
|
"test:escheck": "es-check es6 ./babylonjs.loaders.js"
|
|
16
16
|
},
|
|
17
17
|
"dependencies": {
|
|
18
|
-
"babylonjs": "^8.23.
|
|
19
|
-
"babylonjs-gltf2interface": "^8.23.
|
|
18
|
+
"babylonjs": "^8.23.2",
|
|
19
|
+
"babylonjs-gltf2interface": "^8.23.2"
|
|
20
20
|
},
|
|
21
21
|
"devDependencies": {
|
|
22
22
|
"@dev/build-tools": "1.0.0",
|