babylonjs-loaders 9.22.2 → 9.25.0

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@@ -357,11 +357,13 @@ declare namespace BABYLON {
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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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- * @returns Async url to load
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+ * Function called before loading a URL referenced by the asset.
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+ * Setting this function allows parent-relative asset URIs and makes the callback responsible for URI safety.
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+ * @param url The URL referenced by the asset
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+ * @param rootUrl The root URL of the asset, if available
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+ * @returns A promise that resolves to the URL to load
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  */
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- preprocessUrlAsync: (url: string) => Promise<string>;
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+ preprocessUrlAsync: (url: string, rootUrl?: string) => Promise<string>;
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  }
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  /**
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  * File loader for loading glTF files into a scene.
@@ -376,6 +378,8 @@ declare namespace BABYLON {
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  * @param options The options for the loader
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  */
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  constructor(options?: Partial<Readonly<GLTFLoaderOptions>>);
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+ /** @internal */
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+ get _isPreprocessUrlAsyncSet(): boolean;
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  /**
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  * Raised when the asset has been parsed
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  */
@@ -2973,7 +2977,8 @@ declare namespace BABYLON {
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  }
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  declare namespace BABYLON.GLTF2 {
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- /** @internal */
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+ /** This file must only contain pure code and pure imports */
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+ /** @internal */
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  export type GetValueFn = (target: any, source: Float32Array, offset: number, scale: number) => any;
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  /** @internal */
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  export function getVector3(_target: any, source: Float32Array, offset: number, scale: number): Vector3;
@@ -3011,7 +3016,20 @@ declare namespace BABYLON.GLTF2 {
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  babylonAnimation: Animation;
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  }[];
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  }
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+ /**
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+ * Registers the core glTF animation interpolation mappings.
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+ */
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+ export function RegisterGLTFLoaderAnimation(): void;
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+
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+
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+
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+ }
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+ declare namespace BABYLON {
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+
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+ }
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+ declare namespace BABYLON.GLTF2 {
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+
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  }
@@ -4966,6 +4984,11 @@ declare namespace BABYLON.GLTF2.Loader.Extensions {
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  onReady(): void;
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  dispose(): void;
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  }
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+ /**
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+ * @internal
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+ * Registers KHR_node_visibility runtime dependencies without changing the extension registry.
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+ */
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+ export function _RegisterKHRNodeVisibilityRuntime(): void;
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  /**
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  * Registers the KHR_node_visibility glTF loader extension.
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  * Safe to call multiple times; only the first call has an effect.
@@ -5027,6 +5050,11 @@ declare namespace BABYLON.GLTF2.Loader.Extensions {
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  onReady(): Promise<void>;
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  dispose(): void;
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  }
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+ /**
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+ * @internal
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+ * Registers KHR_node_selectability runtime dependencies without changing the extension registry.
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+ */
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+ export function _RegisterKHRNodeSelectabilityRuntime(): void;
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  /**
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  * Registers the KHR_node_selectability glTF loader extension.
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  * Safe to call multiple times; only the first call has an effect.
@@ -5089,6 +5117,11 @@ declare namespace BABYLON.GLTF2.Loader.Extensions {
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  onReady(): Promise<void>;
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  dispose(): void;
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  }
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+ /**
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+ * @internal
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+ * Registers KHR_node_hoverability runtime dependencies without changing the extension registry.
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+ */
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+ export function _RegisterKHRNodeHoverabilityRuntime(): void;
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  /**
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  * Registers the KHR_node_hoverability glTF loader extension.
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  * Safe to call multiple times; only the first call has an effect.
@@ -6645,6 +6678,11 @@ declare namespace BABYLON.GLTF2.Loader.Extensions {
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  * populates the object model with the interactivity extension
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  */
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  export function _AddInteractivityObjectModel(scene: Scene): void;
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+ /**
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+ * @internal
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+ * Registers KHR_interactivity runtime dependencies without changing the extension registry.
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+ */
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+ export function _RegisterKHRInteractivityRuntime(): void;
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  /**
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  * Registers the KHR_interactivity glTF loader extension.
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  * Safe to call multiple times; only the first call has an effect.
@@ -6865,6 +6903,20 @@ declare namespace BABYLON.GLTF2.Loader.Extensions {
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+ }
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+ declare namespace BABYLON {
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+
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+
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+ }
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+ declare namespace BABYLON.GLTF2.Loader.Extensions {
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+ /**
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+ * Registers the KHR_animation_pointer interpolation mappings.
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+ * @internal
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+ */
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+ export function _RegisterKHRAnimationPointerData(): void;
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+
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+
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+
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  }
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  declare namespace BABYLON {
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@@ -8112,6 +8164,24 @@ declare namespace BABYLON.GLTF1 {
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  loadMaterialAsync(gltfRuntime: BABYLON.GLTF1.IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean;
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  private _loadTexture;
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  }
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+ /**
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+ * Registers the KHR_materials_common extension.
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+ * Safe to call multiple times; only the first call has an effect.
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+ */
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+ export function RegisterGLTFMaterialsCommonExtension(): void;
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+
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+
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+
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+ }
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+ declare namespace BABYLON {
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+
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+
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+ }
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+ declare namespace BABYLON.GLTF1 {
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+ /**
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+ * Re-exports the pure implementation and applies the runtime registration side effect.
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+ * Import "./glTFMaterialsCommonExtension.pure" for tree-shakeable, side-effect-free usage.
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+ */
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@@ -8745,6 +8815,24 @@ declare namespace BABYLON.GLTF1 {
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  private static _CreateTextureAsync;
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  private static _ApplyExtensions;
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  }
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+ /**
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+ * Registers the glTF 1.0 loader factory.
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+ * Safe to call multiple times; only the first call has an effect.
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+ */
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+ export function RegisterGLTF1Loader(): void;
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+
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+
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+
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+ }
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+ declare namespace BABYLON {
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+
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+
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+ }
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+ declare namespace BABYLON.GLTF1 {
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+ /**
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+ * Re-exports the pure implementation and applies the runtime registration side effect.
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+ * Import "./glTFLoader.pure" for tree-shakeable, side-effect-free usage.
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+ */
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@@ -8766,6 +8854,24 @@ declare namespace BABYLON.GLTF1 {
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  loadTextureBufferAsync(gltfRuntime: BABYLON.GLTF1.IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void): boolean;
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  loadShaderStringAsync(gltfRuntime: BABYLON.GLTF1.IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void): boolean;
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  }
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+ /**
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+ * Registers the KHR_binary_glTF extension.
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+ * Safe to call multiple times; only the first call has an effect.
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+ */
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+ export function RegisterGLTFBinaryExtension(): void;
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+
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+
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+
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+ }
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+ declare namespace BABYLON {
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+
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+
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+ }
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+ declare namespace BABYLON.GLTF1 {
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+ /**
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+ * Re-exports the pure implementation and applies the runtime registration side effect.
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+ * Import "./glTFBinaryExtension.pure" for tree-shakeable, side-effect-free usage.
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+ */
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@@ -9700,6 +9806,9 @@ declare namespace BABYLON {
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  activeLod?: number;
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  /** Distance-based ideal LOD level for this node, recomputed per frame. */
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  optimalLod?: number;
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+ /** Projected screen size (pixels) of the node's AABB — the max across active cameras. Larger nodes keep finer
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+ * detail under the splat budget. Only computed while the budget is enabled. */
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+ pixelSize?: number;
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  /** Available LOD levels for this leaf, sorted ascending (0 = finest). Set during the tree walk. */
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  availableLevels?: number[];
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  /** Coarsest available level (= max key), always streamed as the permanent base layer. */
@@ -9801,6 +9910,17 @@ declare namespace BABYLON {
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  * return to it avoids a re-download. Only used when a budget enables eviction. PlayCanvas default `100`.
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  */
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  evictionCooldownFrames?: number;
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+ /**
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+ * Enables budget-driven LOD: caps the total rendered splats by converging a screen-space (size + distance)
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+ * pixel-size threshold to the budget. Selection is view-direction-independent, so it is consistent across any
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+ * number of active cameras (each node takes the finest level and largest projected size any camera demands).
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+ * A number is an explicit splat cap; `"auto"` picks a device-tiered default (desktop 2.5M / iOS 1.5M /
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+ * other mobile 1M; XR shares the mobile tier). **Undefined (default) disables the cap** — LOD is pure
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+ * distance, identical to prior behavior. Runtime-mutable via the {@link splatBudget} accessor. When this stream
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+ * is hosted in a compound, the compound's {@link GaussianSplattingMesh.splatBudget} (if set) overrides this and
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+ * apportions a shared budget across all its streams.
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+ */
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+ splatBudget?: number | "auto";
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  /**
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  * When set, the stream does not render itself; instead it reserves a region of this compound mesh and
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  * decodes/sorts into it, so its splats are depth-sorted and drawn in ONE pass together with the compound's
@@ -9840,7 +9960,7 @@ declare namespace BABYLON {
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  *
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  * @experimental
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  */
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- export class GaussianSplattingStream extends GaussianSplattingMesh {
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+ export class GaussianSplattingStream extends GaussianSplattingMesh implements IGaussianSplattingLodBudgetParticipant {
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  private readonly _metadata;
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  private readonly _rootUrl;
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  private readonly _streamOptions;
@@ -9855,9 +9975,12 @@ declare namespace BABYLON {
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  private _lodUpdateInterval;
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  private _lodUpdateDistance;
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  private _maxDetailLod;
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+ private _lodPixelThreshold;
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+ private _hostBudgetAllocation;
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  private _frustumCulling;
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  private readonly _frustumPlanes;
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  private readonly _cullViewProj;
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+ private readonly _frustumScratch;
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  private _workBuffer;
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  private _decodeSh;
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  private _streamShDegree;
@@ -9888,7 +10011,8 @@ declare namespace BABYLON {
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  private _lodObserver;
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  private _baseLayerReady;
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  private _framesSinceLodUpdate;
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- private readonly _lastLodCamPos;
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+ private readonly _lastLodCamPositions;
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+ private _lastLodSignature;
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  private _forceLodUpdate;
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  private readonly _boundsMin;
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  private readonly _boundsMax;
@@ -9987,6 +10111,66 @@ declare namespace BABYLON {
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  */
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  get maxDetailLod(): number;
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  set maxDetailLod(value: number);
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+ /**
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+ * This stream's own budget-driven LOD cap in splats (see {@link IGaussianSplattingStreamOptions.splatBudget}).
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+ * `0` disables the budget (pure distance LOD). Setting it caps the rendered splat count, taking effect on the
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+ * next frame. When this stream is hosted in a compound whose own budget is set, that shared budget overrides
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+ * this value — read the actual runtime cap from {@link effectiveSplatBudget}, not this getter (which always
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+ * reports the configured own cap).
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+ * @experimental
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+ */
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+ get splatBudget(): number;
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+ set splatBudget(value: number);
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+ /**
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+ * The splat cap actually in force this frame: a hosting compound's apportioned allocation when this stream is
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+ * coordinated, otherwise this stream's own {@link splatBudget}, clamped to what can be kept resident. `0` means
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+ * no cap (pure distance LOD). Unlike {@link splatBudget}, this reflects the compound override, so it is the value
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+ * to display or reason about at runtime.
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+ * @experimental
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+ */
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+ get effectiveSplatBudget(): number;
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+ /**
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+ * Resolves the raw {@link splatBudget} option to a concrete cap: `undefined` ⇒ 0 (disabled), `"auto"` ⇒ a
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+ * device-tiered default, a positive number ⇒ itself (floored).
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+ * @param option the raw option value
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+ * @returns the resolved splat cap (0 = disabled)
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+ */
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+ private _resolveSplatBudget;
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+ /**
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+ * Device-tiered default splat budget for {@link splatBudget} `"auto"`: desktop 2.5M, iOS 1.5M, other mobile
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+ * (incl. Android/XR) 1M. XR is folded into the mobile tier (no reliable at-construction detection).
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+ * @returns the default splat cap for this device
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+ */
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+ private _computeDefaultSplatBudget;
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+ /**
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+ * The splat budget this stream converges against this frame: the compound's apportioned allocation when hosted
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+ * and coordinated, else this stream's own resolved budget. Clamped to the resident budget so the stream never
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+ * targets more splats than can be kept resident. `0` means the budget is disabled.
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+ * @returns the effective splat cap (0 = disabled)
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+ */
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+ private _effectiveSplatBudget;
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+ /**
10153
+ * Whether budget-driven LOD is active this frame.
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+ * @returns true when a positive effective budget is in force
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+ */
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+ private _splatBudgetEnabled;
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+ /**
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+ * {@link IGaussianSplattingLodBudgetParticipant}: the splats this stream would render at full (distance-optimal)
10159
+ * detail — its demand on a host compound's shared budget. Computed from the current per-node distance-optimal
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+ * levels (no pixel threshold), so it does not depend on the allocation it is helping to compute.
10161
+ * @returns the full-detail rendered splat count (0 before the base layer is ready)
10162
+ */
10163
+ getBudgetDemand(): number;
10164
+ /**
10165
+ * {@link IGaussianSplattingLodBudgetParticipant}: sets the compound's apportioned share of the shared budget.
10166
+ * `null` releases coordination (revert to this stream's own {@link splatBudget}); a number (incl. 0, meaning
10167
+ * "coordinated at the coarsest level") drives the pixel-threshold convergence. Any change to the (already integer)
10168
+ * allocation forces a next-frame re-eval: a decrease may put the current selection over the new cap, and even a
10169
+ * small increase can unlock a finer level that a stationary camera would otherwise never re-evaluate to. The
10170
+ * apportioned demand is allocation-independent, so this settles in one step and does not churn frame to frame.
10171
+ * @param splats the apportioned allocation, or null to release coordination
10172
+ */
10173
+ setBudgetAllocation(splats: Nullable<number>): void;
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10174
  /**
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10175
  * Coarsest LOD level index in the scene (number of LOD levels minus one). Useful as the upper bound
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  * for {@link maxDetailLod}.
@@ -10030,10 +10214,17 @@ declare namespace BABYLON {
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10214
  */
10031
10215
  private _getEffectiveWorldMatrix;
10032
10216
  /**
10033
- * Re-evaluates the optimal LOD for every node based on the camera position. The result is stored in
10034
- * each node's `optimalLod`. Rendering is unaffected; this currently drives only diagnostics and the
10035
- * debug wireframe display.
10036
- * @param camera camera to evaluate against (defaults to the scene's active camera)
10217
+ * The cameras the LOD should serve: `scene.activeCameras` when set (split-view / multi-view), else the single
10218
+ * `scene.activeCamera`. Mirrors the sort path's multi-camera handling.
10219
+ * @returns the non-null active cameras (may be empty)
10220
+ */
10221
+ private _getActiveLodCameras;
10222
+ /**
10223
+ * Re-evaluates the optimal LOD for every node from the active cameras. Each node takes the finest level and the
10224
+ * largest projected pixel size any active camera demands (so every pane of a split view is served), and the
10225
+ * frustum bias uses the union of the frusta. Selection is view-direction-independent, so single- and multi-camera
10226
+ * rendering are consistent. The results are stored in each node's `optimalLod` / `pixelSize`.
10227
+ * @param camera when provided, evaluate against just this camera; otherwise use the active-camera set
10037
10228
  */
10038
10229
  evaluateOptimalLods(camera?: Nullable<Camera>): void;
10039
10230
  /**
@@ -10217,10 +10408,61 @@ declare namespace BABYLON {
10217
10408
  */
10218
10409
  private _cappedLevelForNode;
10219
10410
  /**
10220
- * Computes each node's {@link ISOGLODNode.targetLevel}: the distance-based optimal level snapped to an
10221
- * available level, capped so no node renders finer (more detailed) than {@link maxDetailLod}.
10411
+ * Computes each node's {@link ISOGLODNode.targetLevel}. With the splat budget disabled this is the
10412
+ * distance-optimal level snapped to an available level (capped by {@link maxDetailLod}) — unchanged prior
10413
+ * behavior. With the budget enabled it converges a global pixel-size threshold to the budget and coarsens each
10414
+ * node from its distance-optimal ceiling by how far its projected size falls below that threshold.
10222
10415
  */
10223
10416
  private _computeTargetLevels;
10417
+ /**
10418
+ * Splat count of the always-rendered environment layer (0 when none), coerced to a finite non-negative integer.
10419
+ * Counted as a fixed cost in both the budget demand and the leaf convergence so it is never over-drawn.
10420
+ * @returns the environment's rendered splat count
10421
+ */
10422
+ private _environmentSplatCount;
10423
+ /**
10424
+ * The level a node renders at for a given pixel-size threshold `t`: its distance-optimal ceiling, coarsened by
10425
+ * `round(log_mult(t / pixelSize))` geometric steps when its projected size is below `t`. Snapped to
10426
+ * an available level honoring {@link maxDetailLod}.
10427
+ * @param node leaf node
10428
+ * @param t pixel-size threshold (pixels)
10429
+ * @returns the chosen available LOD level
10430
+ */
10431
+ private _budgetedLevel;
10432
+ /**
10433
+ * Splat count of a node's file at a given (already snapped) available level.
10434
+ * @param node leaf node
10435
+ * @param level available LOD level
10436
+ * @returns the level's splat count (0 if absent)
10437
+ */
10438
+ private _countAtLevel;
10439
+ /**
10440
+ * Sum of every leaf's rendered splat count at pixel-size threshold `t`.
10441
+ * @param t pixel-size threshold (pixels)
10442
+ * @returns total rendered splats
10443
+ */
10444
+ private _totalSplatsAtThreshold;
10445
+ /**
10446
+ * Converges the global pixel-size threshold {@link _lodPixelThreshold} to the largest detail whose total rendered
10447
+ * splats is still within `budget` (the pixel-scale cut, floored at the true sub-pixel limit of 1 px). The
10448
+ * total is monotonically non-increasing in the threshold, so a bisection on `[floorT, ceilT]` — where `ceilT`
10449
+ * coarsens every node to its coarsest available level — gives a GUARANTEED result at or under the cap. When even
10450
+ * that coarsest state exceeds the budget (the budget is below the pinned minimum detail), the threshold is set to
10451
+ * `ceilT` so every node renders at minimum detail — the best achievable; the cap is then unavoidable. O(leaves)
10452
+ * per iteration; no decode.
10453
+ * @param budget target maximum rendered splat count
10454
+ */
10455
+ private _convergePixelThreshold;
10456
+ /**
10457
+ * The finest already-decoded level of a node that is at least as coarse as `level` (index >= level). Used to
10458
+ * enforce the budget cap immediately without waiting for a download. Returns `null` when no such level is resident
10459
+ * — including when eviction has freed the base layer — so the caller keeps the currently-visible (resident) file
10460
+ * rather than switching to a non-resident one, which would render a hole.
10461
+ * @param node leaf node
10462
+ * @param level the minimum coarseness (level index) required
10463
+ * @returns a resident level index >= level, or null when none is resident
10464
+ */
10465
+ private _residentLevelAtLeast;
10224
10466
  /**
10225
10467
  * Applies each node's {@link ISOGLODNode.targetLevel}: switches a node to its target level when that
10226
10468
  * level's file is already decoded, otherwise records a pending download request for the file and leaves
@@ -10274,17 +10516,28 @@ declare namespace BABYLON {
10274
10516
  */
10275
10517
  private _onLodFrame;
10276
10518
  /**
10277
- * Updates each leaf node's {@link ISOGLODNode.inFrustum} flag from a per-node frustum test against the
10278
- * active camera. When {@link frustumCulling} is disabled (or there is no camera) every node is marked
10279
- * in-frustum. Bounds are static (from the LOD tree), so flags are valid for all nodes regardless of
10280
- * decode state. Returns true when any node's in-frustum state changed (so the LOD bias must be re-applied).
10519
+ * A cheap signature of the discrete inputs (besides camera translation, tracked separately) that affect projected
10520
+ * pixel size: each camera's identity, FOV, FOV mode and viewport, plus the engine render size and the effective
10521
+ * world matrix revision. A change invalidates the throttled budget LOD so a colocated camera swap / viewport
10522
+ * resize / FOV change — or the stream (or its hosted proxy) being moved or scaled while still in frustum, which
10523
+ * shifts every node's distance and projected size — can't leave it stale.
10524
+ * @param cameras the active cameras
10525
+ * @returns the signature string
10526
+ */
10527
+ private _computeLodSignature;
10528
+ /**
10529
+ * Updates each leaf node's {@link ISOGLODNode.inFrustum} flag: a node is in-frustum if it is inside ANY
10530
+ * active camera's frustum (the union). When {@link frustumCulling} is disabled (or there are no cameras)
10531
+ * every node is marked in-frustum. Bounds are static (from the LOD tree), so flags are valid for all nodes
10532
+ * regardless of decode state. Returns true when any node's in-frustum state changed (so the LOD bias must be re-applied).
10281
10533
  * @returns whether any node's in-frustum state changed
10282
10534
  */
10283
10535
  private _updateNodeFrustum;
10284
10536
  /**
10285
- * Reads the splat count from SOG metadata.
10537
+ * Reads the splat count from SOG metadata, coerced to a finite non-negative integer (metadata is untrusted, so
10538
+ * `count` / `shape[0]` may be a string or malformed — a non-numeric value must not leak into count arithmetic).
10286
10539
  * @param data SOG metadata
10287
- * @returns the splat count
10540
+ * @returns the splat count (0 when absent/invalid)
10288
10541
  */
10289
10542
  private static _GetSplatCount;
10290
10543
  /**
@@ -10928,6 +11181,12 @@ declare namespace BABYLON {
10928
11181
  * Options for loading OBJ/MTL files
10929
11182
  */
10930
11183
  export type OBJLoadingOptions = {
11184
+ /**
11185
+ * Defines the character encoding used to decode OBJ and MTL files.
11186
+ * Use "auto" to detect UTF-8/UTF-16 and fall back to GB18030, or provide an encoding label supported by TextDecoder.
11187
+ * Defaults to "auto".
11188
+ */
11189
+ encoding?: string;
10931
11190
  /**
10932
11191
  * Defines if UVs are optimized by default during load.
10933
11192
  */
@@ -10985,6 +11244,10 @@ declare namespace BABYLON {
10985
11244
  * This is a babylon scene loader plugin.
10986
11245
  */
10987
11246
  export class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {
11247
+ /**
11248
+ * Defines the character encoding used to decode OBJ and MTL files.
11249
+ */
11250
+ static ENCODING: string;
10988
11251
  /**
10989
11252
  * Defines if UVs are optimized by default during load.
10990
11253
  */
@@ -11036,7 +11299,11 @@ declare namespace BABYLON {
11036
11299
  /**
11037
11300
  * Defines the extension the plugin is able to load.
11038
11301
  */
11039
- readonly extensions: ".obj";
11302
+ readonly extensions: {
11303
+ readonly ".obj": {
11304
+ readonly isBinary: true;
11305
+ };
11306
+ };
11040
11307
  private _assetContainer;
11041
11308
  private _loadingOptions;
11042
11309
  /**
@@ -11058,6 +11325,7 @@ declare namespace BABYLON {
11058
11325
  * @param onFailure
11059
11326
  */
11060
11327
  private _loadMTL;
11328
+ private _decode;
11061
11329
  /** @internal */
11062
11330
  createPlugin(options: SceneLoaderPluginOptions): ISceneLoaderPluginAsync | ISceneLoaderPlugin;
11063
11331
  /**
@@ -11081,7 +11349,7 @@ declare namespace BABYLON {
11081
11349
  * @param rootUrl root url to load from
11082
11350
  * @returns a promise which completes when objects have been loaded to the scene
11083
11351
  */
11084
- loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void>;
11352
+ loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string): Promise<void>;
11085
11353
  /**
11086
11354
  * Load into an asset container.
11087
11355
  * @param scene The scene to load into
@@ -11089,7 +11357,7 @@ declare namespace BABYLON {
11089
11357
  * @param rootUrl The root url for scene and resources
11090
11358
  * @returns The loaded asset container
11091
11359
  */
11092
- loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string): Promise<AssetContainer>;
11360
+ loadAssetContainerAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string): Promise<AssetContainer>;
11093
11361
  /**
11094
11362
  * Read the OBJ file and create an Array of meshes.
11095
11363
  * Each mesh contains all information given by the OBJ and the MTL file.
@@ -11111,7 +11379,11 @@ declare namespace BABYLON {
11111
11379
 
11112
11380
  export var OBJFileLoaderMetadata: {
11113
11381
  readonly name: "obj";
11114
- readonly extensions: ".obj";
11382
+ readonly extensions: {
11383
+ readonly ".obj": {
11384
+ readonly isBinary: true;
11385
+ };
11386
+ };
11115
11387
  };
11116
11388
 
11117
11389