babylonjs-serializers 6.6.0 → 6.7.0

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@@ -16,9 +16,9 @@ declare module BABYLON {
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  dispose(): void;
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  /** @internal */
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  get wasUsed(): boolean;
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- postExportNodeAsync?(context: string, node: Nullable<BABYLON.GLTF2.INode>, babylonNode: Node, nodeMap?: {
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+ postExportNodeAsync(context: string, node: Nullable<BABYLON.GLTF2.INode>, babylonNode: Node, nodeMap: {
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  [key: number]: number;
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- }, binaryWriter?: _BinaryWriter): Promise<Nullable<BABYLON.GLTF2.INode>>;
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+ }, binaryWriter: _BinaryWriter): Promise<Nullable<BABYLON.GLTF2.INode>>;
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  private _buildAccessor;
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  }
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@@ -56,7 +56,7 @@ declare module BABYLON {
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  * @param nodeMap Node mapping of unique id to glTF node index
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  * @returns nullable BABYLON.GLTF2.INode promise
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  */
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- postExportNodeAsync(context: string, node: Nullable<BABYLON.GLTF2.INode>, babylonNode: Node, nodeMap?: {
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+ postExportNodeAsync(context: string, node: Nullable<BABYLON.GLTF2.INode>, babylonNode: Node, nodeMap: {
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  [key: number]: number;
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  }): Promise<Nullable<BABYLON.GLTF2.INode>>;
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  }
@@ -354,11 +354,10 @@ declare module BABYLON {
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  * @param babylonTransformNode - BabylonJS mesh.
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  * @param animation - animation.
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  * @param animationChannelTargetPath - The target animation channel.
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- * @param convertToRightHandedSystem - Specifies if the values should be converted to right-handed.
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  * @param useQuaternion - Specifies if quaternions are used.
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  * @returns nullable IAnimationData
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  */
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- static _CreateNodeAnimation(babylonTransformNode: Node, animation: Animation, animationChannelTargetPath: BABYLON.GLTF2.AnimationChannelTargetPath, convertToRightHandedSystem: boolean, useQuaternion: boolean, animationSampleRate: number): Nullable<_IAnimationData>;
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+ static _CreateNodeAnimation(babylonTransformNode: Node, animation: Animation, animationChannelTargetPath: BABYLON.GLTF2.AnimationChannelTargetPath, useQuaternion: boolean, animationSampleRate: number): Nullable<_IAnimationData>;
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  private static _DeduceAnimationInfo;
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  /**
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  * @ignore
@@ -371,12 +370,11 @@ declare module BABYLON {
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  * @param binaryWriter
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  * @param bufferViews
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  * @param accessors
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- * @param convertToRightHandedSystem
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  * @param animationSampleRate
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  */
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  static _CreateNodeAnimationFromNodeAnimations(babylonNode: Node, runtimeGLTFAnimation: BABYLON.GLTF2.IAnimation, idleGLTFAnimations: BABYLON.GLTF2.IAnimation[], nodeMap: {
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  [key: number]: number;
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- }, nodes: BABYLON.GLTF2.INode[], binaryWriter: _BinaryWriter, bufferViews: BABYLON.GLTF2.IBufferView[], accessors: BABYLON.GLTF2.IAccessor[], convertToRightHandedSystem: boolean, animationSampleRate: number, shouldExportAnimation?: (animation: Animation) => boolean): void;
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+ }, nodes: BABYLON.GLTF2.INode[], binaryWriter: _BinaryWriter, bufferViews: BABYLON.GLTF2.IBufferView[], accessors: BABYLON.GLTF2.IAccessor[], animationSampleRate: number, shouldExportAnimation?: (animation: Animation) => boolean): void;
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  /**
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  * @ignore
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  * Create individual morph animations from the mesh's morph target animation tracks
@@ -388,12 +386,11 @@ declare module BABYLON {
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  * @param binaryWriter
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  * @param bufferViews
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  * @param accessors
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- * @param convertToRightHandedSystem
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  * @param animationSampleRate
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  */
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  static _CreateMorphTargetAnimationFromMorphTargetAnimations(babylonNode: Node, runtimeGLTFAnimation: BABYLON.GLTF2.IAnimation, idleGLTFAnimations: BABYLON.GLTF2.IAnimation[], nodeMap: {
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  [key: number]: number;
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- }, nodes: BABYLON.GLTF2.INode[], binaryWriter: _BinaryWriter, bufferViews: BABYLON.GLTF2.IBufferView[], accessors: BABYLON.GLTF2.IAccessor[], convertToRightHandedSystem: boolean, animationSampleRate: number, shouldExportAnimation?: (animation: Animation) => boolean): void;
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+ }, nodes: BABYLON.GLTF2.INode[], binaryWriter: _BinaryWriter, bufferViews: BABYLON.GLTF2.IBufferView[], accessors: BABYLON.GLTF2.IAccessor[], animationSampleRate: number, shouldExportAnimation?: (animation: Animation) => boolean): void;
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  /**
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  * @ignore
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  * Create node and morph animations from the animation groups
@@ -404,14 +401,11 @@ declare module BABYLON {
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  * @param binaryWriter
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  * @param bufferViews
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  * @param accessors
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- * @param convertToRightHandedSystemMap
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  * @param animationSampleRate
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  */
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  static _CreateNodeAndMorphAnimationFromAnimationGroups(babylonScene: Scene, glTFAnimations: BABYLON.GLTF2.IAnimation[], nodeMap: {
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  [key: number]: number;
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- }, nodes: BABYLON.GLTF2.INode[], binaryWriter: _BinaryWriter, bufferViews: BABYLON.GLTF2.IBufferView[], accessors: BABYLON.GLTF2.IAccessor[], convertToRightHandedSystemMap: {
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- [nodeId: number]: boolean;
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- }, animationSampleRate: number, shouldExportAnimation?: (animation: Animation) => boolean): void;
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+ }, binaryWriter: _BinaryWriter, bufferViews: BABYLON.GLTF2.IBufferView[], accessors: BABYLON.GLTF2.IAccessor[], animationSampleRate: number, shouldExportAnimation?: (animation: Animation) => boolean): void;
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  private static _AddAnimation;
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  /**
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  * Create a baked animation
@@ -427,7 +421,6 @@ declare module BABYLON {
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  * @param minMaxFrames
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  * @param minMaxFrames.min
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  * @param minMaxFrames.max
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- * @param convertToRightHandedSystem converts the values to right-handed
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  * @param useQuaternion specifies if quaternions should be used
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  */
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  private static _CreateBakedAnimation;
@@ -438,10 +431,8 @@ declare module BABYLON {
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  * @param babylonTransformNode BabylonJS mesh
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  * @param animation BabylonJS animation
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  * @param animationChannelTargetPath The target animation channel
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- * @param frameDelta The difference between the last and first frame of the animation
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  * @param inputs Array to store the key frame times
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  * @param outputs Array to store the key frame data
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- * @param convertToRightHandedSystem Specifies if the position data should be converted to right handed
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  * @param useQuaternion Specifies if quaternions are used in the animation
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  */
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  private static _CreateLinearOrStepAnimation;
@@ -453,7 +444,6 @@ declare module BABYLON {
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  * @param frameDelta The difference between the last and first frame of the animation
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  * @param inputs Array to store the key frame times
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  * @param outputs Array to store the key frame data
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- * @param convertToRightHandedSystem Specifies if the position data should be converted to right handed
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  * @param useQuaternion Specifies if quaternions are used in the animation
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  */
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  private static _CreateCubicSplineAnimation;
@@ -465,7 +455,6 @@ declare module BABYLON {
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  * @param outputs
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  * @param animationChannelTargetPath
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  * @param babylonTransformNode
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- * @param convertToRightHandedSystem
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  * @param useQuaternion
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  */
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  private static _AddKeyframeValue;
@@ -487,7 +476,6 @@ declare module BABYLON {
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  * @param keyFrame The key frame with the animation data
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  * @param frameDelta Time difference between two frames used to scale the tangent by the frame delta
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  * @param useQuaternion Specifies if quaternions are used
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- * @param convertToRightHandedSystem Specifies if the values should be converted to right-handed
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  */
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  private static _AddSplineTangent;
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  /**
@@ -601,27 +589,11 @@ declare module BABYLON {
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  mimeType: BABYLON.GLTF2.ImageMimeType;
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  };
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  };
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- protected _orderedImageData: Array<{
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- data: ArrayBuffer;
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- mimeType: BABYLON.GLTF2.ImageMimeType;
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- }>;
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+ private _orderedImageData;
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  /**
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  * Stores a map of the unique id of a node to its index in the node array
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  */
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- _nodeMap: {
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- [key: number]: number;
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- };
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- /**
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- * Specifies if the source Babylon scene was left handed, and needed conversion.
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- */
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- _convertToRightHandedSystem: boolean;
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- /**
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- * Specifies if a Babylon node should be converted to right-handed on export
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- */
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- _convertToRightHandedSystemMap: {
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- [nodeId: number]: boolean;
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- };
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- _includeCoordinateSystemConversionNodes: boolean;
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+ private _nodeMap;
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  /**
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  * Baked animation sample rate
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  */
@@ -636,9 +608,9 @@ declare module BABYLON {
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  private _applyExtensions;
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  _extensionsPreExportTextureAsync(context: string, babylonTexture: Nullable<Texture>, mimeType: BABYLON.GLTF2.ImageMimeType): Promise<Nullable<BaseTexture>>;
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  _extensionsPostExportMeshPrimitiveAsync(context: string, meshPrimitive: BABYLON.GLTF2.IMeshPrimitive, babylonSubMesh: SubMesh, binaryWriter: _BinaryWriter): Promise<Nullable<BABYLON.GLTF2.IMeshPrimitive>>;
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- _extensionsPostExportNodeAsync(context: string, node: Nullable<BABYLON.GLTF2.INode>, babylonNode: Node, nodeMap?: {
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+ _extensionsPostExportNodeAsync(context: string, node: Nullable<BABYLON.GLTF2.INode>, babylonNode: Node, nodeMap: {
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  [key: number]: number;
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- }, binaryWriter?: _BinaryWriter): Promise<Nullable<BABYLON.GLTF2.INode>>;
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+ }, binaryWriter: _BinaryWriter): Promise<Nullable<BABYLON.GLTF2.INode>>;
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  _extensionsPostExportMaterialAsync(context: string, material: Nullable<BABYLON.GLTF2.IMaterial>, babylonMaterial: Material): Promise<Nullable<BABYLON.GLTF2.IMaterial>>;
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  _extensionsPostExportMaterialAdditionalTextures(context: string, material: BABYLON.GLTF2.IMaterial, babylonMaterial: Material): BaseTexture[];
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  _extensionsPostExportTextures(context: string, textureInfo: BABYLON.GLTF2.ITextureInfo, babylonTexture: BaseTexture): void;
@@ -674,51 +646,40 @@ declare module BABYLON {
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  * clock-wise during export to glTF
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  * @param submesh BabylonJS submesh
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  * @param primitiveMode Primitive mode of the mesh
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- * @param sideOrientation the winding order of the submesh
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  * @param vertexBufferKind The type of vertex attribute
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  * @param meshAttributeArray The vertex attribute data
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  * @param byteOffset The offset to the binary data
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  * @param binaryWriter The binary data for the glTF file
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- * @param convertToRightHandedSystem Converts the values to right-handed
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  */
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  private _reorderVertexAttributeDataBasedOnPrimitiveMode;
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  /**
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  * Reorders the vertex attributes in the correct triangle mode order . This is necessary when indices are not available and the winding order is
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  * clock-wise during export to glTF
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  * @param submesh BabylonJS submesh
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- * @param primitiveMode Primitive mode of the mesh
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- * @param sideOrientation the winding order of the submesh
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  * @param vertexBufferKind The type of vertex attribute
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  * @param meshAttributeArray The vertex attribute data
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  * @param byteOffset The offset to the binary data
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  * @param binaryWriter The binary data for the glTF file
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- * @param convertToRightHandedSystem Converts the values to right-handed
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  */
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  private _reorderTriangleFillMode;
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  /**
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  * Reorders the vertex attributes in the correct triangle strip order. This is necessary when indices are not available and the winding order is
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  * clock-wise during export to glTF
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  * @param submesh BabylonJS submesh
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- * @param primitiveMode Primitive mode of the mesh
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- * @param sideOrientation the winding order of the submesh
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  * @param vertexBufferKind The type of vertex attribute
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  * @param meshAttributeArray The vertex attribute data
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  * @param byteOffset The offset to the binary data
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  * @param binaryWriter The binary data for the glTF file
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- * @param convertToRightHandedSystem Converts the values to right-handed
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  */
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  private _reorderTriangleStripDrawMode;
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  /**
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  * Reorders the vertex attributes in the correct triangle fan order. This is necessary when indices are not available and the winding order is
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  * clock-wise during export to glTF
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  * @param submesh BabylonJS submesh
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- * @param primitiveMode Primitive mode of the mesh
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- * @param sideOrientation the winding order of the submesh
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  * @param vertexBufferKind The type of vertex attribute
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  * @param meshAttributeArray The vertex attribute data
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  * @param byteOffset The offset to the binary data
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  * @param binaryWriter The binary data for the glTF file
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- * @param convertToRightHandedSystem Converts the values to right-handed
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  */
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  private _reorderTriangleFanMode;
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  /**
@@ -726,9 +687,7 @@ declare module BABYLON {
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  * @param vertices The vertices to write to the binary writer
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  * @param byteOffset The offset into the binary writer to overwrite binary data
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  * @param vertexAttributeKind The vertex attribute type
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- * @param meshAttributeArray The vertex attribute data
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  * @param binaryWriter The writer containing the binary data
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- * @param convertToRightHandedSystem Converts the values to right-handed
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  */
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  private _writeVertexAttributeData;
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  /**
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  * @param meshAttributeArray Array containing the attribute data
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  * @param stride Specifies the space between data
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  * @param binaryWriter The buffer to write the binary data to
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- * @param convertToRightHandedSystem Converts the values to right-handed
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  * @param babylonTransformNode
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  */
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- _writeAttributeData(vertexBufferKind: string, attributeComponentKind: BABYLON.GLTF2.AccessorComponentType, meshAttributeArray: FloatArray, stride: number, binaryWriter: _BinaryWriter, convertToRightHandedSystem: boolean, babylonTransformNode: TransformNode): void;
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+ _writeAttributeData(vertexBufferKind: string, attributeComponentKind: BABYLON.GLTF2.AccessorComponentType, meshAttributeArray: FloatArray, stride: number, binaryWriter: _BinaryWriter, babylonTransformNode: TransformNode): void;
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  /**
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  * Writes mesh attribute data to a data buffer
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  * Returns the bytelength of the data
@@ -754,10 +712,9 @@ declare module BABYLON {
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  * @param morphTargetAttributeArray
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  * @param stride Specifies the space between data
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  * @param binaryWriter The buffer to write the binary data to
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- * @param convertToRightHandedSystem Converts the values to right-handed
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  * @param minMax
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  */
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- writeMorphTargetAttributeData(vertexBufferKind: string, attributeComponentKind: BABYLON.GLTF2.AccessorComponentType, meshPrimitive: SubMesh, morphTarget: MorphTarget, meshAttributeArray: FloatArray, morphTargetAttributeArray: FloatArray, stride: number, binaryWriter: _BinaryWriter, convertToRightHandedSystem: boolean, minMax?: any): void;
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+ writeMorphTargetAttributeData(vertexBufferKind: string, attributeComponentKind: BABYLON.GLTF2.AccessorComponentType, meshPrimitive: SubMesh, meshAttributeArray: FloatArray, morphTargetAttributeArray: FloatArray, stride: number, binaryWriter: _BinaryWriter, minMax?: any): void;
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  /**
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  * Generates glTF json data
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  * @param shouldUseGlb Indicates whether the json should be written for a glb file
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  * Sets the TRS for each node
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  * @param node glTF Node for storing the transformation data
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  * @param babylonTransformNode Babylon mesh used as the source for the transformation data
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- * @param convertToRightHandedSystem Converts the values to right-handed
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  */
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  private _setNodeTransformation;
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  private _setCameraTransformation;
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  * @param babylonTransformNode The Babylon mesh to get the vertices data from
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  * @param binaryWriter The buffer to write the bufferview data to
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  * @param byteStride
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- * @param convertToRightHandedSystem Converts the values to right-handed
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  */
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  private _createBufferViewKind;
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  /**
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  * @param meshPrimitive
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  * @param babylonMorphTarget the morph target to be exported
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  * @param binaryWriter The buffer to write the bufferview data to
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- * @param convertToRightHandedSystem Converts the values to right-handed
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  */
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  private _setMorphTargetAttributes;
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  /**
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  * @param mesh glTF Mesh object to store the primitive attribute information
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  * @param babylonTransformNode Babylon mesh to get the primitive attribute data from
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  * @param binaryWriter Buffer to write the attribute data to
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- * @param convertToRightHandedSystem Converts the values to right-handed
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  */
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  private _setPrimitiveAttributesAsync;
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- /**
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- * Check if the node is used to convert its descendants from a right handed coordinate system to the Babylon scene's coordinate system.
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- * @param node The node to check
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- * @returns True if the node is used to convert its descendants from right-handed to left-handed. False otherwise
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- */
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- private _isBabylonCoordinateSystemConvertingNode;
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  /**
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  * Creates a glTF scene based on the array of meshes
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  * Returns the the total byte offset
@@ -864,7 +811,6 @@ declare module BABYLON {
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  private _getExportNodes;
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  /**
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  * Creates a mapping of Node unique id to node index and handles animations
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- * @param babylonScene Babylon Scene
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  * @param nodes Babylon transform nodes
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  * @param binaryWriter Buffer to write binary data to
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  * @returns Node mapping of unique id to index
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  * Creates a glTF node from a Babylon mesh
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  * @param babylonNode Source Babylon mesh
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  * @param binaryWriter Buffer for storing geometry data
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- * @param convertToRightHandedSystem Converts the values to right-handed
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  * @returns glTF node
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  */
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  private _createNodeAsync;
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  * @param babylonNode BabylonJS node
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  * @returns nullable BABYLON.GLTF2.INode promise
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  */
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- postExportNodeAsync?(context: string, node: Nullable<BABYLON.GLTF2.INode>, babylonNode: Node, nodeMap?: {
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+ postExportNodeAsync?(context: string, node: Nullable<BABYLON.GLTF2.INode>, babylonNode: Node, nodeMap: {
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  [key: number]: number;
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- }, binaryWriter?: _BinaryWriter): Promise<Nullable<BABYLON.GLTF2.INode>>;
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+ }, binaryWriter: _BinaryWriter): Promise<Nullable<BABYLON.GLTF2.INode>>;
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  /**
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  * Define this method to modify the default behavior when exporting a material
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  * @param material glTF material
@@ -1248,19 +1193,24 @@ declare module BABYLON {
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  */
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  metadataSelector?(metadata: any): any;
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  /**
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- * The sample rate to bake animation curves
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+ * The sample rate to bake animation curves. Defaults to 1 / 60.
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  */
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  animationSampleRate?: number;
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  /**
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- * Begin serialization without waiting for the scene to be ready
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+ * Begin serialization without waiting for the scene to be ready. Defaults to false.
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  */
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  exportWithoutWaitingForScene?: boolean;
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  /**
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- * Indicates if unused vertex uv attributes should be included in export
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+ * Indicates if unused vertex uv attributes should be included in export. Defaults to false.
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  */
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  exportUnusedUVs?: boolean;
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  /**
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- * Indicates if coordinate system swapping root nodes should be included in export
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+ * Remove no-op root nodes when possible. Defaults to true.
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+ */
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+ removeNoopRootNodes?: boolean;
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+ /**
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+ * Indicates if coordinate system swapping root nodes should be included in export. Defaults to false.
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+ * @deprecated Please use removeNoopRootNodes instead
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  */
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  includeCoordinateSystemConversionNodes?: boolean;
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  }
@@ -1322,65 +1272,12 @@ declare module BABYLON {
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  * @param positions Positions array of a mesh
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  * @param vertexStart Starting vertex offset to calculate min and max values
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  * @param vertexCount Number of vertices to check for min and max values
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- * @param convertToRightHandedSystem
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  * @returns min number array and max number array
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  */
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- static _CalculateMinMaxPositions(positions: FloatArray, vertexStart: number, vertexCount: number, convertToRightHandedSystem: boolean): {
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+ static _CalculateMinMaxPositions(positions: FloatArray, vertexStart: number, vertexCount: number): {
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  min: number[];
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  max: number[];
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  };
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- /**
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- * Converts a new right-handed Vector3
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- * @param vector vector3 array
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- * @returns right-handed Vector3
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- */
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- static _GetRightHandedPositionVector3(vector: Vector3): Vector3;
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- /**
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- * Converts a Vector3 to right-handed
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- * @param vector Vector3 to convert to right-handed
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- */
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- static _GetRightHandedPositionVector3FromRef(vector: Vector3): void;
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- /**
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- * Converts a three element number array to right-handed
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- * @param vector number array to convert to right-handed
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- */
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- static _GetRightHandedPositionArray3FromRef(vector: number[]): void;
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- /**
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- * Converts a new right-handed Vector3
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- * @param vector vector3 array
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- * @returns right-handed Vector3
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- */
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- static _GetRightHandedNormalVector3(vector: Vector3): Vector3;
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- /**
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- * Converts a Vector3 to right-handed
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- * @param vector Vector3 to convert to right-handed
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- */
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- static _GetRightHandedNormalVector3FromRef(vector: Vector3): void;
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- /**
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- * Converts a three element number array to right-handed
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- * @param vector number array to convert to right-handed
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- */
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- static _GetRightHandedNormalArray3FromRef(vector: number[]): void;
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- /**
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- * Converts a Vector4 to right-handed
1366
- * @param vector Vector4 to convert to right-handed
1367
- */
1368
- static _GetRightHandedVector4FromRef(vector: Vector4): void;
1369
- /**
1370
- * Converts a Vector4 to right-handed
1371
- * @param vector Vector4 to convert to right-handed
1372
- */
1373
- static _GetRightHandedArray4FromRef(vector: number[]): void;
1374
- /**
1375
- * Converts a Quaternion to right-handed
1376
- * @param quaternion Source quaternion to convert to right-handed
1377
- */
1378
- static _GetRightHandedQuaternionFromRef(quaternion: Quaternion): void;
1379
- /**
1380
- * Converts a Quaternion to right-handed
1381
- * @param quaternion Source quaternion to convert to right-handed
1382
- */
1383
- static _GetRightHandedQuaternionArrayFromRef(quaternion: number[]): void;
1384
1281
  static _NormalizeTangentFromRef(tangent: Vector4): void;
1385
1282
  static _GetDataAccessorElementCount(accessorType: BABYLON.GLTF2.AccessorType): 1 | 3 | 2 | 4 | 9 | 16;
1386
1283
  }