babylonjs-serializers 8.41.1 → 8.42.0

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.
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1
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factory(require(\"babylonjs\"));\n\telse\n\t\troot[\"SERIALIZERS\"] = factory(root[\"BABYLON\"]);\n})((typeof self !== \"undefined\" ? self : typeof global !== \"undefined\" ? global : this), (__WEBPACK_EXTERNAL_MODULE__597__) => {\nreturn ","module.exports = __WEBPACK_EXTERNAL_MODULE__597__;","// The module cache\nvar __webpack_module_cache__ = {};\n\n// The require function\nfunction __webpack_require__(moduleId) {\n\t// Check if module is in cache\n\tvar cachedModule = __webpack_module_cache__[moduleId];\n\tif (cachedModule !== undefined) {\n\t\treturn cachedModule.exports;\n\t}\n\t// Create a new module (and put it into the cache)\n\tvar module = __webpack_module_cache__[moduleId] = {\n\t\t// no module.id needed\n\t\t// no module.loaded needed\n\t\texports: {}\n\t};\n\n\t// Execute the module function\n\t__webpack_modules__[moduleId](module, module.exports, __webpack_require__);\n\n\t// Return the exports of the module\n\treturn module.exports;\n}\n\n","// define getter functions for harmony exports\n__webpack_require__.d = (exports, definition) => {\n\tfor(var key in definition) {\n\t\tif(__webpack_require__.o(definition, key) && !__webpack_require__.o(exports, key)) {\n\t\t\tObject.defineProperty(exports, key, { enumerable: true, get: definition[key] });\n\t\t}\n\t}\n};","__webpack_require__.g = (function() {\n\tif (typeof globalThis === 'object') return globalThis;\n\ttry {\n\t\treturn this || new Function('return this')();\n\t} catch (e) {\n\t\tif (typeof window === 'object') return window;\n\t}\n})();","__webpack_require__.o = (obj, prop) => (Object.prototype.hasOwnProperty.call(obj, prop))","// define __esModule on exports\n__webpack_require__.r = (exports) => {\n\tif(typeof Symbol !== 'undefined' && Symbol.toStringTag) {\n\t\tObject.defineProperty(exports, Symbol.toStringTag, { value: 'Module' });\n\t}\n\tObject.defineProperty(exports, '__esModule', { value: true });\n};","import type { Nullable } from \"core/types\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport type { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { Geometry } from \"core/Meshes/geometry\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { Material } from \"core/Materials/material\";\r\n\r\n/**\r\n * Class for generating OBJ data from a Babylon scene.\r\n */\r\nexport class OBJExport {\r\n /**\r\n * Exports the geometry of a Mesh array in .OBJ file format (text)\r\n * @param meshes defines the list of meshes to serialize\r\n * @param materials defines if materials should be exported\r\n * @param matlibname defines the name of the associated mtl file\r\n * @param globalposition defines if the exported positions are globals or local to the exported mesh\r\n * @returns the OBJ content\r\n */\r\n public static OBJ(meshes: Mesh[], materials?: boolean, matlibname?: string, globalposition?: boolean): string {\r\n const output: string[] = [];\r\n let v = 1;\r\n // keep track of uv index in case mixed meshes are passed in\r\n let textureV = 1;\r\n\r\n if (materials) {\r\n if (!matlibname) {\r\n matlibname = \"mat\";\r\n }\r\n output.push(\"mtllib \" + matlibname + \".mtl\");\r\n }\r\n for (let j = 0; j < meshes.length; j++) {\r\n const mesh = meshes[j];\r\n const objectName = mesh.name || `mesh${j}}`;\r\n output.push(`o ${objectName}`);\r\n\r\n //Uses the position of the item in the scene, to the file (this back to normal in the end)\r\n let inverseTransform: Nullable<Matrix> = null;\r\n if (globalposition) {\r\n const transform = mesh.computeWorldMatrix(true);\r\n inverseTransform = new Matrix();\r\n transform.invertToRef(inverseTransform);\r\n\r\n mesh.bakeTransformIntoVertices(transform);\r\n }\r\n\r\n //TODO: submeshes (groups)\r\n //TODO: smoothing groups (s 1, s off);\r\n if (materials) {\r\n const mat = mesh.material;\r\n\r\n if (mat) {\r\n output.push(\"usemtl \" + mat.id);\r\n }\r\n }\r\n const g: Nullable<Geometry> = mesh.geometry;\r\n\r\n if (!g) {\r\n Tools.Warn(\"No geometry is present on the mesh\");\r\n continue;\r\n }\r\n\r\n const trunkVerts = g.getVerticesData(\"position\");\r\n const trunkNormals = g.getVerticesData(\"normal\");\r\n const trunkUV = g.getVerticesData(\"uv\");\r\n const trunkFaces = g.getIndices();\r\n let currentV = 0;\r\n let currentTextureV = 0;\r\n\r\n if (!trunkVerts || !trunkFaces) {\r\n Tools.Warn(\"There are no position vertices or indices on the mesh!\");\r\n continue;\r\n }\r\n\r\n const useRightHandedSystem = meshes[0].getScene().useRightHandedSystem;\r\n const handednessSign = useRightHandedSystem ? 1 : -1;\r\n\r\n for (let i = 0; i < trunkVerts.length; i += 3) {\r\n output.push(\"v \" + trunkVerts[i] * handednessSign + \" \" + trunkVerts[i + 1] + \" \" + trunkVerts[i + 2]);\r\n currentV++;\r\n }\r\n\r\n if (trunkNormals != null) {\r\n for (let i = 0; i < trunkNormals.length; i += 3) {\r\n output.push(\"vn \" + trunkNormals[i] * handednessSign + \" \" + trunkNormals[i + 1] + \" \" + trunkNormals[i + 2]);\r\n }\r\n }\r\n if (trunkUV != null) {\r\n for (let i = 0; i < trunkUV.length; i += 2) {\r\n output.push(\"vt \" + trunkUV[i] + \" \" + trunkUV[i + 1]);\r\n currentTextureV++;\r\n }\r\n }\r\n\r\n const blanks: string[] = [\"\", \"\", \"\"];\r\n const material = mesh.material || mesh.getScene().defaultMaterial;\r\n\r\n const sideOrientation = material._getEffectiveOrientation(mesh);\r\n const [offset1, offset2] = sideOrientation === Material.ClockWiseSideOrientation ? [2, 1] : [1, 2];\r\n\r\n for (let i = 0; i < trunkFaces.length; i += 3) {\r\n const indices = [String(trunkFaces[i] + v), String(trunkFaces[i + offset1] + v), String(trunkFaces[i + offset2] + v)];\r\n const textureIndices = [String(trunkFaces[i] + textureV), String(trunkFaces[i + offset1] + textureV), String(trunkFaces[i + offset2] + textureV)];\r\n\r\n const facePositions = indices;\r\n const faceUVs = trunkUV != null ? textureIndices : blanks;\r\n const faceNormals = trunkNormals != null ? indices : blanks;\r\n\r\n output.push(\r\n \"f \" +\r\n facePositions[0] +\r\n \"/\" +\r\n faceUVs[0] +\r\n \"/\" +\r\n faceNormals[0] +\r\n \" \" +\r\n facePositions[1] +\r\n \"/\" +\r\n faceUVs[1] +\r\n \"/\" +\r\n faceNormals[1] +\r\n \" \" +\r\n facePositions[2] +\r\n \"/\" +\r\n faceUVs[2] +\r\n \"/\" +\r\n faceNormals[2]\r\n );\r\n }\r\n //back de previous matrix, to not change the original mesh in the scene\r\n if (globalposition && inverseTransform) {\r\n mesh.bakeTransformIntoVertices(inverseTransform);\r\n }\r\n v += currentV;\r\n textureV += currentTextureV;\r\n }\r\n const text: string = output.join(\"\\n\");\r\n return text;\r\n }\r\n\r\n /**\r\n * Exports the material(s) of a mesh in .MTL file format (text)\r\n * @param mesh defines the mesh to extract the material from\r\n * @returns the mtl content\r\n */\r\n //TODO: Export the materials of mesh array\r\n public static MTL(mesh: Mesh): string {\r\n const output = [];\r\n const m = <StandardMaterial>mesh.material;\r\n output.push(\"newmtl mat1\");\r\n output.push(\" Ns \" + m.specularPower.toFixed(4));\r\n output.push(\" Ni 1.5000\");\r\n output.push(\" d \" + m.alpha.toFixed(4));\r\n output.push(\" Tr 0.0000\");\r\n output.push(\" Tf 1.0000 1.0000 1.0000\");\r\n output.push(\" illum 2\");\r\n output.push(\" Ka \" + m.ambientColor.r.toFixed(4) + \" \" + m.ambientColor.g.toFixed(4) + \" \" + m.ambientColor.b.toFixed(4));\r\n output.push(\" Kd \" + m.diffuseColor.r.toFixed(4) + \" \" + m.diffuseColor.g.toFixed(4) + \" \" + m.diffuseColor.b.toFixed(4));\r\n output.push(\" Ks \" + m.specularColor.r.toFixed(4) + \" \" + m.specularColor.g.toFixed(4) + \" \" + m.specularColor.b.toFixed(4));\r\n output.push(\" Ke \" + m.emissiveColor.r.toFixed(4) + \" \" + m.emissiveColor.g.toFixed(4) + \" \" + m.emissiveColor.b.toFixed(4));\r\n\r\n //TODO: uv scale, offset, wrap\r\n //TODO: UV mirrored in Blender? second UV channel? lightMap? reflection textures?\r\n const uvscale = \"\";\r\n\r\n if (m.ambientTexture) {\r\n output.push(\" map_Ka \" + uvscale + m.ambientTexture.name);\r\n }\r\n\r\n if (m.diffuseTexture) {\r\n output.push(\" map_Kd \" + uvscale + m.diffuseTexture.name);\r\n //TODO: alpha testing, opacity in diffuse texture alpha channel (diffuseTexture.hasAlpha -> map_d)\r\n }\r\n\r\n if (m.specularTexture) {\r\n output.push(\" map_Ks \" + uvscale + m.specularTexture.name);\r\n /* TODO: glossiness = specular highlight component is in alpha channel of specularTexture. (???)\r\n if (m.useGlossinessFromSpecularMapAlpha) {\r\n output.push(\" map_Ns \"+uvscale + m.specularTexture.name);\r\n }\r\n */\r\n }\r\n\r\n /* TODO: emissive texture not in .MAT format (???)\r\n if (m.emissiveTexture) {\r\n output.push(\" map_d \"+uvscale+m.emissiveTexture.name);\r\n }\r\n */\r\n\r\n if (m.bumpTexture) {\r\n output.push(\" map_bump -imfchan z \" + uvscale + m.bumpTexture.name);\r\n }\r\n\r\n if (m.opacityTexture) {\r\n output.push(\" map_d \" + uvscale + m.opacityTexture.name);\r\n }\r\n\r\n const text = output.join(\"\\n\");\r\n return text;\r\n }\r\n}\r\n","/* eslint-disable @typescript-eslint/no-restricted-imports */\r\nimport * as Serializers from \"serializers/OBJ/index\";\r\n\r\n/**\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\r\nif (typeof globalObject !== \"undefined\") {\r\n for (const serializer in Serializers) {\r\n (<any>globalObject).BABYLON[serializer] = (<any>Serializers)[serializer];\r\n }\r\n}\r\n\r\nexport * from \"serializers/OBJ/index\";\r\n","import * as serializers from \"@lts/serializers/legacy/legacy-objSerializer\";\r\nexport { serializers };\r\nexport default serializers;\r\n"],"names":["root","factory","exports","module","require","define","amd","self","global","this","__WEBPACK_EXTERNAL_MODULE__597__","__webpack_module_cache__","__webpack_require__","moduleId","cachedModule","undefined","__webpack_modules__","d","definition","key","o","Object","defineProperty","enumerable","get","g","globalThis","Function","e","window","obj","prop","prototype","hasOwnProperty","call","r","Symbol","toStringTag","value","OBJ","meshes","materials","matlibname","globalposition","output","v","textureV","push","j","length","mesh","objectName","name","inverseTransform","transform","computeWorldMatrix","Matrix","invertToRef","bakeTransformIntoVertices","mat","material","id","geometry","trunkVerts","getVerticesData","trunkNormals","trunkUV","trunkFaces","getIndices","currentV","currentTextureV","handednessSign","getScene","useRightHandedSystem","i","blanks","defaultMaterial","_getEffectiveOrientation","Material","ClockWiseSideOrientation","offset1","offset2","indices","String","textureIndices","facePositions","faceUVs","faceNormals","Tools","Warn","join","MTL","m","specularPower","toFixed","alpha","ambientColor","b","diffuseColor","specularColor","emissiveColor","ambientTexture","diffuseTexture","specularTexture","bumpTexture","opacityTexture","globalObject","serializer","BABYLON"],"sourceRoot":""}
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for harmony exports\n__webpack_require__.d = (exports, definition) => {\n\tfor(var key in definition) {\n\t\tif(__webpack_require__.o(definition, key) && !__webpack_require__.o(exports, key)) {\n\t\t\tObject.defineProperty(exports, key, { enumerable: true, get: definition[key] });\n\t\t}\n\t}\n};","__webpack_require__.g = (function() {\n\tif (typeof globalThis === 'object') return globalThis;\n\ttry {\n\t\treturn this || new Function('return this')();\n\t} catch (e) {\n\t\tif (typeof window === 'object') return window;\n\t}\n})();","__webpack_require__.o = (obj, prop) => (Object.prototype.hasOwnProperty.call(obj, prop))","// define __esModule on exports\n__webpack_require__.r = (exports) => {\n\tif(typeof Symbol !== 'undefined' && Symbol.toStringTag) {\n\t\tObject.defineProperty(exports, Symbol.toStringTag, { value: 'Module' });\n\t}\n\tObject.defineProperty(exports, '__esModule', { value: true });\n};","import type { Nullable } from \"core/types\";\r\nimport { Matrix } from 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1;\r\n // keep track of uv index in case mixed meshes are passed in\r\n let textureV = 1;\r\n\r\n if (materials) {\r\n if (!matlibname) {\r\n matlibname = \"mat\";\r\n }\r\n output.push(\"mtllib \" + matlibname + \".mtl\");\r\n }\r\n for (let j = 0; j < meshes.length; j++) {\r\n const mesh = meshes[j];\r\n const objectName = mesh.name || `mesh${j}}`;\r\n output.push(`o ${objectName}`);\r\n\r\n //Uses the position of the item in the scene, to the file (this back to normal in the end)\r\n let inverseTransform: Nullable<Matrix> = null;\r\n if (globalposition) {\r\n const transform = mesh.computeWorldMatrix(true);\r\n inverseTransform = new Matrix();\r\n transform.invertToRef(inverseTransform);\r\n\r\n mesh.bakeTransformIntoVertices(transform);\r\n }\r\n\r\n //TODO: submeshes (groups)\r\n //TODO: smoothing groups (s 1, s off);\r\n if (materials) {\r\n const mat = mesh.material;\r\n\r\n if (mat) {\r\n output.push(\"usemtl \" + mat.id);\r\n }\r\n }\r\n const g: Nullable<Geometry> = mesh.geometry;\r\n\r\n if (!g) {\r\n Tools.Warn(\"No geometry is present on the mesh\");\r\n continue;\r\n }\r\n\r\n const trunkVerts = g.getVerticesData(\"position\");\r\n const trunkNormals = g.getVerticesData(\"normal\");\r\n const trunkUV = g.getVerticesData(\"uv\");\r\n const trunkFaces = g.getIndices();\r\n let currentV = 0;\r\n let currentTextureV = 0;\r\n\r\n if (!trunkVerts || !trunkFaces) {\r\n Tools.Warn(\"There are no position vertices or indices on the mesh!\");\r\n continue;\r\n }\r\n\r\n const useRightHandedSystem = meshes[0].getScene().useRightHandedSystem;\r\n const handednessSign = useRightHandedSystem ? 1 : -1;\r\n\r\n for (let i = 0; i < trunkVerts.length; i += 3) {\r\n output.push(\"v \" + trunkVerts[i] * handednessSign + \" \" + trunkVerts[i + 1] + \" \" + trunkVerts[i + 2]);\r\n currentV++;\r\n }\r\n\r\n if (trunkNormals != null) {\r\n for (let i = 0; i < trunkNormals.length; i += 3) {\r\n output.push(\"vn \" + trunkNormals[i] * handednessSign + \" \" + trunkNormals[i + 1] + \" \" + trunkNormals[i + 2]);\r\n }\r\n }\r\n if (trunkUV != null) {\r\n for (let i = 0; i < trunkUV.length; i += 2) {\r\n output.push(\"vt \" + trunkUV[i] + \" \" + trunkUV[i + 1]);\r\n currentTextureV++;\r\n }\r\n }\r\n\r\n const blanks: string[] = [\"\", \"\", \"\"];\r\n const material = mesh.material || mesh.getScene().defaultMaterial;\r\n\r\n const sideOrientation = material._getEffectiveOrientation(mesh);\r\n const [offset1, offset2] = sideOrientation === Material.ClockWiseSideOrientation ? [2, 1] : [1, 2];\r\n\r\n for (let i = 0; i < trunkFaces.length; i += 3) {\r\n const indices = [String(trunkFaces[i] + v), String(trunkFaces[i + offset1] + v), String(trunkFaces[i + offset2] + v)];\r\n const textureIndices = [String(trunkFaces[i] + textureV), String(trunkFaces[i + offset1] + textureV), String(trunkFaces[i + offset2] + textureV)];\r\n\r\n const facePositions = indices;\r\n const faceUVs = trunkUV != null ? textureIndices : blanks;\r\n const faceNormals = trunkNormals != null ? indices : blanks;\r\n\r\n output.push(\r\n \"f \" +\r\n facePositions[0] +\r\n \"/\" +\r\n faceUVs[0] +\r\n \"/\" +\r\n faceNormals[0] +\r\n \" \" +\r\n facePositions[1] +\r\n \"/\" +\r\n faceUVs[1] +\r\n \"/\" +\r\n faceNormals[1] +\r\n \" \" +\r\n facePositions[2] +\r\n \"/\" +\r\n faceUVs[2] +\r\n \"/\" +\r\n faceNormals[2]\r\n );\r\n }\r\n //back de previous matrix, to not change the original mesh in the scene\r\n if (globalposition && inverseTransform) {\r\n mesh.bakeTransformIntoVertices(inverseTransform);\r\n }\r\n v += currentV;\r\n textureV += currentTextureV;\r\n }\r\n const text: string = output.join(\"\\n\");\r\n return text;\r\n }\r\n\r\n /**\r\n * Exports the material(s) of a mesh in .MTL file format (text)\r\n * @param mesh defines the mesh to extract the material from\r\n * @returns the mtl content\r\n */\r\n //TODO: Export the materials of mesh array\r\n public static MTL(mesh: Mesh): string {\r\n const output = [];\r\n const m = <StandardMaterial>mesh.material;\r\n output.push(\"newmtl mat1\");\r\n output.push(\" Ns \" + m.specularPower.toFixed(4));\r\n output.push(\" Ni 1.5000\");\r\n output.push(\" d \" + m.alpha.toFixed(4));\r\n output.push(\" Tr 0.0000\");\r\n output.push(\" Tf 1.0000 1.0000 1.0000\");\r\n output.push(\" illum 2\");\r\n output.push(\" Ka \" + m.ambientColor.r.toFixed(4) + \" \" + m.ambientColor.g.toFixed(4) + \" \" + m.ambientColor.b.toFixed(4));\r\n output.push(\" Kd \" + m.diffuseColor.r.toFixed(4) + \" \" + m.diffuseColor.g.toFixed(4) + \" \" + m.diffuseColor.b.toFixed(4));\r\n output.push(\" Ks \" + m.specularColor.r.toFixed(4) + \" \" + m.specularColor.g.toFixed(4) + \" \" + m.specularColor.b.toFixed(4));\r\n output.push(\" Ke \" + m.emissiveColor.r.toFixed(4) + \" \" + m.emissiveColor.g.toFixed(4) + \" \" + m.emissiveColor.b.toFixed(4));\r\n\r\n //TODO: uv scale, offset, wrap\r\n //TODO: UV mirrored in Blender? second UV channel? lightMap? reflection textures?\r\n const uvscale = \"\";\r\n\r\n if (m.ambientTexture) {\r\n output.push(\" map_Ka \" + uvscale + m.ambientTexture.name);\r\n }\r\n\r\n if (m.diffuseTexture) {\r\n output.push(\" map_Kd \" + uvscale + m.diffuseTexture.name);\r\n //TODO: alpha testing, opacity in diffuse texture alpha channel (diffuseTexture.hasAlpha -> map_d)\r\n }\r\n\r\n if (m.specularTexture) {\r\n output.push(\" map_Ks \" + uvscale + m.specularTexture.name);\r\n /* TODO: glossiness = specular highlight component is in alpha channel of specularTexture. 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for harmony exports\n__webpack_require__.d = (exports, definition) => {\n\tfor(var key in definition) {\n\t\tif(__webpack_require__.o(definition, key) && !__webpack_require__.o(exports, key)) {\n\t\t\tObject.defineProperty(exports, key, { enumerable: true, get: definition[key] });\n\t\t}\n\t}\n};","__webpack_require__.g = (function() {\n\tif (typeof globalThis === 'object') return globalThis;\n\ttry {\n\t\treturn this || new Function('return this')();\n\t} catch (e) {\n\t\tif (typeof window === 'object') return window;\n\t}\n})();","__webpack_require__.o = (obj, prop) => (Object.prototype.hasOwnProperty.call(obj, prop))","// define __esModule on exports\n__webpack_require__.r = (exports) => {\n\tif(typeof Symbol !== 'undefined' && Symbol.toStringTag) {\n\t\tObject.defineProperty(exports, Symbol.toStringTag, { value: 'Module' });\n\t}\n\tObject.defineProperty(exports, '__esModule', { value: true });\n};","import { Mesh } from \"core/Meshes/mesh\";\r\nimport { InstancedMesh } from \"core/Meshes/instancedMesh\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Class for generating STL data from a Babylon scene.\r\n */\r\nexport class STLExport {\r\n /**\r\n * Exports the geometry of a Mesh array in .STL file format (ASCII)\r\n * @param meshes list defines the mesh to serialize\r\n * @param download triggers the automatic download of the file.\r\n * @param fileName changes the downloads fileName.\r\n * @param binary changes the STL to a binary type.\r\n * @param isLittleEndian toggle for binary type exporter.\r\n * @param doNotBakeTransform toggle if meshes transforms should be baked or not.\r\n * @param supportInstancedMeshes toggle to export instanced Meshes. Enabling support for instanced meshes will override doNoBakeTransform as true\r\n * @param exportIndividualMeshes toggle to export each mesh as an independent mesh. By default, all the meshes are combined into one mesh. This property has no effect when exporting in binary format\r\n * @returns the STL as UTF8 string\r\n */\r\n public static CreateSTL(\r\n meshes: (Mesh | InstancedMesh)[],\r\n download: boolean = true,\r\n fileName: string = \"stlmesh\",\r\n binary: boolean = false,\r\n isLittleEndian: boolean = true,\r\n doNotBakeTransform: boolean = false,\r\n supportInstancedMeshes: boolean = false,\r\n exportIndividualMeshes: boolean = false\r\n ): any {\r\n //Binary support adapted from https://gist.github.com/paulkaplan/6d5f0ab2c7e8fdc68a61\r\n\r\n const getFaceData = function (indices: any, vertices: any, i: number) {\r\n const id = [indices[i] * 3, indices[i + 1] * 3, indices[i + 2] * 3];\r\n const v = [\r\n new Vector3(vertices[id[0]], vertices[id[0] + 2], vertices[id[0] + 1]),\r\n new Vector3(vertices[id[1]], vertices[id[1] + 2], vertices[id[1] + 1]),\r\n new Vector3(vertices[id[2]], vertices[id[2] + 2], vertices[id[2] + 1]),\r\n ];\r\n const p1p2 = v[0].subtract(v[1]);\r\n const p3p2 = v[2].subtract(v[1]);\r\n const n = Vector3.Cross(p3p2, p1p2).normalize();\r\n\r\n return { v, n };\r\n };\r\n\r\n const writeVector = function (dataview: any, offset: number, vector: Vector3, isLittleEndian: boolean) {\r\n offset = writeFloat(dataview, offset, vector.x, isLittleEndian);\r\n offset = writeFloat(dataview, offset, vector.y, isLittleEndian);\r\n return writeFloat(dataview, offset, vector.z, isLittleEndian);\r\n };\r\n\r\n const writeFloat = function (dataview: any, offset: number, value: number, isLittleEndian: boolean) {\r\n dataview.setFloat32(offset, value, isLittleEndian);\r\n return offset + 4;\r\n };\r\n\r\n const getVerticesData = function (mesh: InstancedMesh | Mesh) {\r\n if (supportInstancedMeshes) {\r\n let sourceMesh = mesh;\r\n if (mesh instanceof InstancedMesh) {\r\n sourceMesh = mesh.sourceMesh;\r\n }\r\n const data = sourceMesh.getVerticesData(VertexBuffer.PositionKind, true, true);\r\n if (!data) {\r\n return [];\r\n }\r\n const temp = Vector3.Zero();\r\n let index;\r\n for (index = 0; index < data.length; index += 3) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], mesh.computeWorldMatrix(true), temp).toArray(data, index);\r\n }\r\n return data;\r\n } else {\r\n return mesh.getVerticesData(VertexBuffer.PositionKind) || [];\r\n }\r\n };\r\n\r\n if (supportInstancedMeshes) {\r\n doNotBakeTransform = true;\r\n }\r\n\r\n let data: DataView | string = \"\";\r\n\r\n let faceCount = 0;\r\n let offset = 0;\r\n\r\n if (binary) {\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n const indices = mesh.getIndices();\r\n faceCount += indices ? indices.length / 3 : 0;\r\n }\r\n\r\n const bufferSize = 84 + 50 * faceCount;\r\n const buffer = new ArrayBuffer(bufferSize);\r\n data = new DataView(buffer);\r\n\r\n offset += 80;\r\n data.setUint32(offset, faceCount, isLittleEndian);\r\n offset += 4;\r\n } else {\r\n if (!exportIndividualMeshes) {\r\n data = \"solid stlmesh\\r\\n\";\r\n }\r\n }\r\n\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n if (!binary && exportIndividualMeshes) {\r\n data += \"solid \" + mesh.name + \"\\r\\n\";\r\n }\r\n if (!doNotBakeTransform && mesh instanceof Mesh) {\r\n mesh.bakeCurrentTransformIntoVertices();\r\n }\r\n const vertices = getVerticesData(mesh);\r\n const indices = mesh.getIndices() || [];\r\n\r\n for (let i = 0; i < indices.length; i += 3) {\r\n const fd = getFaceData(indices, vertices, i);\r\n\r\n if (binary) {\r\n offset = writeVector(data, offset, fd.n, isLittleEndian);\r\n offset = writeVector(data, offset, fd.v[0], isLittleEndian);\r\n offset = writeVector(data, offset, fd.v[1], isLittleEndian);\r\n offset = writeVector(data, offset, fd.v[2], isLittleEndian);\r\n offset += 2;\r\n } else {\r\n data += \"\\tfacet normal \" + fd.n.x + \" \" + fd.n.y + \" \" + fd.n.z + \"\\r\\n\";\r\n data += \"\\t\\touter loop\\r\\n\";\r\n data += \"\\t\\t\\tvertex \" + fd.v[0].x + \" \" + fd.v[0].y + \" \" + fd.v[0].z + \"\\r\\n\";\r\n data += \"\\t\\t\\tvertex \" + fd.v[1].x + \" \" + fd.v[1].y + \" \" + fd.v[1].z + \"\\r\\n\";\r\n data += \"\\t\\t\\tvertex \" + fd.v[2].x + \" \" + fd.v[2].y + \" \" + fd.v[2].z + \"\\r\\n\";\r\n data += \"\\t\\tendloop\\r\\n\";\r\n data += \"\\tendfacet\\r\\n\";\r\n }\r\n }\r\n if (!binary && exportIndividualMeshes) {\r\n data += \"endsolid \" + name + \"\\r\\n\";\r\n }\r\n }\r\n\r\n if (!binary && !exportIndividualMeshes) {\r\n data += \"endsolid stlmesh\";\r\n }\r\n\r\n if (download) {\r\n const a = document.createElement(\"a\");\r\n const blob = new Blob([data], { type: \"application/octet-stream\" });\r\n a.href = window.URL.createObjectURL(blob);\r\n a.download = fileName + \".stl\";\r\n a.click();\r\n }\r\n\r\n return data;\r\n }\r\n}\r\n","/* eslint-disable @typescript-eslint/no-restricted-imports */\r\nimport * as Serializers from \"serializers/stl/index\";\r\n\r\n/**\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\r\nif (typeof globalObject !== \"undefined\") {\r\n for (const serializer in Serializers) {\r\n (<any>globalObject).BABYLON[serializer] = (<any>Serializers)[serializer];\r\n }\r\n}\r\n\r\nexport * from \"serializers/stl/index\";\r\n","import * as serializers from \"@lts/serializers/legacy/legacy-stlSerializer\";\r\nexport { serializers };\r\nexport default serializers;\r\n"],"names":["root","factory","exports","module","require","define","amd","self","global","this","__WEBPACK_EXTERNAL_MODULE__597__","__webpack_module_cache__","__webpack_require__","moduleId","cachedModule","undefined","__webpack_modules__","d","definition","key","o","Object","defineProperty","enumerable","get","g","globalThis","Function","e","window","obj","prop","prototype","hasOwnProperty","call","r","Symbol","toStringTag","value","CreateSTL","meshes","download","fileName","binary","isLittleEndian","doNotBakeTransform","supportInstancedMeshes","exportIndividualMeshes","getFaceData","indices","vertices","i","id","v","Vector3","p1p2","subtract","p3p2","n","Cross","normalize","writeVector","dataview","offset","vector","writeFloat","x","y","z","setFloat32","getVerticesData","mesh","sourceMesh","InstancedMesh","VertexBuffer","PositionKind","temp","Zero","index","length","TransformCoordinatesFromFloatsToRef","computeWorldMatrix","toArray","data","faceCount","getIndices","buffer","ArrayBuffer","DataView","setUint32","name","Mesh","bakeCurrentTransformIntoVertices","fd","a","document","createElement","blob","Blob","type","href","URL","createObjectURL","click","globalObject","serializer","BABYLON"],"sourceRoot":""}
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for harmony exports\n__webpack_require__.d = (exports, definition) => {\n\tfor(var key in definition) {\n\t\tif(__webpack_require__.o(definition, key) && !__webpack_require__.o(exports, key)) {\n\t\t\tObject.defineProperty(exports, key, { enumerable: true, get: definition[key] });\n\t\t}\n\t}\n};","__webpack_require__.g = (function() {\n\tif (typeof globalThis === 'object') return globalThis;\n\ttry {\n\t\treturn this || new Function('return this')();\n\t} catch (e) {\n\t\tif (typeof window === 'object') return window;\n\t}\n})();","__webpack_require__.o = (obj, prop) => (Object.prototype.hasOwnProperty.call(obj, prop))","// define __esModule on exports\n__webpack_require__.r = (exports) => {\n\tif(typeof Symbol !== 'undefined' && Symbol.toStringTag) {\n\t\tObject.defineProperty(exports, Symbol.toStringTag, { value: 'Module' });\n\t}\n\tObject.defineProperty(exports, '__esModule', { value: true });\n};","import { Mesh } from \"core/Meshes/mesh\";\r\nimport { InstancedMesh } from 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indices.length / 3 : 0;\r\n }\r\n\r\n const bufferSize = 84 + 50 * faceCount;\r\n const buffer = new ArrayBuffer(bufferSize);\r\n data = new DataView(buffer);\r\n\r\n offset += 80;\r\n data.setUint32(offset, faceCount, isLittleEndian);\r\n offset += 4;\r\n } else {\r\n if (!exportIndividualMeshes) {\r\n data = \"solid stlmesh\\r\\n\";\r\n }\r\n }\r\n\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n if (!binary && exportIndividualMeshes) {\r\n data += \"solid \" + mesh.name + \"\\r\\n\";\r\n }\r\n if (!doNotBakeTransform && mesh instanceof Mesh) {\r\n mesh.bakeCurrentTransformIntoVertices();\r\n }\r\n const vertices = getVerticesData(mesh);\r\n const indices = mesh.getIndices() || [];\r\n\r\n for (let i = 0; i < indices.length; i += 3) {\r\n const fd = getFaceData(indices, vertices, i);\r\n\r\n if (binary) {\r\n offset = writeVector(data, offset, fd.n, isLittleEndian);\r\n offset = writeVector(data, offset, fd.v[0], isLittleEndian);\r\n offset = writeVector(data, offset, fd.v[1], isLittleEndian);\r\n offset = writeVector(data, offset, fd.v[2], isLittleEndian);\r\n offset += 2;\r\n } else {\r\n data += \"\\tfacet normal \" + fd.n.x + \" \" + fd.n.y + \" \" + fd.n.z + \"\\r\\n\";\r\n data += \"\\t\\touter loop\\r\\n\";\r\n data += \"\\t\\t\\tvertex \" + fd.v[0].x + \" \" + fd.v[0].y + \" \" + fd.v[0].z + \"\\r\\n\";\r\n data += \"\\t\\t\\tvertex \" + fd.v[1].x + \" \" + fd.v[1].y + \" \" + fd.v[1].z + \"\\r\\n\";\r\n data += \"\\t\\t\\tvertex \" + fd.v[2].x + \" \" + fd.v[2].y + \" \" + fd.v[2].z + \"\\r\\n\";\r\n data += \"\\t\\tendloop\\r\\n\";\r\n data += \"\\tendfacet\\r\\n\";\r\n }\r\n }\r\n if (!binary && exportIndividualMeshes) {\r\n data += \"endsolid \" + name + \"\\r\\n\";\r\n }\r\n }\r\n\r\n if (!binary && !exportIndividualMeshes) {\r\n data += \"endsolid stlmesh\";\r\n }\r\n\r\n if (download) {\r\n const a = document.createElement(\"a\");\r\n const blob = new Blob([data], { type: \"application/octet-stream\" });\r\n a.href = window.URL.createObjectURL(blob);\r\n a.download = fileName + \".stl\";\r\n a.click();\r\n }\r\n\r\n return data;\r\n }\r\n}\r\n","/* eslint-disable @typescript-eslint/no-restricted-imports */\r\nimport * as Serializers from \"serializers/stl/index\";\r\n\r\n/**\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\r\nif (typeof globalObject !== \"undefined\") {\r\n for (const serializer in Serializers) {\r\n (<any>globalObject).BABYLON[serializer] = (<any>Serializers)[serializer];\r\n }\r\n}\r\n\r\nexport * from \"serializers/stl/index\";\r\n","import * as serializers from \"@lts/serializers/legacy/legacy-stlSerializer\";\r\nexport { serializers };\r\nexport default serializers;\r\n"],"names":["root","factory","exports","module","require","define","amd","self","global","this","__WEBPACK_EXTERNAL_MODULE__597__","__webpack_module_cache__","__webpack_require__","moduleId","cachedModule","undefined","__webpack_modules__","d","definition","key","o","Object","defineProperty","enumerable","get","g","globalThis","Function","e","window","obj","prop","prototype","hasOwnProperty","call","r","Symbol","toStringTag","value","CreateSTL","meshes","download","fileName","binary","isLittleEndian","doNotBakeTransform","supportInstancedMeshes","exportIndividualMeshes","getFaceData","indices","vertices","i","id","v","Vector3","p1p2","subtract","p3p2","n","Cross","normalize","writeVector","dataview","offset","vector","writeFloat","x","y","z","setFloat32","getVerticesData","mesh","sourceMesh","InstancedMesh","VertexBuffer","PositionKind","temp","Zero","index","length","TransformCoordinatesFromFloatsToRef","computeWorldMatrix","toArray","data","faceCount","getIndices","buffer","ArrayBuffer","DataView","setUint32","name","Mesh","bakeCurrentTransformIntoVertices","fd","a","document","createElement","blob","Blob","type","href","URL","createObjectURL","click","globalObject","serializer","BABYLON"],"ignoreList":[],"sourceRoot":""}
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IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\nPERFORMANCE OF THIS SOFTWARE.\n***************************************************************************** */\n/* global Reflect, Promise, SuppressedError, Symbol, Iterator */\n\nvar extendStatics = function(d, b) {\n extendStatics = Object.setPrototypeOf ||\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\n function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\n return extendStatics(d, b);\n};\n\nexport function __extends(d, b) {\n if (typeof b !== \"function\" && b !== null)\n throw new TypeError(\"Class extends value \" + String(b) + \" is not a constructor or null\");\n extendStatics(d, b);\n function __() { this.constructor = d; }\n d.prototype = b === null ? 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SuppressedError : function (error, suppressed, message) {\n var e = new Error(message);\n return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\n};\n\nexport function __disposeResources(env) {\n function fail(e) {\n env.error = env.hasError ? new _SuppressedError(e, env.error, \"An error was suppressed during disposal.\") : e;\n env.hasError = true;\n }\n var r, s = 0;\n function next() {\n while (r = env.stack.pop()) {\n try {\n if (!r.async && s === 1) return s = 0, env.stack.push(r), Promise.resolve().then(next);\n if (r.dispose) {\n var result = r.dispose.call(r.value);\n if (r.async) return s |= 2, Promise.resolve(result).then(next, function(e) { fail(e); return next(); });\n }\n else s |= 1;\n }\n catch (e) {\n fail(e);\n }\n }\n if (s === 1) return env.hasError ? Promise.reject(env.error) : Promise.resolve();\n if (env.hasError) throw env.error;\n }\n return next();\n}\n\nexport function __rewriteRelativeImportExtension(path, preserveJsx) {\n if (typeof path === \"string\" && /^\\.\\.?\\//.test(path)) {\n return path.replace(/\\.(tsx)$|((?:\\.d)?)((?:\\.[^./]+?)?)\\.([cm]?)ts$/i, function (m, tsx, d, ext, cm) {\n return tsx ? preserveJsx ? \".jsx\" : \".js\" : d && (!ext || !cm) ? m : (d + ext + \".\" + cm.toLowerCase() + \"js\");\n });\n }\n return path;\n}\n\nexport default {\n __extends,\n __assign,\n __rest,\n __decorate,\n __param,\n __esDecorate,\n __runInitializers,\n __propKey,\n __setFunctionName,\n __metadata,\n __awaiter,\n __generator,\n __createBinding,\n __exportStar,\n __values,\n __read,\n __spread,\n __spreadArrays,\n __spreadArray,\n __await,\n __asyncGenerator,\n __asyncDelegator,\n __asyncValues,\n __makeTemplateObject,\n __importStar,\n __importDefault,\n __classPrivateFieldGet,\n __classPrivateFieldSet,\n __classPrivateFieldIn,\n __addDisposableResource,\n __disposeResources,\n __rewriteRelativeImportExtension,\n};\n","import { Matrix, Quaternion, TmpVectors, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Epsilon } from \"core/Maths/math.constants\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { Node } from \"core/node\";\r\n\r\n/**\r\n * Matrix that converts handedness on the X-axis. Used to convert from LH to RH and vice versa.\r\n * @internal\r\n */\r\nexport const ConvertHandednessMatrix = Matrix.Compose(new Vector3(-1, 1, 1), Quaternion.Identity(), Vector3.Zero());\r\n\r\n/**\r\n * Checks if a node is a \"noop\" transform node, usually inserted by the glTF loader to correct handedness.\r\n * @internal\r\n */\r\nexport function IsNoopNode(node: Node, useRightHandedSystem: boolean): boolean {\r\n if (!(node instanceof TransformNode)) {\r\n return false;\r\n }\r\n\r\n // Transform\r\n if (useRightHandedSystem) {\r\n const matrix = node.getWorldMatrix();\r\n if (!matrix.equalsWithEpsilon(Matrix.IdentityReadOnly, Epsilon)) {\r\n return false;\r\n }\r\n } else {\r\n const matrix = node.getWorldMatrix().multiplyToRef(ConvertHandednessMatrix, TmpVectors.Matrix[0]);\r\n if (!matrix.equalsWithEpsilon(Matrix.IdentityReadOnly, Epsilon)) {\r\n return false;\r\n }\r\n }\r\n\r\n // Geometry\r\n if (node instanceof AbstractMesh && node.geometry) {\r\n return false;\r\n }\r\n\r\n return true;\r\n}\r\n","/* eslint-disable @typescript-eslint/naming-convention */\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Material } from \"core/Materials/material\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Matrix, Vector2 } from \"core/Maths/math.vector\";\r\nimport type { Geometry } from \"core/Meshes/geometry\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { DumpTools } from \"core/Misc/dumpTools\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { FloatArray, Nullable } from \"core/types\";\r\nimport { IsNoopNode } from \"../exportUtils\";\r\nimport { GetTextureDataAsync } from \"core/Misc/textureTools\";\r\n\r\n/**\r\n * Ported from https://github.com/mrdoob/three.js/blob/master/examples/jsm/exporters/USDZExporter.js\r\n * Thanks a lot to the three.js team for their amazing work!\r\n */\r\n\r\n// FFlate access\r\ndeclare const fflate: any;\r\n\r\n/**\r\n * Options for the USDZ export\r\n */\r\nexport interface IUSDZExportOptions {\r\n /**\r\n * URL to load the fflate library from\r\n */\r\n fflateUrl?: string;\r\n /**\r\n * Include anchoring properties in the USDZ file\r\n */\r\n includeAnchoringProperties?: boolean;\r\n /**\r\n * Anchoring type (plane by default)\r\n */\r\n anchoringType?: string;\r\n /**\r\n * Plane anchoring alignment (horizontal by default)\r\n */\r\n planeAnchoringAlignment?: string;\r\n /**\r\n * Model file name (model.usda by default)\r\n */\r\n modelFileName?: string;\r\n /**\r\n * Precision to use for number (5 by default)\r\n */\r\n precision?: number;\r\n /**\r\n * Export the camera (false by default)\r\n */\r\n exportCamera?: boolean;\r\n /**\r\n * Camera sensor width (35 by default)\r\n */\r\n cameraSensorWidth?: number;\r\n}\r\n\r\nfunction BuildHeader() {\r\n return `#usda 1.0\r\n (\r\n customLayerData = {\r\n string creator = \"Babylon.js USDZExportAsync\"\r\n }\r\n defaultPrim = \"Root\"\r\n metersPerUnit = 1\r\n upAxis = \"Y\"\r\n )`;\r\n}\r\n\r\nfunction BuildRootAndSceneStart(options: IUSDZExportOptions) {\r\n const alignment =\r\n options.includeAnchoringProperties === true\r\n ? `\r\n\t\ttoken preliminary:anchoring:type = \"${options.anchoringType}\"\r\n\t\ttoken preliminary:planeAnchoring:alignment = \"${options.planeAnchoringAlignment}\"`\r\n : \"\";\r\n return `def Xform \"Root\"\r\n {\r\n def Scope \"Scenes\" (\r\n kind = \"sceneLibrary\"\r\n )\r\n {\r\n def Xform \"Scene\" (\r\n customData = {\r\n bool preliminary_collidesWithEnvironment = 0\r\n string sceneName = \"Scene\"\r\n }\r\n sceneName = \"Scene\"\r\n )\r\n {${alignment}\r\n `;\r\n}\r\n\r\nfunction BuildSceneEnd() {\r\n return `\r\n }\r\n }`;\r\n}\r\n\r\nfunction BuildRootEnd() {\r\n return `\r\n }`;\r\n}\r\n\r\nfunction BuildMeshVertexCount(geometry: Geometry) {\r\n const count = geometry.getIndices()?.length ? geometry.getTotalIndices() : geometry.getTotalVertices();\r\n\r\n return Array(count / 3)\r\n .fill(3)\r\n .join(\", \");\r\n}\r\n\r\nfunction BuildMeshVertexIndices(geometry: Geometry) {\r\n const indices = geometry.getIndices();\r\n const count = indices?.length ?? geometry.getTotalVertices();\r\n\r\n const array: number[] = [];\r\n if (indices !== null) {\r\n for (let i = 0; i < count; i++) {\r\n array.push(indices[i]);\r\n }\r\n } else {\r\n for (let i = 0; i < count; i++) {\r\n array.push(i);\r\n }\r\n }\r\n\r\n return array.join(\", \");\r\n}\r\n\r\nfunction BuildVector3Array(attribute: FloatArray, options: IUSDZExportOptions, stride = 3, convertToRightHanded = false) {\r\n const array: string[] = [];\r\n\r\n for (let i = 0; i < attribute.length / stride; i++) {\r\n const x = attribute[i * stride] * (convertToRightHanded ? -1 : 1);\r\n const y = attribute[i * stride + 1];\r\n const z = attribute[i * stride + 2];\r\n\r\n array.push(`(${x.toPrecision(options.precision)}, ${y.toPrecision(options.precision)}, ${z.toPrecision(options.precision)})`);\r\n }\r\n\r\n return array.join(\", \");\r\n}\r\n\r\nfunction BuildVector2Array(attribute: FloatArray, options: IUSDZExportOptions) {\r\n const array: string[] = [];\r\n\r\n for (let i = 0; i < attribute.length / 2; i++) {\r\n const x = attribute[i * 2];\r\n const y = attribute[i * 2 + 1];\r\n\r\n array.push(`(${x.toPrecision(options.precision)}, ${(1 - y).toPrecision(options.precision)})`);\r\n }\r\n\r\n return array.join(\", \");\r\n}\r\n\r\nfunction BuildAdditionalAttributes(geometry: Geometry, options: IUSDZExportOptions) {\r\n let string = \"\";\r\n\r\n for (let i = 0; i < 4; i++) {\r\n const id = i > 0 ? i : \"\";\r\n const uvAttribute = geometry.getVerticesData(VertexBuffer.UVKind + (id ? id + 1 : \"\")); // UV names go like \"uv\", \"uv2\", \"uv3\", etc.\r\n\r\n if (uvAttribute) {\r\n string += `\r\n\t\ttexCoord2f[] primvars:st${id} = [${BuildVector2Array(uvAttribute, options)}] (\r\n\t\t\tinterpolation = \"vertex\"\r\n\t\t)`;\r\n }\r\n }\r\n\r\n // vertex colors\r\n\r\n const colorAttribute = geometry.getVerticesData(VertexBuffer.ColorKind);\r\n\r\n if (colorAttribute) {\r\n string += `\r\n\tcolor3f[] primvars:displayColor = [${BuildVector3Array(colorAttribute, options, colorAttribute.length / geometry.getTotalVertices())}] (\r\n\t\tinterpolation = \"vertex\"\r\n\t\t)`;\r\n }\r\n\r\n return string;\r\n}\r\n\r\nfunction BuildMesh(geometry: Geometry, options: IUSDZExportOptions, windingOrder: string, convertToRightHanded: boolean) {\r\n const name = \"Geometry\";\r\n const position = geometry.getVerticesData(VertexBuffer.PositionKind);\r\n const normal = geometry.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n if (!position || !normal) {\r\n return;\r\n }\r\n\r\n return `\r\n\tdef Mesh \"${name}\"\r\n\t{\r\n uniform token orientation = \"${windingOrder}\"\r\n\t\tint[] faceVertexCounts = [${BuildMeshVertexCount(geometry)}]\r\n\t\tint[] faceVertexIndices = [${BuildMeshVertexIndices(geometry)}]\r\n\t\tnormal3f[] normals = [${BuildVector3Array(normal, options, undefined, convertToRightHanded)}] (\r\n\t\t\tinterpolation = \"vertex\"\r\n\t\t)\r\n\t\tpoint3f[] points = [${BuildVector3Array(position, options, undefined, convertToRightHanded)}]\r\n ${BuildAdditionalAttributes(geometry, options)}\r\n\t\tuniform token subdivisionScheme = \"none\"\r\n\t}\r\n`;\r\n}\r\n\r\nfunction BuildMeshObject(geometry: Geometry, options: IUSDZExportOptions, windingOrder: string, convertToRightHanded: boolean) {\r\n const meshObject = BuildMesh(geometry, options, windingOrder, convertToRightHanded);\r\n return `\r\n def \"Geometry\"\r\n {\r\n ${meshObject}\r\n }\r\n `;\r\n}\r\n\r\nfunction BuildUSDFileAsString(dataToInsert: string) {\r\n let output = BuildHeader();\r\n output += dataToInsert;\r\n return fflate.strToU8(output);\r\n}\r\n\r\nfunction BuildMatrix(matrix: Matrix) {\r\n const array = matrix.m as number[];\r\n\r\n return `( ${BuildMatrixRow(array, 0)}, ${BuildMatrixRow(array, 4)}, ${BuildMatrixRow(array, 8)}, ${BuildMatrixRow(array, 12)} )`;\r\n}\r\n\r\nfunction BuildMatrixRow(array: number[], offset: number) {\r\n return `(${array[offset + 0]}, ${array[offset + 1]}, ${array[offset + 2]}, ${array[offset + 3]})`;\r\n}\r\n\r\nfunction BuildXform(mesh: Mesh, matrix: Matrix) {\r\n const name = \"Object_\" + mesh.uniqueId;\r\n const transform = BuildMatrix(matrix);\r\n\r\n return `def Xform \"${name}\" (\r\n\tprepend references = @./geometries/Geometry_${mesh.geometry!.uniqueId}.usda@</Geometry>\r\n\tprepend apiSchemas = [\"MaterialBindingAPI\"]\r\n)\r\n{\r\n\tmatrix4d xformOp:transform = ${transform}\r\n\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\t\r\n\r\n rel material:binding = </Root/Materials/Material_${mesh.material!.uniqueId}>\r\n}\r\n\r\n`;\r\n}\r\n\r\nfunction BuildMaterials(materials: { [key: string]: Material }, textureToExports: { [key: string]: BaseTexture }, options: IUSDZExportOptions) {\r\n const array: string[] = [];\r\n\r\n for (const uuid in materials) {\r\n const material = materials[uuid];\r\n\r\n array.push(BuildMaterial(material, textureToExports, options));\r\n }\r\n\r\n return `\r\n def \"Materials\"\r\n{\r\n${array.join(\"\")}\r\n}\r\n\r\n`;\r\n}\r\n\r\nfunction BuildWrapping(wrapping: number) {\r\n switch (wrapping) {\r\n case Constants.TEXTURE_CLAMP_ADDRESSMODE:\r\n return \"clamp\";\r\n case Constants.TEXTURE_MIRROR_ADDRESSMODE:\r\n return \"mirror\";\r\n case Constants.TEXTURE_WRAP_ADDRESSMODE:\r\n default:\r\n return \"repeat\";\r\n }\r\n}\r\n\r\nfunction BuildColor4(color: Color3) {\r\n return `(${color.r}, ${color.g}, ${color.b}, 1.0)`;\r\n}\r\n\r\nfunction BuildVector2(vector: Vector2) {\r\n return `(${vector.x}, ${vector.y})`;\r\n}\r\n\r\nfunction BuildColor(color: Color3) {\r\n return `(${color.r}, ${color.g}, ${color.b})`;\r\n}\r\n\r\nfunction BuildTexture(\r\n texture: Texture,\r\n material: Material,\r\n mapType: string,\r\n color: Nullable<Color3>,\r\n textureToExports: { [key: string]: BaseTexture },\r\n options: IUSDZExportOptions\r\n) {\r\n const id = texture.getInternalTexture()!.uniqueId + \"_\" + texture.invertY;\r\n\r\n textureToExports[id] = texture;\r\n\r\n const uv = texture.coordinatesIndex > 0 ? \"st\" + texture.coordinatesIndex : \"st\";\r\n const repeat = new Vector2(texture.uScale, texture.vScale);\r\n const offset = new Vector2(texture.uOffset, texture.vOffset);\r\n const rotation = texture.wAng;\r\n\r\n // rotation is around the wrong point. after rotation we need to shift offset again so that we're rotating around the right spot\r\n const xRotationOffset = Math.sin(rotation);\r\n const yRotationOffset = Math.cos(rotation);\r\n\r\n // texture coordinates start in the opposite corner, need to correct\r\n offset.y = 1 - offset.y - repeat.y;\r\n\r\n offset.x += xRotationOffset * repeat.x;\r\n offset.y += (1 - yRotationOffset) * repeat.y;\r\n\r\n return `\r\n def Shader \"PrimvarReader_${mapType}\"\r\n {\r\n uniform token info:id = \"UsdPrimvarReader_float2\"\r\n float2 inputs:fallback = (0.0, 0.0)\r\n token inputs:varname = \"${uv}\"\r\n float2 outputs:result\r\n }\r\n\r\n def Shader \"Transform2d_${mapType}\"\r\n {\r\n uniform token info:id = \"UsdTransform2d\"\r\n token inputs:in.connect = </Root/Materials/Material_${material.uniqueId}/PrimvarReader_${mapType}.outputs:result>\r\n float inputs:rotation = ${(rotation * (180 / Math.PI)).toFixed(options.precision)}\r\n float2 inputs:scale = ${BuildVector2(repeat)}\r\n float2 inputs:translation = ${BuildVector2(offset)}\r\n float2 outputs:result\r\n }\r\n\r\n def Shader \"Texture_${texture.uniqueId}_${mapType}\"\r\n {\r\n uniform token info:id = \"UsdUVTexture\"\r\n asset inputs:file = @textures/Texture_${id}.png@\r\n float2 inputs:st.connect = </Root/Materials/Material_${material.uniqueId}/Transform2d_${mapType}.outputs:result>\r\n ${color ? \"float4 inputs:scale = \" + BuildColor4(color) : \"\"}\r\n token inputs:sourceColorSpace = \"${texture.gammaSpace ? \"sRGB\" : \"raw\"}\"\r\n token inputs:wrapS = \"${BuildWrapping(texture.wrapU)}\"\r\n token inputs:wrapT = \"${BuildWrapping(texture.wrapV)}\"\r\n float outputs:r\r\n float outputs:g\r\n float outputs:b\r\n float3 outputs:rgb\r\n ${material.needAlphaBlending() || material.needAlphaTesting() ? \"float outputs:a\" : \"\"}\r\n }`;\r\n}\r\n\r\nfunction ExtractTextureInformations(material: Material) {\r\n const defaults = {\r\n diffuseMap: null,\r\n diffuse: null,\r\n alphaCutOff: 0,\r\n emissiveMap: null,\r\n emissive: null,\r\n normalMap: null,\r\n roughnessMap: null,\r\n roughnessChannel: \"a\",\r\n roughness: 0,\r\n metalnessMap: null,\r\n metalnessChannel: \"r\",\r\n metalness: 0,\r\n aoMap: null,\r\n aoMapChannel: \"rgb\",\r\n aoMapIntensity: 0,\r\n alphaMap: null,\r\n ior: 1,\r\n clearCoatEnabled: false,\r\n clearCoat: 0,\r\n clearCoatMap: null,\r\n clearCoatRoughness: 0,\r\n clearCoatRoughnessMap: null,\r\n };\r\n\r\n if (material instanceof StandardMaterial) {\r\n return {\r\n ...defaults,\r\n diffuseMap: material.diffuseTexture,\r\n diffuse: material.diffuseColor,\r\n alphaCutOff: material.alphaCutOff,\r\n emissiveMap: material.emissiveTexture,\r\n emissive: material.emissiveColor,\r\n roughness: 1,\r\n alphaMap: material.opacityTexture,\r\n };\r\n }\r\n if (material instanceof PBRBaseMaterial) {\r\n return {\r\n ...defaults,\r\n diffuseMap: material._albedoTexture,\r\n diffuse: material._albedoColor,\r\n alphaCutOff: material._alphaCutOff,\r\n emissiveMap: material._emissiveTexture,\r\n emissive: material._emissiveColor,\r\n normalMap: material._bumpTexture,\r\n roughnessMap: material._metallicTexture,\r\n roughnessChannel: material._useRoughnessFromMetallicTextureAlpha ? \"a\" : \"g\",\r\n roughness: material._roughness ?? 1,\r\n metalnessMap: material._metallicTexture,\r\n metalnessChannel: material._useMetallnessFromMetallicTextureBlue ? \"b\" : \"r\",\r\n metalness: material._metallic ?? 0,\r\n aoMap: material._ambientTexture,\r\n aoMapChannel: material._useAmbientInGrayScale ? \"r\" : \"rgb\",\r\n aoMapIntensity: material._ambientTextureStrength,\r\n alphaMap: material._opacityTexture,\r\n ior: material.subSurface.indexOfRefraction,\r\n clearCoatEnabled: material.clearCoat.isEnabled,\r\n clearCoat: material.clearCoat.intensity,\r\n clearCoatMap: material.clearCoat.texture,\r\n clearCoatRoughness: material.clearCoat.roughness,\r\n clearCoatRoughnessMap: material.clearCoat.useRoughnessFromMainTexture ? material.clearCoat.texture : material.clearCoat.textureRoughness,\r\n };\r\n }\r\n return defaults;\r\n}\r\n\r\nfunction BuildMaterial(material: Material, textureToExports: { [key: string]: BaseTexture }, options: IUSDZExportOptions) {\r\n // https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html\r\n\r\n const pad = \"\t\t\t\";\r\n const inputs = [];\r\n const samplers = [];\r\n\r\n const {\r\n diffuseMap,\r\n diffuse,\r\n alphaCutOff,\r\n emissiveMap,\r\n emissive,\r\n normalMap,\r\n roughnessMap,\r\n roughnessChannel,\r\n roughness,\r\n metalnessMap,\r\n metalnessChannel,\r\n metalness,\r\n aoMap,\r\n aoMapChannel,\r\n aoMapIntensity,\r\n alphaMap,\r\n ior,\r\n clearCoatEnabled,\r\n clearCoat,\r\n clearCoatMap,\r\n clearCoatRoughness,\r\n clearCoatRoughnessMap,\r\n } = ExtractTextureInformations(material);\r\n\r\n if (diffuseMap !== null) {\r\n inputs.push(`${pad}color3f inputs:diffuseColor.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:rgb>`);\r\n\r\n if (material.needAlphaBlending()) {\r\n inputs.push(`${pad}float inputs:opacity.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:a>`);\r\n } else if (material.needAlphaTesting()) {\r\n inputs.push(`${pad}float inputs:opacity.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:a>`);\r\n inputs.push(`${pad}float inputs:opacityThreshold = ${alphaCutOff}`);\r\n }\r\n\r\n samplers.push(BuildTexture(diffuseMap as Texture, material, \"diffuse\", diffuse, textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}color3f inputs:diffuseColor = ${BuildColor(diffuse || Color3.White())}`);\r\n }\r\n\r\n if (emissiveMap !== null) {\r\n inputs.push(`${pad}color3f inputs:emissiveColor.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${emissiveMap.uniqueId}_emissive.outputs:rgb>`);\r\n\r\n samplers.push(BuildTexture(emissiveMap as Texture, material, \"emissive\", emissive, textureToExports, options));\r\n } else if (emissive && emissive.toLuminance() > 0) {\r\n inputs.push(`${pad}color3f inputs:emissiveColor = ${BuildColor(emissive)}`);\r\n }\r\n\r\n if (normalMap !== null) {\r\n inputs.push(`${pad}normal3f inputs:normal.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${normalMap.uniqueId}_normal.outputs:rgb>`);\r\n\r\n samplers.push(BuildTexture(normalMap as Texture, material, \"normal\", null, textureToExports, options));\r\n }\r\n\r\n if (aoMap !== null) {\r\n inputs.push(`${pad}float inputs:occlusion.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${aoMap.uniqueId}_occlusion.outputs:${aoMapChannel}>`);\r\n\r\n samplers.push(BuildTexture(aoMap as Texture, material, \"occlusion\", new Color3(aoMapIntensity, aoMapIntensity, aoMapIntensity), textureToExports, options));\r\n }\r\n\r\n if (roughnessMap !== null) {\r\n inputs.push(\r\n `${pad}float inputs:roughness.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${roughnessMap.uniqueId}_roughness.outputs:${roughnessChannel}>`\r\n );\r\n\r\n samplers.push(BuildTexture(roughnessMap as Texture, material, \"roughness\", new Color3(roughness, roughness, roughness), textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}float inputs:roughness = ${roughness}`);\r\n }\r\n\r\n if (metalnessMap !== null) {\r\n inputs.push(`${pad}float inputs:metallic.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${metalnessMap.uniqueId}_metallic.outputs:${metalnessChannel}>`);\r\n\r\n samplers.push(BuildTexture(metalnessMap as Texture, material, \"metallic\", new Color3(metalness, metalness, metalness), textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}float inputs:metallic = ${metalness}`);\r\n }\r\n\r\n if (alphaMap !== null) {\r\n inputs.push(`${pad}float inputs:opacity.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${alphaMap.uniqueId}_opacity.outputs:r>`);\r\n inputs.push(`${pad}float inputs:opacityThreshold = 0.0001`);\r\n\r\n samplers.push(BuildTexture(alphaMap as Texture, material, \"opacity\", null, textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}float inputs:opacity = ${material.alpha}`);\r\n }\r\n\r\n if (clearCoatEnabled) {\r\n if (clearCoatMap !== null) {\r\n inputs.push(`${pad}float inputs:clearcoat.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${clearCoatMap.uniqueId}_clearcoat.outputs:r>`);\r\n samplers.push(BuildTexture(clearCoatMap as Texture, material, \"clearcoat\", new Color3(clearCoat, clearCoat, clearCoat), textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}float inputs:clearcoat = ${clearCoat}`);\r\n }\r\n\r\n if (clearCoatRoughnessMap !== null) {\r\n inputs.push(\r\n `${pad}float inputs:clearcoatRoughness.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${clearCoatRoughnessMap.uniqueId}_clearcoatRoughness.outputs:g>`\r\n );\r\n samplers.push(\r\n BuildTexture(\r\n clearCoatRoughnessMap as Texture,\r\n material,\r\n \"clearcoatRoughness\",\r\n new Color3(clearCoatRoughness, clearCoatRoughness, clearCoatRoughness),\r\n textureToExports,\r\n options\r\n )\r\n );\r\n } else {\r\n inputs.push(`${pad}float inputs:clearcoatRoughness = ${clearCoatRoughness}`);\r\n }\r\n }\r\n\r\n inputs.push(`${pad}float inputs:ior = ${ior}`);\r\n\r\n return `\r\n\tdef Material \"Material_${material.uniqueId}\"\r\n\t{\r\n\t\tdef Shader \"PreviewSurface\"\r\n\t\t{\r\n\t\t\tuniform token info:id = \"UsdPreviewSurface\"\r\n${inputs.join(\"\\n\")}\r\n\t\t\tint inputs:useSpecularWorkflow = 0\r\n\t\t\ttoken outputs:surface\r\n\t\t}\r\n\r\n\t\ttoken outputs:surface.connect = </Root/Materials/Material_${material.uniqueId}/PreviewSurface.outputs:surface>\r\n\r\n${samplers.join(\"\\n\")}\r\n\r\n\t}\r\n`;\r\n}\r\n\r\nfunction BuildCamera(camera: Camera, options: IUSDZExportOptions) {\r\n const name = \"Camera_\" + camera.uniqueId;\r\n const matrix = Matrix.RotationY(Math.PI).multiply(camera.getWorldMatrix()); // work towards positive z\r\n\r\n const transform = BuildMatrix(matrix);\r\n\r\n if (camera.mode === Constants.ORTHOGRAPHIC_CAMERA) {\r\n return `def Camera \"${name}\"\r\n\t\t{\r\n\t\t\tmatrix4d xformOp:transform = ${transform}\r\n\t\t\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\r\n\r\n\t\t\tfloat2 clippingRange = (${camera.minZ.toPrecision(options.precision)}, ${camera.maxZ.toPrecision(options.precision)})\r\n\t\t\tfloat horizontalAperture = ${((Math.abs(camera.orthoLeft || 1) + Math.abs(camera.orthoRight || 1)) * 10).toPrecision(options.precision)}\r\n\t\t\tfloat verticalAperture = ${((Math.abs(camera.orthoTop || 1) + Math.abs(camera.orthoBottom || 1)) * 10).toPrecision(options.precision)}\r\n\t\t\ttoken projection = \"orthographic\"\r\n\t\t}\r\n\t\r\n\t`;\r\n } else {\r\n const aspect = camera.getEngine().getAspectRatio(camera);\r\n const sensorwidth = options.cameraSensorWidth || 35;\r\n\r\n return `def Camera \"${name}\"\r\n\t\t{\r\n\t\t\tmatrix4d xformOp:transform = ${transform}\r\n\t\t\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\r\n\r\n\t\t\tfloat2 clippingRange = (${camera.minZ.toPrecision(options.precision)}, ${camera.maxZ.toPrecision(options.precision)})\r\n\t\t\tfloat focalLength = ${(sensorwidth / (2 * Math.tan(camera.fov * 0.5))).toPrecision(options.precision)}\r\n token projection = \"perspective\"\r\n\t\t\tfloat horizontalAperture = ${(sensorwidth * aspect).toPrecision(options.precision)}\r\n\t\t\tfloat verticalAperture = ${(sensorwidth / aspect).toPrecision(options.precision)} \r\n\t\t}\r\n\t\r\n\t`;\r\n }\r\n}\r\n\r\nfunction ExtractMeshInformations(mesh: Mesh) {\r\n mesh.computeWorldMatrix(true);\r\n const matrix = mesh.getWorldMatrix().clone();\r\n const sceneIsRightHanded = mesh.getScene().useRightHandedSystem;\r\n let sideOrientation = mesh.material?._getEffectiveOrientation(mesh) ?? mesh.sideOrientation;\r\n let convertToRightHanded = !sceneIsRightHanded;\r\n\r\n // Search for a root conversion node from the glTF loader in the mesh's ancestors.\r\n let current = mesh.parent;\r\n while (current) {\r\n if (IsNoopNode(current, sceneIsRightHanded) && current.parent === null) {\r\n if (!sceneIsRightHanded) {\r\n // If it's a RH->LH node, cancel out its inversion effect on the mesh's matrix and winding order.\r\n matrix.multiplyToRef(current.getWorldMatrix().invert(), matrix);\r\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\r\n }\r\n convertToRightHanded = false;\r\n break;\r\n }\r\n current = current.parent;\r\n }\r\n\r\n if (matrix.determinant() < 0) {\r\n // RealityKit doesn't seem to automatically flip faces of a mesh with negative scale, like other engines do (including us).\r\n Tools.Warn(`Mesh ${mesh.name} has a negative scale, which may look incorrect in destinations like QuickLook.`);\r\n }\r\n\r\n return {\r\n matrix,\r\n windingOrder: sideOrientation === Material.ClockWiseSideOrientation ? \"leftHanded\" : \"rightHanded\",\r\n convertToRightHanded,\r\n };\r\n}\r\n\r\n/**\r\n *\r\n * @param scene scene to export\r\n * @param options options to configure the export\r\n * @param meshPredicate predicate to filter the meshes to export\r\n * @returns a uint8 array containing the USDZ file\r\n * @see [Simple sphere](https://playground.babylonjs.com/#H2G5XW#6)\r\n * @see [Red sphere](https://playground.babylonjs.com/#H2G5XW#7)\r\n * @see [Boombox](https://playground.babylonjs.com/#5N3RWK#5)\r\n */\r\nexport async function USDZExportAsync(scene: Scene, options: Partial<IUSDZExportOptions>, meshPredicate?: (m: Mesh) => boolean): Promise<Uint8Array> {\r\n const localOptions = {\r\n fflateUrl: \"https://unpkg.com/fflate@0.8.2\",\r\n includeAnchoringProperties: true,\r\n anchoringType: \"plane\",\r\n planeAnchoringAlignment: \"horizontal\",\r\n modelFileName: \"model.usda\",\r\n precision: 5,\r\n exportCamera: false,\r\n cameraSensorWidth: 35,\r\n ...options,\r\n };\r\n\r\n // Get the fflate library\r\n if (typeof fflate === \"undefined\") {\r\n await Tools.LoadScriptAsync(localOptions.fflateUrl);\r\n }\r\n\r\n // Start the export\r\n const files: { [key: string]: any } = {};\r\n\r\n // model file should be first in USDZ archive so we init it here\r\n files[localOptions.modelFileName] = null;\r\n\r\n let output = BuildHeader();\r\n output += BuildRootAndSceneStart(localOptions);\r\n\r\n const materialToExports: { [key: string]: Material } = {};\r\n\r\n // Meshes\r\n for (const abstractMesh of scene.meshes) {\r\n if (abstractMesh.getTotalVertices() === 0) {\r\n continue;\r\n }\r\n const mesh = abstractMesh as Mesh;\r\n const geometry = mesh.geometry;\r\n const material = mesh.material;\r\n\r\n if (!material || !geometry || (meshPredicate && !meshPredicate(mesh))) {\r\n continue;\r\n }\r\n\r\n const supportedMaterials = [\"StandardMaterial\", \"PBRMaterial\", \"PBRMetallicRoughnessMaterial\"];\r\n\r\n if (supportedMaterials.indexOf(material.getClassName()) !== -1) {\r\n const geometryFileName = \"geometries/Geometry_\" + geometry.uniqueId + \".usda\";\r\n const { matrix, windingOrder, convertToRightHanded } = ExtractMeshInformations(mesh);\r\n\r\n if (!(geometryFileName in files)) {\r\n const meshObject = BuildMeshObject(geometry, localOptions, windingOrder, convertToRightHanded);\r\n files[geometryFileName] = BuildUSDFileAsString(meshObject);\r\n }\r\n\r\n if (!(material.uniqueId in materialToExports)) {\r\n materialToExports[material.uniqueId] = material;\r\n }\r\n\r\n output += BuildXform(mesh, matrix);\r\n } else {\r\n Tools.Warn(\"USDZExportAsync does not support this material type: \" + material.getClassName());\r\n }\r\n }\r\n\r\n // Camera\r\n if (scene.activeCamera && localOptions.exportCamera) {\r\n output += BuildCamera(scene.activeCamera, localOptions);\r\n }\r\n\r\n // Close scene\r\n output += BuildSceneEnd();\r\n\r\n // Materials\r\n const textureToExports: { [key: string]: BaseTexture } = {};\r\n output += BuildMaterials(materialToExports, textureToExports, localOptions);\r\n\r\n // Close root\r\n output += BuildRootEnd();\r\n\r\n // Compress\r\n files[localOptions.modelFileName] = fflate.strToU8(output);\r\n\r\n // Textures\r\n for (const id in textureToExports) {\r\n const texture = textureToExports[id];\r\n\r\n const size = texture.getSize();\r\n // eslint-disable-next-line no-await-in-loop\r\n const textureData = await GetTextureDataAsync(texture);\r\n\r\n // eslint-disable-next-line no-await-in-loop\r\n const fileContent = await DumpTools.DumpDataAsync(size.width, size.height, textureData, \"image/png\", undefined, false, true);\r\n\r\n files[`textures/Texture_${id}.png`] = new Uint8Array(fileContent as ArrayBuffer).slice(); // This is to avoid getting a link and not a copy\r\n }\r\n\r\n // 64 byte alignment\r\n // https://github.com/101arrowz/fflate/issues/39#issuecomment-777263109\r\n\r\n let offset = 0;\r\n\r\n for (const filename in files) {\r\n const file = files[filename];\r\n if (!file) {\r\n continue;\r\n }\r\n const headerSize = 34 + filename.length;\r\n\r\n offset += headerSize;\r\n\r\n const offsetMod64 = offset & 63;\r\n\r\n if (offsetMod64 !== 4) {\r\n const padLength = 64 - offsetMod64;\r\n const padding = new Uint8Array(padLength);\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n files[filename] = [file, { extra: { 12345: padding } }];\r\n }\r\n\r\n offset = file.length;\r\n }\r\n\r\n return fflate.zipSync(files, { level: 0 });\r\n}\r\n","/* eslint-disable @typescript-eslint/no-restricted-imports */\r\nimport * as Serializers from \"serializers/USDZ/index\";\r\n\r\n/**\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\r\nif (typeof globalObject !== \"undefined\") {\r\n for (const serializer in Serializers) {\r\n (<any>globalObject).BABYLON[serializer] = (<any>Serializers)[serializer];\r\n }\r\n}\r\n\r\nexport * from \"serializers/USDZ/index\";\r\n","import * as serializers from \"@lts/serializers/legacy/legacy-usdzSerializer\";\nexport { serializers };\nexport default 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1
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IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\nPERFORMANCE OF THIS SOFTWARE.\n***************************************************************************** */\n/* global Reflect, Promise, SuppressedError, Symbol, Iterator */\n\nvar extendStatics = function(d, b) {\n extendStatics = Object.setPrototypeOf ||\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\n function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\n return extendStatics(d, b);\n};\n\nexport function __extends(d, b) {\n if (typeof b !== \"function\" && b !== null)\n throw new TypeError(\"Class extends value \" + String(b) + \" is not a constructor or null\");\n extendStatics(d, b);\n function __() { this.constructor = d; }\n d.prototype = b === null ? 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SuppressedError : function (error, suppressed, message) {\n var e = new Error(message);\n return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\n};\n\nexport function __disposeResources(env) {\n function fail(e) {\n env.error = env.hasError ? new _SuppressedError(e, env.error, \"An error was suppressed during disposal.\") : e;\n env.hasError = true;\n }\n var r, s = 0;\n function next() {\n while (r = env.stack.pop()) {\n try {\n if (!r.async && s === 1) return s = 0, env.stack.push(r), Promise.resolve().then(next);\n if (r.dispose) {\n var result = r.dispose.call(r.value);\n if (r.async) return s |= 2, Promise.resolve(result).then(next, function(e) { fail(e); return next(); });\n }\n else s |= 1;\n }\n catch (e) {\n fail(e);\n }\n }\n if (s === 1) return env.hasError ? Promise.reject(env.error) : Promise.resolve();\n if (env.hasError) throw env.error;\n }\n return next();\n}\n\nexport function __rewriteRelativeImportExtension(path, preserveJsx) {\n if (typeof path === \"string\" && /^\\.\\.?\\//.test(path)) {\n return path.replace(/\\.(tsx)$|((?:\\.d)?)((?:\\.[^./]+?)?)\\.([cm]?)ts$/i, function (m, tsx, d, ext, cm) {\n return tsx ? preserveJsx ? \".jsx\" : \".js\" : d && (!ext || !cm) ? m : (d + ext + \".\" + cm.toLowerCase() + \"js\");\n });\n }\n return path;\n}\n\nexport default {\n __extends,\n __assign,\n __rest,\n __decorate,\n __param,\n __esDecorate,\n __runInitializers,\n __propKey,\n __setFunctionName,\n __metadata,\n __awaiter,\n __generator,\n __createBinding,\n __exportStar,\n __values,\n __read,\n __spread,\n __spreadArrays,\n __spreadArray,\n __await,\n __asyncGenerator,\n __asyncDelegator,\n __asyncValues,\n __makeTemplateObject,\n __importStar,\n __importDefault,\n __classPrivateFieldGet,\n __classPrivateFieldSet,\n __classPrivateFieldIn,\n __addDisposableResource,\n __disposeResources,\n __rewriteRelativeImportExtension,\n};\n","import { Matrix, Quaternion, TmpVectors, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Epsilon } from \"core/Maths/math.constants\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { Node } from \"core/node\";\r\n\r\n/**\r\n * Matrix that converts handedness on the X-axis. Used to convert from LH to RH and vice versa.\r\n * @internal\r\n */\r\nexport const ConvertHandednessMatrix = Matrix.Compose(new Vector3(-1, 1, 1), Quaternion.Identity(), Vector3.Zero());\r\n\r\n/**\r\n * Checks if a node is a \"noop\" transform node, usually inserted by the glTF loader to correct handedness.\r\n * @internal\r\n */\r\nexport function IsNoopNode(node: Node, useRightHandedSystem: boolean): boolean {\r\n if (!(node instanceof TransformNode)) {\r\n return false;\r\n }\r\n\r\n // Transform\r\n if (useRightHandedSystem) {\r\n const matrix = node.getWorldMatrix();\r\n if (!matrix.equalsWithEpsilon(Matrix.IdentityReadOnly, Epsilon)) {\r\n return false;\r\n }\r\n } else {\r\n const matrix = node.getWorldMatrix().multiplyToRef(ConvertHandednessMatrix, TmpVectors.Matrix[0]);\r\n if (!matrix.equalsWithEpsilon(Matrix.IdentityReadOnly, Epsilon)) {\r\n return false;\r\n }\r\n }\r\n\r\n // Geometry\r\n if (node instanceof AbstractMesh && node.geometry) {\r\n return false;\r\n }\r\n\r\n return true;\r\n}\r\n","/* eslint-disable @typescript-eslint/naming-convention */\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Material } from \"core/Materials/material\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Matrix, Vector2 } from \"core/Maths/math.vector\";\r\nimport type { Geometry } from \"core/Meshes/geometry\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { DumpTools } from \"core/Misc/dumpTools\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { FloatArray, Nullable } from \"core/types\";\r\nimport { IsNoopNode } from \"../exportUtils\";\r\nimport { GetTextureDataAsync } from \"core/Misc/textureTools\";\r\n\r\n/**\r\n * Ported from https://github.com/mrdoob/three.js/blob/master/examples/jsm/exporters/USDZExporter.js\r\n * Thanks a lot to the three.js team for their amazing work!\r\n */\r\n\r\n// FFlate access\r\ndeclare const fflate: any;\r\n\r\n/**\r\n * Options for the USDZ export\r\n */\r\nexport interface IUSDZExportOptions {\r\n /**\r\n * URL to load the fflate library from\r\n */\r\n fflateUrl?: string;\r\n /**\r\n * Include anchoring properties in the USDZ file\r\n */\r\n includeAnchoringProperties?: boolean;\r\n /**\r\n * Anchoring type (plane by default)\r\n */\r\n anchoringType?: string;\r\n /**\r\n * Plane anchoring alignment (horizontal by default)\r\n */\r\n planeAnchoringAlignment?: string;\r\n /**\r\n * Model file name (model.usda by default)\r\n */\r\n modelFileName?: string;\r\n /**\r\n * Precision to use for number (5 by default)\r\n */\r\n precision?: number;\r\n /**\r\n * Export the camera (false by default)\r\n */\r\n exportCamera?: boolean;\r\n /**\r\n * Camera sensor width (35 by default)\r\n */\r\n cameraSensorWidth?: number;\r\n}\r\n\r\nfunction BuildHeader() {\r\n return `#usda 1.0\r\n (\r\n customLayerData = {\r\n string creator = \"Babylon.js USDZExportAsync\"\r\n }\r\n defaultPrim = \"Root\"\r\n metersPerUnit = 1\r\n upAxis = \"Y\"\r\n )`;\r\n}\r\n\r\nfunction BuildRootAndSceneStart(options: IUSDZExportOptions) {\r\n const alignment =\r\n options.includeAnchoringProperties === true\r\n ? `\r\n\t\ttoken preliminary:anchoring:type = \"${options.anchoringType}\"\r\n\t\ttoken preliminary:planeAnchoring:alignment = \"${options.planeAnchoringAlignment}\"`\r\n : \"\";\r\n return `def Xform \"Root\"\r\n {\r\n def Scope \"Scenes\" (\r\n kind = \"sceneLibrary\"\r\n )\r\n {\r\n def Xform \"Scene\" (\r\n customData = {\r\n bool preliminary_collidesWithEnvironment = 0\r\n string sceneName = \"Scene\"\r\n }\r\n sceneName = \"Scene\"\r\n )\r\n {${alignment}\r\n `;\r\n}\r\n\r\nfunction BuildSceneEnd() {\r\n return `\r\n }\r\n }`;\r\n}\r\n\r\nfunction BuildRootEnd() {\r\n return `\r\n }`;\r\n}\r\n\r\nfunction BuildMeshVertexCount(geometry: Geometry) {\r\n const count = geometry.getIndices()?.length ? geometry.getTotalIndices() : geometry.getTotalVertices();\r\n\r\n return Array(count / 3)\r\n .fill(3)\r\n .join(\", \");\r\n}\r\n\r\nfunction BuildMeshVertexIndices(geometry: Geometry) {\r\n const indices = geometry.getIndices();\r\n const count = indices?.length ?? geometry.getTotalVertices();\r\n\r\n const array: number[] = [];\r\n if (indices !== null) {\r\n for (let i = 0; i < count; i++) {\r\n array.push(indices[i]);\r\n }\r\n } else {\r\n for (let i = 0; i < count; i++) {\r\n array.push(i);\r\n }\r\n }\r\n\r\n return array.join(\", \");\r\n}\r\n\r\nfunction BuildVector3Array(attribute: FloatArray, options: IUSDZExportOptions, stride = 3, convertToRightHanded = false) {\r\n const array: string[] = [];\r\n\r\n for (let i = 0; i < attribute.length / stride; i++) {\r\n const x = attribute[i * stride] * (convertToRightHanded ? -1 : 1);\r\n const y = attribute[i * stride + 1];\r\n const z = attribute[i * stride + 2];\r\n\r\n array.push(`(${x.toPrecision(options.precision)}, ${y.toPrecision(options.precision)}, ${z.toPrecision(options.precision)})`);\r\n }\r\n\r\n return array.join(\", \");\r\n}\r\n\r\nfunction BuildVector2Array(attribute: FloatArray, options: IUSDZExportOptions) {\r\n const array: string[] = [];\r\n\r\n for (let i = 0; i < attribute.length / 2; i++) {\r\n const x = attribute[i * 2];\r\n const y = attribute[i * 2 + 1];\r\n\r\n array.push(`(${x.toPrecision(options.precision)}, ${(1 - y).toPrecision(options.precision)})`);\r\n }\r\n\r\n return array.join(\", \");\r\n}\r\n\r\nfunction BuildAdditionalAttributes(geometry: Geometry, options: IUSDZExportOptions) {\r\n let string = \"\";\r\n\r\n for (let i = 0; i < 4; i++) {\r\n const id = i > 0 ? i : \"\";\r\n const uvAttribute = geometry.getVerticesData(VertexBuffer.UVKind + (id ? id + 1 : \"\")); // UV names go like \"uv\", \"uv2\", \"uv3\", etc.\r\n\r\n if (uvAttribute) {\r\n string += `\r\n\t\ttexCoord2f[] primvars:st${id} = [${BuildVector2Array(uvAttribute, options)}] (\r\n\t\t\tinterpolation = \"vertex\"\r\n\t\t)`;\r\n }\r\n }\r\n\r\n // vertex colors\r\n\r\n const colorAttribute = geometry.getVerticesData(VertexBuffer.ColorKind);\r\n\r\n if (colorAttribute) {\r\n string += `\r\n\tcolor3f[] primvars:displayColor = [${BuildVector3Array(colorAttribute, options, colorAttribute.length / geometry.getTotalVertices())}] (\r\n\t\tinterpolation = \"vertex\"\r\n\t\t)`;\r\n }\r\n\r\n return string;\r\n}\r\n\r\nfunction BuildMesh(geometry: Geometry, options: IUSDZExportOptions, windingOrder: string, convertToRightHanded: boolean) {\r\n const name = \"Geometry\";\r\n const position = geometry.getVerticesData(VertexBuffer.PositionKind);\r\n const normal = geometry.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n if (!position || !normal) {\r\n return;\r\n }\r\n\r\n return `\r\n\tdef Mesh \"${name}\"\r\n\t{\r\n uniform token orientation = \"${windingOrder}\"\r\n\t\tint[] faceVertexCounts = [${BuildMeshVertexCount(geometry)}]\r\n\t\tint[] faceVertexIndices = [${BuildMeshVertexIndices(geometry)}]\r\n\t\tnormal3f[] normals = [${BuildVector3Array(normal, options, undefined, convertToRightHanded)}] (\r\n\t\t\tinterpolation = \"vertex\"\r\n\t\t)\r\n\t\tpoint3f[] points = [${BuildVector3Array(position, options, undefined, convertToRightHanded)}]\r\n ${BuildAdditionalAttributes(geometry, options)}\r\n\t\tuniform token subdivisionScheme = \"none\"\r\n\t}\r\n`;\r\n}\r\n\r\nfunction BuildMeshObject(geometry: Geometry, options: IUSDZExportOptions, windingOrder: string, convertToRightHanded: boolean) {\r\n const meshObject = BuildMesh(geometry, options, windingOrder, convertToRightHanded);\r\n return `\r\n def \"Geometry\"\r\n {\r\n ${meshObject}\r\n }\r\n `;\r\n}\r\n\r\nfunction BuildUSDFileAsString(dataToInsert: string) {\r\n let output = BuildHeader();\r\n output += dataToInsert;\r\n return fflate.strToU8(output);\r\n}\r\n\r\nfunction BuildMatrix(matrix: Matrix) {\r\n const array = matrix.m as number[];\r\n\r\n return `( ${BuildMatrixRow(array, 0)}, ${BuildMatrixRow(array, 4)}, ${BuildMatrixRow(array, 8)}, ${BuildMatrixRow(array, 12)} )`;\r\n}\r\n\r\nfunction BuildMatrixRow(array: number[], offset: number) {\r\n return `(${array[offset + 0]}, ${array[offset + 1]}, ${array[offset + 2]}, ${array[offset + 3]})`;\r\n}\r\n\r\nfunction BuildXform(mesh: Mesh, matrix: Matrix) {\r\n const name = \"Object_\" + mesh.uniqueId;\r\n const transform = BuildMatrix(matrix);\r\n\r\n return `def Xform \"${name}\" (\r\n\tprepend references = @./geometries/Geometry_${mesh.geometry!.uniqueId}.usda@</Geometry>\r\n\tprepend apiSchemas = [\"MaterialBindingAPI\"]\r\n)\r\n{\r\n\tmatrix4d xformOp:transform = ${transform}\r\n\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\t\r\n\r\n rel material:binding = </Root/Materials/Material_${mesh.material!.uniqueId}>\r\n}\r\n\r\n`;\r\n}\r\n\r\nfunction BuildMaterials(materials: { [key: string]: Material }, textureToExports: { [key: string]: BaseTexture }, options: IUSDZExportOptions) {\r\n const array: string[] = [];\r\n\r\n for (const uuid in materials) {\r\n const material = materials[uuid];\r\n\r\n array.push(BuildMaterial(material, textureToExports, options));\r\n }\r\n\r\n return `\r\n def \"Materials\"\r\n{\r\n${array.join(\"\")}\r\n}\r\n\r\n`;\r\n}\r\n\r\nfunction BuildWrapping(wrapping: number) {\r\n switch (wrapping) {\r\n case Constants.TEXTURE_CLAMP_ADDRESSMODE:\r\n return \"clamp\";\r\n case Constants.TEXTURE_MIRROR_ADDRESSMODE:\r\n return \"mirror\";\r\n case Constants.TEXTURE_WRAP_ADDRESSMODE:\r\n default:\r\n return \"repeat\";\r\n }\r\n}\r\n\r\nfunction BuildColor4(color: Color3) {\r\n return `(${color.r}, ${color.g}, ${color.b}, 1.0)`;\r\n}\r\n\r\nfunction BuildVector2(vector: Vector2) {\r\n return `(${vector.x}, ${vector.y})`;\r\n}\r\n\r\nfunction BuildColor(color: Color3) {\r\n return `(${color.r}, ${color.g}, ${color.b})`;\r\n}\r\n\r\nfunction BuildTexture(\r\n texture: Texture,\r\n material: Material,\r\n mapType: string,\r\n color: Nullable<Color3>,\r\n textureToExports: { [key: string]: BaseTexture },\r\n options: IUSDZExportOptions\r\n) {\r\n const id = texture.getInternalTexture()!.uniqueId + \"_\" + texture.invertY;\r\n\r\n textureToExports[id] = texture;\r\n\r\n const uv = texture.coordinatesIndex > 0 ? \"st\" + texture.coordinatesIndex : \"st\";\r\n const repeat = new Vector2(texture.uScale, texture.vScale);\r\n const offset = new Vector2(texture.uOffset, texture.vOffset);\r\n const rotation = texture.wAng;\r\n\r\n // rotation is around the wrong point. after rotation we need to shift offset again so that we're rotating around the right spot\r\n const xRotationOffset = Math.sin(rotation);\r\n const yRotationOffset = Math.cos(rotation);\r\n\r\n // texture coordinates start in the opposite corner, need to correct\r\n offset.y = 1 - offset.y - repeat.y;\r\n\r\n offset.x += xRotationOffset * repeat.x;\r\n offset.y += (1 - yRotationOffset) * repeat.y;\r\n\r\n return `\r\n def Shader \"PrimvarReader_${mapType}\"\r\n {\r\n uniform token info:id = \"UsdPrimvarReader_float2\"\r\n float2 inputs:fallback = (0.0, 0.0)\r\n token inputs:varname = \"${uv}\"\r\n float2 outputs:result\r\n }\r\n\r\n def Shader \"Transform2d_${mapType}\"\r\n {\r\n uniform token info:id = \"UsdTransform2d\"\r\n token inputs:in.connect = </Root/Materials/Material_${material.uniqueId}/PrimvarReader_${mapType}.outputs:result>\r\n float inputs:rotation = ${(rotation * (180 / Math.PI)).toFixed(options.precision)}\r\n float2 inputs:scale = ${BuildVector2(repeat)}\r\n float2 inputs:translation = ${BuildVector2(offset)}\r\n float2 outputs:result\r\n }\r\n\r\n def Shader \"Texture_${texture.uniqueId}_${mapType}\"\r\n {\r\n uniform token info:id = \"UsdUVTexture\"\r\n asset inputs:file = @textures/Texture_${id}.png@\r\n float2 inputs:st.connect = </Root/Materials/Material_${material.uniqueId}/Transform2d_${mapType}.outputs:result>\r\n ${color ? \"float4 inputs:scale = \" + BuildColor4(color) : \"\"}\r\n token inputs:sourceColorSpace = \"${texture.gammaSpace ? \"sRGB\" : \"raw\"}\"\r\n token inputs:wrapS = \"${BuildWrapping(texture.wrapU)}\"\r\n token inputs:wrapT = \"${BuildWrapping(texture.wrapV)}\"\r\n float outputs:r\r\n float outputs:g\r\n float outputs:b\r\n float3 outputs:rgb\r\n ${material.needAlphaBlending() || material.needAlphaTesting() ? \"float outputs:a\" : \"\"}\r\n }`;\r\n}\r\n\r\nfunction ExtractTextureInformations(material: Material) {\r\n const defaults = {\r\n diffuseMap: null,\r\n diffuse: null,\r\n alphaCutOff: 0,\r\n emissiveMap: null,\r\n emissive: null,\r\n normalMap: null,\r\n roughnessMap: null,\r\n roughnessChannel: \"a\",\r\n roughness: 0,\r\n metalnessMap: null,\r\n metalnessChannel: \"r\",\r\n metalness: 0,\r\n aoMap: null,\r\n aoMapChannel: \"rgb\",\r\n aoMapIntensity: 0,\r\n alphaMap: null,\r\n ior: 1,\r\n clearCoatEnabled: false,\r\n clearCoat: 0,\r\n clearCoatMap: null,\r\n clearCoatRoughness: 0,\r\n clearCoatRoughnessMap: null,\r\n };\r\n\r\n if (material instanceof StandardMaterial) {\r\n return {\r\n ...defaults,\r\n diffuseMap: material.diffuseTexture,\r\n diffuse: material.diffuseColor,\r\n alphaCutOff: material.alphaCutOff,\r\n emissiveMap: material.emissiveTexture,\r\n emissive: material.emissiveColor,\r\n roughness: 1,\r\n alphaMap: material.opacityTexture,\r\n };\r\n }\r\n if (material instanceof PBRBaseMaterial) {\r\n return {\r\n ...defaults,\r\n diffuseMap: material._albedoTexture,\r\n diffuse: material._albedoColor,\r\n alphaCutOff: material._alphaCutOff,\r\n emissiveMap: material._emissiveTexture,\r\n emissive: material._emissiveColor,\r\n normalMap: material._bumpTexture,\r\n roughnessMap: material._metallicTexture,\r\n roughnessChannel: material._useRoughnessFromMetallicTextureAlpha ? \"a\" : \"g\",\r\n roughness: material._roughness ?? 1,\r\n metalnessMap: material._metallicTexture,\r\n metalnessChannel: material._useMetallnessFromMetallicTextureBlue ? \"b\" : \"r\",\r\n metalness: material._metallic ?? 0,\r\n aoMap: material._ambientTexture,\r\n aoMapChannel: material._useAmbientInGrayScale ? \"r\" : \"rgb\",\r\n aoMapIntensity: material._ambientTextureStrength,\r\n alphaMap: material._opacityTexture,\r\n ior: material.subSurface.indexOfRefraction,\r\n clearCoatEnabled: material.clearCoat.isEnabled,\r\n clearCoat: material.clearCoat.intensity,\r\n clearCoatMap: material.clearCoat.texture,\r\n clearCoatRoughness: material.clearCoat.roughness,\r\n clearCoatRoughnessMap: material.clearCoat.useRoughnessFromMainTexture ? material.clearCoat.texture : material.clearCoat.textureRoughness,\r\n };\r\n }\r\n return defaults;\r\n}\r\n\r\nfunction BuildMaterial(material: Material, textureToExports: { [key: string]: BaseTexture }, options: IUSDZExportOptions) {\r\n // https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html\r\n\r\n const pad = \"\t\t\t\";\r\n const inputs = [];\r\n const samplers = [];\r\n\r\n const {\r\n diffuseMap,\r\n diffuse,\r\n alphaCutOff,\r\n emissiveMap,\r\n emissive,\r\n normalMap,\r\n roughnessMap,\r\n roughnessChannel,\r\n roughness,\r\n metalnessMap,\r\n metalnessChannel,\r\n metalness,\r\n aoMap,\r\n aoMapChannel,\r\n aoMapIntensity,\r\n alphaMap,\r\n ior,\r\n clearCoatEnabled,\r\n clearCoat,\r\n clearCoatMap,\r\n clearCoatRoughness,\r\n clearCoatRoughnessMap,\r\n } = ExtractTextureInformations(material);\r\n\r\n if (diffuseMap !== null) {\r\n inputs.push(`${pad}color3f inputs:diffuseColor.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:rgb>`);\r\n\r\n if (material.needAlphaBlending()) {\r\n inputs.push(`${pad}float inputs:opacity.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:a>`);\r\n } else if (material.needAlphaTesting()) {\r\n inputs.push(`${pad}float inputs:opacity.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${diffuseMap.uniqueId}_diffuse.outputs:a>`);\r\n inputs.push(`${pad}float inputs:opacityThreshold = ${alphaCutOff}`);\r\n }\r\n\r\n samplers.push(BuildTexture(diffuseMap as Texture, material, \"diffuse\", diffuse, textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}color3f inputs:diffuseColor = ${BuildColor(diffuse || Color3.White())}`);\r\n }\r\n\r\n if (emissiveMap !== null) {\r\n inputs.push(`${pad}color3f inputs:emissiveColor.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${emissiveMap.uniqueId}_emissive.outputs:rgb>`);\r\n\r\n samplers.push(BuildTexture(emissiveMap as Texture, material, \"emissive\", emissive, textureToExports, options));\r\n } else if (emissive && emissive.toLuminance() > 0) {\r\n inputs.push(`${pad}color3f inputs:emissiveColor = ${BuildColor(emissive)}`);\r\n }\r\n\r\n if (normalMap !== null) {\r\n inputs.push(`${pad}normal3f inputs:normal.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${normalMap.uniqueId}_normal.outputs:rgb>`);\r\n\r\n samplers.push(BuildTexture(normalMap as Texture, material, \"normal\", null, textureToExports, options));\r\n }\r\n\r\n if (aoMap !== null) {\r\n inputs.push(`${pad}float inputs:occlusion.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${aoMap.uniqueId}_occlusion.outputs:${aoMapChannel}>`);\r\n\r\n samplers.push(BuildTexture(aoMap as Texture, material, \"occlusion\", new Color3(aoMapIntensity, aoMapIntensity, aoMapIntensity), textureToExports, options));\r\n }\r\n\r\n if (roughnessMap !== null) {\r\n inputs.push(\r\n `${pad}float inputs:roughness.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${roughnessMap.uniqueId}_roughness.outputs:${roughnessChannel}>`\r\n );\r\n\r\n samplers.push(BuildTexture(roughnessMap as Texture, material, \"roughness\", new Color3(roughness, roughness, roughness), textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}float inputs:roughness = ${roughness}`);\r\n }\r\n\r\n if (metalnessMap !== null) {\r\n inputs.push(`${pad}float inputs:metallic.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${metalnessMap.uniqueId}_metallic.outputs:${metalnessChannel}>`);\r\n\r\n samplers.push(BuildTexture(metalnessMap as Texture, material, \"metallic\", new Color3(metalness, metalness, metalness), textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}float inputs:metallic = ${metalness}`);\r\n }\r\n\r\n if (alphaMap !== null) {\r\n inputs.push(`${pad}float inputs:opacity.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${alphaMap.uniqueId}_opacity.outputs:r>`);\r\n inputs.push(`${pad}float inputs:opacityThreshold = 0.0001`);\r\n\r\n samplers.push(BuildTexture(alphaMap as Texture, material, \"opacity\", null, textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}float inputs:opacity = ${material.alpha}`);\r\n }\r\n\r\n if (clearCoatEnabled) {\r\n if (clearCoatMap !== null) {\r\n inputs.push(`${pad}float inputs:clearcoat.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${clearCoatMap.uniqueId}_clearcoat.outputs:r>`);\r\n samplers.push(BuildTexture(clearCoatMap as Texture, material, \"clearcoat\", new Color3(clearCoat, clearCoat, clearCoat), textureToExports, options));\r\n } else {\r\n inputs.push(`${pad}float inputs:clearcoat = ${clearCoat}`);\r\n }\r\n\r\n if (clearCoatRoughnessMap !== null) {\r\n inputs.push(\r\n `${pad}float inputs:clearcoatRoughness.connect = </Root/Materials/Material_${material.uniqueId}/Texture_${clearCoatRoughnessMap.uniqueId}_clearcoatRoughness.outputs:g>`\r\n );\r\n samplers.push(\r\n BuildTexture(\r\n clearCoatRoughnessMap as Texture,\r\n material,\r\n \"clearcoatRoughness\",\r\n new Color3(clearCoatRoughness, clearCoatRoughness, clearCoatRoughness),\r\n textureToExports,\r\n options\r\n )\r\n );\r\n } else {\r\n inputs.push(`${pad}float inputs:clearcoatRoughness = ${clearCoatRoughness}`);\r\n }\r\n }\r\n\r\n inputs.push(`${pad}float inputs:ior = ${ior}`);\r\n\r\n return `\r\n\tdef Material \"Material_${material.uniqueId}\"\r\n\t{\r\n\t\tdef Shader \"PreviewSurface\"\r\n\t\t{\r\n\t\t\tuniform token info:id = \"UsdPreviewSurface\"\r\n${inputs.join(\"\\n\")}\r\n\t\t\tint inputs:useSpecularWorkflow = 0\r\n\t\t\ttoken outputs:surface\r\n\t\t}\r\n\r\n\t\ttoken outputs:surface.connect = </Root/Materials/Material_${material.uniqueId}/PreviewSurface.outputs:surface>\r\n\r\n${samplers.join(\"\\n\")}\r\n\r\n\t}\r\n`;\r\n}\r\n\r\nfunction BuildCamera(camera: Camera, options: IUSDZExportOptions) {\r\n const name = \"Camera_\" + camera.uniqueId;\r\n const matrix = Matrix.RotationY(Math.PI).multiply(camera.getWorldMatrix()); // work towards positive z\r\n\r\n const transform = BuildMatrix(matrix);\r\n\r\n if (camera.mode === Constants.ORTHOGRAPHIC_CAMERA) {\r\n return `def Camera \"${name}\"\r\n\t\t{\r\n\t\t\tmatrix4d xformOp:transform = ${transform}\r\n\t\t\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\r\n\r\n\t\t\tfloat2 clippingRange = (${camera.minZ.toPrecision(options.precision)}, ${camera.maxZ.toPrecision(options.precision)})\r\n\t\t\tfloat horizontalAperture = ${((Math.abs(camera.orthoLeft || 1) + Math.abs(camera.orthoRight || 1)) * 10).toPrecision(options.precision)}\r\n\t\t\tfloat verticalAperture = ${((Math.abs(camera.orthoTop || 1) + Math.abs(camera.orthoBottom || 1)) * 10).toPrecision(options.precision)}\r\n\t\t\ttoken projection = \"orthographic\"\r\n\t\t}\r\n\t\r\n\t`;\r\n } else {\r\n const aspect = camera.getEngine().getAspectRatio(camera);\r\n const sensorwidth = options.cameraSensorWidth || 35;\r\n\r\n return `def Camera \"${name}\"\r\n\t\t{\r\n\t\t\tmatrix4d xformOp:transform = ${transform}\r\n\t\t\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\r\n\r\n\t\t\tfloat2 clippingRange = (${camera.minZ.toPrecision(options.precision)}, ${camera.maxZ.toPrecision(options.precision)})\r\n\t\t\tfloat focalLength = ${(sensorwidth / (2 * Math.tan(camera.fov * 0.5))).toPrecision(options.precision)}\r\n token projection = \"perspective\"\r\n\t\t\tfloat horizontalAperture = ${(sensorwidth * aspect).toPrecision(options.precision)}\r\n\t\t\tfloat verticalAperture = ${(sensorwidth / aspect).toPrecision(options.precision)} \r\n\t\t}\r\n\t\r\n\t`;\r\n }\r\n}\r\n\r\nfunction ExtractMeshInformations(mesh: Mesh) {\r\n mesh.computeWorldMatrix(true);\r\n const matrix = mesh.getWorldMatrix().clone();\r\n const sceneIsRightHanded = mesh.getScene().useRightHandedSystem;\r\n let sideOrientation = mesh.material?._getEffectiveOrientation(mesh) ?? mesh.sideOrientation;\r\n let convertToRightHanded = !sceneIsRightHanded;\r\n\r\n // Search for a root conversion node from the glTF loader in the mesh's ancestors.\r\n let current = mesh.parent;\r\n while (current) {\r\n if (IsNoopNode(current, sceneIsRightHanded) && current.parent === null) {\r\n if (!sceneIsRightHanded) {\r\n // If it's a RH->LH node, cancel out its inversion effect on the mesh's matrix and winding order.\r\n matrix.multiplyToRef(current.getWorldMatrix().invert(), matrix);\r\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\r\n }\r\n convertToRightHanded = false;\r\n break;\r\n }\r\n current = current.parent;\r\n }\r\n\r\n if (matrix.determinant() < 0) {\r\n // RealityKit doesn't seem to automatically flip faces of a mesh with negative scale, like other engines do (including us).\r\n Tools.Warn(`Mesh ${mesh.name} has a negative scale, which may look incorrect in destinations like QuickLook.`);\r\n }\r\n\r\n return {\r\n matrix,\r\n windingOrder: sideOrientation === Material.ClockWiseSideOrientation ? \"leftHanded\" : \"rightHanded\",\r\n convertToRightHanded,\r\n };\r\n}\r\n\r\n/**\r\n *\r\n * @param scene scene to export\r\n * @param options options to configure the export\r\n * @param meshPredicate predicate to filter the meshes to export\r\n * @returns a uint8 array containing the USDZ file\r\n * @see [Simple sphere](https://playground.babylonjs.com/#H2G5XW#6)\r\n * @see [Red sphere](https://playground.babylonjs.com/#H2G5XW#7)\r\n * @see [Boombox](https://playground.babylonjs.com/#5N3RWK#5)\r\n */\r\nexport async function USDZExportAsync(scene: Scene, options: Partial<IUSDZExportOptions>, meshPredicate?: (m: Mesh) => boolean): Promise<Uint8Array> {\r\n const localOptions = {\r\n fflateUrl: \"https://unpkg.com/fflate@0.8.2\",\r\n includeAnchoringProperties: true,\r\n anchoringType: \"plane\",\r\n planeAnchoringAlignment: \"horizontal\",\r\n modelFileName: \"model.usda\",\r\n precision: 5,\r\n exportCamera: false,\r\n cameraSensorWidth: 35,\r\n ...options,\r\n };\r\n\r\n // Get the fflate library\r\n if (typeof fflate === \"undefined\") {\r\n await Tools.LoadScriptAsync(localOptions.fflateUrl);\r\n }\r\n\r\n // Start the export\r\n const files: { [key: string]: any } = {};\r\n\r\n // model file should be first in USDZ archive so we init it here\r\n files[localOptions.modelFileName] = null;\r\n\r\n let output = BuildHeader();\r\n output += BuildRootAndSceneStart(localOptions);\r\n\r\n const materialToExports: { [key: string]: Material } = {};\r\n\r\n // Meshes\r\n for (const abstractMesh of scene.meshes) {\r\n if (abstractMesh.getTotalVertices() === 0) {\r\n continue;\r\n }\r\n const mesh = abstractMesh as Mesh;\r\n const geometry = mesh.geometry;\r\n const material = mesh.material;\r\n\r\n if (!material || !geometry || (meshPredicate && !meshPredicate(mesh))) {\r\n continue;\r\n }\r\n\r\n const supportedMaterials = [\"StandardMaterial\", \"PBRMaterial\", \"PBRMetallicRoughnessMaterial\"];\r\n\r\n if (supportedMaterials.indexOf(material.getClassName()) !== -1) {\r\n const geometryFileName = \"geometries/Geometry_\" + geometry.uniqueId + \".usda\";\r\n const { matrix, windingOrder, convertToRightHanded } = ExtractMeshInformations(mesh);\r\n\r\n if (!(geometryFileName in files)) {\r\n const meshObject = BuildMeshObject(geometry, localOptions, windingOrder, convertToRightHanded);\r\n files[geometryFileName] = BuildUSDFileAsString(meshObject);\r\n }\r\n\r\n if (!(material.uniqueId in materialToExports)) {\r\n materialToExports[material.uniqueId] = material;\r\n }\r\n\r\n output += BuildXform(mesh, matrix);\r\n } else {\r\n Tools.Warn(\"USDZExportAsync does not support this material type: \" + material.getClassName());\r\n }\r\n }\r\n\r\n // Camera\r\n if (scene.activeCamera && localOptions.exportCamera) {\r\n output += BuildCamera(scene.activeCamera, localOptions);\r\n }\r\n\r\n // Close scene\r\n output += BuildSceneEnd();\r\n\r\n // Materials\r\n const textureToExports: { [key: string]: BaseTexture } = {};\r\n output += BuildMaterials(materialToExports, textureToExports, localOptions);\r\n\r\n // Close root\r\n output += BuildRootEnd();\r\n\r\n // Compress\r\n files[localOptions.modelFileName] = fflate.strToU8(output);\r\n\r\n // Textures\r\n for (const id in textureToExports) {\r\n const texture = textureToExports[id];\r\n\r\n const size = texture.getSize();\r\n // eslint-disable-next-line no-await-in-loop\r\n const textureData = await GetTextureDataAsync(texture);\r\n\r\n // eslint-disable-next-line no-await-in-loop\r\n const fileContent = await DumpTools.DumpDataAsync(size.width, size.height, textureData, \"image/png\", undefined, false, true);\r\n\r\n files[`textures/Texture_${id}.png`] = new Uint8Array(fileContent as ArrayBuffer).slice(); // This is to avoid getting a link and not a copy\r\n }\r\n\r\n // 64 byte alignment\r\n // https://github.com/101arrowz/fflate/issues/39#issuecomment-777263109\r\n\r\n let offset = 0;\r\n\r\n for (const filename in files) {\r\n const file = files[filename];\r\n if (!file) {\r\n continue;\r\n }\r\n const headerSize = 34 + filename.length;\r\n\r\n offset += headerSize;\r\n\r\n const offsetMod64 = offset & 63;\r\n\r\n if (offsetMod64 !== 4) {\r\n const padLength = 64 - offsetMod64;\r\n const padding = new Uint8Array(padLength);\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n files[filename] = [file, { extra: { 12345: padding } }];\r\n }\r\n\r\n offset = file.length;\r\n }\r\n\r\n return fflate.zipSync(files, { level: 0 });\r\n}\r\n","/* eslint-disable @typescript-eslint/no-restricted-imports */\r\nimport * as Serializers from \"serializers/USDZ/index\";\r\n\r\n/**\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\r\nif (typeof globalObject !== \"undefined\") {\r\n for (const serializer in Serializers) {\r\n (<any>globalObject).BABYLON[serializer] = (<any>Serializers)[serializer];\r\n }\r\n}\r\n\r\nexport * from \"serializers/USDZ/index\";\r\n","import * as serializers from \"@lts/serializers/legacy/legacy-usdzSerializer\";\nexport { serializers };\nexport default 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