babylon.glTFFileLoader.js 299 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var BABYLON;
  3. (function (BABYLON) {
  4. /**
  5. * Mode that determines the coordinate system to use.
  6. */
  7. var GLTFLoaderCoordinateSystemMode;
  8. (function (GLTFLoaderCoordinateSystemMode) {
  9. /**
  10. * Automatically convert the glTF right-handed data to the appropriate system based on the current coordinate system mode of the scene.
  11. */
  12. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["AUTO"] = 0] = "AUTO";
  13. /**
  14. * Sets the useRightHandedSystem flag on the scene.
  15. */
  16. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["FORCE_RIGHT_HANDED"] = 1] = "FORCE_RIGHT_HANDED";
  17. })(GLTFLoaderCoordinateSystemMode = BABYLON.GLTFLoaderCoordinateSystemMode || (BABYLON.GLTFLoaderCoordinateSystemMode = {}));
  18. /**
  19. * Mode that determines what animations will start.
  20. */
  21. var GLTFLoaderAnimationStartMode;
  22. (function (GLTFLoaderAnimationStartMode) {
  23. /**
  24. * No animation will start.
  25. */
  26. GLTFLoaderAnimationStartMode[GLTFLoaderAnimationStartMode["NONE"] = 0] = "NONE";
  27. /**
  28. * The first animation will start.
  29. */
  30. GLTFLoaderAnimationStartMode[GLTFLoaderAnimationStartMode["FIRST"] = 1] = "FIRST";
  31. /**
  32. * All animations will start.
  33. */
  34. GLTFLoaderAnimationStartMode[GLTFLoaderAnimationStartMode["ALL"] = 2] = "ALL";
  35. })(GLTFLoaderAnimationStartMode = BABYLON.GLTFLoaderAnimationStartMode || (BABYLON.GLTFLoaderAnimationStartMode = {}));
  36. /**
  37. * Loader state.
  38. */
  39. var GLTFLoaderState;
  40. (function (GLTFLoaderState) {
  41. /**
  42. * The asset is loading.
  43. */
  44. GLTFLoaderState[GLTFLoaderState["LOADING"] = 0] = "LOADING";
  45. /**
  46. * The asset is ready for rendering.
  47. */
  48. GLTFLoaderState[GLTFLoaderState["READY"] = 1] = "READY";
  49. /**
  50. * The asset is completely loaded.
  51. */
  52. GLTFLoaderState[GLTFLoaderState["COMPLETE"] = 2] = "COMPLETE";
  53. })(GLTFLoaderState = BABYLON.GLTFLoaderState || (BABYLON.GLTFLoaderState = {}));
  54. /**
  55. * File loader for loading glTF files into a scene.
  56. */
  57. var GLTFFileLoader = /** @class */ (function () {
  58. function GLTFFileLoader() {
  59. // #region Common options
  60. /**
  61. * Raised when the asset has been parsed
  62. */
  63. this.onParsedObservable = new BABYLON.Observable();
  64. // #endregion
  65. // #region V2 options
  66. /**
  67. * The coordinate system mode. Defaults to AUTO.
  68. */
  69. this.coordinateSystemMode = GLTFLoaderCoordinateSystemMode.AUTO;
  70. /**
  71. * The animation start mode. Defaults to FIRST.
  72. */
  73. this.animationStartMode = GLTFLoaderAnimationStartMode.FIRST;
  74. /**
  75. * Defines if the loader should compile materials before raising the success callback. Defaults to false.
  76. */
  77. this.compileMaterials = false;
  78. /**
  79. * Defines if the loader should also compile materials with clip planes. Defaults to false.
  80. */
  81. this.useClipPlane = false;
  82. /**
  83. * Defines if the loader should compile shadow generators before raising the success callback. Defaults to false.
  84. */
  85. this.compileShadowGenerators = false;
  86. /**
  87. * Defines if the Alpha blended materials are only applied as coverage.
  88. * If false, (default) The luminance of each pixel will reduce its opacity to simulate the behaviour of most physical materials.
  89. * If true, no extra effects are applied to transparent pixels.
  90. */
  91. this.transparencyAsCoverage = false;
  92. /** @hidden */
  93. this._normalizeAnimationGroupsToBeginAtZero = true;
  94. /**
  95. * Function called before loading a url referenced by the asset.
  96. */
  97. this.preprocessUrlAsync = function (url) { return Promise.resolve(url); };
  98. /**
  99. * Observable raised when the loader creates a mesh after parsing the glTF properties of the mesh.
  100. */
  101. this.onMeshLoadedObservable = new BABYLON.Observable();
  102. /**
  103. * Observable raised when the loader creates a texture after parsing the glTF properties of the texture.
  104. */
  105. this.onTextureLoadedObservable = new BABYLON.Observable();
  106. /**
  107. * Observable raised when the loader creates a material after parsing the glTF properties of the material.
  108. */
  109. this.onMaterialLoadedObservable = new BABYLON.Observable();
  110. /**
  111. * Observable raised when the loader creates a camera after parsing the glTF properties of the camera.
  112. */
  113. this.onCameraLoadedObservable = new BABYLON.Observable();
  114. /**
  115. * Observable raised when the asset is completely loaded, immediately before the loader is disposed.
  116. * For assets with LODs, raised when all of the LODs are complete.
  117. * For assets without LODs, raised when the model is complete, immediately after the loader resolves the returned promise.
  118. */
  119. this.onCompleteObservable = new BABYLON.Observable();
  120. /**
  121. * Observable raised when an error occurs.
  122. */
  123. this.onErrorObservable = new BABYLON.Observable();
  124. /**
  125. * Observable raised after the loader is disposed.
  126. */
  127. this.onDisposeObservable = new BABYLON.Observable();
  128. /**
  129. * Observable raised after a loader extension is created.
  130. * Set additional options for a loader extension in this event.
  131. */
  132. this.onExtensionLoadedObservable = new BABYLON.Observable();
  133. // #endregion
  134. this._loader = null;
  135. /**
  136. * Name of the loader ("gltf")
  137. */
  138. this.name = "gltf";
  139. /**
  140. * Supported file extensions of the loader (.gltf, .glb)
  141. */
  142. this.extensions = {
  143. ".gltf": { isBinary: false },
  144. ".glb": { isBinary: true }
  145. };
  146. this._logIndentLevel = 0;
  147. this._loggingEnabled = false;
  148. /** @hidden */
  149. this._log = this._logDisabled;
  150. this._capturePerformanceCounters = false;
  151. /** @hidden */
  152. this._startPerformanceCounter = this._startPerformanceCounterDisabled;
  153. /** @hidden */
  154. this._endPerformanceCounter = this._endPerformanceCounterDisabled;
  155. }
  156. Object.defineProperty(GLTFFileLoader.prototype, "onParsed", {
  157. /**
  158. * Raised when the asset has been parsed
  159. */
  160. set: function (callback) {
  161. if (this._onParsedObserver) {
  162. this.onParsedObservable.remove(this._onParsedObserver);
  163. }
  164. this._onParsedObserver = this.onParsedObservable.add(callback);
  165. },
  166. enumerable: true,
  167. configurable: true
  168. });
  169. Object.defineProperty(GLTFFileLoader.prototype, "onMeshLoaded", {
  170. /**
  171. * Callback raised when the loader creates a mesh after parsing the glTF properties of the mesh.
  172. */
  173. set: function (callback) {
  174. if (this._onMeshLoadedObserver) {
  175. this.onMeshLoadedObservable.remove(this._onMeshLoadedObserver);
  176. }
  177. this._onMeshLoadedObserver = this.onMeshLoadedObservable.add(callback);
  178. },
  179. enumerable: true,
  180. configurable: true
  181. });
  182. Object.defineProperty(GLTFFileLoader.prototype, "onTextureLoaded", {
  183. /**
  184. * Callback raised when the loader creates a texture after parsing the glTF properties of the texture.
  185. */
  186. set: function (callback) {
  187. if (this._onTextureLoadedObserver) {
  188. this.onTextureLoadedObservable.remove(this._onTextureLoadedObserver);
  189. }
  190. this._onTextureLoadedObserver = this.onTextureLoadedObservable.add(callback);
  191. },
  192. enumerable: true,
  193. configurable: true
  194. });
  195. Object.defineProperty(GLTFFileLoader.prototype, "onMaterialLoaded", {
  196. /**
  197. * Callback raised when the loader creates a material after parsing the glTF properties of the material.
  198. */
  199. set: function (callback) {
  200. if (this._onMaterialLoadedObserver) {
  201. this.onMaterialLoadedObservable.remove(this._onMaterialLoadedObserver);
  202. }
  203. this._onMaterialLoadedObserver = this.onMaterialLoadedObservable.add(callback);
  204. },
  205. enumerable: true,
  206. configurable: true
  207. });
  208. Object.defineProperty(GLTFFileLoader.prototype, "onCameraLoaded", {
  209. /**
  210. * Callback raised when the loader creates a camera after parsing the glTF properties of the camera.
  211. */
  212. set: function (callback) {
  213. if (this._onCameraLoadedObserver) {
  214. this.onCameraLoadedObservable.remove(this._onCameraLoadedObserver);
  215. }
  216. this._onCameraLoadedObserver = this.onCameraLoadedObservable.add(callback);
  217. },
  218. enumerable: true,
  219. configurable: true
  220. });
  221. Object.defineProperty(GLTFFileLoader.prototype, "onComplete", {
  222. /**
  223. * Callback raised when the asset is completely loaded, immediately before the loader is disposed.
  224. * For assets with LODs, raised when all of the LODs are complete.
  225. * For assets without LODs, raised when the model is complete, immediately after the loader resolves the returned promise.
  226. */
  227. set: function (callback) {
  228. if (this._onCompleteObserver) {
  229. this.onCompleteObservable.remove(this._onCompleteObserver);
  230. }
  231. this._onCompleteObserver = this.onCompleteObservable.add(callback);
  232. },
  233. enumerable: true,
  234. configurable: true
  235. });
  236. Object.defineProperty(GLTFFileLoader.prototype, "onError", {
  237. /**
  238. * Callback raised when an error occurs.
  239. */
  240. set: function (callback) {
  241. if (this._onErrorObserver) {
  242. this.onErrorObservable.remove(this._onErrorObserver);
  243. }
  244. this._onErrorObserver = this.onErrorObservable.add(callback);
  245. },
  246. enumerable: true,
  247. configurable: true
  248. });
  249. Object.defineProperty(GLTFFileLoader.prototype, "onDispose", {
  250. /**
  251. * Callback raised after the loader is disposed.
  252. */
  253. set: function (callback) {
  254. if (this._onDisposeObserver) {
  255. this.onDisposeObservable.remove(this._onDisposeObserver);
  256. }
  257. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  258. },
  259. enumerable: true,
  260. configurable: true
  261. });
  262. Object.defineProperty(GLTFFileLoader.prototype, "onExtensionLoaded", {
  263. /**
  264. * Callback raised after a loader extension is created.
  265. */
  266. set: function (callback) {
  267. if (this._onExtensionLoadedObserver) {
  268. this.onExtensionLoadedObservable.remove(this._onExtensionLoadedObserver);
  269. }
  270. this._onExtensionLoadedObserver = this.onExtensionLoadedObservable.add(callback);
  271. },
  272. enumerable: true,
  273. configurable: true
  274. });
  275. /**
  276. * Returns a promise that resolves when the asset is completely loaded.
  277. * @returns a promise that resolves when the asset is completely loaded.
  278. */
  279. GLTFFileLoader.prototype.whenCompleteAsync = function () {
  280. var _this = this;
  281. return new Promise(function (resolve, reject) {
  282. _this.onCompleteObservable.addOnce(function () {
  283. resolve();
  284. });
  285. _this.onErrorObservable.addOnce(function (reason) {
  286. reject(reason);
  287. });
  288. });
  289. };
  290. Object.defineProperty(GLTFFileLoader.prototype, "loaderState", {
  291. /**
  292. * The loader state or null if the loader is not active.
  293. */
  294. get: function () {
  295. return this._loader ? this._loader.state : null;
  296. },
  297. enumerable: true,
  298. configurable: true
  299. });
  300. Object.defineProperty(GLTFFileLoader.prototype, "loggingEnabled", {
  301. /**
  302. * Defines if the loader logging is enabled.
  303. */
  304. get: function () {
  305. return this._loggingEnabled;
  306. },
  307. set: function (value) {
  308. if (this._loggingEnabled === value) {
  309. return;
  310. }
  311. this._loggingEnabled = value;
  312. if (this._loggingEnabled) {
  313. this._log = this._logEnabled;
  314. }
  315. else {
  316. this._log = this._logDisabled;
  317. }
  318. },
  319. enumerable: true,
  320. configurable: true
  321. });
  322. Object.defineProperty(GLTFFileLoader.prototype, "capturePerformanceCounters", {
  323. /**
  324. * Defines if the loader should capture performance counters.
  325. */
  326. get: function () {
  327. return this._capturePerformanceCounters;
  328. },
  329. set: function (value) {
  330. if (this._capturePerformanceCounters === value) {
  331. return;
  332. }
  333. this._capturePerformanceCounters = value;
  334. if (this._capturePerformanceCounters) {
  335. this._startPerformanceCounter = this._startPerformanceCounterEnabled;
  336. this._endPerformanceCounter = this._endPerformanceCounterEnabled;
  337. }
  338. else {
  339. this._startPerformanceCounter = this._startPerformanceCounterDisabled;
  340. this._endPerformanceCounter = this._endPerformanceCounterDisabled;
  341. }
  342. },
  343. enumerable: true,
  344. configurable: true
  345. });
  346. /**
  347. * Disposes the loader, releases resources during load, and cancels any outstanding requests.
  348. */
  349. GLTFFileLoader.prototype.dispose = function () {
  350. if (this._loader) {
  351. this._loader.dispose();
  352. this._loader = null;
  353. }
  354. this._clear();
  355. this.onDisposeObservable.notifyObservers(undefined);
  356. this.onDisposeObservable.clear();
  357. };
  358. /** @hidden */
  359. GLTFFileLoader.prototype._clear = function () {
  360. this.preprocessUrlAsync = function (url) { return Promise.resolve(url); };
  361. this.onMeshLoadedObservable.clear();
  362. this.onTextureLoadedObservable.clear();
  363. this.onMaterialLoadedObservable.clear();
  364. this.onCameraLoadedObservable.clear();
  365. this.onCompleteObservable.clear();
  366. this.onExtensionLoadedObservable.clear();
  367. };
  368. /**
  369. * Imports one or more meshes from the loaded glTF data and adds them to the scene
  370. * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
  371. * @param scene the scene the meshes should be added to
  372. * @param data the glTF data to load
  373. * @param rootUrl root url to load from
  374. * @param onProgress event that fires when loading progress has occured
  375. * @returns a promise containg the loaded meshes, particles, skeletons and animations
  376. */
  377. GLTFFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onProgress) {
  378. var _this = this;
  379. return Promise.resolve().then(function () {
  380. var loaderData = _this._parse(data);
  381. _this._loader = _this._getLoader(loaderData);
  382. return _this._loader.importMeshAsync(meshesNames, scene, loaderData, rootUrl, onProgress);
  383. });
  384. };
  385. /**
  386. * Imports all objects from the loaded glTF data and adds them to the scene
  387. * @param scene the scene the objects should be added to
  388. * @param data the glTF data to load
  389. * @param rootUrl root url to load from
  390. * @param onProgress event that fires when loading progress has occured
  391. * @returns a promise which completes when objects have been loaded to the scene
  392. */
  393. GLTFFileLoader.prototype.loadAsync = function (scene, data, rootUrl, onProgress) {
  394. var _this = this;
  395. return Promise.resolve().then(function () {
  396. var loaderData = _this._parse(data);
  397. _this._loader = _this._getLoader(loaderData);
  398. return _this._loader.loadAsync(scene, loaderData, rootUrl, onProgress);
  399. });
  400. };
  401. /**
  402. * Load into an asset container.
  403. * @param scene The scene to load into
  404. * @param data The data to import
  405. * @param rootUrl The root url for scene and resources
  406. * @param onProgress The callback when the load progresses
  407. * @returns The loaded asset container
  408. */
  409. GLTFFileLoader.prototype.loadAssetContainerAsync = function (scene, data, rootUrl, onProgress) {
  410. var _this = this;
  411. return Promise.resolve().then(function () {
  412. var loaderData = _this._parse(data);
  413. _this._loader = _this._getLoader(loaderData);
  414. return _this._loader.importMeshAsync(null, scene, loaderData, rootUrl, onProgress).then(function (result) {
  415. var container = new BABYLON.AssetContainer(scene);
  416. Array.prototype.push.apply(container.meshes, result.meshes);
  417. Array.prototype.push.apply(container.particleSystems, result.particleSystems);
  418. Array.prototype.push.apply(container.skeletons, result.skeletons);
  419. Array.prototype.push.apply(container.animationGroups, result.animationGroups);
  420. container.removeAllFromScene();
  421. return container;
  422. });
  423. });
  424. };
  425. /**
  426. * If the data string can be loaded directly.
  427. * @param data string contianing the file data
  428. * @returns if the data can be loaded directly
  429. */
  430. GLTFFileLoader.prototype.canDirectLoad = function (data) {
  431. return ((data.indexOf("scene") !== -1) && (data.indexOf("node") !== -1));
  432. };
  433. /**
  434. * Instantiates a glTF file loader plugin.
  435. * @returns the created plugin
  436. */
  437. GLTFFileLoader.prototype.createPlugin = function () {
  438. return new GLTFFileLoader();
  439. };
  440. GLTFFileLoader.prototype._parse = function (data) {
  441. this._startPerformanceCounter("Parse");
  442. var parsedData;
  443. if (data instanceof ArrayBuffer) {
  444. this._log("Parsing binary");
  445. parsedData = this._parseBinary(data);
  446. }
  447. else {
  448. this._log("Parsing JSON");
  449. this._log("JSON length: " + data.length);
  450. parsedData = {
  451. json: JSON.parse(data),
  452. bin: null
  453. };
  454. }
  455. this.onParsedObservable.notifyObservers(parsedData);
  456. this.onParsedObservable.clear();
  457. this._endPerformanceCounter("Parse");
  458. return parsedData;
  459. };
  460. GLTFFileLoader.prototype._getLoader = function (loaderData) {
  461. var asset = loaderData.json.asset || {};
  462. this._log("Asset version: " + asset.version);
  463. asset.minVersion && this._log("Asset minimum version: " + asset.minVersion);
  464. asset.generator && this._log("Asset generator: " + asset.generator);
  465. var version = GLTFFileLoader._parseVersion(asset.version);
  466. if (!version) {
  467. throw new Error("Invalid version: " + asset.version);
  468. }
  469. if (asset.minVersion !== undefined) {
  470. var minVersion = GLTFFileLoader._parseVersion(asset.minVersion);
  471. if (!minVersion) {
  472. throw new Error("Invalid minimum version: " + asset.minVersion);
  473. }
  474. if (GLTFFileLoader._compareVersion(minVersion, { major: 2, minor: 0 }) > 0) {
  475. throw new Error("Incompatible minimum version: " + asset.minVersion);
  476. }
  477. }
  478. var createLoaders = {
  479. 1: GLTFFileLoader._CreateGLTFLoaderV1,
  480. 2: GLTFFileLoader._CreateGLTFLoaderV2
  481. };
  482. var createLoader = createLoaders[version.major];
  483. if (!createLoader) {
  484. throw new Error("Unsupported version: " + asset.version);
  485. }
  486. return createLoader(this);
  487. };
  488. GLTFFileLoader.prototype._parseBinary = function (data) {
  489. var Binary = {
  490. Magic: 0x46546C67
  491. };
  492. this._log("Binary length: " + data.byteLength);
  493. var binaryReader = new BinaryReader(data);
  494. var magic = binaryReader.readUint32();
  495. if (magic !== Binary.Magic) {
  496. throw new Error("Unexpected magic: " + magic);
  497. }
  498. var version = binaryReader.readUint32();
  499. if (this.loggingEnabled) {
  500. this._log("Binary version: " + version);
  501. }
  502. switch (version) {
  503. case 1: return this._parseV1(binaryReader);
  504. case 2: return this._parseV2(binaryReader);
  505. }
  506. throw new Error("Unsupported version: " + version);
  507. };
  508. GLTFFileLoader.prototype._parseV1 = function (binaryReader) {
  509. var ContentFormat = {
  510. JSON: 0
  511. };
  512. var length = binaryReader.readUint32();
  513. if (length != binaryReader.getLength()) {
  514. throw new Error("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
  515. }
  516. var contentLength = binaryReader.readUint32();
  517. var contentFormat = binaryReader.readUint32();
  518. var content;
  519. switch (contentFormat) {
  520. case ContentFormat.JSON: {
  521. content = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(contentLength)));
  522. break;
  523. }
  524. default: {
  525. throw new Error("Unexpected content format: " + contentFormat);
  526. }
  527. }
  528. var bytesRemaining = binaryReader.getLength() - binaryReader.getPosition();
  529. var body = binaryReader.readUint8Array(bytesRemaining);
  530. return {
  531. json: content,
  532. bin: body
  533. };
  534. };
  535. GLTFFileLoader.prototype._parseV2 = function (binaryReader) {
  536. var ChunkFormat = {
  537. JSON: 0x4E4F534A,
  538. BIN: 0x004E4942
  539. };
  540. var length = binaryReader.readUint32();
  541. if (length !== binaryReader.getLength()) {
  542. throw new Error("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
  543. }
  544. // JSON chunk
  545. var chunkLength = binaryReader.readUint32();
  546. var chunkFormat = binaryReader.readUint32();
  547. if (chunkFormat !== ChunkFormat.JSON) {
  548. throw new Error("First chunk format is not JSON");
  549. }
  550. var json = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(chunkLength)));
  551. // Look for BIN chunk
  552. var bin = null;
  553. while (binaryReader.getPosition() < binaryReader.getLength()) {
  554. var chunkLength_1 = binaryReader.readUint32();
  555. var chunkFormat_1 = binaryReader.readUint32();
  556. switch (chunkFormat_1) {
  557. case ChunkFormat.JSON: {
  558. throw new Error("Unexpected JSON chunk");
  559. }
  560. case ChunkFormat.BIN: {
  561. bin = binaryReader.readUint8Array(chunkLength_1);
  562. break;
  563. }
  564. default: {
  565. // ignore unrecognized chunkFormat
  566. binaryReader.skipBytes(chunkLength_1);
  567. break;
  568. }
  569. }
  570. }
  571. return {
  572. json: json,
  573. bin: bin
  574. };
  575. };
  576. GLTFFileLoader._parseVersion = function (version) {
  577. if (version === "1.0" || version === "1.0.1") {
  578. return {
  579. major: 1,
  580. minor: 0
  581. };
  582. }
  583. var match = (version + "").match(/^(\d+)\.(\d+)/);
  584. if (!match) {
  585. return null;
  586. }
  587. return {
  588. major: parseInt(match[1]),
  589. minor: parseInt(match[2])
  590. };
  591. };
  592. GLTFFileLoader._compareVersion = function (a, b) {
  593. if (a.major > b.major)
  594. return 1;
  595. if (a.major < b.major)
  596. return -1;
  597. if (a.minor > b.minor)
  598. return 1;
  599. if (a.minor < b.minor)
  600. return -1;
  601. return 0;
  602. };
  603. GLTFFileLoader._decodeBufferToText = function (buffer) {
  604. var result = "";
  605. var length = buffer.byteLength;
  606. for (var i = 0; i < length; i++) {
  607. result += String.fromCharCode(buffer[i]);
  608. }
  609. return result;
  610. };
  611. /** @hidden */
  612. GLTFFileLoader.prototype._logOpen = function (message) {
  613. this._log(message);
  614. this._logIndentLevel++;
  615. };
  616. /** @hidden */
  617. GLTFFileLoader.prototype._logClose = function () {
  618. --this._logIndentLevel;
  619. };
  620. GLTFFileLoader.prototype._logEnabled = function (message) {
  621. var spaces = GLTFFileLoader._logSpaces.substr(0, this._logIndentLevel * 2);
  622. BABYLON.Tools.Log("" + spaces + message);
  623. };
  624. GLTFFileLoader.prototype._logDisabled = function (message) {
  625. };
  626. GLTFFileLoader.prototype._startPerformanceCounterEnabled = function (counterName) {
  627. BABYLON.Tools.StartPerformanceCounter(counterName);
  628. };
  629. GLTFFileLoader.prototype._startPerformanceCounterDisabled = function (counterName) {
  630. };
  631. GLTFFileLoader.prototype._endPerformanceCounterEnabled = function (counterName) {
  632. BABYLON.Tools.EndPerformanceCounter(counterName);
  633. };
  634. GLTFFileLoader.prototype._endPerformanceCounterDisabled = function (counterName) {
  635. };
  636. // #endregion
  637. // #region V1 options
  638. /**
  639. * Set this property to false to disable incremental loading which delays the loader from calling the success callback until after loading the meshes and shaders.
  640. * Textures always loads asynchronously. For example, the success callback can compute the bounding information of the loaded meshes when incremental loading is disabled.
  641. * Defaults to true.
  642. * @hidden
  643. */
  644. GLTFFileLoader.IncrementalLoading = true;
  645. /**
  646. * Set this property to true in order to work with homogeneous coordinates, available with some converters and exporters.
  647. * Defaults to false. See https://en.wikipedia.org/wiki/Homogeneous_coordinates.
  648. * @hidden
  649. */
  650. GLTFFileLoader.HomogeneousCoordinates = false;
  651. GLTFFileLoader._logSpaces = " ";
  652. return GLTFFileLoader;
  653. }());
  654. BABYLON.GLTFFileLoader = GLTFFileLoader;
  655. var BinaryReader = /** @class */ (function () {
  656. function BinaryReader(arrayBuffer) {
  657. this._arrayBuffer = arrayBuffer;
  658. this._dataView = new DataView(arrayBuffer);
  659. this._byteOffset = 0;
  660. }
  661. BinaryReader.prototype.getPosition = function () {
  662. return this._byteOffset;
  663. };
  664. BinaryReader.prototype.getLength = function () {
  665. return this._arrayBuffer.byteLength;
  666. };
  667. BinaryReader.prototype.readUint32 = function () {
  668. var value = this._dataView.getUint32(this._byteOffset, true);
  669. this._byteOffset += 4;
  670. return value;
  671. };
  672. BinaryReader.prototype.readUint8Array = function (length) {
  673. var value = new Uint8Array(this._arrayBuffer, this._byteOffset, length);
  674. this._byteOffset += length;
  675. return value;
  676. };
  677. BinaryReader.prototype.skipBytes = function (length) {
  678. this._byteOffset += length;
  679. };
  680. return BinaryReader;
  681. }());
  682. if (BABYLON.SceneLoader) {
  683. BABYLON.SceneLoader.RegisterPlugin(new GLTFFileLoader());
  684. }
  685. })(BABYLON || (BABYLON = {}));
  686. //# sourceMappingURL=babylon.glTFFileLoader.js.map
  687. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  688. var BABYLON;
  689. (function (BABYLON) {
  690. var GLTF1;
  691. (function (GLTF1) {
  692. /**
  693. * Enums
  694. */
  695. var EComponentType;
  696. (function (EComponentType) {
  697. EComponentType[EComponentType["BYTE"] = 5120] = "BYTE";
  698. EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  699. EComponentType[EComponentType["SHORT"] = 5122] = "SHORT";
  700. EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  701. EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT";
  702. })(EComponentType = GLTF1.EComponentType || (GLTF1.EComponentType = {}));
  703. var EShaderType;
  704. (function (EShaderType) {
  705. EShaderType[EShaderType["FRAGMENT"] = 35632] = "FRAGMENT";
  706. EShaderType[EShaderType["VERTEX"] = 35633] = "VERTEX";
  707. })(EShaderType = GLTF1.EShaderType || (GLTF1.EShaderType = {}));
  708. var EParameterType;
  709. (function (EParameterType) {
  710. EParameterType[EParameterType["BYTE"] = 5120] = "BYTE";
  711. EParameterType[EParameterType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  712. EParameterType[EParameterType["SHORT"] = 5122] = "SHORT";
  713. EParameterType[EParameterType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  714. EParameterType[EParameterType["INT"] = 5124] = "INT";
  715. EParameterType[EParameterType["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT";
  716. EParameterType[EParameterType["FLOAT"] = 5126] = "FLOAT";
  717. EParameterType[EParameterType["FLOAT_VEC2"] = 35664] = "FLOAT_VEC2";
  718. EParameterType[EParameterType["FLOAT_VEC3"] = 35665] = "FLOAT_VEC3";
  719. EParameterType[EParameterType["FLOAT_VEC4"] = 35666] = "FLOAT_VEC4";
  720. EParameterType[EParameterType["INT_VEC2"] = 35667] = "INT_VEC2";
  721. EParameterType[EParameterType["INT_VEC3"] = 35668] = "INT_VEC3";
  722. EParameterType[EParameterType["INT_VEC4"] = 35669] = "INT_VEC4";
  723. EParameterType[EParameterType["BOOL"] = 35670] = "BOOL";
  724. EParameterType[EParameterType["BOOL_VEC2"] = 35671] = "BOOL_VEC2";
  725. EParameterType[EParameterType["BOOL_VEC3"] = 35672] = "BOOL_VEC3";
  726. EParameterType[EParameterType["BOOL_VEC4"] = 35673] = "BOOL_VEC4";
  727. EParameterType[EParameterType["FLOAT_MAT2"] = 35674] = "FLOAT_MAT2";
  728. EParameterType[EParameterType["FLOAT_MAT3"] = 35675] = "FLOAT_MAT3";
  729. EParameterType[EParameterType["FLOAT_MAT4"] = 35676] = "FLOAT_MAT4";
  730. EParameterType[EParameterType["SAMPLER_2D"] = 35678] = "SAMPLER_2D";
  731. })(EParameterType = GLTF1.EParameterType || (GLTF1.EParameterType = {}));
  732. var ETextureWrapMode;
  733. (function (ETextureWrapMode) {
  734. ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE";
  735. ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT";
  736. ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT";
  737. })(ETextureWrapMode = GLTF1.ETextureWrapMode || (GLTF1.ETextureWrapMode = {}));
  738. var ETextureFilterType;
  739. (function (ETextureFilterType) {
  740. ETextureFilterType[ETextureFilterType["NEAREST"] = 9728] = "NEAREST";
  741. ETextureFilterType[ETextureFilterType["LINEAR"] = 9728] = "LINEAR";
  742. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_NEAREST"] = 9984] = "NEAREST_MIPMAP_NEAREST";
  743. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
  744. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR";
  745. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR";
  746. })(ETextureFilterType = GLTF1.ETextureFilterType || (GLTF1.ETextureFilterType = {}));
  747. var ETextureFormat;
  748. (function (ETextureFormat) {
  749. ETextureFormat[ETextureFormat["ALPHA"] = 6406] = "ALPHA";
  750. ETextureFormat[ETextureFormat["RGB"] = 6407] = "RGB";
  751. ETextureFormat[ETextureFormat["RGBA"] = 6408] = "RGBA";
  752. ETextureFormat[ETextureFormat["LUMINANCE"] = 6409] = "LUMINANCE";
  753. ETextureFormat[ETextureFormat["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA";
  754. })(ETextureFormat = GLTF1.ETextureFormat || (GLTF1.ETextureFormat = {}));
  755. var ECullingType;
  756. (function (ECullingType) {
  757. ECullingType[ECullingType["FRONT"] = 1028] = "FRONT";
  758. ECullingType[ECullingType["BACK"] = 1029] = "BACK";
  759. ECullingType[ECullingType["FRONT_AND_BACK"] = 1032] = "FRONT_AND_BACK";
  760. })(ECullingType = GLTF1.ECullingType || (GLTF1.ECullingType = {}));
  761. var EBlendingFunction;
  762. (function (EBlendingFunction) {
  763. EBlendingFunction[EBlendingFunction["ZERO"] = 0] = "ZERO";
  764. EBlendingFunction[EBlendingFunction["ONE"] = 1] = "ONE";
  765. EBlendingFunction[EBlendingFunction["SRC_COLOR"] = 768] = "SRC_COLOR";
  766. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_COLOR"] = 769] = "ONE_MINUS_SRC_COLOR";
  767. EBlendingFunction[EBlendingFunction["DST_COLOR"] = 774] = "DST_COLOR";
  768. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_COLOR"] = 775] = "ONE_MINUS_DST_COLOR";
  769. EBlendingFunction[EBlendingFunction["SRC_ALPHA"] = 770] = "SRC_ALPHA";
  770. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_ALPHA"] = 771] = "ONE_MINUS_SRC_ALPHA";
  771. EBlendingFunction[EBlendingFunction["DST_ALPHA"] = 772] = "DST_ALPHA";
  772. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_ALPHA"] = 773] = "ONE_MINUS_DST_ALPHA";
  773. EBlendingFunction[EBlendingFunction["CONSTANT_COLOR"] = 32769] = "CONSTANT_COLOR";
  774. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_COLOR"] = 32770] = "ONE_MINUS_CONSTANT_COLOR";
  775. EBlendingFunction[EBlendingFunction["CONSTANT_ALPHA"] = 32771] = "CONSTANT_ALPHA";
  776. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_ALPHA"] = 32772] = "ONE_MINUS_CONSTANT_ALPHA";
  777. EBlendingFunction[EBlendingFunction["SRC_ALPHA_SATURATE"] = 776] = "SRC_ALPHA_SATURATE";
  778. })(EBlendingFunction = GLTF1.EBlendingFunction || (GLTF1.EBlendingFunction = {}));
  779. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  780. })(BABYLON || (BABYLON = {}));
  781. //# sourceMappingURL=babylon.glTFLoaderInterfaces.js.map
  782. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  783. var BABYLON;
  784. (function (BABYLON) {
  785. var GLTF1;
  786. (function (GLTF1) {
  787. /**
  788. * Tokenizer. Used for shaders compatibility
  789. * Automatically map world, view, projection, worldViewProjection, attributes and so on
  790. */
  791. var ETokenType;
  792. (function (ETokenType) {
  793. ETokenType[ETokenType["IDENTIFIER"] = 1] = "IDENTIFIER";
  794. ETokenType[ETokenType["UNKNOWN"] = 2] = "UNKNOWN";
  795. ETokenType[ETokenType["END_OF_INPUT"] = 3] = "END_OF_INPUT";
  796. })(ETokenType || (ETokenType = {}));
  797. var Tokenizer = /** @class */ (function () {
  798. function Tokenizer(toParse) {
  799. this._pos = 0;
  800. this.currentToken = ETokenType.UNKNOWN;
  801. this.currentIdentifier = "";
  802. this.currentString = "";
  803. this.isLetterOrDigitPattern = /^[a-zA-Z0-9]+$/;
  804. this._toParse = toParse;
  805. this._maxPos = toParse.length;
  806. }
  807. Tokenizer.prototype.getNextToken = function () {
  808. if (this.isEnd())
  809. return ETokenType.END_OF_INPUT;
  810. this.currentString = this.read();
  811. this.currentToken = ETokenType.UNKNOWN;
  812. if (this.currentString === "_" || this.isLetterOrDigitPattern.test(this.currentString)) {
  813. this.currentToken = ETokenType.IDENTIFIER;
  814. this.currentIdentifier = this.currentString;
  815. while (!this.isEnd() && (this.isLetterOrDigitPattern.test(this.currentString = this.peek()) || this.currentString === "_")) {
  816. this.currentIdentifier += this.currentString;
  817. this.forward();
  818. }
  819. }
  820. return this.currentToken;
  821. };
  822. Tokenizer.prototype.peek = function () {
  823. return this._toParse[this._pos];
  824. };
  825. Tokenizer.prototype.read = function () {
  826. return this._toParse[this._pos++];
  827. };
  828. Tokenizer.prototype.forward = function () {
  829. this._pos++;
  830. };
  831. Tokenizer.prototype.isEnd = function () {
  832. return this._pos >= this._maxPos;
  833. };
  834. return Tokenizer;
  835. }());
  836. /**
  837. * Values
  838. */
  839. var glTFTransforms = ["MODEL", "VIEW", "PROJECTION", "MODELVIEW", "MODELVIEWPROJECTION", "JOINTMATRIX"];
  840. var babylonTransforms = ["world", "view", "projection", "worldView", "worldViewProjection", "mBones"];
  841. var glTFAnimationPaths = ["translation", "rotation", "scale"];
  842. var babylonAnimationPaths = ["position", "rotationQuaternion", "scaling"];
  843. /**
  844. * Parse
  845. */
  846. var parseBuffers = function (parsedBuffers, gltfRuntime) {
  847. for (var buf in parsedBuffers) {
  848. var parsedBuffer = parsedBuffers[buf];
  849. gltfRuntime.buffers[buf] = parsedBuffer;
  850. gltfRuntime.buffersCount++;
  851. }
  852. };
  853. var parseShaders = function (parsedShaders, gltfRuntime) {
  854. for (var sha in parsedShaders) {
  855. var parsedShader = parsedShaders[sha];
  856. gltfRuntime.shaders[sha] = parsedShader;
  857. gltfRuntime.shaderscount++;
  858. }
  859. };
  860. var parseObject = function (parsedObjects, runtimeProperty, gltfRuntime) {
  861. for (var object in parsedObjects) {
  862. var parsedObject = parsedObjects[object];
  863. gltfRuntime[runtimeProperty][object] = parsedObject;
  864. }
  865. };
  866. /**
  867. * Utils
  868. */
  869. var normalizeUVs = function (buffer) {
  870. if (!buffer) {
  871. return;
  872. }
  873. for (var i = 0; i < buffer.length / 2; i++) {
  874. buffer[i * 2 + 1] = 1.0 - buffer[i * 2 + 1];
  875. }
  876. };
  877. var getAttribute = function (attributeParameter) {
  878. if (attributeParameter.semantic === "NORMAL") {
  879. return "normal";
  880. }
  881. else if (attributeParameter.semantic === "POSITION") {
  882. return "position";
  883. }
  884. else if (attributeParameter.semantic === "JOINT") {
  885. return "matricesIndices";
  886. }
  887. else if (attributeParameter.semantic === "WEIGHT") {
  888. return "matricesWeights";
  889. }
  890. else if (attributeParameter.semantic === "COLOR") {
  891. return "color";
  892. }
  893. else if (attributeParameter.semantic && attributeParameter.semantic.indexOf("TEXCOORD_") !== -1) {
  894. var channel = Number(attributeParameter.semantic.split("_")[1]);
  895. return "uv" + (channel === 0 ? "" : channel + 1);
  896. }
  897. return null;
  898. };
  899. /**
  900. * Loads and creates animations
  901. */
  902. var loadAnimations = function (gltfRuntime) {
  903. for (var anim in gltfRuntime.animations) {
  904. var animation = gltfRuntime.animations[anim];
  905. if (!animation.channels || !animation.samplers) {
  906. continue;
  907. }
  908. var lastAnimation = null;
  909. for (var i = 0; i < animation.channels.length; i++) {
  910. // Get parameters and load buffers
  911. var channel = animation.channels[i];
  912. var sampler = animation.samplers[channel.sampler];
  913. if (!sampler) {
  914. continue;
  915. }
  916. var inputData = null;
  917. var outputData = null;
  918. if (animation.parameters) {
  919. inputData = animation.parameters[sampler.input];
  920. outputData = animation.parameters[sampler.output];
  921. }
  922. else {
  923. inputData = sampler.input;
  924. outputData = sampler.output;
  925. }
  926. var bufferInput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[inputData]);
  927. var bufferOutput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[outputData]);
  928. var targetID = channel.target.id;
  929. var targetNode = gltfRuntime.scene.getNodeByID(targetID);
  930. if (targetNode === null) {
  931. targetNode = gltfRuntime.scene.getNodeByName(targetID);
  932. }
  933. if (targetNode === null) {
  934. BABYLON.Tools.Warn("Creating animation named " + anim + ". But cannot find node named " + targetID + " to attach to");
  935. continue;
  936. }
  937. var isBone = targetNode instanceof BABYLON.Bone;
  938. // Get target path (position, rotation or scaling)
  939. var targetPath = channel.target.path;
  940. var targetPathIndex = glTFAnimationPaths.indexOf(targetPath);
  941. if (targetPathIndex !== -1) {
  942. targetPath = babylonAnimationPaths[targetPathIndex];
  943. }
  944. // Determine animation type
  945. var animationType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  946. if (!isBone) {
  947. if (targetPath === "rotationQuaternion") {
  948. animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  949. targetNode.rotationQuaternion = new BABYLON.Quaternion();
  950. }
  951. else {
  952. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  953. }
  954. }
  955. // Create animation and key frames
  956. var babylonAnimation = null;
  957. var keys = [];
  958. var arrayOffset = 0;
  959. var modifyKey = false;
  960. if (isBone && lastAnimation && lastAnimation.getKeys().length === bufferInput.length) {
  961. babylonAnimation = lastAnimation;
  962. modifyKey = true;
  963. }
  964. if (!modifyKey) {
  965. babylonAnimation = new BABYLON.Animation(anim, isBone ? "_matrix" : targetPath, 1, animationType, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  966. }
  967. // For each frame
  968. for (var j = 0; j < bufferInput.length; j++) {
  969. var value = null;
  970. if (targetPath === "rotationQuaternion") { // VEC4
  971. value = BABYLON.Quaternion.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2], bufferOutput[arrayOffset + 3]]);
  972. arrayOffset += 4;
  973. }
  974. else { // Position and scaling are VEC3
  975. value = BABYLON.Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]);
  976. arrayOffset += 3;
  977. }
  978. if (isBone) {
  979. var bone = targetNode;
  980. var translation = BABYLON.Vector3.Zero();
  981. var rotationQuaternion = new BABYLON.Quaternion();
  982. var scaling = BABYLON.Vector3.Zero();
  983. // Warning on decompose
  984. var mat = bone.getBaseMatrix();
  985. if (modifyKey && lastAnimation) {
  986. mat = lastAnimation.getKeys()[j].value;
  987. }
  988. mat.decompose(scaling, rotationQuaternion, translation);
  989. if (targetPath === "position") {
  990. translation = value;
  991. }
  992. else if (targetPath === "rotationQuaternion") {
  993. rotationQuaternion = value;
  994. }
  995. else {
  996. scaling = value;
  997. }
  998. value = BABYLON.Matrix.Compose(scaling, rotationQuaternion, translation);
  999. }
  1000. if (!modifyKey) {
  1001. keys.push({
  1002. frame: bufferInput[j],
  1003. value: value
  1004. });
  1005. }
  1006. else if (lastAnimation) {
  1007. lastAnimation.getKeys()[j].value = value;
  1008. }
  1009. }
  1010. // Finish
  1011. if (!modifyKey && babylonAnimation) {
  1012. babylonAnimation.setKeys(keys);
  1013. targetNode.animations.push(babylonAnimation);
  1014. }
  1015. lastAnimation = babylonAnimation;
  1016. gltfRuntime.scene.stopAnimation(targetNode);
  1017. gltfRuntime.scene.beginAnimation(targetNode, 0, bufferInput[bufferInput.length - 1], true, 1.0);
  1018. }
  1019. }
  1020. };
  1021. /**
  1022. * Returns the bones transformation matrix
  1023. */
  1024. var configureBoneTransformation = function (node) {
  1025. var mat = null;
  1026. if (node.translation || node.rotation || node.scale) {
  1027. var scale = BABYLON.Vector3.FromArray(node.scale || [1, 1, 1]);
  1028. var rotation = BABYLON.Quaternion.FromArray(node.rotation || [0, 0, 0, 1]);
  1029. var position = BABYLON.Vector3.FromArray(node.translation || [0, 0, 0]);
  1030. mat = BABYLON.Matrix.Compose(scale, rotation, position);
  1031. }
  1032. else {
  1033. mat = BABYLON.Matrix.FromArray(node.matrix);
  1034. }
  1035. return mat;
  1036. };
  1037. /**
  1038. * Returns the parent bone
  1039. */
  1040. var getParentBone = function (gltfRuntime, skins, jointName, newSkeleton) {
  1041. // Try to find
  1042. for (var i = 0; i < newSkeleton.bones.length; i++) {
  1043. if (newSkeleton.bones[i].name === jointName) {
  1044. return newSkeleton.bones[i];
  1045. }
  1046. }
  1047. // Not found, search in gltf nodes
  1048. var nodes = gltfRuntime.nodes;
  1049. for (var nde in nodes) {
  1050. var node = nodes[nde];
  1051. if (!node.jointName) {
  1052. continue;
  1053. }
  1054. var children = node.children;
  1055. for (var i = 0; i < children.length; i++) {
  1056. var child = gltfRuntime.nodes[children[i]];
  1057. if (!child.jointName) {
  1058. continue;
  1059. }
  1060. if (child.jointName === jointName) {
  1061. var mat = configureBoneTransformation(node);
  1062. var bone = new BABYLON.Bone(node.name || "", newSkeleton, getParentBone(gltfRuntime, skins, node.jointName, newSkeleton), mat);
  1063. bone.id = nde;
  1064. return bone;
  1065. }
  1066. }
  1067. }
  1068. return null;
  1069. };
  1070. /**
  1071. * Returns the appropriate root node
  1072. */
  1073. var getNodeToRoot = function (nodesToRoot, id) {
  1074. for (var i = 0; i < nodesToRoot.length; i++) {
  1075. var nodeToRoot = nodesToRoot[i];
  1076. for (var j = 0; j < nodeToRoot.node.children.length; j++) {
  1077. var child = nodeToRoot.node.children[j];
  1078. if (child === id) {
  1079. return nodeToRoot.bone;
  1080. }
  1081. }
  1082. }
  1083. return null;
  1084. };
  1085. /**
  1086. * Returns the node with the joint name
  1087. */
  1088. var getJointNode = function (gltfRuntime, jointName) {
  1089. var nodes = gltfRuntime.nodes;
  1090. var node = nodes[jointName];
  1091. if (node) {
  1092. return {
  1093. node: node,
  1094. id: jointName
  1095. };
  1096. }
  1097. for (var nde in nodes) {
  1098. node = nodes[nde];
  1099. if (node.jointName === jointName) {
  1100. return {
  1101. node: node,
  1102. id: nde
  1103. };
  1104. }
  1105. }
  1106. return null;
  1107. };
  1108. /**
  1109. * Checks if a nodes is in joints
  1110. */
  1111. var nodeIsInJoints = function (skins, id) {
  1112. for (var i = 0; i < skins.jointNames.length; i++) {
  1113. if (skins.jointNames[i] === id) {
  1114. return true;
  1115. }
  1116. }
  1117. return false;
  1118. };
  1119. /**
  1120. * Fills the nodes to root for bones and builds hierarchy
  1121. */
  1122. var getNodesToRoot = function (gltfRuntime, newSkeleton, skins, nodesToRoot) {
  1123. // Creates nodes for root
  1124. for (var nde in gltfRuntime.nodes) {
  1125. var node = gltfRuntime.nodes[nde];
  1126. var id = nde;
  1127. if (!node.jointName || nodeIsInJoints(skins, node.jointName)) {
  1128. continue;
  1129. }
  1130. // Create node to root bone
  1131. var mat = configureBoneTransformation(node);
  1132. var bone = new BABYLON.Bone(node.name || "", newSkeleton, null, mat);
  1133. bone.id = id;
  1134. nodesToRoot.push({ bone: bone, node: node, id: id });
  1135. }
  1136. // Parenting
  1137. for (var i = 0; i < nodesToRoot.length; i++) {
  1138. var nodeToRoot = nodesToRoot[i];
  1139. var children = nodeToRoot.node.children;
  1140. for (var j = 0; j < children.length; j++) {
  1141. var child = null;
  1142. for (var k = 0; k < nodesToRoot.length; k++) {
  1143. if (nodesToRoot[k].id === children[j]) {
  1144. child = nodesToRoot[k];
  1145. break;
  1146. }
  1147. }
  1148. if (child) {
  1149. child.bone._parent = nodeToRoot.bone;
  1150. nodeToRoot.bone.children.push(child.bone);
  1151. }
  1152. }
  1153. }
  1154. };
  1155. /**
  1156. * Imports a skeleton
  1157. */
  1158. var importSkeleton = function (gltfRuntime, skins, mesh, newSkeleton, id) {
  1159. if (!newSkeleton) {
  1160. newSkeleton = new BABYLON.Skeleton(skins.name || "", "", gltfRuntime.scene);
  1161. }
  1162. if (!skins.babylonSkeleton) {
  1163. return newSkeleton;
  1164. }
  1165. // Find the root bones
  1166. var nodesToRoot = [];
  1167. var nodesToRootToAdd = [];
  1168. getNodesToRoot(gltfRuntime, newSkeleton, skins, nodesToRoot);
  1169. newSkeleton.bones = [];
  1170. // Joints
  1171. for (var i = 0; i < skins.jointNames.length; i++) {
  1172. var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
  1173. if (!jointNode) {
  1174. continue;
  1175. }
  1176. var node = jointNode.node;
  1177. if (!node) {
  1178. BABYLON.Tools.Warn("Joint named " + skins.jointNames[i] + " does not exist");
  1179. continue;
  1180. }
  1181. var id = jointNode.id;
  1182. // Optimize, if the bone already exists...
  1183. var existingBone = gltfRuntime.scene.getBoneByID(id);
  1184. if (existingBone) {
  1185. newSkeleton.bones.push(existingBone);
  1186. continue;
  1187. }
  1188. // Search for parent bone
  1189. var foundBone = false;
  1190. var parentBone = null;
  1191. for (var j = 0; j < i; j++) {
  1192. var jointNode_1 = getJointNode(gltfRuntime, skins.jointNames[j]);
  1193. if (!jointNode_1) {
  1194. continue;
  1195. }
  1196. var joint = jointNode_1.node;
  1197. if (!joint) {
  1198. BABYLON.Tools.Warn("Joint named " + skins.jointNames[j] + " does not exist when looking for parent");
  1199. continue;
  1200. }
  1201. var children = joint.children;
  1202. if (!children) {
  1203. continue;
  1204. }
  1205. foundBone = false;
  1206. for (var k = 0; k < children.length; k++) {
  1207. if (children[k] === id) {
  1208. parentBone = getParentBone(gltfRuntime, skins, skins.jointNames[j], newSkeleton);
  1209. foundBone = true;
  1210. break;
  1211. }
  1212. }
  1213. if (foundBone) {
  1214. break;
  1215. }
  1216. }
  1217. // Create bone
  1218. var mat = configureBoneTransformation(node);
  1219. if (!parentBone && nodesToRoot.length > 0) {
  1220. parentBone = getNodeToRoot(nodesToRoot, id);
  1221. if (parentBone) {
  1222. if (nodesToRootToAdd.indexOf(parentBone) === -1) {
  1223. nodesToRootToAdd.push(parentBone);
  1224. }
  1225. }
  1226. }
  1227. var bone = new BABYLON.Bone(node.jointName || "", newSkeleton, parentBone, mat);
  1228. bone.id = id;
  1229. }
  1230. // Polish
  1231. var bones = newSkeleton.bones;
  1232. newSkeleton.bones = [];
  1233. for (var i = 0; i < skins.jointNames.length; i++) {
  1234. var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
  1235. if (!jointNode) {
  1236. continue;
  1237. }
  1238. for (var j = 0; j < bones.length; j++) {
  1239. if (bones[j].id === jointNode.id) {
  1240. newSkeleton.bones.push(bones[j]);
  1241. break;
  1242. }
  1243. }
  1244. }
  1245. newSkeleton.prepare();
  1246. // Finish
  1247. for (var i = 0; i < nodesToRootToAdd.length; i++) {
  1248. newSkeleton.bones.push(nodesToRootToAdd[i]);
  1249. }
  1250. return newSkeleton;
  1251. };
  1252. /**
  1253. * Imports a mesh and its geometries
  1254. */
  1255. var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
  1256. if (!newMesh) {
  1257. newMesh = new BABYLON.Mesh(node.name || "", gltfRuntime.scene);
  1258. newMesh.id = id;
  1259. }
  1260. if (!node.babylonNode) {
  1261. return newMesh;
  1262. }
  1263. var subMaterials = [];
  1264. var vertexData = null;
  1265. var verticesStarts = new Array();
  1266. var verticesCounts = new Array();
  1267. var indexStarts = new Array();
  1268. var indexCounts = new Array();
  1269. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  1270. var meshID = meshes[meshIndex];
  1271. var mesh = gltfRuntime.meshes[meshID];
  1272. if (!mesh) {
  1273. continue;
  1274. }
  1275. // Positions, normals and UVs
  1276. for (var i = 0; i < mesh.primitives.length; i++) {
  1277. // Temporary vertex data
  1278. var tempVertexData = new BABYLON.VertexData();
  1279. var primitive = mesh.primitives[i];
  1280. if (primitive.mode !== 4) {
  1281. // continue;
  1282. }
  1283. var attributes = primitive.attributes;
  1284. var accessor = null;
  1285. var buffer = null;
  1286. // Set positions, normal and uvs
  1287. for (var semantic in attributes) {
  1288. // Link accessor and buffer view
  1289. accessor = gltfRuntime.accessors[attributes[semantic]];
  1290. buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
  1291. if (semantic === "NORMAL") {
  1292. tempVertexData.normals = new Float32Array(buffer.length);
  1293. tempVertexData.normals.set(buffer);
  1294. }
  1295. else if (semantic === "POSITION") {
  1296. if (BABYLON.GLTFFileLoader.HomogeneousCoordinates) {
  1297. tempVertexData.positions = new Float32Array(buffer.length - buffer.length / 4);
  1298. for (var j = 0; j < buffer.length; j += 4) {
  1299. tempVertexData.positions[j] = buffer[j];
  1300. tempVertexData.positions[j + 1] = buffer[j + 1];
  1301. tempVertexData.positions[j + 2] = buffer[j + 2];
  1302. }
  1303. }
  1304. else {
  1305. tempVertexData.positions = new Float32Array(buffer.length);
  1306. tempVertexData.positions.set(buffer);
  1307. }
  1308. verticesCounts.push(tempVertexData.positions.length);
  1309. }
  1310. else if (semantic.indexOf("TEXCOORD_") !== -1) {
  1311. var channel = Number(semantic.split("_")[1]);
  1312. var uvKind = BABYLON.VertexBuffer.UVKind + (channel === 0 ? "" : (channel + 1));
  1313. var uvs = new Float32Array(buffer.length);
  1314. uvs.set(buffer);
  1315. normalizeUVs(uvs);
  1316. tempVertexData.set(uvs, uvKind);
  1317. }
  1318. else if (semantic === "JOINT") {
  1319. tempVertexData.matricesIndices = new Float32Array(buffer.length);
  1320. tempVertexData.matricesIndices.set(buffer);
  1321. }
  1322. else if (semantic === "WEIGHT") {
  1323. tempVertexData.matricesWeights = new Float32Array(buffer.length);
  1324. tempVertexData.matricesWeights.set(buffer);
  1325. }
  1326. else if (semantic === "COLOR") {
  1327. tempVertexData.colors = new Float32Array(buffer.length);
  1328. tempVertexData.colors.set(buffer);
  1329. }
  1330. }
  1331. // Indices
  1332. accessor = gltfRuntime.accessors[primitive.indices];
  1333. if (accessor) {
  1334. buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
  1335. tempVertexData.indices = new Int32Array(buffer.length);
  1336. tempVertexData.indices.set(buffer);
  1337. indexCounts.push(tempVertexData.indices.length);
  1338. }
  1339. else {
  1340. // Set indices on the fly
  1341. var indices = [];
  1342. for (var j = 0; j < tempVertexData.positions.length / 3; j++) {
  1343. indices.push(j);
  1344. }
  1345. tempVertexData.indices = new Int32Array(indices);
  1346. indexCounts.push(tempVertexData.indices.length);
  1347. }
  1348. if (!vertexData) {
  1349. vertexData = tempVertexData;
  1350. }
  1351. else {
  1352. vertexData.merge(tempVertexData);
  1353. }
  1354. // Sub material
  1355. var material_1 = gltfRuntime.scene.getMaterialByID(primitive.material);
  1356. subMaterials.push(material_1 === null ? GLTF1.GLTFUtils.GetDefaultMaterial(gltfRuntime.scene) : material_1);
  1357. // Update vertices start and index start
  1358. verticesStarts.push(verticesStarts.length === 0 ? 0 : verticesStarts[verticesStarts.length - 1] + verticesCounts[verticesCounts.length - 2]);
  1359. indexStarts.push(indexStarts.length === 0 ? 0 : indexStarts[indexStarts.length - 1] + indexCounts[indexCounts.length - 2]);
  1360. }
  1361. }
  1362. var material;
  1363. if (subMaterials.length > 1) {
  1364. material = new BABYLON.MultiMaterial("multimat" + id, gltfRuntime.scene);
  1365. material.subMaterials = subMaterials;
  1366. }
  1367. else {
  1368. material = new BABYLON.StandardMaterial("multimat" + id, gltfRuntime.scene);
  1369. }
  1370. if (subMaterials.length === 1) {
  1371. material = subMaterials[0];
  1372. }
  1373. if (!newMesh.material) {
  1374. newMesh.material = material;
  1375. }
  1376. // Apply geometry
  1377. new BABYLON.Geometry(id, gltfRuntime.scene, vertexData, false, newMesh);
  1378. newMesh.computeWorldMatrix(true);
  1379. // Apply submeshes
  1380. newMesh.subMeshes = [];
  1381. var index = 0;
  1382. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  1383. var meshID = meshes[meshIndex];
  1384. var mesh = gltfRuntime.meshes[meshID];
  1385. if (!mesh) {
  1386. continue;
  1387. }
  1388. for (var i = 0; i < mesh.primitives.length; i++) {
  1389. if (mesh.primitives[i].mode !== 4) {
  1390. //continue;
  1391. }
  1392. BABYLON.SubMesh.AddToMesh(index, verticesStarts[index], verticesCounts[index], indexStarts[index], indexCounts[index], newMesh, newMesh, true);
  1393. index++;
  1394. }
  1395. }
  1396. // Finish
  1397. return newMesh;
  1398. };
  1399. /**
  1400. * Configure node transformation from position, rotation and scaling
  1401. */
  1402. var configureNode = function (newNode, position, rotation, scaling) {
  1403. if (newNode.position) {
  1404. newNode.position = position;
  1405. }
  1406. if (newNode.rotationQuaternion || newNode.rotation) {
  1407. newNode.rotationQuaternion = rotation;
  1408. }
  1409. if (newNode.scaling) {
  1410. newNode.scaling = scaling;
  1411. }
  1412. };
  1413. /**
  1414. * Configures node from transformation matrix
  1415. */
  1416. var configureNodeFromMatrix = function (newNode, node, parent) {
  1417. if (node.matrix) {
  1418. var position = new BABYLON.Vector3(0, 0, 0);
  1419. var rotation = new BABYLON.Quaternion();
  1420. var scaling = new BABYLON.Vector3(0, 0, 0);
  1421. var mat = BABYLON.Matrix.FromArray(node.matrix);
  1422. mat.decompose(scaling, rotation, position);
  1423. configureNode(newNode, position, rotation, scaling);
  1424. }
  1425. else if (node.translation && node.rotation && node.scale) {
  1426. configureNode(newNode, BABYLON.Vector3.FromArray(node.translation), BABYLON.Quaternion.FromArray(node.rotation), BABYLON.Vector3.FromArray(node.scale));
  1427. }
  1428. newNode.computeWorldMatrix(true);
  1429. };
  1430. /**
  1431. * Imports a node
  1432. */
  1433. var importNode = function (gltfRuntime, node, id, parent) {
  1434. var lastNode = null;
  1435. if (gltfRuntime.importOnlyMeshes && (node.skin || node.meshes)) {
  1436. if (gltfRuntime.importMeshesNames && gltfRuntime.importMeshesNames.length > 0 && gltfRuntime.importMeshesNames.indexOf(node.name || "") === -1) {
  1437. return null;
  1438. }
  1439. }
  1440. // Meshes
  1441. if (node.skin) {
  1442. if (node.meshes) {
  1443. var skin = gltfRuntime.skins[node.skin];
  1444. var newMesh = importMesh(gltfRuntime, node, node.meshes, id, node.babylonNode);
  1445. newMesh.skeleton = gltfRuntime.scene.getLastSkeletonByID(node.skin);
  1446. if (newMesh.skeleton === null) {
  1447. newMesh.skeleton = importSkeleton(gltfRuntime, skin, newMesh, skin.babylonSkeleton, node.skin);
  1448. if (!skin.babylonSkeleton) {
  1449. skin.babylonSkeleton = newMesh.skeleton;
  1450. }
  1451. }
  1452. lastNode = newMesh;
  1453. }
  1454. }
  1455. else if (node.meshes) {
  1456. /**
  1457. * Improve meshes property
  1458. */
  1459. var newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id, node.babylonNode);
  1460. lastNode = newMesh;
  1461. }
  1462. // Lights
  1463. else if (node.light && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  1464. var light = gltfRuntime.lights[node.light];
  1465. if (light) {
  1466. if (light.type === "ambient") {
  1467. var ambienLight = light[light.type];
  1468. var hemiLight = new BABYLON.HemisphericLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1469. hemiLight.name = node.name || "";
  1470. if (ambienLight.color) {
  1471. hemiLight.diffuse = BABYLON.Color3.FromArray(ambienLight.color);
  1472. }
  1473. lastNode = hemiLight;
  1474. }
  1475. else if (light.type === "directional") {
  1476. var directionalLight = light[light.type];
  1477. var dirLight = new BABYLON.DirectionalLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1478. dirLight.name = node.name || "";
  1479. if (directionalLight.color) {
  1480. dirLight.diffuse = BABYLON.Color3.FromArray(directionalLight.color);
  1481. }
  1482. lastNode = dirLight;
  1483. }
  1484. else if (light.type === "point") {
  1485. var pointLight = light[light.type];
  1486. var ptLight = new BABYLON.PointLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1487. ptLight.name = node.name || "";
  1488. if (pointLight.color) {
  1489. ptLight.diffuse = BABYLON.Color3.FromArray(pointLight.color);
  1490. }
  1491. lastNode = ptLight;
  1492. }
  1493. else if (light.type === "spot") {
  1494. var spotLight = light[light.type];
  1495. var spLight = new BABYLON.SpotLight(node.light, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, gltfRuntime.scene);
  1496. spLight.name = node.name || "";
  1497. if (spotLight.color) {
  1498. spLight.diffuse = BABYLON.Color3.FromArray(spotLight.color);
  1499. }
  1500. if (spotLight.fallOfAngle) {
  1501. spLight.angle = spotLight.fallOfAngle;
  1502. }
  1503. if (spotLight.fallOffExponent) {
  1504. spLight.exponent = spotLight.fallOffExponent;
  1505. }
  1506. lastNode = spLight;
  1507. }
  1508. }
  1509. }
  1510. // Cameras
  1511. else if (node.camera && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  1512. var camera = gltfRuntime.cameras[node.camera];
  1513. if (camera) {
  1514. if (camera.type === "orthographic") {
  1515. var orthoCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene, false);
  1516. orthoCamera.name = node.name || "";
  1517. orthoCamera.mode = BABYLON.Camera.ORTHOGRAPHIC_CAMERA;
  1518. orthoCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  1519. lastNode = orthoCamera;
  1520. }
  1521. else if (camera.type === "perspective") {
  1522. var perspectiveCamera = camera[camera.type];
  1523. var persCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene, false);
  1524. persCamera.name = node.name || "";
  1525. persCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  1526. if (!perspectiveCamera.aspectRatio) {
  1527. perspectiveCamera.aspectRatio = gltfRuntime.scene.getEngine().getRenderWidth() / gltfRuntime.scene.getEngine().getRenderHeight();
  1528. }
  1529. if (perspectiveCamera.znear && perspectiveCamera.zfar) {
  1530. persCamera.maxZ = perspectiveCamera.zfar;
  1531. persCamera.minZ = perspectiveCamera.znear;
  1532. }
  1533. lastNode = persCamera;
  1534. }
  1535. }
  1536. }
  1537. // Empty node
  1538. if (!node.jointName) {
  1539. if (node.babylonNode) {
  1540. return node.babylonNode;
  1541. }
  1542. else if (lastNode === null) {
  1543. var dummy = new BABYLON.Mesh(node.name || "", gltfRuntime.scene);
  1544. node.babylonNode = dummy;
  1545. lastNode = dummy;
  1546. }
  1547. }
  1548. if (lastNode !== null) {
  1549. if (node.matrix && lastNode instanceof BABYLON.Mesh) {
  1550. configureNodeFromMatrix(lastNode, node, parent);
  1551. }
  1552. else {
  1553. var translation = node.translation || [0, 0, 0];
  1554. var rotation = node.rotation || [0, 0, 0, 1];
  1555. var scale = node.scale || [1, 1, 1];
  1556. configureNode(lastNode, BABYLON.Vector3.FromArray(translation), BABYLON.Quaternion.FromArray(rotation), BABYLON.Vector3.FromArray(scale));
  1557. }
  1558. lastNode.updateCache(true);
  1559. node.babylonNode = lastNode;
  1560. }
  1561. return lastNode;
  1562. };
  1563. /**
  1564. * Traverses nodes and creates them
  1565. */
  1566. var traverseNodes = function (gltfRuntime, id, parent, meshIncluded) {
  1567. if (meshIncluded === void 0) { meshIncluded = false; }
  1568. var node = gltfRuntime.nodes[id];
  1569. var newNode = null;
  1570. if (gltfRuntime.importOnlyMeshes && !meshIncluded && gltfRuntime.importMeshesNames) {
  1571. if (gltfRuntime.importMeshesNames.indexOf(node.name || "") !== -1 || gltfRuntime.importMeshesNames.length === 0) {
  1572. meshIncluded = true;
  1573. }
  1574. else {
  1575. meshIncluded = false;
  1576. }
  1577. }
  1578. else {
  1579. meshIncluded = true;
  1580. }
  1581. if (!node.jointName && meshIncluded) {
  1582. newNode = importNode(gltfRuntime, node, id, parent);
  1583. if (newNode !== null) {
  1584. newNode.id = id;
  1585. newNode.parent = parent;
  1586. }
  1587. }
  1588. if (node.children) {
  1589. for (var i = 0; i < node.children.length; i++) {
  1590. traverseNodes(gltfRuntime, node.children[i], newNode, meshIncluded);
  1591. }
  1592. }
  1593. };
  1594. /**
  1595. * do stuff after buffers, shaders are loaded (e.g. hook up materials, load animations, etc.)
  1596. */
  1597. var postLoad = function (gltfRuntime) {
  1598. // Nodes
  1599. var currentScene = gltfRuntime.currentScene;
  1600. if (currentScene) {
  1601. for (var i = 0; i < currentScene.nodes.length; i++) {
  1602. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  1603. }
  1604. }
  1605. else {
  1606. for (var thing in gltfRuntime.scenes) {
  1607. currentScene = gltfRuntime.scenes[thing];
  1608. for (var i = 0; i < currentScene.nodes.length; i++) {
  1609. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  1610. }
  1611. }
  1612. }
  1613. // Set animations
  1614. loadAnimations(gltfRuntime);
  1615. for (var i = 0; i < gltfRuntime.scene.skeletons.length; i++) {
  1616. var skeleton = gltfRuntime.scene.skeletons[i];
  1617. gltfRuntime.scene.beginAnimation(skeleton, 0, Number.MAX_VALUE, true, 1.0);
  1618. }
  1619. };
  1620. /**
  1621. * onBind shaderrs callback to set uniforms and matrices
  1622. */
  1623. var onBindShaderMaterial = function (mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess) {
  1624. var materialValues = material.values || technique.parameters;
  1625. for (var unif in unTreatedUniforms) {
  1626. var uniform = unTreatedUniforms[unif];
  1627. var type = uniform.type;
  1628. if (type === GLTF1.EParameterType.FLOAT_MAT2 || type === GLTF1.EParameterType.FLOAT_MAT3 || type === GLTF1.EParameterType.FLOAT_MAT4) {
  1629. if (uniform.semantic && !uniform.source && !uniform.node) {
  1630. GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, mesh, uniform, unif, shaderMaterial.getEffect());
  1631. }
  1632. else if (uniform.semantic && (uniform.source || uniform.node)) {
  1633. var source = gltfRuntime.scene.getNodeByName(uniform.source || uniform.node || "");
  1634. if (source === null) {
  1635. source = gltfRuntime.scene.getNodeByID(uniform.source || uniform.node || "");
  1636. }
  1637. if (source === null) {
  1638. continue;
  1639. }
  1640. GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, source, uniform, unif, shaderMaterial.getEffect());
  1641. }
  1642. }
  1643. else {
  1644. var value = materialValues[technique.uniforms[unif]];
  1645. if (!value) {
  1646. continue;
  1647. }
  1648. if (type === GLTF1.EParameterType.SAMPLER_2D) {
  1649. var texture = gltfRuntime.textures[material.values ? value : uniform.value].babylonTexture;
  1650. if (texture === null || texture === undefined) {
  1651. continue;
  1652. }
  1653. shaderMaterial.getEffect().setTexture(unif, texture);
  1654. }
  1655. else {
  1656. GLTF1.GLTFUtils.SetUniform((shaderMaterial.getEffect()), unif, value, type);
  1657. }
  1658. }
  1659. }
  1660. onSuccess(shaderMaterial);
  1661. };
  1662. /**
  1663. * Prepare uniforms to send the only one time
  1664. * Loads the appropriate textures
  1665. */
  1666. var prepareShaderMaterialUniforms = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms) {
  1667. var materialValues = material.values || technique.parameters;
  1668. var techniqueUniforms = technique.uniforms;
  1669. /**
  1670. * Prepare values here (not matrices)
  1671. */
  1672. for (var unif in unTreatedUniforms) {
  1673. var uniform = unTreatedUniforms[unif];
  1674. var type = uniform.type;
  1675. var value = materialValues[techniqueUniforms[unif]];
  1676. if (value === undefined) {
  1677. // In case the value is the same for all materials
  1678. value = uniform.value;
  1679. }
  1680. if (!value) {
  1681. continue;
  1682. }
  1683. var onLoadTexture = function (uniformName) {
  1684. return function (texture) {
  1685. if (uniform.value && uniformName) {
  1686. // Static uniform
  1687. shaderMaterial.setTexture(uniformName, texture);
  1688. delete unTreatedUniforms[uniformName];
  1689. }
  1690. };
  1691. };
  1692. // Texture (sampler2D)
  1693. if (type === GLTF1.EParameterType.SAMPLER_2D) {
  1694. GLTF1.GLTFLoaderExtension.LoadTextureAsync(gltfRuntime, material.values ? value : uniform.value, onLoadTexture(unif), function () { return onLoadTexture(null); });
  1695. }
  1696. // Others
  1697. else {
  1698. if (uniform.value && GLTF1.GLTFUtils.SetUniform(shaderMaterial, unif, material.values ? value : uniform.value, type)) {
  1699. // Static uniform
  1700. delete unTreatedUniforms[unif];
  1701. }
  1702. }
  1703. }
  1704. };
  1705. /**
  1706. * Shader compilation failed
  1707. */
  1708. var onShaderCompileError = function (program, shaderMaterial, onError) {
  1709. return function (effect, error) {
  1710. shaderMaterial.dispose(true);
  1711. onError("Cannot compile program named " + program.name + ". Error: " + error + ". Default material will be applied");
  1712. };
  1713. };
  1714. /**
  1715. * Shader compilation success
  1716. */
  1717. var onShaderCompileSuccess = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess) {
  1718. return function (_) {
  1719. prepareShaderMaterialUniforms(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms);
  1720. shaderMaterial.onBind = function (mesh) {
  1721. onBindShaderMaterial(mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess);
  1722. };
  1723. };
  1724. };
  1725. /**
  1726. * Returns the appropriate uniform if already handled by babylon
  1727. */
  1728. var parseShaderUniforms = function (tokenizer, technique, unTreatedUniforms) {
  1729. for (var unif in technique.uniforms) {
  1730. var uniform = technique.uniforms[unif];
  1731. var uniformParameter = technique.parameters[uniform];
  1732. if (tokenizer.currentIdentifier === unif) {
  1733. if (uniformParameter.semantic && !uniformParameter.source && !uniformParameter.node) {
  1734. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  1735. if (transformIndex !== -1) {
  1736. delete unTreatedUniforms[unif];
  1737. return babylonTransforms[transformIndex];
  1738. }
  1739. }
  1740. }
  1741. }
  1742. return tokenizer.currentIdentifier;
  1743. };
  1744. /**
  1745. * All shaders loaded. Create materials one by one
  1746. */
  1747. var importMaterials = function (gltfRuntime) {
  1748. // Create materials
  1749. for (var mat in gltfRuntime.materials) {
  1750. GLTF1.GLTFLoaderExtension.LoadMaterialAsync(gltfRuntime, mat, function (material) { }, function () { });
  1751. }
  1752. };
  1753. /**
  1754. * Implementation of the base glTF spec
  1755. */
  1756. var GLTFLoaderBase = /** @class */ (function () {
  1757. function GLTFLoaderBase() {
  1758. }
  1759. GLTFLoaderBase.CreateRuntime = function (parsedData, scene, rootUrl) {
  1760. var gltfRuntime = {
  1761. extensions: {},
  1762. accessors: {},
  1763. buffers: {},
  1764. bufferViews: {},
  1765. meshes: {},
  1766. lights: {},
  1767. cameras: {},
  1768. nodes: {},
  1769. images: {},
  1770. textures: {},
  1771. shaders: {},
  1772. programs: {},
  1773. samplers: {},
  1774. techniques: {},
  1775. materials: {},
  1776. animations: {},
  1777. skins: {},
  1778. extensionsUsed: [],
  1779. scenes: {},
  1780. buffersCount: 0,
  1781. shaderscount: 0,
  1782. scene: scene,
  1783. rootUrl: rootUrl,
  1784. loadedBufferCount: 0,
  1785. loadedBufferViews: {},
  1786. loadedShaderCount: 0,
  1787. importOnlyMeshes: false,
  1788. dummyNodes: []
  1789. };
  1790. // Parse
  1791. if (parsedData.extensions) {
  1792. parseObject(parsedData.extensions, "extensions", gltfRuntime);
  1793. }
  1794. if (parsedData.extensionsUsed) {
  1795. parseObject(parsedData.extensionsUsed, "extensionsUsed", gltfRuntime);
  1796. }
  1797. if (parsedData.buffers) {
  1798. parseBuffers(parsedData.buffers, gltfRuntime);
  1799. }
  1800. if (parsedData.bufferViews) {
  1801. parseObject(parsedData.bufferViews, "bufferViews", gltfRuntime);
  1802. }
  1803. if (parsedData.accessors) {
  1804. parseObject(parsedData.accessors, "accessors", gltfRuntime);
  1805. }
  1806. if (parsedData.meshes) {
  1807. parseObject(parsedData.meshes, "meshes", gltfRuntime);
  1808. }
  1809. if (parsedData.lights) {
  1810. parseObject(parsedData.lights, "lights", gltfRuntime);
  1811. }
  1812. if (parsedData.cameras) {
  1813. parseObject(parsedData.cameras, "cameras", gltfRuntime);
  1814. }
  1815. if (parsedData.nodes) {
  1816. parseObject(parsedData.nodes, "nodes", gltfRuntime);
  1817. }
  1818. if (parsedData.images) {
  1819. parseObject(parsedData.images, "images", gltfRuntime);
  1820. }
  1821. if (parsedData.textures) {
  1822. parseObject(parsedData.textures, "textures", gltfRuntime);
  1823. }
  1824. if (parsedData.shaders) {
  1825. parseShaders(parsedData.shaders, gltfRuntime);
  1826. }
  1827. if (parsedData.programs) {
  1828. parseObject(parsedData.programs, "programs", gltfRuntime);
  1829. }
  1830. if (parsedData.samplers) {
  1831. parseObject(parsedData.samplers, "samplers", gltfRuntime);
  1832. }
  1833. if (parsedData.techniques) {
  1834. parseObject(parsedData.techniques, "techniques", gltfRuntime);
  1835. }
  1836. if (parsedData.materials) {
  1837. parseObject(parsedData.materials, "materials", gltfRuntime);
  1838. }
  1839. if (parsedData.animations) {
  1840. parseObject(parsedData.animations, "animations", gltfRuntime);
  1841. }
  1842. if (parsedData.skins) {
  1843. parseObject(parsedData.skins, "skins", gltfRuntime);
  1844. }
  1845. if (parsedData.scenes) {
  1846. gltfRuntime.scenes = parsedData.scenes;
  1847. }
  1848. if (parsedData.scene && parsedData.scenes) {
  1849. gltfRuntime.currentScene = parsedData.scenes[parsedData.scene];
  1850. }
  1851. return gltfRuntime;
  1852. };
  1853. GLTFLoaderBase.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  1854. var buffer = gltfRuntime.buffers[id];
  1855. if (BABYLON.Tools.IsBase64(buffer.uri)) {
  1856. setTimeout(function () { return onSuccess(new Uint8Array(BABYLON.Tools.DecodeBase64(buffer.uri))); });
  1857. }
  1858. else {
  1859. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, function (data) { return onSuccess(new Uint8Array(data)); }, onProgress, undefined, true, function (request) {
  1860. if (request) {
  1861. onError(request.status + " " + request.statusText);
  1862. }
  1863. });
  1864. }
  1865. };
  1866. GLTFLoaderBase.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  1867. var texture = gltfRuntime.textures[id];
  1868. if (!texture || !texture.source) {
  1869. onError("");
  1870. return;
  1871. }
  1872. if (texture.babylonTexture) {
  1873. onSuccess(null);
  1874. return;
  1875. }
  1876. var source = gltfRuntime.images[texture.source];
  1877. if (BABYLON.Tools.IsBase64(source.uri)) {
  1878. setTimeout(function () { return onSuccess(new Uint8Array(BABYLON.Tools.DecodeBase64(source.uri))); });
  1879. }
  1880. else {
  1881. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + source.uri, function (data) { return onSuccess(new Uint8Array(data)); }, undefined, undefined, true, function (request) {
  1882. if (request) {
  1883. onError(request.status + " " + request.statusText);
  1884. }
  1885. });
  1886. }
  1887. };
  1888. GLTFLoaderBase.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  1889. var texture = gltfRuntime.textures[id];
  1890. if (texture.babylonTexture) {
  1891. onSuccess(texture.babylonTexture);
  1892. return;
  1893. }
  1894. var sampler = gltfRuntime.samplers[texture.sampler];
  1895. var createMipMaps = (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST) ||
  1896. (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_LINEAR) ||
  1897. (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST) ||
  1898. (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR);
  1899. var samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  1900. var blob = new Blob([buffer]);
  1901. var blobURL = URL.createObjectURL(blob);
  1902. var revokeBlobURL = function () { return URL.revokeObjectURL(blobURL); };
  1903. var newTexture = new BABYLON.Texture(blobURL, gltfRuntime.scene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
  1904. if (sampler.wrapS !== undefined) {
  1905. newTexture.wrapU = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapS);
  1906. }
  1907. if (sampler.wrapT !== undefined) {
  1908. newTexture.wrapV = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapT);
  1909. }
  1910. newTexture.name = id;
  1911. texture.babylonTexture = newTexture;
  1912. onSuccess(newTexture);
  1913. };
  1914. GLTFLoaderBase.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  1915. var shader = gltfRuntime.shaders[id];
  1916. if (BABYLON.Tools.IsBase64(shader.uri)) {
  1917. var shaderString = atob(shader.uri.split(",")[1]);
  1918. if (onSuccess) {
  1919. onSuccess(shaderString);
  1920. }
  1921. }
  1922. else {
  1923. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, undefined, undefined, false, function (request) {
  1924. if (request && onError) {
  1925. onError(request.status + " " + request.statusText);
  1926. }
  1927. });
  1928. }
  1929. };
  1930. GLTFLoaderBase.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  1931. var material = gltfRuntime.materials[id];
  1932. if (!material.technique) {
  1933. if (onError) {
  1934. onError("No technique found.");
  1935. }
  1936. return;
  1937. }
  1938. var technique = gltfRuntime.techniques[material.technique];
  1939. if (!technique) {
  1940. var defaultMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
  1941. defaultMaterial.diffuseColor = new BABYLON.Color3(0.5, 0.5, 0.5);
  1942. defaultMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  1943. onSuccess(defaultMaterial);
  1944. return;
  1945. }
  1946. var program = gltfRuntime.programs[technique.program];
  1947. var states = technique.states;
  1948. var vertexShader = BABYLON.Effect.ShadersStore[program.vertexShader + "VertexShader"];
  1949. var pixelShader = BABYLON.Effect.ShadersStore[program.fragmentShader + "PixelShader"];
  1950. var newVertexShader = "";
  1951. var newPixelShader = "";
  1952. var vertexTokenizer = new Tokenizer(vertexShader);
  1953. var pixelTokenizer = new Tokenizer(pixelShader);
  1954. var unTreatedUniforms = {};
  1955. var uniforms = [];
  1956. var attributes = [];
  1957. var samplers = [];
  1958. // Fill uniform, sampler2D and attributes
  1959. for (var unif in technique.uniforms) {
  1960. var uniform = technique.uniforms[unif];
  1961. var uniformParameter = technique.parameters[uniform];
  1962. unTreatedUniforms[unif] = uniformParameter;
  1963. if (uniformParameter.semantic && !uniformParameter.node && !uniformParameter.source) {
  1964. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  1965. if (transformIndex !== -1) {
  1966. uniforms.push(babylonTransforms[transformIndex]);
  1967. delete unTreatedUniforms[unif];
  1968. }
  1969. else {
  1970. uniforms.push(unif);
  1971. }
  1972. }
  1973. else if (uniformParameter.type === GLTF1.EParameterType.SAMPLER_2D) {
  1974. samplers.push(unif);
  1975. }
  1976. else {
  1977. uniforms.push(unif);
  1978. }
  1979. }
  1980. for (var attr in technique.attributes) {
  1981. var attribute = technique.attributes[attr];
  1982. var attributeParameter = technique.parameters[attribute];
  1983. if (attributeParameter.semantic) {
  1984. attributes.push(getAttribute(attributeParameter));
  1985. }
  1986. }
  1987. // Configure vertex shader
  1988. while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
  1989. var tokenType = vertexTokenizer.currentToken;
  1990. if (tokenType !== ETokenType.IDENTIFIER) {
  1991. newVertexShader += vertexTokenizer.currentString;
  1992. continue;
  1993. }
  1994. var foundAttribute = false;
  1995. for (var attr in technique.attributes) {
  1996. var attribute = technique.attributes[attr];
  1997. var attributeParameter = technique.parameters[attribute];
  1998. if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
  1999. newVertexShader += getAttribute(attributeParameter);
  2000. foundAttribute = true;
  2001. break;
  2002. }
  2003. }
  2004. if (foundAttribute) {
  2005. continue;
  2006. }
  2007. newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms);
  2008. }
  2009. // Configure pixel shader
  2010. while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
  2011. var tokenType = pixelTokenizer.currentToken;
  2012. if (tokenType !== ETokenType.IDENTIFIER) {
  2013. newPixelShader += pixelTokenizer.currentString;
  2014. continue;
  2015. }
  2016. newPixelShader += parseShaderUniforms(pixelTokenizer, technique, unTreatedUniforms);
  2017. }
  2018. // Create shader material
  2019. var shaderPath = {
  2020. vertex: program.vertexShader + id,
  2021. fragment: program.fragmentShader + id
  2022. };
  2023. var options = {
  2024. attributes: attributes,
  2025. uniforms: uniforms,
  2026. samplers: samplers,
  2027. needAlphaBlending: states && states.enable && states.enable.indexOf(3042) !== -1
  2028. };
  2029. BABYLON.Effect.ShadersStore[program.vertexShader + id + "VertexShader"] = newVertexShader;
  2030. BABYLON.Effect.ShadersStore[program.fragmentShader + id + "PixelShader"] = newPixelShader;
  2031. var shaderMaterial = new BABYLON.ShaderMaterial(id, gltfRuntime.scene, shaderPath, options);
  2032. shaderMaterial.onError = onShaderCompileError(program, shaderMaterial, onError);
  2033. shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess);
  2034. shaderMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  2035. if (states && states.functions) {
  2036. var functions = states.functions;
  2037. if (functions.cullFace && functions.cullFace[0] !== GLTF1.ECullingType.BACK) {
  2038. shaderMaterial.backFaceCulling = false;
  2039. }
  2040. var blendFunc = functions.blendFuncSeparate;
  2041. if (blendFunc) {
  2042. if (blendFunc[0] === GLTF1.EBlendingFunction.SRC_ALPHA && blendFunc[1] === GLTF1.EBlendingFunction.ONE_MINUS_SRC_ALPHA && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2043. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  2044. }
  2045. else if (blendFunc[0] === GLTF1.EBlendingFunction.ONE && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2046. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  2047. }
  2048. else if (blendFunc[0] === GLTF1.EBlendingFunction.SRC_ALPHA && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2049. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ADD;
  2050. }
  2051. else if (blendFunc[0] === GLTF1.EBlendingFunction.ZERO && blendFunc[1] === GLTF1.EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2052. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_SUBTRACT;
  2053. }
  2054. else if (blendFunc[0] === GLTF1.EBlendingFunction.DST_COLOR && blendFunc[1] === GLTF1.EBlendingFunction.ZERO && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2055. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MULTIPLY;
  2056. }
  2057. else if (blendFunc[0] === GLTF1.EBlendingFunction.SRC_ALPHA && blendFunc[1] === GLTF1.EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2058. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MAXIMIZED;
  2059. }
  2060. }
  2061. }
  2062. };
  2063. return GLTFLoaderBase;
  2064. }());
  2065. GLTF1.GLTFLoaderBase = GLTFLoaderBase;
  2066. /**
  2067. * glTF V1 Loader
  2068. */
  2069. var GLTFLoader = /** @class */ (function () {
  2070. function GLTFLoader() {
  2071. this.state = null;
  2072. }
  2073. GLTFLoader.RegisterExtension = function (extension) {
  2074. if (GLTFLoader.Extensions[extension.name]) {
  2075. BABYLON.Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
  2076. return;
  2077. }
  2078. GLTFLoader.Extensions[extension.name] = extension;
  2079. };
  2080. GLTFLoader.prototype.dispose = function () {
  2081. // do nothing
  2082. };
  2083. GLTFLoader.prototype._importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  2084. var _this = this;
  2085. scene.useRightHandedSystem = true;
  2086. GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
  2087. gltfRuntime.importOnlyMeshes = true;
  2088. if (meshesNames === "") {
  2089. gltfRuntime.importMeshesNames = [];
  2090. }
  2091. else if (typeof meshesNames === "string") {
  2092. gltfRuntime.importMeshesNames = [meshesNames];
  2093. }
  2094. else if (meshesNames && !(meshesNames instanceof Array)) {
  2095. gltfRuntime.importMeshesNames = [meshesNames];
  2096. }
  2097. else {
  2098. gltfRuntime.importMeshesNames = [];
  2099. BABYLON.Tools.Warn("Argument meshesNames must be of type string or string[]");
  2100. }
  2101. // Create nodes
  2102. _this._createNodes(gltfRuntime);
  2103. var meshes = new Array();
  2104. var skeletons = new Array();
  2105. // Fill arrays of meshes and skeletons
  2106. for (var nde in gltfRuntime.nodes) {
  2107. var node = gltfRuntime.nodes[nde];
  2108. if (node.babylonNode instanceof BABYLON.AbstractMesh) {
  2109. meshes.push(node.babylonNode);
  2110. }
  2111. }
  2112. for (var skl in gltfRuntime.skins) {
  2113. var skin = gltfRuntime.skins[skl];
  2114. if (skin.babylonSkeleton instanceof BABYLON.Skeleton) {
  2115. skeletons.push(skin.babylonSkeleton);
  2116. }
  2117. }
  2118. // Load buffers, shaders, materials, etc.
  2119. _this._loadBuffersAsync(gltfRuntime, function () {
  2120. _this._loadShadersAsync(gltfRuntime, function () {
  2121. importMaterials(gltfRuntime);
  2122. postLoad(gltfRuntime);
  2123. if (!BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
  2124. onSuccess(meshes, skeletons);
  2125. }
  2126. });
  2127. }, onProgress);
  2128. if (BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
  2129. onSuccess(meshes, skeletons);
  2130. }
  2131. }, onError);
  2132. return true;
  2133. };
  2134. /**
  2135. * Imports one or more meshes from a loaded gltf file and adds them to the scene
  2136. * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
  2137. * @param scene the scene the meshes should be added to
  2138. * @param data gltf data containing information of the meshes in a loaded file
  2139. * @param rootUrl root url to load from
  2140. * @param onProgress event that fires when loading progress has occured
  2141. * @returns a promise containg the loaded meshes, particles, skeletons and animations
  2142. */
  2143. GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onProgress) {
  2144. var _this = this;
  2145. return new Promise(function (resolve, reject) {
  2146. _this._importMeshAsync(meshesNames, scene, data, rootUrl, function (meshes, skeletons) {
  2147. resolve({
  2148. meshes: meshes,
  2149. particleSystems: [],
  2150. skeletons: skeletons,
  2151. animationGroups: []
  2152. });
  2153. }, onProgress, function (message) {
  2154. reject(new Error(message));
  2155. });
  2156. });
  2157. };
  2158. GLTFLoader.prototype._loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
  2159. var _this = this;
  2160. scene.useRightHandedSystem = true;
  2161. GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
  2162. // Load runtime extensios
  2163. GLTF1.GLTFLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, function () {
  2164. // Create nodes
  2165. _this._createNodes(gltfRuntime);
  2166. // Load buffers, shaders, materials, etc.
  2167. _this._loadBuffersAsync(gltfRuntime, function () {
  2168. _this._loadShadersAsync(gltfRuntime, function () {
  2169. importMaterials(gltfRuntime);
  2170. postLoad(gltfRuntime);
  2171. if (!BABYLON.GLTFFileLoader.IncrementalLoading) {
  2172. onSuccess();
  2173. }
  2174. });
  2175. });
  2176. if (BABYLON.GLTFFileLoader.IncrementalLoading) {
  2177. onSuccess();
  2178. }
  2179. }, onError);
  2180. }, onError);
  2181. };
  2182. /**
  2183. * Imports all objects from a loaded gltf file and adds them to the scene
  2184. * @param scene the scene the objects should be added to
  2185. * @param data gltf data containing information of the meshes in a loaded file
  2186. * @param rootUrl root url to load from
  2187. * @param onProgress event that fires when loading progress has occured
  2188. * @returns a promise which completes when objects have been loaded to the scene
  2189. */
  2190. GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onProgress) {
  2191. var _this = this;
  2192. return new Promise(function (resolve, reject) {
  2193. _this._loadAsync(scene, data, rootUrl, function () {
  2194. resolve();
  2195. }, onProgress, function (message) {
  2196. reject(new Error(message));
  2197. });
  2198. });
  2199. };
  2200. GLTFLoader.prototype._loadShadersAsync = function (gltfRuntime, onload) {
  2201. var hasShaders = false;
  2202. var processShader = function (sha, shader) {
  2203. GLTF1.GLTFLoaderExtension.LoadShaderStringAsync(gltfRuntime, sha, function (shaderString) {
  2204. if (shaderString instanceof ArrayBuffer) {
  2205. return;
  2206. }
  2207. gltfRuntime.loadedShaderCount++;
  2208. if (shaderString) {
  2209. BABYLON.Effect.ShadersStore[sha + (shader.type === GLTF1.EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = shaderString;
  2210. }
  2211. if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
  2212. onload();
  2213. }
  2214. }, function () {
  2215. BABYLON.Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
  2216. });
  2217. };
  2218. for (var sha in gltfRuntime.shaders) {
  2219. hasShaders = true;
  2220. var shader = gltfRuntime.shaders[sha];
  2221. if (shader) {
  2222. processShader.bind(this, sha, shader)();
  2223. }
  2224. else {
  2225. BABYLON.Tools.Error("No shader named: " + sha);
  2226. }
  2227. }
  2228. if (!hasShaders) {
  2229. onload();
  2230. }
  2231. };
  2232. ;
  2233. GLTFLoader.prototype._loadBuffersAsync = function (gltfRuntime, onLoad, onProgress) {
  2234. var hasBuffers = false;
  2235. var processBuffer = function (buf, buffer) {
  2236. GLTF1.GLTFLoaderExtension.LoadBufferAsync(gltfRuntime, buf, function (bufferView) {
  2237. gltfRuntime.loadedBufferCount++;
  2238. if (bufferView) {
  2239. if (bufferView.byteLength != gltfRuntime.buffers[buf].byteLength) {
  2240. BABYLON.Tools.Error("Buffer named " + buf + " is length " + bufferView.byteLength + ". Expected: " + buffer.byteLength); // Improve error message
  2241. }
  2242. gltfRuntime.loadedBufferViews[buf] = bufferView;
  2243. }
  2244. if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
  2245. onLoad();
  2246. }
  2247. }, function () {
  2248. BABYLON.Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
  2249. });
  2250. };
  2251. for (var buf in gltfRuntime.buffers) {
  2252. hasBuffers = true;
  2253. var buffer = gltfRuntime.buffers[buf];
  2254. if (buffer) {
  2255. processBuffer.bind(this, buf, buffer)();
  2256. }
  2257. else {
  2258. BABYLON.Tools.Error("No buffer named: " + buf);
  2259. }
  2260. }
  2261. if (!hasBuffers) {
  2262. onLoad();
  2263. }
  2264. };
  2265. GLTFLoader.prototype._createNodes = function (gltfRuntime) {
  2266. var currentScene = gltfRuntime.currentScene;
  2267. if (currentScene) {
  2268. // Only one scene even if multiple scenes are defined
  2269. for (var i = 0; i < currentScene.nodes.length; i++) {
  2270. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  2271. }
  2272. }
  2273. else {
  2274. // Load all scenes
  2275. for (var thing in gltfRuntime.scenes) {
  2276. currentScene = gltfRuntime.scenes[thing];
  2277. for (var i = 0; i < currentScene.nodes.length; i++) {
  2278. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  2279. }
  2280. }
  2281. }
  2282. };
  2283. GLTFLoader.Extensions = {};
  2284. return GLTFLoader;
  2285. }());
  2286. GLTF1.GLTFLoader = GLTFLoader;
  2287. ;
  2288. BABYLON.GLTFFileLoader._CreateGLTFLoaderV1 = function () { return new GLTFLoader(); };
  2289. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2290. })(BABYLON || (BABYLON = {}));
  2291. //# sourceMappingURL=babylon.glTFLoader.js.map
  2292. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2293. var BABYLON;
  2294. (function (BABYLON) {
  2295. var GLTF1;
  2296. (function (GLTF1) {
  2297. /**
  2298. * Utils functions for GLTF
  2299. */
  2300. var GLTFUtils = /** @class */ (function () {
  2301. function GLTFUtils() {
  2302. }
  2303. /**
  2304. * Sets the given "parameter" matrix
  2305. * @param scene: the {BABYLON.Scene} object
  2306. * @param source: the source node where to pick the matrix
  2307. * @param parameter: the GLTF technique parameter
  2308. * @param uniformName: the name of the shader's uniform
  2309. * @param shaderMaterial: the shader material
  2310. */
  2311. GLTFUtils.SetMatrix = function (scene, source, parameter, uniformName, shaderMaterial) {
  2312. var mat = null;
  2313. if (parameter.semantic === "MODEL") {
  2314. mat = source.getWorldMatrix();
  2315. }
  2316. else if (parameter.semantic === "PROJECTION") {
  2317. mat = scene.getProjectionMatrix();
  2318. }
  2319. else if (parameter.semantic === "VIEW") {
  2320. mat = scene.getViewMatrix();
  2321. }
  2322. else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") {
  2323. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());
  2324. }
  2325. else if (parameter.semantic === "MODELVIEW") {
  2326. mat = source.getWorldMatrix().multiply(scene.getViewMatrix());
  2327. }
  2328. else if (parameter.semantic === "MODELVIEWPROJECTION") {
  2329. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());
  2330. }
  2331. else if (parameter.semantic === "MODELINVERSE") {
  2332. mat = source.getWorldMatrix().invert();
  2333. }
  2334. else if (parameter.semantic === "VIEWINVERSE") {
  2335. mat = scene.getViewMatrix().invert();
  2336. }
  2337. else if (parameter.semantic === "PROJECTIONINVERSE") {
  2338. mat = scene.getProjectionMatrix().invert();
  2339. }
  2340. else if (parameter.semantic === "MODELVIEWINVERSE") {
  2341. mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();
  2342. }
  2343. else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") {
  2344. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();
  2345. }
  2346. else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
  2347. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().invert());
  2348. }
  2349. else {
  2350. debugger;
  2351. }
  2352. if (mat) {
  2353. switch (parameter.type) {
  2354. case GLTF1.EParameterType.FLOAT_MAT2:
  2355. shaderMaterial.setMatrix2x2(uniformName, BABYLON.Matrix.GetAsMatrix2x2(mat));
  2356. break;
  2357. case GLTF1.EParameterType.FLOAT_MAT3:
  2358. shaderMaterial.setMatrix3x3(uniformName, BABYLON.Matrix.GetAsMatrix3x3(mat));
  2359. break;
  2360. case GLTF1.EParameterType.FLOAT_MAT4:
  2361. shaderMaterial.setMatrix(uniformName, mat);
  2362. break;
  2363. default: break;
  2364. }
  2365. }
  2366. };
  2367. /**
  2368. * Sets the given "parameter" matrix
  2369. * @param shaderMaterial: the shader material
  2370. * @param uniform: the name of the shader's uniform
  2371. * @param value: the value of the uniform
  2372. * @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
  2373. */
  2374. GLTFUtils.SetUniform = function (shaderMaterial, uniform, value, type) {
  2375. switch (type) {
  2376. case GLTF1.EParameterType.FLOAT:
  2377. shaderMaterial.setFloat(uniform, value);
  2378. return true;
  2379. case GLTF1.EParameterType.FLOAT_VEC2:
  2380. shaderMaterial.setVector2(uniform, BABYLON.Vector2.FromArray(value));
  2381. return true;
  2382. case GLTF1.EParameterType.FLOAT_VEC3:
  2383. shaderMaterial.setVector3(uniform, BABYLON.Vector3.FromArray(value));
  2384. return true;
  2385. case GLTF1.EParameterType.FLOAT_VEC4:
  2386. shaderMaterial.setVector4(uniform, BABYLON.Vector4.FromArray(value));
  2387. return true;
  2388. default: return false;
  2389. }
  2390. };
  2391. /**
  2392. * Returns the wrap mode of the texture
  2393. * @param mode: the mode value
  2394. */
  2395. GLTFUtils.GetWrapMode = function (mode) {
  2396. switch (mode) {
  2397. case GLTF1.ETextureWrapMode.CLAMP_TO_EDGE: return BABYLON.Texture.CLAMP_ADDRESSMODE;
  2398. case GLTF1.ETextureWrapMode.MIRRORED_REPEAT: return BABYLON.Texture.MIRROR_ADDRESSMODE;
  2399. case GLTF1.ETextureWrapMode.REPEAT: return BABYLON.Texture.WRAP_ADDRESSMODE;
  2400. default: return BABYLON.Texture.WRAP_ADDRESSMODE;
  2401. }
  2402. };
  2403. /**
  2404. * Returns the byte stride giving an accessor
  2405. * @param accessor: the GLTF accessor objet
  2406. */
  2407. GLTFUtils.GetByteStrideFromType = function (accessor) {
  2408. // Needs this function since "byteStride" isn't requiered in glTF format
  2409. var type = accessor.type;
  2410. switch (type) {
  2411. case "VEC2": return 2;
  2412. case "VEC3": return 3;
  2413. case "VEC4": return 4;
  2414. case "MAT2": return 4;
  2415. case "MAT3": return 9;
  2416. case "MAT4": return 16;
  2417. default: return 1;
  2418. }
  2419. };
  2420. /**
  2421. * Returns the texture filter mode giving a mode value
  2422. * @param mode: the filter mode value
  2423. */
  2424. GLTFUtils.GetTextureFilterMode = function (mode) {
  2425. switch (mode) {
  2426. case GLTF1.ETextureFilterType.LINEAR:
  2427. case GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST:
  2428. case GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  2429. case GLTF1.ETextureFilterType.NEAREST:
  2430. case GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_SAMPLINGMODE;
  2431. default: return BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  2432. }
  2433. };
  2434. GLTFUtils.GetBufferFromBufferView = function (gltfRuntime, bufferView, byteOffset, byteLength, componentType) {
  2435. var byteOffset = bufferView.byteOffset + byteOffset;
  2436. var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];
  2437. if (byteOffset + byteLength > loadedBufferView.byteLength) {
  2438. throw new Error("Buffer access is out of range");
  2439. }
  2440. var buffer = loadedBufferView.buffer;
  2441. byteOffset += loadedBufferView.byteOffset;
  2442. switch (componentType) {
  2443. case GLTF1.EComponentType.BYTE: return new Int8Array(buffer, byteOffset, byteLength);
  2444. case GLTF1.EComponentType.UNSIGNED_BYTE: return new Uint8Array(buffer, byteOffset, byteLength);
  2445. case GLTF1.EComponentType.SHORT: return new Int16Array(buffer, byteOffset, byteLength);
  2446. case GLTF1.EComponentType.UNSIGNED_SHORT: return new Uint16Array(buffer, byteOffset, byteLength);
  2447. default: return new Float32Array(buffer, byteOffset, byteLength);
  2448. }
  2449. };
  2450. /**
  2451. * Returns a buffer from its accessor
  2452. * @param gltfRuntime: the GLTF runtime
  2453. * @param accessor: the GLTF accessor
  2454. */
  2455. GLTFUtils.GetBufferFromAccessor = function (gltfRuntime, accessor) {
  2456. var bufferView = gltfRuntime.bufferViews[accessor.bufferView];
  2457. var byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);
  2458. return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);
  2459. };
  2460. /**
  2461. * Decodes a buffer view into a string
  2462. * @param view: the buffer view
  2463. */
  2464. GLTFUtils.DecodeBufferToText = function (view) {
  2465. var result = "";
  2466. var length = view.byteLength;
  2467. for (var i = 0; i < length; ++i) {
  2468. result += String.fromCharCode(view[i]);
  2469. }
  2470. return result;
  2471. };
  2472. /**
  2473. * Returns the default material of gltf. Related to
  2474. * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
  2475. * @param scene: the Babylon.js scene
  2476. */
  2477. GLTFUtils.GetDefaultMaterial = function (scene) {
  2478. if (!GLTFUtils._DefaultMaterial) {
  2479. BABYLON.Effect.ShadersStore["GLTFDefaultMaterialVertexShader"] = [
  2480. "precision highp float;",
  2481. "",
  2482. "uniform mat4 worldView;",
  2483. "uniform mat4 projection;",
  2484. "",
  2485. "attribute vec3 position;",
  2486. "",
  2487. "void main(void)",
  2488. "{",
  2489. " gl_Position = projection * worldView * vec4(position, 1.0);",
  2490. "}"
  2491. ].join("\n");
  2492. BABYLON.Effect.ShadersStore["GLTFDefaultMaterialPixelShader"] = [
  2493. "precision highp float;",
  2494. "",
  2495. "uniform vec4 u_emission;",
  2496. "",
  2497. "void main(void)",
  2498. "{",
  2499. " gl_FragColor = u_emission;",
  2500. "}"
  2501. ].join("\n");
  2502. var shaderPath = {
  2503. vertex: "GLTFDefaultMaterial",
  2504. fragment: "GLTFDefaultMaterial"
  2505. };
  2506. var options = {
  2507. attributes: ["position"],
  2508. uniforms: ["worldView", "projection", "u_emission"],
  2509. samplers: new Array(),
  2510. needAlphaBlending: false
  2511. };
  2512. GLTFUtils._DefaultMaterial = new BABYLON.ShaderMaterial("GLTFDefaultMaterial", scene, shaderPath, options);
  2513. GLTFUtils._DefaultMaterial.setColor4("u_emission", new BABYLON.Color4(0.5, 0.5, 0.5, 1.0));
  2514. }
  2515. return GLTFUtils._DefaultMaterial;
  2516. };
  2517. // The GLTF default material
  2518. GLTFUtils._DefaultMaterial = null;
  2519. return GLTFUtils;
  2520. }());
  2521. GLTF1.GLTFUtils = GLTFUtils;
  2522. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2523. })(BABYLON || (BABYLON = {}));
  2524. //# sourceMappingURL=babylon.glTFLoaderUtils.js.map
  2525. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2526. var BABYLON;
  2527. (function (BABYLON) {
  2528. var GLTF1;
  2529. (function (GLTF1) {
  2530. var GLTFLoaderExtension = /** @class */ (function () {
  2531. function GLTFLoaderExtension(name) {
  2532. this._name = name;
  2533. }
  2534. Object.defineProperty(GLTFLoaderExtension.prototype, "name", {
  2535. get: function () {
  2536. return this._name;
  2537. },
  2538. enumerable: true,
  2539. configurable: true
  2540. });
  2541. /**
  2542. * Defines an override for loading the runtime
  2543. * Return true to stop further extensions from loading the runtime
  2544. */
  2545. GLTFLoaderExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  2546. return false;
  2547. };
  2548. /**
  2549. * Defines an onverride for creating gltf runtime
  2550. * Return true to stop further extensions from creating the runtime
  2551. */
  2552. GLTFLoaderExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  2553. return false;
  2554. };
  2555. /**
  2556. * Defines an override for loading buffers
  2557. * Return true to stop further extensions from loading this buffer
  2558. */
  2559. GLTFLoaderExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  2560. return false;
  2561. };
  2562. /**
  2563. * Defines an override for loading texture buffers
  2564. * Return true to stop further extensions from loading this texture data
  2565. */
  2566. GLTFLoaderExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2567. return false;
  2568. };
  2569. /**
  2570. * Defines an override for creating textures
  2571. * Return true to stop further extensions from loading this texture
  2572. */
  2573. GLTFLoaderExtension.prototype.createTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  2574. return false;
  2575. };
  2576. /**
  2577. * Defines an override for loading shader strings
  2578. * Return true to stop further extensions from loading this shader data
  2579. */
  2580. GLTFLoaderExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  2581. return false;
  2582. };
  2583. /**
  2584. * Defines an override for loading materials
  2585. * Return true to stop further extensions from loading this material
  2586. */
  2587. GLTFLoaderExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  2588. return false;
  2589. };
  2590. // ---------
  2591. // Utilities
  2592. // ---------
  2593. GLTFLoaderExtension.LoadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  2594. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2595. return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
  2596. }, function () {
  2597. setTimeout(function () {
  2598. if (!onSuccess) {
  2599. return;
  2600. }
  2601. onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
  2602. });
  2603. });
  2604. };
  2605. GLTFLoaderExtension.LoadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  2606. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2607. return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
  2608. }, function () {
  2609. setTimeout(function () {
  2610. onSuccess();
  2611. });
  2612. });
  2613. };
  2614. GLTFLoaderExtension.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  2615. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2616. return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
  2617. }, function () {
  2618. GLTF1.GLTFLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
  2619. });
  2620. };
  2621. GLTFLoaderExtension.LoadTextureAsync = function (gltfRuntime, id, onSuccess, onError) {
  2622. GLTFLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) {
  2623. if (buffer) {
  2624. GLTFLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  2625. }
  2626. }, onError);
  2627. };
  2628. GLTFLoaderExtension.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  2629. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2630. return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
  2631. }, function () {
  2632. GLTF1.GLTFLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
  2633. });
  2634. };
  2635. GLTFLoaderExtension.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  2636. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2637. return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
  2638. }, function () {
  2639. GLTF1.GLTFLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
  2640. });
  2641. };
  2642. GLTFLoaderExtension.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2643. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2644. return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
  2645. }, function () {
  2646. GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
  2647. });
  2648. };
  2649. GLTFLoaderExtension.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  2650. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2651. return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  2652. }, function () {
  2653. GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  2654. });
  2655. };
  2656. GLTFLoaderExtension.ApplyExtensions = function (func, defaultFunc) {
  2657. for (var extensionName in GLTF1.GLTFLoader.Extensions) {
  2658. var loaderExtension = GLTF1.GLTFLoader.Extensions[extensionName];
  2659. if (func(loaderExtension)) {
  2660. return;
  2661. }
  2662. }
  2663. defaultFunc();
  2664. };
  2665. return GLTFLoaderExtension;
  2666. }());
  2667. GLTF1.GLTFLoaderExtension = GLTFLoaderExtension;
  2668. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2669. })(BABYLON || (BABYLON = {}));
  2670. //# sourceMappingURL=babylon.glTFLoaderExtension.js.map
  2671. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2672. var __extends = (this && this.__extends) || (function () {
  2673. var extendStatics = Object.setPrototypeOf ||
  2674. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  2675. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  2676. return function (d, b) {
  2677. extendStatics(d, b);
  2678. function __() { this.constructor = d; }
  2679. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  2680. };
  2681. })();
  2682. var BABYLON;
  2683. (function (BABYLON) {
  2684. var GLTF1;
  2685. (function (GLTF1) {
  2686. var BinaryExtensionBufferName = "binary_glTF";
  2687. ;
  2688. ;
  2689. var GLTFBinaryExtension = /** @class */ (function (_super) {
  2690. __extends(GLTFBinaryExtension, _super);
  2691. function GLTFBinaryExtension() {
  2692. return _super.call(this, "KHR_binary_glTF") || this;
  2693. }
  2694. GLTFBinaryExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  2695. var extensionsUsed = data.json.extensionsUsed;
  2696. if (!extensionsUsed || extensionsUsed.indexOf(this.name) === -1 || !data.bin) {
  2697. return false;
  2698. }
  2699. this._bin = data.bin;
  2700. onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
  2701. return true;
  2702. };
  2703. GLTFBinaryExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2704. if (gltfRuntime.extensionsUsed.indexOf(this.name) === -1) {
  2705. return false;
  2706. }
  2707. if (id !== BinaryExtensionBufferName) {
  2708. return false;
  2709. }
  2710. onSuccess(this._bin);
  2711. return true;
  2712. };
  2713. GLTFBinaryExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2714. var texture = gltfRuntime.textures[id];
  2715. var source = gltfRuntime.images[texture.source];
  2716. if (!source.extensions || !(this.name in source.extensions)) {
  2717. return false;
  2718. }
  2719. var sourceExt = source.extensions[this.name];
  2720. var bufferView = gltfRuntime.bufferViews[sourceExt.bufferView];
  2721. var buffer = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
  2722. onSuccess(buffer);
  2723. return true;
  2724. };
  2725. GLTFBinaryExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  2726. var shader = gltfRuntime.shaders[id];
  2727. if (!shader.extensions || !(this.name in shader.extensions)) {
  2728. return false;
  2729. }
  2730. var binaryExtensionShader = shader.extensions[this.name];
  2731. var bufferView = gltfRuntime.bufferViews[binaryExtensionShader.bufferView];
  2732. var shaderBytes = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
  2733. setTimeout(function () {
  2734. var shaderString = GLTF1.GLTFUtils.DecodeBufferToText(shaderBytes);
  2735. onSuccess(shaderString);
  2736. });
  2737. return true;
  2738. };
  2739. return GLTFBinaryExtension;
  2740. }(GLTF1.GLTFLoaderExtension));
  2741. GLTF1.GLTFBinaryExtension = GLTFBinaryExtension;
  2742. GLTF1.GLTFLoader.RegisterExtension(new GLTFBinaryExtension());
  2743. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2744. })(BABYLON || (BABYLON = {}));
  2745. //# sourceMappingURL=babylon.glTFBinaryExtension.js.map
  2746. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2747. var __extends = (this && this.__extends) || (function () {
  2748. var extendStatics = Object.setPrototypeOf ||
  2749. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  2750. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  2751. return function (d, b) {
  2752. extendStatics(d, b);
  2753. function __() { this.constructor = d; }
  2754. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  2755. };
  2756. })();
  2757. var BABYLON;
  2758. (function (BABYLON) {
  2759. var GLTF1;
  2760. (function (GLTF1) {
  2761. ;
  2762. ;
  2763. ;
  2764. var GLTFMaterialsCommonExtension = /** @class */ (function (_super) {
  2765. __extends(GLTFMaterialsCommonExtension, _super);
  2766. function GLTFMaterialsCommonExtension() {
  2767. return _super.call(this, "KHR_materials_common") || this;
  2768. }
  2769. GLTFMaterialsCommonExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  2770. if (!gltfRuntime.extensions)
  2771. return false;
  2772. var extension = gltfRuntime.extensions[this.name];
  2773. if (!extension)
  2774. return false;
  2775. // Create lights
  2776. var lights = extension.lights;
  2777. if (lights) {
  2778. for (var thing in lights) {
  2779. var light = lights[thing];
  2780. switch (light.type) {
  2781. case "ambient":
  2782. var ambientLight = new BABYLON.HemisphericLight(light.name, new BABYLON.Vector3(0, 1, 0), gltfRuntime.scene);
  2783. var ambient = light.ambient;
  2784. if (ambient) {
  2785. ambientLight.diffuse = BABYLON.Color3.FromArray(ambient.color || [1, 1, 1]);
  2786. }
  2787. break;
  2788. case "point":
  2789. var pointLight = new BABYLON.PointLight(light.name, new BABYLON.Vector3(10, 10, 10), gltfRuntime.scene);
  2790. var point = light.point;
  2791. if (point) {
  2792. pointLight.diffuse = BABYLON.Color3.FromArray(point.color || [1, 1, 1]);
  2793. }
  2794. break;
  2795. case "directional":
  2796. var dirLight = new BABYLON.DirectionalLight(light.name, new BABYLON.Vector3(0, -1, 0), gltfRuntime.scene);
  2797. var directional = light.directional;
  2798. if (directional) {
  2799. dirLight.diffuse = BABYLON.Color3.FromArray(directional.color || [1, 1, 1]);
  2800. }
  2801. break;
  2802. case "spot":
  2803. var spot = light.spot;
  2804. if (spot) {
  2805. var spotLight = new BABYLON.SpotLight(light.name, new BABYLON.Vector3(0, 10, 0), new BABYLON.Vector3(0, -1, 0), spot.fallOffAngle || Math.PI, spot.fallOffExponent || 0.0, gltfRuntime.scene);
  2806. spotLight.diffuse = BABYLON.Color3.FromArray(spot.color || [1, 1, 1]);
  2807. }
  2808. break;
  2809. default:
  2810. BABYLON.Tools.Warn("GLTF Material Common extension: light type \"" + light.type + "\” not supported");
  2811. break;
  2812. }
  2813. }
  2814. }
  2815. return false;
  2816. };
  2817. GLTFMaterialsCommonExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  2818. var material = gltfRuntime.materials[id];
  2819. if (!material || !material.extensions)
  2820. return false;
  2821. var extension = material.extensions[this.name];
  2822. if (!extension)
  2823. return false;
  2824. var standardMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
  2825. standardMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  2826. if (extension.technique === "CONSTANT") {
  2827. standardMaterial.disableLighting = true;
  2828. }
  2829. standardMaterial.backFaceCulling = extension.doubleSided === undefined ? false : !extension.doubleSided;
  2830. standardMaterial.alpha = extension.values.transparency === undefined ? 1.0 : extension.values.transparency;
  2831. standardMaterial.specularPower = extension.values.shininess === undefined ? 0.0 : extension.values.shininess;
  2832. // Ambient
  2833. if (typeof extension.values.ambient === "string") {
  2834. this._loadTexture(gltfRuntime, extension.values.ambient, standardMaterial, "ambientTexture", onError);
  2835. }
  2836. else {
  2837. standardMaterial.ambientColor = BABYLON.Color3.FromArray(extension.values.ambient || [0, 0, 0]);
  2838. }
  2839. // Diffuse
  2840. if (typeof extension.values.diffuse === "string") {
  2841. this._loadTexture(gltfRuntime, extension.values.diffuse, standardMaterial, "diffuseTexture", onError);
  2842. }
  2843. else {
  2844. standardMaterial.diffuseColor = BABYLON.Color3.FromArray(extension.values.diffuse || [0, 0, 0]);
  2845. }
  2846. // Emission
  2847. if (typeof extension.values.emission === "string") {
  2848. this._loadTexture(gltfRuntime, extension.values.emission, standardMaterial, "emissiveTexture", onError);
  2849. }
  2850. else {
  2851. standardMaterial.emissiveColor = BABYLON.Color3.FromArray(extension.values.emission || [0, 0, 0]);
  2852. }
  2853. // Specular
  2854. if (typeof extension.values.specular === "string") {
  2855. this._loadTexture(gltfRuntime, extension.values.specular, standardMaterial, "specularTexture", onError);
  2856. }
  2857. else {
  2858. standardMaterial.specularColor = BABYLON.Color3.FromArray(extension.values.specular || [0, 0, 0]);
  2859. }
  2860. return true;
  2861. };
  2862. GLTFMaterialsCommonExtension.prototype._loadTexture = function (gltfRuntime, id, material, propertyPath, onError) {
  2863. // Create buffer from texture url
  2864. GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) {
  2865. // Create texture from buffer
  2866. GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, function (texture) { return material[propertyPath] = texture; }, onError);
  2867. }, onError);
  2868. };
  2869. return GLTFMaterialsCommonExtension;
  2870. }(GLTF1.GLTFLoaderExtension));
  2871. GLTF1.GLTFMaterialsCommonExtension = GLTFMaterialsCommonExtension;
  2872. GLTF1.GLTFLoader.RegisterExtension(new GLTFMaterialsCommonExtension());
  2873. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2874. })(BABYLON || (BABYLON = {}));
  2875. //# sourceMappingURL=babylon.glTFMaterialsCommonExtension.js.map
  2876. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2877. /// <reference path="../../../../dist/preview release/glTF2Interface/babylon.glTF2Interface.d.ts"/>
  2878. //# sourceMappingURL=babylon.glTFLoaderInterfaces.js.map
  2879. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2880. /**
  2881. * Defines the module for importing and exporting glTF 2.0 assets
  2882. */
  2883. var BABYLON;
  2884. (function (BABYLON) {
  2885. var GLTF2;
  2886. (function (GLTF2) {
  2887. /**
  2888. * Helper class for working with arrays when loading the glTF asset
  2889. */
  2890. var ArrayItem = /** @class */ (function () {
  2891. function ArrayItem() {
  2892. }
  2893. /**
  2894. * Gets an item from the given array.
  2895. * @param context The context when loading the asset
  2896. * @param array The array to get the item from
  2897. * @param index The index to the array
  2898. * @returns The array item
  2899. */
  2900. ArrayItem.Get = function (context, array, index) {
  2901. if (!array || index == undefined || !array[index]) {
  2902. throw new Error(context + ": Failed to find index (" + index + ")");
  2903. }
  2904. return array[index];
  2905. };
  2906. /**
  2907. * Assign an `index` field to each item of the given array.
  2908. * @param array The array of items
  2909. */
  2910. ArrayItem.Assign = function (array) {
  2911. if (array) {
  2912. for (var index = 0; index < array.length; index++) {
  2913. array[index].index = index;
  2914. }
  2915. }
  2916. };
  2917. return ArrayItem;
  2918. }());
  2919. GLTF2.ArrayItem = ArrayItem;
  2920. /**
  2921. * The glTF 2.0 loader
  2922. */
  2923. var GLTFLoader = /** @class */ (function () {
  2924. /** @hidden */
  2925. function GLTFLoader(parent) {
  2926. /** @hidden */
  2927. this._completePromises = new Array();
  2928. this._disposed = false;
  2929. this._state = null;
  2930. this._extensions = {};
  2931. this._defaultBabylonMaterialData = {};
  2932. this._requests = new Array();
  2933. this._parent = parent;
  2934. }
  2935. /**
  2936. * Registers a loader extension.
  2937. * @param name The name of the loader extension.
  2938. * @param factory The factory function that creates the loader extension.
  2939. */
  2940. GLTFLoader.RegisterExtension = function (name, factory) {
  2941. if (GLTFLoader.UnregisterExtension(name)) {
  2942. BABYLON.Tools.Warn("Extension with the name '" + name + "' already exists");
  2943. }
  2944. GLTFLoader._ExtensionFactories[name] = factory;
  2945. // Keep the order of registration so that extensions registered first are called first.
  2946. GLTFLoader._ExtensionNames.push(name);
  2947. };
  2948. /**
  2949. * Unregisters a loader extension.
  2950. * @param name The name of the loader extenion.
  2951. * @returns A boolean indicating whether the extension has been unregistered
  2952. */
  2953. GLTFLoader.UnregisterExtension = function (name) {
  2954. if (!GLTFLoader._ExtensionFactories[name]) {
  2955. return false;
  2956. }
  2957. delete GLTFLoader._ExtensionFactories[name];
  2958. var index = GLTFLoader._ExtensionNames.indexOf(name);
  2959. if (index !== -1) {
  2960. GLTFLoader._ExtensionNames.splice(index, 1);
  2961. }
  2962. return true;
  2963. };
  2964. Object.defineProperty(GLTFLoader.prototype, "state", {
  2965. /**
  2966. * Gets the loader state.
  2967. */
  2968. get: function () {
  2969. return this._state;
  2970. },
  2971. enumerable: true,
  2972. configurable: true
  2973. });
  2974. /** @hidden */
  2975. GLTFLoader.prototype.dispose = function () {
  2976. if (this._disposed) {
  2977. return;
  2978. }
  2979. this._disposed = true;
  2980. for (var _i = 0, _a = this._requests; _i < _a.length; _i++) {
  2981. var request = _a[_i];
  2982. request.abort();
  2983. }
  2984. this._requests.length = 0;
  2985. delete this.gltf;
  2986. delete this.babylonScene;
  2987. this._completePromises.length = 0;
  2988. for (var name_1 in this._extensions) {
  2989. var extension = this._extensions[name_1];
  2990. if (extension.dispose) {
  2991. this._extensions[name_1].dispose();
  2992. }
  2993. }
  2994. this._extensions = {};
  2995. delete this._rootBabylonMesh;
  2996. delete this._progressCallback;
  2997. this._parent._clear();
  2998. };
  2999. /** @hidden */
  3000. GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onProgress) {
  3001. var _this = this;
  3002. return Promise.resolve().then(function () {
  3003. _this.babylonScene = scene;
  3004. _this._rootUrl = rootUrl;
  3005. _this._progressCallback = onProgress;
  3006. _this._loadData(data);
  3007. var nodes = null;
  3008. if (meshesNames) {
  3009. var nodeMap_1 = {};
  3010. if (_this.gltf.nodes) {
  3011. for (var _i = 0, _a = _this.gltf.nodes; _i < _a.length; _i++) {
  3012. var node = _a[_i];
  3013. if (node.name) {
  3014. nodeMap_1[node.name] = node.index;
  3015. }
  3016. }
  3017. }
  3018. var names = (meshesNames instanceof Array) ? meshesNames : [meshesNames];
  3019. nodes = names.map(function (name) {
  3020. var node = nodeMap_1[name];
  3021. if (node === undefined) {
  3022. throw new Error("Failed to find node '" + name + "'");
  3023. }
  3024. return node;
  3025. });
  3026. }
  3027. return _this._loadAsync(nodes).then(function () {
  3028. return {
  3029. meshes: _this._getMeshes(),
  3030. particleSystems: [],
  3031. skeletons: _this._getSkeletons(),
  3032. animationGroups: _this._getAnimationGroups()
  3033. };
  3034. });
  3035. });
  3036. };
  3037. /** @hidden */
  3038. GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onProgress) {
  3039. var _this = this;
  3040. return Promise.resolve().then(function () {
  3041. _this.babylonScene = scene;
  3042. _this._rootUrl = rootUrl;
  3043. _this._progressCallback = onProgress;
  3044. _this._loadData(data);
  3045. return _this._loadAsync(null);
  3046. });
  3047. };
  3048. GLTFLoader.prototype._loadAsync = function (nodes) {
  3049. var _this = this;
  3050. return Promise.resolve().then(function () {
  3051. _this._loadExtensions();
  3052. _this._checkExtensions();
  3053. var loadingToReadyCounterName = BABYLON.GLTFLoaderState[BABYLON.GLTFLoaderState.LOADING] + " => " + BABYLON.GLTFLoaderState[BABYLON.GLTFLoaderState.READY];
  3054. var loadingToCompleteCounterName = BABYLON.GLTFLoaderState[BABYLON.GLTFLoaderState.LOADING] + " => " + BABYLON.GLTFLoaderState[BABYLON.GLTFLoaderState.COMPLETE];
  3055. _this._parent._startPerformanceCounter(loadingToReadyCounterName);
  3056. _this._parent._startPerformanceCounter(loadingToCompleteCounterName);
  3057. _this._setState(BABYLON.GLTFLoaderState.LOADING);
  3058. _this._extensionsOnLoading();
  3059. var promises = new Array();
  3060. if (nodes) {
  3061. promises.push(_this.loadSceneAsync("#/nodes", { nodes: nodes, index: -1 }));
  3062. }
  3063. else {
  3064. var scene = ArrayItem.Get("#/scene", _this.gltf.scenes, _this.gltf.scene || 0);
  3065. promises.push(_this.loadSceneAsync("#/scenes/" + scene.index, scene));
  3066. }
  3067. if (_this._parent.compileMaterials) {
  3068. promises.push(_this._compileMaterialsAsync());
  3069. }
  3070. if (_this._parent.compileShadowGenerators) {
  3071. promises.push(_this._compileShadowGeneratorsAsync());
  3072. }
  3073. var resultPromise = Promise.all(promises).then(function () {
  3074. _this._setState(BABYLON.GLTFLoaderState.READY);
  3075. _this._extensionsOnReady();
  3076. _this._startAnimations();
  3077. });
  3078. resultPromise.then(function () {
  3079. _this._parent._endPerformanceCounter(loadingToReadyCounterName);
  3080. BABYLON.Tools.SetImmediate(function () {
  3081. if (!_this._disposed) {
  3082. Promise.all(_this._completePromises).then(function () {
  3083. _this._parent._endPerformanceCounter(loadingToCompleteCounterName);
  3084. _this._setState(BABYLON.GLTFLoaderState.COMPLETE);
  3085. _this._parent.onCompleteObservable.notifyObservers(undefined);
  3086. _this._parent.onCompleteObservable.clear();
  3087. _this.dispose();
  3088. }, function (error) {
  3089. _this._parent.onErrorObservable.notifyObservers(error);
  3090. _this._parent.onErrorObservable.clear();
  3091. _this.dispose();
  3092. });
  3093. }
  3094. });
  3095. });
  3096. return resultPromise;
  3097. }, function (error) {
  3098. if (!_this._disposed) {
  3099. _this._parent.onErrorObservable.notifyObservers(error);
  3100. _this._parent.onErrorObservable.clear();
  3101. _this.dispose();
  3102. throw error;
  3103. }
  3104. });
  3105. };
  3106. GLTFLoader.prototype._loadData = function (data) {
  3107. this.gltf = data.json;
  3108. this._setupData();
  3109. if (data.bin) {
  3110. var buffers = this.gltf.buffers;
  3111. if (buffers && buffers[0] && !buffers[0].uri) {
  3112. var binaryBuffer = buffers[0];
  3113. if (binaryBuffer.byteLength < data.bin.byteLength - 3 || binaryBuffer.byteLength > data.bin.byteLength) {
  3114. BABYLON.Tools.Warn("Binary buffer length (" + binaryBuffer.byteLength + ") from JSON does not match chunk length (" + data.bin.byteLength + ")");
  3115. }
  3116. binaryBuffer._data = Promise.resolve(data.bin);
  3117. }
  3118. else {
  3119. BABYLON.Tools.Warn("Unexpected BIN chunk");
  3120. }
  3121. }
  3122. };
  3123. GLTFLoader.prototype._setupData = function () {
  3124. ArrayItem.Assign(this.gltf.accessors);
  3125. ArrayItem.Assign(this.gltf.animations);
  3126. ArrayItem.Assign(this.gltf.buffers);
  3127. ArrayItem.Assign(this.gltf.bufferViews);
  3128. ArrayItem.Assign(this.gltf.cameras);
  3129. ArrayItem.Assign(this.gltf.images);
  3130. ArrayItem.Assign(this.gltf.materials);
  3131. ArrayItem.Assign(this.gltf.meshes);
  3132. ArrayItem.Assign(this.gltf.nodes);
  3133. ArrayItem.Assign(this.gltf.samplers);
  3134. ArrayItem.Assign(this.gltf.scenes);
  3135. ArrayItem.Assign(this.gltf.skins);
  3136. ArrayItem.Assign(this.gltf.textures);
  3137. if (this.gltf.nodes) {
  3138. var nodeParents = {};
  3139. for (var _i = 0, _a = this.gltf.nodes; _i < _a.length; _i++) {
  3140. var node = _a[_i];
  3141. if (node.children) {
  3142. for (var _b = 0, _c = node.children; _b < _c.length; _b++) {
  3143. var index = _c[_b];
  3144. nodeParents[index] = node.index;
  3145. }
  3146. }
  3147. }
  3148. var rootNode = this._createRootNode();
  3149. for (var _d = 0, _e = this.gltf.nodes; _d < _e.length; _d++) {
  3150. var node = _e[_d];
  3151. var parentIndex = nodeParents[node.index];
  3152. node.parent = parentIndex === undefined ? rootNode : this.gltf.nodes[parentIndex];
  3153. }
  3154. }
  3155. };
  3156. GLTFLoader.prototype._loadExtensions = function () {
  3157. for (var _i = 0, _a = GLTFLoader._ExtensionNames; _i < _a.length; _i++) {
  3158. var name_2 = _a[_i];
  3159. var extension = GLTFLoader._ExtensionFactories[name_2](this);
  3160. this._extensions[name_2] = extension;
  3161. this._parent.onExtensionLoadedObservable.notifyObservers(extension);
  3162. }
  3163. this._parent.onExtensionLoadedObservable.clear();
  3164. };
  3165. GLTFLoader.prototype._checkExtensions = function () {
  3166. if (this.gltf.extensionsRequired) {
  3167. for (var _i = 0, _a = this.gltf.extensionsRequired; _i < _a.length; _i++) {
  3168. var name_3 = _a[_i];
  3169. var extension = this._extensions[name_3];
  3170. if (!extension || !extension.enabled) {
  3171. throw new Error("Require extension " + name_3 + " is not available");
  3172. }
  3173. }
  3174. }
  3175. };
  3176. GLTFLoader.prototype._setState = function (state) {
  3177. this._state = state;
  3178. this.log(BABYLON.GLTFLoaderState[this._state]);
  3179. };
  3180. GLTFLoader.prototype._createRootNode = function () {
  3181. this._rootBabylonMesh = new BABYLON.Mesh("__root__", this.babylonScene);
  3182. var rootNode = {
  3183. _babylonMesh: this._rootBabylonMesh,
  3184. index: -1
  3185. };
  3186. switch (this._parent.coordinateSystemMode) {
  3187. case BABYLON.GLTFLoaderCoordinateSystemMode.AUTO: {
  3188. if (!this.babylonScene.useRightHandedSystem) {
  3189. rootNode.rotation = [0, 1, 0, 0];
  3190. rootNode.scale = [1, 1, -1];
  3191. GLTFLoader._LoadTransform(rootNode, this._rootBabylonMesh);
  3192. }
  3193. break;
  3194. }
  3195. case BABYLON.GLTFLoaderCoordinateSystemMode.FORCE_RIGHT_HANDED: {
  3196. this.babylonScene.useRightHandedSystem = true;
  3197. break;
  3198. }
  3199. default: {
  3200. throw new Error("Invalid coordinate system mode (" + this._parent.coordinateSystemMode + ")");
  3201. }
  3202. }
  3203. this._parent.onMeshLoadedObservable.notifyObservers(this._rootBabylonMesh);
  3204. return rootNode;
  3205. };
  3206. /**
  3207. * Loads a glTF scene.
  3208. * @param context The context when loading the asset
  3209. * @param scene The glTF scene property
  3210. * @returns A promise that resolves when the load is complete
  3211. */
  3212. GLTFLoader.prototype.loadSceneAsync = function (context, scene) {
  3213. var _this = this;
  3214. var extensionPromise = this._extensionsLoadSceneAsync(context, scene);
  3215. if (extensionPromise) {
  3216. return extensionPromise;
  3217. }
  3218. var promises = new Array();
  3219. this.logOpen(context + " " + (scene.name || ""));
  3220. if (scene.nodes) {
  3221. for (var _i = 0, _a = scene.nodes; _i < _a.length; _i++) {
  3222. var index = _a[_i];
  3223. var node = ArrayItem.Get(context + "/nodes/" + index, this.gltf.nodes, index);
  3224. promises.push(this.loadNodeAsync("#/nodes/" + node.index, node, function (babylonMesh) {
  3225. babylonMesh.parent = _this._rootBabylonMesh;
  3226. }));
  3227. }
  3228. }
  3229. promises.push(this._loadAnimationsAsync());
  3230. this.logClose();
  3231. return Promise.all(promises).then(function () { });
  3232. };
  3233. GLTFLoader.prototype._forEachPrimitive = function (node, callback) {
  3234. if (node._primitiveBabylonMeshes) {
  3235. for (var _i = 0, _a = node._primitiveBabylonMeshes; _i < _a.length; _i++) {
  3236. var babylonMesh = _a[_i];
  3237. callback(babylonMesh);
  3238. }
  3239. }
  3240. else {
  3241. callback(node._babylonMesh);
  3242. }
  3243. };
  3244. GLTFLoader.prototype._getMeshes = function () {
  3245. var meshes = new Array();
  3246. // Root mesh is always first.
  3247. meshes.push(this._rootBabylonMesh);
  3248. var nodes = this.gltf.nodes;
  3249. if (nodes) {
  3250. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  3251. var node = nodes_1[_i];
  3252. if (node._babylonMesh) {
  3253. meshes.push(node._babylonMesh);
  3254. }
  3255. if (node._primitiveBabylonMeshes) {
  3256. for (var _a = 0, _b = node._primitiveBabylonMeshes; _a < _b.length; _a++) {
  3257. var babylonMesh = _b[_a];
  3258. meshes.push(babylonMesh);
  3259. }
  3260. }
  3261. }
  3262. }
  3263. return meshes;
  3264. };
  3265. GLTFLoader.prototype._getSkeletons = function () {
  3266. var skeletons = new Array();
  3267. var skins = this.gltf.skins;
  3268. if (skins) {
  3269. for (var _i = 0, skins_1 = skins; _i < skins_1.length; _i++) {
  3270. var skin = skins_1[_i];
  3271. if (skin._babylonSkeleton) {
  3272. skeletons.push(skin._babylonSkeleton);
  3273. }
  3274. }
  3275. }
  3276. return skeletons;
  3277. };
  3278. GLTFLoader.prototype._getAnimationGroups = function () {
  3279. var animationGroups = new Array();
  3280. var animations = this.gltf.animations;
  3281. if (animations) {
  3282. for (var _i = 0, animations_1 = animations; _i < animations_1.length; _i++) {
  3283. var animation = animations_1[_i];
  3284. if (animation._babylonAnimationGroup) {
  3285. animationGroups.push(animation._babylonAnimationGroup);
  3286. }
  3287. }
  3288. }
  3289. return animationGroups;
  3290. };
  3291. GLTFLoader.prototype._startAnimations = function () {
  3292. switch (this._parent.animationStartMode) {
  3293. case BABYLON.GLTFLoaderAnimationStartMode.NONE: {
  3294. // do nothing
  3295. break;
  3296. }
  3297. case BABYLON.GLTFLoaderAnimationStartMode.FIRST: {
  3298. var babylonAnimationGroups = this._getAnimationGroups();
  3299. if (babylonAnimationGroups.length !== 0) {
  3300. babylonAnimationGroups[0].start(true);
  3301. }
  3302. break;
  3303. }
  3304. case BABYLON.GLTFLoaderAnimationStartMode.ALL: {
  3305. var babylonAnimationGroups = this._getAnimationGroups();
  3306. for (var _i = 0, babylonAnimationGroups_1 = babylonAnimationGroups; _i < babylonAnimationGroups_1.length; _i++) {
  3307. var babylonAnimationGroup = babylonAnimationGroups_1[_i];
  3308. babylonAnimationGroup.start(true);
  3309. }
  3310. break;
  3311. }
  3312. default: {
  3313. BABYLON.Tools.Error("Invalid animation start mode (" + this._parent.animationStartMode + ")");
  3314. return;
  3315. }
  3316. }
  3317. };
  3318. /**
  3319. * Loads a glTF node.
  3320. * @param context The context when loading the asset
  3321. * @param node The glTF node property
  3322. * @param assign A function called synchronously after parsing the glTF properties
  3323. * @returns A promise that resolves with the loaded Babylon mesh when the load is complete
  3324. */
  3325. GLTFLoader.prototype.loadNodeAsync = function (context, node, assign) {
  3326. var _this = this;
  3327. if (assign === void 0) { assign = function () { }; }
  3328. var extensionPromise = this._extensionsLoadNodeAsync(context, node, assign);
  3329. if (extensionPromise) {
  3330. return extensionPromise;
  3331. }
  3332. if (node._babylonMesh) {
  3333. throw new Error(context + ": Invalid recursive node hierarchy");
  3334. }
  3335. var promises = new Array();
  3336. this.logOpen(context + " " + (node.name || ""));
  3337. var babylonMesh = new BABYLON.Mesh(node.name || "node" + node.index, this.babylonScene);
  3338. node._babylonMesh = babylonMesh;
  3339. babylonMesh.setEnabled(false);
  3340. GLTFLoader._LoadTransform(node, babylonMesh);
  3341. if (node.mesh != undefined) {
  3342. var mesh = ArrayItem.Get(context + "/mesh", this.gltf.meshes, node.mesh);
  3343. promises.push(this._loadMeshAsync("#/meshes/" + mesh.index, node, mesh, babylonMesh));
  3344. }
  3345. if (node.camera != undefined) {
  3346. var camera = ArrayItem.Get(context + "/camera", this.gltf.cameras, node.camera);
  3347. promises.push(this.loadCameraAsync("#/cameras/" + camera.index, camera, function (babylonCamera) {
  3348. babylonCamera.parent = babylonMesh;
  3349. }));
  3350. }
  3351. if (node.children) {
  3352. var _loop_1 = function (index) {
  3353. var childNode = ArrayItem.Get(context + "/children/" + index, this_1.gltf.nodes, index);
  3354. promises.push(this_1.loadNodeAsync("#/nodes/" + node.index, childNode, function (childBabylonMesh) {
  3355. // See https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins (second implementation note)
  3356. if (childNode.skin != undefined) {
  3357. childBabylonMesh.parent = _this._rootBabylonMesh;
  3358. return;
  3359. }
  3360. childBabylonMesh.parent = babylonMesh;
  3361. }));
  3362. };
  3363. var this_1 = this;
  3364. for (var _i = 0, _a = node.children; _i < _a.length; _i++) {
  3365. var index = _a[_i];
  3366. _loop_1(index);
  3367. }
  3368. }
  3369. assign(babylonMesh);
  3370. this._parent.onMeshLoadedObservable.notifyObservers(babylonMesh);
  3371. this.logClose();
  3372. return Promise.all(promises).then(function () {
  3373. babylonMesh.setEnabled(true);
  3374. return babylonMesh;
  3375. });
  3376. };
  3377. GLTFLoader.prototype._loadMeshAsync = function (context, node, mesh, babylonMesh) {
  3378. var _this = this;
  3379. var promises = new Array();
  3380. this.logOpen(context + " " + (mesh.name || ""));
  3381. var primitives = mesh.primitives;
  3382. if (!primitives || primitives.length === 0) {
  3383. throw new Error(context + ": Primitives are missing");
  3384. }
  3385. ArrayItem.Assign(primitives);
  3386. if (primitives.length === 1) {
  3387. var primitive = primitives[0];
  3388. promises.push(this._loadMeshPrimitiveAsync(context + "/primitives/" + primitive.index, node, mesh, primitive, babylonMesh));
  3389. }
  3390. else {
  3391. node._primitiveBabylonMeshes = [];
  3392. for (var _i = 0, primitives_1 = primitives; _i < primitives_1.length; _i++) {
  3393. var primitive = primitives_1[_i];
  3394. var primitiveBabylonMesh = new BABYLON.Mesh((mesh.name || babylonMesh.name) + "_" + primitive.index, this.babylonScene, babylonMesh);
  3395. node._primitiveBabylonMeshes.push(primitiveBabylonMesh);
  3396. promises.push(this._loadMeshPrimitiveAsync(context + "/primitives/" + primitive.index, node, mesh, primitive, primitiveBabylonMesh));
  3397. this._parent.onMeshLoadedObservable.notifyObservers(babylonMesh);
  3398. }
  3399. }
  3400. if (node.skin != undefined) {
  3401. var skin = ArrayItem.Get(context + "/skin", this.gltf.skins, node.skin);
  3402. promises.push(this._loadSkinAsync("#/skins/" + skin.index, node, skin));
  3403. }
  3404. this.logClose();
  3405. return Promise.all(promises).then(function () {
  3406. _this._forEachPrimitive(node, function (babylonMesh) {
  3407. babylonMesh._refreshBoundingInfo(true);
  3408. });
  3409. });
  3410. };
  3411. GLTFLoader.prototype._loadMeshPrimitiveAsync = function (context, node, mesh, primitive, babylonMesh) {
  3412. var _this = this;
  3413. var promises = new Array();
  3414. this.logOpen("" + context);
  3415. this._createMorphTargets(context, node, mesh, primitive, babylonMesh);
  3416. promises.push(this._loadVertexDataAsync(context, primitive, babylonMesh).then(function (babylonGeometry) {
  3417. return _this._loadMorphTargetsAsync(context, primitive, babylonMesh, babylonGeometry).then(function () {
  3418. babylonGeometry.applyToMesh(babylonMesh);
  3419. });
  3420. }));
  3421. var babylonDrawMode = GLTFLoader._GetDrawMode(context, primitive.mode);
  3422. if (primitive.material == undefined) {
  3423. var babylonMaterial = this._defaultBabylonMaterialData[babylonDrawMode];
  3424. if (!babylonMaterial) {
  3425. babylonMaterial = this._createDefaultMaterial("__gltf_default", babylonDrawMode);
  3426. this._parent.onMaterialLoadedObservable.notifyObservers(babylonMaterial);
  3427. this._defaultBabylonMaterialData[babylonDrawMode] = babylonMaterial;
  3428. }
  3429. babylonMesh.material = babylonMaterial;
  3430. }
  3431. else {
  3432. var material = ArrayItem.Get(context + "/material", this.gltf.materials, primitive.material);
  3433. promises.push(this._loadMaterialAsync("#/materials/" + material.index, material, babylonMesh, babylonDrawMode, function (babylonMaterial) {
  3434. babylonMesh.material = babylonMaterial;
  3435. }));
  3436. }
  3437. this.logClose();
  3438. return Promise.all(promises).then(function () { });
  3439. };
  3440. GLTFLoader.prototype._loadVertexDataAsync = function (context, primitive, babylonMesh) {
  3441. var _this = this;
  3442. var extensionPromise = this._extensionsLoadVertexDataAsync(context, primitive, babylonMesh);
  3443. if (extensionPromise) {
  3444. return extensionPromise;
  3445. }
  3446. var attributes = primitive.attributes;
  3447. if (!attributes) {
  3448. throw new Error(context + ": Attributes are missing");
  3449. }
  3450. var promises = new Array();
  3451. var babylonGeometry = new BABYLON.Geometry(babylonMesh.name, this.babylonScene);
  3452. if (primitive.indices == undefined) {
  3453. babylonMesh.isUnIndexed = true;
  3454. }
  3455. else {
  3456. var accessor = ArrayItem.Get(context + "/indices", this.gltf.accessors, primitive.indices);
  3457. promises.push(this._loadIndicesAccessorAsync("#/accessors/" + accessor.index, accessor).then(function (data) {
  3458. babylonGeometry.setIndices(data);
  3459. }));
  3460. }
  3461. var loadAttribute = function (attribute, kind, callback) {
  3462. if (attributes[attribute] == undefined) {
  3463. return;
  3464. }
  3465. babylonMesh._delayInfo = babylonMesh._delayInfo || [];
  3466. if (babylonMesh._delayInfo.indexOf(kind) === -1) {
  3467. babylonMesh._delayInfo.push(kind);
  3468. }
  3469. var accessor = ArrayItem.Get(context + "/attributes/" + attribute, _this.gltf.accessors, attributes[attribute]);
  3470. promises.push(_this._loadVertexAccessorAsync("#/accessors/" + accessor.index, accessor, kind).then(function (babylonVertexBuffer) {
  3471. babylonGeometry.setVerticesBuffer(babylonVertexBuffer, accessor.count);
  3472. }));
  3473. if (callback) {
  3474. callback(accessor);
  3475. }
  3476. };
  3477. loadAttribute("POSITION", BABYLON.VertexBuffer.PositionKind);
  3478. loadAttribute("NORMAL", BABYLON.VertexBuffer.NormalKind);
  3479. loadAttribute("TANGENT", BABYLON.VertexBuffer.TangentKind);
  3480. loadAttribute("TEXCOORD_0", BABYLON.VertexBuffer.UVKind);
  3481. loadAttribute("TEXCOORD_1", BABYLON.VertexBuffer.UV2Kind);
  3482. loadAttribute("JOINTS_0", BABYLON.VertexBuffer.MatricesIndicesKind);
  3483. loadAttribute("WEIGHTS_0", BABYLON.VertexBuffer.MatricesWeightsKind);
  3484. loadAttribute("COLOR_0", BABYLON.VertexBuffer.ColorKind, function (accessor) {
  3485. if (accessor.type === "VEC4" /* VEC4 */) {
  3486. babylonMesh.hasVertexAlpha = true;
  3487. }
  3488. });
  3489. return Promise.all(promises).then(function () {
  3490. return babylonGeometry;
  3491. });
  3492. };
  3493. GLTFLoader.prototype._createMorphTargets = function (context, node, mesh, primitive, babylonMesh) {
  3494. if (!primitive.targets) {
  3495. return;
  3496. }
  3497. if (node._numMorphTargets == undefined) {
  3498. node._numMorphTargets = primitive.targets.length;
  3499. }
  3500. else if (primitive.targets.length !== node._numMorphTargets) {
  3501. throw new Error(context + ": Primitives do not have the same number of targets");
  3502. }
  3503. babylonMesh.morphTargetManager = new BABYLON.MorphTargetManager();
  3504. for (var index = 0; index < primitive.targets.length; index++) {
  3505. var weight = node.weights ? node.weights[index] : mesh.weights ? mesh.weights[index] : 0;
  3506. babylonMesh.morphTargetManager.addTarget(new BABYLON.MorphTarget("morphTarget" + index, weight));
  3507. // TODO: tell the target whether it has positions, normals, tangents
  3508. }
  3509. };
  3510. GLTFLoader.prototype._loadMorphTargetsAsync = function (context, primitive, babylonMesh, babylonGeometry) {
  3511. if (!primitive.targets) {
  3512. return Promise.resolve();
  3513. }
  3514. var promises = new Array();
  3515. var morphTargetManager = babylonMesh.morphTargetManager;
  3516. for (var index = 0; index < morphTargetManager.numTargets; index++) {
  3517. var babylonMorphTarget = morphTargetManager.getTarget(index);
  3518. promises.push(this._loadMorphTargetVertexDataAsync(context + "/targets/" + index, babylonGeometry, primitive.targets[index], babylonMorphTarget));
  3519. }
  3520. return Promise.all(promises).then(function () { });
  3521. };
  3522. GLTFLoader.prototype._loadMorphTargetVertexDataAsync = function (context, babylonGeometry, attributes, babylonMorphTarget) {
  3523. var _this = this;
  3524. var promises = new Array();
  3525. var loadAttribute = function (attribute, kind, setData) {
  3526. if (attributes[attribute] == undefined) {
  3527. return;
  3528. }
  3529. var babylonVertexBuffer = babylonGeometry.getVertexBuffer(kind);
  3530. if (!babylonVertexBuffer) {
  3531. return;
  3532. }
  3533. var accessor = ArrayItem.Get(context + "/" + attribute, _this.gltf.accessors, attributes[attribute]);
  3534. promises.push(_this._loadFloatAccessorAsync("#/accessors/" + accessor.index, accessor).then(function (data) {
  3535. setData(babylonVertexBuffer, data);
  3536. }));
  3537. };
  3538. loadAttribute("POSITION", BABYLON.VertexBuffer.PositionKind, function (babylonVertexBuffer, data) {
  3539. babylonVertexBuffer.forEach(data.length, function (value, index) {
  3540. data[index] += value;
  3541. });
  3542. babylonMorphTarget.setPositions(data);
  3543. });
  3544. loadAttribute("NORMAL", BABYLON.VertexBuffer.NormalKind, function (babylonVertexBuffer, data) {
  3545. babylonVertexBuffer.forEach(data.length, function (value, index) {
  3546. data[index] += value;
  3547. });
  3548. babylonMorphTarget.setNormals(data);
  3549. });
  3550. loadAttribute("TANGENT", BABYLON.VertexBuffer.TangentKind, function (babylonVertexBuffer, data) {
  3551. var dataIndex = 0;
  3552. babylonVertexBuffer.forEach(data.length / 3 * 4, function (value, index) {
  3553. // Tangent data for morph targets is stored as xyz delta.
  3554. // The vertexData.tangent is stored as xyzw.
  3555. // So we need to skip every fourth vertexData.tangent.
  3556. if (((index + 1) % 4) !== 0) {
  3557. data[dataIndex++] += value;
  3558. }
  3559. });
  3560. babylonMorphTarget.setTangents(data);
  3561. });
  3562. return Promise.all(promises).then(function () { });
  3563. };
  3564. GLTFLoader._LoadTransform = function (node, babylonNode) {
  3565. var position = BABYLON.Vector3.Zero();
  3566. var rotation = BABYLON.Quaternion.Identity();
  3567. var scaling = BABYLON.Vector3.One();
  3568. if (node.matrix) {
  3569. var matrix = BABYLON.Matrix.FromArray(node.matrix);
  3570. matrix.decompose(scaling, rotation, position);
  3571. }
  3572. else {
  3573. if (node.translation)
  3574. position = BABYLON.Vector3.FromArray(node.translation);
  3575. if (node.rotation)
  3576. rotation = BABYLON.Quaternion.FromArray(node.rotation);
  3577. if (node.scale)
  3578. scaling = BABYLON.Vector3.FromArray(node.scale);
  3579. }
  3580. babylonNode.position = position;
  3581. babylonNode.rotationQuaternion = rotation;
  3582. babylonNode.scaling = scaling;
  3583. };
  3584. GLTFLoader.prototype._loadSkinAsync = function (context, node, skin) {
  3585. var _this = this;
  3586. var assignSkeleton = function (skeleton) {
  3587. _this._forEachPrimitive(node, function (babylonMesh) {
  3588. babylonMesh.skeleton = skeleton;
  3589. });
  3590. // Ignore the TRS of skinned nodes.
  3591. // See https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins (second implementation note)
  3592. node._babylonMesh.position = BABYLON.Vector3.Zero();
  3593. node._babylonMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  3594. node._babylonMesh.scaling = BABYLON.Vector3.One();
  3595. };
  3596. if (skin._promise) {
  3597. return skin._promise.then(function () {
  3598. assignSkeleton(skin._babylonSkeleton);
  3599. });
  3600. }
  3601. var skeletonId = "skeleton" + skin.index;
  3602. var babylonSkeleton = new BABYLON.Skeleton(skin.name || skeletonId, skeletonId, this.babylonScene);
  3603. skin._babylonSkeleton = babylonSkeleton;
  3604. this._loadBones(context, skin);
  3605. assignSkeleton(babylonSkeleton);
  3606. return (skin._promise = this._loadSkinInverseBindMatricesDataAsync(context, skin).then(function (inverseBindMatricesData) {
  3607. _this._updateBoneMatrices(babylonSkeleton, inverseBindMatricesData);
  3608. }));
  3609. };
  3610. GLTFLoader.prototype._loadBones = function (context, skin) {
  3611. var babylonBones = {};
  3612. for (var _i = 0, _a = skin.joints; _i < _a.length; _i++) {
  3613. var index = _a[_i];
  3614. var node = ArrayItem.Get(context + "/joints/" + index, this.gltf.nodes, index);
  3615. this._loadBone(node, skin, babylonBones);
  3616. }
  3617. };
  3618. GLTFLoader.prototype._loadBone = function (node, skin, babylonBones) {
  3619. var babylonBone = babylonBones[node.index];
  3620. if (babylonBone) {
  3621. return babylonBone;
  3622. }
  3623. var babylonParentBone = null;
  3624. if (node.parent && node.parent._babylonMesh !== this._rootBabylonMesh) {
  3625. babylonParentBone = this._loadBone(node.parent, skin, babylonBones);
  3626. }
  3627. var boneIndex = skin.joints.indexOf(node.index);
  3628. babylonBone = new BABYLON.Bone(node.name || "joint" + node.index, skin._babylonSkeleton, babylonParentBone, this._getNodeMatrix(node), null, null, boneIndex);
  3629. babylonBones[node.index] = babylonBone;
  3630. node._babylonBones = node._babylonBones || [];
  3631. node._babylonBones.push(babylonBone);
  3632. return babylonBone;
  3633. };
  3634. GLTFLoader.prototype._loadSkinInverseBindMatricesDataAsync = function (context, skin) {
  3635. if (skin.inverseBindMatrices == undefined) {
  3636. return Promise.resolve(null);
  3637. }
  3638. var accessor = ArrayItem.Get(context + "/inverseBindMatrices", this.gltf.accessors, skin.inverseBindMatrices);
  3639. return this._loadFloatAccessorAsync("#/accessors/" + accessor.index, accessor);
  3640. };
  3641. GLTFLoader.prototype._updateBoneMatrices = function (babylonSkeleton, inverseBindMatricesData) {
  3642. for (var _i = 0, _a = babylonSkeleton.bones; _i < _a.length; _i++) {
  3643. var babylonBone = _a[_i];
  3644. var baseMatrix = BABYLON.Matrix.Identity();
  3645. var boneIndex = babylonBone._index;
  3646. if (inverseBindMatricesData && boneIndex !== -1) {
  3647. BABYLON.Matrix.FromArrayToRef(inverseBindMatricesData, boneIndex * 16, baseMatrix);
  3648. baseMatrix.invertToRef(baseMatrix);
  3649. }
  3650. var babylonParentBone = babylonBone.getParent();
  3651. if (babylonParentBone) {
  3652. baseMatrix.multiplyToRef(babylonParentBone.getInvertedAbsoluteTransform(), baseMatrix);
  3653. }
  3654. babylonBone.updateMatrix(baseMatrix, false, false);
  3655. babylonBone._updateDifferenceMatrix(undefined, false);
  3656. }
  3657. };
  3658. GLTFLoader.prototype._getNodeMatrix = function (node) {
  3659. return node.matrix ?
  3660. BABYLON.Matrix.FromArray(node.matrix) :
  3661. BABYLON.Matrix.Compose(node.scale ? BABYLON.Vector3.FromArray(node.scale) : BABYLON.Vector3.One(), node.rotation ? BABYLON.Quaternion.FromArray(node.rotation) : BABYLON.Quaternion.Identity(), node.translation ? BABYLON.Vector3.FromArray(node.translation) : BABYLON.Vector3.Zero());
  3662. };
  3663. /**
  3664. * Loads a glTF camera.
  3665. * @param context The context when loading the asset
  3666. * @param camera The glTF camera property
  3667. * @param assign A function called synchronously after parsing the glTF properties
  3668. * @returns A promise that resolves with the loaded Babylon camera when the load is complete
  3669. */
  3670. GLTFLoader.prototype.loadCameraAsync = function (context, camera, assign) {
  3671. if (assign === void 0) { assign = function () { }; }
  3672. var extensionPromise = this._extensionsLoadCameraAsync(context, camera, assign);
  3673. if (extensionPromise) {
  3674. return extensionPromise;
  3675. }
  3676. var promises = new Array();
  3677. this.logOpen(context + " " + (camera.name || ""));
  3678. var babylonCamera = new BABYLON.FreeCamera(camera.name || "camera" + camera.index, BABYLON.Vector3.Zero(), this.babylonScene, false);
  3679. babylonCamera.rotation = new BABYLON.Vector3(0, Math.PI, 0);
  3680. switch (camera.type) {
  3681. case "perspective" /* PERSPECTIVE */: {
  3682. var perspective = camera.perspective;
  3683. if (!perspective) {
  3684. throw new Error(context + ": Camera perspective properties are missing");
  3685. }
  3686. babylonCamera.fov = perspective.yfov;
  3687. babylonCamera.minZ = perspective.znear;
  3688. babylonCamera.maxZ = perspective.zfar || Number.MAX_VALUE;
  3689. break;
  3690. }
  3691. case "orthographic" /* ORTHOGRAPHIC */: {
  3692. if (!camera.orthographic) {
  3693. throw new Error(context + ": Camera orthographic properties are missing");
  3694. }
  3695. babylonCamera.mode = BABYLON.Camera.ORTHOGRAPHIC_CAMERA;
  3696. babylonCamera.orthoLeft = -camera.orthographic.xmag;
  3697. babylonCamera.orthoRight = camera.orthographic.xmag;
  3698. babylonCamera.orthoBottom = -camera.orthographic.ymag;
  3699. babylonCamera.orthoTop = camera.orthographic.ymag;
  3700. babylonCamera.minZ = camera.orthographic.znear;
  3701. babylonCamera.maxZ = camera.orthographic.zfar;
  3702. break;
  3703. }
  3704. default: {
  3705. throw new Error(context + ": Invalid camera type (" + camera.type + ")");
  3706. }
  3707. }
  3708. assign(babylonCamera);
  3709. this._parent.onCameraLoadedObservable.notifyObservers(babylonCamera);
  3710. return Promise.all(promises).then(function () {
  3711. return babylonCamera;
  3712. });
  3713. };
  3714. GLTFLoader.prototype._loadAnimationsAsync = function () {
  3715. var animations = this.gltf.animations;
  3716. if (!animations) {
  3717. return Promise.resolve();
  3718. }
  3719. var promises = new Array();
  3720. for (var index = 0; index < animations.length; index++) {
  3721. var animation = animations[index];
  3722. promises.push(this.loadAnimationAsync("#/animations/" + animation.index, animation));
  3723. }
  3724. return Promise.all(promises).then(function () { });
  3725. };
  3726. /**
  3727. * Loads a glTF animation.
  3728. * @param context The context when loading the asset
  3729. * @param animation The glTF animation property
  3730. * @returns A promise that resolves with the loaded Babylon animation group when the load is complete
  3731. */
  3732. GLTFLoader.prototype.loadAnimationAsync = function (context, animation) {
  3733. var _this = this;
  3734. var promise = this._extensionsLoadAnimationAsync(context, animation);
  3735. if (promise) {
  3736. return promise;
  3737. }
  3738. var babylonAnimationGroup = new BABYLON.AnimationGroup(animation.name || "animation" + animation.index, this.babylonScene);
  3739. animation._babylonAnimationGroup = babylonAnimationGroup;
  3740. var promises = new Array();
  3741. ArrayItem.Assign(animation.channels);
  3742. ArrayItem.Assign(animation.samplers);
  3743. for (var _i = 0, _a = animation.channels; _i < _a.length; _i++) {
  3744. var channel = _a[_i];
  3745. promises.push(this._loadAnimationChannelAsync(context + "/channels/" + channel.index, context, animation, channel, babylonAnimationGroup));
  3746. }
  3747. return Promise.all(promises).then(function () {
  3748. babylonAnimationGroup.normalize(_this._parent._normalizeAnimationGroupsToBeginAtZero ? 0 : null);
  3749. return babylonAnimationGroup;
  3750. });
  3751. };
  3752. GLTFLoader.prototype._loadAnimationChannelAsync = function (context, animationContext, animation, channel, babylonAnimationGroup) {
  3753. var _this = this;
  3754. var targetNode = ArrayItem.Get(context + "/target/node", this.gltf.nodes, channel.target.node);
  3755. // Ignore animations that have no animation targets.
  3756. if ((channel.target.path === "weights" /* WEIGHTS */ && !targetNode._numMorphTargets) ||
  3757. (channel.target.path !== "weights" /* WEIGHTS */ && !targetNode._babylonMesh)) {
  3758. return Promise.resolve();
  3759. }
  3760. // Ignore animations targeting TRS of skinned nodes.
  3761. // See https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins (second implementation note)
  3762. if (targetNode.skin != undefined && channel.target.path !== "weights" /* WEIGHTS */) {
  3763. return Promise.resolve();
  3764. }
  3765. var sampler = ArrayItem.Get(context + "/sampler", animation.samplers, channel.sampler);
  3766. return this._loadAnimationSamplerAsync(animationContext + "/samplers/" + channel.sampler, sampler).then(function (data) {
  3767. var targetPath;
  3768. var animationType;
  3769. switch (channel.target.path) {
  3770. case "translation" /* TRANSLATION */: {
  3771. targetPath = "position";
  3772. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  3773. break;
  3774. }
  3775. case "rotation" /* ROTATION */: {
  3776. targetPath = "rotationQuaternion";
  3777. animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  3778. break;
  3779. }
  3780. case "scale" /* SCALE */: {
  3781. targetPath = "scaling";
  3782. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  3783. break;
  3784. }
  3785. case "weights" /* WEIGHTS */: {
  3786. targetPath = "influence";
  3787. animationType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  3788. break;
  3789. }
  3790. default: {
  3791. throw new Error(context + "/target/path: Invalid value (" + channel.target.path + ")");
  3792. }
  3793. }
  3794. var outputBufferOffset = 0;
  3795. var getNextOutputValue;
  3796. switch (targetPath) {
  3797. case "position": {
  3798. getNextOutputValue = function () {
  3799. var value = BABYLON.Vector3.FromArray(data.output, outputBufferOffset);
  3800. outputBufferOffset += 3;
  3801. return value;
  3802. };
  3803. break;
  3804. }
  3805. case "rotationQuaternion": {
  3806. getNextOutputValue = function () {
  3807. var value = BABYLON.Quaternion.FromArray(data.output, outputBufferOffset);
  3808. outputBufferOffset += 4;
  3809. return value;
  3810. };
  3811. break;
  3812. }
  3813. case "scaling": {
  3814. getNextOutputValue = function () {
  3815. var value = BABYLON.Vector3.FromArray(data.output, outputBufferOffset);
  3816. outputBufferOffset += 3;
  3817. return value;
  3818. };
  3819. break;
  3820. }
  3821. case "influence": {
  3822. getNextOutputValue = function () {
  3823. var value = new Array(targetNode._numMorphTargets);
  3824. for (var i = 0; i < targetNode._numMorphTargets; i++) {
  3825. value[i] = data.output[outputBufferOffset++];
  3826. }
  3827. return value;
  3828. };
  3829. break;
  3830. }
  3831. }
  3832. var getNextKey;
  3833. switch (data.interpolation) {
  3834. case "STEP" /* STEP */: {
  3835. getNextKey = function (frameIndex) { return ({
  3836. frame: data.input[frameIndex],
  3837. value: getNextOutputValue(),
  3838. interpolation: BABYLON.AnimationKeyInterpolation.STEP
  3839. }); };
  3840. break;
  3841. }
  3842. case "LINEAR" /* LINEAR */: {
  3843. getNextKey = function (frameIndex) { return ({
  3844. frame: data.input[frameIndex],
  3845. value: getNextOutputValue()
  3846. }); };
  3847. break;
  3848. }
  3849. case "CUBICSPLINE" /* CUBICSPLINE */: {
  3850. getNextKey = function (frameIndex) { return ({
  3851. frame: data.input[frameIndex],
  3852. inTangent: getNextOutputValue(),
  3853. value: getNextOutputValue(),
  3854. outTangent: getNextOutputValue()
  3855. }); };
  3856. break;
  3857. }
  3858. }
  3859. var keys = new Array(data.input.length);
  3860. for (var frameIndex = 0; frameIndex < data.input.length; frameIndex++) {
  3861. keys[frameIndex] = getNextKey(frameIndex);
  3862. }
  3863. if (targetPath === "influence") {
  3864. var _loop_2 = function (targetIndex) {
  3865. var animationName = babylonAnimationGroup.name + "_channel" + babylonAnimationGroup.targetedAnimations.length;
  3866. var babylonAnimation = new BABYLON.Animation(animationName, targetPath, 1, animationType);
  3867. babylonAnimation.setKeys(keys.map(function (key) { return ({
  3868. frame: key.frame,
  3869. inTangent: key.inTangent ? key.inTangent[targetIndex] : undefined,
  3870. value: key.value[targetIndex],
  3871. outTangent: key.outTangent ? key.outTangent[targetIndex] : undefined
  3872. }); }));
  3873. _this._forEachPrimitive(targetNode, function (babylonMesh) {
  3874. var morphTarget = babylonMesh.morphTargetManager.getTarget(targetIndex);
  3875. var babylonAnimationClone = babylonAnimation.clone();
  3876. morphTarget.animations.push(babylonAnimationClone);
  3877. babylonAnimationGroup.addTargetedAnimation(babylonAnimationClone, morphTarget);
  3878. });
  3879. };
  3880. for (var targetIndex = 0; targetIndex < targetNode._numMorphTargets; targetIndex++) {
  3881. _loop_2(targetIndex);
  3882. }
  3883. }
  3884. else {
  3885. var animationName = babylonAnimationGroup.name + "_channel" + babylonAnimationGroup.targetedAnimations.length;
  3886. var babylonAnimation = new BABYLON.Animation(animationName, targetPath, 1, animationType);
  3887. babylonAnimation.setKeys(keys);
  3888. if (targetNode._babylonBones) {
  3889. var babylonAnimationTargets = [targetNode._babylonMesh].concat(targetNode._babylonBones);
  3890. for (var _i = 0, babylonAnimationTargets_1 = babylonAnimationTargets; _i < babylonAnimationTargets_1.length; _i++) {
  3891. var babylonAnimationTarget = babylonAnimationTargets_1[_i];
  3892. babylonAnimationTarget.animations.push(babylonAnimation);
  3893. }
  3894. babylonAnimationGroup.addTargetedAnimation(babylonAnimation, babylonAnimationTargets);
  3895. }
  3896. else {
  3897. targetNode._babylonMesh.animations.push(babylonAnimation);
  3898. babylonAnimationGroup.addTargetedAnimation(babylonAnimation, targetNode._babylonMesh);
  3899. }
  3900. }
  3901. });
  3902. };
  3903. GLTFLoader.prototype._loadAnimationSamplerAsync = function (context, sampler) {
  3904. if (sampler._data) {
  3905. return sampler._data;
  3906. }
  3907. var interpolation = sampler.interpolation || "LINEAR" /* LINEAR */;
  3908. switch (interpolation) {
  3909. case "STEP" /* STEP */:
  3910. case "LINEAR" /* LINEAR */:
  3911. case "CUBICSPLINE" /* CUBICSPLINE */: {
  3912. break;
  3913. }
  3914. default: {
  3915. throw new Error(context + "/interpolation: Invalid value (" + sampler.interpolation + ")");
  3916. }
  3917. }
  3918. var inputAccessor = ArrayItem.Get(context + "/input", this.gltf.accessors, sampler.input);
  3919. var outputAccessor = ArrayItem.Get(context + "/output", this.gltf.accessors, sampler.output);
  3920. sampler._data = Promise.all([
  3921. this._loadFloatAccessorAsync("#/accessors/" + inputAccessor.index, inputAccessor),
  3922. this._loadFloatAccessorAsync("#/accessors/" + outputAccessor.index, outputAccessor)
  3923. ]).then(function (_a) {
  3924. var inputData = _a[0], outputData = _a[1];
  3925. return {
  3926. input: inputData,
  3927. interpolation: interpolation,
  3928. output: outputData,
  3929. };
  3930. });
  3931. return sampler._data;
  3932. };
  3933. GLTFLoader.prototype._loadBufferAsync = function (context, buffer) {
  3934. if (buffer._data) {
  3935. return buffer._data;
  3936. }
  3937. if (!buffer.uri) {
  3938. throw new Error(context + "/uri: Value is missing");
  3939. }
  3940. buffer._data = this.loadUriAsync(context + "/uri", buffer.uri);
  3941. return buffer._data;
  3942. };
  3943. /**
  3944. * Loads a glTF buffer view.
  3945. * @param context The context when loading the asset
  3946. * @param bufferView The glTF buffer view property
  3947. * @returns A promise that resolves with the loaded data when the load is complete
  3948. */
  3949. GLTFLoader.prototype.loadBufferViewAsync = function (context, bufferView) {
  3950. if (bufferView._data) {
  3951. return bufferView._data;
  3952. }
  3953. var buffer = ArrayItem.Get(context + "/buffer", this.gltf.buffers, bufferView.buffer);
  3954. bufferView._data = this._loadBufferAsync("#/buffers/" + buffer.index, buffer).then(function (data) {
  3955. try {
  3956. return new Uint8Array(data.buffer, data.byteOffset + (bufferView.byteOffset || 0), bufferView.byteLength);
  3957. }
  3958. catch (e) {
  3959. throw new Error(context + ": " + e.message);
  3960. }
  3961. });
  3962. return bufferView._data;
  3963. };
  3964. GLTFLoader.prototype._loadIndicesAccessorAsync = function (context, accessor) {
  3965. if (accessor.type !== "SCALAR" /* SCALAR */) {
  3966. throw new Error(context + "/type: Invalid value " + accessor.type);
  3967. }
  3968. if (accessor.componentType !== 5121 /* UNSIGNED_BYTE */ &&
  3969. accessor.componentType !== 5123 /* UNSIGNED_SHORT */ &&
  3970. accessor.componentType !== 5125 /* UNSIGNED_INT */) {
  3971. throw new Error(context + "/componentType: Invalid value " + accessor.componentType);
  3972. }
  3973. if (accessor._data) {
  3974. return accessor._data;
  3975. }
  3976. var bufferView = ArrayItem.Get(context + "/bufferView", this.gltf.bufferViews, accessor.bufferView);
  3977. accessor._data = this.loadBufferViewAsync("#/bufferViews/" + bufferView.index, bufferView).then(function (data) {
  3978. return GLTFLoader._GetTypedArray(context, accessor.componentType, data, accessor.byteOffset, accessor.count);
  3979. });
  3980. return accessor._data;
  3981. };
  3982. GLTFLoader.prototype._loadFloatAccessorAsync = function (context, accessor) {
  3983. // TODO: support normalized and stride
  3984. var _this = this;
  3985. if (accessor.componentType !== 5126 /* FLOAT */) {
  3986. throw new Error("Invalid component type " + accessor.componentType);
  3987. }
  3988. if (accessor._data) {
  3989. return accessor._data;
  3990. }
  3991. var numComponents = GLTFLoader._GetNumComponents(context, accessor.type);
  3992. var length = numComponents * accessor.count;
  3993. if (accessor.bufferView == undefined) {
  3994. accessor._data = Promise.resolve(new Float32Array(length));
  3995. }
  3996. else {
  3997. var bufferView = ArrayItem.Get(context + "/bufferView", this.gltf.bufferViews, accessor.bufferView);
  3998. accessor._data = this.loadBufferViewAsync("#/bufferViews/" + bufferView.index, bufferView).then(function (data) {
  3999. return GLTFLoader._GetTypedArray(context, accessor.componentType, data, accessor.byteOffset, length);
  4000. });
  4001. }
  4002. if (accessor.sparse) {
  4003. var sparse_1 = accessor.sparse;
  4004. accessor._data = accessor._data.then(function (data) {
  4005. var indicesBufferView = ArrayItem.Get(context + "/sparse/indices/bufferView", _this.gltf.bufferViews, sparse_1.indices.bufferView);
  4006. var valuesBufferView = ArrayItem.Get(context + "/sparse/values/bufferView", _this.gltf.bufferViews, sparse_1.values.bufferView);
  4007. return Promise.all([
  4008. _this.loadBufferViewAsync("#/bufferViews/" + indicesBufferView.index, indicesBufferView),
  4009. _this.loadBufferViewAsync("#/bufferViews/" + valuesBufferView.index, valuesBufferView)
  4010. ]).then(function (_a) {
  4011. var indicesData = _a[0], valuesData = _a[1];
  4012. var indices = GLTFLoader._GetTypedArray(context + "/sparse/indices", sparse_1.indices.componentType, indicesData, sparse_1.indices.byteOffset, sparse_1.count);
  4013. var values = GLTFLoader._GetTypedArray(context + "/sparse/values", accessor.componentType, valuesData, sparse_1.values.byteOffset, numComponents * sparse_1.count);
  4014. var valuesIndex = 0;
  4015. for (var indicesIndex = 0; indicesIndex < indices.length; indicesIndex++) {
  4016. var dataIndex = indices[indicesIndex] * numComponents;
  4017. for (var componentIndex = 0; componentIndex < numComponents; componentIndex++) {
  4018. data[dataIndex++] = values[valuesIndex++];
  4019. }
  4020. }
  4021. return data;
  4022. });
  4023. });
  4024. }
  4025. return accessor._data;
  4026. };
  4027. GLTFLoader.prototype._loadVertexBufferViewAsync = function (bufferView, kind) {
  4028. var _this = this;
  4029. if (bufferView._babylonBuffer) {
  4030. return bufferView._babylonBuffer;
  4031. }
  4032. bufferView._babylonBuffer = this.loadBufferViewAsync("#/bufferViews/" + bufferView.index, bufferView).then(function (data) {
  4033. return new BABYLON.Buffer(_this.babylonScene.getEngine(), data, false);
  4034. });
  4035. return bufferView._babylonBuffer;
  4036. };
  4037. GLTFLoader.prototype._loadVertexAccessorAsync = function (context, accessor, kind) {
  4038. var _this = this;
  4039. if (accessor._babylonVertexBuffer) {
  4040. return accessor._babylonVertexBuffer;
  4041. }
  4042. if (accessor.sparse) {
  4043. accessor._babylonVertexBuffer = this._loadFloatAccessorAsync("#/accessors/" + accessor.index, accessor).then(function (data) {
  4044. return new BABYLON.VertexBuffer(_this.babylonScene.getEngine(), data, kind, false);
  4045. });
  4046. }
  4047. else {
  4048. var bufferView_1 = ArrayItem.Get(context + "/bufferView", this.gltf.bufferViews, accessor.bufferView);
  4049. accessor._babylonVertexBuffer = this._loadVertexBufferViewAsync(bufferView_1, kind).then(function (buffer) {
  4050. var size = GLTFLoader._GetNumComponents(context, accessor.type);
  4051. return new BABYLON.VertexBuffer(_this.babylonScene.getEngine(), buffer, kind, false, false, bufferView_1.byteStride, false, accessor.byteOffset, size, accessor.componentType, accessor.normalized, true);
  4052. });
  4053. }
  4054. return accessor._babylonVertexBuffer;
  4055. };
  4056. GLTFLoader.prototype._loadMaterialMetallicRoughnessPropertiesAsync = function (context, material, properties, babylonMaterial) {
  4057. if (!(babylonMaterial instanceof BABYLON.PBRMaterial)) {
  4058. throw new Error(context + ": Material type not supported");
  4059. }
  4060. var promises = new Array();
  4061. if (properties) {
  4062. if (properties.baseColorFactor) {
  4063. babylonMaterial.albedoColor = BABYLON.Color3.FromArray(properties.baseColorFactor);
  4064. babylonMaterial.alpha = properties.baseColorFactor[3];
  4065. }
  4066. else {
  4067. babylonMaterial.albedoColor = BABYLON.Color3.White();
  4068. }
  4069. babylonMaterial.metallic = properties.metallicFactor == undefined ? 1 : properties.metallicFactor;
  4070. babylonMaterial.roughness = properties.roughnessFactor == undefined ? 1 : properties.roughnessFactor;
  4071. if (properties.baseColorTexture) {
  4072. promises.push(this.loadTextureInfoAsync(context + "/baseColorTexture", properties.baseColorTexture, function (texture) {
  4073. babylonMaterial.albedoTexture = texture;
  4074. }));
  4075. }
  4076. if (properties.metallicRoughnessTexture) {
  4077. promises.push(this.loadTextureInfoAsync(context + "/metallicRoughnessTexture", properties.metallicRoughnessTexture, function (texture) {
  4078. babylonMaterial.metallicTexture = texture;
  4079. }));
  4080. babylonMaterial.useMetallnessFromMetallicTextureBlue = true;
  4081. babylonMaterial.useRoughnessFromMetallicTextureGreen = true;
  4082. babylonMaterial.useRoughnessFromMetallicTextureAlpha = false;
  4083. }
  4084. }
  4085. return Promise.all(promises).then(function () { });
  4086. };
  4087. /** @hidden */
  4088. GLTFLoader.prototype._loadMaterialAsync = function (context, material, babylonMesh, babylonDrawMode, assign) {
  4089. if (assign === void 0) { assign = function () { }; }
  4090. var extensionPromise = this._extensionsLoadMaterialAsync(context, material, babylonMesh, babylonDrawMode, assign);
  4091. if (extensionPromise) {
  4092. return extensionPromise;
  4093. }
  4094. material._babylonData = material._babylonData || {};
  4095. var babylonData = material._babylonData[babylonDrawMode];
  4096. if (!babylonData) {
  4097. this.logOpen(context + " " + (material.name || ""));
  4098. var babylonMaterial = this.createMaterial(context, material, babylonDrawMode);
  4099. babylonData = {
  4100. material: babylonMaterial,
  4101. meshes: [],
  4102. promise: this.loadMaterialPropertiesAsync(context, material, babylonMaterial)
  4103. };
  4104. material._babylonData[babylonDrawMode] = babylonData;
  4105. this._parent.onMaterialLoadedObservable.notifyObservers(babylonMaterial);
  4106. this.logClose();
  4107. }
  4108. babylonData.meshes.push(babylonMesh);
  4109. babylonMesh.onDisposeObservable.addOnce(function () {
  4110. var index = babylonData.meshes.indexOf(babylonMesh);
  4111. if (index !== -1) {
  4112. babylonData.meshes.splice(index, 1);
  4113. }
  4114. });
  4115. assign(babylonData.material);
  4116. return babylonData.promise.then(function () {
  4117. return babylonData.material;
  4118. });
  4119. };
  4120. GLTFLoader.prototype._createDefaultMaterial = function (name, babylonDrawMode) {
  4121. var babylonMaterial = new BABYLON.PBRMaterial(name, this.babylonScene);
  4122. babylonMaterial.sideOrientation = this.babylonScene.useRightHandedSystem ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation;
  4123. babylonMaterial.fillMode = babylonDrawMode;
  4124. babylonMaterial.enableSpecularAntiAliasing = true;
  4125. babylonMaterial.useRadianceOverAlpha = !this._parent.transparencyAsCoverage;
  4126. babylonMaterial.useSpecularOverAlpha = !this._parent.transparencyAsCoverage;
  4127. babylonMaterial.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  4128. babylonMaterial.metallic = 1;
  4129. babylonMaterial.roughness = 1;
  4130. return babylonMaterial;
  4131. };
  4132. /**
  4133. * Creates a Babylon material from a glTF material.
  4134. * @param context The context when loading the asset
  4135. * @param material The glTF material property
  4136. * @param babylonDrawMode The draw mode for the Babylon material
  4137. * @returns The Babylon material
  4138. */
  4139. GLTFLoader.prototype.createMaterial = function (context, material, babylonDrawMode) {
  4140. var extensionPromise = this._extensionsCreateMaterial(context, material, babylonDrawMode);
  4141. if (extensionPromise) {
  4142. return extensionPromise;
  4143. }
  4144. var name = material.name || "material" + material.index;
  4145. return this._createDefaultMaterial(name, babylonDrawMode);
  4146. };
  4147. /**
  4148. * Loads properties from a glTF material into a Babylon material.
  4149. * @param context The context when loading the asset
  4150. * @param material The glTF material property
  4151. * @param babylonMaterial The Babylon material
  4152. * @returns A promise that resolves when the load is complete
  4153. */
  4154. GLTFLoader.prototype.loadMaterialPropertiesAsync = function (context, material, babylonMaterial) {
  4155. var extensionPromise = this._extensionsLoadMaterialPropertiesAsync(context, material, babylonMaterial);
  4156. if (extensionPromise) {
  4157. return extensionPromise;
  4158. }
  4159. var promises = new Array();
  4160. promises.push(this.loadMaterialBasePropertiesAsync(context, material, babylonMaterial));
  4161. if (material.pbrMetallicRoughness) {
  4162. promises.push(this._loadMaterialMetallicRoughnessPropertiesAsync(context + "/pbrMetallicRoughness", material, material.pbrMetallicRoughness, babylonMaterial));
  4163. }
  4164. this.loadMaterialAlphaProperties(context, material, babylonMaterial);
  4165. return Promise.all(promises).then(function () { });
  4166. };
  4167. /**
  4168. * Loads the normal, occlusion, and emissive properties from a glTF material into a Babylon material.
  4169. * @param context The context when loading the asset
  4170. * @param material The glTF material property
  4171. * @param babylonMaterial The Babylon material
  4172. * @returns A promise that resolves when the load is complete
  4173. */
  4174. GLTFLoader.prototype.loadMaterialBasePropertiesAsync = function (context, material, babylonMaterial) {
  4175. if (!(babylonMaterial instanceof BABYLON.PBRMaterial)) {
  4176. throw new Error(context + ": Material type not supported");
  4177. }
  4178. var promises = new Array();
  4179. babylonMaterial.emissiveColor = material.emissiveFactor ? BABYLON.Color3.FromArray(material.emissiveFactor) : new BABYLON.Color3(0, 0, 0);
  4180. if (material.doubleSided) {
  4181. babylonMaterial.backFaceCulling = false;
  4182. babylonMaterial.twoSidedLighting = true;
  4183. }
  4184. if (material.normalTexture) {
  4185. promises.push(this.loadTextureInfoAsync(context + "/normalTexture", material.normalTexture, function (texture) {
  4186. babylonMaterial.bumpTexture = texture;
  4187. }));
  4188. babylonMaterial.invertNormalMapX = !this.babylonScene.useRightHandedSystem;
  4189. babylonMaterial.invertNormalMapY = this.babylonScene.useRightHandedSystem;
  4190. if (material.normalTexture.scale != undefined) {
  4191. babylonMaterial.bumpTexture.level = material.normalTexture.scale;
  4192. }
  4193. }
  4194. if (material.occlusionTexture) {
  4195. promises.push(this.loadTextureInfoAsync(context + "/occlusionTexture", material.occlusionTexture, function (texture) {
  4196. babylonMaterial.ambientTexture = texture;
  4197. }));
  4198. babylonMaterial.useAmbientInGrayScale = true;
  4199. if (material.occlusionTexture.strength != undefined) {
  4200. babylonMaterial.ambientTextureStrength = material.occlusionTexture.strength;
  4201. }
  4202. }
  4203. if (material.emissiveTexture) {
  4204. promises.push(this.loadTextureInfoAsync(context + "/emissiveTexture", material.emissiveTexture, function (texture) {
  4205. babylonMaterial.emissiveTexture = texture;
  4206. }));
  4207. }
  4208. return Promise.all(promises).then(function () { });
  4209. };
  4210. /**
  4211. * Loads the alpha properties from a glTF material into a Babylon material.
  4212. * Must be called after the setting the albedo texture of the Babylon material when the material has an albedo texture.
  4213. * @param context The context when loading the asset
  4214. * @param material The glTF material property
  4215. * @param babylonMaterial The Babylon material
  4216. */
  4217. GLTFLoader.prototype.loadMaterialAlphaProperties = function (context, material, babylonMaterial) {
  4218. if (!(babylonMaterial instanceof BABYLON.PBRMaterial)) {
  4219. throw new Error(context + ": Material type not supported");
  4220. }
  4221. var alphaMode = material.alphaMode || "OPAQUE" /* OPAQUE */;
  4222. switch (alphaMode) {
  4223. case "OPAQUE" /* OPAQUE */: {
  4224. babylonMaterial.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  4225. break;
  4226. }
  4227. case "MASK" /* MASK */: {
  4228. babylonMaterial.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST;
  4229. babylonMaterial.alphaCutOff = (material.alphaCutoff == undefined ? 0.5 : material.alphaCutoff);
  4230. if (babylonMaterial.albedoTexture) {
  4231. babylonMaterial.albedoTexture.hasAlpha = true;
  4232. }
  4233. break;
  4234. }
  4235. case "BLEND" /* BLEND */: {
  4236. babylonMaterial.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_ALPHABLEND;
  4237. if (babylonMaterial.albedoTexture) {
  4238. babylonMaterial.albedoTexture.hasAlpha = true;
  4239. babylonMaterial.useAlphaFromAlbedoTexture = true;
  4240. }
  4241. break;
  4242. }
  4243. default: {
  4244. throw new Error(context + "/alphaMode: Invalid value (" + material.alphaMode + ")");
  4245. }
  4246. }
  4247. };
  4248. /**
  4249. * Loads a glTF texture info.
  4250. * @param context The context when loading the asset
  4251. * @param textureInfo The glTF texture info property
  4252. * @param assign A function called synchronously after parsing the glTF properties
  4253. * @returns A promise that resolves with the loaded Babylon texture when the load is complete
  4254. */
  4255. GLTFLoader.prototype.loadTextureInfoAsync = function (context, textureInfo, assign) {
  4256. if (assign === void 0) { assign = function () { }; }
  4257. var extensionPromise = this._extensionsLoadTextureInfoAsync(context, textureInfo, assign);
  4258. if (extensionPromise) {
  4259. return extensionPromise;
  4260. }
  4261. this.logOpen("" + context);
  4262. var texture = ArrayItem.Get(context + "/index", this.gltf.textures, textureInfo.index);
  4263. var promise = this._loadTextureAsync("#/textures/" + textureInfo.index, texture, function (babylonTexture) {
  4264. babylonTexture.coordinatesIndex = textureInfo.texCoord || 0;
  4265. assign(babylonTexture);
  4266. });
  4267. this.logClose();
  4268. return promise;
  4269. };
  4270. GLTFLoader.prototype._loadTextureAsync = function (context, texture, assign) {
  4271. var _this = this;
  4272. if (assign === void 0) { assign = function () { }; }
  4273. var promises = new Array();
  4274. this.logOpen(context + " " + (texture.name || ""));
  4275. var sampler = (texture.sampler == undefined ? GLTFLoader._DefaultSampler : ArrayItem.Get(context + "/sampler", this.gltf.samplers, texture.sampler));
  4276. var samplerData = this._loadSampler("#/samplers/" + sampler.index, sampler);
  4277. var deferred = new BABYLON.Deferred();
  4278. var babylonTexture = new BABYLON.Texture(null, this.babylonScene, samplerData.noMipMaps, false, samplerData.samplingMode, function () {
  4279. if (!_this._disposed) {
  4280. deferred.resolve();
  4281. }
  4282. }, function (message, exception) {
  4283. if (!_this._disposed) {
  4284. deferred.reject(new Error(context + ": " + ((exception && exception.message) ? exception.message : message || "Failed to load texture")));
  4285. }
  4286. });
  4287. promises.push(deferred.promise);
  4288. babylonTexture.name = texture.name || "texture" + texture.index;
  4289. babylonTexture.wrapU = samplerData.wrapU;
  4290. babylonTexture.wrapV = samplerData.wrapV;
  4291. var image = ArrayItem.Get(context + "/source", this.gltf.images, texture.source);
  4292. promises.push(this.loadImageAsync("#/images/" + image.index, image).then(function (data) {
  4293. var dataUrl = "data:" + _this._rootUrl + (image.uri || "image" + image.index);
  4294. babylonTexture.updateURL(dataUrl, new Blob([data], { type: image.mimeType }));
  4295. }));
  4296. assign(babylonTexture);
  4297. this._parent.onTextureLoadedObservable.notifyObservers(babylonTexture);
  4298. this.logClose();
  4299. return Promise.all(promises).then(function () {
  4300. return babylonTexture;
  4301. });
  4302. };
  4303. GLTFLoader.prototype._loadSampler = function (context, sampler) {
  4304. if (!sampler._data) {
  4305. sampler._data = {
  4306. noMipMaps: (sampler.minFilter === 9728 /* NEAREST */ || sampler.minFilter === 9729 /* LINEAR */),
  4307. samplingMode: GLTFLoader._GetTextureSamplingMode(context, sampler),
  4308. wrapU: GLTFLoader._GetTextureWrapMode(context + "/wrapS", sampler.wrapS),
  4309. wrapV: GLTFLoader._GetTextureWrapMode(context + "/wrapT", sampler.wrapT)
  4310. };
  4311. }
  4312. ;
  4313. return sampler._data;
  4314. };
  4315. /**
  4316. * Loads a glTF image.
  4317. * @param context The context when loading the asset
  4318. * @param image The glTF image property
  4319. * @returns A promise that resolves with the loaded data when the load is complete
  4320. */
  4321. GLTFLoader.prototype.loadImageAsync = function (context, image) {
  4322. if (!image._data) {
  4323. this.logOpen(context + " " + (image.name || ""));
  4324. if (image.uri) {
  4325. image._data = this.loadUriAsync(context + "/uri", image.uri);
  4326. }
  4327. else {
  4328. var bufferView = ArrayItem.Get(context + "/bufferView", this.gltf.bufferViews, image.bufferView);
  4329. image._data = this.loadBufferViewAsync("#/bufferViews/" + bufferView.index, bufferView);
  4330. }
  4331. this.logClose();
  4332. }
  4333. return image._data;
  4334. };
  4335. /**
  4336. * Loads a glTF uri.
  4337. * @param context The context when loading the asset
  4338. * @param uri The base64 or relative uri
  4339. * @returns A promise that resolves with the loaded data when the load is complete
  4340. */
  4341. GLTFLoader.prototype.loadUriAsync = function (context, uri) {
  4342. var _this = this;
  4343. var extensionPromise = this._extensionsLoadUriAsync(context, uri);
  4344. if (extensionPromise) {
  4345. return extensionPromise;
  4346. }
  4347. if (!GLTFLoader._ValidateUri(uri)) {
  4348. throw new Error(context + ": '" + uri + "' is invalid");
  4349. }
  4350. if (BABYLON.Tools.IsBase64(uri)) {
  4351. var data = new Uint8Array(BABYLON.Tools.DecodeBase64(uri));
  4352. this.log("Decoded " + uri.substr(0, 64) + "... (" + data.length + " bytes)");
  4353. return Promise.resolve(data);
  4354. }
  4355. this.log("Loading " + uri);
  4356. return this._parent.preprocessUrlAsync(this._rootUrl + uri).then(function (url) {
  4357. return new Promise(function (resolve, reject) {
  4358. if (!_this._disposed) {
  4359. var request_1 = BABYLON.Tools.LoadFile(url, function (fileData) {
  4360. if (!_this._disposed) {
  4361. var data = new Uint8Array(fileData);
  4362. _this.log("Loaded " + uri + " (" + data.length + " bytes)");
  4363. resolve(data);
  4364. }
  4365. }, function (event) {
  4366. if (!_this._disposed) {
  4367. if (request_1) {
  4368. request_1._lengthComputable = event.lengthComputable;
  4369. request_1._loaded = event.loaded;
  4370. request_1._total = event.total;
  4371. }
  4372. if (_this._state === BABYLON.GLTFLoaderState.LOADING) {
  4373. try {
  4374. _this._onProgress();
  4375. }
  4376. catch (e) {
  4377. reject(e);
  4378. }
  4379. }
  4380. }
  4381. }, _this.babylonScene.database, true, function (request, exception) {
  4382. if (!_this._disposed) {
  4383. reject(new BABYLON.LoadFileError(context + ": Failed to load '" + uri + "'" + (request ? ": " + request.status + " " + request.statusText : ""), request));
  4384. }
  4385. });
  4386. _this._requests.push(request_1);
  4387. }
  4388. });
  4389. });
  4390. };
  4391. GLTFLoader.prototype._onProgress = function () {
  4392. if (!this._progressCallback) {
  4393. return;
  4394. }
  4395. var lengthComputable = true;
  4396. var loaded = 0;
  4397. var total = 0;
  4398. for (var _i = 0, _a = this._requests; _i < _a.length; _i++) {
  4399. var request = _a[_i];
  4400. if (request._lengthComputable === undefined || request._loaded === undefined || request._total === undefined) {
  4401. return;
  4402. }
  4403. lengthComputable = lengthComputable && request._lengthComputable;
  4404. loaded += request._loaded;
  4405. total += request._total;
  4406. }
  4407. this._progressCallback(new BABYLON.SceneLoaderProgressEvent(lengthComputable, loaded, lengthComputable ? total : 0));
  4408. };
  4409. GLTFLoader._GetTextureWrapMode = function (context, mode) {
  4410. // Set defaults if undefined
  4411. mode = mode == undefined ? 10497 /* REPEAT */ : mode;
  4412. switch (mode) {
  4413. case 33071 /* CLAMP_TO_EDGE */: return BABYLON.Texture.CLAMP_ADDRESSMODE;
  4414. case 33648 /* MIRRORED_REPEAT */: return BABYLON.Texture.MIRROR_ADDRESSMODE;
  4415. case 10497 /* REPEAT */: return BABYLON.Texture.WRAP_ADDRESSMODE;
  4416. default:
  4417. BABYLON.Tools.Warn(context + ": Invalid value (" + mode + ")");
  4418. return BABYLON.Texture.WRAP_ADDRESSMODE;
  4419. }
  4420. };
  4421. GLTFLoader._GetTextureSamplingMode = function (context, sampler) {
  4422. // Set defaults if undefined
  4423. var magFilter = sampler.magFilter == undefined ? 9729 /* LINEAR */ : sampler.magFilter;
  4424. var minFilter = sampler.minFilter == undefined ? 9987 /* LINEAR_MIPMAP_LINEAR */ : sampler.minFilter;
  4425. if (magFilter === 9729 /* LINEAR */) {
  4426. switch (minFilter) {
  4427. case 9728 /* NEAREST */: return BABYLON.Texture.LINEAR_NEAREST;
  4428. case 9729 /* LINEAR */: return BABYLON.Texture.LINEAR_LINEAR;
  4429. case 9984 /* NEAREST_MIPMAP_NEAREST */: return BABYLON.Texture.LINEAR_NEAREST_MIPNEAREST;
  4430. case 9985 /* LINEAR_MIPMAP_NEAREST */: return BABYLON.Texture.LINEAR_LINEAR_MIPNEAREST;
  4431. case 9986 /* NEAREST_MIPMAP_LINEAR */: return BABYLON.Texture.LINEAR_NEAREST_MIPLINEAR;
  4432. case 9987 /* LINEAR_MIPMAP_LINEAR */: return BABYLON.Texture.LINEAR_LINEAR_MIPLINEAR;
  4433. default:
  4434. BABYLON.Tools.Warn(context + "/minFilter: Invalid value (" + minFilter + ")");
  4435. return BABYLON.Texture.LINEAR_LINEAR_MIPLINEAR;
  4436. }
  4437. }
  4438. else {
  4439. if (magFilter !== 9728 /* NEAREST */) {
  4440. BABYLON.Tools.Warn(context + "/magFilter: Invalid value (" + magFilter + ")");
  4441. }
  4442. switch (minFilter) {
  4443. case 9728 /* NEAREST */: return BABYLON.Texture.NEAREST_NEAREST;
  4444. case 9729 /* LINEAR */: return BABYLON.Texture.NEAREST_LINEAR;
  4445. case 9984 /* NEAREST_MIPMAP_NEAREST */: return BABYLON.Texture.NEAREST_NEAREST_MIPNEAREST;
  4446. case 9985 /* LINEAR_MIPMAP_NEAREST */: return BABYLON.Texture.NEAREST_LINEAR_MIPNEAREST;
  4447. case 9986 /* NEAREST_MIPMAP_LINEAR */: return BABYLON.Texture.NEAREST_NEAREST_MIPLINEAR;
  4448. case 9987 /* LINEAR_MIPMAP_LINEAR */: return BABYLON.Texture.NEAREST_LINEAR_MIPLINEAR;
  4449. default:
  4450. BABYLON.Tools.Warn(context + "/minFilter: Invalid value (" + minFilter + ")");
  4451. return BABYLON.Texture.NEAREST_NEAREST_MIPNEAREST;
  4452. }
  4453. }
  4454. };
  4455. GLTFLoader._GetTypedArray = function (context, componentType, bufferView, byteOffset, length) {
  4456. var buffer = bufferView.buffer;
  4457. byteOffset = bufferView.byteOffset + (byteOffset || 0);
  4458. try {
  4459. switch (componentType) {
  4460. case 5120 /* BYTE */: return new Int8Array(buffer, byteOffset, length);
  4461. case 5121 /* UNSIGNED_BYTE */: return new Uint8Array(buffer, byteOffset, length);
  4462. case 5122 /* SHORT */: return new Int16Array(buffer, byteOffset, length);
  4463. case 5123 /* UNSIGNED_SHORT */: return new Uint16Array(buffer, byteOffset, length);
  4464. case 5125 /* UNSIGNED_INT */: return new Uint32Array(buffer, byteOffset, length);
  4465. case 5126 /* FLOAT */: return new Float32Array(buffer, byteOffset, length);
  4466. default: throw new Error("Invalid component type " + componentType);
  4467. }
  4468. }
  4469. catch (e) {
  4470. throw new Error(context + ": " + e);
  4471. }
  4472. };
  4473. GLTFLoader._GetNumComponents = function (context, type) {
  4474. switch (type) {
  4475. case "SCALAR": return 1;
  4476. case "VEC2": return 2;
  4477. case "VEC3": return 3;
  4478. case "VEC4": return 4;
  4479. case "MAT2": return 4;
  4480. case "MAT3": return 9;
  4481. case "MAT4": return 16;
  4482. }
  4483. throw new Error(context + ": Invalid type (" + type + ")");
  4484. };
  4485. GLTFLoader._ValidateUri = function (uri) {
  4486. return (BABYLON.Tools.IsBase64(uri) || uri.indexOf("..") === -1);
  4487. };
  4488. GLTFLoader._GetDrawMode = function (context, mode) {
  4489. if (mode == undefined) {
  4490. mode = 4 /* TRIANGLES */;
  4491. }
  4492. switch (mode) {
  4493. case 0 /* POINTS */: return BABYLON.Material.PointListDrawMode;
  4494. case 1 /* LINES */: return BABYLON.Material.LineListDrawMode;
  4495. case 2 /* LINE_LOOP */: return BABYLON.Material.LineLoopDrawMode;
  4496. case 3 /* LINE_STRIP */: return BABYLON.Material.LineStripDrawMode;
  4497. case 4 /* TRIANGLES */: return BABYLON.Material.TriangleFillMode;
  4498. case 5 /* TRIANGLE_STRIP */: return BABYLON.Material.TriangleStripDrawMode;
  4499. case 6 /* TRIANGLE_FAN */: return BABYLON.Material.TriangleFanDrawMode;
  4500. }
  4501. throw new Error(context + ": Invalid mesh primitive mode (" + mode + ")");
  4502. };
  4503. GLTFLoader.prototype._compileMaterialsAsync = function () {
  4504. var _this = this;
  4505. this._parent._startPerformanceCounter("Compile materials");
  4506. var promises = new Array();
  4507. if (this.gltf.materials) {
  4508. for (var _i = 0, _a = this.gltf.materials; _i < _a.length; _i++) {
  4509. var material = _a[_i];
  4510. if (material._babylonData) {
  4511. for (var babylonDrawMode in material._babylonData) {
  4512. var babylonData = material._babylonData[babylonDrawMode];
  4513. for (var _b = 0, _c = babylonData.meshes; _b < _c.length; _b++) {
  4514. var babylonMesh = _c[_b];
  4515. // Ensure nonUniformScaling is set if necessary.
  4516. babylonMesh.computeWorldMatrix(true);
  4517. var babylonMaterial = babylonData.material;
  4518. promises.push(babylonMaterial.forceCompilationAsync(babylonMesh));
  4519. if (this._parent.useClipPlane) {
  4520. promises.push(babylonMaterial.forceCompilationAsync(babylonMesh, { clipPlane: true }));
  4521. }
  4522. }
  4523. }
  4524. }
  4525. }
  4526. }
  4527. return Promise.all(promises).then(function () {
  4528. _this._parent._endPerformanceCounter("Compile materials");
  4529. });
  4530. };
  4531. GLTFLoader.prototype._compileShadowGeneratorsAsync = function () {
  4532. var _this = this;
  4533. this._parent._startPerformanceCounter("Compile shadow generators");
  4534. var promises = new Array();
  4535. var lights = this.babylonScene.lights;
  4536. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  4537. var light = lights_1[_i];
  4538. var generator = light.getShadowGenerator();
  4539. if (generator) {
  4540. promises.push(generator.forceCompilationAsync());
  4541. }
  4542. }
  4543. return Promise.all(promises).then(function () {
  4544. _this._parent._endPerformanceCounter("Compile shadow generators");
  4545. });
  4546. };
  4547. GLTFLoader.prototype._forEachExtensions = function (action) {
  4548. for (var _i = 0, _a = GLTFLoader._ExtensionNames; _i < _a.length; _i++) {
  4549. var name_4 = _a[_i];
  4550. var extension = this._extensions[name_4];
  4551. if (extension.enabled) {
  4552. action(extension);
  4553. }
  4554. }
  4555. };
  4556. GLTFLoader.prototype._applyExtensions = function (property, actionAsync) {
  4557. for (var _i = 0, _a = GLTFLoader._ExtensionNames; _i < _a.length; _i++) {
  4558. var name_5 = _a[_i];
  4559. var extension = this._extensions[name_5];
  4560. if (extension.enabled) {
  4561. var loaderProperty = property;
  4562. loaderProperty._activeLoaderExtensions = loaderProperty._activeLoaderExtensions || {};
  4563. var activeLoaderExtensions = loaderProperty._activeLoaderExtensions;
  4564. if (!activeLoaderExtensions[name_5]) {
  4565. activeLoaderExtensions[name_5] = true;
  4566. try {
  4567. var result = actionAsync(extension);
  4568. if (result) {
  4569. return result;
  4570. }
  4571. }
  4572. finally {
  4573. delete activeLoaderExtensions[name_5];
  4574. }
  4575. }
  4576. }
  4577. }
  4578. return null;
  4579. };
  4580. GLTFLoader.prototype._extensionsOnLoading = function () {
  4581. this._forEachExtensions(function (extension) { return extension.onLoading && extension.onLoading(); });
  4582. };
  4583. GLTFLoader.prototype._extensionsOnReady = function () {
  4584. this._forEachExtensions(function (extension) { return extension.onReady && extension.onReady(); });
  4585. };
  4586. GLTFLoader.prototype._extensionsLoadSceneAsync = function (context, scene) {
  4587. return this._applyExtensions(scene, function (extension) { return extension.loadSceneAsync && extension.loadSceneAsync(context, scene); });
  4588. };
  4589. GLTFLoader.prototype._extensionsLoadNodeAsync = function (context, node, assign) {
  4590. return this._applyExtensions(node, function (extension) { return extension.loadNodeAsync && extension.loadNodeAsync(context, node, assign); });
  4591. };
  4592. GLTFLoader.prototype._extensionsLoadCameraAsync = function (context, camera, assign) {
  4593. return this._applyExtensions(camera, function (extension) { return extension.loadCameraAsync && extension.loadCameraAsync(context, camera, assign); });
  4594. };
  4595. GLTFLoader.prototype._extensionsLoadVertexDataAsync = function (context, primitive, babylonMesh) {
  4596. return this._applyExtensions(primitive, function (extension) { return extension._loadVertexDataAsync && extension._loadVertexDataAsync(context, primitive, babylonMesh); });
  4597. };
  4598. GLTFLoader.prototype._extensionsLoadMaterialAsync = function (context, material, babylonMesh, babylonDrawMode, assign) {
  4599. return this._applyExtensions(material, function (extension) { return extension._loadMaterialAsync && extension._loadMaterialAsync(context, material, babylonMesh, babylonDrawMode, assign); });
  4600. };
  4601. GLTFLoader.prototype._extensionsCreateMaterial = function (context, material, babylonDrawMode) {
  4602. return this._applyExtensions({}, function (extension) { return extension.createMaterial && extension.createMaterial(context, material, babylonDrawMode); });
  4603. };
  4604. GLTFLoader.prototype._extensionsLoadMaterialPropertiesAsync = function (context, material, babylonMaterial) {
  4605. return this._applyExtensions(material, function (extension) { return extension.loadMaterialPropertiesAsync && extension.loadMaterialPropertiesAsync(context, material, babylonMaterial); });
  4606. };
  4607. GLTFLoader.prototype._extensionsLoadTextureInfoAsync = function (context, textureInfo, assign) {
  4608. return this._applyExtensions(textureInfo, function (extension) { return extension.loadTextureInfoAsync && extension.loadTextureInfoAsync(context, textureInfo, assign); });
  4609. };
  4610. GLTFLoader.prototype._extensionsLoadAnimationAsync = function (context, animation) {
  4611. return this._applyExtensions(animation, function (extension) { return extension.loadAnimationAsync && extension.loadAnimationAsync(context, animation); });
  4612. };
  4613. GLTFLoader.prototype._extensionsLoadUriAsync = function (context, uri) {
  4614. return this._applyExtensions({}, function (extension) { return extension._loadUriAsync && extension._loadUriAsync(context, uri); });
  4615. };
  4616. /**
  4617. * Helper method called by a loader extension to load an glTF extension.
  4618. * @param context The context when loading the asset
  4619. * @param property The glTF property to load the extension from
  4620. * @param extensionName The name of the extension to load
  4621. * @param actionAsync The action to run
  4622. * @returns The promise returned by actionAsync or null if the extension does not exist
  4623. */
  4624. GLTFLoader.LoadExtensionAsync = function (context, property, extensionName, actionAsync) {
  4625. if (!property.extensions) {
  4626. return null;
  4627. }
  4628. var extensions = property.extensions;
  4629. var extension = extensions[extensionName];
  4630. if (!extension) {
  4631. return null;
  4632. }
  4633. return actionAsync(context + "/extensions/" + extensionName, extension);
  4634. };
  4635. /**
  4636. * Helper method called by a loader extension to load a glTF extra.
  4637. * @param context The context when loading the asset
  4638. * @param property The glTF property to load the extra from
  4639. * @param extensionName The name of the extension to load
  4640. * @param actionAsync The action to run
  4641. * @returns The promise returned by actionAsync or null if the extra does not exist
  4642. */
  4643. GLTFLoader.LoadExtraAsync = function (context, property, extensionName, actionAsync) {
  4644. if (!property.extras) {
  4645. return null;
  4646. }
  4647. var extras = property.extras;
  4648. var extra = extras[extensionName];
  4649. if (!extra) {
  4650. return null;
  4651. }
  4652. return actionAsync(context + "/extras/" + extensionName, extra);
  4653. };
  4654. /**
  4655. * Increments the indentation level and logs a message.
  4656. * @param message The message to log
  4657. */
  4658. GLTFLoader.prototype.logOpen = function (message) {
  4659. this._parent._logOpen(message);
  4660. };
  4661. /**
  4662. * Decrements the indentation level.
  4663. */
  4664. GLTFLoader.prototype.logClose = function () {
  4665. this._parent._logClose();
  4666. };
  4667. /**
  4668. * Logs a message
  4669. * @param message The message to log
  4670. */
  4671. GLTFLoader.prototype.log = function (message) {
  4672. this._parent._log(message);
  4673. };
  4674. /**
  4675. * Starts a performance counter.
  4676. * @param counterName The name of the performance counter
  4677. */
  4678. GLTFLoader.prototype.startPerformanceCounter = function (counterName) {
  4679. this._parent._startPerformanceCounter(counterName);
  4680. };
  4681. /**
  4682. * Ends a performance counter.
  4683. * @param counterName The name of the performance counter
  4684. */
  4685. GLTFLoader.prototype.endPerformanceCounter = function (counterName) {
  4686. this._parent._endPerformanceCounter(counterName);
  4687. };
  4688. GLTFLoader._DefaultSampler = { index: -1 };
  4689. GLTFLoader._ExtensionNames = new Array();
  4690. GLTFLoader._ExtensionFactories = {};
  4691. return GLTFLoader;
  4692. }());
  4693. GLTF2.GLTFLoader = GLTFLoader;
  4694. BABYLON.GLTFFileLoader._CreateGLTFLoaderV2 = function (parent) { return new GLTFLoader(parent); };
  4695. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  4696. })(BABYLON || (BABYLON = {}));
  4697. //# sourceMappingURL=babylon.glTFLoader.js.map
  4698. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  4699. //# sourceMappingURL=babylon.glTFLoaderExtension.js.map
  4700. /// <reference path="../../../../../dist/preview release/babylon.d.ts"/>
  4701. var BABYLON;
  4702. (function (BABYLON) {
  4703. var GLTF2;
  4704. (function (GLTF2) {
  4705. var Extensions;
  4706. (function (Extensions) {
  4707. var NAME = "MSFT_audio_emitter";
  4708. /**
  4709. * [Specification](https://github.com/najadojo/glTF/tree/MSFT_audio_emitter/extensions/2.0/Vendor/MSFT_audio_emitter)
  4710. */
  4711. var MSFT_audio_emitter = /** @class */ (function () {
  4712. /** @hidden */
  4713. function MSFT_audio_emitter(loader) {
  4714. /** The name of this extension. */
  4715. this.name = NAME;
  4716. /** Defines whether this extension is enabled. */
  4717. this.enabled = true;
  4718. this._loader = loader;
  4719. }
  4720. /** @hidden */
  4721. MSFT_audio_emitter.prototype.dispose = function () {
  4722. delete this._loader;
  4723. delete this._clips;
  4724. delete this._emitters;
  4725. };
  4726. /** @hidden */
  4727. MSFT_audio_emitter.prototype.onLoading = function () {
  4728. var extensions = this._loader.gltf.extensions;
  4729. if (extensions && extensions[this.name]) {
  4730. var extension = extensions[this.name];
  4731. this._clips = extension.clips;
  4732. this._emitters = extension.emitters;
  4733. GLTF2.ArrayItem.Assign(this._clips);
  4734. GLTF2.ArrayItem.Assign(this._emitters);
  4735. }
  4736. };
  4737. /** @hidden */
  4738. MSFT_audio_emitter.prototype.loadSceneAsync = function (context, scene) {
  4739. var _this = this;
  4740. return GLTF2.GLTFLoader.LoadExtensionAsync(context, scene, this.name, function (extensionContext, extension) {
  4741. var promises = new Array();
  4742. promises.push(_this._loader.loadSceneAsync(context, scene));
  4743. for (var _i = 0, _a = extension.emitters; _i < _a.length; _i++) {
  4744. var emitterIndex = _a[_i];
  4745. var emitter = GLTF2.ArrayItem.Get(extensionContext + "/emitters", _this._emitters, emitterIndex);
  4746. if (emitter.refDistance != undefined || emitter.maxDistance != undefined || emitter.rolloffFactor != undefined ||
  4747. emitter.distanceModel != undefined || emitter.innerAngle != undefined || emitter.outerAngle != undefined) {
  4748. throw new Error(extensionContext + ": Direction or Distance properties are not allowed on emitters attached to a scene");
  4749. }
  4750. promises.push(_this._loadEmitterAsync(extensionContext + "/emitters/" + emitter.index, emitter));
  4751. }
  4752. return Promise.all(promises).then(function () { });
  4753. });
  4754. };
  4755. /** @hidden */
  4756. MSFT_audio_emitter.prototype.loadNodeAsync = function (context, node, assign) {
  4757. var _this = this;
  4758. return GLTF2.GLTFLoader.LoadExtensionAsync(context, node, this.name, function (extensionContext, extension) {
  4759. var promises = new Array();
  4760. return _this._loader.loadNodeAsync(extensionContext, node, function (babylonMesh) {
  4761. var _loop_1 = function (emitterIndex) {
  4762. var emitter = GLTF2.ArrayItem.Get(extensionContext + "/emitters", _this._emitters, emitterIndex);
  4763. promises.push(_this._loadEmitterAsync(extensionContext + "/emitters/" + emitter.index, emitter).then(function () {
  4764. for (var _i = 0, _a = emitter._babylonSounds; _i < _a.length; _i++) {
  4765. var sound = _a[_i];
  4766. sound.attachToMesh(babylonMesh);
  4767. if (emitter.innerAngle != undefined || emitter.outerAngle != undefined) {
  4768. sound.setLocalDirectionToMesh(BABYLON.Vector3.Forward());
  4769. sound.setDirectionalCone(2 * BABYLON.Tools.ToDegrees(emitter.innerAngle == undefined ? Math.PI : emitter.innerAngle), 2 * BABYLON.Tools.ToDegrees(emitter.outerAngle == undefined ? Math.PI : emitter.outerAngle), 0);
  4770. }
  4771. }
  4772. }));
  4773. };
  4774. for (var _i = 0, _a = extension.emitters; _i < _a.length; _i++) {
  4775. var emitterIndex = _a[_i];
  4776. _loop_1(emitterIndex);
  4777. }
  4778. assign(babylonMesh);
  4779. }).then(function (babylonMesh) {
  4780. return Promise.all(promises).then(function () {
  4781. return babylonMesh;
  4782. });
  4783. });
  4784. });
  4785. };
  4786. /** @hidden */
  4787. MSFT_audio_emitter.prototype.loadAnimationAsync = function (context, animation) {
  4788. var _this = this;
  4789. return GLTF2.GLTFLoader.LoadExtensionAsync(context, animation, this.name, function (extensionContext, extension) {
  4790. return _this._loader.loadAnimationAsync(context, animation).then(function (babylonAnimationGroup) {
  4791. var promises = new Array();
  4792. GLTF2.ArrayItem.Assign(extension.events);
  4793. for (var _i = 0, _a = extension.events; _i < _a.length; _i++) {
  4794. var event_1 = _a[_i];
  4795. promises.push(_this._loadAnimationEventAsync(extensionContext + "/events/" + event_1.index, context, animation, event_1, babylonAnimationGroup));
  4796. }
  4797. return Promise.all(promises).then(function () {
  4798. return babylonAnimationGroup;
  4799. });
  4800. });
  4801. });
  4802. };
  4803. MSFT_audio_emitter.prototype._loadClipAsync = function (context, clip) {
  4804. if (clip._objectURL) {
  4805. return clip._objectURL;
  4806. }
  4807. var promise;
  4808. if (clip.uri) {
  4809. promise = this._loader.loadUriAsync(context, clip.uri);
  4810. }
  4811. else {
  4812. var bufferView = GLTF2.ArrayItem.Get(context + "/bufferView", this._loader.gltf.bufferViews, clip.bufferView);
  4813. promise = this._loader.loadBufferViewAsync("#/bufferViews/" + bufferView.index, bufferView);
  4814. }
  4815. clip._objectURL = promise.then(function (data) {
  4816. return URL.createObjectURL(new Blob([data], { type: clip.mimeType }));
  4817. });
  4818. return clip._objectURL;
  4819. };
  4820. MSFT_audio_emitter.prototype._loadEmitterAsync = function (context, emitter) {
  4821. var _this = this;
  4822. emitter._babylonSounds = emitter._babylonSounds || [];
  4823. if (!emitter._babylonData) {
  4824. var clipPromises = new Array();
  4825. var name_1 = emitter.name || "emitter" + emitter.index;
  4826. var options_1 = {
  4827. loop: false,
  4828. autoplay: false,
  4829. volume: emitter.volume == undefined ? 1 : emitter.volume,
  4830. };
  4831. var _loop_2 = function (i) {
  4832. var clipContext = "#/extensions/" + this_1.name + "/clips";
  4833. var clip = GLTF2.ArrayItem.Get(clipContext, this_1._clips, emitter.clips[i].clip);
  4834. clipPromises.push(this_1._loadClipAsync(clipContext + "/" + emitter.clips[i].clip, clip).then(function (objectURL) {
  4835. var sound = emitter._babylonSounds[i] = new BABYLON.Sound(name_1, objectURL, _this._loader.babylonScene, null, options_1);
  4836. sound.refDistance = emitter.refDistance || 1;
  4837. sound.maxDistance = emitter.maxDistance || 256;
  4838. sound.rolloffFactor = emitter.rolloffFactor || 1;
  4839. sound.distanceModel = emitter.distanceModel || 'exponential';
  4840. sound._positionInEmitterSpace = true;
  4841. }));
  4842. };
  4843. var this_1 = this;
  4844. for (var i = 0; i < emitter.clips.length; i++) {
  4845. _loop_2(i);
  4846. }
  4847. var promise = Promise.all(clipPromises).then(function () {
  4848. var weights = emitter.clips.map(function (clip) { return clip.weight || 1; });
  4849. var weightedSound = new BABYLON.WeightedSound(emitter.loop || false, emitter._babylonSounds, weights);
  4850. if (emitter.innerAngle)
  4851. weightedSound.directionalConeInnerAngle = 2 * BABYLON.Tools.ToDegrees(emitter.innerAngle);
  4852. if (emitter.outerAngle)
  4853. weightedSound.directionalConeOuterAngle = 2 * BABYLON.Tools.ToDegrees(emitter.outerAngle);
  4854. if (emitter.volume)
  4855. weightedSound.volume = emitter.volume;
  4856. emitter._babylonData.sound = weightedSound;
  4857. });
  4858. emitter._babylonData = {
  4859. loaded: promise
  4860. };
  4861. }
  4862. return emitter._babylonData.loaded;
  4863. };
  4864. MSFT_audio_emitter.prototype._getEventAction = function (context, sound, action, time, startOffset) {
  4865. switch (action) {
  4866. case "play" /* play */: {
  4867. return function (currentFrame) {
  4868. var frameOffset = (startOffset || 0) + (currentFrame - time);
  4869. sound.play(frameOffset);
  4870. };
  4871. }
  4872. case "stop" /* stop */: {
  4873. return function (currentFrame) {
  4874. sound.stop();
  4875. };
  4876. }
  4877. case "pause" /* pause */: {
  4878. return function (currentFrame) {
  4879. sound.pause();
  4880. };
  4881. }
  4882. default: {
  4883. throw new Error(context + ": Unsupported action " + action);
  4884. }
  4885. }
  4886. };
  4887. MSFT_audio_emitter.prototype._loadAnimationEventAsync = function (context, animationContext, animation, event, babylonAnimationGroup) {
  4888. var _this = this;
  4889. if (babylonAnimationGroup.targetedAnimations.length == 0) {
  4890. return Promise.resolve();
  4891. }
  4892. var babylonAnimation = babylonAnimationGroup.targetedAnimations[0];
  4893. var emitterIndex = event.emitter;
  4894. var emitter = GLTF2.ArrayItem.Get("#/extensions/" + this.name + "/emitters", this._emitters, emitterIndex);
  4895. return this._loadEmitterAsync(context, emitter).then(function () {
  4896. var sound = emitter._babylonData.sound;
  4897. if (sound) {
  4898. var babylonAnimationEvent = new BABYLON.AnimationEvent(event.time, _this._getEventAction(context, sound, event.action, event.time, event.startOffset));
  4899. babylonAnimation.animation.addEvent(babylonAnimationEvent);
  4900. // Make sure all started audio stops when this animation is terminated.
  4901. babylonAnimationGroup.onAnimationGroupEndObservable.add(function () {
  4902. sound.stop();
  4903. });
  4904. babylonAnimationGroup.onAnimationGroupPauseObservable.add(function () {
  4905. sound.pause();
  4906. });
  4907. }
  4908. });
  4909. };
  4910. return MSFT_audio_emitter;
  4911. }());
  4912. Extensions.MSFT_audio_emitter = MSFT_audio_emitter;
  4913. GLTF2.GLTFLoader.RegisterExtension(NAME, function (loader) { return new MSFT_audio_emitter(loader); });
  4914. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  4915. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  4916. })(BABYLON || (BABYLON = {}));
  4917. //# sourceMappingURL=MSFT_audio_emitter.js.map
  4918. /// <reference path="../../../../../dist/preview release/babylon.d.ts"/>
  4919. var BABYLON;
  4920. (function (BABYLON) {
  4921. var GLTF2;
  4922. (function (GLTF2) {
  4923. var Extensions;
  4924. (function (Extensions) {
  4925. var NAME = "MSFT_lod";
  4926. /**
  4927. * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/MSFT_lod)
  4928. */
  4929. var MSFT_lod = /** @class */ (function () {
  4930. /** @hidden */
  4931. function MSFT_lod(loader) {
  4932. /** The name of this extension. */
  4933. this.name = NAME;
  4934. /** Defines whether this extension is enabled. */
  4935. this.enabled = true;
  4936. /**
  4937. * Maximum number of LODs to load, starting from the lowest LOD.
  4938. */
  4939. this.maxLODsToLoad = Number.MAX_VALUE;
  4940. /**
  4941. * Observable raised when all node LODs of one level are loaded.
  4942. * The event data is the index of the loaded LOD starting from zero.
  4943. * Dispose the loader to cancel the loading of the next level of LODs.
  4944. */
  4945. this.onNodeLODsLoadedObservable = new BABYLON.Observable();
  4946. /**
  4947. * Observable raised when all material LODs of one level are loaded.
  4948. * The event data is the index of the loaded LOD starting from zero.
  4949. * Dispose the loader to cancel the loading of the next level of LODs.
  4950. */
  4951. this.onMaterialLODsLoadedObservable = new BABYLON.Observable();
  4952. this._nodeIndexLOD = null;
  4953. this._nodeSignalLODs = new Array();
  4954. this._nodePromiseLODs = new Array();
  4955. this._materialIndexLOD = null;
  4956. this._materialSignalLODs = new Array();
  4957. this._materialPromiseLODs = new Array();
  4958. this._loader = loader;
  4959. }
  4960. /** @hidden */
  4961. MSFT_lod.prototype.dispose = function () {
  4962. delete this._loader;
  4963. this._nodeIndexLOD = null;
  4964. this._nodeSignalLODs.length = 0;
  4965. this._nodePromiseLODs.length = 0;
  4966. this._materialIndexLOD = null;
  4967. this._materialSignalLODs.length = 0;
  4968. this._materialPromiseLODs.length = 0;
  4969. this.onMaterialLODsLoadedObservable.clear();
  4970. this.onNodeLODsLoadedObservable.clear();
  4971. };
  4972. /** @hidden */
  4973. MSFT_lod.prototype.onReady = function () {
  4974. var _this = this;
  4975. var _loop_1 = function (indexLOD) {
  4976. var promise = Promise.all(this_1._nodePromiseLODs[indexLOD]).then(function () {
  4977. if (indexLOD !== 0) {
  4978. _this._loader.endPerformanceCounter("Node LOD " + indexLOD);
  4979. }
  4980. _this._loader.log("Loaded node LOD " + indexLOD);
  4981. _this.onNodeLODsLoadedObservable.notifyObservers(indexLOD);
  4982. if (indexLOD !== _this._nodePromiseLODs.length - 1) {
  4983. _this._loader.startPerformanceCounter("Node LOD " + (indexLOD + 1));
  4984. if (_this._nodeSignalLODs[indexLOD]) {
  4985. _this._nodeSignalLODs[indexLOD].resolve();
  4986. }
  4987. }
  4988. });
  4989. this_1._loader._completePromises.push(promise);
  4990. };
  4991. var this_1 = this;
  4992. for (var indexLOD = 0; indexLOD < this._nodePromiseLODs.length; indexLOD++) {
  4993. _loop_1(indexLOD);
  4994. }
  4995. var _loop_2 = function (indexLOD) {
  4996. var promise = Promise.all(this_2._materialPromiseLODs[indexLOD]).then(function () {
  4997. if (indexLOD !== 0) {
  4998. _this._loader.endPerformanceCounter("Material LOD " + indexLOD);
  4999. }
  5000. _this._loader.log("Loaded material LOD " + indexLOD);
  5001. _this.onMaterialLODsLoadedObservable.notifyObservers(indexLOD);
  5002. if (indexLOD !== _this._materialPromiseLODs.length - 1) {
  5003. _this._loader.startPerformanceCounter("Material LOD " + (indexLOD + 1));
  5004. if (_this._materialSignalLODs[indexLOD]) {
  5005. _this._materialSignalLODs[indexLOD].resolve();
  5006. }
  5007. }
  5008. });
  5009. this_2._loader._completePromises.push(promise);
  5010. };
  5011. var this_2 = this;
  5012. for (var indexLOD = 0; indexLOD < this._materialPromiseLODs.length; indexLOD++) {
  5013. _loop_2(indexLOD);
  5014. }
  5015. };
  5016. /** @hidden */
  5017. MSFT_lod.prototype.loadNodeAsync = function (context, node, assign) {
  5018. var _this = this;
  5019. return GLTF2.GLTFLoader.LoadExtensionAsync(context, node, this.name, function (extensionContext, extension) {
  5020. var firstPromise;
  5021. var nodeLODs = _this._getLODs(extensionContext, node, _this._loader.gltf.nodes, extension.ids);
  5022. _this._loader.logOpen("" + extensionContext);
  5023. var _loop_3 = function (indexLOD) {
  5024. var nodeLOD = nodeLODs[indexLOD];
  5025. if (indexLOD !== 0) {
  5026. _this._nodeIndexLOD = indexLOD;
  5027. _this._nodeSignalLODs[indexLOD] = _this._nodeSignalLODs[indexLOD] || new BABYLON.Deferred();
  5028. }
  5029. var promise = _this._loader.loadNodeAsync("#/nodes/" + nodeLOD.index, nodeLOD).then(function (babylonMesh) {
  5030. if (indexLOD !== 0) {
  5031. // TODO: should not rely on _babylonMesh
  5032. var previousNodeLOD = nodeLODs[indexLOD - 1];
  5033. if (previousNodeLOD._babylonMesh) {
  5034. previousNodeLOD._babylonMesh.dispose();
  5035. delete previousNodeLOD._babylonMesh;
  5036. _this._disposeUnusedMaterials();
  5037. }
  5038. }
  5039. return babylonMesh;
  5040. });
  5041. if (indexLOD === 0) {
  5042. firstPromise = promise;
  5043. }
  5044. else {
  5045. _this._nodeIndexLOD = null;
  5046. }
  5047. _this._nodePromiseLODs[indexLOD] = _this._nodePromiseLODs[indexLOD] || [];
  5048. _this._nodePromiseLODs[indexLOD].push(promise);
  5049. };
  5050. for (var indexLOD = 0; indexLOD < nodeLODs.length; indexLOD++) {
  5051. _loop_3(indexLOD);
  5052. }
  5053. _this._loader.logClose();
  5054. return firstPromise;
  5055. });
  5056. };
  5057. /** @hidden */
  5058. MSFT_lod.prototype._loadMaterialAsync = function (context, material, babylonMesh, babylonDrawMode, assign) {
  5059. var _this = this;
  5060. // Don't load material LODs if already loading a node LOD.
  5061. if (this._nodeIndexLOD) {
  5062. return null;
  5063. }
  5064. return GLTF2.GLTFLoader.LoadExtensionAsync(context, material, this.name, function (extensionContext, extension) {
  5065. var firstPromise;
  5066. var materialLODs = _this._getLODs(extensionContext, material, _this._loader.gltf.materials, extension.ids);
  5067. _this._loader.logOpen("" + extensionContext);
  5068. var _loop_4 = function (indexLOD) {
  5069. var materialLOD = materialLODs[indexLOD];
  5070. if (indexLOD !== 0) {
  5071. _this._materialIndexLOD = indexLOD;
  5072. }
  5073. var promise = _this._loader._loadMaterialAsync("#/materials/" + materialLOD.index, materialLOD, babylonMesh, babylonDrawMode, function (babylonMaterial) {
  5074. if (indexLOD === 0) {
  5075. assign(babylonMaterial);
  5076. }
  5077. }).then(function (babylonMaterial) {
  5078. if (indexLOD !== 0) {
  5079. assign(babylonMaterial);
  5080. // TODO: should not rely on _babylonData
  5081. var previousBabylonDataLOD = materialLODs[indexLOD - 1]._babylonData;
  5082. if (previousBabylonDataLOD[babylonDrawMode]) {
  5083. previousBabylonDataLOD[babylonDrawMode].material.dispose();
  5084. delete previousBabylonDataLOD[babylonDrawMode];
  5085. }
  5086. }
  5087. return babylonMaterial;
  5088. });
  5089. if (indexLOD === 0) {
  5090. firstPromise = promise;
  5091. }
  5092. else {
  5093. _this._materialIndexLOD = null;
  5094. }
  5095. _this._materialPromiseLODs[indexLOD] = _this._materialPromiseLODs[indexLOD] || [];
  5096. _this._materialPromiseLODs[indexLOD].push(promise);
  5097. };
  5098. for (var indexLOD = 0; indexLOD < materialLODs.length; indexLOD++) {
  5099. _loop_4(indexLOD);
  5100. }
  5101. _this._loader.logClose();
  5102. return firstPromise;
  5103. });
  5104. };
  5105. /** @hidden */
  5106. MSFT_lod.prototype._loadUriAsync = function (context, uri) {
  5107. var _this = this;
  5108. // Defer the loading of uris if loading a material or node LOD.
  5109. if (this._materialIndexLOD !== null) {
  5110. this._loader.log("deferred");
  5111. var previousIndexLOD = this._materialIndexLOD - 1;
  5112. this._materialSignalLODs[previousIndexLOD] = this._materialSignalLODs[previousIndexLOD] || new BABYLON.Deferred();
  5113. return this._materialSignalLODs[previousIndexLOD].promise.then(function () {
  5114. return _this._loader.loadUriAsync(context, uri);
  5115. });
  5116. }
  5117. else if (this._nodeIndexLOD !== null) {
  5118. this._loader.log("deferred");
  5119. var previousIndexLOD = this._nodeIndexLOD - 1;
  5120. this._nodeSignalLODs[previousIndexLOD] = this._nodeSignalLODs[previousIndexLOD] || new BABYLON.Deferred();
  5121. return this._nodeSignalLODs[this._nodeIndexLOD - 1].promise.then(function () {
  5122. return _this._loader.loadUriAsync(context, uri);
  5123. });
  5124. }
  5125. return null;
  5126. };
  5127. /**
  5128. * Gets an array of LOD properties from lowest to highest.
  5129. */
  5130. MSFT_lod.prototype._getLODs = function (context, property, array, ids) {
  5131. if (this.maxLODsToLoad <= 0) {
  5132. throw new Error("maxLODsToLoad must be greater than zero");
  5133. }
  5134. var properties = new Array();
  5135. for (var i = ids.length - 1; i >= 0; i--) {
  5136. properties.push(GLTF2.ArrayItem.Get(context + "/ids/" + ids[i], array, ids[i]));
  5137. if (properties.length === this.maxLODsToLoad) {
  5138. return properties;
  5139. }
  5140. }
  5141. properties.push(property);
  5142. return properties;
  5143. };
  5144. MSFT_lod.prototype._disposeUnusedMaterials = function () {
  5145. // TODO: should not rely on _babylonData
  5146. var materials = this._loader.gltf.materials;
  5147. if (materials) {
  5148. for (var _i = 0, materials_1 = materials; _i < materials_1.length; _i++) {
  5149. var material = materials_1[_i];
  5150. if (material._babylonData) {
  5151. for (var drawMode in material._babylonData) {
  5152. var babylonData = material._babylonData[drawMode];
  5153. if (babylonData.meshes.length === 0) {
  5154. babylonData.material.dispose(false, true);
  5155. delete material._babylonData[drawMode];
  5156. }
  5157. }
  5158. }
  5159. }
  5160. }
  5161. };
  5162. return MSFT_lod;
  5163. }());
  5164. Extensions.MSFT_lod = MSFT_lod;
  5165. GLTF2.GLTFLoader.RegisterExtension(NAME, function (loader) { return new MSFT_lod(loader); });
  5166. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  5167. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5168. })(BABYLON || (BABYLON = {}));
  5169. //# sourceMappingURL=MSFT_lod.js.map
  5170. /// <reference path="../../../../../dist/preview release/babylon.d.ts"/>
  5171. var BABYLON;
  5172. (function (BABYLON) {
  5173. var GLTF2;
  5174. (function (GLTF2) {
  5175. var Extensions;
  5176. (function (Extensions) {
  5177. var NAME = "MSFT_minecraftMesh";
  5178. /** @hidden */
  5179. var MSFT_minecraftMesh = /** @class */ (function () {
  5180. function MSFT_minecraftMesh(loader) {
  5181. this.name = NAME;
  5182. this.enabled = true;
  5183. this._loader = loader;
  5184. }
  5185. MSFT_minecraftMesh.prototype.dispose = function () {
  5186. delete this._loader;
  5187. };
  5188. MSFT_minecraftMesh.prototype.loadMaterialPropertiesAsync = function (context, material, babylonMaterial) {
  5189. var _this = this;
  5190. return GLTF2.GLTFLoader.LoadExtraAsync(context, material, this.name, function (extraContext, extra) {
  5191. if (extra) {
  5192. if (!(babylonMaterial instanceof BABYLON.PBRMaterial)) {
  5193. throw new Error(extraContext + ": Material type not supported");
  5194. }
  5195. var promise = _this._loader.loadMaterialPropertiesAsync(context, material, babylonMaterial);
  5196. if (babylonMaterial.needAlphaBlending()) {
  5197. babylonMaterial.forceDepthWrite = true;
  5198. babylonMaterial.separateCullingPass = true;
  5199. }
  5200. babylonMaterial.backFaceCulling = babylonMaterial.forceDepthWrite;
  5201. babylonMaterial.twoSidedLighting = true;
  5202. return promise;
  5203. }
  5204. return null;
  5205. });
  5206. };
  5207. return MSFT_minecraftMesh;
  5208. }());
  5209. Extensions.MSFT_minecraftMesh = MSFT_minecraftMesh;
  5210. GLTF2.GLTFLoader.RegisterExtension(NAME, function (loader) { return new MSFT_minecraftMesh(loader); });
  5211. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  5212. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5213. })(BABYLON || (BABYLON = {}));
  5214. //# sourceMappingURL=MSFT_minecraftMesh.js.map
  5215. /// <reference path="../../../../../dist/preview release/babylon.d.ts"/>
  5216. var BABYLON;
  5217. (function (BABYLON) {
  5218. var GLTF2;
  5219. (function (GLTF2) {
  5220. var Extensions;
  5221. (function (Extensions) {
  5222. var NAME = "MSFT_sRGBFactors";
  5223. /** @hidden */
  5224. var MSFT_sRGBFactors = /** @class */ (function () {
  5225. function MSFT_sRGBFactors(loader) {
  5226. this.name = NAME;
  5227. this.enabled = true;
  5228. this._loader = loader;
  5229. }
  5230. MSFT_sRGBFactors.prototype.dispose = function () {
  5231. delete this._loader;
  5232. };
  5233. MSFT_sRGBFactors.prototype.loadMaterialPropertiesAsync = function (context, material, babylonMaterial) {
  5234. var _this = this;
  5235. return GLTF2.GLTFLoader.LoadExtraAsync(context, material, this.name, function (extraContext, extra) {
  5236. if (extra) {
  5237. if (!(babylonMaterial instanceof BABYLON.PBRMaterial)) {
  5238. throw new Error(extraContext + ": Material type not supported");
  5239. }
  5240. var promise = _this._loader.loadMaterialPropertiesAsync(context, material, babylonMaterial);
  5241. if (!babylonMaterial.albedoTexture) {
  5242. babylonMaterial.albedoColor.toLinearSpaceToRef(babylonMaterial.albedoColor);
  5243. }
  5244. if (!babylonMaterial.reflectivityTexture) {
  5245. babylonMaterial.reflectivityColor.toLinearSpaceToRef(babylonMaterial.reflectivityColor);
  5246. }
  5247. return promise;
  5248. }
  5249. return null;
  5250. });
  5251. };
  5252. return MSFT_sRGBFactors;
  5253. }());
  5254. Extensions.MSFT_sRGBFactors = MSFT_sRGBFactors;
  5255. GLTF2.GLTFLoader.RegisterExtension(NAME, function (loader) { return new MSFT_sRGBFactors(loader); });
  5256. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  5257. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5258. })(BABYLON || (BABYLON = {}));
  5259. //# sourceMappingURL=MSFT_sRGBFactors.js.map
  5260. /// <reference path="../../../../../dist/preview release/babylon.d.ts"/>
  5261. var BABYLON;
  5262. (function (BABYLON) {
  5263. var GLTF2;
  5264. (function (GLTF2) {
  5265. var Extensions;
  5266. (function (Extensions) {
  5267. var NAME = "KHR_draco_mesh_compression";
  5268. /**
  5269. * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression)
  5270. */
  5271. var KHR_draco_mesh_compression = /** @class */ (function () {
  5272. /** @hidden */
  5273. function KHR_draco_mesh_compression(loader) {
  5274. /** The name of this extension. */
  5275. this.name = NAME;
  5276. /** Defines whether this extension is enabled. */
  5277. this.enabled = BABYLON.DracoCompression.DecoderAvailable;
  5278. this._loader = loader;
  5279. }
  5280. /** @hidden */
  5281. KHR_draco_mesh_compression.prototype.dispose = function () {
  5282. if (this._dracoCompression) {
  5283. this._dracoCompression.dispose();
  5284. delete this._dracoCompression;
  5285. }
  5286. delete this._loader;
  5287. };
  5288. /** @hidden */
  5289. KHR_draco_mesh_compression.prototype._loadVertexDataAsync = function (context, primitive, babylonMesh) {
  5290. var _this = this;
  5291. return GLTF2.GLTFLoader.LoadExtensionAsync(context, primitive, this.name, function (extensionContext, extension) {
  5292. if (primitive.mode != undefined) {
  5293. if (primitive.mode !== 5 /* TRIANGLE_STRIP */ &&
  5294. primitive.mode !== 4 /* TRIANGLES */) {
  5295. throw new Error(context + ": Unsupported mode " + primitive.mode);
  5296. }
  5297. // TODO: handle triangle strips
  5298. if (primitive.mode === 5 /* TRIANGLE_STRIP */) {
  5299. throw new Error(context + ": Mode " + primitive.mode + " is not currently supported");
  5300. }
  5301. }
  5302. var attributes = {};
  5303. var loadAttribute = function (name, kind) {
  5304. var uniqueId = extension.attributes[name];
  5305. if (uniqueId == undefined) {
  5306. return;
  5307. }
  5308. babylonMesh._delayInfo = babylonMesh._delayInfo || [];
  5309. if (babylonMesh._delayInfo.indexOf(kind) === -1) {
  5310. babylonMesh._delayInfo.push(kind);
  5311. }
  5312. attributes[kind] = uniqueId;
  5313. };
  5314. loadAttribute("POSITION", BABYLON.VertexBuffer.PositionKind);
  5315. loadAttribute("NORMAL", BABYLON.VertexBuffer.NormalKind);
  5316. loadAttribute("TANGENT", BABYLON.VertexBuffer.TangentKind);
  5317. loadAttribute("TEXCOORD_0", BABYLON.VertexBuffer.UVKind);
  5318. loadAttribute("TEXCOORD_1", BABYLON.VertexBuffer.UV2Kind);
  5319. loadAttribute("JOINTS_0", BABYLON.VertexBuffer.MatricesIndicesKind);
  5320. loadAttribute("WEIGHTS_0", BABYLON.VertexBuffer.MatricesWeightsKind);
  5321. loadAttribute("COLOR_0", BABYLON.VertexBuffer.ColorKind);
  5322. var bufferView = GLTF2.ArrayItem.Get(extensionContext, _this._loader.gltf.bufferViews, extension.bufferView);
  5323. if (!bufferView._dracoBabylonGeometry) {
  5324. bufferView._dracoBabylonGeometry = _this._loader.loadBufferViewAsync("#/bufferViews/" + bufferView.index, bufferView).then(function (data) {
  5325. if (!_this._dracoCompression) {
  5326. _this._dracoCompression = new BABYLON.DracoCompression();
  5327. }
  5328. return _this._dracoCompression.decodeMeshAsync(data, attributes).then(function (babylonVertexData) {
  5329. var babylonGeometry = new BABYLON.Geometry(babylonMesh.name, _this._loader.babylonScene);
  5330. babylonVertexData.applyToGeometry(babylonGeometry);
  5331. return babylonGeometry;
  5332. }).catch(function (error) {
  5333. throw new Error(context + ": " + error.message);
  5334. });
  5335. });
  5336. }
  5337. return bufferView._dracoBabylonGeometry;
  5338. });
  5339. };
  5340. return KHR_draco_mesh_compression;
  5341. }());
  5342. Extensions.KHR_draco_mesh_compression = KHR_draco_mesh_compression;
  5343. GLTF2.GLTFLoader.RegisterExtension(NAME, function (loader) { return new KHR_draco_mesh_compression(loader); });
  5344. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  5345. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5346. })(BABYLON || (BABYLON = {}));
  5347. //# sourceMappingURL=KHR_draco_mesh_compression.js.map
  5348. /// <reference path="../../../../../dist/preview release/babylon.d.ts"/>
  5349. var BABYLON;
  5350. (function (BABYLON) {
  5351. var GLTF2;
  5352. (function (GLTF2) {
  5353. var Extensions;
  5354. (function (Extensions) {
  5355. var NAME = "KHR_materials_pbrSpecularGlossiness";
  5356. /**
  5357. * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness)
  5358. */
  5359. var KHR_materials_pbrSpecularGlossiness = /** @class */ (function () {
  5360. /** @hidden */
  5361. function KHR_materials_pbrSpecularGlossiness(loader) {
  5362. /** The name of this extension. */
  5363. this.name = NAME;
  5364. /** Defines whether this extension is enabled. */
  5365. this.enabled = true;
  5366. this._loader = loader;
  5367. }
  5368. /** @hidden */
  5369. KHR_materials_pbrSpecularGlossiness.prototype.dispose = function () {
  5370. delete this._loader;
  5371. };
  5372. /** @hidden */
  5373. KHR_materials_pbrSpecularGlossiness.prototype.loadMaterialPropertiesAsync = function (context, material, babylonMaterial) {
  5374. var _this = this;
  5375. return GLTF2.GLTFLoader.LoadExtensionAsync(context, material, this.name, function (extensionContext, extension) {
  5376. var promises = new Array();
  5377. promises.push(_this._loader.loadMaterialBasePropertiesAsync(context, material, babylonMaterial));
  5378. promises.push(_this._loadSpecularGlossinessPropertiesAsync(extensionContext, material, extension, babylonMaterial));
  5379. _this._loader.loadMaterialAlphaProperties(context, material, babylonMaterial);
  5380. return Promise.all(promises).then(function () { });
  5381. });
  5382. };
  5383. KHR_materials_pbrSpecularGlossiness.prototype._loadSpecularGlossinessPropertiesAsync = function (context, material, properties, babylonMaterial) {
  5384. if (!(babylonMaterial instanceof BABYLON.PBRMaterial)) {
  5385. throw new Error(context + ": Material type not supported");
  5386. }
  5387. var promises = new Array();
  5388. babylonMaterial.metallic = null;
  5389. babylonMaterial.roughness = null;
  5390. if (properties.diffuseFactor) {
  5391. babylonMaterial.albedoColor = BABYLON.Color3.FromArray(properties.diffuseFactor);
  5392. babylonMaterial.alpha = properties.diffuseFactor[3];
  5393. }
  5394. else {
  5395. babylonMaterial.albedoColor = BABYLON.Color3.White();
  5396. }
  5397. babylonMaterial.reflectivityColor = properties.specularFactor ? BABYLON.Color3.FromArray(properties.specularFactor) : BABYLON.Color3.White();
  5398. babylonMaterial.microSurface = properties.glossinessFactor == undefined ? 1 : properties.glossinessFactor;
  5399. if (properties.diffuseTexture) {
  5400. promises.push(this._loader.loadTextureInfoAsync(context + "/diffuseTexture", properties.diffuseTexture, function (texture) {
  5401. babylonMaterial.albedoTexture = texture;
  5402. return Promise.resolve();
  5403. }));
  5404. }
  5405. if (properties.specularGlossinessTexture) {
  5406. promises.push(this._loader.loadTextureInfoAsync(context + "/specularGlossinessTexture", properties.specularGlossinessTexture, function (texture) {
  5407. babylonMaterial.reflectivityTexture = texture;
  5408. return Promise.resolve();
  5409. }));
  5410. babylonMaterial.reflectivityTexture.hasAlpha = true;
  5411. babylonMaterial.useMicroSurfaceFromReflectivityMapAlpha = true;
  5412. }
  5413. return Promise.all(promises).then(function () { });
  5414. };
  5415. return KHR_materials_pbrSpecularGlossiness;
  5416. }());
  5417. Extensions.KHR_materials_pbrSpecularGlossiness = KHR_materials_pbrSpecularGlossiness;
  5418. GLTF2.GLTFLoader.RegisterExtension(NAME, function (loader) { return new KHR_materials_pbrSpecularGlossiness(loader); });
  5419. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  5420. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5421. })(BABYLON || (BABYLON = {}));
  5422. //# sourceMappingURL=KHR_materials_pbrSpecularGlossiness.js.map
  5423. /// <reference path="../../../../../dist/preview release/babylon.d.ts"/>
  5424. var BABYLON;
  5425. (function (BABYLON) {
  5426. var GLTF2;
  5427. (function (GLTF2) {
  5428. var Extensions;
  5429. (function (Extensions) {
  5430. var NAME = "KHR_materials_unlit";
  5431. /**
  5432. * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit)
  5433. */
  5434. var KHR_materials_unlit = /** @class */ (function () {
  5435. /** @hidden */
  5436. function KHR_materials_unlit(loader) {
  5437. /** The name of this extension. */
  5438. this.name = NAME;
  5439. /** Defines whether this extension is enabled. */
  5440. this.enabled = true;
  5441. this._loader = loader;
  5442. }
  5443. /** @hidden */
  5444. KHR_materials_unlit.prototype.dispose = function () {
  5445. delete this._loader;
  5446. };
  5447. /** @hidden */
  5448. KHR_materials_unlit.prototype.loadMaterialPropertiesAsync = function (context, material, babylonMaterial) {
  5449. var _this = this;
  5450. return GLTF2.GLTFLoader.LoadExtensionAsync(context, material, this.name, function () {
  5451. return _this._loadUnlitPropertiesAsync(context, material, babylonMaterial);
  5452. });
  5453. };
  5454. KHR_materials_unlit.prototype._loadUnlitPropertiesAsync = function (context, material, babylonMaterial) {
  5455. if (!(babylonMaterial instanceof BABYLON.PBRMaterial)) {
  5456. throw new Error(context + ": Material type not supported");
  5457. }
  5458. var promises = new Array();
  5459. babylonMaterial.unlit = true;
  5460. var properties = material.pbrMetallicRoughness;
  5461. if (properties) {
  5462. if (properties.baseColorFactor) {
  5463. babylonMaterial.albedoColor = BABYLON.Color3.FromArray(properties.baseColorFactor);
  5464. babylonMaterial.alpha = properties.baseColorFactor[3];
  5465. }
  5466. else {
  5467. babylonMaterial.albedoColor = BABYLON.Color3.White();
  5468. }
  5469. if (properties.baseColorTexture) {
  5470. promises.push(this._loader.loadTextureInfoAsync(context + "/baseColorTexture", properties.baseColorTexture, function (texture) {
  5471. babylonMaterial.albedoTexture = texture;
  5472. return Promise.resolve();
  5473. }));
  5474. }
  5475. }
  5476. if (material.doubleSided) {
  5477. babylonMaterial.backFaceCulling = false;
  5478. babylonMaterial.twoSidedLighting = true;
  5479. }
  5480. this._loader.loadMaterialAlphaProperties(context, material, babylonMaterial);
  5481. return Promise.all(promises).then(function () { });
  5482. };
  5483. return KHR_materials_unlit;
  5484. }());
  5485. Extensions.KHR_materials_unlit = KHR_materials_unlit;
  5486. GLTF2.GLTFLoader.RegisterExtension(NAME, function (loader) { return new KHR_materials_unlit(loader); });
  5487. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  5488. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5489. })(BABYLON || (BABYLON = {}));
  5490. //# sourceMappingURL=KHR_materials_unlit.js.map
  5491. /// <reference path="../../../../../dist/preview release/babylon.d.ts"/>
  5492. var BABYLON;
  5493. (function (BABYLON) {
  5494. var GLTF2;
  5495. (function (GLTF2) {
  5496. var Extensions;
  5497. (function (Extensions) {
  5498. var NAME = "KHR_lights";
  5499. var LightType;
  5500. (function (LightType) {
  5501. LightType["AMBIENT"] = "ambient";
  5502. LightType["DIRECTIONAL"] = "directional";
  5503. LightType["POINT"] = "point";
  5504. LightType["SPOT"] = "spot";
  5505. })(LightType || (LightType = {}));
  5506. /**
  5507. * [Specification](https://github.com/MiiBond/glTF/tree/khr_lights_v1/extensions/Khronos/KHR_lights) (Experimental)
  5508. */
  5509. var KHR_lights = /** @class */ (function () {
  5510. /** @hidden */
  5511. function KHR_lights(loader) {
  5512. /** The name of this extension. */
  5513. this.name = NAME;
  5514. /** Defines whether this extension is enabled. */
  5515. this.enabled = true;
  5516. this._loader = loader;
  5517. }
  5518. /** @hidden */
  5519. KHR_lights.prototype.dispose = function () {
  5520. delete this._loader;
  5521. delete this._lights;
  5522. };
  5523. /** @hidden */
  5524. KHR_lights.prototype.onLoading = function () {
  5525. var extensions = this._loader.gltf.extensions;
  5526. if (extensions && extensions[this.name]) {
  5527. var extension = extensions[this.name];
  5528. this._lights = extension.lights;
  5529. }
  5530. };
  5531. /** @hidden */
  5532. KHR_lights.prototype.loadSceneAsync = function (context, scene) {
  5533. var _this = this;
  5534. return GLTF2.GLTFLoader.LoadExtensionAsync(context, scene, this.name, function (extensionContext, extension) {
  5535. var promise = _this._loader.loadSceneAsync(context, scene);
  5536. var light = GLTF2.ArrayItem.Get(extensionContext, _this._lights, extension.light);
  5537. if (light.type !== LightType.AMBIENT) {
  5538. throw new Error(extensionContext + ": Only ambient lights are allowed on a scene");
  5539. }
  5540. _this._loader.babylonScene.ambientColor = light.color ? BABYLON.Color3.FromArray(light.color) : BABYLON.Color3.Black();
  5541. return promise;
  5542. });
  5543. };
  5544. /** @hidden */
  5545. KHR_lights.prototype.loadNodeAsync = function (context, node, assign) {
  5546. var _this = this;
  5547. return GLTF2.GLTFLoader.LoadExtensionAsync(context, node, this.name, function (extensionContext, extension) {
  5548. return _this._loader.loadNodeAsync(context, node, function (babylonMesh) {
  5549. var babylonLight;
  5550. var name = babylonMesh.name;
  5551. var light = GLTF2.ArrayItem.Get(extensionContext, _this._lights, extension.light);
  5552. switch (light.type) {
  5553. case LightType.AMBIENT: {
  5554. throw new Error(extensionContext + ": Ambient lights are not allowed on a node");
  5555. }
  5556. case LightType.DIRECTIONAL: {
  5557. babylonLight = new BABYLON.DirectionalLight(name, BABYLON.Vector3.Forward(), _this._loader.babylonScene);
  5558. break;
  5559. }
  5560. case LightType.POINT: {
  5561. babylonLight = new BABYLON.PointLight(name, BABYLON.Vector3.Zero(), _this._loader.babylonScene);
  5562. break;
  5563. }
  5564. case LightType.SPOT: {
  5565. // TODO: support inner and outer cone angles
  5566. //const innerConeAngle = spotLight.innerConeAngle || 0;
  5567. var outerConeAngle = light.spot && light.spot.outerConeAngle || Math.PI / 4;
  5568. babylonLight = new BABYLON.SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward(), outerConeAngle, 2, _this._loader.babylonScene);
  5569. break;
  5570. }
  5571. default: {
  5572. throw new Error(extensionContext + ": Invalid light type (" + light.type + ")");
  5573. }
  5574. }
  5575. babylonLight.diffuse = light.color ? BABYLON.Color3.FromArray(light.color) : BABYLON.Color3.White();
  5576. babylonLight.intensity = light.intensity == undefined ? 1 : light.intensity;
  5577. babylonLight.parent = babylonMesh;
  5578. assign(babylonMesh);
  5579. });
  5580. });
  5581. };
  5582. return KHR_lights;
  5583. }());
  5584. Extensions.KHR_lights = KHR_lights;
  5585. GLTF2.GLTFLoader.RegisterExtension(NAME, function (loader) { return new KHR_lights(loader); });
  5586. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  5587. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5588. })(BABYLON || (BABYLON = {}));
  5589. //# sourceMappingURL=KHR_lights.js.map
  5590. /// <reference path="../../../../../dist/preview release/babylon.d.ts"/>
  5591. var BABYLON;
  5592. (function (BABYLON) {
  5593. var GLTF2;
  5594. (function (GLTF2) {
  5595. var Extensions;
  5596. (function (Extensions) {
  5597. var NAME = "KHR_texture_transform";
  5598. /**
  5599. * [Specification](https://github.com/AltspaceVR/glTF/blob/avr-sampler-offset-tile/extensions/2.0/Khronos/KHR_texture_transform/README.md) (Experimental)
  5600. */
  5601. var KHR_texture_transform = /** @class */ (function () {
  5602. /** @hidden */
  5603. function KHR_texture_transform(loader) {
  5604. /** The name of this extension. */
  5605. this.name = NAME;
  5606. /** Defines whether this extension is enabled. */
  5607. this.enabled = true;
  5608. this._loader = loader;
  5609. }
  5610. /** @hidden */
  5611. KHR_texture_transform.prototype.dispose = function () {
  5612. delete this._loader;
  5613. };
  5614. /** @hidden */
  5615. KHR_texture_transform.prototype.loadTextureInfoAsync = function (context, textureInfo, assign) {
  5616. var _this = this;
  5617. return GLTF2.GLTFLoader.LoadExtensionAsync(context, textureInfo, this.name, function (extensionContext, extension) {
  5618. return _this._loader.loadTextureInfoAsync(context, textureInfo, function (babylonTexture) {
  5619. if (!(babylonTexture instanceof BABYLON.Texture)) {
  5620. throw new Error(extensionContext + ": Texture type not supported");
  5621. }
  5622. if (extension.offset) {
  5623. babylonTexture.uOffset = extension.offset[0];
  5624. babylonTexture.vOffset = extension.offset[1];
  5625. }
  5626. // Always rotate around the origin.
  5627. babylonTexture.uRotationCenter = 0;
  5628. babylonTexture.vRotationCenter = 0;
  5629. if (extension.rotation) {
  5630. babylonTexture.wAng = -extension.rotation;
  5631. }
  5632. if (extension.scale) {
  5633. babylonTexture.uScale = extension.scale[0];
  5634. babylonTexture.vScale = extension.scale[1];
  5635. }
  5636. if (extension.texCoord != undefined) {
  5637. babylonTexture.coordinatesIndex = extension.texCoord;
  5638. }
  5639. assign(babylonTexture);
  5640. });
  5641. });
  5642. };
  5643. return KHR_texture_transform;
  5644. }());
  5645. Extensions.KHR_texture_transform = KHR_texture_transform;
  5646. GLTF2.GLTFLoader.RegisterExtension(NAME, function (loader) { return new KHR_texture_transform(loader); });
  5647. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  5648. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5649. })(BABYLON || (BABYLON = {}));
  5650. //# sourceMappingURL=KHR_texture_transform.js.map
  5651. /// <reference path="../../../../../dist/preview release/babylon.d.ts"/>
  5652. var BABYLON;
  5653. (function (BABYLON) {
  5654. var GLTF2;
  5655. (function (GLTF2) {
  5656. var Extensions;
  5657. (function (Extensions) {
  5658. var NAME = "EXT_lights_imageBased";
  5659. /**
  5660. * [Specification](TODO) (Experimental)
  5661. */
  5662. var EXT_lights_imageBased = /** @class */ (function () {
  5663. /** @hidden */
  5664. function EXT_lights_imageBased(loader) {
  5665. /** The name of this extension. */
  5666. this.name = NAME;
  5667. /** Defines whether this extension is enabled. */
  5668. this.enabled = true;
  5669. this._loader = loader;
  5670. }
  5671. /** @hidden */
  5672. EXT_lights_imageBased.prototype.dispose = function () {
  5673. delete this._loader;
  5674. delete this._lights;
  5675. };
  5676. /** @hidden */
  5677. EXT_lights_imageBased.prototype.onLoading = function () {
  5678. var extensions = this._loader.gltf.extensions;
  5679. if (extensions && extensions[this.name]) {
  5680. var extension = extensions[this.name];
  5681. this._lights = extension.lights;
  5682. }
  5683. };
  5684. /** @hidden */
  5685. EXT_lights_imageBased.prototype.loadSceneAsync = function (context, scene) {
  5686. var _this = this;
  5687. return GLTF2.GLTFLoader.LoadExtensionAsync(context, scene, this.name, function (extensionContext, extension) {
  5688. var promises = new Array();
  5689. promises.push(_this._loader.loadSceneAsync(context, scene));
  5690. _this._loader.logOpen("" + extensionContext);
  5691. var light = GLTF2.ArrayItem.Get(extensionContext + "/light", _this._lights, extension.light);
  5692. promises.push(_this._loadLightAsync("#/extensions/" + _this.name + "/lights/" + extension.light, light).then(function (texture) {
  5693. _this._loader.babylonScene.environmentTexture = texture;
  5694. }));
  5695. _this._loader.logClose();
  5696. return Promise.all(promises).then(function () { });
  5697. });
  5698. };
  5699. EXT_lights_imageBased.prototype._loadLightAsync = function (context, light) {
  5700. var _this = this;
  5701. if (!light._loaded) {
  5702. var promises = new Array();
  5703. this._loader.logOpen("" + context);
  5704. var imageData_1 = new Array(light.specularImages.length);
  5705. var _loop_1 = function (mipmap) {
  5706. var faces = light.specularImages[mipmap];
  5707. imageData_1[mipmap] = new Array(faces.length);
  5708. var _loop_2 = function (face) {
  5709. var specularImageContext = context + "/specularImages/" + mipmap + "/" + face;
  5710. this_1._loader.logOpen("" + specularImageContext);
  5711. var index = faces[face];
  5712. var image = GLTF2.ArrayItem.Get(specularImageContext, this_1._loader.gltf.images, index);
  5713. promises.push(this_1._loader.loadImageAsync("#/images/" + index, image).then(function (data) {
  5714. imageData_1[mipmap][face] = data;
  5715. }));
  5716. this_1._loader.logClose();
  5717. };
  5718. for (var face = 0; face < faces.length; face++) {
  5719. _loop_2(face);
  5720. }
  5721. };
  5722. var this_1 = this;
  5723. for (var mipmap = 0; mipmap < light.specularImages.length; mipmap++) {
  5724. _loop_1(mipmap);
  5725. }
  5726. this._loader.logClose();
  5727. light._loaded = Promise.all(promises).then(function () {
  5728. var babylonTexture = new BABYLON.RawCubeTexture(_this._loader.babylonScene, null, light.specularImageSize);
  5729. light._babylonTexture = babylonTexture;
  5730. if (light.intensity != undefined) {
  5731. babylonTexture.level = light.intensity;
  5732. }
  5733. if (light.rotation) {
  5734. var rotation = BABYLON.Quaternion.FromArray(light.rotation);
  5735. // Invert the rotation so that positive rotation is counter-clockwise.
  5736. if (!_this._loader.babylonScene.useRightHandedSystem) {
  5737. rotation = BABYLON.Quaternion.Inverse(rotation);
  5738. }
  5739. BABYLON.Matrix.FromQuaternionToRef(rotation, babylonTexture.getReflectionTextureMatrix());
  5740. }
  5741. var sphericalHarmonics = BABYLON.SphericalHarmonics.FromArray(light.irradianceCoefficients);
  5742. sphericalHarmonics.scale(light.intensity);
  5743. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  5744. var sphericalPolynomial = BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  5745. // Compute the lod generation scale to fit exactly to the number of levels available.
  5746. var lodGenerationScale = (imageData_1.length - 1) / BABYLON.Scalar.Log2(light.specularImageSize);
  5747. return babylonTexture.updateRGBDAsync(imageData_1, sphericalPolynomial, lodGenerationScale);
  5748. });
  5749. }
  5750. return light._loaded.then(function () {
  5751. return light._babylonTexture;
  5752. });
  5753. };
  5754. return EXT_lights_imageBased;
  5755. }());
  5756. Extensions.EXT_lights_imageBased = EXT_lights_imageBased;
  5757. GLTF2.GLTFLoader.RegisterExtension(NAME, function (loader) { return new EXT_lights_imageBased(loader); });
  5758. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  5759. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5760. })(BABYLON || (BABYLON = {}));
  5761. //# sourceMappingURL=EXT_lights_imageBased.js.map