David Catuhe 8 anni fa
parent
commit
f5ee1f446a

File diff suppressed because it is too large
+ 1465 - 1464
dist/preview release/babylon.d.ts


File diff suppressed because it is too large
+ 24 - 24
dist/preview release/babylon.js


+ 81 - 29
dist/preview release/babylon.max.js

@@ -24774,14 +24774,14 @@ var BABYLON;
             result = result.replace(/attribute[ \t]/g, "in ");
             result = result.replace(/[ \t]attribute/g, " in");
             if (isFragment) {
-                result = result.replace(/texture2DLodEXT\(/g, "textureLod(");
-                result = result.replace(/textureCubeLodEXT\(/g, "textureLod(");
-                result = result.replace(/texture2D\(/g, "texture(");
-                result = result.replace(/textureCube\(/g, "texture(");
+                result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
+                result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
+                result = result.replace(/texture2D\s*\(/g, "texture(");
+                result = result.replace(/textureCube\s*\(/g, "texture(");
                 result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
                 result = result.replace(/gl_FragColor/g, "glFragColor");
                 result = result.replace(/gl_FragData/g, "glFragData");
-                result = result.replace(/void\s+?main\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
+                result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
             }
             callback(result);
         };
@@ -35243,8 +35243,8 @@ var BABYLON;
             this.keysLeft = [37];
             this.keysRight = [39];
             this.keysReset = [220];
-            this.panningSensibility = 300.0;
-            this.zoomingSensibility = 50.0;
+            this.panningSensibility = 50.0;
+            this.zoomingSensibility = 25.0;
             this.useAltToZoom = true;
         }
         ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
@@ -35457,9 +35457,10 @@ var BABYLON;
             this.buttons = [0, 1, 2];
             this.angularSensibilityX = 1000.0;
             this.angularSensibilityY = 1000.0;
-            this.pinchPrecision = 6.0;
-            this.panningSensibility = 3000.0;
+            this.pinchPrecision = 12.0;
+            this.panningSensibility = 1000.0;
             this.multiTouchPanning = true;
+            this.multiTouchPanAndZoom = true;
             this._isPanClick = false;
             this.pinchInwards = true;
         }
@@ -35522,7 +35523,25 @@ var BABYLON;
                     //but emptying completly pointers collection is required to fix a bug on iPhone : 
                     //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers  
                     //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
-                    pointA = pointB = undefined;
+                    if (engine.badOS) {
+                        pointA = pointB = undefined;
+                    }
+                    else {
+                        //only remove the impacted pointer in case of multitouch allowing on most 
+                        //platforms switching from rotate to zoom and pan seamlessly.
+                        if (pointB && pointA && pointA.pointerId == evt.pointerId) {
+                            pointA = pointB;
+                            pointB = undefined;
+                            cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
+                        }
+                        else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
+                            pointB = undefined;
+                            cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
+                        }
+                        else {
+                            pointA = pointB = undefined;
+                        }
+                    }
                     if (!noPreventDefault) {
                         evt.preventDefault();
                     }
@@ -35560,34 +35579,55 @@ var BABYLON;
                         if (previousPinchSquaredDistance === 0) {
                             initialDistance = pinchDistance;
                             previousPinchSquaredDistance = pinchSquaredDistance;
+                            previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
+                            previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
                             return;
                         }
-                        twoFingerActivityCount++;
-                        if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
+                        if (_this.multiTouchPanAndZoom) {
                             _this.camera
                                 .inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
                                 (_this.pinchPrecision *
                                     ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
                                     direction);
-                            previousMultiTouchPanPosition.isPaning = false;
-                            previousMultiTouchPanPosition.isPinching = true;
+                            if (_this.panningSensibility !== 0) {
+                                var pointersCenterX = (pointA.x + pointB.x) / 2;
+                                var pointersCenterY = (pointA.y + pointB.y) / 2;
+                                var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
+                                var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
+                                previousMultiTouchPanPosition.x = pointersCenterX;
+                                previousMultiTouchPanPosition.y = pointersCenterY;
+                                _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
+                                _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
+                            }
                         }
                         else {
-                            if (cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
-                                if (!previousMultiTouchPanPosition.isPaning) {
-                                    previousMultiTouchPanPosition.isPaning = true;
-                                    previousMultiTouchPanPosition.isPinching = false;
-                                    previousMultiTouchPanPosition.x = ed.x;
-                                    previousMultiTouchPanPosition.y = ed.y;
-                                    return;
+                            twoFingerActivityCount++;
+                            if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
+                                _this.camera
+                                    .inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
+                                    (_this.pinchPrecision *
+                                        ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
+                                        direction);
+                                previousMultiTouchPanPosition.isPaning = false;
+                                previousMultiTouchPanPosition.isPinching = true;
+                            }
+                            else {
+                                if (cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
+                                    if (!previousMultiTouchPanPosition.isPaning) {
+                                        previousMultiTouchPanPosition.isPaning = true;
+                                        previousMultiTouchPanPosition.isPinching = false;
+                                        previousMultiTouchPanPosition.x = ed.x;
+                                        previousMultiTouchPanPosition.y = ed.y;
+                                        return;
+                                    }
+                                    _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
+                                    _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
                                 }
-                                _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility * 0.5);
-                                _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility * 0.5);
                             }
-                        }
-                        if (cacheSoloPointer.pointerId === evt.pointerId) {
-                            previousMultiTouchPanPosition.x = ed.x;
-                            previousMultiTouchPanPosition.y = ed.y;
+                            if (cacheSoloPointer.pointerId === evt.pointerId) {
+                                previousMultiTouchPanPosition.x = ed.x;
+                                previousMultiTouchPanPosition.y = ed.y;
+                            }
                         }
                         previousPinchSquaredDistance = pinchSquaredDistance;
                     }
@@ -35693,6 +35733,9 @@ var BABYLON;
         __decorate([
             BABYLON.serialize()
         ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
+        __decorate([
+            BABYLON.serialize()
+        ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
         return ArcRotateCameraPointersInput;
     }());
     BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
@@ -44823,14 +44866,21 @@ var BABYLON;
          */
         MeshBuilder.CreateTube = function (name, options, scene) {
             var path = options.path;
-            var radius = options.radius || 1.0;
+            var instance = options.instance;
+            var radius = 1.0;
+            if (instance) {
+                radius = instance.radius;
+            }
+            if (options.radius !== undefined) {
+                radius = options.radius;
+            }
+            ;
             var tessellation = options.tessellation || 64 | 0;
             var radiusFunction = options.radiusFunction;
             var cap = options.cap || BABYLON.Mesh.NO_CAP;
             var invertUV = options.invertUV || false;
             var updatable = options.updatable;
             var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation, scene);
-            var instance = options.instance;
             options.arc = (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
             // tube geometry
             var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
@@ -44901,6 +44951,7 @@ var BABYLON;
                 instance.path3D = path3D;
                 instance.pathArray = pathArray;
                 instance.arc = arc;
+                instance.radius = radius;
                 return instance;
             }
             // tube creation
@@ -44914,6 +44965,7 @@ var BABYLON;
             tube.tessellation = tessellation;
             tube.cap = cap;
             tube.arc = options.arc;
+            tube.radius = radius;
             return tube;
         };
         /**

File diff suppressed because it is too large
+ 1465 - 1464
dist/preview release/babylon.module.d.ts


File diff suppressed because it is too large
+ 43 - 43
dist/preview release/babylon.worker.js


File diff suppressed because it is too large
+ 5896 - 5896
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.d.ts


File diff suppressed because it is too large
+ 41 - 41
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.js


File diff suppressed because it is too large
+ 1972 - 1963
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.max.js


File diff suppressed because it is too large
+ 5896 - 5896
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.module.d.ts


+ 11 - 9
dist/preview release/loaders/babylon.glTF2FileLoader.d.ts

@@ -213,9 +213,9 @@ declare module BABYLON.GLTF2 {
         indices?: number;
         material?: number;
         mode?: EMeshPrimitiveMode;
-        targets?: [{
+        targets?: {
             [name: string]: number;
-        }];
+        }[];
     }
     interface IGLTFMesh extends IGLTFChildRootProperty {
         primitives: IGLTFMeshPrimitive[];
@@ -234,7 +234,7 @@ declare module BABYLON.GLTF2 {
         index?: number;
         parent?: IGLTFNode;
         babylonMesh?: Mesh;
-        babylonSkinToBones?: {
+        babylonBones?: {
             [skin: number]: Bone;
         };
         babylonAnimationTargets?: Node[];
@@ -330,15 +330,17 @@ declare module BABYLON.GLTF2 {
         private _showMeshes();
         private _startAnimations();
         private _loadScene(nodeNames);
-        private _loadSkin(node);
-        private _updateBone(node, parentNode, skin, inverseBindMatrixData);
-        private _createBone(node, skin);
-        private _loadMesh(node);
-        private _loadMeshData(node, mesh, babylonMesh);
+        private _loadNode(node);
+        private _loadMesh(node, mesh);
         private _loadVertexDataAsync(primitive, onSuccess);
         private _createMorphTargets(node, mesh, primitive, babylonMesh);
         private _loadMorphTargetsData(mesh, primitive, vertexData, babylonMesh);
-        private _loadTransform(node, babylonMesh);
+        private _loadTransform(node);
+        private _loadSkin(skin);
+        private _createBone(node, skin, parent, localMatrix, baseMatrix, index);
+        private _loadBones(skin, inverseBindMatrixData);
+        private _loadBone(node, skin, inverseBindMatrixData, babylonBones);
+        private _getNodeMatrix(node);
         private _traverseNodes(indices, action, parentNode?);
         private _traverseNode(index, action, parentNode?);
         private _loadAnimations();

+ 78 - 73
dist/preview release/loaders/babylon.glTF2FileLoader.js

@@ -547,85 +547,35 @@ var BABYLON;
                     });
                     nodeIndices = filteredNodeIndices;
                 }
-                this._traverseNodes(nodeIndices, function (node) { return _this._loadSkin(node); });
-                this._traverseNodes(nodeIndices, function (node) { return _this._loadMesh(node); });
+                this._traverseNodes(nodeIndices, function (node) { return _this._loadNode(node); });
             };
-            GLTFLoader.prototype._loadSkin = function (node) {
-                var _this = this;
-                if (node.skin !== undefined) {
-                    var skin = this._gltf.skins[node.skin];
-                    var skeletonId = "skeleton" + node.skin;
-                    skin.babylonSkeleton = new BABYLON.Skeleton(skin.name || skeletonId, skeletonId, this._babylonScene);
-                    skin.index = node.skin;
-                    for (var i = 0; i < skin.joints.length; i++) {
-                        this._createBone(this._gltf.nodes[skin.joints[i]], skin);
-                    }
-                    if (skin.skeleton === undefined) {
-                        // TODO: handle when skeleton is not defined
-                        throw new Error("Not implemented");
-                    }
-                    if (skin.inverseBindMatrices === undefined) {
-                        // TODO: handle when inverse bind matrices are not defined
-                        throw new Error("Not implemented");
-                    }
-                    var accessor = this._gltf.accessors[skin.inverseBindMatrices];
-                    this._loadAccessorAsync(accessor, function (data) {
-                        _this._traverseNode(skin.skeleton, function (node, index, parent) { return _this._updateBone(node, parent, skin, data); });
-                    });
-                }
-                return true;
-            };
-            GLTFLoader.prototype._updateBone = function (node, parentNode, skin, inverseBindMatrixData) {
-                var jointIndex = skin.joints.indexOf(node.index);
-                if (jointIndex === -1) {
-                    this._createBone(node, skin);
-                }
-                var babylonBone = node.babylonSkinToBones[skin.index];
-                // TODO: explain the math
-                var matrix = jointIndex === -1 ? BABYLON.Matrix.Identity() : BABYLON.Matrix.FromArray(inverseBindMatrixData, jointIndex * 16);
-                matrix.invertToRef(matrix);
-                if (parentNode) {
-                    babylonBone.setParent(parentNode.babylonSkinToBones[skin.index], false);
-                    matrix.multiplyToRef(babylonBone.getParent().getInvertedAbsoluteTransform(), matrix);
-                }
-                babylonBone.updateMatrix(matrix);
-                return true;
-            };
-            GLTFLoader.prototype._createBone = function (node, skin) {
-                var babylonBone = new BABYLON.Bone(node.name || "bone" + node.index, skin.babylonSkeleton);
-                node.babylonSkinToBones = node.babylonSkinToBones || {};
-                node.babylonSkinToBones[skin.index] = babylonBone;
-                node.babylonAnimationTargets = node.babylonAnimationTargets || [];
-                node.babylonAnimationTargets.push(babylonBone);
-                return babylonBone;
-            };
-            GLTFLoader.prototype._loadMesh = function (node) {
-                var babylonMesh = new BABYLON.Mesh(node.name || "mesh" + node.index, this._babylonScene);
-                babylonMesh.isVisible = false;
-                this._loadTransform(node, babylonMesh);
+            GLTFLoader.prototype._loadNode = function (node) {
+                node.babylonMesh = new BABYLON.Mesh(node.name || "mesh" + node.index, this._babylonScene);
+                node.babylonMesh.isVisible = false;
+                this._loadTransform(node);
                 if (node.mesh !== undefined) {
                     var mesh = this._gltf.meshes[node.mesh];
-                    this._loadMeshData(node, mesh, babylonMesh);
+                    this._loadMesh(node, mesh);
                 }
-                babylonMesh.parent = node.parent ? node.parent.babylonMesh : null;
-                node.babylonMesh = babylonMesh;
+                node.babylonMesh.parent = node.parent ? node.parent.babylonMesh : null;
                 node.babylonAnimationTargets = node.babylonAnimationTargets || [];
                 node.babylonAnimationTargets.push(node.babylonMesh);
                 if (node.skin !== undefined) {
                     var skin = this._gltf.skins[node.skin];
-                    babylonMesh.skeleton = skin.babylonSkeleton;
+                    skin.index = node.skin;
+                    node.babylonMesh.skeleton = this._loadSkin(skin);
                 }
                 if (node.camera !== undefined) {
                     // TODO: handle cameras
                 }
                 return true;
             };
-            GLTFLoader.prototype._loadMeshData = function (node, mesh, babylonMesh) {
+            GLTFLoader.prototype._loadMesh = function (node, mesh) {
                 var _this = this;
-                babylonMesh.name = mesh.name || babylonMesh.name;
-                var babylonMultiMaterial = new BABYLON.MultiMaterial(babylonMesh.name, this._babylonScene);
-                babylonMesh.material = babylonMultiMaterial;
-                var geometry = new BABYLON.Geometry(babylonMesh.name, this._babylonScene, null, false, babylonMesh);
+                node.babylonMesh.name = mesh.name || node.babylonMesh.name;
+                var babylonMultiMaterial = new BABYLON.MultiMaterial(node.babylonMesh.name, this._babylonScene);
+                node.babylonMesh.material = babylonMultiMaterial;
+                var geometry = new BABYLON.Geometry(node.babylonMesh.name, this._babylonScene, null, false, node.babylonMesh);
                 var vertexData = new BABYLON.VertexData();
                 vertexData.positions = [];
                 vertexData.indices = [];
@@ -638,9 +588,9 @@ var BABYLON;
                         // TODO: handle other primitive modes
                         throw new Error("Not implemented");
                     }
-                    this_1._createMorphTargets(node, mesh, primitive, babylonMesh);
+                    this_1._createMorphTargets(node, mesh, primitive, node.babylonMesh);
                     this_1._loadVertexDataAsync(primitive, function (subVertexData) {
-                        _this._loadMorphTargetsData(mesh, primitive, subVertexData, babylonMesh);
+                        _this._loadMorphTargetsData(mesh, primitive, subVertexData, node.babylonMesh);
                         subMeshInfos.push({
                             materialIndex: i,
                             verticesStart: vertexData.positions.length,
@@ -659,7 +609,7 @@ var BABYLON;
                                         }
                                         if (_this._parent.onBeforeMaterialReadyAsync) {
                                             _this.addLoaderPendingData(material);
-                                            _this._parent.onBeforeMaterialReadyAsync(babylonMaterial, babylonMesh, babylonMultiMaterial.subMaterials[i] != null, function () {
+                                            _this._parent.onBeforeMaterialReadyAsync(babylonMaterial, node.babylonMesh, babylonMultiMaterial.subMaterials[i] != null, function () {
                                                 babylonMultiMaterial.subMaterials[i] = babylonMaterial;
                                                 _this.removeLoaderPendingData(material);
                                             });
@@ -677,8 +627,8 @@ var BABYLON;
                             subMeshInfos.forEach(function (info) { return info.loadMaterial(); });
                             // TODO: optimize this so that sub meshes can be created without being overwritten after setting vertex data.
                             // Sub meshes must be cleared and created after setting vertex data because of mesh._createGlobalSubMesh.
-                            babylonMesh.subMeshes = [];
-                            subMeshInfos.forEach(function (info) { return new BABYLON.SubMesh(info.materialIndex, info.verticesStart, info.verticesCount, info.indicesStart, info.indicesCount, babylonMesh); });
+                            node.babylonMesh.subMeshes = [];
+                            subMeshInfos.forEach(function (info) { return new BABYLON.SubMesh(info.materialIndex, info.verticesStart, info.verticesCount, info.indicesStart, info.indicesCount, node.babylonMesh); });
                         }
                     });
                 };
@@ -816,7 +766,7 @@ var BABYLON;
                     _loop_3();
                 }
             };
-            GLTFLoader.prototype._loadTransform = function (node, babylonMesh) {
+            GLTFLoader.prototype._loadTransform = function (node) {
                 var position = BABYLON.Vector3.Zero();
                 var rotation = BABYLON.Quaternion.Identity();
                 var scaling = BABYLON.Vector3.One();
@@ -832,9 +782,64 @@ var BABYLON;
                     if (node.scale)
                         scaling = BABYLON.Vector3.FromArray(node.scale);
                 }
-                babylonMesh.position = position;
-                babylonMesh.rotationQuaternion = rotation;
-                babylonMesh.scaling = scaling;
+                node.babylonMesh.position = position;
+                node.babylonMesh.rotationQuaternion = rotation;
+                node.babylonMesh.scaling = scaling;
+            };
+            GLTFLoader.prototype._loadSkin = function (skin) {
+                var _this = this;
+                var skeletonId = "skeleton" + skin.index;
+                skin.babylonSkeleton = new BABYLON.Skeleton(skin.name || skeletonId, skeletonId, this._babylonScene);
+                if (skin.inverseBindMatrices === undefined) {
+                    this._loadBones(skin, null);
+                }
+                else {
+                    var accessor = this._gltf.accessors[skin.inverseBindMatrices];
+                    this._loadAccessorAsync(accessor, function (data) {
+                        _this._loadBones(skin, data);
+                    });
+                }
+                return skin.babylonSkeleton;
+            };
+            GLTFLoader.prototype._createBone = function (node, skin, parent, localMatrix, baseMatrix, index) {
+                var babylonBone = new BABYLON.Bone(node.name || "bone" + node.index, skin.babylonSkeleton, parent, localMatrix, null, baseMatrix, index);
+                node.babylonBones = node.babylonBones || {};
+                node.babylonBones[skin.index] = babylonBone;
+                node.babylonAnimationTargets = node.babylonAnimationTargets || [];
+                node.babylonAnimationTargets.push(babylonBone);
+                return babylonBone;
+            };
+            GLTFLoader.prototype._loadBones = function (skin, inverseBindMatrixData) {
+                var babylonBones = {};
+                for (var i = 0; i < skin.joints.length; i++) {
+                    var node = this._gltf.nodes[skin.joints[i]];
+                    this._loadBone(node, skin, inverseBindMatrixData, babylonBones);
+                }
+            };
+            GLTFLoader.prototype._loadBone = function (node, skin, inverseBindMatrixData, babylonBones) {
+                var babylonBone = babylonBones[node.index];
+                if (babylonBone) {
+                    return babylonBone;
+                }
+                var boneIndex = skin.joints.indexOf(node.index);
+                var baseMatrix = BABYLON.Matrix.Identity();
+                if (inverseBindMatrixData && boneIndex !== -1) {
+                    baseMatrix = BABYLON.Matrix.FromArray(inverseBindMatrixData, boneIndex * 16);
+                    baseMatrix.invertToRef(baseMatrix);
+                }
+                var babylonParentBone;
+                if (node.index != skin.skeleton && node.parent) {
+                    babylonParentBone = this._loadBone(node.parent, skin, inverseBindMatrixData, babylonBones);
+                    baseMatrix.multiplyToRef(babylonParentBone.getInvertedAbsoluteTransform(), baseMatrix);
+                }
+                babylonBone = this._createBone(node, skin, babylonParentBone, this._getNodeMatrix(node), baseMatrix, boneIndex);
+                babylonBones[node.index] = babylonBone;
+                return babylonBone;
+            };
+            GLTFLoader.prototype._getNodeMatrix = function (node) {
+                return node.matrix ?
+                    BABYLON.Matrix.FromArray(node.matrix) :
+                    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());
             };
             GLTFLoader.prototype._traverseNodes = function (indices, action, parentNode) {
                 if (parentNode === void 0) { parentNode = null; }

File diff suppressed because it is too large
+ 2 - 1
dist/preview release/loaders/babylon.glTF2FileLoader.min.js


+ 11 - 9
dist/preview release/loaders/babylon.glTFFileLoader.d.ts

@@ -709,9 +709,9 @@ declare module BABYLON.GLTF2 {
         indices?: number;
         material?: number;
         mode?: EMeshPrimitiveMode;
-        targets?: [{
+        targets?: {
             [name: string]: number;
-        }];
+        }[];
     }
     interface IGLTFMesh extends IGLTFChildRootProperty {
         primitives: IGLTFMeshPrimitive[];
@@ -730,7 +730,7 @@ declare module BABYLON.GLTF2 {
         index?: number;
         parent?: IGLTFNode;
         babylonMesh?: Mesh;
-        babylonSkinToBones?: {
+        babylonBones?: {
             [skin: number]: Bone;
         };
         babylonAnimationTargets?: Node[];
@@ -826,15 +826,17 @@ declare module BABYLON.GLTF2 {
         private _showMeshes();
         private _startAnimations();
         private _loadScene(nodeNames);
-        private _loadSkin(node);
-        private _updateBone(node, parentNode, skin, inverseBindMatrixData);
-        private _createBone(node, skin);
-        private _loadMesh(node);
-        private _loadMeshData(node, mesh, babylonMesh);
+        private _loadNode(node);
+        private _loadMesh(node, mesh);
         private _loadVertexDataAsync(primitive, onSuccess);
         private _createMorphTargets(node, mesh, primitive, babylonMesh);
         private _loadMorphTargetsData(mesh, primitive, vertexData, babylonMesh);
-        private _loadTransform(node, babylonMesh);
+        private _loadTransform(node);
+        private _loadSkin(skin);
+        private _createBone(node, skin, parent, localMatrix, baseMatrix, index);
+        private _loadBones(skin, inverseBindMatrixData);
+        private _loadBone(node, skin, inverseBindMatrixData, babylonBones);
+        private _getNodeMatrix(node);
         private _traverseNodes(indices, action, parentNode?);
         private _traverseNode(index, action, parentNode?);
         private _loadAnimations();

+ 78 - 73
dist/preview release/loaders/babylon.glTFFileLoader.js

@@ -2705,85 +2705,35 @@ var BABYLON;
                     });
                     nodeIndices = filteredNodeIndices;
                 }
-                this._traverseNodes(nodeIndices, function (node) { return _this._loadSkin(node); });
-                this._traverseNodes(nodeIndices, function (node) { return _this._loadMesh(node); });
+                this._traverseNodes(nodeIndices, function (node) { return _this._loadNode(node); });
             };
-            GLTFLoader.prototype._loadSkin = function (node) {
-                var _this = this;
-                if (node.skin !== undefined) {
-                    var skin = this._gltf.skins[node.skin];
-                    var skeletonId = "skeleton" + node.skin;
-                    skin.babylonSkeleton = new BABYLON.Skeleton(skin.name || skeletonId, skeletonId, this._babylonScene);
-                    skin.index = node.skin;
-                    for (var i = 0; i < skin.joints.length; i++) {
-                        this._createBone(this._gltf.nodes[skin.joints[i]], skin);
-                    }
-                    if (skin.skeleton === undefined) {
-                        // TODO: handle when skeleton is not defined
-                        throw new Error("Not implemented");
-                    }
-                    if (skin.inverseBindMatrices === undefined) {
-                        // TODO: handle when inverse bind matrices are not defined
-                        throw new Error("Not implemented");
-                    }
-                    var accessor = this._gltf.accessors[skin.inverseBindMatrices];
-                    this._loadAccessorAsync(accessor, function (data) {
-                        _this._traverseNode(skin.skeleton, function (node, index, parent) { return _this._updateBone(node, parent, skin, data); });
-                    });
-                }
-                return true;
-            };
-            GLTFLoader.prototype._updateBone = function (node, parentNode, skin, inverseBindMatrixData) {
-                var jointIndex = skin.joints.indexOf(node.index);
-                if (jointIndex === -1) {
-                    this._createBone(node, skin);
-                }
-                var babylonBone = node.babylonSkinToBones[skin.index];
-                // TODO: explain the math
-                var matrix = jointIndex === -1 ? BABYLON.Matrix.Identity() : BABYLON.Matrix.FromArray(inverseBindMatrixData, jointIndex * 16);
-                matrix.invertToRef(matrix);
-                if (parentNode) {
-                    babylonBone.setParent(parentNode.babylonSkinToBones[skin.index], false);
-                    matrix.multiplyToRef(babylonBone.getParent().getInvertedAbsoluteTransform(), matrix);
-                }
-                babylonBone.updateMatrix(matrix);
-                return true;
-            };
-            GLTFLoader.prototype._createBone = function (node, skin) {
-                var babylonBone = new BABYLON.Bone(node.name || "bone" + node.index, skin.babylonSkeleton);
-                node.babylonSkinToBones = node.babylonSkinToBones || {};
-                node.babylonSkinToBones[skin.index] = babylonBone;
-                node.babylonAnimationTargets = node.babylonAnimationTargets || [];
-                node.babylonAnimationTargets.push(babylonBone);
-                return babylonBone;
-            };
-            GLTFLoader.prototype._loadMesh = function (node) {
-                var babylonMesh = new BABYLON.Mesh(node.name || "mesh" + node.index, this._babylonScene);
-                babylonMesh.isVisible = false;
-                this._loadTransform(node, babylonMesh);
+            GLTFLoader.prototype._loadNode = function (node) {
+                node.babylonMesh = new BABYLON.Mesh(node.name || "mesh" + node.index, this._babylonScene);
+                node.babylonMesh.isVisible = false;
+                this._loadTransform(node);
                 if (node.mesh !== undefined) {
                     var mesh = this._gltf.meshes[node.mesh];
-                    this._loadMeshData(node, mesh, babylonMesh);
+                    this._loadMesh(node, mesh);
                 }
-                babylonMesh.parent = node.parent ? node.parent.babylonMesh : null;
-                node.babylonMesh = babylonMesh;
+                node.babylonMesh.parent = node.parent ? node.parent.babylonMesh : null;
                 node.babylonAnimationTargets = node.babylonAnimationTargets || [];
                 node.babylonAnimationTargets.push(node.babylonMesh);
                 if (node.skin !== undefined) {
                     var skin = this._gltf.skins[node.skin];
-                    babylonMesh.skeleton = skin.babylonSkeleton;
+                    skin.index = node.skin;
+                    node.babylonMesh.skeleton = this._loadSkin(skin);
                 }
                 if (node.camera !== undefined) {
                     // TODO: handle cameras
                 }
                 return true;
             };
-            GLTFLoader.prototype._loadMeshData = function (node, mesh, babylonMesh) {
+            GLTFLoader.prototype._loadMesh = function (node, mesh) {
                 var _this = this;
-                babylonMesh.name = mesh.name || babylonMesh.name;
-                var babylonMultiMaterial = new BABYLON.MultiMaterial(babylonMesh.name, this._babylonScene);
-                babylonMesh.material = babylonMultiMaterial;
-                var geometry = new BABYLON.Geometry(babylonMesh.name, this._babylonScene, null, false, babylonMesh);
+                node.babylonMesh.name = mesh.name || node.babylonMesh.name;
+                var babylonMultiMaterial = new BABYLON.MultiMaterial(node.babylonMesh.name, this._babylonScene);
+                node.babylonMesh.material = babylonMultiMaterial;
+                var geometry = new BABYLON.Geometry(node.babylonMesh.name, this._babylonScene, null, false, node.babylonMesh);
                 var vertexData = new BABYLON.VertexData();
                 vertexData.positions = [];
                 vertexData.indices = [];
@@ -2796,9 +2746,9 @@ var BABYLON;
                         // TODO: handle other primitive modes
                         throw new Error("Not implemented");
                     }
-                    this_1._createMorphTargets(node, mesh, primitive, babylonMesh);
+                    this_1._createMorphTargets(node, mesh, primitive, node.babylonMesh);
                     this_1._loadVertexDataAsync(primitive, function (subVertexData) {
-                        _this._loadMorphTargetsData(mesh, primitive, subVertexData, babylonMesh);
+                        _this._loadMorphTargetsData(mesh, primitive, subVertexData, node.babylonMesh);
                         subMeshInfos.push({
                             materialIndex: i,
                             verticesStart: vertexData.positions.length,
@@ -2817,7 +2767,7 @@ var BABYLON;
                                         }
                                         if (_this._parent.onBeforeMaterialReadyAsync) {
                                             _this.addLoaderPendingData(material);
-                                            _this._parent.onBeforeMaterialReadyAsync(babylonMaterial, babylonMesh, babylonMultiMaterial.subMaterials[i] != null, function () {
+                                            _this._parent.onBeforeMaterialReadyAsync(babylonMaterial, node.babylonMesh, babylonMultiMaterial.subMaterials[i] != null, function () {
                                                 babylonMultiMaterial.subMaterials[i] = babylonMaterial;
                                                 _this.removeLoaderPendingData(material);
                                             });
@@ -2835,8 +2785,8 @@ var BABYLON;
                             subMeshInfos.forEach(function (info) { return info.loadMaterial(); });
                             // TODO: optimize this so that sub meshes can be created without being overwritten after setting vertex data.
                             // Sub meshes must be cleared and created after setting vertex data because of mesh._createGlobalSubMesh.
-                            babylonMesh.subMeshes = [];
-                            subMeshInfos.forEach(function (info) { return new BABYLON.SubMesh(info.materialIndex, info.verticesStart, info.verticesCount, info.indicesStart, info.indicesCount, babylonMesh); });
+                            node.babylonMesh.subMeshes = [];
+                            subMeshInfos.forEach(function (info) { return new BABYLON.SubMesh(info.materialIndex, info.verticesStart, info.verticesCount, info.indicesStart, info.indicesCount, node.babylonMesh); });
                         }
                     });
                 };
@@ -2974,7 +2924,7 @@ var BABYLON;
                     _loop_3();
                 }
             };
-            GLTFLoader.prototype._loadTransform = function (node, babylonMesh) {
+            GLTFLoader.prototype._loadTransform = function (node) {
                 var position = BABYLON.Vector3.Zero();
                 var rotation = BABYLON.Quaternion.Identity();
                 var scaling = BABYLON.Vector3.One();
@@ -2990,9 +2940,64 @@ var BABYLON;
                     if (node.scale)
                         scaling = BABYLON.Vector3.FromArray(node.scale);
                 }
-                babylonMesh.position = position;
-                babylonMesh.rotationQuaternion = rotation;
-                babylonMesh.scaling = scaling;
+                node.babylonMesh.position = position;
+                node.babylonMesh.rotationQuaternion = rotation;
+                node.babylonMesh.scaling = scaling;
+            };
+            GLTFLoader.prototype._loadSkin = function (skin) {
+                var _this = this;
+                var skeletonId = "skeleton" + skin.index;
+                skin.babylonSkeleton = new BABYLON.Skeleton(skin.name || skeletonId, skeletonId, this._babylonScene);
+                if (skin.inverseBindMatrices === undefined) {
+                    this._loadBones(skin, null);
+                }
+                else {
+                    var accessor = this._gltf.accessors[skin.inverseBindMatrices];
+                    this._loadAccessorAsync(accessor, function (data) {
+                        _this._loadBones(skin, data);
+                    });
+                }
+                return skin.babylonSkeleton;
+            };
+            GLTFLoader.prototype._createBone = function (node, skin, parent, localMatrix, baseMatrix, index) {
+                var babylonBone = new BABYLON.Bone(node.name || "bone" + node.index, skin.babylonSkeleton, parent, localMatrix, null, baseMatrix, index);
+                node.babylonBones = node.babylonBones || {};
+                node.babylonBones[skin.index] = babylonBone;
+                node.babylonAnimationTargets = node.babylonAnimationTargets || [];
+                node.babylonAnimationTargets.push(babylonBone);
+                return babylonBone;
+            };
+            GLTFLoader.prototype._loadBones = function (skin, inverseBindMatrixData) {
+                var babylonBones = {};
+                for (var i = 0; i < skin.joints.length; i++) {
+                    var node = this._gltf.nodes[skin.joints[i]];
+                    this._loadBone(node, skin, inverseBindMatrixData, babylonBones);
+                }
+            };
+            GLTFLoader.prototype._loadBone = function (node, skin, inverseBindMatrixData, babylonBones) {
+                var babylonBone = babylonBones[node.index];
+                if (babylonBone) {
+                    return babylonBone;
+                }
+                var boneIndex = skin.joints.indexOf(node.index);
+                var baseMatrix = BABYLON.Matrix.Identity();
+                if (inverseBindMatrixData && boneIndex !== -1) {
+                    baseMatrix = BABYLON.Matrix.FromArray(inverseBindMatrixData, boneIndex * 16);
+                    baseMatrix.invertToRef(baseMatrix);
+                }
+                var babylonParentBone;
+                if (node.index != skin.skeleton && node.parent) {
+                    babylonParentBone = this._loadBone(node.parent, skin, inverseBindMatrixData, babylonBones);
+                    baseMatrix.multiplyToRef(babylonParentBone.getInvertedAbsoluteTransform(), baseMatrix);
+                }
+                babylonBone = this._createBone(node, skin, babylonParentBone, this._getNodeMatrix(node), baseMatrix, boneIndex);
+                babylonBones[node.index] = babylonBone;
+                return babylonBone;
+            };
+            GLTFLoader.prototype._getNodeMatrix = function (node) {
+                return node.matrix ?
+                    BABYLON.Matrix.FromArray(node.matrix) :
+                    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());
             };
             GLTFLoader.prototype._traverseNodes = function (indices, action, parentNode) {
                 if (parentNode === void 0) { parentNode = null; }

File diff suppressed because it is too large
+ 3 - 3
dist/preview release/loaders/babylon.glTFFileLoader.min.js


BIN
tests/validation/ReferenceImages/pbrrough.png