var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; var __extends = (this && this.__extends) || (function () { var extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; return function (d, b) { extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); (function universalModuleDefinition(root, factory) { if(typeof exports === 'object' && typeof module === 'object') module.exports = factory(require("babylonjs")); else if(typeof define === 'function' && define.amd) define("babylonjs-serializers", ["babylonjs"], factory); else if(typeof exports === 'object') exports["babylonjs-serializers"] = factory(require("babylonjs")); else { root["BABYLON"] = factory(root["BABYLON"]); } })(this, function(BABYLON) { var BABYLON; (function (BABYLON) { var OBJExport = /** @class */ (function () { function OBJExport() { } //Exports the geometrys of a Mesh array in .OBJ file format (text) OBJExport.OBJ = function (mesh, materials, matlibname, globalposition) { var output = []; var v = 1; if (materials) { if (!matlibname) { matlibname = 'mat'; } output.push("mtllib " + matlibname + ".mtl"); } for (var j = 0; j < mesh.length; j++) { output.push("g object" + j); output.push("o object_" + j); //Uses the position of the item in the scene, to the file (this back to normal in the end) var lastMatrix = null; if (globalposition) { var newMatrix = BABYLON.Matrix.Translation(mesh[j].position.x, mesh[j].position.y, mesh[j].position.z); lastMatrix = BABYLON.Matrix.Translation(-(mesh[j].position.x), -(mesh[j].position.y), -(mesh[j].position.z)); mesh[j].bakeTransformIntoVertices(newMatrix); } //TODO: submeshes (groups) //TODO: smoothing groups (s 1, s off); if (materials) { var mat = mesh[j].material; if (mat) { output.push("usemtl " + mat.id); } } var g = mesh[j].geometry; if (!g) { continue; } var trunkVerts = g.getVerticesData('position'); var trunkNormals = g.getVerticesData('normal'); var trunkUV = g.getVerticesData('uv'); var trunkFaces = g.getIndices(); var curV = 0; if (!trunkVerts || !trunkNormals || !trunkUV || !trunkFaces) { continue; } for (var i = 0; i < trunkVerts.length; i += 3) { output.push("v " + trunkVerts[i] + " " + trunkVerts[i + 1] + " " + trunkVerts[i + 2]); curV++; } for (i = 0; i < trunkNormals.length; i += 3) { output.push("vn " + trunkNormals[i] + " " + trunkNormals[i + 1] + " " + trunkNormals[i + 2]); } for (i = 0; i < trunkUV.length; i += 2) { output.push("vt " + trunkUV[i] + " " + trunkUV[i + 1]); } for (i = 0; i < trunkFaces.length; i += 3) { output.push("f " + (trunkFaces[i + 2] + v) + "/" + (trunkFaces[i + 2] + v) + "/" + (trunkFaces[i + 2] + v) + " " + (trunkFaces[i + 1] + v) + "/" + (trunkFaces[i + 1] + v) + "/" + (trunkFaces[i + 1] + v) + " " + (trunkFaces[i] + v) + "/" + (trunkFaces[i] + v) + "/" + (trunkFaces[i] + v)); } //back de previous matrix, to not change the original mesh in the scene if (globalposition && lastMatrix) { mesh[j].bakeTransformIntoVertices(lastMatrix); } v += curV; } var text = output.join("\n"); return (text); }; //Exports the material(s) of a mesh in .MTL file format (text) //TODO: Export the materials of mesh array OBJExport.MTL = function (mesh) { var output = []; var m = mesh.material; output.push("newmtl mat1"); output.push(" Ns " + m.specularPower.toFixed(4)); output.push(" Ni 1.5000"); output.push(" d " + m.alpha.toFixed(4)); output.push(" Tr 0.0000"); output.push(" Tf 1.0000 1.0000 1.0000"); output.push(" illum 2"); output.push(" Ka " + m.ambientColor.r.toFixed(4) + " " + m.ambientColor.g.toFixed(4) + " " + m.ambientColor.b.toFixed(4)); output.push(" Kd " + m.diffuseColor.r.toFixed(4) + " " + m.diffuseColor.g.toFixed(4) + " " + m.diffuseColor.b.toFixed(4)); output.push(" Ks " + m.specularColor.r.toFixed(4) + " " + m.specularColor.g.toFixed(4) + " " + m.specularColor.b.toFixed(4)); output.push(" Ke " + m.emissiveColor.r.toFixed(4) + " " + m.emissiveColor.g.toFixed(4) + " " + m.emissiveColor.b.toFixed(4)); //TODO: uv scale, offset, wrap //TODO: UV mirrored in Blender? second UV channel? lightMap? reflection textures? var uvscale = ""; if (m.ambientTexture) { output.push(" map_Ka " + uvscale + m.ambientTexture.name); } if (m.diffuseTexture) { output.push(" map_Kd " + uvscale + m.diffuseTexture.name); //TODO: alpha testing, opacity in diffuse texture alpha channel (diffuseTexture.hasAlpha -> map_d) } if (m.specularTexture) { output.push(" map_Ks " + uvscale + m.specularTexture.name); /* TODO: glossiness = specular highlight component is in alpha channel of specularTexture. (???) if (m.useGlossinessFromSpecularMapAlpha) { output.push(" map_Ns "+uvscale + m.specularTexture.name); } */ } /* TODO: emissive texture not in .MAT format (???) if (m.emissiveTexture) { output.push(" map_d "+uvscale+m.emissiveTexture.name); } */ if (m.bumpTexture) { output.push(" map_bump -imfchan z " + uvscale + m.bumpTexture.name); } if (m.opacityTexture) { output.push(" map_d " + uvscale + m.opacityTexture.name); } var text = output.join("\n"); return (text); }; return OBJExport; }()); BABYLON.OBJExport = OBJExport; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.objSerializer.js.map var BABYLON; (function (BABYLON) { ; /** * Class for generating glTF data from a Babylon scene. */ var GLTF2Export = /** @class */ (function () { function GLTF2Export() { } /** * Exports the geometry of the scene to .gltf file format. * @param scene - Babylon scene with scene hierarchy information. * @param filePrefix - File prefix to use when generating the glTF file. * @param options - Exporter options. * @returns - Returns an object with a .gltf file and associates texture names * as keys and their data and paths as values. */ GLTF2Export.GLTF = function (scene, filePrefix, options) { var glTFPrefix = filePrefix.replace(/\.[^/.]+$/, ""); var gltfGenerator = new BABYLON.GLTF2._Exporter(scene, options); if (scene.isReady) { return gltfGenerator._generateGLTF(glTFPrefix); } else { throw new Error("glTF Serializer: Scene is not ready!"); } }; /** * Exports the geometry of the scene to .glb file format. * @param scene - Babylon scene with scene hierarchy information. * @param filePrefix - File prefix to use when generating glb file. * @param options - Exporter options. * @returns - Returns an object with a .glb filename as key and data as value */ GLTF2Export.GLB = function (scene, filePrefix, options) { var glTFPrefix = filePrefix.replace(/\.[^/.]+$/, ""); var gltfGenerator = new BABYLON.GLTF2._Exporter(scene, options); if (scene.isReady) { return gltfGenerator._generateGLB(glTFPrefix); } else { throw new Error("glTF Serializer: Scene is not ready!"); } }; return GLTF2Export; }()); BABYLON.GLTF2Export = GLTF2Export; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.glTFSerializer.js.map /** * Module for the Babylon glTF 2.0 exporter. Should ONLY be used internally. * @ignore - capitalization of GLTF2 module. */ var BABYLON; (function (BABYLON) { var GLTF2; (function (GLTF2) { /** * Converts Babylon Scene into glTF 2.0. */ var _Exporter = /** @class */ (function () { /** * Creates a glTF Exporter instance, which can accept optional exporter options. * @param babylonScene - Babylon scene object * @param options - Options to modify the behavior of the exporter. */ function _Exporter(babylonScene, options) { this.asset = { generator: "BabylonJS", version: "2.0" }; this.babylonScene = babylonScene; this.bufferViews = new Array(); this.accessors = new Array(); this.meshes = new Array(); this.scenes = new Array(); this.nodes = new Array(); this.images = new Array(); this.materials = new Array(); this.textures = new Array(); this.imageData = {}; this.convertToRightHandedSystem = !this.babylonScene.useRightHandedSystem; if (options) { this.options = options; } } /** * Creates a buffer view based on teh supplied arguments * @param bufferIndex - index value of the specified buffer * @param byteOffset - byte offset value * @param byteLength - byte length of the bufferView * @param byteStride - byte distance between conequential elements. * @param name - name of the buffer view * @returns - bufferView for glTF */ _Exporter.prototype.createBufferView = function (bufferIndex, byteOffset, byteLength, byteStride, name) { var bufferview = { buffer: bufferIndex, byteLength: byteLength }; if (byteOffset) { bufferview.byteOffset = byteOffset; } if (name) { bufferview.name = name; } if (byteStride) { bufferview.byteStride = byteStride; } return bufferview; }; /** * Creates an accessor based on the supplied arguments * @param bufferviewIndex - The index of the bufferview referenced by this accessor. * @param name - The name of the accessor. * @param type - The type of the accessor. * @param componentType - The datatype of components in the attribute. * @param count - The number of attributes referenced by this accessor. * @param byteOffset - The offset relative to the start of the bufferView in bytes. * @param min - Minimum value of each component in this attribute. * @param max - Maximum value of each component in this attribute. * @returns - accessor for glTF */ _Exporter.prototype.createAccessor = function (bufferviewIndex, name, type, componentType, count, byteOffset, min, max) { var accessor = { name: name, bufferView: bufferviewIndex, componentType: componentType, count: count, type: type }; if (min) { accessor.min = min; } if (max) { accessor.max = max; } if (byteOffset) { accessor.byteOffset = byteOffset; } return accessor; }; /** * Calculates the minimum and maximum values of an array of position floats. * @param positions - Positions array of a mesh. * @param vertexStart - Starting vertex offset to calculate min and max values. * @param vertexCount - Number of vertices to check for min and max values. * @returns - min number array and max number array. */ _Exporter.prototype.calculateMinMaxPositions = function (positions, vertexStart, vertexCount) { var min = [Infinity, Infinity, Infinity]; var max = [-Infinity, -Infinity, -Infinity]; var positionStrideSize = 3; var end = vertexStart + vertexCount; if (vertexCount) { for (var i = vertexStart; i < end; ++i) { var indexOffset = positionStrideSize * i; var position = BABYLON.Vector3.FromArray(positions, indexOffset); var vector = this.convertToRightHandedSystem ? _Exporter.GetRightHandedVector3(position).asArray() : position.asArray(); for (var j = 0; j < positionStrideSize; ++j) { var num = vector[j]; if (num < min[j]) { min[j] = num; } if (num > max[j]) { max[j] = num; } ++indexOffset; } } } return { min: min, max: max }; }; /** * Converts a vector3 array to right-handed. * @param vector - vector3 Array to convert to right-handed. * @returns - right-handed Vector3 array. */ _Exporter.GetRightHandedVector3 = function (vector) { return new BABYLON.Vector3(vector.x, vector.y, -vector.z); }; /** * Converts a vector4 array to right-handed. * @param vector - vector4 Array to convert to right-handed. * @returns - right-handed vector4 array. */ _Exporter.GetRightHandedVector4 = function (vector) { return new BABYLON.Vector4(vector.x, vector.y, -vector.z, -vector.w); }; /** * Converts a quaternion to right-handed. * @param quaternion - Source quaternion to convert to right-handed. */ _Exporter.GetRightHandedQuaternion = function (quaternion) { return new BABYLON.Quaternion(-quaternion.x, -quaternion.y, quaternion.z, quaternion.w); }; /** * Writes mesh attribute data to a data buffer. * Returns the bytelength of the data. * @param vertexBufferKind - Indicates what kind of vertex data is being passed in. * @param meshAttributeArray - Array containing the attribute data. * @param strideSize - Represents the offset between consecutive attributes * @param byteOffset - The offset to start counting bytes from. * @param dataBuffer - The buffer to write the binary data to. * @returns - Byte length of the attribute data. */ _Exporter.prototype.writeAttributeData = function (vertexBufferKind, meshAttributeArray, strideSize, vertexBufferOffset, byteOffset, dataBuffer) { var byteOff = byteOffset; var end = meshAttributeArray.length / strideSize; var byteLength = 0; for (var k = 0; k < end; ++k) { var index = k * strideSize; var vector = []; if (vertexBufferKind === BABYLON.VertexBuffer.PositionKind || vertexBufferKind === BABYLON.VertexBuffer.NormalKind) { var vertexData = BABYLON.Vector3.FromArray(meshAttributeArray, index); vector = this.convertToRightHandedSystem ? _Exporter.GetRightHandedVector3(vertexData).asArray() : vertexData.asArray(); } else if (vertexBufferKind === BABYLON.VertexBuffer.TangentKind || vertexBufferKind === BABYLON.VertexBuffer.ColorKind) { var vertexData = BABYLON.Vector4.FromArray(meshAttributeArray, index); vector = (this.convertToRightHandedSystem && !(vertexBufferKind === BABYLON.VertexBuffer.ColorKind)) ? _Exporter.GetRightHandedVector4(vertexData).asArray() : vertexData.asArray(); } else if (vertexBufferKind === BABYLON.VertexBuffer.UVKind || vertexBufferKind === BABYLON.VertexBuffer.UV2Kind) { vector = [meshAttributeArray[index], meshAttributeArray[index + 1]]; } else { BABYLON.Tools.Warn("Unsupported Vertex Buffer Type: " + vertexBufferKind); } for (var i = 0; i < vector.length; ++i) { dataBuffer.setFloat32(byteOff, vector[i], true); byteOff += 4; } } byteLength = meshAttributeArray.length * 4; return byteLength; }; /** * Generates glTF json data * @param shouldUseGlb - Indicates whether the json should be written for a glb file. * @param glTFPrefix - Text to use when prefixing a glTF file. * @param prettyPrint - Indicates whether the json file should be pretty printed (true) or not (false). * @returns - json data as string */ _Exporter.prototype.generateJSON = function (shouldUseGlb, glTFPrefix, prettyPrint) { var buffer = { byteLength: this.totalByteLength }; var glTF = { asset: this.asset }; if (buffer.byteLength) { glTF.buffers = [buffer]; } if (this.nodes && this.nodes.length) { glTF.nodes = this.nodes; } if (this.meshes && this.meshes.length) { glTF.meshes = this.meshes; } if (this.scenes && this.scenes.length) { glTF.scenes = this.scenes; glTF.scene = 0; } if (this.bufferViews && this.bufferViews.length) { glTF.bufferViews = this.bufferViews; } if (this.accessors && this.accessors.length) { glTF.accessors = this.accessors; } if (this.materials && this.materials.length) { glTF.materials = this.materials; } if (this.textures && this.textures.length) { glTF.textures = this.textures; } if (this.images && this.images.length) { if (!shouldUseGlb) { glTF.images = this.images; } else { glTF.images = []; // Replace uri with bufferview and mime type for glb var imageLength = this.images.length; var byteOffset = this.totalByteLength; for (var i = 0; i < imageLength; ++i) { var image = this.images[i]; if (image.uri) { var imageData = this.imageData[image.uri]; var imageName = image.uri.split('.')[0] + " image"; var bufferView = this.createBufferView(0, byteOffset, imageData.data.length, undefined, imageName); byteOffset += imageData.data.buffer.byteLength; this.bufferViews.push(bufferView); image.bufferView = this.bufferViews.length - 1; image.name = imageName; image.mimeType = imageData.mimeType; image.uri = undefined; glTF.images.push(image); } } buffer.byteLength = byteOffset; } } if (!shouldUseGlb) { buffer.uri = glTFPrefix + ".bin"; } var jsonText = prettyPrint ? JSON.stringify(glTF, null, 2) : JSON.stringify(glTF); return jsonText; }; /** * Generates data for .gltf and .bin files based on the glTF prefix string * @param glTFPrefix - Text to use when prefixing a glTF file. * @returns - GLTFData with glTF file data. */ _Exporter.prototype._generateGLTF = function (glTFPrefix) { var binaryBuffer = this.generateBinary(); var jsonText = this.generateJSON(false, glTFPrefix, true); var bin = new Blob([binaryBuffer], { type: 'application/octet-stream' }); var glTFFileName = glTFPrefix + '.gltf'; var glTFBinFile = glTFPrefix + '.bin'; var container = new BABYLON._GLTFData(); container.glTFFiles[glTFFileName] = jsonText; container.glTFFiles[glTFBinFile] = bin; if (this.imageData) { for (var image in this.imageData) { container.glTFFiles[image] = new Blob([this.imageData[image].data], { type: this.imageData[image].mimeType }); } } return container; }; /** * Creates a binary buffer for glTF * @returns - array buffer for binary data */ _Exporter.prototype.generateBinary = function () { var byteOffset = 0; byteOffset = this.createScene(this.babylonScene, byteOffset); return this.binaryBuffer; }; /** * Pads the number to a multiple of 4 * @param num - number to pad * @returns - padded number */ _Exporter.prototype._getPadding = function (num) { var remainder = num % 4; var padding = remainder === 0 ? remainder : 4 - remainder; return padding; }; /** * Generates a glb file from the json and binary data. * Returns an object with the glb file name as the key and data as the value. * @param glTFPrefix * @returns - object with glb filename as key and data as value */ _Exporter.prototype._generateGLB = function (glTFPrefix) { var binaryBuffer = this.generateBinary(); var jsonText = this.generateJSON(true); var glbFileName = glTFPrefix + '.glb'; var headerLength = 12; var chunkLengthPrefix = 8; var jsonLength = jsonText.length; var imageByteLength = 0; for (var key in this.imageData) { imageByteLength += this.imageData[key].data.byteLength; } var jsonPadding = this._getPadding(jsonLength); var binPadding = this._getPadding(binaryBuffer.byteLength); var imagePadding = this._getPadding(imageByteLength); var byteLength = headerLength + (2 * chunkLengthPrefix) + jsonLength + jsonPadding + binaryBuffer.byteLength + binPadding + imageByteLength + imagePadding; //header var headerBuffer = new ArrayBuffer(headerLength); var headerBufferView = new DataView(headerBuffer); headerBufferView.setUint32(0, 0x46546C67, true); //glTF headerBufferView.setUint32(4, 2, true); // version headerBufferView.setUint32(8, byteLength, true); // total bytes in file //json chunk var jsonChunkBuffer = new ArrayBuffer(chunkLengthPrefix + jsonLength + jsonPadding); var jsonChunkBufferView = new DataView(jsonChunkBuffer); jsonChunkBufferView.setUint32(0, jsonLength + jsonPadding, true); jsonChunkBufferView.setUint32(4, 0x4E4F534A, true); //json chunk bytes var jsonData = new Uint8Array(jsonChunkBuffer, chunkLengthPrefix); for (var i = 0; i < jsonLength; ++i) { jsonData[i] = jsonText.charCodeAt(i); } //json padding var jsonPaddingView = new Uint8Array(jsonChunkBuffer, chunkLengthPrefix + jsonLength); for (var i = 0; i < jsonPadding; ++i) { jsonPaddingView[i] = 0x20; } //binary chunk var binaryChunkBuffer = new ArrayBuffer(chunkLengthPrefix); var binaryChunkBufferView = new DataView(binaryChunkBuffer); binaryChunkBufferView.setUint32(0, binaryBuffer.byteLength + imageByteLength + imagePadding, true); binaryChunkBufferView.setUint32(4, 0x004E4942, true); // binary padding var binPaddingBuffer = new ArrayBuffer(binPadding); var binPaddingView = new Uint8Array(binPaddingBuffer); for (var i = 0; i < binPadding; ++i) { binPaddingView[i] = 0; } var imagePaddingBuffer = new ArrayBuffer(imagePadding); var imagePaddingView = new Uint8Array(imagePaddingBuffer); for (var i = 0; i < imagePadding; ++i) { imagePaddingView[i] = 0; } var glbData = [headerBuffer, jsonChunkBuffer, binaryChunkBuffer, binaryBuffer]; // binary data for (var key in this.imageData) { glbData.push(this.imageData[key].data.buffer); } glbData.push(binPaddingBuffer); glbData.push(imagePaddingBuffer); var glbFile = new Blob(glbData, { type: 'application/octet-stream' }); var container = new BABYLON._GLTFData(); container.glTFFiles[glbFileName] = glbFile; return container; }; /** * Sets the TRS for each node * @param node - glTF Node for storing the transformation data. * @param babylonMesh - Babylon mesh used as the source for the transformation data. */ _Exporter.prototype.setNodeTransformation = function (node, babylonMesh) { if (!(babylonMesh.position.x === 0 && babylonMesh.position.y === 0 && babylonMesh.position.z === 0)) { node.translation = this.convertToRightHandedSystem ? _Exporter.GetRightHandedVector3(babylonMesh.position).asArray() : babylonMesh.position.asArray(); } if (!(babylonMesh.scaling.x === 1 && babylonMesh.scaling.y === 1 && babylonMesh.scaling.z === 1)) { node.scale = babylonMesh.scaling.asArray(); } var rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(babylonMesh.rotation.y, babylonMesh.rotation.x, babylonMesh.rotation.z); if (babylonMesh.rotationQuaternion) { rotationQuaternion = rotationQuaternion.multiply(babylonMesh.rotationQuaternion); } if (!(rotationQuaternion.x === 0 && rotationQuaternion.y === 0 && rotationQuaternion.z === 0 && rotationQuaternion.w === 1)) { node.rotation = this.convertToRightHandedSystem ? _Exporter.GetRightHandedQuaternion(rotationQuaternion).asArray() : rotationQuaternion.asArray(); } }; /** * Creates a bufferview based on the vertices type for the Babylon mesh * @param kind - Indicates the type of vertices data. * @param babylonMesh - The Babylon mesh to get the vertices data from. * @param byteOffset - The offset from the buffer to start indexing from. * @param dataBuffer - The buffer to write the bufferview data to. * @returns bytelength of the bufferview data. */ _Exporter.prototype.createBufferViewKind = function (kind, babylonMesh, byteOffset, dataBuffer) { var bufferMesh = null; var byteLength = 0; if (babylonMesh instanceof BABYLON.Mesh) { bufferMesh = babylonMesh; } else if (babylonMesh instanceof BABYLON.InstancedMesh) { bufferMesh = babylonMesh.sourceMesh; } if (bufferMesh) { var vertexBuffer = null; var vertexBufferOffset = null; var vertexData = null; var vertexStrideSize = null; if (bufferMesh.isVerticesDataPresent(kind)) { vertexBuffer = bufferMesh.getVertexBuffer(kind); if (vertexBuffer) { vertexBufferOffset = vertexBuffer.getOffset(); vertexData = vertexBuffer.getData(); if (vertexData) { vertexStrideSize = vertexBuffer.getStrideSize(); if (dataBuffer && vertexData) { byteLength = this.writeAttributeData(kind, vertexData, vertexStrideSize, vertexBufferOffset, byteOffset, dataBuffer); byteOffset += byteLength; } else { byteLength = vertexData.length * 4; var bufferView = this.createBufferView(0, byteOffset, byteLength, vertexStrideSize * 4, kind + " - " + bufferMesh.name); byteOffset += byteLength; this.bufferViews.push(bufferView); } } } } } return byteLength; }; /** * Sets data for the primitive attributes of each submesh * @param mesh - glTF Mesh object to store the primitive attribute information. * @param babylonMesh - Babylon mesh to get the primitive attribute data from. * @param byteOffset - The offset in bytes of the buffer data. * @param dataBuffer - Buffer to write the attribute data to. * @returns - bytelength of the primitive attributes plus the passed in byteOffset. */ _Exporter.prototype.setPrimitiveAttributes = function (mesh, babylonMesh, byteOffset, dataBuffer) { var bufferMesh = null; if (babylonMesh instanceof BABYLON.Mesh) { bufferMesh = babylonMesh; } else if (babylonMesh instanceof BABYLON.InstancedMesh) { bufferMesh = babylonMesh.sourceMesh; } var attributeData = [ { kind: BABYLON.VertexBuffer.PositionKind, accessorType: "VEC3" /* VEC3 */ }, { kind: BABYLON.VertexBuffer.NormalKind, accessorType: "VEC3" /* VEC3 */ }, { kind: BABYLON.VertexBuffer.ColorKind, accessorType: "VEC4" /* VEC4 */ }, { kind: BABYLON.VertexBuffer.TangentKind, accessorType: "VEC4" /* VEC4 */ }, { kind: BABYLON.VertexBuffer.UVKind, accessorType: "VEC2" /* VEC2 */ }, { kind: BABYLON.VertexBuffer.UV2Kind, accessorType: "VEC2" /* VEC2 */ }, ]; var indexBufferViewIndex = null; if (bufferMesh) { // For each BabylonMesh, create bufferviews for each 'kind' for (var _i = 0, attributeData_1 = attributeData; _i < attributeData_1.length; _i++) { var attribute = attributeData_1[_i]; var attributeKind = attribute.kind; if (bufferMesh.isVerticesDataPresent(attributeKind)) { byteOffset += this.createBufferViewKind(attributeKind, babylonMesh, byteOffset, dataBuffer); attribute.bufferViewIndex = this.bufferViews.length - 1; } } if (bufferMesh.getTotalIndices()) { var indices = bufferMesh.getIndices(); if (indices) { if (dataBuffer) { var end = indices.length; var byteOff = byteOffset; for (var k = 0; k < end; ++k) { dataBuffer.setUint32(byteOff, indices[k], true); byteOff += 4; } byteOffset = byteOff; } else { var byteLength = indices.length * 4; var bufferView = this.createBufferView(0, byteOffset, byteLength, undefined, "Indices - " + bufferMesh.name); byteOffset += byteLength; this.bufferViews.push(bufferView); indexBufferViewIndex = this.bufferViews.length - 1; } } } if (babylonMesh.subMeshes) { // go through all mesh primitives (submeshes) for (var _a = 0, _b = babylonMesh.subMeshes; _a < _b.length; _a++) { var submesh = _b[_a]; var meshPrimitive = { attributes: {} }; // Create a bufferview storing all the positions if (!dataBuffer) { for (var _c = 0, attributeData_2 = attributeData; _c < attributeData_2.length; _c++) { var attribute = attributeData_2[_c]; var attributeKind = attribute.kind; if (bufferMesh.isVerticesDataPresent(attributeKind)) { var vertexBuffer = bufferMesh.getVertexBuffer(attributeKind); if (vertexBuffer) { var bufferData = vertexBuffer.getData(); if (bufferData) { var strideSize = vertexBuffer.getStrideSize(); var minMax = void 0; var min = null; var max = null; var bufferViewIndex = attribute.bufferViewIndex; if (bufferViewIndex != undefined) { if (attributeKind == BABYLON.VertexBuffer.PositionKind) { minMax = this.calculateMinMaxPositions(bufferData, 0, bufferData.length / strideSize); min = minMax.min; max = minMax.max; } var accessor = this.createAccessor(bufferViewIndex, attributeKind + " - " + babylonMesh.name, attribute.accessorType, 5126 /* FLOAT */, bufferData.length / strideSize, 0, min, max); this.accessors.push(accessor); switch (attributeKind) { case BABYLON.VertexBuffer.PositionKind: { meshPrimitive.attributes.POSITION = this.accessors.length - 1; break; } case BABYLON.VertexBuffer.NormalKind: { meshPrimitive.attributes.NORMAL = this.accessors.length - 1; break; } case BABYLON.VertexBuffer.ColorKind: { meshPrimitive.attributes.COLOR_0 = this.accessors.length - 1; break; } case BABYLON.VertexBuffer.TangentKind: { meshPrimitive.attributes.TANGENT = this.accessors.length - 1; break; } case BABYLON.VertexBuffer.UVKind: { meshPrimitive.attributes.TEXCOORD_0 = this.accessors.length - 1; break; } case BABYLON.VertexBuffer.UV2Kind: { meshPrimitive.attributes.TEXCOORD_1 = this.accessors.length - 1; break; } default: { BABYLON.Tools.Warn("Unsupported Vertex Buffer Type: " + attributeKind); } } } } } } } if (indexBufferViewIndex) { // Create accessor var accessor = this.createAccessor(indexBufferViewIndex, "indices - " + babylonMesh.name, "SCALAR" /* SCALAR */, 5125 /* UNSIGNED_INT */, submesh.indexCount, submesh.indexStart * 4, null, null); this.accessors.push(accessor); meshPrimitive.indices = this.accessors.length - 1; } } if (bufferMesh.material) { if (bufferMesh.material instanceof BABYLON.StandardMaterial || bufferMesh.material instanceof BABYLON.PBRMetallicRoughnessMaterial) { var materialIndex = babylonMesh.getScene().materials.indexOf(bufferMesh.material); meshPrimitive.material = materialIndex; } else if (bufferMesh.material instanceof BABYLON.MultiMaterial) { var babylonMultiMaterial = bufferMesh.material; var material = babylonMultiMaterial.subMaterials[submesh.materialIndex]; if (material) { var materialIndex = babylonMesh.getScene().materials.indexOf(material); meshPrimitive.material = materialIndex; } } else { BABYLON.Tools.Warn("Material type " + bufferMesh.material.getClassName() + " for material " + bufferMesh.material.name + " is not yet implemented in glTF serializer."); } } mesh.primitives.push(meshPrimitive); } } } return byteOffset; }; /** * Creates a glTF scene based on the array of meshes. * Returns the the total byte offset. * @param babylonScene - Babylon scene to get the mesh data from. * @param byteOffset - Offset to start from in bytes. * @returns bytelength + byteoffset */ _Exporter.prototype.createScene = function (babylonScene, byteOffset) { if (babylonScene.meshes.length) { var babylonMeshes = babylonScene.meshes; var scene = { nodes: new Array() }; GLTF2._GLTFMaterial.ConvertMaterialsToGLTF(babylonScene.materials, "image/jpeg" /* JPEG */, this.images, this.textures, this.materials, this.imageData, true); var result = this.createNodeMap(babylonScene, byteOffset); this.nodeMap = result.nodeMap; this.totalByteLength = result.byteOffset; this.binaryBuffer = new ArrayBuffer(this.totalByteLength); var dataBuffer = new DataView(this.binaryBuffer); for (var i = 0; i < babylonMeshes.length; ++i) { if (this.options && this.options.shouldExportMesh != undefined && !this.options.shouldExportMesh(babylonMeshes[i])) { continue; } else { var babylonMesh = babylonMeshes[i]; // Build Hierarchy with the node map. var glTFNodeIndex = this.nodeMap[babylonMesh.uniqueId]; var glTFNode = this.nodes[glTFNodeIndex]; if (!babylonMesh.parent) { scene.nodes.push(glTFNodeIndex); } var directDescendents = babylonMesh.getDescendants(true); if (!glTFNode.children && directDescendents && directDescendents.length) { glTFNode.children = []; for (var _i = 0, directDescendents_1 = directDescendents; _i < directDescendents_1.length; _i++) { var descendent = directDescendents_1[_i]; glTFNode.children.push(this.nodeMap[descendent.uniqueId]); } } var mesh = { primitives: new Array() }; byteOffset = this.setPrimitiveAttributes(mesh, babylonMesh, byteOffset, dataBuffer); } } this.scenes.push(scene); } return byteOffset; }; /** * Creates a mapping of Node unique id to node index * @param scene - Babylon Scene. * @param byteOffset - The initial byte offset. * @returns - Node mapping of unique id to index. */ _Exporter.prototype.createNodeMap = function (scene, byteOffset) { var nodeMap = {}; for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) { var babylonMesh = _a[_i]; var result = this.createNode(babylonMesh, byteOffset, null); this.nodes.push(result.node); nodeMap[babylonMesh.uniqueId] = this.nodes.length - 1; byteOffset = result.byteOffset; } return { nodeMap: nodeMap, byteOffset: byteOffset }; }; /** * Creates a glTF node from a Babylon mesh. * @param babylonMesh - Source Babylon mesh. * @param byteOffset - The initial byte offset. * @param dataBuffer - Buffer for storing geometry data. * @returns - Object containing an INode and byteoffset. */ _Exporter.prototype.createNode = function (babylonMesh, byteOffset, dataBuffer) { // create node to hold translation/rotation/scale and the mesh var node = {}; if (babylonMesh.name) { node.name = babylonMesh.name; } // Set transformation this.setNodeTransformation(node, babylonMesh); // create mesh var mesh = { primitives: new Array() }; mesh.primitives = []; byteOffset = this.setPrimitiveAttributes(mesh, babylonMesh, byteOffset, dataBuffer); if (mesh.primitives.length) { this.meshes.push(mesh); node.mesh = this.meshes.length - 1; } return { node: node, byteOffset: byteOffset }; }; return _Exporter; }()); GLTF2._Exporter = _Exporter; })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {})); })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.glTFExporter.js.map var BABYLON; (function (BABYLON) { /** * Class for holding and downloading glTF file data */ var _GLTFData = /** @class */ (function () { /** * Initializes the glTF file object. */ function _GLTFData() { this.glTFFiles = {}; } /** * Downloads the glTF data as files based on their names and data. */ _GLTFData.prototype.downloadFiles = function () { /** * Checks for a matching suffix at the end of a string (for ES5 and lower). * @param str - Source string. * @param suffix - Suffix to search for in the source string. * @returns - Boolean indicating whether the suffix was found (true) or not (false). */ function endsWith(str, suffix) { return str.indexOf(suffix, str.length - suffix.length) !== -1; } for (var key in this.glTFFiles) { var link = document.createElement('a'); document.body.appendChild(link); link.setAttribute("type", "hidden"); link.download = key; var blob = this.glTFFiles[key]; var mimeType = void 0; if (endsWith(key, ".glb")) { mimeType = { type: "model/gltf-binary" }; } else if (endsWith(key, ".bin")) { mimeType = { type: "application/octet-stream" }; } else if (endsWith(key, ".gltf")) { mimeType = { type: "model/gltf+json" }; } else if (endsWith(key, ".jpeg" || ".jpg")) { mimeType = { type: "image/jpeg" /* JPEG */ }; } else if (endsWith(key, ".png")) { mimeType = { type: "image/png" /* PNG */ }; } link.href = window.URL.createObjectURL(new Blob([blob], mimeType)); link.click(); } }; return _GLTFData; }()); BABYLON._GLTFData = _GLTFData; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.glTFData.js.map var BABYLON; (function (BABYLON) { var GLTF2; (function (GLTF2) { /** * Utility methods for working with glTF material conversion properties. This class should only be used internally. */ var _GLTFMaterial = /** @class */ (function () { function _GLTFMaterial() { } /** * Gets the materials from a Babylon scene and converts them to glTF materials. * @param scene * @param mimeType * @param images * @param textures * @param materials * @param imageData * @param hasTextureCoords */ _GLTFMaterial.ConvertMaterialsToGLTF = function (babylonMaterials, mimeType, images, textures, materials, imageData, hasTextureCoords) { for (var i = 0; i < babylonMaterials.length; ++i) { var babylonMaterial = babylonMaterials[i]; if (babylonMaterial instanceof BABYLON.StandardMaterial) { _GLTFMaterial.ConvertStandardMaterial(babylonMaterial, mimeType, images, textures, materials, imageData, hasTextureCoords); } else if (babylonMaterial instanceof BABYLON.PBRMetallicRoughnessMaterial) { _GLTFMaterial.ConvertPBRMetallicRoughnessMaterial(babylonMaterial, mimeType, images, textures, materials, imageData, hasTextureCoords); } } }; /** * Converts a Babylon StandardMaterial to a glTF Metallic Roughness Material. * @param babylonStandardMaterial * @returns - glTF Metallic Roughness Material representation */ _GLTFMaterial.ConvertToGLTFPBRMetallicRoughness = function (babylonStandardMaterial) { var P0 = new BABYLON.Vector2(0, 1); var P1 = new BABYLON.Vector2(0, 0.1); var P2 = new BABYLON.Vector2(0, 0.1); var P3 = new BABYLON.Vector2(1300, 0.1); /** * Given the control points, solve for x based on a given t for a cubic bezier curve. * @param t - a value between 0 and 1. * @param p0 - first control point. * @param p1 - second control point. * @param p2 - third control point. * @param p3 - fourth control point. * @returns - number result of cubic bezier curve at the specified t. */ function cubicBezierCurve(t, p0, p1, p2, p3) { return ((1 - t) * (1 - t) * (1 - t) * p0 + 3 * (1 - t) * (1 - t) * t * p1 + 3 * (1 - t) * t * t * p2 + t * t * t * p3); } /** * Evaluates a specified specular power value to determine the appropriate roughness value, * based on a pre-defined cubic bezier curve with specular on the abscissa axis (x-axis) * and roughness on the ordinant axis (y-axis). * @param specularPower - specular power of standard material. * @returns - Number representing the roughness value. */ function solveForRoughness(specularPower) { var t = Math.pow(specularPower / P3.x, 0.333333); return cubicBezierCurve(t, P0.y, P1.y, P2.y, P3.y); } var diffuse = babylonStandardMaterial.diffuseColor.toLinearSpace().scale(0.5); var opacity = babylonStandardMaterial.alpha; var specularPower = BABYLON.Scalar.Clamp(babylonStandardMaterial.specularPower, 0, this.maxSpecularPower); var roughness = solveForRoughness(specularPower); var glTFPbrMetallicRoughness = { baseColorFactor: [ diffuse.r, diffuse.g, diffuse.b, opacity ], metallicFactor: 0, roughnessFactor: roughness, }; return glTFPbrMetallicRoughness; }; /** * Computes the metallic factor * @param diffuse - diffused value * @param specular - specular value * @param oneMinusSpecularStrength - one minus the specular strength * @returns - metallic value */ _GLTFMaterial.SolveMetallic = function (diffuse, specular, oneMinusSpecularStrength) { if (specular < _GLTFMaterial.dielectricSpecular.r) { _GLTFMaterial.dielectricSpecular; return 0; } var a = _GLTFMaterial.dielectricSpecular.r; var b = diffuse * oneMinusSpecularStrength / (1.0 - _GLTFMaterial.dielectricSpecular.r) + specular - 2.0 * _GLTFMaterial.dielectricSpecular.r; var c = _GLTFMaterial.dielectricSpecular.r - specular; var D = b * b - 4.0 * a * c; return BABYLON.Scalar.Clamp((-b + Math.sqrt(D)) / (2.0 * a), 0, 1); }; /** * Gets the glTF alpha mode from the Babylon Material * @param babylonMaterial - Babylon Material * @returns - The Babylon alpha mode value */ _GLTFMaterial.GetAlphaMode = function (babylonMaterial) { if (babylonMaterial instanceof BABYLON.StandardMaterial) { var babylonStandardMaterial = babylonMaterial; if ((babylonStandardMaterial.alpha != 1.0) || (babylonStandardMaterial.diffuseTexture != null && babylonStandardMaterial.diffuseTexture.hasAlpha) || (babylonStandardMaterial.opacityTexture != null)) { return "BLEND" /* BLEND */; } else { return "OPAQUE" /* OPAQUE */; } } else if (babylonMaterial instanceof BABYLON.PBRMetallicRoughnessMaterial) { var babylonPBRMetallicRoughness = babylonMaterial; switch (babylonPBRMetallicRoughness.transparencyMode) { case BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE: { return "OPAQUE" /* OPAQUE */; } case BABYLON.PBRMaterial.PBRMATERIAL_ALPHABLEND: { return "BLEND" /* BLEND */; } case BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST: { return "MASK" /* MASK */; } case BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND: { BABYLON.Tools.Warn(babylonMaterial.name + ": GLTF Exporter | Alpha test and blend mode not supported in glTF. Alpha blend used instead."); return "BLEND" /* BLEND */; } default: { throw new Error("Unsupported alpha mode " + babylonPBRMetallicRoughness.transparencyMode); } } } else { throw new Error("Unsupported Babylon material type"); } }; /** * Converts a Babylon Standard Material to a glTF Material. * @param babylonStandardMaterial - BJS Standard Material. * @param mimeType - mime type to use for the textures. * @param images - array of glTF image interfaces. * @param textures - array of glTF texture interfaces. * @param materials - array of glTF material interfaces. * @param imageData - map of image file name to data. * @param hasTextureCoords - specifies if texture coordinates are present on the submesh to determine if textures should be applied. */ _GLTFMaterial.ConvertStandardMaterial = function (babylonStandardMaterial, mimeType, images, textures, materials, imageData, hasTextureCoords) { BABYLON.Tools.Warn(babylonStandardMaterial.name + ": Standard Material is currently not fully supported/implemented in glTF serializer"); var glTFPbrMetallicRoughness = _GLTFMaterial.ConvertToGLTFPBRMetallicRoughness(babylonStandardMaterial); var glTFMaterial = { name: babylonStandardMaterial.name }; if (babylonStandardMaterial.backFaceCulling) { if (!babylonStandardMaterial.twoSidedLighting) { BABYLON.Tools.Warn(babylonStandardMaterial.name + ": Back-face culling enabled and two-sided lighting disabled is not supported in glTF."); } glTFMaterial.doubleSided = true; } if (hasTextureCoords) { if (babylonStandardMaterial.diffuseTexture) { var glTFTexture = _GLTFMaterial.ExportTexture(babylonStandardMaterial.diffuseTexture, mimeType, images, textures, imageData); if (glTFTexture != null) { glTFPbrMetallicRoughness.baseColorTexture = glTFTexture; } } if (babylonStandardMaterial.bumpTexture) { var glTFTexture = _GLTFMaterial.ExportTexture(babylonStandardMaterial.bumpTexture, mimeType, images, textures, imageData); if (glTFTexture) { glTFMaterial.normalTexture = glTFTexture; } } if (babylonStandardMaterial.emissiveTexture) { var glTFEmissiveTexture = _GLTFMaterial.ExportTexture(babylonStandardMaterial.emissiveTexture, mimeType, images, textures, imageData); if (glTFEmissiveTexture) { glTFMaterial.emissiveTexture = glTFEmissiveTexture; } glTFMaterial.emissiveFactor = [1.0, 1.0, 1.0]; } if (babylonStandardMaterial.ambientTexture) { var glTFOcclusionTexture = _GLTFMaterial.ExportTexture(babylonStandardMaterial.ambientTexture, mimeType, images, textures, imageData); if (glTFOcclusionTexture) { glTFMaterial.occlusionTexture = glTFOcclusionTexture; } } } if (babylonStandardMaterial.alpha < 1.0 || babylonStandardMaterial.opacityTexture) { if (babylonStandardMaterial.alphaMode === BABYLON.Engine.ALPHA_COMBINE) { glTFMaterial.alphaMode = "BLEND" /* BLEND */; } else { BABYLON.Tools.Warn(babylonStandardMaterial.name + ": glTF 2.0 does not support alpha mode: " + babylonStandardMaterial.alphaMode.toString()); } } if (babylonStandardMaterial.emissiveColor) { glTFMaterial.emissiveFactor = babylonStandardMaterial.emissiveColor.asArray(); } glTFMaterial.pbrMetallicRoughness = glTFPbrMetallicRoughness; materials.push(glTFMaterial); }; /** * Converts a Babylon PBR Metallic Roughness Material to a glTF Material. * @param babylonPBRMetalRoughMaterial - BJS PBR Metallic Roughness Material. * @param mimeType - mime type to use for the textures. * @param images - array of glTF image interfaces. * @param textures - array of glTF texture interfaces. * @param materials - array of glTF material interfaces. * @param imageData - map of image file name to data. * @param hasTextureCoords - specifies if texture coordinates are present on the submesh to determine if textures should be applied. */ _GLTFMaterial.ConvertPBRMetallicRoughnessMaterial = function (babylonPBRMetalRoughMaterial, mimeType, images, textures, materials, imageData, hasTextureCoords) { var glTFPbrMetallicRoughness = {}; if (babylonPBRMetalRoughMaterial.baseColor) { glTFPbrMetallicRoughness.baseColorFactor = [ babylonPBRMetalRoughMaterial.baseColor.r, babylonPBRMetalRoughMaterial.baseColor.g, babylonPBRMetalRoughMaterial.baseColor.b, babylonPBRMetalRoughMaterial.alpha ]; } if (babylonPBRMetalRoughMaterial.metallic != null) { glTFPbrMetallicRoughness.metallicFactor = babylonPBRMetalRoughMaterial.metallic; } if (babylonPBRMetalRoughMaterial.roughness != null) { glTFPbrMetallicRoughness.roughnessFactor = babylonPBRMetalRoughMaterial.roughness; } var glTFMaterial = { name: babylonPBRMetalRoughMaterial.name }; if (babylonPBRMetalRoughMaterial.doubleSided) { glTFMaterial.doubleSided = babylonPBRMetalRoughMaterial.doubleSided; } if (hasTextureCoords) { if (babylonPBRMetalRoughMaterial.baseTexture != null) { var glTFTexture = _GLTFMaterial.ExportTexture(babylonPBRMetalRoughMaterial.baseTexture, mimeType, images, textures, imageData); if (glTFTexture != null) { glTFPbrMetallicRoughness.baseColorTexture = glTFTexture; } } if (babylonPBRMetalRoughMaterial.normalTexture) { var glTFTexture = _GLTFMaterial.ExportTexture(babylonPBRMetalRoughMaterial.normalTexture, mimeType, images, textures, imageData); if (glTFTexture) { glTFMaterial.normalTexture = glTFTexture; } } if (babylonPBRMetalRoughMaterial.occlusionTexture) { var glTFTexture = _GLTFMaterial.ExportTexture(babylonPBRMetalRoughMaterial.occlusionTexture, mimeType, images, textures, imageData); if (glTFTexture) { glTFMaterial.occlusionTexture = glTFTexture; if (babylonPBRMetalRoughMaterial.occlusionStrength != null) { glTFMaterial.occlusionTexture.strength = babylonPBRMetalRoughMaterial.occlusionStrength; } } } if (babylonPBRMetalRoughMaterial.emissiveTexture) { var glTFTexture = _GLTFMaterial.ExportTexture(babylonPBRMetalRoughMaterial.emissiveTexture, mimeType, images, textures, imageData); if (glTFTexture != null) { glTFMaterial.emissiveTexture = glTFTexture; } } } if (babylonPBRMetalRoughMaterial.emissiveColor.equalsFloats(0.0, 0.0, 0.0)) { glTFMaterial.emissiveFactor = babylonPBRMetalRoughMaterial.emissiveColor.asArray(); } if (babylonPBRMetalRoughMaterial.transparencyMode != null) { var alphaMode = _GLTFMaterial.GetAlphaMode(babylonPBRMetalRoughMaterial); if (alphaMode !== "OPAQUE" /* OPAQUE */) { glTFMaterial.alphaMode = alphaMode; if (alphaMode === "BLEND" /* BLEND */) { glTFMaterial.alphaCutoff = babylonPBRMetalRoughMaterial.alphaCutOff; } } } glTFMaterial.pbrMetallicRoughness = glTFPbrMetallicRoughness; materials.push(glTFMaterial); }; /** * Extracts a texture from a Babylon texture into file data and glTF data. * @param babylonTexture - Babylon texture to extract. * @param mimeType - Mime Type of the babylonTexture. * @param images - Array of glTF images. * @param textures - Array of glTF textures. * @param imageData - map of image file name and data. * @return - glTF texture, or null if the texture format is not supported. */ _GLTFMaterial.ExportTexture = function (babylonTexture, mimeType, images, textures, imageData) { var textureInfo = null; var glTFTexture = { source: images.length }; var textureName = "texture_" + (textures.length - 1).toString(); var textureData = babylonTexture.getInternalTexture(); if (textureData != null) { textureName = textureData.url; } textureName = BABYLON.Tools.GetFilename(textureName); var baseFile = textureName.split('.')[0]; var extension = ""; if (mimeType === "image/jpeg" /* JPEG */) { extension = ".jpg"; } else if (mimeType === "image/png" /* PNG */) { extension = ".png"; } else { BABYLON.Tools.Error("Unsupported mime type " + mimeType); } textureName = baseFile + extension; var pixels = babylonTexture.readPixels(); var imageCanvas = document.createElement('canvas'); imageCanvas.id = "ImageCanvas"; var ctx = imageCanvas.getContext('2d'); var size = babylonTexture.getSize(); imageCanvas.width = size.width; imageCanvas.height = size.height; var imgData = ctx.createImageData(size.width, size.height); imgData.data.set(pixels); ctx.putImageData(imgData, 0, 0); var base64Data = imageCanvas.toDataURL(mimeType); var binStr = atob(base64Data.split(',')[1]); var arr = new Uint8Array(binStr.length); for (var i = 0; i < binStr.length; ++i) { arr[i] = binStr.charCodeAt(i); } var imageValues = { data: arr, mimeType: mimeType }; imageData[textureName] = imageValues; if (mimeType === "image/jpeg" /* JPEG */) { var glTFImage = { uri: textureName }; var foundIndex = -1; for (var i = 0; i < images.length; ++i) { if (images[i].uri === textureName) { foundIndex = i; break; } } if (foundIndex === -1) { images.push(glTFImage); glTFTexture.source = images.length - 1; textures.push({ source: images.length - 1 }); textureInfo = { index: images.length - 1 }; } else { glTFTexture.source = foundIndex; textureInfo = { index: foundIndex }; } } return textureInfo; }; /** * Represents the dielectric specular values for R, G and B. */ _GLTFMaterial.dielectricSpecular = new BABYLON.Color3(0.04, 0.04, 0.04); /** * Allows the maximum specular power to be defined for material calculations. */ _GLTFMaterial.maxSpecularPower = 1024; return _GLTFMaterial; }()); GLTF2._GLTFMaterial = _GLTFMaterial; })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {})); })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.glTFMaterial.js.map return BABYLON; });