var babylonDependency; try { babylonDependency = BABYLON || (typeof require !== 'undefined' && require("../babylon.max")); } catch (e) { babylonDependency = BABYLON || (typeof require !== 'undefined' && require("babylonjs")); } var BABYLON = babylonDependency; 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 __()); }; })(); var BABYLON; (function (BABYLON) { var STLFileLoader = (function () { function STLFileLoader() { this.solidPattern = /solid (\S*)([\S\s]*)endsolid[ ]*(\S*)/g; this.facetsPattern = /facet([\s\S]*?)endfacet/g; this.normalPattern = /normal[\s]+([\-+]?[0-9]+\.?[0-9]*([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+/g; this.vertexPattern = /vertex[\s]+([\-+]?[0-9]+\.?[0-9]*([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+/g; this.name = "stl"; // force data to come in as an ArrayBuffer // we'll convert to string if it looks like it's an ASCII .stl this.extensions = { ".stl": { isBinary: true }, }; } STLFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) { var matches; if (this.isBinary(data)) { // binary .stl var babylonMesh = new BABYLON.Mesh("stlmesh", scene); this.parseBinary(babylonMesh, data); if (meshes) { meshes.push(babylonMesh); } return true; } // ASCII .stl // convert to string var array_buffer = new Uint8Array(data); var str = ''; for (var i = 0; i < data.byteLength; i++) { str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian } data = str; while (matches = this.solidPattern.exec(data)) { var meshName = matches[1]; var meshNameFromEnd = matches[3]; if (meshName != meshNameFromEnd) { BABYLON.Tools.Error("Error in STL, solid name != endsolid name"); return false; } // check meshesNames if (meshesNames && meshName) { if (meshesNames instanceof Array) { if (!meshesNames.indexOf(meshName)) { continue; } } else { if (meshName !== meshesNames) { continue; } } } // stl mesh name can be empty as well meshName = meshName || "stlmesh"; var babylonMesh = new BABYLON.Mesh(meshName, scene); this.parseASCII(babylonMesh, matches[2]); if (meshes) { meshes.push(babylonMesh); } } return true; }; STLFileLoader.prototype.load = function (scene, data, rootUrl) { var result = this.importMesh(null, scene, data, rootUrl, null, null, null); if (result) { scene.createDefaultCameraOrLight(); } return result; }; STLFileLoader.prototype.isBinary = function (data) { // check if file size is correct for binary stl var faceSize, nFaces, reader; reader = new DataView(data); faceSize = (32 / 8 * 3) + ((32 / 8 * 3) * 3) + (16 / 8); nFaces = reader.getUint32(80, true); if (80 + (32 / 8) + (nFaces * faceSize) === reader.byteLength) { return true; } // check characters higher than ASCII to confirm binary var fileLength = reader.byteLength; for (var index = 0; index < fileLength; index++) { if (reader.getUint8(index) > 127) { return true; } } return false; }; STLFileLoader.prototype.parseBinary = function (mesh, data) { var reader = new DataView(data); var faces = reader.getUint32(80, true); var dataOffset = 84; var faceLength = 12 * 4 + 2; var offset = 0; var positions = new Float32Array(faces * 3 * 3); var normals = new Float32Array(faces * 3 * 3); var indices = new Uint32Array(faces * 3); var indicesCount = 0; for (var face = 0; face < faces; face++) { var start = dataOffset + face * faceLength; var normalX = reader.getFloat32(start, true); var normalY = reader.getFloat32(start + 4, true); var normalZ = reader.getFloat32(start + 8, true); for (var i = 1; i <= 3; i++) { var vertexstart = start + i * 12; // ordering is intentional to match ascii import positions[offset] = reader.getFloat32(vertexstart, true); positions[offset + 2] = reader.getFloat32(vertexstart + 4, true); positions[offset + 1] = reader.getFloat32(vertexstart + 8, true); normals[offset] = normalX; normals[offset + 2] = normalY; normals[offset + 1] = normalZ; offset += 3; } indices[indicesCount] = indicesCount++; indices[indicesCount] = indicesCount++; indices[indicesCount] = indicesCount++; } mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions); mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals); mesh.setIndices(indices); mesh.computeWorldMatrix(true); }; STLFileLoader.prototype.parseASCII = function (mesh, solidData) { var positions = []; var normals = []; var indices = []; var indicesCount = 0; //load facets, ignoring loop as the standard doesn't define it can contain more than vertices var matches; while (matches = this.facetsPattern.exec(solidData)) { var facet = matches[1]; //one normal per face var normalMatches = this.normalPattern.exec(facet); this.normalPattern.lastIndex = 0; if (!normalMatches) { continue; } var normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])]; var vertexMatch; while (vertexMatch = this.vertexPattern.exec(facet)) { positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3])); normals.push(normal[0], normal[1], normal[2]); } indices.push(indicesCount++, indicesCount++, indicesCount++); this.vertexPattern.lastIndex = 0; } this.facetsPattern.lastIndex = 0; mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions); mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals); mesh.setIndices(indices); mesh.computeWorldMatrix(true); }; return STLFileLoader; }()); BABYLON.STLFileLoader = STLFileLoader; if (BABYLON.SceneLoader) { BABYLON.SceneLoader.RegisterPlugin(new STLFileLoader()); } })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.stlFileLoader.js.map var BABYLON; (function (BABYLON) { /** * Class reading and parsing the MTL file bundled with the obj file. */ var MTLFileLoader = (function () { function MTLFileLoader() { // All material loaded from the mtl will be set here this.materials = []; } /** * This function will read the mtl file and create each material described inside * This function could be improve by adding : * -some component missing (Ni, Tf...) * -including the specific options available * * @param scene * @param data * @param rootUrl */ MTLFileLoader.prototype.parseMTL = function (scene, data, rootUrl) { //Split the lines from the file var lines = data.split('\n'); //Space char var delimiter_pattern = /\s+/; //Array with RGB colors var color; //New material var material; //Look at each line for (var i = 0; i < lines.length; i++) { var line = lines[i].trim(); // Blank line or comment if (line.length === 0 || line.charAt(0) === '#') { continue; } //Get the first parameter (keyword) var pos = line.indexOf(' '); var key = (pos >= 0) ? line.substring(0, pos) : line; key = key.toLowerCase(); //Get the data following the key var value = (pos >= 0) ? line.substring(pos + 1).trim() : ""; //This mtl keyword will create the new material if (key === "newmtl") { //Check if it is the first material. // Materials specifications are described after this keyword. if (material) { //Add the previous material in the material array. this.materials.push(material); } //Create a new material. // value is the name of the material read in the mtl file material = new BABYLON.StandardMaterial(value, scene); } else if (key === "kd") { // Diffuse color (color under white light) using RGB values //value = "r g b" color = value.split(delimiter_pattern, 3).map(parseFloat); //color = [r,g,b] //Set tghe color into the material material.diffuseColor = BABYLON.Color3.FromArray(color); } else if (key === "ka") { // Ambient color (color under shadow) using RGB values //value = "r g b" color = value.split(delimiter_pattern, 3).map(parseFloat); //color = [r,g,b] //Set tghe color into the material material.ambientColor = BABYLON.Color3.FromArray(color); } else if (key === "ks") { // Specular color (color when light is reflected from shiny surface) using RGB values //value = "r g b" color = value.split(delimiter_pattern, 3).map(parseFloat); //color = [r,g,b] //Set the color into the material material.specularColor = BABYLON.Color3.FromArray(color); } else if (key === "ke") { // Emissive color using RGB values color = value.split(delimiter_pattern, 3).map(parseFloat); material.emissiveColor = BABYLON.Color3.FromArray(color); } else if (key === "ns") { //value = "Integer" material.specularPower = parseFloat(value); } else if (key === "d") { //d is dissolve for current material. It mean alpha for BABYLON material.alpha = parseFloat(value); //Texture //This part can be improved by adding the possible options of texture } else if (key === "map_ka") { // ambient texture map with a loaded image //We must first get the folder of the image material.ambientTexture = MTLFileLoader._getTexture(rootUrl, value, scene); } else if (key === "map_kd") { // Diffuse texture map with a loaded image material.diffuseTexture = MTLFileLoader._getTexture(rootUrl, value, scene); } else if (key === "map_ks") { // Specular texture map with a loaded image //We must first get the folder of the image material.specularTexture = MTLFileLoader._getTexture(rootUrl, value, scene); } else if (key === "map_ns") { //Specular //Specular highlight component //We must first get the folder of the image // //Not supported by BABYLON // // continue; } else if (key === "map_bump") { //The bump texture material.bumpTexture = MTLFileLoader._getTexture(rootUrl, value, scene); } else if (key === "map_d") { // The dissolve of the material material.opacityTexture = MTLFileLoader._getTexture(rootUrl, value, scene); //Options for illumination } else if (key === "illum") { //Illumination if (value === "0") { //That mean Kd == Kd } else if (value === "1") { //Color on and Ambient on } else if (value === "2") { //Highlight on } else if (value === "3") { //Reflection on and Ray trace on } else if (value === "4") { //Transparency: Glass on, Reflection: Ray trace on } else if (value === "5") { //Reflection: Fresnel on and Ray trace on } else if (value === "6") { //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on } else if (value === "7") { //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on } else if (value === "8") { //Reflection on and Ray trace off } else if (value === "9") { //Transparency: Glass on, Reflection: Ray trace off } else if (value === "10") { //Casts shadows onto invisible surfaces } } else { // console.log("Unhandled expression at line : " + i +'\n' + "with value : " + line); } } //At the end of the file, add the last material this.materials.push(material); }; /** * Gets the texture for the material. * * If the material is imported from input file, * We sanitize the url to ensure it takes the textre from aside the material. * * @param rootUrl The root url to load from * @param value The value stored in the mtl * @return The Texture */ MTLFileLoader._getTexture = function (rootUrl, value, scene) { if (!value) { return null; } var url = rootUrl; // Load from input file. if (rootUrl === "file:") { var lastDelimiter = value.lastIndexOf("\\"); if (lastDelimiter === -1) { lastDelimiter = value.lastIndexOf("/"); } if (lastDelimiter > -1) { url += value.substr(lastDelimiter + 1); } else { url += value; } } else { url += value; } return new BABYLON.Texture(url, scene); }; return MTLFileLoader; }()); BABYLON.MTLFileLoader = MTLFileLoader; var OBJFileLoader = (function () { function OBJFileLoader() { this.name = "obj"; this.extensions = ".obj"; this.obj = /^o/; this.group = /^g/; this.mtllib = /^mtllib /; this.usemtl = /^usemtl /; this.smooth = /^s /; this.vertexPattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // vn float float float this.normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // vt float float this.uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // f vertex vertex vertex ... this.facePattern1 = /f\s+(([\d]{1,}[\s]?){3,})+/; // f vertex/uvs vertex/uvs vertex/uvs ... this.facePattern2 = /f\s+((([\d]{1,}\/[\d]{1,}[\s]?){3,})+)/; // f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal ... this.facePattern3 = /f\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){3,})+)/; // f vertex//normal vertex//normal vertex//normal ... this.facePattern4 = /f\s+((([\d]{1,}\/\/[\d]{1,}[\s]?){3,})+)/; } /** * Calls synchronously the MTL file attached to this obj. * Load function or importMesh function don't enable to load 2 files in the same time asynchronously. * Without this function materials are not displayed in the first frame (but displayed after). * In consequence it is impossible to get material information in your HTML file * * @param url The URL of the MTL file * @param rootUrl * @param onSuccess Callback function to be called when the MTL file is loaded * @private */ OBJFileLoader.prototype._loadMTL = function (url, rootUrl, onSuccess) { //The complete path to the mtl file var pathOfFile = BABYLON.Tools.BaseUrl + rootUrl + url; // Loads through the babylon tools to allow fileInput search. BABYLON.Tools.LoadFile(pathOfFile, onSuccess, null, null, false, function () { console.warn("Error - Unable to load " + pathOfFile); }); }; OBJFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) { //get the meshes from OBJ file var loadedMeshes = this._parseSolid(meshesNames, scene, data, rootUrl); //Push meshes from OBJ file into the variable mesh of this function if (meshes) { loadedMeshes.forEach(function (mesh) { meshes.push(mesh); }); } return true; }; OBJFileLoader.prototype.load = function (scene, data, rootUrl) { //Get the 3D model return this.importMesh(null, scene, data, rootUrl, null, null, null); }; /** * Read the OBJ file and create an Array of meshes. * Each mesh contains all information given by the OBJ and the MTL file. * i.e. vertices positions and indices, optional normals values, optional UV values, optional material * * @param meshesNames * @param scene BABYLON.Scene The scene where are displayed the data * @param data String The content of the obj file * @param rootUrl String The path to the folder * @returns Array * @private */ OBJFileLoader.prototype._parseSolid = function (meshesNames, scene, data, rootUrl) { var positions = []; //values for the positions of vertices var normals = []; //Values for the normals var uvs = []; //Values for the textures var meshesFromObj = []; //[mesh] Contains all the obj meshes var handledMesh; //The current mesh of meshes array var indicesForBabylon = []; //The list of indices for VertexData var wrappedPositionForBabylon = []; //The list of position in vectors var wrappedUvsForBabylon = []; //Array with all value of uvs to match with the indices var wrappedNormalsForBabylon = []; //Array with all value of normals to match with the indices var tuplePosNorm = []; //Create a tuple with indice of Position, Normal, UV [pos, norm, uvs] var curPositionInIndices = 0; var hasMeshes = false; //Meshes are defined in the file var unwrappedPositionsForBabylon = []; //Value of positionForBabylon w/o Vector3() [x,y,z] var unwrappedNormalsForBabylon = []; //Value of normalsForBabylon w/o Vector3() [x,y,z] var unwrappedUVForBabylon = []; //Value of uvsForBabylon w/o Vector3() [x,y,z] var triangles = []; //Indices from new triangles coming from polygons var materialNameFromObj = ""; //The name of the current material var fileToLoad = ""; //The name of the mtlFile to load var materialsFromMTLFile = new MTLFileLoader(); var objMeshName = ""; //The name of the current obj mesh var increment = 1; //Id for meshes created by the multimaterial var isFirstMaterial = true; /** * Search for obj in the given array. * This function is called to check if a couple of data already exists in an array. * * If found, returns the index of the founded tuple index. Returns -1 if not found * @param arr Array<{ normals: Array, idx: Array }> * @param obj Array * @returns {boolean} */ var isInArray = function (arr, obj) { if (!arr[obj[0]]) arr[obj[0]] = { normals: [], idx: [] }; var idx = arr[obj[0]].normals.indexOf(obj[1]); return idx === -1 ? -1 : arr[obj[0]].idx[idx]; }; var isInArrayUV = function (arr, obj) { if (!arr[obj[0]]) arr[obj[0]] = { normals: [], idx: [], uv: [] }; var idx = arr[obj[0]].normals.indexOf(obj[1]); if (idx != 1 && (obj[2] == arr[obj[0]].uv[idx])) { return arr[obj[0]].idx[idx]; } return -1; }; /** * This function set the data for each triangle. * Data are position, normals and uvs * If a tuple of (position, normal) is not set, add the data into the corresponding array * If the tuple already exist, add only their indice * * @param indicePositionFromObj Integer The index in positions array * @param indiceUvsFromObj Integer The index in uvs array * @param indiceNormalFromObj Integer The index in normals array * @param positionVectorFromOBJ Vector3 The value of position at index objIndice * @param textureVectorFromOBJ Vector3 The value of uvs * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale */ var setData = function (indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positionVectorFromOBJ, textureVectorFromOBJ, normalsVectorFromOBJ) { //Check if this tuple already exists in the list of tuples var _index; if (OBJFileLoader.OPTIMIZE_WITH_UV) { _index = isInArrayUV(tuplePosNorm, [ indicePositionFromObj, indiceNormalFromObj, indiceUvsFromObj ]); } else { _index = isInArray(tuplePosNorm, [ indicePositionFromObj, indiceNormalFromObj ]); } //If it not exists if (_index == -1) { //Add an new indice. //The array of indices is only an array with his length equal to the number of triangles - 1. //We add vertices data in this order indicesForBabylon.push(wrappedPositionForBabylon.length); //Push the position of vertice for Babylon //Each element is a BABYLON.Vector3(x,y,z) wrappedPositionForBabylon.push(positionVectorFromOBJ); //Push the uvs for Babylon //Each element is a BABYLON.Vector3(u,v) wrappedUvsForBabylon.push(textureVectorFromOBJ); //Push the normals for Babylon //Each element is a BABYLON.Vector3(x,y,z) wrappedNormalsForBabylon.push(normalsVectorFromOBJ); //Add the tuple in the comparison list tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj); tuplePosNorm[indicePositionFromObj].idx.push(curPositionInIndices++); if (OBJFileLoader.OPTIMIZE_WITH_UV) tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj); } else { //The tuple already exists //Add the index of the already existing tuple //At this index we can get the value of position, normal and uvs of vertex indicesForBabylon.push(_index); } }; /** * Transform BABYLON.Vector() object onto 3 digits in an array */ var unwrapData = function () { //Every array has the same length for (var l = 0; l < wrappedPositionForBabylon.length; l++) { //Push the x, y, z values of each element in the unwrapped array unwrappedPositionsForBabylon.push(wrappedPositionForBabylon[l].x, wrappedPositionForBabylon[l].y, wrappedPositionForBabylon[l].z); unwrappedNormalsForBabylon.push(wrappedNormalsForBabylon[l].x, wrappedNormalsForBabylon[l].y, wrappedNormalsForBabylon[l].z); unwrappedUVForBabylon.push(wrappedUvsForBabylon[l].x, wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON } // Reset arrays for the next new meshes wrappedPositionForBabylon = []; wrappedNormalsForBabylon = []; wrappedUvsForBabylon = []; tuplePosNorm = []; curPositionInIndices = 0; }; /** * Create triangles from polygons by recursion * The best to understand how it works is to draw it in the same time you get the recursion. * It is important to notice that a triangle is a polygon * We get 4 patterns of face defined in OBJ File : * facePattern1 = ["1","2","3","4","5","6"] * facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"] * facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"] * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"] * Each pattern is divided by the same method * @param face Array[String] The indices of elements * @param v Integer The variable to increment */ var getTriangles = function (face, v) { //Work for each element of the array if (v + 1 < face.length) { //Add on the triangle variable the indexes to obtain triangles triangles.push(face[0], face[v], face[v + 1]); //Incrementation for recursion v += 1; //Recursion getTriangles(face, v); } //Result obtained after 2 iterations: //Pattern1 => triangle = ["1","2","3","1","3","4"]; //Pattern2 => triangle = ["1/1","2/2","3/3","1/1","3/3","4/4"]; //Pattern3 => triangle = ["1/1/1","2/2/2","3/3/3","1/1/1","3/3/3","4/4/4"]; //Pattern4 => triangle = ["1//1","2//2","3//3","1//1","3//3","4//4"]; }; /** * Create triangles and push the data for each polygon for the pattern 1 * In this pattern we get vertice positions * @param face * @param v */ var setDataForCurrentFaceWithPattern1 = function (face, v) { //Get the indices of triangles for each polygon getTriangles(face, v); //For each element in the triangles array. //This var could contains 1 to an infinity of triangles for (var k = 0; k < triangles.length; k++) { // Set position indice var indicePositionFromObj = parseInt(triangles[k]) - 1; setData(indicePositionFromObj, 0, 0, //In the pattern 1, normals and uvs are not defined positions[indicePositionFromObj], //Get the vectors data BABYLON.Vector2.Zero(), BABYLON.Vector3.Up() //Create default vectors ); } //Reset variable for the next line triangles = []; }; /** * Create triangles and push the data for each polygon for the pattern 2 * In this pattern we get vertice positions and uvsu * @param face * @param v */ var setDataForCurrentFaceWithPattern2 = function (face, v) { //Get the indices of triangles for each polygon getTriangles(face, v); for (var k = 0; k < triangles.length; k++) { //triangle[k] = "1/1" //Split the data for getting position and uv var point = triangles[k].split("/"); // ["1", "1"] //Set position indice var indicePositionFromObj = parseInt(point[0]) - 1; //Set uv indice var indiceUvsFromObj = parseInt(point[1]) - 1; setData(indicePositionFromObj, indiceUvsFromObj, 0, //Default value for normals positions[indicePositionFromObj], //Get the values for each element uvs[indiceUvsFromObj], BABYLON.Vector3.Up() //Default value for normals ); } //Reset variable for the next line triangles = []; }; /** * Create triangles and push the data for each polygon for the pattern 3 * In this pattern we get vertice positions, uvs and normals * @param face * @param v */ var setDataForCurrentFaceWithPattern3 = function (face, v) { //Get the indices of triangles for each polygon getTriangles(face, v); for (var k = 0; k < triangles.length; k++) { //triangle[k] = "1/1/1" //Split the data for getting position, uv, and normals var point = triangles[k].split("/"); // ["1", "1", "1"] // Set position indice var indicePositionFromObj = parseInt(point[0]) - 1; // Set uv indice var indiceUvsFromObj = parseInt(point[1]) - 1; // Set normal indice var indiceNormalFromObj = parseInt(point[2]) - 1; setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj] //Set the vector for each component ); } //Reset variable for the next line triangles = []; }; /** * Create triangles and push the data for each polygon for the pattern 4 * In this pattern we get vertice positions and normals * @param face * @param v */ var setDataForCurrentFaceWithPattern4 = function (face, v) { getTriangles(face, v); for (var k = 0; k < triangles.length; k++) { //triangle[k] = "1//1" //Split the data for getting position and normals var point = triangles[k].split("//"); // ["1", "1"] // We check indices, and normals var indicePositionFromObj = parseInt(point[0]) - 1; var indiceNormalFromObj = parseInt(point[1]) - 1; setData(indicePositionFromObj, 1, //Default value for uv indiceNormalFromObj, positions[indicePositionFromObj], //Get each vector of data BABYLON.Vector2.Zero(), normals[indiceNormalFromObj]); } //Reset variable for the next line triangles = []; }; var addPreviousObjMesh = function () { //Check if it is not the first mesh. Otherwise we don't have data. if (meshesFromObj.length > 0) { //Get the previous mesh for applying the data about the faces //=> in obj file, faces definition append after the name of the mesh handledMesh = meshesFromObj[meshesFromObj.length - 1]; //Set the data into Array for the mesh unwrapData(); // Reverse tab. Otherwise face are displayed in the wrong sens indicesForBabylon.reverse(); //Set the information for the mesh //Slice the array to avoid rewriting because of the fact this is the same var which be rewrited handledMesh.indices = indicesForBabylon.slice(); handledMesh.positions = unwrappedPositionsForBabylon.slice(); handledMesh.normals = unwrappedNormalsForBabylon.slice(); handledMesh.uvs = unwrappedUVForBabylon.slice(); //Reset the array for the next mesh indicesForBabylon = []; unwrappedPositionsForBabylon = []; unwrappedNormalsForBabylon = []; unwrappedUVForBabylon = []; } }; //Main function //Split the file into lines var lines = data.split('\n'); //Look at each line for (var i = 0; i < lines.length; i++) { var line = lines[i].trim(); var result; //Comment or newLine if (line.length === 0 || line.charAt(0) === '#') { continue; //Get information about one position possible for the vertices } else if ((result = this.vertexPattern.exec(line)) !== null) { //Create a Vector3 with the position x, y, z //Value of result: // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"] //Add the Vector in the list of positions positions.push(new BABYLON.Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3]))); } else if ((result = this.normalPattern.exec(line)) !== null) { //Create a Vector3 with the normals x, y, z //Value of result // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"] //Add the Vector in the list of normals normals.push(new BABYLON.Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3]))); } else if ((result = this.uvPattern.exec(line)) !== null) { //Create a Vector2 with the normals u, v //Value of result // ["vt 0.1 0.2 0.3", "0.1", "0.2"] //Add the Vector in the list of uvs uvs.push(new BABYLON.Vector2(parseFloat(result[1]), parseFloat(result[2]))); //Identify patterns of faces //Face could be defined in different type of pattern } else if ((result = this.facePattern3.exec(line)) !== null) { //Value of result: //["f 1/1/1 2/2/2 3/3/3", "1/1/1 2/2/2 3/3/3"...] //Set the data for this face setDataForCurrentFaceWithPattern3(result[1].trim().split(" "), // ["1/1/1", "2/2/2", "3/3/3"] 1); } else if ((result = this.facePattern4.exec(line)) !== null) { //Value of result: //["f 1//1 2//2 3//3", "1//1 2//2 3//3"...] //Set the data for this face setDataForCurrentFaceWithPattern4(result[1].trim().split(" "), // ["1//1", "2//2", "3//3"] 1); } else if ((result = this.facePattern2.exec(line)) !== null) { //Value of result: //["f 1/1 2/2 3/3", "1/1 2/2 3/3"...] //Set the data for this face setDataForCurrentFaceWithPattern2(result[1].trim().split(" "), // ["1/1", "2/2", "3/3"] 1); } else if ((result = this.facePattern1.exec(line)) !== null) { //Value of result //["f 1 2 3", "1 2 3"...] //Set the data for this face setDataForCurrentFaceWithPattern1(result[1].trim().split(" "), // ["1", "2", "3"] 1); //Define a mesh or an object //Each time this keyword is analysed, create a new Object with all data for creating a babylonMesh } else if (this.group.test(line) || this.obj.test(line)) { //Create a new mesh corresponding to the name of the group. //Definition of the mesh var objMesh = //Set the name of the current obj mesh { name: line.substring(2).trim(), indices: undefined, positions: undefined, normals: undefined, uvs: undefined, materialName: "" }; addPreviousObjMesh(); //Push the last mesh created with only the name meshesFromObj.push(objMesh); //Set this variable to indicate that now meshesFromObj has objects defined inside hasMeshes = true; isFirstMaterial = true; increment = 1; //Keyword for applying a material } else if (this.usemtl.test(line)) { //Get the name of the material materialNameFromObj = line.substring(7).trim(); //If this new material is in the same mesh if (!isFirstMaterial) { //Set the data for the previous mesh addPreviousObjMesh(); //Create a new mesh var objMesh = //Set the name of the current obj mesh { name: objMeshName + "_mm" + increment.toString(), indices: undefined, positions: undefined, normals: undefined, uvs: undefined, materialName: materialNameFromObj }; increment++; //If meshes are already defined meshesFromObj.push(objMesh); } //Set the material name if the previous line define a mesh if (hasMeshes && isFirstMaterial) { //Set the material name to the previous mesh (1 material per mesh) meshesFromObj[meshesFromObj.length - 1].materialName = materialNameFromObj; isFirstMaterial = false; } //Keyword for loading the mtl file } else if (this.mtllib.test(line)) { //Get the name of mtl file fileToLoad = line.substring(7).trim(); //Apply smoothing } else if (this.smooth.test(line)) { // smooth shading => apply smoothing //Toda y I don't know it work with babylon and with obj. //With the obj file an integer is set } else { //If there is another possibility console.log("Unhandled expression at line : " + line); } } //At the end of the file, add the last mesh into the meshesFromObj array if (hasMeshes) { //Set the data for the last mesh handledMesh = meshesFromObj[meshesFromObj.length - 1]; //Reverse indices for displaying faces in the good sens indicesForBabylon.reverse(); //Get the good array unwrapData(); //Set array handledMesh.indices = indicesForBabylon; handledMesh.positions = unwrappedPositionsForBabylon; handledMesh.normals = unwrappedNormalsForBabylon; handledMesh.uvs = unwrappedUVForBabylon; } //If any o or g keyword found, create a mesj with a random id if (!hasMeshes) { // reverse tab of indices indicesForBabylon.reverse(); //Get positions normals uvs unwrapData(); //Set data for one mesh meshesFromObj.push({ name: BABYLON.Geometry.RandomId(), indices: indicesForBabylon, positions: unwrappedPositionsForBabylon, normals: unwrappedNormalsForBabylon, uvs: unwrappedUVForBabylon, materialName: materialNameFromObj }); } //Create a BABYLON.Mesh list var babylonMeshesArray = []; //The mesh for babylon var materialToUse = new Array(); //Set data for each mesh for (var j = 0; j < meshesFromObj.length; j++) { //check meshesNames (stlFileLoader) if (meshesNames && meshesFromObj[j].name) { if (meshesNames instanceof Array) { if (meshesNames.indexOf(meshesFromObj[j].name) == -1) { continue; } } else { if (meshesFromObj[j].name !== meshesNames) { continue; } } } //Get the current mesh //Set the data with VertexBuffer for each mesh handledMesh = meshesFromObj[j]; //Create a BABYLON.Mesh with the name of the obj mesh var babylonMesh = new BABYLON.Mesh(meshesFromObj[j].name, scene); //Push the name of the material to an array //This is indispensable for the importMesh function materialToUse.push(meshesFromObj[j].materialName); var vertexData = new BABYLON.VertexData(); //The container for the values //Set the data for the babylonMesh vertexData.positions = handledMesh.positions; vertexData.normals = handledMesh.normals; vertexData.uvs = handledMesh.uvs; vertexData.indices = handledMesh.indices; //Set the data from the VertexBuffer to the current BABYLON.Mesh vertexData.applyToMesh(babylonMesh); //Push the mesh into an array babylonMeshesArray.push(babylonMesh); } //load the materials //Check if we have a file to load if (fileToLoad !== "") { //Load the file synchronously this._loadMTL(fileToLoad, rootUrl, function (dataLoaded) { //Create materials thanks MTLLoader function materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl); //Look at each material loaded in the mtl file for (var n = 0; n < materialsFromMTLFile.materials.length; n++) { //Three variables to get all meshes with the same material var startIndex = 0; var _indices = []; var _index; //The material from MTL file is used in the meshes loaded //Push the indice in an array //Check if the material is not used for another mesh while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) { _indices.push(_index); startIndex = _index + 1; } //If the material is not used dispose it if (_index == -1 && _indices.length == 0) { //If the material is not needed, remove it materialsFromMTLFile.materials[n].dispose(); } else { for (var o = 0; o < _indices.length; o++) { //Apply the material to the BABYLON.Mesh for each mesh with the material babylonMeshesArray[_indices[o]].material = materialsFromMTLFile.materials[n]; } } } }); } //Return an array with all BABYLON.Mesh return babylonMeshesArray; }; OBJFileLoader.OPTIMIZE_WITH_UV = false; return OBJFileLoader; }()); BABYLON.OBJFileLoader = OBJFileLoader; if (BABYLON.SceneLoader) { //Add this loader into the register plugin BABYLON.SceneLoader.RegisterPlugin(new OBJFileLoader()); } })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.objFileLoader.js.map var BABYLON; (function (BABYLON) { var GLTFLoaderCoordinateSystemMode; (function (GLTFLoaderCoordinateSystemMode) { // Automatically convert the glTF right-handed data to the appropriate system based on the current coordinate system mode of the scene (scene.useRightHandedSystem). // NOTE: When scene.useRightHandedSystem is false, an additional transform will be added to the root to transform the data from right-handed to left-handed. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["AUTO"] = 0] = "AUTO"; // The glTF right-handed data is not transformed in any form and is loaded directly. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["PASS_THROUGH"] = 1] = "PASS_THROUGH"; // Sets the useRightHandedSystem flag on the scene. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["FORCE_RIGHT_HANDED"] = 2] = "FORCE_RIGHT_HANDED"; })(GLTFLoaderCoordinateSystemMode = BABYLON.GLTFLoaderCoordinateSystemMode || (BABYLON.GLTFLoaderCoordinateSystemMode = {})); var GLTFFileLoader = (function () { function GLTFFileLoader() { // V2 options this.coordinateSystemMode = GLTFLoaderCoordinateSystemMode.AUTO; this.name = "gltf"; this.extensions = { ".gltf": { isBinary: false }, ".glb": { isBinary: true } }; } GLTFFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) { var loaderData = GLTFFileLoader._parse(data, onError); if (!loaderData) { return; } if (this.onParsed) { this.onParsed(loaderData); } var loader = this._getLoader(loaderData, onError); if (!loader) { return; } loader.importMeshAsync(meshesNames, scene, loaderData, rootUrl, onSuccess, onProgress, onError); }; GLTFFileLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) { var loaderData = GLTFFileLoader._parse(data, onError); if (!loaderData) { return; } if (this.onParsed) { this.onParsed(loaderData); } var loader = this._getLoader(loaderData, onError); if (!loader) { return; } return loader.loadAsync(scene, loaderData, rootUrl, onSuccess, onProgress, onError); }; GLTFFileLoader.prototype.canDirectLoad = function (data) { return ((data.indexOf("scene") !== -1) && (data.indexOf("node") !== -1)); }; GLTFFileLoader._parse = function (data, onError) { try { if (data instanceof ArrayBuffer) { return GLTFFileLoader._parseBinary(data, onError); } return { json: JSON.parse(data), bin: null }; } catch (e) { onError(e.message); return null; } }; GLTFFileLoader.prototype._getLoader = function (loaderData, onError) { var loaderVersion = { major: 2, minor: 0 }; var asset = loaderData.json.asset || {}; var version = GLTFFileLoader._parseVersion(asset.version); if (!version) { onError("Invalid version: " + asset.version); return null; } if (asset.minVersion !== undefined) { var minVersion = GLTFFileLoader._parseVersion(asset.minVersion); if (!minVersion) { onError("Invalid minimum version: " + asset.minVersion); return null; } if (GLTFFileLoader._compareVersion(minVersion, loaderVersion) > 0) { onError("Incompatible minimum version: " + asset.minVersion); return null; } } var createLoaders = { 1: GLTFFileLoader.CreateGLTFLoaderV1, 2: GLTFFileLoader.CreateGLTFLoaderV2 }; var createLoader = createLoaders[version.major]; if (!createLoader) { onError("Unsupported version: " + asset.version); return null; } return createLoader(this); }; GLTFFileLoader._parseBinary = function (data, onError) { var Binary = { Magic: 0x46546C67 }; var binaryReader = new BinaryReader(data); var magic = binaryReader.readUint32(); if (magic !== Binary.Magic) { onError("Unexpected magic: " + magic); return null; } var version = binaryReader.readUint32(); switch (version) { case 1: return GLTFFileLoader._parseV1(binaryReader, onError); case 2: return GLTFFileLoader._parseV2(binaryReader, onError); } onError("Unsupported version: " + version); return null; }; GLTFFileLoader._parseV1 = function (binaryReader, onError) { var ContentFormat = { JSON: 0 }; var length = binaryReader.readUint32(); if (length != binaryReader.getLength()) { onError("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength()); return null; } var contentLength = binaryReader.readUint32(); var contentFormat = binaryReader.readUint32(); var content; switch (contentFormat) { case ContentFormat.JSON: content = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(contentLength))); break; default: onError("Unexpected content format: " + contentFormat); return null; } var bytesRemaining = binaryReader.getLength() - binaryReader.getPosition(); var body = binaryReader.readUint8Array(bytesRemaining); return { json: content, bin: body }; }; GLTFFileLoader._parseV2 = function (binaryReader, onError) { var ChunkFormat = { JSON: 0x4E4F534A, BIN: 0x004E4942 }; var length = binaryReader.readUint32(); if (length !== binaryReader.getLength()) { onError("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength()); return null; } // JSON chunk var chunkLength = binaryReader.readUint32(); var chunkFormat = binaryReader.readUint32(); if (chunkFormat !== ChunkFormat.JSON) { onError("First chunk format is not JSON"); return null; } var json = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(chunkLength))); // Look for BIN chunk var bin = null; while (binaryReader.getPosition() < binaryReader.getLength()) { chunkLength = binaryReader.readUint32(); chunkFormat = binaryReader.readUint32(); switch (chunkFormat) { case ChunkFormat.JSON: onError("Unexpected JSON chunk"); return null; case ChunkFormat.BIN: bin = binaryReader.readUint8Array(chunkLength); break; default: // ignore unrecognized chunkFormat binaryReader.skipBytes(chunkLength); break; } } return { json: json, bin: bin }; }; GLTFFileLoader._parseVersion = function (version) { var match = (version + "").match(/^(\d+)\.(\d+)$/); if (!match) { return null; } return { major: parseInt(match[1]), minor: parseInt(match[2]) }; }; GLTFFileLoader._compareVersion = function (a, b) { if (a.major > b.major) return 1; if (a.major < b.major) return -1; if (a.minor > b.minor) return 1; if (a.minor < b.minor) return -1; return 0; }; GLTFFileLoader._decodeBufferToText = function (buffer) { var result = ""; var length = buffer.byteLength; for (var i = 0; i < length; ++i) { result += String.fromCharCode(buffer[i]); } return result; }; // V1 options GLTFFileLoader.HomogeneousCoordinates = false; GLTFFileLoader.IncrementalLoading = true; return GLTFFileLoader; }()); BABYLON.GLTFFileLoader = GLTFFileLoader; var BinaryReader = (function () { function BinaryReader(arrayBuffer) { this._arrayBuffer = arrayBuffer; this._dataView = new DataView(arrayBuffer); this._byteOffset = 0; } BinaryReader.prototype.getPosition = function () { return this._byteOffset; }; BinaryReader.prototype.getLength = function () { return this._arrayBuffer.byteLength; }; BinaryReader.prototype.readUint32 = function () { var value = this._dataView.getUint32(this._byteOffset, true); this._byteOffset += 4; return value; }; BinaryReader.prototype.readUint8Array = function (length) { var value = new Uint8Array(this._arrayBuffer, this._byteOffset, length); this._byteOffset += length; return value; }; BinaryReader.prototype.skipBytes = function (length) { this._byteOffset += length; }; return BinaryReader; }()); if (BABYLON.SceneLoader) { BABYLON.SceneLoader.RegisterPlugin(new GLTFFileLoader()); } })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.glTFFileLoader.js.map var BABYLON; (function (BABYLON) { var GLTF1; (function (GLTF1) { /** * Enums */ var EComponentType; (function (EComponentType) { EComponentType[EComponentType["BYTE"] = 5120] = "BYTE"; EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; EComponentType[EComponentType["SHORT"] = 5122] = "SHORT"; EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT"; })(EComponentType = GLTF1.EComponentType || (GLTF1.EComponentType = {})); var EShaderType; (function (EShaderType) { EShaderType[EShaderType["FRAGMENT"] = 35632] = "FRAGMENT"; EShaderType[EShaderType["VERTEX"] = 35633] = "VERTEX"; })(EShaderType = GLTF1.EShaderType || (GLTF1.EShaderType = {})); var EParameterType; (function (EParameterType) { EParameterType[EParameterType["BYTE"] = 5120] = "BYTE"; EParameterType[EParameterType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; EParameterType[EParameterType["SHORT"] = 5122] = "SHORT"; EParameterType[EParameterType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; EParameterType[EParameterType["INT"] = 5124] = "INT"; EParameterType[EParameterType["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; EParameterType[EParameterType["FLOAT"] = 5126] = "FLOAT"; EParameterType[EParameterType["FLOAT_VEC2"] = 35664] = "FLOAT_VEC2"; EParameterType[EParameterType["FLOAT_VEC3"] = 35665] = "FLOAT_VEC3"; EParameterType[EParameterType["FLOAT_VEC4"] = 35666] = "FLOAT_VEC4"; EParameterType[EParameterType["INT_VEC2"] = 35667] = "INT_VEC2"; EParameterType[EParameterType["INT_VEC3"] = 35668] = "INT_VEC3"; EParameterType[EParameterType["INT_VEC4"] = 35669] = "INT_VEC4"; EParameterType[EParameterType["BOOL"] = 35670] = "BOOL"; EParameterType[EParameterType["BOOL_VEC2"] = 35671] = "BOOL_VEC2"; EParameterType[EParameterType["BOOL_VEC3"] = 35672] = "BOOL_VEC3"; EParameterType[EParameterType["BOOL_VEC4"] = 35673] = "BOOL_VEC4"; EParameterType[EParameterType["FLOAT_MAT2"] = 35674] = "FLOAT_MAT2"; EParameterType[EParameterType["FLOAT_MAT3"] = 35675] = "FLOAT_MAT3"; EParameterType[EParameterType["FLOAT_MAT4"] = 35676] = "FLOAT_MAT4"; EParameterType[EParameterType["SAMPLER_2D"] = 35678] = "SAMPLER_2D"; })(EParameterType = GLTF1.EParameterType || (GLTF1.EParameterType = {})); var ETextureWrapMode; (function (ETextureWrapMode) { ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE"; ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT"; })(ETextureWrapMode = GLTF1.ETextureWrapMode || (GLTF1.ETextureWrapMode = {})); var ETextureFilterType; (function (ETextureFilterType) { ETextureFilterType[ETextureFilterType["NEAREST"] = 9728] = "NEAREST"; ETextureFilterType[ETextureFilterType["LINEAR"] = 9728] = "LINEAR"; ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_NEAREST"] = 9984] = "NEAREST_MIPMAP_NEAREST"; ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST"; ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR"; ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR"; })(ETextureFilterType = GLTF1.ETextureFilterType || (GLTF1.ETextureFilterType = {})); var ETextureFormat; (function (ETextureFormat) { ETextureFormat[ETextureFormat["ALPHA"] = 6406] = "ALPHA"; ETextureFormat[ETextureFormat["RGB"] = 6407] = "RGB"; ETextureFormat[ETextureFormat["RGBA"] = 6408] = "RGBA"; ETextureFormat[ETextureFormat["LUMINANCE"] = 6409] = "LUMINANCE"; ETextureFormat[ETextureFormat["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; })(ETextureFormat = GLTF1.ETextureFormat || (GLTF1.ETextureFormat = {})); var ECullingType; (function (ECullingType) { ECullingType[ECullingType["FRONT"] = 1028] = "FRONT"; ECullingType[ECullingType["BACK"] = 1029] = "BACK"; ECullingType[ECullingType["FRONT_AND_BACK"] = 1032] = "FRONT_AND_BACK"; })(ECullingType = GLTF1.ECullingType || (GLTF1.ECullingType = {})); var EBlendingFunction; (function (EBlendingFunction) { EBlendingFunction[EBlendingFunction["ZERO"] = 0] = "ZERO"; EBlendingFunction[EBlendingFunction["ONE"] = 1] = "ONE"; EBlendingFunction[EBlendingFunction["SRC_COLOR"] = 768] = "SRC_COLOR"; EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_COLOR"] = 769] = "ONE_MINUS_SRC_COLOR"; EBlendingFunction[EBlendingFunction["DST_COLOR"] = 774] = "DST_COLOR"; EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_COLOR"] = 775] = "ONE_MINUS_DST_COLOR"; EBlendingFunction[EBlendingFunction["SRC_ALPHA"] = 770] = "SRC_ALPHA"; EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_ALPHA"] = 771] = "ONE_MINUS_SRC_ALPHA"; EBlendingFunction[EBlendingFunction["DST_ALPHA"] = 772] = "DST_ALPHA"; EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_ALPHA"] = 773] = "ONE_MINUS_DST_ALPHA"; EBlendingFunction[EBlendingFunction["CONSTANT_COLOR"] = 32769] = "CONSTANT_COLOR"; EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_COLOR"] = 32770] = "ONE_MINUS_CONSTANT_COLOR"; EBlendingFunction[EBlendingFunction["CONSTANT_ALPHA"] = 32771] = "CONSTANT_ALPHA"; EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_ALPHA"] = 32772] = "ONE_MINUS_CONSTANT_ALPHA"; EBlendingFunction[EBlendingFunction["SRC_ALPHA_SATURATE"] = 776] = "SRC_ALPHA_SATURATE"; })(EBlendingFunction = GLTF1.EBlendingFunction || (GLTF1.EBlendingFunction = {})); })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {})); })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.glTFLoaderInterfaces.js.map var BABYLON; (function (BABYLON) { var GLTF1; (function (GLTF1) { /** * Tokenizer. Used for shaders compatibility * Automatically map world, view, projection, worldViewProjection, attributes and so on */ var ETokenType; (function (ETokenType) { ETokenType[ETokenType["IDENTIFIER"] = 1] = "IDENTIFIER"; ETokenType[ETokenType["UNKNOWN"] = 2] = "UNKNOWN"; ETokenType[ETokenType["END_OF_INPUT"] = 3] = "END_OF_INPUT"; })(ETokenType || (ETokenType = {})); var Tokenizer = (function () { function Tokenizer(toParse) { this._pos = 0; this.isLetterOrDigitPattern = /^[a-zA-Z0-9]+$/; this._toParse = toParse; this._maxPos = toParse.length; } Tokenizer.prototype.getNextToken = function () { if (this.isEnd()) return ETokenType.END_OF_INPUT; this.currentString = this.read(); this.currentToken = ETokenType.UNKNOWN; if (this.currentString === "_" || this.isLetterOrDigitPattern.test(this.currentString)) { this.currentToken = ETokenType.IDENTIFIER; this.currentIdentifier = this.currentString; while (!this.isEnd() && (this.isLetterOrDigitPattern.test(this.currentString = this.peek()) || this.currentString === "_")) { this.currentIdentifier += this.currentString; this.forward(); } } return this.currentToken; }; Tokenizer.prototype.peek = function () { return this._toParse[this._pos]; }; Tokenizer.prototype.read = function () { return this._toParse[this._pos++]; }; Tokenizer.prototype.forward = function () { this._pos++; }; Tokenizer.prototype.isEnd = function () { return this._pos >= this._maxPos; }; return Tokenizer; }()); /** * Values */ var glTFTransforms = ["MODEL", "VIEW", "PROJECTION", "MODELVIEW", "MODELVIEWPROJECTION", "JOINTMATRIX"]; var babylonTransforms = ["world", "view", "projection", "worldView", "worldViewProjection", "mBones"]; var glTFAnimationPaths = ["translation", "rotation", "scale"]; var babylonAnimationPaths = ["position", "rotationQuaternion", "scaling"]; /** * Parse */ var parseBuffers = function (parsedBuffers, gltfRuntime) { for (var buf in parsedBuffers) { var parsedBuffer = parsedBuffers[buf]; gltfRuntime.buffers[buf] = parsedBuffer; gltfRuntime.buffersCount++; } }; var parseShaders = function (parsedShaders, gltfRuntime) { for (var sha in parsedShaders) { var parsedShader = parsedShaders[sha]; gltfRuntime.shaders[sha] = parsedShader; gltfRuntime.shaderscount++; } }; var parseObject = function (parsedObjects, runtimeProperty, gltfRuntime) { for (var object in parsedObjects) { var parsedObject = parsedObjects[object]; gltfRuntime[runtimeProperty][object] = parsedObject; } }; /** * Utils */ var normalizeUVs = function (buffer) { if (!buffer) { return; } for (var i = 0; i < buffer.length / 2; i++) { buffer[i * 2 + 1] = 1.0 - buffer[i * 2 + 1]; } }; var getAttribute = function (attributeParameter) { if (attributeParameter.semantic === "NORMAL") { return "normal"; } else if (attributeParameter.semantic === "POSITION") { return "position"; } else if (attributeParameter.semantic === "JOINT") { return "matricesIndices"; } else if (attributeParameter.semantic === "WEIGHT") { return "matricesWeights"; } else if (attributeParameter.semantic === "COLOR") { return "color"; } else if (attributeParameter.semantic.indexOf("TEXCOORD_") !== -1) { var channel = Number(attributeParameter.semantic.split("_")[1]); return "uv" + (channel === 0 ? "" : channel + 1); } return null; }; /** * Loads and creates animations */ var loadAnimations = function (gltfRuntime) { for (var anim in gltfRuntime.animations) { var animation = gltfRuntime.animations[anim]; var lastAnimation = null; for (var i = 0; i < animation.channels.length; i++) { // Get parameters and load buffers var channel = animation.channels[i]; var sampler = animation.samplers[channel.sampler]; if (!sampler) { continue; } var inputData = null; var outputData = null; if (animation.parameters) { inputData = animation.parameters[sampler.input]; outputData = animation.parameters[sampler.output]; } else { inputData = sampler.input; outputData = sampler.output; } var bufferInput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[inputData]); var bufferOutput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[outputData]); var targetID = channel.target.id; var targetNode = gltfRuntime.scene.getNodeByID(targetID); if (targetNode === null) { targetNode = gltfRuntime.scene.getNodeByName(targetID); } if (targetNode === null) { BABYLON.Tools.Warn("Creating animation named " + anim + ". But cannot find node named " + targetID + " to attach to"); continue; } var isBone = targetNode instanceof BABYLON.Bone; // Get target path (position, rotation or scaling) var targetPath = channel.target.path; var targetPathIndex = glTFAnimationPaths.indexOf(targetPath); if (targetPathIndex !== -1) { targetPath = babylonAnimationPaths[targetPathIndex]; } // Determine animation type var animationType = BABYLON.Animation.ANIMATIONTYPE_MATRIX; if (!isBone) { if (targetPath === "rotationQuaternion") { animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION; targetNode.rotationQuaternion = new BABYLON.Quaternion(); } else { animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3; } } // Create animation and key frames var babylonAnimation = null; var keys = []; var arrayOffset = 0; var modifyKey = false; if (isBone && lastAnimation && lastAnimation.getKeys().length === bufferInput.length) { babylonAnimation = lastAnimation; modifyKey = true; } if (!modifyKey) { babylonAnimation = new BABYLON.Animation(anim, isBone ? "_matrix" : targetPath, 1, animationType, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE); } // For each frame for (var j = 0; j < bufferInput.length; j++) { var value = null; if (targetPath === "rotationQuaternion") { value = BABYLON.Quaternion.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2], bufferOutput[arrayOffset + 3]]); arrayOffset += 4; } else { value = BABYLON.Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]); arrayOffset += 3; } if (isBone) { var bone = targetNode; var translation = BABYLON.Vector3.Zero(); var rotationQuaternion = new BABYLON.Quaternion(); var scaling = BABYLON.Vector3.Zero(); // Warning on decompose var mat = bone.getBaseMatrix(); if (modifyKey) { mat = lastAnimation.getKeys()[j].value; } mat.decompose(scaling, rotationQuaternion, translation); if (targetPath === "position") { translation = value; } else if (targetPath === "rotationQuaternion") { rotationQuaternion = value; } else { scaling = value; } value = BABYLON.Matrix.Compose(scaling, rotationQuaternion, translation); } if (!modifyKey) { keys.push({ frame: bufferInput[j], value: value }); } else { lastAnimation.getKeys()[j].value = value; } } // Finish if (!modifyKey) { babylonAnimation.setKeys(keys); targetNode.animations.push(babylonAnimation); } lastAnimation = babylonAnimation; gltfRuntime.scene.stopAnimation(targetNode); gltfRuntime.scene.beginAnimation(targetNode, 0, bufferInput[bufferInput.length - 1], true, 1.0); } } }; /** * Returns the bones transformation matrix */ var configureBoneTransformation = function (node) { var mat = null; if (node.translation || node.rotation || node.scale) { var scale = BABYLON.Vector3.FromArray(node.scale || [1, 1, 1]); var rotation = BABYLON.Quaternion.FromArray(node.rotation || [0, 0, 0, 1]); var position = BABYLON.Vector3.FromArray(node.translation || [0, 0, 0]); mat = BABYLON.Matrix.Compose(scale, rotation, position); } else { mat = BABYLON.Matrix.FromArray(node.matrix); } return mat; }; /** * Returns the parent bone */ var getParentBone = function (gltfRuntime, skins, jointName, newSkeleton) { // Try to find for (var i = 0; i < newSkeleton.bones.length; i++) { if (newSkeleton.bones[i].name === jointName) { return newSkeleton.bones[i]; } } // Not found, search in gltf nodes var nodes = gltfRuntime.nodes; for (var nde in nodes) { var node = nodes[nde]; if (!node.jointName) { continue; } var children = node.children; for (var i = 0; i < children.length; i++) { var child = gltfRuntime.nodes[children[i]]; if (!child.jointName) { continue; } if (child.jointName === jointName) { var mat = configureBoneTransformation(node); var bone = new BABYLON.Bone(node.name, newSkeleton, getParentBone(gltfRuntime, skins, node.jointName, newSkeleton), mat); bone.id = nde; return bone; } } } return null; }; /** * Returns the appropriate root node */ var getNodeToRoot = function (nodesToRoot, id) { for (var i = 0; i < nodesToRoot.length; i++) { var nodeToRoot = nodesToRoot[i]; for (var j = 0; j < nodeToRoot.node.children.length; j++) { var child = nodeToRoot.node.children[j]; if (child === id) { return nodeToRoot.bone; } } } return null; }; /** * Returns the node with the joint name */ var getJointNode = function (gltfRuntime, jointName) { var nodes = gltfRuntime.nodes; var node = nodes[jointName]; if (node) { return { node: node, id: jointName }; } for (var nde in nodes) { node = nodes[nde]; if (node.jointName === jointName) { return { node: node, id: nde }; } } return null; }; /** * Checks if a nodes is in joints */ var nodeIsInJoints = function (skins, id) { for (var i = 0; i < skins.jointNames.length; i++) { if (skins.jointNames[i] === id) { return true; } } return false; }; /** * Fills the nodes to root for bones and builds hierarchy */ var getNodesToRoot = function (gltfRuntime, newSkeleton, skins, nodesToRoot) { // Creates nodes for root for (var nde in gltfRuntime.nodes) { var node = gltfRuntime.nodes[nde]; var id = nde; if (!node.jointName || nodeIsInJoints(skins, node.jointName)) { continue; } // Create node to root bone var mat = configureBoneTransformation(node); var bone = new BABYLON.Bone(node.name, newSkeleton, null, mat); bone.id = id; nodesToRoot.push({ bone: bone, node: node, id: id }); } // Parenting for (var i = 0; i < nodesToRoot.length; i++) { var nodeToRoot = nodesToRoot[i]; var children = nodeToRoot.node.children; for (var j = 0; j < children.length; j++) { var child = null; for (var k = 0; k < nodesToRoot.length; k++) { if (nodesToRoot[k].id === children[j]) { child = nodesToRoot[k]; break; } } if (child) { child.bone._parent = nodeToRoot.bone; nodeToRoot.bone.children.push(child.bone); } } } }; /** * Imports a skeleton */ var importSkeleton = function (gltfRuntime, skins, mesh, newSkeleton, id) { if (!newSkeleton) { newSkeleton = new BABYLON.Skeleton(skins.name, "", gltfRuntime.scene); } if (!skins.babylonSkeleton) { return newSkeleton; } // Find the root bones var nodesToRoot = []; var nodesToRootToAdd = []; getNodesToRoot(gltfRuntime, newSkeleton, skins, nodesToRoot); newSkeleton.bones = []; // Joints for (var i = 0; i < skins.jointNames.length; i++) { var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]); var node = jointNode.node; if (!node) { BABYLON.Tools.Warn("Joint named " + skins.jointNames[i] + " does not exist"); continue; } var id = jointNode.id; // Optimize, if the bone already exists... var existingBone = gltfRuntime.scene.getBoneByID(id); if (existingBone) { newSkeleton.bones.push(existingBone); continue; } // Search for parent bone var foundBone = false; var parentBone = null; for (var j = 0; j < i; j++) { var joint = getJointNode(gltfRuntime, skins.jointNames[j]).node; if (!joint) { BABYLON.Tools.Warn("Joint named " + skins.jointNames[j] + " does not exist when looking for parent"); continue; } var children = joint.children; if (!children) { continue; } foundBone = false; for (var k = 0; k < children.length; k++) { if (children[k] === id) { parentBone = getParentBone(gltfRuntime, skins, skins.jointNames[j], newSkeleton); foundBone = true; break; } } if (foundBone) { break; } } // Create bone var mat = configureBoneTransformation(node); if (!parentBone && nodesToRoot.length > 0) { parentBone = getNodeToRoot(nodesToRoot, id); if (parentBone) { if (nodesToRootToAdd.indexOf(parentBone) === -1) { nodesToRootToAdd.push(parentBone); } } } var bone = new BABYLON.Bone(node.jointName, newSkeleton, parentBone, mat); bone.id = id; } // Polish var bones = newSkeleton.bones; newSkeleton.bones = []; for (var i = 0; i < skins.jointNames.length; i++) { var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]); if (!jointNode) { continue; } for (var j = 0; j < bones.length; j++) { if (bones[j].id === jointNode.id) { newSkeleton.bones.push(bones[j]); break; } } } newSkeleton.prepare(); // Finish for (var i = 0; i < nodesToRootToAdd.length; i++) { newSkeleton.bones.push(nodesToRootToAdd[i]); } return newSkeleton; }; /** * Imports a mesh and its geometries */ var importMesh = function (gltfRuntime, node, meshes, id, newMesh) { if (!newMesh) { newMesh = new BABYLON.Mesh(node.name, gltfRuntime.scene); newMesh.id = id; } if (!node.babylonNode) { return newMesh; } var multiMat = new BABYLON.MultiMaterial("multimat" + id, gltfRuntime.scene); if (!newMesh.material) { newMesh.material = multiMat; } var vertexData = new BABYLON.VertexData(); var geometry = new BABYLON.Geometry(id, gltfRuntime.scene, vertexData, false, newMesh); var verticesStarts = new Array(); var verticesCounts = new Array(); var indexStarts = new Array(); var indexCounts = new Array(); for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) { var meshID = meshes[meshIndex]; var mesh = gltfRuntime.meshes[meshID]; if (!mesh) { continue; } // Positions, normals and UVs for (var i = 0; i < mesh.primitives.length; i++) { // Temporary vertex data var tempVertexData = new BABYLON.VertexData(); var primitive = mesh.primitives[i]; if (primitive.mode !== 4) { // continue; } var attributes = primitive.attributes; var accessor = null; var buffer = null; // Set positions, normal and uvs for (var semantic in attributes) { // Link accessor and buffer view accessor = gltfRuntime.accessors[attributes[semantic]]; buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor); if (semantic === "NORMAL") { tempVertexData.normals = new Float32Array(buffer.length); tempVertexData.normals.set(buffer); } else if (semantic === "POSITION") { if (BABYLON.GLTFFileLoader.HomogeneousCoordinates) { tempVertexData.positions = new Float32Array(buffer.length - buffer.length / 4); for (var j = 0; j < buffer.length; j += 4) { tempVertexData.positions[j] = buffer[j]; tempVertexData.positions[j + 1] = buffer[j + 1]; tempVertexData.positions[j + 2] = buffer[j + 2]; } } else { tempVertexData.positions = new Float32Array(buffer.length); tempVertexData.positions.set(buffer); } verticesCounts.push(tempVertexData.positions.length); } else if (semantic.indexOf("TEXCOORD_") !== -1) { var channel = Number(semantic.split("_")[1]); var uvKind = BABYLON.VertexBuffer.UVKind + (channel === 0 ? "" : (channel + 1)); var uvs = new Float32Array(buffer.length); uvs.set(buffer); normalizeUVs(uvs); tempVertexData.set(uvs, uvKind); } else if (semantic === "JOINT") { tempVertexData.matricesIndices = new Float32Array(buffer.length); tempVertexData.matricesIndices.set(buffer); } else if (semantic === "WEIGHT") { tempVertexData.matricesWeights = new Float32Array(buffer.length); tempVertexData.matricesWeights.set(buffer); } else if (semantic === "COLOR") { tempVertexData.colors = new Float32Array(buffer.length); tempVertexData.colors.set(buffer); } } // Indices accessor = gltfRuntime.accessors[primitive.indices]; if (accessor) { buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor); tempVertexData.indices = new Int32Array(buffer.length); tempVertexData.indices.set(buffer); indexCounts.push(tempVertexData.indices.length); } else { // Set indices on the fly var indices = []; for (var j = 0; j < tempVertexData.positions.length / 3; j++) { indices.push(j); } tempVertexData.indices = new Int32Array(indices); indexCounts.push(tempVertexData.indices.length); } vertexData.merge(tempVertexData); tempVertexData = undefined; // Sub material var material = gltfRuntime.scene.getMaterialByID(primitive.material); multiMat.subMaterials.push(material === null ? GLTF1.GLTFUtils.GetDefaultMaterial(gltfRuntime.scene) : material); // Update vertices start and index start verticesStarts.push(verticesStarts.length === 0 ? 0 : verticesStarts[verticesStarts.length - 1] + verticesCounts[verticesCounts.length - 2]); indexStarts.push(indexStarts.length === 0 ? 0 : indexStarts[indexStarts.length - 1] + indexCounts[indexCounts.length - 2]); } } // Apply geometry geometry.setAllVerticesData(vertexData, false); newMesh.computeWorldMatrix(true); // Apply submeshes newMesh.subMeshes = []; var index = 0; for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) { var meshID = meshes[meshIndex]; var mesh = gltfRuntime.meshes[meshID]; if (!mesh) { continue; } for (var i = 0; i < mesh.primitives.length; i++) { if (mesh.primitives[i].mode !== 4) { //continue; } BABYLON.SubMesh.AddToMesh(index, verticesStarts[index], verticesCounts[index], indexStarts[index], indexCounts[index], newMesh, newMesh, true); index++; } } // Finish return newMesh; }; /** * Configure node transformation from position, rotation and scaling */ var configureNode = function (newNode, position, rotation, scaling) { if (newNode.position) { newNode.position = position; } if (newNode.rotationQuaternion || newNode.rotation) { newNode.rotationQuaternion = rotation; } if (newNode.scaling) { newNode.scaling = scaling; } }; /** * Configures node from transformation matrix */ var configureNodeFromMatrix = function (newNode, node, parent) { if (node.matrix) { var position = new BABYLON.Vector3(0, 0, 0); var rotation = new BABYLON.Quaternion(); var scaling = new BABYLON.Vector3(0, 0, 0); var mat = BABYLON.Matrix.FromArray(node.matrix); mat.decompose(scaling, rotation, position); configureNode(newNode, position, rotation, scaling); } else { configureNode(newNode, BABYLON.Vector3.FromArray(node.translation), BABYLON.Quaternion.FromArray(node.rotation), BABYLON.Vector3.FromArray(node.scale)); } newNode.computeWorldMatrix(true); }; /** * Imports a node */ var importNode = function (gltfRuntime, node, id, parent) { var lastNode = null; if (gltfRuntime.importOnlyMeshes && (node.skin || node.meshes)) { if (gltfRuntime.importMeshesNames.length > 0 && gltfRuntime.importMeshesNames.indexOf(node.name) === -1) { return null; } } // Meshes if (node.skin) { if (node.meshes) { var skin = gltfRuntime.skins[node.skin]; var newMesh = importMesh(gltfRuntime, node, node.meshes, id, node.babylonNode); newMesh.skeleton = gltfRuntime.scene.getLastSkeletonByID(node.skin); if (newMesh.skeleton === null) { newMesh.skeleton = importSkeleton(gltfRuntime, skin, newMesh, skin.babylonSkeleton, node.skin); if (!skin.babylonSkeleton) { skin.babylonSkeleton = newMesh.skeleton; } } lastNode = newMesh; } } else if (node.meshes) { /** * Improve meshes property */ var newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id, node.babylonNode); lastNode = newMesh; } else if (node.light && !node.babylonNode && !gltfRuntime.importOnlyMeshes) { var light = gltfRuntime.lights[node.light]; if (light) { if (light.type === "ambient") { var ambienLight = light[light.type]; var hemiLight = new BABYLON.HemisphericLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene); hemiLight.name = node.name; if (ambienLight.color) { hemiLight.diffuse = BABYLON.Color3.FromArray(ambienLight.color); } lastNode = hemiLight; } else if (light.type === "directional") { var directionalLight = light[light.type]; var dirLight = new BABYLON.DirectionalLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene); dirLight.name = node.name; if (directionalLight.color) { dirLight.diffuse = BABYLON.Color3.FromArray(directionalLight.color); } lastNode = dirLight; } else if (light.type === "point") { var pointLight = light[light.type]; var ptLight = new BABYLON.PointLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene); ptLight.name = node.name; if (pointLight.color) { ptLight.diffuse = BABYLON.Color3.FromArray(pointLight.color); } lastNode = ptLight; } else if (light.type === "spot") { var spotLight = light[light.type]; var spLight = new BABYLON.SpotLight(node.light, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, gltfRuntime.scene); spLight.name = node.name; if (spotLight.color) { spLight.diffuse = BABYLON.Color3.FromArray(spotLight.color); } if (spotLight.fallOfAngle) { spLight.angle = spotLight.fallOfAngle; } if (spotLight.fallOffExponent) { spLight.exponent = spotLight.fallOffExponent; } lastNode = spLight; } } } else if (node.camera && !node.babylonNode && !gltfRuntime.importOnlyMeshes) { var camera = gltfRuntime.cameras[node.camera]; if (camera) { if (camera.type === "orthographic") { var orthoCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene); orthoCamera.name = node.name; orthoCamera.mode = BABYLON.Camera.ORTHOGRAPHIC_CAMERA; orthoCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas()); lastNode = orthoCamera; } else if (camera.type === "perspective") { var perspectiveCamera = camera[camera.type]; var persCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene); persCamera.name = node.name; persCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas()); if (!perspectiveCamera.aspectRatio) { perspectiveCamera.aspectRatio = gltfRuntime.scene.getEngine().getRenderWidth() / gltfRuntime.scene.getEngine().getRenderHeight(); } if (perspectiveCamera.znear && perspectiveCamera.zfar) { persCamera.maxZ = perspectiveCamera.zfar; persCamera.minZ = perspectiveCamera.znear; } lastNode = persCamera; } } } // Empty node if (!node.jointName) { if (node.babylonNode) { return node.babylonNode; } else if (lastNode === null) { var dummy = new BABYLON.Mesh(node.name, gltfRuntime.scene); node.babylonNode = dummy; lastNode = dummy; } } if (lastNode !== null) { if (node.matrix && lastNode instanceof BABYLON.Mesh) { configureNodeFromMatrix(lastNode, node, parent); } else { var translation = node.translation || [0, 0, 0]; var rotation = node.rotation || [0, 0, 0, 1]; var scale = node.scale || [1, 1, 1]; configureNode(lastNode, BABYLON.Vector3.FromArray(translation), BABYLON.Quaternion.FromArray(rotation), BABYLON.Vector3.FromArray(scale)); } lastNode.updateCache(true); node.babylonNode = lastNode; } return lastNode; }; /** * Traverses nodes and creates them */ var traverseNodes = function (gltfRuntime, id, parent, meshIncluded) { var node = gltfRuntime.nodes[id]; var newNode = null; if (gltfRuntime.importOnlyMeshes && !meshIncluded) { if (gltfRuntime.importMeshesNames.indexOf(node.name) !== -1 || gltfRuntime.importMeshesNames.length === 0) { meshIncluded = true; } else { meshIncluded = false; } } else { meshIncluded = true; } if (!node.jointName && meshIncluded) { newNode = importNode(gltfRuntime, node, id, parent); if (newNode !== null) { newNode.id = id; newNode.parent = parent; } } if (node.children) { for (var i = 0; i < node.children.length; i++) { traverseNodes(gltfRuntime, node.children[i], newNode, meshIncluded); } } }; /** * do stuff after buffers, shaders are loaded (e.g. hook up materials, load animations, etc.) */ var postLoad = function (gltfRuntime) { // Nodes var currentScene = gltfRuntime.currentScene; if (currentScene) { for (var i = 0; i < currentScene.nodes.length; i++) { traverseNodes(gltfRuntime, currentScene.nodes[i], null); } } else { for (var thing in gltfRuntime.scenes) { currentScene = gltfRuntime.scenes[thing]; for (var i = 0; i < currentScene.nodes.length; i++) { traverseNodes(gltfRuntime, currentScene.nodes[i], null); } } } // Set animations loadAnimations(gltfRuntime); for (var i = 0; i < gltfRuntime.scene.skeletons.length; i++) { var skeleton = gltfRuntime.scene.skeletons[i]; gltfRuntime.scene.beginAnimation(skeleton, 0, Number.MAX_VALUE, true, 1.0); } }; /** * onBind shaderrs callback to set uniforms and matrices */ var onBindShaderMaterial = function (mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess) { var materialValues = material.values || technique.parameters; for (var unif in unTreatedUniforms) { var uniform = unTreatedUniforms[unif]; var type = uniform.type; if (type === GLTF1.EParameterType.FLOAT_MAT2 || type === GLTF1.EParameterType.FLOAT_MAT3 || type === GLTF1.EParameterType.FLOAT_MAT4) { if (uniform.semantic && !uniform.source && !uniform.node) { GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, mesh, uniform, unif, shaderMaterial.getEffect()); } else if (uniform.semantic && (uniform.source || uniform.node)) { var source = gltfRuntime.scene.getNodeByName(uniform.source || uniform.node); if (source === null) { source = gltfRuntime.scene.getNodeByID(uniform.source || uniform.node); } if (source === null) { continue; } GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, source, uniform, unif, shaderMaterial.getEffect()); } } else { var value = materialValues[technique.uniforms[unif]]; if (!value) { continue; } if (type === GLTF1.EParameterType.SAMPLER_2D) { var texture = gltfRuntime.textures[material.values ? value : uniform.value].babylonTexture; if (texture === null || texture === undefined) { continue; } shaderMaterial.getEffect().setTexture(unif, texture); } else { GLTF1.GLTFUtils.SetUniform(shaderMaterial.getEffect(), unif, value, type); } } } onSuccess(shaderMaterial); }; /** * Prepare uniforms to send the only one time * Loads the appropriate textures */ var prepareShaderMaterialUniforms = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms) { var materialValues = material.values || technique.parameters; var techniqueUniforms = technique.uniforms; /** * Prepare values here (not matrices) */ for (var unif in unTreatedUniforms) { var uniform = unTreatedUniforms[unif]; var type = uniform.type; var value = materialValues[techniqueUniforms[unif]]; if (value === undefined) { // In case the value is the same for all materials value = uniform.value; } if (!value) { continue; } var onLoadTexture = function (uniformName) { return function (texture) { if (uniform.value) { // Static uniform shaderMaterial.setTexture(uniformName, texture); delete unTreatedUniforms[uniformName]; } }; }; // Texture (sampler2D) if (type === GLTF1.EParameterType.SAMPLER_2D) { GLTF1.GLTFLoaderExtension.LoadTextureAsync(gltfRuntime, material.values ? value : uniform.value, onLoadTexture(unif), function () { return onLoadTexture(null); }); } else { if (uniform.value && GLTF1.GLTFUtils.SetUniform(shaderMaterial, unif, material.values ? value : uniform.value, type)) { // Static uniform delete unTreatedUniforms[unif]; } } } }; /** * Shader compilation failed */ var onShaderCompileError = function (program, shaderMaterial, onError) { return function (effect, error) { shaderMaterial.dispose(true); onError("Cannot compile program named " + program.name + ". Error: " + error + ". Default material will be applied"); }; }; /** * Shader compilation success */ var onShaderCompileSuccess = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess) { return function (_) { prepareShaderMaterialUniforms(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms); shaderMaterial.onBind = function (mesh) { onBindShaderMaterial(mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess); }; }; }; /** * Returns the appropriate uniform if already handled by babylon */ var parseShaderUniforms = function (tokenizer, technique, unTreatedUniforms) { for (var unif in technique.uniforms) { var uniform = technique.uniforms[unif]; var uniformParameter = technique.parameters[uniform]; if (tokenizer.currentIdentifier === unif) { if (uniformParameter.semantic && !uniformParameter.source && !uniformParameter.node) { var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic); if (transformIndex !== -1) { delete unTreatedUniforms[unif]; return babylonTransforms[transformIndex]; } } } } return tokenizer.currentIdentifier; }; /** * All shaders loaded. Create materials one by one */ var importMaterials = function (gltfRuntime) { // Create materials for (var mat in gltfRuntime.materials) { GLTF1.GLTFLoaderExtension.LoadMaterialAsync(gltfRuntime, mat, function (material) { }, function () { }); } }; /** * Implementation of the base glTF spec */ var GLTFLoaderBase = (function () { function GLTFLoaderBase() { } GLTFLoaderBase.CreateRuntime = function (parsedData, scene, rootUrl) { var gltfRuntime = { extensions: {}, accessors: {}, buffers: {}, bufferViews: {}, meshes: {}, lights: {}, cameras: {}, nodes: {}, images: {}, textures: {}, shaders: {}, programs: {}, samplers: {}, techniques: {}, materials: {}, animations: {}, skins: {}, extensionsUsed: [], scenes: {}, buffersCount: 0, shaderscount: 0, scene: scene, rootUrl: rootUrl, loadedBufferCount: 0, loadedBufferViews: {}, loadedShaderCount: 0, importOnlyMeshes: false, dummyNodes: [] }; // Parse if (parsedData.extensions) { parseObject(parsedData.extensions, "extensions", gltfRuntime); } if (parsedData.extensionsUsed) { parseObject(parsedData.extensionsUsed, "extensionsUsed", gltfRuntime); } if (parsedData.buffers) { parseBuffers(parsedData.buffers, gltfRuntime); } if (parsedData.bufferViews) { parseObject(parsedData.bufferViews, "bufferViews", gltfRuntime); } if (parsedData.accessors) { parseObject(parsedData.accessors, "accessors", gltfRuntime); } if (parsedData.meshes) { parseObject(parsedData.meshes, "meshes", gltfRuntime); } if (parsedData.lights) { parseObject(parsedData.lights, "lights", gltfRuntime); } if (parsedData.cameras) { parseObject(parsedData.cameras, "cameras", gltfRuntime); } if (parsedData.nodes) { parseObject(parsedData.nodes, "nodes", gltfRuntime); } if (parsedData.images) { parseObject(parsedData.images, "images", gltfRuntime); } if (parsedData.textures) { parseObject(parsedData.textures, "textures", gltfRuntime); } if (parsedData.shaders) { parseShaders(parsedData.shaders, gltfRuntime); } if (parsedData.programs) { parseObject(parsedData.programs, "programs", gltfRuntime); } if (parsedData.samplers) { parseObject(parsedData.samplers, "samplers", gltfRuntime); } if (parsedData.techniques) { parseObject(parsedData.techniques, "techniques", gltfRuntime); } if (parsedData.materials) { parseObject(parsedData.materials, "materials", gltfRuntime); } if (parsedData.animations) { parseObject(parsedData.animations, "animations", gltfRuntime); } if (parsedData.skins) { parseObject(parsedData.skins, "skins", gltfRuntime); } if (parsedData.scenes) { gltfRuntime.scenes = parsedData.scenes; } if (parsedData.scene && parsedData.scenes) { gltfRuntime.currentScene = parsedData.scenes[parsedData.scene]; } return gltfRuntime; }; GLTFLoaderBase.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) { var buffer = gltfRuntime.buffers[id]; if (GLTF1.GLTFUtils.IsBase64(buffer.uri)) { setTimeout(function () { return onSuccess(new Uint8Array(GLTF1.GLTFUtils.DecodeBase64(buffer.uri))); }); } else { BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, function (data) { return onSuccess(new Uint8Array(data)); }, onProgress, null, true, function (request) { onError(request.status + " " + request.statusText); }); } }; GLTFLoaderBase.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) { var texture = gltfRuntime.textures[id]; if (!texture || !texture.source) { onError(null); return; } if (texture.babylonTexture) { onSuccess(null); return; } var source = gltfRuntime.images[texture.source]; if (GLTF1.GLTFUtils.IsBase64(source.uri)) { setTimeout(function () { return onSuccess(new Uint8Array(GLTF1.GLTFUtils.DecodeBase64(source.uri))); }); } else { BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + source.uri, function (data) { return onSuccess(new Uint8Array(data)); }, null, null, true, function (request) { onError(request.status + " " + request.statusText); }); } }; GLTFLoaderBase.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) { var texture = gltfRuntime.textures[id]; if (texture.babylonTexture) { onSuccess(texture.babylonTexture); return; } var sampler = gltfRuntime.samplers[texture.sampler]; var createMipMaps = (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST) || (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_LINEAR) || (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST) || (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR); var samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; var blob = new Blob([buffer]); var blobURL = URL.createObjectURL(blob); var revokeBlobURL = function () { return URL.revokeObjectURL(blobURL); }; var newTexture = new BABYLON.Texture(blobURL, gltfRuntime.scene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL); newTexture.wrapU = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapS); newTexture.wrapV = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapT); newTexture.name = id; texture.babylonTexture = newTexture; onSuccess(newTexture); }; GLTFLoaderBase.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) { var shader = gltfRuntime.shaders[id]; if (GLTF1.GLTFUtils.IsBase64(shader.uri)) { var shaderString = atob(shader.uri.split(",")[1]); onSuccess(shaderString); } else { BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, null, null, false, function (request) { onError(request.status + " " + request.statusText); }); } }; GLTFLoaderBase.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) { var material = gltfRuntime.materials[id]; var technique = gltfRuntime.techniques[material.technique]; if (!technique) { var defaultMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene); defaultMaterial.diffuseColor = new BABYLON.Color3(0.5, 0.5, 0.5); defaultMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation; onSuccess(defaultMaterial); return; } var program = gltfRuntime.programs[technique.program]; var states = technique.states; var vertexShader = BABYLON.Effect.ShadersStore[program.vertexShader + "VertexShader"]; var pixelShader = BABYLON.Effect.ShadersStore[program.fragmentShader + "PixelShader"]; var newVertexShader = ""; var newPixelShader = ""; var vertexTokenizer = new Tokenizer(vertexShader); var pixelTokenizer = new Tokenizer(pixelShader); var unTreatedUniforms = {}; var uniforms = []; var attributes = []; var samplers = []; // Fill uniform, sampler2D and attributes for (var unif in technique.uniforms) { var uniform = technique.uniforms[unif]; var uniformParameter = technique.parameters[uniform]; unTreatedUniforms[unif] = uniformParameter; if (uniformParameter.semantic && !uniformParameter.node && !uniformParameter.source) { var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic); if (transformIndex !== -1) { uniforms.push(babylonTransforms[transformIndex]); delete unTreatedUniforms[unif]; } else { uniforms.push(unif); } } else if (uniformParameter.type === GLTF1.EParameterType.SAMPLER_2D) { samplers.push(unif); } else { uniforms.push(unif); } } for (var attr in technique.attributes) { var attribute = technique.attributes[attr]; var attributeParameter = technique.parameters[attribute]; if (attributeParameter.semantic) { attributes.push(getAttribute(attributeParameter)); } } // Configure vertex shader while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) { var tokenType = vertexTokenizer.currentToken; if (tokenType !== ETokenType.IDENTIFIER) { newVertexShader += vertexTokenizer.currentString; continue; } var foundAttribute = false; for (var attr in technique.attributes) { var attribute = technique.attributes[attr]; var attributeParameter = technique.parameters[attribute]; if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) { newVertexShader += getAttribute(attributeParameter); foundAttribute = true; break; } } if (foundAttribute) { continue; } newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms); } // Configure pixel shader while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) { var tokenType = pixelTokenizer.currentToken; if (tokenType !== ETokenType.IDENTIFIER) { newPixelShader += pixelTokenizer.currentString; continue; } newPixelShader += parseShaderUniforms(pixelTokenizer, technique, unTreatedUniforms); } // Create shader material var shaderPath = { vertex: program.vertexShader + id, fragment: program.fragmentShader + id }; var options = { attributes: attributes, uniforms: uniforms, samplers: samplers, needAlphaBlending: states && states.enable && states.enable.indexOf(3042) !== -1 }; BABYLON.Effect.ShadersStore[program.vertexShader + id + "VertexShader"] = newVertexShader; BABYLON.Effect.ShadersStore[program.fragmentShader + id + "PixelShader"] = newPixelShader; var shaderMaterial = new BABYLON.ShaderMaterial(id, gltfRuntime.scene, shaderPath, options); shaderMaterial.onError = onShaderCompileError(program, shaderMaterial, onError); shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess); shaderMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation; if (states && states.functions) { var functions = states.functions; if (functions.cullFace && functions.cullFace[0] !== GLTF1.ECullingType.BACK) { shaderMaterial.backFaceCulling = false; } var blendFunc = functions.blendFuncSeparate; if (blendFunc) { 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) { shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_COMBINE; } else if (blendFunc[0] === GLTF1.EBlendingFunction.ONE && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) { shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ONEONE; } else if (blendFunc[0] === GLTF1.EBlendingFunction.SRC_ALPHA && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) { shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ADD; } 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) { shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_SUBTRACT; } else if (blendFunc[0] === GLTF1.EBlendingFunction.DST_COLOR && blendFunc[1] === GLTF1.EBlendingFunction.ZERO && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) { shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MULTIPLY; } 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) { shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MAXIMIZED; } } } }; return GLTFLoaderBase; }()); GLTF1.GLTFLoaderBase = GLTFLoaderBase; /** * glTF V1 Loader */ var GLTFLoader = (function () { function GLTFLoader() { } GLTFLoader.RegisterExtension = function (extension) { if (GLTFLoader.Extensions[extension.name]) { BABYLON.Tools.Error("Tool with the same name \"" + extension.name + "\" already exists"); return; } GLTFLoader.Extensions[extension.name] = extension; }; GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) { var _this = this; scene.useRightHandedSystem = true; GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) { gltfRuntime.importOnlyMeshes = true; if (meshesNames === "") { gltfRuntime.importMeshesNames = []; } else if (typeof meshesNames === "string") { gltfRuntime.importMeshesNames = [meshesNames]; } else if (meshesNames && !(meshesNames instanceof Array)) { gltfRuntime.importMeshesNames = [meshesNames]; } else { gltfRuntime.importMeshesNames = []; BABYLON.Tools.Warn("Argument meshesNames must be of type string or string[]"); } // Create nodes _this._createNodes(gltfRuntime); var meshes = new Array(); var skeletons = new Array(); // Fill arrays of meshes and skeletons for (var nde in gltfRuntime.nodes) { var node = gltfRuntime.nodes[nde]; if (node.babylonNode instanceof BABYLON.AbstractMesh) { meshes.push(node.babylonNode); } } for (var skl in gltfRuntime.skins) { var skin = gltfRuntime.skins[skl]; if (skin.babylonSkeleton instanceof BABYLON.Skeleton) { skeletons.push(skin.babylonSkeleton); } } // Load buffers, shaders, materials, etc. _this._loadBuffersAsync(gltfRuntime, function () { _this._loadShadersAsync(gltfRuntime, function () { importMaterials(gltfRuntime); postLoad(gltfRuntime); if (!BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) { onSuccess(meshes, null, skeletons); } }); }, onProgress); if (BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) { onSuccess(meshes, null, skeletons); } }, onError); return true; }; GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) { var _this = this; scene.useRightHandedSystem = true; GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) { // Load runtime extensios GLTF1.GLTFLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, function () { // Create nodes _this._createNodes(gltfRuntime); // Load buffers, shaders, materials, etc. _this._loadBuffersAsync(gltfRuntime, function () { _this._loadShadersAsync(gltfRuntime, function () { importMaterials(gltfRuntime); postLoad(gltfRuntime); if (!BABYLON.GLTFFileLoader.IncrementalLoading) { onSuccess(); } }); }); if (BABYLON.GLTFFileLoader.IncrementalLoading) { onSuccess(); } }, onError); }, onError); }; GLTFLoader.prototype._loadShadersAsync = function (gltfRuntime, onload) { var hasShaders = false; var processShader = function (sha, shader) { GLTF1.GLTFLoaderExtension.LoadShaderStringAsync(gltfRuntime, sha, function (shaderString) { gltfRuntime.loadedShaderCount++; if (shaderString) { BABYLON.Effect.ShadersStore[sha + (shader.type === GLTF1.EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = shaderString; } if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) { onload(); } }, function () { BABYLON.Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri); }); }; for (var sha in gltfRuntime.shaders) { hasShaders = true; var shader = gltfRuntime.shaders[sha]; if (shader) { processShader.bind(this, sha, shader)(); } else { BABYLON.Tools.Error("No shader named: " + sha); } } if (!hasShaders) { onload(); } }; ; GLTFLoader.prototype._loadBuffersAsync = function (gltfRuntime, onLoad, onProgress) { var hasBuffers = false; var processBuffer = function (buf, buffer) { GLTF1.GLTFLoaderExtension.LoadBufferAsync(gltfRuntime, buf, function (bufferView) { gltfRuntime.loadedBufferCount++; if (bufferView) { if (bufferView.byteLength != gltfRuntime.buffers[buf].byteLength) { BABYLON.Tools.Error("Buffer named " + buf + " is length " + bufferView.byteLength + ". Expected: " + buffer.byteLength); // Improve error message } gltfRuntime.loadedBufferViews[buf] = bufferView; } if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) { onLoad(); } }, function () { BABYLON.Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri); }); }; for (var buf in gltfRuntime.buffers) { hasBuffers = true; var buffer = gltfRuntime.buffers[buf]; if (buffer) { processBuffer.bind(this, buf, buffer)(); } else { BABYLON.Tools.Error("No buffer named: " + buf); } } if (!hasBuffers) { onLoad(); } }; GLTFLoader.prototype._createNodes = function (gltfRuntime) { var currentScene = gltfRuntime.currentScene; if (currentScene) { // Only one scene even if multiple scenes are defined for (var i = 0; i < currentScene.nodes.length; i++) { traverseNodes(gltfRuntime, currentScene.nodes[i], null); } } else { // Load all scenes for (var thing in gltfRuntime.scenes) { currentScene = gltfRuntime.scenes[thing]; for (var i = 0; i < currentScene.nodes.length; i++) { traverseNodes(gltfRuntime, currentScene.nodes[i], null); } } } }; GLTFLoader.Extensions = {}; return GLTFLoader; }()); GLTF1.GLTFLoader = GLTFLoader; ; BABYLON.GLTFFileLoader.CreateGLTFLoaderV1 = function () { return new GLTFLoader(); }; })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {})); })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.glTFLoader.js.map var BABYLON; (function (BABYLON) { var GLTF1; (function (GLTF1) { /** * Utils functions for GLTF */ var GLTFUtils = (function () { function GLTFUtils() { } /** * Sets the given "parameter" matrix * @param scene: the {BABYLON.Scene} object * @param source: the source node where to pick the matrix * @param parameter: the GLTF technique parameter * @param uniformName: the name of the shader's uniform * @param shaderMaterial: the shader material */ GLTFUtils.SetMatrix = function (scene, source, parameter, uniformName, shaderMaterial) { var mat = null; if (parameter.semantic === "MODEL") { mat = source.getWorldMatrix(); } else if (parameter.semantic === "PROJECTION") { mat = scene.getProjectionMatrix(); } else if (parameter.semantic === "VIEW") { mat = scene.getViewMatrix(); } else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") { mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert()); } else if (parameter.semantic === "MODELVIEW") { mat = source.getWorldMatrix().multiply(scene.getViewMatrix()); } else if (parameter.semantic === "MODELVIEWPROJECTION") { mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()); } else if (parameter.semantic === "MODELINVERSE") { mat = source.getWorldMatrix().invert(); } else if (parameter.semantic === "VIEWINVERSE") { mat = scene.getViewMatrix().invert(); } else if (parameter.semantic === "PROJECTIONINVERSE") { mat = scene.getProjectionMatrix().invert(); } else if (parameter.semantic === "MODELVIEWINVERSE") { mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert(); } else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") { mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert(); } else if (parameter.semantic === "MODELINVERSETRANSPOSE") { mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().invert()); } else { debugger; } switch (parameter.type) { case GLTF1.EParameterType.FLOAT_MAT2: shaderMaterial.setMatrix2x2(uniformName, BABYLON.Matrix.GetAsMatrix2x2(mat)); break; case GLTF1.EParameterType.FLOAT_MAT3: shaderMaterial.setMatrix3x3(uniformName, BABYLON.Matrix.GetAsMatrix3x3(mat)); break; case GLTF1.EParameterType.FLOAT_MAT4: shaderMaterial.setMatrix(uniformName, mat); break; default: break; } }; /** * Sets the given "parameter" matrix * @param shaderMaterial: the shader material * @param uniform: the name of the shader's uniform * @param value: the value of the uniform * @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4) */ GLTFUtils.SetUniform = function (shaderMaterial, uniform, value, type) { switch (type) { case GLTF1.EParameterType.FLOAT: shaderMaterial.setFloat(uniform, value); return true; case GLTF1.EParameterType.FLOAT_VEC2: shaderMaterial.setVector2(uniform, BABYLON.Vector2.FromArray(value)); return true; case GLTF1.EParameterType.FLOAT_VEC3: shaderMaterial.setVector3(uniform, BABYLON.Vector3.FromArray(value)); return true; case GLTF1.EParameterType.FLOAT_VEC4: shaderMaterial.setVector4(uniform, BABYLON.Vector4.FromArray(value)); return true; default: return false; } }; /** * If the uri is a base64 string * @param uri: the uri to test */ GLTFUtils.IsBase64 = function (uri) { return uri.length < 5 ? false : uri.substr(0, 5) === "data:"; }; /** * Decode the base64 uri * @param uri: the uri to decode */ GLTFUtils.DecodeBase64 = function (uri) { var decodedString = atob(uri.split(",")[1]); var bufferLength = decodedString.length; var bufferView = new Uint8Array(new ArrayBuffer(bufferLength)); for (var i = 0; i < bufferLength; i++) { bufferView[i] = decodedString.charCodeAt(i); } return bufferView.buffer; }; /** * Returns the wrap mode of the texture * @param mode: the mode value */ GLTFUtils.GetWrapMode = function (mode) { switch (mode) { case GLTF1.ETextureWrapMode.CLAMP_TO_EDGE: return BABYLON.Texture.CLAMP_ADDRESSMODE; case GLTF1.ETextureWrapMode.MIRRORED_REPEAT: return BABYLON.Texture.MIRROR_ADDRESSMODE; case GLTF1.ETextureWrapMode.REPEAT: return BABYLON.Texture.WRAP_ADDRESSMODE; default: return BABYLON.Texture.WRAP_ADDRESSMODE; } }; /** * Returns the byte stride giving an accessor * @param accessor: the GLTF accessor objet */ GLTFUtils.GetByteStrideFromType = function (accessor) { // Needs this function since "byteStride" isn't requiered in glTF format var type = accessor.type; switch (type) { case "VEC2": return 2; case "VEC3": return 3; case "VEC4": return 4; case "MAT2": return 4; case "MAT3": return 9; case "MAT4": return 16; default: return 1; } }; /** * Returns the texture filter mode giving a mode value * @param mode: the filter mode value */ GLTFUtils.GetTextureFilterMode = function (mode) { switch (mode) { case GLTF1.ETextureFilterType.LINEAR: case GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST: case GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.TRILINEAR_SAMPLINGMODE; case GLTF1.ETextureFilterType.NEAREST: case GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_SAMPLINGMODE; default: return BABYLON.Texture.BILINEAR_SAMPLINGMODE; } }; GLTFUtils.GetBufferFromBufferView = function (gltfRuntime, bufferView, byteOffset, byteLength, componentType) { var byteOffset = bufferView.byteOffset + byteOffset; var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer]; if (byteOffset + byteLength > loadedBufferView.byteLength) { throw new Error("Buffer access is out of range"); } var buffer = loadedBufferView.buffer; byteOffset += loadedBufferView.byteOffset; switch (componentType) { case GLTF1.EComponentType.BYTE: return new Int8Array(buffer, byteOffset, byteLength); case GLTF1.EComponentType.UNSIGNED_BYTE: return new Uint8Array(buffer, byteOffset, byteLength); case GLTF1.EComponentType.SHORT: return new Int16Array(buffer, byteOffset, byteLength); case GLTF1.EComponentType.UNSIGNED_SHORT: return new Uint16Array(buffer, byteOffset, byteLength); default: return new Float32Array(buffer, byteOffset, byteLength); } }; /** * Returns a buffer from its accessor * @param gltfRuntime: the GLTF runtime * @param accessor: the GLTF accessor */ GLTFUtils.GetBufferFromAccessor = function (gltfRuntime, accessor) { var bufferView = gltfRuntime.bufferViews[accessor.bufferView]; var byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor); return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType); }; /** * Decodes a buffer view into a string * @param view: the buffer view */ GLTFUtils.DecodeBufferToText = function (view) { var result = ""; var length = view.byteLength; for (var i = 0; i < length; ++i) { result += String.fromCharCode(view[i]); } return result; }; /** * Returns the default material of gltf. Related to * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material * @param scene: the Babylon.js scene */ GLTFUtils.GetDefaultMaterial = function (scene) { if (!GLTFUtils._DefaultMaterial) { BABYLON.Effect.ShadersStore["GLTFDefaultMaterialVertexShader"] = [ "precision highp float;", "", "uniform mat4 worldView;", "uniform mat4 projection;", "", "attribute vec3 position;", "", "void main(void)", "{", " gl_Position = projection * worldView * vec4(position, 1.0);", "}" ].join("\n"); BABYLON.Effect.ShadersStore["GLTFDefaultMaterialPixelShader"] = [ "precision highp float;", "", "uniform vec4 u_emission;", "", "void main(void)", "{", " gl_FragColor = u_emission;", "}" ].join("\n"); var shaderPath = { vertex: "GLTFDefaultMaterial", fragment: "GLTFDefaultMaterial" }; var options = { attributes: ["position"], uniforms: ["worldView", "projection", "u_emission"], samplers: new Array(), needAlphaBlending: false }; GLTFUtils._DefaultMaterial = new BABYLON.ShaderMaterial("GLTFDefaultMaterial", scene, shaderPath, options); GLTFUtils._DefaultMaterial.setColor4("u_emission", new BABYLON.Color4(0.5, 0.5, 0.5, 1.0)); } return GLTFUtils._DefaultMaterial; }; // The GLTF default material GLTFUtils._DefaultMaterial = null; return GLTFUtils; }()); GLTF1.GLTFUtils = GLTFUtils; })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {})); })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.glTFLoaderUtils.js.map var BABYLON; (function (BABYLON) { var GLTF1; (function (GLTF1) { var GLTFLoaderExtension = (function () { function GLTFLoaderExtension(name) { this._name = name; } Object.defineProperty(GLTFLoaderExtension.prototype, "name", { get: function () { return this._name; }, enumerable: true, configurable: true }); /** * Defines an override for loading the runtime * Return true to stop further extensions from loading the runtime */ GLTFLoaderExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) { return false; }; /** * Defines an onverride for creating gltf runtime * Return true to stop further extensions from creating the runtime */ GLTFLoaderExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) { return false; }; /** * Defines an override for loading buffers * Return true to stop further extensions from loading this buffer */ GLTFLoaderExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) { return false; }; /** * Defines an override for loading texture buffers * Return true to stop further extensions from loading this texture data */ GLTFLoaderExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) { return false; }; /** * Defines an override for creating textures * Return true to stop further extensions from loading this texture */ GLTFLoaderExtension.prototype.createTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) { return false; }; /** * Defines an override for loading shader strings * Return true to stop further extensions from loading this shader data */ GLTFLoaderExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) { return false; }; /** * Defines an override for loading materials * Return true to stop further extensions from loading this material */ GLTFLoaderExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) { return false; }; // --------- // Utilities // --------- GLTFLoaderExtension.LoadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) { GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) { return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError); }, function () { setTimeout(function () { onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl)); }); }); }; GLTFLoaderExtension.LoadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) { GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) { return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError); }, function () { setTimeout(function () { onSuccess(); }); }); }; GLTFLoaderExtension.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) { GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) { return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress); }, function () { GLTF1.GLTFLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress); }); }; GLTFLoaderExtension.LoadTextureAsync = function (gltfRuntime, id, onSuccess, onError) { GLTFLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) { return GLTFLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError); }, onError); }; GLTFLoaderExtension.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) { GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) { return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError); }, function () { GLTF1.GLTFLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError); }); }; GLTFLoaderExtension.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) { GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) { return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError); }, function () { GLTF1.GLTFLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError); }); }; GLTFLoaderExtension.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) { GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) { return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError); }, function () { GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError); }); }; GLTFLoaderExtension.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) { GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) { return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError); }, function () { GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError); }); }; GLTFLoaderExtension.ApplyExtensions = function (func, defaultFunc) { for (var extensionName in GLTF1.GLTFLoader.Extensions) { var loaderExtension = GLTF1.GLTFLoader.Extensions[extensionName]; if (func(loaderExtension)) { return; } } defaultFunc(); }; return GLTFLoaderExtension; }()); GLTF1.GLTFLoaderExtension = GLTFLoaderExtension; })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {})); })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.glTFLoaderExtension.js.map var BABYLON; (function (BABYLON) { var GLTF1; (function (GLTF1) { var BinaryExtensionBufferName = "binary_glTF"; ; ; var GLTFBinaryExtension = (function (_super) { __extends(GLTFBinaryExtension, _super); function GLTFBinaryExtension() { return _super.call(this, "KHR_binary_glTF") || this; } GLTFBinaryExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) { var extensionsUsed = data.json.extensionsUsed; if (!extensionsUsed || extensionsUsed.indexOf(this.name) === -1) { return false; } this._bin = data.bin; onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl)); return true; }; GLTFBinaryExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError) { if (gltfRuntime.extensionsUsed.indexOf(this.name) === -1) { return false; } if (id !== BinaryExtensionBufferName) { return false; } onSuccess(this._bin); return true; }; GLTFBinaryExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) { var texture = gltfRuntime.textures[id]; var source = gltfRuntime.images[texture.source]; if (!source.extensions || !(this.name in source.extensions)) { return false; } var sourceExt = source.extensions[this.name]; var bufferView = gltfRuntime.bufferViews[sourceExt.bufferView]; var buffer = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE); onSuccess(buffer); return true; }; GLTFBinaryExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) { var shader = gltfRuntime.shaders[id]; if (!shader.extensions || !(this.name in shader.extensions)) { return false; } var binaryExtensionShader = shader.extensions[this.name]; var bufferView = gltfRuntime.bufferViews[binaryExtensionShader.bufferView]; var shaderBytes = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE); setTimeout(function () { var shaderString = GLTF1.GLTFUtils.DecodeBufferToText(shaderBytes); onSuccess(shaderString); }); return true; }; return GLTFBinaryExtension; }(GLTF1.GLTFLoaderExtension)); GLTF1.GLTFBinaryExtension = GLTFBinaryExtension; GLTF1.GLTFLoader.RegisterExtension(new GLTFBinaryExtension()); })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {})); })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.glTFBinaryExtension.js.map var BABYLON; (function (BABYLON) { var GLTF1; (function (GLTF1) { ; ; ; var GLTFMaterialsCommonExtension = (function (_super) { __extends(GLTFMaterialsCommonExtension, _super); function GLTFMaterialsCommonExtension() { return _super.call(this, "KHR_materials_common") || this; } GLTFMaterialsCommonExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) { if (!gltfRuntime.extensions) return false; var extension = gltfRuntime.extensions[this.name]; if (!extension) return false; // Create lights var lights = extension.lights; if (lights) { for (var thing in lights) { var light = lights[thing]; switch (light.type) { case "ambient": var ambientLight = new BABYLON.HemisphericLight(light.name, new BABYLON.Vector3(0, 1, 0), gltfRuntime.scene); var ambient = light.ambient; ambientLight.diffuse = BABYLON.Color3.FromArray(ambient.color || [1, 1, 1]); break; case "point": var pointLight = new BABYLON.PointLight(light.name, new BABYLON.Vector3(10, 10, 10), gltfRuntime.scene); var point = light.point; pointLight.diffuse = BABYLON.Color3.FromArray(point.color || [1, 1, 1]); break; case "directional": var dirLight = new BABYLON.DirectionalLight(light.name, new BABYLON.Vector3(0, -1, 0), gltfRuntime.scene); var directional = light.directional; dirLight.diffuse = BABYLON.Color3.FromArray(directional.color || [1, 1, 1]); break; case "spot": var spot = light.spot; var spotLight = new BABYLON.SpotLight(light.name, new BABYLON.Vector3(0, 10, 0), new BABYLON.Vector3(0, -1, 0), light.spot.fallOffAngle || Math.PI, light.spot.fallOffExponent || 0.0, gltfRuntime.scene); spotLight.diffuse = BABYLON.Color3.FromArray(spot.color || [1, 1, 1]); break; default: BABYLON.Tools.Warn("GLTF Material Common extension: light type \"" + light.type + "\” not supported"); break; } } } return false; }; GLTFMaterialsCommonExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) { var material = gltfRuntime.materials[id]; if (!material || !material.extensions) return false; var extension = material.extensions[this.name]; if (!extension) return false; var standardMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene); standardMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation; if (extension.technique === "CONSTANT") { standardMaterial.disableLighting = true; } standardMaterial.backFaceCulling = extension.doubleSided === undefined ? false : !extension.doubleSided; standardMaterial.alpha = extension.values.transparency === undefined ? 1.0 : extension.values.transparency; standardMaterial.specularPower = extension.values.shininess === undefined ? 0.0 : extension.values.shininess; // Ambient if (typeof extension.values.ambient === "string") { this._loadTexture(gltfRuntime, extension.values.ambient, standardMaterial, "ambientTexture", onError); } else { standardMaterial.ambientColor = BABYLON.Color3.FromArray(extension.values.ambient || [0, 0, 0]); } // Diffuse if (typeof extension.values.diffuse === "string") { this._loadTexture(gltfRuntime, extension.values.diffuse, standardMaterial, "diffuseTexture", onError); } else { standardMaterial.diffuseColor = BABYLON.Color3.FromArray(extension.values.diffuse || [0, 0, 0]); } // Emission if (typeof extension.values.emission === "string") { this._loadTexture(gltfRuntime, extension.values.emission, standardMaterial, "emissiveTexture", onError); } else { standardMaterial.emissiveColor = BABYLON.Color3.FromArray(extension.values.emission || [0, 0, 0]); } // Specular if (typeof extension.values.specular === "string") { this._loadTexture(gltfRuntime, extension.values.specular, standardMaterial, "specularTexture", onError); } else { standardMaterial.specularColor = BABYLON.Color3.FromArray(extension.values.specular || [0, 0, 0]); } return true; }; GLTFMaterialsCommonExtension.prototype._loadTexture = function (gltfRuntime, id, material, propertyPath, onError) { // Create buffer from texture url GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) { // Create texture from buffer GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, function (texture) { return material[propertyPath] = texture; }, onError); }, onError); }; return GLTFMaterialsCommonExtension; }(GLTF1.GLTFLoaderExtension)); GLTF1.GLTFMaterialsCommonExtension = GLTFMaterialsCommonExtension; GLTF1.GLTFLoader.RegisterExtension(new GLTFMaterialsCommonExtension()); })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {})); })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.glTFMaterialsCommonExtension.js.map var BABYLON; (function (BABYLON) { var GLTF2; (function (GLTF2) { /** * Enums */ var EComponentType; (function (EComponentType) { EComponentType[EComponentType["BYTE"] = 5120] = "BYTE"; EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; EComponentType[EComponentType["SHORT"] = 5122] = "SHORT"; EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; EComponentType[EComponentType["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT"; })(EComponentType = GLTF2.EComponentType || (GLTF2.EComponentType = {})); var EMeshPrimitiveMode; (function (EMeshPrimitiveMode) { EMeshPrimitiveMode[EMeshPrimitiveMode["POINTS"] = 0] = "POINTS"; EMeshPrimitiveMode[EMeshPrimitiveMode["LINES"] = 1] = "LINES"; EMeshPrimitiveMode[EMeshPrimitiveMode["LINE_LOOP"] = 2] = "LINE_LOOP"; EMeshPrimitiveMode[EMeshPrimitiveMode["LINE_STRIP"] = 3] = "LINE_STRIP"; EMeshPrimitiveMode[EMeshPrimitiveMode["TRIANGLES"] = 4] = "TRIANGLES"; EMeshPrimitiveMode[EMeshPrimitiveMode["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; EMeshPrimitiveMode[EMeshPrimitiveMode["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; })(EMeshPrimitiveMode = GLTF2.EMeshPrimitiveMode || (GLTF2.EMeshPrimitiveMode = {})); var ETextureMagFilter; (function (ETextureMagFilter) { ETextureMagFilter[ETextureMagFilter["NEAREST"] = 9728] = "NEAREST"; ETextureMagFilter[ETextureMagFilter["LINEAR"] = 9729] = "LINEAR"; })(ETextureMagFilter = GLTF2.ETextureMagFilter || (GLTF2.ETextureMagFilter = {})); var ETextureMinFilter; (function (ETextureMinFilter) { ETextureMinFilter[ETextureMinFilter["NEAREST"] = 9728] = "NEAREST"; ETextureMinFilter[ETextureMinFilter["LINEAR"] = 9729] = "LINEAR"; ETextureMinFilter[ETextureMinFilter["NEAREST_MIPMAP_NEAREST"] = 9984] = "NEAREST_MIPMAP_NEAREST"; ETextureMinFilter[ETextureMinFilter["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST"; ETextureMinFilter[ETextureMinFilter["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR"; ETextureMinFilter[ETextureMinFilter["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR"; })(ETextureMinFilter = GLTF2.ETextureMinFilter || (GLTF2.ETextureMinFilter = {})); var ETextureWrapMode; (function (ETextureWrapMode) { ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE"; ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT"; })(ETextureWrapMode = GLTF2.ETextureWrapMode || (GLTF2.ETextureWrapMode = {})); })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {})); })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.glTFLoaderInterfaces.js.map var BABYLON; (function (BABYLON) { var GLTF2; (function (GLTF2) { var GLTFLoaderTracker = (function () { function GLTFLoaderTracker(onComplete) { this._pendingCount = 0; this._callback = onComplete; } GLTFLoaderTracker.prototype._addPendingData = function (data) { this._pendingCount++; }; GLTFLoaderTracker.prototype._removePendingData = function (data) { if (--this._pendingCount === 0) { this._callback(); } }; return GLTFLoaderTracker; }()); var GLTFLoader = (function () { function GLTFLoader(parent) { this._renderReady = false; this._disposed = false; this._renderReadyObservable = new BABYLON.Observable(); // Count of pending work that needs to complete before the asset is rendered. this._renderPendingCount = 0; // Count of pending work that needs to complete before the loader is disposed. this._loaderPendingCount = 0; this._loaderTrackers = new Array(); this._parent = parent; } GLTFLoader.RegisterExtension = function (extension) { if (GLTFLoader.Extensions[extension.name]) { BABYLON.Tools.Error("Extension with the same name '" + extension.name + "' already exists"); return; } GLTFLoader.Extensions[extension.name] = extension; // Keep the order of registration so that extensions registered first are called first. GLTF2.GLTFLoaderExtension._Extensions.push(extension); }; GLTFLoader.prototype.dispose = function () { if (this._disposed) { return; } this._disposed = true; // Revoke object urls created during load if (this._gltf.textures) { this._gltf.textures.forEach(function (texture) { if (texture.url) { URL.revokeObjectURL(texture.url); } }); } this._gltf = undefined; this._babylonScene = undefined; this._rootUrl = undefined; this._defaultMaterial = undefined; this._successCallback = undefined; this._errorCallback = undefined; this._renderReady = false; this._renderReadyObservable.clear(); this._renderPendingCount = 0; this._loaderPendingCount = 0; }; GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) { var _this = this; this._loadAsync(meshesNames, scene, data, rootUrl, function () { onSuccess(_this._getMeshes(), null, _this._getSkeletons()); }, onProgress, onError); }; GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) { this._loadAsync(null, scene, data, rootUrl, onSuccess, onProgress, onError); }; GLTFLoader.prototype._loadAsync = function (nodeNames, scene, data, rootUrl, onSuccess, onProgress, onError) { var _this = this; this._tryCatchOnError(function () { _this._loadData(data); _this._babylonScene = scene; _this._rootUrl = rootUrl; _this._successCallback = onSuccess; _this._progressCallback = onProgress; _this._errorCallback = onError; GLTF2.GLTFUtils.AssignIndices(_this._gltf.accessors); GLTF2.GLTFUtils.AssignIndices(_this._gltf.animations); GLTF2.GLTFUtils.AssignIndices(_this._gltf.buffers); GLTF2.GLTFUtils.AssignIndices(_this._gltf.bufferViews); GLTF2.GLTFUtils.AssignIndices(_this._gltf.images); GLTF2.GLTFUtils.AssignIndices(_this._gltf.materials); GLTF2.GLTFUtils.AssignIndices(_this._gltf.meshes); GLTF2.GLTFUtils.AssignIndices(_this._gltf.nodes); GLTF2.GLTFUtils.AssignIndices(_this._gltf.scenes); GLTF2.GLTFUtils.AssignIndices(_this._gltf.skins); GLTF2.GLTFUtils.AssignIndices(_this._gltf.textures); _this._addPendingData(_this); _this._loadDefaultScene(nodeNames); _this._loadAnimations(); _this._removePendingData(_this); }); }; GLTFLoader.prototype._onError = function (message) { if (this._disposed) { return; } BABYLON.Tools.Error("glTF Loader: " + message); if (this._errorCallback) { this._errorCallback(message); } this.dispose(); }; GLTFLoader.prototype._onProgress = function (event) { if (this._disposed) { return; } if (this._progressCallback) { this._progressCallback(event); } }; GLTFLoader.prototype._executeWhenRenderReady = function (func) { if (this._renderReady) { func(); } else { this._renderReadyObservable.add(func); } }; GLTFLoader.prototype._onRenderReady = function () { this._rootNode.babylonMesh.setEnabled(true); this._startAnimations(); this._successCallback(); this._renderReadyObservable.notifyObservers(this); if (this._parent.onReady) { this._parent.onReady(); } }; GLTFLoader.prototype._onComplete = function () { if (this._parent.onComplete) { this._parent.onComplete(); } this.dispose(); }; GLTFLoader.prototype._loadData = function (data) { this._gltf = data.json; if (data.bin) { var buffers = this._gltf.buffers; if (buffers && buffers[0] && !buffers[0].uri) { var binaryBuffer = buffers[0]; if (binaryBuffer.byteLength != data.bin.byteLength) { BABYLON.Tools.Warn("Binary buffer length (" + binaryBuffer.byteLength + ") from JSON does not match chunk length (" + data.bin.byteLength + ")"); } binaryBuffer.loadedData = data.bin; } else { BABYLON.Tools.Warn("Unexpected BIN chunk"); } } }; GLTFLoader.prototype._getMeshes = function () { var meshes = [this._rootNode.babylonMesh]; var nodes = this._gltf.nodes; if (nodes) { nodes.forEach(function (node) { if (node.babylonMesh) { meshes.push(node.babylonMesh); } }); } return meshes; }; GLTFLoader.prototype._getSkeletons = function () { var skeletons = new Array(); var skins = this._gltf.skins; if (skins) { skins.forEach(function (skin) { if (skin.babylonSkeleton instanceof BABYLON.Skeleton) { skeletons.push(skin.babylonSkeleton); } }); } return skeletons; }; GLTFLoader.prototype._getAnimationTargets = function () { var targets = new Array(); var animations = this._gltf.animations; if (animations) { animations.forEach(function (animation) { targets.push.apply(targets, animation.targets); }); } return targets; }; GLTFLoader.prototype._startAnimations = function () { var _this = this; this._getAnimationTargets().forEach(function (target) { return _this._babylonScene.beginAnimation(target, 0, Number.MAX_VALUE, true); }); }; GLTFLoader.prototype._loadDefaultScene = function (nodeNames) { var scene = GLTF2.GLTFUtils.GetArrayItem(this._gltf.scenes, this._gltf.scene || 0); if (!scene) { throw new Error("Failed to find scene " + (this._gltf.scene || 0)); } this._loadScene("#/scenes/" + scene.index, scene, nodeNames); }; GLTFLoader.prototype._loadScene = function (context, scene, nodeNames) { this._rootNode = { babylonMesh: new BABYLON.Mesh("__root__", this._babylonScene) }; switch (this._parent.coordinateSystemMode) { case BABYLON.GLTFLoaderCoordinateSystemMode.AUTO: if (!this._babylonScene.useRightHandedSystem) { this._rootNode.babylonMesh.rotation = new BABYLON.Vector3(0, Math.PI, 0); this._rootNode.babylonMesh.scaling = new BABYLON.Vector3(1, 1, -1); } break; case BABYLON.GLTFLoaderCoordinateSystemMode.PASS_THROUGH: // do nothing break; case BABYLON.GLTFLoaderCoordinateSystemMode.FORCE_RIGHT_HANDED: this._babylonScene.useRightHandedSystem = true; break; default: BABYLON.Tools.Error("Invalid coordinate system mode (" + this._parent.coordinateSystemMode + ")"); return; } var nodeIndices = scene.nodes; this._traverseNodes(context, nodeIndices, function (node, parentNode) { node.parent = parentNode; return true; }, this._rootNode); if (nodeNames) { if (!(nodeNames instanceof Array)) { nodeNames = [nodeNames]; } var filteredNodeIndices = new Array(); this._traverseNodes(context, nodeIndices, function (node) { if (nodeNames.indexOf(node.name) !== -1) { filteredNodeIndices.push(node.index); return false; } return true; }, this._rootNode); nodeIndices = filteredNodeIndices; } for (var i = 0; i < nodeIndices.length; i++) { var node = GLTF2.GLTFUtils.GetArrayItem(this._gltf.nodes, nodeIndices[i]); if (!node) { throw new Error(context + ": Failed to find node " + nodeIndices[i]); } this._loadNode("#/nodes/" + nodeIndices[i], node); } // Disable the root mesh until the asset is ready to render. this._rootNode.babylonMesh.setEnabled(false); }; GLTFLoader.prototype._loadNode = function (context, node) { if (GLTF2.GLTFLoaderExtension.LoadNode(this, context, node)) { return; } node.babylonMesh = new BABYLON.Mesh(node.name || "mesh" + node.index, this._babylonScene); this._loadTransform(node); if (node.mesh != null) { var mesh = GLTF2.GLTFUtils.GetArrayItem(this._gltf.meshes, node.mesh); if (!mesh) { throw new Error(context + ": Failed to find mesh " + node.mesh); } this._loadMesh("#/meshes/" + node.mesh, node, mesh); } node.babylonMesh.parent = node.parent ? node.parent.babylonMesh : null; node.babylonAnimationTargets = node.babylonAnimationTargets || []; node.babylonAnimationTargets.push(node.babylonMesh); if (node.skin != null) { var skin = GLTF2.GLTFUtils.GetArrayItem(this._gltf.skins, node.skin); if (!skin) { throw new Error(context + ": Failed to find skin " + node.skin); } node.babylonMesh.skeleton = this._loadSkin("#/skins/" + node.skin, skin); } if (node.camera != null) { // TODO: handle cameras } if (node.children) { for (var i = 0; i < node.children.length; i++) { var childNode = GLTF2.GLTFUtils.GetArrayItem(this._gltf.nodes, node.children[i]); if (!childNode) { throw new Error(context + ": Failed to find child node " + node.children[i]); } this._loadNode("#/nodes/" + node.children[i], childNode); } } }; GLTFLoader.prototype._loadMesh = function (context, node, mesh) { var _this = this; node.babylonMesh.name = node.babylonMesh.name || mesh.name; if (!mesh.primitives || mesh.primitives.length === 0) { throw new Error(context + ": Primitives are missing"); } this._createMorphTargets(context, node, mesh); this._loadAllVertexDataAsync(context, mesh, function () { _this._loadMorphTargets(context, node, mesh); var primitives = mesh.primitives; var vertexData = new BABYLON.VertexData(); for (var _i = 0, primitives_1 = primitives; _i < primitives_1.length; _i++) { var primitive = primitives_1[_i]; vertexData.merge(primitive.vertexData); } new BABYLON.Geometry(node.babylonMesh.name, _this._babylonScene, vertexData, false, node.babylonMesh); // 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. node.babylonMesh.subMeshes = []; var verticesStart = 0; var indicesStart = 0; for (var index = 0; index < primitives.length; index++) { var vertexData = primitives[index].vertexData; var verticesCount = vertexData.positions.length; var indicesCount = vertexData.indices.length; BABYLON.SubMesh.AddToMesh(index, verticesStart, verticesCount, indicesStart, indicesCount, node.babylonMesh); verticesStart += verticesCount; indicesStart += indicesCount; } ; var multiMaterial = new BABYLON.MultiMaterial(node.babylonMesh.name, _this._babylonScene); node.babylonMesh.material = multiMaterial; var subMaterials = multiMaterial.subMaterials; for (var index = 0; index < primitives.length; index++) { var primitive = primitives[index]; if (primitive.material == null) { subMaterials[index] = _this._getDefaultMaterial(); } else { var material = GLTF2.GLTFUtils.GetArrayItem(_this._gltf.materials, primitive.material); if (!material) { throw new Error(context + ": Failed to find material " + primitive.material); } var capturedIndex = index; _this._loadMaterial("#/materials/" + material.index, material, function (babylonMaterial, isNew) { if (isNew && _this._parent.onMaterialLoaded) { _this._parent.onMaterialLoaded(babylonMaterial); } if (_this._parent.onBeforeMaterialReadyAsync) { _this._addLoaderPendingData(material); _this._parent.onBeforeMaterialReadyAsync(babylonMaterial, node.babylonMesh, subMaterials[capturedIndex] != null, function () { subMaterials[capturedIndex] = babylonMaterial; _this._removeLoaderPendingData(material); }); } else { subMaterials[capturedIndex] = babylonMaterial; } }); } } ; }); }; GLTFLoader.prototype._loadAllVertexDataAsync = function (context, mesh, onSuccess) { var primitives = mesh.primitives; var numRemainingPrimitives = primitives.length; var _loop_1 = function () { var primitive = primitives[index]; this_1._loadVertexDataAsync(context + "/primitive/" + index, mesh, primitive, function (vertexData) { primitive.vertexData = vertexData; if (--numRemainingPrimitives === 0) { onSuccess(); } }); }; var this_1 = this; for (var index = 0; index < primitives.length; index++) { _loop_1(); } }; GLTFLoader.prototype._loadVertexDataAsync = function (context, mesh, primitive, onSuccess) { var _this = this; var attributes = primitive.attributes; if (!attributes) { throw new Error(context + ": Attributes are missing"); } if (primitive.mode && primitive.mode !== GLTF2.EMeshPrimitiveMode.TRIANGLES) { // TODO: handle other primitive modes throw new Error(context + ": Mode " + primitive.mode + " is not currently supported"); } var vertexData = new BABYLON.VertexData(); var numRemainingAttributes = Object.keys(attributes).length; var _loop_2 = function (attribute) { accessor = GLTF2.GLTFUtils.GetArrayItem(this_2._gltf.accessors, attributes[attribute]); if (!accessor) { throw new Error(context + ": Failed to find attribute '" + attribute + "' accessor " + attributes[attribute]); } this_2._loadAccessorAsync("#/accessors/" + accessor.index, accessor, function (data) { switch (attribute) { case "NORMAL": vertexData.normals = data; break; case "POSITION": vertexData.positions = data; break; case "TANGENT": vertexData.tangents = data; break; case "TEXCOORD_0": vertexData.uvs = data; break; case "TEXCOORD_1": vertexData.uvs2 = data; break; case "JOINTS_0": vertexData.matricesIndices = new Float32Array(Array.prototype.slice.apply(data)); break; case "WEIGHTS_0": vertexData.matricesWeights = data; break; case "COLOR_0": vertexData.colors = data; break; default: BABYLON.Tools.Warn("Ignoring unrecognized attribute '" + attribute + "'"); break; } if (--numRemainingAttributes === 0) { if (primitive.indices == null) { vertexData.indices = new Uint32Array(vertexData.positions.length / 3); vertexData.indices.forEach(function (v, i) { return vertexData.indices[i] = i; }); onSuccess(vertexData); } else { var indicesAccessor = GLTF2.GLTFUtils.GetArrayItem(_this._gltf.accessors, primitive.indices); if (!indicesAccessor) { throw new Error(context + ": Failed to find indices accessor " + primitive.indices); } _this._loadAccessorAsync("#/accessors/" + indicesAccessor.index, indicesAccessor, function (data) { vertexData.indices = data; onSuccess(vertexData); }); } } }); }; var this_2 = this, accessor; for (var attribute in attributes) { _loop_2(attribute); } }; GLTFLoader.prototype._createMorphTargets = function (context, node, mesh) { var primitives = mesh.primitives; var targets = primitives[0].targets; if (!targets) { return; } for (var _i = 0, primitives_2 = primitives; _i < primitives_2.length; _i++) { var primitive = primitives_2[_i]; if (!primitive.targets || primitive.targets.length != targets.length) { throw new Error(context + ": All primitives are required to list the same number of targets"); } } var morphTargetManager = new BABYLON.MorphTargetManager(); node.babylonMesh.morphTargetManager = morphTargetManager; for (var index = 0; index < targets.length; index++) { var weight = node.weights ? node.weights[index] : mesh.weights ? mesh.weights[index] : 0; morphTargetManager.addTarget(new BABYLON.MorphTarget("morphTarget" + index, weight)); } }; GLTFLoader.prototype._loadMorphTargets = function (context, node, mesh) { var morphTargetManager = node.babylonMesh.morphTargetManager; if (!morphTargetManager) { return; } this._loadAllMorphTargetVertexDataAsync(context, node, mesh, function () { var numTargets = morphTargetManager.numTargets; for (var index = 0; index < numTargets; index++) { var vertexData = new BABYLON.VertexData(); for (var _i = 0, _a = mesh.primitives; _i < _a.length; _i++) { var primitive = _a[_i]; vertexData.merge(primitive.targetsVertexData[index], { tangentLength: 3 }); } var target = morphTargetManager.getTarget(index); target.setNormals(vertexData.normals); target.setPositions(vertexData.positions); target.setTangents(vertexData.tangents); } }); }; GLTFLoader.prototype._loadAllMorphTargetVertexDataAsync = function (context, node, mesh, onSuccess) { var numRemainingTargets = mesh.primitives.length * node.babylonMesh.morphTargetManager.numTargets; for (var _i = 0, _a = mesh.primitives; _i < _a.length; _i++) { var primitive = _a[_i]; var targets = primitive.targets; primitive.targetsVertexData = new Array(targets.length); var _loop_3 = function (index) { this_3._loadMorphTargetVertexDataAsync(context + "/targets/" + index, primitive.vertexData, targets[index], function (vertexData) { primitive.targetsVertexData[index] = vertexData; if (--numRemainingTargets === 0) { onSuccess(); } }); }; var this_3 = this; for (var index = 0; index < targets.length; index++) { _loop_3(index); } } }; GLTFLoader.prototype._loadMorphTargetVertexDataAsync = function (context, vertexData, attributes, onSuccess) { var targetVertexData = new BABYLON.VertexData(); var numRemainingAttributes = Object.keys(attributes).length; var _loop_4 = function (attribute) { accessor = GLTF2.GLTFUtils.GetArrayItem(this_4._gltf.accessors, attributes[attribute]); if (!accessor) { throw new Error(context + ": Failed to find attribute '" + attribute + "' accessor " + attributes[attribute]); } this_4._loadAccessorAsync("#/accessors/" + accessor.index, accessor, function (data) { // glTF stores morph target information as deltas while babylon.js expects the final data. // As a result we have to add the original data to the delta to calculate the final data. var values = data; switch (attribute) { case "NORMAL": for (var i = 0; i < values.length; i++) { values[i] += vertexData.normals[i]; } targetVertexData.normals = values; break; case "POSITION": for (var i = 0; i < values.length; i++) { values[i] += vertexData.positions[i]; } targetVertexData.positions = values; break; case "TANGENT": // Tangent data for morph targets is stored as xyz delta. // The vertexData.tangent is stored as xyzw. // So we need to skip every fourth vertexData.tangent. for (var i = 0, j = 0; i < values.length; i++, j++) { values[i] += vertexData.tangents[j]; if ((i + 1) % 3 == 0) { j++; } } targetVertexData.tangents = values; break; default: BABYLON.Tools.Warn("Ignoring unrecognized attribute '" + attribute + "'"); break; } if (--numRemainingAttributes === 0) { onSuccess(targetVertexData); } }); }; var this_4 = this, accessor; for (var attribute in attributes) { _loop_4(attribute); } }; GLTFLoader.prototype._loadTransform = function (node) { var position = BABYLON.Vector3.Zero(); var rotation = BABYLON.Quaternion.Identity(); var scaling = BABYLON.Vector3.One(); if (node.matrix) { var mat = BABYLON.Matrix.FromArray(node.matrix); mat.decompose(scaling, rotation, position); } else { if (node.translation) position = BABYLON.Vector3.FromArray(node.translation); if (node.rotation) rotation = BABYLON.Quaternion.FromArray(node.rotation); if (node.scale) scaling = BABYLON.Vector3.FromArray(node.scale); } node.babylonMesh.position = position; node.babylonMesh.rotationQuaternion = rotation; node.babylonMesh.scaling = scaling; }; GLTFLoader.prototype._loadSkin = function (context, skin) { var _this = this; var skeletonId = "skeleton" + skin.index; skin.babylonSkeleton = new BABYLON.Skeleton(skin.name || skeletonId, skeletonId, this._babylonScene); if (skin.inverseBindMatrices == null) { this._loadBones(context, skin, null); } else { var accessor = GLTF2.GLTFUtils.GetArrayItem(this._gltf.accessors, skin.inverseBindMatrices); if (!accessor) { throw new Error(context + ": Failed to find inverse bind matrices attribute " + skin.inverseBindMatrices); } this._loadAccessorAsync("#/accessors/" + accessor.index, accessor, function (data) { _this._loadBones(context, 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 (context, skin, inverseBindMatrixData) { var babylonBones = {}; for (var i = 0; i < skin.joints.length; i++) { var node = GLTF2.GLTFUtils.GetArrayItem(this._gltf.nodes, skin.joints[i]); if (!node) { throw new Error(context + ": Failed to find joint " + 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 !== this._rootNode) { 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 (context, indices, action, parentNode) { if (parentNode === void 0) { parentNode = null; } for (var i = 0; i < indices.length; i++) { var node = GLTF2.GLTFUtils.GetArrayItem(this._gltf.nodes, indices[i]); if (!node) { throw new Error(context + ": Failed to find node " + indices[i]); } this._traverseNode(context, node, action, parentNode); } }; GLTFLoader.prototype._traverseNode = function (context, node, action, parentNode) { if (parentNode === void 0) { parentNode = null; } if (GLTF2.GLTFLoaderExtension.TraverseNode(this, context, node, action, parentNode)) { return; } if (!action(node, parentNode)) { return; } if (node.children) { this._traverseNodes(context, node.children, action, node); } }; GLTFLoader.prototype._loadAnimations = function () { var animations = this._gltf.animations; if (!animations) { return; } for (var animationIndex = 0; animationIndex < animations.length; animationIndex++) { var animation = animations[animationIndex]; var context = "#/animations/" + animationIndex; for (var channelIndex = 0; channelIndex < animation.channels.length; channelIndex++) { var channel = GLTF2.GLTFUtils.GetArrayItem(animation.channels, channelIndex); if (!channel) { throw new Error(context + ": Failed to find channel " + channelIndex); } var sampler = GLTF2.GLTFUtils.GetArrayItem(animation.samplers, channel.sampler); if (!sampler) { throw new Error(context + ": Failed to find sampler " + channel.sampler); } this._loadAnimationChannel(animation, context + "/channels/" + channelIndex, channel, context + "/samplers/" + channel.sampler, sampler); } } }; GLTFLoader.prototype._loadAnimationChannel = function (animation, channelContext, channel, samplerContext, sampler) { var targetNode = GLTF2.GLTFUtils.GetArrayItem(this._gltf.nodes, channel.target.node); if (!targetNode) { throw new Error(channelContext + ": Failed to find target node " + channel.target.node); } var targetPath; var animationType; switch (channel.target.path) { case "translation": targetPath = "position"; animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3; break; case "rotation": targetPath = "rotationQuaternion"; animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION; break; case "scale": targetPath = "scaling"; animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3; break; case "weights": targetPath = "influence"; animationType = BABYLON.Animation.ANIMATIONTYPE_FLOAT; break; default: throw new Error(channelContext + ": Invalid target path '" + channel.target.path + "'"); } var inputData; var outputData; var checkSuccess = function () { if (!inputData || !outputData) { return; } var outputBufferOffset = 0; var getNextOutputValue; switch (targetPath) { case "position": getNextOutputValue = function () { var value = BABYLON.Vector3.FromArray(outputData, outputBufferOffset); outputBufferOffset += 3; return value; }; break; case "rotationQuaternion": getNextOutputValue = function () { var value = BABYLON.Quaternion.FromArray(outputData, outputBufferOffset); outputBufferOffset += 4; return value; }; break; case "scaling": getNextOutputValue = function () { var value = BABYLON.Vector3.FromArray(outputData, outputBufferOffset); outputBufferOffset += 3; return value; }; break; case "influence": getNextOutputValue = function () { var numTargets = targetNode.babylonMesh.morphTargetManager.numTargets; var value = new Array(numTargets); for (var i = 0; i < numTargets; i++) { value[i] = outputData[outputBufferOffset++]; } return value; }; break; } var getNextKey; switch (sampler.interpolation) { case "LINEAR": getNextKey = function (frameIndex) { return ({ frame: inputData[frameIndex], value: getNextOutputValue() }); }; break; case "CUBICSPLINE": getNextKey = function (frameIndex) { return ({ frame: inputData[frameIndex], inTangent: getNextOutputValue(), value: getNextOutputValue(), outTangent: getNextOutputValue() }); }; break; default: throw new Error(samplerContext + ": Invalid interpolation '" + sampler.interpolation + "'"); } ; var keys = new Array(inputData.length); for (var frameIndex = 0; frameIndex < inputData.length; frameIndex++) { keys[frameIndex] = getNextKey(frameIndex); } animation.targets = animation.targets || []; if (targetPath === "influence") { var morphTargetManager = targetNode.babylonMesh.morphTargetManager; for (var targetIndex = 0; targetIndex < morphTargetManager.numTargets; targetIndex++) { var morphTarget = morphTargetManager.getTarget(targetIndex); var animationName = (animation.name || "anim" + animation.index) + "_" + targetIndex; var babylonAnimation = new BABYLON.Animation(animationName, targetPath, 1, animationType); babylonAnimation.setKeys(keys.map(function (key) { return ({ frame: key.frame, inTangent: key.inTangent ? key.inTangent[targetIndex] : undefined, value: key.value[targetIndex], outTangent: key.outTangent ? key.outTangent[targetIndex] : undefined }); })); morphTarget.animations.push(babylonAnimation); animation.targets.push(morphTarget); } } else { var animationName = animation.name || "anim" + animation.index; var babylonAnimation = new BABYLON.Animation(animationName, targetPath, 1, animationType); babylonAnimation.setKeys(keys); for (var i = 0; i < targetNode.babylonAnimationTargets.length; i++) { var target = targetNode.babylonAnimationTargets[i]; target.animations.push(babylonAnimation.clone()); animation.targets.push(target); } } }; var inputAccessor = GLTF2.GLTFUtils.GetArrayItem(this._gltf.accessors, sampler.input); if (!inputAccessor) { throw new Error(samplerContext + ": Failed to find input accessor " + sampler.input); } this._loadAccessorAsync("#/accessors/" + inputAccessor.index, inputAccessor, function (data) { inputData = data; checkSuccess(); }); var outputAccessor = GLTF2.GLTFUtils.GetArrayItem(this._gltf.accessors, sampler.output); if (!outputAccessor) { throw new Error(samplerContext + ": Failed to find output accessor " + sampler.output); } this._loadAccessorAsync("#/accessors/" + outputAccessor.index, outputAccessor, function (data) { outputData = data; checkSuccess(); }); }; GLTFLoader.prototype._loadBufferAsync = function (context, buffer, onSuccess) { var _this = this; this._addPendingData(buffer); if (buffer.loadedData) { onSuccess(buffer.loadedData); this._removePendingData(buffer); } else if (buffer.loadedObservable) { buffer.loadedObservable.add(function (buffer) { onSuccess(buffer.loadedData); _this._removePendingData(buffer); }); } else { if (!buffer.uri) { throw new Error(context + ": Uri is missing"); } if (GLTF2.GLTFUtils.IsBase64(buffer.uri)) { var data = GLTF2.GLTFUtils.DecodeBase64(buffer.uri); buffer.loadedData = new Uint8Array(data); onSuccess(buffer.loadedData); this._removePendingData(buffer); } else { if (!GLTF2.GLTFUtils.ValidateUri(buffer.uri)) { throw new Error(context + ": Uri '" + buffer.uri + "' is invalid"); } buffer.loadedObservable = new BABYLON.Observable(); buffer.loadedObservable.add(function (buffer) { onSuccess(buffer.loadedData); _this._removePendingData(buffer); }); BABYLON.Tools.LoadFile(this._rootUrl + buffer.uri, function (data) { _this._tryCatchOnError(function () { buffer.loadedData = new Uint8Array(data); buffer.loadedObservable.notifyObservers(buffer); buffer.loadedObservable = null; }); }, function (event) { _this._tryCatchOnError(function () { _this._onProgress(event); }); }, this._babylonScene.database, true, function (request) { _this._tryCatchOnError(function () { throw new Error(context + ": Failed to load '" + buffer.uri + "'" + (request ? ": " + request.status + " " + request.statusText : "")); }); }); } } }; GLTFLoader.prototype._loadBufferViewAsync = function (context, bufferView, onSuccess) { var _this = this; var buffer = GLTF2.GLTFUtils.GetArrayItem(this._gltf.buffers, bufferView.buffer); if (!buffer) { throw new Error(context + ": Failed to find buffer " + bufferView.buffer); } this._loadBufferAsync("#/buffers/" + buffer.index, buffer, function (bufferData) { if (_this._disposed) { return; } try { var data = new Uint8Array(bufferData.buffer, bufferData.byteOffset + (bufferView.byteOffset || 0), bufferView.byteLength); } catch (e) { throw new Error(context + ": " + e.message); } onSuccess(data); }); }; GLTFLoader.prototype._loadAccessorAsync = function (context, accessor, onSuccess) { var _this = this; if (accessor.sparse) { throw new Error(context + ": Sparse accessors are not currently supported"); } if (accessor.normalized) { throw new Error(context + ": Normalized accessors are not currently supported"); } var bufferView = GLTF2.GLTFUtils.GetArrayItem(this._gltf.bufferViews, accessor.bufferView); if (!bufferView) { throw new Error(context + ": Failed to find buffer view " + accessor.bufferView); } this._loadBufferViewAsync("#/bufferViews/" + bufferView.index, bufferView, function (bufferViewData) { var numComponents = _this._getNumComponentsOfType(accessor.type); if (numComponents === 0) { throw new Error(context + ": Invalid type (" + accessor.type + ")"); } var data; switch (accessor.componentType) { case GLTF2.EComponentType.BYTE: data = _this._buildArrayBuffer(Float32Array, context, bufferViewData, accessor.byteOffset, accessor.count, numComponents, bufferView.byteStride); break; case GLTF2.EComponentType.UNSIGNED_BYTE: data = _this._buildArrayBuffer(Uint8Array, context, bufferViewData, accessor.byteOffset, accessor.count, numComponents, bufferView.byteStride); break; case GLTF2.EComponentType.SHORT: data = _this._buildArrayBuffer(Int16Array, context, bufferViewData, accessor.byteOffset, accessor.count, numComponents, bufferView.byteStride); break; case GLTF2.EComponentType.UNSIGNED_SHORT: data = _this._buildArrayBuffer(Uint16Array, context, bufferViewData, accessor.byteOffset, accessor.count, numComponents, bufferView.byteStride); break; case GLTF2.EComponentType.UNSIGNED_INT: data = _this._buildArrayBuffer(Uint32Array, context, bufferViewData, accessor.byteOffset, accessor.count, numComponents, bufferView.byteStride); break; case GLTF2.EComponentType.FLOAT: data = _this._buildArrayBuffer(Float32Array, context, bufferViewData, accessor.byteOffset, accessor.count, numComponents, bufferView.byteStride); break; default: throw new Error(context + ": Invalid component type (" + accessor.componentType + ")"); } onSuccess(data); }); }; GLTFLoader.prototype._getNumComponentsOfType = function (type) { switch (type) { case "SCALAR": return 1; case "VEC2": return 2; case "VEC3": return 3; case "VEC4": return 4; case "MAT2": return 4; case "MAT3": return 9; case "MAT4": return 16; } return 0; }; GLTFLoader.prototype._buildArrayBuffer = function (typedArray, context, data, byteOffset, count, numComponents, byteStride) { try { var byteOffset = data.byteOffset + (byteOffset || 0); var targetLength = count * numComponents; if (byteStride == null || byteStride === numComponents * typedArray.BYTES_PER_ELEMENT) { return new typedArray(data.buffer, byteOffset, targetLength); } var elementStride = byteStride / typedArray.BYTES_PER_ELEMENT; var sourceBuffer = new typedArray(data.buffer, byteOffset, elementStride * count); var targetBuffer = new typedArray(targetLength); var sourceIndex = 0; var targetIndex = 0; while (targetIndex < targetLength) { for (var componentIndex = 0; componentIndex < numComponents; componentIndex++) { targetBuffer[targetIndex] = sourceBuffer[sourceIndex + componentIndex]; targetIndex++; } sourceIndex += elementStride; } return targetBuffer; } catch (e) { throw new Error(context + ": " + e); } }; GLTFLoader.prototype._addPendingData = function (data) { if (!this._renderReady) { this._renderPendingCount++; } this._addLoaderPendingData(data); }; GLTFLoader.prototype._removePendingData = function (data) { if (!this._renderReady) { if (--this._renderPendingCount === 0) { this._renderReady = true; this._onRenderReady(); } } this._removeLoaderPendingData(data); }; GLTFLoader.prototype._addLoaderPendingData = function (data) { this._loaderPendingCount++; this._loaderTrackers.forEach(function (tracker) { return tracker._addPendingData(data); }); }; GLTFLoader.prototype._removeLoaderPendingData = function (data) { this._loaderTrackers.forEach(function (tracker) { return tracker._removePendingData(data); }); if (--this._loaderPendingCount === 0) { this._onComplete(); } }; GLTFLoader.prototype._whenAction = function (action, onComplete) { var _this = this; var tracker = new GLTFLoaderTracker(function () { _this._loaderTrackers.splice(_this._loaderTrackers.indexOf(tracker)); onComplete(); }); this._loaderTrackers.push(tracker); this._addLoaderPendingData(tracker); action(); this._removeLoaderPendingData(tracker); }; GLTFLoader.prototype._getDefaultMaterial = function () { if (!this._defaultMaterial) { var id = "__gltf_default"; var material = this._babylonScene.getMaterialByName(id); if (!material) { material = new BABYLON.PBRMaterial(id, this._babylonScene); material.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation; material.metallic = 1; material.roughness = 1; } this._defaultMaterial = material; } return this._defaultMaterial; }; GLTFLoader.prototype._loadMaterialMetallicRoughnessProperties = function (context, material) { var babylonMaterial = material.babylonMaterial; // Ensure metallic workflow babylonMaterial.metallic = 1; babylonMaterial.roughness = 1; var properties = material.pbrMetallicRoughness; if (!properties) { return; } babylonMaterial.albedoColor = properties.baseColorFactor ? BABYLON.Color3.FromArray(properties.baseColorFactor) : new BABYLON.Color3(1, 1, 1); babylonMaterial.metallic = properties.metallicFactor == null ? 1 : properties.metallicFactor; babylonMaterial.roughness = properties.roughnessFactor == null ? 1 : properties.roughnessFactor; if (properties.baseColorTexture) { var texture = GLTF2.GLTFUtils.GetArrayItem(this._gltf.textures, properties.baseColorTexture.index); if (!texture) { throw new Error(context + ": Failed to find base color texture " + properties.baseColorTexture.index); } babylonMaterial.albedoTexture = this._loadTexture("#/textures/" + texture.index, texture, properties.baseColorTexture.texCoord); } if (properties.metallicRoughnessTexture) { var texture = GLTF2.GLTFUtils.GetArrayItem(this._gltf.textures, properties.metallicRoughnessTexture.index); if (!texture) { throw new Error(context + ": Failed to find metallic roughness texture " + properties.metallicRoughnessTexture.index); } babylonMaterial.metallicTexture = this._loadTexture("#/textures/" + texture.index, texture, properties.metallicRoughnessTexture.texCoord); babylonMaterial.useMetallnessFromMetallicTextureBlue = true; babylonMaterial.useRoughnessFromMetallicTextureGreen = true; babylonMaterial.useRoughnessFromMetallicTextureAlpha = false; } this._loadMaterialAlphaProperties(context, material, properties.baseColorFactor); }; GLTFLoader.prototype._loadMaterial = function (context, material, assign) { if (material.babylonMaterial) { assign(material.babylonMaterial, false); return; } if (GLTF2.GLTFLoaderExtension.LoadMaterial(this, context, material, assign)) { return; } this._createPbrMaterial(material); this._loadMaterialBaseProperties(context, material); this._loadMaterialMetallicRoughnessProperties(context, material); assign(material.babylonMaterial, true); }; GLTFLoader.prototype._createPbrMaterial = function (material) { var babylonMaterial = new BABYLON.PBRMaterial(material.name || "mat" + material.index, this._babylonScene); babylonMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation; material.babylonMaterial = babylonMaterial; }; GLTFLoader.prototype._loadMaterialBaseProperties = function (context, material) { var babylonMaterial = material.babylonMaterial; babylonMaterial.emissiveColor = material.emissiveFactor ? BABYLON.Color3.FromArray(material.emissiveFactor) : new BABYLON.Color3(0, 0, 0); if (material.doubleSided) { babylonMaterial.backFaceCulling = false; babylonMaterial.twoSidedLighting = true; } if (material.normalTexture) { var texture = GLTF2.GLTFUtils.GetArrayItem(this._gltf.textures, material.normalTexture.index); if (!texture) { throw new Error(context + ": Failed to find normal texture " + material.normalTexture.index); } babylonMaterial.bumpTexture = this._loadTexture("#/textures/" + texture.index, texture, material.normalTexture.texCoord); babylonMaterial.invertNormalMapX = !this._babylonScene.useRightHandedSystem; babylonMaterial.invertNormalMapY = this._babylonScene.useRightHandedSystem; if (material.normalTexture.scale != null) { babylonMaterial.bumpTexture.level = material.normalTexture.scale; } } if (material.occlusionTexture) { var texture = GLTF2.GLTFUtils.GetArrayItem(this._gltf.textures, material.occlusionTexture.index); if (!texture) { throw new Error(context + ": Failed to find occlusion texture " + material.occlusionTexture.index); } babylonMaterial.ambientTexture = this._loadTexture("#/textures/" + texture.index, texture, material.occlusionTexture.texCoord); babylonMaterial.useAmbientInGrayScale = true; if (material.occlusionTexture.strength != null) { babylonMaterial.ambientTextureStrength = material.occlusionTexture.strength; } } if (material.emissiveTexture) { var texture = GLTF2.GLTFUtils.GetArrayItem(this._gltf.textures, material.emissiveTexture.index); if (!texture) { throw new Error(context + ": Failed to find emissive texture " + material.emissiveTexture.index); } babylonMaterial.emissiveTexture = this._loadTexture("#/textures/" + texture.index, texture, material.emissiveTexture.texCoord); } }; GLTFLoader.prototype._loadMaterialAlphaProperties = function (context, material, colorFactor) { var babylonMaterial = material.babylonMaterial; var alphaMode = material.alphaMode || "OPAQUE"; switch (alphaMode) { case "OPAQUE": // default is opaque break; case "MASK": babylonMaterial.alphaCutOff = (material.alphaCutoff == null ? 0.5 : material.alphaCutoff); if (colorFactor) { if (colorFactor[3] == 0) { babylonMaterial.alphaCutOff = 1; } else { babylonMaterial.alphaCutOff /= colorFactor[3]; } } if (babylonMaterial.albedoTexture) { babylonMaterial.albedoTexture.hasAlpha = true; } break; case "BLEND": if (colorFactor) { babylonMaterial.alpha = colorFactor[3]; } if (babylonMaterial.albedoTexture) { babylonMaterial.albedoTexture.hasAlpha = true; babylonMaterial.useAlphaFromAlbedoTexture = true; } break; default: throw new Error(context + ": Invalid alpha mode '" + material.alphaMode + "'"); } }; GLTFLoader.prototype._loadTexture = function (context, texture, coordinatesIndex) { var _this = this; var sampler = (texture.sampler == null ? {} : GLTF2.GLTFUtils.GetArrayItem(this._gltf.samplers, texture.sampler)); if (!sampler) { throw new Error(context + ": Failed to find sampler " + texture.sampler); } var noMipMaps = (sampler.minFilter === GLTF2.ETextureMinFilter.NEAREST || sampler.minFilter === GLTF2.ETextureMinFilter.LINEAR); var samplingMode = GLTF2.GLTFUtils.GetTextureSamplingMode(sampler.magFilter, sampler.minFilter); this._addPendingData(texture); var babylonTexture = new BABYLON.Texture(null, this._babylonScene, noMipMaps, false, samplingMode, function () { _this._tryCatchOnError(function () { _this._removePendingData(texture); }); }, function (message) { _this._tryCatchOnError(function () { throw new Error(context + ": " + message); }); }); if (texture.url) { babylonTexture.updateURL(texture.url); } else if (texture.dataReadyObservable) { texture.dataReadyObservable.add(function (texture) { babylonTexture.updateURL(texture.url); }); } else { texture.dataReadyObservable = new BABYLON.Observable(); texture.dataReadyObservable.add(function (texture) { babylonTexture.updateURL(texture.url); }); var image = GLTF2.GLTFUtils.GetArrayItem(this._gltf.images, texture.source); if (!image) { throw new Error(context + ": Failed to find source " + texture.source); } this._loadImage("#/images/" + image.index, image, function (data) { texture.url = URL.createObjectURL(new Blob([data], { type: image.mimeType })); texture.dataReadyObservable.notifyObservers(texture); }); } babylonTexture.coordinatesIndex = coordinatesIndex || 0; babylonTexture.wrapU = GLTF2.GLTFUtils.GetTextureWrapMode(sampler.wrapS); babylonTexture.wrapV = GLTF2.GLTFUtils.GetTextureWrapMode(sampler.wrapT); babylonTexture.name = texture.name || "texture" + texture.index; if (this._parent.onTextureLoaded) { this._parent.onTextureLoaded(babylonTexture); } return babylonTexture; }; GLTFLoader.prototype._loadImage = function (context, image, onSuccess) { var _this = this; if (image.uri) { if (!GLTF2.GLTFUtils.ValidateUri(image.uri)) { throw new Error(context + ": Uri '" + image.uri + "' is invalid"); } if (GLTF2.GLTFUtils.IsBase64(image.uri)) { onSuccess(new Uint8Array(GLTF2.GLTFUtils.DecodeBase64(image.uri))); } else { BABYLON.Tools.LoadFile(this._rootUrl + image.uri, function (data) { _this._tryCatchOnError(function () { onSuccess(data); }); }, function (event) { _this._tryCatchOnError(function () { _this._onProgress(event); }); }, this._babylonScene.database, true, function (request) { _this._tryCatchOnError(function () { throw new Error(context + ": Failed to load '" + image.uri + "'" + (request ? ": " + request.status + " " + request.statusText : "")); }); }); } } else { var bufferView = GLTF2.GLTFUtils.GetArrayItem(this._gltf.bufferViews, image.bufferView); if (!bufferView) { throw new Error(context + ": Failed to find buffer view " + image.bufferView); } this._loadBufferViewAsync("#/bufferViews/" + bufferView.index, bufferView, onSuccess); } }; GLTFLoader.prototype._tryCatchOnError = function (handler) { try { handler(); } catch (e) { this._onError(e.message); } }; GLTFLoader.Extensions = {}; return GLTFLoader; }()); GLTF2.GLTFLoader = GLTFLoader; BABYLON.GLTFFileLoader.CreateGLTFLoaderV2 = function (parent) { return new GLTFLoader(parent); }; })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {})); })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.glTFLoader.js.map var BABYLON; (function (BABYLON) { var GLTF2; (function (GLTF2) { /** * Utils functions for GLTF */ var GLTFUtils = (function () { function GLTFUtils() { } /** * If the uri is a base64 string * @param uri: the uri to test */ GLTFUtils.IsBase64 = function (uri) { return uri.length < 5 ? false : uri.substr(0, 5) === "data:"; }; /** * Decode the base64 uri * @param uri: the uri to decode */ GLTFUtils.DecodeBase64 = function (uri) { var decodedString = atob(uri.split(",")[1]); var bufferLength = decodedString.length; var bufferView = new Uint8Array(new ArrayBuffer(bufferLength)); for (var i = 0; i < bufferLength; i++) { bufferView[i] = decodedString.charCodeAt(i); } return bufferView.buffer; }; GLTFUtils.ValidateUri = function (uri) { return (uri.indexOf("..") === -1); }; GLTFUtils.AssignIndices = function (array) { if (array) { for (var index = 0; index < array.length; index++) { array[index].index = index; } } }; GLTFUtils.GetArrayItem = function (array, index) { if (!array || !array[index]) { return null; } return array[index]; }; GLTFUtils.GetTextureWrapMode = function (mode) { // Set defaults if undefined mode = mode === undefined ? GLTF2.ETextureWrapMode.REPEAT : mode; switch (mode) { case GLTF2.ETextureWrapMode.CLAMP_TO_EDGE: return BABYLON.Texture.CLAMP_ADDRESSMODE; case GLTF2.ETextureWrapMode.MIRRORED_REPEAT: return BABYLON.Texture.MIRROR_ADDRESSMODE; case GLTF2.ETextureWrapMode.REPEAT: return BABYLON.Texture.WRAP_ADDRESSMODE; default: BABYLON.Tools.Warn("Invalid texture wrap mode (" + mode + ")"); return BABYLON.Texture.WRAP_ADDRESSMODE; } }; GLTFUtils.GetTextureSamplingMode = function (magFilter, minFilter) { // Set defaults if undefined magFilter = magFilter === undefined ? GLTF2.ETextureMagFilter.LINEAR : magFilter; minFilter = minFilter === undefined ? GLTF2.ETextureMinFilter.LINEAR_MIPMAP_LINEAR : minFilter; if (magFilter === GLTF2.ETextureMagFilter.LINEAR) { switch (minFilter) { case GLTF2.ETextureMinFilter.NEAREST: return BABYLON.Texture.LINEAR_NEAREST; case GLTF2.ETextureMinFilter.LINEAR: return BABYLON.Texture.LINEAR_LINEAR; case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.LINEAR_NEAREST_MIPNEAREST; case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_NEAREST: return BABYLON.Texture.LINEAR_LINEAR_MIPNEAREST; case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_LINEAR: return BABYLON.Texture.LINEAR_NEAREST_MIPLINEAR; case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.LINEAR_LINEAR_MIPLINEAR; default: BABYLON.Tools.Warn("Invalid texture minification filter (" + minFilter + ")"); return BABYLON.Texture.LINEAR_LINEAR_MIPLINEAR; } } else { if (magFilter !== GLTF2.ETextureMagFilter.NEAREST) { BABYLON.Tools.Warn("Invalid texture magnification filter (" + magFilter + ")"); } switch (minFilter) { case GLTF2.ETextureMinFilter.NEAREST: return BABYLON.Texture.NEAREST_NEAREST; case GLTF2.ETextureMinFilter.LINEAR: return BABYLON.Texture.NEAREST_LINEAR; case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_NEAREST_MIPNEAREST; case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_LINEAR_MIPNEAREST; case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_LINEAR: return BABYLON.Texture.NEAREST_NEAREST_MIPLINEAR; case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.NEAREST_LINEAR_MIPLINEAR; default: BABYLON.Tools.Warn("Invalid texture minification filter (" + minFilter + ")"); return BABYLON.Texture.NEAREST_NEAREST_MIPNEAREST; } } }; return GLTFUtils; }()); GLTF2.GLTFUtils = GLTFUtils; })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {})); })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.glTFLoaderUtils.js.map var BABYLON; (function (BABYLON) { var GLTF2; (function (GLTF2) { var GLTFLoaderExtension = (function () { function GLTFLoaderExtension() { this.enabled = true; } GLTFLoaderExtension.prototype._traverseNode = function (loader, context, node, action, parentNode) { return false; }; GLTFLoaderExtension.prototype._loadNode = function (loader, context, node) { return false; }; GLTFLoaderExtension.prototype._loadMaterial = function (loader, context, material, assign) { return false; }; GLTFLoaderExtension.prototype._loadExtension = function (property, action) { var _this = this; if (!property.extensions) { return false; } var extension = property.extensions[this.name]; if (!extension) { return false; } // Clear out the extension before executing the action to avoid recursing into the same property. property.extensions[this.name] = undefined; action(extension, function () { // Restore the extension after completing the action. property.extensions[_this.name] = extension; }); return true; }; GLTFLoaderExtension.TraverseNode = function (loader, context, node, action, parentNode) { return this._ApplyExtensions(function (extension) { return extension._traverseNode(loader, context, node, action, parentNode); }); }; GLTFLoaderExtension.LoadNode = function (loader, context, node) { return this._ApplyExtensions(function (extension) { return extension._loadNode(loader, context, node); }); }; GLTFLoaderExtension.LoadMaterial = function (loader, context, material, assign) { return this._ApplyExtensions(function (extension) { return extension._loadMaterial(loader, context, material, assign); }); }; GLTFLoaderExtension._ApplyExtensions = function (action) { var extensions = GLTFLoaderExtension._Extensions; if (!extensions) { return false; } for (var i = 0; i < extensions.length; i++) { var extension = extensions[i]; if (extension.enabled && action(extension)) { return true; } } return false; }; // // Utilities // GLTFLoaderExtension._Extensions = []; return GLTFLoaderExtension; }()); GLTF2.GLTFLoaderExtension = GLTFLoaderExtension; })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {})); })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.glTFLoaderExtension.js.map var BABYLON; (function (BABYLON) { var GLTF2; (function (GLTF2) { var Extensions; (function (Extensions) { // See https://github.com/sbtron/glTF/tree/MSFT_lod/extensions/Vendor/MSFT_lod for more information about this extension. var MSFTLOD = (function (_super) { __extends(MSFTLOD, _super); function MSFTLOD() { return _super !== null && _super.apply(this, arguments) || this; } Object.defineProperty(MSFTLOD.prototype, "name", { get: function () { return "MSFT_lod"; }, enumerable: true, configurable: true }); MSFTLOD.prototype._traverseNode = function (loader, context, node, action, parentNode) { return this._loadExtension(node, function (extension, onComplete) { for (var i = extension.ids.length - 1; i >= 0; i--) { var lodNode = GLTF2.GLTFUtils.GetArrayItem(loader._gltf.nodes, extension.ids[i]); if (!lodNode) { throw new Error(context + ": Failed to find node " + extension.ids[i]); } loader._traverseNode(context, lodNode, action, parentNode); } loader._traverseNode(context, node, action, parentNode); onComplete(); }); }; MSFTLOD.prototype._loadNode = function (loader, context, node) { var _this = this; return this._loadExtension(node, function (extension, onComplete) { var nodes = [node.index].concat(extension.ids).map(function (index) { return loader._gltf.nodes[index]; }); loader._addLoaderPendingData(node); _this._loadNodeLOD(loader, context, nodes, nodes.length - 1, function () { loader._removeLoaderPendingData(node); onComplete(); }); }); }; MSFTLOD.prototype._loadNodeLOD = function (loader, context, nodes, index, onComplete) { var _this = this; loader._whenAction(function () { loader._loadNode(context, nodes[index]); }, function () { if (index !== nodes.length - 1) { var previousNode = nodes[index + 1]; previousNode.babylonMesh.setEnabled(false); } if (index === 0) { onComplete(); return; } setTimeout(function () { _this._loadNodeLOD(loader, context, nodes, index - 1, onComplete); }, MSFTLOD.MinimalLODDelay); }); }; MSFTLOD.prototype._loadMaterial = function (loader, context, material, assign) { var _this = this; return this._loadExtension(material, function (extension, onComplete) { var materials = [material.index].concat(extension.ids).map(function (index) { return loader._gltf.materials[index]; }); loader._addLoaderPendingData(material); _this._loadMaterialLOD(loader, context, materials, materials.length - 1, assign, function () { material.extensions[_this.name] = extension; loader._removeLoaderPendingData(material); onComplete(); }); }); }; MSFTLOD.prototype._loadMaterialLOD = function (loader, context, materials, index, assign, onComplete) { var _this = this; loader._loadMaterial(context, materials[index], function (babylonMaterial, isNew) { assign(babylonMaterial, isNew); if (index === 0) { onComplete(); return; } // Load the next LOD when the loader is ready to render and // all active material textures of the current LOD are loaded. loader._executeWhenRenderReady(function () { BABYLON.BaseTexture.WhenAllReady(babylonMaterial.getActiveTextures(), function () { setTimeout(function () { _this._loadMaterialLOD(loader, context, materials, index - 1, assign, onComplete); }, MSFTLOD.MinimalLODDelay); }); }); }); }; /** * Specify the minimal delay between LODs in ms (default = 250) */ MSFTLOD.MinimalLODDelay = 250; return MSFTLOD; }(GLTF2.GLTFLoaderExtension)); Extensions.MSFTLOD = MSFTLOD; GLTF2.GLTFLoader.RegisterExtension(new MSFTLOD()); })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {})); })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {})); })(BABYLON || (BABYLON = {})); //# sourceMappingURL=MSFT_lod.js.map var BABYLON; (function (BABYLON) { var GLTF2; (function (GLTF2) { var Extensions; (function (Extensions) { var KHRMaterialsPbrSpecularGlossiness = (function (_super) { __extends(KHRMaterialsPbrSpecularGlossiness, _super); function KHRMaterialsPbrSpecularGlossiness() { return _super !== null && _super.apply(this, arguments) || this; } Object.defineProperty(KHRMaterialsPbrSpecularGlossiness.prototype, "name", { get: function () { return "KHR_materials_pbrSpecularGlossiness"; }, enumerable: true, configurable: true }); KHRMaterialsPbrSpecularGlossiness.prototype._loadMaterial = function (loader, context, material, assign) { var _this = this; return this._loadExtension(material, function (extension, onComplete) { loader._createPbrMaterial(material); loader._loadMaterialBaseProperties(context, material); _this._loadSpecularGlossinessProperties(loader, context, material, extension); assign(material.babylonMaterial, true); }); }; KHRMaterialsPbrSpecularGlossiness.prototype._loadSpecularGlossinessProperties = function (loader, context, material, properties) { var babylonMaterial = material.babylonMaterial; babylonMaterial.albedoColor = properties.diffuseFactor ? BABYLON.Color3.FromArray(properties.diffuseFactor) : new BABYLON.Color3(1, 1, 1); babylonMaterial.reflectivityColor = properties.specularFactor ? BABYLON.Color3.FromArray(properties.specularFactor) : new BABYLON.Color3(1, 1, 1); babylonMaterial.microSurface = properties.glossinessFactor == null ? 1 : properties.glossinessFactor; if (properties.diffuseTexture) { var texture = GLTF2.GLTFUtils.GetArrayItem(loader._gltf.textures, properties.diffuseTexture.index); if (!texture) { throw new Error(context + ": Failed to find diffuse texture " + properties.diffuseTexture.index); } babylonMaterial.albedoTexture = loader._loadTexture("textures[" + texture.index + "]", texture, properties.diffuseTexture.texCoord); } if (properties.specularGlossinessTexture) { var texture = GLTF2.GLTFUtils.GetArrayItem(loader._gltf.textures, properties.specularGlossinessTexture.index); if (!texture) { throw new Error(context + ": Failed to find diffuse texture " + properties.specularGlossinessTexture.index); } babylonMaterial.reflectivityTexture = loader._loadTexture("textures[" + texture.index + "]", texture, properties.specularGlossinessTexture.texCoord); babylonMaterial.reflectivityTexture.hasAlpha = true; babylonMaterial.useMicroSurfaceFromReflectivityMapAlpha = true; } loader._loadMaterialAlphaProperties(context, material, properties.diffuseFactor); }; return KHRMaterialsPbrSpecularGlossiness; }(GLTF2.GLTFLoaderExtension)); Extensions.KHRMaterialsPbrSpecularGlossiness = KHRMaterialsPbrSpecularGlossiness; GLTF2.GLTFLoader.RegisterExtension(new KHRMaterialsPbrSpecularGlossiness()); })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {})); })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {})); })(BABYLON || (BABYLON = {})); //# sourceMappingURL=KHR_materials_pbrSpecularGlossiness.js.map (function universalModuleDefinition(root, factory) { if (root && root["BABYLON"]) { return; } if(typeof exports === 'object' && typeof module === 'object') module.exports = factory(); else if(typeof define === 'function' && define.amd) define([], factory); else if(typeof exports === 'object') exports["BJSLoaders"] = factory(); else { root["BABYLON"] = factory(); } })(this, function() { return BABYLON; });