declare module BABYLON { /** * Mode that determines the coordinate system to use. */ enum GLTFLoaderCoordinateSystemMode { /** * Automatically convert the glTF right-handed data to the appropriate system based on the current coordinate system mode of the scene. */ AUTO = 0, /** * Sets the useRightHandedSystem flag on the scene. */ FORCE_RIGHT_HANDED = 1, } /** * Mode that determines what animations will start. */ enum GLTFLoaderAnimationStartMode { /** * No animation will start. */ NONE = 0, /** * The first animation will start. */ FIRST = 1, /** * All animations will start. */ ALL = 2, } /** * Interface that contains the data for the glTF asset. */ interface IGLTFLoaderData { /** * JSON that represents the glTF. */ json: Object; /** * The BIN chunk of a binary glTF */ bin: Nullable; } /** * Interface for extending the loader. */ interface IGLTFLoaderExtension { /** * The name of this extension. */ readonly name: string; /** * Defines whether this extension is enabled. */ enabled: boolean; } /** * Loader state. */ enum GLTFLoaderState { /** * The asset is loading. */ LOADING = 0, /** * The asset is ready for rendering. */ READY = 1, /** * The asset is completely loaded. */ COMPLETE = 2, } /** * Loader interface. */ interface IGLTFLoader extends IDisposable { /** * Mode that determines the coordinate system to use. */ coordinateSystemMode: GLTFLoaderCoordinateSystemMode; /** * Mode that determines what animations will start. */ animationStartMode: GLTFLoaderAnimationStartMode; /** * Defines if the loader should compile materials. */ compileMaterials: boolean; /** * Defines if the loader should also compile materials with clip planes. */ useClipPlane: boolean; /** * Defines if the loader should compile shadow generators. */ compileShadowGenerators: boolean; /** * Observable raised when the loader creates a mesh after parsing the glTF properties of the mesh. */ onMeshLoadedObservable: Observable; /** * Observable raised when the loader creates a texture after parsing the glTF properties of the texture. */ onTextureLoadedObservable: Observable; /** * Observable raised when the loader creates a material after parsing the glTF properties of the material. */ onMaterialLoadedObservable: Observable; /** * Observable raised when the asset is completely loaded, immediately before the loader is disposed. * For assets with LODs, raised when all of the LODs are complete. * For assets without LODs, raised when the model is complete, immediately after the loader resolves the returned promise. */ onCompleteObservable: Observable; /** * Observable raised after the loader is disposed. */ onDisposeObservable: Observable; /** * Observable raised after a loader extension is created. * Set additional options for a loader extension in this event. */ onExtensionLoadedObservable: Observable; /** * Loader state or null if the loader is not active. */ state: Nullable; /** * Imports meshes from the given data and adds them to the scene. */ importMeshAsync: (meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void) => Promise<{ meshes: AbstractMesh[]; particleSystems: ParticleSystem[]; skeletons: Skeleton[]; animationGroups: AnimationGroup[]; }>; /** * Loads all objects from the given data and adds them to the scene. */ loadAsync: (scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void) => Promise; } /** * File loader for loading glTF files into a scene. */ class GLTFFileLoader implements IDisposable, ISceneLoaderPluginAsync, ISceneLoaderPluginFactory { /** * Factory function that creates a glTF 1.0 loader */ static CreateGLTFLoaderV1: () => IGLTFLoader; /** * Factory function that creates a glTF 2.0 loader */ static CreateGLTFLoaderV2: () => IGLTFLoader; /** * Raised when the asset has been parsed */ onParsedObservable: Observable; private _onParsedObserver; /** * Raised when the asset has been parsed */ onParsed: (loaderData: IGLTFLoaderData) => void; /** * Set this property to false to disable incremental loading which delays the loader from calling the success callback until after loading the meshes and shaders. * Textures always loads asynchronously. For example, the success callback can compute the bounding information of the loaded meshes when incremental loading is disabled. * Defaults to true. */ static IncrementalLoading: boolean; /** * Set this property to true in order to work with homogeneous coordinates, available with some converters and exporters. * Defaults to false. See https://en.wikipedia.org/wiki/Homogeneous_coordinates. */ static HomogeneousCoordinates: boolean; /** * The coordinate system mode. Defaults to AUTO. */ coordinateSystemMode: GLTFLoaderCoordinateSystemMode; /** * The animation start mode. Defaults to FIRST. */ animationStartMode: GLTFLoaderAnimationStartMode; /** * Defines if the loader should compile materials before raising the success callback. Defaults to false. */ compileMaterials: boolean; /** * Defines if the loader should also compile materials with clip planes. Defaults to false. */ useClipPlane: boolean; /** * Defines if the loader should compile shadow generators before raising the success callback. Defaults to false. */ compileShadowGenerators: boolean; /** * Observable raised when the loader creates a mesh after parsing the glTF properties of the mesh. */ readonly onMeshLoadedObservable: Observable; private _onMeshLoadedObserver; /** * Callback raised when the loader creates a mesh after parsing the glTF properties of the mesh. */ onMeshLoaded: (mesh: AbstractMesh) => void; /** * Observable raised when the loader creates a texture after parsing the glTF properties of the texture. */ readonly onTextureLoadedObservable: Observable; private _onTextureLoadedObserver; /** * Callback raised when the loader creates a texture after parsing the glTF properties of the texture. */ onTextureLoaded: (texture: BaseTexture) => void; /** * Observable raised when the loader creates a material after parsing the glTF properties of the material. */ readonly onMaterialLoadedObservable: Observable; private _onMaterialLoadedObserver; /** * Callback raised when the loader creates a material after parsing the glTF properties of the material. */ onMaterialLoaded: (material: Material) => void; /** * Observable raised when the asset is completely loaded, immediately before the loader is disposed. * For assets with LODs, raised when all of the LODs are complete. * For assets without LODs, raised when the model is complete, immediately after the loader resolves the returned promise. */ readonly onCompleteObservable: Observable; private _onCompleteObserver; /** * Callback raised when the asset is completely loaded, immediately before the loader is disposed. */ onComplete: () => void; /** * Observable raised after the loader is disposed. */ readonly onDisposeObservable: Observable; private _onDisposeObserver; /** * Callback raised after the loader is disposed. */ onDispose: () => void; /** * Observable raised after a loader extension is created. * Set additional options for a loader extension in this event. */ readonly onExtensionLoadedObservable: Observable; private _onExtensionLoadedObserver; /** * Callback raised after a loader extension is created. */ onExtensionLoaded: (extension: IGLTFLoaderExtension) => void; /** * Returns a promise that resolves when the asset is completely loaded. * @returns a promise that resolves when the asset is completely loaded. */ whenCompleteAsync(): Promise; /** * The loader state or null if the loader is not active. */ readonly loaderState: Nullable; private _loader; /** * Name of the loader ("gltf") */ name: string; /** * Supported file extensions of the loader (.gltf, .glb) */ extensions: ISceneLoaderPluginExtensions; /** * Disposes the loader, releases resources during load, and cancels any outstanding requests. */ dispose(): void; /** * Imports one or more meshes from the loaded glTF data and adds them to the scene * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file * @param scene the scene the meshes should be added to * @param data the glTF data to load * @param rootUrl root url to load from * @param onProgress event that fires when loading progress has occured * @returns a promise containg the loaded meshes, particles, skeletons and animations */ importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise<{ meshes: AbstractMesh[]; particleSystems: ParticleSystem[]; skeletons: Skeleton[]; animationGroups: AnimationGroup[]; }>; /** * Imports all objects from the loaded glTF data and adds them to the scene * @param scene the scene the objects should be added to * @param data the glTF data to load * @param rootUrl root url to load from * @param onProgress event that fires when loading progress has occured * @returns a promise which completes when objects have been loaded to the scene */ loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise; /** * Load into an asset container. * @param scene The scene to load into * @param data The data to import * @param rootUrl The root url for scene and resources * @param onProgress The callback when the load progresses * @returns The loaded asset container */ loadAssetContainerAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise; /** * If the data string can be loaded directly. * @param data string contianing the file data * @returns if the data can be loaded directly */ canDirectLoad(data: string): boolean; /** * Rewrites a url by combining a root url and response url. */ rewriteRootURL: (rootUrl: string, responseURL?: string) => string; /** * Instantiates a glTF file loader plugin. * @returns the created plugin */ createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync; private _parse(data); private _getLoader(loaderData); private static _parseBinary(data); private static _parseV1(binaryReader); private static _parseV2(binaryReader); private static _parseVersion(version); private static _compareVersion(a, b); private static _decodeBufferToText(buffer); } } declare module BABYLON.GLTF2 { /** @hidden */ interface _IArrayItem { _index: number; } /** @hidden */ class _ArrayItem { /** @hidden */ static Assign(values?: _IArrayItem[]): void; } } declare module BABYLON.GLTF2 { /** @hidden */ interface _ILoaderAccessor extends IAccessor, _IArrayItem { _data?: Promise; _babylonVertexBuffer?: Promise; } /** @hidden */ interface _ILoaderAnimationChannel extends IAnimationChannel, _IArrayItem { } /** @hidden */ interface _ILoaderAnimationSamplerData { input: Float32Array; interpolation: AnimationSamplerInterpolation; output: Float32Array; } /** @hidden */ interface _ILoaderAnimationSampler extends IAnimationSampler, _IArrayItem { _data: Promise<_ILoaderAnimationSamplerData>; } /** @hidden */ interface _ILoaderAnimation extends IAnimation, _IArrayItem { channels: _ILoaderAnimationChannel[]; samplers: _ILoaderAnimationSampler[]; _babylonAnimationGroup?: AnimationGroup; } /** @hidden */ interface _ILoaderBuffer extends IBuffer, _IArrayItem { _data?: Promise; } /** @hidden */ interface _ILoaderBufferView extends IBufferView, _IArrayItem { _data?: Promise; _babylonBuffer?: Promise; } /** @hidden */ interface _ILoaderCamera extends ICamera, _IArrayItem { } /** @hidden */ interface _ILoaderImage extends IImage, _IArrayItem { _objectURL?: Promise; } /** @hidden */ interface _ILoaderMaterial extends IMaterial, _IArrayItem { _babylonData?: { [drawMode: number]: { material: Material; meshes: AbstractMesh[]; loaded: Promise; }; }; } /** @hidden */ interface _ILoaderMesh extends IMesh, _IArrayItem { primitives: _ILoaderMeshPrimitive[]; } /** @hidden */ interface _ILoaderMeshPrimitive extends IMeshPrimitive, _IArrayItem { } /** @hidden */ interface _ILoaderNode extends INode, _IArrayItem { _parent: _ILoaderNode; _babylonMesh?: Mesh; _primitiveBabylonMeshes?: Mesh[]; _babylonAnimationTargets?: Node[]; _numMorphTargets?: number; } /** @hidden */ interface _ILoaderSamplerData { noMipMaps: boolean; samplingMode: number; wrapU: number; wrapV: number; } /** @hidden */ interface _ILoaderSampler extends ISampler, _IArrayItem { _data?: _ILoaderSamplerData; } /** @hidden */ interface _ILoaderScene extends IScene, _IArrayItem { } /** @hidden */ interface _ILoaderSkin extends ISkin, _IArrayItem { _babylonSkeleton?: Skeleton; _loaded?: Promise; } /** @hidden */ interface _ILoaderTexture extends ITexture, _IArrayItem { } /** @hidden */ interface _ILoaderGLTF extends IGLTF { accessors?: _ILoaderAccessor[]; animations?: _ILoaderAnimation[]; buffers?: _ILoaderBuffer[]; bufferViews?: _ILoaderBufferView[]; cameras?: _ILoaderCamera[]; images?: _ILoaderImage[]; materials?: _ILoaderMaterial[]; meshes?: _ILoaderMesh[]; nodes?: _ILoaderNode[]; samplers?: _ILoaderSampler[]; scenes?: _ILoaderScene[]; skins?: _ILoaderSkin[]; textures?: _ILoaderTexture[]; } } /** * Defines the module used to import/export glTF 2.0 assets */ declare module BABYLON.GLTF2 { /** @hidden */ interface _MaterialConstructor { readonly prototype: T; new (name: string, scene: Scene): T; } /** * Loader for loading a glTF 2.0 asset */ class GLTFLoader implements IGLTFLoader { /** @hidden */ _gltf: _ILoaderGLTF; /** @hidden */ _babylonScene: Scene; /** @hidden */ _completePromises: Promise[]; private _disposed; private _state; private _extensions; private _rootUrl; private _rootBabylonMesh; private _defaultSampler; private _defaultBabylonMaterials; private _progressCallback?; private _requests; private static _Names; private static _Factories; /** @hidden */ static _Register(name: string, factory: (loader: GLTFLoader) => GLTFLoaderExtension): void; /** * Mode that determines the coordinate system to use. */ coordinateSystemMode: GLTFLoaderCoordinateSystemMode; /** * Mode that determines what animations will start. */ animationStartMode: GLTFLoaderAnimationStartMode; /** * Defines if the loader should compile materials. */ compileMaterials: boolean; /** * Defines if the loader should also compile materials with clip planes. */ useClipPlane: boolean; /** * Defines if the loader should compile shadow generators. */ compileShadowGenerators: boolean; /** * Observable raised when the loader creates a mesh after parsing the glTF properties of the mesh. */ readonly onMeshLoadedObservable: Observable; /** * Observable raised when the loader creates a texture after parsing the glTF properties of the texture. */ readonly onTextureLoadedObservable: Observable; /** * Observable raised when the loader creates a material after parsing the glTF properties of the material. */ readonly onMaterialLoadedObservable: Observable; /** * Observable raised when the asset is completely loaded, immediately before the loader is disposed. * For assets with LODs, raised when all of the LODs are complete. * For assets without LODs, raised when the model is complete, immediately after the loader resolves the returned promise. */ readonly onCompleteObservable: Observable; /** * Observable raised after the loader is disposed. */ readonly onDisposeObservable: Observable; /** * Observable raised after a loader extension is created. * Set additional options for a loader extension in this event. */ readonly onExtensionLoadedObservable: Observable; /** * Loader state or null if the loader is not active. */ readonly state: Nullable; /** * Disposes the loader, releases resources during load, and cancels any outstanding requests. */ dispose(): void; /** * Imports one or more meshes from the loaded glTF data and adds them to the scene * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file * @param scene the scene the meshes should be added to * @param data the glTF data to load * @param rootUrl root url to load from * @param onProgress event that fires when loading progress has occured * @returns a promise containg the loaded meshes, particles, skeletons and animations */ importMeshAsync(meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise<{ meshes: AbstractMesh[]; particleSystems: ParticleSystem[]; skeletons: Skeleton[]; animationGroups: AnimationGroup[]; }>; /** * Imports all objects from the loaded glTF data and adds them to the scene * @param scene the scene the objects should be added to * @param data the glTF data to load * @param rootUrl root url to load from * @param onProgress event that fires when loading progress has occured * @returns a promise which completes when objects have been loaded to the scene */ loadAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise; private _loadAsync(nodes, scene, data, rootUrl, onProgress?); private _loadExtensions(); private _loadData(data); private _setupData(); private _checkExtensions(); private _createRootNode(); private _loadNodesAsync(nodes); /** @hidden */ _loadSceneAsync(context: string, scene: _ILoaderScene): Promise; private _forEachPrimitive(node, callback); private _getMeshes(); private _getSkeletons(); private _getAnimationGroups(); private _startAnimations(); /** @hidden */ _loadNodeAsync(context: string, node: _ILoaderNode): Promise; private _loadMeshAsync(context, node, mesh, babylonMesh); private _loadPrimitiveAsync(context, node, mesh, primitive, babylonMesh); private _loadVertexDataAsync(context, primitive, babylonMesh); private _createMorphTargets(context, node, mesh, primitive, babylonMesh); private _loadMorphTargetsAsync(context, primitive, babylonMesh, babylonGeometry); private _loadMorphTargetVertexDataAsync(context, babylonGeometry, attributes, babylonMorphTarget); private static _LoadTransform(node, babylonNode); private _loadSkinAsync(context, node, mesh, skin); private _loadBones(context, skin); private _loadBone(node, skin, babylonBones); private _loadSkinInverseBindMatricesDataAsync(context, skin); private _updateBoneMatrices(babylonSkeleton, inverseBindMatricesData); private _getNodeMatrix(node); private _loadAnimationsAsync(); private _loadAnimationAsync(context, animation); private _loadAnimationChannelAsync(context, animationContext, animation, channel, babylonAnimationGroup); private _loadAnimationSamplerAsync(context, sampler); private _loadBufferAsync(context, buffer); /** @hidden */ _loadBufferViewAsync(context: string, bufferView: _ILoaderBufferView): Promise; private _loadIndicesAccessorAsync(context, accessor); private _loadFloatAccessorAsync(context, accessor); /** @hidden */ _loadVertexBufferViewAsync(context: string, bufferView: _ILoaderBufferView, kind: string): Promise; private _loadVertexAccessorAsync(context, accessor, kind); private _getDefaultMaterial(drawMode); private _loadMaterialMetallicRoughnessPropertiesAsync(context, material, babylonMaterial); /** @hidden */ _loadMaterialAsync(context: string, material: _ILoaderMaterial, babylonMesh: Mesh, babylonDrawMode: number, assign: (babylonMaterial: Material) => void): Promise; /** @hidden */ _createMaterial(type: _MaterialConstructor, name: string, drawMode: number): T; /** @hidden */ _loadMaterialBasePropertiesAsync(context: string, material: _ILoaderMaterial, babylonMaterial: PBRMaterial): Promise; /** @hidden */ _loadMaterialAlphaProperties(context: string, material: _ILoaderMaterial, babylonMaterial: PBRMaterial): void; /** @hidden */ _loadTextureAsync(context: string, textureInfo: ITextureInfo, assign: (texture: Texture) => void): Promise; private _loadSampler(context, sampler); private _loadImageAsync(context, image); /** @hidden */ _loadUriAsync(context: string, uri: string): Promise; private _onProgress(); /** @hidden */ static _GetProperty(context: string, array: ArrayLike | undefined, index: number | undefined): T; private static _GetTextureWrapMode(context, mode); private static _GetTextureSamplingMode(context, magFilter?, minFilter?); private static _GetTypedArray(context, componentType, bufferView, byteOffset, length); private static _GetNumComponents(context, type); private static _ValidateUri(uri); private static _GetDrawMode(context, mode); private _compileMaterialsAsync(); private _compileShadowGeneratorsAsync(); private _clear(); /** @hidden */ _applyExtensions(actionAsync: (extension: GLTFLoaderExtension) => Nullable>): Nullable>; } } declare module BABYLON.GLTF2 { /** * Abstract class that can be implemented to extend existing glTF loader behavior. */ abstract class GLTFLoaderExtension implements IGLTFLoaderExtension, IDisposable { enabled: boolean; readonly abstract name: string; protected _loader: GLTFLoader; constructor(loader: GLTFLoader); dispose(): void; /** Override this method to modify the default behavior for loading scenes. */ protected _loadSceneAsync(context: string, node: _ILoaderScene): Nullable>; /** Override this method to modify the default behavior for loading nodes. */ protected _loadNodeAsync(context: string, node: _ILoaderNode): Nullable>; /** Override this method to modify the default behavior for loading mesh primitive vertex data. */ protected _loadVertexDataAsync(context: string, primitive: _ILoaderMeshPrimitive, babylonMesh: Mesh): Nullable>; /** Override this method to modify the default behavior for loading materials. */ protected _loadMaterialAsync(context: string, material: _ILoaderMaterial, babylonMesh: Mesh, babylonDrawMode: number, assign: (babylonMaterial: Material) => void): Nullable>; /** Override this method to modify the default behavior for loading uris. */ protected _loadUriAsync(context: string, uri: string): Nullable>; /** Helper method called by a loader extension to load an glTF extension. */ protected _loadExtensionAsync(context: string, property: IProperty, actionAsync: (extensionContext: string, extension: TProperty) => Promise): Nullable>; /** Helper method called by the loader to allow extensions to override loading scenes. */ static _LoadSceneAsync(loader: GLTFLoader, context: string, scene: _ILoaderScene): Nullable>; /** Helper method called by the loader to allow extensions to override loading nodes. */ static _LoadNodeAsync(loader: GLTFLoader, context: string, node: _ILoaderNode): Nullable>; /** Helper method called by the loader to allow extensions to override loading mesh primitive vertex data. */ static _LoadVertexDataAsync(loader: GLTFLoader, context: string, primitive: _ILoaderMeshPrimitive, babylonMesh: Mesh): Nullable>; /** Helper method called by the loader to allow extensions to override loading materials. */ static _LoadMaterialAsync(loader: GLTFLoader, context: string, material: _ILoaderMaterial, babylonMesh: Mesh, babylonDrawMode: number, assign: (babylonMaterial: Material) => void): Nullable>; /** Helper method called by the loader to allow extensions to override loading uris. */ static _LoadUriAsync(loader: GLTFLoader, context: string, uri: string): Nullable>; } } /** * Defines the module of the glTF loader extensions. */ declare module BABYLON.GLTF2.Extensions { } declare module BABYLON.GLTF2.Extensions { /** * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/MSFT_lod) */ class MSFT_lod extends GLTFLoaderExtension { readonly name: string; /** * Maximum number of LODs to load, starting from the lowest LOD. */ maxLODsToLoad: number; private _loadingNodeLOD; private _loadNodeSignals; private _loadingMaterialLOD; private _loadMaterialSignals; protected _loadNodeAsync(context: string, node: _ILoaderNode): Nullable>; protected _loadMaterialAsync(context: string, material: _ILoaderMaterial, babylonMesh: Mesh, babylonDrawMode: number, assign: (babylonMaterial: Material) => void): Nullable>; protected _loadUriAsync(context: string, uri: string): Nullable>; /** * Gets an array of LOD properties from lowest to highest. */ private _getLODs(context, property, array, ids); } } declare module BABYLON.GLTF2.Extensions { /** * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression) */ class KHR_draco_mesh_compression extends GLTFLoaderExtension { readonly name: string; private _dracoCompression; constructor(loader: GLTFLoader); dispose(): void; protected _loadVertexDataAsync(context: string, primitive: _ILoaderMeshPrimitive, babylonMesh: Mesh): Nullable>; } } declare module BABYLON.GLTF2.Extensions { /** * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness) */ class KHR_materials_pbrSpecularGlossiness extends GLTFLoaderExtension { readonly name: string; protected _loadMaterialAsync(context: string, material: _ILoaderMaterial, babylonMesh: Mesh, babylonDrawMode: number, assign: (babylonMaterial: Material) => void): Nullable>; private _loadSpecularGlossinessPropertiesAsync(context, material, properties, babylonMaterial); } } declare module BABYLON.GLTF2.Extensions { /** * [Specification](https://github.com/donmccurdy/glTF/tree/feat-khr-materials-cmnConstant/extensions/2.0/Khronos/KHR_materials_unlit) (Experimental) */ class KHR_materials_unlit extends GLTFLoaderExtension { readonly name: string; protected _loadMaterialAsync(context: string, material: _ILoaderMaterial, babylonMesh: Mesh, babylonDrawMode: number, assign: (babylonMaterial: Material) => void): Nullable>; private _loadUnlitPropertiesAsync(context, material, babylonMaterial); } } declare module BABYLON.GLTF2.Extensions { /** * [Specification](https://github.com/MiiBond/glTF/tree/khr_lights_v1/extensions/Khronos/KHR_lights) (Experimental) */ class KHR_lights extends GLTFLoaderExtension { readonly name: string; protected _loadSceneAsync(context: string, scene: _ILoaderScene): Nullable>; protected _loadNodeAsync(context: string, node: _ILoaderNode): Nullable>; private readonly _lights; } }