///
///
declare module 'babylonjs-serializers' {
export = BABYLON;
}
declare module BABYLON {
class OBJExport {
static OBJ(mesh: Mesh[], materials?: boolean, matlibname?: string, globalposition?: boolean): string;
static MTL(mesh: Mesh): string;
}
}
declare module BABYLON {
/**
* Holds a collection of exporter options and parameters
*/
interface IExporterOptions {
/**
* Function which indicates whether a babylon mesh should be exported or not.
* @param mesh - source Babylon mesh. It is used to check whether it should be
* exported to glTF or not.
* @returns boolean, which indicates whether the mesh should be exported (true) or not (false)
*/
shouldExportMesh?(mesh: AbstractMesh): boolean;
}
/**
* Class for generating glTF data from a Babylon scene.
*/
class GLTF2Export {
/**
* Exports the geometry of the scene to .gltf file format.
* @param scene - Babylon scene with scene hierarchy information.
* @param filePrefix - File prefix to use when generating the glTF file.
* @param options - Exporter options.
* @returns - Returns an object with a .gltf file and associates texture names
* as keys and their data and paths as values.
*/
static GLTF(scene: Scene, filePrefix: string, options?: IExporterOptions): _GLTFData;
/**
* Exports the geometry of the scene to .glb file format.
* @param scene - Babylon scene with scene hierarchy information.
* @param filePrefix - File prefix to use when generating glb file.
* @param options - Exporter options.
* @returns - Returns an object with a .glb filename as key and data as value
*/
static GLB(scene: Scene, filePrefix: string, options?: IExporterOptions): _GLTFData;
}
}
/**
* Module for the Babylon glTF 2.0 exporter. Should ONLY be used internally.
* @hidden - capitalization of GLTF2 module.
*/
declare module BABYLON.GLTF2 {
/**
* Converts Babylon Scene into glTF 2.0.
* @hidden
*/
class _Exporter {
/**
* Stores all generated buffer views, which represents views into the main glTF buffer data.
*/
private bufferViews;
/**
* Stores all the generated accessors, which is used for accessing the data within the buffer views in glTF.
*/
private accessors;
/**
* Stores all the generated nodes, which contains transform and/or mesh information per node.
*/
private nodes;
/**
* Stores the glTF asset information, which represents the glTF version and this file generator.
*/
private asset;
/**
* Stores all the generated glTF scenes, which stores multiple node hierarchies.
*/
private scenes;
/**
* Stores all the generated mesh information, each containing a set of primitives to render in glTF.
*/
private meshes;
/**
* Stores all the generated material information, which represents the appearance of each primitive.
*/
private materials;
/**
* Stores all the generated texture information, which is referenced by glTF materials.
*/
private textures;
/**
* Stores all the generated image information, which is referenced by glTF textures.
*/
private images;
/**
* Stores the total amount of bytes stored in the glTF buffer.
*/
private totalByteLength;
/**
* Stores a reference to the Babylon scene containing the source geometry and material information.
*/
private babylonScene;
/**
* Stores the exporter options, which are optionally passed in from the glTF serializer.
*/
private options?;
/**
* Stores a map of the image data, where the key is the file name and the value
* is the image data.
*/
private imageData;
/**
* Stores a map of the unique id of a node to its index in the node array.
*/
private nodeMap;
/**
* Stores the binary buffer used to store geometry data.
*/
private binaryBuffer;
/**
* Specifies if the Babylon scene should be converted to right-handed on export.
*/
private convertToRightHandedSystem;
/**
* Creates a glTF Exporter instance, which can accept optional exporter options.
* @param babylonScene - Babylon scene object
* @param options - Options to modify the behavior of the exporter.
*/
constructor(babylonScene: Scene, options?: IExporterOptions);
/**
* Creates a buffer view based on teh supplied arguments
* @param bufferIndex - index value of the specified buffer
* @param byteOffset - byte offset value
* @param byteLength - byte length of the bufferView
* @param byteStride - byte distance between conequential elements.
* @param name - name of the buffer view
* @returns - bufferView for glTF
*/
private createBufferView(bufferIndex, byteOffset, byteLength, byteStride?, name?);
/**
* Creates an accessor based on the supplied arguments
* @param bufferviewIndex - The index of the bufferview referenced by this accessor.
* @param name - The name of the accessor.
* @param type - The type of the accessor.
* @param componentType - The datatype of components in the attribute.
* @param count - The number of attributes referenced by this accessor.
* @param byteOffset - The offset relative to the start of the bufferView in bytes.
* @param min - Minimum value of each component in this attribute.
* @param max - Maximum value of each component in this attribute.
* @returns - accessor for glTF
*/
private createAccessor(bufferviewIndex, name, type, componentType, count, byteOffset, min, max);
/**
* Calculates the minimum and maximum values of an array of position floats.
* @param positions - Positions array of a mesh.
* @param vertexStart - Starting vertex offset to calculate min and max values.
* @param vertexCount - Number of vertices to check for min and max values.
* @returns - min number array and max number array.
*/
private calculateMinMaxPositions(positions, vertexStart, vertexCount);
/**
* Converts a vector3 array to right-handed.
* @param vector - vector3 Array to convert to right-handed.
* @returns - right-handed Vector3 array.
*/
private static GetRightHandedVector3(vector);
/**
* Converts a vector4 array to right-handed.
* @param vector - vector4 Array to convert to right-handed.
* @returns - right-handed vector4 array.
*/
private static GetRightHandedVector4(vector);
/**
* Converts a quaternion to right-handed.
* @param quaternion - Source quaternion to convert to right-handed.
*/
private static GetRightHandedQuaternion(quaternion);
/**
* Writes mesh attribute data to a data buffer.
* Returns the bytelength of the data.
* @param vertexBufferKind - Indicates what kind of vertex data is being passed in.
* @param meshAttributeArray - Array containing the attribute data.
* @param byteOffset - The offset to start counting bytes from.
* @param dataBuffer - The buffer to write the binary data to.
* @returns - Byte length of the attribute data.
*/
private writeAttributeData(vertexBufferKind, meshAttributeArray, byteOffset, dataBuffer);
/**
* Generates glTF json data
* @param shouldUseGlb - Indicates whether the json should be written for a glb file.
* @param glTFPrefix - Text to use when prefixing a glTF file.
* @param prettyPrint - Indicates whether the json file should be pretty printed (true) or not (false).
* @returns - json data as string
*/
private generateJSON(shouldUseGlb, glTFPrefix?, prettyPrint?);
/**
* Generates data for .gltf and .bin files based on the glTF prefix string
* @param glTFPrefix - Text to use when prefixing a glTF file.
* @returns - GLTFData with glTF file data.
*/
_generateGLTF(glTFPrefix: string): _GLTFData;
/**
* Creates a binary buffer for glTF
* @returns - array buffer for binary data
*/
private generateBinary();
/**
* Pads the number to a multiple of 4
* @param num - number to pad
* @returns - padded number
*/
private _getPadding(num);
/**
* Generates a glb file from the json and binary data.
* Returns an object with the glb file name as the key and data as the value.
* @param glTFPrefix
* @returns - object with glb filename as key and data as value
*/
_generateGLB(glTFPrefix: string): _GLTFData;
/**
* Sets the TRS for each node
* @param node - glTF Node for storing the transformation data.
* @param babylonMesh - Babylon mesh used as the source for the transformation data.
*/
private setNodeTransformation(node, babylonMesh);
/**
* Creates a bufferview based on the vertices type for the Babylon mesh
* @param kind - Indicates the type of vertices data.
* @param babylonMesh - The Babylon mesh to get the vertices data from.
* @param byteOffset - The offset from the buffer to start indexing from.
* @param dataBuffer - The buffer to write the bufferview data to.
* @returns bytelength of the bufferview data.
*/
private createBufferViewKind(kind, babylonMesh, byteOffset, dataBuffer);
/**
* Sets data for the primitive attributes of each submesh
* @param mesh - glTF Mesh object to store the primitive attribute information.
* @param babylonMesh - Babylon mesh to get the primitive attribute data from.
* @param byteOffset - The offset in bytes of the buffer data.
* @param dataBuffer - Buffer to write the attribute data to.
* @returns - bytelength of the primitive attributes plus the passed in byteOffset.
*/
private setPrimitiveAttributes(mesh, babylonMesh, byteOffset, dataBuffer);
/**
* Creates a glTF scene based on the array of meshes.
* Returns the the total byte offset.
* @param babylonScene - Babylon scene to get the mesh data from.
* @param byteOffset - Offset to start from in bytes.
* @returns bytelength + byteoffset
*/
private createScene(babylonScene, byteOffset);
/**
* Creates a mapping of Node unique id to node index
* @param scene - Babylon Scene.
* @param byteOffset - The initial byte offset.
* @returns - Node mapping of unique id to index.
*/
private createNodeMap(scene, byteOffset);
/**
* Creates a glTF node from a Babylon mesh.
* @param babylonMesh - Source Babylon mesh.
* @param byteOffset - The initial byte offset.
* @param dataBuffer - Buffer for storing geometry data.
* @returns - Object containing an INode and byteoffset.
*/
private createNode(babylonMesh, byteOffset, dataBuffer);
}
}
declare module BABYLON {
/**
* Class for holding and downloading glTF file data
*/
class _GLTFData {
/**
* Object which contains the file name as the key and its data as the value.
*/
glTFFiles: {
[fileName: string]: string | Blob;
};
/**
* Initializes the glTF file object.
*/
constructor();
/**
* Downloads the glTF data as files based on their names and data.
*/
downloadFiles(): void;
}
}
declare module BABYLON.GLTF2 {
/**
* Utility methods for working with glTF material conversion properties. This class should only be used internally.
* @hidden
*/
class _GLTFMaterial {
/**
* Represents the dielectric specular values for R, G and B.
*/
private static readonly _dielectricSpecular;
/**
* Allows the maximum specular power to be defined for material calculations.
*/
private static _maxSpecularPower;
/**
* Numeric tolerance value
*/
private static _epsilon;
/**
* Specifies if two colors are approximately equal in value.
* @param color1 - first color to compare to.
* @param color2 - second color to compare to.
* @param epsilon - threshold value
*/
private static FuzzyEquals(color1, color2, epsilon);
/**
* Gets the materials from a Babylon scene and converts them to glTF materials.
* @param scene - babylonjs scene.
* @param mimeType - texture mime type.
* @param images - array of images.
* @param textures - array of textures.
* @param materials - array of materials.
* @param imageData - mapping of texture names to base64 textures
* @param hasTextureCoords - specifies if texture coordinates are present on the material.
*/
static _ConvertMaterialsToGLTF(babylonMaterials: Material[], mimeType: ImageMimeType, images: IImage[], textures: ITexture[], materials: IMaterial[], imageData: {
[fileName: string]: {
data: Uint8Array;
mimeType: ImageMimeType;
};
}, hasTextureCoords: boolean): void;
/**
* Makes a copy of the glTF material without the texture parameters.
* @param originalMaterial - original glTF material.
* @returns glTF material without texture parameters
*/
static _StripTexturesFromMaterial(originalMaterial: IMaterial): IMaterial;
/**
* Specifies if the material has any texture parameters present.
* @param material - glTF Material.
* @returns boolean specifying if texture parameters are present
*/
static _HasTexturesPresent(material: IMaterial): boolean;
/**
* Converts a Babylon StandardMaterial to a glTF Metallic Roughness Material.
* @param babylonStandardMaterial
* @returns - glTF Metallic Roughness Material representation
*/
static _ConvertToGLTFPBRMetallicRoughness(babylonStandardMaterial: StandardMaterial): IMaterialPbrMetallicRoughness;
/**
* Computes the metallic factor
* @param diffuse - diffused value
* @param specular - specular value
* @param oneMinusSpecularStrength - one minus the specular strength
* @returns - metallic value
*/
static _SolveMetallic(diffuse: number, specular: number, oneMinusSpecularStrength: number): number;
/**
* Gets the glTF alpha mode from the Babylon Material
* @param babylonMaterial - Babylon Material
* @returns - The Babylon alpha mode value
*/
static _GetAlphaMode(babylonMaterial: Material): MaterialAlphaMode;
/**
* Converts a Babylon Standard Material to a glTF Material.
* @param babylonStandardMaterial - BJS Standard Material.
* @param mimeType - mime type to use for the textures.
* @param images - array of glTF image interfaces.
* @param textures - array of glTF texture interfaces.
* @param materials - array of glTF material interfaces.
* @param imageData - map of image file name to data.
* @param hasTextureCoords - specifies if texture coordinates are present on the submesh to determine if textures should be applied.
*/
static _ConvertStandardMaterial(babylonStandardMaterial: StandardMaterial, mimeType: ImageMimeType, images: IImage[], textures: ITexture[], materials: IMaterial[], imageData: {
[fileName: string]: {
data: Uint8Array;
mimeType: ImageMimeType;
};
}, hasTextureCoords: boolean): void;
/**
* Converts a Babylon PBR Metallic Roughness Material to a glTF Material.
* @param babylonPBRMetalRoughMaterial - BJS PBR Metallic Roughness Material.
* @param mimeType - mime type to use for the textures.
* @param images - array of glTF image interfaces.
* @param textures - array of glTF texture interfaces.
* @param materials - array of glTF material interfaces.
* @param imageData - map of image file name to data.
* @param hasTextureCoords - specifies if texture coordinates are present on the submesh to determine if textures should be applied.
*/
static _ConvertPBRMetallicRoughnessMaterial(babylonPBRMetalRoughMaterial: PBRMetallicRoughnessMaterial, mimeType: ImageMimeType, images: IImage[], textures: ITexture[], materials: IMaterial[], imageData: {
[fileName: string]: {
data: Uint8Array;
mimeType: ImageMimeType;
};
}, hasTextureCoords: boolean): void;
/**
* Converts an image typed array buffer to a base64 image.
* @param buffer - typed array buffer.
* @param width - width of the image.
* @param height - height of the image.
* @param mimeType - mimetype of the image.
* @returns - base64 image string.
*/
private static _CreateBase64FromCanvas(buffer, width, height, mimeType);
/**
* Generates a white texture based on the specified width and height.
* @param width - width of the texture in pixels.
* @param height - height of the texture in pixels.
* @param scene - babylonjs scene.
* @returns - white texture.
*/
private static _CreateWhiteTexture(width, height, scene);
/**
* Resizes the two source textures to the same dimensions. If a texture is null, a default white texture is generated. If both textures are null, returns null.
* @param texture1 - first texture to resize.
* @param texture2 - second texture to resize.
* @param scene - babylonjs scene.
* @returns resized textures or null.
*/
private static _ResizeTexturesToSameDimensions(texture1, texture2, scene);
/**
* Convert Specular Glossiness Textures to Metallic Roughness.
* See link below for info on the material conversions from PBR Metallic/Roughness and Specular/Glossiness
* @link https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness/examples/convert-between-workflows-bjs/js/babylon.pbrUtilities.js
* @param diffuseTexture - texture used to store diffuse information.
* @param specularGlossinessTexture - texture used to store specular and glossiness information.
* @param factors - specular glossiness material factors.
* @param mimeType - the mime type to use for the texture.
* @returns pbr metallic roughness interface or null.
*/
private static _ConvertSpecularGlossinessTexturesToMetallicRoughness(diffuseTexture, specularGlossinessTexture, factors, mimeType);
/**
* Converts specular glossiness material properties to metallic roughness.
* @param specularGlossiness - interface with specular glossiness material properties.
* @returns - interface with metallic roughness material properties.
*/
private static _ConvertSpecularGlossinessToMetallicRoughness(specularGlossiness);
/**
* Calculates the surface reflectance, independent of lighting conditions.
* @param color - Color source to calculate brightness from.
* @returns number representing the perceived brightness, or zero if color is undefined.
*/
private static _GetPerceivedBrightness(color);
/**
* Returns the maximum color component value.
* @param color
* @returns maximum color component value, or zero if color is null or undefined.
*/
private static _GetMaxComponent(color);
/**
* Convert a PBRMaterial (Metallic/Roughness) to Metallic Roughness factors.
* @param babylonPBRMaterial - BJS PBR Metallic Roughness Material.
* @param mimeType - mime type to use for the textures.
* @param images - array of glTF image interfaces.
* @param textures - array of glTF texture interfaces.
* @param glTFPbrMetallicRoughness - glTF PBR Metallic Roughness interface.
* @param imageData - map of image file name to data.
* @param hasTextureCoords - specifies if texture coordinates are present on the submesh to determine if textures should be applied.
* @returns - glTF PBR Metallic Roughness factors.
*/
private static _ConvertMetalRoughFactorsToMetallicRoughness(babylonPBRMaterial, mimeType, images, textures, glTFPbrMetallicRoughness, imageData, hasTextureCoords);
/**
* Convert a PBRMaterial (Specular/Glossiness) to Metallic Roughness factors.
* @param babylonPBRMaterial - BJS PBR Metallic Roughness Material.
* @param mimeType - mime type to use for the textures.
* @param images - array of glTF image interfaces.
* @param textures - array of glTF texture interfaces.
* @param glTFPbrMetallicRoughness - glTF PBR Metallic Roughness interface.
* @param imageData - map of image file name to data.
* @param hasTextureCoords - specifies if texture coordinates are present on the submesh to determine if textures should be applied.
* @returns - glTF PBR Metallic Roughness factors.
*/
private static _ConvertSpecGlossFactorsToMetallicRoughness(babylonPBRMaterial, mimeType, images, textures, glTFPbrMetallicRoughness, imageData, hasTextureCoords);
/**
* Converts a Babylon PBR Metallic Roughness Material to a glTF Material.
* @param babylonPBRMaterial - BJS PBR Metallic Roughness Material.
* @param mimeType - mime type to use for the textures.
* @param images - array of glTF image interfaces.
* @param textures - array of glTF texture interfaces.
* @param materials - array of glTF material interfaces.
* @param imageData - map of image file name to data.
* @param hasTextureCoords - specifies if texture coordinates are present on the submesh to determine if textures should be applied.
*/
static _ConvertPBRMaterial(babylonPBRMaterial: PBRMaterial, mimeType: ImageMimeType, images: IImage[], textures: ITexture[], materials: IMaterial[], imageData: {
[fileName: string]: {
data: Uint8Array;
mimeType: ImageMimeType;
};
}, hasTextureCoords: boolean): void;
/**
* Extracts a texture from a Babylon texture into file data and glTF data.
* @param babylonTexture - Babylon texture to extract.
* @param mimeType - Mime Type of the babylonTexture.
* @param images - Array of glTF images.
* @param textures - Array of glTF textures.
* @param imageData - map of image file name and data.
* @return - glTF texture info, or null if the texture format is not supported.
*/
private static _ExportTexture(babylonTexture, mimeType, images, textures, imageData);
/**
* Builds a texture from base64 string.
* @param base64Texture - base64 texture string.
* @param textureName - Name to use for the texture.
* @param mimeType - image mime type for the texture.
* @param images - array of images.
* @param textures - array of textures.
* @param imageData - map of image data.
* @returns - glTF texture info, or null if the texture format is not supported.
*/
private static _GetTextureInfoFromBase64(base64Texture, textureName, mimeType, images, textures, imageData);
}
}