/// /// declare module 'babylonjs-loaders' { export = BABYLON; } declare module BABYLON { class STLFileLoader implements ISceneLoaderPlugin { solidPattern: RegExp; facetsPattern: RegExp; normalPattern: RegExp; vertexPattern: RegExp; name: string; extensions: ISceneLoaderPluginExtensions; importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: Nullable, particleSystems: Nullable, skeletons: Nullable): boolean; load(scene: Scene, data: any, rootUrl: string): boolean; loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer; private isBinary(data); private parseBinary(mesh, data); private parseASCII(mesh, solidData); } } declare module BABYLON { /** * Class reading and parsing the MTL file bundled with the obj file. */ class MTLFileLoader { materials: BABYLON.StandardMaterial[]; /** * 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 */ parseMTL(scene: BABYLON.Scene, data: string | ArrayBuffer, rootUrl: string): void; /** * 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 */ private static _getTexture(rootUrl, value, scene); } class OBJFileLoader implements ISceneLoaderPlugin { static OPTIMIZE_WITH_UV: boolean; name: string; extensions: string; obj: RegExp; group: RegExp; mtllib: RegExp; usemtl: RegExp; smooth: RegExp; vertexPattern: RegExp; normalPattern: RegExp; uvPattern: RegExp; facePattern1: RegExp; facePattern2: RegExp; facePattern3: RegExp; facePattern4: RegExp; /** * 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 */ private _loadMTL(url, rootUrl, onSuccess); importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: Nullable, particleSystems: Nullable, skeletons: Nullable): boolean; load(scene: Scene, data: string, rootUrl: string): boolean; loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer; /** * 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 */ private _parseSolid(meshesNames, scene, data, rootUrl); } } declare module BABYLON { 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, } enum GLTFLoaderAnimationStartMode { /** * No animation will start. */ NONE = 0, /** * The first animation will start. */ FIRST = 1, /** * All animations will start. */ ALL = 2, } interface IGLTFLoaderData { json: Object; bin: Nullable; } interface IGLTFLoaderExtension { /** * The name of this extension. */ readonly name: string; /** * Whether this extension is enabled. */ enabled: boolean; } enum GLTFLoaderState { Loading = 0, Ready = 1, Complete = 2, } interface IGLTFLoader extends IDisposable { coordinateSystemMode: GLTFLoaderCoordinateSystemMode; animationStartMode: GLTFLoaderAnimationStartMode; compileMaterials: boolean; useClipPlane: boolean; compileShadowGenerators: boolean; onMeshLoadedObservable: Observable; onTextureLoadedObservable: Observable; onMaterialLoadedObservable: Observable; onAnimationGroupLoadedObservable: Observable; onCompleteObservable: Observable; onDisposeObservable: Observable; onExtensionLoadedObservable: Observable; state: Nullable; importMeshAsync: (meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void) => Promise<{ meshes: AbstractMesh[]; particleSystems: ParticleSystem[]; skeletons: Skeleton[]; }>; loadAsync: (scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void) => Promise; } class GLTFFileLoader implements IDisposable, ISceneLoaderPluginAsync, ISceneLoaderPluginFactory { static CreateGLTFLoaderV1: () => IGLTFLoader; static CreateGLTFLoaderV2: () => IGLTFLoader; /** * Raised when the asset has been parsed. * The data.json property stores the glTF JSON. * The data.bin property stores the BIN chunk from a glTF binary or null if the input is not a glTF binary. */ onParsedObservable: Observable; private _onParsedObserver; onParsed: (loaderData: IGLTFLoaderData) => void; static IncrementalLoading: boolean; static HomogeneousCoordinates: boolean; /** * The coordinate system mode (AUTO, FORCE_RIGHT_HANDED). */ coordinateSystemMode: GLTFLoaderCoordinateSystemMode; /** * The animation start mode (NONE, FIRST, ALL). */ animationStartMode: GLTFLoaderAnimationStartMode; /** * Set to true to compile materials before raising the success callback. */ compileMaterials: boolean; /** * Set to true to also compile materials with clip planes. */ useClipPlane: boolean; /** * Set to true to compile shadow generators before raising the success callback. */ compileShadowGenerators: boolean; /** * Raised when the loader creates a mesh after parsing the glTF properties of the mesh. */ readonly onMeshLoadedObservable: Observable; private _onMeshLoadedObserver; onMeshLoaded: (mesh: AbstractMesh) => void; /** * Raised when the loader creates a texture after parsing the glTF properties of the texture. */ readonly onTextureLoadedObservable: Observable; private _onTextureLoadedObserver; onTextureLoaded: (texture: BaseTexture) => void; /** * Raised when the loader creates a material after parsing the glTF properties of the material. */ readonly onMaterialLoadedObservable: Observable; private _onMaterialLoadedObserver; onMaterialLoaded: (material: Material) => void; /** * Raised when the loader creates an animation group after parsing the glTF properties of the animation. */ readonly onAnimationGroupLoadedObservable: Observable; private _onAnimationGroupLoadedObserver; onAnimationGroupLoaded: (animationGroup: AnimationGroup) => void; /** * 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 onSuccess. */ readonly onCompleteObservable: Observable; private _onCompleteObserver; onComplete: () => void; /** * Raised when the loader is disposed. */ readonly onDisposeObservable: Observable; private _onDisposeObserver; onDispose: () => void; /** * Raised after a loader extension is created. * Set additional options for a loader extension in this event. */ readonly onExtensionLoadedObservable: Observable; private _onExtensionLoadedObserver; onExtensionLoaded: (extension: IGLTFLoaderExtension) => void; /** * Gets 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 not active. */ readonly loaderState: Nullable; private _loader; name: string; extensions: ISceneLoaderPluginExtensions; /** * Disposes the loader, releases resources during load, and cancels any outstanding requests. */ dispose(): void; importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise<{ meshes: AbstractMesh[]; particleSystems: ParticleSystem[]; skeletons: Skeleton[]; }>; loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise; loadAssetContainerAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise; canDirectLoad(data: string): boolean; rewriteRootURL: (rootUrl: string, responseURL?: string) => string; 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.GLTF1 { /** * Enums */ enum EComponentType { BYTE = 5120, UNSIGNED_BYTE = 5121, SHORT = 5122, UNSIGNED_SHORT = 5123, FLOAT = 5126, } enum EShaderType { FRAGMENT = 35632, VERTEX = 35633, } enum EParameterType { BYTE = 5120, UNSIGNED_BYTE = 5121, SHORT = 5122, UNSIGNED_SHORT = 5123, INT = 5124, UNSIGNED_INT = 5125, FLOAT = 5126, FLOAT_VEC2 = 35664, FLOAT_VEC3 = 35665, FLOAT_VEC4 = 35666, INT_VEC2 = 35667, INT_VEC3 = 35668, INT_VEC4 = 35669, BOOL = 35670, BOOL_VEC2 = 35671, BOOL_VEC3 = 35672, BOOL_VEC4 = 35673, FLOAT_MAT2 = 35674, FLOAT_MAT3 = 35675, FLOAT_MAT4 = 35676, SAMPLER_2D = 35678, } enum ETextureWrapMode { CLAMP_TO_EDGE = 33071, MIRRORED_REPEAT = 33648, REPEAT = 10497, } enum ETextureFilterType { NEAREST = 9728, LINEAR = 9728, NEAREST_MIPMAP_NEAREST = 9984, LINEAR_MIPMAP_NEAREST = 9985, NEAREST_MIPMAP_LINEAR = 9986, LINEAR_MIPMAP_LINEAR = 9987, } enum ETextureFormat { ALPHA = 6406, RGB = 6407, RGBA = 6408, LUMINANCE = 6409, LUMINANCE_ALPHA = 6410, } enum ECullingType { FRONT = 1028, BACK = 1029, FRONT_AND_BACK = 1032, } enum EBlendingFunction { ZERO = 0, ONE = 1, SRC_COLOR = 768, ONE_MINUS_SRC_COLOR = 769, DST_COLOR = 774, ONE_MINUS_DST_COLOR = 775, SRC_ALPHA = 770, ONE_MINUS_SRC_ALPHA = 771, DST_ALPHA = 772, ONE_MINUS_DST_ALPHA = 773, CONSTANT_COLOR = 32769, ONE_MINUS_CONSTANT_COLOR = 32770, CONSTANT_ALPHA = 32771, ONE_MINUS_CONSTANT_ALPHA = 32772, SRC_ALPHA_SATURATE = 776, } /** * Interfaces */ interface IGLTFProperty { extensions?: { [key: string]: any; }; extras?: Object; } interface IGLTFChildRootProperty extends IGLTFProperty { name?: string; } interface IGLTFAccessor extends IGLTFChildRootProperty { bufferView: string; byteOffset: number; byteStride: number; count: number; type: string; componentType: EComponentType; max?: number[]; min?: number[]; name?: string; } interface IGLTFBufferView extends IGLTFChildRootProperty { buffer: string; byteOffset: number; byteLength: number; byteStride: number; target?: number; } interface IGLTFBuffer extends IGLTFChildRootProperty { uri: string; byteLength?: number; type?: string; } interface IGLTFShader extends IGLTFChildRootProperty { uri: string; type: EShaderType; } interface IGLTFProgram extends IGLTFChildRootProperty { attributes: string[]; fragmentShader: string; vertexShader: string; } interface IGLTFTechniqueParameter { type: number; count?: number; semantic?: string; node?: string; value?: number | boolean | string | Array; source?: string; babylonValue?: any; } interface IGLTFTechniqueCommonProfile { lightingModel: string; texcoordBindings: Object; parameters?: Array; } interface IGLTFTechniqueStatesFunctions { blendColor?: number[]; blendEquationSeparate?: number[]; blendFuncSeparate?: number[]; colorMask: boolean[]; cullFace: number[]; } interface IGLTFTechniqueStates { enable: number[]; functions: IGLTFTechniqueStatesFunctions; } interface IGLTFTechnique extends IGLTFChildRootProperty { parameters: { [key: string]: IGLTFTechniqueParameter; }; program: string; attributes: { [key: string]: string; }; uniforms: { [key: string]: string; }; states: IGLTFTechniqueStates; } interface IGLTFMaterial extends IGLTFChildRootProperty { technique?: string; values: string[]; } interface IGLTFMeshPrimitive extends IGLTFProperty { attributes: { [key: string]: string; }; indices: string; material: string; mode?: number; } interface IGLTFMesh extends IGLTFChildRootProperty { primitives: IGLTFMeshPrimitive[]; } interface IGLTFImage extends IGLTFChildRootProperty { uri: string; } interface IGLTFSampler extends IGLTFChildRootProperty { magFilter?: number; minFilter?: number; wrapS?: number; wrapT?: number; } interface IGLTFTexture extends IGLTFChildRootProperty { sampler: string; source: string; format?: ETextureFormat; internalFormat?: ETextureFormat; target?: number; type?: number; babylonTexture?: Texture; } interface IGLTFAmbienLight { color?: number[]; } interface IGLTFDirectionalLight { color?: number[]; } interface IGLTFPointLight { color?: number[]; constantAttenuation?: number; linearAttenuation?: number; quadraticAttenuation?: number; } interface IGLTFSpotLight { color?: number[]; constantAttenuation?: number; fallOfAngle?: number; fallOffExponent?: number; linearAttenuation?: number; quadraticAttenuation?: number; } interface IGLTFLight extends IGLTFChildRootProperty { type: string; } interface IGLTFCameraOrthographic { xmag: number; ymag: number; zfar: number; znear: number; } interface IGLTFCameraPerspective { aspectRatio: number; yfov: number; zfar: number; znear: number; } interface IGLTFCamera extends IGLTFChildRootProperty { type: string; } interface IGLTFAnimationChannelTarget { id: string; path: string; } interface IGLTFAnimationChannel { sampler: string; target: IGLTFAnimationChannelTarget; } interface IGLTFAnimationSampler { input: string; output: string; interpolation?: string; } interface IGLTFAnimation extends IGLTFChildRootProperty { channels?: IGLTFAnimationChannel[]; parameters?: { [key: string]: string; }; samplers?: { [key: string]: IGLTFAnimationSampler; }; } interface IGLTFNodeInstanceSkin { skeletons: string[]; skin: string; meshes: string[]; } interface IGLTFSkins extends IGLTFChildRootProperty { bindShapeMatrix: number[]; inverseBindMatrices: string; jointNames: string[]; babylonSkeleton?: Skeleton; } interface IGLTFNode extends IGLTFChildRootProperty { camera?: string; children: string[]; skin?: string; jointName?: string; light?: string; matrix: number[]; mesh?: string; meshes?: string[]; rotation?: number[]; scale?: number[]; translation?: number[]; babylonNode?: Node; } interface IGLTFScene extends IGLTFChildRootProperty { nodes: string[]; } /** * Runtime */ interface IGLTFRuntime { extensions: { [key: string]: any; }; accessors: { [key: string]: IGLTFAccessor; }; buffers: { [key: string]: IGLTFBuffer; }; bufferViews: { [key: string]: IGLTFBufferView; }; meshes: { [key: string]: IGLTFMesh; }; lights: { [key: string]: IGLTFLight; }; cameras: { [key: string]: IGLTFCamera; }; nodes: { [key: string]: IGLTFNode; }; images: { [key: string]: IGLTFImage; }; textures: { [key: string]: IGLTFTexture; }; shaders: { [key: string]: IGLTFShader; }; programs: { [key: string]: IGLTFProgram; }; samplers: { [key: string]: IGLTFSampler; }; techniques: { [key: string]: IGLTFTechnique; }; materials: { [key: string]: IGLTFMaterial; }; animations: { [key: string]: IGLTFAnimation; }; skins: { [key: string]: IGLTFSkins; }; currentScene?: Object; scenes: { [key: string]: IGLTFScene; }; extensionsUsed: string[]; extensionsRequired?: string[]; buffersCount: number; shaderscount: number; scene: Scene; rootUrl: string; loadedBufferCount: number; loadedBufferViews: { [name: string]: ArrayBufferView; }; loadedShaderCount: number; importOnlyMeshes: boolean; importMeshesNames?: string[]; dummyNodes: Node[]; } /** * Bones */ interface INodeToRoot { bone: Bone; node: IGLTFNode; id: string; } interface IJointNode { node: IGLTFNode; id: string; } } declare module BABYLON.GLTF1 { /** * Implementation of the base glTF spec */ class GLTFLoaderBase { static CreateRuntime(parsedData: any, scene: Scene, rootUrl: string): IGLTFRuntime; static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): void; static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: Nullable) => void, onError: (message: string) => void): void; static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: Nullable, onSuccess: (texture: Texture) => void, onError: (message: string) => void): void; static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string | ArrayBuffer) => void, onError?: (message: string) => void): void; static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): void; } /** * glTF V1 Loader */ class GLTFLoader implements IGLTFLoader { static Extensions: { [name: string]: GLTFLoaderExtension; }; static RegisterExtension(extension: GLTFLoaderExtension): void; coordinateSystemMode: GLTFLoaderCoordinateSystemMode; animationStartMode: GLTFLoaderAnimationStartMode; compileMaterials: boolean; useClipPlane: boolean; compileShadowGenerators: boolean; onDisposeObservable: Observable; onMeshLoadedObservable: Observable; onTextureLoadedObservable: Observable; onMaterialLoadedObservable: Observable; onAnimationGroupLoadedObservable: Observable; onCompleteObservable: Observable; onExtensionLoadedObservable: Observable; state: Nullable; dispose(): void; private _importMeshAsync(meshesNames, scene, data, rootUrl, onSuccess, onProgress?, onError?); importMeshAsync(meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise<{ meshes: AbstractMesh[]; particleSystems: ParticleSystem[]; skeletons: Skeleton[]; }>; private _loadAsync(scene, data, rootUrl, onSuccess, onProgress?, onError?); loadAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise; private _loadShadersAsync(gltfRuntime, onload); private _loadBuffersAsync(gltfRuntime, onLoad, onProgress?); private _createNodes(gltfRuntime); } } declare module BABYLON.GLTF1 { /** * Utils functions for GLTF */ class 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 */ static SetMatrix(scene: Scene, source: Node, parameter: IGLTFTechniqueParameter, uniformName: string, shaderMaterial: ShaderMaterial | Effect): void; /** * 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) */ static SetUniform(shaderMaterial: ShaderMaterial | Effect, uniform: string, value: any, type: number): boolean; /** * Returns the wrap mode of the texture * @param mode: the mode value */ static GetWrapMode(mode: number): number; /** * Returns the byte stride giving an accessor * @param accessor: the GLTF accessor objet */ static GetByteStrideFromType(accessor: IGLTFAccessor): number; /** * Returns the texture filter mode giving a mode value * @param mode: the filter mode value */ static GetTextureFilterMode(mode: number): ETextureFilterType; static GetBufferFromBufferView(gltfRuntime: IGLTFRuntime, bufferView: IGLTFBufferView, byteOffset: number, byteLength: number, componentType: EComponentType): ArrayBufferView; /** * Returns a buffer from its accessor * @param gltfRuntime: the GLTF runtime * @param accessor: the GLTF accessor */ static GetBufferFromAccessor(gltfRuntime: IGLTFRuntime, accessor: IGLTFAccessor): any; /** * Decodes a buffer view into a string * @param view: the buffer view */ static DecodeBufferToText(view: ArrayBufferView): string; /** * 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 */ static GetDefaultMaterial(scene: Scene): ShaderMaterial; private static _DefaultMaterial; } } declare module BABYLON.GLTF1 { abstract class GLTFLoaderExtension { private _name; constructor(name: string); readonly name: string; /** * Defines an override for loading the runtime * Return true to stop further extensions from loading the runtime */ loadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: (gltfRuntime: IGLTFRuntime) => void, onError?: (message: string) => void): boolean; /** * Defines an onverride for creating gltf runtime * Return true to stop further extensions from creating the runtime */ loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError?: (message: string) => void): boolean; /** * Defines an override for loading buffers * Return true to stop further extensions from loading this buffer */ loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): boolean; /** * Defines an override for loading texture buffers * Return true to stop further extensions from loading this texture data */ loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean; /** * Defines an override for creating textures * Return true to stop further extensions from loading this texture */ createTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: (message: string) => void): boolean; /** * Defines an override for loading shader strings * Return true to stop further extensions from loading this shader data */ loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: (message: string) => void): boolean; /** * Defines an override for loading materials * Return true to stop further extensions from loading this material */ loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean; static LoadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: (gltfRuntime: IGLTFRuntime) => void, onError?: (message: string) => void): void; static LoadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError?: (message: string) => void): void; static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (bufferView: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): void; static LoadTextureAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (texture: Texture) => void, onError: (message: string) => void): void; static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderData: string | ArrayBuffer) => void, onError: (message: string) => void): void; static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): void; private static LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError); private static CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError); private static ApplyExtensions(func, defaultFunc); } } declare module BABYLON.GLTF1 { class GLTFBinaryExtension extends GLTFLoaderExtension { private _bin; constructor(); loadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: (message: string) => void): boolean; loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean; loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean; loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: (message: string) => void): boolean; } } declare module BABYLON.GLTF1 { class GLTFMaterialsCommonExtension extends GLTFLoaderExtension { constructor(); loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: (message: string) => void): boolean; loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean; private _loadTexture(gltfRuntime, id, material, propertyPath, onError); } } declare module BABYLON.GLTF2 { interface TypedArray extends ArrayBufferView { [index: number]: number; } interface IArrayItem { _index: number; } class ArrayItem { static Assign(values?: IArrayItem[]): void; } } declare module BABYLON.GLTF2 { interface ILoaderAccessor extends IAccessor, IArrayItem { _data?: Promise; } interface ILoaderAnimationChannel extends IAnimationChannel, IArrayItem { } interface ILoaderAnimationSamplerData { input: Float32Array; interpolation: AnimationSamplerInterpolation; output: Float32Array; } interface ILoaderAnimationSampler extends IAnimationSampler, IArrayItem { _data: Promise; } interface ILoaderAnimation extends IAnimation, IArrayItem { channels: ILoaderAnimationChannel[]; samplers: ILoaderAnimationSampler[]; _babylonAnimationGroup?: AnimationGroup; } interface ILoaderBuffer extends IBuffer, IArrayItem { _data?: Promise; } interface ILoaderBufferView extends IBufferView, IArrayItem { _data?: Promise; } interface ILoaderCamera extends ICamera, IArrayItem { } interface ILoaderImage extends IImage, IArrayItem { _objectURL?: Promise; } interface ILoaderMaterial extends IMaterial, IArrayItem { _babylonData?: { [drawMode: number]: { material: Material; meshes: AbstractMesh[]; loaded: Promise; }; }; } interface ILoaderMesh extends IMesh, IArrayItem { primitives: ILoaderMeshPrimitive[]; } interface ILoaderMeshPrimitive extends IMeshPrimitive, IArrayItem { } interface ILoaderNode extends INode, IArrayItem { _parent: ILoaderNode; _babylonMesh?: Mesh; _primitiveBabylonMeshes?: Mesh[]; _babylonAnimationTargets?: Node[]; _numMorphTargets?: number; } interface ILoaderSamplerData { noMipMaps: boolean; samplingMode: number; wrapU: number; wrapV: number; } interface ILoaderSampler extends ISampler, IArrayItem { _data?: ILoaderSamplerData; } interface ILoaderScene extends IScene, IArrayItem { } interface ILoaderSkin extends ISkin, IArrayItem { _babylonSkeleton?: Skeleton; _loaded?: Promise; } interface ILoaderTexture extends ITexture, IArrayItem { } 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[]; } } declare module BABYLON.GLTF2 { interface MaterialConstructor { readonly prototype: T; new (name: string, scene: Scene): T; } class GLTFLoader implements IGLTFLoader { _gltf: ILoaderGLTF; _babylonScene: Scene; _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; static _Register(name: string, factory: (loader: GLTFLoader) => GLTFLoaderExtension): void; coordinateSystemMode: GLTFLoaderCoordinateSystemMode; animationStartMode: GLTFLoaderAnimationStartMode; compileMaterials: boolean; useClipPlane: boolean; compileShadowGenerators: boolean; readonly onDisposeObservable: Observable; readonly onMeshLoadedObservable: Observable; readonly onTextureLoadedObservable: Observable; readonly onMaterialLoadedObservable: Observable; readonly onAnimationGroupLoadedObservable: Observable; readonly onExtensionLoadedObservable: Observable; readonly onCompleteObservable: Observable; readonly state: Nullable; dispose(): void; importMeshAsync(meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise<{ meshes: AbstractMesh[]; particleSystems: ParticleSystem[]; skeletons: Skeleton[]; }>; 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); _loadSceneAsync(context: string, scene: ILoaderScene): Promise; private _forEachPrimitive(node, callback); private _getMeshes(); private _getSkeletons(); private _startAnimations(); _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, babylonVertexData); private _loadMorphTargetVertexDataAsync(context, babylonVertexData, attributes, babylonMorphTarget); private static _ConvertToFloat32Array(context, accessor, data); private static _ConvertVec3ToVec4(context, data); private static _LoadTransform(node, babylonNode); private _loadSkinAsync(context, node, mesh, skin); private _loadSkinInverseBindMatricesDataAsync(context, skin); private _createBone(node, skin, parent, localMatrix, baseMatrix, index); private _loadBones(context, skin, inverseBindMatricesData); private _loadBone(node, skin, inverseBindMatricesData, babylonBones); private _getNodeMatrix(node); private _loadAnimationsAsync(); private _loadAnimationAsync(context, animation); private _loadAnimationChannelAsync(context, animationContext, animation, channel, babylonAnimationGroup); private _loadAnimationSamplerAsync(context, sampler); private _loadBufferAsync(context, buffer); _loadBufferViewAsync(context: string, bufferView: ILoaderBufferView): Promise; private _loadAccessorAsync(context, accessor); private _buildArrayBuffer(typedArray, data, byteOffset, count, numComponents, byteStride?); private _getDefaultMaterial(drawMode); private _loadMaterialMetallicRoughnessPropertiesAsync(context, material, babylonMaterial); _loadMaterialAsync(context: string, material: ILoaderMaterial, babylonMesh: Mesh, babylonDrawMode: number, assign: (babylonMaterial: Material) => void): Promise; _createMaterial(type: MaterialConstructor, name: string, drawMode: number): T; _loadMaterialBasePropertiesAsync(context: string, material: ILoaderMaterial, babylonMaterial: PBRMaterial): Promise; _loadMaterialAlphaProperties(context: string, material: ILoaderMaterial, babylonMaterial: PBRMaterial): void; _loadTextureAsync(context: string, textureInfo: ITextureInfo, assign: (texture: Texture) => void): Promise; private _loadSampler(context, sampler); private _loadImageAsync(context, image); _loadUriAsync(context: string, uri: string): Promise; private _onProgress(); static _GetProperty(context: string, array: ArrayLike | undefined, index: number | undefined): T; private static _GetTextureWrapMode(context, mode); private static _GetTextureSamplingMode(context, magFilter?, minFilter?); private static _GetNumComponents(context, type); private static _ValidateUri(uri); private static _GetDrawMode(context, mode); private _compileMaterialsAsync(); private _compileShadowGeneratorsAsync(); private _clear(); _applyExtensions(actionAsync: (extension: GLTFLoaderExtension) => Nullable>): Nullable>; } } declare module BABYLON.GLTF2 { 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: (context: 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>; } } declare module BABYLON.GLTF2.Extensions { 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 { 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 { 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 { 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; } }