///
module BABYLON.GLTF1 {
/**
* Tokenizer. Used for shaders compatibility
* Automatically map world, view, projection, worldViewProjection, attributes and so on
*/
enum ETokenType {
IDENTIFIER = 1,
UNKNOWN = 2,
END_OF_INPUT = 3
}
class Tokenizer {
private _toParse: string;
private _pos: number = 0;
private _maxPos: number;
public currentToken: ETokenType;
public currentIdentifier: string;
public currentString: string;
public isLetterOrDigitPattern: RegExp = /^[a-zA-Z0-9]+$/;
constructor(toParse: string) {
this._toParse = toParse;
this._maxPos = toParse.length;
}
public getNextToken(): ETokenType {
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;
}
public peek(): string {
return this._toParse[this._pos];
}
public read(): string {
return this._toParse[this._pos++];
}
public forward(): void {
this._pos++;
}
public isEnd(): boolean {
return this._pos >= this._maxPos;
}
}
/**
* 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 = (parsedBuffers: any, gltfRuntime: IGLTFRuntime) => {
for (var buf in parsedBuffers) {
var parsedBuffer = parsedBuffers[buf];
gltfRuntime.buffers[buf] = parsedBuffer;
gltfRuntime.buffersCount++;
}
};
var parseShaders = (parsedShaders: any, gltfRuntime: IGLTFRuntime) => {
for (var sha in parsedShaders) {
var parsedShader = parsedShaders[sha];
gltfRuntime.shaders[sha] = parsedShader;
gltfRuntime.shaderscount++;
}
};
var parseObject = (parsedObjects: any, runtimeProperty: string, gltfRuntime: IGLTFRuntime) => {
for (var object in parsedObjects) {
var parsedObject = parsedObjects[object];
(gltfRuntime)[runtimeProperty][object] = parsedObject;
}
};
/**
* Utils
*/
var normalizeUVs = (buffer: any) => {
if (!buffer) {
return;
}
for (var i = 0; i < buffer.length / 2; i++) {
buffer[i * 2 + 1] = 1.0 - buffer[i * 2 + 1];
}
};
var getAttribute = (attributeParameter: IGLTFTechniqueParameter): Nullable => {
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 && 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 = (gltfRuntime: IGLTFRuntime) => {
for (var anim in gltfRuntime.animations) {
var animation: IGLTFAnimation = gltfRuntime.animations[anim];
if (!animation.channels || !animation.samplers) {
continue;
}
var lastAnimation: Nullable = null;
for (var i = 0; i < animation.channels.length; i++) {
// Get parameters and load buffers
var channel = animation.channels[i];
var sampler: IGLTFAnimationSampler = animation.samplers[channel.sampler];
if (!sampler) {
continue;
}
var inputData: Nullable = null;
var outputData: Nullable = null;
if (animation.parameters) {
inputData = animation.parameters[sampler.input];
outputData = animation.parameters[sampler.output];
}
else {
inputData = sampler.input;
outputData = sampler.output;
}
var bufferInput = GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[inputData]);
var bufferOutput = GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[outputData]);
var targetID = channel.target.id;
var targetNode: any = gltfRuntime.scene.getNodeByID(targetID);
if (targetNode === null) {
targetNode = gltfRuntime.scene.getNodeByName(targetID);
}
if (targetNode === null) {
Tools.Warn("Creating animation named " + anim + ". But cannot find node named " + targetID + " to attach to");
continue;
}
var isBone = targetNode instanceof 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 = Animation.ANIMATIONTYPE_MATRIX;
if (!isBone) {
if (targetPath === "rotationQuaternion") {
animationType = Animation.ANIMATIONTYPE_QUATERNION;
targetNode.rotationQuaternion = new Quaternion();
}
else {
animationType = Animation.ANIMATIONTYPE_VECTOR3;
}
}
// Create animation and key frames
var babylonAnimation: Nullable = 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 Animation(anim, isBone ? "_matrix" : targetPath, 1, animationType, Animation.ANIMATIONLOOPMODE_CYCLE);
}
// For each frame
for (var j = 0; j < bufferInput.length; j++) {
var value: any = null;
if (targetPath === "rotationQuaternion") { // VEC4
value = Quaternion.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2], bufferOutput[arrayOffset + 3]]);
arrayOffset += 4;
}
else { // Position and scaling are VEC3
value = Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]);
arrayOffset += 3;
}
if (isBone) {
var bone = targetNode;
var translation = Vector3.Zero();
var rotationQuaternion = new Quaternion();
var scaling = Vector3.Zero();
// Warning on decompose
var mat = bone.getBaseMatrix();
if (modifyKey && lastAnimation) {
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 = Matrix.Compose(scaling, rotationQuaternion, translation);
}
if (!modifyKey) {
keys.push({
frame: bufferInput[j],
value: value
});
}
else if (lastAnimation) {
lastAnimation.getKeys()[j].value = value;
}
}
// Finish
if (!modifyKey && babylonAnimation) {
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 = (node: IGLTFNode): Matrix => {
var mat: Nullable = null;
if (node.translation || node.rotation || node.scale) {
var scale = Vector3.FromArray(node.scale || [1, 1, 1]);
var rotation = Quaternion.FromArray(node.rotation || [0, 0, 0, 1]);
var position = Vector3.FromArray(node.translation || [0, 0, 0]);
mat = Matrix.Compose(scale, rotation, position);
}
else {
mat = Matrix.FromArray(node.matrix);
}
return mat;
};
/**
* Returns the parent bone
*/
var getParentBone = (gltfRuntime: IGLTFRuntime, skins: IGLTFSkins, jointName: string, newSkeleton: Skeleton): Nullable => {
// 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: IGLTFNode = nodes[nde];
if (!node.jointName) {
continue;
}
var children = node.children;
for (var i = 0; i < children.length; i++) {
var child: IGLTFNode = gltfRuntime.nodes[children[i]];
if (!child.jointName) {
continue;
}
if (child.jointName === jointName) {
var mat = configureBoneTransformation(node);
var bone = new 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 = (nodesToRoot: INodeToRoot[], id: string): Nullable => {
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 = (gltfRuntime: IGLTFRuntime, jointName: string): Nullable => {
var nodes = gltfRuntime.nodes;
var node: IGLTFNode = 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 = (skins: IGLTFSkins, id: string): boolean => {
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 = (gltfRuntime: IGLTFRuntime, newSkeleton: Skeleton, skins: IGLTFSkins, nodesToRoot: INodeToRoot[]) => {
// Creates nodes for root
for (var nde in gltfRuntime.nodes) {
var node: IGLTFNode = 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 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: Nullable = 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 = (gltfRuntime: IGLTFRuntime, skins: IGLTFSkins, mesh: Mesh, newSkeleton: Skeleton, id: string): Skeleton => {
if (!newSkeleton) {
newSkeleton = new Skeleton(skins.name || "", "", gltfRuntime.scene);
}
if (!skins.babylonSkeleton) {
return newSkeleton;
}
// Find the root bones
var nodesToRoot: INodeToRoot[] = [];
var nodesToRootToAdd: Bone[] = [];
getNodesToRoot(gltfRuntime, newSkeleton, skins, nodesToRoot);
newSkeleton.bones = [];
// Joints
for (var i = 0; i < skins.jointNames.length; i++) {
var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
if (!jointNode) {
continue;
}
var node = jointNode.node;
if (!node) {
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: Nullable = null;
for (var j = 0; j < i; j++) {
let jointNode = getJointNode(gltfRuntime, skins.jointNames[j]);
if (!jointNode) {
continue;
}
var joint: IGLTFNode = jointNode.node;
if (!joint) {
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 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 = (gltfRuntime: IGLTFRuntime, node: IGLTFNode, meshes: string[], id: string, newMesh: Mesh): Mesh => {
if (!newMesh) {
newMesh = new Mesh(node.name || "", gltfRuntime.scene);
newMesh.id = id;
}
if (!node.babylonNode) {
return newMesh;
}
var multiMat = new MultiMaterial("multimat" + id, gltfRuntime.scene);
if (!newMesh.material) {
newMesh.material = multiMat;
}
var vertexData = new VertexData();
var geometry = new 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: IGLTFMesh = 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 VertexData();
var primitive = mesh.primitives[i];
if (primitive.mode !== 4) {
// continue;
}
var attributes = primitive.attributes;
var accessor: Nullable = null;
var buffer: any = null;
// Set positions, normal and uvs
for (var semantic in attributes) {
// Link accessor and buffer view
accessor = gltfRuntime.accessors[attributes[semantic]];
buffer = 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 = 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 = 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: number[] = [];
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);
// Sub material
var material = gltfRuntime.scene.getMaterialByID(primitive.material);
multiMat.subMaterials.push(material === null ? 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: IGLTFMesh = gltfRuntime.meshes[meshID];
if (!mesh) {
continue;
}
for (var i = 0; i < mesh.primitives.length; i++) {
if (mesh.primitives[i].mode !== 4) {
//continue;
}
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 = (newNode: any, position: Vector3, rotation: Quaternion, scaling: Vector3) => {
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 = (newNode: Mesh, node: IGLTFNode, parent: Nullable) => {
if (node.matrix) {
var position = new Vector3(0, 0, 0);
var rotation = new Quaternion();
var scaling = new Vector3(0, 0, 0);
var mat = Matrix.FromArray(node.matrix);
mat.decompose(scaling, rotation, position);
configureNode(newNode, position, rotation, scaling);
}
else if (node.translation && node.rotation && node.scale) {
configureNode(newNode, Vector3.FromArray(node.translation), Quaternion.FromArray(node.rotation), Vector3.FromArray(node.scale));
}
newNode.computeWorldMatrix(true);
};
/**
* Imports a node
*/
var importNode = (gltfRuntime: IGLTFRuntime, node: IGLTFNode, id: string, parent: Nullable): Nullable => {
var lastNode: Nullable = null;
if (gltfRuntime.importOnlyMeshes && (node.skin || node.meshes)) {
if (gltfRuntime.importMeshesNames && gltfRuntime.importMeshesNames.length > 0 && gltfRuntime.importMeshesNames.indexOf(node.name || "") === -1) {
return null;
}
}
// Meshes
if (node.skin) {
if (node.meshes) {
var skin: IGLTFSkins = 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 && skin.babylonSkeleton) {
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;
}
// Lights
else if (node.light && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
var light: IGLTFLight = gltfRuntime.lights[node.light];
if (light) {
if (light.type === "ambient") {
var ambienLight: IGLTFAmbienLight = (light)[light.type];
var hemiLight = new HemisphericLight(node.light, Vector3.Zero(), gltfRuntime.scene);
hemiLight.name = node.name || "";
if (ambienLight.color) {
hemiLight.diffuse = Color3.FromArray(ambienLight.color);
}
lastNode = hemiLight;
}
else if (light.type === "directional") {
var directionalLight: IGLTFDirectionalLight = (light)[light.type];
var dirLight = new DirectionalLight(node.light, Vector3.Zero(), gltfRuntime.scene);
dirLight.name = node.name || "";
if (directionalLight.color) {
dirLight.diffuse = Color3.FromArray(directionalLight.color);
}
lastNode = dirLight;
}
else if (light.type === "point") {
var pointLight: IGLTFPointLight = (light)[light.type];
var ptLight = new PointLight(node.light, Vector3.Zero(), gltfRuntime.scene);
ptLight.name = node.name || "";
if (pointLight.color) {
ptLight.diffuse = Color3.FromArray(pointLight.color);
}
lastNode = ptLight;
}
else if (light.type === "spot") {
var spotLight: IGLTFSpotLight = (light)[light.type];
var spLight = new SpotLight(node.light, Vector3.Zero(), Vector3.Zero(), 0, 0, gltfRuntime.scene);
spLight.name = node.name || "";
if (spotLight.color) {
spLight.diffuse = Color3.FromArray(spotLight.color);
}
if (spotLight.fallOfAngle) {
spLight.angle = spotLight.fallOfAngle;
}
if (spotLight.fallOffExponent) {
spLight.exponent = spotLight.fallOffExponent;
}
lastNode = spLight;
}
}
}
// Cameras
else if (node.camera && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
var camera: IGLTFCamera = gltfRuntime.cameras[node.camera];
if (camera) {
if (camera.type === "orthographic") {
var orthoCamera = new FreeCamera(node.camera, Vector3.Zero(), gltfRuntime.scene);
orthoCamera.name = node.name || "";
orthoCamera.mode = Camera.ORTHOGRAPHIC_CAMERA;
orthoCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
lastNode = orthoCamera;
}
else if (camera.type === "perspective") {
var perspectiveCamera: IGLTFCameraPerspective = (camera)[camera.type];
var persCamera = new FreeCamera(node.camera, 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 Mesh(node.name || "", gltfRuntime.scene);
node.babylonNode = dummy;
lastNode = dummy;
}
}
if (lastNode !== null) {
if (node.matrix && lastNode instanceof 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, Vector3.FromArray(translation), Quaternion.FromArray(rotation), Vector3.FromArray(scale));
}
lastNode.updateCache(true);
node.babylonNode = lastNode;
}
return lastNode;
};
/**
* Traverses nodes and creates them
*/
var traverseNodes = (gltfRuntime: IGLTFRuntime, id: string, parent: Nullable, meshIncluded: boolean = false) => {
var node: IGLTFNode = gltfRuntime.nodes[id];
var newNode: Nullable = null;
if (gltfRuntime.importOnlyMeshes && !meshIncluded && gltfRuntime.importMeshesNames) {
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 = (gltfRuntime: IGLTFRuntime) => {
// Nodes
var currentScene: IGLTFScene = 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 = (mesh: Mesh, gltfRuntime: IGLTFRuntime, unTreatedUniforms: {[key: string]: IGLTFTechniqueParameter}, shaderMaterial: ShaderMaterial, technique: IGLTFTechnique, material: IGLTFMaterial, onSuccess: (shaderMaterial: ShaderMaterial) => void) => {
var materialValues = material.values || technique.parameters;
for (var unif in unTreatedUniforms) {
var uniform: IGLTFTechniqueParameter = unTreatedUniforms[unif];
var type = uniform.type;
if (type === EParameterType.FLOAT_MAT2 || type === EParameterType.FLOAT_MAT3 || type === EParameterType.FLOAT_MAT4) {
if (uniform.semantic && !uniform.source && !uniform.node) {
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;
}
GLTFUtils.SetMatrix(gltfRuntime.scene, source, uniform, unif, shaderMaterial.getEffect());
}
}
else {
var value = (materialValues)[technique.uniforms[unif]];
if (!value) {
continue;
}
if (type === 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 {
GLTFUtils.SetUniform((shaderMaterial.getEffect()), unif, value, type);
}
}
}
onSuccess(shaderMaterial);
};
/**
* Prepare uniforms to send the only one time
* Loads the appropriate textures
*/
var prepareShaderMaterialUniforms = (gltfRuntime: IGLTFRuntime, shaderMaterial: ShaderMaterial, technique: IGLTFTechnique, material: IGLTFMaterial, unTreatedUniforms: {[key: string]: IGLTFTechniqueParameter}) => {
var materialValues = material.values || technique.parameters;
var techniqueUniforms = technique.uniforms;
/**
* Prepare values here (not matrices)
*/
for (var unif in unTreatedUniforms) {
var uniform: IGLTFTechniqueParameter = 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 = (uniformName: Nullable) => {
return (texture: Texture) => {
if (uniform.value && uniformName) {
// Static uniform
shaderMaterial.setTexture(uniformName, texture);
delete unTreatedUniforms[uniformName];
}
}
};
// Texture (sampler2D)
if (type === EParameterType.SAMPLER_2D) {
GLTFLoaderExtension.LoadTextureAsync(gltfRuntime, material.values ? value : uniform.value, onLoadTexture(unif), () => onLoadTexture(null));
}
// Others
else {
if (uniform.value && GLTFUtils.SetUniform(shaderMaterial, unif, material.values ? value : uniform.value, type)) {
// Static uniform
delete unTreatedUniforms[unif];
}
}
}
};
/**
* Shader compilation failed
*/
var onShaderCompileError = (program: IGLTFProgram, shaderMaterial: ShaderMaterial, onError: (message: string) => void) => {
return (effect: Effect, error: string) => {
shaderMaterial.dispose(true);
onError("Cannot compile program named " + program.name + ". Error: " + error + ". Default material will be applied");
};
};
/**
* Shader compilation success
*/
var onShaderCompileSuccess = (gltfRuntime: IGLTFRuntime, shaderMaterial: ShaderMaterial, technique: IGLTFTechnique, material: IGLTFMaterial, unTreatedUniforms: {[key: string]: IGLTFTechniqueParameter}, onSuccess: (shaderMaterial: ShaderMaterial) => void) => {
return (_: Effect) => {
prepareShaderMaterialUniforms(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms);
shaderMaterial.onBind = (mesh: Mesh) => {
onBindShaderMaterial(mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess);
};
};
};
/**
* Returns the appropriate uniform if already handled by babylon
*/
var parseShaderUniforms = (tokenizer: Tokenizer, technique: IGLTFTechnique, unTreatedUniforms: {[key: string]: IGLTFTechniqueParameter}): string => {
for (var unif in technique.uniforms) {
var uniform = technique.uniforms[unif];
var uniformParameter: IGLTFTechniqueParameter = 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 = (gltfRuntime: IGLTFRuntime) => {
// Create materials
for (var mat in gltfRuntime.materials) {
GLTFLoaderExtension.LoadMaterialAsync(gltfRuntime, mat, (material: Material) => { }, () => { });
}
};
/**
* Implementation of the base glTF spec
*/
export class GLTFLoaderBase {
public static CreateRuntime(parsedData: any, scene: Scene, rootUrl: string): IGLTFRuntime {
var gltfRuntime: IGLTFRuntime = {
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;
}
public static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): void {
var buffer: IGLTFBuffer = gltfRuntime.buffers[id];
if (GLTFUtils.IsBase64(buffer.uri)) {
setTimeout(() => onSuccess(new Uint8Array(GLTFUtils.DecodeBase64(buffer.uri))));
}
else {
Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, data => onSuccess(new Uint8Array(data)), onProgress, undefined, true, request => {
if (request) {
onError(request.status + " " + request.statusText);
}
});
}
}
public static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: Nullable) => void, onError: (message: string) => void): void {
var texture: IGLTFTexture = gltfRuntime.textures[id];
if (!texture || !texture.source) {
onError("");
return;
}
if (texture.babylonTexture) {
onSuccess(null);
return;
}
var source: IGLTFImage = gltfRuntime.images[texture.source];
if (GLTFUtils.IsBase64(source.uri)) {
setTimeout(() => onSuccess(new Uint8Array(GLTFUtils.DecodeBase64(source.uri))));
}
else {
Tools.LoadFile(gltfRuntime.rootUrl + source.uri, data => onSuccess(new Uint8Array(data)), undefined, undefined, true, request => {
if (request) {
onError(request.status + " " + request.statusText);
}
});
}
}
public static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: Nullable, onSuccess: (texture: Texture) => void, onError: (message: string) => void): void {
var texture: IGLTFTexture = gltfRuntime.textures[id];
if (texture.babylonTexture) {
onSuccess(texture.babylonTexture);
return;
}
var sampler: IGLTFSampler = gltfRuntime.samplers[texture.sampler];
var createMipMaps =
(sampler.minFilter === ETextureFilterType.NEAREST_MIPMAP_NEAREST) ||
(sampler.minFilter === ETextureFilterType.NEAREST_MIPMAP_LINEAR) ||
(sampler.minFilter === ETextureFilterType.LINEAR_MIPMAP_NEAREST) ||
(sampler.minFilter === ETextureFilterType.LINEAR_MIPMAP_LINEAR);
var samplingMode = Texture.BILINEAR_SAMPLINGMODE;
var blob = new Blob([buffer]);
var blobURL = URL.createObjectURL(blob);
var revokeBlobURL = () => URL.revokeObjectURL(blobURL);
var newTexture = new Texture(blobURL, gltfRuntime.scene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
if (sampler.wrapS !== undefined) {
newTexture.wrapU = GLTFUtils.GetWrapMode(sampler.wrapS);
}
if (sampler.wrapT !== undefined) {
newTexture.wrapV = GLTFUtils.GetWrapMode(sampler.wrapT);
}
newTexture.name = id;
texture.babylonTexture = newTexture;
onSuccess(newTexture);
}
public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: (message: string) => void): void {
var shader: IGLTFShader = gltfRuntime.shaders[id];
if (GLTFUtils.IsBase64(shader.uri)) {
var shaderString = atob(shader.uri.split(",")[1]);
onSuccess(shaderString);
}
else {
Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, undefined, undefined, false, request => {
if (request) {
onError(request.status + " " + request.statusText);
}
});
}
}
public static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): void {
var material: IGLTFMaterial = gltfRuntime.materials[id];
if (!material.technique) {
if (onError) {
onError("No technique found.");
}
return;
}
var technique: IGLTFTechnique = gltfRuntime.techniques[material.technique];
if (!technique) {
var defaultMaterial = new StandardMaterial(id, gltfRuntime.scene);
defaultMaterial.diffuseColor = new Color3(0.5, 0.5, 0.5);
defaultMaterial.sideOrientation = Material.CounterClockWiseSideOrientation;
onSuccess(defaultMaterial);
return;
}
var program: IGLTFProgram = gltfRuntime.programs[technique.program];
var states: IGLTFTechniqueStates = technique.states;
var vertexShader: string = Effect.ShadersStore[program.vertexShader + "VertexShader"];
var pixelShader: string = Effect.ShadersStore[program.fragmentShader + "PixelShader"];
var newVertexShader = "";
var newPixelShader = "";
var vertexTokenizer = new Tokenizer(vertexShader);
var pixelTokenizer = new Tokenizer(pixelShader);
var unTreatedUniforms: {[key: string]: IGLTFTechniqueParameter} = {};
var uniforms = [];
var attributes = [];
var samplers = [];
// Fill uniform, sampler2D and attributes
for (var unif in technique.uniforms) {
var uniform = technique.uniforms[unif];
var uniformParameter: IGLTFTechniqueParameter = 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 === EParameterType.SAMPLER_2D) {
samplers.push(unif);
}
else {
uniforms.push(unif);
}
}
for (var attr in technique.attributes) {
var attribute = technique.attributes[attr];
var attributeParameter: IGLTFTechniqueParameter = 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: IGLTFTechniqueParameter = 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
};
Effect.ShadersStore[program.vertexShader + id + "VertexShader"] = newVertexShader;
Effect.ShadersStore[program.fragmentShader + id + "PixelShader"] = newPixelShader;
var shaderMaterial = new ShaderMaterial(id, gltfRuntime.scene, shaderPath, options);
shaderMaterial.onError = onShaderCompileError(program, shaderMaterial, onError);
shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess);
shaderMaterial.sideOrientation = Material.CounterClockWiseSideOrientation;
if (states && states.functions) {
var functions = states.functions;
if (functions.cullFace && functions.cullFace[0] !== ECullingType.BACK) {
shaderMaterial.backFaceCulling = false;
}
var blendFunc = functions.blendFuncSeparate;
if (blendFunc) {
if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_ALPHA && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_COMBINE;
}
else if (blendFunc[0] === EBlendingFunction.ONE && blendFunc[1] === EBlendingFunction.ONE && blendFunc[2] === EBlendingFunction.ZERO && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_ONEONE;
}
else if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE && blendFunc[2] === EBlendingFunction.ZERO && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_ADD;
}
else if (blendFunc[0] === EBlendingFunction.ZERO && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_SUBTRACT;
}
else if (blendFunc[0] === EBlendingFunction.DST_COLOR && blendFunc[1] === EBlendingFunction.ZERO && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_MULTIPLY;
}
else if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_MAXIMIZED;
}
}
}
}
}
/**
* glTF V1 Loader
*/
export class GLTFLoader implements IGLTFLoader {
public static Extensions: { [name: string]: GLTFLoaderExtension } = {};
public static RegisterExtension(extension: GLTFLoaderExtension): void {
if (GLTFLoader.Extensions[extension.name]) {
Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
return;
}
GLTFLoader.Extensions[extension.name] = extension;
}
public dispose(): void {
// do nothing
}
public importMeshAsync(meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: (meshes: Nullable, particleSystems: Nullable, skeletons: Nullable) => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void): boolean {
scene.useRightHandedSystem = true;
GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, 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 = [];
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: IGLTFNode = gltfRuntime.nodes[nde];
if (node.babylonNode instanceof AbstractMesh) {
meshes.push(node.babylonNode);
}
}
for (var skl in gltfRuntime.skins) {
var skin: IGLTFSkins = gltfRuntime.skins[skl];
if (skin.babylonSkeleton instanceof Skeleton) {
skeletons.push(skin.babylonSkeleton);
}
}
// Load buffers, shaders, materials, etc.
this._loadBuffersAsync(gltfRuntime, () => {
this._loadShadersAsync(gltfRuntime, () => {
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;
}
public loadAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: () => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void): void {
scene.useRightHandedSystem = true;
GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, gltfRuntime => {
// Load runtime extensios
GLTFLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, () => {
// Create nodes
this._createNodes(gltfRuntime);
// Load buffers, shaders, materials, etc.
this._loadBuffersAsync(gltfRuntime, () => {
this._loadShadersAsync(gltfRuntime, () => {
importMaterials(gltfRuntime);
postLoad(gltfRuntime);
if (!BABYLON.GLTFFileLoader.IncrementalLoading) {
onSuccess();
}
});
});
if (BABYLON.GLTFFileLoader.IncrementalLoading) {
onSuccess();
}
}, onError);
}, onError);
}
private _loadShadersAsync(gltfRuntime: IGLTFRuntime, onload: () => void): void {
var hasShaders = false;
var processShader = (sha: string, shader: IGLTFShader) => {
GLTFLoaderExtension.LoadShaderStringAsync(gltfRuntime, sha, shaderString => {
gltfRuntime.loadedShaderCount++;
if (shaderString) {
Effect.ShadersStore[sha + (shader.type === EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = shaderString;
}
if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
onload();
}
}, () => {
Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
});
};
for (var sha in gltfRuntime.shaders) {
hasShaders = true;
var shader: IGLTFShader = gltfRuntime.shaders[sha];
if (shader) {
processShader.bind(this, sha, shader)();
}
else {
Tools.Error("No shader named: " + sha);
}
}
if (!hasShaders) {
onload();
}
};
private _loadBuffersAsync(gltfRuntime: IGLTFRuntime, onLoad: () => void, onProgress?: (event: ProgressEvent) => void): void {
var hasBuffers = false;
var processBuffer = (buf: string, buffer: IGLTFBuffer) => {
GLTFLoaderExtension.LoadBufferAsync(gltfRuntime, buf, bufferView => {
gltfRuntime.loadedBufferCount++;
if (bufferView) {
if (bufferView.byteLength != gltfRuntime.buffers[buf].byteLength) {
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();
}
}, () => {
Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
});
};
for (var buf in gltfRuntime.buffers) {
hasBuffers = true;
var buffer: IGLTFBuffer = gltfRuntime.buffers[buf];
if (buffer) {
processBuffer.bind(this, buf, buffer)();
}
else {
Tools.Error("No buffer named: " + buf);
}
}
if (!hasBuffers) {
onLoad();
}
}
private _createNodes(gltfRuntime: IGLTFRuntime): void {
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);
}
}
}
}
};
BABYLON.GLTFFileLoader.CreateGLTFLoaderV1 = () => new GLTFLoader();
}