declare module BABYLON { enum GLTFLoaderCoordinateSystemMode { AUTO = 0, PASS_THROUGH = 1, FORCE_RIGHT_HANDED = 2, } interface IGLTFLoaderData { json: Object; bin: ArrayBufferView; } interface IGLTFLoader { importMeshAsync: (meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void) => void; loadAsync: (scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: () => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void) => void; } class GLTFFileLoader implements ISceneLoaderPluginAsync { static CreateGLTFLoaderV1: (parent: GLTFFileLoader) => IGLTFLoader; static CreateGLTFLoaderV2: (parent: GLTFFileLoader) => IGLTFLoader; onParsed: (data: IGLTFLoaderData) => void; static HomogeneousCoordinates: boolean; static IncrementalLoading: boolean; coordinateSystemMode: GLTFLoaderCoordinateSystemMode; onTextureLoaded: (texture: BaseTexture) => void; onMaterialLoaded: (material: Material) => void; /** * Let the user decides if he needs to process the material (like precompilation) before affecting it to meshes */ onBeforeMaterialReadyAsync: (material: Material, targetMesh: AbstractMesh, isLOD: boolean, callback: () => void) => void; /** * Raised when the visible components (geometry, materials, textures, etc.) are first ready to be rendered. * For assets with LODs, raised when the first LOD is complete. * For assets without LODs, raised when the model is complete just before onComplete. */ onReady: () => void; /** * Raised when the asset is completely loaded, just 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 just after onReady. */ onComplete: () => void; name: string; extensions: ISceneLoaderPluginExtensions; importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void): void; loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: () => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void): void; canDirectLoad(data: string): boolean; private static _parse(data, onError); private _getLoader(loaderData, onError); private static _parseBinary(data, onError); private static _parseV1(binaryReader, onError); private static _parseV2(binaryReader, onError); private static _parseVersion(version); private static _compareVersion(a, b); private static _decodeBufferToText(view); } } 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: ArrayBufferView) => void, onError: (message: string) => void): void; static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: (message: string) => void): void; static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => 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; importMeshAsync(meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void): boolean; loadAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: () => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void): void; 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; /** * If the uri is a base64 string * @param uri: the uri to test */ static IsBase64(uri: string): boolean; /** * Decode the base64 uri * @param uri: the uri to decode */ static DecodeBase64(uri: string): ArrayBuffer; /** * 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) => 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); } }