babylonjs.loaders.js 268 KB

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  1. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
  2. var babylonDependency = (globalObject && globalObject.BABYLON) || BABYLON || (typeof require !== 'undefined' && require("babylonjs"));
  3. var BABYLON = babylonDependency;
  4. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  5. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  6. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  7. else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
  8. return c > 3 && r && Object.defineProperty(target, key, r), r;
  9. };
  10. var __extends = (this && this.__extends) || (function () {
  11. var extendStatics = Object.setPrototypeOf ||
  12. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  13. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  14. return function (d, b) {
  15. extendStatics(d, b);
  16. function __() { this.constructor = d; }
  17. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  18. };
  19. })();
  20. var BABYLON;
  21. (function (BABYLON) {
  22. var STLFileLoader = /** @class */ (function () {
  23. function STLFileLoader() {
  24. this.solidPattern = /solid (\S*)([\S\s]*)endsolid[ ]*(\S*)/g;
  25. this.facetsPattern = /facet([\s\S]*?)endfacet/g;
  26. this.normalPattern = /normal[\s]+([\-+]?[0-9]+\.?[0-9]*([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+/g;
  27. this.vertexPattern = /vertex[\s]+([\-+]?[0-9]+\.?[0-9]*([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+/g;
  28. this.name = "stl";
  29. // force data to come in as an ArrayBuffer
  30. // we'll convert to string if it looks like it's an ASCII .stl
  31. this.extensions = {
  32. ".stl": { isBinary: true },
  33. };
  34. }
  35. STLFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  36. var matches;
  37. if (this.isBinary(data)) {
  38. // binary .stl
  39. var babylonMesh = new BABYLON.Mesh("stlmesh", scene);
  40. this.parseBinary(babylonMesh, data);
  41. if (meshes) {
  42. meshes.push(babylonMesh);
  43. }
  44. return true;
  45. }
  46. // ASCII .stl
  47. // convert to string
  48. var array_buffer = new Uint8Array(data);
  49. var str = '';
  50. for (var i = 0; i < data.byteLength; i++) {
  51. str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian
  52. }
  53. data = str;
  54. while (matches = this.solidPattern.exec(data)) {
  55. var meshName = matches[1];
  56. var meshNameFromEnd = matches[3];
  57. if (meshName != meshNameFromEnd) {
  58. BABYLON.Tools.Error("Error in STL, solid name != endsolid name");
  59. return false;
  60. }
  61. // check meshesNames
  62. if (meshesNames && meshName) {
  63. if (meshesNames instanceof Array) {
  64. if (!meshesNames.indexOf(meshName)) {
  65. continue;
  66. }
  67. }
  68. else {
  69. if (meshName !== meshesNames) {
  70. continue;
  71. }
  72. }
  73. }
  74. // stl mesh name can be empty as well
  75. meshName = meshName || "stlmesh";
  76. var babylonMesh = new BABYLON.Mesh(meshName, scene);
  77. this.parseASCII(babylonMesh, matches[2]);
  78. if (meshes) {
  79. meshes.push(babylonMesh);
  80. }
  81. }
  82. return true;
  83. };
  84. STLFileLoader.prototype.load = function (scene, data, rootUrl) {
  85. var result = this.importMesh(null, scene, data, rootUrl, null, null, null);
  86. if (result) {
  87. scene.createDefaultCameraOrLight();
  88. }
  89. return result;
  90. };
  91. STLFileLoader.prototype.isBinary = function (data) {
  92. // check if file size is correct for binary stl
  93. var faceSize, nFaces, reader;
  94. reader = new DataView(data);
  95. faceSize = (32 / 8 * 3) + ((32 / 8 * 3) * 3) + (16 / 8);
  96. nFaces = reader.getUint32(80, true);
  97. if (80 + (32 / 8) + (nFaces * faceSize) === reader.byteLength) {
  98. return true;
  99. }
  100. // check characters higher than ASCII to confirm binary
  101. var fileLength = reader.byteLength;
  102. for (var index = 0; index < fileLength; index++) {
  103. if (reader.getUint8(index) > 127) {
  104. return true;
  105. }
  106. }
  107. return false;
  108. };
  109. STLFileLoader.prototype.parseBinary = function (mesh, data) {
  110. var reader = new DataView(data);
  111. var faces = reader.getUint32(80, true);
  112. var dataOffset = 84;
  113. var faceLength = 12 * 4 + 2;
  114. var offset = 0;
  115. var positions = new Float32Array(faces * 3 * 3);
  116. var normals = new Float32Array(faces * 3 * 3);
  117. var indices = new Uint32Array(faces * 3);
  118. var indicesCount = 0;
  119. for (var face = 0; face < faces; face++) {
  120. var start = dataOffset + face * faceLength;
  121. var normalX = reader.getFloat32(start, true);
  122. var normalY = reader.getFloat32(start + 4, true);
  123. var normalZ = reader.getFloat32(start + 8, true);
  124. for (var i = 1; i <= 3; i++) {
  125. var vertexstart = start + i * 12;
  126. // ordering is intentional to match ascii import
  127. positions[offset] = reader.getFloat32(vertexstart, true);
  128. positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);
  129. positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);
  130. normals[offset] = normalX;
  131. normals[offset + 2] = normalY;
  132. normals[offset + 1] = normalZ;
  133. offset += 3;
  134. }
  135. indices[indicesCount] = indicesCount++;
  136. indices[indicesCount] = indicesCount++;
  137. indices[indicesCount] = indicesCount++;
  138. }
  139. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  140. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  141. mesh.setIndices(indices);
  142. mesh.computeWorldMatrix(true);
  143. };
  144. STLFileLoader.prototype.parseASCII = function (mesh, solidData) {
  145. var positions = [];
  146. var normals = [];
  147. var indices = [];
  148. var indicesCount = 0;
  149. //load facets, ignoring loop as the standard doesn't define it can contain more than vertices
  150. var matches;
  151. while (matches = this.facetsPattern.exec(solidData)) {
  152. var facet = matches[1];
  153. //one normal per face
  154. var normalMatches = this.normalPattern.exec(facet);
  155. this.normalPattern.lastIndex = 0;
  156. if (!normalMatches) {
  157. continue;
  158. }
  159. var normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];
  160. var vertexMatch;
  161. while (vertexMatch = this.vertexPattern.exec(facet)) {
  162. positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));
  163. normals.push(normal[0], normal[1], normal[2]);
  164. }
  165. indices.push(indicesCount++, indicesCount++, indicesCount++);
  166. this.vertexPattern.lastIndex = 0;
  167. }
  168. this.facetsPattern.lastIndex = 0;
  169. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  170. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  171. mesh.setIndices(indices);
  172. mesh.computeWorldMatrix(true);
  173. };
  174. return STLFileLoader;
  175. }());
  176. BABYLON.STLFileLoader = STLFileLoader;
  177. if (BABYLON.SceneLoader) {
  178. BABYLON.SceneLoader.RegisterPlugin(new STLFileLoader());
  179. }
  180. })(BABYLON || (BABYLON = {}));
  181. //# sourceMappingURL=babylon.stlFileLoader.js.map
  182. var BABYLON;
  183. (function (BABYLON) {
  184. /**
  185. * Class reading and parsing the MTL file bundled with the obj file.
  186. */
  187. var MTLFileLoader = /** @class */ (function () {
  188. function MTLFileLoader() {
  189. // All material loaded from the mtl will be set here
  190. this.materials = [];
  191. }
  192. /**
  193. * This function will read the mtl file and create each material described inside
  194. * This function could be improve by adding :
  195. * -some component missing (Ni, Tf...)
  196. * -including the specific options available
  197. *
  198. * @param scene
  199. * @param data
  200. * @param rootUrl
  201. */
  202. MTLFileLoader.prototype.parseMTL = function (scene, data, rootUrl) {
  203. //Split the lines from the file
  204. var lines = data.split('\n');
  205. //Space char
  206. var delimiter_pattern = /\s+/;
  207. //Array with RGB colors
  208. var color;
  209. //New material
  210. var material = null;
  211. //Look at each line
  212. for (var i = 0; i < lines.length; i++) {
  213. var line = lines[i].trim();
  214. // Blank line or comment
  215. if (line.length === 0 || line.charAt(0) === '#') {
  216. continue;
  217. }
  218. //Get the first parameter (keyword)
  219. var pos = line.indexOf(' ');
  220. var key = (pos >= 0) ? line.substring(0, pos) : line;
  221. key = key.toLowerCase();
  222. //Get the data following the key
  223. var value = (pos >= 0) ? line.substring(pos + 1).trim() : "";
  224. //This mtl keyword will create the new material
  225. if (key === "newmtl") {
  226. //Check if it is the first material.
  227. // Materials specifications are described after this keyword.
  228. if (material) {
  229. //Add the previous material in the material array.
  230. this.materials.push(material);
  231. }
  232. //Create a new material.
  233. // value is the name of the material read in the mtl file
  234. material = new BABYLON.StandardMaterial(value, scene);
  235. }
  236. else if (key === "kd" && material) {
  237. // Diffuse color (color under white light) using RGB values
  238. //value = "r g b"
  239. color = value.split(delimiter_pattern, 3).map(parseFloat);
  240. //color = [r,g,b]
  241. //Set tghe color into the material
  242. material.diffuseColor = BABYLON.Color3.FromArray(color);
  243. }
  244. else if (key === "ka" && material) {
  245. // Ambient color (color under shadow) using RGB values
  246. //value = "r g b"
  247. color = value.split(delimiter_pattern, 3).map(parseFloat);
  248. //color = [r,g,b]
  249. //Set tghe color into the material
  250. material.ambientColor = BABYLON.Color3.FromArray(color);
  251. }
  252. else if (key === "ks" && material) {
  253. // Specular color (color when light is reflected from shiny surface) using RGB values
  254. //value = "r g b"
  255. color = value.split(delimiter_pattern, 3).map(parseFloat);
  256. //color = [r,g,b]
  257. //Set the color into the material
  258. material.specularColor = BABYLON.Color3.FromArray(color);
  259. }
  260. else if (key === "ke" && material) {
  261. // Emissive color using RGB values
  262. color = value.split(delimiter_pattern, 3).map(parseFloat);
  263. material.emissiveColor = BABYLON.Color3.FromArray(color);
  264. }
  265. else if (key === "ns" && material) {
  266. //value = "Integer"
  267. material.specularPower = parseFloat(value);
  268. }
  269. else if (key === "d" && material) {
  270. //d is dissolve for current material. It mean alpha for BABYLON
  271. material.alpha = parseFloat(value);
  272. //Texture
  273. //This part can be improved by adding the possible options of texture
  274. }
  275. else if (key === "map_ka" && material) {
  276. // ambient texture map with a loaded image
  277. //We must first get the folder of the image
  278. material.ambientTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  279. }
  280. else if (key === "map_kd" && material) {
  281. // Diffuse texture map with a loaded image
  282. material.diffuseTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  283. }
  284. else if (key === "map_ks" && material) {
  285. // Specular texture map with a loaded image
  286. //We must first get the folder of the image
  287. material.specularTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  288. }
  289. else if (key === "map_ns") {
  290. //Specular
  291. //Specular highlight component
  292. //We must first get the folder of the image
  293. //
  294. //Not supported by BABYLON
  295. //
  296. // continue;
  297. }
  298. else if (key === "map_bump" && material) {
  299. //The bump texture
  300. material.bumpTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  301. }
  302. else if (key === "map_d" && material) {
  303. // The dissolve of the material
  304. material.opacityTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  305. //Options for illumination
  306. }
  307. else if (key === "illum") {
  308. //Illumination
  309. if (value === "0") {
  310. //That mean Kd == Kd
  311. }
  312. else if (value === "1") {
  313. //Color on and Ambient on
  314. }
  315. else if (value === "2") {
  316. //Highlight on
  317. }
  318. else if (value === "3") {
  319. //Reflection on and Ray trace on
  320. }
  321. else if (value === "4") {
  322. //Transparency: Glass on, Reflection: Ray trace on
  323. }
  324. else if (value === "5") {
  325. //Reflection: Fresnel on and Ray trace on
  326. }
  327. else if (value === "6") {
  328. //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on
  329. }
  330. else if (value === "7") {
  331. //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on
  332. }
  333. else if (value === "8") {
  334. //Reflection on and Ray trace off
  335. }
  336. else if (value === "9") {
  337. //Transparency: Glass on, Reflection: Ray trace off
  338. }
  339. else if (value === "10") {
  340. //Casts shadows onto invisible surfaces
  341. }
  342. }
  343. else {
  344. // console.log("Unhandled expression at line : " + i +'\n' + "with value : " + line);
  345. }
  346. }
  347. //At the end of the file, add the last material
  348. if (material) {
  349. this.materials.push(material);
  350. }
  351. };
  352. /**
  353. * Gets the texture for the material.
  354. *
  355. * If the material is imported from input file,
  356. * We sanitize the url to ensure it takes the textre from aside the material.
  357. *
  358. * @param rootUrl The root url to load from
  359. * @param value The value stored in the mtl
  360. * @return The Texture
  361. */
  362. MTLFileLoader._getTexture = function (rootUrl, value, scene) {
  363. if (!value) {
  364. return null;
  365. }
  366. var url = rootUrl;
  367. // Load from input file.
  368. if (rootUrl === "file:") {
  369. var lastDelimiter = value.lastIndexOf("\\");
  370. if (lastDelimiter === -1) {
  371. lastDelimiter = value.lastIndexOf("/");
  372. }
  373. if (lastDelimiter > -1) {
  374. url += value.substr(lastDelimiter + 1);
  375. }
  376. else {
  377. url += value;
  378. }
  379. }
  380. else {
  381. url += value;
  382. }
  383. return new BABYLON.Texture(url, scene);
  384. };
  385. return MTLFileLoader;
  386. }());
  387. BABYLON.MTLFileLoader = MTLFileLoader;
  388. var OBJFileLoader = /** @class */ (function () {
  389. function OBJFileLoader() {
  390. this.name = "obj";
  391. this.extensions = ".obj";
  392. this.obj = /^o/;
  393. this.group = /^g/;
  394. this.mtllib = /^mtllib /;
  395. this.usemtl = /^usemtl /;
  396. this.smooth = /^s /;
  397. this.vertexPattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  398. // vn float float float
  399. this.normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  400. // vt float float
  401. this.uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  402. // f vertex vertex vertex ...
  403. this.facePattern1 = /f\s+(([\d]{1,}[\s]?){3,})+/;
  404. // f vertex/uvs vertex/uvs vertex/uvs ...
  405. this.facePattern2 = /f\s+((([\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
  406. // f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal ...
  407. this.facePattern3 = /f\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
  408. // f vertex//normal vertex//normal vertex//normal ...
  409. this.facePattern4 = /f\s+((([\d]{1,}\/\/[\d]{1,}[\s]?){3,})+)/;
  410. }
  411. /**
  412. * Calls synchronously the MTL file attached to this obj.
  413. * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
  414. * Without this function materials are not displayed in the first frame (but displayed after).
  415. * In consequence it is impossible to get material information in your HTML file
  416. *
  417. * @param url The URL of the MTL file
  418. * @param rootUrl
  419. * @param onSuccess Callback function to be called when the MTL file is loaded
  420. * @private
  421. */
  422. OBJFileLoader.prototype._loadMTL = function (url, rootUrl, onSuccess) {
  423. //The complete path to the mtl file
  424. var pathOfFile = BABYLON.Tools.BaseUrl + rootUrl + url;
  425. // Loads through the babylon tools to allow fileInput search.
  426. BABYLON.Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, function () { console.warn("Error - Unable to load " + pathOfFile); });
  427. };
  428. OBJFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  429. //get the meshes from OBJ file
  430. var loadedMeshes = this._parseSolid(meshesNames, scene, data, rootUrl);
  431. //Push meshes from OBJ file into the variable mesh of this function
  432. if (meshes) {
  433. loadedMeshes.forEach(function (mesh) {
  434. meshes.push(mesh);
  435. });
  436. }
  437. return true;
  438. };
  439. OBJFileLoader.prototype.load = function (scene, data, rootUrl) {
  440. //Get the 3D model
  441. return this.importMesh(null, scene, data, rootUrl, null, null, null);
  442. };
  443. /**
  444. * Read the OBJ file and create an Array of meshes.
  445. * Each mesh contains all information given by the OBJ and the MTL file.
  446. * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
  447. *
  448. * @param meshesNames
  449. * @param scene BABYLON.Scene The scene where are displayed the data
  450. * @param data String The content of the obj file
  451. * @param rootUrl String The path to the folder
  452. * @returns Array<AbstractMesh>
  453. * @private
  454. */
  455. OBJFileLoader.prototype._parseSolid = function (meshesNames, scene, data, rootUrl) {
  456. var positions = []; //values for the positions of vertices
  457. var normals = []; //Values for the normals
  458. var uvs = []; //Values for the textures
  459. var meshesFromObj = []; //[mesh] Contains all the obj meshes
  460. var handledMesh; //The current mesh of meshes array
  461. var indicesForBabylon = []; //The list of indices for VertexData
  462. var wrappedPositionForBabylon = []; //The list of position in vectors
  463. var wrappedUvsForBabylon = []; //Array with all value of uvs to match with the indices
  464. var wrappedNormalsForBabylon = []; //Array with all value of normals to match with the indices
  465. var tuplePosNorm = []; //Create a tuple with indice of Position, Normal, UV [pos, norm, uvs]
  466. var curPositionInIndices = 0;
  467. var hasMeshes = false; //Meshes are defined in the file
  468. var unwrappedPositionsForBabylon = []; //Value of positionForBabylon w/o Vector3() [x,y,z]
  469. var unwrappedNormalsForBabylon = []; //Value of normalsForBabylon w/o Vector3() [x,y,z]
  470. var unwrappedUVForBabylon = []; //Value of uvsForBabylon w/o Vector3() [x,y,z]
  471. var triangles = []; //Indices from new triangles coming from polygons
  472. var materialNameFromObj = ""; //The name of the current material
  473. var fileToLoad = ""; //The name of the mtlFile to load
  474. var materialsFromMTLFile = new MTLFileLoader();
  475. var objMeshName = ""; //The name of the current obj mesh
  476. var increment = 1; //Id for meshes created by the multimaterial
  477. var isFirstMaterial = true;
  478. /**
  479. * Search for obj in the given array.
  480. * This function is called to check if a couple of data already exists in an array.
  481. *
  482. * If found, returns the index of the founded tuple index. Returns -1 if not found
  483. * @param arr Array<{ normals: Array<number>, idx: Array<number> }>
  484. * @param obj Array<number>
  485. * @returns {boolean}
  486. */
  487. var isInArray = function (arr, obj) {
  488. if (!arr[obj[0]])
  489. arr[obj[0]] = { normals: [], idx: [] };
  490. var idx = arr[obj[0]].normals.indexOf(obj[1]);
  491. return idx === -1 ? -1 : arr[obj[0]].idx[idx];
  492. };
  493. var isInArrayUV = function (arr, obj) {
  494. if (!arr[obj[0]])
  495. arr[obj[0]] = { normals: [], idx: [], uv: [] };
  496. var idx = arr[obj[0]].normals.indexOf(obj[1]);
  497. if (idx != 1 && (obj[2] == arr[obj[0]].uv[idx])) {
  498. return arr[obj[0]].idx[idx];
  499. }
  500. return -1;
  501. };
  502. /**
  503. * This function set the data for each triangle.
  504. * Data are position, normals and uvs
  505. * If a tuple of (position, normal) is not set, add the data into the corresponding array
  506. * If the tuple already exist, add only their indice
  507. *
  508. * @param indicePositionFromObj Integer The index in positions array
  509. * @param indiceUvsFromObj Integer The index in uvs array
  510. * @param indiceNormalFromObj Integer The index in normals array
  511. * @param positionVectorFromOBJ Vector3 The value of position at index objIndice
  512. * @param textureVectorFromOBJ Vector3 The value of uvs
  513. * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
  514. */
  515. var setData = function (indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positionVectorFromOBJ, textureVectorFromOBJ, normalsVectorFromOBJ) {
  516. //Check if this tuple already exists in the list of tuples
  517. var _index;
  518. if (OBJFileLoader.OPTIMIZE_WITH_UV) {
  519. _index = isInArrayUV(tuplePosNorm, [
  520. indicePositionFromObj,
  521. indiceNormalFromObj,
  522. indiceUvsFromObj
  523. ]);
  524. }
  525. else {
  526. _index = isInArray(tuplePosNorm, [
  527. indicePositionFromObj,
  528. indiceNormalFromObj
  529. ]);
  530. }
  531. //If it not exists
  532. if (_index == -1) {
  533. //Add an new indice.
  534. //The array of indices is only an array with his length equal to the number of triangles - 1.
  535. //We add vertices data in this order
  536. indicesForBabylon.push(wrappedPositionForBabylon.length);
  537. //Push the position of vertice for Babylon
  538. //Each element is a BABYLON.Vector3(x,y,z)
  539. wrappedPositionForBabylon.push(positionVectorFromOBJ);
  540. //Push the uvs for Babylon
  541. //Each element is a BABYLON.Vector3(u,v)
  542. wrappedUvsForBabylon.push(textureVectorFromOBJ);
  543. //Push the normals for Babylon
  544. //Each element is a BABYLON.Vector3(x,y,z)
  545. wrappedNormalsForBabylon.push(normalsVectorFromOBJ);
  546. //Add the tuple in the comparison list
  547. tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj);
  548. tuplePosNorm[indicePositionFromObj].idx.push(curPositionInIndices++);
  549. if (OBJFileLoader.OPTIMIZE_WITH_UV)
  550. tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj);
  551. }
  552. else {
  553. //The tuple already exists
  554. //Add the index of the already existing tuple
  555. //At this index we can get the value of position, normal and uvs of vertex
  556. indicesForBabylon.push(_index);
  557. }
  558. };
  559. /**
  560. * Transform BABYLON.Vector() object onto 3 digits in an array
  561. */
  562. var unwrapData = function () {
  563. //Every array has the same length
  564. for (var l = 0; l < wrappedPositionForBabylon.length; l++) {
  565. //Push the x, y, z values of each element in the unwrapped array
  566. unwrappedPositionsForBabylon.push(wrappedPositionForBabylon[l].x, wrappedPositionForBabylon[l].y, wrappedPositionForBabylon[l].z);
  567. unwrappedNormalsForBabylon.push(wrappedNormalsForBabylon[l].x, wrappedNormalsForBabylon[l].y, wrappedNormalsForBabylon[l].z);
  568. unwrappedUVForBabylon.push(wrappedUvsForBabylon[l].x, wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON
  569. }
  570. // Reset arrays for the next new meshes
  571. wrappedPositionForBabylon = [];
  572. wrappedNormalsForBabylon = [];
  573. wrappedUvsForBabylon = [];
  574. tuplePosNorm = [];
  575. curPositionInIndices = 0;
  576. };
  577. /**
  578. * Create triangles from polygons by recursion
  579. * The best to understand how it works is to draw it in the same time you get the recursion.
  580. * It is important to notice that a triangle is a polygon
  581. * We get 4 patterns of face defined in OBJ File :
  582. * facePattern1 = ["1","2","3","4","5","6"]
  583. * facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
  584. * facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
  585. * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
  586. * Each pattern is divided by the same method
  587. * @param face Array[String] The indices of elements
  588. * @param v Integer The variable to increment
  589. */
  590. var getTriangles = function (face, v) {
  591. //Work for each element of the array
  592. if (v + 1 < face.length) {
  593. //Add on the triangle variable the indexes to obtain triangles
  594. triangles.push(face[0], face[v], face[v + 1]);
  595. //Incrementation for recursion
  596. v += 1;
  597. //Recursion
  598. getTriangles(face, v);
  599. }
  600. //Result obtained after 2 iterations:
  601. //Pattern1 => triangle = ["1","2","3","1","3","4"];
  602. //Pattern2 => triangle = ["1/1","2/2","3/3","1/1","3/3","4/4"];
  603. //Pattern3 => triangle = ["1/1/1","2/2/2","3/3/3","1/1/1","3/3/3","4/4/4"];
  604. //Pattern4 => triangle = ["1//1","2//2","3//3","1//1","3//3","4//4"];
  605. };
  606. /**
  607. * Create triangles and push the data for each polygon for the pattern 1
  608. * In this pattern we get vertice positions
  609. * @param face
  610. * @param v
  611. */
  612. var setDataForCurrentFaceWithPattern1 = function (face, v) {
  613. //Get the indices of triangles for each polygon
  614. getTriangles(face, v);
  615. //For each element in the triangles array.
  616. //This var could contains 1 to an infinity of triangles
  617. for (var k = 0; k < triangles.length; k++) {
  618. // Set position indice
  619. var indicePositionFromObj = parseInt(triangles[k]) - 1;
  620. setData(indicePositionFromObj, 0, 0, //In the pattern 1, normals and uvs are not defined
  621. positions[indicePositionFromObj], //Get the vectors data
  622. BABYLON.Vector2.Zero(), BABYLON.Vector3.Up() //Create default vectors
  623. );
  624. }
  625. //Reset variable for the next line
  626. triangles = [];
  627. };
  628. /**
  629. * Create triangles and push the data for each polygon for the pattern 2
  630. * In this pattern we get vertice positions and uvsu
  631. * @param face
  632. * @param v
  633. */
  634. var setDataForCurrentFaceWithPattern2 = function (face, v) {
  635. //Get the indices of triangles for each polygon
  636. getTriangles(face, v);
  637. for (var k = 0; k < triangles.length; k++) {
  638. //triangle[k] = "1/1"
  639. //Split the data for getting position and uv
  640. var point = triangles[k].split("/"); // ["1", "1"]
  641. //Set position indice
  642. var indicePositionFromObj = parseInt(point[0]) - 1;
  643. //Set uv indice
  644. var indiceUvsFromObj = parseInt(point[1]) - 1;
  645. setData(indicePositionFromObj, indiceUvsFromObj, 0, //Default value for normals
  646. positions[indicePositionFromObj], //Get the values for each element
  647. uvs[indiceUvsFromObj], BABYLON.Vector3.Up() //Default value for normals
  648. );
  649. }
  650. //Reset variable for the next line
  651. triangles = [];
  652. };
  653. /**
  654. * Create triangles and push the data for each polygon for the pattern 3
  655. * In this pattern we get vertice positions, uvs and normals
  656. * @param face
  657. * @param v
  658. */
  659. var setDataForCurrentFaceWithPattern3 = function (face, v) {
  660. //Get the indices of triangles for each polygon
  661. getTriangles(face, v);
  662. for (var k = 0; k < triangles.length; k++) {
  663. //triangle[k] = "1/1/1"
  664. //Split the data for getting position, uv, and normals
  665. var point = triangles[k].split("/"); // ["1", "1", "1"]
  666. // Set position indice
  667. var indicePositionFromObj = parseInt(point[0]) - 1;
  668. // Set uv indice
  669. var indiceUvsFromObj = parseInt(point[1]) - 1;
  670. // Set normal indice
  671. var indiceNormalFromObj = parseInt(point[2]) - 1;
  672. setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj] //Set the vector for each component
  673. );
  674. }
  675. //Reset variable for the next line
  676. triangles = [];
  677. };
  678. /**
  679. * Create triangles and push the data for each polygon for the pattern 4
  680. * In this pattern we get vertice positions and normals
  681. * @param face
  682. * @param v
  683. */
  684. var setDataForCurrentFaceWithPattern4 = function (face, v) {
  685. getTriangles(face, v);
  686. for (var k = 0; k < triangles.length; k++) {
  687. //triangle[k] = "1//1"
  688. //Split the data for getting position and normals
  689. var point = triangles[k].split("//"); // ["1", "1"]
  690. // We check indices, and normals
  691. var indicePositionFromObj = parseInt(point[0]) - 1;
  692. var indiceNormalFromObj = parseInt(point[1]) - 1;
  693. setData(indicePositionFromObj, 1, //Default value for uv
  694. indiceNormalFromObj, positions[indicePositionFromObj], //Get each vector of data
  695. BABYLON.Vector2.Zero(), normals[indiceNormalFromObj]);
  696. }
  697. //Reset variable for the next line
  698. triangles = [];
  699. };
  700. var addPreviousObjMesh = function () {
  701. //Check if it is not the first mesh. Otherwise we don't have data.
  702. if (meshesFromObj.length > 0) {
  703. //Get the previous mesh for applying the data about the faces
  704. //=> in obj file, faces definition append after the name of the mesh
  705. handledMesh = meshesFromObj[meshesFromObj.length - 1];
  706. //Set the data into Array for the mesh
  707. unwrapData();
  708. // Reverse tab. Otherwise face are displayed in the wrong sens
  709. indicesForBabylon.reverse();
  710. //Set the information for the mesh
  711. //Slice the array to avoid rewriting because of the fact this is the same var which be rewrited
  712. handledMesh.indices = indicesForBabylon.slice();
  713. handledMesh.positions = unwrappedPositionsForBabylon.slice();
  714. handledMesh.normals = unwrappedNormalsForBabylon.slice();
  715. handledMesh.uvs = unwrappedUVForBabylon.slice();
  716. //Reset the array for the next mesh
  717. indicesForBabylon = [];
  718. unwrappedPositionsForBabylon = [];
  719. unwrappedNormalsForBabylon = [];
  720. unwrappedUVForBabylon = [];
  721. }
  722. };
  723. //Main function
  724. //Split the file into lines
  725. var lines = data.split('\n');
  726. //Look at each line
  727. for (var i = 0; i < lines.length; i++) {
  728. var line = lines[i].trim();
  729. var result;
  730. //Comment or newLine
  731. if (line.length === 0 || line.charAt(0) === '#') {
  732. continue;
  733. //Get information about one position possible for the vertices
  734. }
  735. else if ((result = this.vertexPattern.exec(line)) !== null) {
  736. //Create a Vector3 with the position x, y, z
  737. //Value of result:
  738. // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  739. //Add the Vector in the list of positions
  740. positions.push(new BABYLON.Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
  741. }
  742. else if ((result = this.normalPattern.exec(line)) !== null) {
  743. //Create a Vector3 with the normals x, y, z
  744. //Value of result
  745. // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  746. //Add the Vector in the list of normals
  747. normals.push(new BABYLON.Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
  748. }
  749. else if ((result = this.uvPattern.exec(line)) !== null) {
  750. //Create a Vector2 with the normals u, v
  751. //Value of result
  752. // ["vt 0.1 0.2 0.3", "0.1", "0.2"]
  753. //Add the Vector in the list of uvs
  754. uvs.push(new BABYLON.Vector2(parseFloat(result[1]), parseFloat(result[2])));
  755. //Identify patterns of faces
  756. //Face could be defined in different type of pattern
  757. }
  758. else if ((result = this.facePattern3.exec(line)) !== null) {
  759. //Value of result:
  760. //["f 1/1/1 2/2/2 3/3/3", "1/1/1 2/2/2 3/3/3"...]
  761. //Set the data for this face
  762. setDataForCurrentFaceWithPattern3(result[1].trim().split(" "), // ["1/1/1", "2/2/2", "3/3/3"]
  763. 1);
  764. }
  765. else if ((result = this.facePattern4.exec(line)) !== null) {
  766. //Value of result:
  767. //["f 1//1 2//2 3//3", "1//1 2//2 3//3"...]
  768. //Set the data for this face
  769. setDataForCurrentFaceWithPattern4(result[1].trim().split(" "), // ["1//1", "2//2", "3//3"]
  770. 1);
  771. }
  772. else if ((result = this.facePattern2.exec(line)) !== null) {
  773. //Value of result:
  774. //["f 1/1 2/2 3/3", "1/1 2/2 3/3"...]
  775. //Set the data for this face
  776. setDataForCurrentFaceWithPattern2(result[1].trim().split(" "), // ["1/1", "2/2", "3/3"]
  777. 1);
  778. }
  779. else if ((result = this.facePattern1.exec(line)) !== null) {
  780. //Value of result
  781. //["f 1 2 3", "1 2 3"...]
  782. //Set the data for this face
  783. setDataForCurrentFaceWithPattern1(result[1].trim().split(" "), // ["1", "2", "3"]
  784. 1);
  785. //Define a mesh or an object
  786. //Each time this keyword is analysed, create a new Object with all data for creating a babylonMesh
  787. }
  788. else if (this.group.test(line) || this.obj.test(line)) {
  789. //Create a new mesh corresponding to the name of the group.
  790. //Definition of the mesh
  791. var objMesh =
  792. //Set the name of the current obj mesh
  793. {
  794. name: line.substring(2).trim(),
  795. indices: undefined,
  796. positions: undefined,
  797. normals: undefined,
  798. uvs: undefined,
  799. materialName: ""
  800. };
  801. addPreviousObjMesh();
  802. //Push the last mesh created with only the name
  803. meshesFromObj.push(objMesh);
  804. //Set this variable to indicate that now meshesFromObj has objects defined inside
  805. hasMeshes = true;
  806. isFirstMaterial = true;
  807. increment = 1;
  808. //Keyword for applying a material
  809. }
  810. else if (this.usemtl.test(line)) {
  811. //Get the name of the material
  812. materialNameFromObj = line.substring(7).trim();
  813. //If this new material is in the same mesh
  814. if (!isFirstMaterial) {
  815. //Set the data for the previous mesh
  816. addPreviousObjMesh();
  817. //Create a new mesh
  818. var objMesh =
  819. //Set the name of the current obj mesh
  820. {
  821. name: objMeshName + "_mm" + increment.toString(),
  822. indices: undefined,
  823. positions: undefined,
  824. normals: undefined,
  825. uvs: undefined,
  826. materialName: materialNameFromObj
  827. };
  828. increment++;
  829. //If meshes are already defined
  830. meshesFromObj.push(objMesh);
  831. }
  832. //Set the material name if the previous line define a mesh
  833. if (hasMeshes && isFirstMaterial) {
  834. //Set the material name to the previous mesh (1 material per mesh)
  835. meshesFromObj[meshesFromObj.length - 1].materialName = materialNameFromObj;
  836. isFirstMaterial = false;
  837. }
  838. //Keyword for loading the mtl file
  839. }
  840. else if (this.mtllib.test(line)) {
  841. //Get the name of mtl file
  842. fileToLoad = line.substring(7).trim();
  843. //Apply smoothing
  844. }
  845. else if (this.smooth.test(line)) {
  846. // smooth shading => apply smoothing
  847. //Toda y I don't know it work with babylon and with obj.
  848. //With the obj file an integer is set
  849. }
  850. else {
  851. //If there is another possibility
  852. console.log("Unhandled expression at line : " + line);
  853. }
  854. }
  855. //At the end of the file, add the last mesh into the meshesFromObj array
  856. if (hasMeshes) {
  857. //Set the data for the last mesh
  858. handledMesh = meshesFromObj[meshesFromObj.length - 1];
  859. //Reverse indices for displaying faces in the good sens
  860. indicesForBabylon.reverse();
  861. //Get the good array
  862. unwrapData();
  863. //Set array
  864. handledMesh.indices = indicesForBabylon;
  865. handledMesh.positions = unwrappedPositionsForBabylon;
  866. handledMesh.normals = unwrappedNormalsForBabylon;
  867. handledMesh.uvs = unwrappedUVForBabylon;
  868. }
  869. //If any o or g keyword found, create a mesj with a random id
  870. if (!hasMeshes) {
  871. // reverse tab of indices
  872. indicesForBabylon.reverse();
  873. //Get positions normals uvs
  874. unwrapData();
  875. //Set data for one mesh
  876. meshesFromObj.push({
  877. name: BABYLON.Geometry.RandomId(),
  878. indices: indicesForBabylon,
  879. positions: unwrappedPositionsForBabylon,
  880. normals: unwrappedNormalsForBabylon,
  881. uvs: unwrappedUVForBabylon,
  882. materialName: materialNameFromObj
  883. });
  884. }
  885. //Create a BABYLON.Mesh list
  886. var babylonMeshesArray = []; //The mesh for babylon
  887. var materialToUse = new Array();
  888. //Set data for each mesh
  889. for (var j = 0; j < meshesFromObj.length; j++) {
  890. //check meshesNames (stlFileLoader)
  891. if (meshesNames && meshesFromObj[j].name) {
  892. if (meshesNames instanceof Array) {
  893. if (meshesNames.indexOf(meshesFromObj[j].name) == -1) {
  894. continue;
  895. }
  896. }
  897. else {
  898. if (meshesFromObj[j].name !== meshesNames) {
  899. continue;
  900. }
  901. }
  902. }
  903. //Get the current mesh
  904. //Set the data with VertexBuffer for each mesh
  905. handledMesh = meshesFromObj[j];
  906. //Create a BABYLON.Mesh with the name of the obj mesh
  907. var babylonMesh = new BABYLON.Mesh(meshesFromObj[j].name, scene);
  908. //Push the name of the material to an array
  909. //This is indispensable for the importMesh function
  910. materialToUse.push(meshesFromObj[j].materialName);
  911. var vertexData = new BABYLON.VertexData(); //The container for the values
  912. //Set the data for the babylonMesh
  913. vertexData.positions = handledMesh.positions;
  914. vertexData.normals = handledMesh.normals;
  915. vertexData.uvs = handledMesh.uvs;
  916. vertexData.indices = handledMesh.indices;
  917. //Set the data from the VertexBuffer to the current BABYLON.Mesh
  918. vertexData.applyToMesh(babylonMesh);
  919. //Push the mesh into an array
  920. babylonMeshesArray.push(babylonMesh);
  921. }
  922. //load the materials
  923. //Check if we have a file to load
  924. if (fileToLoad !== "") {
  925. //Load the file synchronously
  926. this._loadMTL(fileToLoad, rootUrl, function (dataLoaded) {
  927. //Create materials thanks MTLLoader function
  928. materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl);
  929. //Look at each material loaded in the mtl file
  930. for (var n = 0; n < materialsFromMTLFile.materials.length; n++) {
  931. //Three variables to get all meshes with the same material
  932. var startIndex = 0;
  933. var _indices = [];
  934. var _index;
  935. //The material from MTL file is used in the meshes loaded
  936. //Push the indice in an array
  937. //Check if the material is not used for another mesh
  938. while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {
  939. _indices.push(_index);
  940. startIndex = _index + 1;
  941. }
  942. //If the material is not used dispose it
  943. if (_index == -1 && _indices.length == 0) {
  944. //If the material is not needed, remove it
  945. materialsFromMTLFile.materials[n].dispose();
  946. }
  947. else {
  948. for (var o = 0; o < _indices.length; o++) {
  949. //Apply the material to the BABYLON.Mesh for each mesh with the material
  950. babylonMeshesArray[_indices[o]].material = materialsFromMTLFile.materials[n];
  951. }
  952. }
  953. }
  954. });
  955. }
  956. //Return an array with all BABYLON.Mesh
  957. return babylonMeshesArray;
  958. };
  959. OBJFileLoader.OPTIMIZE_WITH_UV = false;
  960. return OBJFileLoader;
  961. }());
  962. BABYLON.OBJFileLoader = OBJFileLoader;
  963. if (BABYLON.SceneLoader) {
  964. //Add this loader into the register plugin
  965. BABYLON.SceneLoader.RegisterPlugin(new OBJFileLoader());
  966. }
  967. })(BABYLON || (BABYLON = {}));
  968. //# sourceMappingURL=babylon.objFileLoader.js.map
  969. var BABYLON;
  970. (function (BABYLON) {
  971. var GLTFLoaderCoordinateSystemMode;
  972. (function (GLTFLoaderCoordinateSystemMode) {
  973. /**
  974. * Automatically convert the glTF right-handed data to the appropriate system based on the current coordinate system mode of the scene.
  975. */
  976. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["AUTO"] = 0] = "AUTO";
  977. /**
  978. * Sets the useRightHandedSystem flag on the scene.
  979. */
  980. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["FORCE_RIGHT_HANDED"] = 1] = "FORCE_RIGHT_HANDED";
  981. })(GLTFLoaderCoordinateSystemMode = BABYLON.GLTFLoaderCoordinateSystemMode || (BABYLON.GLTFLoaderCoordinateSystemMode = {}));
  982. var GLTFLoaderAnimationStartMode;
  983. (function (GLTFLoaderAnimationStartMode) {
  984. /**
  985. * No animation will start.
  986. */
  987. GLTFLoaderAnimationStartMode[GLTFLoaderAnimationStartMode["NONE"] = 0] = "NONE";
  988. /**
  989. * The first animation will start.
  990. */
  991. GLTFLoaderAnimationStartMode[GLTFLoaderAnimationStartMode["FIRST"] = 1] = "FIRST";
  992. /**
  993. * All animations will start.
  994. */
  995. GLTFLoaderAnimationStartMode[GLTFLoaderAnimationStartMode["ALL"] = 2] = "ALL";
  996. })(GLTFLoaderAnimationStartMode = BABYLON.GLTFLoaderAnimationStartMode || (BABYLON.GLTFLoaderAnimationStartMode = {}));
  997. var GLTFFileLoader = /** @class */ (function () {
  998. function GLTFFileLoader() {
  999. // #endregion
  1000. // #region V2 options
  1001. /**
  1002. * The coordinate system mode (AUTO, FORCE_RIGHT_HANDED).
  1003. */
  1004. this.coordinateSystemMode = GLTFLoaderCoordinateSystemMode.AUTO;
  1005. /**
  1006. * The animation start mode (NONE, FIRST, ALL).
  1007. */
  1008. this.animationStartMode = GLTFLoaderAnimationStartMode.FIRST;
  1009. /**
  1010. * Set to true to compile materials before raising the success callback.
  1011. */
  1012. this.compileMaterials = false;
  1013. /**
  1014. * Set to true to also compile materials with clip planes.
  1015. */
  1016. this.useClipPlane = false;
  1017. /**
  1018. * Set to true to compile shadow generators before raising the success callback.
  1019. */
  1020. this.compileShadowGenerators = false;
  1021. this.name = "gltf";
  1022. this.extensions = {
  1023. ".gltf": { isBinary: false },
  1024. ".glb": { isBinary: true }
  1025. };
  1026. }
  1027. /**
  1028. * Disposes the loader, releases resources during load, and cancels any outstanding requests.
  1029. */
  1030. GLTFFileLoader.prototype.dispose = function () {
  1031. if (this._loader) {
  1032. this._loader.dispose();
  1033. }
  1034. };
  1035. GLTFFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  1036. try {
  1037. var loaderData = GLTFFileLoader._parse(data);
  1038. if (this.onParsed) {
  1039. this.onParsed(loaderData);
  1040. }
  1041. this._loader = this._getLoader(loaderData);
  1042. this._loader.importMeshAsync(meshesNames, scene, loaderData, rootUrl, onSuccess, onProgress, onError);
  1043. }
  1044. catch (e) {
  1045. if (onError) {
  1046. onError(e.message, e);
  1047. }
  1048. else {
  1049. BABYLON.Tools.Error(e.message);
  1050. }
  1051. }
  1052. };
  1053. GLTFFileLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
  1054. try {
  1055. var loaderData = GLTFFileLoader._parse(data);
  1056. if (this.onParsed) {
  1057. this.onParsed(loaderData);
  1058. }
  1059. this._loader = this._getLoader(loaderData);
  1060. this._loader.loadAsync(scene, loaderData, rootUrl, onSuccess, onProgress, onError);
  1061. }
  1062. catch (e) {
  1063. if (onError) {
  1064. onError(e.message, e);
  1065. }
  1066. else {
  1067. BABYLON.Tools.Error(e.message);
  1068. }
  1069. }
  1070. };
  1071. GLTFFileLoader.prototype.canDirectLoad = function (data) {
  1072. return ((data.indexOf("scene") !== -1) && (data.indexOf("node") !== -1));
  1073. };
  1074. GLTFFileLoader.prototype.createPlugin = function () {
  1075. return new GLTFFileLoader();
  1076. };
  1077. GLTFFileLoader._parse = function (data) {
  1078. if (data instanceof ArrayBuffer) {
  1079. return GLTFFileLoader._parseBinary(data);
  1080. }
  1081. return {
  1082. json: JSON.parse(data),
  1083. bin: null
  1084. };
  1085. };
  1086. GLTFFileLoader.prototype._getLoader = function (loaderData) {
  1087. var loaderVersion = { major: 2, minor: 0 };
  1088. var asset = loaderData.json.asset || {};
  1089. var version = GLTFFileLoader._parseVersion(asset.version);
  1090. if (!version) {
  1091. throw new Error("Invalid version: " + asset.version);
  1092. }
  1093. if (asset.minVersion !== undefined) {
  1094. var minVersion = GLTFFileLoader._parseVersion(asset.minVersion);
  1095. if (!minVersion) {
  1096. throw new Error("Invalid minimum version: " + asset.minVersion);
  1097. }
  1098. if (GLTFFileLoader._compareVersion(minVersion, loaderVersion) > 0) {
  1099. throw new Error("Incompatible minimum version: " + asset.minVersion);
  1100. }
  1101. }
  1102. var createLoaders = {
  1103. 1: GLTFFileLoader.CreateGLTFLoaderV1,
  1104. 2: GLTFFileLoader.CreateGLTFLoaderV2
  1105. };
  1106. var createLoader = createLoaders[version.major];
  1107. if (!createLoader) {
  1108. throw new Error("Unsupported version: " + asset.version);
  1109. }
  1110. return createLoader(this);
  1111. };
  1112. GLTFFileLoader._parseBinary = function (data) {
  1113. var Binary = {
  1114. Magic: 0x46546C67
  1115. };
  1116. var binaryReader = new BinaryReader(data);
  1117. var magic = binaryReader.readUint32();
  1118. if (magic !== Binary.Magic) {
  1119. throw new Error("Unexpected magic: " + magic);
  1120. }
  1121. var version = binaryReader.readUint32();
  1122. switch (version) {
  1123. case 1: return GLTFFileLoader._parseV1(binaryReader);
  1124. case 2: return GLTFFileLoader._parseV2(binaryReader);
  1125. }
  1126. throw new Error("Unsupported version: " + version);
  1127. };
  1128. GLTFFileLoader._parseV1 = function (binaryReader) {
  1129. var ContentFormat = {
  1130. JSON: 0
  1131. };
  1132. var length = binaryReader.readUint32();
  1133. if (length != binaryReader.getLength()) {
  1134. throw new Error("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
  1135. }
  1136. var contentLength = binaryReader.readUint32();
  1137. var contentFormat = binaryReader.readUint32();
  1138. var content;
  1139. switch (contentFormat) {
  1140. case ContentFormat.JSON: {
  1141. content = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(contentLength)));
  1142. break;
  1143. }
  1144. default: {
  1145. throw new Error("Unexpected content format: " + contentFormat);
  1146. }
  1147. }
  1148. var bytesRemaining = binaryReader.getLength() - binaryReader.getPosition();
  1149. var body = binaryReader.readUint8Array(bytesRemaining);
  1150. return {
  1151. json: content,
  1152. bin: body
  1153. };
  1154. };
  1155. GLTFFileLoader._parseV2 = function (binaryReader) {
  1156. var ChunkFormat = {
  1157. JSON: 0x4E4F534A,
  1158. BIN: 0x004E4942
  1159. };
  1160. var length = binaryReader.readUint32();
  1161. if (length !== binaryReader.getLength()) {
  1162. throw new Error("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
  1163. }
  1164. // JSON chunk
  1165. var chunkLength = binaryReader.readUint32();
  1166. var chunkFormat = binaryReader.readUint32();
  1167. if (chunkFormat !== ChunkFormat.JSON) {
  1168. throw new Error("First chunk format is not JSON");
  1169. }
  1170. var json = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(chunkLength)));
  1171. // Look for BIN chunk
  1172. var bin = null;
  1173. while (binaryReader.getPosition() < binaryReader.getLength()) {
  1174. var chunkLength_1 = binaryReader.readUint32();
  1175. var chunkFormat_1 = binaryReader.readUint32();
  1176. switch (chunkFormat_1) {
  1177. case ChunkFormat.JSON: {
  1178. throw new Error("Unexpected JSON chunk");
  1179. }
  1180. case ChunkFormat.BIN: {
  1181. bin = binaryReader.readUint8Array(chunkLength_1);
  1182. break;
  1183. }
  1184. default: {
  1185. // ignore unrecognized chunkFormat
  1186. binaryReader.skipBytes(chunkLength_1);
  1187. break;
  1188. }
  1189. }
  1190. }
  1191. return {
  1192. json: json,
  1193. bin: bin
  1194. };
  1195. };
  1196. GLTFFileLoader._parseVersion = function (version) {
  1197. if (version === "1.0" || version === "1.0.1") {
  1198. return {
  1199. major: 1,
  1200. minor: 0
  1201. };
  1202. }
  1203. var match = (version + "").match(/^(\d+)\.(\d+)/);
  1204. if (!match) {
  1205. return null;
  1206. }
  1207. return {
  1208. major: parseInt(match[1]),
  1209. minor: parseInt(match[2])
  1210. };
  1211. };
  1212. GLTFFileLoader._compareVersion = function (a, b) {
  1213. if (a.major > b.major)
  1214. return 1;
  1215. if (a.major < b.major)
  1216. return -1;
  1217. if (a.minor > b.minor)
  1218. return 1;
  1219. if (a.minor < b.minor)
  1220. return -1;
  1221. return 0;
  1222. };
  1223. GLTFFileLoader._decodeBufferToText = function (buffer) {
  1224. var result = "";
  1225. var length = buffer.byteLength;
  1226. for (var i = 0; i < length; i++) {
  1227. result += String.fromCharCode(buffer[i]);
  1228. }
  1229. return result;
  1230. };
  1231. // #endregion
  1232. // #region V1 options
  1233. GLTFFileLoader.IncrementalLoading = true;
  1234. GLTFFileLoader.HomogeneousCoordinates = false;
  1235. return GLTFFileLoader;
  1236. }());
  1237. BABYLON.GLTFFileLoader = GLTFFileLoader;
  1238. var BinaryReader = /** @class */ (function () {
  1239. function BinaryReader(arrayBuffer) {
  1240. this._arrayBuffer = arrayBuffer;
  1241. this._dataView = new DataView(arrayBuffer);
  1242. this._byteOffset = 0;
  1243. }
  1244. BinaryReader.prototype.getPosition = function () {
  1245. return this._byteOffset;
  1246. };
  1247. BinaryReader.prototype.getLength = function () {
  1248. return this._arrayBuffer.byteLength;
  1249. };
  1250. BinaryReader.prototype.readUint32 = function () {
  1251. var value = this._dataView.getUint32(this._byteOffset, true);
  1252. this._byteOffset += 4;
  1253. return value;
  1254. };
  1255. BinaryReader.prototype.readUint8Array = function (length) {
  1256. var value = new Uint8Array(this._arrayBuffer, this._byteOffset, length);
  1257. this._byteOffset += length;
  1258. return value;
  1259. };
  1260. BinaryReader.prototype.skipBytes = function (length) {
  1261. this._byteOffset += length;
  1262. };
  1263. return BinaryReader;
  1264. }());
  1265. if (BABYLON.SceneLoader) {
  1266. BABYLON.SceneLoader.RegisterPlugin(new GLTFFileLoader());
  1267. }
  1268. })(BABYLON || (BABYLON = {}));
  1269. //# sourceMappingURL=babylon.glTFFileLoader.js.map
  1270. var BABYLON;
  1271. (function (BABYLON) {
  1272. var GLTF1;
  1273. (function (GLTF1) {
  1274. /**
  1275. * Enums
  1276. */
  1277. var EComponentType;
  1278. (function (EComponentType) {
  1279. EComponentType[EComponentType["BYTE"] = 5120] = "BYTE";
  1280. EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  1281. EComponentType[EComponentType["SHORT"] = 5122] = "SHORT";
  1282. EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  1283. EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT";
  1284. })(EComponentType = GLTF1.EComponentType || (GLTF1.EComponentType = {}));
  1285. var EShaderType;
  1286. (function (EShaderType) {
  1287. EShaderType[EShaderType["FRAGMENT"] = 35632] = "FRAGMENT";
  1288. EShaderType[EShaderType["VERTEX"] = 35633] = "VERTEX";
  1289. })(EShaderType = GLTF1.EShaderType || (GLTF1.EShaderType = {}));
  1290. var EParameterType;
  1291. (function (EParameterType) {
  1292. EParameterType[EParameterType["BYTE"] = 5120] = "BYTE";
  1293. EParameterType[EParameterType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  1294. EParameterType[EParameterType["SHORT"] = 5122] = "SHORT";
  1295. EParameterType[EParameterType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  1296. EParameterType[EParameterType["INT"] = 5124] = "INT";
  1297. EParameterType[EParameterType["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT";
  1298. EParameterType[EParameterType["FLOAT"] = 5126] = "FLOAT";
  1299. EParameterType[EParameterType["FLOAT_VEC2"] = 35664] = "FLOAT_VEC2";
  1300. EParameterType[EParameterType["FLOAT_VEC3"] = 35665] = "FLOAT_VEC3";
  1301. EParameterType[EParameterType["FLOAT_VEC4"] = 35666] = "FLOAT_VEC4";
  1302. EParameterType[EParameterType["INT_VEC2"] = 35667] = "INT_VEC2";
  1303. EParameterType[EParameterType["INT_VEC3"] = 35668] = "INT_VEC3";
  1304. EParameterType[EParameterType["INT_VEC4"] = 35669] = "INT_VEC4";
  1305. EParameterType[EParameterType["BOOL"] = 35670] = "BOOL";
  1306. EParameterType[EParameterType["BOOL_VEC2"] = 35671] = "BOOL_VEC2";
  1307. EParameterType[EParameterType["BOOL_VEC3"] = 35672] = "BOOL_VEC3";
  1308. EParameterType[EParameterType["BOOL_VEC4"] = 35673] = "BOOL_VEC4";
  1309. EParameterType[EParameterType["FLOAT_MAT2"] = 35674] = "FLOAT_MAT2";
  1310. EParameterType[EParameterType["FLOAT_MAT3"] = 35675] = "FLOAT_MAT3";
  1311. EParameterType[EParameterType["FLOAT_MAT4"] = 35676] = "FLOAT_MAT4";
  1312. EParameterType[EParameterType["SAMPLER_2D"] = 35678] = "SAMPLER_2D";
  1313. })(EParameterType = GLTF1.EParameterType || (GLTF1.EParameterType = {}));
  1314. var ETextureWrapMode;
  1315. (function (ETextureWrapMode) {
  1316. ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE";
  1317. ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT";
  1318. ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT";
  1319. })(ETextureWrapMode = GLTF1.ETextureWrapMode || (GLTF1.ETextureWrapMode = {}));
  1320. var ETextureFilterType;
  1321. (function (ETextureFilterType) {
  1322. ETextureFilterType[ETextureFilterType["NEAREST"] = 9728] = "NEAREST";
  1323. ETextureFilterType[ETextureFilterType["LINEAR"] = 9728] = "LINEAR";
  1324. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_NEAREST"] = 9984] = "NEAREST_MIPMAP_NEAREST";
  1325. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
  1326. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR";
  1327. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR";
  1328. })(ETextureFilterType = GLTF1.ETextureFilterType || (GLTF1.ETextureFilterType = {}));
  1329. var ETextureFormat;
  1330. (function (ETextureFormat) {
  1331. ETextureFormat[ETextureFormat["ALPHA"] = 6406] = "ALPHA";
  1332. ETextureFormat[ETextureFormat["RGB"] = 6407] = "RGB";
  1333. ETextureFormat[ETextureFormat["RGBA"] = 6408] = "RGBA";
  1334. ETextureFormat[ETextureFormat["LUMINANCE"] = 6409] = "LUMINANCE";
  1335. ETextureFormat[ETextureFormat["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA";
  1336. })(ETextureFormat = GLTF1.ETextureFormat || (GLTF1.ETextureFormat = {}));
  1337. var ECullingType;
  1338. (function (ECullingType) {
  1339. ECullingType[ECullingType["FRONT"] = 1028] = "FRONT";
  1340. ECullingType[ECullingType["BACK"] = 1029] = "BACK";
  1341. ECullingType[ECullingType["FRONT_AND_BACK"] = 1032] = "FRONT_AND_BACK";
  1342. })(ECullingType = GLTF1.ECullingType || (GLTF1.ECullingType = {}));
  1343. var EBlendingFunction;
  1344. (function (EBlendingFunction) {
  1345. EBlendingFunction[EBlendingFunction["ZERO"] = 0] = "ZERO";
  1346. EBlendingFunction[EBlendingFunction["ONE"] = 1] = "ONE";
  1347. EBlendingFunction[EBlendingFunction["SRC_COLOR"] = 768] = "SRC_COLOR";
  1348. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_COLOR"] = 769] = "ONE_MINUS_SRC_COLOR";
  1349. EBlendingFunction[EBlendingFunction["DST_COLOR"] = 774] = "DST_COLOR";
  1350. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_COLOR"] = 775] = "ONE_MINUS_DST_COLOR";
  1351. EBlendingFunction[EBlendingFunction["SRC_ALPHA"] = 770] = "SRC_ALPHA";
  1352. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_ALPHA"] = 771] = "ONE_MINUS_SRC_ALPHA";
  1353. EBlendingFunction[EBlendingFunction["DST_ALPHA"] = 772] = "DST_ALPHA";
  1354. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_ALPHA"] = 773] = "ONE_MINUS_DST_ALPHA";
  1355. EBlendingFunction[EBlendingFunction["CONSTANT_COLOR"] = 32769] = "CONSTANT_COLOR";
  1356. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_COLOR"] = 32770] = "ONE_MINUS_CONSTANT_COLOR";
  1357. EBlendingFunction[EBlendingFunction["CONSTANT_ALPHA"] = 32771] = "CONSTANT_ALPHA";
  1358. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_ALPHA"] = 32772] = "ONE_MINUS_CONSTANT_ALPHA";
  1359. EBlendingFunction[EBlendingFunction["SRC_ALPHA_SATURATE"] = 776] = "SRC_ALPHA_SATURATE";
  1360. })(EBlendingFunction = GLTF1.EBlendingFunction || (GLTF1.EBlendingFunction = {}));
  1361. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  1362. })(BABYLON || (BABYLON = {}));
  1363. //# sourceMappingURL=babylon.glTFLoaderInterfaces.js.map
  1364. var BABYLON;
  1365. (function (BABYLON) {
  1366. var GLTF1;
  1367. (function (GLTF1) {
  1368. /**
  1369. * Tokenizer. Used for shaders compatibility
  1370. * Automatically map world, view, projection, worldViewProjection, attributes and so on
  1371. */
  1372. var ETokenType;
  1373. (function (ETokenType) {
  1374. ETokenType[ETokenType["IDENTIFIER"] = 1] = "IDENTIFIER";
  1375. ETokenType[ETokenType["UNKNOWN"] = 2] = "UNKNOWN";
  1376. ETokenType[ETokenType["END_OF_INPUT"] = 3] = "END_OF_INPUT";
  1377. })(ETokenType || (ETokenType = {}));
  1378. var Tokenizer = /** @class */ (function () {
  1379. function Tokenizer(toParse) {
  1380. this._pos = 0;
  1381. this.isLetterOrDigitPattern = /^[a-zA-Z0-9]+$/;
  1382. this._toParse = toParse;
  1383. this._maxPos = toParse.length;
  1384. }
  1385. Tokenizer.prototype.getNextToken = function () {
  1386. if (this.isEnd())
  1387. return ETokenType.END_OF_INPUT;
  1388. this.currentString = this.read();
  1389. this.currentToken = ETokenType.UNKNOWN;
  1390. if (this.currentString === "_" || this.isLetterOrDigitPattern.test(this.currentString)) {
  1391. this.currentToken = ETokenType.IDENTIFIER;
  1392. this.currentIdentifier = this.currentString;
  1393. while (!this.isEnd() && (this.isLetterOrDigitPattern.test(this.currentString = this.peek()) || this.currentString === "_")) {
  1394. this.currentIdentifier += this.currentString;
  1395. this.forward();
  1396. }
  1397. }
  1398. return this.currentToken;
  1399. };
  1400. Tokenizer.prototype.peek = function () {
  1401. return this._toParse[this._pos];
  1402. };
  1403. Tokenizer.prototype.read = function () {
  1404. return this._toParse[this._pos++];
  1405. };
  1406. Tokenizer.prototype.forward = function () {
  1407. this._pos++;
  1408. };
  1409. Tokenizer.prototype.isEnd = function () {
  1410. return this._pos >= this._maxPos;
  1411. };
  1412. return Tokenizer;
  1413. }());
  1414. /**
  1415. * Values
  1416. */
  1417. var glTFTransforms = ["MODEL", "VIEW", "PROJECTION", "MODELVIEW", "MODELVIEWPROJECTION", "JOINTMATRIX"];
  1418. var babylonTransforms = ["world", "view", "projection", "worldView", "worldViewProjection", "mBones"];
  1419. var glTFAnimationPaths = ["translation", "rotation", "scale"];
  1420. var babylonAnimationPaths = ["position", "rotationQuaternion", "scaling"];
  1421. /**
  1422. * Parse
  1423. */
  1424. var parseBuffers = function (parsedBuffers, gltfRuntime) {
  1425. for (var buf in parsedBuffers) {
  1426. var parsedBuffer = parsedBuffers[buf];
  1427. gltfRuntime.buffers[buf] = parsedBuffer;
  1428. gltfRuntime.buffersCount++;
  1429. }
  1430. };
  1431. var parseShaders = function (parsedShaders, gltfRuntime) {
  1432. for (var sha in parsedShaders) {
  1433. var parsedShader = parsedShaders[sha];
  1434. gltfRuntime.shaders[sha] = parsedShader;
  1435. gltfRuntime.shaderscount++;
  1436. }
  1437. };
  1438. var parseObject = function (parsedObjects, runtimeProperty, gltfRuntime) {
  1439. for (var object in parsedObjects) {
  1440. var parsedObject = parsedObjects[object];
  1441. gltfRuntime[runtimeProperty][object] = parsedObject;
  1442. }
  1443. };
  1444. /**
  1445. * Utils
  1446. */
  1447. var normalizeUVs = function (buffer) {
  1448. if (!buffer) {
  1449. return;
  1450. }
  1451. for (var i = 0; i < buffer.length / 2; i++) {
  1452. buffer[i * 2 + 1] = 1.0 - buffer[i * 2 + 1];
  1453. }
  1454. };
  1455. var getAttribute = function (attributeParameter) {
  1456. if (attributeParameter.semantic === "NORMAL") {
  1457. return "normal";
  1458. }
  1459. else if (attributeParameter.semantic === "POSITION") {
  1460. return "position";
  1461. }
  1462. else if (attributeParameter.semantic === "JOINT") {
  1463. return "matricesIndices";
  1464. }
  1465. else if (attributeParameter.semantic === "WEIGHT") {
  1466. return "matricesWeights";
  1467. }
  1468. else if (attributeParameter.semantic === "COLOR") {
  1469. return "color";
  1470. }
  1471. else if (attributeParameter.semantic && attributeParameter.semantic.indexOf("TEXCOORD_") !== -1) {
  1472. var channel = Number(attributeParameter.semantic.split("_")[1]);
  1473. return "uv" + (channel === 0 ? "" : channel + 1);
  1474. }
  1475. return null;
  1476. };
  1477. /**
  1478. * Loads and creates animations
  1479. */
  1480. var loadAnimations = function (gltfRuntime) {
  1481. for (var anim in gltfRuntime.animations) {
  1482. var animation = gltfRuntime.animations[anim];
  1483. if (!animation.channels || !animation.samplers) {
  1484. continue;
  1485. }
  1486. var lastAnimation = null;
  1487. for (var i = 0; i < animation.channels.length; i++) {
  1488. // Get parameters and load buffers
  1489. var channel = animation.channels[i];
  1490. var sampler = animation.samplers[channel.sampler];
  1491. if (!sampler) {
  1492. continue;
  1493. }
  1494. var inputData = null;
  1495. var outputData = null;
  1496. if (animation.parameters) {
  1497. inputData = animation.parameters[sampler.input];
  1498. outputData = animation.parameters[sampler.output];
  1499. }
  1500. else {
  1501. inputData = sampler.input;
  1502. outputData = sampler.output;
  1503. }
  1504. var bufferInput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[inputData]);
  1505. var bufferOutput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[outputData]);
  1506. var targetID = channel.target.id;
  1507. var targetNode = gltfRuntime.scene.getNodeByID(targetID);
  1508. if (targetNode === null) {
  1509. targetNode = gltfRuntime.scene.getNodeByName(targetID);
  1510. }
  1511. if (targetNode === null) {
  1512. BABYLON.Tools.Warn("Creating animation named " + anim + ". But cannot find node named " + targetID + " to attach to");
  1513. continue;
  1514. }
  1515. var isBone = targetNode instanceof BABYLON.Bone;
  1516. // Get target path (position, rotation or scaling)
  1517. var targetPath = channel.target.path;
  1518. var targetPathIndex = glTFAnimationPaths.indexOf(targetPath);
  1519. if (targetPathIndex !== -1) {
  1520. targetPath = babylonAnimationPaths[targetPathIndex];
  1521. }
  1522. // Determine animation type
  1523. var animationType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  1524. if (!isBone) {
  1525. if (targetPath === "rotationQuaternion") {
  1526. animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  1527. targetNode.rotationQuaternion = new BABYLON.Quaternion();
  1528. }
  1529. else {
  1530. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  1531. }
  1532. }
  1533. // Create animation and key frames
  1534. var babylonAnimation = null;
  1535. var keys = [];
  1536. var arrayOffset = 0;
  1537. var modifyKey = false;
  1538. if (isBone && lastAnimation && lastAnimation.getKeys().length === bufferInput.length) {
  1539. babylonAnimation = lastAnimation;
  1540. modifyKey = true;
  1541. }
  1542. if (!modifyKey) {
  1543. babylonAnimation = new BABYLON.Animation(anim, isBone ? "_matrix" : targetPath, 1, animationType, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  1544. }
  1545. // For each frame
  1546. for (var j = 0; j < bufferInput.length; j++) {
  1547. var value = null;
  1548. if (targetPath === "rotationQuaternion") {
  1549. value = BABYLON.Quaternion.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2], bufferOutput[arrayOffset + 3]]);
  1550. arrayOffset += 4;
  1551. }
  1552. else {
  1553. value = BABYLON.Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]);
  1554. arrayOffset += 3;
  1555. }
  1556. if (isBone) {
  1557. var bone = targetNode;
  1558. var translation = BABYLON.Vector3.Zero();
  1559. var rotationQuaternion = new BABYLON.Quaternion();
  1560. var scaling = BABYLON.Vector3.Zero();
  1561. // Warning on decompose
  1562. var mat = bone.getBaseMatrix();
  1563. if (modifyKey && lastAnimation) {
  1564. mat = lastAnimation.getKeys()[j].value;
  1565. }
  1566. mat.decompose(scaling, rotationQuaternion, translation);
  1567. if (targetPath === "position") {
  1568. translation = value;
  1569. }
  1570. else if (targetPath === "rotationQuaternion") {
  1571. rotationQuaternion = value;
  1572. }
  1573. else {
  1574. scaling = value;
  1575. }
  1576. value = BABYLON.Matrix.Compose(scaling, rotationQuaternion, translation);
  1577. }
  1578. if (!modifyKey) {
  1579. keys.push({
  1580. frame: bufferInput[j],
  1581. value: value
  1582. });
  1583. }
  1584. else if (lastAnimation) {
  1585. lastAnimation.getKeys()[j].value = value;
  1586. }
  1587. }
  1588. // Finish
  1589. if (!modifyKey && babylonAnimation) {
  1590. babylonAnimation.setKeys(keys);
  1591. targetNode.animations.push(babylonAnimation);
  1592. }
  1593. lastAnimation = babylonAnimation;
  1594. gltfRuntime.scene.stopAnimation(targetNode);
  1595. gltfRuntime.scene.beginAnimation(targetNode, 0, bufferInput[bufferInput.length - 1], true, 1.0);
  1596. }
  1597. }
  1598. };
  1599. /**
  1600. * Returns the bones transformation matrix
  1601. */
  1602. var configureBoneTransformation = function (node) {
  1603. var mat = null;
  1604. if (node.translation || node.rotation || node.scale) {
  1605. var scale = BABYLON.Vector3.FromArray(node.scale || [1, 1, 1]);
  1606. var rotation = BABYLON.Quaternion.FromArray(node.rotation || [0, 0, 0, 1]);
  1607. var position = BABYLON.Vector3.FromArray(node.translation || [0, 0, 0]);
  1608. mat = BABYLON.Matrix.Compose(scale, rotation, position);
  1609. }
  1610. else {
  1611. mat = BABYLON.Matrix.FromArray(node.matrix);
  1612. }
  1613. return mat;
  1614. };
  1615. /**
  1616. * Returns the parent bone
  1617. */
  1618. var getParentBone = function (gltfRuntime, skins, jointName, newSkeleton) {
  1619. // Try to find
  1620. for (var i = 0; i < newSkeleton.bones.length; i++) {
  1621. if (newSkeleton.bones[i].name === jointName) {
  1622. return newSkeleton.bones[i];
  1623. }
  1624. }
  1625. // Not found, search in gltf nodes
  1626. var nodes = gltfRuntime.nodes;
  1627. for (var nde in nodes) {
  1628. var node = nodes[nde];
  1629. if (!node.jointName) {
  1630. continue;
  1631. }
  1632. var children = node.children;
  1633. for (var i = 0; i < children.length; i++) {
  1634. var child = gltfRuntime.nodes[children[i]];
  1635. if (!child.jointName) {
  1636. continue;
  1637. }
  1638. if (child.jointName === jointName) {
  1639. var mat = configureBoneTransformation(node);
  1640. var bone = new BABYLON.Bone(node.name || "", newSkeleton, getParentBone(gltfRuntime, skins, node.jointName, newSkeleton), mat);
  1641. bone.id = nde;
  1642. return bone;
  1643. }
  1644. }
  1645. }
  1646. return null;
  1647. };
  1648. /**
  1649. * Returns the appropriate root node
  1650. */
  1651. var getNodeToRoot = function (nodesToRoot, id) {
  1652. for (var i = 0; i < nodesToRoot.length; i++) {
  1653. var nodeToRoot = nodesToRoot[i];
  1654. for (var j = 0; j < nodeToRoot.node.children.length; j++) {
  1655. var child = nodeToRoot.node.children[j];
  1656. if (child === id) {
  1657. return nodeToRoot.bone;
  1658. }
  1659. }
  1660. }
  1661. return null;
  1662. };
  1663. /**
  1664. * Returns the node with the joint name
  1665. */
  1666. var getJointNode = function (gltfRuntime, jointName) {
  1667. var nodes = gltfRuntime.nodes;
  1668. var node = nodes[jointName];
  1669. if (node) {
  1670. return {
  1671. node: node,
  1672. id: jointName
  1673. };
  1674. }
  1675. for (var nde in nodes) {
  1676. node = nodes[nde];
  1677. if (node.jointName === jointName) {
  1678. return {
  1679. node: node,
  1680. id: nde
  1681. };
  1682. }
  1683. }
  1684. return null;
  1685. };
  1686. /**
  1687. * Checks if a nodes is in joints
  1688. */
  1689. var nodeIsInJoints = function (skins, id) {
  1690. for (var i = 0; i < skins.jointNames.length; i++) {
  1691. if (skins.jointNames[i] === id) {
  1692. return true;
  1693. }
  1694. }
  1695. return false;
  1696. };
  1697. /**
  1698. * Fills the nodes to root for bones and builds hierarchy
  1699. */
  1700. var getNodesToRoot = function (gltfRuntime, newSkeleton, skins, nodesToRoot) {
  1701. // Creates nodes for root
  1702. for (var nde in gltfRuntime.nodes) {
  1703. var node = gltfRuntime.nodes[nde];
  1704. var id = nde;
  1705. if (!node.jointName || nodeIsInJoints(skins, node.jointName)) {
  1706. continue;
  1707. }
  1708. // Create node to root bone
  1709. var mat = configureBoneTransformation(node);
  1710. var bone = new BABYLON.Bone(node.name || "", newSkeleton, null, mat);
  1711. bone.id = id;
  1712. nodesToRoot.push({ bone: bone, node: node, id: id });
  1713. }
  1714. // Parenting
  1715. for (var i = 0; i < nodesToRoot.length; i++) {
  1716. var nodeToRoot = nodesToRoot[i];
  1717. var children = nodeToRoot.node.children;
  1718. for (var j = 0; j < children.length; j++) {
  1719. var child = null;
  1720. for (var k = 0; k < nodesToRoot.length; k++) {
  1721. if (nodesToRoot[k].id === children[j]) {
  1722. child = nodesToRoot[k];
  1723. break;
  1724. }
  1725. }
  1726. if (child) {
  1727. child.bone._parent = nodeToRoot.bone;
  1728. nodeToRoot.bone.children.push(child.bone);
  1729. }
  1730. }
  1731. }
  1732. };
  1733. /**
  1734. * Imports a skeleton
  1735. */
  1736. var importSkeleton = function (gltfRuntime, skins, mesh, newSkeleton, id) {
  1737. if (!newSkeleton) {
  1738. newSkeleton = new BABYLON.Skeleton(skins.name || "", "", gltfRuntime.scene);
  1739. }
  1740. if (!skins.babylonSkeleton) {
  1741. return newSkeleton;
  1742. }
  1743. // Find the root bones
  1744. var nodesToRoot = [];
  1745. var nodesToRootToAdd = [];
  1746. getNodesToRoot(gltfRuntime, newSkeleton, skins, nodesToRoot);
  1747. newSkeleton.bones = [];
  1748. // Joints
  1749. for (var i = 0; i < skins.jointNames.length; i++) {
  1750. var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
  1751. if (!jointNode) {
  1752. continue;
  1753. }
  1754. var node = jointNode.node;
  1755. if (!node) {
  1756. BABYLON.Tools.Warn("Joint named " + skins.jointNames[i] + " does not exist");
  1757. continue;
  1758. }
  1759. var id = jointNode.id;
  1760. // Optimize, if the bone already exists...
  1761. var existingBone = gltfRuntime.scene.getBoneByID(id);
  1762. if (existingBone) {
  1763. newSkeleton.bones.push(existingBone);
  1764. continue;
  1765. }
  1766. // Search for parent bone
  1767. var foundBone = false;
  1768. var parentBone = null;
  1769. for (var j = 0; j < i; j++) {
  1770. var jointNode_1 = getJointNode(gltfRuntime, skins.jointNames[j]);
  1771. if (!jointNode_1) {
  1772. continue;
  1773. }
  1774. var joint = jointNode_1.node;
  1775. if (!joint) {
  1776. BABYLON.Tools.Warn("Joint named " + skins.jointNames[j] + " does not exist when looking for parent");
  1777. continue;
  1778. }
  1779. var children = joint.children;
  1780. if (!children) {
  1781. continue;
  1782. }
  1783. foundBone = false;
  1784. for (var k = 0; k < children.length; k++) {
  1785. if (children[k] === id) {
  1786. parentBone = getParentBone(gltfRuntime, skins, skins.jointNames[j], newSkeleton);
  1787. foundBone = true;
  1788. break;
  1789. }
  1790. }
  1791. if (foundBone) {
  1792. break;
  1793. }
  1794. }
  1795. // Create bone
  1796. var mat = configureBoneTransformation(node);
  1797. if (!parentBone && nodesToRoot.length > 0) {
  1798. parentBone = getNodeToRoot(nodesToRoot, id);
  1799. if (parentBone) {
  1800. if (nodesToRootToAdd.indexOf(parentBone) === -1) {
  1801. nodesToRootToAdd.push(parentBone);
  1802. }
  1803. }
  1804. }
  1805. var bone = new BABYLON.Bone(node.jointName || "", newSkeleton, parentBone, mat);
  1806. bone.id = id;
  1807. }
  1808. // Polish
  1809. var bones = newSkeleton.bones;
  1810. newSkeleton.bones = [];
  1811. for (var i = 0; i < skins.jointNames.length; i++) {
  1812. var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
  1813. if (!jointNode) {
  1814. continue;
  1815. }
  1816. for (var j = 0; j < bones.length; j++) {
  1817. if (bones[j].id === jointNode.id) {
  1818. newSkeleton.bones.push(bones[j]);
  1819. break;
  1820. }
  1821. }
  1822. }
  1823. newSkeleton.prepare();
  1824. // Finish
  1825. for (var i = 0; i < nodesToRootToAdd.length; i++) {
  1826. newSkeleton.bones.push(nodesToRootToAdd[i]);
  1827. }
  1828. return newSkeleton;
  1829. };
  1830. /**
  1831. * Imports a mesh and its geometries
  1832. */
  1833. var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
  1834. if (!newMesh) {
  1835. newMesh = new BABYLON.Mesh(node.name || "", gltfRuntime.scene);
  1836. newMesh.id = id;
  1837. }
  1838. if (!node.babylonNode) {
  1839. return newMesh;
  1840. }
  1841. var subMaterials = [];
  1842. var vertexData = new BABYLON.VertexData();
  1843. var geometry = new BABYLON.Geometry(id, gltfRuntime.scene, vertexData, false, newMesh);
  1844. var verticesStarts = new Array();
  1845. var verticesCounts = new Array();
  1846. var indexStarts = new Array();
  1847. var indexCounts = new Array();
  1848. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  1849. var meshID = meshes[meshIndex];
  1850. var mesh = gltfRuntime.meshes[meshID];
  1851. if (!mesh) {
  1852. continue;
  1853. }
  1854. // Positions, normals and UVs
  1855. for (var i = 0; i < mesh.primitives.length; i++) {
  1856. // Temporary vertex data
  1857. var tempVertexData = new BABYLON.VertexData();
  1858. var primitive = mesh.primitives[i];
  1859. if (primitive.mode !== 4) {
  1860. // continue;
  1861. }
  1862. var attributes = primitive.attributes;
  1863. var accessor = null;
  1864. var buffer = null;
  1865. // Set positions, normal and uvs
  1866. for (var semantic in attributes) {
  1867. // Link accessor and buffer view
  1868. accessor = gltfRuntime.accessors[attributes[semantic]];
  1869. buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
  1870. if (semantic === "NORMAL") {
  1871. tempVertexData.normals = new Float32Array(buffer.length);
  1872. tempVertexData.normals.set(buffer);
  1873. }
  1874. else if (semantic === "POSITION") {
  1875. if (BABYLON.GLTFFileLoader.HomogeneousCoordinates) {
  1876. tempVertexData.positions = new Float32Array(buffer.length - buffer.length / 4);
  1877. for (var j = 0; j < buffer.length; j += 4) {
  1878. tempVertexData.positions[j] = buffer[j];
  1879. tempVertexData.positions[j + 1] = buffer[j + 1];
  1880. tempVertexData.positions[j + 2] = buffer[j + 2];
  1881. }
  1882. }
  1883. else {
  1884. tempVertexData.positions = new Float32Array(buffer.length);
  1885. tempVertexData.positions.set(buffer);
  1886. }
  1887. verticesCounts.push(tempVertexData.positions.length);
  1888. }
  1889. else if (semantic.indexOf("TEXCOORD_") !== -1) {
  1890. var channel = Number(semantic.split("_")[1]);
  1891. var uvKind = BABYLON.VertexBuffer.UVKind + (channel === 0 ? "" : (channel + 1));
  1892. var uvs = new Float32Array(buffer.length);
  1893. uvs.set(buffer);
  1894. normalizeUVs(uvs);
  1895. tempVertexData.set(uvs, uvKind);
  1896. }
  1897. else if (semantic === "JOINT") {
  1898. tempVertexData.matricesIndices = new Float32Array(buffer.length);
  1899. tempVertexData.matricesIndices.set(buffer);
  1900. }
  1901. else if (semantic === "WEIGHT") {
  1902. tempVertexData.matricesWeights = new Float32Array(buffer.length);
  1903. tempVertexData.matricesWeights.set(buffer);
  1904. }
  1905. else if (semantic === "COLOR") {
  1906. tempVertexData.colors = new Float32Array(buffer.length);
  1907. tempVertexData.colors.set(buffer);
  1908. }
  1909. }
  1910. // Indices
  1911. accessor = gltfRuntime.accessors[primitive.indices];
  1912. if (accessor) {
  1913. buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
  1914. tempVertexData.indices = new Int32Array(buffer.length);
  1915. tempVertexData.indices.set(buffer);
  1916. indexCounts.push(tempVertexData.indices.length);
  1917. }
  1918. else {
  1919. // Set indices on the fly
  1920. var indices = [];
  1921. for (var j = 0; j < tempVertexData.positions.length / 3; j++) {
  1922. indices.push(j);
  1923. }
  1924. tempVertexData.indices = new Int32Array(indices);
  1925. indexCounts.push(tempVertexData.indices.length);
  1926. }
  1927. vertexData.merge(tempVertexData);
  1928. // Sub material
  1929. var material_1 = gltfRuntime.scene.getMaterialByID(primitive.material);
  1930. subMaterials.push(material_1 === null ? GLTF1.GLTFUtils.GetDefaultMaterial(gltfRuntime.scene) : material_1);
  1931. // Update vertices start and index start
  1932. verticesStarts.push(verticesStarts.length === 0 ? 0 : verticesStarts[verticesStarts.length - 1] + verticesCounts[verticesCounts.length - 2]);
  1933. indexStarts.push(indexStarts.length === 0 ? 0 : indexStarts[indexStarts.length - 1] + indexCounts[indexCounts.length - 2]);
  1934. }
  1935. }
  1936. var material;
  1937. if (subMaterials.length > 1) {
  1938. material = new BABYLON.MultiMaterial("multimat" + id, gltfRuntime.scene);
  1939. material.subMaterials = subMaterials;
  1940. }
  1941. else {
  1942. material = new BABYLON.StandardMaterial("multimat" + id, gltfRuntime.scene);
  1943. }
  1944. if (subMaterials.length === 1) {
  1945. material = subMaterials[0];
  1946. }
  1947. if (!newMesh.material) {
  1948. newMesh.material = material;
  1949. }
  1950. // Apply geometry
  1951. geometry.setAllVerticesData(vertexData, false);
  1952. newMesh.computeWorldMatrix(true);
  1953. // Apply submeshes
  1954. newMesh.subMeshes = [];
  1955. var index = 0;
  1956. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  1957. var meshID = meshes[meshIndex];
  1958. var mesh = gltfRuntime.meshes[meshID];
  1959. if (!mesh) {
  1960. continue;
  1961. }
  1962. for (var i = 0; i < mesh.primitives.length; i++) {
  1963. if (mesh.primitives[i].mode !== 4) {
  1964. //continue;
  1965. }
  1966. BABYLON.SubMesh.AddToMesh(index, verticesStarts[index], verticesCounts[index], indexStarts[index], indexCounts[index], newMesh, newMesh, true);
  1967. index++;
  1968. }
  1969. }
  1970. // Finish
  1971. return newMesh;
  1972. };
  1973. /**
  1974. * Configure node transformation from position, rotation and scaling
  1975. */
  1976. var configureNode = function (newNode, position, rotation, scaling) {
  1977. if (newNode.position) {
  1978. newNode.position = position;
  1979. }
  1980. if (newNode.rotationQuaternion || newNode.rotation) {
  1981. newNode.rotationQuaternion = rotation;
  1982. }
  1983. if (newNode.scaling) {
  1984. newNode.scaling = scaling;
  1985. }
  1986. };
  1987. /**
  1988. * Configures node from transformation matrix
  1989. */
  1990. var configureNodeFromMatrix = function (newNode, node, parent) {
  1991. if (node.matrix) {
  1992. var position = new BABYLON.Vector3(0, 0, 0);
  1993. var rotation = new BABYLON.Quaternion();
  1994. var scaling = new BABYLON.Vector3(0, 0, 0);
  1995. var mat = BABYLON.Matrix.FromArray(node.matrix);
  1996. mat.decompose(scaling, rotation, position);
  1997. configureNode(newNode, position, rotation, scaling);
  1998. }
  1999. else if (node.translation && node.rotation && node.scale) {
  2000. configureNode(newNode, BABYLON.Vector3.FromArray(node.translation), BABYLON.Quaternion.FromArray(node.rotation), BABYLON.Vector3.FromArray(node.scale));
  2001. }
  2002. newNode.computeWorldMatrix(true);
  2003. };
  2004. /**
  2005. * Imports a node
  2006. */
  2007. var importNode = function (gltfRuntime, node, id, parent) {
  2008. var lastNode = null;
  2009. if (gltfRuntime.importOnlyMeshes && (node.skin || node.meshes)) {
  2010. if (gltfRuntime.importMeshesNames && gltfRuntime.importMeshesNames.length > 0 && gltfRuntime.importMeshesNames.indexOf(node.name || "") === -1) {
  2011. return null;
  2012. }
  2013. }
  2014. // Meshes
  2015. if (node.skin) {
  2016. if (node.meshes) {
  2017. var skin = gltfRuntime.skins[node.skin];
  2018. var newMesh = importMesh(gltfRuntime, node, node.meshes, id, node.babylonNode);
  2019. newMesh.skeleton = gltfRuntime.scene.getLastSkeletonByID(node.skin);
  2020. if (newMesh.skeleton === null) {
  2021. newMesh.skeleton = importSkeleton(gltfRuntime, skin, newMesh, skin.babylonSkeleton, node.skin);
  2022. if (!skin.babylonSkeleton) {
  2023. skin.babylonSkeleton = newMesh.skeleton;
  2024. }
  2025. }
  2026. lastNode = newMesh;
  2027. }
  2028. }
  2029. else if (node.meshes) {
  2030. /**
  2031. * Improve meshes property
  2032. */
  2033. var newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id, node.babylonNode);
  2034. lastNode = newMesh;
  2035. }
  2036. else if (node.light && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  2037. var light = gltfRuntime.lights[node.light];
  2038. if (light) {
  2039. if (light.type === "ambient") {
  2040. var ambienLight = light[light.type];
  2041. var hemiLight = new BABYLON.HemisphericLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  2042. hemiLight.name = node.name || "";
  2043. if (ambienLight.color) {
  2044. hemiLight.diffuse = BABYLON.Color3.FromArray(ambienLight.color);
  2045. }
  2046. lastNode = hemiLight;
  2047. }
  2048. else if (light.type === "directional") {
  2049. var directionalLight = light[light.type];
  2050. var dirLight = new BABYLON.DirectionalLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  2051. dirLight.name = node.name || "";
  2052. if (directionalLight.color) {
  2053. dirLight.diffuse = BABYLON.Color3.FromArray(directionalLight.color);
  2054. }
  2055. lastNode = dirLight;
  2056. }
  2057. else if (light.type === "point") {
  2058. var pointLight = light[light.type];
  2059. var ptLight = new BABYLON.PointLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  2060. ptLight.name = node.name || "";
  2061. if (pointLight.color) {
  2062. ptLight.diffuse = BABYLON.Color3.FromArray(pointLight.color);
  2063. }
  2064. lastNode = ptLight;
  2065. }
  2066. else if (light.type === "spot") {
  2067. var spotLight = light[light.type];
  2068. var spLight = new BABYLON.SpotLight(node.light, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, gltfRuntime.scene);
  2069. spLight.name = node.name || "";
  2070. if (spotLight.color) {
  2071. spLight.diffuse = BABYLON.Color3.FromArray(spotLight.color);
  2072. }
  2073. if (spotLight.fallOfAngle) {
  2074. spLight.angle = spotLight.fallOfAngle;
  2075. }
  2076. if (spotLight.fallOffExponent) {
  2077. spLight.exponent = spotLight.fallOffExponent;
  2078. }
  2079. lastNode = spLight;
  2080. }
  2081. }
  2082. }
  2083. else if (node.camera && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  2084. var camera = gltfRuntime.cameras[node.camera];
  2085. if (camera) {
  2086. if (camera.type === "orthographic") {
  2087. var orthoCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  2088. orthoCamera.name = node.name || "";
  2089. orthoCamera.mode = BABYLON.Camera.ORTHOGRAPHIC_CAMERA;
  2090. orthoCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  2091. lastNode = orthoCamera;
  2092. }
  2093. else if (camera.type === "perspective") {
  2094. var perspectiveCamera = camera[camera.type];
  2095. var persCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  2096. persCamera.name = node.name || "";
  2097. persCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  2098. if (!perspectiveCamera.aspectRatio) {
  2099. perspectiveCamera.aspectRatio = gltfRuntime.scene.getEngine().getRenderWidth() / gltfRuntime.scene.getEngine().getRenderHeight();
  2100. }
  2101. if (perspectiveCamera.znear && perspectiveCamera.zfar) {
  2102. persCamera.maxZ = perspectiveCamera.zfar;
  2103. persCamera.minZ = perspectiveCamera.znear;
  2104. }
  2105. lastNode = persCamera;
  2106. }
  2107. }
  2108. }
  2109. // Empty node
  2110. if (!node.jointName) {
  2111. if (node.babylonNode) {
  2112. return node.babylonNode;
  2113. }
  2114. else if (lastNode === null) {
  2115. var dummy = new BABYLON.Mesh(node.name || "", gltfRuntime.scene);
  2116. node.babylonNode = dummy;
  2117. lastNode = dummy;
  2118. }
  2119. }
  2120. if (lastNode !== null) {
  2121. if (node.matrix && lastNode instanceof BABYLON.Mesh) {
  2122. configureNodeFromMatrix(lastNode, node, parent);
  2123. }
  2124. else {
  2125. var translation = node.translation || [0, 0, 0];
  2126. var rotation = node.rotation || [0, 0, 0, 1];
  2127. var scale = node.scale || [1, 1, 1];
  2128. configureNode(lastNode, BABYLON.Vector3.FromArray(translation), BABYLON.Quaternion.FromArray(rotation), BABYLON.Vector3.FromArray(scale));
  2129. }
  2130. lastNode.updateCache(true);
  2131. node.babylonNode = lastNode;
  2132. }
  2133. return lastNode;
  2134. };
  2135. /**
  2136. * Traverses nodes and creates them
  2137. */
  2138. var traverseNodes = function (gltfRuntime, id, parent, meshIncluded) {
  2139. if (meshIncluded === void 0) { meshIncluded = false; }
  2140. var node = gltfRuntime.nodes[id];
  2141. var newNode = null;
  2142. if (gltfRuntime.importOnlyMeshes && !meshIncluded && gltfRuntime.importMeshesNames) {
  2143. if (gltfRuntime.importMeshesNames.indexOf(node.name || "") !== -1 || gltfRuntime.importMeshesNames.length === 0) {
  2144. meshIncluded = true;
  2145. }
  2146. else {
  2147. meshIncluded = false;
  2148. }
  2149. }
  2150. else {
  2151. meshIncluded = true;
  2152. }
  2153. if (!node.jointName && meshIncluded) {
  2154. newNode = importNode(gltfRuntime, node, id, parent);
  2155. if (newNode !== null) {
  2156. newNode.id = id;
  2157. newNode.parent = parent;
  2158. }
  2159. }
  2160. if (node.children) {
  2161. for (var i = 0; i < node.children.length; i++) {
  2162. traverseNodes(gltfRuntime, node.children[i], newNode, meshIncluded);
  2163. }
  2164. }
  2165. };
  2166. /**
  2167. * do stuff after buffers, shaders are loaded (e.g. hook up materials, load animations, etc.)
  2168. */
  2169. var postLoad = function (gltfRuntime) {
  2170. // Nodes
  2171. var currentScene = gltfRuntime.currentScene;
  2172. if (currentScene) {
  2173. for (var i = 0; i < currentScene.nodes.length; i++) {
  2174. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  2175. }
  2176. }
  2177. else {
  2178. for (var thing in gltfRuntime.scenes) {
  2179. currentScene = gltfRuntime.scenes[thing];
  2180. for (var i = 0; i < currentScene.nodes.length; i++) {
  2181. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  2182. }
  2183. }
  2184. }
  2185. // Set animations
  2186. loadAnimations(gltfRuntime);
  2187. for (var i = 0; i < gltfRuntime.scene.skeletons.length; i++) {
  2188. var skeleton = gltfRuntime.scene.skeletons[i];
  2189. gltfRuntime.scene.beginAnimation(skeleton, 0, Number.MAX_VALUE, true, 1.0);
  2190. }
  2191. };
  2192. /**
  2193. * onBind shaderrs callback to set uniforms and matrices
  2194. */
  2195. var onBindShaderMaterial = function (mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess) {
  2196. var materialValues = material.values || technique.parameters;
  2197. for (var unif in unTreatedUniforms) {
  2198. var uniform = unTreatedUniforms[unif];
  2199. var type = uniform.type;
  2200. if (type === GLTF1.EParameterType.FLOAT_MAT2 || type === GLTF1.EParameterType.FLOAT_MAT3 || type === GLTF1.EParameterType.FLOAT_MAT4) {
  2201. if (uniform.semantic && !uniform.source && !uniform.node) {
  2202. GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, mesh, uniform, unif, shaderMaterial.getEffect());
  2203. }
  2204. else if (uniform.semantic && (uniform.source || uniform.node)) {
  2205. var source = gltfRuntime.scene.getNodeByName(uniform.source || uniform.node || "");
  2206. if (source === null) {
  2207. source = gltfRuntime.scene.getNodeByID(uniform.source || uniform.node || "");
  2208. }
  2209. if (source === null) {
  2210. continue;
  2211. }
  2212. GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, source, uniform, unif, shaderMaterial.getEffect());
  2213. }
  2214. }
  2215. else {
  2216. var value = materialValues[technique.uniforms[unif]];
  2217. if (!value) {
  2218. continue;
  2219. }
  2220. if (type === GLTF1.EParameterType.SAMPLER_2D) {
  2221. var texture = gltfRuntime.textures[material.values ? value : uniform.value].babylonTexture;
  2222. if (texture === null || texture === undefined) {
  2223. continue;
  2224. }
  2225. shaderMaterial.getEffect().setTexture(unif, texture);
  2226. }
  2227. else {
  2228. GLTF1.GLTFUtils.SetUniform((shaderMaterial.getEffect()), unif, value, type);
  2229. }
  2230. }
  2231. }
  2232. onSuccess(shaderMaterial);
  2233. };
  2234. /**
  2235. * Prepare uniforms to send the only one time
  2236. * Loads the appropriate textures
  2237. */
  2238. var prepareShaderMaterialUniforms = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms) {
  2239. var materialValues = material.values || technique.parameters;
  2240. var techniqueUniforms = technique.uniforms;
  2241. /**
  2242. * Prepare values here (not matrices)
  2243. */
  2244. for (var unif in unTreatedUniforms) {
  2245. var uniform = unTreatedUniforms[unif];
  2246. var type = uniform.type;
  2247. var value = materialValues[techniqueUniforms[unif]];
  2248. if (value === undefined) {
  2249. // In case the value is the same for all materials
  2250. value = uniform.value;
  2251. }
  2252. if (!value) {
  2253. continue;
  2254. }
  2255. var onLoadTexture = function (uniformName) {
  2256. return function (texture) {
  2257. if (uniform.value && uniformName) {
  2258. // Static uniform
  2259. shaderMaterial.setTexture(uniformName, texture);
  2260. delete unTreatedUniforms[uniformName];
  2261. }
  2262. };
  2263. };
  2264. // Texture (sampler2D)
  2265. if (type === GLTF1.EParameterType.SAMPLER_2D) {
  2266. GLTF1.GLTFLoaderExtension.LoadTextureAsync(gltfRuntime, material.values ? value : uniform.value, onLoadTexture(unif), function () { return onLoadTexture(null); });
  2267. }
  2268. else {
  2269. if (uniform.value && GLTF1.GLTFUtils.SetUniform(shaderMaterial, unif, material.values ? value : uniform.value, type)) {
  2270. // Static uniform
  2271. delete unTreatedUniforms[unif];
  2272. }
  2273. }
  2274. }
  2275. };
  2276. /**
  2277. * Shader compilation failed
  2278. */
  2279. var onShaderCompileError = function (program, shaderMaterial, onError) {
  2280. return function (effect, error) {
  2281. shaderMaterial.dispose(true);
  2282. onError("Cannot compile program named " + program.name + ". Error: " + error + ". Default material will be applied");
  2283. };
  2284. };
  2285. /**
  2286. * Shader compilation success
  2287. */
  2288. var onShaderCompileSuccess = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess) {
  2289. return function (_) {
  2290. prepareShaderMaterialUniforms(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms);
  2291. shaderMaterial.onBind = function (mesh) {
  2292. onBindShaderMaterial(mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess);
  2293. };
  2294. };
  2295. };
  2296. /**
  2297. * Returns the appropriate uniform if already handled by babylon
  2298. */
  2299. var parseShaderUniforms = function (tokenizer, technique, unTreatedUniforms) {
  2300. for (var unif in technique.uniforms) {
  2301. var uniform = technique.uniforms[unif];
  2302. var uniformParameter = technique.parameters[uniform];
  2303. if (tokenizer.currentIdentifier === unif) {
  2304. if (uniformParameter.semantic && !uniformParameter.source && !uniformParameter.node) {
  2305. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  2306. if (transformIndex !== -1) {
  2307. delete unTreatedUniforms[unif];
  2308. return babylonTransforms[transformIndex];
  2309. }
  2310. }
  2311. }
  2312. }
  2313. return tokenizer.currentIdentifier;
  2314. };
  2315. /**
  2316. * All shaders loaded. Create materials one by one
  2317. */
  2318. var importMaterials = function (gltfRuntime) {
  2319. // Create materials
  2320. for (var mat in gltfRuntime.materials) {
  2321. GLTF1.GLTFLoaderExtension.LoadMaterialAsync(gltfRuntime, mat, function (material) { }, function () { });
  2322. }
  2323. };
  2324. /**
  2325. * Implementation of the base glTF spec
  2326. */
  2327. var GLTFLoaderBase = /** @class */ (function () {
  2328. function GLTFLoaderBase() {
  2329. }
  2330. GLTFLoaderBase.CreateRuntime = function (parsedData, scene, rootUrl) {
  2331. var gltfRuntime = {
  2332. extensions: {},
  2333. accessors: {},
  2334. buffers: {},
  2335. bufferViews: {},
  2336. meshes: {},
  2337. lights: {},
  2338. cameras: {},
  2339. nodes: {},
  2340. images: {},
  2341. textures: {},
  2342. shaders: {},
  2343. programs: {},
  2344. samplers: {},
  2345. techniques: {},
  2346. materials: {},
  2347. animations: {},
  2348. skins: {},
  2349. extensionsUsed: [],
  2350. scenes: {},
  2351. buffersCount: 0,
  2352. shaderscount: 0,
  2353. scene: scene,
  2354. rootUrl: rootUrl,
  2355. loadedBufferCount: 0,
  2356. loadedBufferViews: {},
  2357. loadedShaderCount: 0,
  2358. importOnlyMeshes: false,
  2359. dummyNodes: []
  2360. };
  2361. // Parse
  2362. if (parsedData.extensions) {
  2363. parseObject(parsedData.extensions, "extensions", gltfRuntime);
  2364. }
  2365. if (parsedData.extensionsUsed) {
  2366. parseObject(parsedData.extensionsUsed, "extensionsUsed", gltfRuntime);
  2367. }
  2368. if (parsedData.buffers) {
  2369. parseBuffers(parsedData.buffers, gltfRuntime);
  2370. }
  2371. if (parsedData.bufferViews) {
  2372. parseObject(parsedData.bufferViews, "bufferViews", gltfRuntime);
  2373. }
  2374. if (parsedData.accessors) {
  2375. parseObject(parsedData.accessors, "accessors", gltfRuntime);
  2376. }
  2377. if (parsedData.meshes) {
  2378. parseObject(parsedData.meshes, "meshes", gltfRuntime);
  2379. }
  2380. if (parsedData.lights) {
  2381. parseObject(parsedData.lights, "lights", gltfRuntime);
  2382. }
  2383. if (parsedData.cameras) {
  2384. parseObject(parsedData.cameras, "cameras", gltfRuntime);
  2385. }
  2386. if (parsedData.nodes) {
  2387. parseObject(parsedData.nodes, "nodes", gltfRuntime);
  2388. }
  2389. if (parsedData.images) {
  2390. parseObject(parsedData.images, "images", gltfRuntime);
  2391. }
  2392. if (parsedData.textures) {
  2393. parseObject(parsedData.textures, "textures", gltfRuntime);
  2394. }
  2395. if (parsedData.shaders) {
  2396. parseShaders(parsedData.shaders, gltfRuntime);
  2397. }
  2398. if (parsedData.programs) {
  2399. parseObject(parsedData.programs, "programs", gltfRuntime);
  2400. }
  2401. if (parsedData.samplers) {
  2402. parseObject(parsedData.samplers, "samplers", gltfRuntime);
  2403. }
  2404. if (parsedData.techniques) {
  2405. parseObject(parsedData.techniques, "techniques", gltfRuntime);
  2406. }
  2407. if (parsedData.materials) {
  2408. parseObject(parsedData.materials, "materials", gltfRuntime);
  2409. }
  2410. if (parsedData.animations) {
  2411. parseObject(parsedData.animations, "animations", gltfRuntime);
  2412. }
  2413. if (parsedData.skins) {
  2414. parseObject(parsedData.skins, "skins", gltfRuntime);
  2415. }
  2416. if (parsedData.scenes) {
  2417. gltfRuntime.scenes = parsedData.scenes;
  2418. }
  2419. if (parsedData.scene && parsedData.scenes) {
  2420. gltfRuntime.currentScene = parsedData.scenes[parsedData.scene];
  2421. }
  2422. return gltfRuntime;
  2423. };
  2424. GLTFLoaderBase.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  2425. var buffer = gltfRuntime.buffers[id];
  2426. if (GLTF1.GLTFUtils.IsBase64(buffer.uri)) {
  2427. setTimeout(function () { return onSuccess(new Uint8Array(GLTF1.GLTFUtils.DecodeBase64(buffer.uri))); });
  2428. }
  2429. else {
  2430. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, function (data) { return onSuccess(new Uint8Array(data)); }, onProgress, undefined, true, function (request) {
  2431. if (request) {
  2432. onError(request.status + " " + request.statusText);
  2433. }
  2434. });
  2435. }
  2436. };
  2437. GLTFLoaderBase.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2438. var texture = gltfRuntime.textures[id];
  2439. if (!texture || !texture.source) {
  2440. onError("");
  2441. return;
  2442. }
  2443. if (texture.babylonTexture) {
  2444. onSuccess(null);
  2445. return;
  2446. }
  2447. var source = gltfRuntime.images[texture.source];
  2448. if (GLTF1.GLTFUtils.IsBase64(source.uri)) {
  2449. setTimeout(function () { return onSuccess(new Uint8Array(GLTF1.GLTFUtils.DecodeBase64(source.uri))); });
  2450. }
  2451. else {
  2452. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + source.uri, function (data) { return onSuccess(new Uint8Array(data)); }, undefined, undefined, true, function (request) {
  2453. if (request) {
  2454. onError(request.status + " " + request.statusText);
  2455. }
  2456. });
  2457. }
  2458. };
  2459. GLTFLoaderBase.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  2460. var texture = gltfRuntime.textures[id];
  2461. if (texture.babylonTexture) {
  2462. onSuccess(texture.babylonTexture);
  2463. return;
  2464. }
  2465. var sampler = gltfRuntime.samplers[texture.sampler];
  2466. var createMipMaps = (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST) ||
  2467. (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_LINEAR) ||
  2468. (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST) ||
  2469. (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR);
  2470. var samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  2471. var blob = new Blob([buffer]);
  2472. var blobURL = URL.createObjectURL(blob);
  2473. var revokeBlobURL = function () { return URL.revokeObjectURL(blobURL); };
  2474. var newTexture = new BABYLON.Texture(blobURL, gltfRuntime.scene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
  2475. if (sampler.wrapS !== undefined) {
  2476. newTexture.wrapU = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapS);
  2477. }
  2478. if (sampler.wrapT !== undefined) {
  2479. newTexture.wrapV = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapT);
  2480. }
  2481. newTexture.name = id;
  2482. texture.babylonTexture = newTexture;
  2483. onSuccess(newTexture);
  2484. };
  2485. GLTFLoaderBase.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  2486. var shader = gltfRuntime.shaders[id];
  2487. if (GLTF1.GLTFUtils.IsBase64(shader.uri)) {
  2488. var shaderString = atob(shader.uri.split(",")[1]);
  2489. onSuccess(shaderString);
  2490. }
  2491. else {
  2492. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, undefined, undefined, false, function (request) {
  2493. if (request) {
  2494. onError(request.status + " " + request.statusText);
  2495. }
  2496. });
  2497. }
  2498. };
  2499. GLTFLoaderBase.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  2500. var material = gltfRuntime.materials[id];
  2501. if (!material.technique) {
  2502. if (onError) {
  2503. onError("No technique found.");
  2504. }
  2505. return;
  2506. }
  2507. var technique = gltfRuntime.techniques[material.technique];
  2508. if (!technique) {
  2509. var defaultMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
  2510. defaultMaterial.diffuseColor = new BABYLON.Color3(0.5, 0.5, 0.5);
  2511. defaultMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  2512. onSuccess(defaultMaterial);
  2513. return;
  2514. }
  2515. var program = gltfRuntime.programs[technique.program];
  2516. var states = technique.states;
  2517. var vertexShader = BABYLON.Effect.ShadersStore[program.vertexShader + "VertexShader"];
  2518. var pixelShader = BABYLON.Effect.ShadersStore[program.fragmentShader + "PixelShader"];
  2519. var newVertexShader = "";
  2520. var newPixelShader = "";
  2521. var vertexTokenizer = new Tokenizer(vertexShader);
  2522. var pixelTokenizer = new Tokenizer(pixelShader);
  2523. var unTreatedUniforms = {};
  2524. var uniforms = [];
  2525. var attributes = [];
  2526. var samplers = [];
  2527. // Fill uniform, sampler2D and attributes
  2528. for (var unif in technique.uniforms) {
  2529. var uniform = technique.uniforms[unif];
  2530. var uniformParameter = technique.parameters[uniform];
  2531. unTreatedUniforms[unif] = uniformParameter;
  2532. if (uniformParameter.semantic && !uniformParameter.node && !uniformParameter.source) {
  2533. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  2534. if (transformIndex !== -1) {
  2535. uniforms.push(babylonTransforms[transformIndex]);
  2536. delete unTreatedUniforms[unif];
  2537. }
  2538. else {
  2539. uniforms.push(unif);
  2540. }
  2541. }
  2542. else if (uniformParameter.type === GLTF1.EParameterType.SAMPLER_2D) {
  2543. samplers.push(unif);
  2544. }
  2545. else {
  2546. uniforms.push(unif);
  2547. }
  2548. }
  2549. for (var attr in technique.attributes) {
  2550. var attribute = technique.attributes[attr];
  2551. var attributeParameter = technique.parameters[attribute];
  2552. if (attributeParameter.semantic) {
  2553. attributes.push(getAttribute(attributeParameter));
  2554. }
  2555. }
  2556. // Configure vertex shader
  2557. while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
  2558. var tokenType = vertexTokenizer.currentToken;
  2559. if (tokenType !== ETokenType.IDENTIFIER) {
  2560. newVertexShader += vertexTokenizer.currentString;
  2561. continue;
  2562. }
  2563. var foundAttribute = false;
  2564. for (var attr in technique.attributes) {
  2565. var attribute = technique.attributes[attr];
  2566. var attributeParameter = technique.parameters[attribute];
  2567. if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
  2568. newVertexShader += getAttribute(attributeParameter);
  2569. foundAttribute = true;
  2570. break;
  2571. }
  2572. }
  2573. if (foundAttribute) {
  2574. continue;
  2575. }
  2576. newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms);
  2577. }
  2578. // Configure pixel shader
  2579. while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
  2580. var tokenType = pixelTokenizer.currentToken;
  2581. if (tokenType !== ETokenType.IDENTIFIER) {
  2582. newPixelShader += pixelTokenizer.currentString;
  2583. continue;
  2584. }
  2585. newPixelShader += parseShaderUniforms(pixelTokenizer, technique, unTreatedUniforms);
  2586. }
  2587. // Create shader material
  2588. var shaderPath = {
  2589. vertex: program.vertexShader + id,
  2590. fragment: program.fragmentShader + id
  2591. };
  2592. var options = {
  2593. attributes: attributes,
  2594. uniforms: uniforms,
  2595. samplers: samplers,
  2596. needAlphaBlending: states && states.enable && states.enable.indexOf(3042) !== -1
  2597. };
  2598. BABYLON.Effect.ShadersStore[program.vertexShader + id + "VertexShader"] = newVertexShader;
  2599. BABYLON.Effect.ShadersStore[program.fragmentShader + id + "PixelShader"] = newPixelShader;
  2600. var shaderMaterial = new BABYLON.ShaderMaterial(id, gltfRuntime.scene, shaderPath, options);
  2601. shaderMaterial.onError = onShaderCompileError(program, shaderMaterial, onError);
  2602. shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess);
  2603. shaderMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  2604. if (states && states.functions) {
  2605. var functions = states.functions;
  2606. if (functions.cullFace && functions.cullFace[0] !== GLTF1.ECullingType.BACK) {
  2607. shaderMaterial.backFaceCulling = false;
  2608. }
  2609. var blendFunc = functions.blendFuncSeparate;
  2610. if (blendFunc) {
  2611. if (blendFunc[0] === GLTF1.EBlendingFunction.SRC_ALPHA && blendFunc[1] === GLTF1.EBlendingFunction.ONE_MINUS_SRC_ALPHA && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2612. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  2613. }
  2614. else if (blendFunc[0] === GLTF1.EBlendingFunction.ONE && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2615. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  2616. }
  2617. else if (blendFunc[0] === GLTF1.EBlendingFunction.SRC_ALPHA && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2618. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ADD;
  2619. }
  2620. else if (blendFunc[0] === GLTF1.EBlendingFunction.ZERO && blendFunc[1] === GLTF1.EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2621. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_SUBTRACT;
  2622. }
  2623. else if (blendFunc[0] === GLTF1.EBlendingFunction.DST_COLOR && blendFunc[1] === GLTF1.EBlendingFunction.ZERO && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2624. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MULTIPLY;
  2625. }
  2626. else if (blendFunc[0] === GLTF1.EBlendingFunction.SRC_ALPHA && blendFunc[1] === GLTF1.EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2627. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MAXIMIZED;
  2628. }
  2629. }
  2630. }
  2631. };
  2632. return GLTFLoaderBase;
  2633. }());
  2634. GLTF1.GLTFLoaderBase = GLTFLoaderBase;
  2635. /**
  2636. * glTF V1 Loader
  2637. */
  2638. var GLTFLoader = /** @class */ (function () {
  2639. function GLTFLoader() {
  2640. }
  2641. GLTFLoader.RegisterExtension = function (extension) {
  2642. if (GLTFLoader.Extensions[extension.name]) {
  2643. BABYLON.Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
  2644. return;
  2645. }
  2646. GLTFLoader.Extensions[extension.name] = extension;
  2647. };
  2648. GLTFLoader.prototype.dispose = function () {
  2649. // do nothing
  2650. };
  2651. GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  2652. var _this = this;
  2653. scene.useRightHandedSystem = true;
  2654. GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
  2655. gltfRuntime.importOnlyMeshes = true;
  2656. if (meshesNames === "") {
  2657. gltfRuntime.importMeshesNames = [];
  2658. }
  2659. else if (typeof meshesNames === "string") {
  2660. gltfRuntime.importMeshesNames = [meshesNames];
  2661. }
  2662. else if (meshesNames && !(meshesNames instanceof Array)) {
  2663. gltfRuntime.importMeshesNames = [meshesNames];
  2664. }
  2665. else {
  2666. gltfRuntime.importMeshesNames = [];
  2667. BABYLON.Tools.Warn("Argument meshesNames must be of type string or string[]");
  2668. }
  2669. // Create nodes
  2670. _this._createNodes(gltfRuntime);
  2671. var meshes = new Array();
  2672. var skeletons = new Array();
  2673. // Fill arrays of meshes and skeletons
  2674. for (var nde in gltfRuntime.nodes) {
  2675. var node = gltfRuntime.nodes[nde];
  2676. if (node.babylonNode instanceof BABYLON.AbstractMesh) {
  2677. meshes.push(node.babylonNode);
  2678. }
  2679. }
  2680. for (var skl in gltfRuntime.skins) {
  2681. var skin = gltfRuntime.skins[skl];
  2682. if (skin.babylonSkeleton instanceof BABYLON.Skeleton) {
  2683. skeletons.push(skin.babylonSkeleton);
  2684. }
  2685. }
  2686. // Load buffers, shaders, materials, etc.
  2687. _this._loadBuffersAsync(gltfRuntime, function () {
  2688. _this._loadShadersAsync(gltfRuntime, function () {
  2689. importMaterials(gltfRuntime);
  2690. postLoad(gltfRuntime);
  2691. if (!BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
  2692. onSuccess(meshes, [], skeletons);
  2693. }
  2694. });
  2695. }, onProgress);
  2696. if (BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
  2697. onSuccess(meshes, [], skeletons);
  2698. }
  2699. }, onError);
  2700. return true;
  2701. };
  2702. GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
  2703. var _this = this;
  2704. scene.useRightHandedSystem = true;
  2705. GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
  2706. // Load runtime extensios
  2707. GLTF1.GLTFLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, function () {
  2708. // Create nodes
  2709. _this._createNodes(gltfRuntime);
  2710. // Load buffers, shaders, materials, etc.
  2711. _this._loadBuffersAsync(gltfRuntime, function () {
  2712. _this._loadShadersAsync(gltfRuntime, function () {
  2713. importMaterials(gltfRuntime);
  2714. postLoad(gltfRuntime);
  2715. if (!BABYLON.GLTFFileLoader.IncrementalLoading) {
  2716. onSuccess();
  2717. }
  2718. });
  2719. });
  2720. if (BABYLON.GLTFFileLoader.IncrementalLoading) {
  2721. onSuccess();
  2722. }
  2723. }, onError);
  2724. }, onError);
  2725. };
  2726. GLTFLoader.prototype._loadShadersAsync = function (gltfRuntime, onload) {
  2727. var hasShaders = false;
  2728. var processShader = function (sha, shader) {
  2729. GLTF1.GLTFLoaderExtension.LoadShaderStringAsync(gltfRuntime, sha, function (shaderString) {
  2730. gltfRuntime.loadedShaderCount++;
  2731. if (shaderString) {
  2732. BABYLON.Effect.ShadersStore[sha + (shader.type === GLTF1.EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = shaderString;
  2733. }
  2734. if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
  2735. onload();
  2736. }
  2737. }, function () {
  2738. BABYLON.Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
  2739. });
  2740. };
  2741. for (var sha in gltfRuntime.shaders) {
  2742. hasShaders = true;
  2743. var shader = gltfRuntime.shaders[sha];
  2744. if (shader) {
  2745. processShader.bind(this, sha, shader)();
  2746. }
  2747. else {
  2748. BABYLON.Tools.Error("No shader named: " + sha);
  2749. }
  2750. }
  2751. if (!hasShaders) {
  2752. onload();
  2753. }
  2754. };
  2755. ;
  2756. GLTFLoader.prototype._loadBuffersAsync = function (gltfRuntime, onLoad, onProgress) {
  2757. var hasBuffers = false;
  2758. var processBuffer = function (buf, buffer) {
  2759. GLTF1.GLTFLoaderExtension.LoadBufferAsync(gltfRuntime, buf, function (bufferView) {
  2760. gltfRuntime.loadedBufferCount++;
  2761. if (bufferView) {
  2762. if (bufferView.byteLength != gltfRuntime.buffers[buf].byteLength) {
  2763. BABYLON.Tools.Error("Buffer named " + buf + " is length " + bufferView.byteLength + ". Expected: " + buffer.byteLength); // Improve error message
  2764. }
  2765. gltfRuntime.loadedBufferViews[buf] = bufferView;
  2766. }
  2767. if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
  2768. onLoad();
  2769. }
  2770. }, function () {
  2771. BABYLON.Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
  2772. });
  2773. };
  2774. for (var buf in gltfRuntime.buffers) {
  2775. hasBuffers = true;
  2776. var buffer = gltfRuntime.buffers[buf];
  2777. if (buffer) {
  2778. processBuffer.bind(this, buf, buffer)();
  2779. }
  2780. else {
  2781. BABYLON.Tools.Error("No buffer named: " + buf);
  2782. }
  2783. }
  2784. if (!hasBuffers) {
  2785. onLoad();
  2786. }
  2787. };
  2788. GLTFLoader.prototype._createNodes = function (gltfRuntime) {
  2789. var currentScene = gltfRuntime.currentScene;
  2790. if (currentScene) {
  2791. // Only one scene even if multiple scenes are defined
  2792. for (var i = 0; i < currentScene.nodes.length; i++) {
  2793. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  2794. }
  2795. }
  2796. else {
  2797. // Load all scenes
  2798. for (var thing in gltfRuntime.scenes) {
  2799. currentScene = gltfRuntime.scenes[thing];
  2800. for (var i = 0; i < currentScene.nodes.length; i++) {
  2801. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  2802. }
  2803. }
  2804. }
  2805. };
  2806. GLTFLoader.Extensions = {};
  2807. return GLTFLoader;
  2808. }());
  2809. GLTF1.GLTFLoader = GLTFLoader;
  2810. ;
  2811. BABYLON.GLTFFileLoader.CreateGLTFLoaderV1 = function () { return new GLTFLoader(); };
  2812. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2813. })(BABYLON || (BABYLON = {}));
  2814. //# sourceMappingURL=babylon.glTFLoader.js.map
  2815. var BABYLON;
  2816. (function (BABYLON) {
  2817. var GLTF1;
  2818. (function (GLTF1) {
  2819. /**
  2820. * Utils functions for GLTF
  2821. */
  2822. var GLTFUtils = /** @class */ (function () {
  2823. function GLTFUtils() {
  2824. }
  2825. /**
  2826. * Sets the given "parameter" matrix
  2827. * @param scene: the {BABYLON.Scene} object
  2828. * @param source: the source node where to pick the matrix
  2829. * @param parameter: the GLTF technique parameter
  2830. * @param uniformName: the name of the shader's uniform
  2831. * @param shaderMaterial: the shader material
  2832. */
  2833. GLTFUtils.SetMatrix = function (scene, source, parameter, uniformName, shaderMaterial) {
  2834. var mat = null;
  2835. if (parameter.semantic === "MODEL") {
  2836. mat = source.getWorldMatrix();
  2837. }
  2838. else if (parameter.semantic === "PROJECTION") {
  2839. mat = scene.getProjectionMatrix();
  2840. }
  2841. else if (parameter.semantic === "VIEW") {
  2842. mat = scene.getViewMatrix();
  2843. }
  2844. else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") {
  2845. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());
  2846. }
  2847. else if (parameter.semantic === "MODELVIEW") {
  2848. mat = source.getWorldMatrix().multiply(scene.getViewMatrix());
  2849. }
  2850. else if (parameter.semantic === "MODELVIEWPROJECTION") {
  2851. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());
  2852. }
  2853. else if (parameter.semantic === "MODELINVERSE") {
  2854. mat = source.getWorldMatrix().invert();
  2855. }
  2856. else if (parameter.semantic === "VIEWINVERSE") {
  2857. mat = scene.getViewMatrix().invert();
  2858. }
  2859. else if (parameter.semantic === "PROJECTIONINVERSE") {
  2860. mat = scene.getProjectionMatrix().invert();
  2861. }
  2862. else if (parameter.semantic === "MODELVIEWINVERSE") {
  2863. mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();
  2864. }
  2865. else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") {
  2866. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();
  2867. }
  2868. else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
  2869. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().invert());
  2870. }
  2871. else {
  2872. debugger;
  2873. }
  2874. if (mat) {
  2875. switch (parameter.type) {
  2876. case GLTF1.EParameterType.FLOAT_MAT2:
  2877. shaderMaterial.setMatrix2x2(uniformName, BABYLON.Matrix.GetAsMatrix2x2(mat));
  2878. break;
  2879. case GLTF1.EParameterType.FLOAT_MAT3:
  2880. shaderMaterial.setMatrix3x3(uniformName, BABYLON.Matrix.GetAsMatrix3x3(mat));
  2881. break;
  2882. case GLTF1.EParameterType.FLOAT_MAT4:
  2883. shaderMaterial.setMatrix(uniformName, mat);
  2884. break;
  2885. default: break;
  2886. }
  2887. }
  2888. };
  2889. /**
  2890. * Sets the given "parameter" matrix
  2891. * @param shaderMaterial: the shader material
  2892. * @param uniform: the name of the shader's uniform
  2893. * @param value: the value of the uniform
  2894. * @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
  2895. */
  2896. GLTFUtils.SetUniform = function (shaderMaterial, uniform, value, type) {
  2897. switch (type) {
  2898. case GLTF1.EParameterType.FLOAT:
  2899. shaderMaterial.setFloat(uniform, value);
  2900. return true;
  2901. case GLTF1.EParameterType.FLOAT_VEC2:
  2902. shaderMaterial.setVector2(uniform, BABYLON.Vector2.FromArray(value));
  2903. return true;
  2904. case GLTF1.EParameterType.FLOAT_VEC3:
  2905. shaderMaterial.setVector3(uniform, BABYLON.Vector3.FromArray(value));
  2906. return true;
  2907. case GLTF1.EParameterType.FLOAT_VEC4:
  2908. shaderMaterial.setVector4(uniform, BABYLON.Vector4.FromArray(value));
  2909. return true;
  2910. default: return false;
  2911. }
  2912. };
  2913. /**
  2914. * If the uri is a base64 string
  2915. * @param uri: the uri to test
  2916. */
  2917. GLTFUtils.IsBase64 = function (uri) {
  2918. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2919. };
  2920. /**
  2921. * Decode the base64 uri
  2922. * @param uri: the uri to decode
  2923. */
  2924. GLTFUtils.DecodeBase64 = function (uri) {
  2925. var decodedString = atob(uri.split(",")[1]);
  2926. var bufferLength = decodedString.length;
  2927. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2928. for (var i = 0; i < bufferLength; i++) {
  2929. bufferView[i] = decodedString.charCodeAt(i);
  2930. }
  2931. return bufferView.buffer;
  2932. };
  2933. /**
  2934. * Returns the wrap mode of the texture
  2935. * @param mode: the mode value
  2936. */
  2937. GLTFUtils.GetWrapMode = function (mode) {
  2938. switch (mode) {
  2939. case GLTF1.ETextureWrapMode.CLAMP_TO_EDGE: return BABYLON.Texture.CLAMP_ADDRESSMODE;
  2940. case GLTF1.ETextureWrapMode.MIRRORED_REPEAT: return BABYLON.Texture.MIRROR_ADDRESSMODE;
  2941. case GLTF1.ETextureWrapMode.REPEAT: return BABYLON.Texture.WRAP_ADDRESSMODE;
  2942. default: return BABYLON.Texture.WRAP_ADDRESSMODE;
  2943. }
  2944. };
  2945. /**
  2946. * Returns the byte stride giving an accessor
  2947. * @param accessor: the GLTF accessor objet
  2948. */
  2949. GLTFUtils.GetByteStrideFromType = function (accessor) {
  2950. // Needs this function since "byteStride" isn't requiered in glTF format
  2951. var type = accessor.type;
  2952. switch (type) {
  2953. case "VEC2": return 2;
  2954. case "VEC3": return 3;
  2955. case "VEC4": return 4;
  2956. case "MAT2": return 4;
  2957. case "MAT3": return 9;
  2958. case "MAT4": return 16;
  2959. default: return 1;
  2960. }
  2961. };
  2962. /**
  2963. * Returns the texture filter mode giving a mode value
  2964. * @param mode: the filter mode value
  2965. */
  2966. GLTFUtils.GetTextureFilterMode = function (mode) {
  2967. switch (mode) {
  2968. case GLTF1.ETextureFilterType.LINEAR:
  2969. case GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST:
  2970. case GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  2971. case GLTF1.ETextureFilterType.NEAREST:
  2972. case GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_SAMPLINGMODE;
  2973. default: return BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  2974. }
  2975. };
  2976. GLTFUtils.GetBufferFromBufferView = function (gltfRuntime, bufferView, byteOffset, byteLength, componentType) {
  2977. var byteOffset = bufferView.byteOffset + byteOffset;
  2978. var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];
  2979. if (byteOffset + byteLength > loadedBufferView.byteLength) {
  2980. throw new Error("Buffer access is out of range");
  2981. }
  2982. var buffer = loadedBufferView.buffer;
  2983. byteOffset += loadedBufferView.byteOffset;
  2984. switch (componentType) {
  2985. case GLTF1.EComponentType.BYTE: return new Int8Array(buffer, byteOffset, byteLength);
  2986. case GLTF1.EComponentType.UNSIGNED_BYTE: return new Uint8Array(buffer, byteOffset, byteLength);
  2987. case GLTF1.EComponentType.SHORT: return new Int16Array(buffer, byteOffset, byteLength);
  2988. case GLTF1.EComponentType.UNSIGNED_SHORT: return new Uint16Array(buffer, byteOffset, byteLength);
  2989. default: return new Float32Array(buffer, byteOffset, byteLength);
  2990. }
  2991. };
  2992. /**
  2993. * Returns a buffer from its accessor
  2994. * @param gltfRuntime: the GLTF runtime
  2995. * @param accessor: the GLTF accessor
  2996. */
  2997. GLTFUtils.GetBufferFromAccessor = function (gltfRuntime, accessor) {
  2998. var bufferView = gltfRuntime.bufferViews[accessor.bufferView];
  2999. var byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);
  3000. return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);
  3001. };
  3002. /**
  3003. * Decodes a buffer view into a string
  3004. * @param view: the buffer view
  3005. */
  3006. GLTFUtils.DecodeBufferToText = function (view) {
  3007. var result = "";
  3008. var length = view.byteLength;
  3009. for (var i = 0; i < length; ++i) {
  3010. result += String.fromCharCode(view[i]);
  3011. }
  3012. return result;
  3013. };
  3014. /**
  3015. * Returns the default material of gltf. Related to
  3016. * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
  3017. * @param scene: the Babylon.js scene
  3018. */
  3019. GLTFUtils.GetDefaultMaterial = function (scene) {
  3020. if (!GLTFUtils._DefaultMaterial) {
  3021. BABYLON.Effect.ShadersStore["GLTFDefaultMaterialVertexShader"] = [
  3022. "precision highp float;",
  3023. "",
  3024. "uniform mat4 worldView;",
  3025. "uniform mat4 projection;",
  3026. "",
  3027. "attribute vec3 position;",
  3028. "",
  3029. "void main(void)",
  3030. "{",
  3031. " gl_Position = projection * worldView * vec4(position, 1.0);",
  3032. "}"
  3033. ].join("\n");
  3034. BABYLON.Effect.ShadersStore["GLTFDefaultMaterialPixelShader"] = [
  3035. "precision highp float;",
  3036. "",
  3037. "uniform vec4 u_emission;",
  3038. "",
  3039. "void main(void)",
  3040. "{",
  3041. " gl_FragColor = u_emission;",
  3042. "}"
  3043. ].join("\n");
  3044. var shaderPath = {
  3045. vertex: "GLTFDefaultMaterial",
  3046. fragment: "GLTFDefaultMaterial"
  3047. };
  3048. var options = {
  3049. attributes: ["position"],
  3050. uniforms: ["worldView", "projection", "u_emission"],
  3051. samplers: new Array(),
  3052. needAlphaBlending: false
  3053. };
  3054. GLTFUtils._DefaultMaterial = new BABYLON.ShaderMaterial("GLTFDefaultMaterial", scene, shaderPath, options);
  3055. GLTFUtils._DefaultMaterial.setColor4("u_emission", new BABYLON.Color4(0.5, 0.5, 0.5, 1.0));
  3056. }
  3057. return GLTFUtils._DefaultMaterial;
  3058. };
  3059. // The GLTF default material
  3060. GLTFUtils._DefaultMaterial = null;
  3061. return GLTFUtils;
  3062. }());
  3063. GLTF1.GLTFUtils = GLTFUtils;
  3064. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  3065. })(BABYLON || (BABYLON = {}));
  3066. //# sourceMappingURL=babylon.glTFLoaderUtils.js.map
  3067. var BABYLON;
  3068. (function (BABYLON) {
  3069. var GLTF1;
  3070. (function (GLTF1) {
  3071. var GLTFLoaderExtension = /** @class */ (function () {
  3072. function GLTFLoaderExtension(name) {
  3073. this._name = name;
  3074. }
  3075. Object.defineProperty(GLTFLoaderExtension.prototype, "name", {
  3076. get: function () {
  3077. return this._name;
  3078. },
  3079. enumerable: true,
  3080. configurable: true
  3081. });
  3082. /**
  3083. * Defines an override for loading the runtime
  3084. * Return true to stop further extensions from loading the runtime
  3085. */
  3086. GLTFLoaderExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  3087. return false;
  3088. };
  3089. /**
  3090. * Defines an onverride for creating gltf runtime
  3091. * Return true to stop further extensions from creating the runtime
  3092. */
  3093. GLTFLoaderExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  3094. return false;
  3095. };
  3096. /**
  3097. * Defines an override for loading buffers
  3098. * Return true to stop further extensions from loading this buffer
  3099. */
  3100. GLTFLoaderExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  3101. return false;
  3102. };
  3103. /**
  3104. * Defines an override for loading texture buffers
  3105. * Return true to stop further extensions from loading this texture data
  3106. */
  3107. GLTFLoaderExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  3108. return false;
  3109. };
  3110. /**
  3111. * Defines an override for creating textures
  3112. * Return true to stop further extensions from loading this texture
  3113. */
  3114. GLTFLoaderExtension.prototype.createTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  3115. return false;
  3116. };
  3117. /**
  3118. * Defines an override for loading shader strings
  3119. * Return true to stop further extensions from loading this shader data
  3120. */
  3121. GLTFLoaderExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  3122. return false;
  3123. };
  3124. /**
  3125. * Defines an override for loading materials
  3126. * Return true to stop further extensions from loading this material
  3127. */
  3128. GLTFLoaderExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  3129. return false;
  3130. };
  3131. // ---------
  3132. // Utilities
  3133. // ---------
  3134. GLTFLoaderExtension.LoadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  3135. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  3136. return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
  3137. }, function () {
  3138. setTimeout(function () {
  3139. onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
  3140. });
  3141. });
  3142. };
  3143. GLTFLoaderExtension.LoadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  3144. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  3145. return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
  3146. }, function () {
  3147. setTimeout(function () {
  3148. onSuccess();
  3149. });
  3150. });
  3151. };
  3152. GLTFLoaderExtension.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  3153. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  3154. return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
  3155. }, function () {
  3156. GLTF1.GLTFLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
  3157. });
  3158. };
  3159. GLTFLoaderExtension.LoadTextureAsync = function (gltfRuntime, id, onSuccess, onError) {
  3160. GLTFLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) { return GLTFLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError); }, onError);
  3161. };
  3162. GLTFLoaderExtension.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  3163. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  3164. return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
  3165. }, function () {
  3166. GLTF1.GLTFLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
  3167. });
  3168. };
  3169. GLTFLoaderExtension.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  3170. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  3171. return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
  3172. }, function () {
  3173. GLTF1.GLTFLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
  3174. });
  3175. };
  3176. GLTFLoaderExtension.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  3177. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  3178. return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
  3179. }, function () {
  3180. GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
  3181. });
  3182. };
  3183. GLTFLoaderExtension.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  3184. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  3185. return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  3186. }, function () {
  3187. GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  3188. });
  3189. };
  3190. GLTFLoaderExtension.ApplyExtensions = function (func, defaultFunc) {
  3191. for (var extensionName in GLTF1.GLTFLoader.Extensions) {
  3192. var loaderExtension = GLTF1.GLTFLoader.Extensions[extensionName];
  3193. if (func(loaderExtension)) {
  3194. return;
  3195. }
  3196. }
  3197. defaultFunc();
  3198. };
  3199. return GLTFLoaderExtension;
  3200. }());
  3201. GLTF1.GLTFLoaderExtension = GLTFLoaderExtension;
  3202. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  3203. })(BABYLON || (BABYLON = {}));
  3204. //# sourceMappingURL=babylon.glTFLoaderExtension.js.map
  3205. var BABYLON;
  3206. (function (BABYLON) {
  3207. var GLTF1;
  3208. (function (GLTF1) {
  3209. var BinaryExtensionBufferName = "binary_glTF";
  3210. ;
  3211. ;
  3212. var GLTFBinaryExtension = /** @class */ (function (_super) {
  3213. __extends(GLTFBinaryExtension, _super);
  3214. function GLTFBinaryExtension() {
  3215. return _super.call(this, "KHR_binary_glTF") || this;
  3216. }
  3217. GLTFBinaryExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  3218. var extensionsUsed = data.json.extensionsUsed;
  3219. if (!extensionsUsed || extensionsUsed.indexOf(this.name) === -1 || !data.bin) {
  3220. return false;
  3221. }
  3222. this._bin = data.bin;
  3223. onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
  3224. return true;
  3225. };
  3226. GLTFBinaryExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  3227. if (gltfRuntime.extensionsUsed.indexOf(this.name) === -1) {
  3228. return false;
  3229. }
  3230. if (id !== BinaryExtensionBufferName) {
  3231. return false;
  3232. }
  3233. onSuccess(this._bin);
  3234. return true;
  3235. };
  3236. GLTFBinaryExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  3237. var texture = gltfRuntime.textures[id];
  3238. var source = gltfRuntime.images[texture.source];
  3239. if (!source.extensions || !(this.name in source.extensions)) {
  3240. return false;
  3241. }
  3242. var sourceExt = source.extensions[this.name];
  3243. var bufferView = gltfRuntime.bufferViews[sourceExt.bufferView];
  3244. var buffer = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
  3245. onSuccess(buffer);
  3246. return true;
  3247. };
  3248. GLTFBinaryExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  3249. var shader = gltfRuntime.shaders[id];
  3250. if (!shader.extensions || !(this.name in shader.extensions)) {
  3251. return false;
  3252. }
  3253. var binaryExtensionShader = shader.extensions[this.name];
  3254. var bufferView = gltfRuntime.bufferViews[binaryExtensionShader.bufferView];
  3255. var shaderBytes = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
  3256. setTimeout(function () {
  3257. var shaderString = GLTF1.GLTFUtils.DecodeBufferToText(shaderBytes);
  3258. onSuccess(shaderString);
  3259. });
  3260. return true;
  3261. };
  3262. return GLTFBinaryExtension;
  3263. }(GLTF1.GLTFLoaderExtension));
  3264. GLTF1.GLTFBinaryExtension = GLTFBinaryExtension;
  3265. GLTF1.GLTFLoader.RegisterExtension(new GLTFBinaryExtension());
  3266. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  3267. })(BABYLON || (BABYLON = {}));
  3268. //# sourceMappingURL=babylon.glTFBinaryExtension.js.map
  3269. var BABYLON;
  3270. (function (BABYLON) {
  3271. var GLTF1;
  3272. (function (GLTF1) {
  3273. ;
  3274. ;
  3275. ;
  3276. var GLTFMaterialsCommonExtension = /** @class */ (function (_super) {
  3277. __extends(GLTFMaterialsCommonExtension, _super);
  3278. function GLTFMaterialsCommonExtension() {
  3279. return _super.call(this, "KHR_materials_common") || this;
  3280. }
  3281. GLTFMaterialsCommonExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  3282. if (!gltfRuntime.extensions)
  3283. return false;
  3284. var extension = gltfRuntime.extensions[this.name];
  3285. if (!extension)
  3286. return false;
  3287. // Create lights
  3288. var lights = extension.lights;
  3289. if (lights) {
  3290. for (var thing in lights) {
  3291. var light = lights[thing];
  3292. switch (light.type) {
  3293. case "ambient":
  3294. var ambientLight = new BABYLON.HemisphericLight(light.name, new BABYLON.Vector3(0, 1, 0), gltfRuntime.scene);
  3295. var ambient = light.ambient;
  3296. if (ambient) {
  3297. ambientLight.diffuse = BABYLON.Color3.FromArray(ambient.color || [1, 1, 1]);
  3298. }
  3299. break;
  3300. case "point":
  3301. var pointLight = new BABYLON.PointLight(light.name, new BABYLON.Vector3(10, 10, 10), gltfRuntime.scene);
  3302. var point = light.point;
  3303. if (point) {
  3304. pointLight.diffuse = BABYLON.Color3.FromArray(point.color || [1, 1, 1]);
  3305. }
  3306. break;
  3307. case "directional":
  3308. var dirLight = new BABYLON.DirectionalLight(light.name, new BABYLON.Vector3(0, -1, 0), gltfRuntime.scene);
  3309. var directional = light.directional;
  3310. if (directional) {
  3311. dirLight.diffuse = BABYLON.Color3.FromArray(directional.color || [1, 1, 1]);
  3312. }
  3313. break;
  3314. case "spot":
  3315. var spot = light.spot;
  3316. if (spot) {
  3317. var spotLight = new BABYLON.SpotLight(light.name, new BABYLON.Vector3(0, 10, 0), new BABYLON.Vector3(0, -1, 0), spot.fallOffAngle || Math.PI, spot.fallOffExponent || 0.0, gltfRuntime.scene);
  3318. spotLight.diffuse = BABYLON.Color3.FromArray(spot.color || [1, 1, 1]);
  3319. }
  3320. break;
  3321. default:
  3322. BABYLON.Tools.Warn("GLTF Material Common extension: light type \"" + light.type + "\” not supported");
  3323. break;
  3324. }
  3325. }
  3326. }
  3327. return false;
  3328. };
  3329. GLTFMaterialsCommonExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  3330. var material = gltfRuntime.materials[id];
  3331. if (!material || !material.extensions)
  3332. return false;
  3333. var extension = material.extensions[this.name];
  3334. if (!extension)
  3335. return false;
  3336. var standardMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
  3337. standardMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  3338. if (extension.technique === "CONSTANT") {
  3339. standardMaterial.disableLighting = true;
  3340. }
  3341. standardMaterial.backFaceCulling = extension.doubleSided === undefined ? false : !extension.doubleSided;
  3342. standardMaterial.alpha = extension.values.transparency === undefined ? 1.0 : extension.values.transparency;
  3343. standardMaterial.specularPower = extension.values.shininess === undefined ? 0.0 : extension.values.shininess;
  3344. // Ambient
  3345. if (typeof extension.values.ambient === "string") {
  3346. this._loadTexture(gltfRuntime, extension.values.ambient, standardMaterial, "ambientTexture", onError);
  3347. }
  3348. else {
  3349. standardMaterial.ambientColor = BABYLON.Color3.FromArray(extension.values.ambient || [0, 0, 0]);
  3350. }
  3351. // Diffuse
  3352. if (typeof extension.values.diffuse === "string") {
  3353. this._loadTexture(gltfRuntime, extension.values.diffuse, standardMaterial, "diffuseTexture", onError);
  3354. }
  3355. else {
  3356. standardMaterial.diffuseColor = BABYLON.Color3.FromArray(extension.values.diffuse || [0, 0, 0]);
  3357. }
  3358. // Emission
  3359. if (typeof extension.values.emission === "string") {
  3360. this._loadTexture(gltfRuntime, extension.values.emission, standardMaterial, "emissiveTexture", onError);
  3361. }
  3362. else {
  3363. standardMaterial.emissiveColor = BABYLON.Color3.FromArray(extension.values.emission || [0, 0, 0]);
  3364. }
  3365. // Specular
  3366. if (typeof extension.values.specular === "string") {
  3367. this._loadTexture(gltfRuntime, extension.values.specular, standardMaterial, "specularTexture", onError);
  3368. }
  3369. else {
  3370. standardMaterial.specularColor = BABYLON.Color3.FromArray(extension.values.specular || [0, 0, 0]);
  3371. }
  3372. return true;
  3373. };
  3374. GLTFMaterialsCommonExtension.prototype._loadTexture = function (gltfRuntime, id, material, propertyPath, onError) {
  3375. // Create buffer from texture url
  3376. GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) {
  3377. // Create texture from buffer
  3378. GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, function (texture) { return material[propertyPath] = texture; }, onError);
  3379. }, onError);
  3380. };
  3381. return GLTFMaterialsCommonExtension;
  3382. }(GLTF1.GLTFLoaderExtension));
  3383. GLTF1.GLTFMaterialsCommonExtension = GLTFMaterialsCommonExtension;
  3384. GLTF1.GLTFLoader.RegisterExtension(new GLTFMaterialsCommonExtension());
  3385. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  3386. })(BABYLON || (BABYLON = {}));
  3387. //# sourceMappingURL=babylon.glTFMaterialsCommonExtension.js.map
  3388. var BABYLON;
  3389. (function (BABYLON) {
  3390. var GLTF2;
  3391. (function (GLTF2) {
  3392. /**
  3393. * Enums
  3394. */
  3395. var EComponentType;
  3396. (function (EComponentType) {
  3397. EComponentType[EComponentType["BYTE"] = 5120] = "BYTE";
  3398. EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  3399. EComponentType[EComponentType["SHORT"] = 5122] = "SHORT";
  3400. EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  3401. EComponentType[EComponentType["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT";
  3402. EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT";
  3403. })(EComponentType = GLTF2.EComponentType || (GLTF2.EComponentType = {}));
  3404. var EMeshPrimitiveMode;
  3405. (function (EMeshPrimitiveMode) {
  3406. EMeshPrimitiveMode[EMeshPrimitiveMode["POINTS"] = 0] = "POINTS";
  3407. EMeshPrimitiveMode[EMeshPrimitiveMode["LINES"] = 1] = "LINES";
  3408. EMeshPrimitiveMode[EMeshPrimitiveMode["LINE_LOOP"] = 2] = "LINE_LOOP";
  3409. EMeshPrimitiveMode[EMeshPrimitiveMode["LINE_STRIP"] = 3] = "LINE_STRIP";
  3410. EMeshPrimitiveMode[EMeshPrimitiveMode["TRIANGLES"] = 4] = "TRIANGLES";
  3411. EMeshPrimitiveMode[EMeshPrimitiveMode["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP";
  3412. EMeshPrimitiveMode[EMeshPrimitiveMode["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN";
  3413. })(EMeshPrimitiveMode = GLTF2.EMeshPrimitiveMode || (GLTF2.EMeshPrimitiveMode = {}));
  3414. var ETextureMagFilter;
  3415. (function (ETextureMagFilter) {
  3416. ETextureMagFilter[ETextureMagFilter["NEAREST"] = 9728] = "NEAREST";
  3417. ETextureMagFilter[ETextureMagFilter["LINEAR"] = 9729] = "LINEAR";
  3418. })(ETextureMagFilter = GLTF2.ETextureMagFilter || (GLTF2.ETextureMagFilter = {}));
  3419. var ETextureMinFilter;
  3420. (function (ETextureMinFilter) {
  3421. ETextureMinFilter[ETextureMinFilter["NEAREST"] = 9728] = "NEAREST";
  3422. ETextureMinFilter[ETextureMinFilter["LINEAR"] = 9729] = "LINEAR";
  3423. ETextureMinFilter[ETextureMinFilter["NEAREST_MIPMAP_NEAREST"] = 9984] = "NEAREST_MIPMAP_NEAREST";
  3424. ETextureMinFilter[ETextureMinFilter["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
  3425. ETextureMinFilter[ETextureMinFilter["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR";
  3426. ETextureMinFilter[ETextureMinFilter["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR";
  3427. })(ETextureMinFilter = GLTF2.ETextureMinFilter || (GLTF2.ETextureMinFilter = {}));
  3428. var ETextureWrapMode;
  3429. (function (ETextureWrapMode) {
  3430. ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE";
  3431. ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT";
  3432. ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT";
  3433. })(ETextureWrapMode = GLTF2.ETextureWrapMode || (GLTF2.ETextureWrapMode = {}));
  3434. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  3435. })(BABYLON || (BABYLON = {}));
  3436. //# sourceMappingURL=babylon.glTFLoaderInterfaces.js.map
  3437. var BABYLON;
  3438. (function (BABYLON) {
  3439. var GLTF2;
  3440. (function (GLTF2) {
  3441. var GLTFLoaderTracker = /** @class */ (function () {
  3442. function GLTFLoaderTracker(onComplete) {
  3443. this._pendingCount = 0;
  3444. this._callback = onComplete;
  3445. }
  3446. GLTFLoaderTracker.prototype._addPendingData = function (data) {
  3447. this._pendingCount++;
  3448. };
  3449. GLTFLoaderTracker.prototype._removePendingData = function (data) {
  3450. if (--this._pendingCount === 0) {
  3451. this._callback();
  3452. }
  3453. };
  3454. return GLTFLoaderTracker;
  3455. }());
  3456. var GLTFLoader = /** @class */ (function () {
  3457. function GLTFLoader(parent) {
  3458. this._disposed = false;
  3459. this._defaultSampler = {};
  3460. this._renderReady = false;
  3461. this._requests = new Array();
  3462. this._renderReadyObservable = new BABYLON.Observable();
  3463. // Count of pending work that needs to complete before the asset is rendered.
  3464. this._renderPendingCount = 0;
  3465. // Count of pending work that needs to complete before the loader is disposed.
  3466. this._loaderPendingCount = 0;
  3467. this._loaderTrackers = new Array();
  3468. this._parent = parent;
  3469. if (!GLTFLoader._progressEventFactory) {
  3470. if (typeof window["ProgressEvent"] === "function") {
  3471. GLTFLoader._progressEventFactory = GLTFLoader._createProgressEventByConstructor;
  3472. }
  3473. else {
  3474. GLTFLoader._progressEventFactory = GLTFLoader._createProgressEventByDocument;
  3475. }
  3476. }
  3477. }
  3478. GLTFLoader.RegisterExtension = function (extension) {
  3479. if (GLTFLoader.Extensions[extension.name]) {
  3480. BABYLON.Tools.Error("Extension with the same name '" + extension.name + "' already exists");
  3481. return;
  3482. }
  3483. GLTFLoader.Extensions[extension.name] = extension;
  3484. // Keep the order of registration so that extensions registered first are called first.
  3485. GLTF2.GLTFLoaderExtension._Extensions.push(extension);
  3486. };
  3487. GLTFLoader._createProgressEventByConstructor = function (name, data) {
  3488. return new ProgressEvent(name, data);
  3489. };
  3490. GLTFLoader._createProgressEventByDocument = function (name, data) {
  3491. var event = document.createEvent("ProgressEvent");
  3492. event.initProgressEvent(name, false, false, data.lengthComputable, data.loaded, data.total);
  3493. return event;
  3494. };
  3495. GLTFLoader.prototype.dispose = function () {
  3496. if (this._disposed) {
  3497. return;
  3498. }
  3499. this._disposed = true;
  3500. // Abort requests that are not complete
  3501. for (var _i = 0, _a = this._requests; _i < _a.length; _i++) {
  3502. var request = _a[_i];
  3503. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  3504. request.abort();
  3505. }
  3506. }
  3507. // Revoke object urls created during load
  3508. if (this._gltf.textures) {
  3509. for (var _b = 0, _c = this._gltf.textures; _b < _c.length; _b++) {
  3510. var texture = _c[_b];
  3511. if (texture.url) {
  3512. URL.revokeObjectURL(texture.url);
  3513. }
  3514. }
  3515. }
  3516. };
  3517. GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  3518. var _this = this;
  3519. this._loadAsync(meshesNames, scene, data, rootUrl, function () {
  3520. if (onSuccess) {
  3521. onSuccess(_this._getMeshes(), [], _this._getSkeletons());
  3522. }
  3523. }, onProgress, onError);
  3524. };
  3525. GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
  3526. this._loadAsync(null, scene, data, rootUrl, onSuccess, onProgress, onError);
  3527. };
  3528. GLTFLoader.prototype._loadAsync = function (nodeNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  3529. var _this = this;
  3530. this._babylonScene = scene;
  3531. this._rootUrl = rootUrl;
  3532. this._successCallback = onSuccess;
  3533. this._progressCallback = onProgress;
  3534. this._errorCallback = onError;
  3535. this._tryCatchOnError(function () {
  3536. _this._loadData(data);
  3537. _this._addPendingData(_this);
  3538. _this._loadDefaultScene(nodeNames);
  3539. _this._loadAnimations();
  3540. _this._removePendingData(_this);
  3541. });
  3542. };
  3543. GLTFLoader.prototype._onProgress = function () {
  3544. if (!this._progressCallback) {
  3545. return;
  3546. }
  3547. var loaded = 0;
  3548. var total = 0;
  3549. for (var _i = 0, _a = this._requests; _i < _a.length; _i++) {
  3550. var request = _a[_i];
  3551. if (!request._loaded || !request._total) {
  3552. return;
  3553. }
  3554. loaded += request._loaded;
  3555. total += request._total;
  3556. }
  3557. this._progressCallback(GLTFLoader._progressEventFactory("GLTFLoaderProgress", {
  3558. lengthComputable: true,
  3559. loaded: loaded,
  3560. total: total
  3561. }));
  3562. };
  3563. GLTFLoader.prototype._executeWhenRenderReady = function (func) {
  3564. if (this._renderReady) {
  3565. func();
  3566. }
  3567. else {
  3568. this._renderReadyObservable.add(func);
  3569. }
  3570. };
  3571. GLTFLoader.prototype._onRenderReady = function () {
  3572. this._rootNode.babylonMesh.setEnabled(true);
  3573. this._startAnimations();
  3574. if (this._successCallback) {
  3575. this._successCallback();
  3576. }
  3577. this._renderReadyObservable.notifyObservers(this);
  3578. };
  3579. GLTFLoader.prototype._onComplete = function () {
  3580. if (this._parent.onComplete) {
  3581. this._parent.onComplete();
  3582. }
  3583. this.dispose();
  3584. };
  3585. GLTFLoader.prototype._loadData = function (data) {
  3586. this._gltf = data.json;
  3587. // Assign the index of each object for convinience.
  3588. GLTFLoader._AssignIndices(this._gltf.accessors);
  3589. GLTFLoader._AssignIndices(this._gltf.animations);
  3590. GLTFLoader._AssignIndices(this._gltf.buffers);
  3591. GLTFLoader._AssignIndices(this._gltf.bufferViews);
  3592. GLTFLoader._AssignIndices(this._gltf.images);
  3593. GLTFLoader._AssignIndices(this._gltf.materials);
  3594. GLTFLoader._AssignIndices(this._gltf.meshes);
  3595. GLTFLoader._AssignIndices(this._gltf.nodes);
  3596. GLTFLoader._AssignIndices(this._gltf.samplers);
  3597. GLTFLoader._AssignIndices(this._gltf.scenes);
  3598. GLTFLoader._AssignIndices(this._gltf.skins);
  3599. GLTFLoader._AssignIndices(this._gltf.textures);
  3600. if (data.bin) {
  3601. var buffers = this._gltf.buffers;
  3602. if (buffers && buffers[0] && !buffers[0].uri) {
  3603. var binaryBuffer = buffers[0];
  3604. if (binaryBuffer.byteLength < data.bin.byteLength - 3 || binaryBuffer.byteLength > data.bin.byteLength) {
  3605. BABYLON.Tools.Warn("Binary buffer length (" + binaryBuffer.byteLength + ") from JSON does not match chunk length (" + data.bin.byteLength + ")");
  3606. }
  3607. binaryBuffer.loadedData = data.bin;
  3608. }
  3609. else {
  3610. BABYLON.Tools.Warn("Unexpected BIN chunk");
  3611. }
  3612. }
  3613. };
  3614. GLTFLoader.prototype._getMeshes = function () {
  3615. var meshes = new Array();
  3616. // Root mesh is always first.
  3617. meshes.push(this._rootNode.babylonMesh);
  3618. var nodes = this._gltf.nodes;
  3619. if (nodes) {
  3620. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  3621. var node = nodes_1[_i];
  3622. if (node.babylonMesh) {
  3623. meshes.push(node.babylonMesh);
  3624. }
  3625. }
  3626. }
  3627. return meshes;
  3628. };
  3629. GLTFLoader.prototype._getSkeletons = function () {
  3630. var skeletons = new Array();
  3631. var skins = this._gltf.skins;
  3632. if (skins) {
  3633. for (var _i = 0, skins_1 = skins; _i < skins_1.length; _i++) {
  3634. var skin = skins_1[_i];
  3635. if (skin.babylonSkeleton) {
  3636. skeletons.push(skin.babylonSkeleton);
  3637. }
  3638. }
  3639. }
  3640. return skeletons;
  3641. };
  3642. GLTFLoader.prototype._startAnimations = function () {
  3643. var animations = this._gltf.animations;
  3644. if (!animations) {
  3645. return;
  3646. }
  3647. switch (this._parent.animationStartMode) {
  3648. case BABYLON.GLTFLoaderAnimationStartMode.NONE: {
  3649. // do nothing
  3650. break;
  3651. }
  3652. case BABYLON.GLTFLoaderAnimationStartMode.FIRST: {
  3653. var animation = animations[0];
  3654. for (var _i = 0, _a = animation.targets; _i < _a.length; _i++) {
  3655. var target = _a[_i];
  3656. this._babylonScene.beginAnimation(target, 0, Number.MAX_VALUE, true);
  3657. }
  3658. break;
  3659. }
  3660. case BABYLON.GLTFLoaderAnimationStartMode.ALL: {
  3661. for (var _b = 0, animations_1 = animations; _b < animations_1.length; _b++) {
  3662. var animation = animations_1[_b];
  3663. for (var _c = 0, _d = animation.targets; _c < _d.length; _c++) {
  3664. var target = _d[_c];
  3665. this._babylonScene.beginAnimation(target, 0, Number.MAX_VALUE, true);
  3666. }
  3667. }
  3668. break;
  3669. }
  3670. default: {
  3671. BABYLON.Tools.Error("Invalid animation start mode " + this._parent.animationStartMode);
  3672. return;
  3673. }
  3674. }
  3675. };
  3676. GLTFLoader.prototype._loadDefaultScene = function (nodeNames) {
  3677. var scene = GLTFLoader._GetProperty(this._gltf.scenes, this._gltf.scene || 0);
  3678. if (!scene) {
  3679. throw new Error("Failed to find scene " + (this._gltf.scene || 0));
  3680. }
  3681. this._loadScene("#/scenes/" + scene.index, scene, nodeNames);
  3682. };
  3683. GLTFLoader.prototype._loadScene = function (context, scene, nodeNames) {
  3684. var _this = this;
  3685. this._rootNode = { babylonMesh: new BABYLON.Mesh("__root__", this._babylonScene) };
  3686. switch (this._parent.coordinateSystemMode) {
  3687. case BABYLON.GLTFLoaderCoordinateSystemMode.AUTO: {
  3688. if (!this._babylonScene.useRightHandedSystem) {
  3689. this._rootNode.rotation = [0, 1, 0, 0];
  3690. this._rootNode.scale = [1, 1, -1];
  3691. this._loadTransform(this._rootNode);
  3692. }
  3693. break;
  3694. }
  3695. case BABYLON.GLTFLoaderCoordinateSystemMode.FORCE_RIGHT_HANDED: {
  3696. this._babylonScene.useRightHandedSystem = true;
  3697. break;
  3698. }
  3699. default: {
  3700. BABYLON.Tools.Error("Invalid coordinate system mode " + this._parent.coordinateSystemMode);
  3701. return;
  3702. }
  3703. }
  3704. if (this._parent.onMeshLoaded) {
  3705. this._parent.onMeshLoaded(this._rootNode.babylonMesh);
  3706. }
  3707. var nodeIndices = scene.nodes;
  3708. this._traverseNodes(context, nodeIndices, function (node, parentNode) {
  3709. node.parent = parentNode;
  3710. return true;
  3711. }, this._rootNode);
  3712. if (nodeNames) {
  3713. if (!(nodeNames instanceof Array)) {
  3714. nodeNames = [nodeNames];
  3715. }
  3716. var filteredNodeIndices_1 = new Array();
  3717. this._traverseNodes(context, nodeIndices, function (node) {
  3718. if (nodeNames.indexOf(node.name) !== -1) {
  3719. filteredNodeIndices_1.push(node.index);
  3720. node.parent = _this._rootNode;
  3721. return false;
  3722. }
  3723. return true;
  3724. }, this._rootNode);
  3725. nodeIndices = filteredNodeIndices_1;
  3726. }
  3727. for (var _i = 0, nodeIndices_1 = nodeIndices; _i < nodeIndices_1.length; _i++) {
  3728. var index = nodeIndices_1[_i];
  3729. var node = GLTFLoader._GetProperty(this._gltf.nodes, index);
  3730. if (!node) {
  3731. throw new Error(context + ": Failed to find node " + index);
  3732. }
  3733. this._loadNode("#/nodes/" + index, node);
  3734. }
  3735. // Disable the root mesh until the asset is ready to render.
  3736. this._rootNode.babylonMesh.setEnabled(false);
  3737. };
  3738. GLTFLoader.prototype._loadNode = function (context, node) {
  3739. if (GLTF2.GLTFLoaderExtension.LoadNode(this, context, node)) {
  3740. return;
  3741. }
  3742. node.babylonMesh = new BABYLON.Mesh(node.name || "mesh" + node.index, this._babylonScene);
  3743. node.babylonMesh.hasVertexAlpha = true;
  3744. this._loadTransform(node);
  3745. if (node.mesh != null) {
  3746. var mesh = GLTFLoader._GetProperty(this._gltf.meshes, node.mesh);
  3747. if (!mesh) {
  3748. throw new Error(context + ": Failed to find mesh " + node.mesh);
  3749. }
  3750. this._loadMesh("#/meshes/" + node.mesh, node, mesh);
  3751. }
  3752. node.babylonMesh.parent = node.parent.babylonMesh;
  3753. node.babylonAnimationTargets = node.babylonAnimationTargets || [];
  3754. node.babylonAnimationTargets.push(node.babylonMesh);
  3755. if (node.skin != null) {
  3756. var skin_1 = GLTFLoader._GetProperty(this._gltf.skins, node.skin);
  3757. if (!skin_1) {
  3758. throw new Error(context + ": Failed to find skin " + node.skin);
  3759. }
  3760. this._loadSkinAsync("#/skins/" + node.skin, skin_1, function () {
  3761. node.babylonMesh.skeleton = skin_1.babylonSkeleton;
  3762. node.babylonMesh._refreshBoundingInfo(true);
  3763. });
  3764. node.babylonMesh.parent = this._rootNode.babylonMesh;
  3765. node.babylonMesh.position = BABYLON.Vector3.Zero();
  3766. node.babylonMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  3767. node.babylonMesh.scaling = BABYLON.Vector3.One();
  3768. }
  3769. if (node.camera != null) {
  3770. // TODO: handle cameras
  3771. }
  3772. if (node.children) {
  3773. for (var _i = 0, _a = node.children; _i < _a.length; _i++) {
  3774. var index = _a[_i];
  3775. var childNode = GLTFLoader._GetProperty(this._gltf.nodes, index);
  3776. if (!childNode) {
  3777. throw new Error(context + ": Failed to find child node " + index);
  3778. }
  3779. this._loadNode("#/nodes/" + index, childNode);
  3780. }
  3781. }
  3782. if (this._parent.onMeshLoaded) {
  3783. this._parent.onMeshLoaded(node.babylonMesh);
  3784. }
  3785. };
  3786. GLTFLoader.prototype._loadMesh = function (context, node, mesh) {
  3787. var _this = this;
  3788. var primitives = mesh.primitives;
  3789. if (!primitives || primitives.length === 0) {
  3790. throw new Error(context + ": Primitives are missing");
  3791. }
  3792. this._createMorphTargets(context, node, mesh);
  3793. this._loadAllVertexDataAsync(context, mesh, function () {
  3794. _this._loadMorphTargets(context, node, mesh);
  3795. var vertexData = new BABYLON.VertexData();
  3796. for (var _i = 0, primitives_1 = primitives; _i < primitives_1.length; _i++) {
  3797. var primitive = primitives_1[_i];
  3798. vertexData.merge(primitive.vertexData);
  3799. }
  3800. new BABYLON.Geometry(node.babylonMesh.name, _this._babylonScene, vertexData, false, node.babylonMesh);
  3801. // TODO: optimize this so that sub meshes can be created without being overwritten after setting vertex data.
  3802. // Sub meshes must be cleared and created after setting vertex data because of mesh._createGlobalSubMesh.
  3803. node.babylonMesh.subMeshes = [];
  3804. var verticesStart = 0;
  3805. var indicesStart = 0;
  3806. for (var index = 0; index < primitives.length; index++) {
  3807. var vertexData_1 = primitives[index].vertexData;
  3808. var verticesCount = vertexData_1.positions.length;
  3809. var indicesCount = vertexData_1.indices.length;
  3810. BABYLON.SubMesh.AddToMesh(index, verticesStart, verticesCount, indicesStart, indicesCount, node.babylonMesh);
  3811. verticesStart += verticesCount;
  3812. indicesStart += indicesCount;
  3813. }
  3814. ;
  3815. });
  3816. if (primitives.length === 1) {
  3817. var primitive = primitives[0];
  3818. if (primitive.material == null) {
  3819. node.babylonMesh.material = this._getDefaultMaterial();
  3820. }
  3821. else {
  3822. var material = GLTFLoader._GetProperty(this._gltf.materials, primitive.material);
  3823. if (!material) {
  3824. throw new Error(context + ": Failed to find material " + primitive.material);
  3825. }
  3826. this._loadMaterial("#/materials/" + material.index, material, function (babylonMaterial, isNew) {
  3827. if (isNew && _this._parent.onMaterialLoaded) {
  3828. _this._parent.onMaterialLoaded(babylonMaterial);
  3829. }
  3830. node.babylonMesh.material = babylonMaterial;
  3831. });
  3832. }
  3833. }
  3834. else {
  3835. var multiMaterial = new BABYLON.MultiMaterial(node.babylonMesh.name, this._babylonScene);
  3836. node.babylonMesh.material = multiMaterial;
  3837. var subMaterials_1 = multiMaterial.subMaterials;
  3838. var _loop_1 = function (index) {
  3839. var primitive = primitives[index];
  3840. if (primitive.material == null) {
  3841. subMaterials_1[index] = this_1._getDefaultMaterial();
  3842. }
  3843. else {
  3844. var material = GLTFLoader._GetProperty(this_1._gltf.materials, primitive.material);
  3845. if (!material) {
  3846. throw new Error(context + ": Failed to find material " + primitive.material);
  3847. }
  3848. this_1._loadMaterial("#/materials/" + material.index, material, function (babylonMaterial, isNew) {
  3849. if (isNew && _this._parent.onMaterialLoaded) {
  3850. _this._parent.onMaterialLoaded(babylonMaterial);
  3851. }
  3852. subMaterials_1[index] = babylonMaterial;
  3853. });
  3854. }
  3855. };
  3856. var this_1 = this;
  3857. for (var index = 0; index < primitives.length; index++) {
  3858. _loop_1(index);
  3859. }
  3860. ;
  3861. }
  3862. };
  3863. GLTFLoader.prototype._loadAllVertexDataAsync = function (context, mesh, onSuccess) {
  3864. var primitives = mesh.primitives;
  3865. var numRemainingPrimitives = primitives.length;
  3866. var _loop_2 = function (index) {
  3867. var primitive = primitives[index];
  3868. this_2._loadVertexDataAsync(context + "/primitive/" + index, mesh, primitive, function (vertexData) {
  3869. primitive.vertexData = vertexData;
  3870. if (--numRemainingPrimitives === 0) {
  3871. onSuccess();
  3872. }
  3873. });
  3874. };
  3875. var this_2 = this;
  3876. for (var index = 0; index < primitives.length; index++) {
  3877. _loop_2(index);
  3878. }
  3879. };
  3880. /**
  3881. * Converts a data bufferview into a Float4 Texture Coordinate Array, based on the accessor component type
  3882. * @param {ArrayBufferView} data
  3883. * @param {IGLTFAccessor} accessor
  3884. */
  3885. GLTFLoader.prototype._convertToFloat4TextureCoordArray = function (context, data, accessor) {
  3886. if (accessor.componentType == GLTF2.EComponentType.FLOAT) {
  3887. return data;
  3888. }
  3889. var buffer = data;
  3890. var factor = 1;
  3891. switch (accessor.componentType) {
  3892. case GLTF2.EComponentType.UNSIGNED_BYTE: {
  3893. factor = 1 / 255;
  3894. break;
  3895. }
  3896. case GLTF2.EComponentType.UNSIGNED_SHORT: {
  3897. factor = 1 / 65535;
  3898. break;
  3899. }
  3900. default: {
  3901. throw new Error(context + ": Invalid component type (" + accessor.componentType + ")");
  3902. }
  3903. }
  3904. var result = new Float32Array(accessor.count * 2);
  3905. for (var i = 0; i < result.length; ++i) {
  3906. result[i] = buffer[i] * factor;
  3907. }
  3908. return result;
  3909. };
  3910. /**
  3911. * Converts a data bufferview into a Float4 Color Array, based on the accessor component type
  3912. * @param {ArrayBufferView} data
  3913. * @param {IGLTFAccessor} accessor
  3914. */
  3915. GLTFLoader.prototype._convertToFloat4ColorArray = function (context, data, accessor) {
  3916. var colorComponentCount = GLTFLoader._GetNumComponents(context, accessor.type);
  3917. if (colorComponentCount === 4 && accessor.componentType === GLTF2.EComponentType.FLOAT) {
  3918. return data;
  3919. }
  3920. var buffer = data;
  3921. var factor = 1;
  3922. switch (accessor.componentType) {
  3923. case GLTF2.EComponentType.FLOAT: {
  3924. factor = 1;
  3925. break;
  3926. }
  3927. case GLTF2.EComponentType.UNSIGNED_BYTE: {
  3928. factor = 1 / 255;
  3929. break;
  3930. }
  3931. case GLTF2.EComponentType.UNSIGNED_SHORT: {
  3932. factor = 1 / 65535;
  3933. break;
  3934. }
  3935. default: {
  3936. throw new Error(context + ": Invalid component type (" + accessor.componentType + ")");
  3937. }
  3938. }
  3939. var result = new Float32Array(accessor.count * 4);
  3940. if (colorComponentCount === 4) {
  3941. for (var i = 0; i < result.length; ++i) {
  3942. result[i] = buffer[i] * factor;
  3943. }
  3944. }
  3945. else {
  3946. var offset = 0;
  3947. for (var i = 0; i < result.length; ++i) {
  3948. if ((i + 1) % 4 === 0) {
  3949. result[i] = 1;
  3950. }
  3951. else {
  3952. result[i] = buffer[offset++] * factor;
  3953. }
  3954. }
  3955. }
  3956. return result;
  3957. };
  3958. GLTFLoader.prototype._loadVertexDataAsync = function (context, mesh, primitive, onSuccess) {
  3959. var _this = this;
  3960. var attributes = primitive.attributes;
  3961. if (!attributes) {
  3962. throw new Error(context + ": Attributes are missing");
  3963. }
  3964. if (primitive.mode && primitive.mode !== GLTF2.EMeshPrimitiveMode.TRIANGLES) {
  3965. // TODO: handle other primitive modes
  3966. throw new Error(context + ": Mode " + primitive.mode + " is not currently supported");
  3967. }
  3968. var vertexData = new BABYLON.VertexData();
  3969. var numRemainingAttributes = Object.keys(attributes).length;
  3970. var _loop_3 = function (attribute) {
  3971. var accessor = GLTFLoader._GetProperty(this_3._gltf.accessors, attributes[attribute]);
  3972. if (!accessor) {
  3973. throw new Error(context + ": Failed to find attribute '" + attribute + "' accessor " + attributes[attribute]);
  3974. }
  3975. this_3._loadAccessorAsync("#/accessors/" + accessor.index, accessor, function (data) {
  3976. switch (attribute) {
  3977. case "POSITION": {
  3978. vertexData.positions = data;
  3979. break;
  3980. }
  3981. case "NORMAL": {
  3982. vertexData.normals = data;
  3983. break;
  3984. }
  3985. case "TANGENT": {
  3986. vertexData.tangents = data;
  3987. break;
  3988. }
  3989. case "TEXCOORD_0": {
  3990. vertexData.uvs = _this._convertToFloat4TextureCoordArray(context, data, accessor);
  3991. break;
  3992. }
  3993. case "TEXCOORD_1": {
  3994. vertexData.uvs2 = _this._convertToFloat4TextureCoordArray(context, data, accessor);
  3995. break;
  3996. }
  3997. case "JOINTS_0": {
  3998. vertexData.matricesIndices = new Float32Array(Array.prototype.slice.apply(data));
  3999. break;
  4000. }
  4001. case "WEIGHTS_0": {
  4002. //TODO: need to add support for normalized weights.
  4003. vertexData.matricesWeights = data;
  4004. break;
  4005. }
  4006. case "COLOR_0": {
  4007. vertexData.colors = _this._convertToFloat4ColorArray(context, data, accessor);
  4008. break;
  4009. }
  4010. default: {
  4011. BABYLON.Tools.Warn(context + ": Ignoring unrecognized attribute '" + attribute + "'");
  4012. break;
  4013. }
  4014. }
  4015. if (--numRemainingAttributes === 0) {
  4016. if (primitive.indices == null) {
  4017. vertexData.indices = new Uint32Array(vertexData.positions.length / 3);
  4018. for (var i = 0; i < vertexData.indices.length; i++) {
  4019. vertexData.indices[i] = i;
  4020. }
  4021. onSuccess(vertexData);
  4022. }
  4023. else {
  4024. var indicesAccessor = GLTFLoader._GetProperty(_this._gltf.accessors, primitive.indices);
  4025. if (!indicesAccessor) {
  4026. throw new Error(context + ": Failed to find indices accessor " + primitive.indices);
  4027. }
  4028. _this._loadAccessorAsync("#/accessors/" + indicesAccessor.index, indicesAccessor, function (data) {
  4029. vertexData.indices = data;
  4030. onSuccess(vertexData);
  4031. });
  4032. }
  4033. }
  4034. });
  4035. };
  4036. var this_3 = this;
  4037. for (var attribute in attributes) {
  4038. _loop_3(attribute);
  4039. }
  4040. };
  4041. GLTFLoader.prototype._createMorphTargets = function (context, node, mesh) {
  4042. var primitives = mesh.primitives;
  4043. var targets = primitives[0].targets;
  4044. if (!targets) {
  4045. return;
  4046. }
  4047. for (var _i = 0, primitives_2 = primitives; _i < primitives_2.length; _i++) {
  4048. var primitive = primitives_2[_i];
  4049. if (!primitive.targets || primitive.targets.length != targets.length) {
  4050. throw new Error(context + ": All primitives are required to list the same number of targets");
  4051. }
  4052. }
  4053. var morphTargetManager = new BABYLON.MorphTargetManager();
  4054. node.babylonMesh.morphTargetManager = morphTargetManager;
  4055. for (var index = 0; index < targets.length; index++) {
  4056. var weight = node.weights ? node.weights[index] : mesh.weights ? mesh.weights[index] : 0;
  4057. morphTargetManager.addTarget(new BABYLON.MorphTarget("morphTarget" + index, weight));
  4058. }
  4059. };
  4060. GLTFLoader.prototype._loadMorphTargets = function (context, node, mesh) {
  4061. var morphTargetManager = node.babylonMesh.morphTargetManager;
  4062. if (!morphTargetManager) {
  4063. return;
  4064. }
  4065. this._loadAllMorphTargetVertexDataAsync(context, node, mesh, function () {
  4066. var numTargets = morphTargetManager.numTargets;
  4067. for (var index = 0; index < numTargets; index++) {
  4068. var vertexData = new BABYLON.VertexData();
  4069. for (var _i = 0, _a = mesh.primitives; _i < _a.length; _i++) {
  4070. var primitive = _a[_i];
  4071. vertexData.merge(primitive.targetsVertexData[index], { tangentLength: 3 });
  4072. }
  4073. if (!vertexData.positions) {
  4074. throw new Error(context + ": Positions are missing");
  4075. }
  4076. var target = morphTargetManager.getTarget(index);
  4077. target.setPositions(vertexData.positions);
  4078. target.setNormals(vertexData.normals);
  4079. target.setTangents(vertexData.tangents);
  4080. }
  4081. });
  4082. };
  4083. GLTFLoader.prototype._loadAllMorphTargetVertexDataAsync = function (context, node, mesh, onSuccess) {
  4084. var numRemainingTargets = mesh.primitives.length * node.babylonMesh.morphTargetManager.numTargets;
  4085. var _loop_4 = function (primitive) {
  4086. var targets = primitive.targets;
  4087. primitive.targetsVertexData = new Array(targets.length);
  4088. var _loop_5 = function (index) {
  4089. this_4._loadMorphTargetVertexDataAsync(context + "/targets/" + index, primitive.vertexData, targets[index], function (vertexData) {
  4090. primitive.targetsVertexData[index] = vertexData;
  4091. if (--numRemainingTargets === 0) {
  4092. onSuccess();
  4093. }
  4094. });
  4095. };
  4096. for (var index = 0; index < targets.length; index++) {
  4097. _loop_5(index);
  4098. }
  4099. };
  4100. var this_4 = this;
  4101. for (var _i = 0, _a = mesh.primitives; _i < _a.length; _i++) {
  4102. var primitive = _a[_i];
  4103. _loop_4(primitive);
  4104. }
  4105. };
  4106. GLTFLoader.prototype._loadMorphTargetVertexDataAsync = function (context, vertexData, attributes, onSuccess) {
  4107. var targetVertexData = new BABYLON.VertexData();
  4108. var numRemainingAttributes = Object.keys(attributes).length;
  4109. var _loop_6 = function (attribute) {
  4110. var accessor = GLTFLoader._GetProperty(this_5._gltf.accessors, attributes[attribute]);
  4111. if (!accessor) {
  4112. throw new Error(context + ": Failed to find attribute '" + attribute + "' accessor " + attributes[attribute]);
  4113. }
  4114. this_5._loadAccessorAsync("#/accessors/" + accessor.index, accessor, function (data) {
  4115. // glTF stores morph target information as deltas while babylon.js expects the final data.
  4116. // As a result we have to add the original data to the delta to calculate the final data.
  4117. var values = data;
  4118. switch (attribute) {
  4119. case "POSITION": {
  4120. for (var i = 0; i < values.length; i++) {
  4121. values[i] += vertexData.positions[i];
  4122. }
  4123. targetVertexData.positions = values;
  4124. break;
  4125. }
  4126. case "NORMAL": {
  4127. for (var i = 0; i < values.length; i++) {
  4128. values[i] += vertexData.normals[i];
  4129. }
  4130. targetVertexData.normals = values;
  4131. break;
  4132. }
  4133. case "TANGENT": {
  4134. // Tangent data for morph targets is stored as xyz delta.
  4135. // The vertexData.tangent is stored as xyzw.
  4136. // So we need to skip every fourth vertexData.tangent.
  4137. for (var i = 0, j = 0; i < values.length; i++, j++) {
  4138. values[i] += vertexData.tangents[j];
  4139. if ((i + 1) % 3 == 0) {
  4140. j++;
  4141. }
  4142. }
  4143. targetVertexData.tangents = values;
  4144. break;
  4145. }
  4146. default: {
  4147. BABYLON.Tools.Warn(context + ": Ignoring unrecognized attribute '" + attribute + "'");
  4148. break;
  4149. }
  4150. }
  4151. if (--numRemainingAttributes === 0) {
  4152. onSuccess(targetVertexData);
  4153. }
  4154. });
  4155. };
  4156. var this_5 = this;
  4157. for (var attribute in attributes) {
  4158. _loop_6(attribute);
  4159. }
  4160. };
  4161. GLTFLoader.prototype._loadTransform = function (node) {
  4162. var position = BABYLON.Vector3.Zero();
  4163. var rotation = BABYLON.Quaternion.Identity();
  4164. var scaling = BABYLON.Vector3.One();
  4165. if (node.matrix) {
  4166. var matrix = BABYLON.Matrix.FromArray(node.matrix);
  4167. matrix.decompose(scaling, rotation, position);
  4168. }
  4169. else {
  4170. if (node.translation)
  4171. position = BABYLON.Vector3.FromArray(node.translation);
  4172. if (node.rotation)
  4173. rotation = BABYLON.Quaternion.FromArray(node.rotation);
  4174. if (node.scale)
  4175. scaling = BABYLON.Vector3.FromArray(node.scale);
  4176. }
  4177. node.babylonMesh.position = position;
  4178. node.babylonMesh.rotationQuaternion = rotation;
  4179. node.babylonMesh.scaling = scaling;
  4180. };
  4181. GLTFLoader.prototype._loadSkinAsync = function (context, skin, onSuccess) {
  4182. var _this = this;
  4183. if (skin.babylonSkeleton) {
  4184. onSuccess();
  4185. return;
  4186. }
  4187. var skeletonId = "skeleton" + skin.index;
  4188. skin.babylonSkeleton = new BABYLON.Skeleton(skin.name || skeletonId, skeletonId, this._babylonScene);
  4189. if (skin.inverseBindMatrices == null) {
  4190. this._loadBones(context, skin, null);
  4191. onSuccess();
  4192. }
  4193. else {
  4194. var accessor = GLTFLoader._GetProperty(this._gltf.accessors, skin.inverseBindMatrices);
  4195. if (!accessor) {
  4196. throw new Error(context + ": Failed to find inverse bind matrices attribute " + skin.inverseBindMatrices);
  4197. }
  4198. this._loadAccessorAsync("#/accessors/" + accessor.index, accessor, function (data) {
  4199. _this._loadBones(context, skin, data);
  4200. onSuccess();
  4201. });
  4202. }
  4203. };
  4204. GLTFLoader.prototype._createBone = function (node, skin, parent, localMatrix, baseMatrix, index) {
  4205. var babylonBone = new BABYLON.Bone(node.name || "bone" + node.index, skin.babylonSkeleton, parent, localMatrix, null, baseMatrix, index);
  4206. node.babylonAnimationTargets = node.babylonAnimationTargets || [];
  4207. node.babylonAnimationTargets.push(babylonBone);
  4208. return babylonBone;
  4209. };
  4210. GLTFLoader.prototype._loadBones = function (context, skin, inverseBindMatrixData) {
  4211. var babylonBones = {};
  4212. for (var _i = 0, _a = skin.joints; _i < _a.length; _i++) {
  4213. var index = _a[_i];
  4214. var node = GLTFLoader._GetProperty(this._gltf.nodes, index);
  4215. if (!node) {
  4216. throw new Error(context + ": Failed to find joint " + index);
  4217. }
  4218. this._loadBone(node, skin, inverseBindMatrixData, babylonBones);
  4219. }
  4220. };
  4221. GLTFLoader.prototype._loadBone = function (node, skin, inverseBindMatrixData, babylonBones) {
  4222. var babylonBone = babylonBones[node.index];
  4223. if (babylonBone) {
  4224. return babylonBone;
  4225. }
  4226. var boneIndex = skin.joints.indexOf(node.index);
  4227. var baseMatrix = BABYLON.Matrix.Identity();
  4228. if (inverseBindMatrixData && boneIndex !== -1) {
  4229. baseMatrix = BABYLON.Matrix.FromArray(inverseBindMatrixData, boneIndex * 16);
  4230. baseMatrix.invertToRef(baseMatrix);
  4231. }
  4232. var babylonParentBone = null;
  4233. if (node.parent !== this._rootNode) {
  4234. babylonParentBone = this._loadBone(node.parent, skin, inverseBindMatrixData, babylonBones);
  4235. baseMatrix.multiplyToRef(babylonParentBone.getInvertedAbsoluteTransform(), baseMatrix);
  4236. }
  4237. babylonBone = this._createBone(node, skin, babylonParentBone, this._getNodeMatrix(node), baseMatrix, boneIndex);
  4238. babylonBones[node.index] = babylonBone;
  4239. return babylonBone;
  4240. };
  4241. GLTFLoader.prototype._getNodeMatrix = function (node) {
  4242. return node.matrix ?
  4243. BABYLON.Matrix.FromArray(node.matrix) :
  4244. BABYLON.Matrix.Compose(node.scale ? BABYLON.Vector3.FromArray(node.scale) : BABYLON.Vector3.One(), node.rotation ? BABYLON.Quaternion.FromArray(node.rotation) : BABYLON.Quaternion.Identity(), node.translation ? BABYLON.Vector3.FromArray(node.translation) : BABYLON.Vector3.Zero());
  4245. };
  4246. GLTFLoader.prototype._traverseNodes = function (context, indices, action, parentNode) {
  4247. for (var _i = 0, indices_1 = indices; _i < indices_1.length; _i++) {
  4248. var index = indices_1[_i];
  4249. var node = GLTFLoader._GetProperty(this._gltf.nodes, index);
  4250. if (!node) {
  4251. throw new Error(context + ": Failed to find node " + index);
  4252. }
  4253. this._traverseNode(context, node, action, parentNode);
  4254. }
  4255. };
  4256. GLTFLoader.prototype._traverseNode = function (context, node, action, parentNode) {
  4257. if (GLTF2.GLTFLoaderExtension.TraverseNode(this, context, node, action, parentNode)) {
  4258. return;
  4259. }
  4260. if (!action(node, parentNode)) {
  4261. return;
  4262. }
  4263. if (node.children) {
  4264. this._traverseNodes(context, node.children, action, node);
  4265. }
  4266. };
  4267. GLTFLoader.prototype._loadAnimations = function () {
  4268. var animations = this._gltf.animations;
  4269. if (!animations) {
  4270. return;
  4271. }
  4272. for (var index = 0; index < animations.length; index++) {
  4273. var animation = animations[index];
  4274. this._loadAnimation("#/animations/" + index, animation);
  4275. }
  4276. };
  4277. GLTFLoader.prototype._loadAnimation = function (context, animation) {
  4278. animation.targets = [];
  4279. for (var index = 0; index < animation.channels.length; index++) {
  4280. var channel = GLTFLoader._GetProperty(animation.channels, index);
  4281. if (!channel) {
  4282. throw new Error(context + ": Failed to find channel " + index);
  4283. }
  4284. var sampler = GLTFLoader._GetProperty(animation.samplers, channel.sampler);
  4285. if (!sampler) {
  4286. throw new Error(context + ": Failed to find sampler " + channel.sampler);
  4287. }
  4288. this._loadAnimationChannel(animation, context + "/channels/" + index, channel, context + "/samplers/" + channel.sampler, sampler);
  4289. }
  4290. };
  4291. GLTFLoader.prototype._loadAnimationChannel = function (animation, channelContext, channel, samplerContext, sampler) {
  4292. var targetNode = GLTFLoader._GetProperty(this._gltf.nodes, channel.target.node);
  4293. if (!targetNode) {
  4294. throw new Error(channelContext + ": Failed to find target node " + channel.target.node);
  4295. }
  4296. var targetPath;
  4297. var animationType;
  4298. switch (channel.target.path) {
  4299. case "translation": {
  4300. targetPath = "position";
  4301. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  4302. break;
  4303. }
  4304. case "rotation": {
  4305. targetPath = "rotationQuaternion";
  4306. animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  4307. break;
  4308. }
  4309. case "scale": {
  4310. targetPath = "scaling";
  4311. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  4312. break;
  4313. }
  4314. case "weights": {
  4315. targetPath = "influence";
  4316. animationType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  4317. break;
  4318. }
  4319. default: {
  4320. throw new Error(channelContext + ": Invalid target path " + channel.target.path);
  4321. }
  4322. }
  4323. var inputData;
  4324. var outputData;
  4325. var checkSuccess = function () {
  4326. if (!inputData || !outputData) {
  4327. return;
  4328. }
  4329. var outputBufferOffset = 0;
  4330. var getNextOutputValue;
  4331. switch (targetPath) {
  4332. case "position": {
  4333. getNextOutputValue = function () {
  4334. var value = BABYLON.Vector3.FromArray(outputData, outputBufferOffset);
  4335. outputBufferOffset += 3;
  4336. return value;
  4337. };
  4338. break;
  4339. }
  4340. case "rotationQuaternion": {
  4341. getNextOutputValue = function () {
  4342. var value = BABYLON.Quaternion.FromArray(outputData, outputBufferOffset);
  4343. outputBufferOffset += 4;
  4344. return value;
  4345. };
  4346. break;
  4347. }
  4348. case "scaling": {
  4349. getNextOutputValue = function () {
  4350. var value = BABYLON.Vector3.FromArray(outputData, outputBufferOffset);
  4351. outputBufferOffset += 3;
  4352. return value;
  4353. };
  4354. break;
  4355. }
  4356. case "influence": {
  4357. getNextOutputValue = function () {
  4358. var numTargets = targetNode.babylonMesh.morphTargetManager.numTargets;
  4359. var value = new Array(numTargets);
  4360. for (var i = 0; i < numTargets; i++) {
  4361. value[i] = outputData[outputBufferOffset++];
  4362. }
  4363. return value;
  4364. };
  4365. break;
  4366. }
  4367. }
  4368. var getNextKey;
  4369. switch (sampler.interpolation) {
  4370. case "LINEAR": {
  4371. getNextKey = function (frameIndex) { return ({
  4372. frame: inputData[frameIndex],
  4373. value: getNextOutputValue()
  4374. }); };
  4375. break;
  4376. }
  4377. case "CUBICSPLINE": {
  4378. getNextKey = function (frameIndex) { return ({
  4379. frame: inputData[frameIndex],
  4380. inTangent: getNextOutputValue(),
  4381. value: getNextOutputValue(),
  4382. outTangent: getNextOutputValue()
  4383. }); };
  4384. break;
  4385. }
  4386. default: {
  4387. throw new Error(samplerContext + ": Invalid interpolation " + sampler.interpolation);
  4388. }
  4389. }
  4390. ;
  4391. var keys;
  4392. if (inputData.length === 1) {
  4393. var key = getNextKey(0);
  4394. keys = [
  4395. { frame: key.frame, value: key.value },
  4396. { frame: key.frame + 1, value: key.value }
  4397. ];
  4398. }
  4399. else {
  4400. keys = new Array(inputData.length);
  4401. for (var frameIndex = 0; frameIndex < inputData.length; frameIndex++) {
  4402. keys[frameIndex] = getNextKey(frameIndex);
  4403. }
  4404. }
  4405. if (targetPath === "influence") {
  4406. var morphTargetManager = targetNode.babylonMesh.morphTargetManager;
  4407. var _loop_7 = function (targetIndex) {
  4408. var morphTarget = morphTargetManager.getTarget(targetIndex);
  4409. var animationName = (animation.name || "anim" + animation.index) + "_" + targetIndex;
  4410. var babylonAnimation = new BABYLON.Animation(animationName, targetPath, 1, animationType);
  4411. babylonAnimation.setKeys(keys.map(function (key) { return ({
  4412. frame: key.frame,
  4413. inTangent: key.inTangent ? key.inTangent[targetIndex] : undefined,
  4414. value: key.value[targetIndex],
  4415. outTangent: key.outTangent ? key.outTangent[targetIndex] : undefined
  4416. }); }));
  4417. morphTarget.animations.push(babylonAnimation);
  4418. animation.targets.push(morphTarget);
  4419. };
  4420. for (var targetIndex = 0; targetIndex < morphTargetManager.numTargets; targetIndex++) {
  4421. _loop_7(targetIndex);
  4422. }
  4423. }
  4424. else {
  4425. var animationName = animation.name || "anim" + animation.index;
  4426. var babylonAnimation = new BABYLON.Animation(animationName, targetPath, 1, animationType);
  4427. babylonAnimation.setKeys(keys);
  4428. if (targetNode.babylonAnimationTargets) {
  4429. for (var _i = 0, _a = targetNode.babylonAnimationTargets; _i < _a.length; _i++) {
  4430. var target = _a[_i];
  4431. target.animations.push(babylonAnimation.clone());
  4432. animation.targets.push(target);
  4433. }
  4434. }
  4435. }
  4436. };
  4437. var inputAccessor = GLTFLoader._GetProperty(this._gltf.accessors, sampler.input);
  4438. if (!inputAccessor) {
  4439. throw new Error(samplerContext + ": Failed to find input accessor " + sampler.input);
  4440. }
  4441. this._loadAccessorAsync("#/accessors/" + inputAccessor.index, inputAccessor, function (data) {
  4442. inputData = data;
  4443. checkSuccess();
  4444. });
  4445. var outputAccessor = GLTFLoader._GetProperty(this._gltf.accessors, sampler.output);
  4446. if (!outputAccessor) {
  4447. throw new Error(samplerContext + ": Failed to find output accessor " + sampler.output);
  4448. }
  4449. this._loadAccessorAsync("#/accessors/" + outputAccessor.index, outputAccessor, function (data) {
  4450. outputData = data;
  4451. checkSuccess();
  4452. });
  4453. };
  4454. GLTFLoader.prototype._loadBufferAsync = function (context, buffer, onSuccess) {
  4455. var _this = this;
  4456. this._addPendingData(buffer);
  4457. if (buffer.loadedData) {
  4458. onSuccess(buffer.loadedData);
  4459. this._removePendingData(buffer);
  4460. }
  4461. else if (buffer.loadedObservable) {
  4462. buffer.loadedObservable.add(function (buffer) {
  4463. onSuccess(buffer.loadedData);
  4464. _this._removePendingData(buffer);
  4465. });
  4466. }
  4467. else {
  4468. if (!buffer.uri) {
  4469. throw new Error(context + ": Uri is missing");
  4470. }
  4471. buffer.loadedObservable = new BABYLON.Observable();
  4472. buffer.loadedObservable.add(function (buffer) {
  4473. onSuccess(buffer.loadedData);
  4474. _this._removePendingData(buffer);
  4475. });
  4476. this._loadUriAsync(context, buffer.uri, function (data) {
  4477. buffer.loadedData = data;
  4478. buffer.loadedObservable.notifyObservers(buffer);
  4479. buffer.loadedObservable = undefined;
  4480. });
  4481. }
  4482. };
  4483. GLTFLoader.prototype._loadBufferViewAsync = function (context, bufferView, onSuccess) {
  4484. var buffer = GLTFLoader._GetProperty(this._gltf.buffers, bufferView.buffer);
  4485. if (!buffer) {
  4486. throw new Error(context + ": Failed to find buffer " + bufferView.buffer);
  4487. }
  4488. this._loadBufferAsync("#/buffers/" + buffer.index, buffer, function (bufferData) {
  4489. var data;
  4490. try {
  4491. data = new Uint8Array(bufferData.buffer, bufferData.byteOffset + (bufferView.byteOffset || 0), bufferView.byteLength);
  4492. }
  4493. catch (e) {
  4494. throw new Error(context + ": " + e.message);
  4495. }
  4496. onSuccess(data);
  4497. });
  4498. };
  4499. GLTFLoader.prototype._loadAccessorAsync = function (context, accessor, onSuccess) {
  4500. var _this = this;
  4501. if (accessor.sparse) {
  4502. throw new Error(context + ": Sparse accessors are not currently supported");
  4503. }
  4504. var bufferView = GLTFLoader._GetProperty(this._gltf.bufferViews, accessor.bufferView);
  4505. if (!bufferView) {
  4506. throw new Error(context + ": Failed to find buffer view " + accessor.bufferView);
  4507. }
  4508. this._loadBufferViewAsync("#/bufferViews/" + bufferView.index, bufferView, function (bufferViewData) {
  4509. var numComponents = GLTFLoader._GetNumComponents(context, accessor.type);
  4510. var data;
  4511. var byteOffset = accessor.byteOffset || 0;
  4512. var byteStride = bufferView.byteStride;
  4513. if (byteStride === 0) {
  4514. BABYLON.Tools.Warn(context + ": Byte stride of 0 is not valid");
  4515. }
  4516. try {
  4517. switch (accessor.componentType) {
  4518. case GLTF2.EComponentType.BYTE: {
  4519. data = _this._buildArrayBuffer(Float32Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  4520. break;
  4521. }
  4522. case GLTF2.EComponentType.UNSIGNED_BYTE: {
  4523. data = _this._buildArrayBuffer(Uint8Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  4524. break;
  4525. }
  4526. case GLTF2.EComponentType.SHORT: {
  4527. data = _this._buildArrayBuffer(Int16Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  4528. break;
  4529. }
  4530. case GLTF2.EComponentType.UNSIGNED_SHORT: {
  4531. data = _this._buildArrayBuffer(Uint16Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  4532. break;
  4533. }
  4534. case GLTF2.EComponentType.UNSIGNED_INT: {
  4535. data = _this._buildArrayBuffer(Uint32Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  4536. break;
  4537. }
  4538. case GLTF2.EComponentType.FLOAT: {
  4539. data = _this._buildArrayBuffer(Float32Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  4540. break;
  4541. }
  4542. default: {
  4543. throw new Error(context + ": Invalid component type " + accessor.componentType);
  4544. }
  4545. }
  4546. }
  4547. catch (e) {
  4548. throw new Error(context + ": " + e);
  4549. }
  4550. onSuccess(data);
  4551. });
  4552. };
  4553. GLTFLoader.prototype._buildArrayBuffer = function (typedArray, data, byteOffset, count, numComponents, byteStride) {
  4554. byteOffset += data.byteOffset;
  4555. var targetLength = count * numComponents;
  4556. if (!byteStride || byteStride === numComponents * typedArray.BYTES_PER_ELEMENT) {
  4557. return new typedArray(data.buffer, byteOffset, targetLength);
  4558. }
  4559. var elementStride = byteStride / typedArray.BYTES_PER_ELEMENT;
  4560. var sourceBuffer = new typedArray(data.buffer, byteOffset, elementStride * count);
  4561. var targetBuffer = new typedArray(targetLength);
  4562. var sourceIndex = 0;
  4563. var targetIndex = 0;
  4564. while (targetIndex < targetLength) {
  4565. for (var componentIndex = 0; componentIndex < numComponents; componentIndex++) {
  4566. targetBuffer[targetIndex] = sourceBuffer[sourceIndex + componentIndex];
  4567. targetIndex++;
  4568. }
  4569. sourceIndex += elementStride;
  4570. }
  4571. return targetBuffer;
  4572. };
  4573. GLTFLoader.prototype._addPendingData = function (data) {
  4574. if (!this._renderReady) {
  4575. this._renderPendingCount++;
  4576. }
  4577. this._addLoaderPendingData(data);
  4578. };
  4579. GLTFLoader.prototype._removePendingData = function (data) {
  4580. var _this = this;
  4581. if (!this._renderReady) {
  4582. if (--this._renderPendingCount === 0) {
  4583. this._addLoaderPendingData(this);
  4584. this._compileMaterialsAsync(function () {
  4585. _this._compileShadowGeneratorsAsync(function () {
  4586. _this._removeLoaderPendingData(_this);
  4587. _this._renderReady = true;
  4588. _this._onRenderReady();
  4589. });
  4590. });
  4591. }
  4592. }
  4593. this._removeLoaderPendingData(data);
  4594. };
  4595. GLTFLoader.prototype._addLoaderPendingData = function (data) {
  4596. this._loaderPendingCount++;
  4597. for (var _i = 0, _a = this._loaderTrackers; _i < _a.length; _i++) {
  4598. var tracker = _a[_i];
  4599. tracker._addPendingData(data);
  4600. }
  4601. };
  4602. GLTFLoader.prototype._removeLoaderPendingData = function (data) {
  4603. for (var _i = 0, _a = this._loaderTrackers; _i < _a.length; _i++) {
  4604. var tracker = _a[_i];
  4605. tracker._removePendingData(data);
  4606. }
  4607. if (--this._loaderPendingCount === 0) {
  4608. this._onComplete();
  4609. }
  4610. };
  4611. GLTFLoader.prototype._whenAction = function (action, onComplete) {
  4612. var _this = this;
  4613. var tracker = new GLTFLoaderTracker(function () {
  4614. _this._loaderTrackers.splice(_this._loaderTrackers.indexOf(tracker), 1);
  4615. onComplete();
  4616. });
  4617. this._loaderTrackers.push(tracker);
  4618. this._addLoaderPendingData(tracker);
  4619. action();
  4620. this._removeLoaderPendingData(tracker);
  4621. };
  4622. GLTFLoader.prototype._getDefaultMaterial = function () {
  4623. if (!this._defaultMaterial) {
  4624. var id = "__gltf_default";
  4625. var material = this._babylonScene.getMaterialByName(id);
  4626. if (!material) {
  4627. material = new BABYLON.PBRMaterial(id, this._babylonScene);
  4628. material.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  4629. material.metallic = 1;
  4630. material.roughness = 1;
  4631. }
  4632. this._defaultMaterial = material;
  4633. }
  4634. return this._defaultMaterial;
  4635. };
  4636. GLTFLoader.prototype._loadMaterialMetallicRoughnessProperties = function (context, material) {
  4637. var babylonMaterial = material.babylonMaterial;
  4638. // Ensure metallic workflow
  4639. babylonMaterial.metallic = 1;
  4640. babylonMaterial.roughness = 1;
  4641. var properties = material.pbrMetallicRoughness;
  4642. if (!properties) {
  4643. return;
  4644. }
  4645. babylonMaterial.albedoColor = properties.baseColorFactor ? BABYLON.Color3.FromArray(properties.baseColorFactor) : new BABYLON.Color3(1, 1, 1);
  4646. babylonMaterial.metallic = properties.metallicFactor == null ? 1 : properties.metallicFactor;
  4647. babylonMaterial.roughness = properties.roughnessFactor == null ? 1 : properties.roughnessFactor;
  4648. if (properties.baseColorTexture) {
  4649. var texture = GLTFLoader._GetProperty(this._gltf.textures, properties.baseColorTexture.index);
  4650. if (!texture) {
  4651. throw new Error(context + ": Failed to find base color texture " + properties.baseColorTexture.index);
  4652. }
  4653. babylonMaterial.albedoTexture = this._loadTexture("#/textures/" + texture.index, texture, properties.baseColorTexture.texCoord);
  4654. }
  4655. if (properties.metallicRoughnessTexture) {
  4656. var texture = GLTFLoader._GetProperty(this._gltf.textures, properties.metallicRoughnessTexture.index);
  4657. if (!texture) {
  4658. throw new Error(context + ": Failed to find metallic roughness texture " + properties.metallicRoughnessTexture.index);
  4659. }
  4660. babylonMaterial.metallicTexture = this._loadTexture("#/textures/" + texture.index, texture, properties.metallicRoughnessTexture.texCoord);
  4661. babylonMaterial.useMetallnessFromMetallicTextureBlue = true;
  4662. babylonMaterial.useRoughnessFromMetallicTextureGreen = true;
  4663. babylonMaterial.useRoughnessFromMetallicTextureAlpha = false;
  4664. }
  4665. this._loadMaterialAlphaProperties(context, material, properties.baseColorFactor);
  4666. };
  4667. GLTFLoader.prototype._loadMaterial = function (context, material, assign) {
  4668. if (material.babylonMaterial) {
  4669. assign(material.babylonMaterial, false);
  4670. return;
  4671. }
  4672. if (GLTF2.GLTFLoaderExtension.LoadMaterial(this, context, material, assign)) {
  4673. return;
  4674. }
  4675. this._createPbrMaterial(material);
  4676. this._loadMaterialBaseProperties(context, material);
  4677. this._loadMaterialMetallicRoughnessProperties(context, material);
  4678. assign(material.babylonMaterial, true);
  4679. };
  4680. GLTFLoader.prototype._createPbrMaterial = function (material) {
  4681. var babylonMaterial = new BABYLON.PBRMaterial(material.name || "mat" + material.index, this._babylonScene);
  4682. babylonMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  4683. material.babylonMaterial = babylonMaterial;
  4684. };
  4685. GLTFLoader.prototype._loadMaterialBaseProperties = function (context, material) {
  4686. var babylonMaterial = material.babylonMaterial;
  4687. babylonMaterial.emissiveColor = material.emissiveFactor ? BABYLON.Color3.FromArray(material.emissiveFactor) : new BABYLON.Color3(0, 0, 0);
  4688. if (material.doubleSided) {
  4689. babylonMaterial.backFaceCulling = false;
  4690. babylonMaterial.twoSidedLighting = true;
  4691. }
  4692. if (material.normalTexture) {
  4693. var texture = GLTFLoader._GetProperty(this._gltf.textures, material.normalTexture.index);
  4694. if (!texture) {
  4695. throw new Error(context + ": Failed to find normal texture " + material.normalTexture.index);
  4696. }
  4697. babylonMaterial.bumpTexture = this._loadTexture("#/textures/" + texture.index, texture, material.normalTexture.texCoord);
  4698. babylonMaterial.invertNormalMapX = !this._babylonScene.useRightHandedSystem;
  4699. babylonMaterial.invertNormalMapY = this._babylonScene.useRightHandedSystem;
  4700. if (material.normalTexture.scale != null) {
  4701. babylonMaterial.bumpTexture.level = material.normalTexture.scale;
  4702. }
  4703. }
  4704. if (material.occlusionTexture) {
  4705. var texture = GLTFLoader._GetProperty(this._gltf.textures, material.occlusionTexture.index);
  4706. if (!texture) {
  4707. throw new Error(context + ": Failed to find occlusion texture " + material.occlusionTexture.index);
  4708. }
  4709. babylonMaterial.ambientTexture = this._loadTexture("#/textures/" + texture.index, texture, material.occlusionTexture.texCoord);
  4710. babylonMaterial.useAmbientInGrayScale = true;
  4711. if (material.occlusionTexture.strength != null) {
  4712. babylonMaterial.ambientTextureStrength = material.occlusionTexture.strength;
  4713. }
  4714. }
  4715. if (material.emissiveTexture) {
  4716. var texture = GLTFLoader._GetProperty(this._gltf.textures, material.emissiveTexture.index);
  4717. if (!texture) {
  4718. throw new Error(context + ": Failed to find emissive texture " + material.emissiveTexture.index);
  4719. }
  4720. babylonMaterial.emissiveTexture = this._loadTexture("#/textures/" + texture.index, texture, material.emissiveTexture.texCoord);
  4721. }
  4722. };
  4723. GLTFLoader.prototype._loadMaterialAlphaProperties = function (context, material, colorFactor) {
  4724. var babylonMaterial = material.babylonMaterial;
  4725. var alphaMode = material.alphaMode || "OPAQUE";
  4726. switch (alphaMode) {
  4727. case "OPAQUE": {
  4728. babylonMaterial.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  4729. break;
  4730. }
  4731. case "MASK": {
  4732. babylonMaterial.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST;
  4733. babylonMaterial.alphaCutOff = (material.alphaCutoff == null ? 0.5 : material.alphaCutoff);
  4734. if (colorFactor) {
  4735. if (colorFactor[3] == 0) {
  4736. babylonMaterial.alphaCutOff = 1;
  4737. }
  4738. else {
  4739. babylonMaterial.alphaCutOff /= colorFactor[3];
  4740. }
  4741. }
  4742. if (babylonMaterial.albedoTexture) {
  4743. babylonMaterial.albedoTexture.hasAlpha = true;
  4744. }
  4745. break;
  4746. }
  4747. case "BLEND": {
  4748. babylonMaterial.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_ALPHABLEND;
  4749. if (colorFactor) {
  4750. babylonMaterial.alpha = colorFactor[3];
  4751. }
  4752. if (babylonMaterial.albedoTexture) {
  4753. babylonMaterial.albedoTexture.hasAlpha = true;
  4754. babylonMaterial.useAlphaFromAlbedoTexture = true;
  4755. }
  4756. break;
  4757. }
  4758. default: {
  4759. throw new Error(context + ": Invalid alpha mode " + material.alphaMode);
  4760. }
  4761. }
  4762. };
  4763. GLTFLoader.prototype._loadTexture = function (context, texture, coordinatesIndex) {
  4764. var _this = this;
  4765. var sampler = (texture.sampler == undefined ? this._defaultSampler : GLTFLoader._GetProperty(this._gltf.samplers, texture.sampler));
  4766. if (!sampler) {
  4767. throw new Error(context + ": Failed to find sampler " + texture.sampler);
  4768. }
  4769. this._loadSampler("#/samplers/" + sampler.index, sampler);
  4770. this._addPendingData(texture);
  4771. var babylonTexture = new BABYLON.Texture(null, this._babylonScene, sampler.noMipMaps, false, sampler.samplingMode, function () {
  4772. _this._tryCatchOnError(function () {
  4773. _this._removePendingData(texture);
  4774. });
  4775. }, function (message) {
  4776. _this._tryCatchOnError(function () {
  4777. throw new Error(context + ": " + message);
  4778. });
  4779. });
  4780. if (texture.url) {
  4781. babylonTexture.updateURL(texture.url);
  4782. }
  4783. else if (texture.dataReadyObservable) {
  4784. texture.dataReadyObservable.add(function (texture) {
  4785. babylonTexture.updateURL(texture.url);
  4786. });
  4787. }
  4788. else {
  4789. texture.dataReadyObservable = new BABYLON.Observable();
  4790. texture.dataReadyObservable.add(function (texture) {
  4791. babylonTexture.updateURL(texture.url);
  4792. });
  4793. var image_1 = GLTFLoader._GetProperty(this._gltf.images, texture.source);
  4794. if (!image_1) {
  4795. throw new Error(context + ": Failed to find source " + texture.source);
  4796. }
  4797. this._loadImageAsync("#/images/" + image_1.index, image_1, function (data) {
  4798. texture.url = URL.createObjectURL(new Blob([data], { type: image_1.mimeType }));
  4799. texture.dataReadyObservable.notifyObservers(texture);
  4800. texture.dataReadyObservable = undefined;
  4801. });
  4802. }
  4803. babylonTexture.coordinatesIndex = coordinatesIndex || 0;
  4804. babylonTexture.wrapU = sampler.wrapU;
  4805. babylonTexture.wrapV = sampler.wrapV;
  4806. babylonTexture.name = texture.name || "texture" + texture.index;
  4807. if (this._parent.onTextureLoaded) {
  4808. this._parent.onTextureLoaded(babylonTexture);
  4809. }
  4810. return babylonTexture;
  4811. };
  4812. GLTFLoader.prototype._loadSampler = function (context, sampler) {
  4813. if (sampler.noMipMaps != undefined) {
  4814. return;
  4815. }
  4816. sampler.noMipMaps = (sampler.minFilter === GLTF2.ETextureMinFilter.NEAREST || sampler.minFilter === GLTF2.ETextureMinFilter.LINEAR);
  4817. sampler.samplingMode = GLTFLoader._GetTextureSamplingMode(context, sampler.magFilter, sampler.minFilter);
  4818. sampler.wrapU = GLTFLoader._GetTextureWrapMode(context, sampler.wrapS);
  4819. sampler.wrapV = GLTFLoader._GetTextureWrapMode(context, sampler.wrapT);
  4820. };
  4821. GLTFLoader.prototype._loadImageAsync = function (context, image, onSuccess) {
  4822. if (image.uri) {
  4823. this._loadUriAsync(context, image.uri, onSuccess);
  4824. }
  4825. else {
  4826. var bufferView = GLTFLoader._GetProperty(this._gltf.bufferViews, image.bufferView);
  4827. if (!bufferView) {
  4828. throw new Error(context + ": Failed to find buffer view " + image.bufferView);
  4829. }
  4830. this._loadBufferViewAsync("#/bufferViews/" + bufferView.index, bufferView, onSuccess);
  4831. }
  4832. };
  4833. GLTFLoader.prototype._loadUriAsync = function (context, uri, onSuccess) {
  4834. var _this = this;
  4835. if (GLTF2.GLTFUtils.IsBase64(uri)) {
  4836. onSuccess(new Uint8Array(GLTF2.GLTFUtils.DecodeBase64(uri)));
  4837. return;
  4838. }
  4839. if (!GLTF2.GLTFUtils.ValidateUri(uri)) {
  4840. throw new Error(context + ": Uri '" + uri + "' is invalid");
  4841. }
  4842. var request = BABYLON.Tools.LoadFile(this._rootUrl + uri, function (data) {
  4843. _this._tryCatchOnError(function () {
  4844. onSuccess(new Uint8Array(data));
  4845. });
  4846. }, function (event) {
  4847. _this._tryCatchOnError(function () {
  4848. if (request && !_this._renderReady) {
  4849. request._loaded = event.loaded;
  4850. request._total = event.total;
  4851. _this._onProgress();
  4852. }
  4853. });
  4854. }, this._babylonScene.database, true, function (request, exception) {
  4855. _this._tryCatchOnError(function () {
  4856. throw new BABYLON.LoadFileError(context + ": Failed to load '" + uri + "'" + (request ? ": " + request.status + " " + request.statusText : ""), request);
  4857. });
  4858. });
  4859. if (request) {
  4860. request._loaded = null;
  4861. request._total = null;
  4862. this._requests.push(request);
  4863. }
  4864. };
  4865. GLTFLoader.prototype._tryCatchOnError = function (handler) {
  4866. if (this._disposed) {
  4867. return;
  4868. }
  4869. try {
  4870. handler();
  4871. }
  4872. catch (e) {
  4873. BABYLON.Tools.Error("glTF Loader: " + e.message);
  4874. if (this._errorCallback) {
  4875. this._errorCallback(e.message, e);
  4876. }
  4877. this.dispose();
  4878. }
  4879. };
  4880. GLTFLoader._AssignIndices = function (array) {
  4881. if (array) {
  4882. for (var index = 0; index < array.length; index++) {
  4883. array[index].index = index;
  4884. }
  4885. }
  4886. };
  4887. GLTFLoader._GetProperty = function (array, index) {
  4888. if (!array || index == undefined || !array[index]) {
  4889. return null;
  4890. }
  4891. return array[index];
  4892. };
  4893. GLTFLoader._GetTextureWrapMode = function (context, mode) {
  4894. // Set defaults if undefined
  4895. mode = mode == undefined ? GLTF2.ETextureWrapMode.REPEAT : mode;
  4896. switch (mode) {
  4897. case GLTF2.ETextureWrapMode.CLAMP_TO_EDGE: return BABYLON.Texture.CLAMP_ADDRESSMODE;
  4898. case GLTF2.ETextureWrapMode.MIRRORED_REPEAT: return BABYLON.Texture.MIRROR_ADDRESSMODE;
  4899. case GLTF2.ETextureWrapMode.REPEAT: return BABYLON.Texture.WRAP_ADDRESSMODE;
  4900. default:
  4901. BABYLON.Tools.Warn(context + ": Invalid texture wrap mode " + mode);
  4902. return BABYLON.Texture.WRAP_ADDRESSMODE;
  4903. }
  4904. };
  4905. GLTFLoader._GetTextureSamplingMode = function (context, magFilter, minFilter) {
  4906. // Set defaults if undefined
  4907. magFilter = magFilter == undefined ? GLTF2.ETextureMagFilter.LINEAR : magFilter;
  4908. minFilter = minFilter == undefined ? GLTF2.ETextureMinFilter.LINEAR_MIPMAP_LINEAR : minFilter;
  4909. if (magFilter === GLTF2.ETextureMagFilter.LINEAR) {
  4910. switch (minFilter) {
  4911. case GLTF2.ETextureMinFilter.NEAREST: return BABYLON.Texture.LINEAR_NEAREST;
  4912. case GLTF2.ETextureMinFilter.LINEAR: return BABYLON.Texture.LINEAR_LINEAR;
  4913. case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.LINEAR_NEAREST_MIPNEAREST;
  4914. case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_NEAREST: return BABYLON.Texture.LINEAR_LINEAR_MIPNEAREST;
  4915. case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_LINEAR: return BABYLON.Texture.LINEAR_NEAREST_MIPLINEAR;
  4916. case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.LINEAR_LINEAR_MIPLINEAR;
  4917. default:
  4918. BABYLON.Tools.Warn(context + ": Invalid texture minification filter " + minFilter);
  4919. return BABYLON.Texture.LINEAR_LINEAR_MIPLINEAR;
  4920. }
  4921. }
  4922. else {
  4923. if (magFilter !== GLTF2.ETextureMagFilter.NEAREST) {
  4924. BABYLON.Tools.Warn(context + ": Invalid texture magnification filter " + magFilter);
  4925. }
  4926. switch (minFilter) {
  4927. case GLTF2.ETextureMinFilter.NEAREST: return BABYLON.Texture.NEAREST_NEAREST;
  4928. case GLTF2.ETextureMinFilter.LINEAR: return BABYLON.Texture.NEAREST_LINEAR;
  4929. case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_NEAREST_MIPNEAREST;
  4930. case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_LINEAR_MIPNEAREST;
  4931. case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_LINEAR: return BABYLON.Texture.NEAREST_NEAREST_MIPLINEAR;
  4932. case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.NEAREST_LINEAR_MIPLINEAR;
  4933. default:
  4934. BABYLON.Tools.Warn(context + ": Invalid texture minification filter " + minFilter);
  4935. return BABYLON.Texture.NEAREST_NEAREST_MIPNEAREST;
  4936. }
  4937. }
  4938. };
  4939. GLTFLoader._GetNumComponents = function (context, type) {
  4940. switch (type) {
  4941. case "SCALAR": return 1;
  4942. case "VEC2": return 2;
  4943. case "VEC3": return 3;
  4944. case "VEC4": return 4;
  4945. case "MAT2": return 4;
  4946. case "MAT3": return 9;
  4947. case "MAT4": return 16;
  4948. }
  4949. throw new Error(context + ": Invalid type " + type);
  4950. };
  4951. GLTFLoader.prototype._compileMaterialAsync = function (babylonMaterial, babylonMesh, onSuccess) {
  4952. var _this = this;
  4953. if (this._parent.useClipPlane) {
  4954. babylonMaterial.forceCompilation(babylonMesh, function () {
  4955. babylonMaterial.forceCompilation(babylonMesh, function () {
  4956. _this._tryCatchOnError(onSuccess);
  4957. }, { clipPlane: true });
  4958. });
  4959. }
  4960. else {
  4961. babylonMaterial.forceCompilation(babylonMesh, function () {
  4962. _this._tryCatchOnError(onSuccess);
  4963. });
  4964. }
  4965. };
  4966. GLTFLoader.prototype._compileMaterialsAsync = function (onSuccess) {
  4967. if (!this._parent.compileMaterials || !this._gltf.materials) {
  4968. onSuccess();
  4969. return;
  4970. }
  4971. var meshes = this._getMeshes();
  4972. var remaining = 0;
  4973. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  4974. var mesh = meshes_1[_i];
  4975. if (mesh.material instanceof BABYLON.MultiMaterial) {
  4976. for (var _a = 0, _b = mesh.material.subMaterials; _a < _b.length; _a++) {
  4977. var subMaterial = _b[_a];
  4978. if (subMaterial) {
  4979. remaining++;
  4980. }
  4981. }
  4982. }
  4983. else if (mesh.material) {
  4984. remaining++;
  4985. }
  4986. }
  4987. if (remaining === 0) {
  4988. onSuccess();
  4989. return;
  4990. }
  4991. for (var _c = 0, meshes_2 = meshes; _c < meshes_2.length; _c++) {
  4992. var mesh = meshes_2[_c];
  4993. if (mesh.material instanceof BABYLON.MultiMaterial) {
  4994. for (var _d = 0, _e = mesh.material.subMaterials; _d < _e.length; _d++) {
  4995. var subMaterial = _e[_d];
  4996. if (subMaterial) {
  4997. this._compileMaterialAsync(subMaterial, mesh, function () {
  4998. if (--remaining === 0) {
  4999. onSuccess();
  5000. }
  5001. });
  5002. }
  5003. }
  5004. }
  5005. else if (mesh.material) {
  5006. this._compileMaterialAsync(mesh.material, mesh, function () {
  5007. if (--remaining === 0) {
  5008. onSuccess();
  5009. }
  5010. });
  5011. }
  5012. }
  5013. };
  5014. GLTFLoader.prototype._compileShadowGeneratorsAsync = function (onSuccess) {
  5015. var _this = this;
  5016. if (!this._parent.compileShadowGenerators) {
  5017. onSuccess();
  5018. return;
  5019. }
  5020. var lights = this._babylonScene.lights;
  5021. var remaining = 0;
  5022. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  5023. var light = lights_1[_i];
  5024. var generator = light.getShadowGenerator();
  5025. if (generator) {
  5026. remaining++;
  5027. }
  5028. }
  5029. if (remaining === 0) {
  5030. onSuccess();
  5031. return;
  5032. }
  5033. for (var _a = 0, lights_2 = lights; _a < lights_2.length; _a++) {
  5034. var light = lights_2[_a];
  5035. var generator = light.getShadowGenerator();
  5036. if (generator) {
  5037. generator.forceCompilation(function () {
  5038. if (--remaining === 0) {
  5039. _this._tryCatchOnError(onSuccess);
  5040. }
  5041. });
  5042. }
  5043. }
  5044. };
  5045. GLTFLoader.Extensions = {};
  5046. return GLTFLoader;
  5047. }());
  5048. GLTF2.GLTFLoader = GLTFLoader;
  5049. BABYLON.GLTFFileLoader.CreateGLTFLoaderV2 = function (parent) { return new GLTFLoader(parent); };
  5050. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5051. })(BABYLON || (BABYLON = {}));
  5052. //# sourceMappingURL=babylon.glTFLoader.js.map
  5053. var BABYLON;
  5054. (function (BABYLON) {
  5055. var GLTF2;
  5056. (function (GLTF2) {
  5057. /**
  5058. * Utils functions for GLTF
  5059. */
  5060. var GLTFUtils = /** @class */ (function () {
  5061. function GLTFUtils() {
  5062. }
  5063. /**
  5064. * If the uri is a base64 string
  5065. * @param uri: the uri to test
  5066. */
  5067. GLTFUtils.IsBase64 = function (uri) {
  5068. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  5069. };
  5070. /**
  5071. * Decode the base64 uri
  5072. * @param uri: the uri to decode
  5073. */
  5074. GLTFUtils.DecodeBase64 = function (uri) {
  5075. var decodedString = atob(uri.split(",")[1]);
  5076. var bufferLength = decodedString.length;
  5077. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  5078. for (var i = 0; i < bufferLength; i++) {
  5079. bufferView[i] = decodedString.charCodeAt(i);
  5080. }
  5081. return bufferView.buffer;
  5082. };
  5083. GLTFUtils.ValidateUri = function (uri) {
  5084. return (uri.indexOf("..") === -1);
  5085. };
  5086. return GLTFUtils;
  5087. }());
  5088. GLTF2.GLTFUtils = GLTFUtils;
  5089. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5090. })(BABYLON || (BABYLON = {}));
  5091. //# sourceMappingURL=babylon.glTFLoaderUtils.js.map
  5092. var BABYLON;
  5093. (function (BABYLON) {
  5094. var GLTF2;
  5095. (function (GLTF2) {
  5096. var GLTFLoaderExtension = /** @class */ (function () {
  5097. function GLTFLoaderExtension() {
  5098. this.enabled = true;
  5099. }
  5100. GLTFLoaderExtension.prototype._traverseNode = function (loader, context, node, action, parentNode) { return false; };
  5101. GLTFLoaderExtension.prototype._loadNode = function (loader, context, node) { return false; };
  5102. GLTFLoaderExtension.prototype._loadMaterial = function (loader, context, material, assign) { return false; };
  5103. GLTFLoaderExtension.prototype._loadExtension = function (context, property, action) {
  5104. var _this = this;
  5105. if (!property.extensions) {
  5106. return false;
  5107. }
  5108. var extension = property.extensions[this.name];
  5109. if (!extension) {
  5110. return false;
  5111. }
  5112. // Clear out the extension before executing the action to avoid recursing into the same property.
  5113. property.extensions[this.name] = undefined;
  5114. action(context + "extensions/" + this.name, extension, function () {
  5115. // Restore the extension after completing the action.
  5116. property.extensions[_this.name] = extension;
  5117. });
  5118. return true;
  5119. };
  5120. GLTFLoaderExtension.TraverseNode = function (loader, context, node, action, parentNode) {
  5121. return this._ApplyExtensions(function (extension) { return extension._traverseNode(loader, context, node, action, parentNode); });
  5122. };
  5123. GLTFLoaderExtension.LoadNode = function (loader, context, node) {
  5124. return this._ApplyExtensions(function (extension) { return extension._loadNode(loader, context, node); });
  5125. };
  5126. GLTFLoaderExtension.LoadMaterial = function (loader, context, material, assign) {
  5127. return this._ApplyExtensions(function (extension) { return extension._loadMaterial(loader, context, material, assign); });
  5128. };
  5129. GLTFLoaderExtension._ApplyExtensions = function (action) {
  5130. var extensions = GLTFLoaderExtension._Extensions;
  5131. if (!extensions) {
  5132. return false;
  5133. }
  5134. for (var _i = 0, extensions_1 = extensions; _i < extensions_1.length; _i++) {
  5135. var extension = extensions_1[_i];
  5136. if (extension.enabled && action(extension)) {
  5137. return true;
  5138. }
  5139. }
  5140. return false;
  5141. };
  5142. //
  5143. // Utilities
  5144. //
  5145. GLTFLoaderExtension._Extensions = [];
  5146. return GLTFLoaderExtension;
  5147. }());
  5148. GLTF2.GLTFLoaderExtension = GLTFLoaderExtension;
  5149. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5150. })(BABYLON || (BABYLON = {}));
  5151. //# sourceMappingURL=babylon.glTFLoaderExtension.js.map
  5152. var BABYLON;
  5153. (function (BABYLON) {
  5154. var GLTF2;
  5155. (function (GLTF2) {
  5156. var Extensions;
  5157. (function (Extensions) {
  5158. // See https://github.com/sbtron/glTF/tree/MSFT_lod/extensions/Vendor/MSFT_lod for more information about this extension.
  5159. var MSFTLOD = /** @class */ (function (_super) {
  5160. __extends(MSFTLOD, _super);
  5161. function MSFTLOD() {
  5162. var _this = _super !== null && _super.apply(this, arguments) || this;
  5163. /**
  5164. * Specify the minimal delay between LODs in ms (default = 250)
  5165. */
  5166. _this.Delay = 250;
  5167. return _this;
  5168. }
  5169. Object.defineProperty(MSFTLOD.prototype, "name", {
  5170. get: function () {
  5171. return "MSFT_lod";
  5172. },
  5173. enumerable: true,
  5174. configurable: true
  5175. });
  5176. MSFTLOD.prototype._traverseNode = function (loader, context, node, action, parentNode) {
  5177. return this._loadExtension(context, node, function (context, extension, onComplete) {
  5178. for (var i = extension.ids.length - 1; i >= 0; i--) {
  5179. var lodNode = GLTF2.GLTFLoader._GetProperty(loader._gltf.nodes, extension.ids[i]);
  5180. if (!lodNode) {
  5181. throw new Error(context + ": Failed to find node " + extension.ids[i]);
  5182. }
  5183. loader._traverseNode(context, lodNode, action, parentNode);
  5184. }
  5185. loader._traverseNode(context, node, action, parentNode);
  5186. onComplete();
  5187. });
  5188. };
  5189. MSFTLOD.prototype._loadNode = function (loader, context, node) {
  5190. var _this = this;
  5191. return this._loadExtension(context, node, function (context, extension, onComplete) {
  5192. var nodes = [node];
  5193. for (var _i = 0, _a = extension.ids; _i < _a.length; _i++) {
  5194. var index = _a[_i];
  5195. var lodNode = GLTF2.GLTFLoader._GetProperty(loader._gltf.nodes, index);
  5196. if (!lodNode) {
  5197. throw new Error(context + ": Failed to find node " + index);
  5198. }
  5199. nodes.push(lodNode);
  5200. }
  5201. loader._addLoaderPendingData(node);
  5202. _this._loadNodeLOD(loader, context, nodes, nodes.length - 1, function () {
  5203. loader._removeLoaderPendingData(node);
  5204. onComplete();
  5205. });
  5206. });
  5207. };
  5208. MSFTLOD.prototype._loadNodeLOD = function (loader, context, nodes, index, onComplete) {
  5209. var _this = this;
  5210. loader._whenAction(function () {
  5211. loader._loadNode(context, nodes[index]);
  5212. }, function () {
  5213. if (index !== nodes.length - 1) {
  5214. var previousNode = nodes[index + 1];
  5215. previousNode.babylonMesh.setEnabled(false);
  5216. }
  5217. if (index === 0) {
  5218. onComplete();
  5219. return;
  5220. }
  5221. setTimeout(function () {
  5222. loader._tryCatchOnError(function () {
  5223. _this._loadNodeLOD(loader, context, nodes, index - 1, onComplete);
  5224. });
  5225. }, _this.Delay);
  5226. });
  5227. };
  5228. MSFTLOD.prototype._loadMaterial = function (loader, context, material, assign) {
  5229. var _this = this;
  5230. return this._loadExtension(context, material, function (context, extension, onComplete) {
  5231. var materials = [material];
  5232. for (var _i = 0, _a = extension.ids; _i < _a.length; _i++) {
  5233. var index = _a[_i];
  5234. var lodMaterial = GLTF2.GLTFLoader._GetProperty(loader._gltf.materials, index);
  5235. if (!lodMaterial) {
  5236. throw new Error(context + ": Failed to find material " + index);
  5237. }
  5238. materials.push(lodMaterial);
  5239. }
  5240. loader._addLoaderPendingData(material);
  5241. _this._loadMaterialLOD(loader, context, materials, materials.length - 1, assign, function () {
  5242. loader._removeLoaderPendingData(material);
  5243. onComplete();
  5244. });
  5245. });
  5246. };
  5247. MSFTLOD.prototype._loadMaterialLOD = function (loader, context, materials, index, assign, onComplete) {
  5248. var _this = this;
  5249. loader._loadMaterial(context, materials[index], function (babylonMaterial, isNew) {
  5250. if (index === materials.length - 1) {
  5251. assign(babylonMaterial, isNew);
  5252. // Load the next LOD when the loader is ready to render.
  5253. loader._executeWhenRenderReady(function () {
  5254. _this._loadMaterialLOD(loader, context, materials, index - 1, assign, onComplete);
  5255. });
  5256. }
  5257. else {
  5258. BABYLON.BaseTexture.WhenAllReady(babylonMaterial.getActiveTextures(), function () {
  5259. assign(babylonMaterial, isNew);
  5260. if (index === 0) {
  5261. onComplete();
  5262. }
  5263. else {
  5264. setTimeout(function () {
  5265. loader._tryCatchOnError(function () {
  5266. _this._loadMaterialLOD(loader, context, materials, index - 1, assign, onComplete);
  5267. });
  5268. }, _this.Delay);
  5269. }
  5270. });
  5271. }
  5272. });
  5273. };
  5274. return MSFTLOD;
  5275. }(GLTF2.GLTFLoaderExtension));
  5276. Extensions.MSFTLOD = MSFTLOD;
  5277. GLTF2.GLTFLoader.RegisterExtension(new MSFTLOD());
  5278. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  5279. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5280. })(BABYLON || (BABYLON = {}));
  5281. //# sourceMappingURL=MSFT_lod.js.map
  5282. var BABYLON;
  5283. (function (BABYLON) {
  5284. var GLTF2;
  5285. (function (GLTF2) {
  5286. var Extensions;
  5287. (function (Extensions) {
  5288. var KHRMaterialsPbrSpecularGlossiness = /** @class */ (function (_super) {
  5289. __extends(KHRMaterialsPbrSpecularGlossiness, _super);
  5290. function KHRMaterialsPbrSpecularGlossiness() {
  5291. return _super !== null && _super.apply(this, arguments) || this;
  5292. }
  5293. Object.defineProperty(KHRMaterialsPbrSpecularGlossiness.prototype, "name", {
  5294. get: function () {
  5295. return "KHR_materials_pbrSpecularGlossiness";
  5296. },
  5297. enumerable: true,
  5298. configurable: true
  5299. });
  5300. KHRMaterialsPbrSpecularGlossiness.prototype._loadMaterial = function (loader, context, material, assign) {
  5301. var _this = this;
  5302. return this._loadExtension(context, material, function (context, extension, onComplete) {
  5303. loader._createPbrMaterial(material);
  5304. loader._loadMaterialBaseProperties(context, material);
  5305. _this._loadSpecularGlossinessProperties(loader, context, material, extension);
  5306. assign(material.babylonMaterial, true);
  5307. onComplete();
  5308. });
  5309. };
  5310. KHRMaterialsPbrSpecularGlossiness.prototype._loadSpecularGlossinessProperties = function (loader, context, material, properties) {
  5311. var babylonMaterial = material.babylonMaterial;
  5312. babylonMaterial.albedoColor = properties.diffuseFactor ? BABYLON.Color3.FromArray(properties.diffuseFactor) : new BABYLON.Color3(1, 1, 1);
  5313. babylonMaterial.reflectivityColor = properties.specularFactor ? BABYLON.Color3.FromArray(properties.specularFactor) : new BABYLON.Color3(1, 1, 1);
  5314. babylonMaterial.microSurface = properties.glossinessFactor == null ? 1 : properties.glossinessFactor;
  5315. if (properties.diffuseTexture) {
  5316. var texture = GLTF2.GLTFLoader._GetProperty(loader._gltf.textures, properties.diffuseTexture.index);
  5317. if (!texture) {
  5318. throw new Error(context + ": Failed to find diffuse texture " + properties.diffuseTexture.index);
  5319. }
  5320. babylonMaterial.albedoTexture = loader._loadTexture("textures[" + texture.index + "]", texture, properties.diffuseTexture.texCoord);
  5321. }
  5322. if (properties.specularGlossinessTexture) {
  5323. var texture = GLTF2.GLTFLoader._GetProperty(loader._gltf.textures, properties.specularGlossinessTexture.index);
  5324. if (!texture) {
  5325. throw new Error(context + ": Failed to find diffuse texture " + properties.specularGlossinessTexture.index);
  5326. }
  5327. babylonMaterial.reflectivityTexture = loader._loadTexture("textures[" + texture.index + "]", texture, properties.specularGlossinessTexture.texCoord);
  5328. babylonMaterial.reflectivityTexture.hasAlpha = true;
  5329. babylonMaterial.useMicroSurfaceFromReflectivityMapAlpha = true;
  5330. }
  5331. loader._loadMaterialAlphaProperties(context, material, properties.diffuseFactor);
  5332. };
  5333. return KHRMaterialsPbrSpecularGlossiness;
  5334. }(GLTF2.GLTFLoaderExtension));
  5335. Extensions.KHRMaterialsPbrSpecularGlossiness = KHRMaterialsPbrSpecularGlossiness;
  5336. GLTF2.GLTFLoader.RegisterExtension(new KHRMaterialsPbrSpecularGlossiness());
  5337. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  5338. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5339. })(BABYLON || (BABYLON = {}));
  5340. //# sourceMappingURL=KHR_materials_pbrSpecularGlossiness.js.map
  5341. (function universalModuleDefinition(root, factory) {
  5342. var f = factory();
  5343. if (root && root["BABYLON"]) {
  5344. return;
  5345. }
  5346. if(typeof exports === 'object' && typeof module === 'object')
  5347. module.exports = f;
  5348. else if(typeof define === 'function' && define.amd)
  5349. define(["BJSLoaders"], factory);
  5350. else if(typeof exports === 'object')
  5351. exports["BJSLoaders"] = f;
  5352. else {
  5353. root["BABYLON"] = f;
  5354. }
  5355. })(this, function() {
  5356. return BABYLON;
  5357. });