babylonjs.serializers.module.d.ts 17 KB

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  1. /// <reference types="babylonjs"/>
  2. /// <reference types="babylonjs-gltf2interface"/>
  3. declare module 'babylonjs-serializers' {
  4. export = BABYLON;
  5. }
  6. declare module BABYLON {
  7. class OBJExport {
  8. static OBJ(mesh: Mesh[], materials?: boolean, matlibname?: string, globalposition?: boolean): string;
  9. static MTL(mesh: Mesh): string;
  10. }
  11. }
  12. declare module BABYLON {
  13. /**
  14. * Holds a collection of exporter options and parameters
  15. */
  16. interface IExporterOptions {
  17. /**
  18. * Function which indicates whether a babylon mesh should be exported or not.
  19. * @param mesh - source Babylon mesh. It is used to check whether it should be
  20. * exported to glTF or not.
  21. * @returns boolean, which indicates whether the mesh should be exported (true) or not (false)
  22. */
  23. shouldExportMesh?(mesh: AbstractMesh): boolean;
  24. }
  25. /**
  26. * Class for generating glTF data from a Babylon scene.
  27. */
  28. class GLTF2Export {
  29. /**
  30. * Exports the geometry of the scene to .gltf file format.
  31. * @param scene - Babylon scene with scene hierarchy information.
  32. * @param filePrefix - File prefix to use when generating the glTF file.
  33. * @param options - Exporter options.
  34. * @returns - Returns an object with a .gltf file and associates texture names
  35. * as keys and their data and paths as values.
  36. */
  37. static GLTF(scene: Scene, filePrefix: string, options?: IExporterOptions): _GLTFData;
  38. /**
  39. * Exports the geometry of the scene to .glb file format.
  40. * @param scene - Babylon scene with scene hierarchy information.
  41. * @param filePrefix - File prefix to use when generating glb file.
  42. * @param options - Exporter options.
  43. * @returns - Returns an object with a .glb filename as key and data as value
  44. */
  45. static GLB(scene: Scene, filePrefix: string, options?: IExporterOptions): _GLTFData;
  46. }
  47. }
  48. /**
  49. * Module for the Babylon glTF 2.0 exporter. Should ONLY be used internally.
  50. * @ignore - capitalization of GLTF2 module.
  51. */
  52. declare module BABYLON.GLTF2 {
  53. /**
  54. * Converts Babylon Scene into glTF 2.0.
  55. */
  56. class _Exporter {
  57. /**
  58. * Stores all generated buffer views, which represents views into the main glTF buffer data.
  59. */
  60. private bufferViews;
  61. /**
  62. * Stores all the generated accessors, which is used for accessing the data within the buffer views in glTF.
  63. */
  64. private accessors;
  65. /**
  66. * Stores all the generated nodes, which contains transform and/or mesh information per node.
  67. */
  68. private nodes;
  69. /**
  70. * Stores the glTF asset information, which represents the glTF version and this file generator.
  71. */
  72. private asset;
  73. /**
  74. * Stores all the generated glTF scenes, which stores multiple node hierarchies.
  75. */
  76. private scenes;
  77. /**
  78. * Stores all the generated mesh information, each containing a set of primitives to render in glTF.
  79. */
  80. private meshes;
  81. /**
  82. * Stores all the generated material information, which represents the appearance of each primitive.
  83. */
  84. private materials;
  85. /**
  86. * Stores all the generated texture information, which is referenced by glTF materials.
  87. */
  88. private textures;
  89. /**
  90. * Stores all the generated image information, which is referenced by glTF textures.
  91. */
  92. private images;
  93. /**
  94. * Stores the total amount of bytes stored in the glTF buffer.
  95. */
  96. private totalByteLength;
  97. /**
  98. * Stores a reference to the Babylon scene containing the source geometry and material information.
  99. */
  100. private babylonScene;
  101. /**
  102. * Stores the exporter options, which are optionally passed in from the glTF serializer.
  103. */
  104. private options?;
  105. /**
  106. * Stores a map of the image data, where the key is the file name and the value
  107. * is the image data.
  108. */
  109. private imageData;
  110. /**
  111. * Stores a map of the unique id of a node to its index in the node array.
  112. */
  113. private nodeMap;
  114. /**
  115. * Stores the binary buffer used to store geometry data.
  116. */
  117. private binaryBuffer;
  118. /**
  119. * Specifies if the Babylon scene should be converted to right-handed on export.
  120. */
  121. private convertToRightHandedSystem;
  122. /**
  123. * Creates a glTF Exporter instance, which can accept optional exporter options.
  124. * @param babylonScene - Babylon scene object
  125. * @param options - Options to modify the behavior of the exporter.
  126. */
  127. constructor(babylonScene: Scene, options?: IExporterOptions);
  128. /**
  129. * Creates a buffer view based on teh supplied arguments
  130. * @param bufferIndex - index value of the specified buffer
  131. * @param byteOffset - byte offset value
  132. * @param byteLength - byte length of the bufferView
  133. * @param byteStride - byte distance between conequential elements.
  134. * @param name - name of the buffer view
  135. * @returns - bufferView for glTF
  136. */
  137. private createBufferView(bufferIndex, byteOffset, byteLength, byteStride?, name?);
  138. /**
  139. * Creates an accessor based on the supplied arguments
  140. * @param bufferviewIndex - The index of the bufferview referenced by this accessor.
  141. * @param name - The name of the accessor.
  142. * @param type - The type of the accessor.
  143. * @param componentType - The datatype of components in the attribute.
  144. * @param count - The number of attributes referenced by this accessor.
  145. * @param byteOffset - The offset relative to the start of the bufferView in bytes.
  146. * @param min - Minimum value of each component in this attribute.
  147. * @param max - Maximum value of each component in this attribute.
  148. * @returns - accessor for glTF
  149. */
  150. private createAccessor(bufferviewIndex, name, type, componentType, count, byteOffset, min, max);
  151. /**
  152. * Calculates the minimum and maximum values of an array of position floats.
  153. * @param positions - Positions array of a mesh.
  154. * @param vertexStart - Starting vertex offset to calculate min and max values.
  155. * @param vertexCount - Number of vertices to check for min and max values.
  156. * @returns - min number array and max number array.
  157. */
  158. private calculateMinMaxPositions(positions, vertexStart, vertexCount);
  159. /**
  160. * Converts a vector3 array to right-handed.
  161. * @param vector - vector3 Array to convert to right-handed.
  162. * @returns - right-handed Vector3 array.
  163. */
  164. private static GetRightHandedVector3(vector);
  165. /**
  166. * Converts a vector4 array to right-handed.
  167. * @param vector - vector4 Array to convert to right-handed.
  168. * @returns - right-handed vector4 array.
  169. */
  170. private static GetRightHandedVector4(vector);
  171. /**
  172. * Converts a quaternion to right-handed.
  173. * @param quaternion - Source quaternion to convert to right-handed.
  174. */
  175. private static GetRightHandedQuaternion(quaternion);
  176. /**
  177. * Writes mesh attribute data to a data buffer.
  178. * Returns the bytelength of the data.
  179. * @param vertexBufferKind - Indicates what kind of vertex data is being passed in.
  180. * @param meshAttributeArray - Array containing the attribute data.
  181. * @param strideSize - Represents the offset between consecutive attributes
  182. * @param byteOffset - The offset to start counting bytes from.
  183. * @param dataBuffer - The buffer to write the binary data to.
  184. * @returns - Byte length of the attribute data.
  185. */
  186. private writeAttributeData(vertexBufferKind, meshAttributeArray, strideSize, vertexBufferOffset, byteOffset, dataBuffer);
  187. /**
  188. * Generates glTF json data
  189. * @param shouldUseGlb - Indicates whether the json should be written for a glb file.
  190. * @param glTFPrefix - Text to use when prefixing a glTF file.
  191. * @param prettyPrint - Indicates whether the json file should be pretty printed (true) or not (false).
  192. * @returns - json data as string
  193. */
  194. private generateJSON(shouldUseGlb, glTFPrefix?, prettyPrint?);
  195. /**
  196. * Generates data for .gltf and .bin files based on the glTF prefix string
  197. * @param glTFPrefix - Text to use when prefixing a glTF file.
  198. * @returns - GLTFData with glTF file data.
  199. */
  200. _generateGLTF(glTFPrefix: string): _GLTFData;
  201. /**
  202. * Creates a binary buffer for glTF
  203. * @returns - array buffer for binary data
  204. */
  205. private generateBinary();
  206. /**
  207. * Pads the number to a multiple of 4
  208. * @param num - number to pad
  209. * @returns - padded number
  210. */
  211. private _getPadding(num);
  212. /**
  213. * Generates a glb file from the json and binary data.
  214. * Returns an object with the glb file name as the key and data as the value.
  215. * @param glTFPrefix
  216. * @returns - object with glb filename as key and data as value
  217. */
  218. _generateGLB(glTFPrefix: string): _GLTFData;
  219. /**
  220. * Sets the TRS for each node
  221. * @param node - glTF Node for storing the transformation data.
  222. * @param babylonMesh - Babylon mesh used as the source for the transformation data.
  223. */
  224. private setNodeTransformation(node, babylonMesh);
  225. /**
  226. * Creates a bufferview based on the vertices type for the Babylon mesh
  227. * @param kind - Indicates the type of vertices data.
  228. * @param babylonMesh - The Babylon mesh to get the vertices data from.
  229. * @param byteOffset - The offset from the buffer to start indexing from.
  230. * @param dataBuffer - The buffer to write the bufferview data to.
  231. * @returns bytelength of the bufferview data.
  232. */
  233. private createBufferViewKind(kind, babylonMesh, byteOffset, dataBuffer);
  234. /**
  235. * Sets data for the primitive attributes of each submesh
  236. * @param mesh - glTF Mesh object to store the primitive attribute information.
  237. * @param babylonMesh - Babylon mesh to get the primitive attribute data from.
  238. * @param byteOffset - The offset in bytes of the buffer data.
  239. * @param dataBuffer - Buffer to write the attribute data to.
  240. * @returns - bytelength of the primitive attributes plus the passed in byteOffset.
  241. */
  242. private setPrimitiveAttributes(mesh, babylonMesh, byteOffset, dataBuffer);
  243. /**
  244. * Creates a glTF scene based on the array of meshes.
  245. * Returns the the total byte offset.
  246. * @param babylonScene - Babylon scene to get the mesh data from.
  247. * @param byteOffset - Offset to start from in bytes.
  248. * @returns bytelength + byteoffset
  249. */
  250. private createScene(babylonScene, byteOffset);
  251. /**
  252. * Creates a mapping of Node unique id to node index
  253. * @param scene - Babylon Scene.
  254. * @param byteOffset - The initial byte offset.
  255. * @returns - Node mapping of unique id to index.
  256. */
  257. private createNodeMap(scene, byteOffset);
  258. /**
  259. * Creates a glTF node from a Babylon mesh.
  260. * @param babylonMesh - Source Babylon mesh.
  261. * @param byteOffset - The initial byte offset.
  262. * @param dataBuffer - Buffer for storing geometry data.
  263. * @returns - Object containing an INode and byteoffset.
  264. */
  265. private createNode(babylonMesh, byteOffset, dataBuffer);
  266. }
  267. }
  268. declare module BABYLON {
  269. /**
  270. * Class for holding and downloading glTF file data
  271. */
  272. class _GLTFData {
  273. /**
  274. * Object which contains the file name as the key and its data as the value.
  275. */
  276. glTFFiles: {
  277. [fileName: string]: string | Blob;
  278. };
  279. /**
  280. * Initializes the glTF file object.
  281. */
  282. constructor();
  283. /**
  284. * Downloads the glTF data as files based on their names and data.
  285. */
  286. downloadFiles(): void;
  287. }
  288. }
  289. declare module BABYLON.GLTF2 {
  290. /**
  291. * Utility methods for working with glTF material conversion properties. This class should only be used internally.
  292. */
  293. class _GLTFMaterial {
  294. /**
  295. * Represents the dielectric specular values for R, G and B.
  296. */
  297. private static readonly dielectricSpecular;
  298. /**
  299. * Allows the maximum specular power to be defined for material calculations.
  300. */
  301. private static maxSpecularPower;
  302. /**
  303. * Gets the materials from a Babylon scene and converts them to glTF materials.
  304. * @param scene
  305. * @param mimeType
  306. * @param images
  307. * @param textures
  308. * @param materials
  309. * @param imageData
  310. * @param hasTextureCoords
  311. */
  312. static ConvertMaterialsToGLTF(babylonMaterials: Material[], mimeType: ImageMimeType, images: IImage[], textures: ITexture[], materials: IMaterial[], imageData: {
  313. [fileName: string]: {
  314. data: Uint8Array;
  315. mimeType: ImageMimeType;
  316. };
  317. }, hasTextureCoords: boolean): void;
  318. /**
  319. * Converts a Babylon StandardMaterial to a glTF Metallic Roughness Material.
  320. * @param babylonStandardMaterial
  321. * @returns - glTF Metallic Roughness Material representation
  322. */
  323. static ConvertToGLTFPBRMetallicRoughness(babylonStandardMaterial: StandardMaterial): IMaterialPbrMetallicRoughness;
  324. /**
  325. * Computes the metallic factor
  326. * @param diffuse - diffused value
  327. * @param specular - specular value
  328. * @param oneMinusSpecularStrength - one minus the specular strength
  329. * @returns - metallic value
  330. */
  331. static SolveMetallic(diffuse: number, specular: number, oneMinusSpecularStrength: number): number;
  332. /**
  333. * Gets the glTF alpha mode from the Babylon Material
  334. * @param babylonMaterial - Babylon Material
  335. * @returns - The Babylon alpha mode value
  336. */
  337. static GetAlphaMode(babylonMaterial: Material): MaterialAlphaMode;
  338. /**
  339. * Converts a Babylon Standard Material to a glTF Material.
  340. * @param babylonStandardMaterial - BJS Standard Material.
  341. * @param mimeType - mime type to use for the textures.
  342. * @param images - array of glTF image interfaces.
  343. * @param textures - array of glTF texture interfaces.
  344. * @param materials - array of glTF material interfaces.
  345. * @param imageData - map of image file name to data.
  346. * @param hasTextureCoords - specifies if texture coordinates are present on the submesh to determine if textures should be applied.
  347. */
  348. static ConvertStandardMaterial(babylonStandardMaterial: StandardMaterial, mimeType: ImageMimeType, images: IImage[], textures: ITexture[], materials: IMaterial[], imageData: {
  349. [fileName: string]: {
  350. data: Uint8Array;
  351. mimeType: ImageMimeType;
  352. };
  353. }, hasTextureCoords: boolean): void;
  354. /**
  355. * Converts a Babylon PBR Metallic Roughness Material to a glTF Material.
  356. * @param babylonPBRMetalRoughMaterial - BJS PBR Metallic Roughness Material.
  357. * @param mimeType - mime type to use for the textures.
  358. * @param images - array of glTF image interfaces.
  359. * @param textures - array of glTF texture interfaces.
  360. * @param materials - array of glTF material interfaces.
  361. * @param imageData - map of image file name to data.
  362. * @param hasTextureCoords - specifies if texture coordinates are present on the submesh to determine if textures should be applied.
  363. */
  364. static ConvertPBRMetallicRoughnessMaterial(babylonPBRMetalRoughMaterial: PBRMetallicRoughnessMaterial, mimeType: ImageMimeType, images: IImage[], textures: ITexture[], materials: IMaterial[], imageData: {
  365. [fileName: string]: {
  366. data: Uint8Array;
  367. mimeType: ImageMimeType;
  368. };
  369. }, hasTextureCoords: boolean): void;
  370. /**
  371. * Extracts a texture from a Babylon texture into file data and glTF data.
  372. * @param babylonTexture - Babylon texture to extract.
  373. * @param mimeType - Mime Type of the babylonTexture.
  374. * @param images - Array of glTF images.
  375. * @param textures - Array of glTF textures.
  376. * @param imageData - map of image file name and data.
  377. * @return - glTF texture, or null if the texture format is not supported.
  378. */
  379. static ExportTexture(babylonTexture: BaseTexture, mimeType: ImageMimeType, images: IImage[], textures: ITexture[], imageData: {
  380. [fileName: string]: {
  381. data: Uint8Array;
  382. mimeType: ImageMimeType;
  383. };
  384. }): Nullable<ITextureInfo>;
  385. }
  386. }