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- /// <reference types="babylonjs"/>
- declare module 'babylonjs-serializers' {
- export = BABYLON;
- }
- declare module BABYLON {
- class OBJExport {
- static OBJ(mesh: Mesh[], materials?: boolean, matlibname?: string, globalposition?: boolean): string;
- static MTL(mesh: Mesh): string;
- }
- }
- declare module BABYLON {
- /**
- * Holds a collection of exporter options and parameters
- */
- interface IExporterOptions {
- /**
- * Function which indicates whether a babylon mesh should be exported or not.
- * @param mesh - source Babylon mesh. It is used to check whether it should be
- * exported to glTF or not.
- * @returns boolean, which indicates whether the mesh should be exported (true) or not (false)
- */
- shouldExportMesh?(mesh: AbstractMesh): boolean;
- }
- /**
- * Class for generating glTF data from a Babylon scene.
- */
- class GLTF2Export {
- /**
- * Exports the geometry of the scene to .gltf file format.
- * @param scene - Babylon scene with scene hierarchy information.
- * @param filePrefix - File prefix to use when generating the glTF file.
- * @param options - Exporter options.
- * @returns - Returns an object with a .gltf file and associates texture names
- * as keys and their data and paths as values.
- */
- static GLTF(scene: Scene, filePrefix: string, options?: IExporterOptions): _GLTFData;
- /**
- * Exports the geometry of the scene to .glb file format.
- * @param scene - Babylon scene with scene hierarchy information.
- * @param filePrefix - File prefix to use when generating glb file.
- * @param options - Exporter options.
- * @returns - Returns an object with a .glb filename as key and data as value
- */
- static GLB(scene: Scene, filePrefix: string, options?: IExporterOptions): _GLTFData;
- }
- }
- /**
- * Module for the Babylon glTF 2.0 exporter. Should ONLY be used internally.
- * @ignore - capitalization of GLTF2 module.
- */
- declare module BABYLON.GLTF2 {
- /**
- * Converts Babylon Scene into glTF 2.0.
- */
- class _Exporter {
- /**
- * Stores all generated buffer views, which represents views into the main glTF buffer data.
- */
- private bufferViews;
- /**
- * Stores all the generated accessors, which is used for accessing the data within the buffer views in glTF.
- */
- private accessors;
- /**
- * Stores all the generated nodes, which contains transform and/or mesh information per node.
- */
- private nodes;
- /**
- * Stores the glTF asset information, which represents the glTF version and this file generator.
- */
- private asset;
- /**
- * Stores all the generated glTF scenes, which stores multiple node hierarchies.
- */
- private scenes;
- /**
- * Stores all the generated mesh information, each containing a set of primitives to render in glTF.
- */
- private meshes;
- /**
- * Stores all the generated material information, which represents the appearance of each primitive.
- */
- private materials;
- /**
- * Stores all the generated texture information, which is referenced by glTF materials.
- */
- private textures;
- /**
- * Stores all the generated image information, which is referenced by glTF textures.
- */
- private images;
- /**
- * Stores the total amount of bytes stored in the glTF buffer.
- */
- private totalByteLength;
- /**
- * Stores a reference to the Babylon scene containing the source geometry and material information.
- */
- private babylonScene;
- /**
- * Stores the exporter options, which are optionally passed in from the glTF serializer.
- */
- private options?;
- /**
- * Stores a map of the image data, where the key is the file name and the value
- * is the image data.
- */
- private imageData;
- /**
- * Creates a glTF Exporter instance, which can accept optional exporter options.
- * @param babylonScene - Babylon scene object
- * @param options - Options to modify the behavior of the exporter.
- */
- constructor(babylonScene: Scene, options?: IExporterOptions);
- /**
- * Creates a buffer view based on teh supplied arguments
- * @param {number} bufferIndex - index value of the specified buffer
- * @param {number} byteOffset - byte offset value
- * @param {number} byteLength - byte length of the bufferView
- * @returns - bufferView for glTF
- */
- private createBufferView(bufferIndex, byteOffset, byteLength, name?);
- /**
- * Creates an accessor based on the supplied arguments
- * @param bufferviewIndex
- * @param name
- * @param type
- * @param componentType
- * @param count
- * @param min
- * @param max
- * @returns - accessor for glTF
- */
- private createAccessor(bufferviewIndex, name, type, componentType, count, min?, max?);
- /**
- * Calculates the minimum and maximum values of an array of floats, based on stride
- * @param buff
- * @param vertexStart
- * @param vertexCount
- * @param arrayOffset
- * @param stride
- * @returns - min number array and max number array
- */
- private calculateMinMax(buff, vertexStart, vertexCount, arrayOffset, stride);
- /**
- * Write mesh attribute data to buffer.
- * Returns the bytelength of the data.
- * @param vertexBufferType
- * @param submesh
- * @param meshAttributeArray
- * @param strideSize
- * @param byteOffset
- * @param dataBuffer
- * @param useRightHandedSystem
- * @returns - byte length
- */
- private writeAttributeData(vertexBufferType, submesh, meshAttributeArray, strideSize, byteOffset, dataBuffer, useRightHandedSystem);
- /**
- * Generates glTF json data
- * @param glb
- * @param glTFPrefix
- * @param prettyPrint
- * @returns - json data as string
- */
- private generateJSON(glb, glTFPrefix?, prettyPrint?);
- /**
- * Generates data for .gltf and .bin files based on the glTF prefix string
- * @param glTFPrefix
- * @returns - object with glTF json tex filename
- * and binary file name as keys and their data as values
- */
- _generateGLTF(glTFPrefix: string): _GLTFData;
- /**
- * Creates a binary buffer for glTF
- * @returns - array buffer for binary data
- */
- private generateBinary();
- /**
- * Pads the number to a power of 4
- * @param num - number to pad
- * @returns - padded number
- */
- private _getPadding(num);
- /**
- * Generates a glb file from the json and binary data.
- * Returns an object with the glb file name as the key and data as the value.
- * @param jsonText
- * @param binaryBuffer
- * @param glTFPrefix
- * @returns - object with glb filename as key and data as value
- */
- _generateGLB(glTFPrefix: string): _GLTFData;
- /**
- * Sets the TRS for each node
- * @param node
- * @param babylonMesh
- * @param useRightHandedSystem
- */
- private setNodeTransformation(node, babylonMesh, useRightHandedSystem);
- /**
- *
- * @param babylonTexture
- * @return - glTF texture, or null if the texture format is not supported
- */
- private exportTexture(babylonTexture, mimeType?);
- /**
- * Sets data for the primitive attributes of each submesh
- * @param mesh
- * @param babylonMesh
- * @param byteOffset
- * @param useRightHandedSystem
- * @param dataBuffer
- * @returns - bytelength of the primitive attributes plus the passed in byteOffset
- */
- private setPrimitiveAttributes(mesh, babylonMesh, byteOffset, useRightHandedSystem, dataBuffer?);
- /**
- * Creates a glTF scene based on the array of meshes.
- * Returns the the total byte offset.
- * @param gltf
- * @param byteOffset
- * @param buffer
- * @param dataBuffer
- * @returns bytelength + byteoffset
- */
- private createScene(babylonScene, byteOffset, dataBuffer?);
- }
- }
- declare module BABYLON {
- /**
- * Class for holding and downloading glTF file data
- */
- class _GLTFData {
- /**
- * Object which contains the file name as the key and its data as the value.
- */
- glTFFiles: {
- [fileName: string]: string | Blob;
- };
- /**
- * Initializes the glTF file object.
- */
- constructor();
- /**
- * Downloads the glTF data as files based on their names and data.
- */
- downloadFiles(): void;
- }
- }
- declare module BABYLON.GLTF2 {
- /**
- * Utility methods for working with glTF material conversion properties. This class should only be used internally.
- */
- class _GLTFMaterial {
- /**
- * Represents the dielectric specular values for R, G and B.
- */
- private static readonly dielectricSpecular;
- /**
- * Epsilon value, used as a small tolerance value for a numeric value.
- */
- private static readonly epsilon;
- /**
- * Converts a Babylon StandardMaterial to a glTF Metallic Roughness Material.
- * @param babylonStandardMaterial
- * @returns - glTF Metallic Roughness Material representation
- */
- static ConvertToGLTFPBRMetallicRoughness(babylonStandardMaterial: StandardMaterial): IMaterialPbrMetallicRoughness;
- /**
- * Converts Specular Glossiness to Metallic Roughness. This is based on the algorithm used in the Babylon glTF 3ds Max Exporter.
- * {@link https://github.com/BabylonJS/Exporters/blob/master/3ds%20Max/Max2Babylon/Exporter/BabylonExporter.GLTFExporter.Material.cs}
- * @param babylonSpecularGlossiness - Babylon specular glossiness parameters
- * @returns - Babylon metallic roughness values
- */
- private static _ConvertToMetallicRoughness(babylonSpecularGlossiness);
- /**
- * Returns the perceived brightness value based on the provided color
- * @param color - color used in calculating the perceived brightness
- * @returns - perceived brightness value
- */
- private static PerceivedBrightness(color);
- /**
- * Computes the metallic factor
- * @param diffuse - diffused value
- * @param specular - specular value
- * @param oneMinusSpecularStrength - one minus the specular strength
- * @returns - metallic value
- */
- static SolveMetallic(diffuse: number, specular: number, oneMinusSpecularStrength: number): number;
- /**
- * Gets the glTF alpha mode from the Babylon Material
- * @param babylonMaterial - Babylon Material
- * @returns - The Babylon alpha mode value
- */
- static GetAlphaMode(babylonMaterial: Material): MaterialAlphaMode;
- }
- }
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