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- declare module BABYLON {
- /**
- * Coordinate system mode that will be used when loading from the gltf file
- */
- enum GLTFLoaderCoordinateSystemMode {
- /**
- * Automatically convert the glTF right-handed data to the appropriate system based on the current coordinate system mode of the scene.
- */
- AUTO = 0,
- /**
- * Sets the useRightHandedSystem flag on the scene.
- */
- FORCE_RIGHT_HANDED = 1,
- }
- /**
- * Animation mode that determines which animations should be started when a file is loaded
- */
- enum GLTFLoaderAnimationStartMode {
- /**
- * No animation will start.
- */
- NONE = 0,
- /**
- * The first animation will start.
- */
- FIRST = 1,
- /**
- * All animations will start.
- */
- ALL = 2,
- }
- /**
- * Loaded gltf data
- */
- interface IGLTFLoaderData {
- /**
- * Loaded json string converted to an object
- */
- json: Object;
- /**
- * Loaded ArrayBufferView
- */
- bin: Nullable<ArrayBufferView>;
- }
- /**
- * Gltf extension interface
- */
- interface IGLTFLoaderExtension {
- /**
- * The name of this extension.
- */
- readonly name: string;
- /**
- * Whether this extension is enabled.
- */
- enabled: boolean;
- }
- /**
- * Loading state
- */
- enum GLTFLoaderState {
- /**
- * The asset is loading.
- */
- LOADING = 0,
- /**
- * The asset is ready for rendering.
- */
- READY = 1,
- /**
- * The asset is completely loaded.
- */
- COMPLETE = 2,
- }
- /**
- * GLTF loader interface
- */
- interface IGLTFLoader extends IDisposable {
- /**
- * Coordinate system that will be used when loading from the gltf file
- */
- coordinateSystemMode: GLTFLoaderCoordinateSystemMode;
- /**
- * Animation mode that determines which animations should be started when a file is loaded
- */
- animationStartMode: GLTFLoaderAnimationStartMode;
- /**
- * If the materials in the file should automatically be compiled
- */
- compileMaterials: boolean;
- /**
- * If a clip plane should be usede when loading meshes in the file
- */
- useClipPlane: boolean;
- /**
- * If shadow generators should automatically be compiled
- */
- compileShadowGenerators: boolean;
- /**
- * Observable that fires each time a mesh is loaded
- */
- onMeshLoadedObservable: Observable<AbstractMesh>;
- /**
- * Observable that fires each time a texture is loaded
- */
- onTextureLoadedObservable: Observable<BaseTexture>;
- /**
- * Observable that fires each time a material is loaded
- */
- onMaterialLoadedObservable: Observable<Material>;
- /**
- * Observable that fires when the load has completed
- */
- onCompleteObservable: Observable<IGLTFLoader>;
- /**
- * Observable that fires when the loader is disposed
- */
- onDisposeObservable: Observable<IGLTFLoader>;
- /**
- * Observable that fire when an extension is loaded
- */
- onExtensionLoadedObservable: Observable<IGLTFLoaderExtension>;
- /**
- * Loader state
- */
- state: Nullable<GLTFLoaderState>;
- /**
- * Imports one or more meshes from a loaded gltf file and adds them to the scene
- */
- importMeshAsync: (meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void) => Promise<{
- meshes: AbstractMesh[];
- particleSystems: ParticleSystem[];
- skeletons: Skeleton[];
- animationGroups: AnimationGroup[];
- }>;
- /**
- * Imports all objects from a loaded gltf file and adds them to the scene
- */
- loadAsync: (scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void) => Promise<void>;
- }
- /** File loader to load gltf files into a babylon scene */
- class GLTFFileLoader implements IDisposable, ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {
- /** Creates a gltf 1.0 file loader */
- static CreateGLTFLoaderV1: () => IGLTFLoader;
- /** Creates a gltf 2.0 file loader */
- static CreateGLTFLoaderV2: () => IGLTFLoader;
- /**
- * Raised when the asset has been parsed.
- * The data.json property stores the glTF JSON.
- * The data.bin property stores the BIN chunk from a glTF binary or null if the input is not a glTF binary.
- */
- onParsedObservable: Observable<IGLTFLoaderData>;
- private _onParsedObserver;
- /** Raised when the asset has been parsed. */
- onParsed: (loaderData: IGLTFLoaderData) => void;
- /**
- * Set this property to false to disable incremental loading which delays the loader from calling the success callback until after loading the meshes and shaders. Textures always loads asynchronously. For example, the success callback can compute the bounding information of the loaded meshes when incremental loading is disabled. Defaults to true.
- */
- static IncrementalLoading: boolean;
- /**
- * Set this property to true in order to work with homogeneous coordinates, available with some converters and exporters. Defaults to false. See https://en.wikipedia.org/wiki/Homogeneous_coordinates
- */
- static HomogeneousCoordinates: boolean;
- /**
- * The coordinate system mode (AUTO, FORCE_RIGHT_HANDED). Defaults to AUTO.
- * - AUTO - Automatically convert the glTF right-handed data to the appropriate system based on the current coordinate system mode of the scene.
- * - FORCE_RIGHT_HANDED - Sets the useRightHandedSystem flag on the scene.
- */
- coordinateSystemMode: GLTFLoaderCoordinateSystemMode;
- /**
- * The animation start mode (NONE, FIRST, ALL). Defaults to FIRST.
- * - NONE - No animation will start.
- * - FIRST - The first animation will start.
- * - ALL - All animations will start.
- */
- animationStartMode: GLTFLoaderAnimationStartMode;
- /**
- * Set to true to compile materials before raising the success callback. Defaults to false.
- */
- compileMaterials: boolean;
- /**
- * Set to true to also compile materials with clip planes. Defaults to false.
- */
- useClipPlane: boolean;
- /**
- * Set to true to compile shadow generators before raising the success callback. Defaults to false.
- */
- compileShadowGenerators: boolean;
- /**
- * Raised when the loader creates a mesh after parsing the glTF properties of the mesh.
- */
- readonly onMeshLoadedObservable: Observable<AbstractMesh>;
- private _onMeshLoadedObserver;
- /**
- * Raised when the loader creates a mesh after parsing the glTF properties of the mesh. (onMeshLoadedObservable is likely desired instead.)
- */
- onMeshLoaded: (mesh: AbstractMesh) => void;
- /**
- * Raised when the loader creates a texture after parsing the glTF properties of the texture.
- */
- readonly onTextureLoadedObservable: Observable<BaseTexture>;
- private _onTextureLoadedObserver;
- /**
- * Method called when a texture has been loaded (onTextureLoadedObservable is likely desired instead.)
- */
- onTextureLoaded: (texture: BaseTexture) => void;
- /**
- * Raised when the loader creates a material after parsing the glTF properties of the material.
- */
- readonly onMaterialLoadedObservable: Observable<Material>;
- private _onMaterialLoadedObserver;
- /**
- * Method when the loader creates a material after parsing the glTF properties of the material. (onMaterialLoadedObservable is likely desired instead.)
- */
- onMaterialLoaded: (material: Material) => void;
- /**
- * Raised when the asset is completely loaded, immediately before the loader is disposed.
- * For assets with LODs, raised when all of the LODs are complete.
- * For assets without LODs, raised when the model is complete, immediately after the loader resolves the returned promise.
- */
- readonly onCompleteObservable: Observable<GLTFFileLoader>;
- private _onCompleteObserver;
- /**
- * Raised when the asset is completely loaded, immediately before the loader is disposed. (onCompleteObservable is likely desired instead.)
- */
- onComplete: () => void;
- /**
- * Raised after the loader is disposed.
- */
- readonly onDisposeObservable: Observable<GLTFFileLoader>;
- private _onDisposeObserver;
- /**
- * Raised after the loader is disposed. (onDisposeObservable is likely desired instead.)
- */
- onDispose: () => void;
- /**
- * Raised after a loader extension is created.
- * Set additional options for a loader extension in this event.
- */
- readonly onExtensionLoadedObservable: Observable<IGLTFLoaderExtension>;
- private _onExtensionLoadedObserver;
- /**
- * Raised after a loader extension is created. (onExtensionLoadedObservable is likely desired instead.)
- */
- onExtensionLoaded: (extension: IGLTFLoaderExtension) => void;
- /**
- * Returns a promise that resolves when the asset is completely loaded.
- * @returns A promise that resolves when the asset is completely loaded.
- */
- whenCompleteAsync(): Promise<void>;
- /**
- * The loader state (LOADING, READY, COMPLETE) or null if the loader is not active.
- */
- readonly loaderState: Nullable<GLTFLoaderState>;
- private _loader;
- /**
- * Name of the loader ("gltf")
- */
- name: string;
- /**
- * Supported file extensions of the loader (.gltf, .glb)
- */
- extensions: ISceneLoaderPluginExtensions;
- /**
- * Disposes the loader, releases resources during load, and cancels any outstanding requests.
- */
- dispose(): void;
- /**
- * Imports one or more meshes from a loaded gltf file and adds them to the scene
- * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
- * @param scene the scene the meshes should be added to
- * @param data gltf data containing information of the meshes in a loaded file
- * @param rootUrl root url to load from
- * @param onProgress event that fires when loading progress has occured
- * @returns a promise containg the loaded meshes, particles, skeletons and animations
- */
- importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise<{
- meshes: AbstractMesh[];
- particleSystems: ParticleSystem[];
- skeletons: Skeleton[];
- animationGroups: AnimationGroup[];
- }>;
- /**
- * Imports all objects from a loaded gltf file and adds them to the scene
- * @param scene the scene the objects should be added to
- * @param data gltf data containing information of the meshes in a loaded file
- * @param rootUrl root url to load from
- * @param onProgress event that fires when loading progress has occured
- * @returns a promise which completes when objects have been loaded to the scene
- */
- loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise<void>;
- /**
- * Load into an asset container.
- * @param scene The scene to load into
- * @param data The data to import
- * @param rootUrl The root url for scene and resources
- * @param onProgress The callback when the load progresses
- * @returns The loaded asset container
- */
- loadAssetContainerAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise<AssetContainer>;
- /**
- * If the data string can be loaded directly
- * @param data string contianing the file data
- * @returns if the data can be loaded directly
- */
- canDirectLoad(data: string): boolean;
- /**
- * Rewrites a url by combining a root url and response url
- */
- rewriteRootURL: (rootUrl: string, responseURL?: string) => string;
- /**
- * Instantiates a gltf file loader plugin
- * @returns the created plugin
- */
- createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
- private _parse(data);
- private _getLoader(loaderData);
- private static _parseBinary(data);
- private static _parseV1(binaryReader);
- private static _parseV2(binaryReader);
- private static _parseVersion(version);
- private static _compareVersion(a, b);
- private static _decodeBufferToText(buffer);
- }
- }
- declare module BABYLON.GLTF1 {
- /**
- * Enums
- */
- enum EComponentType {
- BYTE = 5120,
- UNSIGNED_BYTE = 5121,
- SHORT = 5122,
- UNSIGNED_SHORT = 5123,
- FLOAT = 5126,
- }
- enum EShaderType {
- FRAGMENT = 35632,
- VERTEX = 35633,
- }
- enum EParameterType {
- BYTE = 5120,
- UNSIGNED_BYTE = 5121,
- SHORT = 5122,
- UNSIGNED_SHORT = 5123,
- INT = 5124,
- UNSIGNED_INT = 5125,
- FLOAT = 5126,
- FLOAT_VEC2 = 35664,
- FLOAT_VEC3 = 35665,
- FLOAT_VEC4 = 35666,
- INT_VEC2 = 35667,
- INT_VEC3 = 35668,
- INT_VEC4 = 35669,
- BOOL = 35670,
- BOOL_VEC2 = 35671,
- BOOL_VEC3 = 35672,
- BOOL_VEC4 = 35673,
- FLOAT_MAT2 = 35674,
- FLOAT_MAT3 = 35675,
- FLOAT_MAT4 = 35676,
- SAMPLER_2D = 35678,
- }
- enum ETextureWrapMode {
- CLAMP_TO_EDGE = 33071,
- MIRRORED_REPEAT = 33648,
- REPEAT = 10497,
- }
- enum ETextureFilterType {
- NEAREST = 9728,
- LINEAR = 9728,
- NEAREST_MIPMAP_NEAREST = 9984,
- LINEAR_MIPMAP_NEAREST = 9985,
- NEAREST_MIPMAP_LINEAR = 9986,
- LINEAR_MIPMAP_LINEAR = 9987,
- }
- enum ETextureFormat {
- ALPHA = 6406,
- RGB = 6407,
- RGBA = 6408,
- LUMINANCE = 6409,
- LUMINANCE_ALPHA = 6410,
- }
- enum ECullingType {
- FRONT = 1028,
- BACK = 1029,
- FRONT_AND_BACK = 1032,
- }
- enum EBlendingFunction {
- ZERO = 0,
- ONE = 1,
- SRC_COLOR = 768,
- ONE_MINUS_SRC_COLOR = 769,
- DST_COLOR = 774,
- ONE_MINUS_DST_COLOR = 775,
- SRC_ALPHA = 770,
- ONE_MINUS_SRC_ALPHA = 771,
- DST_ALPHA = 772,
- ONE_MINUS_DST_ALPHA = 773,
- CONSTANT_COLOR = 32769,
- ONE_MINUS_CONSTANT_COLOR = 32770,
- CONSTANT_ALPHA = 32771,
- ONE_MINUS_CONSTANT_ALPHA = 32772,
- SRC_ALPHA_SATURATE = 776,
- }
- /**
- * Interfaces
- */
- interface IGLTFProperty {
- extensions?: {
- [key: string]: any;
- };
- extras?: Object;
- }
- interface IGLTFChildRootProperty extends IGLTFProperty {
- name?: string;
- }
- interface IGLTFAccessor extends IGLTFChildRootProperty {
- bufferView: string;
- byteOffset: number;
- byteStride: number;
- count: number;
- type: string;
- componentType: EComponentType;
- max?: number[];
- min?: number[];
- name?: string;
- }
- interface IGLTFBufferView extends IGLTFChildRootProperty {
- buffer: string;
- byteOffset: number;
- byteLength: number;
- byteStride: number;
- target?: number;
- }
- interface IGLTFBuffer extends IGLTFChildRootProperty {
- uri: string;
- byteLength?: number;
- type?: string;
- }
- interface IGLTFShader extends IGLTFChildRootProperty {
- uri: string;
- type: EShaderType;
- }
- interface IGLTFProgram extends IGLTFChildRootProperty {
- attributes: string[];
- fragmentShader: string;
- vertexShader: string;
- }
- interface IGLTFTechniqueParameter {
- type: number;
- count?: number;
- semantic?: string;
- node?: string;
- value?: number | boolean | string | Array<any>;
- source?: string;
- babylonValue?: any;
- }
- interface IGLTFTechniqueCommonProfile {
- lightingModel: string;
- texcoordBindings: Object;
- parameters?: Array<any>;
- }
- interface IGLTFTechniqueStatesFunctions {
- blendColor?: number[];
- blendEquationSeparate?: number[];
- blendFuncSeparate?: number[];
- colorMask: boolean[];
- cullFace: number[];
- }
- interface IGLTFTechniqueStates {
- enable: number[];
- functions: IGLTFTechniqueStatesFunctions;
- }
- interface IGLTFTechnique extends IGLTFChildRootProperty {
- parameters: {
- [key: string]: IGLTFTechniqueParameter;
- };
- program: string;
- attributes: {
- [key: string]: string;
- };
- uniforms: {
- [key: string]: string;
- };
- states: IGLTFTechniqueStates;
- }
- interface IGLTFMaterial extends IGLTFChildRootProperty {
- technique?: string;
- values: string[];
- }
- interface IGLTFMeshPrimitive extends IGLTFProperty {
- attributes: {
- [key: string]: string;
- };
- indices: string;
- material: string;
- mode?: number;
- }
- interface IGLTFMesh extends IGLTFChildRootProperty {
- primitives: IGLTFMeshPrimitive[];
- }
- interface IGLTFImage extends IGLTFChildRootProperty {
- uri: string;
- }
- interface IGLTFSampler extends IGLTFChildRootProperty {
- magFilter?: number;
- minFilter?: number;
- wrapS?: number;
- wrapT?: number;
- }
- interface IGLTFTexture extends IGLTFChildRootProperty {
- sampler: string;
- source: string;
- format?: ETextureFormat;
- internalFormat?: ETextureFormat;
- target?: number;
- type?: number;
- babylonTexture?: Texture;
- }
- interface IGLTFAmbienLight {
- color?: number[];
- }
- interface IGLTFDirectionalLight {
- color?: number[];
- }
- interface IGLTFPointLight {
- color?: number[];
- constantAttenuation?: number;
- linearAttenuation?: number;
- quadraticAttenuation?: number;
- }
- interface IGLTFSpotLight {
- color?: number[];
- constantAttenuation?: number;
- fallOfAngle?: number;
- fallOffExponent?: number;
- linearAttenuation?: number;
- quadraticAttenuation?: number;
- }
- interface IGLTFLight extends IGLTFChildRootProperty {
- type: string;
- }
- interface IGLTFCameraOrthographic {
- xmag: number;
- ymag: number;
- zfar: number;
- znear: number;
- }
- interface IGLTFCameraPerspective {
- aspectRatio: number;
- yfov: number;
- zfar: number;
- znear: number;
- }
- interface IGLTFCamera extends IGLTFChildRootProperty {
- type: string;
- }
- interface IGLTFAnimationChannelTarget {
- id: string;
- path: string;
- }
- interface IGLTFAnimationChannel {
- sampler: string;
- target: IGLTFAnimationChannelTarget;
- }
- interface IGLTFAnimationSampler {
- input: string;
- output: string;
- interpolation?: string;
- }
- interface IGLTFAnimation extends IGLTFChildRootProperty {
- channels?: IGLTFAnimationChannel[];
- parameters?: {
- [key: string]: string;
- };
- samplers?: {
- [key: string]: IGLTFAnimationSampler;
- };
- }
- interface IGLTFNodeInstanceSkin {
- skeletons: string[];
- skin: string;
- meshes: string[];
- }
- interface IGLTFSkins extends IGLTFChildRootProperty {
- bindShapeMatrix: number[];
- inverseBindMatrices: string;
- jointNames: string[];
- babylonSkeleton?: Skeleton;
- }
- interface IGLTFNode extends IGLTFChildRootProperty {
- camera?: string;
- children: string[];
- skin?: string;
- jointName?: string;
- light?: string;
- matrix: number[];
- mesh?: string;
- meshes?: string[];
- rotation?: number[];
- scale?: number[];
- translation?: number[];
- babylonNode?: Node;
- }
- interface IGLTFScene extends IGLTFChildRootProperty {
- nodes: string[];
- }
- /**
- * Runtime
- */
- interface IGLTFRuntime {
- extensions: {
- [key: string]: any;
- };
- accessors: {
- [key: string]: IGLTFAccessor;
- };
- buffers: {
- [key: string]: IGLTFBuffer;
- };
- bufferViews: {
- [key: string]: IGLTFBufferView;
- };
- meshes: {
- [key: string]: IGLTFMesh;
- };
- lights: {
- [key: string]: IGLTFLight;
- };
- cameras: {
- [key: string]: IGLTFCamera;
- };
- nodes: {
- [key: string]: IGLTFNode;
- };
- images: {
- [key: string]: IGLTFImage;
- };
- textures: {
- [key: string]: IGLTFTexture;
- };
- shaders: {
- [key: string]: IGLTFShader;
- };
- programs: {
- [key: string]: IGLTFProgram;
- };
- samplers: {
- [key: string]: IGLTFSampler;
- };
- techniques: {
- [key: string]: IGLTFTechnique;
- };
- materials: {
- [key: string]: IGLTFMaterial;
- };
- animations: {
- [key: string]: IGLTFAnimation;
- };
- skins: {
- [key: string]: IGLTFSkins;
- };
- currentScene?: Object;
- scenes: {
- [key: string]: IGLTFScene;
- };
- extensionsUsed: string[];
- extensionsRequired?: string[];
- buffersCount: number;
- shaderscount: number;
- scene: Scene;
- rootUrl: string;
- loadedBufferCount: number;
- loadedBufferViews: {
- [name: string]: ArrayBufferView;
- };
- loadedShaderCount: number;
- importOnlyMeshes: boolean;
- importMeshesNames?: string[];
- dummyNodes: Node[];
- }
- /**
- * Bones
- */
- interface INodeToRoot {
- bone: Bone;
- node: IGLTFNode;
- id: string;
- }
- interface IJointNode {
- node: IGLTFNode;
- id: string;
- }
- }
- declare module BABYLON.GLTF1 {
- /**
- * Implementation of the base glTF spec
- */
- class GLTFLoaderBase {
- static CreateRuntime(parsedData: any, scene: Scene, rootUrl: string): IGLTFRuntime;
- static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): void;
- static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: Nullable<ArrayBufferView>) => void, onError: (message: string) => void): void;
- static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: Nullable<ArrayBufferView>, onSuccess: (texture: Texture) => void, onError: (message: string) => void): void;
- static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string | ArrayBuffer) => void, onError?: (message: string) => void): void;
- static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): void;
- }
- /**
- * glTF V1 Loader
- */
- class GLTFLoader implements IGLTFLoader {
- static Extensions: {
- [name: string]: GLTFLoaderExtension;
- };
- static RegisterExtension(extension: GLTFLoaderExtension): void;
- coordinateSystemMode: GLTFLoaderCoordinateSystemMode;
- animationStartMode: GLTFLoaderAnimationStartMode;
- compileMaterials: boolean;
- useClipPlane: boolean;
- compileShadowGenerators: boolean;
- onDisposeObservable: Observable<IGLTFLoader>;
- onMeshLoadedObservable: Observable<AbstractMesh>;
- onTextureLoadedObservable: Observable<BaseTexture>;
- onMaterialLoadedObservable: Observable<Material>;
- onCompleteObservable: Observable<IGLTFLoader>;
- onExtensionLoadedObservable: Observable<IGLTFLoaderExtension>;
- /**
- * State of the loader
- */
- state: Nullable<GLTFLoaderState>;
- dispose(): void;
- private _importMeshAsync(meshesNames, scene, data, rootUrl, onSuccess, onProgress?, onError?);
- /**
- * Imports one or more meshes from a loaded gltf file and adds them to the scene
- * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
- * @param scene the scene the meshes should be added to
- * @param data gltf data containing information of the meshes in a loaded file
- * @param rootUrl root url to load from
- * @param onProgress event that fires when loading progress has occured
- * @returns a promise containg the loaded meshes, particles, skeletons and animations
- */
- importMeshAsync(meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise<{
- meshes: AbstractMesh[];
- particleSystems: ParticleSystem[];
- skeletons: Skeleton[];
- animationGroups: AnimationGroup[];
- }>;
- private _loadAsync(scene, data, rootUrl, onSuccess, onProgress?, onError?);
- /**
- * Imports all objects from a loaded gltf file and adds them to the scene
- * @param scene the scene the objects should be added to
- * @param data gltf data containing information of the meshes in a loaded file
- * @param rootUrl root url to load from
- * @param onProgress event that fires when loading progress has occured
- * @returns a promise which completes when objects have been loaded to the scene
- */
- loadAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise<void>;
- private _loadShadersAsync(gltfRuntime, onload);
- private _loadBuffersAsync(gltfRuntime, onLoad, onProgress?);
- private _createNodes(gltfRuntime);
- }
- }
- declare module BABYLON.GLTF1 {
- /**
- * Utils functions for GLTF
- */
- class GLTFUtils {
- /**
- * Sets the given "parameter" matrix
- * @param scene: the {BABYLON.Scene} object
- * @param source: the source node where to pick the matrix
- * @param parameter: the GLTF technique parameter
- * @param uniformName: the name of the shader's uniform
- * @param shaderMaterial: the shader material
- */
- static SetMatrix(scene: Scene, source: Node, parameter: IGLTFTechniqueParameter, uniformName: string, shaderMaterial: ShaderMaterial | Effect): void;
- /**
- * Sets the given "parameter" matrix
- * @param shaderMaterial: the shader material
- * @param uniform: the name of the shader's uniform
- * @param value: the value of the uniform
- * @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
- */
- static SetUniform(shaderMaterial: ShaderMaterial | Effect, uniform: string, value: any, type: number): boolean;
- /**
- * Returns the wrap mode of the texture
- * @param mode: the mode value
- */
- static GetWrapMode(mode: number): number;
- /**
- * Returns the byte stride giving an accessor
- * @param accessor: the GLTF accessor objet
- */
- static GetByteStrideFromType(accessor: IGLTFAccessor): number;
- /**
- * Returns the texture filter mode giving a mode value
- * @param mode: the filter mode value
- */
- static GetTextureFilterMode(mode: number): ETextureFilterType;
- static GetBufferFromBufferView(gltfRuntime: IGLTFRuntime, bufferView: IGLTFBufferView, byteOffset: number, byteLength: number, componentType: EComponentType): ArrayBufferView;
- /**
- * Returns a buffer from its accessor
- * @param gltfRuntime: the GLTF runtime
- * @param accessor: the GLTF accessor
- */
- static GetBufferFromAccessor(gltfRuntime: IGLTFRuntime, accessor: IGLTFAccessor): any;
- /**
- * Decodes a buffer view into a string
- * @param view: the buffer view
- */
- static DecodeBufferToText(view: ArrayBufferView): string;
- /**
- * Returns the default material of gltf. Related to
- * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
- * @param scene: the Babylon.js scene
- */
- static GetDefaultMaterial(scene: Scene): ShaderMaterial;
- private static _DefaultMaterial;
- }
- }
- declare module BABYLON.GLTF1 {
- abstract class GLTFLoaderExtension {
- private _name;
- constructor(name: string);
- readonly name: string;
- /**
- * Defines an override for loading the runtime
- * Return true to stop further extensions from loading the runtime
- */
- loadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: (gltfRuntime: IGLTFRuntime) => void, onError?: (message: string) => void): boolean;
- /**
- * Defines an onverride for creating gltf runtime
- * Return true to stop further extensions from creating the runtime
- */
- loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError?: (message: string) => void): boolean;
- /**
- * Defines an override for loading buffers
- * Return true to stop further extensions from loading this buffer
- */
- loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): boolean;
- /**
- * Defines an override for loading texture buffers
- * Return true to stop further extensions from loading this texture data
- */
- loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
- /**
- * Defines an override for creating textures
- * Return true to stop further extensions from loading this texture
- */
- createTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: (message: string) => void): boolean;
- /**
- * Defines an override for loading shader strings
- * Return true to stop further extensions from loading this shader data
- */
- loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: (message: string) => void): boolean;
- /**
- * Defines an override for loading materials
- * Return true to stop further extensions from loading this material
- */
- loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean;
- static LoadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: (gltfRuntime: IGLTFRuntime) => void, onError?: (message: string) => void): void;
- static LoadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError?: (message: string) => void): void;
- static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (bufferView: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): void;
- static LoadTextureAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (texture: Texture) => void, onError: (message: string) => void): void;
- static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderData: string | ArrayBuffer) => void, onError: (message: string) => void): void;
- static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): void;
- private static LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
- private static CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
- private static ApplyExtensions(func, defaultFunc);
- }
- }
- declare module BABYLON.GLTF1 {
- class GLTFBinaryExtension extends GLTFLoaderExtension {
- private _bin;
- constructor();
- loadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: (message: string) => void): boolean;
- loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
- loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
- loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: (message: string) => void): boolean;
- }
- }
- declare module BABYLON.GLTF1 {
- class GLTFMaterialsCommonExtension extends GLTFLoaderExtension {
- constructor();
- loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: (message: string) => void): boolean;
- loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean;
- private _loadTexture(gltfRuntime, id, material, propertyPath, onError);
- }
- }
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