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- var BABYLON = BABYLON || (typeof require !== 'undefined' && require("babylonjs"));
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
- 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;
- return c > 3 && r && Object.defineProperty(target, key, r), r;
- };
- var __extends = (this && this.__extends) || (function () {
- var extendStatics = Object.setPrototypeOf ||
- ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
- function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
- return function (d, b) {
- extendStatics(d, b);
- function __() { this.constructor = d; }
- d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
- };
- })();
-
- var BABYLON;
- (function (BABYLON) {
- var STLFileLoader = (function () {
- function STLFileLoader() {
- this.solidPattern = /solid (\S*)([\S\s]*)endsolid[ ]*(\S*)/g;
- this.facetsPattern = /facet([\s\S]*?)endfacet/g;
- 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;
- 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;
- this.name = "stl";
- // force data to come in as an ArrayBuffer
- // we'll convert to string if it looks like it's an ASCII .stl
- this.extensions = {
- ".stl": { isBinary: true },
- };
- }
- STLFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
- var matches;
- if (this.isBinary(data)) {
- // binary .stl
- var babylonMesh = new BABYLON.Mesh("stlmesh", scene);
- this.parseBinary(babylonMesh, data);
- if (meshes) {
- meshes.push(babylonMesh);
- }
- return true;
- }
- // ASCII .stl
- // convert to string
- var array_buffer = new Uint8Array(data);
- var str = '';
- for (var i = 0; i < data.byteLength; i++) {
- str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian
- }
- data = str;
- while (matches = this.solidPattern.exec(data)) {
- var meshName = matches[1];
- var meshNameFromEnd = matches[3];
- if (meshName != meshNameFromEnd) {
- BABYLON.Tools.Error("Error in STL, solid name != endsolid name");
- return false;
- }
- // check meshesNames
- if (meshesNames && meshName) {
- if (meshesNames instanceof Array) {
- if (!meshesNames.indexOf(meshName)) {
- continue;
- }
- }
- else {
- if (meshName !== meshesNames) {
- continue;
- }
- }
- }
- // stl mesh name can be empty as well
- meshName = meshName || "stlmesh";
- var babylonMesh = new BABYLON.Mesh(meshName, scene);
- this.parseASCII(babylonMesh, matches[2]);
- if (meshes) {
- meshes.push(babylonMesh);
- }
- }
- return true;
- };
- STLFileLoader.prototype.load = function (scene, data, rootUrl) {
- var result = this.importMesh(null, scene, data, rootUrl, null, null, null);
- if (result) {
- scene.createDefaultCameraOrLight();
- }
- return result;
- };
- STLFileLoader.prototype.isBinary = function (data) {
- // check if file size is correct for binary stl
- var faceSize, nFaces, reader;
- reader = new DataView(data);
- faceSize = (32 / 8 * 3) + ((32 / 8 * 3) * 3) + (16 / 8);
- nFaces = reader.getUint32(80, true);
- if (80 + (32 / 8) + (nFaces * faceSize) === reader.byteLength) {
- return true;
- }
- // check characters higher than ASCII to confirm binary
- var fileLength = reader.byteLength;
- for (var index = 0; index < fileLength; index++) {
- if (reader.getUint8(index, false) > 127) {
- return true;
- }
- }
- return false;
- };
- STLFileLoader.prototype.parseBinary = function (mesh, data) {
- var reader = new DataView(data);
- var faces = reader.getUint32(80, true);
- var dataOffset = 84;
- var faceLength = 12 * 4 + 2;
- var offset = 0;
- var positions = new Float32Array(faces * 3 * 3);
- var normals = new Float32Array(faces * 3 * 3);
- var indices = new Uint32Array(faces * 3);
- var indicesCount = 0;
- for (var face = 0; face < faces; face++) {
- var start = dataOffset + face * faceLength;
- var normalX = reader.getFloat32(start, true);
- var normalY = reader.getFloat32(start + 4, true);
- var normalZ = reader.getFloat32(start + 8, true);
- for (var i = 1; i <= 3; i++) {
- var vertexstart = start + i * 12;
- // ordering is intentional to match ascii import
- positions[offset] = reader.getFloat32(vertexstart, true);
- positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);
- positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);
- normals[offset] = normalX;
- normals[offset + 2] = normalY;
- normals[offset + 1] = normalZ;
- offset += 3;
- }
- indices[indicesCount] = indicesCount++;
- indices[indicesCount] = indicesCount++;
- indices[indicesCount] = indicesCount++;
- }
- mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
- mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
- mesh.setIndices(indices);
- mesh.computeWorldMatrix(true);
- };
- STLFileLoader.prototype.parseASCII = function (mesh, solidData) {
- var positions = [];
- var normals = [];
- var indices = [];
- var indicesCount = 0;
- //load facets, ignoring loop as the standard doesn't define it can contain more than vertices
- var matches;
- while (matches = this.facetsPattern.exec(solidData)) {
- var facet = matches[1];
- //one normal per face
- var normalMatches = this.normalPattern.exec(facet);
- this.normalPattern.lastIndex = 0;
- if (!normalMatches) {
- continue;
- }
- var normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];
- var vertexMatch;
- while (vertexMatch = this.vertexPattern.exec(facet)) {
- positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));
- normals.push(normal[0], normal[1], normal[2]);
- }
- indices.push(indicesCount++, indicesCount++, indicesCount++);
- this.vertexPattern.lastIndex = 0;
- }
- this.facetsPattern.lastIndex = 0;
- mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
- mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
- mesh.setIndices(indices);
- mesh.computeWorldMatrix(true);
- };
- return STLFileLoader;
- }());
- BABYLON.STLFileLoader = STLFileLoader;
- if (BABYLON.SceneLoader) {
- BABYLON.SceneLoader.RegisterPlugin(new STLFileLoader());
- }
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.stlFileLoader.js.map
- var BABYLON;
- (function (BABYLON) {
- /**
- * Class reading and parsing the MTL file bundled with the obj file.
- */
- var MTLFileLoader = (function () {
- function MTLFileLoader() {
- // All material loaded from the mtl will be set here
- this.materials = [];
- /**
- * This function will read the mtl file and create each material described inside
- * This function could be improve by adding :
- * -some component missing (Ni, Tf...)
- * -including the specific options available
- *
- * @param scene
- * @param data
- * @param rootUrl
- */
- this.parseMTL = function (scene, data, rootUrl) {
- //Split the lines from the file
- var lines = data.split('\n');
- //Space char
- var delimiter_pattern = /\s+/;
- //Array with RGB colors
- var color;
- //New material
- var material;
- //Look at each line
- for (var i = 0; i < lines.length; i++) {
- var line = lines[i].trim();
- // Blank line or comment
- if (line.length === 0 || line.charAt(0) === '#') {
- continue;
- }
- //Get the first parameter (keyword)
- var pos = line.indexOf(' ');
- var key = (pos >= 0) ? line.substring(0, pos) : line;
- key = key.toLowerCase();
- //Get the data following the key
- var value = (pos >= 0) ? line.substring(pos + 1).trim() : "";
- //This mtl keyword will create the new material
- if (key === "newmtl") {
- //Check if it is the first material.
- // Materials specifications are described after this keyword.
- if (material) {
- //Add the previous material in the material array.
- this.materials.push(material);
- }
- //Create a new material.
- // value is the name of the material read in the mtl file
- material = new BABYLON.StandardMaterial(value, scene);
- }
- else if (key === "kd") {
- // Diffuse color (color under white light) using RGB values
- //value = "r g b"
- color = value.split(delimiter_pattern, 3);
- //color = [r,g,b]
- //Set tghe color into the material
- material.diffuseColor = BABYLON.Color3.FromArray(color);
- }
- else if (key === "ka") {
- // Ambient color (color under shadow) using RGB values
- //value = "r g b"
- color = value.split(delimiter_pattern, 3);
- //color = [r,g,b]
- //Set tghe color into the material
- material.ambientColor = BABYLON.Color3.FromArray(color);
- }
- else if (key === "ks") {
- // Specular color (color when light is reflected from shiny surface) using RGB values
- //value = "r g b"
- color = value.split(delimiter_pattern, 3);
- //color = [r,g,b]
- //Set the color into the material
- material.specularColor = BABYLON.Color3.FromArray(color);
- }
- else if (key === "ke") {
- // Emissive color using RGB values
- color = value.split(delimiter_pattern, 3);
- material.emissiveColor = BABYLON.Color3.FromArray(color);
- }
- else if (key === "ns") {
- //value = "Integer"
- material.specularPower = value;
- }
- else if (key === "d") {
- //d is dissolve for current material. It mean alpha for BABYLON
- material.alpha = value;
- //Texture
- //This part can be improved by adding the possible options of texture
- }
- else if (key === "map_ka") {
- // ambient texture map with a loaded image
- //We must first get the folder of the image
- material.ambientTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
- }
- else if (key === "map_kd") {
- // Diffuse texture map with a loaded image
- material.diffuseTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
- }
- else if (key === "map_ks") {
- // Specular texture map with a loaded image
- //We must first get the folder of the image
- material.specularTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
- }
- else if (key === "map_ns") {
- //Specular
- //Specular highlight component
- //We must first get the folder of the image
- //
- //Not supported by BABYLON
- //
- // continue;
- }
- else if (key === "map_bump") {
- //The bump texture
- material.bumpTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
- }
- else if (key === "map_d") {
- // The dissolve of the material
- material.opacityTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
- //Options for illumination
- }
- else if (key === "illum") {
- //Illumination
- if (value === "0") {
- //That mean Kd == Kd
- }
- else if (value === "1") {
- //Color on and Ambient on
- }
- else if (value === "2") {
- //Highlight on
- }
- else if (value === "3") {
- //Reflection on and Ray trace on
- }
- else if (value === "4") {
- //Transparency: Glass on, Reflection: Ray trace on
- }
- else if (value === "5") {
- //Reflection: Fresnel on and Ray trace on
- }
- else if (value === "6") {
- //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on
- }
- else if (value === "7") {
- //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on
- }
- else if (value === "8") {
- //Reflection on and Ray trace off
- }
- else if (value === "9") {
- //Transparency: Glass on, Reflection: Ray trace off
- }
- else if (value === "10") {
- //Casts shadows onto invisible surfaces
- }
- }
- else {
- // console.log("Unhandled expression at line : " + i +'\n' + "with value : " + line);
- }
- }
- //At the end of the file, add the last material
- this.materials.push(material);
- };
- }
- /**
- * Gets the texture for the material.
- *
- * If the material is imported from input file,
- * We sanitize the url to ensure it takes the textre from aside the material.
- *
- * @param rootUrl The root url to load from
- * @param value The value stored in the mtl
- * @return The Texture
- */
- MTLFileLoader._getTexture = function (rootUrl, value, scene) {
- if (!value) {
- return null;
- }
- var url = rootUrl;
- // Load from input file.
- if (rootUrl === "file:") {
- var lastDelimiter = value.lastIndexOf("\\");
- if (lastDelimiter === -1) {
- lastDelimiter = value.lastIndexOf("/");
- }
- if (lastDelimiter > -1) {
- url += value.substr(lastDelimiter + 1);
- }
- else {
- url += value;
- }
- }
- else {
- url += value;
- }
- return new BABYLON.Texture(url, scene);
- };
- return MTLFileLoader;
- }());
- BABYLON.MTLFileLoader = MTLFileLoader;
- var OBJFileLoader = (function () {
- function OBJFileLoader() {
- this.name = "obj";
- this.extensions = ".obj";
- this.obj = /^o/;
- this.group = /^g/;
- this.mtllib = /^mtllib /;
- this.usemtl = /^usemtl /;
- this.smooth = /^s /;
- this.vertexPattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
- // vn float float float
- this.normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
- // vt float float
- this.uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
- // f vertex vertex vertex ...
- this.facePattern1 = /f\s+(([\d]{1,}[\s]?){3,})+/;
- // f vertex/uvs vertex/uvs vertex/uvs ...
- this.facePattern2 = /f\s+((([\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
- // f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal ...
- this.facePattern3 = /f\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
- // f vertex//normal vertex//normal vertex//normal ...
- this.facePattern4 = /f\s+((([\d]{1,}\/\/[\d]{1,}[\s]?){3,})+)/;
- }
- /**
- * Calls synchronously the MTL file attached to this obj.
- * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
- * Without this function materials are not displayed in the first frame (but displayed after).
- * In consequence it is impossible to get material information in your HTML file
- *
- * @param url The URL of the MTL file
- * @param rootUrl
- * @param onSuccess Callback function to be called when the MTL file is loaded
- * @private
- */
- OBJFileLoader.prototype._loadMTL = function (url, rootUrl, onSuccess) {
- //The complete path to the mtl file
- var pathOfFile = BABYLON.Tools.BaseUrl + rootUrl + url;
- // Loads through the babylon tools to allow fileInput search.
- BABYLON.Tools.LoadFile(pathOfFile, onSuccess, null, null, false, function () { console.warn("Error - Unable to load " + pathOfFile); });
- };
- OBJFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
- //get the meshes from OBJ file
- var loadedMeshes = this._parseSolid(meshesNames, scene, data, rootUrl);
- //Push meshes from OBJ file into the variable mesh of this function
- if (meshes) {
- loadedMeshes.forEach(function (mesh) {
- meshes.push(mesh);
- });
- }
- return true;
- };
- OBJFileLoader.prototype.load = function (scene, data, rootUrl) {
- //Get the 3D model
- return this.importMesh(null, scene, data, rootUrl, null, null, null);
- };
- /**
- * Read the OBJ file and create an Array of meshes.
- * Each mesh contains all information given by the OBJ and the MTL file.
- * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
- *
- * @param meshesNames
- * @param scene BABYLON.Scene The scene where are displayed the data
- * @param data String The content of the obj file
- * @param rootUrl String The path to the folder
- * @returns Array<AbstractMesh>
- * @private
- */
- OBJFileLoader.prototype._parseSolid = function (meshesNames, scene, data, rootUrl) {
- var positions = []; //values for the positions of vertices
- var normals = []; //Values for the normals
- var uvs = []; //Values for the textures
- var meshesFromObj = []; //[mesh] Contains all the obj meshes
- var handledMesh; //The current mesh of meshes array
- var indicesForBabylon = []; //The list of indices for VertexData
- var wrappedPositionForBabylon = []; //The list of position in vectors
- var wrappedUvsForBabylon = []; //Array with all value of uvs to match with the indices
- var wrappedNormalsForBabylon = []; //Array with all value of normals to match with the indices
- var tuplePosNorm = []; //Create a tuple with indice of Position, Normal, UV [pos, norm, uvs]
- var curPositionInIndices = 0;
- var hasMeshes = false; //Meshes are defined in the file
- var unwrappedPositionsForBabylon = []; //Value of positionForBabylon w/o Vector3() [x,y,z]
- var unwrappedNormalsForBabylon = []; //Value of normalsForBabylon w/o Vector3() [x,y,z]
- var unwrappedUVForBabylon = []; //Value of uvsForBabylon w/o Vector3() [x,y,z]
- var triangles = []; //Indices from new triangles coming from polygons
- var materialNameFromObj = ""; //The name of the current material
- var fileToLoad = ""; //The name of the mtlFile to load
- var materialsFromMTLFile = new MTLFileLoader();
- var objMeshName = ""; //The name of the current obj mesh
- var increment = 1; //Id for meshes created by the multimaterial
- var isFirstMaterial = true;
- /**
- * Search for obj in the given array.
- * This function is called to check if a couple of data already exists in an array.
- *
- * If found, returns the index of the founded tuple index. Returns -1 if not found
- * @param arr Array<{ normals: Array<number>, idx: Array<number> }>
- * @param obj Array<number>
- * @returns {boolean}
- */
- var isInArray = function (arr, obj) {
- if (!arr[obj[0]])
- arr[obj[0]] = { normals: [], idx: [] };
- var idx = arr[obj[0]].normals.indexOf(obj[1]);
- return idx === -1 ? -1 : arr[obj[0]].idx[idx];
- };
- var isInArrayUV = function (arr, obj) {
- if (!arr[obj[0]])
- arr[obj[0]] = { normals: [], idx: [], uv: [] };
- var idx = arr[obj[0]].normals.indexOf(obj[1]);
- if (idx != 1 && (obj[2] == arr[obj[0]].uv[idx])) {
- return arr[obj[0]].idx[idx];
- }
- return -1;
- };
- /**
- * This function set the data for each triangle.
- * Data are position, normals and uvs
- * If a tuple of (position, normal) is not set, add the data into the corresponding array
- * If the tuple already exist, add only their indice
- *
- * @param indicePositionFromObj Integer The index in positions array
- * @param indiceUvsFromObj Integer The index in uvs array
- * @param indiceNormalFromObj Integer The index in normals array
- * @param positionVectorFromOBJ Vector3 The value of position at index objIndice
- * @param textureVectorFromOBJ Vector3 The value of uvs
- * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
- */
- var setData = function (indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positionVectorFromOBJ, textureVectorFromOBJ, normalsVectorFromOBJ) {
- //Check if this tuple already exists in the list of tuples
- var _index;
- if (OBJFileLoader.OPTIMIZE_WITH_UV) {
- _index = isInArrayUV(tuplePosNorm, [
- indicePositionFromObj,
- indiceNormalFromObj,
- indiceUvsFromObj
- ]);
- }
- else {
- _index = isInArray(tuplePosNorm, [
- indicePositionFromObj,
- indiceNormalFromObj
- ]);
- }
- //If it not exists
- if (_index == -1) {
- //Add an new indice.
- //The array of indices is only an array with his length equal to the number of triangles - 1.
- //We add vertices data in this order
- indicesForBabylon.push(wrappedPositionForBabylon.length);
- //Push the position of vertice for Babylon
- //Each element is a BABYLON.Vector3(x,y,z)
- wrappedPositionForBabylon.push(positionVectorFromOBJ);
- //Push the uvs for Babylon
- //Each element is a BABYLON.Vector3(u,v)
- wrappedUvsForBabylon.push(textureVectorFromOBJ);
- //Push the normals for Babylon
- //Each element is a BABYLON.Vector3(x,y,z)
- wrappedNormalsForBabylon.push(normalsVectorFromOBJ);
- //Add the tuple in the comparison list
- tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj);
- tuplePosNorm[indicePositionFromObj].idx.push(curPositionInIndices++);
- if (OBJFileLoader.OPTIMIZE_WITH_UV)
- tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj);
- }
- else {
- //The tuple already exists
- //Add the index of the already existing tuple
- //At this index we can get the value of position, normal and uvs of vertex
- indicesForBabylon.push(_index);
- }
- };
- /**
- * Transform BABYLON.Vector() object onto 3 digits in an array
- */
- var unwrapData = function () {
- //Every array has the same length
- for (var l = 0; l < wrappedPositionForBabylon.length; l++) {
- //Push the x, y, z values of each element in the unwrapped array
- unwrappedPositionsForBabylon.push(wrappedPositionForBabylon[l].x, wrappedPositionForBabylon[l].y, wrappedPositionForBabylon[l].z);
- unwrappedNormalsForBabylon.push(wrappedNormalsForBabylon[l].x, wrappedNormalsForBabylon[l].y, wrappedNormalsForBabylon[l].z);
- unwrappedUVForBabylon.push(wrappedUvsForBabylon[l].x, wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON
- }
- // Reset arrays for the next new meshes
- wrappedPositionForBabylon = [];
- wrappedNormalsForBabylon = [];
- wrappedUvsForBabylon = [];
- tuplePosNorm = [];
- curPositionInIndices = 0;
- };
- /**
- * Create triangles from polygons by recursion
- * The best to understand how it works is to draw it in the same time you get the recursion.
- * It is important to notice that a triangle is a polygon
- * We get 4 patterns of face defined in OBJ File :
- * facePattern1 = ["1","2","3","4","5","6"]
- * facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
- * facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
- * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
- * Each pattern is divided by the same method
- * @param face Array[String] The indices of elements
- * @param v Integer The variable to increment
- */
- var getTriangles = function (face, v) {
- //Work for each element of the array
- if (v + 1 < face.length) {
- //Add on the triangle variable the indexes to obtain triangles
- triangles.push(face[0], face[v], face[v + 1]);
- //Incrementation for recursion
- v += 1;
- //Recursion
- getTriangles(face, v);
- }
- //Result obtained after 2 iterations:
- //Pattern1 => triangle = ["1","2","3","1","3","4"];
- //Pattern2 => triangle = ["1/1","2/2","3/3","1/1","3/3","4/4"];
- //Pattern3 => triangle = ["1/1/1","2/2/2","3/3/3","1/1/1","3/3/3","4/4/4"];
- //Pattern4 => triangle = ["1//1","2//2","3//3","1//1","3//3","4//4"];
- };
- /**
- * Create triangles and push the data for each polygon for the pattern 1
- * In this pattern we get vertice positions
- * @param face
- * @param v
- */
- var setDataForCurrentFaceWithPattern1 = function (face, v) {
- //Get the indices of triangles for each polygon
- getTriangles(face, v);
- //For each element in the triangles array.
- //This var could contains 1 to an infinity of triangles
- for (var k = 0; k < triangles.length; k++) {
- // Set position indice
- var indicePositionFromObj = parseInt(triangles[k]) - 1;
- setData(indicePositionFromObj, 0, 0, //In the pattern 1, normals and uvs are not defined
- positions[indicePositionFromObj], //Get the vectors data
- BABYLON.Vector2.Zero(), BABYLON.Vector3.Up() //Create default vectors
- );
- }
- //Reset variable for the next line
- triangles = [];
- };
- /**
- * Create triangles and push the data for each polygon for the pattern 2
- * In this pattern we get vertice positions and uvsu
- * @param face
- * @param v
- */
- var setDataForCurrentFaceWithPattern2 = function (face, v) {
- //Get the indices of triangles for each polygon
- getTriangles(face, v);
- for (var k = 0; k < triangles.length; k++) {
- //triangle[k] = "1/1"
- //Split the data for getting position and uv
- var point = triangles[k].split("/"); // ["1", "1"]
- //Set position indice
- var indicePositionFromObj = parseInt(point[0]) - 1;
- //Set uv indice
- var indiceUvsFromObj = parseInt(point[1]) - 1;
- setData(indicePositionFromObj, indiceUvsFromObj, 0, //Default value for normals
- positions[indicePositionFromObj], //Get the values for each element
- uvs[indiceUvsFromObj], BABYLON.Vector3.Up() //Default value for normals
- );
- }
- //Reset variable for the next line
- triangles = [];
- };
- /**
- * Create triangles and push the data for each polygon for the pattern 3
- * In this pattern we get vertice positions, uvs and normals
- * @param face
- * @param v
- */
- var setDataForCurrentFaceWithPattern3 = function (face, v) {
- //Get the indices of triangles for each polygon
- getTriangles(face, v);
- for (var k = 0; k < triangles.length; k++) {
- //triangle[k] = "1/1/1"
- //Split the data for getting position, uv, and normals
- var point = triangles[k].split("/"); // ["1", "1", "1"]
- // Set position indice
- var indicePositionFromObj = parseInt(point[0]) - 1;
- // Set uv indice
- var indiceUvsFromObj = parseInt(point[1]) - 1;
- // Set normal indice
- var indiceNormalFromObj = parseInt(point[2]) - 1;
- setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj] //Set the vector for each component
- );
- }
- //Reset variable for the next line
- triangles = [];
- };
- /**
- * Create triangles and push the data for each polygon for the pattern 4
- * In this pattern we get vertice positions and normals
- * @param face
- * @param v
- */
- var setDataForCurrentFaceWithPattern4 = function (face, v) {
- getTriangles(face, v);
- for (var k = 0; k < triangles.length; k++) {
- //triangle[k] = "1//1"
- //Split the data for getting position and normals
- var point = triangles[k].split("//"); // ["1", "1"]
- // We check indices, and normals
- var indicePositionFromObj = parseInt(point[0]) - 1;
- var indiceNormalFromObj = parseInt(point[1]) - 1;
- setData(indicePositionFromObj, 1, //Default value for uv
- indiceNormalFromObj, positions[indicePositionFromObj], //Get each vector of data
- BABYLON.Vector2.Zero(), normals[indiceNormalFromObj]);
- }
- //Reset variable for the next line
- triangles = [];
- };
- var addPreviousObjMesh = function () {
- //Check if it is not the first mesh. Otherwise we don't have data.
- if (meshesFromObj.length > 0) {
- //Get the previous mesh for applying the data about the faces
- //=> in obj file, faces definition append after the name of the mesh
- handledMesh = meshesFromObj[meshesFromObj.length - 1];
- //Set the data into Array for the mesh
- unwrapData();
- // Reverse tab. Otherwise face are displayed in the wrong sens
- indicesForBabylon.reverse();
- //Set the information for the mesh
- //Slice the array to avoid rewriting because of the fact this is the same var which be rewrited
- handledMesh.indices = indicesForBabylon.slice();
- handledMesh.positions = unwrappedPositionsForBabylon.slice();
- handledMesh.normals = unwrappedNormalsForBabylon.slice();
- handledMesh.uvs = unwrappedUVForBabylon.slice();
- //Reset the array for the next mesh
- indicesForBabylon = [];
- unwrappedPositionsForBabylon = [];
- unwrappedNormalsForBabylon = [];
- unwrappedUVForBabylon = [];
- }
- };
- //Main function
- //Split the file into lines
- var lines = data.split('\n');
- //Look at each line
- for (var i = 0; i < lines.length; i++) {
- var line = lines[i].trim();
- var result;
- //Comment or newLine
- if (line.length === 0 || line.charAt(0) === '#') {
- continue;
- //Get information about one position possible for the vertices
- }
- else if ((result = this.vertexPattern.exec(line)) !== null) {
- //Create a Vector3 with the position x, y, z
- //Value of result:
- // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
- //Add the Vector in the list of positions
- positions.push(new BABYLON.Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
- }
- else if ((result = this.normalPattern.exec(line)) !== null) {
- //Create a Vector3 with the normals x, y, z
- //Value of result
- // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
- //Add the Vector in the list of normals
- normals.push(new BABYLON.Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
- }
- else if ((result = this.uvPattern.exec(line)) !== null) {
- //Create a Vector2 with the normals u, v
- //Value of result
- // ["vt 0.1 0.2 0.3", "0.1", "0.2"]
- //Add the Vector in the list of uvs
- uvs.push(new BABYLON.Vector2(parseFloat(result[1]), parseFloat(result[2])));
- //Identify patterns of faces
- //Face could be defined in different type of pattern
- }
- else if ((result = this.facePattern3.exec(line)) !== null) {
- //Value of result:
- //["f 1/1/1 2/2/2 3/3/3", "1/1/1 2/2/2 3/3/3"...]
- //Set the data for this face
- setDataForCurrentFaceWithPattern3(result[1].trim().split(" "), // ["1/1/1", "2/2/2", "3/3/3"]
- 1);
- }
- else if ((result = this.facePattern4.exec(line)) !== null) {
- //Value of result:
- //["f 1//1 2//2 3//3", "1//1 2//2 3//3"...]
- //Set the data for this face
- setDataForCurrentFaceWithPattern4(result[1].trim().split(" "), // ["1//1", "2//2", "3//3"]
- 1);
- }
- else if ((result = this.facePattern2.exec(line)) !== null) {
- //Value of result:
- //["f 1/1 2/2 3/3", "1/1 2/2 3/3"...]
- //Set the data for this face
- setDataForCurrentFaceWithPattern2(result[1].trim().split(" "), // ["1/1", "2/2", "3/3"]
- 1);
- }
- else if ((result = this.facePattern1.exec(line)) !== null) {
- //Value of result
- //["f 1 2 3", "1 2 3"...]
- //Set the data for this face
- setDataForCurrentFaceWithPattern1(result[1].trim().split(" "), // ["1", "2", "3"]
- 1);
- //Define a mesh or an object
- //Each time this keyword is analysed, create a new Object with all data for creating a babylonMesh
- }
- else if (this.group.test(line) || this.obj.test(line)) {
- //Create a new mesh corresponding to the name of the group.
- //Definition of the mesh
- var objMesh =
- //Set the name of the current obj mesh
- {
- name: line.substring(2).trim(),
- indices: undefined,
- positions: undefined,
- normals: undefined,
- uvs: undefined,
- materialName: ""
- };
- addPreviousObjMesh();
- //Push the last mesh created with only the name
- meshesFromObj.push(objMesh);
- //Set this variable to indicate that now meshesFromObj has objects defined inside
- hasMeshes = true;
- isFirstMaterial = true;
- increment = 1;
- //Keyword for applying a material
- }
- else if (this.usemtl.test(line)) {
- //Get the name of the material
- materialNameFromObj = line.substring(7).trim();
- //If this new material is in the same mesh
- if (!isFirstMaterial) {
- //Set the data for the previous mesh
- addPreviousObjMesh();
- //Create a new mesh
- var objMesh =
- //Set the name of the current obj mesh
- {
- name: objMeshName + "_mm" + increment.toString(),
- indices: undefined,
- positions: undefined,
- normals: undefined,
- uvs: undefined,
- materialName: materialNameFromObj
- };
- increment++;
- //If meshes are already defined
- meshesFromObj.push(objMesh);
- }
- //Set the material name if the previous line define a mesh
- if (hasMeshes && isFirstMaterial) {
- //Set the material name to the previous mesh (1 material per mesh)
- meshesFromObj[meshesFromObj.length - 1].materialName = materialNameFromObj;
- isFirstMaterial = false;
- }
- //Keyword for loading the mtl file
- }
- else if (this.mtllib.test(line)) {
- //Get the name of mtl file
- fileToLoad = line.substring(7).trim();
- //Apply smoothing
- }
- else if (this.smooth.test(line)) {
- // smooth shading => apply smoothing
- //Toda y I don't know it work with babylon and with obj.
- //With the obj file an integer is set
- }
- else {
- //If there is another possibility
- console.log("Unhandled expression at line : " + line);
- }
- }
- //At the end of the file, add the last mesh into the meshesFromObj array
- if (hasMeshes) {
- //Set the data for the last mesh
- handledMesh = meshesFromObj[meshesFromObj.length - 1];
- //Reverse indices for displaying faces in the good sens
- indicesForBabylon.reverse();
- //Get the good array
- unwrapData();
- //Set array
- handledMesh.indices = indicesForBabylon;
- handledMesh.positions = unwrappedPositionsForBabylon;
- handledMesh.normals = unwrappedNormalsForBabylon;
- handledMesh.uvs = unwrappedUVForBabylon;
- }
- //If any o or g keyword found, create a mesj with a random id
- if (!hasMeshes) {
- // reverse tab of indices
- indicesForBabylon.reverse();
- //Get positions normals uvs
- unwrapData();
- //Set data for one mesh
- meshesFromObj.push({
- name: BABYLON.Geometry.RandomId(),
- indices: indicesForBabylon,
- positions: unwrappedPositionsForBabylon,
- normals: unwrappedNormalsForBabylon,
- uvs: unwrappedUVForBabylon,
- materialName: materialNameFromObj
- });
- }
- //Create a BABYLON.Mesh list
- var babylonMeshesArray = []; //The mesh for babylon
- var materialToUse = [];
- //Set data for each mesh
- for (var j = 0; j < meshesFromObj.length; j++) {
- //check meshesNames (stlFileLoader)
- if (meshesNames && meshesFromObj[j].name) {
- if (meshesNames instanceof Array) {
- if (meshesNames.indexOf(meshesFromObj[j].name) == -1) {
- continue;
- }
- }
- else {
- if (meshesFromObj[j].name !== meshesNames) {
- continue;
- }
- }
- }
- //Get the current mesh
- //Set the data with VertexBuffer for each mesh
- handledMesh = meshesFromObj[j];
- //Create a BABYLON.Mesh with the name of the obj mesh
- var babylonMesh = new BABYLON.Mesh(meshesFromObj[j].name, scene);
- //Push the name of the material to an array
- //This is indispensable for the importMesh function
- materialToUse.push(meshesFromObj[j].materialName);
- var vertexData = new BABYLON.VertexData(); //The container for the values
- //Set the data for the babylonMesh
- vertexData.positions = handledMesh.positions;
- vertexData.normals = handledMesh.normals;
- vertexData.uvs = handledMesh.uvs;
- vertexData.indices = handledMesh.indices;
- //Set the data from the VertexBuffer to the current BABYLON.Mesh
- vertexData.applyToMesh(babylonMesh);
- //Push the mesh into an array
- babylonMeshesArray.push(babylonMesh);
- }
- //load the materials
- //Check if we have a file to load
- if (fileToLoad !== "") {
- //Load the file synchronously
- this._loadMTL(fileToLoad, rootUrl, function (dataLoaded) {
- //Create materials thanks MTLLoader function
- materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl);
- //Look at each material loaded in the mtl file
- for (var n = 0; n < materialsFromMTLFile.materials.length; n++) {
- //Three variables to get all meshes with the same material
- var startIndex = 0;
- var _indices = [];
- var _index;
- //The material from MTL file is used in the meshes loaded
- //Push the indice in an array
- //Check if the material is not used for another mesh
- while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {
- _indices.push(_index);
- startIndex = _index + 1;
- }
- //If the material is not used dispose it
- if (_index == -1 && _indices.length == 0) {
- //If the material is not needed, remove it
- materialsFromMTLFile.materials[n].dispose();
- }
- else {
- for (var o = 0; o < _indices.length; o++) {
- //Apply the material to the BABYLON.Mesh for each mesh with the material
- babylonMeshesArray[_indices[o]].material = materialsFromMTLFile.materials[n];
- }
- }
- }
- });
- }
- //Return an array with all BABYLON.Mesh
- return babylonMeshesArray;
- };
- OBJFileLoader.OPTIMIZE_WITH_UV = false;
- return OBJFileLoader;
- }());
- BABYLON.OBJFileLoader = OBJFileLoader;
- if (BABYLON.SceneLoader) {
- //Add this loader into the register plugin
- BABYLON.SceneLoader.RegisterPlugin(new OBJFileLoader());
- }
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.objFileLoader.js.map
- var BABYLON;
- (function (BABYLON) {
- var GLTFLoaderCoordinateSystemMode;
- (function (GLTFLoaderCoordinateSystemMode) {
- // Automatically convert the glTF right-handed data to the appropriate system based on the current coordinate system mode of the scene (scene.useRightHandedSystem).
- // NOTE: When scene.useRightHandedSystem is false, an additional transform will be added to the root to transform the data from right-handed to left-handed.
- GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["AUTO"] = 0] = "AUTO";
- // The glTF right-handed data is not transformed in any form and is loaded directly.
- GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["PASS_THROUGH"] = 1] = "PASS_THROUGH";
- // Sets the useRightHandedSystem flag on the scene.
- GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["FORCE_RIGHT_HANDED"] = 2] = "FORCE_RIGHT_HANDED";
- })(GLTFLoaderCoordinateSystemMode = BABYLON.GLTFLoaderCoordinateSystemMode || (BABYLON.GLTFLoaderCoordinateSystemMode = {}));
- var GLTFFileLoader = (function () {
- function GLTFFileLoader() {
- // V2 options
- this.coordinateSystemMode = GLTFLoaderCoordinateSystemMode.AUTO;
- this.name = "gltf";
- this.extensions = {
- ".gltf": { isBinary: false },
- ".glb": { isBinary: true }
- };
- }
- GLTFFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
- var loaderData = GLTFFileLoader._parse(data, onError);
- if (!loaderData) {
- return;
- }
- var loader = this._getLoader(loaderData, onError);
- if (!loader) {
- return;
- }
- loader.importMeshAsync(meshesNames, scene, loaderData, rootUrl, onSuccess, onProgress, onError);
- };
- GLTFFileLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
- var loaderData = GLTFFileLoader._parse(data, onError);
- if (!loaderData) {
- return;
- }
- var loader = this._getLoader(loaderData, onError);
- if (!loader) {
- return;
- }
- return loader.loadAsync(scene, loaderData, rootUrl, onSuccess, onProgress, onError);
- };
- GLTFFileLoader.prototype.canDirectLoad = function (data) {
- return ((data.indexOf("scene") !== -1) && (data.indexOf("node") !== -1));
- };
- GLTFFileLoader._parse = function (data, onError) {
- if (data instanceof ArrayBuffer) {
- return GLTFFileLoader._parseBinary(data, onError);
- }
- try {
- return {
- json: JSON.parse(data),
- bin: null
- };
- }
- catch (e) {
- onError(e.message);
- return null;
- }
- };
- GLTFFileLoader.prototype._getLoader = function (loaderData, onError) {
- var loaderVersion = { major: 2, minor: 0 };
- var asset = loaderData.json.asset || {};
- var version = GLTFFileLoader._parseVersion(asset.version);
- if (!version) {
- onError("Invalid version: " + asset.version);
- return null;
- }
- if (asset.minVersion !== undefined) {
- var minVersion = GLTFFileLoader._parseVersion(asset.minVersion);
- if (!minVersion) {
- onError("Invalid minimum version: " + asset.minVersion);
- return null;
- }
- if (GLTFFileLoader._compareVersion(minVersion, loaderVersion) > 0) {
- onError("Incompatible minimum version: " + asset.minVersion);
- return null;
- }
- }
- var createLoaders = {
- 1: GLTFFileLoader.CreateGLTFLoaderV1,
- 2: GLTFFileLoader.CreateGLTFLoaderV2
- };
- var createLoader = createLoaders[version.major];
- if (!createLoader) {
- onError("Unsupported version: " + asset.version);
- return null;
- }
- return createLoader(this);
- };
- GLTFFileLoader._parseBinary = function (data, onError) {
- var Binary = {
- Magic: 0x46546C67
- };
- var binaryReader = new BinaryReader(data);
- var magic = binaryReader.readUint32();
- if (magic !== Binary.Magic) {
- onError("Unexpected magic: " + magic);
- return null;
- }
- var version = binaryReader.readUint32();
- switch (version) {
- case 1: return GLTFFileLoader._parseV1(binaryReader, onError);
- case 2: return GLTFFileLoader._parseV2(binaryReader, onError);
- }
- onError("Unsupported version: " + version);
- return null;
- };
- GLTFFileLoader._parseV1 = function (binaryReader, onError) {
- var ContentFormat = {
- JSON: 0
- };
- var length = binaryReader.readUint32();
- if (length != binaryReader.getLength()) {
- onError("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
- return null;
- }
- var contentLength = binaryReader.readUint32();
- var contentFormat = binaryReader.readUint32();
- var content;
- switch (contentFormat) {
- case ContentFormat.JSON:
- content = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(contentLength)));
- break;
- default:
- onError("Unexpected content format: " + contentFormat);
- return null;
- }
- var bytesRemaining = binaryReader.getLength() - binaryReader.getPosition();
- var body = binaryReader.readUint8Array(bytesRemaining);
- return {
- json: content,
- bin: body
- };
- };
- GLTFFileLoader._parseV2 = function (binaryReader, onError) {
- var ChunkFormat = {
- JSON: 0x4E4F534A,
- BIN: 0x004E4942
- };
- var length = binaryReader.readUint32();
- if (length !== binaryReader.getLength()) {
- onError("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
- return null;
- }
- // JSON chunk
- var chunkLength = binaryReader.readUint32();
- var chunkFormat = binaryReader.readUint32();
- if (chunkFormat !== ChunkFormat.JSON) {
- onError("First chunk format is not JSON");
- return null;
- }
- var json = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(chunkLength)));
- // Look for BIN chunk
- var bin = null;
- while (binaryReader.getPosition() < binaryReader.getLength()) {
- chunkLength = binaryReader.readUint32();
- chunkFormat = binaryReader.readUint32();
- switch (chunkFormat) {
- case ChunkFormat.JSON:
- onError("Unexpected JSON chunk");
- return null;
- case ChunkFormat.BIN:
- bin = binaryReader.readUint8Array(chunkLength);
- break;
- default:
- // ignore unrecognized chunkFormat
- binaryReader.skipBytes(chunkLength);
- break;
- }
- }
- return {
- json: json,
- bin: bin
- };
- };
- GLTFFileLoader._parseVersion = function (version) {
- if (!version) {
- return null;
- }
- var parts = version.split(".");
- if (parts.length != 2) {
- return null;
- }
- var major = +parts[0];
- if (isNaN(major)) {
- return null;
- }
- var minor = +parts[1];
- if (isNaN(minor)) {
- return null;
- }
- return {
- major: major,
- minor: minor
- };
- };
- GLTFFileLoader._compareVersion = function (a, b) {
- if (a.major > b.major)
- return 1;
- if (a.major < b.major)
- return -1;
- if (a.minor > b.minor)
- return 1;
- if (a.minor < b.minor)
- return -1;
- return 0;
- };
- GLTFFileLoader._decodeBufferToText = function (view) {
- var result = "";
- var length = view.byteLength;
- for (var i = 0; i < length; ++i) {
- result += String.fromCharCode(view[i]);
- }
- return result;
- };
- // V1 options
- GLTFFileLoader.HomogeneousCoordinates = false;
- GLTFFileLoader.IncrementalLoading = true;
- return GLTFFileLoader;
- }());
- BABYLON.GLTFFileLoader = GLTFFileLoader;
- var BinaryReader = (function () {
- function BinaryReader(arrayBuffer) {
- this._arrayBuffer = arrayBuffer;
- this._dataView = new DataView(arrayBuffer);
- this._byteOffset = 0;
- }
- BinaryReader.prototype.getPosition = function () {
- return this._byteOffset;
- };
- BinaryReader.prototype.getLength = function () {
- return this._arrayBuffer.byteLength;
- };
- BinaryReader.prototype.readUint32 = function () {
- var value = this._dataView.getUint32(this._byteOffset, true);
- this._byteOffset += 4;
- return value;
- };
- BinaryReader.prototype.readUint8Array = function (length) {
- var value = new Uint8Array(this._arrayBuffer, this._byteOffset, length);
- this._byteOffset += length;
- return value;
- };
- BinaryReader.prototype.skipBytes = function (length) {
- this._byteOffset += length;
- };
- return BinaryReader;
- }());
- if (BABYLON.SceneLoader) {
- BABYLON.SceneLoader.RegisterPlugin(new GLTFFileLoader());
- }
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.glTFFileLoader.js.map
- var BABYLON;
- (function (BABYLON) {
- var GLTF1;
- (function (GLTF1) {
- /**
- * Enums
- */
- var EComponentType;
- (function (EComponentType) {
- EComponentType[EComponentType["BYTE"] = 5120] = "BYTE";
- EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
- EComponentType[EComponentType["SHORT"] = 5122] = "SHORT";
- EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
- EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT";
- })(EComponentType = GLTF1.EComponentType || (GLTF1.EComponentType = {}));
- var EShaderType;
- (function (EShaderType) {
- EShaderType[EShaderType["FRAGMENT"] = 35632] = "FRAGMENT";
- EShaderType[EShaderType["VERTEX"] = 35633] = "VERTEX";
- })(EShaderType = GLTF1.EShaderType || (GLTF1.EShaderType = {}));
- var EParameterType;
- (function (EParameterType) {
- EParameterType[EParameterType["BYTE"] = 5120] = "BYTE";
- EParameterType[EParameterType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
- EParameterType[EParameterType["SHORT"] = 5122] = "SHORT";
- EParameterType[EParameterType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
- EParameterType[EParameterType["INT"] = 5124] = "INT";
- EParameterType[EParameterType["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT";
- EParameterType[EParameterType["FLOAT"] = 5126] = "FLOAT";
- EParameterType[EParameterType["FLOAT_VEC2"] = 35664] = "FLOAT_VEC2";
- EParameterType[EParameterType["FLOAT_VEC3"] = 35665] = "FLOAT_VEC3";
- EParameterType[EParameterType["FLOAT_VEC4"] = 35666] = "FLOAT_VEC4";
- EParameterType[EParameterType["INT_VEC2"] = 35667] = "INT_VEC2";
- EParameterType[EParameterType["INT_VEC3"] = 35668] = "INT_VEC3";
- EParameterType[EParameterType["INT_VEC4"] = 35669] = "INT_VEC4";
- EParameterType[EParameterType["BOOL"] = 35670] = "BOOL";
- EParameterType[EParameterType["BOOL_VEC2"] = 35671] = "BOOL_VEC2";
- EParameterType[EParameterType["BOOL_VEC3"] = 35672] = "BOOL_VEC3";
- EParameterType[EParameterType["BOOL_VEC4"] = 35673] = "BOOL_VEC4";
- EParameterType[EParameterType["FLOAT_MAT2"] = 35674] = "FLOAT_MAT2";
- EParameterType[EParameterType["FLOAT_MAT3"] = 35675] = "FLOAT_MAT3";
- EParameterType[EParameterType["FLOAT_MAT4"] = 35676] = "FLOAT_MAT4";
- EParameterType[EParameterType["SAMPLER_2D"] = 35678] = "SAMPLER_2D";
- })(EParameterType = GLTF1.EParameterType || (GLTF1.EParameterType = {}));
- var ETextureWrapMode;
- (function (ETextureWrapMode) {
- ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE";
- ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT";
- ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT";
- })(ETextureWrapMode = GLTF1.ETextureWrapMode || (GLTF1.ETextureWrapMode = {}));
- var ETextureFilterType;
- (function (ETextureFilterType) {
- ETextureFilterType[ETextureFilterType["NEAREST"] = 9728] = "NEAREST";
- ETextureFilterType[ETextureFilterType["LINEAR"] = 9728] = "LINEAR";
- ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_NEAREST"] = 9984] = "NEAREST_MIPMAP_NEAREST";
- ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
- ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR";
- ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR";
- })(ETextureFilterType = GLTF1.ETextureFilterType || (GLTF1.ETextureFilterType = {}));
- var ETextureFormat;
- (function (ETextureFormat) {
- ETextureFormat[ETextureFormat["ALPHA"] = 6406] = "ALPHA";
- ETextureFormat[ETextureFormat["RGB"] = 6407] = "RGB";
- ETextureFormat[ETextureFormat["RGBA"] = 6408] = "RGBA";
- ETextureFormat[ETextureFormat["LUMINANCE"] = 6409] = "LUMINANCE";
- ETextureFormat[ETextureFormat["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA";
- })(ETextureFormat = GLTF1.ETextureFormat || (GLTF1.ETextureFormat = {}));
- var ECullingType;
- (function (ECullingType) {
- ECullingType[ECullingType["FRONT"] = 1028] = "FRONT";
- ECullingType[ECullingType["BACK"] = 1029] = "BACK";
- ECullingType[ECullingType["FRONT_AND_BACK"] = 1032] = "FRONT_AND_BACK";
- })(ECullingType = GLTF1.ECullingType || (GLTF1.ECullingType = {}));
- var EBlendingFunction;
- (function (EBlendingFunction) {
- EBlendingFunction[EBlendingFunction["ZERO"] = 0] = "ZERO";
- EBlendingFunction[EBlendingFunction["ONE"] = 1] = "ONE";
- EBlendingFunction[EBlendingFunction["SRC_COLOR"] = 768] = "SRC_COLOR";
- EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_COLOR"] = 769] = "ONE_MINUS_SRC_COLOR";
- EBlendingFunction[EBlendingFunction["DST_COLOR"] = 774] = "DST_COLOR";
- EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_COLOR"] = 775] = "ONE_MINUS_DST_COLOR";
- EBlendingFunction[EBlendingFunction["SRC_ALPHA"] = 770] = "SRC_ALPHA";
- EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_ALPHA"] = 771] = "ONE_MINUS_SRC_ALPHA";
- EBlendingFunction[EBlendingFunction["DST_ALPHA"] = 772] = "DST_ALPHA";
- EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_ALPHA"] = 773] = "ONE_MINUS_DST_ALPHA";
- EBlendingFunction[EBlendingFunction["CONSTANT_COLOR"] = 32769] = "CONSTANT_COLOR";
- EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_COLOR"] = 32770] = "ONE_MINUS_CONSTANT_COLOR";
- EBlendingFunction[EBlendingFunction["CONSTANT_ALPHA"] = 32771] = "CONSTANT_ALPHA";
- EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_ALPHA"] = 32772] = "ONE_MINUS_CONSTANT_ALPHA";
- EBlendingFunction[EBlendingFunction["SRC_ALPHA_SATURATE"] = 776] = "SRC_ALPHA_SATURATE";
- })(EBlendingFunction = GLTF1.EBlendingFunction || (GLTF1.EBlendingFunction = {}));
- })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.glTFLoaderInterfaces.js.map
- var BABYLON;
- (function (BABYLON) {
- var GLTF1;
- (function (GLTF1) {
- /**
- * Tokenizer. Used for shaders compatibility
- * Automatically map world, view, projection, worldViewProjection, attributes and so on
- */
- var ETokenType;
- (function (ETokenType) {
- ETokenType[ETokenType["IDENTIFIER"] = 1] = "IDENTIFIER";
- ETokenType[ETokenType["UNKNOWN"] = 2] = "UNKNOWN";
- ETokenType[ETokenType["END_OF_INPUT"] = 3] = "END_OF_INPUT";
- })(ETokenType || (ETokenType = {}));
- var Tokenizer = (function () {
- function Tokenizer(toParse) {
- this._pos = 0;
- this.isLetterOrDigitPattern = /^[a-zA-Z0-9]+$/;
- this._toParse = toParse;
- this._maxPos = toParse.length;
- }
- Tokenizer.prototype.getNextToken = function () {
- if (this.isEnd())
- return ETokenType.END_OF_INPUT;
- this.currentString = this.read();
- this.currentToken = ETokenType.UNKNOWN;
- if (this.currentString === "_" || this.isLetterOrDigitPattern.test(this.currentString)) {
- this.currentToken = ETokenType.IDENTIFIER;
- this.currentIdentifier = this.currentString;
- while (!this.isEnd() && (this.isLetterOrDigitPattern.test(this.currentString = this.peek()) || this.currentString === "_")) {
- this.currentIdentifier += this.currentString;
- this.forward();
- }
- }
- return this.currentToken;
- };
- Tokenizer.prototype.peek = function () {
- return this._toParse[this._pos];
- };
- Tokenizer.prototype.read = function () {
- return this._toParse[this._pos++];
- };
- Tokenizer.prototype.forward = function () {
- this._pos++;
- };
- Tokenizer.prototype.isEnd = function () {
- return this._pos >= this._maxPos;
- };
- return Tokenizer;
- }());
- /**
- * Values
- */
- var glTFTransforms = ["MODEL", "VIEW", "PROJECTION", "MODELVIEW", "MODELVIEWPROJECTION", "JOINTMATRIX"];
- var babylonTransforms = ["world", "view", "projection", "worldView", "worldViewProjection", "mBones"];
- var glTFAnimationPaths = ["translation", "rotation", "scale"];
- var babylonAnimationPaths = ["position", "rotationQuaternion", "scaling"];
- /**
- * Parse
- */
- var parseBuffers = function (parsedBuffers, gltfRuntime) {
- for (var buf in parsedBuffers) {
- var parsedBuffer = parsedBuffers[buf];
- gltfRuntime.buffers[buf] = parsedBuffer;
- gltfRuntime.buffersCount++;
- }
- };
- var parseShaders = function (parsedShaders, gltfRuntime) {
- for (var sha in parsedShaders) {
- var parsedShader = parsedShaders[sha];
- gltfRuntime.shaders[sha] = parsedShader;
- gltfRuntime.shaderscount++;
- }
- };
- var parseObject = function (parsedObjects, runtimeProperty, gltfRuntime) {
- for (var object in parsedObjects) {
- var parsedObject = parsedObjects[object];
- gltfRuntime[runtimeProperty][object] = parsedObject;
- }
- };
- /**
- * Utils
- */
- var normalizeUVs = function (buffer) {
- if (!buffer) {
- return;
- }
- for (var i = 0; i < buffer.length / 2; i++) {
- buffer[i * 2 + 1] = 1.0 - buffer[i * 2 + 1];
- }
- };
- var replaceInString = function (str, searchValue, replaceValue) {
- while (str.indexOf(searchValue) !== -1) {
- str = str.replace(searchValue, replaceValue);
- }
- return str;
- };
- var getAttribute = function (attributeParameter) {
- if (attributeParameter.semantic === "NORMAL") {
- return "normal";
- }
- else if (attributeParameter.semantic === "POSITION") {
- return "position";
- }
- else if (attributeParameter.semantic === "JOINT") {
- return "matricesIndices";
- }
- else if (attributeParameter.semantic === "WEIGHT") {
- return "matricesWeights";
- }
- else if (attributeParameter.semantic === "COLOR") {
- return "color";
- }
- else if (attributeParameter.semantic.indexOf("TEXCOORD_") !== -1) {
- var channel = Number(attributeParameter.semantic.split("_")[1]);
- return "uv" + (channel === 0 ? "" : channel + 1);
- }
- };
- /**
- * Returns the animation path (glTF -> Babylon)
- */
- var getAnimationPath = function (path) {
- var index = glTFAnimationPaths.indexOf(path);
- if (index !== -1) {
- return babylonAnimationPaths[index];
- }
- return path;
- };
- /**
- * Loads and creates animations
- */
- var loadAnimations = function (gltfRuntime) {
- for (var anim in gltfRuntime.animations) {
- var animation = gltfRuntime.animations[anim];
- var lastAnimation = null;
- for (var i = 0; i < animation.channels.length; i++) {
- // Get parameters and load buffers
- var channel = animation.channels[i];
- var sampler = animation.samplers[channel.sampler];
- if (!sampler) {
- continue;
- }
- var inputData = null;
- var outputData = null;
- if (animation.parameters) {
- inputData = animation.parameters[sampler.input];
- outputData = animation.parameters[sampler.output];
- }
- else {
- inputData = sampler.input;
- outputData = sampler.output;
- }
- var bufferInput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[inputData]);
- var bufferOutput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[outputData]);
- var targetID = channel.target.id;
- var targetNode = gltfRuntime.scene.getNodeByID(targetID);
- if (targetNode === null) {
- targetNode = gltfRuntime.scene.getNodeByName(targetID);
- }
- if (targetNode === null) {
- BABYLON.Tools.Warn("Creating animation named " + anim + ". But cannot find node named " + targetID + " to attach to");
- continue;
- }
- var isBone = targetNode instanceof BABYLON.Bone;
- // Get target path (position, rotation or scaling)
- var targetPath = channel.target.path;
- var targetPathIndex = glTFAnimationPaths.indexOf(targetPath);
- if (targetPathIndex !== -1) {
- targetPath = babylonAnimationPaths[targetPathIndex];
- }
- // Determine animation type
- var animationType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
- if (!isBone) {
- if (targetPath === "rotationQuaternion") {
- animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
- targetNode.rotationQuaternion = new BABYLON.Quaternion();
- }
- else {
- animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
- }
- }
- // Create animation and key frames
- var babylonAnimation = null;
- var keys = [];
- var arrayOffset = 0;
- var modifyKey = false;
- if (isBone && lastAnimation && lastAnimation.getKeys().length === bufferInput.length) {
- babylonAnimation = lastAnimation;
- modifyKey = true;
- }
- if (!modifyKey) {
- babylonAnimation = new BABYLON.Animation(anim, isBone ? "_matrix" : targetPath, 1, animationType, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
- }
- // For each frame
- for (var j = 0; j < bufferInput.length; j++) {
- var value = null;
- if (targetPath === "rotationQuaternion") {
- value = BABYLON.Quaternion.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2], bufferOutput[arrayOffset + 3]]);
- arrayOffset += 4;
- }
- else {
- value = BABYLON.Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]);
- arrayOffset += 3;
- }
- if (isBone) {
- var bone = targetNode;
- var translation = BABYLON.Vector3.Zero();
- var rotationQuaternion = new BABYLON.Quaternion();
- var scaling = BABYLON.Vector3.Zero();
- // Warning on decompose
- var mat = bone.getBaseMatrix();
- if (modifyKey) {
- mat = lastAnimation.getKeys()[j].value;
- }
- mat.decompose(scaling, rotationQuaternion, translation);
- if (targetPath === "position") {
- translation = value;
- }
- else if (targetPath === "rotationQuaternion") {
- rotationQuaternion = value;
- }
- else {
- scaling = value;
- }
- value = BABYLON.Matrix.Compose(scaling, rotationQuaternion, translation);
- }
- if (!modifyKey) {
- keys.push({
- frame: bufferInput[j],
- value: value
- });
- }
- else {
- lastAnimation.getKeys()[j].value = value;
- }
- }
- // Finish
- if (!modifyKey) {
- babylonAnimation.setKeys(keys);
- targetNode.animations.push(babylonAnimation);
- }
- lastAnimation = babylonAnimation;
- gltfRuntime.scene.stopAnimation(targetNode);
- gltfRuntime.scene.beginAnimation(targetNode, 0, bufferInput[bufferInput.length - 1], true, 1.0);
- }
- }
- };
- /**
- * Returns the bones transformation matrix
- */
- var configureBoneTransformation = function (node) {
- var mat = null;
- if (node.translation || node.rotation || node.scale) {
- var scale = BABYLON.Vector3.FromArray(node.scale || [1, 1, 1]);
- var rotation = BABYLON.Quaternion.FromArray(node.rotation || [0, 0, 0, 1]);
- var position = BABYLON.Vector3.FromArray(node.translation || [0, 0, 0]);
- mat = BABYLON.Matrix.Compose(scale, rotation, position);
- }
- else {
- mat = BABYLON.Matrix.FromArray(node.matrix);
- }
- return mat;
- };
- /**
- * Returns the parent bone
- */
- var getParentBone = function (gltfRuntime, skins, jointName, newSkeleton) {
- // Try to find
- for (var i = 0; i < newSkeleton.bones.length; i++) {
- if (newSkeleton.bones[i].name === jointName) {
- return newSkeleton.bones[i];
- }
- }
- // Not found, search in gltf nodes
- var nodes = gltfRuntime.nodes;
- for (var nde in nodes) {
- var node = nodes[nde];
- if (!node.jointName) {
- continue;
- }
- var children = node.children;
- for (var i = 0; i < children.length; i++) {
- var child = gltfRuntime.nodes[children[i]];
- if (!child.jointName) {
- continue;
- }
- if (child.jointName === jointName) {
- var mat = configureBoneTransformation(node);
- var bone = new BABYLON.Bone(node.name, newSkeleton, getParentBone(gltfRuntime, skins, node.jointName, newSkeleton), mat);
- bone.id = nde;
- return bone;
- }
- }
- }
- return null;
- };
- /**
- * Returns the appropriate root node
- */
- var getNodeToRoot = function (nodesToRoot, id) {
- for (var i = 0; i < nodesToRoot.length; i++) {
- var nodeToRoot = nodesToRoot[i];
- for (var j = 0; j < nodeToRoot.node.children.length; j++) {
- var child = nodeToRoot.node.children[j];
- if (child === id) {
- return nodeToRoot.bone;
- }
- }
- }
- return null;
- };
- /**
- * Returns the node with the joint name
- */
- var getJointNode = function (gltfRuntime, jointName) {
- var nodes = gltfRuntime.nodes;
- var node = nodes[jointName];
- if (node) {
- return {
- node: node,
- id: jointName
- };
- }
- for (var nde in nodes) {
- node = nodes[nde];
- if (node.jointName === jointName) {
- return {
- node: node,
- id: nde
- };
- }
- }
- return null;
- };
- /**
- * Checks if a nodes is in joints
- */
- var nodeIsInJoints = function (skins, id) {
- for (var i = 0; i < skins.jointNames.length; i++) {
- if (skins.jointNames[i] === id) {
- return true;
- }
- }
- return false;
- };
- /**
- * Fills the nodes to root for bones and builds hierarchy
- */
- var getNodesToRoot = function (gltfRuntime, newSkeleton, skins, nodesToRoot) {
- // Creates nodes for root
- for (var nde in gltfRuntime.nodes) {
- var node = gltfRuntime.nodes[nde];
- var id = nde;
- if (!node.jointName || nodeIsInJoints(skins, node.jointName)) {
- continue;
- }
- // Create node to root bone
- var mat = configureBoneTransformation(node);
- var bone = new BABYLON.Bone(node.name, newSkeleton, null, mat);
- bone.id = id;
- nodesToRoot.push({ bone: bone, node: node, id: id });
- }
- // Parenting
- for (var i = 0; i < nodesToRoot.length; i++) {
- var nodeToRoot = nodesToRoot[i];
- var children = nodeToRoot.node.children;
- for (var j = 0; j < children.length; j++) {
- var child = null;
- for (var k = 0; k < nodesToRoot.length; k++) {
- if (nodesToRoot[k].id === children[j]) {
- child = nodesToRoot[k];
- break;
- }
- }
- if (child) {
- child.bone._parent = nodeToRoot.bone;
- nodeToRoot.bone.children.push(child.bone);
- }
- }
- }
- };
- var printMat = function (m) {
- console.log(m[0] + "\t" + m[1] + "\t" + m[2] + "\t" + m[3] + "\n" +
- m[4] + "\t" + m[5] + "\t" + m[6] + "\t" + m[7] + "\n" +
- m[8] + "\t" + m[9] + "\t" + m[10] + "\t" + m[11] + "\n" +
- m[12] + "\t" + m[13] + "\t" + m[14] + "\t" + m[15] + "\n");
- };
- /**
- * Imports a skeleton
- */
- var importSkeleton = function (gltfRuntime, skins, mesh, newSkeleton, id) {
- if (!newSkeleton) {
- newSkeleton = new BABYLON.Skeleton(skins.name, "", gltfRuntime.scene);
- }
- if (!skins.babylonSkeleton) {
- return newSkeleton;
- }
- // Matrices
- var accessor = gltfRuntime.accessors[skins.inverseBindMatrices];
- var buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
- var bindShapeMatrix = BABYLON.Matrix.FromArray(skins.bindShapeMatrix);
- // Find the root bones
- var nodesToRoot = [];
- var nodesToRootToAdd = [];
- getNodesToRoot(gltfRuntime, newSkeleton, skins, nodesToRoot);
- newSkeleton.bones = [];
- // Joints
- for (var i = 0; i < skins.jointNames.length; i++) {
- var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
- var node = jointNode.node;
- if (!node) {
- BABYLON.Tools.Warn("Joint named " + skins.jointNames[i] + " does not exist");
- continue;
- }
- var id = jointNode.id;
- // Optimize, if the bone already exists...
- var existingBone = gltfRuntime.scene.getBoneByID(id);
- if (existingBone) {
- newSkeleton.bones.push(existingBone);
- continue;
- }
- // Search for parent bone
- var foundBone = false;
- var parentBone = null;
- for (var j = 0; j < i; j++) {
- var joint = getJointNode(gltfRuntime, skins.jointNames[j]).node;
- if (!joint) {
- BABYLON.Tools.Warn("Joint named " + skins.jointNames[j] + " does not exist when looking for parent");
- continue;
- }
- var children = joint.children;
- if (!children) {
- continue;
- }
- foundBone = false;
- for (var k = 0; k < children.length; k++) {
- if (children[k] === id) {
- parentBone = getParentBone(gltfRuntime, skins, skins.jointNames[j], newSkeleton);
- foundBone = true;
- break;
- }
- }
- if (foundBone) {
- break;
- }
- }
- // Create bone
- var mat = configureBoneTransformation(node);
- if (!parentBone && nodesToRoot.length > 0) {
- parentBone = getNodeToRoot(nodesToRoot, id);
- if (parentBone) {
- if (nodesToRootToAdd.indexOf(parentBone) === -1) {
- nodesToRootToAdd.push(parentBone);
- }
- }
- }
- var bone = new BABYLON.Bone(node.jointName, newSkeleton, parentBone, mat);
- bone.id = id;
- }
- // Polish
- var bones = newSkeleton.bones;
- newSkeleton.bones = [];
- for (var i = 0; i < skins.jointNames.length; i++) {
- var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
- if (!jointNode) {
- continue;
- }
- for (var j = 0; j < bones.length; j++) {
- if (bones[j].id === jointNode.id) {
- newSkeleton.bones.push(bones[j]);
- break;
- }
- }
- }
- newSkeleton.prepare();
- // Finish
- for (var i = 0; i < nodesToRootToAdd.length; i++) {
- newSkeleton.bones.push(nodesToRootToAdd[i]);
- }
- return newSkeleton;
- };
- /**
- * Imports a mesh and its geometries
- */
- var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
- if (!newMesh) {
- newMesh = new BABYLON.Mesh(node.name, gltfRuntime.scene);
- newMesh.id = id;
- }
- if (!node.babylonNode) {
- return newMesh;
- }
- var multiMat = new BABYLON.MultiMaterial("multimat" + id, gltfRuntime.scene);
- if (!newMesh.material) {
- newMesh.material = multiMat;
- }
- var vertexData = new BABYLON.VertexData();
- var geometry = new BABYLON.Geometry(id, gltfRuntime.scene, vertexData, false, newMesh);
- var verticesStarts = [];
- var verticesCounts = [];
- var indexStarts = [];
- var indexCounts = [];
- for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
- var meshID = meshes[meshIndex];
- var mesh = gltfRuntime.meshes[meshID];
- if (!mesh) {
- continue;
- }
- // Positions, normals and UVs
- for (var i = 0; i < mesh.primitives.length; i++) {
- // Temporary vertex data
- var tempVertexData = new BABYLON.VertexData();
- var primitive = mesh.primitives[i];
- if (primitive.mode !== 4) {
- // continue;
- }
- var attributes = primitive.attributes;
- var accessor = null;
- var buffer = null;
- // Set positions, normal and uvs
- for (var semantic in attributes) {
- // Link accessor and buffer view
- accessor = gltfRuntime.accessors[attributes[semantic]];
- buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
- if (semantic === "NORMAL") {
- tempVertexData.normals = new Float32Array(buffer.length);
- tempVertexData.normals.set(buffer);
- }
- else if (semantic === "POSITION") {
- if (BABYLON.GLTFFileLoader.HomogeneousCoordinates) {
- tempVertexData.positions = new Float32Array(buffer.length - buffer.length / 4);
- for (var j = 0; j < buffer.length; j += 4) {
- tempVertexData.positions[j] = buffer[j];
- tempVertexData.positions[j + 1] = buffer[j + 1];
- tempVertexData.positions[j + 2] = buffer[j + 2];
- }
- }
- else {
- tempVertexData.positions = new Float32Array(buffer.length);
- tempVertexData.positions.set(buffer);
- }
- verticesCounts.push(tempVertexData.positions.length);
- }
- else if (semantic.indexOf("TEXCOORD_") !== -1) {
- var channel = Number(semantic.split("_")[1]);
- var uvKind = BABYLON.VertexBuffer.UVKind + (channel === 0 ? "" : (channel + 1));
- var uvs = new Float32Array(buffer.length);
- uvs.set(buffer);
- normalizeUVs(uvs);
- tempVertexData.set(uvs, uvKind);
- }
- else if (semantic === "JOINT") {
- tempVertexData.matricesIndices = new Float32Array(buffer.length);
- tempVertexData.matricesIndices.set(buffer);
- }
- else if (semantic === "WEIGHT") {
- tempVertexData.matricesWeights = new Float32Array(buffer.length);
- tempVertexData.matricesWeights.set(buffer);
- }
- else if (semantic === "COLOR") {
- tempVertexData.colors = new Float32Array(buffer.length);
- tempVertexData.colors.set(buffer);
- }
- }
- // Indices
- accessor = gltfRuntime.accessors[primitive.indices];
- if (accessor) {
- buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
- tempVertexData.indices = new Int32Array(buffer.length);
- tempVertexData.indices.set(buffer);
- indexCounts.push(tempVertexData.indices.length);
- }
- else {
- // Set indices on the fly
- var indices = [];
- for (var j = 0; j < tempVertexData.positions.length / 3; j++) {
- indices.push(j);
- }
- tempVertexData.indices = new Int32Array(indices);
- indexCounts.push(tempVertexData.indices.length);
- }
- vertexData.merge(tempVertexData);
- tempVertexData = undefined;
- // Sub material
- var material = gltfRuntime.scene.getMaterialByID(primitive.material);
- multiMat.subMaterials.push(material === null ? GLTF1.GLTFUtils.GetDefaultMaterial(gltfRuntime.scene) : material);
- // Update vertices start and index start
- verticesStarts.push(verticesStarts.length === 0 ? 0 : verticesStarts[verticesStarts.length - 1] + verticesCounts[verticesCounts.length - 2]);
- indexStarts.push(indexStarts.length === 0 ? 0 : indexStarts[indexStarts.length - 1] + indexCounts[indexCounts.length - 2]);
- }
- }
- // Apply geometry
- geometry.setAllVerticesData(vertexData, false);
- newMesh.computeWorldMatrix(true);
- // Apply submeshes
- newMesh.subMeshes = [];
- var index = 0;
- for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
- var meshID = meshes[meshIndex];
- var mesh = gltfRuntime.meshes[meshID];
- if (!mesh) {
- continue;
- }
- for (var i = 0; i < mesh.primitives.length; i++) {
- if (mesh.primitives[i].mode !== 4) {
- //continue;
- }
- var subMesh = new BABYLON.SubMesh(index, verticesStarts[index], verticesCounts[index], indexStarts[index], indexCounts[index], newMesh, newMesh, true);
- index++;
- }
- }
- // Finish
- return newMesh;
- };
- /**
- * Configure node transformation from position, rotation and scaling
- */
- var configureNode = function (newNode, position, rotation, scaling) {
- if (newNode.position) {
- newNode.position = position;
- }
- if (newNode.rotationQuaternion || newNode.rotation) {
- newNode.rotationQuaternion = rotation;
- }
- if (newNode.scaling) {
- newNode.scaling = scaling;
- }
- };
- /**
- * Configures node from transformation matrix
- */
- var configureNodeFromMatrix = function (newNode, node, parent) {
- if (node.matrix) {
- var position = new BABYLON.Vector3(0, 0, 0);
- var rotation = new BABYLON.Quaternion();
- var scaling = new BABYLON.Vector3(0, 0, 0);
- var mat = BABYLON.Matrix.FromArray(node.matrix);
- mat.decompose(scaling, rotation, position);
- configureNode(newNode, position, rotation, scaling);
- }
- else {
- configureNode(newNode, BABYLON.Vector3.FromArray(node.translation), BABYLON.Quaternion.FromArray(node.rotation), BABYLON.Vector3.FromArray(node.scale));
- }
- newNode.computeWorldMatrix(true);
- };
- /**
- * Imports a node
- */
- var importNode = function (gltfRuntime, node, id, parent) {
- var lastNode = null;
- if (gltfRuntime.importOnlyMeshes && (node.skin || node.meshes)) {
- if (gltfRuntime.importMeshesNames.length > 0 && gltfRuntime.importMeshesNames.indexOf(node.name) === -1) {
- return null;
- }
- }
- // Meshes
- if (node.skin) {
- if (node.meshes) {
- var skin = gltfRuntime.skins[node.skin];
- var newMesh = importMesh(gltfRuntime, node, node.meshes, id, node.babylonNode);
- newMesh.skeleton = gltfRuntime.scene.getLastSkeletonByID(node.skin);
- if (newMesh.skeleton === null) {
- newMesh.skeleton = importSkeleton(gltfRuntime, skin, newMesh, skin.babylonSkeleton, node.skin);
- if (!skin.babylonSkeleton) {
- skin.babylonSkeleton = newMesh.skeleton;
- }
- }
- lastNode = newMesh;
- }
- }
- else if (node.meshes) {
- /**
- * Improve meshes property
- */
- var newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id, node.babylonNode);
- lastNode = newMesh;
- }
- else if (node.light && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
- var light = gltfRuntime.lights[node.light];
- if (light) {
- if (light.type === "ambient") {
- var ambienLight = light[light.type];
- var hemiLight = new BABYLON.HemisphericLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
- hemiLight.name = node.name;
- if (ambienLight.color) {
- hemiLight.diffuse = BABYLON.Color3.FromArray(ambienLight.color);
- }
- lastNode = hemiLight;
- }
- else if (light.type === "directional") {
- var directionalLight = light[light.type];
- var dirLight = new BABYLON.DirectionalLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
- dirLight.name = node.name;
- if (directionalLight.color) {
- dirLight.diffuse = BABYLON.Color3.FromArray(directionalLight.color);
- }
- lastNode = dirLight;
- }
- else if (light.type === "point") {
- var pointLight = light[light.type];
- var ptLight = new BABYLON.PointLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
- ptLight.name = node.name;
- if (pointLight.color) {
- ptLight.diffuse = BABYLON.Color3.FromArray(pointLight.color);
- }
- lastNode = ptLight;
- }
- else if (light.type === "spot") {
- var spotLight = light[light.type];
- var spLight = new BABYLON.SpotLight(node.light, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, gltfRuntime.scene);
- spLight.name = node.name;
- if (spotLight.color) {
- spLight.diffuse = BABYLON.Color3.FromArray(spotLight.color);
- }
- if (spotLight.fallOfAngle) {
- spLight.angle = spotLight.fallOfAngle;
- }
- if (spotLight.fallOffExponent) {
- spLight.exponent = spotLight.fallOffExponent;
- }
- lastNode = spLight;
- }
- }
- }
- else if (node.camera && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
- var camera = gltfRuntime.cameras[node.camera];
- if (camera) {
- if (camera.type === "orthographic") {
- var orthographicCamera = camera[camera.type];
- var orthoCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene);
- orthoCamera.name = node.name;
- orthoCamera.mode = BABYLON.Camera.ORTHOGRAPHIC_CAMERA;
- orthoCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
- lastNode = orthoCamera;
- }
- else if (camera.type === "perspective") {
- var perspectiveCamera = camera[camera.type];
- var persCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene);
- persCamera.name = node.name;
- persCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
- if (!perspectiveCamera.aspectRatio) {
- perspectiveCamera.aspectRatio = gltfRuntime.scene.getEngine().getRenderWidth() / gltfRuntime.scene.getEngine().getRenderHeight();
- }
- if (perspectiveCamera.znear && perspectiveCamera.zfar) {
- persCamera.maxZ = perspectiveCamera.zfar;
- persCamera.minZ = perspectiveCamera.znear;
- }
- lastNode = persCamera;
- }
- }
- }
- // Empty node
- if (!node.jointName) {
- if (node.babylonNode) {
- return node.babylonNode;
- }
- else if (lastNode === null) {
- var dummy = new BABYLON.Mesh(node.name, gltfRuntime.scene);
- node.babylonNode = dummy;
- lastNode = dummy;
- }
- }
- if (lastNode !== null) {
- if (node.matrix && lastNode instanceof BABYLON.Mesh) {
- configureNodeFromMatrix(lastNode, node, parent);
- }
- else {
- var translation = node.translation || [0, 0, 0];
- var rotation = node.rotation || [0, 0, 0, 1];
- var scale = node.scale || [1, 1, 1];
- configureNode(lastNode, BABYLON.Vector3.FromArray(translation), BABYLON.Quaternion.FromArray(rotation), BABYLON.Vector3.FromArray(scale));
- }
- lastNode.updateCache(true);
- node.babylonNode = lastNode;
- }
- return lastNode;
- };
- /**
- * Traverses nodes and creates them
- */
- var traverseNodes = function (gltfRuntime, id, parent, meshIncluded) {
- var node = gltfRuntime.nodes[id];
- var newNode = null;
- if (gltfRuntime.importOnlyMeshes && !meshIncluded) {
- if (gltfRuntime.importMeshesNames.indexOf(node.name) !== -1 || gltfRuntime.importMeshesNames.length === 0) {
- meshIncluded = true;
- }
- else {
- meshIncluded = false;
- }
- }
- else {
- meshIncluded = true;
- }
- if (!node.jointName && meshIncluded) {
- newNode = importNode(gltfRuntime, node, id, parent);
- if (newNode !== null) {
- newNode.id = id;
- newNode.parent = parent;
- }
- }
- if (node.children) {
- for (var i = 0; i < node.children.length; i++) {
- traverseNodes(gltfRuntime, node.children[i], newNode, meshIncluded);
- }
- }
- };
- /**
- * do stuff after buffers, shaders are loaded (e.g. hook up materials, load animations, etc.)
- */
- var postLoad = function (gltfRuntime) {
- // Nodes
- var currentScene = gltfRuntime.currentScene;
- if (currentScene) {
- for (var i = 0; i < currentScene.nodes.length; i++) {
- traverseNodes(gltfRuntime, currentScene.nodes[i], null);
- }
- }
- else {
- for (var thing in gltfRuntime.scenes) {
- currentScene = gltfRuntime.scenes[thing];
- for (var i = 0; i < currentScene.nodes.length; i++) {
- traverseNodes(gltfRuntime, currentScene.nodes[i], null);
- }
- }
- }
- // Set animations
- loadAnimations(gltfRuntime);
- for (var i = 0; i < gltfRuntime.scene.skeletons.length; i++) {
- var skeleton = gltfRuntime.scene.skeletons[i];
- gltfRuntime.scene.beginAnimation(skeleton, 0, Number.MAX_VALUE, true, 1.0);
- }
- };
- /**
- * onBind shaderrs callback to set uniforms and matrices
- */
- var onBindShaderMaterial = function (mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess) {
- var materialValues = material.values || technique.parameters;
- for (var unif in unTreatedUniforms) {
- var uniform = unTreatedUniforms[unif];
- var type = uniform.type;
- if (type === GLTF1.EParameterType.FLOAT_MAT2 || type === GLTF1.EParameterType.FLOAT_MAT3 || type === GLTF1.EParameterType.FLOAT_MAT4) {
- if (uniform.semantic && !uniform.source && !uniform.node) {
- GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, mesh, uniform, unif, shaderMaterial.getEffect());
- }
- else if (uniform.semantic && (uniform.source || uniform.node)) {
- var source = gltfRuntime.scene.getNodeByName(uniform.source || uniform.node);
- if (source === null) {
- source = gltfRuntime.scene.getNodeByID(uniform.source || uniform.node);
- }
- if (source === null) {
- continue;
- }
- GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, source, uniform, unif, shaderMaterial.getEffect());
- }
- }
- else {
- var value = materialValues[technique.uniforms[unif]];
- if (!value) {
- continue;
- }
- if (type === GLTF1.EParameterType.SAMPLER_2D) {
- var texture = gltfRuntime.textures[material.values ? value : uniform.value].babylonTexture;
- if (texture === null || texture === undefined) {
- continue;
- }
- shaderMaterial.getEffect().setTexture(unif, texture);
- }
- else {
- GLTF1.GLTFUtils.SetUniform(shaderMaterial.getEffect(), unif, value, type);
- }
- }
- }
- onSuccess(shaderMaterial);
- };
- /**
- * Prepare uniforms to send the only one time
- * Loads the appropriate textures
- */
- var prepareShaderMaterialUniforms = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms) {
- var materialValues = material.values || technique.parameters;
- var techniqueUniforms = technique.uniforms;
- /**
- * Prepare values here (not matrices)
- */
- for (var unif in unTreatedUniforms) {
- var uniform = unTreatedUniforms[unif];
- var type = uniform.type;
- var value = materialValues[techniqueUniforms[unif]];
- if (value === undefined) {
- // In case the value is the same for all materials
- value = uniform.value;
- }
- if (!value) {
- continue;
- }
- var onLoadTexture = function (uniformName) {
- return function (texture) {
- if (uniform.value) {
- // Static uniform
- shaderMaterial.setTexture(uniformName, texture);
- delete unTreatedUniforms[uniformName];
- }
- };
- };
- // Texture (sampler2D)
- if (type === GLTF1.EParameterType.SAMPLER_2D) {
- GLTF1.GLTFLoaderExtension.LoadTextureAsync(gltfRuntime, material.values ? value : uniform.value, onLoadTexture(unif), function () { return onLoadTexture(null); });
- }
- else {
- if (uniform.value && GLTF1.GLTFUtils.SetUniform(shaderMaterial, unif, material.values ? value : uniform.value, type)) {
- // Static uniform
- delete unTreatedUniforms[unif];
- }
- }
- }
- };
- /**
- * Shader compilation failed
- */
- var onShaderCompileError = function (program, shaderMaterial, onError) {
- return function (effect, error) {
- shaderMaterial.dispose(true);
- onError("Cannot compile program named " + program.name + ". Error: " + error + ". Default material will be applied");
- };
- };
- /**
- * Shader compilation success
- */
- var onShaderCompileSuccess = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess) {
- return function (_) {
- prepareShaderMaterialUniforms(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms);
- shaderMaterial.onBind = function (mesh) {
- onBindShaderMaterial(mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess);
- };
- };
- };
- /**
- * Returns the appropriate uniform if already handled by babylon
- */
- var parseShaderUniforms = function (tokenizer, technique, unTreatedUniforms) {
- for (var unif in technique.uniforms) {
- var uniform = technique.uniforms[unif];
- var uniformParameter = technique.parameters[uniform];
- if (tokenizer.currentIdentifier === unif) {
- if (uniformParameter.semantic && !uniformParameter.source && !uniformParameter.node) {
- var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
- if (transformIndex !== -1) {
- delete unTreatedUniforms[unif];
- return babylonTransforms[transformIndex];
- }
- }
- }
- }
- return tokenizer.currentIdentifier;
- };
- /**
- * All shaders loaded. Create materials one by one
- */
- var importMaterials = function (gltfRuntime) {
- // Create materials
- for (var mat in gltfRuntime.materials) {
- GLTF1.GLTFLoaderExtension.LoadMaterialAsync(gltfRuntime, mat, function (material) { }, function () { });
- }
- };
- /**
- * Implementation of the base glTF spec
- */
- var GLTFLoaderBase = (function () {
- function GLTFLoaderBase() {
- }
- GLTFLoaderBase.CreateRuntime = function (parsedData, scene, rootUrl) {
- var gltfRuntime = {
- extensions: {},
- accessors: {},
- buffers: {},
- bufferViews: {},
- meshes: {},
- lights: {},
- cameras: {},
- nodes: {},
- images: {},
- textures: {},
- shaders: {},
- programs: {},
- samplers: {},
- techniques: {},
- materials: {},
- animations: {},
- skins: {},
- extensionsUsed: [],
- scenes: {},
- buffersCount: 0,
- shaderscount: 0,
- scene: scene,
- rootUrl: rootUrl,
- loadedBufferCount: 0,
- loadedBufferViews: {},
- loadedShaderCount: 0,
- importOnlyMeshes: false,
- dummyNodes: []
- };
- // Parse
- if (parsedData.extensions) {
- parseObject(parsedData.extensions, "extensions", gltfRuntime);
- }
- if (parsedData.extensionsUsed) {
- parseObject(parsedData.extensionsUsed, "extensionsUsed", gltfRuntime);
- }
- if (parsedData.buffers) {
- parseBuffers(parsedData.buffers, gltfRuntime);
- }
- if (parsedData.bufferViews) {
- parseObject(parsedData.bufferViews, "bufferViews", gltfRuntime);
- }
- if (parsedData.accessors) {
- parseObject(parsedData.accessors, "accessors", gltfRuntime);
- }
- if (parsedData.meshes) {
- parseObject(parsedData.meshes, "meshes", gltfRuntime);
- }
- if (parsedData.lights) {
- parseObject(parsedData.lights, "lights", gltfRuntime);
- }
- if (parsedData.cameras) {
- parseObject(parsedData.cameras, "cameras", gltfRuntime);
- }
- if (parsedData.nodes) {
- parseObject(parsedData.nodes, "nodes", gltfRuntime);
- }
- if (parsedData.images) {
- parseObject(parsedData.images, "images", gltfRuntime);
- }
- if (parsedData.textures) {
- parseObject(parsedData.textures, "textures", gltfRuntime);
- }
- if (parsedData.shaders) {
- parseShaders(parsedData.shaders, gltfRuntime);
- }
- if (parsedData.programs) {
- parseObject(parsedData.programs, "programs", gltfRuntime);
- }
- if (parsedData.samplers) {
- parseObject(parsedData.samplers, "samplers", gltfRuntime);
- }
- if (parsedData.techniques) {
- parseObject(parsedData.techniques, "techniques", gltfRuntime);
- }
- if (parsedData.materials) {
- parseObject(parsedData.materials, "materials", gltfRuntime);
- }
- if (parsedData.animations) {
- parseObject(parsedData.animations, "animations", gltfRuntime);
- }
- if (parsedData.skins) {
- parseObject(parsedData.skins, "skins", gltfRuntime);
- }
- if (parsedData.scenes) {
- gltfRuntime.scenes = parsedData.scenes;
- }
- if (parsedData.scene && parsedData.scenes) {
- gltfRuntime.currentScene = parsedData.scenes[parsedData.scene];
- }
- return gltfRuntime;
- };
- GLTFLoaderBase.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
- var buffer = gltfRuntime.buffers[id];
- if (GLTF1.GLTFUtils.IsBase64(buffer.uri)) {
- setTimeout(function () { return onSuccess(new Uint8Array(GLTF1.GLTFUtils.DecodeBase64(buffer.uri))); });
- }
- else {
- BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, function (data) { return onSuccess(new Uint8Array(data)); }, onProgress, null, true, function (request) {
- onError(request.status + " " + request.statusText);
- });
- }
- };
- GLTFLoaderBase.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
- var texture = gltfRuntime.textures[id];
- if (!texture || !texture.source) {
- onError(null);
- return;
- }
- if (texture.babylonTexture) {
- onSuccess(null);
- return;
- }
- var source = gltfRuntime.images[texture.source];
- if (GLTF1.GLTFUtils.IsBase64(source.uri)) {
- setTimeout(function () { return onSuccess(new Uint8Array(GLTF1.GLTFUtils.DecodeBase64(source.uri))); });
- }
- else {
- BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + source.uri, function (data) { return onSuccess(new Uint8Array(data)); }, null, null, true, function (request) {
- onError(request.status + " " + request.statusText);
- });
- }
- };
- GLTFLoaderBase.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
- var texture = gltfRuntime.textures[id];
- if (texture.babylonTexture) {
- onSuccess(texture.babylonTexture);
- return;
- }
- var sampler = gltfRuntime.samplers[texture.sampler];
- var createMipMaps = (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST) ||
- (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_LINEAR) ||
- (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST) ||
- (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR);
- var samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE;
- var blob = new Blob([buffer]);
- var blobURL = URL.createObjectURL(blob);
- var revokeBlobURL = function () { return URL.revokeObjectURL(blobURL); };
- var newTexture = new BABYLON.Texture(blobURL, gltfRuntime.scene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
- newTexture.wrapU = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapS);
- newTexture.wrapV = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapT);
- newTexture.name = id;
- texture.babylonTexture = newTexture;
- onSuccess(newTexture);
- };
- GLTFLoaderBase.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
- var shader = gltfRuntime.shaders[id];
- if (GLTF1.GLTFUtils.IsBase64(shader.uri)) {
- var shaderString = atob(shader.uri.split(",")[1]);
- onSuccess(shaderString);
- }
- else {
- BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, null, null, false, function (request) {
- onError(request.status + " " + request.statusText);
- });
- }
- };
- GLTFLoaderBase.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
- var material = gltfRuntime.materials[id];
- var technique = gltfRuntime.techniques[material.technique];
- if (!technique) {
- var defaultMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
- defaultMaterial.diffuseColor = new BABYLON.Color3(0.5, 0.5, 0.5);
- defaultMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
- onSuccess(defaultMaterial);
- return;
- }
- var program = gltfRuntime.programs[technique.program];
- var states = technique.states;
- var vertexShader = BABYLON.Effect.ShadersStore[program.vertexShader + "VertexShader"];
- var pixelShader = BABYLON.Effect.ShadersStore[program.fragmentShader + "PixelShader"];
- var newVertexShader = "";
- var newPixelShader = "";
- var vertexTokenizer = new Tokenizer(vertexShader);
- var pixelTokenizer = new Tokenizer(pixelShader);
- var unTreatedUniforms = {};
- var uniforms = [];
- var attributes = [];
- var samplers = [];
- // Fill uniform, sampler2D and attributes
- for (var unif in technique.uniforms) {
- var uniform = technique.uniforms[unif];
- var uniformParameter = technique.parameters[uniform];
- unTreatedUniforms[unif] = uniformParameter;
- if (uniformParameter.semantic && !uniformParameter.node && !uniformParameter.source) {
- var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
- if (transformIndex !== -1) {
- uniforms.push(babylonTransforms[transformIndex]);
- delete unTreatedUniforms[unif];
- }
- else {
- uniforms.push(unif);
- }
- }
- else if (uniformParameter.type === GLTF1.EParameterType.SAMPLER_2D) {
- samplers.push(unif);
- }
- else {
- uniforms.push(unif);
- }
- }
- for (var attr in technique.attributes) {
- var attribute = technique.attributes[attr];
- var attributeParameter = technique.parameters[attribute];
- if (attributeParameter.semantic) {
- attributes.push(getAttribute(attributeParameter));
- }
- }
- // Configure vertex shader
- while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
- var tokenType = vertexTokenizer.currentToken;
- if (tokenType !== ETokenType.IDENTIFIER) {
- newVertexShader += vertexTokenizer.currentString;
- continue;
- }
- var foundAttribute = false;
- for (var attr in technique.attributes) {
- var attribute = technique.attributes[attr];
- var attributeParameter = technique.parameters[attribute];
- if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
- newVertexShader += getAttribute(attributeParameter);
- foundAttribute = true;
- break;
- }
- }
- if (foundAttribute) {
- continue;
- }
- newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms);
- }
- // Configure pixel shader
- while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
- var tokenType = pixelTokenizer.currentToken;
- if (tokenType !== ETokenType.IDENTIFIER) {
- newPixelShader += pixelTokenizer.currentString;
- continue;
- }
- newPixelShader += parseShaderUniforms(pixelTokenizer, technique, unTreatedUniforms);
- }
- // Create shader material
- var shaderPath = {
- vertex: program.vertexShader + id,
- fragment: program.fragmentShader + id
- };
- var options = {
- attributes: attributes,
- uniforms: uniforms,
- samplers: samplers,
- needAlphaBlending: states && states.enable && states.enable.indexOf(3042) !== -1
- };
- BABYLON.Effect.ShadersStore[program.vertexShader + id + "VertexShader"] = newVertexShader;
- BABYLON.Effect.ShadersStore[program.fragmentShader + id + "PixelShader"] = newPixelShader;
- var shaderMaterial = new BABYLON.ShaderMaterial(id, gltfRuntime.scene, shaderPath, options);
- shaderMaterial.onError = onShaderCompileError(program, shaderMaterial, onError);
- shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess);
- shaderMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
- if (states && states.functions) {
- var functions = states.functions;
- if (functions.cullFace && functions.cullFace[0] !== GLTF1.ECullingType.BACK) {
- shaderMaterial.backFaceCulling = false;
- }
- var blendFunc = functions.blendFuncSeparate;
- if (blendFunc) {
- 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) {
- shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_COMBINE;
- }
- else if (blendFunc[0] === GLTF1.EBlendingFunction.ONE && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
- shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
- }
- else if (blendFunc[0] === GLTF1.EBlendingFunction.SRC_ALPHA && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
- shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ADD;
- }
- 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) {
- shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_SUBTRACT;
- }
- else if (blendFunc[0] === GLTF1.EBlendingFunction.DST_COLOR && blendFunc[1] === GLTF1.EBlendingFunction.ZERO && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
- shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MULTIPLY;
- }
- 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) {
- shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MAXIMIZED;
- }
- }
- }
- };
- return GLTFLoaderBase;
- }());
- GLTF1.GLTFLoaderBase = GLTFLoaderBase;
- /**
- * glTF V1 Loader
- */
- var GLTFLoader = (function () {
- function GLTFLoader() {
- }
- GLTFLoader.RegisterExtension = function (extension) {
- if (GLTFLoader.Extensions[extension.name]) {
- BABYLON.Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
- return;
- }
- GLTFLoader.Extensions[extension.name] = extension;
- };
- GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
- var _this = this;
- scene.useRightHandedSystem = true;
- var gltfRuntime = GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
- gltfRuntime.importOnlyMeshes = true;
- if (meshesNames === "") {
- gltfRuntime.importMeshesNames = [];
- }
- else if (typeof meshesNames === "string") {
- gltfRuntime.importMeshesNames = [meshesNames];
- }
- else if (meshesNames && !(meshesNames instanceof Array)) {
- gltfRuntime.importMeshesNames = [meshesNames];
- }
- else {
- gltfRuntime.importMeshesNames = [];
- BABYLON.Tools.Warn("Argument meshesNames must be of type string or string[]");
- }
- // Create nodes
- _this._createNodes(gltfRuntime);
- var meshes = [];
- var skeletons = [];
- // Fill arrays of meshes and skeletons
- for (var nde in gltfRuntime.nodes) {
- var node = gltfRuntime.nodes[nde];
- if (node.babylonNode instanceof BABYLON.AbstractMesh) {
- meshes.push(node.babylonNode);
- }
- }
- for (var skl in gltfRuntime.skins) {
- var skin = gltfRuntime.skins[skl];
- if (skin.babylonSkeleton instanceof BABYLON.Skeleton) {
- skeletons.push(skin.babylonSkeleton);
- }
- }
- // Load buffers, shaders, materials, etc.
- _this._loadBuffersAsync(gltfRuntime, function () {
- _this._loadShadersAsync(gltfRuntime, function () {
- importMaterials(gltfRuntime);
- postLoad(gltfRuntime);
- if (!BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
- onSuccess(meshes, null, skeletons);
- }
- });
- }, onProgress);
- if (BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
- onSuccess(meshes, null, skeletons);
- }
- }, onError);
- return true;
- };
- GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
- var _this = this;
- scene.useRightHandedSystem = true;
- GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
- // Load runtime extensios
- GLTF1.GLTFLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, function () {
- // Create nodes
- _this._createNodes(gltfRuntime);
- // Load buffers, shaders, materials, etc.
- _this._loadBuffersAsync(gltfRuntime, function () {
- _this._loadShadersAsync(gltfRuntime, function () {
- importMaterials(gltfRuntime);
- postLoad(gltfRuntime);
- if (!BABYLON.GLTFFileLoader.IncrementalLoading) {
- onSuccess();
- }
- });
- });
- if (BABYLON.GLTFFileLoader.IncrementalLoading) {
- onSuccess();
- }
- }, onError);
- }, onError);
- };
- GLTFLoader.prototype._loadShadersAsync = function (gltfRuntime, onload) {
- var hasShaders = false;
- var processShader = function (sha, shader) {
- GLTF1.GLTFLoaderExtension.LoadShaderStringAsync(gltfRuntime, sha, function (shaderString) {
- gltfRuntime.loadedShaderCount++;
- if (shaderString) {
- BABYLON.Effect.ShadersStore[sha + (shader.type === GLTF1.EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = shaderString;
- }
- if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
- onload();
- }
- }, function () {
- BABYLON.Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
- });
- };
- for (var sha in gltfRuntime.shaders) {
- hasShaders = true;
- var shader = gltfRuntime.shaders[sha];
- if (shader) {
- processShader.bind(this, sha, shader)();
- }
- else {
- BABYLON.Tools.Error("No shader named: " + sha);
- }
- }
- if (!hasShaders) {
- onload();
- }
- };
- ;
- GLTFLoader.prototype._loadBuffersAsync = function (gltfRuntime, onLoad, onProgress) {
- var hasBuffers = false;
- var processBuffer = function (buf, buffer) {
- GLTF1.GLTFLoaderExtension.LoadBufferAsync(gltfRuntime, buf, function (bufferView) {
- gltfRuntime.loadedBufferCount++;
- if (bufferView) {
- if (bufferView.byteLength != gltfRuntime.buffers[buf].byteLength) {
- BABYLON.Tools.Error("Buffer named " + buf + " is length " + bufferView.byteLength + ". Expected: " + buffer.byteLength); // Improve error message
- }
- gltfRuntime.loadedBufferViews[buf] = bufferView;
- }
- if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
- onLoad();
- }
- }, function () {
- BABYLON.Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
- });
- };
- for (var buf in gltfRuntime.buffers) {
- hasBuffers = true;
- var buffer = gltfRuntime.buffers[buf];
- if (buffer) {
- processBuffer.bind(this, buf, buffer)();
- }
- else {
- BABYLON.Tools.Error("No buffer named: " + buf);
- }
- }
- if (!hasBuffers) {
- onLoad();
- }
- };
- GLTFLoader.prototype._createNodes = function (gltfRuntime) {
- var currentScene = gltfRuntime.currentScene;
- if (currentScene) {
- // Only one scene even if multiple scenes are defined
- for (var i = 0; i < currentScene.nodes.length; i++) {
- traverseNodes(gltfRuntime, currentScene.nodes[i], null);
- }
- }
- else {
- // Load all scenes
- for (var thing in gltfRuntime.scenes) {
- currentScene = gltfRuntime.scenes[thing];
- for (var i = 0; i < currentScene.nodes.length; i++) {
- traverseNodes(gltfRuntime, currentScene.nodes[i], null);
- }
- }
- }
- };
- GLTFLoader.Extensions = {};
- return GLTFLoader;
- }());
- GLTF1.GLTFLoader = GLTFLoader;
- ;
- BABYLON.GLTFFileLoader.CreateGLTFLoaderV1 = function () { return new GLTFLoader(); };
- })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.glTFLoader.js.map
- var BABYLON;
- (function (BABYLON) {
- var GLTF1;
- (function (GLTF1) {
- /**
- * Utils functions for GLTF
- */
- var GLTFUtils = (function () {
- function 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
- */
- GLTFUtils.SetMatrix = function (scene, source, parameter, uniformName, shaderMaterial) {
- var mat = null;
- if (parameter.semantic === "MODEL") {
- mat = source.getWorldMatrix();
- }
- else if (parameter.semantic === "PROJECTION") {
- mat = scene.getProjectionMatrix();
- }
- else if (parameter.semantic === "VIEW") {
- mat = scene.getViewMatrix();
- }
- else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") {
- mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());
- }
- else if (parameter.semantic === "MODELVIEW") {
- mat = source.getWorldMatrix().multiply(scene.getViewMatrix());
- }
- else if (parameter.semantic === "MODELVIEWPROJECTION") {
- mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());
- }
- else if (parameter.semantic === "MODELINVERSE") {
- mat = source.getWorldMatrix().invert();
- }
- else if (parameter.semantic === "VIEWINVERSE") {
- mat = scene.getViewMatrix().invert();
- }
- else if (parameter.semantic === "PROJECTIONINVERSE") {
- mat = scene.getProjectionMatrix().invert();
- }
- else if (parameter.semantic === "MODELVIEWINVERSE") {
- mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();
- }
- else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") {
- mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();
- }
- else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
- mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().invert());
- }
- else {
- debugger;
- }
- switch (parameter.type) {
- case GLTF1.EParameterType.FLOAT_MAT2:
- shaderMaterial.setMatrix2x2(uniformName, BABYLON.Matrix.GetAsMatrix2x2(mat));
- break;
- case GLTF1.EParameterType.FLOAT_MAT3:
- shaderMaterial.setMatrix3x3(uniformName, BABYLON.Matrix.GetAsMatrix3x3(mat));
- break;
- case GLTF1.EParameterType.FLOAT_MAT4:
- shaderMaterial.setMatrix(uniformName, mat);
- break;
- default: break;
- }
- };
- /**
- * 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)
- */
- GLTFUtils.SetUniform = function (shaderMaterial, uniform, value, type) {
- switch (type) {
- case GLTF1.EParameterType.FLOAT:
- shaderMaterial.setFloat(uniform, value);
- return true;
- case GLTF1.EParameterType.FLOAT_VEC2:
- shaderMaterial.setVector2(uniform, BABYLON.Vector2.FromArray(value));
- return true;
- case GLTF1.EParameterType.FLOAT_VEC3:
- shaderMaterial.setVector3(uniform, BABYLON.Vector3.FromArray(value));
- return true;
- case GLTF1.EParameterType.FLOAT_VEC4:
- shaderMaterial.setVector4(uniform, BABYLON.Vector4.FromArray(value));
- return true;
- default: return false;
- }
- };
- /**
- * If the uri is a base64 string
- * @param uri: the uri to test
- */
- GLTFUtils.IsBase64 = function (uri) {
- return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
- };
- /**
- * Decode the base64 uri
- * @param uri: the uri to decode
- */
- GLTFUtils.DecodeBase64 = function (uri) {
- var decodedString = atob(uri.split(",")[1]);
- var bufferLength = decodedString.length;
- var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
- for (var i = 0; i < bufferLength; i++) {
- bufferView[i] = decodedString.charCodeAt(i);
- }
- return bufferView.buffer;
- };
- /**
- * Returns the wrap mode of the texture
- * @param mode: the mode value
- */
- GLTFUtils.GetWrapMode = function (mode) {
- switch (mode) {
- case GLTF1.ETextureWrapMode.CLAMP_TO_EDGE: return BABYLON.Texture.CLAMP_ADDRESSMODE;
- case GLTF1.ETextureWrapMode.MIRRORED_REPEAT: return BABYLON.Texture.MIRROR_ADDRESSMODE;
- case GLTF1.ETextureWrapMode.REPEAT: return BABYLON.Texture.WRAP_ADDRESSMODE;
- default: return BABYLON.Texture.WRAP_ADDRESSMODE;
- }
- };
- /**
- * Returns the byte stride giving an accessor
- * @param accessor: the GLTF accessor objet
- */
- GLTFUtils.GetByteStrideFromType = function (accessor) {
- // Needs this function since "byteStride" isn't requiered in glTF format
- var type = accessor.type;
- switch (type) {
- case "VEC2": return 2;
- case "VEC3": return 3;
- case "VEC4": return 4;
- case "MAT2": return 4;
- case "MAT3": return 9;
- case "MAT4": return 16;
- default: return 1;
- }
- };
- /**
- * Returns the texture filter mode giving a mode value
- * @param mode: the filter mode value
- */
- GLTFUtils.GetTextureFilterMode = function (mode) {
- switch (mode) {
- case GLTF1.ETextureFilterType.LINEAR:
- case GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST:
- case GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
- case GLTF1.ETextureFilterType.NEAREST:
- case GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_SAMPLINGMODE;
- default: return BABYLON.Texture.BILINEAR_SAMPLINGMODE;
- }
- };
- GLTFUtils.GetBufferFromBufferView = function (gltfRuntime, bufferView, byteOffset, byteLength, componentType) {
- var byteOffset = bufferView.byteOffset + byteOffset;
- var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];
- if (byteOffset + byteLength > loadedBufferView.byteLength) {
- throw new Error("Buffer access is out of range");
- }
- var buffer = loadedBufferView.buffer;
- byteOffset += loadedBufferView.byteOffset;
- switch (componentType) {
- case GLTF1.EComponentType.BYTE: return new Int8Array(buffer, byteOffset, byteLength);
- case GLTF1.EComponentType.UNSIGNED_BYTE: return new Uint8Array(buffer, byteOffset, byteLength);
- case GLTF1.EComponentType.SHORT: return new Int16Array(buffer, byteOffset, byteLength);
- case GLTF1.EComponentType.UNSIGNED_SHORT: return new Uint16Array(buffer, byteOffset, byteLength);
- default: return new Float32Array(buffer, byteOffset, byteLength);
- }
- };
- /**
- * Returns a buffer from its accessor
- * @param gltfRuntime: the GLTF runtime
- * @param accessor: the GLTF accessor
- */
- GLTFUtils.GetBufferFromAccessor = function (gltfRuntime, accessor) {
- var bufferView = gltfRuntime.bufferViews[accessor.bufferView];
- var byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);
- return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);
- };
- /**
- * Decodes a buffer view into a string
- * @param view: the buffer view
- */
- GLTFUtils.DecodeBufferToText = function (view) {
- var result = "";
- var length = view.byteLength;
- for (var i = 0; i < length; ++i) {
- result += String.fromCharCode(view[i]);
- }
- return result;
- };
- /**
- * 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
- */
- GLTFUtils.GetDefaultMaterial = function (scene) {
- if (!GLTFUtils._DefaultMaterial) {
- BABYLON.Effect.ShadersStore["GLTFDefaultMaterialVertexShader"] = [
- "precision highp float;",
- "",
- "uniform mat4 worldView;",
- "uniform mat4 projection;",
- "",
- "attribute vec3 position;",
- "",
- "void main(void)",
- "{",
- " gl_Position = projection * worldView * vec4(position, 1.0);",
- "}"
- ].join("\n");
- BABYLON.Effect.ShadersStore["GLTFDefaultMaterialPixelShader"] = [
- "precision highp float;",
- "",
- "uniform vec4 u_emission;",
- "",
- "void main(void)",
- "{",
- " gl_FragColor = u_emission;",
- "}"
- ].join("\n");
- var shaderPath = {
- vertex: "GLTFDefaultMaterial",
- fragment: "GLTFDefaultMaterial"
- };
- var options = {
- attributes: ["position"],
- uniforms: ["worldView", "projection", "u_emission"],
- samplers: [],
- needAlphaBlending: false
- };
- GLTFUtils._DefaultMaterial = new BABYLON.ShaderMaterial("GLTFDefaultMaterial", scene, shaderPath, options);
- GLTFUtils._DefaultMaterial.setColor4("u_emission", new BABYLON.Color4(0.5, 0.5, 0.5, 1.0));
- }
- return GLTFUtils._DefaultMaterial;
- };
- // The GLTF default material
- GLTFUtils._DefaultMaterial = null;
- return GLTFUtils;
- }());
- GLTF1.GLTFUtils = GLTFUtils;
- })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.glTFLoaderUtils.js.map
- var BABYLON;
- (function (BABYLON) {
- var GLTF1;
- (function (GLTF1) {
- var GLTFLoaderExtension = (function () {
- function GLTFLoaderExtension(name) {
- this._name = name;
- }
- Object.defineProperty(GLTFLoaderExtension.prototype, "name", {
- get: function () {
- return this._name;
- },
- enumerable: true,
- configurable: true
- });
- /**
- * Defines an override for loading the runtime
- * Return true to stop further extensions from loading the runtime
- */
- GLTFLoaderExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
- return false;
- };
- /**
- * Defines an onverride for creating gltf runtime
- * Return true to stop further extensions from creating the runtime
- */
- GLTFLoaderExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
- return false;
- };
- /**
- * Defines an override for loading buffers
- * Return true to stop further extensions from loading this buffer
- */
- GLTFLoaderExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
- return false;
- };
- /**
- * Defines an override for loading texture buffers
- * Return true to stop further extensions from loading this texture data
- */
- GLTFLoaderExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
- return false;
- };
- /**
- * Defines an override for creating textures
- * Return true to stop further extensions from loading this texture
- */
- GLTFLoaderExtension.prototype.createTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
- return false;
- };
- /**
- * Defines an override for loading shader strings
- * Return true to stop further extensions from loading this shader data
- */
- GLTFLoaderExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
- return false;
- };
- /**
- * Defines an override for loading materials
- * Return true to stop further extensions from loading this material
- */
- GLTFLoaderExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
- return false;
- };
- // ---------
- // Utilities
- // ---------
- GLTFLoaderExtension.LoadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
- GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
- return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
- }, function () {
- setTimeout(function () {
- onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
- });
- });
- };
- GLTFLoaderExtension.LoadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
- GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
- return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
- }, function () {
- setTimeout(function () {
- onSuccess();
- });
- });
- };
- GLTFLoaderExtension.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
- GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
- return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
- }, function () {
- GLTF1.GLTFLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
- });
- };
- GLTFLoaderExtension.LoadTextureAsync = function (gltfRuntime, id, onSuccess, onError) {
- GLTFLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) { return GLTFLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError); }, onError);
- };
- GLTFLoaderExtension.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
- GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
- return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
- }, function () {
- GLTF1.GLTFLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
- });
- };
- GLTFLoaderExtension.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
- GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
- return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
- }, function () {
- GLTF1.GLTFLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
- });
- };
- GLTFLoaderExtension.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
- GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
- return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
- }, function () {
- GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
- });
- };
- GLTFLoaderExtension.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
- GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
- return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
- }, function () {
- GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
- });
- };
- GLTFLoaderExtension.ApplyExtensions = function (func, defaultFunc) {
- for (var extensionName in GLTF1.GLTFLoader.Extensions) {
- var loaderExtension = GLTF1.GLTFLoader.Extensions[extensionName];
- if (func(loaderExtension)) {
- return;
- }
- }
- defaultFunc();
- };
- return GLTFLoaderExtension;
- }());
- GLTF1.GLTFLoaderExtension = GLTFLoaderExtension;
- })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.glTFLoaderExtension.js.map
- var BABYLON;
- (function (BABYLON) {
- var GLTF1;
- (function (GLTF1) {
- var BinaryExtensionBufferName = "binary_glTF";
- var EContentFormat;
- (function (EContentFormat) {
- EContentFormat[EContentFormat["JSON"] = 0] = "JSON";
- })(EContentFormat || (EContentFormat = {}));
- ;
- ;
- ;
- var GLTFBinaryExtension = (function (_super) {
- __extends(GLTFBinaryExtension, _super);
- function GLTFBinaryExtension() {
- return _super.call(this, "KHR_binary_glTF") || this;
- }
- GLTFBinaryExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
- var extensionsUsed = data.json.extensionsUsed;
- if (!extensionsUsed || extensionsUsed.indexOf(this.name) === -1) {
- return false;
- }
- this._bin = data.bin;
- onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
- return true;
- };
- GLTFBinaryExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
- if (gltfRuntime.extensionsUsed.indexOf(this.name) === -1) {
- return false;
- }
- if (id !== BinaryExtensionBufferName) {
- return false;
- }
- onSuccess(this._bin);
- return true;
- };
- GLTFBinaryExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
- var texture = gltfRuntime.textures[id];
- var source = gltfRuntime.images[texture.source];
- if (!source.extensions || !(this.name in source.extensions)) {
- return false;
- }
- var sourceExt = source.extensions[this.name];
- var bufferView = gltfRuntime.bufferViews[sourceExt.bufferView];
- var buffer = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
- onSuccess(buffer);
- return true;
- };
- GLTFBinaryExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
- var shader = gltfRuntime.shaders[id];
- if (!shader.extensions || !(this.name in shader.extensions)) {
- return false;
- }
- var binaryExtensionShader = shader.extensions[this.name];
- var bufferView = gltfRuntime.bufferViews[binaryExtensionShader.bufferView];
- var shaderBytes = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
- setTimeout(function () {
- var shaderString = GLTF1.GLTFUtils.DecodeBufferToText(shaderBytes);
- onSuccess(shaderString);
- });
- return true;
- };
- return GLTFBinaryExtension;
- }(GLTF1.GLTFLoaderExtension));
- GLTF1.GLTFBinaryExtension = GLTFBinaryExtension;
- var BinaryReader = (function () {
- function BinaryReader(arrayBuffer) {
- this._arrayBuffer = arrayBuffer;
- this._dataView = new DataView(arrayBuffer);
- this._byteOffset = 0;
- }
- BinaryReader.prototype.getUint32 = function () {
- var value = this._dataView.getUint32(this._byteOffset, true);
- this._byteOffset += 4;
- return value;
- };
- BinaryReader.prototype.getUint8Array = function (length) {
- if (!length) {
- length = this._arrayBuffer.byteLength - this._byteOffset;
- }
- var value = new Uint8Array(this._arrayBuffer, this._byteOffset, length);
- this._byteOffset += length;
- return value;
- };
- return BinaryReader;
- }());
- GLTF1.GLTFLoader.RegisterExtension(new GLTFBinaryExtension());
- })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.glTFBinaryExtension.js.map
- var BABYLON;
- (function (BABYLON) {
- var GLTF1;
- (function (GLTF1) {
- ;
- ;
- ;
- var GLTFMaterialsCommonExtension = (function (_super) {
- __extends(GLTFMaterialsCommonExtension, _super);
- function GLTFMaterialsCommonExtension() {
- return _super.call(this, "KHR_materials_common") || this;
- }
- GLTFMaterialsCommonExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
- if (!gltfRuntime.extensions)
- return false;
- var extension = gltfRuntime.extensions[this.name];
- if (!extension)
- return false;
- // Create lights
- var lights = extension.lights;
- if (lights) {
- for (var thing in lights) {
- var light = lights[thing];
- switch (light.type) {
- case "ambient":
- var ambientLight = new BABYLON.HemisphericLight(light.name, new BABYLON.Vector3(0, 1, 0), gltfRuntime.scene);
- var ambient = light.ambient;
- ambientLight.diffuse = BABYLON.Color3.FromArray(ambient.color || [1, 1, 1]);
- break;
- case "point":
- var pointLight = new BABYLON.PointLight(light.name, new BABYLON.Vector3(10, 10, 10), gltfRuntime.scene);
- var point = light.point;
- pointLight.diffuse = BABYLON.Color3.FromArray(point.color || [1, 1, 1]);
- break;
- case "directional":
- var dirLight = new BABYLON.DirectionalLight(light.name, new BABYLON.Vector3(0, -1, 0), gltfRuntime.scene);
- var directional = light.directional;
- dirLight.diffuse = BABYLON.Color3.FromArray(directional.color || [1, 1, 1]);
- break;
- case "spot":
- var spot = light.spot;
- var spotLight = new BABYLON.SpotLight(light.name, new BABYLON.Vector3(0, 10, 0), new BABYLON.Vector3(0, -1, 0), light.spot.fallOffAngle || Math.PI, light.spot.fallOffExponent || 0.0, gltfRuntime.scene);
- spotLight.diffuse = BABYLON.Color3.FromArray(spot.color || [1, 1, 1]);
- break;
- default:
- BABYLON.Tools.Warn("GLTF Material Common extension: light type \"" + light.type + "\” not supported");
- break;
- }
- }
- }
- return false;
- };
- GLTFMaterialsCommonExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
- var material = gltfRuntime.materials[id];
- if (!material || !material.extensions)
- return false;
- var extension = material.extensions[this.name];
- if (!extension)
- return false;
- var standardMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
- standardMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
- if (extension.technique === "CONSTANT") {
- standardMaterial.disableLighting = true;
- }
- standardMaterial.backFaceCulling = extension.doubleSided === undefined ? false : !extension.doubleSided;
- standardMaterial.alpha = extension.values.transparency === undefined ? 1.0 : extension.values.transparency;
- standardMaterial.specularPower = extension.values.shininess === undefined ? 0.0 : extension.values.shininess;
- // Ambient
- if (typeof extension.values.ambient === "string") {
- this._loadTexture(gltfRuntime, extension.values.ambient, standardMaterial, "ambientTexture", onError);
- }
- else {
- standardMaterial.ambientColor = BABYLON.Color3.FromArray(extension.values.ambient || [0, 0, 0]);
- }
- // Diffuse
- if (typeof extension.values.diffuse === "string") {
- this._loadTexture(gltfRuntime, extension.values.diffuse, standardMaterial, "diffuseTexture", onError);
- }
- else {
- standardMaterial.diffuseColor = BABYLON.Color3.FromArray(extension.values.diffuse || [0, 0, 0]);
- }
- // Emission
- if (typeof extension.values.emission === "string") {
- this._loadTexture(gltfRuntime, extension.values.emission, standardMaterial, "emissiveTexture", onError);
- }
- else {
- standardMaterial.emissiveColor = BABYLON.Color3.FromArray(extension.values.emission || [0, 0, 0]);
- }
- // Specular
- if (typeof extension.values.specular === "string") {
- this._loadTexture(gltfRuntime, extension.values.specular, standardMaterial, "specularTexture", onError);
- }
- else {
- standardMaterial.specularColor = BABYLON.Color3.FromArray(extension.values.specular || [0, 0, 0]);
- }
- return true;
- };
- GLTFMaterialsCommonExtension.prototype._loadTexture = function (gltfRuntime, id, material, propertyPath, onError) {
- // Create buffer from texture url
- GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) {
- // Create texture from buffer
- GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, function (texture) { return material[propertyPath] = texture; }, onError);
- }, onError);
- };
- return GLTFMaterialsCommonExtension;
- }(GLTF1.GLTFLoaderExtension));
- GLTF1.GLTFMaterialsCommonExtension = GLTFMaterialsCommonExtension;
- GLTF1.GLTFLoader.RegisterExtension(new GLTFMaterialsCommonExtension());
- })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.glTFMaterialsCommonExtension.js.map
- var BABYLON;
- (function (BABYLON) {
- var GLTF2;
- (function (GLTF2) {
- /**
- * Enums
- */
- var EComponentType;
- (function (EComponentType) {
- EComponentType[EComponentType["BYTE"] = 5120] = "BYTE";
- EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
- EComponentType[EComponentType["SHORT"] = 5122] = "SHORT";
- EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
- EComponentType[EComponentType["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT";
- EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT";
- })(EComponentType = GLTF2.EComponentType || (GLTF2.EComponentType = {}));
- var EMeshPrimitiveMode;
- (function (EMeshPrimitiveMode) {
- EMeshPrimitiveMode[EMeshPrimitiveMode["POINTS"] = 0] = "POINTS";
- EMeshPrimitiveMode[EMeshPrimitiveMode["LINES"] = 1] = "LINES";
- EMeshPrimitiveMode[EMeshPrimitiveMode["LINE_LOOP"] = 2] = "LINE_LOOP";
- EMeshPrimitiveMode[EMeshPrimitiveMode["LINE_STRIP"] = 3] = "LINE_STRIP";
- EMeshPrimitiveMode[EMeshPrimitiveMode["TRIANGLES"] = 4] = "TRIANGLES";
- EMeshPrimitiveMode[EMeshPrimitiveMode["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP";
- EMeshPrimitiveMode[EMeshPrimitiveMode["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN";
- })(EMeshPrimitiveMode = GLTF2.EMeshPrimitiveMode || (GLTF2.EMeshPrimitiveMode = {}));
- var ETextureMagFilter;
- (function (ETextureMagFilter) {
- ETextureMagFilter[ETextureMagFilter["NEAREST"] = 9728] = "NEAREST";
- ETextureMagFilter[ETextureMagFilter["LINEAR"] = 9729] = "LINEAR";
- })(ETextureMagFilter = GLTF2.ETextureMagFilter || (GLTF2.ETextureMagFilter = {}));
- var ETextureMinFilter;
- (function (ETextureMinFilter) {
- ETextureMinFilter[ETextureMinFilter["NEAREST"] = 9728] = "NEAREST";
- ETextureMinFilter[ETextureMinFilter["LINEAR"] = 9729] = "LINEAR";
- ETextureMinFilter[ETextureMinFilter["NEAREST_MIPMAP_NEAREST"] = 9984] = "NEAREST_MIPMAP_NEAREST";
- ETextureMinFilter[ETextureMinFilter["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
- ETextureMinFilter[ETextureMinFilter["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR";
- ETextureMinFilter[ETextureMinFilter["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR";
- })(ETextureMinFilter = GLTF2.ETextureMinFilter || (GLTF2.ETextureMinFilter = {}));
- var ETextureWrapMode;
- (function (ETextureWrapMode) {
- ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE";
- ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT";
- ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT";
- })(ETextureWrapMode = GLTF2.ETextureWrapMode || (GLTF2.ETextureWrapMode = {}));
- })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.glTFLoaderInterfaces.js.map
- var BABYLON;
- (function (BABYLON) {
- var GLTF2;
- (function (GLTF2) {
- var GLTFLoader = (function () {
- function GLTFLoader(parent) {
- this._renderReady = false;
- this._disposed = false;
- this._blockPendingTracking = false;
- // Observable with boolean indicating success or error.
- this._renderReadyObservable = new BABYLON.Observable();
- // Count of pending work that needs to complete before the asset is rendered.
- this._renderPendingCount = 0;
- // Count of pending work that needs to complete before the loader is cleared.
- this._loaderPendingCount = 0;
- this._parent = parent;
- }
- GLTFLoader.RegisterExtension = function (extension) {
- if (GLTFLoader.Extensions[extension.name]) {
- BABYLON.Tools.Error("Extension with the same name '" + extension.name + "' already exists");
- return;
- }
- GLTFLoader.Extensions[extension.name] = extension;
- // Keep the order of registration so that extensions registered first are called first.
- GLTF2.GLTFLoaderExtension._Extensions.push(extension);
- };
- Object.defineProperty(GLTFLoader.prototype, "gltf", {
- get: function () {
- return this._gltf;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(GLTFLoader.prototype, "babylonScene", {
- get: function () {
- return this._babylonScene;
- },
- enumerable: true,
- configurable: true
- });
- GLTFLoader.prototype.executeWhenRenderReady = function (func) {
- if (this._renderReady) {
- func();
- }
- else {
- this._renderReadyObservable.add(func);
- }
- };
- GLTFLoader.prototype.dispose = function () {
- if (this._disposed) {
- return;
- }
- this._disposed = true;
- // Revoke object urls created during load
- if (this._gltf.textures) {
- this._gltf.textures.forEach(function (texture) {
- if (texture.url) {
- URL.revokeObjectURL(texture.url);
- }
- });
- }
- this._gltf = undefined;
- this._babylonScene = undefined;
- this._rootUrl = undefined;
- this._defaultMaterial = undefined;
- this._successCallback = undefined;
- this._errorCallback = undefined;
- this._renderReady = false;
- this._renderReadyObservable.clear();
- this._renderPendingCount = 0;
- this._loaderPendingCount = 0;
- };
- GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
- var _this = this;
- this._loadAsync(meshesNames, scene, data, rootUrl, function () {
- onSuccess(_this._getMeshes(), null, _this._getSkeletons());
- }, onProgress, onError);
- };
- GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
- this._loadAsync(null, scene, data, rootUrl, onSuccess, onProgress, onError);
- };
- GLTFLoader.prototype._loadAsync = function (nodeNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
- this._loadData(data);
- this._babylonScene = scene;
- this._rootUrl = rootUrl;
- this._successCallback = onSuccess;
- this._progressCallback = onProgress;
- this._errorCallback = onError;
- this.addPendingData(this);
- this._loadScene(nodeNames);
- this._loadAnimations();
- this.removePendingData(this);
- };
- GLTFLoader.prototype._onError = function (message) {
- this._errorCallback(message);
- this.dispose();
- };
- GLTFLoader.prototype._onProgress = function (event) {
- this._progressCallback(event);
- };
- GLTFLoader.prototype._onRenderReady = function () {
- switch (this._parent.coordinateSystemMode) {
- case BABYLON.GLTFLoaderCoordinateSystemMode.AUTO:
- if (!this._babylonScene.useRightHandedSystem) {
- this._addRightHandToLeftHandRootTransform();
- }
- break;
- case BABYLON.GLTFLoaderCoordinateSystemMode.PASS_THROUGH:
- // do nothing
- break;
- case BABYLON.GLTFLoaderCoordinateSystemMode.FORCE_RIGHT_HANDED:
- this._babylonScene.useRightHandedSystem = true;
- break;
- default:
- BABYLON.Tools.Error("Invalid coordinate system mode (" + this._parent.coordinateSystemMode + ")");
- break;
- }
- this._showMeshes();
- this._startAnimations();
- this._successCallback();
- this._renderReadyObservable.notifyObservers(this);
- };
- GLTFLoader.prototype._onLoaderComplete = function () {
- if (this._parent.onComplete) {
- this._parent.onComplete();
- }
- };
- GLTFLoader.prototype._onLoaderFirstLODComplete = function () {
- if (this._parent.onFirstLODComplete) {
- this._parent.onFirstLODComplete();
- }
- };
- GLTFLoader.prototype._loadData = function (data) {
- this._gltf = data.json;
- var binaryBuffer;
- var buffers = this._gltf.buffers;
- if (buffers && buffers[0].uri === undefined) {
- binaryBuffer = buffers[0];
- }
- if (data.bin) {
- if (binaryBuffer) {
- if (binaryBuffer.byteLength != data.bin.byteLength) {
- BABYLON.Tools.Warn("Binary buffer length (" + binaryBuffer.byteLength + ") from JSON does not match chunk length (" + data.bin.byteLength + ")");
- }
- }
- else {
- BABYLON.Tools.Warn("Unexpected BIN chunk");
- }
- binaryBuffer.loadedData = data.bin;
- }
- };
- GLTFLoader.prototype._addRightHandToLeftHandRootTransform = function () {
- this._rootMesh = new BABYLON.Mesh("root", this._babylonScene);
- this._rootMesh.isVisible = false;
- this._rootMesh.scaling = new BABYLON.Vector3(1, 1, -1);
- this._rootMesh.rotation.y = Math.PI;
- var nodes = this._gltf.nodes;
- if (nodes) {
- for (var i = 0; i < nodes.length; i++) {
- var mesh = nodes[i].babylonMesh;
- if (mesh && !mesh.parent) {
- mesh.parent = this._rootMesh;
- }
- }
- }
- };
- GLTFLoader.prototype._getMeshes = function () {
- var meshes = [];
- if (this._rootMesh) {
- meshes.push(this._rootMesh);
- }
- var nodes = this._gltf.nodes;
- if (nodes) {
- nodes.forEach(function (node) {
- if (node.babylonMesh) {
- meshes.push(node.babylonMesh);
- }
- });
- }
- return meshes;
- };
- GLTFLoader.prototype._getSkeletons = function () {
- var skeletons = [];
- var skins = this._gltf.skins;
- if (skins) {
- skins.forEach(function (skin) {
- if (skin.babylonSkeleton instanceof BABYLON.Skeleton) {
- skeletons.push(skin.babylonSkeleton);
- }
- });
- }
- return skeletons;
- };
- GLTFLoader.prototype._getAnimationTargets = function () {
- var targets = [];
- var animations = this._gltf.animations;
- if (animations) {
- animations.forEach(function (animation) {
- targets.push.apply(targets, animation.targets);
- });
- }
- return targets;
- };
- GLTFLoader.prototype._showMeshes = function () {
- this._getMeshes().forEach(function (mesh) { return mesh.isVisible = true; });
- };
- GLTFLoader.prototype._startAnimations = function () {
- var _this = this;
- this._getAnimationTargets().forEach(function (target) { return _this._babylonScene.beginAnimation(target, 0, Number.MAX_VALUE, true); });
- };
- GLTFLoader.prototype._loadScene = function (nodeNames) {
- var _this = this;
- var scene = this._gltf.scenes[this._gltf.scene || 0];
- var nodeIndices = scene.nodes;
- this._traverseNodes(nodeIndices, function (node, index, parentNode) {
- node.index = index;
- node.parent = parentNode;
- return true;
- });
- var materials = this._gltf.materials;
- if (materials) {
- materials.forEach(function (material, index) { return material.index = index; });
- }
- if (nodeNames) {
- if (!(nodeNames instanceof Array)) {
- nodeNames = [nodeNames];
- }
- var filteredNodeIndices = new Array();
- this._traverseNodes(nodeIndices, function (node) {
- if (nodeNames.indexOf(node.name) === -1) {
- return true;
- }
- filteredNodeIndices.push(node.index);
- return false;
- });
- nodeIndices = filteredNodeIndices;
- }
- this._traverseNodes(nodeIndices, function (node) { return _this._loadNode(node); });
- };
- GLTFLoader.prototype._loadNode = function (node) {
- node.babylonMesh = new BABYLON.Mesh(node.name || "mesh" + node.index, this._babylonScene);
- node.babylonMesh.isVisible = false;
- this._loadTransform(node);
- if (node.mesh !== undefined) {
- var mesh = this._gltf.meshes[node.mesh];
- this._loadMesh(node, mesh);
- }
- node.babylonMesh.parent = node.parent ? node.parent.babylonMesh : null;
- node.babylonAnimationTargets = node.babylonAnimationTargets || [];
- node.babylonAnimationTargets.push(node.babylonMesh);
- if (node.skin !== undefined) {
- var skin = this._gltf.skins[node.skin];
- skin.index = node.skin;
- node.babylonMesh.skeleton = this._loadSkin(skin);
- }
- if (node.camera !== undefined) {
- // TODO: handle cameras
- }
- return true;
- };
- GLTFLoader.prototype._loadMesh = function (node, mesh) {
- var _this = this;
- node.babylonMesh.name = mesh.name || node.babylonMesh.name;
- var babylonMultiMaterial = new BABYLON.MultiMaterial(node.babylonMesh.name, this._babylonScene);
- node.babylonMesh.material = babylonMultiMaterial;
- var geometry = new BABYLON.Geometry(node.babylonMesh.name, this._babylonScene, null, false, node.babylonMesh);
- var vertexData = new BABYLON.VertexData();
- vertexData.positions = [];
- vertexData.indices = [];
- var subMeshInfos = [];
- var loadedPrimitives = 0;
- var totalPrimitives = mesh.primitives.length;
- var _loop_1 = function (i) {
- var primitive = mesh.primitives[i];
- if (primitive.mode && primitive.mode !== GLTF2.EMeshPrimitiveMode.TRIANGLES) {
- // TODO: handle other primitive modes
- throw new Error("Not implemented");
- }
- this_1._createMorphTargets(node, mesh, primitive, node.babylonMesh);
- this_1._loadVertexDataAsync(primitive, function (subVertexData) {
- _this._loadMorphTargetsData(mesh, primitive, subVertexData, node.babylonMesh);
- subMeshInfos.push({
- materialIndex: i,
- verticesStart: vertexData.positions.length,
- verticesCount: subVertexData.positions.length,
- indicesStart: vertexData.indices.length,
- indicesCount: subVertexData.indices.length,
- loadMaterial: function () {
- if (primitive.material === undefined) {
- babylonMultiMaterial.subMaterials[i] = _this._getDefaultMaterial();
- }
- else {
- var material = _this._gltf.materials[primitive.material];
- _this.loadMaterial(material, function (babylonMaterial, isNew) {
- if (isNew && _this._parent.onMaterialLoaded) {
- _this._parent.onMaterialLoaded(babylonMaterial);
- }
- if (_this._parent.onBeforeMaterialReadyAsync) {
- _this.addLoaderPendingData(material);
- _this._parent.onBeforeMaterialReadyAsync(babylonMaterial, node.babylonMesh, babylonMultiMaterial.subMaterials[i] != null, function () {
- babylonMultiMaterial.subMaterials[i] = babylonMaterial;
- _this.removeLoaderPendingData(material);
- });
- }
- else {
- babylonMultiMaterial.subMaterials[i] = babylonMaterial;
- }
- });
- }
- }
- });
- vertexData.merge(subVertexData);
- if (++loadedPrimitives === totalPrimitives) {
- geometry.setAllVerticesData(vertexData, false);
- subMeshInfos.forEach(function (info) { return info.loadMaterial(); });
- // TODO: optimize this so that sub meshes can be created without being overwritten after setting vertex data.
- // Sub meshes must be cleared and created after setting vertex data because of mesh._createGlobalSubMesh.
- node.babylonMesh.subMeshes = [];
- subMeshInfos.forEach(function (info) { return new BABYLON.SubMesh(info.materialIndex, info.verticesStart, info.verticesCount, info.indicesStart, info.indicesCount, node.babylonMesh); });
- }
- });
- };
- var this_1 = this;
- for (var i = 0; i < totalPrimitives; i++) {
- _loop_1(i);
- }
- };
- GLTFLoader.prototype._loadVertexDataAsync = function (primitive, onSuccess) {
- var _this = this;
- var attributes = primitive.attributes;
- if (!attributes) {
- this._onError("Primitive has no attributes");
- return;
- }
- var vertexData = new BABYLON.VertexData();
- var loadedAttributes = 0;
- var totalAttributes = Object.keys(attributes).length;
- var _loop_2 = function (semantic) {
- accessor = this_2._gltf.accessors[attributes[semantic]];
- this_2._loadAccessorAsync(accessor, function (data) {
- switch (semantic) {
- case "NORMAL":
- vertexData.normals = data;
- break;
- case "POSITION":
- vertexData.positions = data;
- break;
- case "TANGENT":
- vertexData.tangents = data;
- break;
- case "TEXCOORD_0":
- vertexData.uvs = data;
- break;
- case "TEXCOORD_1":
- vertexData.uvs2 = data;
- break;
- case "JOINTS_0":
- vertexData.matricesIndices = new Float32Array(Array.prototype.slice.apply(data));
- break;
- case "WEIGHTS_0":
- vertexData.matricesWeights = data;
- break;
- case "COLOR_0":
- vertexData.colors = data;
- break;
- default:
- BABYLON.Tools.Warn("Ignoring unrecognized semantic '" + semantic + "'");
- break;
- }
- if (++loadedAttributes === totalAttributes) {
- var indicesAccessor = _this._gltf.accessors[primitive.indices];
- if (indicesAccessor) {
- _this._loadAccessorAsync(indicesAccessor, function (data) {
- vertexData.indices = data;
- onSuccess(vertexData);
- });
- }
- else {
- vertexData.indices = new Uint32Array(vertexData.positions.length / 3);
- vertexData.indices.forEach(function (v, i) { return vertexData.indices[i] = i; });
- onSuccess(vertexData);
- }
- }
- });
- };
- var this_2 = this, accessor;
- for (var semantic in attributes) {
- _loop_2(semantic);
- }
- };
- GLTFLoader.prototype._createMorphTargets = function (node, mesh, primitive, babylonMesh) {
- var targets = primitive.targets;
- if (!targets) {
- return;
- }
- if (!babylonMesh.morphTargetManager) {
- babylonMesh.morphTargetManager = new BABYLON.MorphTargetManager();
- }
- for (var index = 0; index < targets.length; index++) {
- var weight = node.weights ? node.weights[index] : mesh.weights ? mesh.weights[index] : 0;
- babylonMesh.morphTargetManager.addTarget(new BABYLON.MorphTarget("morphTarget" + index, weight));
- }
- };
- GLTFLoader.prototype._loadMorphTargetsData = function (mesh, primitive, vertexData, babylonMesh) {
- var targets = primitive.targets;
- if (!targets) {
- return;
- }
- var _loop_3 = function () {
- var babylonMorphTarget = babylonMesh.morphTargetManager.getTarget(index);
- attributes = targets[index];
- var _loop_4 = function (semantic) {
- accessor = this_3._gltf.accessors[attributes[semantic]];
- this_3._loadAccessorAsync(accessor, function (data) {
- if (accessor.name) {
- babylonMorphTarget.name = accessor.name;
- }
- // glTF stores morph target information as deltas while babylon.js expects the final data.
- // As a result we have to add the original data to the delta to calculate the final data.
- var values = data;
- switch (semantic) {
- case "NORMAL":
- GLTF2.GLTFUtils.ForEach(values, function (v, i) { return values[i] += vertexData.normals[i]; });
- babylonMorphTarget.setNormals(values);
- break;
- case "POSITION":
- GLTF2.GLTFUtils.ForEach(values, function (v, i) { return values[i] += vertexData.positions[i]; });
- babylonMorphTarget.setPositions(values);
- break;
- case "TANGENT":
- // Tangent data for morph targets is stored as xyz delta.
- // The vertexData.tangent is stored as xyzw.
- // So we need to skip every fourth vertexData.tangent.
- for (var i = 0, j = 0; i < values.length; i++, j++) {
- values[i] += vertexData.tangents[j];
- if ((i + 1) % 3 == 0) {
- j++;
- }
- }
- babylonMorphTarget.setTangents(values);
- break;
- default:
- BABYLON.Tools.Warn("Ignoring unrecognized semantic '" + semantic + "'");
- break;
- }
- });
- };
- for (var semantic in attributes) {
- _loop_4(semantic);
- }
- };
- var this_3 = this, attributes, accessor;
- for (var index = 0; index < targets.length; index++) {
- _loop_3();
- }
- };
- GLTFLoader.prototype._loadTransform = function (node) {
- var position = BABYLON.Vector3.Zero();
- var rotation = BABYLON.Quaternion.Identity();
- var scaling = BABYLON.Vector3.One();
- if (node.matrix) {
- var mat = BABYLON.Matrix.FromArray(node.matrix);
- mat.decompose(scaling, rotation, position);
- }
- else {
- if (node.translation)
- position = BABYLON.Vector3.FromArray(node.translation);
- if (node.rotation)
- rotation = BABYLON.Quaternion.FromArray(node.rotation);
- if (node.scale)
- scaling = BABYLON.Vector3.FromArray(node.scale);
- }
- node.babylonMesh.position = position;
- node.babylonMesh.rotationQuaternion = rotation;
- node.babylonMesh.scaling = scaling;
- };
- GLTFLoader.prototype._loadSkin = function (skin) {
- var _this = this;
- var skeletonId = "skeleton" + skin.index;
- skin.babylonSkeleton = new BABYLON.Skeleton(skin.name || skeletonId, skeletonId, this._babylonScene);
- if (skin.inverseBindMatrices === undefined) {
- this._loadBones(skin, null);
- }
- else {
- var accessor = this._gltf.accessors[skin.inverseBindMatrices];
- this._loadAccessorAsync(accessor, function (data) {
- _this._loadBones(skin, data);
- });
- }
- return skin.babylonSkeleton;
- };
- GLTFLoader.prototype._createBone = function (node, skin, parent, localMatrix, baseMatrix, index) {
- var babylonBone = new BABYLON.Bone(node.name || "bone" + node.index, skin.babylonSkeleton, parent, localMatrix, null, baseMatrix, index);
- node.babylonBones = node.babylonBones || {};
- node.babylonBones[skin.index] = babylonBone;
- node.babylonAnimationTargets = node.babylonAnimationTargets || [];
- node.babylonAnimationTargets.push(babylonBone);
- return babylonBone;
- };
- GLTFLoader.prototype._loadBones = function (skin, inverseBindMatrixData) {
- var babylonBones = {};
- for (var i = 0; i < skin.joints.length; i++) {
- var node = this._gltf.nodes[skin.joints[i]];
- this._loadBone(node, skin, inverseBindMatrixData, babylonBones);
- }
- };
- GLTFLoader.prototype._loadBone = function (node, skin, inverseBindMatrixData, babylonBones) {
- var babylonBone = babylonBones[node.index];
- if (babylonBone) {
- return babylonBone;
- }
- var boneIndex = skin.joints.indexOf(node.index);
- var baseMatrix = BABYLON.Matrix.Identity();
- if (inverseBindMatrixData && boneIndex !== -1) {
- baseMatrix = BABYLON.Matrix.FromArray(inverseBindMatrixData, boneIndex * 16);
- baseMatrix.invertToRef(baseMatrix);
- }
- var babylonParentBone;
- if (node.index != skin.skeleton && node.parent) {
- babylonParentBone = this._loadBone(node.parent, skin, inverseBindMatrixData, babylonBones);
- baseMatrix.multiplyToRef(babylonParentBone.getInvertedAbsoluteTransform(), baseMatrix);
- }
- babylonBone = this._createBone(node, skin, babylonParentBone, this._getNodeMatrix(node), baseMatrix, boneIndex);
- babylonBones[node.index] = babylonBone;
- return babylonBone;
- };
- GLTFLoader.prototype._getNodeMatrix = function (node) {
- return node.matrix ?
- BABYLON.Matrix.FromArray(node.matrix) :
- 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());
- };
- GLTFLoader.prototype._traverseNodes = function (indices, action, parentNode) {
- if (parentNode === void 0) { parentNode = null; }
- for (var i = 0; i < indices.length; i++) {
- this._traverseNode(indices[i], action, parentNode);
- }
- };
- GLTFLoader.prototype._traverseNode = function (index, action, parentNode) {
- if (parentNode === void 0) { parentNode = null; }
- var node = this._gltf.nodes[index];
- if (!action(node, index, parentNode)) {
- return;
- }
- if (node.children) {
- for (var i = 0; i < node.children.length; i++) {
- this._traverseNode(node.children[i], action, node);
- }
- }
- };
- GLTFLoader.prototype._loadAnimations = function () {
- var animations = this._gltf.animations;
- if (!animations || animations.length === 0) {
- return;
- }
- for (var animationIndex = 0; animationIndex < animations.length; animationIndex++) {
- var animation = animations[animationIndex];
- for (var channelIndex = 0; channelIndex < animation.channels.length; channelIndex++) {
- this._loadAnimationChannel(animation, animationIndex, channelIndex);
- }
- }
- };
- GLTFLoader.prototype._loadAnimationChannel = function (animation, animationIndex, channelIndex) {
- var channel = animation.channels[channelIndex];
- var samplerIndex = channel.sampler;
- var sampler = animation.samplers[samplerIndex];
- var targetNode = this._gltf.nodes[channel.target.node];
- if (!targetNode) {
- BABYLON.Tools.Warn("Animation channel target node (" + channel.target.node + ") does not exist");
- return;
- }
- var targetPath = {
- "translation": "position",
- "rotation": "rotationQuaternion",
- "scale": "scaling",
- "weights": "influence"
- }[channel.target.path];
- if (!targetPath) {
- BABYLON.Tools.Warn("Animation channel target path '" + channel.target.path + "' is not valid");
- return;
- }
- var animationType = {
- "position": BABYLON.Animation.ANIMATIONTYPE_VECTOR3,
- "rotationQuaternion": BABYLON.Animation.ANIMATIONTYPE_QUATERNION,
- "scaling": BABYLON.Animation.ANIMATIONTYPE_VECTOR3,
- "influence": BABYLON.Animation.ANIMATIONTYPE_FLOAT,
- }[targetPath];
- var inputData;
- var outputData;
- var checkSuccess = function () {
- if (!inputData || !outputData) {
- return;
- }
- var outputBufferOffset = 0;
- var getNextOutputValue = {
- "position": function () {
- var value = BABYLON.Vector3.FromArray(outputData, outputBufferOffset);
- outputBufferOffset += 3;
- return value;
- },
- "rotationQuaternion": function () {
- var value = BABYLON.Quaternion.FromArray(outputData, outputBufferOffset);
- outputBufferOffset += 4;
- return value;
- },
- "scaling": function () {
- var value = BABYLON.Vector3.FromArray(outputData, outputBufferOffset);
- outputBufferOffset += 3;
- return value;
- },
- "influence": function () {
- var numTargets = targetNode.babylonMesh.morphTargetManager.numTargets;
- var value = new Array(numTargets);
- for (var i = 0; i < numTargets; i++) {
- value[i] = outputData[outputBufferOffset++];
- }
- return value;
- },
- }[targetPath];
- var getNextKey = {
- "LINEAR": function (frameIndex) { return ({
- frame: inputData[frameIndex],
- value: getNextOutputValue()
- }); },
- "CUBICSPLINE": function (frameIndex) { return ({
- frame: inputData[frameIndex],
- inTangent: getNextOutputValue(),
- value: getNextOutputValue(),
- outTangent: getNextOutputValue()
- }); },
- }[sampler.interpolation];
- var keys = new Array(inputData.length);
- for (var frameIndex = 0; frameIndex < inputData.length; frameIndex++) {
- keys[frameIndex] = getNextKey(frameIndex);
- }
- animation.targets = animation.targets || [];
- if (targetPath === "influence") {
- var morphTargetManager = targetNode.babylonMesh.morphTargetManager;
- for (var targetIndex = 0; targetIndex < morphTargetManager.numTargets; targetIndex++) {
- var morphTarget = morphTargetManager.getTarget(targetIndex);
- var animationName = (animation.name || "anim" + animationIndex) + "_" + targetIndex;
- var babylonAnimation = new BABYLON.Animation(animationName, targetPath, 1, animationType);
- babylonAnimation.setKeys(keys.map(function (key) { return ({
- frame: key.frame,
- inTangent: key.inTangent ? key.inTangent[targetIndex] : undefined,
- value: key.value[targetIndex],
- outTangent: key.outTangent ? key.outTangent[targetIndex] : undefined
- }); }));
- morphTarget.animations.push(babylonAnimation);
- animation.targets.push(morphTarget);
- }
- }
- else {
- var animationName = animation.name || "anim" + animationIndex;
- var babylonAnimation = new BABYLON.Animation(animationName, targetPath, 1, animationType);
- babylonAnimation.setKeys(keys);
- for (var i = 0; i < targetNode.babylonAnimationTargets.length; i++) {
- var target = targetNode.babylonAnimationTargets[i];
- target.animations.push(babylonAnimation.clone());
- animation.targets.push(target);
- }
- }
- };
- this._loadAccessorAsync(this._gltf.accessors[sampler.input], function (data) {
- inputData = data;
- checkSuccess();
- });
- this._loadAccessorAsync(this._gltf.accessors[sampler.output], function (data) {
- outputData = data;
- checkSuccess();
- });
- };
- GLTFLoader.prototype._loadBufferAsync = function (index, onSuccess) {
- var _this = this;
- var buffer = this._gltf.buffers[index];
- this.addPendingData(buffer);
- if (buffer.loadedData) {
- setTimeout(function () {
- onSuccess(buffer.loadedData);
- _this.removePendingData(buffer);
- });
- }
- else if (GLTF2.GLTFUtils.IsBase64(buffer.uri)) {
- var data = GLTF2.GLTFUtils.DecodeBase64(buffer.uri);
- buffer.loadedData = new Uint8Array(data);
- setTimeout(function () {
- onSuccess(buffer.loadedData);
- _this.removePendingData(buffer);
- });
- }
- else if (buffer.loadedObservable) {
- buffer.loadedObservable.add(function (buffer) {
- onSuccess(buffer.loadedData);
- _this.removePendingData(buffer);
- });
- }
- else {
- buffer.loadedObservable = new BABYLON.Observable();
- buffer.loadedObservable.add(function (buffer) {
- onSuccess(buffer.loadedData);
- _this.removePendingData(buffer);
- });
- BABYLON.Tools.LoadFile(this._rootUrl + buffer.uri, function (data) {
- buffer.loadedData = new Uint8Array(data);
- buffer.loadedObservable.notifyObservers(buffer);
- buffer.loadedObservable = null;
- }, function (event) {
- if (!_this._disposed) {
- _this._onProgress(event);
- }
- }, this._babylonScene.database, true, function (request) {
- if (!_this._disposed) {
- _this._onError("Failed to load file '" + buffer.uri + "': " + request.status + " " + request.statusText);
- _this.removePendingData(buffer);
- }
- });
- }
- };
- GLTFLoader.prototype._buildInt8ArrayBuffer = function (buffer, byteOffset, byteLength, byteStride, bytePerComponent) {
- if (!byteStride) {
- return new Int8Array(buffer, byteOffset, byteLength);
- }
- var sourceBuffer = new Int8Array(buffer, byteOffset);
- var targetBuffer = new Int8Array(byteLength);
- this._extractInterleavedData(sourceBuffer, targetBuffer, bytePerComponent, byteStride, targetBuffer.length);
- return targetBuffer;
- };
- GLTFLoader.prototype._buildUint8ArrayBuffer = function (buffer, byteOffset, byteLength, byteStride, bytePerComponent) {
- if (!byteStride) {
- return new Uint8Array(buffer, byteOffset, byteLength);
- }
- var sourceBuffer = new Uint8Array(buffer, byteOffset);
- var targetBuffer = new Uint8Array(byteLength);
- this._extractInterleavedData(sourceBuffer, targetBuffer, bytePerComponent, byteStride, targetBuffer.length);
- return targetBuffer;
- };
- GLTFLoader.prototype._buildInt16ArrayBuffer = function (buffer, byteOffset, byteLength, byteStride, bytePerComponent) {
- if (!byteStride) {
- return new Int16Array(buffer, byteOffset, byteLength);
- }
- var sourceBuffer = new Int16Array(buffer, byteOffset);
- var targetBuffer = new Int16Array(byteLength);
- this._extractInterleavedData(sourceBuffer, targetBuffer, bytePerComponent, byteStride / 2, targetBuffer.length);
- return targetBuffer;
- };
- GLTFLoader.prototype._buildUint16ArrayBuffer = function (buffer, byteOffset, byteLength, byteStride, bytePerComponent) {
- if (!byteStride) {
- return new Uint16Array(buffer, byteOffset, byteLength);
- }
- var sourceBuffer = new Uint16Array(buffer, byteOffset);
- var targetBuffer = new Uint16Array(byteLength);
- this._extractInterleavedData(sourceBuffer, targetBuffer, bytePerComponent, byteStride / 2, targetBuffer.length);
- return targetBuffer;
- };
- GLTFLoader.prototype._buildUint32ArrayBuffer = function (buffer, byteOffset, byteLength, byteStride, bytePerComponent) {
- if (!byteStride) {
- return new Uint32Array(buffer, byteOffset, byteLength);
- }
- var sourceBuffer = new Uint32Array(buffer, byteOffset);
- var targetBuffer = new Uint32Array(byteLength);
- this._extractInterleavedData(sourceBuffer, targetBuffer, bytePerComponent, byteStride / 4, targetBuffer.length);
- return targetBuffer;
- };
- GLTFLoader.prototype._buildFloat32ArrayBuffer = function (buffer, byteOffset, byteLength, byteStride, bytePerComponent) {
- if (!byteStride) {
- return new Float32Array(buffer, byteOffset, byteLength);
- }
- var sourceBuffer = new Float32Array(buffer, byteOffset);
- var targetBuffer = new Float32Array(byteLength);
- this._extractInterleavedData(sourceBuffer, targetBuffer, bytePerComponent, byteStride / 4, targetBuffer.length);
- return targetBuffer;
- };
- GLTFLoader.prototype._extractInterleavedData = function (sourceBuffer, targetBuffer, bytePerComponent, stride, length) {
- var tempIndex = 0;
- var sourceIndex = 0;
- var storageSize = bytePerComponent;
- while (tempIndex < length) {
- for (var cursor = 0; cursor < storageSize; cursor++) {
- targetBuffer[tempIndex] = sourceBuffer[sourceIndex + cursor];
- tempIndex++;
- }
- sourceIndex += stride;
- }
- };
- GLTFLoader.prototype._loadBufferViewAsync = function (bufferView, byteOffset, byteLength, bytePerComponent, componentType, onSuccess) {
- var _this = this;
- byteOffset += (bufferView.byteOffset || 0);
- this._loadBufferAsync(bufferView.buffer, function (bufferData) {
- if (byteOffset + byteLength > bufferData.byteLength) {
- _this._onError("Buffer access is out of range");
- return;
- }
- var buffer = bufferData.buffer;
- byteOffset += bufferData.byteOffset;
- var bufferViewData;
- switch (componentType) {
- case GLTF2.EComponentType.BYTE:
- bufferViewData = _this._buildInt8ArrayBuffer(buffer, byteOffset, byteLength, bufferView.byteStride, bytePerComponent);
- break;
- case GLTF2.EComponentType.UNSIGNED_BYTE:
- bufferViewData = _this._buildUint8ArrayBuffer(buffer, byteOffset, byteLength, bufferView.byteStride, bytePerComponent);
- break;
- case GLTF2.EComponentType.SHORT:
- bufferViewData = _this._buildInt16ArrayBuffer(buffer, byteOffset, byteLength, bufferView.byteStride, bytePerComponent);
- break;
- case GLTF2.EComponentType.UNSIGNED_SHORT:
- bufferViewData = _this._buildUint16ArrayBuffer(buffer, byteOffset, byteLength, bufferView.byteStride, bytePerComponent);
- break;
- case GLTF2.EComponentType.UNSIGNED_INT:
- bufferViewData = _this._buildUint32ArrayBuffer(buffer, byteOffset, byteLength, bufferView.byteStride, bytePerComponent);
- break;
- case GLTF2.EComponentType.FLOAT:
- bufferViewData = _this._buildFloat32ArrayBuffer(buffer, byteOffset, byteLength, bufferView.byteStride, bytePerComponent);
- break;
- default:
- _this._onError("Invalid component type (" + componentType + ")");
- return;
- }
- onSuccess(bufferViewData);
- });
- };
- GLTFLoader.prototype._loadAccessorAsync = function (accessor, onSuccess) {
- var bufferView = this._gltf.bufferViews[accessor.bufferView];
- var byteOffset = accessor.byteOffset || 0;
- var bytePerComponent = this._getByteStrideFromType(accessor);
- var byteLength = accessor.count * bytePerComponent;
- this._loadBufferViewAsync(bufferView, byteOffset, byteLength, bytePerComponent, accessor.componentType, onSuccess);
- };
- GLTFLoader.prototype._getByteStrideFromType = function (accessor) {
- switch (accessor.type) {
- case "SCALAR": return 1;
- case "VEC2": return 2;
- case "VEC3": return 3;
- case "VEC4": return 4;
- case "MAT2": return 4;
- case "MAT3": return 9;
- case "MAT4": return 16;
- default:
- this._onError("Invalid accessor type (" + accessor.type + ")");
- return 0;
- }
- };
- Object.defineProperty(GLTFLoader.prototype, "blockPendingTracking", {
- set: function (value) {
- this._blockPendingTracking = value;
- },
- enumerable: true,
- configurable: true
- });
- GLTFLoader.prototype.addPendingData = function (data) {
- if (!this._renderReady) {
- this._renderPendingCount++;
- }
- this.addLoaderPendingData(data);
- };
- GLTFLoader.prototype.removePendingData = function (data) {
- if (!this._renderReady) {
- if (--this._renderPendingCount === 0) {
- this._renderReady = true;
- this._onRenderReady();
- }
- }
- this.removeLoaderPendingData(data);
- };
- GLTFLoader.prototype.addLoaderNonBlockingPendingData = function (data) {
- if (!this._nonBlockingData) {
- this._nonBlockingData = new Array();
- }
- this._nonBlockingData.push(data);
- };
- GLTFLoader.prototype.addLoaderPendingData = function (data) {
- if (this._blockPendingTracking) {
- this.addLoaderNonBlockingPendingData(data);
- return;
- }
- this._loaderPendingCount++;
- };
- GLTFLoader.prototype.removeLoaderPendingData = function (data) {
- var indexInPending = this._nonBlockingData ? this._nonBlockingData.indexOf(data) : -1;
- if (indexInPending !== -1) {
- this._nonBlockingData.splice(indexInPending, 1);
- }
- else if (--this._loaderPendingCount === 0) {
- this._onLoaderFirstLODComplete();
- }
- if ((!this._nonBlockingData || this._nonBlockingData.length === 0) && this._loaderPendingCount === 0) {
- this._onLoaderComplete();
- this.dispose();
- }
- };
- GLTFLoader.prototype._getDefaultMaterial = function () {
- if (!this._defaultMaterial) {
- var id = "__gltf_default";
- var material = this._babylonScene.getMaterialByName(id);
- if (!material) {
- material = new BABYLON.PBRMaterial(id, this._babylonScene);
- material.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
- material.metallic = 1;
- material.roughness = 1;
- }
- this._defaultMaterial = material;
- }
- return this._defaultMaterial;
- };
- GLTFLoader.prototype._loadMaterialMetallicRoughnessProperties = function (material) {
- var babylonMaterial = material.babylonMaterial;
- // Ensure metallic workflow
- babylonMaterial.metallic = 1;
- babylonMaterial.roughness = 1;
- var properties = material.pbrMetallicRoughness;
- if (!properties) {
- return;
- }
- babylonMaterial.albedoColor = properties.baseColorFactor ? BABYLON.Color3.FromArray(properties.baseColorFactor) : new BABYLON.Color3(1, 1, 1);
- babylonMaterial.metallic = properties.metallicFactor === undefined ? 1 : properties.metallicFactor;
- babylonMaterial.roughness = properties.roughnessFactor === undefined ? 1 : properties.roughnessFactor;
- if (properties.baseColorTexture) {
- babylonMaterial.albedoTexture = this.loadTexture(properties.baseColorTexture);
- }
- if (properties.metallicRoughnessTexture) {
- babylonMaterial.metallicTexture = this.loadTexture(properties.metallicRoughnessTexture);
- babylonMaterial.useMetallnessFromMetallicTextureBlue = true;
- babylonMaterial.useRoughnessFromMetallicTextureGreen = true;
- babylonMaterial.useRoughnessFromMetallicTextureAlpha = false;
- }
- this.loadMaterialAlphaProperties(material, properties.baseColorFactor);
- };
- GLTFLoader.prototype.loadMaterial = function (material, assign) {
- if (material.babylonMaterial) {
- assign(material.babylonMaterial, false);
- return;
- }
- if (GLTF2.GLTFLoaderExtension.LoadMaterial(this, material, assign)) {
- return;
- }
- this.createPbrMaterial(material);
- this.loadMaterialBaseProperties(material);
- this._loadMaterialMetallicRoughnessProperties(material);
- assign(material.babylonMaterial, true);
- };
- GLTFLoader.prototype.createPbrMaterial = function (material) {
- var babylonMaterial = new BABYLON.PBRMaterial(material.name || "mat" + material.index, this._babylonScene);
- babylonMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
- material.babylonMaterial = babylonMaterial;
- };
- GLTFLoader.prototype.loadMaterialBaseProperties = function (material) {
- var babylonMaterial = material.babylonMaterial;
- babylonMaterial.emissiveColor = material.emissiveFactor ? BABYLON.Color3.FromArray(material.emissiveFactor) : new BABYLON.Color3(0, 0, 0);
- if (material.doubleSided) {
- babylonMaterial.backFaceCulling = false;
- babylonMaterial.twoSidedLighting = true;
- }
- if (material.normalTexture) {
- babylonMaterial.bumpTexture = this.loadTexture(material.normalTexture);
- babylonMaterial.invertNormalMapX = !this._babylonScene.useRightHandedSystem;
- babylonMaterial.invertNormalMapY = this._babylonScene.useRightHandedSystem;
- if (material.normalTexture.scale !== undefined) {
- babylonMaterial.bumpTexture.level = material.normalTexture.scale;
- }
- }
- if (material.occlusionTexture) {
- babylonMaterial.ambientTexture = this.loadTexture(material.occlusionTexture);
- babylonMaterial.useAmbientInGrayScale = true;
- if (material.occlusionTexture.strength !== undefined) {
- babylonMaterial.ambientTextureStrength = material.occlusionTexture.strength;
- }
- }
- if (material.emissiveTexture) {
- babylonMaterial.emissiveTexture = this.loadTexture(material.emissiveTexture);
- }
- };
- GLTFLoader.prototype.loadMaterialAlphaProperties = function (material, colorFactor) {
- var babylonMaterial = material.babylonMaterial;
- var alphaMode = material.alphaMode || "OPAQUE";
- switch (alphaMode) {
- case "OPAQUE":
- // default is opaque
- break;
- case "MASK":
- case "BLEND":
- if (colorFactor) {
- babylonMaterial.alpha = colorFactor[3];
- }
- if (babylonMaterial.albedoTexture) {
- babylonMaterial.albedoTexture.hasAlpha = true;
- babylonMaterial.useAlphaFromAlbedoTexture = (alphaMode === "BLEND");
- }
- break;
- default:
- BABYLON.Tools.Warn("Invalid alpha mode '" + material.alphaMode + "'");
- break;
- }
- babylonMaterial.alphaCutOff = material.alphaCutoff === undefined ? 0.5 : material.alphaCutoff;
- };
- GLTFLoader.prototype.loadTexture = function (textureInfo) {
- var _this = this;
- var texture = this._gltf.textures[textureInfo.index];
- var texCoord = textureInfo.texCoord || 0;
- if (!texture || texture.source === undefined) {
- return null;
- }
- var source = this._gltf.images[texture.source];
- var sampler = (texture.sampler === undefined ? {} : this._gltf.samplers[texture.sampler]);
- var noMipMaps = (sampler.minFilter === GLTF2.ETextureMinFilter.NEAREST || sampler.minFilter === GLTF2.ETextureMinFilter.LINEAR);
- var samplingMode = GLTF2.GLTFUtils.GetTextureSamplingMode(sampler.magFilter, sampler.minFilter);
- this.addPendingData(texture);
- var babylonTexture = new BABYLON.Texture(null, this._babylonScene, noMipMaps, false, samplingMode, function () {
- if (!_this._disposed) {
- _this.removePendingData(texture);
- }
- }, function () {
- if (!_this._disposed) {
- _this._onError("Failed to load texture '" + source.uri + "'");
- _this.removePendingData(texture);
- }
- });
- if (texture.url) {
- babylonTexture.updateURL(texture.url);
- }
- else if (texture.dataReadyObservable) {
- texture.dataReadyObservable.add(function (texture) {
- babylonTexture.updateURL(texture.url);
- });
- }
- else {
- texture.dataReadyObservable = new BABYLON.Observable();
- texture.dataReadyObservable.add(function (texture) {
- babylonTexture.updateURL(texture.url);
- });
- var setTextureData = function (data) {
- texture.url = URL.createObjectURL(new Blob([data], { type: source.mimeType }));
- texture.dataReadyObservable.notifyObservers(texture);
- };
- if (!source.uri) {
- var bufferView = this._gltf.bufferViews[source.bufferView];
- this._loadBufferViewAsync(bufferView, 0, bufferView.byteLength, 1, GLTF2.EComponentType.UNSIGNED_BYTE, setTextureData);
- }
- else if (GLTF2.GLTFUtils.IsBase64(source.uri)) {
- setTextureData(new Uint8Array(GLTF2.GLTFUtils.DecodeBase64(source.uri)));
- }
- else {
- BABYLON.Tools.LoadFile(this._rootUrl + source.uri, setTextureData, function (event) {
- if (!_this._disposed) {
- _this._onProgress(event);
- }
- }, this._babylonScene.database, true, function (request) {
- _this._onError("Failed to load file '" + source.uri + "': " + request.status + " " + request.statusText);
- });
- }
- }
- babylonTexture.coordinatesIndex = texCoord;
- babylonTexture.wrapU = GLTF2.GLTFUtils.GetTextureWrapMode(sampler.wrapS);
- babylonTexture.wrapV = GLTF2.GLTFUtils.GetTextureWrapMode(sampler.wrapT);
- babylonTexture.name = texture.name || "texture" + textureInfo.index;
- if (this._parent.onTextureLoaded) {
- this._parent.onTextureLoaded(babylonTexture);
- }
- return babylonTexture;
- };
- GLTFLoader.Extensions = {};
- return GLTFLoader;
- }());
- GLTF2.GLTFLoader = GLTFLoader;
- BABYLON.GLTFFileLoader.CreateGLTFLoaderV2 = function (parent) { return new GLTFLoader(parent); };
- })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.glTFLoader.js.map
- var BABYLON;
- (function (BABYLON) {
- var GLTF2;
- (function (GLTF2) {
- /**
- * Utils functions for GLTF
- */
- var GLTFUtils = (function () {
- function GLTFUtils() {
- }
- /**
- * If the uri is a base64 string
- * @param uri: the uri to test
- */
- GLTFUtils.IsBase64 = function (uri) {
- return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
- };
- /**
- * Decode the base64 uri
- * @param uri: the uri to decode
- */
- GLTFUtils.DecodeBase64 = function (uri) {
- var decodedString = atob(uri.split(",")[1]);
- var bufferLength = decodedString.length;
- var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
- for (var i = 0; i < bufferLength; i++) {
- bufferView[i] = decodedString.charCodeAt(i);
- }
- return bufferView.buffer;
- };
- GLTFUtils.ForEach = function (view, func) {
- for (var index = 0; index < view.length; index++) {
- func(view[index], index);
- }
- };
- GLTFUtils.GetTextureWrapMode = function (mode) {
- // Set defaults if undefined
- mode = mode === undefined ? GLTF2.ETextureWrapMode.REPEAT : mode;
- switch (mode) {
- case GLTF2.ETextureWrapMode.CLAMP_TO_EDGE: return BABYLON.Texture.CLAMP_ADDRESSMODE;
- case GLTF2.ETextureWrapMode.MIRRORED_REPEAT: return BABYLON.Texture.MIRROR_ADDRESSMODE;
- case GLTF2.ETextureWrapMode.REPEAT: return BABYLON.Texture.WRAP_ADDRESSMODE;
- default:
- BABYLON.Tools.Warn("Invalid texture wrap mode (" + mode + ")");
- return BABYLON.Texture.WRAP_ADDRESSMODE;
- }
- };
- GLTFUtils.GetTextureSamplingMode = function (magFilter, minFilter) {
- // Set defaults if undefined
- magFilter = magFilter === undefined ? GLTF2.ETextureMagFilter.LINEAR : magFilter;
- minFilter = minFilter === undefined ? GLTF2.ETextureMinFilter.LINEAR_MIPMAP_LINEAR : minFilter;
- if (magFilter === GLTF2.ETextureMagFilter.LINEAR) {
- switch (minFilter) {
- case GLTF2.ETextureMinFilter.NEAREST: return BABYLON.Texture.LINEAR_NEAREST;
- case GLTF2.ETextureMinFilter.LINEAR: return BABYLON.Texture.LINEAR_LINEAR;
- case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.LINEAR_NEAREST_MIPNEAREST;
- case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_NEAREST: return BABYLON.Texture.LINEAR_LINEAR_MIPNEAREST;
- case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_LINEAR: return BABYLON.Texture.LINEAR_NEAREST_MIPLINEAR;
- case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.LINEAR_LINEAR_MIPLINEAR;
- default:
- BABYLON.Tools.Warn("Invalid texture minification filter (" + minFilter + ")");
- return BABYLON.Texture.LINEAR_LINEAR_MIPLINEAR;
- }
- }
- else {
- if (magFilter !== GLTF2.ETextureMagFilter.NEAREST) {
- BABYLON.Tools.Warn("Invalid texture magnification filter (" + magFilter + ")");
- }
- switch (minFilter) {
- case GLTF2.ETextureMinFilter.NEAREST: return BABYLON.Texture.NEAREST_NEAREST;
- case GLTF2.ETextureMinFilter.LINEAR: return BABYLON.Texture.NEAREST_LINEAR;
- case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_NEAREST_MIPNEAREST;
- case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_LINEAR_MIPNEAREST;
- case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_LINEAR: return BABYLON.Texture.NEAREST_NEAREST_MIPLINEAR;
- case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.NEAREST_LINEAR_MIPLINEAR;
- default:
- BABYLON.Tools.Warn("Invalid texture minification filter (" + minFilter + ")");
- return BABYLON.Texture.NEAREST_NEAREST_MIPNEAREST;
- }
- }
- };
- /**
- * Decodes a buffer view into a string
- * @param view: the buffer view
- */
- GLTFUtils.DecodeBufferToText = function (view) {
- var result = "";
- var length = view.byteLength;
- for (var i = 0; i < length; ++i) {
- result += String.fromCharCode(view[i]);
- }
- return result;
- };
- return GLTFUtils;
- }());
- GLTF2.GLTFUtils = GLTFUtils;
- })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.glTFLoaderUtils.js.map
- var BABYLON;
- (function (BABYLON) {
- var GLTF2;
- (function (GLTF2) {
- var GLTFLoaderExtension = (function () {
- function GLTFLoaderExtension() {
- this.enabled = true;
- }
- GLTFLoaderExtension.prototype.loadMaterial = function (loader, material, assign) { return false; };
- GLTFLoaderExtension.LoadMaterial = function (loader, material, assign) {
- return this._ApplyExtensions(function (extension) { return extension.loadMaterial(loader, material, assign); });
- };
- GLTFLoaderExtension._ApplyExtensions = function (action) {
- var extensions = GLTFLoaderExtension._Extensions;
- if (!extensions) {
- return;
- }
- for (var i = 0; i < extensions.length; i++) {
- var extension = extensions[i];
- if (extension.enabled && action(extension)) {
- return true;
- }
- }
- return false;
- };
- //
- // Utilities
- //
- GLTFLoaderExtension._Extensions = [];
- return GLTFLoaderExtension;
- }());
- GLTF2.GLTFLoaderExtension = GLTFLoaderExtension;
- })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.glTFLoaderExtension.js.map
- var BABYLON;
- (function (BABYLON) {
- var GLTF2;
- (function (GLTF2) {
- var Extensions;
- (function (Extensions) {
- var MSFTLOD = (function (_super) {
- __extends(MSFTLOD, _super);
- function MSFTLOD() {
- return _super !== null && _super.apply(this, arguments) || this;
- }
- Object.defineProperty(MSFTLOD.prototype, "name", {
- get: function () {
- return "MSFT_lod";
- },
- enumerable: true,
- configurable: true
- });
- MSFTLOD.prototype.loadMaterial = function (loader, material, assign) {
- if (!material.extensions) {
- return false;
- }
- var properties = material.extensions[this.name];
- if (!properties) {
- return false;
- }
- // Clear out the extension so that it won't get loaded again.
- material.extensions[this.name] = undefined;
- // Tell the loader not to clear its state until the highest LOD is loaded.
- var materialLODs = [material.index].concat(properties.ids);
- loader.addLoaderPendingData(material);
- for (var index = 0; index < materialLODs.length; index++) {
- loader.addLoaderNonBlockingPendingData(index);
- }
- // Start with the lowest quality LOD.
- this.loadMaterialLOD(loader, material, materialLODs, materialLODs.length - 1, assign);
- return true;
- };
- MSFTLOD.prototype.loadMaterialLOD = function (loader, material, materialLODs, lod, assign) {
- var _this = this;
- var materialLOD = loader.gltf.materials[materialLODs[lod]];
- if (lod !== materialLODs.length - 1) {
- loader.blockPendingTracking = true;
- }
- loader.loadMaterial(materialLOD, function (babylonMaterial, isNew) {
- assign(babylonMaterial, isNew);
- loader.removeLoaderPendingData(lod);
- // Loading is considered complete if this is the lowest quality LOD.
- if (lod === materialLODs.length - 1) {
- loader.removeLoaderPendingData(material);
- }
- if (lod === 0) {
- loader.blockPendingTracking = false;
- return;
- }
- // Load the next LOD when the loader is ready to render and
- // all active material textures of the current LOD are loaded.
- loader.executeWhenRenderReady(function () {
- BABYLON.BaseTexture.WhenAllReady(babylonMaterial.getActiveTextures(), function () {
- setTimeout(function () {
- _this.loadMaterialLOD(loader, material, materialLODs, lod - 1, assign);
- }, MSFTLOD.MinimalLODDelay);
- });
- });
- });
- };
- /**
- * Specify the minimal delay between LODs in ms (default = 250)
- */
- MSFTLOD.MinimalLODDelay = 250;
- return MSFTLOD;
- }(GLTF2.GLTFLoaderExtension));
- Extensions.MSFTLOD = MSFTLOD;
- GLTF2.GLTFLoader.RegisterExtension(new MSFTLOD());
- })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
- })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=MSFT_lod.js.map
- var BABYLON;
- (function (BABYLON) {
- var GLTF2;
- (function (GLTF2) {
- var Extensions;
- (function (Extensions) {
- var KHRMaterialsPbrSpecularGlossiness = (function (_super) {
- __extends(KHRMaterialsPbrSpecularGlossiness, _super);
- function KHRMaterialsPbrSpecularGlossiness() {
- return _super !== null && _super.apply(this, arguments) || this;
- }
- Object.defineProperty(KHRMaterialsPbrSpecularGlossiness.prototype, "name", {
- get: function () {
- return "KHR_materials_pbrSpecularGlossiness";
- },
- enumerable: true,
- configurable: true
- });
- KHRMaterialsPbrSpecularGlossiness.prototype.loadMaterial = function (loader, material, assign) {
- if (!material.extensions) {
- return false;
- }
- var properties = material.extensions[this.name];
- if (!properties) {
- return false;
- }
- loader.createPbrMaterial(material);
- loader.loadMaterialBaseProperties(material);
- this._loadSpecularGlossinessProperties(loader, material, properties);
- assign(material.babylonMaterial, true);
- return true;
- };
- KHRMaterialsPbrSpecularGlossiness.prototype._loadSpecularGlossinessProperties = function (loader, material, properties) {
- var babylonMaterial = material.babylonMaterial;
- babylonMaterial.albedoColor = properties.diffuseFactor ? BABYLON.Color3.FromArray(properties.diffuseFactor) : new BABYLON.Color3(1, 1, 1);
- babylonMaterial.reflectivityColor = properties.specularFactor ? BABYLON.Color3.FromArray(properties.specularFactor) : new BABYLON.Color3(1, 1, 1);
- babylonMaterial.microSurface = properties.glossinessFactor === undefined ? 1 : properties.glossinessFactor;
- if (properties.diffuseTexture) {
- babylonMaterial.albedoTexture = loader.loadTexture(properties.diffuseTexture);
- }
- if (properties.specularGlossinessTexture) {
- babylonMaterial.reflectivityTexture = loader.loadTexture(properties.specularGlossinessTexture);
- babylonMaterial.reflectivityTexture.hasAlpha = true;
- babylonMaterial.useMicroSurfaceFromReflectivityMapAlpha = true;
- }
- loader.loadMaterialAlphaProperties(material, properties.diffuseFactor);
- };
- return KHRMaterialsPbrSpecularGlossiness;
- }(GLTF2.GLTFLoaderExtension));
- Extensions.KHRMaterialsPbrSpecularGlossiness = KHRMaterialsPbrSpecularGlossiness;
- GLTF2.GLTFLoader.RegisterExtension(new KHRMaterialsPbrSpecularGlossiness());
- })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
- })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=KHR_materials_pbrSpecularGlossiness.js.map
- (function universalModuleDefinition(root, factory) {
- if (root && root["BABYLON"]) {
- return;
- }
- if(typeof exports === 'object' && typeof module === 'object')
- module.exports = factory();
- else if(typeof define === 'function' && define.amd)
- define([], factory);
- else if(typeof exports === 'object')
- exports["BJSLoaders"] = factory();
- else {
- root["BABYLON"] = factory();
- }
- })(this, function() {
- return BABYLON;
- });
|