babylon.glTF1FileLoader.js 133 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var BABYLON;
  3. (function (BABYLON) {
  4. /**
  5. * Mode that determines the coordinate system to use.
  6. */
  7. var GLTFLoaderCoordinateSystemMode;
  8. (function (GLTFLoaderCoordinateSystemMode) {
  9. /**
  10. * Automatically convert the glTF right-handed data to the appropriate system based on the current coordinate system mode of the scene.
  11. */
  12. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["AUTO"] = 0] = "AUTO";
  13. /**
  14. * Sets the useRightHandedSystem flag on the scene.
  15. */
  16. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["FORCE_RIGHT_HANDED"] = 1] = "FORCE_RIGHT_HANDED";
  17. })(GLTFLoaderCoordinateSystemMode = BABYLON.GLTFLoaderCoordinateSystemMode || (BABYLON.GLTFLoaderCoordinateSystemMode = {}));
  18. /**
  19. * Mode that determines what animations will start.
  20. */
  21. var GLTFLoaderAnimationStartMode;
  22. (function (GLTFLoaderAnimationStartMode) {
  23. /**
  24. * No animation will start.
  25. */
  26. GLTFLoaderAnimationStartMode[GLTFLoaderAnimationStartMode["NONE"] = 0] = "NONE";
  27. /**
  28. * The first animation will start.
  29. */
  30. GLTFLoaderAnimationStartMode[GLTFLoaderAnimationStartMode["FIRST"] = 1] = "FIRST";
  31. /**
  32. * All animations will start.
  33. */
  34. GLTFLoaderAnimationStartMode[GLTFLoaderAnimationStartMode["ALL"] = 2] = "ALL";
  35. })(GLTFLoaderAnimationStartMode = BABYLON.GLTFLoaderAnimationStartMode || (BABYLON.GLTFLoaderAnimationStartMode = {}));
  36. /**
  37. * Loader state.
  38. */
  39. var GLTFLoaderState;
  40. (function (GLTFLoaderState) {
  41. /**
  42. * The asset is loading.
  43. */
  44. GLTFLoaderState[GLTFLoaderState["LOADING"] = 0] = "LOADING";
  45. /**
  46. * The asset is ready for rendering.
  47. */
  48. GLTFLoaderState[GLTFLoaderState["READY"] = 1] = "READY";
  49. /**
  50. * The asset is completely loaded.
  51. */
  52. GLTFLoaderState[GLTFLoaderState["COMPLETE"] = 2] = "COMPLETE";
  53. })(GLTFLoaderState = BABYLON.GLTFLoaderState || (BABYLON.GLTFLoaderState = {}));
  54. /**
  55. * File loader for loading glTF files into a scene.
  56. */
  57. var GLTFFileLoader = /** @class */ (function () {
  58. function GLTFFileLoader() {
  59. // #region Common options
  60. /**
  61. * Raised when the asset has been parsed
  62. */
  63. this.onParsedObservable = new BABYLON.Observable();
  64. // #endregion
  65. // #region V2 options
  66. /**
  67. * The coordinate system mode. Defaults to AUTO.
  68. */
  69. this.coordinateSystemMode = GLTFLoaderCoordinateSystemMode.AUTO;
  70. /**
  71. * The animation start mode. Defaults to FIRST.
  72. */
  73. this.animationStartMode = GLTFLoaderAnimationStartMode.FIRST;
  74. /**
  75. * Defines if the loader should compile materials before raising the success callback. Defaults to false.
  76. */
  77. this.compileMaterials = false;
  78. /**
  79. * Defines if the loader should also compile materials with clip planes. Defaults to false.
  80. */
  81. this.useClipPlane = false;
  82. /**
  83. * Defines if the loader should compile shadow generators before raising the success callback. Defaults to false.
  84. */
  85. this.compileShadowGenerators = false;
  86. /**
  87. * Observable raised when the loader creates a mesh after parsing the glTF properties of the mesh.
  88. */
  89. this.onMeshLoadedObservable = new BABYLON.Observable();
  90. /**
  91. * Observable raised when the loader creates a texture after parsing the glTF properties of the texture.
  92. */
  93. this.onTextureLoadedObservable = new BABYLON.Observable();
  94. /**
  95. * Observable raised when the loader creates a material after parsing the glTF properties of the material.
  96. */
  97. this.onMaterialLoadedObservable = new BABYLON.Observable();
  98. /**
  99. * Observable raised when the asset is completely loaded, immediately before the loader is disposed.
  100. * For assets with LODs, raised when all of the LODs are complete.
  101. * For assets without LODs, raised when the model is complete, immediately after the loader resolves the returned promise.
  102. */
  103. this.onCompleteObservable = new BABYLON.Observable();
  104. /**
  105. * Observable raised after the loader is disposed.
  106. */
  107. this.onDisposeObservable = new BABYLON.Observable();
  108. /**
  109. * Observable raised after a loader extension is created.
  110. * Set additional options for a loader extension in this event.
  111. */
  112. this.onExtensionLoadedObservable = new BABYLON.Observable();
  113. // #endregion
  114. this._loader = null;
  115. /**
  116. * Name of the loader ("gltf")
  117. */
  118. this.name = "gltf";
  119. /**
  120. * Supported file extensions of the loader (.gltf, .glb)
  121. */
  122. this.extensions = {
  123. ".gltf": { isBinary: false },
  124. ".glb": { isBinary: true }
  125. };
  126. }
  127. Object.defineProperty(GLTFFileLoader.prototype, "onParsed", {
  128. /**
  129. * Raised when the asset has been parsed
  130. */
  131. set: function (callback) {
  132. if (this._onParsedObserver) {
  133. this.onParsedObservable.remove(this._onParsedObserver);
  134. }
  135. this._onParsedObserver = this.onParsedObservable.add(callback);
  136. },
  137. enumerable: true,
  138. configurable: true
  139. });
  140. Object.defineProperty(GLTFFileLoader.prototype, "onMeshLoaded", {
  141. /**
  142. * Callback raised when the loader creates a mesh after parsing the glTF properties of the mesh.
  143. */
  144. set: function (callback) {
  145. if (this._onMeshLoadedObserver) {
  146. this.onMeshLoadedObservable.remove(this._onMeshLoadedObserver);
  147. }
  148. this._onMeshLoadedObserver = this.onMeshLoadedObservable.add(callback);
  149. },
  150. enumerable: true,
  151. configurable: true
  152. });
  153. Object.defineProperty(GLTFFileLoader.prototype, "onTextureLoaded", {
  154. /**
  155. * Callback raised when the loader creates a texture after parsing the glTF properties of the texture.
  156. */
  157. set: function (callback) {
  158. if (this._onTextureLoadedObserver) {
  159. this.onTextureLoadedObservable.remove(this._onTextureLoadedObserver);
  160. }
  161. this._onTextureLoadedObserver = this.onTextureLoadedObservable.add(callback);
  162. },
  163. enumerable: true,
  164. configurable: true
  165. });
  166. Object.defineProperty(GLTFFileLoader.prototype, "onMaterialLoaded", {
  167. /**
  168. * Callback raised when the loader creates a material after parsing the glTF properties of the material.
  169. */
  170. set: function (callback) {
  171. if (this._onMaterialLoadedObserver) {
  172. this.onMaterialLoadedObservable.remove(this._onMaterialLoadedObserver);
  173. }
  174. this._onMaterialLoadedObserver = this.onMaterialLoadedObservable.add(callback);
  175. },
  176. enumerable: true,
  177. configurable: true
  178. });
  179. Object.defineProperty(GLTFFileLoader.prototype, "onComplete", {
  180. /**
  181. * Callback raised when the asset is completely loaded, immediately before the loader is disposed.
  182. */
  183. set: function (callback) {
  184. if (this._onCompleteObserver) {
  185. this.onCompleteObservable.remove(this._onCompleteObserver);
  186. }
  187. this._onCompleteObserver = this.onCompleteObservable.add(callback);
  188. },
  189. enumerable: true,
  190. configurable: true
  191. });
  192. Object.defineProperty(GLTFFileLoader.prototype, "onDispose", {
  193. /**
  194. * Callback raised after the loader is disposed.
  195. */
  196. set: function (callback) {
  197. if (this._onDisposeObserver) {
  198. this.onDisposeObservable.remove(this._onDisposeObserver);
  199. }
  200. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  201. },
  202. enumerable: true,
  203. configurable: true
  204. });
  205. Object.defineProperty(GLTFFileLoader.prototype, "onExtensionLoaded", {
  206. /**
  207. * Callback raised after a loader extension is created.
  208. */
  209. set: function (callback) {
  210. if (this._onExtensionLoadedObserver) {
  211. this.onExtensionLoadedObservable.remove(this._onExtensionLoadedObserver);
  212. }
  213. this._onExtensionLoadedObserver = this.onExtensionLoadedObservable.add(callback);
  214. },
  215. enumerable: true,
  216. configurable: true
  217. });
  218. /**
  219. * Returns a promise that resolves when the asset is completely loaded.
  220. * @returns a promise that resolves when the asset is completely loaded.
  221. */
  222. GLTFFileLoader.prototype.whenCompleteAsync = function () {
  223. var _this = this;
  224. return new Promise(function (resolve) {
  225. _this.onCompleteObservable.add(function () {
  226. resolve();
  227. }, undefined, undefined, undefined, true);
  228. });
  229. };
  230. Object.defineProperty(GLTFFileLoader.prototype, "loaderState", {
  231. /**
  232. * The loader state or null if the loader is not active.
  233. */
  234. get: function () {
  235. return this._loader ? this._loader.state : null;
  236. },
  237. enumerable: true,
  238. configurable: true
  239. });
  240. /**
  241. * Disposes the loader, releases resources during load, and cancels any outstanding requests.
  242. */
  243. GLTFFileLoader.prototype.dispose = function () {
  244. if (this._loader) {
  245. this._loader.dispose();
  246. this._loader = null;
  247. }
  248. this.onMeshLoadedObservable.clear();
  249. this.onTextureLoadedObservable.clear();
  250. this.onMaterialLoadedObservable.clear();
  251. this.onDisposeObservable.notifyObservers(this);
  252. this.onDisposeObservable.clear();
  253. };
  254. /**
  255. * Imports one or more meshes from the loaded glTF data and adds them to the scene
  256. * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
  257. * @param scene the scene the meshes should be added to
  258. * @param data the glTF data to load
  259. * @param rootUrl root url to load from
  260. * @param onProgress event that fires when loading progress has occured
  261. * @returns a promise containg the loaded meshes, particles, skeletons and animations
  262. */
  263. GLTFFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onProgress) {
  264. var _this = this;
  265. return Promise.resolve().then(function () {
  266. var loaderData = _this._parse(data);
  267. _this._loader = _this._getLoader(loaderData);
  268. return _this._loader.importMeshAsync(meshesNames, scene, loaderData, rootUrl, onProgress);
  269. });
  270. };
  271. /**
  272. * Imports all objects from the loaded glTF data and adds them to the scene
  273. * @param scene the scene the objects should be added to
  274. * @param data the glTF data to load
  275. * @param rootUrl root url to load from
  276. * @param onProgress event that fires when loading progress has occured
  277. * @returns a promise which completes when objects have been loaded to the scene
  278. */
  279. GLTFFileLoader.prototype.loadAsync = function (scene, data, rootUrl, onProgress) {
  280. var _this = this;
  281. return Promise.resolve().then(function () {
  282. var loaderData = _this._parse(data);
  283. _this._loader = _this._getLoader(loaderData);
  284. return _this._loader.loadAsync(scene, loaderData, rootUrl, onProgress);
  285. });
  286. };
  287. /**
  288. * Load into an asset container.
  289. * @param scene The scene to load into
  290. * @param data The data to import
  291. * @param rootUrl The root url for scene and resources
  292. * @param onProgress The callback when the load progresses
  293. * @returns The loaded asset container
  294. */
  295. GLTFFileLoader.prototype.loadAssetContainerAsync = function (scene, data, rootUrl, onProgress) {
  296. var _this = this;
  297. return Promise.resolve().then(function () {
  298. var loaderData = _this._parse(data);
  299. _this._loader = _this._getLoader(loaderData);
  300. return _this._loader.importMeshAsync(null, scene, loaderData, rootUrl, onProgress).then(function (result) {
  301. var container = new BABYLON.AssetContainer(scene);
  302. Array.prototype.push.apply(container.meshes, result.meshes);
  303. Array.prototype.push.apply(container.particleSystems, result.particleSystems);
  304. Array.prototype.push.apply(container.skeletons, result.skeletons);
  305. Array.prototype.push.apply(container.animationGroups, result.animationGroups);
  306. container.removeAllFromScene();
  307. return container;
  308. });
  309. });
  310. };
  311. /**
  312. * If the data string can be loaded directly.
  313. * @param data string contianing the file data
  314. * @returns if the data can be loaded directly
  315. */
  316. GLTFFileLoader.prototype.canDirectLoad = function (data) {
  317. return ((data.indexOf("scene") !== -1) && (data.indexOf("node") !== -1));
  318. };
  319. /**
  320. * Instantiates a glTF file loader plugin.
  321. * @returns the created plugin
  322. */
  323. GLTFFileLoader.prototype.createPlugin = function () {
  324. return new GLTFFileLoader();
  325. };
  326. GLTFFileLoader.prototype._parse = function (data) {
  327. var parsedData;
  328. if (data instanceof ArrayBuffer) {
  329. parsedData = GLTFFileLoader._parseBinary(data);
  330. }
  331. else {
  332. parsedData = {
  333. json: JSON.parse(data),
  334. bin: null
  335. };
  336. }
  337. this.onParsedObservable.notifyObservers(parsedData);
  338. this.onParsedObservable.clear();
  339. return parsedData;
  340. };
  341. GLTFFileLoader.prototype._getLoader = function (loaderData) {
  342. var _this = this;
  343. var loaderVersion = { major: 2, minor: 0 };
  344. var asset = loaderData.json.asset || {};
  345. var version = GLTFFileLoader._parseVersion(asset.version);
  346. if (!version) {
  347. throw new Error("Invalid version: " + asset.version);
  348. }
  349. if (asset.minVersion !== undefined) {
  350. var minVersion = GLTFFileLoader._parseVersion(asset.minVersion);
  351. if (!minVersion) {
  352. throw new Error("Invalid minimum version: " + asset.minVersion);
  353. }
  354. if (GLTFFileLoader._compareVersion(minVersion, loaderVersion) > 0) {
  355. throw new Error("Incompatible minimum version: " + asset.minVersion);
  356. }
  357. }
  358. var createLoaders = {
  359. 1: GLTFFileLoader.CreateGLTFLoaderV1,
  360. 2: GLTFFileLoader.CreateGLTFLoaderV2
  361. };
  362. var createLoader = createLoaders[version.major];
  363. if (!createLoader) {
  364. throw new Error("Unsupported version: " + asset.version);
  365. }
  366. var loader = createLoader();
  367. loader.coordinateSystemMode = this.coordinateSystemMode;
  368. loader.animationStartMode = this.animationStartMode;
  369. loader.compileMaterials = this.compileMaterials;
  370. loader.useClipPlane = this.useClipPlane;
  371. loader.compileShadowGenerators = this.compileShadowGenerators;
  372. loader.onMeshLoadedObservable.add(function (mesh) { return _this.onMeshLoadedObservable.notifyObservers(mesh); });
  373. loader.onTextureLoadedObservable.add(function (texture) { return _this.onTextureLoadedObservable.notifyObservers(texture); });
  374. loader.onMaterialLoadedObservable.add(function (material) { return _this.onMaterialLoadedObservable.notifyObservers(material); });
  375. loader.onExtensionLoadedObservable.add(function (extension) { return _this.onExtensionLoadedObservable.notifyObservers(extension); });
  376. loader.onCompleteObservable.add(function () {
  377. _this.onMeshLoadedObservable.clear();
  378. _this.onTextureLoadedObservable.clear();
  379. _this.onMaterialLoadedObservable.clear();
  380. _this.onCompleteObservable.notifyObservers(_this);
  381. _this.onCompleteObservable.clear();
  382. });
  383. return loader;
  384. };
  385. GLTFFileLoader._parseBinary = function (data) {
  386. var Binary = {
  387. Magic: 0x46546C67
  388. };
  389. var binaryReader = new BinaryReader(data);
  390. var magic = binaryReader.readUint32();
  391. if (magic !== Binary.Magic) {
  392. throw new Error("Unexpected magic: " + magic);
  393. }
  394. var version = binaryReader.readUint32();
  395. switch (version) {
  396. case 1: return GLTFFileLoader._parseV1(binaryReader);
  397. case 2: return GLTFFileLoader._parseV2(binaryReader);
  398. }
  399. throw new Error("Unsupported version: " + version);
  400. };
  401. GLTFFileLoader._parseV1 = function (binaryReader) {
  402. var ContentFormat = {
  403. JSON: 0
  404. };
  405. var length = binaryReader.readUint32();
  406. if (length != binaryReader.getLength()) {
  407. throw new Error("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
  408. }
  409. var contentLength = binaryReader.readUint32();
  410. var contentFormat = binaryReader.readUint32();
  411. var content;
  412. switch (contentFormat) {
  413. case ContentFormat.JSON: {
  414. content = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(contentLength)));
  415. break;
  416. }
  417. default: {
  418. throw new Error("Unexpected content format: " + contentFormat);
  419. }
  420. }
  421. var bytesRemaining = binaryReader.getLength() - binaryReader.getPosition();
  422. var body = binaryReader.readUint8Array(bytesRemaining);
  423. return {
  424. json: content,
  425. bin: body
  426. };
  427. };
  428. GLTFFileLoader._parseV2 = function (binaryReader) {
  429. var ChunkFormat = {
  430. JSON: 0x4E4F534A,
  431. BIN: 0x004E4942
  432. };
  433. var length = binaryReader.readUint32();
  434. if (length !== binaryReader.getLength()) {
  435. throw new Error("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
  436. }
  437. // JSON chunk
  438. var chunkLength = binaryReader.readUint32();
  439. var chunkFormat = binaryReader.readUint32();
  440. if (chunkFormat !== ChunkFormat.JSON) {
  441. throw new Error("First chunk format is not JSON");
  442. }
  443. var json = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(chunkLength)));
  444. // Look for BIN chunk
  445. var bin = null;
  446. while (binaryReader.getPosition() < binaryReader.getLength()) {
  447. var chunkLength_1 = binaryReader.readUint32();
  448. var chunkFormat_1 = binaryReader.readUint32();
  449. switch (chunkFormat_1) {
  450. case ChunkFormat.JSON: {
  451. throw new Error("Unexpected JSON chunk");
  452. }
  453. case ChunkFormat.BIN: {
  454. bin = binaryReader.readUint8Array(chunkLength_1);
  455. break;
  456. }
  457. default: {
  458. // ignore unrecognized chunkFormat
  459. binaryReader.skipBytes(chunkLength_1);
  460. break;
  461. }
  462. }
  463. }
  464. return {
  465. json: json,
  466. bin: bin
  467. };
  468. };
  469. GLTFFileLoader._parseVersion = function (version) {
  470. if (version === "1.0" || version === "1.0.1") {
  471. return {
  472. major: 1,
  473. minor: 0
  474. };
  475. }
  476. var match = (version + "").match(/^(\d+)\.(\d+)/);
  477. if (!match) {
  478. return null;
  479. }
  480. return {
  481. major: parseInt(match[1]),
  482. minor: parseInt(match[2])
  483. };
  484. };
  485. GLTFFileLoader._compareVersion = function (a, b) {
  486. if (a.major > b.major)
  487. return 1;
  488. if (a.major < b.major)
  489. return -1;
  490. if (a.minor > b.minor)
  491. return 1;
  492. if (a.minor < b.minor)
  493. return -1;
  494. return 0;
  495. };
  496. GLTFFileLoader._decodeBufferToText = function (buffer) {
  497. var result = "";
  498. var length = buffer.byteLength;
  499. for (var i = 0; i < length; i++) {
  500. result += String.fromCharCode(buffer[i]);
  501. }
  502. return result;
  503. };
  504. // #endregion
  505. // #region V1 options
  506. /**
  507. * Set this property to false to disable incremental loading which delays the loader from calling the success callback until after loading the meshes and shaders.
  508. * Textures always loads asynchronously. For example, the success callback can compute the bounding information of the loaded meshes when incremental loading is disabled.
  509. * Defaults to true.
  510. */
  511. GLTFFileLoader.IncrementalLoading = true;
  512. /**
  513. * Set this property to true in order to work with homogeneous coordinates, available with some converters and exporters.
  514. * Defaults to false. See https://en.wikipedia.org/wiki/Homogeneous_coordinates.
  515. */
  516. GLTFFileLoader.HomogeneousCoordinates = false;
  517. return GLTFFileLoader;
  518. }());
  519. BABYLON.GLTFFileLoader = GLTFFileLoader;
  520. var BinaryReader = /** @class */ (function () {
  521. function BinaryReader(arrayBuffer) {
  522. this._arrayBuffer = arrayBuffer;
  523. this._dataView = new DataView(arrayBuffer);
  524. this._byteOffset = 0;
  525. }
  526. BinaryReader.prototype.getPosition = function () {
  527. return this._byteOffset;
  528. };
  529. BinaryReader.prototype.getLength = function () {
  530. return this._arrayBuffer.byteLength;
  531. };
  532. BinaryReader.prototype.readUint32 = function () {
  533. var value = this._dataView.getUint32(this._byteOffset, true);
  534. this._byteOffset += 4;
  535. return value;
  536. };
  537. BinaryReader.prototype.readUint8Array = function (length) {
  538. var value = new Uint8Array(this._arrayBuffer, this._byteOffset, length);
  539. this._byteOffset += length;
  540. return value;
  541. };
  542. BinaryReader.prototype.skipBytes = function (length) {
  543. this._byteOffset += length;
  544. };
  545. return BinaryReader;
  546. }());
  547. if (BABYLON.SceneLoader) {
  548. BABYLON.SceneLoader.RegisterPlugin(new GLTFFileLoader());
  549. }
  550. })(BABYLON || (BABYLON = {}));
  551. //# sourceMappingURL=babylon.glTFFileLoader.js.map
  552. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  553. var BABYLON;
  554. (function (BABYLON) {
  555. var GLTF1;
  556. (function (GLTF1) {
  557. /**
  558. * Enums
  559. */
  560. var EComponentType;
  561. (function (EComponentType) {
  562. EComponentType[EComponentType["BYTE"] = 5120] = "BYTE";
  563. EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  564. EComponentType[EComponentType["SHORT"] = 5122] = "SHORT";
  565. EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  566. EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT";
  567. })(EComponentType = GLTF1.EComponentType || (GLTF1.EComponentType = {}));
  568. var EShaderType;
  569. (function (EShaderType) {
  570. EShaderType[EShaderType["FRAGMENT"] = 35632] = "FRAGMENT";
  571. EShaderType[EShaderType["VERTEX"] = 35633] = "VERTEX";
  572. })(EShaderType = GLTF1.EShaderType || (GLTF1.EShaderType = {}));
  573. var EParameterType;
  574. (function (EParameterType) {
  575. EParameterType[EParameterType["BYTE"] = 5120] = "BYTE";
  576. EParameterType[EParameterType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  577. EParameterType[EParameterType["SHORT"] = 5122] = "SHORT";
  578. EParameterType[EParameterType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  579. EParameterType[EParameterType["INT"] = 5124] = "INT";
  580. EParameterType[EParameterType["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT";
  581. EParameterType[EParameterType["FLOAT"] = 5126] = "FLOAT";
  582. EParameterType[EParameterType["FLOAT_VEC2"] = 35664] = "FLOAT_VEC2";
  583. EParameterType[EParameterType["FLOAT_VEC3"] = 35665] = "FLOAT_VEC3";
  584. EParameterType[EParameterType["FLOAT_VEC4"] = 35666] = "FLOAT_VEC4";
  585. EParameterType[EParameterType["INT_VEC2"] = 35667] = "INT_VEC2";
  586. EParameterType[EParameterType["INT_VEC3"] = 35668] = "INT_VEC3";
  587. EParameterType[EParameterType["INT_VEC4"] = 35669] = "INT_VEC4";
  588. EParameterType[EParameterType["BOOL"] = 35670] = "BOOL";
  589. EParameterType[EParameterType["BOOL_VEC2"] = 35671] = "BOOL_VEC2";
  590. EParameterType[EParameterType["BOOL_VEC3"] = 35672] = "BOOL_VEC3";
  591. EParameterType[EParameterType["BOOL_VEC4"] = 35673] = "BOOL_VEC4";
  592. EParameterType[EParameterType["FLOAT_MAT2"] = 35674] = "FLOAT_MAT2";
  593. EParameterType[EParameterType["FLOAT_MAT3"] = 35675] = "FLOAT_MAT3";
  594. EParameterType[EParameterType["FLOAT_MAT4"] = 35676] = "FLOAT_MAT4";
  595. EParameterType[EParameterType["SAMPLER_2D"] = 35678] = "SAMPLER_2D";
  596. })(EParameterType = GLTF1.EParameterType || (GLTF1.EParameterType = {}));
  597. var ETextureWrapMode;
  598. (function (ETextureWrapMode) {
  599. ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE";
  600. ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT";
  601. ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT";
  602. })(ETextureWrapMode = GLTF1.ETextureWrapMode || (GLTF1.ETextureWrapMode = {}));
  603. var ETextureFilterType;
  604. (function (ETextureFilterType) {
  605. ETextureFilterType[ETextureFilterType["NEAREST"] = 9728] = "NEAREST";
  606. ETextureFilterType[ETextureFilterType["LINEAR"] = 9728] = "LINEAR";
  607. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_NEAREST"] = 9984] = "NEAREST_MIPMAP_NEAREST";
  608. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
  609. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR";
  610. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR";
  611. })(ETextureFilterType = GLTF1.ETextureFilterType || (GLTF1.ETextureFilterType = {}));
  612. var ETextureFormat;
  613. (function (ETextureFormat) {
  614. ETextureFormat[ETextureFormat["ALPHA"] = 6406] = "ALPHA";
  615. ETextureFormat[ETextureFormat["RGB"] = 6407] = "RGB";
  616. ETextureFormat[ETextureFormat["RGBA"] = 6408] = "RGBA";
  617. ETextureFormat[ETextureFormat["LUMINANCE"] = 6409] = "LUMINANCE";
  618. ETextureFormat[ETextureFormat["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA";
  619. })(ETextureFormat = GLTF1.ETextureFormat || (GLTF1.ETextureFormat = {}));
  620. var ECullingType;
  621. (function (ECullingType) {
  622. ECullingType[ECullingType["FRONT"] = 1028] = "FRONT";
  623. ECullingType[ECullingType["BACK"] = 1029] = "BACK";
  624. ECullingType[ECullingType["FRONT_AND_BACK"] = 1032] = "FRONT_AND_BACK";
  625. })(ECullingType = GLTF1.ECullingType || (GLTF1.ECullingType = {}));
  626. var EBlendingFunction;
  627. (function (EBlendingFunction) {
  628. EBlendingFunction[EBlendingFunction["ZERO"] = 0] = "ZERO";
  629. EBlendingFunction[EBlendingFunction["ONE"] = 1] = "ONE";
  630. EBlendingFunction[EBlendingFunction["SRC_COLOR"] = 768] = "SRC_COLOR";
  631. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_COLOR"] = 769] = "ONE_MINUS_SRC_COLOR";
  632. EBlendingFunction[EBlendingFunction["DST_COLOR"] = 774] = "DST_COLOR";
  633. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_COLOR"] = 775] = "ONE_MINUS_DST_COLOR";
  634. EBlendingFunction[EBlendingFunction["SRC_ALPHA"] = 770] = "SRC_ALPHA";
  635. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_ALPHA"] = 771] = "ONE_MINUS_SRC_ALPHA";
  636. EBlendingFunction[EBlendingFunction["DST_ALPHA"] = 772] = "DST_ALPHA";
  637. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_ALPHA"] = 773] = "ONE_MINUS_DST_ALPHA";
  638. EBlendingFunction[EBlendingFunction["CONSTANT_COLOR"] = 32769] = "CONSTANT_COLOR";
  639. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_COLOR"] = 32770] = "ONE_MINUS_CONSTANT_COLOR";
  640. EBlendingFunction[EBlendingFunction["CONSTANT_ALPHA"] = 32771] = "CONSTANT_ALPHA";
  641. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_ALPHA"] = 32772] = "ONE_MINUS_CONSTANT_ALPHA";
  642. EBlendingFunction[EBlendingFunction["SRC_ALPHA_SATURATE"] = 776] = "SRC_ALPHA_SATURATE";
  643. })(EBlendingFunction = GLTF1.EBlendingFunction || (GLTF1.EBlendingFunction = {}));
  644. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  645. })(BABYLON || (BABYLON = {}));
  646. //# sourceMappingURL=babylon.glTFLoaderInterfaces.js.map
  647. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  648. var BABYLON;
  649. (function (BABYLON) {
  650. var GLTF1;
  651. (function (GLTF1) {
  652. /**
  653. * Tokenizer. Used for shaders compatibility
  654. * Automatically map world, view, projection, worldViewProjection, attributes and so on
  655. */
  656. var ETokenType;
  657. (function (ETokenType) {
  658. ETokenType[ETokenType["IDENTIFIER"] = 1] = "IDENTIFIER";
  659. ETokenType[ETokenType["UNKNOWN"] = 2] = "UNKNOWN";
  660. ETokenType[ETokenType["END_OF_INPUT"] = 3] = "END_OF_INPUT";
  661. })(ETokenType || (ETokenType = {}));
  662. var Tokenizer = /** @class */ (function () {
  663. function Tokenizer(toParse) {
  664. this._pos = 0;
  665. this.currentToken = ETokenType.UNKNOWN;
  666. this.currentIdentifier = "";
  667. this.currentString = "";
  668. this.isLetterOrDigitPattern = /^[a-zA-Z0-9]+$/;
  669. this._toParse = toParse;
  670. this._maxPos = toParse.length;
  671. }
  672. Tokenizer.prototype.getNextToken = function () {
  673. if (this.isEnd())
  674. return ETokenType.END_OF_INPUT;
  675. this.currentString = this.read();
  676. this.currentToken = ETokenType.UNKNOWN;
  677. if (this.currentString === "_" || this.isLetterOrDigitPattern.test(this.currentString)) {
  678. this.currentToken = ETokenType.IDENTIFIER;
  679. this.currentIdentifier = this.currentString;
  680. while (!this.isEnd() && (this.isLetterOrDigitPattern.test(this.currentString = this.peek()) || this.currentString === "_")) {
  681. this.currentIdentifier += this.currentString;
  682. this.forward();
  683. }
  684. }
  685. return this.currentToken;
  686. };
  687. Tokenizer.prototype.peek = function () {
  688. return this._toParse[this._pos];
  689. };
  690. Tokenizer.prototype.read = function () {
  691. return this._toParse[this._pos++];
  692. };
  693. Tokenizer.prototype.forward = function () {
  694. this._pos++;
  695. };
  696. Tokenizer.prototype.isEnd = function () {
  697. return this._pos >= this._maxPos;
  698. };
  699. return Tokenizer;
  700. }());
  701. /**
  702. * Values
  703. */
  704. var glTFTransforms = ["MODEL", "VIEW", "PROJECTION", "MODELVIEW", "MODELVIEWPROJECTION", "JOINTMATRIX"];
  705. var babylonTransforms = ["world", "view", "projection", "worldView", "worldViewProjection", "mBones"];
  706. var glTFAnimationPaths = ["translation", "rotation", "scale"];
  707. var babylonAnimationPaths = ["position", "rotationQuaternion", "scaling"];
  708. /**
  709. * Parse
  710. */
  711. var parseBuffers = function (parsedBuffers, gltfRuntime) {
  712. for (var buf in parsedBuffers) {
  713. var parsedBuffer = parsedBuffers[buf];
  714. gltfRuntime.buffers[buf] = parsedBuffer;
  715. gltfRuntime.buffersCount++;
  716. }
  717. };
  718. var parseShaders = function (parsedShaders, gltfRuntime) {
  719. for (var sha in parsedShaders) {
  720. var parsedShader = parsedShaders[sha];
  721. gltfRuntime.shaders[sha] = parsedShader;
  722. gltfRuntime.shaderscount++;
  723. }
  724. };
  725. var parseObject = function (parsedObjects, runtimeProperty, gltfRuntime) {
  726. for (var object in parsedObjects) {
  727. var parsedObject = parsedObjects[object];
  728. gltfRuntime[runtimeProperty][object] = parsedObject;
  729. }
  730. };
  731. /**
  732. * Utils
  733. */
  734. var normalizeUVs = function (buffer) {
  735. if (!buffer) {
  736. return;
  737. }
  738. for (var i = 0; i < buffer.length / 2; i++) {
  739. buffer[i * 2 + 1] = 1.0 - buffer[i * 2 + 1];
  740. }
  741. };
  742. var getAttribute = function (attributeParameter) {
  743. if (attributeParameter.semantic === "NORMAL") {
  744. return "normal";
  745. }
  746. else if (attributeParameter.semantic === "POSITION") {
  747. return "position";
  748. }
  749. else if (attributeParameter.semantic === "JOINT") {
  750. return "matricesIndices";
  751. }
  752. else if (attributeParameter.semantic === "WEIGHT") {
  753. return "matricesWeights";
  754. }
  755. else if (attributeParameter.semantic === "COLOR") {
  756. return "color";
  757. }
  758. else if (attributeParameter.semantic && attributeParameter.semantic.indexOf("TEXCOORD_") !== -1) {
  759. var channel = Number(attributeParameter.semantic.split("_")[1]);
  760. return "uv" + (channel === 0 ? "" : channel + 1);
  761. }
  762. return null;
  763. };
  764. /**
  765. * Loads and creates animations
  766. */
  767. var loadAnimations = function (gltfRuntime) {
  768. for (var anim in gltfRuntime.animations) {
  769. var animation = gltfRuntime.animations[anim];
  770. if (!animation.channels || !animation.samplers) {
  771. continue;
  772. }
  773. var lastAnimation = null;
  774. for (var i = 0; i < animation.channels.length; i++) {
  775. // Get parameters and load buffers
  776. var channel = animation.channels[i];
  777. var sampler = animation.samplers[channel.sampler];
  778. if (!sampler) {
  779. continue;
  780. }
  781. var inputData = null;
  782. var outputData = null;
  783. if (animation.parameters) {
  784. inputData = animation.parameters[sampler.input];
  785. outputData = animation.parameters[sampler.output];
  786. }
  787. else {
  788. inputData = sampler.input;
  789. outputData = sampler.output;
  790. }
  791. var bufferInput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[inputData]);
  792. var bufferOutput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[outputData]);
  793. var targetID = channel.target.id;
  794. var targetNode = gltfRuntime.scene.getNodeByID(targetID);
  795. if (targetNode === null) {
  796. targetNode = gltfRuntime.scene.getNodeByName(targetID);
  797. }
  798. if (targetNode === null) {
  799. BABYLON.Tools.Warn("Creating animation named " + anim + ". But cannot find node named " + targetID + " to attach to");
  800. continue;
  801. }
  802. var isBone = targetNode instanceof BABYLON.Bone;
  803. // Get target path (position, rotation or scaling)
  804. var targetPath = channel.target.path;
  805. var targetPathIndex = glTFAnimationPaths.indexOf(targetPath);
  806. if (targetPathIndex !== -1) {
  807. targetPath = babylonAnimationPaths[targetPathIndex];
  808. }
  809. // Determine animation type
  810. var animationType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  811. if (!isBone) {
  812. if (targetPath === "rotationQuaternion") {
  813. animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  814. targetNode.rotationQuaternion = new BABYLON.Quaternion();
  815. }
  816. else {
  817. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  818. }
  819. }
  820. // Create animation and key frames
  821. var babylonAnimation = null;
  822. var keys = [];
  823. var arrayOffset = 0;
  824. var modifyKey = false;
  825. if (isBone && lastAnimation && lastAnimation.getKeys().length === bufferInput.length) {
  826. babylonAnimation = lastAnimation;
  827. modifyKey = true;
  828. }
  829. if (!modifyKey) {
  830. babylonAnimation = new BABYLON.Animation(anim, isBone ? "_matrix" : targetPath, 1, animationType, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  831. }
  832. // For each frame
  833. for (var j = 0; j < bufferInput.length; j++) {
  834. var value = null;
  835. if (targetPath === "rotationQuaternion") { // VEC4
  836. value = BABYLON.Quaternion.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2], bufferOutput[arrayOffset + 3]]);
  837. arrayOffset += 4;
  838. }
  839. else { // Position and scaling are VEC3
  840. value = BABYLON.Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]);
  841. arrayOffset += 3;
  842. }
  843. if (isBone) {
  844. var bone = targetNode;
  845. var translation = BABYLON.Vector3.Zero();
  846. var rotationQuaternion = new BABYLON.Quaternion();
  847. var scaling = BABYLON.Vector3.Zero();
  848. // Warning on decompose
  849. var mat = bone.getBaseMatrix();
  850. if (modifyKey && lastAnimation) {
  851. mat = lastAnimation.getKeys()[j].value;
  852. }
  853. mat.decompose(scaling, rotationQuaternion, translation);
  854. if (targetPath === "position") {
  855. translation = value;
  856. }
  857. else if (targetPath === "rotationQuaternion") {
  858. rotationQuaternion = value;
  859. }
  860. else {
  861. scaling = value;
  862. }
  863. value = BABYLON.Matrix.Compose(scaling, rotationQuaternion, translation);
  864. }
  865. if (!modifyKey) {
  866. keys.push({
  867. frame: bufferInput[j],
  868. value: value
  869. });
  870. }
  871. else if (lastAnimation) {
  872. lastAnimation.getKeys()[j].value = value;
  873. }
  874. }
  875. // Finish
  876. if (!modifyKey && babylonAnimation) {
  877. babylonAnimation.setKeys(keys);
  878. targetNode.animations.push(babylonAnimation);
  879. }
  880. lastAnimation = babylonAnimation;
  881. gltfRuntime.scene.stopAnimation(targetNode);
  882. gltfRuntime.scene.beginAnimation(targetNode, 0, bufferInput[bufferInput.length - 1], true, 1.0);
  883. }
  884. }
  885. };
  886. /**
  887. * Returns the bones transformation matrix
  888. */
  889. var configureBoneTransformation = function (node) {
  890. var mat = null;
  891. if (node.translation || node.rotation || node.scale) {
  892. var scale = BABYLON.Vector3.FromArray(node.scale || [1, 1, 1]);
  893. var rotation = BABYLON.Quaternion.FromArray(node.rotation || [0, 0, 0, 1]);
  894. var position = BABYLON.Vector3.FromArray(node.translation || [0, 0, 0]);
  895. mat = BABYLON.Matrix.Compose(scale, rotation, position);
  896. }
  897. else {
  898. mat = BABYLON.Matrix.FromArray(node.matrix);
  899. }
  900. return mat;
  901. };
  902. /**
  903. * Returns the parent bone
  904. */
  905. var getParentBone = function (gltfRuntime, skins, jointName, newSkeleton) {
  906. // Try to find
  907. for (var i = 0; i < newSkeleton.bones.length; i++) {
  908. if (newSkeleton.bones[i].name === jointName) {
  909. return newSkeleton.bones[i];
  910. }
  911. }
  912. // Not found, search in gltf nodes
  913. var nodes = gltfRuntime.nodes;
  914. for (var nde in nodes) {
  915. var node = nodes[nde];
  916. if (!node.jointName) {
  917. continue;
  918. }
  919. var children = node.children;
  920. for (var i = 0; i < children.length; i++) {
  921. var child = gltfRuntime.nodes[children[i]];
  922. if (!child.jointName) {
  923. continue;
  924. }
  925. if (child.jointName === jointName) {
  926. var mat = configureBoneTransformation(node);
  927. var bone = new BABYLON.Bone(node.name || "", newSkeleton, getParentBone(gltfRuntime, skins, node.jointName, newSkeleton), mat);
  928. bone.id = nde;
  929. return bone;
  930. }
  931. }
  932. }
  933. return null;
  934. };
  935. /**
  936. * Returns the appropriate root node
  937. */
  938. var getNodeToRoot = function (nodesToRoot, id) {
  939. for (var i = 0; i < nodesToRoot.length; i++) {
  940. var nodeToRoot = nodesToRoot[i];
  941. for (var j = 0; j < nodeToRoot.node.children.length; j++) {
  942. var child = nodeToRoot.node.children[j];
  943. if (child === id) {
  944. return nodeToRoot.bone;
  945. }
  946. }
  947. }
  948. return null;
  949. };
  950. /**
  951. * Returns the node with the joint name
  952. */
  953. var getJointNode = function (gltfRuntime, jointName) {
  954. var nodes = gltfRuntime.nodes;
  955. var node = nodes[jointName];
  956. if (node) {
  957. return {
  958. node: node,
  959. id: jointName
  960. };
  961. }
  962. for (var nde in nodes) {
  963. node = nodes[nde];
  964. if (node.jointName === jointName) {
  965. return {
  966. node: node,
  967. id: nde
  968. };
  969. }
  970. }
  971. return null;
  972. };
  973. /**
  974. * Checks if a nodes is in joints
  975. */
  976. var nodeIsInJoints = function (skins, id) {
  977. for (var i = 0; i < skins.jointNames.length; i++) {
  978. if (skins.jointNames[i] === id) {
  979. return true;
  980. }
  981. }
  982. return false;
  983. };
  984. /**
  985. * Fills the nodes to root for bones and builds hierarchy
  986. */
  987. var getNodesToRoot = function (gltfRuntime, newSkeleton, skins, nodesToRoot) {
  988. // Creates nodes for root
  989. for (var nde in gltfRuntime.nodes) {
  990. var node = gltfRuntime.nodes[nde];
  991. var id = nde;
  992. if (!node.jointName || nodeIsInJoints(skins, node.jointName)) {
  993. continue;
  994. }
  995. // Create node to root bone
  996. var mat = configureBoneTransformation(node);
  997. var bone = new BABYLON.Bone(node.name || "", newSkeleton, null, mat);
  998. bone.id = id;
  999. nodesToRoot.push({ bone: bone, node: node, id: id });
  1000. }
  1001. // Parenting
  1002. for (var i = 0; i < nodesToRoot.length; i++) {
  1003. var nodeToRoot = nodesToRoot[i];
  1004. var children = nodeToRoot.node.children;
  1005. for (var j = 0; j < children.length; j++) {
  1006. var child = null;
  1007. for (var k = 0; k < nodesToRoot.length; k++) {
  1008. if (nodesToRoot[k].id === children[j]) {
  1009. child = nodesToRoot[k];
  1010. break;
  1011. }
  1012. }
  1013. if (child) {
  1014. child.bone._parent = nodeToRoot.bone;
  1015. nodeToRoot.bone.children.push(child.bone);
  1016. }
  1017. }
  1018. }
  1019. };
  1020. /**
  1021. * Imports a skeleton
  1022. */
  1023. var importSkeleton = function (gltfRuntime, skins, mesh, newSkeleton, id) {
  1024. if (!newSkeleton) {
  1025. newSkeleton = new BABYLON.Skeleton(skins.name || "", "", gltfRuntime.scene);
  1026. }
  1027. if (!skins.babylonSkeleton) {
  1028. return newSkeleton;
  1029. }
  1030. // Find the root bones
  1031. var nodesToRoot = [];
  1032. var nodesToRootToAdd = [];
  1033. getNodesToRoot(gltfRuntime, newSkeleton, skins, nodesToRoot);
  1034. newSkeleton.bones = [];
  1035. // Joints
  1036. for (var i = 0; i < skins.jointNames.length; i++) {
  1037. var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
  1038. if (!jointNode) {
  1039. continue;
  1040. }
  1041. var node = jointNode.node;
  1042. if (!node) {
  1043. BABYLON.Tools.Warn("Joint named " + skins.jointNames[i] + " does not exist");
  1044. continue;
  1045. }
  1046. var id = jointNode.id;
  1047. // Optimize, if the bone already exists...
  1048. var existingBone = gltfRuntime.scene.getBoneByID(id);
  1049. if (existingBone) {
  1050. newSkeleton.bones.push(existingBone);
  1051. continue;
  1052. }
  1053. // Search for parent bone
  1054. var foundBone = false;
  1055. var parentBone = null;
  1056. for (var j = 0; j < i; j++) {
  1057. var jointNode_1 = getJointNode(gltfRuntime, skins.jointNames[j]);
  1058. if (!jointNode_1) {
  1059. continue;
  1060. }
  1061. var joint = jointNode_1.node;
  1062. if (!joint) {
  1063. BABYLON.Tools.Warn("Joint named " + skins.jointNames[j] + " does not exist when looking for parent");
  1064. continue;
  1065. }
  1066. var children = joint.children;
  1067. if (!children) {
  1068. continue;
  1069. }
  1070. foundBone = false;
  1071. for (var k = 0; k < children.length; k++) {
  1072. if (children[k] === id) {
  1073. parentBone = getParentBone(gltfRuntime, skins, skins.jointNames[j], newSkeleton);
  1074. foundBone = true;
  1075. break;
  1076. }
  1077. }
  1078. if (foundBone) {
  1079. break;
  1080. }
  1081. }
  1082. // Create bone
  1083. var mat = configureBoneTransformation(node);
  1084. if (!parentBone && nodesToRoot.length > 0) {
  1085. parentBone = getNodeToRoot(nodesToRoot, id);
  1086. if (parentBone) {
  1087. if (nodesToRootToAdd.indexOf(parentBone) === -1) {
  1088. nodesToRootToAdd.push(parentBone);
  1089. }
  1090. }
  1091. }
  1092. var bone = new BABYLON.Bone(node.jointName || "", newSkeleton, parentBone, mat);
  1093. bone.id = id;
  1094. }
  1095. // Polish
  1096. var bones = newSkeleton.bones;
  1097. newSkeleton.bones = [];
  1098. for (var i = 0; i < skins.jointNames.length; i++) {
  1099. var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
  1100. if (!jointNode) {
  1101. continue;
  1102. }
  1103. for (var j = 0; j < bones.length; j++) {
  1104. if (bones[j].id === jointNode.id) {
  1105. newSkeleton.bones.push(bones[j]);
  1106. break;
  1107. }
  1108. }
  1109. }
  1110. newSkeleton.prepare();
  1111. // Finish
  1112. for (var i = 0; i < nodesToRootToAdd.length; i++) {
  1113. newSkeleton.bones.push(nodesToRootToAdd[i]);
  1114. }
  1115. return newSkeleton;
  1116. };
  1117. /**
  1118. * Imports a mesh and its geometries
  1119. */
  1120. var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
  1121. if (!newMesh) {
  1122. newMesh = new BABYLON.Mesh(node.name || "", gltfRuntime.scene);
  1123. newMesh.id = id;
  1124. }
  1125. if (!node.babylonNode) {
  1126. return newMesh;
  1127. }
  1128. var subMaterials = [];
  1129. var vertexData = null;
  1130. var verticesStarts = new Array();
  1131. var verticesCounts = new Array();
  1132. var indexStarts = new Array();
  1133. var indexCounts = new Array();
  1134. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  1135. var meshID = meshes[meshIndex];
  1136. var mesh = gltfRuntime.meshes[meshID];
  1137. if (!mesh) {
  1138. continue;
  1139. }
  1140. // Positions, normals and UVs
  1141. for (var i = 0; i < mesh.primitives.length; i++) {
  1142. // Temporary vertex data
  1143. var tempVertexData = new BABYLON.VertexData();
  1144. var primitive = mesh.primitives[i];
  1145. if (primitive.mode !== 4) {
  1146. // continue;
  1147. }
  1148. var attributes = primitive.attributes;
  1149. var accessor = null;
  1150. var buffer = null;
  1151. // Set positions, normal and uvs
  1152. for (var semantic in attributes) {
  1153. // Link accessor and buffer view
  1154. accessor = gltfRuntime.accessors[attributes[semantic]];
  1155. buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
  1156. if (semantic === "NORMAL") {
  1157. tempVertexData.normals = new Float32Array(buffer.length);
  1158. tempVertexData.normals.set(buffer);
  1159. }
  1160. else if (semantic === "POSITION") {
  1161. if (BABYLON.GLTFFileLoader.HomogeneousCoordinates) {
  1162. tempVertexData.positions = new Float32Array(buffer.length - buffer.length / 4);
  1163. for (var j = 0; j < buffer.length; j += 4) {
  1164. tempVertexData.positions[j] = buffer[j];
  1165. tempVertexData.positions[j + 1] = buffer[j + 1];
  1166. tempVertexData.positions[j + 2] = buffer[j + 2];
  1167. }
  1168. }
  1169. else {
  1170. tempVertexData.positions = new Float32Array(buffer.length);
  1171. tempVertexData.positions.set(buffer);
  1172. }
  1173. verticesCounts.push(tempVertexData.positions.length);
  1174. }
  1175. else if (semantic.indexOf("TEXCOORD_") !== -1) {
  1176. var channel = Number(semantic.split("_")[1]);
  1177. var uvKind = BABYLON.VertexBuffer.UVKind + (channel === 0 ? "" : (channel + 1));
  1178. var uvs = new Float32Array(buffer.length);
  1179. uvs.set(buffer);
  1180. normalizeUVs(uvs);
  1181. tempVertexData.set(uvs, uvKind);
  1182. }
  1183. else if (semantic === "JOINT") {
  1184. tempVertexData.matricesIndices = new Float32Array(buffer.length);
  1185. tempVertexData.matricesIndices.set(buffer);
  1186. }
  1187. else if (semantic === "WEIGHT") {
  1188. tempVertexData.matricesWeights = new Float32Array(buffer.length);
  1189. tempVertexData.matricesWeights.set(buffer);
  1190. }
  1191. else if (semantic === "COLOR") {
  1192. tempVertexData.colors = new Float32Array(buffer.length);
  1193. tempVertexData.colors.set(buffer);
  1194. }
  1195. }
  1196. // Indices
  1197. accessor = gltfRuntime.accessors[primitive.indices];
  1198. if (accessor) {
  1199. buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
  1200. tempVertexData.indices = new Int32Array(buffer.length);
  1201. tempVertexData.indices.set(buffer);
  1202. indexCounts.push(tempVertexData.indices.length);
  1203. }
  1204. else {
  1205. // Set indices on the fly
  1206. var indices = [];
  1207. for (var j = 0; j < tempVertexData.positions.length / 3; j++) {
  1208. indices.push(j);
  1209. }
  1210. tempVertexData.indices = new Int32Array(indices);
  1211. indexCounts.push(tempVertexData.indices.length);
  1212. }
  1213. if (!vertexData) {
  1214. vertexData = tempVertexData;
  1215. }
  1216. else {
  1217. vertexData.merge(tempVertexData);
  1218. }
  1219. // Sub material
  1220. var material_1 = gltfRuntime.scene.getMaterialByID(primitive.material);
  1221. subMaterials.push(material_1 === null ? GLTF1.GLTFUtils.GetDefaultMaterial(gltfRuntime.scene) : material_1);
  1222. // Update vertices start and index start
  1223. verticesStarts.push(verticesStarts.length === 0 ? 0 : verticesStarts[verticesStarts.length - 1] + verticesCounts[verticesCounts.length - 2]);
  1224. indexStarts.push(indexStarts.length === 0 ? 0 : indexStarts[indexStarts.length - 1] + indexCounts[indexCounts.length - 2]);
  1225. }
  1226. }
  1227. var material;
  1228. if (subMaterials.length > 1) {
  1229. material = new BABYLON.MultiMaterial("multimat" + id, gltfRuntime.scene);
  1230. material.subMaterials = subMaterials;
  1231. }
  1232. else {
  1233. material = new BABYLON.StandardMaterial("multimat" + id, gltfRuntime.scene);
  1234. }
  1235. if (subMaterials.length === 1) {
  1236. material = subMaterials[0];
  1237. }
  1238. if (!newMesh.material) {
  1239. newMesh.material = material;
  1240. }
  1241. // Apply geometry
  1242. new BABYLON.Geometry(id, gltfRuntime.scene, vertexData, false, newMesh);
  1243. newMesh.computeWorldMatrix(true);
  1244. // Apply submeshes
  1245. newMesh.subMeshes = [];
  1246. var index = 0;
  1247. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  1248. var meshID = meshes[meshIndex];
  1249. var mesh = gltfRuntime.meshes[meshID];
  1250. if (!mesh) {
  1251. continue;
  1252. }
  1253. for (var i = 0; i < mesh.primitives.length; i++) {
  1254. if (mesh.primitives[i].mode !== 4) {
  1255. //continue;
  1256. }
  1257. BABYLON.SubMesh.AddToMesh(index, verticesStarts[index], verticesCounts[index], indexStarts[index], indexCounts[index], newMesh, newMesh, true);
  1258. index++;
  1259. }
  1260. }
  1261. // Finish
  1262. return newMesh;
  1263. };
  1264. /**
  1265. * Configure node transformation from position, rotation and scaling
  1266. */
  1267. var configureNode = function (newNode, position, rotation, scaling) {
  1268. if (newNode.position) {
  1269. newNode.position = position;
  1270. }
  1271. if (newNode.rotationQuaternion || newNode.rotation) {
  1272. newNode.rotationQuaternion = rotation;
  1273. }
  1274. if (newNode.scaling) {
  1275. newNode.scaling = scaling;
  1276. }
  1277. };
  1278. /**
  1279. * Configures node from transformation matrix
  1280. */
  1281. var configureNodeFromMatrix = function (newNode, node, parent) {
  1282. if (node.matrix) {
  1283. var position = new BABYLON.Vector3(0, 0, 0);
  1284. var rotation = new BABYLON.Quaternion();
  1285. var scaling = new BABYLON.Vector3(0, 0, 0);
  1286. var mat = BABYLON.Matrix.FromArray(node.matrix);
  1287. mat.decompose(scaling, rotation, position);
  1288. configureNode(newNode, position, rotation, scaling);
  1289. }
  1290. else if (node.translation && node.rotation && node.scale) {
  1291. configureNode(newNode, BABYLON.Vector3.FromArray(node.translation), BABYLON.Quaternion.FromArray(node.rotation), BABYLON.Vector3.FromArray(node.scale));
  1292. }
  1293. newNode.computeWorldMatrix(true);
  1294. };
  1295. /**
  1296. * Imports a node
  1297. */
  1298. var importNode = function (gltfRuntime, node, id, parent) {
  1299. var lastNode = null;
  1300. if (gltfRuntime.importOnlyMeshes && (node.skin || node.meshes)) {
  1301. if (gltfRuntime.importMeshesNames && gltfRuntime.importMeshesNames.length > 0 && gltfRuntime.importMeshesNames.indexOf(node.name || "") === -1) {
  1302. return null;
  1303. }
  1304. }
  1305. // Meshes
  1306. if (node.skin) {
  1307. if (node.meshes) {
  1308. var skin = gltfRuntime.skins[node.skin];
  1309. var newMesh = importMesh(gltfRuntime, node, node.meshes, id, node.babylonNode);
  1310. newMesh.skeleton = gltfRuntime.scene.getLastSkeletonByID(node.skin);
  1311. if (newMesh.skeleton === null) {
  1312. newMesh.skeleton = importSkeleton(gltfRuntime, skin, newMesh, skin.babylonSkeleton, node.skin);
  1313. if (!skin.babylonSkeleton) {
  1314. skin.babylonSkeleton = newMesh.skeleton;
  1315. }
  1316. }
  1317. lastNode = newMesh;
  1318. }
  1319. }
  1320. else if (node.meshes) {
  1321. /**
  1322. * Improve meshes property
  1323. */
  1324. var newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id, node.babylonNode);
  1325. lastNode = newMesh;
  1326. }
  1327. // Lights
  1328. else if (node.light && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  1329. var light = gltfRuntime.lights[node.light];
  1330. if (light) {
  1331. if (light.type === "ambient") {
  1332. var ambienLight = light[light.type];
  1333. var hemiLight = new BABYLON.HemisphericLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1334. hemiLight.name = node.name || "";
  1335. if (ambienLight.color) {
  1336. hemiLight.diffuse = BABYLON.Color3.FromArray(ambienLight.color);
  1337. }
  1338. lastNode = hemiLight;
  1339. }
  1340. else if (light.type === "directional") {
  1341. var directionalLight = light[light.type];
  1342. var dirLight = new BABYLON.DirectionalLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1343. dirLight.name = node.name || "";
  1344. if (directionalLight.color) {
  1345. dirLight.diffuse = BABYLON.Color3.FromArray(directionalLight.color);
  1346. }
  1347. lastNode = dirLight;
  1348. }
  1349. else if (light.type === "point") {
  1350. var pointLight = light[light.type];
  1351. var ptLight = new BABYLON.PointLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1352. ptLight.name = node.name || "";
  1353. if (pointLight.color) {
  1354. ptLight.diffuse = BABYLON.Color3.FromArray(pointLight.color);
  1355. }
  1356. lastNode = ptLight;
  1357. }
  1358. else if (light.type === "spot") {
  1359. var spotLight = light[light.type];
  1360. var spLight = new BABYLON.SpotLight(node.light, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, gltfRuntime.scene);
  1361. spLight.name = node.name || "";
  1362. if (spotLight.color) {
  1363. spLight.diffuse = BABYLON.Color3.FromArray(spotLight.color);
  1364. }
  1365. if (spotLight.fallOfAngle) {
  1366. spLight.angle = spotLight.fallOfAngle;
  1367. }
  1368. if (spotLight.fallOffExponent) {
  1369. spLight.exponent = spotLight.fallOffExponent;
  1370. }
  1371. lastNode = spLight;
  1372. }
  1373. }
  1374. }
  1375. // Cameras
  1376. else if (node.camera && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  1377. var camera = gltfRuntime.cameras[node.camera];
  1378. if (camera) {
  1379. if (camera.type === "orthographic") {
  1380. var orthoCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1381. orthoCamera.name = node.name || "";
  1382. orthoCamera.mode = BABYLON.Camera.ORTHOGRAPHIC_CAMERA;
  1383. orthoCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  1384. lastNode = orthoCamera;
  1385. }
  1386. else if (camera.type === "perspective") {
  1387. var perspectiveCamera = camera[camera.type];
  1388. var persCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1389. persCamera.name = node.name || "";
  1390. persCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  1391. if (!perspectiveCamera.aspectRatio) {
  1392. perspectiveCamera.aspectRatio = gltfRuntime.scene.getEngine().getRenderWidth() / gltfRuntime.scene.getEngine().getRenderHeight();
  1393. }
  1394. if (perspectiveCamera.znear && perspectiveCamera.zfar) {
  1395. persCamera.maxZ = perspectiveCamera.zfar;
  1396. persCamera.minZ = perspectiveCamera.znear;
  1397. }
  1398. lastNode = persCamera;
  1399. }
  1400. }
  1401. }
  1402. // Empty node
  1403. if (!node.jointName) {
  1404. if (node.babylonNode) {
  1405. return node.babylonNode;
  1406. }
  1407. else if (lastNode === null) {
  1408. var dummy = new BABYLON.Mesh(node.name || "", gltfRuntime.scene);
  1409. node.babylonNode = dummy;
  1410. lastNode = dummy;
  1411. }
  1412. }
  1413. if (lastNode !== null) {
  1414. if (node.matrix && lastNode instanceof BABYLON.Mesh) {
  1415. configureNodeFromMatrix(lastNode, node, parent);
  1416. }
  1417. else {
  1418. var translation = node.translation || [0, 0, 0];
  1419. var rotation = node.rotation || [0, 0, 0, 1];
  1420. var scale = node.scale || [1, 1, 1];
  1421. configureNode(lastNode, BABYLON.Vector3.FromArray(translation), BABYLON.Quaternion.FromArray(rotation), BABYLON.Vector3.FromArray(scale));
  1422. }
  1423. lastNode.updateCache(true);
  1424. node.babylonNode = lastNode;
  1425. }
  1426. return lastNode;
  1427. };
  1428. /**
  1429. * Traverses nodes and creates them
  1430. */
  1431. var traverseNodes = function (gltfRuntime, id, parent, meshIncluded) {
  1432. if (meshIncluded === void 0) { meshIncluded = false; }
  1433. var node = gltfRuntime.nodes[id];
  1434. var newNode = null;
  1435. if (gltfRuntime.importOnlyMeshes && !meshIncluded && gltfRuntime.importMeshesNames) {
  1436. if (gltfRuntime.importMeshesNames.indexOf(node.name || "") !== -1 || gltfRuntime.importMeshesNames.length === 0) {
  1437. meshIncluded = true;
  1438. }
  1439. else {
  1440. meshIncluded = false;
  1441. }
  1442. }
  1443. else {
  1444. meshIncluded = true;
  1445. }
  1446. if (!node.jointName && meshIncluded) {
  1447. newNode = importNode(gltfRuntime, node, id, parent);
  1448. if (newNode !== null) {
  1449. newNode.id = id;
  1450. newNode.parent = parent;
  1451. }
  1452. }
  1453. if (node.children) {
  1454. for (var i = 0; i < node.children.length; i++) {
  1455. traverseNodes(gltfRuntime, node.children[i], newNode, meshIncluded);
  1456. }
  1457. }
  1458. };
  1459. /**
  1460. * do stuff after buffers, shaders are loaded (e.g. hook up materials, load animations, etc.)
  1461. */
  1462. var postLoad = function (gltfRuntime) {
  1463. // Nodes
  1464. var currentScene = gltfRuntime.currentScene;
  1465. if (currentScene) {
  1466. for (var i = 0; i < currentScene.nodes.length; i++) {
  1467. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  1468. }
  1469. }
  1470. else {
  1471. for (var thing in gltfRuntime.scenes) {
  1472. currentScene = gltfRuntime.scenes[thing];
  1473. for (var i = 0; i < currentScene.nodes.length; i++) {
  1474. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  1475. }
  1476. }
  1477. }
  1478. // Set animations
  1479. loadAnimations(gltfRuntime);
  1480. for (var i = 0; i < gltfRuntime.scene.skeletons.length; i++) {
  1481. var skeleton = gltfRuntime.scene.skeletons[i];
  1482. gltfRuntime.scene.beginAnimation(skeleton, 0, Number.MAX_VALUE, true, 1.0);
  1483. }
  1484. };
  1485. /**
  1486. * onBind shaderrs callback to set uniforms and matrices
  1487. */
  1488. var onBindShaderMaterial = function (mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess) {
  1489. var materialValues = material.values || technique.parameters;
  1490. for (var unif in unTreatedUniforms) {
  1491. var uniform = unTreatedUniforms[unif];
  1492. var type = uniform.type;
  1493. if (type === GLTF1.EParameterType.FLOAT_MAT2 || type === GLTF1.EParameterType.FLOAT_MAT3 || type === GLTF1.EParameterType.FLOAT_MAT4) {
  1494. if (uniform.semantic && !uniform.source && !uniform.node) {
  1495. GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, mesh, uniform, unif, shaderMaterial.getEffect());
  1496. }
  1497. else if (uniform.semantic && (uniform.source || uniform.node)) {
  1498. var source = gltfRuntime.scene.getNodeByName(uniform.source || uniform.node || "");
  1499. if (source === null) {
  1500. source = gltfRuntime.scene.getNodeByID(uniform.source || uniform.node || "");
  1501. }
  1502. if (source === null) {
  1503. continue;
  1504. }
  1505. GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, source, uniform, unif, shaderMaterial.getEffect());
  1506. }
  1507. }
  1508. else {
  1509. var value = materialValues[technique.uniforms[unif]];
  1510. if (!value) {
  1511. continue;
  1512. }
  1513. if (type === GLTF1.EParameterType.SAMPLER_2D) {
  1514. var texture = gltfRuntime.textures[material.values ? value : uniform.value].babylonTexture;
  1515. if (texture === null || texture === undefined) {
  1516. continue;
  1517. }
  1518. shaderMaterial.getEffect().setTexture(unif, texture);
  1519. }
  1520. else {
  1521. GLTF1.GLTFUtils.SetUniform((shaderMaterial.getEffect()), unif, value, type);
  1522. }
  1523. }
  1524. }
  1525. onSuccess(shaderMaterial);
  1526. };
  1527. /**
  1528. * Prepare uniforms to send the only one time
  1529. * Loads the appropriate textures
  1530. */
  1531. var prepareShaderMaterialUniforms = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms) {
  1532. var materialValues = material.values || technique.parameters;
  1533. var techniqueUniforms = technique.uniforms;
  1534. /**
  1535. * Prepare values here (not matrices)
  1536. */
  1537. for (var unif in unTreatedUniforms) {
  1538. var uniform = unTreatedUniforms[unif];
  1539. var type = uniform.type;
  1540. var value = materialValues[techniqueUniforms[unif]];
  1541. if (value === undefined) {
  1542. // In case the value is the same for all materials
  1543. value = uniform.value;
  1544. }
  1545. if (!value) {
  1546. continue;
  1547. }
  1548. var onLoadTexture = function (uniformName) {
  1549. return function (texture) {
  1550. if (uniform.value && uniformName) {
  1551. // Static uniform
  1552. shaderMaterial.setTexture(uniformName, texture);
  1553. delete unTreatedUniforms[uniformName];
  1554. }
  1555. };
  1556. };
  1557. // Texture (sampler2D)
  1558. if (type === GLTF1.EParameterType.SAMPLER_2D) {
  1559. GLTF1.GLTFLoaderExtension.LoadTextureAsync(gltfRuntime, material.values ? value : uniform.value, onLoadTexture(unif), function () { return onLoadTexture(null); });
  1560. }
  1561. // Others
  1562. else {
  1563. if (uniform.value && GLTF1.GLTFUtils.SetUniform(shaderMaterial, unif, material.values ? value : uniform.value, type)) {
  1564. // Static uniform
  1565. delete unTreatedUniforms[unif];
  1566. }
  1567. }
  1568. }
  1569. };
  1570. /**
  1571. * Shader compilation failed
  1572. */
  1573. var onShaderCompileError = function (program, shaderMaterial, onError) {
  1574. return function (effect, error) {
  1575. shaderMaterial.dispose(true);
  1576. onError("Cannot compile program named " + program.name + ". Error: " + error + ". Default material will be applied");
  1577. };
  1578. };
  1579. /**
  1580. * Shader compilation success
  1581. */
  1582. var onShaderCompileSuccess = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess) {
  1583. return function (_) {
  1584. prepareShaderMaterialUniforms(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms);
  1585. shaderMaterial.onBind = function (mesh) {
  1586. onBindShaderMaterial(mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess);
  1587. };
  1588. };
  1589. };
  1590. /**
  1591. * Returns the appropriate uniform if already handled by babylon
  1592. */
  1593. var parseShaderUniforms = function (tokenizer, technique, unTreatedUniforms) {
  1594. for (var unif in technique.uniforms) {
  1595. var uniform = technique.uniforms[unif];
  1596. var uniformParameter = technique.parameters[uniform];
  1597. if (tokenizer.currentIdentifier === unif) {
  1598. if (uniformParameter.semantic && !uniformParameter.source && !uniformParameter.node) {
  1599. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  1600. if (transformIndex !== -1) {
  1601. delete unTreatedUniforms[unif];
  1602. return babylonTransforms[transformIndex];
  1603. }
  1604. }
  1605. }
  1606. }
  1607. return tokenizer.currentIdentifier;
  1608. };
  1609. /**
  1610. * All shaders loaded. Create materials one by one
  1611. */
  1612. var importMaterials = function (gltfRuntime) {
  1613. // Create materials
  1614. for (var mat in gltfRuntime.materials) {
  1615. GLTF1.GLTFLoaderExtension.LoadMaterialAsync(gltfRuntime, mat, function (material) { }, function () { });
  1616. }
  1617. };
  1618. /**
  1619. * Implementation of the base glTF spec
  1620. */
  1621. var GLTFLoaderBase = /** @class */ (function () {
  1622. function GLTFLoaderBase() {
  1623. }
  1624. GLTFLoaderBase.CreateRuntime = function (parsedData, scene, rootUrl) {
  1625. var gltfRuntime = {
  1626. extensions: {},
  1627. accessors: {},
  1628. buffers: {},
  1629. bufferViews: {},
  1630. meshes: {},
  1631. lights: {},
  1632. cameras: {},
  1633. nodes: {},
  1634. images: {},
  1635. textures: {},
  1636. shaders: {},
  1637. programs: {},
  1638. samplers: {},
  1639. techniques: {},
  1640. materials: {},
  1641. animations: {},
  1642. skins: {},
  1643. extensionsUsed: [],
  1644. scenes: {},
  1645. buffersCount: 0,
  1646. shaderscount: 0,
  1647. scene: scene,
  1648. rootUrl: rootUrl,
  1649. loadedBufferCount: 0,
  1650. loadedBufferViews: {},
  1651. loadedShaderCount: 0,
  1652. importOnlyMeshes: false,
  1653. dummyNodes: []
  1654. };
  1655. // Parse
  1656. if (parsedData.extensions) {
  1657. parseObject(parsedData.extensions, "extensions", gltfRuntime);
  1658. }
  1659. if (parsedData.extensionsUsed) {
  1660. parseObject(parsedData.extensionsUsed, "extensionsUsed", gltfRuntime);
  1661. }
  1662. if (parsedData.buffers) {
  1663. parseBuffers(parsedData.buffers, gltfRuntime);
  1664. }
  1665. if (parsedData.bufferViews) {
  1666. parseObject(parsedData.bufferViews, "bufferViews", gltfRuntime);
  1667. }
  1668. if (parsedData.accessors) {
  1669. parseObject(parsedData.accessors, "accessors", gltfRuntime);
  1670. }
  1671. if (parsedData.meshes) {
  1672. parseObject(parsedData.meshes, "meshes", gltfRuntime);
  1673. }
  1674. if (parsedData.lights) {
  1675. parseObject(parsedData.lights, "lights", gltfRuntime);
  1676. }
  1677. if (parsedData.cameras) {
  1678. parseObject(parsedData.cameras, "cameras", gltfRuntime);
  1679. }
  1680. if (parsedData.nodes) {
  1681. parseObject(parsedData.nodes, "nodes", gltfRuntime);
  1682. }
  1683. if (parsedData.images) {
  1684. parseObject(parsedData.images, "images", gltfRuntime);
  1685. }
  1686. if (parsedData.textures) {
  1687. parseObject(parsedData.textures, "textures", gltfRuntime);
  1688. }
  1689. if (parsedData.shaders) {
  1690. parseShaders(parsedData.shaders, gltfRuntime);
  1691. }
  1692. if (parsedData.programs) {
  1693. parseObject(parsedData.programs, "programs", gltfRuntime);
  1694. }
  1695. if (parsedData.samplers) {
  1696. parseObject(parsedData.samplers, "samplers", gltfRuntime);
  1697. }
  1698. if (parsedData.techniques) {
  1699. parseObject(parsedData.techniques, "techniques", gltfRuntime);
  1700. }
  1701. if (parsedData.materials) {
  1702. parseObject(parsedData.materials, "materials", gltfRuntime);
  1703. }
  1704. if (parsedData.animations) {
  1705. parseObject(parsedData.animations, "animations", gltfRuntime);
  1706. }
  1707. if (parsedData.skins) {
  1708. parseObject(parsedData.skins, "skins", gltfRuntime);
  1709. }
  1710. if (parsedData.scenes) {
  1711. gltfRuntime.scenes = parsedData.scenes;
  1712. }
  1713. if (parsedData.scene && parsedData.scenes) {
  1714. gltfRuntime.currentScene = parsedData.scenes[parsedData.scene];
  1715. }
  1716. return gltfRuntime;
  1717. };
  1718. GLTFLoaderBase.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  1719. var buffer = gltfRuntime.buffers[id];
  1720. if (BABYLON.Tools.IsBase64(buffer.uri)) {
  1721. setTimeout(function () { return onSuccess(new Uint8Array(BABYLON.Tools.DecodeBase64(buffer.uri))); });
  1722. }
  1723. else {
  1724. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, function (data) { return onSuccess(new Uint8Array(data)); }, onProgress, undefined, true, function (request) {
  1725. if (request) {
  1726. onError(request.status + " " + request.statusText);
  1727. }
  1728. });
  1729. }
  1730. };
  1731. GLTFLoaderBase.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  1732. var texture = gltfRuntime.textures[id];
  1733. if (!texture || !texture.source) {
  1734. onError("");
  1735. return;
  1736. }
  1737. if (texture.babylonTexture) {
  1738. onSuccess(null);
  1739. return;
  1740. }
  1741. var source = gltfRuntime.images[texture.source];
  1742. if (BABYLON.Tools.IsBase64(source.uri)) {
  1743. setTimeout(function () { return onSuccess(new Uint8Array(BABYLON.Tools.DecodeBase64(source.uri))); });
  1744. }
  1745. else {
  1746. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + source.uri, function (data) { return onSuccess(new Uint8Array(data)); }, undefined, undefined, true, function (request) {
  1747. if (request) {
  1748. onError(request.status + " " + request.statusText);
  1749. }
  1750. });
  1751. }
  1752. };
  1753. GLTFLoaderBase.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  1754. var texture = gltfRuntime.textures[id];
  1755. if (texture.babylonTexture) {
  1756. onSuccess(texture.babylonTexture);
  1757. return;
  1758. }
  1759. var sampler = gltfRuntime.samplers[texture.sampler];
  1760. var createMipMaps = (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST) ||
  1761. (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_LINEAR) ||
  1762. (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST) ||
  1763. (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR);
  1764. var samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  1765. var blob = new Blob([buffer]);
  1766. var blobURL = URL.createObjectURL(blob);
  1767. var revokeBlobURL = function () { return URL.revokeObjectURL(blobURL); };
  1768. var newTexture = new BABYLON.Texture(blobURL, gltfRuntime.scene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
  1769. if (sampler.wrapS !== undefined) {
  1770. newTexture.wrapU = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapS);
  1771. }
  1772. if (sampler.wrapT !== undefined) {
  1773. newTexture.wrapV = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapT);
  1774. }
  1775. newTexture.name = id;
  1776. texture.babylonTexture = newTexture;
  1777. onSuccess(newTexture);
  1778. };
  1779. GLTFLoaderBase.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  1780. var shader = gltfRuntime.shaders[id];
  1781. if (BABYLON.Tools.IsBase64(shader.uri)) {
  1782. var shaderString = atob(shader.uri.split(",")[1]);
  1783. if (onSuccess) {
  1784. onSuccess(shaderString);
  1785. }
  1786. }
  1787. else {
  1788. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, undefined, undefined, false, function (request) {
  1789. if (request && onError) {
  1790. onError(request.status + " " + request.statusText);
  1791. }
  1792. });
  1793. }
  1794. };
  1795. GLTFLoaderBase.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  1796. var material = gltfRuntime.materials[id];
  1797. if (!material.technique) {
  1798. if (onError) {
  1799. onError("No technique found.");
  1800. }
  1801. return;
  1802. }
  1803. var technique = gltfRuntime.techniques[material.technique];
  1804. if (!technique) {
  1805. var defaultMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
  1806. defaultMaterial.diffuseColor = new BABYLON.Color3(0.5, 0.5, 0.5);
  1807. defaultMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  1808. onSuccess(defaultMaterial);
  1809. return;
  1810. }
  1811. var program = gltfRuntime.programs[technique.program];
  1812. var states = technique.states;
  1813. var vertexShader = BABYLON.Effect.ShadersStore[program.vertexShader + "VertexShader"];
  1814. var pixelShader = BABYLON.Effect.ShadersStore[program.fragmentShader + "PixelShader"];
  1815. var newVertexShader = "";
  1816. var newPixelShader = "";
  1817. var vertexTokenizer = new Tokenizer(vertexShader);
  1818. var pixelTokenizer = new Tokenizer(pixelShader);
  1819. var unTreatedUniforms = {};
  1820. var uniforms = [];
  1821. var attributes = [];
  1822. var samplers = [];
  1823. // Fill uniform, sampler2D and attributes
  1824. for (var unif in technique.uniforms) {
  1825. var uniform = technique.uniforms[unif];
  1826. var uniformParameter = technique.parameters[uniform];
  1827. unTreatedUniforms[unif] = uniformParameter;
  1828. if (uniformParameter.semantic && !uniformParameter.node && !uniformParameter.source) {
  1829. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  1830. if (transformIndex !== -1) {
  1831. uniforms.push(babylonTransforms[transformIndex]);
  1832. delete unTreatedUniforms[unif];
  1833. }
  1834. else {
  1835. uniforms.push(unif);
  1836. }
  1837. }
  1838. else if (uniformParameter.type === GLTF1.EParameterType.SAMPLER_2D) {
  1839. samplers.push(unif);
  1840. }
  1841. else {
  1842. uniforms.push(unif);
  1843. }
  1844. }
  1845. for (var attr in technique.attributes) {
  1846. var attribute = technique.attributes[attr];
  1847. var attributeParameter = technique.parameters[attribute];
  1848. if (attributeParameter.semantic) {
  1849. attributes.push(getAttribute(attributeParameter));
  1850. }
  1851. }
  1852. // Configure vertex shader
  1853. while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
  1854. var tokenType = vertexTokenizer.currentToken;
  1855. if (tokenType !== ETokenType.IDENTIFIER) {
  1856. newVertexShader += vertexTokenizer.currentString;
  1857. continue;
  1858. }
  1859. var foundAttribute = false;
  1860. for (var attr in technique.attributes) {
  1861. var attribute = technique.attributes[attr];
  1862. var attributeParameter = technique.parameters[attribute];
  1863. if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
  1864. newVertexShader += getAttribute(attributeParameter);
  1865. foundAttribute = true;
  1866. break;
  1867. }
  1868. }
  1869. if (foundAttribute) {
  1870. continue;
  1871. }
  1872. newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms);
  1873. }
  1874. // Configure pixel shader
  1875. while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
  1876. var tokenType = pixelTokenizer.currentToken;
  1877. if (tokenType !== ETokenType.IDENTIFIER) {
  1878. newPixelShader += pixelTokenizer.currentString;
  1879. continue;
  1880. }
  1881. newPixelShader += parseShaderUniforms(pixelTokenizer, technique, unTreatedUniforms);
  1882. }
  1883. // Create shader material
  1884. var shaderPath = {
  1885. vertex: program.vertexShader + id,
  1886. fragment: program.fragmentShader + id
  1887. };
  1888. var options = {
  1889. attributes: attributes,
  1890. uniforms: uniforms,
  1891. samplers: samplers,
  1892. needAlphaBlending: states && states.enable && states.enable.indexOf(3042) !== -1
  1893. };
  1894. BABYLON.Effect.ShadersStore[program.vertexShader + id + "VertexShader"] = newVertexShader;
  1895. BABYLON.Effect.ShadersStore[program.fragmentShader + id + "PixelShader"] = newPixelShader;
  1896. var shaderMaterial = new BABYLON.ShaderMaterial(id, gltfRuntime.scene, shaderPath, options);
  1897. shaderMaterial.onError = onShaderCompileError(program, shaderMaterial, onError);
  1898. shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess);
  1899. shaderMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  1900. if (states && states.functions) {
  1901. var functions = states.functions;
  1902. if (functions.cullFace && functions.cullFace[0] !== GLTF1.ECullingType.BACK) {
  1903. shaderMaterial.backFaceCulling = false;
  1904. }
  1905. var blendFunc = functions.blendFuncSeparate;
  1906. if (blendFunc) {
  1907. 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) {
  1908. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  1909. }
  1910. else if (blendFunc[0] === GLTF1.EBlendingFunction.ONE && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  1911. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  1912. }
  1913. else if (blendFunc[0] === GLTF1.EBlendingFunction.SRC_ALPHA && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  1914. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ADD;
  1915. }
  1916. 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) {
  1917. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_SUBTRACT;
  1918. }
  1919. else if (blendFunc[0] === GLTF1.EBlendingFunction.DST_COLOR && blendFunc[1] === GLTF1.EBlendingFunction.ZERO && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  1920. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MULTIPLY;
  1921. }
  1922. 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) {
  1923. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MAXIMIZED;
  1924. }
  1925. }
  1926. }
  1927. };
  1928. return GLTFLoaderBase;
  1929. }());
  1930. GLTF1.GLTFLoaderBase = GLTFLoaderBase;
  1931. /**
  1932. * glTF V1 Loader
  1933. */
  1934. var GLTFLoader = /** @class */ (function () {
  1935. function GLTFLoader() {
  1936. // #region Stubs for IGLTFLoader interface
  1937. this.coordinateSystemMode = BABYLON.GLTFLoaderCoordinateSystemMode.AUTO;
  1938. this.animationStartMode = BABYLON.GLTFLoaderAnimationStartMode.FIRST;
  1939. this.compileMaterials = false;
  1940. this.useClipPlane = false;
  1941. this.compileShadowGenerators = false;
  1942. this.onDisposeObservable = new BABYLON.Observable();
  1943. this.onMeshLoadedObservable = new BABYLON.Observable();
  1944. this.onTextureLoadedObservable = new BABYLON.Observable();
  1945. this.onMaterialLoadedObservable = new BABYLON.Observable();
  1946. this.onCompleteObservable = new BABYLON.Observable();
  1947. this.onExtensionLoadedObservable = new BABYLON.Observable();
  1948. /**
  1949. * State of the loader
  1950. */
  1951. this.state = null;
  1952. }
  1953. GLTFLoader.RegisterExtension = function (extension) {
  1954. if (GLTFLoader.Extensions[extension.name]) {
  1955. BABYLON.Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
  1956. return;
  1957. }
  1958. GLTFLoader.Extensions[extension.name] = extension;
  1959. };
  1960. GLTFLoader.prototype.dispose = function () { };
  1961. // #endregion
  1962. GLTFLoader.prototype._importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  1963. var _this = this;
  1964. scene.useRightHandedSystem = true;
  1965. GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
  1966. gltfRuntime.importOnlyMeshes = true;
  1967. if (meshesNames === "") {
  1968. gltfRuntime.importMeshesNames = [];
  1969. }
  1970. else if (typeof meshesNames === "string") {
  1971. gltfRuntime.importMeshesNames = [meshesNames];
  1972. }
  1973. else if (meshesNames && !(meshesNames instanceof Array)) {
  1974. gltfRuntime.importMeshesNames = [meshesNames];
  1975. }
  1976. else {
  1977. gltfRuntime.importMeshesNames = [];
  1978. BABYLON.Tools.Warn("Argument meshesNames must be of type string or string[]");
  1979. }
  1980. // Create nodes
  1981. _this._createNodes(gltfRuntime);
  1982. var meshes = new Array();
  1983. var skeletons = new Array();
  1984. // Fill arrays of meshes and skeletons
  1985. for (var nde in gltfRuntime.nodes) {
  1986. var node = gltfRuntime.nodes[nde];
  1987. if (node.babylonNode instanceof BABYLON.AbstractMesh) {
  1988. meshes.push(node.babylonNode);
  1989. }
  1990. }
  1991. for (var skl in gltfRuntime.skins) {
  1992. var skin = gltfRuntime.skins[skl];
  1993. if (skin.babylonSkeleton instanceof BABYLON.Skeleton) {
  1994. skeletons.push(skin.babylonSkeleton);
  1995. }
  1996. }
  1997. // Load buffers, shaders, materials, etc.
  1998. _this._loadBuffersAsync(gltfRuntime, function () {
  1999. _this._loadShadersAsync(gltfRuntime, function () {
  2000. importMaterials(gltfRuntime);
  2001. postLoad(gltfRuntime);
  2002. if (!BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
  2003. onSuccess(meshes, skeletons);
  2004. }
  2005. });
  2006. }, onProgress);
  2007. if (BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
  2008. onSuccess(meshes, skeletons);
  2009. }
  2010. }, onError);
  2011. return true;
  2012. };
  2013. /**
  2014. * Imports one or more meshes from a loaded gltf file and adds them to the scene
  2015. * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
  2016. * @param scene the scene the meshes should be added to
  2017. * @param data gltf data containing information of the meshes in a loaded file
  2018. * @param rootUrl root url to load from
  2019. * @param onProgress event that fires when loading progress has occured
  2020. * @returns a promise containg the loaded meshes, particles, skeletons and animations
  2021. */
  2022. GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onProgress) {
  2023. var _this = this;
  2024. return new Promise(function (resolve, reject) {
  2025. _this._importMeshAsync(meshesNames, scene, data, rootUrl, function (meshes, skeletons) {
  2026. resolve({
  2027. meshes: meshes,
  2028. particleSystems: [],
  2029. skeletons: skeletons,
  2030. animationGroups: []
  2031. });
  2032. }, onProgress, function (message) {
  2033. reject(new Error(message));
  2034. });
  2035. });
  2036. };
  2037. GLTFLoader.prototype._loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
  2038. var _this = this;
  2039. scene.useRightHandedSystem = true;
  2040. GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
  2041. // Load runtime extensios
  2042. GLTF1.GLTFLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, function () {
  2043. // Create nodes
  2044. _this._createNodes(gltfRuntime);
  2045. // Load buffers, shaders, materials, etc.
  2046. _this._loadBuffersAsync(gltfRuntime, function () {
  2047. _this._loadShadersAsync(gltfRuntime, function () {
  2048. importMaterials(gltfRuntime);
  2049. postLoad(gltfRuntime);
  2050. if (!BABYLON.GLTFFileLoader.IncrementalLoading) {
  2051. onSuccess();
  2052. }
  2053. });
  2054. });
  2055. if (BABYLON.GLTFFileLoader.IncrementalLoading) {
  2056. onSuccess();
  2057. }
  2058. }, onError);
  2059. }, onError);
  2060. };
  2061. /**
  2062. * Imports all objects from a loaded gltf file and adds them to the scene
  2063. * @param scene the scene the objects should be added to
  2064. * @param data gltf data containing information of the meshes in a loaded file
  2065. * @param rootUrl root url to load from
  2066. * @param onProgress event that fires when loading progress has occured
  2067. * @returns a promise which completes when objects have been loaded to the scene
  2068. */
  2069. GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onProgress) {
  2070. var _this = this;
  2071. return new Promise(function (resolve, reject) {
  2072. _this._loadAsync(scene, data, rootUrl, function () {
  2073. resolve();
  2074. }, onProgress, function (message) {
  2075. reject(new Error(message));
  2076. });
  2077. });
  2078. };
  2079. GLTFLoader.prototype._loadShadersAsync = function (gltfRuntime, onload) {
  2080. var hasShaders = false;
  2081. var processShader = function (sha, shader) {
  2082. GLTF1.GLTFLoaderExtension.LoadShaderStringAsync(gltfRuntime, sha, function (shaderString) {
  2083. if (shaderString instanceof ArrayBuffer) {
  2084. return;
  2085. }
  2086. gltfRuntime.loadedShaderCount++;
  2087. if (shaderString) {
  2088. BABYLON.Effect.ShadersStore[sha + (shader.type === GLTF1.EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = shaderString;
  2089. }
  2090. if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
  2091. onload();
  2092. }
  2093. }, function () {
  2094. BABYLON.Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
  2095. });
  2096. };
  2097. for (var sha in gltfRuntime.shaders) {
  2098. hasShaders = true;
  2099. var shader = gltfRuntime.shaders[sha];
  2100. if (shader) {
  2101. processShader.bind(this, sha, shader)();
  2102. }
  2103. else {
  2104. BABYLON.Tools.Error("No shader named: " + sha);
  2105. }
  2106. }
  2107. if (!hasShaders) {
  2108. onload();
  2109. }
  2110. };
  2111. ;
  2112. GLTFLoader.prototype._loadBuffersAsync = function (gltfRuntime, onLoad, onProgress) {
  2113. var hasBuffers = false;
  2114. var processBuffer = function (buf, buffer) {
  2115. GLTF1.GLTFLoaderExtension.LoadBufferAsync(gltfRuntime, buf, function (bufferView) {
  2116. gltfRuntime.loadedBufferCount++;
  2117. if (bufferView) {
  2118. if (bufferView.byteLength != gltfRuntime.buffers[buf].byteLength) {
  2119. BABYLON.Tools.Error("Buffer named " + buf + " is length " + bufferView.byteLength + ". Expected: " + buffer.byteLength); // Improve error message
  2120. }
  2121. gltfRuntime.loadedBufferViews[buf] = bufferView;
  2122. }
  2123. if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
  2124. onLoad();
  2125. }
  2126. }, function () {
  2127. BABYLON.Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
  2128. });
  2129. };
  2130. for (var buf in gltfRuntime.buffers) {
  2131. hasBuffers = true;
  2132. var buffer = gltfRuntime.buffers[buf];
  2133. if (buffer) {
  2134. processBuffer.bind(this, buf, buffer)();
  2135. }
  2136. else {
  2137. BABYLON.Tools.Error("No buffer named: " + buf);
  2138. }
  2139. }
  2140. if (!hasBuffers) {
  2141. onLoad();
  2142. }
  2143. };
  2144. GLTFLoader.prototype._createNodes = function (gltfRuntime) {
  2145. var currentScene = gltfRuntime.currentScene;
  2146. if (currentScene) {
  2147. // Only one scene even if multiple scenes are defined
  2148. for (var i = 0; i < currentScene.nodes.length; i++) {
  2149. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  2150. }
  2151. }
  2152. else {
  2153. // Load all scenes
  2154. for (var thing in gltfRuntime.scenes) {
  2155. currentScene = gltfRuntime.scenes[thing];
  2156. for (var i = 0; i < currentScene.nodes.length; i++) {
  2157. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  2158. }
  2159. }
  2160. }
  2161. };
  2162. GLTFLoader.Extensions = {};
  2163. return GLTFLoader;
  2164. }());
  2165. GLTF1.GLTFLoader = GLTFLoader;
  2166. ;
  2167. BABYLON.GLTFFileLoader.CreateGLTFLoaderV1 = function () { return new GLTFLoader(); };
  2168. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2169. })(BABYLON || (BABYLON = {}));
  2170. //# sourceMappingURL=babylon.glTFLoader.js.map
  2171. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2172. var BABYLON;
  2173. (function (BABYLON) {
  2174. var GLTF1;
  2175. (function (GLTF1) {
  2176. /**
  2177. * Utils functions for GLTF
  2178. */
  2179. var GLTFUtils = /** @class */ (function () {
  2180. function GLTFUtils() {
  2181. }
  2182. /**
  2183. * Sets the given "parameter" matrix
  2184. * @param scene: the {BABYLON.Scene} object
  2185. * @param source: the source node where to pick the matrix
  2186. * @param parameter: the GLTF technique parameter
  2187. * @param uniformName: the name of the shader's uniform
  2188. * @param shaderMaterial: the shader material
  2189. */
  2190. GLTFUtils.SetMatrix = function (scene, source, parameter, uniformName, shaderMaterial) {
  2191. var mat = null;
  2192. if (parameter.semantic === "MODEL") {
  2193. mat = source.getWorldMatrix();
  2194. }
  2195. else if (parameter.semantic === "PROJECTION") {
  2196. mat = scene.getProjectionMatrix();
  2197. }
  2198. else if (parameter.semantic === "VIEW") {
  2199. mat = scene.getViewMatrix();
  2200. }
  2201. else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") {
  2202. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());
  2203. }
  2204. else if (parameter.semantic === "MODELVIEW") {
  2205. mat = source.getWorldMatrix().multiply(scene.getViewMatrix());
  2206. }
  2207. else if (parameter.semantic === "MODELVIEWPROJECTION") {
  2208. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());
  2209. }
  2210. else if (parameter.semantic === "MODELINVERSE") {
  2211. mat = source.getWorldMatrix().invert();
  2212. }
  2213. else if (parameter.semantic === "VIEWINVERSE") {
  2214. mat = scene.getViewMatrix().invert();
  2215. }
  2216. else if (parameter.semantic === "PROJECTIONINVERSE") {
  2217. mat = scene.getProjectionMatrix().invert();
  2218. }
  2219. else if (parameter.semantic === "MODELVIEWINVERSE") {
  2220. mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();
  2221. }
  2222. else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") {
  2223. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();
  2224. }
  2225. else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
  2226. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().invert());
  2227. }
  2228. else {
  2229. debugger;
  2230. }
  2231. if (mat) {
  2232. switch (parameter.type) {
  2233. case GLTF1.EParameterType.FLOAT_MAT2:
  2234. shaderMaterial.setMatrix2x2(uniformName, BABYLON.Matrix.GetAsMatrix2x2(mat));
  2235. break;
  2236. case GLTF1.EParameterType.FLOAT_MAT3:
  2237. shaderMaterial.setMatrix3x3(uniformName, BABYLON.Matrix.GetAsMatrix3x3(mat));
  2238. break;
  2239. case GLTF1.EParameterType.FLOAT_MAT4:
  2240. shaderMaterial.setMatrix(uniformName, mat);
  2241. break;
  2242. default: break;
  2243. }
  2244. }
  2245. };
  2246. /**
  2247. * Sets the given "parameter" matrix
  2248. * @param shaderMaterial: the shader material
  2249. * @param uniform: the name of the shader's uniform
  2250. * @param value: the value of the uniform
  2251. * @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
  2252. */
  2253. GLTFUtils.SetUniform = function (shaderMaterial, uniform, value, type) {
  2254. switch (type) {
  2255. case GLTF1.EParameterType.FLOAT:
  2256. shaderMaterial.setFloat(uniform, value);
  2257. return true;
  2258. case GLTF1.EParameterType.FLOAT_VEC2:
  2259. shaderMaterial.setVector2(uniform, BABYLON.Vector2.FromArray(value));
  2260. return true;
  2261. case GLTF1.EParameterType.FLOAT_VEC3:
  2262. shaderMaterial.setVector3(uniform, BABYLON.Vector3.FromArray(value));
  2263. return true;
  2264. case GLTF1.EParameterType.FLOAT_VEC4:
  2265. shaderMaterial.setVector4(uniform, BABYLON.Vector4.FromArray(value));
  2266. return true;
  2267. default: return false;
  2268. }
  2269. };
  2270. /**
  2271. * Returns the wrap mode of the texture
  2272. * @param mode: the mode value
  2273. */
  2274. GLTFUtils.GetWrapMode = function (mode) {
  2275. switch (mode) {
  2276. case GLTF1.ETextureWrapMode.CLAMP_TO_EDGE: return BABYLON.Texture.CLAMP_ADDRESSMODE;
  2277. case GLTF1.ETextureWrapMode.MIRRORED_REPEAT: return BABYLON.Texture.MIRROR_ADDRESSMODE;
  2278. case GLTF1.ETextureWrapMode.REPEAT: return BABYLON.Texture.WRAP_ADDRESSMODE;
  2279. default: return BABYLON.Texture.WRAP_ADDRESSMODE;
  2280. }
  2281. };
  2282. /**
  2283. * Returns the byte stride giving an accessor
  2284. * @param accessor: the GLTF accessor objet
  2285. */
  2286. GLTFUtils.GetByteStrideFromType = function (accessor) {
  2287. // Needs this function since "byteStride" isn't requiered in glTF format
  2288. var type = accessor.type;
  2289. switch (type) {
  2290. case "VEC2": return 2;
  2291. case "VEC3": return 3;
  2292. case "VEC4": return 4;
  2293. case "MAT2": return 4;
  2294. case "MAT3": return 9;
  2295. case "MAT4": return 16;
  2296. default: return 1;
  2297. }
  2298. };
  2299. /**
  2300. * Returns the texture filter mode giving a mode value
  2301. * @param mode: the filter mode value
  2302. */
  2303. GLTFUtils.GetTextureFilterMode = function (mode) {
  2304. switch (mode) {
  2305. case GLTF1.ETextureFilterType.LINEAR:
  2306. case GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST:
  2307. case GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  2308. case GLTF1.ETextureFilterType.NEAREST:
  2309. case GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_SAMPLINGMODE;
  2310. default: return BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  2311. }
  2312. };
  2313. GLTFUtils.GetBufferFromBufferView = function (gltfRuntime, bufferView, byteOffset, byteLength, componentType) {
  2314. var byteOffset = bufferView.byteOffset + byteOffset;
  2315. var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];
  2316. if (byteOffset + byteLength > loadedBufferView.byteLength) {
  2317. throw new Error("Buffer access is out of range");
  2318. }
  2319. var buffer = loadedBufferView.buffer;
  2320. byteOffset += loadedBufferView.byteOffset;
  2321. switch (componentType) {
  2322. case GLTF1.EComponentType.BYTE: return new Int8Array(buffer, byteOffset, byteLength);
  2323. case GLTF1.EComponentType.UNSIGNED_BYTE: return new Uint8Array(buffer, byteOffset, byteLength);
  2324. case GLTF1.EComponentType.SHORT: return new Int16Array(buffer, byteOffset, byteLength);
  2325. case GLTF1.EComponentType.UNSIGNED_SHORT: return new Uint16Array(buffer, byteOffset, byteLength);
  2326. default: return new Float32Array(buffer, byteOffset, byteLength);
  2327. }
  2328. };
  2329. /**
  2330. * Returns a buffer from its accessor
  2331. * @param gltfRuntime: the GLTF runtime
  2332. * @param accessor: the GLTF accessor
  2333. */
  2334. GLTFUtils.GetBufferFromAccessor = function (gltfRuntime, accessor) {
  2335. var bufferView = gltfRuntime.bufferViews[accessor.bufferView];
  2336. var byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);
  2337. return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);
  2338. };
  2339. /**
  2340. * Decodes a buffer view into a string
  2341. * @param view: the buffer view
  2342. */
  2343. GLTFUtils.DecodeBufferToText = function (view) {
  2344. var result = "";
  2345. var length = view.byteLength;
  2346. for (var i = 0; i < length; ++i) {
  2347. result += String.fromCharCode(view[i]);
  2348. }
  2349. return result;
  2350. };
  2351. /**
  2352. * Returns the default material of gltf. Related to
  2353. * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
  2354. * @param scene: the Babylon.js scene
  2355. */
  2356. GLTFUtils.GetDefaultMaterial = function (scene) {
  2357. if (!GLTFUtils._DefaultMaterial) {
  2358. BABYLON.Effect.ShadersStore["GLTFDefaultMaterialVertexShader"] = [
  2359. "precision highp float;",
  2360. "",
  2361. "uniform mat4 worldView;",
  2362. "uniform mat4 projection;",
  2363. "",
  2364. "attribute vec3 position;",
  2365. "",
  2366. "void main(void)",
  2367. "{",
  2368. " gl_Position = projection * worldView * vec4(position, 1.0);",
  2369. "}"
  2370. ].join("\n");
  2371. BABYLON.Effect.ShadersStore["GLTFDefaultMaterialPixelShader"] = [
  2372. "precision highp float;",
  2373. "",
  2374. "uniform vec4 u_emission;",
  2375. "",
  2376. "void main(void)",
  2377. "{",
  2378. " gl_FragColor = u_emission;",
  2379. "}"
  2380. ].join("\n");
  2381. var shaderPath = {
  2382. vertex: "GLTFDefaultMaterial",
  2383. fragment: "GLTFDefaultMaterial"
  2384. };
  2385. var options = {
  2386. attributes: ["position"],
  2387. uniforms: ["worldView", "projection", "u_emission"],
  2388. samplers: new Array(),
  2389. needAlphaBlending: false
  2390. };
  2391. GLTFUtils._DefaultMaterial = new BABYLON.ShaderMaterial("GLTFDefaultMaterial", scene, shaderPath, options);
  2392. GLTFUtils._DefaultMaterial.setColor4("u_emission", new BABYLON.Color4(0.5, 0.5, 0.5, 1.0));
  2393. }
  2394. return GLTFUtils._DefaultMaterial;
  2395. };
  2396. // The GLTF default material
  2397. GLTFUtils._DefaultMaterial = null;
  2398. return GLTFUtils;
  2399. }());
  2400. GLTF1.GLTFUtils = GLTFUtils;
  2401. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2402. })(BABYLON || (BABYLON = {}));
  2403. //# sourceMappingURL=babylon.glTFLoaderUtils.js.map
  2404. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2405. var BABYLON;
  2406. (function (BABYLON) {
  2407. var GLTF1;
  2408. (function (GLTF1) {
  2409. var GLTFLoaderExtension = /** @class */ (function () {
  2410. function GLTFLoaderExtension(name) {
  2411. this._name = name;
  2412. }
  2413. Object.defineProperty(GLTFLoaderExtension.prototype, "name", {
  2414. get: function () {
  2415. return this._name;
  2416. },
  2417. enumerable: true,
  2418. configurable: true
  2419. });
  2420. /**
  2421. * Defines an override for loading the runtime
  2422. * Return true to stop further extensions from loading the runtime
  2423. */
  2424. GLTFLoaderExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  2425. return false;
  2426. };
  2427. /**
  2428. * Defines an onverride for creating gltf runtime
  2429. * Return true to stop further extensions from creating the runtime
  2430. */
  2431. GLTFLoaderExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  2432. return false;
  2433. };
  2434. /**
  2435. * Defines an override for loading buffers
  2436. * Return true to stop further extensions from loading this buffer
  2437. */
  2438. GLTFLoaderExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  2439. return false;
  2440. };
  2441. /**
  2442. * Defines an override for loading texture buffers
  2443. * Return true to stop further extensions from loading this texture data
  2444. */
  2445. GLTFLoaderExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2446. return false;
  2447. };
  2448. /**
  2449. * Defines an override for creating textures
  2450. * Return true to stop further extensions from loading this texture
  2451. */
  2452. GLTFLoaderExtension.prototype.createTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  2453. return false;
  2454. };
  2455. /**
  2456. * Defines an override for loading shader strings
  2457. * Return true to stop further extensions from loading this shader data
  2458. */
  2459. GLTFLoaderExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  2460. return false;
  2461. };
  2462. /**
  2463. * Defines an override for loading materials
  2464. * Return true to stop further extensions from loading this material
  2465. */
  2466. GLTFLoaderExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  2467. return false;
  2468. };
  2469. // ---------
  2470. // Utilities
  2471. // ---------
  2472. GLTFLoaderExtension.LoadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  2473. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2474. return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
  2475. }, function () {
  2476. setTimeout(function () {
  2477. if (!onSuccess) {
  2478. return;
  2479. }
  2480. onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
  2481. });
  2482. });
  2483. };
  2484. GLTFLoaderExtension.LoadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  2485. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2486. return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
  2487. }, function () {
  2488. setTimeout(function () {
  2489. onSuccess();
  2490. });
  2491. });
  2492. };
  2493. GLTFLoaderExtension.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  2494. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2495. return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
  2496. }, function () {
  2497. GLTF1.GLTFLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
  2498. });
  2499. };
  2500. GLTFLoaderExtension.LoadTextureAsync = function (gltfRuntime, id, onSuccess, onError) {
  2501. GLTFLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) {
  2502. if (buffer) {
  2503. GLTFLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  2504. }
  2505. }, onError);
  2506. };
  2507. GLTFLoaderExtension.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  2508. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2509. return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
  2510. }, function () {
  2511. GLTF1.GLTFLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
  2512. });
  2513. };
  2514. GLTFLoaderExtension.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  2515. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2516. return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
  2517. }, function () {
  2518. GLTF1.GLTFLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
  2519. });
  2520. };
  2521. GLTFLoaderExtension.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2522. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2523. return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
  2524. }, function () {
  2525. GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
  2526. });
  2527. };
  2528. GLTFLoaderExtension.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  2529. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2530. return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  2531. }, function () {
  2532. GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  2533. });
  2534. };
  2535. GLTFLoaderExtension.ApplyExtensions = function (func, defaultFunc) {
  2536. for (var extensionName in GLTF1.GLTFLoader.Extensions) {
  2537. var loaderExtension = GLTF1.GLTFLoader.Extensions[extensionName];
  2538. if (func(loaderExtension)) {
  2539. return;
  2540. }
  2541. }
  2542. defaultFunc();
  2543. };
  2544. return GLTFLoaderExtension;
  2545. }());
  2546. GLTF1.GLTFLoaderExtension = GLTFLoaderExtension;
  2547. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2548. })(BABYLON || (BABYLON = {}));
  2549. //# sourceMappingURL=babylon.glTFLoaderExtension.js.map
  2550. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2551. var __extends = (this && this.__extends) || (function () {
  2552. var extendStatics = Object.setPrototypeOf ||
  2553. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  2554. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  2555. return function (d, b) {
  2556. extendStatics(d, b);
  2557. function __() { this.constructor = d; }
  2558. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  2559. };
  2560. })();
  2561. var BABYLON;
  2562. (function (BABYLON) {
  2563. var GLTF1;
  2564. (function (GLTF1) {
  2565. var BinaryExtensionBufferName = "binary_glTF";
  2566. ;
  2567. ;
  2568. var GLTFBinaryExtension = /** @class */ (function (_super) {
  2569. __extends(GLTFBinaryExtension, _super);
  2570. function GLTFBinaryExtension() {
  2571. return _super.call(this, "KHR_binary_glTF") || this;
  2572. }
  2573. GLTFBinaryExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  2574. var extensionsUsed = data.json.extensionsUsed;
  2575. if (!extensionsUsed || extensionsUsed.indexOf(this.name) === -1 || !data.bin) {
  2576. return false;
  2577. }
  2578. this._bin = data.bin;
  2579. onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
  2580. return true;
  2581. };
  2582. GLTFBinaryExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2583. if (gltfRuntime.extensionsUsed.indexOf(this.name) === -1) {
  2584. return false;
  2585. }
  2586. if (id !== BinaryExtensionBufferName) {
  2587. return false;
  2588. }
  2589. onSuccess(this._bin);
  2590. return true;
  2591. };
  2592. GLTFBinaryExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2593. var texture = gltfRuntime.textures[id];
  2594. var source = gltfRuntime.images[texture.source];
  2595. if (!source.extensions || !(this.name in source.extensions)) {
  2596. return false;
  2597. }
  2598. var sourceExt = source.extensions[this.name];
  2599. var bufferView = gltfRuntime.bufferViews[sourceExt.bufferView];
  2600. var buffer = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
  2601. onSuccess(buffer);
  2602. return true;
  2603. };
  2604. GLTFBinaryExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  2605. var shader = gltfRuntime.shaders[id];
  2606. if (!shader.extensions || !(this.name in shader.extensions)) {
  2607. return false;
  2608. }
  2609. var binaryExtensionShader = shader.extensions[this.name];
  2610. var bufferView = gltfRuntime.bufferViews[binaryExtensionShader.bufferView];
  2611. var shaderBytes = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
  2612. setTimeout(function () {
  2613. var shaderString = GLTF1.GLTFUtils.DecodeBufferToText(shaderBytes);
  2614. onSuccess(shaderString);
  2615. });
  2616. return true;
  2617. };
  2618. return GLTFBinaryExtension;
  2619. }(GLTF1.GLTFLoaderExtension));
  2620. GLTF1.GLTFBinaryExtension = GLTFBinaryExtension;
  2621. GLTF1.GLTFLoader.RegisterExtension(new GLTFBinaryExtension());
  2622. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2623. })(BABYLON || (BABYLON = {}));
  2624. //# sourceMappingURL=babylon.glTFBinaryExtension.js.map
  2625. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2626. var __extends = (this && this.__extends) || (function () {
  2627. var extendStatics = Object.setPrototypeOf ||
  2628. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  2629. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  2630. return function (d, b) {
  2631. extendStatics(d, b);
  2632. function __() { this.constructor = d; }
  2633. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  2634. };
  2635. })();
  2636. var BABYLON;
  2637. (function (BABYLON) {
  2638. var GLTF1;
  2639. (function (GLTF1) {
  2640. ;
  2641. ;
  2642. ;
  2643. var GLTFMaterialsCommonExtension = /** @class */ (function (_super) {
  2644. __extends(GLTFMaterialsCommonExtension, _super);
  2645. function GLTFMaterialsCommonExtension() {
  2646. return _super.call(this, "KHR_materials_common") || this;
  2647. }
  2648. GLTFMaterialsCommonExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  2649. if (!gltfRuntime.extensions)
  2650. return false;
  2651. var extension = gltfRuntime.extensions[this.name];
  2652. if (!extension)
  2653. return false;
  2654. // Create lights
  2655. var lights = extension.lights;
  2656. if (lights) {
  2657. for (var thing in lights) {
  2658. var light = lights[thing];
  2659. switch (light.type) {
  2660. case "ambient":
  2661. var ambientLight = new BABYLON.HemisphericLight(light.name, new BABYLON.Vector3(0, 1, 0), gltfRuntime.scene);
  2662. var ambient = light.ambient;
  2663. if (ambient) {
  2664. ambientLight.diffuse = BABYLON.Color3.FromArray(ambient.color || [1, 1, 1]);
  2665. }
  2666. break;
  2667. case "point":
  2668. var pointLight = new BABYLON.PointLight(light.name, new BABYLON.Vector3(10, 10, 10), gltfRuntime.scene);
  2669. var point = light.point;
  2670. if (point) {
  2671. pointLight.diffuse = BABYLON.Color3.FromArray(point.color || [1, 1, 1]);
  2672. }
  2673. break;
  2674. case "directional":
  2675. var dirLight = new BABYLON.DirectionalLight(light.name, new BABYLON.Vector3(0, -1, 0), gltfRuntime.scene);
  2676. var directional = light.directional;
  2677. if (directional) {
  2678. dirLight.diffuse = BABYLON.Color3.FromArray(directional.color || [1, 1, 1]);
  2679. }
  2680. break;
  2681. case "spot":
  2682. var spot = light.spot;
  2683. if (spot) {
  2684. var spotLight = new BABYLON.SpotLight(light.name, new BABYLON.Vector3(0, 10, 0), new BABYLON.Vector3(0, -1, 0), spot.fallOffAngle || Math.PI, spot.fallOffExponent || 0.0, gltfRuntime.scene);
  2685. spotLight.diffuse = BABYLON.Color3.FromArray(spot.color || [1, 1, 1]);
  2686. }
  2687. break;
  2688. default:
  2689. BABYLON.Tools.Warn("GLTF Material Common extension: light type \"" + light.type + "\” not supported");
  2690. break;
  2691. }
  2692. }
  2693. }
  2694. return false;
  2695. };
  2696. GLTFMaterialsCommonExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  2697. var material = gltfRuntime.materials[id];
  2698. if (!material || !material.extensions)
  2699. return false;
  2700. var extension = material.extensions[this.name];
  2701. if (!extension)
  2702. return false;
  2703. var standardMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
  2704. standardMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  2705. if (extension.technique === "CONSTANT") {
  2706. standardMaterial.disableLighting = true;
  2707. }
  2708. standardMaterial.backFaceCulling = extension.doubleSided === undefined ? false : !extension.doubleSided;
  2709. standardMaterial.alpha = extension.values.transparency === undefined ? 1.0 : extension.values.transparency;
  2710. standardMaterial.specularPower = extension.values.shininess === undefined ? 0.0 : extension.values.shininess;
  2711. // Ambient
  2712. if (typeof extension.values.ambient === "string") {
  2713. this._loadTexture(gltfRuntime, extension.values.ambient, standardMaterial, "ambientTexture", onError);
  2714. }
  2715. else {
  2716. standardMaterial.ambientColor = BABYLON.Color3.FromArray(extension.values.ambient || [0, 0, 0]);
  2717. }
  2718. // Diffuse
  2719. if (typeof extension.values.diffuse === "string") {
  2720. this._loadTexture(gltfRuntime, extension.values.diffuse, standardMaterial, "diffuseTexture", onError);
  2721. }
  2722. else {
  2723. standardMaterial.diffuseColor = BABYLON.Color3.FromArray(extension.values.diffuse || [0, 0, 0]);
  2724. }
  2725. // Emission
  2726. if (typeof extension.values.emission === "string") {
  2727. this._loadTexture(gltfRuntime, extension.values.emission, standardMaterial, "emissiveTexture", onError);
  2728. }
  2729. else {
  2730. standardMaterial.emissiveColor = BABYLON.Color3.FromArray(extension.values.emission || [0, 0, 0]);
  2731. }
  2732. // Specular
  2733. if (typeof extension.values.specular === "string") {
  2734. this._loadTexture(gltfRuntime, extension.values.specular, standardMaterial, "specularTexture", onError);
  2735. }
  2736. else {
  2737. standardMaterial.specularColor = BABYLON.Color3.FromArray(extension.values.specular || [0, 0, 0]);
  2738. }
  2739. return true;
  2740. };
  2741. GLTFMaterialsCommonExtension.prototype._loadTexture = function (gltfRuntime, id, material, propertyPath, onError) {
  2742. // Create buffer from texture url
  2743. GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) {
  2744. // Create texture from buffer
  2745. GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, function (texture) { return material[propertyPath] = texture; }, onError);
  2746. }, onError);
  2747. };
  2748. return GLTFMaterialsCommonExtension;
  2749. }(GLTF1.GLTFLoaderExtension));
  2750. GLTF1.GLTFMaterialsCommonExtension = GLTFMaterialsCommonExtension;
  2751. GLTF1.GLTFLoader.RegisterExtension(new GLTFMaterialsCommonExtension());
  2752. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2753. })(BABYLON || (BABYLON = {}));
  2754. //# sourceMappingURL=babylon.glTFMaterialsCommonExtension.js.map