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- /// <reference types="babylonjs"/>
- /// <reference types="babylonjs-gltf2interface"/>
- declare module 'babylonjs-serializers' {
- export = BABYLON;
- }
- declare module BABYLON {
- class OBJExport {
- static OBJ(mesh: Mesh[], materials?: boolean, matlibname?: string, globalposition?: boolean): string;
- static MTL(mesh: Mesh): string;
- }
- }
- declare module BABYLON {
- /**
- * Holds a collection of exporter options and parameters
- */
- interface IExportOptions {
- /**
- * Function which indicates whether a babylon mesh should be exported or not
- * @param transformNode source Babylon transform node. It is used to check whether it should be exported to glTF or not
- * @returns boolean, which indicates whether the mesh should be exported (true) or not (false)
- */
- shouldExportTransformNode?(transformNode: TransformNode): boolean;
- /**
- * The sample rate to bake animation curves
- */
- animationSampleRate?: number;
- }
- /**
- * Class for generating glTF data from a Babylon scene.
- */
- class GLTF2Export {
- /**
- * Exports the geometry of the scene to .gltf file format synchronously
- * @param scene Babylon scene with scene hierarchy information
- * @param filePrefix File prefix to use when generating the glTF file
- * @param options Exporter options
- * @returns Returns an object with a .gltf file and associates texture names
- * as keys and their data and paths as values
- */
- private static GLTF(scene, filePrefix, options?);
- /**
- * Exports the geometry of the scene to .gltf file format asynchronously
- * @param scene Babylon scene with scene hierarchy information
- * @param filePrefix File prefix to use when generating the glTF file
- * @param options Exporter options
- * @returns Returns an object with a .gltf file and associates texture names
- * as keys and their data and paths as values
- */
- static GLTFAsync(scene: Scene, filePrefix: string, options?: IExportOptions): Promise<GLTFData>;
- /**
- * Exports the geometry of the scene to .glb file format synchronously
- * @param scene Babylon scene with scene hierarchy information
- * @param filePrefix File prefix to use when generating glb file
- * @param options Exporter options
- * @returns Returns an object with a .glb filename as key and data as value
- */
- private static GLB(scene, filePrefix, options?);
- /**
- * Exports the geometry of the scene to .glb file format asychronously
- * @param scene Babylon scene with scene hierarchy information
- * @param filePrefix File prefix to use when generating glb file
- * @param options Exporter options
- * @returns Returns an object with a .glb filename as key and data as value
- */
- static GLBAsync(scene: Scene, filePrefix: string, options?: IExportOptions): Promise<GLTFData>;
- }
- }
- /**
- * Module for the Babylon glTF 2.0 exporter. Should ONLY be used internally
- * @hidden
- */
- declare module BABYLON.GLTF2 {
- /**
- * Converts Babylon Scene into glTF 2.0.
- * @hidden
- */
- class _Exporter {
- /**
- * Stores all generated buffer views, which represents views into the main glTF buffer data
- */
- private bufferViews;
- /**
- * Stores all the generated accessors, which is used for accessing the data within the buffer views in glTF
- */
- private accessors;
- /**
- * Stores all the generated nodes, which contains transform and/or mesh information per node
- */
- private nodes;
- /**
- * Stores the glTF asset information, which represents the glTF version and this file generator
- */
- private asset;
- /**
- * Stores all the generated glTF scenes, which stores multiple node hierarchies
- */
- private scenes;
- /**
- * Stores all the generated mesh information, each containing a set of primitives to render in glTF
- */
- private meshes;
- /**
- * Stores all the generated material information, which represents the appearance of each primitive
- */
- private materials;
- /**
- * Stores all the generated texture information, which is referenced by glTF materials
- */
- private textures;
- /**
- * Stores all the generated image information, which is referenced by glTF textures
- */
- private images;
- /**
- * Stores all the texture samplers
- */
- private samplers;
- /**
- * Stores all the generated animation samplers, which is referenced by glTF animations
- */
- /**
- * Stores the animations for glTF models
- */
- private animations;
- /**
- * Stores the total amount of bytes stored in the glTF buffer
- */
- private totalByteLength;
- /**
- * Stores a reference to the Babylon scene containing the source geometry and material information
- */
- private babylonScene;
- /**
- * Stores a map of the image data, where the key is the file name and the value
- * is the image data
- */
- private imageData;
- /**
- * Stores a map of the unique id of a node to its index in the node array
- */
- private nodeMap;
- /**
- * Specifies if the Babylon scene should be converted to right-handed on export
- */
- private convertToRightHandedSystem;
- /**
- * Baked animation sample rate
- */
- private animationSampleRate;
- private shouldExportTransformNode;
- /**
- * Creates a glTF Exporter instance, which can accept optional exporter options
- * @param babylonScene Babylon scene object
- * @param options Options to modify the behavior of the exporter
- */
- constructor(babylonScene: Scene, options?: IExportOptions);
- private reorderIndicesBasedOnPrimitiveMode(submesh, primitiveMode, babylonIndices, byteOffset, binaryWriter);
- /**
- * Reorders the vertex attribute data based on the primitive mode. This is necessary when indices are not available and the winding order is
- * clock-wise during export to glTF
- * @param submesh BabylonJS submesh
- * @param primitiveMode Primitive mode of the mesh
- * @param sideOrientation the winding order of the submesh
- * @param vertexBufferKind The type of vertex attribute
- * @param meshAttributeArray The vertex attribute data
- * @param byteOffset The offset to the binary data
- * @param binaryWriter The binary data for the glTF file
- */
- private reorderVertexAttributeDataBasedOnPrimitiveMode(submesh, primitiveMode, sideOrientation, vertexBufferKind, meshAttributeArray, byteOffset, binaryWriter);
- /**
- * Reorders the vertex attributes in the correct triangle mode order . This is necessary when indices are not available and the winding order is
- * clock-wise during export to glTF
- * @param submesh BabylonJS submesh
- * @param primitiveMode Primitive mode of the mesh
- * @param sideOrientation the winding order of the submesh
- * @param vertexBufferKind The type of vertex attribute
- * @param meshAttributeArray The vertex attribute data
- * @param byteOffset The offset to the binary data
- * @param binaryWriter The binary data for the glTF file
- */
- private reorderTriangleFillMode(submesh, primitiveMode, sideOrientation, vertexBufferKind, meshAttributeArray, byteOffset, binaryWriter);
- /**
- * Reorders the vertex attributes in the correct triangle strip order. This is necessary when indices are not available and the winding order is
- * clock-wise during export to glTF
- * @param submesh BabylonJS submesh
- * @param primitiveMode Primitive mode of the mesh
- * @param sideOrientation the winding order of the submesh
- * @param vertexBufferKind The type of vertex attribute
- * @param meshAttributeArray The vertex attribute data
- * @param byteOffset The offset to the binary data
- * @param binaryWriter The binary data for the glTF file
- */
- private reorderTriangleStripDrawMode(submesh, primitiveMode, sideOrientation, vertexBufferKind, meshAttributeArray, byteOffset, binaryWriter);
- /**
- * Reorders the vertex attributes in the correct triangle fan order. This is necessary when indices are not available and the winding order is
- * clock-wise during export to glTF
- * @param submesh BabylonJS submesh
- * @param primitiveMode Primitive mode of the mesh
- * @param sideOrientation the winding order of the submesh
- * @param vertexBufferKind The type of vertex attribute
- * @param meshAttributeArray The vertex attribute data
- * @param byteOffset The offset to the binary data
- * @param binaryWriter The binary data for the glTF file
- */
- private reorderTriangleFanMode(submesh, primitiveMode, sideOrientation, vertexBufferKind, meshAttributeArray, byteOffset, binaryWriter);
- /**
- * Writes the vertex attribute data to binary
- * @param vertices The vertices to write to the binary writer
- * @param byteOffset The offset into the binary writer to overwrite binary data
- * @param vertexAttributeKind The vertex attribute type
- * @param meshAttributeArray The vertex attribute data
- * @param binaryWriter The writer containing the binary data
- */
- private writeVertexAttributeData(vertices, byteOffset, vertexAttributeKind, meshAttributeArray, binaryWriter);
- /**
- * Writes mesh attribute data to a data buffer
- * Returns the bytelength of the data
- * @param vertexBufferKind Indicates what kind of vertex data is being passed in
- * @param meshAttributeArray Array containing the attribute data
- * @param binaryWriter The buffer to write the binary data to
- * @param indices Used to specify the order of the vertex data
- */
- private writeAttributeData(vertexBufferKind, meshAttributeArray, byteStride, binaryWriter);
- /**
- * Generates glTF json data
- * @param shouldUseGlb Indicates whether the json should be written for a glb file
- * @param glTFPrefix Text to use when prefixing a glTF file
- * @param prettyPrint Indicates whether the json file should be pretty printed (true) or not (false)
- * @returns json data as string
- */
- private generateJSON(shouldUseGlb, glTFPrefix?, prettyPrint?);
- /**
- * Generates data for .gltf and .bin files based on the glTF prefix string
- * @param glTFPrefix Text to use when prefixing a glTF file
- * @returns GLTFData with glTF file data
- */
- _generateGLTF(glTFPrefix: string): GLTFData;
- /**
- * Creates a binary buffer for glTF
- * @returns array buffer for binary data
- */
- private generateBinary();
- /**
- * Pads the number to a multiple of 4
- * @param num number to pad
- * @returns padded number
- */
- private _getPadding(num);
- /**
- * Generates a glb file from the json and binary data
- * Returns an object with the glb file name as the key and data as the value
- * @param glTFPrefix
- * @returns object with glb filename as key and data as value
- */
- _generateGLB(glTFPrefix: string): GLTFData;
- /**
- * Sets the TRS for each node
- * @param node glTF Node for storing the transformation data
- * @param babylonTransformNode Babylon mesh used as the source for the transformation data
- */
- private setNodeTransformation(node, babylonTransformNode);
- private getVertexBufferFromMesh(attributeKind, bufferMesh);
- /**
- * Creates a bufferview based on the vertices type for the Babylon mesh
- * @param kind Indicates the type of vertices data
- * @param babylonTransformNode The Babylon mesh to get the vertices data from
- * @param binaryWriter The buffer to write the bufferview data to
- */
- private createBufferViewKind(kind, babylonTransformNode, binaryWriter, byteStride);
- /**
- * The primitive mode of the Babylon mesh
- * @param babylonMesh The BabylonJS mesh
- */
- private getMeshPrimitiveMode(babylonMesh);
- /**
- * Sets the primitive mode of the glTF mesh primitive
- * @param meshPrimitive glTF mesh primitive
- * @param primitiveMode The primitive mode
- */
- private setPrimitiveMode(meshPrimitive, primitiveMode);
- /**
- * Sets the vertex attribute accessor based of the glTF mesh primitive
- * @param meshPrimitive glTF mesh primitive
- * @param attributeKind vertex attribute
- * @returns boolean specifying if uv coordinates are present
- */
- private setAttributeKind(meshPrimitive, attributeKind);
- /**
- * Sets data for the primitive attributes of each submesh
- * @param mesh glTF Mesh object to store the primitive attribute information
- * @param babylonTransformNode Babylon mesh to get the primitive attribute data from
- * @param binaryWriter Buffer to write the attribute data to
- */
- private setPrimitiveAttributes(mesh, babylonTransformNode, binaryWriter);
- /**
- * Creates a glTF scene based on the array of meshes
- * Returns the the total byte offset
- * @param babylonScene Babylon scene to get the mesh data from
- * @param binaryWriter Buffer to write binary data to
- */
- private createScene(babylonScene, binaryWriter);
- /**
- * Creates a mapping of Node unique id to node index and handles animations
- * @param babylonScene Babylon Scene
- * @param binaryWriter Buffer to write binary data to
- * @returns Node mapping of unique id to index
- */
- private createNodeMapAndAnimations(babylonScene, nodes, shouldExportTransformNode, binaryWriter);
- /**
- * Creates a glTF node from a Babylon mesh
- * @param babylonMesh Source Babylon mesh
- * @param binaryWriter Buffer for storing geometry data
- * @returns glTF node
- */
- private createNode(babylonTransformNode, binaryWriter);
- }
- /**
- * @hidden
- *
- * Stores glTF binary data. If the array buffer byte length is exceeded, it doubles in size dynamically
- */
- class _BinaryWriter {
- /**
- * Array buffer which stores all binary data
- */
- private _arrayBuffer;
- /**
- * View of the array buffer
- */
- private _dataView;
- /**
- * byte offset of data in array buffer
- */
- private _byteOffset;
- /**
- * Initialize binary writer with an initial byte length
- * @param byteLength Initial byte length of the array buffer
- */
- constructor(byteLength: number);
- /**
- * Resize the array buffer to the specified byte length
- * @param byteLength
- */
- private resizeBuffer(byteLength);
- /**
- * Get an array buffer with the length of the byte offset
- * @returns ArrayBuffer resized to the byte offset
- */
- getArrayBuffer(): ArrayBuffer;
- /**
- * Get the byte offset of the array buffer
- * @returns byte offset
- */
- getByteOffset(): number;
- /**
- * Stores an UInt8 in the array buffer
- * @param entry
- * @param byteOffset If defined, specifies where to set the value as an offset.
- */
- setUInt8(entry: number, byteOffset?: number): void;
- /**
- * Gets an UInt32 in the array buffer
- * @param entry
- * @param byteOffset If defined, specifies where to set the value as an offset.
- */
- getUInt32(byteOffset: number): number;
- getVector3Float32FromRef(vector3: Vector3, byteOffset: number): void;
- setVector3Float32FromRef(vector3: Vector3, byteOffset: number): void;
- getVector4Float32FromRef(vector4: Vector4, byteOffset: number): void;
- setVector4Float32FromRef(vector4: Vector4, byteOffset: number): void;
- /**
- * Stores a Float32 in the array buffer
- * @param entry
- */
- setFloat32(entry: number, byteOffset?: number): void;
- /**
- * Stores an UInt32 in the array buffer
- * @param entry
- * @param byteOffset If defined, specifies where to set the value as an offset.
- */
- setUInt32(entry: number, byteOffset?: number): void;
- }
- }
- declare module BABYLON {
- /**
- * Class for holding and downloading glTF file data
- */
- class GLTFData {
- /**
- * Object which contains the file name as the key and its data as the value
- */
- glTFFiles: {
- [fileName: string]: string | Blob;
- };
- /**
- * Initializes the glTF file object
- */
- constructor();
- /**
- * Downloads the glTF data as files based on their names and data
- */
- downloadFiles(): void;
- }
- }
- declare module BABYLON.GLTF2 {
- /**
- * Utility methods for working with glTF material conversion properties. This class should only be used internally
- * @hidden
- */
- class _GLTFMaterial {
- /**
- * Represents the dielectric specular values for R, G and B
- */
- private static readonly _dielectricSpecular;
- /**
- * Allows the maximum specular power to be defined for material calculations
- */
- private static _maxSpecularPower;
- /**
- * Numeric tolerance value
- */
- private static _epsilon;
- /**
- * Specifies if two colors are approximately equal in value
- * @param color1 first color to compare to
- * @param color2 second color to compare to
- * @param epsilon threshold value
- */
- private static FuzzyEquals(color1, color2, epsilon);
- /**
- * Gets the materials from a Babylon scene and converts them to glTF materials
- * @param scene babylonjs scene
- * @param mimeType texture mime type
- * @param images array of images
- * @param textures array of textures
- * @param materials array of materials
- * @param imageData mapping of texture names to base64 textures
- * @param hasTextureCoords specifies if texture coordinates are present on the material
- */
- static _ConvertMaterialsToGLTF(babylonMaterials: Material[], mimeType: ImageMimeType, images: IImage[], textures: ITexture[], samplers: ISampler[], materials: IMaterial[], imageData: {
- [fileName: string]: {
- data: Uint8Array;
- mimeType: ImageMimeType;
- };
- }, hasTextureCoords: boolean): void;
- /**
- * Makes a copy of the glTF material without the texture parameters
- * @param originalMaterial original glTF material
- * @returns glTF material without texture parameters
- */
- static _StripTexturesFromMaterial(originalMaterial: IMaterial): IMaterial;
- /**
- * Specifies if the material has any texture parameters present
- * @param material glTF Material
- * @returns boolean specifying if texture parameters are present
- */
- static _HasTexturesPresent(material: IMaterial): boolean;
- /**
- * Converts a Babylon StandardMaterial to a glTF Metallic Roughness Material
- * @param babylonStandardMaterial
- * @returns glTF Metallic Roughness Material representation
- */
- static _ConvertToGLTFPBRMetallicRoughness(babylonStandardMaterial: StandardMaterial): IMaterialPbrMetallicRoughness;
- /**
- * Computes the metallic factor
- * @param diffuse diffused value
- * @param specular specular value
- * @param oneMinusSpecularStrength one minus the specular strength
- * @returns metallic value
- */
- static _SolveMetallic(diffuse: number, specular: number, oneMinusSpecularStrength: number): number;
- /**
- * Gets the glTF alpha mode from the Babylon Material
- * @param babylonMaterial Babylon Material
- * @returns The Babylon alpha mode value
- */
- static _GetAlphaMode(babylonMaterial: Material): Nullable<MaterialAlphaMode>;
- /**
- * Converts a Babylon Standard Material to a glTF Material
- * @param babylonStandardMaterial BJS Standard Material
- * @param mimeType mime type to use for the textures
- * @param images array of glTF image interfaces
- * @param textures array of glTF texture interfaces
- * @param materials array of glTF material interfaces
- * @param imageData map of image file name to data
- * @param hasTextureCoords specifies if texture coordinates are present on the submesh to determine if textures should be applied
- */
- static _ConvertStandardMaterial(babylonStandardMaterial: StandardMaterial, mimeType: ImageMimeType, images: IImage[], textures: ITexture[], samplers: ISampler[], materials: IMaterial[], imageData: {
- [fileName: string]: {
- data: Uint8Array;
- mimeType: ImageMimeType;
- };
- }, hasTextureCoords: boolean): void;
- /**
- * Converts a Babylon PBR Metallic Roughness Material to a glTF Material
- * @param babylonPBRMetalRoughMaterial BJS PBR Metallic Roughness Material
- * @param mimeType mime type to use for the textures
- * @param images array of glTF image interfaces
- * @param textures array of glTF texture interfaces
- * @param materials array of glTF material interfaces
- * @param imageData map of image file name to data
- * @param hasTextureCoords specifies if texture coordinates are present on the submesh to determine if textures should be applied
- */
- static _ConvertPBRMetallicRoughnessMaterial(babylonPBRMetalRoughMaterial: PBRMetallicRoughnessMaterial, mimeType: ImageMimeType, images: IImage[], textures: ITexture[], samplers: ISampler[], materials: IMaterial[], imageData: {
- [fileName: string]: {
- data: Uint8Array;
- mimeType: ImageMimeType;
- };
- }, hasTextureCoords: boolean): void;
- /**
- * Converts an image typed array buffer to a base64 image
- * @param buffer typed array buffer
- * @param width width of the image
- * @param height height of the image
- * @param mimeType mimetype of the image
- * @returns base64 image string
- */
- private static _CreateBase64FromCanvas(buffer, width, height, mimeType);
- /**
- * Generates a white texture based on the specified width and height
- * @param width width of the texture in pixels
- * @param height height of the texture in pixels
- * @param scene babylonjs scene
- * @returns white texture
- */
- private static _CreateWhiteTexture(width, height, scene);
- /**
- * Resizes the two source textures to the same dimensions. If a texture is null, a default white texture is generated. If both textures are null, returns null
- * @param texture1 first texture to resize
- * @param texture2 second texture to resize
- * @param scene babylonjs scene
- * @returns resized textures or null
- */
- private static _ResizeTexturesToSameDimensions(texture1, texture2, scene);
- /**
- * Convert Specular Glossiness Textures to Metallic Roughness
- * See link below for info on the material conversions from PBR Metallic/Roughness and Specular/Glossiness
- * @link https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness/examples/convert-between-workflows-bjs/js/babylon.pbrUtilities.js
- * @param diffuseTexture texture used to store diffuse information
- * @param specularGlossinessTexture texture used to store specular and glossiness information
- * @param factors specular glossiness material factors
- * @param mimeType the mime type to use for the texture
- * @returns pbr metallic roughness interface or null
- */
- private static _ConvertSpecularGlossinessTexturesToMetallicRoughness(diffuseTexture, specularGlossinessTexture, factors, mimeType);
- /**
- * Converts specular glossiness material properties to metallic roughness
- * @param specularGlossiness interface with specular glossiness material properties
- * @returns interface with metallic roughness material properties
- */
- private static _ConvertSpecularGlossinessToMetallicRoughness(specularGlossiness);
- /**
- * Calculates the surface reflectance, independent of lighting conditions
- * @param color Color source to calculate brightness from
- * @returns number representing the perceived brightness, or zero if color is undefined
- */
- private static _GetPerceivedBrightness(color);
- /**
- * Returns the maximum color component value
- * @param color
- * @returns maximum color component value, or zero if color is null or undefined
- */
- private static _GetMaxComponent(color);
- /**
- * Convert a PBRMaterial (Metallic/Roughness) to Metallic Roughness factors
- * @param babylonPBRMaterial BJS PBR Metallic Roughness Material
- * @param mimeType mime type to use for the textures
- * @param images array of glTF image interfaces
- * @param textures array of glTF texture interfaces
- * @param glTFPbrMetallicRoughness glTF PBR Metallic Roughness interface
- * @param imageData map of image file name to data
- * @param hasTextureCoords specifies if texture coordinates are present on the submesh to determine if textures should be applied
- * @returns glTF PBR Metallic Roughness factors
- */
- private static _ConvertMetalRoughFactorsToMetallicRoughness(babylonPBRMaterial, mimeType, images, textures, samplers, glTFPbrMetallicRoughness, imageData, hasTextureCoords);
- private static _GetGLTFTextureSampler(texture);
- private static _GetGLTFTextureWrapMode(wrapMode);
- private static _GetGLTFTextureWrapModesSampler(texture);
- /**
- * Convert a PBRMaterial (Specular/Glossiness) to Metallic Roughness factors
- * @param babylonPBRMaterial BJS PBR Metallic Roughness Material
- * @param mimeType mime type to use for the textures
- * @param images array of glTF image interfaces
- * @param textures array of glTF texture interfaces
- * @param glTFPbrMetallicRoughness glTF PBR Metallic Roughness interface
- * @param imageData map of image file name to data
- * @param hasTextureCoords specifies if texture coordinates are present on the submesh to determine if textures should be applied
- * @returns glTF PBR Metallic Roughness factors
- */
- private static _ConvertSpecGlossFactorsToMetallicRoughness(babylonPBRMaterial, mimeType, images, textures, samplers, glTFPbrMetallicRoughness, imageData, hasTextureCoords);
- /**
- * Converts a Babylon PBR Metallic Roughness Material to a glTF Material
- * @param babylonPBRMaterial BJS PBR Metallic Roughness Material
- * @param mimeType mime type to use for the textures
- * @param images array of glTF image interfaces
- * @param textures array of glTF texture interfaces
- * @param materials array of glTF material interfaces
- * @param imageData map of image file name to data
- * @param hasTextureCoords specifies if texture coordinates are present on the submesh to determine if textures should be applied
- */
- static _ConvertPBRMaterial(babylonPBRMaterial: PBRMaterial, mimeType: ImageMimeType, images: IImage[], textures: ITexture[], samplers: ISampler[], materials: IMaterial[], imageData: {
- [fileName: string]: {
- data: Uint8Array;
- mimeType: ImageMimeType;
- };
- }, hasTextureCoords: boolean): void;
- private static GetPixelsFromTexture(babylonTexture);
- /**
- * Extracts a texture from a Babylon texture into file data and glTF data
- * @param babylonTexture Babylon texture to extract
- * @param mimeType Mime Type of the babylonTexture
- * @param images Array of glTF images
- * @param textures Array of glTF textures
- * @param imageData map of image file name and data
- * @return glTF texture info, or null if the texture format is not supported
- */
- private static _ExportTexture(babylonTexture, mimeType, images, textures, samplers, imageData);
- /**
- * Builds a texture from base64 string
- * @param base64Texture base64 texture string
- * @param textureName Name to use for the texture
- * @param mimeType image mime type for the texture
- * @param images array of images
- * @param textures array of textures
- * @param imageData map of image data
- * @returns glTF texture info, or null if the texture format is not supported
- */
- private static _GetTextureInfoFromBase64(base64Texture, textureName, mimeType, images, textures, texCoordIndex, samplerIndex, imageData);
- }
- }
- declare module BABYLON.GLTF2 {
- /**
- * @hidden
- * Interface to store animation data.
- */
- interface _IAnimationData {
- /**
- * Keyframe data.
- */
- inputs: number[];
- /**
- * Value data.
- */
- outputs: number[][];
- /**
- * Animation interpolation data.
- */
- samplerInterpolation: AnimationSamplerInterpolation;
- /**
- * Minimum keyframe value.
- */
- inputsMin: number;
- /**
- * Maximum keyframe value.
- */
- inputsMax: number;
- }
- /**
- * @hidden
- */
- interface _IAnimationInfo {
- /**
- * The target channel for the animation
- */
- animationChannelTargetPath: AnimationChannelTargetPath;
- /**
- * The glTF accessor type for the data.
- */
- dataAccessorType: AccessorType.VEC3 | AccessorType.VEC4;
- /**
- * Specifies if quaternions should be used.
- */
- useQuaternion: boolean;
- }
- /**
- * @hidden
- * Utility class for generating glTF animation data from BabylonJS.
- */
- class _GLTFAnimation {
- /**
- * @ignore
- *
- * Creates glTF channel animation from BabylonJS animation.
- * @param babylonTransformNode - BabylonJS mesh.
- * @param animation - animation.
- * @param animationChannelTargetPath - The target animation channel.
- * @param convertToRightHandedSystem - Specifies if the values should be converted to right-handed.
- * @param useQuaternion - Specifies if quaternions are used.
- * @returns nullable IAnimationData
- */
- static _CreateNodeAnimation(babylonTransformNode: TransformNode, animation: Animation, animationChannelTargetPath: AnimationChannelTargetPath, convertToRightHandedSystem: boolean, useQuaternion: boolean, animationSampleRate: number): Nullable<_IAnimationData>;
- private static _DeduceAnimationInfo(animation);
- /**
- * @ignore
- * Create node animations from the transform node animations
- * @param babylonTransformNode
- * @param runtimeGLTFAnimation
- * @param idleGLTFAnimations
- * @param nodeMap
- * @param nodes
- * @param binaryWriter
- * @param bufferViews
- * @param accessors
- * @param convertToRightHandedSystem
- */
- static _CreateNodeAnimationFromTransformNodeAnimations(babylonTransformNode: TransformNode, runtimeGLTFAnimation: IAnimation, idleGLTFAnimations: IAnimation[], nodeMap: {
- [key: number]: number;
- }, nodes: INode[], binaryWriter: _BinaryWriter, bufferViews: IBufferView[], accessors: IAccessor[], convertToRightHandedSystem: boolean, animationSampleRate: number): void;
- /**
- * @ignore
- * Create node animations from the animation groups
- * @param babylonScene
- * @param glTFAnimations
- * @param nodeMap
- * @param nodes
- * @param binaryWriter
- * @param bufferViews
- * @param accessors
- * @param convertToRightHandedSystem
- */
- static _CreateNodeAnimationFromAnimationGroups(babylonScene: Scene, glTFAnimations: IAnimation[], nodeMap: {
- [key: number]: number;
- }, nodes: INode[], binaryWriter: _BinaryWriter, bufferViews: IBufferView[], accessors: IAccessor[], convertToRightHandedSystem: boolean, animationSampleRate: number): void;
- private static AddAnimation(name, glTFAnimation, babylonTransformNode, animation, dataAccessorType, animationChannelTargetPath, nodeMap, binaryWriter, bufferViews, accessors, convertToRightHandedSystem, useQuaternion, animationSampleRate);
- /**
- * Create a baked animation
- * @param babylonTransformNode BabylonJS mesh
- * @param animation BabylonJS animation corresponding to the BabylonJS mesh
- * @param animationChannelTargetPath animation target channel
- * @param minFrame minimum animation frame
- * @param maxFrame maximum animation frame
- * @param fps frames per second of the animation
- * @param inputs input key frames of the animation
- * @param outputs output key frame data of the animation
- * @param convertToRightHandedSystem converts the values to right-handed
- * @param useQuaternion specifies if quaternions should be used
- */
- private static _CreateBakedAnimation(babylonTransformNode, animation, animationChannelTargetPath, minFrame, maxFrame, fps, sampleRate, inputs, outputs, minMaxFrames, convertToRightHandedSystem, useQuaternion);
- private static _ConvertFactorToVector3OrQuaternion(factor, babylonTransformNode, animation, animationType, animationChannelTargetPath, convertToRightHandedSystem, useQuaternion);
- private static _SetInterpolatedValue(babylonTransformNode, value, time, animation, animationChannelTargetPath, quaternionCache, inputs, outputs, convertToRightHandedSystem, useQuaternion);
- /**
- * Creates linear animation from the animation key frames
- * @param babylonTransformNode BabylonJS mesh
- * @param animation BabylonJS animation
- * @param animationChannelTargetPath The target animation channel
- * @param frameDelta The difference between the last and first frame of the animation
- * @param inputs Array to store the key frame times
- * @param outputs Array to store the key frame data
- * @param convertToRightHandedSystem Specifies if the position data should be converted to right handed
- * @param useQuaternion Specifies if quaternions are used in the animation
- */
- private static _CreateLinearOrStepAnimation(babylonTransformNode, animation, animationChannelTargetPath, frameDelta, inputs, outputs, convertToRightHandedSystem, useQuaternion);
- /**
- * Creates cubic spline animation from the animation key frames
- * @param babylonTransformNode BabylonJS mesh
- * @param animation BabylonJS animation
- * @param animationChannelTargetPath The target animation channel
- * @param frameDelta The difference between the last and first frame of the animation
- * @param inputs Array to store the key frame times
- * @param outputs Array to store the key frame data
- * @param convertToRightHandedSystem Specifies if the position data should be converted to right handed
- * @param useQuaternion Specifies if quaternions are used in the animation
- */
- private static _CreateCubicSplineAnimation(babylonTransformNode, animation, animationChannelTargetPath, frameDelta, inputs, outputs, convertToRightHandedSystem, useQuaternion);
- private static _GetBasePositionRotationOrScale(babylonTransformNode, animationChannelTargetPath, convertToRightHandedSystem, useQuaternion);
- /**
- * Adds a key frame value
- * @param keyFrame
- * @param animation
- * @param outputs
- * @param animationChannelTargetPath
- * @param basePositionRotationOrScale
- * @param convertToRightHandedSystem
- * @param useQuaternion
- */
- private static _AddKeyframeValue(keyFrame, animation, outputs, animationChannelTargetPath, babylonTransformNode, convertToRightHandedSystem, useQuaternion);
- /**
- * Determine the interpolation based on the key frames
- * @param keyFrames
- * @param animationChannelTargetPath
- * @param useQuaternion
- */
- private static _DeduceInterpolation(keyFrames, animationChannelTargetPath, useQuaternion);
- /**
- * Adds an input tangent or output tangent to the output data
- * If an input tangent or output tangent is missing, it uses the zero vector or zero quaternion
- * @param tangentType Specifies which type of tangent to handle (inTangent or outTangent)
- * @param outputs The animation data by keyframe
- * @param animationChannelTargetPath The target animation channel
- * @param interpolation The interpolation type
- * @param keyFrame The key frame with the animation data
- * @param frameDelta Time difference between two frames used to scale the tangent by the frame delta
- * @param useQuaternion Specifies if quaternions are used
- * @param convertToRightHandedSystem Specifies if the values should be converted to right-handed
- */
- private static AddSplineTangent(babylonTransformNode, tangentType, outputs, animationChannelTargetPath, interpolation, keyFrame, frameDelta, useQuaternion, convertToRightHandedSystem);
- /**
- * Get the minimum and maximum key frames' frame values
- * @param keyFrames animation key frames
- * @returns the minimum and maximum key frame value
- */
- private static calculateMinMaxKeyFrames(keyFrames);
- }
- }
- declare module BABYLON.GLTF2 {
- /**
- * @hidden
- */
- class _GLTFUtilities {
- /**
- * Creates a buffer view based on the supplied arguments
- * @param bufferIndex index value of the specified buffer
- * @param byteOffset byte offset value
- * @param byteLength byte length of the bufferView
- * @param byteStride byte distance between conequential elements
- * @param name name of the buffer view
- * @returns bufferView for glTF
- */
- static CreateBufferView(bufferIndex: number, byteOffset: number, byteLength: number, byteStride?: number, name?: string): IBufferView;
- /**
- * Creates an accessor based on the supplied arguments
- * @param bufferviewIndex The index of the bufferview referenced by this accessor
- * @param name The name of the accessor
- * @param type The type of the accessor
- * @param componentType The datatype of components in the attribute
- * @param count The number of attributes referenced by this accessor
- * @param byteOffset The offset relative to the start of the bufferView in bytes
- * @param min Minimum value of each component in this attribute
- * @param max Maximum value of each component in this attribute
- * @returns accessor for glTF
- */
- static CreateAccessor(bufferviewIndex: number, name: string, type: AccessorType, componentType: AccessorComponentType, count: number, byteOffset: Nullable<number>, min: Nullable<number[]>, max: Nullable<number[]>): IAccessor;
- /**
- * Calculates the minimum and maximum values of an array of position floats
- * @param positions Positions array of a mesh
- * @param vertexStart Starting vertex offset to calculate min and max values
- * @param vertexCount Number of vertices to check for min and max values
- * @returns min number array and max number array
- */
- static CalculateMinMaxPositions(positions: FloatArray, vertexStart: number, vertexCount: number, convertToRightHandedSystem: boolean): {
- min: number[];
- max: number[];
- };
- /**
- * Converts a new right-handed Vector3
- * @param vector vector3 array
- * @returns right-handed Vector3
- */
- static GetRightHandedPositionVector3(vector: Vector3): Vector3;
- /**
- * Converts a Vector3 to right-handed
- * @param vector Vector3 to convert to right-handed
- */
- static GetRightHandedPositionVector3FromRef(vector: Vector3): void;
- /**
- * Converts a three element number array to right-handed
- * @param vector number array to convert to right-handed
- */
- static GetRightHandedPositionArray3FromRef(vector: number[]): void;
- /**
- * Converts a new right-handed Vector3
- * @param vector vector3 array
- * @returns right-handed Vector3
- */
- static GetRightHandedNormalVector3(vector: Vector3): Vector3;
- /**
- * Converts a Vector3 to right-handed
- * @param vector Vector3 to convert to right-handed
- */
- static GetRightHandedNormalVector3FromRef(vector: Vector3): void;
- /**
- * Converts a three element number array to right-handed
- * @param vector number array to convert to right-handed
- */
- static GetRightHandedNormalArray3FromRef(vector: number[]): void;
- /**
- * Converts a Vector4 to right-handed
- * @param vector Vector4 to convert to right-handed
- */
- static GetRightHandedVector4FromRef(vector: Vector4): void;
- /**
- * Converts a Vector4 to right-handed
- * @param vector Vector4 to convert to right-handed
- */
- static GetRightHandedArray4FromRef(vector: number[]): void;
- /**
- * Converts a Quaternion to right-handed
- * @param quaternion Source quaternion to convert to right-handed
- */
- static GetRightHandedQuaternionFromRef(quaternion: Quaternion): void;
- /**
- * Converts a Quaternion to right-handed
- * @param quaternion Source quaternion to convert to right-handed
- */
- static GetRightHandedQuaternionArrayFromRef(quaternion: number[]): void;
- }
- }
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