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- /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
- module BABYLON.GLTF2 {
- /**
- * Values
- */
- var glTFAnimationPaths = ["translation", "rotation", "scale"];
- var babylonAnimationPaths = ["position", "rotationQuaternion", "scaling"];
- /**
- * Utils
- */
- var normalizeUVs = (buffer: any): void => {
- if (!buffer) {
- return;
- }
- for (var i = 0; i < buffer.length / 2; i++) {
- buffer[i * 2 + 1] = 1.0 - buffer[i * 2 + 1];
- }
- };
- var createStringId = (index: number): string => {
- return "node" + index;
- };
- /**
- * Returns the animation path (glTF -> Babylon)
- */
- var getAnimationPath = (path: string): string => {
- var index = glTFAnimationPaths.indexOf(path);
- if (index !== -1) {
- return babylonAnimationPaths[index];
- }
- return path;
- };
- /**
- * Loads and creates animations
- */
- var loadAnimations = (runtime: IGLTFRuntime): void => {
- var animations = runtime.gltf.animations;
- if (!animations) {
- return;
- }
- for (var animationIndex = 0; animationIndex < animations.length; animationIndex++) {
- var animation = animations[animationIndex];
- if (!animation || !animation.channels || !animation.samplers) {
- continue;
- }
- var lastAnimation: Animation = null;
- for (var channelIndex = 0; channelIndex < animation.channels.length; channelIndex++) {
- var channel = animation.channels[channelIndex];
- if (!channel) {
- continue;
- }
- var sampler = animation.samplers[channel.sampler];
- if (!sampler) {
- continue;
- }
- var inputData = sampler.input;
- var outputData = sampler.output;
- var bufferInput = GLTFUtils.GetBufferFromAccessor(runtime, runtime.gltf.accessors[inputData]);
- var bufferOutput = GLTFUtils.GetBufferFromAccessor(runtime, runtime.gltf.accessors[outputData]);
- var targetID = channel.target.node;
- var targetNode: any = runtime.babylonScene.getNodeByID(createStringId(targetID));
- if (targetNode === null) {
- Tools.Warn("Creating animation index " + animationIndex + " but cannot find node index " + targetID + " to attach to");
- continue;
- }
- var isBone = targetNode instanceof Bone;
- // Get target path (position, rotation or scaling)
- var targetPath = channel.target.path;
- var targetPathIndex = glTFAnimationPaths.indexOf(targetPath);
- if (targetPathIndex !== -1) {
- targetPath = babylonAnimationPaths[targetPathIndex];
- }
- // Determine animation type
- var animationType = Animation.ANIMATIONTYPE_MATRIX;
- if (!isBone) {
- if (targetPath === "rotationQuaternion") {
- animationType = Animation.ANIMATIONTYPE_QUATERNION;
- targetNode.rotationQuaternion = new Quaternion();
- }
- else {
- animationType = Animation.ANIMATIONTYPE_VECTOR3;
- }
- }
- // Create animation and key frames
- var babylonAnimation: Animation = null;
- var keys = [];
- var arrayOffset = 0;
- var modifyKey = false;
- if (isBone && lastAnimation && lastAnimation.getKeys().length === bufferInput.length) {
- babylonAnimation = lastAnimation;
- modifyKey = true;
- }
- if (!modifyKey) {
- var animationName = animation.name || "anim" + animationIndex;
- babylonAnimation = new Animation(animationName, isBone ? "_matrix" : targetPath, 1, animationType, Animation.ANIMATIONLOOPMODE_CYCLE);
- }
- // For each frame
- for (var j = 0; j < bufferInput.length; j++) {
- var value: any = null;
- if (targetPath === "rotationQuaternion") { // VEC4
- value = Quaternion.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2], bufferOutput[arrayOffset + 3]]);
- arrayOffset += 4;
- }
- else { // Position and scaling are VEC3
- value = Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]);
- arrayOffset += 3;
- }
- if (isBone) {
- var bone = <Bone>targetNode;
- var translation = Vector3.Zero();
- var rotationQuaternion = new Quaternion();
- var scaling = Vector3.Zero();
- // Warning on decompose
- var mat = bone.getBaseMatrix();
- if (modifyKey) {
- mat = lastAnimation.getKeys()[j].value;
- }
- mat.decompose(scaling, rotationQuaternion, translation);
- if (targetPath === "position") {
- translation = value;
- }
- else if (targetPath === "rotationQuaternion") {
- rotationQuaternion = value;
- }
- else {
- scaling = value;
- }
- value = Matrix.Compose(scaling, rotationQuaternion, translation);
- }
- if (!modifyKey) {
- keys.push({
- frame: bufferInput[j],
- value: value
- });
- }
- else {
- lastAnimation.getKeys()[j].value = value;
- }
- }
- // Finish
- if (!modifyKey) {
- babylonAnimation.setKeys(keys);
- targetNode.animations.push(babylonAnimation);
- }
- lastAnimation = babylonAnimation;
- runtime.babylonScene.stopAnimation(targetNode);
- runtime.babylonScene.beginAnimation(targetNode, 0, bufferInput[bufferInput.length - 1], true, 1.0);
- }
- }
- };
- /**
- * Returns the bones transformation matrix
- */
- var configureBoneTransformation = (node: IGLTFNode): Matrix => {
- var mat: Matrix = null;
- if (node.translation || node.rotation || node.scale) {
- var scale = Vector3.FromArray(node.scale || [1, 1, 1]);
- var rotation = Quaternion.FromArray(node.rotation || [0, 0, 0, 1]);
- var position = Vector3.FromArray(node.translation || [0, 0, 0]);
- mat = Matrix.Compose(scale, rotation, position);
- }
- else {
- mat = node.matrix ? Matrix.FromArray(node.matrix) : Matrix.Identity();
- }
- return mat;
- };
- /**
- * Returns the parent bone
- */
- var getParentBone = (runtime: IGLTFRuntime, skin: IGLTFSkin, index: number, newSkeleton: Skeleton): Bone => {
- // Try to find
- var nodeStringID = createStringId(index);
- for (var i = 0; i < newSkeleton.bones.length; i++) {
- if (newSkeleton.bones[i].id === nodeStringID) {
- return newSkeleton.bones[i].getParent();
- }
- }
- // Not found, search in gltf nodes
- var joints = skin.joints;
- for (var j = 0; j < joints.length; j++) {
- var parentID = joints[j];
- var parent = runtime.gltf.nodes[parentID];
- var children = parent.children;
- for (var i = 0; i < children.length; i++) {
- var childID = children[i];
- var child = runtime.gltf.nodes[childID];
- if (!nodeIsInJoints(skin, childID)) {
- continue;
- }
- if (childID === index)
- {
- var mat = configureBoneTransformation(parent);
- var bone = new Bone(parent.name || createStringId(parentID), newSkeleton, getParentBone(runtime, skin, parentID, newSkeleton), mat);
- bone.id = createStringId(parentID);
- return bone;
- }
- }
- }
- return null;
- }
- /**
- * Returns the appropriate root node
- */
- var getNodeToRoot = (nodesToRoot: INodeToRoot[], index: number): Bone => {
- for (var i = 0; i < nodesToRoot.length; i++) {
- var nodeToRoot = nodesToRoot[i];
- if (nodeToRoot.node.children) {
- for (var j = 0; j < nodeToRoot.node.children.length; j++) {
- var child = nodeToRoot.node.children[j];
- if (child === index) {
- return nodeToRoot.bone;
- }
- }
- }
- }
- return null;
- };
- /**
- * Returns the node with the node index
- */
- var getJointNode = (runtime: IGLTFRuntime, index: number): IJointNode => {
- var node = runtime.gltf.nodes[index];
- if (node) {
- return {
- node: node,
- index: index
- };
- }
- return null;
- }
- /**
- * Checks if a nodes is in joints
- */
- var nodeIsInJoints = (skin: IGLTFSkin, index: number): boolean => {
- for (var i = 0; i < skin.joints.length; i++) {
- if (skin.joints[i] === index) {
- return true;
- }
- }
- return false;
- }
- /**
- * Fills the nodes to root for bones and builds hierarchy
- */
- var getNodesToRoot = (runtime: IGLTFRuntime, newSkeleton: Skeleton, skin: IGLTFSkin, nodesToRoot: INodeToRoot[]): void => {
- // Creates nodes for root
- for (var i = 0; i < runtime.gltf.nodes.length; i++) {
- var node = runtime.gltf.nodes[i];
- if (nodeIsInJoints(skin, i)) {
- continue;
- }
- // Create node to root bone
- var mat = configureBoneTransformation(node);
- var bone = new Bone(node.name || createStringId(i), newSkeleton, null, mat);
- bone.id = createStringId(i);
- nodesToRoot.push({ bone: bone, node: node, index: i });
- }
- // Parenting
- for (var i = 0; i < nodesToRoot.length; i++) {
- var nodeToRoot = nodesToRoot[i];
- var children = nodeToRoot.node.children;
- if (children) {
- for (var j = 0; j < children.length; j++) {
- var child: INodeToRoot = null;
- for (var k = 0; k < nodesToRoot.length; k++) {
- if (nodesToRoot[k].index === children[j]) {
- child = nodesToRoot[k];
- break;
- }
- }
- if (child) {
- (<any>child.bone)._parent = nodeToRoot.bone;
- nodeToRoot.bone.children.push(child.bone);
- }
- }
- }
- }
- };
- /**
- * Imports a skeleton
- */
- var importSkeleton = (runtime: IGLTFRuntime, skinNode: IGLTFNode, skin: IGLTFSkin): Skeleton => {
- var name = skin.name || "skin" + skinNode.skin;
- var babylonSkeleton = <Skeleton>skin.babylonSkeleton;
- if (!babylonSkeleton) {
- babylonSkeleton = new Skeleton(name, "skin" + skinNode.skin, runtime.babylonScene);
- }
- if (!skin.babylonSkeleton) {
- return babylonSkeleton;
- }
- // Matrices
- var accessor = runtime.gltf.accessors[skin.inverseBindMatrices];
- var buffer = GLTFUtils.GetBufferFromAccessor(runtime, accessor);
- // Find the root bones
- var nodesToRoot: INodeToRoot[] = [];
- var nodesToRootToAdd: Bone[] = [];
- getNodesToRoot(runtime, babylonSkeleton, skin, nodesToRoot);
- babylonSkeleton.bones = [];
- // Joints
- for (var i = 0; i < skin.joints.length; i++) {
- var jointNode = getJointNode(runtime, skin.joints[i]);
- var node = jointNode.node;
- if (!node) {
- Tools.Warn("Joint index " + skin.joints[i] + " does not exist");
- continue;
- }
- var index = jointNode.index;
- var stringID = createStringId(index);
- // Optimize, if the bone already exists...
- var existingBone = runtime.babylonScene.getBoneByID(stringID);
- if (existingBone) {
- babylonSkeleton.bones.push(existingBone);
- continue;
- }
- // Search for parent bone
- var foundBone = false;
- var parentBone: Bone = null;
- for (var j = 0; j < i; j++) {
- var joint: IGLTFNode = getJointNode(runtime, skin.joints[j]).node;
- if (!joint) {
- Tools.Warn("Joint index " + skin.joints[j] + " does not exist when looking for parent");
- continue;
- }
- var children = joint.children;
- foundBone = false;
- for (var k = 0; k < children.length; k++) {
- if (children[k] === index) {
- parentBone = getParentBone(runtime, skin, skin.joints[j], babylonSkeleton);
- foundBone = true;
- break;
- }
- }
- if (foundBone) {
- break;
- }
- }
- // Create bone
- var mat = configureBoneTransformation(node);
- if (!parentBone && nodesToRoot.length > 0) {
- parentBone = getNodeToRoot(nodesToRoot, index);
- if (parentBone) {
- if (nodesToRootToAdd.indexOf(parentBone) === -1) {
- nodesToRootToAdd.push(parentBone);
- }
- }
- }
- var bone = new Bone(node.name || stringID, babylonSkeleton, parentBone, mat);
- bone.id = stringID;
- }
- // Polish
- var bones = babylonSkeleton.bones;
- babylonSkeleton.bones = [];
-
- for (var i = 0; i < skin.joints.length; i++) {
- var jointNode = getJointNode(runtime, skin.joints[i]);
- if (!jointNode) {
- continue;
- }
- var jointNodeStringId = createStringId(jointNode.index);
- for (var j = 0; j < bones.length; j++) {
- if (bones[j].id === jointNodeStringId) {
- babylonSkeleton.bones.push(bones[j]);
- break;
- }
- }
- }
- babylonSkeleton.prepare();
- // Finish
- for (var i = 0; i < nodesToRootToAdd.length; i++) {
- babylonSkeleton.bones.push(nodesToRootToAdd[i]);
- }
- return babylonSkeleton;
- };
- /**
- * Gets a material
- */
- var getMaterial = (runtime: IGLTFRuntime, index?: number): PBRMaterial => {
- if (index === undefined) {
- return GLTFUtils.GetDefaultMaterial(runtime);
- }
- var materials = runtime.gltf.materials;
- if (!materials || index < 0 || index >= materials.length) {
- Tools.Error("Invalid material index");
- return GLTFUtils.GetDefaultMaterial(runtime);
- }
- var material = runtime.gltf.materials[index].babylonMaterial;
- if (!material)
- {
- return GLTFUtils.GetDefaultMaterial(runtime);
- }
- return material;
- };
- /**
- * Imports a mesh and its geometries
- */
- var importMesh = (runtime: IGLTFRuntime, node: IGLTFNode, mesh: IGLTFMesh): Mesh => {
- var name = mesh.name || node.name || "mesh" + node.mesh;
- var babylonMesh = <Mesh>node.babylonNode;
- if (!babylonMesh) {
- babylonMesh = new Mesh(name, runtime.babylonScene);
- }
- if (!node.babylonNode) {
- return babylonMesh;
- }
- var multiMat = new MultiMaterial(name, runtime.babylonScene);
- if (!babylonMesh.material) {
- babylonMesh.material = multiMat;
- }
- var vertexData = new VertexData();
- var geometry = new Geometry(name, runtime.babylonScene, vertexData, false, babylonMesh);
- var verticesStarts = [];
- var verticesCounts = [];
- var indexStarts = [];
- var indexCounts = [];
- // Positions, normals and UVs
- for (var index = 0; index < mesh.primitives.length; index++) {
- // Temporary vertex data
- var tempVertexData = new VertexData();
- var primitive = mesh.primitives[index];
- if (primitive.mode !== EMeshPrimitiveMode.TRIANGLES) {
- // continue;
- }
- var attributes = primitive.attributes;
- var accessor: IGLTFAccessor = null;
- var buffer: any = null;
- // Set positions, normal and uvs
- for (var semantic in attributes) {
- // Link accessor and buffer view
- accessor = runtime.gltf.accessors[attributes[semantic]];
- buffer = GLTFUtils.GetBufferFromAccessor(runtime, accessor);
- if (semantic === "NORMAL") {
- tempVertexData.normals = new Float32Array(buffer.length);
- (<Float32Array>tempVertexData.normals).set(buffer);
- }
- else if (semantic === "POSITION") {
- tempVertexData.positions = new Float32Array(buffer.length);
- (<Float32Array>tempVertexData.positions).set(buffer);
- verticesCounts.push(tempVertexData.positions.length);
- }
- else if (semantic === "TANGENT") {
- tempVertexData.tangents = new Float32Array(buffer.length);
- (<Float32Array>tempVertexData.tangents).set(buffer);
- }
- else if (semantic.indexOf("TEXCOORD_") !== -1) {
- var channel = Number(semantic.split("_")[1]);
- var uvKind = VertexBuffer.UVKind + (channel === 0 ? "" : (channel + 1));
- var uvs = new Float32Array(buffer.length);
- (<Float32Array>uvs).set(buffer);
- normalizeUVs(uvs);
- tempVertexData.set(uvs, uvKind);
- }
- else if (semantic === "JOINT") {
- tempVertexData.matricesIndices = new Float32Array(buffer.length);
- (<Float32Array>tempVertexData.matricesIndices).set(buffer);
- }
- else if (semantic === "WEIGHT") {
- tempVertexData.matricesWeights = new Float32Array(buffer.length);
- (<Float32Array>tempVertexData.matricesWeights).set(buffer);
- }
- else if (semantic === "COLOR_0") {
- tempVertexData.colors = new Float32Array(buffer.length);
- (<Float32Array>tempVertexData.colors).set(buffer);
- }
- else {
- Tools.Warn("Ignoring unrecognized semantic '" + semantic + "'");
- }
- }
- // Indices
- accessor = runtime.gltf.accessors[primitive.indices];
- if (accessor) {
- buffer = GLTFUtils.GetBufferFromAccessor(runtime, accessor);
- tempVertexData.indices = new Int32Array(buffer.length);
- (<Float32Array>tempVertexData.indices).set(buffer);
- indexCounts.push(tempVertexData.indices.length);
- }
- else {
- // Set indices on the fly
- var indices: number[] = [];
- for (var j = 0; j < tempVertexData.positions.length / 3; j++) {
- indices.push(j);
- }
- tempVertexData.indices = new Int32Array(indices);
- indexCounts.push(tempVertexData.indices.length);
- }
- vertexData.merge(tempVertexData);
- tempVertexData = undefined;
- // Sub material
- var material = getMaterial(runtime, primitive.material);
- multiMat.subMaterials.push(material);
- // Update vertices start and index start
- verticesStarts.push(verticesStarts.length === 0 ? 0 : verticesStarts[verticesStarts.length - 1] + verticesCounts[verticesCounts.length - 2]);
- indexStarts.push(indexStarts.length === 0 ? 0 : indexStarts[indexStarts.length - 1] + indexCounts[indexCounts.length - 2]);
- }
- // Apply geometry
- geometry.setAllVerticesData(vertexData, false);
- babylonMesh.computeWorldMatrix(true);
- // Apply submeshes
- babylonMesh.subMeshes = [];
- for (var index = 0; index < mesh.primitives.length; index++) {
- if (mesh.primitives[index].mode !== EMeshPrimitiveMode.TRIANGLES) {
- //continue;
- }
- var subMesh = new SubMesh(index, verticesStarts[index], verticesCounts[index], indexStarts[index], indexCounts[index], babylonMesh, babylonMesh, true);
- }
- // Finish
- return babylonMesh;
- };
- /**
- * Configures node transformation
- */
- var configureNode = (babylonNode: Mesh | TargetCamera, node: IGLTFNode): void => {
- var position = Vector3.Zero();
- var rotation = Quaternion.Identity();
- var scaling = new Vector3(1, 1, 1);
- if (node.matrix) {
- var mat = Matrix.FromArray(node.matrix);
- mat.decompose(scaling, rotation, position);
- }
- else {
- if (node.translation) {
- position = Vector3.FromArray(node.translation);
- }
- if (node.rotation) {
- rotation = Quaternion.FromArray(node.rotation);
- }
- if (node.scale) {
- scaling = Vector3.FromArray(node.scale);
- }
- }
- babylonNode.position = position;
- babylonNode.rotationQuaternion = rotation;
- if (babylonNode instanceof Mesh) {
- var mesh = <Mesh>babylonNode;
- mesh.scaling = scaling;
- }
- };
- /**
- * Imports a node
- */
- var importNode = (runtime: IGLTFRuntime, node: IGLTFNode): Node => {
- var babylonNode: Mesh | TargetCamera = null;
- if (runtime.importOnlyMeshes && (node.skin !== undefined || node.mesh !== undefined)) {
- if (runtime.importMeshesNames.length > 0 && runtime.importMeshesNames.indexOf(node.name) === -1) {
- return null;
- }
- }
- // Meshes
- if (node.skin !== undefined) {
- if (node.mesh !== undefined) {
- var skin = runtime.gltf.skins[node.skin];
- var newMesh = importMesh(runtime, node, runtime.gltf.meshes[node.mesh]);
- var newSkeleton = importSkeleton(runtime, node, skin);
- if (newSkeleton)
- {
- newMesh.skeleton = newSkeleton;
- skin.babylonSkeleton = newSkeleton;
- }
- babylonNode = newMesh;
- }
- }
- else if (node.mesh !== undefined) {
- babylonNode = importMesh(runtime, node, runtime.gltf.meshes[node.mesh]);
- }
- // Cameras
- else if (node.camera !== undefined && !node.babylonNode && !runtime.importOnlyMeshes) {
- var camera = runtime.gltf.cameras[node.camera];
- if (camera !== undefined) {
- if (camera.type === "orthographic") {
- var orthographicCamera = camera.orthographic;
- var orthoCamera = new FreeCamera(node.name || "camera" + node.camera, Vector3.Zero(), runtime.babylonScene);
- orthoCamera.mode = Camera.ORTHOGRAPHIC_CAMERA;
- orthoCamera.attachControl(runtime.babylonScene.getEngine().getRenderingCanvas());
- babylonNode = orthoCamera;
- }
- else if (camera.type === "perspective") {
- var perspectiveCamera = camera.perspective;
- var persCamera = new FreeCamera(node.name || "camera" + node.camera, Vector3.Zero(), runtime.babylonScene);
- persCamera.attachControl(runtime.babylonScene.getEngine().getRenderingCanvas());
- if (!perspectiveCamera.aspectRatio) {
- perspectiveCamera.aspectRatio = runtime.babylonScene.getEngine().getRenderWidth() / runtime.babylonScene.getEngine().getRenderHeight();
- }
- if (perspectiveCamera.znear && perspectiveCamera.zfar) {
- persCamera.maxZ = perspectiveCamera.zfar;
- persCamera.minZ = perspectiveCamera.znear;
- }
- babylonNode = persCamera;
- }
- }
- }
- // Empty node
- if (node.babylonNode) {
- return node.babylonNode;
- }
- else if (babylonNode === null) {
- var dummy = new Mesh(node.name || "mesh" + node.mesh, runtime.babylonScene);
- node.babylonNode = dummy;
- babylonNode = dummy;
- }
- if (babylonNode !== null) {
- configureNode(babylonNode, node);
- babylonNode.updateCache(true);
- node.babylonNode = babylonNode;
- }
- return babylonNode;
- };
- /**
- * Traverses nodes and creates them
- */
- var traverseNodes = (runtime: IGLTFRuntime, index: number, parent: Node, meshIncluded?: boolean): void => {
- var node = runtime.gltf.nodes[index];
- var newNode: Node = null;
- if (runtime.importOnlyMeshes && !meshIncluded) {
- if (runtime.importMeshesNames.indexOf(node.name) !== -1 || runtime.importMeshesNames.length === 0) {
- meshIncluded = true;
- }
- else {
- meshIncluded = false;
- }
- }
- else {
- meshIncluded = true;
- }
- if (meshIncluded) {
- newNode = importNode(runtime, node);
- if (newNode !== null) {
- newNode.id = createStringId(index);
- newNode.parent = parent;
- }
- }
- if (node.children) {
- for (var i = 0; i < node.children.length; i++) {
- traverseNodes(runtime, node.children[i], newNode, meshIncluded);
- }
- }
- };
- var importScene = (runtime: IGLTFRuntime): void => {
- var scene = runtime.gltf.scene || 0;
- var scenes = runtime.gltf.scenes;
- if (scenes) {
- var nodes = scenes[scene].nodes;
- for (var i = 0; i < nodes.length; i++) {
- traverseNodes(runtime, nodes[i], null);
- }
- }
- else {
- for (var i = 0; i < runtime.gltf.nodes.length; i++) {
- traverseNodes(runtime, i, null);
- }
- }
- };
- /**
- * do stuff after buffers are loaded (e.g. hook up materials, load animations, etc.)
- */
- var postLoad = (runtime: IGLTFRuntime): void => {
- importScene(runtime);
- // Set animations
- loadAnimations(runtime);
- for (var i = 0; i < runtime.babylonScene.skeletons.length; i++) {
- var skeleton = runtime.babylonScene.skeletons[i];
- runtime.babylonScene.beginAnimation(skeleton, 0, Number.MAX_VALUE, true, 1.0);
- }
- // Revoke object urls created during load
- for (var i = 0; i < runtime.gltf.textures.length; i++) {
- var texture = runtime.gltf.textures[i];
- if (texture.blobURL) {
- URL.revokeObjectURL(texture.blobURL);
- }
- }
- };
- class BinaryReader {
- private _arrayBuffer: ArrayBuffer;
- private _dataView: DataView;
- private _byteOffset: number;
- constructor(arrayBuffer: ArrayBuffer) {
- this._arrayBuffer = arrayBuffer;
- this._dataView = new DataView(arrayBuffer);
- this._byteOffset = 0;
- }
- public getPosition(): number {
- return this._byteOffset;
- }
- public getLength(): number {
- return this._arrayBuffer.byteLength;
- }
- public readUint32(): number {
- var value = this._dataView.getUint32(this._byteOffset, true);
- this._byteOffset += 4;
- return value;
- }
- public readUint8Array(length: number): Uint8Array {
- var value = new Uint8Array(this._arrayBuffer, this._byteOffset, length);
- this._byteOffset += length;
- return value;
- }
- public skipBytes(length: number): void {
- this._byteOffset += length;
- }
- }
- /**
- * glTF File Loader Plugin
- */
- export class GLTFLoader implements IGLTFLoader {
- public static Extensions: { [name: string]: GLTFLoaderExtension } = {};
- public static RegisterExtension(extension: GLTFLoaderExtension): void {
- if (GLTFLoader.Extensions[extension.name]) {
- Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
- return;
- }
- GLTFLoader.Extensions[extension.name] = extension;
- }
- public static LoadMaterial(runtime: IGLTFRuntime, index: number): IGLTFMaterial {
- var material = runtime.gltf.materials[index];
- if (!material) return null;
- material.babylonMaterial = new PBRMaterial(material.name || "mat" + index, runtime.babylonScene);
- material.babylonMaterial.sideOrientation = Material.CounterClockWiseSideOrientation;
- material.babylonMaterial.useScalarInLinearSpace = true;
- return material;
- }
- public static LoadMetallicRoughnessMaterialPropertiesAsync(runtime: IGLTFRuntime, material: IGLTFMaterial, onSuccess: () => void, onError: () => void): void {
- // Ensure metallic workflow
- material.babylonMaterial.metallic = 1;
- material.babylonMaterial.roughness = 1;
- var properties = material.pbrMetallicRoughness;
- if (!properties) {
- onSuccess();
- return;
- }
- //
- // Load Factors
- //
- material.babylonMaterial.albedoColor = properties.baseColorFactor ? Color3.FromArray(properties.baseColorFactor) : new Color3(1, 1, 1);
- material.babylonMaterial.metallic = properties.metallicFactor || 1;
- material.babylonMaterial.roughness = properties.roughnessFactor || 1;
- //
- // Load Textures
- //
- if (!properties.baseColorTexture && !properties.metallicRoughnessTexture) {
- onSuccess();
- return;
- }
- var checkSuccess = () => {
- if ((!properties.baseColorTexture || material.babylonMaterial.albedoTexture) &&
- (!properties.metallicRoughnessTexture || material.babylonMaterial.metallicTexture))
- {
- onSuccess();
- }
- };
- if (properties.baseColorTexture) {
- GLTFLoader.LoadTextureAsync(runtime, properties.baseColorTexture,
- texture => {
- material.babylonMaterial.albedoTexture = texture;
- GLTFLoader.LoadAlphaProperties(runtime, material);
- checkSuccess();
- },
- () => {
- Tools.Error("Failed to load base color texture");
- onError();
- });
- }
- if (properties.metallicRoughnessTexture) {
- GLTFLoader.LoadTextureAsync(runtime, properties.metallicRoughnessTexture,
- texture => {
- material.babylonMaterial.metallicTexture = texture;
- material.babylonMaterial.useMetallnessFromMetallicTextureBlue = true;
- material.babylonMaterial.useRoughnessFromMetallicTextureGreen = true;
- material.babylonMaterial.useRoughnessFromMetallicTextureAlpha = false;
- checkSuccess();
- },
- () => {
- Tools.Error("Failed to load metallic roughness texture");
- onError();
- });
- }
- }
- public static LoadCommonMaterialPropertiesAsync(runtime: IGLTFRuntime, material: IGLTFMaterial, onSuccess: () => void, onError: () => void): void {
- //
- // Load Factors
- //
- material.babylonMaterial.useEmissiveAsIllumination = (material.emissiveFactor || material.emissiveTexture) ? true : false;
- material.babylonMaterial.emissiveColor = material.emissiveFactor ? Color3.FromArray(material.emissiveFactor) : new Color3(0, 0, 0);
- if (material.doubleSided) {
- material.babylonMaterial.backFaceCulling = false;
- material.babylonMaterial.twoSidedLighting = true;
- }
- //
- // Load Textures
- //
- if (!material.normalTexture && !material.occlusionTexture && !material.emissiveTexture) {
- onSuccess();
- return;
- }
- var checkSuccess = () => {
- if ((!material.normalTexture || material.babylonMaterial.bumpTexture) &&
- (!material.occlusionTexture || material.babylonMaterial.ambientTexture) &&
- (!material.emissiveTexture || material.babylonMaterial.emissiveTexture)) {
- onSuccess();
- }
- }
- if (material.normalTexture) {
- GLTFLoader.LoadTextureAsync(runtime, material.normalTexture, babylonTexture => {
- material.babylonMaterial.bumpTexture = babylonTexture;
- if (material.normalTexture.scale !== undefined) {
- material.babylonMaterial.bumpTexture.level = material.normalTexture.scale;
- }
- checkSuccess();
- },
- () => {
- Tools.Error("Failed to load normal texture");
- onError();
- });
- }
- if (material.occlusionTexture) {
- GLTFLoader.LoadTextureAsync(runtime, material.occlusionTexture, babylonTexture => {
- material.babylonMaterial.ambientTexture = babylonTexture;
- material.babylonMaterial.useAmbientInGrayScale = true;
- if (material.occlusionTexture.strength !== undefined) {
- material.babylonMaterial.ambientTextureStrength = material.occlusionTexture.strength;
- }
- checkSuccess();
- },
- () => {
- Tools.Error("Failed to load occlusion texture");
- onError();
- });
- }
- if (material.emissiveTexture) {
- GLTFLoader.LoadTextureAsync(runtime, material.emissiveTexture, babylonTexture => {
- material.babylonMaterial.emissiveTexture = babylonTexture;
- checkSuccess();
- },
- () => {
- Tools.Error("Failed to load emissive texture");
- onError();
- });
- }
- }
- public static LoadAlphaProperties(runtime: IGLTFRuntime, material: IGLTFMaterial): void {
- var alphaMode = material.alphaMode || "OPAQUE";
- switch (alphaMode) {
- case "OPAQUE":
- // default is opaque
- break;
- case "MASK":
- material.babylonMaterial.albedoTexture.hasAlpha = true;
- material.babylonMaterial.useAlphaFromAlbedoTexture = false;
- material.babylonMaterial.alphaMode = Engine.ALPHA_DISABLE;
- break;
- case "BLEND":
- material.babylonMaterial.albedoTexture.hasAlpha = true;
- material.babylonMaterial.useAlphaFromAlbedoTexture = true;
- material.babylonMaterial.alphaMode = Engine.ALPHA_COMBINE;
- break;
- default:
- Tools.Error("Invalid alpha mode '" + material.alphaMode + "'");
- }
- }
- public static LoadTextureAsync(runtime: IGLTFRuntime, textureInfo: IGLTFTextureInfo, onSuccess: (babylonTexture: Texture) => void, onError: () => void): void {
- var texture = runtime.gltf.textures[textureInfo.index];
- var texCoord = textureInfo.texCoord || 0;
- if (!texture || texture.source === undefined) {
- onError();
- return;
- }
- if (texture.babylonTextures) {
- var babylonTexture = texture.babylonTextures[texCoord];
- if (!babylonTexture) {
- for (var i = 0; i < texture.babylonTextures.length; i++) {
- babylonTexture = texture.babylonTextures[i];
- if (babylonTexture) {
- babylonTexture = babylonTexture.clone();
- babylonTexture.coordinatesIndex = texCoord;
- break;
- }
- }
- }
- onSuccess(babylonTexture);
- return;
- }
- var source = runtime.gltf.images[texture.source];
- var sourceURL = runtime.rootUrl + source.uri;
- if (texture.blobURL) {
- sourceURL = texture.blobURL;
- }
- else {
- if (source.uri === undefined) {
- var bufferView = runtime.gltf.bufferViews[source.bufferView];
- var buffer = GLTFUtils.GetBufferFromBufferView(runtime, bufferView, 0, bufferView.byteLength, EComponentType.UNSIGNED_BYTE);
- texture.blobURL = URL.createObjectURL(new Blob([buffer], { type: source.mimeType }));
- sourceURL = texture.blobURL;
- }
- else if (GLTFUtils.IsBase64(source.uri)) {
- var decodedBuffer = new Uint8Array(GLTFUtils.DecodeBase64(source.uri));
- texture.blobURL = URL.createObjectURL(new Blob([decodedBuffer], { type: source.mimeType }));
- sourceURL = texture.blobURL;
- }
- }
- GLTFLoader._createTextureAsync(runtime, texture, texCoord, sourceURL, onSuccess, onError);
- }
- private static _createTextureAsync(runtime: IGLTFRuntime, texture: IGLTFTexture, texCoord: number, url: string, onSuccess: (babylonTexture: Texture) => void, onError: () => void): void {
- var sampler: IGLTFSampler = texture.sampler ? runtime.gltf.samplers[texture.sampler] : {};
- var noMipMaps = (sampler.minFilter === ETextureMinFilter.NEAREST || sampler.minFilter === ETextureMinFilter.LINEAR);
- var samplingMode = Texture.BILINEAR_SAMPLINGMODE;
- var babylonTexture = new Texture(url, runtime.babylonScene, noMipMaps, true, samplingMode, () => {
- onSuccess(babylonTexture);
- }, onError);
- babylonTexture.coordinatesIndex = texCoord;
- babylonTexture.wrapU = GLTFUtils.GetWrapMode(sampler.wrapS);
- babylonTexture.wrapV = GLTFUtils.GetWrapMode(sampler.wrapT);
- babylonTexture.name = texture.name;
- // Cache the texture
- texture.babylonTextures = texture.babylonTextures || [];
- texture.babylonTextures[texCoord] = babylonTexture;
- }
- /**
- * Import meshes
- */
- public importMeshAsync(meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onError?: () => void): void {
- scene.useRightHandedSystem = true;
- var runtime = GLTFLoader._createRuntime(scene, data, rootUrl, true);
- if (!runtime) {
- onError();
- return;
- }
- if (meshesNames === "") {
- runtime.importMeshesNames = [];
- }
- else if (typeof meshesNames === "string") {
- runtime.importMeshesNames = [meshesNames];
- }
- else if (meshesNames && !(meshesNames instanceof Array)) {
- runtime.importMeshesNames = [meshesNames];
- }
- else {
- runtime.importMeshesNames = [];
- Tools.Warn("Argument meshesNames must be of type string or string[]");
- }
- // Load scene
- importScene(runtime);
- var meshes = [];
- var skeletons = [];
- // Fill arrays of meshes and skeletons
- for (var i = 0; i < runtime.gltf.nodes.length; i++) {
- var node = runtime.gltf.nodes[i];
- if (node.babylonNode instanceof AbstractMesh) {
- meshes.push(<AbstractMesh>node.babylonNode);
- }
- }
- for (var i = 0; i < runtime.gltf.skins.length; i++) {
- var skin = runtime.gltf.skins[i];
- if (skin.babylonSkeleton instanceof Skeleton) {
- skeletons.push(skin.babylonSkeleton);
- }
- }
- // Load buffers, materials, etc.
- GLTFLoader._loadBuffersAsync(runtime, () => {
- GLTFLoader._loadMaterialsAsync(runtime, () => {
- postLoad(runtime);
- onSuccess(meshes, null, skeletons);
- }, onError);
- }, onError);
- if (BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
- onSuccess(meshes, null, skeletons);
- }
- }
- /**
- * Load scene
- */
- public loadAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: () => void, onError: () => void): void {
- scene.useRightHandedSystem = true;
- var runtime = GLTFLoader._createRuntime(scene, data, rootUrl, false);
- if (!runtime) {
- onError();
- return;
- }
- importScene(runtime);
- GLTFLoader._loadBuffersAsync(runtime, () => {
- GLTFLoader._loadMaterialsAsync(runtime, () => {
- postLoad(runtime);
- onSuccess();
- }, onError);
- }, onError);
- }
- private static _loadBuffersAsync(runtime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
- if (runtime.gltf.buffers.length == 0) {
- onSuccess();
- return;
- }
- var successCount = 0;
- runtime.gltf.buffers.forEach((buffer, index) => {
- this._loadBufferAsync(runtime, index, () => {
- if (++successCount === runtime.gltf.buffers.length) {
- onSuccess();
- }
- }, onError);
- });
- }
- private static _loadBufferAsync(runtime: IGLTFRuntime, index: number, onSuccess: () => void, onError: () => void): void {
- var buffer = runtime.gltf.buffers[index];
- if (buffer.uri === undefined) {
- // buffer.loadedBufferView should already be set
- onSuccess();
- }
- else if (GLTFUtils.IsBase64(buffer.uri)) {
- var data = GLTFUtils.DecodeBase64(buffer.uri);
- setTimeout(() => {
- buffer.loadedBufferView = new Uint8Array(data);
- onSuccess();
- });
- }
- else {
- Tools.LoadFile(runtime.rootUrl + buffer.uri, data => {
- buffer.loadedBufferView = new Uint8Array(data);
- onSuccess();
- }, null, null, true, onError);
- }
- }
- private static _loadMaterialsAsync(runtime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
- var materials = runtime.gltf.materials;
- if (!materials) {
- onSuccess();
- return;
- }
- var successCount = 0;
- for (var i = 0; i < materials.length; i++) {
- GLTFLoaderExtension.LoadMaterialAsync(runtime, i, () => {
- if (++successCount === materials.length) {
- onSuccess();
- }
- }, onError);
- }
- }
- private static _createRuntime(scene: Scene, data: IGLTFLoaderData, rootUrl: string, importOnlyMeshes: boolean): IGLTFRuntime {
- var runtime: IGLTFRuntime = {
- gltf: <IGLTF>data.json,
- babylonScene: scene,
- rootUrl: rootUrl,
- importOnlyMeshes: importOnlyMeshes,
- }
- var binaryBuffer: IGLTFBuffer;
- var buffers = runtime.gltf.buffers;
- if (buffers.length > 0 && buffers[0].uri === undefined) {
- binaryBuffer = buffers[0];
- }
- if (data.bin) {
- if (!binaryBuffer) {
- Tools.Error("Unexpected BIN chunk");
- return null;
- }
- if (binaryBuffer.byteLength != data.bin.byteLength) {
- Tools.Error("Binary buffer length from JSON does not match chunk length");
- return null;
- }
- binaryBuffer.loadedBufferView = data.bin;
- }
- GLTFLoaderExtension.PostCreateRuntime(runtime);
- return runtime;
- }
- }
- BABYLON.GLTFFileLoader.GLTFLoaderV2 = new GLTFLoader();
- }
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