babylon.glTF1FileLoader.js 115 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var BABYLON;
  3. (function (BABYLON) {
  4. var GLTFLoaderCoordinateSystemMode;
  5. (function (GLTFLoaderCoordinateSystemMode) {
  6. // Automatically convert the glTF right-handed data to the appropriate system based on the current coordinate system mode of the scene (scene.useRightHandedSystem).
  7. // NOTE: When scene.useRightHandedSystem is false, an additional transform will be added to the root to transform the data from right-handed to left-handed.
  8. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["AUTO"] = 0] = "AUTO";
  9. // The glTF right-handed data is not transformed in any form and is loaded directly.
  10. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["PASS_THROUGH"] = 1] = "PASS_THROUGH";
  11. // Sets the useRightHandedSystem flag on the scene.
  12. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["FORCE_RIGHT_HANDED"] = 2] = "FORCE_RIGHT_HANDED";
  13. })(GLTFLoaderCoordinateSystemMode = BABYLON.GLTFLoaderCoordinateSystemMode || (BABYLON.GLTFLoaderCoordinateSystemMode = {}));
  14. var GLTFFileLoader = (function () {
  15. function GLTFFileLoader() {
  16. // V2 options
  17. this.coordinateSystemMode = GLTFLoaderCoordinateSystemMode.AUTO;
  18. this.name = "gltf";
  19. this.extensions = {
  20. ".gltf": { isBinary: false },
  21. ".glb": { isBinary: true }
  22. };
  23. }
  24. GLTFFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  25. var loaderData = GLTFFileLoader._parse(data, onError);
  26. if (!loaderData) {
  27. return;
  28. }
  29. if (this.onParsed) {
  30. this.onParsed(loaderData);
  31. }
  32. var loader = this._getLoader(loaderData, onError);
  33. if (!loader) {
  34. return;
  35. }
  36. loader.importMeshAsync(meshesNames, scene, loaderData, rootUrl, onSuccess, onProgress, onError);
  37. };
  38. GLTFFileLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
  39. var loaderData = GLTFFileLoader._parse(data, onError);
  40. if (!loaderData) {
  41. return;
  42. }
  43. if (this.onParsed) {
  44. this.onParsed(loaderData);
  45. }
  46. var loader = this._getLoader(loaderData, onError);
  47. if (!loader) {
  48. return;
  49. }
  50. return loader.loadAsync(scene, loaderData, rootUrl, onSuccess, onProgress, onError);
  51. };
  52. GLTFFileLoader.prototype.canDirectLoad = function (data) {
  53. return ((data.indexOf("scene") !== -1) && (data.indexOf("node") !== -1));
  54. };
  55. GLTFFileLoader._parse = function (data, onError) {
  56. try {
  57. if (data instanceof ArrayBuffer) {
  58. return GLTFFileLoader._parseBinary(data, onError);
  59. }
  60. return {
  61. json: JSON.parse(data),
  62. bin: null
  63. };
  64. }
  65. catch (e) {
  66. onError(e.message);
  67. return null;
  68. }
  69. };
  70. GLTFFileLoader.prototype._getLoader = function (loaderData, onError) {
  71. var loaderVersion = { major: 2, minor: 0 };
  72. var asset = loaderData.json.asset || {};
  73. var version = GLTFFileLoader._parseVersion(asset.version);
  74. if (!version) {
  75. onError("Invalid version: " + asset.version);
  76. return null;
  77. }
  78. if (asset.minVersion !== undefined) {
  79. var minVersion = GLTFFileLoader._parseVersion(asset.minVersion);
  80. if (!minVersion) {
  81. onError("Invalid minimum version: " + asset.minVersion);
  82. return null;
  83. }
  84. if (GLTFFileLoader._compareVersion(minVersion, loaderVersion) > 0) {
  85. onError("Incompatible minimum version: " + asset.minVersion);
  86. return null;
  87. }
  88. }
  89. var createLoaders = {
  90. 1: GLTFFileLoader.CreateGLTFLoaderV1,
  91. 2: GLTFFileLoader.CreateGLTFLoaderV2
  92. };
  93. var createLoader = createLoaders[version.major];
  94. if (!createLoader) {
  95. onError("Unsupported version: " + asset.version);
  96. return null;
  97. }
  98. return createLoader(this);
  99. };
  100. GLTFFileLoader._parseBinary = function (data, onError) {
  101. var Binary = {
  102. Magic: 0x46546C67
  103. };
  104. var binaryReader = new BinaryReader(data);
  105. var magic = binaryReader.readUint32();
  106. if (magic !== Binary.Magic) {
  107. onError("Unexpected magic: " + magic);
  108. return null;
  109. }
  110. var version = binaryReader.readUint32();
  111. switch (version) {
  112. case 1: return GLTFFileLoader._parseV1(binaryReader, onError);
  113. case 2: return GLTFFileLoader._parseV2(binaryReader, onError);
  114. }
  115. onError("Unsupported version: " + version);
  116. return null;
  117. };
  118. GLTFFileLoader._parseV1 = function (binaryReader, onError) {
  119. var ContentFormat = {
  120. JSON: 0
  121. };
  122. var length = binaryReader.readUint32();
  123. if (length != binaryReader.getLength()) {
  124. onError("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
  125. return null;
  126. }
  127. var contentLength = binaryReader.readUint32();
  128. var contentFormat = binaryReader.readUint32();
  129. var content;
  130. switch (contentFormat) {
  131. case ContentFormat.JSON:
  132. content = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(contentLength)));
  133. break;
  134. default:
  135. onError("Unexpected content format: " + contentFormat);
  136. return null;
  137. }
  138. var bytesRemaining = binaryReader.getLength() - binaryReader.getPosition();
  139. var body = binaryReader.readUint8Array(bytesRemaining);
  140. return {
  141. json: content,
  142. bin: body
  143. };
  144. };
  145. GLTFFileLoader._parseV2 = function (binaryReader, onError) {
  146. var ChunkFormat = {
  147. JSON: 0x4E4F534A,
  148. BIN: 0x004E4942
  149. };
  150. var length = binaryReader.readUint32();
  151. if (length !== binaryReader.getLength()) {
  152. onError("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
  153. return null;
  154. }
  155. // JSON chunk
  156. var chunkLength = binaryReader.readUint32();
  157. var chunkFormat = binaryReader.readUint32();
  158. if (chunkFormat !== ChunkFormat.JSON) {
  159. onError("First chunk format is not JSON");
  160. return null;
  161. }
  162. var json = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(chunkLength)));
  163. // Look for BIN chunk
  164. var bin = null;
  165. while (binaryReader.getPosition() < binaryReader.getLength()) {
  166. chunkLength = binaryReader.readUint32();
  167. chunkFormat = binaryReader.readUint32();
  168. switch (chunkFormat) {
  169. case ChunkFormat.JSON:
  170. onError("Unexpected JSON chunk");
  171. return null;
  172. case ChunkFormat.BIN:
  173. bin = binaryReader.readUint8Array(chunkLength);
  174. break;
  175. default:
  176. // ignore unrecognized chunkFormat
  177. binaryReader.skipBytes(chunkLength);
  178. break;
  179. }
  180. }
  181. return {
  182. json: json,
  183. bin: bin
  184. };
  185. };
  186. GLTFFileLoader._parseVersion = function (version) {
  187. var match = (version + "").match(/^(\d+)\.(\d+)$/);
  188. if (!match) {
  189. return null;
  190. }
  191. return {
  192. major: parseInt(match[1]),
  193. minor: parseInt(match[2])
  194. };
  195. };
  196. GLTFFileLoader._compareVersion = function (a, b) {
  197. if (a.major > b.major)
  198. return 1;
  199. if (a.major < b.major)
  200. return -1;
  201. if (a.minor > b.minor)
  202. return 1;
  203. if (a.minor < b.minor)
  204. return -1;
  205. return 0;
  206. };
  207. GLTFFileLoader._decodeBufferToText = function (buffer) {
  208. var result = "";
  209. var length = buffer.byteLength;
  210. for (var i = 0; i < length; ++i) {
  211. result += String.fromCharCode(buffer[i]);
  212. }
  213. return result;
  214. };
  215. // V1 options
  216. GLTFFileLoader.HomogeneousCoordinates = false;
  217. GLTFFileLoader.IncrementalLoading = true;
  218. return GLTFFileLoader;
  219. }());
  220. BABYLON.GLTFFileLoader = GLTFFileLoader;
  221. var BinaryReader = (function () {
  222. function BinaryReader(arrayBuffer) {
  223. this._arrayBuffer = arrayBuffer;
  224. this._dataView = new DataView(arrayBuffer);
  225. this._byteOffset = 0;
  226. }
  227. BinaryReader.prototype.getPosition = function () {
  228. return this._byteOffset;
  229. };
  230. BinaryReader.prototype.getLength = function () {
  231. return this._arrayBuffer.byteLength;
  232. };
  233. BinaryReader.prototype.readUint32 = function () {
  234. var value = this._dataView.getUint32(this._byteOffset, true);
  235. this._byteOffset += 4;
  236. return value;
  237. };
  238. BinaryReader.prototype.readUint8Array = function (length) {
  239. var value = new Uint8Array(this._arrayBuffer, this._byteOffset, length);
  240. this._byteOffset += length;
  241. return value;
  242. };
  243. BinaryReader.prototype.skipBytes = function (length) {
  244. this._byteOffset += length;
  245. };
  246. return BinaryReader;
  247. }());
  248. if (BABYLON.SceneLoader) {
  249. BABYLON.SceneLoader.RegisterPlugin(new GLTFFileLoader());
  250. }
  251. })(BABYLON || (BABYLON = {}));
  252. //# sourceMappingURL=babylon.glTFFileLoader.js.map
  253. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  254. var BABYLON;
  255. (function (BABYLON) {
  256. var GLTF1;
  257. (function (GLTF1) {
  258. /**
  259. * Enums
  260. */
  261. var EComponentType;
  262. (function (EComponentType) {
  263. EComponentType[EComponentType["BYTE"] = 5120] = "BYTE";
  264. EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  265. EComponentType[EComponentType["SHORT"] = 5122] = "SHORT";
  266. EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  267. EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT";
  268. })(EComponentType = GLTF1.EComponentType || (GLTF1.EComponentType = {}));
  269. var EShaderType;
  270. (function (EShaderType) {
  271. EShaderType[EShaderType["FRAGMENT"] = 35632] = "FRAGMENT";
  272. EShaderType[EShaderType["VERTEX"] = 35633] = "VERTEX";
  273. })(EShaderType = GLTF1.EShaderType || (GLTF1.EShaderType = {}));
  274. var EParameterType;
  275. (function (EParameterType) {
  276. EParameterType[EParameterType["BYTE"] = 5120] = "BYTE";
  277. EParameterType[EParameterType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  278. EParameterType[EParameterType["SHORT"] = 5122] = "SHORT";
  279. EParameterType[EParameterType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  280. EParameterType[EParameterType["INT"] = 5124] = "INT";
  281. EParameterType[EParameterType["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT";
  282. EParameterType[EParameterType["FLOAT"] = 5126] = "FLOAT";
  283. EParameterType[EParameterType["FLOAT_VEC2"] = 35664] = "FLOAT_VEC2";
  284. EParameterType[EParameterType["FLOAT_VEC3"] = 35665] = "FLOAT_VEC3";
  285. EParameterType[EParameterType["FLOAT_VEC4"] = 35666] = "FLOAT_VEC4";
  286. EParameterType[EParameterType["INT_VEC2"] = 35667] = "INT_VEC2";
  287. EParameterType[EParameterType["INT_VEC3"] = 35668] = "INT_VEC3";
  288. EParameterType[EParameterType["INT_VEC4"] = 35669] = "INT_VEC4";
  289. EParameterType[EParameterType["BOOL"] = 35670] = "BOOL";
  290. EParameterType[EParameterType["BOOL_VEC2"] = 35671] = "BOOL_VEC2";
  291. EParameterType[EParameterType["BOOL_VEC3"] = 35672] = "BOOL_VEC3";
  292. EParameterType[EParameterType["BOOL_VEC4"] = 35673] = "BOOL_VEC4";
  293. EParameterType[EParameterType["FLOAT_MAT2"] = 35674] = "FLOAT_MAT2";
  294. EParameterType[EParameterType["FLOAT_MAT3"] = 35675] = "FLOAT_MAT3";
  295. EParameterType[EParameterType["FLOAT_MAT4"] = 35676] = "FLOAT_MAT4";
  296. EParameterType[EParameterType["SAMPLER_2D"] = 35678] = "SAMPLER_2D";
  297. })(EParameterType = GLTF1.EParameterType || (GLTF1.EParameterType = {}));
  298. var ETextureWrapMode;
  299. (function (ETextureWrapMode) {
  300. ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE";
  301. ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT";
  302. ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT";
  303. })(ETextureWrapMode = GLTF1.ETextureWrapMode || (GLTF1.ETextureWrapMode = {}));
  304. var ETextureFilterType;
  305. (function (ETextureFilterType) {
  306. ETextureFilterType[ETextureFilterType["NEAREST"] = 9728] = "NEAREST";
  307. ETextureFilterType[ETextureFilterType["LINEAR"] = 9728] = "LINEAR";
  308. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_NEAREST"] = 9984] = "NEAREST_MIPMAP_NEAREST";
  309. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
  310. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR";
  311. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR";
  312. })(ETextureFilterType = GLTF1.ETextureFilterType || (GLTF1.ETextureFilterType = {}));
  313. var ETextureFormat;
  314. (function (ETextureFormat) {
  315. ETextureFormat[ETextureFormat["ALPHA"] = 6406] = "ALPHA";
  316. ETextureFormat[ETextureFormat["RGB"] = 6407] = "RGB";
  317. ETextureFormat[ETextureFormat["RGBA"] = 6408] = "RGBA";
  318. ETextureFormat[ETextureFormat["LUMINANCE"] = 6409] = "LUMINANCE";
  319. ETextureFormat[ETextureFormat["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA";
  320. })(ETextureFormat = GLTF1.ETextureFormat || (GLTF1.ETextureFormat = {}));
  321. var ECullingType;
  322. (function (ECullingType) {
  323. ECullingType[ECullingType["FRONT"] = 1028] = "FRONT";
  324. ECullingType[ECullingType["BACK"] = 1029] = "BACK";
  325. ECullingType[ECullingType["FRONT_AND_BACK"] = 1032] = "FRONT_AND_BACK";
  326. })(ECullingType = GLTF1.ECullingType || (GLTF1.ECullingType = {}));
  327. var EBlendingFunction;
  328. (function (EBlendingFunction) {
  329. EBlendingFunction[EBlendingFunction["ZERO"] = 0] = "ZERO";
  330. EBlendingFunction[EBlendingFunction["ONE"] = 1] = "ONE";
  331. EBlendingFunction[EBlendingFunction["SRC_COLOR"] = 768] = "SRC_COLOR";
  332. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_COLOR"] = 769] = "ONE_MINUS_SRC_COLOR";
  333. EBlendingFunction[EBlendingFunction["DST_COLOR"] = 774] = "DST_COLOR";
  334. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_COLOR"] = 775] = "ONE_MINUS_DST_COLOR";
  335. EBlendingFunction[EBlendingFunction["SRC_ALPHA"] = 770] = "SRC_ALPHA";
  336. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_ALPHA"] = 771] = "ONE_MINUS_SRC_ALPHA";
  337. EBlendingFunction[EBlendingFunction["DST_ALPHA"] = 772] = "DST_ALPHA";
  338. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_ALPHA"] = 773] = "ONE_MINUS_DST_ALPHA";
  339. EBlendingFunction[EBlendingFunction["CONSTANT_COLOR"] = 32769] = "CONSTANT_COLOR";
  340. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_COLOR"] = 32770] = "ONE_MINUS_CONSTANT_COLOR";
  341. EBlendingFunction[EBlendingFunction["CONSTANT_ALPHA"] = 32771] = "CONSTANT_ALPHA";
  342. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_ALPHA"] = 32772] = "ONE_MINUS_CONSTANT_ALPHA";
  343. EBlendingFunction[EBlendingFunction["SRC_ALPHA_SATURATE"] = 776] = "SRC_ALPHA_SATURATE";
  344. })(EBlendingFunction = GLTF1.EBlendingFunction || (GLTF1.EBlendingFunction = {}));
  345. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  346. })(BABYLON || (BABYLON = {}));
  347. //# sourceMappingURL=babylon.glTFLoaderInterfaces.js.map
  348. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  349. var BABYLON;
  350. (function (BABYLON) {
  351. var GLTF1;
  352. (function (GLTF1) {
  353. /**
  354. * Tokenizer. Used for shaders compatibility
  355. * Automatically map world, view, projection, worldViewProjection, attributes and so on
  356. */
  357. var ETokenType;
  358. (function (ETokenType) {
  359. ETokenType[ETokenType["IDENTIFIER"] = 1] = "IDENTIFIER";
  360. ETokenType[ETokenType["UNKNOWN"] = 2] = "UNKNOWN";
  361. ETokenType[ETokenType["END_OF_INPUT"] = 3] = "END_OF_INPUT";
  362. })(ETokenType || (ETokenType = {}));
  363. var Tokenizer = (function () {
  364. function Tokenizer(toParse) {
  365. this._pos = 0;
  366. this.isLetterOrDigitPattern = /^[a-zA-Z0-9]+$/;
  367. this._toParse = toParse;
  368. this._maxPos = toParse.length;
  369. }
  370. Tokenizer.prototype.getNextToken = function () {
  371. if (this.isEnd())
  372. return ETokenType.END_OF_INPUT;
  373. this.currentString = this.read();
  374. this.currentToken = ETokenType.UNKNOWN;
  375. if (this.currentString === "_" || this.isLetterOrDigitPattern.test(this.currentString)) {
  376. this.currentToken = ETokenType.IDENTIFIER;
  377. this.currentIdentifier = this.currentString;
  378. while (!this.isEnd() && (this.isLetterOrDigitPattern.test(this.currentString = this.peek()) || this.currentString === "_")) {
  379. this.currentIdentifier += this.currentString;
  380. this.forward();
  381. }
  382. }
  383. return this.currentToken;
  384. };
  385. Tokenizer.prototype.peek = function () {
  386. return this._toParse[this._pos];
  387. };
  388. Tokenizer.prototype.read = function () {
  389. return this._toParse[this._pos++];
  390. };
  391. Tokenizer.prototype.forward = function () {
  392. this._pos++;
  393. };
  394. Tokenizer.prototype.isEnd = function () {
  395. return this._pos >= this._maxPos;
  396. };
  397. return Tokenizer;
  398. }());
  399. /**
  400. * Values
  401. */
  402. var glTFTransforms = ["MODEL", "VIEW", "PROJECTION", "MODELVIEW", "MODELVIEWPROJECTION", "JOINTMATRIX"];
  403. var babylonTransforms = ["world", "view", "projection", "worldView", "worldViewProjection", "mBones"];
  404. var glTFAnimationPaths = ["translation", "rotation", "scale"];
  405. var babylonAnimationPaths = ["position", "rotationQuaternion", "scaling"];
  406. /**
  407. * Parse
  408. */
  409. var parseBuffers = function (parsedBuffers, gltfRuntime) {
  410. for (var buf in parsedBuffers) {
  411. var parsedBuffer = parsedBuffers[buf];
  412. gltfRuntime.buffers[buf] = parsedBuffer;
  413. gltfRuntime.buffersCount++;
  414. }
  415. };
  416. var parseShaders = function (parsedShaders, gltfRuntime) {
  417. for (var sha in parsedShaders) {
  418. var parsedShader = parsedShaders[sha];
  419. gltfRuntime.shaders[sha] = parsedShader;
  420. gltfRuntime.shaderscount++;
  421. }
  422. };
  423. var parseObject = function (parsedObjects, runtimeProperty, gltfRuntime) {
  424. for (var object in parsedObjects) {
  425. var parsedObject = parsedObjects[object];
  426. gltfRuntime[runtimeProperty][object] = parsedObject;
  427. }
  428. };
  429. /**
  430. * Utils
  431. */
  432. var normalizeUVs = function (buffer) {
  433. if (!buffer) {
  434. return;
  435. }
  436. for (var i = 0; i < buffer.length / 2; i++) {
  437. buffer[i * 2 + 1] = 1.0 - buffer[i * 2 + 1];
  438. }
  439. };
  440. var getAttribute = function (attributeParameter) {
  441. if (attributeParameter.semantic === "NORMAL") {
  442. return "normal";
  443. }
  444. else if (attributeParameter.semantic === "POSITION") {
  445. return "position";
  446. }
  447. else if (attributeParameter.semantic === "JOINT") {
  448. return "matricesIndices";
  449. }
  450. else if (attributeParameter.semantic === "WEIGHT") {
  451. return "matricesWeights";
  452. }
  453. else if (attributeParameter.semantic === "COLOR") {
  454. return "color";
  455. }
  456. else if (attributeParameter.semantic.indexOf("TEXCOORD_") !== -1) {
  457. var channel = Number(attributeParameter.semantic.split("_")[1]);
  458. return "uv" + (channel === 0 ? "" : channel + 1);
  459. }
  460. return null;
  461. };
  462. /**
  463. * Loads and creates animations
  464. */
  465. var loadAnimations = function (gltfRuntime) {
  466. for (var anim in gltfRuntime.animations) {
  467. var animation = gltfRuntime.animations[anim];
  468. var lastAnimation = null;
  469. for (var i = 0; i < animation.channels.length; i++) {
  470. // Get parameters and load buffers
  471. var channel = animation.channels[i];
  472. var sampler = animation.samplers[channel.sampler];
  473. if (!sampler) {
  474. continue;
  475. }
  476. var inputData = null;
  477. var outputData = null;
  478. if (animation.parameters) {
  479. inputData = animation.parameters[sampler.input];
  480. outputData = animation.parameters[sampler.output];
  481. }
  482. else {
  483. inputData = sampler.input;
  484. outputData = sampler.output;
  485. }
  486. var bufferInput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[inputData]);
  487. var bufferOutput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[outputData]);
  488. var targetID = channel.target.id;
  489. var targetNode = gltfRuntime.scene.getNodeByID(targetID);
  490. if (targetNode === null) {
  491. targetNode = gltfRuntime.scene.getNodeByName(targetID);
  492. }
  493. if (targetNode === null) {
  494. BABYLON.Tools.Warn("Creating animation named " + anim + ". But cannot find node named " + targetID + " to attach to");
  495. continue;
  496. }
  497. var isBone = targetNode instanceof BABYLON.Bone;
  498. // Get target path (position, rotation or scaling)
  499. var targetPath = channel.target.path;
  500. var targetPathIndex = glTFAnimationPaths.indexOf(targetPath);
  501. if (targetPathIndex !== -1) {
  502. targetPath = babylonAnimationPaths[targetPathIndex];
  503. }
  504. // Determine animation type
  505. var animationType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  506. if (!isBone) {
  507. if (targetPath === "rotationQuaternion") {
  508. animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  509. targetNode.rotationQuaternion = new BABYLON.Quaternion();
  510. }
  511. else {
  512. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  513. }
  514. }
  515. // Create animation and key frames
  516. var babylonAnimation = null;
  517. var keys = [];
  518. var arrayOffset = 0;
  519. var modifyKey = false;
  520. if (isBone && lastAnimation && lastAnimation.getKeys().length === bufferInput.length) {
  521. babylonAnimation = lastAnimation;
  522. modifyKey = true;
  523. }
  524. if (!modifyKey) {
  525. babylonAnimation = new BABYLON.Animation(anim, isBone ? "_matrix" : targetPath, 1, animationType, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  526. }
  527. // For each frame
  528. for (var j = 0; j < bufferInput.length; j++) {
  529. var value = null;
  530. if (targetPath === "rotationQuaternion") {
  531. value = BABYLON.Quaternion.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2], bufferOutput[arrayOffset + 3]]);
  532. arrayOffset += 4;
  533. }
  534. else {
  535. value = BABYLON.Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]);
  536. arrayOffset += 3;
  537. }
  538. if (isBone) {
  539. var bone = targetNode;
  540. var translation = BABYLON.Vector3.Zero();
  541. var rotationQuaternion = new BABYLON.Quaternion();
  542. var scaling = BABYLON.Vector3.Zero();
  543. // Warning on decompose
  544. var mat = bone.getBaseMatrix();
  545. if (modifyKey) {
  546. mat = lastAnimation.getKeys()[j].value;
  547. }
  548. mat.decompose(scaling, rotationQuaternion, translation);
  549. if (targetPath === "position") {
  550. translation = value;
  551. }
  552. else if (targetPath === "rotationQuaternion") {
  553. rotationQuaternion = value;
  554. }
  555. else {
  556. scaling = value;
  557. }
  558. value = BABYLON.Matrix.Compose(scaling, rotationQuaternion, translation);
  559. }
  560. if (!modifyKey) {
  561. keys.push({
  562. frame: bufferInput[j],
  563. value: value
  564. });
  565. }
  566. else {
  567. lastAnimation.getKeys()[j].value = value;
  568. }
  569. }
  570. // Finish
  571. if (!modifyKey) {
  572. babylonAnimation.setKeys(keys);
  573. targetNode.animations.push(babylonAnimation);
  574. }
  575. lastAnimation = babylonAnimation;
  576. gltfRuntime.scene.stopAnimation(targetNode);
  577. gltfRuntime.scene.beginAnimation(targetNode, 0, bufferInput[bufferInput.length - 1], true, 1.0);
  578. }
  579. }
  580. };
  581. /**
  582. * Returns the bones transformation matrix
  583. */
  584. var configureBoneTransformation = function (node) {
  585. var mat = null;
  586. if (node.translation || node.rotation || node.scale) {
  587. var scale = BABYLON.Vector3.FromArray(node.scale || [1, 1, 1]);
  588. var rotation = BABYLON.Quaternion.FromArray(node.rotation || [0, 0, 0, 1]);
  589. var position = BABYLON.Vector3.FromArray(node.translation || [0, 0, 0]);
  590. mat = BABYLON.Matrix.Compose(scale, rotation, position);
  591. }
  592. else {
  593. mat = BABYLON.Matrix.FromArray(node.matrix);
  594. }
  595. return mat;
  596. };
  597. /**
  598. * Returns the parent bone
  599. */
  600. var getParentBone = function (gltfRuntime, skins, jointName, newSkeleton) {
  601. // Try to find
  602. for (var i = 0; i < newSkeleton.bones.length; i++) {
  603. if (newSkeleton.bones[i].name === jointName) {
  604. return newSkeleton.bones[i];
  605. }
  606. }
  607. // Not found, search in gltf nodes
  608. var nodes = gltfRuntime.nodes;
  609. for (var nde in nodes) {
  610. var node = nodes[nde];
  611. if (!node.jointName) {
  612. continue;
  613. }
  614. var children = node.children;
  615. for (var i = 0; i < children.length; i++) {
  616. var child = gltfRuntime.nodes[children[i]];
  617. if (!child.jointName) {
  618. continue;
  619. }
  620. if (child.jointName === jointName) {
  621. var mat = configureBoneTransformation(node);
  622. var bone = new BABYLON.Bone(node.name, newSkeleton, getParentBone(gltfRuntime, skins, node.jointName, newSkeleton), mat);
  623. bone.id = nde;
  624. return bone;
  625. }
  626. }
  627. }
  628. return null;
  629. };
  630. /**
  631. * Returns the appropriate root node
  632. */
  633. var getNodeToRoot = function (nodesToRoot, id) {
  634. for (var i = 0; i < nodesToRoot.length; i++) {
  635. var nodeToRoot = nodesToRoot[i];
  636. for (var j = 0; j < nodeToRoot.node.children.length; j++) {
  637. var child = nodeToRoot.node.children[j];
  638. if (child === id) {
  639. return nodeToRoot.bone;
  640. }
  641. }
  642. }
  643. return null;
  644. };
  645. /**
  646. * Returns the node with the joint name
  647. */
  648. var getJointNode = function (gltfRuntime, jointName) {
  649. var nodes = gltfRuntime.nodes;
  650. var node = nodes[jointName];
  651. if (node) {
  652. return {
  653. node: node,
  654. id: jointName
  655. };
  656. }
  657. for (var nde in nodes) {
  658. node = nodes[nde];
  659. if (node.jointName === jointName) {
  660. return {
  661. node: node,
  662. id: nde
  663. };
  664. }
  665. }
  666. return null;
  667. };
  668. /**
  669. * Checks if a nodes is in joints
  670. */
  671. var nodeIsInJoints = function (skins, id) {
  672. for (var i = 0; i < skins.jointNames.length; i++) {
  673. if (skins.jointNames[i] === id) {
  674. return true;
  675. }
  676. }
  677. return false;
  678. };
  679. /**
  680. * Fills the nodes to root for bones and builds hierarchy
  681. */
  682. var getNodesToRoot = function (gltfRuntime, newSkeleton, skins, nodesToRoot) {
  683. // Creates nodes for root
  684. for (var nde in gltfRuntime.nodes) {
  685. var node = gltfRuntime.nodes[nde];
  686. var id = nde;
  687. if (!node.jointName || nodeIsInJoints(skins, node.jointName)) {
  688. continue;
  689. }
  690. // Create node to root bone
  691. var mat = configureBoneTransformation(node);
  692. var bone = new BABYLON.Bone(node.name, newSkeleton, null, mat);
  693. bone.id = id;
  694. nodesToRoot.push({ bone: bone, node: node, id: id });
  695. }
  696. // Parenting
  697. for (var i = 0; i < nodesToRoot.length; i++) {
  698. var nodeToRoot = nodesToRoot[i];
  699. var children = nodeToRoot.node.children;
  700. for (var j = 0; j < children.length; j++) {
  701. var child = null;
  702. for (var k = 0; k < nodesToRoot.length; k++) {
  703. if (nodesToRoot[k].id === children[j]) {
  704. child = nodesToRoot[k];
  705. break;
  706. }
  707. }
  708. if (child) {
  709. child.bone._parent = nodeToRoot.bone;
  710. nodeToRoot.bone.children.push(child.bone);
  711. }
  712. }
  713. }
  714. };
  715. /**
  716. * Imports a skeleton
  717. */
  718. var importSkeleton = function (gltfRuntime, skins, mesh, newSkeleton, id) {
  719. if (!newSkeleton) {
  720. newSkeleton = new BABYLON.Skeleton(skins.name, "", gltfRuntime.scene);
  721. }
  722. if (!skins.babylonSkeleton) {
  723. return newSkeleton;
  724. }
  725. // Find the root bones
  726. var nodesToRoot = [];
  727. var nodesToRootToAdd = [];
  728. getNodesToRoot(gltfRuntime, newSkeleton, skins, nodesToRoot);
  729. newSkeleton.bones = [];
  730. // Joints
  731. for (var i = 0; i < skins.jointNames.length; i++) {
  732. var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
  733. var node = jointNode.node;
  734. if (!node) {
  735. BABYLON.Tools.Warn("Joint named " + skins.jointNames[i] + " does not exist");
  736. continue;
  737. }
  738. var id = jointNode.id;
  739. // Optimize, if the bone already exists...
  740. var existingBone = gltfRuntime.scene.getBoneByID(id);
  741. if (existingBone) {
  742. newSkeleton.bones.push(existingBone);
  743. continue;
  744. }
  745. // Search for parent bone
  746. var foundBone = false;
  747. var parentBone = null;
  748. for (var j = 0; j < i; j++) {
  749. var joint = getJointNode(gltfRuntime, skins.jointNames[j]).node;
  750. if (!joint) {
  751. BABYLON.Tools.Warn("Joint named " + skins.jointNames[j] + " does not exist when looking for parent");
  752. continue;
  753. }
  754. var children = joint.children;
  755. if (!children) {
  756. continue;
  757. }
  758. foundBone = false;
  759. for (var k = 0; k < children.length; k++) {
  760. if (children[k] === id) {
  761. parentBone = getParentBone(gltfRuntime, skins, skins.jointNames[j], newSkeleton);
  762. foundBone = true;
  763. break;
  764. }
  765. }
  766. if (foundBone) {
  767. break;
  768. }
  769. }
  770. // Create bone
  771. var mat = configureBoneTransformation(node);
  772. if (!parentBone && nodesToRoot.length > 0) {
  773. parentBone = getNodeToRoot(nodesToRoot, id);
  774. if (parentBone) {
  775. if (nodesToRootToAdd.indexOf(parentBone) === -1) {
  776. nodesToRootToAdd.push(parentBone);
  777. }
  778. }
  779. }
  780. var bone = new BABYLON.Bone(node.jointName, newSkeleton, parentBone, mat);
  781. bone.id = id;
  782. }
  783. // Polish
  784. var bones = newSkeleton.bones;
  785. newSkeleton.bones = [];
  786. for (var i = 0; i < skins.jointNames.length; i++) {
  787. var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
  788. if (!jointNode) {
  789. continue;
  790. }
  791. for (var j = 0; j < bones.length; j++) {
  792. if (bones[j].id === jointNode.id) {
  793. newSkeleton.bones.push(bones[j]);
  794. break;
  795. }
  796. }
  797. }
  798. newSkeleton.prepare();
  799. // Finish
  800. for (var i = 0; i < nodesToRootToAdd.length; i++) {
  801. newSkeleton.bones.push(nodesToRootToAdd[i]);
  802. }
  803. return newSkeleton;
  804. };
  805. /**
  806. * Imports a mesh and its geometries
  807. */
  808. var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
  809. if (!newMesh) {
  810. newMesh = new BABYLON.Mesh(node.name, gltfRuntime.scene);
  811. newMesh.id = id;
  812. }
  813. if (!node.babylonNode) {
  814. return newMesh;
  815. }
  816. var multiMat = new BABYLON.MultiMaterial("multimat" + id, gltfRuntime.scene);
  817. if (!newMesh.material) {
  818. newMesh.material = multiMat;
  819. }
  820. var vertexData = new BABYLON.VertexData();
  821. var geometry = new BABYLON.Geometry(id, gltfRuntime.scene, vertexData, false, newMesh);
  822. var verticesStarts = new Array();
  823. var verticesCounts = new Array();
  824. var indexStarts = new Array();
  825. var indexCounts = new Array();
  826. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  827. var meshID = meshes[meshIndex];
  828. var mesh = gltfRuntime.meshes[meshID];
  829. if (!mesh) {
  830. continue;
  831. }
  832. // Positions, normals and UVs
  833. for (var i = 0; i < mesh.primitives.length; i++) {
  834. // Temporary vertex data
  835. var tempVertexData = new BABYLON.VertexData();
  836. var primitive = mesh.primitives[i];
  837. if (primitive.mode !== 4) {
  838. // continue;
  839. }
  840. var attributes = primitive.attributes;
  841. var accessor = null;
  842. var buffer = null;
  843. // Set positions, normal and uvs
  844. for (var semantic in attributes) {
  845. // Link accessor and buffer view
  846. accessor = gltfRuntime.accessors[attributes[semantic]];
  847. buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
  848. if (semantic === "NORMAL") {
  849. tempVertexData.normals = new Float32Array(buffer.length);
  850. tempVertexData.normals.set(buffer);
  851. }
  852. else if (semantic === "POSITION") {
  853. if (BABYLON.GLTFFileLoader.HomogeneousCoordinates) {
  854. tempVertexData.positions = new Float32Array(buffer.length - buffer.length / 4);
  855. for (var j = 0; j < buffer.length; j += 4) {
  856. tempVertexData.positions[j] = buffer[j];
  857. tempVertexData.positions[j + 1] = buffer[j + 1];
  858. tempVertexData.positions[j + 2] = buffer[j + 2];
  859. }
  860. }
  861. else {
  862. tempVertexData.positions = new Float32Array(buffer.length);
  863. tempVertexData.positions.set(buffer);
  864. }
  865. verticesCounts.push(tempVertexData.positions.length);
  866. }
  867. else if (semantic.indexOf("TEXCOORD_") !== -1) {
  868. var channel = Number(semantic.split("_")[1]);
  869. var uvKind = BABYLON.VertexBuffer.UVKind + (channel === 0 ? "" : (channel + 1));
  870. var uvs = new Float32Array(buffer.length);
  871. uvs.set(buffer);
  872. normalizeUVs(uvs);
  873. tempVertexData.set(uvs, uvKind);
  874. }
  875. else if (semantic === "JOINT") {
  876. tempVertexData.matricesIndices = new Float32Array(buffer.length);
  877. tempVertexData.matricesIndices.set(buffer);
  878. }
  879. else if (semantic === "WEIGHT") {
  880. tempVertexData.matricesWeights = new Float32Array(buffer.length);
  881. tempVertexData.matricesWeights.set(buffer);
  882. }
  883. else if (semantic === "COLOR") {
  884. tempVertexData.colors = new Float32Array(buffer.length);
  885. tempVertexData.colors.set(buffer);
  886. }
  887. }
  888. // Indices
  889. accessor = gltfRuntime.accessors[primitive.indices];
  890. if (accessor) {
  891. buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
  892. tempVertexData.indices = new Int32Array(buffer.length);
  893. tempVertexData.indices.set(buffer);
  894. indexCounts.push(tempVertexData.indices.length);
  895. }
  896. else {
  897. // Set indices on the fly
  898. var indices = [];
  899. for (var j = 0; j < tempVertexData.positions.length / 3; j++) {
  900. indices.push(j);
  901. }
  902. tempVertexData.indices = new Int32Array(indices);
  903. indexCounts.push(tempVertexData.indices.length);
  904. }
  905. vertexData.merge(tempVertexData);
  906. tempVertexData = undefined;
  907. // Sub material
  908. var material = gltfRuntime.scene.getMaterialByID(primitive.material);
  909. multiMat.subMaterials.push(material === null ? GLTF1.GLTFUtils.GetDefaultMaterial(gltfRuntime.scene) : material);
  910. // Update vertices start and index start
  911. verticesStarts.push(verticesStarts.length === 0 ? 0 : verticesStarts[verticesStarts.length - 1] + verticesCounts[verticesCounts.length - 2]);
  912. indexStarts.push(indexStarts.length === 0 ? 0 : indexStarts[indexStarts.length - 1] + indexCounts[indexCounts.length - 2]);
  913. }
  914. }
  915. // Apply geometry
  916. geometry.setAllVerticesData(vertexData, false);
  917. newMesh.computeWorldMatrix(true);
  918. // Apply submeshes
  919. newMesh.subMeshes = [];
  920. var index = 0;
  921. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  922. var meshID = meshes[meshIndex];
  923. var mesh = gltfRuntime.meshes[meshID];
  924. if (!mesh) {
  925. continue;
  926. }
  927. for (var i = 0; i < mesh.primitives.length; i++) {
  928. if (mesh.primitives[i].mode !== 4) {
  929. //continue;
  930. }
  931. BABYLON.SubMesh.AddToMesh(index, verticesStarts[index], verticesCounts[index], indexStarts[index], indexCounts[index], newMesh, newMesh, true);
  932. index++;
  933. }
  934. }
  935. // Finish
  936. return newMesh;
  937. };
  938. /**
  939. * Configure node transformation from position, rotation and scaling
  940. */
  941. var configureNode = function (newNode, position, rotation, scaling) {
  942. if (newNode.position) {
  943. newNode.position = position;
  944. }
  945. if (newNode.rotationQuaternion || newNode.rotation) {
  946. newNode.rotationQuaternion = rotation;
  947. }
  948. if (newNode.scaling) {
  949. newNode.scaling = scaling;
  950. }
  951. };
  952. /**
  953. * Configures node from transformation matrix
  954. */
  955. var configureNodeFromMatrix = function (newNode, node, parent) {
  956. if (node.matrix) {
  957. var position = new BABYLON.Vector3(0, 0, 0);
  958. var rotation = new BABYLON.Quaternion();
  959. var scaling = new BABYLON.Vector3(0, 0, 0);
  960. var mat = BABYLON.Matrix.FromArray(node.matrix);
  961. mat.decompose(scaling, rotation, position);
  962. configureNode(newNode, position, rotation, scaling);
  963. }
  964. else {
  965. configureNode(newNode, BABYLON.Vector3.FromArray(node.translation), BABYLON.Quaternion.FromArray(node.rotation), BABYLON.Vector3.FromArray(node.scale));
  966. }
  967. newNode.computeWorldMatrix(true);
  968. };
  969. /**
  970. * Imports a node
  971. */
  972. var importNode = function (gltfRuntime, node, id, parent) {
  973. var lastNode = null;
  974. if (gltfRuntime.importOnlyMeshes && (node.skin || node.meshes)) {
  975. if (gltfRuntime.importMeshesNames.length > 0 && gltfRuntime.importMeshesNames.indexOf(node.name) === -1) {
  976. return null;
  977. }
  978. }
  979. // Meshes
  980. if (node.skin) {
  981. if (node.meshes) {
  982. var skin = gltfRuntime.skins[node.skin];
  983. var newMesh = importMesh(gltfRuntime, node, node.meshes, id, node.babylonNode);
  984. newMesh.skeleton = gltfRuntime.scene.getLastSkeletonByID(node.skin);
  985. if (newMesh.skeleton === null) {
  986. newMesh.skeleton = importSkeleton(gltfRuntime, skin, newMesh, skin.babylonSkeleton, node.skin);
  987. if (!skin.babylonSkeleton) {
  988. skin.babylonSkeleton = newMesh.skeleton;
  989. }
  990. }
  991. lastNode = newMesh;
  992. }
  993. }
  994. else if (node.meshes) {
  995. /**
  996. * Improve meshes property
  997. */
  998. var newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id, node.babylonNode);
  999. lastNode = newMesh;
  1000. }
  1001. else if (node.light && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  1002. var light = gltfRuntime.lights[node.light];
  1003. if (light) {
  1004. if (light.type === "ambient") {
  1005. var ambienLight = light[light.type];
  1006. var hemiLight = new BABYLON.HemisphericLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1007. hemiLight.name = node.name;
  1008. if (ambienLight.color) {
  1009. hemiLight.diffuse = BABYLON.Color3.FromArray(ambienLight.color);
  1010. }
  1011. lastNode = hemiLight;
  1012. }
  1013. else if (light.type === "directional") {
  1014. var directionalLight = light[light.type];
  1015. var dirLight = new BABYLON.DirectionalLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1016. dirLight.name = node.name;
  1017. if (directionalLight.color) {
  1018. dirLight.diffuse = BABYLON.Color3.FromArray(directionalLight.color);
  1019. }
  1020. lastNode = dirLight;
  1021. }
  1022. else if (light.type === "point") {
  1023. var pointLight = light[light.type];
  1024. var ptLight = new BABYLON.PointLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1025. ptLight.name = node.name;
  1026. if (pointLight.color) {
  1027. ptLight.diffuse = BABYLON.Color3.FromArray(pointLight.color);
  1028. }
  1029. lastNode = ptLight;
  1030. }
  1031. else if (light.type === "spot") {
  1032. var spotLight = light[light.type];
  1033. var spLight = new BABYLON.SpotLight(node.light, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, gltfRuntime.scene);
  1034. spLight.name = node.name;
  1035. if (spotLight.color) {
  1036. spLight.diffuse = BABYLON.Color3.FromArray(spotLight.color);
  1037. }
  1038. if (spotLight.fallOfAngle) {
  1039. spLight.angle = spotLight.fallOfAngle;
  1040. }
  1041. if (spotLight.fallOffExponent) {
  1042. spLight.exponent = spotLight.fallOffExponent;
  1043. }
  1044. lastNode = spLight;
  1045. }
  1046. }
  1047. }
  1048. else if (node.camera && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  1049. var camera = gltfRuntime.cameras[node.camera];
  1050. if (camera) {
  1051. if (camera.type === "orthographic") {
  1052. var orthoCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1053. orthoCamera.name = node.name;
  1054. orthoCamera.mode = BABYLON.Camera.ORTHOGRAPHIC_CAMERA;
  1055. orthoCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  1056. lastNode = orthoCamera;
  1057. }
  1058. else if (camera.type === "perspective") {
  1059. var perspectiveCamera = camera[camera.type];
  1060. var persCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1061. persCamera.name = node.name;
  1062. persCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  1063. if (!perspectiveCamera.aspectRatio) {
  1064. perspectiveCamera.aspectRatio = gltfRuntime.scene.getEngine().getRenderWidth() / gltfRuntime.scene.getEngine().getRenderHeight();
  1065. }
  1066. if (perspectiveCamera.znear && perspectiveCamera.zfar) {
  1067. persCamera.maxZ = perspectiveCamera.zfar;
  1068. persCamera.minZ = perspectiveCamera.znear;
  1069. }
  1070. lastNode = persCamera;
  1071. }
  1072. }
  1073. }
  1074. // Empty node
  1075. if (!node.jointName) {
  1076. if (node.babylonNode) {
  1077. return node.babylonNode;
  1078. }
  1079. else if (lastNode === null) {
  1080. var dummy = new BABYLON.Mesh(node.name, gltfRuntime.scene);
  1081. node.babylonNode = dummy;
  1082. lastNode = dummy;
  1083. }
  1084. }
  1085. if (lastNode !== null) {
  1086. if (node.matrix && lastNode instanceof BABYLON.Mesh) {
  1087. configureNodeFromMatrix(lastNode, node, parent);
  1088. }
  1089. else {
  1090. var translation = node.translation || [0, 0, 0];
  1091. var rotation = node.rotation || [0, 0, 0, 1];
  1092. var scale = node.scale || [1, 1, 1];
  1093. configureNode(lastNode, BABYLON.Vector3.FromArray(translation), BABYLON.Quaternion.FromArray(rotation), BABYLON.Vector3.FromArray(scale));
  1094. }
  1095. lastNode.updateCache(true);
  1096. node.babylonNode = lastNode;
  1097. }
  1098. return lastNode;
  1099. };
  1100. /**
  1101. * Traverses nodes and creates them
  1102. */
  1103. var traverseNodes = function (gltfRuntime, id, parent, meshIncluded) {
  1104. var node = gltfRuntime.nodes[id];
  1105. var newNode = null;
  1106. if (gltfRuntime.importOnlyMeshes && !meshIncluded) {
  1107. if (gltfRuntime.importMeshesNames.indexOf(node.name) !== -1 || gltfRuntime.importMeshesNames.length === 0) {
  1108. meshIncluded = true;
  1109. }
  1110. else {
  1111. meshIncluded = false;
  1112. }
  1113. }
  1114. else {
  1115. meshIncluded = true;
  1116. }
  1117. if (!node.jointName && meshIncluded) {
  1118. newNode = importNode(gltfRuntime, node, id, parent);
  1119. if (newNode !== null) {
  1120. newNode.id = id;
  1121. newNode.parent = parent;
  1122. }
  1123. }
  1124. if (node.children) {
  1125. for (var i = 0; i < node.children.length; i++) {
  1126. traverseNodes(gltfRuntime, node.children[i], newNode, meshIncluded);
  1127. }
  1128. }
  1129. };
  1130. /**
  1131. * do stuff after buffers, shaders are loaded (e.g. hook up materials, load animations, etc.)
  1132. */
  1133. var postLoad = function (gltfRuntime) {
  1134. // Nodes
  1135. var currentScene = gltfRuntime.currentScene;
  1136. if (currentScene) {
  1137. for (var i = 0; i < currentScene.nodes.length; i++) {
  1138. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  1139. }
  1140. }
  1141. else {
  1142. for (var thing in gltfRuntime.scenes) {
  1143. currentScene = gltfRuntime.scenes[thing];
  1144. for (var i = 0; i < currentScene.nodes.length; i++) {
  1145. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  1146. }
  1147. }
  1148. }
  1149. // Set animations
  1150. loadAnimations(gltfRuntime);
  1151. for (var i = 0; i < gltfRuntime.scene.skeletons.length; i++) {
  1152. var skeleton = gltfRuntime.scene.skeletons[i];
  1153. gltfRuntime.scene.beginAnimation(skeleton, 0, Number.MAX_VALUE, true, 1.0);
  1154. }
  1155. };
  1156. /**
  1157. * onBind shaderrs callback to set uniforms and matrices
  1158. */
  1159. var onBindShaderMaterial = function (mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess) {
  1160. var materialValues = material.values || technique.parameters;
  1161. for (var unif in unTreatedUniforms) {
  1162. var uniform = unTreatedUniforms[unif];
  1163. var type = uniform.type;
  1164. if (type === GLTF1.EParameterType.FLOAT_MAT2 || type === GLTF1.EParameterType.FLOAT_MAT3 || type === GLTF1.EParameterType.FLOAT_MAT4) {
  1165. if (uniform.semantic && !uniform.source && !uniform.node) {
  1166. GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, mesh, uniform, unif, shaderMaterial.getEffect());
  1167. }
  1168. else if (uniform.semantic && (uniform.source || uniform.node)) {
  1169. var source = gltfRuntime.scene.getNodeByName(uniform.source || uniform.node);
  1170. if (source === null) {
  1171. source = gltfRuntime.scene.getNodeByID(uniform.source || uniform.node);
  1172. }
  1173. if (source === null) {
  1174. continue;
  1175. }
  1176. GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, source, uniform, unif, shaderMaterial.getEffect());
  1177. }
  1178. }
  1179. else {
  1180. var value = materialValues[technique.uniforms[unif]];
  1181. if (!value) {
  1182. continue;
  1183. }
  1184. if (type === GLTF1.EParameterType.SAMPLER_2D) {
  1185. var texture = gltfRuntime.textures[material.values ? value : uniform.value].babylonTexture;
  1186. if (texture === null || texture === undefined) {
  1187. continue;
  1188. }
  1189. shaderMaterial.getEffect().setTexture(unif, texture);
  1190. }
  1191. else {
  1192. GLTF1.GLTFUtils.SetUniform(shaderMaterial.getEffect(), unif, value, type);
  1193. }
  1194. }
  1195. }
  1196. onSuccess(shaderMaterial);
  1197. };
  1198. /**
  1199. * Prepare uniforms to send the only one time
  1200. * Loads the appropriate textures
  1201. */
  1202. var prepareShaderMaterialUniforms = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms) {
  1203. var materialValues = material.values || technique.parameters;
  1204. var techniqueUniforms = technique.uniforms;
  1205. /**
  1206. * Prepare values here (not matrices)
  1207. */
  1208. for (var unif in unTreatedUniforms) {
  1209. var uniform = unTreatedUniforms[unif];
  1210. var type = uniform.type;
  1211. var value = materialValues[techniqueUniforms[unif]];
  1212. if (value === undefined) {
  1213. // In case the value is the same for all materials
  1214. value = uniform.value;
  1215. }
  1216. if (!value) {
  1217. continue;
  1218. }
  1219. var onLoadTexture = function (uniformName) {
  1220. return function (texture) {
  1221. if (uniform.value) {
  1222. // Static uniform
  1223. shaderMaterial.setTexture(uniformName, texture);
  1224. delete unTreatedUniforms[uniformName];
  1225. }
  1226. };
  1227. };
  1228. // Texture (sampler2D)
  1229. if (type === GLTF1.EParameterType.SAMPLER_2D) {
  1230. GLTF1.GLTFLoaderExtension.LoadTextureAsync(gltfRuntime, material.values ? value : uniform.value, onLoadTexture(unif), function () { return onLoadTexture(null); });
  1231. }
  1232. else {
  1233. if (uniform.value && GLTF1.GLTFUtils.SetUniform(shaderMaterial, unif, material.values ? value : uniform.value, type)) {
  1234. // Static uniform
  1235. delete unTreatedUniforms[unif];
  1236. }
  1237. }
  1238. }
  1239. };
  1240. /**
  1241. * Shader compilation failed
  1242. */
  1243. var onShaderCompileError = function (program, shaderMaterial, onError) {
  1244. return function (effect, error) {
  1245. shaderMaterial.dispose(true);
  1246. onError("Cannot compile program named " + program.name + ". Error: " + error + ". Default material will be applied");
  1247. };
  1248. };
  1249. /**
  1250. * Shader compilation success
  1251. */
  1252. var onShaderCompileSuccess = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess) {
  1253. return function (_) {
  1254. prepareShaderMaterialUniforms(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms);
  1255. shaderMaterial.onBind = function (mesh) {
  1256. onBindShaderMaterial(mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess);
  1257. };
  1258. };
  1259. };
  1260. /**
  1261. * Returns the appropriate uniform if already handled by babylon
  1262. */
  1263. var parseShaderUniforms = function (tokenizer, technique, unTreatedUniforms) {
  1264. for (var unif in technique.uniforms) {
  1265. var uniform = technique.uniforms[unif];
  1266. var uniformParameter = technique.parameters[uniform];
  1267. if (tokenizer.currentIdentifier === unif) {
  1268. if (uniformParameter.semantic && !uniformParameter.source && !uniformParameter.node) {
  1269. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  1270. if (transformIndex !== -1) {
  1271. delete unTreatedUniforms[unif];
  1272. return babylonTransforms[transformIndex];
  1273. }
  1274. }
  1275. }
  1276. }
  1277. return tokenizer.currentIdentifier;
  1278. };
  1279. /**
  1280. * All shaders loaded. Create materials one by one
  1281. */
  1282. var importMaterials = function (gltfRuntime) {
  1283. // Create materials
  1284. for (var mat in gltfRuntime.materials) {
  1285. GLTF1.GLTFLoaderExtension.LoadMaterialAsync(gltfRuntime, mat, function (material) { }, function () { });
  1286. }
  1287. };
  1288. /**
  1289. * Implementation of the base glTF spec
  1290. */
  1291. var GLTFLoaderBase = (function () {
  1292. function GLTFLoaderBase() {
  1293. }
  1294. GLTFLoaderBase.CreateRuntime = function (parsedData, scene, rootUrl) {
  1295. var gltfRuntime = {
  1296. extensions: {},
  1297. accessors: {},
  1298. buffers: {},
  1299. bufferViews: {},
  1300. meshes: {},
  1301. lights: {},
  1302. cameras: {},
  1303. nodes: {},
  1304. images: {},
  1305. textures: {},
  1306. shaders: {},
  1307. programs: {},
  1308. samplers: {},
  1309. techniques: {},
  1310. materials: {},
  1311. animations: {},
  1312. skins: {},
  1313. extensionsUsed: [],
  1314. scenes: {},
  1315. buffersCount: 0,
  1316. shaderscount: 0,
  1317. scene: scene,
  1318. rootUrl: rootUrl,
  1319. loadedBufferCount: 0,
  1320. loadedBufferViews: {},
  1321. loadedShaderCount: 0,
  1322. importOnlyMeshes: false,
  1323. dummyNodes: []
  1324. };
  1325. // Parse
  1326. if (parsedData.extensions) {
  1327. parseObject(parsedData.extensions, "extensions", gltfRuntime);
  1328. }
  1329. if (parsedData.extensionsUsed) {
  1330. parseObject(parsedData.extensionsUsed, "extensionsUsed", gltfRuntime);
  1331. }
  1332. if (parsedData.buffers) {
  1333. parseBuffers(parsedData.buffers, gltfRuntime);
  1334. }
  1335. if (parsedData.bufferViews) {
  1336. parseObject(parsedData.bufferViews, "bufferViews", gltfRuntime);
  1337. }
  1338. if (parsedData.accessors) {
  1339. parseObject(parsedData.accessors, "accessors", gltfRuntime);
  1340. }
  1341. if (parsedData.meshes) {
  1342. parseObject(parsedData.meshes, "meshes", gltfRuntime);
  1343. }
  1344. if (parsedData.lights) {
  1345. parseObject(parsedData.lights, "lights", gltfRuntime);
  1346. }
  1347. if (parsedData.cameras) {
  1348. parseObject(parsedData.cameras, "cameras", gltfRuntime);
  1349. }
  1350. if (parsedData.nodes) {
  1351. parseObject(parsedData.nodes, "nodes", gltfRuntime);
  1352. }
  1353. if (parsedData.images) {
  1354. parseObject(parsedData.images, "images", gltfRuntime);
  1355. }
  1356. if (parsedData.textures) {
  1357. parseObject(parsedData.textures, "textures", gltfRuntime);
  1358. }
  1359. if (parsedData.shaders) {
  1360. parseShaders(parsedData.shaders, gltfRuntime);
  1361. }
  1362. if (parsedData.programs) {
  1363. parseObject(parsedData.programs, "programs", gltfRuntime);
  1364. }
  1365. if (parsedData.samplers) {
  1366. parseObject(parsedData.samplers, "samplers", gltfRuntime);
  1367. }
  1368. if (parsedData.techniques) {
  1369. parseObject(parsedData.techniques, "techniques", gltfRuntime);
  1370. }
  1371. if (parsedData.materials) {
  1372. parseObject(parsedData.materials, "materials", gltfRuntime);
  1373. }
  1374. if (parsedData.animations) {
  1375. parseObject(parsedData.animations, "animations", gltfRuntime);
  1376. }
  1377. if (parsedData.skins) {
  1378. parseObject(parsedData.skins, "skins", gltfRuntime);
  1379. }
  1380. if (parsedData.scenes) {
  1381. gltfRuntime.scenes = parsedData.scenes;
  1382. }
  1383. if (parsedData.scene && parsedData.scenes) {
  1384. gltfRuntime.currentScene = parsedData.scenes[parsedData.scene];
  1385. }
  1386. return gltfRuntime;
  1387. };
  1388. GLTFLoaderBase.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  1389. var buffer = gltfRuntime.buffers[id];
  1390. if (GLTF1.GLTFUtils.IsBase64(buffer.uri)) {
  1391. setTimeout(function () { return onSuccess(new Uint8Array(GLTF1.GLTFUtils.DecodeBase64(buffer.uri))); });
  1392. }
  1393. else {
  1394. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, function (data) { return onSuccess(new Uint8Array(data)); }, onProgress, null, true, function (request) {
  1395. onError(request.status + " " + request.statusText);
  1396. });
  1397. }
  1398. };
  1399. GLTFLoaderBase.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  1400. var texture = gltfRuntime.textures[id];
  1401. if (!texture || !texture.source) {
  1402. onError(null);
  1403. return;
  1404. }
  1405. if (texture.babylonTexture) {
  1406. onSuccess(null);
  1407. return;
  1408. }
  1409. var source = gltfRuntime.images[texture.source];
  1410. if (GLTF1.GLTFUtils.IsBase64(source.uri)) {
  1411. setTimeout(function () { return onSuccess(new Uint8Array(GLTF1.GLTFUtils.DecodeBase64(source.uri))); });
  1412. }
  1413. else {
  1414. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + source.uri, function (data) { return onSuccess(new Uint8Array(data)); }, null, null, true, function (request) {
  1415. onError(request.status + " " + request.statusText);
  1416. });
  1417. }
  1418. };
  1419. GLTFLoaderBase.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  1420. var texture = gltfRuntime.textures[id];
  1421. if (texture.babylonTexture) {
  1422. onSuccess(texture.babylonTexture);
  1423. return;
  1424. }
  1425. var sampler = gltfRuntime.samplers[texture.sampler];
  1426. var createMipMaps = (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST) ||
  1427. (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_LINEAR) ||
  1428. (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST) ||
  1429. (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR);
  1430. var samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  1431. var blob = new Blob([buffer]);
  1432. var blobURL = URL.createObjectURL(blob);
  1433. var revokeBlobURL = function () { return URL.revokeObjectURL(blobURL); };
  1434. var newTexture = new BABYLON.Texture(blobURL, gltfRuntime.scene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
  1435. newTexture.wrapU = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapS);
  1436. newTexture.wrapV = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapT);
  1437. newTexture.name = id;
  1438. texture.babylonTexture = newTexture;
  1439. onSuccess(newTexture);
  1440. };
  1441. GLTFLoaderBase.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  1442. var shader = gltfRuntime.shaders[id];
  1443. if (GLTF1.GLTFUtils.IsBase64(shader.uri)) {
  1444. var shaderString = atob(shader.uri.split(",")[1]);
  1445. onSuccess(shaderString);
  1446. }
  1447. else {
  1448. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, null, null, false, function (request) {
  1449. onError(request.status + " " + request.statusText);
  1450. });
  1451. }
  1452. };
  1453. GLTFLoaderBase.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  1454. var material = gltfRuntime.materials[id];
  1455. var technique = gltfRuntime.techniques[material.technique];
  1456. if (!technique) {
  1457. var defaultMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
  1458. defaultMaterial.diffuseColor = new BABYLON.Color3(0.5, 0.5, 0.5);
  1459. defaultMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  1460. onSuccess(defaultMaterial);
  1461. return;
  1462. }
  1463. var program = gltfRuntime.programs[technique.program];
  1464. var states = technique.states;
  1465. var vertexShader = BABYLON.Effect.ShadersStore[program.vertexShader + "VertexShader"];
  1466. var pixelShader = BABYLON.Effect.ShadersStore[program.fragmentShader + "PixelShader"];
  1467. var newVertexShader = "";
  1468. var newPixelShader = "";
  1469. var vertexTokenizer = new Tokenizer(vertexShader);
  1470. var pixelTokenizer = new Tokenizer(pixelShader);
  1471. var unTreatedUniforms = {};
  1472. var uniforms = [];
  1473. var attributes = [];
  1474. var samplers = [];
  1475. // Fill uniform, sampler2D and attributes
  1476. for (var unif in technique.uniforms) {
  1477. var uniform = technique.uniforms[unif];
  1478. var uniformParameter = technique.parameters[uniform];
  1479. unTreatedUniforms[unif] = uniformParameter;
  1480. if (uniformParameter.semantic && !uniformParameter.node && !uniformParameter.source) {
  1481. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  1482. if (transformIndex !== -1) {
  1483. uniforms.push(babylonTransforms[transformIndex]);
  1484. delete unTreatedUniforms[unif];
  1485. }
  1486. else {
  1487. uniforms.push(unif);
  1488. }
  1489. }
  1490. else if (uniformParameter.type === GLTF1.EParameterType.SAMPLER_2D) {
  1491. samplers.push(unif);
  1492. }
  1493. else {
  1494. uniforms.push(unif);
  1495. }
  1496. }
  1497. for (var attr in technique.attributes) {
  1498. var attribute = technique.attributes[attr];
  1499. var attributeParameter = technique.parameters[attribute];
  1500. if (attributeParameter.semantic) {
  1501. attributes.push(getAttribute(attributeParameter));
  1502. }
  1503. }
  1504. // Configure vertex shader
  1505. while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
  1506. var tokenType = vertexTokenizer.currentToken;
  1507. if (tokenType !== ETokenType.IDENTIFIER) {
  1508. newVertexShader += vertexTokenizer.currentString;
  1509. continue;
  1510. }
  1511. var foundAttribute = false;
  1512. for (var attr in technique.attributes) {
  1513. var attribute = technique.attributes[attr];
  1514. var attributeParameter = technique.parameters[attribute];
  1515. if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
  1516. newVertexShader += getAttribute(attributeParameter);
  1517. foundAttribute = true;
  1518. break;
  1519. }
  1520. }
  1521. if (foundAttribute) {
  1522. continue;
  1523. }
  1524. newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms);
  1525. }
  1526. // Configure pixel shader
  1527. while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
  1528. var tokenType = pixelTokenizer.currentToken;
  1529. if (tokenType !== ETokenType.IDENTIFIER) {
  1530. newPixelShader += pixelTokenizer.currentString;
  1531. continue;
  1532. }
  1533. newPixelShader += parseShaderUniforms(pixelTokenizer, technique, unTreatedUniforms);
  1534. }
  1535. // Create shader material
  1536. var shaderPath = {
  1537. vertex: program.vertexShader + id,
  1538. fragment: program.fragmentShader + id
  1539. };
  1540. var options = {
  1541. attributes: attributes,
  1542. uniforms: uniforms,
  1543. samplers: samplers,
  1544. needAlphaBlending: states && states.enable && states.enable.indexOf(3042) !== -1
  1545. };
  1546. BABYLON.Effect.ShadersStore[program.vertexShader + id + "VertexShader"] = newVertexShader;
  1547. BABYLON.Effect.ShadersStore[program.fragmentShader + id + "PixelShader"] = newPixelShader;
  1548. var shaderMaterial = new BABYLON.ShaderMaterial(id, gltfRuntime.scene, shaderPath, options);
  1549. shaderMaterial.onError = onShaderCompileError(program, shaderMaterial, onError);
  1550. shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess);
  1551. shaderMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  1552. if (states && states.functions) {
  1553. var functions = states.functions;
  1554. if (functions.cullFace && functions.cullFace[0] !== GLTF1.ECullingType.BACK) {
  1555. shaderMaterial.backFaceCulling = false;
  1556. }
  1557. var blendFunc = functions.blendFuncSeparate;
  1558. if (blendFunc) {
  1559. 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) {
  1560. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  1561. }
  1562. else if (blendFunc[0] === GLTF1.EBlendingFunction.ONE && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  1563. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  1564. }
  1565. else if (blendFunc[0] === GLTF1.EBlendingFunction.SRC_ALPHA && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  1566. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ADD;
  1567. }
  1568. 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) {
  1569. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_SUBTRACT;
  1570. }
  1571. else if (blendFunc[0] === GLTF1.EBlendingFunction.DST_COLOR && blendFunc[1] === GLTF1.EBlendingFunction.ZERO && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  1572. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MULTIPLY;
  1573. }
  1574. 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) {
  1575. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MAXIMIZED;
  1576. }
  1577. }
  1578. }
  1579. };
  1580. return GLTFLoaderBase;
  1581. }());
  1582. GLTF1.GLTFLoaderBase = GLTFLoaderBase;
  1583. /**
  1584. * glTF V1 Loader
  1585. */
  1586. var GLTFLoader = (function () {
  1587. function GLTFLoader() {
  1588. }
  1589. GLTFLoader.RegisterExtension = function (extension) {
  1590. if (GLTFLoader.Extensions[extension.name]) {
  1591. BABYLON.Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
  1592. return;
  1593. }
  1594. GLTFLoader.Extensions[extension.name] = extension;
  1595. };
  1596. GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  1597. var _this = this;
  1598. scene.useRightHandedSystem = true;
  1599. GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
  1600. gltfRuntime.importOnlyMeshes = true;
  1601. if (meshesNames === "") {
  1602. gltfRuntime.importMeshesNames = [];
  1603. }
  1604. else if (typeof meshesNames === "string") {
  1605. gltfRuntime.importMeshesNames = [meshesNames];
  1606. }
  1607. else if (meshesNames && !(meshesNames instanceof Array)) {
  1608. gltfRuntime.importMeshesNames = [meshesNames];
  1609. }
  1610. else {
  1611. gltfRuntime.importMeshesNames = [];
  1612. BABYLON.Tools.Warn("Argument meshesNames must be of type string or string[]");
  1613. }
  1614. // Create nodes
  1615. _this._createNodes(gltfRuntime);
  1616. var meshes = new Array();
  1617. var skeletons = new Array();
  1618. // Fill arrays of meshes and skeletons
  1619. for (var nde in gltfRuntime.nodes) {
  1620. var node = gltfRuntime.nodes[nde];
  1621. if (node.babylonNode instanceof BABYLON.AbstractMesh) {
  1622. meshes.push(node.babylonNode);
  1623. }
  1624. }
  1625. for (var skl in gltfRuntime.skins) {
  1626. var skin = gltfRuntime.skins[skl];
  1627. if (skin.babylonSkeleton instanceof BABYLON.Skeleton) {
  1628. skeletons.push(skin.babylonSkeleton);
  1629. }
  1630. }
  1631. // Load buffers, shaders, materials, etc.
  1632. _this._loadBuffersAsync(gltfRuntime, function () {
  1633. _this._loadShadersAsync(gltfRuntime, function () {
  1634. importMaterials(gltfRuntime);
  1635. postLoad(gltfRuntime);
  1636. if (!BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
  1637. onSuccess(meshes, null, skeletons);
  1638. }
  1639. });
  1640. }, onProgress);
  1641. if (BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
  1642. onSuccess(meshes, null, skeletons);
  1643. }
  1644. }, onError);
  1645. return true;
  1646. };
  1647. GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
  1648. var _this = this;
  1649. scene.useRightHandedSystem = true;
  1650. GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
  1651. // Load runtime extensios
  1652. GLTF1.GLTFLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, function () {
  1653. // Create nodes
  1654. _this._createNodes(gltfRuntime);
  1655. // Load buffers, shaders, materials, etc.
  1656. _this._loadBuffersAsync(gltfRuntime, function () {
  1657. _this._loadShadersAsync(gltfRuntime, function () {
  1658. importMaterials(gltfRuntime);
  1659. postLoad(gltfRuntime);
  1660. if (!BABYLON.GLTFFileLoader.IncrementalLoading) {
  1661. onSuccess();
  1662. }
  1663. });
  1664. });
  1665. if (BABYLON.GLTFFileLoader.IncrementalLoading) {
  1666. onSuccess();
  1667. }
  1668. }, onError);
  1669. }, onError);
  1670. };
  1671. GLTFLoader.prototype._loadShadersAsync = function (gltfRuntime, onload) {
  1672. var hasShaders = false;
  1673. var processShader = function (sha, shader) {
  1674. GLTF1.GLTFLoaderExtension.LoadShaderStringAsync(gltfRuntime, sha, function (shaderString) {
  1675. gltfRuntime.loadedShaderCount++;
  1676. if (shaderString) {
  1677. BABYLON.Effect.ShadersStore[sha + (shader.type === GLTF1.EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = shaderString;
  1678. }
  1679. if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
  1680. onload();
  1681. }
  1682. }, function () {
  1683. BABYLON.Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
  1684. });
  1685. };
  1686. for (var sha in gltfRuntime.shaders) {
  1687. hasShaders = true;
  1688. var shader = gltfRuntime.shaders[sha];
  1689. if (shader) {
  1690. processShader.bind(this, sha, shader)();
  1691. }
  1692. else {
  1693. BABYLON.Tools.Error("No shader named: " + sha);
  1694. }
  1695. }
  1696. if (!hasShaders) {
  1697. onload();
  1698. }
  1699. };
  1700. ;
  1701. GLTFLoader.prototype._loadBuffersAsync = function (gltfRuntime, onLoad, onProgress) {
  1702. var hasBuffers = false;
  1703. var processBuffer = function (buf, buffer) {
  1704. GLTF1.GLTFLoaderExtension.LoadBufferAsync(gltfRuntime, buf, function (bufferView) {
  1705. gltfRuntime.loadedBufferCount++;
  1706. if (bufferView) {
  1707. if (bufferView.byteLength != gltfRuntime.buffers[buf].byteLength) {
  1708. BABYLON.Tools.Error("Buffer named " + buf + " is length " + bufferView.byteLength + ". Expected: " + buffer.byteLength); // Improve error message
  1709. }
  1710. gltfRuntime.loadedBufferViews[buf] = bufferView;
  1711. }
  1712. if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
  1713. onLoad();
  1714. }
  1715. }, function () {
  1716. BABYLON.Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
  1717. });
  1718. };
  1719. for (var buf in gltfRuntime.buffers) {
  1720. hasBuffers = true;
  1721. var buffer = gltfRuntime.buffers[buf];
  1722. if (buffer) {
  1723. processBuffer.bind(this, buf, buffer)();
  1724. }
  1725. else {
  1726. BABYLON.Tools.Error("No buffer named: " + buf);
  1727. }
  1728. }
  1729. if (!hasBuffers) {
  1730. onLoad();
  1731. }
  1732. };
  1733. GLTFLoader.prototype._createNodes = function (gltfRuntime) {
  1734. var currentScene = gltfRuntime.currentScene;
  1735. if (currentScene) {
  1736. // Only one scene even if multiple scenes are defined
  1737. for (var i = 0; i < currentScene.nodes.length; i++) {
  1738. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  1739. }
  1740. }
  1741. else {
  1742. // Load all scenes
  1743. for (var thing in gltfRuntime.scenes) {
  1744. currentScene = gltfRuntime.scenes[thing];
  1745. for (var i = 0; i < currentScene.nodes.length; i++) {
  1746. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  1747. }
  1748. }
  1749. }
  1750. };
  1751. GLTFLoader.Extensions = {};
  1752. return GLTFLoader;
  1753. }());
  1754. GLTF1.GLTFLoader = GLTFLoader;
  1755. ;
  1756. BABYLON.GLTFFileLoader.CreateGLTFLoaderV1 = function () { return new GLTFLoader(); };
  1757. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  1758. })(BABYLON || (BABYLON = {}));
  1759. //# sourceMappingURL=babylon.glTFLoader.js.map
  1760. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  1761. var BABYLON;
  1762. (function (BABYLON) {
  1763. var GLTF1;
  1764. (function (GLTF1) {
  1765. /**
  1766. * Utils functions for GLTF
  1767. */
  1768. var GLTFUtils = (function () {
  1769. function GLTFUtils() {
  1770. }
  1771. /**
  1772. * Sets the given "parameter" matrix
  1773. * @param scene: the {BABYLON.Scene} object
  1774. * @param source: the source node where to pick the matrix
  1775. * @param parameter: the GLTF technique parameter
  1776. * @param uniformName: the name of the shader's uniform
  1777. * @param shaderMaterial: the shader material
  1778. */
  1779. GLTFUtils.SetMatrix = function (scene, source, parameter, uniformName, shaderMaterial) {
  1780. var mat = null;
  1781. if (parameter.semantic === "MODEL") {
  1782. mat = source.getWorldMatrix();
  1783. }
  1784. else if (parameter.semantic === "PROJECTION") {
  1785. mat = scene.getProjectionMatrix();
  1786. }
  1787. else if (parameter.semantic === "VIEW") {
  1788. mat = scene.getViewMatrix();
  1789. }
  1790. else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") {
  1791. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());
  1792. }
  1793. else if (parameter.semantic === "MODELVIEW") {
  1794. mat = source.getWorldMatrix().multiply(scene.getViewMatrix());
  1795. }
  1796. else if (parameter.semantic === "MODELVIEWPROJECTION") {
  1797. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());
  1798. }
  1799. else if (parameter.semantic === "MODELINVERSE") {
  1800. mat = source.getWorldMatrix().invert();
  1801. }
  1802. else if (parameter.semantic === "VIEWINVERSE") {
  1803. mat = scene.getViewMatrix().invert();
  1804. }
  1805. else if (parameter.semantic === "PROJECTIONINVERSE") {
  1806. mat = scene.getProjectionMatrix().invert();
  1807. }
  1808. else if (parameter.semantic === "MODELVIEWINVERSE") {
  1809. mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();
  1810. }
  1811. else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") {
  1812. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();
  1813. }
  1814. else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
  1815. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().invert());
  1816. }
  1817. else {
  1818. debugger;
  1819. }
  1820. switch (parameter.type) {
  1821. case GLTF1.EParameterType.FLOAT_MAT2:
  1822. shaderMaterial.setMatrix2x2(uniformName, BABYLON.Matrix.GetAsMatrix2x2(mat));
  1823. break;
  1824. case GLTF1.EParameterType.FLOAT_MAT3:
  1825. shaderMaterial.setMatrix3x3(uniformName, BABYLON.Matrix.GetAsMatrix3x3(mat));
  1826. break;
  1827. case GLTF1.EParameterType.FLOAT_MAT4:
  1828. shaderMaterial.setMatrix(uniformName, mat);
  1829. break;
  1830. default: break;
  1831. }
  1832. };
  1833. /**
  1834. * Sets the given "parameter" matrix
  1835. * @param shaderMaterial: the shader material
  1836. * @param uniform: the name of the shader's uniform
  1837. * @param value: the value of the uniform
  1838. * @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
  1839. */
  1840. GLTFUtils.SetUniform = function (shaderMaterial, uniform, value, type) {
  1841. switch (type) {
  1842. case GLTF1.EParameterType.FLOAT:
  1843. shaderMaterial.setFloat(uniform, value);
  1844. return true;
  1845. case GLTF1.EParameterType.FLOAT_VEC2:
  1846. shaderMaterial.setVector2(uniform, BABYLON.Vector2.FromArray(value));
  1847. return true;
  1848. case GLTF1.EParameterType.FLOAT_VEC3:
  1849. shaderMaterial.setVector3(uniform, BABYLON.Vector3.FromArray(value));
  1850. return true;
  1851. case GLTF1.EParameterType.FLOAT_VEC4:
  1852. shaderMaterial.setVector4(uniform, BABYLON.Vector4.FromArray(value));
  1853. return true;
  1854. default: return false;
  1855. }
  1856. };
  1857. /**
  1858. * If the uri is a base64 string
  1859. * @param uri: the uri to test
  1860. */
  1861. GLTFUtils.IsBase64 = function (uri) {
  1862. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  1863. };
  1864. /**
  1865. * Decode the base64 uri
  1866. * @param uri: the uri to decode
  1867. */
  1868. GLTFUtils.DecodeBase64 = function (uri) {
  1869. var decodedString = atob(uri.split(",")[1]);
  1870. var bufferLength = decodedString.length;
  1871. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  1872. for (var i = 0; i < bufferLength; i++) {
  1873. bufferView[i] = decodedString.charCodeAt(i);
  1874. }
  1875. return bufferView.buffer;
  1876. };
  1877. /**
  1878. * Returns the wrap mode of the texture
  1879. * @param mode: the mode value
  1880. */
  1881. GLTFUtils.GetWrapMode = function (mode) {
  1882. switch (mode) {
  1883. case GLTF1.ETextureWrapMode.CLAMP_TO_EDGE: return BABYLON.Texture.CLAMP_ADDRESSMODE;
  1884. case GLTF1.ETextureWrapMode.MIRRORED_REPEAT: return BABYLON.Texture.MIRROR_ADDRESSMODE;
  1885. case GLTF1.ETextureWrapMode.REPEAT: return BABYLON.Texture.WRAP_ADDRESSMODE;
  1886. default: return BABYLON.Texture.WRAP_ADDRESSMODE;
  1887. }
  1888. };
  1889. /**
  1890. * Returns the byte stride giving an accessor
  1891. * @param accessor: the GLTF accessor objet
  1892. */
  1893. GLTFUtils.GetByteStrideFromType = function (accessor) {
  1894. // Needs this function since "byteStride" isn't requiered in glTF format
  1895. var type = accessor.type;
  1896. switch (type) {
  1897. case "VEC2": return 2;
  1898. case "VEC3": return 3;
  1899. case "VEC4": return 4;
  1900. case "MAT2": return 4;
  1901. case "MAT3": return 9;
  1902. case "MAT4": return 16;
  1903. default: return 1;
  1904. }
  1905. };
  1906. /**
  1907. * Returns the texture filter mode giving a mode value
  1908. * @param mode: the filter mode value
  1909. */
  1910. GLTFUtils.GetTextureFilterMode = function (mode) {
  1911. switch (mode) {
  1912. case GLTF1.ETextureFilterType.LINEAR:
  1913. case GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST:
  1914. case GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  1915. case GLTF1.ETextureFilterType.NEAREST:
  1916. case GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_SAMPLINGMODE;
  1917. default: return BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  1918. }
  1919. };
  1920. GLTFUtils.GetBufferFromBufferView = function (gltfRuntime, bufferView, byteOffset, byteLength, componentType) {
  1921. var byteOffset = bufferView.byteOffset + byteOffset;
  1922. var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];
  1923. if (byteOffset + byteLength > loadedBufferView.byteLength) {
  1924. throw new Error("Buffer access is out of range");
  1925. }
  1926. var buffer = loadedBufferView.buffer;
  1927. byteOffset += loadedBufferView.byteOffset;
  1928. switch (componentType) {
  1929. case GLTF1.EComponentType.BYTE: return new Int8Array(buffer, byteOffset, byteLength);
  1930. case GLTF1.EComponentType.UNSIGNED_BYTE: return new Uint8Array(buffer, byteOffset, byteLength);
  1931. case GLTF1.EComponentType.SHORT: return new Int16Array(buffer, byteOffset, byteLength);
  1932. case GLTF1.EComponentType.UNSIGNED_SHORT: return new Uint16Array(buffer, byteOffset, byteLength);
  1933. default: return new Float32Array(buffer, byteOffset, byteLength);
  1934. }
  1935. };
  1936. /**
  1937. * Returns a buffer from its accessor
  1938. * @param gltfRuntime: the GLTF runtime
  1939. * @param accessor: the GLTF accessor
  1940. */
  1941. GLTFUtils.GetBufferFromAccessor = function (gltfRuntime, accessor) {
  1942. var bufferView = gltfRuntime.bufferViews[accessor.bufferView];
  1943. var byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);
  1944. return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);
  1945. };
  1946. /**
  1947. * Decodes a buffer view into a string
  1948. * @param view: the buffer view
  1949. */
  1950. GLTFUtils.DecodeBufferToText = function (view) {
  1951. var result = "";
  1952. var length = view.byteLength;
  1953. for (var i = 0; i < length; ++i) {
  1954. result += String.fromCharCode(view[i]);
  1955. }
  1956. return result;
  1957. };
  1958. /**
  1959. * Returns the default material of gltf. Related to
  1960. * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
  1961. * @param scene: the Babylon.js scene
  1962. */
  1963. GLTFUtils.GetDefaultMaterial = function (scene) {
  1964. if (!GLTFUtils._DefaultMaterial) {
  1965. BABYLON.Effect.ShadersStore["GLTFDefaultMaterialVertexShader"] = [
  1966. "precision highp float;",
  1967. "",
  1968. "uniform mat4 worldView;",
  1969. "uniform mat4 projection;",
  1970. "",
  1971. "attribute vec3 position;",
  1972. "",
  1973. "void main(void)",
  1974. "{",
  1975. " gl_Position = projection * worldView * vec4(position, 1.0);",
  1976. "}"
  1977. ].join("\n");
  1978. BABYLON.Effect.ShadersStore["GLTFDefaultMaterialPixelShader"] = [
  1979. "precision highp float;",
  1980. "",
  1981. "uniform vec4 u_emission;",
  1982. "",
  1983. "void main(void)",
  1984. "{",
  1985. " gl_FragColor = u_emission;",
  1986. "}"
  1987. ].join("\n");
  1988. var shaderPath = {
  1989. vertex: "GLTFDefaultMaterial",
  1990. fragment: "GLTFDefaultMaterial"
  1991. };
  1992. var options = {
  1993. attributes: ["position"],
  1994. uniforms: ["worldView", "projection", "u_emission"],
  1995. samplers: new Array(),
  1996. needAlphaBlending: false
  1997. };
  1998. GLTFUtils._DefaultMaterial = new BABYLON.ShaderMaterial("GLTFDefaultMaterial", scene, shaderPath, options);
  1999. GLTFUtils._DefaultMaterial.setColor4("u_emission", new BABYLON.Color4(0.5, 0.5, 0.5, 1.0));
  2000. }
  2001. return GLTFUtils._DefaultMaterial;
  2002. };
  2003. // The GLTF default material
  2004. GLTFUtils._DefaultMaterial = null;
  2005. return GLTFUtils;
  2006. }());
  2007. GLTF1.GLTFUtils = GLTFUtils;
  2008. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2009. })(BABYLON || (BABYLON = {}));
  2010. //# sourceMappingURL=babylon.glTFLoaderUtils.js.map
  2011. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2012. var BABYLON;
  2013. (function (BABYLON) {
  2014. var GLTF1;
  2015. (function (GLTF1) {
  2016. var GLTFLoaderExtension = (function () {
  2017. function GLTFLoaderExtension(name) {
  2018. this._name = name;
  2019. }
  2020. Object.defineProperty(GLTFLoaderExtension.prototype, "name", {
  2021. get: function () {
  2022. return this._name;
  2023. },
  2024. enumerable: true,
  2025. configurable: true
  2026. });
  2027. /**
  2028. * Defines an override for loading the runtime
  2029. * Return true to stop further extensions from loading the runtime
  2030. */
  2031. GLTFLoaderExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  2032. return false;
  2033. };
  2034. /**
  2035. * Defines an onverride for creating gltf runtime
  2036. * Return true to stop further extensions from creating the runtime
  2037. */
  2038. GLTFLoaderExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  2039. return false;
  2040. };
  2041. /**
  2042. * Defines an override for loading buffers
  2043. * Return true to stop further extensions from loading this buffer
  2044. */
  2045. GLTFLoaderExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  2046. return false;
  2047. };
  2048. /**
  2049. * Defines an override for loading texture buffers
  2050. * Return true to stop further extensions from loading this texture data
  2051. */
  2052. GLTFLoaderExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2053. return false;
  2054. };
  2055. /**
  2056. * Defines an override for creating textures
  2057. * Return true to stop further extensions from loading this texture
  2058. */
  2059. GLTFLoaderExtension.prototype.createTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  2060. return false;
  2061. };
  2062. /**
  2063. * Defines an override for loading shader strings
  2064. * Return true to stop further extensions from loading this shader data
  2065. */
  2066. GLTFLoaderExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  2067. return false;
  2068. };
  2069. /**
  2070. * Defines an override for loading materials
  2071. * Return true to stop further extensions from loading this material
  2072. */
  2073. GLTFLoaderExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  2074. return false;
  2075. };
  2076. // ---------
  2077. // Utilities
  2078. // ---------
  2079. GLTFLoaderExtension.LoadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  2080. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2081. return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
  2082. }, function () {
  2083. setTimeout(function () {
  2084. onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
  2085. });
  2086. });
  2087. };
  2088. GLTFLoaderExtension.LoadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  2089. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2090. return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
  2091. }, function () {
  2092. setTimeout(function () {
  2093. onSuccess();
  2094. });
  2095. });
  2096. };
  2097. GLTFLoaderExtension.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  2098. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2099. return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
  2100. }, function () {
  2101. GLTF1.GLTFLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
  2102. });
  2103. };
  2104. GLTFLoaderExtension.LoadTextureAsync = function (gltfRuntime, id, onSuccess, onError) {
  2105. GLTFLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) { return GLTFLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError); }, onError);
  2106. };
  2107. GLTFLoaderExtension.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  2108. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2109. return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
  2110. }, function () {
  2111. GLTF1.GLTFLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
  2112. });
  2113. };
  2114. GLTFLoaderExtension.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  2115. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2116. return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
  2117. }, function () {
  2118. GLTF1.GLTFLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
  2119. });
  2120. };
  2121. GLTFLoaderExtension.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2122. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2123. return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
  2124. }, function () {
  2125. GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
  2126. });
  2127. };
  2128. GLTFLoaderExtension.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  2129. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2130. return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  2131. }, function () {
  2132. GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  2133. });
  2134. };
  2135. GLTFLoaderExtension.ApplyExtensions = function (func, defaultFunc) {
  2136. for (var extensionName in GLTF1.GLTFLoader.Extensions) {
  2137. var loaderExtension = GLTF1.GLTFLoader.Extensions[extensionName];
  2138. if (func(loaderExtension)) {
  2139. return;
  2140. }
  2141. }
  2142. defaultFunc();
  2143. };
  2144. return GLTFLoaderExtension;
  2145. }());
  2146. GLTF1.GLTFLoaderExtension = GLTFLoaderExtension;
  2147. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2148. })(BABYLON || (BABYLON = {}));
  2149. //# sourceMappingURL=babylon.glTFLoaderExtension.js.map
  2150. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2151. var __extends = (this && this.__extends) || (function () {
  2152. var extendStatics = Object.setPrototypeOf ||
  2153. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  2154. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  2155. return function (d, b) {
  2156. extendStatics(d, b);
  2157. function __() { this.constructor = d; }
  2158. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  2159. };
  2160. })();
  2161. var BABYLON;
  2162. (function (BABYLON) {
  2163. var GLTF1;
  2164. (function (GLTF1) {
  2165. var BinaryExtensionBufferName = "binary_glTF";
  2166. ;
  2167. ;
  2168. var GLTFBinaryExtension = (function (_super) {
  2169. __extends(GLTFBinaryExtension, _super);
  2170. function GLTFBinaryExtension() {
  2171. return _super.call(this, "KHR_binary_glTF") || this;
  2172. }
  2173. GLTFBinaryExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  2174. var extensionsUsed = data.json.extensionsUsed;
  2175. if (!extensionsUsed || extensionsUsed.indexOf(this.name) === -1) {
  2176. return false;
  2177. }
  2178. this._bin = data.bin;
  2179. onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
  2180. return true;
  2181. };
  2182. GLTFBinaryExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2183. if (gltfRuntime.extensionsUsed.indexOf(this.name) === -1) {
  2184. return false;
  2185. }
  2186. if (id !== BinaryExtensionBufferName) {
  2187. return false;
  2188. }
  2189. onSuccess(this._bin);
  2190. return true;
  2191. };
  2192. GLTFBinaryExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2193. var texture = gltfRuntime.textures[id];
  2194. var source = gltfRuntime.images[texture.source];
  2195. if (!source.extensions || !(this.name in source.extensions)) {
  2196. return false;
  2197. }
  2198. var sourceExt = source.extensions[this.name];
  2199. var bufferView = gltfRuntime.bufferViews[sourceExt.bufferView];
  2200. var buffer = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
  2201. onSuccess(buffer);
  2202. return true;
  2203. };
  2204. GLTFBinaryExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  2205. var shader = gltfRuntime.shaders[id];
  2206. if (!shader.extensions || !(this.name in shader.extensions)) {
  2207. return false;
  2208. }
  2209. var binaryExtensionShader = shader.extensions[this.name];
  2210. var bufferView = gltfRuntime.bufferViews[binaryExtensionShader.bufferView];
  2211. var shaderBytes = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
  2212. setTimeout(function () {
  2213. var shaderString = GLTF1.GLTFUtils.DecodeBufferToText(shaderBytes);
  2214. onSuccess(shaderString);
  2215. });
  2216. return true;
  2217. };
  2218. return GLTFBinaryExtension;
  2219. }(GLTF1.GLTFLoaderExtension));
  2220. GLTF1.GLTFBinaryExtension = GLTFBinaryExtension;
  2221. GLTF1.GLTFLoader.RegisterExtension(new GLTFBinaryExtension());
  2222. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2223. })(BABYLON || (BABYLON = {}));
  2224. //# sourceMappingURL=babylon.glTFBinaryExtension.js.map
  2225. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2226. var __extends = (this && this.__extends) || (function () {
  2227. var extendStatics = Object.setPrototypeOf ||
  2228. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  2229. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  2230. return function (d, b) {
  2231. extendStatics(d, b);
  2232. function __() { this.constructor = d; }
  2233. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  2234. };
  2235. })();
  2236. var BABYLON;
  2237. (function (BABYLON) {
  2238. var GLTF1;
  2239. (function (GLTF1) {
  2240. ;
  2241. ;
  2242. ;
  2243. var GLTFMaterialsCommonExtension = (function (_super) {
  2244. __extends(GLTFMaterialsCommonExtension, _super);
  2245. function GLTFMaterialsCommonExtension() {
  2246. return _super.call(this, "KHR_materials_common") || this;
  2247. }
  2248. GLTFMaterialsCommonExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  2249. if (!gltfRuntime.extensions)
  2250. return false;
  2251. var extension = gltfRuntime.extensions[this.name];
  2252. if (!extension)
  2253. return false;
  2254. // Create lights
  2255. var lights = extension.lights;
  2256. if (lights) {
  2257. for (var thing in lights) {
  2258. var light = lights[thing];
  2259. switch (light.type) {
  2260. case "ambient":
  2261. var ambientLight = new BABYLON.HemisphericLight(light.name, new BABYLON.Vector3(0, 1, 0), gltfRuntime.scene);
  2262. var ambient = light.ambient;
  2263. ambientLight.diffuse = BABYLON.Color3.FromArray(ambient.color || [1, 1, 1]);
  2264. break;
  2265. case "point":
  2266. var pointLight = new BABYLON.PointLight(light.name, new BABYLON.Vector3(10, 10, 10), gltfRuntime.scene);
  2267. var point = light.point;
  2268. pointLight.diffuse = BABYLON.Color3.FromArray(point.color || [1, 1, 1]);
  2269. break;
  2270. case "directional":
  2271. var dirLight = new BABYLON.DirectionalLight(light.name, new BABYLON.Vector3(0, -1, 0), gltfRuntime.scene);
  2272. var directional = light.directional;
  2273. dirLight.diffuse = BABYLON.Color3.FromArray(directional.color || [1, 1, 1]);
  2274. break;
  2275. case "spot":
  2276. var spot = light.spot;
  2277. var spotLight = new BABYLON.SpotLight(light.name, new BABYLON.Vector3(0, 10, 0), new BABYLON.Vector3(0, -1, 0), light.spot.fallOffAngle || Math.PI, light.spot.fallOffExponent || 0.0, gltfRuntime.scene);
  2278. spotLight.diffuse = BABYLON.Color3.FromArray(spot.color || [1, 1, 1]);
  2279. break;
  2280. default:
  2281. BABYLON.Tools.Warn("GLTF Material Common extension: light type \"" + light.type + "\” not supported");
  2282. break;
  2283. }
  2284. }
  2285. }
  2286. return false;
  2287. };
  2288. GLTFMaterialsCommonExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  2289. var material = gltfRuntime.materials[id];
  2290. if (!material || !material.extensions)
  2291. return false;
  2292. var extension = material.extensions[this.name];
  2293. if (!extension)
  2294. return false;
  2295. var standardMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
  2296. standardMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  2297. if (extension.technique === "CONSTANT") {
  2298. standardMaterial.disableLighting = true;
  2299. }
  2300. standardMaterial.backFaceCulling = extension.doubleSided === undefined ? false : !extension.doubleSided;
  2301. standardMaterial.alpha = extension.values.transparency === undefined ? 1.0 : extension.values.transparency;
  2302. standardMaterial.specularPower = extension.values.shininess === undefined ? 0.0 : extension.values.shininess;
  2303. // Ambient
  2304. if (typeof extension.values.ambient === "string") {
  2305. this._loadTexture(gltfRuntime, extension.values.ambient, standardMaterial, "ambientTexture", onError);
  2306. }
  2307. else {
  2308. standardMaterial.ambientColor = BABYLON.Color3.FromArray(extension.values.ambient || [0, 0, 0]);
  2309. }
  2310. // Diffuse
  2311. if (typeof extension.values.diffuse === "string") {
  2312. this._loadTexture(gltfRuntime, extension.values.diffuse, standardMaterial, "diffuseTexture", onError);
  2313. }
  2314. else {
  2315. standardMaterial.diffuseColor = BABYLON.Color3.FromArray(extension.values.diffuse || [0, 0, 0]);
  2316. }
  2317. // Emission
  2318. if (typeof extension.values.emission === "string") {
  2319. this._loadTexture(gltfRuntime, extension.values.emission, standardMaterial, "emissiveTexture", onError);
  2320. }
  2321. else {
  2322. standardMaterial.emissiveColor = BABYLON.Color3.FromArray(extension.values.emission || [0, 0, 0]);
  2323. }
  2324. // Specular
  2325. if (typeof extension.values.specular === "string") {
  2326. this._loadTexture(gltfRuntime, extension.values.specular, standardMaterial, "specularTexture", onError);
  2327. }
  2328. else {
  2329. standardMaterial.specularColor = BABYLON.Color3.FromArray(extension.values.specular || [0, 0, 0]);
  2330. }
  2331. return true;
  2332. };
  2333. GLTFMaterialsCommonExtension.prototype._loadTexture = function (gltfRuntime, id, material, propertyPath, onError) {
  2334. // Create buffer from texture url
  2335. GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) {
  2336. // Create texture from buffer
  2337. GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, function (texture) { return material[propertyPath] = texture; }, onError);
  2338. }, onError);
  2339. };
  2340. return GLTFMaterialsCommonExtension;
  2341. }(GLTF1.GLTFLoaderExtension));
  2342. GLTF1.GLTFMaterialsCommonExtension = GLTFMaterialsCommonExtension;
  2343. GLTF1.GLTFLoader.RegisterExtension(new GLTFMaterialsCommonExtension());
  2344. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2345. })(BABYLON || (BABYLON = {}));
  2346. //# sourceMappingURL=babylon.glTFMaterialsCommonExtension.js.map