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- /*BabylonJS Loaders*/
- // Dependencies for this module:
- // ../../../../Tools/Gulp/babylonjs
- // ../../../../Tools/Gulp/babylonjs-gltf2interface
- declare module BABYLON {
- /**
- * Mode that determines the coordinate system to use.
- */
- export enum GLTFLoaderCoordinateSystemMode {
- /**
- * Automatically convert the glTF right-handed data to the appropriate system based on the current coordinate system mode of the scene.
- */
- AUTO = 0,
- /**
- * Sets the useRightHandedSystem flag on the scene.
- */
- FORCE_RIGHT_HANDED = 1
- }
- /**
- * Mode that determines what animations will start.
- */
- export enum GLTFLoaderAnimationStartMode {
- /**
- * No animation will start.
- */
- NONE = 0,
- /**
- * The first animation will start.
- */
- FIRST = 1,
- /**
- * All animations will start.
- */
- ALL = 2
- }
- /**
- * Interface that contains the data for the glTF asset.
- */
- export interface IGLTFLoaderData {
- /**
- * Object that represents the glTF JSON.
- */
- json: Object;
- /**
- * The BIN chunk of a binary glTF.
- */
- bin: BABYLON.Nullable<ArrayBufferView>;
- }
- /**
- * Interface for extending the loader.
- */
- export interface IGLTFLoaderExtension {
- /**
- * The name of this extension.
- */
- readonly name: string;
- /**
- * Defines whether this extension is enabled.
- */
- enabled: boolean;
- }
- /**
- * Loader state.
- */
- export enum GLTFLoaderState {
- /**
- * The asset is loading.
- */
- LOADING = 0,
- /**
- * The asset is ready for rendering.
- */
- READY = 1,
- /**
- * The asset is completely loaded.
- */
- COMPLETE = 2
- }
- /** @hidden */
- export interface IGLTFLoader extends BABYLON.IDisposable {
- readonly state: BABYLON.Nullable<GLTFLoaderState>;
- importMeshAsync: (meshesNames: any, scene: BABYLON.Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: BABYLON.SceneLoaderProgressEvent) => void, fileName?: string) => Promise<{
- meshes: BABYLON.AbstractMesh[];
- particleSystems: BABYLON.IParticleSystem[];
- skeletons: BABYLON.Skeleton[];
- animationGroups: BABYLON.AnimationGroup[];
- }>;
- loadAsync: (scene: BABYLON.Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: BABYLON.SceneLoaderProgressEvent) => void, fileName?: string) => Promise<void>;
- }
- /**
- * File loader for loading glTF files into a scene.
- */
- export class GLTFFileLoader implements BABYLON.IDisposable, BABYLON.ISceneLoaderPluginAsync, BABYLON.ISceneLoaderPluginFactory {
- /** @hidden */
- static _CreateGLTFLoaderV1: (parent: GLTFFileLoader) => IGLTFLoader;
- /** @hidden */
- static _CreateGLTFLoaderV2: (parent: GLTFFileLoader) => IGLTFLoader;
- /**
- * Raised when the asset has been parsed
- */
- onParsedObservable: BABYLON.Observable<IGLTFLoaderData>;
- /**
- * Raised when the asset has been parsed
- */
- onParsed: (loaderData: IGLTFLoaderData) => void;
- /**
- * Set this property to false to disable incremental loading which delays the loader from calling the success callback until after loading the meshes and shaders.
- * Textures always loads asynchronously. For example, the success callback can compute the bounding information of the loaded meshes when incremental loading is disabled.
- * Defaults to true.
- * @hidden
- */
- static IncrementalLoading: boolean;
- /**
- * Set this property to true in order to work with homogeneous coordinates, available with some converters and exporters.
- * Defaults to false. See https://en.wikipedia.org/wiki/Homogeneous_coordinates.
- * @hidden
- */
- static HomogeneousCoordinates: boolean;
- /**
- * The coordinate system mode. Defaults to AUTO.
- */
- coordinateSystemMode: GLTFLoaderCoordinateSystemMode;
- /**
- * The animation start mode. Defaults to FIRST.
- */
- animationStartMode: GLTFLoaderAnimationStartMode;
- /**
- * Defines if the loader should compile materials before raising the success callback. Defaults to false.
- */
- compileMaterials: boolean;
- /**
- * Defines if the loader should also compile materials with clip planes. Defaults to false.
- */
- useClipPlane: boolean;
- /**
- * Defines if the loader should compile shadow generators before raising the success callback. Defaults to false.
- */
- compileShadowGenerators: boolean;
- /**
- * Defines if the Alpha blended materials are only applied as coverage.
- * If false, (default) The luminance of each pixel will reduce its opacity to simulate the behaviour of most physical materials.
- * If true, no extra effects are applied to transparent pixels.
- */
- transparencyAsCoverage: boolean;
- /**
- * Function called before loading a url referenced by the asset.
- */
- preprocessUrlAsync: (url: string) => Promise<string>;
- /**
- * BABYLON.Observable raised when the loader creates a mesh after parsing the glTF properties of the mesh.
- */
- readonly onMeshLoadedObservable: BABYLON.Observable<BABYLON.AbstractMesh>;
- /**
- * Callback raised when the loader creates a mesh after parsing the glTF properties of the mesh.
- */
- onMeshLoaded: (mesh: BABYLON.AbstractMesh) => void;
- /**
- * BABYLON.Observable raised when the loader creates a texture after parsing the glTF properties of the texture.
- */
- readonly onTextureLoadedObservable: BABYLON.Observable<BABYLON.BaseTexture>;
- /**
- * Callback raised when the loader creates a texture after parsing the glTF properties of the texture.
- */
- onTextureLoaded: (texture: BABYLON.BaseTexture) => void;
- /**
- * BABYLON.Observable raised when the loader creates a material after parsing the glTF properties of the material.
- */
- readonly onMaterialLoadedObservable: BABYLON.Observable<BABYLON.Material>;
- /**
- * Callback raised when the loader creates a material after parsing the glTF properties of the material.
- */
- onMaterialLoaded: (material: BABYLON.Material) => void;
- /**
- * BABYLON.Observable raised when the loader creates a camera after parsing the glTF properties of the camera.
- */
- readonly onCameraLoadedObservable: BABYLON.Observable<BABYLON.Camera>;
- /**
- * Callback raised when the loader creates a camera after parsing the glTF properties of the camera.
- */
- onCameraLoaded: (camera: BABYLON.Camera) => void;
- /**
- * BABYLON.Observable raised when the asset is completely loaded, immediately before the loader is disposed.
- * For assets with LODs, raised when all of the LODs are complete.
- * For assets without LODs, raised when the model is complete, immediately after the loader resolves the returned promise.
- */
- readonly onCompleteObservable: BABYLON.Observable<void>;
- /**
- * Callback raised when the asset is completely loaded, immediately before the loader is disposed.
- * For assets with LODs, raised when all of the LODs are complete.
- * For assets without LODs, raised when the model is complete, immediately after the loader resolves the returned promise.
- */
- onComplete: () => void;
- /**
- * BABYLON.Observable raised when an error occurs.
- */
- readonly onErrorObservable: BABYLON.Observable<any>;
- /**
- * Callback raised when an error occurs.
- */
- onError: (reason: any) => void;
- /**
- * BABYLON.Observable raised after the loader is disposed.
- */
- readonly onDisposeObservable: BABYLON.Observable<void>;
- /**
- * Callback raised after the loader is disposed.
- */
- onDispose: () => void;
- /**
- * BABYLON.Observable raised after a loader extension is created.
- * Set additional options for a loader extension in this event.
- */
- readonly onExtensionLoadedObservable: BABYLON.Observable<IGLTFLoaderExtension>;
- /**
- * Callback raised after a loader extension is created.
- */
- onExtensionLoaded: (extension: IGLTFLoaderExtension) => void;
- /**
- * Defines if the loader logging is enabled.
- */
- loggingEnabled: boolean;
- /**
- * Defines if the loader should capture performance counters.
- */
- capturePerformanceCounters: boolean;
- /**
- * Defines if the loader should validate the asset.
- */
- validate: boolean;
- /**
- * BABYLON.Observable raised after validation when validate is set to true. The event data is the result of the validation.
- */
- readonly onValidatedObservable: BABYLON.Observable<BABYLON.GLTF2.IGLTFValidationResults>;
- /**
- * Callback raised after a loader extension is created.
- */
- onValidated: (results: BABYLON.GLTF2.IGLTFValidationResults) => void;
- /**
- * Name of the loader ("gltf")
- */
- name: string;
- /**
- * Supported file extensions of the loader (.gltf, .glb)
- */
- extensions: BABYLON.ISceneLoaderPluginExtensions;
- /**
- * Disposes the loader, releases resources during load, and cancels any outstanding requests.
- */
- dispose(): void;
- /** @hidden */
- _clear(): void;
- /**
- * Imports one or more meshes from the loaded glTF data and adds them to the scene
- * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
- * @param scene the scene the meshes should be added to
- * @param data the glTF data to load
- * @param rootUrl root url to load from
- * @param onProgress event that fires when loading progress has occured
- * @param fileName Defines the name of the file to load
- * @returns a promise containg the loaded meshes, particles, skeletons and animations
- */
- importMeshAsync(meshesNames: any, scene: BABYLON.Scene, data: any, rootUrl: string, onProgress?: (event: BABYLON.SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
- meshes: BABYLON.AbstractMesh[];
- particleSystems: BABYLON.IParticleSystem[];
- skeletons: BABYLON.Skeleton[];
- animationGroups: BABYLON.AnimationGroup[];
- }>;
- /**
- * Imports all objects from the loaded glTF data and adds them to the scene
- * @param scene the scene the objects should be added to
- * @param data the glTF data to load
- * @param rootUrl root url to load from
- * @param onProgress event that fires when loading progress has occured
- * @param fileName Defines the name of the file to load
- * @returns a promise which completes when objects have been loaded to the scene
- */
- loadAsync(scene: BABYLON.Scene, data: string | ArrayBuffer, rootUrl: string, onProgress?: (event: BABYLON.SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
- /**
- * Load into an asset container.
- * @param scene The scene to load into
- * @param data The data to import
- * @param rootUrl The root url for scene and resources
- * @param onProgress The callback when the load progresses
- * @param fileName Defines the name of the file to load
- * @returns The loaded asset container
- */
- loadAssetContainerAsync(scene: BABYLON.Scene, data: string | ArrayBuffer, rootUrl: string, onProgress?: (event: BABYLON.SceneLoaderProgressEvent) => void, fileName?: string): Promise<BABYLON.AssetContainer>;
- /**
- * If the data string can be loaded directly.
- * @param data string contianing the file data
- * @returns if the data can be loaded directly
- */
- canDirectLoad(data: string): boolean;
- /**
- * Rewrites a url by combining a root url and response url.
- */
- rewriteRootURL: (rootUrl: string, responseURL?: string) => string;
- /**
- * Instantiates a glTF file loader plugin.
- * @returns the created plugin
- */
- createPlugin(): BABYLON.ISceneLoaderPlugin | BABYLON.ISceneLoaderPluginAsync;
- /**
- * The loader state or null if the loader is not active.
- */
- readonly loaderState: BABYLON.Nullable<GLTFLoaderState>;
- /**
- * Returns a promise that resolves when the asset is completely loaded.
- * @returns a promise that resolves when the asset is completely loaded.
- */
- whenCompleteAsync(): Promise<void>;
- /** @hidden */
- _log: (message: string) => void;
- /** @hidden */
- _logOpen(message: string): void;
- /** @hidden */
- _logClose(): void;
- /** @hidden */
- _startPerformanceCounter: (counterName: string) => void;
- /** @hidden */
- _endPerformanceCounter: (counterName: string) => void;
- }
- }
- declare module BABYLON {
- /**
- * Class reading and parsing the MTL file bundled with the obj file.
- */
- export class MTLFileLoader {
- materials: BABYLON.StandardMaterial[];
- /**
- * This function will read the mtl file and create each material described inside
- * This function could be improve by adding :
- * -some component missing (Ni, Tf...)
- * -including the specific options available
- *
- * @param scene
- * @param data
- * @param rootUrl
- */
- parseMTL(scene: BABYLON.Scene, data: string | ArrayBuffer, rootUrl: string): void;
- }
- export class OBJFileLoader implements BABYLON.ISceneLoaderPluginAsync {
- static OPTIMIZE_WITH_UV: boolean;
- static INVERT_Y: boolean;
- name: string;
- extensions: string;
- obj: RegExp;
- group: RegExp;
- mtllib: RegExp;
- usemtl: RegExp;
- smooth: RegExp;
- vertexPattern: RegExp;
- normalPattern: RegExp;
- uvPattern: RegExp;
- facePattern1: RegExp;
- facePattern2: RegExp;
- facePattern3: RegExp;
- facePattern4: RegExp;
- facePattern5: RegExp;
- /**
- * Imports one or more meshes from the loaded glTF data and adds them to the scene
- * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
- * @param scene the scene the meshes should be added to
- * @param data the glTF data to load
- * @param rootUrl root url to load from
- * @param onProgress event that fires when loading progress has occured
- * @param fileName Defines the name of the file to load
- * @returns a promise containg the loaded meshes, particles, skeletons and animations
- */
- importMeshAsync(meshesNames: any, scene: BABYLON.Scene, data: any, rootUrl: string, onProgress?: (event: BABYLON.SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
- meshes: BABYLON.AbstractMesh[];
- particleSystems: BABYLON.IParticleSystem[];
- skeletons: BABYLON.Skeleton[];
- animationGroups: BABYLON.AnimationGroup[];
- }>;
- /**
- * Imports all objects from the loaded glTF data and adds them to the scene
- * @param scene the scene the objects should be added to
- * @param data the glTF data to load
- * @param rootUrl root url to load from
- * @param onProgress event that fires when loading progress has occured
- * @param fileName Defines the name of the file to load
- * @returns a promise which completes when objects have been loaded to the scene
- */
- loadAsync(scene: BABYLON.Scene, data: string, rootUrl: string, onProgress?: (event: BABYLON.SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
- /**
- * Load into an asset container.
- * @param scene The scene to load into
- * @param data The data to import
- * @param rootUrl The root url for scene and resources
- * @param onProgress The callback when the load progresses
- * @param fileName Defines the name of the file to load
- * @returns The loaded asset container
- */
- loadAssetContainerAsync(scene: BABYLON.Scene, data: string, rootUrl: string, onProgress?: (event: BABYLON.SceneLoaderProgressEvent) => void, fileName?: string): Promise<BABYLON.AssetContainer>;
- }
- }
- declare module BABYLON {
- export class STLFileLoader implements BABYLON.ISceneLoaderPlugin {
- solidPattern: RegExp;
- facetsPattern: RegExp;
- normalPattern: RegExp;
- vertexPattern: RegExp;
- name: string;
- extensions: BABYLON.ISceneLoaderPluginExtensions;
- importMesh(meshesNames: any, scene: BABYLON.Scene, data: any, rootUrl: string, meshes: BABYLON.Nullable<BABYLON.AbstractMesh[]>, particleSystems: BABYLON.Nullable<BABYLON.IParticleSystem[]>, skeletons: BABYLON.Nullable<BABYLON.Skeleton[]>): boolean;
- load(scene: BABYLON.Scene, data: any, rootUrl: string): boolean;
- loadAssetContainer(scene: BABYLON.Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): BABYLON.AssetContainer;
- }
- }
- declare module BABYLON {
- export class GLTFBinaryExtension extends GLTFLoaderExtension {
- constructor();
- loadRuntimeAsync(scene: BABYLON.Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: (message: string) => void): boolean;
- loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
- loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
- loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: (message: string) => void): boolean;
- }
- }
- declare module BABYLON {
- /**
- * Implementation of the base glTF spec
- */
- export class GLTFLoaderBase {
- static CreateRuntime(parsedData: any, scene: BABYLON.Scene, rootUrl: string): IGLTFRuntime;
- static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): void;
- static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: BABYLON.Nullable<ArrayBufferView>) => void, onError: (message: string) => void): void;
- static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: BABYLON.Nullable<ArrayBufferView>, onSuccess: (texture: BABYLON.Texture) => void, onError: (message: string) => void): void;
- static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string | ArrayBuffer) => void, onError?: (message: string) => void): void;
- static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: BABYLON.Material) => void, onError: (message: string) => void): void;
- }
- /**
- * glTF V1 Loader
- */
- export class GLTFLoaderV1 implements IGLTFLoader {
- static Extensions: {
- [name: string]: GLTFLoaderExtension;
- };
- static RegisterExtension(extension: GLTFLoaderExtension): void;
- state: BABYLON.Nullable<GLTFLoaderState>;
- dispose(): void;
- /**
- * Imports one or more meshes from a loaded gltf file and adds them to the scene
- * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
- * @param scene the scene the meshes should be added to
- * @param data gltf data containing information of the meshes in a loaded file
- * @param rootUrl root url to load from
- * @param onProgress event that fires when loading progress has occured
- * @returns a promise containg the loaded meshes, particles, skeletons and animations
- */
- importMeshAsync(meshesNames: any, scene: BABYLON.Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: BABYLON.SceneLoaderProgressEvent) => void): Promise<{
- meshes: BABYLON.AbstractMesh[];
- particleSystems: BABYLON.IParticleSystem[];
- skeletons: BABYLON.Skeleton[];
- animationGroups: BABYLON.AnimationGroup[];
- }>;
- /**
- * Imports all objects from a loaded gltf file and adds them to the scene
- * @param scene the scene the objects should be added to
- * @param data gltf data containing information of the meshes in a loaded file
- * @param rootUrl root url to load from
- * @param onProgress event that fires when loading progress has occured
- * @returns a promise which completes when objects have been loaded to the scene
- */
- loadAsync(scene: BABYLON.Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: BABYLON.SceneLoaderProgressEvent) => void): Promise<void>;
- }
- }
- declare module BABYLON {
- export abstract class GLTFLoaderExtension {
- constructor(name: string);
- readonly name: string;
- /**
- * Defines an override for loading the runtime
- * Return true to stop further extensions from loading the runtime
- */
- loadRuntimeAsync(scene: BABYLON.Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: (gltfRuntime: IGLTFRuntime) => void, onError?: (message: string) => void): boolean;
- /**
- * Defines an onverride for creating gltf runtime
- * Return true to stop further extensions from creating the runtime
- */
- loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError?: (message: string) => void): boolean;
- /**
- * Defines an override for loading buffers
- * Return true to stop further extensions from loading this buffer
- */
- loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): boolean;
- /**
- * Defines an override for loading texture buffers
- * Return true to stop further extensions from loading this texture data
- */
- loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
- /**
- * Defines an override for creating textures
- * Return true to stop further extensions from loading this texture
- */
- createTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: BABYLON.Texture) => void, onError: (message: string) => void): boolean;
- /**
- * Defines an override for loading shader strings
- * Return true to stop further extensions from loading this shader data
- */
- loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: (message: string) => void): boolean;
- /**
- * Defines an override for loading materials
- * Return true to stop further extensions from loading this material
- */
- loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: BABYLON.Material) => void, onError: (message: string) => void): boolean;
- static LoadRuntimeAsync(scene: BABYLON.Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: (gltfRuntime: IGLTFRuntime) => void, onError?: (message: string) => void): void;
- static LoadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError?: (message: string) => void): void;
- static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (bufferView: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): void;
- static LoadTextureAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (texture: BABYLON.Texture) => void, onError: (message: string) => void): void;
- static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderData: string | ArrayBuffer) => void, onError: (message: string) => void): void;
- static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: BABYLON.Material) => void, onError: (message: string) => void): void;
- }
- }
- declare module BABYLON {
- /**
- * Enums
- */
- export enum EComponentType {
- BYTE = 5120,
- UNSIGNED_BYTE = 5121,
- SHORT = 5122,
- UNSIGNED_SHORT = 5123,
- FLOAT = 5126
- }
- export enum EShaderType {
- FRAGMENT = 35632,
- VERTEX = 35633
- }
- export enum EParameterType {
- BYTE = 5120,
- UNSIGNED_BYTE = 5121,
- SHORT = 5122,
- UNSIGNED_SHORT = 5123,
- INT = 5124,
- UNSIGNED_INT = 5125,
- FLOAT = 5126,
- FLOAT_VEC2 = 35664,
- FLOAT_VEC3 = 35665,
- FLOAT_VEC4 = 35666,
- INT_VEC2 = 35667,
- INT_VEC3 = 35668,
- INT_VEC4 = 35669,
- BOOL = 35670,
- BOOL_VEC2 = 35671,
- BOOL_VEC3 = 35672,
- BOOL_VEC4 = 35673,
- FLOAT_MAT2 = 35674,
- FLOAT_MAT3 = 35675,
- FLOAT_MAT4 = 35676,
- SAMPLER_2D = 35678
- }
- export enum ETextureWrapMode {
- CLAMP_TO_EDGE = 33071,
- MIRRORED_REPEAT = 33648,
- REPEAT = 10497
- }
- export enum ETextureFilterType {
- NEAREST = 9728,
- LINEAR = 9728,
- NEAREST_MIPMAP_NEAREST = 9984,
- LINEAR_MIPMAP_NEAREST = 9985,
- NEAREST_MIPMAP_LINEAR = 9986,
- LINEAR_MIPMAP_LINEAR = 9987
- }
- export enum ETextureFormat {
- ALPHA = 6406,
- RGB = 6407,
- RGBA = 6408,
- LUMINANCE = 6409,
- LUMINANCE_ALPHA = 6410
- }
- export enum ECullingType {
- FRONT = 1028,
- BACK = 1029,
- FRONT_AND_BACK = 1032
- }
- export enum EBlendingFunction {
- ZERO = 0,
- ONE = 1,
- SRC_COLOR = 768,
- ONE_MINUS_SRC_COLOR = 769,
- DST_COLOR = 774,
- ONE_MINUS_DST_COLOR = 775,
- SRC_ALPHA = 770,
- ONE_MINUS_SRC_ALPHA = 771,
- DST_ALPHA = 772,
- ONE_MINUS_DST_ALPHA = 773,
- CONSTANT_COLOR = 32769,
- ONE_MINUS_CONSTANT_COLOR = 32770,
- CONSTANT_ALPHA = 32771,
- ONE_MINUS_CONSTANT_ALPHA = 32772,
- SRC_ALPHA_SATURATE = 776
- }
- /**
- * Interfaces
- */
- export interface IGLTFProperty {
- extensions?: {
- [key: string]: any;
- };
- extras?: Object;
- }
- export interface IGLTFChildRootProperty extends IGLTFProperty {
- name?: string;
- }
- export interface IGLTFAccessor extends IGLTFChildRootProperty {
- bufferView: string;
- byteOffset: number;
- byteStride: number;
- count: number;
- type: string;
- componentType: EComponentType;
- max?: number[];
- min?: number[];
- name?: string;
- }
- export interface IGLTFBufferView extends IGLTFChildRootProperty {
- buffer: string;
- byteOffset: number;
- byteLength: number;
- byteStride: number;
- target?: number;
- }
- export interface IGLTFBuffer extends IGLTFChildRootProperty {
- uri: string;
- byteLength?: number;
- type?: string;
- }
- export interface IGLTFShader extends IGLTFChildRootProperty {
- uri: string;
- type: EShaderType;
- }
- export interface IGLTFProgram extends IGLTFChildRootProperty {
- attributes: string[];
- fragmentShader: string;
- vertexShader: string;
- }
- export interface IGLTFTechniqueParameter {
- type: number;
- count?: number;
- semantic?: string;
- node?: string;
- value?: number | boolean | string | Array<any>;
- source?: string;
- babylonValue?: any;
- }
- export interface IGLTFTechniqueCommonProfile {
- lightingModel: string;
- texcoordBindings: Object;
- parameters?: Array<any>;
- }
- export interface IGLTFTechniqueStatesFunctions {
- blendColor?: number[];
- blendEquationSeparate?: number[];
- blendFuncSeparate?: number[];
- colorMask: boolean[];
- cullFace: number[];
- }
- export interface IGLTFTechniqueStates {
- enable: number[];
- functions: IGLTFTechniqueStatesFunctions;
- }
- export interface IGLTFTechnique extends IGLTFChildRootProperty {
- parameters: {
- [key: string]: IGLTFTechniqueParameter;
- };
- program: string;
- attributes: {
- [key: string]: string;
- };
- uniforms: {
- [key: string]: string;
- };
- states: IGLTFTechniqueStates;
- }
- export interface IGLTFMaterial extends IGLTFChildRootProperty {
- technique?: string;
- values: string[];
- }
- export interface IGLTFMeshPrimitive extends IGLTFProperty {
- attributes: {
- [key: string]: string;
- };
- indices: string;
- material: string;
- mode?: number;
- }
- export interface IGLTFMesh extends IGLTFChildRootProperty {
- primitives: IGLTFMeshPrimitive[];
- }
- export interface IGLTFImage extends IGLTFChildRootProperty {
- uri: string;
- }
- export interface IGLTFSampler extends IGLTFChildRootProperty {
- magFilter?: number;
- minFilter?: number;
- wrapS?: number;
- wrapT?: number;
- }
- export interface IGLTFTexture extends IGLTFChildRootProperty {
- sampler: string;
- source: string;
- format?: ETextureFormat;
- internalFormat?: ETextureFormat;
- target?: number;
- type?: number;
- babylonTexture?: BABYLON.Texture;
- }
- export interface IGLTFAmbienLight {
- color?: number[];
- }
- export interface IGLTFDirectionalLight {
- color?: number[];
- }
- export interface IGLTFPointLight {
- color?: number[];
- constantAttenuation?: number;
- linearAttenuation?: number;
- quadraticAttenuation?: number;
- }
- export interface IGLTFSpotLight {
- color?: number[];
- constantAttenuation?: number;
- fallOfAngle?: number;
- fallOffExponent?: number;
- linearAttenuation?: number;
- quadraticAttenuation?: number;
- }
- export interface IGLTFLight extends IGLTFChildRootProperty {
- type: string;
- }
- export interface IGLTFCameraOrthographic {
- xmag: number;
- ymag: number;
- zfar: number;
- znear: number;
- }
- export interface IGLTFCameraPerspective {
- aspectRatio: number;
- yfov: number;
- zfar: number;
- znear: number;
- }
- export interface IGLTFCamera extends IGLTFChildRootProperty {
- type: string;
- }
- export interface IGLTFAnimationChannelTarget {
- id: string;
- path: string;
- }
- export interface IGLTFAnimationChannel {
- sampler: string;
- target: IGLTFAnimationChannelTarget;
- }
- export interface IGLTFAnimationSampler {
- input: string;
- output: string;
- interpolation?: string;
- }
- export interface IGLTFAnimation extends IGLTFChildRootProperty {
- channels?: IGLTFAnimationChannel[];
- parameters?: {
- [key: string]: string;
- };
- samplers?: {
- [key: string]: IGLTFAnimationSampler;
- };
- }
- export interface IGLTFNodeInstanceSkin {
- skeletons: string[];
- skin: string;
- meshes: string[];
- }
- export interface IGLTFSkins extends IGLTFChildRootProperty {
- bindShapeMatrix: number[];
- inverseBindMatrices: string;
- jointNames: string[];
- babylonSkeleton?: BABYLON.Skeleton;
- }
- export interface IGLTFNode extends IGLTFChildRootProperty {
- camera?: string;
- children: string[];
- skin?: string;
- jointName?: string;
- light?: string;
- matrix: number[];
- mesh?: string;
- meshes?: string[];
- rotation?: number[];
- scale?: number[];
- translation?: number[];
- babylonNode?: BABYLON.Node;
- }
- export interface IGLTFScene extends IGLTFChildRootProperty {
- nodes: string[];
- }
- /**
- * Runtime
- */
- export interface IGLTFRuntime {
- extensions: {
- [key: string]: any;
- };
- accessors: {
- [key: string]: IGLTFAccessor;
- };
- buffers: {
- [key: string]: IGLTFBuffer;
- };
- bufferViews: {
- [key: string]: IGLTFBufferView;
- };
- meshes: {
- [key: string]: IGLTFMesh;
- };
- lights: {
- [key: string]: IGLTFLight;
- };
- cameras: {
- [key: string]: IGLTFCamera;
- };
- nodes: {
- [key: string]: IGLTFNode;
- };
- images: {
- [key: string]: IGLTFImage;
- };
- textures: {
- [key: string]: IGLTFTexture;
- };
- shaders: {
- [key: string]: IGLTFShader;
- };
- programs: {
- [key: string]: IGLTFProgram;
- };
- samplers: {
- [key: string]: IGLTFSampler;
- };
- techniques: {
- [key: string]: IGLTFTechnique;
- };
- materials: {
- [key: string]: IGLTFMaterial;
- };
- animations: {
- [key: string]: IGLTFAnimation;
- };
- skins: {
- [key: string]: IGLTFSkins;
- };
- currentScene?: Object;
- scenes: {
- [key: string]: IGLTFScene;
- };
- extensionsUsed: string[];
- extensionsRequired?: string[];
- buffersCount: number;
- shaderscount: number;
- scene: BABYLON.Scene;
- rootUrl: string;
- loadedBufferCount: number;
- loadedBufferViews: {
- [name: string]: ArrayBufferView;
- };
- loadedShaderCount: number;
- importOnlyMeshes: boolean;
- importMeshesNames?: string[];
- dummyNodes: BABYLON.Node[];
- }
- /**
- * Bones
- */
- export interface INodeToRoot {
- bone: BABYLON.Bone;
- node: IGLTFNode;
- id: string;
- }
- export interface IJointNode {
- node: IGLTFNode;
- id: string;
- }
- }
- declare module BABYLON {
- /**
- * Utils functions for GLTF
- */
- export class GLTFUtils {
- /**
- * Sets the given "parameter" matrix
- * @param scene: the BABYLON.Scene object
- * @param source: the source node where to pick the matrix
- * @param parameter: the GLTF technique parameter
- * @param uniformName: the name of the shader's uniform
- * @param shaderMaterial: the shader material
- */
- static SetMatrix(scene: BABYLON.Scene, source: BABYLON.Node, parameter: IGLTFTechniqueParameter, uniformName: string, shaderMaterial: BABYLON.ShaderMaterial | BABYLON.Effect): void;
- /**
- * Sets the given "parameter" matrix
- * @param shaderMaterial: the shader material
- * @param uniform: the name of the shader's uniform
- * @param value: the value of the uniform
- * @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
- */
- static SetUniform(shaderMaterial: BABYLON.ShaderMaterial | BABYLON.Effect, uniform: string, value: any, type: number): boolean;
- /**
- * Returns the wrap mode of the texture
- * @param mode: the mode value
- */
- static GetWrapMode(mode: number): number;
- /**
- * Returns the byte stride giving an accessor
- * @param accessor: the GLTF accessor objet
- */
- static GetByteStrideFromType(accessor: IGLTFAccessor): number;
- /**
- * Returns the texture filter mode giving a mode value
- * @param mode: the filter mode value
- */
- static GetTextureFilterMode(mode: number): ETextureFilterType;
- static GetBufferFromBufferView(gltfRuntime: IGLTFRuntime, bufferView: IGLTFBufferView, byteOffset: number, byteLength: number, componentType: EComponentType): ArrayBufferView;
- /**
- * Returns a buffer from its accessor
- * @param gltfRuntime: the GLTF runtime
- * @param accessor: the GLTF accessor
- */
- static GetBufferFromAccessor(gltfRuntime: IGLTFRuntime, accessor: IGLTFAccessor): any;
- /**
- * Decodes a buffer view into a string
- * @param view: the buffer view
- */
- static DecodeBufferToText(view: ArrayBufferView): string;
- /**
- * Returns the default material of gltf. Related to
- * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
- * @param scene: the Babylon.js scene
- */
- static GetDefaultMaterial(scene: BABYLON.Scene): BABYLON.ShaderMaterial;
- }
- }
- declare module BABYLON {
- export class GLTFMaterialsCommonExtension extends GLTFLoaderExtension {
- constructor();
- loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: (message: string) => void): boolean;
- loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: BABYLON.Material) => void, onError: (message: string) => void): boolean;
- }
- }
- declare module BABYLON {
- /**
- * Helper class for working with arrays when loading the glTF asset
- */
- export class ArrayItem {
- /**
- * Gets an item from the given array.
- * @param context The context when loading the asset
- * @param array The array to get the item from
- * @param index The index to the array
- * @returns The array item
- */
- static Get<T>(context: string, array: ArrayLike<T> | undefined, index: number | undefined): T;
- /**
- * Assign an `index` field to each item of the given array.
- * @param array The array of items
- */
- static Assign(array?: IArrayItemV2[]): void;
- }
- /**
- * The glTF 2.0 loader
- */
- export class GLTFLoaderV2 implements IGLTFLoader {
- /** The glTF object parsed from the JSON. */
- gltf: IGLTFV2;
- /** The Babylon scene when loading the asset. */
- babylonScene: BABYLON.Scene;
- /** @hidden */
- _completePromises: Promise<any>[];
- /**
- * Registers a loader extension.
- * @param name The name of the loader extension.
- * @param factory The factory function that creates the loader extension.
- */
- static RegisterExtension(name: string, factory: (loader: GLTFLoaderV2) => IGLTFLoaderExtensionV2): void;
- /**
- * Unregisters a loader extension.
- * @param name The name of the loader extenion.
- * @returns A boolean indicating whether the extension has been unregistered
- */
- static UnregisterExtension(name: string): boolean;
- /**
- * Gets the loader state.
- */
- readonly state: BABYLON.Nullable<GLTFLoaderState>;
- /** @hidden */
- constructor(parent: GLTFFileLoader);
- /** @hidden */
- dispose(): void;
- /** @hidden */
- importMeshAsync(meshesNames: any, scene: BABYLON.Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: BABYLON.SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
- meshes: BABYLON.AbstractMesh[];
- particleSystems: BABYLON.IParticleSystem[];
- skeletons: BABYLON.Skeleton[];
- animationGroups: BABYLON.AnimationGroup[];
- }>;
- /** @hidden */
- loadAsync(scene: BABYLON.Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: BABYLON.SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
- /**
- * Loads a glTF scene.
- * @param context The context when loading the asset
- * @param scene The glTF scene property
- * @returns A promise that resolves when the load is complete
- */
- loadSceneAsync(context: string, scene: ISceneV2): Promise<void>;
- /**
- * Loads a glTF node.
- * @param context The context when loading the asset
- * @param node The glTF node property
- * @param assign A function called synchronously after parsing the glTF properties
- * @returns A promise that resolves with the loaded Babylon mesh when the load is complete
- */
- loadNodeAsync(context: string, node: INodeV2, assign?: (babylonMesh: BABYLON.Mesh) => void): Promise<BABYLON.Mesh>;
- /**
- * Loads a glTF camera.
- * @param context The context when loading the asset
- * @param camera The glTF camera property
- * @param assign A function called synchronously after parsing the glTF properties
- * @returns A promise that resolves with the loaded Babylon camera when the load is complete
- */
- loadCameraAsync(context: string, camera: ICameraV2, assign?: (babylonCamera: BABYLON.Camera) => void): Promise<BABYLON.Camera>;
- /**
- * Loads a glTF animation.
- * @param context The context when loading the asset
- * @param animation The glTF animation property
- * @returns A promise that resolves with the loaded Babylon animation group when the load is complete
- */
- loadAnimationAsync(context: string, animation: IAnimationV2): Promise<BABYLON.AnimationGroup>;
- /**
- * Loads a glTF buffer view.
- * @param context The context when loading the asset
- * @param bufferView The glTF buffer view property
- * @returns A promise that resolves with the loaded data when the load is complete
- */
- loadBufferViewAsync(context: string, bufferView: IBufferViewV2): Promise<ArrayBufferView>;
- /** @hidden */
- _loadMaterialAsync(context: string, material: IMaterialV2, babylonMesh: BABYLON.Mesh, babylonDrawMode: number, assign?: (babylonMaterial: BABYLON.Material) => void): Promise<BABYLON.Material>;
- /**
- * Creates a Babylon material from a glTF material.
- * @param context The context when loading the asset
- * @param material The glTF material property
- * @param babylonDrawMode The draw mode for the Babylon material
- * @returns The Babylon material
- */
- createMaterial(context: string, material: IMaterialV2, babylonDrawMode: number): BABYLON.Material;
- /**
- * Loads properties from a glTF material into a Babylon material.
- * @param context The context when loading the asset
- * @param material The glTF material property
- * @param babylonMaterial The Babylon material
- * @returns A promise that resolves when the load is complete
- */
- loadMaterialPropertiesAsync(context: string, material: IMaterialV2, babylonMaterial: BABYLON.Material): Promise<void>;
- /**
- * Loads the normal, occlusion, and emissive properties from a glTF material into a Babylon material.
- * @param context The context when loading the asset
- * @param material The glTF material property
- * @param babylonMaterial The Babylon material
- * @returns A promise that resolves when the load is complete
- */
- loadMaterialBasePropertiesAsync(context: string, material: IMaterialV2, babylonMaterial: BABYLON.Material): Promise<void>;
- /**
- * Loads the alpha properties from a glTF material into a Babylon material.
- * Must be called after the setting the albedo texture of the Babylon material when the material has an albedo texture.
- * @param context The context when loading the asset
- * @param material The glTF material property
- * @param babylonMaterial The Babylon material
- */
- loadMaterialAlphaProperties(context: string, material: IMaterialV2, babylonMaterial: BABYLON.Material): void;
- /**
- * Loads a glTF texture info.
- * @param context The context when loading the asset
- * @param textureInfo The glTF texture info property
- * @param assign A function called synchronously after parsing the glTF properties
- * @returns A promise that resolves with the loaded Babylon texture when the load is complete
- */
- loadTextureInfoAsync(context: string, textureInfo: ITextureInfoV2, assign?: (babylonTexture: BABYLON.BaseTexture) => void): Promise<BABYLON.BaseTexture>;
- /**
- * Loads a glTF image.
- * @param context The context when loading the asset
- * @param image The glTF image property
- * @returns A promise that resolves with the loaded data when the load is complete
- */
- loadImageAsync(context: string, image: IImageV2): Promise<ArrayBufferView>;
- /**
- * Loads a glTF uri.
- * @param context The context when loading the asset
- * @param uri The base64 or relative uri
- * @returns A promise that resolves with the loaded data when the load is complete
- */
- loadUriAsync(context: string, uri: string): Promise<ArrayBufferView>;
- /**
- * Helper method called by a loader extension to load an glTF extension.
- * @param context The context when loading the asset
- * @param property The glTF property to load the extension from
- * @param extensionName The name of the extension to load
- * @param actionAsync The action to run
- * @returns The promise returned by actionAsync or null if the extension does not exist
- */
- static LoadExtensionAsync<TExtension = any, TResult = void>(context: string, property: BABYLON.GLTF2.IProperty, extensionName: string, actionAsync: (extensionContext: string, extension: TExtension) => BABYLON.Nullable<Promise<TResult>>): BABYLON.Nullable<Promise<TResult>>;
- /**
- * Helper method called by a loader extension to load a glTF extra.
- * @param context The context when loading the asset
- * @param property The glTF property to load the extra from
- * @param extensionName The name of the extension to load
- * @param actionAsync The action to run
- * @returns The promise returned by actionAsync or null if the extra does not exist
- */
- static LoadExtraAsync<TExtra = any, TResult = void>(context: string, property: BABYLON.GLTF2.IProperty, extensionName: string, actionAsync: (extraContext: string, extra: TExtra) => BABYLON.Nullable<Promise<TResult>>): BABYLON.Nullable<Promise<TResult>>;
- /**
- * Increments the indentation level and logs a message.
- * @param message The message to log
- */
- logOpen(message: string): void;
- /**
- * Decrements the indentation level.
- */
- logClose(): void;
- /**
- * Logs a message
- * @param message The message to log
- */
- log(message: string): void;
- /**
- * Starts a performance counter.
- * @param counterName The name of the performance counter
- */
- startPerformanceCounter(counterName: string): void;
- /**
- * Ends a performance counter.
- * @param counterName The name of the performance counter
- */
- endPerformanceCounter(counterName: string): void;
- }
- }
- declare module BABYLON {
- /** @hidden */
- export var __IGLTFLoaderExtensionV2: number;
- /**
- * Interface for a glTF loader extension.
- */
- export interface IGLTFLoaderExtensionV2 extends IGLTFLoaderExtension, BABYLON.IDisposable {
- /**
- * Called after the loader state changes to LOADING.
- */
- onLoading?(): void;
- /**
- * Called after the loader state changes to READY.
- */
- onReady?(): void;
- /**
- * Define this method to modify the default behavior when loading scenes.
- * @param context The context when loading the asset
- * @param scene The glTF scene property
- * @returns A promise that resolves when the load is complete or null if not handled
- */
- loadSceneAsync?(context: string, scene: ISceneV2): BABYLON.Nullable<Promise<void>>;
- /**
- * Define this method to modify the default behavior when loading nodes.
- * @param context The context when loading the asset
- * @param node The glTF node property
- * @param assign A function called synchronously after parsing the glTF properties
- * @returns A promise that resolves with the loaded Babylon mesh when the load is complete or null if not handled
- */
- loadNodeAsync?(context: string, node: INodeV2, assign: (babylonMesh: BABYLON.Mesh) => void): BABYLON.Nullable<Promise<BABYLON.Mesh>>;
- /**
- * Define this method to modify the default behavior when loading cameras.
- * @param context The context when loading the asset
- * @param camera The glTF camera property
- * @param assign A function called synchronously after parsing the glTF properties
- * @returns A promise that resolves with the loaded Babylon camera when the load is complete or null if not handled
- */
- loadCameraAsync?(context: string, camera: ICameraV2, assign: (babylonCamera: BABYLON.Camera) => void): BABYLON.Nullable<Promise<BABYLON.Camera>>;
- /**
- * @hidden Define this method to modify the default behavior when loading vertex data for mesh primitives.
- * @param context The context when loading the asset
- * @param primitive The glTF mesh primitive property
- * @returns A promise that resolves with the loaded geometry when the load is complete or null if not handled
- */
- _loadVertexDataAsync?(context: string, primitive: IMeshPrimitiveV2, babylonMesh: BABYLON.Mesh): BABYLON.Nullable<Promise<BABYLON.Geometry>>;
- /**
- * @hidden Define this method to modify the default behavior when loading materials. Load material creates the material and then loads material properties.
- * @param context The context when loading the asset
- * @param material The glTF material property
- * @param assign A function called synchronously after parsing the glTF properties
- * @returns A promise that resolves with the loaded Babylon material when the load is complete or null if not handled
- */
- _loadMaterialAsync?(context: string, material: IMaterialV2, babylonMesh: BABYLON.Mesh, babylonDrawMode: number, assign: (babylonMaterial: BABYLON.Material) => void): BABYLON.Nullable<Promise<BABYLON.Material>>;
- /**
- * Define this method to modify the default behavior when creating materials.
- * @param context The context when loading the asset
- * @param material The glTF material property
- * @param babylonDrawMode The draw mode for the Babylon material
- * @returns The Babylon material or null if not handled
- */
- createMaterial?(context: string, material: IMaterialV2, babylonDrawMode: number): BABYLON.Nullable<BABYLON.Material>;
- /**
- * Define this method to modify the default behavior when loading material properties.
- * @param context The context when loading the asset
- * @param material The glTF material property
- * @param babylonMaterial The Babylon material
- * @returns A promise that resolves when the load is complete or null if not handled
- */
- loadMaterialPropertiesAsync?(context: string, material: IMaterialV2, babylonMaterial: BABYLON.Material): BABYLON.Nullable<Promise<void>>;
- /**
- * Define this method to modify the default behavior when loading texture infos.
- * @param context The context when loading the asset
- * @param textureInfo The glTF texture info property
- * @param assign A function called synchronously after parsing the glTF properties
- * @returns A promise that resolves with the loaded Babylon texture when the load is complete or null if not handled
- */
- loadTextureInfoAsync?(context: string, textureInfo: ITextureInfoV2, assign: (babylonTexture: BABYLON.BaseTexture) => void): BABYLON.Nullable<Promise<BABYLON.BaseTexture>>;
- /**
- * Define this method to modify the default behavior when loading animations.
- * @param context The context when loading the asset
- * @param animation The glTF animation property
- * @returns A promise that resolves with the loaded Babylon animation group when the load is complete or null if not handled
- */
- loadAnimationAsync?(context: string, animation: IAnimationV2): BABYLON.Nullable<Promise<BABYLON.AnimationGroup>>;
- /**
- * Define this method to modify the default behavior when loading uris.
- * @param context The context when loading the asset
- * @param uri The uri to load
- * @returns A promise that resolves with the loaded data when the load is complete or null if not handled
- */
- _loadUriAsync?(context: string, uri: string): BABYLON.Nullable<Promise<ArrayBufferView>>;
- }
- }
- declare module BABYLON {
- /** @hidden */
- export var __IGLTFLoaderInterfacesV2: number;
- /**
- * Loader interface with an index field.
- */
- export interface IArrayItemV2 {
- /**
- * The index of this item in the array.
- */
- index: number;
- }
- /**
- * Loader interface with additional members.
- */
- export interface IAccessorV2 extends BABYLON.GLTF2.IAccessor, IArrayItemV2 {
- /** @hidden */
- _data?: Promise<ArrayBufferView>;
- /** @hidden */
- _babylonVertexBuffer?: Promise<BABYLON.VertexBuffer>;
- }
- /**
- * Loader interface with additional members.
- */
- export interface IAnimationChannelV2 extends BABYLON.GLTF2.IAnimationChannel, IArrayItemV2 {
- }
- /** @hidden */
- export interface _IAnimationSamplerDataV2 {
- input: Float32Array;
- interpolation: BABYLON.GLTF2.AnimationSamplerInterpolation;
- output: Float32Array;
- }
- /**
- * Loader interface with additional members.
- */
- export interface IAnimationSamplerV2 extends BABYLON.GLTF2.IAnimationSampler, IArrayItemV2 {
- /** @hidden */
- _data?: Promise<_IAnimationSamplerDataV2>;
- }
- /**
- * Loader interface with additional members.
- */
- export interface IAnimationV2 extends BABYLON.GLTF2.IAnimation, IArrayItemV2 {
- channels: IAnimationChannelV2[];
- samplers: IAnimationSamplerV2[];
- /** @hidden */
- _babylonAnimationGroup?: BABYLON.AnimationGroup;
- }
- /**
- * Loader interface with additional members.
- */
- export interface IBufferV2 extends BABYLON.GLTF2.IBuffer, IArrayItemV2 {
- /** @hidden */
- _data?: Promise<ArrayBufferView>;
- }
- /**
- * Loader interface with additional members.
- */
- export interface IBufferViewV2 extends BABYLON.GLTF2.IBufferView, IArrayItemV2 {
- /** @hidden */
- _data?: Promise<ArrayBufferView>;
- /** @hidden */
- _babylonBuffer?: Promise<BABYLON.Buffer>;
- }
- /**
- * Loader interface with additional members.
- */
- export interface ICameraV2 extends BABYLON.GLTF2.ICamera, IArrayItemV2 {
- }
- /**
- * Loader interface with additional members.
- */
- export interface IImageV2 extends BABYLON.GLTF2.IImage, IArrayItemV2 {
- /** @hidden */
- _data?: Promise<ArrayBufferView>;
- }
- /**
- * Loader interface with additional members.
- */
- export interface IMaterialNormalTextureInfoV2 extends BABYLON.GLTF2.IMaterialNormalTextureInfo, BABYLON.GLTF2.ITextureInfo {
- }
- /**
- * Loader interface with additional members.
- */
- export interface IMaterialOcclusionTextureInfoV2 extends BABYLON.GLTF2.IMaterialOcclusionTextureInfo, BABYLON.GLTF2.ITextureInfo {
- }
- /**
- * Loader interface with additional members.
- */
- export interface IMaterialPbrMetallicRoughnessV2 extends BABYLON.GLTF2.IMaterialPbrMetallicRoughness {
- baseColorTexture?: ITextureInfoV2;
- metallicRoughnessTexture?: ITextureInfoV2;
- }
- /**
- * Loader interface with additional members.
- */
- export interface IMaterialV2 extends BABYLON.GLTF2.IMaterial, IArrayItemV2 {
- pbrMetallicRoughness?: IMaterialPbrMetallicRoughnessV2;
- normalTexture?: IMaterialNormalTextureInfoV2;
- occlusionTexture?: IMaterialOcclusionTextureInfoV2;
- emissiveTexture?: ITextureInfoV2;
- /** @hidden */
- _babylonData?: {
- [drawMode: number]: {
- material: BABYLON.Material;
- meshes: BABYLON.AbstractMesh[];
- promise: Promise<void>;
- };
- };
- }
- /**
- * Loader interface with additional members.
- */
- export interface IMeshV2 extends BABYLON.GLTF2.IMesh, IArrayItemV2 {
- primitives: IMeshPrimitiveV2[];
- }
- /**
- * Loader interface with additional members.
- */
- export interface IMeshPrimitiveV2 extends BABYLON.GLTF2.IMeshPrimitive, IArrayItemV2 {
- }
- /**
- * Loader interface with additional members.
- */
- export interface INodeV2 extends BABYLON.GLTF2.INode, IArrayItemV2 {
- /**
- * The parent glTF node.
- */
- parent?: INodeV2;
- /** @hidden */
- _babylonMesh?: BABYLON.Mesh;
- /** @hidden */
- _primitiveBabylonMeshes?: BABYLON.Mesh[];
- /** @hidden */
- _babylonBones?: BABYLON.Bone[];
- /** @hidden */
- _numMorphTargets?: number;
- }
- /** @hidden */
- export interface _ISamplerDataV2 {
- noMipMaps: boolean;
- samplingMode: number;
- wrapU: number;
- wrapV: number;
- }
- /**
- * Loader interface with additional members.
- */
- export interface ISamplerV2 extends BABYLON.GLTF2.ISampler, IArrayItemV2 {
- /** @hidden */
- _data?: _ISamplerDataV2;
- }
- /**
- * Loader interface with additional members.
- */
- export interface ISceneV2 extends BABYLON.GLTF2.IScene, IArrayItemV2 {
- }
- /**
- * Loader interface with additional members.
- */
- export interface ISkinV2 extends BABYLON.GLTF2.ISkin, IArrayItemV2 {
- /** @hidden */
- _babylonSkeleton?: BABYLON.Skeleton;
- /** @hidden */
- _promise?: Promise<void>;
- }
- /**
- * Loader interface with additional members.
- */
- export interface ITextureV2 extends BABYLON.GLTF2.ITexture, IArrayItemV2 {
- }
- /**
- * Loader interface with additional members.
- */
- export interface ITextureInfoV2 extends BABYLON.GLTF2.ITextureInfo {
- }
- /**
- * Loader interface with additional members.
- */
- export interface IGLTFV2 extends BABYLON.GLTF2.IGLTF {
- accessors?: IAccessorV2[];
- animations?: IAnimationV2[];
- buffers?: IBufferV2[];
- bufferViews?: IBufferViewV2[];
- cameras?: ICameraV2[];
- images?: IImageV2[];
- materials?: IMaterialV2[];
- meshes?: IMeshV2[];
- nodes?: INodeV2[];
- samplers?: ISamplerV2[];
- scenes?: ISceneV2[];
- skins?: ISkinV2[];
- textures?: ITextureV2[];
- }
- }
- declare module BABYLON {
- /**
- * [Specification](https://github.com/KhronosGroup/glTF/blob/eb3e32332042e04691a5f35103f8c261e50d8f1e/extensions/2.0/Khronos/EXT_lights_image_based/README.md) (Experimental)
- */
- export class EXT_lights_image_based implements IGLTFLoaderExtensionV2 {
- /** The name of this extension. */
- readonly name: string;
- /** Defines whether this extension is enabled. */
- enabled: boolean;
- /** @hidden */
- constructor(loader: GLTFLoaderV2);
- /** @hidden */
- dispose(): void;
- /** @hidden */
- onLoading(): void;
- /** @hidden */
- loadSceneAsync(context: string, scene: ISceneV2): BABYLON.Nullable<Promise<void>>;
- }
- }
- declare module BABYLON {
- /**
- * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression)
- */
- export class KHR_draco_mesh_compression implements IGLTFLoaderExtensionV2 {
- /** The name of this extension. */
- readonly name: string;
- /** Defines whether this extension is enabled. */
- enabled: boolean;
- /** @hidden */
- constructor(loader: GLTFLoaderV2);
- /** @hidden */
- dispose(): void;
- /** @hidden */
- _loadVertexDataAsync(context: string, primitive: IMeshPrimitiveV2, babylonMesh: BABYLON.Mesh): BABYLON.Nullable<Promise<BABYLON.Geometry>>;
- }
- }
- declare module BABYLON {
- /**
- * [Specification](https://github.com/KhronosGroup/glTF/blob/1048d162a44dbcb05aefc1874bfd423cf60135a6/extensions/2.0/Khronos/KHR_lights_punctual/README.md) (Experimental)
- */
- export class KHR_lights implements IGLTFLoaderExtensionV2 {
- /** The name of this extension. */
- readonly name: string;
- /** Defines whether this extension is enabled. */
- enabled: boolean;
- /** @hidden */
- constructor(loader: GLTFLoaderV2);
- /** @hidden */
- dispose(): void;
- /** @hidden */
- onLoading(): void;
- /** @hidden */
- loadNodeAsync(context: string, node: INodeV2, assign: (babylonMesh: BABYLON.Mesh) => void): BABYLON.Nullable<Promise<BABYLON.Mesh>>;
- }
- }
- declare module BABYLON {
- /**
- * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness)
- */
- export class KHR_materials_pbrSpecularGlossiness implements IGLTFLoaderExtensionV2 {
- /** The name of this extension. */
- readonly name: string;
- /** Defines whether this extension is enabled. */
- enabled: boolean;
- /** @hidden */
- constructor(loader: GLTFLoaderV2);
- /** @hidden */
- dispose(): void;
- /** @hidden */
- loadMaterialPropertiesAsync(context: string, material: IMaterialV2, babylonMaterial: BABYLON.Material): BABYLON.Nullable<Promise<void>>;
- }
- }
- declare module BABYLON {
- /**
- * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit)
- */
- export class KHR_materials_unlit implements IGLTFLoaderExtensionV2 {
- /** The name of this extension. */
- readonly name: string;
- /** Defines whether this extension is enabled. */
- enabled: boolean;
- /** @hidden */
- constructor(loader: GLTFLoaderV2);
- /** @hidden */
- dispose(): void;
- /** @hidden */
- loadMaterialPropertiesAsync(context: string, material: IMaterialV2, babylonMaterial: BABYLON.Material): BABYLON.Nullable<Promise<void>>;
- }
- }
- declare module BABYLON {
- /**
- * [Specification](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_texture_transform/README.md)
- */
- export class KHR_texture_transform implements IGLTFLoaderExtensionV2 {
- /** The name of this extension. */
- readonly name: string;
- /** Defines whether this extension is enabled. */
- enabled: boolean;
- /** @hidden */
- constructor(loader: GLTFLoaderV2);
- /** @hidden */
- dispose(): void;
- /** @hidden */
- loadTextureInfoAsync(context: string, textureInfo: ITextureInfoV2, assign: (babylonTexture: BABYLON.BaseTexture) => void): BABYLON.Nullable<Promise<BABYLON.BaseTexture>>;
- }
- }
- declare module BABYLON {
- /**
- * [Specification](https://github.com/najadojo/glTF/tree/MSFT_audio_emitter/extensions/2.0/Vendor/MSFT_audio_emitter)
- */
- export class MSFT_audio_emitter implements IGLTFLoaderExtensionV2 {
- /** The name of this extension. */
- readonly name: string;
- /** Defines whether this extension is enabled. */
- enabled: boolean;
- /** @hidden */
- constructor(loader: GLTFLoaderV2);
- /** @hidden */
- dispose(): void;
- /** @hidden */
- onLoading(): void;
- /** @hidden */
- loadSceneAsync(context: string, scene: ISceneV2): BABYLON.Nullable<Promise<void>>;
- /** @hidden */
- loadNodeAsync(context: string, node: INodeV2, assign: (babylonMesh: BABYLON.Mesh) => void): BABYLON.Nullable<Promise<BABYLON.Mesh>>;
- /** @hidden */
- loadAnimationAsync(context: string, animation: IAnimationV2): BABYLON.Nullable<Promise<BABYLON.AnimationGroup>>;
- }
- }
- declare module BABYLON {
- /**
- * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/MSFT_lod)
- */
- export class MSFT_lod implements IGLTFLoaderExtensionV2 {
- /** The name of this extension. */
- readonly name: string;
- /** Defines whether this extension is enabled. */
- enabled: boolean;
- /**
- * Maximum number of LODs to load, starting from the lowest LOD.
- */
- maxLODsToLoad: number;
- /**
- * BABYLON.Observable raised when all node LODs of one level are loaded.
- * The event data is the index of the loaded LOD starting from zero.
- * Dispose the loader to cancel the loading of the next level of LODs.
- */
- onNodeLODsLoadedObservable: BABYLON.Observable<number>;
- /**
- * BABYLON.Observable raised when all material LODs of one level are loaded.
- * The event data is the index of the loaded LOD starting from zero.
- * Dispose the loader to cancel the loading of the next level of LODs.
- */
- onMaterialLODsLoadedObservable: BABYLON.Observable<number>;
- /** @hidden */
- constructor(loader: GLTFLoaderV2);
- /** @hidden */
- dispose(): void;
- /** @hidden */
- onReady(): void;
- /** @hidden */
- loadNodeAsync(context: string, node: INodeV2, assign: (babylonMesh: BABYLON.Mesh) => void): BABYLON.Nullable<Promise<BABYLON.Mesh>>;
- /** @hidden */
- _loadMaterialAsync(context: string, material: IMaterialV2, babylonMesh: BABYLON.Mesh, babylonDrawMode: number, assign: (babylonMaterial: BABYLON.Material) => void): BABYLON.Nullable<Promise<BABYLON.Material>>;
- /** @hidden */
- _loadUriAsync(context: string, uri: string): BABYLON.Nullable<Promise<ArrayBufferView>>;
- }
- }
- declare module BABYLON {
- /** @hidden */
- export class MSFT_minecraftMesh implements IGLTFLoaderExtensionV2 {
- readonly name: string;
- enabled: boolean;
- constructor(loader: GLTFLoaderV2);
- dispose(): void;
- loadMaterialPropertiesAsync(context: string, material: IMaterialV2, babylonMaterial: BABYLON.Material): BABYLON.Nullable<Promise<void>>;
- }
- }
- declare module BABYLON {
- /** @hidden */
- export class MSFT_sRGBFactors implements IGLTFLoaderExtensionV2 {
- readonly name: string;
- enabled: boolean;
- constructor(loader: GLTFLoaderV2);
- dispose(): void;
- loadMaterialPropertiesAsync(context: string, material: IMaterialV2, babylonMaterial: BABYLON.Material): BABYLON.Nullable<Promise<void>>;
- }
- }
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