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- /*BabylonJS serializers*/
- // Dependencies for this module:
- // ../../../../Tools/Gulp/babylonjs
- // ../../../../Tools/Gulp/babylonjs-gltf2interface
- declare module 'babylonjs-serializers' {
- export * from "babylonjs-serializers/src/OBJ";
- export * from "babylonjs-serializers/src/glTF";
- }
- declare module 'babylonjs-serializers/src/OBJ' {
- export * from "babylonjs-serializers/src/OBJ/objSerializer";
- }
- declare module 'babylonjs-serializers/src/glTF' {
- export * from "babylonjs-serializers/src/glTF/glTFFileExporter";
- export * from "babylonjs-serializers/src/glTF/2.0";
- }
- declare module 'babylonjs-serializers/src/OBJ/objSerializer' {
- import { Mesh } from "babylonjs";
- export class OBJExport {
- static OBJ(mesh: Mesh[], materials?: boolean, matlibname?: string, globalposition?: boolean): string;
- static MTL(mesh: Mesh): string;
- }
- }
- declare module 'babylonjs-serializers/src/glTF/glTFFileExporter' {
- /** @hidden */
- export var __IGLTFExporterExtension: number;
- /**
- * Interface for extending the exporter
- * @hidden
- */
- export interface IGLTFExporterExtension {
- /**
- * The name of this extension
- */
- readonly name: string;
- /**
- * Defines whether this extension is enabled
- */
- enabled: boolean;
- /**
- * Defines whether this extension is required
- */
- required: boolean;
- }
- }
- declare module 'babylonjs-serializers/src/glTF/2.0' {
- export * from "babylonjs-serializers/src/glTF/2.0/glTFAnimation";
- export * from "babylonjs-serializers/src/glTF/2.0/glTFData";
- export * from "babylonjs-serializers/src/glTF/2.0/glTFExporter";
- export * from "babylonjs-serializers/src/glTF/2.0/glTFExporterExtension";
- export * from "babylonjs-serializers/src/glTF/2.0/glTFMaterialExporter";
- export * from "babylonjs-serializers/src/glTF/2.0/glTFSerializer";
- export * from "babylonjs-serializers/src/glTF/2.0/glTFUtilities";
- }
- declare module 'babylonjs-serializers/src/glTF/2.0/glTFAnimation' {
- import { Animation, TransformNode, Nullable, Scene } from "babylonjs";
- import { AnimationSamplerInterpolation, AnimationChannelTargetPath, AccessorType, IAnimation, INode, IBufferView, IAccessor } from "babylonjs-gltf2interface";
- import { _BinaryWriter } from "babylonjs-serializers/src/glTF/2.0/glTFExporter";
- /**
- * @hidden
- * Interface to store animation data.
- */
- export interface _IAnimationData {
- /**
- * Keyframe data.
- */
- inputs: number[];
- /**
- * Value data.
- */
- outputs: number[][];
- /**
- * Animation interpolation data.
- */
- samplerInterpolation: AnimationSamplerInterpolation;
- /**
- * Minimum keyframe value.
- */
- inputsMin: number;
- /**
- * Maximum keyframe value.
- */
- inputsMax: number;
- }
- /**
- * @hidden
- */
- export interface _IAnimationInfo {
- /**
- * The target channel for the animation
- */
- animationChannelTargetPath: AnimationChannelTargetPath;
- /**
- * The glTF accessor type for the data.
- */
- dataAccessorType: AccessorType.VEC3 | AccessorType.VEC4;
- /**
- * Specifies if quaternions should be used.
- */
- useQuaternion: boolean;
- }
- /**
- * @hidden
- * Utility class for generating glTF animation data from BabylonJS.
- */
- export class _GLTFAnimation {
- /**
- * @ignore
- *
- * Creates glTF channel animation from BabylonJS animation.
- * @param babylonTransformNode - BabylonJS mesh.
- * @param animation - animation.
- * @param animationChannelTargetPath - The target animation channel.
- * @param convertToRightHandedSystem - Specifies if the values should be converted to right-handed.
- * @param useQuaternion - Specifies if quaternions are used.
- * @returns nullable IAnimationData
- */
- static _CreateNodeAnimation(babylonTransformNode: TransformNode, animation: Animation, animationChannelTargetPath: AnimationChannelTargetPath, convertToRightHandedSystem: boolean, useQuaternion: boolean, animationSampleRate: number): Nullable<_IAnimationData>;
- /**
- * @ignore
- * Create node animations from the transform node animations
- * @param babylonTransformNode
- * @param runtimeGLTFAnimation
- * @param idleGLTFAnimations
- * @param nodeMap
- * @param nodes
- * @param binaryWriter
- * @param bufferViews
- * @param accessors
- * @param convertToRightHandedSystem
- */
- static _CreateNodeAnimationFromTransformNodeAnimations(babylonTransformNode: TransformNode, runtimeGLTFAnimation: IAnimation, idleGLTFAnimations: IAnimation[], nodeMap: {
- [key: number]: number;
- }, nodes: INode[], binaryWriter: _BinaryWriter, bufferViews: IBufferView[], accessors: IAccessor[], convertToRightHandedSystem: boolean, animationSampleRate: number): void;
- /**
- * @ignore
- * Create node animations from the animation groups
- * @param babylonScene
- * @param glTFAnimations
- * @param nodeMap
- * @param nodes
- * @param binaryWriter
- * @param bufferViews
- * @param accessors
- * @param convertToRightHandedSystem
- */
- static _CreateNodeAnimationFromAnimationGroups(babylonScene: Scene, glTFAnimations: IAnimation[], nodeMap: {
- [key: number]: number;
- }, nodes: INode[], binaryWriter: _BinaryWriter, bufferViews: IBufferView[], accessors: IAccessor[], convertToRightHandedSystem: boolean, animationSampleRate: number): void;
- }
- }
- declare module 'babylonjs-serializers/src/glTF/2.0/glTFData' {
- /**
- * Class for holding and downloading glTF file data
- */
- export class GLTFData {
- /**
- * Object which contains the file name as the key and its data as the value
- */
- glTFFiles: {
- [fileName: string]: string | Blob;
- };
- /**
- * Initializes the glTF file object
- */
- constructor();
- /**
- * Downloads the glTF data as files based on their names and data
- */
- downloadFiles(): void;
- }
- }
- declare module 'babylonjs-serializers/src/glTF/2.0/glTFExporter' {
- import { Scene, Engine, Nullable, Texture, BaseTexture, SubMesh, FloatArray, Vector3, Vector4 } from "babylonjs";
- import { IBufferView, IAccessor, IMaterial, ITexture, IImage, ISampler, ImageMimeType, IMeshPrimitive } from "babylonjs-gltf2interface";
- import { IGLTFExporterExtensionV2 } from "babylonjs-serializers/src/glTF/2.0/glTFExporterExtension";
- import { _GLTFMaterialExporter } from "babylonjs-serializers/src/glTF/2.0/glTFMaterialExporter";
- import { IExportOptions } from "babylonjs-serializers/src/glTF/2.0/glTFSerializer";
- import { GLTFData } from "babylonjs-serializers/src/glTF/2.0/glTFData";
- /**
- * Converts Babylon Scene into glTF 2.0.
- * @hidden
- */
- export class _Exporter {
- /**
- * Stores all generated buffer views, which represents views into the main glTF buffer data
- */
- _bufferViews: IBufferView[];
- /**
- * Stores all the generated accessors, which is used for accessing the data within the buffer views in glTF
- */
- _accessors: IAccessor[];
- /**
- * Stores all the generated material information, which represents the appearance of each primitive
- */
- _materials: IMaterial[];
- _materialMap: {
- [materialID: number]: number;
- };
- /**
- * Stores all the generated texture information, which is referenced by glTF materials
- */
- _textures: ITexture[];
- /**
- * Stores all the generated image information, which is referenced by glTF textures
- */
- _images: IImage[];
- /**
- * Stores all the texture samplers
- */
- _samplers: ISampler[];
- /**
- * Stores a map of the image data, where the key is the file name and the value
- * is the image data
- */
- _imageData: {
- [fileName: string]: {
- data: Uint8Array;
- mimeType: ImageMimeType;
- };
- };
- _glTFMaterialExporter: _GLTFMaterialExporter;
- _extensionsPreExportTextureAsync(context: string, babylonTexture: Texture, mimeType: ImageMimeType): Nullable<Promise<BaseTexture>>;
- _extensionsPostExportMeshPrimitiveAsync(context: string, meshPrimitive: IMeshPrimitive, babylonSubMesh: SubMesh, binaryWriter: _BinaryWriter): Nullable<Promise<IMeshPrimitive>>;
- /**
- * Creates a glTF Exporter instance, which can accept optional exporter options
- * @param babylonScene Babylon scene object
- * @param options Options to modify the behavior of the exporter
- */
- constructor(babylonScene: Scene, options?: IExportOptions);
- /**
- * Registers a glTF exporter extension
- * @param name Name of the extension to export
- * @param factory The factory function that creates the exporter extension
- */
- static RegisterExtension(name: string, factory: (exporter: _Exporter) => IGLTFExporterExtensionV2): void;
- /**
- * Un-registers an exporter extension
- * @param name The name fo the exporter extension
- * @returns A boolean indicating whether the extension has been un-registered
- */
- static UnregisterExtension(name: string): boolean;
- /**
- * Lazy load a local engine with premultiplied alpha set to false
- */
- _getLocalEngine(): Engine;
- /**
- * Writes mesh attribute data to a data buffer
- * Returns the bytelength of the data
- * @param vertexBufferKind Indicates what kind of vertex data is being passed in
- * @param meshAttributeArray Array containing the attribute data
- * @param binaryWriter The buffer to write the binary data to
- * @param indices Used to specify the order of the vertex data
- */
- writeAttributeData(vertexBufferKind: string, meshAttributeArray: FloatArray, byteStride: number, binaryWriter: _BinaryWriter): void;
- /**
- * Generates data for .gltf and .bin files based on the glTF prefix string
- * @param glTFPrefix Text to use when prefixing a glTF file
- * @returns GLTFData with glTF file data
- */
- _generateGLTFAsync(glTFPrefix: string): Promise<GLTFData>;
- /**
- * Generates a glb file from the json and binary data
- * Returns an object with the glb file name as the key and data as the value
- * @param glTFPrefix
- * @returns object with glb filename as key and data as value
- */
- _generateGLBAsync(glTFPrefix: string): Promise<GLTFData>;
- }
- /**
- * @hidden
- *
- * Stores glTF binary data. If the array buffer byte length is exceeded, it doubles in size dynamically
- */
- export class _BinaryWriter {
- /**
- * Initialize binary writer with an initial byte length
- * @param byteLength Initial byte length of the array buffer
- */
- constructor(byteLength: number);
- /**
- * Get an array buffer with the length of the byte offset
- * @returns ArrayBuffer resized to the byte offset
- */
- getArrayBuffer(): ArrayBuffer;
- /**
- * Get the byte offset of the array buffer
- * @returns byte offset
- */
- getByteOffset(): number;
- /**
- * Stores an UInt8 in the array buffer
- * @param entry
- * @param byteOffset If defined, specifies where to set the value as an offset.
- */
- setUInt8(entry: number, byteOffset?: number): void;
- /**
- * Gets an UInt32 in the array buffer
- * @param entry
- * @param byteOffset If defined, specifies where to set the value as an offset.
- */
- getUInt32(byteOffset: number): number;
- getVector3Float32FromRef(vector3: Vector3, byteOffset: number): void;
- setVector3Float32FromRef(vector3: Vector3, byteOffset: number): void;
- getVector4Float32FromRef(vector4: Vector4, byteOffset: number): void;
- setVector4Float32FromRef(vector4: Vector4, byteOffset: number): void;
- /**
- * Stores a Float32 in the array buffer
- * @param entry
- */
- setFloat32(entry: number, byteOffset?: number): void;
- /**
- * Stores an UInt32 in the array buffer
- * @param entry
- * @param byteOffset If defined, specifies where to set the value as an offset.
- */
- setUInt32(entry: number, byteOffset?: number): void;
- }
- }
- declare module 'babylonjs-serializers/src/glTF/2.0/glTFExporterExtension' {
- import { IDisposable, Texture, Nullable, SubMesh } from "babylonjs";
- import { ImageMimeType, IMeshPrimitive } from "babylonjs-gltf2interface";
- import { _BinaryWriter } from "babylonjs-serializers/src/glTF/2.0/glTFExporter";
- import { IGLTFExporterExtension } from "babylonjs-serializers/src/glTF/glTFFileExporter";
- /** @hidden */
- export var __IGLTFExporterExtensionV2: number;
- /**
- * Interface for a glTF exporter extension
- * @hidden
- */
- export interface IGLTFExporterExtensionV2 extends IGLTFExporterExtension, IDisposable {
- /**
- * Define this method to modify the default behavior before exporting a texture
- * @param context The context when loading the asset
- * @param babylonTexture The glTF texture info property
- * @param mimeType The mime-type of the generated image
- * @returns A promise that resolves with the exported glTF texture info when the export is complete, or null if not handled
- */
- preExportTextureAsync?(context: string, babylonTexture: Texture, mimeType: ImageMimeType): Nullable<Promise<Texture>>;
- /**
- * Define this method to modify the default behavior when exporting texture info
- * @param context The context when loading the asset
- * @param meshPrimitive glTF mesh primitive
- * @param babylonSubMesh Babylon submesh
- * @param binaryWriter glTF serializer binary writer instance
- */
- postExportMeshPrimitiveAsync?(context: string, meshPrimitive: IMeshPrimitive, babylonSubMesh: SubMesh, binaryWriter: _BinaryWriter): Nullable<Promise<IMeshPrimitive>>;
- }
- }
- declare module 'babylonjs-serializers/src/glTF/2.0/glTFMaterialExporter' {
- import { Nullable, Material, StandardMaterial, PBRMetallicRoughnessMaterial, PBRMaterial, BaseTexture } from "babylonjs";
- import { ITextureInfo, ImageMimeType, IMaterial, IMaterialPbrMetallicRoughness, MaterialAlphaMode } from "babylonjs-gltf2interface";
- import { _Exporter } from "babylonjs-serializers/src/glTF/2.0/glTFExporter";
- /**
- * Utility methods for working with glTF material conversion properties. This class should only be used internally
- * @hidden
- */
- export class _GLTFMaterialExporter {
- constructor(exporter: _Exporter);
- /**
- * Gets the materials from a Babylon scene and converts them to glTF materials
- * @param scene babylonjs scene
- * @param mimeType texture mime type
- * @param images array of images
- * @param textures array of textures
- * @param materials array of materials
- * @param imageData mapping of texture names to base64 textures
- * @param hasTextureCoords specifies if texture coordinates are present on the material
- */
- _convertMaterialsToGLTFAsync(babylonMaterials: Material[], mimeType: ImageMimeType, hasTextureCoords: boolean): Promise<void>;
- /**
- * Makes a copy of the glTF material without the texture parameters
- * @param originalMaterial original glTF material
- * @returns glTF material without texture parameters
- */
- _stripTexturesFromMaterial(originalMaterial: IMaterial): IMaterial;
- /**
- * Specifies if the material has any texture parameters present
- * @param material glTF Material
- * @returns boolean specifying if texture parameters are present
- */
- _hasTexturesPresent(material: IMaterial): boolean;
- /**
- * Converts a Babylon StandardMaterial to a glTF Metallic Roughness Material
- * @param babylonStandardMaterial
- * @returns glTF Metallic Roughness Material representation
- */
- _convertToGLTFPBRMetallicRoughness(babylonStandardMaterial: StandardMaterial): IMaterialPbrMetallicRoughness;
- /**
- * Computes the metallic factor
- * @param diffuse diffused value
- * @param specular specular value
- * @param oneMinusSpecularStrength one minus the specular strength
- * @returns metallic value
- */
- static _SolveMetallic(diffuse: number, specular: number, oneMinusSpecularStrength: number): number;
- /**
- * Gets the glTF alpha mode from the Babylon Material
- * @param babylonMaterial Babylon Material
- * @returns The Babylon alpha mode value
- */
- _getAlphaMode(babylonMaterial: Material): MaterialAlphaMode;
- /**
- * Converts a Babylon Standard Material to a glTF Material
- * @param babylonStandardMaterial BJS Standard Material
- * @param mimeType mime type to use for the textures
- * @param images array of glTF image interfaces
- * @param textures array of glTF texture interfaces
- * @param materials array of glTF material interfaces
- * @param imageData map of image file name to data
- * @param hasTextureCoords specifies if texture coordinates are present on the submesh to determine if textures should be applied
- */
- _convertStandardMaterialAsync(babylonStandardMaterial: StandardMaterial, mimeType: ImageMimeType, hasTextureCoords: boolean): Promise<void>;
- /**
- * Converts a Babylon PBR Metallic Roughness Material to a glTF Material
- * @param babylonPBRMetalRoughMaterial BJS PBR Metallic Roughness Material
- * @param mimeType mime type to use for the textures
- * @param images array of glTF image interfaces
- * @param textures array of glTF texture interfaces
- * @param materials array of glTF material interfaces
- * @param imageData map of image file name to data
- * @param hasTextureCoords specifies if texture coordinates are present on the submesh to determine if textures should be applied
- */
- _convertPBRMetallicRoughnessMaterialAsync(babylonPBRMetalRoughMaterial: PBRMetallicRoughnessMaterial, mimeType: ImageMimeType, hasTextureCoords: boolean): Promise<void>;
- /**
- * Converts a Babylon PBR Metallic Roughness Material to a glTF Material
- * @param babylonPBRMaterial BJS PBR Metallic Roughness Material
- * @param mimeType mime type to use for the textures
- * @param images array of glTF image interfaces
- * @param textures array of glTF texture interfaces
- * @param materials array of glTF material interfaces
- * @param imageData map of image file name to data
- * @param hasTextureCoords specifies if texture coordinates are present on the submesh to determine if textures should be applied
- */
- _convertPBRMaterialAsync(babylonPBRMaterial: PBRMaterial, mimeType: ImageMimeType, hasTextureCoords: boolean): Promise<void>;
- /**
- * Extracts a texture from a Babylon texture into file data and glTF data
- * @param babylonTexture Babylon texture to extract
- * @param mimeType Mime Type of the babylonTexture
- * @return glTF texture info, or null if the texture format is not supported
- */
- _exportTextureAsync(babylonTexture: BaseTexture, mimeType: ImageMimeType): Promise<Nullable<ITextureInfo>>;
- _exportTextureInfoAsync(babylonTexture: BaseTexture, mimeType: ImageMimeType): Promise<Nullable<ITextureInfo>>;
- }
- }
- declare module 'babylonjs-serializers/src/glTF/2.0/glTFSerializer' {
- import { TransformNode, Scene } from "babylonjs";
- import { GLTFData } from "babylonjs-serializers/src/glTF/2.0/glTFData";
- /**
- * Holds a collection of exporter options and parameters
- */
- export interface IExportOptions {
- /**
- * Function which indicates whether a babylon mesh should be exported or not
- * @param transformNode source Babylon transform node. It is used to check whether it should be exported to glTF or not
- * @returns boolean, which indicates whether the mesh should be exported (true) or not (false)
- */
- shouldExportTransformNode?(transformNode: TransformNode): boolean;
- /**
- * The sample rate to bake animation curves
- */
- animationSampleRate?: number;
- /**
- * Begin serialization without waiting for the scene to be ready
- */
- exportWithoutWaitingForScene?: boolean;
- }
- /**
- * Class for generating glTF data from a Babylon scene.
- */
- export class GLTF2Export {
- /**
- * Exports the geometry of the scene to .gltf file format asynchronously
- * @param scene Babylon scene with scene hierarchy information
- * @param filePrefix File prefix to use when generating the glTF file
- * @param options Exporter options
- * @returns Returns an object with a .gltf file and associates texture names
- * as keys and their data and paths as values
- */
- static GLTFAsync(scene: Scene, filePrefix: string, options?: IExportOptions): Promise<GLTFData>;
- /**
- * Exports the geometry of the scene to .glb file format asychronously
- * @param scene Babylon scene with scene hierarchy information
- * @param filePrefix File prefix to use when generating glb file
- * @param options Exporter options
- * @returns Returns an object with a .glb filename as key and data as value
- */
- static GLBAsync(scene: Scene, filePrefix: string, options?: IExportOptions): Promise<GLTFData>;
- }
- }
- declare module 'babylonjs-serializers/src/glTF/2.0/glTFUtilities' {
- import { Nullable, FloatArray, Vector3, Vector4, Quaternion } from "babylonjs";
- import { IBufferView, AccessorType, AccessorComponentType, IAccessor } from "babylonjs-gltf2interface";
- /**
- * @hidden
- */
- export class _GLTFUtilities {
- /**
- * Creates a buffer view based on the supplied arguments
- * @param bufferIndex index value of the specified buffer
- * @param byteOffset byte offset value
- * @param byteLength byte length of the bufferView
- * @param byteStride byte distance between conequential elements
- * @param name name of the buffer view
- * @returns bufferView for glTF
- */
- static _CreateBufferView(bufferIndex: number, byteOffset: number, byteLength: number, byteStride?: number, name?: string): IBufferView;
- /**
- * Creates an accessor based on the supplied arguments
- * @param bufferviewIndex The index of the bufferview referenced by this accessor
- * @param name The name of the accessor
- * @param type The type of the accessor
- * @param componentType The datatype of components in the attribute
- * @param count The number of attributes referenced by this accessor
- * @param byteOffset The offset relative to the start of the bufferView in bytes
- * @param min Minimum value of each component in this attribute
- * @param max Maximum value of each component in this attribute
- * @returns accessor for glTF
- */
- static _CreateAccessor(bufferviewIndex: number, name: string, type: AccessorType, componentType: AccessorComponentType, count: number, byteOffset: Nullable<number>, min: Nullable<number[]>, max: Nullable<number[]>): IAccessor;
- /**
- * Calculates the minimum and maximum values of an array of position floats
- * @param positions Positions array of a mesh
- * @param vertexStart Starting vertex offset to calculate min and max values
- * @param vertexCount Number of vertices to check for min and max values
- * @returns min number array and max number array
- */
- static _CalculateMinMaxPositions(positions: FloatArray, vertexStart: number, vertexCount: number, convertToRightHandedSystem: boolean): {
- min: number[];
- max: number[];
- };
- /**
- * Converts a new right-handed Vector3
- * @param vector vector3 array
- * @returns right-handed Vector3
- */
- static _GetRightHandedPositionVector3(vector: Vector3): Vector3;
- /**
- * Converts a Vector3 to right-handed
- * @param vector Vector3 to convert to right-handed
- */
- static _GetRightHandedPositionVector3FromRef(vector: Vector3): void;
- /**
- * Converts a three element number array to right-handed
- * @param vector number array to convert to right-handed
- */
- static _GetRightHandedPositionArray3FromRef(vector: number[]): void;
- /**
- * Converts a new right-handed Vector3
- * @param vector vector3 array
- * @returns right-handed Vector3
- */
- static _GetRightHandedNormalVector3(vector: Vector3): Vector3;
- /**
- * Converts a Vector3 to right-handed
- * @param vector Vector3 to convert to right-handed
- */
- static _GetRightHandedNormalVector3FromRef(vector: Vector3): void;
- /**
- * Converts a three element number array to right-handed
- * @param vector number array to convert to right-handed
- */
- static _GetRightHandedNormalArray3FromRef(vector: number[]): void;
- /**
- * Converts a Vector4 to right-handed
- * @param vector Vector4 to convert to right-handed
- */
- static _GetRightHandedVector4FromRef(vector: Vector4): void;
- /**
- * Converts a Vector4 to right-handed
- * @param vector Vector4 to convert to right-handed
- */
- static _GetRightHandedArray4FromRef(vector: number[]): void;
- /**
- * Converts a Quaternion to right-handed
- * @param quaternion Source quaternion to convert to right-handed
- */
- static _GetRightHandedQuaternionFromRef(quaternion: Quaternion): void;
- /**
- * Converts a Quaternion to right-handed
- * @param quaternion Source quaternion to convert to right-handed
- */
- static _GetRightHandedQuaternionArrayFromRef(quaternion: number[]): void;
- static _NormalizeTangentFromRef(tangent: Vector4): void;
- }
- }
- /*BabylonJS serializers*/
- // Dependencies for this module:
- // ../../../../Tools/Gulp/babylonjs
- // ../../../../Tools/Gulp/babylonjs-gltf2interface
- declare module BABYLON {
- export class OBJExport {
- static OBJ(mesh: BABYLON.Mesh[], materials?: boolean, matlibname?: string, globalposition?: boolean): string;
- static MTL(mesh: BABYLON.Mesh): string;
- }
- }
- declare module BABYLON {
- /** @hidden */
- export var __IGLTFExporterExtension: number;
- /**
- * Interface for extending the exporter
- * @hidden
- */
- export interface IGLTFExporterExtension {
- /**
- * The name of this extension
- */
- readonly name: string;
- /**
- * Defines whether this extension is enabled
- */
- enabled: boolean;
- /**
- * Defines whether this extension is required
- */
- required: boolean;
- }
- }
- declare module BABYLON {
- /**
- * @hidden
- * Interface to store animation data.
- */
- export interface _IAnimationData {
- /**
- * Keyframe data.
- */
- inputs: number[];
- /**
- * Value data.
- */
- outputs: number[][];
- /**
- * BABYLON.Animation interpolation data.
- */
- samplerInterpolation: BABYLON.GLTF2.AnimationSamplerInterpolation;
- /**
- * Minimum keyframe value.
- */
- inputsMin: number;
- /**
- * Maximum keyframe value.
- */
- inputsMax: number;
- }
- /**
- * @hidden
- */
- export interface _IAnimationInfo {
- /**
- * The target channel for the animation
- */
- animationChannelTargetPath: BABYLON.GLTF2.AnimationChannelTargetPath;
- /**
- * The glTF accessor type for the data.
- */
- dataAccessorType: BABYLON.GLTF2.AccessorType.VEC3 | BABYLON.GLTF2.AccessorType.VEC4;
- /**
- * Specifies if quaternions should be used.
- */
- useQuaternion: boolean;
- }
- /**
- * @hidden
- * Utility class for generating glTF animation data from BabylonJS.
- */
- export class _GLTFAnimation {
- /**
- * @ignore
- *
- * Creates glTF channel animation from BabylonJS animation.
- * @param babylonTransformNode - BabylonJS mesh.
- * @param animation - animation.
- * @param animationChannelTargetPath - The target animation channel.
- * @param convertToRightHandedSystem - Specifies if the values should be converted to right-handed.
- * @param useQuaternion - Specifies if quaternions are used.
- * @returns nullable IAnimationData
- */
- static _CreateNodeAnimation(babylonTransformNode: BABYLON.TransformNode, animation: BABYLON.Animation, animationChannelTargetPath: BABYLON.GLTF2.AnimationChannelTargetPath, convertToRightHandedSystem: boolean, useQuaternion: boolean, animationSampleRate: number): BABYLON.Nullable<_IAnimationData>;
- /**
- * @ignore
- * Create node animations from the transform node animations
- * @param babylonTransformNode
- * @param runtimeGLTFAnimation
- * @param idleGLTFAnimations
- * @param nodeMap
- * @param nodes
- * @param binaryWriter
- * @param bufferViews
- * @param accessors
- * @param convertToRightHandedSystem
- */
- static _CreateNodeAnimationFromTransformNodeAnimations(babylonTransformNode: BABYLON.TransformNode, runtimeGLTFAnimation: BABYLON.GLTF2.IAnimation, idleGLTFAnimations: BABYLON.GLTF2.IAnimation[], nodeMap: {
- [key: number]: number;
- }, nodes: BABYLON.GLTF2.INode[], binaryWriter: _BinaryWriter, bufferViews: BABYLON.GLTF2.IBufferView[], accessors: BABYLON.GLTF2.IAccessor[], convertToRightHandedSystem: boolean, animationSampleRate: number): void;
- /**
- * @ignore
- * Create node animations from the animation groups
- * @param babylonScene
- * @param glTFAnimations
- * @param nodeMap
- * @param nodes
- * @param binaryWriter
- * @param bufferViews
- * @param accessors
- * @param convertToRightHandedSystem
- */
- static _CreateNodeAnimationFromAnimationGroups(babylonScene: BABYLON.Scene, glTFAnimations: BABYLON.GLTF2.IAnimation[], nodeMap: {
- [key: number]: number;
- }, nodes: BABYLON.GLTF2.INode[], binaryWriter: _BinaryWriter, bufferViews: BABYLON.GLTF2.IBufferView[], accessors: BABYLON.GLTF2.IAccessor[], convertToRightHandedSystem: boolean, animationSampleRate: number): void;
- }
- }
- declare module BABYLON {
- /**
- * Class for holding and downloading glTF file data
- */
- export class GLTFData {
- /**
- * Object which contains the file name as the key and its data as the value
- */
- glTFFiles: {
- [fileName: string]: string | Blob;
- };
- /**
- * Initializes the glTF file object
- */
- constructor();
- /**
- * Downloads the glTF data as files based on their names and data
- */
- downloadFiles(): void;
- }
- }
- declare module BABYLON {
- /**
- * Converts Babylon BABYLON.Scene into glTF 2.0.
- * @hidden
- */
- export class _Exporter {
- /**
- * Stores all generated buffer views, which represents views into the main glTF buffer data
- */
- _bufferViews: BABYLON.GLTF2.IBufferView[];
- /**
- * Stores all the generated accessors, which is used for accessing the data within the buffer views in glTF
- */
- _accessors: BABYLON.GLTF2.IAccessor[];
- /**
- * Stores all the generated material information, which represents the appearance of each primitive
- */
- _materials: BABYLON.GLTF2.IMaterial[];
- _materialMap: {
- [materialID: number]: number;
- };
- /**
- * Stores all the generated texture information, which is referenced by glTF materials
- */
- _textures: BABYLON.GLTF2.ITexture[];
- /**
- * Stores all the generated image information, which is referenced by glTF textures
- */
- _images: BABYLON.GLTF2.IImage[];
- /**
- * Stores all the texture samplers
- */
- _samplers: BABYLON.GLTF2.ISampler[];
- /**
- * Stores a map of the image data, where the key is the file name and the value
- * is the image data
- */
- _imageData: {
- [fileName: string]: {
- data: Uint8Array;
- mimeType: BABYLON.GLTF2.ImageMimeType;
- };
- };
- _glTFMaterialExporter: _GLTFMaterialExporter;
- _extensionsPreExportTextureAsync(context: string, babylonTexture: BABYLON.Texture, mimeType: BABYLON.GLTF2.ImageMimeType): BABYLON.Nullable<Promise<BABYLON.BaseTexture>>;
- _extensionsPostExportMeshPrimitiveAsync(context: string, meshPrimitive: BABYLON.GLTF2.IMeshPrimitive, babylonSubMesh: BABYLON.SubMesh, binaryWriter: _BinaryWriter): BABYLON.Nullable<Promise<BABYLON.GLTF2.IMeshPrimitive>>;
- /**
- * Creates a glTF Exporter instance, which can accept optional exporter options
- * @param babylonScene Babylon scene object
- * @param options Options to modify the behavior of the exporter
- */
- constructor(babylonScene: BABYLON.Scene, options?: IExportOptions);
- /**
- * Registers a glTF exporter extension
- * @param name Name of the extension to export
- * @param factory The factory function that creates the exporter extension
- */
- static RegisterExtension(name: string, factory: (exporter: _Exporter) => IGLTFExporterExtensionV2): void;
- /**
- * Un-registers an exporter extension
- * @param name The name fo the exporter extension
- * @returns A boolean indicating whether the extension has been un-registered
- */
- static UnregisterExtension(name: string): boolean;
- /**
- * Lazy load a local engine with premultiplied alpha set to false
- */
- _getLocalEngine(): BABYLON.Engine;
- /**
- * Writes mesh attribute data to a data buffer
- * Returns the bytelength of the data
- * @param vertexBufferKind Indicates what kind of vertex data is being passed in
- * @param meshAttributeArray Array containing the attribute data
- * @param binaryWriter The buffer to write the binary data to
- * @param indices Used to specify the order of the vertex data
- */
- writeAttributeData(vertexBufferKind: string, meshAttributeArray: BABYLON.FloatArray, byteStride: number, binaryWriter: _BinaryWriter): void;
- /**
- * Generates data for .gltf and .bin files based on the glTF prefix string
- * @param glTFPrefix Text to use when prefixing a glTF file
- * @returns GLTFData with glTF file data
- */
- _generateGLTFAsync(glTFPrefix: string): Promise<GLTFData>;
- /**
- * Generates a glb file from the json and binary data
- * Returns an object with the glb file name as the key and data as the value
- * @param glTFPrefix
- * @returns object with glb filename as key and data as value
- */
- _generateGLBAsync(glTFPrefix: string): Promise<GLTFData>;
- }
- /**
- * @hidden
- *
- * Stores glTF binary data. If the array buffer byte length is exceeded, it doubles in size dynamically
- */
- export class _BinaryWriter {
- /**
- * Initialize binary writer with an initial byte length
- * @param byteLength Initial byte length of the array buffer
- */
- constructor(byteLength: number);
- /**
- * Get an array buffer with the length of the byte offset
- * @returns ArrayBuffer resized to the byte offset
- */
- getArrayBuffer(): ArrayBuffer;
- /**
- * Get the byte offset of the array buffer
- * @returns byte offset
- */
- getByteOffset(): number;
- /**
- * Stores an UInt8 in the array buffer
- * @param entry
- * @param byteOffset If defined, specifies where to set the value as an offset.
- */
- setUInt8(entry: number, byteOffset?: number): void;
- /**
- * Gets an UInt32 in the array buffer
- * @param entry
- * @param byteOffset If defined, specifies where to set the value as an offset.
- */
- getUInt32(byteOffset: number): number;
- getVector3Float32FromRef(vector3: BABYLON.Vector3, byteOffset: number): void;
- setVector3Float32FromRef(vector3: BABYLON.Vector3, byteOffset: number): void;
- getVector4Float32FromRef(vector4: BABYLON.Vector4, byteOffset: number): void;
- setVector4Float32FromRef(vector4: BABYLON.Vector4, byteOffset: number): void;
- /**
- * Stores a Float32 in the array buffer
- * @param entry
- */
- setFloat32(entry: number, byteOffset?: number): void;
- /**
- * Stores an UInt32 in the array buffer
- * @param entry
- * @param byteOffset If defined, specifies where to set the value as an offset.
- */
- setUInt32(entry: number, byteOffset?: number): void;
- }
- }
- declare module BABYLON {
- /** @hidden */
- export var __IGLTFExporterExtensionV2: number;
- /**
- * Interface for a glTF exporter extension
- * @hidden
- */
- export interface IGLTFExporterExtensionV2 extends IGLTFExporterExtension, BABYLON.IDisposable {
- /**
- * Define this method to modify the default behavior before exporting a texture
- * @param context The context when loading the asset
- * @param babylonTexture The glTF texture info property
- * @param mimeType The mime-type of the generated image
- * @returns A promise that resolves with the exported glTF texture info when the export is complete, or null if not handled
- */
- preExportTextureAsync?(context: string, babylonTexture: BABYLON.Texture, mimeType: BABYLON.GLTF2.ImageMimeType): BABYLON.Nullable<Promise<BABYLON.Texture>>;
- /**
- * Define this method to modify the default behavior when exporting texture info
- * @param context The context when loading the asset
- * @param meshPrimitive glTF mesh primitive
- * @param babylonSubMesh Babylon submesh
- * @param binaryWriter glTF serializer binary writer instance
- */
- postExportMeshPrimitiveAsync?(context: string, meshPrimitive: BABYLON.GLTF2.IMeshPrimitive, babylonSubMesh: BABYLON.SubMesh, binaryWriter: _BinaryWriter): BABYLON.Nullable<Promise<BABYLON.GLTF2.IMeshPrimitive>>;
- }
- }
- declare module BABYLON {
- /**
- * Utility methods for working with glTF material conversion properties. This class should only be used internally
- * @hidden
- */
- export class _GLTFMaterialExporter {
- constructor(exporter: _Exporter);
- /**
- * Gets the materials from a Babylon scene and converts them to glTF materials
- * @param scene babylonjs scene
- * @param mimeType texture mime type
- * @param images array of images
- * @param textures array of textures
- * @param materials array of materials
- * @param imageData mapping of texture names to base64 textures
- * @param hasTextureCoords specifies if texture coordinates are present on the material
- */
- _convertMaterialsToGLTFAsync(babylonMaterials: BABYLON.Material[], mimeType: BABYLON.GLTF2.ImageMimeType, hasTextureCoords: boolean): Promise<void>;
- /**
- * Makes a copy of the glTF material without the texture parameters
- * @param originalMaterial original glTF material
- * @returns glTF material without texture parameters
- */
- _stripTexturesFromMaterial(originalMaterial: BABYLON.GLTF2.IMaterial): BABYLON.GLTF2.IMaterial;
- /**
- * Specifies if the material has any texture parameters present
- * @param material glTF BABYLON.Material
- * @returns boolean specifying if texture parameters are present
- */
- _hasTexturesPresent(material: BABYLON.GLTF2.IMaterial): boolean;
- /**
- * Converts a Babylon BABYLON.StandardMaterial to a glTF Metallic Roughness BABYLON.Material
- * @param babylonStandardMaterial
- * @returns glTF Metallic Roughness BABYLON.Material representation
- */
- _convertToGLTFPBRMetallicRoughness(babylonStandardMaterial: BABYLON.StandardMaterial): BABYLON.GLTF2.IMaterialPbrMetallicRoughness;
- /**
- * Computes the metallic factor
- * @param diffuse diffused value
- * @param specular specular value
- * @param oneMinusSpecularStrength one minus the specular strength
- * @returns metallic value
- */
- static _SolveMetallic(diffuse: number, specular: number, oneMinusSpecularStrength: number): number;
- /**
- * Gets the glTF alpha mode from the Babylon BABYLON.Material
- * @param babylonMaterial Babylon BABYLON.Material
- * @returns The Babylon alpha mode value
- */
- _getAlphaMode(babylonMaterial: BABYLON.Material): BABYLON.GLTF2.MaterialAlphaMode;
- /**
- * Converts a Babylon Standard BABYLON.Material to a glTF BABYLON.Material
- * @param babylonStandardMaterial BJS Standard BABYLON.Material
- * @param mimeType mime type to use for the textures
- * @param images array of glTF image interfaces
- * @param textures array of glTF texture interfaces
- * @param materials array of glTF material interfaces
- * @param imageData map of image file name to data
- * @param hasTextureCoords specifies if texture coordinates are present on the submesh to determine if textures should be applied
- */
- _convertStandardMaterialAsync(babylonStandardMaterial: BABYLON.StandardMaterial, mimeType: BABYLON.GLTF2.ImageMimeType, hasTextureCoords: boolean): Promise<void>;
- /**
- * Converts a Babylon PBR Metallic Roughness BABYLON.Material to a glTF BABYLON.Material
- * @param babylonPBRMetalRoughMaterial BJS PBR Metallic Roughness BABYLON.Material
- * @param mimeType mime type to use for the textures
- * @param images array of glTF image interfaces
- * @param textures array of glTF texture interfaces
- * @param materials array of glTF material interfaces
- * @param imageData map of image file name to data
- * @param hasTextureCoords specifies if texture coordinates are present on the submesh to determine if textures should be applied
- */
- _convertPBRMetallicRoughnessMaterialAsync(babylonPBRMetalRoughMaterial: BABYLON.PBRMetallicRoughnessMaterial, mimeType: BABYLON.GLTF2.ImageMimeType, hasTextureCoords: boolean): Promise<void>;
- /**
- * Converts a Babylon PBR Metallic Roughness BABYLON.Material to a glTF BABYLON.Material
- * @param babylonPBRMaterial BJS PBR Metallic Roughness BABYLON.Material
- * @param mimeType mime type to use for the textures
- * @param images array of glTF image interfaces
- * @param textures array of glTF texture interfaces
- * @param materials array of glTF material interfaces
- * @param imageData map of image file name to data
- * @param hasTextureCoords specifies if texture coordinates are present on the submesh to determine if textures should be applied
- */
- _convertPBRMaterialAsync(babylonPBRMaterial: BABYLON.PBRMaterial, mimeType: BABYLON.GLTF2.ImageMimeType, hasTextureCoords: boolean): Promise<void>;
- /**
- * Extracts a texture from a Babylon texture into file data and glTF data
- * @param babylonTexture Babylon texture to extract
- * @param mimeType Mime Type of the babylonTexture
- * @return glTF texture info, or null if the texture format is not supported
- */
- _exportTextureAsync(babylonTexture: BABYLON.BaseTexture, mimeType: BABYLON.GLTF2.ImageMimeType): Promise<BABYLON.Nullable<BABYLON.GLTF2.ITextureInfo>>;
- _exportTextureInfoAsync(babylonTexture: BABYLON.BaseTexture, mimeType: BABYLON.GLTF2.ImageMimeType): Promise<BABYLON.Nullable<BABYLON.GLTF2.ITextureInfo>>;
- }
- }
- declare module BABYLON {
- /**
- * Holds a collection of exporter options and parameters
- */
- export interface IExportOptions {
- /**
- * Function which indicates whether a babylon mesh should be exported or not
- * @param transformNode source Babylon transform node. It is used to check whether it should be exported to glTF or not
- * @returns boolean, which indicates whether the mesh should be exported (true) or not (false)
- */
- shouldExportTransformNode?(transformNode: BABYLON.TransformNode): boolean;
- /**
- * The sample rate to bake animation curves
- */
- animationSampleRate?: number;
- /**
- * Begin serialization without waiting for the scene to be ready
- */
- exportWithoutWaitingForScene?: boolean;
- }
- /**
- * Class for generating glTF data from a Babylon scene.
- */
- export class GLTF2Export {
- /**
- * Exports the geometry of the scene to .gltf file format asynchronously
- * @param scene Babylon scene with scene hierarchy information
- * @param filePrefix File prefix to use when generating the glTF file
- * @param options Exporter options
- * @returns Returns an object with a .gltf file and associates texture names
- * as keys and their data and paths as values
- */
- static GLTFAsync(scene: BABYLON.Scene, filePrefix: string, options?: IExportOptions): Promise<GLTFData>;
- /**
- * Exports the geometry of the scene to .glb file format asychronously
- * @param scene Babylon scene with scene hierarchy information
- * @param filePrefix File prefix to use when generating glb file
- * @param options Exporter options
- * @returns Returns an object with a .glb filename as key and data as value
- */
- static GLBAsync(scene: BABYLON.Scene, filePrefix: string, options?: IExportOptions): Promise<GLTFData>;
- }
- }
- declare module BABYLON {
- /**
- * @hidden
- */
- export class _GLTFUtilities {
- /**
- * Creates a buffer view based on the supplied arguments
- * @param bufferIndex index value of the specified buffer
- * @param byteOffset byte offset value
- * @param byteLength byte length of the bufferView
- * @param byteStride byte distance between conequential elements
- * @param name name of the buffer view
- * @returns bufferView for glTF
- */
- static _CreateBufferView(bufferIndex: number, byteOffset: number, byteLength: number, byteStride?: number, name?: string): BABYLON.GLTF2.IBufferView;
- /**
- * Creates an accessor based on the supplied arguments
- * @param bufferviewIndex The index of the bufferview referenced by this accessor
- * @param name The name of the accessor
- * @param type The type of the accessor
- * @param componentType The datatype of components in the attribute
- * @param count The number of attributes referenced by this accessor
- * @param byteOffset The offset relative to the start of the bufferView in bytes
- * @param min Minimum value of each component in this attribute
- * @param max Maximum value of each component in this attribute
- * @returns accessor for glTF
- */
- static _CreateAccessor(bufferviewIndex: number, name: string, type: BABYLON.GLTF2.AccessorType, componentType: BABYLON.GLTF2.AccessorComponentType, count: number, byteOffset: BABYLON.Nullable<number>, min: BABYLON.Nullable<number[]>, max: BABYLON.Nullable<number[]>): BABYLON.GLTF2.IAccessor;
- /**
- * Calculates the minimum and maximum values of an array of position floats
- * @param positions Positions array of a mesh
- * @param vertexStart Starting vertex offset to calculate min and max values
- * @param vertexCount Number of vertices to check for min and max values
- * @returns min number array and max number array
- */
- static _CalculateMinMaxPositions(positions: BABYLON.FloatArray, vertexStart: number, vertexCount: number, convertToRightHandedSystem: boolean): {
- min: number[];
- max: number[];
- };
- /**
- * Converts a new right-handed BABYLON.Vector3
- * @param vector vector3 array
- * @returns right-handed BABYLON.Vector3
- */
- static _GetRightHandedPositionVector3(vector: BABYLON.Vector3): BABYLON.Vector3;
- /**
- * Converts a BABYLON.Vector3 to right-handed
- * @param vector BABYLON.Vector3 to convert to right-handed
- */
- static _GetRightHandedPositionVector3FromRef(vector: BABYLON.Vector3): void;
- /**
- * Converts a three element number array to right-handed
- * @param vector number array to convert to right-handed
- */
- static _GetRightHandedPositionArray3FromRef(vector: number[]): void;
- /**
- * Converts a new right-handed BABYLON.Vector3
- * @param vector vector3 array
- * @returns right-handed BABYLON.Vector3
- */
- static _GetRightHandedNormalVector3(vector: BABYLON.Vector3): BABYLON.Vector3;
- /**
- * Converts a BABYLON.Vector3 to right-handed
- * @param vector BABYLON.Vector3 to convert to right-handed
- */
- static _GetRightHandedNormalVector3FromRef(vector: BABYLON.Vector3): void;
- /**
- * Converts a three element number array to right-handed
- * @param vector number array to convert to right-handed
- */
- static _GetRightHandedNormalArray3FromRef(vector: number[]): void;
- /**
- * Converts a BABYLON.Vector4 to right-handed
- * @param vector BABYLON.Vector4 to convert to right-handed
- */
- static _GetRightHandedVector4FromRef(vector: BABYLON.Vector4): void;
- /**
- * Converts a BABYLON.Vector4 to right-handed
- * @param vector BABYLON.Vector4 to convert to right-handed
- */
- static _GetRightHandedArray4FromRef(vector: number[]): void;
- /**
- * Converts a BABYLON.Quaternion to right-handed
- * @param quaternion Source quaternion to convert to right-handed
- */
- static _GetRightHandedQuaternionFromRef(quaternion: BABYLON.Quaternion): void;
- /**
- * Converts a BABYLON.Quaternion to right-handed
- * @param quaternion Source quaternion to convert to right-handed
- */
- static _GetRightHandedQuaternionArrayFromRef(quaternion: number[]): void;
- static _NormalizeTangentFromRef(tangent: BABYLON.Vector4): void;
- }
- }
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