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- declare module BABYLON {
- /**
- * Mode that determines the coordinate system to use.
- */
- 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.
- */
- 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.
- */
- interface IGLTFLoaderData {
- /**
- * Object that represents the glTF JSON.
- */
- json: Object;
- /**
- * The BIN chunk of a binary glTF.
- */
- bin: Nullable<ArrayBufferView>;
- }
- /**
- * Interface for extending the loader.
- */
- interface IGLTFLoaderExtension {
- /**
- * The name of this extension.
- */
- readonly name: string;
- /**
- * Defines whether this extension is enabled.
- */
- enabled: boolean;
- }
- /**
- * Loader state.
- */
- enum GLTFLoaderState {
- /**
- * The asset is loading.
- */
- LOADING = 0,
- /**
- * The asset is ready for rendering.
- */
- READY = 1,
- /**
- * The asset is completely loaded.
- */
- COMPLETE = 2
- }
- /** @hidden */
- interface IGLTFLoader extends IDisposable {
- readonly state: Nullable<GLTFLoaderState>;
- importMeshAsync: (meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string) => Promise<{
- meshes: AbstractMesh[];
- particleSystems: IParticleSystem[];
- skeletons: Skeleton[];
- animationGroups: AnimationGroup[];
- }>;
- loadAsync: (scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string) => Promise<void>;
- }
- /**
- * File loader for loading glTF files into a scene.
- */
- class GLTFFileLoader implements IDisposable, ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {
- /** @hidden */
- static _CreateGLTFLoaderV1: (parent: GLTFFileLoader) => IGLTFLoader;
- /** @hidden */
- static _CreateGLTFLoaderV2: (parent: GLTFFileLoader) => IGLTFLoader;
- /**
- * Raised when the asset has been parsed
- */
- onParsedObservable: Observable<IGLTFLoaderData>;
- private _onParsedObserver;
- /**
- * 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>;
- /**
- * Observable raised when the loader creates a mesh after parsing the glTF properties of the mesh.
- */
- readonly onMeshLoadedObservable: Observable<AbstractMesh>;
- private _onMeshLoadedObserver;
- /**
- * Callback raised when the loader creates a mesh after parsing the glTF properties of the mesh.
- */
- onMeshLoaded: (mesh: AbstractMesh) => void;
- /**
- * Observable raised when the loader creates a texture after parsing the glTF properties of the texture.
- */
- readonly onTextureLoadedObservable: Observable<BaseTexture>;
- private _onTextureLoadedObserver;
- /**
- * Callback raised when the loader creates a texture after parsing the glTF properties of the texture.
- */
- onTextureLoaded: (texture: BaseTexture) => void;
- /**
- * Observable raised when the loader creates a material after parsing the glTF properties of the material.
- */
- readonly onMaterialLoadedObservable: Observable<Material>;
- private _onMaterialLoadedObserver;
- /**
- * Callback raised when the loader creates a material after parsing the glTF properties of the material.
- */
- onMaterialLoaded: (material: Material) => void;
- /**
- * Observable raised when the loader creates a camera after parsing the glTF properties of the camera.
- */
- readonly onCameraLoadedObservable: Observable<Camera>;
- private _onCameraLoadedObserver;
- /**
- * Callback raised when the loader creates a camera after parsing the glTF properties of the camera.
- */
- onCameraLoaded: (camera: Camera) => void;
- /**
- * 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: Observable<void>;
- private _onCompleteObserver;
- /**
- * 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;
- /**
- * Observable raised when an error occurs.
- */
- readonly onErrorObservable: Observable<any>;
- private _onErrorObserver;
- /**
- * Callback raised when an error occurs.
- */
- onError: (reason: any) => void;
- /**
- * Observable raised after the loader is disposed.
- */
- readonly onDisposeObservable: Observable<void>;
- private _onDisposeObserver;
- /**
- * Callback raised after the loader is disposed.
- */
- onDispose: () => void;
- /**
- * Observable raised after a loader extension is created.
- * Set additional options for a loader extension in this event.
- */
- readonly onExtensionLoadedObservable: Observable<IGLTFLoaderExtension>;
- private _onExtensionLoadedObserver;
- /**
- * 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;
- /**
- * Observable raised after validation when validate is set to true. The event data is the result of the validation.
- */
- readonly onValidatedObservable: Observable<IGLTFValidationResults>;
- private _onValidatedObserver;
- /**
- * Callback raised after a loader extension is created.
- */
- onValidated: (results: IGLTFValidationResults) => void;
- private _loader;
- /**
- * Name of the loader ("gltf")
- */
- name: string;
- /**
- * Supported file extensions of the loader (.gltf, .glb)
- */
- extensions: 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: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
- meshes: AbstractMesh[];
- particleSystems: IParticleSystem[];
- skeletons: Skeleton[];
- animationGroups: 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: Scene, data: string | ArrayBuffer, rootUrl: string, onProgress?: (event: 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: Scene, data: string | ArrayBuffer, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<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(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
- /**
- * The loader state or null if the loader is not active.
- */
- readonly loaderState: 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>;
- private _parseAsync;
- private _validateAsync;
- private _getLoader;
- private _unpackBinary;
- private _unpackBinaryV1;
- private _unpackBinaryV2;
- private static _parseVersion;
- private static _compareVersion;
- private static _decodeBufferToText;
- private static readonly _logSpaces;
- private _logIndentLevel;
- private _loggingEnabled;
- /** @hidden */
- _log: (message: string) => void;
- /** @hidden */
- _logOpen(message: string): void;
- /** @hidden */
- _logClose(): void;
- private _logEnabled;
- private _logDisabled;
- private _capturePerformanceCounters;
- /** @hidden */
- _startPerformanceCounter: (counterName: string) => void;
- /** @hidden */
- _endPerformanceCounter: (counterName: string) => void;
- private _startPerformanceCounterEnabled;
- private _startPerformanceCounterDisabled;
- private _endPerformanceCounterEnabled;
- private _endPerformanceCounterDisabled;
- }
- }
- declare module BABYLON.GLTF2.Loader {
- /**
- * Loader interface with an index field.
- */
- interface IArrayItem {
- /**
- * The index of this item in the array.
- */
- index: number;
- }
- /**
- * Loader interface with additional members.
- */
- interface IAccessor extends GLTF2.IAccessor, IArrayItem {
- /** @hidden */
- _data?: Promise<ArrayBufferView>;
- /** @hidden */
- _babylonVertexBuffer?: Promise<VertexBuffer>;
- }
- /**
- * Loader interface with additional members.
- */
- interface IAnimationChannel extends GLTF2.IAnimationChannel, IArrayItem {
- }
- /** @hidden */
- interface _IAnimationSamplerData {
- input: Float32Array;
- interpolation: AnimationSamplerInterpolation;
- output: Float32Array;
- }
- /**
- * Loader interface with additional members.
- */
- interface IAnimationSampler extends GLTF2.IAnimationSampler, IArrayItem {
- /** @hidden */
- _data?: Promise<_IAnimationSamplerData>;
- }
- /**
- * Loader interface with additional members.
- */
- interface IAnimation extends GLTF2.IAnimation, IArrayItem {
- channels: IAnimationChannel[];
- samplers: IAnimationSampler[];
- /** @hidden */
- _babylonAnimationGroup?: AnimationGroup;
- }
- /**
- * Loader interface with additional members.
- */
- interface IBuffer extends GLTF2.IBuffer, IArrayItem {
- /** @hidden */
- _data?: Promise<ArrayBufferView>;
- }
- /**
- * Loader interface with additional members.
- */
- interface IBufferView extends GLTF2.IBufferView, IArrayItem {
- /** @hidden */
- _data?: Promise<ArrayBufferView>;
- /** @hidden */
- _babylonBuffer?: Promise<Buffer>;
- }
- /**
- * Loader interface with additional members.
- */
- interface ICamera extends GLTF2.ICamera, IArrayItem {
- }
- /**
- * Loader interface with additional members.
- */
- interface IImage extends GLTF2.IImage, IArrayItem {
- /** @hidden */
- _data?: Promise<ArrayBufferView>;
- }
- /**
- * Loader interface with additional members.
- */
- interface IMaterialNormalTextureInfo extends GLTF2.IMaterialNormalTextureInfo, ITextureInfo {
- }
- /**
- * Loader interface with additional members.
- */
- interface IMaterialOcclusionTextureInfo extends GLTF2.IMaterialOcclusionTextureInfo, ITextureInfo {
- }
- /**
- * Loader interface with additional members.
- */
- interface IMaterialPbrMetallicRoughness extends GLTF2.IMaterialPbrMetallicRoughness {
- baseColorTexture?: ITextureInfo;
- metallicRoughnessTexture?: ITextureInfo;
- }
- /**
- * Loader interface with additional members.
- */
- interface IMaterial extends GLTF2.IMaterial, IArrayItem {
- pbrMetallicRoughness?: IMaterialPbrMetallicRoughness;
- normalTexture?: IMaterialNormalTextureInfo;
- occlusionTexture?: IMaterialOcclusionTextureInfo;
- emissiveTexture?: ITextureInfo;
- /** @hidden */
- _data?: {
- [babylonDrawMode: number]: {
- babylonMaterial: Material;
- babylonMeshes: AbstractMesh[];
- promise: Promise<void>;
- };
- };
- }
- /**
- * Loader interface with additional members.
- */
- interface IMesh extends GLTF2.IMesh, IArrayItem {
- primitives: IMeshPrimitive[];
- }
- /**
- * Loader interface with additional members.
- */
- interface IMeshPrimitive extends GLTF2.IMeshPrimitive, IArrayItem {
- /** @hidden */
- _instanceData?: {
- babylonSourceMesh: Mesh;
- promise: Promise<any>;
- };
- }
- /**
- * Loader interface with additional members.
- */
- interface INode extends GLTF2.INode, IArrayItem {
- /**
- * The parent glTF node.
- */
- parent?: INode;
- /** @hidden */
- _babylonTransformNode?: TransformNode;
- /** @hidden */
- _primitiveBabylonMeshes?: AbstractMesh[];
- /** @hidden */
- _babylonBones?: Bone[];
- /** @hidden */
- _numMorphTargets?: number;
- }
- /** @hidden */
- interface _ISamplerData {
- noMipMaps: boolean;
- samplingMode: number;
- wrapU: number;
- wrapV: number;
- }
- /**
- * Loader interface with additional members.
- */
- interface ISampler extends GLTF2.ISampler, IArrayItem {
- /** @hidden */
- _data?: _ISamplerData;
- }
- /**
- * Loader interface with additional members.
- */
- interface IScene extends GLTF2.IScene, IArrayItem {
- }
- /**
- * Loader interface with additional members.
- */
- interface ISkin extends GLTF2.ISkin, IArrayItem {
- /** @hidden */
- _data?: {
- babylonSkeleton: Skeleton;
- promise: Promise<void>;
- };
- }
- /**
- * Loader interface with additional members.
- */
- interface ITexture extends GLTF2.ITexture, IArrayItem {
- }
- /**
- * Loader interface with additional members.
- */
- interface ITextureInfo extends GLTF2.ITextureInfo {
- }
- /**
- * Loader interface with additional members.
- */
- interface IGLTF extends GLTF2.IGLTF {
- accessors?: IAccessor[];
- animations?: IAnimation[];
- buffers?: IBuffer[];
- bufferViews?: IBufferView[];
- cameras?: ICamera[];
- images?: IImage[];
- materials?: IMaterial[];
- meshes?: IMesh[];
- nodes?: INode[];
- samplers?: ISampler[];
- scenes?: IScene[];
- skins?: ISkin[];
- textures?: ITexture[];
- }
- }
- /**
- * Defines the module for importing and exporting glTF 2.0 assets
- */
- declare module BABYLON.GLTF2 {
- /**
- * Helper class for working with arrays when loading the glTF asset
- */
- 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?: Loader.IArrayItem[]): void;
- }
- /**
- * The glTF 2.0 loader
- */
- class GLTFLoader implements IGLTFLoader {
- /** The glTF object parsed from the JSON. */
- gltf: Loader.IGLTF;
- /** The Babylon scene when loading the asset. */
- babylonScene: Scene;
- /** @hidden */
- _completePromises: Promise<any>[];
- private _disposed;
- private _parent;
- private _state;
- private _extensions;
- private _rootUrl;
- private _fileName;
- private _uniqueRootUrl;
- private _rootBabylonMesh;
- private _defaultBabylonMaterialData;
- private _progressCallback?;
- private _requests;
- private static readonly _DefaultSampler;
- private static _ExtensionNames;
- private static _ExtensionFactories;
- /**
- * 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: GLTFLoader) => IGLTFLoaderExtension): 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: Nullable<GLTFLoaderState>;
- /** @hidden */
- constructor(parent: GLTFFileLoader);
- /** @hidden */
- dispose(): void;
- /** @hidden */
- importMeshAsync(meshesNames: any, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
- meshes: AbstractMesh[];
- particleSystems: IParticleSystem[];
- skeletons: Skeleton[];
- animationGroups: AnimationGroup[];
- }>;
- /** @hidden */
- loadAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
- private _loadAsync;
- private _loadData;
- private _setupData;
- private _loadExtensions;
- private _checkExtensions;
- private _setState;
- private _createRootNode;
- /**
- * 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: Loader.IScene): Promise<void>;
- private _forEachPrimitive;
- private _getMeshes;
- private _getSkeletons;
- private _getAnimationGroups;
- private _startAnimations;
- /**
- * 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: Loader.INode, assign?: (babylonTransformNode: TransformNode) => void): Promise<TransformNode>;
- private _loadMeshAsync;
- private _loadMeshPrimitiveAsync;
- private _loadVertexDataAsync;
- private _createMorphTargets;
- private _loadMorphTargetsAsync;
- private _loadMorphTargetVertexDataAsync;
- private static _LoadTransform;
- private _loadSkinAsync;
- private _loadBones;
- private _loadBone;
- private _loadSkinInverseBindMatricesDataAsync;
- private _updateBoneMatrices;
- private _getNodeMatrix;
- /**
- * 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: Loader.ICamera, assign?: (babylonCamera: Camera) => void): Promise<Camera>;
- private _loadAnimationsAsync;
- /**
- * 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: Loader.IAnimation): Promise<AnimationGroup>;
- private _loadAnimationChannelAsync;
- private _loadAnimationSamplerAsync;
- private _loadBufferAsync;
- /**
- * 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: Loader.IBufferView): Promise<ArrayBufferView>;
- private _loadIndicesAccessorAsync;
- private _loadFloatAccessorAsync;
- private _loadVertexBufferViewAsync;
- private _loadVertexAccessorAsync;
- private _loadMaterialMetallicRoughnessPropertiesAsync;
- /** @hidden */
- _loadMaterialAsync(context: string, material: Loader.IMaterial, babylonMesh: Mesh, babylonDrawMode: number, assign?: (babylonMaterial: Material) => void): Promise<Material>;
- private _createDefaultMaterial;
- /**
- * 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: Loader.IMaterial, babylonDrawMode: number): 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: Loader.IMaterial, babylonMaterial: 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: Loader.IMaterial, babylonMaterial: 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: Loader.IMaterial, babylonMaterial: 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: Loader.ITextureInfo, assign?: (babylonTexture: BaseTexture) => void): Promise<BaseTexture>;
- private _loadTextureAsync;
- private _loadSampler;
- /**
- * 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: Loader.IImage): 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>;
- private _onProgress;
- private static _GetTextureWrapMode;
- private static _GetTextureSamplingMode;
- private static _GetTypedArray;
- private static _GetNumComponents;
- private static _ValidateUri;
- private static _GetDrawMode;
- private _compileMaterialsAsync;
- private _compileShadowGeneratorsAsync;
- private _forEachExtensions;
- private _applyExtensions;
- private _extensionsOnLoading;
- private _extensionsOnReady;
- private _extensionsLoadSceneAsync;
- private _extensionsLoadNodeAsync;
- private _extensionsLoadCameraAsync;
- private _extensionsLoadVertexDataAsync;
- private _extensionsLoadMaterialAsync;
- private _extensionsCreateMaterial;
- private _extensionsLoadMaterialPropertiesAsync;
- private _extensionsLoadTextureInfoAsync;
- private _extensionsLoadAnimationAsync;
- private _extensionsLoadUriAsync;
- /**
- * 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: IProperty, extensionName: string, actionAsync: (extensionContext: string, extension: TExtension) => Nullable<Promise<TResult>>): 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: IProperty, extensionName: string, actionAsync: (extraContext: string, extra: TExtra) => Nullable<Promise<TResult>>): 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.GLTF2 {
- /**
- * Interface for a glTF loader extension.
- */
- interface IGLTFLoaderExtension extends BABYLON.IGLTFLoaderExtension, 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: Loader.IScene): 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 transform node when the load is complete or null if not handled
- */
- loadNodeAsync?(context: string, node: Loader.INode, assign: (babylonMesh: TransformNode) => void): Nullable<Promise<TransformNode>>;
- /**
- * 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: Loader.ICamera, assign: (babylonCamera: Camera) => void): Nullable<Promise<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: Loader.IMeshPrimitive, babylonMesh: Mesh): Nullable<Promise<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: Loader.IMaterial, babylonMesh: Mesh, babylonDrawMode: number, assign: (babylonMaterial: Material) => void): Nullable<Promise<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: Loader.IMaterial, babylonDrawMode: number): Nullable<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: Loader.IMaterial, babylonMaterial: Material): 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: Loader.ITextureInfo, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<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: Loader.IAnimation): Nullable<Promise<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): Nullable<Promise<ArrayBufferView>>;
- }
- }
- /**
- * Defines the module for the built-in glTF 2.0 loader extensions.
- */
- declare module BABYLON.GLTF2.Loader.Extensions {
- }
- declare module BABYLON.GLTF2.Loader.Extensions {
- /**
- * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/MSFT_lod)
- */
- class MSFT_lod implements IGLTFLoaderExtension {
- /** 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;
- /**
- * 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: Observable<number>;
- /**
- * 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: Observable<number>;
- private _loader;
- private _nodeIndexLOD;
- private _nodeSignalLODs;
- private _nodePromiseLODs;
- private _materialIndexLOD;
- private _materialSignalLODs;
- private _materialPromiseLODs;
- /** @hidden */
- constructor(loader: GLTFLoader);
- /** @hidden */
- dispose(): void;
- /** @hidden */
- onReady(): void;
- /** @hidden */
- loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>>;
- /** @hidden */
- _loadMaterialAsync(context: string, material: IMaterial, babylonMesh: Mesh, babylonDrawMode: number, assign: (babylonMaterial: Material) => void): Nullable<Promise<Material>>;
- /** @hidden */
- _loadUriAsync(context: string, uri: string): Nullable<Promise<ArrayBufferView>>;
- /**
- * Gets an array of LOD properties from lowest to highest.
- */
- private _getLODs;
- private _disposeUnusedMaterials;
- }
- }
- declare module BABYLON.GLTF2.Loader.Extensions {
- /** @hidden */
- class MSFT_minecraftMesh implements IGLTFLoaderExtension {
- readonly name: string;
- enabled: boolean;
- private _loader;
- constructor(loader: GLTFLoader);
- dispose(): void;
- loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
- }
- }
- declare module BABYLON.GLTF2.Loader.Extensions {
- /** @hidden */
- class MSFT_sRGBFactors implements IGLTFLoaderExtension {
- readonly name: string;
- enabled: boolean;
- private _loader;
- constructor(loader: GLTFLoader);
- dispose(): void;
- loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
- }
- }
- declare module BABYLON.GLTF2.Loader.Extensions {
- /**
- * [Specification](https://github.com/najadojo/glTF/tree/MSFT_audio_emitter/extensions/2.0/Vendor/MSFT_audio_emitter)
- */
- class MSFT_audio_emitter implements IGLTFLoaderExtension {
- /** The name of this extension. */
- readonly name: string;
- /** Defines whether this extension is enabled. */
- enabled: boolean;
- private _loader;
- private _clips;
- private _emitters;
- /** @hidden */
- constructor(loader: GLTFLoader);
- /** @hidden */
- dispose(): void;
- /** @hidden */
- onLoading(): void;
- /** @hidden */
- loadSceneAsync(context: string, scene: IScene): Nullable<Promise<void>>;
- /** @hidden */
- loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>>;
- /** @hidden */
- loadAnimationAsync(context: string, animation: IAnimation): Nullable<Promise<AnimationGroup>>;
- private _loadClipAsync;
- private _loadEmitterAsync;
- private _getEventAction;
- private _loadAnimationEventAsync;
- }
- }
- declare module BABYLON.GLTF2.Loader.Extensions {
- /**
- * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression)
- */
- class KHR_draco_mesh_compression implements IGLTFLoaderExtension {
- /** The name of this extension. */
- readonly name: string;
- /** Defines whether this extension is enabled. */
- enabled: boolean;
- private _loader;
- private _dracoCompression?;
- /** @hidden */
- constructor(loader: GLTFLoader);
- /** @hidden */
- dispose(): void;
- /** @hidden */
- _loadVertexDataAsync(context: string, primitive: IMeshPrimitive, babylonMesh: Mesh): Nullable<Promise<Geometry>>;
- }
- }
- declare module BABYLON.GLTF2.Loader.Extensions {
- /**
- * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness)
- */
- class KHR_materials_pbrSpecularGlossiness implements IGLTFLoaderExtension {
- /** The name of this extension. */
- readonly name: string;
- /** Defines whether this extension is enabled. */
- enabled: boolean;
- private _loader;
- /** @hidden */
- constructor(loader: GLTFLoader);
- /** @hidden */
- dispose(): void;
- /** @hidden */
- loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
- private _loadSpecularGlossinessPropertiesAsync;
- }
- }
- declare module BABYLON.GLTF2.Loader.Extensions {
- /**
- * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit)
- */
- class KHR_materials_unlit implements IGLTFLoaderExtension {
- /** The name of this extension. */
- readonly name: string;
- /** Defines whether this extension is enabled. */
- enabled: boolean;
- private _loader;
- /** @hidden */
- constructor(loader: GLTFLoader);
- /** @hidden */
- dispose(): void;
- /** @hidden */
- loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
- private _loadUnlitPropertiesAsync;
- }
- }
- declare module BABYLON.GLTF2.Loader.Extensions {
- /**
- * [Specification](https://github.com/KhronosGroup/glTF/blob/1048d162a44dbcb05aefc1874bfd423cf60135a6/extensions/2.0/Khronos/KHR_lights_punctual/README.md) (Experimental)
- */
- class KHR_lights implements IGLTFLoaderExtension {
- /** The name of this extension. */
- readonly name: string;
- /** Defines whether this extension is enabled. */
- enabled: boolean;
- private _loader;
- private _lights?;
- /** @hidden */
- constructor(loader: GLTFLoader);
- /** @hidden */
- dispose(): void;
- /** @hidden */
- onLoading(): void;
- /** @hidden */
- loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>>;
- }
- }
- declare module BABYLON.GLTF2.Loader.Extensions {
- /**
- * [Specification](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_texture_transform/README.md)
- */
- class KHR_texture_transform implements IGLTFLoaderExtension {
- /** The name of this extension. */
- readonly name: string;
- /** Defines whether this extension is enabled. */
- enabled: boolean;
- private _loader;
- /** @hidden */
- constructor(loader: GLTFLoader);
- /** @hidden */
- dispose(): void;
- /** @hidden */
- loadTextureInfoAsync(context: string, textureInfo: ITextureInfo, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;
- }
- }
- declare module BABYLON.GLTF2.Loader.Extensions {
- /**
- * [Specification](https://github.com/KhronosGroup/glTF/blob/eb3e32332042e04691a5f35103f8c261e50d8f1e/extensions/2.0/Khronos/EXT_lights_image_based/README.md) (Experimental)
- */
- class EXT_lights_image_based implements IGLTFLoaderExtension {
- /** The name of this extension. */
- readonly name: string;
- /** Defines whether this extension is enabled. */
- enabled: boolean;
- private _loader;
- private _lights?;
- /** @hidden */
- constructor(loader: GLTFLoader);
- /** @hidden */
- dispose(): void;
- /** @hidden */
- onLoading(): void;
- /** @hidden */
- loadSceneAsync(context: string, scene: IScene): Nullable<Promise<void>>;
- private _loadLightAsync;
- }
- }
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