babylon.glTF2Serializer.d.ts 19 KB

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  1. declare module BABYLON {
  2. /**
  3. * Holds a collection of exporter options and parameters
  4. */
  5. interface IExporterOptions {
  6. /**
  7. * Function which indicates whether a babylon mesh should be exported or not.
  8. * @param mesh - source Babylon mesh. It is used to check whether it should be
  9. * exported to glTF or not.
  10. * @returns boolean, which indicates whether the mesh should be exported (true) or not (false)
  11. */
  12. shouldExportMesh?(mesh: AbstractMesh): boolean;
  13. }
  14. /**
  15. * Class for generating glTF data from a Babylon scene.
  16. */
  17. class GLTF2Export {
  18. /**
  19. * Exports the geometry of the scene to .gltf file format.
  20. * @param scene - Babylon scene with scene hierarchy information.
  21. * @param filePrefix - File prefix to use when generating the glTF file.
  22. * @param options - Exporter options.
  23. * @returns - Returns an object with a .gltf file and associates texture names
  24. * as keys and their data and paths as values.
  25. */
  26. static GLTF(scene: Scene, filePrefix: string, options?: IExporterOptions): _GLTFData;
  27. /**
  28. * Exports the geometry of the scene to .glb file format.
  29. * @param scene - Babylon scene with scene hierarchy information.
  30. * @param filePrefix - File prefix to use when generating glb file.
  31. * @param options - Exporter options.
  32. * @returns - Returns an object with a .glb filename as key and data as value
  33. */
  34. static GLB(scene: Scene, filePrefix: string, options?: IExporterOptions): _GLTFData;
  35. }
  36. }
  37. /**
  38. * Module for the Babylon glTF 2.0 exporter. Should ONLY be used internally.
  39. * @ignore - capitalization of GLTF2 module.
  40. */
  41. declare module BABYLON.GLTF2 {
  42. /**
  43. * Converts Babylon Scene into glTF 2.0.
  44. */
  45. class _Exporter {
  46. /**
  47. * Stores all generated buffer views, which represents views into the main glTF buffer data.
  48. */
  49. private bufferViews;
  50. /**
  51. * Stores all the generated accessors, which is used for accessing the data within the buffer views in glTF.
  52. */
  53. private accessors;
  54. /**
  55. * Stores all the generated nodes, which contains transform and/or mesh information per node.
  56. */
  57. private nodes;
  58. /**
  59. * Stores the glTF asset information, which represents the glTF version and this file generator.
  60. */
  61. private asset;
  62. /**
  63. * Stores all the generated glTF scenes, which stores multiple node hierarchies.
  64. */
  65. private scenes;
  66. /**
  67. * Stores all the generated mesh information, each containing a set of primitives to render in glTF.
  68. */
  69. private meshes;
  70. /**
  71. * Stores all the generated material information, which represents the appearance of each primitive.
  72. */
  73. private materials;
  74. /**
  75. * Stores all the generated texture information, which is referenced by glTF materials.
  76. */
  77. private textures;
  78. /**
  79. * Stores all the generated image information, which is referenced by glTF textures.
  80. */
  81. private images;
  82. /**
  83. * Stores the total amount of bytes stored in the glTF buffer.
  84. */
  85. private totalByteLength;
  86. /**
  87. * Stores a reference to the Babylon scene containing the source geometry and material information.
  88. */
  89. private babylonScene;
  90. /**
  91. * Stores the exporter options, which are optionally passed in from the glTF serializer.
  92. */
  93. private options?;
  94. /**
  95. * Stores a map of the image data, where the key is the file name and the value
  96. * is the image data.
  97. */
  98. private imageData;
  99. /**
  100. * Stores a map of the unique id of a node to its index in the node array.
  101. */
  102. private nodeMap;
  103. /**
  104. * Stores the binary buffer used to store geometry data.
  105. */
  106. private binaryBuffer;
  107. /**
  108. * Specifies if the Babylon scene should be converted to right-handed on export.
  109. */
  110. private convertToRightHandedSystem;
  111. /**
  112. * Creates a glTF Exporter instance, which can accept optional exporter options.
  113. * @param babylonScene - Babylon scene object
  114. * @param options - Options to modify the behavior of the exporter.
  115. */
  116. constructor(babylonScene: Scene, options?: IExporterOptions);
  117. /**
  118. * Creates a buffer view based on teh supplied arguments
  119. * @param bufferIndex - index value of the specified buffer
  120. * @param byteOffset - byte offset value
  121. * @param byteLength - byte length of the bufferView
  122. * @param byteStride - byte distance between conequential elements.
  123. * @param name - name of the buffer view
  124. * @returns - bufferView for glTF
  125. */
  126. private createBufferView(bufferIndex, byteOffset, byteLength, byteStride?, name?);
  127. /**
  128. * Creates an accessor based on the supplied arguments
  129. * @param bufferviewIndex - The index of the bufferview referenced by this accessor.
  130. * @param name - The name of the accessor.
  131. * @param type - The type of the accessor.
  132. * @param componentType - The datatype of components in the attribute.
  133. * @param count - The number of attributes referenced by this accessor.
  134. * @param byteOffset - The offset relative to the start of the bufferView in bytes.
  135. * @param min - Minimum value of each component in this attribute.
  136. * @param max - Maximum value of each component in this attribute.
  137. * @returns - accessor for glTF
  138. */
  139. private createAccessor(bufferviewIndex, name, type, componentType, count, byteOffset, min, max);
  140. /**
  141. * Calculates the minimum and maximum values of an array of position floats.
  142. * @param positions - Positions array of a mesh.
  143. * @param vertexStart - Starting vertex offset to calculate min and max values.
  144. * @param vertexCount - Number of vertices to check for min and max values.
  145. * @returns - min number array and max number array.
  146. */
  147. private calculateMinMaxPositions(positions, vertexStart, vertexCount);
  148. /**
  149. * Converts a vector3 array to right-handed.
  150. * @param vector - vector3 Array to convert to right-handed.
  151. * @returns - right-handed Vector3 array.
  152. */
  153. private static GetRightHandedVector3(vector);
  154. /**
  155. * Converts a vector4 array to right-handed.
  156. * @param vector - vector4 Array to convert to right-handed.
  157. * @returns - right-handed vector4 array.
  158. */
  159. private static GetRightHandedVector4(vector);
  160. /**
  161. * Converts a quaternion to right-handed.
  162. * @param quaternion - Source quaternion to convert to right-handed.
  163. */
  164. private static GetRightHandedQuaternion(quaternion);
  165. /**
  166. * Writes mesh attribute data to a data buffer.
  167. * Returns the bytelength of the data.
  168. * @param vertexBufferKind - Indicates what kind of vertex data is being passed in.
  169. * @param meshAttributeArray - Array containing the attribute data.
  170. * @param strideSize - Represents the offset between consecutive attributes
  171. * @param byteOffset - The offset to start counting bytes from.
  172. * @param dataBuffer - The buffer to write the binary data to.
  173. * @returns - Byte length of the attribute data.
  174. */
  175. private writeAttributeData(vertexBufferKind, meshAttributeArray, strideSize, vertexBufferOffset, byteOffset, dataBuffer);
  176. /**
  177. * Generates glTF json data
  178. * @param shouldUseGlb - Indicates whether the json should be written for a glb file.
  179. * @param glTFPrefix - Text to use when prefixing a glTF file.
  180. * @param prettyPrint - Indicates whether the json file should be pretty printed (true) or not (false).
  181. * @returns - json data as string
  182. */
  183. private generateJSON(shouldUseGlb, glTFPrefix?, prettyPrint?);
  184. /**
  185. * Generates data for .gltf and .bin files based on the glTF prefix string
  186. * @param glTFPrefix - Text to use when prefixing a glTF file.
  187. * @returns - GLTFData with glTF file data.
  188. */
  189. _generateGLTF(glTFPrefix: string): _GLTFData;
  190. /**
  191. * Creates a binary buffer for glTF
  192. * @returns - array buffer for binary data
  193. */
  194. private generateBinary();
  195. /**
  196. * Pads the number to a multiple of 4
  197. * @param num - number to pad
  198. * @returns - padded number
  199. */
  200. private _getPadding(num);
  201. /**
  202. * Generates a glb file from the json and binary data.
  203. * Returns an object with the glb file name as the key and data as the value.
  204. * @param glTFPrefix
  205. * @returns - object with glb filename as key and data as value
  206. */
  207. _generateGLB(glTFPrefix: string): _GLTFData;
  208. /**
  209. * Sets the TRS for each node
  210. * @param node - glTF Node for storing the transformation data.
  211. * @param babylonMesh - Babylon mesh used as the source for the transformation data.
  212. */
  213. private setNodeTransformation(node, babylonMesh);
  214. /**
  215. * Creates a bufferview based on the vertices type for the Babylon mesh
  216. * @param kind - Indicates the type of vertices data.
  217. * @param babylonMesh - The Babylon mesh to get the vertices data from.
  218. * @param byteOffset - The offset from the buffer to start indexing from.
  219. * @param dataBuffer - The buffer to write the bufferview data to.
  220. * @returns bytelength of the bufferview data.
  221. */
  222. private createBufferViewKind(kind, babylonMesh, byteOffset, dataBuffer);
  223. /**
  224. * Sets data for the primitive attributes of each submesh
  225. * @param mesh - glTF Mesh object to store the primitive attribute information.
  226. * @param babylonMesh - Babylon mesh to get the primitive attribute data from.
  227. * @param byteOffset - The offset in bytes of the buffer data.
  228. * @param dataBuffer - Buffer to write the attribute data to.
  229. * @returns - bytelength of the primitive attributes plus the passed in byteOffset.
  230. */
  231. private setPrimitiveAttributes(mesh, babylonMesh, byteOffset, dataBuffer);
  232. /**
  233. * Creates a glTF scene based on the array of meshes.
  234. * Returns the the total byte offset.
  235. * @param babylonScene - Babylon scene to get the mesh data from.
  236. * @param byteOffset - Offset to start from in bytes.
  237. * @returns bytelength + byteoffset
  238. */
  239. private createScene(babylonScene, byteOffset);
  240. /**
  241. * Creates a mapping of Node unique id to node index
  242. * @param scene - Babylon Scene.
  243. * @param byteOffset - The initial byte offset.
  244. * @returns - Node mapping of unique id to index.
  245. */
  246. private createNodeMap(scene, byteOffset);
  247. /**
  248. * Creates a glTF node from a Babylon mesh.
  249. * @param babylonMesh - Source Babylon mesh.
  250. * @param byteOffset - The initial byte offset.
  251. * @param dataBuffer - Buffer for storing geometry data.
  252. * @returns - Object containing an INode and byteoffset.
  253. */
  254. private createNode(babylonMesh, byteOffset, dataBuffer);
  255. }
  256. }
  257. declare module BABYLON {
  258. /**
  259. * Class for holding and downloading glTF file data
  260. */
  261. class _GLTFData {
  262. /**
  263. * Object which contains the file name as the key and its data as the value.
  264. */
  265. glTFFiles: {
  266. [fileName: string]: string | Blob;
  267. };
  268. /**
  269. * Initializes the glTF file object.
  270. */
  271. constructor();
  272. /**
  273. * Downloads the glTF data as files based on their names and data.
  274. */
  275. downloadFiles(): void;
  276. }
  277. }
  278. declare module BABYLON.GLTF2 {
  279. /**
  280. * Utility methods for working with glTF material conversion properties. This class should only be used internally.
  281. */
  282. class _GLTFMaterial {
  283. /**
  284. * Represents the dielectric specular values for R, G and B.
  285. */
  286. private static readonly dielectricSpecular;
  287. /**
  288. * Allows the maximum specular power to be defined for material calculations.
  289. */
  290. private static maxSpecularPower;
  291. private static epsilon;
  292. /**
  293. * Gets the materials from a Babylon scene and converts them to glTF materials.
  294. * @param scene
  295. * @param mimeType
  296. * @param images
  297. * @param textures
  298. * @param materials
  299. * @param imageData
  300. * @param hasTextureCoords
  301. */
  302. static ConvertMaterialsToGLTF(babylonMaterials: Material[], mimeType: ImageMimeType, images: IImage[], textures: ITexture[], materials: IMaterial[], imageData: {
  303. [fileName: string]: {
  304. data: Uint8Array;
  305. mimeType: ImageMimeType;
  306. };
  307. }, hasTextureCoords: boolean): void;
  308. /**
  309. * Makes a copy of the glTF material without the texture parameters.
  310. * @param originalMaterial - original glTF material.
  311. * @returns glTF material without texture parameters
  312. */
  313. static StripTexturesFromMaterial(originalMaterial: IMaterial): IMaterial;
  314. /**
  315. * Specifies if the material has any texture parameters present.
  316. * @param material - glTF Material.
  317. * @returns boolean specifying if texture parameters are present
  318. */
  319. static HasTexturesPresent(material: IMaterial): boolean;
  320. /**
  321. * Converts a Babylon StandardMaterial to a glTF Metallic Roughness Material.
  322. * @param babylonStandardMaterial
  323. * @returns - glTF Metallic Roughness Material representation
  324. */
  325. static ConvertToGLTFPBRMetallicRoughness(babylonStandardMaterial: StandardMaterial): IMaterialPbrMetallicRoughness;
  326. /**
  327. * Computes the metallic factor
  328. * @param diffuse - diffused value
  329. * @param specular - specular value
  330. * @param oneMinusSpecularStrength - one minus the specular strength
  331. * @returns - metallic value
  332. */
  333. static SolveMetallic(diffuse: number, specular: number, oneMinusSpecularStrength: number): number;
  334. /**
  335. * Gets the glTF alpha mode from the Babylon Material
  336. * @param babylonMaterial - Babylon Material
  337. * @returns - The Babylon alpha mode value
  338. */
  339. static GetAlphaMode(babylonMaterial: Material): MaterialAlphaMode;
  340. /**
  341. * Converts a Babylon Standard Material to a glTF Material.
  342. * @param babylonStandardMaterial - BJS Standard Material.
  343. * @param mimeType - mime type to use for the textures.
  344. * @param images - array of glTF image interfaces.
  345. * @param textures - array of glTF texture interfaces.
  346. * @param materials - array of glTF material interfaces.
  347. * @param imageData - map of image file name to data.
  348. * @param hasTextureCoords - specifies if texture coordinates are present on the submesh to determine if textures should be applied.
  349. */
  350. static ConvertStandardMaterial(babylonStandardMaterial: StandardMaterial, mimeType: ImageMimeType, images: IImage[], textures: ITexture[], materials: IMaterial[], imageData: {
  351. [fileName: string]: {
  352. data: Uint8Array;
  353. mimeType: ImageMimeType;
  354. };
  355. }, hasTextureCoords: boolean): void;
  356. /**
  357. * Converts a Babylon PBR Metallic Roughness Material to a glTF Material.
  358. * @param babylonPBRMetalRoughMaterial - BJS PBR Metallic Roughness Material.
  359. * @param mimeType - mime type to use for the textures.
  360. * @param images - array of glTF image interfaces.
  361. * @param textures - array of glTF texture interfaces.
  362. * @param materials - array of glTF material interfaces.
  363. * @param imageData - map of image file name to data.
  364. * @param hasTextureCoords - specifies if texture coordinates are present on the submesh to determine if textures should be applied.
  365. */
  366. static ConvertPBRMetallicRoughnessMaterial(babylonPBRMetalRoughMaterial: PBRMetallicRoughnessMaterial, mimeType: ImageMimeType, images: IImage[], textures: ITexture[], materials: IMaterial[], imageData: {
  367. [fileName: string]: {
  368. data: Uint8Array;
  369. mimeType: ImageMimeType;
  370. };
  371. }, hasTextureCoords: boolean): void;
  372. /**
  373. * See link below for info on the material conversions from PBR Metallic/Roughness and Specular/Glossiness
  374. * @link https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness/examples/convert-between-workflows-bjs/js/babylon.pbrUtilities.js
  375. * @param color - Color source to calculate brightness from.
  376. * @returns number representing the perceived brightness, or zero if color is undefined.
  377. */
  378. static GetPerceivedBrightness(color: Color3): number;
  379. /**
  380. * Returns the maximum color component value.
  381. * @param color
  382. * @returns maximum color component value, or zero if color is null or undefined.
  383. */
  384. static GetMaxComponent(color: Color3): number;
  385. /**
  386. * Converts a Babylon PBR Metallic Roughness Material to a glTF Material.
  387. * @param babylonPBRMaterial - BJS PBR Metallic Roughness Material.
  388. * @param mimeType - mime type to use for the textures.
  389. * @param images - array of glTF image interfaces.
  390. * @param textures - array of glTF texture interfaces.
  391. * @param materials - array of glTF material interfaces.
  392. * @param imageData - map of image file name to data.
  393. * @param hasTextureCoords - specifies if texture coordinates are present on the submesh to determine if textures should be applied.
  394. */
  395. static ConvertPBRMaterial(babylonPBRMaterial: PBRMaterial, mimeType: ImageMimeType, images: IImage[], textures: ITexture[], materials: IMaterial[], imageData: {
  396. [fileName: string]: {
  397. data: Uint8Array;
  398. mimeType: ImageMimeType;
  399. };
  400. }, hasTextureCoords: boolean): void;
  401. /**
  402. * Extracts a texture from a Babylon texture into file data and glTF data.
  403. * @param babylonTexture - Babylon texture to extract.
  404. * @param mimeType - Mime Type of the babylonTexture.
  405. * @param images - Array of glTF images.
  406. * @param textures - Array of glTF textures.
  407. * @param imageData - map of image file name and data.
  408. * @return - glTF texture, or null if the texture format is not supported.
  409. */
  410. static ExportTexture(babylonTexture: BaseTexture, mimeType: ImageMimeType, images: IImage[], textures: ITexture[], imageData: {
  411. [fileName: string]: {
  412. data: Uint8Array;
  413. mimeType: ImageMimeType;
  414. };
  415. }): Nullable<ITextureInfo>;
  416. }
  417. }