babylon.glTF1FileLoader.js 138 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var BABYLON;
  3. (function (BABYLON) {
  4. /**
  5. * Mode that determines the coordinate system to use.
  6. */
  7. var GLTFLoaderCoordinateSystemMode;
  8. (function (GLTFLoaderCoordinateSystemMode) {
  9. /**
  10. * Automatically convert the glTF right-handed data to the appropriate system based on the current coordinate system mode of the scene.
  11. */
  12. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["AUTO"] = 0] = "AUTO";
  13. /**
  14. * Sets the useRightHandedSystem flag on the scene.
  15. */
  16. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["FORCE_RIGHT_HANDED"] = 1] = "FORCE_RIGHT_HANDED";
  17. })(GLTFLoaderCoordinateSystemMode = BABYLON.GLTFLoaderCoordinateSystemMode || (BABYLON.GLTFLoaderCoordinateSystemMode = {}));
  18. /**
  19. * Mode that determines what animations will start.
  20. */
  21. var GLTFLoaderAnimationStartMode;
  22. (function (GLTFLoaderAnimationStartMode) {
  23. /**
  24. * No animation will start.
  25. */
  26. GLTFLoaderAnimationStartMode[GLTFLoaderAnimationStartMode["NONE"] = 0] = "NONE";
  27. /**
  28. * The first animation will start.
  29. */
  30. GLTFLoaderAnimationStartMode[GLTFLoaderAnimationStartMode["FIRST"] = 1] = "FIRST";
  31. /**
  32. * All animations will start.
  33. */
  34. GLTFLoaderAnimationStartMode[GLTFLoaderAnimationStartMode["ALL"] = 2] = "ALL";
  35. })(GLTFLoaderAnimationStartMode = BABYLON.GLTFLoaderAnimationStartMode || (BABYLON.GLTFLoaderAnimationStartMode = {}));
  36. /**
  37. * Loader state.
  38. */
  39. var GLTFLoaderState;
  40. (function (GLTFLoaderState) {
  41. /**
  42. * The asset is loading.
  43. */
  44. GLTFLoaderState[GLTFLoaderState["LOADING"] = 0] = "LOADING";
  45. /**
  46. * The asset is ready for rendering.
  47. */
  48. GLTFLoaderState[GLTFLoaderState["READY"] = 1] = "READY";
  49. /**
  50. * The asset is completely loaded.
  51. */
  52. GLTFLoaderState[GLTFLoaderState["COMPLETE"] = 2] = "COMPLETE";
  53. })(GLTFLoaderState = BABYLON.GLTFLoaderState || (BABYLON.GLTFLoaderState = {}));
  54. /**
  55. * File loader for loading glTF files into a scene.
  56. */
  57. var GLTFFileLoader = /** @class */ (function () {
  58. function GLTFFileLoader() {
  59. // #region Common options
  60. /**
  61. * Raised when the asset has been parsed
  62. */
  63. this.onParsedObservable = new BABYLON.Observable();
  64. // #endregion
  65. // #region V2 options
  66. /**
  67. * The coordinate system mode. Defaults to AUTO.
  68. */
  69. this.coordinateSystemMode = GLTFLoaderCoordinateSystemMode.AUTO;
  70. /**
  71. * The animation start mode. Defaults to FIRST.
  72. */
  73. this.animationStartMode = GLTFLoaderAnimationStartMode.FIRST;
  74. /**
  75. * Defines if the loader should compile materials before raising the success callback. Defaults to false.
  76. */
  77. this.compileMaterials = false;
  78. /**
  79. * Defines if the loader should also compile materials with clip planes. Defaults to false.
  80. */
  81. this.useClipPlane = false;
  82. /**
  83. * Defines if the loader should compile shadow generators before raising the success callback. Defaults to false.
  84. */
  85. this.compileShadowGenerators = false;
  86. /**
  87. * Defines if the Alpha blended materials are only applied as coverage.
  88. * If false, (default) The luminance of each pixel will reduce its opacity to simulate the behaviour of most physical materials.
  89. * If true, no extra effects are applied to transparent pixels.
  90. */
  91. this.transparencyAsCoverage = false;
  92. /** @hidden */
  93. this._normalizeAnimationGroupsToBeginAtZero = true;
  94. /**
  95. * Function called before loading a url referenced by the asset.
  96. */
  97. this.preprocessUrlAsync = function (url) { return Promise.resolve(url); };
  98. /**
  99. * Observable raised when the loader creates a mesh after parsing the glTF properties of the mesh.
  100. */
  101. this.onMeshLoadedObservable = new BABYLON.Observable();
  102. /**
  103. * Observable raised when the loader creates a texture after parsing the glTF properties of the texture.
  104. */
  105. this.onTextureLoadedObservable = new BABYLON.Observable();
  106. /**
  107. * Observable raised when the loader creates a material after parsing the glTF properties of the material.
  108. */
  109. this.onMaterialLoadedObservable = new BABYLON.Observable();
  110. /**
  111. * Observable raised when the loader creates a camera after parsing the glTF properties of the camera.
  112. */
  113. this.onCameraLoadedObservable = new BABYLON.Observable();
  114. /**
  115. * Observable raised when the asset is completely loaded, immediately before the loader is disposed.
  116. * For assets with LODs, raised when all of the LODs are complete.
  117. * For assets without LODs, raised when the model is complete, immediately after the loader resolves the returned promise.
  118. */
  119. this.onCompleteObservable = new BABYLON.Observable();
  120. /**
  121. * Observable raised when an error occurs.
  122. */
  123. this.onErrorObservable = new BABYLON.Observable();
  124. /**
  125. * Observable raised after the loader is disposed.
  126. */
  127. this.onDisposeObservable = new BABYLON.Observable();
  128. /**
  129. * Observable raised after a loader extension is created.
  130. * Set additional options for a loader extension in this event.
  131. */
  132. this.onExtensionLoadedObservable = new BABYLON.Observable();
  133. // #endregion
  134. this._loader = null;
  135. /**
  136. * Name of the loader ("gltf")
  137. */
  138. this.name = "gltf";
  139. /**
  140. * Supported file extensions of the loader (.gltf, .glb)
  141. */
  142. this.extensions = {
  143. ".gltf": { isBinary: false },
  144. ".glb": { isBinary: true }
  145. };
  146. this._logIndentLevel = 0;
  147. this._loggingEnabled = false;
  148. /** @hidden */
  149. this._log = this._logDisabled;
  150. this._capturePerformanceCounters = false;
  151. /** @hidden */
  152. this._startPerformanceCounter = this._startPerformanceCounterDisabled;
  153. /** @hidden */
  154. this._endPerformanceCounter = this._endPerformanceCounterDisabled;
  155. }
  156. Object.defineProperty(GLTFFileLoader.prototype, "onParsed", {
  157. /**
  158. * Raised when the asset has been parsed
  159. */
  160. set: function (callback) {
  161. if (this._onParsedObserver) {
  162. this.onParsedObservable.remove(this._onParsedObserver);
  163. }
  164. this._onParsedObserver = this.onParsedObservable.add(callback);
  165. },
  166. enumerable: true,
  167. configurable: true
  168. });
  169. Object.defineProperty(GLTFFileLoader.prototype, "onMeshLoaded", {
  170. /**
  171. * Callback raised when the loader creates a mesh after parsing the glTF properties of the mesh.
  172. */
  173. set: function (callback) {
  174. if (this._onMeshLoadedObserver) {
  175. this.onMeshLoadedObservable.remove(this._onMeshLoadedObserver);
  176. }
  177. this._onMeshLoadedObserver = this.onMeshLoadedObservable.add(callback);
  178. },
  179. enumerable: true,
  180. configurable: true
  181. });
  182. Object.defineProperty(GLTFFileLoader.prototype, "onTextureLoaded", {
  183. /**
  184. * Callback raised when the loader creates a texture after parsing the glTF properties of the texture.
  185. */
  186. set: function (callback) {
  187. if (this._onTextureLoadedObserver) {
  188. this.onTextureLoadedObservable.remove(this._onTextureLoadedObserver);
  189. }
  190. this._onTextureLoadedObserver = this.onTextureLoadedObservable.add(callback);
  191. },
  192. enumerable: true,
  193. configurable: true
  194. });
  195. Object.defineProperty(GLTFFileLoader.prototype, "onMaterialLoaded", {
  196. /**
  197. * Callback raised when the loader creates a material after parsing the glTF properties of the material.
  198. */
  199. set: function (callback) {
  200. if (this._onMaterialLoadedObserver) {
  201. this.onMaterialLoadedObservable.remove(this._onMaterialLoadedObserver);
  202. }
  203. this._onMaterialLoadedObserver = this.onMaterialLoadedObservable.add(callback);
  204. },
  205. enumerable: true,
  206. configurable: true
  207. });
  208. Object.defineProperty(GLTFFileLoader.prototype, "onCameraLoaded", {
  209. /**
  210. * Callback raised when the loader creates a camera after parsing the glTF properties of the camera.
  211. */
  212. set: function (callback) {
  213. if (this._onCameraLoadedObserver) {
  214. this.onCameraLoadedObservable.remove(this._onCameraLoadedObserver);
  215. }
  216. this._onCameraLoadedObserver = this.onCameraLoadedObservable.add(callback);
  217. },
  218. enumerable: true,
  219. configurable: true
  220. });
  221. Object.defineProperty(GLTFFileLoader.prototype, "onComplete", {
  222. /**
  223. * Callback raised when the asset is completely loaded, immediately before the loader is disposed.
  224. * For assets with LODs, raised when all of the LODs are complete.
  225. * For assets without LODs, raised when the model is complete, immediately after the loader resolves the returned promise.
  226. */
  227. set: function (callback) {
  228. if (this._onCompleteObserver) {
  229. this.onCompleteObservable.remove(this._onCompleteObserver);
  230. }
  231. this._onCompleteObserver = this.onCompleteObservable.add(callback);
  232. },
  233. enumerable: true,
  234. configurable: true
  235. });
  236. Object.defineProperty(GLTFFileLoader.prototype, "onError", {
  237. /**
  238. * Callback raised when an error occurs.
  239. */
  240. set: function (callback) {
  241. if (this._onErrorObserver) {
  242. this.onErrorObservable.remove(this._onErrorObserver);
  243. }
  244. this._onErrorObserver = this.onErrorObservable.add(callback);
  245. },
  246. enumerable: true,
  247. configurable: true
  248. });
  249. Object.defineProperty(GLTFFileLoader.prototype, "onDispose", {
  250. /**
  251. * Callback raised after the loader is disposed.
  252. */
  253. set: function (callback) {
  254. if (this._onDisposeObserver) {
  255. this.onDisposeObservable.remove(this._onDisposeObserver);
  256. }
  257. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  258. },
  259. enumerable: true,
  260. configurable: true
  261. });
  262. Object.defineProperty(GLTFFileLoader.prototype, "onExtensionLoaded", {
  263. /**
  264. * Callback raised after a loader extension is created.
  265. */
  266. set: function (callback) {
  267. if (this._onExtensionLoadedObserver) {
  268. this.onExtensionLoadedObservable.remove(this._onExtensionLoadedObserver);
  269. }
  270. this._onExtensionLoadedObserver = this.onExtensionLoadedObservable.add(callback);
  271. },
  272. enumerable: true,
  273. configurable: true
  274. });
  275. /**
  276. * Returns a promise that resolves when the asset is completely loaded.
  277. * @returns a promise that resolves when the asset is completely loaded.
  278. */
  279. GLTFFileLoader.prototype.whenCompleteAsync = function () {
  280. var _this = this;
  281. return new Promise(function (resolve, reject) {
  282. _this.onCompleteObservable.addOnce(function () {
  283. resolve();
  284. });
  285. _this.onErrorObservable.addOnce(function (reason) {
  286. reject(reason);
  287. });
  288. });
  289. };
  290. Object.defineProperty(GLTFFileLoader.prototype, "loaderState", {
  291. /**
  292. * The loader state or null if the loader is not active.
  293. */
  294. get: function () {
  295. return this._loader ? this._loader.state : null;
  296. },
  297. enumerable: true,
  298. configurable: true
  299. });
  300. Object.defineProperty(GLTFFileLoader.prototype, "loggingEnabled", {
  301. /**
  302. * Defines if the loader logging is enabled.
  303. */
  304. get: function () {
  305. return this._loggingEnabled;
  306. },
  307. set: function (value) {
  308. if (this._loggingEnabled === value) {
  309. return;
  310. }
  311. this._loggingEnabled = value;
  312. if (this._loggingEnabled) {
  313. this._log = this._logEnabled;
  314. }
  315. else {
  316. this._log = this._logDisabled;
  317. }
  318. },
  319. enumerable: true,
  320. configurable: true
  321. });
  322. Object.defineProperty(GLTFFileLoader.prototype, "capturePerformanceCounters", {
  323. /**
  324. * Defines if the loader should capture performance counters.
  325. */
  326. get: function () {
  327. return this._capturePerformanceCounters;
  328. },
  329. set: function (value) {
  330. if (this._capturePerformanceCounters === value) {
  331. return;
  332. }
  333. this._capturePerformanceCounters = value;
  334. if (this._capturePerformanceCounters) {
  335. this._startPerformanceCounter = this._startPerformanceCounterEnabled;
  336. this._endPerformanceCounter = this._endPerformanceCounterEnabled;
  337. }
  338. else {
  339. this._startPerformanceCounter = this._startPerformanceCounterDisabled;
  340. this._endPerformanceCounter = this._endPerformanceCounterDisabled;
  341. }
  342. },
  343. enumerable: true,
  344. configurable: true
  345. });
  346. /**
  347. * Disposes the loader, releases resources during load, and cancels any outstanding requests.
  348. */
  349. GLTFFileLoader.prototype.dispose = function () {
  350. if (this._loader) {
  351. this._loader.dispose();
  352. this._loader = null;
  353. }
  354. this._clear();
  355. this.onDisposeObservable.notifyObservers(undefined);
  356. this.onDisposeObservable.clear();
  357. };
  358. /** @hidden */
  359. GLTFFileLoader.prototype._clear = function () {
  360. this.preprocessUrlAsync = function (url) { return Promise.resolve(url); };
  361. this.onMeshLoadedObservable.clear();
  362. this.onTextureLoadedObservable.clear();
  363. this.onMaterialLoadedObservable.clear();
  364. this.onCameraLoadedObservable.clear();
  365. this.onCompleteObservable.clear();
  366. this.onExtensionLoadedObservable.clear();
  367. };
  368. /**
  369. * Imports one or more meshes from the loaded glTF data and adds them to the scene
  370. * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
  371. * @param scene the scene the meshes should be added to
  372. * @param data the glTF data to load
  373. * @param rootUrl root url to load from
  374. * @param onProgress event that fires when loading progress has occured
  375. * @returns a promise containg the loaded meshes, particles, skeletons and animations
  376. */
  377. GLTFFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onProgress) {
  378. var _this = this;
  379. return Promise.resolve().then(function () {
  380. var loaderData = _this._parse(data);
  381. _this._loader = _this._getLoader(loaderData);
  382. return _this._loader.importMeshAsync(meshesNames, scene, loaderData, rootUrl, onProgress);
  383. });
  384. };
  385. /**
  386. * Imports all objects from the loaded glTF data and adds them to the scene
  387. * @param scene the scene the objects should be added to
  388. * @param data the glTF data to load
  389. * @param rootUrl root url to load from
  390. * @param onProgress event that fires when loading progress has occured
  391. * @returns a promise which completes when objects have been loaded to the scene
  392. */
  393. GLTFFileLoader.prototype.loadAsync = function (scene, data, rootUrl, onProgress) {
  394. var _this = this;
  395. return Promise.resolve().then(function () {
  396. var loaderData = _this._parse(data);
  397. _this._loader = _this._getLoader(loaderData);
  398. return _this._loader.loadAsync(scene, loaderData, rootUrl, onProgress);
  399. });
  400. };
  401. /**
  402. * Load into an asset container.
  403. * @param scene The scene to load into
  404. * @param data The data to import
  405. * @param rootUrl The root url for scene and resources
  406. * @param onProgress The callback when the load progresses
  407. * @returns The loaded asset container
  408. */
  409. GLTFFileLoader.prototype.loadAssetContainerAsync = function (scene, data, rootUrl, onProgress) {
  410. var _this = this;
  411. return Promise.resolve().then(function () {
  412. var loaderData = _this._parse(data);
  413. _this._loader = _this._getLoader(loaderData);
  414. return _this._loader.importMeshAsync(null, scene, loaderData, rootUrl, onProgress).then(function (result) {
  415. var container = new BABYLON.AssetContainer(scene);
  416. Array.prototype.push.apply(container.meshes, result.meshes);
  417. Array.prototype.push.apply(container.particleSystems, result.particleSystems);
  418. Array.prototype.push.apply(container.skeletons, result.skeletons);
  419. Array.prototype.push.apply(container.animationGroups, result.animationGroups);
  420. container.removeAllFromScene();
  421. return container;
  422. });
  423. });
  424. };
  425. /**
  426. * If the data string can be loaded directly.
  427. * @param data string contianing the file data
  428. * @returns if the data can be loaded directly
  429. */
  430. GLTFFileLoader.prototype.canDirectLoad = function (data) {
  431. return ((data.indexOf("scene") !== -1) && (data.indexOf("node") !== -1));
  432. };
  433. /**
  434. * Instantiates a glTF file loader plugin.
  435. * @returns the created plugin
  436. */
  437. GLTFFileLoader.prototype.createPlugin = function () {
  438. return new GLTFFileLoader();
  439. };
  440. GLTFFileLoader.prototype._parse = function (data) {
  441. this._startPerformanceCounter("Parse");
  442. var parsedData;
  443. if (data instanceof ArrayBuffer) {
  444. this._log("Parsing binary");
  445. parsedData = this._parseBinary(data);
  446. }
  447. else {
  448. this._log("Parsing JSON");
  449. this._log("JSON length: " + data.length);
  450. parsedData = {
  451. json: JSON.parse(data),
  452. bin: null
  453. };
  454. }
  455. this.onParsedObservable.notifyObservers(parsedData);
  456. this.onParsedObservable.clear();
  457. this._endPerformanceCounter("Parse");
  458. return parsedData;
  459. };
  460. GLTFFileLoader.prototype._getLoader = function (loaderData) {
  461. var asset = loaderData.json.asset || {};
  462. this._log("Asset version: " + asset.version);
  463. asset.minVersion && this._log("Asset minimum version: " + asset.minVersion);
  464. asset.generator && this._log("Asset generator: " + asset.generator);
  465. var version = GLTFFileLoader._parseVersion(asset.version);
  466. if (!version) {
  467. throw new Error("Invalid version: " + asset.version);
  468. }
  469. if (asset.minVersion !== undefined) {
  470. var minVersion = GLTFFileLoader._parseVersion(asset.minVersion);
  471. if (!minVersion) {
  472. throw new Error("Invalid minimum version: " + asset.minVersion);
  473. }
  474. if (GLTFFileLoader._compareVersion(minVersion, { major: 2, minor: 0 }) > 0) {
  475. throw new Error("Incompatible minimum version: " + asset.minVersion);
  476. }
  477. }
  478. var createLoaders = {
  479. 1: GLTFFileLoader._CreateGLTFLoaderV1,
  480. 2: GLTFFileLoader._CreateGLTFLoaderV2
  481. };
  482. var createLoader = createLoaders[version.major];
  483. if (!createLoader) {
  484. throw new Error("Unsupported version: " + asset.version);
  485. }
  486. return createLoader(this);
  487. };
  488. GLTFFileLoader.prototype._parseBinary = function (data) {
  489. var Binary = {
  490. Magic: 0x46546C67
  491. };
  492. this._log("Binary length: " + data.byteLength);
  493. var binaryReader = new BinaryReader(data);
  494. var magic = binaryReader.readUint32();
  495. if (magic !== Binary.Magic) {
  496. throw new Error("Unexpected magic: " + magic);
  497. }
  498. var version = binaryReader.readUint32();
  499. if (this.loggingEnabled) {
  500. this._log("Binary version: " + version);
  501. }
  502. switch (version) {
  503. case 1: return this._parseV1(binaryReader);
  504. case 2: return this._parseV2(binaryReader);
  505. }
  506. throw new Error("Unsupported version: " + version);
  507. };
  508. GLTFFileLoader.prototype._parseV1 = function (binaryReader) {
  509. var ContentFormat = {
  510. JSON: 0
  511. };
  512. var length = binaryReader.readUint32();
  513. if (length != binaryReader.getLength()) {
  514. throw new Error("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
  515. }
  516. var contentLength = binaryReader.readUint32();
  517. var contentFormat = binaryReader.readUint32();
  518. var content;
  519. switch (contentFormat) {
  520. case ContentFormat.JSON: {
  521. content = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(contentLength)));
  522. break;
  523. }
  524. default: {
  525. throw new Error("Unexpected content format: " + contentFormat);
  526. }
  527. }
  528. var bytesRemaining = binaryReader.getLength() - binaryReader.getPosition();
  529. var body = binaryReader.readUint8Array(bytesRemaining);
  530. return {
  531. json: content,
  532. bin: body
  533. };
  534. };
  535. GLTFFileLoader.prototype._parseV2 = function (binaryReader) {
  536. var ChunkFormat = {
  537. JSON: 0x4E4F534A,
  538. BIN: 0x004E4942
  539. };
  540. var length = binaryReader.readUint32();
  541. if (length !== binaryReader.getLength()) {
  542. throw new Error("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
  543. }
  544. // JSON chunk
  545. var chunkLength = binaryReader.readUint32();
  546. var chunkFormat = binaryReader.readUint32();
  547. if (chunkFormat !== ChunkFormat.JSON) {
  548. throw new Error("First chunk format is not JSON");
  549. }
  550. var json = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(chunkLength)));
  551. // Look for BIN chunk
  552. var bin = null;
  553. while (binaryReader.getPosition() < binaryReader.getLength()) {
  554. var chunkLength_1 = binaryReader.readUint32();
  555. var chunkFormat_1 = binaryReader.readUint32();
  556. switch (chunkFormat_1) {
  557. case ChunkFormat.JSON: {
  558. throw new Error("Unexpected JSON chunk");
  559. }
  560. case ChunkFormat.BIN: {
  561. bin = binaryReader.readUint8Array(chunkLength_1);
  562. break;
  563. }
  564. default: {
  565. // ignore unrecognized chunkFormat
  566. binaryReader.skipBytes(chunkLength_1);
  567. break;
  568. }
  569. }
  570. }
  571. return {
  572. json: json,
  573. bin: bin
  574. };
  575. };
  576. GLTFFileLoader._parseVersion = function (version) {
  577. if (version === "1.0" || version === "1.0.1") {
  578. return {
  579. major: 1,
  580. minor: 0
  581. };
  582. }
  583. var match = (version + "").match(/^(\d+)\.(\d+)/);
  584. if (!match) {
  585. return null;
  586. }
  587. return {
  588. major: parseInt(match[1]),
  589. minor: parseInt(match[2])
  590. };
  591. };
  592. GLTFFileLoader._compareVersion = function (a, b) {
  593. if (a.major > b.major)
  594. return 1;
  595. if (a.major < b.major)
  596. return -1;
  597. if (a.minor > b.minor)
  598. return 1;
  599. if (a.minor < b.minor)
  600. return -1;
  601. return 0;
  602. };
  603. GLTFFileLoader._decodeBufferToText = function (buffer) {
  604. var result = "";
  605. var length = buffer.byteLength;
  606. for (var i = 0; i < length; i++) {
  607. result += String.fromCharCode(buffer[i]);
  608. }
  609. return result;
  610. };
  611. /** @hidden */
  612. GLTFFileLoader.prototype._logOpen = function (message) {
  613. this._log(message);
  614. this._logIndentLevel++;
  615. };
  616. /** @hidden */
  617. GLTFFileLoader.prototype._logClose = function () {
  618. --this._logIndentLevel;
  619. };
  620. GLTFFileLoader.prototype._logEnabled = function (message) {
  621. var spaces = GLTFFileLoader._logSpaces.substr(0, this._logIndentLevel * 2);
  622. BABYLON.Tools.Log("" + spaces + message);
  623. };
  624. GLTFFileLoader.prototype._logDisabled = function (message) {
  625. };
  626. GLTFFileLoader.prototype._startPerformanceCounterEnabled = function (counterName) {
  627. BABYLON.Tools.StartPerformanceCounter(counterName);
  628. };
  629. GLTFFileLoader.prototype._startPerformanceCounterDisabled = function (counterName) {
  630. };
  631. GLTFFileLoader.prototype._endPerformanceCounterEnabled = function (counterName) {
  632. BABYLON.Tools.EndPerformanceCounter(counterName);
  633. };
  634. GLTFFileLoader.prototype._endPerformanceCounterDisabled = function (counterName) {
  635. };
  636. // #endregion
  637. // #region V1 options
  638. /**
  639. * 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.
  640. * Textures always loads asynchronously. For example, the success callback can compute the bounding information of the loaded meshes when incremental loading is disabled.
  641. * Defaults to true.
  642. * @hidden
  643. */
  644. GLTFFileLoader.IncrementalLoading = true;
  645. /**
  646. * Set this property to true in order to work with homogeneous coordinates, available with some converters and exporters.
  647. * Defaults to false. See https://en.wikipedia.org/wiki/Homogeneous_coordinates.
  648. * @hidden
  649. */
  650. GLTFFileLoader.HomogeneousCoordinates = false;
  651. GLTFFileLoader._logSpaces = " ";
  652. return GLTFFileLoader;
  653. }());
  654. BABYLON.GLTFFileLoader = GLTFFileLoader;
  655. var BinaryReader = /** @class */ (function () {
  656. function BinaryReader(arrayBuffer) {
  657. this._arrayBuffer = arrayBuffer;
  658. this._dataView = new DataView(arrayBuffer);
  659. this._byteOffset = 0;
  660. }
  661. BinaryReader.prototype.getPosition = function () {
  662. return this._byteOffset;
  663. };
  664. BinaryReader.prototype.getLength = function () {
  665. return this._arrayBuffer.byteLength;
  666. };
  667. BinaryReader.prototype.readUint32 = function () {
  668. var value = this._dataView.getUint32(this._byteOffset, true);
  669. this._byteOffset += 4;
  670. return value;
  671. };
  672. BinaryReader.prototype.readUint8Array = function (length) {
  673. var value = new Uint8Array(this._arrayBuffer, this._byteOffset, length);
  674. this._byteOffset += length;
  675. return value;
  676. };
  677. BinaryReader.prototype.skipBytes = function (length) {
  678. this._byteOffset += length;
  679. };
  680. return BinaryReader;
  681. }());
  682. if (BABYLON.SceneLoader) {
  683. BABYLON.SceneLoader.RegisterPlugin(new GLTFFileLoader());
  684. }
  685. })(BABYLON || (BABYLON = {}));
  686. //# sourceMappingURL=babylon.glTFFileLoader.js.map
  687. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  688. var BABYLON;
  689. (function (BABYLON) {
  690. var GLTF1;
  691. (function (GLTF1) {
  692. /**
  693. * Enums
  694. */
  695. var EComponentType;
  696. (function (EComponentType) {
  697. EComponentType[EComponentType["BYTE"] = 5120] = "BYTE";
  698. EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  699. EComponentType[EComponentType["SHORT"] = 5122] = "SHORT";
  700. EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  701. EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT";
  702. })(EComponentType = GLTF1.EComponentType || (GLTF1.EComponentType = {}));
  703. var EShaderType;
  704. (function (EShaderType) {
  705. EShaderType[EShaderType["FRAGMENT"] = 35632] = "FRAGMENT";
  706. EShaderType[EShaderType["VERTEX"] = 35633] = "VERTEX";
  707. })(EShaderType = GLTF1.EShaderType || (GLTF1.EShaderType = {}));
  708. var EParameterType;
  709. (function (EParameterType) {
  710. EParameterType[EParameterType["BYTE"] = 5120] = "BYTE";
  711. EParameterType[EParameterType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  712. EParameterType[EParameterType["SHORT"] = 5122] = "SHORT";
  713. EParameterType[EParameterType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  714. EParameterType[EParameterType["INT"] = 5124] = "INT";
  715. EParameterType[EParameterType["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT";
  716. EParameterType[EParameterType["FLOAT"] = 5126] = "FLOAT";
  717. EParameterType[EParameterType["FLOAT_VEC2"] = 35664] = "FLOAT_VEC2";
  718. EParameterType[EParameterType["FLOAT_VEC3"] = 35665] = "FLOAT_VEC3";
  719. EParameterType[EParameterType["FLOAT_VEC4"] = 35666] = "FLOAT_VEC4";
  720. EParameterType[EParameterType["INT_VEC2"] = 35667] = "INT_VEC2";
  721. EParameterType[EParameterType["INT_VEC3"] = 35668] = "INT_VEC3";
  722. EParameterType[EParameterType["INT_VEC4"] = 35669] = "INT_VEC4";
  723. EParameterType[EParameterType["BOOL"] = 35670] = "BOOL";
  724. EParameterType[EParameterType["BOOL_VEC2"] = 35671] = "BOOL_VEC2";
  725. EParameterType[EParameterType["BOOL_VEC3"] = 35672] = "BOOL_VEC3";
  726. EParameterType[EParameterType["BOOL_VEC4"] = 35673] = "BOOL_VEC4";
  727. EParameterType[EParameterType["FLOAT_MAT2"] = 35674] = "FLOAT_MAT2";
  728. EParameterType[EParameterType["FLOAT_MAT3"] = 35675] = "FLOAT_MAT3";
  729. EParameterType[EParameterType["FLOAT_MAT4"] = 35676] = "FLOAT_MAT4";
  730. EParameterType[EParameterType["SAMPLER_2D"] = 35678] = "SAMPLER_2D";
  731. })(EParameterType = GLTF1.EParameterType || (GLTF1.EParameterType = {}));
  732. var ETextureWrapMode;
  733. (function (ETextureWrapMode) {
  734. ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE";
  735. ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT";
  736. ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT";
  737. })(ETextureWrapMode = GLTF1.ETextureWrapMode || (GLTF1.ETextureWrapMode = {}));
  738. var ETextureFilterType;
  739. (function (ETextureFilterType) {
  740. ETextureFilterType[ETextureFilterType["NEAREST"] = 9728] = "NEAREST";
  741. ETextureFilterType[ETextureFilterType["LINEAR"] = 9728] = "LINEAR";
  742. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_NEAREST"] = 9984] = "NEAREST_MIPMAP_NEAREST";
  743. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
  744. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR";
  745. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR";
  746. })(ETextureFilterType = GLTF1.ETextureFilterType || (GLTF1.ETextureFilterType = {}));
  747. var ETextureFormat;
  748. (function (ETextureFormat) {
  749. ETextureFormat[ETextureFormat["ALPHA"] = 6406] = "ALPHA";
  750. ETextureFormat[ETextureFormat["RGB"] = 6407] = "RGB";
  751. ETextureFormat[ETextureFormat["RGBA"] = 6408] = "RGBA";
  752. ETextureFormat[ETextureFormat["LUMINANCE"] = 6409] = "LUMINANCE";
  753. ETextureFormat[ETextureFormat["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA";
  754. })(ETextureFormat = GLTF1.ETextureFormat || (GLTF1.ETextureFormat = {}));
  755. var ECullingType;
  756. (function (ECullingType) {
  757. ECullingType[ECullingType["FRONT"] = 1028] = "FRONT";
  758. ECullingType[ECullingType["BACK"] = 1029] = "BACK";
  759. ECullingType[ECullingType["FRONT_AND_BACK"] = 1032] = "FRONT_AND_BACK";
  760. })(ECullingType = GLTF1.ECullingType || (GLTF1.ECullingType = {}));
  761. var EBlendingFunction;
  762. (function (EBlendingFunction) {
  763. EBlendingFunction[EBlendingFunction["ZERO"] = 0] = "ZERO";
  764. EBlendingFunction[EBlendingFunction["ONE"] = 1] = "ONE";
  765. EBlendingFunction[EBlendingFunction["SRC_COLOR"] = 768] = "SRC_COLOR";
  766. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_COLOR"] = 769] = "ONE_MINUS_SRC_COLOR";
  767. EBlendingFunction[EBlendingFunction["DST_COLOR"] = 774] = "DST_COLOR";
  768. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_COLOR"] = 775] = "ONE_MINUS_DST_COLOR";
  769. EBlendingFunction[EBlendingFunction["SRC_ALPHA"] = 770] = "SRC_ALPHA";
  770. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_ALPHA"] = 771] = "ONE_MINUS_SRC_ALPHA";
  771. EBlendingFunction[EBlendingFunction["DST_ALPHA"] = 772] = "DST_ALPHA";
  772. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_ALPHA"] = 773] = "ONE_MINUS_DST_ALPHA";
  773. EBlendingFunction[EBlendingFunction["CONSTANT_COLOR"] = 32769] = "CONSTANT_COLOR";
  774. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_COLOR"] = 32770] = "ONE_MINUS_CONSTANT_COLOR";
  775. EBlendingFunction[EBlendingFunction["CONSTANT_ALPHA"] = 32771] = "CONSTANT_ALPHA";
  776. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_ALPHA"] = 32772] = "ONE_MINUS_CONSTANT_ALPHA";
  777. EBlendingFunction[EBlendingFunction["SRC_ALPHA_SATURATE"] = 776] = "SRC_ALPHA_SATURATE";
  778. })(EBlendingFunction = GLTF1.EBlendingFunction || (GLTF1.EBlendingFunction = {}));
  779. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  780. })(BABYLON || (BABYLON = {}));
  781. //# sourceMappingURL=babylon.glTFLoaderInterfaces.js.map
  782. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  783. var BABYLON;
  784. (function (BABYLON) {
  785. var GLTF1;
  786. (function (GLTF1) {
  787. /**
  788. * Tokenizer. Used for shaders compatibility
  789. * Automatically map world, view, projection, worldViewProjection, attributes and so on
  790. */
  791. var ETokenType;
  792. (function (ETokenType) {
  793. ETokenType[ETokenType["IDENTIFIER"] = 1] = "IDENTIFIER";
  794. ETokenType[ETokenType["UNKNOWN"] = 2] = "UNKNOWN";
  795. ETokenType[ETokenType["END_OF_INPUT"] = 3] = "END_OF_INPUT";
  796. })(ETokenType || (ETokenType = {}));
  797. var Tokenizer = /** @class */ (function () {
  798. function Tokenizer(toParse) {
  799. this._pos = 0;
  800. this.currentToken = ETokenType.UNKNOWN;
  801. this.currentIdentifier = "";
  802. this.currentString = "";
  803. this.isLetterOrDigitPattern = /^[a-zA-Z0-9]+$/;
  804. this._toParse = toParse;
  805. this._maxPos = toParse.length;
  806. }
  807. Tokenizer.prototype.getNextToken = function () {
  808. if (this.isEnd())
  809. return ETokenType.END_OF_INPUT;
  810. this.currentString = this.read();
  811. this.currentToken = ETokenType.UNKNOWN;
  812. if (this.currentString === "_" || this.isLetterOrDigitPattern.test(this.currentString)) {
  813. this.currentToken = ETokenType.IDENTIFIER;
  814. this.currentIdentifier = this.currentString;
  815. while (!this.isEnd() && (this.isLetterOrDigitPattern.test(this.currentString = this.peek()) || this.currentString === "_")) {
  816. this.currentIdentifier += this.currentString;
  817. this.forward();
  818. }
  819. }
  820. return this.currentToken;
  821. };
  822. Tokenizer.prototype.peek = function () {
  823. return this._toParse[this._pos];
  824. };
  825. Tokenizer.prototype.read = function () {
  826. return this._toParse[this._pos++];
  827. };
  828. Tokenizer.prototype.forward = function () {
  829. this._pos++;
  830. };
  831. Tokenizer.prototype.isEnd = function () {
  832. return this._pos >= this._maxPos;
  833. };
  834. return Tokenizer;
  835. }());
  836. /**
  837. * Values
  838. */
  839. var glTFTransforms = ["MODEL", "VIEW", "PROJECTION", "MODELVIEW", "MODELVIEWPROJECTION", "JOINTMATRIX"];
  840. var babylonTransforms = ["world", "view", "projection", "worldView", "worldViewProjection", "mBones"];
  841. var glTFAnimationPaths = ["translation", "rotation", "scale"];
  842. var babylonAnimationPaths = ["position", "rotationQuaternion", "scaling"];
  843. /**
  844. * Parse
  845. */
  846. var parseBuffers = function (parsedBuffers, gltfRuntime) {
  847. for (var buf in parsedBuffers) {
  848. var parsedBuffer = parsedBuffers[buf];
  849. gltfRuntime.buffers[buf] = parsedBuffer;
  850. gltfRuntime.buffersCount++;
  851. }
  852. };
  853. var parseShaders = function (parsedShaders, gltfRuntime) {
  854. for (var sha in parsedShaders) {
  855. var parsedShader = parsedShaders[sha];
  856. gltfRuntime.shaders[sha] = parsedShader;
  857. gltfRuntime.shaderscount++;
  858. }
  859. };
  860. var parseObject = function (parsedObjects, runtimeProperty, gltfRuntime) {
  861. for (var object in parsedObjects) {
  862. var parsedObject = parsedObjects[object];
  863. gltfRuntime[runtimeProperty][object] = parsedObject;
  864. }
  865. };
  866. /**
  867. * Utils
  868. */
  869. var normalizeUVs = function (buffer) {
  870. if (!buffer) {
  871. return;
  872. }
  873. for (var i = 0; i < buffer.length / 2; i++) {
  874. buffer[i * 2 + 1] = 1.0 - buffer[i * 2 + 1];
  875. }
  876. };
  877. var getAttribute = function (attributeParameter) {
  878. if (attributeParameter.semantic === "NORMAL") {
  879. return "normal";
  880. }
  881. else if (attributeParameter.semantic === "POSITION") {
  882. return "position";
  883. }
  884. else if (attributeParameter.semantic === "JOINT") {
  885. return "matricesIndices";
  886. }
  887. else if (attributeParameter.semantic === "WEIGHT") {
  888. return "matricesWeights";
  889. }
  890. else if (attributeParameter.semantic === "COLOR") {
  891. return "color";
  892. }
  893. else if (attributeParameter.semantic && attributeParameter.semantic.indexOf("TEXCOORD_") !== -1) {
  894. var channel = Number(attributeParameter.semantic.split("_")[1]);
  895. return "uv" + (channel === 0 ? "" : channel + 1);
  896. }
  897. return null;
  898. };
  899. /**
  900. * Loads and creates animations
  901. */
  902. var loadAnimations = function (gltfRuntime) {
  903. for (var anim in gltfRuntime.animations) {
  904. var animation = gltfRuntime.animations[anim];
  905. if (!animation.channels || !animation.samplers) {
  906. continue;
  907. }
  908. var lastAnimation = null;
  909. for (var i = 0; i < animation.channels.length; i++) {
  910. // Get parameters and load buffers
  911. var channel = animation.channels[i];
  912. var sampler = animation.samplers[channel.sampler];
  913. if (!sampler) {
  914. continue;
  915. }
  916. var inputData = null;
  917. var outputData = null;
  918. if (animation.parameters) {
  919. inputData = animation.parameters[sampler.input];
  920. outputData = animation.parameters[sampler.output];
  921. }
  922. else {
  923. inputData = sampler.input;
  924. outputData = sampler.output;
  925. }
  926. var bufferInput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[inputData]);
  927. var bufferOutput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[outputData]);
  928. var targetID = channel.target.id;
  929. var targetNode = gltfRuntime.scene.getNodeByID(targetID);
  930. if (targetNode === null) {
  931. targetNode = gltfRuntime.scene.getNodeByName(targetID);
  932. }
  933. if (targetNode === null) {
  934. BABYLON.Tools.Warn("Creating animation named " + anim + ". But cannot find node named " + targetID + " to attach to");
  935. continue;
  936. }
  937. var isBone = targetNode instanceof BABYLON.Bone;
  938. // Get target path (position, rotation or scaling)
  939. var targetPath = channel.target.path;
  940. var targetPathIndex = glTFAnimationPaths.indexOf(targetPath);
  941. if (targetPathIndex !== -1) {
  942. targetPath = babylonAnimationPaths[targetPathIndex];
  943. }
  944. // Determine animation type
  945. var animationType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  946. if (!isBone) {
  947. if (targetPath === "rotationQuaternion") {
  948. animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  949. targetNode.rotationQuaternion = new BABYLON.Quaternion();
  950. }
  951. else {
  952. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  953. }
  954. }
  955. // Create animation and key frames
  956. var babylonAnimation = null;
  957. var keys = [];
  958. var arrayOffset = 0;
  959. var modifyKey = false;
  960. if (isBone && lastAnimation && lastAnimation.getKeys().length === bufferInput.length) {
  961. babylonAnimation = lastAnimation;
  962. modifyKey = true;
  963. }
  964. if (!modifyKey) {
  965. babylonAnimation = new BABYLON.Animation(anim, isBone ? "_matrix" : targetPath, 1, animationType, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  966. }
  967. // For each frame
  968. for (var j = 0; j < bufferInput.length; j++) {
  969. var value = null;
  970. if (targetPath === "rotationQuaternion") { // VEC4
  971. value = BABYLON.Quaternion.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2], bufferOutput[arrayOffset + 3]]);
  972. arrayOffset += 4;
  973. }
  974. else { // Position and scaling are VEC3
  975. value = BABYLON.Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]);
  976. arrayOffset += 3;
  977. }
  978. if (isBone) {
  979. var bone = targetNode;
  980. var translation = BABYLON.Vector3.Zero();
  981. var rotationQuaternion = new BABYLON.Quaternion();
  982. var scaling = BABYLON.Vector3.Zero();
  983. // Warning on decompose
  984. var mat = bone.getBaseMatrix();
  985. if (modifyKey && lastAnimation) {
  986. mat = lastAnimation.getKeys()[j].value;
  987. }
  988. mat.decompose(scaling, rotationQuaternion, translation);
  989. if (targetPath === "position") {
  990. translation = value;
  991. }
  992. else if (targetPath === "rotationQuaternion") {
  993. rotationQuaternion = value;
  994. }
  995. else {
  996. scaling = value;
  997. }
  998. value = BABYLON.Matrix.Compose(scaling, rotationQuaternion, translation);
  999. }
  1000. if (!modifyKey) {
  1001. keys.push({
  1002. frame: bufferInput[j],
  1003. value: value
  1004. });
  1005. }
  1006. else if (lastAnimation) {
  1007. lastAnimation.getKeys()[j].value = value;
  1008. }
  1009. }
  1010. // Finish
  1011. if (!modifyKey && babylonAnimation) {
  1012. babylonAnimation.setKeys(keys);
  1013. targetNode.animations.push(babylonAnimation);
  1014. }
  1015. lastAnimation = babylonAnimation;
  1016. gltfRuntime.scene.stopAnimation(targetNode);
  1017. gltfRuntime.scene.beginAnimation(targetNode, 0, bufferInput[bufferInput.length - 1], true, 1.0);
  1018. }
  1019. }
  1020. };
  1021. /**
  1022. * Returns the bones transformation matrix
  1023. */
  1024. var configureBoneTransformation = function (node) {
  1025. var mat = null;
  1026. if (node.translation || node.rotation || node.scale) {
  1027. var scale = BABYLON.Vector3.FromArray(node.scale || [1, 1, 1]);
  1028. var rotation = BABYLON.Quaternion.FromArray(node.rotation || [0, 0, 0, 1]);
  1029. var position = BABYLON.Vector3.FromArray(node.translation || [0, 0, 0]);
  1030. mat = BABYLON.Matrix.Compose(scale, rotation, position);
  1031. }
  1032. else {
  1033. mat = BABYLON.Matrix.FromArray(node.matrix);
  1034. }
  1035. return mat;
  1036. };
  1037. /**
  1038. * Returns the parent bone
  1039. */
  1040. var getParentBone = function (gltfRuntime, skins, jointName, newSkeleton) {
  1041. // Try to find
  1042. for (var i = 0; i < newSkeleton.bones.length; i++) {
  1043. if (newSkeleton.bones[i].name === jointName) {
  1044. return newSkeleton.bones[i];
  1045. }
  1046. }
  1047. // Not found, search in gltf nodes
  1048. var nodes = gltfRuntime.nodes;
  1049. for (var nde in nodes) {
  1050. var node = nodes[nde];
  1051. if (!node.jointName) {
  1052. continue;
  1053. }
  1054. var children = node.children;
  1055. for (var i = 0; i < children.length; i++) {
  1056. var child = gltfRuntime.nodes[children[i]];
  1057. if (!child.jointName) {
  1058. continue;
  1059. }
  1060. if (child.jointName === jointName) {
  1061. var mat = configureBoneTransformation(node);
  1062. var bone = new BABYLON.Bone(node.name || "", newSkeleton, getParentBone(gltfRuntime, skins, node.jointName, newSkeleton), mat);
  1063. bone.id = nde;
  1064. return bone;
  1065. }
  1066. }
  1067. }
  1068. return null;
  1069. };
  1070. /**
  1071. * Returns the appropriate root node
  1072. */
  1073. var getNodeToRoot = function (nodesToRoot, id) {
  1074. for (var i = 0; i < nodesToRoot.length; i++) {
  1075. var nodeToRoot = nodesToRoot[i];
  1076. for (var j = 0; j < nodeToRoot.node.children.length; j++) {
  1077. var child = nodeToRoot.node.children[j];
  1078. if (child === id) {
  1079. return nodeToRoot.bone;
  1080. }
  1081. }
  1082. }
  1083. return null;
  1084. };
  1085. /**
  1086. * Returns the node with the joint name
  1087. */
  1088. var getJointNode = function (gltfRuntime, jointName) {
  1089. var nodes = gltfRuntime.nodes;
  1090. var node = nodes[jointName];
  1091. if (node) {
  1092. return {
  1093. node: node,
  1094. id: jointName
  1095. };
  1096. }
  1097. for (var nde in nodes) {
  1098. node = nodes[nde];
  1099. if (node.jointName === jointName) {
  1100. return {
  1101. node: node,
  1102. id: nde
  1103. };
  1104. }
  1105. }
  1106. return null;
  1107. };
  1108. /**
  1109. * Checks if a nodes is in joints
  1110. */
  1111. var nodeIsInJoints = function (skins, id) {
  1112. for (var i = 0; i < skins.jointNames.length; i++) {
  1113. if (skins.jointNames[i] === id) {
  1114. return true;
  1115. }
  1116. }
  1117. return false;
  1118. };
  1119. /**
  1120. * Fills the nodes to root for bones and builds hierarchy
  1121. */
  1122. var getNodesToRoot = function (gltfRuntime, newSkeleton, skins, nodesToRoot) {
  1123. // Creates nodes for root
  1124. for (var nde in gltfRuntime.nodes) {
  1125. var node = gltfRuntime.nodes[nde];
  1126. var id = nde;
  1127. if (!node.jointName || nodeIsInJoints(skins, node.jointName)) {
  1128. continue;
  1129. }
  1130. // Create node to root bone
  1131. var mat = configureBoneTransformation(node);
  1132. var bone = new BABYLON.Bone(node.name || "", newSkeleton, null, mat);
  1133. bone.id = id;
  1134. nodesToRoot.push({ bone: bone, node: node, id: id });
  1135. }
  1136. // Parenting
  1137. for (var i = 0; i < nodesToRoot.length; i++) {
  1138. var nodeToRoot = nodesToRoot[i];
  1139. var children = nodeToRoot.node.children;
  1140. for (var j = 0; j < children.length; j++) {
  1141. var child = null;
  1142. for (var k = 0; k < nodesToRoot.length; k++) {
  1143. if (nodesToRoot[k].id === children[j]) {
  1144. child = nodesToRoot[k];
  1145. break;
  1146. }
  1147. }
  1148. if (child) {
  1149. child.bone._parent = nodeToRoot.bone;
  1150. nodeToRoot.bone.children.push(child.bone);
  1151. }
  1152. }
  1153. }
  1154. };
  1155. /**
  1156. * Imports a skeleton
  1157. */
  1158. var importSkeleton = function (gltfRuntime, skins, mesh, newSkeleton, id) {
  1159. if (!newSkeleton) {
  1160. newSkeleton = new BABYLON.Skeleton(skins.name || "", "", gltfRuntime.scene);
  1161. }
  1162. if (!skins.babylonSkeleton) {
  1163. return newSkeleton;
  1164. }
  1165. // Find the root bones
  1166. var nodesToRoot = [];
  1167. var nodesToRootToAdd = [];
  1168. getNodesToRoot(gltfRuntime, newSkeleton, skins, nodesToRoot);
  1169. newSkeleton.bones = [];
  1170. // Joints
  1171. for (var i = 0; i < skins.jointNames.length; i++) {
  1172. var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
  1173. if (!jointNode) {
  1174. continue;
  1175. }
  1176. var node = jointNode.node;
  1177. if (!node) {
  1178. BABYLON.Tools.Warn("Joint named " + skins.jointNames[i] + " does not exist");
  1179. continue;
  1180. }
  1181. var id = jointNode.id;
  1182. // Optimize, if the bone already exists...
  1183. var existingBone = gltfRuntime.scene.getBoneByID(id);
  1184. if (existingBone) {
  1185. newSkeleton.bones.push(existingBone);
  1186. continue;
  1187. }
  1188. // Search for parent bone
  1189. var foundBone = false;
  1190. var parentBone = null;
  1191. for (var j = 0; j < i; j++) {
  1192. var jointNode_1 = getJointNode(gltfRuntime, skins.jointNames[j]);
  1193. if (!jointNode_1) {
  1194. continue;
  1195. }
  1196. var joint = jointNode_1.node;
  1197. if (!joint) {
  1198. BABYLON.Tools.Warn("Joint named " + skins.jointNames[j] + " does not exist when looking for parent");
  1199. continue;
  1200. }
  1201. var children = joint.children;
  1202. if (!children) {
  1203. continue;
  1204. }
  1205. foundBone = false;
  1206. for (var k = 0; k < children.length; k++) {
  1207. if (children[k] === id) {
  1208. parentBone = getParentBone(gltfRuntime, skins, skins.jointNames[j], newSkeleton);
  1209. foundBone = true;
  1210. break;
  1211. }
  1212. }
  1213. if (foundBone) {
  1214. break;
  1215. }
  1216. }
  1217. // Create bone
  1218. var mat = configureBoneTransformation(node);
  1219. if (!parentBone && nodesToRoot.length > 0) {
  1220. parentBone = getNodeToRoot(nodesToRoot, id);
  1221. if (parentBone) {
  1222. if (nodesToRootToAdd.indexOf(parentBone) === -1) {
  1223. nodesToRootToAdd.push(parentBone);
  1224. }
  1225. }
  1226. }
  1227. var bone = new BABYLON.Bone(node.jointName || "", newSkeleton, parentBone, mat);
  1228. bone.id = id;
  1229. }
  1230. // Polish
  1231. var bones = newSkeleton.bones;
  1232. newSkeleton.bones = [];
  1233. for (var i = 0; i < skins.jointNames.length; i++) {
  1234. var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
  1235. if (!jointNode) {
  1236. continue;
  1237. }
  1238. for (var j = 0; j < bones.length; j++) {
  1239. if (bones[j].id === jointNode.id) {
  1240. newSkeleton.bones.push(bones[j]);
  1241. break;
  1242. }
  1243. }
  1244. }
  1245. newSkeleton.prepare();
  1246. // Finish
  1247. for (var i = 0; i < nodesToRootToAdd.length; i++) {
  1248. newSkeleton.bones.push(nodesToRootToAdd[i]);
  1249. }
  1250. return newSkeleton;
  1251. };
  1252. /**
  1253. * Imports a mesh and its geometries
  1254. */
  1255. var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
  1256. if (!newMesh) {
  1257. newMesh = new BABYLON.Mesh(node.name || "", gltfRuntime.scene);
  1258. newMesh.id = id;
  1259. }
  1260. if (!node.babylonNode) {
  1261. return newMesh;
  1262. }
  1263. var subMaterials = [];
  1264. var vertexData = null;
  1265. var verticesStarts = new Array();
  1266. var verticesCounts = new Array();
  1267. var indexStarts = new Array();
  1268. var indexCounts = new Array();
  1269. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  1270. var meshID = meshes[meshIndex];
  1271. var mesh = gltfRuntime.meshes[meshID];
  1272. if (!mesh) {
  1273. continue;
  1274. }
  1275. // Positions, normals and UVs
  1276. for (var i = 0; i < mesh.primitives.length; i++) {
  1277. // Temporary vertex data
  1278. var tempVertexData = new BABYLON.VertexData();
  1279. var primitive = mesh.primitives[i];
  1280. if (primitive.mode !== 4) {
  1281. // continue;
  1282. }
  1283. var attributes = primitive.attributes;
  1284. var accessor = null;
  1285. var buffer = null;
  1286. // Set positions, normal and uvs
  1287. for (var semantic in attributes) {
  1288. // Link accessor and buffer view
  1289. accessor = gltfRuntime.accessors[attributes[semantic]];
  1290. buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
  1291. if (semantic === "NORMAL") {
  1292. tempVertexData.normals = new Float32Array(buffer.length);
  1293. tempVertexData.normals.set(buffer);
  1294. }
  1295. else if (semantic === "POSITION") {
  1296. if (BABYLON.GLTFFileLoader.HomogeneousCoordinates) {
  1297. tempVertexData.positions = new Float32Array(buffer.length - buffer.length / 4);
  1298. for (var j = 0; j < buffer.length; j += 4) {
  1299. tempVertexData.positions[j] = buffer[j];
  1300. tempVertexData.positions[j + 1] = buffer[j + 1];
  1301. tempVertexData.positions[j + 2] = buffer[j + 2];
  1302. }
  1303. }
  1304. else {
  1305. tempVertexData.positions = new Float32Array(buffer.length);
  1306. tempVertexData.positions.set(buffer);
  1307. }
  1308. verticesCounts.push(tempVertexData.positions.length);
  1309. }
  1310. else if (semantic.indexOf("TEXCOORD_") !== -1) {
  1311. var channel = Number(semantic.split("_")[1]);
  1312. var uvKind = BABYLON.VertexBuffer.UVKind + (channel === 0 ? "" : (channel + 1));
  1313. var uvs = new Float32Array(buffer.length);
  1314. uvs.set(buffer);
  1315. normalizeUVs(uvs);
  1316. tempVertexData.set(uvs, uvKind);
  1317. }
  1318. else if (semantic === "JOINT") {
  1319. tempVertexData.matricesIndices = new Float32Array(buffer.length);
  1320. tempVertexData.matricesIndices.set(buffer);
  1321. }
  1322. else if (semantic === "WEIGHT") {
  1323. tempVertexData.matricesWeights = new Float32Array(buffer.length);
  1324. tempVertexData.matricesWeights.set(buffer);
  1325. }
  1326. else if (semantic === "COLOR") {
  1327. tempVertexData.colors = new Float32Array(buffer.length);
  1328. tempVertexData.colors.set(buffer);
  1329. }
  1330. }
  1331. // Indices
  1332. accessor = gltfRuntime.accessors[primitive.indices];
  1333. if (accessor) {
  1334. buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
  1335. tempVertexData.indices = new Int32Array(buffer.length);
  1336. tempVertexData.indices.set(buffer);
  1337. indexCounts.push(tempVertexData.indices.length);
  1338. }
  1339. else {
  1340. // Set indices on the fly
  1341. var indices = [];
  1342. for (var j = 0; j < tempVertexData.positions.length / 3; j++) {
  1343. indices.push(j);
  1344. }
  1345. tempVertexData.indices = new Int32Array(indices);
  1346. indexCounts.push(tempVertexData.indices.length);
  1347. }
  1348. if (!vertexData) {
  1349. vertexData = tempVertexData;
  1350. }
  1351. else {
  1352. vertexData.merge(tempVertexData);
  1353. }
  1354. // Sub material
  1355. var material_1 = gltfRuntime.scene.getMaterialByID(primitive.material);
  1356. subMaterials.push(material_1 === null ? GLTF1.GLTFUtils.GetDefaultMaterial(gltfRuntime.scene) : material_1);
  1357. // Update vertices start and index start
  1358. verticesStarts.push(verticesStarts.length === 0 ? 0 : verticesStarts[verticesStarts.length - 1] + verticesCounts[verticesCounts.length - 2]);
  1359. indexStarts.push(indexStarts.length === 0 ? 0 : indexStarts[indexStarts.length - 1] + indexCounts[indexCounts.length - 2]);
  1360. }
  1361. }
  1362. var material;
  1363. if (subMaterials.length > 1) {
  1364. material = new BABYLON.MultiMaterial("multimat" + id, gltfRuntime.scene);
  1365. material.subMaterials = subMaterials;
  1366. }
  1367. else {
  1368. material = new BABYLON.StandardMaterial("multimat" + id, gltfRuntime.scene);
  1369. }
  1370. if (subMaterials.length === 1) {
  1371. material = subMaterials[0];
  1372. }
  1373. if (!newMesh.material) {
  1374. newMesh.material = material;
  1375. }
  1376. // Apply geometry
  1377. new BABYLON.Geometry(id, gltfRuntime.scene, vertexData, false, newMesh);
  1378. newMesh.computeWorldMatrix(true);
  1379. // Apply submeshes
  1380. newMesh.subMeshes = [];
  1381. var index = 0;
  1382. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  1383. var meshID = meshes[meshIndex];
  1384. var mesh = gltfRuntime.meshes[meshID];
  1385. if (!mesh) {
  1386. continue;
  1387. }
  1388. for (var i = 0; i < mesh.primitives.length; i++) {
  1389. if (mesh.primitives[i].mode !== 4) {
  1390. //continue;
  1391. }
  1392. BABYLON.SubMesh.AddToMesh(index, verticesStarts[index], verticesCounts[index], indexStarts[index], indexCounts[index], newMesh, newMesh, true);
  1393. index++;
  1394. }
  1395. }
  1396. // Finish
  1397. return newMesh;
  1398. };
  1399. /**
  1400. * Configure node transformation from position, rotation and scaling
  1401. */
  1402. var configureNode = function (newNode, position, rotation, scaling) {
  1403. if (newNode.position) {
  1404. newNode.position = position;
  1405. }
  1406. if (newNode.rotationQuaternion || newNode.rotation) {
  1407. newNode.rotationQuaternion = rotation;
  1408. }
  1409. if (newNode.scaling) {
  1410. newNode.scaling = scaling;
  1411. }
  1412. };
  1413. /**
  1414. * Configures node from transformation matrix
  1415. */
  1416. var configureNodeFromMatrix = function (newNode, node, parent) {
  1417. if (node.matrix) {
  1418. var position = new BABYLON.Vector3(0, 0, 0);
  1419. var rotation = new BABYLON.Quaternion();
  1420. var scaling = new BABYLON.Vector3(0, 0, 0);
  1421. var mat = BABYLON.Matrix.FromArray(node.matrix);
  1422. mat.decompose(scaling, rotation, position);
  1423. configureNode(newNode, position, rotation, scaling);
  1424. }
  1425. else if (node.translation && node.rotation && node.scale) {
  1426. configureNode(newNode, BABYLON.Vector3.FromArray(node.translation), BABYLON.Quaternion.FromArray(node.rotation), BABYLON.Vector3.FromArray(node.scale));
  1427. }
  1428. newNode.computeWorldMatrix(true);
  1429. };
  1430. /**
  1431. * Imports a node
  1432. */
  1433. var importNode = function (gltfRuntime, node, id, parent) {
  1434. var lastNode = null;
  1435. if (gltfRuntime.importOnlyMeshes && (node.skin || node.meshes)) {
  1436. if (gltfRuntime.importMeshesNames && gltfRuntime.importMeshesNames.length > 0 && gltfRuntime.importMeshesNames.indexOf(node.name || "") === -1) {
  1437. return null;
  1438. }
  1439. }
  1440. // Meshes
  1441. if (node.skin) {
  1442. if (node.meshes) {
  1443. var skin = gltfRuntime.skins[node.skin];
  1444. var newMesh = importMesh(gltfRuntime, node, node.meshes, id, node.babylonNode);
  1445. newMesh.skeleton = gltfRuntime.scene.getLastSkeletonByID(node.skin);
  1446. if (newMesh.skeleton === null) {
  1447. newMesh.skeleton = importSkeleton(gltfRuntime, skin, newMesh, skin.babylonSkeleton, node.skin);
  1448. if (!skin.babylonSkeleton) {
  1449. skin.babylonSkeleton = newMesh.skeleton;
  1450. }
  1451. }
  1452. lastNode = newMesh;
  1453. }
  1454. }
  1455. else if (node.meshes) {
  1456. /**
  1457. * Improve meshes property
  1458. */
  1459. var newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id, node.babylonNode);
  1460. lastNode = newMesh;
  1461. }
  1462. // Lights
  1463. else if (node.light && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  1464. var light = gltfRuntime.lights[node.light];
  1465. if (light) {
  1466. if (light.type === "ambient") {
  1467. var ambienLight = light[light.type];
  1468. var hemiLight = new BABYLON.HemisphericLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1469. hemiLight.name = node.name || "";
  1470. if (ambienLight.color) {
  1471. hemiLight.diffuse = BABYLON.Color3.FromArray(ambienLight.color);
  1472. }
  1473. lastNode = hemiLight;
  1474. }
  1475. else if (light.type === "directional") {
  1476. var directionalLight = light[light.type];
  1477. var dirLight = new BABYLON.DirectionalLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1478. dirLight.name = node.name || "";
  1479. if (directionalLight.color) {
  1480. dirLight.diffuse = BABYLON.Color3.FromArray(directionalLight.color);
  1481. }
  1482. lastNode = dirLight;
  1483. }
  1484. else if (light.type === "point") {
  1485. var pointLight = light[light.type];
  1486. var ptLight = new BABYLON.PointLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1487. ptLight.name = node.name || "";
  1488. if (pointLight.color) {
  1489. ptLight.diffuse = BABYLON.Color3.FromArray(pointLight.color);
  1490. }
  1491. lastNode = ptLight;
  1492. }
  1493. else if (light.type === "spot") {
  1494. var spotLight = light[light.type];
  1495. var spLight = new BABYLON.SpotLight(node.light, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, gltfRuntime.scene);
  1496. spLight.name = node.name || "";
  1497. if (spotLight.color) {
  1498. spLight.diffuse = BABYLON.Color3.FromArray(spotLight.color);
  1499. }
  1500. if (spotLight.fallOfAngle) {
  1501. spLight.angle = spotLight.fallOfAngle;
  1502. }
  1503. if (spotLight.fallOffExponent) {
  1504. spLight.exponent = spotLight.fallOffExponent;
  1505. }
  1506. lastNode = spLight;
  1507. }
  1508. }
  1509. }
  1510. // Cameras
  1511. else if (node.camera && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  1512. var camera = gltfRuntime.cameras[node.camera];
  1513. if (camera) {
  1514. if (camera.type === "orthographic") {
  1515. var orthoCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene, false);
  1516. orthoCamera.name = node.name || "";
  1517. orthoCamera.mode = BABYLON.Camera.ORTHOGRAPHIC_CAMERA;
  1518. orthoCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  1519. lastNode = orthoCamera;
  1520. }
  1521. else if (camera.type === "perspective") {
  1522. var perspectiveCamera = camera[camera.type];
  1523. var persCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene, false);
  1524. persCamera.name = node.name || "";
  1525. persCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  1526. if (!perspectiveCamera.aspectRatio) {
  1527. perspectiveCamera.aspectRatio = gltfRuntime.scene.getEngine().getRenderWidth() / gltfRuntime.scene.getEngine().getRenderHeight();
  1528. }
  1529. if (perspectiveCamera.znear && perspectiveCamera.zfar) {
  1530. persCamera.maxZ = perspectiveCamera.zfar;
  1531. persCamera.minZ = perspectiveCamera.znear;
  1532. }
  1533. lastNode = persCamera;
  1534. }
  1535. }
  1536. }
  1537. // Empty node
  1538. if (!node.jointName) {
  1539. if (node.babylonNode) {
  1540. return node.babylonNode;
  1541. }
  1542. else if (lastNode === null) {
  1543. var dummy = new BABYLON.Mesh(node.name || "", gltfRuntime.scene);
  1544. node.babylonNode = dummy;
  1545. lastNode = dummy;
  1546. }
  1547. }
  1548. if (lastNode !== null) {
  1549. if (node.matrix && lastNode instanceof BABYLON.Mesh) {
  1550. configureNodeFromMatrix(lastNode, node, parent);
  1551. }
  1552. else {
  1553. var translation = node.translation || [0, 0, 0];
  1554. var rotation = node.rotation || [0, 0, 0, 1];
  1555. var scale = node.scale || [1, 1, 1];
  1556. configureNode(lastNode, BABYLON.Vector3.FromArray(translation), BABYLON.Quaternion.FromArray(rotation), BABYLON.Vector3.FromArray(scale));
  1557. }
  1558. lastNode.updateCache(true);
  1559. node.babylonNode = lastNode;
  1560. }
  1561. return lastNode;
  1562. };
  1563. /**
  1564. * Traverses nodes and creates them
  1565. */
  1566. var traverseNodes = function (gltfRuntime, id, parent, meshIncluded) {
  1567. if (meshIncluded === void 0) { meshIncluded = false; }
  1568. var node = gltfRuntime.nodes[id];
  1569. var newNode = null;
  1570. if (gltfRuntime.importOnlyMeshes && !meshIncluded && gltfRuntime.importMeshesNames) {
  1571. if (gltfRuntime.importMeshesNames.indexOf(node.name || "") !== -1 || gltfRuntime.importMeshesNames.length === 0) {
  1572. meshIncluded = true;
  1573. }
  1574. else {
  1575. meshIncluded = false;
  1576. }
  1577. }
  1578. else {
  1579. meshIncluded = true;
  1580. }
  1581. if (!node.jointName && meshIncluded) {
  1582. newNode = importNode(gltfRuntime, node, id, parent);
  1583. if (newNode !== null) {
  1584. newNode.id = id;
  1585. newNode.parent = parent;
  1586. }
  1587. }
  1588. if (node.children) {
  1589. for (var i = 0; i < node.children.length; i++) {
  1590. traverseNodes(gltfRuntime, node.children[i], newNode, meshIncluded);
  1591. }
  1592. }
  1593. };
  1594. /**
  1595. * do stuff after buffers, shaders are loaded (e.g. hook up materials, load animations, etc.)
  1596. */
  1597. var postLoad = function (gltfRuntime) {
  1598. // Nodes
  1599. var currentScene = gltfRuntime.currentScene;
  1600. if (currentScene) {
  1601. for (var i = 0; i < currentScene.nodes.length; i++) {
  1602. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  1603. }
  1604. }
  1605. else {
  1606. for (var thing in gltfRuntime.scenes) {
  1607. currentScene = gltfRuntime.scenes[thing];
  1608. for (var i = 0; i < currentScene.nodes.length; i++) {
  1609. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  1610. }
  1611. }
  1612. }
  1613. // Set animations
  1614. loadAnimations(gltfRuntime);
  1615. for (var i = 0; i < gltfRuntime.scene.skeletons.length; i++) {
  1616. var skeleton = gltfRuntime.scene.skeletons[i];
  1617. gltfRuntime.scene.beginAnimation(skeleton, 0, Number.MAX_VALUE, true, 1.0);
  1618. }
  1619. };
  1620. /**
  1621. * onBind shaderrs callback to set uniforms and matrices
  1622. */
  1623. var onBindShaderMaterial = function (mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess) {
  1624. var materialValues = material.values || technique.parameters;
  1625. for (var unif in unTreatedUniforms) {
  1626. var uniform = unTreatedUniforms[unif];
  1627. var type = uniform.type;
  1628. if (type === GLTF1.EParameterType.FLOAT_MAT2 || type === GLTF1.EParameterType.FLOAT_MAT3 || type === GLTF1.EParameterType.FLOAT_MAT4) {
  1629. if (uniform.semantic && !uniform.source && !uniform.node) {
  1630. GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, mesh, uniform, unif, shaderMaterial.getEffect());
  1631. }
  1632. else if (uniform.semantic && (uniform.source || uniform.node)) {
  1633. var source = gltfRuntime.scene.getNodeByName(uniform.source || uniform.node || "");
  1634. if (source === null) {
  1635. source = gltfRuntime.scene.getNodeByID(uniform.source || uniform.node || "");
  1636. }
  1637. if (source === null) {
  1638. continue;
  1639. }
  1640. GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, source, uniform, unif, shaderMaterial.getEffect());
  1641. }
  1642. }
  1643. else {
  1644. var value = materialValues[technique.uniforms[unif]];
  1645. if (!value) {
  1646. continue;
  1647. }
  1648. if (type === GLTF1.EParameterType.SAMPLER_2D) {
  1649. var texture = gltfRuntime.textures[material.values ? value : uniform.value].babylonTexture;
  1650. if (texture === null || texture === undefined) {
  1651. continue;
  1652. }
  1653. shaderMaterial.getEffect().setTexture(unif, texture);
  1654. }
  1655. else {
  1656. GLTF1.GLTFUtils.SetUniform((shaderMaterial.getEffect()), unif, value, type);
  1657. }
  1658. }
  1659. }
  1660. onSuccess(shaderMaterial);
  1661. };
  1662. /**
  1663. * Prepare uniforms to send the only one time
  1664. * Loads the appropriate textures
  1665. */
  1666. var prepareShaderMaterialUniforms = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms) {
  1667. var materialValues = material.values || technique.parameters;
  1668. var techniqueUniforms = technique.uniforms;
  1669. /**
  1670. * Prepare values here (not matrices)
  1671. */
  1672. for (var unif in unTreatedUniforms) {
  1673. var uniform = unTreatedUniforms[unif];
  1674. var type = uniform.type;
  1675. var value = materialValues[techniqueUniforms[unif]];
  1676. if (value === undefined) {
  1677. // In case the value is the same for all materials
  1678. value = uniform.value;
  1679. }
  1680. if (!value) {
  1681. continue;
  1682. }
  1683. var onLoadTexture = function (uniformName) {
  1684. return function (texture) {
  1685. if (uniform.value && uniformName) {
  1686. // Static uniform
  1687. shaderMaterial.setTexture(uniformName, texture);
  1688. delete unTreatedUniforms[uniformName];
  1689. }
  1690. };
  1691. };
  1692. // Texture (sampler2D)
  1693. if (type === GLTF1.EParameterType.SAMPLER_2D) {
  1694. GLTF1.GLTFLoaderExtension.LoadTextureAsync(gltfRuntime, material.values ? value : uniform.value, onLoadTexture(unif), function () { return onLoadTexture(null); });
  1695. }
  1696. // Others
  1697. else {
  1698. if (uniform.value && GLTF1.GLTFUtils.SetUniform(shaderMaterial, unif, material.values ? value : uniform.value, type)) {
  1699. // Static uniform
  1700. delete unTreatedUniforms[unif];
  1701. }
  1702. }
  1703. }
  1704. };
  1705. /**
  1706. * Shader compilation failed
  1707. */
  1708. var onShaderCompileError = function (program, shaderMaterial, onError) {
  1709. return function (effect, error) {
  1710. shaderMaterial.dispose(true);
  1711. onError("Cannot compile program named " + program.name + ". Error: " + error + ". Default material will be applied");
  1712. };
  1713. };
  1714. /**
  1715. * Shader compilation success
  1716. */
  1717. var onShaderCompileSuccess = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess) {
  1718. return function (_) {
  1719. prepareShaderMaterialUniforms(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms);
  1720. shaderMaterial.onBind = function (mesh) {
  1721. onBindShaderMaterial(mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess);
  1722. };
  1723. };
  1724. };
  1725. /**
  1726. * Returns the appropriate uniform if already handled by babylon
  1727. */
  1728. var parseShaderUniforms = function (tokenizer, technique, unTreatedUniforms) {
  1729. for (var unif in technique.uniforms) {
  1730. var uniform = technique.uniforms[unif];
  1731. var uniformParameter = technique.parameters[uniform];
  1732. if (tokenizer.currentIdentifier === unif) {
  1733. if (uniformParameter.semantic && !uniformParameter.source && !uniformParameter.node) {
  1734. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  1735. if (transformIndex !== -1) {
  1736. delete unTreatedUniforms[unif];
  1737. return babylonTransforms[transformIndex];
  1738. }
  1739. }
  1740. }
  1741. }
  1742. return tokenizer.currentIdentifier;
  1743. };
  1744. /**
  1745. * All shaders loaded. Create materials one by one
  1746. */
  1747. var importMaterials = function (gltfRuntime) {
  1748. // Create materials
  1749. for (var mat in gltfRuntime.materials) {
  1750. GLTF1.GLTFLoaderExtension.LoadMaterialAsync(gltfRuntime, mat, function (material) { }, function () { });
  1751. }
  1752. };
  1753. /**
  1754. * Implementation of the base glTF spec
  1755. */
  1756. var GLTFLoaderBase = /** @class */ (function () {
  1757. function GLTFLoaderBase() {
  1758. }
  1759. GLTFLoaderBase.CreateRuntime = function (parsedData, scene, rootUrl) {
  1760. var gltfRuntime = {
  1761. extensions: {},
  1762. accessors: {},
  1763. buffers: {},
  1764. bufferViews: {},
  1765. meshes: {},
  1766. lights: {},
  1767. cameras: {},
  1768. nodes: {},
  1769. images: {},
  1770. textures: {},
  1771. shaders: {},
  1772. programs: {},
  1773. samplers: {},
  1774. techniques: {},
  1775. materials: {},
  1776. animations: {},
  1777. skins: {},
  1778. extensionsUsed: [],
  1779. scenes: {},
  1780. buffersCount: 0,
  1781. shaderscount: 0,
  1782. scene: scene,
  1783. rootUrl: rootUrl,
  1784. loadedBufferCount: 0,
  1785. loadedBufferViews: {},
  1786. loadedShaderCount: 0,
  1787. importOnlyMeshes: false,
  1788. dummyNodes: []
  1789. };
  1790. // Parse
  1791. if (parsedData.extensions) {
  1792. parseObject(parsedData.extensions, "extensions", gltfRuntime);
  1793. }
  1794. if (parsedData.extensionsUsed) {
  1795. parseObject(parsedData.extensionsUsed, "extensionsUsed", gltfRuntime);
  1796. }
  1797. if (parsedData.buffers) {
  1798. parseBuffers(parsedData.buffers, gltfRuntime);
  1799. }
  1800. if (parsedData.bufferViews) {
  1801. parseObject(parsedData.bufferViews, "bufferViews", gltfRuntime);
  1802. }
  1803. if (parsedData.accessors) {
  1804. parseObject(parsedData.accessors, "accessors", gltfRuntime);
  1805. }
  1806. if (parsedData.meshes) {
  1807. parseObject(parsedData.meshes, "meshes", gltfRuntime);
  1808. }
  1809. if (parsedData.lights) {
  1810. parseObject(parsedData.lights, "lights", gltfRuntime);
  1811. }
  1812. if (parsedData.cameras) {
  1813. parseObject(parsedData.cameras, "cameras", gltfRuntime);
  1814. }
  1815. if (parsedData.nodes) {
  1816. parseObject(parsedData.nodes, "nodes", gltfRuntime);
  1817. }
  1818. if (parsedData.images) {
  1819. parseObject(parsedData.images, "images", gltfRuntime);
  1820. }
  1821. if (parsedData.textures) {
  1822. parseObject(parsedData.textures, "textures", gltfRuntime);
  1823. }
  1824. if (parsedData.shaders) {
  1825. parseShaders(parsedData.shaders, gltfRuntime);
  1826. }
  1827. if (parsedData.programs) {
  1828. parseObject(parsedData.programs, "programs", gltfRuntime);
  1829. }
  1830. if (parsedData.samplers) {
  1831. parseObject(parsedData.samplers, "samplers", gltfRuntime);
  1832. }
  1833. if (parsedData.techniques) {
  1834. parseObject(parsedData.techniques, "techniques", gltfRuntime);
  1835. }
  1836. if (parsedData.materials) {
  1837. parseObject(parsedData.materials, "materials", gltfRuntime);
  1838. }
  1839. if (parsedData.animations) {
  1840. parseObject(parsedData.animations, "animations", gltfRuntime);
  1841. }
  1842. if (parsedData.skins) {
  1843. parseObject(parsedData.skins, "skins", gltfRuntime);
  1844. }
  1845. if (parsedData.scenes) {
  1846. gltfRuntime.scenes = parsedData.scenes;
  1847. }
  1848. if (parsedData.scene && parsedData.scenes) {
  1849. gltfRuntime.currentScene = parsedData.scenes[parsedData.scene];
  1850. }
  1851. return gltfRuntime;
  1852. };
  1853. GLTFLoaderBase.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  1854. var buffer = gltfRuntime.buffers[id];
  1855. if (BABYLON.Tools.IsBase64(buffer.uri)) {
  1856. setTimeout(function () { return onSuccess(new Uint8Array(BABYLON.Tools.DecodeBase64(buffer.uri))); });
  1857. }
  1858. else {
  1859. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, function (data) { return onSuccess(new Uint8Array(data)); }, onProgress, undefined, true, function (request) {
  1860. if (request) {
  1861. onError(request.status + " " + request.statusText);
  1862. }
  1863. });
  1864. }
  1865. };
  1866. GLTFLoaderBase.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  1867. var texture = gltfRuntime.textures[id];
  1868. if (!texture || !texture.source) {
  1869. onError("");
  1870. return;
  1871. }
  1872. if (texture.babylonTexture) {
  1873. onSuccess(null);
  1874. return;
  1875. }
  1876. var source = gltfRuntime.images[texture.source];
  1877. if (BABYLON.Tools.IsBase64(source.uri)) {
  1878. setTimeout(function () { return onSuccess(new Uint8Array(BABYLON.Tools.DecodeBase64(source.uri))); });
  1879. }
  1880. else {
  1881. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + source.uri, function (data) { return onSuccess(new Uint8Array(data)); }, undefined, undefined, true, function (request) {
  1882. if (request) {
  1883. onError(request.status + " " + request.statusText);
  1884. }
  1885. });
  1886. }
  1887. };
  1888. GLTFLoaderBase.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  1889. var texture = gltfRuntime.textures[id];
  1890. if (texture.babylonTexture) {
  1891. onSuccess(texture.babylonTexture);
  1892. return;
  1893. }
  1894. var sampler = gltfRuntime.samplers[texture.sampler];
  1895. var createMipMaps = (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST) ||
  1896. (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_LINEAR) ||
  1897. (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST) ||
  1898. (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR);
  1899. var samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  1900. var blob = new Blob([buffer]);
  1901. var blobURL = URL.createObjectURL(blob);
  1902. var revokeBlobURL = function () { return URL.revokeObjectURL(blobURL); };
  1903. var newTexture = new BABYLON.Texture(blobURL, gltfRuntime.scene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
  1904. if (sampler.wrapS !== undefined) {
  1905. newTexture.wrapU = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapS);
  1906. }
  1907. if (sampler.wrapT !== undefined) {
  1908. newTexture.wrapV = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapT);
  1909. }
  1910. newTexture.name = id;
  1911. texture.babylonTexture = newTexture;
  1912. onSuccess(newTexture);
  1913. };
  1914. GLTFLoaderBase.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  1915. var shader = gltfRuntime.shaders[id];
  1916. if (BABYLON.Tools.IsBase64(shader.uri)) {
  1917. var shaderString = atob(shader.uri.split(",")[1]);
  1918. if (onSuccess) {
  1919. onSuccess(shaderString);
  1920. }
  1921. }
  1922. else {
  1923. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, undefined, undefined, false, function (request) {
  1924. if (request && onError) {
  1925. onError(request.status + " " + request.statusText);
  1926. }
  1927. });
  1928. }
  1929. };
  1930. GLTFLoaderBase.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  1931. var material = gltfRuntime.materials[id];
  1932. if (!material.technique) {
  1933. if (onError) {
  1934. onError("No technique found.");
  1935. }
  1936. return;
  1937. }
  1938. var technique = gltfRuntime.techniques[material.technique];
  1939. if (!technique) {
  1940. var defaultMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
  1941. defaultMaterial.diffuseColor = new BABYLON.Color3(0.5, 0.5, 0.5);
  1942. defaultMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  1943. onSuccess(defaultMaterial);
  1944. return;
  1945. }
  1946. var program = gltfRuntime.programs[technique.program];
  1947. var states = technique.states;
  1948. var vertexShader = BABYLON.Effect.ShadersStore[program.vertexShader + "VertexShader"];
  1949. var pixelShader = BABYLON.Effect.ShadersStore[program.fragmentShader + "PixelShader"];
  1950. var newVertexShader = "";
  1951. var newPixelShader = "";
  1952. var vertexTokenizer = new Tokenizer(vertexShader);
  1953. var pixelTokenizer = new Tokenizer(pixelShader);
  1954. var unTreatedUniforms = {};
  1955. var uniforms = [];
  1956. var attributes = [];
  1957. var samplers = [];
  1958. // Fill uniform, sampler2D and attributes
  1959. for (var unif in technique.uniforms) {
  1960. var uniform = technique.uniforms[unif];
  1961. var uniformParameter = technique.parameters[uniform];
  1962. unTreatedUniforms[unif] = uniformParameter;
  1963. if (uniformParameter.semantic && !uniformParameter.node && !uniformParameter.source) {
  1964. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  1965. if (transformIndex !== -1) {
  1966. uniforms.push(babylonTransforms[transformIndex]);
  1967. delete unTreatedUniforms[unif];
  1968. }
  1969. else {
  1970. uniforms.push(unif);
  1971. }
  1972. }
  1973. else if (uniformParameter.type === GLTF1.EParameterType.SAMPLER_2D) {
  1974. samplers.push(unif);
  1975. }
  1976. else {
  1977. uniforms.push(unif);
  1978. }
  1979. }
  1980. for (var attr in technique.attributes) {
  1981. var attribute = technique.attributes[attr];
  1982. var attributeParameter = technique.parameters[attribute];
  1983. if (attributeParameter.semantic) {
  1984. attributes.push(getAttribute(attributeParameter));
  1985. }
  1986. }
  1987. // Configure vertex shader
  1988. while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
  1989. var tokenType = vertexTokenizer.currentToken;
  1990. if (tokenType !== ETokenType.IDENTIFIER) {
  1991. newVertexShader += vertexTokenizer.currentString;
  1992. continue;
  1993. }
  1994. var foundAttribute = false;
  1995. for (var attr in technique.attributes) {
  1996. var attribute = technique.attributes[attr];
  1997. var attributeParameter = technique.parameters[attribute];
  1998. if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
  1999. newVertexShader += getAttribute(attributeParameter);
  2000. foundAttribute = true;
  2001. break;
  2002. }
  2003. }
  2004. if (foundAttribute) {
  2005. continue;
  2006. }
  2007. newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms);
  2008. }
  2009. // Configure pixel shader
  2010. while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
  2011. var tokenType = pixelTokenizer.currentToken;
  2012. if (tokenType !== ETokenType.IDENTIFIER) {
  2013. newPixelShader += pixelTokenizer.currentString;
  2014. continue;
  2015. }
  2016. newPixelShader += parseShaderUniforms(pixelTokenizer, technique, unTreatedUniforms);
  2017. }
  2018. // Create shader material
  2019. var shaderPath = {
  2020. vertex: program.vertexShader + id,
  2021. fragment: program.fragmentShader + id
  2022. };
  2023. var options = {
  2024. attributes: attributes,
  2025. uniforms: uniforms,
  2026. samplers: samplers,
  2027. needAlphaBlending: states && states.enable && states.enable.indexOf(3042) !== -1
  2028. };
  2029. BABYLON.Effect.ShadersStore[program.vertexShader + id + "VertexShader"] = newVertexShader;
  2030. BABYLON.Effect.ShadersStore[program.fragmentShader + id + "PixelShader"] = newPixelShader;
  2031. var shaderMaterial = new BABYLON.ShaderMaterial(id, gltfRuntime.scene, shaderPath, options);
  2032. shaderMaterial.onError = onShaderCompileError(program, shaderMaterial, onError);
  2033. shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess);
  2034. shaderMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  2035. if (states && states.functions) {
  2036. var functions = states.functions;
  2037. if (functions.cullFace && functions.cullFace[0] !== GLTF1.ECullingType.BACK) {
  2038. shaderMaterial.backFaceCulling = false;
  2039. }
  2040. var blendFunc = functions.blendFuncSeparate;
  2041. if (blendFunc) {
  2042. if (blendFunc[0] === GLTF1.EBlendingFunction.SRC_ALPHA && blendFunc[1] === GLTF1.EBlendingFunction.ONE_MINUS_SRC_ALPHA && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2043. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  2044. }
  2045. else if (blendFunc[0] === GLTF1.EBlendingFunction.ONE && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2046. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  2047. }
  2048. else if (blendFunc[0] === GLTF1.EBlendingFunction.SRC_ALPHA && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2049. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ADD;
  2050. }
  2051. else if (blendFunc[0] === GLTF1.EBlendingFunction.ZERO && blendFunc[1] === GLTF1.EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2052. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_SUBTRACT;
  2053. }
  2054. else if (blendFunc[0] === GLTF1.EBlendingFunction.DST_COLOR && blendFunc[1] === GLTF1.EBlendingFunction.ZERO && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2055. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MULTIPLY;
  2056. }
  2057. else if (blendFunc[0] === GLTF1.EBlendingFunction.SRC_ALPHA && blendFunc[1] === GLTF1.EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2058. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MAXIMIZED;
  2059. }
  2060. }
  2061. }
  2062. };
  2063. return GLTFLoaderBase;
  2064. }());
  2065. GLTF1.GLTFLoaderBase = GLTFLoaderBase;
  2066. /**
  2067. * glTF V1 Loader
  2068. */
  2069. var GLTFLoader = /** @class */ (function () {
  2070. function GLTFLoader() {
  2071. this.state = null;
  2072. }
  2073. GLTFLoader.RegisterExtension = function (extension) {
  2074. if (GLTFLoader.Extensions[extension.name]) {
  2075. BABYLON.Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
  2076. return;
  2077. }
  2078. GLTFLoader.Extensions[extension.name] = extension;
  2079. };
  2080. GLTFLoader.prototype.dispose = function () {
  2081. // do nothing
  2082. };
  2083. GLTFLoader.prototype._importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  2084. var _this = this;
  2085. scene.useRightHandedSystem = true;
  2086. GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
  2087. gltfRuntime.importOnlyMeshes = true;
  2088. if (meshesNames === "") {
  2089. gltfRuntime.importMeshesNames = [];
  2090. }
  2091. else if (typeof meshesNames === "string") {
  2092. gltfRuntime.importMeshesNames = [meshesNames];
  2093. }
  2094. else if (meshesNames && !(meshesNames instanceof Array)) {
  2095. gltfRuntime.importMeshesNames = [meshesNames];
  2096. }
  2097. else {
  2098. gltfRuntime.importMeshesNames = [];
  2099. BABYLON.Tools.Warn("Argument meshesNames must be of type string or string[]");
  2100. }
  2101. // Create nodes
  2102. _this._createNodes(gltfRuntime);
  2103. var meshes = new Array();
  2104. var skeletons = new Array();
  2105. // Fill arrays of meshes and skeletons
  2106. for (var nde in gltfRuntime.nodes) {
  2107. var node = gltfRuntime.nodes[nde];
  2108. if (node.babylonNode instanceof BABYLON.AbstractMesh) {
  2109. meshes.push(node.babylonNode);
  2110. }
  2111. }
  2112. for (var skl in gltfRuntime.skins) {
  2113. var skin = gltfRuntime.skins[skl];
  2114. if (skin.babylonSkeleton instanceof BABYLON.Skeleton) {
  2115. skeletons.push(skin.babylonSkeleton);
  2116. }
  2117. }
  2118. // Load buffers, shaders, materials, etc.
  2119. _this._loadBuffersAsync(gltfRuntime, function () {
  2120. _this._loadShadersAsync(gltfRuntime, function () {
  2121. importMaterials(gltfRuntime);
  2122. postLoad(gltfRuntime);
  2123. if (!BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
  2124. onSuccess(meshes, skeletons);
  2125. }
  2126. });
  2127. }, onProgress);
  2128. if (BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
  2129. onSuccess(meshes, skeletons);
  2130. }
  2131. }, onError);
  2132. return true;
  2133. };
  2134. /**
  2135. * Imports one or more meshes from a loaded gltf file and adds them to the scene
  2136. * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
  2137. * @param scene the scene the meshes should be added to
  2138. * @param data gltf data containing information of the meshes in a loaded file
  2139. * @param rootUrl root url to load from
  2140. * @param onProgress event that fires when loading progress has occured
  2141. * @returns a promise containg the loaded meshes, particles, skeletons and animations
  2142. */
  2143. GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onProgress) {
  2144. var _this = this;
  2145. return new Promise(function (resolve, reject) {
  2146. _this._importMeshAsync(meshesNames, scene, data, rootUrl, function (meshes, skeletons) {
  2147. resolve({
  2148. meshes: meshes,
  2149. particleSystems: [],
  2150. skeletons: skeletons,
  2151. animationGroups: []
  2152. });
  2153. }, onProgress, function (message) {
  2154. reject(new Error(message));
  2155. });
  2156. });
  2157. };
  2158. GLTFLoader.prototype._loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
  2159. var _this = this;
  2160. scene.useRightHandedSystem = true;
  2161. GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
  2162. // Load runtime extensios
  2163. GLTF1.GLTFLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, function () {
  2164. // Create nodes
  2165. _this._createNodes(gltfRuntime);
  2166. // Load buffers, shaders, materials, etc.
  2167. _this._loadBuffersAsync(gltfRuntime, function () {
  2168. _this._loadShadersAsync(gltfRuntime, function () {
  2169. importMaterials(gltfRuntime);
  2170. postLoad(gltfRuntime);
  2171. if (!BABYLON.GLTFFileLoader.IncrementalLoading) {
  2172. onSuccess();
  2173. }
  2174. });
  2175. });
  2176. if (BABYLON.GLTFFileLoader.IncrementalLoading) {
  2177. onSuccess();
  2178. }
  2179. }, onError);
  2180. }, onError);
  2181. };
  2182. /**
  2183. * Imports all objects from a loaded gltf file and adds them to the scene
  2184. * @param scene the scene the objects should be added to
  2185. * @param data gltf data containing information of the meshes in a loaded file
  2186. * @param rootUrl root url to load from
  2187. * @param onProgress event that fires when loading progress has occured
  2188. * @returns a promise which completes when objects have been loaded to the scene
  2189. */
  2190. GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onProgress) {
  2191. var _this = this;
  2192. return new Promise(function (resolve, reject) {
  2193. _this._loadAsync(scene, data, rootUrl, function () {
  2194. resolve();
  2195. }, onProgress, function (message) {
  2196. reject(new Error(message));
  2197. });
  2198. });
  2199. };
  2200. GLTFLoader.prototype._loadShadersAsync = function (gltfRuntime, onload) {
  2201. var hasShaders = false;
  2202. var processShader = function (sha, shader) {
  2203. GLTF1.GLTFLoaderExtension.LoadShaderStringAsync(gltfRuntime, sha, function (shaderString) {
  2204. if (shaderString instanceof ArrayBuffer) {
  2205. return;
  2206. }
  2207. gltfRuntime.loadedShaderCount++;
  2208. if (shaderString) {
  2209. BABYLON.Effect.ShadersStore[sha + (shader.type === GLTF1.EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = shaderString;
  2210. }
  2211. if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
  2212. onload();
  2213. }
  2214. }, function () {
  2215. BABYLON.Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
  2216. });
  2217. };
  2218. for (var sha in gltfRuntime.shaders) {
  2219. hasShaders = true;
  2220. var shader = gltfRuntime.shaders[sha];
  2221. if (shader) {
  2222. processShader.bind(this, sha, shader)();
  2223. }
  2224. else {
  2225. BABYLON.Tools.Error("No shader named: " + sha);
  2226. }
  2227. }
  2228. if (!hasShaders) {
  2229. onload();
  2230. }
  2231. };
  2232. ;
  2233. GLTFLoader.prototype._loadBuffersAsync = function (gltfRuntime, onLoad, onProgress) {
  2234. var hasBuffers = false;
  2235. var processBuffer = function (buf, buffer) {
  2236. GLTF1.GLTFLoaderExtension.LoadBufferAsync(gltfRuntime, buf, function (bufferView) {
  2237. gltfRuntime.loadedBufferCount++;
  2238. if (bufferView) {
  2239. if (bufferView.byteLength != gltfRuntime.buffers[buf].byteLength) {
  2240. BABYLON.Tools.Error("Buffer named " + buf + " is length " + bufferView.byteLength + ". Expected: " + buffer.byteLength); // Improve error message
  2241. }
  2242. gltfRuntime.loadedBufferViews[buf] = bufferView;
  2243. }
  2244. if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
  2245. onLoad();
  2246. }
  2247. }, function () {
  2248. BABYLON.Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
  2249. });
  2250. };
  2251. for (var buf in gltfRuntime.buffers) {
  2252. hasBuffers = true;
  2253. var buffer = gltfRuntime.buffers[buf];
  2254. if (buffer) {
  2255. processBuffer.bind(this, buf, buffer)();
  2256. }
  2257. else {
  2258. BABYLON.Tools.Error("No buffer named: " + buf);
  2259. }
  2260. }
  2261. if (!hasBuffers) {
  2262. onLoad();
  2263. }
  2264. };
  2265. GLTFLoader.prototype._createNodes = function (gltfRuntime) {
  2266. var currentScene = gltfRuntime.currentScene;
  2267. if (currentScene) {
  2268. // Only one scene even if multiple scenes are defined
  2269. for (var i = 0; i < currentScene.nodes.length; i++) {
  2270. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  2271. }
  2272. }
  2273. else {
  2274. // Load all scenes
  2275. for (var thing in gltfRuntime.scenes) {
  2276. currentScene = gltfRuntime.scenes[thing];
  2277. for (var i = 0; i < currentScene.nodes.length; i++) {
  2278. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  2279. }
  2280. }
  2281. }
  2282. };
  2283. GLTFLoader.Extensions = {};
  2284. return GLTFLoader;
  2285. }());
  2286. GLTF1.GLTFLoader = GLTFLoader;
  2287. ;
  2288. BABYLON.GLTFFileLoader._CreateGLTFLoaderV1 = function () { return new GLTFLoader(); };
  2289. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2290. })(BABYLON || (BABYLON = {}));
  2291. //# sourceMappingURL=babylon.glTFLoader.js.map
  2292. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2293. var BABYLON;
  2294. (function (BABYLON) {
  2295. var GLTF1;
  2296. (function (GLTF1) {
  2297. /**
  2298. * Utils functions for GLTF
  2299. */
  2300. var GLTFUtils = /** @class */ (function () {
  2301. function GLTFUtils() {
  2302. }
  2303. /**
  2304. * Sets the given "parameter" matrix
  2305. * @param scene: the {BABYLON.Scene} object
  2306. * @param source: the source node where to pick the matrix
  2307. * @param parameter: the GLTF technique parameter
  2308. * @param uniformName: the name of the shader's uniform
  2309. * @param shaderMaterial: the shader material
  2310. */
  2311. GLTFUtils.SetMatrix = function (scene, source, parameter, uniformName, shaderMaterial) {
  2312. var mat = null;
  2313. if (parameter.semantic === "MODEL") {
  2314. mat = source.getWorldMatrix();
  2315. }
  2316. else if (parameter.semantic === "PROJECTION") {
  2317. mat = scene.getProjectionMatrix();
  2318. }
  2319. else if (parameter.semantic === "VIEW") {
  2320. mat = scene.getViewMatrix();
  2321. }
  2322. else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") {
  2323. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());
  2324. }
  2325. else if (parameter.semantic === "MODELVIEW") {
  2326. mat = source.getWorldMatrix().multiply(scene.getViewMatrix());
  2327. }
  2328. else if (parameter.semantic === "MODELVIEWPROJECTION") {
  2329. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());
  2330. }
  2331. else if (parameter.semantic === "MODELINVERSE") {
  2332. mat = source.getWorldMatrix().invert();
  2333. }
  2334. else if (parameter.semantic === "VIEWINVERSE") {
  2335. mat = scene.getViewMatrix().invert();
  2336. }
  2337. else if (parameter.semantic === "PROJECTIONINVERSE") {
  2338. mat = scene.getProjectionMatrix().invert();
  2339. }
  2340. else if (parameter.semantic === "MODELVIEWINVERSE") {
  2341. mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();
  2342. }
  2343. else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") {
  2344. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();
  2345. }
  2346. else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
  2347. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().invert());
  2348. }
  2349. else {
  2350. debugger;
  2351. }
  2352. if (mat) {
  2353. switch (parameter.type) {
  2354. case GLTF1.EParameterType.FLOAT_MAT2:
  2355. shaderMaterial.setMatrix2x2(uniformName, BABYLON.Matrix.GetAsMatrix2x2(mat));
  2356. break;
  2357. case GLTF1.EParameterType.FLOAT_MAT3:
  2358. shaderMaterial.setMatrix3x3(uniformName, BABYLON.Matrix.GetAsMatrix3x3(mat));
  2359. break;
  2360. case GLTF1.EParameterType.FLOAT_MAT4:
  2361. shaderMaterial.setMatrix(uniformName, mat);
  2362. break;
  2363. default: break;
  2364. }
  2365. }
  2366. };
  2367. /**
  2368. * Sets the given "parameter" matrix
  2369. * @param shaderMaterial: the shader material
  2370. * @param uniform: the name of the shader's uniform
  2371. * @param value: the value of the uniform
  2372. * @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
  2373. */
  2374. GLTFUtils.SetUniform = function (shaderMaterial, uniform, value, type) {
  2375. switch (type) {
  2376. case GLTF1.EParameterType.FLOAT:
  2377. shaderMaterial.setFloat(uniform, value);
  2378. return true;
  2379. case GLTF1.EParameterType.FLOAT_VEC2:
  2380. shaderMaterial.setVector2(uniform, BABYLON.Vector2.FromArray(value));
  2381. return true;
  2382. case GLTF1.EParameterType.FLOAT_VEC3:
  2383. shaderMaterial.setVector3(uniform, BABYLON.Vector3.FromArray(value));
  2384. return true;
  2385. case GLTF1.EParameterType.FLOAT_VEC4:
  2386. shaderMaterial.setVector4(uniform, BABYLON.Vector4.FromArray(value));
  2387. return true;
  2388. default: return false;
  2389. }
  2390. };
  2391. /**
  2392. * Returns the wrap mode of the texture
  2393. * @param mode: the mode value
  2394. */
  2395. GLTFUtils.GetWrapMode = function (mode) {
  2396. switch (mode) {
  2397. case GLTF1.ETextureWrapMode.CLAMP_TO_EDGE: return BABYLON.Texture.CLAMP_ADDRESSMODE;
  2398. case GLTF1.ETextureWrapMode.MIRRORED_REPEAT: return BABYLON.Texture.MIRROR_ADDRESSMODE;
  2399. case GLTF1.ETextureWrapMode.REPEAT: return BABYLON.Texture.WRAP_ADDRESSMODE;
  2400. default: return BABYLON.Texture.WRAP_ADDRESSMODE;
  2401. }
  2402. };
  2403. /**
  2404. * Returns the byte stride giving an accessor
  2405. * @param accessor: the GLTF accessor objet
  2406. */
  2407. GLTFUtils.GetByteStrideFromType = function (accessor) {
  2408. // Needs this function since "byteStride" isn't requiered in glTF format
  2409. var type = accessor.type;
  2410. switch (type) {
  2411. case "VEC2": return 2;
  2412. case "VEC3": return 3;
  2413. case "VEC4": return 4;
  2414. case "MAT2": return 4;
  2415. case "MAT3": return 9;
  2416. case "MAT4": return 16;
  2417. default: return 1;
  2418. }
  2419. };
  2420. /**
  2421. * Returns the texture filter mode giving a mode value
  2422. * @param mode: the filter mode value
  2423. */
  2424. GLTFUtils.GetTextureFilterMode = function (mode) {
  2425. switch (mode) {
  2426. case GLTF1.ETextureFilterType.LINEAR:
  2427. case GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST:
  2428. case GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  2429. case GLTF1.ETextureFilterType.NEAREST:
  2430. case GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_SAMPLINGMODE;
  2431. default: return BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  2432. }
  2433. };
  2434. GLTFUtils.GetBufferFromBufferView = function (gltfRuntime, bufferView, byteOffset, byteLength, componentType) {
  2435. var byteOffset = bufferView.byteOffset + byteOffset;
  2436. var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];
  2437. if (byteOffset + byteLength > loadedBufferView.byteLength) {
  2438. throw new Error("Buffer access is out of range");
  2439. }
  2440. var buffer = loadedBufferView.buffer;
  2441. byteOffset += loadedBufferView.byteOffset;
  2442. switch (componentType) {
  2443. case GLTF1.EComponentType.BYTE: return new Int8Array(buffer, byteOffset, byteLength);
  2444. case GLTF1.EComponentType.UNSIGNED_BYTE: return new Uint8Array(buffer, byteOffset, byteLength);
  2445. case GLTF1.EComponentType.SHORT: return new Int16Array(buffer, byteOffset, byteLength);
  2446. case GLTF1.EComponentType.UNSIGNED_SHORT: return new Uint16Array(buffer, byteOffset, byteLength);
  2447. default: return new Float32Array(buffer, byteOffset, byteLength);
  2448. }
  2449. };
  2450. /**
  2451. * Returns a buffer from its accessor
  2452. * @param gltfRuntime: the GLTF runtime
  2453. * @param accessor: the GLTF accessor
  2454. */
  2455. GLTFUtils.GetBufferFromAccessor = function (gltfRuntime, accessor) {
  2456. var bufferView = gltfRuntime.bufferViews[accessor.bufferView];
  2457. var byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);
  2458. return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);
  2459. };
  2460. /**
  2461. * Decodes a buffer view into a string
  2462. * @param view: the buffer view
  2463. */
  2464. GLTFUtils.DecodeBufferToText = function (view) {
  2465. var result = "";
  2466. var length = view.byteLength;
  2467. for (var i = 0; i < length; ++i) {
  2468. result += String.fromCharCode(view[i]);
  2469. }
  2470. return result;
  2471. };
  2472. /**
  2473. * Returns the default material of gltf. Related to
  2474. * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
  2475. * @param scene: the Babylon.js scene
  2476. */
  2477. GLTFUtils.GetDefaultMaterial = function (scene) {
  2478. if (!GLTFUtils._DefaultMaterial) {
  2479. BABYLON.Effect.ShadersStore["GLTFDefaultMaterialVertexShader"] = [
  2480. "precision highp float;",
  2481. "",
  2482. "uniform mat4 worldView;",
  2483. "uniform mat4 projection;",
  2484. "",
  2485. "attribute vec3 position;",
  2486. "",
  2487. "void main(void)",
  2488. "{",
  2489. " gl_Position = projection * worldView * vec4(position, 1.0);",
  2490. "}"
  2491. ].join("\n");
  2492. BABYLON.Effect.ShadersStore["GLTFDefaultMaterialPixelShader"] = [
  2493. "precision highp float;",
  2494. "",
  2495. "uniform vec4 u_emission;",
  2496. "",
  2497. "void main(void)",
  2498. "{",
  2499. " gl_FragColor = u_emission;",
  2500. "}"
  2501. ].join("\n");
  2502. var shaderPath = {
  2503. vertex: "GLTFDefaultMaterial",
  2504. fragment: "GLTFDefaultMaterial"
  2505. };
  2506. var options = {
  2507. attributes: ["position"],
  2508. uniforms: ["worldView", "projection", "u_emission"],
  2509. samplers: new Array(),
  2510. needAlphaBlending: false
  2511. };
  2512. GLTFUtils._DefaultMaterial = new BABYLON.ShaderMaterial("GLTFDefaultMaterial", scene, shaderPath, options);
  2513. GLTFUtils._DefaultMaterial.setColor4("u_emission", new BABYLON.Color4(0.5, 0.5, 0.5, 1.0));
  2514. }
  2515. return GLTFUtils._DefaultMaterial;
  2516. };
  2517. // The GLTF default material
  2518. GLTFUtils._DefaultMaterial = null;
  2519. return GLTFUtils;
  2520. }());
  2521. GLTF1.GLTFUtils = GLTFUtils;
  2522. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2523. })(BABYLON || (BABYLON = {}));
  2524. //# sourceMappingURL=babylon.glTFLoaderUtils.js.map
  2525. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2526. var BABYLON;
  2527. (function (BABYLON) {
  2528. var GLTF1;
  2529. (function (GLTF1) {
  2530. var GLTFLoaderExtension = /** @class */ (function () {
  2531. function GLTFLoaderExtension(name) {
  2532. this._name = name;
  2533. }
  2534. Object.defineProperty(GLTFLoaderExtension.prototype, "name", {
  2535. get: function () {
  2536. return this._name;
  2537. },
  2538. enumerable: true,
  2539. configurable: true
  2540. });
  2541. /**
  2542. * Defines an override for loading the runtime
  2543. * Return true to stop further extensions from loading the runtime
  2544. */
  2545. GLTFLoaderExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  2546. return false;
  2547. };
  2548. /**
  2549. * Defines an onverride for creating gltf runtime
  2550. * Return true to stop further extensions from creating the runtime
  2551. */
  2552. GLTFLoaderExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  2553. return false;
  2554. };
  2555. /**
  2556. * Defines an override for loading buffers
  2557. * Return true to stop further extensions from loading this buffer
  2558. */
  2559. GLTFLoaderExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  2560. return false;
  2561. };
  2562. /**
  2563. * Defines an override for loading texture buffers
  2564. * Return true to stop further extensions from loading this texture data
  2565. */
  2566. GLTFLoaderExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2567. return false;
  2568. };
  2569. /**
  2570. * Defines an override for creating textures
  2571. * Return true to stop further extensions from loading this texture
  2572. */
  2573. GLTFLoaderExtension.prototype.createTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  2574. return false;
  2575. };
  2576. /**
  2577. * Defines an override for loading shader strings
  2578. * Return true to stop further extensions from loading this shader data
  2579. */
  2580. GLTFLoaderExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  2581. return false;
  2582. };
  2583. /**
  2584. * Defines an override for loading materials
  2585. * Return true to stop further extensions from loading this material
  2586. */
  2587. GLTFLoaderExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  2588. return false;
  2589. };
  2590. // ---------
  2591. // Utilities
  2592. // ---------
  2593. GLTFLoaderExtension.LoadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  2594. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2595. return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
  2596. }, function () {
  2597. setTimeout(function () {
  2598. if (!onSuccess) {
  2599. return;
  2600. }
  2601. onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
  2602. });
  2603. });
  2604. };
  2605. GLTFLoaderExtension.LoadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  2606. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2607. return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
  2608. }, function () {
  2609. setTimeout(function () {
  2610. onSuccess();
  2611. });
  2612. });
  2613. };
  2614. GLTFLoaderExtension.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  2615. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2616. return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
  2617. }, function () {
  2618. GLTF1.GLTFLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
  2619. });
  2620. };
  2621. GLTFLoaderExtension.LoadTextureAsync = function (gltfRuntime, id, onSuccess, onError) {
  2622. GLTFLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) {
  2623. if (buffer) {
  2624. GLTFLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  2625. }
  2626. }, onError);
  2627. };
  2628. GLTFLoaderExtension.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  2629. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2630. return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
  2631. }, function () {
  2632. GLTF1.GLTFLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
  2633. });
  2634. };
  2635. GLTFLoaderExtension.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  2636. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2637. return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
  2638. }, function () {
  2639. GLTF1.GLTFLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
  2640. });
  2641. };
  2642. GLTFLoaderExtension.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2643. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2644. return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
  2645. }, function () {
  2646. GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
  2647. });
  2648. };
  2649. GLTFLoaderExtension.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  2650. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2651. return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  2652. }, function () {
  2653. GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  2654. });
  2655. };
  2656. GLTFLoaderExtension.ApplyExtensions = function (func, defaultFunc) {
  2657. for (var extensionName in GLTF1.GLTFLoader.Extensions) {
  2658. var loaderExtension = GLTF1.GLTFLoader.Extensions[extensionName];
  2659. if (func(loaderExtension)) {
  2660. return;
  2661. }
  2662. }
  2663. defaultFunc();
  2664. };
  2665. return GLTFLoaderExtension;
  2666. }());
  2667. GLTF1.GLTFLoaderExtension = GLTFLoaderExtension;
  2668. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2669. })(BABYLON || (BABYLON = {}));
  2670. //# sourceMappingURL=babylon.glTFLoaderExtension.js.map
  2671. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2672. var __extends = (this && this.__extends) || (function () {
  2673. var extendStatics = Object.setPrototypeOf ||
  2674. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  2675. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  2676. return function (d, b) {
  2677. extendStatics(d, b);
  2678. function __() { this.constructor = d; }
  2679. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  2680. };
  2681. })();
  2682. var BABYLON;
  2683. (function (BABYLON) {
  2684. var GLTF1;
  2685. (function (GLTF1) {
  2686. var BinaryExtensionBufferName = "binary_glTF";
  2687. ;
  2688. ;
  2689. var GLTFBinaryExtension = /** @class */ (function (_super) {
  2690. __extends(GLTFBinaryExtension, _super);
  2691. function GLTFBinaryExtension() {
  2692. return _super.call(this, "KHR_binary_glTF") || this;
  2693. }
  2694. GLTFBinaryExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  2695. var extensionsUsed = data.json.extensionsUsed;
  2696. if (!extensionsUsed || extensionsUsed.indexOf(this.name) === -1 || !data.bin) {
  2697. return false;
  2698. }
  2699. this._bin = data.bin;
  2700. onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
  2701. return true;
  2702. };
  2703. GLTFBinaryExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2704. if (gltfRuntime.extensionsUsed.indexOf(this.name) === -1) {
  2705. return false;
  2706. }
  2707. if (id !== BinaryExtensionBufferName) {
  2708. return false;
  2709. }
  2710. onSuccess(this._bin);
  2711. return true;
  2712. };
  2713. GLTFBinaryExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2714. var texture = gltfRuntime.textures[id];
  2715. var source = gltfRuntime.images[texture.source];
  2716. if (!source.extensions || !(this.name in source.extensions)) {
  2717. return false;
  2718. }
  2719. var sourceExt = source.extensions[this.name];
  2720. var bufferView = gltfRuntime.bufferViews[sourceExt.bufferView];
  2721. var buffer = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
  2722. onSuccess(buffer);
  2723. return true;
  2724. };
  2725. GLTFBinaryExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  2726. var shader = gltfRuntime.shaders[id];
  2727. if (!shader.extensions || !(this.name in shader.extensions)) {
  2728. return false;
  2729. }
  2730. var binaryExtensionShader = shader.extensions[this.name];
  2731. var bufferView = gltfRuntime.bufferViews[binaryExtensionShader.bufferView];
  2732. var shaderBytes = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
  2733. setTimeout(function () {
  2734. var shaderString = GLTF1.GLTFUtils.DecodeBufferToText(shaderBytes);
  2735. onSuccess(shaderString);
  2736. });
  2737. return true;
  2738. };
  2739. return GLTFBinaryExtension;
  2740. }(GLTF1.GLTFLoaderExtension));
  2741. GLTF1.GLTFBinaryExtension = GLTFBinaryExtension;
  2742. GLTF1.GLTFLoader.RegisterExtension(new GLTFBinaryExtension());
  2743. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2744. })(BABYLON || (BABYLON = {}));
  2745. //# sourceMappingURL=babylon.glTFBinaryExtension.js.map
  2746. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2747. var __extends = (this && this.__extends) || (function () {
  2748. var extendStatics = Object.setPrototypeOf ||
  2749. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  2750. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  2751. return function (d, b) {
  2752. extendStatics(d, b);
  2753. function __() { this.constructor = d; }
  2754. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  2755. };
  2756. })();
  2757. var BABYLON;
  2758. (function (BABYLON) {
  2759. var GLTF1;
  2760. (function (GLTF1) {
  2761. ;
  2762. ;
  2763. ;
  2764. var GLTFMaterialsCommonExtension = /** @class */ (function (_super) {
  2765. __extends(GLTFMaterialsCommonExtension, _super);
  2766. function GLTFMaterialsCommonExtension() {
  2767. return _super.call(this, "KHR_materials_common") || this;
  2768. }
  2769. GLTFMaterialsCommonExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  2770. if (!gltfRuntime.extensions)
  2771. return false;
  2772. var extension = gltfRuntime.extensions[this.name];
  2773. if (!extension)
  2774. return false;
  2775. // Create lights
  2776. var lights = extension.lights;
  2777. if (lights) {
  2778. for (var thing in lights) {
  2779. var light = lights[thing];
  2780. switch (light.type) {
  2781. case "ambient":
  2782. var ambientLight = new BABYLON.HemisphericLight(light.name, new BABYLON.Vector3(0, 1, 0), gltfRuntime.scene);
  2783. var ambient = light.ambient;
  2784. if (ambient) {
  2785. ambientLight.diffuse = BABYLON.Color3.FromArray(ambient.color || [1, 1, 1]);
  2786. }
  2787. break;
  2788. case "point":
  2789. var pointLight = new BABYLON.PointLight(light.name, new BABYLON.Vector3(10, 10, 10), gltfRuntime.scene);
  2790. var point = light.point;
  2791. if (point) {
  2792. pointLight.diffuse = BABYLON.Color3.FromArray(point.color || [1, 1, 1]);
  2793. }
  2794. break;
  2795. case "directional":
  2796. var dirLight = new BABYLON.DirectionalLight(light.name, new BABYLON.Vector3(0, -1, 0), gltfRuntime.scene);
  2797. var directional = light.directional;
  2798. if (directional) {
  2799. dirLight.diffuse = BABYLON.Color3.FromArray(directional.color || [1, 1, 1]);
  2800. }
  2801. break;
  2802. case "spot":
  2803. var spot = light.spot;
  2804. if (spot) {
  2805. var spotLight = new BABYLON.SpotLight(light.name, new BABYLON.Vector3(0, 10, 0), new BABYLON.Vector3(0, -1, 0), spot.fallOffAngle || Math.PI, spot.fallOffExponent || 0.0, gltfRuntime.scene);
  2806. spotLight.diffuse = BABYLON.Color3.FromArray(spot.color || [1, 1, 1]);
  2807. }
  2808. break;
  2809. default:
  2810. BABYLON.Tools.Warn("GLTF Material Common extension: light type \"" + light.type + "\” not supported");
  2811. break;
  2812. }
  2813. }
  2814. }
  2815. return false;
  2816. };
  2817. GLTFMaterialsCommonExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  2818. var material = gltfRuntime.materials[id];
  2819. if (!material || !material.extensions)
  2820. return false;
  2821. var extension = material.extensions[this.name];
  2822. if (!extension)
  2823. return false;
  2824. var standardMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
  2825. standardMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  2826. if (extension.technique === "CONSTANT") {
  2827. standardMaterial.disableLighting = true;
  2828. }
  2829. standardMaterial.backFaceCulling = extension.doubleSided === undefined ? false : !extension.doubleSided;
  2830. standardMaterial.alpha = extension.values.transparency === undefined ? 1.0 : extension.values.transparency;
  2831. standardMaterial.specularPower = extension.values.shininess === undefined ? 0.0 : extension.values.shininess;
  2832. // Ambient
  2833. if (typeof extension.values.ambient === "string") {
  2834. this._loadTexture(gltfRuntime, extension.values.ambient, standardMaterial, "ambientTexture", onError);
  2835. }
  2836. else {
  2837. standardMaterial.ambientColor = BABYLON.Color3.FromArray(extension.values.ambient || [0, 0, 0]);
  2838. }
  2839. // Diffuse
  2840. if (typeof extension.values.diffuse === "string") {
  2841. this._loadTexture(gltfRuntime, extension.values.diffuse, standardMaterial, "diffuseTexture", onError);
  2842. }
  2843. else {
  2844. standardMaterial.diffuseColor = BABYLON.Color3.FromArray(extension.values.diffuse || [0, 0, 0]);
  2845. }
  2846. // Emission
  2847. if (typeof extension.values.emission === "string") {
  2848. this._loadTexture(gltfRuntime, extension.values.emission, standardMaterial, "emissiveTexture", onError);
  2849. }
  2850. else {
  2851. standardMaterial.emissiveColor = BABYLON.Color3.FromArray(extension.values.emission || [0, 0, 0]);
  2852. }
  2853. // Specular
  2854. if (typeof extension.values.specular === "string") {
  2855. this._loadTexture(gltfRuntime, extension.values.specular, standardMaterial, "specularTexture", onError);
  2856. }
  2857. else {
  2858. standardMaterial.specularColor = BABYLON.Color3.FromArray(extension.values.specular || [0, 0, 0]);
  2859. }
  2860. return true;
  2861. };
  2862. GLTFMaterialsCommonExtension.prototype._loadTexture = function (gltfRuntime, id, material, propertyPath, onError) {
  2863. // Create buffer from texture url
  2864. GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) {
  2865. // Create texture from buffer
  2866. GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, function (texture) { return material[propertyPath] = texture; }, onError);
  2867. }, onError);
  2868. };
  2869. return GLTFMaterialsCommonExtension;
  2870. }(GLTF1.GLTFLoaderExtension));
  2871. GLTF1.GLTFMaterialsCommonExtension = GLTFMaterialsCommonExtension;
  2872. GLTF1.GLTFLoader.RegisterExtension(new GLTFMaterialsCommonExtension());
  2873. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2874. })(BABYLON || (BABYLON = {}));
  2875. //# sourceMappingURL=babylon.glTFMaterialsCommonExtension.js.map