babylon.glTF2Serializer.js 187 KB

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  1. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2. var BABYLON;
  3. (function (BABYLON) {
  4. ;
  5. /**
  6. * Class for generating glTF data from a Babylon scene.
  7. */
  8. var GLTF2Export = /** @class */ (function () {
  9. function GLTF2Export() {
  10. }
  11. /**
  12. * Exports the geometry of the scene to .gltf file format asynchronously
  13. * @param scene Babylon scene with scene hierarchy information
  14. * @param filePrefix File prefix to use when generating the glTF file
  15. * @param options Exporter options
  16. * @returns Returns an object with a .gltf file and associates texture names
  17. * as keys and their data and paths as values
  18. */
  19. GLTF2Export.GLTFAsync = function (scene, filePrefix, options) {
  20. return scene.whenReadyAsync().then(function () {
  21. var glTFPrefix = filePrefix.replace(/\.[^/.]+$/, "");
  22. var gltfGenerator = new BABYLON.GLTF2._Exporter(scene, options);
  23. return gltfGenerator._generateGLTFAsync(glTFPrefix);
  24. });
  25. };
  26. /**
  27. * Exports the geometry of the scene to .glb file format asychronously
  28. * @param scene Babylon scene with scene hierarchy information
  29. * @param filePrefix File prefix to use when generating glb file
  30. * @param options Exporter options
  31. * @returns Returns an object with a .glb filename as key and data as value
  32. */
  33. GLTF2Export.GLBAsync = function (scene, filePrefix, options) {
  34. return scene.whenReadyAsync().then(function () {
  35. var glTFPrefix = filePrefix.replace(/\.[^/.]+$/, "");
  36. var gltfGenerator = new BABYLON.GLTF2._Exporter(scene, options);
  37. return gltfGenerator._generateGLBAsync(glTFPrefix);
  38. });
  39. };
  40. return GLTF2Export;
  41. }());
  42. BABYLON.GLTF2Export = GLTF2Export;
  43. })(BABYLON || (BABYLON = {}));
  44. //# sourceMappingURL=babylon.glTFSerializer.js.map
  45. /// <reference path="../../../../dist/preview release/glTF2Interface/babylon.glTF2Interface.d.ts"/>
  46. var BABYLON;
  47. (function (BABYLON) {
  48. var GLTF2;
  49. (function (GLTF2) {
  50. /**
  51. * Utility interface for storing vertex attribute data
  52. * @hidden
  53. */
  54. /**
  55. * Converts Babylon Scene into glTF 2.0.
  56. * @hidden
  57. */
  58. var _Exporter = /** @class */ (function () {
  59. /**
  60. * Creates a glTF Exporter instance, which can accept optional exporter options
  61. * @param babylonScene Babylon scene object
  62. * @param options Options to modify the behavior of the exporter
  63. */
  64. function _Exporter(babylonScene, options) {
  65. this._asset = { generator: "BabylonJS", version: "2.0" };
  66. this._babylonScene = babylonScene;
  67. this._bufferViews = [];
  68. this._accessors = [];
  69. this._meshes = [];
  70. this._scenes = [];
  71. this._nodes = [];
  72. this._images = [];
  73. this._materials = [];
  74. this._materialMap = [];
  75. this._textures = [];
  76. this._samplers = [];
  77. this._animations = [];
  78. this._imageData = {};
  79. this._convertToRightHandedSystem = this._babylonScene.useRightHandedSystem ? false : true;
  80. var _options = options || {};
  81. this._shouldExportTransformNode = _options.shouldExportTransformNode ? _options.shouldExportTransformNode : function (babylonTransformNode) { return true; };
  82. this._animationSampleRate = _options.animationSampleRate ? _options.animationSampleRate : 1 / 60;
  83. this._glTFMaterialExporter = new GLTF2._GLTFMaterialExporter(this);
  84. }
  85. /**
  86. * Lazy load a local engine with premultiplied alpha set to false
  87. */
  88. _Exporter.prototype._getLocalEngine = function () {
  89. if (!this._localEngine) {
  90. var localCanvas = document.createElement('canvas');
  91. localCanvas.id = "WriteCanvas";
  92. localCanvas.width = 2048;
  93. localCanvas.height = 2048;
  94. this._localEngine = new BABYLON.Engine(localCanvas, true, { premultipliedAlpha: false, preserveDrawingBuffer: true });
  95. this._localEngine.setViewport(new BABYLON.Viewport(0, 0, 1, 1));
  96. }
  97. return this._localEngine;
  98. };
  99. _Exporter.prototype.reorderIndicesBasedOnPrimitiveMode = function (submesh, primitiveMode, babylonIndices, byteOffset, binaryWriter) {
  100. switch (primitiveMode) {
  101. case BABYLON.Material.TriangleFillMode: {
  102. if (!byteOffset) {
  103. byteOffset = 0;
  104. }
  105. for (var i = submesh.indexStart, length_1 = submesh.indexStart + submesh.indexCount; i < length_1; i = i + 3) {
  106. var index = byteOffset + i * 4;
  107. // swap the second and third indices
  108. var secondIndex = binaryWriter.getUInt32(index + 4);
  109. var thirdIndex = binaryWriter.getUInt32(index + 8);
  110. binaryWriter.setUInt32(thirdIndex, index + 4);
  111. binaryWriter.setUInt32(secondIndex, index + 8);
  112. }
  113. break;
  114. }
  115. case BABYLON.Material.TriangleFanDrawMode: {
  116. for (var i = submesh.indexStart + submesh.indexCount - 1, start = submesh.indexStart; i >= start; --i) {
  117. binaryWriter.setUInt32(babylonIndices[i], byteOffset);
  118. byteOffset += 4;
  119. }
  120. break;
  121. }
  122. case BABYLON.Material.TriangleStripDrawMode: {
  123. if (submesh.indexCount >= 3) {
  124. binaryWriter.setUInt32(babylonIndices[submesh.indexStart + 2], byteOffset + 4);
  125. binaryWriter.setUInt32(babylonIndices[submesh.indexStart + 1], byteOffset + 8);
  126. }
  127. break;
  128. }
  129. }
  130. };
  131. /**
  132. * Reorders the vertex attribute data based on the primitive mode. This is necessary when indices are not available and the winding order is
  133. * clock-wise during export to glTF
  134. * @param submesh BabylonJS submesh
  135. * @param primitiveMode Primitive mode of the mesh
  136. * @param sideOrientation the winding order of the submesh
  137. * @param vertexBufferKind The type of vertex attribute
  138. * @param meshAttributeArray The vertex attribute data
  139. * @param byteOffset The offset to the binary data
  140. * @param binaryWriter The binary data for the glTF file
  141. */
  142. _Exporter.prototype.reorderVertexAttributeDataBasedOnPrimitiveMode = function (submesh, primitiveMode, sideOrientation, vertexBufferKind, meshAttributeArray, byteOffset, binaryWriter) {
  143. if (this._convertToRightHandedSystem && sideOrientation === BABYLON.Material.ClockWiseSideOrientation) {
  144. switch (primitiveMode) {
  145. case BABYLON.Material.TriangleFillMode: {
  146. this.reorderTriangleFillMode(submesh, primitiveMode, sideOrientation, vertexBufferKind, meshAttributeArray, byteOffset, binaryWriter);
  147. break;
  148. }
  149. case BABYLON.Material.TriangleStripDrawMode: {
  150. this.reorderTriangleStripDrawMode(submesh, primitiveMode, sideOrientation, vertexBufferKind, meshAttributeArray, byteOffset, binaryWriter);
  151. break;
  152. }
  153. case BABYLON.Material.TriangleFanDrawMode: {
  154. this.reorderTriangleFanMode(submesh, primitiveMode, sideOrientation, vertexBufferKind, meshAttributeArray, byteOffset, binaryWriter);
  155. break;
  156. }
  157. }
  158. }
  159. };
  160. /**
  161. * Reorders the vertex attributes in the correct triangle mode order . This is necessary when indices are not available and the winding order is
  162. * clock-wise during export to glTF
  163. * @param submesh BabylonJS submesh
  164. * @param primitiveMode Primitive mode of the mesh
  165. * @param sideOrientation the winding order of the submesh
  166. * @param vertexBufferKind The type of vertex attribute
  167. * @param meshAttributeArray The vertex attribute data
  168. * @param byteOffset The offset to the binary data
  169. * @param binaryWriter The binary data for the glTF file
  170. */
  171. _Exporter.prototype.reorderTriangleFillMode = function (submesh, primitiveMode, sideOrientation, vertexBufferKind, meshAttributeArray, byteOffset, binaryWriter) {
  172. var vertexBuffer = this.getVertexBufferFromMesh(vertexBufferKind, submesh.getMesh());
  173. if (vertexBuffer) {
  174. var stride = vertexBuffer.byteStride / BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  175. if (submesh.verticesCount % 3 !== 0) {
  176. BABYLON.Tools.Error('The submesh vertices for the triangle fill mode is not divisible by 3!');
  177. }
  178. else {
  179. var vertexData = [];
  180. var index = 0;
  181. switch (vertexBufferKind) {
  182. case BABYLON.VertexBuffer.PositionKind:
  183. case BABYLON.VertexBuffer.NormalKind: {
  184. for (var x = submesh.verticesStart; x < submesh.verticesStart + submesh.verticesCount; x = x + 3) {
  185. index = x * stride;
  186. vertexData.push(BABYLON.Vector3.FromArray(meshAttributeArray, index));
  187. vertexData.push(BABYLON.Vector3.FromArray(meshAttributeArray, index + 2 * stride));
  188. vertexData.push(BABYLON.Vector3.FromArray(meshAttributeArray, index + stride));
  189. }
  190. break;
  191. }
  192. case BABYLON.VertexBuffer.TangentKind: {
  193. for (var x = submesh.verticesStart; x < submesh.verticesStart + submesh.verticesCount; x = x + 3) {
  194. index = x * stride;
  195. vertexData.push(BABYLON.Vector4.FromArray(meshAttributeArray, index));
  196. vertexData.push(BABYLON.Vector4.FromArray(meshAttributeArray, index + 2 * stride));
  197. vertexData.push(BABYLON.Vector4.FromArray(meshAttributeArray, index + stride));
  198. }
  199. break;
  200. }
  201. case BABYLON.VertexBuffer.ColorKind: {
  202. var size = vertexBuffer.getSize();
  203. for (var x = submesh.verticesStart; x < submesh.verticesStart + submesh.verticesCount; x = x + size) {
  204. index = x * stride;
  205. if (size === 4) {
  206. vertexData.push(BABYLON.Vector4.FromArray(meshAttributeArray, index));
  207. vertexData.push(BABYLON.Vector4.FromArray(meshAttributeArray, index + 2 * stride));
  208. vertexData.push(BABYLON.Vector4.FromArray(meshAttributeArray, index + stride));
  209. }
  210. else {
  211. vertexData.push(BABYLON.Vector3.FromArray(meshAttributeArray, index));
  212. vertexData.push(BABYLON.Vector3.FromArray(meshAttributeArray, index + 2 * stride));
  213. vertexData.push(BABYLON.Vector3.FromArray(meshAttributeArray, index + stride));
  214. }
  215. }
  216. break;
  217. }
  218. case BABYLON.VertexBuffer.UVKind:
  219. case BABYLON.VertexBuffer.UV2Kind: {
  220. for (var x = submesh.verticesStart; x < submesh.verticesStart + submesh.verticesCount; x = x + 3) {
  221. index = x * stride;
  222. vertexData.push(BABYLON.Vector2.FromArray(meshAttributeArray, index));
  223. vertexData.push(BABYLON.Vector2.FromArray(meshAttributeArray, index + 2 * stride));
  224. vertexData.push(BABYLON.Vector2.FromArray(meshAttributeArray, index + stride));
  225. }
  226. break;
  227. }
  228. default: {
  229. BABYLON.Tools.Error("Unsupported Vertex Buffer type: " + vertexBufferKind);
  230. }
  231. }
  232. this.writeVertexAttributeData(vertexData, byteOffset, vertexBufferKind, meshAttributeArray, binaryWriter);
  233. }
  234. }
  235. else {
  236. BABYLON.Tools.Warn("reorderTriangleFillMode: Vertex Buffer Kind " + vertexBufferKind + " not present!");
  237. }
  238. };
  239. /**
  240. * Reorders the vertex attributes in the correct triangle strip order. This is necessary when indices are not available and the winding order is
  241. * clock-wise during export to glTF
  242. * @param submesh BabylonJS submesh
  243. * @param primitiveMode Primitive mode of the mesh
  244. * @param sideOrientation the winding order of the submesh
  245. * @param vertexBufferKind The type of vertex attribute
  246. * @param meshAttributeArray The vertex attribute data
  247. * @param byteOffset The offset to the binary data
  248. * @param binaryWriter The binary data for the glTF file
  249. */
  250. _Exporter.prototype.reorderTriangleStripDrawMode = function (submesh, primitiveMode, sideOrientation, vertexBufferKind, meshAttributeArray, byteOffset, binaryWriter) {
  251. var vertexBuffer = this.getVertexBufferFromMesh(vertexBufferKind, submesh.getMesh());
  252. if (vertexBuffer) {
  253. var stride = vertexBuffer.byteStride / BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  254. var vertexData = [];
  255. var index = 0;
  256. switch (vertexBufferKind) {
  257. case BABYLON.VertexBuffer.PositionKind:
  258. case BABYLON.VertexBuffer.NormalKind: {
  259. index = submesh.verticesStart;
  260. vertexData.push(BABYLON.Vector3.FromArray(meshAttributeArray, index + 2 * stride));
  261. vertexData.push(BABYLON.Vector3.FromArray(meshAttributeArray, index + stride));
  262. break;
  263. }
  264. case BABYLON.VertexBuffer.TangentKind: {
  265. for (var x = submesh.verticesStart + submesh.verticesCount - 1; x >= submesh.verticesStart; --x) {
  266. index = x * stride;
  267. vertexData.push(BABYLON.Vector4.FromArray(meshAttributeArray, index));
  268. }
  269. break;
  270. }
  271. case BABYLON.VertexBuffer.ColorKind: {
  272. for (var x = submesh.verticesStart + submesh.verticesCount - 1; x >= submesh.verticesStart; --x) {
  273. index = x * stride;
  274. vertexBuffer.getSize() === 4 ? vertexData.push(BABYLON.Vector4.FromArray(meshAttributeArray, index)) : vertexData.push(BABYLON.Vector3.FromArray(meshAttributeArray, index));
  275. }
  276. break;
  277. }
  278. case BABYLON.VertexBuffer.UVKind:
  279. case BABYLON.VertexBuffer.UV2Kind: {
  280. for (var x = submesh.verticesStart + submesh.verticesCount - 1; x >= submesh.verticesStart; --x) {
  281. index = x * stride;
  282. vertexData.push(BABYLON.Vector2.FromArray(meshAttributeArray, index));
  283. }
  284. break;
  285. }
  286. default: {
  287. BABYLON.Tools.Error("Unsupported Vertex Buffer type: " + vertexBufferKind);
  288. }
  289. }
  290. this.writeVertexAttributeData(vertexData, byteOffset + 12, vertexBufferKind, meshAttributeArray, binaryWriter);
  291. }
  292. else {
  293. BABYLON.Tools.Warn("reorderTriangleStripDrawMode: Vertex buffer kind " + vertexBufferKind + " not present!");
  294. }
  295. };
  296. /**
  297. * Reorders the vertex attributes in the correct triangle fan order. This is necessary when indices are not available and the winding order is
  298. * clock-wise during export to glTF
  299. * @param submesh BabylonJS submesh
  300. * @param primitiveMode Primitive mode of the mesh
  301. * @param sideOrientation the winding order of the submesh
  302. * @param vertexBufferKind The type of vertex attribute
  303. * @param meshAttributeArray The vertex attribute data
  304. * @param byteOffset The offset to the binary data
  305. * @param binaryWriter The binary data for the glTF file
  306. */
  307. _Exporter.prototype.reorderTriangleFanMode = function (submesh, primitiveMode, sideOrientation, vertexBufferKind, meshAttributeArray, byteOffset, binaryWriter) {
  308. var vertexBuffer = this.getVertexBufferFromMesh(vertexBufferKind, submesh.getMesh());
  309. if (vertexBuffer) {
  310. var stride = vertexBuffer.byteStride / BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  311. var vertexData = [];
  312. var index = 0;
  313. switch (vertexBufferKind) {
  314. case BABYLON.VertexBuffer.PositionKind:
  315. case BABYLON.VertexBuffer.NormalKind: {
  316. for (var x = submesh.verticesStart + submesh.verticesCount - 1; x >= submesh.verticesStart; --x) {
  317. index = x * stride;
  318. vertexData.push(BABYLON.Vector3.FromArray(meshAttributeArray, index));
  319. }
  320. break;
  321. }
  322. case BABYLON.VertexBuffer.TangentKind: {
  323. for (var x = submesh.verticesStart + submesh.verticesCount - 1; x >= submesh.verticesStart; --x) {
  324. index = x * stride;
  325. vertexData.push(BABYLON.Vector4.FromArray(meshAttributeArray, index));
  326. }
  327. break;
  328. }
  329. case BABYLON.VertexBuffer.ColorKind: {
  330. for (var x = submesh.verticesStart + submesh.verticesCount - 1; x >= submesh.verticesStart; --x) {
  331. index = x * stride;
  332. vertexData.push(BABYLON.Vector4.FromArray(meshAttributeArray, index));
  333. vertexBuffer.getSize() === 4 ? vertexData.push(BABYLON.Vector4.FromArray(meshAttributeArray, index)) : vertexData.push(BABYLON.Vector3.FromArray(meshAttributeArray, index));
  334. }
  335. break;
  336. }
  337. case BABYLON.VertexBuffer.UVKind:
  338. case BABYLON.VertexBuffer.UV2Kind: {
  339. for (var x = submesh.verticesStart + submesh.verticesCount - 1; x >= submesh.verticesStart; --x) {
  340. index = x * stride;
  341. vertexData.push(BABYLON.Vector2.FromArray(meshAttributeArray, index));
  342. }
  343. break;
  344. }
  345. default: {
  346. BABYLON.Tools.Error("Unsupported Vertex Buffer type: " + vertexBufferKind);
  347. }
  348. }
  349. this.writeVertexAttributeData(vertexData, byteOffset, vertexBufferKind, meshAttributeArray, binaryWriter);
  350. }
  351. else {
  352. BABYLON.Tools.Warn("reorderTriangleFanMode: Vertex buffer kind " + vertexBufferKind + " not present!");
  353. }
  354. };
  355. /**
  356. * Writes the vertex attribute data to binary
  357. * @param vertices The vertices to write to the binary writer
  358. * @param byteOffset The offset into the binary writer to overwrite binary data
  359. * @param vertexAttributeKind The vertex attribute type
  360. * @param meshAttributeArray The vertex attribute data
  361. * @param binaryWriter The writer containing the binary data
  362. */
  363. _Exporter.prototype.writeVertexAttributeData = function (vertices, byteOffset, vertexAttributeKind, meshAttributeArray, binaryWriter) {
  364. for (var _i = 0, vertices_1 = vertices; _i < vertices_1.length; _i++) {
  365. var vertex = vertices_1[_i];
  366. if (this._convertToRightHandedSystem && !(vertexAttributeKind === BABYLON.VertexBuffer.ColorKind) && !(vertex instanceof BABYLON.Vector2)) {
  367. if (vertex instanceof BABYLON.Vector3) {
  368. if (vertexAttributeKind === BABYLON.VertexBuffer.NormalKind) {
  369. GLTF2._GLTFUtilities._GetRightHandedNormalVector3FromRef(vertex);
  370. }
  371. else if (vertexAttributeKind === BABYLON.VertexBuffer.PositionKind) {
  372. GLTF2._GLTFUtilities._GetRightHandedPositionVector3FromRef(vertex);
  373. }
  374. else {
  375. BABYLON.Tools.Error('Unsupported vertex attribute kind!');
  376. }
  377. }
  378. else {
  379. GLTF2._GLTFUtilities._GetRightHandedVector4FromRef(vertex);
  380. }
  381. }
  382. if (vertexAttributeKind === BABYLON.VertexBuffer.NormalKind) {
  383. vertex.normalize();
  384. }
  385. else if (vertexAttributeKind === BABYLON.VertexBuffer.TangentKind && vertex instanceof BABYLON.Vector4) {
  386. GLTF2._GLTFUtilities._NormalizeTangentFromRef(vertex);
  387. }
  388. for (var _a = 0, _b = vertex.asArray(); _a < _b.length; _a++) {
  389. var component = _b[_a];
  390. binaryWriter.setFloat32(component, byteOffset);
  391. byteOffset += 4;
  392. }
  393. }
  394. };
  395. /**
  396. * Writes mesh attribute data to a data buffer
  397. * Returns the bytelength of the data
  398. * @param vertexBufferKind Indicates what kind of vertex data is being passed in
  399. * @param meshAttributeArray Array containing the attribute data
  400. * @param binaryWriter The buffer to write the binary data to
  401. * @param indices Used to specify the order of the vertex data
  402. */
  403. _Exporter.prototype.writeAttributeData = function (vertexBufferKind, meshAttributeArray, byteStride, binaryWriter) {
  404. var stride = byteStride / 4;
  405. var vertexAttributes = [];
  406. var index;
  407. switch (vertexBufferKind) {
  408. case BABYLON.VertexBuffer.PositionKind: {
  409. for (var k = 0, length_2 = meshAttributeArray.length / stride; k < length_2; ++k) {
  410. index = k * stride;
  411. var vertexData = BABYLON.Vector3.FromArray(meshAttributeArray, index);
  412. if (this._convertToRightHandedSystem) {
  413. GLTF2._GLTFUtilities._GetRightHandedPositionVector3FromRef(vertexData);
  414. }
  415. vertexAttributes.push(vertexData.asArray());
  416. }
  417. break;
  418. }
  419. case BABYLON.VertexBuffer.NormalKind: {
  420. for (var k = 0, length_3 = meshAttributeArray.length / stride; k < length_3; ++k) {
  421. index = k * stride;
  422. var vertexData = BABYLON.Vector3.FromArray(meshAttributeArray, index);
  423. if (this._convertToRightHandedSystem) {
  424. GLTF2._GLTFUtilities._GetRightHandedNormalVector3FromRef(vertexData);
  425. }
  426. vertexData.normalize();
  427. vertexAttributes.push(vertexData.asArray());
  428. }
  429. break;
  430. }
  431. case BABYLON.VertexBuffer.TangentKind: {
  432. for (var k = 0, length_4 = meshAttributeArray.length / stride; k < length_4; ++k) {
  433. index = k * stride;
  434. var vertexData = BABYLON.Vector4.FromArray(meshAttributeArray, index);
  435. if (this._convertToRightHandedSystem) {
  436. GLTF2._GLTFUtilities._GetRightHandedVector4FromRef(vertexData);
  437. }
  438. GLTF2._GLTFUtilities._NormalizeTangentFromRef(vertexData);
  439. vertexAttributes.push(vertexData.asArray());
  440. }
  441. break;
  442. }
  443. case BABYLON.VertexBuffer.ColorKind: {
  444. for (var k = 0, length_5 = meshAttributeArray.length / stride; k < length_5; ++k) {
  445. index = k * stride;
  446. var vertexData = stride === 3 ? BABYLON.Vector3.FromArray(meshAttributeArray, index) : BABYLON.Vector4.FromArray(meshAttributeArray, index);
  447. vertexAttributes.push(vertexData.asArray());
  448. }
  449. break;
  450. }
  451. case BABYLON.VertexBuffer.UVKind:
  452. case BABYLON.VertexBuffer.UV2Kind: {
  453. for (var k = 0, length_6 = meshAttributeArray.length / stride; k < length_6; ++k) {
  454. index = k * stride;
  455. vertexAttributes.push(this._convertToRightHandedSystem ? [meshAttributeArray[index], meshAttributeArray[index + 1]] : [meshAttributeArray[index], meshAttributeArray[index + 1]]);
  456. }
  457. break;
  458. }
  459. default: {
  460. BABYLON.Tools.Warn("Unsupported Vertex Buffer Type: " + vertexBufferKind);
  461. vertexAttributes = [];
  462. }
  463. }
  464. for (var _i = 0, vertexAttributes_1 = vertexAttributes; _i < vertexAttributes_1.length; _i++) {
  465. var vertexAttribute = vertexAttributes_1[_i];
  466. for (var _a = 0, vertexAttribute_1 = vertexAttribute; _a < vertexAttribute_1.length; _a++) {
  467. var component = vertexAttribute_1[_a];
  468. binaryWriter.setFloat32(component);
  469. }
  470. }
  471. };
  472. /**
  473. * Generates glTF json data
  474. * @param shouldUseGlb Indicates whether the json should be written for a glb file
  475. * @param glTFPrefix Text to use when prefixing a glTF file
  476. * @param prettyPrint Indicates whether the json file should be pretty printed (true) or not (false)
  477. * @returns json data as string
  478. */
  479. _Exporter.prototype.generateJSON = function (shouldUseGlb, glTFPrefix, prettyPrint) {
  480. var _this = this;
  481. var buffer = { byteLength: this._totalByteLength };
  482. var imageName;
  483. var imageData;
  484. var bufferView;
  485. var byteOffset = this._totalByteLength;
  486. var glTF = {
  487. asset: this._asset
  488. };
  489. if (buffer.byteLength) {
  490. glTF.buffers = [buffer];
  491. }
  492. if (this._nodes && this._nodes.length) {
  493. glTF.nodes = this._nodes;
  494. }
  495. if (this._meshes && this._meshes.length) {
  496. glTF.meshes = this._meshes;
  497. }
  498. if (this._scenes && this._scenes.length) {
  499. glTF.scenes = this._scenes;
  500. glTF.scene = 0;
  501. }
  502. if (this._bufferViews && this._bufferViews.length) {
  503. glTF.bufferViews = this._bufferViews;
  504. }
  505. if (this._accessors && this._accessors.length) {
  506. glTF.accessors = this._accessors;
  507. }
  508. if (this._animations && this._animations.length) {
  509. glTF.animations = this._animations;
  510. }
  511. if (this._materials && this._materials.length) {
  512. glTF.materials = this._materials;
  513. }
  514. if (this._textures && this._textures.length) {
  515. glTF.textures = this._textures;
  516. }
  517. if (this._samplers && this._samplers.length) {
  518. glTF.samplers = this._samplers;
  519. }
  520. if (this._images && this._images.length) {
  521. if (!shouldUseGlb) {
  522. glTF.images = this._images;
  523. }
  524. else {
  525. glTF.images = [];
  526. this._images.forEach(function (image) {
  527. if (image.uri) {
  528. imageData = _this._imageData[image.uri];
  529. imageName = image.uri.split('.')[0] + " image";
  530. bufferView = GLTF2._GLTFUtilities._CreateBufferView(0, byteOffset, imageData.data.length, undefined, imageName);
  531. byteOffset += imageData.data.buffer.byteLength;
  532. _this._bufferViews.push(bufferView);
  533. image.bufferView = _this._bufferViews.length - 1;
  534. image.name = imageName;
  535. image.mimeType = imageData.mimeType;
  536. image.uri = undefined;
  537. if (!glTF.images) {
  538. glTF.images = [];
  539. }
  540. glTF.images.push(image);
  541. }
  542. });
  543. // Replace uri with bufferview and mime type for glb
  544. buffer.byteLength = byteOffset;
  545. }
  546. }
  547. if (!shouldUseGlb) {
  548. buffer.uri = glTFPrefix + ".bin";
  549. }
  550. var jsonText = prettyPrint ? JSON.stringify(glTF, null, 2) : JSON.stringify(glTF);
  551. return jsonText;
  552. };
  553. /**
  554. * Generates data for .gltf and .bin files based on the glTF prefix string
  555. * @param glTFPrefix Text to use when prefixing a glTF file
  556. * @returns GLTFData with glTF file data
  557. */
  558. _Exporter.prototype._generateGLTFAsync = function (glTFPrefix) {
  559. var _this = this;
  560. return this._generateBinaryAsync().then(function (binaryBuffer) {
  561. var jsonText = _this.generateJSON(false, glTFPrefix, true);
  562. var bin = new Blob([binaryBuffer], { type: 'application/octet-stream' });
  563. var glTFFileName = glTFPrefix + '.gltf';
  564. var glTFBinFile = glTFPrefix + '.bin';
  565. var container = new BABYLON.GLTFData();
  566. container.glTFFiles[glTFFileName] = jsonText;
  567. container.glTFFiles[glTFBinFile] = bin;
  568. if (_this._imageData) {
  569. for (var image in _this._imageData) {
  570. container.glTFFiles[image] = new Blob([_this._imageData[image].data], { type: _this._imageData[image].mimeType });
  571. }
  572. }
  573. return container;
  574. });
  575. };
  576. /**
  577. * Creates a binary buffer for glTF
  578. * @returns array buffer for binary data
  579. */
  580. _Exporter.prototype._generateBinaryAsync = function () {
  581. var _this = this;
  582. var binaryWriter = new _BinaryWriter(4);
  583. return this.createSceneAsync(this._babylonScene, binaryWriter).then(function () {
  584. if (_this._localEngine) {
  585. _this._localEngine.dispose();
  586. }
  587. return binaryWriter.getArrayBuffer();
  588. });
  589. };
  590. /**
  591. * Pads the number to a multiple of 4
  592. * @param num number to pad
  593. * @returns padded number
  594. */
  595. _Exporter.prototype._getPadding = function (num) {
  596. var remainder = num % 4;
  597. var padding = remainder === 0 ? remainder : 4 - remainder;
  598. return padding;
  599. };
  600. /**
  601. * Generates a glb file from the json and binary data
  602. * Returns an object with the glb file name as the key and data as the value
  603. * @param glTFPrefix
  604. * @returns object with glb filename as key and data as value
  605. */
  606. _Exporter.prototype._generateGLBAsync = function (glTFPrefix) {
  607. var _this = this;
  608. return this._generateBinaryAsync().then(function (binaryBuffer) {
  609. var jsonText = _this.generateJSON(true);
  610. var glbFileName = glTFPrefix + '.glb';
  611. var headerLength = 12;
  612. var chunkLengthPrefix = 8;
  613. var jsonLength = jsonText.length;
  614. var imageByteLength = 0;
  615. for (var key in _this._imageData) {
  616. imageByteLength += _this._imageData[key].data.byteLength;
  617. }
  618. var jsonPadding = _this._getPadding(jsonLength);
  619. var binPadding = _this._getPadding(binaryBuffer.byteLength);
  620. var imagePadding = _this._getPadding(imageByteLength);
  621. var byteLength = headerLength + (2 * chunkLengthPrefix) + jsonLength + jsonPadding + binaryBuffer.byteLength + binPadding + imageByteLength + imagePadding;
  622. //header
  623. var headerBuffer = new ArrayBuffer(headerLength);
  624. var headerBufferView = new DataView(headerBuffer);
  625. headerBufferView.setUint32(0, 0x46546C67, true); //glTF
  626. headerBufferView.setUint32(4, 2, true); // version
  627. headerBufferView.setUint32(8, byteLength, true); // total bytes in file
  628. //json chunk
  629. var jsonChunkBuffer = new ArrayBuffer(chunkLengthPrefix + jsonLength + jsonPadding);
  630. var jsonChunkBufferView = new DataView(jsonChunkBuffer);
  631. jsonChunkBufferView.setUint32(0, jsonLength + jsonPadding, true);
  632. jsonChunkBufferView.setUint32(4, 0x4E4F534A, true);
  633. //json chunk bytes
  634. var jsonData = new Uint8Array(jsonChunkBuffer, chunkLengthPrefix);
  635. for (var i = 0; i < jsonLength; ++i) {
  636. jsonData[i] = jsonText.charCodeAt(i);
  637. }
  638. //json padding
  639. var jsonPaddingView = new Uint8Array(jsonChunkBuffer, chunkLengthPrefix + jsonLength);
  640. for (var i = 0; i < jsonPadding; ++i) {
  641. jsonPaddingView[i] = 0x20;
  642. }
  643. //binary chunk
  644. var binaryChunkBuffer = new ArrayBuffer(chunkLengthPrefix);
  645. var binaryChunkBufferView = new DataView(binaryChunkBuffer);
  646. binaryChunkBufferView.setUint32(0, binaryBuffer.byteLength + imageByteLength + imagePadding, true);
  647. binaryChunkBufferView.setUint32(4, 0x004E4942, true);
  648. // binary padding
  649. var binPaddingBuffer = new ArrayBuffer(binPadding);
  650. var binPaddingView = new Uint8Array(binPaddingBuffer);
  651. for (var i = 0; i < binPadding; ++i) {
  652. binPaddingView[i] = 0;
  653. }
  654. var imagePaddingBuffer = new ArrayBuffer(imagePadding);
  655. var imagePaddingView = new Uint8Array(imagePaddingBuffer);
  656. for (var i = 0; i < imagePadding; ++i) {
  657. imagePaddingView[i] = 0;
  658. }
  659. var glbData = [headerBuffer, jsonChunkBuffer, binaryChunkBuffer, binaryBuffer];
  660. // binary data
  661. for (var key in _this._imageData) {
  662. glbData.push(_this._imageData[key].data.buffer);
  663. }
  664. glbData.push(binPaddingBuffer);
  665. glbData.push(imagePaddingBuffer);
  666. var glbFile = new Blob(glbData, { type: 'application/octet-stream' });
  667. var container = new BABYLON.GLTFData();
  668. container.glTFFiles[glbFileName] = glbFile;
  669. _this._localEngine.dispose();
  670. return container;
  671. });
  672. };
  673. /**
  674. * Sets the TRS for each node
  675. * @param node glTF Node for storing the transformation data
  676. * @param babylonTransformNode Babylon mesh used as the source for the transformation data
  677. */
  678. _Exporter.prototype.setNodeTransformation = function (node, babylonTransformNode) {
  679. if (!babylonTransformNode.position.equalsToFloats(0, 0, 0)) {
  680. node.translation = this._convertToRightHandedSystem ? GLTF2._GLTFUtilities._GetRightHandedPositionVector3(babylonTransformNode.position).asArray() : babylonTransformNode.position.asArray();
  681. }
  682. if (!babylonTransformNode.scaling.equalsToFloats(1, 1, 1)) {
  683. node.scale = babylonTransformNode.scaling.asArray();
  684. }
  685. var rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(babylonTransformNode.rotation.y, babylonTransformNode.rotation.x, babylonTransformNode.rotation.z);
  686. if (babylonTransformNode.rotationQuaternion) {
  687. rotationQuaternion.multiplyInPlace(babylonTransformNode.rotationQuaternion);
  688. }
  689. if (!(rotationQuaternion.x === 0 && rotationQuaternion.y === 0 && rotationQuaternion.z === 0 && rotationQuaternion.w === 1)) {
  690. if (this._convertToRightHandedSystem) {
  691. GLTF2._GLTFUtilities._GetRightHandedQuaternionFromRef(rotationQuaternion);
  692. }
  693. node.rotation = rotationQuaternion.normalize().asArray();
  694. }
  695. };
  696. _Exporter.prototype.getVertexBufferFromMesh = function (attributeKind, bufferMesh) {
  697. if (bufferMesh.isVerticesDataPresent(attributeKind)) {
  698. var vertexBuffer = bufferMesh.getVertexBuffer(attributeKind);
  699. if (vertexBuffer) {
  700. return vertexBuffer;
  701. }
  702. }
  703. return null;
  704. };
  705. /**
  706. * Creates a bufferview based on the vertices type for the Babylon mesh
  707. * @param kind Indicates the type of vertices data
  708. * @param babylonTransformNode The Babylon mesh to get the vertices data from
  709. * @param binaryWriter The buffer to write the bufferview data to
  710. */
  711. _Exporter.prototype.createBufferViewKind = function (kind, babylonTransformNode, binaryWriter, byteStride) {
  712. var bufferMesh = babylonTransformNode instanceof BABYLON.Mesh ?
  713. babylonTransformNode : babylonTransformNode instanceof BABYLON.InstancedMesh ?
  714. babylonTransformNode.sourceMesh : null;
  715. if (bufferMesh) {
  716. var vertexData = bufferMesh.getVerticesData(kind);
  717. if (vertexData) {
  718. var byteLength = vertexData.length * 4;
  719. var bufferView = GLTF2._GLTFUtilities._CreateBufferView(0, binaryWriter.getByteOffset(), byteLength, byteStride, kind + " - " + bufferMesh.name);
  720. this._bufferViews.push(bufferView);
  721. this.writeAttributeData(kind, vertexData, byteStride, binaryWriter);
  722. }
  723. }
  724. };
  725. /**
  726. * The primitive mode of the Babylon mesh
  727. * @param babylonMesh The BabylonJS mesh
  728. */
  729. _Exporter.prototype.getMeshPrimitiveMode = function (babylonMesh) {
  730. if (babylonMesh instanceof BABYLON.LinesMesh) {
  731. return BABYLON.Material.LineListDrawMode;
  732. }
  733. return babylonMesh.material ? babylonMesh.material.fillMode : BABYLON.Material.TriangleFillMode;
  734. };
  735. /**
  736. * Sets the primitive mode of the glTF mesh primitive
  737. * @param meshPrimitive glTF mesh primitive
  738. * @param primitiveMode The primitive mode
  739. */
  740. _Exporter.prototype.setPrimitiveMode = function (meshPrimitive, primitiveMode) {
  741. switch (primitiveMode) {
  742. case BABYLON.Material.TriangleFillMode: {
  743. // glTF defaults to using Triangle Mode
  744. break;
  745. }
  746. case BABYLON.Material.TriangleStripDrawMode: {
  747. meshPrimitive.mode = 5 /* TRIANGLE_STRIP */;
  748. break;
  749. }
  750. case BABYLON.Material.TriangleFanDrawMode: {
  751. meshPrimitive.mode = 6 /* TRIANGLE_FAN */;
  752. break;
  753. }
  754. case BABYLON.Material.PointListDrawMode: {
  755. meshPrimitive.mode = 0 /* POINTS */;
  756. }
  757. case BABYLON.Material.PointFillMode: {
  758. meshPrimitive.mode = 0 /* POINTS */;
  759. break;
  760. }
  761. case BABYLON.Material.LineLoopDrawMode: {
  762. meshPrimitive.mode = 2 /* LINE_LOOP */;
  763. break;
  764. }
  765. case BABYLON.Material.LineListDrawMode: {
  766. meshPrimitive.mode = 1 /* LINES */;
  767. break;
  768. }
  769. case BABYLON.Material.LineStripDrawMode: {
  770. meshPrimitive.mode = 3 /* LINE_STRIP */;
  771. break;
  772. }
  773. }
  774. };
  775. /**
  776. * Sets the vertex attribute accessor based of the glTF mesh primitive
  777. * @param meshPrimitive glTF mesh primitive
  778. * @param attributeKind vertex attribute
  779. * @returns boolean specifying if uv coordinates are present
  780. */
  781. _Exporter.prototype.setAttributeKind = function (meshPrimitive, attributeKind) {
  782. switch (attributeKind) {
  783. case BABYLON.VertexBuffer.PositionKind: {
  784. meshPrimitive.attributes.POSITION = this._accessors.length - 1;
  785. break;
  786. }
  787. case BABYLON.VertexBuffer.NormalKind: {
  788. meshPrimitive.attributes.NORMAL = this._accessors.length - 1;
  789. break;
  790. }
  791. case BABYLON.VertexBuffer.ColorKind: {
  792. meshPrimitive.attributes.COLOR_0 = this._accessors.length - 1;
  793. break;
  794. }
  795. case BABYLON.VertexBuffer.TangentKind: {
  796. meshPrimitive.attributes.TANGENT = this._accessors.length - 1;
  797. break;
  798. }
  799. case BABYLON.VertexBuffer.UVKind: {
  800. meshPrimitive.attributes.TEXCOORD_0 = this._accessors.length - 1;
  801. break;
  802. }
  803. case BABYLON.VertexBuffer.UV2Kind: {
  804. meshPrimitive.attributes.TEXCOORD_1 = this._accessors.length - 1;
  805. break;
  806. }
  807. default: {
  808. BABYLON.Tools.Warn("Unsupported Vertex Buffer Type: " + attributeKind);
  809. }
  810. }
  811. };
  812. /**
  813. * Sets data for the primitive attributes of each submesh
  814. * @param mesh glTF Mesh object to store the primitive attribute information
  815. * @param babylonTransformNode Babylon mesh to get the primitive attribute data from
  816. * @param binaryWriter Buffer to write the attribute data to
  817. */
  818. _Exporter.prototype.setPrimitiveAttributes = function (mesh, babylonTransformNode, binaryWriter) {
  819. var bufferMesh = null;
  820. var bufferView;
  821. var uvCoordsPresent;
  822. var minMax;
  823. if (babylonTransformNode instanceof BABYLON.Mesh) {
  824. bufferMesh = babylonTransformNode;
  825. }
  826. else if (babylonTransformNode instanceof BABYLON.InstancedMesh) {
  827. bufferMesh = babylonTransformNode.sourceMesh;
  828. }
  829. var attributeData = [
  830. { kind: BABYLON.VertexBuffer.PositionKind, accessorType: "VEC3" /* VEC3 */, byteStride: 12 },
  831. { kind: BABYLON.VertexBuffer.NormalKind, accessorType: "VEC3" /* VEC3 */, byteStride: 12 },
  832. { kind: BABYLON.VertexBuffer.ColorKind, accessorType: "VEC4" /* VEC4 */, byteStride: 16 },
  833. { kind: BABYLON.VertexBuffer.TangentKind, accessorType: "VEC4" /* VEC4 */, byteStride: 16 },
  834. { kind: BABYLON.VertexBuffer.UVKind, accessorType: "VEC2" /* VEC2 */, byteStride: 8 },
  835. { kind: BABYLON.VertexBuffer.UV2Kind, accessorType: "VEC2" /* VEC2 */, byteStride: 8 },
  836. ];
  837. if (bufferMesh) {
  838. var indexBufferViewIndex = null;
  839. var primitiveMode = this.getMeshPrimitiveMode(bufferMesh);
  840. var vertexAttributeBufferViews = {};
  841. // For each BabylonMesh, create bufferviews for each 'kind'
  842. for (var _i = 0, attributeData_1 = attributeData; _i < attributeData_1.length; _i++) {
  843. var attribute = attributeData_1[_i];
  844. var attributeKind = attribute.kind;
  845. if (bufferMesh.isVerticesDataPresent(attributeKind)) {
  846. var vertexBuffer = this.getVertexBufferFromMesh(attributeKind, bufferMesh);
  847. attribute.byteStride = vertexBuffer ? vertexBuffer.getSize() * 4 : BABYLON.VertexBuffer.DeduceStride(attributeKind) * 4;
  848. if (attribute.byteStride === 12) {
  849. attribute.accessorType = "VEC3" /* VEC3 */;
  850. }
  851. this.createBufferViewKind(attributeKind, babylonTransformNode, binaryWriter, attribute.byteStride);
  852. attribute.bufferViewIndex = this._bufferViews.length - 1;
  853. vertexAttributeBufferViews[attributeKind] = attribute.bufferViewIndex;
  854. }
  855. }
  856. if (bufferMesh.getTotalIndices()) {
  857. var indices = bufferMesh.getIndices();
  858. if (indices) {
  859. var byteLength = indices.length * 4;
  860. bufferView = GLTF2._GLTFUtilities._CreateBufferView(0, binaryWriter.getByteOffset(), byteLength, undefined, "Indices - " + bufferMesh.name);
  861. this._bufferViews.push(bufferView);
  862. indexBufferViewIndex = this._bufferViews.length - 1;
  863. for (var k = 0, length_7 = indices.length; k < length_7; ++k) {
  864. binaryWriter.setUInt32(indices[k]);
  865. }
  866. }
  867. }
  868. if (bufferMesh.subMeshes) {
  869. // go through all mesh primitives (submeshes)
  870. for (var _a = 0, _b = bufferMesh.subMeshes; _a < _b.length; _a++) {
  871. var submesh = _b[_a];
  872. uvCoordsPresent = false;
  873. var babylonMaterial = submesh.getMaterial();
  874. var materialIndex = null;
  875. if (babylonMaterial) {
  876. if (bufferMesh instanceof BABYLON.LinesMesh) {
  877. // get the color from the lines mesh and set it in the material
  878. var material = {
  879. name: bufferMesh.name + ' material'
  880. };
  881. if (!bufferMesh.color.equals(BABYLON.Color3.White()) || bufferMesh.alpha < 1) {
  882. material.pbrMetallicRoughness = {
  883. baseColorFactor: bufferMesh.color.asArray().concat([bufferMesh.alpha])
  884. };
  885. }
  886. this._materials.push(material);
  887. materialIndex = this._materials.length - 1;
  888. }
  889. else if (babylonMaterial instanceof BABYLON.MultiMaterial) {
  890. babylonMaterial = babylonMaterial.subMaterials[submesh.materialIndex];
  891. if (babylonMaterial) {
  892. materialIndex = this._materialMap[babylonMaterial.uniqueId];
  893. }
  894. }
  895. else {
  896. materialIndex = this._materialMap[babylonMaterial.uniqueId];
  897. }
  898. }
  899. var glTFMaterial = materialIndex != null ? this._materials[materialIndex] : null;
  900. var meshPrimitive = { attributes: {} };
  901. this.setPrimitiveMode(meshPrimitive, primitiveMode);
  902. for (var _c = 0, attributeData_2 = attributeData; _c < attributeData_2.length; _c++) {
  903. var attribute = attributeData_2[_c];
  904. var attributeKind = attribute.kind;
  905. if (attributeKind === BABYLON.VertexBuffer.UVKind || attributeKind === BABYLON.VertexBuffer.UV2Kind) {
  906. if (glTFMaterial && !this._glTFMaterialExporter._hasTexturesPresent(glTFMaterial)) {
  907. continue;
  908. }
  909. }
  910. var vertexData = bufferMesh.getVerticesData(attributeKind);
  911. if (vertexData) {
  912. var vertexBuffer = this.getVertexBufferFromMesh(attributeKind, bufferMesh);
  913. if (vertexBuffer) {
  914. var stride = vertexBuffer.getSize();
  915. var bufferViewIndex = attribute.bufferViewIndex;
  916. if (bufferViewIndex != undefined) { // check to see if bufferviewindex has a numeric value assigned.
  917. minMax = { min: null, max: null };
  918. if (attributeKind == BABYLON.VertexBuffer.PositionKind) {
  919. minMax = GLTF2._GLTFUtilities._CalculateMinMaxPositions(vertexData, 0, vertexData.length / stride, this._convertToRightHandedSystem);
  920. }
  921. var accessor = GLTF2._GLTFUtilities._CreateAccessor(bufferViewIndex, attributeKind + " - " + babylonTransformNode.name, attribute.accessorType, 5126 /* FLOAT */, vertexData.length / stride, 0, minMax.min, minMax.max);
  922. this._accessors.push(accessor);
  923. this.setAttributeKind(meshPrimitive, attributeKind);
  924. if (meshPrimitive.attributes.TEXCOORD_0 != null || meshPrimitive.attributes.TEXCOORD_1 != null) {
  925. uvCoordsPresent = true;
  926. }
  927. }
  928. }
  929. }
  930. }
  931. if (indexBufferViewIndex) {
  932. // Create accessor
  933. var accessor = GLTF2._GLTFUtilities._CreateAccessor(indexBufferViewIndex, "indices - " + babylonTransformNode.name, "SCALAR" /* SCALAR */, 5125 /* UNSIGNED_INT */, submesh.indexCount, submesh.indexStart * 4, null, null);
  934. this._accessors.push(accessor);
  935. meshPrimitive.indices = this._accessors.length - 1;
  936. }
  937. if (materialIndex != null && Object.keys(meshPrimitive.attributes).length > 0) {
  938. var sideOrientation = this._babylonScene.materials[materialIndex].sideOrientation;
  939. if (this._convertToRightHandedSystem && sideOrientation === BABYLON.Material.ClockWiseSideOrientation) {
  940. //Overwrite the indices to be counter-clockwise
  941. var byteOffset = indexBufferViewIndex != null ? this._bufferViews[indexBufferViewIndex].byteOffset : null;
  942. if (byteOffset == null) {
  943. byteOffset = 0;
  944. }
  945. var babylonIndices = null;
  946. if (indexBufferViewIndex != null) {
  947. babylonIndices = bufferMesh.getIndices();
  948. }
  949. if (babylonIndices) {
  950. this.reorderIndicesBasedOnPrimitiveMode(submesh, primitiveMode, babylonIndices, byteOffset, binaryWriter);
  951. }
  952. else {
  953. for (var _d = 0, attributeData_3 = attributeData; _d < attributeData_3.length; _d++) {
  954. var attribute = attributeData_3[_d];
  955. var vertexData = bufferMesh.getVerticesData(attribute.kind);
  956. if (vertexData) {
  957. var byteOffset_1 = this._bufferViews[vertexAttributeBufferViews[attribute.kind]].byteOffset;
  958. if (!byteOffset_1) {
  959. byteOffset_1 = 0;
  960. }
  961. this.reorderVertexAttributeDataBasedOnPrimitiveMode(submesh, primitiveMode, sideOrientation, attribute.kind, vertexData, byteOffset_1, binaryWriter);
  962. }
  963. }
  964. }
  965. }
  966. if (!uvCoordsPresent && this._glTFMaterialExporter._hasTexturesPresent(this._materials[materialIndex])) {
  967. var newMat = this._glTFMaterialExporter._stripTexturesFromMaterial(this._materials[materialIndex]);
  968. this._materials.push(newMat);
  969. materialIndex = this._materials.length - 1;
  970. }
  971. meshPrimitive.material = materialIndex;
  972. }
  973. mesh.primitives.push(meshPrimitive);
  974. }
  975. }
  976. }
  977. };
  978. /**
  979. * Creates a glTF scene based on the array of meshes
  980. * Returns the the total byte offset
  981. * @param babylonScene Babylon scene to get the mesh data from
  982. * @param binaryWriter Buffer to write binary data to
  983. */
  984. _Exporter.prototype.createSceneAsync = function (babylonScene, binaryWriter) {
  985. var _this = this;
  986. var scene = { nodes: [] };
  987. var glTFNodeIndex;
  988. var glTFNode;
  989. var directDescendents;
  990. var nodes = babylonScene.transformNodes.concat(babylonScene.meshes);
  991. return this._glTFMaterialExporter._convertMaterialsToGLTFAsync(babylonScene.materials, "image/png" /* PNG */, true).then(function () {
  992. _this._nodeMap = _this.createNodeMapAndAnimations(babylonScene, nodes, _this._shouldExportTransformNode, binaryWriter);
  993. _this._totalByteLength = binaryWriter.getByteOffset();
  994. // Build Hierarchy with the node map.
  995. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  996. var babylonTransformNode = nodes_1[_i];
  997. glTFNodeIndex = _this._nodeMap[babylonTransformNode.uniqueId];
  998. if (glTFNodeIndex != null) {
  999. glTFNode = _this._nodes[glTFNodeIndex];
  1000. if (!babylonTransformNode.parent) {
  1001. if (!_this._shouldExportTransformNode(babylonTransformNode)) {
  1002. BABYLON.Tools.Log("Omitting " + babylonTransformNode.name + " from scene.");
  1003. }
  1004. else {
  1005. if (_this._convertToRightHandedSystem) {
  1006. if (glTFNode.translation) {
  1007. glTFNode.translation[2] *= -1;
  1008. glTFNode.translation[0] *= -1;
  1009. }
  1010. glTFNode.rotation = glTFNode.rotation ? BABYLON.Quaternion.FromArray([0, 1, 0, 0]).multiply(BABYLON.Quaternion.FromArray(glTFNode.rotation)).asArray() : (BABYLON.Quaternion.FromArray([0, 1, 0, 0])).asArray();
  1011. }
  1012. scene.nodes.push(glTFNodeIndex);
  1013. }
  1014. }
  1015. directDescendents = babylonTransformNode.getDescendants(true);
  1016. if (!glTFNode.children && directDescendents && directDescendents.length) {
  1017. glTFNode.children = [];
  1018. for (var _a = 0, directDescendents_1 = directDescendents; _a < directDescendents_1.length; _a++) {
  1019. var descendent = directDescendents_1[_a];
  1020. if (_this._nodeMap[descendent.uniqueId] != null) {
  1021. glTFNode.children.push(_this._nodeMap[descendent.uniqueId]);
  1022. }
  1023. }
  1024. }
  1025. }
  1026. }
  1027. ;
  1028. if (scene.nodes.length) {
  1029. _this._scenes.push(scene);
  1030. }
  1031. });
  1032. };
  1033. /**
  1034. * Creates a mapping of Node unique id to node index and handles animations
  1035. * @param babylonScene Babylon Scene
  1036. * @param nodes Babylon transform nodes
  1037. * @param shouldExportTransformNode Callback specifying if a transform node should be exported
  1038. * @param binaryWriter Buffer to write binary data to
  1039. * @returns Node mapping of unique id to index
  1040. */
  1041. _Exporter.prototype.createNodeMapAndAnimations = function (babylonScene, nodes, shouldExportTransformNode, binaryWriter) {
  1042. var _this = this;
  1043. var nodeMap = {};
  1044. var nodeIndex;
  1045. var runtimeGLTFAnimation = {
  1046. name: 'runtime animations',
  1047. channels: [],
  1048. samplers: []
  1049. };
  1050. var idleGLTFAnimations = [];
  1051. var node;
  1052. for (var _i = 0, nodes_2 = nodes; _i < nodes_2.length; _i++) {
  1053. var babylonTransformNode = nodes_2[_i];
  1054. if (shouldExportTransformNode(babylonTransformNode)) {
  1055. node = this.createNode(babylonTransformNode, binaryWriter);
  1056. this._nodes.push(node);
  1057. nodeIndex = this._nodes.length - 1;
  1058. nodeMap[babylonTransformNode.uniqueId] = nodeIndex;
  1059. if (!babylonScene.animationGroups.length && babylonTransformNode.animations.length) {
  1060. GLTF2._GLTFAnimation._CreateNodeAnimationFromTransformNodeAnimations(babylonTransformNode, runtimeGLTFAnimation, idleGLTFAnimations, nodeMap, this._nodes, binaryWriter, this._bufferViews, this._accessors, this._convertToRightHandedSystem, this._animationSampleRate);
  1061. }
  1062. }
  1063. else {
  1064. "Excluding mesh " + babylonTransformNode.name;
  1065. }
  1066. }
  1067. ;
  1068. if (runtimeGLTFAnimation.channels.length && runtimeGLTFAnimation.samplers.length) {
  1069. this._animations.push(runtimeGLTFAnimation);
  1070. }
  1071. idleGLTFAnimations.forEach(function (idleGLTFAnimation) {
  1072. if (idleGLTFAnimation.channels.length && idleGLTFAnimation.samplers.length) {
  1073. _this._animations.push(idleGLTFAnimation);
  1074. }
  1075. });
  1076. if (babylonScene.animationGroups.length) {
  1077. GLTF2._GLTFAnimation._CreateNodeAnimationFromAnimationGroups(babylonScene, this._animations, nodeMap, this._nodes, binaryWriter, this._bufferViews, this._accessors, this._convertToRightHandedSystem, this._animationSampleRate);
  1078. }
  1079. return nodeMap;
  1080. };
  1081. /**
  1082. * Creates a glTF node from a Babylon mesh
  1083. * @param babylonMesh Source Babylon mesh
  1084. * @param binaryWriter Buffer for storing geometry data
  1085. * @returns glTF node
  1086. */
  1087. _Exporter.prototype.createNode = function (babylonTransformNode, binaryWriter) {
  1088. // create node to hold translation/rotation/scale and the mesh
  1089. var node = {};
  1090. // create mesh
  1091. var mesh = { primitives: [] };
  1092. if (babylonTransformNode.name) {
  1093. node.name = babylonTransformNode.name;
  1094. }
  1095. // Set transformation
  1096. this.setNodeTransformation(node, babylonTransformNode);
  1097. this.setPrimitiveAttributes(mesh, babylonTransformNode, binaryWriter);
  1098. if (mesh.primitives.length) {
  1099. this._meshes.push(mesh);
  1100. node.mesh = this._meshes.length - 1;
  1101. }
  1102. return node;
  1103. };
  1104. return _Exporter;
  1105. }());
  1106. GLTF2._Exporter = _Exporter;
  1107. /**
  1108. * @hidden
  1109. *
  1110. * Stores glTF binary data. If the array buffer byte length is exceeded, it doubles in size dynamically
  1111. */
  1112. var _BinaryWriter = /** @class */ (function () {
  1113. /**
  1114. * Initialize binary writer with an initial byte length
  1115. * @param byteLength Initial byte length of the array buffer
  1116. */
  1117. function _BinaryWriter(byteLength) {
  1118. this._arrayBuffer = new ArrayBuffer(byteLength);
  1119. this._dataView = new DataView(this._arrayBuffer);
  1120. this._byteOffset = 0;
  1121. }
  1122. /**
  1123. * Resize the array buffer to the specified byte length
  1124. * @param byteLength
  1125. */
  1126. _BinaryWriter.prototype.resizeBuffer = function (byteLength) {
  1127. var newBuffer = new ArrayBuffer(byteLength);
  1128. var oldUint8Array = new Uint8Array(this._arrayBuffer);
  1129. var newUint8Array = new Uint8Array(newBuffer);
  1130. for (var i = 0, length_8 = newUint8Array.byteLength; i < length_8; ++i) {
  1131. newUint8Array[i] = oldUint8Array[i];
  1132. }
  1133. this._arrayBuffer = newBuffer;
  1134. this._dataView = new DataView(this._arrayBuffer);
  1135. };
  1136. /**
  1137. * Get an array buffer with the length of the byte offset
  1138. * @returns ArrayBuffer resized to the byte offset
  1139. */
  1140. _BinaryWriter.prototype.getArrayBuffer = function () {
  1141. this.resizeBuffer(this.getByteOffset());
  1142. return this._arrayBuffer;
  1143. };
  1144. /**
  1145. * Get the byte offset of the array buffer
  1146. * @returns byte offset
  1147. */
  1148. _BinaryWriter.prototype.getByteOffset = function () {
  1149. return this._byteOffset;
  1150. };
  1151. /**
  1152. * Stores an UInt8 in the array buffer
  1153. * @param entry
  1154. * @param byteOffset If defined, specifies where to set the value as an offset.
  1155. */
  1156. _BinaryWriter.prototype.setUInt8 = function (entry, byteOffset) {
  1157. if (byteOffset != null) {
  1158. if (byteOffset < this._byteOffset) {
  1159. this._dataView.setUint8(byteOffset, entry);
  1160. }
  1161. else {
  1162. BABYLON.Tools.Error('BinaryWriter: byteoffset is greater than the current binary buffer length!');
  1163. }
  1164. }
  1165. else {
  1166. if (this._byteOffset + 1 > this._arrayBuffer.byteLength) {
  1167. this.resizeBuffer(this._arrayBuffer.byteLength * 2);
  1168. }
  1169. this._dataView.setUint8(this._byteOffset++, entry);
  1170. }
  1171. };
  1172. /**
  1173. * Gets an UInt32 in the array buffer
  1174. * @param entry
  1175. * @param byteOffset If defined, specifies where to set the value as an offset.
  1176. */
  1177. _BinaryWriter.prototype.getUInt32 = function (byteOffset) {
  1178. if (byteOffset < this._byteOffset) {
  1179. return this._dataView.getUint32(byteOffset, true);
  1180. }
  1181. else {
  1182. BABYLON.Tools.Error('BinaryWriter: byteoffset is greater than the current binary buffer length!');
  1183. throw new Error('BinaryWriter: byteoffset is greater than the current binary buffer length!');
  1184. }
  1185. };
  1186. _BinaryWriter.prototype.getVector3Float32FromRef = function (vector3, byteOffset) {
  1187. if (byteOffset + 8 > this._byteOffset) {
  1188. BABYLON.Tools.Error("BinaryWriter: byteoffset is greater than the current binary buffer length!");
  1189. }
  1190. else {
  1191. vector3.x = this._dataView.getFloat32(byteOffset, true);
  1192. vector3.y = this._dataView.getFloat32(byteOffset + 4, true);
  1193. vector3.z = this._dataView.getFloat32(byteOffset + 8, true);
  1194. }
  1195. };
  1196. _BinaryWriter.prototype.setVector3Float32FromRef = function (vector3, byteOffset) {
  1197. if (byteOffset + 8 > this._byteOffset) {
  1198. BABYLON.Tools.Error("BinaryWriter: byteoffset is greater than the current binary buffer length!");
  1199. }
  1200. else {
  1201. this._dataView.setFloat32(byteOffset, vector3.x, true);
  1202. this._dataView.setFloat32(byteOffset + 4, vector3.y, true);
  1203. this._dataView.setFloat32(byteOffset + 8, vector3.z, true);
  1204. }
  1205. };
  1206. _BinaryWriter.prototype.getVector4Float32FromRef = function (vector4, byteOffset) {
  1207. if (byteOffset + 12 > this._byteOffset) {
  1208. BABYLON.Tools.Error("BinaryWriter: byteoffset is greater than the current binary buffer length!");
  1209. }
  1210. else {
  1211. vector4.x = this._dataView.getFloat32(byteOffset, true);
  1212. vector4.y = this._dataView.getFloat32(byteOffset + 4, true);
  1213. vector4.z = this._dataView.getFloat32(byteOffset + 8, true);
  1214. vector4.w = this._dataView.getFloat32(byteOffset + 12, true);
  1215. }
  1216. };
  1217. _BinaryWriter.prototype.setVector4Float32FromRef = function (vector4, byteOffset) {
  1218. if (byteOffset + 12 > this._byteOffset) {
  1219. BABYLON.Tools.Error("BinaryWriter: byteoffset is greater than the current binary buffer length!");
  1220. }
  1221. else {
  1222. this._dataView.setFloat32(byteOffset, vector4.x, true);
  1223. this._dataView.setFloat32(byteOffset + 4, vector4.y, true);
  1224. this._dataView.setFloat32(byteOffset + 8, vector4.z, true);
  1225. this._dataView.setFloat32(byteOffset + 12, vector4.w, true);
  1226. }
  1227. };
  1228. /**
  1229. * Stores a Float32 in the array buffer
  1230. * @param entry
  1231. */
  1232. _BinaryWriter.prototype.setFloat32 = function (entry, byteOffset) {
  1233. if (isNaN(entry)) {
  1234. BABYLON.Tools.Error('Invalid data being written!');
  1235. }
  1236. if (byteOffset != null) {
  1237. if (byteOffset < this._byteOffset) {
  1238. this._dataView.setFloat32(byteOffset, entry, true);
  1239. }
  1240. else {
  1241. BABYLON.Tools.Error('BinaryWriter: byteoffset is greater than the current binary length!');
  1242. }
  1243. }
  1244. if (this._byteOffset + 4 > this._arrayBuffer.byteLength) {
  1245. this.resizeBuffer(this._arrayBuffer.byteLength * 2);
  1246. }
  1247. this._dataView.setFloat32(this._byteOffset, entry, true);
  1248. this._byteOffset += 4;
  1249. };
  1250. /**
  1251. * Stores an UInt32 in the array buffer
  1252. * @param entry
  1253. * @param byteOffset If defined, specifies where to set the value as an offset.
  1254. */
  1255. _BinaryWriter.prototype.setUInt32 = function (entry, byteOffset) {
  1256. if (byteOffset != null) {
  1257. if (byteOffset < this._byteOffset) {
  1258. this._dataView.setUint32(byteOffset, entry, true);
  1259. }
  1260. else {
  1261. BABYLON.Tools.Error('BinaryWriter: byteoffset is greater than the current binary buffer length!');
  1262. }
  1263. }
  1264. else {
  1265. if (this._byteOffset + 4 > this._arrayBuffer.byteLength) {
  1266. this.resizeBuffer(this._arrayBuffer.byteLength * 2);
  1267. }
  1268. this._dataView.setUint32(this._byteOffset, entry, true);
  1269. this._byteOffset += 4;
  1270. }
  1271. };
  1272. return _BinaryWriter;
  1273. }());
  1274. GLTF2._BinaryWriter = _BinaryWriter;
  1275. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  1276. })(BABYLON || (BABYLON = {}));
  1277. //# sourceMappingURL=babylon.glTFExporter.js.map
  1278. /// <reference path="../../../../dist/preview release/glTF2Interface/babylon.glTF2Interface.d.ts"/>
  1279. var BABYLON;
  1280. (function (BABYLON) {
  1281. /**
  1282. * Class for holding and downloading glTF file data
  1283. */
  1284. var GLTFData = /** @class */ (function () {
  1285. /**
  1286. * Initializes the glTF file object
  1287. */
  1288. function GLTFData() {
  1289. this.glTFFiles = {};
  1290. }
  1291. /**
  1292. * Downloads the glTF data as files based on their names and data
  1293. */
  1294. GLTFData.prototype.downloadFiles = function () {
  1295. /**
  1296. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  1297. * @param str Source string
  1298. * @param suffix Suffix to search for in the source string
  1299. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  1300. */
  1301. function endsWith(str, suffix) {
  1302. return str.indexOf(suffix, str.length - suffix.length) !== -1;
  1303. }
  1304. for (var key in this.glTFFiles) {
  1305. var link = document.createElement('a');
  1306. document.body.appendChild(link);
  1307. link.setAttribute("type", "hidden");
  1308. link.download = key;
  1309. var blob = this.glTFFiles[key];
  1310. var mimeType = void 0;
  1311. if (endsWith(key, ".glb")) {
  1312. mimeType = { type: "model/gltf-binary" };
  1313. }
  1314. else if (endsWith(key, ".bin")) {
  1315. mimeType = { type: "application/octet-stream" };
  1316. }
  1317. else if (endsWith(key, ".gltf")) {
  1318. mimeType = { type: "model/gltf+json" };
  1319. }
  1320. else if (endsWith(key, ".jpeg" || ".jpg")) {
  1321. mimeType = { type: "image/jpeg" /* JPEG */ };
  1322. }
  1323. else if (endsWith(key, ".png")) {
  1324. mimeType = { type: "image/png" /* PNG */ };
  1325. }
  1326. link.href = window.URL.createObjectURL(new Blob([blob], mimeType));
  1327. link.click();
  1328. }
  1329. };
  1330. return GLTFData;
  1331. }());
  1332. BABYLON.GLTFData = GLTFData;
  1333. })(BABYLON || (BABYLON = {}));
  1334. //# sourceMappingURL=babylon.glTFData.js.map
  1335. /// <reference path="../../../../dist/preview release/glTF2Interface/babylon.glTF2Interface.d.ts"/>
  1336. var BABYLON;
  1337. (function (BABYLON) {
  1338. var GLTF2;
  1339. (function (GLTF2) {
  1340. /**
  1341. * Utility methods for working with glTF material conversion properties. This class should only be used internally
  1342. * @hidden
  1343. */
  1344. var _GLTFMaterialExporter = /** @class */ (function () {
  1345. function _GLTFMaterialExporter(exporter) {
  1346. /**
  1347. * Mapping to store textures
  1348. */
  1349. this._textureMap = {};
  1350. this._textureMap = {};
  1351. this._exporter = exporter;
  1352. }
  1353. /**
  1354. * Specifies if two colors are approximately equal in value
  1355. * @param color1 first color to compare to
  1356. * @param color2 second color to compare to
  1357. * @param epsilon threshold value
  1358. */
  1359. _GLTFMaterialExporter.FuzzyEquals = function (color1, color2, epsilon) {
  1360. return BABYLON.Scalar.WithinEpsilon(color1.r, color2.r, epsilon) &&
  1361. BABYLON.Scalar.WithinEpsilon(color1.g, color2.g, epsilon) &&
  1362. BABYLON.Scalar.WithinEpsilon(color1.b, color2.b, epsilon);
  1363. };
  1364. /**
  1365. * Gets the materials from a Babylon scene and converts them to glTF materials
  1366. * @param scene babylonjs scene
  1367. * @param mimeType texture mime type
  1368. * @param images array of images
  1369. * @param textures array of textures
  1370. * @param materials array of materials
  1371. * @param imageData mapping of texture names to base64 textures
  1372. * @param hasTextureCoords specifies if texture coordinates are present on the material
  1373. */
  1374. _GLTFMaterialExporter.prototype._convertMaterialsToGLTFAsync = function (babylonMaterials, mimeType, hasTextureCoords) {
  1375. var promises = [];
  1376. for (var _i = 0, babylonMaterials_1 = babylonMaterials; _i < babylonMaterials_1.length; _i++) {
  1377. var babylonMaterial = babylonMaterials_1[_i];
  1378. if (babylonMaterial instanceof BABYLON.StandardMaterial) {
  1379. promises.push(this._convertStandardMaterialAsync(babylonMaterial, mimeType, hasTextureCoords));
  1380. }
  1381. else if (babylonMaterial instanceof BABYLON.PBRMetallicRoughnessMaterial) {
  1382. promises.push(this._convertPBRMetallicRoughnessMaterialAsync(babylonMaterial, mimeType, hasTextureCoords));
  1383. }
  1384. else if (babylonMaterial instanceof BABYLON.PBRMaterial) {
  1385. promises.push(this._convertPBRMaterialAsync(babylonMaterial, mimeType, hasTextureCoords));
  1386. }
  1387. else {
  1388. BABYLON.Tools.Warn("Unsupported material type: " + babylonMaterial.name);
  1389. }
  1390. }
  1391. return Promise.all(promises).then(function () { });
  1392. };
  1393. /**
  1394. * Makes a copy of the glTF material without the texture parameters
  1395. * @param originalMaterial original glTF material
  1396. * @returns glTF material without texture parameters
  1397. */
  1398. _GLTFMaterialExporter.prototype._stripTexturesFromMaterial = function (originalMaterial) {
  1399. var newMaterial = {};
  1400. if (originalMaterial) {
  1401. newMaterial.name = originalMaterial.name;
  1402. newMaterial.doubleSided = originalMaterial.doubleSided;
  1403. newMaterial.alphaMode = originalMaterial.alphaMode;
  1404. newMaterial.alphaCutoff = originalMaterial.alphaCutoff;
  1405. newMaterial.emissiveFactor = originalMaterial.emissiveFactor;
  1406. var originalPBRMetallicRoughness = originalMaterial.pbrMetallicRoughness;
  1407. if (originalPBRMetallicRoughness) {
  1408. newMaterial.pbrMetallicRoughness = {};
  1409. newMaterial.pbrMetallicRoughness.baseColorFactor = originalPBRMetallicRoughness.baseColorFactor;
  1410. newMaterial.pbrMetallicRoughness.metallicFactor = originalPBRMetallicRoughness.metallicFactor;
  1411. newMaterial.pbrMetallicRoughness.roughnessFactor = originalPBRMetallicRoughness.roughnessFactor;
  1412. }
  1413. }
  1414. return newMaterial;
  1415. };
  1416. /**
  1417. * Specifies if the material has any texture parameters present
  1418. * @param material glTF Material
  1419. * @returns boolean specifying if texture parameters are present
  1420. */
  1421. _GLTFMaterialExporter.prototype._hasTexturesPresent = function (material) {
  1422. if (material.emissiveTexture || material.normalTexture || material.occlusionTexture) {
  1423. return true;
  1424. }
  1425. var pbrMat = material.pbrMetallicRoughness;
  1426. if (pbrMat) {
  1427. if (pbrMat.baseColorTexture || pbrMat.metallicRoughnessTexture) {
  1428. return true;
  1429. }
  1430. }
  1431. return false;
  1432. };
  1433. /**
  1434. * Converts a Babylon StandardMaterial to a glTF Metallic Roughness Material
  1435. * @param babylonStandardMaterial
  1436. * @returns glTF Metallic Roughness Material representation
  1437. */
  1438. _GLTFMaterialExporter.prototype._convertToGLTFPBRMetallicRoughness = function (babylonStandardMaterial) {
  1439. var P0 = new BABYLON.Vector2(0, 1);
  1440. var P1 = new BABYLON.Vector2(0, 0.1);
  1441. var P2 = new BABYLON.Vector2(0, 0.1);
  1442. var P3 = new BABYLON.Vector2(1300, 0.1);
  1443. /**
  1444. * Given the control points, solve for x based on a given t for a cubic bezier curve
  1445. * @param t a value between 0 and 1
  1446. * @param p0 first control point
  1447. * @param p1 second control point
  1448. * @param p2 third control point
  1449. * @param p3 fourth control point
  1450. * @returns number result of cubic bezier curve at the specified t
  1451. */
  1452. function _cubicBezierCurve(t, p0, p1, p2, p3) {
  1453. return ((1 - t) * (1 - t) * (1 - t) * p0 +
  1454. 3 * (1 - t) * (1 - t) * t * p1 +
  1455. 3 * (1 - t) * t * t * p2 +
  1456. t * t * t * p3);
  1457. }
  1458. /**
  1459. * Evaluates a specified specular power value to determine the appropriate roughness value,
  1460. * based on a pre-defined cubic bezier curve with specular on the abscissa axis (x-axis)
  1461. * and roughness on the ordinant axis (y-axis)
  1462. * @param specularPower specular power of standard material
  1463. * @returns Number representing the roughness value
  1464. */
  1465. function _solveForRoughness(specularPower) {
  1466. var t = Math.pow(specularPower / P3.x, 0.333333);
  1467. return _cubicBezierCurve(t, P0.y, P1.y, P2.y, P3.y);
  1468. }
  1469. var diffuse = babylonStandardMaterial.diffuseColor.toLinearSpace().scale(0.5);
  1470. var opacity = babylonStandardMaterial.alpha;
  1471. var specularPower = BABYLON.Scalar.Clamp(babylonStandardMaterial.specularPower, 0, _GLTFMaterialExporter._MaxSpecularPower);
  1472. var roughness = _solveForRoughness(specularPower);
  1473. var glTFPbrMetallicRoughness = {
  1474. baseColorFactor: [
  1475. diffuse.r,
  1476. diffuse.g,
  1477. diffuse.b,
  1478. opacity
  1479. ],
  1480. metallicFactor: 0,
  1481. roughnessFactor: roughness,
  1482. };
  1483. return glTFPbrMetallicRoughness;
  1484. };
  1485. /**
  1486. * Computes the metallic factor
  1487. * @param diffuse diffused value
  1488. * @param specular specular value
  1489. * @param oneMinusSpecularStrength one minus the specular strength
  1490. * @returns metallic value
  1491. */
  1492. _GLTFMaterialExporter._SolveMetallic = function (diffuse, specular, oneMinusSpecularStrength) {
  1493. if (specular < this._DielectricSpecular.r) {
  1494. this._DielectricSpecular;
  1495. return 0;
  1496. }
  1497. var a = this._DielectricSpecular.r;
  1498. var b = diffuse * oneMinusSpecularStrength / (1.0 - this._DielectricSpecular.r) + specular - 2.0 * this._DielectricSpecular.r;
  1499. var c = this._DielectricSpecular.r - specular;
  1500. var D = b * b - 4.0 * a * c;
  1501. return BABYLON.Scalar.Clamp((-b + Math.sqrt(D)) / (2.0 * a), 0, 1);
  1502. };
  1503. /**
  1504. * Gets the glTF alpha mode from the Babylon Material
  1505. * @param babylonMaterial Babylon Material
  1506. * @returns The Babylon alpha mode value
  1507. */
  1508. _GLTFMaterialExporter.prototype._getAlphaMode = function (babylonMaterial) {
  1509. if (babylonMaterial.needAlphaBlending()) {
  1510. return "BLEND" /* BLEND */;
  1511. }
  1512. else if (babylonMaterial.needAlphaTesting()) {
  1513. return "MASK" /* MASK */;
  1514. }
  1515. else {
  1516. return "OPAQUE" /* OPAQUE */;
  1517. }
  1518. };
  1519. /**
  1520. * Converts a Babylon Standard Material to a glTF Material
  1521. * @param babylonStandardMaterial BJS Standard Material
  1522. * @param mimeType mime type to use for the textures
  1523. * @param images array of glTF image interfaces
  1524. * @param textures array of glTF texture interfaces
  1525. * @param materials array of glTF material interfaces
  1526. * @param imageData map of image file name to data
  1527. * @param hasTextureCoords specifies if texture coordinates are present on the submesh to determine if textures should be applied
  1528. */
  1529. _GLTFMaterialExporter.prototype._convertStandardMaterialAsync = function (babylonStandardMaterial, mimeType, hasTextureCoords) {
  1530. var materialMap = this._exporter._materialMap;
  1531. var materials = this._exporter._materials;
  1532. var alphaMode = this._getAlphaMode(babylonStandardMaterial);
  1533. var promises = [];
  1534. var glTFPbrMetallicRoughness = this._convertToGLTFPBRMetallicRoughness(babylonStandardMaterial);
  1535. var glTFMaterial = { name: babylonStandardMaterial.name };
  1536. if (babylonStandardMaterial.backFaceCulling != null && !babylonStandardMaterial.backFaceCulling) {
  1537. if (!babylonStandardMaterial.twoSidedLighting) {
  1538. BABYLON.Tools.Warn(babylonStandardMaterial.name + ": Back-face culling enabled and two-sided lighting disabled is not supported in glTF.");
  1539. }
  1540. glTFMaterial.doubleSided = true;
  1541. }
  1542. if (hasTextureCoords) {
  1543. if (babylonStandardMaterial.diffuseTexture) {
  1544. promises.push(this._exportTextureAsync(babylonStandardMaterial.diffuseTexture, mimeType).then(function (glTFTexture) {
  1545. if (glTFTexture) {
  1546. glTFPbrMetallicRoughness.baseColorTexture = glTFTexture;
  1547. }
  1548. }));
  1549. }
  1550. if (babylonStandardMaterial.bumpTexture) {
  1551. promises.push(this._exportTextureAsync(babylonStandardMaterial.bumpTexture, mimeType).then(function (glTFTexture) {
  1552. if (glTFTexture) {
  1553. glTFMaterial.normalTexture = glTFTexture;
  1554. if (babylonStandardMaterial.bumpTexture != null && babylonStandardMaterial.bumpTexture.level !== 1) {
  1555. glTFMaterial.normalTexture.scale = babylonStandardMaterial.bumpTexture.level;
  1556. }
  1557. }
  1558. }));
  1559. }
  1560. if (babylonStandardMaterial.emissiveTexture) {
  1561. glTFMaterial.emissiveFactor = [1.0, 1.0, 1.0];
  1562. promises.push(this._exportTextureAsync(babylonStandardMaterial.emissiveTexture, mimeType).then(function (glTFEmissiveTexture) {
  1563. if (glTFEmissiveTexture) {
  1564. glTFMaterial.emissiveTexture = glTFEmissiveTexture;
  1565. }
  1566. }));
  1567. }
  1568. if (babylonStandardMaterial.ambientTexture) {
  1569. promises.push(this._exportTextureAsync(babylonStandardMaterial.ambientTexture, mimeType).then(function (glTFTexture) {
  1570. if (glTFTexture) {
  1571. var occlusionTexture = {
  1572. index: glTFTexture.index
  1573. };
  1574. glTFMaterial.occlusionTexture = occlusionTexture;
  1575. occlusionTexture.strength = 1.0;
  1576. }
  1577. }));
  1578. }
  1579. }
  1580. if (babylonStandardMaterial.alpha < 1.0 || babylonStandardMaterial.opacityTexture) {
  1581. if (babylonStandardMaterial.alphaMode === BABYLON.Engine.ALPHA_COMBINE) {
  1582. glTFMaterial.alphaMode = "BLEND" /* BLEND */;
  1583. }
  1584. else {
  1585. BABYLON.Tools.Warn(babylonStandardMaterial.name + ": glTF 2.0 does not support alpha mode: " + babylonStandardMaterial.alphaMode.toString());
  1586. }
  1587. }
  1588. if (babylonStandardMaterial.emissiveColor && !_GLTFMaterialExporter.FuzzyEquals(babylonStandardMaterial.emissiveColor, BABYLON.Color3.Black(), _GLTFMaterialExporter._Epsilon)) {
  1589. glTFMaterial.emissiveFactor = babylonStandardMaterial.emissiveColor.asArray();
  1590. }
  1591. glTFMaterial.pbrMetallicRoughness = glTFPbrMetallicRoughness;
  1592. if (alphaMode !== "OPAQUE" /* OPAQUE */) {
  1593. switch (alphaMode) {
  1594. case "BLEND" /* BLEND */: {
  1595. glTFMaterial.alphaMode = "BLEND" /* BLEND */;
  1596. break;
  1597. }
  1598. case "MASK" /* MASK */: {
  1599. glTFMaterial.alphaMode = "MASK" /* MASK */;
  1600. glTFMaterial.alphaCutoff = babylonStandardMaterial.alphaCutOff;
  1601. break;
  1602. }
  1603. default: {
  1604. BABYLON.Tools.Warn("Unsupported alpha mode " + alphaMode);
  1605. }
  1606. }
  1607. }
  1608. materials.push(glTFMaterial);
  1609. materialMap[babylonStandardMaterial.uniqueId] = materials.length - 1;
  1610. return Promise.all(promises).then(function () { });
  1611. };
  1612. /**
  1613. * Converts a Babylon PBR Metallic Roughness Material to a glTF Material
  1614. * @param babylonPBRMetalRoughMaterial BJS PBR Metallic Roughness Material
  1615. * @param mimeType mime type to use for the textures
  1616. * @param images array of glTF image interfaces
  1617. * @param textures array of glTF texture interfaces
  1618. * @param materials array of glTF material interfaces
  1619. * @param imageData map of image file name to data
  1620. * @param hasTextureCoords specifies if texture coordinates are present on the submesh to determine if textures should be applied
  1621. */
  1622. _GLTFMaterialExporter.prototype._convertPBRMetallicRoughnessMaterialAsync = function (babylonPBRMetalRoughMaterial, mimeType, hasTextureCoords) {
  1623. var materialMap = this._exporter._materialMap;
  1624. var materials = this._exporter._materials;
  1625. var promises = [];
  1626. var glTFPbrMetallicRoughness = {};
  1627. if (babylonPBRMetalRoughMaterial.baseColor) {
  1628. glTFPbrMetallicRoughness.baseColorFactor = [
  1629. babylonPBRMetalRoughMaterial.baseColor.r,
  1630. babylonPBRMetalRoughMaterial.baseColor.g,
  1631. babylonPBRMetalRoughMaterial.baseColor.b,
  1632. babylonPBRMetalRoughMaterial.alpha
  1633. ];
  1634. }
  1635. if (babylonPBRMetalRoughMaterial.metallic != null && babylonPBRMetalRoughMaterial.metallic !== 1) {
  1636. glTFPbrMetallicRoughness.metallicFactor = babylonPBRMetalRoughMaterial.metallic;
  1637. }
  1638. if (babylonPBRMetalRoughMaterial.roughness != null && babylonPBRMetalRoughMaterial.roughness !== 1) {
  1639. glTFPbrMetallicRoughness.roughnessFactor = babylonPBRMetalRoughMaterial.roughness;
  1640. }
  1641. var glTFMaterial = {
  1642. name: babylonPBRMetalRoughMaterial.name
  1643. };
  1644. if (babylonPBRMetalRoughMaterial.doubleSided) {
  1645. glTFMaterial.doubleSided = babylonPBRMetalRoughMaterial.doubleSided;
  1646. }
  1647. var alphaMode = null;
  1648. if (babylonPBRMetalRoughMaterial.transparencyMode != null) {
  1649. alphaMode = this._getAlphaMode(babylonPBRMetalRoughMaterial);
  1650. if (alphaMode) {
  1651. if (alphaMode !== "OPAQUE" /* OPAQUE */) { //glTF defaults to opaque
  1652. glTFMaterial.alphaMode = alphaMode;
  1653. if (alphaMode === "MASK" /* MASK */) {
  1654. glTFMaterial.alphaCutoff = babylonPBRMetalRoughMaterial.alphaCutOff;
  1655. }
  1656. }
  1657. }
  1658. }
  1659. if (hasTextureCoords) {
  1660. if (babylonPBRMetalRoughMaterial.baseTexture != null) {
  1661. promises.push(this._exportTextureAsync(babylonPBRMetalRoughMaterial.baseTexture, mimeType).then(function (glTFTexture) {
  1662. if (glTFTexture) {
  1663. glTFPbrMetallicRoughness.baseColorTexture = glTFTexture;
  1664. }
  1665. }));
  1666. }
  1667. if (babylonPBRMetalRoughMaterial.normalTexture) {
  1668. promises.push(this._exportTextureAsync(babylonPBRMetalRoughMaterial.normalTexture, mimeType).then(function (glTFTexture) {
  1669. if (glTFTexture) {
  1670. glTFMaterial.normalTexture = glTFTexture;
  1671. if (babylonPBRMetalRoughMaterial.normalTexture.level !== 1) {
  1672. glTFMaterial.normalTexture.scale = babylonPBRMetalRoughMaterial.normalTexture.level;
  1673. }
  1674. }
  1675. }));
  1676. }
  1677. if (babylonPBRMetalRoughMaterial.occlusionTexture) {
  1678. promises.push(this._exportTextureAsync(babylonPBRMetalRoughMaterial.occlusionTexture, mimeType).then(function (glTFTexture) {
  1679. if (glTFTexture) {
  1680. glTFMaterial.occlusionTexture = glTFTexture;
  1681. if (babylonPBRMetalRoughMaterial.occlusionStrength != null) {
  1682. glTFMaterial.occlusionTexture.strength = babylonPBRMetalRoughMaterial.occlusionStrength;
  1683. }
  1684. }
  1685. }));
  1686. }
  1687. if (babylonPBRMetalRoughMaterial.emissiveTexture) {
  1688. promises.push(this._exportTextureAsync(babylonPBRMetalRoughMaterial.emissiveTexture, mimeType).then(function (glTFTexture) {
  1689. if (glTFTexture) {
  1690. glTFMaterial.emissiveTexture = glTFTexture;
  1691. }
  1692. }));
  1693. }
  1694. }
  1695. if (_GLTFMaterialExporter.FuzzyEquals(babylonPBRMetalRoughMaterial.emissiveColor, BABYLON.Color3.Black(), _GLTFMaterialExporter._Epsilon)) {
  1696. glTFMaterial.emissiveFactor = babylonPBRMetalRoughMaterial.emissiveColor.asArray();
  1697. }
  1698. glTFMaterial.pbrMetallicRoughness = glTFPbrMetallicRoughness;
  1699. materials.push(glTFMaterial);
  1700. materialMap[babylonPBRMetalRoughMaterial.uniqueId] = materials.length - 1;
  1701. return Promise.all(promises).then(function () { });
  1702. };
  1703. /**
  1704. * Converts an image typed array buffer to a base64 image
  1705. * @param buffer typed array buffer
  1706. * @param width width of the image
  1707. * @param height height of the image
  1708. * @param mimeType mimetype of the image
  1709. * @returns base64 image string
  1710. */
  1711. _GLTFMaterialExporter.prototype._createBase64FromCanvasAsync = function (buffer, width, height, mimeType) {
  1712. var _this = this;
  1713. return new Promise(function (resolve, reject) {
  1714. var hostingScene;
  1715. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  1716. var engine = _this._exporter._getLocalEngine();
  1717. hostingScene = new BABYLON.Scene(engine);
  1718. // Create a temporary texture with the texture buffer data
  1719. var tempTexture = engine.createRawTexture(buffer, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, true, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  1720. var postProcess = new BABYLON.PostProcess("pass", "pass", null, null, 1, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, undefined, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, undefined, null, false);
  1721. postProcess.getEffect().executeWhenCompiled(function () {
  1722. postProcess.onApply = function (effect) {
  1723. effect._bindTexture("textureSampler", tempTexture);
  1724. };
  1725. // Set the size of the texture
  1726. engine.setSize(width, height);
  1727. hostingScene.postProcessManager.directRender([postProcess], null);
  1728. postProcess.dispose();
  1729. tempTexture.dispose();
  1730. // Read data from WebGL
  1731. var canvas = engine.getRenderingCanvas();
  1732. if (canvas) {
  1733. BABYLON.Tools.ToBlob(canvas, function (blob) {
  1734. if (blob) {
  1735. var fileReader = new FileReader();
  1736. fileReader.onload = function (event) {
  1737. var base64String = event.target.result;
  1738. hostingScene.dispose();
  1739. resolve(base64String);
  1740. };
  1741. fileReader.readAsDataURL(blob);
  1742. }
  1743. else {
  1744. reject("Failed to get blob from image canvas!");
  1745. }
  1746. });
  1747. }
  1748. else {
  1749. reject("Engine is missing a canvas!");
  1750. }
  1751. });
  1752. });
  1753. };
  1754. /**
  1755. * Generates a white texture based on the specified width and height
  1756. * @param width width of the texture in pixels
  1757. * @param height height of the texture in pixels
  1758. * @param scene babylonjs scene
  1759. * @returns white texture
  1760. */
  1761. _GLTFMaterialExporter.prototype._createWhiteTexture = function (width, height, scene) {
  1762. var data = new Uint8Array(width * height * 4);
  1763. for (var i = 0; i < data.length; i = i + 4) {
  1764. data[i] = data[i + 1] = data[i + 2] = data[i + 3] = 0xFF;
  1765. }
  1766. var rawTexture = BABYLON.RawTexture.CreateRGBATexture(data, width, height, scene);
  1767. return rawTexture;
  1768. };
  1769. /**
  1770. * Resizes the two source textures to the same dimensions. If a texture is null, a default white texture is generated. If both textures are null, returns null
  1771. * @param texture1 first texture to resize
  1772. * @param texture2 second texture to resize
  1773. * @param scene babylonjs scene
  1774. * @returns resized textures or null
  1775. */
  1776. _GLTFMaterialExporter.prototype._resizeTexturesToSameDimensions = function (texture1, texture2, scene) {
  1777. var texture1Size = texture1 ? texture1.getSize() : { width: 0, height: 0 };
  1778. var texture2Size = texture2 ? texture2.getSize() : { width: 0, height: 0 };
  1779. var resizedTexture1;
  1780. var resizedTexture2;
  1781. if (texture1Size.width < texture2Size.width) {
  1782. if (texture1 && texture1 instanceof BABYLON.Texture) {
  1783. resizedTexture1 = BABYLON.TextureTools.CreateResizedCopy(texture1, texture2Size.width, texture2Size.height, true);
  1784. }
  1785. else {
  1786. resizedTexture1 = this._createWhiteTexture(texture2Size.width, texture2Size.height, scene);
  1787. }
  1788. resizedTexture2 = texture2;
  1789. }
  1790. else if (texture1Size.width > texture2Size.width) {
  1791. if (texture2 && texture2 instanceof BABYLON.Texture) {
  1792. resizedTexture2 = BABYLON.TextureTools.CreateResizedCopy(texture2, texture1Size.width, texture1Size.height, true);
  1793. }
  1794. else {
  1795. resizedTexture2 = this._createWhiteTexture(texture1Size.width, texture1Size.height, scene);
  1796. }
  1797. resizedTexture1 = texture1;
  1798. }
  1799. else {
  1800. resizedTexture1 = texture1;
  1801. resizedTexture2 = texture2;
  1802. }
  1803. return {
  1804. "texture1": resizedTexture1,
  1805. "texture2": resizedTexture2
  1806. };
  1807. };
  1808. /**
  1809. * Convert Specular Glossiness Textures to Metallic Roughness
  1810. * See link below for info on the material conversions from PBR Metallic/Roughness and Specular/Glossiness
  1811. * @link https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness/examples/convert-between-workflows-bjs/js/babylon.pbrUtilities.js
  1812. * @param diffuseTexture texture used to store diffuse information
  1813. * @param specularGlossinessTexture texture used to store specular and glossiness information
  1814. * @param factors specular glossiness material factors
  1815. * @param mimeType the mime type to use for the texture
  1816. * @returns pbr metallic roughness interface or null
  1817. */
  1818. _GLTFMaterialExporter.prototype._convertSpecularGlossinessTexturesToMetallicRoughnessAsync = function (diffuseTexture, specularGlossinessTexture, factors, mimeType) {
  1819. var promises = [];
  1820. if (!(diffuseTexture || specularGlossinessTexture)) {
  1821. return Promise.reject('_ConvertSpecularGlosinessTexturesToMetallicRoughness: diffuse and specular glossiness textures are not defined!');
  1822. }
  1823. var scene = diffuseTexture ? diffuseTexture.getScene() : specularGlossinessTexture ? specularGlossinessTexture.getScene() : null;
  1824. if (scene) {
  1825. var resizedTextures = this._resizeTexturesToSameDimensions(diffuseTexture, specularGlossinessTexture, scene);
  1826. var diffuseSize = resizedTextures.texture1.getSize();
  1827. var diffuseBuffer = void 0;
  1828. var specularGlossinessBuffer = void 0;
  1829. var width = diffuseSize.width;
  1830. var height = diffuseSize.height;
  1831. var pixels = (resizedTextures.texture1.readPixels());
  1832. if (pixels instanceof Uint8Array) {
  1833. diffuseBuffer = (resizedTextures.texture1.readPixels());
  1834. pixels = resizedTextures.texture2.readPixels();
  1835. if (pixels instanceof Uint8Array) {
  1836. specularGlossinessBuffer = (resizedTextures.texture2.readPixels());
  1837. var byteLength = specularGlossinessBuffer.byteLength;
  1838. var metallicRoughnessBuffer = new Uint8Array(byteLength);
  1839. var baseColorBuffer = new Uint8Array(byteLength);
  1840. var strideSize = 4;
  1841. var maxBaseColor = BABYLON.Color3.Black();
  1842. var maxMetallic = 0;
  1843. var maxRoughness = 0;
  1844. for (var h = 0; h < height; ++h) {
  1845. for (var w = 0; w < width; ++w) {
  1846. var offset = (width * h + w) * strideSize;
  1847. var diffuseColor = BABYLON.Color3.FromInts(diffuseBuffer[offset], diffuseBuffer[offset + 1], diffuseBuffer[offset + 2]).toLinearSpace().multiply(factors.diffuseColor);
  1848. var specularColor = BABYLON.Color3.FromInts(specularGlossinessBuffer[offset], specularGlossinessBuffer[offset + 1], specularGlossinessBuffer[offset + 2]).toLinearSpace().multiply(factors.specularColor);
  1849. var glossiness = (specularGlossinessBuffer[offset + 3] / 255) * factors.glossiness;
  1850. var specularGlossiness = {
  1851. diffuseColor: diffuseColor,
  1852. specularColor: specularColor,
  1853. glossiness: glossiness
  1854. };
  1855. var metallicRoughness = this._convertSpecularGlossinessToMetallicRoughness(specularGlossiness);
  1856. maxBaseColor.r = Math.max(maxBaseColor.r, metallicRoughness.baseColor.r);
  1857. maxBaseColor.g = Math.max(maxBaseColor.g, metallicRoughness.baseColor.g);
  1858. maxBaseColor.b = Math.max(maxBaseColor.b, metallicRoughness.baseColor.b);
  1859. maxMetallic = Math.max(maxMetallic, metallicRoughness.metallic);
  1860. maxRoughness = Math.max(maxRoughness, metallicRoughness.roughness);
  1861. baseColorBuffer[offset] = metallicRoughness.baseColor.r * 255;
  1862. baseColorBuffer[offset + 1] = metallicRoughness.baseColor.g * 255;
  1863. baseColorBuffer[offset + 2] = metallicRoughness.baseColor.b * 255;
  1864. baseColorBuffer[offset + 3] = resizedTextures.texture1.hasAlpha ? diffuseBuffer[offset + 3] : 255;
  1865. metallicRoughnessBuffer[offset] = 0;
  1866. metallicRoughnessBuffer[offset + 1] = metallicRoughness.roughness * 255;
  1867. metallicRoughnessBuffer[offset + 2] = metallicRoughness.metallic * 255;
  1868. metallicRoughnessBuffer[offset + 3] = 255;
  1869. }
  1870. }
  1871. // Retrieves the metallic roughness factors from the maximum texture values.
  1872. var metallicRoughnessFactors_1 = {
  1873. baseColor: maxBaseColor,
  1874. metallic: maxMetallic,
  1875. roughness: maxRoughness
  1876. };
  1877. var writeOutMetallicRoughnessTexture = false;
  1878. var writeOutBaseColorTexture = false;
  1879. for (var h = 0; h < height; ++h) {
  1880. for (var w = 0; w < width; ++w) {
  1881. var destinationOffset = (width * h + w) * strideSize;
  1882. baseColorBuffer[destinationOffset] /= metallicRoughnessFactors_1.baseColor.r > _GLTFMaterialExporter._Epsilon ? metallicRoughnessFactors_1.baseColor.r : 1;
  1883. baseColorBuffer[destinationOffset + 1] /= metallicRoughnessFactors_1.baseColor.g > _GLTFMaterialExporter._Epsilon ? metallicRoughnessFactors_1.baseColor.g : 1;
  1884. baseColorBuffer[destinationOffset + 2] /= metallicRoughnessFactors_1.baseColor.b > _GLTFMaterialExporter._Epsilon ? metallicRoughnessFactors_1.baseColor.b : 1;
  1885. var linearBaseColorPixel = BABYLON.Color3.FromInts(baseColorBuffer[destinationOffset], baseColorBuffer[destinationOffset + 1], baseColorBuffer[destinationOffset + 2]);
  1886. var sRGBBaseColorPixel = linearBaseColorPixel.toGammaSpace();
  1887. baseColorBuffer[destinationOffset] = sRGBBaseColorPixel.r * 255;
  1888. baseColorBuffer[destinationOffset + 1] = sRGBBaseColorPixel.g * 255;
  1889. baseColorBuffer[destinationOffset + 2] = sRGBBaseColorPixel.b * 255;
  1890. if (!_GLTFMaterialExporter.FuzzyEquals(sRGBBaseColorPixel, BABYLON.Color3.White(), _GLTFMaterialExporter._Epsilon)) {
  1891. writeOutBaseColorTexture = true;
  1892. }
  1893. metallicRoughnessBuffer[destinationOffset + 1] /= metallicRoughnessFactors_1.roughness > _GLTFMaterialExporter._Epsilon ? metallicRoughnessFactors_1.roughness : 1;
  1894. metallicRoughnessBuffer[destinationOffset + 2] /= metallicRoughnessFactors_1.metallic > _GLTFMaterialExporter._Epsilon ? metallicRoughnessFactors_1.metallic : 1;
  1895. var metallicRoughnessPixel = BABYLON.Color3.FromInts(255, metallicRoughnessBuffer[destinationOffset + 1], metallicRoughnessBuffer[destinationOffset + 2]);
  1896. if (!_GLTFMaterialExporter.FuzzyEquals(metallicRoughnessPixel, BABYLON.Color3.White(), _GLTFMaterialExporter._Epsilon)) {
  1897. writeOutMetallicRoughnessTexture = true;
  1898. }
  1899. }
  1900. }
  1901. if (writeOutMetallicRoughnessTexture) {
  1902. var promise = this._createBase64FromCanvasAsync(metallicRoughnessBuffer, width, height, mimeType).then(function (metallicRoughnessBase64) {
  1903. metallicRoughnessFactors_1.metallicRoughnessTextureBase64 = metallicRoughnessBase64;
  1904. });
  1905. promises.push(promise);
  1906. }
  1907. if (writeOutBaseColorTexture) {
  1908. var promise = this._createBase64FromCanvasAsync(baseColorBuffer, width, height, mimeType).then(function (baseColorBase64) {
  1909. metallicRoughnessFactors_1.baseColorTextureBase64 = baseColorBase64;
  1910. });
  1911. promises.push(promise);
  1912. }
  1913. return Promise.all(promises).then(function () {
  1914. return metallicRoughnessFactors_1;
  1915. });
  1916. }
  1917. else {
  1918. return Promise.reject("_ConvertSpecularGlossinessTexturesToMetallicRoughness: Pixel array buffer type not supported for texture: " + resizedTextures.texture2.name);
  1919. }
  1920. }
  1921. else {
  1922. return Promise.reject("_ConvertSpecularGlossinessTexturesToMetallicRoughness: Pixel array buffer type not supported for texture: " + resizedTextures.texture1.name);
  1923. }
  1924. }
  1925. else {
  1926. return Promise.reject("_ConvertSpecularGlossinessTexturesToMetallicRoughness: Scene from textures is missing!");
  1927. }
  1928. };
  1929. /**
  1930. * Converts specular glossiness material properties to metallic roughness
  1931. * @param specularGlossiness interface with specular glossiness material properties
  1932. * @returns interface with metallic roughness material properties
  1933. */
  1934. _GLTFMaterialExporter.prototype._convertSpecularGlossinessToMetallicRoughness = function (specularGlossiness) {
  1935. var diffusePerceivedBrightness = this._getPerceivedBrightness(specularGlossiness.diffuseColor);
  1936. var specularPerceivedBrightness = this._getPerceivedBrightness(specularGlossiness.specularColor);
  1937. var oneMinusSpecularStrength = 1 - this._getMaxComponent(specularGlossiness.specularColor);
  1938. var metallic = _GLTFMaterialExporter._SolveMetallic(diffusePerceivedBrightness, specularPerceivedBrightness, oneMinusSpecularStrength);
  1939. var baseColorFromDiffuse = specularGlossiness.diffuseColor.scale(oneMinusSpecularStrength / (1.0 - _GLTFMaterialExporter._DielectricSpecular.r) / Math.max(1 - metallic, _GLTFMaterialExporter._Epsilon));
  1940. var baseColorFromSpecular = specularGlossiness.specularColor.subtract(_GLTFMaterialExporter._DielectricSpecular.scale(1 - metallic)).scale(1 / Math.max(metallic, _GLTFMaterialExporter._Epsilon));
  1941. var baseColor = BABYLON.Color3.Lerp(baseColorFromDiffuse, baseColorFromSpecular, metallic * metallic);
  1942. baseColor = baseColor.clampToRef(0, 1, baseColor);
  1943. var metallicRoughness = {
  1944. baseColor: baseColor,
  1945. metallic: metallic,
  1946. roughness: 1 - specularGlossiness.glossiness
  1947. };
  1948. return metallicRoughness;
  1949. };
  1950. /**
  1951. * Calculates the surface reflectance, independent of lighting conditions
  1952. * @param color Color source to calculate brightness from
  1953. * @returns number representing the perceived brightness, or zero if color is undefined
  1954. */
  1955. _GLTFMaterialExporter.prototype._getPerceivedBrightness = function (color) {
  1956. if (color) {
  1957. return Math.sqrt(0.299 * color.r * color.r + 0.587 * color.g * color.g + 0.114 * color.b * color.b);
  1958. }
  1959. return 0;
  1960. };
  1961. /**
  1962. * Returns the maximum color component value
  1963. * @param color
  1964. * @returns maximum color component value, or zero if color is null or undefined
  1965. */
  1966. _GLTFMaterialExporter.prototype._getMaxComponent = function (color) {
  1967. if (color) {
  1968. return Math.max(color.r, Math.max(color.g, color.b));
  1969. }
  1970. return 0;
  1971. };
  1972. /**
  1973. * Convert a PBRMaterial (Metallic/Roughness) to Metallic Roughness factors
  1974. * @param babylonPBRMaterial BJS PBR Metallic Roughness Material
  1975. * @param mimeType mime type to use for the textures
  1976. * @param images array of glTF image interfaces
  1977. * @param textures array of glTF texture interfaces
  1978. * @param glTFPbrMetallicRoughness glTF PBR Metallic Roughness interface
  1979. * @param imageData map of image file name to data
  1980. * @param hasTextureCoords specifies if texture coordinates are present on the submesh to determine if textures should be applied
  1981. * @returns glTF PBR Metallic Roughness factors
  1982. */
  1983. _GLTFMaterialExporter.prototype._convertMetalRoughFactorsToMetallicRoughnessAsync = function (babylonPBRMaterial, mimeType, glTFPbrMetallicRoughness, hasTextureCoords) {
  1984. var promises = [];
  1985. var metallicRoughness = {
  1986. baseColor: babylonPBRMaterial.albedoColor,
  1987. metallic: babylonPBRMaterial.metallic,
  1988. roughness: babylonPBRMaterial.roughness
  1989. };
  1990. if (hasTextureCoords) {
  1991. if (babylonPBRMaterial.albedoTexture) {
  1992. promises.push(this._exportTextureAsync(babylonPBRMaterial.albedoTexture, mimeType).then(function (glTFTexture) {
  1993. if (glTFTexture) {
  1994. glTFPbrMetallicRoughness.baseColorTexture = glTFTexture;
  1995. }
  1996. }));
  1997. }
  1998. if (babylonPBRMaterial.metallicTexture) {
  1999. promises.push(this._exportTextureAsync(babylonPBRMaterial.metallicTexture, mimeType).then(function (glTFTexture) {
  2000. if (glTFTexture) {
  2001. glTFPbrMetallicRoughness.metallicRoughnessTexture = glTFTexture;
  2002. }
  2003. }));
  2004. }
  2005. }
  2006. return Promise.all(promises).then(function () {
  2007. return metallicRoughness;
  2008. });
  2009. };
  2010. _GLTFMaterialExporter.prototype._getGLTFTextureSampler = function (texture) {
  2011. var sampler = this._getGLTFTextureWrapModesSampler(texture);
  2012. var samplingMode = texture instanceof BABYLON.Texture ? texture.samplingMode : null;
  2013. if (samplingMode != null) {
  2014. switch (samplingMode) {
  2015. case BABYLON.Texture.LINEAR_LINEAR: {
  2016. sampler.magFilter = 9729 /* LINEAR */;
  2017. sampler.minFilter = 9729 /* LINEAR */;
  2018. break;
  2019. }
  2020. case BABYLON.Texture.LINEAR_NEAREST: {
  2021. sampler.magFilter = 9729 /* LINEAR */;
  2022. sampler.minFilter = 9728 /* NEAREST */;
  2023. break;
  2024. }
  2025. case BABYLON.Texture.NEAREST_LINEAR: {
  2026. sampler.magFilter = 9728 /* NEAREST */;
  2027. sampler.minFilter = 9729 /* LINEAR */;
  2028. break;
  2029. }
  2030. case BABYLON.Texture.NEAREST_LINEAR_MIPLINEAR: {
  2031. sampler.magFilter = 9728 /* NEAREST */;
  2032. sampler.minFilter = 9987 /* LINEAR_MIPMAP_LINEAR */;
  2033. break;
  2034. }
  2035. case BABYLON.Texture.NEAREST_NEAREST: {
  2036. sampler.magFilter = 9728 /* NEAREST */;
  2037. sampler.minFilter = 9728 /* NEAREST */;
  2038. break;
  2039. }
  2040. case BABYLON.Texture.NEAREST_LINEAR_MIPNEAREST: {
  2041. sampler.magFilter = 9728 /* NEAREST */;
  2042. sampler.minFilter = 9985 /* LINEAR_MIPMAP_NEAREST */;
  2043. break;
  2044. }
  2045. case BABYLON.Texture.LINEAR_NEAREST_MIPNEAREST: {
  2046. sampler.magFilter = 9729 /* LINEAR */;
  2047. sampler.minFilter = 9984 /* NEAREST_MIPMAP_NEAREST */;
  2048. break;
  2049. }
  2050. case BABYLON.Texture.LINEAR_NEAREST_MIPLINEAR: {
  2051. sampler.magFilter = 9729 /* LINEAR */;
  2052. sampler.minFilter = 9986 /* NEAREST_MIPMAP_LINEAR */;
  2053. break;
  2054. }
  2055. case BABYLON.Texture.NEAREST_NEAREST_MIPLINEAR: {
  2056. sampler.magFilter = 9728 /* NEAREST */;
  2057. sampler.minFilter = 9986 /* NEAREST_MIPMAP_LINEAR */;
  2058. break;
  2059. }
  2060. case BABYLON.Texture.LINEAR_LINEAR_MIPLINEAR: {
  2061. sampler.magFilter = 9729 /* LINEAR */;
  2062. sampler.minFilter = 9987 /* LINEAR_MIPMAP_LINEAR */;
  2063. break;
  2064. }
  2065. case BABYLON.Texture.LINEAR_LINEAR_MIPNEAREST: {
  2066. sampler.magFilter = 9729 /* LINEAR */;
  2067. sampler.minFilter = 9985 /* LINEAR_MIPMAP_NEAREST */;
  2068. break;
  2069. }
  2070. case BABYLON.Texture.NEAREST_NEAREST_MIPNEAREST: {
  2071. sampler.magFilter = 9728 /* NEAREST */;
  2072. sampler.minFilter = 9984 /* NEAREST_MIPMAP_NEAREST */;
  2073. break;
  2074. }
  2075. }
  2076. }
  2077. return sampler;
  2078. };
  2079. _GLTFMaterialExporter.prototype._getGLTFTextureWrapMode = function (wrapMode) {
  2080. switch (wrapMode) {
  2081. case BABYLON.Texture.WRAP_ADDRESSMODE: {
  2082. return 10497 /* REPEAT */;
  2083. }
  2084. case BABYLON.Texture.CLAMP_ADDRESSMODE: {
  2085. return 33071 /* CLAMP_TO_EDGE */;
  2086. }
  2087. case BABYLON.Texture.MIRROR_ADDRESSMODE: {
  2088. return 33648 /* MIRRORED_REPEAT */;
  2089. }
  2090. default: {
  2091. BABYLON.Tools.Error("Unsupported Texture Wrap Mode " + wrapMode + "!");
  2092. return 10497 /* REPEAT */;
  2093. }
  2094. }
  2095. };
  2096. _GLTFMaterialExporter.prototype._getGLTFTextureWrapModesSampler = function (texture) {
  2097. var wrapS = this._getGLTFTextureWrapMode(texture instanceof BABYLON.Texture ? texture.wrapU : BABYLON.Texture.WRAP_ADDRESSMODE);
  2098. var wrapT = this._getGLTFTextureWrapMode(texture instanceof BABYLON.Texture ? texture.wrapV : BABYLON.Texture.WRAP_ADDRESSMODE);
  2099. if (wrapS === 10497 /* REPEAT */ && wrapT === 10497 /* REPEAT */) { // default wrapping mode in glTF, so omitting
  2100. return {};
  2101. }
  2102. return { wrapS: wrapS, wrapT: wrapT };
  2103. };
  2104. /**
  2105. * Convert a PBRMaterial (Specular/Glossiness) to Metallic Roughness factors
  2106. * @param babylonPBRMaterial BJS PBR Metallic Roughness Material
  2107. * @param mimeType mime type to use for the textures
  2108. * @param images array of glTF image interfaces
  2109. * @param textures array of glTF texture interfaces
  2110. * @param glTFPbrMetallicRoughness glTF PBR Metallic Roughness interface
  2111. * @param imageData map of image file name to data
  2112. * @param hasTextureCoords specifies if texture coordinates are present on the submesh to determine if textures should be applied
  2113. * @returns glTF PBR Metallic Roughness factors
  2114. */
  2115. _GLTFMaterialExporter.prototype._convertSpecGlossFactorsToMetallicRoughnessAsync = function (babylonPBRMaterial, mimeType, glTFPbrMetallicRoughness, hasTextureCoords) {
  2116. var _this = this;
  2117. return Promise.resolve().then(function () {
  2118. var samplers = _this._exporter._samplers;
  2119. var textures = _this._exporter._textures;
  2120. var specGloss = {
  2121. diffuseColor: babylonPBRMaterial.albedoColor || BABYLON.Color3.White(),
  2122. specularColor: babylonPBRMaterial.reflectivityColor || BABYLON.Color3.White(),
  2123. glossiness: babylonPBRMaterial.microSurface || 1,
  2124. };
  2125. var samplerIndex = null;
  2126. var sampler = _this._getGLTFTextureSampler(babylonPBRMaterial.albedoTexture);
  2127. if (sampler.magFilter != null && sampler.minFilter != null && sampler.wrapS != null && sampler.wrapT != null) {
  2128. samplers.push(sampler);
  2129. samplerIndex = samplers.length - 1;
  2130. }
  2131. if (babylonPBRMaterial.reflectivityTexture && !babylonPBRMaterial.useMicroSurfaceFromReflectivityMapAlpha) {
  2132. return Promise.reject("_ConvertPBRMaterial: Glossiness values not included in the reflectivity texture are currently not supported");
  2133. }
  2134. if ((babylonPBRMaterial.albedoTexture || babylonPBRMaterial.reflectivityTexture) && hasTextureCoords) {
  2135. return _this._convertSpecularGlossinessTexturesToMetallicRoughnessAsync(babylonPBRMaterial.albedoTexture, babylonPBRMaterial.reflectivityTexture, specGloss, mimeType).then(function (metallicRoughnessFactors) {
  2136. if (metallicRoughnessFactors.baseColorTextureBase64) {
  2137. var glTFBaseColorTexture = _this._getTextureInfoFromBase64(metallicRoughnessFactors.baseColorTextureBase64, "bjsBaseColorTexture_" + (textures.length) + ".png", mimeType, babylonPBRMaterial.albedoTexture ? babylonPBRMaterial.albedoTexture.coordinatesIndex : null, samplerIndex);
  2138. if (glTFBaseColorTexture) {
  2139. glTFPbrMetallicRoughness.baseColorTexture = glTFBaseColorTexture;
  2140. }
  2141. }
  2142. if (metallicRoughnessFactors.metallicRoughnessTextureBase64) {
  2143. var glTFMRColorTexture = _this._getTextureInfoFromBase64(metallicRoughnessFactors.metallicRoughnessTextureBase64, "bjsMetallicRoughnessTexture_" + (textures.length) + ".png", mimeType, babylonPBRMaterial.reflectivityTexture ? babylonPBRMaterial.reflectivityTexture.coordinatesIndex : null, samplerIndex);
  2144. if (glTFMRColorTexture) {
  2145. glTFPbrMetallicRoughness.metallicRoughnessTexture = glTFMRColorTexture;
  2146. }
  2147. }
  2148. return metallicRoughnessFactors;
  2149. });
  2150. }
  2151. else {
  2152. return _this._convertSpecularGlossinessToMetallicRoughness(specGloss);
  2153. }
  2154. });
  2155. };
  2156. /**
  2157. * Converts a Babylon PBR Metallic Roughness Material to a glTF Material
  2158. * @param babylonPBRMaterial BJS PBR Metallic Roughness Material
  2159. * @param mimeType mime type to use for the textures
  2160. * @param images array of glTF image interfaces
  2161. * @param textures array of glTF texture interfaces
  2162. * @param materials array of glTF material interfaces
  2163. * @param imageData map of image file name to data
  2164. * @param hasTextureCoords specifies if texture coordinates are present on the submesh to determine if textures should be applied
  2165. */
  2166. _GLTFMaterialExporter.prototype._convertPBRMaterialAsync = function (babylonPBRMaterial, mimeType, hasTextureCoords) {
  2167. var _this = this;
  2168. var glTFPbrMetallicRoughness = {};
  2169. var glTFMaterial = {
  2170. name: babylonPBRMaterial.name
  2171. };
  2172. var useMetallicRoughness = babylonPBRMaterial.isMetallicWorkflow();
  2173. if (useMetallicRoughness) {
  2174. if (babylonPBRMaterial.albedoColor) {
  2175. glTFPbrMetallicRoughness.baseColorFactor = [
  2176. babylonPBRMaterial.albedoColor.r,
  2177. babylonPBRMaterial.albedoColor.g,
  2178. babylonPBRMaterial.albedoColor.b,
  2179. babylonPBRMaterial.alpha
  2180. ];
  2181. }
  2182. return this._convertMetalRoughFactorsToMetallicRoughnessAsync(babylonPBRMaterial, mimeType, glTFPbrMetallicRoughness, hasTextureCoords).then(function (metallicRoughness) {
  2183. return _this.setMetallicRoughnessPbrMaterial(metallicRoughness, babylonPBRMaterial, glTFMaterial, glTFPbrMetallicRoughness, mimeType, hasTextureCoords);
  2184. });
  2185. }
  2186. else {
  2187. return this._convertSpecGlossFactorsToMetallicRoughnessAsync(babylonPBRMaterial, mimeType, glTFPbrMetallicRoughness, hasTextureCoords).then(function (metallicRoughness) {
  2188. return _this.setMetallicRoughnessPbrMaterial(metallicRoughness, babylonPBRMaterial, glTFMaterial, glTFPbrMetallicRoughness, mimeType, hasTextureCoords);
  2189. });
  2190. }
  2191. };
  2192. _GLTFMaterialExporter.prototype.setMetallicRoughnessPbrMaterial = function (metallicRoughness, babylonPBRMaterial, glTFMaterial, glTFPbrMetallicRoughness, mimeType, hasTextureCoords) {
  2193. var materialMap = this._exporter._materialMap;
  2194. var materials = this._exporter._materials;
  2195. var promises = [];
  2196. if (metallicRoughness) {
  2197. var alphaMode = null;
  2198. if (babylonPBRMaterial.transparencyMode != null) {
  2199. alphaMode = this._getAlphaMode(babylonPBRMaterial);
  2200. if (alphaMode) {
  2201. if (alphaMode !== "OPAQUE" /* OPAQUE */) { //glTF defaults to opaque
  2202. glTFMaterial.alphaMode = alphaMode;
  2203. if (alphaMode === "MASK" /* MASK */) {
  2204. glTFMaterial.alphaCutoff = babylonPBRMaterial.alphaCutOff;
  2205. }
  2206. }
  2207. }
  2208. }
  2209. if (!(_GLTFMaterialExporter.FuzzyEquals(metallicRoughness.baseColor, BABYLON.Color3.White(), _GLTFMaterialExporter._Epsilon) && babylonPBRMaterial.alpha >= _GLTFMaterialExporter._Epsilon)) {
  2210. glTFPbrMetallicRoughness.baseColorFactor = [
  2211. metallicRoughness.baseColor.r,
  2212. metallicRoughness.baseColor.g,
  2213. metallicRoughness.baseColor.b,
  2214. babylonPBRMaterial.alpha
  2215. ];
  2216. }
  2217. if (metallicRoughness.metallic != null && metallicRoughness.metallic !== 1) {
  2218. glTFPbrMetallicRoughness.metallicFactor = metallicRoughness.metallic;
  2219. }
  2220. if (metallicRoughness.roughness != null && metallicRoughness.roughness !== 1) {
  2221. glTFPbrMetallicRoughness.roughnessFactor = metallicRoughness.roughness;
  2222. }
  2223. if (babylonPBRMaterial.backFaceCulling != null && !babylonPBRMaterial.backFaceCulling) {
  2224. if (!babylonPBRMaterial.twoSidedLighting) {
  2225. BABYLON.Tools.Warn(babylonPBRMaterial.name + ": Back-face culling enabled and two-sided lighting disabled is not supported in glTF.");
  2226. }
  2227. glTFMaterial.doubleSided = true;
  2228. }
  2229. if (hasTextureCoords) {
  2230. if (babylonPBRMaterial.bumpTexture) {
  2231. var promise = this._exportTextureAsync(babylonPBRMaterial.bumpTexture, mimeType).then(function (glTFTexture) {
  2232. if (glTFTexture) {
  2233. glTFMaterial.normalTexture = glTFTexture;
  2234. if (babylonPBRMaterial.bumpTexture.level !== 1) {
  2235. glTFMaterial.normalTexture.scale = babylonPBRMaterial.bumpTexture.level;
  2236. }
  2237. }
  2238. });
  2239. promises.push(promise);
  2240. }
  2241. if (babylonPBRMaterial.ambientTexture) {
  2242. var promise = this._exportTextureAsync(babylonPBRMaterial.ambientTexture, mimeType).then(function (glTFTexture) {
  2243. if (glTFTexture) {
  2244. var occlusionTexture = {
  2245. index: glTFTexture.index
  2246. };
  2247. glTFMaterial.occlusionTexture = occlusionTexture;
  2248. if (babylonPBRMaterial.ambientTextureStrength) {
  2249. occlusionTexture.strength = babylonPBRMaterial.ambientTextureStrength;
  2250. }
  2251. }
  2252. });
  2253. promises.push(promise);
  2254. }
  2255. if (babylonPBRMaterial.emissiveTexture) {
  2256. var promise = this._exportTextureAsync(babylonPBRMaterial.emissiveTexture, mimeType).then(function (glTFTexture) {
  2257. if (glTFTexture) {
  2258. glTFMaterial.emissiveTexture = glTFTexture;
  2259. }
  2260. });
  2261. promises.push(promise);
  2262. }
  2263. }
  2264. if (!_GLTFMaterialExporter.FuzzyEquals(babylonPBRMaterial.emissiveColor, BABYLON.Color3.Black(), _GLTFMaterialExporter._Epsilon)) {
  2265. glTFMaterial.emissiveFactor = babylonPBRMaterial.emissiveColor.asArray();
  2266. }
  2267. glTFMaterial.pbrMetallicRoughness = glTFPbrMetallicRoughness;
  2268. materials.push(glTFMaterial);
  2269. materialMap[babylonPBRMaterial.uniqueId] = materials.length - 1;
  2270. }
  2271. return Promise.all(promises).then(function (result) { });
  2272. };
  2273. _GLTFMaterialExporter.prototype.getPixelsFromTexture = function (babylonTexture) {
  2274. var pixels = babylonTexture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT ? babylonTexture.readPixels() : babylonTexture.readPixels();
  2275. return pixels;
  2276. };
  2277. /**
  2278. * Extracts a texture from a Babylon texture into file data and glTF data
  2279. * @param babylonTexture Babylon texture to extract
  2280. * @param mimeType Mime Type of the babylonTexture
  2281. * @param images Array of glTF images
  2282. * @param textures Array of glTF textures
  2283. * @param imageData map of image file name and data
  2284. * @return glTF texture info, or null if the texture format is not supported
  2285. */
  2286. _GLTFMaterialExporter.prototype._exportTextureAsync = function (babylonTexture, mimeType) {
  2287. var _this = this;
  2288. return Promise.resolve().then(function () {
  2289. var textureUid = babylonTexture.uid;
  2290. if (textureUid in _this._textureMap) {
  2291. return _this._textureMap[textureUid];
  2292. }
  2293. else {
  2294. var samplers = _this._exporter._samplers;
  2295. var sampler = _this._getGLTFTextureSampler(babylonTexture);
  2296. var samplerIndex_1 = null;
  2297. // if a pre-existing sampler with identical parameters exists, then reuse the previous sampler
  2298. var foundSamplerIndex = null;
  2299. for (var i = 0; i < samplers.length; ++i) {
  2300. var s = samplers[i];
  2301. if (s.minFilter === sampler.minFilter && s.magFilter === sampler.magFilter &&
  2302. s.wrapS === sampler.wrapS && s.wrapT === sampler.wrapT) {
  2303. foundSamplerIndex = i;
  2304. break;
  2305. }
  2306. }
  2307. if (foundSamplerIndex == null) {
  2308. samplers.push(sampler);
  2309. samplerIndex_1 = samplers.length - 1;
  2310. }
  2311. else {
  2312. samplerIndex_1 = foundSamplerIndex;
  2313. }
  2314. var pixels = _this.getPixelsFromTexture(babylonTexture);
  2315. var size = babylonTexture.getSize();
  2316. return _this._createBase64FromCanvasAsync(pixels, size.width, size.height, mimeType).then(function (base64Data) {
  2317. var textureInfo = _this._getTextureInfoFromBase64(base64Data, babylonTexture.name, mimeType, babylonTexture.coordinatesIndex, samplerIndex_1);
  2318. if (textureInfo) {
  2319. _this._textureMap[textureUid] = textureInfo;
  2320. }
  2321. return textureInfo;
  2322. });
  2323. }
  2324. });
  2325. };
  2326. /**
  2327. * Builds a texture from base64 string
  2328. * @param base64Texture base64 texture string
  2329. * @param baseTextureName Name to use for the texture
  2330. * @param mimeType image mime type for the texture
  2331. * @param images array of images
  2332. * @param textures array of textures
  2333. * @param imageData map of image data
  2334. * @returns glTF texture info, or null if the texture format is not supported
  2335. */
  2336. _GLTFMaterialExporter.prototype._getTextureInfoFromBase64 = function (base64Texture, baseTextureName, mimeType, texCoordIndex, samplerIndex) {
  2337. var textures = this._exporter._textures;
  2338. var images = this._exporter._images;
  2339. var imageData = this._exporter._imageData;
  2340. var textureInfo = null;
  2341. var glTFTexture = {
  2342. source: images.length,
  2343. name: baseTextureName
  2344. };
  2345. if (samplerIndex != null) {
  2346. glTFTexture.sampler = samplerIndex;
  2347. }
  2348. var binStr = atob(base64Texture.split(',')[1]);
  2349. var arrBuff = new ArrayBuffer(binStr.length);
  2350. var arr = new Uint8Array(arrBuff);
  2351. for (var i = 0, length_1 = binStr.length; i < length_1; ++i) {
  2352. arr[i] = binStr.charCodeAt(i);
  2353. }
  2354. var imageValues = { data: arr, mimeType: mimeType };
  2355. var extension = mimeType === "image/jpeg" /* JPEG */ ? '.jpeg' : '.png';
  2356. var textureName = baseTextureName + extension;
  2357. if (textureName in imageData) {
  2358. textureName = baseTextureName + "_" + BABYLON.Tools.RandomId() + extension;
  2359. }
  2360. imageData[textureName] = imageValues;
  2361. if (mimeType === "image/jpeg" /* JPEG */ || mimeType === "image/png" /* PNG */) {
  2362. var glTFImage = {
  2363. name: baseTextureName,
  2364. uri: textureName
  2365. };
  2366. var foundIndex = null;
  2367. for (var i = 0; i < images.length; ++i) {
  2368. if (images[i].uri === textureName) {
  2369. foundIndex = i;
  2370. break;
  2371. }
  2372. }
  2373. if (foundIndex == null) {
  2374. images.push(glTFImage);
  2375. glTFTexture.source = images.length - 1;
  2376. }
  2377. else {
  2378. glTFTexture.source = foundIndex;
  2379. }
  2380. textures.push(glTFTexture);
  2381. textureInfo = {
  2382. index: textures.length - 1
  2383. };
  2384. if (texCoordIndex != null) {
  2385. textureInfo.texCoord = texCoordIndex;
  2386. }
  2387. }
  2388. else {
  2389. BABYLON.Tools.Error("Unsupported texture mime type " + mimeType);
  2390. }
  2391. return textureInfo;
  2392. };
  2393. /**
  2394. * Represents the dielectric specular values for R, G and B
  2395. */
  2396. _GLTFMaterialExporter._DielectricSpecular = new BABYLON.Color3(0.04, 0.04, 0.04);
  2397. /**
  2398. * Allows the maximum specular power to be defined for material calculations
  2399. */
  2400. _GLTFMaterialExporter._MaxSpecularPower = 1024;
  2401. /**
  2402. * Numeric tolerance value
  2403. */
  2404. _GLTFMaterialExporter._Epsilon = 1e-6;
  2405. return _GLTFMaterialExporter;
  2406. }());
  2407. GLTF2._GLTFMaterialExporter = _GLTFMaterialExporter;
  2408. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  2409. })(BABYLON || (BABYLON = {}));
  2410. //# sourceMappingURL=babylon.glTFMaterialExporter.js.map
  2411. /// <reference path="../../../../dist/preview release/glTF2Interface/babylon.glTF2Interface.d.ts"/>
  2412. var BABYLON;
  2413. (function (BABYLON) {
  2414. var GLTF2;
  2415. (function (GLTF2) {
  2416. /**
  2417. * @hidden
  2418. * Enum for handling in tangent and out tangent.
  2419. */
  2420. var _TangentType;
  2421. (function (_TangentType) {
  2422. /**
  2423. * Specifies that input tangents are used.
  2424. */
  2425. _TangentType[_TangentType["INTANGENT"] = 0] = "INTANGENT";
  2426. /**
  2427. * Specifies that output tangents are used.
  2428. */
  2429. _TangentType[_TangentType["OUTTANGENT"] = 1] = "OUTTANGENT";
  2430. })(_TangentType || (_TangentType = {}));
  2431. /**
  2432. * @hidden
  2433. * Utility class for generating glTF animation data from BabylonJS.
  2434. */
  2435. var _GLTFAnimation = /** @class */ (function () {
  2436. function _GLTFAnimation() {
  2437. }
  2438. /**
  2439. * @ignore
  2440. *
  2441. * Creates glTF channel animation from BabylonJS animation.
  2442. * @param babylonTransformNode - BabylonJS mesh.
  2443. * @param animation - animation.
  2444. * @param animationChannelTargetPath - The target animation channel.
  2445. * @param convertToRightHandedSystem - Specifies if the values should be converted to right-handed.
  2446. * @param useQuaternion - Specifies if quaternions are used.
  2447. * @returns nullable IAnimationData
  2448. */
  2449. _GLTFAnimation._CreateNodeAnimation = function (babylonTransformNode, animation, animationChannelTargetPath, convertToRightHandedSystem, useQuaternion, animationSampleRate) {
  2450. var inputs = [];
  2451. var outputs = [];
  2452. var keyFrames = animation.getKeys();
  2453. var minMaxKeyFrames = _GLTFAnimation.calculateMinMaxKeyFrames(keyFrames);
  2454. var interpolationOrBake = _GLTFAnimation._DeduceInterpolation(keyFrames, animationChannelTargetPath, useQuaternion);
  2455. var frameDelta = minMaxKeyFrames.max - minMaxKeyFrames.min;
  2456. var interpolation = interpolationOrBake.interpolationType;
  2457. var shouldBakeAnimation = interpolationOrBake.shouldBakeAnimation;
  2458. if (shouldBakeAnimation) {
  2459. _GLTFAnimation._CreateBakedAnimation(babylonTransformNode, animation, animationChannelTargetPath, minMaxKeyFrames.min, minMaxKeyFrames.max, animation.framePerSecond, animationSampleRate, inputs, outputs, minMaxKeyFrames, convertToRightHandedSystem, useQuaternion);
  2460. }
  2461. else {
  2462. if (interpolation === "LINEAR" /* LINEAR */ || interpolation === "STEP" /* STEP */) {
  2463. _GLTFAnimation._CreateLinearOrStepAnimation(babylonTransformNode, animation, animationChannelTargetPath, frameDelta, inputs, outputs, convertToRightHandedSystem, useQuaternion);
  2464. }
  2465. else if (interpolation === "CUBICSPLINE" /* CUBICSPLINE */) {
  2466. _GLTFAnimation._CreateCubicSplineAnimation(babylonTransformNode, animation, animationChannelTargetPath, frameDelta, inputs, outputs, convertToRightHandedSystem, useQuaternion);
  2467. }
  2468. else {
  2469. _GLTFAnimation._CreateBakedAnimation(babylonTransformNode, animation, animationChannelTargetPath, minMaxKeyFrames.min, minMaxKeyFrames.max, animation.framePerSecond, animationSampleRate, inputs, outputs, minMaxKeyFrames, convertToRightHandedSystem, useQuaternion);
  2470. }
  2471. }
  2472. if (inputs.length && outputs.length) {
  2473. var result = {
  2474. inputs: inputs,
  2475. outputs: outputs,
  2476. samplerInterpolation: interpolation,
  2477. inputsMin: shouldBakeAnimation ? minMaxKeyFrames.min : BABYLON.Tools.FloatRound(minMaxKeyFrames.min / animation.framePerSecond),
  2478. inputsMax: shouldBakeAnimation ? minMaxKeyFrames.max : BABYLON.Tools.FloatRound(minMaxKeyFrames.max / animation.framePerSecond)
  2479. };
  2480. return result;
  2481. }
  2482. return null;
  2483. };
  2484. _GLTFAnimation._DeduceAnimationInfo = function (animation) {
  2485. var animationChannelTargetPath = null;
  2486. var dataAccessorType = "VEC3" /* VEC3 */;
  2487. var useQuaternion = false;
  2488. var property = animation.targetProperty.split('.');
  2489. switch (property[0]) {
  2490. case 'scaling': {
  2491. animationChannelTargetPath = "scale" /* SCALE */;
  2492. break;
  2493. }
  2494. case 'position': {
  2495. animationChannelTargetPath = "translation" /* TRANSLATION */;
  2496. break;
  2497. }
  2498. case 'rotation': {
  2499. dataAccessorType = "VEC4" /* VEC4 */;
  2500. animationChannelTargetPath = "rotation" /* ROTATION */;
  2501. break;
  2502. }
  2503. case 'rotationQuaternion': {
  2504. dataAccessorType = "VEC4" /* VEC4 */;
  2505. useQuaternion = true;
  2506. animationChannelTargetPath = "rotation" /* ROTATION */;
  2507. break;
  2508. }
  2509. default: {
  2510. BABYLON.Tools.Error("Unsupported animatable property " + property[0]);
  2511. }
  2512. }
  2513. if (animationChannelTargetPath) {
  2514. return { animationChannelTargetPath: animationChannelTargetPath, dataAccessorType: dataAccessorType, useQuaternion: useQuaternion };
  2515. }
  2516. else {
  2517. BABYLON.Tools.Error('animation channel target path and data accessor type could be deduced');
  2518. }
  2519. return null;
  2520. };
  2521. /**
  2522. * @ignore
  2523. * Create node animations from the transform node animations
  2524. * @param babylonTransformNode
  2525. * @param runtimeGLTFAnimation
  2526. * @param idleGLTFAnimations
  2527. * @param nodeMap
  2528. * @param nodes
  2529. * @param binaryWriter
  2530. * @param bufferViews
  2531. * @param accessors
  2532. * @param convertToRightHandedSystem
  2533. */
  2534. _GLTFAnimation._CreateNodeAnimationFromTransformNodeAnimations = function (babylonTransformNode, runtimeGLTFAnimation, idleGLTFAnimations, nodeMap, nodes, binaryWriter, bufferViews, accessors, convertToRightHandedSystem, animationSampleRate) {
  2535. var glTFAnimation;
  2536. if (babylonTransformNode.animations) {
  2537. for (var _i = 0, _a = babylonTransformNode.animations; _i < _a.length; _i++) {
  2538. var animation = _a[_i];
  2539. var animationInfo = _GLTFAnimation._DeduceAnimationInfo(animation);
  2540. if (animationInfo) {
  2541. glTFAnimation = {
  2542. name: animation.name,
  2543. samplers: [],
  2544. channels: []
  2545. };
  2546. _GLTFAnimation.AddAnimation("" + animation.name, animation.hasRunningRuntimeAnimations ? runtimeGLTFAnimation : glTFAnimation, babylonTransformNode, animation, animationInfo.dataAccessorType, animationInfo.animationChannelTargetPath, nodeMap, binaryWriter, bufferViews, accessors, convertToRightHandedSystem, animationInfo.useQuaternion, animationSampleRate);
  2547. if (glTFAnimation.samplers.length && glTFAnimation.channels.length) {
  2548. idleGLTFAnimations.push(glTFAnimation);
  2549. }
  2550. }
  2551. }
  2552. ;
  2553. }
  2554. };
  2555. /**
  2556. * @ignore
  2557. * Create node animations from the animation groups
  2558. * @param babylonScene
  2559. * @param glTFAnimations
  2560. * @param nodeMap
  2561. * @param nodes
  2562. * @param binaryWriter
  2563. * @param bufferViews
  2564. * @param accessors
  2565. * @param convertToRightHandedSystem
  2566. */
  2567. _GLTFAnimation._CreateNodeAnimationFromAnimationGroups = function (babylonScene, glTFAnimations, nodeMap, nodes, binaryWriter, bufferViews, accessors, convertToRightHandedSystem, animationSampleRate) {
  2568. var glTFAnimation;
  2569. if (babylonScene.animationGroups) {
  2570. var animationGroups = babylonScene.animationGroups;
  2571. for (var _i = 0, animationGroups_1 = animationGroups; _i < animationGroups_1.length; _i++) {
  2572. var animationGroup = animationGroups_1[_i];
  2573. glTFAnimation = {
  2574. name: animationGroup.name,
  2575. channels: [],
  2576. samplers: []
  2577. };
  2578. for (var _a = 0, _b = animationGroup.targetedAnimations; _a < _b.length; _a++) {
  2579. var targetAnimation = _b[_a];
  2580. var target = targetAnimation.target;
  2581. var animation = targetAnimation.animation;
  2582. if (target instanceof BABYLON.Mesh || target.length === 1 && target[0] instanceof BABYLON.Mesh) { // TODO: Update to support bones
  2583. var animationInfo = _GLTFAnimation._DeduceAnimationInfo(targetAnimation.animation);
  2584. if (animationInfo) {
  2585. var babylonMesh = target instanceof BABYLON.Mesh ? target : target[0];
  2586. _GLTFAnimation.AddAnimation("" + animation.name, glTFAnimation, babylonMesh, animation, animationInfo.dataAccessorType, animationInfo.animationChannelTargetPath, nodeMap, binaryWriter, bufferViews, accessors, convertToRightHandedSystem, animationInfo.useQuaternion, animationSampleRate);
  2587. }
  2588. }
  2589. }
  2590. ;
  2591. if (glTFAnimation.channels.length && glTFAnimation.samplers.length) {
  2592. glTFAnimations.push(glTFAnimation);
  2593. }
  2594. }
  2595. ;
  2596. }
  2597. };
  2598. _GLTFAnimation.AddAnimation = function (name, glTFAnimation, babylonTransformNode, animation, dataAccessorType, animationChannelTargetPath, nodeMap, binaryWriter, bufferViews, accessors, convertToRightHandedSystem, useQuaternion, animationSampleRate) {
  2599. var animationData = _GLTFAnimation._CreateNodeAnimation(babylonTransformNode, animation, animationChannelTargetPath, convertToRightHandedSystem, useQuaternion, animationSampleRate);
  2600. var bufferView;
  2601. var accessor;
  2602. var keyframeAccessorIndex;
  2603. var dataAccessorIndex;
  2604. var outputLength;
  2605. var animationSampler;
  2606. var animationChannel;
  2607. if (animationData) {
  2608. var nodeIndex = nodeMap[babylonTransformNode.uniqueId];
  2609. // Creates buffer view and accessor for key frames.
  2610. var byteLength = animationData.inputs.length * 4;
  2611. bufferView = GLTF2._GLTFUtilities._CreateBufferView(0, binaryWriter.getByteOffset(), byteLength, undefined, name + " keyframe data view");
  2612. bufferViews.push(bufferView);
  2613. animationData.inputs.forEach(function (input) {
  2614. binaryWriter.setFloat32(input);
  2615. });
  2616. accessor = GLTF2._GLTFUtilities._CreateAccessor(bufferViews.length - 1, name + " keyframes", "SCALAR" /* SCALAR */, 5126 /* FLOAT */, animationData.inputs.length, null, [animationData.inputsMin], [animationData.inputsMax]);
  2617. accessors.push(accessor);
  2618. keyframeAccessorIndex = accessors.length - 1;
  2619. // create bufferview and accessor for keyed values.
  2620. outputLength = animationData.outputs.length;
  2621. byteLength = dataAccessorType === "VEC3" /* VEC3 */ ? animationData.outputs.length * 12 : animationData.outputs.length * 16;
  2622. // check for in and out tangents
  2623. bufferView = GLTF2._GLTFUtilities._CreateBufferView(0, binaryWriter.getByteOffset(), byteLength, undefined, name + " data view");
  2624. bufferViews.push(bufferView);
  2625. animationData.outputs.forEach(function (output) {
  2626. output.forEach(function (entry) {
  2627. binaryWriter.setFloat32(entry);
  2628. });
  2629. });
  2630. accessor = GLTF2._GLTFUtilities._CreateAccessor(bufferViews.length - 1, name + " data", dataAccessorType, 5126 /* FLOAT */, outputLength, null, null, null);
  2631. accessors.push(accessor);
  2632. dataAccessorIndex = accessors.length - 1;
  2633. // create sampler
  2634. animationSampler = {
  2635. interpolation: animationData.samplerInterpolation,
  2636. input: keyframeAccessorIndex,
  2637. output: dataAccessorIndex
  2638. };
  2639. glTFAnimation.samplers.push(animationSampler);
  2640. // create channel
  2641. animationChannel = {
  2642. sampler: glTFAnimation.samplers.length - 1,
  2643. target: {
  2644. node: nodeIndex,
  2645. path: animationChannelTargetPath
  2646. }
  2647. };
  2648. glTFAnimation.channels.push(animationChannel);
  2649. }
  2650. };
  2651. /**
  2652. * Create a baked animation
  2653. * @param babylonTransformNode BabylonJS mesh
  2654. * @param animation BabylonJS animation corresponding to the BabylonJS mesh
  2655. * @param animationChannelTargetPath animation target channel
  2656. * @param minFrame minimum animation frame
  2657. * @param maxFrame maximum animation frame
  2658. * @param fps frames per second of the animation
  2659. * @param inputs input key frames of the animation
  2660. * @param outputs output key frame data of the animation
  2661. * @param convertToRightHandedSystem converts the values to right-handed
  2662. * @param useQuaternion specifies if quaternions should be used
  2663. */
  2664. _GLTFAnimation._CreateBakedAnimation = function (babylonTransformNode, animation, animationChannelTargetPath, minFrame, maxFrame, fps, sampleRate, inputs, outputs, minMaxFrames, convertToRightHandedSystem, useQuaternion) {
  2665. var value;
  2666. var quaternionCache = BABYLON.Quaternion.Identity();
  2667. var previousTime = null;
  2668. var time;
  2669. var maxUsedFrame = null;
  2670. var currKeyFrame = null;
  2671. var nextKeyFrame = null;
  2672. var prevKeyFrame = null;
  2673. var endFrame = null;
  2674. minMaxFrames.min = BABYLON.Tools.FloatRound(minFrame / fps);
  2675. var keyFrames = animation.getKeys();
  2676. for (var i = 0, length_1 = keyFrames.length; i < length_1; ++i) {
  2677. endFrame = null;
  2678. currKeyFrame = keyFrames[i];
  2679. if (i + 1 < length_1) {
  2680. nextKeyFrame = keyFrames[i + 1];
  2681. if (currKeyFrame.value.equals(nextKeyFrame.value)) {
  2682. if (i === 0) { // set the first frame to itself
  2683. endFrame = currKeyFrame.frame;
  2684. }
  2685. else {
  2686. continue;
  2687. }
  2688. }
  2689. else {
  2690. endFrame = nextKeyFrame.frame;
  2691. }
  2692. }
  2693. else {
  2694. // at the last key frame
  2695. prevKeyFrame = keyFrames[i - 1];
  2696. if (currKeyFrame.value.equals(prevKeyFrame.value)) {
  2697. continue;
  2698. }
  2699. else {
  2700. endFrame = maxFrame;
  2701. }
  2702. }
  2703. if (endFrame) {
  2704. for (var f = currKeyFrame.frame; f <= endFrame; f += sampleRate) {
  2705. time = BABYLON.Tools.FloatRound(f / fps);
  2706. if (time === previousTime) {
  2707. continue;
  2708. }
  2709. previousTime = time;
  2710. maxUsedFrame = time;
  2711. value = animation._interpolate(f, 0, undefined, animation.loopMode);
  2712. _GLTFAnimation._SetInterpolatedValue(babylonTransformNode, value, time, animation, animationChannelTargetPath, quaternionCache, inputs, outputs, convertToRightHandedSystem, useQuaternion);
  2713. }
  2714. }
  2715. }
  2716. if (maxUsedFrame) {
  2717. minMaxFrames.max = maxUsedFrame;
  2718. }
  2719. };
  2720. _GLTFAnimation._ConvertFactorToVector3OrQuaternion = function (factor, babylonTransformNode, animation, animationType, animationChannelTargetPath, convertToRightHandedSystem, useQuaternion) {
  2721. var property;
  2722. var componentName;
  2723. var value = null;
  2724. var basePositionRotationOrScale = _GLTFAnimation._GetBasePositionRotationOrScale(babylonTransformNode, animationChannelTargetPath, convertToRightHandedSystem, useQuaternion);
  2725. if (animationType === BABYLON.Animation.ANIMATIONTYPE_FLOAT) { // handles single component x, y, z or w component animation by using a base property and animating over a component.
  2726. property = animation.targetProperty.split('.');
  2727. componentName = property ? property[1] : ''; // x, y, or z component
  2728. value = useQuaternion ? BABYLON.Quaternion.FromArray(basePositionRotationOrScale).normalize() : BABYLON.Vector3.FromArray(basePositionRotationOrScale);
  2729. switch (componentName) {
  2730. case 'x': {
  2731. value[componentName] = (convertToRightHandedSystem && useQuaternion && (animationChannelTargetPath !== "scale" /* SCALE */)) ? -factor : factor;
  2732. break;
  2733. }
  2734. case 'y': {
  2735. value[componentName] = (convertToRightHandedSystem && useQuaternion && (animationChannelTargetPath !== "scale" /* SCALE */)) ? -factor : factor;
  2736. break;
  2737. }
  2738. case 'z': {
  2739. value[componentName] = (convertToRightHandedSystem && !useQuaternion && (animationChannelTargetPath !== "scale" /* SCALE */)) ? -factor : factor;
  2740. break;
  2741. }
  2742. case 'w': {
  2743. value.w = factor;
  2744. break;
  2745. }
  2746. default: {
  2747. BABYLON.Tools.Error("glTFAnimation: Unsupported component type \"" + componentName + "\" for scale animation!");
  2748. }
  2749. }
  2750. }
  2751. return value;
  2752. };
  2753. _GLTFAnimation._SetInterpolatedValue = function (babylonTransformNode, value, time, animation, animationChannelTargetPath, quaternionCache, inputs, outputs, convertToRightHandedSystem, useQuaternion) {
  2754. var animationType = animation.dataType;
  2755. var cacheValue;
  2756. inputs.push(time);
  2757. if (typeof value === "number") {
  2758. value = this._ConvertFactorToVector3OrQuaternion(value, babylonTransformNode, animation, animationType, animationChannelTargetPath, convertToRightHandedSystem, useQuaternion);
  2759. }
  2760. if (value) {
  2761. if (animationChannelTargetPath === "rotation" /* ROTATION */) {
  2762. if (useQuaternion) {
  2763. quaternionCache = value;
  2764. }
  2765. else {
  2766. cacheValue = value;
  2767. BABYLON.Quaternion.RotationYawPitchRollToRef(cacheValue.y, cacheValue.x, cacheValue.z, quaternionCache);
  2768. }
  2769. if (convertToRightHandedSystem) {
  2770. GLTF2._GLTFUtilities._GetRightHandedQuaternionFromRef(quaternionCache);
  2771. if (!babylonTransformNode.parent) {
  2772. quaternionCache = BABYLON.Quaternion.FromArray([0, 1, 0, 0]).multiply(quaternionCache);
  2773. }
  2774. }
  2775. outputs.push(quaternionCache.asArray());
  2776. }
  2777. else {
  2778. cacheValue = value;
  2779. if (convertToRightHandedSystem && (animationChannelTargetPath !== "scale" /* SCALE */)) {
  2780. GLTF2._GLTFUtilities._GetRightHandedPositionVector3FromRef(cacheValue);
  2781. if (!babylonTransformNode.parent) {
  2782. cacheValue.x *= -1;
  2783. cacheValue.z *= -1;
  2784. }
  2785. }
  2786. outputs.push(cacheValue.asArray());
  2787. }
  2788. }
  2789. };
  2790. /**
  2791. * Creates linear animation from the animation key frames
  2792. * @param babylonTransformNode BabylonJS mesh
  2793. * @param animation BabylonJS animation
  2794. * @param animationChannelTargetPath The target animation channel
  2795. * @param frameDelta The difference between the last and first frame of the animation
  2796. * @param inputs Array to store the key frame times
  2797. * @param outputs Array to store the key frame data
  2798. * @param convertToRightHandedSystem Specifies if the position data should be converted to right handed
  2799. * @param useQuaternion Specifies if quaternions are used in the animation
  2800. */
  2801. _GLTFAnimation._CreateLinearOrStepAnimation = function (babylonTransformNode, animation, animationChannelTargetPath, frameDelta, inputs, outputs, convertToRightHandedSystem, useQuaternion) {
  2802. for (var _i = 0, _a = animation.getKeys(); _i < _a.length; _i++) {
  2803. var keyFrame = _a[_i];
  2804. inputs.push(keyFrame.frame / animation.framePerSecond); // keyframes in seconds.
  2805. _GLTFAnimation._AddKeyframeValue(keyFrame, animation, outputs, animationChannelTargetPath, babylonTransformNode, convertToRightHandedSystem, useQuaternion);
  2806. }
  2807. ;
  2808. };
  2809. /**
  2810. * Creates cubic spline animation from the animation key frames
  2811. * @param babylonTransformNode BabylonJS mesh
  2812. * @param animation BabylonJS animation
  2813. * @param animationChannelTargetPath The target animation channel
  2814. * @param frameDelta The difference between the last and first frame of the animation
  2815. * @param inputs Array to store the key frame times
  2816. * @param outputs Array to store the key frame data
  2817. * @param convertToRightHandedSystem Specifies if the position data should be converted to right handed
  2818. * @param useQuaternion Specifies if quaternions are used in the animation
  2819. */
  2820. _GLTFAnimation._CreateCubicSplineAnimation = function (babylonTransformNode, animation, animationChannelTargetPath, frameDelta, inputs, outputs, convertToRightHandedSystem, useQuaternion) {
  2821. animation.getKeys().forEach(function (keyFrame) {
  2822. inputs.push(keyFrame.frame / animation.framePerSecond); // keyframes in seconds.
  2823. _GLTFAnimation.AddSplineTangent(babylonTransformNode, _TangentType.INTANGENT, outputs, animationChannelTargetPath, "CUBICSPLINE" /* CUBICSPLINE */, keyFrame, frameDelta, useQuaternion, convertToRightHandedSystem);
  2824. _GLTFAnimation._AddKeyframeValue(keyFrame, animation, outputs, animationChannelTargetPath, babylonTransformNode, convertToRightHandedSystem, useQuaternion);
  2825. _GLTFAnimation.AddSplineTangent(babylonTransformNode, _TangentType.OUTTANGENT, outputs, animationChannelTargetPath, "CUBICSPLINE" /* CUBICSPLINE */, keyFrame, frameDelta, useQuaternion, convertToRightHandedSystem);
  2826. });
  2827. };
  2828. _GLTFAnimation._GetBasePositionRotationOrScale = function (babylonTransformNode, animationChannelTargetPath, convertToRightHandedSystem, useQuaternion) {
  2829. var basePositionRotationOrScale;
  2830. if (animationChannelTargetPath === "rotation" /* ROTATION */) {
  2831. if (useQuaternion) {
  2832. if (babylonTransformNode.rotationQuaternion) {
  2833. basePositionRotationOrScale = babylonTransformNode.rotationQuaternion.asArray();
  2834. if (convertToRightHandedSystem) {
  2835. GLTF2._GLTFUtilities._GetRightHandedQuaternionArrayFromRef(basePositionRotationOrScale);
  2836. if (!babylonTransformNode.parent) {
  2837. basePositionRotationOrScale = BABYLON.Quaternion.FromArray([0, 1, 0, 0]).multiply(BABYLON.Quaternion.FromArray(basePositionRotationOrScale)).asArray();
  2838. }
  2839. }
  2840. }
  2841. else {
  2842. basePositionRotationOrScale = BABYLON.Quaternion.Identity().asArray();
  2843. }
  2844. }
  2845. else {
  2846. basePositionRotationOrScale = babylonTransformNode.rotation.asArray();
  2847. GLTF2._GLTFUtilities._GetRightHandedNormalArray3FromRef(basePositionRotationOrScale);
  2848. }
  2849. }
  2850. else if (animationChannelTargetPath === "translation" /* TRANSLATION */) {
  2851. basePositionRotationOrScale = babylonTransformNode.position.asArray();
  2852. if (convertToRightHandedSystem) {
  2853. GLTF2._GLTFUtilities._GetRightHandedPositionArray3FromRef(basePositionRotationOrScale);
  2854. }
  2855. }
  2856. else { // scale
  2857. basePositionRotationOrScale = babylonTransformNode.scaling.asArray();
  2858. }
  2859. return basePositionRotationOrScale;
  2860. };
  2861. /**
  2862. * Adds a key frame value
  2863. * @param keyFrame
  2864. * @param animation
  2865. * @param outputs
  2866. * @param animationChannelTargetPath
  2867. * @param basePositionRotationOrScale
  2868. * @param convertToRightHandedSystem
  2869. * @param useQuaternion
  2870. */
  2871. _GLTFAnimation._AddKeyframeValue = function (keyFrame, animation, outputs, animationChannelTargetPath, babylonTransformNode, convertToRightHandedSystem, useQuaternion) {
  2872. var value;
  2873. var newPositionRotationOrScale;
  2874. var animationType = animation.dataType;
  2875. if (animationType === BABYLON.Animation.ANIMATIONTYPE_VECTOR3) {
  2876. value = keyFrame.value.asArray();
  2877. if (animationChannelTargetPath === "rotation" /* ROTATION */) {
  2878. var array = BABYLON.Vector3.FromArray(value);
  2879. var rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(array.y, array.x, array.z);
  2880. if (convertToRightHandedSystem) {
  2881. GLTF2._GLTFUtilities._GetRightHandedQuaternionFromRef(rotationQuaternion);
  2882. if (!babylonTransformNode.parent) {
  2883. rotationQuaternion = BABYLON.Quaternion.FromArray([0, 1, 0, 0]).multiply(rotationQuaternion);
  2884. }
  2885. }
  2886. value = rotationQuaternion.asArray();
  2887. }
  2888. else if (animationChannelTargetPath === "translation" /* TRANSLATION */) {
  2889. if (convertToRightHandedSystem) {
  2890. GLTF2._GLTFUtilities._GetRightHandedNormalArray3FromRef(value);
  2891. if (!babylonTransformNode.parent) {
  2892. value[0] *= -1;
  2893. value[2] *= -1;
  2894. }
  2895. }
  2896. }
  2897. outputs.push(value); // scale vector.
  2898. }
  2899. else if (animationType === BABYLON.Animation.ANIMATIONTYPE_FLOAT) { // handles single component x, y, z or w component animation by using a base property and animating over a component.
  2900. newPositionRotationOrScale = this._ConvertFactorToVector3OrQuaternion(keyFrame.value, babylonTransformNode, animation, animationType, animationChannelTargetPath, convertToRightHandedSystem, useQuaternion);
  2901. if (newPositionRotationOrScale) {
  2902. if (animationChannelTargetPath === "rotation" /* ROTATION */) {
  2903. var posRotScale = useQuaternion ? newPositionRotationOrScale : BABYLON.Quaternion.RotationYawPitchRoll(newPositionRotationOrScale.y, newPositionRotationOrScale.x, newPositionRotationOrScale.z).normalize();
  2904. if (convertToRightHandedSystem) {
  2905. GLTF2._GLTFUtilities._GetRightHandedQuaternionFromRef(posRotScale);
  2906. if (!babylonTransformNode.parent) {
  2907. posRotScale = BABYLON.Quaternion.FromArray([0, 1, 0, 0]).multiply(posRotScale);
  2908. }
  2909. }
  2910. outputs.push(posRotScale.asArray());
  2911. }
  2912. else if (animationChannelTargetPath === "translation" /* TRANSLATION */) {
  2913. if (convertToRightHandedSystem) {
  2914. GLTF2._GLTFUtilities._GetRightHandedNormalVector3FromRef(newPositionRotationOrScale);
  2915. if (!babylonTransformNode.parent) {
  2916. newPositionRotationOrScale.x *= -1;
  2917. newPositionRotationOrScale.z *= -1;
  2918. }
  2919. }
  2920. }
  2921. outputs.push(newPositionRotationOrScale.asArray());
  2922. }
  2923. }
  2924. else if (animationType === BABYLON.Animation.ANIMATIONTYPE_QUATERNION) {
  2925. value = keyFrame.value.normalize().asArray();
  2926. if (convertToRightHandedSystem) {
  2927. GLTF2._GLTFUtilities._GetRightHandedQuaternionArrayFromRef(value);
  2928. if (!babylonTransformNode.parent) {
  2929. value = BABYLON.Quaternion.FromArray([0, 1, 0, 0]).multiply(BABYLON.Quaternion.FromArray(value)).asArray();
  2930. }
  2931. }
  2932. outputs.push(value);
  2933. }
  2934. else {
  2935. BABYLON.Tools.Error('glTFAnimation: Unsupported key frame values for animation!');
  2936. }
  2937. };
  2938. /**
  2939. * Determine the interpolation based on the key frames
  2940. * @param keyFrames
  2941. * @param animationChannelTargetPath
  2942. * @param useQuaternion
  2943. */
  2944. _GLTFAnimation._DeduceInterpolation = function (keyFrames, animationChannelTargetPath, useQuaternion) {
  2945. var interpolationType;
  2946. var shouldBakeAnimation = false;
  2947. var key;
  2948. if (animationChannelTargetPath === "rotation" /* ROTATION */ && !useQuaternion) {
  2949. return { interpolationType: "LINEAR" /* LINEAR */, shouldBakeAnimation: true };
  2950. }
  2951. for (var i = 0, length_2 = keyFrames.length; i < length_2; ++i) {
  2952. key = keyFrames[i];
  2953. if (key.inTangent || key.outTangent) {
  2954. if (interpolationType) {
  2955. if (interpolationType !== "CUBICSPLINE" /* CUBICSPLINE */) {
  2956. interpolationType = "LINEAR" /* LINEAR */;
  2957. shouldBakeAnimation = true;
  2958. break;
  2959. }
  2960. }
  2961. else {
  2962. interpolationType = "CUBICSPLINE" /* CUBICSPLINE */;
  2963. }
  2964. }
  2965. else {
  2966. if (interpolationType) {
  2967. if (interpolationType === "CUBICSPLINE" /* CUBICSPLINE */ ||
  2968. (key.interpolation && (key.interpolation === BABYLON.AnimationKeyInterpolation.STEP) && interpolationType !== "STEP" /* STEP */)) {
  2969. interpolationType = "LINEAR" /* LINEAR */;
  2970. shouldBakeAnimation = true;
  2971. break;
  2972. }
  2973. }
  2974. else {
  2975. if (key.interpolation && (key.interpolation === BABYLON.AnimationKeyInterpolation.STEP)) {
  2976. interpolationType = "STEP" /* STEP */;
  2977. }
  2978. else {
  2979. interpolationType = "LINEAR" /* LINEAR */;
  2980. }
  2981. }
  2982. }
  2983. }
  2984. if (!interpolationType) {
  2985. interpolationType = "LINEAR" /* LINEAR */;
  2986. }
  2987. return { interpolationType: interpolationType, shouldBakeAnimation: shouldBakeAnimation };
  2988. };
  2989. /**
  2990. * Adds an input tangent or output tangent to the output data
  2991. * If an input tangent or output tangent is missing, it uses the zero vector or zero quaternion
  2992. * @param tangentType Specifies which type of tangent to handle (inTangent or outTangent)
  2993. * @param outputs The animation data by keyframe
  2994. * @param animationChannelTargetPath The target animation channel
  2995. * @param interpolation The interpolation type
  2996. * @param keyFrame The key frame with the animation data
  2997. * @param frameDelta Time difference between two frames used to scale the tangent by the frame delta
  2998. * @param useQuaternion Specifies if quaternions are used
  2999. * @param convertToRightHandedSystem Specifies if the values should be converted to right-handed
  3000. */
  3001. _GLTFAnimation.AddSplineTangent = function (babylonTransformNode, tangentType, outputs, animationChannelTargetPath, interpolation, keyFrame, frameDelta, useQuaternion, convertToRightHandedSystem) {
  3002. var tangent;
  3003. var tangentValue = tangentType === _TangentType.INTANGENT ? keyFrame.inTangent : keyFrame.outTangent;
  3004. if (interpolation === "CUBICSPLINE" /* CUBICSPLINE */) {
  3005. if (animationChannelTargetPath === "rotation" /* ROTATION */) {
  3006. if (tangentValue) {
  3007. if (useQuaternion) {
  3008. tangent = tangentValue.scale(frameDelta).asArray();
  3009. }
  3010. else {
  3011. var array = tangentValue.scale(frameDelta);
  3012. tangent = BABYLON.Quaternion.RotationYawPitchRoll(array.y, array.x, array.z).asArray();
  3013. }
  3014. if (convertToRightHandedSystem) {
  3015. GLTF2._GLTFUtilities._GetRightHandedQuaternionArrayFromRef(tangent);
  3016. if (!babylonTransformNode.parent) {
  3017. tangent = BABYLON.Quaternion.FromArray([0, 1, 0, 0]).multiply(BABYLON.Quaternion.FromArray(tangent)).asArray();
  3018. }
  3019. }
  3020. }
  3021. else {
  3022. tangent = [0, 0, 0, 0];
  3023. }
  3024. }
  3025. else {
  3026. if (tangentValue) {
  3027. tangent = tangentValue.scale(frameDelta).asArray();
  3028. if (convertToRightHandedSystem) {
  3029. if (animationChannelTargetPath === "translation" /* TRANSLATION */) {
  3030. GLTF2._GLTFUtilities._GetRightHandedPositionArray3FromRef(tangent);
  3031. if (!babylonTransformNode.parent) {
  3032. tangent[0] *= -1; // x
  3033. tangent[2] *= -1; // z
  3034. }
  3035. }
  3036. }
  3037. }
  3038. else {
  3039. tangent = [0, 0, 0];
  3040. }
  3041. }
  3042. outputs.push(tangent);
  3043. }
  3044. };
  3045. /**
  3046. * Get the minimum and maximum key frames' frame values
  3047. * @param keyFrames animation key frames
  3048. * @returns the minimum and maximum key frame value
  3049. */
  3050. _GLTFAnimation.calculateMinMaxKeyFrames = function (keyFrames) {
  3051. var min = Infinity;
  3052. var max = -Infinity;
  3053. keyFrames.forEach(function (keyFrame) {
  3054. min = Math.min(min, keyFrame.frame);
  3055. max = Math.max(max, keyFrame.frame);
  3056. });
  3057. return { min: min, max: max };
  3058. };
  3059. return _GLTFAnimation;
  3060. }());
  3061. GLTF2._GLTFAnimation = _GLTFAnimation;
  3062. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  3063. })(BABYLON || (BABYLON = {}));
  3064. //# sourceMappingURL=babylon.glTFAnimation.js.map
  3065. /// <reference path="../../../../dist/preview release/glTF2Interface/babylon.glTF2Interface.d.ts"/>
  3066. var BABYLON;
  3067. (function (BABYLON) {
  3068. var GLTF2;
  3069. (function (GLTF2) {
  3070. /**
  3071. * @hidden
  3072. */
  3073. var _GLTFUtilities = /** @class */ (function () {
  3074. function _GLTFUtilities() {
  3075. }
  3076. /**
  3077. * Creates a buffer view based on the supplied arguments
  3078. * @param bufferIndex index value of the specified buffer
  3079. * @param byteOffset byte offset value
  3080. * @param byteLength byte length of the bufferView
  3081. * @param byteStride byte distance between conequential elements
  3082. * @param name name of the buffer view
  3083. * @returns bufferView for glTF
  3084. */
  3085. _GLTFUtilities._CreateBufferView = function (bufferIndex, byteOffset, byteLength, byteStride, name) {
  3086. var bufferview = { buffer: bufferIndex, byteLength: byteLength };
  3087. if (byteOffset) {
  3088. bufferview.byteOffset = byteOffset;
  3089. }
  3090. if (name) {
  3091. bufferview.name = name;
  3092. }
  3093. if (byteStride) {
  3094. bufferview.byteStride = byteStride;
  3095. }
  3096. return bufferview;
  3097. };
  3098. /**
  3099. * Creates an accessor based on the supplied arguments
  3100. * @param bufferviewIndex The index of the bufferview referenced by this accessor
  3101. * @param name The name of the accessor
  3102. * @param type The type of the accessor
  3103. * @param componentType The datatype of components in the attribute
  3104. * @param count The number of attributes referenced by this accessor
  3105. * @param byteOffset The offset relative to the start of the bufferView in bytes
  3106. * @param min Minimum value of each component in this attribute
  3107. * @param max Maximum value of each component in this attribute
  3108. * @returns accessor for glTF
  3109. */
  3110. _GLTFUtilities._CreateAccessor = function (bufferviewIndex, name, type, componentType, count, byteOffset, min, max) {
  3111. var accessor = { name: name, bufferView: bufferviewIndex, componentType: componentType, count: count, type: type };
  3112. if (min != null) {
  3113. accessor.min = min;
  3114. }
  3115. if (max != null) {
  3116. accessor.max = max;
  3117. }
  3118. if (byteOffset != null) {
  3119. accessor.byteOffset = byteOffset;
  3120. }
  3121. return accessor;
  3122. };
  3123. /**
  3124. * Calculates the minimum and maximum values of an array of position floats
  3125. * @param positions Positions array of a mesh
  3126. * @param vertexStart Starting vertex offset to calculate min and max values
  3127. * @param vertexCount Number of vertices to check for min and max values
  3128. * @returns min number array and max number array
  3129. */
  3130. _GLTFUtilities._CalculateMinMaxPositions = function (positions, vertexStart, vertexCount, convertToRightHandedSystem) {
  3131. var min = [Infinity, Infinity, Infinity];
  3132. var max = [-Infinity, -Infinity, -Infinity];
  3133. var positionStrideSize = 3;
  3134. var indexOffset;
  3135. var position;
  3136. var vector;
  3137. if (vertexCount) {
  3138. for (var i = vertexStart, length_1 = vertexStart + vertexCount; i < length_1; ++i) {
  3139. indexOffset = positionStrideSize * i;
  3140. position = BABYLON.Vector3.FromArray(positions, indexOffset);
  3141. if (convertToRightHandedSystem) {
  3142. _GLTFUtilities._GetRightHandedPositionVector3FromRef(position);
  3143. }
  3144. vector = position.asArray();
  3145. for (var j = 0; j < positionStrideSize; ++j) {
  3146. var num = vector[j];
  3147. if (num < min[j]) {
  3148. min[j] = num;
  3149. }
  3150. if (num > max[j]) {
  3151. max[j] = num;
  3152. }
  3153. ++indexOffset;
  3154. }
  3155. }
  3156. }
  3157. return { min: min, max: max };
  3158. };
  3159. /**
  3160. * Converts a new right-handed Vector3
  3161. * @param vector vector3 array
  3162. * @returns right-handed Vector3
  3163. */
  3164. _GLTFUtilities._GetRightHandedPositionVector3 = function (vector) {
  3165. return new BABYLON.Vector3(vector.x, vector.y, -vector.z);
  3166. };
  3167. /**
  3168. * Converts a Vector3 to right-handed
  3169. * @param vector Vector3 to convert to right-handed
  3170. */
  3171. _GLTFUtilities._GetRightHandedPositionVector3FromRef = function (vector) {
  3172. vector.z *= -1;
  3173. };
  3174. /**
  3175. * Converts a three element number array to right-handed
  3176. * @param vector number array to convert to right-handed
  3177. */
  3178. _GLTFUtilities._GetRightHandedPositionArray3FromRef = function (vector) {
  3179. vector[2] *= -1;
  3180. };
  3181. /**
  3182. * Converts a new right-handed Vector3
  3183. * @param vector vector3 array
  3184. * @returns right-handed Vector3
  3185. */
  3186. _GLTFUtilities._GetRightHandedNormalVector3 = function (vector) {
  3187. return new BABYLON.Vector3(vector.x, vector.y, -vector.z);
  3188. };
  3189. /**
  3190. * Converts a Vector3 to right-handed
  3191. * @param vector Vector3 to convert to right-handed
  3192. */
  3193. _GLTFUtilities._GetRightHandedNormalVector3FromRef = function (vector) {
  3194. vector.z *= -1;
  3195. };
  3196. /**
  3197. * Converts a three element number array to right-handed
  3198. * @param vector number array to convert to right-handed
  3199. */
  3200. _GLTFUtilities._GetRightHandedNormalArray3FromRef = function (vector) {
  3201. vector[2] *= -1;
  3202. };
  3203. /**
  3204. * Converts a Vector4 to right-handed
  3205. * @param vector Vector4 to convert to right-handed
  3206. */
  3207. _GLTFUtilities._GetRightHandedVector4FromRef = function (vector) {
  3208. vector.z *= -1;
  3209. vector.w *= -1;
  3210. };
  3211. /**
  3212. * Converts a Vector4 to right-handed
  3213. * @param vector Vector4 to convert to right-handed
  3214. */
  3215. _GLTFUtilities._GetRightHandedArray4FromRef = function (vector) {
  3216. vector[2] *= -1;
  3217. vector[3] *= -1;
  3218. };
  3219. /**
  3220. * Converts a Quaternion to right-handed
  3221. * @param quaternion Source quaternion to convert to right-handed
  3222. */
  3223. _GLTFUtilities._GetRightHandedQuaternionFromRef = function (quaternion) {
  3224. quaternion.x *= -1;
  3225. quaternion.y *= -1;
  3226. };
  3227. /**
  3228. * Converts a Quaternion to right-handed
  3229. * @param quaternion Source quaternion to convert to right-handed
  3230. */
  3231. _GLTFUtilities._GetRightHandedQuaternionArrayFromRef = function (quaternion) {
  3232. quaternion[0] *= -1;
  3233. quaternion[1] *= -1;
  3234. };
  3235. _GLTFUtilities._NormalizeTangentFromRef = function (tangent) {
  3236. var length = Math.sqrt(tangent.x * tangent.x + tangent.y * tangent.y + tangent.z + tangent.z);
  3237. tangent.x /= length;
  3238. tangent.y /= length;
  3239. tangent.z /= length;
  3240. };
  3241. return _GLTFUtilities;
  3242. }());
  3243. GLTF2._GLTFUtilities = _GLTFUtilities;
  3244. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  3245. })(BABYLON || (BABYLON = {}));
  3246. //# sourceMappingURL=babylon.glTFUtilities.js.map