babylon.glTF1FileLoader.js 135 KB

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