babylon.glTFFileLoader.js 216 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var BABYLON;
  3. (function (BABYLON) {
  4. var GLTFLoaderCoordinateSystemMode;
  5. (function (GLTFLoaderCoordinateSystemMode) {
  6. // Automatically convert the glTF right-handed data to the appropriate system based on the current coordinate system mode of the scene (scene.useRightHandedSystem).
  7. // NOTE: When scene.useRightHandedSystem is false, an additional transform will be added to the root to transform the data from right-handed to left-handed.
  8. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["AUTO"] = 0] = "AUTO";
  9. // The glTF right-handed data is not transformed in any form and is loaded directly.
  10. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["PASS_THROUGH"] = 1] = "PASS_THROUGH";
  11. // Sets the useRightHandedSystem flag on the scene.
  12. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["FORCE_RIGHT_HANDED"] = 2] = "FORCE_RIGHT_HANDED";
  13. })(GLTFLoaderCoordinateSystemMode = BABYLON.GLTFLoaderCoordinateSystemMode || (BABYLON.GLTFLoaderCoordinateSystemMode = {}));
  14. var GLTFFileLoader = /** @class */ (function () {
  15. function GLTFFileLoader() {
  16. // V2 options
  17. this.coordinateSystemMode = GLTFLoaderCoordinateSystemMode.AUTO;
  18. this.compileMaterials = false;
  19. this.compileShadowGenerators = false;
  20. this.useClipPlane = false;
  21. this.name = "gltf";
  22. this.extensions = {
  23. ".gltf": { isBinary: false },
  24. ".glb": { isBinary: true }
  25. };
  26. }
  27. GLTFFileLoader.prototype.dispose = function () {
  28. if (this._loader) {
  29. this._loader.dispose();
  30. }
  31. };
  32. GLTFFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  33. try {
  34. var loaderData = GLTFFileLoader._parse(data);
  35. if (this.onParsed) {
  36. this.onParsed(loaderData);
  37. }
  38. this._loader = this._getLoader(loaderData);
  39. this._loader.importMeshAsync(meshesNames, scene, loaderData, rootUrl, onSuccess, onProgress, onError);
  40. }
  41. catch (e) {
  42. onError(e.message);
  43. }
  44. };
  45. GLTFFileLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
  46. try {
  47. var loaderData = GLTFFileLoader._parse(data);
  48. if (this.onParsed) {
  49. this.onParsed(loaderData);
  50. }
  51. this._loader = this._getLoader(loaderData);
  52. this._loader.loadAsync(scene, loaderData, rootUrl, onSuccess, onProgress, onError);
  53. }
  54. catch (e) {
  55. onError(e.message);
  56. }
  57. };
  58. GLTFFileLoader.prototype.canDirectLoad = function (data) {
  59. return ((data.indexOf("scene") !== -1) && (data.indexOf("node") !== -1));
  60. };
  61. GLTFFileLoader.prototype.createPlugin = function () {
  62. return new GLTFFileLoader();
  63. };
  64. GLTFFileLoader._parse = function (data) {
  65. if (data instanceof ArrayBuffer) {
  66. return GLTFFileLoader._parseBinary(data);
  67. }
  68. return {
  69. json: JSON.parse(data),
  70. bin: null
  71. };
  72. };
  73. GLTFFileLoader.prototype._getLoader = function (loaderData) {
  74. var loaderVersion = { major: 2, minor: 0 };
  75. var asset = loaderData.json.asset || {};
  76. var version = GLTFFileLoader._parseVersion(asset.version);
  77. if (!version) {
  78. throw new Error("Invalid version: " + asset.version);
  79. }
  80. if (asset.minVersion !== undefined) {
  81. var minVersion = GLTFFileLoader._parseVersion(asset.minVersion);
  82. if (!minVersion) {
  83. throw new Error("Invalid minimum version: " + asset.minVersion);
  84. }
  85. if (GLTFFileLoader._compareVersion(minVersion, loaderVersion) > 0) {
  86. throw new Error("Incompatible minimum version: " + asset.minVersion);
  87. }
  88. }
  89. var createLoaders = {
  90. 1: GLTFFileLoader.CreateGLTFLoaderV1,
  91. 2: GLTFFileLoader.CreateGLTFLoaderV2
  92. };
  93. var createLoader = createLoaders[version.major];
  94. if (!createLoader) {
  95. throw new Error("Unsupported version: " + asset.version);
  96. }
  97. return createLoader(this);
  98. };
  99. GLTFFileLoader._parseBinary = function (data) {
  100. var Binary = {
  101. Magic: 0x46546C67
  102. };
  103. var binaryReader = new BinaryReader(data);
  104. var magic = binaryReader.readUint32();
  105. if (magic !== Binary.Magic) {
  106. throw new Error("Unexpected magic: " + magic);
  107. }
  108. var version = binaryReader.readUint32();
  109. switch (version) {
  110. case 1: return GLTFFileLoader._parseV1(binaryReader);
  111. case 2: return GLTFFileLoader._parseV2(binaryReader);
  112. }
  113. throw new Error("Unsupported version: " + version);
  114. };
  115. GLTFFileLoader._parseV1 = function (binaryReader) {
  116. var ContentFormat = {
  117. JSON: 0
  118. };
  119. var length = binaryReader.readUint32();
  120. if (length != binaryReader.getLength()) {
  121. throw new Error("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
  122. }
  123. var contentLength = binaryReader.readUint32();
  124. var contentFormat = binaryReader.readUint32();
  125. var content;
  126. switch (contentFormat) {
  127. case ContentFormat.JSON: {
  128. content = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(contentLength)));
  129. break;
  130. }
  131. default: {
  132. throw new Error("Unexpected content format: " + contentFormat);
  133. }
  134. }
  135. var bytesRemaining = binaryReader.getLength() - binaryReader.getPosition();
  136. var body = binaryReader.readUint8Array(bytesRemaining);
  137. return {
  138. json: content,
  139. bin: body
  140. };
  141. };
  142. GLTFFileLoader._parseV2 = function (binaryReader) {
  143. var ChunkFormat = {
  144. JSON: 0x4E4F534A,
  145. BIN: 0x004E4942
  146. };
  147. var length = binaryReader.readUint32();
  148. if (length !== binaryReader.getLength()) {
  149. throw new Error("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
  150. }
  151. // JSON chunk
  152. var chunkLength = binaryReader.readUint32();
  153. var chunkFormat = binaryReader.readUint32();
  154. if (chunkFormat !== ChunkFormat.JSON) {
  155. throw new Error("First chunk format is not JSON");
  156. }
  157. var json = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(chunkLength)));
  158. // Look for BIN chunk
  159. var bin = null;
  160. while (binaryReader.getPosition() < binaryReader.getLength()) {
  161. var chunkLength_1 = binaryReader.readUint32();
  162. var chunkFormat_1 = binaryReader.readUint32();
  163. switch (chunkFormat_1) {
  164. case ChunkFormat.JSON: {
  165. throw new Error("Unexpected JSON chunk");
  166. }
  167. case ChunkFormat.BIN: {
  168. bin = binaryReader.readUint8Array(chunkLength_1);
  169. break;
  170. }
  171. default: {
  172. // ignore unrecognized chunkFormat
  173. binaryReader.skipBytes(chunkLength_1);
  174. break;
  175. }
  176. }
  177. }
  178. return {
  179. json: json,
  180. bin: bin
  181. };
  182. };
  183. GLTFFileLoader._parseVersion = function (version) {
  184. var match = (version + "").match(/^(\d+)\.(\d+)$/);
  185. if (!match) {
  186. return null;
  187. }
  188. return {
  189. major: parseInt(match[1]),
  190. minor: parseInt(match[2])
  191. };
  192. };
  193. GLTFFileLoader._compareVersion = function (a, b) {
  194. if (a.major > b.major)
  195. return 1;
  196. if (a.major < b.major)
  197. return -1;
  198. if (a.minor > b.minor)
  199. return 1;
  200. if (a.minor < b.minor)
  201. return -1;
  202. return 0;
  203. };
  204. GLTFFileLoader._decodeBufferToText = function (buffer) {
  205. var result = "";
  206. var length = buffer.byteLength;
  207. for (var i = 0; i < length; i++) {
  208. result += String.fromCharCode(buffer[i]);
  209. }
  210. return result;
  211. };
  212. // V1 options
  213. GLTFFileLoader.HomogeneousCoordinates = false;
  214. GLTFFileLoader.IncrementalLoading = true;
  215. return GLTFFileLoader;
  216. }());
  217. BABYLON.GLTFFileLoader = GLTFFileLoader;
  218. var BinaryReader = /** @class */ (function () {
  219. function BinaryReader(arrayBuffer) {
  220. this._arrayBuffer = arrayBuffer;
  221. this._dataView = new DataView(arrayBuffer);
  222. this._byteOffset = 0;
  223. }
  224. BinaryReader.prototype.getPosition = function () {
  225. return this._byteOffset;
  226. };
  227. BinaryReader.prototype.getLength = function () {
  228. return this._arrayBuffer.byteLength;
  229. };
  230. BinaryReader.prototype.readUint32 = function () {
  231. var value = this._dataView.getUint32(this._byteOffset, true);
  232. this._byteOffset += 4;
  233. return value;
  234. };
  235. BinaryReader.prototype.readUint8Array = function (length) {
  236. var value = new Uint8Array(this._arrayBuffer, this._byteOffset, length);
  237. this._byteOffset += length;
  238. return value;
  239. };
  240. BinaryReader.prototype.skipBytes = function (length) {
  241. this._byteOffset += length;
  242. };
  243. return BinaryReader;
  244. }());
  245. if (BABYLON.SceneLoader) {
  246. BABYLON.SceneLoader.RegisterPlugin(new GLTFFileLoader());
  247. }
  248. })(BABYLON || (BABYLON = {}));
  249. //# sourceMappingURL=babylon.glTFFileLoader.js.map
  250. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  251. var BABYLON;
  252. (function (BABYLON) {
  253. var GLTF1;
  254. (function (GLTF1) {
  255. /**
  256. * Enums
  257. */
  258. var EComponentType;
  259. (function (EComponentType) {
  260. EComponentType[EComponentType["BYTE"] = 5120] = "BYTE";
  261. EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  262. EComponentType[EComponentType["SHORT"] = 5122] = "SHORT";
  263. EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  264. EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT";
  265. })(EComponentType = GLTF1.EComponentType || (GLTF1.EComponentType = {}));
  266. var EShaderType;
  267. (function (EShaderType) {
  268. EShaderType[EShaderType["FRAGMENT"] = 35632] = "FRAGMENT";
  269. EShaderType[EShaderType["VERTEX"] = 35633] = "VERTEX";
  270. })(EShaderType = GLTF1.EShaderType || (GLTF1.EShaderType = {}));
  271. var EParameterType;
  272. (function (EParameterType) {
  273. EParameterType[EParameterType["BYTE"] = 5120] = "BYTE";
  274. EParameterType[EParameterType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  275. EParameterType[EParameterType["SHORT"] = 5122] = "SHORT";
  276. EParameterType[EParameterType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  277. EParameterType[EParameterType["INT"] = 5124] = "INT";
  278. EParameterType[EParameterType["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT";
  279. EParameterType[EParameterType["FLOAT"] = 5126] = "FLOAT";
  280. EParameterType[EParameterType["FLOAT_VEC2"] = 35664] = "FLOAT_VEC2";
  281. EParameterType[EParameterType["FLOAT_VEC3"] = 35665] = "FLOAT_VEC3";
  282. EParameterType[EParameterType["FLOAT_VEC4"] = 35666] = "FLOAT_VEC4";
  283. EParameterType[EParameterType["INT_VEC2"] = 35667] = "INT_VEC2";
  284. EParameterType[EParameterType["INT_VEC3"] = 35668] = "INT_VEC3";
  285. EParameterType[EParameterType["INT_VEC4"] = 35669] = "INT_VEC4";
  286. EParameterType[EParameterType["BOOL"] = 35670] = "BOOL";
  287. EParameterType[EParameterType["BOOL_VEC2"] = 35671] = "BOOL_VEC2";
  288. EParameterType[EParameterType["BOOL_VEC3"] = 35672] = "BOOL_VEC3";
  289. EParameterType[EParameterType["BOOL_VEC4"] = 35673] = "BOOL_VEC4";
  290. EParameterType[EParameterType["FLOAT_MAT2"] = 35674] = "FLOAT_MAT2";
  291. EParameterType[EParameterType["FLOAT_MAT3"] = 35675] = "FLOAT_MAT3";
  292. EParameterType[EParameterType["FLOAT_MAT4"] = 35676] = "FLOAT_MAT4";
  293. EParameterType[EParameterType["SAMPLER_2D"] = 35678] = "SAMPLER_2D";
  294. })(EParameterType = GLTF1.EParameterType || (GLTF1.EParameterType = {}));
  295. var ETextureWrapMode;
  296. (function (ETextureWrapMode) {
  297. ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE";
  298. ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT";
  299. ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT";
  300. })(ETextureWrapMode = GLTF1.ETextureWrapMode || (GLTF1.ETextureWrapMode = {}));
  301. var ETextureFilterType;
  302. (function (ETextureFilterType) {
  303. ETextureFilterType[ETextureFilterType["NEAREST"] = 9728] = "NEAREST";
  304. ETextureFilterType[ETextureFilterType["LINEAR"] = 9728] = "LINEAR";
  305. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_NEAREST"] = 9984] = "NEAREST_MIPMAP_NEAREST";
  306. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
  307. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR";
  308. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR";
  309. })(ETextureFilterType = GLTF1.ETextureFilterType || (GLTF1.ETextureFilterType = {}));
  310. var ETextureFormat;
  311. (function (ETextureFormat) {
  312. ETextureFormat[ETextureFormat["ALPHA"] = 6406] = "ALPHA";
  313. ETextureFormat[ETextureFormat["RGB"] = 6407] = "RGB";
  314. ETextureFormat[ETextureFormat["RGBA"] = 6408] = "RGBA";
  315. ETextureFormat[ETextureFormat["LUMINANCE"] = 6409] = "LUMINANCE";
  316. ETextureFormat[ETextureFormat["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA";
  317. })(ETextureFormat = GLTF1.ETextureFormat || (GLTF1.ETextureFormat = {}));
  318. var ECullingType;
  319. (function (ECullingType) {
  320. ECullingType[ECullingType["FRONT"] = 1028] = "FRONT";
  321. ECullingType[ECullingType["BACK"] = 1029] = "BACK";
  322. ECullingType[ECullingType["FRONT_AND_BACK"] = 1032] = "FRONT_AND_BACK";
  323. })(ECullingType = GLTF1.ECullingType || (GLTF1.ECullingType = {}));
  324. var EBlendingFunction;
  325. (function (EBlendingFunction) {
  326. EBlendingFunction[EBlendingFunction["ZERO"] = 0] = "ZERO";
  327. EBlendingFunction[EBlendingFunction["ONE"] = 1] = "ONE";
  328. EBlendingFunction[EBlendingFunction["SRC_COLOR"] = 768] = "SRC_COLOR";
  329. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_COLOR"] = 769] = "ONE_MINUS_SRC_COLOR";
  330. EBlendingFunction[EBlendingFunction["DST_COLOR"] = 774] = "DST_COLOR";
  331. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_COLOR"] = 775] = "ONE_MINUS_DST_COLOR";
  332. EBlendingFunction[EBlendingFunction["SRC_ALPHA"] = 770] = "SRC_ALPHA";
  333. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_ALPHA"] = 771] = "ONE_MINUS_SRC_ALPHA";
  334. EBlendingFunction[EBlendingFunction["DST_ALPHA"] = 772] = "DST_ALPHA";
  335. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_ALPHA"] = 773] = "ONE_MINUS_DST_ALPHA";
  336. EBlendingFunction[EBlendingFunction["CONSTANT_COLOR"] = 32769] = "CONSTANT_COLOR";
  337. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_COLOR"] = 32770] = "ONE_MINUS_CONSTANT_COLOR";
  338. EBlendingFunction[EBlendingFunction["CONSTANT_ALPHA"] = 32771] = "CONSTANT_ALPHA";
  339. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_ALPHA"] = 32772] = "ONE_MINUS_CONSTANT_ALPHA";
  340. EBlendingFunction[EBlendingFunction["SRC_ALPHA_SATURATE"] = 776] = "SRC_ALPHA_SATURATE";
  341. })(EBlendingFunction = GLTF1.EBlendingFunction || (GLTF1.EBlendingFunction = {}));
  342. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  343. })(BABYLON || (BABYLON = {}));
  344. //# sourceMappingURL=babylon.glTFLoaderInterfaces.js.map
  345. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  346. var BABYLON;
  347. (function (BABYLON) {
  348. var GLTF1;
  349. (function (GLTF1) {
  350. /**
  351. * Tokenizer. Used for shaders compatibility
  352. * Automatically map world, view, projection, worldViewProjection, attributes and so on
  353. */
  354. var ETokenType;
  355. (function (ETokenType) {
  356. ETokenType[ETokenType["IDENTIFIER"] = 1] = "IDENTIFIER";
  357. ETokenType[ETokenType["UNKNOWN"] = 2] = "UNKNOWN";
  358. ETokenType[ETokenType["END_OF_INPUT"] = 3] = "END_OF_INPUT";
  359. })(ETokenType || (ETokenType = {}));
  360. var Tokenizer = /** @class */ (function () {
  361. function Tokenizer(toParse) {
  362. this._pos = 0;
  363. this.isLetterOrDigitPattern = /^[a-zA-Z0-9]+$/;
  364. this._toParse = toParse;
  365. this._maxPos = toParse.length;
  366. }
  367. Tokenizer.prototype.getNextToken = function () {
  368. if (this.isEnd())
  369. return ETokenType.END_OF_INPUT;
  370. this.currentString = this.read();
  371. this.currentToken = ETokenType.UNKNOWN;
  372. if (this.currentString === "_" || this.isLetterOrDigitPattern.test(this.currentString)) {
  373. this.currentToken = ETokenType.IDENTIFIER;
  374. this.currentIdentifier = this.currentString;
  375. while (!this.isEnd() && (this.isLetterOrDigitPattern.test(this.currentString = this.peek()) || this.currentString === "_")) {
  376. this.currentIdentifier += this.currentString;
  377. this.forward();
  378. }
  379. }
  380. return this.currentToken;
  381. };
  382. Tokenizer.prototype.peek = function () {
  383. return this._toParse[this._pos];
  384. };
  385. Tokenizer.prototype.read = function () {
  386. return this._toParse[this._pos++];
  387. };
  388. Tokenizer.prototype.forward = function () {
  389. this._pos++;
  390. };
  391. Tokenizer.prototype.isEnd = function () {
  392. return this._pos >= this._maxPos;
  393. };
  394. return Tokenizer;
  395. }());
  396. /**
  397. * Values
  398. */
  399. var glTFTransforms = ["MODEL", "VIEW", "PROJECTION", "MODELVIEW", "MODELVIEWPROJECTION", "JOINTMATRIX"];
  400. var babylonTransforms = ["world", "view", "projection", "worldView", "worldViewProjection", "mBones"];
  401. var glTFAnimationPaths = ["translation", "rotation", "scale"];
  402. var babylonAnimationPaths = ["position", "rotationQuaternion", "scaling"];
  403. /**
  404. * Parse
  405. */
  406. var parseBuffers = function (parsedBuffers, gltfRuntime) {
  407. for (var buf in parsedBuffers) {
  408. var parsedBuffer = parsedBuffers[buf];
  409. gltfRuntime.buffers[buf] = parsedBuffer;
  410. gltfRuntime.buffersCount++;
  411. }
  412. };
  413. var parseShaders = function (parsedShaders, gltfRuntime) {
  414. for (var sha in parsedShaders) {
  415. var parsedShader = parsedShaders[sha];
  416. gltfRuntime.shaders[sha] = parsedShader;
  417. gltfRuntime.shaderscount++;
  418. }
  419. };
  420. var parseObject = function (parsedObjects, runtimeProperty, gltfRuntime) {
  421. for (var object in parsedObjects) {
  422. var parsedObject = parsedObjects[object];
  423. gltfRuntime[runtimeProperty][object] = parsedObject;
  424. }
  425. };
  426. /**
  427. * Utils
  428. */
  429. var normalizeUVs = function (buffer) {
  430. if (!buffer) {
  431. return;
  432. }
  433. for (var i = 0; i < buffer.length / 2; i++) {
  434. buffer[i * 2 + 1] = 1.0 - buffer[i * 2 + 1];
  435. }
  436. };
  437. var getAttribute = function (attributeParameter) {
  438. if (attributeParameter.semantic === "NORMAL") {
  439. return "normal";
  440. }
  441. else if (attributeParameter.semantic === "POSITION") {
  442. return "position";
  443. }
  444. else if (attributeParameter.semantic === "JOINT") {
  445. return "matricesIndices";
  446. }
  447. else if (attributeParameter.semantic === "WEIGHT") {
  448. return "matricesWeights";
  449. }
  450. else if (attributeParameter.semantic === "COLOR") {
  451. return "color";
  452. }
  453. else if (attributeParameter.semantic && attributeParameter.semantic.indexOf("TEXCOORD_") !== -1) {
  454. var channel = Number(attributeParameter.semantic.split("_")[1]);
  455. return "uv" + (channel === 0 ? "" : channel + 1);
  456. }
  457. return null;
  458. };
  459. /**
  460. * Loads and creates animations
  461. */
  462. var loadAnimations = function (gltfRuntime) {
  463. for (var anim in gltfRuntime.animations) {
  464. var animation = gltfRuntime.animations[anim];
  465. if (!animation.channels || !animation.samplers) {
  466. continue;
  467. }
  468. var lastAnimation = null;
  469. for (var i = 0; i < animation.channels.length; i++) {
  470. // Get parameters and load buffers
  471. var channel = animation.channels[i];
  472. var sampler = animation.samplers[channel.sampler];
  473. if (!sampler) {
  474. continue;
  475. }
  476. var inputData = null;
  477. var outputData = null;
  478. if (animation.parameters) {
  479. inputData = animation.parameters[sampler.input];
  480. outputData = animation.parameters[sampler.output];
  481. }
  482. else {
  483. inputData = sampler.input;
  484. outputData = sampler.output;
  485. }
  486. var bufferInput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[inputData]);
  487. var bufferOutput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[outputData]);
  488. var targetID = channel.target.id;
  489. var targetNode = gltfRuntime.scene.getNodeByID(targetID);
  490. if (targetNode === null) {
  491. targetNode = gltfRuntime.scene.getNodeByName(targetID);
  492. }
  493. if (targetNode === null) {
  494. BABYLON.Tools.Warn("Creating animation named " + anim + ". But cannot find node named " + targetID + " to attach to");
  495. continue;
  496. }
  497. var isBone = targetNode instanceof BABYLON.Bone;
  498. // Get target path (position, rotation or scaling)
  499. var targetPath = channel.target.path;
  500. var targetPathIndex = glTFAnimationPaths.indexOf(targetPath);
  501. if (targetPathIndex !== -1) {
  502. targetPath = babylonAnimationPaths[targetPathIndex];
  503. }
  504. // Determine animation type
  505. var animationType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  506. if (!isBone) {
  507. if (targetPath === "rotationQuaternion") {
  508. animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  509. targetNode.rotationQuaternion = new BABYLON.Quaternion();
  510. }
  511. else {
  512. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  513. }
  514. }
  515. // Create animation and key frames
  516. var babylonAnimation = null;
  517. var keys = [];
  518. var arrayOffset = 0;
  519. var modifyKey = false;
  520. if (isBone && lastAnimation && lastAnimation.getKeys().length === bufferInput.length) {
  521. babylonAnimation = lastAnimation;
  522. modifyKey = true;
  523. }
  524. if (!modifyKey) {
  525. babylonAnimation = new BABYLON.Animation(anim, isBone ? "_matrix" : targetPath, 1, animationType, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  526. }
  527. // For each frame
  528. for (var j = 0; j < bufferInput.length; j++) {
  529. var value = null;
  530. if (targetPath === "rotationQuaternion") {
  531. value = BABYLON.Quaternion.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2], bufferOutput[arrayOffset + 3]]);
  532. arrayOffset += 4;
  533. }
  534. else {
  535. value = BABYLON.Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]);
  536. arrayOffset += 3;
  537. }
  538. if (isBone) {
  539. var bone = targetNode;
  540. var translation = BABYLON.Vector3.Zero();
  541. var rotationQuaternion = new BABYLON.Quaternion();
  542. var scaling = BABYLON.Vector3.Zero();
  543. // Warning on decompose
  544. var mat = bone.getBaseMatrix();
  545. if (modifyKey && lastAnimation) {
  546. mat = lastAnimation.getKeys()[j].value;
  547. }
  548. mat.decompose(scaling, rotationQuaternion, translation);
  549. if (targetPath === "position") {
  550. translation = value;
  551. }
  552. else if (targetPath === "rotationQuaternion") {
  553. rotationQuaternion = value;
  554. }
  555. else {
  556. scaling = value;
  557. }
  558. value = BABYLON.Matrix.Compose(scaling, rotationQuaternion, translation);
  559. }
  560. if (!modifyKey) {
  561. keys.push({
  562. frame: bufferInput[j],
  563. value: value
  564. });
  565. }
  566. else if (lastAnimation) {
  567. lastAnimation.getKeys()[j].value = value;
  568. }
  569. }
  570. // Finish
  571. if (!modifyKey && babylonAnimation) {
  572. babylonAnimation.setKeys(keys);
  573. targetNode.animations.push(babylonAnimation);
  574. }
  575. lastAnimation = babylonAnimation;
  576. gltfRuntime.scene.stopAnimation(targetNode);
  577. gltfRuntime.scene.beginAnimation(targetNode, 0, bufferInput[bufferInput.length - 1], true, 1.0);
  578. }
  579. }
  580. };
  581. /**
  582. * Returns the bones transformation matrix
  583. */
  584. var configureBoneTransformation = function (node) {
  585. var mat = null;
  586. if (node.translation || node.rotation || node.scale) {
  587. var scale = BABYLON.Vector3.FromArray(node.scale || [1, 1, 1]);
  588. var rotation = BABYLON.Quaternion.FromArray(node.rotation || [0, 0, 0, 1]);
  589. var position = BABYLON.Vector3.FromArray(node.translation || [0, 0, 0]);
  590. mat = BABYLON.Matrix.Compose(scale, rotation, position);
  591. }
  592. else {
  593. mat = BABYLON.Matrix.FromArray(node.matrix);
  594. }
  595. return mat;
  596. };
  597. /**
  598. * Returns the parent bone
  599. */
  600. var getParentBone = function (gltfRuntime, skins, jointName, newSkeleton) {
  601. // Try to find
  602. for (var i = 0; i < newSkeleton.bones.length; i++) {
  603. if (newSkeleton.bones[i].name === jointName) {
  604. return newSkeleton.bones[i];
  605. }
  606. }
  607. // Not found, search in gltf nodes
  608. var nodes = gltfRuntime.nodes;
  609. for (var nde in nodes) {
  610. var node = nodes[nde];
  611. if (!node.jointName) {
  612. continue;
  613. }
  614. var children = node.children;
  615. for (var i = 0; i < children.length; i++) {
  616. var child = gltfRuntime.nodes[children[i]];
  617. if (!child.jointName) {
  618. continue;
  619. }
  620. if (child.jointName === jointName) {
  621. var mat = configureBoneTransformation(node);
  622. var bone = new BABYLON.Bone(node.name || "", newSkeleton, getParentBone(gltfRuntime, skins, node.jointName, newSkeleton), mat);
  623. bone.id = nde;
  624. return bone;
  625. }
  626. }
  627. }
  628. return null;
  629. };
  630. /**
  631. * Returns the appropriate root node
  632. */
  633. var getNodeToRoot = function (nodesToRoot, id) {
  634. for (var i = 0; i < nodesToRoot.length; i++) {
  635. var nodeToRoot = nodesToRoot[i];
  636. for (var j = 0; j < nodeToRoot.node.children.length; j++) {
  637. var child = nodeToRoot.node.children[j];
  638. if (child === id) {
  639. return nodeToRoot.bone;
  640. }
  641. }
  642. }
  643. return null;
  644. };
  645. /**
  646. * Returns the node with the joint name
  647. */
  648. var getJointNode = function (gltfRuntime, jointName) {
  649. var nodes = gltfRuntime.nodes;
  650. var node = nodes[jointName];
  651. if (node) {
  652. return {
  653. node: node,
  654. id: jointName
  655. };
  656. }
  657. for (var nde in nodes) {
  658. node = nodes[nde];
  659. if (node.jointName === jointName) {
  660. return {
  661. node: node,
  662. id: nde
  663. };
  664. }
  665. }
  666. return null;
  667. };
  668. /**
  669. * Checks if a nodes is in joints
  670. */
  671. var nodeIsInJoints = function (skins, id) {
  672. for (var i = 0; i < skins.jointNames.length; i++) {
  673. if (skins.jointNames[i] === id) {
  674. return true;
  675. }
  676. }
  677. return false;
  678. };
  679. /**
  680. * Fills the nodes to root for bones and builds hierarchy
  681. */
  682. var getNodesToRoot = function (gltfRuntime, newSkeleton, skins, nodesToRoot) {
  683. // Creates nodes for root
  684. for (var nde in gltfRuntime.nodes) {
  685. var node = gltfRuntime.nodes[nde];
  686. var id = nde;
  687. if (!node.jointName || nodeIsInJoints(skins, node.jointName)) {
  688. continue;
  689. }
  690. // Create node to root bone
  691. var mat = configureBoneTransformation(node);
  692. var bone = new BABYLON.Bone(node.name || "", newSkeleton, null, mat);
  693. bone.id = id;
  694. nodesToRoot.push({ bone: bone, node: node, id: id });
  695. }
  696. // Parenting
  697. for (var i = 0; i < nodesToRoot.length; i++) {
  698. var nodeToRoot = nodesToRoot[i];
  699. var children = nodeToRoot.node.children;
  700. for (var j = 0; j < children.length; j++) {
  701. var child = null;
  702. for (var k = 0; k < nodesToRoot.length; k++) {
  703. if (nodesToRoot[k].id === children[j]) {
  704. child = nodesToRoot[k];
  705. break;
  706. }
  707. }
  708. if (child) {
  709. child.bone._parent = nodeToRoot.bone;
  710. nodeToRoot.bone.children.push(child.bone);
  711. }
  712. }
  713. }
  714. };
  715. /**
  716. * Imports a skeleton
  717. */
  718. var importSkeleton = function (gltfRuntime, skins, mesh, newSkeleton, id) {
  719. if (!newSkeleton) {
  720. newSkeleton = new BABYLON.Skeleton(skins.name || "", "", gltfRuntime.scene);
  721. }
  722. if (!skins.babylonSkeleton) {
  723. return newSkeleton;
  724. }
  725. // Find the root bones
  726. var nodesToRoot = [];
  727. var nodesToRootToAdd = [];
  728. getNodesToRoot(gltfRuntime, newSkeleton, skins, nodesToRoot);
  729. newSkeleton.bones = [];
  730. // Joints
  731. for (var i = 0; i < skins.jointNames.length; i++) {
  732. var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
  733. if (!jointNode) {
  734. continue;
  735. }
  736. var node = jointNode.node;
  737. if (!node) {
  738. BABYLON.Tools.Warn("Joint named " + skins.jointNames[i] + " does not exist");
  739. continue;
  740. }
  741. var id = jointNode.id;
  742. // Optimize, if the bone already exists...
  743. var existingBone = gltfRuntime.scene.getBoneByID(id);
  744. if (existingBone) {
  745. newSkeleton.bones.push(existingBone);
  746. continue;
  747. }
  748. // Search for parent bone
  749. var foundBone = false;
  750. var parentBone = null;
  751. for (var j = 0; j < i; j++) {
  752. var jointNode_1 = getJointNode(gltfRuntime, skins.jointNames[j]);
  753. if (!jointNode_1) {
  754. continue;
  755. }
  756. var joint = jointNode_1.node;
  757. if (!joint) {
  758. BABYLON.Tools.Warn("Joint named " + skins.jointNames[j] + " does not exist when looking for parent");
  759. continue;
  760. }
  761. var children = joint.children;
  762. if (!children) {
  763. continue;
  764. }
  765. foundBone = false;
  766. for (var k = 0; k < children.length; k++) {
  767. if (children[k] === id) {
  768. parentBone = getParentBone(gltfRuntime, skins, skins.jointNames[j], newSkeleton);
  769. foundBone = true;
  770. break;
  771. }
  772. }
  773. if (foundBone) {
  774. break;
  775. }
  776. }
  777. // Create bone
  778. var mat = configureBoneTransformation(node);
  779. if (!parentBone && nodesToRoot.length > 0) {
  780. parentBone = getNodeToRoot(nodesToRoot, id);
  781. if (parentBone) {
  782. if (nodesToRootToAdd.indexOf(parentBone) === -1) {
  783. nodesToRootToAdd.push(parentBone);
  784. }
  785. }
  786. }
  787. var bone = new BABYLON.Bone(node.jointName || "", newSkeleton, parentBone, mat);
  788. bone.id = id;
  789. }
  790. // Polish
  791. var bones = newSkeleton.bones;
  792. newSkeleton.bones = [];
  793. for (var i = 0; i < skins.jointNames.length; i++) {
  794. var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
  795. if (!jointNode) {
  796. continue;
  797. }
  798. for (var j = 0; j < bones.length; j++) {
  799. if (bones[j].id === jointNode.id) {
  800. newSkeleton.bones.push(bones[j]);
  801. break;
  802. }
  803. }
  804. }
  805. newSkeleton.prepare();
  806. // Finish
  807. for (var i = 0; i < nodesToRootToAdd.length; i++) {
  808. newSkeleton.bones.push(nodesToRootToAdd[i]);
  809. }
  810. return newSkeleton;
  811. };
  812. /**
  813. * Imports a mesh and its geometries
  814. */
  815. var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
  816. if (!newMesh) {
  817. newMesh = new BABYLON.Mesh(node.name || "", gltfRuntime.scene);
  818. newMesh.id = id;
  819. }
  820. if (!node.babylonNode) {
  821. return newMesh;
  822. }
  823. var multiMat = new BABYLON.MultiMaterial("multimat" + id, gltfRuntime.scene);
  824. if (!newMesh.material) {
  825. newMesh.material = multiMat;
  826. }
  827. var vertexData = new BABYLON.VertexData();
  828. var geometry = new BABYLON.Geometry(id, gltfRuntime.scene, vertexData, false, newMesh);
  829. var verticesStarts = new Array();
  830. var verticesCounts = new Array();
  831. var indexStarts = new Array();
  832. var indexCounts = new Array();
  833. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  834. var meshID = meshes[meshIndex];
  835. var mesh = gltfRuntime.meshes[meshID];
  836. if (!mesh) {
  837. continue;
  838. }
  839. // Positions, normals and UVs
  840. for (var i = 0; i < mesh.primitives.length; i++) {
  841. // Temporary vertex data
  842. var tempVertexData = new BABYLON.VertexData();
  843. var primitive = mesh.primitives[i];
  844. if (primitive.mode !== 4) {
  845. // continue;
  846. }
  847. var attributes = primitive.attributes;
  848. var accessor = null;
  849. var buffer = null;
  850. // Set positions, normal and uvs
  851. for (var semantic in attributes) {
  852. // Link accessor and buffer view
  853. accessor = gltfRuntime.accessors[attributes[semantic]];
  854. buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
  855. if (semantic === "NORMAL") {
  856. tempVertexData.normals = new Float32Array(buffer.length);
  857. tempVertexData.normals.set(buffer);
  858. }
  859. else if (semantic === "POSITION") {
  860. if (BABYLON.GLTFFileLoader.HomogeneousCoordinates) {
  861. tempVertexData.positions = new Float32Array(buffer.length - buffer.length / 4);
  862. for (var j = 0; j < buffer.length; j += 4) {
  863. tempVertexData.positions[j] = buffer[j];
  864. tempVertexData.positions[j + 1] = buffer[j + 1];
  865. tempVertexData.positions[j + 2] = buffer[j + 2];
  866. }
  867. }
  868. else {
  869. tempVertexData.positions = new Float32Array(buffer.length);
  870. tempVertexData.positions.set(buffer);
  871. }
  872. verticesCounts.push(tempVertexData.positions.length);
  873. }
  874. else if (semantic.indexOf("TEXCOORD_") !== -1) {
  875. var channel = Number(semantic.split("_")[1]);
  876. var uvKind = BABYLON.VertexBuffer.UVKind + (channel === 0 ? "" : (channel + 1));
  877. var uvs = new Float32Array(buffer.length);
  878. uvs.set(buffer);
  879. normalizeUVs(uvs);
  880. tempVertexData.set(uvs, uvKind);
  881. }
  882. else if (semantic === "JOINT") {
  883. tempVertexData.matricesIndices = new Float32Array(buffer.length);
  884. tempVertexData.matricesIndices.set(buffer);
  885. }
  886. else if (semantic === "WEIGHT") {
  887. tempVertexData.matricesWeights = new Float32Array(buffer.length);
  888. tempVertexData.matricesWeights.set(buffer);
  889. }
  890. else if (semantic === "COLOR") {
  891. tempVertexData.colors = new Float32Array(buffer.length);
  892. tempVertexData.colors.set(buffer);
  893. }
  894. }
  895. // Indices
  896. accessor = gltfRuntime.accessors[primitive.indices];
  897. if (accessor) {
  898. buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
  899. tempVertexData.indices = new Int32Array(buffer.length);
  900. tempVertexData.indices.set(buffer);
  901. indexCounts.push(tempVertexData.indices.length);
  902. }
  903. else {
  904. // Set indices on the fly
  905. var indices = [];
  906. for (var j = 0; j < tempVertexData.positions.length / 3; j++) {
  907. indices.push(j);
  908. }
  909. tempVertexData.indices = new Int32Array(indices);
  910. indexCounts.push(tempVertexData.indices.length);
  911. }
  912. vertexData.merge(tempVertexData);
  913. // Sub material
  914. var material = gltfRuntime.scene.getMaterialByID(primitive.material);
  915. multiMat.subMaterials.push(material === null ? GLTF1.GLTFUtils.GetDefaultMaterial(gltfRuntime.scene) : material);
  916. // Update vertices start and index start
  917. verticesStarts.push(verticesStarts.length === 0 ? 0 : verticesStarts[verticesStarts.length - 1] + verticesCounts[verticesCounts.length - 2]);
  918. indexStarts.push(indexStarts.length === 0 ? 0 : indexStarts[indexStarts.length - 1] + indexCounts[indexCounts.length - 2]);
  919. }
  920. }
  921. // Apply geometry
  922. geometry.setAllVerticesData(vertexData, false);
  923. newMesh.computeWorldMatrix(true);
  924. // Apply submeshes
  925. newMesh.subMeshes = [];
  926. var index = 0;
  927. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  928. var meshID = meshes[meshIndex];
  929. var mesh = gltfRuntime.meshes[meshID];
  930. if (!mesh) {
  931. continue;
  932. }
  933. for (var i = 0; i < mesh.primitives.length; i++) {
  934. if (mesh.primitives[i].mode !== 4) {
  935. //continue;
  936. }
  937. BABYLON.SubMesh.AddToMesh(index, verticesStarts[index], verticesCounts[index], indexStarts[index], indexCounts[index], newMesh, newMesh, true);
  938. index++;
  939. }
  940. }
  941. // Finish
  942. return newMesh;
  943. };
  944. /**
  945. * Configure node transformation from position, rotation and scaling
  946. */
  947. var configureNode = function (newNode, position, rotation, scaling) {
  948. if (newNode.position) {
  949. newNode.position = position;
  950. }
  951. if (newNode.rotationQuaternion || newNode.rotation) {
  952. newNode.rotationQuaternion = rotation;
  953. }
  954. if (newNode.scaling) {
  955. newNode.scaling = scaling;
  956. }
  957. };
  958. /**
  959. * Configures node from transformation matrix
  960. */
  961. var configureNodeFromMatrix = function (newNode, node, parent) {
  962. if (node.matrix) {
  963. var position = new BABYLON.Vector3(0, 0, 0);
  964. var rotation = new BABYLON.Quaternion();
  965. var scaling = new BABYLON.Vector3(0, 0, 0);
  966. var mat = BABYLON.Matrix.FromArray(node.matrix);
  967. mat.decompose(scaling, rotation, position);
  968. configureNode(newNode, position, rotation, scaling);
  969. }
  970. else if (node.translation && node.rotation && node.scale) {
  971. configureNode(newNode, BABYLON.Vector3.FromArray(node.translation), BABYLON.Quaternion.FromArray(node.rotation), BABYLON.Vector3.FromArray(node.scale));
  972. }
  973. newNode.computeWorldMatrix(true);
  974. };
  975. /**
  976. * Imports a node
  977. */
  978. var importNode = function (gltfRuntime, node, id, parent) {
  979. var lastNode = null;
  980. if (gltfRuntime.importOnlyMeshes && (node.skin || node.meshes)) {
  981. if (gltfRuntime.importMeshesNames && gltfRuntime.importMeshesNames.length > 0 && gltfRuntime.importMeshesNames.indexOf(node.name || "") === -1) {
  982. return null;
  983. }
  984. }
  985. // Meshes
  986. if (node.skin) {
  987. if (node.meshes) {
  988. var skin = gltfRuntime.skins[node.skin];
  989. var newMesh = importMesh(gltfRuntime, node, node.meshes, id, node.babylonNode);
  990. newMesh.skeleton = gltfRuntime.scene.getLastSkeletonByID(node.skin);
  991. if (newMesh.skeleton === null && skin.babylonSkeleton) {
  992. newMesh.skeleton = importSkeleton(gltfRuntime, skin, newMesh, skin.babylonSkeleton, node.skin);
  993. if (!skin.babylonSkeleton) {
  994. skin.babylonSkeleton = newMesh.skeleton;
  995. }
  996. }
  997. lastNode = newMesh;
  998. }
  999. }
  1000. else if (node.meshes) {
  1001. /**
  1002. * Improve meshes property
  1003. */
  1004. var newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id, node.babylonNode);
  1005. lastNode = newMesh;
  1006. }
  1007. else if (node.light && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  1008. var light = gltfRuntime.lights[node.light];
  1009. if (light) {
  1010. if (light.type === "ambient") {
  1011. var ambienLight = light[light.type];
  1012. var hemiLight = new BABYLON.HemisphericLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1013. hemiLight.name = node.name || "";
  1014. if (ambienLight.color) {
  1015. hemiLight.diffuse = BABYLON.Color3.FromArray(ambienLight.color);
  1016. }
  1017. lastNode = hemiLight;
  1018. }
  1019. else if (light.type === "directional") {
  1020. var directionalLight = light[light.type];
  1021. var dirLight = new BABYLON.DirectionalLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1022. dirLight.name = node.name || "";
  1023. if (directionalLight.color) {
  1024. dirLight.diffuse = BABYLON.Color3.FromArray(directionalLight.color);
  1025. }
  1026. lastNode = dirLight;
  1027. }
  1028. else if (light.type === "point") {
  1029. var pointLight = light[light.type];
  1030. var ptLight = new BABYLON.PointLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1031. ptLight.name = node.name || "";
  1032. if (pointLight.color) {
  1033. ptLight.diffuse = BABYLON.Color3.FromArray(pointLight.color);
  1034. }
  1035. lastNode = ptLight;
  1036. }
  1037. else if (light.type === "spot") {
  1038. var spotLight = light[light.type];
  1039. var spLight = new BABYLON.SpotLight(node.light, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, gltfRuntime.scene);
  1040. spLight.name = node.name || "";
  1041. if (spotLight.color) {
  1042. spLight.diffuse = BABYLON.Color3.FromArray(spotLight.color);
  1043. }
  1044. if (spotLight.fallOfAngle) {
  1045. spLight.angle = spotLight.fallOfAngle;
  1046. }
  1047. if (spotLight.fallOffExponent) {
  1048. spLight.exponent = spotLight.fallOffExponent;
  1049. }
  1050. lastNode = spLight;
  1051. }
  1052. }
  1053. }
  1054. else if (node.camera && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  1055. var camera = gltfRuntime.cameras[node.camera];
  1056. if (camera) {
  1057. if (camera.type === "orthographic") {
  1058. var orthoCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1059. orthoCamera.name = node.name || "";
  1060. orthoCamera.mode = BABYLON.Camera.ORTHOGRAPHIC_CAMERA;
  1061. orthoCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  1062. lastNode = orthoCamera;
  1063. }
  1064. else if (camera.type === "perspective") {
  1065. var perspectiveCamera = camera[camera.type];
  1066. var persCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1067. persCamera.name = node.name || "";
  1068. persCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  1069. if (!perspectiveCamera.aspectRatio) {
  1070. perspectiveCamera.aspectRatio = gltfRuntime.scene.getEngine().getRenderWidth() / gltfRuntime.scene.getEngine().getRenderHeight();
  1071. }
  1072. if (perspectiveCamera.znear && perspectiveCamera.zfar) {
  1073. persCamera.maxZ = perspectiveCamera.zfar;
  1074. persCamera.minZ = perspectiveCamera.znear;
  1075. }
  1076. lastNode = persCamera;
  1077. }
  1078. }
  1079. }
  1080. // Empty node
  1081. if (!node.jointName) {
  1082. if (node.babylonNode) {
  1083. return node.babylonNode;
  1084. }
  1085. else if (lastNode === null) {
  1086. var dummy = new BABYLON.Mesh(node.name || "", gltfRuntime.scene);
  1087. node.babylonNode = dummy;
  1088. lastNode = dummy;
  1089. }
  1090. }
  1091. if (lastNode !== null) {
  1092. if (node.matrix && lastNode instanceof BABYLON.Mesh) {
  1093. configureNodeFromMatrix(lastNode, node, parent);
  1094. }
  1095. else {
  1096. var translation = node.translation || [0, 0, 0];
  1097. var rotation = node.rotation || [0, 0, 0, 1];
  1098. var scale = node.scale || [1, 1, 1];
  1099. configureNode(lastNode, BABYLON.Vector3.FromArray(translation), BABYLON.Quaternion.FromArray(rotation), BABYLON.Vector3.FromArray(scale));
  1100. }
  1101. lastNode.updateCache(true);
  1102. node.babylonNode = lastNode;
  1103. }
  1104. return lastNode;
  1105. };
  1106. /**
  1107. * Traverses nodes and creates them
  1108. */
  1109. var traverseNodes = function (gltfRuntime, id, parent, meshIncluded) {
  1110. if (meshIncluded === void 0) { meshIncluded = false; }
  1111. var node = gltfRuntime.nodes[id];
  1112. var newNode = null;
  1113. if (gltfRuntime.importOnlyMeshes && !meshIncluded && gltfRuntime.importMeshesNames) {
  1114. if (gltfRuntime.importMeshesNames.indexOf(node.name || "") !== -1 || gltfRuntime.importMeshesNames.length === 0) {
  1115. meshIncluded = true;
  1116. }
  1117. else {
  1118. meshIncluded = false;
  1119. }
  1120. }
  1121. else {
  1122. meshIncluded = true;
  1123. }
  1124. if (!node.jointName && meshIncluded) {
  1125. newNode = importNode(gltfRuntime, node, id, parent);
  1126. if (newNode !== null) {
  1127. newNode.id = id;
  1128. newNode.parent = parent;
  1129. }
  1130. }
  1131. if (node.children) {
  1132. for (var i = 0; i < node.children.length; i++) {
  1133. traverseNodes(gltfRuntime, node.children[i], newNode, meshIncluded);
  1134. }
  1135. }
  1136. };
  1137. /**
  1138. * do stuff after buffers, shaders are loaded (e.g. hook up materials, load animations, etc.)
  1139. */
  1140. var postLoad = function (gltfRuntime) {
  1141. // Nodes
  1142. var currentScene = gltfRuntime.currentScene;
  1143. if (currentScene) {
  1144. for (var i = 0; i < currentScene.nodes.length; i++) {
  1145. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  1146. }
  1147. }
  1148. else {
  1149. for (var thing in gltfRuntime.scenes) {
  1150. currentScene = gltfRuntime.scenes[thing];
  1151. for (var i = 0; i < currentScene.nodes.length; i++) {
  1152. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  1153. }
  1154. }
  1155. }
  1156. // Set animations
  1157. loadAnimations(gltfRuntime);
  1158. for (var i = 0; i < gltfRuntime.scene.skeletons.length; i++) {
  1159. var skeleton = gltfRuntime.scene.skeletons[i];
  1160. gltfRuntime.scene.beginAnimation(skeleton, 0, Number.MAX_VALUE, true, 1.0);
  1161. }
  1162. };
  1163. /**
  1164. * onBind shaderrs callback to set uniforms and matrices
  1165. */
  1166. var onBindShaderMaterial = function (mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess) {
  1167. var materialValues = material.values || technique.parameters;
  1168. for (var unif in unTreatedUniforms) {
  1169. var uniform = unTreatedUniforms[unif];
  1170. var type = uniform.type;
  1171. if (type === GLTF1.EParameterType.FLOAT_MAT2 || type === GLTF1.EParameterType.FLOAT_MAT3 || type === GLTF1.EParameterType.FLOAT_MAT4) {
  1172. if (uniform.semantic && !uniform.source && !uniform.node) {
  1173. GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, mesh, uniform, unif, shaderMaterial.getEffect());
  1174. }
  1175. else if (uniform.semantic && (uniform.source || uniform.node)) {
  1176. var source = gltfRuntime.scene.getNodeByName(uniform.source || uniform.node || "");
  1177. if (source === null) {
  1178. source = gltfRuntime.scene.getNodeByID(uniform.source || uniform.node || "");
  1179. }
  1180. if (source === null) {
  1181. continue;
  1182. }
  1183. GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, source, uniform, unif, shaderMaterial.getEffect());
  1184. }
  1185. }
  1186. else {
  1187. var value = materialValues[technique.uniforms[unif]];
  1188. if (!value) {
  1189. continue;
  1190. }
  1191. if (type === GLTF1.EParameterType.SAMPLER_2D) {
  1192. var texture = gltfRuntime.textures[material.values ? value : uniform.value].babylonTexture;
  1193. if (texture === null || texture === undefined) {
  1194. continue;
  1195. }
  1196. shaderMaterial.getEffect().setTexture(unif, texture);
  1197. }
  1198. else {
  1199. GLTF1.GLTFUtils.SetUniform((shaderMaterial.getEffect()), unif, value, type);
  1200. }
  1201. }
  1202. }
  1203. onSuccess(shaderMaterial);
  1204. };
  1205. /**
  1206. * Prepare uniforms to send the only one time
  1207. * Loads the appropriate textures
  1208. */
  1209. var prepareShaderMaterialUniforms = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms) {
  1210. var materialValues = material.values || technique.parameters;
  1211. var techniqueUniforms = technique.uniforms;
  1212. /**
  1213. * Prepare values here (not matrices)
  1214. */
  1215. for (var unif in unTreatedUniforms) {
  1216. var uniform = unTreatedUniforms[unif];
  1217. var type = uniform.type;
  1218. var value = materialValues[techniqueUniforms[unif]];
  1219. if (value === undefined) {
  1220. // In case the value is the same for all materials
  1221. value = uniform.value;
  1222. }
  1223. if (!value) {
  1224. continue;
  1225. }
  1226. var onLoadTexture = function (uniformName) {
  1227. return function (texture) {
  1228. if (uniform.value && uniformName) {
  1229. // Static uniform
  1230. shaderMaterial.setTexture(uniformName, texture);
  1231. delete unTreatedUniforms[uniformName];
  1232. }
  1233. };
  1234. };
  1235. // Texture (sampler2D)
  1236. if (type === GLTF1.EParameterType.SAMPLER_2D) {
  1237. GLTF1.GLTFLoaderExtension.LoadTextureAsync(gltfRuntime, material.values ? value : uniform.value, onLoadTexture(unif), function () { return onLoadTexture(null); });
  1238. }
  1239. else {
  1240. if (uniform.value && GLTF1.GLTFUtils.SetUniform(shaderMaterial, unif, material.values ? value : uniform.value, type)) {
  1241. // Static uniform
  1242. delete unTreatedUniforms[unif];
  1243. }
  1244. }
  1245. }
  1246. };
  1247. /**
  1248. * Shader compilation failed
  1249. */
  1250. var onShaderCompileError = function (program, shaderMaterial, onError) {
  1251. return function (effect, error) {
  1252. shaderMaterial.dispose(true);
  1253. onError("Cannot compile program named " + program.name + ". Error: " + error + ". Default material will be applied");
  1254. };
  1255. };
  1256. /**
  1257. * Shader compilation success
  1258. */
  1259. var onShaderCompileSuccess = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess) {
  1260. return function (_) {
  1261. prepareShaderMaterialUniforms(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms);
  1262. shaderMaterial.onBind = function (mesh) {
  1263. onBindShaderMaterial(mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess);
  1264. };
  1265. };
  1266. };
  1267. /**
  1268. * Returns the appropriate uniform if already handled by babylon
  1269. */
  1270. var parseShaderUniforms = function (tokenizer, technique, unTreatedUniforms) {
  1271. for (var unif in technique.uniforms) {
  1272. var uniform = technique.uniforms[unif];
  1273. var uniformParameter = technique.parameters[uniform];
  1274. if (tokenizer.currentIdentifier === unif) {
  1275. if (uniformParameter.semantic && !uniformParameter.source && !uniformParameter.node) {
  1276. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  1277. if (transformIndex !== -1) {
  1278. delete unTreatedUniforms[unif];
  1279. return babylonTransforms[transformIndex];
  1280. }
  1281. }
  1282. }
  1283. }
  1284. return tokenizer.currentIdentifier;
  1285. };
  1286. /**
  1287. * All shaders loaded. Create materials one by one
  1288. */
  1289. var importMaterials = function (gltfRuntime) {
  1290. // Create materials
  1291. for (var mat in gltfRuntime.materials) {
  1292. GLTF1.GLTFLoaderExtension.LoadMaterialAsync(gltfRuntime, mat, function (material) { }, function () { });
  1293. }
  1294. };
  1295. /**
  1296. * Implementation of the base glTF spec
  1297. */
  1298. var GLTFLoaderBase = /** @class */ (function () {
  1299. function GLTFLoaderBase() {
  1300. }
  1301. GLTFLoaderBase.CreateRuntime = function (parsedData, scene, rootUrl) {
  1302. var gltfRuntime = {
  1303. extensions: {},
  1304. accessors: {},
  1305. buffers: {},
  1306. bufferViews: {},
  1307. meshes: {},
  1308. lights: {},
  1309. cameras: {},
  1310. nodes: {},
  1311. images: {},
  1312. textures: {},
  1313. shaders: {},
  1314. programs: {},
  1315. samplers: {},
  1316. techniques: {},
  1317. materials: {},
  1318. animations: {},
  1319. skins: {},
  1320. extensionsUsed: [],
  1321. scenes: {},
  1322. buffersCount: 0,
  1323. shaderscount: 0,
  1324. scene: scene,
  1325. rootUrl: rootUrl,
  1326. loadedBufferCount: 0,
  1327. loadedBufferViews: {},
  1328. loadedShaderCount: 0,
  1329. importOnlyMeshes: false,
  1330. dummyNodes: []
  1331. };
  1332. // Parse
  1333. if (parsedData.extensions) {
  1334. parseObject(parsedData.extensions, "extensions", gltfRuntime);
  1335. }
  1336. if (parsedData.extensionsUsed) {
  1337. parseObject(parsedData.extensionsUsed, "extensionsUsed", gltfRuntime);
  1338. }
  1339. if (parsedData.buffers) {
  1340. parseBuffers(parsedData.buffers, gltfRuntime);
  1341. }
  1342. if (parsedData.bufferViews) {
  1343. parseObject(parsedData.bufferViews, "bufferViews", gltfRuntime);
  1344. }
  1345. if (parsedData.accessors) {
  1346. parseObject(parsedData.accessors, "accessors", gltfRuntime);
  1347. }
  1348. if (parsedData.meshes) {
  1349. parseObject(parsedData.meshes, "meshes", gltfRuntime);
  1350. }
  1351. if (parsedData.lights) {
  1352. parseObject(parsedData.lights, "lights", gltfRuntime);
  1353. }
  1354. if (parsedData.cameras) {
  1355. parseObject(parsedData.cameras, "cameras", gltfRuntime);
  1356. }
  1357. if (parsedData.nodes) {
  1358. parseObject(parsedData.nodes, "nodes", gltfRuntime);
  1359. }
  1360. if (parsedData.images) {
  1361. parseObject(parsedData.images, "images", gltfRuntime);
  1362. }
  1363. if (parsedData.textures) {
  1364. parseObject(parsedData.textures, "textures", gltfRuntime);
  1365. }
  1366. if (parsedData.shaders) {
  1367. parseShaders(parsedData.shaders, gltfRuntime);
  1368. }
  1369. if (parsedData.programs) {
  1370. parseObject(parsedData.programs, "programs", gltfRuntime);
  1371. }
  1372. if (parsedData.samplers) {
  1373. parseObject(parsedData.samplers, "samplers", gltfRuntime);
  1374. }
  1375. if (parsedData.techniques) {
  1376. parseObject(parsedData.techniques, "techniques", gltfRuntime);
  1377. }
  1378. if (parsedData.materials) {
  1379. parseObject(parsedData.materials, "materials", gltfRuntime);
  1380. }
  1381. if (parsedData.animations) {
  1382. parseObject(parsedData.animations, "animations", gltfRuntime);
  1383. }
  1384. if (parsedData.skins) {
  1385. parseObject(parsedData.skins, "skins", gltfRuntime);
  1386. }
  1387. if (parsedData.scenes) {
  1388. gltfRuntime.scenes = parsedData.scenes;
  1389. }
  1390. if (parsedData.scene && parsedData.scenes) {
  1391. gltfRuntime.currentScene = parsedData.scenes[parsedData.scene];
  1392. }
  1393. return gltfRuntime;
  1394. };
  1395. GLTFLoaderBase.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  1396. var buffer = gltfRuntime.buffers[id];
  1397. if (GLTF1.GLTFUtils.IsBase64(buffer.uri)) {
  1398. setTimeout(function () { return onSuccess(new Uint8Array(GLTF1.GLTFUtils.DecodeBase64(buffer.uri))); });
  1399. }
  1400. else {
  1401. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, function (data) { return onSuccess(new Uint8Array(data)); }, onProgress, undefined, true, function (request) {
  1402. if (request) {
  1403. onError(request.status + " " + request.statusText);
  1404. }
  1405. });
  1406. }
  1407. };
  1408. GLTFLoaderBase.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  1409. var texture = gltfRuntime.textures[id];
  1410. if (!texture || !texture.source) {
  1411. onError("");
  1412. return;
  1413. }
  1414. if (texture.babylonTexture) {
  1415. onSuccess(null);
  1416. return;
  1417. }
  1418. var source = gltfRuntime.images[texture.source];
  1419. if (GLTF1.GLTFUtils.IsBase64(source.uri)) {
  1420. setTimeout(function () { return onSuccess(new Uint8Array(GLTF1.GLTFUtils.DecodeBase64(source.uri))); });
  1421. }
  1422. else {
  1423. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + source.uri, function (data) { return onSuccess(new Uint8Array(data)); }, undefined, undefined, true, function (request) {
  1424. if (request) {
  1425. onError(request.status + " " + request.statusText);
  1426. }
  1427. });
  1428. }
  1429. };
  1430. GLTFLoaderBase.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  1431. var texture = gltfRuntime.textures[id];
  1432. if (texture.babylonTexture) {
  1433. onSuccess(texture.babylonTexture);
  1434. return;
  1435. }
  1436. var sampler = gltfRuntime.samplers[texture.sampler];
  1437. var createMipMaps = (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST) ||
  1438. (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_LINEAR) ||
  1439. (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST) ||
  1440. (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR);
  1441. var samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  1442. var blob = new Blob([buffer]);
  1443. var blobURL = URL.createObjectURL(blob);
  1444. var revokeBlobURL = function () { return URL.revokeObjectURL(blobURL); };
  1445. var newTexture = new BABYLON.Texture(blobURL, gltfRuntime.scene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
  1446. if (sampler.wrapS !== undefined) {
  1447. newTexture.wrapU = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapS);
  1448. }
  1449. if (sampler.wrapT !== undefined) {
  1450. newTexture.wrapV = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapT);
  1451. }
  1452. newTexture.name = id;
  1453. texture.babylonTexture = newTexture;
  1454. onSuccess(newTexture);
  1455. };
  1456. GLTFLoaderBase.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  1457. var shader = gltfRuntime.shaders[id];
  1458. if (GLTF1.GLTFUtils.IsBase64(shader.uri)) {
  1459. var shaderString = atob(shader.uri.split(",")[1]);
  1460. onSuccess(shaderString);
  1461. }
  1462. else {
  1463. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, undefined, undefined, false, function (request) {
  1464. if (request) {
  1465. onError(request.status + " " + request.statusText);
  1466. }
  1467. });
  1468. }
  1469. };
  1470. GLTFLoaderBase.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  1471. var material = gltfRuntime.materials[id];
  1472. if (!material.technique) {
  1473. if (onError) {
  1474. onError("No technique found.");
  1475. }
  1476. return;
  1477. }
  1478. var technique = gltfRuntime.techniques[material.technique];
  1479. if (!technique) {
  1480. var defaultMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
  1481. defaultMaterial.diffuseColor = new BABYLON.Color3(0.5, 0.5, 0.5);
  1482. defaultMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  1483. onSuccess(defaultMaterial);
  1484. return;
  1485. }
  1486. var program = gltfRuntime.programs[technique.program];
  1487. var states = technique.states;
  1488. var vertexShader = BABYLON.Effect.ShadersStore[program.vertexShader + "VertexShader"];
  1489. var pixelShader = BABYLON.Effect.ShadersStore[program.fragmentShader + "PixelShader"];
  1490. var newVertexShader = "";
  1491. var newPixelShader = "";
  1492. var vertexTokenizer = new Tokenizer(vertexShader);
  1493. var pixelTokenizer = new Tokenizer(pixelShader);
  1494. var unTreatedUniforms = {};
  1495. var uniforms = [];
  1496. var attributes = [];
  1497. var samplers = [];
  1498. // Fill uniform, sampler2D and attributes
  1499. for (var unif in technique.uniforms) {
  1500. var uniform = technique.uniforms[unif];
  1501. var uniformParameter = technique.parameters[uniform];
  1502. unTreatedUniforms[unif] = uniformParameter;
  1503. if (uniformParameter.semantic && !uniformParameter.node && !uniformParameter.source) {
  1504. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  1505. if (transformIndex !== -1) {
  1506. uniforms.push(babylonTransforms[transformIndex]);
  1507. delete unTreatedUniforms[unif];
  1508. }
  1509. else {
  1510. uniforms.push(unif);
  1511. }
  1512. }
  1513. else if (uniformParameter.type === GLTF1.EParameterType.SAMPLER_2D) {
  1514. samplers.push(unif);
  1515. }
  1516. else {
  1517. uniforms.push(unif);
  1518. }
  1519. }
  1520. for (var attr in technique.attributes) {
  1521. var attribute = technique.attributes[attr];
  1522. var attributeParameter = technique.parameters[attribute];
  1523. if (attributeParameter.semantic) {
  1524. attributes.push(getAttribute(attributeParameter));
  1525. }
  1526. }
  1527. // Configure vertex shader
  1528. while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
  1529. var tokenType = vertexTokenizer.currentToken;
  1530. if (tokenType !== ETokenType.IDENTIFIER) {
  1531. newVertexShader += vertexTokenizer.currentString;
  1532. continue;
  1533. }
  1534. var foundAttribute = false;
  1535. for (var attr in technique.attributes) {
  1536. var attribute = technique.attributes[attr];
  1537. var attributeParameter = technique.parameters[attribute];
  1538. if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
  1539. newVertexShader += getAttribute(attributeParameter);
  1540. foundAttribute = true;
  1541. break;
  1542. }
  1543. }
  1544. if (foundAttribute) {
  1545. continue;
  1546. }
  1547. newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms);
  1548. }
  1549. // Configure pixel shader
  1550. while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
  1551. var tokenType = pixelTokenizer.currentToken;
  1552. if (tokenType !== ETokenType.IDENTIFIER) {
  1553. newPixelShader += pixelTokenizer.currentString;
  1554. continue;
  1555. }
  1556. newPixelShader += parseShaderUniforms(pixelTokenizer, technique, unTreatedUniforms);
  1557. }
  1558. // Create shader material
  1559. var shaderPath = {
  1560. vertex: program.vertexShader + id,
  1561. fragment: program.fragmentShader + id
  1562. };
  1563. var options = {
  1564. attributes: attributes,
  1565. uniforms: uniforms,
  1566. samplers: samplers,
  1567. needAlphaBlending: states && states.enable && states.enable.indexOf(3042) !== -1
  1568. };
  1569. BABYLON.Effect.ShadersStore[program.vertexShader + id + "VertexShader"] = newVertexShader;
  1570. BABYLON.Effect.ShadersStore[program.fragmentShader + id + "PixelShader"] = newPixelShader;
  1571. var shaderMaterial = new BABYLON.ShaderMaterial(id, gltfRuntime.scene, shaderPath, options);
  1572. shaderMaterial.onError = onShaderCompileError(program, shaderMaterial, onError);
  1573. shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess);
  1574. shaderMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  1575. if (states && states.functions) {
  1576. var functions = states.functions;
  1577. if (functions.cullFace && functions.cullFace[0] !== GLTF1.ECullingType.BACK) {
  1578. shaderMaterial.backFaceCulling = false;
  1579. }
  1580. var blendFunc = functions.blendFuncSeparate;
  1581. if (blendFunc) {
  1582. 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) {
  1583. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  1584. }
  1585. else if (blendFunc[0] === GLTF1.EBlendingFunction.ONE && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  1586. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  1587. }
  1588. else if (blendFunc[0] === GLTF1.EBlendingFunction.SRC_ALPHA && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  1589. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ADD;
  1590. }
  1591. 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) {
  1592. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_SUBTRACT;
  1593. }
  1594. else if (blendFunc[0] === GLTF1.EBlendingFunction.DST_COLOR && blendFunc[1] === GLTF1.EBlendingFunction.ZERO && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  1595. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MULTIPLY;
  1596. }
  1597. 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) {
  1598. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MAXIMIZED;
  1599. }
  1600. }
  1601. }
  1602. };
  1603. return GLTFLoaderBase;
  1604. }());
  1605. GLTF1.GLTFLoaderBase = GLTFLoaderBase;
  1606. /**
  1607. * glTF V1 Loader
  1608. */
  1609. var GLTFLoader = /** @class */ (function () {
  1610. function GLTFLoader() {
  1611. }
  1612. GLTFLoader.RegisterExtension = function (extension) {
  1613. if (GLTFLoader.Extensions[extension.name]) {
  1614. BABYLON.Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
  1615. return;
  1616. }
  1617. GLTFLoader.Extensions[extension.name] = extension;
  1618. };
  1619. GLTFLoader.prototype.dispose = function () {
  1620. // do nothing
  1621. };
  1622. GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  1623. var _this = this;
  1624. scene.useRightHandedSystem = true;
  1625. GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
  1626. gltfRuntime.importOnlyMeshes = true;
  1627. if (meshesNames === "") {
  1628. gltfRuntime.importMeshesNames = [];
  1629. }
  1630. else if (typeof meshesNames === "string") {
  1631. gltfRuntime.importMeshesNames = [meshesNames];
  1632. }
  1633. else if (meshesNames && !(meshesNames instanceof Array)) {
  1634. gltfRuntime.importMeshesNames = [meshesNames];
  1635. }
  1636. else {
  1637. gltfRuntime.importMeshesNames = [];
  1638. BABYLON.Tools.Warn("Argument meshesNames must be of type string or string[]");
  1639. }
  1640. // Create nodes
  1641. _this._createNodes(gltfRuntime);
  1642. var meshes = new Array();
  1643. var skeletons = new Array();
  1644. // Fill arrays of meshes and skeletons
  1645. for (var nde in gltfRuntime.nodes) {
  1646. var node = gltfRuntime.nodes[nde];
  1647. if (node.babylonNode instanceof BABYLON.AbstractMesh) {
  1648. meshes.push(node.babylonNode);
  1649. }
  1650. }
  1651. for (var skl in gltfRuntime.skins) {
  1652. var skin = gltfRuntime.skins[skl];
  1653. if (skin.babylonSkeleton instanceof BABYLON.Skeleton) {
  1654. skeletons.push(skin.babylonSkeleton);
  1655. }
  1656. }
  1657. // Load buffers, shaders, materials, etc.
  1658. _this._loadBuffersAsync(gltfRuntime, function () {
  1659. _this._loadShadersAsync(gltfRuntime, function () {
  1660. importMaterials(gltfRuntime);
  1661. postLoad(gltfRuntime);
  1662. if (!BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
  1663. onSuccess(meshes, [], skeletons);
  1664. }
  1665. });
  1666. }, onProgress);
  1667. if (BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
  1668. onSuccess(meshes, [], skeletons);
  1669. }
  1670. }, onError);
  1671. return true;
  1672. };
  1673. GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
  1674. var _this = this;
  1675. scene.useRightHandedSystem = true;
  1676. GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
  1677. // Load runtime extensios
  1678. GLTF1.GLTFLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, function () {
  1679. // Create nodes
  1680. _this._createNodes(gltfRuntime);
  1681. // Load buffers, shaders, materials, etc.
  1682. _this._loadBuffersAsync(gltfRuntime, function () {
  1683. _this._loadShadersAsync(gltfRuntime, function () {
  1684. importMaterials(gltfRuntime);
  1685. postLoad(gltfRuntime);
  1686. if (!BABYLON.GLTFFileLoader.IncrementalLoading) {
  1687. onSuccess();
  1688. }
  1689. });
  1690. });
  1691. if (BABYLON.GLTFFileLoader.IncrementalLoading) {
  1692. onSuccess();
  1693. }
  1694. }, onError);
  1695. }, onError);
  1696. };
  1697. GLTFLoader.prototype._loadShadersAsync = function (gltfRuntime, onload) {
  1698. var hasShaders = false;
  1699. var processShader = function (sha, shader) {
  1700. GLTF1.GLTFLoaderExtension.LoadShaderStringAsync(gltfRuntime, sha, function (shaderString) {
  1701. gltfRuntime.loadedShaderCount++;
  1702. if (shaderString) {
  1703. BABYLON.Effect.ShadersStore[sha + (shader.type === GLTF1.EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = shaderString;
  1704. }
  1705. if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
  1706. onload();
  1707. }
  1708. }, function () {
  1709. BABYLON.Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
  1710. });
  1711. };
  1712. for (var sha in gltfRuntime.shaders) {
  1713. hasShaders = true;
  1714. var shader = gltfRuntime.shaders[sha];
  1715. if (shader) {
  1716. processShader.bind(this, sha, shader)();
  1717. }
  1718. else {
  1719. BABYLON.Tools.Error("No shader named: " + sha);
  1720. }
  1721. }
  1722. if (!hasShaders) {
  1723. onload();
  1724. }
  1725. };
  1726. ;
  1727. GLTFLoader.prototype._loadBuffersAsync = function (gltfRuntime, onLoad, onProgress) {
  1728. var hasBuffers = false;
  1729. var processBuffer = function (buf, buffer) {
  1730. GLTF1.GLTFLoaderExtension.LoadBufferAsync(gltfRuntime, buf, function (bufferView) {
  1731. gltfRuntime.loadedBufferCount++;
  1732. if (bufferView) {
  1733. if (bufferView.byteLength != gltfRuntime.buffers[buf].byteLength) {
  1734. BABYLON.Tools.Error("Buffer named " + buf + " is length " + bufferView.byteLength + ". Expected: " + buffer.byteLength); // Improve error message
  1735. }
  1736. gltfRuntime.loadedBufferViews[buf] = bufferView;
  1737. }
  1738. if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
  1739. onLoad();
  1740. }
  1741. }, function () {
  1742. BABYLON.Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
  1743. });
  1744. };
  1745. for (var buf in gltfRuntime.buffers) {
  1746. hasBuffers = true;
  1747. var buffer = gltfRuntime.buffers[buf];
  1748. if (buffer) {
  1749. processBuffer.bind(this, buf, buffer)();
  1750. }
  1751. else {
  1752. BABYLON.Tools.Error("No buffer named: " + buf);
  1753. }
  1754. }
  1755. if (!hasBuffers) {
  1756. onLoad();
  1757. }
  1758. };
  1759. GLTFLoader.prototype._createNodes = function (gltfRuntime) {
  1760. var currentScene = gltfRuntime.currentScene;
  1761. if (currentScene) {
  1762. // Only one scene even if multiple scenes are defined
  1763. for (var i = 0; i < currentScene.nodes.length; i++) {
  1764. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  1765. }
  1766. }
  1767. else {
  1768. // Load all scenes
  1769. for (var thing in gltfRuntime.scenes) {
  1770. currentScene = gltfRuntime.scenes[thing];
  1771. for (var i = 0; i < currentScene.nodes.length; i++) {
  1772. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  1773. }
  1774. }
  1775. }
  1776. };
  1777. GLTFLoader.Extensions = {};
  1778. return GLTFLoader;
  1779. }());
  1780. GLTF1.GLTFLoader = GLTFLoader;
  1781. ;
  1782. BABYLON.GLTFFileLoader.CreateGLTFLoaderV1 = function () { return new GLTFLoader(); };
  1783. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  1784. })(BABYLON || (BABYLON = {}));
  1785. //# sourceMappingURL=babylon.glTFLoader.js.map
  1786. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  1787. var BABYLON;
  1788. (function (BABYLON) {
  1789. var GLTF1;
  1790. (function (GLTF1) {
  1791. /**
  1792. * Utils functions for GLTF
  1793. */
  1794. var GLTFUtils = /** @class */ (function () {
  1795. function GLTFUtils() {
  1796. }
  1797. /**
  1798. * Sets the given "parameter" matrix
  1799. * @param scene: the {BABYLON.Scene} object
  1800. * @param source: the source node where to pick the matrix
  1801. * @param parameter: the GLTF technique parameter
  1802. * @param uniformName: the name of the shader's uniform
  1803. * @param shaderMaterial: the shader material
  1804. */
  1805. GLTFUtils.SetMatrix = function (scene, source, parameter, uniformName, shaderMaterial) {
  1806. var mat = null;
  1807. if (parameter.semantic === "MODEL") {
  1808. mat = source.getWorldMatrix();
  1809. }
  1810. else if (parameter.semantic === "PROJECTION") {
  1811. mat = scene.getProjectionMatrix();
  1812. }
  1813. else if (parameter.semantic === "VIEW") {
  1814. mat = scene.getViewMatrix();
  1815. }
  1816. else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") {
  1817. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());
  1818. }
  1819. else if (parameter.semantic === "MODELVIEW") {
  1820. mat = source.getWorldMatrix().multiply(scene.getViewMatrix());
  1821. }
  1822. else if (parameter.semantic === "MODELVIEWPROJECTION") {
  1823. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());
  1824. }
  1825. else if (parameter.semantic === "MODELINVERSE") {
  1826. mat = source.getWorldMatrix().invert();
  1827. }
  1828. else if (parameter.semantic === "VIEWINVERSE") {
  1829. mat = scene.getViewMatrix().invert();
  1830. }
  1831. else if (parameter.semantic === "PROJECTIONINVERSE") {
  1832. mat = scene.getProjectionMatrix().invert();
  1833. }
  1834. else if (parameter.semantic === "MODELVIEWINVERSE") {
  1835. mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();
  1836. }
  1837. else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") {
  1838. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();
  1839. }
  1840. else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
  1841. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().invert());
  1842. }
  1843. else {
  1844. debugger;
  1845. }
  1846. if (mat) {
  1847. switch (parameter.type) {
  1848. case GLTF1.EParameterType.FLOAT_MAT2:
  1849. shaderMaterial.setMatrix2x2(uniformName, BABYLON.Matrix.GetAsMatrix2x2(mat));
  1850. break;
  1851. case GLTF1.EParameterType.FLOAT_MAT3:
  1852. shaderMaterial.setMatrix3x3(uniformName, BABYLON.Matrix.GetAsMatrix3x3(mat));
  1853. break;
  1854. case GLTF1.EParameterType.FLOAT_MAT4:
  1855. shaderMaterial.setMatrix(uniformName, mat);
  1856. break;
  1857. default: break;
  1858. }
  1859. }
  1860. };
  1861. /**
  1862. * Sets the given "parameter" matrix
  1863. * @param shaderMaterial: the shader material
  1864. * @param uniform: the name of the shader's uniform
  1865. * @param value: the value of the uniform
  1866. * @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
  1867. */
  1868. GLTFUtils.SetUniform = function (shaderMaterial, uniform, value, type) {
  1869. switch (type) {
  1870. case GLTF1.EParameterType.FLOAT:
  1871. shaderMaterial.setFloat(uniform, value);
  1872. return true;
  1873. case GLTF1.EParameterType.FLOAT_VEC2:
  1874. shaderMaterial.setVector2(uniform, BABYLON.Vector2.FromArray(value));
  1875. return true;
  1876. case GLTF1.EParameterType.FLOAT_VEC3:
  1877. shaderMaterial.setVector3(uniform, BABYLON.Vector3.FromArray(value));
  1878. return true;
  1879. case GLTF1.EParameterType.FLOAT_VEC4:
  1880. shaderMaterial.setVector4(uniform, BABYLON.Vector4.FromArray(value));
  1881. return true;
  1882. default: return false;
  1883. }
  1884. };
  1885. /**
  1886. * If the uri is a base64 string
  1887. * @param uri: the uri to test
  1888. */
  1889. GLTFUtils.IsBase64 = function (uri) {
  1890. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  1891. };
  1892. /**
  1893. * Decode the base64 uri
  1894. * @param uri: the uri to decode
  1895. */
  1896. GLTFUtils.DecodeBase64 = function (uri) {
  1897. var decodedString = atob(uri.split(",")[1]);
  1898. var bufferLength = decodedString.length;
  1899. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  1900. for (var i = 0; i < bufferLength; i++) {
  1901. bufferView[i] = decodedString.charCodeAt(i);
  1902. }
  1903. return bufferView.buffer;
  1904. };
  1905. /**
  1906. * Returns the wrap mode of the texture
  1907. * @param mode: the mode value
  1908. */
  1909. GLTFUtils.GetWrapMode = function (mode) {
  1910. switch (mode) {
  1911. case GLTF1.ETextureWrapMode.CLAMP_TO_EDGE: return BABYLON.Texture.CLAMP_ADDRESSMODE;
  1912. case GLTF1.ETextureWrapMode.MIRRORED_REPEAT: return BABYLON.Texture.MIRROR_ADDRESSMODE;
  1913. case GLTF1.ETextureWrapMode.REPEAT: return BABYLON.Texture.WRAP_ADDRESSMODE;
  1914. default: return BABYLON.Texture.WRAP_ADDRESSMODE;
  1915. }
  1916. };
  1917. /**
  1918. * Returns the byte stride giving an accessor
  1919. * @param accessor: the GLTF accessor objet
  1920. */
  1921. GLTFUtils.GetByteStrideFromType = function (accessor) {
  1922. // Needs this function since "byteStride" isn't requiered in glTF format
  1923. var type = accessor.type;
  1924. switch (type) {
  1925. case "VEC2": return 2;
  1926. case "VEC3": return 3;
  1927. case "VEC4": return 4;
  1928. case "MAT2": return 4;
  1929. case "MAT3": return 9;
  1930. case "MAT4": return 16;
  1931. default: return 1;
  1932. }
  1933. };
  1934. /**
  1935. * Returns the texture filter mode giving a mode value
  1936. * @param mode: the filter mode value
  1937. */
  1938. GLTFUtils.GetTextureFilterMode = function (mode) {
  1939. switch (mode) {
  1940. case GLTF1.ETextureFilterType.LINEAR:
  1941. case GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST:
  1942. case GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  1943. case GLTF1.ETextureFilterType.NEAREST:
  1944. case GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_SAMPLINGMODE;
  1945. default: return BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  1946. }
  1947. };
  1948. GLTFUtils.GetBufferFromBufferView = function (gltfRuntime, bufferView, byteOffset, byteLength, componentType) {
  1949. var byteOffset = bufferView.byteOffset + byteOffset;
  1950. var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];
  1951. if (byteOffset + byteLength > loadedBufferView.byteLength) {
  1952. throw new Error("Buffer access is out of range");
  1953. }
  1954. var buffer = loadedBufferView.buffer;
  1955. byteOffset += loadedBufferView.byteOffset;
  1956. switch (componentType) {
  1957. case GLTF1.EComponentType.BYTE: return new Int8Array(buffer, byteOffset, byteLength);
  1958. case GLTF1.EComponentType.UNSIGNED_BYTE: return new Uint8Array(buffer, byteOffset, byteLength);
  1959. case GLTF1.EComponentType.SHORT: return new Int16Array(buffer, byteOffset, byteLength);
  1960. case GLTF1.EComponentType.UNSIGNED_SHORT: return new Uint16Array(buffer, byteOffset, byteLength);
  1961. default: return new Float32Array(buffer, byteOffset, byteLength);
  1962. }
  1963. };
  1964. /**
  1965. * Returns a buffer from its accessor
  1966. * @param gltfRuntime: the GLTF runtime
  1967. * @param accessor: the GLTF accessor
  1968. */
  1969. GLTFUtils.GetBufferFromAccessor = function (gltfRuntime, accessor) {
  1970. var bufferView = gltfRuntime.bufferViews[accessor.bufferView];
  1971. var byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);
  1972. return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);
  1973. };
  1974. /**
  1975. * Decodes a buffer view into a string
  1976. * @param view: the buffer view
  1977. */
  1978. GLTFUtils.DecodeBufferToText = function (view) {
  1979. var result = "";
  1980. var length = view.byteLength;
  1981. for (var i = 0; i < length; ++i) {
  1982. result += String.fromCharCode(view[i]);
  1983. }
  1984. return result;
  1985. };
  1986. /**
  1987. * Returns the default material of gltf. Related to
  1988. * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
  1989. * @param scene: the Babylon.js scene
  1990. */
  1991. GLTFUtils.GetDefaultMaterial = function (scene) {
  1992. if (!GLTFUtils._DefaultMaterial) {
  1993. BABYLON.Effect.ShadersStore["GLTFDefaultMaterialVertexShader"] = [
  1994. "precision highp float;",
  1995. "",
  1996. "uniform mat4 worldView;",
  1997. "uniform mat4 projection;",
  1998. "",
  1999. "attribute vec3 position;",
  2000. "",
  2001. "void main(void)",
  2002. "{",
  2003. " gl_Position = projection * worldView * vec4(position, 1.0);",
  2004. "}"
  2005. ].join("\n");
  2006. BABYLON.Effect.ShadersStore["GLTFDefaultMaterialPixelShader"] = [
  2007. "precision highp float;",
  2008. "",
  2009. "uniform vec4 u_emission;",
  2010. "",
  2011. "void main(void)",
  2012. "{",
  2013. " gl_FragColor = u_emission;",
  2014. "}"
  2015. ].join("\n");
  2016. var shaderPath = {
  2017. vertex: "GLTFDefaultMaterial",
  2018. fragment: "GLTFDefaultMaterial"
  2019. };
  2020. var options = {
  2021. attributes: ["position"],
  2022. uniforms: ["worldView", "projection", "u_emission"],
  2023. samplers: new Array(),
  2024. needAlphaBlending: false
  2025. };
  2026. GLTFUtils._DefaultMaterial = new BABYLON.ShaderMaterial("GLTFDefaultMaterial", scene, shaderPath, options);
  2027. GLTFUtils._DefaultMaterial.setColor4("u_emission", new BABYLON.Color4(0.5, 0.5, 0.5, 1.0));
  2028. }
  2029. return GLTFUtils._DefaultMaterial;
  2030. };
  2031. // The GLTF default material
  2032. GLTFUtils._DefaultMaterial = null;
  2033. return GLTFUtils;
  2034. }());
  2035. GLTF1.GLTFUtils = GLTFUtils;
  2036. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2037. })(BABYLON || (BABYLON = {}));
  2038. //# sourceMappingURL=babylon.glTFLoaderUtils.js.map
  2039. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2040. var BABYLON;
  2041. (function (BABYLON) {
  2042. var GLTF1;
  2043. (function (GLTF1) {
  2044. var GLTFLoaderExtension = /** @class */ (function () {
  2045. function GLTFLoaderExtension(name) {
  2046. this._name = name;
  2047. }
  2048. Object.defineProperty(GLTFLoaderExtension.prototype, "name", {
  2049. get: function () {
  2050. return this._name;
  2051. },
  2052. enumerable: true,
  2053. configurable: true
  2054. });
  2055. /**
  2056. * Defines an override for loading the runtime
  2057. * Return true to stop further extensions from loading the runtime
  2058. */
  2059. GLTFLoaderExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  2060. return false;
  2061. };
  2062. /**
  2063. * Defines an onverride for creating gltf runtime
  2064. * Return true to stop further extensions from creating the runtime
  2065. */
  2066. GLTFLoaderExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  2067. return false;
  2068. };
  2069. /**
  2070. * Defines an override for loading buffers
  2071. * Return true to stop further extensions from loading this buffer
  2072. */
  2073. GLTFLoaderExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  2074. return false;
  2075. };
  2076. /**
  2077. * Defines an override for loading texture buffers
  2078. * Return true to stop further extensions from loading this texture data
  2079. */
  2080. GLTFLoaderExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2081. return false;
  2082. };
  2083. /**
  2084. * Defines an override for creating textures
  2085. * Return true to stop further extensions from loading this texture
  2086. */
  2087. GLTFLoaderExtension.prototype.createTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  2088. return false;
  2089. };
  2090. /**
  2091. * Defines an override for loading shader strings
  2092. * Return true to stop further extensions from loading this shader data
  2093. */
  2094. GLTFLoaderExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  2095. return false;
  2096. };
  2097. /**
  2098. * Defines an override for loading materials
  2099. * Return true to stop further extensions from loading this material
  2100. */
  2101. GLTFLoaderExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  2102. return false;
  2103. };
  2104. // ---------
  2105. // Utilities
  2106. // ---------
  2107. GLTFLoaderExtension.LoadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  2108. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2109. return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
  2110. }, function () {
  2111. setTimeout(function () {
  2112. onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
  2113. });
  2114. });
  2115. };
  2116. GLTFLoaderExtension.LoadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  2117. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2118. return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
  2119. }, function () {
  2120. setTimeout(function () {
  2121. onSuccess();
  2122. });
  2123. });
  2124. };
  2125. GLTFLoaderExtension.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  2126. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2127. return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
  2128. }, function () {
  2129. GLTF1.GLTFLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
  2130. });
  2131. };
  2132. GLTFLoaderExtension.LoadTextureAsync = function (gltfRuntime, id, onSuccess, onError) {
  2133. GLTFLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) { return GLTFLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError); }, onError);
  2134. };
  2135. GLTFLoaderExtension.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  2136. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2137. return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
  2138. }, function () {
  2139. GLTF1.GLTFLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
  2140. });
  2141. };
  2142. GLTFLoaderExtension.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  2143. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2144. return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
  2145. }, function () {
  2146. GLTF1.GLTFLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
  2147. });
  2148. };
  2149. GLTFLoaderExtension.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2150. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2151. return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
  2152. }, function () {
  2153. GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
  2154. });
  2155. };
  2156. GLTFLoaderExtension.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  2157. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2158. return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  2159. }, function () {
  2160. GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  2161. });
  2162. };
  2163. GLTFLoaderExtension.ApplyExtensions = function (func, defaultFunc) {
  2164. for (var extensionName in GLTF1.GLTFLoader.Extensions) {
  2165. var loaderExtension = GLTF1.GLTFLoader.Extensions[extensionName];
  2166. if (func(loaderExtension)) {
  2167. return;
  2168. }
  2169. }
  2170. defaultFunc();
  2171. };
  2172. return GLTFLoaderExtension;
  2173. }());
  2174. GLTF1.GLTFLoaderExtension = GLTFLoaderExtension;
  2175. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2176. })(BABYLON || (BABYLON = {}));
  2177. //# sourceMappingURL=babylon.glTFLoaderExtension.js.map
  2178. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2179. var __extends = (this && this.__extends) || (function () {
  2180. var extendStatics = Object.setPrototypeOf ||
  2181. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  2182. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  2183. return function (d, b) {
  2184. extendStatics(d, b);
  2185. function __() { this.constructor = d; }
  2186. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  2187. };
  2188. })();
  2189. var BABYLON;
  2190. (function (BABYLON) {
  2191. var GLTF1;
  2192. (function (GLTF1) {
  2193. var BinaryExtensionBufferName = "binary_glTF";
  2194. ;
  2195. ;
  2196. var GLTFBinaryExtension = /** @class */ (function (_super) {
  2197. __extends(GLTFBinaryExtension, _super);
  2198. function GLTFBinaryExtension() {
  2199. return _super.call(this, "KHR_binary_glTF") || this;
  2200. }
  2201. GLTFBinaryExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  2202. var extensionsUsed = data.json.extensionsUsed;
  2203. if (!extensionsUsed || extensionsUsed.indexOf(this.name) === -1 || !data.bin) {
  2204. return false;
  2205. }
  2206. this._bin = data.bin;
  2207. onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
  2208. return true;
  2209. };
  2210. GLTFBinaryExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2211. if (gltfRuntime.extensionsUsed.indexOf(this.name) === -1) {
  2212. return false;
  2213. }
  2214. if (id !== BinaryExtensionBufferName) {
  2215. return false;
  2216. }
  2217. onSuccess(this._bin);
  2218. return true;
  2219. };
  2220. GLTFBinaryExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2221. var texture = gltfRuntime.textures[id];
  2222. var source = gltfRuntime.images[texture.source];
  2223. if (!source.extensions || !(this.name in source.extensions)) {
  2224. return false;
  2225. }
  2226. var sourceExt = source.extensions[this.name];
  2227. var bufferView = gltfRuntime.bufferViews[sourceExt.bufferView];
  2228. var buffer = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
  2229. onSuccess(buffer);
  2230. return true;
  2231. };
  2232. GLTFBinaryExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  2233. var shader = gltfRuntime.shaders[id];
  2234. if (!shader.extensions || !(this.name in shader.extensions)) {
  2235. return false;
  2236. }
  2237. var binaryExtensionShader = shader.extensions[this.name];
  2238. var bufferView = gltfRuntime.bufferViews[binaryExtensionShader.bufferView];
  2239. var shaderBytes = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
  2240. setTimeout(function () {
  2241. var shaderString = GLTF1.GLTFUtils.DecodeBufferToText(shaderBytes);
  2242. onSuccess(shaderString);
  2243. });
  2244. return true;
  2245. };
  2246. return GLTFBinaryExtension;
  2247. }(GLTF1.GLTFLoaderExtension));
  2248. GLTF1.GLTFBinaryExtension = GLTFBinaryExtension;
  2249. GLTF1.GLTFLoader.RegisterExtension(new GLTFBinaryExtension());
  2250. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2251. })(BABYLON || (BABYLON = {}));
  2252. //# sourceMappingURL=babylon.glTFBinaryExtension.js.map
  2253. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2254. var __extends = (this && this.__extends) || (function () {
  2255. var extendStatics = Object.setPrototypeOf ||
  2256. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  2257. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  2258. return function (d, b) {
  2259. extendStatics(d, b);
  2260. function __() { this.constructor = d; }
  2261. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  2262. };
  2263. })();
  2264. var BABYLON;
  2265. (function (BABYLON) {
  2266. var GLTF1;
  2267. (function (GLTF1) {
  2268. ;
  2269. ;
  2270. ;
  2271. var GLTFMaterialsCommonExtension = /** @class */ (function (_super) {
  2272. __extends(GLTFMaterialsCommonExtension, _super);
  2273. function GLTFMaterialsCommonExtension() {
  2274. return _super.call(this, "KHR_materials_common") || this;
  2275. }
  2276. GLTFMaterialsCommonExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  2277. if (!gltfRuntime.extensions)
  2278. return false;
  2279. var extension = gltfRuntime.extensions[this.name];
  2280. if (!extension)
  2281. return false;
  2282. // Create lights
  2283. var lights = extension.lights;
  2284. if (lights) {
  2285. for (var thing in lights) {
  2286. var light = lights[thing];
  2287. switch (light.type) {
  2288. case "ambient":
  2289. var ambientLight = new BABYLON.HemisphericLight(light.name, new BABYLON.Vector3(0, 1, 0), gltfRuntime.scene);
  2290. var ambient = light.ambient;
  2291. if (ambient) {
  2292. ambientLight.diffuse = BABYLON.Color3.FromArray(ambient.color || [1, 1, 1]);
  2293. }
  2294. break;
  2295. case "point":
  2296. var pointLight = new BABYLON.PointLight(light.name, new BABYLON.Vector3(10, 10, 10), gltfRuntime.scene);
  2297. var point = light.point;
  2298. if (point) {
  2299. pointLight.diffuse = BABYLON.Color3.FromArray(point.color || [1, 1, 1]);
  2300. }
  2301. break;
  2302. case "directional":
  2303. var dirLight = new BABYLON.DirectionalLight(light.name, new BABYLON.Vector3(0, -1, 0), gltfRuntime.scene);
  2304. var directional = light.directional;
  2305. if (directional) {
  2306. dirLight.diffuse = BABYLON.Color3.FromArray(directional.color || [1, 1, 1]);
  2307. }
  2308. break;
  2309. case "spot":
  2310. var spot = light.spot;
  2311. if (spot) {
  2312. 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);
  2313. spotLight.diffuse = BABYLON.Color3.FromArray(spot.color || [1, 1, 1]);
  2314. }
  2315. break;
  2316. default:
  2317. BABYLON.Tools.Warn("GLTF Material Common extension: light type \"" + light.type + "\” not supported");
  2318. break;
  2319. }
  2320. }
  2321. }
  2322. return false;
  2323. };
  2324. GLTFMaterialsCommonExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  2325. var material = gltfRuntime.materials[id];
  2326. if (!material || !material.extensions)
  2327. return false;
  2328. var extension = material.extensions[this.name];
  2329. if (!extension)
  2330. return false;
  2331. var standardMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
  2332. standardMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  2333. if (extension.technique === "CONSTANT") {
  2334. standardMaterial.disableLighting = true;
  2335. }
  2336. standardMaterial.backFaceCulling = extension.doubleSided === undefined ? false : !extension.doubleSided;
  2337. standardMaterial.alpha = extension.values.transparency === undefined ? 1.0 : extension.values.transparency;
  2338. standardMaterial.specularPower = extension.values.shininess === undefined ? 0.0 : extension.values.shininess;
  2339. // Ambient
  2340. if (typeof extension.values.ambient === "string") {
  2341. this._loadTexture(gltfRuntime, extension.values.ambient, standardMaterial, "ambientTexture", onError);
  2342. }
  2343. else {
  2344. standardMaterial.ambientColor = BABYLON.Color3.FromArray(extension.values.ambient || [0, 0, 0]);
  2345. }
  2346. // Diffuse
  2347. if (typeof extension.values.diffuse === "string") {
  2348. this._loadTexture(gltfRuntime, extension.values.diffuse, standardMaterial, "diffuseTexture", onError);
  2349. }
  2350. else {
  2351. standardMaterial.diffuseColor = BABYLON.Color3.FromArray(extension.values.diffuse || [0, 0, 0]);
  2352. }
  2353. // Emission
  2354. if (typeof extension.values.emission === "string") {
  2355. this._loadTexture(gltfRuntime, extension.values.emission, standardMaterial, "emissiveTexture", onError);
  2356. }
  2357. else {
  2358. standardMaterial.emissiveColor = BABYLON.Color3.FromArray(extension.values.emission || [0, 0, 0]);
  2359. }
  2360. // Specular
  2361. if (typeof extension.values.specular === "string") {
  2362. this._loadTexture(gltfRuntime, extension.values.specular, standardMaterial, "specularTexture", onError);
  2363. }
  2364. else {
  2365. standardMaterial.specularColor = BABYLON.Color3.FromArray(extension.values.specular || [0, 0, 0]);
  2366. }
  2367. return true;
  2368. };
  2369. GLTFMaterialsCommonExtension.prototype._loadTexture = function (gltfRuntime, id, material, propertyPath, onError) {
  2370. // Create buffer from texture url
  2371. GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) {
  2372. // Create texture from buffer
  2373. GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, function (texture) { return material[propertyPath] = texture; }, onError);
  2374. }, onError);
  2375. };
  2376. return GLTFMaterialsCommonExtension;
  2377. }(GLTF1.GLTFLoaderExtension));
  2378. GLTF1.GLTFMaterialsCommonExtension = GLTFMaterialsCommonExtension;
  2379. GLTF1.GLTFLoader.RegisterExtension(new GLTFMaterialsCommonExtension());
  2380. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2381. })(BABYLON || (BABYLON = {}));
  2382. //# sourceMappingURL=babylon.glTFMaterialsCommonExtension.js.map
  2383. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2384. var BABYLON;
  2385. (function (BABYLON) {
  2386. var GLTF2;
  2387. (function (GLTF2) {
  2388. /**
  2389. * Enums
  2390. */
  2391. var EComponentType;
  2392. (function (EComponentType) {
  2393. EComponentType[EComponentType["BYTE"] = 5120] = "BYTE";
  2394. EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  2395. EComponentType[EComponentType["SHORT"] = 5122] = "SHORT";
  2396. EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  2397. EComponentType[EComponentType["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT";
  2398. EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT";
  2399. })(EComponentType = GLTF2.EComponentType || (GLTF2.EComponentType = {}));
  2400. var EMeshPrimitiveMode;
  2401. (function (EMeshPrimitiveMode) {
  2402. EMeshPrimitiveMode[EMeshPrimitiveMode["POINTS"] = 0] = "POINTS";
  2403. EMeshPrimitiveMode[EMeshPrimitiveMode["LINES"] = 1] = "LINES";
  2404. EMeshPrimitiveMode[EMeshPrimitiveMode["LINE_LOOP"] = 2] = "LINE_LOOP";
  2405. EMeshPrimitiveMode[EMeshPrimitiveMode["LINE_STRIP"] = 3] = "LINE_STRIP";
  2406. EMeshPrimitiveMode[EMeshPrimitiveMode["TRIANGLES"] = 4] = "TRIANGLES";
  2407. EMeshPrimitiveMode[EMeshPrimitiveMode["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP";
  2408. EMeshPrimitiveMode[EMeshPrimitiveMode["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN";
  2409. })(EMeshPrimitiveMode = GLTF2.EMeshPrimitiveMode || (GLTF2.EMeshPrimitiveMode = {}));
  2410. var ETextureMagFilter;
  2411. (function (ETextureMagFilter) {
  2412. ETextureMagFilter[ETextureMagFilter["NEAREST"] = 9728] = "NEAREST";
  2413. ETextureMagFilter[ETextureMagFilter["LINEAR"] = 9729] = "LINEAR";
  2414. })(ETextureMagFilter = GLTF2.ETextureMagFilter || (GLTF2.ETextureMagFilter = {}));
  2415. var ETextureMinFilter;
  2416. (function (ETextureMinFilter) {
  2417. ETextureMinFilter[ETextureMinFilter["NEAREST"] = 9728] = "NEAREST";
  2418. ETextureMinFilter[ETextureMinFilter["LINEAR"] = 9729] = "LINEAR";
  2419. ETextureMinFilter[ETextureMinFilter["NEAREST_MIPMAP_NEAREST"] = 9984] = "NEAREST_MIPMAP_NEAREST";
  2420. ETextureMinFilter[ETextureMinFilter["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
  2421. ETextureMinFilter[ETextureMinFilter["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR";
  2422. ETextureMinFilter[ETextureMinFilter["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR";
  2423. })(ETextureMinFilter = GLTF2.ETextureMinFilter || (GLTF2.ETextureMinFilter = {}));
  2424. var ETextureWrapMode;
  2425. (function (ETextureWrapMode) {
  2426. ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE";
  2427. ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT";
  2428. ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT";
  2429. })(ETextureWrapMode = GLTF2.ETextureWrapMode || (GLTF2.ETextureWrapMode = {}));
  2430. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  2431. })(BABYLON || (BABYLON = {}));
  2432. //# sourceMappingURL=babylon.glTFLoaderInterfaces.js.map
  2433. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2434. var BABYLON;
  2435. (function (BABYLON) {
  2436. var GLTF2;
  2437. (function (GLTF2) {
  2438. var GLTFLoaderTracker = /** @class */ (function () {
  2439. function GLTFLoaderTracker(onComplete) {
  2440. this._pendingCount = 0;
  2441. this._callback = onComplete;
  2442. }
  2443. GLTFLoaderTracker.prototype._addPendingData = function (data) {
  2444. this._pendingCount++;
  2445. };
  2446. GLTFLoaderTracker.prototype._removePendingData = function (data) {
  2447. if (--this._pendingCount === 0) {
  2448. this._callback();
  2449. }
  2450. };
  2451. return GLTFLoaderTracker;
  2452. }());
  2453. var GLTFLoader = /** @class */ (function () {
  2454. function GLTFLoader(parent) {
  2455. this._disposed = false;
  2456. this._renderReady = false;
  2457. this._requests = new Array();
  2458. this._renderReadyObservable = new BABYLON.Observable();
  2459. // Count of pending work that needs to complete before the asset is rendered.
  2460. this._renderPendingCount = 0;
  2461. // Count of pending work that needs to complete before the loader is disposed.
  2462. this._loaderPendingCount = 0;
  2463. this._loaderTrackers = new Array();
  2464. this._parent = parent;
  2465. }
  2466. GLTFLoader.RegisterExtension = function (extension) {
  2467. if (GLTFLoader.Extensions[extension.name]) {
  2468. BABYLON.Tools.Error("Extension with the same name '" + extension.name + "' already exists");
  2469. return;
  2470. }
  2471. GLTFLoader.Extensions[extension.name] = extension;
  2472. // Keep the order of registration so that extensions registered first are called first.
  2473. GLTF2.GLTFLoaderExtension._Extensions.push(extension);
  2474. };
  2475. GLTFLoader.prototype.dispose = function () {
  2476. if (this._disposed) {
  2477. return;
  2478. }
  2479. this._disposed = true;
  2480. // Abort requests that are not complete
  2481. for (var _i = 0, _a = this._requests; _i < _a.length; _i++) {
  2482. var request = _a[_i];
  2483. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  2484. request.abort();
  2485. }
  2486. }
  2487. // Revoke object urls created during load
  2488. if (this._gltf.textures) {
  2489. for (var _b = 0, _c = this._gltf.textures; _b < _c.length; _b++) {
  2490. var texture = _c[_b];
  2491. if (texture.url) {
  2492. URL.revokeObjectURL(texture.url);
  2493. }
  2494. }
  2495. }
  2496. };
  2497. GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  2498. var _this = this;
  2499. this._loadAsync(meshesNames, scene, data, rootUrl, function () {
  2500. onSuccess(_this._getMeshes(), [], _this._getSkeletons());
  2501. }, onProgress, onError);
  2502. };
  2503. GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
  2504. this._loadAsync(null, scene, data, rootUrl, onSuccess, onProgress, onError);
  2505. };
  2506. GLTFLoader.prototype._loadAsync = function (nodeNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  2507. var _this = this;
  2508. this._tryCatchOnError(function () {
  2509. _this._loadData(data);
  2510. _this._babylonScene = scene;
  2511. _this._rootUrl = rootUrl;
  2512. _this._successCallback = onSuccess;
  2513. _this._progressCallback = onProgress;
  2514. _this._errorCallback = onError;
  2515. _this._addPendingData(_this);
  2516. _this._loadDefaultScene(nodeNames);
  2517. _this._loadAnimations();
  2518. _this._removePendingData(_this);
  2519. });
  2520. };
  2521. GLTFLoader.prototype._onProgress = function () {
  2522. if (!this._progressCallback) {
  2523. return;
  2524. }
  2525. var loaded = 0;
  2526. var total = 0;
  2527. for (var _i = 0, _a = this._requests; _i < _a.length; _i++) {
  2528. var request = _a[_i];
  2529. if (!request._loaded || !request._total) {
  2530. return;
  2531. }
  2532. loaded += request._loaded;
  2533. total += request._total;
  2534. }
  2535. this._progressCallback(new ProgressEvent("GLTFLoaderProgress", {
  2536. lengthComputable: true,
  2537. loaded: loaded,
  2538. total: total
  2539. }));
  2540. };
  2541. GLTFLoader.prototype._executeWhenRenderReady = function (func) {
  2542. if (this._renderReady) {
  2543. func();
  2544. }
  2545. else {
  2546. this._renderReadyObservable.add(func);
  2547. }
  2548. };
  2549. GLTFLoader.prototype._onRenderReady = function () {
  2550. this._rootNode.babylonMesh.setEnabled(true);
  2551. this._startAnimations();
  2552. this._successCallback();
  2553. this._renderReadyObservable.notifyObservers(this);
  2554. };
  2555. GLTFLoader.prototype._onComplete = function () {
  2556. if (this._parent.onComplete) {
  2557. this._parent.onComplete();
  2558. }
  2559. this.dispose();
  2560. };
  2561. GLTFLoader.prototype._loadData = function (data) {
  2562. this._gltf = data.json;
  2563. // Assign the index of each object for convinience.
  2564. GLTFLoader._AssignIndices(this._gltf.accessors);
  2565. GLTFLoader._AssignIndices(this._gltf.animations);
  2566. GLTFLoader._AssignIndices(this._gltf.buffers);
  2567. GLTFLoader._AssignIndices(this._gltf.bufferViews);
  2568. GLTFLoader._AssignIndices(this._gltf.images);
  2569. GLTFLoader._AssignIndices(this._gltf.materials);
  2570. GLTFLoader._AssignIndices(this._gltf.meshes);
  2571. GLTFLoader._AssignIndices(this._gltf.nodes);
  2572. GLTFLoader._AssignIndices(this._gltf.scenes);
  2573. GLTFLoader._AssignIndices(this._gltf.skins);
  2574. GLTFLoader._AssignIndices(this._gltf.textures);
  2575. if (data.bin) {
  2576. var buffers = this._gltf.buffers;
  2577. if (buffers && buffers[0] && !buffers[0].uri) {
  2578. var binaryBuffer = buffers[0];
  2579. if (binaryBuffer.byteLength != data.bin.byteLength) {
  2580. BABYLON.Tools.Warn("Binary buffer length (" + binaryBuffer.byteLength + ") from JSON does not match chunk length (" + data.bin.byteLength + ")");
  2581. }
  2582. binaryBuffer.loadedData = data.bin;
  2583. }
  2584. else {
  2585. BABYLON.Tools.Warn("Unexpected BIN chunk");
  2586. }
  2587. }
  2588. };
  2589. GLTFLoader.prototype._getMeshes = function () {
  2590. var meshes = new Array();
  2591. // Root mesh is always first.
  2592. meshes.push(this._rootNode.babylonMesh);
  2593. var nodes = this._gltf.nodes;
  2594. if (nodes) {
  2595. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  2596. var node = nodes_1[_i];
  2597. if (node.babylonMesh) {
  2598. meshes.push(node.babylonMesh);
  2599. }
  2600. }
  2601. }
  2602. return meshes;
  2603. };
  2604. GLTFLoader.prototype._getSkeletons = function () {
  2605. var skeletons = new Array();
  2606. var skins = this._gltf.skins;
  2607. if (skins) {
  2608. for (var _i = 0, skins_1 = skins; _i < skins_1.length; _i++) {
  2609. var skin = skins_1[_i];
  2610. if (skin.babylonSkeleton) {
  2611. skeletons.push(skin.babylonSkeleton);
  2612. }
  2613. }
  2614. }
  2615. return skeletons;
  2616. };
  2617. GLTFLoader.prototype._getAnimationTargets = function () {
  2618. var targets = new Array();
  2619. var animations = this._gltf.animations;
  2620. if (animations) {
  2621. for (var _i = 0, animations_1 = animations; _i < animations_1.length; _i++) {
  2622. var animation = animations_1[_i];
  2623. targets.push.apply(targets, animation.targets);
  2624. }
  2625. }
  2626. return targets;
  2627. };
  2628. GLTFLoader.prototype._startAnimations = function () {
  2629. for (var _i = 0, _a = this._getAnimationTargets(); _i < _a.length; _i++) {
  2630. var target = _a[_i];
  2631. this._babylonScene.beginAnimation(target, 0, Number.MAX_VALUE, true);
  2632. }
  2633. };
  2634. GLTFLoader.prototype._loadDefaultScene = function (nodeNames) {
  2635. var scene = GLTFLoader._GetProperty(this._gltf.scenes, this._gltf.scene || 0);
  2636. if (!scene) {
  2637. throw new Error("Failed to find scene " + (this._gltf.scene || 0));
  2638. }
  2639. this._loadScene("#/scenes/" + scene.index, scene, nodeNames);
  2640. };
  2641. GLTFLoader.prototype._loadScene = function (context, scene, nodeNames) {
  2642. this._rootNode = { babylonMesh: new BABYLON.Mesh("__root__", this._babylonScene) };
  2643. switch (this._parent.coordinateSystemMode) {
  2644. case BABYLON.GLTFLoaderCoordinateSystemMode.AUTO: {
  2645. if (!this._babylonScene.useRightHandedSystem) {
  2646. this._rootNode.babylonMesh.rotation = new BABYLON.Vector3(0, Math.PI, 0);
  2647. this._rootNode.babylonMesh.scaling = new BABYLON.Vector3(1, 1, -1);
  2648. }
  2649. break;
  2650. }
  2651. case BABYLON.GLTFLoaderCoordinateSystemMode.PASS_THROUGH: {
  2652. // do nothing
  2653. break;
  2654. }
  2655. case BABYLON.GLTFLoaderCoordinateSystemMode.FORCE_RIGHT_HANDED: {
  2656. this._babylonScene.useRightHandedSystem = true;
  2657. break;
  2658. }
  2659. default: {
  2660. BABYLON.Tools.Error("Invalid coordinate system mode " + this._parent.coordinateSystemMode);
  2661. return;
  2662. }
  2663. }
  2664. if (this._parent.onMeshLoaded) {
  2665. this._parent.onMeshLoaded(this._rootNode.babylonMesh);
  2666. }
  2667. var nodeIndices = scene.nodes;
  2668. this._traverseNodes(context, nodeIndices, function (node, parentNode) {
  2669. node.parent = parentNode;
  2670. return true;
  2671. }, this._rootNode);
  2672. if (nodeNames) {
  2673. if (!(nodeNames instanceof Array)) {
  2674. nodeNames = [nodeNames];
  2675. }
  2676. var filteredNodeIndices_1 = new Array();
  2677. this._traverseNodes(context, nodeIndices, function (node) {
  2678. if (nodeNames.indexOf(node.name) !== -1) {
  2679. filteredNodeIndices_1.push(node.index);
  2680. return false;
  2681. }
  2682. return true;
  2683. }, this._rootNode);
  2684. nodeIndices = filteredNodeIndices_1;
  2685. }
  2686. for (var _i = 0, nodeIndices_1 = nodeIndices; _i < nodeIndices_1.length; _i++) {
  2687. var index = nodeIndices_1[_i];
  2688. var node = GLTFLoader._GetProperty(this._gltf.nodes, index);
  2689. if (!node) {
  2690. throw new Error(context + ": Failed to find node " + index);
  2691. }
  2692. this._loadNode("#/nodes/" + index, node);
  2693. }
  2694. // Disable the root mesh until the asset is ready to render.
  2695. this._rootNode.babylonMesh.setEnabled(false);
  2696. };
  2697. GLTFLoader.prototype._loadNode = function (context, node) {
  2698. if (GLTF2.GLTFLoaderExtension.LoadNode(this, context, node)) {
  2699. return;
  2700. }
  2701. node.babylonMesh = new BABYLON.Mesh(node.name || "mesh" + node.index, this._babylonScene);
  2702. node.babylonMesh.hasVertexAlpha = true;
  2703. this._loadTransform(node);
  2704. if (node.mesh != null) {
  2705. var mesh = GLTFLoader._GetProperty(this._gltf.meshes, node.mesh);
  2706. if (!mesh) {
  2707. throw new Error(context + ": Failed to find mesh " + node.mesh);
  2708. }
  2709. this._loadMesh("#/meshes/" + node.mesh, node, mesh);
  2710. }
  2711. node.babylonMesh.parent = node.parent ? node.parent.babylonMesh : null;
  2712. node.babylonAnimationTargets = node.babylonAnimationTargets || [];
  2713. node.babylonAnimationTargets.push(node.babylonMesh);
  2714. if (node.skin != null) {
  2715. var skin = GLTFLoader._GetProperty(this._gltf.skins, node.skin);
  2716. if (!skin) {
  2717. throw new Error(context + ": Failed to find skin " + node.skin);
  2718. }
  2719. node.babylonMesh.skeleton = this._loadSkin("#/skins/" + node.skin, skin);
  2720. }
  2721. if (node.camera != null) {
  2722. // TODO: handle cameras
  2723. }
  2724. if (node.children) {
  2725. for (var _i = 0, _a = node.children; _i < _a.length; _i++) {
  2726. var index = _a[_i];
  2727. var childNode = GLTFLoader._GetProperty(this._gltf.nodes, index);
  2728. if (!childNode) {
  2729. throw new Error(context + ": Failed to find child node " + index);
  2730. }
  2731. this._loadNode("#/nodes/" + index, childNode);
  2732. }
  2733. }
  2734. if (this._parent.onMeshLoaded) {
  2735. this._parent.onMeshLoaded(node.babylonMesh);
  2736. }
  2737. };
  2738. GLTFLoader.prototype._loadMesh = function (context, node, mesh) {
  2739. var _this = this;
  2740. var primitives = mesh.primitives;
  2741. if (!primitives || primitives.length === 0) {
  2742. throw new Error(context + ": Primitives are missing");
  2743. }
  2744. this._createMorphTargets(context, node, mesh);
  2745. this._loadAllVertexDataAsync(context, mesh, function () {
  2746. _this._loadMorphTargets(context, node, mesh);
  2747. var vertexData = new BABYLON.VertexData();
  2748. for (var _i = 0, primitives_1 = primitives; _i < primitives_1.length; _i++) {
  2749. var primitive = primitives_1[_i];
  2750. vertexData.merge(primitive.vertexData);
  2751. }
  2752. new BABYLON.Geometry(node.babylonMesh.name, _this._babylonScene, vertexData, false, node.babylonMesh);
  2753. // TODO: optimize this so that sub meshes can be created without being overwritten after setting vertex data.
  2754. // Sub meshes must be cleared and created after setting vertex data because of mesh._createGlobalSubMesh.
  2755. node.babylonMesh.subMeshes = [];
  2756. var verticesStart = 0;
  2757. var indicesStart = 0;
  2758. for (var index = 0; index < primitives.length; index++) {
  2759. var vertexData_1 = primitives[index].vertexData;
  2760. var verticesCount = vertexData_1.positions.length;
  2761. var indicesCount = vertexData_1.indices.length;
  2762. BABYLON.SubMesh.AddToMesh(index, verticesStart, verticesCount, indicesStart, indicesCount, node.babylonMesh);
  2763. verticesStart += verticesCount;
  2764. indicesStart += indicesCount;
  2765. }
  2766. ;
  2767. });
  2768. var multiMaterial = new BABYLON.MultiMaterial(node.babylonMesh.name, this._babylonScene);
  2769. node.babylonMesh.material = multiMaterial;
  2770. var subMaterials = multiMaterial.subMaterials;
  2771. var _loop_1 = function (index) {
  2772. var primitive = primitives[index];
  2773. if (primitive.material == null) {
  2774. subMaterials[index] = this_1._getDefaultMaterial();
  2775. }
  2776. else {
  2777. var material = GLTFLoader._GetProperty(this_1._gltf.materials, primitive.material);
  2778. if (!material) {
  2779. throw new Error(context + ": Failed to find material " + primitive.material);
  2780. }
  2781. this_1._loadMaterial("#/materials/" + material.index, material, function (babylonMaterial, isNew) {
  2782. if (isNew && _this._parent.onMaterialLoaded) {
  2783. _this._parent.onMaterialLoaded(babylonMaterial);
  2784. }
  2785. subMaterials[index] = babylonMaterial;
  2786. });
  2787. }
  2788. };
  2789. var this_1 = this;
  2790. for (var index = 0; index < primitives.length; index++) {
  2791. _loop_1(index);
  2792. }
  2793. ;
  2794. };
  2795. GLTFLoader.prototype._loadAllVertexDataAsync = function (context, mesh, onSuccess) {
  2796. var primitives = mesh.primitives;
  2797. var numRemainingPrimitives = primitives.length;
  2798. var _loop_2 = function (index) {
  2799. var primitive = primitives[index];
  2800. this_2._loadVertexDataAsync(context + "/primitive/" + index, mesh, primitive, function (vertexData) {
  2801. primitive.vertexData = vertexData;
  2802. if (--numRemainingPrimitives === 0) {
  2803. onSuccess();
  2804. }
  2805. });
  2806. };
  2807. var this_2 = this;
  2808. for (var index = 0; index < primitives.length; index++) {
  2809. _loop_2(index);
  2810. }
  2811. };
  2812. /**
  2813. * Converts a data bufferview into a Float4 Texture Coordinate Array, based on the accessor component type
  2814. * @param {ArrayBufferView} data
  2815. * @param {IGLTFAccessor} accessor
  2816. */
  2817. GLTFLoader.prototype._convertToFloat4TextureCoordArray = function (context, data, accessor) {
  2818. if (accessor.componentType == GLTF2.EComponentType.FLOAT) {
  2819. return data;
  2820. }
  2821. var buffer = data;
  2822. var factor = 1;
  2823. switch (accessor.componentType) {
  2824. case GLTF2.EComponentType.UNSIGNED_BYTE: {
  2825. factor = 1 / 255;
  2826. break;
  2827. }
  2828. case GLTF2.EComponentType.UNSIGNED_SHORT: {
  2829. factor = 1 / 65535;
  2830. break;
  2831. }
  2832. default: {
  2833. throw new Error(context + ": Invalid component type (" + accessor.componentType + ")");
  2834. }
  2835. }
  2836. var result = new Float32Array(accessor.count * 2);
  2837. for (var i = 0; i < result.length; ++i) {
  2838. result[i] = buffer[i] * factor;
  2839. }
  2840. return result;
  2841. };
  2842. /**
  2843. * Converts a data bufferview into a Float4 Color Array, based on the accessor component type
  2844. * @param {ArrayBufferView} data
  2845. * @param {IGLTFAccessor} accessor
  2846. */
  2847. GLTFLoader.prototype._convertToFloat4ColorArray = function (context, data, accessor) {
  2848. var colorComponentCount = GLTFLoader._GetNumComponents(accessor.type);
  2849. if (colorComponentCount === 4 && accessor.componentType === GLTF2.EComponentType.FLOAT) {
  2850. return data;
  2851. }
  2852. var buffer = data;
  2853. var factor = 1;
  2854. switch (accessor.componentType) {
  2855. case GLTF2.EComponentType.FLOAT: {
  2856. factor = 1;
  2857. break;
  2858. }
  2859. case GLTF2.EComponentType.UNSIGNED_BYTE: {
  2860. factor = 1 / 255;
  2861. break;
  2862. }
  2863. case GLTF2.EComponentType.UNSIGNED_SHORT: {
  2864. factor = 1 / 65535;
  2865. break;
  2866. }
  2867. default: {
  2868. throw new Error(context + ": Invalid component type (" + accessor.componentType + ")");
  2869. }
  2870. }
  2871. var result = new Float32Array(accessor.count * 4);
  2872. if (colorComponentCount === 4) {
  2873. for (var i = 0; i < result.length; ++i) {
  2874. result[i] = buffer[i] * factor;
  2875. }
  2876. }
  2877. else {
  2878. var offset = 0;
  2879. for (var i = 0; i < result.length; ++i) {
  2880. if ((i + 1) % 4 === 0) {
  2881. result[i] = 1;
  2882. }
  2883. else {
  2884. result[i] = buffer[offset++] * factor;
  2885. }
  2886. }
  2887. }
  2888. return result;
  2889. };
  2890. GLTFLoader.prototype._loadVertexDataAsync = function (context, mesh, primitive, onSuccess) {
  2891. var _this = this;
  2892. var attributes = primitive.attributes;
  2893. if (!attributes) {
  2894. throw new Error(context + ": Attributes are missing");
  2895. }
  2896. if (primitive.mode && primitive.mode !== GLTF2.EMeshPrimitiveMode.TRIANGLES) {
  2897. // TODO: handle other primitive modes
  2898. throw new Error(context + ": Mode " + primitive.mode + " is not currently supported");
  2899. }
  2900. var vertexData = new BABYLON.VertexData();
  2901. var numRemainingAttributes = Object.keys(attributes).length;
  2902. var _loop_3 = function (attribute) {
  2903. var accessor = GLTFLoader._GetProperty(this_3._gltf.accessors, attributes[attribute]);
  2904. if (!accessor) {
  2905. throw new Error(context + ": Failed to find attribute '" + attribute + "' accessor " + attributes[attribute]);
  2906. }
  2907. this_3._loadAccessorAsync("#/accessors/" + accessor.index, accessor, function (data) {
  2908. switch (attribute) {
  2909. case "POSITION": {
  2910. vertexData.positions = data;
  2911. break;
  2912. }
  2913. case "NORMAL": {
  2914. vertexData.normals = data;
  2915. break;
  2916. }
  2917. case "TANGENT": {
  2918. vertexData.tangents = data;
  2919. break;
  2920. }
  2921. case "TEXCOORD_0": {
  2922. vertexData.uvs = _this._convertToFloat4TextureCoordArray(context, data, accessor);
  2923. break;
  2924. }
  2925. case "TEXCOORD_1": {
  2926. vertexData.uvs2 = _this._convertToFloat4TextureCoordArray(context, data, accessor);
  2927. break;
  2928. }
  2929. case "JOINTS_0": {
  2930. vertexData.matricesIndices = new Float32Array(Array.prototype.slice.apply(data));
  2931. break;
  2932. }
  2933. case "WEIGHTS_0": {
  2934. //TODO: need to add support for normalized weights.
  2935. vertexData.matricesWeights = data;
  2936. break;
  2937. }
  2938. case "COLOR_0": {
  2939. vertexData.colors = _this._convertToFloat4ColorArray(context, data, accessor);
  2940. break;
  2941. }
  2942. default: {
  2943. BABYLON.Tools.Warn("Ignoring unrecognized attribute '" + attribute + "'");
  2944. break;
  2945. }
  2946. }
  2947. if (--numRemainingAttributes === 0) {
  2948. if (primitive.indices == null) {
  2949. vertexData.indices = new Uint32Array(vertexData.positions.length / 3);
  2950. for (var i = 0; i < vertexData.indices.length; i++) {
  2951. vertexData.indices[i] = i;
  2952. }
  2953. onSuccess(vertexData);
  2954. }
  2955. else {
  2956. var indicesAccessor = GLTFLoader._GetProperty(_this._gltf.accessors, primitive.indices);
  2957. if (!indicesAccessor) {
  2958. throw new Error(context + ": Failed to find indices accessor " + primitive.indices);
  2959. }
  2960. _this._loadAccessorAsync("#/accessors/" + indicesAccessor.index, indicesAccessor, function (data) {
  2961. vertexData.indices = data;
  2962. onSuccess(vertexData);
  2963. });
  2964. }
  2965. }
  2966. });
  2967. };
  2968. var this_3 = this;
  2969. for (var attribute in attributes) {
  2970. _loop_3(attribute);
  2971. }
  2972. };
  2973. GLTFLoader.prototype._createMorphTargets = function (context, node, mesh) {
  2974. var primitives = mesh.primitives;
  2975. var targets = primitives[0].targets;
  2976. if (!targets) {
  2977. return;
  2978. }
  2979. for (var _i = 0, primitives_2 = primitives; _i < primitives_2.length; _i++) {
  2980. var primitive = primitives_2[_i];
  2981. if (!primitive.targets || primitive.targets.length != targets.length) {
  2982. throw new Error(context + ": All primitives are required to list the same number of targets");
  2983. }
  2984. }
  2985. var morphTargetManager = new BABYLON.MorphTargetManager();
  2986. node.babylonMesh.morphTargetManager = morphTargetManager;
  2987. for (var index = 0; index < targets.length; index++) {
  2988. var weight = node.weights ? node.weights[index] : mesh.weights ? mesh.weights[index] : 0;
  2989. morphTargetManager.addTarget(new BABYLON.MorphTarget("morphTarget" + index, weight));
  2990. }
  2991. };
  2992. GLTFLoader.prototype._loadMorphTargets = function (context, node, mesh) {
  2993. var morphTargetManager = node.babylonMesh.morphTargetManager;
  2994. if (!morphTargetManager) {
  2995. return;
  2996. }
  2997. this._loadAllMorphTargetVertexDataAsync(context, node, mesh, function () {
  2998. var numTargets = morphTargetManager.numTargets;
  2999. for (var index = 0; index < numTargets; index++) {
  3000. var vertexData = new BABYLON.VertexData();
  3001. for (var _i = 0, _a = mesh.primitives; _i < _a.length; _i++) {
  3002. var primitive = _a[_i];
  3003. vertexData.merge(primitive.targetsVertexData[index], { tangentLength: 3 });
  3004. }
  3005. if (!vertexData.positions) {
  3006. throw new Error(context + ": Positions are missing");
  3007. }
  3008. var target = morphTargetManager.getTarget(index);
  3009. target.setPositions(vertexData.positions);
  3010. target.setNormals(vertexData.normals);
  3011. target.setTangents(vertexData.tangents);
  3012. }
  3013. });
  3014. };
  3015. GLTFLoader.prototype._loadAllMorphTargetVertexDataAsync = function (context, node, mesh, onSuccess) {
  3016. var numRemainingTargets = mesh.primitives.length * node.babylonMesh.morphTargetManager.numTargets;
  3017. var _loop_4 = function (primitive) {
  3018. var targets = primitive.targets;
  3019. primitive.targetsVertexData = new Array(targets.length);
  3020. var _loop_5 = function (index) {
  3021. this_4._loadMorphTargetVertexDataAsync(context + "/targets/" + index, primitive.vertexData, targets[index], function (vertexData) {
  3022. primitive.targetsVertexData[index] = vertexData;
  3023. if (--numRemainingTargets === 0) {
  3024. onSuccess();
  3025. }
  3026. });
  3027. };
  3028. for (var index = 0; index < targets.length; index++) {
  3029. _loop_5(index);
  3030. }
  3031. };
  3032. var this_4 = this;
  3033. for (var _i = 0, _a = mesh.primitives; _i < _a.length; _i++) {
  3034. var primitive = _a[_i];
  3035. _loop_4(primitive);
  3036. }
  3037. };
  3038. GLTFLoader.prototype._loadMorphTargetVertexDataAsync = function (context, vertexData, attributes, onSuccess) {
  3039. var targetVertexData = new BABYLON.VertexData();
  3040. var numRemainingAttributes = Object.keys(attributes).length;
  3041. var _loop_6 = function (attribute) {
  3042. var accessor = GLTFLoader._GetProperty(this_5._gltf.accessors, attributes[attribute]);
  3043. if (!accessor) {
  3044. throw new Error(context + ": Failed to find attribute '" + attribute + "' accessor " + attributes[attribute]);
  3045. }
  3046. this_5._loadAccessorAsync("#/accessors/" + accessor.index, accessor, function (data) {
  3047. // glTF stores morph target information as deltas while babylon.js expects the final data.
  3048. // As a result we have to add the original data to the delta to calculate the final data.
  3049. var values = data;
  3050. switch (attribute) {
  3051. case "POSITION": {
  3052. for (var i = 0; i < values.length; i++) {
  3053. values[i] += vertexData.positions[i];
  3054. }
  3055. targetVertexData.positions = values;
  3056. break;
  3057. }
  3058. case "NORMAL": {
  3059. for (var i = 0; i < values.length; i++) {
  3060. values[i] += vertexData.normals[i];
  3061. }
  3062. targetVertexData.normals = values;
  3063. break;
  3064. }
  3065. case "TANGENT": {
  3066. // Tangent data for morph targets is stored as xyz delta.
  3067. // The vertexData.tangent is stored as xyzw.
  3068. // So we need to skip every fourth vertexData.tangent.
  3069. for (var i = 0, j = 0; i < values.length; i++, j++) {
  3070. values[i] += vertexData.tangents[j];
  3071. if ((i + 1) % 3 == 0) {
  3072. j++;
  3073. }
  3074. }
  3075. targetVertexData.tangents = values;
  3076. break;
  3077. }
  3078. default: {
  3079. BABYLON.Tools.Warn("Ignoring unrecognized attribute '" + attribute + "'");
  3080. break;
  3081. }
  3082. }
  3083. if (--numRemainingAttributes === 0) {
  3084. onSuccess(targetVertexData);
  3085. }
  3086. });
  3087. };
  3088. var this_5 = this;
  3089. for (var attribute in attributes) {
  3090. _loop_6(attribute);
  3091. }
  3092. };
  3093. GLTFLoader.prototype._loadTransform = function (node) {
  3094. var position = BABYLON.Vector3.Zero();
  3095. var rotation = BABYLON.Quaternion.Identity();
  3096. var scaling = BABYLON.Vector3.One();
  3097. if (node.matrix) {
  3098. var matrix = BABYLON.Matrix.FromArray(node.matrix);
  3099. matrix.decompose(scaling, rotation, position);
  3100. }
  3101. else {
  3102. if (node.translation)
  3103. position = BABYLON.Vector3.FromArray(node.translation);
  3104. if (node.rotation)
  3105. rotation = BABYLON.Quaternion.FromArray(node.rotation);
  3106. if (node.scale)
  3107. scaling = BABYLON.Vector3.FromArray(node.scale);
  3108. }
  3109. node.babylonMesh.position = position;
  3110. node.babylonMesh.rotationQuaternion = rotation;
  3111. node.babylonMesh.scaling = scaling;
  3112. };
  3113. GLTFLoader.prototype._loadSkin = function (context, skin) {
  3114. var _this = this;
  3115. var skeletonId = "skeleton" + skin.index;
  3116. skin.babylonSkeleton = new BABYLON.Skeleton(skin.name || skeletonId, skeletonId, this._babylonScene);
  3117. if (skin.inverseBindMatrices == null) {
  3118. this._loadBones(context, skin, null);
  3119. }
  3120. else {
  3121. var accessor = GLTFLoader._GetProperty(this._gltf.accessors, skin.inverseBindMatrices);
  3122. if (!accessor) {
  3123. throw new Error(context + ": Failed to find inverse bind matrices attribute " + skin.inverseBindMatrices);
  3124. }
  3125. this._loadAccessorAsync("#/accessors/" + accessor.index, accessor, function (data) {
  3126. _this._loadBones(context, skin, data);
  3127. });
  3128. }
  3129. return skin.babylonSkeleton;
  3130. };
  3131. GLTFLoader.prototype._createBone = function (node, skin, parent, localMatrix, baseMatrix, index) {
  3132. var babylonBone = new BABYLON.Bone(node.name || "bone" + node.index, skin.babylonSkeleton, parent, localMatrix, null, baseMatrix, index);
  3133. node.babylonBones = node.babylonBones || {};
  3134. node.babylonBones[skin.index] = babylonBone;
  3135. node.babylonAnimationTargets = node.babylonAnimationTargets || [];
  3136. node.babylonAnimationTargets.push(babylonBone);
  3137. return babylonBone;
  3138. };
  3139. GLTFLoader.prototype._loadBones = function (context, skin, inverseBindMatrixData) {
  3140. var babylonBones = {};
  3141. for (var _i = 0, _a = skin.joints; _i < _a.length; _i++) {
  3142. var index = _a[_i];
  3143. var node = GLTFLoader._GetProperty(this._gltf.nodes, index);
  3144. if (!node) {
  3145. throw new Error(context + ": Failed to find joint " + index);
  3146. }
  3147. this._loadBone(node, skin, inverseBindMatrixData, babylonBones);
  3148. }
  3149. };
  3150. GLTFLoader.prototype._loadBone = function (node, skin, inverseBindMatrixData, babylonBones) {
  3151. var babylonBone = babylonBones[node.index];
  3152. if (babylonBone) {
  3153. return babylonBone;
  3154. }
  3155. var boneIndex = skin.joints.indexOf(node.index);
  3156. var baseMatrix = BABYLON.Matrix.Identity();
  3157. if (inverseBindMatrixData && boneIndex !== -1) {
  3158. baseMatrix = BABYLON.Matrix.FromArray(inverseBindMatrixData, boneIndex * 16);
  3159. baseMatrix.invertToRef(baseMatrix);
  3160. }
  3161. var babylonParentBone = null;
  3162. if (node.index !== skin.skeleton && node.parent && node.parent !== this._rootNode) {
  3163. babylonParentBone = this._loadBone(node.parent, skin, inverseBindMatrixData, babylonBones);
  3164. baseMatrix.multiplyToRef(babylonParentBone.getInvertedAbsoluteTransform(), baseMatrix);
  3165. }
  3166. babylonBone = this._createBone(node, skin, babylonParentBone, this._getNodeMatrix(node), baseMatrix, boneIndex);
  3167. babylonBones[node.index] = babylonBone;
  3168. return babylonBone;
  3169. };
  3170. GLTFLoader.prototype._getNodeMatrix = function (node) {
  3171. return node.matrix ?
  3172. BABYLON.Matrix.FromArray(node.matrix) :
  3173. BABYLON.Matrix.Compose(node.scale ? BABYLON.Vector3.FromArray(node.scale) : BABYLON.Vector3.One(), node.rotation ? BABYLON.Quaternion.FromArray(node.rotation) : BABYLON.Quaternion.Identity(), node.translation ? BABYLON.Vector3.FromArray(node.translation) : BABYLON.Vector3.Zero());
  3174. };
  3175. GLTFLoader.prototype._traverseNodes = function (context, indices, action, parentNode) {
  3176. if (parentNode === void 0) { parentNode = null; }
  3177. for (var _i = 0, indices_1 = indices; _i < indices_1.length; _i++) {
  3178. var index = indices_1[_i];
  3179. var node = GLTFLoader._GetProperty(this._gltf.nodes, index);
  3180. if (!node) {
  3181. throw new Error(context + ": Failed to find node " + index);
  3182. }
  3183. this._traverseNode(context, node, action, parentNode);
  3184. }
  3185. };
  3186. GLTFLoader.prototype._traverseNode = function (context, node, action, parentNode) {
  3187. if (parentNode === void 0) { parentNode = null; }
  3188. if (GLTF2.GLTFLoaderExtension.TraverseNode(this, context, node, action, parentNode)) {
  3189. return;
  3190. }
  3191. if (!action(node, parentNode)) {
  3192. return;
  3193. }
  3194. if (node.children) {
  3195. this._traverseNodes(context, node.children, action, node);
  3196. }
  3197. };
  3198. GLTFLoader.prototype._loadAnimations = function () {
  3199. var animations = this._gltf.animations;
  3200. if (!animations) {
  3201. return;
  3202. }
  3203. for (var index = 0; index < animations.length; index++) {
  3204. var animation = animations[index];
  3205. this._loadAnimation("#/animations/" + index, animation);
  3206. }
  3207. };
  3208. GLTFLoader.prototype._loadAnimation = function (context, animation) {
  3209. animation.targets = [];
  3210. for (var index = 0; index < animation.channels.length; index++) {
  3211. var channel = GLTFLoader._GetProperty(animation.channels, index);
  3212. if (!channel) {
  3213. throw new Error(context + ": Failed to find channel " + index);
  3214. }
  3215. var sampler = GLTFLoader._GetProperty(animation.samplers, channel.sampler);
  3216. if (!sampler) {
  3217. throw new Error(context + ": Failed to find sampler " + channel.sampler);
  3218. }
  3219. this._loadAnimationChannel(animation, context + "/channels/" + index, channel, context + "/samplers/" + channel.sampler, sampler);
  3220. }
  3221. };
  3222. GLTFLoader.prototype._loadAnimationChannel = function (animation, channelContext, channel, samplerContext, sampler) {
  3223. var targetNode = GLTFLoader._GetProperty(this._gltf.nodes, channel.target.node);
  3224. if (!targetNode) {
  3225. throw new Error(channelContext + ": Failed to find target node " + channel.target.node);
  3226. }
  3227. var targetPath;
  3228. var animationType;
  3229. switch (channel.target.path) {
  3230. case "translation": {
  3231. targetPath = "position";
  3232. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  3233. break;
  3234. }
  3235. case "rotation": {
  3236. targetPath = "rotationQuaternion";
  3237. animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  3238. break;
  3239. }
  3240. case "scale": {
  3241. targetPath = "scaling";
  3242. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  3243. break;
  3244. }
  3245. case "weights": {
  3246. targetPath = "influence";
  3247. animationType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  3248. break;
  3249. }
  3250. default: {
  3251. throw new Error(channelContext + ": Invalid target path " + channel.target.path);
  3252. }
  3253. }
  3254. var inputData;
  3255. var outputData;
  3256. var checkSuccess = function () {
  3257. if (!inputData || !outputData) {
  3258. return;
  3259. }
  3260. var outputBufferOffset = 0;
  3261. var getNextOutputValue;
  3262. switch (targetPath) {
  3263. case "position": {
  3264. getNextOutputValue = function () {
  3265. var value = BABYLON.Vector3.FromArray(outputData, outputBufferOffset);
  3266. outputBufferOffset += 3;
  3267. return value;
  3268. };
  3269. break;
  3270. }
  3271. case "rotationQuaternion": {
  3272. getNextOutputValue = function () {
  3273. var value = BABYLON.Quaternion.FromArray(outputData, outputBufferOffset);
  3274. outputBufferOffset += 4;
  3275. return value;
  3276. };
  3277. break;
  3278. }
  3279. case "scaling": {
  3280. getNextOutputValue = function () {
  3281. var value = BABYLON.Vector3.FromArray(outputData, outputBufferOffset);
  3282. outputBufferOffset += 3;
  3283. return value;
  3284. };
  3285. break;
  3286. }
  3287. case "influence": {
  3288. getNextOutputValue = function () {
  3289. var numTargets = targetNode.babylonMesh.morphTargetManager.numTargets;
  3290. var value = new Array(numTargets);
  3291. for (var i = 0; i < numTargets; i++) {
  3292. value[i] = outputData[outputBufferOffset++];
  3293. }
  3294. return value;
  3295. };
  3296. break;
  3297. }
  3298. }
  3299. var getNextKey;
  3300. switch (sampler.interpolation) {
  3301. case "LINEAR": {
  3302. getNextKey = function (frameIndex) { return ({
  3303. frame: inputData[frameIndex],
  3304. value: getNextOutputValue()
  3305. }); };
  3306. break;
  3307. }
  3308. case "CUBICSPLINE": {
  3309. getNextKey = function (frameIndex) { return ({
  3310. frame: inputData[frameIndex],
  3311. inTangent: getNextOutputValue(),
  3312. value: getNextOutputValue(),
  3313. outTangent: getNextOutputValue()
  3314. }); };
  3315. break;
  3316. }
  3317. default: {
  3318. throw new Error(samplerContext + ": Invalid interpolation " + sampler.interpolation);
  3319. }
  3320. }
  3321. ;
  3322. var keys = new Array(inputData.length);
  3323. for (var frameIndex = 0; frameIndex < inputData.length; frameIndex++) {
  3324. keys[frameIndex] = getNextKey(frameIndex);
  3325. }
  3326. if (targetPath === "influence") {
  3327. var morphTargetManager = targetNode.babylonMesh.morphTargetManager;
  3328. var _loop_7 = function (targetIndex) {
  3329. var morphTarget = morphTargetManager.getTarget(targetIndex);
  3330. var animationName = (animation.name || "anim" + animation.index) + "_" + targetIndex;
  3331. var babylonAnimation = new BABYLON.Animation(animationName, targetPath, 1, animationType);
  3332. babylonAnimation.setKeys(keys.map(function (key) { return ({
  3333. frame: key.frame,
  3334. inTangent: key.inTangent ? key.inTangent[targetIndex] : undefined,
  3335. value: key.value[targetIndex],
  3336. outTangent: key.outTangent ? key.outTangent[targetIndex] : undefined
  3337. }); }));
  3338. morphTarget.animations.push(babylonAnimation);
  3339. animation.targets.push(morphTarget);
  3340. };
  3341. for (var targetIndex = 0; targetIndex < morphTargetManager.numTargets; targetIndex++) {
  3342. _loop_7(targetIndex);
  3343. }
  3344. }
  3345. else {
  3346. var animationName = animation.name || "anim" + animation.index;
  3347. var babylonAnimation = new BABYLON.Animation(animationName, targetPath, 1, animationType);
  3348. babylonAnimation.setKeys(keys);
  3349. if (targetNode.babylonAnimationTargets) {
  3350. for (var _i = 0, _a = targetNode.babylonAnimationTargets; _i < _a.length; _i++) {
  3351. var target = _a[_i];
  3352. target.animations.push(babylonAnimation.clone());
  3353. animation.targets.push(target);
  3354. }
  3355. }
  3356. }
  3357. };
  3358. var inputAccessor = GLTFLoader._GetProperty(this._gltf.accessors, sampler.input);
  3359. if (!inputAccessor) {
  3360. throw new Error(samplerContext + ": Failed to find input accessor " + sampler.input);
  3361. }
  3362. this._loadAccessorAsync("#/accessors/" + inputAccessor.index, inputAccessor, function (data) {
  3363. inputData = data;
  3364. checkSuccess();
  3365. });
  3366. var outputAccessor = GLTFLoader._GetProperty(this._gltf.accessors, sampler.output);
  3367. if (!outputAccessor) {
  3368. throw new Error(samplerContext + ": Failed to find output accessor " + sampler.output);
  3369. }
  3370. this._loadAccessorAsync("#/accessors/" + outputAccessor.index, outputAccessor, function (data) {
  3371. outputData = data;
  3372. checkSuccess();
  3373. });
  3374. };
  3375. GLTFLoader.prototype._loadBufferAsync = function (context, buffer, onSuccess) {
  3376. var _this = this;
  3377. this._addPendingData(buffer);
  3378. if (buffer.loadedData) {
  3379. onSuccess(buffer.loadedData);
  3380. this._removePendingData(buffer);
  3381. }
  3382. else if (buffer.loadedObservable) {
  3383. buffer.loadedObservable.add(function (buffer) {
  3384. onSuccess(buffer.loadedData);
  3385. _this._removePendingData(buffer);
  3386. });
  3387. }
  3388. else {
  3389. if (!buffer.uri) {
  3390. throw new Error(context + ": Uri is missing");
  3391. }
  3392. buffer.loadedObservable = new BABYLON.Observable();
  3393. buffer.loadedObservable.add(function (buffer) {
  3394. onSuccess(buffer.loadedData);
  3395. _this._removePendingData(buffer);
  3396. });
  3397. this._loadUriAsync(context, buffer.uri, function (data) {
  3398. buffer.loadedData = data;
  3399. buffer.loadedObservable.notifyObservers(buffer);
  3400. buffer.loadedObservable = undefined;
  3401. });
  3402. }
  3403. };
  3404. GLTFLoader.prototype._loadBufferViewAsync = function (context, bufferView, onSuccess) {
  3405. var buffer = GLTFLoader._GetProperty(this._gltf.buffers, bufferView.buffer);
  3406. if (!buffer) {
  3407. throw new Error(context + ": Failed to find buffer " + bufferView.buffer);
  3408. }
  3409. this._loadBufferAsync("#/buffers/" + buffer.index, buffer, function (bufferData) {
  3410. var data;
  3411. try {
  3412. data = new Uint8Array(bufferData.buffer, bufferData.byteOffset + (bufferView.byteOffset || 0), bufferView.byteLength);
  3413. }
  3414. catch (e) {
  3415. throw new Error(context + ": " + e.message);
  3416. }
  3417. onSuccess(data);
  3418. });
  3419. };
  3420. GLTFLoader.prototype._loadAccessorAsync = function (context, accessor, onSuccess) {
  3421. var _this = this;
  3422. if (accessor.sparse) {
  3423. throw new Error(context + ": Sparse accessors are not currently supported");
  3424. }
  3425. var bufferView = GLTFLoader._GetProperty(this._gltf.bufferViews, accessor.bufferView);
  3426. if (!bufferView) {
  3427. throw new Error(context + ": Failed to find buffer view " + accessor.bufferView);
  3428. }
  3429. this._loadBufferViewAsync("#/bufferViews/" + bufferView.index, bufferView, function (bufferViewData) {
  3430. var numComponents = GLTFLoader._GetNumComponents(accessor.type);
  3431. if (numComponents === 0) {
  3432. throw new Error(context + ": Invalid type " + accessor.type);
  3433. }
  3434. var data;
  3435. var byteOffset = accessor.byteOffset || 0;
  3436. var byteStride = bufferView.byteStride;
  3437. try {
  3438. switch (accessor.componentType) {
  3439. case GLTF2.EComponentType.BYTE: {
  3440. data = _this._buildArrayBuffer(Float32Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  3441. break;
  3442. }
  3443. case GLTF2.EComponentType.UNSIGNED_BYTE: {
  3444. data = _this._buildArrayBuffer(Uint8Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  3445. break;
  3446. }
  3447. case GLTF2.EComponentType.SHORT: {
  3448. data = _this._buildArrayBuffer(Int16Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  3449. break;
  3450. }
  3451. case GLTF2.EComponentType.UNSIGNED_SHORT: {
  3452. data = _this._buildArrayBuffer(Uint16Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  3453. break;
  3454. }
  3455. case GLTF2.EComponentType.UNSIGNED_INT: {
  3456. data = _this._buildArrayBuffer(Uint32Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  3457. break;
  3458. }
  3459. case GLTF2.EComponentType.FLOAT: {
  3460. data = _this._buildArrayBuffer(Float32Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  3461. break;
  3462. }
  3463. default: {
  3464. throw new Error(context + ": Invalid component type " + accessor.componentType);
  3465. }
  3466. }
  3467. }
  3468. catch (e) {
  3469. throw new Error(context + ": " + e);
  3470. }
  3471. onSuccess(data);
  3472. });
  3473. };
  3474. GLTFLoader.prototype._buildArrayBuffer = function (typedArray, data, byteOffset, count, numComponents, byteStride) {
  3475. byteOffset += data.byteOffset;
  3476. var targetLength = count * numComponents;
  3477. if (byteStride == null || byteStride === numComponents * typedArray.BYTES_PER_ELEMENT) {
  3478. return new typedArray(data.buffer, byteOffset, targetLength);
  3479. }
  3480. var elementStride = byteStride / typedArray.BYTES_PER_ELEMENT;
  3481. var sourceBuffer = new typedArray(data.buffer, byteOffset, elementStride * count);
  3482. var targetBuffer = new typedArray(targetLength);
  3483. var sourceIndex = 0;
  3484. var targetIndex = 0;
  3485. while (targetIndex < targetLength) {
  3486. for (var componentIndex = 0; componentIndex < numComponents; componentIndex++) {
  3487. targetBuffer[targetIndex] = sourceBuffer[sourceIndex + componentIndex];
  3488. targetIndex++;
  3489. }
  3490. sourceIndex += elementStride;
  3491. }
  3492. return targetBuffer;
  3493. };
  3494. GLTFLoader.prototype._addPendingData = function (data) {
  3495. if (!this._renderReady) {
  3496. this._renderPendingCount++;
  3497. }
  3498. this._addLoaderPendingData(data);
  3499. };
  3500. GLTFLoader.prototype._removePendingData = function (data) {
  3501. var _this = this;
  3502. if (!this._renderReady) {
  3503. if (--this._renderPendingCount === 0) {
  3504. this._addLoaderPendingData(this);
  3505. this._compileMaterialsAsync(function () {
  3506. _this._compileShadowGeneratorsAsync(function () {
  3507. _this._removeLoaderPendingData(_this);
  3508. _this._renderReady = true;
  3509. _this._onRenderReady();
  3510. });
  3511. });
  3512. }
  3513. }
  3514. this._removeLoaderPendingData(data);
  3515. };
  3516. GLTFLoader.prototype._addLoaderPendingData = function (data) {
  3517. this._loaderPendingCount++;
  3518. for (var _i = 0, _a = this._loaderTrackers; _i < _a.length; _i++) {
  3519. var tracker = _a[_i];
  3520. tracker._addPendingData(data);
  3521. }
  3522. };
  3523. GLTFLoader.prototype._removeLoaderPendingData = function (data) {
  3524. for (var _i = 0, _a = this._loaderTrackers; _i < _a.length; _i++) {
  3525. var tracker = _a[_i];
  3526. tracker._removePendingData(data);
  3527. }
  3528. if (--this._loaderPendingCount === 0) {
  3529. this._onComplete();
  3530. }
  3531. };
  3532. GLTFLoader.prototype._whenAction = function (action, onComplete) {
  3533. var _this = this;
  3534. var tracker = new GLTFLoaderTracker(function () {
  3535. _this._loaderTrackers.splice(_this._loaderTrackers.indexOf(tracker), 1);
  3536. onComplete();
  3537. });
  3538. this._loaderTrackers.push(tracker);
  3539. this._addLoaderPendingData(tracker);
  3540. action();
  3541. this._removeLoaderPendingData(tracker);
  3542. };
  3543. GLTFLoader.prototype._getDefaultMaterial = function () {
  3544. if (!this._defaultMaterial) {
  3545. var id = "__gltf_default";
  3546. var material = this._babylonScene.getMaterialByName(id);
  3547. if (!material) {
  3548. material = new BABYLON.PBRMaterial(id, this._babylonScene);
  3549. material.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  3550. material.metallic = 1;
  3551. material.roughness = 1;
  3552. }
  3553. this._defaultMaterial = material;
  3554. }
  3555. return this._defaultMaterial;
  3556. };
  3557. GLTFLoader.prototype._loadMaterialMetallicRoughnessProperties = function (context, material) {
  3558. var babylonMaterial = material.babylonMaterial;
  3559. // Ensure metallic workflow
  3560. babylonMaterial.metallic = 1;
  3561. babylonMaterial.roughness = 1;
  3562. var properties = material.pbrMetallicRoughness;
  3563. if (!properties) {
  3564. return;
  3565. }
  3566. babylonMaterial.albedoColor = properties.baseColorFactor ? BABYLON.Color3.FromArray(properties.baseColorFactor) : new BABYLON.Color3(1, 1, 1);
  3567. babylonMaterial.metallic = properties.metallicFactor == null ? 1 : properties.metallicFactor;
  3568. babylonMaterial.roughness = properties.roughnessFactor == null ? 1 : properties.roughnessFactor;
  3569. if (properties.baseColorTexture) {
  3570. var texture = GLTFLoader._GetProperty(this._gltf.textures, properties.baseColorTexture.index);
  3571. if (!texture) {
  3572. throw new Error(context + ": Failed to find base color texture " + properties.baseColorTexture.index);
  3573. }
  3574. babylonMaterial.albedoTexture = this._loadTexture("#/textures/" + texture.index, texture, properties.baseColorTexture.texCoord);
  3575. }
  3576. if (properties.metallicRoughnessTexture) {
  3577. var texture = GLTFLoader._GetProperty(this._gltf.textures, properties.metallicRoughnessTexture.index);
  3578. if (!texture) {
  3579. throw new Error(context + ": Failed to find metallic roughness texture " + properties.metallicRoughnessTexture.index);
  3580. }
  3581. babylonMaterial.metallicTexture = this._loadTexture("#/textures/" + texture.index, texture, properties.metallicRoughnessTexture.texCoord);
  3582. babylonMaterial.useMetallnessFromMetallicTextureBlue = true;
  3583. babylonMaterial.useRoughnessFromMetallicTextureGreen = true;
  3584. babylonMaterial.useRoughnessFromMetallicTextureAlpha = false;
  3585. }
  3586. this._loadMaterialAlphaProperties(context, material, properties.baseColorFactor);
  3587. };
  3588. GLTFLoader.prototype._loadMaterial = function (context, material, assign) {
  3589. if (material.babylonMaterial) {
  3590. assign(material.babylonMaterial, false);
  3591. return;
  3592. }
  3593. if (GLTF2.GLTFLoaderExtension.LoadMaterial(this, context, material, assign)) {
  3594. return;
  3595. }
  3596. this._createPbrMaterial(material);
  3597. this._loadMaterialBaseProperties(context, material);
  3598. this._loadMaterialMetallicRoughnessProperties(context, material);
  3599. assign(material.babylonMaterial, true);
  3600. };
  3601. GLTFLoader.prototype._createPbrMaterial = function (material) {
  3602. var babylonMaterial = new BABYLON.PBRMaterial(material.name || "mat" + material.index, this._babylonScene);
  3603. babylonMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  3604. material.babylonMaterial = babylonMaterial;
  3605. };
  3606. GLTFLoader.prototype._loadMaterialBaseProperties = function (context, material) {
  3607. var babylonMaterial = material.babylonMaterial;
  3608. babylonMaterial.emissiveColor = material.emissiveFactor ? BABYLON.Color3.FromArray(material.emissiveFactor) : new BABYLON.Color3(0, 0, 0);
  3609. if (material.doubleSided) {
  3610. babylonMaterial.backFaceCulling = false;
  3611. babylonMaterial.twoSidedLighting = true;
  3612. }
  3613. if (material.normalTexture) {
  3614. var texture = GLTFLoader._GetProperty(this._gltf.textures, material.normalTexture.index);
  3615. if (!texture) {
  3616. throw new Error(context + ": Failed to find normal texture " + material.normalTexture.index);
  3617. }
  3618. babylonMaterial.bumpTexture = this._loadTexture("#/textures/" + texture.index, texture, material.normalTexture.texCoord);
  3619. babylonMaterial.invertNormalMapX = !this._babylonScene.useRightHandedSystem;
  3620. babylonMaterial.invertNormalMapY = this._babylonScene.useRightHandedSystem;
  3621. if (material.normalTexture.scale != null) {
  3622. babylonMaterial.bumpTexture.level = material.normalTexture.scale;
  3623. }
  3624. }
  3625. if (material.occlusionTexture) {
  3626. var texture = GLTFLoader._GetProperty(this._gltf.textures, material.occlusionTexture.index);
  3627. if (!texture) {
  3628. throw new Error(context + ": Failed to find occlusion texture " + material.occlusionTexture.index);
  3629. }
  3630. babylonMaterial.ambientTexture = this._loadTexture("#/textures/" + texture.index, texture, material.occlusionTexture.texCoord);
  3631. babylonMaterial.useAmbientInGrayScale = true;
  3632. if (material.occlusionTexture.strength != null) {
  3633. babylonMaterial.ambientTextureStrength = material.occlusionTexture.strength;
  3634. }
  3635. }
  3636. if (material.emissiveTexture) {
  3637. var texture = GLTFLoader._GetProperty(this._gltf.textures, material.emissiveTexture.index);
  3638. if (!texture) {
  3639. throw new Error(context + ": Failed to find emissive texture " + material.emissiveTexture.index);
  3640. }
  3641. babylonMaterial.emissiveTexture = this._loadTexture("#/textures/" + texture.index, texture, material.emissiveTexture.texCoord);
  3642. }
  3643. };
  3644. GLTFLoader.prototype._loadMaterialAlphaProperties = function (context, material, colorFactor) {
  3645. var babylonMaterial = material.babylonMaterial;
  3646. var alphaMode = material.alphaMode || "OPAQUE";
  3647. switch (alphaMode) {
  3648. case "OPAQUE": {
  3649. babylonMaterial.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  3650. break;
  3651. }
  3652. case "MASK": {
  3653. babylonMaterial.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST;
  3654. babylonMaterial.alphaCutOff = (material.alphaCutoff == null ? 0.5 : material.alphaCutoff);
  3655. if (colorFactor) {
  3656. if (colorFactor[3] == 0) {
  3657. babylonMaterial.alphaCutOff = 1;
  3658. }
  3659. else {
  3660. babylonMaterial.alphaCutOff /= colorFactor[3];
  3661. }
  3662. }
  3663. if (babylonMaterial.albedoTexture) {
  3664. babylonMaterial.albedoTexture.hasAlpha = true;
  3665. }
  3666. break;
  3667. }
  3668. case "BLEND": {
  3669. babylonMaterial.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_ALPHABLEND;
  3670. if (colorFactor) {
  3671. babylonMaterial.alpha = colorFactor[3];
  3672. }
  3673. if (babylonMaterial.albedoTexture) {
  3674. babylonMaterial.albedoTexture.hasAlpha = true;
  3675. babylonMaterial.useAlphaFromAlbedoTexture = true;
  3676. }
  3677. break;
  3678. }
  3679. default: {
  3680. throw new Error(context + ": Invalid alpha mode " + material.alphaMode);
  3681. }
  3682. }
  3683. };
  3684. GLTFLoader.prototype._loadTexture = function (context, texture, coordinatesIndex) {
  3685. var _this = this;
  3686. var sampler = (texture.sampler == null ? {} : GLTFLoader._GetProperty(this._gltf.samplers, texture.sampler));
  3687. if (!sampler) {
  3688. throw new Error(context + ": Failed to find sampler " + texture.sampler);
  3689. }
  3690. var noMipMaps = (sampler.minFilter === GLTF2.ETextureMinFilter.NEAREST || sampler.minFilter === GLTF2.ETextureMinFilter.LINEAR);
  3691. var samplingMode = GLTFLoader._GetTextureSamplingMode(sampler.magFilter, sampler.minFilter);
  3692. this._addPendingData(texture);
  3693. var babylonTexture = new BABYLON.Texture(null, this._babylonScene, noMipMaps, false, samplingMode, function () {
  3694. _this._tryCatchOnError(function () {
  3695. _this._removePendingData(texture);
  3696. });
  3697. }, function (message) {
  3698. _this._tryCatchOnError(function () {
  3699. throw new Error(context + ": " + message);
  3700. });
  3701. });
  3702. if (texture.url) {
  3703. babylonTexture.updateURL(texture.url);
  3704. }
  3705. else if (texture.dataReadyObservable) {
  3706. texture.dataReadyObservable.add(function (texture) {
  3707. babylonTexture.updateURL(texture.url);
  3708. });
  3709. }
  3710. else {
  3711. texture.dataReadyObservable = new BABYLON.Observable();
  3712. texture.dataReadyObservable.add(function (texture) {
  3713. babylonTexture.updateURL(texture.url);
  3714. });
  3715. var image_1 = GLTFLoader._GetProperty(this._gltf.images, texture.source);
  3716. if (!image_1) {
  3717. throw new Error(context + ": Failed to find source " + texture.source);
  3718. }
  3719. this._loadImageAsync("#/images/" + image_1.index, image_1, function (data) {
  3720. texture.url = URL.createObjectURL(new Blob([data], { type: image_1.mimeType }));
  3721. texture.dataReadyObservable.notifyObservers(texture);
  3722. texture.dataReadyObservable = undefined;
  3723. });
  3724. }
  3725. babylonTexture.coordinatesIndex = coordinatesIndex || 0;
  3726. babylonTexture.wrapU = GLTFLoader._GetTextureWrapMode(sampler.wrapS);
  3727. babylonTexture.wrapV = GLTFLoader._GetTextureWrapMode(sampler.wrapT);
  3728. babylonTexture.name = texture.name || "texture" + texture.index;
  3729. if (this._parent.onTextureLoaded) {
  3730. this._parent.onTextureLoaded(babylonTexture);
  3731. }
  3732. return babylonTexture;
  3733. };
  3734. GLTFLoader.prototype._loadImageAsync = function (context, image, onSuccess) {
  3735. if (image.uri) {
  3736. this._loadUriAsync(context, image.uri, onSuccess);
  3737. }
  3738. else {
  3739. var bufferView = GLTFLoader._GetProperty(this._gltf.bufferViews, image.bufferView);
  3740. if (!bufferView) {
  3741. throw new Error(context + ": Failed to find buffer view " + image.bufferView);
  3742. }
  3743. this._loadBufferViewAsync("#/bufferViews/" + bufferView.index, bufferView, onSuccess);
  3744. }
  3745. };
  3746. GLTFLoader.prototype._loadUriAsync = function (context, uri, onSuccess) {
  3747. var _this = this;
  3748. if (GLTF2.GLTFUtils.IsBase64(uri)) {
  3749. onSuccess(new Uint8Array(GLTF2.GLTFUtils.DecodeBase64(uri)));
  3750. return;
  3751. }
  3752. if (!GLTF2.GLTFUtils.ValidateUri(uri)) {
  3753. throw new Error(context + ": Uri '" + uri + "' is invalid");
  3754. }
  3755. var request = BABYLON.Tools.LoadFile(this._rootUrl + uri, function (data) {
  3756. _this._tryCatchOnError(function () {
  3757. onSuccess(new Uint8Array(data));
  3758. });
  3759. }, function (event) {
  3760. _this._tryCatchOnError(function () {
  3761. if (request && !_this._renderReady) {
  3762. request._loaded = event.loaded;
  3763. request._total = event.total;
  3764. _this._onProgress();
  3765. }
  3766. });
  3767. }, this._babylonScene.database, true, function (request) {
  3768. _this._tryCatchOnError(function () {
  3769. throw new Error(context + ": Failed to load '" + uri + "'" + (request ? ": " + request.status + " " + request.statusText : ""));
  3770. });
  3771. });
  3772. if (request) {
  3773. request._loaded = null;
  3774. request._total = null;
  3775. this._requests.push(request);
  3776. }
  3777. };
  3778. GLTFLoader.prototype._tryCatchOnError = function (handler) {
  3779. if (this._disposed) {
  3780. return;
  3781. }
  3782. try {
  3783. handler();
  3784. }
  3785. catch (e) {
  3786. BABYLON.Tools.Error("glTF Loader: " + e.message);
  3787. if (this._errorCallback) {
  3788. this._errorCallback(e.message);
  3789. }
  3790. this.dispose();
  3791. }
  3792. };
  3793. GLTFLoader._AssignIndices = function (array) {
  3794. if (array) {
  3795. for (var index = 0; index < array.length; index++) {
  3796. array[index].index = index;
  3797. }
  3798. }
  3799. };
  3800. GLTFLoader._GetProperty = function (array, index) {
  3801. if (!array || index == undefined || !array[index]) {
  3802. return null;
  3803. }
  3804. return array[index];
  3805. };
  3806. GLTFLoader._GetTextureWrapMode = function (mode) {
  3807. // Set defaults if undefined
  3808. mode = mode == undefined ? GLTF2.ETextureWrapMode.REPEAT : mode;
  3809. switch (mode) {
  3810. case GLTF2.ETextureWrapMode.CLAMP_TO_EDGE: return BABYLON.Texture.CLAMP_ADDRESSMODE;
  3811. case GLTF2.ETextureWrapMode.MIRRORED_REPEAT: return BABYLON.Texture.MIRROR_ADDRESSMODE;
  3812. case GLTF2.ETextureWrapMode.REPEAT: return BABYLON.Texture.WRAP_ADDRESSMODE;
  3813. default:
  3814. BABYLON.Tools.Warn("Invalid texture wrap mode (" + mode + ")");
  3815. return BABYLON.Texture.WRAP_ADDRESSMODE;
  3816. }
  3817. };
  3818. GLTFLoader._GetTextureSamplingMode = function (magFilter, minFilter) {
  3819. // Set defaults if undefined
  3820. magFilter = magFilter == undefined ? GLTF2.ETextureMagFilter.LINEAR : magFilter;
  3821. minFilter = minFilter == undefined ? GLTF2.ETextureMinFilter.LINEAR_MIPMAP_LINEAR : minFilter;
  3822. if (magFilter === GLTF2.ETextureMagFilter.LINEAR) {
  3823. switch (minFilter) {
  3824. case GLTF2.ETextureMinFilter.NEAREST: return BABYLON.Texture.LINEAR_NEAREST;
  3825. case GLTF2.ETextureMinFilter.LINEAR: return BABYLON.Texture.LINEAR_LINEAR;
  3826. case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.LINEAR_NEAREST_MIPNEAREST;
  3827. case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_NEAREST: return BABYLON.Texture.LINEAR_LINEAR_MIPNEAREST;
  3828. case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_LINEAR: return BABYLON.Texture.LINEAR_NEAREST_MIPLINEAR;
  3829. case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.LINEAR_LINEAR_MIPLINEAR;
  3830. default:
  3831. BABYLON.Tools.Warn("Invalid texture minification filter (" + minFilter + ")");
  3832. return BABYLON.Texture.LINEAR_LINEAR_MIPLINEAR;
  3833. }
  3834. }
  3835. else {
  3836. if (magFilter !== GLTF2.ETextureMagFilter.NEAREST) {
  3837. BABYLON.Tools.Warn("Invalid texture magnification filter (" + magFilter + ")");
  3838. }
  3839. switch (minFilter) {
  3840. case GLTF2.ETextureMinFilter.NEAREST: return BABYLON.Texture.NEAREST_NEAREST;
  3841. case GLTF2.ETextureMinFilter.LINEAR: return BABYLON.Texture.NEAREST_LINEAR;
  3842. case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_NEAREST_MIPNEAREST;
  3843. case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_LINEAR_MIPNEAREST;
  3844. case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_LINEAR: return BABYLON.Texture.NEAREST_NEAREST_MIPLINEAR;
  3845. case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.NEAREST_LINEAR_MIPLINEAR;
  3846. default:
  3847. BABYLON.Tools.Warn("Invalid texture minification filter (" + minFilter + ")");
  3848. return BABYLON.Texture.NEAREST_NEAREST_MIPNEAREST;
  3849. }
  3850. }
  3851. };
  3852. GLTFLoader._GetNumComponents = function (type) {
  3853. switch (type) {
  3854. case "SCALAR": return 1;
  3855. case "VEC2": return 2;
  3856. case "VEC3": return 3;
  3857. case "VEC4": return 4;
  3858. case "MAT2": return 4;
  3859. case "MAT3": return 9;
  3860. case "MAT4": return 16;
  3861. }
  3862. return 0;
  3863. };
  3864. GLTFLoader.prototype._compileMaterialAsync = function (babylonMaterial, babylonMesh, onSuccess) {
  3865. var _this = this;
  3866. if (!this._parent.compileMaterials) {
  3867. onSuccess();
  3868. return;
  3869. }
  3870. if (this._parent.useClipPlane) {
  3871. babylonMaterial.forceCompilation(babylonMesh, function () {
  3872. babylonMaterial.forceCompilation(babylonMesh, function () {
  3873. _this._tryCatchOnError(onSuccess);
  3874. }, { clipPlane: true });
  3875. });
  3876. }
  3877. else {
  3878. babylonMaterial.forceCompilation(babylonMesh, function () {
  3879. _this._tryCatchOnError(onSuccess);
  3880. });
  3881. }
  3882. };
  3883. GLTFLoader.prototype._compileMaterialsAsync = function (onSuccess) {
  3884. if (!this._parent.compileMaterials || !this._gltf.materials) {
  3885. onSuccess();
  3886. return;
  3887. }
  3888. var meshes = this._getMeshes();
  3889. var remaining = 0;
  3890. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  3891. var mesh = meshes_1[_i];
  3892. if (mesh.material instanceof BABYLON.MultiMaterial) {
  3893. for (var _a = 0, _b = mesh.material.subMaterials; _a < _b.length; _a++) {
  3894. var subMaterial = _b[_a];
  3895. if (subMaterial) {
  3896. remaining++;
  3897. }
  3898. }
  3899. }
  3900. }
  3901. if (remaining === 0) {
  3902. onSuccess();
  3903. return;
  3904. }
  3905. for (var _c = 0, meshes_2 = meshes; _c < meshes_2.length; _c++) {
  3906. var mesh = meshes_2[_c];
  3907. if (mesh.material instanceof BABYLON.MultiMaterial) {
  3908. for (var _d = 0, _e = mesh.material.subMaterials; _d < _e.length; _d++) {
  3909. var subMaterial = _e[_d];
  3910. if (subMaterial) {
  3911. this._compileMaterialAsync(subMaterial, mesh, function () {
  3912. if (--remaining === 0) {
  3913. onSuccess();
  3914. }
  3915. });
  3916. }
  3917. }
  3918. }
  3919. }
  3920. };
  3921. GLTFLoader.prototype._compileShadowGeneratorsAsync = function (onSuccess) {
  3922. var _this = this;
  3923. if (!this._parent.compileShadowGenerators) {
  3924. onSuccess();
  3925. return;
  3926. }
  3927. var lights = this._babylonScene.lights;
  3928. var remaining = 0;
  3929. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  3930. var light = lights_1[_i];
  3931. var generator = light.getShadowGenerator();
  3932. if (generator) {
  3933. remaining++;
  3934. }
  3935. }
  3936. if (remaining === 0) {
  3937. onSuccess();
  3938. return;
  3939. }
  3940. for (var _a = 0, lights_2 = lights; _a < lights_2.length; _a++) {
  3941. var light = lights_2[_a];
  3942. var generator = light.getShadowGenerator();
  3943. if (generator) {
  3944. generator.forceCompilation(function () {
  3945. if (--remaining === 0) {
  3946. _this._tryCatchOnError(onSuccess);
  3947. }
  3948. });
  3949. }
  3950. }
  3951. };
  3952. GLTFLoader.Extensions = {};
  3953. return GLTFLoader;
  3954. }());
  3955. GLTF2.GLTFLoader = GLTFLoader;
  3956. BABYLON.GLTFFileLoader.CreateGLTFLoaderV2 = function (parent) { return new GLTFLoader(parent); };
  3957. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  3958. })(BABYLON || (BABYLON = {}));
  3959. //# sourceMappingURL=babylon.glTFLoader.js.map
  3960. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  3961. var BABYLON;
  3962. (function (BABYLON) {
  3963. var GLTF2;
  3964. (function (GLTF2) {
  3965. /**
  3966. * Utils functions for GLTF
  3967. */
  3968. var GLTFUtils = /** @class */ (function () {
  3969. function GLTFUtils() {
  3970. }
  3971. /**
  3972. * If the uri is a base64 string
  3973. * @param uri: the uri to test
  3974. */
  3975. GLTFUtils.IsBase64 = function (uri) {
  3976. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  3977. };
  3978. /**
  3979. * Decode the base64 uri
  3980. * @param uri: the uri to decode
  3981. */
  3982. GLTFUtils.DecodeBase64 = function (uri) {
  3983. var decodedString = atob(uri.split(",")[1]);
  3984. var bufferLength = decodedString.length;
  3985. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  3986. for (var i = 0; i < bufferLength; i++) {
  3987. bufferView[i] = decodedString.charCodeAt(i);
  3988. }
  3989. return bufferView.buffer;
  3990. };
  3991. GLTFUtils.ValidateUri = function (uri) {
  3992. return (uri.indexOf("..") === -1);
  3993. };
  3994. return GLTFUtils;
  3995. }());
  3996. GLTF2.GLTFUtils = GLTFUtils;
  3997. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  3998. })(BABYLON || (BABYLON = {}));
  3999. //# sourceMappingURL=babylon.glTFLoaderUtils.js.map
  4000. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  4001. var BABYLON;
  4002. (function (BABYLON) {
  4003. var GLTF2;
  4004. (function (GLTF2) {
  4005. var GLTFLoaderExtension = /** @class */ (function () {
  4006. function GLTFLoaderExtension() {
  4007. this.enabled = true;
  4008. }
  4009. GLTFLoaderExtension.prototype._traverseNode = function (loader, context, node, action, parentNode) { return false; };
  4010. GLTFLoaderExtension.prototype._loadNode = function (loader, context, node) { return false; };
  4011. GLTFLoaderExtension.prototype._loadMaterial = function (loader, context, material, assign) { return false; };
  4012. GLTFLoaderExtension.prototype._loadExtension = function (context, property, action) {
  4013. var _this = this;
  4014. if (!property.extensions) {
  4015. return false;
  4016. }
  4017. var extension = property.extensions[this.name];
  4018. if (!extension) {
  4019. return false;
  4020. }
  4021. // Clear out the extension before executing the action to avoid recursing into the same property.
  4022. property.extensions[this.name] = undefined;
  4023. action(context + "extensions/" + this.name, extension, function () {
  4024. // Restore the extension after completing the action.
  4025. property.extensions[_this.name] = extension;
  4026. });
  4027. return true;
  4028. };
  4029. GLTFLoaderExtension.TraverseNode = function (loader, context, node, action, parentNode) {
  4030. return this._ApplyExtensions(function (extension) { return extension._traverseNode(loader, context, node, action, parentNode); });
  4031. };
  4032. GLTFLoaderExtension.LoadNode = function (loader, context, node) {
  4033. return this._ApplyExtensions(function (extension) { return extension._loadNode(loader, context, node); });
  4034. };
  4035. GLTFLoaderExtension.LoadMaterial = function (loader, context, material, assign) {
  4036. return this._ApplyExtensions(function (extension) { return extension._loadMaterial(loader, context, material, assign); });
  4037. };
  4038. GLTFLoaderExtension._ApplyExtensions = function (action) {
  4039. var extensions = GLTFLoaderExtension._Extensions;
  4040. if (!extensions) {
  4041. return false;
  4042. }
  4043. for (var _i = 0, extensions_1 = extensions; _i < extensions_1.length; _i++) {
  4044. var extension = extensions_1[_i];
  4045. if (extension.enabled && action(extension)) {
  4046. return true;
  4047. }
  4048. }
  4049. return false;
  4050. };
  4051. //
  4052. // Utilities
  4053. //
  4054. GLTFLoaderExtension._Extensions = [];
  4055. return GLTFLoaderExtension;
  4056. }());
  4057. GLTF2.GLTFLoaderExtension = GLTFLoaderExtension;
  4058. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  4059. })(BABYLON || (BABYLON = {}));
  4060. //# sourceMappingURL=babylon.glTFLoaderExtension.js.map
  4061. /// <reference path="../../../../../dist/preview release/babylon.d.ts"/>
  4062. var __extends = (this && this.__extends) || (function () {
  4063. var extendStatics = Object.setPrototypeOf ||
  4064. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  4065. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  4066. return function (d, b) {
  4067. extendStatics(d, b);
  4068. function __() { this.constructor = d; }
  4069. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  4070. };
  4071. })();
  4072. var BABYLON;
  4073. (function (BABYLON) {
  4074. var GLTF2;
  4075. (function (GLTF2) {
  4076. var Extensions;
  4077. (function (Extensions) {
  4078. // See https://github.com/sbtron/glTF/tree/MSFT_lod/extensions/Vendor/MSFT_lod for more information about this extension.
  4079. var MSFTLOD = /** @class */ (function (_super) {
  4080. __extends(MSFTLOD, _super);
  4081. function MSFTLOD() {
  4082. var _this = _super !== null && _super.apply(this, arguments) || this;
  4083. /**
  4084. * Specify the minimal delay between LODs in ms (default = 250)
  4085. */
  4086. _this.Delay = 250;
  4087. return _this;
  4088. }
  4089. Object.defineProperty(MSFTLOD.prototype, "name", {
  4090. get: function () {
  4091. return "MSFT_lod";
  4092. },
  4093. enumerable: true,
  4094. configurable: true
  4095. });
  4096. MSFTLOD.prototype._traverseNode = function (loader, context, node, action, parentNode) {
  4097. return this._loadExtension(context, node, function (context, extension, onComplete) {
  4098. for (var i = extension.ids.length - 1; i >= 0; i--) {
  4099. var lodNode = GLTF2.GLTFLoader._GetProperty(loader._gltf.nodes, extension.ids[i]);
  4100. if (!lodNode) {
  4101. throw new Error(context + ": Failed to find node " + extension.ids[i]);
  4102. }
  4103. loader._traverseNode(context, lodNode, action, parentNode);
  4104. }
  4105. loader._traverseNode(context, node, action, parentNode);
  4106. onComplete();
  4107. });
  4108. };
  4109. MSFTLOD.prototype._loadNode = function (loader, context, node) {
  4110. var _this = this;
  4111. return this._loadExtension(context, node, function (context, extension, onComplete) {
  4112. var nodes = [node];
  4113. for (var _i = 0, _a = extension.ids; _i < _a.length; _i++) {
  4114. var index = _a[_i];
  4115. var lodNode = GLTF2.GLTFLoader._GetProperty(loader._gltf.nodes, index);
  4116. if (!lodNode) {
  4117. throw new Error(context + ": Failed to find node " + index);
  4118. }
  4119. nodes.push(lodNode);
  4120. }
  4121. loader._addLoaderPendingData(node);
  4122. _this._loadNodeLOD(loader, context, nodes, nodes.length - 1, function () {
  4123. loader._removeLoaderPendingData(node);
  4124. onComplete();
  4125. });
  4126. });
  4127. };
  4128. MSFTLOD.prototype._loadNodeLOD = function (loader, context, nodes, index, onComplete) {
  4129. var _this = this;
  4130. loader._whenAction(function () {
  4131. loader._loadNode(context, nodes[index]);
  4132. }, function () {
  4133. if (index !== nodes.length - 1) {
  4134. var previousNode = nodes[index + 1];
  4135. previousNode.babylonMesh.setEnabled(false);
  4136. }
  4137. if (index === 0) {
  4138. onComplete();
  4139. return;
  4140. }
  4141. setTimeout(function () {
  4142. loader._tryCatchOnError(function () {
  4143. _this._loadNodeLOD(loader, context, nodes, index - 1, onComplete);
  4144. });
  4145. }, _this.Delay);
  4146. });
  4147. };
  4148. MSFTLOD.prototype._loadMaterial = function (loader, context, material, assign) {
  4149. var _this = this;
  4150. return this._loadExtension(context, material, function (context, extension, onComplete) {
  4151. var materials = [material];
  4152. for (var _i = 0, _a = extension.ids; _i < _a.length; _i++) {
  4153. var index = _a[_i];
  4154. var lodMaterial = GLTF2.GLTFLoader._GetProperty(loader._gltf.materials, index);
  4155. if (!lodMaterial) {
  4156. throw new Error(context + ": Failed to find material " + index);
  4157. }
  4158. materials.push(lodMaterial);
  4159. }
  4160. loader._addLoaderPendingData(material);
  4161. _this._loadMaterialLOD(loader, context, materials, materials.length - 1, assign, function () {
  4162. loader._removeLoaderPendingData(material);
  4163. onComplete();
  4164. });
  4165. });
  4166. };
  4167. MSFTLOD.prototype._loadMaterialLOD = function (loader, context, materials, index, assign, onComplete) {
  4168. var _this = this;
  4169. loader._loadMaterial(context, materials[index], function (babylonMaterial, isNew) {
  4170. if (index === materials.length - 1) {
  4171. assign(babylonMaterial, isNew);
  4172. // Load the next LOD when the loader is ready to render.
  4173. loader._executeWhenRenderReady(function () {
  4174. _this._loadMaterialLOD(loader, context, materials, index - 1, assign, onComplete);
  4175. });
  4176. }
  4177. else {
  4178. BABYLON.BaseTexture.WhenAllReady(babylonMaterial.getActiveTextures(), function () {
  4179. assign(babylonMaterial, isNew);
  4180. if (index === 0) {
  4181. onComplete();
  4182. }
  4183. else {
  4184. setTimeout(function () {
  4185. loader._tryCatchOnError(function () {
  4186. _this._loadMaterialLOD(loader, context, materials, index - 1, assign, onComplete);
  4187. });
  4188. }, _this.Delay);
  4189. }
  4190. });
  4191. }
  4192. });
  4193. };
  4194. return MSFTLOD;
  4195. }(GLTF2.GLTFLoaderExtension));
  4196. Extensions.MSFTLOD = MSFTLOD;
  4197. GLTF2.GLTFLoader.RegisterExtension(new MSFTLOD());
  4198. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  4199. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  4200. })(BABYLON || (BABYLON = {}));
  4201. //# sourceMappingURL=MSFT_lod.js.map
  4202. /// <reference path="../../../../../dist/preview release/babylon.d.ts"/>
  4203. var __extends = (this && this.__extends) || (function () {
  4204. var extendStatics = Object.setPrototypeOf ||
  4205. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  4206. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  4207. return function (d, b) {
  4208. extendStatics(d, b);
  4209. function __() { this.constructor = d; }
  4210. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  4211. };
  4212. })();
  4213. var BABYLON;
  4214. (function (BABYLON) {
  4215. var GLTF2;
  4216. (function (GLTF2) {
  4217. var Extensions;
  4218. (function (Extensions) {
  4219. var KHRMaterialsPbrSpecularGlossiness = /** @class */ (function (_super) {
  4220. __extends(KHRMaterialsPbrSpecularGlossiness, _super);
  4221. function KHRMaterialsPbrSpecularGlossiness() {
  4222. return _super !== null && _super.apply(this, arguments) || this;
  4223. }
  4224. Object.defineProperty(KHRMaterialsPbrSpecularGlossiness.prototype, "name", {
  4225. get: function () {
  4226. return "KHR_materials_pbrSpecularGlossiness";
  4227. },
  4228. enumerable: true,
  4229. configurable: true
  4230. });
  4231. KHRMaterialsPbrSpecularGlossiness.prototype._loadMaterial = function (loader, context, material, assign) {
  4232. var _this = this;
  4233. return this._loadExtension(context, material, function (context, extension, onComplete) {
  4234. loader._createPbrMaterial(material);
  4235. loader._loadMaterialBaseProperties(context, material);
  4236. _this._loadSpecularGlossinessProperties(loader, context, material, extension);
  4237. assign(material.babylonMaterial, true);
  4238. onComplete();
  4239. });
  4240. };
  4241. KHRMaterialsPbrSpecularGlossiness.prototype._loadSpecularGlossinessProperties = function (loader, context, material, properties) {
  4242. var babylonMaterial = material.babylonMaterial;
  4243. babylonMaterial.albedoColor = properties.diffuseFactor ? BABYLON.Color3.FromArray(properties.diffuseFactor) : new BABYLON.Color3(1, 1, 1);
  4244. babylonMaterial.reflectivityColor = properties.specularFactor ? BABYLON.Color3.FromArray(properties.specularFactor) : new BABYLON.Color3(1, 1, 1);
  4245. babylonMaterial.microSurface = properties.glossinessFactor == null ? 1 : properties.glossinessFactor;
  4246. if (properties.diffuseTexture) {
  4247. var texture = GLTF2.GLTFLoader._GetProperty(loader._gltf.textures, properties.diffuseTexture.index);
  4248. if (!texture) {
  4249. throw new Error(context + ": Failed to find diffuse texture " + properties.diffuseTexture.index);
  4250. }
  4251. babylonMaterial.albedoTexture = loader._loadTexture("textures[" + texture.index + "]", texture, properties.diffuseTexture.texCoord);
  4252. }
  4253. if (properties.specularGlossinessTexture) {
  4254. var texture = GLTF2.GLTFLoader._GetProperty(loader._gltf.textures, properties.specularGlossinessTexture.index);
  4255. if (!texture) {
  4256. throw new Error(context + ": Failed to find diffuse texture " + properties.specularGlossinessTexture.index);
  4257. }
  4258. babylonMaterial.reflectivityTexture = loader._loadTexture("textures[" + texture.index + "]", texture, properties.specularGlossinessTexture.texCoord);
  4259. babylonMaterial.reflectivityTexture.hasAlpha = true;
  4260. babylonMaterial.useMicroSurfaceFromReflectivityMapAlpha = true;
  4261. }
  4262. loader._loadMaterialAlphaProperties(context, material, properties.diffuseFactor);
  4263. };
  4264. return KHRMaterialsPbrSpecularGlossiness;
  4265. }(GLTF2.GLTFLoaderExtension));
  4266. Extensions.KHRMaterialsPbrSpecularGlossiness = KHRMaterialsPbrSpecularGlossiness;
  4267. GLTF2.GLTFLoader.RegisterExtension(new KHRMaterialsPbrSpecularGlossiness());
  4268. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  4269. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  4270. })(BABYLON || (BABYLON = {}));
  4271. //# sourceMappingURL=KHR_materials_pbrSpecularGlossiness.js.map