babylon.glTFFileLoader.js 64 KB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. /**
  4. * Enums
  5. */
  6. (function (EComponentType) {
  7. EComponentType[EComponentType["BYTE"] = 5120] = "BYTE";
  8. EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  9. EComponentType[EComponentType["SHORT"] = 5122] = "SHORT";
  10. EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  11. EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT";
  12. })(BABYLON.EComponentType || (BABYLON.EComponentType = {}));
  13. var EComponentType = BABYLON.EComponentType;
  14. (function (EShaderType) {
  15. EShaderType[EShaderType["FRAGMENT"] = 35632] = "FRAGMENT";
  16. EShaderType[EShaderType["VERTEX"] = 35633] = "VERTEX";
  17. })(BABYLON.EShaderType || (BABYLON.EShaderType = {}));
  18. var EShaderType = BABYLON.EShaderType;
  19. (function (EParameterType) {
  20. EParameterType[EParameterType["BYTE"] = 5120] = "BYTE";
  21. EParameterType[EParameterType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  22. EParameterType[EParameterType["SHORT"] = 5122] = "SHORT";
  23. EParameterType[EParameterType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  24. EParameterType[EParameterType["INT"] = 5124] = "INT";
  25. EParameterType[EParameterType["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT";
  26. EParameterType[EParameterType["FLOAT"] = 5126] = "FLOAT";
  27. EParameterType[EParameterType["FLOAT_VEC2"] = 35664] = "FLOAT_VEC2";
  28. EParameterType[EParameterType["FLOAT_VEC3"] = 35665] = "FLOAT_VEC3";
  29. EParameterType[EParameterType["FLOAT_VEC4"] = 35666] = "FLOAT_VEC4";
  30. EParameterType[EParameterType["INT_VEC2"] = 35667] = "INT_VEC2";
  31. EParameterType[EParameterType["INT_VEC3"] = 35668] = "INT_VEC3";
  32. EParameterType[EParameterType["INT_VEC4"] = 35669] = "INT_VEC4";
  33. EParameterType[EParameterType["BOOL"] = 35670] = "BOOL";
  34. EParameterType[EParameterType["BOOL_VEC2"] = 35671] = "BOOL_VEC2";
  35. EParameterType[EParameterType["BOOL_VEC3"] = 35672] = "BOOL_VEC3";
  36. EParameterType[EParameterType["BOOL_VEC4"] = 35673] = "BOOL_VEC4";
  37. EParameterType[EParameterType["FLOAT_MAT2"] = 35674] = "FLOAT_MAT2";
  38. EParameterType[EParameterType["FLOAT_MAT3"] = 35675] = "FLOAT_MAT3";
  39. EParameterType[EParameterType["FLOAT_MAT4"] = 35676] = "FLOAT_MAT4";
  40. EParameterType[EParameterType["SAMPLER_2D"] = 35678] = "SAMPLER_2D";
  41. })(BABYLON.EParameterType || (BABYLON.EParameterType = {}));
  42. var EParameterType = BABYLON.EParameterType;
  43. (function (ETextureWrapMode) {
  44. ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE";
  45. ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT";
  46. ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT";
  47. })(BABYLON.ETextureWrapMode || (BABYLON.ETextureWrapMode = {}));
  48. var ETextureWrapMode = BABYLON.ETextureWrapMode;
  49. (function (ETextureFilterType) {
  50. ETextureFilterType[ETextureFilterType["NEAREST"] = 9728] = "NEAREST";
  51. ETextureFilterType[ETextureFilterType["LINEAR"] = 9728] = "LINEAR";
  52. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_NEAREST"] = 9984] = "NEAREST_MIPMAP_NEAREST";
  53. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
  54. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR";
  55. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR";
  56. })(BABYLON.ETextureFilterType || (BABYLON.ETextureFilterType = {}));
  57. var ETextureFilterType = BABYLON.ETextureFilterType;
  58. (function (ETextureFormat) {
  59. ETextureFormat[ETextureFormat["ALPHA"] = 6406] = "ALPHA";
  60. ETextureFormat[ETextureFormat["RGB"] = 6407] = "RGB";
  61. ETextureFormat[ETextureFormat["RGBA"] = 6408] = "RGBA";
  62. ETextureFormat[ETextureFormat["LUMINANCE"] = 6409] = "LUMINANCE";
  63. ETextureFormat[ETextureFormat["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA";
  64. })(BABYLON.ETextureFormat || (BABYLON.ETextureFormat = {}));
  65. var ETextureFormat = BABYLON.ETextureFormat;
  66. (function (ECullingType) {
  67. ECullingType[ECullingType["FRONT"] = 1028] = "FRONT";
  68. ECullingType[ECullingType["BACK"] = 1029] = "BACK";
  69. ECullingType[ECullingType["FRONT_AND_BACK"] = 1032] = "FRONT_AND_BACK";
  70. })(BABYLON.ECullingType || (BABYLON.ECullingType = {}));
  71. var ECullingType = BABYLON.ECullingType;
  72. (function (EBlendingFunction) {
  73. EBlendingFunction[EBlendingFunction["ZERO"] = 0] = "ZERO";
  74. EBlendingFunction[EBlendingFunction["ONE"] = 1] = "ONE";
  75. EBlendingFunction[EBlendingFunction["SRC_COLOR"] = 768] = "SRC_COLOR";
  76. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_COLOR"] = 769] = "ONE_MINUS_SRC_COLOR";
  77. EBlendingFunction[EBlendingFunction["DST_COLOR"] = 774] = "DST_COLOR";
  78. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_COLOR"] = 775] = "ONE_MINUS_DST_COLOR";
  79. EBlendingFunction[EBlendingFunction["SRC_ALPHA"] = 770] = "SRC_ALPHA";
  80. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_ALPHA"] = 771] = "ONE_MINUS_SRC_ALPHA";
  81. EBlendingFunction[EBlendingFunction["DST_ALPHA"] = 772] = "DST_ALPHA";
  82. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_ALPHA"] = 773] = "ONE_MINUS_DST_ALPHA";
  83. EBlendingFunction[EBlendingFunction["CONSTANT_COLOR"] = 32769] = "CONSTANT_COLOR";
  84. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_COLOR"] = 32770] = "ONE_MINUS_CONSTANT_COLOR";
  85. EBlendingFunction[EBlendingFunction["CONSTANT_ALPHA"] = 32771] = "CONSTANT_ALPHA";
  86. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_ALPHA"] = 32772] = "ONE_MINUS_CONSTANT_ALPHA";
  87. EBlendingFunction[EBlendingFunction["SRC_ALPHA_SATURATE"] = 776] = "SRC_ALPHA_SATURATE";
  88. })(BABYLON.EBlendingFunction || (BABYLON.EBlendingFunction = {}));
  89. var EBlendingFunction = BABYLON.EBlendingFunction;
  90. /**
  91. * Tokenizer. Used for shaders compatibility
  92. * Automatically map world, view, projection, worldViewProjection and attributes
  93. */
  94. var ETokenType;
  95. (function (ETokenType) {
  96. ETokenType[ETokenType["IDENTIFIER"] = 1] = "IDENTIFIER";
  97. ETokenType[ETokenType["UNKNOWN"] = 2] = "UNKNOWN";
  98. ETokenType[ETokenType["END_OF_INPUT"] = 3] = "END_OF_INPUT";
  99. })(ETokenType || (ETokenType = {}));
  100. var Tokenizer = (function () {
  101. function Tokenizer(toParse) {
  102. this._pos = 0;
  103. this.isLetterOrDigitPattern = /^[a-zA-Z0-9]+$/;
  104. this._toParse = toParse;
  105. this._maxPos = toParse.length;
  106. }
  107. Tokenizer.prototype.getNextToken = function () {
  108. if (this.isEnd())
  109. return ETokenType.END_OF_INPUT;
  110. this.currentString = this.read();
  111. this.currentToken = ETokenType.UNKNOWN;
  112. if (this.currentString === "_" || this.isLetterOrDigitPattern.test(this.currentString)) {
  113. this.currentToken = ETokenType.IDENTIFIER;
  114. this.currentIdentifier = this.currentString;
  115. while (!this.isEnd() && (this.isLetterOrDigitPattern.test(this.currentString = this.peek()) || this.currentString === "_")) {
  116. this.currentIdentifier += this.currentString;
  117. this.forward();
  118. }
  119. }
  120. return this.currentToken;
  121. };
  122. Tokenizer.prototype.peek = function () {
  123. return this._toParse[this._pos];
  124. };
  125. Tokenizer.prototype.read = function () {
  126. return this._toParse[this._pos++];
  127. };
  128. Tokenizer.prototype.forward = function () {
  129. this._pos++;
  130. };
  131. Tokenizer.prototype.isEnd = function () {
  132. return this._pos >= this._maxPos;
  133. };
  134. return Tokenizer;
  135. })();
  136. /**
  137. * Values
  138. */
  139. var glTFTransforms = ["MODEL", "VIEW", "PROJECTION", "MODELVIEW", "MODELVIEWPROJECTION", "JOINTMATRIX"];
  140. var babylonTransforms = ["world", "view", "projection", "worldView", "worldViewProjection", "mBones"];
  141. var glTFAnimationPaths = ["translation", "rotation", "scale"];
  142. var babylonAnimationPaths = ["position", "rotationQuaternion", "scaling"];
  143. /**
  144. * Parse
  145. */
  146. var parseBuffers = function (parsedBuffers, gltfRuntime) {
  147. for (var buf in parsedBuffers) {
  148. var parsedBuffer = parsedBuffers[buf];
  149. gltfRuntime.buffers[buf] = parsedBuffer;
  150. gltfRuntime.buffersCount++;
  151. }
  152. };
  153. var parseShaders = function (parsedShaders, gltfRuntime) {
  154. for (var sha in parsedShaders) {
  155. var parsedShader = parsedShaders[sha];
  156. gltfRuntime.shaders[sha] = parsedShader;
  157. gltfRuntime.shaderscount++;
  158. }
  159. };
  160. var parseObject = function (parsedObjects, runtimeProperty, gltfRuntime) {
  161. for (var object in parsedObjects) {
  162. var parsedObject = parsedObjects[object];
  163. gltfRuntime[runtimeProperty][object] = parsedObject;
  164. }
  165. };
  166. /**
  167. * Utils
  168. */
  169. var getByteStrideFromType = function (accessor) {
  170. // Needs this function since "byteStride" isn't requiered in glTF format
  171. var type = accessor.type;
  172. switch (type) {
  173. case "VEC2": return 2;
  174. case "VEC3": return 3;
  175. case "VEC4": return 4;
  176. case "MAT2": return 4;
  177. case "MAT3": return 9;
  178. case "MAT4": return 16;
  179. default: return 1;
  180. }
  181. };
  182. var setMatrix = function (scene, source, parameter, uniformName, shaderMaterial) {
  183. var mat = null;
  184. if (parameter.semantic === "MODEL") {
  185. mat = source.getWorldMatrix();
  186. }
  187. else if (parameter.semantic === "PROJECTION") {
  188. mat = scene.getProjectionMatrix();
  189. }
  190. else if (parameter.semantic === "VIEW") {
  191. mat = scene.getViewMatrix();
  192. }
  193. else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") {
  194. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());
  195. }
  196. else if (parameter.semantic === "MODELVIEW") {
  197. mat = source.getWorldMatrix().multiply(scene.getViewMatrix());
  198. }
  199. else if (parameter.semantic === "MODELVIEWPROJECTION") {
  200. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());
  201. }
  202. else if (parameter.semantic === "MODELINVERSE") {
  203. mat = source.getWorldMatrix().invert();
  204. }
  205. else if (parameter.semantic === "VIEWINVERSE") {
  206. mat = scene.getViewMatrix().invert();
  207. }
  208. else if (parameter.semantic === "PROJECTIONINVERSE") {
  209. mat = scene.getProjectionMatrix().invert();
  210. }
  211. else if (parameter.semantic === "MODELVIEWINVERSE") {
  212. mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();
  213. }
  214. else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") {
  215. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();
  216. }
  217. else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
  218. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().invert());
  219. }
  220. else {
  221. debugger;
  222. }
  223. switch (parameter.type) {
  224. case EParameterType.FLOAT_MAT2:
  225. shaderMaterial.setMatrix2x2(uniformName, BABYLON.Matrix.GetAsMatrix2x2(mat));
  226. break;
  227. case EParameterType.FLOAT_MAT3:
  228. shaderMaterial.setMatrix3x3(uniformName, BABYLON.Matrix.GetAsMatrix3x3(mat));
  229. break;
  230. case EParameterType.FLOAT_MAT4:
  231. shaderMaterial.setMatrix(uniformName, mat);
  232. break;
  233. default: break;
  234. }
  235. };
  236. var setUniform = function (shaderMaterial, uniform, value, type) {
  237. switch (type) {
  238. case EParameterType.FLOAT:
  239. shaderMaterial.setFloat(uniform, value);
  240. return true;
  241. case EParameterType.FLOAT_VEC2:
  242. shaderMaterial.setVector2(uniform, BABYLON.Vector2.FromArray(value));
  243. return true;
  244. case EParameterType.FLOAT_VEC3:
  245. shaderMaterial.setVector3(uniform, BABYLON.Vector3.FromArray(value));
  246. return true;
  247. case EParameterType.FLOAT_VEC4:
  248. shaderMaterial.setVector4(uniform, BABYLON.Vector4.FromArray(value));
  249. return true;
  250. default: return false;
  251. }
  252. };
  253. var getWrapMode = function (mode) {
  254. switch (mode) {
  255. case ETextureWrapMode.CLAMP_TO_EDGE: return BABYLON.Texture.CLAMP_ADDRESSMODE;
  256. case ETextureWrapMode.MIRRORED_REPEAT: return BABYLON.Texture.MIRROR_ADDRESSMODE;
  257. case ETextureWrapMode.REPEAT: return BABYLON.Texture.WRAP_ADDRESSMODE;
  258. default: return BABYLON.Texture.WRAP_ADDRESSMODE;
  259. }
  260. };
  261. var getTextureFilterMode = function (mode) {
  262. switch (mode) {
  263. case ETextureFilterType.LINEAR:
  264. case ETextureFilterType.LINEAR_MIPMAP_NEAREST:
  265. case ETextureFilterType.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  266. case ETextureFilterType.NEAREST:
  267. case ETextureFilterType.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_SAMPLINGMODE;
  268. default: return BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  269. }
  270. };
  271. var getBufferFromAccessor = function (gltfRuntime, accessor) {
  272. var bufferView = gltfRuntime.bufferViews[accessor.bufferView];
  273. var arrayBuffer = gltfRuntime.arrayBuffers[bufferView.buffer];
  274. var byteOffset = accessor.byteOffset + bufferView.byteOffset;
  275. var count = accessor.count * getByteStrideFromType(accessor);
  276. switch (accessor.componentType) {
  277. case EComponentType.BYTE: return new Int8Array(arrayBuffer, byteOffset, count);
  278. case EComponentType.UNSIGNED_BYTE: return new Uint8Array(arrayBuffer, byteOffset, count);
  279. case EComponentType.SHORT: return new Int16Array(arrayBuffer, byteOffset, count);
  280. case EComponentType.UNSIGNED_SHORT: return new Uint16Array(arrayBuffer, byteOffset, count);
  281. default: return new Float32Array(arrayBuffer, byteOffset, count);
  282. }
  283. };
  284. var normalizeUVs = function (buffer) {
  285. if (!buffer) {
  286. return;
  287. }
  288. for (var i = 0; i < buffer.length / 2; i++) {
  289. buffer[i * 2 + 1] = 1.0 - buffer[i * 2 + 1];
  290. }
  291. };
  292. var replaceInString = function (str, searchValue, replaceValue) {
  293. while (str.indexOf(searchValue) !== -1) {
  294. str = str.replace(searchValue, replaceValue);
  295. }
  296. return str;
  297. };
  298. var getAttribute = function (attributeParameter) {
  299. if (attributeParameter.semantic === "NORMAL") {
  300. return "normal";
  301. }
  302. else if (attributeParameter.semantic === "POSITION") {
  303. return "position";
  304. }
  305. else if (attributeParameter.semantic === "JOINT") {
  306. return "matricesIndices";
  307. }
  308. else if (attributeParameter.semantic === "WEIGHT") {
  309. return "matricesWeights";
  310. }
  311. else if (attributeParameter.semantic === "COLOR") {
  312. return "color";
  313. }
  314. else if (attributeParameter.semantic.indexOf("TEXCOORD_") !== -1) {
  315. var channel = Number(attributeParameter.semantic.split("_")[1]);
  316. return "uv" + (channel === 0 ? "" : channel + 1);
  317. }
  318. };
  319. var isBase64 = function (uri) {
  320. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  321. };
  322. /**
  323. * Returns the animation path (glTF -> Babylon)
  324. */
  325. var getAnimationPath = function (path) {
  326. var index = glTFAnimationPaths.indexOf(path);
  327. if (index !== -1) {
  328. return babylonAnimationPaths[index];
  329. }
  330. return path;
  331. };
  332. /**
  333. * Loads and creates animations
  334. */
  335. var loadAnimations = function (gltfRuntime) {
  336. for (var anim in gltfRuntime.animations) {
  337. var animation = gltfRuntime.animations[anim];
  338. for (var i = 0; i < animation.channels.length; i++) {
  339. // Get parameters and load buffers
  340. var channel = animation.channels[i];
  341. var sampler = animation.samplers[channel.sampler];
  342. if (!sampler) {
  343. continue;
  344. }
  345. var inputData = animation.parameters[sampler.input];
  346. var outputData = animation.parameters[sampler.output];
  347. var bufferInput = getBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[inputData]);
  348. var bufferOutput = getBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[outputData]);
  349. var targetID = channel.target.id;
  350. var targetNode = gltfRuntime.scene.getNodeByID(targetID);
  351. if (targetNode === null) {
  352. BABYLON.Tools.Warn("Creating animation named " + anim + ". But cannot find node named " + targetID + " to attach to");
  353. continue;
  354. }
  355. var isBone = targetNode instanceof BABYLON.Bone;
  356. // Get target path (position, rotation or scaling)
  357. var targetPath = channel.target.path;
  358. var targetPathIndex = glTFAnimationPaths.indexOf(targetPath);
  359. if (targetPathIndex !== -1) {
  360. targetPath = babylonAnimationPaths[targetPathIndex];
  361. }
  362. // Determine animation type
  363. var animationType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  364. if (!isBone) {
  365. if (targetPath === "rotationQuaternion") {
  366. animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  367. targetNode.rotationQuaternion = new BABYLON.Quaternion();
  368. }
  369. else {
  370. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  371. }
  372. }
  373. // Create animation and key frames
  374. var babylonAnimation = new BABYLON.Animation(anim, isBone ? "_matrix" : targetPath, 1, animationType, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  375. var keys = [];
  376. var arrayOffset = 0;
  377. // For each frame
  378. for (var j = 0; j < bufferInput.length; j++) {
  379. var value = null;
  380. if (targetPath === "rotationQuaternion") {
  381. //value = Quaternion.RotationAxis(Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]).normalize(), bufferOutput[arrayOffset + 3]);
  382. value = BABYLON.Quaternion.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2], bufferOutput[arrayOffset + 3]]);
  383. arrayOffset += 4;
  384. }
  385. else {
  386. value = BABYLON.Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]);
  387. arrayOffset += 3;
  388. }
  389. if (isBone) {
  390. var bone = targetNode;
  391. var translation = BABYLON.Vector3.Zero();
  392. var rotationQuaternion = new BABYLON.Quaternion();
  393. var scaling = BABYLON.Vector3.Zero();
  394. // Warning on decompose
  395. var mat = bone.getBaseMatrix();
  396. mat.decompose(scaling, rotationQuaternion, translation);
  397. if (targetPath === "position") {
  398. translation = value;
  399. }
  400. else if (targetPath === "rotationQuaternion") {
  401. rotationQuaternion = value;
  402. }
  403. else {
  404. scaling = value;
  405. }
  406. value = BABYLON.Matrix.Compose(scaling, rotationQuaternion, translation);
  407. }
  408. keys.push({
  409. frame: bufferInput[j],
  410. value: value
  411. });
  412. }
  413. // Finish
  414. babylonAnimation.setKeys(keys);
  415. targetNode.animations.push(babylonAnimation);
  416. gltfRuntime.scene.beginAnimation(targetNode, 0, bufferInput[bufferInput.length - 1], true, 1.0);
  417. }
  418. }
  419. };
  420. /**
  421. * Returns the bones transformation matrix
  422. */
  423. var configureBoneTransformation = function (node) {
  424. var mat = null;
  425. if (node.translation && node.rotation && node.scale) {
  426. var scale = BABYLON.Vector3.FromArray(node.scale);
  427. var rotation = BABYLON.Quaternion.FromArray(node.rotation);
  428. var position = BABYLON.Vector3.FromArray(node.translation);
  429. mat = BABYLON.Matrix.Compose(scale, rotation, position);
  430. }
  431. else {
  432. mat = BABYLON.Matrix.FromArray(node.matrix);
  433. }
  434. return mat;
  435. };
  436. /**
  437. * Returns the parent bone
  438. */
  439. var getParentBone = function (jointName, newSkeleton) {
  440. // Try to find
  441. for (var i = 0; i < newSkeleton.bones.length; i++) {
  442. if (newSkeleton.bones[i].id === jointName) {
  443. return newSkeleton.bones[i];
  444. }
  445. }
  446. };
  447. /**
  448. * Imports a skeleton
  449. */
  450. var importSkeleton = function (gltfRuntime, skins, mesh, newSkeleton) {
  451. if (!newSkeleton) {
  452. newSkeleton = new BABYLON.Skeleton(skins.name, "", gltfRuntime.scene);
  453. }
  454. if (!skins.babylonSkeleton) {
  455. return newSkeleton;
  456. }
  457. // Matrices
  458. var accessor = gltfRuntime.accessors[skins.inverseBindMatrices];
  459. var buffer = getBufferFromAccessor(gltfRuntime, accessor);
  460. var bindShapeMatrix = BABYLON.Matrix.FromArray(skins.bindShapeMatrix);
  461. newSkeleton._identity = bindShapeMatrix;
  462. // Find the root bone
  463. var nodeToRoot = null;
  464. for (var nde in gltfRuntime.nodes) {
  465. var node = gltfRuntime.nodes[nde];
  466. if (!node) {
  467. continue;
  468. }
  469. if (node.jointName) {
  470. var isInJoints = false;
  471. for (var i = 0; i < skins.jointNames.length; i++) {
  472. if (skins.jointNames[i] === nde) {
  473. isInJoints = true;
  474. break;
  475. }
  476. }
  477. }
  478. if (!isInJoints) {
  479. var mat = configureBoneTransformation(node);
  480. nodeToRoot = new BABYLON.Bone(node.name, newSkeleton, null, mat);
  481. nodeToRoot.id = nde;
  482. // Remove root from bones
  483. newSkeleton.bones = [];
  484. break;
  485. }
  486. }
  487. // Joints
  488. for (var i = 0; i < skins.jointNames.length; i++) {
  489. var node = gltfRuntime.nodes[skins.jointNames[i]];
  490. if (!node) {
  491. BABYLON.Tools.Warn("Joint named " + skins.jointNames[i] + " does not exist");
  492. continue;
  493. }
  494. var id = skins.jointNames[i];
  495. // Check if node exists, should never happen
  496. var foundBone = false;
  497. for (var j = 0; j < newSkeleton.bones.length; j++) {
  498. if (newSkeleton.bones[j].id === id) {
  499. foundBone = true;
  500. break;
  501. }
  502. }
  503. if (foundBone) {
  504. continue;
  505. }
  506. // Search for parent bone
  507. var parentBone = null;
  508. for (var j = 0; j < i; j++) {
  509. var joint = gltfRuntime.nodes[skins.jointNames[j]];
  510. if (!joint) {
  511. BABYLON.Tools.Warn("Joint named " + skins.jointNames[j] + " does not exist when looking for parent");
  512. continue;
  513. }
  514. var children = joint.children;
  515. foundBone = false;
  516. for (var k = 0; k < children.length; k++) {
  517. if (children[k] === id) {
  518. parentBone = getParentBone(skins.jointNames[j], newSkeleton);
  519. foundBone = true;
  520. break;
  521. }
  522. }
  523. if (foundBone) {
  524. break;
  525. }
  526. }
  527. // Create bone
  528. var mat = configureBoneTransformation(node);
  529. var bone = new BABYLON.Bone(node.name, newSkeleton, parentBone ? parentBone : nodeToRoot, mat);
  530. bone.id = id;
  531. }
  532. newSkeleton.prepare();
  533. if (nodeToRoot) {
  534. newSkeleton.bones.push(nodeToRoot);
  535. }
  536. return newSkeleton;
  537. };
  538. /**
  539. * Imports a mesh and its geometries
  540. */
  541. var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
  542. if (!newMesh) {
  543. newMesh = new BABYLON.Mesh(node.name, gltfRuntime.scene);
  544. newMesh.id = id;
  545. }
  546. if (!node.babylonNode) {
  547. return newMesh;
  548. }
  549. var multiMat = new BABYLON.MultiMaterial("multimat" + id, gltfRuntime.scene);
  550. newMesh.material = multiMat;
  551. var vertexData = new BABYLON.VertexData();
  552. var geometry = new BABYLON.Geometry(id, gltfRuntime.scene, vertexData, false, newMesh);
  553. var verticesStarts = [];
  554. var verticesCounts = [];
  555. var indexStarts = [];
  556. var indexCounts = [];
  557. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  558. var meshID = meshes[meshIndex];
  559. var mesh = gltfRuntime.meshes[meshID];
  560. if (!mesh) {
  561. continue;
  562. }
  563. // Positions, normals and UVs
  564. for (var i = 0; i < mesh.primitives.length; i++) {
  565. // Temporary vertex data
  566. var tempVertexData = new BABYLON.VertexData();
  567. var primitive = mesh.primitives[i];
  568. if (primitive.mode !== 4) {
  569. }
  570. var attributes = primitive.attributes;
  571. var accessor = null;
  572. var buffer = null;
  573. // Set positions, normal and uvs
  574. for (var semantic in attributes) {
  575. // Link accessor and buffer view
  576. accessor = gltfRuntime.accessors[attributes[semantic]];
  577. buffer = getBufferFromAccessor(gltfRuntime, accessor);
  578. if (semantic === "NORMAL") {
  579. tempVertexData.normals = [];
  580. for (var j = 0; j < buffer.length; j++) {
  581. tempVertexData.normals.push(buffer[j]);
  582. }
  583. }
  584. else if (semantic === "POSITION") {
  585. tempVertexData.positions = [];
  586. for (var j = 0; j < buffer.length; j++) {
  587. tempVertexData.positions.push(buffer[j]);
  588. }
  589. verticesCounts.push(tempVertexData.positions.length);
  590. }
  591. else if (semantic.indexOf("TEXCOORD_") !== -1) {
  592. var channel = Number(semantic.split("_")[1]);
  593. var uvKind = BABYLON.VertexBuffer.UVKind + (channel === 0 ? "" : (channel + 1));
  594. var uvs = [];
  595. for (var j = 0; j < buffer.length; j++) {
  596. uvs.push(buffer[j]);
  597. }
  598. normalizeUVs(uvs);
  599. tempVertexData.set(uvs, uvKind);
  600. }
  601. else if (semantic === "JOINT") {
  602. tempVertexData.matricesIndices = [];
  603. for (var j = 0; j < buffer.length; j++) {
  604. tempVertexData.matricesIndices.push(buffer[j]);
  605. }
  606. }
  607. else if (semantic === "WEIGHT") {
  608. tempVertexData.matricesWeights = [];
  609. for (var j = 0; j < buffer.length; j++) {
  610. tempVertexData.matricesWeights.push(buffer[j]);
  611. }
  612. }
  613. else if (semantic === "COLOR") {
  614. tempVertexData.colors = [];
  615. for (var j = 0; j < buffer.length; j++) {
  616. tempVertexData.colors.push(buffer[j]);
  617. }
  618. }
  619. }
  620. // Indices
  621. accessor = gltfRuntime.accessors[primitive.indices];
  622. buffer = getBufferFromAccessor(gltfRuntime, accessor);
  623. tempVertexData.indices = [];
  624. for (var j = 0; j < buffer.length; j++) {
  625. tempVertexData.indices.push(buffer[j]);
  626. }
  627. indexCounts.push(buffer.length);
  628. vertexData.merge(tempVertexData);
  629. tempVertexData = undefined;
  630. // Sub material
  631. var material = gltfRuntime.scene.getMaterialByID(primitive.material);
  632. multiMat.subMaterials.push(material === null ? gltfRuntime.scene.defaultMaterial : material);
  633. // Update vertices start and index start
  634. verticesStarts.push(verticesStarts.length === 0 ? 0 : verticesStarts[verticesStarts.length - 1] + verticesCounts[verticesCounts.length - 2]);
  635. indexStarts.push(indexStarts.length === 0 ? 0 : indexStarts[indexStarts.length - 1] + indexCounts[indexCounts.length - 2]);
  636. }
  637. }
  638. // Apply geometry
  639. geometry.setAllVerticesData(vertexData, false);
  640. newMesh.flipFaces(true);
  641. newMesh.computeWorldMatrix(true);
  642. // Apply submeshes
  643. newMesh.subMeshes = [];
  644. var index = 0;
  645. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  646. var meshID = meshes[meshIndex];
  647. var mesh = gltfRuntime.meshes[meshID];
  648. if (!mesh) {
  649. continue;
  650. }
  651. for (var i = 0; i < mesh.primitives.length; i++) {
  652. if (mesh.primitives[i].mode !== 4) {
  653. }
  654. var subMesh = new BABYLON.SubMesh(index, verticesStarts[index], verticesCounts[index], indexStarts[index], indexCounts[index], newMesh, newMesh, true);
  655. index++;
  656. }
  657. }
  658. // Finish
  659. return newMesh;
  660. };
  661. /**
  662. * Configure node transformation from position, rotation and scaling
  663. */
  664. var configureNode = function (newNode, position, rotation, scaling) {
  665. if (newNode.position) {
  666. newNode.position = position;
  667. }
  668. if (newNode.rotationQuaternion || newNode.rotation) {
  669. newNode.rotationQuaternion = rotation;
  670. }
  671. if (newNode.scaling) {
  672. newNode.scaling = scaling;
  673. }
  674. };
  675. /**
  676. * Configures node from transformation matrix
  677. */
  678. var configureNodeFromMatrix = function (newNode, node) {
  679. if (node.matrix) {
  680. var position = new BABYLON.Vector3(0, 0, 0);
  681. var rotation = new BABYLON.Quaternion();
  682. var scaling = new BABYLON.Vector3(0, 0, 0);
  683. var mat = BABYLON.Matrix.FromArray(node.matrix);
  684. mat.decompose(scaling, rotation, position);
  685. configureNode(newNode, position, rotation, scaling);
  686. if (newNode instanceof BABYLON.TargetCamera) {
  687. newNode.setTarget(BABYLON.Vector3.Zero());
  688. }
  689. }
  690. else {
  691. //configureNode(newNode, Vector3.FromArray(node.translation), Quaternion.RotationAxis(Vector3.FromArray(node.rotation), node.rotation[3]), Vector3.FromArray(node.scale));
  692. configureNode(newNode, BABYLON.Vector3.FromArray(node.translation), BABYLON.Quaternion.FromArray(node.rotation), BABYLON.Vector3.FromArray(node.scale));
  693. }
  694. };
  695. /**
  696. * Imports a node
  697. */
  698. var importNode = function (gltfRuntime, node, id) {
  699. var lastNode = null;
  700. if (gltfRuntime.importOnlyMeshes && (node.skin || node.meshes)) {
  701. if (gltfRuntime.importMeshesNames.length > 0 && gltfRuntime.importMeshesNames.indexOf(node.name) === -1) {
  702. return null;
  703. }
  704. }
  705. // Meshes
  706. if (node.skin) {
  707. if (node.meshes) {
  708. var skin = gltfRuntime.skins[node.skin];
  709. var newMesh = importMesh(gltfRuntime, node, node.meshes, id, node.babylonNode);
  710. newMesh.skeleton = gltfRuntime.scene.getLastSkeletonByID(node.skin);
  711. if (newMesh.skeleton === null) {
  712. newMesh.skeleton = importSkeleton(gltfRuntime, skin, newMesh, skin.babylonSkeleton);
  713. if (!skin.babylonSkeleton) {
  714. skin.babylonSkeleton = newMesh.skeleton;
  715. }
  716. }
  717. if (newMesh.skeleton !== null) {
  718. newMesh.useBones = true;
  719. }
  720. lastNode = newMesh;
  721. }
  722. }
  723. else if (node.meshes) {
  724. /**
  725. * Improve meshes property
  726. */
  727. var newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id, node.babylonNode);
  728. lastNode = newMesh;
  729. }
  730. else if (node.light && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  731. var light = gltfRuntime.lights[node.light];
  732. if (light) {
  733. if (light.type === "ambient") {
  734. var ambienLight = light[light.type];
  735. var hemiLight = new BABYLON.HemisphericLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  736. hemiLight.name = node.name;
  737. if (ambienLight.color) {
  738. hemiLight.diffuse = BABYLON.Color3.FromArray(ambienLight.color);
  739. }
  740. lastNode = hemiLight;
  741. }
  742. else if (light.type === "directional") {
  743. var directionalLight = light[light.type];
  744. var dirLight = new BABYLON.DirectionalLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  745. dirLight.name = node.name;
  746. if (directionalLight.color) {
  747. dirLight.diffuse = BABYLON.Color3.FromArray(directionalLight.color);
  748. }
  749. lastNode = dirLight;
  750. }
  751. else if (light.type === "point") {
  752. var pointLight = light[light.type];
  753. var ptLight = new BABYLON.PointLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  754. ptLight.name = node.name;
  755. if (pointLight.color) {
  756. ptLight.diffuse = BABYLON.Color3.FromArray(pointLight.color);
  757. }
  758. lastNode = ptLight;
  759. }
  760. else if (light.type === "spot") {
  761. var spotLight = light[light.type];
  762. var spLight = new BABYLON.SpotLight(node.light, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, gltfRuntime.scene);
  763. spLight.name = node.name;
  764. if (spotLight.color) {
  765. spLight.diffuse = BABYLON.Color3.FromArray(spotLight.color);
  766. }
  767. if (spotLight.fallOfAngle) {
  768. spLight.angle = spotLight.fallOfAngle;
  769. }
  770. if (spotLight.fallOffExponent) {
  771. spLight.exponent = spotLight.fallOffExponent;
  772. }
  773. lastNode = spLight;
  774. }
  775. }
  776. }
  777. else if (node.camera && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  778. var camera = gltfRuntime.cameras[node.camera];
  779. if (camera) {
  780. if (camera.type === "orthographic") {
  781. var orthographicCamera = camera[camera.type];
  782. var orthoCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  783. orthoCamera.name = node.name;
  784. orthoCamera.mode = BABYLON.Camera.ORTHOGRAPHIC_CAMERA;
  785. orthoCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  786. lastNode = orthoCamera;
  787. }
  788. else if (camera.type === "perspective") {
  789. var perspectiveCamera = camera[camera.type];
  790. var persCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  791. persCamera.name = node.name;
  792. persCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  793. if (!perspectiveCamera.aspectRatio) {
  794. perspectiveCamera.aspectRatio = gltfRuntime.scene.getEngine().getRenderWidth() / gltfRuntime.scene.getEngine().getRenderHeight();
  795. }
  796. if (perspectiveCamera.znear && perspectiveCamera.zfar) {
  797. persCamera.maxZ = perspectiveCamera.zfar;
  798. persCamera.minZ = perspectiveCamera.znear;
  799. }
  800. lastNode = persCamera;
  801. }
  802. }
  803. }
  804. // Empty node
  805. if (!node.jointName) {
  806. if (node.babylonNode) {
  807. return node.babylonNode;
  808. }
  809. else if (lastNode === null) {
  810. var dummy = new BABYLON.Mesh(node.name, gltfRuntime.scene);
  811. node.babylonNode = dummy;
  812. lastNode = dummy;
  813. }
  814. }
  815. if (lastNode !== null) {
  816. if (node.matrix) {
  817. configureNodeFromMatrix(lastNode, node);
  818. }
  819. else {
  820. configureNode(lastNode, BABYLON.Vector3.FromArray(node.translation), BABYLON.Quaternion.RotationAxis(BABYLON.Vector3.FromArray(node.rotation).normalize(), node.rotation[3]), BABYLON.Vector3.FromArray(node.scale));
  821. }
  822. lastNode.updateCache(true);
  823. node.babylonNode = lastNode;
  824. }
  825. return lastNode;
  826. };
  827. /**
  828. * Util for ImportMesh function, checks if a given node
  829. * is a descendant of the included mesh(es)
  830. */
  831. var nodeIsDescendantOf = function (node, gltfRuntime) {
  832. for (var nde in gltfRuntime.nodes) {
  833. var n = gltfRuntime.nodes[nde];
  834. for (var i = 0; i < n.children.length; i++) {
  835. }
  836. }
  837. return false;
  838. };
  839. /**
  840. * Traverses nodes and creates them
  841. */
  842. var traverseNodes = function (gltfRuntime, id, parent, meshIncluded) {
  843. var node = gltfRuntime.nodes[id];
  844. var newNode = null;
  845. if (gltfRuntime.importOnlyMeshes && !meshIncluded) {
  846. if (gltfRuntime.importMeshesNames.indexOf(node.name) !== -1 || gltfRuntime.importMeshesNames.length === 0) {
  847. meshIncluded = true;
  848. }
  849. else {
  850. meshIncluded = false;
  851. }
  852. }
  853. else {
  854. meshIncluded = true;
  855. }
  856. if (!node.jointName && meshIncluded) {
  857. newNode = importNode(gltfRuntime, node, id);
  858. if (newNode !== null) {
  859. newNode.id = id;
  860. newNode.parent = parent;
  861. }
  862. }
  863. for (var i = 0; i < node.children.length; i++) {
  864. traverseNodes(gltfRuntime, node.children[i], newNode, meshIncluded);
  865. }
  866. };
  867. /**
  868. * Buffers loaded, create nodes
  869. */
  870. var onBuffersLoaded = function (gltfRuntime) {
  871. // Nodes
  872. var currentScene = gltfRuntime.currentScene;
  873. for (var i = 0; i < currentScene.nodes.length; i++) {
  874. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  875. }
  876. // Set animations
  877. loadAnimations(gltfRuntime);
  878. for (var i = 0; i < gltfRuntime.scene.skeletons.length; i++) {
  879. var skeleton = gltfRuntime.scene.skeletons[i];
  880. gltfRuntime.scene.beginAnimation(skeleton, 0, Number.MAX_VALUE, true, 1.0);
  881. }
  882. };
  883. /**
  884. * On a buffer is loaded
  885. */
  886. var onLoadBuffer = function (gltfRuntime, buf) {
  887. return function (data) {
  888. gltfRuntime.loadedBuffers++;
  889. if (!(data instanceof ArrayBuffer)) {
  890. BABYLON.Tools.Error("Buffer named " + buf + " is not an array buffer");
  891. }
  892. else if (data.byteLength != gltfRuntime.buffers[buf].byteLength) {
  893. BABYLON.Tools.Error("Buffer named " + buf + " is length " + data.byteLength + ". Expected: " + gltfRuntime.buffers[buf].byteLength); // Improve error message
  894. }
  895. gltfRuntime.arrayBuffers[buf] = data;
  896. if (gltfRuntime.loadedBuffers === gltfRuntime.buffersCount) {
  897. onBuffersLoaded(gltfRuntime);
  898. }
  899. };
  900. };
  901. /**
  902. * Error when loaded buffer
  903. */
  904. var onLoadBufferError = function (gltfRuntime, buf) {
  905. return function () {
  906. BABYLON.Tools.Error("Error when loading buffer named " + buf + " located at " + gltfRuntime.buffers[buf].uri);
  907. };
  908. };
  909. /**
  910. * Decode array buffer from base64
  911. */
  912. var decodeArrayBuffer = function (base64) {
  913. var decodedString = atob(base64);
  914. var bufferLength = decodedString.length;
  915. var arraybuffer = new Uint8Array(new ArrayBuffer(bufferLength));
  916. for (var i = 0; i < bufferLength; i++) {
  917. arraybuffer[i] = decodedString.charCodeAt(i);
  918. }
  919. return arraybuffer.buffer;
  920. };
  921. /**
  922. * Loads buffers (geometries)
  923. */
  924. var loadBuffers = function (gltfRuntime) {
  925. for (var buf in gltfRuntime.buffers) {
  926. var buffer = gltfRuntime.buffers[buf];
  927. if (buffer) {
  928. if (isBase64(buffer.uri)) {
  929. var arrayBuffer = decodeArrayBuffer(buffer.uri.split(",")[1]);
  930. onLoadBuffer(gltfRuntime, buf)(arrayBuffer);
  931. }
  932. else {
  933. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, onLoadBuffer(gltfRuntime, buf), null, null, true, onLoadBufferError(gltfRuntime, buf));
  934. }
  935. }
  936. else {
  937. BABYLON.Tools.Error("No buffer named : " + buf);
  938. }
  939. }
  940. };
  941. /**
  942. * onBind shaderrs callback to set uniforms and matrices
  943. */
  944. var onBindShaderMaterial = function (mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material) {
  945. for (var unif in unTreatedUniforms) {
  946. var uniform = unTreatedUniforms[unif];
  947. var type = uniform.type;
  948. if (type === EParameterType.FLOAT_MAT2 || type === EParameterType.FLOAT_MAT3 || type === EParameterType.FLOAT_MAT4) {
  949. if (uniform.semantic && !uniform.source && !uniform.node) {
  950. setMatrix(gltfRuntime.scene, mesh, uniform, unif, shaderMaterial.getEffect());
  951. }
  952. else if (uniform.semantic && (uniform.source || uniform.node)) {
  953. var source = gltfRuntime.scene.getNodeByName(uniform.source || uniform.node);
  954. if (source === null) {
  955. source = gltfRuntime.scene.getNodeByID(uniform.source || uniform.node);
  956. }
  957. if (source === null) {
  958. continue;
  959. }
  960. setMatrix(gltfRuntime.scene, source, uniform, unif, shaderMaterial.getEffect());
  961. }
  962. }
  963. else {
  964. var value = material.values[technique.uniforms[unif]];
  965. if (!value) {
  966. continue;
  967. }
  968. if (type === EParameterType.SAMPLER_2D) {
  969. var texture = gltfRuntime.textures[value].babylonTexture;
  970. if (texture === null) {
  971. continue;
  972. }
  973. shaderMaterial.getEffect().setTexture(unif, texture);
  974. }
  975. else {
  976. setUniform(shaderMaterial.getEffect(), unif, value, type);
  977. }
  978. }
  979. }
  980. };
  981. /**
  982. * Prepare uniforms to send the only one time
  983. * Loads the appropriate textures
  984. */
  985. var prepareShaderMaterialUniforms = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms) {
  986. var materialValues = material.values;
  987. var techniqueUniforms = technique.uniforms;
  988. /**
  989. * Prepare values here (not matrices)
  990. */
  991. for (var unif in unTreatedUniforms) {
  992. var uniform = unTreatedUniforms[unif];
  993. var type = uniform.type;
  994. var value = materialValues[techniqueUniforms[unif]] || uniform.value;
  995. if (!value) {
  996. continue;
  997. }
  998. // Texture (sampler2D)
  999. if (type === EParameterType.SAMPLER_2D) {
  1000. var texture = gltfRuntime.textures[value];
  1001. var sampler = gltfRuntime.samplers[texture.sampler];
  1002. if (!texture || !texture.source) {
  1003. continue;
  1004. }
  1005. var source = gltfRuntime.images[texture.source];
  1006. var newTexture = null;
  1007. var createMipMaps = (sampler.minFilter === ETextureFilterType.NEAREST_MIPMAP_NEAREST) ||
  1008. (sampler.minFilter === ETextureFilterType.NEAREST_MIPMAP_LINEAR) ||
  1009. (sampler.minFilter === ETextureFilterType.LINEAR_MIPMAP_NEAREST) ||
  1010. (sampler.minFilter === ETextureFilterType.LINEAR_MIPMAP_LINEAR);
  1011. var samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  1012. if (isBase64(source.uri)) {
  1013. newTexture = new BABYLON.Texture(source.uri, gltfRuntime.scene, !createMipMaps, true, samplingMode, null, null, source.uri, true);
  1014. }
  1015. else {
  1016. newTexture = new BABYLON.Texture(gltfRuntime.rootUrl + source.uri, gltfRuntime.scene, !createMipMaps, true, samplingMode);
  1017. }
  1018. newTexture.wrapU = getWrapMode(sampler.wrapS);
  1019. newTexture.wrapV = getWrapMode(sampler.wrapT);
  1020. newTexture.name = value;
  1021. texture.babylonTexture = newTexture;
  1022. if (uniform.value) {
  1023. // Static uniform
  1024. shaderMaterial.setTexture(unif, newTexture);
  1025. delete unTreatedUniforms[unif];
  1026. }
  1027. }
  1028. else {
  1029. if (uniform.value && setUniform(shaderMaterial, unif, value, type)) {
  1030. // Static uniform
  1031. delete unTreatedUniforms[unif];
  1032. }
  1033. }
  1034. }
  1035. };
  1036. /**
  1037. * Shader compilation failed
  1038. */
  1039. var onShaderCompileError = function (program, shaderMaterial) {
  1040. return function (effect, error) {
  1041. BABYLON.Tools.Error("Cannot compile program named " + program.name + ". Error: " + error + ". Default material will be applied");
  1042. shaderMaterial.dispose(true);
  1043. };
  1044. };
  1045. /**
  1046. * Shader compilation success
  1047. */
  1048. var onShaderCompileSuccess = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms) {
  1049. return function (_) {
  1050. prepareShaderMaterialUniforms(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms);
  1051. shaderMaterial.onBind = function (mat, mesh) {
  1052. onBindShaderMaterial(mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material);
  1053. };
  1054. };
  1055. };
  1056. /**
  1057. * Returns the appropriate uniform if already handled by babylon
  1058. */
  1059. var parseShaderUniforms = function (tokenizer, technique, unTreatedUniforms) {
  1060. for (var unif in technique.uniforms) {
  1061. var uniform = technique.uniforms[unif];
  1062. var uniformParameter = technique.parameters[uniform];
  1063. if (tokenizer.currentIdentifier === unif) {
  1064. if (uniformParameter.semantic && !uniformParameter.source && !uniformParameter.node) {
  1065. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  1066. if (transformIndex !== -1) {
  1067. delete unTreatedUniforms[unif];
  1068. return babylonTransforms[transformIndex];
  1069. }
  1070. }
  1071. }
  1072. }
  1073. return tokenizer.currentIdentifier;
  1074. };
  1075. /**
  1076. * All shaders loaded. Create materials one by one
  1077. */
  1078. var onShadersLoaded = function (gltfRuntime) {
  1079. // Create materials
  1080. for (var mat in gltfRuntime.materials) {
  1081. var material = gltfRuntime.materials[mat];
  1082. var technique = gltfRuntime.techniques[material.technique];
  1083. var program = gltfRuntime.programs[technique.program];
  1084. var states = technique.states;
  1085. var vertexShader = BABYLON.Effect.ShadersStore[program.vertexShader + "VertexShader"];
  1086. var pixelShader = BABYLON.Effect.ShadersStore[program.fragmentShader + "PixelShader"];
  1087. var newVertexShader = "";
  1088. var newPixelShader = "";
  1089. var vertexTokenizer = new Tokenizer(vertexShader);
  1090. var pixelTokenizer = new Tokenizer(pixelShader);
  1091. var unTreatedUniforms = {};
  1092. var uniforms = [];
  1093. var attributes = [];
  1094. var samplers = [];
  1095. // Fill uniform, sampler2D and attributes
  1096. for (var unif in technique.uniforms) {
  1097. var uniform = technique.uniforms[unif];
  1098. var uniformParameter = technique.parameters[uniform];
  1099. unTreatedUniforms[unif] = uniformParameter;
  1100. if (uniformParameter.semantic && !uniformParameter.node && !uniformParameter.source) {
  1101. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  1102. if (transformIndex !== -1) {
  1103. uniforms.push(babylonTransforms[transformIndex]);
  1104. delete unTreatedUniforms[unif];
  1105. }
  1106. else {
  1107. uniforms.push(unif);
  1108. }
  1109. }
  1110. else if (uniformParameter.type === EParameterType.SAMPLER_2D) {
  1111. samplers.push(unif);
  1112. }
  1113. else {
  1114. uniforms.push(unif);
  1115. }
  1116. }
  1117. for (var attr in technique.attributes) {
  1118. var attribute = technique.attributes[attr];
  1119. var attributeParameter = technique.parameters[attribute];
  1120. if (attributeParameter.semantic) {
  1121. attributes.push(getAttribute(attributeParameter));
  1122. }
  1123. }
  1124. // Configure vertex shader
  1125. while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
  1126. var tokenType = vertexTokenizer.currentToken;
  1127. if (tokenType !== ETokenType.IDENTIFIER) {
  1128. newVertexShader += vertexTokenizer.currentString;
  1129. continue;
  1130. }
  1131. var foundAttribute = false;
  1132. for (var attr in technique.attributes) {
  1133. var attribute = technique.attributes[attr];
  1134. var attributeParameter = technique.parameters[attribute];
  1135. if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
  1136. newVertexShader += getAttribute(attributeParameter);
  1137. foundAttribute = true;
  1138. break;
  1139. }
  1140. }
  1141. if (foundAttribute) {
  1142. continue;
  1143. }
  1144. newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms);
  1145. }
  1146. // Configure pixel shader
  1147. while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
  1148. var tokenType = pixelTokenizer.currentToken;
  1149. if (tokenType !== ETokenType.IDENTIFIER) {
  1150. newPixelShader += pixelTokenizer.currentString;
  1151. continue;
  1152. }
  1153. newPixelShader += parseShaderUniforms(pixelTokenizer, technique, unTreatedUniforms);
  1154. }
  1155. // Create shader material
  1156. var shaderPath = {
  1157. vertex: program.vertexShader,
  1158. fragment: program.fragmentShader
  1159. };
  1160. var options = {
  1161. attributes: attributes,
  1162. uniforms: uniforms,
  1163. samplers: samplers,
  1164. needAlphaBlending: states.functions && states.functions.blendEquationSeparate
  1165. };
  1166. BABYLON.Effect.ShadersStore[program.vertexShader + "VertexShader"] = newVertexShader;
  1167. BABYLON.Effect.ShadersStore[program.fragmentShader + "PixelShader"] = newPixelShader;
  1168. var shaderMaterial = new BABYLON.ShaderMaterial(material.name, gltfRuntime.scene, shaderPath, options);
  1169. shaderMaterial.id = mat;
  1170. shaderMaterial.onError = onShaderCompileError(program, shaderMaterial);
  1171. shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms);
  1172. if (states.functions) {
  1173. var functions = states.functions;
  1174. if (functions.cullFace && functions.cullFace[0] !== ECullingType.BACK) {
  1175. shaderMaterial.backFaceCulling = false;
  1176. }
  1177. var blendFunc = functions.blendFuncSeparate;
  1178. if (blendFunc) {
  1179. if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_ALPHA && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
  1180. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  1181. }
  1182. else if (blendFunc[0] === EBlendingFunction.ONE && blendFunc[1] === EBlendingFunction.ONE && blendFunc[2] === EBlendingFunction.ZERO && blendFunc[3] === EBlendingFunction.ONE) {
  1183. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  1184. }
  1185. else if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE && blendFunc[2] === EBlendingFunction.ZERO && blendFunc[3] === EBlendingFunction.ONE) {
  1186. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ADD;
  1187. }
  1188. else if (blendFunc[0] === EBlendingFunction.ZERO && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
  1189. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_SUBTRACT;
  1190. }
  1191. else if (blendFunc[0] === EBlendingFunction.DST_COLOR && blendFunc[1] === EBlendingFunction.ZERO && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
  1192. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MULTIPLY;
  1193. }
  1194. else if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
  1195. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MAXIMIZED;
  1196. }
  1197. }
  1198. }
  1199. }
  1200. // Finish
  1201. loadBuffers(gltfRuntime);
  1202. };
  1203. /**
  1204. * Shader loaded
  1205. */
  1206. var onLoadShader = function (gltfRuntime, sha) {
  1207. return function (data) {
  1208. gltfRuntime.loadedShaders++;
  1209. BABYLON.Effect.ShadersStore[sha + (gltfRuntime.shaders[sha].type === EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = data;
  1210. if (gltfRuntime.loadedShaders === gltfRuntime.shaderscount) {
  1211. onShadersLoaded(gltfRuntime);
  1212. }
  1213. };
  1214. };
  1215. /**
  1216. * Error callback when loading a shader
  1217. */
  1218. var onLoadShaderError = function (gltfRuntime, sha) {
  1219. return function () {
  1220. BABYLON.Tools.Error("Error when loading shader program named " + sha + " located at " + gltfRuntime.shaders[sha].uri);
  1221. };
  1222. };
  1223. /**
  1224. * Load shaders
  1225. */
  1226. var load = function (gltfRuntime) {
  1227. // Begin with shaders
  1228. for (var sha in gltfRuntime.shaders) {
  1229. var shader = gltfRuntime.shaders[sha];
  1230. if (shader) {
  1231. if (isBase64(shader.uri)) {
  1232. var shaderString = atob(shader.uri.split(",")[1]);
  1233. onLoadShader(gltfRuntime, sha)(shaderString);
  1234. }
  1235. else {
  1236. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onLoadShader(gltfRuntime, sha), null, null, false, onLoadShaderError(gltfRuntime, sha));
  1237. }
  1238. }
  1239. else {
  1240. BABYLON.Tools.Error("No shader file named " + shader.uri);
  1241. }
  1242. }
  1243. };
  1244. /**
  1245. * glTF File Loader Plugin
  1246. */
  1247. var GLTFFileLoader = (function () {
  1248. function GLTFFileLoader() {
  1249. /**
  1250. * Public members
  1251. */
  1252. this.extensions = ".gltf";
  1253. }
  1254. /**
  1255. * Private members
  1256. */
  1257. // None
  1258. /**
  1259. * Import meshes
  1260. */
  1261. GLTFFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  1262. var parsedData = JSON.parse(data);
  1263. var gltfRuntime = this._createGlTFRuntime(parsedData, scene, rootUrl);
  1264. gltfRuntime.importOnlyMeshes = true;
  1265. if (meshesNames === "") {
  1266. gltfRuntime.importMeshesNames = [];
  1267. }
  1268. else if (typeof meshesNames === "string") {
  1269. gltfRuntime.importMeshesNames = [meshesNames];
  1270. }
  1271. else if (meshesNames && !(meshesNames instanceof Array)) {
  1272. gltfRuntime.importMeshesNames = [meshesNames];
  1273. }
  1274. else {
  1275. gltfRuntime.importMeshesNames = [];
  1276. BABYLON.Tools.Warn("Argument meshesNames must be of type string or string[]");
  1277. }
  1278. // Create nodes
  1279. this._createNodes(gltfRuntime);
  1280. // Fill arrays of meshes and skeletons
  1281. for (var nde in gltfRuntime.nodes) {
  1282. var node = gltfRuntime.nodes[nde];
  1283. if (node.babylonNode instanceof BABYLON.AbstractMesh) {
  1284. meshes.push(node.babylonNode);
  1285. }
  1286. }
  1287. for (var skl in gltfRuntime.skins) {
  1288. var skin = gltfRuntime.skins[skl];
  1289. if (skin.babylonSkeleton instanceof BABYLON.Skeleton) {
  1290. skeletons.push(skin.babylonSkeleton);
  1291. }
  1292. }
  1293. // Load shaders and buffers to apply
  1294. load(gltfRuntime);
  1295. return true;
  1296. };
  1297. /**
  1298. * Load scene
  1299. */
  1300. GLTFFileLoader.prototype.load = function (scene, data, rootUrl) {
  1301. var parsedData = JSON.parse(data);
  1302. var gltfRuntime = this._createGlTFRuntime(parsedData, scene, rootUrl);
  1303. // Create nodes
  1304. this._createNodes(gltfRuntime);
  1305. // Load shaders and buffers to apply
  1306. load(gltfRuntime);
  1307. // Finish
  1308. return true;
  1309. };
  1310. // Creates nodes before loading buffers and shaders
  1311. GLTFFileLoader.prototype._createNodes = function (gltfRuntime) {
  1312. var currentScene = gltfRuntime.currentScene;
  1313. for (var i = 0; i < currentScene.nodes.length; i++) {
  1314. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  1315. }
  1316. };
  1317. // Creates the gltfRuntime
  1318. GLTFFileLoader.prototype._createGlTFRuntime = function (parsedData, scene, rootUrl) {
  1319. var gltfRuntime = {
  1320. accessors: {},
  1321. buffers: {},
  1322. bufferViews: {},
  1323. meshes: {},
  1324. lights: {},
  1325. cameras: {},
  1326. nodes: {},
  1327. images: {},
  1328. textures: {},
  1329. shaders: {},
  1330. programs: {},
  1331. samplers: {},
  1332. techniques: {},
  1333. materials: {},
  1334. animations: {},
  1335. skins: {},
  1336. currentScene: {},
  1337. buffersCount: 0,
  1338. shaderscount: 0,
  1339. scene: scene,
  1340. dummyNodes: [],
  1341. loadedBuffers: 0,
  1342. loadedShaders: 0,
  1343. rootUrl: rootUrl,
  1344. importOnlyMeshes: false,
  1345. arrayBuffers: []
  1346. };
  1347. // Parse
  1348. if (parsedData.buffers) {
  1349. parseBuffers(parsedData.buffers, gltfRuntime);
  1350. }
  1351. if (parsedData.bufferViews) {
  1352. parseObject(parsedData.bufferViews, "bufferViews", gltfRuntime);
  1353. }
  1354. if (parsedData.accessors) {
  1355. parseObject(parsedData.accessors, "accessors", gltfRuntime);
  1356. }
  1357. if (parsedData.meshes) {
  1358. parseObject(parsedData.meshes, "meshes", gltfRuntime);
  1359. }
  1360. if (parsedData.lights) {
  1361. parseObject(parsedData.lights, "lights", gltfRuntime);
  1362. }
  1363. if (parsedData.cameras) {
  1364. parseObject(parsedData.cameras, "cameras", gltfRuntime);
  1365. }
  1366. if (parsedData.nodes) {
  1367. parseObject(parsedData.nodes, "nodes", gltfRuntime);
  1368. }
  1369. if (parsedData.images) {
  1370. parseObject(parsedData.images, "images", gltfRuntime);
  1371. }
  1372. if (parsedData.textures) {
  1373. parseObject(parsedData.textures, "textures", gltfRuntime);
  1374. }
  1375. if (parsedData.shaders) {
  1376. parseShaders(parsedData.shaders, gltfRuntime);
  1377. }
  1378. if (parsedData.programs) {
  1379. parseObject(parsedData.programs, "programs", gltfRuntime);
  1380. }
  1381. if (parsedData.samplers) {
  1382. parseObject(parsedData.samplers, "samplers", gltfRuntime);
  1383. }
  1384. if (parsedData.techniques) {
  1385. parseObject(parsedData.techniques, "techniques", gltfRuntime);
  1386. }
  1387. if (parsedData.materials) {
  1388. parseObject(parsedData.materials, "materials", gltfRuntime);
  1389. }
  1390. if (parsedData.animations) {
  1391. parseObject(parsedData.animations, "animations", gltfRuntime);
  1392. }
  1393. if (parsedData.skins) {
  1394. parseObject(parsedData.skins, "skins", gltfRuntime);
  1395. }
  1396. if (parsedData.scene && parsedData.scenes) {
  1397. gltfRuntime.currentScene = parsedData.scenes[parsedData.scene];
  1398. }
  1399. return gltfRuntime;
  1400. };
  1401. return GLTFFileLoader;
  1402. })();
  1403. BABYLON.GLTFFileLoader = GLTFFileLoader;
  1404. ;
  1405. BABYLON.SceneLoader.RegisterPlugin(new GLTFFileLoader());
  1406. })(BABYLON || (BABYLON = {}));
  1407. //# sourceMappingURL=babylon.glTFFileLoader.js.map