babylonjs.loaders.js 275 KB

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  1. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
  2. var babylonDependency = (globalObject && globalObject.BABYLON) || BABYLON || (typeof require !== 'undefined' && require("babylonjs"));
  3. var BABYLON = babylonDependency;
  4. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  5. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  6. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  7. else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
  8. return c > 3 && r && Object.defineProperty(target, key, r), r;
  9. };
  10. var __extends = (this && this.__extends) || (function () {
  11. var extendStatics = Object.setPrototypeOf ||
  12. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  13. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  14. return function (d, b) {
  15. extendStatics(d, b);
  16. function __() { this.constructor = d; }
  17. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  18. };
  19. })();
  20. var BABYLON;
  21. (function (BABYLON) {
  22. var STLFileLoader = /** @class */ (function () {
  23. function STLFileLoader() {
  24. this.solidPattern = /solid (\S*)([\S\s]*)endsolid[ ]*(\S*)/g;
  25. this.facetsPattern = /facet([\s\S]*?)endfacet/g;
  26. this.normalPattern = /normal[\s]+([\-+]?[0-9]+\.?[0-9]*([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+/g;
  27. this.vertexPattern = /vertex[\s]+([\-+]?[0-9]+\.?[0-9]*([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+/g;
  28. this.name = "stl";
  29. // force data to come in as an ArrayBuffer
  30. // we'll convert to string if it looks like it's an ASCII .stl
  31. this.extensions = {
  32. ".stl": { isBinary: true },
  33. };
  34. }
  35. STLFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  36. var matches;
  37. if (this.isBinary(data)) {
  38. // binary .stl
  39. var babylonMesh = new BABYLON.Mesh("stlmesh", scene);
  40. this.parseBinary(babylonMesh, data);
  41. if (meshes) {
  42. meshes.push(babylonMesh);
  43. }
  44. return true;
  45. }
  46. // ASCII .stl
  47. // convert to string
  48. var array_buffer = new Uint8Array(data);
  49. var str = '';
  50. for (var i = 0; i < data.byteLength; i++) {
  51. str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian
  52. }
  53. data = str;
  54. while (matches = this.solidPattern.exec(data)) {
  55. var meshName = matches[1];
  56. var meshNameFromEnd = matches[3];
  57. if (meshName != meshNameFromEnd) {
  58. BABYLON.Tools.Error("Error in STL, solid name != endsolid name");
  59. return false;
  60. }
  61. // check meshesNames
  62. if (meshesNames && meshName) {
  63. if (meshesNames instanceof Array) {
  64. if (!meshesNames.indexOf(meshName)) {
  65. continue;
  66. }
  67. }
  68. else {
  69. if (meshName !== meshesNames) {
  70. continue;
  71. }
  72. }
  73. }
  74. // stl mesh name can be empty as well
  75. meshName = meshName || "stlmesh";
  76. var babylonMesh = new BABYLON.Mesh(meshName, scene);
  77. this.parseASCII(babylonMesh, matches[2]);
  78. if (meshes) {
  79. meshes.push(babylonMesh);
  80. }
  81. }
  82. return true;
  83. };
  84. STLFileLoader.prototype.load = function (scene, data, rootUrl) {
  85. var result = this.importMesh(null, scene, data, rootUrl, null, null, null);
  86. if (result) {
  87. scene.createDefaultCameraOrLight();
  88. }
  89. return result;
  90. };
  91. STLFileLoader.prototype.isBinary = function (data) {
  92. // check if file size is correct for binary stl
  93. var faceSize, nFaces, reader;
  94. reader = new DataView(data);
  95. faceSize = (32 / 8 * 3) + ((32 / 8 * 3) * 3) + (16 / 8);
  96. nFaces = reader.getUint32(80, true);
  97. if (80 + (32 / 8) + (nFaces * faceSize) === reader.byteLength) {
  98. return true;
  99. }
  100. // check characters higher than ASCII to confirm binary
  101. var fileLength = reader.byteLength;
  102. for (var index = 0; index < fileLength; index++) {
  103. if (reader.getUint8(index) > 127) {
  104. return true;
  105. }
  106. }
  107. return false;
  108. };
  109. STLFileLoader.prototype.parseBinary = function (mesh, data) {
  110. var reader = new DataView(data);
  111. var faces = reader.getUint32(80, true);
  112. var dataOffset = 84;
  113. var faceLength = 12 * 4 + 2;
  114. var offset = 0;
  115. var positions = new Float32Array(faces * 3 * 3);
  116. var normals = new Float32Array(faces * 3 * 3);
  117. var indices = new Uint32Array(faces * 3);
  118. var indicesCount = 0;
  119. for (var face = 0; face < faces; face++) {
  120. var start = dataOffset + face * faceLength;
  121. var normalX = reader.getFloat32(start, true);
  122. var normalY = reader.getFloat32(start + 4, true);
  123. var normalZ = reader.getFloat32(start + 8, true);
  124. for (var i = 1; i <= 3; i++) {
  125. var vertexstart = start + i * 12;
  126. // ordering is intentional to match ascii import
  127. positions[offset] = reader.getFloat32(vertexstart, true);
  128. positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);
  129. positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);
  130. normals[offset] = normalX;
  131. normals[offset + 2] = normalY;
  132. normals[offset + 1] = normalZ;
  133. offset += 3;
  134. }
  135. indices[indicesCount] = indicesCount++;
  136. indices[indicesCount] = indicesCount++;
  137. indices[indicesCount] = indicesCount++;
  138. }
  139. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  140. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  141. mesh.setIndices(indices);
  142. mesh.computeWorldMatrix(true);
  143. };
  144. STLFileLoader.prototype.parseASCII = function (mesh, solidData) {
  145. var positions = [];
  146. var normals = [];
  147. var indices = [];
  148. var indicesCount = 0;
  149. //load facets, ignoring loop as the standard doesn't define it can contain more than vertices
  150. var matches;
  151. while (matches = this.facetsPattern.exec(solidData)) {
  152. var facet = matches[1];
  153. //one normal per face
  154. var normalMatches = this.normalPattern.exec(facet);
  155. this.normalPattern.lastIndex = 0;
  156. if (!normalMatches) {
  157. continue;
  158. }
  159. var normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];
  160. var vertexMatch;
  161. while (vertexMatch = this.vertexPattern.exec(facet)) {
  162. positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));
  163. normals.push(normal[0], normal[1], normal[2]);
  164. }
  165. indices.push(indicesCount++, indicesCount++, indicesCount++);
  166. this.vertexPattern.lastIndex = 0;
  167. }
  168. this.facetsPattern.lastIndex = 0;
  169. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  170. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  171. mesh.setIndices(indices);
  172. mesh.computeWorldMatrix(true);
  173. };
  174. return STLFileLoader;
  175. }());
  176. BABYLON.STLFileLoader = STLFileLoader;
  177. if (BABYLON.SceneLoader) {
  178. BABYLON.SceneLoader.RegisterPlugin(new STLFileLoader());
  179. }
  180. })(BABYLON || (BABYLON = {}));
  181. //# sourceMappingURL=babylon.stlFileLoader.js.map
  182. var BABYLON;
  183. (function (BABYLON) {
  184. /**
  185. * Class reading and parsing the MTL file bundled with the obj file.
  186. */
  187. var MTLFileLoader = /** @class */ (function () {
  188. function MTLFileLoader() {
  189. // All material loaded from the mtl will be set here
  190. this.materials = [];
  191. }
  192. /**
  193. * This function will read the mtl file and create each material described inside
  194. * This function could be improve by adding :
  195. * -some component missing (Ni, Tf...)
  196. * -including the specific options available
  197. *
  198. * @param scene
  199. * @param data
  200. * @param rootUrl
  201. */
  202. MTLFileLoader.prototype.parseMTL = function (scene, data, rootUrl) {
  203. //Split the lines from the file
  204. var lines = data.split('\n');
  205. //Space char
  206. var delimiter_pattern = /\s+/;
  207. //Array with RGB colors
  208. var color;
  209. //New material
  210. var material = null;
  211. //Look at each line
  212. for (var i = 0; i < lines.length; i++) {
  213. var line = lines[i].trim();
  214. // Blank line or comment
  215. if (line.length === 0 || line.charAt(0) === '#') {
  216. continue;
  217. }
  218. //Get the first parameter (keyword)
  219. var pos = line.indexOf(' ');
  220. var key = (pos >= 0) ? line.substring(0, pos) : line;
  221. key = key.toLowerCase();
  222. //Get the data following the key
  223. var value = (pos >= 0) ? line.substring(pos + 1).trim() : "";
  224. //This mtl keyword will create the new material
  225. if (key === "newmtl") {
  226. //Check if it is the first material.
  227. // Materials specifications are described after this keyword.
  228. if (material) {
  229. //Add the previous material in the material array.
  230. this.materials.push(material);
  231. }
  232. //Create a new material.
  233. // value is the name of the material read in the mtl file
  234. material = new BABYLON.StandardMaterial(value, scene);
  235. }
  236. else if (key === "kd" && material) {
  237. // Diffuse color (color under white light) using RGB values
  238. //value = "r g b"
  239. color = value.split(delimiter_pattern, 3).map(parseFloat);
  240. //color = [r,g,b]
  241. //Set tghe color into the material
  242. material.diffuseColor = BABYLON.Color3.FromArray(color);
  243. }
  244. else if (key === "ka" && material) {
  245. // Ambient color (color under shadow) using RGB values
  246. //value = "r g b"
  247. color = value.split(delimiter_pattern, 3).map(parseFloat);
  248. //color = [r,g,b]
  249. //Set tghe color into the material
  250. material.ambientColor = BABYLON.Color3.FromArray(color);
  251. }
  252. else if (key === "ks" && material) {
  253. // Specular color (color when light is reflected from shiny surface) using RGB values
  254. //value = "r g b"
  255. color = value.split(delimiter_pattern, 3).map(parseFloat);
  256. //color = [r,g,b]
  257. //Set the color into the material
  258. material.specularColor = BABYLON.Color3.FromArray(color);
  259. }
  260. else if (key === "ke" && material) {
  261. // Emissive color using RGB values
  262. color = value.split(delimiter_pattern, 3).map(parseFloat);
  263. material.emissiveColor = BABYLON.Color3.FromArray(color);
  264. }
  265. else if (key === "ns" && material) {
  266. //value = "Integer"
  267. material.specularPower = parseFloat(value);
  268. }
  269. else if (key === "d" && material) {
  270. //d is dissolve for current material. It mean alpha for BABYLON
  271. material.alpha = parseFloat(value);
  272. //Texture
  273. //This part can be improved by adding the possible options of texture
  274. }
  275. else if (key === "map_ka" && material) {
  276. // ambient texture map with a loaded image
  277. //We must first get the folder of the image
  278. material.ambientTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  279. }
  280. else if (key === "map_kd" && material) {
  281. // Diffuse texture map with a loaded image
  282. material.diffuseTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  283. }
  284. else if (key === "map_ks" && material) {
  285. // Specular texture map with a loaded image
  286. //We must first get the folder of the image
  287. material.specularTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  288. }
  289. else if (key === "map_ns") {
  290. //Specular
  291. //Specular highlight component
  292. //We must first get the folder of the image
  293. //
  294. //Not supported by BABYLON
  295. //
  296. // continue;
  297. }
  298. else if (key === "map_bump" && material) {
  299. //The bump texture
  300. material.bumpTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  301. }
  302. else if (key === "map_d" && material) {
  303. // The dissolve of the material
  304. material.opacityTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  305. //Options for illumination
  306. }
  307. else if (key === "illum") {
  308. //Illumination
  309. if (value === "0") {
  310. //That mean Kd == Kd
  311. }
  312. else if (value === "1") {
  313. //Color on and Ambient on
  314. }
  315. else if (value === "2") {
  316. //Highlight on
  317. }
  318. else if (value === "3") {
  319. //Reflection on and Ray trace on
  320. }
  321. else if (value === "4") {
  322. //Transparency: Glass on, Reflection: Ray trace on
  323. }
  324. else if (value === "5") {
  325. //Reflection: Fresnel on and Ray trace on
  326. }
  327. else if (value === "6") {
  328. //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on
  329. }
  330. else if (value === "7") {
  331. //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on
  332. }
  333. else if (value === "8") {
  334. //Reflection on and Ray trace off
  335. }
  336. else if (value === "9") {
  337. //Transparency: Glass on, Reflection: Ray trace off
  338. }
  339. else if (value === "10") {
  340. //Casts shadows onto invisible surfaces
  341. }
  342. }
  343. else {
  344. // console.log("Unhandled expression at line : " + i +'\n' + "with value : " + line);
  345. }
  346. }
  347. //At the end of the file, add the last material
  348. if (material) {
  349. this.materials.push(material);
  350. }
  351. };
  352. /**
  353. * Gets the texture for the material.
  354. *
  355. * If the material is imported from input file,
  356. * We sanitize the url to ensure it takes the textre from aside the material.
  357. *
  358. * @param rootUrl The root url to load from
  359. * @param value The value stored in the mtl
  360. * @return The Texture
  361. */
  362. MTLFileLoader._getTexture = function (rootUrl, value, scene) {
  363. if (!value) {
  364. return null;
  365. }
  366. var url = rootUrl;
  367. // Load from input file.
  368. if (rootUrl === "file:") {
  369. var lastDelimiter = value.lastIndexOf("\\");
  370. if (lastDelimiter === -1) {
  371. lastDelimiter = value.lastIndexOf("/");
  372. }
  373. if (lastDelimiter > -1) {
  374. url += value.substr(lastDelimiter + 1);
  375. }
  376. else {
  377. url += value;
  378. }
  379. }
  380. else {
  381. url += value;
  382. }
  383. return new BABYLON.Texture(url, scene);
  384. };
  385. return MTLFileLoader;
  386. }());
  387. BABYLON.MTLFileLoader = MTLFileLoader;
  388. var OBJFileLoader = /** @class */ (function () {
  389. function OBJFileLoader() {
  390. this.name = "obj";
  391. this.extensions = ".obj";
  392. this.obj = /^o/;
  393. this.group = /^g/;
  394. this.mtllib = /^mtllib /;
  395. this.usemtl = /^usemtl /;
  396. this.smooth = /^s /;
  397. this.vertexPattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  398. // vn float float float
  399. this.normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  400. // vt float float
  401. this.uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  402. // f vertex vertex vertex ...
  403. this.facePattern1 = /f\s+(([\d]{1,}[\s]?){3,})+/;
  404. // f vertex/uvs vertex/uvs vertex/uvs ...
  405. this.facePattern2 = /f\s+((([\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
  406. // f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal ...
  407. this.facePattern3 = /f\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
  408. // f vertex//normal vertex//normal vertex//normal ...
  409. this.facePattern4 = /f\s+((([\d]{1,}\/\/[\d]{1,}[\s]?){3,})+)/;
  410. }
  411. /**
  412. * Calls synchronously the MTL file attached to this obj.
  413. * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
  414. * Without this function materials are not displayed in the first frame (but displayed after).
  415. * In consequence it is impossible to get material information in your HTML file
  416. *
  417. * @param url The URL of the MTL file
  418. * @param rootUrl
  419. * @param onSuccess Callback function to be called when the MTL file is loaded
  420. * @private
  421. */
  422. OBJFileLoader.prototype._loadMTL = function (url, rootUrl, onSuccess) {
  423. //The complete path to the mtl file
  424. var pathOfFile = BABYLON.Tools.BaseUrl + rootUrl + url;
  425. // Loads through the babylon tools to allow fileInput search.
  426. BABYLON.Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, function () { console.warn("Error - Unable to load " + pathOfFile); });
  427. };
  428. OBJFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  429. //get the meshes from OBJ file
  430. var loadedMeshes = this._parseSolid(meshesNames, scene, data, rootUrl);
  431. //Push meshes from OBJ file into the variable mesh of this function
  432. if (meshes) {
  433. loadedMeshes.forEach(function (mesh) {
  434. meshes.push(mesh);
  435. });
  436. }
  437. return true;
  438. };
  439. OBJFileLoader.prototype.load = function (scene, data, rootUrl) {
  440. //Get the 3D model
  441. return this.importMesh(null, scene, data, rootUrl, null, null, null);
  442. };
  443. /**
  444. * Read the OBJ file and create an Array of meshes.
  445. * Each mesh contains all information given by the OBJ and the MTL file.
  446. * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
  447. *
  448. * @param meshesNames
  449. * @param scene BABYLON.Scene The scene where are displayed the data
  450. * @param data String The content of the obj file
  451. * @param rootUrl String The path to the folder
  452. * @returns Array<AbstractMesh>
  453. * @private
  454. */
  455. OBJFileLoader.prototype._parseSolid = function (meshesNames, scene, data, rootUrl) {
  456. var positions = []; //values for the positions of vertices
  457. var normals = []; //Values for the normals
  458. var uvs = []; //Values for the textures
  459. var meshesFromObj = []; //[mesh] Contains all the obj meshes
  460. var handledMesh; //The current mesh of meshes array
  461. var indicesForBabylon = []; //The list of indices for VertexData
  462. var wrappedPositionForBabylon = []; //The list of position in vectors
  463. var wrappedUvsForBabylon = []; //Array with all value of uvs to match with the indices
  464. var wrappedNormalsForBabylon = []; //Array with all value of normals to match with the indices
  465. var tuplePosNorm = []; //Create a tuple with indice of Position, Normal, UV [pos, norm, uvs]
  466. var curPositionInIndices = 0;
  467. var hasMeshes = false; //Meshes are defined in the file
  468. var unwrappedPositionsForBabylon = []; //Value of positionForBabylon w/o Vector3() [x,y,z]
  469. var unwrappedNormalsForBabylon = []; //Value of normalsForBabylon w/o Vector3() [x,y,z]
  470. var unwrappedUVForBabylon = []; //Value of uvsForBabylon w/o Vector3() [x,y,z]
  471. var triangles = []; //Indices from new triangles coming from polygons
  472. var materialNameFromObj = ""; //The name of the current material
  473. var fileToLoad = ""; //The name of the mtlFile to load
  474. var materialsFromMTLFile = new MTLFileLoader();
  475. var objMeshName = ""; //The name of the current obj mesh
  476. var increment = 1; //Id for meshes created by the multimaterial
  477. var isFirstMaterial = true;
  478. /**
  479. * Search for obj in the given array.
  480. * This function is called to check if a couple of data already exists in an array.
  481. *
  482. * If found, returns the index of the founded tuple index. Returns -1 if not found
  483. * @param arr Array<{ normals: Array<number>, idx: Array<number> }>
  484. * @param obj Array<number>
  485. * @returns {boolean}
  486. */
  487. var isInArray = function (arr, obj) {
  488. if (!arr[obj[0]])
  489. arr[obj[0]] = { normals: [], idx: [] };
  490. var idx = arr[obj[0]].normals.indexOf(obj[1]);
  491. return idx === -1 ? -1 : arr[obj[0]].idx[idx];
  492. };
  493. var isInArrayUV = function (arr, obj) {
  494. if (!arr[obj[0]])
  495. arr[obj[0]] = { normals: [], idx: [], uv: [] };
  496. var idx = arr[obj[0]].normals.indexOf(obj[1]);
  497. if (idx != 1 && (obj[2] == arr[obj[0]].uv[idx])) {
  498. return arr[obj[0]].idx[idx];
  499. }
  500. return -1;
  501. };
  502. /**
  503. * This function set the data for each triangle.
  504. * Data are position, normals and uvs
  505. * If a tuple of (position, normal) is not set, add the data into the corresponding array
  506. * If the tuple already exist, add only their indice
  507. *
  508. * @param indicePositionFromObj Integer The index in positions array
  509. * @param indiceUvsFromObj Integer The index in uvs array
  510. * @param indiceNormalFromObj Integer The index in normals array
  511. * @param positionVectorFromOBJ Vector3 The value of position at index objIndice
  512. * @param textureVectorFromOBJ Vector3 The value of uvs
  513. * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
  514. */
  515. var setData = function (indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positionVectorFromOBJ, textureVectorFromOBJ, normalsVectorFromOBJ) {
  516. //Check if this tuple already exists in the list of tuples
  517. var _index;
  518. if (OBJFileLoader.OPTIMIZE_WITH_UV) {
  519. _index = isInArrayUV(tuplePosNorm, [
  520. indicePositionFromObj,
  521. indiceNormalFromObj,
  522. indiceUvsFromObj
  523. ]);
  524. }
  525. else {
  526. _index = isInArray(tuplePosNorm, [
  527. indicePositionFromObj,
  528. indiceNormalFromObj
  529. ]);
  530. }
  531. //If it not exists
  532. if (_index == -1) {
  533. //Add an new indice.
  534. //The array of indices is only an array with his length equal to the number of triangles - 1.
  535. //We add vertices data in this order
  536. indicesForBabylon.push(wrappedPositionForBabylon.length);
  537. //Push the position of vertice for Babylon
  538. //Each element is a BABYLON.Vector3(x,y,z)
  539. wrappedPositionForBabylon.push(positionVectorFromOBJ);
  540. //Push the uvs for Babylon
  541. //Each element is a BABYLON.Vector3(u,v)
  542. wrappedUvsForBabylon.push(textureVectorFromOBJ);
  543. //Push the normals for Babylon
  544. //Each element is a BABYLON.Vector3(x,y,z)
  545. wrappedNormalsForBabylon.push(normalsVectorFromOBJ);
  546. //Add the tuple in the comparison list
  547. tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj);
  548. tuplePosNorm[indicePositionFromObj].idx.push(curPositionInIndices++);
  549. if (OBJFileLoader.OPTIMIZE_WITH_UV)
  550. tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj);
  551. }
  552. else {
  553. //The tuple already exists
  554. //Add the index of the already existing tuple
  555. //At this index we can get the value of position, normal and uvs of vertex
  556. indicesForBabylon.push(_index);
  557. }
  558. };
  559. /**
  560. * Transform BABYLON.Vector() object onto 3 digits in an array
  561. */
  562. var unwrapData = function () {
  563. //Every array has the same length
  564. for (var l = 0; l < wrappedPositionForBabylon.length; l++) {
  565. //Push the x, y, z values of each element in the unwrapped array
  566. unwrappedPositionsForBabylon.push(wrappedPositionForBabylon[l].x, wrappedPositionForBabylon[l].y, wrappedPositionForBabylon[l].z);
  567. unwrappedNormalsForBabylon.push(wrappedNormalsForBabylon[l].x, wrappedNormalsForBabylon[l].y, wrappedNormalsForBabylon[l].z);
  568. unwrappedUVForBabylon.push(wrappedUvsForBabylon[l].x, wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON
  569. }
  570. // Reset arrays for the next new meshes
  571. wrappedPositionForBabylon = [];
  572. wrappedNormalsForBabylon = [];
  573. wrappedUvsForBabylon = [];
  574. tuplePosNorm = [];
  575. curPositionInIndices = 0;
  576. };
  577. /**
  578. * Create triangles from polygons by recursion
  579. * The best to understand how it works is to draw it in the same time you get the recursion.
  580. * It is important to notice that a triangle is a polygon
  581. * We get 4 patterns of face defined in OBJ File :
  582. * facePattern1 = ["1","2","3","4","5","6"]
  583. * facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
  584. * facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
  585. * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
  586. * Each pattern is divided by the same method
  587. * @param face Array[String] The indices of elements
  588. * @param v Integer The variable to increment
  589. */
  590. var getTriangles = function (face, v) {
  591. //Work for each element of the array
  592. if (v + 1 < face.length) {
  593. //Add on the triangle variable the indexes to obtain triangles
  594. triangles.push(face[0], face[v], face[v + 1]);
  595. //Incrementation for recursion
  596. v += 1;
  597. //Recursion
  598. getTriangles(face, v);
  599. }
  600. //Result obtained after 2 iterations:
  601. //Pattern1 => triangle = ["1","2","3","1","3","4"];
  602. //Pattern2 => triangle = ["1/1","2/2","3/3","1/1","3/3","4/4"];
  603. //Pattern3 => triangle = ["1/1/1","2/2/2","3/3/3","1/1/1","3/3/3","4/4/4"];
  604. //Pattern4 => triangle = ["1//1","2//2","3//3","1//1","3//3","4//4"];
  605. };
  606. /**
  607. * Create triangles and push the data for each polygon for the pattern 1
  608. * In this pattern we get vertice positions
  609. * @param face
  610. * @param v
  611. */
  612. var setDataForCurrentFaceWithPattern1 = function (face, v) {
  613. //Get the indices of triangles for each polygon
  614. getTriangles(face, v);
  615. //For each element in the triangles array.
  616. //This var could contains 1 to an infinity of triangles
  617. for (var k = 0; k < triangles.length; k++) {
  618. // Set position indice
  619. var indicePositionFromObj = parseInt(triangles[k]) - 1;
  620. setData(indicePositionFromObj, 0, 0, //In the pattern 1, normals and uvs are not defined
  621. positions[indicePositionFromObj], //Get the vectors data
  622. BABYLON.Vector2.Zero(), BABYLON.Vector3.Up() //Create default vectors
  623. );
  624. }
  625. //Reset variable for the next line
  626. triangles = [];
  627. };
  628. /**
  629. * Create triangles and push the data for each polygon for the pattern 2
  630. * In this pattern we get vertice positions and uvsu
  631. * @param face
  632. * @param v
  633. */
  634. var setDataForCurrentFaceWithPattern2 = function (face, v) {
  635. //Get the indices of triangles for each polygon
  636. getTriangles(face, v);
  637. for (var k = 0; k < triangles.length; k++) {
  638. //triangle[k] = "1/1"
  639. //Split the data for getting position and uv
  640. var point = triangles[k].split("/"); // ["1", "1"]
  641. //Set position indice
  642. var indicePositionFromObj = parseInt(point[0]) - 1;
  643. //Set uv indice
  644. var indiceUvsFromObj = parseInt(point[1]) - 1;
  645. setData(indicePositionFromObj, indiceUvsFromObj, 0, //Default value for normals
  646. positions[indicePositionFromObj], //Get the values for each element
  647. uvs[indiceUvsFromObj], BABYLON.Vector3.Up() //Default value for normals
  648. );
  649. }
  650. //Reset variable for the next line
  651. triangles = [];
  652. };
  653. /**
  654. * Create triangles and push the data for each polygon for the pattern 3
  655. * In this pattern we get vertice positions, uvs and normals
  656. * @param face
  657. * @param v
  658. */
  659. var setDataForCurrentFaceWithPattern3 = function (face, v) {
  660. //Get the indices of triangles for each polygon
  661. getTriangles(face, v);
  662. for (var k = 0; k < triangles.length; k++) {
  663. //triangle[k] = "1/1/1"
  664. //Split the data for getting position, uv, and normals
  665. var point = triangles[k].split("/"); // ["1", "1", "1"]
  666. // Set position indice
  667. var indicePositionFromObj = parseInt(point[0]) - 1;
  668. // Set uv indice
  669. var indiceUvsFromObj = parseInt(point[1]) - 1;
  670. // Set normal indice
  671. var indiceNormalFromObj = parseInt(point[2]) - 1;
  672. setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj] //Set the vector for each component
  673. );
  674. }
  675. //Reset variable for the next line
  676. triangles = [];
  677. };
  678. /**
  679. * Create triangles and push the data for each polygon for the pattern 4
  680. * In this pattern we get vertice positions and normals
  681. * @param face
  682. * @param v
  683. */
  684. var setDataForCurrentFaceWithPattern4 = function (face, v) {
  685. getTriangles(face, v);
  686. for (var k = 0; k < triangles.length; k++) {
  687. //triangle[k] = "1//1"
  688. //Split the data for getting position and normals
  689. var point = triangles[k].split("//"); // ["1", "1"]
  690. // We check indices, and normals
  691. var indicePositionFromObj = parseInt(point[0]) - 1;
  692. var indiceNormalFromObj = parseInt(point[1]) - 1;
  693. setData(indicePositionFromObj, 1, //Default value for uv
  694. indiceNormalFromObj, positions[indicePositionFromObj], //Get each vector of data
  695. BABYLON.Vector2.Zero(), normals[indiceNormalFromObj]);
  696. }
  697. //Reset variable for the next line
  698. triangles = [];
  699. };
  700. var addPreviousObjMesh = function () {
  701. //Check if it is not the first mesh. Otherwise we don't have data.
  702. if (meshesFromObj.length > 0) {
  703. //Get the previous mesh for applying the data about the faces
  704. //=> in obj file, faces definition append after the name of the mesh
  705. handledMesh = meshesFromObj[meshesFromObj.length - 1];
  706. //Set the data into Array for the mesh
  707. unwrapData();
  708. // Reverse tab. Otherwise face are displayed in the wrong sens
  709. indicesForBabylon.reverse();
  710. //Set the information for the mesh
  711. //Slice the array to avoid rewriting because of the fact this is the same var which be rewrited
  712. handledMesh.indices = indicesForBabylon.slice();
  713. handledMesh.positions = unwrappedPositionsForBabylon.slice();
  714. handledMesh.normals = unwrappedNormalsForBabylon.slice();
  715. handledMesh.uvs = unwrappedUVForBabylon.slice();
  716. //Reset the array for the next mesh
  717. indicesForBabylon = [];
  718. unwrappedPositionsForBabylon = [];
  719. unwrappedNormalsForBabylon = [];
  720. unwrappedUVForBabylon = [];
  721. }
  722. };
  723. //Main function
  724. //Split the file into lines
  725. var lines = data.split('\n');
  726. //Look at each line
  727. for (var i = 0; i < lines.length; i++) {
  728. var line = lines[i].trim();
  729. var result;
  730. //Comment or newLine
  731. if (line.length === 0 || line.charAt(0) === '#') {
  732. continue;
  733. //Get information about one position possible for the vertices
  734. }
  735. else if ((result = this.vertexPattern.exec(line)) !== null) {
  736. //Create a Vector3 with the position x, y, z
  737. //Value of result:
  738. // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  739. //Add the Vector in the list of positions
  740. positions.push(new BABYLON.Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
  741. }
  742. else if ((result = this.normalPattern.exec(line)) !== null) {
  743. //Create a Vector3 with the normals x, y, z
  744. //Value of result
  745. // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  746. //Add the Vector in the list of normals
  747. normals.push(new BABYLON.Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
  748. }
  749. else if ((result = this.uvPattern.exec(line)) !== null) {
  750. //Create a Vector2 with the normals u, v
  751. //Value of result
  752. // ["vt 0.1 0.2 0.3", "0.1", "0.2"]
  753. //Add the Vector in the list of uvs
  754. uvs.push(new BABYLON.Vector2(parseFloat(result[1]), parseFloat(result[2])));
  755. //Identify patterns of faces
  756. //Face could be defined in different type of pattern
  757. }
  758. else if ((result = this.facePattern3.exec(line)) !== null) {
  759. //Value of result:
  760. //["f 1/1/1 2/2/2 3/3/3", "1/1/1 2/2/2 3/3/3"...]
  761. //Set the data for this face
  762. setDataForCurrentFaceWithPattern3(result[1].trim().split(" "), // ["1/1/1", "2/2/2", "3/3/3"]
  763. 1);
  764. }
  765. else if ((result = this.facePattern4.exec(line)) !== null) {
  766. //Value of result:
  767. //["f 1//1 2//2 3//3", "1//1 2//2 3//3"...]
  768. //Set the data for this face
  769. setDataForCurrentFaceWithPattern4(result[1].trim().split(" "), // ["1//1", "2//2", "3//3"]
  770. 1);
  771. }
  772. else if ((result = this.facePattern2.exec(line)) !== null) {
  773. //Value of result:
  774. //["f 1/1 2/2 3/3", "1/1 2/2 3/3"...]
  775. //Set the data for this face
  776. setDataForCurrentFaceWithPattern2(result[1].trim().split(" "), // ["1/1", "2/2", "3/3"]
  777. 1);
  778. }
  779. else if ((result = this.facePattern1.exec(line)) !== null) {
  780. //Value of result
  781. //["f 1 2 3", "1 2 3"...]
  782. //Set the data for this face
  783. setDataForCurrentFaceWithPattern1(result[1].trim().split(" "), // ["1", "2", "3"]
  784. 1);
  785. //Define a mesh or an object
  786. //Each time this keyword is analysed, create a new Object with all data for creating a babylonMesh
  787. }
  788. else if (this.group.test(line) || this.obj.test(line)) {
  789. //Create a new mesh corresponding to the name of the group.
  790. //Definition of the mesh
  791. var objMesh =
  792. //Set the name of the current obj mesh
  793. {
  794. name: line.substring(2).trim(),
  795. indices: undefined,
  796. positions: undefined,
  797. normals: undefined,
  798. uvs: undefined,
  799. materialName: ""
  800. };
  801. addPreviousObjMesh();
  802. //Push the last mesh created with only the name
  803. meshesFromObj.push(objMesh);
  804. //Set this variable to indicate that now meshesFromObj has objects defined inside
  805. hasMeshes = true;
  806. isFirstMaterial = true;
  807. increment = 1;
  808. //Keyword for applying a material
  809. }
  810. else if (this.usemtl.test(line)) {
  811. //Get the name of the material
  812. materialNameFromObj = line.substring(7).trim();
  813. //If this new material is in the same mesh
  814. if (!isFirstMaterial) {
  815. //Set the data for the previous mesh
  816. addPreviousObjMesh();
  817. //Create a new mesh
  818. var objMesh =
  819. //Set the name of the current obj mesh
  820. {
  821. name: objMeshName + "_mm" + increment.toString(),
  822. indices: undefined,
  823. positions: undefined,
  824. normals: undefined,
  825. uvs: undefined,
  826. materialName: materialNameFromObj
  827. };
  828. increment++;
  829. //If meshes are already defined
  830. meshesFromObj.push(objMesh);
  831. }
  832. //Set the material name if the previous line define a mesh
  833. if (hasMeshes && isFirstMaterial) {
  834. //Set the material name to the previous mesh (1 material per mesh)
  835. meshesFromObj[meshesFromObj.length - 1].materialName = materialNameFromObj;
  836. isFirstMaterial = false;
  837. }
  838. //Keyword for loading the mtl file
  839. }
  840. else if (this.mtllib.test(line)) {
  841. //Get the name of mtl file
  842. fileToLoad = line.substring(7).trim();
  843. //Apply smoothing
  844. }
  845. else if (this.smooth.test(line)) {
  846. // smooth shading => apply smoothing
  847. //Toda y I don't know it work with babylon and with obj.
  848. //With the obj file an integer is set
  849. }
  850. else {
  851. //If there is another possibility
  852. console.log("Unhandled expression at line : " + line);
  853. }
  854. }
  855. //At the end of the file, add the last mesh into the meshesFromObj array
  856. if (hasMeshes) {
  857. //Set the data for the last mesh
  858. handledMesh = meshesFromObj[meshesFromObj.length - 1];
  859. //Reverse indices for displaying faces in the good sens
  860. indicesForBabylon.reverse();
  861. //Get the good array
  862. unwrapData();
  863. //Set array
  864. handledMesh.indices = indicesForBabylon;
  865. handledMesh.positions = unwrappedPositionsForBabylon;
  866. handledMesh.normals = unwrappedNormalsForBabylon;
  867. handledMesh.uvs = unwrappedUVForBabylon;
  868. }
  869. //If any o or g keyword found, create a mesj with a random id
  870. if (!hasMeshes) {
  871. // reverse tab of indices
  872. indicesForBabylon.reverse();
  873. //Get positions normals uvs
  874. unwrapData();
  875. //Set data for one mesh
  876. meshesFromObj.push({
  877. name: BABYLON.Geometry.RandomId(),
  878. indices: indicesForBabylon,
  879. positions: unwrappedPositionsForBabylon,
  880. normals: unwrappedNormalsForBabylon,
  881. uvs: unwrappedUVForBabylon,
  882. materialName: materialNameFromObj
  883. });
  884. }
  885. //Create a BABYLON.Mesh list
  886. var babylonMeshesArray = []; //The mesh for babylon
  887. var materialToUse = new Array();
  888. //Set data for each mesh
  889. for (var j = 0; j < meshesFromObj.length; j++) {
  890. //check meshesNames (stlFileLoader)
  891. if (meshesNames && meshesFromObj[j].name) {
  892. if (meshesNames instanceof Array) {
  893. if (meshesNames.indexOf(meshesFromObj[j].name) == -1) {
  894. continue;
  895. }
  896. }
  897. else {
  898. if (meshesFromObj[j].name !== meshesNames) {
  899. continue;
  900. }
  901. }
  902. }
  903. //Get the current mesh
  904. //Set the data with VertexBuffer for each mesh
  905. handledMesh = meshesFromObj[j];
  906. //Create a BABYLON.Mesh with the name of the obj mesh
  907. var babylonMesh = new BABYLON.Mesh(meshesFromObj[j].name, scene);
  908. //Push the name of the material to an array
  909. //This is indispensable for the importMesh function
  910. materialToUse.push(meshesFromObj[j].materialName);
  911. var vertexData = new BABYLON.VertexData(); //The container for the values
  912. //Set the data for the babylonMesh
  913. vertexData.positions = handledMesh.positions;
  914. vertexData.normals = handledMesh.normals;
  915. vertexData.uvs = handledMesh.uvs;
  916. vertexData.indices = handledMesh.indices;
  917. //Set the data from the VertexBuffer to the current BABYLON.Mesh
  918. vertexData.applyToMesh(babylonMesh);
  919. //Push the mesh into an array
  920. babylonMeshesArray.push(babylonMesh);
  921. }
  922. //load the materials
  923. //Check if we have a file to load
  924. if (fileToLoad !== "") {
  925. //Load the file synchronously
  926. this._loadMTL(fileToLoad, rootUrl, function (dataLoaded) {
  927. //Create materials thanks MTLLoader function
  928. materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl);
  929. //Look at each material loaded in the mtl file
  930. for (var n = 0; n < materialsFromMTLFile.materials.length; n++) {
  931. //Three variables to get all meshes with the same material
  932. var startIndex = 0;
  933. var _indices = [];
  934. var _index;
  935. //The material from MTL file is used in the meshes loaded
  936. //Push the indice in an array
  937. //Check if the material is not used for another mesh
  938. while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {
  939. _indices.push(_index);
  940. startIndex = _index + 1;
  941. }
  942. //If the material is not used dispose it
  943. if (_index == -1 && _indices.length == 0) {
  944. //If the material is not needed, remove it
  945. materialsFromMTLFile.materials[n].dispose();
  946. }
  947. else {
  948. for (var o = 0; o < _indices.length; o++) {
  949. //Apply the material to the BABYLON.Mesh for each mesh with the material
  950. babylonMeshesArray[_indices[o]].material = materialsFromMTLFile.materials[n];
  951. }
  952. }
  953. }
  954. });
  955. }
  956. //Return an array with all BABYLON.Mesh
  957. return babylonMeshesArray;
  958. };
  959. OBJFileLoader.OPTIMIZE_WITH_UV = false;
  960. return OBJFileLoader;
  961. }());
  962. BABYLON.OBJFileLoader = OBJFileLoader;
  963. if (BABYLON.SceneLoader) {
  964. //Add this loader into the register plugin
  965. BABYLON.SceneLoader.RegisterPlugin(new OBJFileLoader());
  966. }
  967. })(BABYLON || (BABYLON = {}));
  968. //# sourceMappingURL=babylon.objFileLoader.js.map
  969. var BABYLON;
  970. (function (BABYLON) {
  971. var GLTFLoaderCoordinateSystemMode;
  972. (function (GLTFLoaderCoordinateSystemMode) {
  973. /**
  974. * Automatically convert the glTF right-handed data to the appropriate system based on the current coordinate system mode of the scene.
  975. */
  976. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["AUTO"] = 0] = "AUTO";
  977. /**
  978. * Sets the useRightHandedSystem flag on the scene.
  979. */
  980. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["FORCE_RIGHT_HANDED"] = 1] = "FORCE_RIGHT_HANDED";
  981. })(GLTFLoaderCoordinateSystemMode = BABYLON.GLTFLoaderCoordinateSystemMode || (BABYLON.GLTFLoaderCoordinateSystemMode = {}));
  982. var GLTFLoaderAnimationStartMode;
  983. (function (GLTFLoaderAnimationStartMode) {
  984. /**
  985. * No animation will start.
  986. */
  987. GLTFLoaderAnimationStartMode[GLTFLoaderAnimationStartMode["NONE"] = 0] = "NONE";
  988. /**
  989. * The first animation will start.
  990. */
  991. GLTFLoaderAnimationStartMode[GLTFLoaderAnimationStartMode["FIRST"] = 1] = "FIRST";
  992. /**
  993. * All animations will start.
  994. */
  995. GLTFLoaderAnimationStartMode[GLTFLoaderAnimationStartMode["ALL"] = 2] = "ALL";
  996. })(GLTFLoaderAnimationStartMode = BABYLON.GLTFLoaderAnimationStartMode || (BABYLON.GLTFLoaderAnimationStartMode = {}));
  997. var GLTFFileLoader = /** @class */ (function () {
  998. function GLTFFileLoader() {
  999. // #region Common options
  1000. /**
  1001. * Raised when the asset has been parsed.
  1002. * The data.json property stores the glTF JSON.
  1003. * The data.bin property stores the BIN chunk from a glTF binary or null if the input is not a glTF binary.
  1004. */
  1005. this.onParsedObservable = new BABYLON.Observable();
  1006. // #endregion
  1007. // #region V2 options
  1008. /**
  1009. * The coordinate system mode (AUTO, FORCE_RIGHT_HANDED).
  1010. */
  1011. this.coordinateSystemMode = GLTFLoaderCoordinateSystemMode.AUTO;
  1012. /**
  1013. * The animation start mode (NONE, FIRST, ALL).
  1014. */
  1015. this.animationStartMode = GLTFLoaderAnimationStartMode.FIRST;
  1016. /**
  1017. * Set to true to compile materials before raising the success callback.
  1018. */
  1019. this.compileMaterials = false;
  1020. /**
  1021. * Set to true to also compile materials with clip planes.
  1022. */
  1023. this.useClipPlane = false;
  1024. /**
  1025. * Set to true to compile shadow generators before raising the success callback.
  1026. */
  1027. this.compileShadowGenerators = false;
  1028. /**
  1029. * Raised when the loader creates a mesh after parsing the glTF properties of the mesh.
  1030. */
  1031. this.onMeshLoadedObservable = new BABYLON.Observable();
  1032. /**
  1033. * Raised when the loader creates a texture after parsing the glTF properties of the texture.
  1034. */
  1035. this.onTextureLoadedObservable = new BABYLON.Observable();
  1036. /**
  1037. * Raised when the loader creates a material after parsing the glTF properties of the material.
  1038. */
  1039. this.onMaterialLoadedObservable = new BABYLON.Observable();
  1040. /**
  1041. * Raised when the asset is completely loaded, immediately before the loader is disposed.
  1042. * For assets with LODs, raised when all of the LODs are complete.
  1043. * For assets without LODs, raised when the model is complete, immediately after onSuccess.
  1044. */
  1045. this.onCompleteObservable = new BABYLON.Observable();
  1046. /**
  1047. * Raised when the loader is disposed.
  1048. */
  1049. this.onDisposeObservable = new BABYLON.Observable();
  1050. // #endregion
  1051. this._loader = null;
  1052. this.name = "gltf";
  1053. this.extensions = {
  1054. ".gltf": { isBinary: false },
  1055. ".glb": { isBinary: true }
  1056. };
  1057. }
  1058. Object.defineProperty(GLTFFileLoader.prototype, "onParsed", {
  1059. set: function (callback) {
  1060. if (this._onParsedObserver) {
  1061. this.onParsedObservable.remove(this._onParsedObserver);
  1062. }
  1063. this._onParsedObserver = this.onParsedObservable.add(callback);
  1064. },
  1065. enumerable: true,
  1066. configurable: true
  1067. });
  1068. Object.defineProperty(GLTFFileLoader.prototype, "onMeshLoaded", {
  1069. set: function (callback) {
  1070. if (this._onMeshLoadedObserver) {
  1071. this.onMeshLoadedObservable.remove(this._onMeshLoadedObserver);
  1072. }
  1073. this._onMeshLoadedObserver = this.onMeshLoadedObservable.add(callback);
  1074. },
  1075. enumerable: true,
  1076. configurable: true
  1077. });
  1078. Object.defineProperty(GLTFFileLoader.prototype, "onTextureLoaded", {
  1079. set: function (callback) {
  1080. if (this._onTextureLoadedObserver) {
  1081. this.onTextureLoadedObservable.remove(this._onTextureLoadedObserver);
  1082. }
  1083. this._onTextureLoadedObserver = this.onTextureLoadedObservable.add(callback);
  1084. },
  1085. enumerable: true,
  1086. configurable: true
  1087. });
  1088. Object.defineProperty(GLTFFileLoader.prototype, "onMaterialLoaded", {
  1089. set: function (callback) {
  1090. if (this._onMaterialLoadedObserver) {
  1091. this.onMaterialLoadedObservable.remove(this._onMaterialLoadedObserver);
  1092. }
  1093. this._onMaterialLoadedObserver = this.onMaterialLoadedObservable.add(callback);
  1094. },
  1095. enumerable: true,
  1096. configurable: true
  1097. });
  1098. Object.defineProperty(GLTFFileLoader.prototype, "onComplete", {
  1099. set: function (callback) {
  1100. if (this._onCompleteObserver) {
  1101. this.onCompleteObservable.remove(this._onCompleteObserver);
  1102. }
  1103. this._onCompleteObserver = this.onCompleteObservable.add(callback);
  1104. },
  1105. enumerable: true,
  1106. configurable: true
  1107. });
  1108. Object.defineProperty(GLTFFileLoader.prototype, "onDispose", {
  1109. set: function (callback) {
  1110. if (this._onDisposeObserver) {
  1111. this.onDisposeObservable.remove(this._onDisposeObserver);
  1112. }
  1113. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  1114. },
  1115. enumerable: true,
  1116. configurable: true
  1117. });
  1118. /**
  1119. * Disposes the loader, releases resources during load, and cancels any outstanding requests.
  1120. */
  1121. GLTFFileLoader.prototype.dispose = function () {
  1122. if (this._loader) {
  1123. this._loader.dispose();
  1124. this._loader = null;
  1125. }
  1126. this.onParsedObservable.clear();
  1127. this.onMeshLoadedObservable.clear();
  1128. this.onTextureLoadedObservable.clear();
  1129. this.onMaterialLoadedObservable.clear();
  1130. this.onCompleteObservable.clear();
  1131. this.onDisposeObservable.notifyObservers(this);
  1132. this.onDisposeObservable.clear();
  1133. };
  1134. GLTFFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  1135. try {
  1136. var loaderData = this._parse(data);
  1137. this._loader = this._getLoader(loaderData);
  1138. this._loader.importMeshAsync(meshesNames, scene, loaderData, rootUrl, onSuccess, onProgress, onError);
  1139. }
  1140. catch (e) {
  1141. if (onError) {
  1142. onError(e.message, e);
  1143. }
  1144. else {
  1145. BABYLON.Tools.Error(e.message);
  1146. }
  1147. }
  1148. };
  1149. GLTFFileLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
  1150. try {
  1151. var loaderData = this._parse(data);
  1152. this._loader = this._getLoader(loaderData);
  1153. this._loader.loadAsync(scene, loaderData, rootUrl, onSuccess, onProgress, onError);
  1154. }
  1155. catch (e) {
  1156. if (onError) {
  1157. onError(e.message, e);
  1158. }
  1159. else {
  1160. BABYLON.Tools.Error(e.message);
  1161. }
  1162. }
  1163. };
  1164. GLTFFileLoader.prototype.canDirectLoad = function (data) {
  1165. return ((data.indexOf("scene") !== -1) && (data.indexOf("node") !== -1));
  1166. };
  1167. GLTFFileLoader.prototype.createPlugin = function () {
  1168. return new GLTFFileLoader();
  1169. };
  1170. GLTFFileLoader.prototype._parse = function (data) {
  1171. var parsedData;
  1172. if (data instanceof ArrayBuffer) {
  1173. parsedData = GLTFFileLoader._parseBinary(data);
  1174. }
  1175. else {
  1176. parsedData = {
  1177. json: JSON.parse(data),
  1178. bin: null
  1179. };
  1180. }
  1181. this.onParsedObservable.notifyObservers(parsedData);
  1182. return parsedData;
  1183. };
  1184. GLTFFileLoader.prototype._getLoader = function (loaderData) {
  1185. var _this = this;
  1186. var loaderVersion = { major: 2, minor: 0 };
  1187. var asset = loaderData.json.asset || {};
  1188. var version = GLTFFileLoader._parseVersion(asset.version);
  1189. if (!version) {
  1190. throw new Error("Invalid version: " + asset.version);
  1191. }
  1192. if (asset.minVersion !== undefined) {
  1193. var minVersion = GLTFFileLoader._parseVersion(asset.minVersion);
  1194. if (!minVersion) {
  1195. throw new Error("Invalid minimum version: " + asset.minVersion);
  1196. }
  1197. if (GLTFFileLoader._compareVersion(minVersion, loaderVersion) > 0) {
  1198. throw new Error("Incompatible minimum version: " + asset.minVersion);
  1199. }
  1200. }
  1201. var createLoaders = {
  1202. 1: GLTFFileLoader.CreateGLTFLoaderV1,
  1203. 2: GLTFFileLoader.CreateGLTFLoaderV2
  1204. };
  1205. var createLoader = createLoaders[version.major];
  1206. if (!createLoader) {
  1207. throw new Error("Unsupported version: " + asset.version);
  1208. }
  1209. var loader = createLoader();
  1210. loader.coordinateSystemMode = this.coordinateSystemMode;
  1211. loader.animationStartMode = this.animationStartMode;
  1212. loader.compileMaterials = this.compileMaterials;
  1213. loader.useClipPlane = this.useClipPlane;
  1214. loader.compileShadowGenerators = this.compileShadowGenerators;
  1215. loader.onMeshLoadedObservable.add(function (mesh) { return _this.onMeshLoadedObservable.notifyObservers(mesh); });
  1216. loader.onTextureLoadedObservable.add(function (texture) { return _this.onTextureLoadedObservable.notifyObservers(texture); });
  1217. loader.onMaterialLoadedObservable.add(function (material) { return _this.onMaterialLoadedObservable.notifyObservers(material); });
  1218. loader.onCompleteObservable.add(function () { return _this.onCompleteObservable.notifyObservers(_this); });
  1219. return loader;
  1220. };
  1221. GLTFFileLoader._parseBinary = function (data) {
  1222. var Binary = {
  1223. Magic: 0x46546C67
  1224. };
  1225. var binaryReader = new BinaryReader(data);
  1226. var magic = binaryReader.readUint32();
  1227. if (magic !== Binary.Magic) {
  1228. throw new Error("Unexpected magic: " + magic);
  1229. }
  1230. var version = binaryReader.readUint32();
  1231. switch (version) {
  1232. case 1: return GLTFFileLoader._parseV1(binaryReader);
  1233. case 2: return GLTFFileLoader._parseV2(binaryReader);
  1234. }
  1235. throw new Error("Unsupported version: " + version);
  1236. };
  1237. GLTFFileLoader._parseV1 = function (binaryReader) {
  1238. var ContentFormat = {
  1239. JSON: 0
  1240. };
  1241. var length = binaryReader.readUint32();
  1242. if (length != binaryReader.getLength()) {
  1243. throw new Error("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
  1244. }
  1245. var contentLength = binaryReader.readUint32();
  1246. var contentFormat = binaryReader.readUint32();
  1247. var content;
  1248. switch (contentFormat) {
  1249. case ContentFormat.JSON: {
  1250. content = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(contentLength)));
  1251. break;
  1252. }
  1253. default: {
  1254. throw new Error("Unexpected content format: " + contentFormat);
  1255. }
  1256. }
  1257. var bytesRemaining = binaryReader.getLength() - binaryReader.getPosition();
  1258. var body = binaryReader.readUint8Array(bytesRemaining);
  1259. return {
  1260. json: content,
  1261. bin: body
  1262. };
  1263. };
  1264. GLTFFileLoader._parseV2 = function (binaryReader) {
  1265. var ChunkFormat = {
  1266. JSON: 0x4E4F534A,
  1267. BIN: 0x004E4942
  1268. };
  1269. var length = binaryReader.readUint32();
  1270. if (length !== binaryReader.getLength()) {
  1271. throw new Error("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
  1272. }
  1273. // JSON chunk
  1274. var chunkLength = binaryReader.readUint32();
  1275. var chunkFormat = binaryReader.readUint32();
  1276. if (chunkFormat !== ChunkFormat.JSON) {
  1277. throw new Error("First chunk format is not JSON");
  1278. }
  1279. var json = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(chunkLength)));
  1280. // Look for BIN chunk
  1281. var bin = null;
  1282. while (binaryReader.getPosition() < binaryReader.getLength()) {
  1283. var chunkLength_1 = binaryReader.readUint32();
  1284. var chunkFormat_1 = binaryReader.readUint32();
  1285. switch (chunkFormat_1) {
  1286. case ChunkFormat.JSON: {
  1287. throw new Error("Unexpected JSON chunk");
  1288. }
  1289. case ChunkFormat.BIN: {
  1290. bin = binaryReader.readUint8Array(chunkLength_1);
  1291. break;
  1292. }
  1293. default: {
  1294. // ignore unrecognized chunkFormat
  1295. binaryReader.skipBytes(chunkLength_1);
  1296. break;
  1297. }
  1298. }
  1299. }
  1300. return {
  1301. json: json,
  1302. bin: bin
  1303. };
  1304. };
  1305. GLTFFileLoader._parseVersion = function (version) {
  1306. if (version === "1.0" || version === "1.0.1") {
  1307. return {
  1308. major: 1,
  1309. minor: 0
  1310. };
  1311. }
  1312. var match = (version + "").match(/^(\d+)\.(\d+)/);
  1313. if (!match) {
  1314. return null;
  1315. }
  1316. return {
  1317. major: parseInt(match[1]),
  1318. minor: parseInt(match[2])
  1319. };
  1320. };
  1321. GLTFFileLoader._compareVersion = function (a, b) {
  1322. if (a.major > b.major)
  1323. return 1;
  1324. if (a.major < b.major)
  1325. return -1;
  1326. if (a.minor > b.minor)
  1327. return 1;
  1328. if (a.minor < b.minor)
  1329. return -1;
  1330. return 0;
  1331. };
  1332. GLTFFileLoader._decodeBufferToText = function (buffer) {
  1333. var result = "";
  1334. var length = buffer.byteLength;
  1335. for (var i = 0; i < length; i++) {
  1336. result += String.fromCharCode(buffer[i]);
  1337. }
  1338. return result;
  1339. };
  1340. // #endregion
  1341. // #region V1 options
  1342. GLTFFileLoader.IncrementalLoading = true;
  1343. GLTFFileLoader.HomogeneousCoordinates = false;
  1344. return GLTFFileLoader;
  1345. }());
  1346. BABYLON.GLTFFileLoader = GLTFFileLoader;
  1347. var BinaryReader = /** @class */ (function () {
  1348. function BinaryReader(arrayBuffer) {
  1349. this._arrayBuffer = arrayBuffer;
  1350. this._dataView = new DataView(arrayBuffer);
  1351. this._byteOffset = 0;
  1352. }
  1353. BinaryReader.prototype.getPosition = function () {
  1354. return this._byteOffset;
  1355. };
  1356. BinaryReader.prototype.getLength = function () {
  1357. return this._arrayBuffer.byteLength;
  1358. };
  1359. BinaryReader.prototype.readUint32 = function () {
  1360. var value = this._dataView.getUint32(this._byteOffset, true);
  1361. this._byteOffset += 4;
  1362. return value;
  1363. };
  1364. BinaryReader.prototype.readUint8Array = function (length) {
  1365. var value = new Uint8Array(this._arrayBuffer, this._byteOffset, length);
  1366. this._byteOffset += length;
  1367. return value;
  1368. };
  1369. BinaryReader.prototype.skipBytes = function (length) {
  1370. this._byteOffset += length;
  1371. };
  1372. return BinaryReader;
  1373. }());
  1374. if (BABYLON.SceneLoader) {
  1375. BABYLON.SceneLoader.RegisterPlugin(new GLTFFileLoader());
  1376. }
  1377. })(BABYLON || (BABYLON = {}));
  1378. //# sourceMappingURL=babylon.glTFFileLoader.js.map
  1379. var BABYLON;
  1380. (function (BABYLON) {
  1381. var GLTF1;
  1382. (function (GLTF1) {
  1383. /**
  1384. * Enums
  1385. */
  1386. var EComponentType;
  1387. (function (EComponentType) {
  1388. EComponentType[EComponentType["BYTE"] = 5120] = "BYTE";
  1389. EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  1390. EComponentType[EComponentType["SHORT"] = 5122] = "SHORT";
  1391. EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  1392. EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT";
  1393. })(EComponentType = GLTF1.EComponentType || (GLTF1.EComponentType = {}));
  1394. var EShaderType;
  1395. (function (EShaderType) {
  1396. EShaderType[EShaderType["FRAGMENT"] = 35632] = "FRAGMENT";
  1397. EShaderType[EShaderType["VERTEX"] = 35633] = "VERTEX";
  1398. })(EShaderType = GLTF1.EShaderType || (GLTF1.EShaderType = {}));
  1399. var EParameterType;
  1400. (function (EParameterType) {
  1401. EParameterType[EParameterType["BYTE"] = 5120] = "BYTE";
  1402. EParameterType[EParameterType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  1403. EParameterType[EParameterType["SHORT"] = 5122] = "SHORT";
  1404. EParameterType[EParameterType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  1405. EParameterType[EParameterType["INT"] = 5124] = "INT";
  1406. EParameterType[EParameterType["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT";
  1407. EParameterType[EParameterType["FLOAT"] = 5126] = "FLOAT";
  1408. EParameterType[EParameterType["FLOAT_VEC2"] = 35664] = "FLOAT_VEC2";
  1409. EParameterType[EParameterType["FLOAT_VEC3"] = 35665] = "FLOAT_VEC3";
  1410. EParameterType[EParameterType["FLOAT_VEC4"] = 35666] = "FLOAT_VEC4";
  1411. EParameterType[EParameterType["INT_VEC2"] = 35667] = "INT_VEC2";
  1412. EParameterType[EParameterType["INT_VEC3"] = 35668] = "INT_VEC3";
  1413. EParameterType[EParameterType["INT_VEC4"] = 35669] = "INT_VEC4";
  1414. EParameterType[EParameterType["BOOL"] = 35670] = "BOOL";
  1415. EParameterType[EParameterType["BOOL_VEC2"] = 35671] = "BOOL_VEC2";
  1416. EParameterType[EParameterType["BOOL_VEC3"] = 35672] = "BOOL_VEC3";
  1417. EParameterType[EParameterType["BOOL_VEC4"] = 35673] = "BOOL_VEC4";
  1418. EParameterType[EParameterType["FLOAT_MAT2"] = 35674] = "FLOAT_MAT2";
  1419. EParameterType[EParameterType["FLOAT_MAT3"] = 35675] = "FLOAT_MAT3";
  1420. EParameterType[EParameterType["FLOAT_MAT4"] = 35676] = "FLOAT_MAT4";
  1421. EParameterType[EParameterType["SAMPLER_2D"] = 35678] = "SAMPLER_2D";
  1422. })(EParameterType = GLTF1.EParameterType || (GLTF1.EParameterType = {}));
  1423. var ETextureWrapMode;
  1424. (function (ETextureWrapMode) {
  1425. ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE";
  1426. ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT";
  1427. ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT";
  1428. })(ETextureWrapMode = GLTF1.ETextureWrapMode || (GLTF1.ETextureWrapMode = {}));
  1429. var ETextureFilterType;
  1430. (function (ETextureFilterType) {
  1431. ETextureFilterType[ETextureFilterType["NEAREST"] = 9728] = "NEAREST";
  1432. ETextureFilterType[ETextureFilterType["LINEAR"] = 9728] = "LINEAR";
  1433. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_NEAREST"] = 9984] = "NEAREST_MIPMAP_NEAREST";
  1434. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
  1435. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR";
  1436. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR";
  1437. })(ETextureFilterType = GLTF1.ETextureFilterType || (GLTF1.ETextureFilterType = {}));
  1438. var ETextureFormat;
  1439. (function (ETextureFormat) {
  1440. ETextureFormat[ETextureFormat["ALPHA"] = 6406] = "ALPHA";
  1441. ETextureFormat[ETextureFormat["RGB"] = 6407] = "RGB";
  1442. ETextureFormat[ETextureFormat["RGBA"] = 6408] = "RGBA";
  1443. ETextureFormat[ETextureFormat["LUMINANCE"] = 6409] = "LUMINANCE";
  1444. ETextureFormat[ETextureFormat["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA";
  1445. })(ETextureFormat = GLTF1.ETextureFormat || (GLTF1.ETextureFormat = {}));
  1446. var ECullingType;
  1447. (function (ECullingType) {
  1448. ECullingType[ECullingType["FRONT"] = 1028] = "FRONT";
  1449. ECullingType[ECullingType["BACK"] = 1029] = "BACK";
  1450. ECullingType[ECullingType["FRONT_AND_BACK"] = 1032] = "FRONT_AND_BACK";
  1451. })(ECullingType = GLTF1.ECullingType || (GLTF1.ECullingType = {}));
  1452. var EBlendingFunction;
  1453. (function (EBlendingFunction) {
  1454. EBlendingFunction[EBlendingFunction["ZERO"] = 0] = "ZERO";
  1455. EBlendingFunction[EBlendingFunction["ONE"] = 1] = "ONE";
  1456. EBlendingFunction[EBlendingFunction["SRC_COLOR"] = 768] = "SRC_COLOR";
  1457. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_COLOR"] = 769] = "ONE_MINUS_SRC_COLOR";
  1458. EBlendingFunction[EBlendingFunction["DST_COLOR"] = 774] = "DST_COLOR";
  1459. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_COLOR"] = 775] = "ONE_MINUS_DST_COLOR";
  1460. EBlendingFunction[EBlendingFunction["SRC_ALPHA"] = 770] = "SRC_ALPHA";
  1461. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_ALPHA"] = 771] = "ONE_MINUS_SRC_ALPHA";
  1462. EBlendingFunction[EBlendingFunction["DST_ALPHA"] = 772] = "DST_ALPHA";
  1463. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_ALPHA"] = 773] = "ONE_MINUS_DST_ALPHA";
  1464. EBlendingFunction[EBlendingFunction["CONSTANT_COLOR"] = 32769] = "CONSTANT_COLOR";
  1465. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_COLOR"] = 32770] = "ONE_MINUS_CONSTANT_COLOR";
  1466. EBlendingFunction[EBlendingFunction["CONSTANT_ALPHA"] = 32771] = "CONSTANT_ALPHA";
  1467. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_ALPHA"] = 32772] = "ONE_MINUS_CONSTANT_ALPHA";
  1468. EBlendingFunction[EBlendingFunction["SRC_ALPHA_SATURATE"] = 776] = "SRC_ALPHA_SATURATE";
  1469. })(EBlendingFunction = GLTF1.EBlendingFunction || (GLTF1.EBlendingFunction = {}));
  1470. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  1471. })(BABYLON || (BABYLON = {}));
  1472. //# sourceMappingURL=babylon.glTFLoaderInterfaces.js.map
  1473. var BABYLON;
  1474. (function (BABYLON) {
  1475. var GLTF1;
  1476. (function (GLTF1) {
  1477. /**
  1478. * Tokenizer. Used for shaders compatibility
  1479. * Automatically map world, view, projection, worldViewProjection, attributes and so on
  1480. */
  1481. var ETokenType;
  1482. (function (ETokenType) {
  1483. ETokenType[ETokenType["IDENTIFIER"] = 1] = "IDENTIFIER";
  1484. ETokenType[ETokenType["UNKNOWN"] = 2] = "UNKNOWN";
  1485. ETokenType[ETokenType["END_OF_INPUT"] = 3] = "END_OF_INPUT";
  1486. })(ETokenType || (ETokenType = {}));
  1487. var Tokenizer = /** @class */ (function () {
  1488. function Tokenizer(toParse) {
  1489. this._pos = 0;
  1490. this.isLetterOrDigitPattern = /^[a-zA-Z0-9]+$/;
  1491. this._toParse = toParse;
  1492. this._maxPos = toParse.length;
  1493. }
  1494. Tokenizer.prototype.getNextToken = function () {
  1495. if (this.isEnd())
  1496. return ETokenType.END_OF_INPUT;
  1497. this.currentString = this.read();
  1498. this.currentToken = ETokenType.UNKNOWN;
  1499. if (this.currentString === "_" || this.isLetterOrDigitPattern.test(this.currentString)) {
  1500. this.currentToken = ETokenType.IDENTIFIER;
  1501. this.currentIdentifier = this.currentString;
  1502. while (!this.isEnd() && (this.isLetterOrDigitPattern.test(this.currentString = this.peek()) || this.currentString === "_")) {
  1503. this.currentIdentifier += this.currentString;
  1504. this.forward();
  1505. }
  1506. }
  1507. return this.currentToken;
  1508. };
  1509. Tokenizer.prototype.peek = function () {
  1510. return this._toParse[this._pos];
  1511. };
  1512. Tokenizer.prototype.read = function () {
  1513. return this._toParse[this._pos++];
  1514. };
  1515. Tokenizer.prototype.forward = function () {
  1516. this._pos++;
  1517. };
  1518. Tokenizer.prototype.isEnd = function () {
  1519. return this._pos >= this._maxPos;
  1520. };
  1521. return Tokenizer;
  1522. }());
  1523. /**
  1524. * Values
  1525. */
  1526. var glTFTransforms = ["MODEL", "VIEW", "PROJECTION", "MODELVIEW", "MODELVIEWPROJECTION", "JOINTMATRIX"];
  1527. var babylonTransforms = ["world", "view", "projection", "worldView", "worldViewProjection", "mBones"];
  1528. var glTFAnimationPaths = ["translation", "rotation", "scale"];
  1529. var babylonAnimationPaths = ["position", "rotationQuaternion", "scaling"];
  1530. /**
  1531. * Parse
  1532. */
  1533. var parseBuffers = function (parsedBuffers, gltfRuntime) {
  1534. for (var buf in parsedBuffers) {
  1535. var parsedBuffer = parsedBuffers[buf];
  1536. gltfRuntime.buffers[buf] = parsedBuffer;
  1537. gltfRuntime.buffersCount++;
  1538. }
  1539. };
  1540. var parseShaders = function (parsedShaders, gltfRuntime) {
  1541. for (var sha in parsedShaders) {
  1542. var parsedShader = parsedShaders[sha];
  1543. gltfRuntime.shaders[sha] = parsedShader;
  1544. gltfRuntime.shaderscount++;
  1545. }
  1546. };
  1547. var parseObject = function (parsedObjects, runtimeProperty, gltfRuntime) {
  1548. for (var object in parsedObjects) {
  1549. var parsedObject = parsedObjects[object];
  1550. gltfRuntime[runtimeProperty][object] = parsedObject;
  1551. }
  1552. };
  1553. /**
  1554. * Utils
  1555. */
  1556. var normalizeUVs = function (buffer) {
  1557. if (!buffer) {
  1558. return;
  1559. }
  1560. for (var i = 0; i < buffer.length / 2; i++) {
  1561. buffer[i * 2 + 1] = 1.0 - buffer[i * 2 + 1];
  1562. }
  1563. };
  1564. var getAttribute = function (attributeParameter) {
  1565. if (attributeParameter.semantic === "NORMAL") {
  1566. return "normal";
  1567. }
  1568. else if (attributeParameter.semantic === "POSITION") {
  1569. return "position";
  1570. }
  1571. else if (attributeParameter.semantic === "JOINT") {
  1572. return "matricesIndices";
  1573. }
  1574. else if (attributeParameter.semantic === "WEIGHT") {
  1575. return "matricesWeights";
  1576. }
  1577. else if (attributeParameter.semantic === "COLOR") {
  1578. return "color";
  1579. }
  1580. else if (attributeParameter.semantic && attributeParameter.semantic.indexOf("TEXCOORD_") !== -1) {
  1581. var channel = Number(attributeParameter.semantic.split("_")[1]);
  1582. return "uv" + (channel === 0 ? "" : channel + 1);
  1583. }
  1584. return null;
  1585. };
  1586. /**
  1587. * Loads and creates animations
  1588. */
  1589. var loadAnimations = function (gltfRuntime) {
  1590. for (var anim in gltfRuntime.animations) {
  1591. var animation = gltfRuntime.animations[anim];
  1592. if (!animation.channels || !animation.samplers) {
  1593. continue;
  1594. }
  1595. var lastAnimation = null;
  1596. for (var i = 0; i < animation.channels.length; i++) {
  1597. // Get parameters and load buffers
  1598. var channel = animation.channels[i];
  1599. var sampler = animation.samplers[channel.sampler];
  1600. if (!sampler) {
  1601. continue;
  1602. }
  1603. var inputData = null;
  1604. var outputData = null;
  1605. if (animation.parameters) {
  1606. inputData = animation.parameters[sampler.input];
  1607. outputData = animation.parameters[sampler.output];
  1608. }
  1609. else {
  1610. inputData = sampler.input;
  1611. outputData = sampler.output;
  1612. }
  1613. var bufferInput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[inputData]);
  1614. var bufferOutput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[outputData]);
  1615. var targetID = channel.target.id;
  1616. var targetNode = gltfRuntime.scene.getNodeByID(targetID);
  1617. if (targetNode === null) {
  1618. targetNode = gltfRuntime.scene.getNodeByName(targetID);
  1619. }
  1620. if (targetNode === null) {
  1621. BABYLON.Tools.Warn("Creating animation named " + anim + ". But cannot find node named " + targetID + " to attach to");
  1622. continue;
  1623. }
  1624. var isBone = targetNode instanceof BABYLON.Bone;
  1625. // Get target path (position, rotation or scaling)
  1626. var targetPath = channel.target.path;
  1627. var targetPathIndex = glTFAnimationPaths.indexOf(targetPath);
  1628. if (targetPathIndex !== -1) {
  1629. targetPath = babylonAnimationPaths[targetPathIndex];
  1630. }
  1631. // Determine animation type
  1632. var animationType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  1633. if (!isBone) {
  1634. if (targetPath === "rotationQuaternion") {
  1635. animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  1636. targetNode.rotationQuaternion = new BABYLON.Quaternion();
  1637. }
  1638. else {
  1639. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  1640. }
  1641. }
  1642. // Create animation and key frames
  1643. var babylonAnimation = null;
  1644. var keys = [];
  1645. var arrayOffset = 0;
  1646. var modifyKey = false;
  1647. if (isBone && lastAnimation && lastAnimation.getKeys().length === bufferInput.length) {
  1648. babylonAnimation = lastAnimation;
  1649. modifyKey = true;
  1650. }
  1651. if (!modifyKey) {
  1652. babylonAnimation = new BABYLON.Animation(anim, isBone ? "_matrix" : targetPath, 1, animationType, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  1653. }
  1654. // For each frame
  1655. for (var j = 0; j < bufferInput.length; j++) {
  1656. var value = null;
  1657. if (targetPath === "rotationQuaternion") {
  1658. value = BABYLON.Quaternion.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2], bufferOutput[arrayOffset + 3]]);
  1659. arrayOffset += 4;
  1660. }
  1661. else {
  1662. value = BABYLON.Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]);
  1663. arrayOffset += 3;
  1664. }
  1665. if (isBone) {
  1666. var bone = targetNode;
  1667. var translation = BABYLON.Vector3.Zero();
  1668. var rotationQuaternion = new BABYLON.Quaternion();
  1669. var scaling = BABYLON.Vector3.Zero();
  1670. // Warning on decompose
  1671. var mat = bone.getBaseMatrix();
  1672. if (modifyKey && lastAnimation) {
  1673. mat = lastAnimation.getKeys()[j].value;
  1674. }
  1675. mat.decompose(scaling, rotationQuaternion, translation);
  1676. if (targetPath === "position") {
  1677. translation = value;
  1678. }
  1679. else if (targetPath === "rotationQuaternion") {
  1680. rotationQuaternion = value;
  1681. }
  1682. else {
  1683. scaling = value;
  1684. }
  1685. value = BABYLON.Matrix.Compose(scaling, rotationQuaternion, translation);
  1686. }
  1687. if (!modifyKey) {
  1688. keys.push({
  1689. frame: bufferInput[j],
  1690. value: value
  1691. });
  1692. }
  1693. else if (lastAnimation) {
  1694. lastAnimation.getKeys()[j].value = value;
  1695. }
  1696. }
  1697. // Finish
  1698. if (!modifyKey && babylonAnimation) {
  1699. babylonAnimation.setKeys(keys);
  1700. targetNode.animations.push(babylonAnimation);
  1701. }
  1702. lastAnimation = babylonAnimation;
  1703. gltfRuntime.scene.stopAnimation(targetNode);
  1704. gltfRuntime.scene.beginAnimation(targetNode, 0, bufferInput[bufferInput.length - 1], true, 1.0);
  1705. }
  1706. }
  1707. };
  1708. /**
  1709. * Returns the bones transformation matrix
  1710. */
  1711. var configureBoneTransformation = function (node) {
  1712. var mat = null;
  1713. if (node.translation || node.rotation || node.scale) {
  1714. var scale = BABYLON.Vector3.FromArray(node.scale || [1, 1, 1]);
  1715. var rotation = BABYLON.Quaternion.FromArray(node.rotation || [0, 0, 0, 1]);
  1716. var position = BABYLON.Vector3.FromArray(node.translation || [0, 0, 0]);
  1717. mat = BABYLON.Matrix.Compose(scale, rotation, position);
  1718. }
  1719. else {
  1720. mat = BABYLON.Matrix.FromArray(node.matrix);
  1721. }
  1722. return mat;
  1723. };
  1724. /**
  1725. * Returns the parent bone
  1726. */
  1727. var getParentBone = function (gltfRuntime, skins, jointName, newSkeleton) {
  1728. // Try to find
  1729. for (var i = 0; i < newSkeleton.bones.length; i++) {
  1730. if (newSkeleton.bones[i].name === jointName) {
  1731. return newSkeleton.bones[i];
  1732. }
  1733. }
  1734. // Not found, search in gltf nodes
  1735. var nodes = gltfRuntime.nodes;
  1736. for (var nde in nodes) {
  1737. var node = nodes[nde];
  1738. if (!node.jointName) {
  1739. continue;
  1740. }
  1741. var children = node.children;
  1742. for (var i = 0; i < children.length; i++) {
  1743. var child = gltfRuntime.nodes[children[i]];
  1744. if (!child.jointName) {
  1745. continue;
  1746. }
  1747. if (child.jointName === jointName) {
  1748. var mat = configureBoneTransformation(node);
  1749. var bone = new BABYLON.Bone(node.name || "", newSkeleton, getParentBone(gltfRuntime, skins, node.jointName, newSkeleton), mat);
  1750. bone.id = nde;
  1751. return bone;
  1752. }
  1753. }
  1754. }
  1755. return null;
  1756. };
  1757. /**
  1758. * Returns the appropriate root node
  1759. */
  1760. var getNodeToRoot = function (nodesToRoot, id) {
  1761. for (var i = 0; i < nodesToRoot.length; i++) {
  1762. var nodeToRoot = nodesToRoot[i];
  1763. for (var j = 0; j < nodeToRoot.node.children.length; j++) {
  1764. var child = nodeToRoot.node.children[j];
  1765. if (child === id) {
  1766. return nodeToRoot.bone;
  1767. }
  1768. }
  1769. }
  1770. return null;
  1771. };
  1772. /**
  1773. * Returns the node with the joint name
  1774. */
  1775. var getJointNode = function (gltfRuntime, jointName) {
  1776. var nodes = gltfRuntime.nodes;
  1777. var node = nodes[jointName];
  1778. if (node) {
  1779. return {
  1780. node: node,
  1781. id: jointName
  1782. };
  1783. }
  1784. for (var nde in nodes) {
  1785. node = nodes[nde];
  1786. if (node.jointName === jointName) {
  1787. return {
  1788. node: node,
  1789. id: nde
  1790. };
  1791. }
  1792. }
  1793. return null;
  1794. };
  1795. /**
  1796. * Checks if a nodes is in joints
  1797. */
  1798. var nodeIsInJoints = function (skins, id) {
  1799. for (var i = 0; i < skins.jointNames.length; i++) {
  1800. if (skins.jointNames[i] === id) {
  1801. return true;
  1802. }
  1803. }
  1804. return false;
  1805. };
  1806. /**
  1807. * Fills the nodes to root for bones and builds hierarchy
  1808. */
  1809. var getNodesToRoot = function (gltfRuntime, newSkeleton, skins, nodesToRoot) {
  1810. // Creates nodes for root
  1811. for (var nde in gltfRuntime.nodes) {
  1812. var node = gltfRuntime.nodes[nde];
  1813. var id = nde;
  1814. if (!node.jointName || nodeIsInJoints(skins, node.jointName)) {
  1815. continue;
  1816. }
  1817. // Create node to root bone
  1818. var mat = configureBoneTransformation(node);
  1819. var bone = new BABYLON.Bone(node.name || "", newSkeleton, null, mat);
  1820. bone.id = id;
  1821. nodesToRoot.push({ bone: bone, node: node, id: id });
  1822. }
  1823. // Parenting
  1824. for (var i = 0; i < nodesToRoot.length; i++) {
  1825. var nodeToRoot = nodesToRoot[i];
  1826. var children = nodeToRoot.node.children;
  1827. for (var j = 0; j < children.length; j++) {
  1828. var child = null;
  1829. for (var k = 0; k < nodesToRoot.length; k++) {
  1830. if (nodesToRoot[k].id === children[j]) {
  1831. child = nodesToRoot[k];
  1832. break;
  1833. }
  1834. }
  1835. if (child) {
  1836. child.bone._parent = nodeToRoot.bone;
  1837. nodeToRoot.bone.children.push(child.bone);
  1838. }
  1839. }
  1840. }
  1841. };
  1842. /**
  1843. * Imports a skeleton
  1844. */
  1845. var importSkeleton = function (gltfRuntime, skins, mesh, newSkeleton, id) {
  1846. if (!newSkeleton) {
  1847. newSkeleton = new BABYLON.Skeleton(skins.name || "", "", gltfRuntime.scene);
  1848. }
  1849. if (!skins.babylonSkeleton) {
  1850. return newSkeleton;
  1851. }
  1852. // Find the root bones
  1853. var nodesToRoot = [];
  1854. var nodesToRootToAdd = [];
  1855. getNodesToRoot(gltfRuntime, newSkeleton, skins, nodesToRoot);
  1856. newSkeleton.bones = [];
  1857. // Joints
  1858. for (var i = 0; i < skins.jointNames.length; i++) {
  1859. var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
  1860. if (!jointNode) {
  1861. continue;
  1862. }
  1863. var node = jointNode.node;
  1864. if (!node) {
  1865. BABYLON.Tools.Warn("Joint named " + skins.jointNames[i] + " does not exist");
  1866. continue;
  1867. }
  1868. var id = jointNode.id;
  1869. // Optimize, if the bone already exists...
  1870. var existingBone = gltfRuntime.scene.getBoneByID(id);
  1871. if (existingBone) {
  1872. newSkeleton.bones.push(existingBone);
  1873. continue;
  1874. }
  1875. // Search for parent bone
  1876. var foundBone = false;
  1877. var parentBone = null;
  1878. for (var j = 0; j < i; j++) {
  1879. var jointNode_1 = getJointNode(gltfRuntime, skins.jointNames[j]);
  1880. if (!jointNode_1) {
  1881. continue;
  1882. }
  1883. var joint = jointNode_1.node;
  1884. if (!joint) {
  1885. BABYLON.Tools.Warn("Joint named " + skins.jointNames[j] + " does not exist when looking for parent");
  1886. continue;
  1887. }
  1888. var children = joint.children;
  1889. if (!children) {
  1890. continue;
  1891. }
  1892. foundBone = false;
  1893. for (var k = 0; k < children.length; k++) {
  1894. if (children[k] === id) {
  1895. parentBone = getParentBone(gltfRuntime, skins, skins.jointNames[j], newSkeleton);
  1896. foundBone = true;
  1897. break;
  1898. }
  1899. }
  1900. if (foundBone) {
  1901. break;
  1902. }
  1903. }
  1904. // Create bone
  1905. var mat = configureBoneTransformation(node);
  1906. if (!parentBone && nodesToRoot.length > 0) {
  1907. parentBone = getNodeToRoot(nodesToRoot, id);
  1908. if (parentBone) {
  1909. if (nodesToRootToAdd.indexOf(parentBone) === -1) {
  1910. nodesToRootToAdd.push(parentBone);
  1911. }
  1912. }
  1913. }
  1914. var bone = new BABYLON.Bone(node.jointName || "", newSkeleton, parentBone, mat);
  1915. bone.id = id;
  1916. }
  1917. // Polish
  1918. var bones = newSkeleton.bones;
  1919. newSkeleton.bones = [];
  1920. for (var i = 0; i < skins.jointNames.length; i++) {
  1921. var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
  1922. if (!jointNode) {
  1923. continue;
  1924. }
  1925. for (var j = 0; j < bones.length; j++) {
  1926. if (bones[j].id === jointNode.id) {
  1927. newSkeleton.bones.push(bones[j]);
  1928. break;
  1929. }
  1930. }
  1931. }
  1932. newSkeleton.prepare();
  1933. // Finish
  1934. for (var i = 0; i < nodesToRootToAdd.length; i++) {
  1935. newSkeleton.bones.push(nodesToRootToAdd[i]);
  1936. }
  1937. return newSkeleton;
  1938. };
  1939. /**
  1940. * Imports a mesh and its geometries
  1941. */
  1942. var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
  1943. if (!newMesh) {
  1944. newMesh = new BABYLON.Mesh(node.name || "", gltfRuntime.scene);
  1945. newMesh.id = id;
  1946. }
  1947. if (!node.babylonNode) {
  1948. return newMesh;
  1949. }
  1950. var subMaterials = [];
  1951. var vertexData = new BABYLON.VertexData();
  1952. var geometry = new BABYLON.Geometry(id, gltfRuntime.scene, vertexData, false, newMesh);
  1953. var verticesStarts = new Array();
  1954. var verticesCounts = new Array();
  1955. var indexStarts = new Array();
  1956. var indexCounts = new Array();
  1957. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  1958. var meshID = meshes[meshIndex];
  1959. var mesh = gltfRuntime.meshes[meshID];
  1960. if (!mesh) {
  1961. continue;
  1962. }
  1963. // Positions, normals and UVs
  1964. for (var i = 0; i < mesh.primitives.length; i++) {
  1965. // Temporary vertex data
  1966. var tempVertexData = new BABYLON.VertexData();
  1967. var primitive = mesh.primitives[i];
  1968. if (primitive.mode !== 4) {
  1969. // continue;
  1970. }
  1971. var attributes = primitive.attributes;
  1972. var accessor = null;
  1973. var buffer = null;
  1974. // Set positions, normal and uvs
  1975. for (var semantic in attributes) {
  1976. // Link accessor and buffer view
  1977. accessor = gltfRuntime.accessors[attributes[semantic]];
  1978. buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
  1979. if (semantic === "NORMAL") {
  1980. tempVertexData.normals = new Float32Array(buffer.length);
  1981. tempVertexData.normals.set(buffer);
  1982. }
  1983. else if (semantic === "POSITION") {
  1984. if (BABYLON.GLTFFileLoader.HomogeneousCoordinates) {
  1985. tempVertexData.positions = new Float32Array(buffer.length - buffer.length / 4);
  1986. for (var j = 0; j < buffer.length; j += 4) {
  1987. tempVertexData.positions[j] = buffer[j];
  1988. tempVertexData.positions[j + 1] = buffer[j + 1];
  1989. tempVertexData.positions[j + 2] = buffer[j + 2];
  1990. }
  1991. }
  1992. else {
  1993. tempVertexData.positions = new Float32Array(buffer.length);
  1994. tempVertexData.positions.set(buffer);
  1995. }
  1996. verticesCounts.push(tempVertexData.positions.length);
  1997. }
  1998. else if (semantic.indexOf("TEXCOORD_") !== -1) {
  1999. var channel = Number(semantic.split("_")[1]);
  2000. var uvKind = BABYLON.VertexBuffer.UVKind + (channel === 0 ? "" : (channel + 1));
  2001. var uvs = new Float32Array(buffer.length);
  2002. uvs.set(buffer);
  2003. normalizeUVs(uvs);
  2004. tempVertexData.set(uvs, uvKind);
  2005. }
  2006. else if (semantic === "JOINT") {
  2007. tempVertexData.matricesIndices = new Float32Array(buffer.length);
  2008. tempVertexData.matricesIndices.set(buffer);
  2009. }
  2010. else if (semantic === "WEIGHT") {
  2011. tempVertexData.matricesWeights = new Float32Array(buffer.length);
  2012. tempVertexData.matricesWeights.set(buffer);
  2013. }
  2014. else if (semantic === "COLOR") {
  2015. tempVertexData.colors = new Float32Array(buffer.length);
  2016. tempVertexData.colors.set(buffer);
  2017. }
  2018. }
  2019. // Indices
  2020. accessor = gltfRuntime.accessors[primitive.indices];
  2021. if (accessor) {
  2022. buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
  2023. tempVertexData.indices = new Int32Array(buffer.length);
  2024. tempVertexData.indices.set(buffer);
  2025. indexCounts.push(tempVertexData.indices.length);
  2026. }
  2027. else {
  2028. // Set indices on the fly
  2029. var indices = [];
  2030. for (var j = 0; j < tempVertexData.positions.length / 3; j++) {
  2031. indices.push(j);
  2032. }
  2033. tempVertexData.indices = new Int32Array(indices);
  2034. indexCounts.push(tempVertexData.indices.length);
  2035. }
  2036. vertexData.merge(tempVertexData);
  2037. // Sub material
  2038. var material_1 = gltfRuntime.scene.getMaterialByID(primitive.material);
  2039. subMaterials.push(material_1 === null ? GLTF1.GLTFUtils.GetDefaultMaterial(gltfRuntime.scene) : material_1);
  2040. // Update vertices start and index start
  2041. verticesStarts.push(verticesStarts.length === 0 ? 0 : verticesStarts[verticesStarts.length - 1] + verticesCounts[verticesCounts.length - 2]);
  2042. indexStarts.push(indexStarts.length === 0 ? 0 : indexStarts[indexStarts.length - 1] + indexCounts[indexCounts.length - 2]);
  2043. }
  2044. }
  2045. var material;
  2046. if (subMaterials.length > 1) {
  2047. material = new BABYLON.MultiMaterial("multimat" + id, gltfRuntime.scene);
  2048. material.subMaterials = subMaterials;
  2049. }
  2050. else {
  2051. material = new BABYLON.StandardMaterial("multimat" + id, gltfRuntime.scene);
  2052. }
  2053. if (subMaterials.length === 1) {
  2054. material = subMaterials[0];
  2055. }
  2056. if (!newMesh.material) {
  2057. newMesh.material = material;
  2058. }
  2059. // Apply geometry
  2060. geometry.setAllVerticesData(vertexData, false);
  2061. newMesh.computeWorldMatrix(true);
  2062. // Apply submeshes
  2063. newMesh.subMeshes = [];
  2064. var index = 0;
  2065. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  2066. var meshID = meshes[meshIndex];
  2067. var mesh = gltfRuntime.meshes[meshID];
  2068. if (!mesh) {
  2069. continue;
  2070. }
  2071. for (var i = 0; i < mesh.primitives.length; i++) {
  2072. if (mesh.primitives[i].mode !== 4) {
  2073. //continue;
  2074. }
  2075. BABYLON.SubMesh.AddToMesh(index, verticesStarts[index], verticesCounts[index], indexStarts[index], indexCounts[index], newMesh, newMesh, true);
  2076. index++;
  2077. }
  2078. }
  2079. // Finish
  2080. return newMesh;
  2081. };
  2082. /**
  2083. * Configure node transformation from position, rotation and scaling
  2084. */
  2085. var configureNode = function (newNode, position, rotation, scaling) {
  2086. if (newNode.position) {
  2087. newNode.position = position;
  2088. }
  2089. if (newNode.rotationQuaternion || newNode.rotation) {
  2090. newNode.rotationQuaternion = rotation;
  2091. }
  2092. if (newNode.scaling) {
  2093. newNode.scaling = scaling;
  2094. }
  2095. };
  2096. /**
  2097. * Configures node from transformation matrix
  2098. */
  2099. var configureNodeFromMatrix = function (newNode, node, parent) {
  2100. if (node.matrix) {
  2101. var position = new BABYLON.Vector3(0, 0, 0);
  2102. var rotation = new BABYLON.Quaternion();
  2103. var scaling = new BABYLON.Vector3(0, 0, 0);
  2104. var mat = BABYLON.Matrix.FromArray(node.matrix);
  2105. mat.decompose(scaling, rotation, position);
  2106. configureNode(newNode, position, rotation, scaling);
  2107. }
  2108. else if (node.translation && node.rotation && node.scale) {
  2109. configureNode(newNode, BABYLON.Vector3.FromArray(node.translation), BABYLON.Quaternion.FromArray(node.rotation), BABYLON.Vector3.FromArray(node.scale));
  2110. }
  2111. newNode.computeWorldMatrix(true);
  2112. };
  2113. /**
  2114. * Imports a node
  2115. */
  2116. var importNode = function (gltfRuntime, node, id, parent) {
  2117. var lastNode = null;
  2118. if (gltfRuntime.importOnlyMeshes && (node.skin || node.meshes)) {
  2119. if (gltfRuntime.importMeshesNames && gltfRuntime.importMeshesNames.length > 0 && gltfRuntime.importMeshesNames.indexOf(node.name || "") === -1) {
  2120. return null;
  2121. }
  2122. }
  2123. // Meshes
  2124. if (node.skin) {
  2125. if (node.meshes) {
  2126. var skin = gltfRuntime.skins[node.skin];
  2127. var newMesh = importMesh(gltfRuntime, node, node.meshes, id, node.babylonNode);
  2128. newMesh.skeleton = gltfRuntime.scene.getLastSkeletonByID(node.skin);
  2129. if (newMesh.skeleton === null) {
  2130. newMesh.skeleton = importSkeleton(gltfRuntime, skin, newMesh, skin.babylonSkeleton, node.skin);
  2131. if (!skin.babylonSkeleton) {
  2132. skin.babylonSkeleton = newMesh.skeleton;
  2133. }
  2134. }
  2135. lastNode = newMesh;
  2136. }
  2137. }
  2138. else if (node.meshes) {
  2139. /**
  2140. * Improve meshes property
  2141. */
  2142. var newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id, node.babylonNode);
  2143. lastNode = newMesh;
  2144. }
  2145. else if (node.light && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  2146. var light = gltfRuntime.lights[node.light];
  2147. if (light) {
  2148. if (light.type === "ambient") {
  2149. var ambienLight = light[light.type];
  2150. var hemiLight = new BABYLON.HemisphericLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  2151. hemiLight.name = node.name || "";
  2152. if (ambienLight.color) {
  2153. hemiLight.diffuse = BABYLON.Color3.FromArray(ambienLight.color);
  2154. }
  2155. lastNode = hemiLight;
  2156. }
  2157. else if (light.type === "directional") {
  2158. var directionalLight = light[light.type];
  2159. var dirLight = new BABYLON.DirectionalLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  2160. dirLight.name = node.name || "";
  2161. if (directionalLight.color) {
  2162. dirLight.diffuse = BABYLON.Color3.FromArray(directionalLight.color);
  2163. }
  2164. lastNode = dirLight;
  2165. }
  2166. else if (light.type === "point") {
  2167. var pointLight = light[light.type];
  2168. var ptLight = new BABYLON.PointLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  2169. ptLight.name = node.name || "";
  2170. if (pointLight.color) {
  2171. ptLight.diffuse = BABYLON.Color3.FromArray(pointLight.color);
  2172. }
  2173. lastNode = ptLight;
  2174. }
  2175. else if (light.type === "spot") {
  2176. var spotLight = light[light.type];
  2177. var spLight = new BABYLON.SpotLight(node.light, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, gltfRuntime.scene);
  2178. spLight.name = node.name || "";
  2179. if (spotLight.color) {
  2180. spLight.diffuse = BABYLON.Color3.FromArray(spotLight.color);
  2181. }
  2182. if (spotLight.fallOfAngle) {
  2183. spLight.angle = spotLight.fallOfAngle;
  2184. }
  2185. if (spotLight.fallOffExponent) {
  2186. spLight.exponent = spotLight.fallOffExponent;
  2187. }
  2188. lastNode = spLight;
  2189. }
  2190. }
  2191. }
  2192. else if (node.camera && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  2193. var camera = gltfRuntime.cameras[node.camera];
  2194. if (camera) {
  2195. if (camera.type === "orthographic") {
  2196. var orthoCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  2197. orthoCamera.name = node.name || "";
  2198. orthoCamera.mode = BABYLON.Camera.ORTHOGRAPHIC_CAMERA;
  2199. orthoCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  2200. lastNode = orthoCamera;
  2201. }
  2202. else if (camera.type === "perspective") {
  2203. var perspectiveCamera = camera[camera.type];
  2204. var persCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  2205. persCamera.name = node.name || "";
  2206. persCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  2207. if (!perspectiveCamera.aspectRatio) {
  2208. perspectiveCamera.aspectRatio = gltfRuntime.scene.getEngine().getRenderWidth() / gltfRuntime.scene.getEngine().getRenderHeight();
  2209. }
  2210. if (perspectiveCamera.znear && perspectiveCamera.zfar) {
  2211. persCamera.maxZ = perspectiveCamera.zfar;
  2212. persCamera.minZ = perspectiveCamera.znear;
  2213. }
  2214. lastNode = persCamera;
  2215. }
  2216. }
  2217. }
  2218. // Empty node
  2219. if (!node.jointName) {
  2220. if (node.babylonNode) {
  2221. return node.babylonNode;
  2222. }
  2223. else if (lastNode === null) {
  2224. var dummy = new BABYLON.Mesh(node.name || "", gltfRuntime.scene);
  2225. node.babylonNode = dummy;
  2226. lastNode = dummy;
  2227. }
  2228. }
  2229. if (lastNode !== null) {
  2230. if (node.matrix && lastNode instanceof BABYLON.Mesh) {
  2231. configureNodeFromMatrix(lastNode, node, parent);
  2232. }
  2233. else {
  2234. var translation = node.translation || [0, 0, 0];
  2235. var rotation = node.rotation || [0, 0, 0, 1];
  2236. var scale = node.scale || [1, 1, 1];
  2237. configureNode(lastNode, BABYLON.Vector3.FromArray(translation), BABYLON.Quaternion.FromArray(rotation), BABYLON.Vector3.FromArray(scale));
  2238. }
  2239. lastNode.updateCache(true);
  2240. node.babylonNode = lastNode;
  2241. }
  2242. return lastNode;
  2243. };
  2244. /**
  2245. * Traverses nodes and creates them
  2246. */
  2247. var traverseNodes = function (gltfRuntime, id, parent, meshIncluded) {
  2248. if (meshIncluded === void 0) { meshIncluded = false; }
  2249. var node = gltfRuntime.nodes[id];
  2250. var newNode = null;
  2251. if (gltfRuntime.importOnlyMeshes && !meshIncluded && gltfRuntime.importMeshesNames) {
  2252. if (gltfRuntime.importMeshesNames.indexOf(node.name || "") !== -1 || gltfRuntime.importMeshesNames.length === 0) {
  2253. meshIncluded = true;
  2254. }
  2255. else {
  2256. meshIncluded = false;
  2257. }
  2258. }
  2259. else {
  2260. meshIncluded = true;
  2261. }
  2262. if (!node.jointName && meshIncluded) {
  2263. newNode = importNode(gltfRuntime, node, id, parent);
  2264. if (newNode !== null) {
  2265. newNode.id = id;
  2266. newNode.parent = parent;
  2267. }
  2268. }
  2269. if (node.children) {
  2270. for (var i = 0; i < node.children.length; i++) {
  2271. traverseNodes(gltfRuntime, node.children[i], newNode, meshIncluded);
  2272. }
  2273. }
  2274. };
  2275. /**
  2276. * do stuff after buffers, shaders are loaded (e.g. hook up materials, load animations, etc.)
  2277. */
  2278. var postLoad = function (gltfRuntime) {
  2279. // Nodes
  2280. var currentScene = gltfRuntime.currentScene;
  2281. if (currentScene) {
  2282. for (var i = 0; i < currentScene.nodes.length; i++) {
  2283. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  2284. }
  2285. }
  2286. else {
  2287. for (var thing in gltfRuntime.scenes) {
  2288. currentScene = gltfRuntime.scenes[thing];
  2289. for (var i = 0; i < currentScene.nodes.length; i++) {
  2290. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  2291. }
  2292. }
  2293. }
  2294. // Set animations
  2295. loadAnimations(gltfRuntime);
  2296. for (var i = 0; i < gltfRuntime.scene.skeletons.length; i++) {
  2297. var skeleton = gltfRuntime.scene.skeletons[i];
  2298. gltfRuntime.scene.beginAnimation(skeleton, 0, Number.MAX_VALUE, true, 1.0);
  2299. }
  2300. };
  2301. /**
  2302. * onBind shaderrs callback to set uniforms and matrices
  2303. */
  2304. var onBindShaderMaterial = function (mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess) {
  2305. var materialValues = material.values || technique.parameters;
  2306. for (var unif in unTreatedUniforms) {
  2307. var uniform = unTreatedUniforms[unif];
  2308. var type = uniform.type;
  2309. if (type === GLTF1.EParameterType.FLOAT_MAT2 || type === GLTF1.EParameterType.FLOAT_MAT3 || type === GLTF1.EParameterType.FLOAT_MAT4) {
  2310. if (uniform.semantic && !uniform.source && !uniform.node) {
  2311. GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, mesh, uniform, unif, shaderMaterial.getEffect());
  2312. }
  2313. else if (uniform.semantic && (uniform.source || uniform.node)) {
  2314. var source = gltfRuntime.scene.getNodeByName(uniform.source || uniform.node || "");
  2315. if (source === null) {
  2316. source = gltfRuntime.scene.getNodeByID(uniform.source || uniform.node || "");
  2317. }
  2318. if (source === null) {
  2319. continue;
  2320. }
  2321. GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, source, uniform, unif, shaderMaterial.getEffect());
  2322. }
  2323. }
  2324. else {
  2325. var value = materialValues[technique.uniforms[unif]];
  2326. if (!value) {
  2327. continue;
  2328. }
  2329. if (type === GLTF1.EParameterType.SAMPLER_2D) {
  2330. var texture = gltfRuntime.textures[material.values ? value : uniform.value].babylonTexture;
  2331. if (texture === null || texture === undefined) {
  2332. continue;
  2333. }
  2334. shaderMaterial.getEffect().setTexture(unif, texture);
  2335. }
  2336. else {
  2337. GLTF1.GLTFUtils.SetUniform((shaderMaterial.getEffect()), unif, value, type);
  2338. }
  2339. }
  2340. }
  2341. onSuccess(shaderMaterial);
  2342. };
  2343. /**
  2344. * Prepare uniforms to send the only one time
  2345. * Loads the appropriate textures
  2346. */
  2347. var prepareShaderMaterialUniforms = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms) {
  2348. var materialValues = material.values || technique.parameters;
  2349. var techniqueUniforms = technique.uniforms;
  2350. /**
  2351. * Prepare values here (not matrices)
  2352. */
  2353. for (var unif in unTreatedUniforms) {
  2354. var uniform = unTreatedUniforms[unif];
  2355. var type = uniform.type;
  2356. var value = materialValues[techniqueUniforms[unif]];
  2357. if (value === undefined) {
  2358. // In case the value is the same for all materials
  2359. value = uniform.value;
  2360. }
  2361. if (!value) {
  2362. continue;
  2363. }
  2364. var onLoadTexture = function (uniformName) {
  2365. return function (texture) {
  2366. if (uniform.value && uniformName) {
  2367. // Static uniform
  2368. shaderMaterial.setTexture(uniformName, texture);
  2369. delete unTreatedUniforms[uniformName];
  2370. }
  2371. };
  2372. };
  2373. // Texture (sampler2D)
  2374. if (type === GLTF1.EParameterType.SAMPLER_2D) {
  2375. GLTF1.GLTFLoaderExtension.LoadTextureAsync(gltfRuntime, material.values ? value : uniform.value, onLoadTexture(unif), function () { return onLoadTexture(null); });
  2376. }
  2377. else {
  2378. if (uniform.value && GLTF1.GLTFUtils.SetUniform(shaderMaterial, unif, material.values ? value : uniform.value, type)) {
  2379. // Static uniform
  2380. delete unTreatedUniforms[unif];
  2381. }
  2382. }
  2383. }
  2384. };
  2385. /**
  2386. * Shader compilation failed
  2387. */
  2388. var onShaderCompileError = function (program, shaderMaterial, onError) {
  2389. return function (effect, error) {
  2390. shaderMaterial.dispose(true);
  2391. onError("Cannot compile program named " + program.name + ". Error: " + error + ". Default material will be applied");
  2392. };
  2393. };
  2394. /**
  2395. * Shader compilation success
  2396. */
  2397. var onShaderCompileSuccess = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess) {
  2398. return function (_) {
  2399. prepareShaderMaterialUniforms(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms);
  2400. shaderMaterial.onBind = function (mesh) {
  2401. onBindShaderMaterial(mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess);
  2402. };
  2403. };
  2404. };
  2405. /**
  2406. * Returns the appropriate uniform if already handled by babylon
  2407. */
  2408. var parseShaderUniforms = function (tokenizer, technique, unTreatedUniforms) {
  2409. for (var unif in technique.uniforms) {
  2410. var uniform = technique.uniforms[unif];
  2411. var uniformParameter = technique.parameters[uniform];
  2412. if (tokenizer.currentIdentifier === unif) {
  2413. if (uniformParameter.semantic && !uniformParameter.source && !uniformParameter.node) {
  2414. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  2415. if (transformIndex !== -1) {
  2416. delete unTreatedUniforms[unif];
  2417. return babylonTransforms[transformIndex];
  2418. }
  2419. }
  2420. }
  2421. }
  2422. return tokenizer.currentIdentifier;
  2423. };
  2424. /**
  2425. * All shaders loaded. Create materials one by one
  2426. */
  2427. var importMaterials = function (gltfRuntime) {
  2428. // Create materials
  2429. for (var mat in gltfRuntime.materials) {
  2430. GLTF1.GLTFLoaderExtension.LoadMaterialAsync(gltfRuntime, mat, function (material) { }, function () { });
  2431. }
  2432. };
  2433. /**
  2434. * Implementation of the base glTF spec
  2435. */
  2436. var GLTFLoaderBase = /** @class */ (function () {
  2437. function GLTFLoaderBase() {
  2438. }
  2439. GLTFLoaderBase.CreateRuntime = function (parsedData, scene, rootUrl) {
  2440. var gltfRuntime = {
  2441. extensions: {},
  2442. accessors: {},
  2443. buffers: {},
  2444. bufferViews: {},
  2445. meshes: {},
  2446. lights: {},
  2447. cameras: {},
  2448. nodes: {},
  2449. images: {},
  2450. textures: {},
  2451. shaders: {},
  2452. programs: {},
  2453. samplers: {},
  2454. techniques: {},
  2455. materials: {},
  2456. animations: {},
  2457. skins: {},
  2458. extensionsUsed: [],
  2459. scenes: {},
  2460. buffersCount: 0,
  2461. shaderscount: 0,
  2462. scene: scene,
  2463. rootUrl: rootUrl,
  2464. loadedBufferCount: 0,
  2465. loadedBufferViews: {},
  2466. loadedShaderCount: 0,
  2467. importOnlyMeshes: false,
  2468. dummyNodes: []
  2469. };
  2470. // Parse
  2471. if (parsedData.extensions) {
  2472. parseObject(parsedData.extensions, "extensions", gltfRuntime);
  2473. }
  2474. if (parsedData.extensionsUsed) {
  2475. parseObject(parsedData.extensionsUsed, "extensionsUsed", gltfRuntime);
  2476. }
  2477. if (parsedData.buffers) {
  2478. parseBuffers(parsedData.buffers, gltfRuntime);
  2479. }
  2480. if (parsedData.bufferViews) {
  2481. parseObject(parsedData.bufferViews, "bufferViews", gltfRuntime);
  2482. }
  2483. if (parsedData.accessors) {
  2484. parseObject(parsedData.accessors, "accessors", gltfRuntime);
  2485. }
  2486. if (parsedData.meshes) {
  2487. parseObject(parsedData.meshes, "meshes", gltfRuntime);
  2488. }
  2489. if (parsedData.lights) {
  2490. parseObject(parsedData.lights, "lights", gltfRuntime);
  2491. }
  2492. if (parsedData.cameras) {
  2493. parseObject(parsedData.cameras, "cameras", gltfRuntime);
  2494. }
  2495. if (parsedData.nodes) {
  2496. parseObject(parsedData.nodes, "nodes", gltfRuntime);
  2497. }
  2498. if (parsedData.images) {
  2499. parseObject(parsedData.images, "images", gltfRuntime);
  2500. }
  2501. if (parsedData.textures) {
  2502. parseObject(parsedData.textures, "textures", gltfRuntime);
  2503. }
  2504. if (parsedData.shaders) {
  2505. parseShaders(parsedData.shaders, gltfRuntime);
  2506. }
  2507. if (parsedData.programs) {
  2508. parseObject(parsedData.programs, "programs", gltfRuntime);
  2509. }
  2510. if (parsedData.samplers) {
  2511. parseObject(parsedData.samplers, "samplers", gltfRuntime);
  2512. }
  2513. if (parsedData.techniques) {
  2514. parseObject(parsedData.techniques, "techniques", gltfRuntime);
  2515. }
  2516. if (parsedData.materials) {
  2517. parseObject(parsedData.materials, "materials", gltfRuntime);
  2518. }
  2519. if (parsedData.animations) {
  2520. parseObject(parsedData.animations, "animations", gltfRuntime);
  2521. }
  2522. if (parsedData.skins) {
  2523. parseObject(parsedData.skins, "skins", gltfRuntime);
  2524. }
  2525. if (parsedData.scenes) {
  2526. gltfRuntime.scenes = parsedData.scenes;
  2527. }
  2528. if (parsedData.scene && parsedData.scenes) {
  2529. gltfRuntime.currentScene = parsedData.scenes[parsedData.scene];
  2530. }
  2531. return gltfRuntime;
  2532. };
  2533. GLTFLoaderBase.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  2534. var buffer = gltfRuntime.buffers[id];
  2535. if (GLTF1.GLTFUtils.IsBase64(buffer.uri)) {
  2536. setTimeout(function () { return onSuccess(new Uint8Array(GLTF1.GLTFUtils.DecodeBase64(buffer.uri))); });
  2537. }
  2538. else {
  2539. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, function (data) { return onSuccess(new Uint8Array(data)); }, onProgress, undefined, true, function (request) {
  2540. if (request) {
  2541. onError(request.status + " " + request.statusText);
  2542. }
  2543. });
  2544. }
  2545. };
  2546. GLTFLoaderBase.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2547. var texture = gltfRuntime.textures[id];
  2548. if (!texture || !texture.source) {
  2549. onError("");
  2550. return;
  2551. }
  2552. if (texture.babylonTexture) {
  2553. onSuccess(null);
  2554. return;
  2555. }
  2556. var source = gltfRuntime.images[texture.source];
  2557. if (GLTF1.GLTFUtils.IsBase64(source.uri)) {
  2558. setTimeout(function () { return onSuccess(new Uint8Array(GLTF1.GLTFUtils.DecodeBase64(source.uri))); });
  2559. }
  2560. else {
  2561. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + source.uri, function (data) { return onSuccess(new Uint8Array(data)); }, undefined, undefined, true, function (request) {
  2562. if (request) {
  2563. onError(request.status + " " + request.statusText);
  2564. }
  2565. });
  2566. }
  2567. };
  2568. GLTFLoaderBase.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  2569. var texture = gltfRuntime.textures[id];
  2570. if (texture.babylonTexture) {
  2571. onSuccess(texture.babylonTexture);
  2572. return;
  2573. }
  2574. var sampler = gltfRuntime.samplers[texture.sampler];
  2575. var createMipMaps = (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST) ||
  2576. (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_LINEAR) ||
  2577. (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST) ||
  2578. (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR);
  2579. var samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  2580. var blob = new Blob([buffer]);
  2581. var blobURL = URL.createObjectURL(blob);
  2582. var revokeBlobURL = function () { return URL.revokeObjectURL(blobURL); };
  2583. var newTexture = new BABYLON.Texture(blobURL, gltfRuntime.scene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
  2584. if (sampler.wrapS !== undefined) {
  2585. newTexture.wrapU = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapS);
  2586. }
  2587. if (sampler.wrapT !== undefined) {
  2588. newTexture.wrapV = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapT);
  2589. }
  2590. newTexture.name = id;
  2591. texture.babylonTexture = newTexture;
  2592. onSuccess(newTexture);
  2593. };
  2594. GLTFLoaderBase.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  2595. var shader = gltfRuntime.shaders[id];
  2596. if (GLTF1.GLTFUtils.IsBase64(shader.uri)) {
  2597. var shaderString = atob(shader.uri.split(",")[1]);
  2598. onSuccess(shaderString);
  2599. }
  2600. else {
  2601. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, undefined, undefined, false, function (request) {
  2602. if (request) {
  2603. onError(request.status + " " + request.statusText);
  2604. }
  2605. });
  2606. }
  2607. };
  2608. GLTFLoaderBase.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  2609. var material = gltfRuntime.materials[id];
  2610. if (!material.technique) {
  2611. if (onError) {
  2612. onError("No technique found.");
  2613. }
  2614. return;
  2615. }
  2616. var technique = gltfRuntime.techniques[material.technique];
  2617. if (!technique) {
  2618. var defaultMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
  2619. defaultMaterial.diffuseColor = new BABYLON.Color3(0.5, 0.5, 0.5);
  2620. defaultMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  2621. onSuccess(defaultMaterial);
  2622. return;
  2623. }
  2624. var program = gltfRuntime.programs[technique.program];
  2625. var states = technique.states;
  2626. var vertexShader = BABYLON.Effect.ShadersStore[program.vertexShader + "VertexShader"];
  2627. var pixelShader = BABYLON.Effect.ShadersStore[program.fragmentShader + "PixelShader"];
  2628. var newVertexShader = "";
  2629. var newPixelShader = "";
  2630. var vertexTokenizer = new Tokenizer(vertexShader);
  2631. var pixelTokenizer = new Tokenizer(pixelShader);
  2632. var unTreatedUniforms = {};
  2633. var uniforms = [];
  2634. var attributes = [];
  2635. var samplers = [];
  2636. // Fill uniform, sampler2D and attributes
  2637. for (var unif in technique.uniforms) {
  2638. var uniform = technique.uniforms[unif];
  2639. var uniformParameter = technique.parameters[uniform];
  2640. unTreatedUniforms[unif] = uniformParameter;
  2641. if (uniformParameter.semantic && !uniformParameter.node && !uniformParameter.source) {
  2642. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  2643. if (transformIndex !== -1) {
  2644. uniforms.push(babylonTransforms[transformIndex]);
  2645. delete unTreatedUniforms[unif];
  2646. }
  2647. else {
  2648. uniforms.push(unif);
  2649. }
  2650. }
  2651. else if (uniformParameter.type === GLTF1.EParameterType.SAMPLER_2D) {
  2652. samplers.push(unif);
  2653. }
  2654. else {
  2655. uniforms.push(unif);
  2656. }
  2657. }
  2658. for (var attr in technique.attributes) {
  2659. var attribute = technique.attributes[attr];
  2660. var attributeParameter = technique.parameters[attribute];
  2661. if (attributeParameter.semantic) {
  2662. attributes.push(getAttribute(attributeParameter));
  2663. }
  2664. }
  2665. // Configure vertex shader
  2666. while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
  2667. var tokenType = vertexTokenizer.currentToken;
  2668. if (tokenType !== ETokenType.IDENTIFIER) {
  2669. newVertexShader += vertexTokenizer.currentString;
  2670. continue;
  2671. }
  2672. var foundAttribute = false;
  2673. for (var attr in technique.attributes) {
  2674. var attribute = technique.attributes[attr];
  2675. var attributeParameter = technique.parameters[attribute];
  2676. if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
  2677. newVertexShader += getAttribute(attributeParameter);
  2678. foundAttribute = true;
  2679. break;
  2680. }
  2681. }
  2682. if (foundAttribute) {
  2683. continue;
  2684. }
  2685. newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms);
  2686. }
  2687. // Configure pixel shader
  2688. while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
  2689. var tokenType = pixelTokenizer.currentToken;
  2690. if (tokenType !== ETokenType.IDENTIFIER) {
  2691. newPixelShader += pixelTokenizer.currentString;
  2692. continue;
  2693. }
  2694. newPixelShader += parseShaderUniforms(pixelTokenizer, technique, unTreatedUniforms);
  2695. }
  2696. // Create shader material
  2697. var shaderPath = {
  2698. vertex: program.vertexShader + id,
  2699. fragment: program.fragmentShader + id
  2700. };
  2701. var options = {
  2702. attributes: attributes,
  2703. uniforms: uniforms,
  2704. samplers: samplers,
  2705. needAlphaBlending: states && states.enable && states.enable.indexOf(3042) !== -1
  2706. };
  2707. BABYLON.Effect.ShadersStore[program.vertexShader + id + "VertexShader"] = newVertexShader;
  2708. BABYLON.Effect.ShadersStore[program.fragmentShader + id + "PixelShader"] = newPixelShader;
  2709. var shaderMaterial = new BABYLON.ShaderMaterial(id, gltfRuntime.scene, shaderPath, options);
  2710. shaderMaterial.onError = onShaderCompileError(program, shaderMaterial, onError);
  2711. shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess);
  2712. shaderMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  2713. if (states && states.functions) {
  2714. var functions = states.functions;
  2715. if (functions.cullFace && functions.cullFace[0] !== GLTF1.ECullingType.BACK) {
  2716. shaderMaterial.backFaceCulling = false;
  2717. }
  2718. var blendFunc = functions.blendFuncSeparate;
  2719. if (blendFunc) {
  2720. 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) {
  2721. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  2722. }
  2723. else if (blendFunc[0] === GLTF1.EBlendingFunction.ONE && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2724. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  2725. }
  2726. else if (blendFunc[0] === GLTF1.EBlendingFunction.SRC_ALPHA && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2727. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ADD;
  2728. }
  2729. 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) {
  2730. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_SUBTRACT;
  2731. }
  2732. else if (blendFunc[0] === GLTF1.EBlendingFunction.DST_COLOR && blendFunc[1] === GLTF1.EBlendingFunction.ZERO && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2733. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MULTIPLY;
  2734. }
  2735. 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) {
  2736. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MAXIMIZED;
  2737. }
  2738. }
  2739. }
  2740. };
  2741. return GLTFLoaderBase;
  2742. }());
  2743. GLTF1.GLTFLoaderBase = GLTFLoaderBase;
  2744. /**
  2745. * glTF V1 Loader
  2746. */
  2747. var GLTFLoader = /** @class */ (function () {
  2748. function GLTFLoader() {
  2749. // #region Stubs for IGLTFLoader interface
  2750. this.coordinateSystemMode = BABYLON.GLTFLoaderCoordinateSystemMode.AUTO;
  2751. this.animationStartMode = BABYLON.GLTFLoaderAnimationStartMode.FIRST;
  2752. this.compileMaterials = false;
  2753. this.useClipPlane = false;
  2754. this.compileShadowGenerators = false;
  2755. this.onDisposeObservable = new BABYLON.Observable();
  2756. this.onMeshLoadedObservable = new BABYLON.Observable();
  2757. this.onTextureLoadedObservable = new BABYLON.Observable();
  2758. this.onMaterialLoadedObservable = new BABYLON.Observable();
  2759. this.onCompleteObservable = new BABYLON.Observable();
  2760. }
  2761. GLTFLoader.RegisterExtension = function (extension) {
  2762. if (GLTFLoader.Extensions[extension.name]) {
  2763. BABYLON.Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
  2764. return;
  2765. }
  2766. GLTFLoader.Extensions[extension.name] = extension;
  2767. };
  2768. GLTFLoader.prototype.dispose = function () { };
  2769. // #endregion
  2770. GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  2771. var _this = this;
  2772. scene.useRightHandedSystem = true;
  2773. GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
  2774. gltfRuntime.importOnlyMeshes = true;
  2775. if (meshesNames === "") {
  2776. gltfRuntime.importMeshesNames = [];
  2777. }
  2778. else if (typeof meshesNames === "string") {
  2779. gltfRuntime.importMeshesNames = [meshesNames];
  2780. }
  2781. else if (meshesNames && !(meshesNames instanceof Array)) {
  2782. gltfRuntime.importMeshesNames = [meshesNames];
  2783. }
  2784. else {
  2785. gltfRuntime.importMeshesNames = [];
  2786. BABYLON.Tools.Warn("Argument meshesNames must be of type string or string[]");
  2787. }
  2788. // Create nodes
  2789. _this._createNodes(gltfRuntime);
  2790. var meshes = new Array();
  2791. var skeletons = new Array();
  2792. // Fill arrays of meshes and skeletons
  2793. for (var nde in gltfRuntime.nodes) {
  2794. var node = gltfRuntime.nodes[nde];
  2795. if (node.babylonNode instanceof BABYLON.AbstractMesh) {
  2796. meshes.push(node.babylonNode);
  2797. }
  2798. }
  2799. for (var skl in gltfRuntime.skins) {
  2800. var skin = gltfRuntime.skins[skl];
  2801. if (skin.babylonSkeleton instanceof BABYLON.Skeleton) {
  2802. skeletons.push(skin.babylonSkeleton);
  2803. }
  2804. }
  2805. // Load buffers, shaders, materials, etc.
  2806. _this._loadBuffersAsync(gltfRuntime, function () {
  2807. _this._loadShadersAsync(gltfRuntime, function () {
  2808. importMaterials(gltfRuntime);
  2809. postLoad(gltfRuntime);
  2810. if (!BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
  2811. onSuccess(meshes, [], skeletons);
  2812. }
  2813. });
  2814. }, onProgress);
  2815. if (BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
  2816. onSuccess(meshes, [], skeletons);
  2817. }
  2818. }, onError);
  2819. return true;
  2820. };
  2821. GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
  2822. var _this = this;
  2823. scene.useRightHandedSystem = true;
  2824. GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
  2825. // Load runtime extensios
  2826. GLTF1.GLTFLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, function () {
  2827. // Create nodes
  2828. _this._createNodes(gltfRuntime);
  2829. // Load buffers, shaders, materials, etc.
  2830. _this._loadBuffersAsync(gltfRuntime, function () {
  2831. _this._loadShadersAsync(gltfRuntime, function () {
  2832. importMaterials(gltfRuntime);
  2833. postLoad(gltfRuntime);
  2834. if (!BABYLON.GLTFFileLoader.IncrementalLoading) {
  2835. onSuccess();
  2836. }
  2837. });
  2838. });
  2839. if (BABYLON.GLTFFileLoader.IncrementalLoading) {
  2840. onSuccess();
  2841. }
  2842. }, onError);
  2843. }, onError);
  2844. };
  2845. GLTFLoader.prototype._loadShadersAsync = function (gltfRuntime, onload) {
  2846. var hasShaders = false;
  2847. var processShader = function (sha, shader) {
  2848. GLTF1.GLTFLoaderExtension.LoadShaderStringAsync(gltfRuntime, sha, function (shaderString) {
  2849. gltfRuntime.loadedShaderCount++;
  2850. if (shaderString) {
  2851. BABYLON.Effect.ShadersStore[sha + (shader.type === GLTF1.EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = shaderString;
  2852. }
  2853. if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
  2854. onload();
  2855. }
  2856. }, function () {
  2857. BABYLON.Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
  2858. });
  2859. };
  2860. for (var sha in gltfRuntime.shaders) {
  2861. hasShaders = true;
  2862. var shader = gltfRuntime.shaders[sha];
  2863. if (shader) {
  2864. processShader.bind(this, sha, shader)();
  2865. }
  2866. else {
  2867. BABYLON.Tools.Error("No shader named: " + sha);
  2868. }
  2869. }
  2870. if (!hasShaders) {
  2871. onload();
  2872. }
  2873. };
  2874. ;
  2875. GLTFLoader.prototype._loadBuffersAsync = function (gltfRuntime, onLoad, onProgress) {
  2876. var hasBuffers = false;
  2877. var processBuffer = function (buf, buffer) {
  2878. GLTF1.GLTFLoaderExtension.LoadBufferAsync(gltfRuntime, buf, function (bufferView) {
  2879. gltfRuntime.loadedBufferCount++;
  2880. if (bufferView) {
  2881. if (bufferView.byteLength != gltfRuntime.buffers[buf].byteLength) {
  2882. BABYLON.Tools.Error("Buffer named " + buf + " is length " + bufferView.byteLength + ". Expected: " + buffer.byteLength); // Improve error message
  2883. }
  2884. gltfRuntime.loadedBufferViews[buf] = bufferView;
  2885. }
  2886. if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
  2887. onLoad();
  2888. }
  2889. }, function () {
  2890. BABYLON.Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
  2891. });
  2892. };
  2893. for (var buf in gltfRuntime.buffers) {
  2894. hasBuffers = true;
  2895. var buffer = gltfRuntime.buffers[buf];
  2896. if (buffer) {
  2897. processBuffer.bind(this, buf, buffer)();
  2898. }
  2899. else {
  2900. BABYLON.Tools.Error("No buffer named: " + buf);
  2901. }
  2902. }
  2903. if (!hasBuffers) {
  2904. onLoad();
  2905. }
  2906. };
  2907. GLTFLoader.prototype._createNodes = function (gltfRuntime) {
  2908. var currentScene = gltfRuntime.currentScene;
  2909. if (currentScene) {
  2910. // Only one scene even if multiple scenes are defined
  2911. for (var i = 0; i < currentScene.nodes.length; i++) {
  2912. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  2913. }
  2914. }
  2915. else {
  2916. // Load all scenes
  2917. for (var thing in gltfRuntime.scenes) {
  2918. currentScene = gltfRuntime.scenes[thing];
  2919. for (var i = 0; i < currentScene.nodes.length; i++) {
  2920. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  2921. }
  2922. }
  2923. }
  2924. };
  2925. GLTFLoader.Extensions = {};
  2926. return GLTFLoader;
  2927. }());
  2928. GLTF1.GLTFLoader = GLTFLoader;
  2929. ;
  2930. BABYLON.GLTFFileLoader.CreateGLTFLoaderV1 = function () { return new GLTFLoader(); };
  2931. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2932. })(BABYLON || (BABYLON = {}));
  2933. //# sourceMappingURL=babylon.glTFLoader.js.map
  2934. var BABYLON;
  2935. (function (BABYLON) {
  2936. var GLTF1;
  2937. (function (GLTF1) {
  2938. /**
  2939. * Utils functions for GLTF
  2940. */
  2941. var GLTFUtils = /** @class */ (function () {
  2942. function GLTFUtils() {
  2943. }
  2944. /**
  2945. * Sets the given "parameter" matrix
  2946. * @param scene: the {BABYLON.Scene} object
  2947. * @param source: the source node where to pick the matrix
  2948. * @param parameter: the GLTF technique parameter
  2949. * @param uniformName: the name of the shader's uniform
  2950. * @param shaderMaterial: the shader material
  2951. */
  2952. GLTFUtils.SetMatrix = function (scene, source, parameter, uniformName, shaderMaterial) {
  2953. var mat = null;
  2954. if (parameter.semantic === "MODEL") {
  2955. mat = source.getWorldMatrix();
  2956. }
  2957. else if (parameter.semantic === "PROJECTION") {
  2958. mat = scene.getProjectionMatrix();
  2959. }
  2960. else if (parameter.semantic === "VIEW") {
  2961. mat = scene.getViewMatrix();
  2962. }
  2963. else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") {
  2964. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());
  2965. }
  2966. else if (parameter.semantic === "MODELVIEW") {
  2967. mat = source.getWorldMatrix().multiply(scene.getViewMatrix());
  2968. }
  2969. else if (parameter.semantic === "MODELVIEWPROJECTION") {
  2970. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());
  2971. }
  2972. else if (parameter.semantic === "MODELINVERSE") {
  2973. mat = source.getWorldMatrix().invert();
  2974. }
  2975. else if (parameter.semantic === "VIEWINVERSE") {
  2976. mat = scene.getViewMatrix().invert();
  2977. }
  2978. else if (parameter.semantic === "PROJECTIONINVERSE") {
  2979. mat = scene.getProjectionMatrix().invert();
  2980. }
  2981. else if (parameter.semantic === "MODELVIEWINVERSE") {
  2982. mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();
  2983. }
  2984. else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") {
  2985. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();
  2986. }
  2987. else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
  2988. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().invert());
  2989. }
  2990. else {
  2991. debugger;
  2992. }
  2993. if (mat) {
  2994. switch (parameter.type) {
  2995. case GLTF1.EParameterType.FLOAT_MAT2:
  2996. shaderMaterial.setMatrix2x2(uniformName, BABYLON.Matrix.GetAsMatrix2x2(mat));
  2997. break;
  2998. case GLTF1.EParameterType.FLOAT_MAT3:
  2999. shaderMaterial.setMatrix3x3(uniformName, BABYLON.Matrix.GetAsMatrix3x3(mat));
  3000. break;
  3001. case GLTF1.EParameterType.FLOAT_MAT4:
  3002. shaderMaterial.setMatrix(uniformName, mat);
  3003. break;
  3004. default: break;
  3005. }
  3006. }
  3007. };
  3008. /**
  3009. * Sets the given "parameter" matrix
  3010. * @param shaderMaterial: the shader material
  3011. * @param uniform: the name of the shader's uniform
  3012. * @param value: the value of the uniform
  3013. * @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
  3014. */
  3015. GLTFUtils.SetUniform = function (shaderMaterial, uniform, value, type) {
  3016. switch (type) {
  3017. case GLTF1.EParameterType.FLOAT:
  3018. shaderMaterial.setFloat(uniform, value);
  3019. return true;
  3020. case GLTF1.EParameterType.FLOAT_VEC2:
  3021. shaderMaterial.setVector2(uniform, BABYLON.Vector2.FromArray(value));
  3022. return true;
  3023. case GLTF1.EParameterType.FLOAT_VEC3:
  3024. shaderMaterial.setVector3(uniform, BABYLON.Vector3.FromArray(value));
  3025. return true;
  3026. case GLTF1.EParameterType.FLOAT_VEC4:
  3027. shaderMaterial.setVector4(uniform, BABYLON.Vector4.FromArray(value));
  3028. return true;
  3029. default: return false;
  3030. }
  3031. };
  3032. /**
  3033. * If the uri is a base64 string
  3034. * @param uri: the uri to test
  3035. */
  3036. GLTFUtils.IsBase64 = function (uri) {
  3037. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  3038. };
  3039. /**
  3040. * Decode the base64 uri
  3041. * @param uri: the uri to decode
  3042. */
  3043. GLTFUtils.DecodeBase64 = function (uri) {
  3044. var decodedString = atob(uri.split(",")[1]);
  3045. var bufferLength = decodedString.length;
  3046. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  3047. for (var i = 0; i < bufferLength; i++) {
  3048. bufferView[i] = decodedString.charCodeAt(i);
  3049. }
  3050. return bufferView.buffer;
  3051. };
  3052. /**
  3053. * Returns the wrap mode of the texture
  3054. * @param mode: the mode value
  3055. */
  3056. GLTFUtils.GetWrapMode = function (mode) {
  3057. switch (mode) {
  3058. case GLTF1.ETextureWrapMode.CLAMP_TO_EDGE: return BABYLON.Texture.CLAMP_ADDRESSMODE;
  3059. case GLTF1.ETextureWrapMode.MIRRORED_REPEAT: return BABYLON.Texture.MIRROR_ADDRESSMODE;
  3060. case GLTF1.ETextureWrapMode.REPEAT: return BABYLON.Texture.WRAP_ADDRESSMODE;
  3061. default: return BABYLON.Texture.WRAP_ADDRESSMODE;
  3062. }
  3063. };
  3064. /**
  3065. * Returns the byte stride giving an accessor
  3066. * @param accessor: the GLTF accessor objet
  3067. */
  3068. GLTFUtils.GetByteStrideFromType = function (accessor) {
  3069. // Needs this function since "byteStride" isn't requiered in glTF format
  3070. var type = accessor.type;
  3071. switch (type) {
  3072. case "VEC2": return 2;
  3073. case "VEC3": return 3;
  3074. case "VEC4": return 4;
  3075. case "MAT2": return 4;
  3076. case "MAT3": return 9;
  3077. case "MAT4": return 16;
  3078. default: return 1;
  3079. }
  3080. };
  3081. /**
  3082. * Returns the texture filter mode giving a mode value
  3083. * @param mode: the filter mode value
  3084. */
  3085. GLTFUtils.GetTextureFilterMode = function (mode) {
  3086. switch (mode) {
  3087. case GLTF1.ETextureFilterType.LINEAR:
  3088. case GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST:
  3089. case GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  3090. case GLTF1.ETextureFilterType.NEAREST:
  3091. case GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_SAMPLINGMODE;
  3092. default: return BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  3093. }
  3094. };
  3095. GLTFUtils.GetBufferFromBufferView = function (gltfRuntime, bufferView, byteOffset, byteLength, componentType) {
  3096. var byteOffset = bufferView.byteOffset + byteOffset;
  3097. var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];
  3098. if (byteOffset + byteLength > loadedBufferView.byteLength) {
  3099. throw new Error("Buffer access is out of range");
  3100. }
  3101. var buffer = loadedBufferView.buffer;
  3102. byteOffset += loadedBufferView.byteOffset;
  3103. switch (componentType) {
  3104. case GLTF1.EComponentType.BYTE: return new Int8Array(buffer, byteOffset, byteLength);
  3105. case GLTF1.EComponentType.UNSIGNED_BYTE: return new Uint8Array(buffer, byteOffset, byteLength);
  3106. case GLTF1.EComponentType.SHORT: return new Int16Array(buffer, byteOffset, byteLength);
  3107. case GLTF1.EComponentType.UNSIGNED_SHORT: return new Uint16Array(buffer, byteOffset, byteLength);
  3108. default: return new Float32Array(buffer, byteOffset, byteLength);
  3109. }
  3110. };
  3111. /**
  3112. * Returns a buffer from its accessor
  3113. * @param gltfRuntime: the GLTF runtime
  3114. * @param accessor: the GLTF accessor
  3115. */
  3116. GLTFUtils.GetBufferFromAccessor = function (gltfRuntime, accessor) {
  3117. var bufferView = gltfRuntime.bufferViews[accessor.bufferView];
  3118. var byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);
  3119. return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);
  3120. };
  3121. /**
  3122. * Decodes a buffer view into a string
  3123. * @param view: the buffer view
  3124. */
  3125. GLTFUtils.DecodeBufferToText = function (view) {
  3126. var result = "";
  3127. var length = view.byteLength;
  3128. for (var i = 0; i < length; ++i) {
  3129. result += String.fromCharCode(view[i]);
  3130. }
  3131. return result;
  3132. };
  3133. /**
  3134. * Returns the default material of gltf. Related to
  3135. * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
  3136. * @param scene: the Babylon.js scene
  3137. */
  3138. GLTFUtils.GetDefaultMaterial = function (scene) {
  3139. if (!GLTFUtils._DefaultMaterial) {
  3140. BABYLON.Effect.ShadersStore["GLTFDefaultMaterialVertexShader"] = [
  3141. "precision highp float;",
  3142. "",
  3143. "uniform mat4 worldView;",
  3144. "uniform mat4 projection;",
  3145. "",
  3146. "attribute vec3 position;",
  3147. "",
  3148. "void main(void)",
  3149. "{",
  3150. " gl_Position = projection * worldView * vec4(position, 1.0);",
  3151. "}"
  3152. ].join("\n");
  3153. BABYLON.Effect.ShadersStore["GLTFDefaultMaterialPixelShader"] = [
  3154. "precision highp float;",
  3155. "",
  3156. "uniform vec4 u_emission;",
  3157. "",
  3158. "void main(void)",
  3159. "{",
  3160. " gl_FragColor = u_emission;",
  3161. "}"
  3162. ].join("\n");
  3163. var shaderPath = {
  3164. vertex: "GLTFDefaultMaterial",
  3165. fragment: "GLTFDefaultMaterial"
  3166. };
  3167. var options = {
  3168. attributes: ["position"],
  3169. uniforms: ["worldView", "projection", "u_emission"],
  3170. samplers: new Array(),
  3171. needAlphaBlending: false
  3172. };
  3173. GLTFUtils._DefaultMaterial = new BABYLON.ShaderMaterial("GLTFDefaultMaterial", scene, shaderPath, options);
  3174. GLTFUtils._DefaultMaterial.setColor4("u_emission", new BABYLON.Color4(0.5, 0.5, 0.5, 1.0));
  3175. }
  3176. return GLTFUtils._DefaultMaterial;
  3177. };
  3178. // The GLTF default material
  3179. GLTFUtils._DefaultMaterial = null;
  3180. return GLTFUtils;
  3181. }());
  3182. GLTF1.GLTFUtils = GLTFUtils;
  3183. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  3184. })(BABYLON || (BABYLON = {}));
  3185. //# sourceMappingURL=babylon.glTFLoaderUtils.js.map
  3186. var BABYLON;
  3187. (function (BABYLON) {
  3188. var GLTF1;
  3189. (function (GLTF1) {
  3190. var GLTFLoaderExtension = /** @class */ (function () {
  3191. function GLTFLoaderExtension(name) {
  3192. this._name = name;
  3193. }
  3194. Object.defineProperty(GLTFLoaderExtension.prototype, "name", {
  3195. get: function () {
  3196. return this._name;
  3197. },
  3198. enumerable: true,
  3199. configurable: true
  3200. });
  3201. /**
  3202. * Defines an override for loading the runtime
  3203. * Return true to stop further extensions from loading the runtime
  3204. */
  3205. GLTFLoaderExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  3206. return false;
  3207. };
  3208. /**
  3209. * Defines an onverride for creating gltf runtime
  3210. * Return true to stop further extensions from creating the runtime
  3211. */
  3212. GLTFLoaderExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  3213. return false;
  3214. };
  3215. /**
  3216. * Defines an override for loading buffers
  3217. * Return true to stop further extensions from loading this buffer
  3218. */
  3219. GLTFLoaderExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  3220. return false;
  3221. };
  3222. /**
  3223. * Defines an override for loading texture buffers
  3224. * Return true to stop further extensions from loading this texture data
  3225. */
  3226. GLTFLoaderExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  3227. return false;
  3228. };
  3229. /**
  3230. * Defines an override for creating textures
  3231. * Return true to stop further extensions from loading this texture
  3232. */
  3233. GLTFLoaderExtension.prototype.createTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  3234. return false;
  3235. };
  3236. /**
  3237. * Defines an override for loading shader strings
  3238. * Return true to stop further extensions from loading this shader data
  3239. */
  3240. GLTFLoaderExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  3241. return false;
  3242. };
  3243. /**
  3244. * Defines an override for loading materials
  3245. * Return true to stop further extensions from loading this material
  3246. */
  3247. GLTFLoaderExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  3248. return false;
  3249. };
  3250. // ---------
  3251. // Utilities
  3252. // ---------
  3253. GLTFLoaderExtension.LoadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  3254. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  3255. return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
  3256. }, function () {
  3257. setTimeout(function () {
  3258. onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
  3259. });
  3260. });
  3261. };
  3262. GLTFLoaderExtension.LoadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  3263. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  3264. return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
  3265. }, function () {
  3266. setTimeout(function () {
  3267. onSuccess();
  3268. });
  3269. });
  3270. };
  3271. GLTFLoaderExtension.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  3272. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  3273. return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
  3274. }, function () {
  3275. GLTF1.GLTFLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
  3276. });
  3277. };
  3278. GLTFLoaderExtension.LoadTextureAsync = function (gltfRuntime, id, onSuccess, onError) {
  3279. GLTFLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) { return GLTFLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError); }, onError);
  3280. };
  3281. GLTFLoaderExtension.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  3282. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  3283. return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
  3284. }, function () {
  3285. GLTF1.GLTFLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
  3286. });
  3287. };
  3288. GLTFLoaderExtension.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  3289. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  3290. return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
  3291. }, function () {
  3292. GLTF1.GLTFLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
  3293. });
  3294. };
  3295. GLTFLoaderExtension.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  3296. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  3297. return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
  3298. }, function () {
  3299. GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
  3300. });
  3301. };
  3302. GLTFLoaderExtension.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  3303. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  3304. return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  3305. }, function () {
  3306. GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  3307. });
  3308. };
  3309. GLTFLoaderExtension.ApplyExtensions = function (func, defaultFunc) {
  3310. for (var extensionName in GLTF1.GLTFLoader.Extensions) {
  3311. var loaderExtension = GLTF1.GLTFLoader.Extensions[extensionName];
  3312. if (func(loaderExtension)) {
  3313. return;
  3314. }
  3315. }
  3316. defaultFunc();
  3317. };
  3318. return GLTFLoaderExtension;
  3319. }());
  3320. GLTF1.GLTFLoaderExtension = GLTFLoaderExtension;
  3321. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  3322. })(BABYLON || (BABYLON = {}));
  3323. //# sourceMappingURL=babylon.glTFLoaderExtension.js.map
  3324. var BABYLON;
  3325. (function (BABYLON) {
  3326. var GLTF1;
  3327. (function (GLTF1) {
  3328. var BinaryExtensionBufferName = "binary_glTF";
  3329. ;
  3330. ;
  3331. var GLTFBinaryExtension = /** @class */ (function (_super) {
  3332. __extends(GLTFBinaryExtension, _super);
  3333. function GLTFBinaryExtension() {
  3334. return _super.call(this, "KHR_binary_glTF") || this;
  3335. }
  3336. GLTFBinaryExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  3337. var extensionsUsed = data.json.extensionsUsed;
  3338. if (!extensionsUsed || extensionsUsed.indexOf(this.name) === -1 || !data.bin) {
  3339. return false;
  3340. }
  3341. this._bin = data.bin;
  3342. onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
  3343. return true;
  3344. };
  3345. GLTFBinaryExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  3346. if (gltfRuntime.extensionsUsed.indexOf(this.name) === -1) {
  3347. return false;
  3348. }
  3349. if (id !== BinaryExtensionBufferName) {
  3350. return false;
  3351. }
  3352. onSuccess(this._bin);
  3353. return true;
  3354. };
  3355. GLTFBinaryExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  3356. var texture = gltfRuntime.textures[id];
  3357. var source = gltfRuntime.images[texture.source];
  3358. if (!source.extensions || !(this.name in source.extensions)) {
  3359. return false;
  3360. }
  3361. var sourceExt = source.extensions[this.name];
  3362. var bufferView = gltfRuntime.bufferViews[sourceExt.bufferView];
  3363. var buffer = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
  3364. onSuccess(buffer);
  3365. return true;
  3366. };
  3367. GLTFBinaryExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  3368. var shader = gltfRuntime.shaders[id];
  3369. if (!shader.extensions || !(this.name in shader.extensions)) {
  3370. return false;
  3371. }
  3372. var binaryExtensionShader = shader.extensions[this.name];
  3373. var bufferView = gltfRuntime.bufferViews[binaryExtensionShader.bufferView];
  3374. var shaderBytes = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
  3375. setTimeout(function () {
  3376. var shaderString = GLTF1.GLTFUtils.DecodeBufferToText(shaderBytes);
  3377. onSuccess(shaderString);
  3378. });
  3379. return true;
  3380. };
  3381. return GLTFBinaryExtension;
  3382. }(GLTF1.GLTFLoaderExtension));
  3383. GLTF1.GLTFBinaryExtension = GLTFBinaryExtension;
  3384. GLTF1.GLTFLoader.RegisterExtension(new GLTFBinaryExtension());
  3385. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  3386. })(BABYLON || (BABYLON = {}));
  3387. //# sourceMappingURL=babylon.glTFBinaryExtension.js.map
  3388. var BABYLON;
  3389. (function (BABYLON) {
  3390. var GLTF1;
  3391. (function (GLTF1) {
  3392. ;
  3393. ;
  3394. ;
  3395. var GLTFMaterialsCommonExtension = /** @class */ (function (_super) {
  3396. __extends(GLTFMaterialsCommonExtension, _super);
  3397. function GLTFMaterialsCommonExtension() {
  3398. return _super.call(this, "KHR_materials_common") || this;
  3399. }
  3400. GLTFMaterialsCommonExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  3401. if (!gltfRuntime.extensions)
  3402. return false;
  3403. var extension = gltfRuntime.extensions[this.name];
  3404. if (!extension)
  3405. return false;
  3406. // Create lights
  3407. var lights = extension.lights;
  3408. if (lights) {
  3409. for (var thing in lights) {
  3410. var light = lights[thing];
  3411. switch (light.type) {
  3412. case "ambient":
  3413. var ambientLight = new BABYLON.HemisphericLight(light.name, new BABYLON.Vector3(0, 1, 0), gltfRuntime.scene);
  3414. var ambient = light.ambient;
  3415. if (ambient) {
  3416. ambientLight.diffuse = BABYLON.Color3.FromArray(ambient.color || [1, 1, 1]);
  3417. }
  3418. break;
  3419. case "point":
  3420. var pointLight = new BABYLON.PointLight(light.name, new BABYLON.Vector3(10, 10, 10), gltfRuntime.scene);
  3421. var point = light.point;
  3422. if (point) {
  3423. pointLight.diffuse = BABYLON.Color3.FromArray(point.color || [1, 1, 1]);
  3424. }
  3425. break;
  3426. case "directional":
  3427. var dirLight = new BABYLON.DirectionalLight(light.name, new BABYLON.Vector3(0, -1, 0), gltfRuntime.scene);
  3428. var directional = light.directional;
  3429. if (directional) {
  3430. dirLight.diffuse = BABYLON.Color3.FromArray(directional.color || [1, 1, 1]);
  3431. }
  3432. break;
  3433. case "spot":
  3434. var spot = light.spot;
  3435. if (spot) {
  3436. 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);
  3437. spotLight.diffuse = BABYLON.Color3.FromArray(spot.color || [1, 1, 1]);
  3438. }
  3439. break;
  3440. default:
  3441. BABYLON.Tools.Warn("GLTF Material Common extension: light type \"" + light.type + "\” not supported");
  3442. break;
  3443. }
  3444. }
  3445. }
  3446. return false;
  3447. };
  3448. GLTFMaterialsCommonExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  3449. var material = gltfRuntime.materials[id];
  3450. if (!material || !material.extensions)
  3451. return false;
  3452. var extension = material.extensions[this.name];
  3453. if (!extension)
  3454. return false;
  3455. var standardMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
  3456. standardMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  3457. if (extension.technique === "CONSTANT") {
  3458. standardMaterial.disableLighting = true;
  3459. }
  3460. standardMaterial.backFaceCulling = extension.doubleSided === undefined ? false : !extension.doubleSided;
  3461. standardMaterial.alpha = extension.values.transparency === undefined ? 1.0 : extension.values.transparency;
  3462. standardMaterial.specularPower = extension.values.shininess === undefined ? 0.0 : extension.values.shininess;
  3463. // Ambient
  3464. if (typeof extension.values.ambient === "string") {
  3465. this._loadTexture(gltfRuntime, extension.values.ambient, standardMaterial, "ambientTexture", onError);
  3466. }
  3467. else {
  3468. standardMaterial.ambientColor = BABYLON.Color3.FromArray(extension.values.ambient || [0, 0, 0]);
  3469. }
  3470. // Diffuse
  3471. if (typeof extension.values.diffuse === "string") {
  3472. this._loadTexture(gltfRuntime, extension.values.diffuse, standardMaterial, "diffuseTexture", onError);
  3473. }
  3474. else {
  3475. standardMaterial.diffuseColor = BABYLON.Color3.FromArray(extension.values.diffuse || [0, 0, 0]);
  3476. }
  3477. // Emission
  3478. if (typeof extension.values.emission === "string") {
  3479. this._loadTexture(gltfRuntime, extension.values.emission, standardMaterial, "emissiveTexture", onError);
  3480. }
  3481. else {
  3482. standardMaterial.emissiveColor = BABYLON.Color3.FromArray(extension.values.emission || [0, 0, 0]);
  3483. }
  3484. // Specular
  3485. if (typeof extension.values.specular === "string") {
  3486. this._loadTexture(gltfRuntime, extension.values.specular, standardMaterial, "specularTexture", onError);
  3487. }
  3488. else {
  3489. standardMaterial.specularColor = BABYLON.Color3.FromArray(extension.values.specular || [0, 0, 0]);
  3490. }
  3491. return true;
  3492. };
  3493. GLTFMaterialsCommonExtension.prototype._loadTexture = function (gltfRuntime, id, material, propertyPath, onError) {
  3494. // Create buffer from texture url
  3495. GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) {
  3496. // Create texture from buffer
  3497. GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, function (texture) { return material[propertyPath] = texture; }, onError);
  3498. }, onError);
  3499. };
  3500. return GLTFMaterialsCommonExtension;
  3501. }(GLTF1.GLTFLoaderExtension));
  3502. GLTF1.GLTFMaterialsCommonExtension = GLTFMaterialsCommonExtension;
  3503. GLTF1.GLTFLoader.RegisterExtension(new GLTFMaterialsCommonExtension());
  3504. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  3505. })(BABYLON || (BABYLON = {}));
  3506. //# sourceMappingURL=babylon.glTFMaterialsCommonExtension.js.map
  3507. var BABYLON;
  3508. (function (BABYLON) {
  3509. var GLTF2;
  3510. (function (GLTF2) {
  3511. /**
  3512. * Enums
  3513. */
  3514. var EComponentType;
  3515. (function (EComponentType) {
  3516. EComponentType[EComponentType["BYTE"] = 5120] = "BYTE";
  3517. EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  3518. EComponentType[EComponentType["SHORT"] = 5122] = "SHORT";
  3519. EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  3520. EComponentType[EComponentType["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT";
  3521. EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT";
  3522. })(EComponentType = GLTF2.EComponentType || (GLTF2.EComponentType = {}));
  3523. var EMeshPrimitiveMode;
  3524. (function (EMeshPrimitiveMode) {
  3525. EMeshPrimitiveMode[EMeshPrimitiveMode["POINTS"] = 0] = "POINTS";
  3526. EMeshPrimitiveMode[EMeshPrimitiveMode["LINES"] = 1] = "LINES";
  3527. EMeshPrimitiveMode[EMeshPrimitiveMode["LINE_LOOP"] = 2] = "LINE_LOOP";
  3528. EMeshPrimitiveMode[EMeshPrimitiveMode["LINE_STRIP"] = 3] = "LINE_STRIP";
  3529. EMeshPrimitiveMode[EMeshPrimitiveMode["TRIANGLES"] = 4] = "TRIANGLES";
  3530. EMeshPrimitiveMode[EMeshPrimitiveMode["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP";
  3531. EMeshPrimitiveMode[EMeshPrimitiveMode["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN";
  3532. })(EMeshPrimitiveMode = GLTF2.EMeshPrimitiveMode || (GLTF2.EMeshPrimitiveMode = {}));
  3533. var ETextureMagFilter;
  3534. (function (ETextureMagFilter) {
  3535. ETextureMagFilter[ETextureMagFilter["NEAREST"] = 9728] = "NEAREST";
  3536. ETextureMagFilter[ETextureMagFilter["LINEAR"] = 9729] = "LINEAR";
  3537. })(ETextureMagFilter = GLTF2.ETextureMagFilter || (GLTF2.ETextureMagFilter = {}));
  3538. var ETextureMinFilter;
  3539. (function (ETextureMinFilter) {
  3540. ETextureMinFilter[ETextureMinFilter["NEAREST"] = 9728] = "NEAREST";
  3541. ETextureMinFilter[ETextureMinFilter["LINEAR"] = 9729] = "LINEAR";
  3542. ETextureMinFilter[ETextureMinFilter["NEAREST_MIPMAP_NEAREST"] = 9984] = "NEAREST_MIPMAP_NEAREST";
  3543. ETextureMinFilter[ETextureMinFilter["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
  3544. ETextureMinFilter[ETextureMinFilter["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR";
  3545. ETextureMinFilter[ETextureMinFilter["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR";
  3546. })(ETextureMinFilter = GLTF2.ETextureMinFilter || (GLTF2.ETextureMinFilter = {}));
  3547. var ETextureWrapMode;
  3548. (function (ETextureWrapMode) {
  3549. ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE";
  3550. ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT";
  3551. ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT";
  3552. })(ETextureWrapMode = GLTF2.ETextureWrapMode || (GLTF2.ETextureWrapMode = {}));
  3553. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  3554. })(BABYLON || (BABYLON = {}));
  3555. //# sourceMappingURL=babylon.glTFLoaderInterfaces.js.map
  3556. var BABYLON;
  3557. (function (BABYLON) {
  3558. var GLTF2;
  3559. (function (GLTF2) {
  3560. var GLTFLoaderTracker = /** @class */ (function () {
  3561. function GLTFLoaderTracker(onComplete) {
  3562. this._pendingCount = 0;
  3563. this._callback = onComplete;
  3564. }
  3565. GLTFLoaderTracker.prototype._addPendingData = function (data) {
  3566. this._pendingCount++;
  3567. };
  3568. GLTFLoaderTracker.prototype._removePendingData = function (data) {
  3569. if (--this._pendingCount === 0) {
  3570. this._callback();
  3571. }
  3572. };
  3573. return GLTFLoaderTracker;
  3574. }());
  3575. var GLTFLoader = /** @class */ (function () {
  3576. function GLTFLoader() {
  3577. this._disposed = false;
  3578. this._defaultSampler = {};
  3579. this._renderReady = false;
  3580. this._requests = new Array();
  3581. this._renderReadyObservable = new BABYLON.Observable();
  3582. // Count of pending work that needs to complete before the asset is rendered.
  3583. this._renderPendingCount = 0;
  3584. // Count of pending work that needs to complete before the loader is disposed.
  3585. this._loaderPendingCount = 0;
  3586. this._loaderTrackers = new Array();
  3587. this.coordinateSystemMode = BABYLON.GLTFLoaderCoordinateSystemMode.AUTO;
  3588. this.animationStartMode = BABYLON.GLTFLoaderAnimationStartMode.FIRST;
  3589. this.compileMaterials = false;
  3590. this.useClipPlane = false;
  3591. this.compileShadowGenerators = false;
  3592. this.onDisposeObservable = new BABYLON.Observable();
  3593. this.onMeshLoadedObservable = new BABYLON.Observable();
  3594. this.onTextureLoadedObservable = new BABYLON.Observable();
  3595. this.onMaterialLoadedObservable = new BABYLON.Observable();
  3596. this.onCompleteObservable = new BABYLON.Observable();
  3597. }
  3598. GLTFLoader.RegisterExtension = function (extension) {
  3599. if (GLTFLoader.Extensions[extension.name]) {
  3600. BABYLON.Tools.Error("Extension with the same name '" + extension.name + "' already exists");
  3601. return;
  3602. }
  3603. GLTFLoader.Extensions[extension.name] = extension;
  3604. // Keep the order of registration so that extensions registered first are called first.
  3605. GLTF2.GLTFLoaderExtension._Extensions.push(extension);
  3606. };
  3607. GLTFLoader.prototype.dispose = function () {
  3608. if (this._disposed) {
  3609. return;
  3610. }
  3611. this._disposed = true;
  3612. this._abortRequests();
  3613. this._releaseResources();
  3614. this.onDisposeObservable.notifyObservers(this);
  3615. };
  3616. GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  3617. var _this = this;
  3618. this._loadAsync(meshesNames, scene, data, rootUrl, function () {
  3619. if (onSuccess) {
  3620. onSuccess(_this._getMeshes(), [], _this._getSkeletons());
  3621. }
  3622. }, onProgress, onError);
  3623. };
  3624. GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
  3625. this._loadAsync(null, scene, data, rootUrl, onSuccess, onProgress, onError);
  3626. };
  3627. GLTFLoader.prototype._loadAsync = function (nodeNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  3628. var _this = this;
  3629. this._babylonScene = scene;
  3630. this._rootUrl = rootUrl;
  3631. this._successCallback = onSuccess;
  3632. this._progressCallback = onProgress;
  3633. this._errorCallback = onError;
  3634. this._tryCatchOnError(function () {
  3635. _this._loadData(data);
  3636. _this._addPendingData(_this);
  3637. _this._loadDefaultScene(nodeNames);
  3638. _this._loadAnimations();
  3639. _this._removePendingData(_this);
  3640. });
  3641. };
  3642. GLTFLoader.prototype._onProgress = function () {
  3643. if (!this._progressCallback) {
  3644. return;
  3645. }
  3646. var lengthComputable = true;
  3647. var loaded = 0;
  3648. var total = 0;
  3649. for (var _i = 0, _a = this._requests; _i < _a.length; _i++) {
  3650. var request = _a[_i];
  3651. if (request._lengthComputable === undefined || request._loaded === undefined || request._total === undefined) {
  3652. return;
  3653. }
  3654. lengthComputable = lengthComputable && request._lengthComputable;
  3655. loaded += request._loaded;
  3656. total += request._total;
  3657. }
  3658. this._progressCallback(new BABYLON.SceneLoaderProgressEvent(lengthComputable, loaded, lengthComputable ? total : 0));
  3659. };
  3660. GLTFLoader.prototype._executeWhenRenderReady = function (func) {
  3661. if (this._renderReady) {
  3662. func();
  3663. }
  3664. else {
  3665. this._renderReadyObservable.add(func);
  3666. }
  3667. };
  3668. GLTFLoader.prototype._onRenderReady = function () {
  3669. this._rootNode.babylonMesh.setEnabled(true);
  3670. this._startAnimations();
  3671. if (this._successCallback) {
  3672. this._successCallback();
  3673. }
  3674. this._renderReadyObservable.notifyObservers(this);
  3675. };
  3676. GLTFLoader.prototype._onComplete = function () {
  3677. this._abortRequests();
  3678. this._releaseResources();
  3679. this.onCompleteObservable.notifyObservers(this);
  3680. };
  3681. GLTFLoader.prototype._loadData = function (data) {
  3682. this._gltf = data.json;
  3683. // Assign the index of each object for convinience.
  3684. GLTFLoader._AssignIndices(this._gltf.accessors);
  3685. GLTFLoader._AssignIndices(this._gltf.animations);
  3686. GLTFLoader._AssignIndices(this._gltf.buffers);
  3687. GLTFLoader._AssignIndices(this._gltf.bufferViews);
  3688. GLTFLoader._AssignIndices(this._gltf.images);
  3689. GLTFLoader._AssignIndices(this._gltf.materials);
  3690. GLTFLoader._AssignIndices(this._gltf.meshes);
  3691. GLTFLoader._AssignIndices(this._gltf.nodes);
  3692. GLTFLoader._AssignIndices(this._gltf.samplers);
  3693. GLTFLoader._AssignIndices(this._gltf.scenes);
  3694. GLTFLoader._AssignIndices(this._gltf.skins);
  3695. GLTFLoader._AssignIndices(this._gltf.textures);
  3696. if (data.bin) {
  3697. var buffers = this._gltf.buffers;
  3698. if (buffers && buffers[0] && !buffers[0].uri) {
  3699. var binaryBuffer = buffers[0];
  3700. if (binaryBuffer.byteLength < data.bin.byteLength - 3 || binaryBuffer.byteLength > data.bin.byteLength) {
  3701. BABYLON.Tools.Warn("Binary buffer length (" + binaryBuffer.byteLength + ") from JSON does not match chunk length (" + data.bin.byteLength + ")");
  3702. }
  3703. binaryBuffer.loadedData = data.bin;
  3704. }
  3705. else {
  3706. BABYLON.Tools.Warn("Unexpected BIN chunk");
  3707. }
  3708. }
  3709. };
  3710. GLTFLoader.prototype._getMeshes = function () {
  3711. var meshes = new Array();
  3712. // Root mesh is always first.
  3713. meshes.push(this._rootNode.babylonMesh);
  3714. var nodes = this._gltf.nodes;
  3715. if (nodes) {
  3716. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  3717. var node = nodes_1[_i];
  3718. if (node.babylonMesh) {
  3719. meshes.push(node.babylonMesh);
  3720. }
  3721. }
  3722. }
  3723. return meshes;
  3724. };
  3725. GLTFLoader.prototype._getSkeletons = function () {
  3726. var skeletons = new Array();
  3727. var skins = this._gltf.skins;
  3728. if (skins) {
  3729. for (var _i = 0, skins_1 = skins; _i < skins_1.length; _i++) {
  3730. var skin = skins_1[_i];
  3731. if (skin.babylonSkeleton) {
  3732. skeletons.push(skin.babylonSkeleton);
  3733. }
  3734. }
  3735. }
  3736. return skeletons;
  3737. };
  3738. GLTFLoader.prototype._startAnimations = function () {
  3739. var animations = this._gltf.animations;
  3740. if (!animations) {
  3741. return;
  3742. }
  3743. switch (this.animationStartMode) {
  3744. case BABYLON.GLTFLoaderAnimationStartMode.NONE: {
  3745. // do nothing
  3746. break;
  3747. }
  3748. case BABYLON.GLTFLoaderAnimationStartMode.FIRST: {
  3749. var animation = animations[0];
  3750. for (var _i = 0, _a = animation.targets; _i < _a.length; _i++) {
  3751. var target = _a[_i];
  3752. this._babylonScene.beginAnimation(target, 0, Number.MAX_VALUE, true);
  3753. }
  3754. break;
  3755. }
  3756. case BABYLON.GLTFLoaderAnimationStartMode.ALL: {
  3757. for (var _b = 0, animations_1 = animations; _b < animations_1.length; _b++) {
  3758. var animation = animations_1[_b];
  3759. for (var _c = 0, _d = animation.targets; _c < _d.length; _c++) {
  3760. var target = _d[_c];
  3761. this._babylonScene.beginAnimation(target, 0, Number.MAX_VALUE, true);
  3762. }
  3763. }
  3764. break;
  3765. }
  3766. default: {
  3767. BABYLON.Tools.Error("Invalid animation start mode " + this.animationStartMode);
  3768. return;
  3769. }
  3770. }
  3771. };
  3772. GLTFLoader.prototype._loadDefaultScene = function (nodeNames) {
  3773. var scene = GLTFLoader._GetProperty(this._gltf.scenes, this._gltf.scene || 0);
  3774. if (!scene) {
  3775. throw new Error("Failed to find scene " + (this._gltf.scene || 0));
  3776. }
  3777. this._loadScene("#/scenes/" + scene.index, scene, nodeNames);
  3778. };
  3779. GLTFLoader.prototype._loadScene = function (context, scene, nodeNames) {
  3780. var _this = this;
  3781. this._rootNode = { babylonMesh: new BABYLON.Mesh("__root__", this._babylonScene) };
  3782. switch (this.coordinateSystemMode) {
  3783. case BABYLON.GLTFLoaderCoordinateSystemMode.AUTO: {
  3784. if (!this._babylonScene.useRightHandedSystem) {
  3785. this._rootNode.rotation = [0, 1, 0, 0];
  3786. this._rootNode.scale = [1, 1, -1];
  3787. this._loadTransform(this._rootNode);
  3788. }
  3789. break;
  3790. }
  3791. case BABYLON.GLTFLoaderCoordinateSystemMode.FORCE_RIGHT_HANDED: {
  3792. this._babylonScene.useRightHandedSystem = true;
  3793. break;
  3794. }
  3795. default: {
  3796. BABYLON.Tools.Error("Invalid coordinate system mode " + this.coordinateSystemMode);
  3797. return;
  3798. }
  3799. }
  3800. this.onMeshLoadedObservable.notifyObservers(this._rootNode.babylonMesh);
  3801. var nodeIndices = scene.nodes;
  3802. this._traverseNodes(context, nodeIndices, function (node, parentNode) {
  3803. node.parent = parentNode;
  3804. return true;
  3805. }, this._rootNode);
  3806. if (nodeNames) {
  3807. if (!(nodeNames instanceof Array)) {
  3808. nodeNames = [nodeNames];
  3809. }
  3810. var filteredNodeIndices_1 = new Array();
  3811. this._traverseNodes(context, nodeIndices, function (node) {
  3812. if (nodeNames.indexOf(node.name) !== -1) {
  3813. filteredNodeIndices_1.push(node.index);
  3814. node.parent = _this._rootNode;
  3815. return false;
  3816. }
  3817. return true;
  3818. }, this._rootNode);
  3819. nodeIndices = filteredNodeIndices_1;
  3820. }
  3821. for (var _i = 0, nodeIndices_1 = nodeIndices; _i < nodeIndices_1.length; _i++) {
  3822. var index = nodeIndices_1[_i];
  3823. var node = GLTFLoader._GetProperty(this._gltf.nodes, index);
  3824. if (!node) {
  3825. throw new Error(context + ": Failed to find node " + index);
  3826. }
  3827. this._loadNode("#/nodes/" + index, node);
  3828. }
  3829. // Disable the root mesh until the asset is ready to render.
  3830. this._rootNode.babylonMesh.setEnabled(false);
  3831. };
  3832. GLTFLoader.prototype._loadNode = function (context, node) {
  3833. if (GLTF2.GLTFLoaderExtension.LoadNode(this, context, node)) {
  3834. return;
  3835. }
  3836. node.babylonMesh = new BABYLON.Mesh(node.name || "mesh" + node.index, this._babylonScene);
  3837. this._loadTransform(node);
  3838. if (node.mesh != null) {
  3839. var mesh = GLTFLoader._GetProperty(this._gltf.meshes, node.mesh);
  3840. if (!mesh) {
  3841. throw new Error(context + ": Failed to find mesh " + node.mesh);
  3842. }
  3843. this._loadMesh("#/meshes/" + node.mesh, node, mesh);
  3844. }
  3845. node.babylonMesh.parent = node.parent.babylonMesh;
  3846. node.babylonAnimationTargets = node.babylonAnimationTargets || [];
  3847. node.babylonAnimationTargets.push(node.babylonMesh);
  3848. if (node.skin != null) {
  3849. var skin_1 = GLTFLoader._GetProperty(this._gltf.skins, node.skin);
  3850. if (!skin_1) {
  3851. throw new Error(context + ": Failed to find skin " + node.skin);
  3852. }
  3853. this._loadSkinAsync("#/skins/" + node.skin, skin_1, function () {
  3854. node.babylonMesh.skeleton = skin_1.babylonSkeleton;
  3855. node.babylonMesh._refreshBoundingInfo(true);
  3856. });
  3857. node.babylonMesh.parent = this._rootNode.babylonMesh;
  3858. node.babylonMesh.position = BABYLON.Vector3.Zero();
  3859. node.babylonMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  3860. node.babylonMesh.scaling = BABYLON.Vector3.One();
  3861. }
  3862. if (node.camera != null) {
  3863. // TODO: handle cameras
  3864. }
  3865. if (node.children) {
  3866. for (var _i = 0, _a = node.children; _i < _a.length; _i++) {
  3867. var index = _a[_i];
  3868. var childNode = GLTFLoader._GetProperty(this._gltf.nodes, index);
  3869. if (!childNode) {
  3870. throw new Error(context + ": Failed to find child node " + index);
  3871. }
  3872. this._loadNode("#/nodes/" + index, childNode);
  3873. }
  3874. }
  3875. this.onMeshLoadedObservable.notifyObservers(node.babylonMesh);
  3876. };
  3877. GLTFLoader.prototype._loadMesh = function (context, node, mesh) {
  3878. var _this = this;
  3879. var primitives = mesh.primitives;
  3880. if (!primitives || primitives.length === 0) {
  3881. throw new Error(context + ": Primitives are missing");
  3882. }
  3883. this._createMorphTargets(context, node, mesh);
  3884. this._loadAllVertexDataAsync(context, mesh, function () {
  3885. _this._loadMorphTargets(context, node, mesh);
  3886. var vertexData = new BABYLON.VertexData();
  3887. for (var _i = 0, primitives_1 = primitives; _i < primitives_1.length; _i++) {
  3888. var primitive = primitives_1[_i];
  3889. vertexData.merge(primitive.vertexData);
  3890. }
  3891. node.babylonMesh.hasVertexAlpha = mesh.hasVertexAlpha;
  3892. new BABYLON.Geometry(node.babylonMesh.name, _this._babylonScene, vertexData, false, node.babylonMesh);
  3893. // TODO: optimize this so that sub meshes can be created without being overwritten after setting vertex data.
  3894. // Sub meshes must be cleared and created after setting vertex data because of mesh._createGlobalSubMesh.
  3895. node.babylonMesh.subMeshes = [];
  3896. var verticesStart = 0;
  3897. var indicesStart = 0;
  3898. for (var index = 0; index < primitives.length; index++) {
  3899. var vertexData_1 = primitives[index].vertexData;
  3900. var verticesCount = vertexData_1.positions.length;
  3901. var indicesCount = vertexData_1.indices.length;
  3902. BABYLON.SubMesh.AddToMesh(index, verticesStart, verticesCount, indicesStart, indicesCount, node.babylonMesh);
  3903. verticesStart += verticesCount;
  3904. indicesStart += indicesCount;
  3905. }
  3906. ;
  3907. });
  3908. if (primitives.length === 1) {
  3909. var primitive = primitives[0];
  3910. if (primitive.material == null) {
  3911. node.babylonMesh.material = this._getDefaultMaterial();
  3912. }
  3913. else {
  3914. var material = GLTFLoader._GetProperty(this._gltf.materials, primitive.material);
  3915. if (!material) {
  3916. throw new Error(context + ": Failed to find material " + primitive.material);
  3917. }
  3918. this._loadMaterial("#/materials/" + material.index, material, function (babylonMaterial, isNew) {
  3919. if (isNew) {
  3920. _this.onMaterialLoadedObservable.notifyObservers(babylonMaterial);
  3921. }
  3922. node.babylonMesh.material = babylonMaterial;
  3923. });
  3924. }
  3925. }
  3926. else {
  3927. var multiMaterial = new BABYLON.MultiMaterial(node.babylonMesh.name, this._babylonScene);
  3928. node.babylonMesh.material = multiMaterial;
  3929. var subMaterials_1 = multiMaterial.subMaterials;
  3930. var _loop_1 = function (index) {
  3931. var primitive = primitives[index];
  3932. if (primitive.material == null) {
  3933. subMaterials_1[index] = this_1._getDefaultMaterial();
  3934. }
  3935. else {
  3936. var material = GLTFLoader._GetProperty(this_1._gltf.materials, primitive.material);
  3937. if (!material) {
  3938. throw new Error(context + ": Failed to find material " + primitive.material);
  3939. }
  3940. this_1._loadMaterial("#/materials/" + material.index, material, function (babylonMaterial, isNew) {
  3941. if (isNew) {
  3942. _this.onMaterialLoadedObservable.notifyObservers(babylonMaterial);
  3943. }
  3944. subMaterials_1[index] = babylonMaterial;
  3945. });
  3946. }
  3947. };
  3948. var this_1 = this;
  3949. for (var index = 0; index < primitives.length; index++) {
  3950. _loop_1(index);
  3951. }
  3952. ;
  3953. }
  3954. };
  3955. GLTFLoader.prototype._loadAllVertexDataAsync = function (context, mesh, onSuccess) {
  3956. var primitives = mesh.primitives;
  3957. var numRemainingPrimitives = primitives.length;
  3958. var _loop_2 = function (index) {
  3959. var primitive = primitives[index];
  3960. this_2._loadVertexDataAsync(context + "/primitive/" + index, mesh, primitive, function (vertexData) {
  3961. primitive.vertexData = vertexData;
  3962. if (--numRemainingPrimitives === 0) {
  3963. onSuccess();
  3964. }
  3965. });
  3966. };
  3967. var this_2 = this;
  3968. for (var index = 0; index < primitives.length; index++) {
  3969. _loop_2(index);
  3970. }
  3971. };
  3972. /**
  3973. * Converts a data bufferview into a Float4 Texture Coordinate Array, based on the accessor component type
  3974. * @param {ArrayBufferView} data
  3975. * @param {IGLTFAccessor} accessor
  3976. */
  3977. GLTFLoader.prototype._convertToFloat4TextureCoordArray = function (context, data, accessor) {
  3978. if (accessor.componentType == GLTF2.EComponentType.FLOAT) {
  3979. return data;
  3980. }
  3981. var buffer = data;
  3982. var factor = 1;
  3983. switch (accessor.componentType) {
  3984. case GLTF2.EComponentType.UNSIGNED_BYTE: {
  3985. factor = 1 / 255;
  3986. break;
  3987. }
  3988. case GLTF2.EComponentType.UNSIGNED_SHORT: {
  3989. factor = 1 / 65535;
  3990. break;
  3991. }
  3992. default: {
  3993. throw new Error(context + ": Invalid component type (" + accessor.componentType + ")");
  3994. }
  3995. }
  3996. var result = new Float32Array(accessor.count * 2);
  3997. for (var i = 0; i < result.length; ++i) {
  3998. result[i] = buffer[i] * factor;
  3999. }
  4000. return result;
  4001. };
  4002. /**
  4003. * Converts a data bufferview into a Float4 Color Array, based on the accessor component type
  4004. * @param {ArrayBufferView} data
  4005. * @param {IGLTFAccessor} accessor
  4006. */
  4007. GLTFLoader.prototype._convertToFloat4ColorArray = function (context, data, accessor) {
  4008. var colorComponentCount = GLTFLoader._GetNumComponents(context, accessor.type);
  4009. if (colorComponentCount === 4 && accessor.componentType === GLTF2.EComponentType.FLOAT) {
  4010. return data;
  4011. }
  4012. var buffer = data;
  4013. var factor = 1;
  4014. switch (accessor.componentType) {
  4015. case GLTF2.EComponentType.FLOAT: {
  4016. factor = 1;
  4017. break;
  4018. }
  4019. case GLTF2.EComponentType.UNSIGNED_BYTE: {
  4020. factor = 1 / 255;
  4021. break;
  4022. }
  4023. case GLTF2.EComponentType.UNSIGNED_SHORT: {
  4024. factor = 1 / 65535;
  4025. break;
  4026. }
  4027. default: {
  4028. throw new Error(context + ": Invalid component type (" + accessor.componentType + ")");
  4029. }
  4030. }
  4031. var result = new Float32Array(accessor.count * 4);
  4032. if (colorComponentCount === 4) {
  4033. for (var i = 0; i < result.length; ++i) {
  4034. result[i] = buffer[i] * factor;
  4035. }
  4036. }
  4037. else {
  4038. var offset = 0;
  4039. for (var i = 0; i < result.length; ++i) {
  4040. if ((i + 1) % 4 === 0) {
  4041. result[i] = 1;
  4042. }
  4043. else {
  4044. result[i] = buffer[offset++] * factor;
  4045. }
  4046. }
  4047. }
  4048. return result;
  4049. };
  4050. GLTFLoader.prototype._loadVertexDataAsync = function (context, mesh, primitive, onSuccess) {
  4051. var _this = this;
  4052. var attributes = primitive.attributes;
  4053. if (!attributes) {
  4054. throw new Error(context + ": Attributes are missing");
  4055. }
  4056. if (primitive.mode && primitive.mode !== GLTF2.EMeshPrimitiveMode.TRIANGLES) {
  4057. // TODO: handle other primitive modes
  4058. throw new Error(context + ": Mode " + primitive.mode + " is not currently supported");
  4059. }
  4060. var vertexData = new BABYLON.VertexData();
  4061. var numRemainingAttributes = Object.keys(attributes).length;
  4062. var _loop_3 = function (attribute) {
  4063. var accessor = GLTFLoader._GetProperty(this_3._gltf.accessors, attributes[attribute]);
  4064. if (!accessor) {
  4065. throw new Error(context + ": Failed to find attribute '" + attribute + "' accessor " + attributes[attribute]);
  4066. }
  4067. this_3._loadAccessorAsync("#/accessors/" + accessor.index, accessor, function (data) {
  4068. switch (attribute) {
  4069. case "POSITION": {
  4070. vertexData.positions = data;
  4071. break;
  4072. }
  4073. case "NORMAL": {
  4074. vertexData.normals = data;
  4075. break;
  4076. }
  4077. case "TANGENT": {
  4078. vertexData.tangents = data;
  4079. break;
  4080. }
  4081. case "TEXCOORD_0": {
  4082. vertexData.uvs = _this._convertToFloat4TextureCoordArray(context, data, accessor);
  4083. break;
  4084. }
  4085. case "TEXCOORD_1": {
  4086. vertexData.uvs2 = _this._convertToFloat4TextureCoordArray(context, data, accessor);
  4087. break;
  4088. }
  4089. case "JOINTS_0": {
  4090. vertexData.matricesIndices = new Float32Array(Array.prototype.slice.apply(data));
  4091. break;
  4092. }
  4093. case "WEIGHTS_0": {
  4094. //TODO: need to add support for normalized weights.
  4095. vertexData.matricesWeights = data;
  4096. break;
  4097. }
  4098. case "COLOR_0": {
  4099. vertexData.colors = _this._convertToFloat4ColorArray(context, data, accessor);
  4100. var hasVertexAlpha = GLTFLoader._GetNumComponents(context, accessor.type) === 4;
  4101. if (!mesh.hasVertexAlpha && hasVertexAlpha) {
  4102. mesh.hasVertexAlpha = hasVertexAlpha;
  4103. }
  4104. break;
  4105. }
  4106. default: {
  4107. BABYLON.Tools.Warn(context + ": Ignoring unrecognized attribute '" + attribute + "'");
  4108. break;
  4109. }
  4110. }
  4111. if (--numRemainingAttributes === 0) {
  4112. if (primitive.indices == null) {
  4113. vertexData.indices = new Uint32Array(vertexData.positions.length / 3);
  4114. for (var i = 0; i < vertexData.indices.length; i++) {
  4115. vertexData.indices[i] = i;
  4116. }
  4117. onSuccess(vertexData);
  4118. }
  4119. else {
  4120. var indicesAccessor = GLTFLoader._GetProperty(_this._gltf.accessors, primitive.indices);
  4121. if (!indicesAccessor) {
  4122. throw new Error(context + ": Failed to find indices accessor " + primitive.indices);
  4123. }
  4124. _this._loadAccessorAsync("#/accessors/" + indicesAccessor.index, indicesAccessor, function (data) {
  4125. vertexData.indices = data;
  4126. onSuccess(vertexData);
  4127. });
  4128. }
  4129. }
  4130. });
  4131. };
  4132. var this_3 = this;
  4133. for (var attribute in attributes) {
  4134. _loop_3(attribute);
  4135. }
  4136. };
  4137. GLTFLoader.prototype._createMorphTargets = function (context, node, mesh) {
  4138. var primitives = mesh.primitives;
  4139. var targets = primitives[0].targets;
  4140. if (!targets) {
  4141. return;
  4142. }
  4143. for (var _i = 0, primitives_2 = primitives; _i < primitives_2.length; _i++) {
  4144. var primitive = primitives_2[_i];
  4145. if (!primitive.targets || primitive.targets.length != targets.length) {
  4146. throw new Error(context + ": All primitives are required to list the same number of targets");
  4147. }
  4148. }
  4149. var morphTargetManager = new BABYLON.MorphTargetManager();
  4150. node.babylonMesh.morphTargetManager = morphTargetManager;
  4151. for (var index = 0; index < targets.length; index++) {
  4152. var weight = node.weights ? node.weights[index] : mesh.weights ? mesh.weights[index] : 0;
  4153. morphTargetManager.addTarget(new BABYLON.MorphTarget("morphTarget" + index, weight));
  4154. }
  4155. };
  4156. GLTFLoader.prototype._loadMorphTargets = function (context, node, mesh) {
  4157. var morphTargetManager = node.babylonMesh.morphTargetManager;
  4158. if (!morphTargetManager) {
  4159. return;
  4160. }
  4161. this._loadAllMorphTargetVertexDataAsync(context, node, mesh, function () {
  4162. var numTargets = morphTargetManager.numTargets;
  4163. for (var index = 0; index < numTargets; index++) {
  4164. var vertexData = new BABYLON.VertexData();
  4165. for (var _i = 0, _a = mesh.primitives; _i < _a.length; _i++) {
  4166. var primitive = _a[_i];
  4167. vertexData.merge(primitive.targetsVertexData[index], { tangentLength: 3 });
  4168. }
  4169. if (!vertexData.positions) {
  4170. throw new Error(context + ": Positions are missing");
  4171. }
  4172. var target = morphTargetManager.getTarget(index);
  4173. target.setPositions(vertexData.positions);
  4174. target.setNormals(vertexData.normals);
  4175. target.setTangents(vertexData.tangents);
  4176. }
  4177. });
  4178. };
  4179. GLTFLoader.prototype._loadAllMorphTargetVertexDataAsync = function (context, node, mesh, onSuccess) {
  4180. var numRemainingTargets = mesh.primitives.length * node.babylonMesh.morphTargetManager.numTargets;
  4181. var _loop_4 = function (primitive) {
  4182. var targets = primitive.targets;
  4183. primitive.targetsVertexData = new Array(targets.length);
  4184. var _loop_5 = function (index) {
  4185. this_4._loadMorphTargetVertexDataAsync(context + "/targets/" + index, primitive.vertexData, targets[index], function (vertexData) {
  4186. primitive.targetsVertexData[index] = vertexData;
  4187. if (--numRemainingTargets === 0) {
  4188. onSuccess();
  4189. }
  4190. });
  4191. };
  4192. for (var index = 0; index < targets.length; index++) {
  4193. _loop_5(index);
  4194. }
  4195. };
  4196. var this_4 = this;
  4197. for (var _i = 0, _a = mesh.primitives; _i < _a.length; _i++) {
  4198. var primitive = _a[_i];
  4199. _loop_4(primitive);
  4200. }
  4201. };
  4202. GLTFLoader.prototype._loadMorphTargetVertexDataAsync = function (context, vertexData, attributes, onSuccess) {
  4203. var targetVertexData = new BABYLON.VertexData();
  4204. var numRemainingAttributes = Object.keys(attributes).length;
  4205. var _loop_6 = function (attribute) {
  4206. var accessor = GLTFLoader._GetProperty(this_5._gltf.accessors, attributes[attribute]);
  4207. if (!accessor) {
  4208. throw new Error(context + ": Failed to find attribute '" + attribute + "' accessor " + attributes[attribute]);
  4209. }
  4210. this_5._loadAccessorAsync("#/accessors/" + accessor.index, accessor, function (data) {
  4211. // glTF stores morph target information as deltas while babylon.js expects the final data.
  4212. // As a result we have to add the original data to the delta to calculate the final data.
  4213. var values = data;
  4214. switch (attribute) {
  4215. case "POSITION": {
  4216. for (var i = 0; i < values.length; i++) {
  4217. values[i] += vertexData.positions[i];
  4218. }
  4219. targetVertexData.positions = values;
  4220. break;
  4221. }
  4222. case "NORMAL": {
  4223. for (var i = 0; i < values.length; i++) {
  4224. values[i] += vertexData.normals[i];
  4225. }
  4226. targetVertexData.normals = values;
  4227. break;
  4228. }
  4229. case "TANGENT": {
  4230. // Tangent data for morph targets is stored as xyz delta.
  4231. // The vertexData.tangent is stored as xyzw.
  4232. // So we need to skip every fourth vertexData.tangent.
  4233. for (var i = 0, j = 0; i < values.length; i++, j++) {
  4234. values[i] += vertexData.tangents[j];
  4235. if ((i + 1) % 3 == 0) {
  4236. j++;
  4237. }
  4238. }
  4239. targetVertexData.tangents = values;
  4240. break;
  4241. }
  4242. default: {
  4243. BABYLON.Tools.Warn(context + ": Ignoring unrecognized attribute '" + attribute + "'");
  4244. break;
  4245. }
  4246. }
  4247. if (--numRemainingAttributes === 0) {
  4248. onSuccess(targetVertexData);
  4249. }
  4250. });
  4251. };
  4252. var this_5 = this;
  4253. for (var attribute in attributes) {
  4254. _loop_6(attribute);
  4255. }
  4256. };
  4257. GLTFLoader.prototype._loadTransform = function (node) {
  4258. var position = BABYLON.Vector3.Zero();
  4259. var rotation = BABYLON.Quaternion.Identity();
  4260. var scaling = BABYLON.Vector3.One();
  4261. if (node.matrix) {
  4262. var matrix = BABYLON.Matrix.FromArray(node.matrix);
  4263. matrix.decompose(scaling, rotation, position);
  4264. }
  4265. else {
  4266. if (node.translation)
  4267. position = BABYLON.Vector3.FromArray(node.translation);
  4268. if (node.rotation)
  4269. rotation = BABYLON.Quaternion.FromArray(node.rotation);
  4270. if (node.scale)
  4271. scaling = BABYLON.Vector3.FromArray(node.scale);
  4272. }
  4273. node.babylonMesh.position = position;
  4274. node.babylonMesh.rotationQuaternion = rotation;
  4275. node.babylonMesh.scaling = scaling;
  4276. };
  4277. GLTFLoader.prototype._loadSkinAsync = function (context, skin, onSuccess) {
  4278. var _this = this;
  4279. if (skin.babylonSkeleton) {
  4280. onSuccess();
  4281. return;
  4282. }
  4283. var skeletonId = "skeleton" + skin.index;
  4284. skin.babylonSkeleton = new BABYLON.Skeleton(skin.name || skeletonId, skeletonId, this._babylonScene);
  4285. if (skin.inverseBindMatrices == null) {
  4286. this._loadBones(context, skin, null);
  4287. onSuccess();
  4288. }
  4289. else {
  4290. var accessor = GLTFLoader._GetProperty(this._gltf.accessors, skin.inverseBindMatrices);
  4291. if (!accessor) {
  4292. throw new Error(context + ": Failed to find inverse bind matrices attribute " + skin.inverseBindMatrices);
  4293. }
  4294. this._loadAccessorAsync("#/accessors/" + accessor.index, accessor, function (data) {
  4295. _this._loadBones(context, skin, data);
  4296. onSuccess();
  4297. });
  4298. }
  4299. };
  4300. GLTFLoader.prototype._createBone = function (node, skin, parent, localMatrix, baseMatrix, index) {
  4301. var babylonBone = new BABYLON.Bone(node.name || "bone" + node.index, skin.babylonSkeleton, parent, localMatrix, null, baseMatrix, index);
  4302. node.babylonAnimationTargets = node.babylonAnimationTargets || [];
  4303. node.babylonAnimationTargets.push(babylonBone);
  4304. return babylonBone;
  4305. };
  4306. GLTFLoader.prototype._loadBones = function (context, skin, inverseBindMatrixData) {
  4307. var babylonBones = {};
  4308. for (var _i = 0, _a = skin.joints; _i < _a.length; _i++) {
  4309. var index = _a[_i];
  4310. var node = GLTFLoader._GetProperty(this._gltf.nodes, index);
  4311. if (!node) {
  4312. throw new Error(context + ": Failed to find joint " + index);
  4313. }
  4314. this._loadBone(node, skin, inverseBindMatrixData, babylonBones);
  4315. }
  4316. };
  4317. GLTFLoader.prototype._loadBone = function (node, skin, inverseBindMatrixData, babylonBones) {
  4318. var babylonBone = babylonBones[node.index];
  4319. if (babylonBone) {
  4320. return babylonBone;
  4321. }
  4322. var boneIndex = skin.joints.indexOf(node.index);
  4323. var baseMatrix = BABYLON.Matrix.Identity();
  4324. if (inverseBindMatrixData && boneIndex !== -1) {
  4325. baseMatrix = BABYLON.Matrix.FromArray(inverseBindMatrixData, boneIndex * 16);
  4326. baseMatrix.invertToRef(baseMatrix);
  4327. }
  4328. var babylonParentBone = null;
  4329. if (node.parent !== this._rootNode) {
  4330. babylonParentBone = this._loadBone(node.parent, skin, inverseBindMatrixData, babylonBones);
  4331. baseMatrix.multiplyToRef(babylonParentBone.getInvertedAbsoluteTransform(), baseMatrix);
  4332. }
  4333. babylonBone = this._createBone(node, skin, babylonParentBone, this._getNodeMatrix(node), baseMatrix, boneIndex);
  4334. babylonBones[node.index] = babylonBone;
  4335. return babylonBone;
  4336. };
  4337. GLTFLoader.prototype._getNodeMatrix = function (node) {
  4338. return node.matrix ?
  4339. BABYLON.Matrix.FromArray(node.matrix) :
  4340. 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());
  4341. };
  4342. GLTFLoader.prototype._traverseNodes = function (context, indices, action, parentNode) {
  4343. for (var _i = 0, indices_1 = indices; _i < indices_1.length; _i++) {
  4344. var index = indices_1[_i];
  4345. var node = GLTFLoader._GetProperty(this._gltf.nodes, index);
  4346. if (!node) {
  4347. throw new Error(context + ": Failed to find node " + index);
  4348. }
  4349. this._traverseNode(context, node, action, parentNode);
  4350. }
  4351. };
  4352. GLTFLoader.prototype._traverseNode = function (context, node, action, parentNode) {
  4353. if (GLTF2.GLTFLoaderExtension.TraverseNode(this, context, node, action, parentNode)) {
  4354. return;
  4355. }
  4356. if (!action(node, parentNode)) {
  4357. return;
  4358. }
  4359. if (node.children) {
  4360. this._traverseNodes(context, node.children, action, node);
  4361. }
  4362. };
  4363. GLTFLoader.prototype._loadAnimations = function () {
  4364. var animations = this._gltf.animations;
  4365. if (!animations) {
  4366. return;
  4367. }
  4368. for (var index = 0; index < animations.length; index++) {
  4369. var animation = animations[index];
  4370. this._loadAnimation("#/animations/" + index, animation);
  4371. }
  4372. };
  4373. GLTFLoader.prototype._loadAnimation = function (context, animation) {
  4374. animation.targets = [];
  4375. for (var index = 0; index < animation.channels.length; index++) {
  4376. var channel = GLTFLoader._GetProperty(animation.channels, index);
  4377. if (!channel) {
  4378. throw new Error(context + ": Failed to find channel " + index);
  4379. }
  4380. var sampler = GLTFLoader._GetProperty(animation.samplers, channel.sampler);
  4381. if (!sampler) {
  4382. throw new Error(context + ": Failed to find sampler " + channel.sampler);
  4383. }
  4384. this._loadAnimationChannel(animation, context + "/channels/" + index, channel, context + "/samplers/" + channel.sampler, sampler);
  4385. }
  4386. };
  4387. GLTFLoader.prototype._loadAnimationChannel = function (animation, channelContext, channel, samplerContext, sampler) {
  4388. var targetNode = GLTFLoader._GetProperty(this._gltf.nodes, channel.target.node);
  4389. if (!targetNode) {
  4390. throw new Error(channelContext + ": Failed to find target node " + channel.target.node);
  4391. }
  4392. var targetPath;
  4393. var animationType;
  4394. switch (channel.target.path) {
  4395. case "translation": {
  4396. targetPath = "position";
  4397. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  4398. break;
  4399. }
  4400. case "rotation": {
  4401. targetPath = "rotationQuaternion";
  4402. animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  4403. break;
  4404. }
  4405. case "scale": {
  4406. targetPath = "scaling";
  4407. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  4408. break;
  4409. }
  4410. case "weights": {
  4411. targetPath = "influence";
  4412. animationType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  4413. break;
  4414. }
  4415. default: {
  4416. throw new Error(channelContext + ": Invalid target path " + channel.target.path);
  4417. }
  4418. }
  4419. var inputData;
  4420. var outputData;
  4421. var checkSuccess = function () {
  4422. if (!inputData || !outputData) {
  4423. return;
  4424. }
  4425. var outputBufferOffset = 0;
  4426. var getNextOutputValue;
  4427. switch (targetPath) {
  4428. case "position": {
  4429. getNextOutputValue = function () {
  4430. var value = BABYLON.Vector3.FromArray(outputData, outputBufferOffset);
  4431. outputBufferOffset += 3;
  4432. return value;
  4433. };
  4434. break;
  4435. }
  4436. case "rotationQuaternion": {
  4437. getNextOutputValue = function () {
  4438. var value = BABYLON.Quaternion.FromArray(outputData, outputBufferOffset);
  4439. outputBufferOffset += 4;
  4440. return value;
  4441. };
  4442. break;
  4443. }
  4444. case "scaling": {
  4445. getNextOutputValue = function () {
  4446. var value = BABYLON.Vector3.FromArray(outputData, outputBufferOffset);
  4447. outputBufferOffset += 3;
  4448. return value;
  4449. };
  4450. break;
  4451. }
  4452. case "influence": {
  4453. getNextOutputValue = function () {
  4454. var numTargets = targetNode.babylonMesh.morphTargetManager.numTargets;
  4455. var value = new Array(numTargets);
  4456. for (var i = 0; i < numTargets; i++) {
  4457. value[i] = outputData[outputBufferOffset++];
  4458. }
  4459. return value;
  4460. };
  4461. break;
  4462. }
  4463. }
  4464. var getNextKey;
  4465. switch (sampler.interpolation) {
  4466. case "LINEAR": {
  4467. getNextKey = function (frameIndex) { return ({
  4468. frame: inputData[frameIndex],
  4469. value: getNextOutputValue()
  4470. }); };
  4471. break;
  4472. }
  4473. case "CUBICSPLINE": {
  4474. getNextKey = function (frameIndex) { return ({
  4475. frame: inputData[frameIndex],
  4476. inTangent: getNextOutputValue(),
  4477. value: getNextOutputValue(),
  4478. outTangent: getNextOutputValue()
  4479. }); };
  4480. break;
  4481. }
  4482. default: {
  4483. throw new Error(samplerContext + ": Invalid interpolation " + sampler.interpolation);
  4484. }
  4485. }
  4486. ;
  4487. var keys;
  4488. if (inputData.length === 1) {
  4489. var key = getNextKey(0);
  4490. keys = [
  4491. { frame: key.frame, value: key.value },
  4492. { frame: key.frame + 1, value: key.value }
  4493. ];
  4494. }
  4495. else {
  4496. keys = new Array(inputData.length);
  4497. for (var frameIndex = 0; frameIndex < inputData.length; frameIndex++) {
  4498. keys[frameIndex] = getNextKey(frameIndex);
  4499. }
  4500. }
  4501. if (targetPath === "influence") {
  4502. var morphTargetManager = targetNode.babylonMesh.morphTargetManager;
  4503. var _loop_7 = function (targetIndex) {
  4504. var morphTarget = morphTargetManager.getTarget(targetIndex);
  4505. var animationName = (animation.name || "anim" + animation.index) + "_" + targetIndex;
  4506. var babylonAnimation = new BABYLON.Animation(animationName, targetPath, 1, animationType);
  4507. babylonAnimation.setKeys(keys.map(function (key) { return ({
  4508. frame: key.frame,
  4509. inTangent: key.inTangent ? key.inTangent[targetIndex] : undefined,
  4510. value: key.value[targetIndex],
  4511. outTangent: key.outTangent ? key.outTangent[targetIndex] : undefined
  4512. }); }));
  4513. morphTarget.animations.push(babylonAnimation);
  4514. animation.targets.push(morphTarget);
  4515. };
  4516. for (var targetIndex = 0; targetIndex < morphTargetManager.numTargets; targetIndex++) {
  4517. _loop_7(targetIndex);
  4518. }
  4519. }
  4520. else {
  4521. var animationName = animation.name || "anim" + animation.index;
  4522. var babylonAnimation = new BABYLON.Animation(animationName, targetPath, 1, animationType);
  4523. babylonAnimation.setKeys(keys);
  4524. if (targetNode.babylonAnimationTargets) {
  4525. for (var _i = 0, _a = targetNode.babylonAnimationTargets; _i < _a.length; _i++) {
  4526. var target = _a[_i];
  4527. target.animations.push(babylonAnimation.clone());
  4528. animation.targets.push(target);
  4529. }
  4530. }
  4531. }
  4532. };
  4533. var inputAccessor = GLTFLoader._GetProperty(this._gltf.accessors, sampler.input);
  4534. if (!inputAccessor) {
  4535. throw new Error(samplerContext + ": Failed to find input accessor " + sampler.input);
  4536. }
  4537. this._loadAccessorAsync("#/accessors/" + inputAccessor.index, inputAccessor, function (data) {
  4538. inputData = data;
  4539. checkSuccess();
  4540. });
  4541. var outputAccessor = GLTFLoader._GetProperty(this._gltf.accessors, sampler.output);
  4542. if (!outputAccessor) {
  4543. throw new Error(samplerContext + ": Failed to find output accessor " + sampler.output);
  4544. }
  4545. this._loadAccessorAsync("#/accessors/" + outputAccessor.index, outputAccessor, function (data) {
  4546. outputData = data;
  4547. checkSuccess();
  4548. });
  4549. };
  4550. GLTFLoader.prototype._loadBufferAsync = function (context, buffer, onSuccess) {
  4551. var _this = this;
  4552. this._addPendingData(buffer);
  4553. if (buffer.loadedData) {
  4554. onSuccess(buffer.loadedData);
  4555. this._removePendingData(buffer);
  4556. }
  4557. else if (buffer.loadedObservable) {
  4558. buffer.loadedObservable.add(function (buffer) {
  4559. onSuccess(buffer.loadedData);
  4560. _this._removePendingData(buffer);
  4561. });
  4562. }
  4563. else {
  4564. if (!buffer.uri) {
  4565. throw new Error(context + ": Uri is missing");
  4566. }
  4567. buffer.loadedObservable = new BABYLON.Observable();
  4568. buffer.loadedObservable.add(function (buffer) {
  4569. onSuccess(buffer.loadedData);
  4570. _this._removePendingData(buffer);
  4571. });
  4572. this._loadUriAsync(context, buffer.uri, function (data) {
  4573. buffer.loadedData = data;
  4574. buffer.loadedObservable.notifyObservers(buffer);
  4575. buffer.loadedObservable = undefined;
  4576. });
  4577. }
  4578. };
  4579. GLTFLoader.prototype._loadBufferViewAsync = function (context, bufferView, onSuccess) {
  4580. var buffer = GLTFLoader._GetProperty(this._gltf.buffers, bufferView.buffer);
  4581. if (!buffer) {
  4582. throw new Error(context + ": Failed to find buffer " + bufferView.buffer);
  4583. }
  4584. this._loadBufferAsync("#/buffers/" + buffer.index, buffer, function (bufferData) {
  4585. var data;
  4586. try {
  4587. data = new Uint8Array(bufferData.buffer, bufferData.byteOffset + (bufferView.byteOffset || 0), bufferView.byteLength);
  4588. }
  4589. catch (e) {
  4590. throw new Error(context + ": " + e.message);
  4591. }
  4592. onSuccess(data);
  4593. });
  4594. };
  4595. GLTFLoader.prototype._loadAccessorAsync = function (context, accessor, onSuccess) {
  4596. var _this = this;
  4597. if (accessor.sparse) {
  4598. throw new Error(context + ": Sparse accessors are not currently supported");
  4599. }
  4600. var bufferView = GLTFLoader._GetProperty(this._gltf.bufferViews, accessor.bufferView);
  4601. if (!bufferView) {
  4602. throw new Error(context + ": Failed to find buffer view " + accessor.bufferView);
  4603. }
  4604. this._loadBufferViewAsync("#/bufferViews/" + bufferView.index, bufferView, function (bufferViewData) {
  4605. var numComponents = GLTFLoader._GetNumComponents(context, accessor.type);
  4606. var data;
  4607. var byteOffset = accessor.byteOffset || 0;
  4608. var byteStride = bufferView.byteStride;
  4609. if (byteStride === 0) {
  4610. BABYLON.Tools.Warn(context + ": Byte stride of 0 is not valid");
  4611. }
  4612. try {
  4613. switch (accessor.componentType) {
  4614. case GLTF2.EComponentType.BYTE: {
  4615. data = _this._buildArrayBuffer(Float32Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  4616. break;
  4617. }
  4618. case GLTF2.EComponentType.UNSIGNED_BYTE: {
  4619. data = _this._buildArrayBuffer(Uint8Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  4620. break;
  4621. }
  4622. case GLTF2.EComponentType.SHORT: {
  4623. data = _this._buildArrayBuffer(Int16Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  4624. break;
  4625. }
  4626. case GLTF2.EComponentType.UNSIGNED_SHORT: {
  4627. data = _this._buildArrayBuffer(Uint16Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  4628. break;
  4629. }
  4630. case GLTF2.EComponentType.UNSIGNED_INT: {
  4631. data = _this._buildArrayBuffer(Uint32Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  4632. break;
  4633. }
  4634. case GLTF2.EComponentType.FLOAT: {
  4635. data = _this._buildArrayBuffer(Float32Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  4636. break;
  4637. }
  4638. default: {
  4639. throw new Error(context + ": Invalid component type " + accessor.componentType);
  4640. }
  4641. }
  4642. }
  4643. catch (e) {
  4644. throw new Error(context + ": " + e);
  4645. }
  4646. onSuccess(data);
  4647. });
  4648. };
  4649. GLTFLoader.prototype._buildArrayBuffer = function (typedArray, data, byteOffset, count, numComponents, byteStride) {
  4650. byteOffset += data.byteOffset;
  4651. var targetLength = count * numComponents;
  4652. if (!byteStride || byteStride === numComponents * typedArray.BYTES_PER_ELEMENT) {
  4653. return new typedArray(data.buffer, byteOffset, targetLength);
  4654. }
  4655. var elementStride = byteStride / typedArray.BYTES_PER_ELEMENT;
  4656. var sourceBuffer = new typedArray(data.buffer, byteOffset, elementStride * count);
  4657. var targetBuffer = new typedArray(targetLength);
  4658. var sourceIndex = 0;
  4659. var targetIndex = 0;
  4660. while (targetIndex < targetLength) {
  4661. for (var componentIndex = 0; componentIndex < numComponents; componentIndex++) {
  4662. targetBuffer[targetIndex] = sourceBuffer[sourceIndex + componentIndex];
  4663. targetIndex++;
  4664. }
  4665. sourceIndex += elementStride;
  4666. }
  4667. return targetBuffer;
  4668. };
  4669. GLTFLoader.prototype._addPendingData = function (data) {
  4670. if (!this._renderReady) {
  4671. this._renderPendingCount++;
  4672. }
  4673. this._addLoaderPendingData(data);
  4674. };
  4675. GLTFLoader.prototype._removePendingData = function (data) {
  4676. var _this = this;
  4677. if (!this._renderReady) {
  4678. if (--this._renderPendingCount === 0) {
  4679. this._addLoaderPendingData(this);
  4680. this._compileMaterialsAsync(function () {
  4681. _this._compileShadowGeneratorsAsync(function () {
  4682. _this._removeLoaderPendingData(_this);
  4683. _this._renderReady = true;
  4684. _this._onRenderReady();
  4685. });
  4686. });
  4687. }
  4688. }
  4689. this._removeLoaderPendingData(data);
  4690. };
  4691. GLTFLoader.prototype._addLoaderPendingData = function (data) {
  4692. this._loaderPendingCount++;
  4693. for (var _i = 0, _a = this._loaderTrackers; _i < _a.length; _i++) {
  4694. var tracker = _a[_i];
  4695. tracker._addPendingData(data);
  4696. }
  4697. };
  4698. GLTFLoader.prototype._removeLoaderPendingData = function (data) {
  4699. for (var _i = 0, _a = this._loaderTrackers; _i < _a.length; _i++) {
  4700. var tracker = _a[_i];
  4701. tracker._removePendingData(data);
  4702. }
  4703. if (--this._loaderPendingCount === 0) {
  4704. this._onComplete();
  4705. }
  4706. };
  4707. GLTFLoader.prototype._whenAction = function (action, onComplete) {
  4708. var _this = this;
  4709. var tracker = new GLTFLoaderTracker(function () {
  4710. _this._loaderTrackers.splice(_this._loaderTrackers.indexOf(tracker), 1);
  4711. onComplete();
  4712. });
  4713. this._loaderTrackers.push(tracker);
  4714. this._addLoaderPendingData(tracker);
  4715. action();
  4716. this._removeLoaderPendingData(tracker);
  4717. };
  4718. GLTFLoader.prototype._getDefaultMaterial = function () {
  4719. if (!this._defaultMaterial) {
  4720. var id = "__gltf_default";
  4721. var material = this._babylonScene.getMaterialByName(id);
  4722. if (!material) {
  4723. material = new BABYLON.PBRMaterial(id, this._babylonScene);
  4724. material.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  4725. material.sideOrientation = BABYLON.Material.ClockWiseSideOrientation;
  4726. material.metallic = 1;
  4727. material.roughness = 1;
  4728. }
  4729. this._defaultMaterial = material;
  4730. }
  4731. return this._defaultMaterial;
  4732. };
  4733. GLTFLoader.prototype._loadMaterialMetallicRoughnessProperties = function (context, material) {
  4734. var babylonMaterial = material.babylonMaterial;
  4735. // Ensure metallic workflow
  4736. babylonMaterial.metallic = 1;
  4737. babylonMaterial.roughness = 1;
  4738. var properties = material.pbrMetallicRoughness;
  4739. if (!properties) {
  4740. return;
  4741. }
  4742. babylonMaterial.albedoColor = properties.baseColorFactor ? BABYLON.Color3.FromArray(properties.baseColorFactor) : new BABYLON.Color3(1, 1, 1);
  4743. babylonMaterial.metallic = properties.metallicFactor == null ? 1 : properties.metallicFactor;
  4744. babylonMaterial.roughness = properties.roughnessFactor == null ? 1 : properties.roughnessFactor;
  4745. if (properties.baseColorTexture) {
  4746. var texture = GLTFLoader._GetProperty(this._gltf.textures, properties.baseColorTexture.index);
  4747. if (!texture) {
  4748. throw new Error(context + ": Failed to find base color texture " + properties.baseColorTexture.index);
  4749. }
  4750. babylonMaterial.albedoTexture = this._loadTexture("#/textures/" + texture.index, texture, properties.baseColorTexture.texCoord);
  4751. }
  4752. if (properties.metallicRoughnessTexture) {
  4753. var texture = GLTFLoader._GetProperty(this._gltf.textures, properties.metallicRoughnessTexture.index);
  4754. if (!texture) {
  4755. throw new Error(context + ": Failed to find metallic roughness texture " + properties.metallicRoughnessTexture.index);
  4756. }
  4757. babylonMaterial.metallicTexture = this._loadTexture("#/textures/" + texture.index, texture, properties.metallicRoughnessTexture.texCoord);
  4758. babylonMaterial.useMetallnessFromMetallicTextureBlue = true;
  4759. babylonMaterial.useRoughnessFromMetallicTextureGreen = true;
  4760. babylonMaterial.useRoughnessFromMetallicTextureAlpha = false;
  4761. }
  4762. this._loadMaterialAlphaProperties(context, material, properties.baseColorFactor);
  4763. };
  4764. GLTFLoader.prototype._loadMaterial = function (context, material, assign) {
  4765. if (material.babylonMaterial) {
  4766. assign(material.babylonMaterial, false);
  4767. return;
  4768. }
  4769. if (GLTF2.GLTFLoaderExtension.LoadMaterial(this, context, material, assign)) {
  4770. return;
  4771. }
  4772. this._createPbrMaterial(material);
  4773. this._loadMaterialBaseProperties(context, material);
  4774. this._loadMaterialMetallicRoughnessProperties(context, material);
  4775. assign(material.babylonMaterial, true);
  4776. };
  4777. GLTFLoader.prototype._createPbrMaterial = function (material) {
  4778. var babylonMaterial = new BABYLON.PBRMaterial(material.name || "mat" + material.index, this._babylonScene);
  4779. babylonMaterial.sideOrientation = BABYLON.Material.ClockWiseSideOrientation;
  4780. material.babylonMaterial = babylonMaterial;
  4781. };
  4782. GLTFLoader.prototype._loadMaterialBaseProperties = function (context, material) {
  4783. var babylonMaterial = material.babylonMaterial;
  4784. babylonMaterial.emissiveColor = material.emissiveFactor ? BABYLON.Color3.FromArray(material.emissiveFactor) : new BABYLON.Color3(0, 0, 0);
  4785. if (material.doubleSided) {
  4786. babylonMaterial.backFaceCulling = false;
  4787. babylonMaterial.twoSidedLighting = true;
  4788. }
  4789. if (material.normalTexture) {
  4790. var texture = GLTFLoader._GetProperty(this._gltf.textures, material.normalTexture.index);
  4791. if (!texture) {
  4792. throw new Error(context + ": Failed to find normal texture " + material.normalTexture.index);
  4793. }
  4794. babylonMaterial.bumpTexture = this._loadTexture("#/textures/" + texture.index, texture, material.normalTexture.texCoord);
  4795. babylonMaterial.invertNormalMapX = !this._babylonScene.useRightHandedSystem;
  4796. babylonMaterial.invertNormalMapY = this._babylonScene.useRightHandedSystem;
  4797. if (material.normalTexture.scale != null) {
  4798. babylonMaterial.bumpTexture.level = material.normalTexture.scale;
  4799. }
  4800. }
  4801. if (material.occlusionTexture) {
  4802. var texture = GLTFLoader._GetProperty(this._gltf.textures, material.occlusionTexture.index);
  4803. if (!texture) {
  4804. throw new Error(context + ": Failed to find occlusion texture " + material.occlusionTexture.index);
  4805. }
  4806. babylonMaterial.ambientTexture = this._loadTexture("#/textures/" + texture.index, texture, material.occlusionTexture.texCoord);
  4807. babylonMaterial.useAmbientInGrayScale = true;
  4808. if (material.occlusionTexture.strength != null) {
  4809. babylonMaterial.ambientTextureStrength = material.occlusionTexture.strength;
  4810. }
  4811. }
  4812. if (material.emissiveTexture) {
  4813. var texture = GLTFLoader._GetProperty(this._gltf.textures, material.emissiveTexture.index);
  4814. if (!texture) {
  4815. throw new Error(context + ": Failed to find emissive texture " + material.emissiveTexture.index);
  4816. }
  4817. babylonMaterial.emissiveTexture = this._loadTexture("#/textures/" + texture.index, texture, material.emissiveTexture.texCoord);
  4818. }
  4819. };
  4820. GLTFLoader.prototype._loadMaterialAlphaProperties = function (context, material, colorFactor) {
  4821. var babylonMaterial = material.babylonMaterial;
  4822. var alphaMode = material.alphaMode || "OPAQUE";
  4823. switch (alphaMode) {
  4824. case "OPAQUE": {
  4825. babylonMaterial.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  4826. break;
  4827. }
  4828. case "MASK": {
  4829. babylonMaterial.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST;
  4830. babylonMaterial.alphaCutOff = (material.alphaCutoff == null ? 0.5 : material.alphaCutoff);
  4831. if (colorFactor) {
  4832. if (colorFactor[3] == 0) {
  4833. babylonMaterial.alphaCutOff = 1;
  4834. }
  4835. else {
  4836. babylonMaterial.alphaCutOff /= colorFactor[3];
  4837. }
  4838. }
  4839. if (babylonMaterial.albedoTexture) {
  4840. babylonMaterial.albedoTexture.hasAlpha = true;
  4841. }
  4842. break;
  4843. }
  4844. case "BLEND": {
  4845. babylonMaterial.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_ALPHABLEND;
  4846. if (colorFactor) {
  4847. babylonMaterial.alpha = colorFactor[3];
  4848. }
  4849. if (babylonMaterial.albedoTexture) {
  4850. babylonMaterial.albedoTexture.hasAlpha = true;
  4851. babylonMaterial.useAlphaFromAlbedoTexture = true;
  4852. }
  4853. break;
  4854. }
  4855. default: {
  4856. throw new Error(context + ": Invalid alpha mode " + material.alphaMode);
  4857. }
  4858. }
  4859. };
  4860. GLTFLoader.prototype._loadTexture = function (context, texture, coordinatesIndex) {
  4861. var _this = this;
  4862. var sampler = (texture.sampler == undefined ? this._defaultSampler : GLTFLoader._GetProperty(this._gltf.samplers, texture.sampler));
  4863. if (!sampler) {
  4864. throw new Error(context + ": Failed to find sampler " + texture.sampler);
  4865. }
  4866. this._loadSampler("#/samplers/" + sampler.index, sampler);
  4867. this._addPendingData(texture);
  4868. var babylonTexture = new BABYLON.Texture(null, this._babylonScene, sampler.noMipMaps, false, sampler.samplingMode, function () {
  4869. _this._tryCatchOnError(function () {
  4870. _this._removePendingData(texture);
  4871. });
  4872. }, function (message) {
  4873. _this._tryCatchOnError(function () {
  4874. throw new Error(context + ": " + message);
  4875. });
  4876. });
  4877. if (texture.url) {
  4878. babylonTexture.updateURL(texture.url);
  4879. }
  4880. else if (texture.dataReadyObservable) {
  4881. texture.dataReadyObservable.add(function (texture) {
  4882. babylonTexture.updateURL(texture.url);
  4883. });
  4884. }
  4885. else {
  4886. texture.dataReadyObservable = new BABYLON.Observable();
  4887. texture.dataReadyObservable.add(function (texture) {
  4888. babylonTexture.updateURL(texture.url);
  4889. });
  4890. var image_1 = GLTFLoader._GetProperty(this._gltf.images, texture.source);
  4891. if (!image_1) {
  4892. throw new Error(context + ": Failed to find source " + texture.source);
  4893. }
  4894. this._loadImageAsync("#/images/" + image_1.index, image_1, function (data) {
  4895. texture.url = URL.createObjectURL(new Blob([data], { type: image_1.mimeType }));
  4896. texture.dataReadyObservable.notifyObservers(texture);
  4897. texture.dataReadyObservable = undefined;
  4898. });
  4899. }
  4900. babylonTexture.coordinatesIndex = coordinatesIndex || 0;
  4901. babylonTexture.wrapU = sampler.wrapU;
  4902. babylonTexture.wrapV = sampler.wrapV;
  4903. babylonTexture.name = texture.name || "texture" + texture.index;
  4904. this.onTextureLoadedObservable.notifyObservers(babylonTexture);
  4905. return babylonTexture;
  4906. };
  4907. GLTFLoader.prototype._loadSampler = function (context, sampler) {
  4908. if (sampler.noMipMaps != undefined) {
  4909. return;
  4910. }
  4911. sampler.noMipMaps = (sampler.minFilter === GLTF2.ETextureMinFilter.NEAREST || sampler.minFilter === GLTF2.ETextureMinFilter.LINEAR);
  4912. sampler.samplingMode = GLTFLoader._GetTextureSamplingMode(context, sampler.magFilter, sampler.minFilter);
  4913. sampler.wrapU = GLTFLoader._GetTextureWrapMode(context, sampler.wrapS);
  4914. sampler.wrapV = GLTFLoader._GetTextureWrapMode(context, sampler.wrapT);
  4915. };
  4916. GLTFLoader.prototype._loadImageAsync = function (context, image, onSuccess) {
  4917. if (image.uri) {
  4918. this._loadUriAsync(context, image.uri, onSuccess);
  4919. }
  4920. else {
  4921. var bufferView = GLTFLoader._GetProperty(this._gltf.bufferViews, image.bufferView);
  4922. if (!bufferView) {
  4923. throw new Error(context + ": Failed to find buffer view " + image.bufferView);
  4924. }
  4925. this._loadBufferViewAsync("#/bufferViews/" + bufferView.index, bufferView, onSuccess);
  4926. }
  4927. };
  4928. GLTFLoader.prototype._loadUriAsync = function (context, uri, onSuccess) {
  4929. var _this = this;
  4930. if (GLTF2.GLTFUtils.IsBase64(uri)) {
  4931. onSuccess(new Uint8Array(GLTF2.GLTFUtils.DecodeBase64(uri)));
  4932. return;
  4933. }
  4934. if (!GLTF2.GLTFUtils.ValidateUri(uri)) {
  4935. throw new Error(context + ": Uri '" + uri + "' is invalid");
  4936. }
  4937. var request = BABYLON.Tools.LoadFile(this._rootUrl + uri, function (data) {
  4938. _this._tryCatchOnError(function () {
  4939. onSuccess(new Uint8Array(data));
  4940. });
  4941. }, function (event) {
  4942. _this._tryCatchOnError(function () {
  4943. if (request && !_this._renderReady) {
  4944. request._lengthComputable = event.lengthComputable;
  4945. request._loaded = event.loaded;
  4946. request._total = event.total;
  4947. _this._onProgress();
  4948. }
  4949. });
  4950. }, this._babylonScene.database, true, function (request, exception) {
  4951. _this._tryCatchOnError(function () {
  4952. throw new BABYLON.LoadFileError(context + ": Failed to load '" + uri + "'" + (request ? ": " + request.status + " " + request.statusText : ""), request);
  4953. });
  4954. });
  4955. this._requests.push(request);
  4956. request.onCompleteObservable.add(function () {
  4957. _this._requests.splice(_this._requests.indexOf(request), 1);
  4958. });
  4959. };
  4960. GLTFLoader.prototype._tryCatchOnError = function (handler) {
  4961. if (this._disposed) {
  4962. return;
  4963. }
  4964. try {
  4965. handler();
  4966. }
  4967. catch (e) {
  4968. BABYLON.Tools.Error("glTF Loader: " + e.message);
  4969. if (this._errorCallback) {
  4970. this._errorCallback(e.message, e);
  4971. }
  4972. this.dispose();
  4973. }
  4974. };
  4975. GLTFLoader._AssignIndices = function (array) {
  4976. if (array) {
  4977. for (var index = 0; index < array.length; index++) {
  4978. array[index].index = index;
  4979. }
  4980. }
  4981. };
  4982. GLTFLoader._GetProperty = function (array, index) {
  4983. if (!array || index == undefined || !array[index]) {
  4984. return null;
  4985. }
  4986. return array[index];
  4987. };
  4988. GLTFLoader._GetTextureWrapMode = function (context, mode) {
  4989. // Set defaults if undefined
  4990. mode = mode == undefined ? GLTF2.ETextureWrapMode.REPEAT : mode;
  4991. switch (mode) {
  4992. case GLTF2.ETextureWrapMode.CLAMP_TO_EDGE: return BABYLON.Texture.CLAMP_ADDRESSMODE;
  4993. case GLTF2.ETextureWrapMode.MIRRORED_REPEAT: return BABYLON.Texture.MIRROR_ADDRESSMODE;
  4994. case GLTF2.ETextureWrapMode.REPEAT: return BABYLON.Texture.WRAP_ADDRESSMODE;
  4995. default:
  4996. BABYLON.Tools.Warn(context + ": Invalid texture wrap mode " + mode);
  4997. return BABYLON.Texture.WRAP_ADDRESSMODE;
  4998. }
  4999. };
  5000. GLTFLoader._GetTextureSamplingMode = function (context, magFilter, minFilter) {
  5001. // Set defaults if undefined
  5002. magFilter = magFilter == undefined ? GLTF2.ETextureMagFilter.LINEAR : magFilter;
  5003. minFilter = minFilter == undefined ? GLTF2.ETextureMinFilter.LINEAR_MIPMAP_LINEAR : minFilter;
  5004. if (magFilter === GLTF2.ETextureMagFilter.LINEAR) {
  5005. switch (minFilter) {
  5006. case GLTF2.ETextureMinFilter.NEAREST: return BABYLON.Texture.LINEAR_NEAREST;
  5007. case GLTF2.ETextureMinFilter.LINEAR: return BABYLON.Texture.LINEAR_LINEAR;
  5008. case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.LINEAR_NEAREST_MIPNEAREST;
  5009. case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_NEAREST: return BABYLON.Texture.LINEAR_LINEAR_MIPNEAREST;
  5010. case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_LINEAR: return BABYLON.Texture.LINEAR_NEAREST_MIPLINEAR;
  5011. case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.LINEAR_LINEAR_MIPLINEAR;
  5012. default:
  5013. BABYLON.Tools.Warn(context + ": Invalid texture minification filter " + minFilter);
  5014. return BABYLON.Texture.LINEAR_LINEAR_MIPLINEAR;
  5015. }
  5016. }
  5017. else {
  5018. if (magFilter !== GLTF2.ETextureMagFilter.NEAREST) {
  5019. BABYLON.Tools.Warn(context + ": Invalid texture magnification filter " + magFilter);
  5020. }
  5021. switch (minFilter) {
  5022. case GLTF2.ETextureMinFilter.NEAREST: return BABYLON.Texture.NEAREST_NEAREST;
  5023. case GLTF2.ETextureMinFilter.LINEAR: return BABYLON.Texture.NEAREST_LINEAR;
  5024. case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_NEAREST_MIPNEAREST;
  5025. case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_LINEAR_MIPNEAREST;
  5026. case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_LINEAR: return BABYLON.Texture.NEAREST_NEAREST_MIPLINEAR;
  5027. case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.NEAREST_LINEAR_MIPLINEAR;
  5028. default:
  5029. BABYLON.Tools.Warn(context + ": Invalid texture minification filter " + minFilter);
  5030. return BABYLON.Texture.NEAREST_NEAREST_MIPNEAREST;
  5031. }
  5032. }
  5033. };
  5034. GLTFLoader._GetNumComponents = function (context, type) {
  5035. switch (type) {
  5036. case "SCALAR": return 1;
  5037. case "VEC2": return 2;
  5038. case "VEC3": return 3;
  5039. case "VEC4": return 4;
  5040. case "MAT2": return 4;
  5041. case "MAT3": return 9;
  5042. case "MAT4": return 16;
  5043. }
  5044. throw new Error(context + ": Invalid type " + type);
  5045. };
  5046. GLTFLoader.prototype._compileMaterialAsync = function (babylonMaterial, babylonMesh, onSuccess) {
  5047. var _this = this;
  5048. if (this.useClipPlane) {
  5049. babylonMaterial.forceCompilation(babylonMesh, function () {
  5050. babylonMaterial.forceCompilation(babylonMesh, function () {
  5051. _this._tryCatchOnError(onSuccess);
  5052. }, { clipPlane: true });
  5053. });
  5054. }
  5055. else {
  5056. babylonMaterial.forceCompilation(babylonMesh, function () {
  5057. _this._tryCatchOnError(onSuccess);
  5058. });
  5059. }
  5060. };
  5061. GLTFLoader.prototype._compileMaterialsAsync = function (onSuccess) {
  5062. if (!this.compileMaterials || !this._gltf.materials) {
  5063. onSuccess();
  5064. return;
  5065. }
  5066. var meshes = this._getMeshes();
  5067. var remaining = 0;
  5068. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  5069. var mesh = meshes_1[_i];
  5070. if (mesh.material instanceof BABYLON.MultiMaterial) {
  5071. for (var _a = 0, _b = mesh.material.subMaterials; _a < _b.length; _a++) {
  5072. var subMaterial = _b[_a];
  5073. if (subMaterial) {
  5074. remaining++;
  5075. }
  5076. }
  5077. }
  5078. else if (mesh.material) {
  5079. remaining++;
  5080. }
  5081. }
  5082. if (remaining === 0) {
  5083. onSuccess();
  5084. return;
  5085. }
  5086. for (var _c = 0, meshes_2 = meshes; _c < meshes_2.length; _c++) {
  5087. var mesh = meshes_2[_c];
  5088. if (mesh.material instanceof BABYLON.MultiMaterial) {
  5089. for (var _d = 0, _e = mesh.material.subMaterials; _d < _e.length; _d++) {
  5090. var subMaterial = _e[_d];
  5091. if (subMaterial) {
  5092. this._compileMaterialAsync(subMaterial, mesh, function () {
  5093. if (--remaining === 0) {
  5094. onSuccess();
  5095. }
  5096. });
  5097. }
  5098. }
  5099. }
  5100. else if (mesh.material) {
  5101. this._compileMaterialAsync(mesh.material, mesh, function () {
  5102. if (--remaining === 0) {
  5103. onSuccess();
  5104. }
  5105. });
  5106. }
  5107. }
  5108. };
  5109. GLTFLoader.prototype._compileShadowGeneratorsAsync = function (onSuccess) {
  5110. var _this = this;
  5111. if (!this.compileShadowGenerators) {
  5112. onSuccess();
  5113. return;
  5114. }
  5115. var lights = this._babylonScene.lights;
  5116. var remaining = 0;
  5117. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  5118. var light = lights_1[_i];
  5119. var generator = light.getShadowGenerator();
  5120. if (generator) {
  5121. remaining++;
  5122. }
  5123. }
  5124. if (remaining === 0) {
  5125. onSuccess();
  5126. return;
  5127. }
  5128. for (var _a = 0, lights_2 = lights; _a < lights_2.length; _a++) {
  5129. var light = lights_2[_a];
  5130. var generator = light.getShadowGenerator();
  5131. if (generator) {
  5132. generator.forceCompilation(function () {
  5133. if (--remaining === 0) {
  5134. _this._tryCatchOnError(onSuccess);
  5135. }
  5136. });
  5137. }
  5138. }
  5139. };
  5140. GLTFLoader.prototype._abortRequests = function () {
  5141. for (var _i = 0, _a = this._requests; _i < _a.length; _i++) {
  5142. var request = _a[_i];
  5143. request.abort();
  5144. }
  5145. this._requests.length = 0;
  5146. };
  5147. GLTFLoader.prototype._releaseResources = function () {
  5148. if (this._gltf.textures) {
  5149. for (var _i = 0, _a = this._gltf.textures; _i < _a.length; _i++) {
  5150. var texture = _a[_i];
  5151. if (texture.url) {
  5152. URL.revokeObjectURL(texture.url);
  5153. texture.url = undefined;
  5154. }
  5155. }
  5156. }
  5157. };
  5158. GLTFLoader.Extensions = {};
  5159. return GLTFLoader;
  5160. }());
  5161. GLTF2.GLTFLoader = GLTFLoader;
  5162. BABYLON.GLTFFileLoader.CreateGLTFLoaderV2 = function () { return new GLTFLoader(); };
  5163. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5164. })(BABYLON || (BABYLON = {}));
  5165. //# sourceMappingURL=babylon.glTFLoader.js.map
  5166. var BABYLON;
  5167. (function (BABYLON) {
  5168. var GLTF2;
  5169. (function (GLTF2) {
  5170. /**
  5171. * Utils functions for GLTF
  5172. */
  5173. var GLTFUtils = /** @class */ (function () {
  5174. function GLTFUtils() {
  5175. }
  5176. /**
  5177. * If the uri is a base64 string
  5178. * @param uri: the uri to test
  5179. */
  5180. GLTFUtils.IsBase64 = function (uri) {
  5181. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  5182. };
  5183. /**
  5184. * Decode the base64 uri
  5185. * @param uri: the uri to decode
  5186. */
  5187. GLTFUtils.DecodeBase64 = function (uri) {
  5188. var decodedString = atob(uri.split(",")[1]);
  5189. var bufferLength = decodedString.length;
  5190. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  5191. for (var i = 0; i < bufferLength; i++) {
  5192. bufferView[i] = decodedString.charCodeAt(i);
  5193. }
  5194. return bufferView.buffer;
  5195. };
  5196. GLTFUtils.ValidateUri = function (uri) {
  5197. return (uri.indexOf("..") === -1);
  5198. };
  5199. return GLTFUtils;
  5200. }());
  5201. GLTF2.GLTFUtils = GLTFUtils;
  5202. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5203. })(BABYLON || (BABYLON = {}));
  5204. //# sourceMappingURL=babylon.glTFLoaderUtils.js.map
  5205. var BABYLON;
  5206. (function (BABYLON) {
  5207. var GLTF2;
  5208. (function (GLTF2) {
  5209. var GLTFLoaderExtension = /** @class */ (function () {
  5210. function GLTFLoaderExtension() {
  5211. this.enabled = true;
  5212. }
  5213. GLTFLoaderExtension.prototype._traverseNode = function (loader, context, node, action, parentNode) { return false; };
  5214. GLTFLoaderExtension.prototype._loadNode = function (loader, context, node) { return false; };
  5215. GLTFLoaderExtension.prototype._loadMaterial = function (loader, context, material, assign) { return false; };
  5216. GLTFLoaderExtension.prototype._loadExtension = function (context, property, action) {
  5217. var _this = this;
  5218. if (!property.extensions) {
  5219. return false;
  5220. }
  5221. var extension = property.extensions[this.name];
  5222. if (!extension) {
  5223. return false;
  5224. }
  5225. // Clear out the extension before executing the action to avoid recursing into the same property.
  5226. property.extensions[this.name] = undefined;
  5227. action(context + "extensions/" + this.name, extension, function () {
  5228. // Restore the extension after completing the action.
  5229. property.extensions[_this.name] = extension;
  5230. });
  5231. return true;
  5232. };
  5233. GLTFLoaderExtension.TraverseNode = function (loader, context, node, action, parentNode) {
  5234. return this._ApplyExtensions(function (extension) { return extension._traverseNode(loader, context, node, action, parentNode); });
  5235. };
  5236. GLTFLoaderExtension.LoadNode = function (loader, context, node) {
  5237. return this._ApplyExtensions(function (extension) { return extension._loadNode(loader, context, node); });
  5238. };
  5239. GLTFLoaderExtension.LoadMaterial = function (loader, context, material, assign) {
  5240. return this._ApplyExtensions(function (extension) { return extension._loadMaterial(loader, context, material, assign); });
  5241. };
  5242. GLTFLoaderExtension._ApplyExtensions = function (action) {
  5243. var extensions = GLTFLoaderExtension._Extensions;
  5244. if (!extensions) {
  5245. return false;
  5246. }
  5247. for (var _i = 0, extensions_1 = extensions; _i < extensions_1.length; _i++) {
  5248. var extension = extensions_1[_i];
  5249. if (extension.enabled && action(extension)) {
  5250. return true;
  5251. }
  5252. }
  5253. return false;
  5254. };
  5255. //
  5256. // Utilities
  5257. //
  5258. GLTFLoaderExtension._Extensions = [];
  5259. return GLTFLoaderExtension;
  5260. }());
  5261. GLTF2.GLTFLoaderExtension = GLTFLoaderExtension;
  5262. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5263. })(BABYLON || (BABYLON = {}));
  5264. //# sourceMappingURL=babylon.glTFLoaderExtension.js.map
  5265. var BABYLON;
  5266. (function (BABYLON) {
  5267. var GLTF2;
  5268. (function (GLTF2) {
  5269. var Extensions;
  5270. (function (Extensions) {
  5271. // See https://github.com/sbtron/glTF/tree/MSFT_lod/extensions/Vendor/MSFT_lod for more information about this extension.
  5272. var MSFTLOD = /** @class */ (function (_super) {
  5273. __extends(MSFTLOD, _super);
  5274. function MSFTLOD() {
  5275. var _this = _super !== null && _super.apply(this, arguments) || this;
  5276. /**
  5277. * Specify the minimal delay between LODs in ms (default = 250)
  5278. */
  5279. _this.Delay = 250;
  5280. return _this;
  5281. }
  5282. Object.defineProperty(MSFTLOD.prototype, "name", {
  5283. get: function () {
  5284. return "MSFT_lod";
  5285. },
  5286. enumerable: true,
  5287. configurable: true
  5288. });
  5289. MSFTLOD.prototype._traverseNode = function (loader, context, node, action, parentNode) {
  5290. return this._loadExtension(context, node, function (context, extension, onComplete) {
  5291. for (var i = extension.ids.length - 1; i >= 0; i--) {
  5292. var lodNode = GLTF2.GLTFLoader._GetProperty(loader._gltf.nodes, extension.ids[i]);
  5293. if (!lodNode) {
  5294. throw new Error(context + ": Failed to find node " + extension.ids[i]);
  5295. }
  5296. loader._traverseNode(context, lodNode, action, parentNode);
  5297. }
  5298. loader._traverseNode(context, node, action, parentNode);
  5299. onComplete();
  5300. });
  5301. };
  5302. MSFTLOD.prototype._loadNode = function (loader, context, node) {
  5303. var _this = this;
  5304. return this._loadExtension(context, node, function (context, extension, onComplete) {
  5305. var nodes = [node];
  5306. for (var _i = 0, _a = extension.ids; _i < _a.length; _i++) {
  5307. var index = _a[_i];
  5308. var lodNode = GLTF2.GLTFLoader._GetProperty(loader._gltf.nodes, index);
  5309. if (!lodNode) {
  5310. throw new Error(context + ": Failed to find node " + index);
  5311. }
  5312. nodes.push(lodNode);
  5313. }
  5314. loader._addLoaderPendingData(node);
  5315. _this._loadNodeLOD(loader, context, nodes, nodes.length - 1, function () {
  5316. loader._removeLoaderPendingData(node);
  5317. onComplete();
  5318. });
  5319. });
  5320. };
  5321. MSFTLOD.prototype._loadNodeLOD = function (loader, context, nodes, index, onComplete) {
  5322. var _this = this;
  5323. loader._whenAction(function () {
  5324. loader._loadNode(context, nodes[index]);
  5325. }, function () {
  5326. if (index !== nodes.length - 1) {
  5327. var previousNode = nodes[index + 1];
  5328. previousNode.babylonMesh.setEnabled(false);
  5329. }
  5330. if (index === 0) {
  5331. onComplete();
  5332. return;
  5333. }
  5334. setTimeout(function () {
  5335. loader._tryCatchOnError(function () {
  5336. _this._loadNodeLOD(loader, context, nodes, index - 1, onComplete);
  5337. });
  5338. }, _this.Delay);
  5339. });
  5340. };
  5341. MSFTLOD.prototype._loadMaterial = function (loader, context, material, assign) {
  5342. var _this = this;
  5343. return this._loadExtension(context, material, function (context, extension, onComplete) {
  5344. var materials = [material];
  5345. for (var _i = 0, _a = extension.ids; _i < _a.length; _i++) {
  5346. var index = _a[_i];
  5347. var lodMaterial = GLTF2.GLTFLoader._GetProperty(loader._gltf.materials, index);
  5348. if (!lodMaterial) {
  5349. throw new Error(context + ": Failed to find material " + index);
  5350. }
  5351. materials.push(lodMaterial);
  5352. }
  5353. loader._addLoaderPendingData(material);
  5354. _this._loadMaterialLOD(loader, context, materials, materials.length - 1, assign, function () {
  5355. loader._removeLoaderPendingData(material);
  5356. onComplete();
  5357. });
  5358. });
  5359. };
  5360. MSFTLOD.prototype._loadMaterialLOD = function (loader, context, materials, index, assign, onComplete) {
  5361. var _this = this;
  5362. loader._loadMaterial(context, materials[index], function (babylonMaterial, isNew) {
  5363. if (index === materials.length - 1) {
  5364. assign(babylonMaterial, isNew);
  5365. // Load the next LOD when the loader is ready to render.
  5366. loader._executeWhenRenderReady(function () {
  5367. _this._loadMaterialLOD(loader, context, materials, index - 1, assign, onComplete);
  5368. });
  5369. }
  5370. else {
  5371. BABYLON.BaseTexture.WhenAllReady(babylonMaterial.getActiveTextures(), function () {
  5372. assign(babylonMaterial, isNew);
  5373. if (index === 0) {
  5374. onComplete();
  5375. }
  5376. else {
  5377. setTimeout(function () {
  5378. loader._tryCatchOnError(function () {
  5379. _this._loadMaterialLOD(loader, context, materials, index - 1, assign, onComplete);
  5380. });
  5381. }, _this.Delay);
  5382. }
  5383. });
  5384. }
  5385. });
  5386. };
  5387. return MSFTLOD;
  5388. }(GLTF2.GLTFLoaderExtension));
  5389. Extensions.MSFTLOD = MSFTLOD;
  5390. GLTF2.GLTFLoader.RegisterExtension(new MSFTLOD());
  5391. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  5392. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5393. })(BABYLON || (BABYLON = {}));
  5394. //# sourceMappingURL=MSFT_lod.js.map
  5395. var BABYLON;
  5396. (function (BABYLON) {
  5397. var GLTF2;
  5398. (function (GLTF2) {
  5399. var Extensions;
  5400. (function (Extensions) {
  5401. var KHRMaterialsPbrSpecularGlossiness = /** @class */ (function (_super) {
  5402. __extends(KHRMaterialsPbrSpecularGlossiness, _super);
  5403. function KHRMaterialsPbrSpecularGlossiness() {
  5404. return _super !== null && _super.apply(this, arguments) || this;
  5405. }
  5406. Object.defineProperty(KHRMaterialsPbrSpecularGlossiness.prototype, "name", {
  5407. get: function () {
  5408. return "KHR_materials_pbrSpecularGlossiness";
  5409. },
  5410. enumerable: true,
  5411. configurable: true
  5412. });
  5413. KHRMaterialsPbrSpecularGlossiness.prototype._loadMaterial = function (loader, context, material, assign) {
  5414. var _this = this;
  5415. return this._loadExtension(context, material, function (context, extension, onComplete) {
  5416. loader._createPbrMaterial(material);
  5417. loader._loadMaterialBaseProperties(context, material);
  5418. _this._loadSpecularGlossinessProperties(loader, context, material, extension);
  5419. assign(material.babylonMaterial, true);
  5420. onComplete();
  5421. });
  5422. };
  5423. KHRMaterialsPbrSpecularGlossiness.prototype._loadSpecularGlossinessProperties = function (loader, context, material, properties) {
  5424. var babylonMaterial = material.babylonMaterial;
  5425. babylonMaterial.albedoColor = properties.diffuseFactor ? BABYLON.Color3.FromArray(properties.diffuseFactor) : new BABYLON.Color3(1, 1, 1);
  5426. babylonMaterial.reflectivityColor = properties.specularFactor ? BABYLON.Color3.FromArray(properties.specularFactor) : new BABYLON.Color3(1, 1, 1);
  5427. babylonMaterial.microSurface = properties.glossinessFactor == null ? 1 : properties.glossinessFactor;
  5428. if (properties.diffuseTexture) {
  5429. var texture = GLTF2.GLTFLoader._GetProperty(loader._gltf.textures, properties.diffuseTexture.index);
  5430. if (!texture) {
  5431. throw new Error(context + ": Failed to find diffuse texture " + properties.diffuseTexture.index);
  5432. }
  5433. babylonMaterial.albedoTexture = loader._loadTexture("textures[" + texture.index + "]", texture, properties.diffuseTexture.texCoord);
  5434. }
  5435. if (properties.specularGlossinessTexture) {
  5436. var texture = GLTF2.GLTFLoader._GetProperty(loader._gltf.textures, properties.specularGlossinessTexture.index);
  5437. if (!texture) {
  5438. throw new Error(context + ": Failed to find diffuse texture " + properties.specularGlossinessTexture.index);
  5439. }
  5440. babylonMaterial.reflectivityTexture = loader._loadTexture("textures[" + texture.index + "]", texture, properties.specularGlossinessTexture.texCoord);
  5441. babylonMaterial.reflectivityTexture.hasAlpha = true;
  5442. babylonMaterial.useMicroSurfaceFromReflectivityMapAlpha = true;
  5443. }
  5444. loader._loadMaterialAlphaProperties(context, material, properties.diffuseFactor);
  5445. };
  5446. return KHRMaterialsPbrSpecularGlossiness;
  5447. }(GLTF2.GLTFLoaderExtension));
  5448. Extensions.KHRMaterialsPbrSpecularGlossiness = KHRMaterialsPbrSpecularGlossiness;
  5449. GLTF2.GLTFLoader.RegisterExtension(new KHRMaterialsPbrSpecularGlossiness());
  5450. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  5451. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5452. })(BABYLON || (BABYLON = {}));
  5453. //# sourceMappingURL=KHR_materials_pbrSpecularGlossiness.js.map
  5454. (function universalModuleDefinition(root, factory) {
  5455. var f = factory();
  5456. if (root && root["BABYLON"]) {
  5457. return;
  5458. }
  5459. if(typeof exports === 'object' && typeof module === 'object')
  5460. module.exports = f;
  5461. else if(typeof define === 'function' && define.amd)
  5462. define(["BJSLoaders"], factory);
  5463. else if(typeof exports === 'object')
  5464. exports["BJSLoaders"] = f;
  5465. else {
  5466. root["BABYLON"] = f;
  5467. }
  5468. })(this, function() {
  5469. return BABYLON;
  5470. });