babylonjs.loaders.js 267 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. // #endregion
  1000. // #region V2 options
  1001. /**
  1002. * The coordinate system mode (AUTO, FORCE_RIGHT_HANDED).
  1003. */
  1004. this.coordinateSystemMode = GLTFLoaderCoordinateSystemMode.AUTO;
  1005. /**
  1006. * The animation start mode (NONE, FIRST, ALL).
  1007. */
  1008. this.animationStartMode = GLTFLoaderAnimationStartMode.FIRST;
  1009. /**
  1010. * Set to true to compile materials before raising the success callback.
  1011. */
  1012. this.compileMaterials = false;
  1013. /**
  1014. * Set to true to also compile materials with clip planes.
  1015. */
  1016. this.useClipPlane = false;
  1017. /**
  1018. * Set to true to compile shadow generators before raising the success callback.
  1019. */
  1020. this.compileShadowGenerators = false;
  1021. this.name = "gltf";
  1022. this.extensions = {
  1023. ".gltf": { isBinary: false },
  1024. ".glb": { isBinary: true }
  1025. };
  1026. }
  1027. /**
  1028. * Disposes the loader, releases resources during load, and cancels any outstanding requests.
  1029. */
  1030. GLTFFileLoader.prototype.dispose = function () {
  1031. if (this._loader) {
  1032. this._loader.dispose();
  1033. }
  1034. };
  1035. GLTFFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  1036. try {
  1037. var loaderData = GLTFFileLoader._parse(data);
  1038. if (this.onParsed) {
  1039. this.onParsed(loaderData);
  1040. }
  1041. this._loader = this._getLoader(loaderData);
  1042. this._loader.importMeshAsync(meshesNames, scene, loaderData, rootUrl, onSuccess, onProgress, onError);
  1043. }
  1044. catch (e) {
  1045. onError(e.message);
  1046. }
  1047. };
  1048. GLTFFileLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
  1049. try {
  1050. var loaderData = GLTFFileLoader._parse(data);
  1051. if (this.onParsed) {
  1052. this.onParsed(loaderData);
  1053. }
  1054. this._loader = this._getLoader(loaderData);
  1055. this._loader.loadAsync(scene, loaderData, rootUrl, onSuccess, onProgress, onError);
  1056. }
  1057. catch (e) {
  1058. onError(e.message);
  1059. }
  1060. };
  1061. GLTFFileLoader.prototype.canDirectLoad = function (data) {
  1062. return ((data.indexOf("scene") !== -1) && (data.indexOf("node") !== -1));
  1063. };
  1064. GLTFFileLoader.prototype.createPlugin = function () {
  1065. return new GLTFFileLoader();
  1066. };
  1067. GLTFFileLoader._parse = function (data) {
  1068. if (data instanceof ArrayBuffer) {
  1069. return GLTFFileLoader._parseBinary(data);
  1070. }
  1071. return {
  1072. json: JSON.parse(data),
  1073. bin: null
  1074. };
  1075. };
  1076. GLTFFileLoader.prototype._getLoader = function (loaderData) {
  1077. var loaderVersion = { major: 2, minor: 0 };
  1078. var asset = loaderData.json.asset || {};
  1079. var version = GLTFFileLoader._parseVersion(asset.version);
  1080. if (!version) {
  1081. throw new Error("Invalid version: " + asset.version);
  1082. }
  1083. if (asset.minVersion !== undefined) {
  1084. var minVersion = GLTFFileLoader._parseVersion(asset.minVersion);
  1085. if (!minVersion) {
  1086. throw new Error("Invalid minimum version: " + asset.minVersion);
  1087. }
  1088. if (GLTFFileLoader._compareVersion(minVersion, loaderVersion) > 0) {
  1089. throw new Error("Incompatible minimum version: " + asset.minVersion);
  1090. }
  1091. }
  1092. var createLoaders = {
  1093. 1: GLTFFileLoader.CreateGLTFLoaderV1,
  1094. 2: GLTFFileLoader.CreateGLTFLoaderV2
  1095. };
  1096. var createLoader = createLoaders[version.major];
  1097. if (!createLoader) {
  1098. throw new Error("Unsupported version: " + asset.version);
  1099. }
  1100. return createLoader(this);
  1101. };
  1102. GLTFFileLoader._parseBinary = function (data) {
  1103. var Binary = {
  1104. Magic: 0x46546C67
  1105. };
  1106. var binaryReader = new BinaryReader(data);
  1107. var magic = binaryReader.readUint32();
  1108. if (magic !== Binary.Magic) {
  1109. throw new Error("Unexpected magic: " + magic);
  1110. }
  1111. var version = binaryReader.readUint32();
  1112. switch (version) {
  1113. case 1: return GLTFFileLoader._parseV1(binaryReader);
  1114. case 2: return GLTFFileLoader._parseV2(binaryReader);
  1115. }
  1116. throw new Error("Unsupported version: " + version);
  1117. };
  1118. GLTFFileLoader._parseV1 = function (binaryReader) {
  1119. var ContentFormat = {
  1120. JSON: 0
  1121. };
  1122. var length = binaryReader.readUint32();
  1123. if (length != binaryReader.getLength()) {
  1124. throw new Error("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
  1125. }
  1126. var contentLength = binaryReader.readUint32();
  1127. var contentFormat = binaryReader.readUint32();
  1128. var content;
  1129. switch (contentFormat) {
  1130. case ContentFormat.JSON: {
  1131. content = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(contentLength)));
  1132. break;
  1133. }
  1134. default: {
  1135. throw new Error("Unexpected content format: " + contentFormat);
  1136. }
  1137. }
  1138. var bytesRemaining = binaryReader.getLength() - binaryReader.getPosition();
  1139. var body = binaryReader.readUint8Array(bytesRemaining);
  1140. return {
  1141. json: content,
  1142. bin: body
  1143. };
  1144. };
  1145. GLTFFileLoader._parseV2 = function (binaryReader) {
  1146. var ChunkFormat = {
  1147. JSON: 0x4E4F534A,
  1148. BIN: 0x004E4942
  1149. };
  1150. var length = binaryReader.readUint32();
  1151. if (length !== binaryReader.getLength()) {
  1152. throw new Error("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
  1153. }
  1154. // JSON chunk
  1155. var chunkLength = binaryReader.readUint32();
  1156. var chunkFormat = binaryReader.readUint32();
  1157. if (chunkFormat !== ChunkFormat.JSON) {
  1158. throw new Error("First chunk format is not JSON");
  1159. }
  1160. var json = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(chunkLength)));
  1161. // Look for BIN chunk
  1162. var bin = null;
  1163. while (binaryReader.getPosition() < binaryReader.getLength()) {
  1164. var chunkLength_1 = binaryReader.readUint32();
  1165. var chunkFormat_1 = binaryReader.readUint32();
  1166. switch (chunkFormat_1) {
  1167. case ChunkFormat.JSON: {
  1168. throw new Error("Unexpected JSON chunk");
  1169. }
  1170. case ChunkFormat.BIN: {
  1171. bin = binaryReader.readUint8Array(chunkLength_1);
  1172. break;
  1173. }
  1174. default: {
  1175. // ignore unrecognized chunkFormat
  1176. binaryReader.skipBytes(chunkLength_1);
  1177. break;
  1178. }
  1179. }
  1180. }
  1181. return {
  1182. json: json,
  1183. bin: bin
  1184. };
  1185. };
  1186. GLTFFileLoader._parseVersion = function (version) {
  1187. if (version === "1.0" || version === "1.0.1") {
  1188. return {
  1189. major: 1,
  1190. minor: 0
  1191. };
  1192. }
  1193. var match = (version + "").match(/^(\d+)\.(\d+)/);
  1194. if (!match) {
  1195. return null;
  1196. }
  1197. return {
  1198. major: parseInt(match[1]),
  1199. minor: parseInt(match[2])
  1200. };
  1201. };
  1202. GLTFFileLoader._compareVersion = function (a, b) {
  1203. if (a.major > b.major)
  1204. return 1;
  1205. if (a.major < b.major)
  1206. return -1;
  1207. if (a.minor > b.minor)
  1208. return 1;
  1209. if (a.minor < b.minor)
  1210. return -1;
  1211. return 0;
  1212. };
  1213. GLTFFileLoader._decodeBufferToText = function (buffer) {
  1214. var result = "";
  1215. var length = buffer.byteLength;
  1216. for (var i = 0; i < length; i++) {
  1217. result += String.fromCharCode(buffer[i]);
  1218. }
  1219. return result;
  1220. };
  1221. // #endregion
  1222. // #region V1 options
  1223. GLTFFileLoader.IncrementalLoading = true;
  1224. GLTFFileLoader.HomogeneousCoordinates = false;
  1225. return GLTFFileLoader;
  1226. }());
  1227. BABYLON.GLTFFileLoader = GLTFFileLoader;
  1228. var BinaryReader = /** @class */ (function () {
  1229. function BinaryReader(arrayBuffer) {
  1230. this._arrayBuffer = arrayBuffer;
  1231. this._dataView = new DataView(arrayBuffer);
  1232. this._byteOffset = 0;
  1233. }
  1234. BinaryReader.prototype.getPosition = function () {
  1235. return this._byteOffset;
  1236. };
  1237. BinaryReader.prototype.getLength = function () {
  1238. return this._arrayBuffer.byteLength;
  1239. };
  1240. BinaryReader.prototype.readUint32 = function () {
  1241. var value = this._dataView.getUint32(this._byteOffset, true);
  1242. this._byteOffset += 4;
  1243. return value;
  1244. };
  1245. BinaryReader.prototype.readUint8Array = function (length) {
  1246. var value = new Uint8Array(this._arrayBuffer, this._byteOffset, length);
  1247. this._byteOffset += length;
  1248. return value;
  1249. };
  1250. BinaryReader.prototype.skipBytes = function (length) {
  1251. this._byteOffset += length;
  1252. };
  1253. return BinaryReader;
  1254. }());
  1255. if (BABYLON.SceneLoader) {
  1256. BABYLON.SceneLoader.RegisterPlugin(new GLTFFileLoader());
  1257. }
  1258. })(BABYLON || (BABYLON = {}));
  1259. //# sourceMappingURL=babylon.glTFFileLoader.js.map
  1260. var BABYLON;
  1261. (function (BABYLON) {
  1262. var GLTF1;
  1263. (function (GLTF1) {
  1264. /**
  1265. * Enums
  1266. */
  1267. var EComponentType;
  1268. (function (EComponentType) {
  1269. EComponentType[EComponentType["BYTE"] = 5120] = "BYTE";
  1270. EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  1271. EComponentType[EComponentType["SHORT"] = 5122] = "SHORT";
  1272. EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  1273. EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT";
  1274. })(EComponentType = GLTF1.EComponentType || (GLTF1.EComponentType = {}));
  1275. var EShaderType;
  1276. (function (EShaderType) {
  1277. EShaderType[EShaderType["FRAGMENT"] = 35632] = "FRAGMENT";
  1278. EShaderType[EShaderType["VERTEX"] = 35633] = "VERTEX";
  1279. })(EShaderType = GLTF1.EShaderType || (GLTF1.EShaderType = {}));
  1280. var EParameterType;
  1281. (function (EParameterType) {
  1282. EParameterType[EParameterType["BYTE"] = 5120] = "BYTE";
  1283. EParameterType[EParameterType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  1284. EParameterType[EParameterType["SHORT"] = 5122] = "SHORT";
  1285. EParameterType[EParameterType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  1286. EParameterType[EParameterType["INT"] = 5124] = "INT";
  1287. EParameterType[EParameterType["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT";
  1288. EParameterType[EParameterType["FLOAT"] = 5126] = "FLOAT";
  1289. EParameterType[EParameterType["FLOAT_VEC2"] = 35664] = "FLOAT_VEC2";
  1290. EParameterType[EParameterType["FLOAT_VEC3"] = 35665] = "FLOAT_VEC3";
  1291. EParameterType[EParameterType["FLOAT_VEC4"] = 35666] = "FLOAT_VEC4";
  1292. EParameterType[EParameterType["INT_VEC2"] = 35667] = "INT_VEC2";
  1293. EParameterType[EParameterType["INT_VEC3"] = 35668] = "INT_VEC3";
  1294. EParameterType[EParameterType["INT_VEC4"] = 35669] = "INT_VEC4";
  1295. EParameterType[EParameterType["BOOL"] = 35670] = "BOOL";
  1296. EParameterType[EParameterType["BOOL_VEC2"] = 35671] = "BOOL_VEC2";
  1297. EParameterType[EParameterType["BOOL_VEC3"] = 35672] = "BOOL_VEC3";
  1298. EParameterType[EParameterType["BOOL_VEC4"] = 35673] = "BOOL_VEC4";
  1299. EParameterType[EParameterType["FLOAT_MAT2"] = 35674] = "FLOAT_MAT2";
  1300. EParameterType[EParameterType["FLOAT_MAT3"] = 35675] = "FLOAT_MAT3";
  1301. EParameterType[EParameterType["FLOAT_MAT4"] = 35676] = "FLOAT_MAT4";
  1302. EParameterType[EParameterType["SAMPLER_2D"] = 35678] = "SAMPLER_2D";
  1303. })(EParameterType = GLTF1.EParameterType || (GLTF1.EParameterType = {}));
  1304. var ETextureWrapMode;
  1305. (function (ETextureWrapMode) {
  1306. ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE";
  1307. ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT";
  1308. ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT";
  1309. })(ETextureWrapMode = GLTF1.ETextureWrapMode || (GLTF1.ETextureWrapMode = {}));
  1310. var ETextureFilterType;
  1311. (function (ETextureFilterType) {
  1312. ETextureFilterType[ETextureFilterType["NEAREST"] = 9728] = "NEAREST";
  1313. ETextureFilterType[ETextureFilterType["LINEAR"] = 9728] = "LINEAR";
  1314. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_NEAREST"] = 9984] = "NEAREST_MIPMAP_NEAREST";
  1315. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
  1316. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR";
  1317. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR";
  1318. })(ETextureFilterType = GLTF1.ETextureFilterType || (GLTF1.ETextureFilterType = {}));
  1319. var ETextureFormat;
  1320. (function (ETextureFormat) {
  1321. ETextureFormat[ETextureFormat["ALPHA"] = 6406] = "ALPHA";
  1322. ETextureFormat[ETextureFormat["RGB"] = 6407] = "RGB";
  1323. ETextureFormat[ETextureFormat["RGBA"] = 6408] = "RGBA";
  1324. ETextureFormat[ETextureFormat["LUMINANCE"] = 6409] = "LUMINANCE";
  1325. ETextureFormat[ETextureFormat["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA";
  1326. })(ETextureFormat = GLTF1.ETextureFormat || (GLTF1.ETextureFormat = {}));
  1327. var ECullingType;
  1328. (function (ECullingType) {
  1329. ECullingType[ECullingType["FRONT"] = 1028] = "FRONT";
  1330. ECullingType[ECullingType["BACK"] = 1029] = "BACK";
  1331. ECullingType[ECullingType["FRONT_AND_BACK"] = 1032] = "FRONT_AND_BACK";
  1332. })(ECullingType = GLTF1.ECullingType || (GLTF1.ECullingType = {}));
  1333. var EBlendingFunction;
  1334. (function (EBlendingFunction) {
  1335. EBlendingFunction[EBlendingFunction["ZERO"] = 0] = "ZERO";
  1336. EBlendingFunction[EBlendingFunction["ONE"] = 1] = "ONE";
  1337. EBlendingFunction[EBlendingFunction["SRC_COLOR"] = 768] = "SRC_COLOR";
  1338. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_COLOR"] = 769] = "ONE_MINUS_SRC_COLOR";
  1339. EBlendingFunction[EBlendingFunction["DST_COLOR"] = 774] = "DST_COLOR";
  1340. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_COLOR"] = 775] = "ONE_MINUS_DST_COLOR";
  1341. EBlendingFunction[EBlendingFunction["SRC_ALPHA"] = 770] = "SRC_ALPHA";
  1342. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_ALPHA"] = 771] = "ONE_MINUS_SRC_ALPHA";
  1343. EBlendingFunction[EBlendingFunction["DST_ALPHA"] = 772] = "DST_ALPHA";
  1344. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_ALPHA"] = 773] = "ONE_MINUS_DST_ALPHA";
  1345. EBlendingFunction[EBlendingFunction["CONSTANT_COLOR"] = 32769] = "CONSTANT_COLOR";
  1346. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_COLOR"] = 32770] = "ONE_MINUS_CONSTANT_COLOR";
  1347. EBlendingFunction[EBlendingFunction["CONSTANT_ALPHA"] = 32771] = "CONSTANT_ALPHA";
  1348. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_ALPHA"] = 32772] = "ONE_MINUS_CONSTANT_ALPHA";
  1349. EBlendingFunction[EBlendingFunction["SRC_ALPHA_SATURATE"] = 776] = "SRC_ALPHA_SATURATE";
  1350. })(EBlendingFunction = GLTF1.EBlendingFunction || (GLTF1.EBlendingFunction = {}));
  1351. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  1352. })(BABYLON || (BABYLON = {}));
  1353. //# sourceMappingURL=babylon.glTFLoaderInterfaces.js.map
  1354. var BABYLON;
  1355. (function (BABYLON) {
  1356. var GLTF1;
  1357. (function (GLTF1) {
  1358. /**
  1359. * Tokenizer. Used for shaders compatibility
  1360. * Automatically map world, view, projection, worldViewProjection, attributes and so on
  1361. */
  1362. var ETokenType;
  1363. (function (ETokenType) {
  1364. ETokenType[ETokenType["IDENTIFIER"] = 1] = "IDENTIFIER";
  1365. ETokenType[ETokenType["UNKNOWN"] = 2] = "UNKNOWN";
  1366. ETokenType[ETokenType["END_OF_INPUT"] = 3] = "END_OF_INPUT";
  1367. })(ETokenType || (ETokenType = {}));
  1368. var Tokenizer = /** @class */ (function () {
  1369. function Tokenizer(toParse) {
  1370. this._pos = 0;
  1371. this.isLetterOrDigitPattern = /^[a-zA-Z0-9]+$/;
  1372. this._toParse = toParse;
  1373. this._maxPos = toParse.length;
  1374. }
  1375. Tokenizer.prototype.getNextToken = function () {
  1376. if (this.isEnd())
  1377. return ETokenType.END_OF_INPUT;
  1378. this.currentString = this.read();
  1379. this.currentToken = ETokenType.UNKNOWN;
  1380. if (this.currentString === "_" || this.isLetterOrDigitPattern.test(this.currentString)) {
  1381. this.currentToken = ETokenType.IDENTIFIER;
  1382. this.currentIdentifier = this.currentString;
  1383. while (!this.isEnd() && (this.isLetterOrDigitPattern.test(this.currentString = this.peek()) || this.currentString === "_")) {
  1384. this.currentIdentifier += this.currentString;
  1385. this.forward();
  1386. }
  1387. }
  1388. return this.currentToken;
  1389. };
  1390. Tokenizer.prototype.peek = function () {
  1391. return this._toParse[this._pos];
  1392. };
  1393. Tokenizer.prototype.read = function () {
  1394. return this._toParse[this._pos++];
  1395. };
  1396. Tokenizer.prototype.forward = function () {
  1397. this._pos++;
  1398. };
  1399. Tokenizer.prototype.isEnd = function () {
  1400. return this._pos >= this._maxPos;
  1401. };
  1402. return Tokenizer;
  1403. }());
  1404. /**
  1405. * Values
  1406. */
  1407. var glTFTransforms = ["MODEL", "VIEW", "PROJECTION", "MODELVIEW", "MODELVIEWPROJECTION", "JOINTMATRIX"];
  1408. var babylonTransforms = ["world", "view", "projection", "worldView", "worldViewProjection", "mBones"];
  1409. var glTFAnimationPaths = ["translation", "rotation", "scale"];
  1410. var babylonAnimationPaths = ["position", "rotationQuaternion", "scaling"];
  1411. /**
  1412. * Parse
  1413. */
  1414. var parseBuffers = function (parsedBuffers, gltfRuntime) {
  1415. for (var buf in parsedBuffers) {
  1416. var parsedBuffer = parsedBuffers[buf];
  1417. gltfRuntime.buffers[buf] = parsedBuffer;
  1418. gltfRuntime.buffersCount++;
  1419. }
  1420. };
  1421. var parseShaders = function (parsedShaders, gltfRuntime) {
  1422. for (var sha in parsedShaders) {
  1423. var parsedShader = parsedShaders[sha];
  1424. gltfRuntime.shaders[sha] = parsedShader;
  1425. gltfRuntime.shaderscount++;
  1426. }
  1427. };
  1428. var parseObject = function (parsedObjects, runtimeProperty, gltfRuntime) {
  1429. for (var object in parsedObjects) {
  1430. var parsedObject = parsedObjects[object];
  1431. gltfRuntime[runtimeProperty][object] = parsedObject;
  1432. }
  1433. };
  1434. /**
  1435. * Utils
  1436. */
  1437. var normalizeUVs = function (buffer) {
  1438. if (!buffer) {
  1439. return;
  1440. }
  1441. for (var i = 0; i < buffer.length / 2; i++) {
  1442. buffer[i * 2 + 1] = 1.0 - buffer[i * 2 + 1];
  1443. }
  1444. };
  1445. var getAttribute = function (attributeParameter) {
  1446. if (attributeParameter.semantic === "NORMAL") {
  1447. return "normal";
  1448. }
  1449. else if (attributeParameter.semantic === "POSITION") {
  1450. return "position";
  1451. }
  1452. else if (attributeParameter.semantic === "JOINT") {
  1453. return "matricesIndices";
  1454. }
  1455. else if (attributeParameter.semantic === "WEIGHT") {
  1456. return "matricesWeights";
  1457. }
  1458. else if (attributeParameter.semantic === "COLOR") {
  1459. return "color";
  1460. }
  1461. else if (attributeParameter.semantic && attributeParameter.semantic.indexOf("TEXCOORD_") !== -1) {
  1462. var channel = Number(attributeParameter.semantic.split("_")[1]);
  1463. return "uv" + (channel === 0 ? "" : channel + 1);
  1464. }
  1465. return null;
  1466. };
  1467. /**
  1468. * Loads and creates animations
  1469. */
  1470. var loadAnimations = function (gltfRuntime) {
  1471. for (var anim in gltfRuntime.animations) {
  1472. var animation = gltfRuntime.animations[anim];
  1473. if (!animation.channels || !animation.samplers) {
  1474. continue;
  1475. }
  1476. var lastAnimation = null;
  1477. for (var i = 0; i < animation.channels.length; i++) {
  1478. // Get parameters and load buffers
  1479. var channel = animation.channels[i];
  1480. var sampler = animation.samplers[channel.sampler];
  1481. if (!sampler) {
  1482. continue;
  1483. }
  1484. var inputData = null;
  1485. var outputData = null;
  1486. if (animation.parameters) {
  1487. inputData = animation.parameters[sampler.input];
  1488. outputData = animation.parameters[sampler.output];
  1489. }
  1490. else {
  1491. inputData = sampler.input;
  1492. outputData = sampler.output;
  1493. }
  1494. var bufferInput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[inputData]);
  1495. var bufferOutput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[outputData]);
  1496. var targetID = channel.target.id;
  1497. var targetNode = gltfRuntime.scene.getNodeByID(targetID);
  1498. if (targetNode === null) {
  1499. targetNode = gltfRuntime.scene.getNodeByName(targetID);
  1500. }
  1501. if (targetNode === null) {
  1502. BABYLON.Tools.Warn("Creating animation named " + anim + ". But cannot find node named " + targetID + " to attach to");
  1503. continue;
  1504. }
  1505. var isBone = targetNode instanceof BABYLON.Bone;
  1506. // Get target path (position, rotation or scaling)
  1507. var targetPath = channel.target.path;
  1508. var targetPathIndex = glTFAnimationPaths.indexOf(targetPath);
  1509. if (targetPathIndex !== -1) {
  1510. targetPath = babylonAnimationPaths[targetPathIndex];
  1511. }
  1512. // Determine animation type
  1513. var animationType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  1514. if (!isBone) {
  1515. if (targetPath === "rotationQuaternion") {
  1516. animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  1517. targetNode.rotationQuaternion = new BABYLON.Quaternion();
  1518. }
  1519. else {
  1520. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  1521. }
  1522. }
  1523. // Create animation and key frames
  1524. var babylonAnimation = null;
  1525. var keys = [];
  1526. var arrayOffset = 0;
  1527. var modifyKey = false;
  1528. if (isBone && lastAnimation && lastAnimation.getKeys().length === bufferInput.length) {
  1529. babylonAnimation = lastAnimation;
  1530. modifyKey = true;
  1531. }
  1532. if (!modifyKey) {
  1533. babylonAnimation = new BABYLON.Animation(anim, isBone ? "_matrix" : targetPath, 1, animationType, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  1534. }
  1535. // For each frame
  1536. for (var j = 0; j < bufferInput.length; j++) {
  1537. var value = null;
  1538. if (targetPath === "rotationQuaternion") {
  1539. value = BABYLON.Quaternion.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2], bufferOutput[arrayOffset + 3]]);
  1540. arrayOffset += 4;
  1541. }
  1542. else {
  1543. value = BABYLON.Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]);
  1544. arrayOffset += 3;
  1545. }
  1546. if (isBone) {
  1547. var bone = targetNode;
  1548. var translation = BABYLON.Vector3.Zero();
  1549. var rotationQuaternion = new BABYLON.Quaternion();
  1550. var scaling = BABYLON.Vector3.Zero();
  1551. // Warning on decompose
  1552. var mat = bone.getBaseMatrix();
  1553. if (modifyKey && lastAnimation) {
  1554. mat = lastAnimation.getKeys()[j].value;
  1555. }
  1556. mat.decompose(scaling, rotationQuaternion, translation);
  1557. if (targetPath === "position") {
  1558. translation = value;
  1559. }
  1560. else if (targetPath === "rotationQuaternion") {
  1561. rotationQuaternion = value;
  1562. }
  1563. else {
  1564. scaling = value;
  1565. }
  1566. value = BABYLON.Matrix.Compose(scaling, rotationQuaternion, translation);
  1567. }
  1568. if (!modifyKey) {
  1569. keys.push({
  1570. frame: bufferInput[j],
  1571. value: value
  1572. });
  1573. }
  1574. else if (lastAnimation) {
  1575. lastAnimation.getKeys()[j].value = value;
  1576. }
  1577. }
  1578. // Finish
  1579. if (!modifyKey && babylonAnimation) {
  1580. babylonAnimation.setKeys(keys);
  1581. targetNode.animations.push(babylonAnimation);
  1582. }
  1583. lastAnimation = babylonAnimation;
  1584. gltfRuntime.scene.stopAnimation(targetNode);
  1585. gltfRuntime.scene.beginAnimation(targetNode, 0, bufferInput[bufferInput.length - 1], true, 1.0);
  1586. }
  1587. }
  1588. };
  1589. /**
  1590. * Returns the bones transformation matrix
  1591. */
  1592. var configureBoneTransformation = function (node) {
  1593. var mat = null;
  1594. if (node.translation || node.rotation || node.scale) {
  1595. var scale = BABYLON.Vector3.FromArray(node.scale || [1, 1, 1]);
  1596. var rotation = BABYLON.Quaternion.FromArray(node.rotation || [0, 0, 0, 1]);
  1597. var position = BABYLON.Vector3.FromArray(node.translation || [0, 0, 0]);
  1598. mat = BABYLON.Matrix.Compose(scale, rotation, position);
  1599. }
  1600. else {
  1601. mat = BABYLON.Matrix.FromArray(node.matrix);
  1602. }
  1603. return mat;
  1604. };
  1605. /**
  1606. * Returns the parent bone
  1607. */
  1608. var getParentBone = function (gltfRuntime, skins, jointName, newSkeleton) {
  1609. // Try to find
  1610. for (var i = 0; i < newSkeleton.bones.length; i++) {
  1611. if (newSkeleton.bones[i].name === jointName) {
  1612. return newSkeleton.bones[i];
  1613. }
  1614. }
  1615. // Not found, search in gltf nodes
  1616. var nodes = gltfRuntime.nodes;
  1617. for (var nde in nodes) {
  1618. var node = nodes[nde];
  1619. if (!node.jointName) {
  1620. continue;
  1621. }
  1622. var children = node.children;
  1623. for (var i = 0; i < children.length; i++) {
  1624. var child = gltfRuntime.nodes[children[i]];
  1625. if (!child.jointName) {
  1626. continue;
  1627. }
  1628. if (child.jointName === jointName) {
  1629. var mat = configureBoneTransformation(node);
  1630. var bone = new BABYLON.Bone(node.name || "", newSkeleton, getParentBone(gltfRuntime, skins, node.jointName, newSkeleton), mat);
  1631. bone.id = nde;
  1632. return bone;
  1633. }
  1634. }
  1635. }
  1636. return null;
  1637. };
  1638. /**
  1639. * Returns the appropriate root node
  1640. */
  1641. var getNodeToRoot = function (nodesToRoot, id) {
  1642. for (var i = 0; i < nodesToRoot.length; i++) {
  1643. var nodeToRoot = nodesToRoot[i];
  1644. for (var j = 0; j < nodeToRoot.node.children.length; j++) {
  1645. var child = nodeToRoot.node.children[j];
  1646. if (child === id) {
  1647. return nodeToRoot.bone;
  1648. }
  1649. }
  1650. }
  1651. return null;
  1652. };
  1653. /**
  1654. * Returns the node with the joint name
  1655. */
  1656. var getJointNode = function (gltfRuntime, jointName) {
  1657. var nodes = gltfRuntime.nodes;
  1658. var node = nodes[jointName];
  1659. if (node) {
  1660. return {
  1661. node: node,
  1662. id: jointName
  1663. };
  1664. }
  1665. for (var nde in nodes) {
  1666. node = nodes[nde];
  1667. if (node.jointName === jointName) {
  1668. return {
  1669. node: node,
  1670. id: nde
  1671. };
  1672. }
  1673. }
  1674. return null;
  1675. };
  1676. /**
  1677. * Checks if a nodes is in joints
  1678. */
  1679. var nodeIsInJoints = function (skins, id) {
  1680. for (var i = 0; i < skins.jointNames.length; i++) {
  1681. if (skins.jointNames[i] === id) {
  1682. return true;
  1683. }
  1684. }
  1685. return false;
  1686. };
  1687. /**
  1688. * Fills the nodes to root for bones and builds hierarchy
  1689. */
  1690. var getNodesToRoot = function (gltfRuntime, newSkeleton, skins, nodesToRoot) {
  1691. // Creates nodes for root
  1692. for (var nde in gltfRuntime.nodes) {
  1693. var node = gltfRuntime.nodes[nde];
  1694. var id = nde;
  1695. if (!node.jointName || nodeIsInJoints(skins, node.jointName)) {
  1696. continue;
  1697. }
  1698. // Create node to root bone
  1699. var mat = configureBoneTransformation(node);
  1700. var bone = new BABYLON.Bone(node.name || "", newSkeleton, null, mat);
  1701. bone.id = id;
  1702. nodesToRoot.push({ bone: bone, node: node, id: id });
  1703. }
  1704. // Parenting
  1705. for (var i = 0; i < nodesToRoot.length; i++) {
  1706. var nodeToRoot = nodesToRoot[i];
  1707. var children = nodeToRoot.node.children;
  1708. for (var j = 0; j < children.length; j++) {
  1709. var child = null;
  1710. for (var k = 0; k < nodesToRoot.length; k++) {
  1711. if (nodesToRoot[k].id === children[j]) {
  1712. child = nodesToRoot[k];
  1713. break;
  1714. }
  1715. }
  1716. if (child) {
  1717. child.bone._parent = nodeToRoot.bone;
  1718. nodeToRoot.bone.children.push(child.bone);
  1719. }
  1720. }
  1721. }
  1722. };
  1723. /**
  1724. * Imports a skeleton
  1725. */
  1726. var importSkeleton = function (gltfRuntime, skins, mesh, newSkeleton, id) {
  1727. if (!newSkeleton) {
  1728. newSkeleton = new BABYLON.Skeleton(skins.name || "", "", gltfRuntime.scene);
  1729. }
  1730. if (!skins.babylonSkeleton) {
  1731. return newSkeleton;
  1732. }
  1733. // Find the root bones
  1734. var nodesToRoot = [];
  1735. var nodesToRootToAdd = [];
  1736. getNodesToRoot(gltfRuntime, newSkeleton, skins, nodesToRoot);
  1737. newSkeleton.bones = [];
  1738. // Joints
  1739. for (var i = 0; i < skins.jointNames.length; i++) {
  1740. var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
  1741. if (!jointNode) {
  1742. continue;
  1743. }
  1744. var node = jointNode.node;
  1745. if (!node) {
  1746. BABYLON.Tools.Warn("Joint named " + skins.jointNames[i] + " does not exist");
  1747. continue;
  1748. }
  1749. var id = jointNode.id;
  1750. // Optimize, if the bone already exists...
  1751. var existingBone = gltfRuntime.scene.getBoneByID(id);
  1752. if (existingBone) {
  1753. newSkeleton.bones.push(existingBone);
  1754. continue;
  1755. }
  1756. // Search for parent bone
  1757. var foundBone = false;
  1758. var parentBone = null;
  1759. for (var j = 0; j < i; j++) {
  1760. var jointNode_1 = getJointNode(gltfRuntime, skins.jointNames[j]);
  1761. if (!jointNode_1) {
  1762. continue;
  1763. }
  1764. var joint = jointNode_1.node;
  1765. if (!joint) {
  1766. BABYLON.Tools.Warn("Joint named " + skins.jointNames[j] + " does not exist when looking for parent");
  1767. continue;
  1768. }
  1769. var children = joint.children;
  1770. if (!children) {
  1771. continue;
  1772. }
  1773. foundBone = false;
  1774. for (var k = 0; k < children.length; k++) {
  1775. if (children[k] === id) {
  1776. parentBone = getParentBone(gltfRuntime, skins, skins.jointNames[j], newSkeleton);
  1777. foundBone = true;
  1778. break;
  1779. }
  1780. }
  1781. if (foundBone) {
  1782. break;
  1783. }
  1784. }
  1785. // Create bone
  1786. var mat = configureBoneTransformation(node);
  1787. if (!parentBone && nodesToRoot.length > 0) {
  1788. parentBone = getNodeToRoot(nodesToRoot, id);
  1789. if (parentBone) {
  1790. if (nodesToRootToAdd.indexOf(parentBone) === -1) {
  1791. nodesToRootToAdd.push(parentBone);
  1792. }
  1793. }
  1794. }
  1795. var bone = new BABYLON.Bone(node.jointName || "", newSkeleton, parentBone, mat);
  1796. bone.id = id;
  1797. }
  1798. // Polish
  1799. var bones = newSkeleton.bones;
  1800. newSkeleton.bones = [];
  1801. for (var i = 0; i < skins.jointNames.length; i++) {
  1802. var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
  1803. if (!jointNode) {
  1804. continue;
  1805. }
  1806. for (var j = 0; j < bones.length; j++) {
  1807. if (bones[j].id === jointNode.id) {
  1808. newSkeleton.bones.push(bones[j]);
  1809. break;
  1810. }
  1811. }
  1812. }
  1813. newSkeleton.prepare();
  1814. // Finish
  1815. for (var i = 0; i < nodesToRootToAdd.length; i++) {
  1816. newSkeleton.bones.push(nodesToRootToAdd[i]);
  1817. }
  1818. return newSkeleton;
  1819. };
  1820. /**
  1821. * Imports a mesh and its geometries
  1822. */
  1823. var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
  1824. if (!newMesh) {
  1825. newMesh = new BABYLON.Mesh(node.name || "", gltfRuntime.scene);
  1826. newMesh.id = id;
  1827. }
  1828. if (!node.babylonNode) {
  1829. return newMesh;
  1830. }
  1831. var subMaterials = [];
  1832. var vertexData = new BABYLON.VertexData();
  1833. var geometry = new BABYLON.Geometry(id, gltfRuntime.scene, vertexData, false, newMesh);
  1834. var verticesStarts = new Array();
  1835. var verticesCounts = new Array();
  1836. var indexStarts = new Array();
  1837. var indexCounts = new Array();
  1838. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  1839. var meshID = meshes[meshIndex];
  1840. var mesh = gltfRuntime.meshes[meshID];
  1841. if (!mesh) {
  1842. continue;
  1843. }
  1844. // Positions, normals and UVs
  1845. for (var i = 0; i < mesh.primitives.length; i++) {
  1846. // Temporary vertex data
  1847. var tempVertexData = new BABYLON.VertexData();
  1848. var primitive = mesh.primitives[i];
  1849. if (primitive.mode !== 4) {
  1850. // continue;
  1851. }
  1852. var attributes = primitive.attributes;
  1853. var accessor = null;
  1854. var buffer = null;
  1855. // Set positions, normal and uvs
  1856. for (var semantic in attributes) {
  1857. // Link accessor and buffer view
  1858. accessor = gltfRuntime.accessors[attributes[semantic]];
  1859. buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
  1860. if (semantic === "NORMAL") {
  1861. tempVertexData.normals = new Float32Array(buffer.length);
  1862. tempVertexData.normals.set(buffer);
  1863. }
  1864. else if (semantic === "POSITION") {
  1865. if (BABYLON.GLTFFileLoader.HomogeneousCoordinates) {
  1866. tempVertexData.positions = new Float32Array(buffer.length - buffer.length / 4);
  1867. for (var j = 0; j < buffer.length; j += 4) {
  1868. tempVertexData.positions[j] = buffer[j];
  1869. tempVertexData.positions[j + 1] = buffer[j + 1];
  1870. tempVertexData.positions[j + 2] = buffer[j + 2];
  1871. }
  1872. }
  1873. else {
  1874. tempVertexData.positions = new Float32Array(buffer.length);
  1875. tempVertexData.positions.set(buffer);
  1876. }
  1877. verticesCounts.push(tempVertexData.positions.length);
  1878. }
  1879. else if (semantic.indexOf("TEXCOORD_") !== -1) {
  1880. var channel = Number(semantic.split("_")[1]);
  1881. var uvKind = BABYLON.VertexBuffer.UVKind + (channel === 0 ? "" : (channel + 1));
  1882. var uvs = new Float32Array(buffer.length);
  1883. uvs.set(buffer);
  1884. normalizeUVs(uvs);
  1885. tempVertexData.set(uvs, uvKind);
  1886. }
  1887. else if (semantic === "JOINT") {
  1888. tempVertexData.matricesIndices = new Float32Array(buffer.length);
  1889. tempVertexData.matricesIndices.set(buffer);
  1890. }
  1891. else if (semantic === "WEIGHT") {
  1892. tempVertexData.matricesWeights = new Float32Array(buffer.length);
  1893. tempVertexData.matricesWeights.set(buffer);
  1894. }
  1895. else if (semantic === "COLOR") {
  1896. tempVertexData.colors = new Float32Array(buffer.length);
  1897. tempVertexData.colors.set(buffer);
  1898. }
  1899. }
  1900. // Indices
  1901. accessor = gltfRuntime.accessors[primitive.indices];
  1902. if (accessor) {
  1903. buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
  1904. tempVertexData.indices = new Int32Array(buffer.length);
  1905. tempVertexData.indices.set(buffer);
  1906. indexCounts.push(tempVertexData.indices.length);
  1907. }
  1908. else {
  1909. // Set indices on the fly
  1910. var indices = [];
  1911. for (var j = 0; j < tempVertexData.positions.length / 3; j++) {
  1912. indices.push(j);
  1913. }
  1914. tempVertexData.indices = new Int32Array(indices);
  1915. indexCounts.push(tempVertexData.indices.length);
  1916. }
  1917. vertexData.merge(tempVertexData);
  1918. // Sub material
  1919. var material_1 = gltfRuntime.scene.getMaterialByID(primitive.material);
  1920. subMaterials.push(material_1 === null ? GLTF1.GLTFUtils.GetDefaultMaterial(gltfRuntime.scene) : material_1);
  1921. // Update vertices start and index start
  1922. verticesStarts.push(verticesStarts.length === 0 ? 0 : verticesStarts[verticesStarts.length - 1] + verticesCounts[verticesCounts.length - 2]);
  1923. indexStarts.push(indexStarts.length === 0 ? 0 : indexStarts[indexStarts.length - 1] + indexCounts[indexCounts.length - 2]);
  1924. }
  1925. }
  1926. var material;
  1927. if (subMaterials.length > 1) {
  1928. material = new BABYLON.MultiMaterial("multimat" + id, gltfRuntime.scene);
  1929. material.subMaterials = subMaterials;
  1930. }
  1931. else {
  1932. material = new BABYLON.StandardMaterial("multimat" + id, gltfRuntime.scene);
  1933. }
  1934. if (subMaterials.length === 1) {
  1935. material = subMaterials[0];
  1936. }
  1937. if (!newMesh.material) {
  1938. newMesh.material = material;
  1939. }
  1940. // Apply geometry
  1941. geometry.setAllVerticesData(vertexData, false);
  1942. newMesh.computeWorldMatrix(true);
  1943. // Apply submeshes
  1944. newMesh.subMeshes = [];
  1945. var index = 0;
  1946. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  1947. var meshID = meshes[meshIndex];
  1948. var mesh = gltfRuntime.meshes[meshID];
  1949. if (!mesh) {
  1950. continue;
  1951. }
  1952. for (var i = 0; i < mesh.primitives.length; i++) {
  1953. if (mesh.primitives[i].mode !== 4) {
  1954. //continue;
  1955. }
  1956. BABYLON.SubMesh.AddToMesh(index, verticesStarts[index], verticesCounts[index], indexStarts[index], indexCounts[index], newMesh, newMesh, true);
  1957. index++;
  1958. }
  1959. }
  1960. // Finish
  1961. return newMesh;
  1962. };
  1963. /**
  1964. * Configure node transformation from position, rotation and scaling
  1965. */
  1966. var configureNode = function (newNode, position, rotation, scaling) {
  1967. if (newNode.position) {
  1968. newNode.position = position;
  1969. }
  1970. if (newNode.rotationQuaternion || newNode.rotation) {
  1971. newNode.rotationQuaternion = rotation;
  1972. }
  1973. if (newNode.scaling) {
  1974. newNode.scaling = scaling;
  1975. }
  1976. };
  1977. /**
  1978. * Configures node from transformation matrix
  1979. */
  1980. var configureNodeFromMatrix = function (newNode, node, parent) {
  1981. if (node.matrix) {
  1982. var position = new BABYLON.Vector3(0, 0, 0);
  1983. var rotation = new BABYLON.Quaternion();
  1984. var scaling = new BABYLON.Vector3(0, 0, 0);
  1985. var mat = BABYLON.Matrix.FromArray(node.matrix);
  1986. mat.decompose(scaling, rotation, position);
  1987. configureNode(newNode, position, rotation, scaling);
  1988. }
  1989. else if (node.translation && node.rotation && node.scale) {
  1990. configureNode(newNode, BABYLON.Vector3.FromArray(node.translation), BABYLON.Quaternion.FromArray(node.rotation), BABYLON.Vector3.FromArray(node.scale));
  1991. }
  1992. newNode.computeWorldMatrix(true);
  1993. };
  1994. /**
  1995. * Imports a node
  1996. */
  1997. var importNode = function (gltfRuntime, node, id, parent) {
  1998. var lastNode = null;
  1999. if (gltfRuntime.importOnlyMeshes && (node.skin || node.meshes)) {
  2000. if (gltfRuntime.importMeshesNames && gltfRuntime.importMeshesNames.length > 0 && gltfRuntime.importMeshesNames.indexOf(node.name || "") === -1) {
  2001. return null;
  2002. }
  2003. }
  2004. // Meshes
  2005. if (node.skin) {
  2006. if (node.meshes) {
  2007. var skin = gltfRuntime.skins[node.skin];
  2008. var newMesh = importMesh(gltfRuntime, node, node.meshes, id, node.babylonNode);
  2009. newMesh.skeleton = gltfRuntime.scene.getLastSkeletonByID(node.skin);
  2010. if (newMesh.skeleton === null) {
  2011. newMesh.skeleton = importSkeleton(gltfRuntime, skin, newMesh, skin.babylonSkeleton, node.skin);
  2012. if (!skin.babylonSkeleton) {
  2013. skin.babylonSkeleton = newMesh.skeleton;
  2014. }
  2015. }
  2016. lastNode = newMesh;
  2017. }
  2018. }
  2019. else if (node.meshes) {
  2020. /**
  2021. * Improve meshes property
  2022. */
  2023. var newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id, node.babylonNode);
  2024. lastNode = newMesh;
  2025. }
  2026. else if (node.light && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  2027. var light = gltfRuntime.lights[node.light];
  2028. if (light) {
  2029. if (light.type === "ambient") {
  2030. var ambienLight = light[light.type];
  2031. var hemiLight = new BABYLON.HemisphericLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  2032. hemiLight.name = node.name || "";
  2033. if (ambienLight.color) {
  2034. hemiLight.diffuse = BABYLON.Color3.FromArray(ambienLight.color);
  2035. }
  2036. lastNode = hemiLight;
  2037. }
  2038. else if (light.type === "directional") {
  2039. var directionalLight = light[light.type];
  2040. var dirLight = new BABYLON.DirectionalLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  2041. dirLight.name = node.name || "";
  2042. if (directionalLight.color) {
  2043. dirLight.diffuse = BABYLON.Color3.FromArray(directionalLight.color);
  2044. }
  2045. lastNode = dirLight;
  2046. }
  2047. else if (light.type === "point") {
  2048. var pointLight = light[light.type];
  2049. var ptLight = new BABYLON.PointLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  2050. ptLight.name = node.name || "";
  2051. if (pointLight.color) {
  2052. ptLight.diffuse = BABYLON.Color3.FromArray(pointLight.color);
  2053. }
  2054. lastNode = ptLight;
  2055. }
  2056. else if (light.type === "spot") {
  2057. var spotLight = light[light.type];
  2058. var spLight = new BABYLON.SpotLight(node.light, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, gltfRuntime.scene);
  2059. spLight.name = node.name || "";
  2060. if (spotLight.color) {
  2061. spLight.diffuse = BABYLON.Color3.FromArray(spotLight.color);
  2062. }
  2063. if (spotLight.fallOfAngle) {
  2064. spLight.angle = spotLight.fallOfAngle;
  2065. }
  2066. if (spotLight.fallOffExponent) {
  2067. spLight.exponent = spotLight.fallOffExponent;
  2068. }
  2069. lastNode = spLight;
  2070. }
  2071. }
  2072. }
  2073. else if (node.camera && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  2074. var camera = gltfRuntime.cameras[node.camera];
  2075. if (camera) {
  2076. if (camera.type === "orthographic") {
  2077. var orthoCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  2078. orthoCamera.name = node.name || "";
  2079. orthoCamera.mode = BABYLON.Camera.ORTHOGRAPHIC_CAMERA;
  2080. orthoCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  2081. lastNode = orthoCamera;
  2082. }
  2083. else if (camera.type === "perspective") {
  2084. var perspectiveCamera = camera[camera.type];
  2085. var persCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  2086. persCamera.name = node.name || "";
  2087. persCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  2088. if (!perspectiveCamera.aspectRatio) {
  2089. perspectiveCamera.aspectRatio = gltfRuntime.scene.getEngine().getRenderWidth() / gltfRuntime.scene.getEngine().getRenderHeight();
  2090. }
  2091. if (perspectiveCamera.znear && perspectiveCamera.zfar) {
  2092. persCamera.maxZ = perspectiveCamera.zfar;
  2093. persCamera.minZ = perspectiveCamera.znear;
  2094. }
  2095. lastNode = persCamera;
  2096. }
  2097. }
  2098. }
  2099. // Empty node
  2100. if (!node.jointName) {
  2101. if (node.babylonNode) {
  2102. return node.babylonNode;
  2103. }
  2104. else if (lastNode === null) {
  2105. var dummy = new BABYLON.Mesh(node.name || "", gltfRuntime.scene);
  2106. node.babylonNode = dummy;
  2107. lastNode = dummy;
  2108. }
  2109. }
  2110. if (lastNode !== null) {
  2111. if (node.matrix && lastNode instanceof BABYLON.Mesh) {
  2112. configureNodeFromMatrix(lastNode, node, parent);
  2113. }
  2114. else {
  2115. var translation = node.translation || [0, 0, 0];
  2116. var rotation = node.rotation || [0, 0, 0, 1];
  2117. var scale = node.scale || [1, 1, 1];
  2118. configureNode(lastNode, BABYLON.Vector3.FromArray(translation), BABYLON.Quaternion.FromArray(rotation), BABYLON.Vector3.FromArray(scale));
  2119. }
  2120. lastNode.updateCache(true);
  2121. node.babylonNode = lastNode;
  2122. }
  2123. return lastNode;
  2124. };
  2125. /**
  2126. * Traverses nodes and creates them
  2127. */
  2128. var traverseNodes = function (gltfRuntime, id, parent, meshIncluded) {
  2129. if (meshIncluded === void 0) { meshIncluded = false; }
  2130. var node = gltfRuntime.nodes[id];
  2131. var newNode = null;
  2132. if (gltfRuntime.importOnlyMeshes && !meshIncluded && gltfRuntime.importMeshesNames) {
  2133. if (gltfRuntime.importMeshesNames.indexOf(node.name || "") !== -1 || gltfRuntime.importMeshesNames.length === 0) {
  2134. meshIncluded = true;
  2135. }
  2136. else {
  2137. meshIncluded = false;
  2138. }
  2139. }
  2140. else {
  2141. meshIncluded = true;
  2142. }
  2143. if (!node.jointName && meshIncluded) {
  2144. newNode = importNode(gltfRuntime, node, id, parent);
  2145. if (newNode !== null) {
  2146. newNode.id = id;
  2147. newNode.parent = parent;
  2148. }
  2149. }
  2150. if (node.children) {
  2151. for (var i = 0; i < node.children.length; i++) {
  2152. traverseNodes(gltfRuntime, node.children[i], newNode, meshIncluded);
  2153. }
  2154. }
  2155. };
  2156. /**
  2157. * do stuff after buffers, shaders are loaded (e.g. hook up materials, load animations, etc.)
  2158. */
  2159. var postLoad = function (gltfRuntime) {
  2160. // Nodes
  2161. var currentScene = gltfRuntime.currentScene;
  2162. if (currentScene) {
  2163. for (var i = 0; i < currentScene.nodes.length; i++) {
  2164. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  2165. }
  2166. }
  2167. else {
  2168. for (var thing in gltfRuntime.scenes) {
  2169. currentScene = gltfRuntime.scenes[thing];
  2170. for (var i = 0; i < currentScene.nodes.length; i++) {
  2171. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  2172. }
  2173. }
  2174. }
  2175. // Set animations
  2176. loadAnimations(gltfRuntime);
  2177. for (var i = 0; i < gltfRuntime.scene.skeletons.length; i++) {
  2178. var skeleton = gltfRuntime.scene.skeletons[i];
  2179. gltfRuntime.scene.beginAnimation(skeleton, 0, Number.MAX_VALUE, true, 1.0);
  2180. }
  2181. };
  2182. /**
  2183. * onBind shaderrs callback to set uniforms and matrices
  2184. */
  2185. var onBindShaderMaterial = function (mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess) {
  2186. var materialValues = material.values || technique.parameters;
  2187. for (var unif in unTreatedUniforms) {
  2188. var uniform = unTreatedUniforms[unif];
  2189. var type = uniform.type;
  2190. if (type === GLTF1.EParameterType.FLOAT_MAT2 || type === GLTF1.EParameterType.FLOAT_MAT3 || type === GLTF1.EParameterType.FLOAT_MAT4) {
  2191. if (uniform.semantic && !uniform.source && !uniform.node) {
  2192. GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, mesh, uniform, unif, shaderMaterial.getEffect());
  2193. }
  2194. else if (uniform.semantic && (uniform.source || uniform.node)) {
  2195. var source = gltfRuntime.scene.getNodeByName(uniform.source || uniform.node || "");
  2196. if (source === null) {
  2197. source = gltfRuntime.scene.getNodeByID(uniform.source || uniform.node || "");
  2198. }
  2199. if (source === null) {
  2200. continue;
  2201. }
  2202. GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, source, uniform, unif, shaderMaterial.getEffect());
  2203. }
  2204. }
  2205. else {
  2206. var value = materialValues[technique.uniforms[unif]];
  2207. if (!value) {
  2208. continue;
  2209. }
  2210. if (type === GLTF1.EParameterType.SAMPLER_2D) {
  2211. var texture = gltfRuntime.textures[material.values ? value : uniform.value].babylonTexture;
  2212. if (texture === null || texture === undefined) {
  2213. continue;
  2214. }
  2215. shaderMaterial.getEffect().setTexture(unif, texture);
  2216. }
  2217. else {
  2218. GLTF1.GLTFUtils.SetUniform((shaderMaterial.getEffect()), unif, value, type);
  2219. }
  2220. }
  2221. }
  2222. onSuccess(shaderMaterial);
  2223. };
  2224. /**
  2225. * Prepare uniforms to send the only one time
  2226. * Loads the appropriate textures
  2227. */
  2228. var prepareShaderMaterialUniforms = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms) {
  2229. var materialValues = material.values || technique.parameters;
  2230. var techniqueUniforms = technique.uniforms;
  2231. /**
  2232. * Prepare values here (not matrices)
  2233. */
  2234. for (var unif in unTreatedUniforms) {
  2235. var uniform = unTreatedUniforms[unif];
  2236. var type = uniform.type;
  2237. var value = materialValues[techniqueUniforms[unif]];
  2238. if (value === undefined) {
  2239. // In case the value is the same for all materials
  2240. value = uniform.value;
  2241. }
  2242. if (!value) {
  2243. continue;
  2244. }
  2245. var onLoadTexture = function (uniformName) {
  2246. return function (texture) {
  2247. if (uniform.value && uniformName) {
  2248. // Static uniform
  2249. shaderMaterial.setTexture(uniformName, texture);
  2250. delete unTreatedUniforms[uniformName];
  2251. }
  2252. };
  2253. };
  2254. // Texture (sampler2D)
  2255. if (type === GLTF1.EParameterType.SAMPLER_2D) {
  2256. GLTF1.GLTFLoaderExtension.LoadTextureAsync(gltfRuntime, material.values ? value : uniform.value, onLoadTexture(unif), function () { return onLoadTexture(null); });
  2257. }
  2258. else {
  2259. if (uniform.value && GLTF1.GLTFUtils.SetUniform(shaderMaterial, unif, material.values ? value : uniform.value, type)) {
  2260. // Static uniform
  2261. delete unTreatedUniforms[unif];
  2262. }
  2263. }
  2264. }
  2265. };
  2266. /**
  2267. * Shader compilation failed
  2268. */
  2269. var onShaderCompileError = function (program, shaderMaterial, onError) {
  2270. return function (effect, error) {
  2271. shaderMaterial.dispose(true);
  2272. onError("Cannot compile program named " + program.name + ". Error: " + error + ". Default material will be applied");
  2273. };
  2274. };
  2275. /**
  2276. * Shader compilation success
  2277. */
  2278. var onShaderCompileSuccess = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess) {
  2279. return function (_) {
  2280. prepareShaderMaterialUniforms(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms);
  2281. shaderMaterial.onBind = function (mesh) {
  2282. onBindShaderMaterial(mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess);
  2283. };
  2284. };
  2285. };
  2286. /**
  2287. * Returns the appropriate uniform if already handled by babylon
  2288. */
  2289. var parseShaderUniforms = function (tokenizer, technique, unTreatedUniforms) {
  2290. for (var unif in technique.uniforms) {
  2291. var uniform = technique.uniforms[unif];
  2292. var uniformParameter = technique.parameters[uniform];
  2293. if (tokenizer.currentIdentifier === unif) {
  2294. if (uniformParameter.semantic && !uniformParameter.source && !uniformParameter.node) {
  2295. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  2296. if (transformIndex !== -1) {
  2297. delete unTreatedUniforms[unif];
  2298. return babylonTransforms[transformIndex];
  2299. }
  2300. }
  2301. }
  2302. }
  2303. return tokenizer.currentIdentifier;
  2304. };
  2305. /**
  2306. * All shaders loaded. Create materials one by one
  2307. */
  2308. var importMaterials = function (gltfRuntime) {
  2309. // Create materials
  2310. for (var mat in gltfRuntime.materials) {
  2311. GLTF1.GLTFLoaderExtension.LoadMaterialAsync(gltfRuntime, mat, function (material) { }, function () { });
  2312. }
  2313. };
  2314. /**
  2315. * Implementation of the base glTF spec
  2316. */
  2317. var GLTFLoaderBase = /** @class */ (function () {
  2318. function GLTFLoaderBase() {
  2319. }
  2320. GLTFLoaderBase.CreateRuntime = function (parsedData, scene, rootUrl) {
  2321. var gltfRuntime = {
  2322. extensions: {},
  2323. accessors: {},
  2324. buffers: {},
  2325. bufferViews: {},
  2326. meshes: {},
  2327. lights: {},
  2328. cameras: {},
  2329. nodes: {},
  2330. images: {},
  2331. textures: {},
  2332. shaders: {},
  2333. programs: {},
  2334. samplers: {},
  2335. techniques: {},
  2336. materials: {},
  2337. animations: {},
  2338. skins: {},
  2339. extensionsUsed: [],
  2340. scenes: {},
  2341. buffersCount: 0,
  2342. shaderscount: 0,
  2343. scene: scene,
  2344. rootUrl: rootUrl,
  2345. loadedBufferCount: 0,
  2346. loadedBufferViews: {},
  2347. loadedShaderCount: 0,
  2348. importOnlyMeshes: false,
  2349. dummyNodes: []
  2350. };
  2351. // Parse
  2352. if (parsedData.extensions) {
  2353. parseObject(parsedData.extensions, "extensions", gltfRuntime);
  2354. }
  2355. if (parsedData.extensionsUsed) {
  2356. parseObject(parsedData.extensionsUsed, "extensionsUsed", gltfRuntime);
  2357. }
  2358. if (parsedData.buffers) {
  2359. parseBuffers(parsedData.buffers, gltfRuntime);
  2360. }
  2361. if (parsedData.bufferViews) {
  2362. parseObject(parsedData.bufferViews, "bufferViews", gltfRuntime);
  2363. }
  2364. if (parsedData.accessors) {
  2365. parseObject(parsedData.accessors, "accessors", gltfRuntime);
  2366. }
  2367. if (parsedData.meshes) {
  2368. parseObject(parsedData.meshes, "meshes", gltfRuntime);
  2369. }
  2370. if (parsedData.lights) {
  2371. parseObject(parsedData.lights, "lights", gltfRuntime);
  2372. }
  2373. if (parsedData.cameras) {
  2374. parseObject(parsedData.cameras, "cameras", gltfRuntime);
  2375. }
  2376. if (parsedData.nodes) {
  2377. parseObject(parsedData.nodes, "nodes", gltfRuntime);
  2378. }
  2379. if (parsedData.images) {
  2380. parseObject(parsedData.images, "images", gltfRuntime);
  2381. }
  2382. if (parsedData.textures) {
  2383. parseObject(parsedData.textures, "textures", gltfRuntime);
  2384. }
  2385. if (parsedData.shaders) {
  2386. parseShaders(parsedData.shaders, gltfRuntime);
  2387. }
  2388. if (parsedData.programs) {
  2389. parseObject(parsedData.programs, "programs", gltfRuntime);
  2390. }
  2391. if (parsedData.samplers) {
  2392. parseObject(parsedData.samplers, "samplers", gltfRuntime);
  2393. }
  2394. if (parsedData.techniques) {
  2395. parseObject(parsedData.techniques, "techniques", gltfRuntime);
  2396. }
  2397. if (parsedData.materials) {
  2398. parseObject(parsedData.materials, "materials", gltfRuntime);
  2399. }
  2400. if (parsedData.animations) {
  2401. parseObject(parsedData.animations, "animations", gltfRuntime);
  2402. }
  2403. if (parsedData.skins) {
  2404. parseObject(parsedData.skins, "skins", gltfRuntime);
  2405. }
  2406. if (parsedData.scenes) {
  2407. gltfRuntime.scenes = parsedData.scenes;
  2408. }
  2409. if (parsedData.scene && parsedData.scenes) {
  2410. gltfRuntime.currentScene = parsedData.scenes[parsedData.scene];
  2411. }
  2412. return gltfRuntime;
  2413. };
  2414. GLTFLoaderBase.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  2415. var buffer = gltfRuntime.buffers[id];
  2416. if (GLTF1.GLTFUtils.IsBase64(buffer.uri)) {
  2417. setTimeout(function () { return onSuccess(new Uint8Array(GLTF1.GLTFUtils.DecodeBase64(buffer.uri))); });
  2418. }
  2419. else {
  2420. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, function (data) { return onSuccess(new Uint8Array(data)); }, onProgress, undefined, true, function (request) {
  2421. if (request) {
  2422. onError(request.status + " " + request.statusText);
  2423. }
  2424. });
  2425. }
  2426. };
  2427. GLTFLoaderBase.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2428. var texture = gltfRuntime.textures[id];
  2429. if (!texture || !texture.source) {
  2430. onError("");
  2431. return;
  2432. }
  2433. if (texture.babylonTexture) {
  2434. onSuccess(null);
  2435. return;
  2436. }
  2437. var source = gltfRuntime.images[texture.source];
  2438. if (GLTF1.GLTFUtils.IsBase64(source.uri)) {
  2439. setTimeout(function () { return onSuccess(new Uint8Array(GLTF1.GLTFUtils.DecodeBase64(source.uri))); });
  2440. }
  2441. else {
  2442. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + source.uri, function (data) { return onSuccess(new Uint8Array(data)); }, undefined, undefined, true, function (request) {
  2443. if (request) {
  2444. onError(request.status + " " + request.statusText);
  2445. }
  2446. });
  2447. }
  2448. };
  2449. GLTFLoaderBase.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  2450. var texture = gltfRuntime.textures[id];
  2451. if (texture.babylonTexture) {
  2452. onSuccess(texture.babylonTexture);
  2453. return;
  2454. }
  2455. var sampler = gltfRuntime.samplers[texture.sampler];
  2456. var createMipMaps = (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST) ||
  2457. (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_LINEAR) ||
  2458. (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST) ||
  2459. (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR);
  2460. var samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  2461. var blob = new Blob([buffer]);
  2462. var blobURL = URL.createObjectURL(blob);
  2463. var revokeBlobURL = function () { return URL.revokeObjectURL(blobURL); };
  2464. var newTexture = new BABYLON.Texture(blobURL, gltfRuntime.scene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
  2465. if (sampler.wrapS !== undefined) {
  2466. newTexture.wrapU = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapS);
  2467. }
  2468. if (sampler.wrapT !== undefined) {
  2469. newTexture.wrapV = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapT);
  2470. }
  2471. newTexture.name = id;
  2472. texture.babylonTexture = newTexture;
  2473. onSuccess(newTexture);
  2474. };
  2475. GLTFLoaderBase.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  2476. var shader = gltfRuntime.shaders[id];
  2477. if (GLTF1.GLTFUtils.IsBase64(shader.uri)) {
  2478. var shaderString = atob(shader.uri.split(",")[1]);
  2479. onSuccess(shaderString);
  2480. }
  2481. else {
  2482. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, undefined, undefined, false, function (request) {
  2483. if (request) {
  2484. onError(request.status + " " + request.statusText);
  2485. }
  2486. });
  2487. }
  2488. };
  2489. GLTFLoaderBase.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  2490. var material = gltfRuntime.materials[id];
  2491. if (!material.technique) {
  2492. if (onError) {
  2493. onError("No technique found.");
  2494. }
  2495. return;
  2496. }
  2497. var technique = gltfRuntime.techniques[material.technique];
  2498. if (!technique) {
  2499. var defaultMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
  2500. defaultMaterial.diffuseColor = new BABYLON.Color3(0.5, 0.5, 0.5);
  2501. defaultMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  2502. onSuccess(defaultMaterial);
  2503. return;
  2504. }
  2505. var program = gltfRuntime.programs[technique.program];
  2506. var states = technique.states;
  2507. var vertexShader = BABYLON.Effect.ShadersStore[program.vertexShader + "VertexShader"];
  2508. var pixelShader = BABYLON.Effect.ShadersStore[program.fragmentShader + "PixelShader"];
  2509. var newVertexShader = "";
  2510. var newPixelShader = "";
  2511. var vertexTokenizer = new Tokenizer(vertexShader);
  2512. var pixelTokenizer = new Tokenizer(pixelShader);
  2513. var unTreatedUniforms = {};
  2514. var uniforms = [];
  2515. var attributes = [];
  2516. var samplers = [];
  2517. // Fill uniform, sampler2D and attributes
  2518. for (var unif in technique.uniforms) {
  2519. var uniform = technique.uniforms[unif];
  2520. var uniformParameter = technique.parameters[uniform];
  2521. unTreatedUniforms[unif] = uniformParameter;
  2522. if (uniformParameter.semantic && !uniformParameter.node && !uniformParameter.source) {
  2523. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  2524. if (transformIndex !== -1) {
  2525. uniforms.push(babylonTransforms[transformIndex]);
  2526. delete unTreatedUniforms[unif];
  2527. }
  2528. else {
  2529. uniforms.push(unif);
  2530. }
  2531. }
  2532. else if (uniformParameter.type === GLTF1.EParameterType.SAMPLER_2D) {
  2533. samplers.push(unif);
  2534. }
  2535. else {
  2536. uniforms.push(unif);
  2537. }
  2538. }
  2539. for (var attr in technique.attributes) {
  2540. var attribute = technique.attributes[attr];
  2541. var attributeParameter = technique.parameters[attribute];
  2542. if (attributeParameter.semantic) {
  2543. attributes.push(getAttribute(attributeParameter));
  2544. }
  2545. }
  2546. // Configure vertex shader
  2547. while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
  2548. var tokenType = vertexTokenizer.currentToken;
  2549. if (tokenType !== ETokenType.IDENTIFIER) {
  2550. newVertexShader += vertexTokenizer.currentString;
  2551. continue;
  2552. }
  2553. var foundAttribute = false;
  2554. for (var attr in technique.attributes) {
  2555. var attribute = technique.attributes[attr];
  2556. var attributeParameter = technique.parameters[attribute];
  2557. if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
  2558. newVertexShader += getAttribute(attributeParameter);
  2559. foundAttribute = true;
  2560. break;
  2561. }
  2562. }
  2563. if (foundAttribute) {
  2564. continue;
  2565. }
  2566. newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms);
  2567. }
  2568. // Configure pixel shader
  2569. while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
  2570. var tokenType = pixelTokenizer.currentToken;
  2571. if (tokenType !== ETokenType.IDENTIFIER) {
  2572. newPixelShader += pixelTokenizer.currentString;
  2573. continue;
  2574. }
  2575. newPixelShader += parseShaderUniforms(pixelTokenizer, technique, unTreatedUniforms);
  2576. }
  2577. // Create shader material
  2578. var shaderPath = {
  2579. vertex: program.vertexShader + id,
  2580. fragment: program.fragmentShader + id
  2581. };
  2582. var options = {
  2583. attributes: attributes,
  2584. uniforms: uniforms,
  2585. samplers: samplers,
  2586. needAlphaBlending: states && states.enable && states.enable.indexOf(3042) !== -1
  2587. };
  2588. BABYLON.Effect.ShadersStore[program.vertexShader + id + "VertexShader"] = newVertexShader;
  2589. BABYLON.Effect.ShadersStore[program.fragmentShader + id + "PixelShader"] = newPixelShader;
  2590. var shaderMaterial = new BABYLON.ShaderMaterial(id, gltfRuntime.scene, shaderPath, options);
  2591. shaderMaterial.onError = onShaderCompileError(program, shaderMaterial, onError);
  2592. shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess);
  2593. shaderMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  2594. if (states && states.functions) {
  2595. var functions = states.functions;
  2596. if (functions.cullFace && functions.cullFace[0] !== GLTF1.ECullingType.BACK) {
  2597. shaderMaterial.backFaceCulling = false;
  2598. }
  2599. var blendFunc = functions.blendFuncSeparate;
  2600. if (blendFunc) {
  2601. 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) {
  2602. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  2603. }
  2604. else if (blendFunc[0] === GLTF1.EBlendingFunction.ONE && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2605. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  2606. }
  2607. else if (blendFunc[0] === GLTF1.EBlendingFunction.SRC_ALPHA && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2608. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ADD;
  2609. }
  2610. 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) {
  2611. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_SUBTRACT;
  2612. }
  2613. else if (blendFunc[0] === GLTF1.EBlendingFunction.DST_COLOR && blendFunc[1] === GLTF1.EBlendingFunction.ZERO && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  2614. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MULTIPLY;
  2615. }
  2616. 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) {
  2617. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MAXIMIZED;
  2618. }
  2619. }
  2620. }
  2621. };
  2622. return GLTFLoaderBase;
  2623. }());
  2624. GLTF1.GLTFLoaderBase = GLTFLoaderBase;
  2625. /**
  2626. * glTF V1 Loader
  2627. */
  2628. var GLTFLoader = /** @class */ (function () {
  2629. function GLTFLoader() {
  2630. }
  2631. GLTFLoader.RegisterExtension = function (extension) {
  2632. if (GLTFLoader.Extensions[extension.name]) {
  2633. BABYLON.Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
  2634. return;
  2635. }
  2636. GLTFLoader.Extensions[extension.name] = extension;
  2637. };
  2638. GLTFLoader.prototype.dispose = function () {
  2639. // do nothing
  2640. };
  2641. GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  2642. var _this = this;
  2643. scene.useRightHandedSystem = true;
  2644. GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
  2645. gltfRuntime.importOnlyMeshes = true;
  2646. if (meshesNames === "") {
  2647. gltfRuntime.importMeshesNames = [];
  2648. }
  2649. else if (typeof meshesNames === "string") {
  2650. gltfRuntime.importMeshesNames = [meshesNames];
  2651. }
  2652. else if (meshesNames && !(meshesNames instanceof Array)) {
  2653. gltfRuntime.importMeshesNames = [meshesNames];
  2654. }
  2655. else {
  2656. gltfRuntime.importMeshesNames = [];
  2657. BABYLON.Tools.Warn("Argument meshesNames must be of type string or string[]");
  2658. }
  2659. // Create nodes
  2660. _this._createNodes(gltfRuntime);
  2661. var meshes = new Array();
  2662. var skeletons = new Array();
  2663. // Fill arrays of meshes and skeletons
  2664. for (var nde in gltfRuntime.nodes) {
  2665. var node = gltfRuntime.nodes[nde];
  2666. if (node.babylonNode instanceof BABYLON.AbstractMesh) {
  2667. meshes.push(node.babylonNode);
  2668. }
  2669. }
  2670. for (var skl in gltfRuntime.skins) {
  2671. var skin = gltfRuntime.skins[skl];
  2672. if (skin.babylonSkeleton instanceof BABYLON.Skeleton) {
  2673. skeletons.push(skin.babylonSkeleton);
  2674. }
  2675. }
  2676. // Load buffers, shaders, materials, etc.
  2677. _this._loadBuffersAsync(gltfRuntime, function () {
  2678. _this._loadShadersAsync(gltfRuntime, function () {
  2679. importMaterials(gltfRuntime);
  2680. postLoad(gltfRuntime);
  2681. if (!BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
  2682. onSuccess(meshes, [], skeletons);
  2683. }
  2684. });
  2685. }, onProgress);
  2686. if (BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
  2687. onSuccess(meshes, [], skeletons);
  2688. }
  2689. }, onError);
  2690. return true;
  2691. };
  2692. GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
  2693. var _this = this;
  2694. scene.useRightHandedSystem = true;
  2695. GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
  2696. // Load runtime extensios
  2697. GLTF1.GLTFLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, function () {
  2698. // Create nodes
  2699. _this._createNodes(gltfRuntime);
  2700. // Load buffers, shaders, materials, etc.
  2701. _this._loadBuffersAsync(gltfRuntime, function () {
  2702. _this._loadShadersAsync(gltfRuntime, function () {
  2703. importMaterials(gltfRuntime);
  2704. postLoad(gltfRuntime);
  2705. if (!BABYLON.GLTFFileLoader.IncrementalLoading) {
  2706. onSuccess();
  2707. }
  2708. });
  2709. });
  2710. if (BABYLON.GLTFFileLoader.IncrementalLoading) {
  2711. onSuccess();
  2712. }
  2713. }, onError);
  2714. }, onError);
  2715. };
  2716. GLTFLoader.prototype._loadShadersAsync = function (gltfRuntime, onload) {
  2717. var hasShaders = false;
  2718. var processShader = function (sha, shader) {
  2719. GLTF1.GLTFLoaderExtension.LoadShaderStringAsync(gltfRuntime, sha, function (shaderString) {
  2720. gltfRuntime.loadedShaderCount++;
  2721. if (shaderString) {
  2722. BABYLON.Effect.ShadersStore[sha + (shader.type === GLTF1.EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = shaderString;
  2723. }
  2724. if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
  2725. onload();
  2726. }
  2727. }, function () {
  2728. BABYLON.Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
  2729. });
  2730. };
  2731. for (var sha in gltfRuntime.shaders) {
  2732. hasShaders = true;
  2733. var shader = gltfRuntime.shaders[sha];
  2734. if (shader) {
  2735. processShader.bind(this, sha, shader)();
  2736. }
  2737. else {
  2738. BABYLON.Tools.Error("No shader named: " + sha);
  2739. }
  2740. }
  2741. if (!hasShaders) {
  2742. onload();
  2743. }
  2744. };
  2745. ;
  2746. GLTFLoader.prototype._loadBuffersAsync = function (gltfRuntime, onLoad, onProgress) {
  2747. var hasBuffers = false;
  2748. var processBuffer = function (buf, buffer) {
  2749. GLTF1.GLTFLoaderExtension.LoadBufferAsync(gltfRuntime, buf, function (bufferView) {
  2750. gltfRuntime.loadedBufferCount++;
  2751. if (bufferView) {
  2752. if (bufferView.byteLength != gltfRuntime.buffers[buf].byteLength) {
  2753. BABYLON.Tools.Error("Buffer named " + buf + " is length " + bufferView.byteLength + ". Expected: " + buffer.byteLength); // Improve error message
  2754. }
  2755. gltfRuntime.loadedBufferViews[buf] = bufferView;
  2756. }
  2757. if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
  2758. onLoad();
  2759. }
  2760. }, function () {
  2761. BABYLON.Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
  2762. });
  2763. };
  2764. for (var buf in gltfRuntime.buffers) {
  2765. hasBuffers = true;
  2766. var buffer = gltfRuntime.buffers[buf];
  2767. if (buffer) {
  2768. processBuffer.bind(this, buf, buffer)();
  2769. }
  2770. else {
  2771. BABYLON.Tools.Error("No buffer named: " + buf);
  2772. }
  2773. }
  2774. if (!hasBuffers) {
  2775. onLoad();
  2776. }
  2777. };
  2778. GLTFLoader.prototype._createNodes = function (gltfRuntime) {
  2779. var currentScene = gltfRuntime.currentScene;
  2780. if (currentScene) {
  2781. // Only one scene even if multiple scenes are defined
  2782. for (var i = 0; i < currentScene.nodes.length; i++) {
  2783. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  2784. }
  2785. }
  2786. else {
  2787. // Load all scenes
  2788. for (var thing in gltfRuntime.scenes) {
  2789. currentScene = gltfRuntime.scenes[thing];
  2790. for (var i = 0; i < currentScene.nodes.length; i++) {
  2791. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  2792. }
  2793. }
  2794. }
  2795. };
  2796. GLTFLoader.Extensions = {};
  2797. return GLTFLoader;
  2798. }());
  2799. GLTF1.GLTFLoader = GLTFLoader;
  2800. ;
  2801. BABYLON.GLTFFileLoader.CreateGLTFLoaderV1 = function () { return new GLTFLoader(); };
  2802. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2803. })(BABYLON || (BABYLON = {}));
  2804. //# sourceMappingURL=babylon.glTFLoader.js.map
  2805. var BABYLON;
  2806. (function (BABYLON) {
  2807. var GLTF1;
  2808. (function (GLTF1) {
  2809. /**
  2810. * Utils functions for GLTF
  2811. */
  2812. var GLTFUtils = /** @class */ (function () {
  2813. function GLTFUtils() {
  2814. }
  2815. /**
  2816. * Sets the given "parameter" matrix
  2817. * @param scene: the {BABYLON.Scene} object
  2818. * @param source: the source node where to pick the matrix
  2819. * @param parameter: the GLTF technique parameter
  2820. * @param uniformName: the name of the shader's uniform
  2821. * @param shaderMaterial: the shader material
  2822. */
  2823. GLTFUtils.SetMatrix = function (scene, source, parameter, uniformName, shaderMaterial) {
  2824. var mat = null;
  2825. if (parameter.semantic === "MODEL") {
  2826. mat = source.getWorldMatrix();
  2827. }
  2828. else if (parameter.semantic === "PROJECTION") {
  2829. mat = scene.getProjectionMatrix();
  2830. }
  2831. else if (parameter.semantic === "VIEW") {
  2832. mat = scene.getViewMatrix();
  2833. }
  2834. else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") {
  2835. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());
  2836. }
  2837. else if (parameter.semantic === "MODELVIEW") {
  2838. mat = source.getWorldMatrix().multiply(scene.getViewMatrix());
  2839. }
  2840. else if (parameter.semantic === "MODELVIEWPROJECTION") {
  2841. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());
  2842. }
  2843. else if (parameter.semantic === "MODELINVERSE") {
  2844. mat = source.getWorldMatrix().invert();
  2845. }
  2846. else if (parameter.semantic === "VIEWINVERSE") {
  2847. mat = scene.getViewMatrix().invert();
  2848. }
  2849. else if (parameter.semantic === "PROJECTIONINVERSE") {
  2850. mat = scene.getProjectionMatrix().invert();
  2851. }
  2852. else if (parameter.semantic === "MODELVIEWINVERSE") {
  2853. mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();
  2854. }
  2855. else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") {
  2856. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();
  2857. }
  2858. else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
  2859. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().invert());
  2860. }
  2861. else {
  2862. debugger;
  2863. }
  2864. if (mat) {
  2865. switch (parameter.type) {
  2866. case GLTF1.EParameterType.FLOAT_MAT2:
  2867. shaderMaterial.setMatrix2x2(uniformName, BABYLON.Matrix.GetAsMatrix2x2(mat));
  2868. break;
  2869. case GLTF1.EParameterType.FLOAT_MAT3:
  2870. shaderMaterial.setMatrix3x3(uniformName, BABYLON.Matrix.GetAsMatrix3x3(mat));
  2871. break;
  2872. case GLTF1.EParameterType.FLOAT_MAT4:
  2873. shaderMaterial.setMatrix(uniformName, mat);
  2874. break;
  2875. default: break;
  2876. }
  2877. }
  2878. };
  2879. /**
  2880. * Sets the given "parameter" matrix
  2881. * @param shaderMaterial: the shader material
  2882. * @param uniform: the name of the shader's uniform
  2883. * @param value: the value of the uniform
  2884. * @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
  2885. */
  2886. GLTFUtils.SetUniform = function (shaderMaterial, uniform, value, type) {
  2887. switch (type) {
  2888. case GLTF1.EParameterType.FLOAT:
  2889. shaderMaterial.setFloat(uniform, value);
  2890. return true;
  2891. case GLTF1.EParameterType.FLOAT_VEC2:
  2892. shaderMaterial.setVector2(uniform, BABYLON.Vector2.FromArray(value));
  2893. return true;
  2894. case GLTF1.EParameterType.FLOAT_VEC3:
  2895. shaderMaterial.setVector3(uniform, BABYLON.Vector3.FromArray(value));
  2896. return true;
  2897. case GLTF1.EParameterType.FLOAT_VEC4:
  2898. shaderMaterial.setVector4(uniform, BABYLON.Vector4.FromArray(value));
  2899. return true;
  2900. default: return false;
  2901. }
  2902. };
  2903. /**
  2904. * If the uri is a base64 string
  2905. * @param uri: the uri to test
  2906. */
  2907. GLTFUtils.IsBase64 = function (uri) {
  2908. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2909. };
  2910. /**
  2911. * Decode the base64 uri
  2912. * @param uri: the uri to decode
  2913. */
  2914. GLTFUtils.DecodeBase64 = function (uri) {
  2915. var decodedString = atob(uri.split(",")[1]);
  2916. var bufferLength = decodedString.length;
  2917. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2918. for (var i = 0; i < bufferLength; i++) {
  2919. bufferView[i] = decodedString.charCodeAt(i);
  2920. }
  2921. return bufferView.buffer;
  2922. };
  2923. /**
  2924. * Returns the wrap mode of the texture
  2925. * @param mode: the mode value
  2926. */
  2927. GLTFUtils.GetWrapMode = function (mode) {
  2928. switch (mode) {
  2929. case GLTF1.ETextureWrapMode.CLAMP_TO_EDGE: return BABYLON.Texture.CLAMP_ADDRESSMODE;
  2930. case GLTF1.ETextureWrapMode.MIRRORED_REPEAT: return BABYLON.Texture.MIRROR_ADDRESSMODE;
  2931. case GLTF1.ETextureWrapMode.REPEAT: return BABYLON.Texture.WRAP_ADDRESSMODE;
  2932. default: return BABYLON.Texture.WRAP_ADDRESSMODE;
  2933. }
  2934. };
  2935. /**
  2936. * Returns the byte stride giving an accessor
  2937. * @param accessor: the GLTF accessor objet
  2938. */
  2939. GLTFUtils.GetByteStrideFromType = function (accessor) {
  2940. // Needs this function since "byteStride" isn't requiered in glTF format
  2941. var type = accessor.type;
  2942. switch (type) {
  2943. case "VEC2": return 2;
  2944. case "VEC3": return 3;
  2945. case "VEC4": return 4;
  2946. case "MAT2": return 4;
  2947. case "MAT3": return 9;
  2948. case "MAT4": return 16;
  2949. default: return 1;
  2950. }
  2951. };
  2952. /**
  2953. * Returns the texture filter mode giving a mode value
  2954. * @param mode: the filter mode value
  2955. */
  2956. GLTFUtils.GetTextureFilterMode = function (mode) {
  2957. switch (mode) {
  2958. case GLTF1.ETextureFilterType.LINEAR:
  2959. case GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST:
  2960. case GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  2961. case GLTF1.ETextureFilterType.NEAREST:
  2962. case GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_SAMPLINGMODE;
  2963. default: return BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  2964. }
  2965. };
  2966. GLTFUtils.GetBufferFromBufferView = function (gltfRuntime, bufferView, byteOffset, byteLength, componentType) {
  2967. var byteOffset = bufferView.byteOffset + byteOffset;
  2968. var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];
  2969. if (byteOffset + byteLength > loadedBufferView.byteLength) {
  2970. throw new Error("Buffer access is out of range");
  2971. }
  2972. var buffer = loadedBufferView.buffer;
  2973. byteOffset += loadedBufferView.byteOffset;
  2974. switch (componentType) {
  2975. case GLTF1.EComponentType.BYTE: return new Int8Array(buffer, byteOffset, byteLength);
  2976. case GLTF1.EComponentType.UNSIGNED_BYTE: return new Uint8Array(buffer, byteOffset, byteLength);
  2977. case GLTF1.EComponentType.SHORT: return new Int16Array(buffer, byteOffset, byteLength);
  2978. case GLTF1.EComponentType.UNSIGNED_SHORT: return new Uint16Array(buffer, byteOffset, byteLength);
  2979. default: return new Float32Array(buffer, byteOffset, byteLength);
  2980. }
  2981. };
  2982. /**
  2983. * Returns a buffer from its accessor
  2984. * @param gltfRuntime: the GLTF runtime
  2985. * @param accessor: the GLTF accessor
  2986. */
  2987. GLTFUtils.GetBufferFromAccessor = function (gltfRuntime, accessor) {
  2988. var bufferView = gltfRuntime.bufferViews[accessor.bufferView];
  2989. var byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);
  2990. return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);
  2991. };
  2992. /**
  2993. * Decodes a buffer view into a string
  2994. * @param view: the buffer view
  2995. */
  2996. GLTFUtils.DecodeBufferToText = function (view) {
  2997. var result = "";
  2998. var length = view.byteLength;
  2999. for (var i = 0; i < length; ++i) {
  3000. result += String.fromCharCode(view[i]);
  3001. }
  3002. return result;
  3003. };
  3004. /**
  3005. * Returns the default material of gltf. Related to
  3006. * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
  3007. * @param scene: the Babylon.js scene
  3008. */
  3009. GLTFUtils.GetDefaultMaterial = function (scene) {
  3010. if (!GLTFUtils._DefaultMaterial) {
  3011. BABYLON.Effect.ShadersStore["GLTFDefaultMaterialVertexShader"] = [
  3012. "precision highp float;",
  3013. "",
  3014. "uniform mat4 worldView;",
  3015. "uniform mat4 projection;",
  3016. "",
  3017. "attribute vec3 position;",
  3018. "",
  3019. "void main(void)",
  3020. "{",
  3021. " gl_Position = projection * worldView * vec4(position, 1.0);",
  3022. "}"
  3023. ].join("\n");
  3024. BABYLON.Effect.ShadersStore["GLTFDefaultMaterialPixelShader"] = [
  3025. "precision highp float;",
  3026. "",
  3027. "uniform vec4 u_emission;",
  3028. "",
  3029. "void main(void)",
  3030. "{",
  3031. " gl_FragColor = u_emission;",
  3032. "}"
  3033. ].join("\n");
  3034. var shaderPath = {
  3035. vertex: "GLTFDefaultMaterial",
  3036. fragment: "GLTFDefaultMaterial"
  3037. };
  3038. var options = {
  3039. attributes: ["position"],
  3040. uniforms: ["worldView", "projection", "u_emission"],
  3041. samplers: new Array(),
  3042. needAlphaBlending: false
  3043. };
  3044. GLTFUtils._DefaultMaterial = new BABYLON.ShaderMaterial("GLTFDefaultMaterial", scene, shaderPath, options);
  3045. GLTFUtils._DefaultMaterial.setColor4("u_emission", new BABYLON.Color4(0.5, 0.5, 0.5, 1.0));
  3046. }
  3047. return GLTFUtils._DefaultMaterial;
  3048. };
  3049. // The GLTF default material
  3050. GLTFUtils._DefaultMaterial = null;
  3051. return GLTFUtils;
  3052. }());
  3053. GLTF1.GLTFUtils = GLTFUtils;
  3054. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  3055. })(BABYLON || (BABYLON = {}));
  3056. //# sourceMappingURL=babylon.glTFLoaderUtils.js.map
  3057. var BABYLON;
  3058. (function (BABYLON) {
  3059. var GLTF1;
  3060. (function (GLTF1) {
  3061. var GLTFLoaderExtension = /** @class */ (function () {
  3062. function GLTFLoaderExtension(name) {
  3063. this._name = name;
  3064. }
  3065. Object.defineProperty(GLTFLoaderExtension.prototype, "name", {
  3066. get: function () {
  3067. return this._name;
  3068. },
  3069. enumerable: true,
  3070. configurable: true
  3071. });
  3072. /**
  3073. * Defines an override for loading the runtime
  3074. * Return true to stop further extensions from loading the runtime
  3075. */
  3076. GLTFLoaderExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  3077. return false;
  3078. };
  3079. /**
  3080. * Defines an onverride for creating gltf runtime
  3081. * Return true to stop further extensions from creating the runtime
  3082. */
  3083. GLTFLoaderExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  3084. return false;
  3085. };
  3086. /**
  3087. * Defines an override for loading buffers
  3088. * Return true to stop further extensions from loading this buffer
  3089. */
  3090. GLTFLoaderExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  3091. return false;
  3092. };
  3093. /**
  3094. * Defines an override for loading texture buffers
  3095. * Return true to stop further extensions from loading this texture data
  3096. */
  3097. GLTFLoaderExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  3098. return false;
  3099. };
  3100. /**
  3101. * Defines an override for creating textures
  3102. * Return true to stop further extensions from loading this texture
  3103. */
  3104. GLTFLoaderExtension.prototype.createTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  3105. return false;
  3106. };
  3107. /**
  3108. * Defines an override for loading shader strings
  3109. * Return true to stop further extensions from loading this shader data
  3110. */
  3111. GLTFLoaderExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  3112. return false;
  3113. };
  3114. /**
  3115. * Defines an override for loading materials
  3116. * Return true to stop further extensions from loading this material
  3117. */
  3118. GLTFLoaderExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  3119. return false;
  3120. };
  3121. // ---------
  3122. // Utilities
  3123. // ---------
  3124. GLTFLoaderExtension.LoadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  3125. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  3126. return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
  3127. }, function () {
  3128. setTimeout(function () {
  3129. onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
  3130. });
  3131. });
  3132. };
  3133. GLTFLoaderExtension.LoadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  3134. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  3135. return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
  3136. }, function () {
  3137. setTimeout(function () {
  3138. onSuccess();
  3139. });
  3140. });
  3141. };
  3142. GLTFLoaderExtension.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  3143. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  3144. return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
  3145. }, function () {
  3146. GLTF1.GLTFLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
  3147. });
  3148. };
  3149. GLTFLoaderExtension.LoadTextureAsync = function (gltfRuntime, id, onSuccess, onError) {
  3150. GLTFLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) { return GLTFLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError); }, onError);
  3151. };
  3152. GLTFLoaderExtension.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  3153. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  3154. return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
  3155. }, function () {
  3156. GLTF1.GLTFLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
  3157. });
  3158. };
  3159. GLTFLoaderExtension.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  3160. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  3161. return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
  3162. }, function () {
  3163. GLTF1.GLTFLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
  3164. });
  3165. };
  3166. GLTFLoaderExtension.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  3167. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  3168. return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
  3169. }, function () {
  3170. GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
  3171. });
  3172. };
  3173. GLTFLoaderExtension.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  3174. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  3175. return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  3176. }, function () {
  3177. GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  3178. });
  3179. };
  3180. GLTFLoaderExtension.ApplyExtensions = function (func, defaultFunc) {
  3181. for (var extensionName in GLTF1.GLTFLoader.Extensions) {
  3182. var loaderExtension = GLTF1.GLTFLoader.Extensions[extensionName];
  3183. if (func(loaderExtension)) {
  3184. return;
  3185. }
  3186. }
  3187. defaultFunc();
  3188. };
  3189. return GLTFLoaderExtension;
  3190. }());
  3191. GLTF1.GLTFLoaderExtension = GLTFLoaderExtension;
  3192. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  3193. })(BABYLON || (BABYLON = {}));
  3194. //# sourceMappingURL=babylon.glTFLoaderExtension.js.map
  3195. var BABYLON;
  3196. (function (BABYLON) {
  3197. var GLTF1;
  3198. (function (GLTF1) {
  3199. var BinaryExtensionBufferName = "binary_glTF";
  3200. ;
  3201. ;
  3202. var GLTFBinaryExtension = /** @class */ (function (_super) {
  3203. __extends(GLTFBinaryExtension, _super);
  3204. function GLTFBinaryExtension() {
  3205. return _super.call(this, "KHR_binary_glTF") || this;
  3206. }
  3207. GLTFBinaryExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  3208. var extensionsUsed = data.json.extensionsUsed;
  3209. if (!extensionsUsed || extensionsUsed.indexOf(this.name) === -1 || !data.bin) {
  3210. return false;
  3211. }
  3212. this._bin = data.bin;
  3213. onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
  3214. return true;
  3215. };
  3216. GLTFBinaryExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  3217. if (gltfRuntime.extensionsUsed.indexOf(this.name) === -1) {
  3218. return false;
  3219. }
  3220. if (id !== BinaryExtensionBufferName) {
  3221. return false;
  3222. }
  3223. onSuccess(this._bin);
  3224. return true;
  3225. };
  3226. GLTFBinaryExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  3227. var texture = gltfRuntime.textures[id];
  3228. var source = gltfRuntime.images[texture.source];
  3229. if (!source.extensions || !(this.name in source.extensions)) {
  3230. return false;
  3231. }
  3232. var sourceExt = source.extensions[this.name];
  3233. var bufferView = gltfRuntime.bufferViews[sourceExt.bufferView];
  3234. var buffer = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
  3235. onSuccess(buffer);
  3236. return true;
  3237. };
  3238. GLTFBinaryExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  3239. var shader = gltfRuntime.shaders[id];
  3240. if (!shader.extensions || !(this.name in shader.extensions)) {
  3241. return false;
  3242. }
  3243. var binaryExtensionShader = shader.extensions[this.name];
  3244. var bufferView = gltfRuntime.bufferViews[binaryExtensionShader.bufferView];
  3245. var shaderBytes = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
  3246. setTimeout(function () {
  3247. var shaderString = GLTF1.GLTFUtils.DecodeBufferToText(shaderBytes);
  3248. onSuccess(shaderString);
  3249. });
  3250. return true;
  3251. };
  3252. return GLTFBinaryExtension;
  3253. }(GLTF1.GLTFLoaderExtension));
  3254. GLTF1.GLTFBinaryExtension = GLTFBinaryExtension;
  3255. GLTF1.GLTFLoader.RegisterExtension(new GLTFBinaryExtension());
  3256. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  3257. })(BABYLON || (BABYLON = {}));
  3258. //# sourceMappingURL=babylon.glTFBinaryExtension.js.map
  3259. var BABYLON;
  3260. (function (BABYLON) {
  3261. var GLTF1;
  3262. (function (GLTF1) {
  3263. ;
  3264. ;
  3265. ;
  3266. var GLTFMaterialsCommonExtension = /** @class */ (function (_super) {
  3267. __extends(GLTFMaterialsCommonExtension, _super);
  3268. function GLTFMaterialsCommonExtension() {
  3269. return _super.call(this, "KHR_materials_common") || this;
  3270. }
  3271. GLTFMaterialsCommonExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  3272. if (!gltfRuntime.extensions)
  3273. return false;
  3274. var extension = gltfRuntime.extensions[this.name];
  3275. if (!extension)
  3276. return false;
  3277. // Create lights
  3278. var lights = extension.lights;
  3279. if (lights) {
  3280. for (var thing in lights) {
  3281. var light = lights[thing];
  3282. switch (light.type) {
  3283. case "ambient":
  3284. var ambientLight = new BABYLON.HemisphericLight(light.name, new BABYLON.Vector3(0, 1, 0), gltfRuntime.scene);
  3285. var ambient = light.ambient;
  3286. if (ambient) {
  3287. ambientLight.diffuse = BABYLON.Color3.FromArray(ambient.color || [1, 1, 1]);
  3288. }
  3289. break;
  3290. case "point":
  3291. var pointLight = new BABYLON.PointLight(light.name, new BABYLON.Vector3(10, 10, 10), gltfRuntime.scene);
  3292. var point = light.point;
  3293. if (point) {
  3294. pointLight.diffuse = BABYLON.Color3.FromArray(point.color || [1, 1, 1]);
  3295. }
  3296. break;
  3297. case "directional":
  3298. var dirLight = new BABYLON.DirectionalLight(light.name, new BABYLON.Vector3(0, -1, 0), gltfRuntime.scene);
  3299. var directional = light.directional;
  3300. if (directional) {
  3301. dirLight.diffuse = BABYLON.Color3.FromArray(directional.color || [1, 1, 1]);
  3302. }
  3303. break;
  3304. case "spot":
  3305. var spot = light.spot;
  3306. if (spot) {
  3307. 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);
  3308. spotLight.diffuse = BABYLON.Color3.FromArray(spot.color || [1, 1, 1]);
  3309. }
  3310. break;
  3311. default:
  3312. BABYLON.Tools.Warn("GLTF Material Common extension: light type \"" + light.type + "\” not supported");
  3313. break;
  3314. }
  3315. }
  3316. }
  3317. return false;
  3318. };
  3319. GLTFMaterialsCommonExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  3320. var material = gltfRuntime.materials[id];
  3321. if (!material || !material.extensions)
  3322. return false;
  3323. var extension = material.extensions[this.name];
  3324. if (!extension)
  3325. return false;
  3326. var standardMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
  3327. standardMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  3328. if (extension.technique === "CONSTANT") {
  3329. standardMaterial.disableLighting = true;
  3330. }
  3331. standardMaterial.backFaceCulling = extension.doubleSided === undefined ? false : !extension.doubleSided;
  3332. standardMaterial.alpha = extension.values.transparency === undefined ? 1.0 : extension.values.transparency;
  3333. standardMaterial.specularPower = extension.values.shininess === undefined ? 0.0 : extension.values.shininess;
  3334. // Ambient
  3335. if (typeof extension.values.ambient === "string") {
  3336. this._loadTexture(gltfRuntime, extension.values.ambient, standardMaterial, "ambientTexture", onError);
  3337. }
  3338. else {
  3339. standardMaterial.ambientColor = BABYLON.Color3.FromArray(extension.values.ambient || [0, 0, 0]);
  3340. }
  3341. // Diffuse
  3342. if (typeof extension.values.diffuse === "string") {
  3343. this._loadTexture(gltfRuntime, extension.values.diffuse, standardMaterial, "diffuseTexture", onError);
  3344. }
  3345. else {
  3346. standardMaterial.diffuseColor = BABYLON.Color3.FromArray(extension.values.diffuse || [0, 0, 0]);
  3347. }
  3348. // Emission
  3349. if (typeof extension.values.emission === "string") {
  3350. this._loadTexture(gltfRuntime, extension.values.emission, standardMaterial, "emissiveTexture", onError);
  3351. }
  3352. else {
  3353. standardMaterial.emissiveColor = BABYLON.Color3.FromArray(extension.values.emission || [0, 0, 0]);
  3354. }
  3355. // Specular
  3356. if (typeof extension.values.specular === "string") {
  3357. this._loadTexture(gltfRuntime, extension.values.specular, standardMaterial, "specularTexture", onError);
  3358. }
  3359. else {
  3360. standardMaterial.specularColor = BABYLON.Color3.FromArray(extension.values.specular || [0, 0, 0]);
  3361. }
  3362. return true;
  3363. };
  3364. GLTFMaterialsCommonExtension.prototype._loadTexture = function (gltfRuntime, id, material, propertyPath, onError) {
  3365. // Create buffer from texture url
  3366. GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) {
  3367. // Create texture from buffer
  3368. GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, function (texture) { return material[propertyPath] = texture; }, onError);
  3369. }, onError);
  3370. };
  3371. return GLTFMaterialsCommonExtension;
  3372. }(GLTF1.GLTFLoaderExtension));
  3373. GLTF1.GLTFMaterialsCommonExtension = GLTFMaterialsCommonExtension;
  3374. GLTF1.GLTFLoader.RegisterExtension(new GLTFMaterialsCommonExtension());
  3375. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  3376. })(BABYLON || (BABYLON = {}));
  3377. //# sourceMappingURL=babylon.glTFMaterialsCommonExtension.js.map
  3378. var BABYLON;
  3379. (function (BABYLON) {
  3380. var GLTF2;
  3381. (function (GLTF2) {
  3382. /**
  3383. * Enums
  3384. */
  3385. var EComponentType;
  3386. (function (EComponentType) {
  3387. EComponentType[EComponentType["BYTE"] = 5120] = "BYTE";
  3388. EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  3389. EComponentType[EComponentType["SHORT"] = 5122] = "SHORT";
  3390. EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  3391. EComponentType[EComponentType["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT";
  3392. EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT";
  3393. })(EComponentType = GLTF2.EComponentType || (GLTF2.EComponentType = {}));
  3394. var EMeshPrimitiveMode;
  3395. (function (EMeshPrimitiveMode) {
  3396. EMeshPrimitiveMode[EMeshPrimitiveMode["POINTS"] = 0] = "POINTS";
  3397. EMeshPrimitiveMode[EMeshPrimitiveMode["LINES"] = 1] = "LINES";
  3398. EMeshPrimitiveMode[EMeshPrimitiveMode["LINE_LOOP"] = 2] = "LINE_LOOP";
  3399. EMeshPrimitiveMode[EMeshPrimitiveMode["LINE_STRIP"] = 3] = "LINE_STRIP";
  3400. EMeshPrimitiveMode[EMeshPrimitiveMode["TRIANGLES"] = 4] = "TRIANGLES";
  3401. EMeshPrimitiveMode[EMeshPrimitiveMode["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP";
  3402. EMeshPrimitiveMode[EMeshPrimitiveMode["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN";
  3403. })(EMeshPrimitiveMode = GLTF2.EMeshPrimitiveMode || (GLTF2.EMeshPrimitiveMode = {}));
  3404. var ETextureMagFilter;
  3405. (function (ETextureMagFilter) {
  3406. ETextureMagFilter[ETextureMagFilter["NEAREST"] = 9728] = "NEAREST";
  3407. ETextureMagFilter[ETextureMagFilter["LINEAR"] = 9729] = "LINEAR";
  3408. })(ETextureMagFilter = GLTF2.ETextureMagFilter || (GLTF2.ETextureMagFilter = {}));
  3409. var ETextureMinFilter;
  3410. (function (ETextureMinFilter) {
  3411. ETextureMinFilter[ETextureMinFilter["NEAREST"] = 9728] = "NEAREST";
  3412. ETextureMinFilter[ETextureMinFilter["LINEAR"] = 9729] = "LINEAR";
  3413. ETextureMinFilter[ETextureMinFilter["NEAREST_MIPMAP_NEAREST"] = 9984] = "NEAREST_MIPMAP_NEAREST";
  3414. ETextureMinFilter[ETextureMinFilter["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
  3415. ETextureMinFilter[ETextureMinFilter["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR";
  3416. ETextureMinFilter[ETextureMinFilter["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR";
  3417. })(ETextureMinFilter = GLTF2.ETextureMinFilter || (GLTF2.ETextureMinFilter = {}));
  3418. var ETextureWrapMode;
  3419. (function (ETextureWrapMode) {
  3420. ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE";
  3421. ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT";
  3422. ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT";
  3423. })(ETextureWrapMode = GLTF2.ETextureWrapMode || (GLTF2.ETextureWrapMode = {}));
  3424. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  3425. })(BABYLON || (BABYLON = {}));
  3426. //# sourceMappingURL=babylon.glTFLoaderInterfaces.js.map
  3427. var BABYLON;
  3428. (function (BABYLON) {
  3429. var GLTF2;
  3430. (function (GLTF2) {
  3431. var GLTFLoaderTracker = /** @class */ (function () {
  3432. function GLTFLoaderTracker(onComplete) {
  3433. this._pendingCount = 0;
  3434. this._callback = onComplete;
  3435. }
  3436. GLTFLoaderTracker.prototype._addPendingData = function (data) {
  3437. this._pendingCount++;
  3438. };
  3439. GLTFLoaderTracker.prototype._removePendingData = function (data) {
  3440. if (--this._pendingCount === 0) {
  3441. this._callback();
  3442. }
  3443. };
  3444. return GLTFLoaderTracker;
  3445. }());
  3446. var GLTFLoader = /** @class */ (function () {
  3447. function GLTFLoader(parent) {
  3448. this._disposed = false;
  3449. this._renderReady = false;
  3450. this._requests = new Array();
  3451. this._renderReadyObservable = new BABYLON.Observable();
  3452. // Count of pending work that needs to complete before the asset is rendered.
  3453. this._renderPendingCount = 0;
  3454. // Count of pending work that needs to complete before the loader is disposed.
  3455. this._loaderPendingCount = 0;
  3456. this._loaderTrackers = new Array();
  3457. this._parent = parent;
  3458. if (!GLTFLoader._progressEventFactory) {
  3459. if (typeof window["ProgressEvent"] === "function") {
  3460. GLTFLoader._progressEventFactory = GLTFLoader._createProgressEventByConstructor;
  3461. }
  3462. else {
  3463. GLTFLoader._progressEventFactory = GLTFLoader._createProgressEventByDocument;
  3464. }
  3465. }
  3466. }
  3467. GLTFLoader.RegisterExtension = function (extension) {
  3468. if (GLTFLoader.Extensions[extension.name]) {
  3469. BABYLON.Tools.Error("Extension with the same name '" + extension.name + "' already exists");
  3470. return;
  3471. }
  3472. GLTFLoader.Extensions[extension.name] = extension;
  3473. // Keep the order of registration so that extensions registered first are called first.
  3474. GLTF2.GLTFLoaderExtension._Extensions.push(extension);
  3475. };
  3476. GLTFLoader._createProgressEventByConstructor = function (name, data) {
  3477. return new ProgressEvent(name, data);
  3478. };
  3479. GLTFLoader._createProgressEventByDocument = function (name, data) {
  3480. var event = document.createEvent("ProgressEvent");
  3481. event.initProgressEvent(name, false, false, data.lengthComputable, data.loaded, data.total);
  3482. return event;
  3483. };
  3484. GLTFLoader.prototype.dispose = function () {
  3485. if (this._disposed) {
  3486. return;
  3487. }
  3488. this._disposed = true;
  3489. // Abort requests that are not complete
  3490. for (var _i = 0, _a = this._requests; _i < _a.length; _i++) {
  3491. var request = _a[_i];
  3492. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  3493. request.abort();
  3494. }
  3495. }
  3496. // Revoke object urls created during load
  3497. if (this._gltf.textures) {
  3498. for (var _b = 0, _c = this._gltf.textures; _b < _c.length; _b++) {
  3499. var texture = _c[_b];
  3500. if (texture.url) {
  3501. URL.revokeObjectURL(texture.url);
  3502. }
  3503. }
  3504. }
  3505. };
  3506. GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  3507. var _this = this;
  3508. this._loadAsync(meshesNames, scene, data, rootUrl, function () {
  3509. onSuccess(_this._getMeshes(), [], _this._getSkeletons());
  3510. }, onProgress, onError);
  3511. };
  3512. GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
  3513. this._loadAsync(null, scene, data, rootUrl, onSuccess, onProgress, onError);
  3514. };
  3515. GLTFLoader.prototype._loadAsync = function (nodeNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  3516. var _this = this;
  3517. this._tryCatchOnError(function () {
  3518. _this._loadData(data);
  3519. _this._babylonScene = scene;
  3520. _this._rootUrl = rootUrl;
  3521. _this._successCallback = onSuccess;
  3522. _this._progressCallback = onProgress;
  3523. _this._errorCallback = onError;
  3524. _this._addPendingData(_this);
  3525. _this._loadDefaultScene(nodeNames);
  3526. _this._loadAnimations();
  3527. _this._removePendingData(_this);
  3528. });
  3529. };
  3530. GLTFLoader.prototype._onProgress = function () {
  3531. if (!this._progressCallback) {
  3532. return;
  3533. }
  3534. var loaded = 0;
  3535. var total = 0;
  3536. for (var _i = 0, _a = this._requests; _i < _a.length; _i++) {
  3537. var request = _a[_i];
  3538. if (!request._loaded || !request._total) {
  3539. return;
  3540. }
  3541. loaded += request._loaded;
  3542. total += request._total;
  3543. }
  3544. this._progressCallback(GLTFLoader._progressEventFactory("GLTFLoaderProgress", {
  3545. lengthComputable: true,
  3546. loaded: loaded,
  3547. total: total
  3548. }));
  3549. };
  3550. GLTFLoader.prototype._executeWhenRenderReady = function (func) {
  3551. if (this._renderReady) {
  3552. func();
  3553. }
  3554. else {
  3555. this._renderReadyObservable.add(func);
  3556. }
  3557. };
  3558. GLTFLoader.prototype._onRenderReady = function () {
  3559. this._rootNode.babylonMesh.setEnabled(true);
  3560. this._startAnimations();
  3561. this._successCallback();
  3562. this._renderReadyObservable.notifyObservers(this);
  3563. };
  3564. GLTFLoader.prototype._onComplete = function () {
  3565. if (this._parent.onComplete) {
  3566. this._parent.onComplete();
  3567. }
  3568. this.dispose();
  3569. };
  3570. GLTFLoader.prototype._loadData = function (data) {
  3571. this._gltf = data.json;
  3572. // Assign the index of each object for convinience.
  3573. GLTFLoader._AssignIndices(this._gltf.accessors);
  3574. GLTFLoader._AssignIndices(this._gltf.animations);
  3575. GLTFLoader._AssignIndices(this._gltf.buffers);
  3576. GLTFLoader._AssignIndices(this._gltf.bufferViews);
  3577. GLTFLoader._AssignIndices(this._gltf.images);
  3578. GLTFLoader._AssignIndices(this._gltf.materials);
  3579. GLTFLoader._AssignIndices(this._gltf.meshes);
  3580. GLTFLoader._AssignIndices(this._gltf.nodes);
  3581. GLTFLoader._AssignIndices(this._gltf.scenes);
  3582. GLTFLoader._AssignIndices(this._gltf.skins);
  3583. GLTFLoader._AssignIndices(this._gltf.textures);
  3584. if (data.bin) {
  3585. var buffers = this._gltf.buffers;
  3586. if (buffers && buffers[0] && !buffers[0].uri) {
  3587. var binaryBuffer = buffers[0];
  3588. if (binaryBuffer.byteLength != data.bin.byteLength) {
  3589. BABYLON.Tools.Warn("Binary buffer length (" + binaryBuffer.byteLength + ") from JSON does not match chunk length (" + data.bin.byteLength + ")");
  3590. }
  3591. binaryBuffer.loadedData = data.bin;
  3592. }
  3593. else {
  3594. BABYLON.Tools.Warn("Unexpected BIN chunk");
  3595. }
  3596. }
  3597. };
  3598. GLTFLoader.prototype._getMeshes = function () {
  3599. var meshes = new Array();
  3600. // Root mesh is always first.
  3601. meshes.push(this._rootNode.babylonMesh);
  3602. var nodes = this._gltf.nodes;
  3603. if (nodes) {
  3604. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  3605. var node = nodes_1[_i];
  3606. if (node.babylonMesh) {
  3607. meshes.push(node.babylonMesh);
  3608. }
  3609. }
  3610. }
  3611. return meshes;
  3612. };
  3613. GLTFLoader.prototype._getSkeletons = function () {
  3614. var skeletons = new Array();
  3615. var skins = this._gltf.skins;
  3616. if (skins) {
  3617. for (var _i = 0, skins_1 = skins; _i < skins_1.length; _i++) {
  3618. var skin = skins_1[_i];
  3619. if (skin.babylonSkeleton) {
  3620. skeletons.push(skin.babylonSkeleton);
  3621. }
  3622. }
  3623. }
  3624. return skeletons;
  3625. };
  3626. GLTFLoader.prototype._startAnimations = function () {
  3627. var animations = this._gltf.animations;
  3628. if (!animations) {
  3629. return;
  3630. }
  3631. switch (this._parent.animationStartMode) {
  3632. case BABYLON.GLTFLoaderAnimationStartMode.NONE: {
  3633. // do nothing
  3634. break;
  3635. }
  3636. case BABYLON.GLTFLoaderAnimationStartMode.FIRST: {
  3637. var animation = animations[0];
  3638. for (var _i = 0, _a = animation.targets; _i < _a.length; _i++) {
  3639. var target = _a[_i];
  3640. this._babylonScene.beginAnimation(target, 0, Number.MAX_VALUE, true);
  3641. }
  3642. break;
  3643. }
  3644. case BABYLON.GLTFLoaderAnimationStartMode.ALL: {
  3645. for (var _b = 0, animations_1 = animations; _b < animations_1.length; _b++) {
  3646. var animation = animations_1[_b];
  3647. for (var _c = 0, _d = animation.targets; _c < _d.length; _c++) {
  3648. var target = _d[_c];
  3649. this._babylonScene.beginAnimation(target, 0, Number.MAX_VALUE, true);
  3650. }
  3651. }
  3652. break;
  3653. }
  3654. default: {
  3655. BABYLON.Tools.Error("Invalid animation start mode " + this._parent.animationStartMode);
  3656. return;
  3657. }
  3658. }
  3659. };
  3660. GLTFLoader.prototype._loadDefaultScene = function (nodeNames) {
  3661. var scene = GLTFLoader._GetProperty(this._gltf.scenes, this._gltf.scene || 0);
  3662. if (!scene) {
  3663. throw new Error("Failed to find scene " + (this._gltf.scene || 0));
  3664. }
  3665. this._loadScene("#/scenes/" + scene.index, scene, nodeNames);
  3666. };
  3667. GLTFLoader.prototype._loadScene = function (context, scene, nodeNames) {
  3668. var _this = this;
  3669. this._rootNode = { babylonMesh: new BABYLON.Mesh("__root__", this._babylonScene) };
  3670. switch (this._parent.coordinateSystemMode) {
  3671. case BABYLON.GLTFLoaderCoordinateSystemMode.AUTO: {
  3672. if (!this._babylonScene.useRightHandedSystem) {
  3673. this._rootNode.rotation = [0, 1, 0, 0];
  3674. this._rootNode.scale = [1, 1, -1];
  3675. this._loadTransform(this._rootNode);
  3676. }
  3677. break;
  3678. }
  3679. case BABYLON.GLTFLoaderCoordinateSystemMode.FORCE_RIGHT_HANDED: {
  3680. this._babylonScene.useRightHandedSystem = true;
  3681. break;
  3682. }
  3683. default: {
  3684. BABYLON.Tools.Error("Invalid coordinate system mode " + this._parent.coordinateSystemMode);
  3685. return;
  3686. }
  3687. }
  3688. if (this._parent.onMeshLoaded) {
  3689. this._parent.onMeshLoaded(this._rootNode.babylonMesh);
  3690. }
  3691. var nodeIndices = scene.nodes;
  3692. this._traverseNodes(context, nodeIndices, function (node, parentNode) {
  3693. node.parent = parentNode;
  3694. return true;
  3695. }, this._rootNode);
  3696. if (nodeNames) {
  3697. if (!(nodeNames instanceof Array)) {
  3698. nodeNames = [nodeNames];
  3699. }
  3700. var filteredNodeIndices_1 = new Array();
  3701. this._traverseNodes(context, nodeIndices, function (node) {
  3702. if (nodeNames.indexOf(node.name) !== -1) {
  3703. filteredNodeIndices_1.push(node.index);
  3704. node.parent = _this._rootNode;
  3705. return false;
  3706. }
  3707. return true;
  3708. }, this._rootNode);
  3709. nodeIndices = filteredNodeIndices_1;
  3710. }
  3711. for (var _i = 0, nodeIndices_1 = nodeIndices; _i < nodeIndices_1.length; _i++) {
  3712. var index = nodeIndices_1[_i];
  3713. var node = GLTFLoader._GetProperty(this._gltf.nodes, index);
  3714. if (!node) {
  3715. throw new Error(context + ": Failed to find node " + index);
  3716. }
  3717. this._loadNode("#/nodes/" + index, node);
  3718. }
  3719. // Disable the root mesh until the asset is ready to render.
  3720. this._rootNode.babylonMesh.setEnabled(false);
  3721. };
  3722. GLTFLoader.prototype._loadNode = function (context, node) {
  3723. if (GLTF2.GLTFLoaderExtension.LoadNode(this, context, node)) {
  3724. return;
  3725. }
  3726. node.babylonMesh = new BABYLON.Mesh(node.name || "mesh" + node.index, this._babylonScene);
  3727. node.babylonMesh.hasVertexAlpha = true;
  3728. this._loadTransform(node);
  3729. if (node.mesh != null) {
  3730. var mesh = GLTFLoader._GetProperty(this._gltf.meshes, node.mesh);
  3731. if (!mesh) {
  3732. throw new Error(context + ": Failed to find mesh " + node.mesh);
  3733. }
  3734. this._loadMesh("#/meshes/" + node.mesh, node, mesh);
  3735. }
  3736. node.babylonMesh.parent = node.parent.babylonMesh;
  3737. node.babylonAnimationTargets = node.babylonAnimationTargets || [];
  3738. node.babylonAnimationTargets.push(node.babylonMesh);
  3739. if (node.skin != null) {
  3740. var skin_1 = GLTFLoader._GetProperty(this._gltf.skins, node.skin);
  3741. if (!skin_1) {
  3742. throw new Error(context + ": Failed to find skin " + node.skin);
  3743. }
  3744. this._loadSkinAsync("#/skins/" + node.skin, skin_1, function () {
  3745. node.babylonMesh.skeleton = skin_1.babylonSkeleton;
  3746. node.babylonMesh._refreshBoundingInfo(true);
  3747. });
  3748. node.babylonMesh.parent = this._rootNode.babylonMesh;
  3749. node.babylonMesh.position = BABYLON.Vector3.Zero();
  3750. node.babylonMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  3751. node.babylonMesh.scaling = BABYLON.Vector3.One();
  3752. }
  3753. if (node.camera != null) {
  3754. // TODO: handle cameras
  3755. }
  3756. if (node.children) {
  3757. for (var _i = 0, _a = node.children; _i < _a.length; _i++) {
  3758. var index = _a[_i];
  3759. var childNode = GLTFLoader._GetProperty(this._gltf.nodes, index);
  3760. if (!childNode) {
  3761. throw new Error(context + ": Failed to find child node " + index);
  3762. }
  3763. this._loadNode("#/nodes/" + index, childNode);
  3764. }
  3765. }
  3766. if (this._parent.onMeshLoaded) {
  3767. this._parent.onMeshLoaded(node.babylonMesh);
  3768. }
  3769. };
  3770. GLTFLoader.prototype._loadMesh = function (context, node, mesh) {
  3771. var _this = this;
  3772. var primitives = mesh.primitives;
  3773. if (!primitives || primitives.length === 0) {
  3774. throw new Error(context + ": Primitives are missing");
  3775. }
  3776. this._createMorphTargets(context, node, mesh);
  3777. this._loadAllVertexDataAsync(context, mesh, function () {
  3778. _this._loadMorphTargets(context, node, mesh);
  3779. var vertexData = new BABYLON.VertexData();
  3780. for (var _i = 0, primitives_1 = primitives; _i < primitives_1.length; _i++) {
  3781. var primitive = primitives_1[_i];
  3782. vertexData.merge(primitive.vertexData);
  3783. }
  3784. new BABYLON.Geometry(node.babylonMesh.name, _this._babylonScene, vertexData, false, node.babylonMesh);
  3785. // TODO: optimize this so that sub meshes can be created without being overwritten after setting vertex data.
  3786. // Sub meshes must be cleared and created after setting vertex data because of mesh._createGlobalSubMesh.
  3787. node.babylonMesh.subMeshes = [];
  3788. var verticesStart = 0;
  3789. var indicesStart = 0;
  3790. for (var index = 0; index < primitives.length; index++) {
  3791. var vertexData_1 = primitives[index].vertexData;
  3792. var verticesCount = vertexData_1.positions.length;
  3793. var indicesCount = vertexData_1.indices.length;
  3794. BABYLON.SubMesh.AddToMesh(index, verticesStart, verticesCount, indicesStart, indicesCount, node.babylonMesh);
  3795. verticesStart += verticesCount;
  3796. indicesStart += indicesCount;
  3797. }
  3798. ;
  3799. });
  3800. if (primitives.length === 1) {
  3801. var primitive = primitives[0];
  3802. if (primitive.material == null) {
  3803. node.babylonMesh.material = this._getDefaultMaterial();
  3804. }
  3805. else {
  3806. var material = GLTFLoader._GetProperty(this._gltf.materials, primitive.material);
  3807. if (!material) {
  3808. throw new Error(context + ": Failed to find material " + primitive.material);
  3809. }
  3810. this._loadMaterial("#/materials/" + material.index, material, function (babylonMaterial, isNew) {
  3811. if (isNew && _this._parent.onMaterialLoaded) {
  3812. _this._parent.onMaterialLoaded(babylonMaterial);
  3813. }
  3814. node.babylonMesh.material = babylonMaterial;
  3815. });
  3816. }
  3817. }
  3818. else {
  3819. var multiMaterial = new BABYLON.MultiMaterial(node.babylonMesh.name, this._babylonScene);
  3820. node.babylonMesh.material = multiMaterial;
  3821. var subMaterials_1 = multiMaterial.subMaterials;
  3822. var _loop_1 = function (index) {
  3823. var primitive = primitives[index];
  3824. if (primitive.material == null) {
  3825. subMaterials_1[index] = this_1._getDefaultMaterial();
  3826. }
  3827. else {
  3828. var material = GLTFLoader._GetProperty(this_1._gltf.materials, primitive.material);
  3829. if (!material) {
  3830. throw new Error(context + ": Failed to find material " + primitive.material);
  3831. }
  3832. this_1._loadMaterial("#/materials/" + material.index, material, function (babylonMaterial, isNew) {
  3833. if (isNew && _this._parent.onMaterialLoaded) {
  3834. _this._parent.onMaterialLoaded(babylonMaterial);
  3835. }
  3836. subMaterials_1[index] = babylonMaterial;
  3837. });
  3838. }
  3839. };
  3840. var this_1 = this;
  3841. for (var index = 0; index < primitives.length; index++) {
  3842. _loop_1(index);
  3843. }
  3844. ;
  3845. }
  3846. };
  3847. GLTFLoader.prototype._loadAllVertexDataAsync = function (context, mesh, onSuccess) {
  3848. var primitives = mesh.primitives;
  3849. var numRemainingPrimitives = primitives.length;
  3850. var _loop_2 = function (index) {
  3851. var primitive = primitives[index];
  3852. this_2._loadVertexDataAsync(context + "/primitive/" + index, mesh, primitive, function (vertexData) {
  3853. primitive.vertexData = vertexData;
  3854. if (--numRemainingPrimitives === 0) {
  3855. onSuccess();
  3856. }
  3857. });
  3858. };
  3859. var this_2 = this;
  3860. for (var index = 0; index < primitives.length; index++) {
  3861. _loop_2(index);
  3862. }
  3863. };
  3864. /**
  3865. * Converts a data bufferview into a Float4 Texture Coordinate Array, based on the accessor component type
  3866. * @param {ArrayBufferView} data
  3867. * @param {IGLTFAccessor} accessor
  3868. */
  3869. GLTFLoader.prototype._convertToFloat4TextureCoordArray = function (context, data, accessor) {
  3870. if (accessor.componentType == GLTF2.EComponentType.FLOAT) {
  3871. return data;
  3872. }
  3873. var buffer = data;
  3874. var factor = 1;
  3875. switch (accessor.componentType) {
  3876. case GLTF2.EComponentType.UNSIGNED_BYTE: {
  3877. factor = 1 / 255;
  3878. break;
  3879. }
  3880. case GLTF2.EComponentType.UNSIGNED_SHORT: {
  3881. factor = 1 / 65535;
  3882. break;
  3883. }
  3884. default: {
  3885. throw new Error(context + ": Invalid component type (" + accessor.componentType + ")");
  3886. }
  3887. }
  3888. var result = new Float32Array(accessor.count * 2);
  3889. for (var i = 0; i < result.length; ++i) {
  3890. result[i] = buffer[i] * factor;
  3891. }
  3892. return result;
  3893. };
  3894. /**
  3895. * Converts a data bufferview into a Float4 Color Array, based on the accessor component type
  3896. * @param {ArrayBufferView} data
  3897. * @param {IGLTFAccessor} accessor
  3898. */
  3899. GLTFLoader.prototype._convertToFloat4ColorArray = function (context, data, accessor) {
  3900. var colorComponentCount = GLTFLoader._GetNumComponents(accessor.type);
  3901. if (colorComponentCount === 4 && accessor.componentType === GLTF2.EComponentType.FLOAT) {
  3902. return data;
  3903. }
  3904. var buffer = data;
  3905. var factor = 1;
  3906. switch (accessor.componentType) {
  3907. case GLTF2.EComponentType.FLOAT: {
  3908. factor = 1;
  3909. break;
  3910. }
  3911. case GLTF2.EComponentType.UNSIGNED_BYTE: {
  3912. factor = 1 / 255;
  3913. break;
  3914. }
  3915. case GLTF2.EComponentType.UNSIGNED_SHORT: {
  3916. factor = 1 / 65535;
  3917. break;
  3918. }
  3919. default: {
  3920. throw new Error(context + ": Invalid component type (" + accessor.componentType + ")");
  3921. }
  3922. }
  3923. var result = new Float32Array(accessor.count * 4);
  3924. if (colorComponentCount === 4) {
  3925. for (var i = 0; i < result.length; ++i) {
  3926. result[i] = buffer[i] * factor;
  3927. }
  3928. }
  3929. else {
  3930. var offset = 0;
  3931. for (var i = 0; i < result.length; ++i) {
  3932. if ((i + 1) % 4 === 0) {
  3933. result[i] = 1;
  3934. }
  3935. else {
  3936. result[i] = buffer[offset++] * factor;
  3937. }
  3938. }
  3939. }
  3940. return result;
  3941. };
  3942. GLTFLoader.prototype._loadVertexDataAsync = function (context, mesh, primitive, onSuccess) {
  3943. var _this = this;
  3944. var attributes = primitive.attributes;
  3945. if (!attributes) {
  3946. throw new Error(context + ": Attributes are missing");
  3947. }
  3948. if (primitive.mode && primitive.mode !== GLTF2.EMeshPrimitiveMode.TRIANGLES) {
  3949. // TODO: handle other primitive modes
  3950. throw new Error(context + ": Mode " + primitive.mode + " is not currently supported");
  3951. }
  3952. var vertexData = new BABYLON.VertexData();
  3953. var numRemainingAttributes = Object.keys(attributes).length;
  3954. var _loop_3 = function (attribute) {
  3955. var accessor = GLTFLoader._GetProperty(this_3._gltf.accessors, attributes[attribute]);
  3956. if (!accessor) {
  3957. throw new Error(context + ": Failed to find attribute '" + attribute + "' accessor " + attributes[attribute]);
  3958. }
  3959. this_3._loadAccessorAsync("#/accessors/" + accessor.index, accessor, function (data) {
  3960. switch (attribute) {
  3961. case "POSITION": {
  3962. vertexData.positions = data;
  3963. break;
  3964. }
  3965. case "NORMAL": {
  3966. vertexData.normals = data;
  3967. break;
  3968. }
  3969. case "TANGENT": {
  3970. vertexData.tangents = data;
  3971. break;
  3972. }
  3973. case "TEXCOORD_0": {
  3974. vertexData.uvs = _this._convertToFloat4TextureCoordArray(context, data, accessor);
  3975. break;
  3976. }
  3977. case "TEXCOORD_1": {
  3978. vertexData.uvs2 = _this._convertToFloat4TextureCoordArray(context, data, accessor);
  3979. break;
  3980. }
  3981. case "JOINTS_0": {
  3982. vertexData.matricesIndices = new Float32Array(Array.prototype.slice.apply(data));
  3983. break;
  3984. }
  3985. case "WEIGHTS_0": {
  3986. //TODO: need to add support for normalized weights.
  3987. vertexData.matricesWeights = data;
  3988. break;
  3989. }
  3990. case "COLOR_0": {
  3991. vertexData.colors = _this._convertToFloat4ColorArray(context, data, accessor);
  3992. break;
  3993. }
  3994. default: {
  3995. BABYLON.Tools.Warn("Ignoring unrecognized attribute '" + attribute + "'");
  3996. break;
  3997. }
  3998. }
  3999. if (--numRemainingAttributes === 0) {
  4000. if (primitive.indices == null) {
  4001. vertexData.indices = new Uint32Array(vertexData.positions.length / 3);
  4002. for (var i = 0; i < vertexData.indices.length; i++) {
  4003. vertexData.indices[i] = i;
  4004. }
  4005. onSuccess(vertexData);
  4006. }
  4007. else {
  4008. var indicesAccessor = GLTFLoader._GetProperty(_this._gltf.accessors, primitive.indices);
  4009. if (!indicesAccessor) {
  4010. throw new Error(context + ": Failed to find indices accessor " + primitive.indices);
  4011. }
  4012. _this._loadAccessorAsync("#/accessors/" + indicesAccessor.index, indicesAccessor, function (data) {
  4013. vertexData.indices = data;
  4014. onSuccess(vertexData);
  4015. });
  4016. }
  4017. }
  4018. });
  4019. };
  4020. var this_3 = this;
  4021. for (var attribute in attributes) {
  4022. _loop_3(attribute);
  4023. }
  4024. };
  4025. GLTFLoader.prototype._createMorphTargets = function (context, node, mesh) {
  4026. var primitives = mesh.primitives;
  4027. var targets = primitives[0].targets;
  4028. if (!targets) {
  4029. return;
  4030. }
  4031. for (var _i = 0, primitives_2 = primitives; _i < primitives_2.length; _i++) {
  4032. var primitive = primitives_2[_i];
  4033. if (!primitive.targets || primitive.targets.length != targets.length) {
  4034. throw new Error(context + ": All primitives are required to list the same number of targets");
  4035. }
  4036. }
  4037. var morphTargetManager = new BABYLON.MorphTargetManager();
  4038. node.babylonMesh.morphTargetManager = morphTargetManager;
  4039. for (var index = 0; index < targets.length; index++) {
  4040. var weight = node.weights ? node.weights[index] : mesh.weights ? mesh.weights[index] : 0;
  4041. morphTargetManager.addTarget(new BABYLON.MorphTarget("morphTarget" + index, weight));
  4042. }
  4043. };
  4044. GLTFLoader.prototype._loadMorphTargets = function (context, node, mesh) {
  4045. var morphTargetManager = node.babylonMesh.morphTargetManager;
  4046. if (!morphTargetManager) {
  4047. return;
  4048. }
  4049. this._loadAllMorphTargetVertexDataAsync(context, node, mesh, function () {
  4050. var numTargets = morphTargetManager.numTargets;
  4051. for (var index = 0; index < numTargets; index++) {
  4052. var vertexData = new BABYLON.VertexData();
  4053. for (var _i = 0, _a = mesh.primitives; _i < _a.length; _i++) {
  4054. var primitive = _a[_i];
  4055. vertexData.merge(primitive.targetsVertexData[index], { tangentLength: 3 });
  4056. }
  4057. if (!vertexData.positions) {
  4058. throw new Error(context + ": Positions are missing");
  4059. }
  4060. var target = morphTargetManager.getTarget(index);
  4061. target.setPositions(vertexData.positions);
  4062. target.setNormals(vertexData.normals);
  4063. target.setTangents(vertexData.tangents);
  4064. }
  4065. });
  4066. };
  4067. GLTFLoader.prototype._loadAllMorphTargetVertexDataAsync = function (context, node, mesh, onSuccess) {
  4068. var numRemainingTargets = mesh.primitives.length * node.babylonMesh.morphTargetManager.numTargets;
  4069. var _loop_4 = function (primitive) {
  4070. var targets = primitive.targets;
  4071. primitive.targetsVertexData = new Array(targets.length);
  4072. var _loop_5 = function (index) {
  4073. this_4._loadMorphTargetVertexDataAsync(context + "/targets/" + index, primitive.vertexData, targets[index], function (vertexData) {
  4074. primitive.targetsVertexData[index] = vertexData;
  4075. if (--numRemainingTargets === 0) {
  4076. onSuccess();
  4077. }
  4078. });
  4079. };
  4080. for (var index = 0; index < targets.length; index++) {
  4081. _loop_5(index);
  4082. }
  4083. };
  4084. var this_4 = this;
  4085. for (var _i = 0, _a = mesh.primitives; _i < _a.length; _i++) {
  4086. var primitive = _a[_i];
  4087. _loop_4(primitive);
  4088. }
  4089. };
  4090. GLTFLoader.prototype._loadMorphTargetVertexDataAsync = function (context, vertexData, attributes, onSuccess) {
  4091. var targetVertexData = new BABYLON.VertexData();
  4092. var numRemainingAttributes = Object.keys(attributes).length;
  4093. var _loop_6 = function (attribute) {
  4094. var accessor = GLTFLoader._GetProperty(this_5._gltf.accessors, attributes[attribute]);
  4095. if (!accessor) {
  4096. throw new Error(context + ": Failed to find attribute '" + attribute + "' accessor " + attributes[attribute]);
  4097. }
  4098. this_5._loadAccessorAsync("#/accessors/" + accessor.index, accessor, function (data) {
  4099. // glTF stores morph target information as deltas while babylon.js expects the final data.
  4100. // As a result we have to add the original data to the delta to calculate the final data.
  4101. var values = data;
  4102. switch (attribute) {
  4103. case "POSITION": {
  4104. for (var i = 0; i < values.length; i++) {
  4105. values[i] += vertexData.positions[i];
  4106. }
  4107. targetVertexData.positions = values;
  4108. break;
  4109. }
  4110. case "NORMAL": {
  4111. for (var i = 0; i < values.length; i++) {
  4112. values[i] += vertexData.normals[i];
  4113. }
  4114. targetVertexData.normals = values;
  4115. break;
  4116. }
  4117. case "TANGENT": {
  4118. // Tangent data for morph targets is stored as xyz delta.
  4119. // The vertexData.tangent is stored as xyzw.
  4120. // So we need to skip every fourth vertexData.tangent.
  4121. for (var i = 0, j = 0; i < values.length; i++, j++) {
  4122. values[i] += vertexData.tangents[j];
  4123. if ((i + 1) % 3 == 0) {
  4124. j++;
  4125. }
  4126. }
  4127. targetVertexData.tangents = values;
  4128. break;
  4129. }
  4130. default: {
  4131. BABYLON.Tools.Warn("Ignoring unrecognized attribute '" + attribute + "'");
  4132. break;
  4133. }
  4134. }
  4135. if (--numRemainingAttributes === 0) {
  4136. onSuccess(targetVertexData);
  4137. }
  4138. });
  4139. };
  4140. var this_5 = this;
  4141. for (var attribute in attributes) {
  4142. _loop_6(attribute);
  4143. }
  4144. };
  4145. GLTFLoader.prototype._loadTransform = function (node) {
  4146. var position = BABYLON.Vector3.Zero();
  4147. var rotation = BABYLON.Quaternion.Identity();
  4148. var scaling = BABYLON.Vector3.One();
  4149. if (node.matrix) {
  4150. var matrix = BABYLON.Matrix.FromArray(node.matrix);
  4151. matrix.decompose(scaling, rotation, position);
  4152. }
  4153. else {
  4154. if (node.translation)
  4155. position = BABYLON.Vector3.FromArray(node.translation);
  4156. if (node.rotation)
  4157. rotation = BABYLON.Quaternion.FromArray(node.rotation);
  4158. if (node.scale)
  4159. scaling = BABYLON.Vector3.FromArray(node.scale);
  4160. }
  4161. node.babylonMesh.position = position;
  4162. node.babylonMesh.rotationQuaternion = rotation;
  4163. node.babylonMesh.scaling = scaling;
  4164. };
  4165. GLTFLoader.prototype._loadSkinAsync = function (context, skin, onSuccess) {
  4166. var _this = this;
  4167. if (skin.babylonSkeleton) {
  4168. onSuccess();
  4169. return;
  4170. }
  4171. var skeletonId = "skeleton" + skin.index;
  4172. skin.babylonSkeleton = new BABYLON.Skeleton(skin.name || skeletonId, skeletonId, this._babylonScene);
  4173. if (skin.inverseBindMatrices == null) {
  4174. this._loadBones(context, skin, null);
  4175. onSuccess();
  4176. }
  4177. else {
  4178. var accessor = GLTFLoader._GetProperty(this._gltf.accessors, skin.inverseBindMatrices);
  4179. if (!accessor) {
  4180. throw new Error(context + ": Failed to find inverse bind matrices attribute " + skin.inverseBindMatrices);
  4181. }
  4182. this._loadAccessorAsync("#/accessors/" + accessor.index, accessor, function (data) {
  4183. _this._loadBones(context, skin, data);
  4184. onSuccess();
  4185. });
  4186. }
  4187. };
  4188. GLTFLoader.prototype._createBone = function (node, skin, parent, localMatrix, baseMatrix, index) {
  4189. var babylonBone = new BABYLON.Bone(node.name || "bone" + node.index, skin.babylonSkeleton, parent, localMatrix, null, baseMatrix, index);
  4190. node.babylonAnimationTargets = node.babylonAnimationTargets || [];
  4191. node.babylonAnimationTargets.push(babylonBone);
  4192. return babylonBone;
  4193. };
  4194. GLTFLoader.prototype._loadBones = function (context, skin, inverseBindMatrixData) {
  4195. var babylonBones = {};
  4196. for (var _i = 0, _a = skin.joints; _i < _a.length; _i++) {
  4197. var index = _a[_i];
  4198. var node = GLTFLoader._GetProperty(this._gltf.nodes, index);
  4199. if (!node) {
  4200. throw new Error(context + ": Failed to find joint " + index);
  4201. }
  4202. this._loadBone(node, skin, inverseBindMatrixData, babylonBones);
  4203. }
  4204. };
  4205. GLTFLoader.prototype._loadBone = function (node, skin, inverseBindMatrixData, babylonBones) {
  4206. var babylonBone = babylonBones[node.index];
  4207. if (babylonBone) {
  4208. return babylonBone;
  4209. }
  4210. var boneIndex = skin.joints.indexOf(node.index);
  4211. var baseMatrix = BABYLON.Matrix.Identity();
  4212. if (inverseBindMatrixData && boneIndex !== -1) {
  4213. baseMatrix = BABYLON.Matrix.FromArray(inverseBindMatrixData, boneIndex * 16);
  4214. baseMatrix.invertToRef(baseMatrix);
  4215. }
  4216. var babylonParentBone = null;
  4217. if (node.parent !== this._rootNode) {
  4218. babylonParentBone = this._loadBone(node.parent, skin, inverseBindMatrixData, babylonBones);
  4219. baseMatrix.multiplyToRef(babylonParentBone.getInvertedAbsoluteTransform(), baseMatrix);
  4220. }
  4221. babylonBone = this._createBone(node, skin, babylonParentBone, this._getNodeMatrix(node), baseMatrix, boneIndex);
  4222. babylonBones[node.index] = babylonBone;
  4223. return babylonBone;
  4224. };
  4225. GLTFLoader.prototype._getNodeMatrix = function (node) {
  4226. return node.matrix ?
  4227. BABYLON.Matrix.FromArray(node.matrix) :
  4228. 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());
  4229. };
  4230. GLTFLoader.prototype._traverseNodes = function (context, indices, action, parentNode) {
  4231. for (var _i = 0, indices_1 = indices; _i < indices_1.length; _i++) {
  4232. var index = indices_1[_i];
  4233. var node = GLTFLoader._GetProperty(this._gltf.nodes, index);
  4234. if (!node) {
  4235. throw new Error(context + ": Failed to find node " + index);
  4236. }
  4237. this._traverseNode(context, node, action, parentNode);
  4238. }
  4239. };
  4240. GLTFLoader.prototype._traverseNode = function (context, node, action, parentNode) {
  4241. if (GLTF2.GLTFLoaderExtension.TraverseNode(this, context, node, action, parentNode)) {
  4242. return;
  4243. }
  4244. if (!action(node, parentNode)) {
  4245. return;
  4246. }
  4247. if (node.children) {
  4248. this._traverseNodes(context, node.children, action, node);
  4249. }
  4250. };
  4251. GLTFLoader.prototype._loadAnimations = function () {
  4252. var animations = this._gltf.animations;
  4253. if (!animations) {
  4254. return;
  4255. }
  4256. for (var index = 0; index < animations.length; index++) {
  4257. var animation = animations[index];
  4258. this._loadAnimation("#/animations/" + index, animation);
  4259. }
  4260. };
  4261. GLTFLoader.prototype._loadAnimation = function (context, animation) {
  4262. animation.targets = [];
  4263. for (var index = 0; index < animation.channels.length; index++) {
  4264. var channel = GLTFLoader._GetProperty(animation.channels, index);
  4265. if (!channel) {
  4266. throw new Error(context + ": Failed to find channel " + index);
  4267. }
  4268. var sampler = GLTFLoader._GetProperty(animation.samplers, channel.sampler);
  4269. if (!sampler) {
  4270. throw new Error(context + ": Failed to find sampler " + channel.sampler);
  4271. }
  4272. this._loadAnimationChannel(animation, context + "/channels/" + index, channel, context + "/samplers/" + channel.sampler, sampler);
  4273. }
  4274. };
  4275. GLTFLoader.prototype._loadAnimationChannel = function (animation, channelContext, channel, samplerContext, sampler) {
  4276. var targetNode = GLTFLoader._GetProperty(this._gltf.nodes, channel.target.node);
  4277. if (!targetNode) {
  4278. throw new Error(channelContext + ": Failed to find target node " + channel.target.node);
  4279. }
  4280. var targetPath;
  4281. var animationType;
  4282. switch (channel.target.path) {
  4283. case "translation": {
  4284. targetPath = "position";
  4285. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  4286. break;
  4287. }
  4288. case "rotation": {
  4289. targetPath = "rotationQuaternion";
  4290. animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  4291. break;
  4292. }
  4293. case "scale": {
  4294. targetPath = "scaling";
  4295. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  4296. break;
  4297. }
  4298. case "weights": {
  4299. targetPath = "influence";
  4300. animationType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  4301. break;
  4302. }
  4303. default: {
  4304. throw new Error(channelContext + ": Invalid target path " + channel.target.path);
  4305. }
  4306. }
  4307. var inputData;
  4308. var outputData;
  4309. var checkSuccess = function () {
  4310. if (!inputData || !outputData) {
  4311. return;
  4312. }
  4313. var outputBufferOffset = 0;
  4314. var getNextOutputValue;
  4315. switch (targetPath) {
  4316. case "position": {
  4317. getNextOutputValue = function () {
  4318. var value = BABYLON.Vector3.FromArray(outputData, outputBufferOffset);
  4319. outputBufferOffset += 3;
  4320. return value;
  4321. };
  4322. break;
  4323. }
  4324. case "rotationQuaternion": {
  4325. getNextOutputValue = function () {
  4326. var value = BABYLON.Quaternion.FromArray(outputData, outputBufferOffset);
  4327. outputBufferOffset += 4;
  4328. return value;
  4329. };
  4330. break;
  4331. }
  4332. case "scaling": {
  4333. getNextOutputValue = function () {
  4334. var value = BABYLON.Vector3.FromArray(outputData, outputBufferOffset);
  4335. outputBufferOffset += 3;
  4336. return value;
  4337. };
  4338. break;
  4339. }
  4340. case "influence": {
  4341. getNextOutputValue = function () {
  4342. var numTargets = targetNode.babylonMesh.morphTargetManager.numTargets;
  4343. var value = new Array(numTargets);
  4344. for (var i = 0; i < numTargets; i++) {
  4345. value[i] = outputData[outputBufferOffset++];
  4346. }
  4347. return value;
  4348. };
  4349. break;
  4350. }
  4351. }
  4352. var getNextKey;
  4353. switch (sampler.interpolation) {
  4354. case "LINEAR": {
  4355. getNextKey = function (frameIndex) { return ({
  4356. frame: inputData[frameIndex],
  4357. value: getNextOutputValue()
  4358. }); };
  4359. break;
  4360. }
  4361. case "CUBICSPLINE": {
  4362. getNextKey = function (frameIndex) { return ({
  4363. frame: inputData[frameIndex],
  4364. inTangent: getNextOutputValue(),
  4365. value: getNextOutputValue(),
  4366. outTangent: getNextOutputValue()
  4367. }); };
  4368. break;
  4369. }
  4370. default: {
  4371. throw new Error(samplerContext + ": Invalid interpolation " + sampler.interpolation);
  4372. }
  4373. }
  4374. ;
  4375. var keys;
  4376. if (inputData.length === 1) {
  4377. var key = getNextKey(0);
  4378. keys = [
  4379. { frame: key.frame, value: key.value },
  4380. { frame: key.frame + 1, value: key.value }
  4381. ];
  4382. }
  4383. else {
  4384. keys = new Array(inputData.length);
  4385. for (var frameIndex = 0; frameIndex < inputData.length; frameIndex++) {
  4386. keys[frameIndex] = getNextKey(frameIndex);
  4387. }
  4388. }
  4389. if (targetPath === "influence") {
  4390. var morphTargetManager = targetNode.babylonMesh.morphTargetManager;
  4391. var _loop_7 = function (targetIndex) {
  4392. var morphTarget = morphTargetManager.getTarget(targetIndex);
  4393. var animationName = (animation.name || "anim" + animation.index) + "_" + targetIndex;
  4394. var babylonAnimation = new BABYLON.Animation(animationName, targetPath, 1, animationType);
  4395. babylonAnimation.setKeys(keys.map(function (key) { return ({
  4396. frame: key.frame,
  4397. inTangent: key.inTangent ? key.inTangent[targetIndex] : undefined,
  4398. value: key.value[targetIndex],
  4399. outTangent: key.outTangent ? key.outTangent[targetIndex] : undefined
  4400. }); }));
  4401. morphTarget.animations.push(babylonAnimation);
  4402. animation.targets.push(morphTarget);
  4403. };
  4404. for (var targetIndex = 0; targetIndex < morphTargetManager.numTargets; targetIndex++) {
  4405. _loop_7(targetIndex);
  4406. }
  4407. }
  4408. else {
  4409. var animationName = animation.name || "anim" + animation.index;
  4410. var babylonAnimation = new BABYLON.Animation(animationName, targetPath, 1, animationType);
  4411. babylonAnimation.setKeys(keys);
  4412. if (targetNode.babylonAnimationTargets) {
  4413. for (var _i = 0, _a = targetNode.babylonAnimationTargets; _i < _a.length; _i++) {
  4414. var target = _a[_i];
  4415. target.animations.push(babylonAnimation.clone());
  4416. animation.targets.push(target);
  4417. }
  4418. }
  4419. }
  4420. };
  4421. var inputAccessor = GLTFLoader._GetProperty(this._gltf.accessors, sampler.input);
  4422. if (!inputAccessor) {
  4423. throw new Error(samplerContext + ": Failed to find input accessor " + sampler.input);
  4424. }
  4425. this._loadAccessorAsync("#/accessors/" + inputAccessor.index, inputAccessor, function (data) {
  4426. inputData = data;
  4427. checkSuccess();
  4428. });
  4429. var outputAccessor = GLTFLoader._GetProperty(this._gltf.accessors, sampler.output);
  4430. if (!outputAccessor) {
  4431. throw new Error(samplerContext + ": Failed to find output accessor " + sampler.output);
  4432. }
  4433. this._loadAccessorAsync("#/accessors/" + outputAccessor.index, outputAccessor, function (data) {
  4434. outputData = data;
  4435. checkSuccess();
  4436. });
  4437. };
  4438. GLTFLoader.prototype._loadBufferAsync = function (context, buffer, onSuccess) {
  4439. var _this = this;
  4440. this._addPendingData(buffer);
  4441. if (buffer.loadedData) {
  4442. onSuccess(buffer.loadedData);
  4443. this._removePendingData(buffer);
  4444. }
  4445. else if (buffer.loadedObservable) {
  4446. buffer.loadedObservable.add(function (buffer) {
  4447. onSuccess(buffer.loadedData);
  4448. _this._removePendingData(buffer);
  4449. });
  4450. }
  4451. else {
  4452. if (!buffer.uri) {
  4453. throw new Error(context + ": Uri is missing");
  4454. }
  4455. buffer.loadedObservable = new BABYLON.Observable();
  4456. buffer.loadedObservable.add(function (buffer) {
  4457. onSuccess(buffer.loadedData);
  4458. _this._removePendingData(buffer);
  4459. });
  4460. this._loadUriAsync(context, buffer.uri, function (data) {
  4461. buffer.loadedData = data;
  4462. buffer.loadedObservable.notifyObservers(buffer);
  4463. buffer.loadedObservable = undefined;
  4464. });
  4465. }
  4466. };
  4467. GLTFLoader.prototype._loadBufferViewAsync = function (context, bufferView, onSuccess) {
  4468. var buffer = GLTFLoader._GetProperty(this._gltf.buffers, bufferView.buffer);
  4469. if (!buffer) {
  4470. throw new Error(context + ": Failed to find buffer " + bufferView.buffer);
  4471. }
  4472. this._loadBufferAsync("#/buffers/" + buffer.index, buffer, function (bufferData) {
  4473. var data;
  4474. try {
  4475. data = new Uint8Array(bufferData.buffer, bufferData.byteOffset + (bufferView.byteOffset || 0), bufferView.byteLength);
  4476. }
  4477. catch (e) {
  4478. throw new Error(context + ": " + e.message);
  4479. }
  4480. onSuccess(data);
  4481. });
  4482. };
  4483. GLTFLoader.prototype._loadAccessorAsync = function (context, accessor, onSuccess) {
  4484. var _this = this;
  4485. if (accessor.sparse) {
  4486. throw new Error(context + ": Sparse accessors are not currently supported");
  4487. }
  4488. var bufferView = GLTFLoader._GetProperty(this._gltf.bufferViews, accessor.bufferView);
  4489. if (!bufferView) {
  4490. throw new Error(context + ": Failed to find buffer view " + accessor.bufferView);
  4491. }
  4492. this._loadBufferViewAsync("#/bufferViews/" + bufferView.index, bufferView, function (bufferViewData) {
  4493. var numComponents = GLTFLoader._GetNumComponents(accessor.type);
  4494. if (numComponents === 0) {
  4495. throw new Error(context + ": Invalid type " + accessor.type);
  4496. }
  4497. var data;
  4498. var byteOffset = accessor.byteOffset || 0;
  4499. var byteStride = bufferView.byteStride;
  4500. try {
  4501. switch (accessor.componentType) {
  4502. case GLTF2.EComponentType.BYTE: {
  4503. data = _this._buildArrayBuffer(Float32Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  4504. break;
  4505. }
  4506. case GLTF2.EComponentType.UNSIGNED_BYTE: {
  4507. data = _this._buildArrayBuffer(Uint8Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  4508. break;
  4509. }
  4510. case GLTF2.EComponentType.SHORT: {
  4511. data = _this._buildArrayBuffer(Int16Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  4512. break;
  4513. }
  4514. case GLTF2.EComponentType.UNSIGNED_SHORT: {
  4515. data = _this._buildArrayBuffer(Uint16Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  4516. break;
  4517. }
  4518. case GLTF2.EComponentType.UNSIGNED_INT: {
  4519. data = _this._buildArrayBuffer(Uint32Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  4520. break;
  4521. }
  4522. case GLTF2.EComponentType.FLOAT: {
  4523. data = _this._buildArrayBuffer(Float32Array, bufferViewData, byteOffset, accessor.count, numComponents, byteStride);
  4524. break;
  4525. }
  4526. default: {
  4527. throw new Error(context + ": Invalid component type " + accessor.componentType);
  4528. }
  4529. }
  4530. }
  4531. catch (e) {
  4532. throw new Error(context + ": " + e);
  4533. }
  4534. onSuccess(data);
  4535. });
  4536. };
  4537. GLTFLoader.prototype._buildArrayBuffer = function (typedArray, data, byteOffset, count, numComponents, byteStride) {
  4538. byteOffset += data.byteOffset;
  4539. var targetLength = count * numComponents;
  4540. if (byteStride == null || byteStride === numComponents * typedArray.BYTES_PER_ELEMENT) {
  4541. return new typedArray(data.buffer, byteOffset, targetLength);
  4542. }
  4543. var elementStride = byteStride / typedArray.BYTES_PER_ELEMENT;
  4544. var sourceBuffer = new typedArray(data.buffer, byteOffset, elementStride * count);
  4545. var targetBuffer = new typedArray(targetLength);
  4546. var sourceIndex = 0;
  4547. var targetIndex = 0;
  4548. while (targetIndex < targetLength) {
  4549. for (var componentIndex = 0; componentIndex < numComponents; componentIndex++) {
  4550. targetBuffer[targetIndex] = sourceBuffer[sourceIndex + componentIndex];
  4551. targetIndex++;
  4552. }
  4553. sourceIndex += elementStride;
  4554. }
  4555. return targetBuffer;
  4556. };
  4557. GLTFLoader.prototype._addPendingData = function (data) {
  4558. if (!this._renderReady) {
  4559. this._renderPendingCount++;
  4560. }
  4561. this._addLoaderPendingData(data);
  4562. };
  4563. GLTFLoader.prototype._removePendingData = function (data) {
  4564. var _this = this;
  4565. if (!this._renderReady) {
  4566. if (--this._renderPendingCount === 0) {
  4567. this._addLoaderPendingData(this);
  4568. this._compileMaterialsAsync(function () {
  4569. _this._compileShadowGeneratorsAsync(function () {
  4570. _this._removeLoaderPendingData(_this);
  4571. _this._renderReady = true;
  4572. _this._onRenderReady();
  4573. });
  4574. });
  4575. }
  4576. }
  4577. this._removeLoaderPendingData(data);
  4578. };
  4579. GLTFLoader.prototype._addLoaderPendingData = function (data) {
  4580. this._loaderPendingCount++;
  4581. for (var _i = 0, _a = this._loaderTrackers; _i < _a.length; _i++) {
  4582. var tracker = _a[_i];
  4583. tracker._addPendingData(data);
  4584. }
  4585. };
  4586. GLTFLoader.prototype._removeLoaderPendingData = function (data) {
  4587. for (var _i = 0, _a = this._loaderTrackers; _i < _a.length; _i++) {
  4588. var tracker = _a[_i];
  4589. tracker._removePendingData(data);
  4590. }
  4591. if (--this._loaderPendingCount === 0) {
  4592. this._onComplete();
  4593. }
  4594. };
  4595. GLTFLoader.prototype._whenAction = function (action, onComplete) {
  4596. var _this = this;
  4597. var tracker = new GLTFLoaderTracker(function () {
  4598. _this._loaderTrackers.splice(_this._loaderTrackers.indexOf(tracker), 1);
  4599. onComplete();
  4600. });
  4601. this._loaderTrackers.push(tracker);
  4602. this._addLoaderPendingData(tracker);
  4603. action();
  4604. this._removeLoaderPendingData(tracker);
  4605. };
  4606. GLTFLoader.prototype._getDefaultMaterial = function () {
  4607. if (!this._defaultMaterial) {
  4608. var id = "__gltf_default";
  4609. var material = this._babylonScene.getMaterialByName(id);
  4610. if (!material) {
  4611. material = new BABYLON.PBRMaterial(id, this._babylonScene);
  4612. material.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  4613. material.metallic = 1;
  4614. material.roughness = 1;
  4615. }
  4616. this._defaultMaterial = material;
  4617. }
  4618. return this._defaultMaterial;
  4619. };
  4620. GLTFLoader.prototype._loadMaterialMetallicRoughnessProperties = function (context, material) {
  4621. var babylonMaterial = material.babylonMaterial;
  4622. // Ensure metallic workflow
  4623. babylonMaterial.metallic = 1;
  4624. babylonMaterial.roughness = 1;
  4625. var properties = material.pbrMetallicRoughness;
  4626. if (!properties) {
  4627. return;
  4628. }
  4629. babylonMaterial.albedoColor = properties.baseColorFactor ? BABYLON.Color3.FromArray(properties.baseColorFactor) : new BABYLON.Color3(1, 1, 1);
  4630. babylonMaterial.metallic = properties.metallicFactor == null ? 1 : properties.metallicFactor;
  4631. babylonMaterial.roughness = properties.roughnessFactor == null ? 1 : properties.roughnessFactor;
  4632. if (properties.baseColorTexture) {
  4633. var texture = GLTFLoader._GetProperty(this._gltf.textures, properties.baseColorTexture.index);
  4634. if (!texture) {
  4635. throw new Error(context + ": Failed to find base color texture " + properties.baseColorTexture.index);
  4636. }
  4637. babylonMaterial.albedoTexture = this._loadTexture("#/textures/" + texture.index, texture, properties.baseColorTexture.texCoord);
  4638. }
  4639. if (properties.metallicRoughnessTexture) {
  4640. var texture = GLTFLoader._GetProperty(this._gltf.textures, properties.metallicRoughnessTexture.index);
  4641. if (!texture) {
  4642. throw new Error(context + ": Failed to find metallic roughness texture " + properties.metallicRoughnessTexture.index);
  4643. }
  4644. babylonMaterial.metallicTexture = this._loadTexture("#/textures/" + texture.index, texture, properties.metallicRoughnessTexture.texCoord);
  4645. babylonMaterial.useMetallnessFromMetallicTextureBlue = true;
  4646. babylonMaterial.useRoughnessFromMetallicTextureGreen = true;
  4647. babylonMaterial.useRoughnessFromMetallicTextureAlpha = false;
  4648. }
  4649. this._loadMaterialAlphaProperties(context, material, properties.baseColorFactor);
  4650. };
  4651. GLTFLoader.prototype._loadMaterial = function (context, material, assign) {
  4652. if (material.babylonMaterial) {
  4653. assign(material.babylonMaterial, false);
  4654. return;
  4655. }
  4656. if (GLTF2.GLTFLoaderExtension.LoadMaterial(this, context, material, assign)) {
  4657. return;
  4658. }
  4659. this._createPbrMaterial(material);
  4660. this._loadMaterialBaseProperties(context, material);
  4661. this._loadMaterialMetallicRoughnessProperties(context, material);
  4662. assign(material.babylonMaterial, true);
  4663. };
  4664. GLTFLoader.prototype._createPbrMaterial = function (material) {
  4665. var babylonMaterial = new BABYLON.PBRMaterial(material.name || "mat" + material.index, this._babylonScene);
  4666. babylonMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  4667. material.babylonMaterial = babylonMaterial;
  4668. };
  4669. GLTFLoader.prototype._loadMaterialBaseProperties = function (context, material) {
  4670. var babylonMaterial = material.babylonMaterial;
  4671. babylonMaterial.emissiveColor = material.emissiveFactor ? BABYLON.Color3.FromArray(material.emissiveFactor) : new BABYLON.Color3(0, 0, 0);
  4672. if (material.doubleSided) {
  4673. babylonMaterial.backFaceCulling = false;
  4674. babylonMaterial.twoSidedLighting = true;
  4675. }
  4676. if (material.normalTexture) {
  4677. var texture = GLTFLoader._GetProperty(this._gltf.textures, material.normalTexture.index);
  4678. if (!texture) {
  4679. throw new Error(context + ": Failed to find normal texture " + material.normalTexture.index);
  4680. }
  4681. babylonMaterial.bumpTexture = this._loadTexture("#/textures/" + texture.index, texture, material.normalTexture.texCoord);
  4682. babylonMaterial.invertNormalMapX = !this._babylonScene.useRightHandedSystem;
  4683. babylonMaterial.invertNormalMapY = this._babylonScene.useRightHandedSystem;
  4684. if (material.normalTexture.scale != null) {
  4685. babylonMaterial.bumpTexture.level = material.normalTexture.scale;
  4686. }
  4687. }
  4688. if (material.occlusionTexture) {
  4689. var texture = GLTFLoader._GetProperty(this._gltf.textures, material.occlusionTexture.index);
  4690. if (!texture) {
  4691. throw new Error(context + ": Failed to find occlusion texture " + material.occlusionTexture.index);
  4692. }
  4693. babylonMaterial.ambientTexture = this._loadTexture("#/textures/" + texture.index, texture, material.occlusionTexture.texCoord);
  4694. babylonMaterial.useAmbientInGrayScale = true;
  4695. if (material.occlusionTexture.strength != null) {
  4696. babylonMaterial.ambientTextureStrength = material.occlusionTexture.strength;
  4697. }
  4698. }
  4699. if (material.emissiveTexture) {
  4700. var texture = GLTFLoader._GetProperty(this._gltf.textures, material.emissiveTexture.index);
  4701. if (!texture) {
  4702. throw new Error(context + ": Failed to find emissive texture " + material.emissiveTexture.index);
  4703. }
  4704. babylonMaterial.emissiveTexture = this._loadTexture("#/textures/" + texture.index, texture, material.emissiveTexture.texCoord);
  4705. }
  4706. };
  4707. GLTFLoader.prototype._loadMaterialAlphaProperties = function (context, material, colorFactor) {
  4708. var babylonMaterial = material.babylonMaterial;
  4709. var alphaMode = material.alphaMode || "OPAQUE";
  4710. switch (alphaMode) {
  4711. case "OPAQUE": {
  4712. babylonMaterial.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  4713. break;
  4714. }
  4715. case "MASK": {
  4716. babylonMaterial.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST;
  4717. babylonMaterial.alphaCutOff = (material.alphaCutoff == null ? 0.5 : material.alphaCutoff);
  4718. if (colorFactor) {
  4719. if (colorFactor[3] == 0) {
  4720. babylonMaterial.alphaCutOff = 1;
  4721. }
  4722. else {
  4723. babylonMaterial.alphaCutOff /= colorFactor[3];
  4724. }
  4725. }
  4726. if (babylonMaterial.albedoTexture) {
  4727. babylonMaterial.albedoTexture.hasAlpha = true;
  4728. }
  4729. break;
  4730. }
  4731. case "BLEND": {
  4732. babylonMaterial.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_ALPHABLEND;
  4733. if (colorFactor) {
  4734. babylonMaterial.alpha = colorFactor[3];
  4735. }
  4736. if (babylonMaterial.albedoTexture) {
  4737. babylonMaterial.albedoTexture.hasAlpha = true;
  4738. babylonMaterial.useAlphaFromAlbedoTexture = true;
  4739. }
  4740. break;
  4741. }
  4742. default: {
  4743. throw new Error(context + ": Invalid alpha mode " + material.alphaMode);
  4744. }
  4745. }
  4746. };
  4747. GLTFLoader.prototype._loadTexture = function (context, texture, coordinatesIndex) {
  4748. var _this = this;
  4749. var sampler = (texture.sampler == null ? {} : GLTFLoader._GetProperty(this._gltf.samplers, texture.sampler));
  4750. if (!sampler) {
  4751. throw new Error(context + ": Failed to find sampler " + texture.sampler);
  4752. }
  4753. var noMipMaps = (sampler.minFilter === GLTF2.ETextureMinFilter.NEAREST || sampler.minFilter === GLTF2.ETextureMinFilter.LINEAR);
  4754. var samplingMode = GLTFLoader._GetTextureSamplingMode(sampler.magFilter, sampler.minFilter);
  4755. this._addPendingData(texture);
  4756. var babylonTexture = new BABYLON.Texture(null, this._babylonScene, noMipMaps, false, samplingMode, function () {
  4757. _this._tryCatchOnError(function () {
  4758. _this._removePendingData(texture);
  4759. });
  4760. }, function (message) {
  4761. _this._tryCatchOnError(function () {
  4762. throw new Error(context + ": " + message);
  4763. });
  4764. });
  4765. if (texture.url) {
  4766. babylonTexture.updateURL(texture.url);
  4767. }
  4768. else if (texture.dataReadyObservable) {
  4769. texture.dataReadyObservable.add(function (texture) {
  4770. babylonTexture.updateURL(texture.url);
  4771. });
  4772. }
  4773. else {
  4774. texture.dataReadyObservable = new BABYLON.Observable();
  4775. texture.dataReadyObservable.add(function (texture) {
  4776. babylonTexture.updateURL(texture.url);
  4777. });
  4778. var image_1 = GLTFLoader._GetProperty(this._gltf.images, texture.source);
  4779. if (!image_1) {
  4780. throw new Error(context + ": Failed to find source " + texture.source);
  4781. }
  4782. this._loadImageAsync("#/images/" + image_1.index, image_1, function (data) {
  4783. texture.url = URL.createObjectURL(new Blob([data], { type: image_1.mimeType }));
  4784. texture.dataReadyObservable.notifyObservers(texture);
  4785. texture.dataReadyObservable = undefined;
  4786. });
  4787. }
  4788. babylonTexture.coordinatesIndex = coordinatesIndex || 0;
  4789. babylonTexture.wrapU = GLTFLoader._GetTextureWrapMode(sampler.wrapS);
  4790. babylonTexture.wrapV = GLTFLoader._GetTextureWrapMode(sampler.wrapT);
  4791. babylonTexture.name = texture.name || "texture" + texture.index;
  4792. if (this._parent.onTextureLoaded) {
  4793. this._parent.onTextureLoaded(babylonTexture);
  4794. }
  4795. return babylonTexture;
  4796. };
  4797. GLTFLoader.prototype._loadImageAsync = function (context, image, onSuccess) {
  4798. if (image.uri) {
  4799. this._loadUriAsync(context, image.uri, onSuccess);
  4800. }
  4801. else {
  4802. var bufferView = GLTFLoader._GetProperty(this._gltf.bufferViews, image.bufferView);
  4803. if (!bufferView) {
  4804. throw new Error(context + ": Failed to find buffer view " + image.bufferView);
  4805. }
  4806. this._loadBufferViewAsync("#/bufferViews/" + bufferView.index, bufferView, onSuccess);
  4807. }
  4808. };
  4809. GLTFLoader.prototype._loadUriAsync = function (context, uri, onSuccess) {
  4810. var _this = this;
  4811. if (GLTF2.GLTFUtils.IsBase64(uri)) {
  4812. onSuccess(new Uint8Array(GLTF2.GLTFUtils.DecodeBase64(uri)));
  4813. return;
  4814. }
  4815. if (!GLTF2.GLTFUtils.ValidateUri(uri)) {
  4816. throw new Error(context + ": Uri '" + uri + "' is invalid");
  4817. }
  4818. var request = BABYLON.Tools.LoadFile(this._rootUrl + uri, function (data) {
  4819. _this._tryCatchOnError(function () {
  4820. onSuccess(new Uint8Array(data));
  4821. });
  4822. }, function (event) {
  4823. _this._tryCatchOnError(function () {
  4824. if (request && !_this._renderReady) {
  4825. request._loaded = event.loaded;
  4826. request._total = event.total;
  4827. _this._onProgress();
  4828. }
  4829. });
  4830. }, this._babylonScene.database, true, function (request) {
  4831. _this._tryCatchOnError(function () {
  4832. throw new Error(context + ": Failed to load '" + uri + "'" + (request ? ": " + request.status + " " + request.statusText : ""));
  4833. });
  4834. });
  4835. if (request) {
  4836. request._loaded = null;
  4837. request._total = null;
  4838. this._requests.push(request);
  4839. }
  4840. };
  4841. GLTFLoader.prototype._tryCatchOnError = function (handler) {
  4842. if (this._disposed) {
  4843. return;
  4844. }
  4845. try {
  4846. handler();
  4847. }
  4848. catch (e) {
  4849. BABYLON.Tools.Error("glTF Loader: " + e.message);
  4850. if (this._errorCallback) {
  4851. this._errorCallback(e.message);
  4852. }
  4853. this.dispose();
  4854. }
  4855. };
  4856. GLTFLoader._AssignIndices = function (array) {
  4857. if (array) {
  4858. for (var index = 0; index < array.length; index++) {
  4859. array[index].index = index;
  4860. }
  4861. }
  4862. };
  4863. GLTFLoader._GetProperty = function (array, index) {
  4864. if (!array || index == undefined || !array[index]) {
  4865. return null;
  4866. }
  4867. return array[index];
  4868. };
  4869. GLTFLoader._GetTextureWrapMode = function (mode) {
  4870. // Set defaults if undefined
  4871. mode = mode == undefined ? GLTF2.ETextureWrapMode.REPEAT : mode;
  4872. switch (mode) {
  4873. case GLTF2.ETextureWrapMode.CLAMP_TO_EDGE: return BABYLON.Texture.CLAMP_ADDRESSMODE;
  4874. case GLTF2.ETextureWrapMode.MIRRORED_REPEAT: return BABYLON.Texture.MIRROR_ADDRESSMODE;
  4875. case GLTF2.ETextureWrapMode.REPEAT: return BABYLON.Texture.WRAP_ADDRESSMODE;
  4876. default:
  4877. BABYLON.Tools.Warn("Invalid texture wrap mode (" + mode + ")");
  4878. return BABYLON.Texture.WRAP_ADDRESSMODE;
  4879. }
  4880. };
  4881. GLTFLoader._GetTextureSamplingMode = function (magFilter, minFilter) {
  4882. // Set defaults if undefined
  4883. magFilter = magFilter == undefined ? GLTF2.ETextureMagFilter.LINEAR : magFilter;
  4884. minFilter = minFilter == undefined ? GLTF2.ETextureMinFilter.LINEAR_MIPMAP_LINEAR : minFilter;
  4885. if (magFilter === GLTF2.ETextureMagFilter.LINEAR) {
  4886. switch (minFilter) {
  4887. case GLTF2.ETextureMinFilter.NEAREST: return BABYLON.Texture.LINEAR_NEAREST;
  4888. case GLTF2.ETextureMinFilter.LINEAR: return BABYLON.Texture.LINEAR_LINEAR;
  4889. case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.LINEAR_NEAREST_MIPNEAREST;
  4890. case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_NEAREST: return BABYLON.Texture.LINEAR_LINEAR_MIPNEAREST;
  4891. case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_LINEAR: return BABYLON.Texture.LINEAR_NEAREST_MIPLINEAR;
  4892. case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.LINEAR_LINEAR_MIPLINEAR;
  4893. default:
  4894. BABYLON.Tools.Warn("Invalid texture minification filter (" + minFilter + ")");
  4895. return BABYLON.Texture.LINEAR_LINEAR_MIPLINEAR;
  4896. }
  4897. }
  4898. else {
  4899. if (magFilter !== GLTF2.ETextureMagFilter.NEAREST) {
  4900. BABYLON.Tools.Warn("Invalid texture magnification filter (" + magFilter + ")");
  4901. }
  4902. switch (minFilter) {
  4903. case GLTF2.ETextureMinFilter.NEAREST: return BABYLON.Texture.NEAREST_NEAREST;
  4904. case GLTF2.ETextureMinFilter.LINEAR: return BABYLON.Texture.NEAREST_LINEAR;
  4905. case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_NEAREST_MIPNEAREST;
  4906. case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_LINEAR_MIPNEAREST;
  4907. case GLTF2.ETextureMinFilter.NEAREST_MIPMAP_LINEAR: return BABYLON.Texture.NEAREST_NEAREST_MIPLINEAR;
  4908. case GLTF2.ETextureMinFilter.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.NEAREST_LINEAR_MIPLINEAR;
  4909. default:
  4910. BABYLON.Tools.Warn("Invalid texture minification filter (" + minFilter + ")");
  4911. return BABYLON.Texture.NEAREST_NEAREST_MIPNEAREST;
  4912. }
  4913. }
  4914. };
  4915. GLTFLoader._GetNumComponents = function (type) {
  4916. switch (type) {
  4917. case "SCALAR": return 1;
  4918. case "VEC2": return 2;
  4919. case "VEC3": return 3;
  4920. case "VEC4": return 4;
  4921. case "MAT2": return 4;
  4922. case "MAT3": return 9;
  4923. case "MAT4": return 16;
  4924. }
  4925. return 0;
  4926. };
  4927. GLTFLoader.prototype._compileMaterialAsync = function (babylonMaterial, babylonMesh, onSuccess) {
  4928. var _this = this;
  4929. if (this._parent.useClipPlane) {
  4930. babylonMaterial.forceCompilation(babylonMesh, function () {
  4931. babylonMaterial.forceCompilation(babylonMesh, function () {
  4932. _this._tryCatchOnError(onSuccess);
  4933. }, { clipPlane: true });
  4934. });
  4935. }
  4936. else {
  4937. babylonMaterial.forceCompilation(babylonMesh, function () {
  4938. _this._tryCatchOnError(onSuccess);
  4939. });
  4940. }
  4941. };
  4942. GLTFLoader.prototype._compileMaterialsAsync = function (onSuccess) {
  4943. if (!this._parent.compileMaterials || !this._gltf.materials) {
  4944. onSuccess();
  4945. return;
  4946. }
  4947. var meshes = this._getMeshes();
  4948. var remaining = 0;
  4949. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  4950. var mesh = meshes_1[_i];
  4951. if (mesh.material instanceof BABYLON.MultiMaterial) {
  4952. for (var _a = 0, _b = mesh.material.subMaterials; _a < _b.length; _a++) {
  4953. var subMaterial = _b[_a];
  4954. if (subMaterial) {
  4955. remaining++;
  4956. }
  4957. }
  4958. }
  4959. else {
  4960. remaining++;
  4961. }
  4962. }
  4963. if (remaining === 0) {
  4964. onSuccess();
  4965. return;
  4966. }
  4967. for (var _c = 0, meshes_2 = meshes; _c < meshes_2.length; _c++) {
  4968. var mesh = meshes_2[_c];
  4969. if (mesh.material instanceof BABYLON.MultiMaterial) {
  4970. for (var _d = 0, _e = mesh.material.subMaterials; _d < _e.length; _d++) {
  4971. var subMaterial = _e[_d];
  4972. if (subMaterial) {
  4973. this._compileMaterialAsync(subMaterial, mesh, function () {
  4974. if (--remaining === 0) {
  4975. onSuccess();
  4976. }
  4977. });
  4978. }
  4979. }
  4980. }
  4981. else if (mesh.material !== null) {
  4982. this._compileMaterialAsync(mesh.material, mesh, function () {
  4983. if (--remaining === 0) {
  4984. onSuccess();
  4985. }
  4986. });
  4987. }
  4988. }
  4989. };
  4990. GLTFLoader.prototype._compileShadowGeneratorsAsync = function (onSuccess) {
  4991. var _this = this;
  4992. if (!this._parent.compileShadowGenerators) {
  4993. onSuccess();
  4994. return;
  4995. }
  4996. var lights = this._babylonScene.lights;
  4997. var remaining = 0;
  4998. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  4999. var light = lights_1[_i];
  5000. var generator = light.getShadowGenerator();
  5001. if (generator) {
  5002. remaining++;
  5003. }
  5004. }
  5005. if (remaining === 0) {
  5006. onSuccess();
  5007. return;
  5008. }
  5009. for (var _a = 0, lights_2 = lights; _a < lights_2.length; _a++) {
  5010. var light = lights_2[_a];
  5011. var generator = light.getShadowGenerator();
  5012. if (generator) {
  5013. generator.forceCompilation(function () {
  5014. if (--remaining === 0) {
  5015. _this._tryCatchOnError(onSuccess);
  5016. }
  5017. });
  5018. }
  5019. }
  5020. };
  5021. GLTFLoader.Extensions = {};
  5022. return GLTFLoader;
  5023. }());
  5024. GLTF2.GLTFLoader = GLTFLoader;
  5025. BABYLON.GLTFFileLoader.CreateGLTFLoaderV2 = function (parent) { return new GLTFLoader(parent); };
  5026. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5027. })(BABYLON || (BABYLON = {}));
  5028. //# sourceMappingURL=babylon.glTFLoader.js.map
  5029. var BABYLON;
  5030. (function (BABYLON) {
  5031. var GLTF2;
  5032. (function (GLTF2) {
  5033. /**
  5034. * Utils functions for GLTF
  5035. */
  5036. var GLTFUtils = /** @class */ (function () {
  5037. function GLTFUtils() {
  5038. }
  5039. /**
  5040. * If the uri is a base64 string
  5041. * @param uri: the uri to test
  5042. */
  5043. GLTFUtils.IsBase64 = function (uri) {
  5044. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  5045. };
  5046. /**
  5047. * Decode the base64 uri
  5048. * @param uri: the uri to decode
  5049. */
  5050. GLTFUtils.DecodeBase64 = function (uri) {
  5051. var decodedString = atob(uri.split(",")[1]);
  5052. var bufferLength = decodedString.length;
  5053. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  5054. for (var i = 0; i < bufferLength; i++) {
  5055. bufferView[i] = decodedString.charCodeAt(i);
  5056. }
  5057. return bufferView.buffer;
  5058. };
  5059. GLTFUtils.ValidateUri = function (uri) {
  5060. return (uri.indexOf("..") === -1);
  5061. };
  5062. return GLTFUtils;
  5063. }());
  5064. GLTF2.GLTFUtils = GLTFUtils;
  5065. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5066. })(BABYLON || (BABYLON = {}));
  5067. //# sourceMappingURL=babylon.glTFLoaderUtils.js.map
  5068. var BABYLON;
  5069. (function (BABYLON) {
  5070. var GLTF2;
  5071. (function (GLTF2) {
  5072. var GLTFLoaderExtension = /** @class */ (function () {
  5073. function GLTFLoaderExtension() {
  5074. this.enabled = true;
  5075. }
  5076. GLTFLoaderExtension.prototype._traverseNode = function (loader, context, node, action, parentNode) { return false; };
  5077. GLTFLoaderExtension.prototype._loadNode = function (loader, context, node) { return false; };
  5078. GLTFLoaderExtension.prototype._loadMaterial = function (loader, context, material, assign) { return false; };
  5079. GLTFLoaderExtension.prototype._loadExtension = function (context, property, action) {
  5080. var _this = this;
  5081. if (!property.extensions) {
  5082. return false;
  5083. }
  5084. var extension = property.extensions[this.name];
  5085. if (!extension) {
  5086. return false;
  5087. }
  5088. // Clear out the extension before executing the action to avoid recursing into the same property.
  5089. property.extensions[this.name] = undefined;
  5090. action(context + "extensions/" + this.name, extension, function () {
  5091. // Restore the extension after completing the action.
  5092. property.extensions[_this.name] = extension;
  5093. });
  5094. return true;
  5095. };
  5096. GLTFLoaderExtension.TraverseNode = function (loader, context, node, action, parentNode) {
  5097. return this._ApplyExtensions(function (extension) { return extension._traverseNode(loader, context, node, action, parentNode); });
  5098. };
  5099. GLTFLoaderExtension.LoadNode = function (loader, context, node) {
  5100. return this._ApplyExtensions(function (extension) { return extension._loadNode(loader, context, node); });
  5101. };
  5102. GLTFLoaderExtension.LoadMaterial = function (loader, context, material, assign) {
  5103. return this._ApplyExtensions(function (extension) { return extension._loadMaterial(loader, context, material, assign); });
  5104. };
  5105. GLTFLoaderExtension._ApplyExtensions = function (action) {
  5106. var extensions = GLTFLoaderExtension._Extensions;
  5107. if (!extensions) {
  5108. return false;
  5109. }
  5110. for (var _i = 0, extensions_1 = extensions; _i < extensions_1.length; _i++) {
  5111. var extension = extensions_1[_i];
  5112. if (extension.enabled && action(extension)) {
  5113. return true;
  5114. }
  5115. }
  5116. return false;
  5117. };
  5118. //
  5119. // Utilities
  5120. //
  5121. GLTFLoaderExtension._Extensions = [];
  5122. return GLTFLoaderExtension;
  5123. }());
  5124. GLTF2.GLTFLoaderExtension = GLTFLoaderExtension;
  5125. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5126. })(BABYLON || (BABYLON = {}));
  5127. //# sourceMappingURL=babylon.glTFLoaderExtension.js.map
  5128. var BABYLON;
  5129. (function (BABYLON) {
  5130. var GLTF2;
  5131. (function (GLTF2) {
  5132. var Extensions;
  5133. (function (Extensions) {
  5134. // See https://github.com/sbtron/glTF/tree/MSFT_lod/extensions/Vendor/MSFT_lod for more information about this extension.
  5135. var MSFTLOD = /** @class */ (function (_super) {
  5136. __extends(MSFTLOD, _super);
  5137. function MSFTLOD() {
  5138. var _this = _super !== null && _super.apply(this, arguments) || this;
  5139. /**
  5140. * Specify the minimal delay between LODs in ms (default = 250)
  5141. */
  5142. _this.Delay = 250;
  5143. return _this;
  5144. }
  5145. Object.defineProperty(MSFTLOD.prototype, "name", {
  5146. get: function () {
  5147. return "MSFT_lod";
  5148. },
  5149. enumerable: true,
  5150. configurable: true
  5151. });
  5152. MSFTLOD.prototype._traverseNode = function (loader, context, node, action, parentNode) {
  5153. return this._loadExtension(context, node, function (context, extension, onComplete) {
  5154. for (var i = extension.ids.length - 1; i >= 0; i--) {
  5155. var lodNode = GLTF2.GLTFLoader._GetProperty(loader._gltf.nodes, extension.ids[i]);
  5156. if (!lodNode) {
  5157. throw new Error(context + ": Failed to find node " + extension.ids[i]);
  5158. }
  5159. loader._traverseNode(context, lodNode, action, parentNode);
  5160. }
  5161. loader._traverseNode(context, node, action, parentNode);
  5162. onComplete();
  5163. });
  5164. };
  5165. MSFTLOD.prototype._loadNode = function (loader, context, node) {
  5166. var _this = this;
  5167. return this._loadExtension(context, node, function (context, extension, onComplete) {
  5168. var nodes = [node];
  5169. for (var _i = 0, _a = extension.ids; _i < _a.length; _i++) {
  5170. var index = _a[_i];
  5171. var lodNode = GLTF2.GLTFLoader._GetProperty(loader._gltf.nodes, index);
  5172. if (!lodNode) {
  5173. throw new Error(context + ": Failed to find node " + index);
  5174. }
  5175. nodes.push(lodNode);
  5176. }
  5177. loader._addLoaderPendingData(node);
  5178. _this._loadNodeLOD(loader, context, nodes, nodes.length - 1, function () {
  5179. loader._removeLoaderPendingData(node);
  5180. onComplete();
  5181. });
  5182. });
  5183. };
  5184. MSFTLOD.prototype._loadNodeLOD = function (loader, context, nodes, index, onComplete) {
  5185. var _this = this;
  5186. loader._whenAction(function () {
  5187. loader._loadNode(context, nodes[index]);
  5188. }, function () {
  5189. if (index !== nodes.length - 1) {
  5190. var previousNode = nodes[index + 1];
  5191. previousNode.babylonMesh.setEnabled(false);
  5192. }
  5193. if (index === 0) {
  5194. onComplete();
  5195. return;
  5196. }
  5197. setTimeout(function () {
  5198. loader._tryCatchOnError(function () {
  5199. _this._loadNodeLOD(loader, context, nodes, index - 1, onComplete);
  5200. });
  5201. }, _this.Delay);
  5202. });
  5203. };
  5204. MSFTLOD.prototype._loadMaterial = function (loader, context, material, assign) {
  5205. var _this = this;
  5206. return this._loadExtension(context, material, function (context, extension, onComplete) {
  5207. var materials = [material];
  5208. for (var _i = 0, _a = extension.ids; _i < _a.length; _i++) {
  5209. var index = _a[_i];
  5210. var lodMaterial = GLTF2.GLTFLoader._GetProperty(loader._gltf.materials, index);
  5211. if (!lodMaterial) {
  5212. throw new Error(context + ": Failed to find material " + index);
  5213. }
  5214. materials.push(lodMaterial);
  5215. }
  5216. loader._addLoaderPendingData(material);
  5217. _this._loadMaterialLOD(loader, context, materials, materials.length - 1, assign, function () {
  5218. loader._removeLoaderPendingData(material);
  5219. onComplete();
  5220. });
  5221. });
  5222. };
  5223. MSFTLOD.prototype._loadMaterialLOD = function (loader, context, materials, index, assign, onComplete) {
  5224. var _this = this;
  5225. loader._loadMaterial(context, materials[index], function (babylonMaterial, isNew) {
  5226. if (index === materials.length - 1) {
  5227. assign(babylonMaterial, isNew);
  5228. // Load the next LOD when the loader is ready to render.
  5229. loader._executeWhenRenderReady(function () {
  5230. _this._loadMaterialLOD(loader, context, materials, index - 1, assign, onComplete);
  5231. });
  5232. }
  5233. else {
  5234. BABYLON.BaseTexture.WhenAllReady(babylonMaterial.getActiveTextures(), function () {
  5235. assign(babylonMaterial, isNew);
  5236. if (index === 0) {
  5237. onComplete();
  5238. }
  5239. else {
  5240. setTimeout(function () {
  5241. loader._tryCatchOnError(function () {
  5242. _this._loadMaterialLOD(loader, context, materials, index - 1, assign, onComplete);
  5243. });
  5244. }, _this.Delay);
  5245. }
  5246. });
  5247. }
  5248. });
  5249. };
  5250. return MSFTLOD;
  5251. }(GLTF2.GLTFLoaderExtension));
  5252. Extensions.MSFTLOD = MSFTLOD;
  5253. GLTF2.GLTFLoader.RegisterExtension(new MSFTLOD());
  5254. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  5255. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5256. })(BABYLON || (BABYLON = {}));
  5257. //# sourceMappingURL=MSFT_lod.js.map
  5258. var BABYLON;
  5259. (function (BABYLON) {
  5260. var GLTF2;
  5261. (function (GLTF2) {
  5262. var Extensions;
  5263. (function (Extensions) {
  5264. var KHRMaterialsPbrSpecularGlossiness = /** @class */ (function (_super) {
  5265. __extends(KHRMaterialsPbrSpecularGlossiness, _super);
  5266. function KHRMaterialsPbrSpecularGlossiness() {
  5267. return _super !== null && _super.apply(this, arguments) || this;
  5268. }
  5269. Object.defineProperty(KHRMaterialsPbrSpecularGlossiness.prototype, "name", {
  5270. get: function () {
  5271. return "KHR_materials_pbrSpecularGlossiness";
  5272. },
  5273. enumerable: true,
  5274. configurable: true
  5275. });
  5276. KHRMaterialsPbrSpecularGlossiness.prototype._loadMaterial = function (loader, context, material, assign) {
  5277. var _this = this;
  5278. return this._loadExtension(context, material, function (context, extension, onComplete) {
  5279. loader._createPbrMaterial(material);
  5280. loader._loadMaterialBaseProperties(context, material);
  5281. _this._loadSpecularGlossinessProperties(loader, context, material, extension);
  5282. assign(material.babylonMaterial, true);
  5283. onComplete();
  5284. });
  5285. };
  5286. KHRMaterialsPbrSpecularGlossiness.prototype._loadSpecularGlossinessProperties = function (loader, context, material, properties) {
  5287. var babylonMaterial = material.babylonMaterial;
  5288. babylonMaterial.albedoColor = properties.diffuseFactor ? BABYLON.Color3.FromArray(properties.diffuseFactor) : new BABYLON.Color3(1, 1, 1);
  5289. babylonMaterial.reflectivityColor = properties.specularFactor ? BABYLON.Color3.FromArray(properties.specularFactor) : new BABYLON.Color3(1, 1, 1);
  5290. babylonMaterial.microSurface = properties.glossinessFactor == null ? 1 : properties.glossinessFactor;
  5291. if (properties.diffuseTexture) {
  5292. var texture = GLTF2.GLTFLoader._GetProperty(loader._gltf.textures, properties.diffuseTexture.index);
  5293. if (!texture) {
  5294. throw new Error(context + ": Failed to find diffuse texture " + properties.diffuseTexture.index);
  5295. }
  5296. babylonMaterial.albedoTexture = loader._loadTexture("textures[" + texture.index + "]", texture, properties.diffuseTexture.texCoord);
  5297. }
  5298. if (properties.specularGlossinessTexture) {
  5299. var texture = GLTF2.GLTFLoader._GetProperty(loader._gltf.textures, properties.specularGlossinessTexture.index);
  5300. if (!texture) {
  5301. throw new Error(context + ": Failed to find diffuse texture " + properties.specularGlossinessTexture.index);
  5302. }
  5303. babylonMaterial.reflectivityTexture = loader._loadTexture("textures[" + texture.index + "]", texture, properties.specularGlossinessTexture.texCoord);
  5304. babylonMaterial.reflectivityTexture.hasAlpha = true;
  5305. babylonMaterial.useMicroSurfaceFromReflectivityMapAlpha = true;
  5306. }
  5307. loader._loadMaterialAlphaProperties(context, material, properties.diffuseFactor);
  5308. };
  5309. return KHRMaterialsPbrSpecularGlossiness;
  5310. }(GLTF2.GLTFLoaderExtension));
  5311. Extensions.KHRMaterialsPbrSpecularGlossiness = KHRMaterialsPbrSpecularGlossiness;
  5312. GLTF2.GLTFLoader.RegisterExtension(new KHRMaterialsPbrSpecularGlossiness());
  5313. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  5314. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  5315. })(BABYLON || (BABYLON = {}));
  5316. //# sourceMappingURL=KHR_materials_pbrSpecularGlossiness.js.map
  5317. (function universalModuleDefinition(root, factory) {
  5318. var f = factory();
  5319. if (root && root["BABYLON"]) {
  5320. return;
  5321. }
  5322. if(typeof exports === 'object' && typeof module === 'object')
  5323. module.exports = f;
  5324. else if(typeof define === 'function' && define.amd)
  5325. define(["BJSLoaders"], factory);
  5326. else if(typeof exports === 'object')
  5327. exports["BJSLoaders"] = f;
  5328. else {
  5329. root["BABYLON"] = f;
  5330. }
  5331. })(this, function() {
  5332. return BABYLON;
  5333. });