babylon.glTF1FileLoader.js 125 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var BABYLON;
  3. (function (BABYLON) {
  4. var GLTFLoaderCoordinateSystemMode;
  5. (function (GLTFLoaderCoordinateSystemMode) {
  6. /**
  7. * Automatically convert the glTF right-handed data to the appropriate system based on the current coordinate system mode of the scene.
  8. */
  9. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["AUTO"] = 0] = "AUTO";
  10. /**
  11. * Sets the useRightHandedSystem flag on the scene.
  12. */
  13. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["FORCE_RIGHT_HANDED"] = 1] = "FORCE_RIGHT_HANDED";
  14. })(GLTFLoaderCoordinateSystemMode = BABYLON.GLTFLoaderCoordinateSystemMode || (BABYLON.GLTFLoaderCoordinateSystemMode = {}));
  15. var GLTFLoaderAnimationStartMode;
  16. (function (GLTFLoaderAnimationStartMode) {
  17. /**
  18. * No animation will start.
  19. */
  20. GLTFLoaderAnimationStartMode[GLTFLoaderAnimationStartMode["NONE"] = 0] = "NONE";
  21. /**
  22. * The first animation will start.
  23. */
  24. GLTFLoaderAnimationStartMode[GLTFLoaderAnimationStartMode["FIRST"] = 1] = "FIRST";
  25. /**
  26. * All animations will start.
  27. */
  28. GLTFLoaderAnimationStartMode[GLTFLoaderAnimationStartMode["ALL"] = 2] = "ALL";
  29. })(GLTFLoaderAnimationStartMode = BABYLON.GLTFLoaderAnimationStartMode || (BABYLON.GLTFLoaderAnimationStartMode = {}));
  30. var GLTFFileLoader = /** @class */ (function () {
  31. function GLTFFileLoader() {
  32. // #region Common options
  33. /**
  34. * Raised when the asset has been parsed.
  35. * The data.json property stores the glTF JSON.
  36. * The data.bin property stores the BIN chunk from a glTF binary or null if the input is not a glTF binary.
  37. */
  38. this.onParsedObservable = new BABYLON.Observable();
  39. // #endregion
  40. // #region V2 options
  41. /**
  42. * The coordinate system mode (AUTO, FORCE_RIGHT_HANDED).
  43. */
  44. this.coordinateSystemMode = GLTFLoaderCoordinateSystemMode.AUTO;
  45. /**
  46. * The animation start mode (NONE, FIRST, ALL).
  47. */
  48. this.animationStartMode = GLTFLoaderAnimationStartMode.FIRST;
  49. /**
  50. * Set to true to compile materials before raising the success callback.
  51. */
  52. this.compileMaterials = false;
  53. /**
  54. * Set to true to also compile materials with clip planes.
  55. */
  56. this.useClipPlane = false;
  57. /**
  58. * Set to true to compile shadow generators before raising the success callback.
  59. */
  60. this.compileShadowGenerators = false;
  61. /**
  62. * Raised when the loader creates a mesh after parsing the glTF properties of the mesh.
  63. */
  64. this.onMeshLoadedObservable = new BABYLON.Observable();
  65. /**
  66. * Raised when the loader creates a texture after parsing the glTF properties of the texture.
  67. */
  68. this.onTextureLoadedObservable = new BABYLON.Observable();
  69. /**
  70. * Raised when the loader creates a material after parsing the glTF properties of the material.
  71. */
  72. this.onMaterialLoadedObservable = new BABYLON.Observable();
  73. /**
  74. * Raised when the asset is completely loaded, immediately before the loader is disposed.
  75. * For assets with LODs, raised when all of the LODs are complete.
  76. * For assets without LODs, raised when the model is complete, immediately after onSuccess.
  77. */
  78. this.onCompleteObservable = new BABYLON.Observable();
  79. /**
  80. * Raised when the loader is disposed.
  81. */
  82. this.onDisposeObservable = new BABYLON.Observable();
  83. // #endregion
  84. this._loader = null;
  85. this.name = "gltf";
  86. this.extensions = {
  87. ".gltf": { isBinary: false },
  88. ".glb": { isBinary: true }
  89. };
  90. }
  91. Object.defineProperty(GLTFFileLoader.prototype, "onParsed", {
  92. set: function (callback) {
  93. if (this._onParsedObserver) {
  94. this.onParsedObservable.remove(this._onParsedObserver);
  95. }
  96. this._onParsedObserver = this.onParsedObservable.add(callback);
  97. },
  98. enumerable: true,
  99. configurable: true
  100. });
  101. Object.defineProperty(GLTFFileLoader.prototype, "onMeshLoaded", {
  102. set: function (callback) {
  103. if (this._onMeshLoadedObserver) {
  104. this.onMeshLoadedObservable.remove(this._onMeshLoadedObserver);
  105. }
  106. this._onMeshLoadedObserver = this.onMeshLoadedObservable.add(callback);
  107. },
  108. enumerable: true,
  109. configurable: true
  110. });
  111. Object.defineProperty(GLTFFileLoader.prototype, "onTextureLoaded", {
  112. set: function (callback) {
  113. if (this._onTextureLoadedObserver) {
  114. this.onTextureLoadedObservable.remove(this._onTextureLoadedObserver);
  115. }
  116. this._onTextureLoadedObserver = this.onTextureLoadedObservable.add(callback);
  117. },
  118. enumerable: true,
  119. configurable: true
  120. });
  121. Object.defineProperty(GLTFFileLoader.prototype, "onMaterialLoaded", {
  122. set: function (callback) {
  123. if (this._onMaterialLoadedObserver) {
  124. this.onMaterialLoadedObservable.remove(this._onMaterialLoadedObserver);
  125. }
  126. this._onMaterialLoadedObserver = this.onMaterialLoadedObservable.add(callback);
  127. },
  128. enumerable: true,
  129. configurable: true
  130. });
  131. Object.defineProperty(GLTFFileLoader.prototype, "onComplete", {
  132. set: function (callback) {
  133. if (this._onCompleteObserver) {
  134. this.onCompleteObservable.remove(this._onCompleteObserver);
  135. }
  136. this._onCompleteObserver = this.onCompleteObservable.add(callback);
  137. },
  138. enumerable: true,
  139. configurable: true
  140. });
  141. Object.defineProperty(GLTFFileLoader.prototype, "onDispose", {
  142. set: function (callback) {
  143. if (this._onDisposeObserver) {
  144. this.onDisposeObservable.remove(this._onDisposeObserver);
  145. }
  146. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  147. },
  148. enumerable: true,
  149. configurable: true
  150. });
  151. /**
  152. * Disposes the loader, releases resources during load, and cancels any outstanding requests.
  153. */
  154. GLTFFileLoader.prototype.dispose = function () {
  155. if (this._loader) {
  156. this._loader.dispose();
  157. this._loader = null;
  158. }
  159. this.onParsedObservable.clear();
  160. this.onMeshLoadedObservable.clear();
  161. this.onTextureLoadedObservable.clear();
  162. this.onMaterialLoadedObservable.clear();
  163. this.onCompleteObservable.clear();
  164. this.onDisposeObservable.notifyObservers(this);
  165. this.onDisposeObservable.clear();
  166. };
  167. GLTFFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  168. try {
  169. var loaderData = this._parse(data);
  170. this._loader = this._getLoader(loaderData);
  171. this._loader.importMeshAsync(meshesNames, scene, loaderData, rootUrl, onSuccess, onProgress, onError);
  172. }
  173. catch (e) {
  174. if (onError) {
  175. onError(e.message, e);
  176. }
  177. else {
  178. BABYLON.Tools.Error(e.message);
  179. }
  180. }
  181. };
  182. GLTFFileLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
  183. try {
  184. var loaderData = this._parse(data);
  185. this._loader = this._getLoader(loaderData);
  186. this._loader.loadAsync(scene, loaderData, rootUrl, onSuccess, onProgress, onError);
  187. }
  188. catch (e) {
  189. if (onError) {
  190. onError(e.message, e);
  191. }
  192. else {
  193. BABYLON.Tools.Error(e.message);
  194. }
  195. }
  196. };
  197. GLTFFileLoader.prototype.loadAssetsAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
  198. try {
  199. var loaderData = this._parse(data);
  200. this._loader = this._getLoader(loaderData);
  201. this._loader.importMeshAsync(null, scene, loaderData, rootUrl, function (meshes, particleSystems, skeletons) {
  202. var container = new BABYLON.AssetContainer(scene);
  203. Array.prototype.push.apply(container.meshes, meshes);
  204. Array.prototype.push.apply(container.particleSystems, particleSystems);
  205. Array.prototype.push.apply(container.skeletons, skeletons);
  206. container.removeAllFromScene();
  207. onSuccess(container);
  208. }, onProgress, onError);
  209. }
  210. catch (e) {
  211. if (onError) {
  212. onError(e.message, e);
  213. }
  214. else {
  215. BABYLON.Tools.Error(e.message);
  216. }
  217. }
  218. };
  219. GLTFFileLoader.prototype.canDirectLoad = function (data) {
  220. return ((data.indexOf("scene") !== -1) && (data.indexOf("node") !== -1));
  221. };
  222. GLTFFileLoader.prototype.createPlugin = function () {
  223. return new GLTFFileLoader();
  224. };
  225. GLTFFileLoader.prototype._parse = function (data) {
  226. var parsedData;
  227. if (data instanceof ArrayBuffer) {
  228. parsedData = GLTFFileLoader._parseBinary(data);
  229. }
  230. else {
  231. parsedData = {
  232. json: JSON.parse(data),
  233. bin: null
  234. };
  235. }
  236. this.onParsedObservable.notifyObservers(parsedData);
  237. return parsedData;
  238. };
  239. GLTFFileLoader.prototype._getLoader = function (loaderData) {
  240. var _this = this;
  241. var loaderVersion = { major: 2, minor: 0 };
  242. var asset = loaderData.json.asset || {};
  243. var version = GLTFFileLoader._parseVersion(asset.version);
  244. if (!version) {
  245. throw new Error("Invalid version: " + asset.version);
  246. }
  247. if (asset.minVersion !== undefined) {
  248. var minVersion = GLTFFileLoader._parseVersion(asset.minVersion);
  249. if (!minVersion) {
  250. throw new Error("Invalid minimum version: " + asset.minVersion);
  251. }
  252. if (GLTFFileLoader._compareVersion(minVersion, loaderVersion) > 0) {
  253. throw new Error("Incompatible minimum version: " + asset.minVersion);
  254. }
  255. }
  256. var createLoaders = {
  257. 1: GLTFFileLoader.CreateGLTFLoaderV1,
  258. 2: GLTFFileLoader.CreateGLTFLoaderV2
  259. };
  260. var createLoader = createLoaders[version.major];
  261. if (!createLoader) {
  262. throw new Error("Unsupported version: " + asset.version);
  263. }
  264. var loader = createLoader();
  265. loader.coordinateSystemMode = this.coordinateSystemMode;
  266. loader.animationStartMode = this.animationStartMode;
  267. loader.compileMaterials = this.compileMaterials;
  268. loader.useClipPlane = this.useClipPlane;
  269. loader.compileShadowGenerators = this.compileShadowGenerators;
  270. loader.onMeshLoadedObservable.add(function (mesh) { return _this.onMeshLoadedObservable.notifyObservers(mesh); });
  271. loader.onTextureLoadedObservable.add(function (texture) { return _this.onTextureLoadedObservable.notifyObservers(texture); });
  272. loader.onMaterialLoadedObservable.add(function (material) { return _this.onMaterialLoadedObservable.notifyObservers(material); });
  273. loader.onCompleteObservable.add(function () { return _this.onCompleteObservable.notifyObservers(_this); });
  274. return loader;
  275. };
  276. GLTFFileLoader._parseBinary = function (data) {
  277. var Binary = {
  278. Magic: 0x46546C67
  279. };
  280. var binaryReader = new BinaryReader(data);
  281. var magic = binaryReader.readUint32();
  282. if (magic !== Binary.Magic) {
  283. throw new Error("Unexpected magic: " + magic);
  284. }
  285. var version = binaryReader.readUint32();
  286. switch (version) {
  287. case 1: return GLTFFileLoader._parseV1(binaryReader);
  288. case 2: return GLTFFileLoader._parseV2(binaryReader);
  289. }
  290. throw new Error("Unsupported version: " + version);
  291. };
  292. GLTFFileLoader._parseV1 = function (binaryReader) {
  293. var ContentFormat = {
  294. JSON: 0
  295. };
  296. var length = binaryReader.readUint32();
  297. if (length != binaryReader.getLength()) {
  298. throw new Error("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
  299. }
  300. var contentLength = binaryReader.readUint32();
  301. var contentFormat = binaryReader.readUint32();
  302. var content;
  303. switch (contentFormat) {
  304. case ContentFormat.JSON: {
  305. content = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(contentLength)));
  306. break;
  307. }
  308. default: {
  309. throw new Error("Unexpected content format: " + contentFormat);
  310. }
  311. }
  312. var bytesRemaining = binaryReader.getLength() - binaryReader.getPosition();
  313. var body = binaryReader.readUint8Array(bytesRemaining);
  314. return {
  315. json: content,
  316. bin: body
  317. };
  318. };
  319. GLTFFileLoader._parseV2 = function (binaryReader) {
  320. var ChunkFormat = {
  321. JSON: 0x4E4F534A,
  322. BIN: 0x004E4942
  323. };
  324. var length = binaryReader.readUint32();
  325. if (length !== binaryReader.getLength()) {
  326. throw new Error("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
  327. }
  328. // JSON chunk
  329. var chunkLength = binaryReader.readUint32();
  330. var chunkFormat = binaryReader.readUint32();
  331. if (chunkFormat !== ChunkFormat.JSON) {
  332. throw new Error("First chunk format is not JSON");
  333. }
  334. var json = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(chunkLength)));
  335. // Look for BIN chunk
  336. var bin = null;
  337. while (binaryReader.getPosition() < binaryReader.getLength()) {
  338. var chunkLength_1 = binaryReader.readUint32();
  339. var chunkFormat_1 = binaryReader.readUint32();
  340. switch (chunkFormat_1) {
  341. case ChunkFormat.JSON: {
  342. throw new Error("Unexpected JSON chunk");
  343. }
  344. case ChunkFormat.BIN: {
  345. bin = binaryReader.readUint8Array(chunkLength_1);
  346. break;
  347. }
  348. default: {
  349. // ignore unrecognized chunkFormat
  350. binaryReader.skipBytes(chunkLength_1);
  351. break;
  352. }
  353. }
  354. }
  355. return {
  356. json: json,
  357. bin: bin
  358. };
  359. };
  360. GLTFFileLoader._parseVersion = function (version) {
  361. if (version === "1.0" || version === "1.0.1") {
  362. return {
  363. major: 1,
  364. minor: 0
  365. };
  366. }
  367. var match = (version + "").match(/^(\d+)\.(\d+)/);
  368. if (!match) {
  369. return null;
  370. }
  371. return {
  372. major: parseInt(match[1]),
  373. minor: parseInt(match[2])
  374. };
  375. };
  376. GLTFFileLoader._compareVersion = function (a, b) {
  377. if (a.major > b.major)
  378. return 1;
  379. if (a.major < b.major)
  380. return -1;
  381. if (a.minor > b.minor)
  382. return 1;
  383. if (a.minor < b.minor)
  384. return -1;
  385. return 0;
  386. };
  387. GLTFFileLoader._decodeBufferToText = function (buffer) {
  388. var result = "";
  389. var length = buffer.byteLength;
  390. for (var i = 0; i < length; i++) {
  391. result += String.fromCharCode(buffer[i]);
  392. }
  393. return result;
  394. };
  395. // #endregion
  396. // #region V1 options
  397. GLTFFileLoader.IncrementalLoading = true;
  398. GLTFFileLoader.HomogeneousCoordinates = false;
  399. return GLTFFileLoader;
  400. }());
  401. BABYLON.GLTFFileLoader = GLTFFileLoader;
  402. var BinaryReader = /** @class */ (function () {
  403. function BinaryReader(arrayBuffer) {
  404. this._arrayBuffer = arrayBuffer;
  405. this._dataView = new DataView(arrayBuffer);
  406. this._byteOffset = 0;
  407. }
  408. BinaryReader.prototype.getPosition = function () {
  409. return this._byteOffset;
  410. };
  411. BinaryReader.prototype.getLength = function () {
  412. return this._arrayBuffer.byteLength;
  413. };
  414. BinaryReader.prototype.readUint32 = function () {
  415. var value = this._dataView.getUint32(this._byteOffset, true);
  416. this._byteOffset += 4;
  417. return value;
  418. };
  419. BinaryReader.prototype.readUint8Array = function (length) {
  420. var value = new Uint8Array(this._arrayBuffer, this._byteOffset, length);
  421. this._byteOffset += length;
  422. return value;
  423. };
  424. BinaryReader.prototype.skipBytes = function (length) {
  425. this._byteOffset += length;
  426. };
  427. return BinaryReader;
  428. }());
  429. if (BABYLON.SceneLoader) {
  430. BABYLON.SceneLoader.RegisterPlugin(new GLTFFileLoader());
  431. }
  432. })(BABYLON || (BABYLON = {}));
  433. //# sourceMappingURL=babylon.glTFFileLoader.js.map
  434. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  435. var BABYLON;
  436. (function (BABYLON) {
  437. var GLTF1;
  438. (function (GLTF1) {
  439. /**
  440. * Enums
  441. */
  442. var EComponentType;
  443. (function (EComponentType) {
  444. EComponentType[EComponentType["BYTE"] = 5120] = "BYTE";
  445. EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  446. EComponentType[EComponentType["SHORT"] = 5122] = "SHORT";
  447. EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  448. EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT";
  449. })(EComponentType = GLTF1.EComponentType || (GLTF1.EComponentType = {}));
  450. var EShaderType;
  451. (function (EShaderType) {
  452. EShaderType[EShaderType["FRAGMENT"] = 35632] = "FRAGMENT";
  453. EShaderType[EShaderType["VERTEX"] = 35633] = "VERTEX";
  454. })(EShaderType = GLTF1.EShaderType || (GLTF1.EShaderType = {}));
  455. var EParameterType;
  456. (function (EParameterType) {
  457. EParameterType[EParameterType["BYTE"] = 5120] = "BYTE";
  458. EParameterType[EParameterType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  459. EParameterType[EParameterType["SHORT"] = 5122] = "SHORT";
  460. EParameterType[EParameterType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  461. EParameterType[EParameterType["INT"] = 5124] = "INT";
  462. EParameterType[EParameterType["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT";
  463. EParameterType[EParameterType["FLOAT"] = 5126] = "FLOAT";
  464. EParameterType[EParameterType["FLOAT_VEC2"] = 35664] = "FLOAT_VEC2";
  465. EParameterType[EParameterType["FLOAT_VEC3"] = 35665] = "FLOAT_VEC3";
  466. EParameterType[EParameterType["FLOAT_VEC4"] = 35666] = "FLOAT_VEC4";
  467. EParameterType[EParameterType["INT_VEC2"] = 35667] = "INT_VEC2";
  468. EParameterType[EParameterType["INT_VEC3"] = 35668] = "INT_VEC3";
  469. EParameterType[EParameterType["INT_VEC4"] = 35669] = "INT_VEC4";
  470. EParameterType[EParameterType["BOOL"] = 35670] = "BOOL";
  471. EParameterType[EParameterType["BOOL_VEC2"] = 35671] = "BOOL_VEC2";
  472. EParameterType[EParameterType["BOOL_VEC3"] = 35672] = "BOOL_VEC3";
  473. EParameterType[EParameterType["BOOL_VEC4"] = 35673] = "BOOL_VEC4";
  474. EParameterType[EParameterType["FLOAT_MAT2"] = 35674] = "FLOAT_MAT2";
  475. EParameterType[EParameterType["FLOAT_MAT3"] = 35675] = "FLOAT_MAT3";
  476. EParameterType[EParameterType["FLOAT_MAT4"] = 35676] = "FLOAT_MAT4";
  477. EParameterType[EParameterType["SAMPLER_2D"] = 35678] = "SAMPLER_2D";
  478. })(EParameterType = GLTF1.EParameterType || (GLTF1.EParameterType = {}));
  479. var ETextureWrapMode;
  480. (function (ETextureWrapMode) {
  481. ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE";
  482. ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT";
  483. ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT";
  484. })(ETextureWrapMode = GLTF1.ETextureWrapMode || (GLTF1.ETextureWrapMode = {}));
  485. var ETextureFilterType;
  486. (function (ETextureFilterType) {
  487. ETextureFilterType[ETextureFilterType["NEAREST"] = 9728] = "NEAREST";
  488. ETextureFilterType[ETextureFilterType["LINEAR"] = 9728] = "LINEAR";
  489. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_NEAREST"] = 9984] = "NEAREST_MIPMAP_NEAREST";
  490. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
  491. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR";
  492. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR";
  493. })(ETextureFilterType = GLTF1.ETextureFilterType || (GLTF1.ETextureFilterType = {}));
  494. var ETextureFormat;
  495. (function (ETextureFormat) {
  496. ETextureFormat[ETextureFormat["ALPHA"] = 6406] = "ALPHA";
  497. ETextureFormat[ETextureFormat["RGB"] = 6407] = "RGB";
  498. ETextureFormat[ETextureFormat["RGBA"] = 6408] = "RGBA";
  499. ETextureFormat[ETextureFormat["LUMINANCE"] = 6409] = "LUMINANCE";
  500. ETextureFormat[ETextureFormat["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA";
  501. })(ETextureFormat = GLTF1.ETextureFormat || (GLTF1.ETextureFormat = {}));
  502. var ECullingType;
  503. (function (ECullingType) {
  504. ECullingType[ECullingType["FRONT"] = 1028] = "FRONT";
  505. ECullingType[ECullingType["BACK"] = 1029] = "BACK";
  506. ECullingType[ECullingType["FRONT_AND_BACK"] = 1032] = "FRONT_AND_BACK";
  507. })(ECullingType = GLTF1.ECullingType || (GLTF1.ECullingType = {}));
  508. var EBlendingFunction;
  509. (function (EBlendingFunction) {
  510. EBlendingFunction[EBlendingFunction["ZERO"] = 0] = "ZERO";
  511. EBlendingFunction[EBlendingFunction["ONE"] = 1] = "ONE";
  512. EBlendingFunction[EBlendingFunction["SRC_COLOR"] = 768] = "SRC_COLOR";
  513. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_COLOR"] = 769] = "ONE_MINUS_SRC_COLOR";
  514. EBlendingFunction[EBlendingFunction["DST_COLOR"] = 774] = "DST_COLOR";
  515. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_COLOR"] = 775] = "ONE_MINUS_DST_COLOR";
  516. EBlendingFunction[EBlendingFunction["SRC_ALPHA"] = 770] = "SRC_ALPHA";
  517. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_ALPHA"] = 771] = "ONE_MINUS_SRC_ALPHA";
  518. EBlendingFunction[EBlendingFunction["DST_ALPHA"] = 772] = "DST_ALPHA";
  519. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_ALPHA"] = 773] = "ONE_MINUS_DST_ALPHA";
  520. EBlendingFunction[EBlendingFunction["CONSTANT_COLOR"] = 32769] = "CONSTANT_COLOR";
  521. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_COLOR"] = 32770] = "ONE_MINUS_CONSTANT_COLOR";
  522. EBlendingFunction[EBlendingFunction["CONSTANT_ALPHA"] = 32771] = "CONSTANT_ALPHA";
  523. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_ALPHA"] = 32772] = "ONE_MINUS_CONSTANT_ALPHA";
  524. EBlendingFunction[EBlendingFunction["SRC_ALPHA_SATURATE"] = 776] = "SRC_ALPHA_SATURATE";
  525. })(EBlendingFunction = GLTF1.EBlendingFunction || (GLTF1.EBlendingFunction = {}));
  526. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  527. })(BABYLON || (BABYLON = {}));
  528. //# sourceMappingURL=babylon.glTFLoaderInterfaces.js.map
  529. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  530. var BABYLON;
  531. (function (BABYLON) {
  532. var GLTF1;
  533. (function (GLTF1) {
  534. /**
  535. * Tokenizer. Used for shaders compatibility
  536. * Automatically map world, view, projection, worldViewProjection, attributes and so on
  537. */
  538. var ETokenType;
  539. (function (ETokenType) {
  540. ETokenType[ETokenType["IDENTIFIER"] = 1] = "IDENTIFIER";
  541. ETokenType[ETokenType["UNKNOWN"] = 2] = "UNKNOWN";
  542. ETokenType[ETokenType["END_OF_INPUT"] = 3] = "END_OF_INPUT";
  543. })(ETokenType || (ETokenType = {}));
  544. var Tokenizer = /** @class */ (function () {
  545. function Tokenizer(toParse) {
  546. this._pos = 0;
  547. this.isLetterOrDigitPattern = /^[a-zA-Z0-9]+$/;
  548. this._toParse = toParse;
  549. this._maxPos = toParse.length;
  550. }
  551. Tokenizer.prototype.getNextToken = function () {
  552. if (this.isEnd())
  553. return ETokenType.END_OF_INPUT;
  554. this.currentString = this.read();
  555. this.currentToken = ETokenType.UNKNOWN;
  556. if (this.currentString === "_" || this.isLetterOrDigitPattern.test(this.currentString)) {
  557. this.currentToken = ETokenType.IDENTIFIER;
  558. this.currentIdentifier = this.currentString;
  559. while (!this.isEnd() && (this.isLetterOrDigitPattern.test(this.currentString = this.peek()) || this.currentString === "_")) {
  560. this.currentIdentifier += this.currentString;
  561. this.forward();
  562. }
  563. }
  564. return this.currentToken;
  565. };
  566. Tokenizer.prototype.peek = function () {
  567. return this._toParse[this._pos];
  568. };
  569. Tokenizer.prototype.read = function () {
  570. return this._toParse[this._pos++];
  571. };
  572. Tokenizer.prototype.forward = function () {
  573. this._pos++;
  574. };
  575. Tokenizer.prototype.isEnd = function () {
  576. return this._pos >= this._maxPos;
  577. };
  578. return Tokenizer;
  579. }());
  580. /**
  581. * Values
  582. */
  583. var glTFTransforms = ["MODEL", "VIEW", "PROJECTION", "MODELVIEW", "MODELVIEWPROJECTION", "JOINTMATRIX"];
  584. var babylonTransforms = ["world", "view", "projection", "worldView", "worldViewProjection", "mBones"];
  585. var glTFAnimationPaths = ["translation", "rotation", "scale"];
  586. var babylonAnimationPaths = ["position", "rotationQuaternion", "scaling"];
  587. /**
  588. * Parse
  589. */
  590. var parseBuffers = function (parsedBuffers, gltfRuntime) {
  591. for (var buf in parsedBuffers) {
  592. var parsedBuffer = parsedBuffers[buf];
  593. gltfRuntime.buffers[buf] = parsedBuffer;
  594. gltfRuntime.buffersCount++;
  595. }
  596. };
  597. var parseShaders = function (parsedShaders, gltfRuntime) {
  598. for (var sha in parsedShaders) {
  599. var parsedShader = parsedShaders[sha];
  600. gltfRuntime.shaders[sha] = parsedShader;
  601. gltfRuntime.shaderscount++;
  602. }
  603. };
  604. var parseObject = function (parsedObjects, runtimeProperty, gltfRuntime) {
  605. for (var object in parsedObjects) {
  606. var parsedObject = parsedObjects[object];
  607. gltfRuntime[runtimeProperty][object] = parsedObject;
  608. }
  609. };
  610. /**
  611. * Utils
  612. */
  613. var normalizeUVs = function (buffer) {
  614. if (!buffer) {
  615. return;
  616. }
  617. for (var i = 0; i < buffer.length / 2; i++) {
  618. buffer[i * 2 + 1] = 1.0 - buffer[i * 2 + 1];
  619. }
  620. };
  621. var getAttribute = function (attributeParameter) {
  622. if (attributeParameter.semantic === "NORMAL") {
  623. return "normal";
  624. }
  625. else if (attributeParameter.semantic === "POSITION") {
  626. return "position";
  627. }
  628. else if (attributeParameter.semantic === "JOINT") {
  629. return "matricesIndices";
  630. }
  631. else if (attributeParameter.semantic === "WEIGHT") {
  632. return "matricesWeights";
  633. }
  634. else if (attributeParameter.semantic === "COLOR") {
  635. return "color";
  636. }
  637. else if (attributeParameter.semantic && attributeParameter.semantic.indexOf("TEXCOORD_") !== -1) {
  638. var channel = Number(attributeParameter.semantic.split("_")[1]);
  639. return "uv" + (channel === 0 ? "" : channel + 1);
  640. }
  641. return null;
  642. };
  643. /**
  644. * Loads and creates animations
  645. */
  646. var loadAnimations = function (gltfRuntime) {
  647. for (var anim in gltfRuntime.animations) {
  648. var animation = gltfRuntime.animations[anim];
  649. if (!animation.channels || !animation.samplers) {
  650. continue;
  651. }
  652. var lastAnimation = null;
  653. for (var i = 0; i < animation.channels.length; i++) {
  654. // Get parameters and load buffers
  655. var channel = animation.channels[i];
  656. var sampler = animation.samplers[channel.sampler];
  657. if (!sampler) {
  658. continue;
  659. }
  660. var inputData = null;
  661. var outputData = null;
  662. if (animation.parameters) {
  663. inputData = animation.parameters[sampler.input];
  664. outputData = animation.parameters[sampler.output];
  665. }
  666. else {
  667. inputData = sampler.input;
  668. outputData = sampler.output;
  669. }
  670. var bufferInput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[inputData]);
  671. var bufferOutput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[outputData]);
  672. var targetID = channel.target.id;
  673. var targetNode = gltfRuntime.scene.getNodeByID(targetID);
  674. if (targetNode === null) {
  675. targetNode = gltfRuntime.scene.getNodeByName(targetID);
  676. }
  677. if (targetNode === null) {
  678. BABYLON.Tools.Warn("Creating animation named " + anim + ". But cannot find node named " + targetID + " to attach to");
  679. continue;
  680. }
  681. var isBone = targetNode instanceof BABYLON.Bone;
  682. // Get target path (position, rotation or scaling)
  683. var targetPath = channel.target.path;
  684. var targetPathIndex = glTFAnimationPaths.indexOf(targetPath);
  685. if (targetPathIndex !== -1) {
  686. targetPath = babylonAnimationPaths[targetPathIndex];
  687. }
  688. // Determine animation type
  689. var animationType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  690. if (!isBone) {
  691. if (targetPath === "rotationQuaternion") {
  692. animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  693. targetNode.rotationQuaternion = new BABYLON.Quaternion();
  694. }
  695. else {
  696. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  697. }
  698. }
  699. // Create animation and key frames
  700. var babylonAnimation = null;
  701. var keys = [];
  702. var arrayOffset = 0;
  703. var modifyKey = false;
  704. if (isBone && lastAnimation && lastAnimation.getKeys().length === bufferInput.length) {
  705. babylonAnimation = lastAnimation;
  706. modifyKey = true;
  707. }
  708. if (!modifyKey) {
  709. babylonAnimation = new BABYLON.Animation(anim, isBone ? "_matrix" : targetPath, 1, animationType, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  710. }
  711. // For each frame
  712. for (var j = 0; j < bufferInput.length; j++) {
  713. var value = null;
  714. if (targetPath === "rotationQuaternion") {
  715. value = BABYLON.Quaternion.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2], bufferOutput[arrayOffset + 3]]);
  716. arrayOffset += 4;
  717. }
  718. else {
  719. value = BABYLON.Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]);
  720. arrayOffset += 3;
  721. }
  722. if (isBone) {
  723. var bone = targetNode;
  724. var translation = BABYLON.Vector3.Zero();
  725. var rotationQuaternion = new BABYLON.Quaternion();
  726. var scaling = BABYLON.Vector3.Zero();
  727. // Warning on decompose
  728. var mat = bone.getBaseMatrix();
  729. if (modifyKey && lastAnimation) {
  730. mat = lastAnimation.getKeys()[j].value;
  731. }
  732. mat.decompose(scaling, rotationQuaternion, translation);
  733. if (targetPath === "position") {
  734. translation = value;
  735. }
  736. else if (targetPath === "rotationQuaternion") {
  737. rotationQuaternion = value;
  738. }
  739. else {
  740. scaling = value;
  741. }
  742. value = BABYLON.Matrix.Compose(scaling, rotationQuaternion, translation);
  743. }
  744. if (!modifyKey) {
  745. keys.push({
  746. frame: bufferInput[j],
  747. value: value
  748. });
  749. }
  750. else if (lastAnimation) {
  751. lastAnimation.getKeys()[j].value = value;
  752. }
  753. }
  754. // Finish
  755. if (!modifyKey && babylonAnimation) {
  756. babylonAnimation.setKeys(keys);
  757. targetNode.animations.push(babylonAnimation);
  758. }
  759. lastAnimation = babylonAnimation;
  760. gltfRuntime.scene.stopAnimation(targetNode);
  761. gltfRuntime.scene.beginAnimation(targetNode, 0, bufferInput[bufferInput.length - 1], true, 1.0);
  762. }
  763. }
  764. };
  765. /**
  766. * Returns the bones transformation matrix
  767. */
  768. var configureBoneTransformation = function (node) {
  769. var mat = null;
  770. if (node.translation || node.rotation || node.scale) {
  771. var scale = BABYLON.Vector3.FromArray(node.scale || [1, 1, 1]);
  772. var rotation = BABYLON.Quaternion.FromArray(node.rotation || [0, 0, 0, 1]);
  773. var position = BABYLON.Vector3.FromArray(node.translation || [0, 0, 0]);
  774. mat = BABYLON.Matrix.Compose(scale, rotation, position);
  775. }
  776. else {
  777. mat = BABYLON.Matrix.FromArray(node.matrix);
  778. }
  779. return mat;
  780. };
  781. /**
  782. * Returns the parent bone
  783. */
  784. var getParentBone = function (gltfRuntime, skins, jointName, newSkeleton) {
  785. // Try to find
  786. for (var i = 0; i < newSkeleton.bones.length; i++) {
  787. if (newSkeleton.bones[i].name === jointName) {
  788. return newSkeleton.bones[i];
  789. }
  790. }
  791. // Not found, search in gltf nodes
  792. var nodes = gltfRuntime.nodes;
  793. for (var nde in nodes) {
  794. var node = nodes[nde];
  795. if (!node.jointName) {
  796. continue;
  797. }
  798. var children = node.children;
  799. for (var i = 0; i < children.length; i++) {
  800. var child = gltfRuntime.nodes[children[i]];
  801. if (!child.jointName) {
  802. continue;
  803. }
  804. if (child.jointName === jointName) {
  805. var mat = configureBoneTransformation(node);
  806. var bone = new BABYLON.Bone(node.name || "", newSkeleton, getParentBone(gltfRuntime, skins, node.jointName, newSkeleton), mat);
  807. bone.id = nde;
  808. return bone;
  809. }
  810. }
  811. }
  812. return null;
  813. };
  814. /**
  815. * Returns the appropriate root node
  816. */
  817. var getNodeToRoot = function (nodesToRoot, id) {
  818. for (var i = 0; i < nodesToRoot.length; i++) {
  819. var nodeToRoot = nodesToRoot[i];
  820. for (var j = 0; j < nodeToRoot.node.children.length; j++) {
  821. var child = nodeToRoot.node.children[j];
  822. if (child === id) {
  823. return nodeToRoot.bone;
  824. }
  825. }
  826. }
  827. return null;
  828. };
  829. /**
  830. * Returns the node with the joint name
  831. */
  832. var getJointNode = function (gltfRuntime, jointName) {
  833. var nodes = gltfRuntime.nodes;
  834. var node = nodes[jointName];
  835. if (node) {
  836. return {
  837. node: node,
  838. id: jointName
  839. };
  840. }
  841. for (var nde in nodes) {
  842. node = nodes[nde];
  843. if (node.jointName === jointName) {
  844. return {
  845. node: node,
  846. id: nde
  847. };
  848. }
  849. }
  850. return null;
  851. };
  852. /**
  853. * Checks if a nodes is in joints
  854. */
  855. var nodeIsInJoints = function (skins, id) {
  856. for (var i = 0; i < skins.jointNames.length; i++) {
  857. if (skins.jointNames[i] === id) {
  858. return true;
  859. }
  860. }
  861. return false;
  862. };
  863. /**
  864. * Fills the nodes to root for bones and builds hierarchy
  865. */
  866. var getNodesToRoot = function (gltfRuntime, newSkeleton, skins, nodesToRoot) {
  867. // Creates nodes for root
  868. for (var nde in gltfRuntime.nodes) {
  869. var node = gltfRuntime.nodes[nde];
  870. var id = nde;
  871. if (!node.jointName || nodeIsInJoints(skins, node.jointName)) {
  872. continue;
  873. }
  874. // Create node to root bone
  875. var mat = configureBoneTransformation(node);
  876. var bone = new BABYLON.Bone(node.name || "", newSkeleton, null, mat);
  877. bone.id = id;
  878. nodesToRoot.push({ bone: bone, node: node, id: id });
  879. }
  880. // Parenting
  881. for (var i = 0; i < nodesToRoot.length; i++) {
  882. var nodeToRoot = nodesToRoot[i];
  883. var children = nodeToRoot.node.children;
  884. for (var j = 0; j < children.length; j++) {
  885. var child = null;
  886. for (var k = 0; k < nodesToRoot.length; k++) {
  887. if (nodesToRoot[k].id === children[j]) {
  888. child = nodesToRoot[k];
  889. break;
  890. }
  891. }
  892. if (child) {
  893. child.bone._parent = nodeToRoot.bone;
  894. nodeToRoot.bone.children.push(child.bone);
  895. }
  896. }
  897. }
  898. };
  899. /**
  900. * Imports a skeleton
  901. */
  902. var importSkeleton = function (gltfRuntime, skins, mesh, newSkeleton, id) {
  903. if (!newSkeleton) {
  904. newSkeleton = new BABYLON.Skeleton(skins.name || "", "", gltfRuntime.scene);
  905. }
  906. if (!skins.babylonSkeleton) {
  907. return newSkeleton;
  908. }
  909. // Find the root bones
  910. var nodesToRoot = [];
  911. var nodesToRootToAdd = [];
  912. getNodesToRoot(gltfRuntime, newSkeleton, skins, nodesToRoot);
  913. newSkeleton.bones = [];
  914. // Joints
  915. for (var i = 0; i < skins.jointNames.length; i++) {
  916. var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
  917. if (!jointNode) {
  918. continue;
  919. }
  920. var node = jointNode.node;
  921. if (!node) {
  922. BABYLON.Tools.Warn("Joint named " + skins.jointNames[i] + " does not exist");
  923. continue;
  924. }
  925. var id = jointNode.id;
  926. // Optimize, if the bone already exists...
  927. var existingBone = gltfRuntime.scene.getBoneByID(id);
  928. if (existingBone) {
  929. newSkeleton.bones.push(existingBone);
  930. continue;
  931. }
  932. // Search for parent bone
  933. var foundBone = false;
  934. var parentBone = null;
  935. for (var j = 0; j < i; j++) {
  936. var jointNode_1 = getJointNode(gltfRuntime, skins.jointNames[j]);
  937. if (!jointNode_1) {
  938. continue;
  939. }
  940. var joint = jointNode_1.node;
  941. if (!joint) {
  942. BABYLON.Tools.Warn("Joint named " + skins.jointNames[j] + " does not exist when looking for parent");
  943. continue;
  944. }
  945. var children = joint.children;
  946. if (!children) {
  947. continue;
  948. }
  949. foundBone = false;
  950. for (var k = 0; k < children.length; k++) {
  951. if (children[k] === id) {
  952. parentBone = getParentBone(gltfRuntime, skins, skins.jointNames[j], newSkeleton);
  953. foundBone = true;
  954. break;
  955. }
  956. }
  957. if (foundBone) {
  958. break;
  959. }
  960. }
  961. // Create bone
  962. var mat = configureBoneTransformation(node);
  963. if (!parentBone && nodesToRoot.length > 0) {
  964. parentBone = getNodeToRoot(nodesToRoot, id);
  965. if (parentBone) {
  966. if (nodesToRootToAdd.indexOf(parentBone) === -1) {
  967. nodesToRootToAdd.push(parentBone);
  968. }
  969. }
  970. }
  971. var bone = new BABYLON.Bone(node.jointName || "", newSkeleton, parentBone, mat);
  972. bone.id = id;
  973. }
  974. // Polish
  975. var bones = newSkeleton.bones;
  976. newSkeleton.bones = [];
  977. for (var i = 0; i < skins.jointNames.length; i++) {
  978. var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
  979. if (!jointNode) {
  980. continue;
  981. }
  982. for (var j = 0; j < bones.length; j++) {
  983. if (bones[j].id === jointNode.id) {
  984. newSkeleton.bones.push(bones[j]);
  985. break;
  986. }
  987. }
  988. }
  989. newSkeleton.prepare();
  990. // Finish
  991. for (var i = 0; i < nodesToRootToAdd.length; i++) {
  992. newSkeleton.bones.push(nodesToRootToAdd[i]);
  993. }
  994. return newSkeleton;
  995. };
  996. /**
  997. * Imports a mesh and its geometries
  998. */
  999. var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
  1000. if (!newMesh) {
  1001. newMesh = new BABYLON.Mesh(node.name || "", gltfRuntime.scene);
  1002. newMesh.id = id;
  1003. }
  1004. if (!node.babylonNode) {
  1005. return newMesh;
  1006. }
  1007. var subMaterials = [];
  1008. var vertexData = new BABYLON.VertexData();
  1009. var geometry = new BABYLON.Geometry(id, gltfRuntime.scene, vertexData, false, newMesh);
  1010. var verticesStarts = new Array();
  1011. var verticesCounts = new Array();
  1012. var indexStarts = new Array();
  1013. var indexCounts = new Array();
  1014. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  1015. var meshID = meshes[meshIndex];
  1016. var mesh = gltfRuntime.meshes[meshID];
  1017. if (!mesh) {
  1018. continue;
  1019. }
  1020. // Positions, normals and UVs
  1021. for (var i = 0; i < mesh.primitives.length; i++) {
  1022. // Temporary vertex data
  1023. var tempVertexData = new BABYLON.VertexData();
  1024. var primitive = mesh.primitives[i];
  1025. if (primitive.mode !== 4) {
  1026. // continue;
  1027. }
  1028. var attributes = primitive.attributes;
  1029. var accessor = null;
  1030. var buffer = null;
  1031. // Set positions, normal and uvs
  1032. for (var semantic in attributes) {
  1033. // Link accessor and buffer view
  1034. accessor = gltfRuntime.accessors[attributes[semantic]];
  1035. buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
  1036. if (semantic === "NORMAL") {
  1037. tempVertexData.normals = new Float32Array(buffer.length);
  1038. tempVertexData.normals.set(buffer);
  1039. }
  1040. else if (semantic === "POSITION") {
  1041. if (BABYLON.GLTFFileLoader.HomogeneousCoordinates) {
  1042. tempVertexData.positions = new Float32Array(buffer.length - buffer.length / 4);
  1043. for (var j = 0; j < buffer.length; j += 4) {
  1044. tempVertexData.positions[j] = buffer[j];
  1045. tempVertexData.positions[j + 1] = buffer[j + 1];
  1046. tempVertexData.positions[j + 2] = buffer[j + 2];
  1047. }
  1048. }
  1049. else {
  1050. tempVertexData.positions = new Float32Array(buffer.length);
  1051. tempVertexData.positions.set(buffer);
  1052. }
  1053. verticesCounts.push(tempVertexData.positions.length);
  1054. }
  1055. else if (semantic.indexOf("TEXCOORD_") !== -1) {
  1056. var channel = Number(semantic.split("_")[1]);
  1057. var uvKind = BABYLON.VertexBuffer.UVKind + (channel === 0 ? "" : (channel + 1));
  1058. var uvs = new Float32Array(buffer.length);
  1059. uvs.set(buffer);
  1060. normalizeUVs(uvs);
  1061. tempVertexData.set(uvs, uvKind);
  1062. }
  1063. else if (semantic === "JOINT") {
  1064. tempVertexData.matricesIndices = new Float32Array(buffer.length);
  1065. tempVertexData.matricesIndices.set(buffer);
  1066. }
  1067. else if (semantic === "WEIGHT") {
  1068. tempVertexData.matricesWeights = new Float32Array(buffer.length);
  1069. tempVertexData.matricesWeights.set(buffer);
  1070. }
  1071. else if (semantic === "COLOR") {
  1072. tempVertexData.colors = new Float32Array(buffer.length);
  1073. tempVertexData.colors.set(buffer);
  1074. }
  1075. }
  1076. // Indices
  1077. accessor = gltfRuntime.accessors[primitive.indices];
  1078. if (accessor) {
  1079. buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
  1080. tempVertexData.indices = new Int32Array(buffer.length);
  1081. tempVertexData.indices.set(buffer);
  1082. indexCounts.push(tempVertexData.indices.length);
  1083. }
  1084. else {
  1085. // Set indices on the fly
  1086. var indices = [];
  1087. for (var j = 0; j < tempVertexData.positions.length / 3; j++) {
  1088. indices.push(j);
  1089. }
  1090. tempVertexData.indices = new Int32Array(indices);
  1091. indexCounts.push(tempVertexData.indices.length);
  1092. }
  1093. vertexData.merge(tempVertexData);
  1094. // Sub material
  1095. var material_1 = gltfRuntime.scene.getMaterialByID(primitive.material);
  1096. subMaterials.push(material_1 === null ? GLTF1.GLTFUtils.GetDefaultMaterial(gltfRuntime.scene) : material_1);
  1097. // Update vertices start and index start
  1098. verticesStarts.push(verticesStarts.length === 0 ? 0 : verticesStarts[verticesStarts.length - 1] + verticesCounts[verticesCounts.length - 2]);
  1099. indexStarts.push(indexStarts.length === 0 ? 0 : indexStarts[indexStarts.length - 1] + indexCounts[indexCounts.length - 2]);
  1100. }
  1101. }
  1102. var material;
  1103. if (subMaterials.length > 1) {
  1104. material = new BABYLON.MultiMaterial("multimat" + id, gltfRuntime.scene);
  1105. material.subMaterials = subMaterials;
  1106. }
  1107. else {
  1108. material = new BABYLON.StandardMaterial("multimat" + id, gltfRuntime.scene);
  1109. }
  1110. if (subMaterials.length === 1) {
  1111. material = subMaterials[0];
  1112. }
  1113. if (!newMesh.material) {
  1114. newMesh.material = material;
  1115. }
  1116. // Apply geometry
  1117. geometry.setAllVerticesData(vertexData, false);
  1118. newMesh.computeWorldMatrix(true);
  1119. // Apply submeshes
  1120. newMesh.subMeshes = [];
  1121. var index = 0;
  1122. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  1123. var meshID = meshes[meshIndex];
  1124. var mesh = gltfRuntime.meshes[meshID];
  1125. if (!mesh) {
  1126. continue;
  1127. }
  1128. for (var i = 0; i < mesh.primitives.length; i++) {
  1129. if (mesh.primitives[i].mode !== 4) {
  1130. //continue;
  1131. }
  1132. BABYLON.SubMesh.AddToMesh(index, verticesStarts[index], verticesCounts[index], indexStarts[index], indexCounts[index], newMesh, newMesh, true);
  1133. index++;
  1134. }
  1135. }
  1136. // Finish
  1137. return newMesh;
  1138. };
  1139. /**
  1140. * Configure node transformation from position, rotation and scaling
  1141. */
  1142. var configureNode = function (newNode, position, rotation, scaling) {
  1143. if (newNode.position) {
  1144. newNode.position = position;
  1145. }
  1146. if (newNode.rotationQuaternion || newNode.rotation) {
  1147. newNode.rotationQuaternion = rotation;
  1148. }
  1149. if (newNode.scaling) {
  1150. newNode.scaling = scaling;
  1151. }
  1152. };
  1153. /**
  1154. * Configures node from transformation matrix
  1155. */
  1156. var configureNodeFromMatrix = function (newNode, node, parent) {
  1157. if (node.matrix) {
  1158. var position = new BABYLON.Vector3(0, 0, 0);
  1159. var rotation = new BABYLON.Quaternion();
  1160. var scaling = new BABYLON.Vector3(0, 0, 0);
  1161. var mat = BABYLON.Matrix.FromArray(node.matrix);
  1162. mat.decompose(scaling, rotation, position);
  1163. configureNode(newNode, position, rotation, scaling);
  1164. }
  1165. else if (node.translation && node.rotation && node.scale) {
  1166. configureNode(newNode, BABYLON.Vector3.FromArray(node.translation), BABYLON.Quaternion.FromArray(node.rotation), BABYLON.Vector3.FromArray(node.scale));
  1167. }
  1168. newNode.computeWorldMatrix(true);
  1169. };
  1170. /**
  1171. * Imports a node
  1172. */
  1173. var importNode = function (gltfRuntime, node, id, parent) {
  1174. var lastNode = null;
  1175. if (gltfRuntime.importOnlyMeshes && (node.skin || node.meshes)) {
  1176. if (gltfRuntime.importMeshesNames && gltfRuntime.importMeshesNames.length > 0 && gltfRuntime.importMeshesNames.indexOf(node.name || "") === -1) {
  1177. return null;
  1178. }
  1179. }
  1180. // Meshes
  1181. if (node.skin) {
  1182. if (node.meshes) {
  1183. var skin = gltfRuntime.skins[node.skin];
  1184. var newMesh = importMesh(gltfRuntime, node, node.meshes, id, node.babylonNode);
  1185. newMesh.skeleton = gltfRuntime.scene.getLastSkeletonByID(node.skin);
  1186. if (newMesh.skeleton === null) {
  1187. newMesh.skeleton = importSkeleton(gltfRuntime, skin, newMesh, skin.babylonSkeleton, node.skin);
  1188. if (!skin.babylonSkeleton) {
  1189. skin.babylonSkeleton = newMesh.skeleton;
  1190. }
  1191. }
  1192. lastNode = newMesh;
  1193. }
  1194. }
  1195. else if (node.meshes) {
  1196. /**
  1197. * Improve meshes property
  1198. */
  1199. var newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id, node.babylonNode);
  1200. lastNode = newMesh;
  1201. }
  1202. else if (node.light && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  1203. var light = gltfRuntime.lights[node.light];
  1204. if (light) {
  1205. if (light.type === "ambient") {
  1206. var ambienLight = light[light.type];
  1207. var hemiLight = new BABYLON.HemisphericLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1208. hemiLight.name = node.name || "";
  1209. if (ambienLight.color) {
  1210. hemiLight.diffuse = BABYLON.Color3.FromArray(ambienLight.color);
  1211. }
  1212. lastNode = hemiLight;
  1213. }
  1214. else if (light.type === "directional") {
  1215. var directionalLight = light[light.type];
  1216. var dirLight = new BABYLON.DirectionalLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1217. dirLight.name = node.name || "";
  1218. if (directionalLight.color) {
  1219. dirLight.diffuse = BABYLON.Color3.FromArray(directionalLight.color);
  1220. }
  1221. lastNode = dirLight;
  1222. }
  1223. else if (light.type === "point") {
  1224. var pointLight = light[light.type];
  1225. var ptLight = new BABYLON.PointLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1226. ptLight.name = node.name || "";
  1227. if (pointLight.color) {
  1228. ptLight.diffuse = BABYLON.Color3.FromArray(pointLight.color);
  1229. }
  1230. lastNode = ptLight;
  1231. }
  1232. else if (light.type === "spot") {
  1233. var spotLight = light[light.type];
  1234. var spLight = new BABYLON.SpotLight(node.light, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, gltfRuntime.scene);
  1235. spLight.name = node.name || "";
  1236. if (spotLight.color) {
  1237. spLight.diffuse = BABYLON.Color3.FromArray(spotLight.color);
  1238. }
  1239. if (spotLight.fallOfAngle) {
  1240. spLight.angle = spotLight.fallOfAngle;
  1241. }
  1242. if (spotLight.fallOffExponent) {
  1243. spLight.exponent = spotLight.fallOffExponent;
  1244. }
  1245. lastNode = spLight;
  1246. }
  1247. }
  1248. }
  1249. else if (node.camera && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  1250. var camera = gltfRuntime.cameras[node.camera];
  1251. if (camera) {
  1252. if (camera.type === "orthographic") {
  1253. var orthoCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1254. orthoCamera.name = node.name || "";
  1255. orthoCamera.mode = BABYLON.Camera.ORTHOGRAPHIC_CAMERA;
  1256. orthoCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  1257. lastNode = orthoCamera;
  1258. }
  1259. else if (camera.type === "perspective") {
  1260. var perspectiveCamera = camera[camera.type];
  1261. var persCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  1262. persCamera.name = node.name || "";
  1263. persCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  1264. if (!perspectiveCamera.aspectRatio) {
  1265. perspectiveCamera.aspectRatio = gltfRuntime.scene.getEngine().getRenderWidth() / gltfRuntime.scene.getEngine().getRenderHeight();
  1266. }
  1267. if (perspectiveCamera.znear && perspectiveCamera.zfar) {
  1268. persCamera.maxZ = perspectiveCamera.zfar;
  1269. persCamera.minZ = perspectiveCamera.znear;
  1270. }
  1271. lastNode = persCamera;
  1272. }
  1273. }
  1274. }
  1275. // Empty node
  1276. if (!node.jointName) {
  1277. if (node.babylonNode) {
  1278. return node.babylonNode;
  1279. }
  1280. else if (lastNode === null) {
  1281. var dummy = new BABYLON.Mesh(node.name || "", gltfRuntime.scene);
  1282. node.babylonNode = dummy;
  1283. lastNode = dummy;
  1284. }
  1285. }
  1286. if (lastNode !== null) {
  1287. if (node.matrix && lastNode instanceof BABYLON.Mesh) {
  1288. configureNodeFromMatrix(lastNode, node, parent);
  1289. }
  1290. else {
  1291. var translation = node.translation || [0, 0, 0];
  1292. var rotation = node.rotation || [0, 0, 0, 1];
  1293. var scale = node.scale || [1, 1, 1];
  1294. configureNode(lastNode, BABYLON.Vector3.FromArray(translation), BABYLON.Quaternion.FromArray(rotation), BABYLON.Vector3.FromArray(scale));
  1295. }
  1296. lastNode.updateCache(true);
  1297. node.babylonNode = lastNode;
  1298. }
  1299. return lastNode;
  1300. };
  1301. /**
  1302. * Traverses nodes and creates them
  1303. */
  1304. var traverseNodes = function (gltfRuntime, id, parent, meshIncluded) {
  1305. if (meshIncluded === void 0) { meshIncluded = false; }
  1306. var node = gltfRuntime.nodes[id];
  1307. var newNode = null;
  1308. if (gltfRuntime.importOnlyMeshes && !meshIncluded && gltfRuntime.importMeshesNames) {
  1309. if (gltfRuntime.importMeshesNames.indexOf(node.name || "") !== -1 || gltfRuntime.importMeshesNames.length === 0) {
  1310. meshIncluded = true;
  1311. }
  1312. else {
  1313. meshIncluded = false;
  1314. }
  1315. }
  1316. else {
  1317. meshIncluded = true;
  1318. }
  1319. if (!node.jointName && meshIncluded) {
  1320. newNode = importNode(gltfRuntime, node, id, parent);
  1321. if (newNode !== null) {
  1322. newNode.id = id;
  1323. newNode.parent = parent;
  1324. }
  1325. }
  1326. if (node.children) {
  1327. for (var i = 0; i < node.children.length; i++) {
  1328. traverseNodes(gltfRuntime, node.children[i], newNode, meshIncluded);
  1329. }
  1330. }
  1331. };
  1332. /**
  1333. * do stuff after buffers, shaders are loaded (e.g. hook up materials, load animations, etc.)
  1334. */
  1335. var postLoad = function (gltfRuntime) {
  1336. // Nodes
  1337. var currentScene = gltfRuntime.currentScene;
  1338. if (currentScene) {
  1339. for (var i = 0; i < currentScene.nodes.length; i++) {
  1340. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  1341. }
  1342. }
  1343. else {
  1344. for (var thing in gltfRuntime.scenes) {
  1345. currentScene = gltfRuntime.scenes[thing];
  1346. for (var i = 0; i < currentScene.nodes.length; i++) {
  1347. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  1348. }
  1349. }
  1350. }
  1351. // Set animations
  1352. loadAnimations(gltfRuntime);
  1353. for (var i = 0; i < gltfRuntime.scene.skeletons.length; i++) {
  1354. var skeleton = gltfRuntime.scene.skeletons[i];
  1355. gltfRuntime.scene.beginAnimation(skeleton, 0, Number.MAX_VALUE, true, 1.0);
  1356. }
  1357. };
  1358. /**
  1359. * onBind shaderrs callback to set uniforms and matrices
  1360. */
  1361. var onBindShaderMaterial = function (mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess) {
  1362. var materialValues = material.values || technique.parameters;
  1363. for (var unif in unTreatedUniforms) {
  1364. var uniform = unTreatedUniforms[unif];
  1365. var type = uniform.type;
  1366. if (type === GLTF1.EParameterType.FLOAT_MAT2 || type === GLTF1.EParameterType.FLOAT_MAT3 || type === GLTF1.EParameterType.FLOAT_MAT4) {
  1367. if (uniform.semantic && !uniform.source && !uniform.node) {
  1368. GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, mesh, uniform, unif, shaderMaterial.getEffect());
  1369. }
  1370. else if (uniform.semantic && (uniform.source || uniform.node)) {
  1371. var source = gltfRuntime.scene.getNodeByName(uniform.source || uniform.node || "");
  1372. if (source === null) {
  1373. source = gltfRuntime.scene.getNodeByID(uniform.source || uniform.node || "");
  1374. }
  1375. if (source === null) {
  1376. continue;
  1377. }
  1378. GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, source, uniform, unif, shaderMaterial.getEffect());
  1379. }
  1380. }
  1381. else {
  1382. var value = materialValues[technique.uniforms[unif]];
  1383. if (!value) {
  1384. continue;
  1385. }
  1386. if (type === GLTF1.EParameterType.SAMPLER_2D) {
  1387. var texture = gltfRuntime.textures[material.values ? value : uniform.value].babylonTexture;
  1388. if (texture === null || texture === undefined) {
  1389. continue;
  1390. }
  1391. shaderMaterial.getEffect().setTexture(unif, texture);
  1392. }
  1393. else {
  1394. GLTF1.GLTFUtils.SetUniform((shaderMaterial.getEffect()), unif, value, type);
  1395. }
  1396. }
  1397. }
  1398. onSuccess(shaderMaterial);
  1399. };
  1400. /**
  1401. * Prepare uniforms to send the only one time
  1402. * Loads the appropriate textures
  1403. */
  1404. var prepareShaderMaterialUniforms = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms) {
  1405. var materialValues = material.values || technique.parameters;
  1406. var techniqueUniforms = technique.uniforms;
  1407. /**
  1408. * Prepare values here (not matrices)
  1409. */
  1410. for (var unif in unTreatedUniforms) {
  1411. var uniform = unTreatedUniforms[unif];
  1412. var type = uniform.type;
  1413. var value = materialValues[techniqueUniforms[unif]];
  1414. if (value === undefined) {
  1415. // In case the value is the same for all materials
  1416. value = uniform.value;
  1417. }
  1418. if (!value) {
  1419. continue;
  1420. }
  1421. var onLoadTexture = function (uniformName) {
  1422. return function (texture) {
  1423. if (uniform.value && uniformName) {
  1424. // Static uniform
  1425. shaderMaterial.setTexture(uniformName, texture);
  1426. delete unTreatedUniforms[uniformName];
  1427. }
  1428. };
  1429. };
  1430. // Texture (sampler2D)
  1431. if (type === GLTF1.EParameterType.SAMPLER_2D) {
  1432. GLTF1.GLTFLoaderExtension.LoadTextureAsync(gltfRuntime, material.values ? value : uniform.value, onLoadTexture(unif), function () { return onLoadTexture(null); });
  1433. }
  1434. else {
  1435. if (uniform.value && GLTF1.GLTFUtils.SetUniform(shaderMaterial, unif, material.values ? value : uniform.value, type)) {
  1436. // Static uniform
  1437. delete unTreatedUniforms[unif];
  1438. }
  1439. }
  1440. }
  1441. };
  1442. /**
  1443. * Shader compilation failed
  1444. */
  1445. var onShaderCompileError = function (program, shaderMaterial, onError) {
  1446. return function (effect, error) {
  1447. shaderMaterial.dispose(true);
  1448. onError("Cannot compile program named " + program.name + ". Error: " + error + ". Default material will be applied");
  1449. };
  1450. };
  1451. /**
  1452. * Shader compilation success
  1453. */
  1454. var onShaderCompileSuccess = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess) {
  1455. return function (_) {
  1456. prepareShaderMaterialUniforms(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms);
  1457. shaderMaterial.onBind = function (mesh) {
  1458. onBindShaderMaterial(mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess);
  1459. };
  1460. };
  1461. };
  1462. /**
  1463. * Returns the appropriate uniform if already handled by babylon
  1464. */
  1465. var parseShaderUniforms = function (tokenizer, technique, unTreatedUniforms) {
  1466. for (var unif in technique.uniforms) {
  1467. var uniform = technique.uniforms[unif];
  1468. var uniformParameter = technique.parameters[uniform];
  1469. if (tokenizer.currentIdentifier === unif) {
  1470. if (uniformParameter.semantic && !uniformParameter.source && !uniformParameter.node) {
  1471. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  1472. if (transformIndex !== -1) {
  1473. delete unTreatedUniforms[unif];
  1474. return babylonTransforms[transformIndex];
  1475. }
  1476. }
  1477. }
  1478. }
  1479. return tokenizer.currentIdentifier;
  1480. };
  1481. /**
  1482. * All shaders loaded. Create materials one by one
  1483. */
  1484. var importMaterials = function (gltfRuntime) {
  1485. // Create materials
  1486. for (var mat in gltfRuntime.materials) {
  1487. GLTF1.GLTFLoaderExtension.LoadMaterialAsync(gltfRuntime, mat, function (material) { }, function () { });
  1488. }
  1489. };
  1490. /**
  1491. * Implementation of the base glTF spec
  1492. */
  1493. var GLTFLoaderBase = /** @class */ (function () {
  1494. function GLTFLoaderBase() {
  1495. }
  1496. GLTFLoaderBase.CreateRuntime = function (parsedData, scene, rootUrl) {
  1497. var gltfRuntime = {
  1498. extensions: {},
  1499. accessors: {},
  1500. buffers: {},
  1501. bufferViews: {},
  1502. meshes: {},
  1503. lights: {},
  1504. cameras: {},
  1505. nodes: {},
  1506. images: {},
  1507. textures: {},
  1508. shaders: {},
  1509. programs: {},
  1510. samplers: {},
  1511. techniques: {},
  1512. materials: {},
  1513. animations: {},
  1514. skins: {},
  1515. extensionsUsed: [],
  1516. scenes: {},
  1517. buffersCount: 0,
  1518. shaderscount: 0,
  1519. scene: scene,
  1520. rootUrl: rootUrl,
  1521. loadedBufferCount: 0,
  1522. loadedBufferViews: {},
  1523. loadedShaderCount: 0,
  1524. importOnlyMeshes: false,
  1525. dummyNodes: []
  1526. };
  1527. // Parse
  1528. if (parsedData.extensions) {
  1529. parseObject(parsedData.extensions, "extensions", gltfRuntime);
  1530. }
  1531. if (parsedData.extensionsUsed) {
  1532. parseObject(parsedData.extensionsUsed, "extensionsUsed", gltfRuntime);
  1533. }
  1534. if (parsedData.buffers) {
  1535. parseBuffers(parsedData.buffers, gltfRuntime);
  1536. }
  1537. if (parsedData.bufferViews) {
  1538. parseObject(parsedData.bufferViews, "bufferViews", gltfRuntime);
  1539. }
  1540. if (parsedData.accessors) {
  1541. parseObject(parsedData.accessors, "accessors", gltfRuntime);
  1542. }
  1543. if (parsedData.meshes) {
  1544. parseObject(parsedData.meshes, "meshes", gltfRuntime);
  1545. }
  1546. if (parsedData.lights) {
  1547. parseObject(parsedData.lights, "lights", gltfRuntime);
  1548. }
  1549. if (parsedData.cameras) {
  1550. parseObject(parsedData.cameras, "cameras", gltfRuntime);
  1551. }
  1552. if (parsedData.nodes) {
  1553. parseObject(parsedData.nodes, "nodes", gltfRuntime);
  1554. }
  1555. if (parsedData.images) {
  1556. parseObject(parsedData.images, "images", gltfRuntime);
  1557. }
  1558. if (parsedData.textures) {
  1559. parseObject(parsedData.textures, "textures", gltfRuntime);
  1560. }
  1561. if (parsedData.shaders) {
  1562. parseShaders(parsedData.shaders, gltfRuntime);
  1563. }
  1564. if (parsedData.programs) {
  1565. parseObject(parsedData.programs, "programs", gltfRuntime);
  1566. }
  1567. if (parsedData.samplers) {
  1568. parseObject(parsedData.samplers, "samplers", gltfRuntime);
  1569. }
  1570. if (parsedData.techniques) {
  1571. parseObject(parsedData.techniques, "techniques", gltfRuntime);
  1572. }
  1573. if (parsedData.materials) {
  1574. parseObject(parsedData.materials, "materials", gltfRuntime);
  1575. }
  1576. if (parsedData.animations) {
  1577. parseObject(parsedData.animations, "animations", gltfRuntime);
  1578. }
  1579. if (parsedData.skins) {
  1580. parseObject(parsedData.skins, "skins", gltfRuntime);
  1581. }
  1582. if (parsedData.scenes) {
  1583. gltfRuntime.scenes = parsedData.scenes;
  1584. }
  1585. if (parsedData.scene && parsedData.scenes) {
  1586. gltfRuntime.currentScene = parsedData.scenes[parsedData.scene];
  1587. }
  1588. return gltfRuntime;
  1589. };
  1590. GLTFLoaderBase.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  1591. var buffer = gltfRuntime.buffers[id];
  1592. if (GLTF1.GLTFUtils.IsBase64(buffer.uri)) {
  1593. setTimeout(function () { return onSuccess(new Uint8Array(GLTF1.GLTFUtils.DecodeBase64(buffer.uri))); });
  1594. }
  1595. else {
  1596. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, function (data) { return onSuccess(new Uint8Array(data)); }, onProgress, undefined, true, function (request) {
  1597. if (request) {
  1598. onError(request.status + " " + request.statusText);
  1599. }
  1600. });
  1601. }
  1602. };
  1603. GLTFLoaderBase.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  1604. var texture = gltfRuntime.textures[id];
  1605. if (!texture || !texture.source) {
  1606. onError("");
  1607. return;
  1608. }
  1609. if (texture.babylonTexture) {
  1610. onSuccess(null);
  1611. return;
  1612. }
  1613. var source = gltfRuntime.images[texture.source];
  1614. if (GLTF1.GLTFUtils.IsBase64(source.uri)) {
  1615. setTimeout(function () { return onSuccess(new Uint8Array(GLTF1.GLTFUtils.DecodeBase64(source.uri))); });
  1616. }
  1617. else {
  1618. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + source.uri, function (data) { return onSuccess(new Uint8Array(data)); }, undefined, undefined, true, function (request) {
  1619. if (request) {
  1620. onError(request.status + " " + request.statusText);
  1621. }
  1622. });
  1623. }
  1624. };
  1625. GLTFLoaderBase.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  1626. var texture = gltfRuntime.textures[id];
  1627. if (texture.babylonTexture) {
  1628. onSuccess(texture.babylonTexture);
  1629. return;
  1630. }
  1631. var sampler = gltfRuntime.samplers[texture.sampler];
  1632. var createMipMaps = (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST) ||
  1633. (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_LINEAR) ||
  1634. (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST) ||
  1635. (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR);
  1636. var samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  1637. var blob = new Blob([buffer]);
  1638. var blobURL = URL.createObjectURL(blob);
  1639. var revokeBlobURL = function () { return URL.revokeObjectURL(blobURL); };
  1640. var newTexture = new BABYLON.Texture(blobURL, gltfRuntime.scene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
  1641. if (sampler.wrapS !== undefined) {
  1642. newTexture.wrapU = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapS);
  1643. }
  1644. if (sampler.wrapT !== undefined) {
  1645. newTexture.wrapV = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapT);
  1646. }
  1647. newTexture.name = id;
  1648. texture.babylonTexture = newTexture;
  1649. onSuccess(newTexture);
  1650. };
  1651. GLTFLoaderBase.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  1652. var shader = gltfRuntime.shaders[id];
  1653. if (GLTF1.GLTFUtils.IsBase64(shader.uri)) {
  1654. var shaderString = atob(shader.uri.split(",")[1]);
  1655. onSuccess(shaderString);
  1656. }
  1657. else {
  1658. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, undefined, undefined, false, function (request) {
  1659. if (request) {
  1660. onError(request.status + " " + request.statusText);
  1661. }
  1662. });
  1663. }
  1664. };
  1665. GLTFLoaderBase.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  1666. var material = gltfRuntime.materials[id];
  1667. if (!material.technique) {
  1668. if (onError) {
  1669. onError("No technique found.");
  1670. }
  1671. return;
  1672. }
  1673. var technique = gltfRuntime.techniques[material.technique];
  1674. if (!technique) {
  1675. var defaultMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
  1676. defaultMaterial.diffuseColor = new BABYLON.Color3(0.5, 0.5, 0.5);
  1677. defaultMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  1678. onSuccess(defaultMaterial);
  1679. return;
  1680. }
  1681. var program = gltfRuntime.programs[technique.program];
  1682. var states = technique.states;
  1683. var vertexShader = BABYLON.Effect.ShadersStore[program.vertexShader + "VertexShader"];
  1684. var pixelShader = BABYLON.Effect.ShadersStore[program.fragmentShader + "PixelShader"];
  1685. var newVertexShader = "";
  1686. var newPixelShader = "";
  1687. var vertexTokenizer = new Tokenizer(vertexShader);
  1688. var pixelTokenizer = new Tokenizer(pixelShader);
  1689. var unTreatedUniforms = {};
  1690. var uniforms = [];
  1691. var attributes = [];
  1692. var samplers = [];
  1693. // Fill uniform, sampler2D and attributes
  1694. for (var unif in technique.uniforms) {
  1695. var uniform = technique.uniforms[unif];
  1696. var uniformParameter = technique.parameters[uniform];
  1697. unTreatedUniforms[unif] = uniformParameter;
  1698. if (uniformParameter.semantic && !uniformParameter.node && !uniformParameter.source) {
  1699. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  1700. if (transformIndex !== -1) {
  1701. uniforms.push(babylonTransforms[transformIndex]);
  1702. delete unTreatedUniforms[unif];
  1703. }
  1704. else {
  1705. uniforms.push(unif);
  1706. }
  1707. }
  1708. else if (uniformParameter.type === GLTF1.EParameterType.SAMPLER_2D) {
  1709. samplers.push(unif);
  1710. }
  1711. else {
  1712. uniforms.push(unif);
  1713. }
  1714. }
  1715. for (var attr in technique.attributes) {
  1716. var attribute = technique.attributes[attr];
  1717. var attributeParameter = technique.parameters[attribute];
  1718. if (attributeParameter.semantic) {
  1719. attributes.push(getAttribute(attributeParameter));
  1720. }
  1721. }
  1722. // Configure vertex shader
  1723. while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
  1724. var tokenType = vertexTokenizer.currentToken;
  1725. if (tokenType !== ETokenType.IDENTIFIER) {
  1726. newVertexShader += vertexTokenizer.currentString;
  1727. continue;
  1728. }
  1729. var foundAttribute = false;
  1730. for (var attr in technique.attributes) {
  1731. var attribute = technique.attributes[attr];
  1732. var attributeParameter = technique.parameters[attribute];
  1733. if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
  1734. newVertexShader += getAttribute(attributeParameter);
  1735. foundAttribute = true;
  1736. break;
  1737. }
  1738. }
  1739. if (foundAttribute) {
  1740. continue;
  1741. }
  1742. newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms);
  1743. }
  1744. // Configure pixel shader
  1745. while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
  1746. var tokenType = pixelTokenizer.currentToken;
  1747. if (tokenType !== ETokenType.IDENTIFIER) {
  1748. newPixelShader += pixelTokenizer.currentString;
  1749. continue;
  1750. }
  1751. newPixelShader += parseShaderUniforms(pixelTokenizer, technique, unTreatedUniforms);
  1752. }
  1753. // Create shader material
  1754. var shaderPath = {
  1755. vertex: program.vertexShader + id,
  1756. fragment: program.fragmentShader + id
  1757. };
  1758. var options = {
  1759. attributes: attributes,
  1760. uniforms: uniforms,
  1761. samplers: samplers,
  1762. needAlphaBlending: states && states.enable && states.enable.indexOf(3042) !== -1
  1763. };
  1764. BABYLON.Effect.ShadersStore[program.vertexShader + id + "VertexShader"] = newVertexShader;
  1765. BABYLON.Effect.ShadersStore[program.fragmentShader + id + "PixelShader"] = newPixelShader;
  1766. var shaderMaterial = new BABYLON.ShaderMaterial(id, gltfRuntime.scene, shaderPath, options);
  1767. shaderMaterial.onError = onShaderCompileError(program, shaderMaterial, onError);
  1768. shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess);
  1769. shaderMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  1770. if (states && states.functions) {
  1771. var functions = states.functions;
  1772. if (functions.cullFace && functions.cullFace[0] !== GLTF1.ECullingType.BACK) {
  1773. shaderMaterial.backFaceCulling = false;
  1774. }
  1775. var blendFunc = functions.blendFuncSeparate;
  1776. if (blendFunc) {
  1777. 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) {
  1778. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  1779. }
  1780. else if (blendFunc[0] === GLTF1.EBlendingFunction.ONE && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  1781. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  1782. }
  1783. else if (blendFunc[0] === GLTF1.EBlendingFunction.SRC_ALPHA && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  1784. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ADD;
  1785. }
  1786. 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) {
  1787. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_SUBTRACT;
  1788. }
  1789. else if (blendFunc[0] === GLTF1.EBlendingFunction.DST_COLOR && blendFunc[1] === GLTF1.EBlendingFunction.ZERO && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  1790. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MULTIPLY;
  1791. }
  1792. 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) {
  1793. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MAXIMIZED;
  1794. }
  1795. }
  1796. }
  1797. };
  1798. return GLTFLoaderBase;
  1799. }());
  1800. GLTF1.GLTFLoaderBase = GLTFLoaderBase;
  1801. /**
  1802. * glTF V1 Loader
  1803. */
  1804. var GLTFLoader = /** @class */ (function () {
  1805. function GLTFLoader() {
  1806. // #region Stubs for IGLTFLoader interface
  1807. this.coordinateSystemMode = BABYLON.GLTFLoaderCoordinateSystemMode.AUTO;
  1808. this.animationStartMode = BABYLON.GLTFLoaderAnimationStartMode.FIRST;
  1809. this.compileMaterials = false;
  1810. this.useClipPlane = false;
  1811. this.compileShadowGenerators = false;
  1812. this.onDisposeObservable = new BABYLON.Observable();
  1813. this.onMeshLoadedObservable = new BABYLON.Observable();
  1814. this.onTextureLoadedObservable = new BABYLON.Observable();
  1815. this.onMaterialLoadedObservable = new BABYLON.Observable();
  1816. this.onCompleteObservable = new BABYLON.Observable();
  1817. }
  1818. GLTFLoader.RegisterExtension = function (extension) {
  1819. if (GLTFLoader.Extensions[extension.name]) {
  1820. BABYLON.Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
  1821. return;
  1822. }
  1823. GLTFLoader.Extensions[extension.name] = extension;
  1824. };
  1825. GLTFLoader.prototype.dispose = function () { };
  1826. // #endregion
  1827. GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  1828. var _this = this;
  1829. scene.useRightHandedSystem = true;
  1830. GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
  1831. gltfRuntime.importOnlyMeshes = true;
  1832. if (meshesNames === "") {
  1833. gltfRuntime.importMeshesNames = [];
  1834. }
  1835. else if (typeof meshesNames === "string") {
  1836. gltfRuntime.importMeshesNames = [meshesNames];
  1837. }
  1838. else if (meshesNames && !(meshesNames instanceof Array)) {
  1839. gltfRuntime.importMeshesNames = [meshesNames];
  1840. }
  1841. else {
  1842. gltfRuntime.importMeshesNames = [];
  1843. BABYLON.Tools.Warn("Argument meshesNames must be of type string or string[]");
  1844. }
  1845. // Create nodes
  1846. _this._createNodes(gltfRuntime);
  1847. var meshes = new Array();
  1848. var skeletons = new Array();
  1849. // Fill arrays of meshes and skeletons
  1850. for (var nde in gltfRuntime.nodes) {
  1851. var node = gltfRuntime.nodes[nde];
  1852. if (node.babylonNode instanceof BABYLON.AbstractMesh) {
  1853. meshes.push(node.babylonNode);
  1854. }
  1855. }
  1856. for (var skl in gltfRuntime.skins) {
  1857. var skin = gltfRuntime.skins[skl];
  1858. if (skin.babylonSkeleton instanceof BABYLON.Skeleton) {
  1859. skeletons.push(skin.babylonSkeleton);
  1860. }
  1861. }
  1862. // Load buffers, shaders, materials, etc.
  1863. _this._loadBuffersAsync(gltfRuntime, function () {
  1864. _this._loadShadersAsync(gltfRuntime, function () {
  1865. importMaterials(gltfRuntime);
  1866. postLoad(gltfRuntime);
  1867. if (!BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
  1868. onSuccess(meshes, [], skeletons);
  1869. }
  1870. });
  1871. }, onProgress);
  1872. if (BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
  1873. onSuccess(meshes, [], skeletons);
  1874. }
  1875. }, onError);
  1876. return true;
  1877. };
  1878. GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
  1879. var _this = this;
  1880. scene.useRightHandedSystem = true;
  1881. GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
  1882. // Load runtime extensios
  1883. GLTF1.GLTFLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, function () {
  1884. // Create nodes
  1885. _this._createNodes(gltfRuntime);
  1886. // Load buffers, shaders, materials, etc.
  1887. _this._loadBuffersAsync(gltfRuntime, function () {
  1888. _this._loadShadersAsync(gltfRuntime, function () {
  1889. importMaterials(gltfRuntime);
  1890. postLoad(gltfRuntime);
  1891. if (!BABYLON.GLTFFileLoader.IncrementalLoading) {
  1892. onSuccess();
  1893. }
  1894. });
  1895. });
  1896. if (BABYLON.GLTFFileLoader.IncrementalLoading) {
  1897. onSuccess();
  1898. }
  1899. }, onError);
  1900. }, onError);
  1901. };
  1902. GLTFLoader.prototype._loadShadersAsync = function (gltfRuntime, onload) {
  1903. var hasShaders = false;
  1904. var processShader = function (sha, shader) {
  1905. GLTF1.GLTFLoaderExtension.LoadShaderStringAsync(gltfRuntime, sha, function (shaderString) {
  1906. gltfRuntime.loadedShaderCount++;
  1907. if (shaderString) {
  1908. BABYLON.Effect.ShadersStore[sha + (shader.type === GLTF1.EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = shaderString;
  1909. }
  1910. if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
  1911. onload();
  1912. }
  1913. }, function () {
  1914. BABYLON.Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
  1915. });
  1916. };
  1917. for (var sha in gltfRuntime.shaders) {
  1918. hasShaders = true;
  1919. var shader = gltfRuntime.shaders[sha];
  1920. if (shader) {
  1921. processShader.bind(this, sha, shader)();
  1922. }
  1923. else {
  1924. BABYLON.Tools.Error("No shader named: " + sha);
  1925. }
  1926. }
  1927. if (!hasShaders) {
  1928. onload();
  1929. }
  1930. };
  1931. ;
  1932. GLTFLoader.prototype._loadBuffersAsync = function (gltfRuntime, onLoad, onProgress) {
  1933. var hasBuffers = false;
  1934. var processBuffer = function (buf, buffer) {
  1935. GLTF1.GLTFLoaderExtension.LoadBufferAsync(gltfRuntime, buf, function (bufferView) {
  1936. gltfRuntime.loadedBufferCount++;
  1937. if (bufferView) {
  1938. if (bufferView.byteLength != gltfRuntime.buffers[buf].byteLength) {
  1939. BABYLON.Tools.Error("Buffer named " + buf + " is length " + bufferView.byteLength + ". Expected: " + buffer.byteLength); // Improve error message
  1940. }
  1941. gltfRuntime.loadedBufferViews[buf] = bufferView;
  1942. }
  1943. if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
  1944. onLoad();
  1945. }
  1946. }, function () {
  1947. BABYLON.Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
  1948. });
  1949. };
  1950. for (var buf in gltfRuntime.buffers) {
  1951. hasBuffers = true;
  1952. var buffer = gltfRuntime.buffers[buf];
  1953. if (buffer) {
  1954. processBuffer.bind(this, buf, buffer)();
  1955. }
  1956. else {
  1957. BABYLON.Tools.Error("No buffer named: " + buf);
  1958. }
  1959. }
  1960. if (!hasBuffers) {
  1961. onLoad();
  1962. }
  1963. };
  1964. GLTFLoader.prototype._createNodes = function (gltfRuntime) {
  1965. var currentScene = gltfRuntime.currentScene;
  1966. if (currentScene) {
  1967. // Only one scene even if multiple scenes are defined
  1968. for (var i = 0; i < currentScene.nodes.length; i++) {
  1969. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  1970. }
  1971. }
  1972. else {
  1973. // Load all scenes
  1974. for (var thing in gltfRuntime.scenes) {
  1975. currentScene = gltfRuntime.scenes[thing];
  1976. for (var i = 0; i < currentScene.nodes.length; i++) {
  1977. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  1978. }
  1979. }
  1980. }
  1981. };
  1982. GLTFLoader.Extensions = {};
  1983. return GLTFLoader;
  1984. }());
  1985. GLTF1.GLTFLoader = GLTFLoader;
  1986. ;
  1987. BABYLON.GLTFFileLoader.CreateGLTFLoaderV1 = function () { return new GLTFLoader(); };
  1988. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  1989. })(BABYLON || (BABYLON = {}));
  1990. //# sourceMappingURL=babylon.glTFLoader.js.map
  1991. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  1992. var BABYLON;
  1993. (function (BABYLON) {
  1994. var GLTF1;
  1995. (function (GLTF1) {
  1996. /**
  1997. * Utils functions for GLTF
  1998. */
  1999. var GLTFUtils = /** @class */ (function () {
  2000. function GLTFUtils() {
  2001. }
  2002. /**
  2003. * Sets the given "parameter" matrix
  2004. * @param scene: the {BABYLON.Scene} object
  2005. * @param source: the source node where to pick the matrix
  2006. * @param parameter: the GLTF technique parameter
  2007. * @param uniformName: the name of the shader's uniform
  2008. * @param shaderMaterial: the shader material
  2009. */
  2010. GLTFUtils.SetMatrix = function (scene, source, parameter, uniformName, shaderMaterial) {
  2011. var mat = null;
  2012. if (parameter.semantic === "MODEL") {
  2013. mat = source.getWorldMatrix();
  2014. }
  2015. else if (parameter.semantic === "PROJECTION") {
  2016. mat = scene.getProjectionMatrix();
  2017. }
  2018. else if (parameter.semantic === "VIEW") {
  2019. mat = scene.getViewMatrix();
  2020. }
  2021. else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") {
  2022. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());
  2023. }
  2024. else if (parameter.semantic === "MODELVIEW") {
  2025. mat = source.getWorldMatrix().multiply(scene.getViewMatrix());
  2026. }
  2027. else if (parameter.semantic === "MODELVIEWPROJECTION") {
  2028. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());
  2029. }
  2030. else if (parameter.semantic === "MODELINVERSE") {
  2031. mat = source.getWorldMatrix().invert();
  2032. }
  2033. else if (parameter.semantic === "VIEWINVERSE") {
  2034. mat = scene.getViewMatrix().invert();
  2035. }
  2036. else if (parameter.semantic === "PROJECTIONINVERSE") {
  2037. mat = scene.getProjectionMatrix().invert();
  2038. }
  2039. else if (parameter.semantic === "MODELVIEWINVERSE") {
  2040. mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();
  2041. }
  2042. else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") {
  2043. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();
  2044. }
  2045. else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
  2046. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().invert());
  2047. }
  2048. else {
  2049. debugger;
  2050. }
  2051. if (mat) {
  2052. switch (parameter.type) {
  2053. case GLTF1.EParameterType.FLOAT_MAT2:
  2054. shaderMaterial.setMatrix2x2(uniformName, BABYLON.Matrix.GetAsMatrix2x2(mat));
  2055. break;
  2056. case GLTF1.EParameterType.FLOAT_MAT3:
  2057. shaderMaterial.setMatrix3x3(uniformName, BABYLON.Matrix.GetAsMatrix3x3(mat));
  2058. break;
  2059. case GLTF1.EParameterType.FLOAT_MAT4:
  2060. shaderMaterial.setMatrix(uniformName, mat);
  2061. break;
  2062. default: break;
  2063. }
  2064. }
  2065. };
  2066. /**
  2067. * Sets the given "parameter" matrix
  2068. * @param shaderMaterial: the shader material
  2069. * @param uniform: the name of the shader's uniform
  2070. * @param value: the value of the uniform
  2071. * @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
  2072. */
  2073. GLTFUtils.SetUniform = function (shaderMaterial, uniform, value, type) {
  2074. switch (type) {
  2075. case GLTF1.EParameterType.FLOAT:
  2076. shaderMaterial.setFloat(uniform, value);
  2077. return true;
  2078. case GLTF1.EParameterType.FLOAT_VEC2:
  2079. shaderMaterial.setVector2(uniform, BABYLON.Vector2.FromArray(value));
  2080. return true;
  2081. case GLTF1.EParameterType.FLOAT_VEC3:
  2082. shaderMaterial.setVector3(uniform, BABYLON.Vector3.FromArray(value));
  2083. return true;
  2084. case GLTF1.EParameterType.FLOAT_VEC4:
  2085. shaderMaterial.setVector4(uniform, BABYLON.Vector4.FromArray(value));
  2086. return true;
  2087. default: return false;
  2088. }
  2089. };
  2090. /**
  2091. * If the uri is a base64 string
  2092. * @param uri: the uri to test
  2093. */
  2094. GLTFUtils.IsBase64 = function (uri) {
  2095. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2096. };
  2097. /**
  2098. * Decode the base64 uri
  2099. * @param uri: the uri to decode
  2100. */
  2101. GLTFUtils.DecodeBase64 = function (uri) {
  2102. var decodedString = atob(uri.split(",")[1]);
  2103. var bufferLength = decodedString.length;
  2104. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2105. for (var i = 0; i < bufferLength; i++) {
  2106. bufferView[i] = decodedString.charCodeAt(i);
  2107. }
  2108. return bufferView.buffer;
  2109. };
  2110. /**
  2111. * Returns the wrap mode of the texture
  2112. * @param mode: the mode value
  2113. */
  2114. GLTFUtils.GetWrapMode = function (mode) {
  2115. switch (mode) {
  2116. case GLTF1.ETextureWrapMode.CLAMP_TO_EDGE: return BABYLON.Texture.CLAMP_ADDRESSMODE;
  2117. case GLTF1.ETextureWrapMode.MIRRORED_REPEAT: return BABYLON.Texture.MIRROR_ADDRESSMODE;
  2118. case GLTF1.ETextureWrapMode.REPEAT: return BABYLON.Texture.WRAP_ADDRESSMODE;
  2119. default: return BABYLON.Texture.WRAP_ADDRESSMODE;
  2120. }
  2121. };
  2122. /**
  2123. * Returns the byte stride giving an accessor
  2124. * @param accessor: the GLTF accessor objet
  2125. */
  2126. GLTFUtils.GetByteStrideFromType = function (accessor) {
  2127. // Needs this function since "byteStride" isn't requiered in glTF format
  2128. var type = accessor.type;
  2129. switch (type) {
  2130. case "VEC2": return 2;
  2131. case "VEC3": return 3;
  2132. case "VEC4": return 4;
  2133. case "MAT2": return 4;
  2134. case "MAT3": return 9;
  2135. case "MAT4": return 16;
  2136. default: return 1;
  2137. }
  2138. };
  2139. /**
  2140. * Returns the texture filter mode giving a mode value
  2141. * @param mode: the filter mode value
  2142. */
  2143. GLTFUtils.GetTextureFilterMode = function (mode) {
  2144. switch (mode) {
  2145. case GLTF1.ETextureFilterType.LINEAR:
  2146. case GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST:
  2147. case GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  2148. case GLTF1.ETextureFilterType.NEAREST:
  2149. case GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_SAMPLINGMODE;
  2150. default: return BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  2151. }
  2152. };
  2153. GLTFUtils.GetBufferFromBufferView = function (gltfRuntime, bufferView, byteOffset, byteLength, componentType) {
  2154. var byteOffset = bufferView.byteOffset + byteOffset;
  2155. var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];
  2156. if (byteOffset + byteLength > loadedBufferView.byteLength) {
  2157. throw new Error("Buffer access is out of range");
  2158. }
  2159. var buffer = loadedBufferView.buffer;
  2160. byteOffset += loadedBufferView.byteOffset;
  2161. switch (componentType) {
  2162. case GLTF1.EComponentType.BYTE: return new Int8Array(buffer, byteOffset, byteLength);
  2163. case GLTF1.EComponentType.UNSIGNED_BYTE: return new Uint8Array(buffer, byteOffset, byteLength);
  2164. case GLTF1.EComponentType.SHORT: return new Int16Array(buffer, byteOffset, byteLength);
  2165. case GLTF1.EComponentType.UNSIGNED_SHORT: return new Uint16Array(buffer, byteOffset, byteLength);
  2166. default: return new Float32Array(buffer, byteOffset, byteLength);
  2167. }
  2168. };
  2169. /**
  2170. * Returns a buffer from its accessor
  2171. * @param gltfRuntime: the GLTF runtime
  2172. * @param accessor: the GLTF accessor
  2173. */
  2174. GLTFUtils.GetBufferFromAccessor = function (gltfRuntime, accessor) {
  2175. var bufferView = gltfRuntime.bufferViews[accessor.bufferView];
  2176. var byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);
  2177. return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);
  2178. };
  2179. /**
  2180. * Decodes a buffer view into a string
  2181. * @param view: the buffer view
  2182. */
  2183. GLTFUtils.DecodeBufferToText = function (view) {
  2184. var result = "";
  2185. var length = view.byteLength;
  2186. for (var i = 0; i < length; ++i) {
  2187. result += String.fromCharCode(view[i]);
  2188. }
  2189. return result;
  2190. };
  2191. /**
  2192. * Returns the default material of gltf. Related to
  2193. * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
  2194. * @param scene: the Babylon.js scene
  2195. */
  2196. GLTFUtils.GetDefaultMaterial = function (scene) {
  2197. if (!GLTFUtils._DefaultMaterial) {
  2198. BABYLON.Effect.ShadersStore["GLTFDefaultMaterialVertexShader"] = [
  2199. "precision highp float;",
  2200. "",
  2201. "uniform mat4 worldView;",
  2202. "uniform mat4 projection;",
  2203. "",
  2204. "attribute vec3 position;",
  2205. "",
  2206. "void main(void)",
  2207. "{",
  2208. " gl_Position = projection * worldView * vec4(position, 1.0);",
  2209. "}"
  2210. ].join("\n");
  2211. BABYLON.Effect.ShadersStore["GLTFDefaultMaterialPixelShader"] = [
  2212. "precision highp float;",
  2213. "",
  2214. "uniform vec4 u_emission;",
  2215. "",
  2216. "void main(void)",
  2217. "{",
  2218. " gl_FragColor = u_emission;",
  2219. "}"
  2220. ].join("\n");
  2221. var shaderPath = {
  2222. vertex: "GLTFDefaultMaterial",
  2223. fragment: "GLTFDefaultMaterial"
  2224. };
  2225. var options = {
  2226. attributes: ["position"],
  2227. uniforms: ["worldView", "projection", "u_emission"],
  2228. samplers: new Array(),
  2229. needAlphaBlending: false
  2230. };
  2231. GLTFUtils._DefaultMaterial = new BABYLON.ShaderMaterial("GLTFDefaultMaterial", scene, shaderPath, options);
  2232. GLTFUtils._DefaultMaterial.setColor4("u_emission", new BABYLON.Color4(0.5, 0.5, 0.5, 1.0));
  2233. }
  2234. return GLTFUtils._DefaultMaterial;
  2235. };
  2236. // The GLTF default material
  2237. GLTFUtils._DefaultMaterial = null;
  2238. return GLTFUtils;
  2239. }());
  2240. GLTF1.GLTFUtils = GLTFUtils;
  2241. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2242. })(BABYLON || (BABYLON = {}));
  2243. //# sourceMappingURL=babylon.glTFLoaderUtils.js.map
  2244. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2245. var BABYLON;
  2246. (function (BABYLON) {
  2247. var GLTF1;
  2248. (function (GLTF1) {
  2249. var GLTFLoaderExtension = /** @class */ (function () {
  2250. function GLTFLoaderExtension(name) {
  2251. this._name = name;
  2252. }
  2253. Object.defineProperty(GLTFLoaderExtension.prototype, "name", {
  2254. get: function () {
  2255. return this._name;
  2256. },
  2257. enumerable: true,
  2258. configurable: true
  2259. });
  2260. /**
  2261. * Defines an override for loading the runtime
  2262. * Return true to stop further extensions from loading the runtime
  2263. */
  2264. GLTFLoaderExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  2265. return false;
  2266. };
  2267. /**
  2268. * Defines an onverride for creating gltf runtime
  2269. * Return true to stop further extensions from creating the runtime
  2270. */
  2271. GLTFLoaderExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  2272. return false;
  2273. };
  2274. /**
  2275. * Defines an override for loading buffers
  2276. * Return true to stop further extensions from loading this buffer
  2277. */
  2278. GLTFLoaderExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  2279. return false;
  2280. };
  2281. /**
  2282. * Defines an override for loading texture buffers
  2283. * Return true to stop further extensions from loading this texture data
  2284. */
  2285. GLTFLoaderExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2286. return false;
  2287. };
  2288. /**
  2289. * Defines an override for creating textures
  2290. * Return true to stop further extensions from loading this texture
  2291. */
  2292. GLTFLoaderExtension.prototype.createTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  2293. return false;
  2294. };
  2295. /**
  2296. * Defines an override for loading shader strings
  2297. * Return true to stop further extensions from loading this shader data
  2298. */
  2299. GLTFLoaderExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  2300. return false;
  2301. };
  2302. /**
  2303. * Defines an override for loading materials
  2304. * Return true to stop further extensions from loading this material
  2305. */
  2306. GLTFLoaderExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  2307. return false;
  2308. };
  2309. // ---------
  2310. // Utilities
  2311. // ---------
  2312. GLTFLoaderExtension.LoadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  2313. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2314. return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
  2315. }, function () {
  2316. setTimeout(function () {
  2317. onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
  2318. });
  2319. });
  2320. };
  2321. GLTFLoaderExtension.LoadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  2322. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2323. return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
  2324. }, function () {
  2325. setTimeout(function () {
  2326. onSuccess();
  2327. });
  2328. });
  2329. };
  2330. GLTFLoaderExtension.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  2331. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2332. return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
  2333. }, function () {
  2334. GLTF1.GLTFLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
  2335. });
  2336. };
  2337. GLTFLoaderExtension.LoadTextureAsync = function (gltfRuntime, id, onSuccess, onError) {
  2338. GLTFLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) { return GLTFLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError); }, onError);
  2339. };
  2340. GLTFLoaderExtension.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  2341. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2342. return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
  2343. }, function () {
  2344. GLTF1.GLTFLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
  2345. });
  2346. };
  2347. GLTFLoaderExtension.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  2348. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2349. return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
  2350. }, function () {
  2351. GLTF1.GLTFLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
  2352. });
  2353. };
  2354. GLTFLoaderExtension.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2355. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2356. return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
  2357. }, function () {
  2358. GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
  2359. });
  2360. };
  2361. GLTFLoaderExtension.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  2362. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  2363. return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  2364. }, function () {
  2365. GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  2366. });
  2367. };
  2368. GLTFLoaderExtension.ApplyExtensions = function (func, defaultFunc) {
  2369. for (var extensionName in GLTF1.GLTFLoader.Extensions) {
  2370. var loaderExtension = GLTF1.GLTFLoader.Extensions[extensionName];
  2371. if (func(loaderExtension)) {
  2372. return;
  2373. }
  2374. }
  2375. defaultFunc();
  2376. };
  2377. return GLTFLoaderExtension;
  2378. }());
  2379. GLTF1.GLTFLoaderExtension = GLTFLoaderExtension;
  2380. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2381. })(BABYLON || (BABYLON = {}));
  2382. //# sourceMappingURL=babylon.glTFLoaderExtension.js.map
  2383. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2384. var __extends = (this && this.__extends) || (function () {
  2385. var extendStatics = Object.setPrototypeOf ||
  2386. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  2387. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  2388. return function (d, b) {
  2389. extendStatics(d, b);
  2390. function __() { this.constructor = d; }
  2391. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  2392. };
  2393. })();
  2394. var BABYLON;
  2395. (function (BABYLON) {
  2396. var GLTF1;
  2397. (function (GLTF1) {
  2398. var BinaryExtensionBufferName = "binary_glTF";
  2399. ;
  2400. ;
  2401. var GLTFBinaryExtension = /** @class */ (function (_super) {
  2402. __extends(GLTFBinaryExtension, _super);
  2403. function GLTFBinaryExtension() {
  2404. return _super.call(this, "KHR_binary_glTF") || this;
  2405. }
  2406. GLTFBinaryExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  2407. var extensionsUsed = data.json.extensionsUsed;
  2408. if (!extensionsUsed || extensionsUsed.indexOf(this.name) === -1 || !data.bin) {
  2409. return false;
  2410. }
  2411. this._bin = data.bin;
  2412. onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
  2413. return true;
  2414. };
  2415. GLTFBinaryExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2416. if (gltfRuntime.extensionsUsed.indexOf(this.name) === -1) {
  2417. return false;
  2418. }
  2419. if (id !== BinaryExtensionBufferName) {
  2420. return false;
  2421. }
  2422. onSuccess(this._bin);
  2423. return true;
  2424. };
  2425. GLTFBinaryExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  2426. var texture = gltfRuntime.textures[id];
  2427. var source = gltfRuntime.images[texture.source];
  2428. if (!source.extensions || !(this.name in source.extensions)) {
  2429. return false;
  2430. }
  2431. var sourceExt = source.extensions[this.name];
  2432. var bufferView = gltfRuntime.bufferViews[sourceExt.bufferView];
  2433. var buffer = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
  2434. onSuccess(buffer);
  2435. return true;
  2436. };
  2437. GLTFBinaryExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  2438. var shader = gltfRuntime.shaders[id];
  2439. if (!shader.extensions || !(this.name in shader.extensions)) {
  2440. return false;
  2441. }
  2442. var binaryExtensionShader = shader.extensions[this.name];
  2443. var bufferView = gltfRuntime.bufferViews[binaryExtensionShader.bufferView];
  2444. var shaderBytes = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
  2445. setTimeout(function () {
  2446. var shaderString = GLTF1.GLTFUtils.DecodeBufferToText(shaderBytes);
  2447. onSuccess(shaderString);
  2448. });
  2449. return true;
  2450. };
  2451. return GLTFBinaryExtension;
  2452. }(GLTF1.GLTFLoaderExtension));
  2453. GLTF1.GLTFBinaryExtension = GLTFBinaryExtension;
  2454. GLTF1.GLTFLoader.RegisterExtension(new GLTFBinaryExtension());
  2455. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2456. })(BABYLON || (BABYLON = {}));
  2457. //# sourceMappingURL=babylon.glTFBinaryExtension.js.map
  2458. /// <reference path="../../../../dist/preview release/babylon.d.ts"/>
  2459. var __extends = (this && this.__extends) || (function () {
  2460. var extendStatics = Object.setPrototypeOf ||
  2461. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  2462. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  2463. return function (d, b) {
  2464. extendStatics(d, b);
  2465. function __() { this.constructor = d; }
  2466. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  2467. };
  2468. })();
  2469. var BABYLON;
  2470. (function (BABYLON) {
  2471. var GLTF1;
  2472. (function (GLTF1) {
  2473. ;
  2474. ;
  2475. ;
  2476. var GLTFMaterialsCommonExtension = /** @class */ (function (_super) {
  2477. __extends(GLTFMaterialsCommonExtension, _super);
  2478. function GLTFMaterialsCommonExtension() {
  2479. return _super.call(this, "KHR_materials_common") || this;
  2480. }
  2481. GLTFMaterialsCommonExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  2482. if (!gltfRuntime.extensions)
  2483. return false;
  2484. var extension = gltfRuntime.extensions[this.name];
  2485. if (!extension)
  2486. return false;
  2487. // Create lights
  2488. var lights = extension.lights;
  2489. if (lights) {
  2490. for (var thing in lights) {
  2491. var light = lights[thing];
  2492. switch (light.type) {
  2493. case "ambient":
  2494. var ambientLight = new BABYLON.HemisphericLight(light.name, new BABYLON.Vector3(0, 1, 0), gltfRuntime.scene);
  2495. var ambient = light.ambient;
  2496. if (ambient) {
  2497. ambientLight.diffuse = BABYLON.Color3.FromArray(ambient.color || [1, 1, 1]);
  2498. }
  2499. break;
  2500. case "point":
  2501. var pointLight = new BABYLON.PointLight(light.name, new BABYLON.Vector3(10, 10, 10), gltfRuntime.scene);
  2502. var point = light.point;
  2503. if (point) {
  2504. pointLight.diffuse = BABYLON.Color3.FromArray(point.color || [1, 1, 1]);
  2505. }
  2506. break;
  2507. case "directional":
  2508. var dirLight = new BABYLON.DirectionalLight(light.name, new BABYLON.Vector3(0, -1, 0), gltfRuntime.scene);
  2509. var directional = light.directional;
  2510. if (directional) {
  2511. dirLight.diffuse = BABYLON.Color3.FromArray(directional.color || [1, 1, 1]);
  2512. }
  2513. break;
  2514. case "spot":
  2515. var spot = light.spot;
  2516. if (spot) {
  2517. 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);
  2518. spotLight.diffuse = BABYLON.Color3.FromArray(spot.color || [1, 1, 1]);
  2519. }
  2520. break;
  2521. default:
  2522. BABYLON.Tools.Warn("GLTF Material Common extension: light type \"" + light.type + "\” not supported");
  2523. break;
  2524. }
  2525. }
  2526. }
  2527. return false;
  2528. };
  2529. GLTFMaterialsCommonExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  2530. var material = gltfRuntime.materials[id];
  2531. if (!material || !material.extensions)
  2532. return false;
  2533. var extension = material.extensions[this.name];
  2534. if (!extension)
  2535. return false;
  2536. var standardMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
  2537. standardMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  2538. if (extension.technique === "CONSTANT") {
  2539. standardMaterial.disableLighting = true;
  2540. }
  2541. standardMaterial.backFaceCulling = extension.doubleSided === undefined ? false : !extension.doubleSided;
  2542. standardMaterial.alpha = extension.values.transparency === undefined ? 1.0 : extension.values.transparency;
  2543. standardMaterial.specularPower = extension.values.shininess === undefined ? 0.0 : extension.values.shininess;
  2544. // Ambient
  2545. if (typeof extension.values.ambient === "string") {
  2546. this._loadTexture(gltfRuntime, extension.values.ambient, standardMaterial, "ambientTexture", onError);
  2547. }
  2548. else {
  2549. standardMaterial.ambientColor = BABYLON.Color3.FromArray(extension.values.ambient || [0, 0, 0]);
  2550. }
  2551. // Diffuse
  2552. if (typeof extension.values.diffuse === "string") {
  2553. this._loadTexture(gltfRuntime, extension.values.diffuse, standardMaterial, "diffuseTexture", onError);
  2554. }
  2555. else {
  2556. standardMaterial.diffuseColor = BABYLON.Color3.FromArray(extension.values.diffuse || [0, 0, 0]);
  2557. }
  2558. // Emission
  2559. if (typeof extension.values.emission === "string") {
  2560. this._loadTexture(gltfRuntime, extension.values.emission, standardMaterial, "emissiveTexture", onError);
  2561. }
  2562. else {
  2563. standardMaterial.emissiveColor = BABYLON.Color3.FromArray(extension.values.emission || [0, 0, 0]);
  2564. }
  2565. // Specular
  2566. if (typeof extension.values.specular === "string") {
  2567. this._loadTexture(gltfRuntime, extension.values.specular, standardMaterial, "specularTexture", onError);
  2568. }
  2569. else {
  2570. standardMaterial.specularColor = BABYLON.Color3.FromArray(extension.values.specular || [0, 0, 0]);
  2571. }
  2572. return true;
  2573. };
  2574. GLTFMaterialsCommonExtension.prototype._loadTexture = function (gltfRuntime, id, material, propertyPath, onError) {
  2575. // Create buffer from texture url
  2576. GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) {
  2577. // Create texture from buffer
  2578. GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, function (texture) { return material[propertyPath] = texture; }, onError);
  2579. }, onError);
  2580. };
  2581. return GLTFMaterialsCommonExtension;
  2582. }(GLTF1.GLTFLoaderExtension));
  2583. GLTF1.GLTFMaterialsCommonExtension = GLTFMaterialsCommonExtension;
  2584. GLTF1.GLTFLoader.RegisterExtension(new GLTFMaterialsCommonExtension());
  2585. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  2586. })(BABYLON || (BABYLON = {}));
  2587. //# sourceMappingURL=babylon.glTFMaterialsCommonExtension.js.map