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- module BABYLON {
- /**
- * Enums
- */
- export enum EComponentType {
- BYTE = 5120,
- UNSIGNED_BYTE = 5121,
- SHORT = 5122,
- UNSIGNED_SHORT = 5123,
- FLOAT = 5126
- }
- export enum EShaderType {
- FRAGMENT = 35632,
- VERTEX = 35633
- }
- export enum EParameterType {
- BYTE = 5120,
- UNSIGNED_BYTE = 5121,
- SHORT = 5122,
- UNSIGNED_SHORT = 5123,
- INT = 5124,
- UNSIGNED_INT = 5125,
- FLOAT = 5126,
- FLOAT_VEC2 = 35664,
- FLOAT_VEC3 = 35665,
- FLOAT_VEC4 = 35666,
- INT_VEC2 = 35667,
- INT_VEC3 = 35668,
- INT_VEC4 = 35669,
- BOOL = 35670,
- BOOL_VEC2 = 35671,
- BOOL_VEC3 = 35672,
- BOOL_VEC4 = 35673,
- FLOAT_MAT2 = 35674,
- FLOAT_MAT3 = 35675,
- FLOAT_MAT4 = 35676,
- SAMPLER_2D = 35678
- }
- export enum ETextureWrapMode {
- CLAMP_TO_EDGE = 33071,
- MIRRORED_REPEAT = 33648,
- REPEAT = 10497
- }
- export enum ETextureFilterType {
- NEAREST = 9728,
- LINEAR = 9728,
- NEAREST_MIPMAP_NEAREST = 9984,
- LINEAR_MIPMAP_NEAREST = 9985,
- NEAREST_MIPMAP_LINEAR = 9986,
- LINEAR_MIPMAP_LINEAR = 9987
- }
- export enum ETextureFormat {
- ALPHA = 6406,
- RGB = 6407,
- RGBA = 6408,
- LUMINANCE = 6409,
- LUMINANCE_ALPHA = 6410
- }
- export enum ECullingType {
- FRONT = 1028,
- BACK = 1029,
- FRONT_AND_BACK = 1032
- }
- export enum EBlendingFunction {
- ZERO = 0,
- ONE = 1,
- SRC_COLOR = 768,
- ONE_MINUS_SRC_COLOR = 769,
- DST_COLOR = 774,
- ONE_MINUS_DST_COLOR = 775,
- SRC_ALPHA = 770,
- ONE_MINUS_SRC_ALPHA = 771,
- DST_ALPHA = 772,
- ONE_MINUS_DST_ALPHA = 773,
- CONSTANT_COLOR = 32769,
- ONE_MINUS_CONSTANT_COLOR = 32770,
- CONSTANT_ALPHA = 32771,
- ONE_MINUS_CONSTANT_ALPHA = 32772,
- SRC_ALPHA_SATURATE = 776
- }
- /**
- * Tokenizer. Used for shaders compatibility
- * Automatically map world, view, projection, worldViewProjection, attributes and so on
- */
- enum ETokenType {
- IDENTIFIER = 1,
- UNKNOWN = 2,
- END_OF_INPUT = 3
- }
- class Tokenizer {
- private _toParse: string;
- private _pos: number = 0;
- private _maxPos: number;
- public currentToken: ETokenType;
- public currentIdentifier: string;
- public currentString: string;
- public isLetterOrDigitPattern: RegExp = /^[a-zA-Z0-9]+$/;
- constructor(toParse: string) {
- this._toParse = toParse;
- this._maxPos = toParse.length;
- }
- public getNextToken(): ETokenType {
- if (this.isEnd()) return ETokenType.END_OF_INPUT;
- this.currentString = this.read();
- this.currentToken = ETokenType.UNKNOWN;
- if (this.currentString === "_" || this.isLetterOrDigitPattern.test(this.currentString)) {
- this.currentToken = ETokenType.IDENTIFIER;
- this.currentIdentifier = this.currentString;
- while (!this.isEnd() && (this.isLetterOrDigitPattern.test(this.currentString = this.peek()) || this.currentString === "_")) {
- this.currentIdentifier += this.currentString;
- this.forward();
- }
- }
- return this.currentToken;
- }
- public peek(): string {
- return this._toParse[this._pos];
- }
- public read(): string {
- return this._toParse[this._pos++];
- }
- public forward(): void {
- this._pos++;
- }
- public isEnd(): boolean {
- return this._pos >= this._maxPos;
- }
- }
- /**
- * Values
- */
- var glTFTransforms = ["MODEL", "VIEW", "PROJECTION", "MODELVIEW", "MODELVIEWPROJECTION", "JOINTMATRIX"];
- var babylonTransforms = ["world", "view", "projection", "worldView", "worldViewProjection", "mBones"];
- var glTFAnimationPaths = ["translation", "rotation", "scale"];
- var babylonAnimationPaths = ["position", "rotationQuaternion", "scaling"];
- /**
- * Parse
- */
- var parseBuffers = (parsedBuffers: any, gltfRuntime: IGLTFRuntime) => {
- for (var buf in parsedBuffers) {
- var parsedBuffer = parsedBuffers[buf];
- gltfRuntime.buffers[buf] = parsedBuffer;
- gltfRuntime.buffersCount++;
- }
- };
- var parseShaders = (parsedShaders: any, gltfRuntime: IGLTFRuntime) => {
- for (var sha in parsedShaders) {
- var parsedShader = parsedShaders[sha];
- gltfRuntime.shaders[sha] = parsedShader;
- gltfRuntime.shaderscount++;
- }
- };
- var parseObject = (parsedObjects: any, runtimeProperty: string, gltfRuntime: IGLTFRuntime) => {
- for (var object in parsedObjects) {
- var parsedObject = parsedObjects[object];
- gltfRuntime[runtimeProperty][object] = parsedObject;
- }
- };
- /**
- * Utils
- */
- var getByteStrideFromType = (accessor: IGLTFAccessor): number => {
- // Needs this function since "byteStride" isn't requiered in glTF format
- var type = accessor.type;
- switch (type) {
- case "VEC2": return 2;
- case "VEC3": return 3;
- case "VEC4": return 4;
- case "MAT2": return 4;
- case "MAT3": return 9;
- case "MAT4": return 16;
- default: return 1;
- }
- };
- var setMatrix = (scene: Scene, source: Node, parameter: IGLTFTechniqueParameter, uniformName: string, shaderMaterial: any) => {
- var mat: Matrix = null;
- if (parameter.semantic === "MODEL") {
- mat = source.getWorldMatrix();
- }
- else if (parameter.semantic === "PROJECTION") {
- mat = scene.getProjectionMatrix();
- }
- else if (parameter.semantic === "VIEW") {
- mat = scene.getViewMatrix();
- }
- else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") {
- mat = Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());
- }
- else if (parameter.semantic === "MODELVIEW") {
- mat = source.getWorldMatrix().multiply(scene.getViewMatrix());
- }
- else if (parameter.semantic === "MODELVIEWPROJECTION") {
- mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());
- }
- else if (parameter.semantic === "MODELINVERSE") {
- mat = source.getWorldMatrix().invert();
- }
- else if (parameter.semantic === "VIEWINVERSE") {
- mat = scene.getViewMatrix().invert();
- }
- else if (parameter.semantic === "PROJECTIONINVERSE") {
- mat = scene.getProjectionMatrix().invert();
- }
- else if (parameter.semantic === "MODELVIEWINVERSE") {
- mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();
- }
- else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") {
- mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();
- }
- else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
- mat = Matrix.Transpose(source.getWorldMatrix().invert());
- }
- else {
- debugger;
- }
- switch (parameter.type) {
- case EParameterType.FLOAT_MAT2: shaderMaterial.setMatrix2x2(uniformName, Matrix.GetAsMatrix2x2(mat)); break;
- case EParameterType.FLOAT_MAT3: shaderMaterial.setMatrix3x3(uniformName, Matrix.GetAsMatrix3x3(mat)); break;
- case EParameterType.FLOAT_MAT4: shaderMaterial.setMatrix(uniformName, mat); break;
- default: break;
- }
- };
- var setUniform = (shaderMaterial: any, uniform: string, value: any, type: number): boolean => {
- switch (type) {
- case EParameterType.FLOAT: shaderMaterial.setFloat(uniform, value); return true;
- case EParameterType.FLOAT_VEC2: shaderMaterial.setVector2(uniform, Vector2.FromArray(value)); return true;
- case EParameterType.FLOAT_VEC3: shaderMaterial.setVector3(uniform, Vector3.FromArray(value)); return true;
- case EParameterType.FLOAT_VEC4: shaderMaterial.setVector4(uniform, Vector4.FromArray(value)); return true;
- default: return false;
- }
- };
- var getWrapMode = (mode: number): number => {
- switch (mode) {
- case ETextureWrapMode.CLAMP_TO_EDGE: return Texture.CLAMP_ADDRESSMODE;
- case ETextureWrapMode.MIRRORED_REPEAT: return Texture.MIRROR_ADDRESSMODE;
- case ETextureWrapMode.REPEAT: return Texture.WRAP_ADDRESSMODE;
- default: return Texture.WRAP_ADDRESSMODE;
- }
- };
- var getTextureFilterMode = (mode: number): ETextureFilterType => {
- switch (mode) {
- case ETextureFilterType.LINEAR:
- case ETextureFilterType.LINEAR_MIPMAP_NEAREST:
- case ETextureFilterType.LINEAR_MIPMAP_LINEAR: return Texture.TRILINEAR_SAMPLINGMODE;
- case ETextureFilterType.NEAREST:
- case ETextureFilterType.NEAREST_MIPMAP_NEAREST: return Texture.NEAREST_SAMPLINGMODE;
- default: return Texture.BILINEAR_SAMPLINGMODE;
- }
- };
- var getBufferFromAccessor = (gltfRuntime: IGLTFRuntime, accessor: IGLTFAccessor): any => {
- var bufferView: IGLTFBufferView = gltfRuntime.bufferViews[accessor.bufferView];
- var arrayBuffer: ArrayBuffer = gltfRuntime.arrayBuffers[bufferView.buffer];
- var byteOffset = accessor.byteOffset + bufferView.byteOffset;
- var count = accessor.count * getByteStrideFromType(accessor);
- switch (accessor.componentType) {
- case EComponentType.BYTE: return new Int8Array(arrayBuffer, byteOffset, count);
- case EComponentType.UNSIGNED_BYTE: return new Uint8Array(arrayBuffer, byteOffset, count);
- case EComponentType.SHORT: return new Int16Array(arrayBuffer, byteOffset, count);
- case EComponentType.UNSIGNED_SHORT: return new Uint16Array(arrayBuffer, byteOffset, count);
- default: return new Float32Array(arrayBuffer, byteOffset, count);
- }
- };
- var normalizeUVs = (buffer: any) => {
- if (!buffer) {
- return;
- }
- for (var i = 0; i < buffer.length / 2; i++) {
- buffer[i * 2 + 1] = 1.0 - buffer[i * 2 + 1];
- }
- };
- var replaceInString = (str: string, searchValue: string, replaceValue: string) => {
- while (str.indexOf(searchValue) !== -1) {
- str = str.replace(searchValue, replaceValue);
- }
- return str;
- };
- var getAttribute = (attributeParameter: IGLTFTechniqueParameter) => {
- if (attributeParameter.semantic === "NORMAL") {
- return "normal";
- } else if (attributeParameter.semantic === "POSITION") {
- return "position";
- } else if (attributeParameter.semantic === "JOINT") {
- return "matricesIndices";
- } else if (attributeParameter.semantic === "WEIGHT") {
- return "matricesWeights";
- } else if (attributeParameter.semantic === "COLOR") {
- return "color";
- } else if (attributeParameter.semantic.indexOf("TEXCOORD_") !== -1) {
- var channel = Number(attributeParameter.semantic.split("_")[1]);
- return "uv" + (channel === 0 ? "" : channel + 1);
- }
- };
- var isBase64 = (uri: string): boolean => {
- return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
- };
- /**
- * Returns the animation path (glTF -> Babylon)
- */
- var getAnimationPath = (path: string): string => {
- var index = glTFAnimationPaths.indexOf(path);
- if (index !== -1) {
- return babylonAnimationPaths[index];
- }
- return path;
- };
- /**
- * Loads and creates animations
- */
- var loadAnimations = (gltfRuntime: IGLTFRuntime) => {
- for (var anim in gltfRuntime.animations) {
- var animation: IGLTFAnimation = gltfRuntime.animations[anim];
- for (var i = 0; i < animation.channels.length; i++) {
- // Get parameters and load buffers
- var channel = animation.channels[i];
- var sampler: IGLTFAnimationSampler = animation.samplers[channel.sampler];
- if (!sampler) {
- continue;
- }
- var inputData = animation.parameters[sampler.input];
- var outputData = animation.parameters[sampler.output];
- var bufferInput = getBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[inputData]);
- var bufferOutput = getBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[outputData]);
- var targetID = channel.target.id;
- var targetNode: any = gltfRuntime.scene.getNodeByID(targetID);
- if (targetNode === null) {
- Tools.Warn("Creating animation named " + anim + ". But cannot find node named " + targetID + " to attach to");
- continue;
- }
- var isBone = targetNode instanceof Bone;
- // Get target path (position, rotation or scaling)
- var targetPath = channel.target.path;
- var targetPathIndex = glTFAnimationPaths.indexOf(targetPath);
- if (targetPathIndex !== -1) {
- targetPath = babylonAnimationPaths[targetPathIndex];
- }
- // Determine animation type
- var animationType = Animation.ANIMATIONTYPE_MATRIX;
- if (!isBone) {
- if (targetPath === "rotationQuaternion") {
- animationType = Animation.ANIMATIONTYPE_QUATERNION;
- targetNode.rotationQuaternion = new Quaternion();
- }
- else {
- animationType = Animation.ANIMATIONTYPE_VECTOR3;
- }
- }
- // Create animation and key frames
- var babylonAnimation = new Animation(anim, isBone ? "_matrix" : targetPath, 1, animationType, Animation.ANIMATIONLOOPMODE_CYCLE);
- var keys = [];
- var arrayOffset = 0;
- // For each frame
- for (var j = 0; j < bufferInput.length; j++) {
- var value: any = null;
- if (targetPath === "rotationQuaternion") { // VEC4
- //value = Quaternion.RotationAxis(Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]).normalize(), bufferOutput[arrayOffset + 3]);
- value = Quaternion.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2], bufferOutput[arrayOffset + 3]]);
- arrayOffset += 4;
- }
- else { // Position and scaling are VEC3
- value = Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]);
- arrayOffset += 3;
- }
- if (isBone) {
- var bone = <Bone>targetNode;
- var translation = Vector3.Zero();
- var rotationQuaternion = new Quaternion();
- var scaling = Vector3.Zero();
- // Warning on decompose
- var mat = bone.getBaseMatrix();
- mat.decompose(scaling, rotationQuaternion, translation);
- if (targetPath === "position") {
- translation = value;
- }
- else if (targetPath === "rotationQuaternion") {
- rotationQuaternion = value;
- }
- else {
- scaling = value;
- }
- value = Matrix.Compose(scaling, rotationQuaternion, translation);
- }
- keys.push({
- frame: bufferInput[j],
- value: value
- });
- }
-
- // Finish
- babylonAnimation.setKeys(keys);
- targetNode.animations.push(babylonAnimation);
- gltfRuntime.scene.beginAnimation(targetNode, 0, bufferInput[bufferInput.length - 1], true, 1.0);
- }
- }
- };
- /**
- * Returns the bones transformation matrix
- */
- var configureBoneTransformation = (node: IGLTFNode): Matrix => {
- var mat: Matrix = null;
- if (node.translation && node.rotation && node.scale) {
- var scale = Vector3.FromArray(node.scale);
- var rotation = Quaternion.FromArray(node.rotation);
- var position = Vector3.FromArray(node.translation);
-
- mat = Matrix.Compose(scale, rotation, position);
- }
- else {
- mat = Matrix.FromArray(node.matrix);
- }
- return mat;
- };
- /**
- * Returns the parent bone
- */
- var getParentBone = (gltfRuntime: IGLTFRuntime, skins: IGLTFSkins, jointName: string, newSkeleton: Skeleton): Bone => {
- // Try to find
- for (var i = 0; i < newSkeleton.bones.length; i++) {
- if (newSkeleton.bones[i].id === jointName) {
- return newSkeleton.bones[i];
- }
- }
- // Not found, search in gltf nodes
- var nodes = gltfRuntime.nodes;
- for (var nde in nodes) {
- var node: IGLTFNode = nodes[nde];
- if (!node.jointName) {
- continue;
- }
- var children = node.children;
- for (var i = 0; i < children.length; i++) {
- var child: IGLTFNode = gltfRuntime.nodes[children[i]];
- if (!child.jointName) {
- continue;
- }
- if (child.jointName === jointName) {
- var mat = configureBoneTransformation(node);
- var bone = new Bone(node.name, newSkeleton, getParentBone(gltfRuntime, skins, node.jointName, newSkeleton), mat);
- bone.id = nde;
- return bone;
- }
- }
- }
- return null;
- }
- /**
- * Returns the appropriate root node
- */
- var getNodeToRoot = (nodesToRoot: INodeToRoot[], id: string): Bone => {
- for (var i = 0; i < nodesToRoot.length; i++) {
- var nodeToRoot = nodesToRoot[i];
- for (var j = 0; j < nodeToRoot.node.children.length; j++) {
- var child = nodeToRoot.node.children[j];
- if (child === id) {
- return nodeToRoot.bone;
- }
- }
- }
- return null;
- };
- /**
- * Returns the node with the joint name
- */
- var getJointNode = (gltfRuntime: IGLTFRuntime, jointName: string): IJointNode => {
- var nodes = gltfRuntime.nodes;
- var node: IGLTFNode = nodes[jointName];
- if (node) {
- return {
- node: node,
- id: jointName
- };
- }
- for (var nde in nodes) {
- node = nodes[nde];
- if (node.jointName === jointName) {
- return {
- node: node,
- id: nde
- };
- }
- }
- return null;
- }
- /**
- * Checks if a nodes is in joints
- */
- var nodeIsInJoints = (skins: IGLTFSkins, id: string): boolean => {
- for (var i = 0; i < skins.jointNames.length; i++) {
- if (skins.jointNames[i] === id) {
- return true;
- }
- }
- return false;
- }
- /**
- * Fills the nodes to root for bones and builds hierarchy
- */
- var getNodesToRoot = (gltfRuntime: IGLTFRuntime, newSkeleton: Skeleton, skins: IGLTFSkins, nodesToRoot: INodeToRoot[]) => {
- // Creates nodes for root
- for (var nde in gltfRuntime.nodes) {
- var node: IGLTFNode = gltfRuntime.nodes[nde];
- var id = nde;
- if (!node.jointName || nodeIsInJoints(skins, node.jointName)) {
- continue;
- }
- // Create node to root bone
- var mat = configureBoneTransformation(node);
- var bone = new Bone(node.name, newSkeleton, null, mat);
- bone.id = id;
- nodesToRoot.push({ bone: bone, node: node, id: id });
- }
- // Parenting
- for (var i = 0; i < nodesToRoot.length; i++) {
- var nodeToRoot = nodesToRoot[i];
- var children = nodeToRoot.node.children;
-
- for (var j = 0; j < children.length; j++) {
- var child: INodeToRoot = null;
-
- for (var k = 0; k < nodesToRoot.length; k++) {
- if (nodesToRoot[k].id === children[j]) {
- child = nodesToRoot[k];
- break;
- }
- }
-
- if (child) {
- (<any>child.bone)._parent = nodeToRoot.bone;
- nodeToRoot.bone.children.push(child.bone);
- }
- }
- }
- };
- /**
- * Imports a skeleton
- */
- var importSkeleton = (gltfRuntime: IGLTFRuntime, skins: IGLTFSkins, mesh: Mesh, newSkeleton: Skeleton): Skeleton => {
- if (!newSkeleton) {
- newSkeleton = new Skeleton(skins.name, "", gltfRuntime.scene);
- }
- if (!skins.babylonSkeleton) {
- return newSkeleton;
- }
- // Matrices
- var accessor = gltfRuntime.accessors[skins.inverseBindMatrices];
- var buffer = getBufferFromAccessor(gltfRuntime, accessor);
- var bindShapeMatrix = Matrix.FromArray(skins.bindShapeMatrix);
- (<any>newSkeleton)._identity = bindShapeMatrix;
- // Find the root bones
- var nodesToRoot: INodeToRoot[] = [];
- var nodesToRootToAdd: Bone[] = [];
- getNodesToRoot(gltfRuntime, newSkeleton, skins, nodesToRoot);
- newSkeleton.bones = [];
- // Joints
- for (var i = 0; i < skins.jointNames.length; i++) {
- var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
- var node = jointNode.node;
- if (!node) {
- Tools.Warn("Joint named " + skins.jointNames[i] + " does not exist");
- continue;
- }
-
- var id = jointNode.id;
- // Check if node already exists
- var foundBone = false;
- for (var j = 0; j < newSkeleton.bones.length; j++) {
- if (newSkeleton.bones[j].id === id) {
- foundBone = true;
- break;
- }
- }
- if (foundBone) {
- continue;
- }
- // Search for parent bone
- var parentBone: Bone = null;
- for (var j = 0; j < i; j++) {
- var joint: IGLTFNode = getJointNode(gltfRuntime, skins.jointNames[j]).node;
- if (!joint) {
- Tools.Warn("Joint named " + skins.jointNames[j] + " does not exist when looking for parent");
- continue;
- }
- var children = joint.children;
- foundBone = false;
- for (var k = 0; k < children.length; k++) {
- if (children[k] === id) {
- parentBone = getParentBone(gltfRuntime, skins, skins.jointNames[j], newSkeleton);
- foundBone = true;
- break;
- }
- }
-
- if (foundBone) {
- break;
- }
- }
- // Create bone
- var mat = configureBoneTransformation(node);
- if (!parentBone) {
- parentBone = getNodeToRoot(nodesToRoot, id);
- if (parentBone) {
- if (nodesToRootToAdd.indexOf(parentBone) === -1) {
- nodesToRootToAdd.push(parentBone);
- }
- }
- }
- var bone = new Bone(node.name, newSkeleton, parentBone, mat);
- bone.id = id;
- }
- // Polish
- var bones = newSkeleton.bones;
- newSkeleton.bones = [];
- for (var i = 0; i < skins.jointNames.length; i++) {
- var jointNode: IJointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
- if (!jointNode) {
- continue;
- }
- for (var j = 0; j < bones.length; j++) {
- if (bones[j].id === jointNode.id) {
- newSkeleton.bones.push(bones[j]);
- break;
- }
- }
- }
- // Finish
- newSkeleton.prepare();
- for (var i = 0; i < nodesToRootToAdd.length; i++) {
- newSkeleton.bones.push(nodesToRootToAdd[i]);
- }
- return newSkeleton;
- };
- /**
- * Imports a mesh and its geometries
- */
- var importMesh = (gltfRuntime: IGLTFRuntime, node: IGLTFNode, meshes: string[], id: string, newMesh: Mesh): Mesh => {
- if (!newMesh) {
- newMesh = new Mesh(node.name, gltfRuntime.scene);
- newMesh.id = id;
- }
- if (!node.babylonNode) {
- return newMesh;
- }
- var multiMat = new MultiMaterial("multimat" + id, gltfRuntime.scene);
- newMesh.material = multiMat;
- var vertexData = new VertexData();
- var geometry = new Geometry(id, gltfRuntime.scene, vertexData, false, newMesh);
- var verticesStarts = [];
- var verticesCounts = [];
- var indexStarts = [];
- var indexCounts = [];
- for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
- var meshID = meshes[meshIndex];
- var mesh: IGLTFMesh = gltfRuntime.meshes[meshID];
-
- if (!mesh) {
- continue;
- }
- // Positions, normals and UVs
- for (var i = 0; i < mesh.primitives.length; i++) {
- // Temporary vertex data
- var tempVertexData = new VertexData();
- var primitive = mesh.primitives[i];
- if (primitive.mode !== 4) {
- //continue;
- }
- var attributes = primitive.attributes;
- var accessor: IGLTFAccessor = null;
- var buffer: any = null;
- // Set positions, normal and uvs
- for (var semantic in attributes) {
- // Link accessor and buffer view
- accessor = gltfRuntime.accessors[attributes[semantic]];
- buffer = getBufferFromAccessor(gltfRuntime, accessor);
- if (semantic === "NORMAL") {
- tempVertexData.normals = [];
- for (var j = 0; j < buffer.length; j++) {
- (<number[]>tempVertexData.normals).push(buffer[j]);
- }
- }
- else if (semantic === "POSITION") {
- tempVertexData.positions = [];
- for (var j = 0; j < buffer.length; j++) {
- (<number[]>tempVertexData.positions).push(buffer[j]);
- }
- verticesCounts.push(tempVertexData.positions.length);
- }
- else if (semantic.indexOf("TEXCOORD_") !== -1) {
- var channel = Number(semantic.split("_")[1]);
- var uvKind = VertexBuffer.UVKind + (channel === 0 ? "" : (channel + 1));
- var uvs = [];
- for (var j = 0; j < buffer.length; j++) {
- uvs.push(buffer[j]);
- }
- normalizeUVs(uvs);
- tempVertexData.set(uvs, uvKind);
- }
- else if (semantic === "JOINT") {
- tempVertexData.matricesIndices = [];
- for (var j = 0; j < buffer.length; j++) {
- (<number[]>tempVertexData.matricesIndices).push(buffer[j]);
- }
- }
- else if (semantic === "WEIGHT") {
- tempVertexData.matricesWeights = [];
- for (var j = 0; j < buffer.length; j++) {
- (<number[]>tempVertexData.matricesWeights).push(buffer[j]);
- }
- }
- else if (semantic === "COLOR") {
- tempVertexData.colors = [];
- for (var j = 0; j < buffer.length; j++) {
- (<number[]>tempVertexData.colors).push(buffer[j]);
- }
- }
- }
- // Indices
- accessor = gltfRuntime.accessors[primitive.indices];
- buffer = getBufferFromAccessor(gltfRuntime, accessor);
- tempVertexData.indices = [];
- for (var j = 0; j < buffer.length; j++) {
- (<number[]>tempVertexData.indices).push(buffer[j]);
- }
- indexCounts.push(buffer.length);
- vertexData.merge(tempVertexData);
- tempVertexData = undefined;
- // Sub material
- var material = gltfRuntime.scene.getMaterialByID(primitive.material);
- multiMat.subMaterials.push(material === null ? gltfRuntime.scene.defaultMaterial : material);
- // Update vertices start and index start
- verticesStarts.push(verticesStarts.length === 0 ? 0 : verticesStarts[verticesStarts.length - 1] + verticesCounts[verticesCounts.length - 2]);
- indexStarts.push(indexStarts.length === 0 ? 0 : indexStarts[indexStarts.length - 1] + indexCounts[indexCounts.length - 2]);
- }
- }
- // Apply geometry
- geometry.setAllVerticesData(vertexData, false);
- newMesh.flipFaces(true);
- newMesh.computeWorldMatrix(true);
- // Apply submeshes
- newMesh.subMeshes = [];
- var index = 0;
- for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
- var meshID = meshes[meshIndex];
- var mesh: IGLTFMesh = gltfRuntime.meshes[meshID];
- if (!mesh) {
- continue;
- }
- for (var i = 0; i < mesh.primitives.length; i++) {
- if (mesh.primitives[i].mode !== 4) {
- //continue;
- }
- var subMesh = new SubMesh(index, verticesStarts[index], verticesCounts[index], indexStarts[index], indexCounts[index], newMesh, newMesh, true);
- index++;
- }
- }
- // Finish
- return newMesh;
- };
- /**
- * Configure node transformation from position, rotation and scaling
- */
- var configureNode = (newNode: any, position: Vector3, rotation: Quaternion, scaling: Vector3) => {
- if (newNode.position) {
- newNode.position = position;
- }
- if (newNode.rotationQuaternion || newNode.rotation) {
- newNode.rotationQuaternion = rotation;
- }
- if (newNode.scaling) {
- newNode.scaling = scaling;
- }
- };
- /**
- * Configures node from transformation matrix
- */
- var configureNodeFromMatrix = (newNode: any, node: IGLTFNode) => {
- if (node.matrix) {
- var position = new Vector3(0, 0, 0);
- var rotation = new Quaternion();
- var scaling = new Vector3(0, 0, 0);
- var mat = Matrix.FromArray(node.matrix);
- mat.decompose(scaling, rotation, position);
- configureNode(newNode, position, rotation, scaling);
- if (newNode instanceof TargetCamera) {
- (<TargetCamera>newNode).setTarget(Vector3.Zero());
- }
- }
- else {
- //configureNode(newNode, Vector3.FromArray(node.translation), Quaternion.RotationAxis(Vector3.FromArray(node.rotation), node.rotation[3]), Vector3.FromArray(node.scale));
- configureNode(newNode, Vector3.FromArray(node.translation), Quaternion.FromArray(node.rotation), Vector3.FromArray(node.scale));
- }
- };
- /**
- * Imports a node
- */
- var importNode = (gltfRuntime: IGLTFRuntime, node: IGLTFNode, id: string): Node => {
- var lastNode: Node = null;
- if (gltfRuntime.importOnlyMeshes && (node.skin || node.meshes)) {
- if (gltfRuntime.importMeshesNames.length > 0 && gltfRuntime.importMeshesNames.indexOf(node.name) === -1) {
- return null;
- }
- }
- // Meshes
- if (node.skin) {
- if (node.meshes) {
- var skin: IGLTFSkins = gltfRuntime.skins[node.skin];
- var newMesh = importMesh(gltfRuntime, node, node.meshes, id, <Mesh>node.babylonNode);
- newMesh.skeleton = gltfRuntime.scene.getLastSkeletonByID(node.skin);
- if (newMesh.skeleton === null) {
- newMesh.skeleton = importSkeleton(gltfRuntime, skin, newMesh, skin.babylonSkeleton);
- if (!skin.babylonSkeleton) {
- skin.babylonSkeleton = newMesh.skeleton;
- }
- }
- if (newMesh.skeleton !== null) {
- newMesh.useBones = true;
- }
- lastNode = newMesh;
- }
- }
- else if (node.meshes) {
- /**
- * Improve meshes property
- */
- var newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id, <Mesh>node.babylonNode);
- lastNode = newMesh;
- }
- // Lights
- else if (node.light && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
- var light = gltfRuntime.lights[node.light];
- if (light) {
- if (light.type === "ambient") {
- var ambienLight: IGLTFAmbienLight = light[light.type];
- var hemiLight = new HemisphericLight(node.light, Vector3.Zero(), gltfRuntime.scene);
- hemiLight.name = node.name;
- if (ambienLight.color) {
- hemiLight.diffuse = Color3.FromArray(ambienLight.color);
- }
- lastNode = hemiLight;
- }
- else if (light.type === "directional") {
- var directionalLight: IGLTFDirectionalLight = light[light.type];
- var dirLight = new DirectionalLight(node.light, Vector3.Zero(), gltfRuntime.scene);
- dirLight.name = node.name;
- if (directionalLight.color) {
- dirLight.diffuse = Color3.FromArray(directionalLight.color);
- }
- lastNode = dirLight;
- }
- else if (light.type === "point") {
- var pointLight: IGLTFPointLight = light[light.type];
- var ptLight = new PointLight(node.light, Vector3.Zero(), gltfRuntime.scene);
- ptLight.name = node.name;
- if (pointLight.color) {
- ptLight.diffuse = Color3.FromArray(pointLight.color);
- }
- lastNode = ptLight;
- }
- else if (light.type === "spot") {
- var spotLight: IGLTFSpotLight = light[light.type];
- var spLight = new SpotLight(node.light, Vector3.Zero(), Vector3.Zero(), 0, 0, gltfRuntime.scene);
- spLight.name = node.name;
- if (spotLight.color) {
- spLight.diffuse = Color3.FromArray(spotLight.color);
- }
- if (spotLight.fallOfAngle) {
- spLight.angle = spotLight.fallOfAngle;
- }
- if (spotLight.fallOffExponent) {
- spLight.exponent = spotLight.fallOffExponent;
- }
- lastNode = spLight;
- }
- }
- }
- // Cameras
- else if (node.camera && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
- var camera: IGLTFCamera = gltfRuntime.cameras[node.camera];
- if (camera) {
- if (camera.type === "orthographic") {
- var orthographicCamera: IGLTFCameraOrthographic = camera[camera.type];
- var orthoCamera = new FreeCamera(node.camera, Vector3.Zero(), gltfRuntime.scene);
- orthoCamera.name = node.name;
- orthoCamera.mode = Camera.ORTHOGRAPHIC_CAMERA;
- orthoCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
- lastNode = orthoCamera;
- }
- else if (camera.type === "perspective") {
- var perspectiveCamera: IGLTFCameraPerspective = camera[camera.type];
- var persCamera = new FreeCamera(node.camera, Vector3.Zero(), gltfRuntime.scene);
- persCamera.name = node.name;
- persCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
- if (!perspectiveCamera.aspectRatio) {
- perspectiveCamera.aspectRatio = gltfRuntime.scene.getEngine().getRenderWidth() / gltfRuntime.scene.getEngine().getRenderHeight();
- }
- if (perspectiveCamera.znear && perspectiveCamera.zfar) {
- persCamera.maxZ = perspectiveCamera.zfar;
- persCamera.minZ = perspectiveCamera.znear;
- }
- lastNode = persCamera;
- }
- }
- }
- // Empty node
- if (!node.jointName) {
- if (node.babylonNode) {
- return node.babylonNode;
- }
- else if (lastNode === null) {
- var dummy = new Mesh(node.name, gltfRuntime.scene);
- node.babylonNode = dummy;
- lastNode = dummy;
- }
- }
- if (lastNode !== null) {
- if (node.matrix) {
- configureNodeFromMatrix(lastNode, node);
- }
- else {
- configureNode(lastNode, Vector3.FromArray(node.translation), Quaternion.RotationAxis(Vector3.FromArray(node.rotation).normalize(), node.rotation[3]), Vector3.FromArray(node.scale));
- }
- lastNode.updateCache(true);
- node.babylonNode = lastNode;
- }
- return lastNode;
- };
- /**
- * Traverses nodes and creates them
- */
- var traverseNodes = (gltfRuntime: IGLTFRuntime, id: string, parent: Node, meshIncluded?: boolean) => {
- var node: IGLTFNode = gltfRuntime.nodes[id];
- var newNode: Node = null;
- if (gltfRuntime.importOnlyMeshes && !meshIncluded) {
- if (gltfRuntime.importMeshesNames.indexOf(node.name) !== -1 || gltfRuntime.importMeshesNames.length === 0) {
- meshIncluded = true;
- }
- else {
- meshIncluded = false;
- }
- }
- else {
- meshIncluded = true;
- }
- if (!node.jointName && meshIncluded) {
- newNode = importNode(gltfRuntime, node, id);
- if (newNode !== null) {
- newNode.id = id;
- newNode.parent = parent;
- }
- }
- for (var i = 0; i < node.children.length; i++) {
- traverseNodes(gltfRuntime, node.children[i], newNode, meshIncluded);
- }
- };
- /**
- * Buffers loaded, create nodes
- */
- var onBuffersLoaded = (gltfRuntime: IGLTFRuntime) => {
- // Nodes
- var currentScene: IGLTFScene = <IGLTFScene>gltfRuntime.currentScene;
- for (var i = 0; i < currentScene.nodes.length; i++) {
- traverseNodes(gltfRuntime, currentScene.nodes[i], null);
- }
- // Set animations
- loadAnimations(gltfRuntime);
- for (var i = 0; i < gltfRuntime.scene.skeletons.length; i++) {
- var skeleton = gltfRuntime.scene.skeletons[i];
- gltfRuntime.scene.beginAnimation(skeleton, 0, Number.MAX_VALUE, true, 1.0);
- }
- };
- /**
- * On a buffer is loaded
- */
- var onLoadBuffer = (gltfRuntime: IGLTFRuntime, buf: string) => {
- return (data: any) => {
- gltfRuntime.loadedBuffers++;
- if (!(data instanceof ArrayBuffer)) {
- Tools.Error("Buffer named " + buf + " is not an array buffer");
- }
- else if ((<ArrayBuffer>data).byteLength != gltfRuntime.buffers[buf].byteLength) {
- Tools.Error("Buffer named " + buf + " is length " + data.byteLength + ". Expected: " + gltfRuntime.buffers[buf].byteLength); // Improve error message
- }
- gltfRuntime.arrayBuffers[buf] = data;
- if (gltfRuntime.loadedBuffers === gltfRuntime.buffersCount) {
- onBuffersLoaded(gltfRuntime);
- }
- };
- };
- /**
- * Error when loaded buffer
- */
- var onLoadBufferError = (gltfRuntime: IGLTFRuntime, buf: string) => {
- return () => {
- Tools.Error("Error when loading buffer named " + buf + " located at " + gltfRuntime.buffers[buf].uri);
- };
- };
- /**
- * Decode array buffer from base64
- */
- var decodeArrayBuffer = (base64: string): ArrayBuffer => {
- var decodedString = atob(base64);
- var bufferLength = decodedString.length;
- var arraybuffer = new Uint8Array(new ArrayBuffer(bufferLength));
- for (var i = 0; i < bufferLength; i++) {
- arraybuffer[i] = decodedString.charCodeAt(i);
- }
- return arraybuffer.buffer;
- };
- /**
- * Loads buffers (geometries)
- */
- var loadBuffers = (gltfRuntime: IGLTFRuntime) => {
- for (var buf in gltfRuntime.buffers) {
- var buffer: IGLTFBuffer = gltfRuntime.buffers[buf];
- if (buffer) {
- if (isBase64(buffer.uri)) {
- var arrayBuffer = decodeArrayBuffer(buffer.uri.split(",")[1]);
- onLoadBuffer(gltfRuntime, buf)(arrayBuffer);
- }
- else {
- Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, onLoadBuffer(gltfRuntime, buf), null, null, true, onLoadBufferError(gltfRuntime, buf));
- }
- }
- else {
- Tools.Error("No buffer named : " + buf);
- }
- }
- };
- /**
- * onBind shaderrs callback to set uniforms and matrices
- */
- var onBindShaderMaterial = (mesh: Mesh, gltfRuntime: IGLTFRuntime, unTreatedUniforms: Object, shaderMaterial: ShaderMaterial, technique: IGLTFTechnique, material: IGLTFMaterial) => {
- for (var unif in unTreatedUniforms) {
- var uniform: IGLTFTechniqueParameter = unTreatedUniforms[unif];
- var type = uniform.type;
- if (type === EParameterType.FLOAT_MAT2 || type === EParameterType.FLOAT_MAT3 || type === EParameterType.FLOAT_MAT4) {
- if (uniform.semantic && !uniform.source && !uniform.node) {
- setMatrix(gltfRuntime.scene, mesh, uniform, unif, shaderMaterial.getEffect());
- }
- else if (uniform.semantic && (uniform.source || uniform.node)) {
- var source = gltfRuntime.scene.getNodeByName(uniform.source || uniform.node);
- if (source === null) {
- source = gltfRuntime.scene.getNodeByID(uniform.source || uniform.node);
- }
- if (source === null) {
- continue;
- }
- setMatrix(gltfRuntime.scene, source, uniform, unif, shaderMaterial.getEffect());
- }
- }
- else {
- var value = material.values[technique.uniforms[unif]];
- if (!value) {
- continue;
- }
- if (type === EParameterType.SAMPLER_2D) {
- var texture: Texture = gltfRuntime.textures[value].babylonTexture;
- if (texture === null) {
- continue;
- }
- shaderMaterial.getEffect().setTexture(unif, texture);
- }
- else {
- setUniform(shaderMaterial.getEffect(), unif, value, type);
- }
- }
- }
- };
- /**
- * Prepare uniforms to send the only one time
- * Loads the appropriate textures
- */
- var prepareShaderMaterialUniforms = (gltfRuntime: IGLTFRuntime, shaderMaterial: ShaderMaterial, technique: IGLTFTechnique, material: IGLTFMaterial, unTreatedUniforms: Object) => {
- var materialValues = material.values;
- var techniqueUniforms = technique.uniforms;
- /**
- * Prepare values here (not matrices)
- */
- for (var unif in unTreatedUniforms) {
- var uniform: IGLTFTechniqueParameter = unTreatedUniforms[unif];
- var type = uniform.type;
- var value = materialValues[techniqueUniforms[unif]] || uniform.value;
- if (!value) {
- continue;
- }
- // Texture (sampler2D)
- if (type === EParameterType.SAMPLER_2D) {
- var texture: IGLTFTexture = gltfRuntime.textures[<string>value];
- var sampler: IGLTFSampler = gltfRuntime.samplers[texture.sampler];
- if (!texture || !texture.source) {
- continue;
- }
- var source: IGLTFImage = gltfRuntime.images[texture.source];
- var newTexture: Texture = null;
- var createMipMaps = (sampler.minFilter === ETextureFilterType.NEAREST_MIPMAP_NEAREST) ||
- (sampler.minFilter === ETextureFilterType.NEAREST_MIPMAP_LINEAR) ||
- (sampler.minFilter === ETextureFilterType.LINEAR_MIPMAP_NEAREST) ||
- (sampler.minFilter === ETextureFilterType.LINEAR_MIPMAP_LINEAR);
- var samplingMode = Texture.BILINEAR_SAMPLINGMODE;
- if (isBase64(source.uri)) {
- newTexture = new Texture(source.uri, gltfRuntime.scene, !createMipMaps, true, samplingMode, null, null, source.uri, true);
- }
- else {
- newTexture = new Texture(gltfRuntime.rootUrl + source.uri, gltfRuntime.scene, !createMipMaps, true, samplingMode);
- }
- newTexture.wrapU = getWrapMode(sampler.wrapS);
- newTexture.wrapV = getWrapMode(sampler.wrapT);
- newTexture.name = <string>value;
- texture.babylonTexture = newTexture;
- if (uniform.value) {
- // Static uniform
- shaderMaterial.setTexture(unif, newTexture);
- delete unTreatedUniforms[unif];
- }
- }
- // Others
- else {
- if (uniform.value && setUniform(shaderMaterial, unif, value, type)) {
- // Static uniform
- delete unTreatedUniforms[unif];
- }
- }
- }
- };
- /**
- * Shader compilation failed
- */
- var onShaderCompileError = (program: IGLTFProgram, shaderMaterial: ShaderMaterial) => {
- return (effect: Effect, error: string) => {
- Tools.Error("Cannot compile program named " + program.name + ". Error: " + error + ". Default material will be applied");
- shaderMaterial.dispose(true);
- };
- };
- /**
- * Shader compilation success
- */
- var onShaderCompileSuccess = (gltfRuntime: IGLTFRuntime, shaderMaterial: ShaderMaterial, technique: IGLTFTechnique, material: IGLTFMaterial, unTreatedUniforms: Object) => {
- return (_: Effect) => {
- prepareShaderMaterialUniforms(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms);
- shaderMaterial.onBind = (mat: Material, mesh: Mesh) => {
- onBindShaderMaterial(mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material);
- };
- };
- };
- /**
- * Returns the appropriate uniform if already handled by babylon
- */
- var parseShaderUniforms = (tokenizer: Tokenizer, technique: IGLTFTechnique, unTreatedUniforms: Object): string => {
- for (var unif in technique.uniforms) {
- var uniform = technique.uniforms[unif];
- var uniformParameter: IGLTFTechniqueParameter = technique.parameters[uniform];
- if (tokenizer.currentIdentifier === unif) {
- if (uniformParameter.semantic && !uniformParameter.source && !uniformParameter.node) {
- var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
- if (transformIndex !== -1) {
- delete unTreatedUniforms[unif];
- return babylonTransforms[transformIndex];
- }
- }
- }
- }
- return tokenizer.currentIdentifier;
- };
- /**
- * All shaders loaded. Create materials one by one
- */
- var onShadersLoaded = (gltfRuntime: IGLTFRuntime) => {
- // Create materials
- for (var mat in gltfRuntime.materials) {
- var material: IGLTFMaterial = gltfRuntime.materials[mat];
- var technique: IGLTFTechnique = gltfRuntime.techniques[material.technique];
- var program: IGLTFProgram = gltfRuntime.programs[technique.program];
- var states: IGLTFTechniqueStates = technique.states;
- var vertexShader: string = Effect.ShadersStore[program.vertexShader + "VertexShader"];
- var pixelShader: string = Effect.ShadersStore[program.fragmentShader + "PixelShader"];
- var newVertexShader = "";
- var newPixelShader = "";
- var vertexTokenizer = new Tokenizer(vertexShader);
- var pixelTokenizer = new Tokenizer(pixelShader);
- var unTreatedUniforms: Object = {};
- var uniforms = [];
- var attributes = [];
- var samplers = [];
- // Fill uniform, sampler2D and attributes
- for (var unif in technique.uniforms) {
- var uniform = technique.uniforms[unif];
- var uniformParameter: IGLTFTechniqueParameter = technique.parameters[uniform];
- unTreatedUniforms[unif] = uniformParameter;
- if (uniformParameter.semantic && !uniformParameter.node && !uniformParameter.source) {
- var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
- if (transformIndex !== -1) {
- uniforms.push(babylonTransforms[transformIndex]);
- delete unTreatedUniforms[unif];
- }
- else {
- uniforms.push(unif);
- }
- }
- else if (uniformParameter.type === EParameterType.SAMPLER_2D) {
- samplers.push(unif);
- }
- else {
- uniforms.push(unif);
- }
- }
- for (var attr in technique.attributes) {
- var attribute = technique.attributes[attr];
- var attributeParameter: IGLTFTechniqueParameter = technique.parameters[attribute];
- if (attributeParameter.semantic) {
- attributes.push(getAttribute(attributeParameter));
- }
- }
- // Configure vertex shader
- while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
- var tokenType = vertexTokenizer.currentToken;
- if (tokenType !== ETokenType.IDENTIFIER) {
- newVertexShader += vertexTokenizer.currentString;
- continue;
- }
- var foundAttribute = false;
- for (var attr in technique.attributes) {
- var attribute = technique.attributes[attr];
- var attributeParameter: IGLTFTechniqueParameter = technique.parameters[attribute];
- if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
- newVertexShader += getAttribute(attributeParameter);
- foundAttribute = true;
- break;
- }
- }
- if (foundAttribute) {
- continue;
- }
- newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms);
- }
- // Configure pixel shader
- while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
- var tokenType = pixelTokenizer.currentToken;
- if (tokenType !== ETokenType.IDENTIFIER) {
- newPixelShader += pixelTokenizer.currentString;
- continue;
- }
- newPixelShader += parseShaderUniforms(pixelTokenizer, technique, unTreatedUniforms);
- }
- // Create shader material
- var shaderPath = {
- vertex: program.vertexShader,
- fragment: program.fragmentShader
- };
- var options = {
- attributes: attributes,
- uniforms: uniforms,
- samplers: samplers,
- needAlphaBlending: states.functions && states.functions.blendEquationSeparate
- };
- Effect.ShadersStore[program.vertexShader + "VertexShader"] = newVertexShader;
- Effect.ShadersStore[program.fragmentShader + "PixelShader"] = newPixelShader;
- var shaderMaterial = new ShaderMaterial(material.name, gltfRuntime.scene, shaderPath, options);
- shaderMaterial.id = mat;
- shaderMaterial.onError = onShaderCompileError(program, shaderMaterial);
- shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms);
-
- if (states.functions) {
- var functions = states.functions;
- if (functions.cullFace && functions.cullFace[0] !== ECullingType.BACK) {
- shaderMaterial.backFaceCulling = false;
- }
- var blendFunc = functions.blendFuncSeparate;
- if (blendFunc) {
- if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_ALPHA && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
- shaderMaterial.alphaMode = Engine.ALPHA_COMBINE;
- }
- else if (blendFunc[0] === EBlendingFunction.ONE && blendFunc[1] === EBlendingFunction.ONE && blendFunc[2] === EBlendingFunction.ZERO && blendFunc[3] === EBlendingFunction.ONE) {
- shaderMaterial.alphaMode = Engine.ALPHA_ONEONE;
- }
- else if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE && blendFunc[2] === EBlendingFunction.ZERO && blendFunc[3] === EBlendingFunction.ONE) {
- shaderMaterial.alphaMode = Engine.ALPHA_ADD;
- }
- else if (blendFunc[0] === EBlendingFunction.ZERO && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
- shaderMaterial.alphaMode = Engine.ALPHA_SUBTRACT;
- }
- else if (blendFunc[0] === EBlendingFunction.DST_COLOR && blendFunc[1] === EBlendingFunction.ZERO && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
- shaderMaterial.alphaMode = Engine.ALPHA_MULTIPLY;
- }
- else if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
- shaderMaterial.alphaMode = Engine.ALPHA_MAXIMIZED;
- }
- }
- }
- }
- // Finish
- loadBuffers(gltfRuntime);
- };
- /**
- * Shader loaded
- */
- var onLoadShader = (gltfRuntime: IGLTFRuntime, sha: string) => {
- return (data: any) => {
- gltfRuntime.loadedShaders++;
- Effect.ShadersStore[sha + (gltfRuntime.shaders[sha].type === EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = data;
- if (gltfRuntime.loadedShaders === gltfRuntime.shaderscount) {
- onShadersLoaded(gltfRuntime);
- }
- };
- };
- /**
- * Error callback when loading a shader
- */
- var onLoadShaderError = (gltfRuntime: IGLTFRuntime, sha: string) => {
- return () => {
- Tools.Error("Error when loading shader program named " + sha + " located at " + gltfRuntime.shaders[sha].uri);
- };
- };
- /**
- * Load shaders
- */
- var load = (gltfRuntime: IGLTFRuntime) => {
- // Begin with shaders
- for (var sha in gltfRuntime.shaders) {
- var shader: IGLTFShader = gltfRuntime.shaders[sha];
-
- if (shader) {
- if (isBase64(shader.uri)) {
- var shaderString = atob(shader.uri.split(",")[1]);
- onLoadShader(gltfRuntime, sha)(shaderString);
- }
- else {
- Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onLoadShader(gltfRuntime, sha), null, null, false, onLoadShaderError(gltfRuntime, sha));
- }
- }
- else {
- Tools.Error("No shader file named " + shader.uri);
- }
- }
- };
- /**
- * glTF File Loader Plugin
- */
- export class GLTFFileLoader implements ISceneLoaderPlugin {
- /**
- * Public members
- */
- public extensions = ".gltf";
- /**
- * Private members
- */
- // None
- /**
- * Import meshes
- */
- public importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]): boolean {
- var parsedData = JSON.parse(data);
- var gltfRuntime = this._createGlTFRuntime(parsedData, scene, rootUrl);
- gltfRuntime.importOnlyMeshes = true;
- if (meshesNames === "") {
- gltfRuntime.importMeshesNames = [];
- }
- else if (typeof meshesNames === "string") {
- gltfRuntime.importMeshesNames = [meshesNames];
- }
- else if (meshesNames && !(meshesNames instanceof Array)) {
- gltfRuntime.importMeshesNames = [meshesNames];
- }
- else {
- gltfRuntime.importMeshesNames = [];
- Tools.Warn("Argument meshesNames must be of type string or string[]");
- }
- // Create nodes
- this._createNodes(gltfRuntime);
- // Fill arrays of meshes and skeletons
- for (var nde in gltfRuntime.nodes) {
- var node: IGLTFNode = gltfRuntime.nodes[nde];
- if (node.babylonNode instanceof AbstractMesh) {
- meshes.push(<AbstractMesh>node.babylonNode);
- }
- }
- for (var skl in gltfRuntime.skins) {
- var skin: IGLTFSkins = gltfRuntime.skins[skl];
- if (skin.babylonSkeleton instanceof Skeleton) {
- skeletons.push(skin.babylonSkeleton);
- }
- }
- // Load shaders and buffers to apply
- load(gltfRuntime);
- return true;
- }
- /**
- * Load scene
- */
- public load(scene: Scene, data: string, rootUrl: string): boolean {
- var parsedData = JSON.parse(data);
- var gltfRuntime = this._createGlTFRuntime(parsedData, scene, rootUrl);
- // Create nodes
- this._createNodes(gltfRuntime);
- // Load shaders and buffers to apply
- load(gltfRuntime);
- // Finish
- return true;
- }
- // Creates nodes before loading buffers and shaders
- private _createNodes(gltfRuntime: IGLTFRuntime): void {
- var currentScene: IGLTFScene = <IGLTFScene>gltfRuntime.currentScene;
- for (var i = 0; i < currentScene.nodes.length; i++) {
- traverseNodes(gltfRuntime, currentScene.nodes[i], null);
- }
- }
- // Creates the gltfRuntime
- private _createGlTFRuntime(parsedData: any, scene: Scene, rootUrl: string): IGLTFRuntime {
- var gltfRuntime: IGLTFRuntime = {
- accessors: {},
- buffers: {},
- bufferViews: {},
- meshes: {},
- lights: {},
- cameras: {},
- nodes: {},
- images: {},
- textures: {},
- shaders: {},
- programs: {},
- samplers: {},
- techniques: {},
- materials: {},
- animations: {},
- skins: {},
- currentScene: {},
- buffersCount: 0,
- shaderscount: 0,
- scene: scene,
- dummyNodes: [],
- loadedBuffers: 0,
- loadedShaders: 0,
- rootUrl: rootUrl,
- importOnlyMeshes: false,
- arrayBuffers: []
- }
- // Parse
- if (parsedData.buffers) {
- parseBuffers(parsedData.buffers, gltfRuntime);
- }
- if (parsedData.bufferViews) {
- parseObject(parsedData.bufferViews, "bufferViews", gltfRuntime);
- }
- if (parsedData.accessors) {
- parseObject(parsedData.accessors, "accessors", gltfRuntime);
- }
- if (parsedData.meshes) {
- parseObject(parsedData.meshes, "meshes", gltfRuntime);
- }
- if (parsedData.lights) {
- parseObject(parsedData.lights, "lights", gltfRuntime);
- }
- if (parsedData.cameras) {
- parseObject(parsedData.cameras, "cameras", gltfRuntime);
- }
- if (parsedData.nodes) {
- parseObject(parsedData.nodes, "nodes", gltfRuntime);
- }
- if (parsedData.images) {
- parseObject(parsedData.images, "images", gltfRuntime);
- }
- if (parsedData.textures) {
- parseObject(parsedData.textures, "textures", gltfRuntime);
- }
- if (parsedData.shaders) {
- parseShaders(parsedData.shaders, gltfRuntime);
- }
- if (parsedData.programs) {
- parseObject(parsedData.programs, "programs", gltfRuntime);
- }
- if (parsedData.samplers) {
- parseObject(parsedData.samplers, "samplers", gltfRuntime);
- }
- if (parsedData.techniques) {
- parseObject(parsedData.techniques, "techniques", gltfRuntime);
- }
- if (parsedData.materials) {
- parseObject(parsedData.materials, "materials", gltfRuntime);
- }
- if (parsedData.animations) {
- parseObject(parsedData.animations, "animations", gltfRuntime);
- }
- if (parsedData.skins) {
- parseObject(parsedData.skins, "skins", gltfRuntime);
- }
- if (parsedData.scene && parsedData.scenes) {
- gltfRuntime.currentScene = parsedData.scenes[parsedData.scene];
- }
- return gltfRuntime;
- }
- };
- BABYLON.SceneLoader.RegisterPlugin(new GLTFFileLoader());
- }
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