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- var BABYLON;
- (function (BABYLON) {
- /**
- * Enums
- */
- (function (EComponentType) {
- EComponentType[EComponentType["BYTE"] = 5120] = "BYTE";
- EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
- EComponentType[EComponentType["SHORT"] = 5122] = "SHORT";
- EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
- EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT";
- })(BABYLON.EComponentType || (BABYLON.EComponentType = {}));
- var EComponentType = BABYLON.EComponentType;
- (function (EShaderType) {
- EShaderType[EShaderType["FRAGMENT"] = 35632] = "FRAGMENT";
- EShaderType[EShaderType["VERTEX"] = 35633] = "VERTEX";
- })(BABYLON.EShaderType || (BABYLON.EShaderType = {}));
- var EShaderType = BABYLON.EShaderType;
- (function (EParameterType) {
- EParameterType[EParameterType["BYTE"] = 5120] = "BYTE";
- EParameterType[EParameterType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
- EParameterType[EParameterType["SHORT"] = 5122] = "SHORT";
- EParameterType[EParameterType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
- EParameterType[EParameterType["INT"] = 5124] = "INT";
- EParameterType[EParameterType["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT";
- EParameterType[EParameterType["FLOAT"] = 5126] = "FLOAT";
- EParameterType[EParameterType["FLOAT_VEC2"] = 35664] = "FLOAT_VEC2";
- EParameterType[EParameterType["FLOAT_VEC3"] = 35665] = "FLOAT_VEC3";
- EParameterType[EParameterType["FLOAT_VEC4"] = 35666] = "FLOAT_VEC4";
- EParameterType[EParameterType["INT_VEC2"] = 35667] = "INT_VEC2";
- EParameterType[EParameterType["INT_VEC3"] = 35668] = "INT_VEC3";
- EParameterType[EParameterType["INT_VEC4"] = 35669] = "INT_VEC4";
- EParameterType[EParameterType["BOOL"] = 35670] = "BOOL";
- EParameterType[EParameterType["BOOL_VEC2"] = 35671] = "BOOL_VEC2";
- EParameterType[EParameterType["BOOL_VEC3"] = 35672] = "BOOL_VEC3";
- EParameterType[EParameterType["BOOL_VEC4"] = 35673] = "BOOL_VEC4";
- EParameterType[EParameterType["FLOAT_MAT2"] = 35674] = "FLOAT_MAT2";
- EParameterType[EParameterType["FLOAT_MAT3"] = 35675] = "FLOAT_MAT3";
- EParameterType[EParameterType["FLOAT_MAT4"] = 35676] = "FLOAT_MAT4";
- EParameterType[EParameterType["SAMPLER_2D"] = 35678] = "SAMPLER_2D";
- })(BABYLON.EParameterType || (BABYLON.EParameterType = {}));
- var EParameterType = BABYLON.EParameterType;
- (function (ETextureWrapMode) {
- ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE";
- ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT";
- ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT";
- })(BABYLON.ETextureWrapMode || (BABYLON.ETextureWrapMode = {}));
- var ETextureWrapMode = BABYLON.ETextureWrapMode;
- (function (ETextureFilterType) {
- ETextureFilterType[ETextureFilterType["NEAREST"] = 9728] = "NEAREST";
- ETextureFilterType[ETextureFilterType["LINEAR"] = 9728] = "LINEAR";
- ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_NEAREST"] = 9984] = "NEAREST_MIPMAP_NEAREST";
- ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
- ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR";
- ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR";
- })(BABYLON.ETextureFilterType || (BABYLON.ETextureFilterType = {}));
- var ETextureFilterType = BABYLON.ETextureFilterType;
- (function (ETextureFormat) {
- ETextureFormat[ETextureFormat["ALPHA"] = 6406] = "ALPHA";
- ETextureFormat[ETextureFormat["RGB"] = 6407] = "RGB";
- ETextureFormat[ETextureFormat["RGBA"] = 6408] = "RGBA";
- ETextureFormat[ETextureFormat["LUMINANCE"] = 6409] = "LUMINANCE";
- ETextureFormat[ETextureFormat["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA";
- })(BABYLON.ETextureFormat || (BABYLON.ETextureFormat = {}));
- var ETextureFormat = BABYLON.ETextureFormat;
- /**
- * Tokenizer. Used for shaders compatibility
- * Automatically map world, view, projection, worldViewProjection and attributes
- */
- var ETokenType;
- (function (ETokenType) {
- ETokenType[ETokenType["IDENTIFIER"] = 1] = "IDENTIFIER";
- ETokenType[ETokenType["UNKNOWN"] = 2] = "UNKNOWN";
- ETokenType[ETokenType["END_OF_INPUT"] = 3] = "END_OF_INPUT";
- })(ETokenType || (ETokenType = {}));
- var Tokenizer = (function () {
- function Tokenizer(toParse) {
- this._pos = 0;
- this.isLetterOrDigitPattern = /^[a-zA-Z0-9]+$/;
- this._toParse = toParse;
- this._maxPos = toParse.length;
- }
- Tokenizer.prototype.getNextToken = function () {
- 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;
- };
- Tokenizer.prototype.peek = function () {
- return this._toParse[this._pos];
- };
- Tokenizer.prototype.read = function () {
- return this._toParse[this._pos++];
- };
- Tokenizer.prototype.forward = function () {
- this._pos++;
- };
- Tokenizer.prototype.isEnd = function () {
- return this._pos >= this._maxPos;
- };
- return Tokenizer;
- })();
- /**
- * 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 = function (parsedBuffers, gltfRuntime) {
- for (var buf in parsedBuffers) {
- var parsedBuffer = parsedBuffers[buf];
- gltfRuntime.buffers[buf] = parsedBuffer;
- gltfRuntime.buffersCount++;
- }
- };
- var parseShaders = function (parsedShaders, gltfRuntime) {
- for (var sha in parsedShaders) {
- var parsedShader = parsedShaders[sha];
- gltfRuntime.shaders[sha] = parsedShader;
- gltfRuntime.shaderscount++;
- }
- };
- var parseObject = function (parsedObjects, runtimeProperty, gltfRuntime) {
- for (var object in parsedObjects) {
- var parsedObject = parsedObjects[object];
- gltfRuntime[runtimeProperty][object] = parsedObject;
- }
- };
- /**
- * Utils
- */
- var getByteStrideFromType = function (accessor) {
- // 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 = function (scene, source, parameter, uniformName, shaderMaterial) {
- var mat = 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 = BABYLON.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 = BABYLON.Matrix.Transpose(source.getWorldMatrix().invert());
- }
- switch (parameter.type) {
- case EParameterType.FLOAT_MAT2:
- shaderMaterial.setMatrix2x2(uniformName, BABYLON.Matrix.GetAsMatrix2x2(mat));
- break;
- case EParameterType.FLOAT_MAT3:
- shaderMaterial.setMatrix3x3(uniformName, BABYLON.Matrix.GetAsMatrix3x3(mat));
- break;
- case EParameterType.FLOAT_MAT4:
- shaderMaterial.setMatrix(uniformName, mat);
- break;
- default: break;
- }
- };
- var setUniform = function (shaderMaterial, uniform, value, type) {
- switch (type) {
- case EParameterType.FLOAT:
- shaderMaterial.setFloat(uniform, value);
- return true;
- case EParameterType.FLOAT_VEC2:
- shaderMaterial.setVector2(uniform, BABYLON.Vector2.FromArray(value));
- return true;
- case EParameterType.FLOAT_VEC3:
- shaderMaterial.setVector3(uniform, BABYLON.Vector3.FromArray(value));
- return true;
- case EParameterType.FLOAT_VEC4:
- shaderMaterial.setVector4(uniform, BABYLON.Vector4.FromArray(value));
- return true;
- default: return false;
- }
- };
- var getWrapMode = function (mode) {
- switch (mode) {
- case ETextureWrapMode.CLAMP_TO_EDGE: return BABYLON.Texture.CLAMP_ADDRESSMODE;
- case ETextureWrapMode.MIRRORED_REPEAT: return BABYLON.Texture.MIRROR_ADDRESSMODE;
- case ETextureWrapMode.REPEAT: return BABYLON.Texture.WRAP_ADDRESSMODE;
- default: return BABYLON.Texture.WRAP_ADDRESSMODE;
- }
- };
- var getTextureFilterMode = function (mode) {
- switch (mode) {
- case ETextureFilterType.LINEAR:
- case ETextureFilterType.LINEAR_MIPMAP_NEAREST:
- case ETextureFilterType.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
- case ETextureFilterType.NEAREST:
- case ETextureFilterType.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_SAMPLINGMODE;
- default: return BABYLON.Texture.BILINEAR_SAMPLINGMODE;
- }
- };
- var getBufferFromAccessor = function (gltfRuntime, accessor) {
- var bufferView = gltfRuntime.bufferViews[accessor.bufferView];
- var 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 = function (buffer) {
- if (!buffer) {
- return;
- }
- for (var i = 0; i < buffer.length / 2; i++) {
- buffer[i * 2 + 1] = 1.0 - buffer[i * 2 + 1];
- }
- };
- var replaceInString = function (str, searchValue, replaceValue) {
- while (str.indexOf(searchValue) !== -1) {
- str = str.replace(searchValue, replaceValue);
- }
- return str;
- };
- var getAttribute = function (attributeParameter) {
- 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 = function (uri) {
- return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
- };
- /**
- * Load animations
- */
- var getAnimationPath = function (path) {
- var index = glTFAnimationPaths.indexOf(path);
- if (index !== -1) {
- return babylonAnimationPaths[index];
- }
- return path;
- };
- var loadAnimations = function (gltfRuntime) {
- for (var anim in gltfRuntime.animations) {
- var animation = gltfRuntime.animations[anim];
- for (var i = 0; i < animation.channels.length; i++) {
- // Get parameters and load buffers
- var channel = animation.channels[i];
- var sampler = 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 = gltfRuntime.scene.getNodeByID(targetID);
- if (targetNode === null) {
- BABYLON.Tools.Warn("Creating animation named " + anim + ". But cannot find node named " + targetID + " to attach to");
- continue;
- }
- var isBone = targetNode instanceof BABYLON.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 = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
- if (!isBone) {
- if (targetPath === "rotationQuaternion") {
- animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
- targetNode.rotationQuaternion = new BABYLON.Quaternion();
- }
- else {
- animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
- }
- }
- // Create animation and key frames
- var babylonAnimation = new BABYLON.Animation(anim, isBone ? "_matrix" : targetPath, 1, animationType, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
- var keys = [];
- var arrayOffset = 0;
- for (var i = 0; i < bufferInput.length; i++) {
- var value = null;
- if (targetPath === "rotationQuaternion") {
- value = BABYLON.Quaternion.RotationAxis(BABYLON.Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]).normalize(), bufferOutput[arrayOffset + 3]);
- arrayOffset += 4;
- }
- else {
- value = BABYLON.Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]);
- arrayOffset += 3;
- }
- if (isBone) {
- var translation = BABYLON.Vector3.Zero();
- var rotationQuaternion = new BABYLON.Quaternion();
- var scaling = BABYLON.Vector3.Zero();
- var bone = targetNode;
- var mat = bone.getBaseMatrix();
- mat.decompose(scaling, rotationQuaternion, translation);
- if (targetPath === "position") {
- translation = value;
- }
- else if (targetPath === "rotationQuaternion") {
- rotationQuaternion = value;
- }
- else {
- scaling = value;
- }
- value = BABYLON.Matrix.Compose(scaling, rotationQuaternion, translation);
- }
- keys.push({
- frame: bufferInput[i],
- value: value
- });
- }
- // Finish
- babylonAnimation.setKeys(keys);
- targetNode.animations.push(babylonAnimation);
- gltfRuntime.scene.beginAnimation(targetNode, 0, bufferInput[bufferInput.length - 1], true);
- }
- }
- };
- /**
- * Import skeletons and bones
- */
- var configureBoneTransformation = function (node) {
- var mat = null;
- if (node.translation && node.rotation && node.scale) {
- mat = BABYLON.Matrix.Compose(BABYLON.Vector3.FromArray(node.scale), BABYLON.Quaternion.RotationAxis(BABYLON.Vector3.FromArray([node.rotation[0], node.rotation[1], node.rotation[2]]).normalize(), node.rotation[3]), BABYLON.Vector3.FromArray(node.translation));
- }
- else {
- mat = BABYLON.Matrix.FromArray(node.matrix);
- }
- return mat;
- };
- var getParentBone = function (gltfRuntime, jointName, newSkeleton) {
- // Try to find
- for (var i = 0; i < newSkeleton.bones.length; i++) {
- if (newSkeleton.bones[i].id === jointName) {
- return newSkeleton.bones[i];
- }
- }
- // Not found
- for (var nde in gltfRuntime.nodes) {
- var node = gltfRuntime.nodes[nde];
- if (!node || !node.jointName) {
- continue;
- }
- for (var i = 0; i < node.children.length; i++) {
- var childID = node.children[i];
- var childNode = gltfRuntime.nodes[childID];
- if (!childNode || !childNode.jointName) {
- continue;
- }
- if (childID === jointName) {
- var mat = configureBoneTransformation(node);
- var parentBone = getParentBone(gltfRuntime, node.jointName, newSkeleton);
- var bone = new BABYLON.Bone(node.name, newSkeleton, parentBone, mat);
- bone.id = node.jointName;
- return bone;
- }
- }
- }
- // Does not exists
- return null;
- };
- var importSkeleton = function (gltfRuntime, skins) {
- var newSkeleton = new BABYLON.Skeleton(skins.name, "", gltfRuntime.scene);
- // Matrices
- var accessor = gltfRuntime.accessors[skins.inverseBindMatrices];
- var buffer = getBufferFromAccessor(gltfRuntime, accessor);
- // Joints
- for (var i = 0; i < skins.jointNames.length; i++) {
- var node = gltfRuntime.nodes[skins.jointNames[i]];
- if (!node) {
- BABYLON.Tools.Warn("Joint named " + skins.jointNames[i] + " does not exist");
- continue;
- }
- var mat = configureBoneTransformation(node);
- var parentBone = getParentBone(gltfRuntime, skins.jointNames[i], newSkeleton);
- var bone = new BABYLON.Bone(node.name, newSkeleton, parentBone, mat);
- bone.id = skins.jointNames[i];
- }
- newSkeleton.prepare();
- return newSkeleton;
- };
- /**
- * Load geometries and nodes
- */
- var importMesh = function (gltfRuntime, node, meshes, id, skin) {
- var newMesh = new BABYLON.Mesh(node.name, gltfRuntime.scene);
- newMesh.id = id;
- newMesh.layerMask = 0x0FFFFFFF;
- newMesh.subMeshes = [];
- var multiMat = new BABYLON.MultiMaterial("multimat" + id, gltfRuntime.scene);
- newMesh.material = multiMat;
- var vertexData = new BABYLON.VertexData();
- var geometry = new BABYLON.Geometry(id, gltfRuntime.scene, vertexData, true);
- var verticesStarts = [];
- var verticesCounts = [];
- var indexStarts = [];
- var indexCounts = [];
- for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
- var meshID = meshes[meshIndex];
- var mesh = 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 BABYLON.VertexData();
- var primitive = mesh.primitives[i];
- if (primitive.primitive !== 4) {
- continue;
- }
- var attributes = primitive.attributes;
- var accessor = null;
- var buffer = 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.set(buffer, BABYLON.VertexBuffer.NormalKind);
- }
- else if (semantic === "POSITION") {
- verticesCounts.push(buffer.length);
- tempVertexData.set(buffer, BABYLON.VertexBuffer.PositionKind);
- }
- else if (semantic.indexOf("TEXCOORD_") !== -1) {
- var channel = Number(semantic.split("_")[1]);
- var uvKind = BABYLON.VertexBuffer.UVKind + (channel === 0 ? "" : (channel + 1));
- tempVertexData.uvs = [];
- for (var j = 0; j < buffer.length; j++) {
- tempVertexData.uvs.push(buffer[j]);
- }
- normalizeUVs(tempVertexData.uvs);
- }
- else if (semantic === "JOINT") {
- tempVertexData.set(buffer, BABYLON.VertexBuffer.MatricesIndicesKind);
- }
- else if (semantic === "WEIGHT") {
- tempVertexData.set(buffer, BABYLON.VertexBuffer.MatricesWeightsKind);
- }
- else if (semantic === "COLOR") {
- tempVertexData.set(buffer, BABYLON.VertexBuffer.ColorKind);
- }
- }
- // Indices
- accessor = gltfRuntime.accessors[primitive.indices];
- buffer = getBufferFromAccessor(gltfRuntime, accessor);
- tempVertexData.indices = [];
- for (var j = 0; j < buffer.length; j++) {
- 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 skin
- if (skin) {
- var vector = BABYLON.Vector3.Zero();
- var mat = BABYLON.Matrix.FromArray(skin.bindShapeMatrix);
- var positions = vertexData.positions;
- for (var i = 0; i < positions.length / 3; i++) {
- vector.copyFromFloats(positions[i * 3], positions[i * 3 + 1], positions[i * 3 + 2]);
- var result = BABYLON.Vector3.TransformCoordinates(vector, mat);
- positions[i * 3] = result.x;
- positions[i * 3 + 1] = result.y;
- positions[i * 3 + 2] = result.z;
- }
- }
- // Apply geometry
- geometry.setAllVerticesData(vertexData);
- geometry.applyToMesh(newMesh);
- newMesh.flipFaces(true);
- // Apply submeshes
- newMesh.subMeshes = [];
- var index = 0;
- for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
- var meshID = meshes[meshIndex];
- var mesh = gltfRuntime.meshes[meshID];
- if (!mesh) {
- continue;
- }
- for (var i = 0; i < mesh.primitives.length; i++) {
- if (mesh.primitives[i].primitive !== 4) {
- continue;
- }
- var subMesh = BABYLON.SubMesh.CreateFromIndices(index, indexStarts[index], indexCounts[index], newMesh, newMesh);
- index++;
- }
- }
- // Finish
- return newMesh;
- };
- var configureNode = function (newNode, position, rotation, scaling) {
- if (newNode.position) {
- newNode.position = position;
- }
- if (newNode.rotationQuaternion || newNode.rotation) {
- newNode.rotationQuaternion = rotation;
- }
- if (newNode.scaling) {
- newNode.scaling = scaling;
- }
- };
- var configureNodeFromMatrix = function (newNode, node) {
- if (node.matrix) {
- var position = new BABYLON.Vector3(0, 0, 0);
- var rotation = new BABYLON.Quaternion();
- var scaling = new BABYLON.Vector3(0, 0, 0);
- var mat = BABYLON.Matrix.FromArray(node.matrix);
- mat.decompose(scaling, rotation, position);
- configureNode(newNode, position, rotation, scaling);
- if (newNode instanceof BABYLON.TargetCamera) {
- newNode.setTarget(BABYLON.Vector3.Zero());
- }
- }
- else {
- configureNode(newNode, BABYLON.Vector3.FromArray(node.translation), BABYLON.Quaternion.RotationAxis(BABYLON.Vector3.FromArray(node.rotation).normalize(), node.rotation[3]), BABYLON.Vector3.FromArray(node.scale));
- }
- };
- var importNode = function (gltfRuntime, node, id) {
- var lastNode = null;
- // Meshes
- if (node.instanceSkin) {
- var instanceSkin = node.instanceSkin;
- if (instanceSkin.meshes) {
- var skin = gltfRuntime.skins[instanceSkin.skin];
- var newMesh = importMesh(gltfRuntime, node, instanceSkin.meshes, id, skin);
- newMesh.skeleton = gltfRuntime.scene.getLastSkeletonByID(instanceSkin.skin);
- if (newMesh.skeleton === null) {
- newMesh.skeleton = importSkeleton(gltfRuntime, gltfRuntime.skins[instanceSkin.skin]);
- }
- if (newMesh.skeleton !== null) {
- newMesh.useBones = true;
- newMesh.computeBonesUsingShaders = true;
- newMesh.applySkeleton(newMesh.skeleton);
- }
- lastNode = newMesh;
- }
- }
- else if (node.meshes) {
- /**
- * Improve meshes property
- */
- var newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id);
- lastNode = newMesh;
- }
- else if (node.light) {
- var light = gltfRuntime.lights[node.light];
- if (light) {
- if (light.type === "ambient") {
- var ambienLight = light[light.type];
- var hemiLight = new BABYLON.HemisphericLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
- hemiLight.name = node.name;
- if (ambienLight.color) {
- hemiLight.diffuse = BABYLON.Color3.FromArray(ambienLight.color);
- }
- lastNode = hemiLight;
- }
- else if (light.type === "directional") {
- var directionalLight = light[light.type];
- var dirLight = new BABYLON.DirectionalLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
- dirLight.name = node.name;
- if (directionalLight.color) {
- dirLight.diffuse = BABYLON.Color3.FromArray(directionalLight.color);
- }
- lastNode = dirLight;
- }
- else if (light.type === "point") {
- var pointLight = light[light.type];
- var ptLight = new BABYLON.PointLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
- ptLight.name = node.name;
- if (pointLight.color) {
- ptLight.diffuse = BABYLON.Color3.FromArray(pointLight.color);
- }
- lastNode = ptLight;
- }
- else if (light.type === "spot") {
- var spotLight = light[light.type];
- var spLight = new BABYLON.SpotLight(node.light, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, gltfRuntime.scene);
- spLight.name = node.name;
- if (spotLight.color) {
- spLight.diffuse = BABYLON.Color3.FromArray(spotLight.color);
- }
- if (spotLight.fallOfAngle) {
- spLight.angle = spotLight.fallOfAngle;
- }
- if (spotLight.fallOffExponent) {
- spLight.exponent = spotLight.fallOffExponent;
- }
- lastNode = spLight;
- }
- }
- }
- else if (node.camera) {
- var camera = gltfRuntime.cameras[node.camera];
- if (camera) {
- if (camera.type === "orthographic") {
- var orthographicCamera = camera[camera.type];
- var orthoCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene);
- orthoCamera.name = node.name;
- orthoCamera.mode = BABYLON.Camera.ORTHOGRAPHIC_CAMERA;
- orthoCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
- lastNode = orthoCamera;
- }
- else if (camera.type === "perspective") {
- var perspectiveCamera = camera[camera.type];
- var persCamera = new BABYLON.FreeCamera(node.camera, BABYLON.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 (lastNode === null && !node.jointName) {
- var dummy = new BABYLON.Mesh(node.name, gltfRuntime.scene);
- lastNode = dummy;
- }
- if (lastNode !== null) {
- if (node.matrix) {
- configureNodeFromMatrix(lastNode, node);
- }
- else {
- configureNode(lastNode, BABYLON.Vector3.FromArray(node.translation), BABYLON.Quaternion.FromArray(node.rotation), BABYLON.Vector3.FromArray(node.scale));
- }
- lastNode.updateCache(true);
- }
- return lastNode;
- };
- /**
- * Load buffers
- */
- var onBuffersLoaded = function (gltfRuntime) {
- // Nodes
- var parsedNodes = gltfRuntime.nodes;
- var currentScene = gltfRuntime.currentScene;
- for (var nde in parsedNodes) {
- var node = parsedNodes[nde];
- var newNode = importNode(gltfRuntime, node, nde);
- if (newNode !== null) {
- newNode.id = nde;
- }
- }
- // Resolve parenting once all nodes were created
- for (var nde in parsedNodes) {
- var node = parsedNodes[nde];
- var parent = gltfRuntime.scene.getNodeByID(nde);
- if (node.children && parent !== null) {
- for (var i = 0; i < node.children.length; i++) {
- var child = gltfRuntime.nodes[node.children[i]];
- var childNode = gltfRuntime.scene.getNodeByID(node.children[i]);
- if (childNode !== null) {
- childNode.parent = parent;
- }
- else {
- BABYLON.Tools.Warn("Node named " + node.name + " as a children named " + node.children[i] + " but does not exists");
- }
- }
- }
- }
- // Set animations
- loadAnimations(gltfRuntime);
- };
- var onLoadBuffer = function (gltfRuntime, buf) {
- return function (data) {
- gltfRuntime.loadedBuffers++;
- if (!(data instanceof ArrayBuffer)) {
- BABYLON.Tools.Error("Buffer named " + buf + " is not an array buffer");
- }
- else if (data.byteLength != gltfRuntime.buffers[buf].byteLength) {
- BABYLON.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);
- }
- };
- };
- var onLoadBufferError = function (gltfRuntime, buf) {
- return function () {
- BABYLON.Tools.Error("Error when loading buffer named " + buf + " located at " + gltfRuntime.buffers[buf].uri);
- };
- };
- var decodeArrayBuffer = function (base64) {
- 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;
- };
- var loadBuffers = function (gltfRuntime) {
- for (var buf in gltfRuntime.buffers) {
- var buffer = gltfRuntime.buffers[buf];
- if (buffer) {
- if (isBase64(buffer.uri)) {
- var arrayBuffer = decodeArrayBuffer(buffer.uri.split(",")[1]);
- onLoadBuffer(gltfRuntime, buf)(arrayBuffer);
- }
- else {
- BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, onLoadBuffer(gltfRuntime, buf), null, null, true, onLoadBufferError(gltfRuntime, buf));
- }
- }
- else {
- BABYLON.Tools.Error("No buffer named : " + buf);
- }
- }
- };
- /**
- * Load shaders
- */
- var onBindShaderMaterial = function (mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, pass, material) {
- for (var unif in unTreatedUniforms) {
- var uniform = 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.instanceTechnique.values[pass.instanceProgram.uniforms[unif]];
- if (!value) {
- continue;
- }
- if (type === EParameterType.SAMPLER_2D) {
- var texture = gltfRuntime.textures[value].babylonTexture;
- if (texture === null) {
- continue;
- }
- shaderMaterial.getEffect().setTexture(unif, texture);
- }
- else {
- setUniform(shaderMaterial.getEffect(), unif, value, type);
- }
- }
- }
- };
- var prepareShaderMaterialUniforms = function (gltfRuntime, shaderMaterial, pass, material, unTreatedUniforms) {
- var materialValues = material.instanceTechnique.values;
- var instanceProgramUniforms = pass.instanceProgram.uniforms;
- /**
- * Prepare values here (not matrices)
- */
- for (var unif in unTreatedUniforms) {
- var uniform = unTreatedUniforms[unif];
- var type = uniform.type;
- var value = materialValues[instanceProgramUniforms[unif]] || uniform.value;
- if (!value) {
- continue;
- }
- // Texture (sampler2D)
- if (type === EParameterType.SAMPLER_2D) {
- var texture = gltfRuntime.textures[value];
- var sampler = gltfRuntime.samplers[texture.sampler];
- if (!texture || !texture.source) {
- continue;
- }
- var source = gltfRuntime.images[texture.source];
- var newTexture = null;
- if (isBase64(source.uri)) {
- newTexture = new BABYLON.Texture(source.uri, gltfRuntime.scene, true, undefined, undefined, undefined, undefined, source.uri, true);
- }
- else {
- newTexture = new BABYLON.Texture(gltfRuntime.rootUrl + source.uri, gltfRuntime.scene, true);
- }
- newTexture.name = value;
- texture.babylonTexture = newTexture;
- if (uniform.value) {
- // Static uniform
- shaderMaterial.setTexture(unif, newTexture);
- delete unTreatedUniforms[unif];
- }
- }
- else {
- if (uniform.value && setUniform(shaderMaterial, unif, value, type)) {
- // Static uniform
- delete unTreatedUniforms[unif];
- }
- }
- }
- };
- var onShaderCompileError = function (program, shaderMaterial) {
- return function (effect, error) {
- BABYLON.Tools.Error("Cannot compile program named " + program.name + ". Error: " + error + ". Default material will be applied");
- shaderMaterial.dispose(true);
- };
- };
- var onShaderCompileSuccess = function (gltfRuntime, shaderMaterial, pass, material, unTreatedUniforms) {
- return function (_) {
- prepareShaderMaterialUniforms(gltfRuntime, shaderMaterial, pass, material, unTreatedUniforms);
- shaderMaterial.onBind = function (mat, mesh) {
- onBindShaderMaterial(mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, pass, material);
- };
- };
- };
- var parseShaderUniforms = function (tokenizer, instanceProgram, technique, unTreatedUniforms) {
- for (var unif in instanceProgram.uniforms) {
- var uniform = instanceProgram.uniforms[unif];
- var uniformParameter = 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;
- };
- var onShadersLoaded = function (gltfRuntime) {
- // Create materials
- for (var mat in gltfRuntime.materials) {
- var material = gltfRuntime.materials[mat];
- var instanceTechnique = material.instanceTechnique;
- var technique = gltfRuntime.techniques[instanceTechnique.technique];
- var pass = technique.passes[technique.pass];
- var instanceProgram = pass.instanceProgram;
- var program = gltfRuntime.programs[instanceProgram.program];
- var states = pass.states;
- var vertexShader = BABYLON.Effect.ShadersStore[program.vertexShader + "VertexShader"];
- var pixelShader = BABYLON.Effect.ShadersStore[program.fragmentShader + "PixelShader"];
- var newVertexShader = "";
- var newPixelShader = "";
- var vertexTokenizer = new Tokenizer(vertexShader);
- var pixelTokenizer = new Tokenizer(pixelShader);
- var unTreatedUniforms = {};
- var uniforms = [];
- var attributes = [];
- var samplers = [];
- // Fill uniform, sampler2D and attributes
- for (var unif in instanceProgram.uniforms) {
- var uniform = instanceProgram.uniforms[unif];
- var uniformParameter = 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]);
- }
- else {
- uniforms.push(unif);
- }
- }
- else if (uniformParameter.type === EParameterType.SAMPLER_2D) {
- samplers.push(unif);
- }
- else {
- uniforms.push(unif);
- }
- }
- for (var attr in instanceProgram.attributes) {
- var attribute = instanceProgram.attributes[attr];
- var attributeParameter = 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 instanceProgram.attributes) {
- var attribute = instanceProgram.attributes[attr];
- var attributeParameter = technique.parameters[attribute];
- if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
- newVertexShader += getAttribute(attributeParameter);
- foundAttribute = true;
- break;
- }
- }
- if (foundAttribute) {
- continue;
- }
- newVertexShader += parseShaderUniforms(vertexTokenizer, instanceProgram, 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, instanceProgram, 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
- };
- BABYLON.Effect.ShadersStore[program.vertexShader + "VertexShader"] = newVertexShader;
- BABYLON.Effect.ShadersStore[program.fragmentShader + "PixelShader"] = newPixelShader;
- var shaderMaterial = new BABYLON.ShaderMaterial(material.name, gltfRuntime.scene, shaderPath, options);
- shaderMaterial.id = mat;
- shaderMaterial.onError = onShaderCompileError(program, shaderMaterial);
- shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, pass, material, unTreatedUniforms);
- }
- // Finish
- loadBuffers(gltfRuntime);
- };
- var onLoadShader = function (gltfRuntime, sha) {
- return function (data) {
- gltfRuntime.loadedShaders++;
- BABYLON.Effect.ShadersStore[sha + (gltfRuntime.shaders[sha].type === EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = data;
- if (gltfRuntime.loadedShaders === gltfRuntime.shaderscount) {
- onShadersLoaded(gltfRuntime);
- }
- };
- };
- var onLoadShaderError = function (gltfRuntime, sha) {
- return function () {
- BABYLON.Tools.Error("Error when loading shader program named " + sha + " located at " + gltfRuntime.shaders[sha].uri);
- };
- };
- var load = function (gltfRuntime) {
- // Begin with shaders
- for (var sha in gltfRuntime.shaders) {
- var shader = gltfRuntime.shaders[sha];
- if (shader) {
- if (isBase64(shader.uri)) {
- var shaderString = atob(shader.uri.split(",")[1]);
- onLoadShader(gltfRuntime, sha)(shaderString);
- }
- else {
- BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onLoadShader(gltfRuntime, sha), null, null, false, onLoadShaderError(gltfRuntime, sha));
- }
- }
- else {
- BABYLON.Tools.Error("No shader file named " + shader.uri);
- }
- }
- };
- /**
- * glTF File Loader Plugin
- */
- var GLTFFileLoader = (function () {
- function GLTFFileLoader() {
- /**
- * Public members
- */
- this.extensions = ".gltf";
- }
- /**
- * Private members
- */
- // None
- /**
- * Import meshes
- */
- GLTFFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
- return true;
- };
- /**
- * Load scene
- */
- GLTFFileLoader.prototype.load = function (scene, data, rootUrl) {
- var parsedData = JSON.parse(data);
- var gltfRuntime = {
- 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,
- 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];
- }
- // Load shaders and buffers
- load(gltfRuntime);
- // Test on bones
- /*
- for (var i = 0; i < scene.meshes.length; i++) {
- var mesh = scene.meshes[i];
- if (mesh.skeleton) {
- scene.beginAnimation(mesh.skeleton, 0, 1000, true, 1, () => {
- console.log("finished");
- });
- }
- }
- */
- // Finish
- return true;
- };
- return GLTFFileLoader;
- })();
- BABYLON.GLTFFileLoader = GLTFFileLoader;
- ;
- BABYLON.SceneLoader.RegisterPlugin(new GLTFFileLoader());
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.glTFFileLoader.js.map
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