babylon.glTFFileLoader.js 53 KB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. /**
  4. * Enums
  5. */
  6. (function (EComponentType) {
  7. EComponentType[EComponentType["BYTE"] = 5120] = "BYTE";
  8. EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  9. EComponentType[EComponentType["SHORT"] = 5122] = "SHORT";
  10. EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  11. EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT";
  12. })(BABYLON.EComponentType || (BABYLON.EComponentType = {}));
  13. var EComponentType = BABYLON.EComponentType;
  14. (function (EShaderType) {
  15. EShaderType[EShaderType["FRAGMENT"] = 35632] = "FRAGMENT";
  16. EShaderType[EShaderType["VERTEX"] = 35633] = "VERTEX";
  17. })(BABYLON.EShaderType || (BABYLON.EShaderType = {}));
  18. var EShaderType = BABYLON.EShaderType;
  19. (function (EParameterType) {
  20. EParameterType[EParameterType["BYTE"] = 5120] = "BYTE";
  21. EParameterType[EParameterType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  22. EParameterType[EParameterType["SHORT"] = 5122] = "SHORT";
  23. EParameterType[EParameterType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  24. EParameterType[EParameterType["INT"] = 5124] = "INT";
  25. EParameterType[EParameterType["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT";
  26. EParameterType[EParameterType["FLOAT"] = 5126] = "FLOAT";
  27. EParameterType[EParameterType["FLOAT_VEC2"] = 35664] = "FLOAT_VEC2";
  28. EParameterType[EParameterType["FLOAT_VEC3"] = 35665] = "FLOAT_VEC3";
  29. EParameterType[EParameterType["FLOAT_VEC4"] = 35666] = "FLOAT_VEC4";
  30. EParameterType[EParameterType["INT_VEC2"] = 35667] = "INT_VEC2";
  31. EParameterType[EParameterType["INT_VEC3"] = 35668] = "INT_VEC3";
  32. EParameterType[EParameterType["INT_VEC4"] = 35669] = "INT_VEC4";
  33. EParameterType[EParameterType["BOOL"] = 35670] = "BOOL";
  34. EParameterType[EParameterType["BOOL_VEC2"] = 35671] = "BOOL_VEC2";
  35. EParameterType[EParameterType["BOOL_VEC3"] = 35672] = "BOOL_VEC3";
  36. EParameterType[EParameterType["BOOL_VEC4"] = 35673] = "BOOL_VEC4";
  37. EParameterType[EParameterType["FLOAT_MAT2"] = 35674] = "FLOAT_MAT2";
  38. EParameterType[EParameterType["FLOAT_MAT3"] = 35675] = "FLOAT_MAT3";
  39. EParameterType[EParameterType["FLOAT_MAT4"] = 35676] = "FLOAT_MAT4";
  40. EParameterType[EParameterType["SAMPLER_2D"] = 35678] = "SAMPLER_2D";
  41. })(BABYLON.EParameterType || (BABYLON.EParameterType = {}));
  42. var EParameterType = BABYLON.EParameterType;
  43. (function (ETextureWrapMode) {
  44. ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE";
  45. ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT";
  46. ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT";
  47. })(BABYLON.ETextureWrapMode || (BABYLON.ETextureWrapMode = {}));
  48. var ETextureWrapMode = BABYLON.ETextureWrapMode;
  49. (function (ETextureFilterType) {
  50. ETextureFilterType[ETextureFilterType["NEAREST"] = 9728] = "NEAREST";
  51. ETextureFilterType[ETextureFilterType["LINEAR"] = 9728] = "LINEAR";
  52. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_NEAREST"] = 9984] = "NEAREST_MIPMAP_NEAREST";
  53. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
  54. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR";
  55. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR";
  56. })(BABYLON.ETextureFilterType || (BABYLON.ETextureFilterType = {}));
  57. var ETextureFilterType = BABYLON.ETextureFilterType;
  58. (function (ETextureFormat) {
  59. ETextureFormat[ETextureFormat["ALPHA"] = 6406] = "ALPHA";
  60. ETextureFormat[ETextureFormat["RGB"] = 6407] = "RGB";
  61. ETextureFormat[ETextureFormat["RGBA"] = 6408] = "RGBA";
  62. ETextureFormat[ETextureFormat["LUMINANCE"] = 6409] = "LUMINANCE";
  63. ETextureFormat[ETextureFormat["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA";
  64. })(BABYLON.ETextureFormat || (BABYLON.ETextureFormat = {}));
  65. var ETextureFormat = BABYLON.ETextureFormat;
  66. /**
  67. * Tokenizer. Used for shaders compatibility
  68. * Automatically map world, view, projection, worldViewProjection and attributes
  69. */
  70. var ETokenType;
  71. (function (ETokenType) {
  72. ETokenType[ETokenType["IDENTIFIER"] = 1] = "IDENTIFIER";
  73. ETokenType[ETokenType["UNKNOWN"] = 2] = "UNKNOWN";
  74. ETokenType[ETokenType["END_OF_INPUT"] = 3] = "END_OF_INPUT";
  75. })(ETokenType || (ETokenType = {}));
  76. var Tokenizer = (function () {
  77. function Tokenizer(toParse) {
  78. this._pos = 0;
  79. this.isLetterOrDigitPattern = /^[a-zA-Z0-9]+$/;
  80. this._toParse = toParse;
  81. this._maxPos = toParse.length;
  82. }
  83. Tokenizer.prototype.getNextToken = function () {
  84. if (this.isEnd())
  85. return ETokenType.END_OF_INPUT;
  86. this.currentString = this.read();
  87. this.currentToken = ETokenType.UNKNOWN;
  88. if (this.currentString === "_" || this.isLetterOrDigitPattern.test(this.currentString)) {
  89. this.currentToken = ETokenType.IDENTIFIER;
  90. this.currentIdentifier = this.currentString;
  91. while (!this.isEnd() && (this.isLetterOrDigitPattern.test(this.currentString = this.peek()) || this.currentString === "_")) {
  92. this.currentIdentifier += this.currentString;
  93. this.forward();
  94. }
  95. }
  96. return this.currentToken;
  97. };
  98. Tokenizer.prototype.peek = function () {
  99. return this._toParse[this._pos];
  100. };
  101. Tokenizer.prototype.read = function () {
  102. return this._toParse[this._pos++];
  103. };
  104. Tokenizer.prototype.forward = function () {
  105. this._pos++;
  106. };
  107. Tokenizer.prototype.isEnd = function () {
  108. return this._pos >= this._maxPos;
  109. };
  110. return Tokenizer;
  111. })();
  112. /**
  113. * Values
  114. */
  115. var glTFTransforms = ["MODEL", "VIEW", "PROJECTION", "MODELVIEW", "MODELVIEWPROJECTION", "JOINTMATRIX"];
  116. var babylonTransforms = ["world", "view", "projection", "worldView", "worldViewProjection", "mBones"];
  117. var glTFAnimationPaths = ["translation", "rotation", "scale"];
  118. var babylonAnimationPaths = ["position", "rotationQuaternion", "scaling"];
  119. /**
  120. * Parse
  121. */
  122. var parseBuffers = function (parsedBuffers, gltfRuntime) {
  123. for (var buf in parsedBuffers) {
  124. var parsedBuffer = parsedBuffers[buf];
  125. gltfRuntime.buffers[buf] = parsedBuffer;
  126. gltfRuntime.buffersCount++;
  127. }
  128. };
  129. var parseShaders = function (parsedShaders, gltfRuntime) {
  130. for (var sha in parsedShaders) {
  131. var parsedShader = parsedShaders[sha];
  132. gltfRuntime.shaders[sha] = parsedShader;
  133. gltfRuntime.shaderscount++;
  134. }
  135. };
  136. var parseObject = function (parsedObjects, runtimeProperty, gltfRuntime) {
  137. for (var object in parsedObjects) {
  138. var parsedObject = parsedObjects[object];
  139. gltfRuntime[runtimeProperty][object] = parsedObject;
  140. }
  141. };
  142. /**
  143. * Utils
  144. */
  145. var getByteStrideFromType = function (accessor) {
  146. // Needs this function since "byteStride" isn't requiered in glTF format
  147. var type = accessor.type;
  148. switch (type) {
  149. case "VEC2": return 2;
  150. case "VEC3": return 3;
  151. case "VEC4": return 4;
  152. case "MAT2": return 4;
  153. case "MAT3": return 9;
  154. case "MAT4": return 16;
  155. default: return 1;
  156. }
  157. };
  158. var setMatrix = function (scene, source, parameter, uniformName, shaderMaterial) {
  159. var mat = null;
  160. if (parameter.semantic === "MODEL") {
  161. mat = source.getWorldMatrix();
  162. }
  163. else if (parameter.semantic === "PROJECTION") {
  164. mat = scene.getProjectionMatrix();
  165. }
  166. else if (parameter.semantic === "VIEW") {
  167. mat = scene.getViewMatrix();
  168. }
  169. else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") {
  170. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());
  171. }
  172. else if (parameter.semantic === "MODELVIEW") {
  173. mat = source.getWorldMatrix().multiply(scene.getViewMatrix());
  174. }
  175. else if (parameter.semantic === "MODELVIEWPROJECTION") {
  176. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());
  177. }
  178. else if (parameter.semantic === "MODELINVERSE") {
  179. mat = source.getWorldMatrix().invert();
  180. }
  181. else if (parameter.semantic === "VIEWINVERSE") {
  182. mat = scene.getViewMatrix().invert();
  183. }
  184. else if (parameter.semantic === "PROJECTIONINVERSE") {
  185. mat = scene.getProjectionMatrix().invert();
  186. }
  187. else if (parameter.semantic === "MODELVIEWINVERSE") {
  188. mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();
  189. }
  190. else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") {
  191. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();
  192. }
  193. else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
  194. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().invert());
  195. }
  196. switch (parameter.type) {
  197. case EParameterType.FLOAT_MAT2:
  198. shaderMaterial.setMatrix2x2(uniformName, BABYLON.Matrix.GetAsMatrix2x2(mat));
  199. break;
  200. case EParameterType.FLOAT_MAT3:
  201. shaderMaterial.setMatrix3x3(uniformName, BABYLON.Matrix.GetAsMatrix3x3(mat));
  202. break;
  203. case EParameterType.FLOAT_MAT4:
  204. shaderMaterial.setMatrix(uniformName, mat);
  205. break;
  206. default: break;
  207. }
  208. };
  209. var setUniform = function (shaderMaterial, uniform, value, type) {
  210. switch (type) {
  211. case EParameterType.FLOAT:
  212. shaderMaterial.setFloat(uniform, value);
  213. return true;
  214. case EParameterType.FLOAT_VEC2:
  215. shaderMaterial.setVector2(uniform, BABYLON.Vector2.FromArray(value));
  216. return true;
  217. case EParameterType.FLOAT_VEC3:
  218. shaderMaterial.setVector3(uniform, BABYLON.Vector3.FromArray(value));
  219. return true;
  220. case EParameterType.FLOAT_VEC4:
  221. shaderMaterial.setVector4(uniform, BABYLON.Vector4.FromArray(value));
  222. return true;
  223. default: return false;
  224. }
  225. };
  226. var getWrapMode = function (mode) {
  227. switch (mode) {
  228. case ETextureWrapMode.CLAMP_TO_EDGE: return BABYLON.Texture.CLAMP_ADDRESSMODE;
  229. case ETextureWrapMode.MIRRORED_REPEAT: return BABYLON.Texture.MIRROR_ADDRESSMODE;
  230. case ETextureWrapMode.REPEAT: return BABYLON.Texture.WRAP_ADDRESSMODE;
  231. default: return BABYLON.Texture.WRAP_ADDRESSMODE;
  232. }
  233. };
  234. var getTextureFilterMode = function (mode) {
  235. switch (mode) {
  236. case ETextureFilterType.LINEAR:
  237. case ETextureFilterType.LINEAR_MIPMAP_NEAREST:
  238. case ETextureFilterType.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  239. case ETextureFilterType.NEAREST:
  240. case ETextureFilterType.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_SAMPLINGMODE;
  241. default: return BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  242. }
  243. };
  244. var getBufferFromAccessor = function (gltfRuntime, accessor) {
  245. var bufferView = gltfRuntime.bufferViews[accessor.bufferView];
  246. var arrayBuffer = gltfRuntime.arrayBuffers[bufferView.buffer];
  247. var byteOffset = accessor.byteOffset + bufferView.byteOffset;
  248. var count = accessor.count * getByteStrideFromType(accessor);
  249. switch (accessor.componentType) {
  250. case EComponentType.BYTE: return new Int8Array(arrayBuffer, byteOffset, count);
  251. case EComponentType.UNSIGNED_BYTE: return new Uint8Array(arrayBuffer, byteOffset, count);
  252. case EComponentType.SHORT: return new Int16Array(arrayBuffer, byteOffset, count);
  253. case EComponentType.UNSIGNED_SHORT: return new Uint16Array(arrayBuffer, byteOffset, count);
  254. default: return new Float32Array(arrayBuffer, byteOffset, count);
  255. }
  256. };
  257. var normalizeUVs = function (buffer) {
  258. if (!buffer) {
  259. return;
  260. }
  261. for (var i = 0; i < buffer.length / 2; i++) {
  262. buffer[i * 2 + 1] = 1.0 - buffer[i * 2 + 1];
  263. }
  264. };
  265. var replaceInString = function (str, searchValue, replaceValue) {
  266. while (str.indexOf(searchValue) !== -1) {
  267. str = str.replace(searchValue, replaceValue);
  268. }
  269. return str;
  270. };
  271. var getAttribute = function (attributeParameter) {
  272. if (attributeParameter.semantic === "NORMAL") {
  273. return "normal";
  274. }
  275. else if (attributeParameter.semantic === "POSITION") {
  276. return "position";
  277. }
  278. else if (attributeParameter.semantic === "JOINT") {
  279. return "matricesIndices";
  280. }
  281. else if (attributeParameter.semantic === "WEIGHT") {
  282. return "matricesWeights";
  283. }
  284. else if (attributeParameter.semantic === "COLOR") {
  285. return "color";
  286. }
  287. else if (attributeParameter.semantic.indexOf("TEXCOORD_") !== -1) {
  288. var channel = Number(attributeParameter.semantic.split("_")[1]);
  289. return "uv" + (channel === 0 ? "" : channel + 1);
  290. }
  291. };
  292. var isBase64 = function (uri) {
  293. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  294. };
  295. /**
  296. * Load animations
  297. */
  298. var getAnimationPath = function (path) {
  299. var index = glTFAnimationPaths.indexOf(path);
  300. if (index !== -1) {
  301. return babylonAnimationPaths[index];
  302. }
  303. return path;
  304. };
  305. var loadAnimations = function (gltfRuntime) {
  306. for (var anim in gltfRuntime.animations) {
  307. var animation = gltfRuntime.animations[anim];
  308. for (var i = 0; i < animation.channels.length; i++) {
  309. // Get parameters and load buffers
  310. var channel = animation.channels[i];
  311. var sampler = animation.samplers[channel.sampler];
  312. if (!sampler) {
  313. continue;
  314. }
  315. var inputData = animation.parameters[sampler.input];
  316. var outputData = animation.parameters[sampler.output];
  317. var bufferInput = getBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[inputData]);
  318. var bufferOutput = getBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[outputData]);
  319. var targetID = channel.target.id;
  320. var targetNode = gltfRuntime.scene.getNodeByID(targetID);
  321. if (targetNode === null) {
  322. BABYLON.Tools.Warn("Creating animation named " + anim + ". But cannot find node named " + targetID + " to attach to");
  323. continue;
  324. }
  325. var isBone = targetNode instanceof BABYLON.Bone;
  326. // Get target path (position, rotation or scaling)
  327. var targetPath = channel.target.path;
  328. var targetPathIndex = glTFAnimationPaths.indexOf(targetPath);
  329. if (targetPathIndex !== -1) {
  330. targetPath = babylonAnimationPaths[targetPathIndex];
  331. }
  332. // Determine animation type
  333. var animationType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  334. if (!isBone) {
  335. if (targetPath === "rotationQuaternion") {
  336. animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  337. targetNode.rotationQuaternion = new BABYLON.Quaternion();
  338. }
  339. else {
  340. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  341. }
  342. }
  343. // Create animation and key frames
  344. var babylonAnimation = new BABYLON.Animation(anim, isBone ? "_matrix" : targetPath, 1, animationType, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  345. var keys = [];
  346. var arrayOffset = 0;
  347. for (var i = 0; i < bufferInput.length; i++) {
  348. var value = null;
  349. if (targetPath === "rotationQuaternion") {
  350. value = BABYLON.Quaternion.RotationAxis(BABYLON.Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]).normalize(), bufferOutput[arrayOffset + 3]);
  351. arrayOffset += 4;
  352. }
  353. else {
  354. value = BABYLON.Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]);
  355. arrayOffset += 3;
  356. }
  357. if (isBone) {
  358. var translation = BABYLON.Vector3.Zero();
  359. var rotationQuaternion = new BABYLON.Quaternion();
  360. var scaling = BABYLON.Vector3.Zero();
  361. var bone = targetNode;
  362. var mat = bone.getBaseMatrix();
  363. mat.decompose(scaling, rotationQuaternion, translation);
  364. if (targetPath === "position") {
  365. translation = value;
  366. }
  367. else if (targetPath === "rotationQuaternion") {
  368. rotationQuaternion = value;
  369. }
  370. else {
  371. scaling = value;
  372. }
  373. value = BABYLON.Matrix.Compose(scaling, rotationQuaternion, translation);
  374. }
  375. keys.push({
  376. frame: bufferInput[i],
  377. value: value
  378. });
  379. }
  380. // Finish
  381. babylonAnimation.setKeys(keys);
  382. targetNode.animations.push(babylonAnimation);
  383. gltfRuntime.scene.beginAnimation(targetNode, 0, bufferInput[bufferInput.length - 1], true);
  384. }
  385. }
  386. };
  387. /**
  388. * Import skeletons and bones
  389. */
  390. var configureBoneTransformation = function (node) {
  391. var mat = null;
  392. if (node.translation && node.rotation && node.scale) {
  393. 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));
  394. }
  395. else {
  396. mat = BABYLON.Matrix.FromArray(node.matrix);
  397. }
  398. return mat;
  399. };
  400. var getParentBone = function (gltfRuntime, jointName, newSkeleton) {
  401. // Try to find
  402. for (var i = 0; i < newSkeleton.bones.length; i++) {
  403. if (newSkeleton.bones[i].id === jointName) {
  404. return newSkeleton.bones[i];
  405. }
  406. }
  407. // Not found
  408. for (var nde in gltfRuntime.nodes) {
  409. var node = gltfRuntime.nodes[nde];
  410. if (!node || !node.jointName) {
  411. continue;
  412. }
  413. for (var i = 0; i < node.children.length; i++) {
  414. var childID = node.children[i];
  415. var childNode = gltfRuntime.nodes[childID];
  416. if (!childNode || !childNode.jointName) {
  417. continue;
  418. }
  419. if (childID === jointName) {
  420. var mat = configureBoneTransformation(node);
  421. var parentBone = getParentBone(gltfRuntime, node.jointName, newSkeleton);
  422. var bone = new BABYLON.Bone(node.name, newSkeleton, parentBone, mat);
  423. bone.id = node.jointName;
  424. return bone;
  425. }
  426. }
  427. }
  428. // Does not exists
  429. return null;
  430. };
  431. var importSkeleton = function (gltfRuntime, skins) {
  432. var newSkeleton = new BABYLON.Skeleton(skins.name, "", gltfRuntime.scene);
  433. // Matrices
  434. var accessor = gltfRuntime.accessors[skins.inverseBindMatrices];
  435. var buffer = getBufferFromAccessor(gltfRuntime, accessor);
  436. // Joints
  437. for (var i = 0; i < skins.jointNames.length; i++) {
  438. var node = gltfRuntime.nodes[skins.jointNames[i]];
  439. if (!node) {
  440. BABYLON.Tools.Warn("Joint named " + skins.jointNames[i] + " does not exist");
  441. continue;
  442. }
  443. var mat = configureBoneTransformation(node);
  444. var parentBone = getParentBone(gltfRuntime, skins.jointNames[i], newSkeleton);
  445. var bone = new BABYLON.Bone(node.name, newSkeleton, parentBone, mat);
  446. bone.id = skins.jointNames[i];
  447. }
  448. newSkeleton.prepare();
  449. return newSkeleton;
  450. };
  451. /**
  452. * Load geometries and nodes
  453. */
  454. var importMesh = function (gltfRuntime, node, meshes, id, skin) {
  455. var newMesh = new BABYLON.Mesh(node.name, gltfRuntime.scene);
  456. newMesh.id = id;
  457. newMesh.layerMask = 0x0FFFFFFF;
  458. newMesh.subMeshes = [];
  459. var multiMat = new BABYLON.MultiMaterial("multimat" + id, gltfRuntime.scene);
  460. newMesh.material = multiMat;
  461. var vertexData = new BABYLON.VertexData();
  462. var geometry = new BABYLON.Geometry(id, gltfRuntime.scene, vertexData, true);
  463. var verticesStarts = [];
  464. var verticesCounts = [];
  465. var indexStarts = [];
  466. var indexCounts = [];
  467. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  468. var meshID = meshes[meshIndex];
  469. var mesh = gltfRuntime.meshes[meshID];
  470. if (!mesh) {
  471. continue;
  472. }
  473. // Positions, normals and UVs
  474. for (var i = 0; i < mesh.primitives.length; i++) {
  475. // Temporary vertex data
  476. var tempVertexData = new BABYLON.VertexData();
  477. var primitive = mesh.primitives[i];
  478. if (primitive.primitive !== 4) {
  479. continue;
  480. }
  481. var attributes = primitive.attributes;
  482. var accessor = null;
  483. var buffer = null;
  484. // Set positions, normal and uvs
  485. for (var semantic in attributes) {
  486. // Link accessor and buffer view
  487. accessor = gltfRuntime.accessors[attributes[semantic]];
  488. buffer = getBufferFromAccessor(gltfRuntime, accessor);
  489. if (semantic === "NORMAL") {
  490. tempVertexData.set(buffer, BABYLON.VertexBuffer.NormalKind);
  491. }
  492. else if (semantic === "POSITION") {
  493. verticesCounts.push(buffer.length);
  494. tempVertexData.set(buffer, BABYLON.VertexBuffer.PositionKind);
  495. }
  496. else if (semantic.indexOf("TEXCOORD_") !== -1) {
  497. var channel = Number(semantic.split("_")[1]);
  498. var uvKind = BABYLON.VertexBuffer.UVKind + (channel === 0 ? "" : (channel + 1));
  499. tempVertexData.uvs = [];
  500. for (var j = 0; j < buffer.length; j++) {
  501. tempVertexData.uvs.push(buffer[j]);
  502. }
  503. normalizeUVs(tempVertexData.uvs);
  504. }
  505. else if (semantic === "JOINT") {
  506. tempVertexData.set(buffer, BABYLON.VertexBuffer.MatricesIndicesKind);
  507. }
  508. else if (semantic === "WEIGHT") {
  509. tempVertexData.set(buffer, BABYLON.VertexBuffer.MatricesWeightsKind);
  510. }
  511. else if (semantic === "COLOR") {
  512. tempVertexData.set(buffer, BABYLON.VertexBuffer.ColorKind);
  513. }
  514. }
  515. // Indices
  516. accessor = gltfRuntime.accessors[primitive.indices];
  517. buffer = getBufferFromAccessor(gltfRuntime, accessor);
  518. tempVertexData.indices = [];
  519. for (var j = 0; j < buffer.length; j++) {
  520. tempVertexData.indices.push(buffer[j]);
  521. }
  522. indexCounts.push(buffer.length);
  523. vertexData.merge(tempVertexData);
  524. tempVertexData = undefined;
  525. // Sub material
  526. var material = gltfRuntime.scene.getMaterialByID(primitive.material);
  527. multiMat.subMaterials.push(material === null ? gltfRuntime.scene.defaultMaterial : material);
  528. // Update vertices start and index start
  529. verticesStarts.push(verticesStarts.length === 0 ? 0 : verticesStarts[verticesStarts.length - 1] + verticesCounts[verticesCounts.length - 2]);
  530. indexStarts.push(indexStarts.length === 0 ? 0 : indexStarts[indexStarts.length - 1] + indexCounts[indexCounts.length - 2]);
  531. }
  532. }
  533. // Apply skin
  534. if (skin) {
  535. var vector = BABYLON.Vector3.Zero();
  536. var mat = BABYLON.Matrix.FromArray(skin.bindShapeMatrix);
  537. var positions = vertexData.positions;
  538. for (var i = 0; i < positions.length / 3; i++) {
  539. vector.copyFromFloats(positions[i * 3], positions[i * 3 + 1], positions[i * 3 + 2]);
  540. var result = BABYLON.Vector3.TransformCoordinates(vector, mat);
  541. positions[i * 3] = result.x;
  542. positions[i * 3 + 1] = result.y;
  543. positions[i * 3 + 2] = result.z;
  544. }
  545. }
  546. // Apply geometry
  547. geometry.setAllVerticesData(vertexData);
  548. geometry.applyToMesh(newMesh);
  549. newMesh.flipFaces(true);
  550. // Apply submeshes
  551. newMesh.subMeshes = [];
  552. var index = 0;
  553. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  554. var meshID = meshes[meshIndex];
  555. var mesh = gltfRuntime.meshes[meshID];
  556. if (!mesh) {
  557. continue;
  558. }
  559. for (var i = 0; i < mesh.primitives.length; i++) {
  560. if (mesh.primitives[i].primitive !== 4) {
  561. continue;
  562. }
  563. var subMesh = BABYLON.SubMesh.CreateFromIndices(index, indexStarts[index], indexCounts[index], newMesh, newMesh);
  564. index++;
  565. }
  566. }
  567. // Finish
  568. return newMesh;
  569. };
  570. var configureNode = function (newNode, position, rotation, scaling) {
  571. if (newNode.position) {
  572. newNode.position = position;
  573. }
  574. if (newNode.rotationQuaternion || newNode.rotation) {
  575. newNode.rotationQuaternion = rotation;
  576. }
  577. if (newNode.scaling) {
  578. newNode.scaling = scaling;
  579. }
  580. };
  581. var configureNodeFromMatrix = function (newNode, node) {
  582. if (node.matrix) {
  583. var position = new BABYLON.Vector3(0, 0, 0);
  584. var rotation = new BABYLON.Quaternion();
  585. var scaling = new BABYLON.Vector3(0, 0, 0);
  586. var mat = BABYLON.Matrix.FromArray(node.matrix);
  587. mat.decompose(scaling, rotation, position);
  588. configureNode(newNode, position, rotation, scaling);
  589. if (newNode instanceof BABYLON.TargetCamera) {
  590. newNode.setTarget(BABYLON.Vector3.Zero());
  591. }
  592. }
  593. else {
  594. configureNode(newNode, BABYLON.Vector3.FromArray(node.translation), BABYLON.Quaternion.RotationAxis(BABYLON.Vector3.FromArray(node.rotation).normalize(), node.rotation[3]), BABYLON.Vector3.FromArray(node.scale));
  595. }
  596. };
  597. var importNode = function (gltfRuntime, node, id) {
  598. var lastNode = null;
  599. // Meshes
  600. if (node.instanceSkin) {
  601. var instanceSkin = node.instanceSkin;
  602. if (instanceSkin.meshes) {
  603. var skin = gltfRuntime.skins[instanceSkin.skin];
  604. var newMesh = importMesh(gltfRuntime, node, instanceSkin.meshes, id, skin);
  605. newMesh.skeleton = gltfRuntime.scene.getLastSkeletonByID(instanceSkin.skin);
  606. if (newMesh.skeleton === null) {
  607. newMesh.skeleton = importSkeleton(gltfRuntime, gltfRuntime.skins[instanceSkin.skin]);
  608. }
  609. if (newMesh.skeleton !== null) {
  610. newMesh.useBones = true;
  611. newMesh.computeBonesUsingShaders = true;
  612. newMesh.applySkeleton(newMesh.skeleton);
  613. }
  614. lastNode = newMesh;
  615. }
  616. }
  617. else if (node.meshes) {
  618. /**
  619. * Improve meshes property
  620. */
  621. var newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id);
  622. lastNode = newMesh;
  623. }
  624. else if (node.light) {
  625. var light = gltfRuntime.lights[node.light];
  626. if (light) {
  627. if (light.type === "ambient") {
  628. var ambienLight = light[light.type];
  629. var hemiLight = new BABYLON.HemisphericLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  630. hemiLight.name = node.name;
  631. if (ambienLight.color) {
  632. hemiLight.diffuse = BABYLON.Color3.FromArray(ambienLight.color);
  633. }
  634. lastNode = hemiLight;
  635. }
  636. else if (light.type === "directional") {
  637. var directionalLight = light[light.type];
  638. var dirLight = new BABYLON.DirectionalLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  639. dirLight.name = node.name;
  640. if (directionalLight.color) {
  641. dirLight.diffuse = BABYLON.Color3.FromArray(directionalLight.color);
  642. }
  643. lastNode = dirLight;
  644. }
  645. else if (light.type === "point") {
  646. var pointLight = light[light.type];
  647. var ptLight = new BABYLON.PointLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  648. ptLight.name = node.name;
  649. if (pointLight.color) {
  650. ptLight.diffuse = BABYLON.Color3.FromArray(pointLight.color);
  651. }
  652. lastNode = ptLight;
  653. }
  654. else if (light.type === "spot") {
  655. var spotLight = light[light.type];
  656. var spLight = new BABYLON.SpotLight(node.light, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, gltfRuntime.scene);
  657. spLight.name = node.name;
  658. if (spotLight.color) {
  659. spLight.diffuse = BABYLON.Color3.FromArray(spotLight.color);
  660. }
  661. if (spotLight.fallOfAngle) {
  662. spLight.angle = spotLight.fallOfAngle;
  663. }
  664. if (spotLight.fallOffExponent) {
  665. spLight.exponent = spotLight.fallOffExponent;
  666. }
  667. lastNode = spLight;
  668. }
  669. }
  670. }
  671. else if (node.camera) {
  672. var camera = gltfRuntime.cameras[node.camera];
  673. if (camera) {
  674. if (camera.type === "orthographic") {
  675. var orthographicCamera = camera[camera.type];
  676. var orthoCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  677. orthoCamera.name = node.name;
  678. orthoCamera.mode = BABYLON.Camera.ORTHOGRAPHIC_CAMERA;
  679. orthoCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  680. lastNode = orthoCamera;
  681. }
  682. else if (camera.type === "perspective") {
  683. var perspectiveCamera = camera[camera.type];
  684. var persCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  685. persCamera.name = node.name;
  686. persCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  687. if (!perspectiveCamera.aspectRatio) {
  688. perspectiveCamera.aspectRatio = gltfRuntime.scene.getEngine().getRenderWidth() / gltfRuntime.scene.getEngine().getRenderHeight();
  689. }
  690. if (perspectiveCamera.znear && perspectiveCamera.zfar) {
  691. persCamera.maxZ = perspectiveCamera.zfar;
  692. persCamera.minZ = perspectiveCamera.znear;
  693. }
  694. lastNode = persCamera;
  695. }
  696. }
  697. }
  698. // Empty node
  699. if (lastNode === null && !node.jointName) {
  700. var dummy = new BABYLON.Mesh(node.name, gltfRuntime.scene);
  701. lastNode = dummy;
  702. }
  703. if (lastNode !== null) {
  704. if (node.matrix) {
  705. configureNodeFromMatrix(lastNode, node);
  706. }
  707. else {
  708. configureNode(lastNode, BABYLON.Vector3.FromArray(node.translation), BABYLON.Quaternion.FromArray(node.rotation), BABYLON.Vector3.FromArray(node.scale));
  709. }
  710. lastNode.updateCache(true);
  711. }
  712. return lastNode;
  713. };
  714. /**
  715. * Load buffers
  716. */
  717. var onBuffersLoaded = function (gltfRuntime) {
  718. // Nodes
  719. var parsedNodes = gltfRuntime.nodes;
  720. var currentScene = gltfRuntime.currentScene;
  721. for (var nde in parsedNodes) {
  722. var node = parsedNodes[nde];
  723. var newNode = importNode(gltfRuntime, node, nde);
  724. if (newNode !== null) {
  725. newNode.id = nde;
  726. }
  727. }
  728. // Resolve parenting once all nodes were created
  729. for (var nde in parsedNodes) {
  730. var node = parsedNodes[nde];
  731. var parent = gltfRuntime.scene.getNodeByID(nde);
  732. if (node.children && parent !== null) {
  733. for (var i = 0; i < node.children.length; i++) {
  734. var child = gltfRuntime.nodes[node.children[i]];
  735. var childNode = gltfRuntime.scene.getNodeByID(node.children[i]);
  736. if (childNode !== null) {
  737. childNode.parent = parent;
  738. }
  739. else {
  740. BABYLON.Tools.Warn("Node named " + node.name + " as a children named " + node.children[i] + " but does not exists");
  741. }
  742. }
  743. }
  744. }
  745. // Set animations
  746. loadAnimations(gltfRuntime);
  747. };
  748. var onLoadBuffer = function (gltfRuntime, buf) {
  749. return function (data) {
  750. gltfRuntime.loadedBuffers++;
  751. if (!(data instanceof ArrayBuffer)) {
  752. BABYLON.Tools.Error("Buffer named " + buf + " is not an array buffer");
  753. }
  754. else if (data.byteLength != gltfRuntime.buffers[buf].byteLength) {
  755. BABYLON.Tools.Error("Buffer named " + buf + " is length " + data.byteLength + ". Expected: " + gltfRuntime.buffers[buf].byteLength); // Improve error message
  756. }
  757. gltfRuntime.arrayBuffers[buf] = data;
  758. if (gltfRuntime.loadedBuffers === gltfRuntime.buffersCount) {
  759. onBuffersLoaded(gltfRuntime);
  760. }
  761. };
  762. };
  763. var onLoadBufferError = function (gltfRuntime, buf) {
  764. return function () {
  765. BABYLON.Tools.Error("Error when loading buffer named " + buf + " located at " + gltfRuntime.buffers[buf].uri);
  766. };
  767. };
  768. var decodeArrayBuffer = function (base64) {
  769. var decodedString = atob(base64);
  770. var bufferLength = decodedString.length;
  771. var arraybuffer = new Uint8Array(new ArrayBuffer(bufferLength));
  772. for (var i = 0; i < bufferLength; i++) {
  773. arraybuffer[i] = decodedString.charCodeAt(i);
  774. }
  775. return arraybuffer.buffer;
  776. };
  777. var loadBuffers = function (gltfRuntime) {
  778. for (var buf in gltfRuntime.buffers) {
  779. var buffer = gltfRuntime.buffers[buf];
  780. if (buffer) {
  781. if (isBase64(buffer.uri)) {
  782. var arrayBuffer = decodeArrayBuffer(buffer.uri.split(",")[1]);
  783. onLoadBuffer(gltfRuntime, buf)(arrayBuffer);
  784. }
  785. else {
  786. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, onLoadBuffer(gltfRuntime, buf), null, null, true, onLoadBufferError(gltfRuntime, buf));
  787. }
  788. }
  789. else {
  790. BABYLON.Tools.Error("No buffer named : " + buf);
  791. }
  792. }
  793. };
  794. /**
  795. * Load shaders
  796. */
  797. var onBindShaderMaterial = function (mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, pass, material) {
  798. for (var unif in unTreatedUniforms) {
  799. var uniform = unTreatedUniforms[unif];
  800. var type = uniform.type;
  801. if (type === EParameterType.FLOAT_MAT2 || type === EParameterType.FLOAT_MAT3 || type === EParameterType.FLOAT_MAT4) {
  802. if (uniform.semantic && !uniform.source && !uniform.node) {
  803. setMatrix(gltfRuntime.scene, mesh, uniform, unif, shaderMaterial.getEffect());
  804. }
  805. else if (uniform.semantic && (uniform.source || uniform.node)) {
  806. var source = gltfRuntime.scene.getNodeByName(uniform.source || uniform.node);
  807. if (source === null) {
  808. source = gltfRuntime.scene.getNodeByID(uniform.source || uniform.node);
  809. }
  810. if (source === null) {
  811. continue;
  812. }
  813. setMatrix(gltfRuntime.scene, source, uniform, unif, shaderMaterial.getEffect());
  814. }
  815. }
  816. else {
  817. var value = material.instanceTechnique.values[pass.instanceProgram.uniforms[unif]];
  818. if (!value) {
  819. continue;
  820. }
  821. if (type === EParameterType.SAMPLER_2D) {
  822. var texture = gltfRuntime.textures[value].babylonTexture;
  823. if (texture === null) {
  824. continue;
  825. }
  826. shaderMaterial.getEffect().setTexture(unif, texture);
  827. }
  828. else {
  829. setUniform(shaderMaterial.getEffect(), unif, value, type);
  830. }
  831. }
  832. }
  833. };
  834. var prepareShaderMaterialUniforms = function (gltfRuntime, shaderMaterial, pass, material, unTreatedUniforms) {
  835. var materialValues = material.instanceTechnique.values;
  836. var instanceProgramUniforms = pass.instanceProgram.uniforms;
  837. /**
  838. * Prepare values here (not matrices)
  839. */
  840. for (var unif in unTreatedUniforms) {
  841. var uniform = unTreatedUniforms[unif];
  842. var type = uniform.type;
  843. var value = materialValues[instanceProgramUniforms[unif]] || uniform.value;
  844. if (!value) {
  845. continue;
  846. }
  847. // Texture (sampler2D)
  848. if (type === EParameterType.SAMPLER_2D) {
  849. var texture = gltfRuntime.textures[value];
  850. var sampler = gltfRuntime.samplers[texture.sampler];
  851. if (!texture || !texture.source) {
  852. continue;
  853. }
  854. var source = gltfRuntime.images[texture.source];
  855. var newTexture = null;
  856. if (isBase64(source.uri)) {
  857. newTexture = new BABYLON.Texture(source.uri, gltfRuntime.scene, true, undefined, undefined, undefined, undefined, source.uri, true);
  858. }
  859. else {
  860. newTexture = new BABYLON.Texture(gltfRuntime.rootUrl + source.uri, gltfRuntime.scene, true);
  861. }
  862. newTexture.name = value;
  863. texture.babylonTexture = newTexture;
  864. if (uniform.value) {
  865. // Static uniform
  866. shaderMaterial.setTexture(unif, newTexture);
  867. delete unTreatedUniforms[unif];
  868. }
  869. }
  870. else {
  871. if (uniform.value && setUniform(shaderMaterial, unif, value, type)) {
  872. // Static uniform
  873. delete unTreatedUniforms[unif];
  874. }
  875. }
  876. }
  877. };
  878. var onShaderCompileError = function (program, shaderMaterial) {
  879. return function (effect, error) {
  880. BABYLON.Tools.Error("Cannot compile program named " + program.name + ". Error: " + error + ". Default material will be applied");
  881. shaderMaterial.dispose(true);
  882. };
  883. };
  884. var onShaderCompileSuccess = function (gltfRuntime, shaderMaterial, pass, material, unTreatedUniforms) {
  885. return function (_) {
  886. prepareShaderMaterialUniforms(gltfRuntime, shaderMaterial, pass, material, unTreatedUniforms);
  887. shaderMaterial.onBind = function (mat, mesh) {
  888. onBindShaderMaterial(mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, pass, material);
  889. };
  890. };
  891. };
  892. var parseShaderUniforms = function (tokenizer, instanceProgram, technique, unTreatedUniforms) {
  893. for (var unif in instanceProgram.uniforms) {
  894. var uniform = instanceProgram.uniforms[unif];
  895. var uniformParameter = technique.parameters[uniform];
  896. if (tokenizer.currentIdentifier === unif) {
  897. if (uniformParameter.semantic && !uniformParameter.source && !uniformParameter.node) {
  898. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  899. if (transformIndex !== -1) {
  900. delete unTreatedUniforms[unif];
  901. return babylonTransforms[transformIndex];
  902. }
  903. }
  904. }
  905. }
  906. return tokenizer.currentIdentifier;
  907. };
  908. var onShadersLoaded = function (gltfRuntime) {
  909. // Create materials
  910. for (var mat in gltfRuntime.materials) {
  911. var material = gltfRuntime.materials[mat];
  912. var instanceTechnique = material.instanceTechnique;
  913. var technique = gltfRuntime.techniques[instanceTechnique.technique];
  914. var pass = technique.passes[technique.pass];
  915. var instanceProgram = pass.instanceProgram;
  916. var program = gltfRuntime.programs[instanceProgram.program];
  917. var states = pass.states;
  918. var vertexShader = BABYLON.Effect.ShadersStore[program.vertexShader + "VertexShader"];
  919. var pixelShader = BABYLON.Effect.ShadersStore[program.fragmentShader + "PixelShader"];
  920. var newVertexShader = "";
  921. var newPixelShader = "";
  922. var vertexTokenizer = new Tokenizer(vertexShader);
  923. var pixelTokenizer = new Tokenizer(pixelShader);
  924. var unTreatedUniforms = {};
  925. var uniforms = [];
  926. var attributes = [];
  927. var samplers = [];
  928. // Fill uniform, sampler2D and attributes
  929. for (var unif in instanceProgram.uniforms) {
  930. var uniform = instanceProgram.uniforms[unif];
  931. var uniformParameter = technique.parameters[uniform];
  932. unTreatedUniforms[unif] = uniformParameter;
  933. if (uniformParameter.semantic && !uniformParameter.node && !uniformParameter.source) {
  934. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  935. if (transformIndex !== -1) {
  936. uniforms.push(babylonTransforms[transformIndex]);
  937. }
  938. else {
  939. uniforms.push(unif);
  940. }
  941. }
  942. else if (uniformParameter.type === EParameterType.SAMPLER_2D) {
  943. samplers.push(unif);
  944. }
  945. else {
  946. uniforms.push(unif);
  947. }
  948. }
  949. for (var attr in instanceProgram.attributes) {
  950. var attribute = instanceProgram.attributes[attr];
  951. var attributeParameter = technique.parameters[attribute];
  952. if (attributeParameter.semantic) {
  953. attributes.push(getAttribute(attributeParameter));
  954. }
  955. }
  956. // Configure vertex shader
  957. while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
  958. var tokenType = vertexTokenizer.currentToken;
  959. if (tokenType !== ETokenType.IDENTIFIER) {
  960. newVertexShader += vertexTokenizer.currentString;
  961. continue;
  962. }
  963. var foundAttribute = false;
  964. for (var attr in instanceProgram.attributes) {
  965. var attribute = instanceProgram.attributes[attr];
  966. var attributeParameter = technique.parameters[attribute];
  967. if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
  968. newVertexShader += getAttribute(attributeParameter);
  969. foundAttribute = true;
  970. break;
  971. }
  972. }
  973. if (foundAttribute) {
  974. continue;
  975. }
  976. newVertexShader += parseShaderUniforms(vertexTokenizer, instanceProgram, technique, unTreatedUniforms);
  977. }
  978. // Configure pixel shader
  979. while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
  980. var tokenType = pixelTokenizer.currentToken;
  981. if (tokenType !== ETokenType.IDENTIFIER) {
  982. newPixelShader += pixelTokenizer.currentString;
  983. continue;
  984. }
  985. newPixelShader += parseShaderUniforms(pixelTokenizer, instanceProgram, technique, unTreatedUniforms);
  986. }
  987. // Create shader material
  988. var shaderPath = {
  989. vertex: program.vertexShader,
  990. fragment: program.fragmentShader
  991. };
  992. var options = {
  993. attributes: attributes,
  994. uniforms: uniforms,
  995. samplers: samplers,
  996. needAlphaBlending: states.functions && states.functions.blendEquationSeparate
  997. };
  998. BABYLON.Effect.ShadersStore[program.vertexShader + "VertexShader"] = newVertexShader;
  999. BABYLON.Effect.ShadersStore[program.fragmentShader + "PixelShader"] = newPixelShader;
  1000. var shaderMaterial = new BABYLON.ShaderMaterial(material.name, gltfRuntime.scene, shaderPath, options);
  1001. shaderMaterial.id = mat;
  1002. shaderMaterial.onError = onShaderCompileError(program, shaderMaterial);
  1003. shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, pass, material, unTreatedUniforms);
  1004. }
  1005. // Finish
  1006. loadBuffers(gltfRuntime);
  1007. };
  1008. var onLoadShader = function (gltfRuntime, sha) {
  1009. return function (data) {
  1010. gltfRuntime.loadedShaders++;
  1011. BABYLON.Effect.ShadersStore[sha + (gltfRuntime.shaders[sha].type === EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = data;
  1012. if (gltfRuntime.loadedShaders === gltfRuntime.shaderscount) {
  1013. onShadersLoaded(gltfRuntime);
  1014. }
  1015. };
  1016. };
  1017. var onLoadShaderError = function (gltfRuntime, sha) {
  1018. return function () {
  1019. BABYLON.Tools.Error("Error when loading shader program named " + sha + " located at " + gltfRuntime.shaders[sha].uri);
  1020. };
  1021. };
  1022. var load = function (gltfRuntime) {
  1023. // Begin with shaders
  1024. for (var sha in gltfRuntime.shaders) {
  1025. var shader = gltfRuntime.shaders[sha];
  1026. if (shader) {
  1027. if (isBase64(shader.uri)) {
  1028. var shaderString = atob(shader.uri.split(",")[1]);
  1029. onLoadShader(gltfRuntime, sha)(shaderString);
  1030. }
  1031. else {
  1032. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onLoadShader(gltfRuntime, sha), null, null, false, onLoadShaderError(gltfRuntime, sha));
  1033. }
  1034. }
  1035. else {
  1036. BABYLON.Tools.Error("No shader file named " + shader.uri);
  1037. }
  1038. }
  1039. };
  1040. /**
  1041. * glTF File Loader Plugin
  1042. */
  1043. var GLTFFileLoader = (function () {
  1044. function GLTFFileLoader() {
  1045. /**
  1046. * Public members
  1047. */
  1048. this.extensions = ".gltf";
  1049. }
  1050. /**
  1051. * Private members
  1052. */
  1053. // None
  1054. /**
  1055. * Import meshes
  1056. */
  1057. GLTFFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  1058. return true;
  1059. };
  1060. /**
  1061. * Load scene
  1062. */
  1063. GLTFFileLoader.prototype.load = function (scene, data, rootUrl) {
  1064. var parsedData = JSON.parse(data);
  1065. var gltfRuntime = {
  1066. accessors: {},
  1067. buffers: {},
  1068. bufferViews: {},
  1069. meshes: {},
  1070. lights: {},
  1071. cameras: {},
  1072. nodes: {},
  1073. images: {},
  1074. textures: {},
  1075. shaders: {},
  1076. programs: {},
  1077. samplers: {},
  1078. techniques: {},
  1079. materials: {},
  1080. animations: {},
  1081. skins: {},
  1082. currentScene: {},
  1083. buffersCount: 0,
  1084. shaderscount: 0,
  1085. scene: scene,
  1086. dummyNodes: [],
  1087. loadedBuffers: 0,
  1088. loadedShaders: 0,
  1089. rootUrl: rootUrl,
  1090. arrayBuffers: []
  1091. };
  1092. // Parse
  1093. if (parsedData.buffers) {
  1094. parseBuffers(parsedData.buffers, gltfRuntime);
  1095. }
  1096. if (parsedData.bufferViews) {
  1097. parseObject(parsedData.bufferViews, "bufferViews", gltfRuntime);
  1098. }
  1099. if (parsedData.accessors) {
  1100. parseObject(parsedData.accessors, "accessors", gltfRuntime);
  1101. }
  1102. if (parsedData.meshes) {
  1103. parseObject(parsedData.meshes, "meshes", gltfRuntime);
  1104. }
  1105. if (parsedData.lights) {
  1106. parseObject(parsedData.lights, "lights", gltfRuntime);
  1107. }
  1108. if (parsedData.cameras) {
  1109. parseObject(parsedData.cameras, "cameras", gltfRuntime);
  1110. }
  1111. if (parsedData.nodes) {
  1112. parseObject(parsedData.nodes, "nodes", gltfRuntime);
  1113. }
  1114. if (parsedData.images) {
  1115. parseObject(parsedData.images, "images", gltfRuntime);
  1116. }
  1117. if (parsedData.textures) {
  1118. parseObject(parsedData.textures, "textures", gltfRuntime);
  1119. }
  1120. if (parsedData.shaders) {
  1121. parseShaders(parsedData.shaders, gltfRuntime);
  1122. }
  1123. if (parsedData.programs) {
  1124. parseObject(parsedData.programs, "programs", gltfRuntime);
  1125. }
  1126. if (parsedData.samplers) {
  1127. parseObject(parsedData.samplers, "samplers", gltfRuntime);
  1128. }
  1129. if (parsedData.techniques) {
  1130. parseObject(parsedData.techniques, "techniques", gltfRuntime);
  1131. }
  1132. if (parsedData.materials) {
  1133. parseObject(parsedData.materials, "materials", gltfRuntime);
  1134. }
  1135. if (parsedData.animations) {
  1136. parseObject(parsedData.animations, "animations", gltfRuntime);
  1137. }
  1138. if (parsedData.skins) {
  1139. parseObject(parsedData.skins, "skins", gltfRuntime);
  1140. }
  1141. if (parsedData.scene && parsedData.scenes) {
  1142. gltfRuntime.currentScene = parsedData.scenes[parsedData.scene];
  1143. }
  1144. // Load shaders and buffers
  1145. load(gltfRuntime);
  1146. // Test on bones
  1147. /*
  1148. for (var i = 0; i < scene.meshes.length; i++) {
  1149. var mesh = scene.meshes[i];
  1150. if (mesh.skeleton) {
  1151. scene.beginAnimation(mesh.skeleton, 0, 1000, true, 1, () => {
  1152. console.log("finished");
  1153. });
  1154. }
  1155. }
  1156. */
  1157. // Finish
  1158. return true;
  1159. };
  1160. return GLTFFileLoader;
  1161. })();
  1162. BABYLON.GLTFFileLoader = GLTFFileLoader;
  1163. ;
  1164. BABYLON.SceneLoader.RegisterPlugin(new GLTFFileLoader());
  1165. })(BABYLON || (BABYLON = {}));
  1166. //# sourceMappingURL=babylon.glTFFileLoader.js.map