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*/
<mask> return bone; <mask> } <mask> } <mask> } <mask> <mask> return null; <mask> } <mask> </s> Add glTF 2.0 support - Breaks animation and materials common extension - KHR_technique_webgl still to be added Former-commit-id: fc9089705662f07...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
// TODO: animation schema broken /*
<mask> */ <mask> var getNodeToRoot = (nodesToRoot: INodeToRoot[], id: string): Bone => { <mask> for (var i = 0; i < nodesToRoot.length; i++) { <mask> var nodeToRoot = nodesToRoot[i]; <mask> <mask> for (var j = 0; j < nodeToRoot.node.children.length; j++) { <mask> ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
*/
<mask> return nodeToRoot.bone; <mask> } <mask> } <mask> } <mask> <mask> return null; <mask> }; <mask> </s> Add glTF 2.0 support - Breaks animation and materials common extension - KHR_technique_webgl still to be added Former-commit-id: fc9...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
var getJointNode = (runtime: IGLTFRuntime, jointName: string): IJointNode => { // TODO: animation schema broken /* var nodes = runtime.nodes;
<mask> <mask> /** <mask> * Returns the node with the joint name <mask> */ <mask> var getJointNode = (gltfRuntime: IGLTFRuntime, jointName: string): IJointNode => { <mask> var nodes = gltfRuntime.nodes; <mask> var node: IGLTFNode = nodes[jointName]; <mask> if (node) { <m...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
*/
<mask> }; <mask> } <mask> } <mask> <mask> return null; <mask> } <mask> </s> Add glTF 2.0 support - Breaks animation and materials common extension - KHR_technique_webgl still to be added Former-commit-id: fc9089705662f0711b7ee0eb5deb9d58bbd3e12f </s> remove ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
var nodeIsInJoints = (skin: IGLTFSkin, id: string): boolean => { // TODO: animation schema broken /* for (var i = 0; i < skin.jointNames.length; i++) { if (skin.jointNames[i] === id) {
<mask> <mask> /** <mask> * Checks if a nodes is in joints <mask> */ <mask> var nodeIsInJoints = (skins: IGLTFSkins, id: string): boolean => { <mask> for (var i = 0; i < skins.jointNames.length; i++) { <mask> if (skins.jointNames[i] === id) { <mask> return tru...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
*/
<mask> if (skin.jointNames[i] === id) { <mask> return true; <mask> } <mask> } <mask> <mask> return false; <mask> } <mask> <mask> /** <mask> * Fills the nodes to root for bones and builds hierarchy </s> Add glTF 2.0 support - Breaks animati...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
var getNodesToRoot = (runtime: IGLTFRuntime, newSkeleton: Skeleton, skin: IGLTFSkin, nodesToRoot: INodeToRoot[]): void => { // TODO: animation schema broken /*
<mask> <mask> /** <mask> * Fills the nodes to root for bones and builds hierarchy <mask> */ <mask> var getNodesToRoot = (gltfRuntime: IGLTFRuntime, newSkeleton: Skeleton, skins: IGLTFSkins, nodesToRoot: INodeToRoot[]) => { <mask> // Creates nodes for root <mask> for (var nde in g...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
for (var nde in runtime.nodes) { var node: IGLTFNode = runtime.nodes[nde];
<mask> * Fills the nodes to root for bones and builds hierarchy <mask> */ <mask> var getNodesToRoot = (gltfRuntime: IGLTFRuntime, newSkeleton: Skeleton, skins: IGLTFSkins, nodesToRoot: INodeToRoot[]) => { <mask> // Creates nodes for root <mask> for (var nde in gltfRuntime.nodes) { <mas...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
if (!node.jointName || nodeIsInJoints(skin, node.jointName)) {
<mask> for (var nde in gltfRuntime.nodes) { <mask> var node: IGLTFNode = gltfRuntime.nodes[nde]; <mask> var id = nde; <mask> <mask> if (!node.jointName || nodeIsInJoints(skins, node.jointName)) { <mask> continue; <mask> } <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
*/
<mask> } <mask> } <mask> } <mask> }; <mask> <mask> /** <mask> * Imports a skeleton <mask> */ <mask> var importSkeleton = (runtime: IGLTFRuntime, skin: IGLTFSkin, mesh: Mesh, newSkeleton: Skeleton, index: number): Skeleton => { </s> Add glTF 2.0 support ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
<mask> } <mask> } <mask> }; <mask> <mask> var printMat = (m: Float32Array) => { <mask> console.log( <mask> m[0] + "\t" + m[1] + "\t" + m[2] + "\t" + m[3] + "\n" + <mask> m[4] + "\t" + m[5] + "\t" + m[6] + "\t" + m[7] + "\n" + <mask> m[8] ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
var importSkeleton = (runtime: IGLTFRuntime, skin: IGLTFSkin, mesh: Mesh, newSkeleton: Skeleton, index: number): Skeleton => { // TODO: animation schema broken return null; /*
<mask> <mask> /** <mask> * Imports a skeleton <mask> */ <mask> var importSkeleton = (gltfRuntime: IGLTFRuntime, skins: IGLTFSkins, mesh: Mesh, newSkeleton: Skeleton, id: string): Skeleton => { <mask> <mask> if (!newSkeleton) { <mask> newSkeleton = new Skeleton(skins.name, "...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
newSkeleton = new Skeleton(skin.name, "", runtime.scene);
<mask> */ <mask> var importSkeleton = (gltfRuntime: IGLTFRuntime, skins: IGLTFSkins, mesh: Mesh, newSkeleton: Skeleton, id: string): Skeleton => { <mask> <mask> if (!newSkeleton) { <mask> newSkeleton = new Skeleton(skins.name, "", gltfRuntime.scene); <mask> } <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
if (!skin.babylonSkeleton) {
<mask> if (!newSkeleton) { <mask> newSkeleton = new Skeleton(skins.name, "", gltfRuntime.scene); <mask> } <mask> <mask> if (!skins.babylonSkeleton) { <mask> return newSkeleton; <mask> } <mask> <mask> // Matrices <mask> var accessor = gl...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
var accessor = runtime.accessors[skin.inverseBindMatrices]; var buffer = GLTFUtils.GetBufferFromAccessor(runtime, accessor);
<mask> return newSkeleton; <mask> } <mask> <mask> // Matrices <mask> var accessor = gltfRuntime.accessors[skins.inverseBindMatrices]; <mask> var buffer = GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor); <mask> <mask> var bindShapeMatrix = Matrix.FromA...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
var bindShapeMatrix = Matrix.FromArray(skin.bindShapeMatrix);
<mask> // Matrices <mask> var accessor = gltfRuntime.accessors[skins.inverseBindMatrices]; <mask> var buffer = GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor); <mask> <mask> var bindShapeMatrix = Matrix.FromArray(skins.bindShapeMatrix); <mask> <mask> // Find the r...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
getNodesToRoot(runtime, newSkeleton, skin, nodesToRoot);
<mask> // Find the root bones <mask> var nodesToRoot: INodeToRoot[] = []; <mask> var nodesToRootToAdd: Bone[] = []; <mask> <mask> getNodesToRoot(gltfRuntime, newSkeleton, skins, nodesToRoot); <mask> newSkeleton.bones = []; <mask> <mask> if (nodesToRoot.length ==...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
for (var i = 0; i < skin.jointNames.length; i++) { var jointNode = getJointNode(runtime, skin.jointNames[i]);
<mask> newSkeleton.needInitialSkinMatrix = true; <mask> } <mask> <mask> // Joints <mask> for (var i = 0; i < skins.jointNames.length; i++) { <mask> var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]); <mask> var node = jointNode.node; <mask...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
Tools.Warn("Joint named " + skin.jointNames[i] + " does not exist");
<mask> var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]); <mask> var node = jointNode.node; <mask> <mask> if (!node) { <mask> Tools.Warn("Joint named " + skins.jointNames[i] + " does not exist"); <mask> continue; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
var existingBone = runtime.scene.getBoneByID(id);
<mask> <mask> var id = jointNode.id; <mask> <mask> // Optimize, if the bone already exists... <mask> var existingBone = gltfRuntime.scene.getBoneByID(id); <mask> if (existingBone) { <mask> newSkeleton.bones.push(existingBone); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
var joint: IGLTFNode = getJointNode(runtime, skin.jointNames[j]).node;
<mask> var foundBone = false; <mask> var parentBone: Bone = null; <mask> <mask> for (var j = 0; j < i; j++) { <mask> var joint: IGLTFNode = getJointNode(gltfRuntime, skins.jointNames[j]).node; <mask> <mask> if (!joint) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
Tools.Warn("Joint named " + skin.jointNames[j] + " does not exist when looking for parent");
<mask> for (var j = 0; j < i; j++) { <mask> var joint: IGLTFNode = getJointNode(gltfRuntime, skins.jointNames[j]).node; <mask> <mask> if (!joint) { <mask> Tools.Warn("Joint named " + skins.jointNames[j] + " does not exist when looking for parent"); ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
parentBone = getParentBone(runtime, skin, skin.jointNames[j], newSkeleton);
<mask> foundBone = false; <mask> <mask> for (var k = 0; k < children.length; k++) { <mask> if (children[k] === id) { <mask> parentBone = getParentBone(gltfRuntime, skins, skins.jointNames[j], newSkeleton); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
for (var i = 0; i < skin.jointNames.length; i++) { var jointNode: IJointNode = getJointNode(runtime, skin.jointNames[i]);
<mask> // Polish <mask> var bones = newSkeleton.bones; <mask> newSkeleton.bones = []; <mask> <mask> for (var i = 0; i < skins.jointNames.length; i++) { <mask> var jointNode: IJointNode = getJointNode(gltfRuntime, skins.jointNames[i]); <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
*/
<mask> } <mask> <mask> return newSkeleton; <mask> }; <mask> <mask> /** <mask> * Imports a mesh and its geometries <mask> */ </s> Add glTF 2.0 support - Breaks animation and materials common extension - KHR_technique_webgl still to be added Former-commit-id: fc9089705662f0711...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
var importMesh = (runtime: IGLTFRuntime, node: IGLTFNode, mesh: IGLTFMesh): Mesh => { var name = mesh.name || node.name || "mesh" + node.mesh; var babylonMesh = <Mesh>node.babylonNode; if (!babylonMesh) { babylonMesh = new Mesh(name, runtime.babylonScene);
<mask> <mask> /** <mask> * Imports a mesh and its geometries <mask> */ <mask> var importMesh = (gltfRuntime: IGLTFRuntime, node: IGLTFNode, meshes: string[], id: string, newMesh: Mesh): Mesh => { <mask> if (!newMesh) { <mask> newMesh = new Mesh(node.name, gltfRuntime.scene); ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
return babylonMesh;
<mask> newMesh.id = id; <mask> } <mask> <mask> if (!node.babylonNode) { <mask> return newMesh; <mask> } <mask> var multiMat = new MultiMaterial("multimat" + id, gltfRuntime.scene); <mask> <mask> if (!newMesh.material) { <mask> newMe...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
<mask> <mask> if (!node.babylonNode) { <mask> return newMesh; <mask> } <mask> var multiMat = new MultiMaterial("multimat" + id, gltfRuntime.scene); <mask> <mask> if (!newMesh.material) { <mask> newMesh.material = multiMat; <mask> } <mask> </s...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
var multiMat = new MultiMaterial(name, runtime.babylonScene); if (!babylonMesh.material) { babylonMesh.material = multiMat;
<mask> return newMesh; <mask> } <mask> var multiMat = new MultiMaterial("multimat" + id, gltfRuntime.scene); <mask> <mask> if (!newMesh.material) { <mask> newMesh.material = multiMat; <mask> } <mask> <mask> var vertexData = new VertexData(); <m...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
var geometry = new Geometry(name, runtime.babylonScene, vertexData, false, babylonMesh);
<mask> newMesh.material = multiMat; <mask> } <mask> <mask> var vertexData = new VertexData(); <mask> var geometry = new Geometry(id, gltfRuntime.scene, vertexData, false, newMesh); <mask> <mask> var verticesStarts = []; <mask> var verticesCounts = []; <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
// Positions, normals and UVs for (var index = 0; index < mesh.primitives.length; index++) { // Temporary vertex data var tempVertexData = new VertexData();
<mask> var verticesCounts = []; <mask> var indexStarts = []; <mask> var indexCounts = []; <mask> <mask> for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) { <mask> var meshID = meshes[meshIndex]; <mask> var mesh: IGLTFMesh = gltfRuntime.meshes...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
var primitive = mesh.primitives[index]; if (primitive.mode !== EMeshPrimitiveMode.TRIANGLES) { // continue;
<mask> for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) { <mask> var meshID = meshes[meshIndex]; <mask> var mesh: IGLTFMesh = gltfRuntime.meshes[meshID]; <mask> <mask> if (!mesh) { <mask> continue; <mask> } <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
var attributes = primitive.attributes; var accessor: IGLTFAccessor = null; var buffer: any = null;
<mask> if (!mesh) { <mask> continue; <mask> } <mask> <mask> // Positions, normals and UVs <mask> for (var i = 0; i < mesh.primitives.length; i++) { <mask> // Temporary vertex data <mask> var tempVertexData = new Ver...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
// Set positions, normal and uvs for (var semantic in attributes) {
<mask> for (var i = 0; i < mesh.primitives.length; i++) { <mask> // Temporary vertex data <mask> var tempVertexData = new VertexData(); <mask> <mask> var primitive = mesh.primitives[i]; <mask> if (primitive.mode !== 4) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
// Link accessor and buffer view accessor = runtime.gltf.accessors[attributes[semantic]]; buffer = GLTFUtils.GetBufferFromAccessor(runtime, accessor);
<mask> if (primitive.mode !== 4) { <mask> // continue; <mask> } <mask> <mask> var attributes = primitive.attributes; <mask> var accessor: IGLTFAccessor = null; <mask> var buffer: any = null; <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
if (semantic === "NORMAL") { tempVertexData.normals = new Float32Array(buffer.length); (<Float32Array>tempVertexData.normals).set(buffer); } else if (semantic === "POSITION") { if (GLTFFileLoader.Homogeneous...
<mask> var attributes = primitive.attributes; <mask> var accessor: IGLTFAccessor = null; <mask> var buffer: any = null; <mask> <mask> // Set positions, normal and uvs <mask> for (var semantic in attributes) { <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
for (var j = 0; j < buffer.length; j += 4) { tempVertexData.positions[j] = buffer[j]; tempVertexData.positions[j + 1] = buffer[j + 1]; tempVertexData.positions[j + 2] = buffer[j + 2];
<mask> // Link accessor and buffer view <mask> accessor = gltfRuntime.accessors[attributes[semantic]]; <mask> buffer = GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor); <mask> <mask> if (semantic === "NORMAL") { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
<mask> tempVertexData.positions[j + 1] = buffer[j + 1]; <mask> tempVertexData.positions[j + 2] = buffer[j + 2]; <mask> } <mask> } <mask> else { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "re...
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
else { tempVertexData.positions = new Float32Array(buffer.length); (<Float32Array>tempVertexData.positions).set(buffer);
<mask> else if (semantic === "WEIGHT") { <mask> tempVertexData.matricesWeights = new Float32Array(buffer.length); <mask> (<Float32Array>tempVertexData.matricesWeights).set(buffer); <mask> } <mask> else if (s...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
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))...
<mask> tempVertexData.positions = new Float32Array(buffer.length); <mask> (<Float32Array>tempVertexData.positions).set(buffer); <mask> } <mask> } <mask> else if (semantic === "WEIGHT") { <mask> ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
else if (semantic === "WEIGHT") { tempVertexData.matricesWeights = new Float32Array(buffer.length); (<Float32Array>tempVertexData.matricesWeights).set(buffer); } else if (semantic === "COLOR") { tempVertexDa...
<mask> tempVertexData.matricesIndices = new Float32Array(buffer.length); <mask> (<Float32Array>tempVertexData.matricesIndices).set(buffer); <mask> } <mask> <mask> // Indices <mask> accessor = runtime.gltf.accessors[primitive.indices]...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
// Indices accessor = runtime.gltf.accessors[primitive.indices]; if (accessor) { buffer = GLTFUtils.GetBufferFromAccessor(runtime, accessor);
<mask> (<Float32Array>tempVertexData.colors).set(buffer); <mask> } <mask> } <mask> <mask> // Indices <mask> accessor = gltfRuntime.accessors[primitive.indices]; <mask> if (accessor) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
tempVertexData.indices = new Int32Array(buffer.length); (<Float32Array>tempVertexData.indices).set(buffer); indexCounts.push(tempVertexData.indices.length); } else { // Set indices on the fly var indices: numbe...
<mask> accessor = gltfRuntime.accessors[primitive.indices]; <mask> if (accessor) { <mask> buffer = GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor); <mask> <mask> tempVertexData.indices = new Int32Array(buffer.length); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
<mask> tempVertexData.indices = new Int32Array(buffer.length); <mask> (<Float32Array>tempVertexData.indices).set(buffer); <mask> indexCounts.push(tempVertexData.indices.length); <mask> } <mask> else { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
tempVertexData.indices = new Int32Array(indices); indexCounts.push(tempVertexData.indices.length); }
<mask> for (var j = 0; j < tempVertexData.positions.length / 3; j++) { <mask> indices.push(j); <mask> } <mask> <mask> tempVertexData.indices = new Int32Array(indices); <mask> indexCounts.push(tempVertexData.in...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
vertexData.merge(tempVertexData); tempVertexData = undefined;
<mask> tempVertexData.indices = new Int32Array(indices); <mask> indexCounts.push(tempVertexData.indices.length); <mask> } <mask> <mask> vertexData.merge(tempVertexData); <mask> tempVertexData = undefined; <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
var newMesh = importMesh(runtime, node); newMesh.skeleton = runtime.babylonScene.getLastSkeletonByID(node.skin);
<mask> if (node.skin) { <mask> if (node.meshes) { <mask> var skin: IGLTFSkins = gltfRuntime.skins[node.skin]; <mask> <mask> var newMesh = importMesh(gltfRuntime, node, node.meshes, id, <Mesh>node.babylonNode); <mask> newMesh.skeleton = gltfRunti...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
newMesh.skeleton = importSkeleton(runtime, skin, newMesh, skin.babylonSkeleton, node.skin);
<mask> var newMesh = importMesh(gltfRuntime, node, node.meshes, id, <Mesh>node.babylonNode); <mask> newMesh.skeleton = gltfRuntime.scene.getLastSkeletonByID(node.skin); <mask> <mask> if (newMesh.skeleton === null) { <mask> newMesh.skeleton = impo...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
<mask> } <mask> <mask> lastNode = newMesh; <mask> } <mask> } <mask> else if (node.meshes) { <mask> /** <mask> * Improve meshes property <mask> */ <mask> var newMesh = importMesh(gltfRuntime, node, node...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
<mask> else if (node.meshes) { <mask> /** <mask> * Improve meshes property <mask> */ <mask> var newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id, <Mesh>node.babylonNode); <mask> lastNode = newMesh; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
else if (node.mesh !== undefined) { babylonNode = importMesh(runtime, node, runtime.gltf.meshes[node.mesh]);
<mask> */ <mask> var newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id, <Mesh>node.babylonNode); <mask> lastNode = newMesh; <mask> } <mask> // Lights <mask> else if (node.light && !node.babylonNode && !gltfRuntime.importOn...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "re...
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
else if (node.camera !== undefined && !node.babylonNode && !runtime.importOnlyMeshes) { var camera = runtime.gltf.cameras[node.camera];
<mask> } <mask> } <mask> } <mask> // Cameras <mask> else if (node.camera && !node.babylonNode && !gltfRuntime.importOnlyMeshes) { <mask> var camera: IGLTFCamera = gltfRuntime.cameras[node.camera]; <mask> <mask> if (camera) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
var orthographicCamera = camera.orthographic; var orthoCamera = new FreeCamera(node.name || "camera" + node.camera, Vector3.Zero(), runtime.babylonScene);
<mask> var camera: IGLTFCamera = gltfRuntime.cameras[node.camera]; <mask> <mask> if (camera) { <mask> if (camera.type === "orthographic") { <mask> var orthographicCamera: IGLTFCameraOrthographic = camera[camera.type]; <mask> var orth...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
orthoCamera.attachControl(runtime.babylonScene.getEngine().getRenderingCanvas());
<mask> var orthoCamera = new FreeCamera(node.camera, Vector3.Zero(), gltfRuntime.scene); <mask> <mask> orthoCamera.name = node.name; <mask> orthoCamera.mode = Camera.ORTHOGRAPHIC_CAMERA; <mask> orthoCamera.attachControl(gltfRuntime.sc...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
babylonNode = orthoCamera;
<mask> orthoCamera.name = node.name; <mask> orthoCamera.mode = Camera.ORTHOGRAPHIC_CAMERA; <mask> orthoCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas()); <mask> <mask> lastNode = orthoCamera; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
var perspectiveCamera = camera.perspective; var persCamera = new FreeCamera(node.name || "camera" + node.camera, Vector3.Zero(), runtime.babylonScene);
<mask> <mask> lastNode = orthoCamera; <mask> } <mask> else if (camera.type === "perspective") { <mask> var perspectiveCamera: IGLTFCameraPerspective = camera[camera.type]; <mask> var persCamera = new FreeCamera(node.camer...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
persCamera.attachControl(runtime.babylonScene.getEngine().getRenderingCanvas());
<mask> var perspectiveCamera: IGLTFCameraPerspective = camera[camera.type]; <mask> var persCamera = new FreeCamera(node.camera, Vector3.Zero(), gltfRuntime.scene); <mask> <mask> persCamera.name = node.name; <mask> persCamera.attachCon...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
perspectiveCamera.aspectRatio = runtime.babylonScene.getEngine().getRenderWidth() / runtime.babylonScene.getEngine().getRenderHeight();
<mask> persCamera.name = node.name; <mask> persCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas()); <mask> <mask> if (!perspectiveCamera.aspectRatio) { <mask> perspectiveCamera.aspectRatio = gltfRuntime.scene....
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
babylonNode = persCamera;
<mask> persCamera.maxZ = perspectiveCamera.zfar; <mask> persCamera.minZ = perspectiveCamera.znear; <mask> } <mask> <mask> lastNode = persCamera; <mask> } <mask> } <mask> } <mask> <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
if (node.jointName === undefined) {
<mask> } <mask> } <mask> <mask> // Empty node <mask> if (!node.jointName) { <mask> if (node.babylonNode) { <mask> return node.babylonNode; <mask> } <mask> else if (lastNode === null) { <mask> var dummy = n...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
else if (babylonNode === null) { var dummy = new Mesh(node.name, runtime.babylonScene);
<mask> if (!node.jointName) { <mask> if (node.babylonNode) { <mask> return node.babylonNode; <mask> } <mask> else if (lastNode === null) { <mask> var dummy = new Mesh(node.name, gltfRuntime.scene); <mask> node.babylonNode...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
babylonNode = dummy;
<mask> } <mask> else if (lastNode === null) { <mask> var dummy = new Mesh(node.name, gltfRuntime.scene); <mask> node.babylonNode = dummy; <mask> lastNode = dummy; <mask> } <mask> } <mask> <mask> if (lastNode !=...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
if (babylonNode !== null) { if (node.matrix && babylonNode instanceof Mesh) { configureNodeFromMatrix(babylonNode, node, parent);
<mask> lastNode = dummy; <mask> } <mask> } <mask> <mask> if (lastNode !== null) { <mask> if (node.matrix && lastNode instanceof Mesh) { <mask> configureNodeFromMatrix(lastNode, node, parent); <mask> } <mask> else {...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
configureNode(babylonNode, Vector3.FromArray(translation), Quaternion.RotationAxis(Vector3.FromArray(rotation).normalize(), rotation[3]), Vector3.FromArray(scale));
<mask> else { <mask> var translation = node.translation || [0, 0, 0]; <mask> var rotation = node.rotation || [0, 0, 0, 1]; <mask> var scale = node.scale || [1, 1, 1]; <mask> configureNode(lastNode, Vector3.FromArray(translation), Quaternio...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
babylonNode.updateCache(true); node.babylonNode = babylonNode;
<mask> var scale = node.scale || [1, 1, 1]; <mask> configureNode(lastNode, Vector3.FromArray(translation), Quaternion.RotationAxis(Vector3.FromArray(rotation).normalize(), rotation[3]), Vector3.FromArray(scale)); <mask> } <mask> <mask> lastNode.updateCache(t...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
return babylonNode;
<mask> lastNode.updateCache(true); <mask> node.babylonNode = lastNode; <mask> } <mask> <mask> return lastNode; <mask> }; <mask> <mask> /** <mask> * Traverses nodes and creates them <mask> */ </s> Add glTF 2.0 support - Breaks animation and materials c...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
var traverseNodes = (runtime: IGLTFRuntime, index: number, parent: Node, meshIncluded?: boolean): void => { var node: IGLTFNode = runtime.gltf.nodes[index];
<mask> <mask> /** <mask> * Traverses nodes and creates them <mask> */ <mask> var traverseNodes = (gltfRuntime: IGLTFRuntime, id: string, parent: Node, meshIncluded?: boolean) => { <mask> var node: IGLTFNode = gltfRuntime.nodes[id]; <mask> var newNode: Node = null; <mask> <mask...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
if (runtime.importOnlyMeshes && !meshIncluded) { if (runtime.importMeshesNames.indexOf(node.name) !== -1 || runtime.importMeshesNames.length === 0) {
<mask> var traverseNodes = (gltfRuntime: IGLTFRuntime, id: string, parent: Node, meshIncluded?: boolean) => { <mask> var node: IGLTFNode = gltfRuntime.nodes[id]; <mask> var newNode: Node = null; <mask> <mask> if (gltfRuntime.importOnlyMeshes && !meshIncluded) { <mask> if (...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
if (node.jointName === undefined && meshIncluded) { newNode = importNode(runtime, node, parent);
<mask> else { <mask> meshIncluded = true; <mask> } <mask> <mask> if (!node.jointName && meshIncluded) { <mask> newNode = importNode(gltfRuntime, node, id, parent); <mask> <mask> if (newNode !== null) { <mask> newNode.id = id; <mask>...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
<mask> if (!node.jointName && meshIncluded) { <mask> newNode = importNode(gltfRuntime, node, id, parent); <mask> <mask> if (newNode !== null) { <mask> newNode.id = id; <mask> newNode.parent = parent; <mask> } <mask> } <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
traverseNodes(runtime, node.children[i], newNode, meshIncluded);
<mask> } <mask> <mask> if (node.children) { <mask> for (var i = 0; i < node.children.length; i++) { <mask> traverseNodes(gltfRuntime, node.children[i], newNode, meshIncluded); <mask> } <mask> } <mask> }; <mask> <mask> /** </s> Add glTF...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
var importScene = (runtime: IGLTFRuntime): void => { var scene = runtime.gltf.scene || 0; var scenes = runtime.gltf.scenes;
<mask> } <mask> } <mask> }; <mask> <mask> /** <mask> * do stuff after buffers, shaders are loaded (e.g. hook up materials, load animations, etc.) <mask> */ <mask> var postLoad = (gltfRuntime: IGLTFRuntime) => { <mask> // Nodes <mask> var currentScene: I...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
public getPosition(): number { return this._byteOffset; }
<mask> var onShaderCompileSuccess = (gltfRuntime: IGLTFRuntime, shaderMaterial: ShaderMaterial, technique: IGLTFTechnique, material: IGLTFMaterial, unTreatedUniforms: Object, onSuccess: (shaderMaterial: ShaderMaterial) => void) => { <mask> return (_: Effect) => { <mask> prepareShaderMaterialU...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
public getLength(): number { return this._arrayBuffer.byteLength;
<mask> }; <mask> }; <mask> }; <mask> <mask> /** <mask> * Returns the appropriate uniform if already handled by babylon <mask> */ <mask> var parseShaderUniforms = (tokenizer: Tokenizer, technique: IGLTFTechnique, unTreatedUniforms: Object): string => { <mask> for...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "k...
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
public readUint32(): number { var value = this._dataView.getUint32(this._byteOffset, true); this._byteOffset += 4; return value; }
<mask> } <mask> } <mask> } <mask> <mask> return tokenizer.currentIdentifier; <mask> }; <mask> <mask> /** <mask> * All shaders loaded. Create materials one by one <mask> */ <mask> var importMaterials = (gltfRuntime: IGLTFRuntime) => { </s> Add...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
public readUint8Array(length: number): Uint8Array { var value = new Uint8Array(this._arrayBuffer, this._byteOffset, length); this._byteOffset += length; return value;
<mask> <mask> return tokenizer.currentIdentifier; <mask> }; <mask> <mask> /** <mask> * All shaders loaded. Create materials one by one <mask> */ <mask> var importMaterials = (gltfRuntime: IGLTFRuntime) => { <mask> // Create materials <mask> for (var mat in gltfRun...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
}
<mask> // Create materials <mask> for (var mat in gltfRuntime.materials) { <mask> GLTFFileLoaderExtension.LoadMaterialAsync(gltfRuntime, mat, (material: Material) => { }, () => { }); <mask> } <mask> }; <mask> <mask> /** <mask> * Implementation of the base glTF sp...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
* glTF File Loader Plugin
<mask> } <mask> }; <mask> <mask> /** <mask> * Implementation of the base glTF spec <mask> */ <mask> export class GLTFFileLoaderBase { <mask> public static CreateRuntime(parsedData: any, scene: Scene, rootUrl: string): IGLTFRuntime { <mask> var gltfRuntime: IGLTF...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
export class GLTFFileLoader implements ISceneLoaderPluginAsync { /** * Public members */ public extensions: ISceneLoaderPluginExtensions = { ".gltf": { isBinary: false }, ".glb": { isBinary: true } };
<mask> <mask> /** <mask> * Implementation of the base glTF spec <mask> */ <mask> export class GLTFFileLoaderBase { <mask> public static CreateRuntime(parsedData: any, scene: Scene, rootUrl: string): IGLTFRuntime { <mask> var gltfRuntime: IGLTFRuntime = { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "re...
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
/** * Private members */ // None
<mask> if (parsedData.lights) { <mask> parseObject(parsedData.lights, "lights", gltfRuntime); <mask> } <mask> <mask> if (parsedData.cameras) { <mask> parseObject(parsedData.cameras, "cameras", gltfRuntime); <mask> } <mask> <mask>...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
/** * Static members */ public static HomogeneousCoordinates: boolean = false; public static IncrementalLoading: boolean = true;
<mask> if (parsedData.cameras) { <mask> parseObject(parsedData.cameras, "cameras", gltfRuntime); <mask> } <mask> <mask> if (parsedData.nodes) { <mask> parseObject(parsedData.nodes, "nodes", gltfRuntime); <mask> } <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
public static Extensions: { [name: string]: GLTFFileLoaderExtension } = {};
<mask> if (parsedData.nodes) { <mask> parseObject(parsedData.nodes, "nodes", gltfRuntime); <mask> } <mask> <mask> if (parsedData.images) { <mask> parseObject(parsedData.images, "images", gltfRuntime); <mask> } <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
public static RegisterExtension(extension: GLTFFileLoaderExtension): void { if (GLTFFileLoader.Extensions[extension.name]) { Tools.Error("Tool with the same name \"" + extension.name + "\" already exists"); return;
<mask> if (parsedData.images) { <mask> parseObject(parsedData.images, "images", gltfRuntime); <mask> } <mask> <mask> if (parsedData.textures) { <mask> parseObject(parsedData.textures, "textures", gltfRuntime); <mask> } <mask> <ma...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
GLTFFileLoader.Extensions[extension.name] = extension; }
<mask> if (parsedData.textures) { <mask> parseObject(parsedData.textures, "textures", gltfRuntime); <mask> } <mask> <mask> if (parsedData.shaders) { <mask> parseShaders(parsedData.shaders, gltfRuntime); <mask> } <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
public static LoadMaterial(runtime: IGLTFRuntime, index: number): IGLTFMaterial { var material = runtime.gltf.materials[index]; if (!material) return null;
<mask> if (parsedData.shaders) { <mask> parseShaders(parsedData.shaders, gltfRuntime); <mask> } <mask> <mask> if (parsedData.programs) { <mask> parseObject(parsedData.programs, "programs", gltfRuntime); <mask> } <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
material.babylonMaterial = new PBRMaterial(material.name || "mat" + index, runtime.babylonScene); material.babylonMaterial.sideOrientation = Material.CounterClockWiseSideOrientation; material.babylonMaterial.useScalarInLinearSpace = true; return material; }
<mask> if (parsedData.programs) { <mask> parseObject(parsedData.programs, "programs", gltfRuntime); <mask> } <mask> <mask> if (parsedData.samplers) { <mask> parseObject(parsedData.samplers, "samplers", gltfRuntime); <mask> } <mask>...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
public static LoadMetallicRoughnessMaterialProperties = (runtime: IGLTFRuntime, material: IGLTFMaterial): void => { var properties = material.pbrMetallicRoughness; if (!properties) return;
<mask> if (parsedData.samplers) { <mask> parseObject(parsedData.samplers, "samplers", gltfRuntime); <mask> } <mask> <mask> if (parsedData.techniques) { <mask> parseObject(parsedData.techniques, "techniques", gltfRuntime); <mask> } ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
material.babylonMaterial.albedoColor = properties.baseColorFactor ? Color3.FromArray(properties.baseColorFactor) : new Color3(1, 1, 1); material.babylonMaterial.metallic = properties.metallicFactor === undefined ? 1 : properties.metallicFactor; material.babylonMaterial.roughness = ...
<mask> if (parsedData.techniques) { <mask> parseObject(parsedData.techniques, "techniques", gltfRuntime); <mask> } <mask> <mask> if (parsedData.materials) { <mask> parseObject(parsedData.materials, "materials", gltfRuntime); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
if (properties.baseColorTexture) { GLTFFileLoader.LoadTextureAsync(runtime, properties.baseColorTexture, texture => { material.babylonMaterial.albedoTexture = texture; }, () => { ...
<mask> if (parsedData.materials) { <mask> parseObject(parsedData.materials, "materials", gltfRuntime); <mask> } <mask> <mask> if (parsedData.animations) { <mask> parseObject(parsedData.animations, "animations", gltfRuntime); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
if (properties.metallicRoughnessTexture) { GLTFFileLoader.LoadTextureAsync(runtime, properties.metallicRoughnessTexture, texture => { material.babylonMaterial.metallicTexture = texture; material.babylonMaterial.useRoughn...
<mask> if (parsedData.animations) { <mask> parseObject(parsedData.animations, "animations", gltfRuntime); <mask> } <mask> <mask> if (parsedData.skins) { <mask> parseObject(parsedData.skins, "skins", gltfRuntime); <mask> } <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
}
<mask> Tools.Warn("Failed to load metallic roughness texture"); <mask> }); <mask> } <mask> <mask> public static LoadCommonMaterialProperties(runtime: IGLTFRuntime, material: IGLTFMaterial): void { <mask> if (material.normalTexture) { <m...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
public static LoadCommonMaterialProperties(runtime: IGLTFRuntime, material: IGLTFMaterial): void { if (material.normalTexture) { GLTFFileLoader.LoadTextureAsync(runtime, material.normalTexture, babylonTexture => { material.babylonMaterial.bumpTexture = babylonT...
<mask> if (parsedData.skins) { <mask> parseObject(parsedData.skins, "skins", gltfRuntime); <mask> } <mask> <mask> if (parsedData.scenes) { <mask> gltfRuntime.scenes = parsedData.scenes; <mask> } <mask> <mask> if (pars...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
if (material.occlusionTexture) { GLTFFileLoader.LoadTextureAsync(runtime, material.occlusionTexture, babylonTexture => { material.babylonMaterial.ambientTexture = babylonTexture; if (material.occlusionTexture.strength !== undefined) { ...
<mask> if (parsedData.scenes) { <mask> gltfRuntime.scenes = parsedData.scenes; <mask> } <mask> <mask> if (parsedData.scene && parsedData.scenes) { <mask> gltfRuntime.currentScene = parsedData.scenes[parsedData.scene]; <mask> } <mas...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
material.babylonMaterial.useEmissiveAsIllumination = (material.emissiveFactor || material.emissiveTexture) ? true : false; material.babylonMaterial.emissiveColor = material.emissiveFactor ? Color3.FromArray(material.emissiveFactor) : new Color3(0, 0, 0); if (material.emissiveTextur...
<mask> if (parsedData.scene && parsedData.scenes) { <mask> gltfRuntime.currentScene = parsedData.scenes[parsedData.scene]; <mask> } <mask> <mask> return gltfRuntime; <mask> } <mask> <mask> public static LoadBufferAsync(gltfRuntime: IGLTFRunti...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
public static LoadTextureAsync(runtime: IGLTFRuntime, textureInfo: IGLTFTextureInfo, onSuccess: (babylonTexture: Texture) => void, onError: () => void): void { var texture = runtime.gltf.textures[textureInfo.index];
<mask> Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, data => onSuccess(new Uint8Array(data)), null, null, true, onError); <mask> } <mask> } <mask> <mask> public static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
if (!texture || texture.source === undefined || texture.sampler === undefined) {
<mask> <mask> public static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void { <mask> var texture: IGLTFTexture = gltfRuntime.textures[id]; <mask> <mask> if (!texture || !texture.source) { <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
onSuccess(texture.babylonTexture);
<mask> return; <mask> } <mask> <mask> if (texture.babylonTexture) { <mask> onSuccess(null); <mask> return; <mask> } <mask> <mask> var source: IGLTFImage = gltfRuntime.images[texture.source]; <mask> </s> Add glT...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
var source = runtime.gltf.images[texture.source];
<mask> onSuccess(null); <mask> return; <mask> } <mask> <mask> var source: IGLTFImage = gltfRuntime.images[texture.source]; <mask> <mask> if (GLTFUtils.IsBase64(source.uri)) { <mask> setTimeout(() => onSuccess(new Uint8Array(GL...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts
if (source.uri === undefined) { var bufferView: IGLTFBufferView = runtime.gltf.bufferViews[source.bufferView]; var buffer = GLTFUtils.GetBufferFromBufferView(runtime, bufferView, 0, bufferView.byteLength, EComponentType.UNSIGNED_BYTE); GLTFFileLoader.Create...
<mask> } <mask> <mask> var source: IGLTFImage = gltfRuntime.images[texture.source]; <mask> <mask> if (GLTFUtils.IsBase64(source.uri)) { <mask> setTimeout(() => onSuccess(new Uint8Array(GLTFUtils.DecodeBase64(source.uri)))); <mask> } <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoader.ts