docstring_tokens stringlengths 0 76.5k | code_tokens stringlengths 75 1.81M | label_window listlengths 4 2.12k | html_url stringlengths 74 116 | file_name stringlengths 3 311 |
|---|---|---|---|---|
Tools.LoadFile(runtime.rootUrl + source.uri, data => {
GLTFFileLoader.CreateTextureAsync(runtime, textureInfo, new Uint8Array(data), source.mimeType, onSuccess, onError);
}, null, null, true, onError);
| <mask> if (GLTFUtils.IsBase64(source.uri)) {
<mask> setTimeout(() => onSuccess(new Uint8Array(GLTFUtils.DecodeBase64(source.uri))));
<mask> }
<mask> else {
<mask> Tools.LoadFile(gltfRuntime.rootUrl + source.uri, data => onSuccess(new Uint8Array(data)), null, null, true, onError);
<mask> }
<mask> }
<mask>
<mask> public static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): void {
<mask> var texture: IGLTFTexture = gltfRuntime.textures[id];
</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 public static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): void {
var texture: IGLTFTexture = gltfRuntime.textures[id];
</s> add public static CreateTextureAsync(runtime: IGLTFRuntime, textureInfo: IGLTFTextureInfo, buffer: ArrayBufferView, mimeType: string, onSuccess: (babylonTexture: Texture) => void, onError: () => void): void {
var texture = runtime.gltf.textures[textureInfo.index];
if (!texture || texture.source === undefined || texture.sampler === undefined) {
onError();
return;
}
</s> remove public static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
var texture: IGLTFTexture = gltfRuntime.textures[id];
</s> add public static LoadTextureAsync(runtime: IGLTFRuntime, textureInfo: IGLTFTextureInfo, onSuccess: (babylonTexture: Texture) => void, onError: () => void): void {
var texture = runtime.gltf.textures[textureInfo.index];
</s> remove return gltfRuntime;
}
public static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
var buffer: IGLTFBuffer = gltfRuntime.buffers[id];
if (GLTFUtils.IsBase64(buffer.uri)) {
setTimeout(() => onSuccess(new Uint8Array(GLTFUtils.DecodeBase64(buffer.uri))));
}
else {
Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, data => onSuccess(new Uint8Array(data)), null, null, true, onError);
</s> add 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.emissiveTexture) {
GLTFFileLoader.LoadTextureAsync(runtime, material.emissiveTexture, babylonTexture => {
material.babylonMaterial.emissiveTexture = babylonTexture;
}, () => Tools.Warn("Failed to load normal texture"));
</s> remove if (GLTFUtils.IsBase64(source.uri)) {
setTimeout(() => onSuccess(new Uint8Array(GLTFUtils.DecodeBase64(source.uri))));
</s> add 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.CreateTextureAsync(runtime, textureInfo, buffer, source.mimeType, onSuccess, onError);
}
else if (GLTFUtils.IsBase64(source.uri)) {
GLTFFileLoader.CreateTextureAsync(runtime, textureInfo, new Uint8Array(GLTFUtils.DecodeBase64(source.uri)), source.mimeType, onSuccess, onError);
</s> remove public static LoadRuntimeAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess(GLTFFileLoaderBase.CreateRuntime(JSON.parse(<string>data), scene, rootUrl));
});
});
}
public static LoadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess();
});
});
}
public static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (bufferView: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadTextureAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id,
buffer => GLTFFileLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError),
onError);
}
public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderData: string) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
});
</s> add public static PostCreateRuntime(runtime: IGLTFRuntime): void {
for (var extensionName in GLTFFileLoader.Extensions) {
var extension = GLTFFileLoader.Extensions[extensionName];
if (extension.postCreateRuntime) {
extension.postCreateRuntime(runtime);
}
}
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
public static CreateTextureAsync(runtime: IGLTFRuntime, textureInfo: IGLTFTextureInfo, buffer: ArrayBufferView, mimeType: string, onSuccess: (babylonTexture: Texture) => void, onError: () => void): void {
var texture = runtime.gltf.textures[textureInfo.index];
if (!texture || texture.source === undefined || texture.sampler === undefined) {
onError();
return;
}
| <mask> Tools.LoadFile(gltfRuntime.rootUrl + source.uri, data => onSuccess(new Uint8Array(data)), null, null, true, onError);
<mask> }
<mask> }
<mask>
<mask> public static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): void {
<mask> var texture: IGLTFTexture = gltfRuntime.textures[id];
<mask>
<mask> if (texture.babylonTexture) {
<mask> onSuccess(texture.babylonTexture);
<mask> return;
<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 Tools.LoadFile(gltfRuntime.rootUrl + source.uri, data => onSuccess(new Uint8Array(data)), null, null, true, onError);
</s> add Tools.LoadFile(runtime.rootUrl + source.uri, data => {
GLTFFileLoader.CreateTextureAsync(runtime, textureInfo, new Uint8Array(data), source.mimeType, onSuccess, onError);
}, null, null, true, onError);
</s> remove public static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
var texture: IGLTFTexture = gltfRuntime.textures[id];
</s> add public static LoadTextureAsync(runtime: IGLTFRuntime, textureInfo: IGLTFTextureInfo, onSuccess: (babylonTexture: Texture) => void, onError: () => void): void {
var texture = runtime.gltf.textures[textureInfo.index];
</s> remove return gltfRuntime;
}
public static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
var buffer: IGLTFBuffer = gltfRuntime.buffers[id];
if (GLTFUtils.IsBase64(buffer.uri)) {
setTimeout(() => onSuccess(new Uint8Array(GLTFUtils.DecodeBase64(buffer.uri))));
}
else {
Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, data => onSuccess(new Uint8Array(data)), null, null, true, onError);
</s> add 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.emissiveTexture) {
GLTFFileLoader.LoadTextureAsync(runtime, material.emissiveTexture, babylonTexture => {
material.babylonMaterial.emissiveTexture = babylonTexture;
}, () => Tools.Warn("Failed to load normal texture"));
</s> remove if (!texture || !texture.source) {
</s> add if (!texture || texture.source === undefined || texture.sampler === undefined) {
</s> remove public static LoadRuntimeAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess(GLTFFileLoaderBase.CreateRuntime(JSON.parse(<string>data), scene, rootUrl));
});
});
}
public static LoadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess();
});
});
}
public static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (bufferView: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadTextureAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id,
buffer => GLTFFileLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError),
onError);
}
public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderData: string) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
});
</s> add public static PostCreateRuntime(runtime: IGLTFRuntime): void {
for (var extensionName in GLTFFileLoader.Extensions) {
var extension = GLTFFileLoader.Extensions[extensionName];
if (extension.postCreateRuntime) {
extension.postCreateRuntime(runtime);
}
}
| [
"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 sampler: IGLTFSampler = runtime.gltf.samplers[texture.sampler];
| <mask> onSuccess(texture.babylonTexture);
<mask> return;
<mask> }
<mask>
<mask> var sampler: IGLTFSampler = gltfRuntime.samplers[texture.sampler];
<mask>
<mask> var createMipMaps =
<mask> (sampler.minFilter === ETextureFilterType.NEAREST_MIPMAP_NEAREST) ||
<mask> (sampler.minFilter === ETextureFilterType.NEAREST_MIPMAP_LINEAR) ||
<mask> (sampler.minFilter === ETextureFilterType.LINEAR_MIPMAP_NEAREST) ||
</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 (sampler.minFilter === ETextureFilterType.NEAREST_MIPMAP_NEAREST) ||
(sampler.minFilter === ETextureFilterType.NEAREST_MIPMAP_LINEAR) ||
(sampler.minFilter === ETextureFilterType.LINEAR_MIPMAP_NEAREST) ||
(sampler.minFilter === ETextureFilterType.LINEAR_MIPMAP_LINEAR);
</s> add (sampler.minFilter === ETextureMinFilter.NEAREST_MIPMAP_NEAREST) ||
(sampler.minFilter === ETextureMinFilter.NEAREST_MIPMAP_LINEAR) ||
(sampler.minFilter === ETextureMinFilter.LINEAR_MIPMAP_NEAREST) ||
(sampler.minFilter === ETextureMinFilter.LINEAR_MIPMAP_LINEAR);
</s> remove var blob = new Blob([buffer]);
</s> add var blob = new Blob([buffer], { type: mimeType });
</s> remove public static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): void {
var texture: IGLTFTexture = gltfRuntime.textures[id];
</s> add public static CreateTextureAsync(runtime: IGLTFRuntime, textureInfo: IGLTFTextureInfo, buffer: ArrayBufferView, mimeType: string, onSuccess: (babylonTexture: Texture) => void, onError: () => void): void {
var texture = runtime.gltf.textures[textureInfo.index];
if (!texture || texture.source === undefined || texture.sampler === undefined) {
onError();
return;
}
</s> remove if (!texture || !texture.source) {
</s> add if (!texture || texture.source === undefined || texture.sampler === undefined) {
</s> remove if (gltfRuntime.importOnlyMeshes && !meshIncluded) {
if (gltfRuntime.importMeshesNames.indexOf(node.name) !== -1 || gltfRuntime.importMeshesNames.length === 0) {
</s> add if (runtime.importOnlyMeshes && !meshIncluded) {
if (runtime.importMeshesNames.indexOf(node.name) !== -1 || runtime.importMeshesNames.length === 0) {
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
(sampler.minFilter === ETextureMinFilter.NEAREST_MIPMAP_NEAREST) ||
(sampler.minFilter === ETextureMinFilter.NEAREST_MIPMAP_LINEAR) ||
(sampler.minFilter === ETextureMinFilter.LINEAR_MIPMAP_NEAREST) ||
(sampler.minFilter === ETextureMinFilter.LINEAR_MIPMAP_LINEAR);
| <mask>
<mask> var sampler: IGLTFSampler = gltfRuntime.samplers[texture.sampler];
<mask>
<mask> var createMipMaps =
<mask> (sampler.minFilter === ETextureFilterType.NEAREST_MIPMAP_NEAREST) ||
<mask> (sampler.minFilter === ETextureFilterType.NEAREST_MIPMAP_LINEAR) ||
<mask> (sampler.minFilter === ETextureFilterType.LINEAR_MIPMAP_NEAREST) ||
<mask> (sampler.minFilter === ETextureFilterType.LINEAR_MIPMAP_LINEAR);
<mask>
<mask> var samplingMode = Texture.BILINEAR_SAMPLINGMODE;
<mask>
<mask> var blob = new Blob([buffer]);
<mask> var blobURL = URL.createObjectURL(blob);
</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 var sampler: IGLTFSampler = gltfRuntime.samplers[texture.sampler];
</s> add var sampler: IGLTFSampler = runtime.gltf.samplers[texture.sampler];
</s> remove var blob = new Blob([buffer]);
</s> add var blob = new Blob([buffer], { type: mimeType });
</s> remove var newTexture = new Texture(blobURL, gltfRuntime.scene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
newTexture.wrapU = GLTFUtils.GetWrapMode(sampler.wrapS);
newTexture.wrapV = GLTFUtils.GetWrapMode(sampler.wrapT);
newTexture.name = id;
</s> add texture.babylonTexture = new Texture(blobURL, runtime.babylonScene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
texture.babylonTexture.coordinatesIndex = textureInfo.texCoord === undefined ? 0 : textureInfo.texCoord;
texture.babylonTexture.wrapU = GLTFUtils.GetWrapMode(sampler.wrapS);
texture.babylonTexture.wrapV = GLTFUtils.GetWrapMode(sampler.wrapT);
texture.babylonTexture.name = texture.name;
</s> remove var orthographicCamera: IGLTFCameraOrthographic = camera[camera.type];
var orthoCamera = new FreeCamera(node.camera, Vector3.Zero(), gltfRuntime.scene);
</s> add var orthographicCamera = camera.orthographic;
var orthoCamera = new FreeCamera(node.name || "camera" + node.camera, Vector3.Zero(), runtime.babylonScene);
</s> remove var perspectiveCamera: IGLTFCameraPerspective = camera[camera.type];
var persCamera = new FreeCamera(node.camera, Vector3.Zero(), gltfRuntime.scene);
</s> add var perspectiveCamera = camera.perspective;
var persCamera = new FreeCamera(node.name || "camera" + node.camera, Vector3.Zero(), runtime.babylonScene);
| [
"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 |
var blob = new Blob([buffer], { type: mimeType });
| <mask> (sampler.minFilter === ETextureFilterType.LINEAR_MIPMAP_LINEAR);
<mask>
<mask> var samplingMode = Texture.BILINEAR_SAMPLINGMODE;
<mask>
<mask> var blob = new Blob([buffer]);
<mask> var blobURL = URL.createObjectURL(blob);
<mask> var revokeBlobURL = () => URL.revokeObjectURL(blobURL);
<mask> var newTexture = new Texture(blobURL, gltfRuntime.scene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
<mask> newTexture.wrapU = GLTFUtils.GetWrapMode(sampler.wrapS);
<mask> newTexture.wrapV = GLTFUtils.GetWrapMode(sampler.wrapT);
</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 var newTexture = new Texture(blobURL, gltfRuntime.scene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
newTexture.wrapU = GLTFUtils.GetWrapMode(sampler.wrapS);
newTexture.wrapV = GLTFUtils.GetWrapMode(sampler.wrapT);
newTexture.name = id;
</s> add texture.babylonTexture = new Texture(blobURL, runtime.babylonScene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
texture.babylonTexture.coordinatesIndex = textureInfo.texCoord === undefined ? 0 : textureInfo.texCoord;
texture.babylonTexture.wrapU = GLTFUtils.GetWrapMode(sampler.wrapS);
texture.babylonTexture.wrapV = GLTFUtils.GetWrapMode(sampler.wrapT);
texture.babylonTexture.name = texture.name;
</s> remove (sampler.minFilter === ETextureFilterType.NEAREST_MIPMAP_NEAREST) ||
(sampler.minFilter === ETextureFilterType.NEAREST_MIPMAP_LINEAR) ||
(sampler.minFilter === ETextureFilterType.LINEAR_MIPMAP_NEAREST) ||
(sampler.minFilter === ETextureFilterType.LINEAR_MIPMAP_LINEAR);
</s> add (sampler.minFilter === ETextureMinFilter.NEAREST_MIPMAP_NEAREST) ||
(sampler.minFilter === ETextureMinFilter.NEAREST_MIPMAP_LINEAR) ||
(sampler.minFilter === ETextureMinFilter.LINEAR_MIPMAP_NEAREST) ||
(sampler.minFilter === ETextureMinFilter.LINEAR_MIPMAP_LINEAR);
</s> remove texture.babylonTexture = newTexture;
onSuccess(newTexture);
</s> add onSuccess(texture.babylonTexture);
</s> remove var geometry = new Geometry(id, gltfRuntime.scene, vertexData, false, newMesh);
</s> add var geometry = new Geometry(name, runtime.babylonScene, vertexData, false, babylonMesh);
</s> remove var sampler: IGLTFSampler = gltfRuntime.samplers[texture.sampler];
</s> add var sampler: IGLTFSampler = runtime.gltf.samplers[texture.sampler];
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
texture.babylonTexture = new Texture(blobURL, runtime.babylonScene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
texture.babylonTexture.coordinatesIndex = textureInfo.texCoord === undefined ? 0 : textureInfo.texCoord;
texture.babylonTexture.wrapU = GLTFUtils.GetWrapMode(sampler.wrapS);
texture.babylonTexture.wrapV = GLTFUtils.GetWrapMode(sampler.wrapT);
texture.babylonTexture.name = texture.name;
| <mask>
<mask> var blob = new Blob([buffer]);
<mask> var blobURL = URL.createObjectURL(blob);
<mask> var revokeBlobURL = () => URL.revokeObjectURL(blobURL);
<mask> var newTexture = new Texture(blobURL, gltfRuntime.scene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
<mask> newTexture.wrapU = GLTFUtils.GetWrapMode(sampler.wrapS);
<mask> newTexture.wrapV = GLTFUtils.GetWrapMode(sampler.wrapT);
<mask> newTexture.name = id;
<mask>
<mask> texture.babylonTexture = newTexture;
<mask> onSuccess(newTexture);
<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 var blob = new Blob([buffer]);
</s> add var blob = new Blob([buffer], { type: mimeType });
</s> remove texture.babylonTexture = newTexture;
onSuccess(newTexture);
</s> add onSuccess(texture.babylonTexture);
</s> remove (sampler.minFilter === ETextureFilterType.NEAREST_MIPMAP_NEAREST) ||
(sampler.minFilter === ETextureFilterType.NEAREST_MIPMAP_LINEAR) ||
(sampler.minFilter === ETextureFilterType.LINEAR_MIPMAP_NEAREST) ||
(sampler.minFilter === ETextureFilterType.LINEAR_MIPMAP_LINEAR);
</s> add (sampler.minFilter === ETextureMinFilter.NEAREST_MIPMAP_NEAREST) ||
(sampler.minFilter === ETextureMinFilter.NEAREST_MIPMAP_LINEAR) ||
(sampler.minFilter === ETextureMinFilter.LINEAR_MIPMAP_NEAREST) ||
(sampler.minFilter === ETextureMinFilter.LINEAR_MIPMAP_LINEAR);
</s> remove var geometry = new Geometry(id, gltfRuntime.scene, vertexData, false, newMesh);
</s> add var geometry = new Geometry(name, runtime.babylonScene, vertexData, false, babylonMesh);
</s> remove if (!newMesh.material) {
newMesh.material = multiMat;
</s> add var multiMat = new MultiMaterial(name, runtime.babylonScene);
if (!babylonMesh.material) {
babylonMesh.material = multiMat;
| [
"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 |
onSuccess(texture.babylonTexture);
| <mask> newTexture.wrapU = GLTFUtils.GetWrapMode(sampler.wrapS);
<mask> newTexture.wrapV = GLTFUtils.GetWrapMode(sampler.wrapT);
<mask> newTexture.name = id;
<mask>
<mask> texture.babylonTexture = newTexture;
<mask> onSuccess(newTexture);
<mask> }
<mask>
<mask> public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: () => void): void {
<mask> var shader: IGLTFShader = gltfRuntime.shaders[id];
<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 public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: () => void): void {
var shader: IGLTFShader = gltfRuntime.shaders[id];
if (GLTFUtils.IsBase64(shader.uri)) {
var shaderString = atob(shader.uri.split(",")[1]);
onSuccess(shaderString);
}
else {
Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, null, null, false, onError);
}
}
</s> add /**
* Import meshes
*/
public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onError?: () => void): boolean {
scene.useRightHandedSystem = true;
</s> remove var newTexture = new Texture(blobURL, gltfRuntime.scene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
newTexture.wrapU = GLTFUtils.GetWrapMode(sampler.wrapS);
newTexture.wrapV = GLTFUtils.GetWrapMode(sampler.wrapT);
newTexture.name = id;
</s> add texture.babylonTexture = new Texture(blobURL, runtime.babylonScene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
texture.babylonTexture.coordinatesIndex = textureInfo.texCoord === undefined ? 0 : textureInfo.texCoord;
texture.babylonTexture.wrapU = GLTFUtils.GetWrapMode(sampler.wrapS);
texture.babylonTexture.wrapV = GLTFUtils.GetWrapMode(sampler.wrapT);
texture.babylonTexture.name = texture.name;
</s> remove public static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
var texture: IGLTFTexture = gltfRuntime.textures[id];
</s> add public static LoadTextureAsync(runtime: IGLTFRuntime, textureInfo: IGLTFTextureInfo, onSuccess: (babylonTexture: Texture) => void, onError: () => void): void {
var texture = runtime.gltf.textures[textureInfo.index];
</s> remove public static LoadRuntimeAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess(GLTFFileLoaderBase.CreateRuntime(JSON.parse(<string>data), scene, rootUrl));
});
});
}
public static LoadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess();
});
});
}
public static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (bufferView: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadTextureAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id,
buffer => GLTFFileLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError),
onError);
}
public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderData: string) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
});
</s> add public static PostCreateRuntime(runtime: IGLTFRuntime): void {
for (var extensionName in GLTFFileLoader.Extensions) {
var extension = GLTFFileLoader.Extensions[extensionName];
if (extension.postCreateRuntime) {
extension.postCreateRuntime(runtime);
}
}
</s> remove private _loadShadersAsync(gltfRuntime: IGLTFRuntime, onload: () => void): void {
var hasShaders = false;
</s> add private _loadBufferAsync(runtime: IGLTFRuntime, index: number, onSuccess: () => void, onError: () => void): void {
var buffer = runtime.gltf.buffers[index];
| [
"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 |
/**
* Import meshes
*/
public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onError?: () => void): boolean {
scene.useRightHandedSystem = true;
| <mask> texture.babylonTexture = newTexture;
<mask> onSuccess(newTexture);
<mask> }
<mask>
<mask> public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: () => void): void {
<mask> var shader: IGLTFShader = gltfRuntime.shaders[id];
<mask>
<mask> if (GLTFUtils.IsBase64(shader.uri)) {
<mask> var shaderString = atob(shader.uri.split(",")[1]);
<mask> onSuccess(shaderString);
<mask> }
<mask> else {
<mask> Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, null, null, false, onError);
<mask> }
<mask> }
<mask>
<mask> public static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: () => void): void {
<mask> var material: IGLTFMaterial = gltfRuntime.materials[id];
<mask> var technique: IGLTFTechnique = gltfRuntime.techniques[material.technique];
<mask> if (!technique) {
</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 public static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: () => void): void {
var material: IGLTFMaterial = gltfRuntime.materials[id];
var technique: IGLTFTechnique = gltfRuntime.techniques[material.technique];
if (!technique) {
var defaultMaterial = new StandardMaterial(id, gltfRuntime.scene);
defaultMaterial.diffuseColor = new Color3(0.5, 0.5, 0.5);
defaultMaterial.sideOrientation = Material.CounterClockWiseSideOrientation;
onSuccess(defaultMaterial);
</s> add var runtime = this._createRuntime(scene, data, rootUrl, true);
if (!runtime) {
if (onError) onError();
</s> remove texture.babylonTexture = newTexture;
onSuccess(newTexture);
</s> add onSuccess(texture.babylonTexture);
</s> remove public static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
var texture: IGLTFTexture = gltfRuntime.textures[id];
</s> add public static LoadTextureAsync(runtime: IGLTFRuntime, textureInfo: IGLTFTextureInfo, onSuccess: (babylonTexture: Texture) => void, onError: () => void): void {
var texture = runtime.gltf.textures[textureInfo.index];
</s> remove public static LoadRuntimeAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess(GLTFFileLoaderBase.CreateRuntime(JSON.parse(<string>data), scene, rootUrl));
});
});
}
public static LoadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess();
});
});
}
public static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (bufferView: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadTextureAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id,
buffer => GLTFFileLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError),
onError);
}
public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderData: string) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
});
</s> add public static PostCreateRuntime(runtime: IGLTFRuntime): void {
for (var extensionName in GLTFFileLoader.Extensions) {
var extension = GLTFFileLoader.Extensions[extensionName];
if (extension.postCreateRuntime) {
extension.postCreateRuntime(runtime);
}
}
</s> remove public static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): void {
var texture: IGLTFTexture = gltfRuntime.textures[id];
</s> add public static CreateTextureAsync(runtime: IGLTFRuntime, textureInfo: IGLTFTextureInfo, buffer: ArrayBufferView, mimeType: string, onSuccess: (babylonTexture: Texture) => void, onError: () => void): void {
var texture = runtime.gltf.textures[textureInfo.index];
if (!texture || texture.source === undefined || texture.sampler === undefined) {
onError();
return;
}
| [
"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 |
var runtime = this._createRuntime(scene, data, rootUrl, true);
if (!runtime) {
if (onError) onError();
| <mask> Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, null, null, false, onError);
<mask> }
<mask> }
<mask>
<mask> public static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: () => void): void {
<mask> var material: IGLTFMaterial = gltfRuntime.materials[id];
<mask> var technique: IGLTFTechnique = gltfRuntime.techniques[material.technique];
<mask> if (!technique) {
<mask> var defaultMaterial = new StandardMaterial(id, gltfRuntime.scene);
<mask> defaultMaterial.diffuseColor = new Color3(0.5, 0.5, 0.5);
<mask> defaultMaterial.sideOrientation = Material.CounterClockWiseSideOrientation;
<mask> onSuccess(defaultMaterial);
<mask> return;
<mask> }
<mask>
<mask> var program: IGLTFProgram = gltfRuntime.programs[technique.program];
<mask> var states: IGLTFTechniqueStates = technique.states;
</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 public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: () => void): void {
var shader: IGLTFShader = gltfRuntime.shaders[id];
if (GLTFUtils.IsBase64(shader.uri)) {
var shaderString = atob(shader.uri.split(",")[1]);
onSuccess(shaderString);
}
else {
Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, null, null, false, onError);
}
}
</s> add /**
* Import meshes
*/
public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onError?: () => void): boolean {
scene.useRightHandedSystem = true;
</s> remove public static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
var texture: IGLTFTexture = gltfRuntime.textures[id];
</s> add public static LoadTextureAsync(runtime: IGLTFRuntime, textureInfo: IGLTFTextureInfo, onSuccess: (babylonTexture: Texture) => void, onError: () => void): void {
var texture = runtime.gltf.textures[textureInfo.index];
</s> remove public static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): void {
var texture: IGLTFTexture = gltfRuntime.textures[id];
</s> add public static CreateTextureAsync(runtime: IGLTFRuntime, textureInfo: IGLTFTextureInfo, buffer: ArrayBufferView, mimeType: string, onSuccess: (babylonTexture: Texture) => void, onError: () => void): void {
var texture = runtime.gltf.textures[textureInfo.index];
if (!texture || texture.source === undefined || texture.sampler === undefined) {
onError();
return;
}
</s> remove Tools.LoadFile(gltfRuntime.rootUrl + source.uri, data => onSuccess(new Uint8Array(data)), null, null, true, onError);
</s> add Tools.LoadFile(runtime.rootUrl + source.uri, data => {
GLTFFileLoader.CreateTextureAsync(runtime, textureInfo, new Uint8Array(data), source.mimeType, onSuccess, onError);
}, null, null, true, onError);
</s> remove return gltfRuntime;
}
public static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
var buffer: IGLTFBuffer = gltfRuntime.buffers[id];
if (GLTFUtils.IsBase64(buffer.uri)) {
setTimeout(() => onSuccess(new Uint8Array(GLTFUtils.DecodeBase64(buffer.uri))));
}
else {
Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, data => onSuccess(new Uint8Array(data)), null, null, true, onError);
</s> add 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.emissiveTexture) {
GLTFFileLoader.LoadTextureAsync(runtime, material.emissiveTexture, babylonTexture => {
material.babylonMaterial.emissiveTexture = babylonTexture;
}, () => Tools.Warn("Failed to load normal texture"));
| [
"keep",
"keep",
"keep",
"keep",
"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 |
if (meshesNames === "") {
runtime.importMeshesNames = [];
| <mask> onSuccess(defaultMaterial);
<mask> return;
<mask> }
<mask>
<mask> var program: IGLTFProgram = gltfRuntime.programs[technique.program];
<mask> var states: IGLTFTechniqueStates = technique.states;
<mask>
<mask> var vertexShader: string = Effect.ShadersStore[program.vertexShader + "VertexShader"];
<mask> var pixelShader: string = Effect.ShadersStore[program.fragmentShader + "PixelShader"];
<mask> var newVertexShader = "";
<mask> var newPixelShader = "";
<mask>
<mask> var vertexTokenizer = new Tokenizer(vertexShader);
<mask> var pixelTokenizer = new Tokenizer(pixelShader);
<mask>
<mask> var unTreatedUniforms: Object = {};
<mask> var uniforms = [];
<mask> var attributes = [];
<mask> var samplers = [];
<mask>
<mask> // Fill uniform, sampler2D and attributes
<mask> for (var unif in technique.uniforms) {
<mask> var uniform = technique.uniforms[unif];
<mask> var uniformParameter: IGLTFTechniqueParameter = technique.parameters[uniform];
<mask>
<mask> unTreatedUniforms[unif] = uniformParameter;
<mask>
<mask> if (uniformParameter.semantic && !uniformParameter.node && !uniformParameter.source) {
<mask> var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
<mask> if (transformIndex !== -1) {
<mask> uniforms.push(babylonTransforms[transformIndex]);
<mask> delete unTreatedUniforms[unif];
<mask> }
<mask> else {
<mask> uniforms.push(unif);
<mask> }
<mask> }
<mask> else if (uniformParameter.type === EParameterType.SAMPLER_2D) {
<mask> samplers.push(unif);
<mask> }
<mask> else {
<mask> uniforms.push(unif);
<mask> }
<mask> }
<mask>
<mask> for (var attr in technique.attributes) {
<mask> var attribute = technique.attributes[attr];
<mask> var attributeParameter: IGLTFTechniqueParameter = technique.parameters[attribute];
</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 /**
* Returns the appropriate uniform if already handled by babylon
*/
var parseShaderUniforms = (tokenizer: Tokenizer, technique: IGLTFTechnique, unTreatedUniforms: Object): string => {
for (var unif in technique.uniforms) {
var uniform = technique.uniforms[unif];
var uniformParameter: IGLTFTechniqueParameter = technique.parameters[uniform];
if (tokenizer.currentIdentifier === unif) {
if (uniformParameter.semantic && !uniformParameter.source && !uniformParameter.node) {
var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
if (transformIndex !== -1) {
delete unTreatedUniforms[unif];
return babylonTransforms[transformIndex];
}
}
}
</s> add public getLength(): number {
return this._arrayBuffer.byteLength;
</s> remove
for (var attr in technique.attributes) {
var attribute = technique.attributes[attr];
var attributeParameter: IGLTFTechniqueParameter = technique.parameters[attribute];
if (attributeParameter.semantic) {
attributes.push(getAttribute(attributeParameter));
}
</s> add else if (typeof meshesNames === "string") {
runtime.importMeshesNames = [meshesNames];
}
else if (meshesNames && !(meshesNames instanceof Array)) {
runtime.importMeshesNames = [meshesNames];
}
else {
runtime.importMeshesNames = [];
Tools.Warn("Argument meshesNames must be of type string or string[]");
</s> remove if (tokenType !== ETokenType.IDENTIFIER) {
newVertexShader += vertexTokenizer.currentString;
continue;
}
var foundAttribute = false;
</s> add var meshes = [];
var skeletons = [];
</s> remove for (var attr in technique.attributes) {
var attribute = technique.attributes[attr];
var attributeParameter: IGLTFTechniqueParameter = technique.parameters[attribute];
</s> add // Fill arrays of meshes and skeletons
for (var nde in runtime.gltf.nodes) {
var node: IGLTFNode = runtime.gltf.nodes[nde];
</s> remove if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
newVertexShader += getAttribute(attributeParameter);
foundAttribute = true;
break;
}
</s> add if (node.babylonNode instanceof AbstractMesh) {
meshes.push(<AbstractMesh>node.babylonNode);
| [
"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 (typeof meshesNames === "string") {
runtime.importMeshesNames = [meshesNames];
}
else if (meshesNames && !(meshesNames instanceof Array)) {
runtime.importMeshesNames = [meshesNames];
}
else {
runtime.importMeshesNames = [];
Tools.Warn("Argument meshesNames must be of type string or string[]");
| <mask> else {
<mask> uniforms.push(unif);
<mask> }
<mask> }
<mask>
<mask> for (var attr in technique.attributes) {
<mask> var attribute = technique.attributes[attr];
<mask> var attributeParameter: IGLTFTechniqueParameter = technique.parameters[attribute];
<mask>
<mask> if (attributeParameter.semantic) {
<mask> attributes.push(getAttribute(attributeParameter));
<mask> }
<mask> }
<mask>
<mask> // Configure vertex shader
<mask> while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
<mask> var tokenType = vertexTokenizer.currentToken;
</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 if (tokenType !== ETokenType.IDENTIFIER) {
newVertexShader += vertexTokenizer.currentString;
continue;
}
var foundAttribute = false;
</s> add var meshes = [];
var skeletons = [];
</s> remove // Configure vertex shader
while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
var tokenType = vertexTokenizer.currentToken;
</s> add // Load scene
importScene(runtime);
</s> remove if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
newVertexShader += getAttribute(attributeParameter);
foundAttribute = true;
break;
}
</s> add if (node.babylonNode instanceof AbstractMesh) {
meshes.push(<AbstractMesh>node.babylonNode);
</s> remove for (var attr in technique.attributes) {
var attribute = technique.attributes[attr];
var attributeParameter: IGLTFTechniqueParameter = technique.parameters[attribute];
</s> add // Fill arrays of meshes and skeletons
for (var nde in runtime.gltf.nodes) {
var node: IGLTFNode = runtime.gltf.nodes[nde];
</s> remove var program: IGLTFProgram = gltfRuntime.programs[technique.program];
var states: IGLTFTechniqueStates = technique.states;
var vertexShader: string = Effect.ShadersStore[program.vertexShader + "VertexShader"];
var pixelShader: string = Effect.ShadersStore[program.fragmentShader + "PixelShader"];
var newVertexShader = "";
var newPixelShader = "";
var vertexTokenizer = new Tokenizer(vertexShader);
var pixelTokenizer = new Tokenizer(pixelShader);
var unTreatedUniforms: Object = {};
var uniforms = [];
var attributes = [];
var samplers = [];
// Fill uniform, sampler2D and attributes
for (var unif in technique.uniforms) {
var uniform = technique.uniforms[unif];
var uniformParameter: IGLTFTechniqueParameter = technique.parameters[uniform];
unTreatedUniforms[unif] = uniformParameter;
if (uniformParameter.semantic && !uniformParameter.node && !uniformParameter.source) {
var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
if (transformIndex !== -1) {
uniforms.push(babylonTransforms[transformIndex]);
delete unTreatedUniforms[unif];
}
else {
uniforms.push(unif);
}
}
else if (uniformParameter.type === EParameterType.SAMPLER_2D) {
samplers.push(unif);
}
else {
uniforms.push(unif);
}
</s> add if (meshesNames === "") {
runtime.importMeshesNames = [];
| [
"keep",
"keep",
"keep",
"keep",
"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 |
// Load scene
importScene(runtime);
| <mask> attributes.push(getAttribute(attributeParameter));
<mask> }
<mask> }
<mask>
<mask> // Configure vertex shader
<mask> while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
<mask> var tokenType = vertexTokenizer.currentToken;
<mask>
<mask> if (tokenType !== ETokenType.IDENTIFIER) {
<mask> newVertexShader += vertexTokenizer.currentString;
<mask> continue;
<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 if (tokenType !== ETokenType.IDENTIFIER) {
newVertexShader += vertexTokenizer.currentString;
continue;
}
var foundAttribute = false;
</s> add var meshes = [];
var skeletons = [];
</s> remove // Configure pixel shader
while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
var tokenType = pixelTokenizer.currentToken;
</s> add for (var skl in runtime.gltf.skins) {
var skin: IGLTFSkin = runtime.gltf.skins[skl];
</s> remove if (tokenType !== ETokenType.IDENTIFIER) {
newPixelShader += pixelTokenizer.currentString;
continue;
</s> add if (skin.babylonSkeleton instanceof Skeleton) {
skeletons.push(skin.babylonSkeleton);
</s> remove
for (var attr in technique.attributes) {
var attribute = technique.attributes[attr];
var attributeParameter: IGLTFTechniqueParameter = technique.parameters[attribute];
if (attributeParameter.semantic) {
attributes.push(getAttribute(attributeParameter));
}
</s> add else if (typeof meshesNames === "string") {
runtime.importMeshesNames = [meshesNames];
}
else if (meshesNames && !(meshesNames instanceof Array)) {
runtime.importMeshesNames = [meshesNames];
}
else {
runtime.importMeshesNames = [];
Tools.Warn("Argument meshesNames must be of type string or string[]");
</s> remove
if (foundAttribute) {
continue;
}
newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms);
</s> add | [
"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 meshes = [];
var skeletons = [];
| <mask> // Configure vertex shader
<mask> while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
<mask> var tokenType = vertexTokenizer.currentToken;
<mask>
<mask> if (tokenType !== ETokenType.IDENTIFIER) {
<mask> newVertexShader += vertexTokenizer.currentString;
<mask> continue;
<mask> }
<mask>
<mask> var foundAttribute = false;
<mask>
<mask> for (var attr in technique.attributes) {
<mask> var attribute = technique.attributes[attr];
<mask> var attributeParameter: IGLTFTechniqueParameter = technique.parameters[attribute];
<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 // Configure vertex shader
while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
var tokenType = vertexTokenizer.currentToken;
</s> add // Load scene
importScene(runtime);
</s> remove
for (var attr in technique.attributes) {
var attribute = technique.attributes[attr];
var attributeParameter: IGLTFTechniqueParameter = technique.parameters[attribute];
if (attributeParameter.semantic) {
attributes.push(getAttribute(attributeParameter));
}
</s> add else if (typeof meshesNames === "string") {
runtime.importMeshesNames = [meshesNames];
}
else if (meshesNames && !(meshesNames instanceof Array)) {
runtime.importMeshesNames = [meshesNames];
}
else {
runtime.importMeshesNames = [];
Tools.Warn("Argument meshesNames must be of type string or string[]");
</s> remove if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
newVertexShader += getAttribute(attributeParameter);
foundAttribute = true;
break;
}
</s> add if (node.babylonNode instanceof AbstractMesh) {
meshes.push(<AbstractMesh>node.babylonNode);
</s> remove for (var attr in technique.attributes) {
var attribute = technique.attributes[attr];
var attributeParameter: IGLTFTechniqueParameter = technique.parameters[attribute];
</s> add // Fill arrays of meshes and skeletons
for (var nde in runtime.gltf.nodes) {
var node: IGLTFNode = runtime.gltf.nodes[nde];
</s> remove // Configure pixel shader
while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
var tokenType = pixelTokenizer.currentToken;
</s> add for (var skl in runtime.gltf.skins) {
var skin: IGLTFSkin = runtime.gltf.skins[skl];
| [
"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 |
// Fill arrays of meshes and skeletons
for (var nde in runtime.gltf.nodes) {
var node: IGLTFNode = runtime.gltf.nodes[nde];
| <mask> }
<mask>
<mask> var foundAttribute = false;
<mask>
<mask> for (var attr in technique.attributes) {
<mask> var attribute = technique.attributes[attr];
<mask> var attributeParameter: IGLTFTechniqueParameter = technique.parameters[attribute];
<mask>
<mask> if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
<mask> newVertexShader += getAttribute(attributeParameter);
<mask> foundAttribute = true;
<mask> break;
</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 if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
newVertexShader += getAttribute(attributeParameter);
foundAttribute = true;
break;
}
</s> add if (node.babylonNode instanceof AbstractMesh) {
meshes.push(<AbstractMesh>node.babylonNode);
</s> remove if (tokenType !== ETokenType.IDENTIFIER) {
newVertexShader += vertexTokenizer.currentString;
continue;
}
var foundAttribute = false;
</s> add var meshes = [];
var skeletons = [];
</s> remove
for (var attr in technique.attributes) {
var attribute = technique.attributes[attr];
var attributeParameter: IGLTFTechniqueParameter = technique.parameters[attribute];
if (attributeParameter.semantic) {
attributes.push(getAttribute(attributeParameter));
}
</s> add else if (typeof meshesNames === "string") {
runtime.importMeshesNames = [meshesNames];
}
else if (meshesNames && !(meshesNames instanceof Array)) {
runtime.importMeshesNames = [meshesNames];
}
else {
runtime.importMeshesNames = [];
Tools.Warn("Argument meshesNames must be of type string or string[]");
</s> remove var program: IGLTFProgram = gltfRuntime.programs[technique.program];
var states: IGLTFTechniqueStates = technique.states;
var vertexShader: string = Effect.ShadersStore[program.vertexShader + "VertexShader"];
var pixelShader: string = Effect.ShadersStore[program.fragmentShader + "PixelShader"];
var newVertexShader = "";
var newPixelShader = "";
var vertexTokenizer = new Tokenizer(vertexShader);
var pixelTokenizer = new Tokenizer(pixelShader);
var unTreatedUniforms: Object = {};
var uniforms = [];
var attributes = [];
var samplers = [];
// Fill uniform, sampler2D and attributes
for (var unif in technique.uniforms) {
var uniform = technique.uniforms[unif];
var uniformParameter: IGLTFTechniqueParameter = technique.parameters[uniform];
unTreatedUniforms[unif] = uniformParameter;
if (uniformParameter.semantic && !uniformParameter.node && !uniformParameter.source) {
var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
if (transformIndex !== -1) {
uniforms.push(babylonTransforms[transformIndex]);
delete unTreatedUniforms[unif];
}
else {
uniforms.push(unif);
}
}
else if (uniformParameter.type === EParameterType.SAMPLER_2D) {
samplers.push(unif);
}
else {
uniforms.push(unif);
}
</s> add if (meshesNames === "") {
runtime.importMeshesNames = [];
</s> remove
if (foundAttribute) {
continue;
}
newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms);
</s> add | [
"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 (node.babylonNode instanceof AbstractMesh) {
meshes.push(<AbstractMesh>node.babylonNode);
| <mask> for (var attr in technique.attributes) {
<mask> var attribute = technique.attributes[attr];
<mask> var attributeParameter: IGLTFTechniqueParameter = technique.parameters[attribute];
<mask>
<mask> if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
<mask> newVertexShader += getAttribute(attributeParameter);
<mask> foundAttribute = true;
<mask> break;
<mask> }
<mask> }
<mask>
<mask> if (foundAttribute) {
<mask> continue;
<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 for (var attr in technique.attributes) {
var attribute = technique.attributes[attr];
var attributeParameter: IGLTFTechniqueParameter = technique.parameters[attribute];
</s> add // Fill arrays of meshes and skeletons
for (var nde in runtime.gltf.nodes) {
var node: IGLTFNode = runtime.gltf.nodes[nde];
</s> remove if (tokenType !== ETokenType.IDENTIFIER) {
newVertexShader += vertexTokenizer.currentString;
continue;
}
var foundAttribute = false;
</s> add var meshes = [];
var skeletons = [];
</s> remove
for (var attr in technique.attributes) {
var attribute = technique.attributes[attr];
var attributeParameter: IGLTFTechniqueParameter = technique.parameters[attribute];
if (attributeParameter.semantic) {
attributes.push(getAttribute(attributeParameter));
}
</s> add else if (typeof meshesNames === "string") {
runtime.importMeshesNames = [meshesNames];
}
else if (meshesNames && !(meshesNames instanceof Array)) {
runtime.importMeshesNames = [meshesNames];
}
else {
runtime.importMeshesNames = [];
Tools.Warn("Argument meshesNames must be of type string or string[]");
</s> remove
if (foundAttribute) {
continue;
}
newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms);
</s> add </s> remove var program: IGLTFProgram = gltfRuntime.programs[technique.program];
var states: IGLTFTechniqueStates = technique.states;
var vertexShader: string = Effect.ShadersStore[program.vertexShader + "VertexShader"];
var pixelShader: string = Effect.ShadersStore[program.fragmentShader + "PixelShader"];
var newVertexShader = "";
var newPixelShader = "";
var vertexTokenizer = new Tokenizer(vertexShader);
var pixelTokenizer = new Tokenizer(pixelShader);
var unTreatedUniforms: Object = {};
var uniforms = [];
var attributes = [];
var samplers = [];
// Fill uniform, sampler2D and attributes
for (var unif in technique.uniforms) {
var uniform = technique.uniforms[unif];
var uniformParameter: IGLTFTechniqueParameter = technique.parameters[uniform];
unTreatedUniforms[unif] = uniformParameter;
if (uniformParameter.semantic && !uniformParameter.node && !uniformParameter.source) {
var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
if (transformIndex !== -1) {
uniforms.push(babylonTransforms[transformIndex]);
delete unTreatedUniforms[unif];
}
else {
uniforms.push(unif);
}
}
else if (uniformParameter.type === EParameterType.SAMPLER_2D) {
samplers.push(unif);
}
else {
uniforms.push(unif);
}
</s> add if (meshesNames === "") {
runtime.importMeshesNames = [];
| [
"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 |
<mask> foundAttribute = true;
<mask> break;
<mask> }
<mask> }
<mask>
<mask> if (foundAttribute) {
<mask> continue;
<mask> }
<mask>
<mask> newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms);
<mask> }
<mask>
<mask> // Configure pixel shader
<mask> while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
<mask> var tokenType = pixelTokenizer.currentToken;
</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 // Configure pixel shader
while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
var tokenType = pixelTokenizer.currentToken;
</s> add for (var skl in runtime.gltf.skins) {
var skin: IGLTFSkin = runtime.gltf.skins[skl];
</s> remove if (tokenType !== ETokenType.IDENTIFIER) {
newPixelShader += pixelTokenizer.currentString;
continue;
</s> add if (skin.babylonSkeleton instanceof Skeleton) {
skeletons.push(skin.babylonSkeleton);
</s> remove // Configure vertex shader
while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
var tokenType = vertexTokenizer.currentToken;
</s> add // Load scene
importScene(runtime);
</s> remove if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
newVertexShader += getAttribute(attributeParameter);
foundAttribute = true;
break;
}
</s> add if (node.babylonNode instanceof AbstractMesh) {
meshes.push(<AbstractMesh>node.babylonNode);
</s> remove if (tokenType !== ETokenType.IDENTIFIER) {
newVertexShader += vertexTokenizer.currentString;
continue;
}
var foundAttribute = false;
</s> add var meshes = [];
var skeletons = [];
| [
"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 skl in runtime.gltf.skins) {
var skin: IGLTFSkin = runtime.gltf.skins[skl];
| <mask>
<mask> newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms);
<mask> }
<mask>
<mask> // Configure pixel shader
<mask> while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
<mask> var tokenType = pixelTokenizer.currentToken;
<mask>
<mask> if (tokenType !== ETokenType.IDENTIFIER) {
<mask> newPixelShader += pixelTokenizer.currentString;
<mask> continue;
<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 if (tokenType !== ETokenType.IDENTIFIER) {
newPixelShader += pixelTokenizer.currentString;
continue;
</s> add if (skin.babylonSkeleton instanceof Skeleton) {
skeletons.push(skin.babylonSkeleton);
</s> remove
if (foundAttribute) {
continue;
}
newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms);
</s> add </s> remove
newPixelShader += parseShaderUniforms(pixelTokenizer, technique, unTreatedUniforms);
</s> add </s> remove // Configure vertex shader
while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
var tokenType = vertexTokenizer.currentToken;
</s> add // Load scene
importScene(runtime);
</s> remove if (tokenType !== ETokenType.IDENTIFIER) {
newVertexShader += vertexTokenizer.currentString;
continue;
}
var foundAttribute = false;
</s> add var meshes = [];
var skeletons = [];
| [
"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 (skin.babylonSkeleton instanceof Skeleton) {
skeletons.push(skin.babylonSkeleton);
| <mask> // Configure pixel shader
<mask> while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
<mask> var tokenType = pixelTokenizer.currentToken;
<mask>
<mask> if (tokenType !== ETokenType.IDENTIFIER) {
<mask> newPixelShader += pixelTokenizer.currentString;
<mask> continue;
<mask> }
<mask>
<mask> newPixelShader += parseShaderUniforms(pixelTokenizer, technique, unTreatedUniforms);
<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 // Configure pixel shader
while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
var tokenType = pixelTokenizer.currentToken;
</s> add for (var skl in runtime.gltf.skins) {
var skin: IGLTFSkin = runtime.gltf.skins[skl];
</s> remove
newPixelShader += parseShaderUniforms(pixelTokenizer, technique, unTreatedUniforms);
</s> add </s> remove
if (foundAttribute) {
continue;
}
newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms);
</s> add </s> remove // Configure vertex shader
while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
var tokenType = vertexTokenizer.currentToken;
</s> add // Load scene
importScene(runtime);
</s> remove if (tokenType !== ETokenType.IDENTIFIER) {
newVertexShader += vertexTokenizer.currentString;
continue;
}
var foundAttribute = false;
</s> add var meshes = [];
var skeletons = [];
| [
"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 (tokenType !== ETokenType.IDENTIFIER) {
<mask> newPixelShader += pixelTokenizer.currentString;
<mask> continue;
<mask> }
<mask>
<mask> newPixelShader += parseShaderUniforms(pixelTokenizer, technique, unTreatedUniforms);
<mask> }
<mask>
<mask> // Create shader material
<mask> var shaderPath = {
<mask> vertex: program.vertexShader + id,
</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 if (tokenType !== ETokenType.IDENTIFIER) {
newPixelShader += pixelTokenizer.currentString;
continue;
</s> add if (skin.babylonSkeleton instanceof Skeleton) {
skeletons.push(skin.babylonSkeleton);
</s> remove // Configure pixel shader
while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
var tokenType = pixelTokenizer.currentToken;
</s> add for (var skl in runtime.gltf.skins) {
var skin: IGLTFSkin = runtime.gltf.skins[skl];
</s> remove // Create shader material
var shaderPath = {
vertex: program.vertexShader + id,
fragment: program.fragmentShader + id
};
var options = {
attributes: attributes,
uniforms: uniforms,
samplers: samplers,
needAlphaBlending: states && states.enable && states.enable.indexOf(3042) !== -1
};
</s> add // Load buffers, materials, etc.
this._loadBuffersAsync(runtime, () => {
importMaterials(runtime);
postLoad(runtime);
</s> remove // Configure vertex shader
while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
var tokenType = vertexTokenizer.currentToken;
</s> add // Load scene
importScene(runtime);
</s> remove
if (foundAttribute) {
continue;
}
newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms);
</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 | |
// Load buffers, materials, etc.
this._loadBuffersAsync(runtime, () => {
importMaterials(runtime);
postLoad(runtime);
| <mask>
<mask> newPixelShader += parseShaderUniforms(pixelTokenizer, technique, unTreatedUniforms);
<mask> }
<mask>
<mask> // Create shader material
<mask> var shaderPath = {
<mask> vertex: program.vertexShader + id,
<mask> fragment: program.fragmentShader + id
<mask> };
<mask>
<mask> var options = {
<mask> attributes: attributes,
<mask> uniforms: uniforms,
<mask> samplers: samplers,
<mask> needAlphaBlending: states && states.enable && states.enable.indexOf(3042) !== -1
<mask> };
<mask>
<mask> Effect.ShadersStore[program.vertexShader + id + "VertexShader"] = newVertexShader;
<mask> Effect.ShadersStore[program.fragmentShader + id + "PixelShader"] = newPixelShader;
<mask>
<mask> var shaderMaterial = new ShaderMaterial(id, gltfRuntime.scene, shaderPath, options);
</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
newPixelShader += parseShaderUniforms(pixelTokenizer, technique, unTreatedUniforms);
</s> add </s> remove Effect.ShadersStore[program.vertexShader + id + "VertexShader"] = newVertexShader;
Effect.ShadersStore[program.fragmentShader + id + "PixelShader"] = newPixelShader;
var shaderMaterial = new ShaderMaterial(id, gltfRuntime.scene, shaderPath, options);
shaderMaterial.onError = onShaderCompileError(program, shaderMaterial, onError);
shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess);
shaderMaterial.sideOrientation = Material.CounterClockWiseSideOrientation;
if (states && states.functions) {
var functions = states.functions;
if (functions.cullFace && functions.cullFace[0] !== ECullingType.BACK) {
shaderMaterial.backFaceCulling = false;
}
var blendFunc = functions.blendFuncSeparate;
if (blendFunc) {
if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_ALPHA && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_COMBINE;
}
else if (blendFunc[0] === EBlendingFunction.ONE && blendFunc[1] === EBlendingFunction.ONE && blendFunc[2] === EBlendingFunction.ZERO && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_ONEONE;
}
else if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE && blendFunc[2] === EBlendingFunction.ZERO && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_ADD;
}
else if (blendFunc[0] === EBlendingFunction.ZERO && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_SUBTRACT;
}
else if (blendFunc[0] === EBlendingFunction.DST_COLOR && blendFunc[1] === EBlendingFunction.ZERO && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_MULTIPLY;
}
else if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_MAXIMIZED;
}
</s> add if (!GLTFFileLoader.IncrementalLoading && onSuccess) {
onSuccess(meshes, null, skeletons);
</s> remove Effect.ShadersStore["GLTFDefaultMaterialVertexShader"] = [
"precision highp float;",
"",
"uniform mat4 worldView;",
"uniform mat4 projection;",
"",
"attribute vec3 position;",
"",
"void main(void)",
"{",
" gl_Position = projection * worldView * vec4(position, 1.0);",
"}"
].join("\n");
Effect.ShadersStore["GLTFDefaultMaterialPixelShader"] = [
"precision highp float;",
"",
"uniform vec4 u_emission;",
"",
"void main(void)",
"{",
" gl_FragColor = u_emission;",
"}"
].join("\n");
var shaderPath = {
vertex: "GLTFDefaultMaterial",
fragment: "GLTFDefaultMaterial"
};
var options = {
attributes: ["position"],
uniforms: ["worldView", "projection", "u_emission"],
samplers: [],
needAlphaBlending: false
};
GLTFUtils._DefaultMaterial = new ShaderMaterial("GLTFDefaultMaterial", scene, shaderPath, options);
GLTFUtils._DefaultMaterial.setColor4("u_emission", new Color4(0.5, 0.5, 0.5, 1.0));
</s> add var material = new PBRMaterial("gltf_default", scene);
material.sideOrientation = Material.CounterClockWiseSideOrientation;
material.albedoColor = new Color3(0.5, 0.5, 0.5);
material.metallic = 0;
material.roughness = 0.5;
GLTFUtils._DefaultMaterial = material;
</s> remove if (tokenType !== ETokenType.IDENTIFIER) {
newPixelShader += pixelTokenizer.currentString;
continue;
</s> add if (skin.babylonSkeleton instanceof Skeleton) {
skeletons.push(skin.babylonSkeleton);
</s> remove Tools.Warn("Joint named " + skins.jointNames[i] + " does not exist");
</s> add Tools.Warn("Joint named " + skin.jointNames[i] + " does not exist");
| [
"keep",
"keep",
"keep",
"keep",
"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 |
if (!GLTFFileLoader.IncrementalLoading && onSuccess) {
onSuccess(meshes, null, skeletons);
| <mask> samplers: samplers,
<mask> needAlphaBlending: states && states.enable && states.enable.indexOf(3042) !== -1
<mask> };
<mask>
<mask> Effect.ShadersStore[program.vertexShader + id + "VertexShader"] = newVertexShader;
<mask> Effect.ShadersStore[program.fragmentShader + id + "PixelShader"] = newPixelShader;
<mask>
<mask> var shaderMaterial = new ShaderMaterial(id, gltfRuntime.scene, shaderPath, options);
<mask> shaderMaterial.onError = onShaderCompileError(program, shaderMaterial, onError);
<mask> shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess);
<mask> shaderMaterial.sideOrientation = Material.CounterClockWiseSideOrientation;
<mask>
<mask> if (states && states.functions) {
<mask> var functions = states.functions;
<mask> if (functions.cullFace && functions.cullFace[0] !== ECullingType.BACK) {
<mask> shaderMaterial.backFaceCulling = false;
<mask> }
<mask>
<mask> var blendFunc = functions.blendFuncSeparate;
<mask> if (blendFunc) {
<mask> if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_ALPHA && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
<mask> shaderMaterial.alphaMode = Engine.ALPHA_COMBINE;
<mask> }
<mask> else if (blendFunc[0] === EBlendingFunction.ONE && blendFunc[1] === EBlendingFunction.ONE && blendFunc[2] === EBlendingFunction.ZERO && blendFunc[3] === EBlendingFunction.ONE) {
<mask> shaderMaterial.alphaMode = Engine.ALPHA_ONEONE;
<mask> }
<mask> else if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE && blendFunc[2] === EBlendingFunction.ZERO && blendFunc[3] === EBlendingFunction.ONE) {
<mask> shaderMaterial.alphaMode = Engine.ALPHA_ADD;
<mask> }
<mask> else if (blendFunc[0] === EBlendingFunction.ZERO && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
<mask> shaderMaterial.alphaMode = Engine.ALPHA_SUBTRACT;
<mask> }
<mask> else if (blendFunc[0] === EBlendingFunction.DST_COLOR && blendFunc[1] === EBlendingFunction.ZERO && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
<mask> shaderMaterial.alphaMode = Engine.ALPHA_MULTIPLY;
<mask> }
<mask> else if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
<mask> shaderMaterial.alphaMode = Engine.ALPHA_MAXIMIZED;
<mask> }
<mask> }
<mask> }
<mask> }
<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 }
}
}
/**
* glTF File Loader Plugin
*/
export class GLTFFileLoader implements ISceneLoaderPluginAsync {
/**
* Public members
*/
public extensions: ISceneLoaderPluginExtensions = {
".gltf": { isBinary: false },
".glb": { isBinary: true }
};
/**
* Private members
*/
// None
/**
* Static members
*/
public static HomogeneousCoordinates: boolean = false;
public static IncrementalLoading: boolean = true;
public static Extensions: { [name: string]: GLTFFileLoaderExtension } = {};
</s> add }, onError);
</s> remove else if (node.camera && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
var camera: IGLTFCamera = gltfRuntime.cameras[node.camera];
</s> add else if (node.camera !== undefined && !node.babylonNode && !runtime.importOnlyMeshes) {
var camera = runtime.gltf.cameras[node.camera];
</s> remove // Create shader material
var shaderPath = {
vertex: program.vertexShader + id,
fragment: program.fragmentShader + id
};
var options = {
attributes: attributes,
uniforms: uniforms,
samplers: samplers,
needAlphaBlending: states && states.enable && states.enable.indexOf(3042) !== -1
};
</s> add // Load buffers, materials, etc.
this._loadBuffersAsync(runtime, () => {
importMaterials(runtime);
postLoad(runtime);
</s> remove if (gltfRuntime.importOnlyMeshes && !meshIncluded) {
if (gltfRuntime.importMeshesNames.indexOf(node.name) !== -1 || gltfRuntime.importMeshesNames.length === 0) {
</s> add if (runtime.importOnlyMeshes && !meshIncluded) {
if (runtime.importMeshesNames.indexOf(node.name) !== -1 || runtime.importMeshesNames.length === 0) {
</s> remove if (!node.jointName && meshIncluded) {
newNode = importNode(gltfRuntime, node, id, parent);
</s> add if (node.jointName === undefined && meshIncluded) {
newNode = importNode(runtime, node, parent);
| [
"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 |
}, onError);
| <mask> else if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
<mask> shaderMaterial.alphaMode = Engine.ALPHA_MAXIMIZED;
<mask> }
<mask> }
<mask> }
<mask> }
<mask> }
<mask>
<mask> /**
<mask> * glTF File Loader Plugin
<mask> */
<mask> export class GLTFFileLoader implements ISceneLoaderPluginAsync {
<mask> /**
<mask> * Public members
<mask> */
<mask> public extensions: ISceneLoaderPluginExtensions = {
<mask> ".gltf": { isBinary: false },
<mask> ".glb": { isBinary: true }
<mask> };
<mask>
<mask> /**
<mask> * Private members
<mask> */
<mask> // None
<mask>
<mask> /**
<mask> * Static members
<mask> */
<mask> public static HomogeneousCoordinates: boolean = false;
<mask> public static IncrementalLoading: boolean = true;
<mask>
<mask> public static Extensions: { [name: string]: GLTFFileLoaderExtension } = {};
<mask>
<mask> public static RegisterExtension(extension: GLTFFileLoaderExtension): void {
<mask> if (GLTFFileLoader.Extensions[extension.name]) {
<mask> Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
<mask> return;
</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 public static RegisterExtension(extension: GLTFFileLoaderExtension): void {
if (GLTFFileLoader.Extensions[extension.name]) {
Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
return;
</s> add if (GLTFFileLoader.IncrementalLoading && onSuccess) {
onSuccess(meshes, null, skeletons);
</s> remove if (parsedData.nodes) {
parseObject(parsedData.nodes, "nodes", gltfRuntime);
}
</s> add /**
* Static members
*/
public static HomogeneousCoordinates: boolean = false;
public static IncrementalLoading: boolean = true;
</s> remove Effect.ShadersStore[program.vertexShader + id + "VertexShader"] = newVertexShader;
Effect.ShadersStore[program.fragmentShader + id + "PixelShader"] = newPixelShader;
var shaderMaterial = new ShaderMaterial(id, gltfRuntime.scene, shaderPath, options);
shaderMaterial.onError = onShaderCompileError(program, shaderMaterial, onError);
shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess);
shaderMaterial.sideOrientation = Material.CounterClockWiseSideOrientation;
if (states && states.functions) {
var functions = states.functions;
if (functions.cullFace && functions.cullFace[0] !== ECullingType.BACK) {
shaderMaterial.backFaceCulling = false;
}
var blendFunc = functions.blendFuncSeparate;
if (blendFunc) {
if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_ALPHA && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_COMBINE;
}
else if (blendFunc[0] === EBlendingFunction.ONE && blendFunc[1] === EBlendingFunction.ONE && blendFunc[2] === EBlendingFunction.ZERO && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_ONEONE;
}
else if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE && blendFunc[2] === EBlendingFunction.ZERO && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_ADD;
}
else if (blendFunc[0] === EBlendingFunction.ZERO && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_SUBTRACT;
}
else if (blendFunc[0] === EBlendingFunction.DST_COLOR && blendFunc[1] === EBlendingFunction.ZERO && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_MULTIPLY;
}
else if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_MAXIMIZED;
}
</s> add if (!GLTFFileLoader.IncrementalLoading && onSuccess) {
onSuccess(meshes, null, skeletons);
</s> remove if (parsedData.textures) {
parseObject(parsedData.textures, "textures", gltfRuntime);
</s> add public static RegisterExtension(extension: GLTFFileLoaderExtension): void {
if (GLTFFileLoader.Extensions[extension.name]) {
Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
return;
</s> remove export class GLTFFileLoaderBase {
public static CreateRuntime(parsedData: any, scene: Scene, rootUrl: string): IGLTFRuntime {
var gltfRuntime: IGLTFRuntime = {
extensions: {},
accessors: {},
buffers: {},
bufferViews: {},
meshes: {},
lights: {},
cameras: {},
nodes: {},
images: {},
textures: {},
shaders: {},
programs: {},
samplers: {},
techniques: {},
materials: {},
animations: {},
skins: {},
extensionsUsed: [],
scenes: {},
buffersCount: 0,
shaderscount: 0,
scene: scene,
rootUrl: rootUrl,
loadedBufferCount: 0,
loadedBufferViews: {},
loadedShaderCount: 0,
importOnlyMeshes: false,
dummyNodes: []
}
// Parse
if (parsedData.extensions) {
parseObject(parsedData.extensions, "extensions", gltfRuntime);
}
if (parsedData.extensionsUsed) {
parseObject(parsedData.extensionsUsed, "extensionsUsed", gltfRuntime);
}
if (parsedData.buffers) {
parseBuffers(parsedData.buffers, gltfRuntime);
}
if (parsedData.bufferViews) {
parseObject(parsedData.bufferViews, "bufferViews", gltfRuntime);
}
if (parsedData.accessors) {
parseObject(parsedData.accessors, "accessors", gltfRuntime);
}
if (parsedData.meshes) {
parseObject(parsedData.meshes, "meshes", gltfRuntime);
}
if (parsedData.lights) {
parseObject(parsedData.lights, "lights", gltfRuntime);
}
</s> add export class GLTFFileLoader implements ISceneLoaderPluginAsync {
/**
* Public members
*/
public extensions: ISceneLoaderPluginExtensions = {
".gltf": { isBinary: false },
".glb": { isBinary: true }
};
| [
"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 |
if (GLTFFileLoader.IncrementalLoading && onSuccess) {
onSuccess(meshes, null, skeletons);
| <mask> public static IncrementalLoading: boolean = true;
<mask>
<mask> public static Extensions: { [name: string]: GLTFFileLoaderExtension } = {};
<mask>
<mask> public static RegisterExtension(extension: GLTFFileLoaderExtension): void {
<mask> if (GLTFFileLoader.Extensions[extension.name]) {
<mask> Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
<mask> return;
<mask> }
<mask>
<mask> GLTFFileLoader.Extensions[extension.name] = extension;
<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 }
}
}
/**
* glTF File Loader Plugin
*/
export class GLTFFileLoader implements ISceneLoaderPluginAsync {
/**
* Public members
*/
public extensions: ISceneLoaderPluginExtensions = {
".gltf": { isBinary: false },
".glb": { isBinary: true }
};
/**
* Private members
*/
// None
/**
* Static members
*/
public static HomogeneousCoordinates: boolean = false;
public static IncrementalLoading: boolean = true;
public static Extensions: { [name: string]: GLTFFileLoaderExtension } = {};
</s> add }, onError);
</s> remove if (parsedData.textures) {
parseObject(parsedData.textures, "textures", gltfRuntime);
</s> add public static RegisterExtension(extension: GLTFFileLoaderExtension): void {
if (GLTFFileLoader.Extensions[extension.name]) {
Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
return;
</s> remove GLTFFileLoader.Extensions[extension.name] = extension;
</s> add return true;
</s> remove if (parsedData.images) {
parseObject(parsedData.images, "images", gltfRuntime);
}
</s> add public static Extensions: { [name: string]: GLTFFileLoaderExtension } = {};
</s> remove if (parsedData.nodes) {
parseObject(parsedData.nodes, "nodes", gltfRuntime);
}
</s> add /**
* Static members
*/
public static HomogeneousCoordinates: boolean = false;
public static IncrementalLoading: boolean = true;
| [
"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 true;
| <mask> Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
<mask> return;
<mask> }
<mask>
<mask> GLTFFileLoader.Extensions[extension.name] = extension;
<mask> }
<mask>
<mask> /**
<mask> * Import meshes
<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 public static RegisterExtension(extension: GLTFFileLoaderExtension): void {
if (GLTFFileLoader.Extensions[extension.name]) {
Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
return;
</s> add if (GLTFFileLoader.IncrementalLoading && onSuccess) {
onSuccess(meshes, null, skeletons);
</s> remove if (parsedData.textures) {
parseObject(parsedData.textures, "textures", gltfRuntime);
</s> add public static RegisterExtension(extension: GLTFFileLoaderExtension): void {
if (GLTFFileLoader.Extensions[extension.name]) {
Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
return;
</s> remove }
}
}
/**
* glTF File Loader Plugin
*/
export class GLTFFileLoader implements ISceneLoaderPluginAsync {
/**
* Public members
*/
public extensions: ISceneLoaderPluginExtensions = {
".gltf": { isBinary: false },
".glb": { isBinary: true }
};
/**
* Private members
*/
// None
/**
* Static members
*/
public static HomogeneousCoordinates: boolean = false;
public static IncrementalLoading: boolean = true;
public static Extensions: { [name: string]: GLTFFileLoaderExtension } = {};
</s> add }, onError);
</s> remove * Import meshes
</s> add * Load scene
</s> remove if (parsedData.shaders) {
parseShaders(parsedData.shaders, gltfRuntime);
}
</s> add GLTFFileLoader.Extensions[extension.name] = extension;
}
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
* Load scene
| <mask> GLTFFileLoader.Extensions[extension.name] = extension;
<mask> }
<mask>
<mask> /**
<mask> * Import meshes
<mask> */
<mask> public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onError?: () => void): boolean {
<mask> scene.useRightHandedSystem = true;
<mask>
<mask> var gltfRuntime = GLTFFileLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, gltfRuntime => {
</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 public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onError?: () => void): boolean {
</s> add public loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: () => void, onError: () => void): boolean {
</s> remove public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: () => void): void {
var shader: IGLTFShader = gltfRuntime.shaders[id];
if (GLTFUtils.IsBase64(shader.uri)) {
var shaderString = atob(shader.uri.split(",")[1]);
onSuccess(shaderString);
}
else {
Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, null, null, false, onError);
}
}
</s> add /**
* Import meshes
*/
public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onError?: () => void): boolean {
scene.useRightHandedSystem = true;
</s> remove var gltfRuntime = GLTFFileLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, gltfRuntime => {
gltfRuntime.importOnlyMeshes = true;
if (meshesNames === "") {
gltfRuntime.importMeshesNames = [];
}
else if (typeof meshesNames === "string") {
gltfRuntime.importMeshesNames = [meshesNames];
}
else if (meshesNames && !(meshesNames instanceof Array)) {
gltfRuntime.importMeshesNames = [meshesNames];
}
else {
gltfRuntime.importMeshesNames = [];
Tools.Warn("Argument meshesNames must be of type string or string[]");
}
// Create nodes
this._createNodes(gltfRuntime);
var meshes = [];
var skeletons = [];
// Fill arrays of meshes and skeletons
for (var nde in gltfRuntime.nodes) {
var node: IGLTFNode = gltfRuntime.nodes[nde];
if (node.babylonNode instanceof AbstractMesh) {
meshes.push(<AbstractMesh>node.babylonNode);
}
}
</s> add var runtime = this._createRuntime(scene, data, rootUrl, false);
if (!runtime) {
if (onError) onError();
return;
}
</s> remove /**
* Load scene
*/
public loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: () => void, onError: () => void): boolean {
scene.useRightHandedSystem = true;
GLTFFileLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, gltfRuntime => {
// Load runtime extensios
GLTFFileLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, () => {
// Create nodes
this._createNodes(gltfRuntime);
// Load buffers, shaders, materials, etc.
this._loadBuffersAsync(gltfRuntime, () => {
this._loadShadersAsync(gltfRuntime, () => {
importMaterials(gltfRuntime);
postLoad(gltfRuntime);
if (!GLTFFileLoader.IncrementalLoading) {
onSuccess();
}
});
});
</s> add private _loadBuffersAsync(runtime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
if (runtime.gltf.buffers.length == 0) {
onSuccess();
return;
}
</s> remove if (shaderString) {
Effect.ShadersStore[sha + (shader.type === EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = shaderString;
}
</s> add private _createRuntime(scene: Scene, data: any, rootUrl: string, importOnlyMeshes: boolean): IGLTFRuntime {
var runtime: IGLTFRuntime = {
gltf: null,
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
public loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: () => void, onError: () => void): boolean {
| <mask>
<mask> /**
<mask> * Import meshes
<mask> */
<mask> public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onError?: () => void): boolean {
<mask> scene.useRightHandedSystem = true;
<mask>
<mask> var gltfRuntime = GLTFFileLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, gltfRuntime => {
<mask> gltfRuntime.importOnlyMeshes = true;
<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 * Import meshes
</s> add * Load scene
</s> remove public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: () => void): void {
var shader: IGLTFShader = gltfRuntime.shaders[id];
if (GLTFUtils.IsBase64(shader.uri)) {
var shaderString = atob(shader.uri.split(",")[1]);
onSuccess(shaderString);
}
else {
Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, null, null, false, onError);
}
}
</s> add /**
* Import meshes
*/
public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onError?: () => void): boolean {
scene.useRightHandedSystem = true;
</s> remove var gltfRuntime = GLTFFileLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, gltfRuntime => {
gltfRuntime.importOnlyMeshes = true;
if (meshesNames === "") {
gltfRuntime.importMeshesNames = [];
}
else if (typeof meshesNames === "string") {
gltfRuntime.importMeshesNames = [meshesNames];
}
else if (meshesNames && !(meshesNames instanceof Array)) {
gltfRuntime.importMeshesNames = [meshesNames];
}
else {
gltfRuntime.importMeshesNames = [];
Tools.Warn("Argument meshesNames must be of type string or string[]");
}
// Create nodes
this._createNodes(gltfRuntime);
var meshes = [];
var skeletons = [];
// Fill arrays of meshes and skeletons
for (var nde in gltfRuntime.nodes) {
var node: IGLTFNode = gltfRuntime.nodes[nde];
if (node.babylonNode instanceof AbstractMesh) {
meshes.push(<AbstractMesh>node.babylonNode);
}
}
</s> add var runtime = this._createRuntime(scene, data, rootUrl, false);
if (!runtime) {
if (onError) onError();
return;
}
</s> remove /**
* Load scene
*/
public loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: () => void, onError: () => void): boolean {
scene.useRightHandedSystem = true;
GLTFFileLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, gltfRuntime => {
// Load runtime extensios
GLTFFileLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, () => {
// Create nodes
this._createNodes(gltfRuntime);
// Load buffers, shaders, materials, etc.
this._loadBuffersAsync(gltfRuntime, () => {
this._loadShadersAsync(gltfRuntime, () => {
importMaterials(gltfRuntime);
postLoad(gltfRuntime);
if (!GLTFFileLoader.IncrementalLoading) {
onSuccess();
}
});
});
</s> add private _loadBuffersAsync(runtime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
if (runtime.gltf.buffers.length == 0) {
onSuccess();
return;
}
</s> remove if (shaderString) {
Effect.ShadersStore[sha + (shader.type === EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = shaderString;
}
</s> add private _createRuntime(scene: Scene, data: any, rootUrl: string, importOnlyMeshes: boolean): IGLTFRuntime {
var runtime: IGLTFRuntime = {
gltf: null,
| [
"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 runtime = this._createRuntime(scene, data, rootUrl, false);
if (!runtime) {
if (onError) onError();
return;
}
| <mask> */
<mask> public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onError?: () => void): boolean {
<mask> scene.useRightHandedSystem = true;
<mask>
<mask> var gltfRuntime = GLTFFileLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, gltfRuntime => {
<mask> gltfRuntime.importOnlyMeshes = true;
<mask>
<mask> if (meshesNames === "") {
<mask> gltfRuntime.importMeshesNames = [];
<mask> }
<mask> else if (typeof meshesNames === "string") {
<mask> gltfRuntime.importMeshesNames = [meshesNames];
<mask> }
<mask> else if (meshesNames && !(meshesNames instanceof Array)) {
<mask> gltfRuntime.importMeshesNames = [meshesNames];
<mask> }
<mask> else {
<mask> gltfRuntime.importMeshesNames = [];
<mask> Tools.Warn("Argument meshesNames must be of type string or string[]");
<mask> }
<mask>
<mask> // Create nodes
<mask> this._createNodes(gltfRuntime);
<mask>
<mask> var meshes = [];
<mask> var skeletons = [];
<mask>
<mask> // Fill arrays of meshes and skeletons
<mask> for (var nde in gltfRuntime.nodes) {
<mask> var node: IGLTFNode = gltfRuntime.nodes[nde];
<mask>
<mask> if (node.babylonNode instanceof AbstractMesh) {
<mask> meshes.push(<AbstractMesh>node.babylonNode);
<mask> }
<mask> }
<mask>
<mask> for (var skl in gltfRuntime.skins) {
<mask> var skin: IGLTFSkins = gltfRuntime.skins[skl];
<mask>
<mask> if (skin.babylonSkeleton instanceof Skeleton) {
</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
for (var attr in technique.attributes) {
var attribute = technique.attributes[attr];
var attributeParameter: IGLTFTechniqueParameter = technique.parameters[attribute];
if (attributeParameter.semantic) {
attributes.push(getAttribute(attributeParameter));
}
</s> add else if (typeof meshesNames === "string") {
runtime.importMeshesNames = [meshesNames];
}
else if (meshesNames && !(meshesNames instanceof Array)) {
runtime.importMeshesNames = [meshesNames];
}
else {
runtime.importMeshesNames = [];
Tools.Warn("Argument meshesNames must be of type string or string[]");
</s> remove * Import meshes
</s> add * Load scene
</s> remove public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onError?: () => void): boolean {
</s> add public loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: () => void, onError: () => void): boolean {
</s> remove public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: () => void): void {
var shader: IGLTFShader = gltfRuntime.shaders[id];
if (GLTFUtils.IsBase64(shader.uri)) {
var shaderString = atob(shader.uri.split(",")[1]);
onSuccess(shaderString);
}
else {
Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, null, null, false, onError);
}
}
</s> add /**
* Import meshes
*/
public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onError?: () => void): boolean {
scene.useRightHandedSystem = true;
</s> remove for (var skl in gltfRuntime.skins) {
var skin: IGLTFSkins = gltfRuntime.skins[skl];
</s> add importScene(runtime);
| [
"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 |
importScene(runtime);
| <mask> meshes.push(<AbstractMesh>node.babylonNode);
<mask> }
<mask> }
<mask>
<mask> for (var skl in gltfRuntime.skins) {
<mask> var skin: IGLTFSkins = gltfRuntime.skins[skl];
<mask>
<mask> if (skin.babylonSkeleton instanceof Skeleton) {
<mask> skeletons.push(skin.babylonSkeleton);
<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 if (skin.babylonSkeleton instanceof Skeleton) {
skeletons.push(skin.babylonSkeleton);
}
}
// Load buffers, shaders, materials, etc.
this._loadBuffersAsync(gltfRuntime, () => {
this._loadShadersAsync(gltfRuntime, () => {
importMaterials(gltfRuntime);
postLoad(gltfRuntime);
</s> add this._loadBuffersAsync(runtime, () => {
importMaterials(runtime);
postLoad(runtime);
</s> remove var gltfRuntime = GLTFFileLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, gltfRuntime => {
gltfRuntime.importOnlyMeshes = true;
if (meshesNames === "") {
gltfRuntime.importMeshesNames = [];
}
else if (typeof meshesNames === "string") {
gltfRuntime.importMeshesNames = [meshesNames];
}
else if (meshesNames && !(meshesNames instanceof Array)) {
gltfRuntime.importMeshesNames = [meshesNames];
}
else {
gltfRuntime.importMeshesNames = [];
Tools.Warn("Argument meshesNames must be of type string or string[]");
}
// Create nodes
this._createNodes(gltfRuntime);
var meshes = [];
var skeletons = [];
// Fill arrays of meshes and skeletons
for (var nde in gltfRuntime.nodes) {
var node: IGLTFNode = gltfRuntime.nodes[nde];
if (node.babylonNode instanceof AbstractMesh) {
meshes.push(<AbstractMesh>node.babylonNode);
}
}
</s> add var runtime = this._createRuntime(scene, data, rootUrl, false);
if (!runtime) {
if (onError) onError();
return;
}
</s> remove if (tokenType !== ETokenType.IDENTIFIER) {
newPixelShader += pixelTokenizer.currentString;
continue;
</s> add if (skin.babylonSkeleton instanceof Skeleton) {
skeletons.push(skin.babylonSkeleton);
</s> remove if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
newVertexShader += getAttribute(attributeParameter);
foundAttribute = true;
break;
}
</s> add if (node.babylonNode instanceof AbstractMesh) {
meshes.push(<AbstractMesh>node.babylonNode);
</s> remove // Configure pixel shader
while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
var tokenType = pixelTokenizer.currentToken;
</s> add for (var skl in runtime.gltf.skins) {
var skin: IGLTFSkin = runtime.gltf.skins[skl];
| [
"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 |
this._loadBuffersAsync(runtime, () => {
importMaterials(runtime);
postLoad(runtime);
| <mask>
<mask> for (var skl in gltfRuntime.skins) {
<mask> var skin: IGLTFSkins = gltfRuntime.skins[skl];
<mask>
<mask> if (skin.babylonSkeleton instanceof Skeleton) {
<mask> skeletons.push(skin.babylonSkeleton);
<mask> }
<mask> }
<mask>
<mask> // Load buffers, shaders, materials, etc.
<mask> this._loadBuffersAsync(gltfRuntime, () => {
<mask> this._loadShadersAsync(gltfRuntime, () => {
<mask> importMaterials(gltfRuntime);
<mask> postLoad(gltfRuntime);
<mask>
<mask> if (!GLTFFileLoader.IncrementalLoading && onSuccess) {
<mask> onSuccess(meshes, null, skeletons);
<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 if (!GLTFFileLoader.IncrementalLoading && onSuccess) {
onSuccess(meshes, null, skeletons);
}
});
});
if (GLTFFileLoader.IncrementalLoading && onSuccess) {
onSuccess(meshes, null, skeletons);
</s> add if (!GLTFFileLoader.IncrementalLoading) {
onSuccess();
</s> remove for (var skl in gltfRuntime.skins) {
var skin: IGLTFSkins = gltfRuntime.skins[skl];
</s> add importScene(runtime);
</s> remove /**
* Load scene
*/
public loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: () => void, onError: () => void): boolean {
scene.useRightHandedSystem = true;
GLTFFileLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, gltfRuntime => {
// Load runtime extensios
GLTFFileLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, () => {
// Create nodes
this._createNodes(gltfRuntime);
// Load buffers, shaders, materials, etc.
this._loadBuffersAsync(gltfRuntime, () => {
this._loadShadersAsync(gltfRuntime, () => {
importMaterials(gltfRuntime);
postLoad(gltfRuntime);
if (!GLTFFileLoader.IncrementalLoading) {
onSuccess();
}
});
});
</s> add private _loadBuffersAsync(runtime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
if (runtime.gltf.buffers.length == 0) {
onSuccess();
return;
}
</s> remove var gltfRuntime = GLTFFileLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, gltfRuntime => {
gltfRuntime.importOnlyMeshes = true;
if (meshesNames === "") {
gltfRuntime.importMeshesNames = [];
}
else if (typeof meshesNames === "string") {
gltfRuntime.importMeshesNames = [meshesNames];
}
else if (meshesNames && !(meshesNames instanceof Array)) {
gltfRuntime.importMeshesNames = [meshesNames];
}
else {
gltfRuntime.importMeshesNames = [];
Tools.Warn("Argument meshesNames must be of type string or string[]");
}
// Create nodes
this._createNodes(gltfRuntime);
var meshes = [];
var skeletons = [];
// Fill arrays of meshes and skeletons
for (var nde in gltfRuntime.nodes) {
var node: IGLTFNode = gltfRuntime.nodes[nde];
if (node.babylonNode instanceof AbstractMesh) {
meshes.push(<AbstractMesh>node.babylonNode);
}
}
</s> add var runtime = this._createRuntime(scene, data, rootUrl, false);
if (!runtime) {
if (onError) onError();
return;
}
</s> remove if (tokenType !== ETokenType.IDENTIFIER) {
newPixelShader += pixelTokenizer.currentString;
continue;
</s> add if (skin.babylonSkeleton instanceof Skeleton) {
skeletons.push(skin.babylonSkeleton);
| [
"keep",
"keep",
"keep",
"keep",
"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 |
if (!GLTFFileLoader.IncrementalLoading) {
onSuccess();
| <mask> this._loadShadersAsync(gltfRuntime, () => {
<mask> importMaterials(gltfRuntime);
<mask> postLoad(gltfRuntime);
<mask>
<mask> if (!GLTFFileLoader.IncrementalLoading && onSuccess) {
<mask> onSuccess(meshes, null, skeletons);
<mask> }
<mask> });
<mask> });
<mask>
<mask> if (GLTFFileLoader.IncrementalLoading && onSuccess) {
<mask> onSuccess(meshes, null, skeletons);
<mask> }
<mask> }, onError);
<mask>
<mask> return true;
<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 if (skin.babylonSkeleton instanceof Skeleton) {
skeletons.push(skin.babylonSkeleton);
}
}
// Load buffers, shaders, materials, etc.
this._loadBuffersAsync(gltfRuntime, () => {
this._loadShadersAsync(gltfRuntime, () => {
importMaterials(gltfRuntime);
postLoad(gltfRuntime);
</s> add this._loadBuffersAsync(runtime, () => {
importMaterials(runtime);
postLoad(runtime);
</s> remove public static RegisterExtension(extension: GLTFFileLoaderExtension): void {
if (GLTFFileLoader.Extensions[extension.name]) {
Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
return;
</s> add if (GLTFFileLoader.IncrementalLoading && onSuccess) {
onSuccess(meshes, null, skeletons);
</s> remove /**
* Load scene
*/
public loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: () => void, onError: () => void): boolean {
scene.useRightHandedSystem = true;
GLTFFileLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, gltfRuntime => {
// Load runtime extensios
GLTFFileLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, () => {
// Create nodes
this._createNodes(gltfRuntime);
// Load buffers, shaders, materials, etc.
this._loadBuffersAsync(gltfRuntime, () => {
this._loadShadersAsync(gltfRuntime, () => {
importMaterials(gltfRuntime);
postLoad(gltfRuntime);
if (!GLTFFileLoader.IncrementalLoading) {
onSuccess();
}
});
});
</s> add private _loadBuffersAsync(runtime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
if (runtime.gltf.buffers.length == 0) {
onSuccess();
return;
}
</s> remove Effect.ShadersStore[program.vertexShader + id + "VertexShader"] = newVertexShader;
Effect.ShadersStore[program.fragmentShader + id + "PixelShader"] = newPixelShader;
var shaderMaterial = new ShaderMaterial(id, gltfRuntime.scene, shaderPath, options);
shaderMaterial.onError = onShaderCompileError(program, shaderMaterial, onError);
shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess);
shaderMaterial.sideOrientation = Material.CounterClockWiseSideOrientation;
if (states && states.functions) {
var functions = states.functions;
if (functions.cullFace && functions.cullFace[0] !== ECullingType.BACK) {
shaderMaterial.backFaceCulling = false;
}
var blendFunc = functions.blendFuncSeparate;
if (blendFunc) {
if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_ALPHA && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_COMBINE;
}
else if (blendFunc[0] === EBlendingFunction.ONE && blendFunc[1] === EBlendingFunction.ONE && blendFunc[2] === EBlendingFunction.ZERO && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_ONEONE;
}
else if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE && blendFunc[2] === EBlendingFunction.ZERO && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_ADD;
}
else if (blendFunc[0] === EBlendingFunction.ZERO && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_SUBTRACT;
}
else if (blendFunc[0] === EBlendingFunction.DST_COLOR && blendFunc[1] === EBlendingFunction.ZERO && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_MULTIPLY;
}
else if (blendFunc[0] === EBlendingFunction.SRC_ALPHA && blendFunc[1] === EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === EBlendingFunction.ONE && blendFunc[3] === EBlendingFunction.ONE) {
shaderMaterial.alphaMode = Engine.ALPHA_MAXIMIZED;
}
</s> add if (!GLTFFileLoader.IncrementalLoading && onSuccess) {
onSuccess(meshes, null, skeletons);
</s> remove }, onError);
return true;
</s> add });
| [
"keep",
"keep",
"keep",
"keep",
"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 |
if (GLTFFileLoader.IncrementalLoading) {
onSuccess();
}
| <mask> }, onError);
<mask>
<mask> return true;
<mask> }
<mask>
<mask> private _loadBuffersAsync(runtime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
<mask> if (runtime.gltf.buffers.length == 0) {
</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 /**
* Load scene
*/
public loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: () => void, onError: () => void): boolean {
scene.useRightHandedSystem = true;
GLTFFileLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, gltfRuntime => {
// Load runtime extensios
GLTFFileLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, () => {
// Create nodes
this._createNodes(gltfRuntime);
// Load buffers, shaders, materials, etc.
this._loadBuffersAsync(gltfRuntime, () => {
this._loadShadersAsync(gltfRuntime, () => {
importMaterials(gltfRuntime);
postLoad(gltfRuntime);
if (!GLTFFileLoader.IncrementalLoading) {
onSuccess();
}
});
});
</s> add private _loadBuffersAsync(runtime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
if (runtime.gltf.buffers.length == 0) {
onSuccess();
return;
}
</s> remove public static LoadRuntimeAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess(GLTFFileLoaderBase.CreateRuntime(JSON.parse(<string>data), scene, rootUrl));
});
});
}
public static LoadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess();
});
});
}
public static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (bufferView: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadTextureAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id,
buffer => GLTFFileLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError),
onError);
}
public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderData: string) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
});
</s> add public static PostCreateRuntime(runtime: IGLTFRuntime): void {
for (var extensionName in GLTFFileLoader.Extensions) {
var extension = GLTFFileLoader.Extensions[extensionName];
if (extension.postCreateRuntime) {
extension.postCreateRuntime(runtime);
}
}
</s> remove private _loadShadersAsync(gltfRuntime: IGLTFRuntime, onload: () => void): void {
var hasShaders = false;
</s> add private _loadBufferAsync(runtime: IGLTFRuntime, index: number, onSuccess: () => void, onError: () => void): void {
var buffer = runtime.gltf.buffers[index];
</s> remove }, onError);
return true;
</s> add });
</s> remove public static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
var texture: IGLTFTexture = gltfRuntime.textures[id];
</s> add public static LoadTextureAsync(runtime: IGLTFRuntime, textureInfo: IGLTFTextureInfo, onSuccess: (babylonTexture: Texture) => void, onError: () => void): void {
var texture = runtime.gltf.textures[textureInfo.index];
| [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
private _loadBuffersAsync(runtime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
if (runtime.gltf.buffers.length == 0) {
onSuccess();
return;
}
| <mask>
<mask> return true;
<mask> }
<mask>
<mask> /**
<mask> * Load scene
<mask> */
<mask> public loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: () => void, onError: () => void): boolean {
<mask> scene.useRightHandedSystem = true;
<mask>
<mask> GLTFFileLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, gltfRuntime => {
<mask> // Load runtime extensios
<mask> GLTFFileLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, () => {
<mask> // Create nodes
<mask> this._createNodes(gltfRuntime);
<mask>
<mask> // Load buffers, shaders, materials, etc.
<mask> this._loadBuffersAsync(gltfRuntime, () => {
<mask> this._loadShadersAsync(gltfRuntime, () => {
<mask> importMaterials(gltfRuntime);
<mask> postLoad(gltfRuntime);
<mask>
<mask> if (!GLTFFileLoader.IncrementalLoading) {
<mask> onSuccess();
<mask> }
<mask> });
<mask> });
<mask>
<mask> if (GLTFFileLoader.IncrementalLoading) {
<mask> onSuccess();
<mask> }
<mask> }, onError);
</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 public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onError?: () => void): boolean {
</s> add public loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: () => void, onError: () => void): boolean {
</s> remove if (skin.babylonSkeleton instanceof Skeleton) {
skeletons.push(skin.babylonSkeleton);
}
}
// Load buffers, shaders, materials, etc.
this._loadBuffersAsync(gltfRuntime, () => {
this._loadShadersAsync(gltfRuntime, () => {
importMaterials(gltfRuntime);
postLoad(gltfRuntime);
</s> add this._loadBuffersAsync(runtime, () => {
importMaterials(runtime);
postLoad(runtime);
</s> remove * Import meshes
</s> add * Load scene
</s> remove public static LoadRuntimeAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess(GLTFFileLoaderBase.CreateRuntime(JSON.parse(<string>data), scene, rootUrl));
});
});
}
public static LoadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess();
});
});
}
public static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (bufferView: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadTextureAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id,
buffer => GLTFFileLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError),
onError);
}
public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderData: string) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
});
</s> add public static PostCreateRuntime(runtime: IGLTFRuntime): void {
for (var extensionName in GLTFFileLoader.Extensions) {
var extension = GLTFFileLoader.Extensions[extensionName];
if (extension.postCreateRuntime) {
extension.postCreateRuntime(runtime);
}
}
</s> remove if (!GLTFFileLoader.IncrementalLoading && onSuccess) {
onSuccess(meshes, null, skeletons);
}
});
});
if (GLTFFileLoader.IncrementalLoading && onSuccess) {
onSuccess(meshes, null, skeletons);
</s> add if (!GLTFFileLoader.IncrementalLoading) {
onSuccess();
| [
"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 |
var loadedCount = 0;
runtime.gltf.buffers.forEach((buffer, index) => {
this._loadBufferAsync(runtime, index, () => {
if (++loadedCount >= runtime.gltf.buffers.length) {
| <mask> }
<mask> });
<mask> });
<mask>
<mask> if (GLTFFileLoader.IncrementalLoading) {
<mask> onSuccess();
<mask> }
<mask> }, onError);
<mask> }, onError);
<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 }, onError);
return true;
</s> add });
</s> remove if (!GLTFFileLoader.IncrementalLoading && onSuccess) {
onSuccess(meshes, null, skeletons);
}
});
});
if (GLTFFileLoader.IncrementalLoading && onSuccess) {
onSuccess(meshes, null, skeletons);
</s> add if (!GLTFFileLoader.IncrementalLoading) {
onSuccess();
</s> remove /**
* Load scene
*/
public loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: () => void, onError: () => void): boolean {
scene.useRightHandedSystem = true;
GLTFFileLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, gltfRuntime => {
// Load runtime extensios
GLTFFileLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, () => {
// Create nodes
this._createNodes(gltfRuntime);
// Load buffers, shaders, materials, etc.
this._loadBuffersAsync(gltfRuntime, () => {
this._loadShadersAsync(gltfRuntime, () => {
importMaterials(gltfRuntime);
postLoad(gltfRuntime);
if (!GLTFFileLoader.IncrementalLoading) {
onSuccess();
}
});
});
</s> add private _loadBuffersAsync(runtime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
if (runtime.gltf.buffers.length == 0) {
onSuccess();
return;
}
</s> remove public static LoadRuntimeAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess(GLTFFileLoaderBase.CreateRuntime(JSON.parse(<string>data), scene, rootUrl));
});
});
}
public static LoadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess();
});
});
}
public static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (bufferView: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadTextureAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id,
buffer => GLTFFileLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError),
onError);
}
public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderData: string) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
});
</s> add public static PostCreateRuntime(runtime: IGLTFRuntime): void {
for (var extensionName in GLTFFileLoader.Extensions) {
var extension = GLTFFileLoader.Extensions[extensionName];
if (extension.postCreateRuntime) {
extension.postCreateRuntime(runtime);
}
}
| [
"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> if (GLTFFileLoader.IncrementalLoading) {
<mask> onSuccess();
<mask> }
<mask> }, onError);
<mask> }, onError);
<mask>
<mask> return true;
<mask> }
<mask>
<mask> private _loadShadersAsync(gltfRuntime: IGLTFRuntime, onload: () => void): void {
<mask> var hasShaders = false;
<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 var processShader = (sha: string, shader: IGLTFShader) => {
GLTFFileLoaderExtension.LoadShaderStringAsync(gltfRuntime, sha, shaderString => {
gltfRuntime.loadedShaderCount++;
</s> add if (buffer.uri === undefined) {
// buffer.loadedBufferView should already be set in _parseBinary
onSuccess();
}
else if (GLTFUtils.IsBase64(buffer.uri)) {
var data = GLTFUtils.DecodeBase64(buffer.uri);
setTimeout(() => {
buffer.loadedBufferView = new Uint8Array(data);
onSuccess();
});
}
else {
Tools.LoadFile(runtime.rootUrl + buffer.uri, data => {
buffer.loadedBufferView = new Uint8Array(data);
onSuccess();
}, null, null, true, onError);
}
}
</s> remove private _loadShadersAsync(gltfRuntime: IGLTFRuntime, onload: () => void): void {
var hasShaders = false;
</s> add private _loadBufferAsync(runtime: IGLTFRuntime, index: number, onSuccess: () => void, onError: () => void): void {
var buffer = runtime.gltf.buffers[index];
</s> remove if (GLTFFileLoader.IncrementalLoading) {
</s> add var loadedCount = 0;
runtime.gltf.buffers.forEach((buffer, index) => {
this._loadBufferAsync(runtime, index, () => {
if (++loadedCount >= runtime.gltf.buffers.length) {
</s> remove public static LoadRuntimeAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess(GLTFFileLoaderBase.CreateRuntime(JSON.parse(<string>data), scene, rootUrl));
});
});
}
public static LoadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess();
});
});
}
public static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (bufferView: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadTextureAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id,
buffer => GLTFFileLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError),
onError);
}
public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderData: string) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
});
</s> add public static PostCreateRuntime(runtime: IGLTFRuntime): void {
for (var extensionName in GLTFFileLoader.Extensions) {
var extension = GLTFFileLoader.Extensions[extensionName];
if (extension.postCreateRuntime) {
extension.postCreateRuntime(runtime);
}
}
| [
"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 |
private _loadBufferAsync(runtime: IGLTFRuntime, index: number, onSuccess: () => void, onError: () => void): void {
var buffer = runtime.gltf.buffers[index];
| <mask>
<mask> return true;
<mask> }
<mask>
<mask> private _loadShadersAsync(gltfRuntime: IGLTFRuntime, onload: () => void): void {
<mask> var hasShaders = false;
<mask>
<mask> var processShader = (sha: string, shader: IGLTFShader) => {
<mask> GLTFFileLoaderExtension.LoadShaderStringAsync(gltfRuntime, sha, shaderString => {
<mask> gltfRuntime.loadedShaderCount++;
<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 var processShader = (sha: string, shader: IGLTFShader) => {
GLTFFileLoaderExtension.LoadShaderStringAsync(gltfRuntime, sha, shaderString => {
gltfRuntime.loadedShaderCount++;
</s> add if (buffer.uri === undefined) {
// buffer.loadedBufferView should already be set in _parseBinary
onSuccess();
}
else if (GLTFUtils.IsBase64(buffer.uri)) {
var data = GLTFUtils.DecodeBase64(buffer.uri);
setTimeout(() => {
buffer.loadedBufferView = new Uint8Array(data);
onSuccess();
});
}
else {
Tools.LoadFile(runtime.rootUrl + buffer.uri, data => {
buffer.loadedBufferView = new Uint8Array(data);
onSuccess();
}, null, null, true, onError);
}
}
</s> remove if (shaderString) {
Effect.ShadersStore[sha + (shader.type === EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = shaderString;
}
</s> add private _createRuntime(scene: Scene, data: any, rootUrl: string, importOnlyMeshes: boolean): IGLTFRuntime {
var runtime: IGLTFRuntime = {
gltf: null,
</s> remove }, onError);
return true;
</s> add });
</s> remove private _loadBuffersAsync(gltfRuntime: IGLTFRuntime, onload: () => void): void {
var hasBuffers = false;
</s> add GLTFFileLoaderExtension.PostCreateRuntime(runtime);
return runtime;
}
</s> remove };
</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 |
if (buffer.uri === undefined) {
// buffer.loadedBufferView should already be set in _parseBinary
onSuccess();
}
else if (GLTFUtils.IsBase64(buffer.uri)) {
var data = GLTFUtils.DecodeBase64(buffer.uri);
setTimeout(() => {
buffer.loadedBufferView = new Uint8Array(data);
onSuccess();
});
}
else {
Tools.LoadFile(runtime.rootUrl + buffer.uri, data => {
buffer.loadedBufferView = new Uint8Array(data);
onSuccess();
}, null, null, true, onError);
}
}
| <mask>
<mask> private _loadShadersAsync(gltfRuntime: IGLTFRuntime, onload: () => void): void {
<mask> var hasShaders = false;
<mask>
<mask> var processShader = (sha: string, shader: IGLTFShader) => {
<mask> GLTFFileLoaderExtension.LoadShaderStringAsync(gltfRuntime, sha, shaderString => {
<mask> gltfRuntime.loadedShaderCount++;
<mask>
<mask> if (shaderString) {
<mask> Effect.ShadersStore[sha + (shader.type === EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = shaderString;
<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 if (shaderString) {
Effect.ShadersStore[sha + (shader.type === EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = shaderString;
}
</s> add private _createRuntime(scene: Scene, data: any, rootUrl: string, importOnlyMeshes: boolean): IGLTFRuntime {
var runtime: IGLTFRuntime = {
gltf: null,
</s> remove private _loadShadersAsync(gltfRuntime: IGLTFRuntime, onload: () => void): void {
var hasShaders = false;
</s> add private _loadBufferAsync(runtime: IGLTFRuntime, index: number, onSuccess: () => void, onError: () => void): void {
var buffer = runtime.gltf.buffers[index];
</s> remove if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
onload();
}
}, () => {
Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
});
};
</s> add babylonScene: scene,
rootUrl: rootUrl,
</s> remove }, onError);
return true;
</s> add });
</s> remove };
</s> add | [
"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 |
private _createRuntime(scene: Scene, data: any, rootUrl: string, importOnlyMeshes: boolean): IGLTFRuntime {
var runtime: IGLTFRuntime = {
gltf: null,
| <mask> var processShader = (sha: string, shader: IGLTFShader) => {
<mask> GLTFFileLoaderExtension.LoadShaderStringAsync(gltfRuntime, sha, shaderString => {
<mask> gltfRuntime.loadedShaderCount++;
<mask>
<mask> if (shaderString) {
<mask> Effect.ShadersStore[sha + (shader.type === EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = shaderString;
<mask> }
<mask>
<mask> if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
<mask> onload();
<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 var processShader = (sha: string, shader: IGLTFShader) => {
GLTFFileLoaderExtension.LoadShaderStringAsync(gltfRuntime, sha, shaderString => {
gltfRuntime.loadedShaderCount++;
</s> add if (buffer.uri === undefined) {
// buffer.loadedBufferView should already be set in _parseBinary
onSuccess();
}
else if (GLTFUtils.IsBase64(buffer.uri)) {
var data = GLTFUtils.DecodeBase64(buffer.uri);
setTimeout(() => {
buffer.loadedBufferView = new Uint8Array(data);
onSuccess();
});
}
else {
Tools.LoadFile(runtime.rootUrl + buffer.uri, data => {
buffer.loadedBufferView = new Uint8Array(data);
onSuccess();
}, null, null, true, onError);
}
}
</s> remove if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
onload();
}
}, () => {
Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
});
};
</s> add babylonScene: scene,
rootUrl: rootUrl,
</s> remove private _loadShadersAsync(gltfRuntime: IGLTFRuntime, onload: () => void): void {
var hasShaders = false;
</s> add private _loadBufferAsync(runtime: IGLTFRuntime, index: number, onSuccess: () => void, onError: () => void): void {
var buffer = runtime.gltf.buffers[index];
</s> remove return gltfRuntime;
}
public static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
var buffer: IGLTFBuffer = gltfRuntime.buffers[id];
if (GLTFUtils.IsBase64(buffer.uri)) {
setTimeout(() => onSuccess(new Uint8Array(GLTFUtils.DecodeBase64(buffer.uri))));
}
else {
Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, data => onSuccess(new Uint8Array(data)), null, null, true, onError);
</s> add 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.emissiveTexture) {
GLTFFileLoader.LoadTextureAsync(runtime, material.emissiveTexture, babylonTexture => {
material.babylonMaterial.emissiveTexture = babylonTexture;
}, () => Tools.Warn("Failed to load normal texture"));
</s> remove var replaceInString = (str: string, searchValue: string, replaceValue: string) => {
while (str.indexOf(searchValue) !== -1) {
str = str.replace(searchValue, replaceValue);
}
return str;
};
var getAttribute = (attributeParameter: IGLTFTechniqueParameter) => {
if (attributeParameter.semantic === "NORMAL") {
return "normal";
} else if (attributeParameter.semantic === "POSITION") {
return "position";
} else if (attributeParameter.semantic === "JOINT") {
return "matricesIndices";
} else if (attributeParameter.semantic === "WEIGHT") {
return "matricesWeights";
} else if (attributeParameter.semantic === "COLOR") {
return "color";
} else if (attributeParameter.semantic.indexOf("TEXCOORD_") !== -1) {
var channel = Number(attributeParameter.semantic.split("_")[1]);
return "uv" + (channel === 0 ? "" : channel + 1);
}
};
</s> add | [
"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 |
babylonScene: scene,
rootUrl: rootUrl,
| <mask> if (shaderString) {
<mask> Effect.ShadersStore[sha + (shader.type === EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = shaderString;
<mask> }
<mask>
<mask> if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
<mask> onload();
<mask> }
<mask> }, () => {
<mask> Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
<mask> });
<mask> };
<mask>
<mask> for (var sha in gltfRuntime.shaders) {
<mask> hasShaders = true;
<mask>
<mask> var shader: IGLTFShader = gltfRuntime.shaders[sha];
</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 for (var sha in gltfRuntime.shaders) {
hasShaders = true;
</s> add importOnlyMeshes: importOnlyMeshes,
</s> remove if (shaderString) {
Effect.ShadersStore[sha + (shader.type === EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = shaderString;
}
</s> add private _createRuntime(scene: Scene, data: any, rootUrl: string, importOnlyMeshes: boolean): IGLTFRuntime {
var runtime: IGLTFRuntime = {
gltf: null,
</s> remove var shader: IGLTFShader = gltfRuntime.shaders[sha];
if (shader) {
processShader.bind(this, sha, shader)();
}
else {
Tools.Error("No shader named: " + sha);
}
</s> add dummyNodes: []
</s> remove if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
onload();
}
}, () => {
Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
});
};
</s> add var length = binaryReader.readUint32();
if (length != data.byteLength) {
Tools.Error("Length in header does not match actual data length: " + length + " != " + data.byteLength);
return false;
}
</s> remove for (var buf in gltfRuntime.buffers) {
hasBuffers = true;
</s> add var contentLength = binaryReader.readUint32();
var contentFormat = <EBinaryContentFormat>binaryReader.readUint32();
| [
"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 |
importOnlyMeshes: importOnlyMeshes,
| <mask> Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
<mask> });
<mask> };
<mask>
<mask> for (var sha in gltfRuntime.shaders) {
<mask> hasShaders = true;
<mask>
<mask> var shader: IGLTFShader = gltfRuntime.shaders[sha];
<mask> if (shader) {
<mask> processShader.bind(this, sha, shader)();
<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 if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
onload();
}
}, () => {
Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
});
};
</s> add babylonScene: scene,
rootUrl: rootUrl,
</s> remove var shader: IGLTFShader = gltfRuntime.shaders[sha];
if (shader) {
processShader.bind(this, sha, shader)();
}
else {
Tools.Error("No shader named: " + sha);
}
</s> add dummyNodes: []
</s> remove for (var buf in gltfRuntime.buffers) {
hasBuffers = true;
</s> add var contentLength = binaryReader.readUint32();
var contentFormat = <EBinaryContentFormat>binaryReader.readUint32();
</s> remove if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
onload();
}
}, () => {
Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
});
};
</s> add var length = binaryReader.readUint32();
if (length != data.byteLength) {
Tools.Error("Length in header does not match actual data length: " + length + " != " + data.byteLength);
return false;
}
</s> remove Tools.Warn("Joint named " + skins.jointNames[j] + " does not exist when looking for parent");
</s> add Tools.Warn("Joint named " + skin.jointNames[j] + " does not exist when looking for parent");
| [
"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 |
dummyNodes: []
| <mask>
<mask> for (var sha in gltfRuntime.shaders) {
<mask> hasShaders = true;
<mask>
<mask> var shader: IGLTFShader = gltfRuntime.shaders[sha];
<mask> if (shader) {
<mask> processShader.bind(this, sha, shader)();
<mask> }
<mask> else {
<mask> Tools.Error("No shader named: " + sha);
<mask> }
<mask> }
<mask>
<mask> if (!hasShaders) {
<mask> onload();
<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 for (var sha in gltfRuntime.shaders) {
hasShaders = true;
</s> add importOnlyMeshes: importOnlyMeshes,
</s> remove if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
onload();
}
}, () => {
Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
});
};
</s> add babylonScene: scene,
rootUrl: rootUrl,
</s> remove if (!hasShaders) {
onload();
</s> add if (data instanceof ArrayBuffer) {
if (!this._parseBinary(runtime, <ArrayBuffer>data)) {
return null;
}
}
else {
runtime.gltf = JSON.parse(<string>data);
</s> remove var buffer: IGLTFBuffer = gltfRuntime.buffers[buf];
if (buffer) {
processBuffer.bind(this, buf, buffer)();
}
else {
Tools.Error("No buffer named: " + buf);
}
</s> add switch (contentFormat) {
case EBinaryContentFormat.JSON:
var jsonText = GLTFUtils.DecodeBufferToText(binaryReader.readUint8Array(contentLength));
runtime.gltf = JSON.parse(jsonText);
break;
default:
Tools.Error("Unexpected content format: " + contentFormat);
return false;
</s> remove if (!hasBuffers) {
onload();
</s> add var buffers = runtime.gltf.buffers;
if (buffers.length > 0 && buffers[0].uri === undefined) {
buffers[0].loadedBufferView = binaryReader.readUint8Array(buffers[0].byteLength);
| [
"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 |
if (data instanceof ArrayBuffer) {
if (!this._parseBinary(runtime, <ArrayBuffer>data)) {
return null;
}
}
else {
runtime.gltf = JSON.parse(<string>data);
| <mask> Tools.Error("No shader named: " + sha);
<mask> }
<mask> }
<mask>
<mask> if (!hasShaders) {
<mask> onload();
<mask> }
<mask> };
<mask>
<mask> private _loadBuffersAsync(gltfRuntime: IGLTFRuntime, onload: () => void): void {
<mask> var hasBuffers = false;
</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 };
</s> add </s> remove private _loadBuffersAsync(gltfRuntime: IGLTFRuntime, onload: () => void): void {
var hasBuffers = false;
</s> add GLTFFileLoaderExtension.PostCreateRuntime(runtime);
return runtime;
}
</s> remove var shader: IGLTFShader = gltfRuntime.shaders[sha];
if (shader) {
processShader.bind(this, sha, shader)();
}
else {
Tools.Error("No shader named: " + sha);
}
</s> add dummyNodes: []
</s> remove var processBuffer = (buf: string, buffer: IGLTFBuffer) => {
GLTFFileLoaderExtension.LoadBufferAsync(gltfRuntime, buf, bufferView => {
gltfRuntime.loadedBufferCount++;
</s> add private _parseBinary(runtime: IGLTFRuntime, data: ArrayBuffer): boolean {
var binaryReader = new BinaryReader(data);
</s> remove var buffer: IGLTFBuffer = gltfRuntime.buffers[buf];
if (buffer) {
processBuffer.bind(this, buf, buffer)();
}
else {
Tools.Error("No buffer named: " + buf);
}
</s> add switch (contentFormat) {
case EBinaryContentFormat.JSON:
var jsonText = GLTFUtils.DecodeBufferToText(binaryReader.readUint8Array(contentLength));
runtime.gltf = JSON.parse(jsonText);
break;
default:
Tools.Error("Unexpected content format: " + contentFormat);
return false;
| [
"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> if (!hasShaders) {
<mask> onload();
<mask> }
<mask> };
<mask>
<mask> private _loadBuffersAsync(gltfRuntime: IGLTFRuntime, onload: () => void): void {
<mask> var hasBuffers = false;
<mask>
<mask> var processBuffer = (buf: string, buffer: IGLTFBuffer) => {
</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 private _loadBuffersAsync(gltfRuntime: IGLTFRuntime, onload: () => void): void {
var hasBuffers = false;
</s> add GLTFFileLoaderExtension.PostCreateRuntime(runtime);
return runtime;
}
</s> remove var processBuffer = (buf: string, buffer: IGLTFBuffer) => {
GLTFFileLoaderExtension.LoadBufferAsync(gltfRuntime, buf, bufferView => {
gltfRuntime.loadedBufferCount++;
</s> add private _parseBinary(runtime: IGLTFRuntime, data: ArrayBuffer): boolean {
var binaryReader = new BinaryReader(data);
</s> remove if (!hasShaders) {
onload();
</s> add if (data instanceof ArrayBuffer) {
if (!this._parseBinary(runtime, <ArrayBuffer>data)) {
return null;
}
}
else {
runtime.gltf = JSON.parse(<string>data);
</s> remove private _loadShadersAsync(gltfRuntime: IGLTFRuntime, onload: () => void): void {
var hasShaders = false;
</s> add private _loadBufferAsync(runtime: IGLTFRuntime, index: number, onSuccess: () => void, onError: () => void): void {
var buffer = runtime.gltf.buffers[index];
</s> remove }, onError);
return true;
</s> add });
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts | |
GLTFFileLoaderExtension.PostCreateRuntime(runtime);
return runtime;
}
| <mask> onload();
<mask> }
<mask> };
<mask>
<mask> private _loadBuffersAsync(gltfRuntime: IGLTFRuntime, onload: () => void): void {
<mask> var hasBuffers = false;
<mask>
<mask> var processBuffer = (buf: string, buffer: IGLTFBuffer) => {
<mask> GLTFFileLoaderExtension.LoadBufferAsync(gltfRuntime, buf, bufferView => {
<mask> gltfRuntime.loadedBufferCount++;
<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 };
</s> add </s> remove var processBuffer = (buf: string, buffer: IGLTFBuffer) => {
GLTFFileLoaderExtension.LoadBufferAsync(gltfRuntime, buf, bufferView => {
gltfRuntime.loadedBufferCount++;
</s> add private _parseBinary(runtime: IGLTFRuntime, data: ArrayBuffer): boolean {
var binaryReader = new BinaryReader(data);
</s> remove if (bufferView) {
if (bufferView.byteLength != gltfRuntime.buffers[buf].byteLength) {
Tools.Error("Buffer named " + buf + " is length " + bufferView.byteLength + ". Expected: " + buffer.byteLength); // Improve error message
}
</s> add var magic = GLTFUtils.DecodeBufferToText(binaryReader.readUint8Array(4));
if (magic != "glTF") {
Tools.Error("Unexpected magic: " + magic);
return false;
}
</s> remove if (!hasShaders) {
onload();
</s> add if (data instanceof ArrayBuffer) {
if (!this._parseBinary(runtime, <ArrayBuffer>data)) {
return null;
}
}
else {
runtime.gltf = JSON.parse(<string>data);
</s> remove private _loadShadersAsync(gltfRuntime: IGLTFRuntime, onload: () => void): void {
var hasShaders = false;
</s> add private _loadBufferAsync(runtime: IGLTFRuntime, index: number, onSuccess: () => void, onError: () => void): void {
var buffer = runtime.gltf.buffers[index];
| [
"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 |
private _parseBinary(runtime: IGLTFRuntime, data: ArrayBuffer): boolean {
var binaryReader = new BinaryReader(data);
| <mask>
<mask> private _loadBuffersAsync(gltfRuntime: IGLTFRuntime, onload: () => void): void {
<mask> var hasBuffers = false;
<mask>
<mask> var processBuffer = (buf: string, buffer: IGLTFBuffer) => {
<mask> GLTFFileLoaderExtension.LoadBufferAsync(gltfRuntime, buf, bufferView => {
<mask> gltfRuntime.loadedBufferCount++;
<mask>
<mask> if (bufferView) {
<mask> if (bufferView.byteLength != gltfRuntime.buffers[buf].byteLength) {
<mask> Tools.Error("Buffer named " + buf + " is length " + bufferView.byteLength + ". Expected: " + buffer.byteLength); // Improve error message
<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 if (bufferView) {
if (bufferView.byteLength != gltfRuntime.buffers[buf].byteLength) {
Tools.Error("Buffer named " + buf + " is length " + bufferView.byteLength + ". Expected: " + buffer.byteLength); // Improve error message
}
</s> add var magic = GLTFUtils.DecodeBufferToText(binaryReader.readUint8Array(4));
if (magic != "glTF") {
Tools.Error("Unexpected magic: " + magic);
return false;
}
</s> remove gltfRuntime.loadedBufferViews[buf] = bufferView;
}
</s> add var version = binaryReader.readUint32();
if (version != 1) {
Tools.Error("Unsupported version: " + version);
return false;
}
</s> remove private _loadBuffersAsync(gltfRuntime: IGLTFRuntime, onload: () => void): void {
var hasBuffers = false;
</s> add GLTFFileLoaderExtension.PostCreateRuntime(runtime);
return runtime;
}
</s> remove if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
onload();
}
}, () => {
Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
});
};
</s> add var length = binaryReader.readUint32();
if (length != data.byteLength) {
Tools.Error("Length in header does not match actual data length: " + length + " != " + data.byteLength);
return false;
}
</s> remove };
</s> add | [
"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 magic = GLTFUtils.DecodeBufferToText(binaryReader.readUint8Array(4));
if (magic != "glTF") {
Tools.Error("Unexpected magic: " + magic);
return false;
}
| <mask> var processBuffer = (buf: string, buffer: IGLTFBuffer) => {
<mask> GLTFFileLoaderExtension.LoadBufferAsync(gltfRuntime, buf, bufferView => {
<mask> gltfRuntime.loadedBufferCount++;
<mask>
<mask> if (bufferView) {
<mask> if (bufferView.byteLength != gltfRuntime.buffers[buf].byteLength) {
<mask> Tools.Error("Buffer named " + buf + " is length " + bufferView.byteLength + ". Expected: " + buffer.byteLength); // Improve error message
<mask> }
<mask>
<mask> gltfRuntime.loadedBufferViews[buf] = bufferView;
<mask> }
<mask>
<mask> if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
</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 var processBuffer = (buf: string, buffer: IGLTFBuffer) => {
GLTFFileLoaderExtension.LoadBufferAsync(gltfRuntime, buf, bufferView => {
gltfRuntime.loadedBufferCount++;
</s> add private _parseBinary(runtime: IGLTFRuntime, data: ArrayBuffer): boolean {
var binaryReader = new BinaryReader(data);
</s> remove gltfRuntime.loadedBufferViews[buf] = bufferView;
}
</s> add var version = binaryReader.readUint32();
if (version != 1) {
Tools.Error("Unsupported version: " + version);
return false;
}
</s> remove if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
onload();
}
}, () => {
Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
});
};
</s> add var length = binaryReader.readUint32();
if (length != data.byteLength) {
Tools.Error("Length in header does not match actual data length: " + length + " != " + data.byteLength);
return false;
}
</s> remove for (var buf in gltfRuntime.buffers) {
hasBuffers = true;
</s> add var contentLength = binaryReader.readUint32();
var contentFormat = <EBinaryContentFormat>binaryReader.readUint32();
</s> remove private _loadBuffersAsync(gltfRuntime: IGLTFRuntime, onload: () => void): void {
var hasBuffers = false;
</s> add GLTFFileLoaderExtension.PostCreateRuntime(runtime);
return runtime;
}
| [
"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 |
var version = binaryReader.readUint32();
if (version != 1) {
Tools.Error("Unsupported version: " + version);
return false;
}
| <mask> if (bufferView.byteLength != gltfRuntime.buffers[buf].byteLength) {
<mask> Tools.Error("Buffer named " + buf + " is length " + bufferView.byteLength + ". Expected: " + buffer.byteLength); // Improve error message
<mask> }
<mask>
<mask> gltfRuntime.loadedBufferViews[buf] = bufferView;
<mask> }
<mask>
<mask> if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
<mask> onload();
<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 if (bufferView) {
if (bufferView.byteLength != gltfRuntime.buffers[buf].byteLength) {
Tools.Error("Buffer named " + buf + " is length " + bufferView.byteLength + ". Expected: " + buffer.byteLength); // Improve error message
}
</s> add var magic = GLTFUtils.DecodeBufferToText(binaryReader.readUint8Array(4));
if (magic != "glTF") {
Tools.Error("Unexpected magic: " + magic);
return false;
}
</s> remove var processBuffer = (buf: string, buffer: IGLTFBuffer) => {
GLTFFileLoaderExtension.LoadBufferAsync(gltfRuntime, buf, bufferView => {
gltfRuntime.loadedBufferCount++;
</s> add private _parseBinary(runtime: IGLTFRuntime, data: ArrayBuffer): boolean {
var binaryReader = new BinaryReader(data);
</s> remove if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
onload();
}
}, () => {
Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
});
};
</s> add var length = binaryReader.readUint32();
if (length != data.byteLength) {
Tools.Error("Length in header does not match actual data length: " + length + " != " + data.byteLength);
return false;
}
</s> remove if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
onload();
}
}, () => {
Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
});
};
</s> add babylonScene: scene,
rootUrl: rootUrl,
</s> remove Tools.Warn("Creating animation named " + anim + ". But cannot find node named " + targetID + " to attach to");
</s> add Tools.Warn("Creating animation index " + animationIndex + " but cannot find node index " + targetID + " to attach to");
| [
"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 length = binaryReader.readUint32();
if (length != data.byteLength) {
Tools.Error("Length in header does not match actual data length: " + length + " != " + data.byteLength);
return false;
}
| <mask>
<mask> gltfRuntime.loadedBufferViews[buf] = bufferView;
<mask> }
<mask>
<mask> if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
<mask> onload();
<mask> }
<mask> }, () => {
<mask> Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
<mask> });
<mask> };
<mask>
<mask> for (var buf in gltfRuntime.buffers) {
<mask> hasBuffers = true;
<mask>
<mask> var buffer: IGLTFBuffer = gltfRuntime.buffers[buf];
</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 for (var buf in gltfRuntime.buffers) {
hasBuffers = true;
</s> add var contentLength = binaryReader.readUint32();
var contentFormat = <EBinaryContentFormat>binaryReader.readUint32();
</s> remove if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
onload();
}
}, () => {
Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
});
};
</s> add babylonScene: scene,
rootUrl: rootUrl,
</s> remove gltfRuntime.loadedBufferViews[buf] = bufferView;
}
</s> add var version = binaryReader.readUint32();
if (version != 1) {
Tools.Error("Unsupported version: " + version);
return false;
}
</s> remove for (var sha in gltfRuntime.shaders) {
hasShaders = true;
</s> add importOnlyMeshes: importOnlyMeshes,
</s> remove var buffer: IGLTFBuffer = gltfRuntime.buffers[buf];
if (buffer) {
processBuffer.bind(this, buf, buffer)();
}
else {
Tools.Error("No buffer named: " + buf);
}
</s> add switch (contentFormat) {
case EBinaryContentFormat.JSON:
var jsonText = GLTFUtils.DecodeBufferToText(binaryReader.readUint8Array(contentLength));
runtime.gltf = JSON.parse(jsonText);
break;
default:
Tools.Error("Unexpected content format: " + contentFormat);
return false;
| [
"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 |
var contentLength = binaryReader.readUint32();
var contentFormat = <EBinaryContentFormat>binaryReader.readUint32();
| <mask> Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
<mask> });
<mask> };
<mask>
<mask> for (var buf in gltfRuntime.buffers) {
<mask> hasBuffers = true;
<mask>
<mask> var buffer: IGLTFBuffer = gltfRuntime.buffers[buf];
<mask> if (buffer) {
<mask> processBuffer.bind(this, buf, buffer)();
<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 if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
onload();
}
}, () => {
Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
});
};
</s> add var length = binaryReader.readUint32();
if (length != data.byteLength) {
Tools.Error("Length in header does not match actual data length: " + length + " != " + data.byteLength);
return false;
}
</s> remove var buffer: IGLTFBuffer = gltfRuntime.buffers[buf];
if (buffer) {
processBuffer.bind(this, buf, buffer)();
}
else {
Tools.Error("No buffer named: " + buf);
}
</s> add switch (contentFormat) {
case EBinaryContentFormat.JSON:
var jsonText = GLTFUtils.DecodeBufferToText(binaryReader.readUint8Array(contentLength));
runtime.gltf = JSON.parse(jsonText);
break;
default:
Tools.Error("Unexpected content format: " + contentFormat);
return false;
</s> remove for (var sha in gltfRuntime.shaders) {
hasShaders = true;
</s> add importOnlyMeshes: importOnlyMeshes,
</s> remove if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
onload();
}
}, () => {
Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
});
};
</s> add babylonScene: scene,
rootUrl: rootUrl,
</s> remove var processBuffer = (buf: string, buffer: IGLTFBuffer) => {
GLTFFileLoaderExtension.LoadBufferAsync(gltfRuntime, buf, bufferView => {
gltfRuntime.loadedBufferCount++;
</s> add private _parseBinary(runtime: IGLTFRuntime, data: ArrayBuffer): boolean {
var binaryReader = new BinaryReader(data);
| [
"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 |
switch (contentFormat) {
case EBinaryContentFormat.JSON:
var jsonText = GLTFUtils.DecodeBufferToText(binaryReader.readUint8Array(contentLength));
runtime.gltf = JSON.parse(jsonText);
break;
default:
Tools.Error("Unexpected content format: " + contentFormat);
return false;
| <mask>
<mask> for (var buf in gltfRuntime.buffers) {
<mask> hasBuffers = true;
<mask>
<mask> var buffer: IGLTFBuffer = gltfRuntime.buffers[buf];
<mask> if (buffer) {
<mask> processBuffer.bind(this, buf, buffer)();
<mask> }
<mask> else {
<mask> Tools.Error("No buffer named: " + buf);
<mask> }
<mask> }
<mask>
<mask> if (!hasBuffers) {
<mask> onload();
<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 for (var buf in gltfRuntime.buffers) {
hasBuffers = true;
</s> add var contentLength = binaryReader.readUint32();
var contentFormat = <EBinaryContentFormat>binaryReader.readUint32();
</s> remove if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
onload();
}
}, () => {
Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
});
};
</s> add var length = binaryReader.readUint32();
if (length != data.byteLength) {
Tools.Error("Length in header does not match actual data length: " + length + " != " + data.byteLength);
return false;
}
</s> remove if (!hasBuffers) {
onload();
</s> add var buffers = runtime.gltf.buffers;
if (buffers.length > 0 && buffers[0].uri === undefined) {
buffers[0].loadedBufferView = binaryReader.readUint8Array(buffers[0].byteLength);
</s> remove var shader: IGLTFShader = gltfRuntime.shaders[sha];
if (shader) {
processShader.bind(this, sha, shader)();
}
else {
Tools.Error("No shader named: " + sha);
}
</s> add dummyNodes: []
</s> remove if (!hasShaders) {
onload();
</s> add if (data instanceof ArrayBuffer) {
if (!this._parseBinary(runtime, <ArrayBuffer>data)) {
return null;
}
}
else {
runtime.gltf = JSON.parse(<string>data);
| [
"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 |
var buffers = runtime.gltf.buffers;
if (buffers.length > 0 && buffers[0].uri === undefined) {
buffers[0].loadedBufferView = binaryReader.readUint8Array(buffers[0].byteLength);
| <mask> Tools.Error("No buffer named: " + buf);
<mask> }
<mask> }
<mask>
<mask> if (!hasBuffers) {
<mask> onload();
<mask> }
<mask> }
<mask>
<mask> // Creates nodes before loading buffers and shaders
<mask> private _createNodes(gltfRuntime: IGLTFRuntime): void {
</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 }
</s> add </s> remove // Creates nodes before loading buffers and shaders
private _createNodes(gltfRuntime: IGLTFRuntime): void {
var currentScene = <IGLTFScene>gltfRuntime.currentScene;
if (currentScene) {
// Only one scene even if multiple scenes are defined
for (var i = 0; i < currentScene.nodes.length; i++) {
traverseNodes(gltfRuntime, currentScene.nodes[i], null);
}
</s> add if (binaryReader.getPosition() < binaryReader.getLength()) {
Tools.Error("Unexpected extra bytes at end of data");
return false;
</s> remove var buffer: IGLTFBuffer = gltfRuntime.buffers[buf];
if (buffer) {
processBuffer.bind(this, buf, buffer)();
}
else {
Tools.Error("No buffer named: " + buf);
}
</s> add switch (contentFormat) {
case EBinaryContentFormat.JSON:
var jsonText = GLTFUtils.DecodeBufferToText(binaryReader.readUint8Array(contentLength));
runtime.gltf = JSON.parse(jsonText);
break;
default:
Tools.Error("Unexpected content format: " + contentFormat);
return false;
</s> remove if (!hasShaders) {
onload();
</s> add if (data instanceof ArrayBuffer) {
if (!this._parseBinary(runtime, <ArrayBuffer>data)) {
return null;
}
}
else {
runtime.gltf = JSON.parse(<string>data);
</s> remove var shader: IGLTFShader = gltfRuntime.shaders[sha];
if (shader) {
processShader.bind(this, sha, shader)();
}
else {
Tools.Error("No shader named: " + sha);
}
</s> add dummyNodes: []
| [
"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> if (!hasBuffers) {
<mask> onload();
<mask> }
<mask> }
<mask>
<mask> // Creates nodes before loading buffers and shaders
<mask> private _createNodes(gltfRuntime: IGLTFRuntime): void {
<mask> var currentScene = <IGLTFScene>gltfRuntime.currentScene;
<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 if (!hasBuffers) {
onload();
</s> add var buffers = runtime.gltf.buffers;
if (buffers.length > 0 && buffers[0].uri === undefined) {
buffers[0].loadedBufferView = binaryReader.readUint8Array(buffers[0].byteLength);
</s> remove // Creates nodes before loading buffers and shaders
private _createNodes(gltfRuntime: IGLTFRuntime): void {
var currentScene = <IGLTFScene>gltfRuntime.currentScene;
if (currentScene) {
// Only one scene even if multiple scenes are defined
for (var i = 0; i < currentScene.nodes.length; i++) {
traverseNodes(gltfRuntime, currentScene.nodes[i], null);
}
</s> add if (binaryReader.getPosition() < binaryReader.getLength()) {
Tools.Error("Unexpected extra bytes at end of data");
return false;
</s> remove /**
* do stuff after buffers, shaders are loaded (e.g. hook up materials, load animations, etc.)
*/
var postLoad = (gltfRuntime: IGLTFRuntime) => {
// Nodes
var currentScene: IGLTFScene = <IGLTFScene>gltfRuntime.currentScene;
</s> add var importScene = (runtime: IGLTFRuntime): void => {
var scene = runtime.gltf.scene || 0;
var scenes = runtime.gltf.scenes;
</s> remove var loadAnimations = (gltfRuntime: IGLTFRuntime) => {
for (var anim in gltfRuntime.animations) {
var animation: IGLTFAnimation = gltfRuntime.animations[anim];
</s> add var loadAnimations = (runtime: IGLTFRuntime): void => {
var animations = runtime.gltf.animations;
if (!animations) {
return;
}
for (var animationIndex = 0; animationIndex < animations.length; animationIndex++) {
var animation = animations[animationIndex];
if (!animation || !animation.channels) {
continue;
}
</s> remove if (!hasShaders) {
onload();
</s> add if (data instanceof ArrayBuffer) {
if (!this._parseBinary(runtime, <ArrayBuffer>data)) {
return null;
}
}
else {
runtime.gltf = JSON.parse(<string>data);
| [
"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 (binaryReader.getPosition() < binaryReader.getLength()) {
Tools.Error("Unexpected extra bytes at end of data");
return false;
| <mask> onload();
<mask> }
<mask> }
<mask>
<mask> // Creates nodes before loading buffers and shaders
<mask> private _createNodes(gltfRuntime: IGLTFRuntime): void {
<mask> var currentScene = <IGLTFScene>gltfRuntime.currentScene;
<mask>
<mask> if (currentScene) {
<mask> // Only one scene even if multiple scenes are defined
<mask> for (var i = 0; i < currentScene.nodes.length; i++) {
<mask> traverseNodes(gltfRuntime, currentScene.nodes[i], null);
<mask> }
<mask> }
<mask> else {
<mask> // Load all scenes
<mask> for (var thing in gltfRuntime.scenes) {
<mask> currentScene = <IGLTFScene>gltfRuntime.scenes[thing];
</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 else {
// Load all scenes
for (var thing in gltfRuntime.scenes) {
currentScene = <IGLTFScene>gltfRuntime.scenes[thing];
</s> add </s> remove for (var i = 0; i < currentScene.nodes.length; i++) {
traverseNodes(gltfRuntime, currentScene.nodes[i], null);
}
}
}
}
</s> add return true;
};
</s> remove }
</s> add </s> remove /**
* do stuff after buffers, shaders are loaded (e.g. hook up materials, load animations, etc.)
*/
var postLoad = (gltfRuntime: IGLTFRuntime) => {
// Nodes
var currentScene: IGLTFScene = <IGLTFScene>gltfRuntime.currentScene;
</s> add var importScene = (runtime: IGLTFRuntime): void => {
var scene = runtime.gltf.scene || 0;
var scenes = runtime.gltf.scenes;
</s> remove if (!hasBuffers) {
onload();
</s> add var buffers = runtime.gltf.buffers;
if (buffers.length > 0 && buffers[0].uri === undefined) {
buffers[0].loadedBufferView = binaryReader.readUint8Array(buffers[0].byteLength);
| [
"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 |
<mask> for (var i = 0; i < currentScene.nodes.length; i++) {
<mask> traverseNodes(gltfRuntime, currentScene.nodes[i], null);
<mask> }
<mask> }
<mask> else {
<mask> // Load all scenes
<mask> for (var thing in gltfRuntime.scenes) {
<mask> currentScene = <IGLTFScene>gltfRuntime.scenes[thing];
<mask>
<mask> for (var i = 0; i < currentScene.nodes.length; i++) {
<mask> traverseNodes(gltfRuntime, currentScene.nodes[i], 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 for (var i = 0; i < currentScene.nodes.length; i++) {
traverseNodes(gltfRuntime, currentScene.nodes[i], null);
}
}
}
}
</s> add return true;
};
</s> remove // Creates nodes before loading buffers and shaders
private _createNodes(gltfRuntime: IGLTFRuntime): void {
var currentScene = <IGLTFScene>gltfRuntime.currentScene;
if (currentScene) {
// Only one scene even if multiple scenes are defined
for (var i = 0; i < currentScene.nodes.length; i++) {
traverseNodes(gltfRuntime, currentScene.nodes[i], null);
}
</s> add if (binaryReader.getPosition() < binaryReader.getLength()) {
Tools.Error("Unexpected extra bytes at end of data");
return false;
</s> remove /**
* do stuff after buffers, shaders are loaded (e.g. hook up materials, load animations, etc.)
*/
var postLoad = (gltfRuntime: IGLTFRuntime) => {
// Nodes
var currentScene: IGLTFScene = <IGLTFScene>gltfRuntime.currentScene;
</s> add var importScene = (runtime: IGLTFRuntime): void => {
var scene = runtime.gltf.scene || 0;
var scenes = runtime.gltf.scenes;
</s> remove traverseNodes(gltfRuntime, node.children[i], newNode, meshIncluded);
</s> add traverseNodes(runtime, node.children[i], newNode, meshIncluded);
</s> remove for (var i = 0; i < skins.jointNames.length; i++) {
var jointNode: IJointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
</s> add for (var i = 0; i < skin.jointNames.length; i++) {
var jointNode: IJointNode = getJointNode(runtime, skin.jointNames[i]);
| [
"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 true;
};
| <mask> // Load all scenes
<mask> for (var thing in gltfRuntime.scenes) {
<mask> currentScene = <IGLTFScene>gltfRuntime.scenes[thing];
<mask>
<mask> for (var i = 0; i < currentScene.nodes.length; i++) {
<mask> traverseNodes(gltfRuntime, currentScene.nodes[i], null);
<mask> }
<mask> }
<mask> }
<mask> }
<mask> };
<mask>
<mask> BABYLON.SceneLoader.RegisterPlugin(new GLTFFileLoader());
<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 else {
// Load all scenes
for (var thing in gltfRuntime.scenes) {
currentScene = <IGLTFScene>gltfRuntime.scenes[thing];
</s> add </s> remove // Creates nodes before loading buffers and shaders
private _createNodes(gltfRuntime: IGLTFRuntime): void {
var currentScene = <IGLTFScene>gltfRuntime.currentScene;
if (currentScene) {
// Only one scene even if multiple scenes are defined
for (var i = 0; i < currentScene.nodes.length; i++) {
traverseNodes(gltfRuntime, currentScene.nodes[i], null);
}
</s> add if (binaryReader.getPosition() < binaryReader.getLength()) {
Tools.Error("Unexpected extra bytes at end of data");
return false;
</s> remove /**
* do stuff after buffers, shaders are loaded (e.g. hook up materials, load animations, etc.)
*/
var postLoad = (gltfRuntime: IGLTFRuntime) => {
// Nodes
var currentScene: IGLTFScene = <IGLTFScene>gltfRuntime.currentScene;
</s> add var importScene = (runtime: IGLTFRuntime): void => {
var scene = runtime.gltf.scene || 0;
var scenes = runtime.gltf.scenes;
</s> remove traverseNodes(gltfRuntime, node.children[i], newNode, meshIncluded);
</s> add traverseNodes(runtime, node.children[i], newNode, meshIncluded);
</s> remove for (var i = 0; i < skins.jointNames.length; i++) {
var jointNode: IJointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
</s> add for (var i = 0; i < skin.jointNames.length; i++) {
var jointNode: IJointNode = getJointNode(runtime, skin.jointNames[i]);
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
protected postCreateRuntime(runtime: IGLTFRuntime): void {}
| <mask> public get name(): string {
<mask> return this._name;
<mask> }
<mask>
<mask> /**
<mask> * Defines an override for loading the runtime
<mask> * Return true to stop further extensions from loading the runtime
<mask> */
<mask> public loadRuntimeAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: () => void): boolean {
<mask> return false;
<mask> }
<mask>
<mask> /**
<mask> * Defines an onverride for creating gltf runtime
<mask> * Return true to stop further extensions from creating the runtime
<mask> */
<mask> public loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: () => void): boolean {
<mask> return false;
<mask> }
<mask>
<mask> /**
<mask> * Defines an override for loading buffers
<mask> * Return true to stop further extensions from loading this buffer
<mask> */
<mask> public loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): boolean {
<mask> return false;
<mask> }
<mask>
<mask> /**
<mask> * Defines an override for loading texture buffers
<mask> * Return true to stop further extensions from loading this texture data
<mask> */
<mask> public loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): boolean {
<mask> return false;
<mask> }
<mask>
<mask> /**
<mask> * Defines an override for creating textures
<mask> * Return true to stop further extensions from loading this texture
<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 /**
* Defines an override for creating textures
* Return true to stop further extensions from loading this texture
*/
public createTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): boolean {
return false;
}
/**
* Defines an override for loading shader strings
* Return true to stop further extensions from loading this shader data
*/
public loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: () => void): boolean {
return false;
}
/**
* Defines an override for loading materials
* Return true to stop further extensions from loading this material
*/
public loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: () => void): boolean {
return false;
}
</s> add // Return true to stop other extensions from loading materials.
protected loadMaterial(runtime: IGLTFRuntime, index: number): boolean { return false; }
</s> remove /**
* Load scene
*/
public loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: () => void, onError: () => void): boolean {
scene.useRightHandedSystem = true;
GLTFFileLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, gltfRuntime => {
// Load runtime extensios
GLTFFileLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, () => {
// Create nodes
this._createNodes(gltfRuntime);
// Load buffers, shaders, materials, etc.
this._loadBuffersAsync(gltfRuntime, () => {
this._loadShadersAsync(gltfRuntime, () => {
importMaterials(gltfRuntime);
postLoad(gltfRuntime);
if (!GLTFFileLoader.IncrementalLoading) {
onSuccess();
}
});
});
</s> add private _loadBuffersAsync(runtime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
if (runtime.gltf.buffers.length == 0) {
onSuccess();
return;
}
</s> remove public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onError?: () => void): boolean {
</s> add public loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: () => void, onError: () => void): boolean {
</s> remove return gltfRuntime;
}
public static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
var buffer: IGLTFBuffer = gltfRuntime.buffers[id];
if (GLTFUtils.IsBase64(buffer.uri)) {
setTimeout(() => onSuccess(new Uint8Array(GLTFUtils.DecodeBase64(buffer.uri))));
}
else {
Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, data => onSuccess(new Uint8Array(data)), null, null, true, onError);
</s> add 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.emissiveTexture) {
GLTFFileLoader.LoadTextureAsync(runtime, material.emissiveTexture, babylonTexture => {
material.babylonMaterial.emissiveTexture = babylonTexture;
}, () => Tools.Warn("Failed to load normal texture"));
</s> remove public static LoadRuntimeAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess(GLTFFileLoaderBase.CreateRuntime(JSON.parse(<string>data), scene, rootUrl));
});
});
}
public static LoadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess();
});
});
}
public static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (bufferView: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadTextureAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id,
buffer => GLTFFileLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError),
onError);
}
public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderData: string) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
});
</s> add public static PostCreateRuntime(runtime: IGLTFRuntime): void {
for (var extensionName in GLTFFileLoader.Extensions) {
var extension = GLTFFileLoader.Extensions[extensionName];
if (extension.postCreateRuntime) {
extension.postCreateRuntime(runtime);
}
}
| [
"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.glTFFileLoaderExtension.ts |
// Return true to stop other extensions from loading materials.
protected loadMaterial(runtime: IGLTFRuntime, index: number): boolean { return false; }
| <mask> public loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): boolean {
<mask> return false;
<mask> }
<mask>
<mask> /**
<mask> * Defines an override for creating textures
<mask> * Return true to stop further extensions from loading this texture
<mask> */
<mask> public createTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): boolean {
<mask> return false;
<mask> }
<mask>
<mask> /**
<mask> * Defines an override for loading shader strings
<mask> * Return true to stop further extensions from loading this shader data
<mask> */
<mask> public loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: () => void): boolean {
<mask> return false;
<mask> }
<mask>
<mask> /**
<mask> * Defines an override for loading materials
<mask> * Return true to stop further extensions from loading this material
<mask> */
<mask> public loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: () => void): boolean {
<mask> return false;
<mask> }
<mask>
<mask> // ---------
<mask> // Utilities
<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 /**
* Defines an override for loading the runtime
* Return true to stop further extensions from loading the runtime
*/
public loadRuntimeAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: () => void): boolean {
return false;
}
/**
* Defines an onverride for creating gltf runtime
* Return true to stop further extensions from creating the runtime
*/
public loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: () => void): boolean {
return false;
}
/**
* Defines an override for loading buffers
* Return true to stop further extensions from loading this buffer
*/
public loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): boolean {
return false;
}
/**
* Defines an override for loading texture buffers
* Return true to stop further extensions from loading this texture data
*/
public loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): boolean {
return false;
}
</s> add protected postCreateRuntime(runtime: IGLTFRuntime): void {}
</s> remove public static LoadRuntimeAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess(GLTFFileLoaderBase.CreateRuntime(JSON.parse(<string>data), scene, rootUrl));
});
});
}
public static LoadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess();
});
});
}
public static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (bufferView: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadTextureAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id,
buffer => GLTFFileLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError),
onError);
}
public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderData: string) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
});
</s> add public static PostCreateRuntime(runtime: IGLTFRuntime): void {
for (var extensionName in GLTFFileLoader.Extensions) {
var extension = GLTFFileLoader.Extensions[extensionName];
if (extension.postCreateRuntime) {
extension.postCreateRuntime(runtime);
}
}
</s> remove public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: () => void): void {
var shader: IGLTFShader = gltfRuntime.shaders[id];
if (GLTFUtils.IsBase64(shader.uri)) {
var shaderString = atob(shader.uri.split(",")[1]);
onSuccess(shaderString);
}
else {
Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, null, null, false, onError);
}
}
</s> add /**
* Import meshes
*/
public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onError?: () => void): boolean {
scene.useRightHandedSystem = true;
</s> remove return gltfRuntime;
}
public static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
var buffer: IGLTFBuffer = gltfRuntime.buffers[id];
if (GLTFUtils.IsBase64(buffer.uri)) {
setTimeout(() => onSuccess(new Uint8Array(GLTFUtils.DecodeBase64(buffer.uri))));
}
else {
Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, data => onSuccess(new Uint8Array(data)), null, null, true, onError);
</s> add 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.emissiveTexture) {
GLTFFileLoader.LoadTextureAsync(runtime, material.emissiveTexture, babylonTexture => {
material.babylonMaterial.emissiveTexture = babylonTexture;
}, () => Tools.Warn("Failed to load normal texture"));
</s> remove public static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
var texture: IGLTFTexture = gltfRuntime.textures[id];
</s> add public static LoadTextureAsync(runtime: IGLTFRuntime, textureInfo: IGLTFTextureInfo, onSuccess: (babylonTexture: Texture) => void, onError: () => void): void {
var texture = runtime.gltf.textures[textureInfo.index];
| [
"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.glTFFileLoaderExtension.ts |
public static PostCreateRuntime(runtime: IGLTFRuntime): void {
for (var extensionName in GLTFFileLoader.Extensions) {
var extension = GLTFFileLoader.Extensions[extensionName];
if (extension.postCreateRuntime) {
extension.postCreateRuntime(runtime);
}
}
| <mask> // ---------
<mask> // Utilities
<mask> // ---------
<mask>
<mask> public static LoadRuntimeAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: () => void): void {
<mask> GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
<mask> return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
<mask> }, () => {
<mask> setTimeout(() => {
<mask> onSuccess(GLTFFileLoaderBase.CreateRuntime(JSON.parse(<string>data), scene, rootUrl));
<mask> });
<mask> });
<mask> }
<mask>
<mask> public static LoadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
<mask> GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
<mask> return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
<mask> }, () => {
<mask> setTimeout(() => {
<mask> onSuccess();
<mask> });
<mask> });
<mask> }
<mask>
<mask> public static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (bufferView: ArrayBufferView) => void, onError: () => void): void {
<mask> GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
<mask> return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError);
<mask> }, () => {
<mask> GLTFFileLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError);
<mask> });
<mask> }
<mask>
<mask> public static LoadTextureAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (texture: Texture) => void, onError: () => void): void {
<mask> GLTFFileLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id,
<mask> buffer => GLTFFileLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError),
<mask> onError);
<mask> }
<mask>
<mask> public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderData: string) => void, onError: () => void): void {
<mask> GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
<mask> return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
<mask> }, () => {
<mask> GLTFFileLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
<mask> });
<mask> }
<mask>
<mask> public static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: () => void): void {
<mask> GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
<mask> return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
<mask> }, () => {
<mask> GLTFFileLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
<mask> });
<mask> }
<mask>
<mask> private static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
<mask> GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
<mask> return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
<mask> }, () => {
<mask> GLTFFileLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
<mask> });
<mask> }
<mask>
<mask> private static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): void {
<mask> GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
<mask> return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
<mask> }, () => {
<mask> GLTFFileLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
<mask> });
<mask> }
<mask>
<mask> private static ApplyExtensions(func: (loaderExtension: GLTFFileLoaderExtension) => boolean, defaultFunc: () => void): void {
<mask> for (var extensionName in GLTFFileLoader.Extensions) {
<mask> var loaderExtension = GLTFFileLoader.Extensions[extensionName];
</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 private static ApplyExtensions(func: (loaderExtension: GLTFFileLoaderExtension) => boolean, defaultFunc: () => void): void {
</s> add public static LoadMaterial(runtime: IGLTFRuntime, index: number): void {
</s> remove Tools.LoadFile(gltfRuntime.rootUrl + source.uri, data => onSuccess(new Uint8Array(data)), null, null, true, onError);
</s> add Tools.LoadFile(runtime.rootUrl + source.uri, data => {
GLTFFileLoader.CreateTextureAsync(runtime, textureInfo, new Uint8Array(data), source.mimeType, onSuccess, onError);
}, null, null, true, onError);
</s> remove public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: () => void): void {
var shader: IGLTFShader = gltfRuntime.shaders[id];
if (GLTFUtils.IsBase64(shader.uri)) {
var shaderString = atob(shader.uri.split(",")[1]);
onSuccess(shaderString);
}
else {
Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, null, null, false, onError);
}
}
</s> add /**
* Import meshes
*/
public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onError?: () => void): boolean {
scene.useRightHandedSystem = true;
</s> remove public static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
var texture: IGLTFTexture = gltfRuntime.textures[id];
</s> add public static LoadTextureAsync(runtime: IGLTFRuntime, textureInfo: IGLTFTextureInfo, onSuccess: (babylonTexture: Texture) => void, onError: () => void): void {
var texture = runtime.gltf.textures[textureInfo.index];
</s> remove /**
* Load scene
*/
public loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: () => void, onError: () => void): boolean {
scene.useRightHandedSystem = true;
GLTFFileLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, gltfRuntime => {
// Load runtime extensios
GLTFFileLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, () => {
// Create nodes
this._createNodes(gltfRuntime);
// Load buffers, shaders, materials, etc.
this._loadBuffersAsync(gltfRuntime, () => {
this._loadShadersAsync(gltfRuntime, () => {
importMaterials(gltfRuntime);
postLoad(gltfRuntime);
if (!GLTFFileLoader.IncrementalLoading) {
onSuccess();
}
});
});
</s> add private _loadBuffersAsync(runtime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
if (runtime.gltf.buffers.length == 0) {
onSuccess();
return;
}
| [
"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.glTFFileLoaderExtension.ts |
public static LoadMaterial(runtime: IGLTFRuntime, index: number): void {
| <mask> GLTFFileLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
<mask> });
<mask> }
<mask>
<mask> private static ApplyExtensions(func: (loaderExtension: GLTFFileLoaderExtension) => boolean, defaultFunc: () => void): void {
<mask> for (var extensionName in GLTFFileLoader.Extensions) {
<mask> var loaderExtension = GLTFFileLoader.Extensions[extensionName];
<mask> if (func(loaderExtension)) {
<mask> return;
<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 var loaderExtension = GLTFFileLoader.Extensions[extensionName];
if (func(loaderExtension)) {
return;
</s> add var extension = GLTFFileLoader.Extensions[extensionName];
if (extension.loadMaterial) {
if (extension.loadMaterial(runtime, index)) {
return;
}
</s> remove public static LoadRuntimeAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess(GLTFFileLoaderBase.CreateRuntime(JSON.parse(<string>data), scene, rootUrl));
});
});
}
public static LoadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess();
});
});
}
public static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (bufferView: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadTextureAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id,
buffer => GLTFFileLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError),
onError);
}
public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderData: string) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
});
</s> add public static PostCreateRuntime(runtime: IGLTFRuntime): void {
for (var extensionName in GLTFFileLoader.Extensions) {
var extension = GLTFFileLoader.Extensions[extensionName];
if (extension.postCreateRuntime) {
extension.postCreateRuntime(runtime);
}
}
</s> remove }, onError);
return true;
</s> add });
</s> remove if (GLTFUtils.IsBase64(source.uri)) {
setTimeout(() => onSuccess(new Uint8Array(GLTFUtils.DecodeBase64(source.uri))));
</s> add 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.CreateTextureAsync(runtime, textureInfo, buffer, source.mimeType, onSuccess, onError);
}
else if (GLTFUtils.IsBase64(source.uri)) {
GLTFFileLoader.CreateTextureAsync(runtime, textureInfo, new Uint8Array(GLTFUtils.DecodeBase64(source.uri)), source.mimeType, onSuccess, onError);
</s> remove /**
* Load scene
*/
public loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: () => void, onError: () => void): boolean {
scene.useRightHandedSystem = true;
GLTFFileLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, gltfRuntime => {
// Load runtime extensios
GLTFFileLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, () => {
// Create nodes
this._createNodes(gltfRuntime);
// Load buffers, shaders, materials, etc.
this._loadBuffersAsync(gltfRuntime, () => {
this._loadShadersAsync(gltfRuntime, () => {
importMaterials(gltfRuntime);
postLoad(gltfRuntime);
if (!GLTFFileLoader.IncrementalLoading) {
onSuccess();
}
});
});
</s> add private _loadBuffersAsync(runtime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
if (runtime.gltf.buffers.length == 0) {
onSuccess();
return;
}
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderExtension.ts |
var extension = GLTFFileLoader.Extensions[extensionName];
if (extension.loadMaterial) {
if (extension.loadMaterial(runtime, index)) {
return;
}
| <mask> }
<mask>
<mask> private static ApplyExtensions(func: (loaderExtension: GLTFFileLoaderExtension) => boolean, defaultFunc: () => void): void {
<mask> for (var extensionName in GLTFFileLoader.Extensions) {
<mask> var loaderExtension = GLTFFileLoader.Extensions[extensionName];
<mask> if (func(loaderExtension)) {
<mask> return;
<mask> }
<mask> }
<mask>
<mask> defaultFunc();
<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 private static ApplyExtensions(func: (loaderExtension: GLTFFileLoaderExtension) => boolean, defaultFunc: () => void): void {
</s> add public static LoadMaterial(runtime: IGLTFRuntime, index: number): void {
</s> remove public static LoadRuntimeAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess(GLTFFileLoaderBase.CreateRuntime(JSON.parse(<string>data), scene, rootUrl));
});
});
}
public static LoadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
}, () => {
setTimeout(() => {
onSuccess();
});
});
}
public static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (bufferView: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadTextureAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id,
buffer => GLTFFileLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError),
onError);
}
public static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderData: string) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
});
}
public static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
});
}
private static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): void {
GLTFFileLoaderExtension.ApplyExtensions(loaderExtension => {
return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
}, () => {
GLTFFileLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
});
</s> add public static PostCreateRuntime(runtime: IGLTFRuntime): void {
for (var extensionName in GLTFFileLoader.Extensions) {
var extension = GLTFFileLoader.Extensions[extensionName];
if (extension.postCreateRuntime) {
extension.postCreateRuntime(runtime);
}
}
</s> remove public static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: () => void): void {
var texture: IGLTFTexture = gltfRuntime.textures[id];
</s> add public static CreateTextureAsync(runtime: IGLTFRuntime, textureInfo: IGLTFTextureInfo, buffer: ArrayBufferView, mimeType: string, onSuccess: (babylonTexture: Texture) => void, onError: () => void): void {
var texture = runtime.gltf.textures[textureInfo.index];
if (!texture || texture.source === undefined || texture.sampler === undefined) {
onError();
return;
}
</s> remove public static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
var texture: IGLTFTexture = gltfRuntime.textures[id];
</s> add public static LoadTextureAsync(runtime: IGLTFRuntime, textureInfo: IGLTFTextureInfo, onSuccess: (babylonTexture: Texture) => void, onError: () => void): void {
var texture = runtime.gltf.textures[textureInfo.index];
</s> remove if (!hasShaders) {
onload();
</s> add if (data instanceof ArrayBuffer) {
if (!this._parseBinary(runtime, <ArrayBuffer>data)) {
return null;
}
}
else {
runtime.gltf = JSON.parse(<string>data);
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderExtension.ts |
var material = GLTFFileLoader.LoadMaterial(runtime, index);
if (material) {
GLTFFileLoader.LoadMetallicRoughnessMaterialProperties(runtime, material);
GLTFFileLoader.LoadCommonMaterialProperties(runtime, material);
}
| <mask> return;
<mask> }
<mask> }
<mask>
<mask> defaultFunc();
<mask> }
<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 var loaderExtension = GLTFFileLoader.Extensions[extensionName];
if (func(loaderExtension)) {
return;
</s> add var extension = GLTFFileLoader.Extensions[extensionName];
if (extension.loadMaterial) {
if (extension.loadMaterial(runtime, index)) {
return;
}
</s> remove onSuccess(null);
</s> add onSuccess(texture.babylonTexture);
</s> remove var source: IGLTFImage = gltfRuntime.images[texture.source];
</s> add var source = runtime.gltf.images[texture.source];
</s> remove GLTFFileLoader.Extensions[extension.name] = extension;
</s> add return true;
</s> remove if (parsedData.techniques) {
parseObject(parsedData.techniques, "techniques", gltfRuntime);
}
</s> add public static LoadMetallicRoughnessMaterialProperties = (runtime: IGLTFRuntime, material: IGLTFMaterial): void => {
var properties = material.pbrMetallicRoughness;
if (!properties) return;
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderExtension.ts |
export enum EBinaryContentFormat {
JSON = 0
}
export enum EBufferViewTarget {
ARRAY_BUFFER = 34962,
ELEMENT_ARRAY_BUFFER = 34963
}
| <mask> module BABYLON {
<mask> /**
<mask> * Enums
<mask> */
<mask> export enum EComponentType {
<mask> BYTE = 5120,
<mask> UNSIGNED_BYTE = 5121,
<mask> SHORT = 5122,
</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 export enum EShaderType {
FRAGMENT = 35632,
VERTEX = 35633
</s> add export enum EMeshPrimitiveMode {
POINTS = 0,
LINES = 1,
LINE_LOOP = 2,
LINE_STRIP = 3,
TRIANGLES = 4,
TRIANGLE_STRIP = 5,
TRIANGLE_FAN = 6
</s> remove export enum EBlendingFunction {
ZERO = 0,
ONE = 1,
SRC_COLOR = 768,
ONE_MINUS_SRC_COLOR = 769,
DST_COLOR = 774,
ONE_MINUS_DST_COLOR = 775,
SRC_ALPHA = 770,
ONE_MINUS_SRC_ALPHA = 771,
DST_ALPHA = 772,
ONE_MINUS_DST_ALPHA = 773,
CONSTANT_COLOR = 32769,
ONE_MINUS_CONSTANT_COLOR = 32770,
CONSTANT_ALPHA = 32771,
ONE_MINUS_CONSTANT_ALPHA = 32772,
SRC_ALPHA_SATURATE = 776
</s> add export enum ETextureType {
UNSIGNED_BYTE = 5121,
UNSIGNED_SHORT_5_6_5 = 33635,
UNSIGNED_SHORT_4_4_4_4 = 32819,
UNSIGNED_SHORT_5_5_5_1 = 32820
}
export enum ETextureWrapMode {
CLAMP_TO_EDGE = 33071,
MIRRORED_REPEAT = 33648,
REPEAT = 10497
</s> remove export enum ECullingType {
FRONT = 1028,
BACK = 1029,
FRONT_AND_BACK = 1032
</s> add export enum ETextureTarget {
TEXTURE_2D = 3553
</s> remove export enum ETextureWrapMode {
CLAMP_TO_EDGE = 33071,
MIRRORED_REPEAT = 33648,
REPEAT = 10497
</s> add export enum ETextureMagFilter {
NEAREST = 9728,
LINEAR = 9728,
</s> remove export enum ETextureFilterType {
</s> add export enum ETextureMinFilter {
| [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderInterfaces.ts |
export enum EMeshPrimitiveMode {
POINTS = 0,
LINES = 1,
LINE_LOOP = 2,
LINE_STRIP = 3,
TRIANGLES = 4,
TRIANGLE_STRIP = 5,
TRIANGLE_FAN = 6
| <mask> UNSIGNED_SHORT = 5123,
<mask> FLOAT = 5126
<mask> }
<mask>
<mask> export enum EShaderType {
<mask> FRAGMENT = 35632,
<mask> VERTEX = 35633
<mask> }
<mask>
<mask> export enum EParameterType {
<mask> BYTE = 5120,
<mask> UNSIGNED_BYTE = 5121,
</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 export enum EBlendingFunction {
ZERO = 0,
ONE = 1,
SRC_COLOR = 768,
ONE_MINUS_SRC_COLOR = 769,
DST_COLOR = 774,
ONE_MINUS_DST_COLOR = 775,
SRC_ALPHA = 770,
ONE_MINUS_SRC_ALPHA = 771,
DST_ALPHA = 772,
ONE_MINUS_DST_ALPHA = 773,
CONSTANT_COLOR = 32769,
ONE_MINUS_CONSTANT_COLOR = 32770,
CONSTANT_ALPHA = 32771,
ONE_MINUS_CONSTANT_ALPHA = 32772,
SRC_ALPHA_SATURATE = 776
</s> add export enum ETextureType {
UNSIGNED_BYTE = 5121,
UNSIGNED_SHORT_5_6_5 = 33635,
UNSIGNED_SHORT_4_4_4_4 = 32819,
UNSIGNED_SHORT_5_5_5_1 = 32820
}
export enum ETextureWrapMode {
CLAMP_TO_EDGE = 33071,
MIRRORED_REPEAT = 33648,
REPEAT = 10497
</s> remove export enum ECullingType {
FRONT = 1028,
BACK = 1029,
FRONT_AND_BACK = 1032
</s> add export enum ETextureTarget {
TEXTURE_2D = 3553
</s> remove export enum ETextureWrapMode {
CLAMP_TO_EDGE = 33071,
MIRRORED_REPEAT = 33648,
REPEAT = 10497
</s> add export enum ETextureMagFilter {
NEAREST = 9728,
LINEAR = 9728,
</s> remove export enum ETextureFilterType {
</s> add export enum ETextureMinFilter {
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderInterfaces.ts |
export enum ETextureMagFilter {
NEAREST = 9728,
LINEAR = 9728,
| <mask> FLOAT_MAT4 = 35676,
<mask> SAMPLER_2D = 35678
<mask> }
<mask>
<mask> export enum ETextureWrapMode {
<mask> CLAMP_TO_EDGE = 33071,
<mask> MIRRORED_REPEAT = 33648,
<mask> REPEAT = 10497
<mask> }
<mask>
<mask> export enum ETextureFilterType {
<mask> NEAREST = 9728,
<mask> LINEAR = 9728,
</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 export enum ETextureFilterType {
</s> add export enum ETextureMinFilter {
</s> remove export enum EBlendingFunction {
ZERO = 0,
ONE = 1,
SRC_COLOR = 768,
ONE_MINUS_SRC_COLOR = 769,
DST_COLOR = 774,
ONE_MINUS_DST_COLOR = 775,
SRC_ALPHA = 770,
ONE_MINUS_SRC_ALPHA = 771,
DST_ALPHA = 772,
ONE_MINUS_DST_ALPHA = 773,
CONSTANT_COLOR = 32769,
ONE_MINUS_CONSTANT_COLOR = 32770,
CONSTANT_ALPHA = 32771,
ONE_MINUS_CONSTANT_ALPHA = 32772,
SRC_ALPHA_SATURATE = 776
</s> add export enum ETextureType {
UNSIGNED_BYTE = 5121,
UNSIGNED_SHORT_5_6_5 = 33635,
UNSIGNED_SHORT_4_4_4_4 = 32819,
UNSIGNED_SHORT_5_5_5_1 = 32820
}
export enum ETextureWrapMode {
CLAMP_TO_EDGE = 33071,
MIRRORED_REPEAT = 33648,
REPEAT = 10497
</s> remove export enum ECullingType {
FRONT = 1028,
BACK = 1029,
FRONT_AND_BACK = 1032
</s> add export enum ETextureTarget {
TEXTURE_2D = 3553
</s> remove export enum EShaderType {
FRAGMENT = 35632,
VERTEX = 35633
</s> add export enum EMeshPrimitiveMode {
POINTS = 0,
LINES = 1,
LINE_LOOP = 2,
LINE_STRIP = 3,
TRIANGLES = 4,
TRIANGLE_STRIP = 5,
TRIANGLE_FAN = 6
| [
"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.glTFFileLoaderInterfaces.ts |
export enum ETextureMinFilter {
| <mask> MIRRORED_REPEAT = 33648,
<mask> REPEAT = 10497
<mask> }
<mask>
<mask> export enum ETextureFilterType {
<mask> NEAREST = 9728,
<mask> LINEAR = 9728,
<mask> NEAREST_MIPMAP_NEAREST = 9984,
<mask> LINEAR_MIPMAP_NEAREST = 9985,
<mask> NEAREST_MIPMAP_LINEAR = 9986,
</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 export enum ETextureWrapMode {
CLAMP_TO_EDGE = 33071,
MIRRORED_REPEAT = 33648,
REPEAT = 10497
</s> add export enum ETextureMagFilter {
NEAREST = 9728,
LINEAR = 9728,
</s> remove export enum EBlendingFunction {
ZERO = 0,
ONE = 1,
SRC_COLOR = 768,
ONE_MINUS_SRC_COLOR = 769,
DST_COLOR = 774,
ONE_MINUS_DST_COLOR = 775,
SRC_ALPHA = 770,
ONE_MINUS_SRC_ALPHA = 771,
DST_ALPHA = 772,
ONE_MINUS_DST_ALPHA = 773,
CONSTANT_COLOR = 32769,
ONE_MINUS_CONSTANT_COLOR = 32770,
CONSTANT_ALPHA = 32771,
ONE_MINUS_CONSTANT_ALPHA = 32772,
SRC_ALPHA_SATURATE = 776
</s> add export enum ETextureType {
UNSIGNED_BYTE = 5121,
UNSIGNED_SHORT_5_6_5 = 33635,
UNSIGNED_SHORT_4_4_4_4 = 32819,
UNSIGNED_SHORT_5_5_5_1 = 32820
}
export enum ETextureWrapMode {
CLAMP_TO_EDGE = 33071,
MIRRORED_REPEAT = 33648,
REPEAT = 10497
</s> remove export enum ECullingType {
FRONT = 1028,
BACK = 1029,
FRONT_AND_BACK = 1032
</s> add export enum ETextureTarget {
TEXTURE_2D = 3553
</s> remove export enum EShaderType {
FRAGMENT = 35632,
VERTEX = 35633
</s> add export enum EMeshPrimitiveMode {
POINTS = 0,
LINES = 1,
LINE_LOOP = 2,
LINE_STRIP = 3,
TRIANGLES = 4,
TRIANGLE_STRIP = 5,
TRIANGLE_FAN = 6
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderInterfaces.ts |
export enum ETextureTarget {
TEXTURE_2D = 3553
| <mask> LUMINANCE = 6409,
<mask> LUMINANCE_ALPHA = 6410
<mask> }
<mask>
<mask> export enum ECullingType {
<mask> FRONT = 1028,
<mask> BACK = 1029,
<mask> FRONT_AND_BACK = 1032
<mask> }
<mask>
<mask> export enum EBlendingFunction {
<mask> ZERO = 0,
<mask> ONE = 1,
</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 export enum EBlendingFunction {
ZERO = 0,
ONE = 1,
SRC_COLOR = 768,
ONE_MINUS_SRC_COLOR = 769,
DST_COLOR = 774,
ONE_MINUS_DST_COLOR = 775,
SRC_ALPHA = 770,
ONE_MINUS_SRC_ALPHA = 771,
DST_ALPHA = 772,
ONE_MINUS_DST_ALPHA = 773,
CONSTANT_COLOR = 32769,
ONE_MINUS_CONSTANT_COLOR = 32770,
CONSTANT_ALPHA = 32771,
ONE_MINUS_CONSTANT_ALPHA = 32772,
SRC_ALPHA_SATURATE = 776
</s> add export enum ETextureType {
UNSIGNED_BYTE = 5121,
UNSIGNED_SHORT_5_6_5 = 33635,
UNSIGNED_SHORT_4_4_4_4 = 32819,
UNSIGNED_SHORT_5_5_5_1 = 32820
}
export enum ETextureWrapMode {
CLAMP_TO_EDGE = 33071,
MIRRORED_REPEAT = 33648,
REPEAT = 10497
</s> remove export enum EShaderType {
FRAGMENT = 35632,
VERTEX = 35633
</s> add export enum EMeshPrimitiveMode {
POINTS = 0,
LINES = 1,
LINE_LOOP = 2,
LINE_STRIP = 3,
TRIANGLES = 4,
TRIANGLE_STRIP = 5,
TRIANGLE_FAN = 6
</s> remove export enum ETextureWrapMode {
CLAMP_TO_EDGE = 33071,
MIRRORED_REPEAT = 33648,
REPEAT = 10497
</s> add export enum ETextureMagFilter {
NEAREST = 9728,
LINEAR = 9728,
</s> remove export enum ETextureFilterType {
</s> add export enum ETextureMinFilter {
| [
"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.glTFFileLoaderInterfaces.ts |
export enum ETextureType {
UNSIGNED_BYTE = 5121,
UNSIGNED_SHORT_5_6_5 = 33635,
UNSIGNED_SHORT_4_4_4_4 = 32819,
UNSIGNED_SHORT_5_5_5_1 = 32820
}
export enum ETextureWrapMode {
CLAMP_TO_EDGE = 33071,
MIRRORED_REPEAT = 33648,
REPEAT = 10497
| <mask> BACK = 1029,
<mask> FRONT_AND_BACK = 1032
<mask> }
<mask>
<mask> export enum EBlendingFunction {
<mask> ZERO = 0,
<mask> ONE = 1,
<mask> SRC_COLOR = 768,
<mask> ONE_MINUS_SRC_COLOR = 769,
<mask> DST_COLOR = 774,
<mask> ONE_MINUS_DST_COLOR = 775,
<mask> SRC_ALPHA = 770,
<mask> ONE_MINUS_SRC_ALPHA = 771,
<mask> DST_ALPHA = 772,
<mask> ONE_MINUS_DST_ALPHA = 773,
<mask> CONSTANT_COLOR = 32769,
<mask> ONE_MINUS_CONSTANT_COLOR = 32770,
<mask> CONSTANT_ALPHA = 32771,
<mask> ONE_MINUS_CONSTANT_ALPHA = 32772,
<mask> SRC_ALPHA_SATURATE = 776
<mask> }
<mask>
<mask> /**
<mask> * Interfaces
<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 export enum ECullingType {
FRONT = 1028,
BACK = 1029,
FRONT_AND_BACK = 1032
</s> add export enum ETextureTarget {
TEXTURE_2D = 3553
</s> remove export enum EShaderType {
FRAGMENT = 35632,
VERTEX = 35633
</s> add export enum EMeshPrimitiveMode {
POINTS = 0,
LINES = 1,
LINE_LOOP = 2,
LINE_STRIP = 3,
TRIANGLES = 4,
TRIANGLE_STRIP = 5,
TRIANGLE_FAN = 6
</s> remove export enum ETextureWrapMode {
CLAMP_TO_EDGE = 33071,
MIRRORED_REPEAT = 33648,
REPEAT = 10497
</s> add export enum ETextureMagFilter {
NEAREST = 9728,
LINEAR = 9728,
</s> remove export enum ETextureFilterType {
</s> add export enum ETextureMinFilter {
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"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.glTFFileLoaderInterfaces.ts |
extras?: any;
| <mask> * Interfaces
<mask> */
<mask> export interface IGLTFProperty {
<mask> extensions?: Object;
<mask> extras?: Object;
<mask> }
<mask>
<mask> export interface IGLTFChildRootProperty extends IGLTFProperty {
<mask> name?: string;
<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 export interface IGLTFShader extends IGLTFChildRootProperty {
uri: string;
type: EShaderType;
}
export interface IGLTFProgram extends IGLTFChildRootProperty {
attributes: string[];
fragmentShader: string;
vertexShader: string;
}
export interface IGLTFTechniqueParameter {
type: number;
count?: number;
semantic?: string;
node?: string;
value?: number|boolean|string|Array<any>;
source?: string;
babylonValue?: any;
}
export interface IGLTFTechniqueCommonProfile {
lightingModel: string;
texcoordBindings: Object;
parameters?: Array<any>;
}
export interface IGLTFTechniqueStatesFunctions {
blendColor?: number[];
blendEquationSeparate?: number[];
blendFuncSeparate?: number[];
colorMask: boolean[];
cullFace: number[];
}
export interface IGLTFTechniqueStates {
enable: number[];
functions: IGLTFTechniqueStatesFunctions;
}
export interface IGLTFTechnique extends IGLTFChildRootProperty {
parameters: Object;
program: string;
attributes: Object;
uniforms: Object;
states: IGLTFTechniqueStates;
}
export interface IGLTFMaterial extends IGLTFChildRootProperty {
technique?: string;
values: string[];
}
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: Object;
indices: string;
material: string;
mode?: number;
}
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> add export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
</s> remove export interface IGLTFAnimation extends IGLTFChildRootProperty {
channels?: IGLTFAnimationChannel[];
parameters?: Object;
samplers?: Object;
</s> add export interface IGLTFMaterialPbrMetallicRoughness {
baseColorFactor: number[];
baseColorTexture: IGLTFTextureInfo;
metallicFactor: number;
roughnessFactor: number;
metallicRoughnessTexture: IGLTFTextureInfo;
</s> remove export interface IGLTFAnimationSampler {
input: string;
output: string;
interpolation?: string;
</s> add export interface IGLTFMaterialOcclusionTextureInfo extends IGLTFTextureInfo {
strength: number;
</s> remove /**
* Runtime
*/
export interface IGLTFRuntime {
extensions: Object;
accessors: Object;
buffers: Object;
bufferViews: Object;
meshes: Object;
lights: Object;
cameras: Object;
nodes: Object;
images: Object;
textures: Object;
shaders: Object;
programs: Object;
samplers: Object;
techniques: Object;
materials: Object;
animations: Object;
skins: Object;
currentScene?: Object;
scenes: Object; // v1.1
extensionsUsed: string[];
extensionsRequired?: string[]; // v1.1
buffersCount: number;
shaderscount: number;
scene: Scene;
rootUrl: string;
</s> add export interface IGLTFSkin extends IGLTFChildRootProperty {
bindShapeMatrix?: number[];
inverseBindMatrices?: number;
jointNames: number[];
</s> remove export interface IGLTFNodeInstanceSkin {
skeletons: string[];
skin: string;
meshes: string[];
</s> add export interface IGLTFMaterial extends IGLTFChildRootProperty {
pbrMetallicRoughness?: IGLTFMaterialPbrMetallicRoughness;
normalTexture?: IGLTFMaterialNormalTextureInfo;
occlusionTexture?: IGLTFMaterialOcclusionTextureInfo;
emissiveTexture?: IGLTFTextureInfo;
emissiveFactor?: number[];
// Babylon.js values (optimize)
babylonMaterial?: PBRMaterial;
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderInterfaces.ts |
bufferView: number;
| <mask> name?: string;
<mask> }
<mask>
<mask> export interface IGLTFAccessor extends IGLTFChildRootProperty {
<mask> bufferView: string;
<mask> byteOffset: number;
<mask> byteStride: number;
<mask> count: number;
<mask> type: string;
<mask> componentType: EComponentType;
</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 byteStride: number;
</s> add byteStride?: number;
componentType: EComponentType;
normalized?: boolean;
</s> remove componentType: EComponentType;
max?: number[],
min?: number[],
name?: string;
}
export interface IGLTFBufferView extends IGLTFChildRootProperty {
buffer: string;
byteOffset: number;
byteLength: number;
target?: number;
}
export interface IGLTFBuffer extends IGLTFChildRootProperty {
uri: string;
byteLength?: number;
type?: string;
</s> add max: number[];
min: number[];
</s> remove export interface IGLTFLight extends IGLTFChildRootProperty {
type: string;
</s> add export interface IGLTFBufferView extends IGLTFChildRootProperty {
buffer: number;
byteOffset: number;
byteLength: number;
target?: EBufferViewTarget;
</s> remove export interface IGLTFSampler extends IGLTFChildRootProperty {
magFilter?: number;
minFilter?: number;
wrapS?: number;
wrapT?: number;
</s> add export interface IGLTFAnimationSampler {
input: number;
interpolation?: string;
output: number;
</s> remove export interface IGLTFShader extends IGLTFChildRootProperty {
uri: string;
type: EShaderType;
}
export interface IGLTFProgram extends IGLTFChildRootProperty {
attributes: string[];
fragmentShader: string;
vertexShader: string;
}
export interface IGLTFTechniqueParameter {
type: number;
count?: number;
semantic?: string;
node?: string;
value?: number|boolean|string|Array<any>;
source?: string;
babylonValue?: any;
}
export interface IGLTFTechniqueCommonProfile {
lightingModel: string;
texcoordBindings: Object;
parameters?: Array<any>;
}
export interface IGLTFTechniqueStatesFunctions {
blendColor?: number[];
blendEquationSeparate?: number[];
blendFuncSeparate?: number[];
colorMask: boolean[];
cullFace: number[];
}
export interface IGLTFTechniqueStates {
enable: number[];
functions: IGLTFTechniqueStatesFunctions;
}
export interface IGLTFTechnique extends IGLTFChildRootProperty {
parameters: Object;
program: string;
attributes: Object;
uniforms: Object;
states: IGLTFTechniqueStates;
}
export interface IGLTFMaterial extends IGLTFChildRootProperty {
technique?: string;
values: string[];
}
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: Object;
indices: string;
material: string;
mode?: number;
}
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> add export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderInterfaces.ts |
byteStride?: number;
componentType: EComponentType;
normalized?: boolean;
| <mask>
<mask> export interface IGLTFAccessor extends IGLTFChildRootProperty {
<mask> bufferView: string;
<mask> byteOffset: number;
<mask> byteStride: number;
<mask> count: number;
<mask> type: string;
<mask> componentType: EComponentType;
<mask>
<mask> max?: number[],
</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 bufferView: string;
</s> add bufferView: number;
</s> remove componentType: EComponentType;
max?: number[],
min?: number[],
name?: string;
}
export interface IGLTFBufferView extends IGLTFChildRootProperty {
buffer: string;
byteOffset: number;
byteLength: number;
target?: number;
}
export interface IGLTFBuffer extends IGLTFChildRootProperty {
uri: string;
byteLength?: number;
type?: string;
</s> add max: number[];
min: number[];
</s> remove export interface IGLTFLight extends IGLTFChildRootProperty {
type: string;
</s> add export interface IGLTFBufferView extends IGLTFChildRootProperty {
buffer: number;
byteOffset: number;
byteLength: number;
target?: EBufferViewTarget;
</s> remove export interface IGLTFSampler extends IGLTFChildRootProperty {
magFilter?: number;
minFilter?: number;
wrapS?: number;
wrapT?: number;
</s> add export interface IGLTFAnimationSampler {
input: number;
interpolation?: string;
output: number;
</s> remove export interface IGLTFShader extends IGLTFChildRootProperty {
uri: string;
type: EShaderType;
}
export interface IGLTFProgram extends IGLTFChildRootProperty {
attributes: string[];
fragmentShader: string;
vertexShader: string;
}
export interface IGLTFTechniqueParameter {
type: number;
count?: number;
semantic?: string;
node?: string;
value?: number|boolean|string|Array<any>;
source?: string;
babylonValue?: any;
}
export interface IGLTFTechniqueCommonProfile {
lightingModel: string;
texcoordBindings: Object;
parameters?: Array<any>;
}
export interface IGLTFTechniqueStatesFunctions {
blendColor?: number[];
blendEquationSeparate?: number[];
blendFuncSeparate?: number[];
colorMask: boolean[];
cullFace: number[];
}
export interface IGLTFTechniqueStates {
enable: number[];
functions: IGLTFTechniqueStatesFunctions;
}
export interface IGLTFTechnique extends IGLTFChildRootProperty {
parameters: Object;
program: string;
attributes: Object;
uniforms: Object;
states: IGLTFTechniqueStates;
}
export interface IGLTFMaterial extends IGLTFChildRootProperty {
technique?: string;
values: string[];
}
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: Object;
indices: string;
material: string;
mode?: number;
}
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> add export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderInterfaces.ts |
max: number[];
min: number[];
| <mask> byteOffset: number;
<mask> byteStride: number;
<mask> count: number;
<mask> type: string;
<mask> componentType: EComponentType;
<mask>
<mask> max?: number[],
<mask> min?: number[],
<mask> name?: string;
<mask> }
<mask>
<mask> export interface IGLTFBufferView extends IGLTFChildRootProperty {
<mask> buffer: string;
<mask> byteOffset: number;
<mask> byteLength: number;
<mask>
<mask> target?: number;
<mask> }
<mask>
<mask> export interface IGLTFBuffer extends IGLTFChildRootProperty {
<mask> uri: string;
<mask>
<mask> byteLength?: number;
<mask> type?: string;
<mask> }
<mask>
<mask> export interface IGLTFShader extends IGLTFChildRootProperty {
<mask> uri: string;
<mask> type: EShaderType;
</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 byteStride: number;
</s> add byteStride?: number;
componentType: EComponentType;
normalized?: boolean;
</s> remove bufferView: string;
</s> add bufferView: number;
</s> remove export interface IGLTFLight extends IGLTFChildRootProperty {
type: string;
</s> add export interface IGLTFBufferView extends IGLTFChildRootProperty {
buffer: number;
byteOffset: number;
byteLength: number;
target?: EBufferViewTarget;
</s> remove export interface IGLTFShader extends IGLTFChildRootProperty {
uri: string;
type: EShaderType;
}
export interface IGLTFProgram extends IGLTFChildRootProperty {
attributes: string[];
fragmentShader: string;
vertexShader: string;
}
export interface IGLTFTechniqueParameter {
type: number;
count?: number;
semantic?: string;
node?: string;
value?: number|boolean|string|Array<any>;
source?: string;
babylonValue?: any;
}
export interface IGLTFTechniqueCommonProfile {
lightingModel: string;
texcoordBindings: Object;
parameters?: Array<any>;
}
export interface IGLTFTechniqueStatesFunctions {
blendColor?: number[];
blendEquationSeparate?: number[];
blendFuncSeparate?: number[];
colorMask: boolean[];
cullFace: number[];
}
export interface IGLTFTechniqueStates {
enable: number[];
functions: IGLTFTechniqueStatesFunctions;
}
export interface IGLTFTechnique extends IGLTFChildRootProperty {
parameters: Object;
program: string;
attributes: Object;
uniforms: Object;
states: IGLTFTechniqueStates;
}
export interface IGLTFMaterial extends IGLTFChildRootProperty {
technique?: string;
values: string[];
}
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: Object;
indices: string;
material: string;
mode?: number;
}
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> add export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
</s> remove export interface IGLTFSampler extends IGLTFChildRootProperty {
magFilter?: number;
minFilter?: number;
wrapS?: number;
wrapT?: number;
</s> add export interface IGLTFAnimationSampler {
input: number;
interpolation?: string;
output: number;
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep"... | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderInterfaces.ts |
export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
| <mask> byteLength?: number;
<mask> type?: string;
<mask> }
<mask>
<mask> export interface IGLTFShader extends IGLTFChildRootProperty {
<mask> uri: string;
<mask> type: EShaderType;
<mask> }
<mask>
<mask> export interface IGLTFProgram extends IGLTFChildRootProperty {
<mask> attributes: string[];
<mask> fragmentShader: string;
<mask> vertexShader: string;
<mask> }
<mask>
<mask> export interface IGLTFTechniqueParameter {
<mask> type: number;
<mask>
<mask> count?: number;
<mask> semantic?: string;
<mask> node?: string;
<mask> value?: number|boolean|string|Array<any>;
<mask> source?: string;
<mask>
<mask> babylonValue?: any;
<mask> }
<mask>
<mask> export interface IGLTFTechniqueCommonProfile {
<mask> lightingModel: string;
<mask> texcoordBindings: Object;
<mask>
<mask> parameters?: Array<any>;
<mask> }
<mask>
<mask> export interface IGLTFTechniqueStatesFunctions {
<mask> blendColor?: number[];
<mask> blendEquationSeparate?: number[];
<mask> blendFuncSeparate?: number[];
<mask> colorMask: boolean[];
<mask> cullFace: number[];
<mask> }
<mask>
<mask> export interface IGLTFTechniqueStates {
<mask> enable: number[];
<mask> functions: IGLTFTechniqueStatesFunctions;
<mask> }
<mask>
<mask> export interface IGLTFTechnique extends IGLTFChildRootProperty {
<mask> parameters: Object;
<mask> program: string;
<mask>
<mask> attributes: Object;
<mask> uniforms: Object;
<mask> states: IGLTFTechniqueStates;
<mask> }
<mask>
<mask> export interface IGLTFMaterial extends IGLTFChildRootProperty {
<mask> technique?: string;
<mask> values: string[];
<mask> }
<mask>
<mask> export interface IGLTFMeshPrimitive extends IGLTFProperty {
<mask> attributes: Object;
<mask> indices: string;
<mask> material: string;
<mask>
<mask> mode?: number;
<mask> }
<mask>
<mask> export interface IGLTFMesh extends IGLTFChildRootProperty {
<mask> primitives: IGLTFMeshPrimitive[];
<mask> }
<mask>
<mask> export interface IGLTFImage extends IGLTFChildRootProperty {
<mask> uri: string;
<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 componentType: EComponentType;
max?: number[],
min?: number[],
name?: string;
}
export interface IGLTFBufferView extends IGLTFChildRootProperty {
buffer: string;
byteOffset: number;
byteLength: number;
target?: number;
}
export interface IGLTFBuffer extends IGLTFChildRootProperty {
uri: string;
byteLength?: number;
type?: string;
</s> add max: number[];
min: number[];
</s> remove export interface IGLTFSkins extends IGLTFChildRootProperty {
bindShapeMatrix: number[];
inverseBindMatrices: string;
jointNames: string[];
</s> add export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: { [name: string]: number };
indices?: number;
material?: number;
mode?: EMeshPrimitiveMode;
}
</s> remove export interface IGLTFImage extends IGLTFChildRootProperty {
uri: string;
</s> add export interface IGLTFAnimationChannelTarget {
id: number;
path: string;
</s> remove export interface IGLTFAnimation extends IGLTFChildRootProperty {
channels?: IGLTFAnimationChannel[];
parameters?: Object;
samplers?: Object;
</s> add export interface IGLTFMaterialPbrMetallicRoughness {
baseColorFactor: number[];
baseColorTexture: IGLTFTextureInfo;
metallicFactor: number;
roughnessFactor: number;
metallicRoughnessTexture: IGLTFTextureInfo;
</s> remove export interface IGLTFNodeInstanceSkin {
skeletons: string[];
skin: string;
meshes: string[];
</s> add export interface IGLTFMaterial extends IGLTFChildRootProperty {
pbrMetallicRoughness?: IGLTFMaterialPbrMetallicRoughness;
normalTexture?: IGLTFMaterialNormalTextureInfo;
occlusionTexture?: IGLTFMaterialOcclusionTextureInfo;
emissiveTexture?: IGLTFTextureInfo;
emissiveFactor?: number[];
// Babylon.js values (optimize)
babylonMaterial?: PBRMaterial;
| [
"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.glTFFileLoaderInterfaces.ts |
export interface IGLTFAnimationChannelTarget {
id: number;
path: string;
| <mask> export interface IGLTFMesh extends IGLTFChildRootProperty {
<mask> primitives: IGLTFMeshPrimitive[];
<mask> }
<mask>
<mask> export interface IGLTFImage extends IGLTFChildRootProperty {
<mask> uri: string;
<mask> }
<mask>
<mask> export interface IGLTFSampler extends IGLTFChildRootProperty {
<mask> magFilter?: number;
<mask> minFilter?: number;
</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 export interface IGLTFSampler extends IGLTFChildRootProperty {
magFilter?: number;
minFilter?: number;
wrapS?: number;
wrapT?: number;
</s> add export interface IGLTFAnimationSampler {
input: number;
interpolation?: string;
output: number;
</s> remove export interface IGLTFShader extends IGLTFChildRootProperty {
uri: string;
type: EShaderType;
}
export interface IGLTFProgram extends IGLTFChildRootProperty {
attributes: string[];
fragmentShader: string;
vertexShader: string;
}
export interface IGLTFTechniqueParameter {
type: number;
count?: number;
semantic?: string;
node?: string;
value?: number|boolean|string|Array<any>;
source?: string;
babylonValue?: any;
}
export interface IGLTFTechniqueCommonProfile {
lightingModel: string;
texcoordBindings: Object;
parameters?: Array<any>;
}
export interface IGLTFTechniqueStatesFunctions {
blendColor?: number[];
blendEquationSeparate?: number[];
blendFuncSeparate?: number[];
colorMask: boolean[];
cullFace: number[];
}
export interface IGLTFTechniqueStates {
enable: number[];
functions: IGLTFTechniqueStatesFunctions;
}
export interface IGLTFTechnique extends IGLTFChildRootProperty {
parameters: Object;
program: string;
attributes: Object;
uniforms: Object;
states: IGLTFTechniqueStates;
}
export interface IGLTFMaterial extends IGLTFChildRootProperty {
technique?: string;
values: string[];
}
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: Object;
indices: string;
material: string;
mode?: number;
}
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> add export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
</s> remove babylonSkeleton?: Skeleton;
</s> add export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> remove componentType: EComponentType;
max?: number[],
min?: number[],
name?: string;
}
export interface IGLTFBufferView extends IGLTFChildRootProperty {
buffer: string;
byteOffset: number;
byteLength: number;
target?: number;
}
export interface IGLTFBuffer extends IGLTFChildRootProperty {
uri: string;
byteLength?: number;
type?: string;
</s> add max: number[];
min: number[];
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderInterfaces.ts |
export interface IGLTFAnimationSampler {
input: number;
interpolation?: string;
output: number;
| <mask> export interface IGLTFImage extends IGLTFChildRootProperty {
<mask> uri: string;
<mask> }
<mask>
<mask> export interface IGLTFSampler extends IGLTFChildRootProperty {
<mask> magFilter?: number;
<mask> minFilter?: number;
<mask> wrapS?: number;
<mask> wrapT?: number;
<mask> }
<mask>
<mask> export interface IGLTFTexture extends IGLTFChildRootProperty {
<mask> sampler: string;
<mask> source: string;
</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 export interface IGLTFImage extends IGLTFChildRootProperty {
uri: string;
</s> add export interface IGLTFAnimationChannelTarget {
id: number;
path: string;
</s> remove export interface IGLTFTexture extends IGLTFChildRootProperty {
sampler: string;
source: string;
format?: ETextureFormat;
internalFormat?: ETextureFormat;
target?: number;
type?: number;
// Babylon.js values (optimize)
babylonTexture?: Texture;
</s> add export interface IGLTFAnimation extends IGLTFChildRootProperty {
channels?: IGLTFAnimationChannel[];
samplers?: IGLTFAnimationSampler[];
</s> remove export interface IGLTFShader extends IGLTFChildRootProperty {
uri: string;
type: EShaderType;
}
export interface IGLTFProgram extends IGLTFChildRootProperty {
attributes: string[];
fragmentShader: string;
vertexShader: string;
}
export interface IGLTFTechniqueParameter {
type: number;
count?: number;
semantic?: string;
node?: string;
value?: number|boolean|string|Array<any>;
source?: string;
babylonValue?: any;
}
export interface IGLTFTechniqueCommonProfile {
lightingModel: string;
texcoordBindings: Object;
parameters?: Array<any>;
}
export interface IGLTFTechniqueStatesFunctions {
blendColor?: number[];
blendEquationSeparate?: number[];
blendFuncSeparate?: number[];
colorMask: boolean[];
cullFace: number[];
}
export interface IGLTFTechniqueStates {
enable: number[];
functions: IGLTFTechniqueStatesFunctions;
}
export interface IGLTFTechnique extends IGLTFChildRootProperty {
parameters: Object;
program: string;
attributes: Object;
uniforms: Object;
states: IGLTFTechniqueStates;
}
export interface IGLTFMaterial extends IGLTFChildRootProperty {
technique?: string;
values: string[];
}
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: Object;
indices: string;
material: string;
mode?: number;
}
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> add export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
</s> remove componentType: EComponentType;
max?: number[],
min?: number[],
name?: string;
}
export interface IGLTFBufferView extends IGLTFChildRootProperty {
buffer: string;
byteOffset: number;
byteLength: number;
target?: number;
}
export interface IGLTFBuffer extends IGLTFChildRootProperty {
uri: string;
byteLength?: number;
type?: string;
</s> add max: number[];
min: number[];
</s> remove export interface IGLTFAnimationChannelTarget {
id: string;
path: string;
</s> add export interface IGLTFImage extends IGLTFChildRootProperty {
uri?: string;
mimeType?: string;
bufferView?: number;
| [
"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.glTFFileLoaderInterfaces.ts |
export interface IGLTFAnimation extends IGLTFChildRootProperty {
channels?: IGLTFAnimationChannel[];
samplers?: IGLTFAnimationSampler[];
| <mask> wrapS?: number;
<mask> wrapT?: number;
<mask> }
<mask>
<mask> export interface IGLTFTexture extends IGLTFChildRootProperty {
<mask> sampler: string;
<mask> source: string;
<mask>
<mask> format?: ETextureFormat;
<mask> internalFormat?: ETextureFormat;
<mask> target?: number;
<mask> type?: number;
<mask>
<mask> // Babylon.js values (optimize)
<mask> babylonTexture?: Texture;
<mask> }
<mask>
<mask> export interface IGLTFAmbienLight {
<mask> color?: number[];
<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 loadedBufferCount: number;
loadedBufferViews: { [name: string]: ArrayBufferView };
</s> add babylonSkeleton?: Skeleton;
}
export interface IGLTFTexture extends IGLTFChildRootProperty {
format?: ETextureFormat;
internalFormat?: ETextureFormat;
sampler: number;
source: number;
target?: ETextureTarget;
type?: ETextureType;
</s> remove export interface IGLTFSampler extends IGLTFChildRootProperty {
magFilter?: number;
minFilter?: number;
wrapS?: number;
wrapT?: number;
</s> add export interface IGLTFAnimationSampler {
input: number;
interpolation?: string;
output: number;
</s> remove export interface IGLTFAmbienLight {
color?: number[];
</s> add export interface IGLTFAssetProfile extends IGLTFProperty {
api?: string;
version?: string;
</s> remove componentType: EComponentType;
max?: number[],
min?: number[],
name?: string;
}
export interface IGLTFBufferView extends IGLTFChildRootProperty {
buffer: string;
byteOffset: number;
byteLength: number;
target?: number;
}
export interface IGLTFBuffer extends IGLTFChildRootProperty {
uri: string;
byteLength?: number;
type?: string;
</s> add max: number[];
min: number[];
</s> remove export interface IGLTFDirectionalLight {
color?: number[];
</s> add export interface IGLTFAsset extends IGLTFChildRootProperty {
copyright?: string;
generator?: string;
profile?: IGLTFAssetProfile;
version: string;
| [
"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.glTFFileLoaderInterfaces.ts |
export interface IGLTFAssetProfile extends IGLTFProperty {
api?: string;
version?: string;
| <mask> // Babylon.js values (optimize)
<mask> babylonTexture?: Texture;
<mask> }
<mask>
<mask> export interface IGLTFAmbienLight {
<mask> color?: number[];
<mask> }
<mask>
<mask> export interface IGLTFDirectionalLight {
<mask> color?: number[];
<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 export interface IGLTFTexture extends IGLTFChildRootProperty {
sampler: string;
source: string;
format?: ETextureFormat;
internalFormat?: ETextureFormat;
target?: number;
type?: number;
// Babylon.js values (optimize)
babylonTexture?: Texture;
</s> add export interface IGLTFAnimation extends IGLTFChildRootProperty {
channels?: IGLTFAnimationChannel[];
samplers?: IGLTFAnimationSampler[];
</s> remove export interface IGLTFDirectionalLight {
color?: number[];
</s> add export interface IGLTFAsset extends IGLTFChildRootProperty {
copyright?: string;
generator?: string;
profile?: IGLTFAssetProfile;
version: string;
</s> remove export interface IGLTFPointLight {
color?: number[];
constantAttenuation?: number;
linearAttenuation?: number;
quadraticAttenuation?: number;
}
</s> add export interface IGLTFBuffer extends IGLTFChildRootProperty {
uri?: string;
byteLength: number;
</s> remove export interface IGLTFSpotLight {
color?: number[];
constantAttenuation?: number;
fallOfAngle?: number;
fallOffExponent?: number;
linearAttenuation?: number;
quadraticAttenuation?: number;
</s> add // Loaded buffer (optimize)
loadedBufferView: ArrayBufferView
</s> remove export interface IGLTFNodeInstanceSkin {
skeletons: string[];
skin: string;
meshes: string[];
</s> add export interface IGLTFMaterial extends IGLTFChildRootProperty {
pbrMetallicRoughness?: IGLTFMaterialPbrMetallicRoughness;
normalTexture?: IGLTFMaterialNormalTextureInfo;
occlusionTexture?: IGLTFMaterialOcclusionTextureInfo;
emissiveTexture?: IGLTFTextureInfo;
emissiveFactor?: number[];
// Babylon.js values (optimize)
babylonMaterial?: PBRMaterial;
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderInterfaces.ts |
export interface IGLTFAsset extends IGLTFChildRootProperty {
copyright?: string;
generator?: string;
profile?: IGLTFAssetProfile;
version: string;
| <mask> export interface IGLTFAmbienLight {
<mask> color?: number[];
<mask> }
<mask>
<mask> export interface IGLTFDirectionalLight {
<mask> color?: number[];
<mask> }
<mask>
<mask> export interface IGLTFPointLight {
<mask> color?: number[];
<mask> constantAttenuation?: number;
</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 export interface IGLTFPointLight {
color?: number[];
constantAttenuation?: number;
linearAttenuation?: number;
quadraticAttenuation?: number;
}
</s> add export interface IGLTFBuffer extends IGLTFChildRootProperty {
uri?: string;
byteLength: number;
</s> remove export interface IGLTFAmbienLight {
color?: number[];
</s> add export interface IGLTFAssetProfile extends IGLTFProperty {
api?: string;
version?: string;
</s> remove export interface IGLTFSpotLight {
color?: number[];
constantAttenuation?: number;
fallOfAngle?: number;
fallOffExponent?: number;
linearAttenuation?: number;
quadraticAttenuation?: number;
</s> add // Loaded buffer (optimize)
loadedBufferView: ArrayBufferView
</s> remove export interface IGLTFTexture extends IGLTFChildRootProperty {
sampler: string;
source: string;
format?: ETextureFormat;
internalFormat?: ETextureFormat;
target?: number;
type?: number;
// Babylon.js values (optimize)
babylonTexture?: Texture;
</s> add export interface IGLTFAnimation extends IGLTFChildRootProperty {
channels?: IGLTFAnimationChannel[];
samplers?: IGLTFAnimationSampler[];
</s> remove export interface IGLTFShader extends IGLTFChildRootProperty {
uri: string;
type: EShaderType;
}
export interface IGLTFProgram extends IGLTFChildRootProperty {
attributes: string[];
fragmentShader: string;
vertexShader: string;
}
export interface IGLTFTechniqueParameter {
type: number;
count?: number;
semantic?: string;
node?: string;
value?: number|boolean|string|Array<any>;
source?: string;
babylonValue?: any;
}
export interface IGLTFTechniqueCommonProfile {
lightingModel: string;
texcoordBindings: Object;
parameters?: Array<any>;
}
export interface IGLTFTechniqueStatesFunctions {
blendColor?: number[];
blendEquationSeparate?: number[];
blendFuncSeparate?: number[];
colorMask: boolean[];
cullFace: number[];
}
export interface IGLTFTechniqueStates {
enable: number[];
functions: IGLTFTechniqueStatesFunctions;
}
export interface IGLTFTechnique extends IGLTFChildRootProperty {
parameters: Object;
program: string;
attributes: Object;
uniforms: Object;
states: IGLTFTechniqueStates;
}
export interface IGLTFMaterial extends IGLTFChildRootProperty {
technique?: string;
values: string[];
}
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: Object;
indices: string;
material: string;
mode?: number;
}
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> add export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderInterfaces.ts |
export interface IGLTFBuffer extends IGLTFChildRootProperty {
uri?: string;
byteLength: number;
| <mask> export interface IGLTFDirectionalLight {
<mask> color?: number[];
<mask> }
<mask>
<mask> export interface IGLTFPointLight {
<mask> color?: number[];
<mask> constantAttenuation?: number;
<mask> linearAttenuation?: number;
<mask> quadraticAttenuation?: number;
<mask> }
<mask>
<mask> export interface IGLTFSpotLight {
<mask> color?: number[];
<mask> constantAttenuation?: number;
<mask> fallOfAngle?: number;
</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 export interface IGLTFSpotLight {
color?: number[];
constantAttenuation?: number;
fallOfAngle?: number;
fallOffExponent?: number;
linearAttenuation?: number;
quadraticAttenuation?: number;
</s> add // Loaded buffer (optimize)
loadedBufferView: ArrayBufferView
</s> remove export interface IGLTFDirectionalLight {
color?: number[];
</s> add export interface IGLTFAsset extends IGLTFChildRootProperty {
copyright?: string;
generator?: string;
profile?: IGLTFAssetProfile;
version: string;
</s> remove export interface IGLTFTexture extends IGLTFChildRootProperty {
sampler: string;
source: string;
format?: ETextureFormat;
internalFormat?: ETextureFormat;
target?: number;
type?: number;
// Babylon.js values (optimize)
babylonTexture?: Texture;
</s> add export interface IGLTFAnimation extends IGLTFChildRootProperty {
channels?: IGLTFAnimationChannel[];
samplers?: IGLTFAnimationSampler[];
</s> remove export interface IGLTFAmbienLight {
color?: number[];
</s> add export interface IGLTFAssetProfile extends IGLTFProperty {
api?: string;
version?: string;
</s> remove export interface IGLTFLight extends IGLTFChildRootProperty {
type: string;
</s> add export interface IGLTFBufferView extends IGLTFChildRootProperty {
buffer: number;
byteOffset: number;
byteLength: number;
target?: EBufferViewTarget;
| [
"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.glTFFileLoaderInterfaces.ts |
// Loaded buffer (optimize)
loadedBufferView: ArrayBufferView
| <mask> linearAttenuation?: number;
<mask> quadraticAttenuation?: number;
<mask> }
<mask>
<mask> export interface IGLTFSpotLight {
<mask> color?: number[];
<mask> constantAttenuation?: number;
<mask> fallOfAngle?: number;
<mask> fallOffExponent?: number;
<mask> linearAttenuation?: number;
<mask> quadraticAttenuation?: number;
<mask> }
<mask>
<mask> export interface IGLTFLight extends IGLTFChildRootProperty {
<mask> type: string;
<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 export interface IGLTFPointLight {
color?: number[];
constantAttenuation?: number;
linearAttenuation?: number;
quadraticAttenuation?: number;
}
</s> add export interface IGLTFBuffer extends IGLTFChildRootProperty {
uri?: string;
byteLength: number;
</s> remove export interface IGLTFLight extends IGLTFChildRootProperty {
type: string;
</s> add export interface IGLTFBufferView extends IGLTFChildRootProperty {
buffer: number;
byteOffset: number;
byteLength: number;
target?: EBufferViewTarget;
</s> remove componentType: EComponentType;
max?: number[],
min?: number[],
name?: string;
}
export interface IGLTFBufferView extends IGLTFChildRootProperty {
buffer: string;
byteOffset: number;
byteLength: number;
target?: number;
}
export interface IGLTFBuffer extends IGLTFChildRootProperty {
uri: string;
byteLength?: number;
type?: string;
</s> add max: number[];
min: number[];
</s> remove export interface IGLTFDirectionalLight {
color?: number[];
</s> add export interface IGLTFAsset extends IGLTFChildRootProperty {
copyright?: string;
generator?: string;
profile?: IGLTFAssetProfile;
version: string;
</s> remove export interface IGLTFTexture extends IGLTFChildRootProperty {
sampler: string;
source: string;
format?: ETextureFormat;
internalFormat?: ETextureFormat;
target?: number;
type?: number;
// Babylon.js values (optimize)
babylonTexture?: Texture;
</s> add export interface IGLTFAnimation extends IGLTFChildRootProperty {
channels?: IGLTFAnimationChannel[];
samplers?: IGLTFAnimationSampler[];
| [
"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.glTFFileLoaderInterfaces.ts |
export interface IGLTFBufferView extends IGLTFChildRootProperty {
buffer: number;
byteOffset: number;
byteLength: number;
target?: EBufferViewTarget;
| <mask> linearAttenuation?: number;
<mask> quadraticAttenuation?: number;
<mask> }
<mask>
<mask> export interface IGLTFLight extends IGLTFChildRootProperty {
<mask> type: string;
<mask> }
<mask>
<mask> export interface IGLTFCameraOrthographic {
<mask> xmag: number;
<mask> ymag: number;
</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 export interface IGLTFSpotLight {
color?: number[];
constantAttenuation?: number;
fallOfAngle?: number;
fallOffExponent?: number;
linearAttenuation?: number;
quadraticAttenuation?: number;
</s> add // Loaded buffer (optimize)
loadedBufferView: ArrayBufferView
</s> remove export interface IGLTFPointLight {
color?: number[];
constantAttenuation?: number;
linearAttenuation?: number;
quadraticAttenuation?: number;
}
</s> add export interface IGLTFBuffer extends IGLTFChildRootProperty {
uri?: string;
byteLength: number;
</s> remove componentType: EComponentType;
max?: number[],
min?: number[],
name?: string;
}
export interface IGLTFBufferView extends IGLTFChildRootProperty {
buffer: string;
byteOffset: number;
byteLength: number;
target?: number;
}
export interface IGLTFBuffer extends IGLTFChildRootProperty {
uri: string;
byteLength?: number;
type?: string;
</s> add max: number[];
min: number[];
</s> remove export interface IGLTFSampler extends IGLTFChildRootProperty {
magFilter?: number;
minFilter?: number;
wrapS?: number;
wrapT?: number;
</s> add export interface IGLTFAnimationSampler {
input: number;
interpolation?: string;
output: number;
</s> remove export interface IGLTFShader extends IGLTFChildRootProperty {
uri: string;
type: EShaderType;
}
export interface IGLTFProgram extends IGLTFChildRootProperty {
attributes: string[];
fragmentShader: string;
vertexShader: string;
}
export interface IGLTFTechniqueParameter {
type: number;
count?: number;
semantic?: string;
node?: string;
value?: number|boolean|string|Array<any>;
source?: string;
babylonValue?: any;
}
export interface IGLTFTechniqueCommonProfile {
lightingModel: string;
texcoordBindings: Object;
parameters?: Array<any>;
}
export interface IGLTFTechniqueStatesFunctions {
blendColor?: number[];
blendEquationSeparate?: number[];
blendFuncSeparate?: number[];
colorMask: boolean[];
cullFace: number[];
}
export interface IGLTFTechniqueStates {
enable: number[];
functions: IGLTFTechniqueStatesFunctions;
}
export interface IGLTFTechnique extends IGLTFChildRootProperty {
parameters: Object;
program: string;
attributes: Object;
uniforms: Object;
states: IGLTFTechniqueStates;
}
export interface IGLTFMaterial extends IGLTFChildRootProperty {
technique?: string;
values: string[];
}
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: Object;
indices: string;
material: string;
mode?: number;
}
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> add export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderInterfaces.ts |
orthographic?: IGLTFCameraOrthographic;
perspective?: IGLTFCameraPerspective;
| <mask> znear: number;
<mask> }
<mask>
<mask> export interface IGLTFCamera extends IGLTFChildRootProperty {
<mask> type: string;
<mask> }
<mask>
<mask> export interface IGLTFImage extends IGLTFChildRootProperty {
<mask> uri?: string;
<mask> mimeType?: string;
</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 export interface IGLTFAnimationChannelTarget {
id: string;
path: string;
</s> add export interface IGLTFImage extends IGLTFChildRootProperty {
uri?: string;
mimeType?: string;
bufferView?: number;
</s> remove export interface IGLTFShader extends IGLTFChildRootProperty {
uri: string;
type: EShaderType;
}
export interface IGLTFProgram extends IGLTFChildRootProperty {
attributes: string[];
fragmentShader: string;
vertexShader: string;
}
export interface IGLTFTechniqueParameter {
type: number;
count?: number;
semantic?: string;
node?: string;
value?: number|boolean|string|Array<any>;
source?: string;
babylonValue?: any;
}
export interface IGLTFTechniqueCommonProfile {
lightingModel: string;
texcoordBindings: Object;
parameters?: Array<any>;
}
export interface IGLTFTechniqueStatesFunctions {
blendColor?: number[];
blendEquationSeparate?: number[];
blendFuncSeparate?: number[];
colorMask: boolean[];
cullFace: number[];
}
export interface IGLTFTechniqueStates {
enable: number[];
functions: IGLTFTechniqueStatesFunctions;
}
export interface IGLTFTechnique extends IGLTFChildRootProperty {
parameters: Object;
program: string;
attributes: Object;
uniforms: Object;
states: IGLTFTechniqueStates;
}
export interface IGLTFMaterial extends IGLTFChildRootProperty {
technique?: string;
values: string[];
}
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: Object;
indices: string;
material: string;
mode?: number;
}
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> add export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
</s> remove export interface IGLTFSampler extends IGLTFChildRootProperty {
magFilter?: number;
minFilter?: number;
wrapS?: number;
wrapT?: number;
</s> add export interface IGLTFAnimationSampler {
input: number;
interpolation?: string;
output: number;
</s> remove export interface IGLTFImage extends IGLTFChildRootProperty {
uri: string;
</s> add export interface IGLTFAnimationChannelTarget {
id: number;
path: string;
</s> remove componentType: EComponentType;
max?: number[],
min?: number[],
name?: string;
}
export interface IGLTFBufferView extends IGLTFChildRootProperty {
buffer: string;
byteOffset: number;
byteLength: number;
target?: number;
}
export interface IGLTFBuffer extends IGLTFChildRootProperty {
uri: string;
byteLength?: number;
type?: string;
</s> add max: number[];
min: number[];
| [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderInterfaces.ts |
export interface IGLTFImage extends IGLTFChildRootProperty {
uri?: string;
mimeType?: string;
bufferView?: number;
| <mask> export interface IGLTFCamera extends IGLTFChildRootProperty {
<mask> type: string;
<mask> }
<mask>
<mask> export interface IGLTFAnimationChannelTarget {
<mask> id: string;
<mask> path: string;
<mask> }
<mask>
<mask> export interface IGLTFAnimationChannel {
<mask> sampler: string;
<mask> target: IGLTFAnimationChannelTarget;
</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 export interface IGLTFAnimationChannel {
sampler: string;
target: IGLTFAnimationChannelTarget;
</s> add export interface IGLTFMaterialNormalTextureInfo extends IGLTFTextureInfo {
scale: number;
</s> remove export interface IGLTFShader extends IGLTFChildRootProperty {
uri: string;
type: EShaderType;
}
export interface IGLTFProgram extends IGLTFChildRootProperty {
attributes: string[];
fragmentShader: string;
vertexShader: string;
}
export interface IGLTFTechniqueParameter {
type: number;
count?: number;
semantic?: string;
node?: string;
value?: number|boolean|string|Array<any>;
source?: string;
babylonValue?: any;
}
export interface IGLTFTechniqueCommonProfile {
lightingModel: string;
texcoordBindings: Object;
parameters?: Array<any>;
}
export interface IGLTFTechniqueStatesFunctions {
blendColor?: number[];
blendEquationSeparate?: number[];
blendFuncSeparate?: number[];
colorMask: boolean[];
cullFace: number[];
}
export interface IGLTFTechniqueStates {
enable: number[];
functions: IGLTFTechniqueStatesFunctions;
}
export interface IGLTFTechnique extends IGLTFChildRootProperty {
parameters: Object;
program: string;
attributes: Object;
uniforms: Object;
states: IGLTFTechniqueStates;
}
export interface IGLTFMaterial extends IGLTFChildRootProperty {
technique?: string;
values: string[];
}
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: Object;
indices: string;
material: string;
mode?: number;
}
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> add export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
</s> remove export interface IGLTFImage extends IGLTFChildRootProperty {
uri: string;
</s> add export interface IGLTFAnimationChannelTarget {
id: number;
path: string;
</s> remove export interface IGLTFAnimationSampler {
input: string;
output: string;
interpolation?: string;
</s> add export interface IGLTFMaterialOcclusionTextureInfo extends IGLTFTextureInfo {
strength: number;
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderInterfaces.ts |
export interface IGLTFMaterialNormalTextureInfo extends IGLTFTextureInfo {
scale: number;
| <mask> id: string;
<mask> path: string;
<mask> }
<mask>
<mask> export interface IGLTFAnimationChannel {
<mask> sampler: string;
<mask> target: IGLTFAnimationChannelTarget;
<mask> }
<mask>
<mask> export interface IGLTFAnimationSampler {
<mask> input: string;
<mask> output: string;
</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 export interface IGLTFAnimationSampler {
input: string;
output: string;
interpolation?: string;
</s> add export interface IGLTFMaterialOcclusionTextureInfo extends IGLTFTextureInfo {
strength: number;
</s> remove export interface IGLTFAnimationChannelTarget {
id: string;
path: string;
</s> add export interface IGLTFImage extends IGLTFChildRootProperty {
uri?: string;
mimeType?: string;
bufferView?: number;
</s> remove export interface IGLTFSampler extends IGLTFChildRootProperty {
magFilter?: number;
minFilter?: number;
wrapS?: number;
wrapT?: number;
</s> add export interface IGLTFAnimationSampler {
input: number;
interpolation?: string;
output: number;
</s> remove export interface IGLTFShader extends IGLTFChildRootProperty {
uri: string;
type: EShaderType;
}
export interface IGLTFProgram extends IGLTFChildRootProperty {
attributes: string[];
fragmentShader: string;
vertexShader: string;
}
export interface IGLTFTechniqueParameter {
type: number;
count?: number;
semantic?: string;
node?: string;
value?: number|boolean|string|Array<any>;
source?: string;
babylonValue?: any;
}
export interface IGLTFTechniqueCommonProfile {
lightingModel: string;
texcoordBindings: Object;
parameters?: Array<any>;
}
export interface IGLTFTechniqueStatesFunctions {
blendColor?: number[];
blendEquationSeparate?: number[];
blendFuncSeparate?: number[];
colorMask: boolean[];
cullFace: number[];
}
export interface IGLTFTechniqueStates {
enable: number[];
functions: IGLTFTechniqueStatesFunctions;
}
export interface IGLTFTechnique extends IGLTFChildRootProperty {
parameters: Object;
program: string;
attributes: Object;
uniforms: Object;
states: IGLTFTechniqueStates;
}
export interface IGLTFMaterial extends IGLTFChildRootProperty {
technique?: string;
values: string[];
}
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: Object;
indices: string;
material: string;
mode?: number;
}
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> add export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
</s> remove export interface IGLTFImage extends IGLTFChildRootProperty {
uri: string;
</s> add export interface IGLTFAnimationChannelTarget {
id: number;
path: string;
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderInterfaces.ts |
export interface IGLTFMaterialOcclusionTextureInfo extends IGLTFTextureInfo {
strength: number;
| <mask> sampler: string;
<mask> target: IGLTFAnimationChannelTarget;
<mask> }
<mask>
<mask> export interface IGLTFAnimationSampler {
<mask> input: string;
<mask> output: string;
<mask>
<mask> interpolation?: string;
<mask> }
<mask>
<mask> export interface IGLTFAnimation extends IGLTFChildRootProperty {
<mask> channels?: IGLTFAnimationChannel[];
<mask> parameters?: Object;
</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 export interface IGLTFAnimationChannel {
sampler: string;
target: IGLTFAnimationChannelTarget;
</s> add export interface IGLTFMaterialNormalTextureInfo extends IGLTFTextureInfo {
scale: number;
</s> remove export interface IGLTFAnimation extends IGLTFChildRootProperty {
channels?: IGLTFAnimationChannel[];
parameters?: Object;
samplers?: Object;
</s> add export interface IGLTFMaterialPbrMetallicRoughness {
baseColorFactor: number[];
baseColorTexture: IGLTFTextureInfo;
metallicFactor: number;
roughnessFactor: number;
metallicRoughnessTexture: IGLTFTextureInfo;
</s> remove export interface IGLTFSampler extends IGLTFChildRootProperty {
magFilter?: number;
minFilter?: number;
wrapS?: number;
wrapT?: number;
</s> add export interface IGLTFAnimationSampler {
input: number;
interpolation?: string;
output: number;
</s> remove export interface IGLTFShader extends IGLTFChildRootProperty {
uri: string;
type: EShaderType;
}
export interface IGLTFProgram extends IGLTFChildRootProperty {
attributes: string[];
fragmentShader: string;
vertexShader: string;
}
export interface IGLTFTechniqueParameter {
type: number;
count?: number;
semantic?: string;
node?: string;
value?: number|boolean|string|Array<any>;
source?: string;
babylonValue?: any;
}
export interface IGLTFTechniqueCommonProfile {
lightingModel: string;
texcoordBindings: Object;
parameters?: Array<any>;
}
export interface IGLTFTechniqueStatesFunctions {
blendColor?: number[];
blendEquationSeparate?: number[];
blendFuncSeparate?: number[];
colorMask: boolean[];
cullFace: number[];
}
export interface IGLTFTechniqueStates {
enable: number[];
functions: IGLTFTechniqueStatesFunctions;
}
export interface IGLTFTechnique extends IGLTFChildRootProperty {
parameters: Object;
program: string;
attributes: Object;
uniforms: Object;
states: IGLTFTechniqueStates;
}
export interface IGLTFMaterial extends IGLTFChildRootProperty {
technique?: string;
values: string[];
}
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: Object;
indices: string;
material: string;
mode?: number;
}
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> add export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
</s> remove export interface IGLTFAnimationChannelTarget {
id: string;
path: string;
</s> add export interface IGLTFImage extends IGLTFChildRootProperty {
uri?: string;
mimeType?: string;
bufferView?: number;
| [
"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.glTFFileLoaderInterfaces.ts |
export interface IGLTFMaterialPbrMetallicRoughness {
baseColorFactor: number[];
baseColorTexture: IGLTFTextureInfo;
metallicFactor: number;
roughnessFactor: number;
metallicRoughnessTexture: IGLTFTextureInfo;
| <mask>
<mask> interpolation?: string;
<mask> }
<mask>
<mask> export interface IGLTFAnimation extends IGLTFChildRootProperty {
<mask> channels?: IGLTFAnimationChannel[];
<mask> parameters?: Object;
<mask> samplers?: Object;
<mask> }
<mask>
<mask> export interface IGLTFNodeInstanceSkin {
<mask> skeletons: string[];
<mask> skin: string;
</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 export interface IGLTFAnimationSampler {
input: string;
output: string;
interpolation?: string;
</s> add export interface IGLTFMaterialOcclusionTextureInfo extends IGLTFTextureInfo {
strength: number;
</s> remove export interface IGLTFNodeInstanceSkin {
skeletons: string[];
skin: string;
meshes: string[];
</s> add export interface IGLTFMaterial extends IGLTFChildRootProperty {
pbrMetallicRoughness?: IGLTFMaterialPbrMetallicRoughness;
normalTexture?: IGLTFMaterialNormalTextureInfo;
occlusionTexture?: IGLTFMaterialOcclusionTextureInfo;
emissiveTexture?: IGLTFTextureInfo;
emissiveFactor?: number[];
// Babylon.js values (optimize)
babylonMaterial?: PBRMaterial;
</s> remove export interface IGLTFShader extends IGLTFChildRootProperty {
uri: string;
type: EShaderType;
}
export interface IGLTFProgram extends IGLTFChildRootProperty {
attributes: string[];
fragmentShader: string;
vertexShader: string;
}
export interface IGLTFTechniqueParameter {
type: number;
count?: number;
semantic?: string;
node?: string;
value?: number|boolean|string|Array<any>;
source?: string;
babylonValue?: any;
}
export interface IGLTFTechniqueCommonProfile {
lightingModel: string;
texcoordBindings: Object;
parameters?: Array<any>;
}
export interface IGLTFTechniqueStatesFunctions {
blendColor?: number[];
blendEquationSeparate?: number[];
blendFuncSeparate?: number[];
colorMask: boolean[];
cullFace: number[];
}
export interface IGLTFTechniqueStates {
enable: number[];
functions: IGLTFTechniqueStatesFunctions;
}
export interface IGLTFTechnique extends IGLTFChildRootProperty {
parameters: Object;
program: string;
attributes: Object;
uniforms: Object;
states: IGLTFTechniqueStates;
}
export interface IGLTFMaterial extends IGLTFChildRootProperty {
technique?: string;
values: string[];
}
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: Object;
indices: string;
material: string;
mode?: number;
}
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> add export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
</s> remove export interface IGLTFTexture extends IGLTFChildRootProperty {
sampler: string;
source: string;
format?: ETextureFormat;
internalFormat?: ETextureFormat;
target?: number;
type?: number;
// Babylon.js values (optimize)
babylonTexture?: Texture;
</s> add export interface IGLTFAnimation extends IGLTFChildRootProperty {
channels?: IGLTFAnimationChannel[];
samplers?: IGLTFAnimationSampler[];
</s> remove extras?: Object;
</s> add extras?: any;
| [
"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.glTFFileLoaderInterfaces.ts |
export interface IGLTFMaterial extends IGLTFChildRootProperty {
pbrMetallicRoughness?: IGLTFMaterialPbrMetallicRoughness;
normalTexture?: IGLTFMaterialNormalTextureInfo;
occlusionTexture?: IGLTFMaterialOcclusionTextureInfo;
emissiveTexture?: IGLTFTextureInfo;
emissiveFactor?: number[];
// Babylon.js values (optimize)
babylonMaterial?: PBRMaterial;
| <mask> parameters?: Object;
<mask> samplers?: Object;
<mask> }
<mask>
<mask> export interface IGLTFNodeInstanceSkin {
<mask> skeletons: string[];
<mask> skin: string;
<mask> meshes: string[];
<mask> }
<mask>
<mask> export interface IGLTFSkins extends IGLTFChildRootProperty {
<mask> bindShapeMatrix: number[];
<mask> inverseBindMatrices: string;
</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 export interface IGLTFAnimation extends IGLTFChildRootProperty {
channels?: IGLTFAnimationChannel[];
parameters?: Object;
samplers?: Object;
</s> add export interface IGLTFMaterialPbrMetallicRoughness {
baseColorFactor: number[];
baseColorTexture: IGLTFTextureInfo;
metallicFactor: number;
roughnessFactor: number;
metallicRoughnessTexture: IGLTFTextureInfo;
</s> remove export interface IGLTFSkins extends IGLTFChildRootProperty {
bindShapeMatrix: number[];
inverseBindMatrices: string;
jointNames: string[];
</s> add export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: { [name: string]: number };
indices?: number;
material?: number;
mode?: EMeshPrimitiveMode;
}
</s> remove export interface IGLTFShader extends IGLTFChildRootProperty {
uri: string;
type: EShaderType;
}
export interface IGLTFProgram extends IGLTFChildRootProperty {
attributes: string[];
fragmentShader: string;
vertexShader: string;
}
export interface IGLTFTechniqueParameter {
type: number;
count?: number;
semantic?: string;
node?: string;
value?: number|boolean|string|Array<any>;
source?: string;
babylonValue?: any;
}
export interface IGLTFTechniqueCommonProfile {
lightingModel: string;
texcoordBindings: Object;
parameters?: Array<any>;
}
export interface IGLTFTechniqueStatesFunctions {
blendColor?: number[];
blendEquationSeparate?: number[];
blendFuncSeparate?: number[];
colorMask: boolean[];
cullFace: number[];
}
export interface IGLTFTechniqueStates {
enable: number[];
functions: IGLTFTechniqueStatesFunctions;
}
export interface IGLTFTechnique extends IGLTFChildRootProperty {
parameters: Object;
program: string;
attributes: Object;
uniforms: Object;
states: IGLTFTechniqueStates;
}
export interface IGLTFMaterial extends IGLTFChildRootProperty {
technique?: string;
values: string[];
}
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: Object;
indices: string;
material: string;
mode?: number;
}
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> add export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
</s> remove babylonSkeleton?: Skeleton;
</s> add export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> remove /**
* Runtime
*/
export interface IGLTFRuntime {
extensions: Object;
accessors: Object;
buffers: Object;
bufferViews: Object;
meshes: Object;
lights: Object;
cameras: Object;
nodes: Object;
images: Object;
textures: Object;
shaders: Object;
programs: Object;
samplers: Object;
techniques: Object;
materials: Object;
animations: Object;
skins: Object;
currentScene?: Object;
scenes: Object; // v1.1
extensionsUsed: string[];
extensionsRequired?: string[]; // v1.1
buffersCount: number;
shaderscount: number;
scene: Scene;
rootUrl: string;
</s> add export interface IGLTFSkin extends IGLTFChildRootProperty {
bindShapeMatrix?: number[];
inverseBindMatrices?: number;
jointNames: number[];
| [
"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.glTFFileLoaderInterfaces.ts |
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: { [name: string]: number };
indices?: number;
material?: number;
mode?: EMeshPrimitiveMode;
}
| <mask> skin: string;
<mask> meshes: string[];
<mask> }
<mask>
<mask> export interface IGLTFSkins extends IGLTFChildRootProperty {
<mask> bindShapeMatrix: number[];
<mask> inverseBindMatrices: string;
<mask> jointNames: string[];
<mask>
<mask> babylonSkeleton?: Skeleton;
<mask> }
<mask>
<mask> export interface IGLTFNode extends IGLTFChildRootProperty {
</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 babylonSkeleton?: Skeleton;
</s> add export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> remove export interface IGLTFNodeInstanceSkin {
skeletons: string[];
skin: string;
meshes: string[];
</s> add export interface IGLTFMaterial extends IGLTFChildRootProperty {
pbrMetallicRoughness?: IGLTFMaterialPbrMetallicRoughness;
normalTexture?: IGLTFMaterialNormalTextureInfo;
occlusionTexture?: IGLTFMaterialOcclusionTextureInfo;
emissiveTexture?: IGLTFTextureInfo;
emissiveFactor?: number[];
// Babylon.js values (optimize)
babylonMaterial?: PBRMaterial;
</s> remove camera?: string;
children: string[];
skin?: string;
jointName?: string;
light?: string;
</s> add camera?: number;
children?: number[];
skeletons?: number[];
skin?: number;
jointName?: number;
</s> remove export interface IGLTFShader extends IGLTFChildRootProperty {
uri: string;
type: EShaderType;
}
export interface IGLTFProgram extends IGLTFChildRootProperty {
attributes: string[];
fragmentShader: string;
vertexShader: string;
}
export interface IGLTFTechniqueParameter {
type: number;
count?: number;
semantic?: string;
node?: string;
value?: number|boolean|string|Array<any>;
source?: string;
babylonValue?: any;
}
export interface IGLTFTechniqueCommonProfile {
lightingModel: string;
texcoordBindings: Object;
parameters?: Array<any>;
}
export interface IGLTFTechniqueStatesFunctions {
blendColor?: number[];
blendEquationSeparate?: number[];
blendFuncSeparate?: number[];
colorMask: boolean[];
cullFace: number[];
}
export interface IGLTFTechniqueStates {
enable: number[];
functions: IGLTFTechniqueStatesFunctions;
}
export interface IGLTFTechnique extends IGLTFChildRootProperty {
parameters: Object;
program: string;
attributes: Object;
uniforms: Object;
states: IGLTFTechniqueStates;
}
export interface IGLTFMaterial extends IGLTFChildRootProperty {
technique?: string;
values: string[];
}
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: Object;
indices: string;
material: string;
mode?: number;
}
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> add export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
</s> remove export interface IGLTFAnimation extends IGLTFChildRootProperty {
channels?: IGLTFAnimationChannel[];
parameters?: Object;
samplers?: Object;
</s> add export interface IGLTFMaterialPbrMetallicRoughness {
baseColorFactor: number[];
baseColorTexture: IGLTFTextureInfo;
metallicFactor: number;
roughnessFactor: number;
metallicRoughnessTexture: IGLTFTextureInfo;
| [
"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.glTFFileLoaderInterfaces.ts |
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
| <mask> bindShapeMatrix: number[];
<mask> inverseBindMatrices: string;
<mask> jointNames: string[];
<mask>
<mask> babylonSkeleton?: Skeleton;
<mask> }
<mask>
<mask> export interface IGLTFNode extends IGLTFChildRootProperty {
<mask> camera?: string;
<mask> children: string[];
</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 export interface IGLTFSkins extends IGLTFChildRootProperty {
bindShapeMatrix: number[];
inverseBindMatrices: string;
jointNames: string[];
</s> add export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: { [name: string]: number };
indices?: number;
material?: number;
mode?: EMeshPrimitiveMode;
}
</s> remove camera?: string;
children: string[];
skin?: string;
jointName?: string;
light?: string;
</s> add camera?: number;
children?: number[];
skeletons?: number[];
skin?: number;
jointName?: number;
</s> remove export interface IGLTFNodeInstanceSkin {
skeletons: string[];
skin: string;
meshes: string[];
</s> add export interface IGLTFMaterial extends IGLTFChildRootProperty {
pbrMetallicRoughness?: IGLTFMaterialPbrMetallicRoughness;
normalTexture?: IGLTFMaterialNormalTextureInfo;
occlusionTexture?: IGLTFMaterialOcclusionTextureInfo;
emissiveTexture?: IGLTFTextureInfo;
emissiveFactor?: number[];
// Babylon.js values (optimize)
babylonMaterial?: PBRMaterial;
</s> remove export interface IGLTFShader extends IGLTFChildRootProperty {
uri: string;
type: EShaderType;
}
export interface IGLTFProgram extends IGLTFChildRootProperty {
attributes: string[];
fragmentShader: string;
vertexShader: string;
}
export interface IGLTFTechniqueParameter {
type: number;
count?: number;
semantic?: string;
node?: string;
value?: number|boolean|string|Array<any>;
source?: string;
babylonValue?: any;
}
export interface IGLTFTechniqueCommonProfile {
lightingModel: string;
texcoordBindings: Object;
parameters?: Array<any>;
}
export interface IGLTFTechniqueStatesFunctions {
blendColor?: number[];
blendEquationSeparate?: number[];
blendFuncSeparate?: number[];
colorMask: boolean[];
cullFace: number[];
}
export interface IGLTFTechniqueStates {
enable: number[];
functions: IGLTFTechniqueStatesFunctions;
}
export interface IGLTFTechnique extends IGLTFChildRootProperty {
parameters: Object;
program: string;
attributes: Object;
uniforms: Object;
states: IGLTFTechniqueStates;
}
export interface IGLTFMaterial extends IGLTFChildRootProperty {
technique?: string;
values: string[];
}
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: Object;
indices: string;
material: string;
mode?: number;
}
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> add export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
</s> remove loadedBufferCount: number;
loadedBufferViews: { [name: string]: ArrayBufferView };
</s> add babylonSkeleton?: Skeleton;
}
export interface IGLTFTexture extends IGLTFChildRootProperty {
format?: ETextureFormat;
internalFormat?: ETextureFormat;
sampler: number;
source: number;
target?: ETextureTarget;
type?: ETextureType;
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderInterfaces.ts |
camera?: number;
children?: number[];
skeletons?: number[];
skin?: number;
jointName?: number;
| <mask> babylonSkeleton?: Skeleton;
<mask> }
<mask>
<mask> export interface IGLTFNode extends IGLTFChildRootProperty {
<mask> camera?: string;
<mask> children: string[];
<mask> skin?: string;
<mask> jointName?: string;
<mask> light?: string;
<mask> matrix: number[];
<mask> mesh?: string;
<mask> meshes?: string[];
<mask> rotation?: number[];
<mask> scale?: number[];
</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 mesh?: string;
meshes?: string[];
</s> add mesh?: number;
</s> remove babylonSkeleton?: Skeleton;
</s> add export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> remove export interface IGLTFSkins extends IGLTFChildRootProperty {
bindShapeMatrix: number[];
inverseBindMatrices: string;
jointNames: string[];
</s> add export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: { [name: string]: number };
indices?: number;
material?: number;
mode?: EMeshPrimitiveMode;
}
</s> remove export interface IGLTFShader extends IGLTFChildRootProperty {
uri: string;
type: EShaderType;
}
export interface IGLTFProgram extends IGLTFChildRootProperty {
attributes: string[];
fragmentShader: string;
vertexShader: string;
}
export interface IGLTFTechniqueParameter {
type: number;
count?: number;
semantic?: string;
node?: string;
value?: number|boolean|string|Array<any>;
source?: string;
babylonValue?: any;
}
export interface IGLTFTechniqueCommonProfile {
lightingModel: string;
texcoordBindings: Object;
parameters?: Array<any>;
}
export interface IGLTFTechniqueStatesFunctions {
blendColor?: number[];
blendEquationSeparate?: number[];
blendFuncSeparate?: number[];
colorMask: boolean[];
cullFace: number[];
}
export interface IGLTFTechniqueStates {
enable: number[];
functions: IGLTFTechniqueStatesFunctions;
}
export interface IGLTFTechnique extends IGLTFChildRootProperty {
parameters: Object;
program: string;
attributes: Object;
uniforms: Object;
states: IGLTFTechniqueStates;
}
export interface IGLTFMaterial extends IGLTFChildRootProperty {
technique?: string;
values: string[];
}
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: Object;
indices: string;
material: string;
mode?: number;
}
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> add export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
</s> remove export interface IGLTFNodeInstanceSkin {
skeletons: string[];
skin: string;
meshes: string[];
</s> add export interface IGLTFMaterial extends IGLTFChildRootProperty {
pbrMetallicRoughness?: IGLTFMaterialPbrMetallicRoughness;
normalTexture?: IGLTFMaterialNormalTextureInfo;
occlusionTexture?: IGLTFMaterialOcclusionTextureInfo;
emissiveTexture?: IGLTFTextureInfo;
emissiveFactor?: number[];
// Babylon.js values (optimize)
babylonMaterial?: PBRMaterial;
| [
"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.glTFFileLoaderInterfaces.ts |
mesh?: number;
| <mask> skin?: string;
<mask> jointName?: string;
<mask> light?: string;
<mask> matrix: number[];
<mask> mesh?: string;
<mask> meshes?: string[];
<mask> rotation?: number[];
<mask> scale?: number[];
<mask> translation?: number[];
<mask>
<mask> // Babylon.js values (optimize)
</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 camera?: string;
children: string[];
skin?: string;
jointName?: string;
light?: string;
</s> add camera?: number;
children?: number[];
skeletons?: number[];
skin?: number;
jointName?: number;
</s> remove export interface IGLTFAmbienLight {
color?: number[];
</s> add export interface IGLTFAssetProfile extends IGLTFProperty {
api?: string;
version?: string;
</s> remove export interface IGLTFNodeInstanceSkin {
skeletons: string[];
skin: string;
meshes: string[];
</s> add export interface IGLTFMaterial extends IGLTFChildRootProperty {
pbrMetallicRoughness?: IGLTFMaterialPbrMetallicRoughness;
normalTexture?: IGLTFMaterialNormalTextureInfo;
occlusionTexture?: IGLTFMaterialOcclusionTextureInfo;
emissiveTexture?: IGLTFTextureInfo;
emissiveFactor?: number[];
// Babylon.js values (optimize)
babylonMaterial?: PBRMaterial;
</s> remove export interface IGLTFTexture extends IGLTFChildRootProperty {
sampler: string;
source: string;
format?: ETextureFormat;
internalFormat?: ETextureFormat;
target?: number;
type?: number;
// Babylon.js values (optimize)
babylonTexture?: Texture;
</s> add export interface IGLTFAnimation extends IGLTFChildRootProperty {
channels?: IGLTFAnimationChannel[];
samplers?: IGLTFAnimationSampler[];
</s> remove export interface IGLTFShader extends IGLTFChildRootProperty {
uri: string;
type: EShaderType;
}
export interface IGLTFProgram extends IGLTFChildRootProperty {
attributes: string[];
fragmentShader: string;
vertexShader: string;
}
export interface IGLTFTechniqueParameter {
type: number;
count?: number;
semantic?: string;
node?: string;
value?: number|boolean|string|Array<any>;
source?: string;
babylonValue?: any;
}
export interface IGLTFTechniqueCommonProfile {
lightingModel: string;
texcoordBindings: Object;
parameters?: Array<any>;
}
export interface IGLTFTechniqueStatesFunctions {
blendColor?: number[];
blendEquationSeparate?: number[];
blendFuncSeparate?: number[];
colorMask: boolean[];
cullFace: number[];
}
export interface IGLTFTechniqueStates {
enable: number[];
functions: IGLTFTechniqueStatesFunctions;
}
export interface IGLTFTechnique extends IGLTFChildRootProperty {
parameters: Object;
program: string;
attributes: Object;
uniforms: Object;
states: IGLTFTechniqueStates;
}
export interface IGLTFMaterial extends IGLTFChildRootProperty {
technique?: string;
values: string[];
}
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: Object;
indices: string;
material: string;
mode?: number;
}
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> add export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderInterfaces.ts |
export interface IGLTFSampler extends IGLTFChildRootProperty {
magFilter?: ETextureMagFilter;
minFilter?: ETextureMinFilter;
wrapS?: ETextureWrapMode;
wrapT?: ETextureWrapMode;
}
| <mask> babylonNode?: Node;
<mask> }
<mask>
<mask> export interface IGLTFScene extends IGLTFChildRootProperty {
<mask> nodes: number[];
<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 nodes: string[];
</s> add nodes: number[];
</s> remove export interface IGLTFShader extends IGLTFChildRootProperty {
uri: string;
type: EShaderType;
}
export interface IGLTFProgram extends IGLTFChildRootProperty {
attributes: string[];
fragmentShader: string;
vertexShader: string;
}
export interface IGLTFTechniqueParameter {
type: number;
count?: number;
semantic?: string;
node?: string;
value?: number|boolean|string|Array<any>;
source?: string;
babylonValue?: any;
}
export interface IGLTFTechniqueCommonProfile {
lightingModel: string;
texcoordBindings: Object;
parameters?: Array<any>;
}
export interface IGLTFTechniqueStatesFunctions {
blendColor?: number[];
blendEquationSeparate?: number[];
blendFuncSeparate?: number[];
colorMask: boolean[];
cullFace: number[];
}
export interface IGLTFTechniqueStates {
enable: number[];
functions: IGLTFTechniqueStatesFunctions;
}
export interface IGLTFTechnique extends IGLTFChildRootProperty {
parameters: Object;
program: string;
attributes: Object;
uniforms: Object;
states: IGLTFTechniqueStates;
}
export interface IGLTFMaterial extends IGLTFChildRootProperty {
technique?: string;
values: string[];
}
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: Object;
indices: string;
material: string;
mode?: number;
}
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> add export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
</s> remove /**
* Runtime
*/
export interface IGLTFRuntime {
extensions: Object;
accessors: Object;
buffers: Object;
bufferViews: Object;
meshes: Object;
lights: Object;
cameras: Object;
nodes: Object;
images: Object;
textures: Object;
shaders: Object;
programs: Object;
samplers: Object;
techniques: Object;
materials: Object;
animations: Object;
skins: Object;
currentScene?: Object;
scenes: Object; // v1.1
extensionsUsed: string[];
extensionsRequired?: string[]; // v1.1
buffersCount: number;
shaderscount: number;
scene: Scene;
rootUrl: string;
</s> add export interface IGLTFSkin extends IGLTFChildRootProperty {
bindShapeMatrix?: number[];
inverseBindMatrices?: number;
jointNames: number[];
</s> remove export interface IGLTFDirectionalLight {
color?: number[];
</s> add export interface IGLTFAsset extends IGLTFChildRootProperty {
copyright?: string;
generator?: string;
profile?: IGLTFAssetProfile;
version: string;
</s> remove export interface IGLTFPointLight {
color?: number[];
constantAttenuation?: number;
linearAttenuation?: number;
quadraticAttenuation?: number;
}
</s> add export interface IGLTFBuffer extends IGLTFChildRootProperty {
uri?: string;
byteLength: number;
| [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderInterfaces.ts |
nodes: number[];
| <mask> babylonNode?: Node;
<mask> }
<mask>
<mask> export interface IGLTFScene extends IGLTFChildRootProperty {
<mask> nodes: string[];
<mask> }
<mask>
<mask> /**
<mask> * Runtime
<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 /**
* Runtime
*/
export interface IGLTFRuntime {
extensions: Object;
accessors: Object;
buffers: Object;
bufferViews: Object;
meshes: Object;
lights: Object;
cameras: Object;
nodes: Object;
images: Object;
textures: Object;
shaders: Object;
programs: Object;
samplers: Object;
techniques: Object;
materials: Object;
animations: Object;
skins: Object;
currentScene?: Object;
scenes: Object; // v1.1
extensionsUsed: string[];
extensionsRequired?: string[]; // v1.1
buffersCount: number;
shaderscount: number;
scene: Scene;
rootUrl: string;
</s> add export interface IGLTFSkin extends IGLTFChildRootProperty {
bindShapeMatrix?: number[];
inverseBindMatrices?: number;
jointNames: number[];
</s> remove export interface IGLTFSkins extends IGLTFChildRootProperty {
bindShapeMatrix: number[];
inverseBindMatrices: string;
jointNames: string[];
</s> add export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: { [name: string]: number };
indices?: number;
material?: number;
mode?: EMeshPrimitiveMode;
}
</s> remove babylonSkeleton?: Skeleton;
</s> add export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> remove export interface IGLTFShader extends IGLTFChildRootProperty {
uri: string;
type: EShaderType;
}
export interface IGLTFProgram extends IGLTFChildRootProperty {
attributes: string[];
fragmentShader: string;
vertexShader: string;
}
export interface IGLTFTechniqueParameter {
type: number;
count?: number;
semantic?: string;
node?: string;
value?: number|boolean|string|Array<any>;
source?: string;
babylonValue?: any;
}
export interface IGLTFTechniqueCommonProfile {
lightingModel: string;
texcoordBindings: Object;
parameters?: Array<any>;
}
export interface IGLTFTechniqueStatesFunctions {
blendColor?: number[];
blendEquationSeparate?: number[];
blendFuncSeparate?: number[];
colorMask: boolean[];
cullFace: number[];
}
export interface IGLTFTechniqueStates {
enable: number[];
functions: IGLTFTechniqueStatesFunctions;
}
export interface IGLTFTechnique extends IGLTFChildRootProperty {
parameters: Object;
program: string;
attributes: Object;
uniforms: Object;
states: IGLTFTechniqueStates;
}
export interface IGLTFMaterial extends IGLTFChildRootProperty {
technique?: string;
values: string[];
}
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: Object;
indices: string;
material: string;
mode?: number;
}
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> add export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderInterfaces.ts |
export interface IGLTFSkin extends IGLTFChildRootProperty {
bindShapeMatrix?: number[];
inverseBindMatrices?: number;
jointNames: number[];
| <mask> export interface IGLTFScene extends IGLTFChildRootProperty {
<mask> nodes: string[];
<mask> }
<mask>
<mask> /**
<mask> * Runtime
<mask> */
<mask> export interface IGLTFRuntime {
<mask> extensions: Object;
<mask> accessors: Object;
<mask> buffers: Object;
<mask> bufferViews: Object;
<mask> meshes: Object;
<mask> lights: Object;
<mask> cameras: Object;
<mask> nodes: Object;
<mask> images: Object;
<mask> textures: Object;
<mask> shaders: Object;
<mask> programs: Object;
<mask> samplers: Object;
<mask> techniques: Object;
<mask> materials: Object;
<mask> animations: Object;
<mask> skins: Object;
<mask>
<mask> currentScene?: Object;
<mask> scenes: Object; // v1.1
<mask>
<mask> extensionsUsed: string[];
<mask> extensionsRequired?: string[]; // v1.1
<mask>
<mask> buffersCount: number;
<mask> shaderscount: number;
<mask>
<mask> scene: Scene;
<mask> rootUrl: string;
<mask>
<mask> loadedBufferCount: number;
<mask> loadedBufferViews: { [name: string]: ArrayBufferView };
<mask>
<mask> loadedShaderCount: number;
</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 export interface IGLTFAnimation extends IGLTFChildRootProperty {
channels?: IGLTFAnimationChannel[];
parameters?: Object;
samplers?: Object;
</s> add export interface IGLTFMaterialPbrMetallicRoughness {
baseColorFactor: number[];
baseColorTexture: IGLTFTextureInfo;
metallicFactor: number;
roughnessFactor: number;
metallicRoughnessTexture: IGLTFTextureInfo;
</s> remove export interface IGLTFShader extends IGLTFChildRootProperty {
uri: string;
type: EShaderType;
}
export interface IGLTFProgram extends IGLTFChildRootProperty {
attributes: string[];
fragmentShader: string;
vertexShader: string;
}
export interface IGLTFTechniqueParameter {
type: number;
count?: number;
semantic?: string;
node?: string;
value?: number|boolean|string|Array<any>;
source?: string;
babylonValue?: any;
}
export interface IGLTFTechniqueCommonProfile {
lightingModel: string;
texcoordBindings: Object;
parameters?: Array<any>;
}
export interface IGLTFTechniqueStatesFunctions {
blendColor?: number[];
blendEquationSeparate?: number[];
blendFuncSeparate?: number[];
colorMask: boolean[];
cullFace: number[];
}
export interface IGLTFTechniqueStates {
enable: number[];
functions: IGLTFTechniqueStatesFunctions;
}
export interface IGLTFTechnique extends IGLTFChildRootProperty {
parameters: Object;
program: string;
attributes: Object;
uniforms: Object;
states: IGLTFTechniqueStates;
}
export interface IGLTFMaterial extends IGLTFChildRootProperty {
technique?: string;
values: string[];
}
export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: Object;
indices: string;
material: string;
mode?: number;
}
export interface IGLTFMesh extends IGLTFChildRootProperty {
primitives: IGLTFMeshPrimitive[];
</s> add export interface IGLTFAnimationChannel {
sampler: number;
target: IGLTFAnimationChannelTarget;
</s> remove extras?: Object;
</s> add extras?: any;
</s> remove export interface IGLTFNodeInstanceSkin {
skeletons: string[];
skin: string;
meshes: string[];
</s> add export interface IGLTFMaterial extends IGLTFChildRootProperty {
pbrMetallicRoughness?: IGLTFMaterialPbrMetallicRoughness;
normalTexture?: IGLTFMaterialNormalTextureInfo;
occlusionTexture?: IGLTFMaterialOcclusionTextureInfo;
emissiveTexture?: IGLTFTextureInfo;
emissiveFactor?: number[];
// Babylon.js values (optimize)
babylonMaterial?: PBRMaterial;
</s> remove export interface IGLTFAnimationSampler {
input: string;
output: string;
interpolation?: string;
</s> add export interface IGLTFMaterialOcclusionTextureInfo extends IGLTFTextureInfo {
strength: number;
| [
"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.glTFFileLoaderInterfaces.ts |
babylonSkeleton?: Skeleton;
}
export interface IGLTFTexture extends IGLTFChildRootProperty {
format?: ETextureFormat;
internalFormat?: ETextureFormat;
sampler: number;
source: number;
target?: ETextureTarget;
type?: ETextureType;
| <mask>
<mask> scene: Scene;
<mask> rootUrl: string;
<mask>
<mask> loadedBufferCount: number;
<mask> loadedBufferViews: { [name: string]: ArrayBufferView };
<mask>
<mask> loadedShaderCount: number;
<mask>
<mask> importOnlyMeshes: boolean;
<mask> importMeshesNames?: string[];
</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 loadedShaderCount: number;
</s> add // Babylon.js values (optimize)
babylonTexture?: Texture;
}
export interface IGLTFTextureInfo {
index: number;
texCoord?: number;
}
export interface IGLTF extends IGLTFProperty {
accessors?: IGLTFAccessor[];
animations?: IGLTFAnimation[];
asset: IGLTFAsset;
buffers?: IGLTFBuffer[];
bufferViews?: IGLTFBufferView[];
cameras?: IGLTFCamera[];
extensionsUsed?: string[];
extensionsRequired?: string[];
glExtensionsUsed?: string[];
images?: IGLTFImage[];
materials?: IGLTFMaterial[];
meshes?: IGLTFMesh[];
nodes?: IGLTFNode[];
samplers?: IGLTFSampler[];
scene?: number;
scenes?: IGLTFScene[];
skins?: IGLTFSkin[];
textures?: IGLTFTexture[];
}
export interface IGLTFRuntime {
gltf: IGLTF;
babylonScene: Scene;
rootUrl: string;
</s> remove /**
* Runtime
*/
export interface IGLTFRuntime {
extensions: Object;
accessors: Object;
buffers: Object;
bufferViews: Object;
meshes: Object;
lights: Object;
cameras: Object;
nodes: Object;
images: Object;
textures: Object;
shaders: Object;
programs: Object;
samplers: Object;
techniques: Object;
materials: Object;
animations: Object;
skins: Object;
currentScene?: Object;
scenes: Object; // v1.1
extensionsUsed: string[];
extensionsRequired?: string[]; // v1.1
buffersCount: number;
shaderscount: number;
scene: Scene;
rootUrl: string;
</s> add export interface IGLTFSkin extends IGLTFChildRootProperty {
bindShapeMatrix?: number[];
inverseBindMatrices?: number;
jointNames: number[];
</s> remove export interface IGLTFSkins extends IGLTFChildRootProperty {
bindShapeMatrix: number[];
inverseBindMatrices: string;
jointNames: string[];
</s> add export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: { [name: string]: number };
indices?: number;
material?: number;
mode?: EMeshPrimitiveMode;
}
</s> remove byteStride: number;
</s> add byteStride?: number;
componentType: EComponentType;
normalized?: boolean;
</s> remove camera?: string;
children: string[];
skin?: string;
jointName?: string;
light?: string;
</s> add camera?: number;
children?: number[];
skeletons?: number[];
skin?: number;
jointName?: number;
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderInterfaces.ts |
// Babylon.js values (optimize)
babylonTexture?: Texture;
}
export interface IGLTFTextureInfo {
index: number;
texCoord?: number;
}
export interface IGLTF extends IGLTFProperty {
accessors?: IGLTFAccessor[];
animations?: IGLTFAnimation[];
asset: IGLTFAsset;
buffers?: IGLTFBuffer[];
bufferViews?: IGLTFBufferView[];
cameras?: IGLTFCamera[];
extensionsUsed?: string[];
extensionsRequired?: string[];
glExtensionsUsed?: string[];
images?: IGLTFImage[];
materials?: IGLTFMaterial[];
meshes?: IGLTFMesh[];
nodes?: IGLTFNode[];
samplers?: IGLTFSampler[];
scene?: number;
scenes?: IGLTFScene[];
skins?: IGLTFSkin[];
textures?: IGLTFTexture[];
}
export interface IGLTFRuntime {
gltf: IGLTF;
babylonScene: Scene;
rootUrl: string;
| <mask>
<mask> loadedBufferCount: number;
<mask> loadedBufferViews: { [name: string]: ArrayBufferView };
<mask>
<mask> loadedShaderCount: number;
<mask>
<mask> importOnlyMeshes: boolean;
<mask> importMeshesNames?: string[];
<mask>
<mask> dummyNodes: Node[];
</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 loadedBufferCount: number;
loadedBufferViews: { [name: string]: ArrayBufferView };
</s> add babylonSkeleton?: Skeleton;
}
export interface IGLTFTexture extends IGLTFChildRootProperty {
format?: ETextureFormat;
internalFormat?: ETextureFormat;
sampler: number;
source: number;
target?: ETextureTarget;
type?: ETextureType;
</s> remove /**
* Runtime
*/
export interface IGLTFRuntime {
extensions: Object;
accessors: Object;
buffers: Object;
bufferViews: Object;
meshes: Object;
lights: Object;
cameras: Object;
nodes: Object;
images: Object;
textures: Object;
shaders: Object;
programs: Object;
samplers: Object;
techniques: Object;
materials: Object;
animations: Object;
skins: Object;
currentScene?: Object;
scenes: Object; // v1.1
extensionsUsed: string[];
extensionsRequired?: string[]; // v1.1
buffersCount: number;
shaderscount: number;
scene: Scene;
rootUrl: string;
</s> add export interface IGLTFSkin extends IGLTFChildRootProperty {
bindShapeMatrix?: number[];
inverseBindMatrices?: number;
jointNames: number[];
</s> remove export interface IGLTFSkins extends IGLTFChildRootProperty {
bindShapeMatrix: number[];
inverseBindMatrices: string;
jointNames: string[];
</s> add export interface IGLTFMeshPrimitive extends IGLTFProperty {
attributes: { [name: string]: number };
indices?: number;
material?: number;
mode?: EMeshPrimitiveMode;
}
</s> remove byteStride: number;
</s> add byteStride?: number;
componentType: EComponentType;
normalized?: boolean;
</s> remove export interface IGLTFSpotLight {
color?: number[];
constantAttenuation?: number;
fallOfAngle?: number;
fallOffExponent?: number;
linearAttenuation?: number;
quadraticAttenuation?: number;
</s> add // Loaded buffer (optimize)
loadedBufferView: ArrayBufferView
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderInterfaces.ts |
<mask> /**
<mask> * Utils functions for GLTF
<mask> */
<mask> export class GLTFUtils {
<mask> /**
<mask> * Sets the given "parameter" matrix
<mask> * @param scene: the {BABYLON.Scene} object
<mask> * @param source: the source node where to pick the matrix
<mask> * @param parameter: the GLTF technique parameter
<mask> * @param uniformName: the name of the shader's uniform
<mask> * @param shaderMaterial: the shader material
<mask> */
<mask> public static SetMatrix(scene: Scene, source: Node, parameter: IGLTFTechniqueParameter, uniformName: string, shaderMaterial: ShaderMaterial | Effect): void {
<mask> var mat: Matrix = null;
<mask>
<mask> if (parameter.semantic === "MODEL") {
<mask> mat = source.getWorldMatrix();
<mask> }
<mask> else if (parameter.semantic === "PROJECTION") {
<mask> mat = scene.getProjectionMatrix();
<mask> }
<mask> else if (parameter.semantic === "VIEW") {
<mask> mat = scene.getViewMatrix();
<mask> }
<mask> else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") {
<mask> mat = Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());
<mask> }
<mask> else if (parameter.semantic === "MODELVIEW") {
<mask> mat = source.getWorldMatrix().multiply(scene.getViewMatrix());
<mask> }
<mask> else if (parameter.semantic === "MODELVIEWPROJECTION") {
<mask> mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());
<mask> }
<mask> else if (parameter.semantic === "MODELINVERSE") {
<mask> mat = source.getWorldMatrix().invert();
<mask> }
<mask> else if (parameter.semantic === "VIEWINVERSE") {
<mask> mat = scene.getViewMatrix().invert();
<mask> }
<mask> else if (parameter.semantic === "PROJECTIONINVERSE") {
<mask> mat = scene.getProjectionMatrix().invert();
<mask> }
<mask> else if (parameter.semantic === "MODELVIEWINVERSE") {
<mask> mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();
<mask> }
<mask> else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") {
<mask> mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();
<mask> }
<mask> else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
<mask> mat = Matrix.Transpose(source.getWorldMatrix().invert());
<mask> }
<mask> else {
<mask> debugger;
<mask> }
<mask>
<mask> switch (parameter.type) {
<mask> case EParameterType.FLOAT_MAT2: shaderMaterial.setMatrix2x2(uniformName, Matrix.GetAsMatrix2x2(mat)); break;
<mask> case EParameterType.FLOAT_MAT3: shaderMaterial.setMatrix3x3(uniformName, Matrix.GetAsMatrix3x3(mat)); break;
<mask> case EParameterType.FLOAT_MAT4: shaderMaterial.setMatrix(uniformName, mat); break;
<mask> default: break;
<mask> }
<mask> }
<mask>
<mask> /**
<mask> * Sets the given "parameter" matrix
<mask> * @param shaderMaterial: the shader material
<mask> * @param uniform: the name of the shader's uniform
<mask> * @param value: the value of the uniform
<mask> * @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
<mask> */
<mask> public static SetUniform(shaderMaterial: ShaderMaterial | Effect, uniform: string, value: any, type: number): boolean {
<mask> switch (type) {
<mask> case EParameterType.FLOAT: shaderMaterial.setFloat(uniform, value); return true;
<mask> case EParameterType.FLOAT_VEC2: shaderMaterial.setVector2(uniform, Vector2.FromArray(value)); return true;
<mask> case EParameterType.FLOAT_VEC3: shaderMaterial.setVector3(uniform, Vector3.FromArray(value)); return true;
<mask> case EParameterType.FLOAT_VEC4: shaderMaterial.setVector4(uniform, Vector4.FromArray(value)); return true;
<mask> default: return false;
<mask> }
<mask> }
<mask>
<mask> /**
<mask> * If the uri is a base64 string
<mask> * @param uri: the uri to test
<mask> */
<mask> public static IsBase64(uri: string): boolean {
</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 * Returns the default material of gltf. Related to
* https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
</s> add * Returns the default material of gltf.
</s> remove public static GetTextureFilterMode(mode: number): ETextureFilterType {
</s> add public static GetTextureFilterMode(mode: number): ETextureMinFilter {
</s> remove * @param gltfRuntime: the GLTF runtime
</s> add * @param runtime: the GLTF runtime
</s> remove case ETextureFilterType.LINEAR:
case ETextureFilterType.LINEAR_MIPMAP_NEAREST:
case ETextureFilterType.LINEAR_MIPMAP_LINEAR: return Texture.TRILINEAR_SAMPLINGMODE;
case ETextureFilterType.NEAREST:
case ETextureFilterType.NEAREST_MIPMAP_NEAREST: return Texture.NEAREST_SAMPLINGMODE;
</s> add case ETextureMinFilter.LINEAR:
case ETextureMinFilter.LINEAR_MIPMAP_NEAREST:
case ETextureMinFilter.LINEAR_MIPMAP_LINEAR: return Texture.TRILINEAR_SAMPLINGMODE;
case ETextureMinFilter.NEAREST:
case ETextureMinFilter.NEAREST_MIPMAP_NEAREST: return Texture.NEAREST_SAMPLINGMODE;
</s> remove }
}
}
/**
* glTF File Loader Plugin
*/
export class GLTFFileLoader implements ISceneLoaderPluginAsync {
/**
* Public members
*/
public extensions: ISceneLoaderPluginExtensions = {
".gltf": { isBinary: false },
".glb": { isBinary: true }
};
/**
* Private members
*/
// None
/**
* Static members
*/
public static HomogeneousCoordinates: boolean = false;
public static IncrementalLoading: boolean = true;
public static Extensions: { [name: string]: GLTFFileLoaderExtension } = {};
</s> add }, onError);
| [
"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.glTFFileLoaderUtils.ts | |
public static GetTextureFilterMode(mode: number): ETextureMinFilter {
| <mask> /**
<mask> * Returns the texture filter mode giving a mode value
<mask> * @param mode: the filter mode value
<mask> */
<mask> public static GetTextureFilterMode(mode: number): ETextureFilterType {
<mask> switch (mode) {
<mask> case ETextureFilterType.LINEAR:
<mask> case ETextureFilterType.LINEAR_MIPMAP_NEAREST:
<mask> case ETextureFilterType.LINEAR_MIPMAP_LINEAR: return Texture.TRILINEAR_SAMPLINGMODE;
<mask> case ETextureFilterType.NEAREST:
</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 case ETextureFilterType.LINEAR:
case ETextureFilterType.LINEAR_MIPMAP_NEAREST:
case ETextureFilterType.LINEAR_MIPMAP_LINEAR: return Texture.TRILINEAR_SAMPLINGMODE;
case ETextureFilterType.NEAREST:
case ETextureFilterType.NEAREST_MIPMAP_NEAREST: return Texture.NEAREST_SAMPLINGMODE;
</s> add case ETextureMinFilter.LINEAR:
case ETextureMinFilter.LINEAR_MIPMAP_NEAREST:
case ETextureMinFilter.LINEAR_MIPMAP_LINEAR: return Texture.TRILINEAR_SAMPLINGMODE;
case ETextureMinFilter.NEAREST:
case ETextureMinFilter.NEAREST_MIPMAP_NEAREST: return Texture.NEAREST_SAMPLINGMODE;
</s> remove /**
* Sets the given "parameter" matrix
* @param scene: the {BABYLON.Scene} object
* @param source: the source node where to pick the matrix
* @param parameter: the GLTF technique parameter
* @param uniformName: the name of the shader's uniform
* @param shaderMaterial: the shader material
*/
public static SetMatrix(scene: Scene, source: Node, parameter: IGLTFTechniqueParameter, uniformName: string, shaderMaterial: ShaderMaterial | Effect): void {
var mat: Matrix = null;
if (parameter.semantic === "MODEL") {
mat = source.getWorldMatrix();
}
else if (parameter.semantic === "PROJECTION") {
mat = scene.getProjectionMatrix();
}
else if (parameter.semantic === "VIEW") {
mat = scene.getViewMatrix();
}
else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") {
mat = Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());
}
else if (parameter.semantic === "MODELVIEW") {
mat = source.getWorldMatrix().multiply(scene.getViewMatrix());
}
else if (parameter.semantic === "MODELVIEWPROJECTION") {
mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());
}
else if (parameter.semantic === "MODELINVERSE") {
mat = source.getWorldMatrix().invert();
}
else if (parameter.semantic === "VIEWINVERSE") {
mat = scene.getViewMatrix().invert();
}
else if (parameter.semantic === "PROJECTIONINVERSE") {
mat = scene.getProjectionMatrix().invert();
}
else if (parameter.semantic === "MODELVIEWINVERSE") {
mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();
}
else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") {
mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();
}
else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
mat = Matrix.Transpose(source.getWorldMatrix().invert());
}
else {
debugger;
}
switch (parameter.type) {
case EParameterType.FLOAT_MAT2: shaderMaterial.setMatrix2x2(uniformName, Matrix.GetAsMatrix2x2(mat)); break;
case EParameterType.FLOAT_MAT3: shaderMaterial.setMatrix3x3(uniformName, Matrix.GetAsMatrix3x3(mat)); break;
case EParameterType.FLOAT_MAT4: shaderMaterial.setMatrix(uniformName, mat); break;
default: break;
}
}
/**
* Sets the given "parameter" matrix
* @param shaderMaterial: the shader material
* @param uniform: the name of the shader's uniform
* @param value: the value of the uniform
* @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
*/
public static SetUniform(shaderMaterial: ShaderMaterial | Effect, uniform: string, value: any, type: number): boolean {
switch (type) {
case EParameterType.FLOAT: shaderMaterial.setFloat(uniform, value); return true;
case EParameterType.FLOAT_VEC2: shaderMaterial.setVector2(uniform, Vector2.FromArray(value)); return true;
case EParameterType.FLOAT_VEC3: shaderMaterial.setVector3(uniform, Vector3.FromArray(value)); return true;
case EParameterType.FLOAT_VEC4: shaderMaterial.setVector4(uniform, Vector4.FromArray(value)); return true;
default: return false;
}
}
</s> add </s> remove * @param gltfRuntime: the GLTF runtime
</s> add * @param runtime: the GLTF runtime
</s> remove public static GetBufferFromAccessor(gltfRuntime: IGLTFRuntime, accessor: IGLTFAccessor): any {
var bufferView: IGLTFBufferView = gltfRuntime.bufferViews[accessor.bufferView];
</s> add public static GetBufferFromAccessor(runtime: IGLTFRuntime, accessor: IGLTFAccessor): any {
var bufferView = runtime.gltf.bufferViews[accessor.bufferView];
</s> remove * Returns the default material of gltf. Related to
* https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
</s> add * Returns the default material of gltf.
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderUtils.ts |
case ETextureMinFilter.LINEAR:
case ETextureMinFilter.LINEAR_MIPMAP_NEAREST:
case ETextureMinFilter.LINEAR_MIPMAP_LINEAR: return Texture.TRILINEAR_SAMPLINGMODE;
case ETextureMinFilter.NEAREST:
case ETextureMinFilter.NEAREST_MIPMAP_NEAREST: return Texture.NEAREST_SAMPLINGMODE;
| <mask> * @param mode: the filter mode value
<mask> */
<mask> public static GetTextureFilterMode(mode: number): ETextureFilterType {
<mask> switch (mode) {
<mask> case ETextureFilterType.LINEAR:
<mask> case ETextureFilterType.LINEAR_MIPMAP_NEAREST:
<mask> case ETextureFilterType.LINEAR_MIPMAP_LINEAR: return Texture.TRILINEAR_SAMPLINGMODE;
<mask> case ETextureFilterType.NEAREST:
<mask> case ETextureFilterType.NEAREST_MIPMAP_NEAREST: return Texture.NEAREST_SAMPLINGMODE;
<mask> default: return Texture.BILINEAR_SAMPLINGMODE;
<mask> }
<mask> }
<mask>
<mask> public static GetBufferFromBufferView(gltfRuntime: IGLTFRuntime, bufferView: IGLTFBufferView, byteOffset: number, byteLength: number, componentType: EComponentType): ArrayBufferView {
</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 public static GetTextureFilterMode(mode: number): ETextureFilterType {
</s> add public static GetTextureFilterMode(mode: number): ETextureMinFilter {
</s> remove public static GetBufferFromBufferView(gltfRuntime: IGLTFRuntime, bufferView: IGLTFBufferView, byteOffset: number, byteLength: number, componentType: EComponentType): ArrayBufferView {
</s> add public static GetBufferFromBufferView(runtime: IGLTFRuntime, bufferView: IGLTFBufferView, byteOffset: number, byteLength: number, componentType: EComponentType): ArrayBufferView {
</s> remove /**
* Sets the given "parameter" matrix
* @param scene: the {BABYLON.Scene} object
* @param source: the source node where to pick the matrix
* @param parameter: the GLTF technique parameter
* @param uniformName: the name of the shader's uniform
* @param shaderMaterial: the shader material
*/
public static SetMatrix(scene: Scene, source: Node, parameter: IGLTFTechniqueParameter, uniformName: string, shaderMaterial: ShaderMaterial | Effect): void {
var mat: Matrix = null;
if (parameter.semantic === "MODEL") {
mat = source.getWorldMatrix();
}
else if (parameter.semantic === "PROJECTION") {
mat = scene.getProjectionMatrix();
}
else if (parameter.semantic === "VIEW") {
mat = scene.getViewMatrix();
}
else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") {
mat = Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());
}
else if (parameter.semantic === "MODELVIEW") {
mat = source.getWorldMatrix().multiply(scene.getViewMatrix());
}
else if (parameter.semantic === "MODELVIEWPROJECTION") {
mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());
}
else if (parameter.semantic === "MODELINVERSE") {
mat = source.getWorldMatrix().invert();
}
else if (parameter.semantic === "VIEWINVERSE") {
mat = scene.getViewMatrix().invert();
}
else if (parameter.semantic === "PROJECTIONINVERSE") {
mat = scene.getProjectionMatrix().invert();
}
else if (parameter.semantic === "MODELVIEWINVERSE") {
mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();
}
else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") {
mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();
}
else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
mat = Matrix.Transpose(source.getWorldMatrix().invert());
}
else {
debugger;
}
switch (parameter.type) {
case EParameterType.FLOAT_MAT2: shaderMaterial.setMatrix2x2(uniformName, Matrix.GetAsMatrix2x2(mat)); break;
case EParameterType.FLOAT_MAT3: shaderMaterial.setMatrix3x3(uniformName, Matrix.GetAsMatrix3x3(mat)); break;
case EParameterType.FLOAT_MAT4: shaderMaterial.setMatrix(uniformName, mat); break;
default: break;
}
}
/**
* Sets the given "parameter" matrix
* @param shaderMaterial: the shader material
* @param uniform: the name of the shader's uniform
* @param value: the value of the uniform
* @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
*/
public static SetUniform(shaderMaterial: ShaderMaterial | Effect, uniform: string, value: any, type: number): boolean {
switch (type) {
case EParameterType.FLOAT: shaderMaterial.setFloat(uniform, value); return true;
case EParameterType.FLOAT_VEC2: shaderMaterial.setVector2(uniform, Vector2.FromArray(value)); return true;
case EParameterType.FLOAT_VEC3: shaderMaterial.setVector3(uniform, Vector3.FromArray(value)); return true;
case EParameterType.FLOAT_VEC4: shaderMaterial.setVector4(uniform, Vector4.FromArray(value)); return true;
default: return false;
}
}
</s> add </s> remove var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];
</s> add var loadedBufferView = runtime.gltf.buffers[bufferView.buffer].loadedBufferView;
</s> remove var buffer: IGLTFBuffer = gltfRuntime.buffers[buf];
if (buffer) {
processBuffer.bind(this, buf, buffer)();
}
else {
Tools.Error("No buffer named: " + buf);
}
</s> add switch (contentFormat) {
case EBinaryContentFormat.JSON:
var jsonText = GLTFUtils.DecodeBufferToText(binaryReader.readUint8Array(contentLength));
runtime.gltf = JSON.parse(jsonText);
break;
default:
Tools.Error("Unexpected content format: " + contentFormat);
return false;
| [
"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.glTFFileLoaderUtils.ts |
public static GetBufferFromBufferView(runtime: IGLTFRuntime, bufferView: IGLTFBufferView, byteOffset: number, byteLength: number, componentType: EComponentType): ArrayBufferView {
| <mask> default: return Texture.BILINEAR_SAMPLINGMODE;
<mask> }
<mask> }
<mask>
<mask> public static GetBufferFromBufferView(gltfRuntime: IGLTFRuntime, bufferView: IGLTFBufferView, byteOffset: number, byteLength: number, componentType: EComponentType): ArrayBufferView {
<mask> var byteOffset = bufferView.byteOffset + byteOffset;
<mask>
<mask> var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];
<mask> if (byteOffset + byteLength > loadedBufferView.byteLength) {
<mask> throw new Error("Buffer access is out of range");
</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 var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];
</s> add var loadedBufferView = runtime.gltf.buffers[bufferView.buffer].loadedBufferView;
</s> remove case ETextureFilterType.LINEAR:
case ETextureFilterType.LINEAR_MIPMAP_NEAREST:
case ETextureFilterType.LINEAR_MIPMAP_LINEAR: return Texture.TRILINEAR_SAMPLINGMODE;
case ETextureFilterType.NEAREST:
case ETextureFilterType.NEAREST_MIPMAP_NEAREST: return Texture.NEAREST_SAMPLINGMODE;
</s> add case ETextureMinFilter.LINEAR:
case ETextureMinFilter.LINEAR_MIPMAP_NEAREST:
case ETextureMinFilter.LINEAR_MIPMAP_LINEAR: return Texture.TRILINEAR_SAMPLINGMODE;
case ETextureMinFilter.NEAREST:
case ETextureMinFilter.NEAREST_MIPMAP_NEAREST: return Texture.NEAREST_SAMPLINGMODE;
</s> remove public static GetBufferFromAccessor(gltfRuntime: IGLTFRuntime, accessor: IGLTFAccessor): any {
var bufferView: IGLTFBufferView = gltfRuntime.bufferViews[accessor.bufferView];
</s> add public static GetBufferFromAccessor(runtime: IGLTFRuntime, accessor: IGLTFAccessor): any {
var bufferView = runtime.gltf.bufferViews[accessor.bufferView];
</s> remove var buffer: IGLTFBuffer = gltfRuntime.buffers[buf];
if (buffer) {
processBuffer.bind(this, buf, buffer)();
}
else {
Tools.Error("No buffer named: " + buf);
}
</s> add switch (contentFormat) {
case EBinaryContentFormat.JSON:
var jsonText = GLTFUtils.DecodeBufferToText(binaryReader.readUint8Array(contentLength));
runtime.gltf = JSON.parse(jsonText);
break;
default:
Tools.Error("Unexpected content format: " + contentFormat);
return false;
</s> remove var processBuffer = (buf: string, buffer: IGLTFBuffer) => {
GLTFFileLoaderExtension.LoadBufferAsync(gltfRuntime, buf, bufferView => {
gltfRuntime.loadedBufferCount++;
</s> add private _parseBinary(runtime: IGLTFRuntime, data: ArrayBuffer): boolean {
var binaryReader = new BinaryReader(data);
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderUtils.ts |
var loadedBufferView = runtime.gltf.buffers[bufferView.buffer].loadedBufferView;
| <mask>
<mask> public static GetBufferFromBufferView(gltfRuntime: IGLTFRuntime, bufferView: IGLTFBufferView, byteOffset: number, byteLength: number, componentType: EComponentType): ArrayBufferView {
<mask> var byteOffset = bufferView.byteOffset + byteOffset;
<mask>
<mask> var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];
<mask> if (byteOffset + byteLength > loadedBufferView.byteLength) {
<mask> throw new Error("Buffer access is out of range");
<mask> }
<mask>
<mask> var buffer = loadedBufferView.buffer;
</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 public static GetBufferFromBufferView(gltfRuntime: IGLTFRuntime, bufferView: IGLTFBufferView, byteOffset: number, byteLength: number, componentType: EComponentType): ArrayBufferView {
</s> add public static GetBufferFromBufferView(runtime: IGLTFRuntime, bufferView: IGLTFBufferView, byteOffset: number, byteLength: number, componentType: EComponentType): ArrayBufferView {
</s> remove case ETextureFilterType.LINEAR:
case ETextureFilterType.LINEAR_MIPMAP_NEAREST:
case ETextureFilterType.LINEAR_MIPMAP_LINEAR: return Texture.TRILINEAR_SAMPLINGMODE;
case ETextureFilterType.NEAREST:
case ETextureFilterType.NEAREST_MIPMAP_NEAREST: return Texture.NEAREST_SAMPLINGMODE;
</s> add case ETextureMinFilter.LINEAR:
case ETextureMinFilter.LINEAR_MIPMAP_NEAREST:
case ETextureMinFilter.LINEAR_MIPMAP_LINEAR: return Texture.TRILINEAR_SAMPLINGMODE;
case ETextureMinFilter.NEAREST:
case ETextureMinFilter.NEAREST_MIPMAP_NEAREST: return Texture.NEAREST_SAMPLINGMODE;
</s> remove public static GetBufferFromAccessor(gltfRuntime: IGLTFRuntime, accessor: IGLTFAccessor): any {
var bufferView: IGLTFBufferView = gltfRuntime.bufferViews[accessor.bufferView];
</s> add public static GetBufferFromAccessor(runtime: IGLTFRuntime, accessor: IGLTFAccessor): any {
var bufferView = runtime.gltf.bufferViews[accessor.bufferView];
</s> remove return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);
</s> add return GLTFUtils.GetBufferFromBufferView(runtime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);
</s> remove private _loadShadersAsync(gltfRuntime: IGLTFRuntime, onload: () => void): void {
var hasShaders = false;
</s> add private _loadBufferAsync(runtime: IGLTFRuntime, index: number, onSuccess: () => void, onError: () => void): void {
var buffer = runtime.gltf.buffers[index];
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderUtils.ts |
* @param runtime: the GLTF runtime
| <mask> }
<mask>
<mask> /**
<mask> * Returns a buffer from its accessor
<mask> * @param gltfRuntime: the GLTF runtime
<mask> * @param accessor: the GLTF accessor
<mask> */
<mask> public static GetBufferFromAccessor(gltfRuntime: IGLTFRuntime, accessor: IGLTFAccessor): any {
<mask> var bufferView: IGLTFBufferView = gltfRuntime.bufferViews[accessor.bufferView];
<mask> var byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);
</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 public static GetBufferFromAccessor(gltfRuntime: IGLTFRuntime, accessor: IGLTFAccessor): any {
var bufferView: IGLTFBufferView = gltfRuntime.bufferViews[accessor.bufferView];
</s> add public static GetBufferFromAccessor(runtime: IGLTFRuntime, accessor: IGLTFAccessor): any {
var bufferView = runtime.gltf.bufferViews[accessor.bufferView];
</s> remove return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);
</s> add return GLTFUtils.GetBufferFromBufferView(runtime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);
</s> remove /**
* Sets the given "parameter" matrix
* @param scene: the {BABYLON.Scene} object
* @param source: the source node where to pick the matrix
* @param parameter: the GLTF technique parameter
* @param uniformName: the name of the shader's uniform
* @param shaderMaterial: the shader material
*/
public static SetMatrix(scene: Scene, source: Node, parameter: IGLTFTechniqueParameter, uniformName: string, shaderMaterial: ShaderMaterial | Effect): void {
var mat: Matrix = null;
if (parameter.semantic === "MODEL") {
mat = source.getWorldMatrix();
}
else if (parameter.semantic === "PROJECTION") {
mat = scene.getProjectionMatrix();
}
else if (parameter.semantic === "VIEW") {
mat = scene.getViewMatrix();
}
else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") {
mat = Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());
}
else if (parameter.semantic === "MODELVIEW") {
mat = source.getWorldMatrix().multiply(scene.getViewMatrix());
}
else if (parameter.semantic === "MODELVIEWPROJECTION") {
mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());
}
else if (parameter.semantic === "MODELINVERSE") {
mat = source.getWorldMatrix().invert();
}
else if (parameter.semantic === "VIEWINVERSE") {
mat = scene.getViewMatrix().invert();
}
else if (parameter.semantic === "PROJECTIONINVERSE") {
mat = scene.getProjectionMatrix().invert();
}
else if (parameter.semantic === "MODELVIEWINVERSE") {
mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();
}
else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") {
mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();
}
else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
mat = Matrix.Transpose(source.getWorldMatrix().invert());
}
else {
debugger;
}
switch (parameter.type) {
case EParameterType.FLOAT_MAT2: shaderMaterial.setMatrix2x2(uniformName, Matrix.GetAsMatrix2x2(mat)); break;
case EParameterType.FLOAT_MAT3: shaderMaterial.setMatrix3x3(uniformName, Matrix.GetAsMatrix3x3(mat)); break;
case EParameterType.FLOAT_MAT4: shaderMaterial.setMatrix(uniformName, mat); break;
default: break;
}
}
/**
* Sets the given "parameter" matrix
* @param shaderMaterial: the shader material
* @param uniform: the name of the shader's uniform
* @param value: the value of the uniform
* @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
*/
public static SetUniform(shaderMaterial: ShaderMaterial | Effect, uniform: string, value: any, type: number): boolean {
switch (type) {
case EParameterType.FLOAT: shaderMaterial.setFloat(uniform, value); return true;
case EParameterType.FLOAT_VEC2: shaderMaterial.setVector2(uniform, Vector2.FromArray(value)); return true;
case EParameterType.FLOAT_VEC3: shaderMaterial.setVector3(uniform, Vector3.FromArray(value)); return true;
case EParameterType.FLOAT_VEC4: shaderMaterial.setVector4(uniform, Vector4.FromArray(value)); return true;
default: return false;
}
}
</s> add </s> remove * Returns the default material of gltf. Related to
* https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
</s> add * Returns the default material of gltf.
</s> remove public static GetTextureFilterMode(mode: number): ETextureFilterType {
</s> add public static GetTextureFilterMode(mode: number): ETextureMinFilter {
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoaderUtils.ts |
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