1467 lines
30 KiB
JavaScript
1467 lines
30 KiB
JavaScript
import AlphaMode from "./AlphaMode.js";
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import Cartesian3 from "../Core/Cartesian3.js";
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import Cartesian4 from "../Core/Cartesian4.js";
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import Matrix3 from "../Core/Matrix3.js";
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import Matrix4 from "../Core/Matrix4.js";
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/**
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* Components for building models.
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*
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* @namespace ModelComponents
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*
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* @private
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*/
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const ModelComponents = {};
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/**
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* Information about the quantized attribute.
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*
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* @alias ModelComponents.Quantization
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* @constructor
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*
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* @private
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*/
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function Quantization() {
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/**
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* Whether the quantized attribute is oct-encoded.
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*
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* @type {boolean}
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* @private
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*/
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this.octEncoded = false;
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/**
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* Whether the oct-encoded values are stored as ZXY instead of XYZ. This is true when decoding from Draco.
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*
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* @type {boolean}
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* @private
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*/
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this.octEncodedZXY = false;
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/**
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* The range used to convert buffer values to normalized values [0.0, 1.0]
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* This is typically computed as (1 << quantizationBits) - 1.
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* For oct-encoded values this value is a single Number.
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*
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* @type {number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
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* @private
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*/
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this.normalizationRange = undefined;
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/**
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* The bottom-left corner of the quantization volume. Not applicable for oct encoded attributes.
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* The type should match the attribute type - e.g. if the attribute type
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* is AttributeType.VEC4 the offset should be a Cartesian4.
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*
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* @type {number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
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* @private
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*/
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this.quantizedVolumeOffset = undefined;
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/**
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* The dimensions of the quantization volume. Not applicable for oct encoded attributes.
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* The type should match the attribute type - e.g. if the attribute type
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* is AttributeType.VEC4 the dimensions should be a Cartesian4.
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*
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* @type {number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
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* @private
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*/
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this.quantizedVolumeDimensions = undefined;
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/**
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* The step size of the quantization volume, equal to
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* quantizedVolumeDimensions / normalizationRange (component-wise).
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* Not applicable for oct encoded attributes.
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* The type should match the attribute type - e.g. if the attribute type
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* is AttributeType.VEC4 the dimensions should be a Cartesian4.
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*
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* @type {number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
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* @private
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*/
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this.quantizedVolumeStepSize = undefined;
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/**
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* The component data type of the quantized attribute, e.g. ComponentDatatype.UNSIGNED_SHORT.
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*
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* <p>
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* The following component datatypes are not supported:
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* <ul>
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* <li>ComponentDatatype.INT</li>
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* <li>ComponentDatatype.UNSIGNED_INT</li>
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* <li>ComponentDatatype.DOUBLE</li>
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* </ul>
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* </p>
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*
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* @type {ComponentDatatype}
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* @private
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*/
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this.componentDatatype = undefined;
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/**
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* The type of the quantized attribute, e.g. AttributeType.VEC2 for oct-encoded normals.
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*
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* @type {AttributeType}
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* @private
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*/
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this.type = undefined;
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}
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/**
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* A per-vertex or per-instance attribute.
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*
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* @alias ModelComponents.Attribute
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* @constructor
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*
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* @private
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*/
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function Attribute() {
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/**
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* The attribute name. Must be unique within the attributes array.
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*
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* @type {string}
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* @private
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*/
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this.name = undefined;
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/**
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* The attribute semantic. The combination of semantic and setIndex must be
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* unique within the attributes array.
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*
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* @type {VertexAttributeSemantic|InstanceAttributeSemantic}
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* @private
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*/
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this.semantic = undefined;
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/**
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* The set index of the attribute. Only applicable when the attribute has one
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* of the following semantics:
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*
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* <ul>
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* <li>{@link VertexAttributeSemantic.TEXCOORD}</li>
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* <li>{@link VertexAttributeSemantic.COLOR}</li>
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* <li>{@link VertexAttributeSemantic.JOINTS}</li>
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* <li>{@link VertexAttributeSemantic.WEIGHTS}</li>
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* <li>{@link VertexAttributeSemantic.FEATURE_ID}</li>
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* <li>{@link InstanceAttributeSemantic.FEATURE_ID}</li>
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* </ul>
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*/
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this.setIndex = undefined;
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/**
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* The component data type of the attribute.
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* <p>
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* When the data is quantized the componentDatatype should match the
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* dequantized data, which is typically ComponentDatatype.FLOAT.
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* </p>
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* <p>
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* The following component datatypes are not supported:
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* <ul>
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* <li>ComponentDatatype.INT</li>
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* <li>ComponentDatatype.UNSIGNED_INT</li>
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* <li>ComponentDatatype.DOUBLE</li>
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* </ul>
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* </p>
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*
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* @type {ComponentDatatype}
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* @private
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*/
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this.componentDatatype = undefined;
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/**
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* The type of the attribute.
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* <p>
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* When the data is oct-encoded the type should match the decoded data, which
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* is typically AttributeType.VEC3.
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* </p>
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*
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* @type {AttributeType}
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* @private
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*/
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this.type = undefined;
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/**
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* Whether the attribute is normalized.
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*
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* @type {boolean}
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* @default false
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* @private
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*/
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this.normalized = false;
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/**
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* The number of elements.
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*
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* @type {number}
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* @private
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*/
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this.count = undefined;
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/**
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* Minimum value of each component in the attribute.
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* <p>
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* When the data is quantized the min should match the dequantized data.
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* The normalized property has no effect on these values.
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* </p>
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* <p>
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* Must be defined for POSITION attributes.
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* </p>
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*
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* @type {number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
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* @private
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*/
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this.min = undefined;
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/**
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* Maximum value of each component in the attribute.
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* <p>
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* When the data is quantized the max should match the dequantized data.
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* The normalized property has no effect on these values.
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* </p>
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* <p>
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* Must be defined for POSITION attributes.
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* </p>
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*
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* @type {number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
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* @private
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*/
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this.max = undefined;
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/**
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* A constant value used for all elements when typed array and buffer are undefined.
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*
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* @type {number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
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* @private
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*/
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this.constant = undefined;
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/**
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* Information about the quantized attribute.
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*
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* @type {ModelComponents.Quantization}
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* @private
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*/
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this.quantization = undefined;
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/**
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* A typed array containing tightly-packed attribute values, as they appear
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* in the model file.
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*
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* @type {Uint8Array|Int8Array|Uint16Array|Int16Array|Uint32Array|Int32Array|Float32Array}
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* @private
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*/
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this.typedArray = undefined;
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/**
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* A vertex buffer. Attribute values are accessed using byteOffset and byteStride.
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*
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* @type {Buffer}
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* @private
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*/
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this.buffer = undefined;
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/**
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* The byte offset of elements in the buffer.
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*
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* @type {number}
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* @default 0
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* @private
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*/
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this.byteOffset = 0;
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/**
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* The byte stride of elements in the buffer. When undefined the elements are tightly packed.
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*
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* @type {number}
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* @private
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*/
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this.byteStride = undefined;
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}
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/**
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* Indices used to select vertices for rendering.
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*
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* @alias ModelComponents.Indices
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* @constructor
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*
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* @private
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*/
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function Indices() {
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/**
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* The index data type of the attribute, e.g. IndexDatatype.UNSIGNED_SHORT.
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*
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* @type {IndexDatatype}
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* @private
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*/
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this.indexDatatype = undefined;
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/**
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* The number of indices.
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*
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* @type {number}
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* @private
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*/
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this.count = undefined;
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/**
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* An index buffer containing indices.
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*
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* @type {Buffer}
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* @private
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*/
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this.buffer = undefined;
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/**
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* A typed array containing indices.
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*
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* @type {Uint8Array|Uint16Array|Uint32Array}
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* @private
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*/
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this.typedArray = undefined;
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}
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/**
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* Maps per-vertex or per-instance feature IDs to a property table. Feature
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* IDs are stored in an accessor.
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*
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* @alias ModelComponents.FeatureIdAttribute
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* @constructor
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*
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* @private
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*/
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function FeatureIdAttribute() {
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/**
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* How many unique features are defined in this set of feature IDs
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*
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* @type {number}
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* @private
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*/
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this.featureCount = undefined;
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/**
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* This value indicates that no feature is indicated with this vertex
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*
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* @type {number}
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* @private
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*/
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this.nullFeatureId = undefined;
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/**
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* The ID of the property table that feature IDs index into. If undefined,
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* feature IDs are used for classification, but no metadata is associated.
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*
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*
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* @type {number}
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* @private
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*/
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this.propertyTableId = undefined;
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/**
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* The set index of feature ID attribute containing feature IDs.
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*
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* @type {number}
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* @private
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*/
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this.setIndex = undefined;
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/**
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* The label to identify this set of feature IDs. This is used in picking,
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* styling and shaders.
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*
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* @type {string}
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* @private
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*/
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this.label = undefined;
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/**
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* Label to identify this set of feature IDs by its position in the array.
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* This will always be either "featureId_N" for primitives or
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* "instanceFeatureId_N" for instances.
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*
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* @type {string}
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* @private
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*/
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this.positionalLabel = undefined;
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}
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/**
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* Defines a range of implicitly-defined feature IDs, one for each vertex or
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* instance. Such feature IDs may optionally be associated with a property table
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* storing metadata
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*
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* @alias ModelComponents.FeatureIdImplicitRange
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* @constructor
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*
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* @private
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*/
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function FeatureIdImplicitRange() {
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/**
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* How many unique features are defined in this set of feature IDs
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*
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* @type {number}
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* @private
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*/
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this.featureCount = undefined;
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/**
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* This value indicates that no feature is indicated with this vertex
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*
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* @type {number}
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* @private
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*/
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this.nullFeatureId = undefined;
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/**
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* The ID of the property table that feature IDs index into. If undefined,
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* feature IDs are used for classification, but no metadata is associated.
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*
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* @type {number}
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* @private
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*/
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this.propertyTableId = undefined;
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/**
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* The first feature ID to use when setIndex is undefined
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*
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* @type {number}
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* @default 0
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* @private
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*/
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this.offset = 0;
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/**
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* Number of times each feature ID is repeated before being incremented.
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*
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* @type {number}
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* @private
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*/
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this.repeat = undefined;
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/**
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* The label to identify this set of feature IDs. This is used in picking,
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* styling and shaders.
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*
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* @type {string}
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* @private
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*/
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this.label = undefined;
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/**
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* Label to identify this set of feature IDs by its position in the array.
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* This will always be either "featureId_N" for primitives or
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* "instanceFeatureId_N" for instances.
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*
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* @type {string}
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* @private
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*/
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this.positionalLabel = undefined;
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}
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/**
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* A texture that contains per-texel feature IDs that index into a property table.
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*
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* @alias ModelComponents.FeatureIdTexture
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* @constructor
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*
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* @private
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*/
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function FeatureIdTexture() {
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/**
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* How many unique features are defined in this set of feature IDs
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*
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* @type {number}
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* @private
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*/
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this.featureCount = undefined;
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/**
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* This value indicates that no feature is indicated with this texel
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*
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* @type {number}
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* @private
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*/
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this.nullFeatureId = undefined;
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/**
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* The ID of the property table that feature IDs index into. If undefined,
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* feature IDs are used for classification, but no metadata is associated.
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*
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* @type {string}
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* @private
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*/
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this.propertyTableId = undefined;
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/**
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* The texture reader containing feature IDs.
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*
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* @type {ModelComponents.TextureReader}
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* @private
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*/
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this.textureReader = undefined;
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/**
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* The label to identify this set of feature IDs. This is used in picking,
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* styling and shaders.
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*
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* @type {string}
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* @private
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*/
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this.label = undefined;
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/**
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* Label to identify this set of feature IDs by its position in the array.
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* This will always be either "featureId_N" for primitives or
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* "instanceFeatureId_N" for instances.
|
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*
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* @type {string}
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* @private
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*/
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this.positionalLabel = undefined;
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}
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/**
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* A morph target where each attribute contains attribute displacement data.
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*
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* @alias ModelComponents.MorphTarget
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* @constructor
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*
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* @private
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*/
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function MorphTarget() {
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/**
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* Attributes that are part of the morph target, e.g. positions, normals, and tangents.
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*
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* @type {ModelComponents.Attribute[]}
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* @private
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*/
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this.attributes = [];
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}
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|
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/**
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* Geometry to be rendered with a material.
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*
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* @alias ModelComponents.Primitive
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* @constructor
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*
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* @private
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*/
|
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function Primitive() {
|
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/**
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* The vertex attributes, e.g. positions, normals, etc.
|
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*
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* @type {ModelComponents.Attribute[]}
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* @private
|
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*/
|
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this.attributes = [];
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/**
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* The morph targets.
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*
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* @type {ModelComponents.MorphTarget[]}
|
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* @private
|
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*/
|
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this.morphTargets = [];
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|
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/**
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* The indices.
|
|
*
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* @type {ModelComponents.Indices}
|
|
* @private
|
|
*/
|
|
this.indices = undefined;
|
|
|
|
/**
|
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* The material.
|
|
*
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* @type {ModelComponents.Material}
|
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* @private
|
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*/
|
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this.material = undefined;
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|
|
/**
|
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* The primitive type, e.g. PrimitiveType.TRIANGLES.
|
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*
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* @type {PrimitiveType}
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* @private
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*/
|
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this.primitiveType = undefined;
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|
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/**
|
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* The feature IDs associated with this primitive. Feature ID types may
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* be interleaved
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*
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* @type {Array<ModelComponents.FeatureIdAttribute|ModelComponents.FeatureIdImplicitRange|ModelComponents.FeatureIdTexture>}
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* @private
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*/
|
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this.featureIds = [];
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|
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/**
|
|
* The property texture IDs. These indices correspond to the array of
|
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* property textures.
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*
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* @type {number[]}
|
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* @private
|
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*/
|
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this.propertyTextureIds = [];
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|
|
/**
|
|
* The property attribute IDs. These indices correspond to the array of
|
|
* property attributes in the EXT_structural_metadata extension.
|
|
*
|
|
* @type {number[]}
|
|
* @private
|
|
*/
|
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this.propertyAttributeIds = [];
|
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|
|
/**
|
|
* If the CESIUM_primitive_outline glTF extension is used, this property
|
|
* stores an additional attribute storing outline coordinates.
|
|
*
|
|
* @type {Attribute}
|
|
* @private
|
|
*/
|
|
this.outlineCoordinates = undefined;
|
|
}
|
|
|
|
/**
|
|
* Position and metadata information for instances of a node.
|
|
*
|
|
* @alias ModelComponents.Instances
|
|
* @constructor
|
|
*
|
|
* @private
|
|
*/
|
|
function Instances() {
|
|
/**
|
|
* The instance attributes, e.g. translation, rotation, scale, feature id, etc.
|
|
*
|
|
* @type {ModelComponents.Attribute[]}
|
|
* @private
|
|
*/
|
|
this.attributes = [];
|
|
|
|
/**
|
|
* The feature ID attributes associated with this set of instances.
|
|
* Feature ID attribute types may be interleaved.
|
|
*
|
|
* @type {Array<ModelComponents.FeatureIdAttribute|ModelComponents.FeatureIdImplicitRange>}
|
|
* @private
|
|
*/
|
|
this.featureIds = [];
|
|
|
|
/**
|
|
* Whether the instancing transforms are applied in world space. For glTF models that
|
|
* use EXT_mesh_gpu_instancing, the transform is applied in object space. For i3dm files,
|
|
* the instance transform is in world space.
|
|
*
|
|
* @type {boolean}
|
|
* @private
|
|
*/
|
|
this.transformInWorldSpace = false;
|
|
}
|
|
|
|
/**
|
|
* Joints and matrices defining a skin.
|
|
*
|
|
* @alias ModelComponents.Skin
|
|
* @constructor
|
|
*
|
|
* @private
|
|
*/
|
|
function Skin() {
|
|
/**
|
|
* The index of the skin in the glTF. This is useful for finding the skin
|
|
* that applies to a node after the skin is instantiated at runtime.
|
|
*
|
|
* @type {number}
|
|
* @private
|
|
*/
|
|
this.index = undefined;
|
|
|
|
/**
|
|
* The joints.
|
|
*
|
|
* @type {ModelComponents.Node[]}
|
|
* @private
|
|
*/
|
|
this.joints = [];
|
|
|
|
/**
|
|
* The inverse bind matrices of the joints.
|
|
*
|
|
* @type {Matrix4[]}
|
|
* @private
|
|
*/
|
|
this.inverseBindMatrices = [];
|
|
}
|
|
|
|
/**
|
|
* A node in the node hierarchy.
|
|
*
|
|
* @alias ModelComponents.Node
|
|
* @constructor
|
|
*
|
|
* @private
|
|
*/
|
|
function Node() {
|
|
/**
|
|
* The name of the node.
|
|
*
|
|
* @type {string}
|
|
* @private
|
|
*/
|
|
this.name = undefined;
|
|
|
|
/**
|
|
* The index of the node in the glTF. This is useful for finding the nodes
|
|
* that belong to a skin after they have been instantiated at runtime.
|
|
*
|
|
* @type {number}
|
|
* @private
|
|
*/
|
|
this.index = undefined;
|
|
|
|
/**
|
|
* The children nodes.
|
|
*
|
|
* @type {ModelComponents.Node[]}
|
|
* @private
|
|
*/
|
|
this.children = [];
|
|
|
|
/**
|
|
* The mesh primitives.
|
|
*
|
|
* @type {ModelComponents.Primitive[]}
|
|
* @private
|
|
*/
|
|
this.primitives = [];
|
|
|
|
/**
|
|
* Instances of this node.
|
|
*
|
|
* @type {ModelComponents.Instances}
|
|
* @private
|
|
*/
|
|
this.instances = undefined;
|
|
|
|
/**
|
|
* The skin.
|
|
*
|
|
* @type {ModelComponents.Skin}
|
|
* @private
|
|
*/
|
|
this.skin = undefined;
|
|
|
|
/**
|
|
* The local transformation matrix. When matrix is defined translation,
|
|
* rotation, and scale must be undefined. When matrix is undefined
|
|
* translation, rotation, and scale must all be defined.
|
|
*
|
|
* @type {Matrix4}
|
|
* @private
|
|
*/
|
|
this.matrix = undefined;
|
|
|
|
/**
|
|
* The local translation.
|
|
*
|
|
* @type {Cartesian3}
|
|
* @private
|
|
*/
|
|
this.translation = undefined;
|
|
|
|
/**
|
|
* The local rotation.
|
|
*
|
|
* @type {Quaternion}
|
|
* @private
|
|
*/
|
|
this.rotation = undefined;
|
|
|
|
/**
|
|
* The local scale.
|
|
*
|
|
* @type {Cartesian3}
|
|
* @private
|
|
*/
|
|
this.scale = undefined;
|
|
|
|
/**
|
|
* An array of weights to be applied to the primitives' morph targets.
|
|
* These are supplied by either the node or its mesh.
|
|
*
|
|
* @type {number[]}
|
|
* @private
|
|
*/
|
|
this.morphWeights = [];
|
|
|
|
/**
|
|
* The name of the articulation affecting this node, as defined by the
|
|
* AGI_articulations extension.
|
|
*
|
|
* @type {string}
|
|
* @private
|
|
*/
|
|
this.articulationName = undefined;
|
|
}
|
|
|
|
/**
|
|
* A scene containing nodes.
|
|
*
|
|
* @alias ModelComponents.Scene
|
|
* @constructor
|
|
*
|
|
* @private
|
|
*/
|
|
function Scene() {
|
|
/**
|
|
* The nodes belonging to the scene.
|
|
*
|
|
* @type {ModelComponents.Node[]}
|
|
* @private
|
|
*/
|
|
this.nodes = [];
|
|
}
|
|
|
|
/**
|
|
* The property of the node that is targeted by an animation. The values of
|
|
* this enum are used to look up the appropriate property on the runtime node.
|
|
*
|
|
* @alias {ModelComponents.AnimatedPropertyType}
|
|
* @enum {string}
|
|
*
|
|
* @private
|
|
*/
|
|
const AnimatedPropertyType = {
|
|
TRANSLATION: "translation",
|
|
ROTATION: "rotation",
|
|
SCALE: "scale",
|
|
WEIGHTS: "weights",
|
|
};
|
|
|
|
/**
|
|
* An animation sampler that describes the sources of animated keyframe data
|
|
* and their interpolation.
|
|
*
|
|
* @alias {ModelComponents.AnimationSampler}
|
|
* @constructor
|
|
*
|
|
* @private
|
|
*/
|
|
function AnimationSampler() {
|
|
/**
|
|
* The timesteps of the animation.
|
|
*
|
|
* @type {number[]}
|
|
* @private
|
|
*/
|
|
this.input = [];
|
|
|
|
/**
|
|
* The method used to interpolate between the animation's keyframe data.
|
|
*
|
|
* @type {InterpolationType}
|
|
* @private
|
|
*/
|
|
this.interpolation = undefined;
|
|
|
|
/**
|
|
* The keyframe data of the animation.
|
|
*
|
|
* @type {number[]|Cartesian3[]|Quaternion[]}
|
|
* @private
|
|
*/
|
|
this.output = [];
|
|
}
|
|
|
|
/**
|
|
* An animation target, which specifies the node and property to animate.
|
|
*
|
|
* @alias {ModelComponents.AnimationTarget}
|
|
* @constructor
|
|
*
|
|
* @private
|
|
*/
|
|
function AnimationTarget() {
|
|
/**
|
|
* The node that will be affected by the animation.
|
|
*
|
|
* @type {ModelComponents.Node}
|
|
* @private
|
|
*/
|
|
this.node = undefined;
|
|
|
|
/**
|
|
* The property of the node to be animated.
|
|
*
|
|
* @type {ModelComponents.AnimatedPropertyType}
|
|
* @private
|
|
*/
|
|
this.path = undefined;
|
|
}
|
|
|
|
/**
|
|
* An animation channel linking an animation sampler and the target it animates.
|
|
*
|
|
* @alias {ModelComponents.AnimationChannel}
|
|
* @constructor
|
|
*
|
|
* @private
|
|
*/
|
|
function AnimationChannel() {
|
|
/**
|
|
* The sampler used as the source of the animation data.
|
|
*
|
|
* @type {ModelComponents.AnimationSampler}
|
|
* @private
|
|
*/
|
|
this.sampler = undefined;
|
|
|
|
/**
|
|
* The target of the animation.
|
|
*
|
|
* @type {ModelComponents.AnimationTarget}
|
|
* @private
|
|
*/
|
|
this.target = undefined;
|
|
}
|
|
|
|
/**
|
|
* An animation in the model.
|
|
*
|
|
* @alias {ModelComponents.Animation}
|
|
* @constructor
|
|
*
|
|
* @private
|
|
*/
|
|
function Animation() {
|
|
/**
|
|
* The name of the animation.
|
|
*
|
|
* @type {string}
|
|
* @private
|
|
*/
|
|
this.name = undefined;
|
|
|
|
/**
|
|
* The samplers used in this animation.
|
|
*
|
|
* @type {ModelComponents.AnimationSampler[]}
|
|
* @private
|
|
*/
|
|
this.samplers = [];
|
|
|
|
/**
|
|
* The channels used in this animation.
|
|
*
|
|
* @type {ModelComponents.AnimationChannel[]}
|
|
* @private
|
|
*/
|
|
this.channels = [];
|
|
}
|
|
|
|
/**
|
|
* An articulation stage belonging to an articulation from the
|
|
* AGI_articulations extension.
|
|
*
|
|
* @alias {ModelComponents.ArticulationStage}
|
|
* @constructor
|
|
*
|
|
* @private
|
|
*/
|
|
function ArticulationStage() {
|
|
/**
|
|
* The name of the articulation stage.
|
|
*
|
|
* @type {string}
|
|
* @private
|
|
*/
|
|
this.name = undefined;
|
|
|
|
/**
|
|
* The type of the articulation stage, defined by the type of motion it modifies.
|
|
*
|
|
* @type {ArticulationStageType}
|
|
* @private
|
|
*/
|
|
this.type = undefined;
|
|
|
|
/**
|
|
* The minimum value for the range of motion of this articulation stage.
|
|
*
|
|
* @type {number}
|
|
* @private
|
|
*/
|
|
this.minimumValue = undefined;
|
|
|
|
/**
|
|
* The maximum value for the range of motion of this articulation stage.
|
|
*
|
|
* @type {number}
|
|
* @private
|
|
*/
|
|
this.maximumValue = undefined;
|
|
|
|
/**
|
|
* The initial value for this articulation stage.
|
|
*
|
|
* @type {number}
|
|
* @private
|
|
*/
|
|
this.initialValue = undefined;
|
|
}
|
|
|
|
/**
|
|
* An articulation for the model, as defined by the AGI_articulations extension.
|
|
*
|
|
* @alias {ModelComponents.Articulation}
|
|
* @constructor
|
|
*
|
|
* @private
|
|
*/
|
|
function Articulation() {
|
|
/**
|
|
* The name of the articulation.
|
|
*
|
|
* @type {string}
|
|
* @private
|
|
*/
|
|
this.name = undefined;
|
|
|
|
/**
|
|
* The stages belonging to this articulation. The stages are applied to
|
|
* the model in order of appearance.
|
|
*
|
|
* @type {ModelComponents.ArticulationStage[]}
|
|
* @private
|
|
*/
|
|
this.stages = [];
|
|
}
|
|
|
|
/**
|
|
* The asset of the model.
|
|
*
|
|
* @alias {ModelComponents.Asset}
|
|
* @constructor
|
|
*
|
|
* @private
|
|
*/
|
|
function Asset() {
|
|
/**
|
|
* The credits of the model.
|
|
*
|
|
* @type {Credit[]}
|
|
* @private
|
|
*/
|
|
this.credits = [];
|
|
}
|
|
|
|
/**
|
|
* The components that make up a model.
|
|
*
|
|
* @alias ModelComponents.Components
|
|
* @constructor
|
|
*
|
|
* @private
|
|
*/
|
|
function Components() {
|
|
/**
|
|
* The asset of the model.
|
|
*
|
|
* @type {ModelComponents.Asset}
|
|
* @private
|
|
*/
|
|
this.asset = new Asset();
|
|
|
|
/**
|
|
* The default scene.
|
|
*
|
|
* @type {ModelComponents.Scene}
|
|
* @private
|
|
*/
|
|
this.scene = undefined;
|
|
|
|
/**
|
|
* All nodes in the model.
|
|
*
|
|
* @type {ModelComponents.Node[]}
|
|
*/
|
|
this.nodes = [];
|
|
|
|
/**
|
|
* All skins in the model.
|
|
*
|
|
* @type {ModelComponents.Skin[]}
|
|
*/
|
|
this.skins = [];
|
|
|
|
/**
|
|
* All animations in the model.
|
|
*
|
|
* @type {ModelComponents.Animation[]}
|
|
*/
|
|
this.animations = [];
|
|
|
|
/**
|
|
* All articulations in the model as defined by the AGI_articulations extension.
|
|
*
|
|
* @type {ModelComponents.Articulation[]}
|
|
*/
|
|
this.articulations = [];
|
|
|
|
/**
|
|
* Structural metadata containing the schema, property tables, property
|
|
* textures and property mappings
|
|
*
|
|
* @type {StructuralMetadata}
|
|
* @private
|
|
*/
|
|
this.structuralMetadata = undefined;
|
|
|
|
/**
|
|
* The model's up axis.
|
|
*
|
|
* @type {Axis}
|
|
* @private
|
|
*/
|
|
this.upAxis = undefined;
|
|
|
|
/**
|
|
* The model's forward axis.
|
|
*
|
|
* @type {Axis}
|
|
* @private
|
|
*/
|
|
this.forwardAxis = undefined;
|
|
|
|
/**
|
|
* A world-space transform to apply to the primitives.
|
|
*
|
|
* @type {Matrix4}
|
|
* @private
|
|
*/
|
|
this.transform = Matrix4.clone(Matrix4.IDENTITY);
|
|
}
|
|
|
|
/**
|
|
* Information about a GPU texture, including the texture itself
|
|
*
|
|
* @alias ModelComponents.TextureReader
|
|
* @constructor
|
|
*
|
|
* @private
|
|
*/
|
|
function TextureReader() {
|
|
/**
|
|
* The underlying GPU texture. The {@link Texture} contains the sampler.
|
|
*
|
|
* @type {Texture}
|
|
* @private
|
|
*/
|
|
this.texture = undefined;
|
|
|
|
/**
|
|
* The index of the texture in the glTF. This is useful for determining
|
|
* when textures are shared to avoid attaching a texture in multiple uniform
|
|
* slots in the shader.
|
|
*
|
|
* @type {number}
|
|
* @private
|
|
*/
|
|
this.index = undefined;
|
|
|
|
/**
|
|
* The texture coordinate set.
|
|
*
|
|
* @type {number}
|
|
* @default 0
|
|
* @private
|
|
*/
|
|
this.texCoord = 0;
|
|
|
|
/**
|
|
* Transformation matrix to apply to texture coordinates.
|
|
*
|
|
* @type {Matrix3}
|
|
* @default Matrix3.IDENTITY
|
|
*/
|
|
this.transform = Matrix3.clone(Matrix3.IDENTITY);
|
|
|
|
/**
|
|
* The texture channels to read from. When undefined all channels are read.
|
|
*
|
|
* @type {string}
|
|
*/
|
|
this.channels = undefined;
|
|
}
|
|
|
|
/**
|
|
* Material properties for the PBR metallic roughness shading model.
|
|
*
|
|
* @alias ModelComponents.MetallicRoughness
|
|
* @constructor
|
|
*
|
|
* @private
|
|
*/
|
|
function MetallicRoughness() {
|
|
/**
|
|
* The base color texture reader.
|
|
*
|
|
* @type {ModelComponents.TextureReader}
|
|
* @private
|
|
*/
|
|
this.baseColorTexture = undefined;
|
|
|
|
/**
|
|
* The metallic roughness texture reader.
|
|
*
|
|
* @type {ModelComponents.TextureReader}
|
|
* @private
|
|
*/
|
|
this.metallicRoughnessTexture = undefined;
|
|
|
|
/**
|
|
* The base color factor.
|
|
*
|
|
* @type {Cartesian4}
|
|
* @default new Cartesian4(1.0, 1.0, 1.0, 1.0)
|
|
* @private
|
|
*/
|
|
this.baseColorFactor = Cartesian4.clone(
|
|
MetallicRoughness.DEFAULT_BASE_COLOR_FACTOR
|
|
);
|
|
|
|
/**
|
|
* The metallic factor.
|
|
*
|
|
* @type {number}
|
|
* @default 1.0
|
|
* @private
|
|
*/
|
|
this.metallicFactor = MetallicRoughness.DEFAULT_METALLIC_FACTOR;
|
|
|
|
/**
|
|
* The roughness factor.
|
|
*
|
|
* @type {number}
|
|
* @default 1.0
|
|
* @private
|
|
*/
|
|
this.roughnessFactor = MetallicRoughness.DEFAULT_ROUGHNESS_FACTOR;
|
|
}
|
|
|
|
/**
|
|
* @private
|
|
*/
|
|
MetallicRoughness.DEFAULT_BASE_COLOR_FACTOR = Cartesian4.ONE;
|
|
|
|
/**
|
|
* @private
|
|
*/
|
|
MetallicRoughness.DEFAULT_METALLIC_FACTOR = 1.0;
|
|
|
|
/**
|
|
* @private
|
|
*/
|
|
MetallicRoughness.DEFAULT_ROUGHNESS_FACTOR = 1.0;
|
|
|
|
/**
|
|
* Material properties for the PBR specular glossiness shading model.
|
|
*
|
|
* @alias ModelComponents.SpecularGlossiness
|
|
* @constructor
|
|
*
|
|
* @private
|
|
*/
|
|
function SpecularGlossiness() {
|
|
/**
|
|
* The diffuse texture reader.
|
|
*
|
|
* @type {ModelComponents.TextureReader}
|
|
* @private
|
|
*/
|
|
this.diffuseTexture = undefined;
|
|
|
|
/**
|
|
* The specular glossiness texture reader.
|
|
*
|
|
* @type {ModelComponents.TextureReader}
|
|
* @private
|
|
*/
|
|
this.specularGlossinessTexture = undefined;
|
|
|
|
/**
|
|
* The diffuse factor.
|
|
*
|
|
* @type {Cartesian4}
|
|
* @default new Cartesian4(1.0, 1.0, 1.0, 1.0)
|
|
* @private
|
|
*/
|
|
this.diffuseFactor = Cartesian4.clone(
|
|
SpecularGlossiness.DEFAULT_DIFFUSE_FACTOR
|
|
);
|
|
|
|
/**
|
|
* The specular factor.
|
|
*
|
|
* @type {Cartesian3}
|
|
* @default new Cartesian3(1.0, 1.0, 1.0)
|
|
* @private
|
|
*/
|
|
this.specularFactor = Cartesian3.clone(
|
|
SpecularGlossiness.DEFAULT_SPECULAR_FACTOR
|
|
);
|
|
|
|
/**
|
|
* The glossiness factor.
|
|
*
|
|
* @type {number}
|
|
* @default 1.0
|
|
* @private
|
|
*/
|
|
this.glossinessFactor = SpecularGlossiness.DEFAULT_GLOSSINESS_FACTOR;
|
|
}
|
|
|
|
/**
|
|
* @private
|
|
*/
|
|
SpecularGlossiness.DEFAULT_DIFFUSE_FACTOR = Cartesian4.ONE;
|
|
|
|
/**
|
|
* @private
|
|
*/
|
|
SpecularGlossiness.DEFAULT_SPECULAR_FACTOR = Cartesian3.ONE;
|
|
|
|
/**
|
|
* @private
|
|
*/
|
|
SpecularGlossiness.DEFAULT_GLOSSINESS_FACTOR = 1.0;
|
|
|
|
/**
|
|
* The material appearance of a primitive.
|
|
*
|
|
* @alias ModelComponent.Material
|
|
* @constructor
|
|
*
|
|
* @private
|
|
*/
|
|
function Material() {
|
|
/**
|
|
* Material properties for the PBR metallic roughness shading model.
|
|
*
|
|
* @type {ModelComponents.MetallicRoughness}
|
|
* @private
|
|
*/
|
|
this.metallicRoughness = new MetallicRoughness();
|
|
|
|
/**
|
|
* Material properties for the PBR specular glossiness shading model.
|
|
*
|
|
* @type {ModelComponents.SpecularGlossiness}
|
|
* @private
|
|
*/
|
|
this.specularGlossiness = undefined;
|
|
|
|
/**
|
|
* The emissive texture reader.
|
|
*
|
|
* @type {ModelComponents.TextureReader}
|
|
* @private
|
|
*/
|
|
this.emissiveTexture = undefined;
|
|
|
|
/**
|
|
* The normal texture reader.
|
|
*
|
|
* @type {ModelComponents.TextureReader}
|
|
* @private
|
|
*/
|
|
this.normalTexture = undefined;
|
|
|
|
/**
|
|
* The occlusion texture reader.
|
|
*
|
|
* @type {ModelComponents.TextureReader}
|
|
* @private
|
|
*/
|
|
this.occlusionTexture = undefined;
|
|
|
|
/**
|
|
* The emissive factor.
|
|
*
|
|
* @type {Cartesian3}
|
|
* @default Cartesian3.ZERO
|
|
* @private
|
|
*/
|
|
this.emissiveFactor = Cartesian3.clone(Material.DEFAULT_EMISSIVE_FACTOR);
|
|
|
|
/**
|
|
* The alpha mode.
|
|
*
|
|
* @type {AlphaMode}
|
|
* @default AlphaMode.OPAQUE
|
|
* @private
|
|
*/
|
|
this.alphaMode = AlphaMode.OPAQUE;
|
|
|
|
/**
|
|
* The alpha cutoff value of the material for the MASK alpha mode.
|
|
*
|
|
* @type {number}
|
|
* @default 0.5
|
|
* @private
|
|
*/
|
|
this.alphaCutoff = 0.5;
|
|
|
|
/**
|
|
* Specifies whether the material is double sided.
|
|
*
|
|
* @type {boolean}
|
|
* @default false
|
|
* @private
|
|
*/
|
|
this.doubleSided = false;
|
|
|
|
/**
|
|
* Specifies whether the material is unlit.
|
|
*
|
|
* @type {boolean}
|
|
* @default false
|
|
* @private
|
|
*/
|
|
this.unlit = false;
|
|
}
|
|
|
|
/**
|
|
* @private
|
|
*/
|
|
Material.DEFAULT_EMISSIVE_FACTOR = Cartesian3.ZERO;
|
|
|
|
ModelComponents.Quantization = Quantization;
|
|
ModelComponents.Attribute = Attribute;
|
|
ModelComponents.Indices = Indices;
|
|
ModelComponents.FeatureIdAttribute = FeatureIdAttribute;
|
|
ModelComponents.FeatureIdTexture = FeatureIdTexture;
|
|
ModelComponents.FeatureIdImplicitRange = FeatureIdImplicitRange;
|
|
ModelComponents.MorphTarget = MorphTarget;
|
|
ModelComponents.Primitive = Primitive;
|
|
ModelComponents.Instances = Instances;
|
|
ModelComponents.Skin = Skin;
|
|
ModelComponents.Node = Node;
|
|
ModelComponents.Scene = Scene;
|
|
ModelComponents.AnimatedPropertyType = Object.freeze(AnimatedPropertyType);
|
|
ModelComponents.AnimationSampler = AnimationSampler;
|
|
ModelComponents.AnimationTarget = AnimationTarget;
|
|
ModelComponents.AnimationChannel = AnimationChannel;
|
|
ModelComponents.Animation = Animation;
|
|
ModelComponents.ArticulationStage = ArticulationStage;
|
|
ModelComponents.Articulation = Articulation;
|
|
ModelComponents.Asset = Asset;
|
|
ModelComponents.Components = Components;
|
|
ModelComponents.TextureReader = TextureReader;
|
|
ModelComponents.MetallicRoughness = MetallicRoughness;
|
|
ModelComponents.SpecularGlossiness = SpecularGlossiness;
|
|
ModelComponents.Material = Material;
|
|
|
|
export default ModelComponents;
|