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@babylonjs/serializers

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@babylonjs/serializers - npm Package Compare versions

Comparing version 4.1.0-beta.25 to 4.1.0-beta.26

5

glTF/2.0/Extensions/KHR_lights_punctual.js

@@ -63,4 +63,5 @@ import { Vector3, Color3, Quaternion } from "@babylonjs/core/Maths/math";

var lightPosition = babylonLight.position.clone();
var convertToRightHandedSystem = _this._exporter._convertToRightHandedSystemMap[babylonNode.uniqueId];
if (!lightPosition.equals(Vector3.Zero())) {
if (_this._exporter._convertToRightHandedSystem) {
if (convertToRightHandedSystem) {
_GLTFUtilities._GetRightHandedPositionVector3FromRef(lightPosition);

@@ -76,3 +77,3 @@ }

var lightRotationQuaternion = Quaternion.RotationYawPitchRoll(yaw, pitch, 0);
if (_this._exporter._convertToRightHandedSystem) {
if (convertToRightHandedSystem) {
_GLTFUtilities._GetRightHandedQuaternionFromRef(lightRotationQuaternion);

@@ -79,0 +80,0 @@ }

8

glTF/2.0/glTFAnimation.d.ts

@@ -81,2 +81,3 @@ import { AnimationSamplerInterpolation, AnimationChannelTargetPath, AccessorType, IAnimation, INode, IBufferView, IAccessor } from "babylonjs-gltf2interface";

* @param convertToRightHandedSystem
* @param animationSampleRate
*/

@@ -96,7 +97,10 @@ static _CreateNodeAnimationFromNodeAnimations(babylonNode: Node, runtimeGLTFAnimation: IAnimation, idleGLTFAnimations: IAnimation[], nodeMap: {

* @param accessors
* @param convertToRightHandedSystem
* @param convertToRightHandedSystemMap
* @param animationSampleRate
*/
static _CreateNodeAnimationFromAnimationGroups(babylonScene: Scene, glTFAnimations: IAnimation[], nodeMap: {
[key: number]: number;
}, nodes: INode[], binaryWriter: _BinaryWriter, bufferViews: IBufferView[], accessors: IAccessor[], convertToRightHandedSystem: boolean, animationSampleRate: number): void;
}, nodes: INode[], binaryWriter: _BinaryWriter, bufferViews: IBufferView[], accessors: IAccessor[], convertToRightHandedSystemMap: {
[nodeId: number]: boolean;
}, animationSampleRate: number): void;
private static AddAnimation;

@@ -103,0 +107,0 @@ /**

@@ -124,2 +124,3 @@ import { Vector3, Quaternion } from "@babylonjs/core/Maths/math";

* @param convertToRightHandedSystem
* @param animationSampleRate
*/

@@ -158,5 +159,6 @@ _GLTFAnimation._CreateNodeAnimationFromNodeAnimations = function (babylonNode, runtimeGLTFAnimation, idleGLTFAnimations, nodeMap, nodes, binaryWriter, bufferViews, accessors, convertToRightHandedSystem, animationSampleRate) {

* @param accessors
* @param convertToRightHandedSystem
* @param convertToRightHandedSystemMap
* @param animationSampleRate
*/
_GLTFAnimation._CreateNodeAnimationFromAnimationGroups = function (babylonScene, glTFAnimations, nodeMap, nodes, binaryWriter, bufferViews, accessors, convertToRightHandedSystem, animationSampleRate) {
_GLTFAnimation._CreateNodeAnimationFromAnimationGroups = function (babylonScene, glTFAnimations, nodeMap, nodes, binaryWriter, bufferViews, accessors, convertToRightHandedSystemMap, animationSampleRate) {
var glTFAnimation;

@@ -180,2 +182,3 @@ if (babylonScene.animationGroups) {

var babylonTransformNode = target instanceof TransformNode ? target : target[0];
var convertToRightHandedSystem = convertToRightHandedSystemMap[babylonTransformNode.uniqueId];
_GLTFAnimation.AddAnimation("" + animation.name, glTFAnimation, babylonTransformNode, animation, animationInfo.dataAccessorType, animationInfo.animationChannelTargetPath, nodeMap, binaryWriter, bufferViews, accessors, convertToRightHandedSystem, animationInfo.useQuaternion, animationSampleRate);

@@ -182,0 +185,0 @@ }

@@ -93,6 +93,13 @@ import { IBufferView, IAccessor, INode, IMaterial, ITexture, IImage, ISampler, ImageMimeType, IMeshPrimitive, IGLTF, ITextureInfo } from "babylonjs-gltf2interface";

/**
* Specifies if the Babylon scene should be converted to right-handed on export
* Specifies if the source Babylon scene was left handed, and needed conversion.
*/
_convertToRightHandedSystem: boolean;
/**
* Specifies if a Babylon node should be converted to right-handed on export
*/
_convertToRightHandedSystemMap: {
[nodeId: number]: boolean;
};
_includeCoordinateSystemConversionNodes: boolean;
/**
* Baked animation sample rate

@@ -155,2 +162,3 @@ */

* @param binaryWriter The binary data for the glTF file
* @param convertToRightHandedSystem Converts the values to right-handed
*/

@@ -168,2 +176,3 @@ private reorderVertexAttributeDataBasedOnPrimitiveMode;

* @param binaryWriter The binary data for the glTF file
* @param convertToRightHandedSystem Converts the values to right-handed
*/

@@ -181,2 +190,3 @@ private reorderTriangleFillMode;

* @param binaryWriter The binary data for the glTF file
* @param convertToRightHandedSystem Converts the values to right-handed
*/

@@ -194,2 +204,3 @@ private reorderTriangleStripDrawMode;

* @param binaryWriter The binary data for the glTF file
* @param convertToRightHandedSystem Converts the values to right-handed
*/

@@ -204,2 +215,3 @@ private reorderTriangleFanMode;

* @param binaryWriter The writer containing the binary data
* @param convertToRightHandedSystem Converts the values to right-handed
*/

@@ -214,4 +226,5 @@ private writeVertexAttributeData;

* @param indices Used to specify the order of the vertex data
* @param convertToRightHandedSystem Converts the values to right-handed
*/
writeAttributeData(vertexBufferKind: string, meshAttributeArray: FloatArray, byteStride: number, binaryWriter: _BinaryWriter): void;
writeAttributeData(vertexBufferKind: string, meshAttributeArray: FloatArray, byteStride: number, binaryWriter: _BinaryWriter, convertToRightHandedSystem: boolean): void;
/**

@@ -251,2 +264,3 @@ * Generates glTF json data

* @param babylonTransformNode Babylon mesh used as the source for the transformation data
* @param convertToRightHandedSystem Converts the values to right-handed
*/

@@ -260,2 +274,3 @@ private setNodeTransformation;

* @param binaryWriter The buffer to write the bufferview data to
* @param convertToRightHandedSystem Converts the values to right-handed
*/

@@ -286,5 +301,12 @@ private createBufferViewKind;

* @param binaryWriter Buffer to write the attribute data to
* @param convertToRightHandedSystem Converts the values to right-handed
*/
private setPrimitiveAttributesAsync;
/**
* Check if the node is used to convert its descendants from a right handed coordinate system to the Babylon scene's coordinate system.
* @param node The node to check
* @returns True if the node is used to convert its descendants from right-handed to left-handed. False otherwise
*/
private isBabylonCoordinateSystemConvertingNode;
/**
* Creates a glTF scene based on the array of meshes

@@ -308,2 +330,3 @@ * Returns the the total byte offset

* @param binaryWriter Buffer for storing geometry data
* @param convertToRightHandedSystem Converts the values to right-handed
* @returns glTF node

@@ -310,0 +333,0 @@ */

@@ -28,2 +28,6 @@ import { Node } from "@babylonjs/core/node";

exportWithoutWaitingForScene?: boolean;
/**
* Indicates if coordinate system swapping root nodes should be included in export
*/
includeCoordinateSystemConversionNodes?: boolean;
}

@@ -30,0 +34,0 @@ /**

@@ -7,3 +7,3 @@ {

"description": "The Babylon.js serializers library is an extension you can use to serialize Babylon scenes.",
"version": "4.1.0-beta.25",
"version": "4.1.0-beta.26",
"repository": {

@@ -99,4 +99,4 @@ "type": "git",

"dependencies": {
"@babylonjs/core": "4.1.0-beta.25",
"babylonjs-gltf2interface": "4.1.0-beta.25",
"@babylonjs/core": "4.1.0-beta.26",
"babylonjs-gltf2interface": "4.1.0-beta.26",
"tslib": "^1.10.0"

@@ -103,0 +103,0 @@ },

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