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@babylonjs/core

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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.

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import type { IDracoCodecConfiguration } from "./dracoCodec.js"; import type { MeshData } from "./dracoDecoder.types.js"; import { VertexData } from "../mesh.vertexData.js"; import type { Nullable } from "../../types.js"; import type { Geometry } from "../geometry.js"; import type { BoundingInfo } from "../../Culling/boundingInfo.js"; import type { Scene } from "../../scene.js"; /** * Configuration for Draco compression */ export interface IDracoCompressionConfiguration { /** * Configuration for the decoder. */ decoder: IDracoCodecConfiguration; } /** * Options for Draco compression */ export interface IDracoCompressionOptions extends Pick<IDracoCodecConfiguration, "numWorkers" | "wasmBinary" | "workerPool"> { } /** * Draco compression (https://google.github.io/draco/) * * This class wraps the Draco module. * * **Encoder** * * The encoder is not currently implemented. * * **Decoder** * * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js cdn https://cdn.babylonjs.com/draco_wasm_wrapper_gltf.js. * The configuration is shared with the DracoDecoder class. * * To update the configuration, use the following code: * ```javascript * DracoCompression.Configuration = { * decoder: { * wasmUrl: "<url to the WebAssembly library>", * wasmBinaryUrl: "<url to the WebAssembly binary>", * fallbackUrl: "<url to the fallback JavaScript library>", * } * }; * ``` * * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support WebAssembly or only support the JavaScript version. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context. * * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshToGeometryAsync: * ```javascript * var geometry = await DracoCompression.Default.decodeMeshToGeometryAsync(data); * ``` * * @see https://playground.babylonjs.com/#DMZIBD#0 */ export declare class DracoCompression { private _decoder; /** * The configuration. Defaults to the following urls: * - wasmUrl: "https://cdn.babylonjs.com/draco_wasm_wrapper_gltf.js" * - wasmBinaryUrl: "https://cdn.babylonjs.com/draco_decoder_gltf.wasm" * - fallbackUrl: "https://cdn.babylonjs.com/draco_decoder_gltf.js" */ static get Configuration(): IDracoCompressionConfiguration; static set Configuration(value: IDracoCompressionConfiguration); /** * Returns true if the decoder configuration is available. */ static get DecoderAvailable(): boolean; /** * Default number of workers to create when creating the draco compression object. */ static DefaultNumWorkers: number; protected static _Default: Nullable<DracoCompression>; /** * Default instance for the DracoCompression. */ static get Default(): DracoCompression; /** * Reset the default draco compression object to null and disposing the removed default instance. * Note that if the workerPool is a member of the static Configuration object it is recommended not to run dispose, * unless the static worker pool is no longer needed. * @param skipDispose set to true to not dispose the removed default instance */ static ResetDefault(skipDispose?: boolean): void; /** * Creates a new DracoCompression object. * @param numWorkersOrOptions Overrides for the Configuration. Either: * - The number of workers for async operations or a config object. Specify `0` to disable web workers and run synchronously in the current context. * - An options object */ constructor(numWorkersOrOptions?: number | IDracoCompressionOptions); /** * Stop all async operations and release resources. */ dispose(): void; /** * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use. * @returns a promise that resolves when ready */ whenReadyAsync(): Promise<void>; /** * Decode Draco compressed mesh data to mesh data. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids * @param gltfNormalizedOverride A map of attributes from vertex buffer kinds to normalized flags to override the Draco normalization * @returns A promise that resolves with the decoded mesh data */ decodeMeshToMeshDataAsync(data: ArrayBuffer | ArrayBufferView, attributes?: { [kind: string]: number; }, gltfNormalizedOverride?: { [kind: string]: boolean; }): Promise<MeshData>; /** * Decode Draco compressed mesh data to Babylon geometry. * @param name The name to use when creating the geometry * @param scene The scene to use when creating the geometry * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids * @returns A promise that resolves with the decoded geometry */ decodeMeshToGeometryAsync(name: string, scene: Scene, data: ArrayBuffer | ArrayBufferView, attributes?: { [kind: string]: number; }): Promise<Geometry>; /** @internal */ _decodeMeshToGeometryForGltfAsync(name: string, scene: Scene, data: ArrayBuffer | ArrayBufferView, attributes: { [kind: string]: number; }, gltfNormalizedOverride: { [kind: string]: boolean; }, boundingInfo: Nullable<BoundingInfo>): Promise<Geometry>; /** * Decode Draco compressed mesh data to Babylon vertex data. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids * @returns A promise that resolves with the decoded vertex data * @deprecated Use {@link decodeMeshToGeometryAsync} for better performance in some cases */ decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: { [kind: string]: number; }): Promise<VertexData>; }