@cesium/engine
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CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
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JavaScript
import Cartesian2 from "../Core/Cartesian2.js";
import Check from "../Core/Check.js";
import Frozen from "../Core/Frozen.js";
import defined from "../Core/defined.js";
import Matrix3 from "../Core/Matrix3.js";
import Sampler from "../Renderer/Sampler.js";
import TextureMagnificationFilter from "../Renderer/TextureMagnificationFilter.js";
import TextureMinificationFilter from "../Renderer/TextureMinificationFilter.js";
import TextureWrap from "../Renderer/TextureWrap.js";
import ModelComponents from "./ModelComponents.js";
/**
* glTF loading utilities.
*
* @namespace GltfLoaderUtil
*
* @private
*/
const GltfLoaderUtil = {};
/**
* Get the image ID referenced by a texture.
* <p>
* When the texture has the EXT_texture_webp extension and the browser supports
* WebP images the WebP image ID is returned.
* </p>
*
* @param {object} options Object with the following properties:
* @param {object} options.gltf The glTF JSON.
* @param {number} options.textureId The texture ID.
* @param {SupportedImageFormats} options.supportedImageFormats The supported image formats.
*
* @returns {number} The image ID.
* @private
*/
GltfLoaderUtil.getImageIdFromTexture = function (options) {
options = options ?? Frozen.EMPTY_OBJECT;
const { gltf, textureId, supportedImageFormats } = options;
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("options.gltf", gltf);
Check.typeOf.number("options.textureId", textureId);
Check.typeOf.object("options.supportedImageFormats", supportedImageFormats);
//>>includeEnd('debug');
const texture = gltf.textures[textureId];
const extensions = texture.extensions;
if (defined(extensions)) {
if (supportedImageFormats.webp && defined(extensions.EXT_texture_webp)) {
return extensions.EXT_texture_webp.source;
} else if (
supportedImageFormats.basis &&
defined(extensions.KHR_texture_basisu)
) {
return extensions.KHR_texture_basisu.source;
}
}
return texture.source;
};
/**
* Create a sampler for a texture.
*
* @param {object} options Object with the following properties:
* @param {object} options.gltf The glTF JSON.
* @param {object} options.textureInfo The texture info object.
* @param {boolean} [options.compressedTextureNoMipmap=false] True when the texture is compressed and does not have an embedded mipmap.
*
* @returns {Sampler} The sampler.
* @private
*/
GltfLoaderUtil.createSampler = function (options) {
options = options ?? Frozen.EMPTY_OBJECT;
const { gltf, textureInfo, compressedTextureNoMipmap = false } = options;
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("options.gltf", gltf);
Check.typeOf.object("options.textureInfo", textureInfo);
//>>includeEnd('debug');
// Default sampler properties
let wrapS = TextureWrap.REPEAT;
let wrapT = TextureWrap.REPEAT;
let minFilter = TextureMinificationFilter.LINEAR;
let magFilter = TextureMagnificationFilter.LINEAR;
const textureId = textureInfo.index;
const texture = gltf.textures[textureId];
const samplerId = texture.sampler;
if (defined(samplerId)) {
const sampler = gltf.samplers[samplerId];
wrapS = sampler.wrapS ?? wrapS;
wrapT = sampler.wrapT ?? wrapT;
minFilter = sampler.minFilter ?? minFilter;
magFilter = sampler.magFilter ?? magFilter;
}
if (
compressedTextureNoMipmap &&
minFilter !== TextureMinificationFilter.LINEAR &&
minFilter !== TextureMinificationFilter.NEAREST
) {
if (
minFilter === TextureMinificationFilter.NEAREST_MIPMAP_NEAREST ||
minFilter === TextureMinificationFilter.NEAREST_MIPMAP_LINEAR
) {
minFilter = TextureMinificationFilter.NEAREST;
} else {
minFilter = TextureMinificationFilter.LINEAR;
}
}
return new Sampler({
wrapS: wrapS,
wrapT: wrapT,
minificationFilter: minFilter,
magnificationFilter: magFilter,
});
};
const defaultScale = new Cartesian2(1.0, 1.0);
/**
* Create a model texture reader.
*
* @param {object} options Object with the following properties:
* @param {object} options.textureInfo The texture info JSON.
* @param {string} [options.channels] The texture channels to read from.
* @param {Texture} [options.texture] The texture object.
*
* @returns {ModelComponents.TextureReader} The texture reader for this model.
*/
GltfLoaderUtil.createModelTextureReader = function (options) {
options = options ?? Frozen.EMPTY_OBJECT;
const { textureInfo, channels, texture } = options;
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("options.textureInfo", textureInfo);
//>>includeEnd('debug');
let texCoord = textureInfo.texCoord ?? 0;
let transform;
const textureTransform = textureInfo.extensions?.KHR_texture_transform;
if (defined(textureTransform)) {
texCoord = textureTransform.texCoord ?? texCoord;
const offset = defined(textureTransform.offset)
? Cartesian2.unpack(textureTransform.offset)
: Cartesian2.ZERO;
let rotation = textureTransform.rotation ?? 0.0;
const scale = defined(textureTransform.scale)
? Cartesian2.unpack(textureTransform.scale)
: defaultScale;
// glTF assumes UV coordinates start with (0, 0) in the top left corner
// (y-down) unlike WebGL which puts (0, 0) in the bottom left corner (y-up).
// This means rotations are reversed since the angle from x to y is now
// clockwise instead of CCW. Translations and scales are not impacted by
// this.
rotation = -rotation;
// prettier-ignore
transform = new Matrix3(
Math.cos(rotation) * scale.x, -Math.sin(rotation) * scale.y, offset.x,
Math.sin(rotation) * scale.x, Math.cos(rotation) * scale.y, offset.y,
0.0, 0.0, 1.0
);
}
const modelTextureReader = new ModelComponents.TextureReader();
modelTextureReader.index = textureInfo.index;
modelTextureReader.texture = texture;
modelTextureReader.texCoord = texCoord;
modelTextureReader.scale = textureInfo.scale;
modelTextureReader.transform = transform;
modelTextureReader.channels = channels;
return modelTextureReader;
};
export default GltfLoaderUtil;