@google/model-viewer
Version:
Easily display interactive 3D models on the web and in AR!
107 lines • 4.47 kB
JavaScript
/* @license
* Copyright 2020 Google LLC. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the 'License');
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an 'AS IS' BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
var _a, _b;
import { LinearEncoding, sRGBEncoding, Vector2 } from 'three';
import { $threeTexture } from './image.js';
import { Texture } from './texture.js';
const $texture = Symbol('texture');
const $transform = Symbol('transform');
export const $materials = Symbol('materials');
export const $usage = Symbol('usage');
// Defines what a texture will be used for.
export var TextureUsage;
(function (TextureUsage) {
TextureUsage[TextureUsage["Base"] = 0] = "Base";
TextureUsage[TextureUsage["MetallicRoughness"] = 1] = "MetallicRoughness";
TextureUsage[TextureUsage["Normal"] = 2] = "Normal";
TextureUsage[TextureUsage["Occlusion"] = 3] = "Occlusion";
TextureUsage[TextureUsage["Emissive"] = 4] = "Emissive";
})(TextureUsage || (TextureUsage = {}));
/**
* TextureInfo facade implementation for Three.js materials
*/
export class TextureInfo {
constructor(onUpdate, usage, threeTexture, material, gltf, gltfTextureInfo) {
this[_a] = null;
this[_b] = {
rotation: 0,
scale: new Vector2(1, 1),
offset: new Vector2(0, 0)
};
// Creates image, sampler, and texture if valid texture info is provided.
if (gltfTextureInfo && threeTexture) {
const gltfTexture = gltf.textures ? gltf.textures[gltfTextureInfo.index] : null;
const sampler = gltfTexture ?
(gltf.samplers ? gltf.samplers[gltfTexture.sampler] : null) :
null;
const image = gltfTexture ?
(gltf.images ? gltf.images[gltfTexture.source] : null) :
null;
this[$transform].rotation = threeTexture.rotation;
this[$transform].scale.copy(threeTexture.repeat);
this[$transform].offset.copy(threeTexture.offset);
this[$texture] =
new Texture(onUpdate, threeTexture, gltfTexture, sampler, image);
}
this.onUpdate = onUpdate;
this[$materials] = material;
this[$usage] = usage;
}
get texture() {
return this[$texture];
}
setTexture(texture) {
const threeTexture = texture != null ? texture.source[$threeTexture] : null;
let encoding = sRGBEncoding;
this[$texture] = texture;
if (this[$materials]) {
for (const material of this[$materials]) {
switch (this[$usage]) {
case TextureUsage.Base:
material.map = threeTexture;
break;
case TextureUsage.MetallicRoughness:
encoding = LinearEncoding;
material.metalnessMap = threeTexture;
material.roughnessMap = threeTexture;
break;
case TextureUsage.Normal:
encoding = LinearEncoding;
material.normalMap = threeTexture;
break;
case TextureUsage.Occlusion:
encoding = LinearEncoding;
material.aoMap = threeTexture;
break;
case TextureUsage.Emissive:
material.emissiveMap = threeTexture;
break;
default:
}
material.needsUpdate = true;
}
}
if (threeTexture) {
// Updates the encoding for the texture, affects all references.
threeTexture.encoding = encoding;
threeTexture.rotation = this[$transform].rotation;
threeTexture.repeat = this[$transform].scale;
threeTexture.offset = this[$transform].offset;
}
this.onUpdate();
}
}
_a = $texture, _b = $transform;
//# sourceMappingURL=texture-info.js.map