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@loaders.gl/gltf

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Framework-independent loader for the glTF format

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{ "version": 3, "sources": ["../src/index.ts", "../src/lib/extensions/EXT_mesh_features.ts", "../src/lib/api/gltf-scenegraph.ts", "../src/lib/utils/assert.ts", "../src/lib/gltf-utils/gltf-constants.ts", "../src/lib/gltf-utils/gltf-utils.ts", "../src/lib/gltf-utils/get-typed-array.ts", "../src/lib/extensions/utils/3d-tiles-utils.ts", "../src/lib/extensions/EXT_structural_metadata.ts", "../src/lib/extensions/deprecated/EXT_feature_metadata.ts", "../src/lib/utils/version.ts", "../src/lib/parsers/parse-gltf.ts", "../src/lib/parsers/parse-glb.ts", "../src/lib/gltf-utils/resolve-url.ts", "../src/lib/extensions/EXT_meshopt_compression.ts", "../src/meshopt/meshopt-decoder.ts", "../src/lib/extensions/EXT_texture_webp.ts", "../src/lib/extensions/KHR_texture_basisu.ts", "../src/lib/extensions/KHR_draco_mesh_compression.ts", "../src/lib/gltf-utils/gltf-attribute-utils.ts", "../src/lib/extensions/KHR_texture_transform.ts", "../src/lib/extensions/deprecated/KHR_lights_punctual.ts", "../src/lib/extensions/deprecated/KHR_materials_unlit.ts", "../src/lib/extensions/deprecated/KHR_techniques_webgl.ts", "../src/lib/api/gltf-extensions.ts", "../src/lib/extensions/KHR_binary_gltf.ts", "../src/lib/api/normalize-gltf-v1.ts", "../src/gltf-loader.ts", "../src/lib/encoders/encode-glb.ts", "../src/lib/encoders/encode-gltf.ts", "../src/gltf-writer.ts", "../src/glb-loader.ts", "../src/glb-writer.ts", "../src/lib/api/post-process-gltf.ts"], "sourcesContent": ["/* eslint-disable camelcase, indent */\nexport type {GLB} from './lib/types/glb-types';\n\n// Raw GLTF Types (i.e. not post-processed)\nexport type {\n GLTF,\n GLTFAccessor,\n GLTFBuffer,\n GLTFBufferView,\n GLTFMeshPrimitive,\n GLTFMesh,\n GLTFNode,\n GLTFMaterial,\n GLTFSampler,\n GLTFScene,\n GLTFSkin,\n GLTFTexture,\n GLTFImage,\n GLTFObject,\n // The following extensions are handled by the GLTFLoader and removed from the parsed glTF (disable via options.gltf.excludeExtensions)\n GLTF_KHR_binary_glTF,\n GLTF_KHR_draco_mesh_compression,\n GLTF_KHR_texture_basisu,\n GLTF_EXT_meshopt_compression,\n GLTF_EXT_texture_webp\n} from './lib/types/gltf-json-schema';\n\n// 3DTiles extensions\nexport type {\n GLTF_EXT_feature_metadata_GLTF,\n GLTF_EXT_feature_metadata_Schema,\n GLTF_EXT_feature_metadata_Class,\n GLTF_EXT_feature_metadata_ClassProperty,\n GLTF_EXT_feature_metadata_Enum,\n GLTF_EXT_feature_metadata_EnumValue,\n GLTF_EXT_feature_metadata_FeatureTable,\n GLTF_EXT_feature_metadata_FeatureTableProperty,\n GLTF_EXT_feature_metadata_FeatureTexture,\n GLTF_EXT_feature_metadata_TextureAccessor,\n GLTF_EXT_feature_metadata_Statistics,\n GLTF_EXT_feature_metadata_StatisticsClass,\n GLTF_EXT_feature_metadata_StatisticsClassProperty,\n GLTF_EXT_feature_metadata_Primitive,\n GLTF_EXT_feature_metadata_FeatureIdAttribute,\n GLTF_EXT_feature_metadata_FeatureIdAttributeFeatureIds,\n GLTF_EXT_feature_metadata_FeatureIdTexture,\n GLTF_EXT_feature_metadata_FeatureIdTextureAccessor\n} from './lib/types/gltf-ext-feature-metadata-schema';\n\nexport type {\n GLTF_EXT_structural_metadata_GLTF,\n GLTF_EXT_structural_metadata_Schema,\n GLTF_EXT_structural_metadata_PropertyTable,\n GLTF_EXT_structural_metadata_PropertyTexture,\n GLTF_EXT_structural_metadata_Class,\n GLTF_EXT_structural_metadata_ClassProperty\n} from './lib/types/gltf-ext-structural-metadata-schema';\n\nexport type {\n GLTF_EXT_mesh_features,\n GLTF_EXT_mesh_features_featureId\n} from './lib/types/gltf-ext-mesh-features-schema';\n\nexport {name as EXT_MESH_FEATURES} from './lib/extensions/EXT_mesh_features';\nexport {name as EXT_STRUCTURAL_METADATA} from './lib/extensions/EXT_structural_metadata';\nexport {name as EXT_FEATURE_METADATA} from './lib/extensions/deprecated/EXT_feature_metadata';\n\n// Postprocessed types (modified GLTF types)\nexport type {\n GLTFPostprocessed,\n GLTFAccessorPostprocessed,\n GLTFNodePostprocessed,\n GLTFMaterialPostprocessed,\n GLTFMeshPostprocessed,\n GLTFMeshPrimitivePostprocessed,\n GLTFImagePostprocessed,\n GLTFTexturePostprocessed\n} from './lib/types/gltf-postprocessed-schema';\n\nexport type {GLTFWithBuffers, FeatureTableJson} from './lib/types/gltf-types';\n\n// glTF loader/writer definition objects\nexport {GLTFLoader} from './gltf-loader';\nexport {GLTFWriter} from './gltf-writer';\n\n// GLB Loader & Writer (for custom formats that want to leverage the GLB binary \"envelope\")\nexport {GLBLoader} from './glb-loader';\nexport {GLBWriter} from './glb-writer';\n\n// glTF Data Access Helper Class\nexport {GLTFScenegraph} from './lib/api/gltf-scenegraph';\nexport {postProcessGLTF} from './lib/api/post-process-gltf';\nexport {getMemoryUsageGLTF as _getMemoryUsageGLTF} from './lib/gltf-utils/gltf-utils';\n\nexport {\n createExtStructuralMetadata,\n type PropertyAttribute\n} from './lib/extensions/EXT_structural_metadata';\nexport {createExtMeshFeatures} from './lib/extensions/EXT_mesh_features';\n", "// GLTF EXTENSION: EXT_mesh_features\n// https://github.com/CesiumGS/glTF/tree/3d-tiles-next/extensions/2.0/Vendor/EXT_mesh_features\n/* eslint-disable camelcase */\nimport type {NumericArray} from '@loaders.gl/loader-utils';\nimport type {GLTF, GLTFMeshPrimitive} from '../types/gltf-json-schema';\nimport {GLTFLoaderOptions} from '../../gltf-loader';\nimport {GLTFWriterOptions} from '../../gltf-writer';\nimport type {\n GLTF_EXT_mesh_features,\n GLTF_EXT_mesh_features_featureId\n} from '../types/gltf-ext-mesh-features-schema';\n\nimport {GLTFScenegraph} from '../api/gltf-scenegraph';\nimport {getPrimitiveTextureData} from './utils/3d-tiles-utils';\nimport {getComponentTypeFromArray} from '../gltf-utils/gltf-utils';\n\nconst EXT_MESH_FEATURES_NAME = 'EXT_mesh_features';\nexport const name = EXT_MESH_FEATURES_NAME;\n\nexport async function decode(gltfData: {json: GLTF}, options: GLTFLoaderOptions): Promise<void> {\n const scenegraph = new GLTFScenegraph(gltfData);\n decodeExtMeshFeatures(scenegraph, options);\n}\n\nexport function encode(gltfData: {json: GLTF}, options: GLTFWriterOptions): {json: GLTF} {\n const scenegraph = new GLTFScenegraph(gltfData);\n encodeExtMeshFeatures(scenegraph, options);\n scenegraph.createBinaryChunk();\n return scenegraph.gltf;\n}\n\n/**\n * Decodes feature metadata from extension.\n * @param {GLTFScenegraph} scenegraph - Instance of the class for structured access to GLTF data.\n * @param {GLTFLoaderOptions} options - GLTFLoader options.\n */\nfunction decodeExtMeshFeatures(scenegraph: GLTFScenegraph, options: GLTFLoaderOptions): void {\n const json = scenegraph.gltf.json;\n if (!json.meshes) {\n return;\n }\n\n // Iterate through all meshes/primitives.\n for (const mesh of json.meshes) {\n for (const primitive of mesh.primitives) {\n processMeshPrimitiveFeatures(scenegraph, primitive, options);\n }\n }\n}\n\n/**\n * Takes data from EXT_mesh_features and store it in 'data' property of featureIds.\n * If combined with EXT_structural_metadata, corresponding data are taken from the property tables of that extension.\n * @param {GLTFScenegraph} scenegraph - Instance of the class for structured access to GLTF data.\n * @param {GLTFMeshPrimitive} primitive - Primitive that contains extensions.\n * @param {GLTFLoaderOptions} options - GLTFLoader options.\n */\nfunction processMeshPrimitiveFeatures(\n scenegraph: GLTFScenegraph,\n primitive: GLTFMeshPrimitive,\n options: GLTFLoaderOptions\n): void {\n // Processing of mesh primitive features requires buffers to be loaded.\n if (!options?.gltf?.loadBuffers) {\n return;\n }\n\n const extension = primitive.extensions?.[EXT_MESH_FEATURES_NAME] as GLTF_EXT_mesh_features;\n const featureIds: GLTF_EXT_mesh_features_featureId[] = extension?.featureIds;\n\n if (!featureIds) {\n return;\n }\n\n for (const featureId of featureIds) {\n let featureIdData: NumericArray;\n // Process \"Feature ID by Vertex\"\n if (typeof featureId.attribute !== 'undefined') {\n const accessorKey = `_FEATURE_ID_${featureId.attribute}`;\n const accessorIndex = primitive.attributes[accessorKey];\n featureIdData = scenegraph.getTypedArrayForAccessor(accessorIndex);\n }\n\n // Process \"Feature ID by Texture Coordinates\"\n else if (typeof featureId.texture !== 'undefined' && options?.gltf?.loadImages) {\n featureIdData = getPrimitiveTextureData(scenegraph, featureId.texture, primitive);\n }\n\n // Process \"Feature ID by Index\"\n else {\n /*\n When both featureId.attribute and featureId.texture are undefined,\n then the feature ID value for each vertex is given implicitly, via the index of the vertex.\n In this case, the featureCount must match the number of vertices of the mesh primitive.\n */\n // TODO: At the moment of writing we don't have a tileset with the data of that kind. Implement it later.\n featureIdData = [];\n }\n\n featureId.data = featureIdData;\n }\n}\n\n/*\n Encoding data\n*/\n\nfunction encodeExtMeshFeatures(scenegraph: GLTFScenegraph, options: GLTFWriterOptions) {\n const meshes = scenegraph.gltf.json.meshes;\n if (!meshes) {\n return;\n }\n\n // Iterate through all meshes/primitives.\n for (const mesh of meshes) {\n for (const primitive of mesh.primitives) {\n encodeExtMeshFeaturesForPrimitive(scenegraph, primitive);\n }\n }\n}\n\n/**\n * Creates ExtMeshFeatures, creates a featureId containing feature ids provided.\n * @param scenegraph - Instance of the class for structured access to GLTF data.\n * @param primitive - target primitive instance that will contain the extension\n * @param featureIdArray - Array of feature id\n * @param propertyTableIndex - index of the property table created by the ExtStructuralMetadata (optional).\n */\nexport function createExtMeshFeatures(\n scenegraph: GLTFScenegraph,\n primitive: GLTFMeshPrimitive,\n featureIdArray: NumericArray,\n propertyTableIndex?: number\n) {\n if (!primitive.extensions) {\n primitive.extensions = {};\n }\n let extension = primitive.extensions[EXT_MESH_FEATURES_NAME] as GLTF_EXT_mesh_features;\n if (!extension) {\n extension = {featureIds: []};\n primitive.extensions[EXT_MESH_FEATURES_NAME] = extension;\n }\n\n const {featureIds} = extension;\n const featureId: GLTF_EXT_mesh_features_featureId = {\n featureCount: featureIdArray.length,\n propertyTable: propertyTableIndex,\n data: featureIdArray\n };\n featureIds.push(featureId);\n\n scenegraph.addObjectExtension(primitive, EXT_MESH_FEATURES_NAME, extension);\n}\n\n/**\n * Encodes a feature ID set to extension.\n * @param scenegraph - Instance of the class for structured access to GLTF data.\n * @param primitive - Primitive that the data encoded belongs to.\n * @see https://github.com/CesiumGS/glTF/tree/3d-tiles-next/extensions/2.0/Vendor/EXT_mesh_features\n */\nfunction encodeExtMeshFeaturesForPrimitive(\n scenegraph: GLTFScenegraph,\n primitive: GLTFMeshPrimitive\n) {\n const extension = primitive.extensions?.[EXT_MESH_FEATURES_NAME] as GLTF_EXT_mesh_features;\n if (!extension) {\n return;\n }\n const featureIds: GLTF_EXT_mesh_features_featureId[] = extension.featureIds;\n featureIds.forEach((featureId, elementIndex) => {\n if (featureId.data) {\n const {accessorKey, index} = createAccessorKey(primitive.attributes);\n const typedArray = new Uint32Array(featureId.data as NumericArray);\n\n // Clean up featureId object.\n // Everything that could come from the original extension in case of round-trip decode/encode operations should be deleted.\n // We need make sure the featureId object is clean.\n featureIds[elementIndex] = {\n featureCount: typedArray.length,\n propertyTable: featureId.propertyTable,\n attribute: index\n };\n\n scenegraph.gltf.buffers.push({\n arrayBuffer: typedArray.buffer,\n byteOffset: typedArray.byteOffset,\n byteLength: typedArray.byteLength\n });\n\n const bufferViewIndex = scenegraph.addBufferView(typedArray);\n const accessorIndex = scenegraph.addAccessor(bufferViewIndex, {\n size: 1,\n componentType: getComponentTypeFromArray(typedArray),\n count: typedArray.length\n });\n primitive.attributes[accessorKey] = accessorIndex;\n }\n });\n}\n\n/**\n * Creates an accessor key for the attribute array provided.\n * The generated key has a suffix (number) that is the next consequtive in the list of existing accessors.\n * @param attributes - attribute array\n * @returns accessor key and the key suffix (number) used in the key.\n */\nfunction createAccessorKey(attributes: {[k: string]: number}) {\n const prefix = '_FEATURE_ID_';\n // Search for all \"_FEATURE_ID_n\" attribures in the primitive provided if any.\n // If there are some, e.g. \"_FEATURE_ID_0\", \"_FEATURE_ID_1\",\n // we will add a new one with the name \"_FEATURE_ID_2\"\n const attrs = Object.keys(attributes).filter((item) => item.indexOf(prefix) === 0);\n let max = -1;\n for (const a of attrs) {\n const n = Number(a.substring(prefix.length));\n if (n > max) {\n max = n;\n }\n }\n max++;\n const accessorKey = `${prefix}${max}`;\n return {accessorKey, index: max};\n}\n", "// loaders.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {GLTFWithBuffers} from '../types/gltf-types';\nimport type {\n GLTF,\n GLTFScene,\n GLTFNode,\n GLTFMesh,\n GLTFSkin,\n GLTFMaterial,\n GLTFAccessor,\n GLTFSampler,\n GLTFTexture,\n GLTFImage,\n GLTFBuffer,\n GLTFBufferView\n} from '../types/gltf-json-schema';\n\nimport {getBinaryImageMetadata} from '@loaders.gl/images';\nimport {padToNBytes, copyToArray} from '@loaders.gl/loader-utils';\nimport {assert} from '../utils/assert';\nimport {getAccessorTypeFromSize, getComponentTypeFromArray} from '../gltf-utils/gltf-utils';\n\nimport {getTypedArrayForAccessor as _getTypedArrayForAccessor} from '../gltf-utils/get-typed-array';\n\ntype Extension = {[key: string]: any};\n\nfunction makeDefaultGLTFJson(): GLTF {\n return {\n asset: {\n version: '2.0',\n generator: 'loaders.gl'\n },\n buffers: [],\n extensions: {},\n extensionsRequired: [],\n extensionsUsed: []\n };\n}\n\n/**\n * Class for structured access to GLTF data\n */\nexport class GLTFScenegraph {\n // internal\n gltf: GLTFWithBuffers;\n sourceBuffers: any[];\n byteLength: number;\n\n // TODO - why is this not GLTFWithBuffers - what happens to images?\n constructor(gltf?: {json: GLTF; buffers?: any[]; images?: any[]}) {\n // Declare locally so\n\n this.gltf = {\n json: gltf?.json || makeDefaultGLTFJson(),\n buffers: gltf?.buffers || [],\n images: gltf?.images || []\n };\n this.sourceBuffers = [];\n this.byteLength = 0;\n\n // Initialize buffers\n if (this.gltf.buffers && this.gltf.buffers[0]) {\n this.byteLength = this.gltf.buffers[0].byteLength;\n this.sourceBuffers = [this.gltf.buffers[0]];\n }\n }\n\n // Accessors\n\n get json(): GLTF {\n return this.gltf.json;\n }\n\n getApplicationData(key: string): unknown {\n // TODO - Data is already unpacked by GLBParser\n const data = this.json[key];\n return data;\n }\n\n getExtraData(key: string): unknown {\n // TODO - Data is already unpacked by GLBParser\n const extras = (this.json.extras || {}) as Record<string, unknown>;\n return extras[key];\n }\n\n hasExtension(extensionName: string): boolean {\n const isUsedExtension = this.getUsedExtensions().find((name) => name === extensionName);\n const isRequiredExtension = this.getRequiredExtensions().find((name) => name === extensionName);\n return typeof isUsedExtension === 'string' || typeof isRequiredExtension === 'string';\n }\n\n getExtension<T = Extension>(extensionName: string): T | null {\n const isExtension = this.getUsedExtensions().find((name) => name === extensionName);\n const extensions = this.json.extensions || {};\n return isExtension ? (extensions[extensionName] as T) : null;\n }\n\n getRequiredExtension<T = Extension>(extensionName: string): T | null {\n const isRequired = this.getRequiredExtensions().find((name) => name === extensionName);\n return isRequired ? this.getExtension(extensionName) : null;\n }\n\n getRequiredExtensions(): string[] {\n return this.json.extensionsRequired || [];\n }\n\n getUsedExtensions(): string[] {\n return this.json.extensionsUsed || [];\n }\n\n getRemovedExtensions(): string[] {\n return (this.json.extensionsRemoved || []) as string[];\n }\n\n getObjectExtension<T = Extension>(object: {[key: string]: any}, extensionName: string): T | null {\n const extensions = object.extensions || {};\n return extensions[extensionName];\n }\n\n getScene(index: number): GLTFScene {\n return this.getObject('scenes', index) as GLTFScene;\n }\n\n getNode(index: number): GLTFNode {\n return this.getObject('nodes', index) as GLTFNode;\n }\n\n getSkin(index: number): GLTFSkin {\n return this.getObject('skins', index) as GLTFSkin;\n }\n\n getMesh(index: number): GLTFMesh {\n return this.getObject('meshes', index) as GLTFMesh;\n }\n\n getMaterial(index: number): GLTFMaterial {\n return this.getObject('materials', index) as GLTFMaterial;\n }\n\n getAccessor(index: number): GLTFAccessor {\n return this.getObject('accessors', index) as GLTFAccessor;\n }\n\n // getCamera(index: number): object | null {\n // return null; // TODO: fix thi: object as null;\n // }\n\n getTexture(index: number): GLTFTexture {\n return this.getObject('textures', index) as GLTFTexture;\n }\n\n getSampler(index: number): GLTFSampler {\n return this.getObject('samplers', index) as GLTFSampler;\n }\n\n getImage(index: number): GLTFImage {\n return this.getObject('images', index) as GLTFImage;\n }\n\n getBufferView(index: number | object): GLTFBufferView {\n return this.getObject('bufferViews', index) as GLTFBufferView;\n }\n\n getBuffer(index: number): GLTFBuffer {\n return this.getObject('buffers', index) as GLTFBuffer;\n }\n\n getObject(array: string, index: number | object): Record<string, unknown> {\n // check if already resolved\n if (typeof index === 'object') {\n return index as Record<string, unknown>;\n }\n const object = this.json[array] && (this.json[array] as {}[])[index];\n if (!object) {\n throw new Error(`glTF file error: Could not find ${array}[${index}]`); // eslint-disable-line\n }\n return object as Record<string, unknown>;\n }\n\n /**\n * Accepts buffer view index or buffer view object\n * @returns a `Uint8Array`\n */\n getTypedArrayForBufferView(bufferView: number | object): Uint8Array {\n bufferView = this.getBufferView(bufferView);\n // @ts-ignore\n const bufferIndex = bufferView.buffer;\n\n // Get hold of the arrayBuffer\n // const buffer = this.getBuffer(bufferIndex);\n const binChunk = this.gltf.buffers[bufferIndex];\n assert(binChunk);\n\n // @ts-ignore\n const byteOffset = (bufferView.byteOffset || 0) + binChunk.byteOffset;\n // @ts-ignore\n return new Uint8Array(binChunk.arrayBuffer, byteOffset, bufferView.byteLength);\n }\n\n /** Accepts accessor index or accessor object\n * @returns a typed array with type that matches the types\n */\n getTypedArrayForAccessor(accessor: number | object): any {\n // @ts-ignore\n const gltfAccessor = this.getAccessor(accessor);\n return _getTypedArrayForAccessor(this.gltf.json, this.gltf.buffers, gltfAccessor);\n }\n\n /** accepts accessor index or accessor object\n * returns a `Uint8Array`\n */\n getTypedArrayForImageData(image: number | object): Uint8Array {\n // @ts-ignore\n image = this.getAccessor(image);\n // @ts-ignore\n const bufferView = this.getBufferView(image.bufferView);\n const buffer = this.getBuffer(bufferView.buffer);\n // @ts-ignore\n const arrayBuffer = buffer.data;\n\n const byteOffset = bufferView.byteOffset || 0;\n return new Uint8Array(arrayBuffer, byteOffset, bufferView.byteLength);\n }\n\n // MODIFERS\n\n /**\n * Add an extra application-defined key to the top-level data structure\n */\n addApplicationData(key: string, data: object): GLTFScenegraph {\n this.json[key] = data;\n return this;\n }\n\n /**\n * `extras` - Standard GLTF field for storing application specific data\n */\n addExtraData(key: string, data: object): GLTFScenegraph {\n this.json.extras = this.json.extras || {};\n (this.json.extras as Record<string, unknown>)[key] = data;\n return this;\n }\n\n addObjectExtension(object: object, extensionName: string, data: object): GLTFScenegraph {\n // @ts-ignore\n object.extensions = object.extensions || {};\n // TODO - clobber or merge?\n // @ts-ignore\n object.extensions[extensionName] = data;\n this.registerUsedExtension(extensionName);\n return this;\n }\n\n setObjectExtension(object: any, extensionName: string, data: object): void {\n const extensions = object.extensions || {};\n extensions[extensionName] = data;\n // TODO - add to usedExtensions...\n }\n\n removeObjectExtension(object: any, extensionName: string): void {\n const extensions = object?.extensions || {};\n\n if (extensions[extensionName]) {\n this.json.extensionsRemoved = this.json.extensionsRemoved || [];\n const extensionsRemoved = this.json.extensionsRemoved as string[];\n if (!extensionsRemoved.includes(extensionName)) {\n extensionsRemoved.push(extensionName);\n }\n }\n\n delete extensions[extensionName];\n }\n\n /**\n * Add to standard GLTF top level extension object, mark as used\n */\n addExtension(extensionName: string, extensionData: object = {}): object {\n assert(extensionData);\n this.json.extensions = this.json.extensions || {};\n this.json.extensions[extensionName] = extensionData;\n this.registerUsedExtension(extensionName);\n return extensionData;\n }\n\n /**\n * Standard GLTF top level extension object, mark as used and required\n */\n addRequiredExtension(extensionName, extensionData: object = {}): object {\n assert(extensionData);\n this.addExtension(extensionName, extensionData);\n this.registerRequiredExtension(extensionName);\n return extensionData;\n }\n\n /**\n * Add extensionName to list of used extensions\n */\n registerUsedExtension(extensionName: string): void {\n this.json.extensionsUsed = this.json.extensionsUsed || [];\n if (!this.json.extensionsUsed.find((ext) => ext === extensionName)) {\n this.json.extensionsUsed.push(extensionName);\n }\n }\n\n /**\n * Add extensionName to list of required extensions\n */\n registerRequiredExtension(extensionName: string): void {\n this.registerUsedExtension(extensionName);\n this.json.extensionsRequired = this.json.extensionsRequired || [];\n if (!this.json.extensionsRequired.find((ext) => ext === extensionName)) {\n this.json.extensionsRequired.push(extensionName);\n }\n }\n\n /**\n * Removes an extension from the top-level list\n */\n removeExtension(extensionName: string): void {\n if (this.json.extensions?.[extensionName]) {\n this.json.extensionsRemoved = this.json.extensionsRemoved || [];\n const extensionsRemoved = this.json.extensionsRemoved as string[];\n if (!extensionsRemoved.includes(extensionName)) {\n extensionsRemoved.push(extensionName);\n }\n }\n if (this.json.extensions) {\n delete this.json.extensions[extensionName];\n }\n if (this.json.extensionsRequired) {\n this._removeStringFromArray(this.json.extensionsRequired, extensionName);\n }\n if (this.json.extensionsUsed) {\n this._removeStringFromArray(this.json.extensionsUsed, extensionName);\n }\n }\n\n /**\n * Set default scene which is to be displayed at load time\n */\n setDefaultScene(sceneIndex: number): void {\n this.json.scene = sceneIndex;\n }\n\n /**\n * @todo: add more properties for scene initialization:\n * name`, `extensions`, `extras`\n * https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#reference-scene\n */\n addScene(scene: {nodeIndices: number[]}): number {\n const {nodeIndices} = scene;\n this.json.scenes = this.json.scenes || [];\n this.json.scenes.push({nodes: nodeIndices});\n return this.json.scenes.length - 1;\n }\n\n /**\n * @todo: add more properties for node initialization:\n * `name`, `extensions`, `extras`, `camera`, `children`, `skin`, `rotation`, `scale`, `translation`, `weights`\n * https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#node\n */\n addNode(node: {meshIndex: number; matrix?: number[]}): number {\n const {meshIndex, matrix} = node;\n this.json.nodes = this.json.nodes || [];\n const nodeData = {mesh: meshIndex};\n if (matrix) {\n // @ts-ignore\n nodeData.matrix = matrix;\n }\n this.json.nodes.push(nodeData);\n return this.json.nodes.length - 1;\n }\n\n /** Adds a mesh to the json part */\n addMesh(mesh: {attributes: object; indices?: object; material?: number; mode?: number}): number {\n const {attributes, indices, material, mode = 4} = mesh;\n const accessors = this._addAttributes(attributes);\n\n const glTFMesh = {\n primitives: [\n {\n attributes: accessors,\n mode\n }\n ]\n };\n\n if (indices) {\n const indicesAccessor = this._addIndices(indices);\n // @ts-ignore\n glTFMesh.primitives[0].indices = indicesAccessor;\n }\n\n if (Number.isFinite(material)) {\n // @ts-ignore\n glTFMesh.primitives[0].material = material;\n }\n\n this.json.meshes = this.json.meshes || [];\n this.json.meshes.push(glTFMesh);\n return this.json.meshes.length - 1;\n }\n\n addPointCloud(attributes: object): number {\n // @ts-ignore\n const accessorIndices = this._addAttributes(attributes);\n\n const glTFMesh = {\n primitives: [\n {\n attributes: accessorIndices,\n mode: 0 // GL.POINTS\n }\n ]\n };\n\n this.json.meshes = this.json.meshes || [];\n this.json.meshes.push(glTFMesh);\n return this.json.meshes.length - 1;\n }\n\n /**\n * Adds a binary image. Builds glTF \"JSON metadata\" and saves buffer reference\n * Buffer will be copied into BIN chunk during \"pack\"\n * Currently encodes as glTF image\n * @param imageData\n * @param mimeType\n */\n addImage(imageData: any, mimeTypeOpt?: string): number {\n // If image is referencing a bufferView instead of URI, mimeType must be defined:\n // https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#images\n // \"a reference to a bufferView; in that case mimeType must be defined.\"\n const metadata = getBinaryImageMetadata(imageData);\n const mimeType = mimeTypeOpt || metadata?.mimeType;\n\n const bufferViewIndex = this.addBufferView(imageData);\n\n const glTFImage = {\n bufferView: bufferViewIndex,\n mimeType\n };\n\n this.json.images = this.json.images || [];\n this.json.images.push(glTFImage);\n return this.json.images.length - 1;\n }\n\n /**\n * Add one untyped source buffer, create a matching glTF `bufferView`, and return its index\n * @param buffer\n */\n addBufferView(buffer: any, bufferIndex = 0, byteOffset = this.byteLength): number {\n const byteLength = buffer.byteLength;\n assert(Number.isFinite(byteLength));\n\n // Add this buffer to the list of buffers to be written to the body.\n this.sourceBuffers = this.sourceBuffers || [];\n this.sourceBuffers.push(buffer);\n\n const glTFBufferView = {\n buffer: bufferIndex,\n // Write offset from the start of the binary body\n byteOffset,\n byteLength\n };\n\n // We've now added the contents to the body, so update the total length\n // Every sub-chunk needs to be 4-byte align ed\n this.byteLength += padToNBytes(byteLength, 4);\n\n // Add a bufferView indicating start and length of this binary sub-chunk\n this.json.bufferViews = this.json.bufferViews || [];\n this.json.bufferViews.push(glTFBufferView);\n return this.json.bufferViews.length - 1;\n }\n\n /**\n * Adds an accessor to a bufferView\n * @param bufferViewIndex\n * @param accessor\n */\n addAccessor(bufferViewIndex: number, accessor: object): number {\n const glTFAccessor = {\n bufferView: bufferViewIndex,\n // @ts-ignore\n type: getAccessorTypeFromSize(accessor.size),\n // @ts-ignore\n componentType: accessor.componentType,\n // @ts-ignore\n count: accessor.count,\n // @ts-ignore\n max: accessor.max,\n // @ts-ignore\n min: accessor.min\n };\n\n this.json.accessors = this.json.accessors || [];\n this.json.accessors.push(glTFAccessor);\n return this.json.accessors.length - 1;\n }\n\n /**\n * Add a binary buffer. Builds glTF \"JSON metadata\" and saves buffer reference\n * Buffer will be copied into BIN chunk during \"pack\"\n * Currently encodes buffers as glTF accessors, but this could be optimized\n * @param sourceBuffer\n * @param accessor\n */\n addBinaryBuffer(sourceBuffer: any, accessor: object = {size: 3}): number {\n const bufferViewIndex = this.addBufferView(sourceBuffer);\n // @ts-ignore\n let minMax = {min: accessor.min, max: accessor.max};\n if (!minMax.min || !minMax.max) {\n // @ts-ignore\n minMax = this._getAccessorMinMax(sourceBuffer, accessor.size);\n }\n\n const accessorDefaults = {\n // @ts-ignore\n size: accessor.size,\n componentType: getComponentTypeFromArray(sourceBuffer),\n // @ts-ignore\n count: Math.round(sourceBuffer.length / accessor.size),\n min: minMax.min,\n max: minMax.max\n };\n\n return this.addAccessor(bufferViewIndex, Object.assign(accessorDefaults, accessor));\n }\n\n /**\n * Adds a texture to the json part\n * @todo: add more properties for texture initialization\n * `sampler`, `name`, `extensions`, `extras`\n * https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#texture\n */\n addTexture(texture: {imageIndex: number}): number {\n const {imageIndex} = texture;\n const glTFTexture = {\n source: imageIndex\n };\n\n this.json.textures = this.json.textures || [];\n this.json.textures.push(glTFTexture);\n return this.json.textures.length - 1;\n }\n\n /** Adds a material to the json part */\n addMaterial(pbrMaterialInfo: Object): number {\n this.json.materials = this.json.materials || [];\n this.json.materials.push(pbrMaterialInfo);\n return this.json.materials.length - 1;\n }\n\n /** Pack the binary chunk */\n createBinaryChunk(): void {\n // Allocate total array\n const totalByteLength = this.byteLength;\n const arrayBuffer = new ArrayBuffer(totalByteLength);\n const targetArray = new Uint8Array(arrayBuffer);\n\n // Copy each array into\n let dstByteOffset = 0;\n for (const sourceBuffer of this.sourceBuffers || []) {\n dstByteOffset = copyToArray(sourceBuffer, targetArray, dstByteOffset);\n }\n\n // Update the glTF BIN CHUNK byte length\n if (this.json?.buffers?.[0]) {\n this.json.buffers[0].byteLength = totalByteLength;\n } else {\n this.json.buffers = [{byteLength: totalByteLength}];\n }\n\n // Save generated arrayBuffer\n this.gltf.binary = arrayBuffer;\n\n // Put arrayBuffer to sourceBuffers for possible additional writing data in the chunk\n this.sourceBuffers = [arrayBuffer];\n this.gltf.buffers = [{arrayBuffer, byteOffset: 0, byteLength: arrayBuffer.byteLength}];\n }\n\n // PRIVATE\n\n _removeStringFromArray(array, string) {\n let found = true;\n while (found) {\n const index = array.indexOf(string);\n if (index > -1) {\n array.splice(index, 1);\n } else {\n found = false;\n }\n }\n }\n\n /**\n * Add attributes to buffers and create `attributes` object which is part of `mesh`\n */\n _addAttributes(attributes = {}) {\n const result = {};\n for (const attributeKey in attributes) {\n const attributeData = attributes[attributeKey];\n const attrName = this._getGltfAttributeName(attributeKey);\n const accessor = this.addBinaryBuffer(attributeData.value, attributeData);\n result[attrName] = accessor;\n }\n return result;\n }\n\n /**\n * Add indices to buffers\n */\n _addIndices(indices) {\n return this.addBinaryBuffer(indices, {size: 1});\n }\n\n /**\n * Deduce gltf specific attribue name from input attribute name\n */\n _getGltfAttributeName(attributeName) {\n switch (attributeName.toLowerCase()) {\n case 'position':\n case 'positions':\n case 'vertices':\n return 'POSITION';\n case 'normal':\n case 'normals':\n return 'NORMAL';\n case 'color':\n case 'colors':\n return 'COLOR_0';\n case 'texcoord':\n case 'texcoords':\n return 'TEXCOORD_0';\n default:\n return attributeName;\n }\n }\n\n /**\n * Calculate `min` and `max` arrays of accessor according to spec:\n * https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#reference-accessor\n */\n _getAccessorMinMax(buffer, size) {\n const result = {min: null, max: null};\n if (buffer.length < size) {\n return result;\n }\n // @ts-ignore\n result.min = [];\n // @ts-ignore\n result.max = [];\n const initValues = buffer.subarray(0, size);\n for (const value of initValues) {\n // @ts-ignore\n result.min.push(value);\n // @ts-ignore\n result.max.push(value);\n }\n\n for (let index = size; index < buffer.length; index += size) {\n for (let componentIndex = 0; componentIndex < size; componentIndex++) {\n // @ts-ignore\n result.min[0 + componentIndex] = Math.min(\n // @ts-ignore\n result.min[0 + componentIndex],\n buffer[index + componentIndex]\n );\n // @ts-ignore\n result.max[0 + componentIndex] = Math.max(\n // @ts-ignore\n result.max[0 + componentIndex],\n buffer[index + componentIndex]\n );\n }\n }\n return result;\n }\n}\n", "// Replacement for the external assert method to reduce bundle size\n// Note: We don't use the second \"message\" argument in calling code,\n// so no need to support it here\nexport function assert(condition: unknown, message?: string): void {\n if (!condition) {\n throw new Error(message || 'assert failed: gltf');\n }\n}\n", "export const COMPONENTS = {\n SCALAR: 1,\n VEC2: 2,\n VEC3: 3,\n VEC4: 4,\n MAT2: 4,\n MAT3: 9,\n MAT4: 16\n};\n\nexport const BYTES = {\n 5120: 1, // BYTE\n 5121: 1, // UNSIGNED_BYTE\n 5122: 2, // SHORT\n 5123: 2, // UNSIGNED_SHORT\n 5125: 4, // UNSIGNED_INT\n 5126: 4 // FLOAT\n};\n\n// ENUM LOOKUP\n\nexport function getBytesFromComponentType(componentType) {\n return BYTES[componentType];\n}\n\nexport function getSizeFromAccessorType(type) {\n return COMPONENTS[type];\n}\n\nexport function getGLEnumFromSamplerParameter(parameter) {\n const GL_TEXTURE_MAG_FILTER = 0x2800;\n const GL_TEXTURE_MIN_FILTER = 0x2801;\n const GL_TEXTURE_WRAP_S = 0x2802;\n const GL_TEXTURE_WRAP_T = 0x2803;\n\n const PARAMETER_MAP = {\n magFilter: GL_TEXTURE_MAG_FILTER,\n minFilter: GL_TEXTURE_MIN_FILTER,\n wrapS: GL_TEXTURE_WRAP_S,\n wrapT: GL_TEXTURE_WRAP_T\n };\n\n return PARAMETER_MAP[parameter];\n}\n", "import {assert} from '../utils/assert';\n\nimport type {GLTFPostprocessed} from '../types/gltf-postprocessed-schema';\nimport {BYTES, COMPONENTS} from '../gltf-utils/gltf-constants';\n\n/**\n * Memory needed to store texture and all mipmap levels 1 + 1/4 + 1/16 + 1/64 + ...\n * Minimum 1.33, but due to GPU layout may be 1.5\n */\nconst MIPMAP_FACTOR = 1.33;\n\nconst TYPES = ['SCALAR', 'VEC2', 'VEC3', 'VEC4'];\n\ntype TypedArrayConstructor =\n | Int8ArrayConstructor\n | Uint8ArrayConstructor\n | Int16ArrayConstructor\n | Uint16ArrayConstructor\n | Int32ArrayConstructor\n | Uint32ArrayConstructor\n | Float32ArrayConstructor\n | Float64ArrayConstructor;\n\nconst ARRAY_CONSTRUCTOR_TO_WEBGL_CONSTANT: [TypedArrayConstructor, number][] = [\n [Int8Array, 5120],\n [Uint8Array, 5121],\n [Int16Array, 5122],\n [Uint16Array, 5123],\n [Uint32Array, 5125],\n [Float32Array, 5126],\n [Float64Array, 5130]\n];\nconst ARRAY_TO_COMPONENT_TYPE = new Map<TypedArrayConstructor, number>(\n ARRAY_CONSTRUCTOR_TO_WEBGL_CONSTANT\n);\n\nconst ATTRIBUTE_TYPE_TO_COMPONENTS = {\n SCALAR: 1,\n VEC2: 2,\n VEC3: 3,\n VEC4: 4,\n MAT2: 4,\n MAT3: 9,\n MAT4: 16\n};\n\nconst ATTRIBUTE_COMPONENT_TYPE_TO_BYTE_SIZE = {\n 5120: 1,\n 5121: 1,\n 5122: 2,\n 5123: 2,\n 5125: 4,\n 5126: 4\n};\n\nconst ATTRIBUTE_COMPONENT_TYPE_TO_ARRAY = {\n 5120: Int8Array,\n 5121: Uint8Array,\n 5122: Int16Array,\n 5123: Uint16Array,\n 5125: Uint32Array,\n 5126: Float32Array\n};\n\nexport function getAccessorTypeFromSize(size) {\n const type = TYPES[size - 1];\n return type || TYPES[0];\n}\n\nexport function getComponentTypeFromArray(typedArray) {\n const componentType = ARRAY_TO_COMPONENT_TYPE.get(typedArray.constructor);\n if (!componentType) {\n throw new Error('Illegal typed array');\n }\n return componentType;\n}\n\nexport function getAccessorArrayTypeAndLength(accessor, bufferView) {\n const ArrayType = ATTRIBUTE_COMPONENT_TYPE_TO_ARRAY[accessor.componentType];\n const components = ATTRIBUTE_TYPE_TO_COMPONENTS[accessor.type];\n const bytesPerComponent = ATTRIBUTE_COMPONENT_TYPE_TO_BYTE_SIZE[accessor.componentType];\n const length = accessor.count * components;\n const byteLength = accessor.count * components * bytesPerComponent;\n assert(byteLength >= 0 && byteLength <= bufferView.byteLength);\n const componentByteSize = BYTES[accessor.componentType];\n const numberOfComponentsInElement = COMPONENTS[accessor.type];\n return {ArrayType, length, byteLength, componentByteSize, numberOfComponentsInElement};\n}\n\n/**\n * Calculate the GPU memory used by a GLTF tile, for both buffer and texture memory\n * @param gltf - the gltf content of a GLTF tile\n * @returns - total memory usage in bytes\n */\nexport function getMemoryUsageGLTF(gltf: GLTFPostprocessed): number {\n let {images, bufferViews} = gltf;\n images = images || [];\n bufferViews = bufferViews || [];\n const imageBufferViews = images.map((i) => i.bufferView);\n bufferViews = bufferViews.filter((view) => !imageBufferViews.includes(view as any));\n\n const bufferMemory = bufferViews.reduce((acc, view) => acc + view.byteLength, 0);\n\n // Assume each pixel of the texture is 4 channel with mimmaps (which add 33%)\n // TODO correctly handle compressed textures\n const pixelCount = images.reduce((acc, image) => {\n // @ts-ignore\n const {width, height} = (image as any).image;\n return acc + width * height;\n }, 0);\n return bufferMemory + Math.ceil(4 * pixelCount * MIPMAP_FACTOR);\n}\n", "// TODO - GLTFScenegraph should use these\nimport {assert} from '../utils/assert';\nimport type {TypedArray} from '@loaders.gl/schema';\nimport type {GLTF, GLTFExternalBuffer, GLTFAccessor} from '../types/gltf-types';\nimport {getAccessorArrayTypeAndLength} from './gltf-utils';\n\n// accepts buffer view index or buffer view object\n// returns a `Uint8Array`\nexport function getTypedArrayForBufferView(json, buffers, bufferViewIndex) {\n const bufferView = json.bufferViews[bufferViewIndex];\n assert(bufferView);\n\n // Get hold of the arrayBuffer\n const bufferIndex = bufferView.buffer;\n const binChunk = buffers[bufferIndex];\n assert(binChunk);\n\n const byteOffset = (bufferView.byteOffset || 0) + binChunk.byteOffset;\n return new Uint8Array(binChunk.arrayBuffer, byteOffset, bufferView.byteLength);\n}\n\n// accepts accessor index or accessor object\n// returns a `Uint8Array`\nexport function getTypedArrayForImageData(json, buffers, imageIndex) {\n const image = json.images[imageIndex];\n const bufferViewIndex = json.bufferViews[image.bufferView];\n return getTypedArrayForBufferView(json, buffers, bufferViewIndex);\n}\n\n/**\n * Gets data pointed by the accessor.\n * @param json - json part of gltf content of a GLTF tile.\n * @param buffers - Array containing buffers of data.\n * @param accessor - accepts accessor index or accessor object.\n * @returns {TypedArray} Typed array with type matching the type of data poited by the accessor.\n */\n// eslint-disable-next-line complexity\nexport function getTypedArrayForAccessor(\n json: GLTF,\n buffers: GLTFExternalBuffer[],\n accessor: GLTFAccessor | number\n): TypedArray {\n const gltfAccessor = typeof accessor === 'number' ? json.accessors?.[accessor] : accessor;\n if (!gltfAccessor) {\n throw new Error(`No gltf accessor ${JSON.stringify(accessor)}`);\n }\n const bufferView = json.bufferViews?.[gltfAccessor.bufferView || 0];\n if (!bufferView) {\n throw new Error(`No gltf buffer view for accessor ${bufferView}`);\n }\n // Get `arrayBuffer` the `bufferView` looks at\n const {arrayBuffer, byteOffset: bufferByteOffset} = buffers[bufferView.buffer];\n // Resulting byteOffset is sum of the buffer, accessor and bufferView byte offsets\n const byteOffset =\n (bufferByteOffset || 0) + (gltfAccessor.byteOffset || 0) + (bufferView.byteOffset || 0);\n // Deduce TypedArray type and its length from `accessor` and `bufferView` data\n const {ArrayType, length, componentByteSize, numberOfComponentsInElement} =\n getAccessorArrayTypeAndLength(gltfAccessor, bufferView);\n // 'length' is a whole number of components of all elements in the buffer pointed by the accessor\n // Multiplier to calculate the address of the element in the arrayBuffer\n const elementByteSize = componentByteSize * numberOfComponentsInElement;\n const elementAddressScale = bufferView.byteStride || elementByteSize;\n // Creare an array of component's type where all components (not just elements) will reside\n if (typeof bufferView.byteStride === 'undefined' || bufferView.byteStride === elementByteSize) {\n // No iterleaving\n const result: TypedArray = new ArrayType(arrayBuffer, byteOffset, length);\n return result;\n }\n // Iterleaving\n const result: TypedArray = new ArrayType(length);\n for (let i = 0; i < gltfAccessor.count; i++) {\n const values = new ArrayType(\n arrayBuffer,\n byteOffset + i * elementAddressScale,\n numberOfComponentsInElement\n );\n result.set(values, i * numberOfComponentsInElement);\n }\n return result;\n}\n", "/**\n * loaders.gl, MIT license\n *\n * Shared code for 3DTiles extensions:\n * * EXT_feature_metadata\n * * EXT_mesh_features\n * * EXT_structural_metadata\n */\n\nimport type {GLTFTextureInfoMetadata, GLTFMeshPrimitive} from '../../types/gltf-json-schema';\nimport type {BigTypedArray, TypedArray} from '@loaders.gl/schema';\nimport type {ImageType} from '@loaders.gl/images';\n\nimport {GLTFScenegraph} from '../../api/gltf-scenegraph';\nimport {getComponentTypeFromArray} from '../../gltf-utils/gltf-utils';\nimport {getImageData} from '@loaders.gl/images';\nimport {ensureArrayBuffer} from '@loaders.gl/loader-utils';\n\nfunction emod(n: number): number {\n return ((n % 1) + 1) % 1;\n}\n\nexport type NumericComponentType =\n | 'INT8'\n | 'UINT8'\n | 'INT16'\n | 'UINT16'\n | 'INT32'\n | 'UINT32'\n | 'INT64'\n | 'UINT64'\n | 'FLOAT32'\n | 'FLOAT64';\n\nconst ATTRIBUTE_TYPE_TO_COMPONENTS = {\n SCALAR: 1,\n VEC2: 2,\n VEC3: 3,\n VEC4: 4,\n MAT2: 4,\n MAT3: 9,\n MAT4: 16,\n BOOLEAN: 1,\n STRING: 1,\n ENUM: 1\n};\n\nconst ATTRIBUTE_COMPONENT_TYPE_TO_ARRAY = {\n INT8: Int8Array,\n UINT8: Uint8Array,\n INT16: Int16Array,\n UINT16: Uint16Array,\n INT32: Int32Array,\n UINT32: Uint32Array,\n INT64: BigInt64Array,\n UINT64: BigUint64Array,\n FLOAT32: Float32Array,\n FLOAT64: Float64Array\n};\n\nconst ATTRIBUTE_COMPONENT_TYPE_TO_BYTE_SIZE = {\n INT8: 1,\n UINT8: 1,\n INT16: 2,\n UINT16: 2,\n INT32: 4,\n UINT32: 4,\n INT64: 8,\n UINT64: 8,\n FLOAT32: 4,\n FLOAT64: 8\n};\n\nexport function getArrayElementByteSize(attributeType, componentType): number {\n return (\n ATTRIBUTE_COMPONENT_TYPE_TO_BYTE_SIZE[componentType] *\n ATTRIBUTE_TYPE_TO_COMPONENTS[attributeType]\n );\n}\n\n/**\n * Gets offset array from `arrayOffsets` or `stringOffsets`.\n * @param scenegraph - Instance of the class for structured access to GLTF data.\n * @param bufferViewIndex - Buffer view index\n * @param offsetType - The type of values in `arrayOffsets` or `stringOffsets`.\n * @param numberOfElements - The number of elements in each property array.\n * @returns Array of values offsets. The number of offsets in the array is equal to `numberOfElements` plus one.\n */\nexport function getOffsetsForProperty(\n scenegraph: GLTFScenegraph,\n bufferViewIndex: number,\n offsetType: 'UINT8' | 'UINT16' | 'UINT32' | 'UINT64' | string,\n numberOfElements: number\n): TypedArray | null {\n if (\n offsetType !== 'UINT8' &&\n offsetType !== 'UINT16' &&\n offsetType !== 'UINT32' &&\n offsetType !== 'UINT64'\n ) {\n return null;\n }\n const arrayOffsetsBytes = scenegraph.getTypedArrayForBufferView(bufferViewIndex);\n const arrayOffsets = convertRawBufferToMetadataArray(\n arrayOffsetsBytes,\n 'SCALAR', // offsets consist of ONE component\n offsetType,\n numberOfElements + 1 // The number of offsets is equal to the property table `count` plus one.\n );\n\n // We don't support BigInt offsets at the moment. It requires additional logic and potential issues in Safari\n if (arrayOffsets instanceof BigInt64Array || arrayOffsets instanceof BigUint64Array) {\n return null;\n }\n return arrayOffsets;\n}\n\n/**\n * Converts raw bytes that are in the buffer to an array of the type defined by the schema.\n * @param data - Raw bytes in the buffer.\n * @param attributeType - SCALAR, VECN, MATN.\n * @param componentType - Type of the component in elements, e.g. 'UINT8' or 'FLOAT32'.\n * @param elementCount - Number of elements in the array. Default value is 1.\n * @returns Data array\n */\nexport function convertRawBufferToMetadataArray(\n data: Uint8Array,\n attributeType: string,\n componentType: NumericComponentType,\n elementCount: number = 1\n): BigTypedArray {\n const numberOfComponents = ATTRIBUTE_TYPE_TO_COMPONENTS[attributeType];\n const ArrayType = ATTRIBUTE_COMPONENT_TYPE_TO_ARRAY[componentType];\n const size = ATTRIBUTE_COMPONENT_TYPE_TO_BYTE_SIZE[componentType];\n const length = elementCount * numberOfComponents;\n const byteLength = length * size;\n let buffer = data.buffer;\n let offset = data.byteOffset;\n if (offset % size !== 0) {\n const bufferArray = new Uint8Array(buffer);\n buffer = bufferArray.slice(offset, offset + byteLength).buffer;\n offset = 0;\n }\n return new ArrayType(ensureArrayBuffer(buffer), offset, length);\n}\n\n/**\n * Processes data encoded in the texture associated with the primitive.\n * @param scenegraph - Instance of the class for structured access to GLTF data.\n * @param textureInfo - Reference to the texture where extension data are stored.\n * @param primitive - Primitive object in the mesh.\n * @returns Array of data taken. Null if data can't be taken from the texture.\n */\nexport function getPrimitiveTextureData(\n scenegraph: GLTFScenegraph,\n textureInfo: GLTFTextureInfoMetadata,\n primitive: GLTFMeshPrimitive\n): number[] {\n /*\n texture.index is an index for the \"textures\" array.\n The texture object referenced by this index looks like this:\n {\n \"sampler\": 0,\n \"source\": 0\n }\n \"sampler\" is an index for the \"samplers\" array\n \"source\" is an index for the \"images\" array that contains data stored in rgba channels of the image.\n\n texture.texCoord is a number-suffix (like 1) for an attribute like \"TEXCOORD_1\" in meshes.primitives\n The value of \"TEXCOORD_1\" is an accessor that is used to get coordinates.\n These coordinates are being used to get data from the image.\n \n Default for texture.texCoord is 0\n @see https://github.com/CesiumGS/glTF/blob/3d-tiles-next/specification/2.0/schema/textureInfo.schema.json\n */\n const texCoordAccessorKey = `TEXCOORD_${textureInfo.texCoord || 0}`;\n const texCoordAccessorIndex = primitive.attributes[texCoordAccessorKey];\n const textureCoordinates: TypedArray = scenegraph.getTypedArrayForAccessor(texCoordAccessorIndex);\n\n const json = scenegraph.gltf.json;\n const textureIndex: number = textureInfo.index;\n const imageIndex = json.textures?.[textureIndex]?.source;\n if (typeof imageIndex !== 'undefined') {\n const mimeType = json.images?.[imageIndex]?.mimeType;\n const parsedImage = scenegraph.gltf.images?.[imageIndex];\n // Checking for width is to prevent handling Un-processed images (e.g. [analyze] stage, where loadImages option is set to false)\n if (parsedImage && typeof parsedImage.width !== 'undefined') {\n const textureData: number[] = [];\n for (let index = 0; index < textureCoordinates.length; index += 2) {\n const value = getImageValueByCoordinates(\n parsedImage,\n mimeType,\n textureCoordinates,\n index,\n textureInfo.channels\n );\n textureData.push(value);\n }\n return textureData;\n }\n }\n return [];\n}\n\n/**\n * Puts property data to attributes.\n * It creates corresponding buffer, bufferView and accessor\n * so the data can be accessed like regular data stored in buffers.\n * @param scenegraph - Scenegraph object.\n * @param attributeName - Name of the attribute.\n * @param prope