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@polygonjs/polygonjs

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node-based WebGL 3D engine https://polygonjs.com

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import { AnimationClip, Material, Mesh, Object3D, Texture } from "three"; export interface GLTFExporterOptions { /** * Export position, rotation and scale instead of matrix per node. Default is false */ trs?: boolean; /** * Export only visible objects. Default is true. */ onlyVisible?: boolean; /** * Export just the attributes within the drawRange, if defined, instead of exporting the whole array. Default is true. */ truncateDrawRange?: boolean; /** * Export in binary (.glb) format, returning an ArrayBuffer. Default is false. */ binary?: boolean; /** * Export with images embedded into the glTF asset. Default is true. */ embedImages?: boolean; /** * Restricts the image maximum size (both width and height) to the given value. This option works only if embedImages is true. Default is Infinity. */ maxTextureSize?: number; /** * List of animations to be included in the export. */ animations?: AnimationClip[]; /** * Generate indices for non-index geometry and export with them. Default is false. */ forceIndices?: boolean; /** * Export custom glTF extensions defined on an object's userData.gltfExtensions property. Default is false. */ includeCustomExtensions?: boolean; } export class GLTFExporter { constructor(); register(callback: (writer: GLTFWriter) => GLTFExporterPlugin): this; unregister(callback: (writer: GLTFWriter) => GLTFExporterPlugin): this; /** * Generates a .gltf (JSON) or .glb (binary) output from the input (Scenes or Objects) * * @param input Scenes or objects to export. Valid options: * - Export scenes * ```js * exporter.parse( scene1, ... ) * exporter.parse( [ scene1, scene2 ], ... ) * ``` * - Export objects (It will create a new Scene to hold all the objects) * ```js * exporter.parse( object1, ... ) * exporter.parse( [ object1, object2 ], ... ) * ``` * - Mix scenes and objects (It will export the scenes as usual but it will create a new scene to hold all the single objects). * ```js * exporter.parse( [ scene1, object1, object2, scene2 ], ... ) * ``` * @param onDone Will be called when the export completes. The argument will be the generated glTF JSON or binary ArrayBuffer. * @param onError Will be called if there are any errors during the gltf generation. * @param options Export options */ parse( input: Object3D | Object3D[], onDone: (gltf: ArrayBuffer | { [key: string]: any }) => void, onError: (error: ErrorEvent) => void, options?: GLTFExporterOptions, ): void; /** * Generates a .gltf (JSON) or .glb (binary) output from the input (Scenes or Objects). * * This is just like the {@link parse}() method, but instead of accepting callbacks it returns a promise that * resolves with the result, and otherwise accepts the same options. */ parseAsync( input: Object3D | Object3D[], options?: GLTFExporterOptions, ): Promise<ArrayBuffer | { [key: string]: any }>; } export class GLTFWriter { constructor(); setPlugins(plugins: GLTFExporterPlugin[]): void; /** * Parse scenes and generate GLTF output * * @param input Scene or Array of THREE.Scenes * @param onDone Callback on completed * @param options options */ write( input: Object3D | Object3D[], onDone: (gltf: ArrayBuffer | { [key: string]: any }) => void, options?: GLTFExporterOptions, ): Promise<void>; } export interface GLTFExporterPlugin { writeTexture?: (map: Texture, textureDef: { [key: string]: any }) => void; writeMaterial?: (material: Material, materialDef: { [key: string]: any }) => void; writeMesh?: (mesh: Mesh, meshDef: { [key: string]: any }) => void; writeNode?: (object: Object3D, nodeDef: { [key: string]: any }) => void; beforeParse?: (input: Object3D | Object3D[]) => void; afterParse?: (input: Object3D | Object3D[]) => void; }