import AlphaMode from "./AlphaMode.js";
import Cartesian3 from "../Core/Cartesian3.js";
import Cartesian4 from "../Core/Cartesian4.js";
import Matrix3 from "../Core/Matrix3.js";
import Matrix4 from "../Core/Matrix4.js";
/**
* Components for building models.
*
* @namespace ModelComponents
*
* @private
*/
const ModelComponents = {};
/**
* Information about the quantized attribute.
*
* @alias ModelComponents.Quantization
* @constructor
*
* @private
*/
function Quantization() {
/**
* Whether the quantized attribute is oct-encoded.
*
* @type {Boolean}
* @private
*/
this.octEncoded = false;
/**
* Whether the oct-encoded values are stored as ZXY instead of XYZ. This is true when decoding from Draco.
*
* @type {Boolean}
*/
this.octEncodedZXY = false;
/**
* The range used to convert buffer values to normalized values [0.0, 1.0]
* This is typically computed as (1 << quantizationBits) - 1.
* For oct-encoded values this value is a single Number.
*
* @type {Number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
* @private
*/
this.normalizationRange = undefined;
/**
* The bottom-left corner of the quantization volume. Not applicable for oct encoded attributes.
* The type should match the attribute type - e.g. if the attribute type
* is AttributeType.VEC4 the offset should be a Cartesian4.
*
* @type {Number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
* @private
*/
this.quantizedVolumeOffset = undefined;
/**
* The dimensions of the quantization volume. Not applicable for oct encoded attributes.
* The type should match the attribute type - e.g. if the attribute type
* is AttributeType.VEC4 the dimensions should be a Cartesian4.
*
* @type {Number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
* @private
*/
this.quantizedVolumeDimensions = undefined;
/**
* The step size of the quantization volume, equal to
* quantizedVolumeDimensions / normalizationRange (component-wise).
* Not applicable for oct encoded attributes.
* The type should match the attribute type - e.g. if the attribute type
* is AttributeType.VEC4 the dimensions should be a Cartesian4.
*
* @type {Number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
* @private
*/
this.quantizedVolumeStepSize = undefined;
/**
* The component data type of the quantized attribute, e.g. ComponentDatatype.UNSIGNED_SHORT.
*
*
* The following component datatypes are not supported:
*
* - ComponentDatatype.INT
* - ComponentDatatype.UNSIGNED_INT
* - ComponentDatatype.DOUBLE
*
*
*
* @type {ComponentDatatype}
* @private
*/
this.componentDatatype = undefined;
/**
* The type of the quantized attribute, e.g. AttributeType.VEC2 for oct-encoded normals.
*
* @type {AttributeType}
* @private
*/
this.type = undefined;
}
/**
* A per-vertex or per-instance attribute.
*
* @alias ModelComponents.Attribute
* @constructor
*
* @private
*/
function Attribute() {
/**
* The attribute name. Must be unique within the attributes array.
*
* @type {String}
* @private
*/
this.name = undefined;
/**
* The attribute semantic. The combination of semantic and setIndex must be
* unique within the attributes array.
*
* @type {VertexAttributeSemantic|InstanceAttributeSemantic}
* @private
*/
this.semantic = undefined;
/**
* The set index of the attribute. Only applicable when the attribute has one
* of the following semantics:
*
*
* - {@link VertexAttributeSemantic.TEXCOORD}
* - {@link VertexAttributeSemantic.COLOR}
* - {@link VertexAttributeSemantic.JOINTS}
* - {@link VertexAttributeSemantic.WEIGHTS}
* - {@link VertexAttributeSemantic.FEATURE_ID}
* - {@link InstanceAttributeSemantic.FEATURE_ID}
*
*/
this.setIndex = undefined;
/**
* The component data type of the attribute.
*
* When the data is quantized the componentDatatype should match the
* dequantized data, which is typically ComponentDatatype.FLOAT.
*
*
* The following component datatypes are not supported:
*
* - ComponentDatatype.INT
* - ComponentDatatype.UNSIGNED_INT
* - ComponentDatatype.DOUBLE
*
*
*
* @type {ComponentDatatype}
* @private
*/
this.componentDatatype = undefined;
/**
* The type of the attribute.
*
* When the data is oct-encoded the type should match the decoded data, which
* is typically AttributeType.VEC3.
*
*
* @type {AttributeType}
* @private
*/
this.type = undefined;
/**
* Whether the attribute is normalized.
*
* @type {Boolean}
* @default false
* @private
*/
this.normalized = false;
/**
* The number of elements.
*
* @type {Number}
* @private
*/
this.count = undefined;
/**
* Minimum value of each component in the attribute.
*
* When the data is quantized the min should match the dequantized data.
* The normalized property has no effect on these values.
*
*
* Must be defined for POSITION attributes.
*
*
* @type {Number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
* @private
*/
this.min = undefined;
/**
* Maximum value of each component in the attribute.
*
* When the data is quantized the max should match the dequantized data.
* The normalized property has no effect on these values.
*
*
* Must be defined for POSITION attributes.
*
*
* @type {Number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
* @private
*/
this.max = undefined;
/**
* A constant value used for all elements when typed array and buffer are undefined.
*
* @type {Number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
* @private
*/
this.constant = undefined;
/**
* Information about the quantized attribute.
*
* @type {ModelComponents.Quantization}
* @private
*/
this.quantization = undefined;
/**
* A typed array containing tightly-packed attribute values.
*
* @type {Uint8Array|Int8Array|Uint16Array|Int16Array|Uint32Array|Int32Array|Float32Array}
* @private
*/
this.packedTypedArray = undefined;
/**
* A vertex buffer. Attribute values are accessed using byteOffset and byteStride.
*
* @type {Buffer}
* @private
*/
this.buffer = undefined;
/**
* A typed array containing vertex buffer data. Attribute values are accessed using byteOffset and byteStride.
*
* @type {Uint8Array}
* @private
*/
this.typedArray = undefined;
/**
* The byte offset of elements in the buffer.
*
* @type {Number}
* @default 0
* @private
*/
this.byteOffset = 0;
/**
* The byte stride of elements in the buffer. When undefined the elements are tightly packed.
*
* @type {Number}
* @private
*/
this.byteStride = undefined;
}
/**
* Indices used to select vertices for rendering.
*
* @alias ModelComponents.Indices
* @constructor
*
* @private
*/
function Indices() {
/**
* The index data type of the attribute, e.g. IndexDatatype.UNSIGNED_SHORT.
*
* @type {IndexDatatype}
* @private
*/
this.indexDatatype = undefined;
/**
* The number of indices.
*
* @type {Number}
* @private
*/
this.count = undefined;
/**
* An index buffer containing indices.
*
* @type {Buffer}
* @private
*/
this.buffer = undefined;
/**
* A typed array containing indices.
*
* @type {Uint8Array|Uint16Array|Uint32Array}
* @private
*/
this.typedArray = undefined;
}
/**
* Maps per-vertex or per-instance feature IDs to a property table. Feature
* IDs are stored in an accessor.
*
* @alias ModelComponents.FeatureIdAttribute
* @constructor
*
* @private
*/
function FeatureIdAttribute() {
/**
* How many unique features are defined in this set of feature IDs
*
* @type {Number}
* @private
*/
this.featureCount = undefined;
/**
* This value indicates that no feature is indicated with this vertex
*
* @type {Number}
* @private
*/
this.nullFeatureId = undefined;
/**
* The ID of the property table that feature IDs index into. If undefined,
* feature IDs are used for classification, but no metadata is associated.
*
*
* @type {Number}
* @private
*/
this.propertyTableId = undefined;
/**
* The set index of feature ID attribute containing feature IDs.
*
* @type {Number}
* @private
*/
this.setIndex = undefined;
/**
* The label to identify this set of feature IDs. This is used in picking,
* styling and shaders.
*
* @type {String}
* @private
*/
this.label = undefined;
/**
* Label to identify this set of feature IDs by its position in the array.
* This will always be either "featureId_N" for primitives or
* "instanceFeatureId_N" for instances.
*
* @type {String}
* @private
*/
this.positionalLabel = undefined;
}
/**
* Defines a range of implicitly-defined feature IDs, one for each vertex or
* instance. Such feature IDs may optionally be associated with a property table
* storing metadata
*
* @alias ModelComponents.FeatureIdImplicitRange
* @constructor
*
* @private
*/
function FeatureIdImplicitRange() {
/**
* How many unique features are defined in this set of feature IDs
*
* @type {Number}
* @private
*/
this.featureCount = undefined;
/**
* This value indicates that no feature is indicated with this vertex
*
* @type {Number}
* @private
*/
this.nullFeatureId = undefined;
/**
* The ID of the property table that feature IDs index into. If undefined,
* feature IDs are used for classification, but no metadata is associated.
*
* @type {Number}
* @private
*/
this.propertyTableId = undefined;
/**
* The first feature ID to use when setIndex is undefined
*
* @type {Number}
* @default 0
* @private
*/
this.offset = 0;
/**
* Number of times each feature ID is repeated before being incremented.
*
* @type {Number}
* @private
*/
this.repeat = undefined;
/**
* The label to identify this set of feature IDs. This is used in picking,
* styling and shaders.
*
* @type {String}
* @private
*/
this.label = undefined;
/**
* Label to identify this set of feature IDs by its position in the array.
* This will always be either "featureId_N" for primitives or
* "instanceFeatureId_N" for instances.
*
* @type {String}
* @private
*/
this.positionalLabel = undefined;
}
/**
* A texture that contains per-texel feature IDs that index into a property table.
*
* @alias ModelComponents.FeatureIdTexture
* @constructor
*
* @private
*/
function FeatureIdTexture() {
/**
* How many unique features are defined in this set of feature IDs
*
* @type {Number}
* @private
*/
this.featureCount = undefined;
/**
* This value indicates that no feature is indicated with this texel
*
* @type {Number}
* @private
*/
this.nullFeatureId = undefined;
/**
* The ID of the property table that feature IDs index into. If undefined,
* feature IDs are used for classification, but no metadata is associated.
*
* @type {String}
* @private
*/
this.propertyTableId = undefined;
/**
* The texture reader containing feature IDs.
*
* @type {ModelComponents.TextureReader}
* @private
*/
this.textureReader = undefined;
/**
* The label to identify this set of feature IDs. This is used in picking,
* styling and shaders.
*
* @type {String}
* @private
*/
this.label = undefined;
/**
* Label to identify this set of feature IDs by its position in the array.
* This will always be either "featureId_N" for primitives or
* "instanceFeatureId_N" for instances.
*
* @type {String}
* @private
*/
this.positionalLabel = undefined;
}
/**
* A morph target where each attribute contains attribute displacement data.
*
* @alias ModelComponents.MorphTarget
* @constructor
*
* @private
*/
function MorphTarget() {
/**
* Attributes that are part of the morph target, e.g. positions, normals, and tangents.
*
* @type {ModelComponents.Attribute[]}
* @private
*/
this.attributes = [];
}
/**
* Geometry to be rendered with a material.
*
* @alias ModelComponents.Primitive
* @constructor
*
* @private
*/
function Primitive() {
/**
* The vertex attributes, e.g. positions, normals, etc.
*
* @type {ModelComponents.Attribute[]}
* @private
*/
this.attributes = [];
/**
* The morph targets.
*
* @type {ModelComponents.MorphTarget[]}
* @private
*/
this.morphTargets = [];
/**
* The indices.
*
* @type {ModelComponents.Indices}
* @private
*/
this.indices = undefined;
/**
* The material.
*
* @type {ModelComponents.Material}
* @private
*/
this.material = undefined;
/**
* The primitive type, e.g. PrimitiveType.TRIANGLES.
*
* @type {PrimitiveType}
* @private
*/
this.primitiveType = undefined;
/**
* The feature IDs associated with this primitive. Feature ID types may
* be interleaved
*
* @type {Array.}
* @private
*/
this.featureIds = [];
/**
* The property texture IDs. These indices correspond to the array of
* property textures.
*
* @type {Number[]}
* @private
*/
this.propertyTextureIds = [];
/**
* The property attribute IDs. These indices correspond to the array of
* property attributes in the EXT_structural_metadata extension.
*
* @type {Number[]}
* @private
*/
this.propertyAttributeIds = [];
}
/**
* Position and metadata information for instances of a node.
*
* @alias ModelComponents.Primitive
* @constructor
*
* @private
*/
function Instances() {
/**
* The instance attributes, e.g. translation, rotation, scale, feature id, etc.
*
* @type {ModelComponents.Attribute[]}
* @private
*/
this.attributes = [];
/**
* The feature ID attributes associated with this set of instances.
* Feature ID attribute types may be interleaved.
*
* @type {Array.}
* @private
*/
this.featureIds = [];
/**
* Whether the instancing transforms are applied in world space. For glTF models that
* use EXT_mesh_gpu_instancing, the transform is applied in object space. For i3dm files,
* the instance transform is in world space.
*
* @type {Boolean}
* @private
*/
this.transformInWorldSpace = false;
}
/**
* Joints and matrices defining a skin.
*
* @alias ModelComponents.Skin
* @constructor
*
* @private
*/
function Skin() {
/**
* The index of the skin in the glTF. This is useful for finding the skin
* that applies to a node after the skin is instantiated at runtime.
*
* @type {Number}
* @private
*/
this.index = undefined;
/**
* The joints.
*
* @type {ModelComponents.Node[]}
* @private
*/
this.joints = [];
/**
* The inverse bind matrices of the joints.
*
* @type {Matrix4[]}
* @private
*/
this.inverseBindMatrices = [];
}
/**
* A node in the node hierarchy.
*
* @alias ModelComponents.Node
* @constructor
*
* @private
*/
function Node() {
/**
* The name of the node.
*
* @type {String}
* @private
*/
this.name = undefined;
/**
* The index of the node in the glTF. This is useful for finding the nodes
* that belong to a skin after they have been instantiated at runtime.
*
* @type {Number}
* @private
*/
this.index = undefined;
/**
* The children nodes.
*
* @type {ModelComponents.Node[]}
* @private
*/
this.children = [];
/**
* The mesh primitives.
*
* @type {ModelComponents.Primitive[]}
* @private
*/
this.primitives = [];
/**
* Instances of this node.
*
* @type {ModelComponents.Instances}
* @private
*/
this.instances = undefined;
/**
* The skin.
*
* @type {ModelComponents.Skin}
* @private
*/
this.skin = undefined;
/**
* The local transformation matrix. When matrix is defined translation,
* rotation, and scale must be undefined. When matrix is undefined
* translation, rotation, and scale must all be defined.
*
* @type {Matrix4}
* @private
*/
this.matrix = undefined;
/**
* The local translation.
*
* @type {Cartesian3}
* @private
*/
this.translation = undefined;
/**
* The local rotation.
*
* @type {Quaternion}
* @private
*/
this.rotation = undefined;
/**
* The local scale.
*
* @type {Cartesian3}
* @private
*/
this.scale = undefined;
/**
* An array of weights to be applied to the primitives' morph targets.
* These are supplied by either the node or its mesh.
*
* @type {Number[]}
* @private
*/
this.morphWeights = [];
}
/**
* A scene containing nodes.
*
* @alias ModelComponents.Scene
* @constructor
*
* @private
*/
function Scene() {
/**
* The nodes belonging to the scene.
*
* @type {ModelComponents.Node[]}
* @private
*/
this.nodes = [];
}
/**
* The property of the node that is targeted by an animation. The values of
* this enum are used to look up the appropriate property on the runtime node.
*
* @alias {ModelComponents.AnimatedPropertyType}
* @enum {String}
*
* @private
*/
const AnimatedPropertyType = {
TRANSLATION: "translation",
ROTATION: "rotation",
SCALE: "scale",
WEIGHTS: "weights",
};
/**
* An animation sampler that describes the sources of animated keyframe data
* and their interpolation.
*
* @alias {ModelComponents.AnimationSampler}
* @constructor
*
* @private
*/
function AnimationSampler() {
/**
* The timesteps of the animation.
*
* @type {Number[]}
* @private
*/
this.input = [];
/**
* The method used to interpolate between the animation's keyframe data.
*
* @type {InterpolationType}
* @private
*/
this.interpolation = undefined;
/**
* The keyframe data of the animation.
*
* @type {Number[]|Cartesian3[]|Quaternion[]}
* @private
*/
this.output = [];
}
/**
* An animation target, which specifies the node and property to animate.
*
* @alias {ModelComponents.AnimationTarget}
* @constructor
*
* @private
*/
function AnimationTarget() {
/**
* The node that will be affected by the animation.
*
* @type {ModelComponents.Node}
* @private
*/
this.node = undefined;
/**
* The property of the node to be animated.
*
* @type {ModelComponents.AnimatedPropertyType}
* @private
*/
this.path = undefined;
}
/**
* An animation channel linking an animation sampler and the target it animates.
*
* @alias {ModelComponents.AnimationChannel}
* @constructor
*
* @private
*/
function AnimationChannel() {
/**
* The sampler used as the source of the animation data.
*
* @type {ModelComponents.AnimationSampler}
* @private
*/
this.sampler = undefined;
/**
* The target of the animation.
*
* @type {ModelComponents.AnimationTarget}
* @private
*/
this.target = undefined;
}
/**
* An animation in the model.
*
* @alias {ModelComponents.Animation}
* @constructor
*
* @private
*/
function Animation() {
/**
* The name of the animation.
*
* @type {String}
* @private
*/
this.name = undefined;
/**
* The samplers used in this animation.
*
* @type {ModelComponents.AnimationSampler[]}
* @private
*/
this.samplers = [];
/**
* The channels used in this animation.
*
* @type {ModelComponents.AnimationChannel[]}
* @private
*/
this.channels = [];
}
/**
* The asset of the model.
*
* @alias {ModelComponents.Asset}
* @constructor
*
* @private
*/
function Asset() {
/**
* The credits of the model.
*
* @type {Credit[]}
* @private
*/
this.credits = [];
}
/**
* The components that make up a model.
*
* @alias ModelComponents.Components
* @constructor
*
* @private
*/
function Components() {
/**
* The asset of the model.
*
* @type {ModelComponents.Asset}
* @private
*/
this.asset = new Asset();
/**
* The default scene.
*
* @type {ModelComponents.Scene}
* @private
*/
this.scene = undefined;
/**
* All nodes in the model.
*
* @type {ModelComponents.Node[]}
*/
this.nodes = [];
/**
* All skins in the model.
*
* @type {ModelComponents.Skin[]}
*/
this.skins = [];
/**
* All animations in the model.
*
* @type {ModelComponents.Animation[]}
*/
this.animations = [];
/**
* Structural metadata containing the schema, property tables, property
* textures and property mappings
*
* @type {StructuralMetadata}
* @private
*/
this.structuralMetadata = undefined;
/**
* The model's up axis.
*
* @type {Axis}
* @private
*/
this.upAxis = undefined;
/**
* The model's forward axis.
*
* @type {Axis}
* @private
*/
this.forwardAxis = undefined;
/**
* A world-space transform to apply to the primitives.
*
* @type {Matrix4}
* @private
*/
this.transform = Matrix4.clone(Matrix4.IDENTITY);
}
/**
* Information about a GPU texture, including the texture itself
*
* @alias ModelComponents.TextureReader
* @constructor
*
* @private
*/
function TextureReader() {
/**
* The underlying GPU texture. The {@link Texture} contains the sampler.
*
* @type {Texture}
* @private
*/
this.texture = undefined;
/**
* The index of the texture in the glTF. This is useful for determining
* when textures are shared to avoid attaching a texture in multiple uniform
* slots in the shader.
*
* @type {Number}
* @private
*/
this.index = undefined;
/**
* The texture coordinate set.
*
* @type {Number}
* @default 0
* @private
*/
this.texCoord = 0;
/**
* Transformation matrix to apply to texture coordinates.
*
* @type {Matrix3}
* @default Matrix3.IDENTITY
*/
this.transform = Matrix3.clone(Matrix3.IDENTITY);
/**
* The texture channels to read from. When undefined all channels are read.
*
* @type {String}
*/
this.channels = undefined;
}
/**
* Material properties for the PBR metallic roughness shading model.
*
* @alias ModelComponents.MetallicRoughness
* @constructor
*
* @private
*/
function MetallicRoughness() {
/**
* The base color texture reader.
*
* @type {ModelComponents.TextureReader}
* @private
*/
this.baseColorTexture = undefined;
/**
* The metallic roughness texture reader.
*
* @type {ModelComponents.TextureReader}
* @private
*/
this.metallicRoughnessTexture = undefined;
/**
* The base color factor.
*
* @type {Cartesian4}
* @default new Cartesian4(1.0, 1.0, 1.0, 1.0)
* @private
*/
this.baseColorFactor = Cartesian4.clone(
MetallicRoughness.DEFAULT_BASE_COLOR_FACTOR
);
/**
* The metallic factor.
*
* @type {Number}
* @default 1.0
* @private
*/
this.metallicFactor = MetallicRoughness.DEFAULT_METALLIC_FACTOR;
/**
* The roughness factor.
*
* @type {Number}
* @default 1.0
* @private
*/
this.roughnessFactor = MetallicRoughness.DEFAULT_ROUGHNESS_FACTOR;
}
/**
* @private
*/
MetallicRoughness.DEFAULT_BASE_COLOR_FACTOR = Cartesian4.ONE;
/**
* @private
*/
MetallicRoughness.DEFAULT_METALLIC_FACTOR = 1.0;
/**
* @private
*/
MetallicRoughness.DEFAULT_ROUGHNESS_FACTOR = 1.0;
/**
* Material properties for the PBR specular glossiness shading model.
*
* @alias ModelComponents.function SpecularGlossiness
* @constructor
*
* @private
*/
function SpecularGlossiness() {
/**
* The diffuse texture reader.
*
* @type {ModelComponents.TextureReader}
* @private
*/
this.diffuseTexture = undefined;
/**
* The specular glossiness texture reader.
*
* @type {ModelComponents.TextureReader}
* @private
*/
this.specularGlossinessTexture = undefined;
/**
* The diffuse factor.
*
* @type {Cartesian4}
* @default new Cartesian4(1.0, 1.0, 1.0, 1.0)
* @private
*/
this.diffuseFactor = Cartesian4.clone(
SpecularGlossiness.DEFAULT_DIFFUSE_FACTOR
);
/**
* The specular factor.
*
* @type {Cartesian3}
* @default new Cartesian3(1.0, 1.0, 1.0)
* @private
*/
this.specularFactor = Cartesian3.clone(
SpecularGlossiness.DEFAULT_SPECULAR_FACTOR
);
/**
* The glossiness factor.
*
* @type {Number}
* @default 1.0
* @private
*/
this.glossinessFactor = SpecularGlossiness.DEFAULT_GLOSSINESS_FACTOR;
}
/**
* @private
*/
SpecularGlossiness.DEFAULT_DIFFUSE_FACTOR = Cartesian4.ONE;
/**
* @private
*/
SpecularGlossiness.DEFAULT_SPECULAR_FACTOR = Cartesian3.ONE;
/**
* @private
*/
SpecularGlossiness.DEFAULT_GLOSSINESS_FACTOR = 1.0;
/**
* The material appearance of a primitive.
*
* @alias ModelComponent.Material
* @constructor
*
* @private
*/
function Material() {
/**
* Material properties for the PBR metallic roughness shading model.
*
* @type {ModelComponents.MetallicRoughness}
* @private
*/
this.metallicRoughness = new MetallicRoughness();
/**
* Material properties for the PBR specular glossiness shading model.
*
* @type {ModelComponents.SpecularGlossiness}
* @private
*/
this.specularGlossiness = undefined;
/**
* The emissive texture reader.
*
* @type {ModelComponents.TextureReader}
* @private
*/
this.emissiveTexture = undefined;
/**
* The normal texture reader.
*
* @type {ModelComponents.TextureReader}
* @private
*/
this.normalTexture = undefined;
/**
* The occlusion texture reader.
*
* @type {ModelComponents.TextureReader}
* @private
*/
this.occlusionTexture = undefined;
/**
* The emissive factor.
*
* @type {Cartesian3}
* @default Cartesian3.ZERO
* @private
*/
this.emissiveFactor = Cartesian3.clone(Material.DEFAULT_EMISSIVE_FACTOR);
/**
* The alpha mode.
*
* @type {AlphaMode}
* @default AlphaMode.OPAQUE
* @private
*/
this.alphaMode = AlphaMode.OPAQUE;
/**
* The alpha cutoff value of the material for the MASK alpha mode.
*
* @type {Number}
* @default 0.5
* @private
*/
this.alphaCutoff = 0.5;
/**
* Specifies whether the material is double sided.
*
* @type {Boolean}
* @default false
* @private
*/
this.doubleSided = false;
/**
* Specifies whether the material is unlit.
*
* @type {Boolean}
* @default false
* @private
*/
this.unlit = false;
}
/**
* @private
*/
Material.DEFAULT_EMISSIVE_FACTOR = Cartesian3.ZERO;
ModelComponents.Quantization = Quantization;
ModelComponents.Attribute = Attribute;
ModelComponents.Indices = Indices;
ModelComponents.FeatureIdAttribute = FeatureIdAttribute;
ModelComponents.FeatureIdTexture = FeatureIdTexture;
ModelComponents.FeatureIdImplicitRange = FeatureIdImplicitRange;
ModelComponents.MorphTarget = MorphTarget;
ModelComponents.Primitive = Primitive;
ModelComponents.Instances = Instances;
ModelComponents.Skin = Skin;
ModelComponents.Node = Node;
ModelComponents.Scene = Scene;
ModelComponents.AnimatedPropertyType = Object.freeze(AnimatedPropertyType);
ModelComponents.AnimationSampler = AnimationSampler;
ModelComponents.AnimationTarget = AnimationTarget;
ModelComponents.AnimationChannel = AnimationChannel;
ModelComponents.Animation = Animation;
ModelComponents.Asset = Asset;
ModelComponents.Components = Components;
ModelComponents.TextureReader = TextureReader;
ModelComponents.MetallicRoughness = MetallicRoughness;
ModelComponents.SpecularGlossiness = SpecularGlossiness;
ModelComponents.Material = Material;
export default ModelComponents;