Files
filament/web/filament-js/extensions.js

680 lines
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JavaScript

/*
* Copyright (C) 2018 The Android Open Source Project
*
* 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.
*/
// Private utility that converts an asset string or Uint8Array into a low-level buffer descriptor.
// Note that the low-level buffer descriptor must be manually deleted.
function getBufferDescriptor(buffer) {
if ('string' == typeof buffer || buffer instanceof String) {
buffer = Filament.assets[buffer];
}
if (buffer.buffer instanceof ArrayBuffer) {
buffer = Filament.Buffer(buffer);
}
return buffer;
}
function isTexture(uri) {
// TODO: This is not a great way to determine if a resource is a texture, but we can
// remove it after gltfio gains support for concurrent downloading of vertex data:
// https://github.com/google/filament/issues/5909
if (uri.endsWith(".png")) {
return true;
}
if (uri.endsWith(".ktx2")) {
return true;
}
if (uri.endsWith(".jpg") || uri.endsWith(".jpeg")) {
return true;
}
return false;
}
Filament.vectorToArray = function(vector) {
const result = [];
for (let i = 0; i < vector.size(); i++) {
result.push(vector.get(i));
}
return result;
};
Filament.shadowOptions = function(overrides) {
const options = {
mapSize: 1024,
shadowCascades: 1,
constantBias: 0.001,
normalBias: 1.0,
shadowFar: 0.0,
shadowNearHint: 1.0,
shadowFarHint: 100.0,
stable: false,
polygonOffsetConstant: 0.5,
polygonOffsetSlope: 2.0,
screenSpaceContactShadows: false,
stepCount: 8,
maxShadowDistance: 0.3
};
return Object.assign(options, overrides);
};
Filament.loadClassExtensions = function() {
Filament.loadGeneratedExtensions();
/// Engine ::core class::
/// create ::static method:: Creates an Engine instance for the given canvas.
/// canvas ::argument:: the canvas DOM element
/// options ::argument:: optional WebGL 2.0 context configuration
/// ::retval:: an instance of [Engine]
Filament.Engine.create = function(canvas, options) {
const defaults = {
majorVersion: 2,
minorVersion: 0,
antialias: false,
depth: true,
alpha: false
};
options = Object.assign(defaults, options);
// Create the WebGL 2.0 context.
const ctx = canvas.getContext("webgl2", options);
// Enable all desired extensions by calling getExtension on each one.
ctx.getExtension('WEBGL_compressed_texture_s3tc');
ctx.getExtension('WEBGL_compressed_texture_s3tc_srgb');
ctx.getExtension('WEBGL_compressed_texture_astc');
ctx.getExtension('WEBGL_compressed_texture_etc');
// These transient globals are used temporarily during Engine construction.
window.filament_glOptions = options;
window.filament_glContext = ctx;
// Register the GL context with emscripten and create the Engine.
const engine = Filament.Engine._create();
// Annotate the engine with the GL context to support multiple canvases.
engine.context = window.filament_glContext;
engine.handle = window.filament_contextHandle;
// Ensure that we do not pollute the global namespace.
delete window.filament_glOptions;
delete window.filament_glContext;
delete window.filament_contextHandle;
return engine;
};
Filament.Engine.prototype.execute = function() {
window.filament_contextHandle = this.handle;
this._execute();
delete window.filament_contextHandle;
};
/// createMaterial ::method::
/// package ::argument:: asset string, or Uint8Array, or [Buffer] with filamat contents
/// ::retval:: an instance of [createMaterial]
Filament.Engine.prototype.createMaterial = function(buffer) {
buffer = getBufferDescriptor(buffer);
const result = this._createMaterial(buffer);
buffer.delete();
return result;
};
/// createTextureFromKtx1 ::method:: Utility function that creates a [Texture] from a KTX1 file.
/// buffer ::argument:: asset string, or Uint8Array, or [Buffer] with KTX1 file contents
/// options ::argument:: Options dictionary.
/// ::retval:: [Texture]
Filament.Engine.prototype.createTextureFromKtx1 = function(buffer, options) {
buffer = getBufferDescriptor(buffer);
const result = Filament._createTextureFromKtx1(buffer, this, options);
buffer.delete();
return result;
};
/// createTextureFromKtx2 ::method:: Utility function that creates a [Texture] from a KTX2 file.
/// buffer ::argument:: asset string, or Uint8Array, or [Buffer] with KTX2 file contents
/// options ::argument:: Options dictionary.
/// ::retval:: [Texture]
Filament.Engine.prototype.createTextureFromKtx2 = function(buffer, options) {
options = options || {};
buffer = getBufferDescriptor(buffer);
const engine = this;
const quiet = false;
const reader = new Filament.Ktx2Reader(engine, quiet);
reader.requestFormat(Filament.Texture$InternalFormat.RGBA8);
reader.requestFormat(Filament.Texture$InternalFormat.SRGB8_A8);
const formats = options.formats || [];
for (const format of formats) {
reader.requestFormat(format);
}
result = reader.load(buffer, options.srgb ? Filament.Ktx2Reader$TransferFunction.sRGB :
Filament.Ktx2Reader$TransferFunction.LINEAR);
reader.delete();
buffer.delete();
return result;
};
/// createIblFromKtx1 ::method:: Utility that creates an [IndirectLight] from a KTX file.
/// NOTE: To prevent a leak, please be sure to destroy the associated reflections texture.
/// buffer ::argument:: asset string, or Uint8Array, or [Buffer] with KTX file contents
/// options ::argument:: Options dictionary.
/// ::retval:: [IndirectLight]
Filament.Engine.prototype.createIblFromKtx1 = function(buffer, options) {
buffer = getBufferDescriptor(buffer);
const result = Filament._createIblFromKtx1(buffer, this, options);
buffer.delete();
return result;
};
/// createSkyFromKtx1 ::method:: Utility function that creates a [Skybox] from a KTX file.
/// NOTE: To prevent a leak, please be sure to destroy the associated texture.
/// buffer ::argument:: asset string, or Uint8Array, or [Buffer] with KTX file contents
/// options ::argument:: Options dictionary.
/// ::retval:: [Skybox]
Filament.Engine.prototype.createSkyFromKtx1 = function(buffer, options) {
const skytex = this.createTextureFromKtx1(buffer, options);
return Filament.Skybox.Builder().environment(skytex).build(this);
};
/// createTextureFromPng ::method:: Creates a 2D [Texture] from the raw contents of a PNG file.
/// buffer ::argument:: asset string, or Uint8Array, or [Buffer] with PNG file contents
/// options ::argument:: object with optional `srgb`, `noalpha`, and `nomips` keys.
/// ::retval:: [Texture]
Filament.Engine.prototype.createTextureFromPng = function(buffer, options) {
buffer = getBufferDescriptor(buffer);
const result = Filament._createTextureFromImageFile(buffer, this, options);
buffer.delete();
return result;
};
/// createTextureFromJpeg ::method:: Creates a 2D [Texture] from the contents of a JPEG file.
/// buffer ::argument:: asset string, or Uint8Array, or [Buffer] with JPEG file contents
/// options ::argument:: JavaScript object with optional `srgb` and `nomips` keys.
/// ::retval:: [Texture]
Filament.Engine.prototype.createTextureFromJpeg = function(buffer, options) {
buffer = getBufferDescriptor(buffer);
const result = Filament._createTextureFromImageFile(buffer, this, options);
buffer.delete();
return result;
};
/// loadFilamesh ::method:: Consumes the contents of a filamesh file and creates a renderable.
/// buffer ::argument:: asset string, or Uint8Array, or [Buffer] with filamesh contents
/// definstance ::argument:: Optional default [MaterialInstance]
/// matinstances ::argument:: Optional in-out object that gets populated with a \
/// name-to-[MaterialInstance] mapping. Clients can also optionally provide individual \
/// material instances using this argument.
/// ::retval:: JavaScript object with keys `renderable`, `vertexBuffer`, and `indexBuffer`. \
/// These are of type [Entity], [VertexBuffer], and [IndexBuffer].
Filament.Engine.prototype.loadFilamesh = function(buffer, definstance, matinstances) {
buffer = getBufferDescriptor(buffer);
const result = Filament._loadFilamesh(this, buffer, definstance, matinstances);
buffer.delete();
return result;
};
/// createAssetLoader ::method::
/// ::retval:: an instance of [AssetLoader]
/// Clients should create only one asset loader for the lifetime of their app, this prevents
/// memory leaks and duplication of Material objects.
Filament.Engine.prototype.createAssetLoader = function() {
const materials = new Filament.gltfio$UbershaderProvider(this);
return new Filament.gltfio$AssetLoader(this, materials);
};
/// addEntities ::method::
/// entities ::argument:: array of entities
/// This method is equivalent to calling `addEntity` on each item in the array.
Filament.Scene.prototype.addEntities = function(entities) {
const vector = new Filament.EntityVector();
for (const entity of entities) {
vector.push_back(entity);
}
this._addEntities(vector);
};
/// removeEntities ::method::
/// entities ::argument:: array of entities
/// This method is equivalent to calling `remove` on each item in the array.
Filament.Scene.prototype.removeEntities = function(entities) {
const vector = new Filament.EntityVector();
for (const entity of entities) {
vector.push_back(entity);
}
this._removeEntities(vector);
};
/// setShadowOptions ::method::
/// instance ::argument:: Instance of a light component obtained from `getInstance`.
/// overrides ::argument:: Dictionary with one or more of the following properties: \
/// mapSize, shadowCascades, constantBias, normalBias, shadowFar, shadowNearHint, \
/// shadowFarHint, stable, polygonOffsetConstant, polygonOffsetSlope, \
// screenSpaceContactShadows, stepCount, maxShadowDistance.
Filament.LightManager.prototype.setShadowOptions = function(instance, overrides) {
this._setShadowOptions(instance, Filament.shadowOptions(overrides));
};
/// setClearOptions ::method::
/// overrides ::argument:: Dictionary with one or more of the following properties: \
/// clearColor, clear, discard.
Filament.Renderer.prototype.setClearOptions = function(overrides) {
const options = {
clearColor: [0, 0, 0, 0],
clear: false,
discard: true
};
Object.assign(options, overrides);
this._setClearOptions(options);
};
/// setAmbientOcclusionOptions ::method::
Filament.View.prototype.setAmbientOcclusionOptions = function(overrides) {
const options = this.setAmbientOcclusionOptionsDefaults(overrides);
this._setAmbientOcclusionOptions(options);
};
/// setDepthOfFieldOptions ::method::
Filament.View.prototype.setDepthOfFieldOptions = function(overrides) {
const options = this.setDepthOfFieldOptionsDefaults(overrides);
this._setDepthOfFieldOptions(options);
};
/// setMultiSampleAntiAliasingOptions ::method::
Filament.View.prototype.setMultiSampleAntiAliasingOptions = function(overrides) {
const options = this.setMultiSampleAntiAliasingOptionsDefaults(overrides);
this._setMultiSampleAntiAliasingOptions(options);
};
/// setTemporalAntiAliasingOptions ::method::
Filament.View.prototype.setTemporalAntiAliasingOptions = function(overrides) {
const options = this.setTemporalAntiAliasingOptionsDefaults(overrides);
this._setTemporalAntiAliasingOptions(options);
};
/// setScreenSpaceReflectionsOptions ::method::
Filament.View.prototype.setScreenSpaceReflectionsOptions = function(overrides) {
const options = this.setScreenSpaceReflectionsOptionsDefaults(overrides);
this._setScreenSpaceReflectionsOptions(options);
};
/// setBloomOptions ::method::
Filament.View.prototype.setBloomOptions = function(overrides) {
const options = this.setBloomOptionsDefaults(overrides);
this._setBloomOptions(options);
};
/// setFogOptions ::method::
Filament.View.prototype.setFogOptions = function(overrides) {
const options = this.setFogOptionsDefaults(overrides);
this._setFogOptions(options);
};
/// setVignetteOptions ::method::
Filament.View.prototype.setVignetteOptions = function(overrides) {
const options = this.setVignetteOptionsDefaults(overrides);
this._setVignetteOptions(options);
};
/// setGuardBandOptions ::method::
Filament.View.prototype.setGuardBandOptions = function(overrides) {
const options = this.setGuardBandOptionsDefaults(overrides);
this._setGuardBandOptions(options);
};
/// setStereoscopicOptions ::method::
Filament.View.prototype.setStereoscopicOptions = function(overrides) {
const options = this.setStereoscopicOptionsDefaults(overrides);
this._setStereoscopicOptions(options);
}
/// BufferObject ::core class::
/// setBuffer ::method::
/// engine ::argument:: [Engine]
/// buffer ::argument:: asset string, or Uint8Array, or [Buffer]
/// byteOffset ::argument:: non-negative integer
Filament.BufferObject.prototype.setBuffer = function(engine, buffer, byteOffset = 0) {
buffer = getBufferDescriptor(buffer);
this._setBuffer(engine, buffer, byteOffset);
buffer.delete();
};
/// VertexBuffer ::core class::
/// setBufferAt ::method::
/// engine ::argument:: [Engine]
/// bufferIndex ::argument:: non-negative integer
/// buffer ::argument:: asset string, or Uint8Array, or [Buffer]
/// byteOffset ::argument:: non-negative integer
Filament.VertexBuffer.prototype.setBufferAt = function(engine, bufferIndex, buffer, byteOffset = 0) {
buffer = getBufferDescriptor(buffer);
this._setBufferAt(engine, bufferIndex, buffer, byteOffset);
buffer.delete();
};
/// IndexBuffer ::core class::
/// setBuffer ::method::
/// engine ::argument:: [Engine]
/// buffer ::argument:: asset string, or Uint8Array, or [Buffer]
/// byteOffset ::argument:: non-negative integer
Filament.IndexBuffer.prototype.setBuffer = function(engine, buffer, byteOffset = 0) {
buffer = getBufferDescriptor(buffer);
this._setBuffer(engine, buffer, byteOffset);
buffer.delete();
};
Filament.LightManager$Builder.prototype.shadowOptions = function(overrides) {
return this._shadowOptions(Filament.shadowOptions(overrides));
};
Filament.RenderableManager$Builder.prototype.build =
Filament.LightManager$Builder.prototype.build =
function(engine, entity) {
const result = this._build(engine, entity);
this.delete();
return result;
};
Filament.ColorGrading$Builder.prototype.build =
Filament.RenderTarget$Builder.prototype.build =
Filament.VertexBuffer$Builder.prototype.build =
Filament.IndexBuffer$Builder.prototype.build =
Filament.Texture$Builder.prototype.build =
Filament.IndirectLight$Builder.prototype.build =
Filament.Skybox$Builder.prototype.build =
function(engine) {
const result = this._build(engine);
this.delete();
return result;
};
Filament.Ktx1Bundle.prototype.getBlob = function(index) {
const blob = this._getBlob(index);
const result = blob.getBytes();
blob.delete();
return result;
}
Filament.Ktx1Bundle.prototype.getCubeBlob = function(miplevel) {
const blob = this._getCubeBlob(miplevel);
const result = blob.getBytes();
blob.delete();
return result;
}
Filament.Texture.prototype.setImage = function(engine, level, pbd) {
this._setImage(engine, level, pbd);
pbd.delete();
}
Filament.Texture.prototype.setImageCube = function(engine, level, pbd) {
this._setImageCube(engine, level, pbd);
pbd.delete();
}
Filament.Texture.prototype.getWidth = function(engine, level = 0) {
return this._getWidth(engine, level);
}
Filament.Texture.prototype.getHeight = function(engine, level = 0) {
return this._getHeight(engine, level);
}
Filament.Texture.prototype.getDepth = function(engine, level = 0) {
return this._getDepth(engine, level);
}
Filament.Texture.prototype.getLevels = function(engine) {
return this._getLevels(engine);
}
Filament.SurfaceOrientation$Builder.prototype.normals = function(buffer, stride = 0) {
buffer = new Uint8Array(buffer.buffer, buffer.byteOffset, buffer.byteLength);
this.norPointer = Filament._malloc(buffer.byteLength);
Filament.HEAPU8.set(buffer, this.norPointer);
this._normals(this.norPointer, stride);
};
Filament.SurfaceOrientation$Builder.prototype.uvs = function(buffer, stride = 0) {
buffer = new Uint8Array(buffer.buffer, buffer.byteOffset, buffer.byteLength);
this.uvsPointer = Filament._malloc(buffer.byteLength);
Filament.HEAPU8.set(buffer, this.uvsPointer);
this._uvs(this.uvsPointer, stride);
};
Filament.SurfaceOrientation$Builder.prototype.positions = function(buffer, stride = 0) {
buffer = new Uint8Array(buffer.buffer, buffer.byteOffset, buffer.byteLength);
this.posPointer = Filament._malloc(buffer.byteLength);
Filament.HEAPU8.set(buffer, this.posPointer);
this._positions(this.posPointer, stride);
};
Filament.SurfaceOrientation$Builder.prototype.triangles16 = function(buffer) {
buffer = new Uint8Array(buffer.buffer, buffer.byteOffset, buffer.byteLength);
this.t16Pointer = Filament._malloc(buffer.byteLength);
Filament.HEAPU8.set(buffer, this.t16Pointer);
this._triangles16(this.t16Pointer);
};
Filament.SurfaceOrientation$Builder.prototype.triangles32 = function(buffer) {
buffer = new Uint8Array(buffer.buffer, buffer.byteOffset, buffer.byteLength);
this.t32Pointer = Filament._malloc(buffer.byteLength);
Filament.HEAPU8.set(buffer, this.t32Pointer);
this._triangles32(this.t32Pointer);
};
Filament.SurfaceOrientation$Builder.prototype.build = function() {
const result = this._build();
this.delete();
if ('norPointer' in this) Filament._free(this.norPointer);
if ('uvsPointer' in this) Filament._free(this.uvsPointer);
if ('posPointer' in this) Filament._free(this.posPointer);
if ('t16Pointer' in this) Filament._free(this.t16Pointer);
if ('t32Pointer' in this) Filament._free(this.t32Pointer);
return result;
};
Filament.SurfaceOrientation.prototype.getQuats = function(nverts) {
const attribType = Filament.VertexBuffer$AttributeType.SHORT4;
const quatsBufferSize = 8 * nverts;
const quatsBuffer = Filament._malloc(quatsBufferSize);
this._getQuats(quatsBuffer, nverts, attribType);
const arrayBuffer = Filament.HEAPU8.subarray(quatsBuffer, quatsBuffer + quatsBufferSize).slice().buffer;
Filament._free(quatsBuffer);
return new Int16Array(arrayBuffer);
};
Filament.SurfaceOrientation.prototype.getQuatsHalf4 = function (nverts) {
const attribType = Filament.VertexBuffer$AttributeType.HALF4;
const quatsBufferSize = 8 * nverts;
const quatsBuffer = Filament._malloc(quatsBufferSize);
this._getQuats(quatsBuffer, nverts, attribType);
const arrayBuffer = Filament.HEAPU8.subarray(quatsBuffer, quatsBuffer + quatsBufferSize).slice().buffer;
Filament._free(quatsBuffer);
return new Uint16Array(arrayBuffer);
};
Filament.SurfaceOrientation.prototype.getQuatsFloat4 = function (nverts) {
const attribType = Filament.VertexBuffer$AttributeType.FLOAT4;
const quatsBufferSize = 16 * nverts;
const quatsBuffer = Filament._malloc(quatsBufferSize);
this._getQuats(quatsBuffer, nverts, attribType);
const arrayBuffer = Filament.HEAPU8.subarray(quatsBuffer, quatsBuffer + quatsBufferSize).slice().buffer;
Filament._free(quatsBuffer);
return new Float32Array(arrayBuffer);
};
Filament.gltfio$AssetLoader.prototype.createAsset = function(buffer) {
buffer = getBufferDescriptor(buffer);
const result = this._createAsset(buffer);
buffer.delete();
return result;
};
Filament.gltfio$AssetLoader.prototype.createInstancedAsset = function(buffer, instances) {
buffer = getBufferDescriptor(buffer);
const asset = this._createInstancedAsset(buffer, instances.length);
buffer.delete();
const instancesVector = asset._getAssetInstances();
for (let i = 0; i < instancesVector.size(); i++) {
instances[i] = instancesVector.get(i);
}
return asset;
};
// See the C++ documentation for ResourceLoader and AssetLoader. The JavaScript API differs in
// that it takes two optional callbacks:
//
// - onDone is called after all resources have been downloaded and decoded.
// - onFetched is called after each resource has finished downloading.
//
// Takes an optional base path for resolving the URI strings in the glTF file, which is
// typically the path to the parent glTF file. The given base path cannot itself be a relative
// URL, but clients can do the following to resolve a relative URL:
// const basePath = '' + new URL(myRelativeUrl, document.location);
// If the given base path is null, document.location is used as the base.
//
// The optional asyncInterval argument allows clients to control how decoding is amortized
// over time. It represents the number of milliseconds between each texture decoding task.
//
// The optional config argument is an object with boolean field `normalizeSkinningWeights`.
Filament.gltfio$FilamentAsset.prototype.loadResources = function(onDone, onFetched, basePath,
asyncInterval, config) {
const asset = this;
const engine = this.getEngine();
const interval = asyncInterval || 30;
const defaults = {
normalizeSkinningWeights: true,
};
config = Object.assign(defaults, config || {});
basePath = basePath || document.location;
onFetched = onFetched || ((name) => {});
onDone = onDone || (() => {});
// Construct two lists of URI strings to fetch: textures and non-textures.
let textureUris = new Set();
let bufferUris = new Set();
const absoluteToRelativeUri = {};
for (const relativeUri of this.getResourceUris()) {
const absoluteUri = '' + new URL(relativeUri, basePath);
absoluteToRelativeUri[absoluteUri] = relativeUri;
if (isTexture(relativeUri)) {
textureUris.add(absoluteUri);
continue;
}
bufferUris.add(absoluteUri);
}
textureUris = Array.from(textureUris);
bufferUris = Array.from(bufferUris);
// Construct a resource loader and start decoding after all textures are fetched.
const resourceLoader = new Filament.gltfio$ResourceLoader(engine,
config.normalizeSkinningWeights);
const stbProvider = new Filament.gltfio$StbProvider(engine);
const ktx2Provider = new Filament.gltfio$Ktx2Provider(engine);
resourceLoader.addStbProvider("image/jpeg", stbProvider);
resourceLoader.addStbProvider("image/png", stbProvider);
resourceLoader.addKtx2Provider("image/ktx2", ktx2Provider);
const onComplete = () => {
resourceLoader.asyncBeginLoad(asset);
// NOTE: This decodes in the wasm layer instead of using Canvas2D, which allows Filament
// to have more control (handling of alpha, srgb, etc) and improves parity with native
// platforms. In the future we may wish to offload this to web workers.
// Decode a single PNG or JPG every 30 milliseconds, or at the specified interval.
const timer = setInterval(() => {
resourceLoader.asyncUpdateLoad();
const progress = resourceLoader.asyncGetLoadProgress();
if (progress >= 1) {
clearInterval(timer);
resourceLoader.delete();
stbProvider.delete();
onDone();
}
}, interval);
};
// Download all non-texture resources and invoke the callback when done.
if (bufferUris.length == 0) {
onComplete();
} else {
Filament.fetch(bufferUris, onComplete, function(absoluteUri) {
const buffer = getBufferDescriptor(absoluteUri);
const relativeUri = absoluteToRelativeUri[absoluteUri];
resourceLoader.addResourceData(relativeUri, buffer);
buffer.delete();
onFetched(relativeUri);
});
}
// Begin downloading all texture resources, no completion callback necessary.
Filament.fetch(textureUris, null, function(absoluteUri) {
const buffer = getBufferDescriptor(absoluteUri);
const relativeUri = absoluteToRelativeUri[absoluteUri];
resourceLoader.addResourceData(relativeUri, buffer);
buffer.delete();
onFetched(relativeUri);
});
};
Filament.gltfio$FilamentAsset.prototype.getEntities = function() {
return Filament.vectorToArray(this._getEntities());
};
Filament.gltfio$FilamentAsset.prototype.getEntitiesByName = function(name) {
return Filament.vectorToArray(this._getEntitiesByName(name));
};
Filament.gltfio$FilamentAsset.prototype.getEntitiesByPrefix = function(prefix) {
return Filament.vectorToArray(this._getEntitiesByPrefix(prefix));
};
Filament.gltfio$FilamentAsset.prototype.getLightEntities = function() {
return Filament.vectorToArray(this._getLightEntities());
};
Filament.gltfio$FilamentAsset.prototype.getRenderableEntities = function() {
return Filament.vectorToArray(this._getRenderableEntities());
};
Filament.gltfio$FilamentAsset.prototype.getCameraEntities = function() {
return Filament.vectorToArray(this._getCameraEntities());
};
Filament.gltfio$FilamentAsset.prototype.getResourceUris = function() {
return Filament.vectorToArray(this._getResourceUris());
}
Filament.gltfio$FilamentAsset.prototype.getAssetInstances = function() {
return Filament.vectorToArray(this._getAssetInstances());
}
Filament.gltfio$FilamentInstance.prototype.getMaterialVariantNames = function() {
return Filament.vectorToArray(this._getMaterialVariantNames());
}
};