feat(GLTFImporter): add extensions & animations support#3513
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@sankhesh mind also looking at this PR when you have time ? |
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@sankhesh any chance to get a review ? |
- traverse armature bones parents-first so out of order glTF joints compute correct world matrices - insert placeholder bones for null joints to keep bone indices aligned with JOINTS_0 and the inverse bind matrices accessor - expose animation clips from all skins instead of only the first - dequantize normalized integer accessors (colors, weights, quantized animation outputs) per spec - honor textureInfo.texCoord as fallback with KHR_texture_transform and stop hijacking the mesh active tcoords for emissive UVs - default KHR_materials_ior to 1.5 per spec (also for the reset path) - position punctual lights with the node world matrix and deduplicate light map keys so unnamed lights are not dropped - decompose node.matrix into rest TRS for node transform animations
…root skins - drop the intensity / PI conversion: the PBR light loop already follows the Khronos reference (radiance = color * intensity, 1/PI lives in the lambertian BRDF), so the division dimmed glTF lights by PI - honor an explicit light intensity of 0 - compute the skeleton root transform per root joint and warn when root joints require different ancestor transforms
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Context
Fixes #3501
GLTF Extensions:
New animation framework in core/data model
PBR debugging
Results
Enregistrement.2026-05-20.012513.mp4
Changes
PR and Code Checklist
npm run reformatto have correctly formatted codeTesting