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  		root["SERIALIZERS"] = factory(root["BABYLON"]);
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  /******/ ({
  
  /***/ "../../node_modules/webpack/buildin/global.js":
  /*!***********************************!*\
    !*** (webpack)/buildin/global.js ***!
    \***********************************/
  /*! no static exports found */
  /***/ (function(module, exports) {
  
  var g;
  
  // This works in non-strict mode
  g = (function() {
  	return this;
  })();
  
  try {
  	// This works if eval is allowed (see CSP)
  	g = g || new Function("return this")();
  } catch (e) {
  	// This works if the window reference is available
  	if (typeof window === "object") g = window;
  }
  
  // g can still be undefined, but nothing to do about it...
  // We return undefined, instead of nothing here, so it's
  // easier to handle this case. if(!global) { ...}
  
  module.exports = g;
  
  
  /***/ }),
  
  /***/ "./OBJ/index.ts":
  /*!**********************!*\
    !*** ./OBJ/index.ts ***!
    \**********************/
  /*! exports provided: OBJExport */
  /***/ (function(module, __webpack_exports__, __webpack_require__) {
  
  "use strict";
  __webpack_require__.r(__webpack_exports__);
  /* harmony import */ var _objSerializer__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./objSerializer */ "./OBJ/objSerializer.ts");
  /* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "OBJExport", function() { return _objSerializer__WEBPACK_IMPORTED_MODULE_0__["OBJExport"]; });
  
  
  
  
  /***/ }),
  
  /***/ "./OBJ/objSerializer.ts":
  /*!******************************!*\
    !*** ./OBJ/objSerializer.ts ***!
    \******************************/
  /*! exports provided: OBJExport */
  /***/ (function(module, __webpack_exports__, __webpack_require__) {
  
  "use strict";
  __webpack_require__.r(__webpack_exports__);
  /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "OBJExport", function() { return OBJExport; });
  /* harmony import */ var babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Maths/math.vector */ "babylonjs/Maths/math.vector");
  /* harmony import */ var babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__);
  
  
  /**
   * Class for generating OBJ data from a Babylon scene.
   */
  var OBJExport = /** @class */ (function () {
      function OBJExport() {
      }
      /**
       * Exports the geometry of a Mesh array in .OBJ file format (text)
       * @param mesh defines the list of meshes to serialize
       * @param materials defines if materials should be exported
       * @param matlibname defines the name of the associated mtl file
       * @param globalposition defines if the exported positions are globals or local to the exported mesh
       * @returns the OBJ content
       */
      OBJExport.OBJ = function (mesh, materials, matlibname, globalposition) {
          var output = [];
          var v = 1;
          // keep track of uv index in case mixed meshes are passed in
          var textureV = 1;
          if (materials) {
              if (!matlibname) {
                  matlibname = 'mat';
              }
              output.push("mtllib " + matlibname + ".mtl");
          }
          for (var j = 0; j < mesh.length; j++) {
              output.push("g object" + j);
              output.push("o object_" + j);
              //Uses the position of the item in the scene, to the file (this back to normal in the end)
              var inverseTransform = null;
              if (globalposition) {
                  var transform = mesh[j].computeWorldMatrix(true);
                  inverseTransform = new babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Matrix"]();
                  transform.invertToRef(inverseTransform);
                  mesh[j].bakeTransformIntoVertices(transform);
              }
              //TODO: submeshes (groups)
              //TODO: smoothing groups (s 1, s off);
              if (materials) {
                  var mat = mesh[j].material;
                  if (mat) {
                      output.push("usemtl " + mat.id);
                  }
              }
              var g = mesh[j].geometry;
              if (!g) {
                  babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Tools"].Warn("No geometry is present on the mesh");
                  continue;
              }
              var trunkVerts = g.getVerticesData('position');
              var trunkNormals = g.getVerticesData('normal');
              var trunkUV = g.getVerticesData('uv');
              var trunkFaces = g.getIndices();
              var currentV = 0;
              var currentTextureV = 0;
              if (!trunkVerts || !trunkFaces) {
                  babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Tools"].Warn("There are no position vertices or indices on the mesh!");
                  continue;
              }
              for (var i = 0; i < trunkVerts.length; i += 3) {
                  // Babylon.js default is left handed, while OBJ default is right handed
                  // Need to invert Z vertices unless Babylon is set to use a right handed system
                  if (mesh[0].getScene().useRightHandedSystem) {
                      output.push("v " + trunkVerts[i] + " " + trunkVerts[i + 1] + " " + trunkVerts[i + 2]);
                  }
                  else {
                      output.push("v " + trunkVerts[i] + " " + trunkVerts[i + 1] + " " + -trunkVerts[i + 2]);
                  }
                  currentV++;
              }
              if (trunkNormals != null) {
                  for (i = 0; i < trunkNormals.length; i += 3) {
                      output.push("vn " + trunkNormals[i] + " " + trunkNormals[i + 1] + " " + trunkNormals[i + 2]);
                  }
              }
              if (trunkUV != null) {
                  for (i = 0; i < trunkUV.length; i += 2) {
                      output.push("vt " + trunkUV[i] + " " + trunkUV[i + 1]);
                      currentTextureV++;
                  }
              }
              for (i = 0; i < trunkFaces.length; i += 3) {
                  var indices = [String(trunkFaces[i + 2] + v), String(trunkFaces[i + 1] + v), String(trunkFaces[i] + v)];
                  var textureIndices = [String(trunkFaces[i + 2] + textureV), String(trunkFaces[i + 1] + textureV), String(trunkFaces[i] + textureV)];
                  var blanks = ["", "", ""];
                  var facePositions = indices;
                  var faceUVs = trunkUV != null ? textureIndices : blanks;
                  var faceNormals = trunkNormals != null ? indices : blanks;
                  output.push("f " + facePositions[0] + "/" + faceUVs[0] + "/" + faceNormals[0] +
                      " " + facePositions[1] + "/" + faceUVs[1] + "/" + faceNormals[1] +
                      " " + facePositions[2] + "/" + faceUVs[2] + "/" + faceNormals[2]);
              }
              //back de previous matrix, to not change the original mesh in the scene
              if (globalposition && inverseTransform) {
                  mesh[j].bakeTransformIntoVertices(inverseTransform);
              }
              v += currentV;
              textureV += currentTextureV;
          }
          var text = output.join("\n");
          return (text);
      };
      /**
       * Exports the material(s) of a mesh in .MTL file format (text)
       * @param mesh defines the mesh to extract the material from
       * @returns the mtl content
       */
      //TODO: Export the materials of mesh array
      OBJExport.MTL = function (mesh) {
          var output = [];
          var m = mesh.material;
          output.push("newmtl mat1");
          output.push("  Ns " + m.specularPower.toFixed(4));
          output.push("  Ni 1.5000");
          output.push("  d " + m.alpha.toFixed(4));
          output.push("  Tr 0.0000");
          output.push("  Tf 1.0000 1.0000 1.0000");
          output.push("  illum 2");
          output.push("  Ka " + m.ambientColor.r.toFixed(4) + " " + m.ambientColor.g.toFixed(4) + " " + m.ambientColor.b.toFixed(4));
          output.push("  Kd " + m.diffuseColor.r.toFixed(4) + " " + m.diffuseColor.g.toFixed(4) + " " + m.diffuseColor.b.toFixed(4));
          output.push("  Ks " + m.specularColor.r.toFixed(4) + " " + m.specularColor.g.toFixed(4) + " " + m.specularColor.b.toFixed(4));
          output.push("  Ke " + m.emissiveColor.r.toFixed(4) + " " + m.emissiveColor.g.toFixed(4) + " " + m.emissiveColor.b.toFixed(4));
          //TODO: uv scale, offset, wrap
          //TODO: UV mirrored in Blender? second UV channel? lightMap? reflection textures?
          var uvscale = "";
          if (m.ambientTexture) {
              output.push("  map_Ka " + uvscale + m.ambientTexture.name);
          }
          if (m.diffuseTexture) {
              output.push("  map_Kd " + uvscale + m.diffuseTexture.name);
              //TODO: alpha testing, opacity in diffuse texture alpha channel (diffuseTexture.hasAlpha -> map_d)
          }
          if (m.specularTexture) {
              output.push("  map_Ks " + uvscale + m.specularTexture.name);
              /* TODO: glossiness = specular highlight component is in alpha channel of specularTexture. (???)
              if (m.useGlossinessFromSpecularMapAlpha)  {
                  output.push("  map_Ns "+uvscale + m.specularTexture.name);
              }
              */
          }
          /* TODO: emissive texture not in .MAT format (???)
          if (m.emissiveTexture) {
              output.push("  map_d "+uvscale+m.emissiveTexture.name);
          }
          */
          if (m.bumpTexture) {
              output.push("  map_bump -imfchan z " + uvscale + m.bumpTexture.name);
          }
          if (m.opacityTexture) {
              output.push("  map_d " + uvscale + m.opacityTexture.name);
          }
          var text = output.join("\n");
          return (text);
      };
      return OBJExport;
  }());
  
  
  
  /***/ }),
  
  /***/ "./legacy/legacy-objSerializer.ts":
  /*!****************************************!*\
    !*** ./legacy/legacy-objSerializer.ts ***!
    \****************************************/
  /*! exports provided: OBJExport */
  /***/ (function(module, __webpack_exports__, __webpack_require__) {
  
  "use strict";
  __webpack_require__.r(__webpack_exports__);
  /* WEBPACK VAR INJECTION */(function(global) {/* harmony import */ var _OBJ__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../OBJ */ "./OBJ/index.ts");
  /* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "OBJExport", function() { return _OBJ__WEBPACK_IMPORTED_MODULE_0__["OBJExport"]; });
  
  
  /**
   * This is the entry point for the UMD module.
   * The entry point for a future ESM package should be index.ts
   */
  var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined);
  if (typeof globalObject !== "undefined") {
      for (var serializer in _OBJ__WEBPACK_IMPORTED_MODULE_0__) {
          globalObject.BABYLON[serializer] = _OBJ__WEBPACK_IMPORTED_MODULE_0__[serializer];
      }
  }
  
  
  /* WEBPACK VAR INJECTION */}.call(this, __webpack_require__(/*! ./../../../node_modules/webpack/buildin/global.js */ "../../node_modules/webpack/buildin/global.js")))
  
  /***/ }),
  
  /***/ "babylonjs/Maths/math.vector":
  /*!****************************************************************************************************!*\
    !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
    \****************************************************************************************************/
  /*! no static exports found */
  /***/ (function(module, exports) {
  
  module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Maths_math_vector__;
  
  /***/ })
  
  /******/ });
  });
  //# sourceMappingURL=babylon.objSerializer.js.map