@babylonjs/loaders 5.0.0-alpha.9 → 5.0.0-beta.4
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/OBJ/index.d.ts +2 -0
- package/OBJ/index.js +4 -2
- package/OBJ/index.js.map +1 -1
- package/OBJ/mtlFileLoader.d.ts +4 -2
- package/OBJ/mtlFileLoader.js +7 -6
- package/OBJ/mtlFileLoader.js.map +1 -1
- package/OBJ/objFileLoader.d.ts +12 -84
- package/OBJ/objFileLoader.js +50 -667
- package/OBJ/objFileLoader.js.map +1 -1
- package/OBJ/objLoadingOptions.d.ts +43 -0
- package/OBJ/objLoadingOptions.js +2 -0
- package/OBJ/objLoadingOptions.js.map +1 -0
- package/OBJ/solidParser.d.ts +153 -0
- package/OBJ/solidParser.js +700 -0
- package/OBJ/solidParser.js.map +1 -0
- package/STL/index.js +1 -1
- package/STL/stlFileLoader.d.ts +6 -0
- package/STL/stlFileLoader.js +38 -11
- package/STL/stlFileLoader.js.map +1 -1
- package/glTF/1.0/glTFBinaryExtension.js +4 -4
- package/glTF/1.0/glTFLoader.d.ts +4 -4
- package/glTF/1.0/glTFLoader.js +60 -55
- package/glTF/1.0/glTFLoader.js.map +1 -1
- package/glTF/1.0/glTFLoaderInterfaces.d.ts +3 -1
- package/glTF/1.0/glTFLoaderInterfaces.js.map +1 -1
- package/glTF/1.0/glTFLoaderUtils.js +6 -6
- package/glTF/1.0/glTFMaterialsCommonExtension.js +12 -12
- package/glTF/1.0/index.js +5 -5
- package/glTF/2.0/Extensions/EXT_lights_image_based.js +8 -5
- package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +3 -3
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +1 -5
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js +5 -21
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_texture_webp.js +2 -2
- package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
- package/glTF/2.0/Extensions/ExtrasAsMetadata.js +1 -1
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +8 -4
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_lights_punctual.js +9 -8
- package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +2 -2
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +30 -0
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +46 -0
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -0
- package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +1 -2
- package/glTF/2.0/Extensions/KHR_materials_ior.js +3 -4
- package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +3 -4
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +0 -1
- package/glTF/2.0/Extensions/KHR_materials_sheen.js +3 -4
- package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +1 -2
- package/glTF/2.0/Extensions/KHR_materials_specular.js +12 -6
- package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_translucency.js +6 -6
- package/glTF/2.0/Extensions/KHR_materials_translucency.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_transmission.js +93 -84
- package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_unlit.js +3 -3
- package/glTF/2.0/Extensions/KHR_materials_variants.js +70 -5
- package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +31 -0
- package/glTF/2.0/Extensions/KHR_materials_volume.js +79 -0
- package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -0
- package/glTF/2.0/Extensions/KHR_mesh_quantization.js +1 -1
- package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +1 -2
- package/glTF/2.0/Extensions/KHR_texture_basisu.js +3 -4
- package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_texture_transform.js +2 -2
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +2 -2
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +6 -3
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js +6 -7
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_lod.d.ts +2 -1
- package/glTF/2.0/Extensions/MSFT_lod.js +48 -8
- package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +2 -2
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +2 -2
- package/glTF/2.0/Extensions/index.d.ts +2 -0
- package/glTF/2.0/Extensions/index.js +26 -24
- package/glTF/2.0/Extensions/index.js.map +1 -1
- package/glTF/2.0/glTFLoader.d.ts +6 -11
- package/glTF/2.0/glTFLoader.js +129 -95
- package/glTF/2.0/glTFLoader.js.map +1 -1
- package/glTF/2.0/glTFLoaderInterfaces.d.ts +4 -2
- package/glTF/2.0/glTFLoaderInterfaces.js.map +1 -1
- package/glTF/2.0/index.d.ts +1 -1
- package/glTF/2.0/index.js +4 -4
- package/glTF/2.0/index.js.map +1 -1
- package/glTF/glTFFileLoader.d.ts +15 -9
- package/glTF/glTFFileLoader.js +62 -76
- package/glTF/glTFFileLoader.js.map +1 -1
- package/glTF/glTFValidation.js +1 -1
- package/glTF/glTFValidation.js.map +1 -1
- package/glTF/index.d.ts +2 -2
- package/glTF/index.js +4 -4
- package/glTF/index.js.map +1 -1
- package/index.d.ts +3 -3
- package/index.js +3 -3
- package/index.js.map +1 -1
- package/legacy/legacy-glTF.js +4 -4
- package/legacy/legacy-glTF1.d.ts +1 -1
- package/legacy/legacy-glTF1.js +1 -1
- package/legacy/legacy-glTF1.js.map +1 -1
- package/legacy/legacy-glTF1FileLoader.js +2 -2
- package/legacy/legacy-glTF2.d.ts +1 -1
- package/legacy/legacy-glTF2.js +3 -3
- package/legacy/legacy-glTF2.js.map +1 -1
- package/legacy/legacy-glTF2FileLoader.js +2 -2
- package/legacy/legacy-glTFFileLoader.js +3 -3
- package/legacy/legacy-objFileLoader.d.ts +1 -1
- package/legacy/legacy-objFileLoader.js +2 -2
- package/legacy/legacy-objFileLoader.js.map +1 -1
- package/legacy/legacy-stlFileLoader.d.ts +1 -1
- package/legacy/legacy-stlFileLoader.js +2 -2
- package/legacy/legacy-stlFileLoader.js.map +1 -1
- package/legacy/legacy.js +6 -6
- package/package.json +16 -4
package/OBJ/index.d.ts
CHANGED
package/OBJ/index.js
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package/OBJ/index.js.map
CHANGED
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@@ -1 +1 @@
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1
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../sourceES6/loaders/src/OBJ/index.ts"],"names":[],"mappings":"AAAA,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC","sourcesContent":["export * from \"./mtlFileLoader\";\r\nexport * from \"./objFileLoader\"
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../sourceES6/loaders/src/OBJ/index.ts"],"names":[],"mappings":"AAAA,cAAc,iBAAiB,CAAC;AAChC,cAAc,qBAAqB,CAAC;AACpC,cAAc,eAAe,CAAC;AAC9B,cAAc,iBAAiB,CAAC","sourcesContent":["export * from \"./mtlFileLoader\";\r\nexport * from \"./objLoadingOptions\";\r\nexport * from \"./solidParser\";\r\nexport * from \"./objFileLoader\";\r\n"]}
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package/OBJ/mtlFileLoader.d.ts
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import { Nullable } from "@babylonjs/core/types";
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import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial";
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import { Scene } from "@babylonjs/core/scene";
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import { AssetContainer } from "@babylonjs/core/assetContainer";
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/**
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* Class reading and parsing the MTL file bundled with the obj file.
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*/
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@@ -21,9 +23,9 @@ export declare class MTLFileLoader {
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* @param scene defines the scene the material will be created in
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* @param data defines the mtl data to parse
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* @param rootUrl defines the rooturl to use in order to load relative dependencies
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* @param
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* @param assetContainer defines the asset container to store the material in (can be null)
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*/
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parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string,
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parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string, assetContainer: Nullable<AssetContainer>): void;
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/**
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* Gets the texture for the material.
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*
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package/OBJ/mtlFileLoader.js
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import { Color3 } from '@babylonjs/core/Maths/math.color';
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import { Texture } from "@babylonjs/core/Materials/Textures/texture";
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import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial";
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import { Color3 } from '@babylonjs/core/Maths/math.color.js';
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import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
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import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
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/**
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* Class reading and parsing the MTL file bundled with the obj file.
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*/
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* @param scene defines the scene the material will be created in
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* @param data defines the mtl data to parse
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* @param rootUrl defines the rooturl to use in order to load relative dependencies
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* @param
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* @param assetContainer defines the asset container to store the material in (can be null)
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*/
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MTLFileLoader.prototype.parseMTL = function (scene, data, rootUrl,
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MTLFileLoader.prototype.parseMTL = function (scene, data, rootUrl, assetContainer) {
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if (data instanceof ArrayBuffer) {
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return;
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}
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}
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//Create a new material.
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// value is the name of the material read in the mtl file
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scene._blockEntityCollection =
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scene._blockEntityCollection = !!assetContainer;
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material = new StandardMaterial(value, scene);
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material._parentContainer = assetContainer;
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scene._blockEntityCollection = false;
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}
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else if (key === "kd" && material) {
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package/OBJ/mtlFileLoader.js.map
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { Color3 } from '@babylonjs/core/Maths/math.color';\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\n\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\n/**\r\n * Class reading and parsing the MTL file bundled with the obj file.\r\n */\r\nexport class MTLFileLoader {\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n public static INVERT_TEXTURE_Y = true;\r\n\r\n /**\r\n * All material loaded from the mtl will be set here\r\n */\r\n public materials: StandardMaterial[] = [];\r\n\r\n /**\r\n * This function will read the mtl file and create each material described inside\r\n * This function could be improve by adding :\r\n * -some component missing (Ni, Tf...)\r\n * -including the specific options available\r\n *\r\n * @param scene defines the scene the material will be created in\r\n * @param data defines the mtl data to parse\r\n * @param rootUrl defines the rooturl to use in order to load relative dependencies\r\n * @param forAssetContainer defines if the material should be registered in the scene\r\n */\r\n public parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string, forAssetContainer: boolean): void {\r\n if (data instanceof ArrayBuffer) {\r\n return;\r\n }\r\n\r\n //Split the lines from the file\r\n var lines = data.split('\\n');\r\n //Space char\r\n var delimiter_pattern = /\\s+/;\r\n //Array with RGB colors\r\n var color: number[];\r\n //New material\r\n var material: Nullable<StandardMaterial> = null;\r\n\r\n //Look at each line\r\n for (var i = 0; i < lines.length; i++) {\r\n var line = lines[i].trim();\r\n\r\n // Blank line or comment\r\n if (line.length === 0 || line.charAt(0) === '#') {\r\n continue;\r\n }\r\n\r\n //Get the first parameter (keyword)\r\n var pos = line.indexOf(' ');\r\n var key = (pos >= 0) ? line.substring(0, pos) : line;\r\n key = key.toLowerCase();\r\n\r\n //Get the data following the key\r\n var value: string = (pos >= 0) ? line.substring(pos + 1).trim() : \"\";\r\n\r\n //This mtl keyword will create the new material\r\n if (key === \"newmtl\") {\r\n //Check if it is the first material.\r\n // Materials specifications are described after this keyword.\r\n if (material) {\r\n //Add the previous material in the material array.\r\n this.materials.push(material);\r\n }\r\n //Create a new material.\r\n // value is the name of the material read in the mtl file\r\n\r\n scene._blockEntityCollection = forAssetContainer;\r\n material = new StandardMaterial(value, scene);\r\n scene._blockEntityCollection = false;\r\n } else if (key === \"kd\" && material) {\r\n // Diffuse color (color under white light) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.diffuseColor = Color3.FromArray(color);\r\n } else if (key === \"ka\" && material) {\r\n // Ambient color (color under shadow) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.ambientColor = Color3.FromArray(color);\r\n } else if (key === \"ks\" && material) {\r\n // Specular color (color when light is reflected from shiny surface) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set the color into the material\r\n material.specularColor = Color3.FromArray(color);\r\n } else if (key === \"ke\" && material) {\r\n // Emissive color using RGB values\r\n color = value.split(delimiter_pattern, 3).map(parseFloat);\r\n material.emissiveColor = Color3.FromArray(color);\r\n } else if (key === \"ns\" && material) {\r\n\r\n //value = \"Integer\"\r\n material.specularPower = parseFloat(value);\r\n } else if (key === \"d\" && material) {\r\n //d is dissolve for current material. It mean alpha for BABYLON\r\n material.alpha = parseFloat(value);\r\n\r\n //Texture\r\n //This part can be improved by adding the possible options of texture\r\n } else if (key === \"map_ka\" && material) {\r\n // ambient texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.ambientTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n } else if (key === \"map_kd\" && material) {\r\n // Diffuse texture map with a loaded image\r\n material.diffuseTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ks\" && material) {\r\n // Specular texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.specularTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ns\") {\r\n //Specular\r\n //Specular highlight component\r\n //We must first get the folder of the image\r\n //\r\n //Not supported by BABYLON\r\n //\r\n // continue;\r\n } else if (key === \"map_bump\" && material) {\r\n //The bump texture\r\n material.bumpTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n } else if (key === \"map_d\" && material) {\r\n // The dissolve of the material\r\n material.opacityTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n\r\n //Options for illumination\r\n } else if (key === \"illum\") {\r\n //Illumination\r\n if (value === \"0\") {\r\n //That mean Kd == Kd\r\n } else if (value === \"1\") {\r\n //Color on and Ambient on\r\n } else if (value === \"2\") {\r\n //Highlight on\r\n } else if (value === \"3\") {\r\n //Reflection on and Ray trace on\r\n } else if (value === \"4\") {\r\n //Transparency: Glass on, Reflection: Ray trace on\r\n } else if (value === \"5\") {\r\n //Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"6\") {\r\n //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on\r\n } else if (value === \"7\") {\r\n //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"8\") {\r\n //Reflection on and Ray trace off\r\n } else if (value === \"9\") {\r\n //Transparency: Glass on, Reflection: Ray trace off\r\n } else if (value === \"10\") {\r\n //Casts shadows onto invisible surfaces\r\n }\r\n } else {\r\n // console.log(\"Unhandled expression at line : \" + i +'\\n' + \"with value : \" + line);\r\n }\r\n }\r\n //At the end of the file, add the last material\r\n if (material) {\r\n this.materials.push(material);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture for the material.\r\n *\r\n * If the material is imported from input file,\r\n * We sanitize the url to ensure it takes the textre from aside the material.\r\n *\r\n * @param rootUrl The root url to load from\r\n * @param value The value stored in the mtl\r\n * @return The Texture\r\n */\r\n private static _getTexture(rootUrl: string, value: string, scene: Scene): Nullable<Texture> {\r\n if (!value) {\r\n return null;\r\n }\r\n\r\n var url = rootUrl;\r\n // Load from input file.\r\n if (rootUrl === \"file:\") {\r\n var lastDelimiter = value.lastIndexOf(\"\\\\\");\r\n if (lastDelimiter === -1) {\r\n lastDelimiter = value.lastIndexOf(\"/\");\r\n }\r\n\r\n if (lastDelimiter > -1) {\r\n url += value.substr(lastDelimiter + 1);\r\n }\r\n else {\r\n url += value;\r\n }\r\n }\r\n // Not from input file.\r\n else {\r\n url += value;\r\n }\r\n\r\n return new Texture(url, scene, false, MTLFileLoader.INVERT_TEXTURE_Y);\r\n }\r\n}\r\n"]}
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+
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { Color3 } from '@babylonjs/core/Maths/math.color';\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\n\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { AssetContainer } from \"@babylonjs/core/assetContainer\";\r\n/**\r\n * Class reading and parsing the MTL file bundled with the obj file.\r\n */\r\nexport class MTLFileLoader {\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n public static INVERT_TEXTURE_Y = true;\r\n\r\n /**\r\n * All material loaded from the mtl will be set here\r\n */\r\n public materials: StandardMaterial[] = [];\r\n\r\n /**\r\n * This function will read the mtl file and create each material described inside\r\n * This function could be improve by adding :\r\n * -some component missing (Ni, Tf...)\r\n * -including the specific options available\r\n *\r\n * @param scene defines the scene the material will be created in\r\n * @param data defines the mtl data to parse\r\n * @param rootUrl defines the rooturl to use in order to load relative dependencies\r\n * @param assetContainer defines the asset container to store the material in (can be null)\r\n */\r\n public parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string, assetContainer: Nullable<AssetContainer>): void {\r\n if (data instanceof ArrayBuffer) {\r\n return;\r\n }\r\n\r\n //Split the lines from the file\r\n var lines = data.split('\\n');\r\n //Space char\r\n var delimiter_pattern = /\\s+/;\r\n //Array with RGB colors\r\n var color: number[];\r\n //New material\r\n var material: Nullable<StandardMaterial> = null;\r\n\r\n //Look at each line\r\n for (var i = 0; i < lines.length; i++) {\r\n var line = lines[i].trim();\r\n\r\n // Blank line or comment\r\n if (line.length === 0 || line.charAt(0) === '#') {\r\n continue;\r\n }\r\n\r\n //Get the first parameter (keyword)\r\n var pos = line.indexOf(' ');\r\n var key = (pos >= 0) ? line.substring(0, pos) : line;\r\n key = key.toLowerCase();\r\n\r\n //Get the data following the key\r\n var value: string = (pos >= 0) ? line.substring(pos + 1).trim() : \"\";\r\n\r\n //This mtl keyword will create the new material\r\n if (key === \"newmtl\") {\r\n //Check if it is the first material.\r\n // Materials specifications are described after this keyword.\r\n if (material) {\r\n //Add the previous material in the material array.\r\n this.materials.push(material);\r\n }\r\n //Create a new material.\r\n // value is the name of the material read in the mtl file\r\n\r\n scene._blockEntityCollection = !!assetContainer;\r\n material = new StandardMaterial(value, scene);\r\n material._parentContainer = assetContainer;\r\n scene._blockEntityCollection = false;\r\n } else if (key === \"kd\" && material) {\r\n // Diffuse color (color under white light) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.diffuseColor = Color3.FromArray(color);\r\n } else if (key === \"ka\" && material) {\r\n // Ambient color (color under shadow) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.ambientColor = Color3.FromArray(color);\r\n } else if (key === \"ks\" && material) {\r\n // Specular color (color when light is reflected from shiny surface) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set the color into the material\r\n material.specularColor = Color3.FromArray(color);\r\n } else if (key === \"ke\" && material) {\r\n // Emissive color using RGB values\r\n color = value.split(delimiter_pattern, 3).map(parseFloat);\r\n material.emissiveColor = Color3.FromArray(color);\r\n } else if (key === \"ns\" && material) {\r\n\r\n //value = \"Integer\"\r\n material.specularPower = parseFloat(value);\r\n } else if (key === \"d\" && material) {\r\n //d is dissolve for current material. It mean alpha for BABYLON\r\n material.alpha = parseFloat(value);\r\n\r\n //Texture\r\n //This part can be improved by adding the possible options of texture\r\n } else if (key === \"map_ka\" && material) {\r\n // ambient texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.ambientTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n } else if (key === \"map_kd\" && material) {\r\n // Diffuse texture map with a loaded image\r\n material.diffuseTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ks\" && material) {\r\n // Specular texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.specularTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ns\") {\r\n //Specular\r\n //Specular highlight component\r\n //We must first get the folder of the image\r\n //\r\n //Not supported by BABYLON\r\n //\r\n // continue;\r\n } else if (key === \"map_bump\" && material) {\r\n //The bump texture\r\n material.bumpTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n } else if (key === \"map_d\" && material) {\r\n // The dissolve of the material\r\n material.opacityTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n\r\n //Options for illumination\r\n } else if (key === \"illum\") {\r\n //Illumination\r\n if (value === \"0\") {\r\n //That mean Kd == Kd\r\n } else if (value === \"1\") {\r\n //Color on and Ambient on\r\n } else if (value === \"2\") {\r\n //Highlight on\r\n } else if (value === \"3\") {\r\n //Reflection on and Ray trace on\r\n } else if (value === \"4\") {\r\n //Transparency: Glass on, Reflection: Ray trace on\r\n } else if (value === \"5\") {\r\n //Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"6\") {\r\n //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on\r\n } else if (value === \"7\") {\r\n //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"8\") {\r\n //Reflection on and Ray trace off\r\n } else if (value === \"9\") {\r\n //Transparency: Glass on, Reflection: Ray trace off\r\n } else if (value === \"10\") {\r\n //Casts shadows onto invisible surfaces\r\n }\r\n } else {\r\n // console.log(\"Unhandled expression at line : \" + i +'\\n' + \"with value : \" + line);\r\n }\r\n }\r\n //At the end of the file, add the last material\r\n if (material) {\r\n this.materials.push(material);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture for the material.\r\n *\r\n * If the material is imported from input file,\r\n * We sanitize the url to ensure it takes the textre from aside the material.\r\n *\r\n * @param rootUrl The root url to load from\r\n * @param value The value stored in the mtl\r\n * @return The Texture\r\n */\r\n private static _getTexture(rootUrl: string, value: string, scene: Scene): Nullable<Texture> {\r\n if (!value) {\r\n return null;\r\n }\r\n\r\n var url = rootUrl;\r\n // Load from input file.\r\n if (rootUrl === \"file:\") {\r\n var lastDelimiter = value.lastIndexOf(\"\\\\\");\r\n if (lastDelimiter === -1) {\r\n lastDelimiter = value.lastIndexOf(\"/\");\r\n }\r\n\r\n if (lastDelimiter > -1) {\r\n url += value.substr(lastDelimiter + 1);\r\n }\r\n else {\r\n url += value;\r\n }\r\n }\r\n // Not from input file.\r\n else {\r\n url += value;\r\n }\r\n\r\n return new Texture(url, scene, false, MTLFileLoader.INVERT_TEXTURE_Y);\r\n }\r\n}\r\n"]}
|
package/OBJ/objFileLoader.d.ts
CHANGED
|
@@ -2,48 +2,7 @@ import { Vector2 } from "@babylonjs/core/Maths/math.vector";
|
|
|
2
2
|
import { ISceneLoaderPluginAsync, ISceneLoaderProgressEvent, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult } from "@babylonjs/core/Loading/sceneLoader";
|
|
3
3
|
import { AssetContainer } from "@babylonjs/core/assetContainer";
|
|
4
4
|
import { Scene } from "@babylonjs/core/scene";
|
|
5
|
-
|
|
6
|
-
* Options for loading OBJ/MTL files
|
|
7
|
-
*/
|
|
8
|
-
declare type MeshLoadOptions = {
|
|
9
|
-
/**
|
|
10
|
-
* Defines if UVs are optimized by default during load.
|
|
11
|
-
*/
|
|
12
|
-
OptimizeWithUV: boolean;
|
|
13
|
-
/**
|
|
14
|
-
* Defines custom scaling of UV coordinates of loaded meshes.
|
|
15
|
-
*/
|
|
16
|
-
UVScaling: Vector2;
|
|
17
|
-
/**
|
|
18
|
-
* Invert model on y-axis (does a model scaling inversion)
|
|
19
|
-
*/
|
|
20
|
-
InvertY: boolean;
|
|
21
|
-
/**
|
|
22
|
-
* Invert Y-Axis of referenced textures on load
|
|
23
|
-
*/
|
|
24
|
-
InvertTextureY: boolean;
|
|
25
|
-
/**
|
|
26
|
-
* Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
|
|
27
|
-
*/
|
|
28
|
-
ImportVertexColors: boolean;
|
|
29
|
-
/**
|
|
30
|
-
* Compute the normals for the model, even if normals are present in the file.
|
|
31
|
-
*/
|
|
32
|
-
ComputeNormals: boolean;
|
|
33
|
-
/**
|
|
34
|
-
* Optimize the normals for the model. Lighting can be uneven if you use OptimizeWithUV = true because new vertices can be created for the same location if they pertain to different faces.
|
|
35
|
-
* Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.
|
|
36
|
-
*/
|
|
37
|
-
OptimizeNormals: boolean;
|
|
38
|
-
/**
|
|
39
|
-
* Skip loading the materials even if defined in the OBJ file (materials are ignored).
|
|
40
|
-
*/
|
|
41
|
-
SkipMaterials: boolean;
|
|
42
|
-
/**
|
|
43
|
-
* When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
|
|
44
|
-
*/
|
|
45
|
-
MaterialLoadingFailsSilently: boolean;
|
|
46
|
-
};
|
|
5
|
+
import { OBJLoadingOptions } from "./objLoadingOptions";
|
|
47
6
|
/**
|
|
48
7
|
* OBJ file type loader.
|
|
49
8
|
* This is a babylon scene loader plugin.
|
|
@@ -97,41 +56,15 @@ export declare class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoa
|
|
|
97
56
|
* Defines the extension the plugin is able to load.
|
|
98
57
|
*/
|
|
99
58
|
extensions: string;
|
|
100
|
-
|
|
101
|
-
|
|
102
|
-
/** @hidden */
|
|
103
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-
group: RegExp;
|
|
104
|
-
/** @hidden */
|
|
105
|
-
mtllib: RegExp;
|
|
106
|
-
/** @hidden */
|
|
107
|
-
usemtl: RegExp;
|
|
108
|
-
/** @hidden */
|
|
109
|
-
smooth: RegExp;
|
|
110
|
-
/** @hidden */
|
|
111
|
-
vertexPattern: RegExp;
|
|
112
|
-
/** @hidden */
|
|
113
|
-
normalPattern: RegExp;
|
|
114
|
-
/** @hidden */
|
|
115
|
-
uvPattern: RegExp;
|
|
116
|
-
/** @hidden */
|
|
117
|
-
facePattern1: RegExp;
|
|
118
|
-
/** @hidden */
|
|
119
|
-
facePattern2: RegExp;
|
|
120
|
-
/** @hidden */
|
|
121
|
-
facePattern3: RegExp;
|
|
122
|
-
/** @hidden */
|
|
123
|
-
facePattern4: RegExp;
|
|
124
|
-
/** @hidden */
|
|
125
|
-
facePattern5: RegExp;
|
|
126
|
-
private _forAssetContainer;
|
|
127
|
-
private _meshLoadOptions;
|
|
59
|
+
private _assetContainer;
|
|
60
|
+
private _loadingOptions;
|
|
128
61
|
/**
|
|
129
62
|
* Creates loader for .OBJ files
|
|
130
63
|
*
|
|
131
|
-
* @param
|
|
64
|
+
* @param loadingOptions options for loading and parsing OBJ/MTL files.
|
|
132
65
|
*/
|
|
133
|
-
constructor(
|
|
134
|
-
private static get
|
|
66
|
+
constructor(loadingOptions?: OBJLoadingOptions);
|
|
67
|
+
private static get DefaultLoadingOptions();
|
|
135
68
|
/**
|
|
136
69
|
* Calls synchronously the MTL file attached to this obj.
|
|
137
70
|
* Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
|
|
@@ -139,9 +72,8 @@ export declare class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoa
|
|
|
139
72
|
* In consequence it is impossible to get material information in your HTML file
|
|
140
73
|
*
|
|
141
74
|
* @param url The URL of the MTL file
|
|
142
|
-
* @param rootUrl
|
|
75
|
+
* @param rootUrl defines where to load data from
|
|
143
76
|
* @param onSuccess Callback function to be called when the MTL file is loaded
|
|
144
|
-
* @private
|
|
145
77
|
*/
|
|
146
78
|
private _loadMTL;
|
|
147
79
|
/**
|
|
@@ -187,19 +119,15 @@ export declare class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoa
|
|
|
187
119
|
* @returns The loaded asset container
|
|
188
120
|
*/
|
|
189
121
|
loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
|
|
190
|
-
private _optimizeNormals;
|
|
191
122
|
/**
|
|
192
123
|
* Read the OBJ file and create an Array of meshes.
|
|
193
124
|
* Each mesh contains all information given by the OBJ and the MTL file.
|
|
194
125
|
* i.e. vertices positions and indices, optional normals values, optional UV values, optional material
|
|
195
|
-
*
|
|
196
|
-
* @param
|
|
197
|
-
* @param
|
|
198
|
-
* @param
|
|
199
|
-
* @
|
|
200
|
-
* @returns Array<AbstractMesh>
|
|
201
|
-
* @private
|
|
126
|
+
* @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file
|
|
127
|
+
* @param scene defines the scene where are displayed the data
|
|
128
|
+
* @param data defines the content of the obj file
|
|
129
|
+
* @param rootUrl defines the path to the folder
|
|
130
|
+
* @returns the list of loaded meshes
|
|
202
131
|
*/
|
|
203
132
|
private _parseSolid;
|
|
204
133
|
}
|
|
205
|
-
export {};
|