@babylonjs/loaders 5.0.0-beta.11 → 5.0.0-beta.12

Sign up to get free protection for your applications and to get access to all the features.
@@ -28,7 +28,7 @@ var MTLFileLoader = /** @class */ (function () {
28
28
  }
29
29
  //Split the lines from the file
30
30
  var lines = data.split('\n');
31
- //Space char
31
+ // whitespace char ie: [ \t\r\n\f]
32
32
  var delimiter_pattern = /\s+/;
33
33
  //Array with RGB colors
34
34
  var color;
@@ -126,7 +126,17 @@ var MTLFileLoader = /** @class */ (function () {
126
126
  }
127
127
  else if (key === "map_bump" && material) {
128
128
  //The bump texture
129
- material.bumpTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
129
+ var values = value.split(delimiter_pattern);
130
+ var bumpMultiplierIndex = values.indexOf('-bm');
131
+ var bumpMultiplier = null;
132
+ if (bumpMultiplierIndex >= 0) {
133
+ bumpMultiplier = values[bumpMultiplierIndex + 1];
134
+ values.splice(bumpMultiplierIndex, 2); // remove
135
+ }
136
+ material.bumpTexture = MTLFileLoader._getTexture(rootUrl, values.join(' '), scene);
137
+ if (material.bumpTexture && bumpMultiplier !== null) {
138
+ material.bumpTexture.level = parseFloat(bumpMultiplier);
139
+ }
130
140
  }
131
141
  else if (key === "map_d" && material) {
132
142
  // The dissolve of the material
@@ -1 +1 @@
1
- {"version":3,"file":"mtlFileLoader.js","sourceRoot":"","sources":["../../../sourceES6/loaders/src/OBJ/mtlFileLoader.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,kCAAkC,CAAC;AAC1D,OAAO,EAAE,OAAO,EAAE,MAAM,4CAA4C,CAAC;AACrE,OAAO,EAAE,gBAAgB,EAAE,MAAM,4CAA4C,CAAC;AAI9E;;GAEG;AACH;IAAA;QAMI;;WAEG;QACI,cAAS,GAAuB,EAAE,CAAC;IAoM9C,CAAC;IAlMG;;;;;;;;;;OAUG;IACI,gCAAQ,GAAf,UAAgB,KAAY,EAAE,IAA0B,EAAE,OAAe,EAAE,cAAwC;QAC/G,IAAI,IAAI,YAAY,WAAW,EAAE;YAC7B,OAAO;SACV;QAED,+BAA+B;QAC/B,IAAI,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;QAC7B,YAAY;QACZ,IAAI,iBAAiB,GAAG,KAAK,CAAC;QAC9B,uBAAuB;QACvB,IAAI,KAAe,CAAC;QACpB,cAAc;QACd,IAAI,QAAQ,GAA+B,IAAI,CAAC;QAEhD,mBAAmB;QACnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACnC,IAAI,IAAI,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC;YAE3B,wBAAwB;YACxB,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,GAAG,EAAE;gBAC7C,SAAS;aACZ;YAED,mCAAmC;YACnC,IAAI,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC;YAC5B,IAAI,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;YACrD,GAAG,GAAG,GAAG,CAAC,WAAW,EAAE,CAAC;YAExB,gCAAgC;YAChC,IAAI,KAAK,GAAW,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;YAErE,+CAA+C;YAC/C,IAAI,GAAG,KAAK,QAAQ,EAAE;gBAClB,oCAAoC;gBACpC,6DAA6D;gBAC7D,IAAI,QAAQ,EAAE;oBACV,kDAAkD;oBAClD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;iBACjC;gBACD,wBAAwB;gBACxB,yDAAyD;gBAEzD,KAAK,CAAC,sBAAsB,GAAG,CAAC,CAAC,cAAc,CAAC;gBAChD,QAAQ,GAAG,IAAI,gBAAgB,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;gBAC9C,QAAQ,CAAC,gBAAgB,GAAG,cAAc,CAAC;gBAC3C,KAAK,CAAC,sBAAsB,GAAG,KAAK,CAAC;aACxC;iBAAM,IAAI,GAAG,KAAK,IAAI,IAAI,QAAQ,EAAE;gBACjC,2DAA2D;gBAE3D,kBAAkB;gBAClB,KAAK,GAAa,KAAK,CAAC,KAAK,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;gBACpE,iBAAiB;gBACjB,kCAAkC;gBAClC,QAAQ,CAAC,YAAY,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;aACnD;iBAAM,IAAI,GAAG,KAAK,IAAI,IAAI,QAAQ,EAAE;gBACjC,sDAAsD;gBAEtD,iBAAiB;gBACjB,KAAK,GAAa,KAAK,CAAC,KAAK,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;gBACpE,iBAAiB;gBACjB,kCAAkC;gBAClC,QAAQ,CAAC,YAAY,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;aACnD;iBAAM,IAAI,GAAG,KAAK,IAAI,IAAI,QAAQ,EAAE;gBACjC,qFAAqF;gBAErF,iBAAiB;gBACjB,KAAK,GAAa,KAAK,CAAC,KAAK,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;gBACpE,iBAAiB;gBACjB,iCAAiC;gBACjC,QAAQ,CAAC,aAAa,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;aACpD;iBAAM,IAAI,GAAG,KAAK,IAAI,IAAI,QAAQ,EAAE;gBACjC,kCAAkC;gBAClC,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;gBAC1D,QAAQ,CAAC,aAAa,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;aACpD;iBAAM,IAAI,GAAG,KAAK,IAAI,IAAI,QAAQ,EAAE;gBAEjC,mBAAmB;gBACnB,QAAQ,CAAC,aAAa,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC;aAC9C;iBAAM,IAAI,GAAG,KAAK,GAAG,IAAI,QAAQ,EAAE;gBAChC,+DAA+D;gBAC/D,QAAQ,CAAC,KAAK,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC;gBAEnC,SAAS;gBACT,qEAAqE;aACxE;iBAAM,IAAI,GAAG,KAAK,QAAQ,IAAI,QAAQ,EAAE;gBACrC,0CAA0C;gBAC1C,2CAA2C;gBAC3C,QAAQ,CAAC,cAAc,GAAG,aAAa,CAAC,WAAW,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;aAC9E;iBAAM,IAAI,GAAG,KAAK,QAAQ,IAAI,QAAQ,EAAE;gBACrC,0CAA0C;gBAC1C,QAAQ,CAAC,cAAc,GAAG,aAAa,CAAC,WAAW,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;aAC9E;iBAAM,IAAI,GAAG,KAAK,QAAQ,IAAI,QAAQ,EAAE;gBACrC,2CAA2C;gBAC3C,2CAA2C;gBAC3C,QAAQ,CAAC,eAAe,GAAG,aAAa,CAAC,WAAW,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;aAC/E;iBAAM,IAAI,GAAG,KAAK,QAAQ,EAAE;gBACzB,UAAU;gBACV,8BAA8B;gBAC9B,2CAA2C;gBAC3C,EAAE;gBACF,0BAA0B;gBAC1B,EAAE;gBACF,eAAe;aAClB;iBAAM,IAAI,GAAG,KAAK,UAAU,IAAI,QAAQ,EAAE;gBACvC,kBAAkB;gBAClB,QAAQ,CAAC,WAAW,GAAG,aAAa,CAAC,WAAW,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;aAC3E;iBAAM,IAAI,GAAG,KAAK,OAAO,IAAI,QAAQ,EAAE;gBACpC,+BAA+B;gBAC/B,QAAQ,CAAC,cAAc,GAAG,aAAa,CAAC,WAAW,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;gBAE3E,0BAA0B;aAC7B;iBAAM,IAAI,GAAG,KAAK,OAAO,EAAE;gBACxB,cAAc;gBACd,IAAI,KAAK,KAAK,GAAG,EAAE;oBACf,oBAAoB;iBACvB;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,yBAAyB;iBAC5B;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,cAAc;iBACjB;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,gCAAgC;iBACnC;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,kDAAkD;iBACrD;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,yCAAyC;iBAC5C;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,uEAAuE;iBAC1E;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,sEAAsE;iBACzE;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,iCAAiC;iBACpC;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,mDAAmD;iBACtD;qBAAM,IAAI,KAAK,KAAK,IAAI,EAAE;oBACvB,uCAAuC;iBAC1C;aACJ;iBAAM;gBACH,qFAAqF;aACxF;SACJ;QACD,+CAA+C;QAC/C,IAAI,QAAQ,EAAE;YACV,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;SACjC;IACL,CAAC;IAED;;;;;;;;;OASG;IACY,yBAAW,GAA1B,UAA2B,OAAe,EAAE,KAAa,EAAE,KAAY;QACnE,IAAI,CAAC,KAAK,EAAE;YACR,OAAO,IAAI,CAAC;SACf;QAED,IAAI,GAAG,GAAG,OAAO,CAAC;QAClB,wBAAwB;QACxB,IAAI,OAAO,KAAK,OAAO,EAAE;YACrB,IAAI,aAAa,GAAG,KAAK,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;YAC5C,IAAI,aAAa,KAAK,CAAC,CAAC,EAAE;gBACtB,aAAa,GAAG,KAAK,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC;aAC1C;YAED,IAAI,aAAa,GAAG,CAAC,CAAC,EAAE;gBACpB,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC;aAC1C;iBACI;gBACD,GAAG,IAAI,KAAK,CAAC;aAChB;SACJ;QACD,uBAAuB;aAClB;YACD,GAAG,IAAI,KAAK,CAAC;SAChB;QAED,OAAO,IAAI,OAAO,CAAC,GAAG,EAAE,KAAK,EAAE,KAAK,EAAE,aAAa,CAAC,gBAAgB,CAAC,CAAC;IAC1E,CAAC;IA3MD;;OAEG;IACW,8BAAgB,GAAG,IAAI,CAAC;IAyM1C,oBAAC;CAAA,AA7MD,IA6MC;SA7MY,aAAa","sourcesContent":["import { 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"]}
1
+ {"version":3,"file":"mtlFileLoader.js","sourceRoot":"","sources":["../../../sourceES6/loaders/src/OBJ/mtlFileLoader.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,kCAAkC,CAAC;AAC1D,OAAO,EAAE,OAAO,EAAE,MAAM,4CAA4C,CAAC;AACrE,OAAO,EAAE,gBAAgB,EAAE,MAAM,4CAA4C,CAAC;AAI9E;;GAEG;AACH;IAAA;QAMI;;WAEG;QACI,cAAS,GAAuB,EAAE,CAAC;IAgN9C,CAAC;IA9MG;;;;;;;;;;OAUG;IACI,gCAAQ,GAAf,UAAgB,KAAY,EAAE,IAA0B,EAAE,OAAe,EAAE,cAAwC;QAC/G,IAAI,IAAI,YAAY,WAAW,EAAE;YAC7B,OAAO;SACV;QAED,+BAA+B;QAC/B,IAAI,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;QAC7B,kCAAkC;QAClC,IAAI,iBAAiB,GAAG,KAAK,CAAC;QAC9B,uBAAuB;QACvB,IAAI,KAAe,CAAC;QACpB,cAAc;QACd,IAAI,QAAQ,GAA+B,IAAI,CAAC;QAEhD,mBAAmB;QACnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACnC,IAAI,IAAI,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC;YAE3B,wBAAwB;YACxB,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,GAAG,EAAE;gBAC7C,SAAS;aACZ;YAED,mCAAmC;YACnC,IAAI,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC;YAC5B,IAAI,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;YACrD,GAAG,GAAG,GAAG,CAAC,WAAW,EAAE,CAAC;YAExB,gCAAgC;YAChC,IAAI,KAAK,GAAW,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;YAErE,+CAA+C;YAC/C,IAAI,GAAG,KAAK,QAAQ,EAAE;gBAClB,oCAAoC;gBACpC,6DAA6D;gBAC7D,IAAI,QAAQ,EAAE;oBACV,kDAAkD;oBAClD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;iBACjC;gBACD,wBAAwB;gBACxB,yDAAyD;gBAEzD,KAAK,CAAC,sBAAsB,GAAG,CAAC,CAAC,cAAc,CAAC;gBAChD,QAAQ,GAAG,IAAI,gBAAgB,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;gBAC9C,QAAQ,CAAC,gBAAgB,GAAG,cAAc,CAAC;gBAC3C,KAAK,CAAC,sBAAsB,GAAG,KAAK,CAAC;aACxC;iBAAM,IAAI,GAAG,KAAK,IAAI,IAAI,QAAQ,EAAE;gBACjC,2DAA2D;gBAE3D,kBAAkB;gBAClB,KAAK,GAAa,KAAK,CAAC,KAAK,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;gBACpE,iBAAiB;gBACjB,kCAAkC;gBAClC,QAAQ,CAAC,YAAY,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;aACnD;iBAAM,IAAI,GAAG,KAAK,IAAI,IAAI,QAAQ,EAAE;gBACjC,sDAAsD;gBAEtD,iBAAiB;gBACjB,KAAK,GAAa,KAAK,CAAC,KAAK,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;gBACpE,iBAAiB;gBACjB,kCAAkC;gBAClC,QAAQ,CAAC,YAAY,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;aACnD;iBAAM,IAAI,GAAG,KAAK,IAAI,IAAI,QAAQ,EAAE;gBACjC,qFAAqF;gBAErF,iBAAiB;gBACjB,KAAK,GAAa,KAAK,CAAC,KAAK,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;gBACpE,iBAAiB;gBACjB,iCAAiC;gBACjC,QAAQ,CAAC,aAAa,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;aACpD;iBAAM,IAAI,GAAG,KAAK,IAAI,IAAI,QAAQ,EAAE;gBACjC,kCAAkC;gBAClC,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;gBAC1D,QAAQ,CAAC,aAAa,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;aACpD;iBAAM,IAAI,GAAG,KAAK,IAAI,IAAI,QAAQ,EAAE;gBAEjC,mBAAmB;gBACnB,QAAQ,CAAC,aAAa,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC;aAC9C;iBAAM,IAAI,GAAG,KAAK,GAAG,IAAI,QAAQ,EAAE;gBAChC,+DAA+D;gBAC/D,QAAQ,CAAC,KAAK,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC;gBAEnC,SAAS;gBACT,qEAAqE;aACxE;iBAAM,IAAI,GAAG,KAAK,QAAQ,IAAI,QAAQ,EAAE;gBACrC,0CAA0C;gBAC1C,2CAA2C;gBAC3C,QAAQ,CAAC,cAAc,GAAG,aAAa,CAAC,WAAW,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;aAC9E;iBAAM,IAAI,GAAG,KAAK,QAAQ,IAAI,QAAQ,EAAE;gBACrC,0CAA0C;gBAC1C,QAAQ,CAAC,cAAc,GAAG,aAAa,CAAC,WAAW,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;aAC9E;iBAAM,IAAI,GAAG,KAAK,QAAQ,IAAI,QAAQ,EAAE;gBACrC,2CAA2C;gBAC3C,2CAA2C;gBAC3C,QAAQ,CAAC,eAAe,GAAG,aAAa,CAAC,WAAW,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;aAC/E;iBAAM,IAAI,GAAG,KAAK,QAAQ,EAAE;gBACzB,UAAU;gBACV,8BAA8B;gBAC9B,2CAA2C;gBAC3C,EAAE;gBACF,0BAA0B;gBAC1B,EAAE;gBACF,eAAe;aAClB;iBAAM,IAAI,GAAG,KAAK,UAAU,IAAI,QAAQ,EAAE;gBACvC,kBAAkB;gBAClB,IAAM,MAAM,GAAG,KAAK,CAAC,KAAK,CAAC,iBAAiB,CAAC,CAAC;gBAC9C,IAAM,mBAAmB,GAAG,MAAM,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;gBAClD,IAAI,cAAc,GAAqB,IAAI,CAAC;gBAE5C,IAAI,mBAAmB,IAAI,CAAC,EAAE;oBAC1B,cAAc,GAAG,MAAM,CAAC,mBAAmB,GAAG,CAAC,CAAC,CAAC;oBACjD,MAAM,CAAC,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC,CAAC,SAAS;iBACnD;gBAED,QAAQ,CAAC,WAAW,GAAG,aAAa,CAAC,WAAW,CAAC,OAAO,EAAE,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,KAAK,CAAC,CAAC;gBACnF,IAAI,QAAQ,CAAC,WAAW,IAAI,cAAc,KAAK,IAAI,EAAE;oBACjD,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,UAAU,CAAC,cAAc,CAAC,CAAC;iBAC3D;aACJ;iBAAM,IAAI,GAAG,KAAK,OAAO,IAAI,QAAQ,EAAE;gBACpC,+BAA+B;gBAC/B,QAAQ,CAAC,cAAc,GAAG,aAAa,CAAC,WAAW,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;gBAE3E,0BAA0B;aAC7B;iBAAM,IAAI,GAAG,KAAK,OAAO,EAAE;gBACxB,cAAc;gBACd,IAAI,KAAK,KAAK,GAAG,EAAE;oBACf,oBAAoB;iBACvB;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,yBAAyB;iBAC5B;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,cAAc;iBACjB;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,gCAAgC;iBACnC;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,kDAAkD;iBACrD;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,yCAAyC;iBAC5C;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,uEAAuE;iBAC1E;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,sEAAsE;iBACzE;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,iCAAiC;iBACpC;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,mDAAmD;iBACtD;qBAAM,IAAI,KAAK,KAAK,IAAI,EAAE;oBACvB,uCAAuC;iBAC1C;aACJ;iBAAM;gBACH,qFAAqF;aACxF;SACJ;QACD,+CAA+C;QAC/C,IAAI,QAAQ,EAAE;YACV,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;SACjC;IACL,CAAC;IAED;;;;;;;;;OASG;IACY,yBAAW,GAA1B,UAA2B,OAAe,EAAE,KAAa,EAAE,KAAY;QACnE,IAAI,CAAC,KAAK,EAAE;YACR,OAAO,IAAI,CAAC;SACf;QAED,IAAI,GAAG,GAAG,OAAO,CAAC;QAClB,wBAAwB;QACxB,IAAI,OAAO,KAAK,OAAO,EAAE;YACrB,IAAI,aAAa,GAAG,KAAK,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;YAC5C,IAAI,aAAa,KAAK,CAAC,CAAC,EAAE;gBACtB,aAAa,GAAG,KAAK,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC;aAC1C;YAED,IAAI,aAAa,GAAG,CAAC,CAAC,EAAE;gBACpB,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC;aAC1C;iBACI;gBACD,GAAG,IAAI,KAAK,CAAC;aAChB;SACJ;QACD,uBAAuB;aAClB;YACD,GAAG,IAAI,KAAK,CAAC;SAChB;QAED,OAAO,IAAI,OAAO,CAAC,GAAG,EAAE,KAAK,EAAE,KAAK,EAAE,aAAa,CAAC,gBAAgB,CAAC,CAAC;IAC1E,CAAC;IAvND;;OAEG;IACW,8BAAgB,GAAG,IAAI,CAAC;IAqN1C,oBAAC;CAAA,AAzND,IAyNC;SAzNY,aAAa","sourcesContent":["import { 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 // whitespace char ie: [ \\t\\r\\n\\f]\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 const values = value.split(delimiter_pattern);\r\n const bumpMultiplierIndex = values.indexOf('-bm');\r\n let bumpMultiplier: Nullable<string> = null;\r\n\r\n if (bumpMultiplierIndex >= 0) {\r\n bumpMultiplier = values[bumpMultiplierIndex + 1];\r\n values.splice(bumpMultiplierIndex, 2); // remove\r\n }\r\n\r\n material.bumpTexture = MTLFileLoader._getTexture(rootUrl, values.join(' '), scene);\r\n if (material.bumpTexture && bumpMultiplier !== null) {\r\n material.bumpTexture.level = parseFloat(bumpMultiplier);\r\n }\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/package.json CHANGED
@@ -4,7 +4,7 @@
4
4
  },
5
5
  "name": "@babylonjs/loaders",
6
6
  "description": "The Babylon.js file loaders library is an extension you can use to load different 3D file types into a Babylon scene.",
7
- "version": "5.0.0-beta.11",
7
+ "version": "5.0.0-beta.12",
8
8
  "repository": {
9
9
  "type": "git",
10
10
  "url": "https://github.com/BabylonJS/Babylon.js.git"
@@ -194,8 +194,8 @@
194
194
  ],
195
195
  "license": "Apache-2.0",
196
196
  "dependencies": {
197
- "babylonjs-gltf2interface": "5.0.0-beta.11",
198
- "@babylonjs/core": "5.0.0-beta.11",
197
+ "babylonjs-gltf2interface": "5.0.0-beta.12",
198
+ "@babylonjs/core": "5.0.0-beta.12",
199
199
  "tslib": "^2.3.1"
200
200
  },
201
201
  "engines": {