@babylonjs/loaders 5.0.0-beta.6 → 5.0.0-beta.8-snapshot

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Files changed (172) hide show
  1. package/package.json +20 -198
  2. package/OBJ/index.d.ts +0 -4
  3. package/OBJ/index.js +0 -5
  4. package/OBJ/index.js.map +0 -1
  5. package/OBJ/mtlFileLoader.d.ts +0 -40
  6. package/OBJ/mtlFileLoader.js +0 -222
  7. package/OBJ/mtlFileLoader.js.map +0 -1
  8. package/OBJ/objFileLoader.d.ts +0 -133
  9. package/OBJ/objFileLoader.js +0 -301
  10. package/OBJ/objFileLoader.js.map +0 -1
  11. package/OBJ/objLoadingOptions.d.ts +0 -43
  12. package/OBJ/objLoadingOptions.js +0 -2
  13. package/OBJ/objLoadingOptions.js.map +0 -1
  14. package/OBJ/solidParser.d.ts +0 -153
  15. package/OBJ/solidParser.js +0 -700
  16. package/OBJ/solidParser.js.map +0 -1
  17. package/STL/index.d.ts +0 -1
  18. package/STL/index.js +0 -2
  19. package/STL/index.js.map +0 -1
  20. package/STL/stlFileLoader.d.ts +0 -71
  21. package/STL/stlFileLoader.js +0 -240
  22. package/STL/stlFileLoader.js.map +0 -1
  23. package/glTF/1.0/glTFBinaryExtension.d.ts +0 -13
  24. package/glTF/1.0/glTFBinaryExtension.js +0 -62
  25. package/glTF/1.0/glTFBinaryExtension.js.map +0 -1
  26. package/glTF/1.0/glTFLoader.d.ts +0 -106
  27. package/glTF/1.0/glTFLoader.js +0 -1697
  28. package/glTF/1.0/glTFLoader.js.map +0 -1
  29. package/glTF/1.0/glTFLoaderInterfaces.d.ts +0 -412
  30. package/glTF/1.0/glTFLoaderInterfaces.js +0 -96
  31. package/glTF/1.0/glTFLoaderInterfaces.js.map +0 -1
  32. package/glTF/1.0/glTFLoaderUtils.d.ts +0 -62
  33. package/glTF/1.0/glTFLoaderUtils.js +0 -233
  34. package/glTF/1.0/glTFLoaderUtils.js.map +0 -1
  35. package/glTF/1.0/glTFMaterialsCommonExtension.d.ts +0 -10
  36. package/glTF/1.0/glTFMaterialsCommonExtension.js +0 -128
  37. package/glTF/1.0/glTFMaterialsCommonExtension.js.map +0 -1
  38. package/glTF/1.0/index.d.ts +0 -5
  39. package/glTF/1.0/index.js +0 -6
  40. package/glTF/1.0/index.js.map +0 -1
  41. package/glTF/2.0/Extensions/EXT_lights_image_based.d.ts +0 -36
  42. package/glTF/2.0/Extensions/EXT_lights_image_based.js +0 -111
  43. package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +0 -1
  44. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +0 -27
  45. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +0 -80
  46. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +0 -1
  47. package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +0 -27
  48. package/glTF/2.0/Extensions/EXT_meshopt_compression.js +0 -43
  49. package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +0 -1
  50. package/glTF/2.0/Extensions/EXT_texture_webp.d.ts +0 -21
  51. package/glTF/2.0/Extensions/EXT_texture_webp.js +0 -33
  52. package/glTF/2.0/Extensions/EXT_texture_webp.js.map +0 -1
  53. package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +0 -32
  54. package/glTF/2.0/Extensions/ExtrasAsMetadata.js +0 -56
  55. package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +0 -1
  56. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +0 -31
  57. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +0 -102
  58. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +0 -1
  59. package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +0 -28
  60. package/glTF/2.0/Extensions/KHR_lights_punctual.js +0 -82
  61. package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +0 -1
  62. package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +0 -31
  63. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +0 -87
  64. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +0 -1
  65. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +0 -30
  66. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +0 -46
  67. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +0 -1
  68. package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +0 -34
  69. package/glTF/2.0/Extensions/KHR_materials_ior.js +0 -55
  70. package/glTF/2.0/Extensions/KHR_materials_ior.js.map +0 -1
  71. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.d.ts +0 -30
  72. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +0 -73
  73. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +0 -1
  74. package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +0 -31
  75. package/glTF/2.0/Extensions/KHR_materials_sheen.js +0 -77
  76. package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +0 -1
  77. package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +0 -30
  78. package/glTF/2.0/Extensions/KHR_materials_specular.js +0 -67
  79. package/glTF/2.0/Extensions/KHR_materials_specular.js.map +0 -1
  80. package/glTF/2.0/Extensions/KHR_materials_translucency.d.ts +0 -31
  81. package/glTF/2.0/Extensions/KHR_materials_translucency.js +0 -77
  82. package/glTF/2.0/Extensions/KHR_materials_translucency.js.map +0 -1
  83. package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +0 -30
  84. package/glTF/2.0/Extensions/KHR_materials_transmission.js +0 -278
  85. package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +0 -1
  86. package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +0 -30
  87. package/glTF/2.0/Extensions/KHR_materials_unlit.js +0 -66
  88. package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +0 -1
  89. package/glTF/2.0/Extensions/KHR_materials_variants.d.ts +0 -76
  90. package/glTF/2.0/Extensions/KHR_materials_variants.js +0 -244
  91. package/glTF/2.0/Extensions/KHR_materials_variants.js.map +0 -1
  92. package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +0 -31
  93. package/glTF/2.0/Extensions/KHR_materials_volume.js +0 -79
  94. package/glTF/2.0/Extensions/KHR_materials_volume.js.map +0 -1
  95. package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +0 -19
  96. package/glTF/2.0/Extensions/KHR_mesh_quantization.js +0 -22
  97. package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +0 -1
  98. package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +0 -21
  99. package/glTF/2.0/Extensions/KHR_texture_basisu.js +0 -33
  100. package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +0 -1
  101. package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +0 -25
  102. package/glTF/2.0/Extensions/KHR_texture_transform.js +0 -54
  103. package/glTF/2.0/Extensions/KHR_texture_transform.js.map +0 -1
  104. package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +0 -29
  105. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +0 -47
  106. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +0 -1
  107. package/glTF/2.0/Extensions/MSFT_audio_emitter.d.ts +0 -38
  108. package/glTF/2.0/Extensions/MSFT_audio_emitter.js +0 -217
  109. package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +0 -1
  110. package/glTF/2.0/Extensions/MSFT_lod.d.ts +0 -75
  111. package/glTF/2.0/Extensions/MSFT_lod.js +0 -334
  112. package/glTF/2.0/Extensions/MSFT_lod.js.map +0 -1
  113. package/glTF/2.0/Extensions/MSFT_minecraftMesh.d.ts +0 -14
  114. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +0 -37
  115. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +0 -1
  116. package/glTF/2.0/Extensions/MSFT_sRGBFactors.d.ts +0 -14
  117. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +0 -37
  118. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +0 -1
  119. package/glTF/2.0/Extensions/index.d.ts +0 -26
  120. package/glTF/2.0/Extensions/index.js +0 -27
  121. package/glTF/2.0/Extensions/index.js.map +0 -1
  122. package/glTF/2.0/glTFLoader.d.ts +0 -355
  123. package/glTF/2.0/glTFLoader.js +0 -2184
  124. package/glTF/2.0/glTFLoader.js.map +0 -1
  125. package/glTF/2.0/glTFLoaderExtension.d.ts +0 -152
  126. package/glTF/2.0/glTFLoaderExtension.js +0 -2
  127. package/glTF/2.0/glTFLoaderExtension.js.map +0 -1
  128. package/glTF/2.0/glTFLoaderInterfaces.d.ts +0 -212
  129. package/glTF/2.0/glTFLoaderInterfaces.js +0 -2
  130. package/glTF/2.0/glTFLoaderInterfaces.js.map +0 -1
  131. package/glTF/2.0/index.d.ts +0 -4
  132. package/glTF/2.0/index.js +0 -5
  133. package/glTF/2.0/index.js.map +0 -1
  134. package/glTF/glTFFileLoader.d.ts +0 -364
  135. package/glTF/glTFFileLoader.js +0 -865
  136. package/glTF/glTFFileLoader.js.map +0 -1
  137. package/glTF/glTFValidation.d.ts +0 -29
  138. package/glTF/glTFValidation.js +0 -122
  139. package/glTF/glTFValidation.js.map +0 -1
  140. package/glTF/index.d.ts +0 -5
  141. package/glTF/index.js +0 -6
  142. package/glTF/index.js.map +0 -1
  143. package/index.d.ts +0 -3
  144. package/index.js.map +0 -1
  145. package/legacy/legacy-glTF.d.ts +0 -2
  146. package/legacy/legacy-glTF.js +0 -19
  147. package/legacy/legacy-glTF.js.map +0 -1
  148. package/legacy/legacy-glTF1.d.ts +0 -2
  149. package/legacy/legacy-glTF1.js +0 -15
  150. package/legacy/legacy-glTF1.js.map +0 -1
  151. package/legacy/legacy-glTF1FileLoader.d.ts +0 -2
  152. package/legacy/legacy-glTF1FileLoader.js +0 -3
  153. package/legacy/legacy-glTF1FileLoader.js.map +0 -1
  154. package/legacy/legacy-glTF2.d.ts +0 -2
  155. package/legacy/legacy-glTF2.js +0 -33
  156. package/legacy/legacy-glTF2.js.map +0 -1
  157. package/legacy/legacy-glTF2FileLoader.d.ts +0 -2
  158. package/legacy/legacy-glTF2FileLoader.js +0 -3
  159. package/legacy/legacy-glTF2FileLoader.js.map +0 -1
  160. package/legacy/legacy-glTFFileLoader.d.ts +0 -3
  161. package/legacy/legacy-glTFFileLoader.js +0 -4
  162. package/legacy/legacy-glTFFileLoader.js.map +0 -1
  163. package/legacy/legacy-objFileLoader.d.ts +0 -1
  164. package/legacy/legacy-objFileLoader.js +0 -13
  165. package/legacy/legacy-objFileLoader.js.map +0 -1
  166. package/legacy/legacy-stlFileLoader.d.ts +0 -1
  167. package/legacy/legacy-stlFileLoader.js +0 -13
  168. package/legacy/legacy-stlFileLoader.js.map +0 -1
  169. package/legacy/legacy.d.ts +0 -6
  170. package/legacy/legacy.js +0 -7
  171. package/legacy/legacy.js.map +0 -1
  172. package/readme.md +0 -24
@@ -1,133 +0,0 @@
1
- import { Vector2 } from "@babylonjs/core/Maths/math.vector";
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- import { ISceneLoaderPluginAsync, ISceneLoaderProgressEvent, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult } from "@babylonjs/core/Loading/sceneLoader";
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- import { AssetContainer } from "@babylonjs/core/assetContainer";
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- import { Scene } from "@babylonjs/core/scene";
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- import { OBJLoadingOptions } from "./objLoadingOptions";
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- /**
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- * OBJ file type loader.
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- * This is a babylon scene loader plugin.
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- */
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- export declare class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {
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- /**
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- * Defines if UVs are optimized by default during load.
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- */
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- static OPTIMIZE_WITH_UV: boolean;
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- /**
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- * Invert model on y-axis (does a model scaling inversion)
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- */
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- static INVERT_Y: boolean;
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- /**
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- * Invert Y-Axis of referenced textures on load
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- */
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- static get INVERT_TEXTURE_Y(): boolean;
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- static set INVERT_TEXTURE_Y(value: boolean);
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- /**
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- * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
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- */
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- static IMPORT_VERTEX_COLORS: boolean;
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- /**
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- * Compute the normals for the model, even if normals are present in the file.
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- */
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- static COMPUTE_NORMALS: boolean;
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- /**
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- * 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.
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- * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.
35
- */
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- static OPTIMIZE_NORMALS: boolean;
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- /**
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- * Defines custom scaling of UV coordinates of loaded meshes.
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- */
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- static UV_SCALING: Vector2;
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- /**
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- * Skip loading the materials even if defined in the OBJ file (materials are ignored).
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- */
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- static SKIP_MATERIALS: boolean;
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- /**
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- * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
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- *
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- * Defaults to true for backwards compatibility.
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- */
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- static MATERIAL_LOADING_FAILS_SILENTLY: boolean;
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- /**
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- * Defines the name of the plugin.
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- */
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- name: string;
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- /**
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- * Defines the extension the plugin is able to load.
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- */
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- extensions: string;
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- private _assetContainer;
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- private _loadingOptions;
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- /**
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- * Creates loader for .OBJ files
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- *
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- * @param loadingOptions options for loading and parsing OBJ/MTL files.
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- */
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- constructor(loadingOptions?: OBJLoadingOptions);
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- private static get DefaultLoadingOptions();
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- /**
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- * Calls synchronously the MTL file attached to this obj.
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- * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
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- * Without this function materials are not displayed in the first frame (but displayed after).
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- * In consequence it is impossible to get material information in your HTML file
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- *
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- * @param url The URL of the MTL file
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- * @param rootUrl defines where to load data from
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- * @param onSuccess Callback function to be called when the MTL file is loaded
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- */
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- private _loadMTL;
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- /**
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- * Instantiates a OBJ file loader plugin.
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- * @returns the created plugin
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- */
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- createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin;
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- /**
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- * If the data string can be loaded directly.
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- *
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- * @param data string containing the file data
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- * @returns if the data can be loaded directly
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- */
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- canDirectLoad(data: string): boolean;
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- /**
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- * Imports one or more meshes from the loaded OBJ data and adds them to the scene
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- * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
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- * @param scene the scene the meshes should be added to
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- * @param data the OBJ data to load
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- * @param rootUrl root url to load from
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- * @param onProgress event that fires when loading progress has occured
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- * @param fileName Defines the name of the file to load
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- * @returns a promise containg the loaded meshes, particles, skeletons and animations
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- */
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- importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<ISceneLoaderAsyncResult>;
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- /**
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- * Imports all objects from the loaded OBJ data and adds them to the scene
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- * @param scene the scene the objects should be added to
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- * @param data the OBJ data to load
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- * @param rootUrl root url to load from
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- * @param onProgress event that fires when loading progress has occured
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- * @param fileName Defines the name of the file to load
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- * @returns a promise which completes when objects have been loaded to the scene
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- */
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- loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
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- /**
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- * Load into an asset container.
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- * @param scene The scene to load into
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- * @param data The data to import
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- * @param rootUrl The root url for scene and resources
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- * @param onProgress The callback when the load progresses
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- * @param fileName Defines the name of the file to load
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- * @returns The loaded asset container
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- */
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- loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
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- /**
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- * Read the OBJ file and create an Array of meshes.
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- * Each mesh contains all information given by the OBJ and the MTL file.
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- * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
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- * @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file
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- * @param scene defines the scene where are displayed the data
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- * @param data defines the content of the obj file
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- * @param rootUrl defines the path to the folder
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- * @returns the list of loaded meshes
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- */
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- private _parseSolid;
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- }
@@ -1,301 +0,0 @@
1
- import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
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- import { Tools } from "@babylonjs/core/Misc/tools.js";
3
- import { SceneLoader } from "@babylonjs/core/Loading/sceneLoader.js";
4
- import { AssetContainer } from "@babylonjs/core/assetContainer.js";
5
- import { MTLFileLoader } from './mtlFileLoader.js';
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- import { SolidParser } from "./solidParser.js";
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- /**
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- * OBJ file type loader.
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- * This is a babylon scene loader plugin.
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- */
11
- var OBJFileLoader = /** @class */ (function () {
12
- /**
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- * Creates loader for .OBJ files
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- *
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- * @param loadingOptions options for loading and parsing OBJ/MTL files.
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- */
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- function OBJFileLoader(loadingOptions) {
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- /**
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- * Defines the name of the plugin.
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- */
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- this.name = "obj";
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- /**
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- * Defines the extension the plugin is able to load.
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- */
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- this.extensions = ".obj";
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- this._assetContainer = null;
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- this._loadingOptions = loadingOptions || OBJFileLoader.DefaultLoadingOptions;
28
- }
29
- Object.defineProperty(OBJFileLoader, "INVERT_TEXTURE_Y", {
30
- /**
31
- * Invert Y-Axis of referenced textures on load
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- */
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- get: function () {
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- return MTLFileLoader.INVERT_TEXTURE_Y;
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- },
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- set: function (value) {
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- MTLFileLoader.INVERT_TEXTURE_Y = value;
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- },
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- enumerable: false,
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- configurable: true
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- });
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- Object.defineProperty(OBJFileLoader, "DefaultLoadingOptions", {
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- get: function () {
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- return {
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- computeNormals: OBJFileLoader.COMPUTE_NORMALS,
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- optimizeNormals: OBJFileLoader.OPTIMIZE_NORMALS,
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- importVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,
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- invertY: OBJFileLoader.INVERT_Y,
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- invertTextureY: OBJFileLoader.INVERT_TEXTURE_Y,
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- UVScaling: OBJFileLoader.UV_SCALING,
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- materialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,
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- optimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,
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- skipMaterials: OBJFileLoader.SKIP_MATERIALS
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- };
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- },
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- enumerable: false,
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- configurable: true
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- });
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- /**
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- * Calls synchronously the MTL file attached to this obj.
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- * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
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- * Without this function materials are not displayed in the first frame (but displayed after).
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- * In consequence it is impossible to get material information in your HTML file
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- *
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- * @param url The URL of the MTL file
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- * @param rootUrl defines where to load data from
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- * @param onSuccess Callback function to be called when the MTL file is loaded
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- */
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- OBJFileLoader.prototype._loadMTL = function (url, rootUrl, onSuccess, onFailure) {
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- //The complete path to the mtl file
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- var pathOfFile = rootUrl + url;
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- // Loads through the babylon tools to allow fileInput search.
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- Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, function (request, exception) {
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- onFailure(pathOfFile, exception);
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- });
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- };
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- /**
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- * Instantiates a OBJ file loader plugin.
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- * @returns the created plugin
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- */
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- OBJFileLoader.prototype.createPlugin = function () {
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- return new OBJFileLoader(OBJFileLoader.DefaultLoadingOptions);
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- };
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- /**
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- * If the data string can be loaded directly.
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- *
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- * @param data string containing the file data
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- * @returns if the data can be loaded directly
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- */
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- OBJFileLoader.prototype.canDirectLoad = function (data) {
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- return false;
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- };
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- /**
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- * Imports one or more meshes from the loaded OBJ data and adds them to the scene
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- * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
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- * @param scene the scene the meshes should be added to
97
- * @param data the OBJ data to load
98
- * @param rootUrl root url to load from
99
- * @param onProgress event that fires when loading progress has occured
100
- * @param fileName Defines the name of the file to load
101
- * @returns a promise containg the loaded meshes, particles, skeletons and animations
102
- */
103
- OBJFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onProgress, fileName) {
104
- //get the meshes from OBJ file
105
- return this._parseSolid(meshesNames, scene, data, rootUrl).then(function (meshes) {
106
- return {
107
- meshes: meshes,
108
- particleSystems: [],
109
- skeletons: [],
110
- animationGroups: [],
111
- transformNodes: [],
112
- geometries: [],
113
- lights: []
114
- };
115
- });
116
- };
117
- /**
118
- * Imports all objects from the loaded OBJ data and adds them to the scene
119
- * @param scene the scene the objects should be added to
120
- * @param data the OBJ data to load
121
- * @param rootUrl root url to load from
122
- * @param onProgress event that fires when loading progress has occured
123
- * @param fileName Defines the name of the file to load
124
- * @returns a promise which completes when objects have been loaded to the scene
125
- */
126
- OBJFileLoader.prototype.loadAsync = function (scene, data, rootUrl, onProgress, fileName) {
127
- //Get the 3D model
128
- return this.importMeshAsync(null, scene, data, rootUrl, onProgress).then(function () {
129
- // return void
130
- });
131
- };
132
- /**
133
- * Load into an asset container.
134
- * @param scene The scene to load into
135
- * @param data The data to import
136
- * @param rootUrl The root url for scene and resources
137
- * @param onProgress The callback when the load progresses
138
- * @param fileName Defines the name of the file to load
139
- * @returns The loaded asset container
140
- */
141
- OBJFileLoader.prototype.loadAssetContainerAsync = function (scene, data, rootUrl, onProgress, fileName) {
142
- var _this = this;
143
- var container = new AssetContainer(scene);
144
- this._assetContainer = container;
145
- return this.importMeshAsync(null, scene, data, rootUrl).then(function (result) {
146
- result.meshes.forEach(function (mesh) { return container.meshes.push(mesh); });
147
- result.meshes.forEach(function (mesh) {
148
- var material = mesh.material;
149
- if (material) {
150
- // Materials
151
- if (container.materials.indexOf(material) == -1) {
152
- container.materials.push(material);
153
- // Textures
154
- var textures = material.getActiveTextures();
155
- textures.forEach(function (t) {
156
- if (container.textures.indexOf(t) == -1) {
157
- container.textures.push(t);
158
- }
159
- });
160
- }
161
- }
162
- });
163
- _this._assetContainer = null;
164
- return container;
165
- }).catch(function (ex) {
166
- _this._assetContainer = null;
167
- throw ex;
168
- });
169
- };
170
- /**
171
- * Read the OBJ file and create an Array of meshes.
172
- * Each mesh contains all information given by the OBJ and the MTL file.
173
- * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
174
- * @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file
175
- * @param scene defines the scene where are displayed the data
176
- * @param data defines the content of the obj file
177
- * @param rootUrl defines the path to the folder
178
- * @returns the list of loaded meshes
179
- */
180
- OBJFileLoader.prototype._parseSolid = function (meshesNames, scene, data, rootUrl) {
181
- var _this = this;
182
- var fileToLoad = ""; //The name of the mtlFile to load
183
- var materialsFromMTLFile = new MTLFileLoader();
184
- var materialToUse = new Array();
185
- var babylonMeshesArray = []; //The mesh for babylon
186
- // Main function
187
- var solidParser = new SolidParser(materialToUse, babylonMeshesArray, this._loadingOptions);
188
- solidParser.parse(meshesNames, data, scene, this._assetContainer, function (fileName) {
189
- fileToLoad = fileName;
190
- });
191
- // load the materials
192
- var mtlPromises = [];
193
- // Check if we have a file to load
194
- if (fileToLoad !== "" && !this._loadingOptions.skipMaterials) {
195
- //Load the file synchronously
196
- mtlPromises.push(new Promise(function (resolve, reject) {
197
- _this._loadMTL(fileToLoad, rootUrl, function (dataLoaded) {
198
- try {
199
- //Create materials thanks MTLLoader function
200
- materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl, _this._assetContainer);
201
- //Look at each material loaded in the mtl file
202
- for (var n = 0; n < materialsFromMTLFile.materials.length; n++) {
203
- //Three variables to get all meshes with the same material
204
- var startIndex = 0;
205
- var _indices = [];
206
- var _index;
207
- //The material from MTL file is used in the meshes loaded
208
- //Push the indice in an array
209
- //Check if the material is not used for another mesh
210
- while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {
211
- _indices.push(_index);
212
- startIndex = _index + 1;
213
- }
214
- //If the material is not used dispose it
215
- if (_index === -1 && _indices.length === 0) {
216
- //If the material is not needed, remove it
217
- materialsFromMTLFile.materials[n].dispose();
218
- }
219
- else {
220
- for (var o = 0; o < _indices.length; o++) {
221
- //Apply the material to the Mesh for each mesh with the material
222
- var mesh = babylonMeshesArray[_indices[o]];
223
- var material = materialsFromMTLFile.materials[n];
224
- mesh.material = material;
225
- if (!mesh.getTotalIndices()) {
226
- // No indices, we need to turn on point cloud
227
- material.pointsCloud = true;
228
- }
229
- }
230
- }
231
- }
232
- resolve();
233
- }
234
- catch (e) {
235
- Tools.Warn("Error processing MTL file: '".concat(fileToLoad, "'"));
236
- if (_this._loadingOptions.materialLoadingFailsSilently) {
237
- resolve();
238
- }
239
- else {
240
- reject(e);
241
- }
242
- }
243
- }, function (pathOfFile, exception) {
244
- Tools.Warn("Error downloading MTL file: '".concat(fileToLoad, "'"));
245
- if (_this._loadingOptions.materialLoadingFailsSilently) {
246
- resolve();
247
- }
248
- else {
249
- reject(exception);
250
- }
251
- });
252
- }));
253
- }
254
- //Return an array with all Mesh
255
- return Promise.all(mtlPromises).then(function () {
256
- return babylonMeshesArray;
257
- });
258
- };
259
- /**
260
- * Defines if UVs are optimized by default during load.
261
- */
262
- OBJFileLoader.OPTIMIZE_WITH_UV = true;
263
- /**
264
- * Invert model on y-axis (does a model scaling inversion)
265
- */
266
- OBJFileLoader.INVERT_Y = false;
267
- /**
268
- * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
269
- */
270
- OBJFileLoader.IMPORT_VERTEX_COLORS = false;
271
- /**
272
- * Compute the normals for the model, even if normals are present in the file.
273
- */
274
- OBJFileLoader.COMPUTE_NORMALS = false;
275
- /**
276
- * 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.
277
- * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.
278
- */
279
- OBJFileLoader.OPTIMIZE_NORMALS = false;
280
- /**
281
- * Defines custom scaling of UV coordinates of loaded meshes.
282
- */
283
- OBJFileLoader.UV_SCALING = new Vector2(1, 1);
284
- /**
285
- * Skip loading the materials even if defined in the OBJ file (materials are ignored).
286
- */
287
- OBJFileLoader.SKIP_MATERIALS = false;
288
- /**
289
- * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
290
- *
291
- * Defaults to true for backwards compatibility.
292
- */
293
- OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY = true;
294
- return OBJFileLoader;
295
- }());
296
- export { OBJFileLoader };
297
- if (SceneLoader) {
298
- //Add this loader into the register plugin
299
- SceneLoader.RegisterPlugin(new OBJFileLoader());
300
- }
301
- //# sourceMappingURL=objFileLoader.js.map
@@ -1 +0,0 @@
1
- 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{ Nullable } from \"@babylonjs/core/types\";\nimport { Vector2 } from \"@babylonjs/core/Maths/math.vector\";\nimport { Tools } from \"@babylonjs/core/Misc/tools\";\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\nimport { SceneLoader, ISceneLoaderPluginAsync, ISceneLoaderProgressEvent, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult } from \"@babylonjs/core/Loading/sceneLoader\";\nimport { AssetContainer } from \"@babylonjs/core/assetContainer\";\nimport { Scene } from \"@babylonjs/core/scene\";\nimport { WebRequest } from '@babylonjs/core/Misc/webRequest';\nimport { MTLFileLoader } from './mtlFileLoader';\nimport { OBJLoadingOptions } from \"./objLoadingOptions\";\nimport { SolidParser } from \"./solidParser\";\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\n\n/**\n * OBJ file type loader.\n * This is a babylon scene loader plugin.\n */\nexport class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {\n\n /**\n * Defines if UVs are optimized by default during load.\n */\n public static OPTIMIZE_WITH_UV = true;\n /**\n * Invert model on y-axis (does a model scaling inversion)\n */\n public static INVERT_Y = false;\n /**\n * Invert Y-Axis of referenced textures on load\n */\n public static get INVERT_TEXTURE_Y() {\n return MTLFileLoader.INVERT_TEXTURE_Y;\n }\n\n public static set INVERT_TEXTURE_Y(value: boolean) {\n MTLFileLoader.INVERT_TEXTURE_Y = value;\n }\n\n /**\n * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.\n */\n public static IMPORT_VERTEX_COLORS = false;\n /**\n * Compute the normals for the model, even if normals are present in the file.\n */\n public static COMPUTE_NORMALS = false;\n /**\n * 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.\n * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.\n */\n public static OPTIMIZE_NORMALS = false;\n /**\n * Defines custom scaling of UV coordinates of loaded meshes.\n */\n public static UV_SCALING = new Vector2(1, 1);\n /**\n * Skip loading the materials even if defined in the OBJ file (materials are ignored).\n */\n public static SKIP_MATERIALS = false;\n\n /**\n * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.\n *\n * Defaults to true for backwards compatibility.\n */\n public static MATERIAL_LOADING_FAILS_SILENTLY = true;\n /**\n * Defines the name of the plugin.\n */\n public name = \"obj\";\n /**\n * Defines the extension the plugin is able to load.\n */\n public extensions = \".obj\";\n\n private _assetContainer: Nullable<AssetContainer> = null;\n\n private _loadingOptions: OBJLoadingOptions;\n\n /**\n * Creates loader for .OBJ files\n *\n * @param loadingOptions options for loading and parsing OBJ/MTL files.\n */\n constructor(loadingOptions?: OBJLoadingOptions) {\n this._loadingOptions = loadingOptions || OBJFileLoader.DefaultLoadingOptions;\n }\n\n private static get DefaultLoadingOptions(): OBJLoadingOptions {\n return {\n computeNormals: OBJFileLoader.COMPUTE_NORMALS,\n optimizeNormals: OBJFileLoader.OPTIMIZE_NORMALS,\n importVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,\n invertY: OBJFileLoader.INVERT_Y,\n invertTextureY: OBJFileLoader.INVERT_TEXTURE_Y,\n UVScaling: OBJFileLoader.UV_SCALING,\n materialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,\n optimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,\n skipMaterials: OBJFileLoader.SKIP_MATERIALS\n };\n }\n\n /**\n * Calls synchronously the MTL file attached to this obj.\n * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.\n * Without this function materials are not displayed in the first frame (but displayed after).\n * In consequence it is impossible to get material information in your HTML file\n *\n * @param url The URL of the MTL file\n * @param rootUrl defines where to load data from\n * @param onSuccess Callback function to be called when the MTL file is loaded\n */\n private _loadMTL(url: string, rootUrl: string, onSuccess: (response: string | ArrayBuffer, responseUrl?: string) => any, onFailure: (pathOfFile: string, exception?: any) => void) {\n //The complete path to the mtl file\n var pathOfFile = rootUrl + url;\n\n // Loads through the babylon tools to allow fileInput search.\n Tools.LoadFile(\n pathOfFile,\n onSuccess,\n undefined,\n undefined,\n false,\n (request?: WebRequest | undefined, exception?: any) => {\n onFailure(pathOfFile, exception);\n }\n );\n }\n\n /**\n * Instantiates a OBJ file loader plugin.\n * @returns the created plugin\n */\n createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin {\n return new OBJFileLoader(OBJFileLoader.DefaultLoadingOptions);\n }\n\n /**\n * If the data string can be loaded directly.\n *\n * @param data string containing the file data\n * @returns if the data can be loaded directly\n */\n public canDirectLoad(data: string): boolean {\n return false;\n }\n\n /**\n * Imports one or more meshes from the loaded OBJ data and adds them to the scene\n * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file\n * @param scene the scene the meshes should be added to\n * @param data the OBJ data to load\n * @param rootUrl root url to load from\n * @param onProgress event that fires when loading progress has occured\n * @param fileName Defines the name of the file to load\n * @returns a promise containg the loaded meshes, particles, skeletons and animations\n */\n public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<ISceneLoaderAsyncResult> {\n //get the meshes from OBJ file\n return this._parseSolid(meshesNames, scene, data, rootUrl).then((meshes) => {\n return {\n meshes: meshes,\n particleSystems: [],\n skeletons: [],\n animationGroups: [],\n transformNodes: [],\n geometries: [],\n lights: []\n };\n });\n }\n\n /**\n * Imports all objects from the loaded OBJ data and adds them to the scene\n * @param scene the scene the objects should be added to\n * @param data the OBJ data to load\n * @param rootUrl root url to load from\n * @param onProgress event that fires when loading progress has occured\n * @param fileName Defines the name of the file to load\n * @returns a promise which completes when objects have been loaded to the scene\n */\n public loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<void> {\n //Get the 3D model\n return this.importMeshAsync(null, scene, data, rootUrl, onProgress).then(() => {\n // return void\n });\n }\n\n /**\n * Load into an asset container.\n * @param scene The scene to load into\n * @param data The data to import\n * @param rootUrl The root url for scene and resources\n * @param onProgress The callback when the load progresses\n * @param fileName Defines the name of the file to load\n * @returns The loaded asset container\n */\n public loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer> {\n var container = new AssetContainer(scene);\n this._assetContainer = container;\n\n return this.importMeshAsync(null, scene, data, rootUrl).then((result) => {\n result.meshes.forEach((mesh) => container.meshes.push(mesh));\n result.meshes.forEach((mesh) => {\n var material = mesh.material;\n if (material) {\n // Materials\n if (container.materials.indexOf(material) == -1) {\n container.materials.push(material);\n\n // Textures\n var textures = material.getActiveTextures();\n textures.forEach((t) => {\n if (container.textures.indexOf(t) == -1) {\n container.textures.push(t);\n }\n });\n }\n }\n });\n this._assetContainer = null;\n return container;\n }).catch((ex) => {\n this._assetContainer = null;\n throw ex;\n });\n }\n\n /**\n * Read the OBJ file and create an Array of meshes.\n * Each mesh contains all information given by the OBJ and the MTL file.\n * i.e. vertices positions and indices, optional normals values, optional UV values, optional material\n * @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file\n * @param scene defines the scene where are displayed the data\n * @param data defines the content of the obj file\n * @param rootUrl defines the path to the folder\n * @returns the list of loaded meshes\n */\n private _parseSolid(meshesNames: any, scene: Scene, data: string, rootUrl: string): Promise<Array<AbstractMesh>> {\n var fileToLoad: string = \"\"; //The name of the mtlFile to load\n var materialsFromMTLFile: MTLFileLoader = new MTLFileLoader();\n var materialToUse = new Array<string>();\n var babylonMeshesArray: Array<Mesh> = []; //The mesh for babylon\n\n // Main function\n const solidParser = new SolidParser(materialToUse, babylonMeshesArray, this._loadingOptions);\n\n solidParser.parse(meshesNames, data, scene, this._assetContainer, (fileName: string) => {\n fileToLoad = fileName;\n });\n\n // load the materials\n let mtlPromises: Array<Promise<void>> = [];\n // Check if we have a file to load\n if (fileToLoad !== \"\" && !this._loadingOptions.skipMaterials) {\n //Load the file synchronously\n mtlPromises.push(new Promise((resolve, reject) => {\n this._loadMTL(fileToLoad, rootUrl, (dataLoaded) => {\n try {\n //Create materials thanks MTLLoader function\n materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl, this._assetContainer);\n //Look at each material loaded in the mtl file\n for (var n = 0; n < materialsFromMTLFile.materials.length; n++) {\n //Three variables to get all meshes with the same material\n var startIndex = 0;\n var _indices = [];\n var _index;\n\n //The material from MTL file is used in the meshes loaded\n //Push the indice in an array\n //Check if the material is not used for another mesh\n while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {\n _indices.push(_index);\n startIndex = _index + 1;\n }\n //If the material is not used dispose it\n if (_index === -1 && _indices.length === 0) {\n //If the material is not needed, remove it\n materialsFromMTLFile.materials[n].dispose();\n } else {\n for (var o = 0; o < _indices.length; o++) {\n //Apply the material to the Mesh for each mesh with the material\n const mesh = babylonMeshesArray[_indices[o]];\n const material = materialsFromMTLFile.materials[n];\n mesh.material = material;\n\n if (!mesh.getTotalIndices()) {\n // No indices, we need to turn on point cloud\n material.pointsCloud = true;\n }\n }\n }\n }\n resolve();\n } catch (e) {\n Tools.Warn(`Error processing MTL file: '${fileToLoad}'`);\n if (this._loadingOptions.materialLoadingFailsSilently) {\n resolve();\n } else {\n reject(e);\n }\n }\n }, (pathOfFile: string, exception?: any) => {\n Tools.Warn(`Error downloading MTL file: '${fileToLoad}'`);\n if (this._loadingOptions.materialLoadingFailsSilently) {\n resolve();\n } else {\n reject(exception);\n }\n });\n }));\n\n }\n //Return an array with all Mesh\n return Promise.all(mtlPromises).then(() => {\n return babylonMeshesArray;\n });\n }\n\n}\n\nif (SceneLoader) {\n //Add this loader into the register plugin\n SceneLoader.RegisterPlugin(new OBJFileLoader());\n}"]}
@@ -1,43 +0,0 @@
1
- import { Vector2 } from "@babylonjs/core/Maths/math.vector";
2
- /**
3
- * Options for loading OBJ/MTL files
4
- */
5
- export declare type OBJLoadingOptions = {
6
- /**
7
- * Defines if UVs are optimized by default during load.
8
- */
9
- optimizeWithUV: boolean;
10
- /**
11
- * Defines custom scaling of UV coordinates of loaded meshes.
12
- */
13
- UVScaling: Vector2;
14
- /**
15
- * Invert model on y-axis (does a model scaling inversion)
16
- */
17
- invertY: boolean;
18
- /**
19
- * Invert Y-Axis of referenced textures on load
20
- */
21
- invertTextureY: boolean;
22
- /**
23
- * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
24
- */
25
- importVertexColors: boolean;
26
- /**
27
- * Compute the normals for the model, even if normals are present in the file.
28
- */
29
- computeNormals: boolean;
30
- /**
31
- * 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.
32
- * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.
33
- */
34
- optimizeNormals: boolean;
35
- /**
36
- * Skip loading the materials even if defined in the OBJ file (materials are ignored).
37
- */
38
- skipMaterials: boolean;
39
- /**
40
- * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
41
- */
42
- materialLoadingFailsSilently: boolean;
43
- };
@@ -1,2 +0,0 @@
1
- export {};
2
- //# sourceMappingURL=objLoadingOptions.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"objLoadingOptions.js","sourceRoot":"","sources":["../../../sourceES6/loaders/src/OBJ/objLoadingOptions.ts"],"names":[],"mappings":"","sourcesContent":["import { Vector2 } from \"@babylonjs/core/Maths/math.vector\";\r\n\r\n/**\r\n * Options for loading OBJ/MTL files\r\n */\r\nexport type OBJLoadingOptions = {\r\n /**\r\n * Defines if UVs are optimized by default during load.\r\n */\r\n optimizeWithUV: boolean,\r\n /**\r\n * Defines custom scaling of UV coordinates of loaded meshes.\r\n */\r\n UVScaling: Vector2;\r\n /**\r\n * Invert model on y-axis (does a model scaling inversion)\r\n */\r\n invertY: boolean,\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n invertTextureY: boolean;\r\n /**\r\n * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.\r\n */\r\n importVertexColors: boolean,\r\n /**\r\n * Compute the normals for the model, even if normals are present in the file.\r\n */\r\n computeNormals: boolean,\r\n /**\r\n * 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.\r\n * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.\r\n */\r\n optimizeNormals: boolean,\r\n /**\r\n * Skip loading the materials even if defined in the OBJ file (materials are ignored).\r\n */\r\n skipMaterials: boolean,\r\n /**\r\n * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.\r\n */\r\n materialLoadingFailsSilently: boolean\r\n};\r\n"]}