@babylonjs/loaders 5.0.0-beta.6 → 5.0.0-beta.8-snapshot
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- package/package.json +20 -198
- package/OBJ/index.d.ts +0 -4
- package/OBJ/index.js +0 -5
- package/OBJ/index.js.map +0 -1
- package/OBJ/mtlFileLoader.d.ts +0 -40
- package/OBJ/mtlFileLoader.js +0 -222
- package/OBJ/mtlFileLoader.js.map +0 -1
- package/OBJ/objFileLoader.d.ts +0 -133
- package/OBJ/objFileLoader.js +0 -301
- package/OBJ/objFileLoader.js.map +0 -1
- package/OBJ/objLoadingOptions.d.ts +0 -43
- package/OBJ/objLoadingOptions.js +0 -2
- package/OBJ/objLoadingOptions.js.map +0 -1
- package/OBJ/solidParser.d.ts +0 -153
- package/OBJ/solidParser.js +0 -700
- package/OBJ/solidParser.js.map +0 -1
- package/STL/index.d.ts +0 -1
- package/STL/index.js +0 -2
- package/STL/index.js.map +0 -1
- package/STL/stlFileLoader.d.ts +0 -71
- package/STL/stlFileLoader.js +0 -240
- package/STL/stlFileLoader.js.map +0 -1
- package/glTF/1.0/glTFBinaryExtension.d.ts +0 -13
- package/glTF/1.0/glTFBinaryExtension.js +0 -62
- package/glTF/1.0/glTFBinaryExtension.js.map +0 -1
- package/glTF/1.0/glTFLoader.d.ts +0 -106
- package/glTF/1.0/glTFLoader.js +0 -1697
- package/glTF/1.0/glTFLoader.js.map +0 -1
- package/glTF/1.0/glTFLoaderInterfaces.d.ts +0 -412
- package/glTF/1.0/glTFLoaderInterfaces.js +0 -96
- package/glTF/1.0/glTFLoaderInterfaces.js.map +0 -1
- package/glTF/1.0/glTFLoaderUtils.d.ts +0 -62
- package/glTF/1.0/glTFLoaderUtils.js +0 -233
- package/glTF/1.0/glTFLoaderUtils.js.map +0 -1
- package/glTF/1.0/glTFMaterialsCommonExtension.d.ts +0 -10
- package/glTF/1.0/glTFMaterialsCommonExtension.js +0 -128
- package/glTF/1.0/glTFMaterialsCommonExtension.js.map +0 -1
- package/glTF/1.0/index.d.ts +0 -5
- package/glTF/1.0/index.js +0 -6
- package/glTF/1.0/index.js.map +0 -1
- package/glTF/2.0/Extensions/EXT_lights_image_based.d.ts +0 -36
- package/glTF/2.0/Extensions/EXT_lights_image_based.js +0 -111
- package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +0 -1
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +0 -27
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +0 -80
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +0 -1
- package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +0 -27
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js +0 -43
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +0 -1
- package/glTF/2.0/Extensions/EXT_texture_webp.d.ts +0 -21
- package/glTF/2.0/Extensions/EXT_texture_webp.js +0 -33
- package/glTF/2.0/Extensions/EXT_texture_webp.js.map +0 -1
- package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +0 -32
- package/glTF/2.0/Extensions/ExtrasAsMetadata.js +0 -56
- package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +0 -1
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +0 -31
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +0 -102
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +0 -1
- package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +0 -28
- package/glTF/2.0/Extensions/KHR_lights_punctual.js +0 -82
- package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +0 -1
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +0 -31
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +0 -87
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +0 -1
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +0 -30
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +0 -46
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +0 -1
- package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +0 -34
- package/glTF/2.0/Extensions/KHR_materials_ior.js +0 -55
- package/glTF/2.0/Extensions/KHR_materials_ior.js.map +0 -1
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.d.ts +0 -30
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +0 -73
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +0 -1
- package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +0 -31
- package/glTF/2.0/Extensions/KHR_materials_sheen.js +0 -77
- package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +0 -1
- package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +0 -30
- package/glTF/2.0/Extensions/KHR_materials_specular.js +0 -67
- package/glTF/2.0/Extensions/KHR_materials_specular.js.map +0 -1
- package/glTF/2.0/Extensions/KHR_materials_translucency.d.ts +0 -31
- package/glTF/2.0/Extensions/KHR_materials_translucency.js +0 -77
- package/glTF/2.0/Extensions/KHR_materials_translucency.js.map +0 -1
- package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +0 -30
- package/glTF/2.0/Extensions/KHR_materials_transmission.js +0 -278
- package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +0 -1
- package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +0 -30
- package/glTF/2.0/Extensions/KHR_materials_unlit.js +0 -66
- package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +0 -1
- package/glTF/2.0/Extensions/KHR_materials_variants.d.ts +0 -76
- package/glTF/2.0/Extensions/KHR_materials_variants.js +0 -244
- package/glTF/2.0/Extensions/KHR_materials_variants.js.map +0 -1
- package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +0 -31
- package/glTF/2.0/Extensions/KHR_materials_volume.js +0 -79
- package/glTF/2.0/Extensions/KHR_materials_volume.js.map +0 -1
- package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +0 -19
- package/glTF/2.0/Extensions/KHR_mesh_quantization.js +0 -22
- package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +0 -1
- package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +0 -21
- package/glTF/2.0/Extensions/KHR_texture_basisu.js +0 -33
- package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +0 -1
- package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +0 -25
- package/glTF/2.0/Extensions/KHR_texture_transform.js +0 -54
- package/glTF/2.0/Extensions/KHR_texture_transform.js.map +0 -1
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +0 -29
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +0 -47
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +0 -1
- package/glTF/2.0/Extensions/MSFT_audio_emitter.d.ts +0 -38
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js +0 -217
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +0 -1
- package/glTF/2.0/Extensions/MSFT_lod.d.ts +0 -75
- package/glTF/2.0/Extensions/MSFT_lod.js +0 -334
- package/glTF/2.0/Extensions/MSFT_lod.js.map +0 -1
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.d.ts +0 -14
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +0 -37
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +0 -1
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.d.ts +0 -14
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +0 -37
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +0 -1
- package/glTF/2.0/Extensions/index.d.ts +0 -26
- package/glTF/2.0/Extensions/index.js +0 -27
- package/glTF/2.0/Extensions/index.js.map +0 -1
- package/glTF/2.0/glTFLoader.d.ts +0 -355
- package/glTF/2.0/glTFLoader.js +0 -2184
- package/glTF/2.0/glTFLoader.js.map +0 -1
- package/glTF/2.0/glTFLoaderExtension.d.ts +0 -152
- package/glTF/2.0/glTFLoaderExtension.js +0 -2
- package/glTF/2.0/glTFLoaderExtension.js.map +0 -1
- package/glTF/2.0/glTFLoaderInterfaces.d.ts +0 -212
- package/glTF/2.0/glTFLoaderInterfaces.js +0 -2
- package/glTF/2.0/glTFLoaderInterfaces.js.map +0 -1
- package/glTF/2.0/index.d.ts +0 -4
- package/glTF/2.0/index.js +0 -5
- package/glTF/2.0/index.js.map +0 -1
- package/glTF/glTFFileLoader.d.ts +0 -364
- package/glTF/glTFFileLoader.js +0 -865
- package/glTF/glTFFileLoader.js.map +0 -1
- package/glTF/glTFValidation.d.ts +0 -29
- package/glTF/glTFValidation.js +0 -122
- package/glTF/glTFValidation.js.map +0 -1
- package/glTF/index.d.ts +0 -5
- package/glTF/index.js +0 -6
- package/glTF/index.js.map +0 -1
- package/index.d.ts +0 -3
- package/index.js.map +0 -1
- package/legacy/legacy-glTF.d.ts +0 -2
- package/legacy/legacy-glTF.js +0 -19
- package/legacy/legacy-glTF.js.map +0 -1
- package/legacy/legacy-glTF1.d.ts +0 -2
- package/legacy/legacy-glTF1.js +0 -15
- package/legacy/legacy-glTF1.js.map +0 -1
- package/legacy/legacy-glTF1FileLoader.d.ts +0 -2
- package/legacy/legacy-glTF1FileLoader.js +0 -3
- package/legacy/legacy-glTF1FileLoader.js.map +0 -1
- package/legacy/legacy-glTF2.d.ts +0 -2
- package/legacy/legacy-glTF2.js +0 -33
- package/legacy/legacy-glTF2.js.map +0 -1
- package/legacy/legacy-glTF2FileLoader.d.ts +0 -2
- package/legacy/legacy-glTF2FileLoader.js +0 -3
- package/legacy/legacy-glTF2FileLoader.js.map +0 -1
- package/legacy/legacy-glTFFileLoader.d.ts +0 -3
- package/legacy/legacy-glTFFileLoader.js +0 -4
- package/legacy/legacy-glTFFileLoader.js.map +0 -1
- package/legacy/legacy-objFileLoader.d.ts +0 -1
- package/legacy/legacy-objFileLoader.js +0 -13
- package/legacy/legacy-objFileLoader.js.map +0 -1
- package/legacy/legacy-stlFileLoader.d.ts +0 -1
- package/legacy/legacy-stlFileLoader.js +0 -13
- package/legacy/legacy-stlFileLoader.js.map +0 -1
- package/legacy/legacy.d.ts +0 -6
- package/legacy/legacy.js +0 -7
- package/legacy/legacy.js.map +0 -1
- package/readme.md +0 -24
package/OBJ/objFileLoader.d.ts
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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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* 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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* 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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* 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.
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*/
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static OPTIMIZE_NORMALS: boolean;
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* Defines custom scaling of UV coordinates of loaded meshes.
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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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}
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package/OBJ/objFileLoader.js
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import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
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import { Tools } from "@babylonjs/core/Misc/tools.js";
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import { SceneLoader } from "@babylonjs/core/Loading/sceneLoader.js";
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import { AssetContainer } from "@babylonjs/core/assetContainer.js";
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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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*/
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var OBJFileLoader = /** @class */ (function () {
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/**
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* Creates loader for .OBJ 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;
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}
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Object.defineProperty(OBJFileLoader, "INVERT_TEXTURE_Y", {
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/**
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* Invert Y-Axis of referenced textures on load
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*/
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33
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-
get: function () {
|
34
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-
return MTLFileLoader.INVERT_TEXTURE_Y;
|
35
|
-
},
|
36
|
-
set: function (value) {
|
37
|
-
MTLFileLoader.INVERT_TEXTURE_Y = value;
|
38
|
-
},
|
39
|
-
enumerable: false,
|
40
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-
configurable: true
|
41
|
-
});
|
42
|
-
Object.defineProperty(OBJFileLoader, "DefaultLoadingOptions", {
|
43
|
-
get: function () {
|
44
|
-
return {
|
45
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computeNormals: OBJFileLoader.COMPUTE_NORMALS,
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46
|
-
optimizeNormals: OBJFileLoader.OPTIMIZE_NORMALS,
|
47
|
-
importVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,
|
48
|
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invertY: OBJFileLoader.INVERT_Y,
|
49
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invertTextureY: OBJFileLoader.INVERT_TEXTURE_Y,
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50
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UVScaling: OBJFileLoader.UV_SCALING,
|
51
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materialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,
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52
|
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optimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,
|
53
|
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skipMaterials: OBJFileLoader.SKIP_MATERIALS
|
54
|
-
};
|
55
|
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},
|
56
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enumerable: false,
|
57
|
-
configurable: true
|
58
|
-
});
|
59
|
-
/**
|
60
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* Calls synchronously the MTL file attached to this obj.
|
61
|
-
* Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
|
62
|
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* Without this function materials are not displayed in the first frame (but displayed after).
|
63
|
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* In consequence it is impossible to get material information in your HTML file
|
64
|
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*
|
65
|
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* @param url The URL of the MTL file
|
66
|
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* @param rootUrl defines where to load data from
|
67
|
-
* @param onSuccess Callback function to be called when the MTL file is loaded
|
68
|
-
*/
|
69
|
-
OBJFileLoader.prototype._loadMTL = function (url, rootUrl, onSuccess, onFailure) {
|
70
|
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//The complete path to the mtl file
|
71
|
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var pathOfFile = rootUrl + url;
|
72
|
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// Loads through the babylon tools to allow fileInput search.
|
73
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-
Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, function (request, exception) {
|
74
|
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onFailure(pathOfFile, exception);
|
75
|
-
});
|
76
|
-
};
|
77
|
-
/**
|
78
|
-
* Instantiates a OBJ file loader plugin.
|
79
|
-
* @returns the created plugin
|
80
|
-
*/
|
81
|
-
OBJFileLoader.prototype.createPlugin = function () {
|
82
|
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return new OBJFileLoader(OBJFileLoader.DefaultLoadingOptions);
|
83
|
-
};
|
84
|
-
/**
|
85
|
-
* If the data string can be loaded directly.
|
86
|
-
*
|
87
|
-
* @param data string containing the file data
|
88
|
-
* @returns if the data can be loaded directly
|
89
|
-
*/
|
90
|
-
OBJFileLoader.prototype.canDirectLoad = function (data) {
|
91
|
-
return false;
|
92
|
-
};
|
93
|
-
/**
|
94
|
-
* Imports one or more meshes from the loaded OBJ data and adds them to the scene
|
95
|
-
* @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
|
96
|
-
* @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
|
package/OBJ/objFileLoader.js.map
DELETED
@@ -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}"]}
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import { Vector2 } from "@babylonjs/core/Maths/math.vector";
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/**
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* Options for loading OBJ/MTL files
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*/
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export declare type OBJLoadingOptions = {
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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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optimizeWithUV: boolean;
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/**
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* Defines custom scaling of UV coordinates of loaded meshes.
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-
*/
|
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
|
-
};
|
package/OBJ/objLoadingOptions.js
DELETED
@@ -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"]}
|