@babylonjs/loaders 5.0.0-rc.0 → 5.0.0-rc.11

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Files changed (173) hide show
  1. package/OBJ/index.d.ts +4 -4
  2. package/OBJ/index.js +4 -4
  3. package/OBJ/index.js.map +1 -1
  4. package/OBJ/mtlFileLoader.d.ts +41 -40
  5. package/OBJ/mtlFileLoader.js +232 -231
  6. package/OBJ/mtlFileLoader.js.map +1 -1
  7. package/OBJ/objFileLoader.d.ts +126 -133
  8. package/OBJ/objFileLoader.js +296 -300
  9. package/OBJ/objFileLoader.js.map +1 -1
  10. package/OBJ/objLoadingOptions.d.ts +43 -43
  11. package/OBJ/objLoadingOptions.js +1 -1
  12. package/OBJ/objLoadingOptions.js.map +1 -1
  13. package/OBJ/solidParser.d.ts +154 -153
  14. package/OBJ/solidParser.js +693 -699
  15. package/OBJ/solidParser.js.map +1 -1
  16. package/STL/index.d.ts +1 -1
  17. package/STL/index.js +1 -1
  18. package/STL/index.js.map +1 -1
  19. package/STL/stlFileLoader.d.ts +64 -71
  20. package/STL/stlFileLoader.js +233 -239
  21. package/STL/stlFileLoader.js.map +1 -1
  22. package/glTF/1.0/glTFBinaryExtension.d.ts +13 -13
  23. package/glTF/1.0/glTFBinaryExtension.js +60 -61
  24. package/glTF/1.0/glTFBinaryExtension.js.map +1 -1
  25. package/glTF/1.0/glTFLoader.d.ts +136 -106
  26. package/glTF/1.0/glTFLoader.js +1814 -1696
  27. package/glTF/1.0/glTFLoader.js.map +1 -1
  28. package/glTF/1.0/glTFLoaderInterfaces.d.ts +412 -412
  29. package/glTF/1.0/glTFLoaderInterfaces.js +95 -95
  30. package/glTF/1.0/glTFLoaderInterfaces.js.map +1 -1
  31. package/glTF/1.0/glTFLoaderUtils.d.ts +63 -62
  32. package/glTF/1.0/glTFLoaderUtils.js +250 -232
  33. package/glTF/1.0/glTFLoaderUtils.js.map +1 -1
  34. package/glTF/1.0/glTFMaterialsCommonExtension.d.ts +10 -10
  35. package/glTF/1.0/glTFMaterialsCommonExtension.js +129 -127
  36. package/glTF/1.0/glTFMaterialsCommonExtension.js.map +1 -1
  37. package/glTF/1.0/index.d.ts +5 -5
  38. package/glTF/1.0/index.js +5 -5
  39. package/glTF/1.0/index.js.map +1 -1
  40. package/glTF/2.0/Extensions/EXT_lights_image_based.d.ts +43 -36
  41. package/glTF/2.0/Extensions/EXT_lights_image_based.js +117 -110
  42. package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
  43. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +36 -28
  44. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +88 -80
  45. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
  46. package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +34 -27
  47. package/glTF/2.0/Extensions/EXT_meshopt_compression.js +49 -42
  48. package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
  49. package/glTF/2.0/Extensions/EXT_texture_webp.d.ts +29 -21
  50. package/glTF/2.0/Extensions/EXT_texture_webp.js +40 -32
  51. package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
  52. package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +50 -32
  53. package/glTF/2.0/Extensions/ExtrasAsMetadata.js +73 -55
  54. package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +1 -1
  55. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +39 -31
  56. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +112 -101
  57. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
  58. package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +36 -28
  59. package/glTF/2.0/Extensions/KHR_lights_punctual.js +89 -81
  60. package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
  61. package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +39 -31
  62. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +94 -86
  63. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
  64. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +38 -30
  65. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +53 -45
  66. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -1
  67. package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +42 -34
  68. package/glTF/2.0/Extensions/KHR_materials_ior.js +62 -54
  69. package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
  70. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.d.ts +38 -30
  71. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +80 -72
  72. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
  73. package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +39 -31
  74. package/glTF/2.0/Extensions/KHR_materials_sheen.js +84 -76
  75. package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
  76. package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +38 -30
  77. package/glTF/2.0/Extensions/KHR_materials_specular.js +74 -66
  78. package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
  79. package/glTF/2.0/Extensions/KHR_materials_translucency.d.ts +39 -31
  80. package/glTF/2.0/Extensions/KHR_materials_translucency.js +83 -76
  81. package/glTF/2.0/Extensions/KHR_materials_translucency.js.map +1 -1
  82. package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +38 -30
  83. package/glTF/2.0/Extensions/KHR_materials_transmission.js +288 -277
  84. package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
  85. package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +38 -30
  86. package/glTF/2.0/Extensions/KHR_materials_unlit.js +73 -65
  87. package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
  88. package/glTF/2.0/Extensions/KHR_materials_variants.d.ts +87 -76
  89. package/glTF/2.0/Extensions/KHR_materials_variants.js +254 -243
  90. package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
  91. package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +39 -31
  92. package/glTF/2.0/Extensions/KHR_materials_volume.js +85 -78
  93. package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
  94. package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +22 -19
  95. package/glTF/2.0/Extensions/KHR_mesh_quantization.js +23 -21
  96. package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +1 -1
  97. package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +29 -21
  98. package/glTF/2.0/Extensions/KHR_texture_basisu.js +40 -32
  99. package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
  100. package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +33 -25
  101. package/glTF/2.0/Extensions/KHR_texture_transform.js +61 -53
  102. package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
  103. package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +32 -29
  104. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +49 -46
  105. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
  106. package/glTF/2.0/Extensions/MSFT_audio_emitter.d.ts +54 -38
  107. package/glTF/2.0/Extensions/MSFT_audio_emitter.js +240 -216
  108. package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
  109. package/glTF/2.0/Extensions/MSFT_lod.d.ts +109 -75
  110. package/glTF/2.0/Extensions/MSFT_lod.js +369 -333
  111. package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
  112. package/glTF/2.0/Extensions/MSFT_minecraftMesh.d.ts +14 -14
  113. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +36 -36
  114. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -1
  115. package/glTF/2.0/Extensions/MSFT_sRGBFactors.d.ts +14 -14
  116. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +36 -36
  117. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -1
  118. package/glTF/2.0/Extensions/index.d.ts +26 -26
  119. package/glTF/2.0/Extensions/index.js +26 -26
  120. package/glTF/2.0/Extensions/index.js.map +1 -1
  121. package/glTF/2.0/glTFLoader.d.ts +406 -357
  122. package/glTF/2.0/glTFLoader.js +2366 -2266
  123. package/glTF/2.0/glTFLoader.js.map +1 -1
  124. package/glTF/2.0/glTFLoaderExtension.d.ts +152 -152
  125. package/glTF/2.0/glTFLoaderExtension.js +1 -1
  126. package/glTF/2.0/glTFLoaderExtension.js.map +1 -1
  127. package/glTF/2.0/glTFLoaderInterfaces.d.ts +211 -209
  128. package/glTF/2.0/glTFLoaderInterfaces.js +1 -1
  129. package/glTF/2.0/glTFLoaderInterfaces.js.map +1 -1
  130. package/glTF/2.0/index.d.ts +4 -4
  131. package/glTF/2.0/index.js +5 -4
  132. package/glTF/2.0/index.js.map +1 -1
  133. package/glTF/glTFFileLoader.d.ts +433 -373
  134. package/glTF/glTFFileLoader.js +927 -870
  135. package/glTF/glTFFileLoader.js.map +1 -1
  136. package/glTF/glTFValidation.d.ts +29 -29
  137. package/glTF/glTFValidation.js +123 -121
  138. package/glTF/glTFValidation.js.map +1 -1
  139. package/glTF/index.d.ts +5 -5
  140. package/glTF/index.js +6 -5
  141. package/glTF/index.js.map +1 -1
  142. package/index.d.ts +3 -3
  143. package/index.js +4 -3
  144. package/index.js.map +1 -1
  145. package/legacy/legacy-glTF.d.ts +2 -2
  146. package/legacy/legacy-glTF.js +18 -18
  147. package/legacy/legacy-glTF.js.map +1 -1
  148. package/legacy/legacy-glTF1.d.ts +2 -2
  149. package/legacy/legacy-glTF1.js +15 -14
  150. package/legacy/legacy-glTF1.js.map +1 -1
  151. package/legacy/legacy-glTF1FileLoader.d.ts +2 -2
  152. package/legacy/legacy-glTF1FileLoader.js +3 -2
  153. package/legacy/legacy-glTF1FileLoader.js.map +1 -1
  154. package/legacy/legacy-glTF2.d.ts +2 -2
  155. package/legacy/legacy-glTF2.js +33 -32
  156. package/legacy/legacy-glTF2.js.map +1 -1
  157. package/legacy/legacy-glTF2FileLoader.d.ts +2 -2
  158. package/legacy/legacy-glTF2FileLoader.js +3 -2
  159. package/legacy/legacy-glTF2FileLoader.js.map +1 -1
  160. package/legacy/legacy-glTFFileLoader.d.ts +3 -3
  161. package/legacy/legacy-glTFFileLoader.js +4 -3
  162. package/legacy/legacy-glTFFileLoader.js.map +1 -1
  163. package/legacy/legacy-objFileLoader.d.ts +1 -1
  164. package/legacy/legacy-objFileLoader.js +13 -12
  165. package/legacy/legacy-objFileLoader.js.map +1 -1
  166. package/legacy/legacy-stlFileLoader.d.ts +1 -1
  167. package/legacy/legacy-stlFileLoader.js +13 -12
  168. package/legacy/legacy-stlFileLoader.js.map +1 -1
  169. package/legacy/legacy.d.ts +6 -6
  170. package/legacy/legacy.js +8 -6
  171. package/legacy/legacy.js.map +1 -1
  172. package/package.json +23 -198
  173. package/readme.md +2 -2
@@ -1,240 +1,234 @@
1
- import { Tools } from "@babylonjs/core/Misc/tools.js";
2
- import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
3
- import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
4
- import { SceneLoader } from "@babylonjs/core/Loading/sceneLoader.js";
5
- import { AssetContainer } from "@babylonjs/core/assetContainer.js";
6
- /**
7
- * STL file type loader.
8
- * This is a babylon scene loader plugin.
9
- */
10
- var STLFileLoader = /** @class */ (function () {
11
- function STLFileLoader() {
12
- /** @hidden */
13
- this.solidPattern = /solid (\S*)([\S\s]*?)endsolid[ ]*(\S*)/g;
14
- /** @hidden */
15
- this.facetsPattern = /facet([\s\S]*?)endfacet/g;
16
- /** @hidden */
17
- this.normalPattern = /normal[\s]+([\-+]?[0-9]+\.?[0-9]*([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+/g;
18
- /** @hidden */
19
- this.vertexPattern = /vertex[\s]+([\-+]?[0-9]+\.?[0-9]*([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+/g;
20
- /**
21
- * Defines the name of the plugin.
22
- */
23
- this.name = "stl";
24
- /**
25
- * Defines the extensions the stl loader is able to load.
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- * force data to come in as an ArrayBuffer
27
- * we'll convert to string if it looks like it's an ASCII .stl
28
- */
29
- this.extensions = {
30
- ".stl": { isBinary: true },
31
- };
32
- }
33
- /**
34
- * Import meshes into a scene.
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- * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
36
- * @param scene The scene to import into
37
- * @param data The data to import
38
- * @param rootUrl The root url for scene and resources
39
- * @param meshes The meshes array to import into
40
- * @param particleSystems The particle systems array to import into
41
- * @param skeletons The skeletons array to import into
42
- * @param onError The callback when import fails
43
- * @returns True if successful or false otherwise
44
- */
45
- STLFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
46
- var matches;
47
- if (typeof data !== "string") {
48
- if (this._isBinary(data)) {
49
- // binary .stl
50
- var babylonMesh = new Mesh("stlmesh", scene);
51
- this._parseBinary(babylonMesh, data);
52
- if (meshes) {
53
- meshes.push(babylonMesh);
54
- }
55
- return true;
56
- }
57
- // ASCII .stl
58
- // convert to string
59
- var array_buffer = new Uint8Array(data);
60
- var str = '';
61
- for (var i = 0; i < data.byteLength; i++) {
62
- str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian
63
- }
64
- data = str;
65
- }
66
- //if arrived here, data is a string, containing the STLA data.
67
- while (matches = this.solidPattern.exec(data)) {
68
- var meshName = matches[1];
69
- var meshNameFromEnd = matches[3];
70
- if (meshName != meshNameFromEnd) {
71
- Tools.Error("Error in STL, solid name != endsolid name");
72
- return false;
73
- }
74
- // check meshesNames
75
- if (meshesNames && meshName) {
76
- if (meshesNames instanceof Array) {
77
- if (!meshesNames.indexOf(meshName)) {
78
- continue;
79
- }
80
- }
81
- else {
82
- if (meshName !== meshesNames) {
83
- continue;
84
- }
85
- }
86
- }
87
- // stl mesh name can be empty as well
88
- meshName = meshName || "stlmesh";
89
- var babylonMesh = new Mesh(meshName, scene);
90
- this._parseASCII(babylonMesh, matches[2]);
91
- if (meshes) {
92
- meshes.push(babylonMesh);
93
- }
94
- }
95
- return true;
96
- };
97
- /**
98
- * Load into a scene.
99
- * @param scene The scene to load into
100
- * @param data The data to import
101
- * @param rootUrl The root url for scene and resources
102
- * @param onError The callback when import fails
103
- * @returns true if successful or false otherwise
104
- */
105
- STLFileLoader.prototype.load = function (scene, data, rootUrl) {
106
- var result = this.importMesh(null, scene, data, rootUrl, null, null, null);
107
- return result;
108
- };
109
- /**
110
- * Load into an asset container.
111
- * @param scene The scene to load into
112
- * @param data The data to import
113
- * @param rootUrl The root url for scene and resources
114
- * @param onError The callback when import fails
115
- * @returns The loaded asset container
116
- */
117
- STLFileLoader.prototype.loadAssetContainer = function (scene, data, rootUrl, onError) {
118
- var container = new AssetContainer(scene);
119
- scene._blockEntityCollection = true;
120
- this.importMesh(null, scene, data, rootUrl, container.meshes, null, null);
121
- scene._blockEntityCollection = false;
122
- return container;
123
- };
124
- STLFileLoader.prototype._isBinary = function (data) {
125
- // check if file size is correct for binary stl
126
- var faceSize, nFaces, reader;
127
- reader = new DataView(data);
128
- // A Binary STL header is 80 bytes, if the data size is not great than
129
- // that then it's not a binary STL.
130
- if (reader.byteLength <= 80) {
131
- return false;
132
- }
133
- faceSize = (32 / 8 * 3) + ((32 / 8 * 3) * 3) + (16 / 8);
134
- nFaces = reader.getUint32(80, true);
135
- if (80 + (32 / 8) + (nFaces * faceSize) === reader.byteLength) {
136
- return true;
137
- }
138
- // check characters higher than ASCII to confirm binary
139
- var fileLength = reader.byteLength;
140
- for (var index = 0; index < fileLength; index++) {
141
- if (reader.getUint8(index) > 127) {
142
- return true;
143
- }
144
- }
145
- return false;
146
- };
147
- STLFileLoader.prototype._parseBinary = function (mesh, data) {
148
- var reader = new DataView(data);
149
- var faces = reader.getUint32(80, true);
150
- var dataOffset = 84;
151
- var faceLength = 12 * 4 + 2;
152
- var offset = 0;
153
- var positions = new Float32Array(faces * 3 * 3);
154
- var normals = new Float32Array(faces * 3 * 3);
155
- var indices = new Uint32Array(faces * 3);
156
- var indicesCount = 0;
157
- for (var face = 0; face < faces; face++) {
158
- var start = dataOffset + face * faceLength;
159
- var normalX = reader.getFloat32(start, true);
160
- var normalY = reader.getFloat32(start + 4, true);
161
- var normalZ = reader.getFloat32(start + 8, true);
162
- for (var i = 1; i <= 3; i++) {
163
- var vertexstart = start + i * 12;
164
- // ordering is intentional to match ascii import
165
- positions[offset] = reader.getFloat32(vertexstart, true);
166
- normals[offset] = normalX;
167
- if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {
168
- positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);
169
- positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);
170
- normals[offset + 2] = normalY;
171
- normals[offset + 1] = normalZ;
172
- }
173
- else {
174
- positions[offset + 1] = reader.getFloat32(vertexstart + 4, true);
175
- positions[offset + 2] = reader.getFloat32(vertexstart + 8, true);
176
- normals[offset + 1] = normalY;
177
- normals[offset + 2] = normalZ;
178
- }
179
- offset += 3;
180
- }
181
- indices[indicesCount] = indicesCount++;
182
- indices[indicesCount] = indicesCount++;
183
- indices[indicesCount] = indicesCount++;
184
- }
185
- mesh.setVerticesData(VertexBuffer.PositionKind, positions);
186
- mesh.setVerticesData(VertexBuffer.NormalKind, normals);
187
- mesh.setIndices(indices);
188
- mesh.computeWorldMatrix(true);
189
- };
190
- STLFileLoader.prototype._parseASCII = function (mesh, solidData) {
191
- var positions = [];
192
- var normals = [];
193
- var indices = [];
194
- var indicesCount = 0;
195
- //load facets, ignoring loop as the standard doesn't define it can contain more than vertices
196
- var matches;
197
- while (matches = this.facetsPattern.exec(solidData)) {
198
- var facet = matches[1];
199
- //one normal per face
200
- var normalMatches = this.normalPattern.exec(facet);
201
- this.normalPattern.lastIndex = 0;
202
- if (!normalMatches) {
203
- continue;
204
- }
205
- var normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];
206
- var vertexMatch;
207
- while (vertexMatch = this.vertexPattern.exec(facet)) {
208
- if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {
209
- positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));
210
- normals.push(normal[0], normal[1], normal[2]);
211
- }
212
- else {
213
- positions.push(Number(vertexMatch[1]), Number(vertexMatch[3]), Number(vertexMatch[5]));
214
- // Flipping the second and third component because inverted
215
- // when normal was declared.
216
- normals.push(normal[0], normal[2], normal[1]);
217
- }
218
- }
219
- indices.push(indicesCount++, indicesCount++, indicesCount++);
220
- this.vertexPattern.lastIndex = 0;
221
- }
222
- this.facetsPattern.lastIndex = 0;
223
- mesh.setVerticesData(VertexBuffer.PositionKind, positions);
224
- mesh.setVerticesData(VertexBuffer.NormalKind, normals);
225
- mesh.setIndices(indices);
226
- mesh.computeWorldMatrix(true);
227
- };
228
- /**
229
- * Defines if Y and Z axes are swapped or not when loading an STL file.
230
- * The default is false to maintain backward compatibility. When set to
231
- * true, coordinates from the STL file are used without change.
232
- */
233
- STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES = false;
234
- return STLFileLoader;
235
- }());
236
- export { STLFileLoader };
237
- if (SceneLoader) {
238
- SceneLoader.RegisterPlugin(new STLFileLoader());
239
- }
1
+ import { Tools } from "@babylonjs/core/Misc/tools.js";
2
+ import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
3
+ import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
4
+ import { SceneLoader } from "@babylonjs/core/Loading/sceneLoader.js";
5
+ import { AssetContainer } from "@babylonjs/core/assetContainer.js";
6
+ /**
7
+ * STL file type loader.
8
+ * This is a babylon scene loader plugin.
9
+ */
10
+ var STLFileLoader = /** @class */ (function () {
11
+ function STLFileLoader() {
12
+ /** @hidden */
13
+ this.solidPattern = /solid (\S*)([\S\s]*?)endsolid[ ]*(\S*)/g;
14
+ /** @hidden */
15
+ this.facetsPattern = /facet([\s\S]*?)endfacet/g;
16
+ /** @hidden */
17
+ this.normalPattern = /normal[\s]+([-+]?[0-9]+\.?[0-9]*([eE][-+]?[0-9]+)?)+[\s]+([-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?)+[\s]+([-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;
18
+ /** @hidden */
19
+ this.vertexPattern = /vertex[\s]+([-+]?[0-9]+\.?[0-9]*([eE][-+]?[0-9]+)?)+[\s]+([-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?)+[\s]+([-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;
20
+ /**
21
+ * Defines the name of the plugin.
22
+ */
23
+ this.name = "stl";
24
+ /**
25
+ * Defines the extensions the stl loader is able to load.
26
+ * force data to come in as an ArrayBuffer
27
+ * we'll convert to string if it looks like it's an ASCII .stl
28
+ */
29
+ this.extensions = {
30
+ ".stl": { isBinary: true },
31
+ };
32
+ }
33
+ /**
34
+ * Import meshes into a scene.
35
+ * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
36
+ * @param scene The scene to import into
37
+ * @param data The data to import
38
+ * @param rootUrl The root url for scene and resources
39
+ * @param meshes The meshes array to import into
40
+ * @returns True if successful or false otherwise
41
+ */
42
+ STLFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes) {
43
+ var matches;
44
+ if (typeof data !== "string") {
45
+ if (this._isBinary(data)) {
46
+ // binary .stl
47
+ var babylonMesh = new Mesh("stlmesh", scene);
48
+ this._parseBinary(babylonMesh, data);
49
+ if (meshes) {
50
+ meshes.push(babylonMesh);
51
+ }
52
+ return true;
53
+ }
54
+ // ASCII .stl
55
+ // convert to string
56
+ var array_buffer = new Uint8Array(data);
57
+ var str = "";
58
+ for (var i = 0; i < data.byteLength; i++) {
59
+ str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian
60
+ }
61
+ data = str;
62
+ }
63
+ //if arrived here, data is a string, containing the STLA data.
64
+ while ((matches = this.solidPattern.exec(data))) {
65
+ var meshName = matches[1];
66
+ var meshNameFromEnd = matches[3];
67
+ if (meshName != meshNameFromEnd) {
68
+ Tools.Error("Error in STL, solid name != endsolid name");
69
+ return false;
70
+ }
71
+ // check meshesNames
72
+ if (meshesNames && meshName) {
73
+ if (meshesNames instanceof Array) {
74
+ if (!meshesNames.indexOf(meshName)) {
75
+ continue;
76
+ }
77
+ }
78
+ else {
79
+ if (meshName !== meshesNames) {
80
+ continue;
81
+ }
82
+ }
83
+ }
84
+ // stl mesh name can be empty as well
85
+ meshName = meshName || "stlmesh";
86
+ var babylonMesh = new Mesh(meshName, scene);
87
+ this._parseASCII(babylonMesh, matches[2]);
88
+ if (meshes) {
89
+ meshes.push(babylonMesh);
90
+ }
91
+ }
92
+ return true;
93
+ };
94
+ /**
95
+ * Load into a scene.
96
+ * @param scene The scene to load into
97
+ * @param data The data to import
98
+ * @param rootUrl The root url for scene and resources
99
+ * @returns true if successful or false otherwise
100
+ */
101
+ STLFileLoader.prototype.load = function (scene, data, rootUrl) {
102
+ var result = this.importMesh(null, scene, data, rootUrl, null);
103
+ return result;
104
+ };
105
+ /**
106
+ * Load into an asset container.
107
+ * @param scene The scene to load into
108
+ * @param data The data to import
109
+ * @param rootUrl The root url for scene and resources
110
+ * @returns The loaded asset container
111
+ */
112
+ STLFileLoader.prototype.loadAssetContainer = function (scene, data, rootUrl) {
113
+ var container = new AssetContainer(scene);
114
+ scene._blockEntityCollection = true;
115
+ this.importMesh(null, scene, data, rootUrl, container.meshes);
116
+ scene._blockEntityCollection = false;
117
+ return container;
118
+ };
119
+ STLFileLoader.prototype._isBinary = function (data) {
120
+ // check if file size is correct for binary stl
121
+ var reader = new DataView(data);
122
+ // A Binary STL header is 80 bytes, if the data size is not great than
123
+ // that then it's not a binary STL.
124
+ if (reader.byteLength <= 80) {
125
+ return false;
126
+ }
127
+ var faceSize = (32 / 8) * 3 + (32 / 8) * 3 * 3 + 16 / 8;
128
+ var nFaces = reader.getUint32(80, true);
129
+ if (80 + 32 / 8 + nFaces * faceSize === reader.byteLength) {
130
+ return true;
131
+ }
132
+ // check characters higher than ASCII to confirm binary
133
+ var fileLength = reader.byteLength;
134
+ for (var index = 0; index < fileLength; index++) {
135
+ if (reader.getUint8(index) > 127) {
136
+ return true;
137
+ }
138
+ }
139
+ return false;
140
+ };
141
+ STLFileLoader.prototype._parseBinary = function (mesh, data) {
142
+ var reader = new DataView(data);
143
+ var faces = reader.getUint32(80, true);
144
+ var dataOffset = 84;
145
+ var faceLength = 12 * 4 + 2;
146
+ var offset = 0;
147
+ var positions = new Float32Array(faces * 3 * 3);
148
+ var normals = new Float32Array(faces * 3 * 3);
149
+ var indices = new Uint32Array(faces * 3);
150
+ var indicesCount = 0;
151
+ for (var face = 0; face < faces; face++) {
152
+ var start = dataOffset + face * faceLength;
153
+ var normalX = reader.getFloat32(start, true);
154
+ var normalY = reader.getFloat32(start + 4, true);
155
+ var normalZ = reader.getFloat32(start + 8, true);
156
+ for (var i = 1; i <= 3; i++) {
157
+ var vertexstart = start + i * 12;
158
+ // ordering is intentional to match ascii import
159
+ positions[offset] = reader.getFloat32(vertexstart, true);
160
+ normals[offset] = normalX;
161
+ if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {
162
+ positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);
163
+ positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);
164
+ normals[offset + 2] = normalY;
165
+ normals[offset + 1] = normalZ;
166
+ }
167
+ else {
168
+ positions[offset + 1] = reader.getFloat32(vertexstart + 4, true);
169
+ positions[offset + 2] = reader.getFloat32(vertexstart + 8, true);
170
+ normals[offset + 1] = normalY;
171
+ normals[offset + 2] = normalZ;
172
+ }
173
+ offset += 3;
174
+ }
175
+ indices[indicesCount] = indicesCount++;
176
+ indices[indicesCount] = indicesCount++;
177
+ indices[indicesCount] = indicesCount++;
178
+ }
179
+ mesh.setVerticesData(VertexBuffer.PositionKind, positions);
180
+ mesh.setVerticesData(VertexBuffer.NormalKind, normals);
181
+ mesh.setIndices(indices);
182
+ mesh.computeWorldMatrix(true);
183
+ };
184
+ STLFileLoader.prototype._parseASCII = function (mesh, solidData) {
185
+ var positions = [];
186
+ var normals = [];
187
+ var indices = [];
188
+ var indicesCount = 0;
189
+ //load facets, ignoring loop as the standard doesn't define it can contain more than vertices
190
+ var matches;
191
+ while ((matches = this.facetsPattern.exec(solidData))) {
192
+ var facet = matches[1];
193
+ //one normal per face
194
+ var normalMatches = this.normalPattern.exec(facet);
195
+ this.normalPattern.lastIndex = 0;
196
+ if (!normalMatches) {
197
+ continue;
198
+ }
199
+ var normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];
200
+ var vertexMatch = void 0;
201
+ while ((vertexMatch = this.vertexPattern.exec(facet))) {
202
+ if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {
203
+ positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));
204
+ normals.push(normal[0], normal[1], normal[2]);
205
+ }
206
+ else {
207
+ positions.push(Number(vertexMatch[1]), Number(vertexMatch[3]), Number(vertexMatch[5]));
208
+ // Flipping the second and third component because inverted
209
+ // when normal was declared.
210
+ normals.push(normal[0], normal[2], normal[1]);
211
+ }
212
+ }
213
+ indices.push(indicesCount++, indicesCount++, indicesCount++);
214
+ this.vertexPattern.lastIndex = 0;
215
+ }
216
+ this.facetsPattern.lastIndex = 0;
217
+ mesh.setVerticesData(VertexBuffer.PositionKind, positions);
218
+ mesh.setVerticesData(VertexBuffer.NormalKind, normals);
219
+ mesh.setIndices(indices);
220
+ mesh.computeWorldMatrix(true);
221
+ };
222
+ /**
223
+ * Defines if Y and Z axes are swapped or not when loading an STL file.
224
+ * The default is false to maintain backward compatibility. When set to
225
+ * true, coordinates from the STL file are used without change.
226
+ */
227
+ STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES = false;
228
+ return STLFileLoader;
229
+ }());
230
+ export { STLFileLoader };
231
+ if (SceneLoader) {
232
+ SceneLoader.RegisterPlugin(new STLFileLoader());
233
+ }
240
234
  //# sourceMappingURL=stlFileLoader.js.map
@@ -1 +1 @@
1
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{ Nullable } from \"@babylonjs/core/types\";\nimport { Tools } from \"@babylonjs/core/Misc/tools\";\nimport { VertexBuffer } from \"@babylonjs/core/Buffers/buffer\";\nimport { Skeleton } from \"@babylonjs/core/Bones/skeleton\";\nimport { IParticleSystem } from \"@babylonjs/core/Particles/IParticleSystem\";\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\nimport { SceneLoader, ISceneLoaderPlugin, ISceneLoaderPluginExtensions } from \"@babylonjs/core/Loading/sceneLoader\";\nimport { AssetContainer } from \"@babylonjs/core/assetContainer\";\nimport { Scene } from \"@babylonjs/core/scene\";\n\n/**\n * STL file type loader.\n * This is a babylon scene loader plugin.\n */\nexport class STLFileLoader implements ISceneLoaderPlugin {\n\n /** @hidden */\n public solidPattern = /solid (\\S*)([\\S\\s]*?)endsolid[ ]*(\\S*)/g;\n\n /** @hidden */\n public facetsPattern = /facet([\\s\\S]*?)endfacet/g;\n /** @hidden */\n public normalPattern = /normal[\\s]+([\\-+]?[0-9]+\\.?[0-9]*([eE][\\-+]?[0-9]+)?)+[\\s]+([\\-+]?[0-9]*\\.?[0-9]+([eE][\\-+]?[0-9]+)?)+[\\s]+([\\-+]?[0-9]*\\.?[0-9]+([eE][\\-+]?[0-9]+)?)+/g;\n /** @hidden */\n public vertexPattern = /vertex[\\s]+([\\-+]?[0-9]+\\.?[0-9]*([eE][\\-+]?[0-9]+)?)+[\\s]+([\\-+]?[0-9]*\\.?[0-9]+([eE][\\-+]?[0-9]+)?)+[\\s]+([\\-+]?[0-9]*\\.?[0-9]+([eE][\\-+]?[0-9]+)?)+/g;\n\n /**\n * Defines the name of the plugin.\n */\n public name = \"stl\";\n\n /**\n * Defines the extensions the stl loader is able to load.\n * force data to come in as an ArrayBuffer\n * we'll convert to string if it looks like it's an ASCII .stl\n */\n public extensions: ISceneLoaderPluginExtensions = {\n \".stl\": { isBinary: true },\n };\n\n /**\n * Defines if Y and Z axes are swapped or not when loading an STL file.\n * The default is false to maintain backward compatibility. When set to\n * true, coordinates from the STL file are used without change.\n */\n public static DO_NOT_ALTER_FILE_COORDINATES = false;\n\n /**\n * Import meshes into a scene.\n * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported\n * @param scene The scene to import into\n * @param data The data to import\n * @param rootUrl The root url for scene and resources\n * @param meshes The meshes array to import into\n * @param particleSystems The particle systems array to import into\n * @param skeletons The skeletons array to import into\n * @param onError The callback when import fails\n * @returns True if successful or false otherwise\n */\n public importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: Nullable<AbstractMesh[]>, particleSystems: Nullable<IParticleSystem[]>, skeletons: Nullable<Skeleton[]>): boolean {\n var matches;\n\n if (typeof data !== \"string\") {\n\n if (this._isBinary(data)) {\n // binary .stl\n var babylonMesh = new Mesh(\"stlmesh\", scene);\n this._parseBinary(babylonMesh, data);\n if (meshes) {\n meshes.push(babylonMesh);\n }\n return true;\n }\n\n // ASCII .stl\n\n // convert to string\n var array_buffer = new Uint8Array(data);\n var str = '';\n for (var i = 0; i < data.byteLength; i++) {\n str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian\n }\n data = str;\n }\n\n //if arrived here, data is a string, containing the STLA data.\n\n while (matches = this.solidPattern.exec(data)) {\n var meshName = matches[1];\n var meshNameFromEnd = matches[3];\n if (meshName != meshNameFromEnd) {\n Tools.Error(\"Error in STL, solid name != endsolid name\");\n return false;\n }\n\n // check meshesNames\n if (meshesNames && meshName) {\n if (meshesNames instanceof Array) {\n if (!meshesNames.indexOf(meshName)) {\n continue;\n }\n } else {\n if (meshName !== meshesNames) {\n continue;\n }\n }\n }\n\n // stl mesh name can be empty as well\n meshName = meshName || \"stlmesh\";\n\n var babylonMesh = new Mesh(meshName, scene);\n this._parseASCII(babylonMesh, matches[2]);\n if (meshes) {\n meshes.push(babylonMesh);\n }\n }\n\n return true;\n\n }\n\n /**\n * Load into a scene.\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 onError The callback when import fails\n * @returns true if successful or false otherwise\n */\n public load(scene: Scene, data: any, rootUrl: string): boolean {\n var result = this.importMesh(null, scene, data, rootUrl, null, null, null);\n return result;\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 onError The callback when import fails\n * @returns The loaded asset container\n */\n public loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer {\n var container = new AssetContainer(scene);\n scene._blockEntityCollection = true;\n this.importMesh(null, scene, data, rootUrl, container.meshes, null, null);\n scene._blockEntityCollection = false;\n return container;\n }\n\n private _isBinary(data: any) {\n\n // check if file size is correct for binary stl\n var faceSize, nFaces, reader;\n reader = new DataView(data);\n\n // A Binary STL header is 80 bytes, if the data size is not great than\n // that then it's not a binary STL.\n if (reader.byteLength <= 80) {\n return false;\n }\n\n faceSize = (32 / 8 * 3) + ((32 / 8 * 3) * 3) + (16 / 8);\n nFaces = reader.getUint32(80, true);\n\n if (80 + (32 / 8) + (nFaces * faceSize) === reader.byteLength) {\n return true;\n }\n\n // check characters higher than ASCII to confirm binary\n var fileLength = reader.byteLength;\n for (var index = 0; index < fileLength; index++) {\n if (reader.getUint8(index) > 127) {\n return true;\n }\n }\n\n return false;\n }\n\n private _parseBinary(mesh: Mesh, data: ArrayBuffer) {\n\n var reader = new DataView(data);\n var faces = reader.getUint32(80, true);\n\n var dataOffset = 84;\n var faceLength = 12 * 4 + 2;\n\n var offset = 0;\n\n var positions = new Float32Array(faces * 3 * 3);\n var normals = new Float32Array(faces * 3 * 3);\n var indices = new Uint32Array(faces * 3);\n var indicesCount = 0;\n\n for (var face = 0; face < faces; face++) {\n\n var start = dataOffset + face * faceLength;\n var normalX = reader.getFloat32(start, true);\n var normalY = reader.getFloat32(start + 4, true);\n var normalZ = reader.getFloat32(start + 8, true);\n\n for (var i = 1; i <= 3; i++) {\n\n var vertexstart = start + i * 12;\n\n // ordering is intentional to match ascii import\n positions[offset] = reader.getFloat32(vertexstart, true);\n normals[offset] = normalX;\n\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\n\n positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);\n positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);\n\n normals[offset + 2] = normalY;\n normals[offset + 1] = normalZ;\n }\n else {\n\n positions[offset + 1] = reader.getFloat32(vertexstart + 4, true);\n positions[offset + 2] = reader.getFloat32(vertexstart + 8, true);\n\n normals[offset + 1] = normalY;\n normals[offset + 2] = normalZ;\n }\n\n offset += 3;\n }\n indices[indicesCount] = indicesCount++;\n indices[indicesCount] = indicesCount++;\n indices[indicesCount] = indicesCount++;\n }\n\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\n mesh.setIndices(indices);\n mesh.computeWorldMatrix(true);\n }\n\n private _parseASCII(mesh: Mesh, solidData: string) {\n\n var positions = [];\n var normals = [];\n var indices = [];\n var indicesCount = 0;\n\n //load facets, ignoring loop as the standard doesn't define it can contain more than vertices\n var matches;\n while (matches = this.facetsPattern.exec(solidData)) {\n var facet = matches[1];\n //one normal per face\n var normalMatches = this.normalPattern.exec(facet);\n this.normalPattern.lastIndex = 0;\n if (!normalMatches) {\n continue;\n }\n var normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];\n\n var vertexMatch;\n while (vertexMatch = this.vertexPattern.exec(facet)) {\n\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\n\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));\n normals.push(normal[0], normal[1], normal[2]);\n }\n else {\n\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[3]), Number(vertexMatch[5]));\n\n // Flipping the second and third component because inverted\n // when normal was declared.\n normals.push(normal[0], normal[2], normal[1]);\n }\n }\n indices.push(indicesCount++, indicesCount++, indicesCount++);\n this.vertexPattern.lastIndex = 0;\n }\n\n this.facetsPattern.lastIndex = 0;\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\n mesh.setIndices(indices);\n mesh.computeWorldMatrix(true);\n }\n}\n\nif (SceneLoader) {\n SceneLoader.RegisterPlugin(new STLFileLoader());\n}"]}
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport type { ISceneLoaderPlugin, ISceneLoaderPluginExtensions } from \"core/Loading/sceneLoader\";\r\nimport { SceneLoader } from \"core/Loading/sceneLoader\";\r\nimport { AssetContainer } from \"core/assetContainer\";\r\nimport type { Scene } from \"core/scene\";\r\n\r\n/**\r\n * STL file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class STLFileLoader implements ISceneLoaderPlugin {\r\n /** @hidden */\r\n public solidPattern = /solid (\\S*)([\\S\\s]*?)endsolid[ ]*(\\S*)/g;\r\n\r\n /** @hidden */\r\n public facetsPattern = /facet([\\s\\S]*?)endfacet/g;\r\n /** @hidden */\r\n public normalPattern = /normal[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\r\n /** @hidden */\r\n public vertexPattern = /vertex[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\r\n\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public name = \"stl\";\r\n\r\n /**\r\n * Defines the extensions the stl loader is able to load.\r\n * force data to come in as an ArrayBuffer\r\n * we'll convert to string if it looks like it's an ASCII .stl\r\n */\r\n public extensions: ISceneLoaderPluginExtensions = {\r\n \".stl\": { isBinary: true },\r\n };\r\n\r\n /**\r\n * Defines if Y and Z axes are swapped or not when loading an STL file.\r\n * The default is false to maintain backward compatibility. When set to\r\n * true, coordinates from the STL file are used without change.\r\n */\r\n public static DO_NOT_ALTER_FILE_COORDINATES = false;\r\n\r\n /**\r\n * Import meshes into a scene.\r\n * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported\r\n * @param scene The scene to import into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @param meshes The meshes array to import into\r\n * @returns True if successful or false otherwise\r\n */\r\n public importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: Nullable<AbstractMesh[]>): boolean {\r\n let matches;\r\n\r\n if (typeof data !== \"string\") {\r\n if (this._isBinary(data)) {\r\n // binary .stl\r\n const babylonMesh = new Mesh(\"stlmesh\", scene);\r\n this._parseBinary(babylonMesh, data);\r\n if (meshes) {\r\n meshes.push(babylonMesh);\r\n }\r\n return true;\r\n }\r\n\r\n // ASCII .stl\r\n\r\n // convert to string\r\n const array_buffer = new Uint8Array(data);\r\n let str = \"\";\r\n for (let i = 0; i < data.byteLength; i++) {\r\n str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian\r\n }\r\n data = str;\r\n }\r\n\r\n //if arrived here, data is a string, containing the STLA data.\r\n\r\n while ((matches = this.solidPattern.exec(data))) {\r\n let meshName = matches[1];\r\n const meshNameFromEnd = matches[3];\r\n if (meshName != meshNameFromEnd) {\r\n Tools.Error(\"Error in STL, solid name != endsolid name\");\r\n return false;\r\n }\r\n\r\n // check meshesNames\r\n if (meshesNames && meshName) {\r\n if (meshesNames instanceof Array) {\r\n if (!meshesNames.indexOf(meshName)) {\r\n continue;\r\n }\r\n } else {\r\n if (meshName !== meshesNames) {\r\n continue;\r\n }\r\n }\r\n }\r\n\r\n // stl mesh name can be empty as well\r\n meshName = meshName || \"stlmesh\";\r\n\r\n const babylonMesh = new Mesh(meshName, scene);\r\n this._parseASCII(babylonMesh, matches[2]);\r\n if (meshes) {\r\n meshes.push(babylonMesh);\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Load into a scene.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @returns true if successful or false otherwise\r\n */\r\n public load(scene: Scene, data: any, rootUrl: string): boolean {\r\n const result = this.importMesh(null, scene, data, rootUrl, null);\r\n return result;\r\n }\r\n\r\n /**\r\n * Load into an asset container.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @returns The loaded asset container\r\n */\r\n public loadAssetContainer(scene: Scene, data: string, rootUrl: string): AssetContainer {\r\n const container = new AssetContainer(scene);\r\n scene._blockEntityCollection = true;\r\n this.importMesh(null, scene, data, rootUrl, container.meshes);\r\n scene._blockEntityCollection = false;\r\n return container;\r\n }\r\n\r\n private _isBinary(data: any) {\r\n // check if file size is correct for binary stl\r\n const reader = new DataView(data);\r\n\r\n // A Binary STL header is 80 bytes, if the data size is not great than\r\n // that then it's not a binary STL.\r\n if (reader.byteLength <= 80) {\r\n return false;\r\n }\r\n\r\n const faceSize = (32 / 8) * 3 + (32 / 8) * 3 * 3 + 16 / 8;\r\n const nFaces = reader.getUint32(80, true);\r\n\r\n if (80 + 32 / 8 + nFaces * faceSize === reader.byteLength) {\r\n return true;\r\n }\r\n\r\n // check characters higher than ASCII to confirm binary\r\n const fileLength = reader.byteLength;\r\n for (let index = 0; index < fileLength; index++) {\r\n if (reader.getUint8(index) > 127) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _parseBinary(mesh: Mesh, data: ArrayBuffer) {\r\n const reader = new DataView(data);\r\n const faces = reader.getUint32(80, true);\r\n\r\n const dataOffset = 84;\r\n const faceLength = 12 * 4 + 2;\r\n\r\n let offset = 0;\r\n\r\n const positions = new Float32Array(faces * 3 * 3);\r\n const normals = new Float32Array(faces * 3 * 3);\r\n const indices = new Uint32Array(faces * 3);\r\n let indicesCount = 0;\r\n\r\n for (let face = 0; face < faces; face++) {\r\n const start = dataOffset + face * faceLength;\r\n const normalX = reader.getFloat32(start, true);\r\n const normalY = reader.getFloat32(start + 4, true);\r\n const normalZ = reader.getFloat32(start + 8, true);\r\n\r\n for (let i = 1; i <= 3; i++) {\r\n const vertexstart = start + i * 12;\r\n\r\n // ordering is intentional to match ascii import\r\n positions[offset] = reader.getFloat32(vertexstart, true);\r\n normals[offset] = normalX;\r\n\r\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);\r\n positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);\r\n\r\n normals[offset + 2] = normalY;\r\n normals[offset + 1] = normalZ;\r\n } else {\r\n positions[offset + 1] = reader.getFloat32(vertexstart + 4, true);\r\n positions[offset + 2] = reader.getFloat32(vertexstart + 8, true);\r\n\r\n normals[offset + 1] = normalY;\r\n normals[offset + 2] = normalZ;\r\n }\r\n\r\n offset += 3;\r\n }\r\n indices[indicesCount] = indicesCount++;\r\n indices[indicesCount] = indicesCount++;\r\n indices[indicesCount] = indicesCount++;\r\n }\r\n\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n mesh.setIndices(indices);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n\r\n private _parseASCII(mesh: Mesh, solidData: string) {\r\n const positions = [];\r\n const normals = [];\r\n const indices = [];\r\n let indicesCount = 0;\r\n\r\n //load facets, ignoring loop as the standard doesn't define it can contain more than vertices\r\n let matches;\r\n while ((matches = this.facetsPattern.exec(solidData))) {\r\n const facet = matches[1];\r\n //one normal per face\r\n const normalMatches = this.normalPattern.exec(facet);\r\n this.normalPattern.lastIndex = 0;\r\n if (!normalMatches) {\r\n continue;\r\n }\r\n const normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];\r\n\r\n let vertexMatch;\r\n while ((vertexMatch = this.vertexPattern.exec(facet))) {\r\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));\r\n normals.push(normal[0], normal[1], normal[2]);\r\n } else {\r\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[3]), Number(vertexMatch[5]));\r\n\r\n // Flipping the second and third component because inverted\r\n // when normal was declared.\r\n normals.push(normal[0], normal[2], normal[1]);\r\n }\r\n }\r\n indices.push(indicesCount++, indicesCount++, indicesCount++);\r\n this.vertexPattern.lastIndex = 0;\r\n }\r\n\r\n this.facetsPattern.lastIndex = 0;\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n mesh.setIndices(indices);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n}\r\n\r\nif (SceneLoader) {\r\n SceneLoader.RegisterPlugin(new STLFileLoader());\r\n}\r\n"]}
@@ -1,13 +1,13 @@
1
- import { GLTFLoaderExtension } from "./glTFLoader";
2
- import { Scene } from "@babylonjs/core/scene";
3
- import { IGLTFLoaderData } from "../glTFFileLoader";
4
- import { IGLTFRuntime } from "./glTFLoaderInterfaces";
5
- /** @hidden */
6
- export declare class GLTFBinaryExtension extends GLTFLoaderExtension {
7
- private _bin;
8
- constructor();
9
- loadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: (message: string) => void): boolean;
10
- loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
11
- loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
12
- loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: (message: string) => void): boolean;
13
- }
1
+ import { GLTFLoaderExtension } from "./glTFLoader";
2
+ import type { Scene } from "@babylonjs/core/scene.js";
3
+ import type { IGLTFLoaderData } from "../glTFFileLoader";
4
+ import type { IGLTFRuntime } from "./glTFLoaderInterfaces";
5
+ /** @hidden */
6
+ export declare class GLTFBinaryExtension extends GLTFLoaderExtension {
7
+ private _bin;
8
+ constructor();
9
+ loadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void): boolean;
10
+ loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
11
+ loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void): boolean;
12
+ loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void): boolean;
13
+ }