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

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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.
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
- * @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
+ }