@babylonjs/loaders 5.0.0-rc.2 → 5.0.0-rc.5

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 (151) hide show
  1. package/OBJ/index.js.map +1 -1
  2. package/OBJ/mtlFileLoader.d.ts +7 -6
  3. package/OBJ/mtlFileLoader.js +15 -14
  4. package/OBJ/mtlFileLoader.js.map +1 -1
  5. package/OBJ/objFileLoader.d.ts +11 -18
  6. package/OBJ/objFileLoader.js +19 -23
  7. package/OBJ/objFileLoader.js.map +1 -1
  8. package/OBJ/objLoadingOptions.d.ts +1 -1
  9. package/OBJ/objLoadingOptions.js.map +1 -1
  10. package/OBJ/solidParser.d.ts +6 -5
  11. package/OBJ/solidParser.js +15 -21
  12. package/OBJ/solidParser.js.map +1 -1
  13. package/STL/index.js.map +1 -1
  14. package/STL/stlFileLoader.d.ts +7 -14
  15. package/STL/stlFileLoader.js +15 -21
  16. package/STL/stlFileLoader.js.map +1 -1
  17. package/glTF/1.0/glTFBinaryExtension.d.ts +4 -4
  18. package/glTF/1.0/glTFBinaryExtension.js +4 -5
  19. package/glTF/1.0/glTFBinaryExtension.js.map +1 -1
  20. package/glTF/1.0/glTFLoader.d.ts +80 -50
  21. package/glTF/1.0/glTFLoader.js +265 -146
  22. package/glTF/1.0/glTFLoader.js.map +1 -1
  23. package/glTF/1.0/glTFLoaderInterfaces.d.ts +10 -10
  24. package/glTF/1.0/glTFLoaderInterfaces.js +3 -3
  25. package/glTF/1.0/glTFLoaderInterfaces.js.map +1 -1
  26. package/glTF/1.0/glTFLoaderUtils.d.ts +25 -25
  27. package/glTF/1.0/glTFLoaderUtils.js +70 -52
  28. package/glTF/1.0/glTFLoaderUtils.js.map +1 -1
  29. package/glTF/1.0/glTFMaterialsCommonExtension.d.ts +2 -2
  30. package/glTF/1.0/glTFMaterialsCommonExtension.js +13 -11
  31. package/glTF/1.0/glTFMaterialsCommonExtension.js.map +1 -1
  32. package/glTF/1.0/index.js.map +1 -1
  33. package/glTF/2.0/Extensions/EXT_lights_image_based.d.ts +11 -4
  34. package/glTF/2.0/Extensions/EXT_lights_image_based.js +9 -2
  35. package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
  36. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +13 -5
  37. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +12 -4
  38. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
  39. package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +10 -3
  40. package/glTF/2.0/Extensions/EXT_meshopt_compression.js +10 -3
  41. package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
  42. package/glTF/2.0/Extensions/EXT_texture_webp.d.ts +12 -4
  43. package/glTF/2.0/Extensions/EXT_texture_webp.js +11 -3
  44. package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
  45. package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +26 -8
  46. package/glTF/2.0/Extensions/ExtrasAsMetadata.js +22 -4
  47. package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +1 -1
  48. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +14 -6
  49. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +17 -6
  50. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
  51. package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +12 -4
  52. package/glTF/2.0/Extensions/KHR_lights_punctual.js +11 -3
  53. package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
  54. package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +12 -4
  55. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +10 -2
  56. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
  57. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +12 -4
  58. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +10 -2
  59. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -1
  60. package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +12 -4
  61. package/glTF/2.0/Extensions/KHR_materials_ior.js +10 -2
  62. package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
  63. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.d.ts +12 -4
  64. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +10 -2
  65. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
  66. package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +12 -4
  67. package/glTF/2.0/Extensions/KHR_materials_sheen.js +11 -3
  68. package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
  69. package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +12 -4
  70. package/glTF/2.0/Extensions/KHR_materials_specular.js +11 -3
  71. package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
  72. package/glTF/2.0/Extensions/KHR_materials_translucency.d.ts +12 -4
  73. package/glTF/2.0/Extensions/KHR_materials_translucency.js +11 -4
  74. package/glTF/2.0/Extensions/KHR_materials_translucency.js.map +1 -1
  75. package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +12 -4
  76. package/glTF/2.0/Extensions/KHR_materials_transmission.js +24 -13
  77. package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
  78. package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +12 -4
  79. package/glTF/2.0/Extensions/KHR_materials_unlit.js +10 -2
  80. package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
  81. package/glTF/2.0/Extensions/KHR_materials_variants.d.ts +17 -6
  82. package/glTF/2.0/Extensions/KHR_materials_variants.js +19 -8
  83. package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
  84. package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +12 -4
  85. package/glTF/2.0/Extensions/KHR_materials_volume.js +12 -5
  86. package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
  87. package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +4 -1
  88. package/glTF/2.0/Extensions/KHR_mesh_quantization.js +5 -3
  89. package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +1 -1
  90. package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +12 -4
  91. package/glTF/2.0/Extensions/KHR_texture_basisu.js +11 -3
  92. package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
  93. package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +12 -4
  94. package/glTF/2.0/Extensions/KHR_texture_transform.js +10 -2
  95. package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
  96. package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +4 -1
  97. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +4 -1
  98. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
  99. package/glTF/2.0/Extensions/MSFT_audio_emitter.d.ts +23 -7
  100. package/glTF/2.0/Extensions/MSFT_audio_emitter.js +38 -14
  101. package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
  102. package/glTF/2.0/Extensions/MSFT_lod.d.ts +45 -11
  103. package/glTF/2.0/Extensions/MSFT_lod.js +44 -8
  104. package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
  105. package/glTF/2.0/Extensions/MSFT_minecraftMesh.d.ts +2 -2
  106. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -1
  107. package/glTF/2.0/Extensions/MSFT_sRGBFactors.d.ts +2 -2
  108. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -1
  109. package/glTF/2.0/Extensions/index.js.map +1 -1
  110. package/glTF/2.0/glTFLoader.d.ts +70 -22
  111. package/glTF/2.0/glTFLoader.js +180 -93
  112. package/glTF/2.0/glTFLoader.js.map +1 -1
  113. package/glTF/2.0/glTFLoaderExtension.d.ts +11 -11
  114. package/glTF/2.0/glTFLoaderExtension.js.map +1 -1
  115. package/glTF/2.0/glTFLoaderInterfaces.d.ts +7 -7
  116. package/glTF/2.0/glTFLoaderInterfaces.js.map +1 -1
  117. package/glTF/2.0/index.js.map +1 -1
  118. package/glTF/glTFFileLoader.d.ts +87 -27
  119. package/glTF/glTFFileLoader.js +102 -45
  120. package/glTF/glTFFileLoader.js.map +1 -1
  121. package/glTF/glTFValidation.d.ts +1 -1
  122. package/glTF/glTFValidation.js +12 -12
  123. package/glTF/glTFValidation.js.map +1 -1
  124. package/glTF/index.js.map +1 -1
  125. package/index.js.map +1 -1
  126. package/legacy/legacy-glTF.d.ts +2 -2
  127. package/legacy/legacy-glTF.js +5 -5
  128. package/legacy/legacy-glTF.js.map +1 -1
  129. package/legacy/legacy-glTF1.d.ts +1 -1
  130. package/legacy/legacy-glTF1.js +2 -2
  131. package/legacy/legacy-glTF1.js.map +1 -1
  132. package/legacy/legacy-glTF1FileLoader.js +1 -0
  133. package/legacy/legacy-glTF1FileLoader.js.map +1 -1
  134. package/legacy/legacy-glTF2.d.ts +1 -1
  135. package/legacy/legacy-glTF2.js +11 -11
  136. package/legacy/legacy-glTF2.js.map +1 -1
  137. package/legacy/legacy-glTF2FileLoader.js +1 -0
  138. package/legacy/legacy-glTF2FileLoader.js.map +1 -1
  139. package/legacy/legacy-glTFFileLoader.js +1 -0
  140. package/legacy/legacy-glTFFileLoader.js.map +1 -1
  141. package/legacy/legacy-objFileLoader.d.ts +1 -1
  142. package/legacy/legacy-objFileLoader.js +3 -3
  143. package/legacy/legacy-objFileLoader.js.map +1 -1
  144. package/legacy/legacy-stlFileLoader.d.ts +1 -1
  145. package/legacy/legacy-stlFileLoader.js +3 -3
  146. package/legacy/legacy-stlFileLoader.js.map +1 -1
  147. package/legacy/legacy.d.ts +1 -1
  148. package/legacy/legacy.js +2 -1
  149. package/legacy/legacy.js.map +1 -1
  150. package/package.json +23 -198
  151. package/readme.md +2 -2
package/OBJ/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../sourceES6/loaders/src/OBJ/index.ts"],"names":[],"mappings":"AAAA,cAAc,iBAAiB,CAAC;AAChC,cAAc,qBAAqB,CAAC;AACpC,cAAc,eAAe,CAAC;AAC9B,cAAc,iBAAiB,CAAC","sourcesContent":["export * from \"./mtlFileLoader\";\r\nexport * from \"./objLoadingOptions\";\r\nexport * from \"./solidParser\";\r\nexport * from \"./objFileLoader\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../lts/loaders/generated/OBJ/index.ts"],"names":[],"mappings":"AAAA,cAAc,iBAAiB,CAAC;AAChC,cAAc,qBAAqB,CAAC;AACpC,cAAc,eAAe,CAAC;AAC9B,cAAc,iBAAiB,CAAC","sourcesContent":["export * from \"./mtlFileLoader\";\r\nexport * from \"./objLoadingOptions\";\r\nexport * from \"./solidParser\";\r\nexport * from \"./objFileLoader\";\r\n"]}
@@ -1,7 +1,7 @@
1
- import { Nullable } from "@babylonjs/core/types";
2
- import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial";
3
- import { Scene } from "@babylonjs/core/scene";
4
- import { AssetContainer } from "@babylonjs/core/assetContainer";
1
+ import { Nullable } from "@babylonjs/core/types.js";
2
+ import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
3
+ import { Scene } from "@babylonjs/core/scene.js";
4
+ import { AssetContainer } from "@babylonjs/core/assetContainer.js";
5
5
  /**
6
6
  * Class reading and parsing the MTL file bundled with the obj file.
7
7
  */
@@ -30,11 +30,12 @@ export declare class MTLFileLoader {
30
30
  * Gets the texture for the material.
31
31
  *
32
32
  * If the material is imported from input file,
33
- * We sanitize the url to ensure it takes the textre from aside the material.
33
+ * We sanitize the url to ensure it takes the texture from aside the material.
34
34
  *
35
35
  * @param rootUrl The root url to load from
36
36
  * @param value The value stored in the mtl
37
+ * @param scene
37
38
  * @return The Texture
38
39
  */
39
- private static _getTexture;
40
+ private static _GetTexture;
40
41
  }
@@ -1,4 +1,4 @@
1
- import { Color3 } from '@babylonjs/core/Maths/math.color.js';
1
+ import { Color3 } from "@babylonjs/core/Maths/math.color.js";
2
2
  import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
3
3
  import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
4
4
  /**
@@ -27,7 +27,7 @@ var MTLFileLoader = /** @class */ (function () {
27
27
  return;
28
28
  }
29
29
  //Split the lines from the file
30
- var lines = data.split('\n');
30
+ var lines = data.split("\n");
31
31
  // whitespace char ie: [ \t\r\n\f]
32
32
  var delimiter_pattern = /\s+/;
33
33
  //Array with RGB colors
@@ -38,15 +38,15 @@ var MTLFileLoader = /** @class */ (function () {
38
38
  for (var i = 0; i < lines.length; i++) {
39
39
  var line = lines[i].trim();
40
40
  // Blank line or comment
41
- if (line.length === 0 || line.charAt(0) === '#') {
41
+ if (line.length === 0 || line.charAt(0) === "#") {
42
42
  continue;
43
43
  }
44
44
  //Get the first parameter (keyword)
45
- var pos = line.indexOf(' ');
46
- var key = (pos >= 0) ? line.substring(0, pos) : line;
45
+ var pos = line.indexOf(" ");
46
+ var key = pos >= 0 ? line.substring(0, pos) : line;
47
47
  key = key.toLowerCase();
48
48
  //Get the data following the key
49
- var value = (pos >= 0) ? line.substring(pos + 1).trim() : "";
49
+ var value = pos >= 0 ? line.substring(pos + 1).trim() : "";
50
50
  //This mtl keyword will create the new material
51
51
  if (key === "newmtl") {
52
52
  //Check if it is the first material.
@@ -104,16 +104,16 @@ var MTLFileLoader = /** @class */ (function () {
104
104
  else if (key === "map_ka" && material) {
105
105
  // ambient texture map with a loaded image
106
106
  //We must first get the folder of the image
107
- material.ambientTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
107
+ material.ambientTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);
108
108
  }
109
109
  else if (key === "map_kd" && material) {
110
110
  // Diffuse texture map with a loaded image
111
- material.diffuseTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
111
+ material.diffuseTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);
112
112
  }
113
113
  else if (key === "map_ks" && material) {
114
114
  // Specular texture map with a loaded image
115
115
  //We must first get the folder of the image
116
- material.specularTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
116
+ material.specularTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);
117
117
  }
118
118
  else if (key === "map_ns") {
119
119
  //Specular
@@ -127,20 +127,20 @@ var MTLFileLoader = /** @class */ (function () {
127
127
  else if (key === "map_bump" && material) {
128
128
  //The bump texture
129
129
  var values = value.split(delimiter_pattern);
130
- var bumpMultiplierIndex = values.indexOf('-bm');
130
+ var bumpMultiplierIndex = values.indexOf("-bm");
131
131
  var bumpMultiplier = null;
132
132
  if (bumpMultiplierIndex >= 0) {
133
133
  bumpMultiplier = values[bumpMultiplierIndex + 1];
134
134
  values.splice(bumpMultiplierIndex, 2); // remove
135
135
  }
136
- material.bumpTexture = MTLFileLoader._getTexture(rootUrl, values.join(' '), scene);
136
+ material.bumpTexture = MTLFileLoader._GetTexture(rootUrl, values.join(" "), scene);
137
137
  if (material.bumpTexture && bumpMultiplier !== null) {
138
138
  material.bumpTexture.level = parseFloat(bumpMultiplier);
139
139
  }
140
140
  }
141
141
  else if (key === "map_d" && material) {
142
142
  // The dissolve of the material
143
- material.opacityTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
143
+ material.opacityTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);
144
144
  //Options for illumination
145
145
  }
146
146
  else if (key === "illum") {
@@ -192,13 +192,14 @@ var MTLFileLoader = /** @class */ (function () {
192
192
  * Gets the texture for the material.
193
193
  *
194
194
  * If the material is imported from input file,
195
- * We sanitize the url to ensure it takes the textre from aside the material.
195
+ * We sanitize the url to ensure it takes the texture from aside the material.
196
196
  *
197
197
  * @param rootUrl The root url to load from
198
198
  * @param value The value stored in the mtl
199
+ * @param scene
199
200
  * @return The Texture
200
201
  */
201
- MTLFileLoader._getTexture = function (rootUrl, value, scene) {
202
+ MTLFileLoader._GetTexture = function (rootUrl, value, scene) {
202
203
  if (!value) {
203
204
  return null;
204
205
  }
@@ -1 +1 @@
1
- {"version":3,"file":"mtlFileLoader.js","sourceRoot":"","sources":["../../../sourceES6/loaders/src/OBJ/mtlFileLoader.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,kCAAkC,CAAC;AAC1D,OAAO,EAAE,OAAO,EAAE,MAAM,4CAA4C,CAAC;AACrE,OAAO,EAAE,gBAAgB,EAAE,MAAM,4CAA4C,CAAC;AAI9E;;GAEG;AACH;IAAA;QAMI;;WAEG;QACI,cAAS,GAAuB,EAAE,CAAC;IAgN9C,CAAC;IA9MG;;;;;;;;;;OAUG;IACI,gCAAQ,GAAf,UAAgB,KAAY,EAAE,IAA0B,EAAE,OAAe,EAAE,cAAwC;QAC/G,IAAI,IAAI,YAAY,WAAW,EAAE;YAC7B,OAAO;SACV;QAED,+BAA+B;QAC/B,IAAI,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;QAC7B,kCAAkC;QAClC,IAAI,iBAAiB,GAAG,KAAK,CAAC;QAC9B,uBAAuB;QACvB,IAAI,KAAe,CAAC;QACpB,cAAc;QACd,IAAI,QAAQ,GAA+B,IAAI,CAAC;QAEhD,mBAAmB;QACnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACnC,IAAI,IAAI,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC;YAE3B,wBAAwB;YACxB,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,GAAG,EAAE;gBAC7C,SAAS;aACZ;YAED,mCAAmC;YACnC,IAAI,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC;YAC5B,IAAI,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;YACrD,GAAG,GAAG,GAAG,CAAC,WAAW,EAAE,CAAC;YAExB,gCAAgC;YAChC,IAAI,KAAK,GAAW,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;YAErE,+CAA+C;YAC/C,IAAI,GAAG,KAAK,QAAQ,EAAE;gBAClB,oCAAoC;gBACpC,6DAA6D;gBAC7D,IAAI,QAAQ,EAAE;oBACV,kDAAkD;oBAClD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;iBACjC;gBACD,wBAAwB;gBACxB,yDAAyD;gBAEzD,KAAK,CAAC,sBAAsB,GAAG,CAAC,CAAC,cAAc,CAAC;gBAChD,QAAQ,GAAG,IAAI,gBAAgB,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;gBAC9C,QAAQ,CAAC,gBAAgB,GAAG,cAAc,CAAC;gBAC3C,KAAK,CAAC,sBAAsB,GAAG,KAAK,CAAC;aACxC;iBAAM,IAAI,GAAG,KAAK,IAAI,IAAI,QAAQ,EAAE;gBACjC,2DAA2D;gBAE3D,kBAAkB;gBAClB,KAAK,GAAa,KAAK,CAAC,KAAK,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;gBACpE,iBAAiB;gBACjB,kCAAkC;gBAClC,QAAQ,CAAC,YAAY,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;aACnD;iBAAM,IAAI,GAAG,KAAK,IAAI,IAAI,QAAQ,EAAE;gBACjC,sDAAsD;gBAEtD,iBAAiB;gBACjB,KAAK,GAAa,KAAK,CAAC,KAAK,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;gBACpE,iBAAiB;gBACjB,kCAAkC;gBAClC,QAAQ,CAAC,YAAY,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;aACnD;iBAAM,IAAI,GAAG,KAAK,IAAI,IAAI,QAAQ,EAAE;gBACjC,qFAAqF;gBAErF,iBAAiB;gBACjB,KAAK,GAAa,KAAK,CAAC,KAAK,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;gBACpE,iBAAiB;gBACjB,iCAAiC;gBACjC,QAAQ,CAAC,aAAa,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;aACpD;iBAAM,IAAI,GAAG,KAAK,IAAI,IAAI,QAAQ,EAAE;gBACjC,kCAAkC;gBAClC,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;gBAC1D,QAAQ,CAAC,aAAa,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;aACpD;iBAAM,IAAI,GAAG,KAAK,IAAI,IAAI,QAAQ,EAAE;gBAEjC,mBAAmB;gBACnB,QAAQ,CAAC,aAAa,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC;aAC9C;iBAAM,IAAI,GAAG,KAAK,GAAG,IAAI,QAAQ,EAAE;gBAChC,+DAA+D;gBAC/D,QAAQ,CAAC,KAAK,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC;gBAEnC,SAAS;gBACT,qEAAqE;aACxE;iBAAM,IAAI,GAAG,KAAK,QAAQ,IAAI,QAAQ,EAAE;gBACrC,0CAA0C;gBAC1C,2CAA2C;gBAC3C,QAAQ,CAAC,cAAc,GAAG,aAAa,CAAC,WAAW,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;aAC9E;iBAAM,IAAI,GAAG,KAAK,QAAQ,IAAI,QAAQ,EAAE;gBACrC,0CAA0C;gBAC1C,QAAQ,CAAC,cAAc,GAAG,aAAa,CAAC,WAAW,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;aAC9E;iBAAM,IAAI,GAAG,KAAK,QAAQ,IAAI,QAAQ,EAAE;gBACrC,2CAA2C;gBAC3C,2CAA2C;gBAC3C,QAAQ,CAAC,eAAe,GAAG,aAAa,CAAC,WAAW,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;aAC/E;iBAAM,IAAI,GAAG,KAAK,QAAQ,EAAE;gBACzB,UAAU;gBACV,8BAA8B;gBAC9B,2CAA2C;gBAC3C,EAAE;gBACF,0BAA0B;gBAC1B,EAAE;gBACF,eAAe;aAClB;iBAAM,IAAI,GAAG,KAAK,UAAU,IAAI,QAAQ,EAAE;gBACvC,kBAAkB;gBAClB,IAAM,MAAM,GAAG,KAAK,CAAC,KAAK,CAAC,iBAAiB,CAAC,CAAC;gBAC9C,IAAM,mBAAmB,GAAG,MAAM,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;gBAClD,IAAI,cAAc,GAAqB,IAAI,CAAC;gBAE5C,IAAI,mBAAmB,IAAI,CAAC,EAAE;oBAC1B,cAAc,GAAG,MAAM,CAAC,mBAAmB,GAAG,CAAC,CAAC,CAAC;oBACjD,MAAM,CAAC,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC,CAAC,SAAS;iBACnD;gBAED,QAAQ,CAAC,WAAW,GAAG,aAAa,CAAC,WAAW,CAAC,OAAO,EAAE,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,KAAK,CAAC,CAAC;gBACnF,IAAI,QAAQ,CAAC,WAAW,IAAI,cAAc,KAAK,IAAI,EAAE;oBACjD,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,UAAU,CAAC,cAAc,CAAC,CAAC;iBAC3D;aACJ;iBAAM,IAAI,GAAG,KAAK,OAAO,IAAI,QAAQ,EAAE;gBACpC,+BAA+B;gBAC/B,QAAQ,CAAC,cAAc,GAAG,aAAa,CAAC,WAAW,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;gBAE3E,0BAA0B;aAC7B;iBAAM,IAAI,GAAG,KAAK,OAAO,EAAE;gBACxB,cAAc;gBACd,IAAI,KAAK,KAAK,GAAG,EAAE;oBACf,oBAAoB;iBACvB;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,yBAAyB;iBAC5B;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,cAAc;iBACjB;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,gCAAgC;iBACnC;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,kDAAkD;iBACrD;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,yCAAyC;iBAC5C;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,uEAAuE;iBAC1E;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,sEAAsE;iBACzE;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,iCAAiC;iBACpC;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,mDAAmD;iBACtD;qBAAM,IAAI,KAAK,KAAK,IAAI,EAAE;oBACvB,uCAAuC;iBAC1C;aACJ;iBAAM;gBACH,qFAAqF;aACxF;SACJ;QACD,+CAA+C;QAC/C,IAAI,QAAQ,EAAE;YACV,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;SACjC;IACL,CAAC;IAED;;;;;;;;;OASG;IACY,yBAAW,GAA1B,UAA2B,OAAe,EAAE,KAAa,EAAE,KAAY;QACnE,IAAI,CAAC,KAAK,EAAE;YACR,OAAO,IAAI,CAAC;SACf;QAED,IAAI,GAAG,GAAG,OAAO,CAAC;QAClB,wBAAwB;QACxB,IAAI,OAAO,KAAK,OAAO,EAAE;YACrB,IAAI,aAAa,GAAG,KAAK,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;YAC5C,IAAI,aAAa,KAAK,CAAC,CAAC,EAAE;gBACtB,aAAa,GAAG,KAAK,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC;aAC1C;YAED,IAAI,aAAa,GAAG,CAAC,CAAC,EAAE;gBACpB,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC;aAC1C;iBACI;gBACD,GAAG,IAAI,KAAK,CAAC;aAChB;SACJ;QACD,uBAAuB;aAClB;YACD,GAAG,IAAI,KAAK,CAAC;SAChB;QAED,OAAO,IAAI,OAAO,CAAC,GAAG,EAAE,KAAK,EAAE,KAAK,EAAE,aAAa,CAAC,gBAAgB,CAAC,CAAC;IAC1E,CAAC;IAvND;;OAEG;IACW,8BAAgB,GAAG,IAAI,CAAC;IAqN1C,oBAAC;CAAA,AAzND,IAyNC;SAzNY,aAAa","sourcesContent":["import { Nullable } from \"@babylonjs/core/types\";\r\nimport { Color3 } from '@babylonjs/core/Maths/math.color';\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\n\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { AssetContainer } from \"@babylonjs/core/assetContainer\";\r\n/**\r\n * Class reading and parsing the MTL file bundled with the obj file.\r\n */\r\nexport class MTLFileLoader {\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n public static INVERT_TEXTURE_Y = true;\r\n\r\n /**\r\n * All material loaded from the mtl will be set here\r\n */\r\n public materials: StandardMaterial[] = [];\r\n\r\n /**\r\n * This function will read the mtl file and create each material described inside\r\n * This function could be improve by adding :\r\n * -some component missing (Ni, Tf...)\r\n * -including the specific options available\r\n *\r\n * @param scene defines the scene the material will be created in\r\n * @param data defines the mtl data to parse\r\n * @param rootUrl defines the rooturl to use in order to load relative dependencies\r\n * @param assetContainer defines the asset container to store the material in (can be null)\r\n */\r\n public parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string, assetContainer: Nullable<AssetContainer>): void {\r\n if (data instanceof ArrayBuffer) {\r\n return;\r\n }\r\n\r\n //Split the lines from the file\r\n var lines = data.split('\\n');\r\n // whitespace char ie: [ \\t\\r\\n\\f]\r\n var delimiter_pattern = /\\s+/;\r\n //Array with RGB colors\r\n var color: number[];\r\n //New material\r\n var material: Nullable<StandardMaterial> = null;\r\n\r\n //Look at each line\r\n for (var i = 0; i < lines.length; i++) {\r\n var line = lines[i].trim();\r\n\r\n // Blank line or comment\r\n if (line.length === 0 || line.charAt(0) === '#') {\r\n continue;\r\n }\r\n\r\n //Get the first parameter (keyword)\r\n var pos = line.indexOf(' ');\r\n var key = (pos >= 0) ? line.substring(0, pos) : line;\r\n key = key.toLowerCase();\r\n\r\n //Get the data following the key\r\n var value: string = (pos >= 0) ? line.substring(pos + 1).trim() : \"\";\r\n\r\n //This mtl keyword will create the new material\r\n if (key === \"newmtl\") {\r\n //Check if it is the first material.\r\n // Materials specifications are described after this keyword.\r\n if (material) {\r\n //Add the previous material in the material array.\r\n this.materials.push(material);\r\n }\r\n //Create a new material.\r\n // value is the name of the material read in the mtl file\r\n\r\n scene._blockEntityCollection = !!assetContainer;\r\n material = new StandardMaterial(value, scene);\r\n material._parentContainer = assetContainer;\r\n scene._blockEntityCollection = false;\r\n } else if (key === \"kd\" && material) {\r\n // Diffuse color (color under white light) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.diffuseColor = Color3.FromArray(color);\r\n } else if (key === \"ka\" && material) {\r\n // Ambient color (color under shadow) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.ambientColor = Color3.FromArray(color);\r\n } else if (key === \"ks\" && material) {\r\n // Specular color (color when light is reflected from shiny surface) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set the color into the material\r\n material.specularColor = Color3.FromArray(color);\r\n } else if (key === \"ke\" && material) {\r\n // Emissive color using RGB values\r\n color = value.split(delimiter_pattern, 3).map(parseFloat);\r\n material.emissiveColor = Color3.FromArray(color);\r\n } else if (key === \"ns\" && material) {\r\n\r\n //value = \"Integer\"\r\n material.specularPower = parseFloat(value);\r\n } else if (key === \"d\" && material) {\r\n //d is dissolve for current material. It mean alpha for BABYLON\r\n material.alpha = parseFloat(value);\r\n\r\n //Texture\r\n //This part can be improved by adding the possible options of texture\r\n } else if (key === \"map_ka\" && material) {\r\n // ambient texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.ambientTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n } else if (key === \"map_kd\" && material) {\r\n // Diffuse texture map with a loaded image\r\n material.diffuseTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ks\" && material) {\r\n // Specular texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.specularTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ns\") {\r\n //Specular\r\n //Specular highlight component\r\n //We must first get the folder of the image\r\n //\r\n //Not supported by BABYLON\r\n //\r\n // continue;\r\n } else if (key === \"map_bump\" && material) {\r\n //The bump texture\r\n const values = value.split(delimiter_pattern);\r\n const bumpMultiplierIndex = values.indexOf('-bm');\r\n let bumpMultiplier: Nullable<string> = null;\r\n\r\n if (bumpMultiplierIndex >= 0) {\r\n bumpMultiplier = values[bumpMultiplierIndex + 1];\r\n values.splice(bumpMultiplierIndex, 2); // remove\r\n }\r\n\r\n material.bumpTexture = MTLFileLoader._getTexture(rootUrl, values.join(' '), scene);\r\n if (material.bumpTexture && bumpMultiplier !== null) {\r\n material.bumpTexture.level = parseFloat(bumpMultiplier);\r\n }\r\n } else if (key === \"map_d\" && material) {\r\n // The dissolve of the material\r\n material.opacityTexture = MTLFileLoader._getTexture(rootUrl, value, scene);\r\n\r\n //Options for illumination\r\n } else if (key === \"illum\") {\r\n //Illumination\r\n if (value === \"0\") {\r\n //That mean Kd == Kd\r\n } else if (value === \"1\") {\r\n //Color on and Ambient on\r\n } else if (value === \"2\") {\r\n //Highlight on\r\n } else if (value === \"3\") {\r\n //Reflection on and Ray trace on\r\n } else if (value === \"4\") {\r\n //Transparency: Glass on, Reflection: Ray trace on\r\n } else if (value === \"5\") {\r\n //Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"6\") {\r\n //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on\r\n } else if (value === \"7\") {\r\n //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"8\") {\r\n //Reflection on and Ray trace off\r\n } else if (value === \"9\") {\r\n //Transparency: Glass on, Reflection: Ray trace off\r\n } else if (value === \"10\") {\r\n //Casts shadows onto invisible surfaces\r\n }\r\n } else {\r\n // console.log(\"Unhandled expression at line : \" + i +'\\n' + \"with value : \" + line);\r\n }\r\n }\r\n //At the end of the file, add the last material\r\n if (material) {\r\n this.materials.push(material);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture for the material.\r\n *\r\n * If the material is imported from input file,\r\n * We sanitize the url to ensure it takes the textre from aside the material.\r\n *\r\n * @param rootUrl The root url to load from\r\n * @param value The value stored in the mtl\r\n * @return The Texture\r\n */\r\n private static _getTexture(rootUrl: string, value: string, scene: Scene): Nullable<Texture> {\r\n if (!value) {\r\n return null;\r\n }\r\n\r\n var url = rootUrl;\r\n // Load from input file.\r\n if (rootUrl === \"file:\") {\r\n var lastDelimiter = value.lastIndexOf(\"\\\\\");\r\n if (lastDelimiter === -1) {\r\n lastDelimiter = value.lastIndexOf(\"/\");\r\n }\r\n\r\n if (lastDelimiter > -1) {\r\n url += value.substr(lastDelimiter + 1);\r\n }\r\n else {\r\n url += value;\r\n }\r\n }\r\n // Not from input file.\r\n else {\r\n url += value;\r\n }\r\n\r\n return new Texture(url, scene, false, MTLFileLoader.INVERT_TEXTURE_Y);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"mtlFileLoader.js","sourceRoot":"","sources":["../../../../../lts/loaders/generated/OBJ/mtlFileLoader.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,4CAA8B;AAC/C,OAAO,EAAE,OAAO,EAAE,sDAAwC;AAC1D,OAAO,EAAE,gBAAgB,EAAE,sDAAwC;AAInE;;GAEG;AACH;IAAA;QAMI;;WAEG;QACI,cAAS,GAAuB,EAAE,CAAC;IA+M9C,CAAC;IA7MG;;;;;;;;;;OAUG;IACI,gCAAQ,GAAf,UAAgB,KAAY,EAAE,IAA0B,EAAE,OAAe,EAAE,cAAwC;QAC/G,IAAI,IAAI,YAAY,WAAW,EAAE;YAC7B,OAAO;SACV;QAED,+BAA+B;QAC/B,IAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;QAC/B,kCAAkC;QAClC,IAAM,iBAAiB,GAAG,KAAK,CAAC;QAChC,uBAAuB;QACvB,IAAI,KAAe,CAAC;QACpB,cAAc;QACd,IAAI,QAAQ,GAA+B,IAAI,CAAC;QAEhD,mBAAmB;QACnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACnC,IAAM,IAAI,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC;YAE7B,wBAAwB;YACxB,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,GAAG,EAAE;gBAC7C,SAAS;aACZ;YAED,mCAAmC;YACnC,IAAM,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC;YAC9B,IAAI,GAAG,GAAG,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;YACnD,GAAG,GAAG,GAAG,CAAC,WAAW,EAAE,CAAC;YAExB,gCAAgC;YAChC,IAAM,KAAK,GAAW,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;YAErE,+CAA+C;YAC/C,IAAI,GAAG,KAAK,QAAQ,EAAE;gBAClB,oCAAoC;gBACpC,6DAA6D;gBAC7D,IAAI,QAAQ,EAAE;oBACV,kDAAkD;oBAClD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;iBACjC;gBACD,wBAAwB;gBACxB,yDAAyD;gBAEzD,KAAK,CAAC,sBAAsB,GAAG,CAAC,CAAC,cAAc,CAAC;gBAChD,QAAQ,GAAG,IAAI,gBAAgB,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;gBAC9C,QAAQ,CAAC,gBAAgB,GAAG,cAAc,CAAC;gBAC3C,KAAK,CAAC,sBAAsB,GAAG,KAAK,CAAC;aACxC;iBAAM,IAAI,GAAG,KAAK,IAAI,IAAI,QAAQ,EAAE;gBACjC,2DAA2D;gBAE3D,kBAAkB;gBAClB,KAAK,GAAa,KAAK,CAAC,KAAK,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;gBACpE,iBAAiB;gBACjB,kCAAkC;gBAClC,QAAQ,CAAC,YAAY,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;aACnD;iBAAM,IAAI,GAAG,KAAK,IAAI,IAAI,QAAQ,EAAE;gBACjC,sDAAsD;gBAEtD,iBAAiB;gBACjB,KAAK,GAAa,KAAK,CAAC,KAAK,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;gBACpE,iBAAiB;gBACjB,kCAAkC;gBAClC,QAAQ,CAAC,YAAY,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;aACnD;iBAAM,IAAI,GAAG,KAAK,IAAI,IAAI,QAAQ,EAAE;gBACjC,qFAAqF;gBAErF,iBAAiB;gBACjB,KAAK,GAAa,KAAK,CAAC,KAAK,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;gBACpE,iBAAiB;gBACjB,iCAAiC;gBACjC,QAAQ,CAAC,aAAa,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;aACpD;iBAAM,IAAI,GAAG,KAAK,IAAI,IAAI,QAAQ,EAAE;gBACjC,kCAAkC;gBAClC,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;gBAC1D,QAAQ,CAAC,aAAa,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;aACpD;iBAAM,IAAI,GAAG,KAAK,IAAI,IAAI,QAAQ,EAAE;gBACjC,mBAAmB;gBACnB,QAAQ,CAAC,aAAa,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC;aAC9C;iBAAM,IAAI,GAAG,KAAK,GAAG,IAAI,QAAQ,EAAE;gBAChC,+DAA+D;gBAC/D,QAAQ,CAAC,KAAK,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC;gBAEnC,SAAS;gBACT,qEAAqE;aACxE;iBAAM,IAAI,GAAG,KAAK,QAAQ,IAAI,QAAQ,EAAE;gBACrC,0CAA0C;gBAC1C,2CAA2C;gBAC3C,QAAQ,CAAC,cAAc,GAAG,aAAa,CAAC,WAAW,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;aAC9E;iBAAM,IAAI,GAAG,KAAK,QAAQ,IAAI,QAAQ,EAAE;gBACrC,0CAA0C;gBAC1C,QAAQ,CAAC,cAAc,GAAG,aAAa,CAAC,WAAW,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;aAC9E;iBAAM,IAAI,GAAG,KAAK,QAAQ,IAAI,QAAQ,EAAE;gBACrC,2CAA2C;gBAC3C,2CAA2C;gBAC3C,QAAQ,CAAC,eAAe,GAAG,aAAa,CAAC,WAAW,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;aAC/E;iBAAM,IAAI,GAAG,KAAK,QAAQ,EAAE;gBACzB,UAAU;gBACV,8BAA8B;gBAC9B,2CAA2C;gBAC3C,EAAE;gBACF,0BAA0B;gBAC1B,EAAE;gBACF,eAAe;aAClB;iBAAM,IAAI,GAAG,KAAK,UAAU,IAAI,QAAQ,EAAE;gBACvC,kBAAkB;gBAClB,IAAM,MAAM,GAAG,KAAK,CAAC,KAAK,CAAC,iBAAiB,CAAC,CAAC;gBAC9C,IAAM,mBAAmB,GAAG,MAAM,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;gBAClD,IAAI,cAAc,GAAqB,IAAI,CAAC;gBAE5C,IAAI,mBAAmB,IAAI,CAAC,EAAE;oBAC1B,cAAc,GAAG,MAAM,CAAC,mBAAmB,GAAG,CAAC,CAAC,CAAC;oBACjD,MAAM,CAAC,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC,CAAC,SAAS;iBACnD;gBAED,QAAQ,CAAC,WAAW,GAAG,aAAa,CAAC,WAAW,CAAC,OAAO,EAAE,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,KAAK,CAAC,CAAC;gBACnF,IAAI,QAAQ,CAAC,WAAW,IAAI,cAAc,KAAK,IAAI,EAAE;oBACjD,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,UAAU,CAAC,cAAc,CAAC,CAAC;iBAC3D;aACJ;iBAAM,IAAI,GAAG,KAAK,OAAO,IAAI,QAAQ,EAAE;gBACpC,+BAA+B;gBAC/B,QAAQ,CAAC,cAAc,GAAG,aAAa,CAAC,WAAW,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;gBAE3E,0BAA0B;aAC7B;iBAAM,IAAI,GAAG,KAAK,OAAO,EAAE;gBACxB,cAAc;gBACd,IAAI,KAAK,KAAK,GAAG,EAAE;oBACf,oBAAoB;iBACvB;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,yBAAyB;iBAC5B;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,cAAc;iBACjB;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,gCAAgC;iBACnC;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,kDAAkD;iBACrD;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,yCAAyC;iBAC5C;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,uEAAuE;iBAC1E;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,sEAAsE;iBACzE;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,iCAAiC;iBACpC;qBAAM,IAAI,KAAK,KAAK,GAAG,EAAE;oBACtB,mDAAmD;iBACtD;qBAAM,IAAI,KAAK,KAAK,IAAI,EAAE;oBACvB,uCAAuC;iBAC1C;aACJ;iBAAM;gBACH,qFAAqF;aACxF;SACJ;QACD,+CAA+C;QAC/C,IAAI,QAAQ,EAAE;YACV,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;SACjC;IACL,CAAC;IAED;;;;;;;;;;OAUG;IACY,yBAAW,GAA1B,UAA2B,OAAe,EAAE,KAAa,EAAE,KAAY;QACnE,IAAI,CAAC,KAAK,EAAE;YACR,OAAO,IAAI,CAAC;SACf;QAED,IAAI,GAAG,GAAG,OAAO,CAAC;QAClB,wBAAwB;QACxB,IAAI,OAAO,KAAK,OAAO,EAAE;YACrB,IAAI,aAAa,GAAG,KAAK,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;YAC5C,IAAI,aAAa,KAAK,CAAC,CAAC,EAAE;gBACtB,aAAa,GAAG,KAAK,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC;aAC1C;YAED,IAAI,aAAa,GAAG,CAAC,CAAC,EAAE;gBACpB,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,aAAa,GAAG,CAAC,CAAC,CAAC;aAC1C;iBAAM;gBACH,GAAG,IAAI,KAAK,CAAC;aAChB;SACJ;QACD,uBAAuB;aAClB;YACD,GAAG,IAAI,KAAK,CAAC;SAChB;QAED,OAAO,IAAI,OAAO,CAAC,GAAG,EAAE,KAAK,EAAE,KAAK,EAAE,aAAa,CAAC,gBAAgB,CAAC,CAAC;IAC1E,CAAC;IAtND;;OAEG;IACW,8BAAgB,GAAG,IAAI,CAAC;IAoN1C,oBAAC;CAAA,AAxND,IAwNC;SAxNY,aAAa","sourcesContent":["import { Nullable } from \"core/types\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\n\r\nimport { Scene } from \"core/scene\";\r\nimport { AssetContainer } from \"core/assetContainer\";\r\n/**\r\n * Class reading and parsing the MTL file bundled with the obj file.\r\n */\r\nexport class MTLFileLoader {\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n public static INVERT_TEXTURE_Y = true;\r\n\r\n /**\r\n * All material loaded from the mtl will be set here\r\n */\r\n public materials: StandardMaterial[] = [];\r\n\r\n /**\r\n * This function will read the mtl file and create each material described inside\r\n * This function could be improve by adding :\r\n * -some component missing (Ni, Tf...)\r\n * -including the specific options available\r\n *\r\n * @param scene defines the scene the material will be created in\r\n * @param data defines the mtl data to parse\r\n * @param rootUrl defines the rooturl to use in order to load relative dependencies\r\n * @param assetContainer defines the asset container to store the material in (can be null)\r\n */\r\n public parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string, assetContainer: Nullable<AssetContainer>): void {\r\n if (data instanceof ArrayBuffer) {\r\n return;\r\n }\r\n\r\n //Split the lines from the file\r\n const lines = data.split(\"\\n\");\r\n // whitespace char ie: [ \\t\\r\\n\\f]\r\n const delimiter_pattern = /\\s+/;\r\n //Array with RGB colors\r\n let color: number[];\r\n //New material\r\n let material: Nullable<StandardMaterial> = null;\r\n\r\n //Look at each line\r\n for (let i = 0; i < lines.length; i++) {\r\n const line = lines[i].trim();\r\n\r\n // Blank line or comment\r\n if (line.length === 0 || line.charAt(0) === \"#\") {\r\n continue;\r\n }\r\n\r\n //Get the first parameter (keyword)\r\n const pos = line.indexOf(\" \");\r\n let key = pos >= 0 ? line.substring(0, pos) : line;\r\n key = key.toLowerCase();\r\n\r\n //Get the data following the key\r\n const value: string = pos >= 0 ? line.substring(pos + 1).trim() : \"\";\r\n\r\n //This mtl keyword will create the new material\r\n if (key === \"newmtl\") {\r\n //Check if it is the first material.\r\n // Materials specifications are described after this keyword.\r\n if (material) {\r\n //Add the previous material in the material array.\r\n this.materials.push(material);\r\n }\r\n //Create a new material.\r\n // value is the name of the material read in the mtl file\r\n\r\n scene._blockEntityCollection = !!assetContainer;\r\n material = new StandardMaterial(value, scene);\r\n material._parentContainer = assetContainer;\r\n scene._blockEntityCollection = false;\r\n } else if (key === \"kd\" && material) {\r\n // Diffuse color (color under white light) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.diffuseColor = Color3.FromArray(color);\r\n } else if (key === \"ka\" && material) {\r\n // Ambient color (color under shadow) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.ambientColor = Color3.FromArray(color);\r\n } else if (key === \"ks\" && material) {\r\n // Specular color (color when light is reflected from shiny surface) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set the color into the material\r\n material.specularColor = Color3.FromArray(color);\r\n } else if (key === \"ke\" && material) {\r\n // Emissive color using RGB values\r\n color = value.split(delimiter_pattern, 3).map(parseFloat);\r\n material.emissiveColor = Color3.FromArray(color);\r\n } else if (key === \"ns\" && material) {\r\n //value = \"Integer\"\r\n material.specularPower = parseFloat(value);\r\n } else if (key === \"d\" && material) {\r\n //d is dissolve for current material. It mean alpha for BABYLON\r\n material.alpha = parseFloat(value);\r\n\r\n //Texture\r\n //This part can be improved by adding the possible options of texture\r\n } else if (key === \"map_ka\" && material) {\r\n // ambient texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.ambientTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n } else if (key === \"map_kd\" && material) {\r\n // Diffuse texture map with a loaded image\r\n material.diffuseTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ks\" && material) {\r\n // Specular texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.specularTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ns\") {\r\n //Specular\r\n //Specular highlight component\r\n //We must first get the folder of the image\r\n //\r\n //Not supported by BABYLON\r\n //\r\n // continue;\r\n } else if (key === \"map_bump\" && material) {\r\n //The bump texture\r\n const values = value.split(delimiter_pattern);\r\n const bumpMultiplierIndex = values.indexOf(\"-bm\");\r\n let bumpMultiplier: Nullable<string> = null;\r\n\r\n if (bumpMultiplierIndex >= 0) {\r\n bumpMultiplier = values[bumpMultiplierIndex + 1];\r\n values.splice(bumpMultiplierIndex, 2); // remove\r\n }\r\n\r\n material.bumpTexture = MTLFileLoader._GetTexture(rootUrl, values.join(\" \"), scene);\r\n if (material.bumpTexture && bumpMultiplier !== null) {\r\n material.bumpTexture.level = parseFloat(bumpMultiplier);\r\n }\r\n } else if (key === \"map_d\" && material) {\r\n // The dissolve of the material\r\n material.opacityTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n\r\n //Options for illumination\r\n } else if (key === \"illum\") {\r\n //Illumination\r\n if (value === \"0\") {\r\n //That mean Kd == Kd\r\n } else if (value === \"1\") {\r\n //Color on and Ambient on\r\n } else if (value === \"2\") {\r\n //Highlight on\r\n } else if (value === \"3\") {\r\n //Reflection on and Ray trace on\r\n } else if (value === \"4\") {\r\n //Transparency: Glass on, Reflection: Ray trace on\r\n } else if (value === \"5\") {\r\n //Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"6\") {\r\n //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on\r\n } else if (value === \"7\") {\r\n //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"8\") {\r\n //Reflection on and Ray trace off\r\n } else if (value === \"9\") {\r\n //Transparency: Glass on, Reflection: Ray trace off\r\n } else if (value === \"10\") {\r\n //Casts shadows onto invisible surfaces\r\n }\r\n } else {\r\n // console.log(\"Unhandled expression at line : \" + i +'\\n' + \"with value : \" + line);\r\n }\r\n }\r\n //At the end of the file, add the last material\r\n if (material) {\r\n this.materials.push(material);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture for the material.\r\n *\r\n * If the material is imported from input file,\r\n * We sanitize the url to ensure it takes the texture from aside the material.\r\n *\r\n * @param rootUrl The root url to load from\r\n * @param value The value stored in the mtl\r\n * @param scene\r\n * @return The Texture\r\n */\r\n private static _GetTexture(rootUrl: string, value: string, scene: Scene): Nullable<Texture> {\r\n if (!value) {\r\n return null;\r\n }\r\n\r\n let url = rootUrl;\r\n // Load from input file.\r\n if (rootUrl === \"file:\") {\r\n let lastDelimiter = value.lastIndexOf(\"\\\\\");\r\n if (lastDelimiter === -1) {\r\n lastDelimiter = value.lastIndexOf(\"/\");\r\n }\r\n\r\n if (lastDelimiter > -1) {\r\n url += value.substr(lastDelimiter + 1);\r\n } else {\r\n url += value;\r\n }\r\n }\r\n // Not from input file.\r\n else {\r\n url += value;\r\n }\r\n\r\n return new Texture(url, scene, false, MTLFileLoader.INVERT_TEXTURE_Y);\r\n }\r\n}\r\n"]}
@@ -1,7 +1,7 @@
1
- import { Vector2 } from "@babylonjs/core/Maths/math.vector";
2
- import { ISceneLoaderPluginAsync, ISceneLoaderProgressEvent, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult } from "@babylonjs/core/Loading/sceneLoader";
3
- import { AssetContainer } from "@babylonjs/core/assetContainer";
4
- import { Scene } from "@babylonjs/core/scene";
1
+ import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
2
+ import { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult } from "@babylonjs/core/Loading/sceneLoader.js";
3
+ import { AssetContainer } from "@babylonjs/core/assetContainer.js";
4
+ import { Scene } from "@babylonjs/core/scene.js";
5
5
  import { OBJLoadingOptions } from "./objLoadingOptions";
6
6
  /**
7
7
  * OBJ file type loader.
@@ -64,7 +64,7 @@ export declare class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoa
64
64
  * @param loadingOptions options for loading and parsing OBJ/MTL files.
65
65
  */
66
66
  constructor(loadingOptions?: OBJLoadingOptions);
67
- private static get DefaultLoadingOptions();
67
+ private static get _DefaultLoadingOptions();
68
68
  /**
69
69
  * Calls synchronously the MTL file attached to this obj.
70
70
  * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
@@ -74,6 +74,7 @@ export declare class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoa
74
74
  * @param url The URL of the MTL file
75
75
  * @param rootUrl defines where to load data from
76
76
  * @param onSuccess Callback function to be called when the MTL file is loaded
77
+ * @param onFailure
77
78
  */
78
79
  private _loadMTL;
79
80
  /**
@@ -83,42 +84,34 @@ export declare class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoa
83
84
  createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin;
84
85
  /**
85
86
  * If the data string can be loaded directly.
86
- *
87
- * @param data string containing the file data
88
87
  * @returns if the data can be loaded directly
89
88
  */
90
- canDirectLoad(data: string): boolean;
89
+ canDirectLoad(): boolean;
91
90
  /**
92
91
  * Imports one or more meshes from the loaded OBJ data and adds them to the scene
93
92
  * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
94
93
  * @param scene the scene the meshes should be added to
95
94
  * @param data the OBJ data to load
96
95
  * @param rootUrl root url to load from
97
- * @param onProgress event that fires when loading progress has occured
98
- * @param fileName Defines the name of the file to load
99
- * @returns a promise containg the loaded meshes, particles, skeletons and animations
96
+ * @returns a promise containing the loaded meshes, particles, skeletons and animations
100
97
  */
101
- importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<ISceneLoaderAsyncResult>;
98
+ importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<ISceneLoaderAsyncResult>;
102
99
  /**
103
100
  * Imports all objects from the loaded OBJ data and adds them to the scene
104
101
  * @param scene the scene the objects should be added to
105
102
  * @param data the OBJ data to load
106
103
  * @param rootUrl root url to load from
107
- * @param onProgress event that fires when loading progress has occured
108
- * @param fileName Defines the name of the file to load
109
104
  * @returns a promise which completes when objects have been loaded to the scene
110
105
  */
111
- loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
106
+ loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void>;
112
107
  /**
113
108
  * Load into an asset container.
114
109
  * @param scene The scene to load into
115
110
  * @param data The data to import
116
111
  * @param rootUrl The root url for scene and resources
117
- * @param onProgress The callback when the load progresses
118
- * @param fileName Defines the name of the file to load
119
112
  * @returns The loaded asset container
120
113
  */
121
- loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
114
+ loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string): Promise<AssetContainer>;
122
115
  /**
123
116
  * Read the OBJ file and create an Array of meshes.
124
117
  * Each mesh contains all information given by the OBJ and the MTL file.
@@ -2,7 +2,7 @@ import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
2
2
  import { Tools } from "@babylonjs/core/Misc/tools.js";
3
3
  import { SceneLoader } from "@babylonjs/core/Loading/sceneLoader.js";
4
4
  import { AssetContainer } from "@babylonjs/core/assetContainer.js";
5
- import { MTLFileLoader } from './mtlFileLoader.js';
5
+ import { MTLFileLoader } from "./mtlFileLoader.js";
6
6
  import { SolidParser } from "./solidParser.js";
7
7
  /**
8
8
  * OBJ file type loader.
@@ -24,7 +24,7 @@ var OBJFileLoader = /** @class */ (function () {
24
24
  */
25
25
  this.extensions = ".obj";
26
26
  this._assetContainer = null;
27
- this._loadingOptions = loadingOptions || OBJFileLoader.DefaultLoadingOptions;
27
+ this._loadingOptions = loadingOptions || OBJFileLoader._DefaultLoadingOptions;
28
28
  }
29
29
  Object.defineProperty(OBJFileLoader, "INVERT_TEXTURE_Y", {
30
30
  /**
@@ -39,7 +39,7 @@ var OBJFileLoader = /** @class */ (function () {
39
39
  enumerable: false,
40
40
  configurable: true
41
41
  });
42
- Object.defineProperty(OBJFileLoader, "DefaultLoadingOptions", {
42
+ Object.defineProperty(OBJFileLoader, "_DefaultLoadingOptions", {
43
43
  get: function () {
44
44
  return {
45
45
  computeNormals: OBJFileLoader.COMPUTE_NORMALS,
@@ -47,10 +47,11 @@ var OBJFileLoader = /** @class */ (function () {
47
47
  importVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,
48
48
  invertY: OBJFileLoader.INVERT_Y,
49
49
  invertTextureY: OBJFileLoader.INVERT_TEXTURE_Y,
50
+ // eslint-disable-next-line @typescript-eslint/naming-convention
50
51
  UVScaling: OBJFileLoader.UV_SCALING,
51
52
  materialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,
52
53
  optimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,
53
- skipMaterials: OBJFileLoader.SKIP_MATERIALS
54
+ skipMaterials: OBJFileLoader.SKIP_MATERIALS,
54
55
  };
55
56
  },
56
57
  enumerable: false,
@@ -65,6 +66,7 @@ var OBJFileLoader = /** @class */ (function () {
65
66
  * @param url The URL of the MTL file
66
67
  * @param rootUrl defines where to load data from
67
68
  * @param onSuccess Callback function to be called when the MTL file is loaded
69
+ * @param onFailure
68
70
  */
69
71
  OBJFileLoader.prototype._loadMTL = function (url, rootUrl, onSuccess, onFailure) {
70
72
  //The complete path to the mtl file
@@ -79,15 +81,13 @@ var OBJFileLoader = /** @class */ (function () {
79
81
  * @returns the created plugin
80
82
  */
81
83
  OBJFileLoader.prototype.createPlugin = function () {
82
- return new OBJFileLoader(OBJFileLoader.DefaultLoadingOptions);
84
+ return new OBJFileLoader(OBJFileLoader._DefaultLoadingOptions);
83
85
  };
84
86
  /**
85
87
  * If the data string can be loaded directly.
86
- *
87
- * @param data string containing the file data
88
88
  * @returns if the data can be loaded directly
89
89
  */
90
- OBJFileLoader.prototype.canDirectLoad = function (data) {
90
+ OBJFileLoader.prototype.canDirectLoad = function () {
91
91
  return false;
92
92
  };
93
93
  /**
@@ -96,11 +96,9 @@ var OBJFileLoader = /** @class */ (function () {
96
96
  * @param scene the scene the meshes should be added to
97
97
  * @param data the OBJ data to load
98
98
  * @param rootUrl root url to load from
99
- * @param onProgress event that fires when loading progress has occured
100
- * @param fileName Defines the name of the file to load
101
- * @returns a promise containg the loaded meshes, particles, skeletons and animations
99
+ * @returns a promise containing the loaded meshes, particles, skeletons and animations
102
100
  */
103
- OBJFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onProgress, fileName) {
101
+ OBJFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl) {
104
102
  //get the meshes from OBJ file
105
103
  return this._parseSolid(meshesNames, scene, data, rootUrl).then(function (meshes) {
106
104
  return {
@@ -110,7 +108,7 @@ var OBJFileLoader = /** @class */ (function () {
110
108
  animationGroups: [],
111
109
  transformNodes: [],
112
110
  geometries: [],
113
- lights: []
111
+ lights: [],
114
112
  };
115
113
  });
116
114
  };
@@ -119,13 +117,11 @@ var OBJFileLoader = /** @class */ (function () {
119
117
  * @param scene the scene the objects should be added to
120
118
  * @param data the OBJ data to load
121
119
  * @param rootUrl root url to load from
122
- * @param onProgress event that fires when loading progress has occured
123
- * @param fileName Defines the name of the file to load
124
120
  * @returns a promise which completes when objects have been loaded to the scene
125
121
  */
126
- OBJFileLoader.prototype.loadAsync = function (scene, data, rootUrl, onProgress, fileName) {
122
+ OBJFileLoader.prototype.loadAsync = function (scene, data, rootUrl) {
127
123
  //Get the 3D model
128
- return this.importMeshAsync(null, scene, data, rootUrl, onProgress).then(function () {
124
+ return this.importMeshAsync(null, scene, data, rootUrl).then(function () {
129
125
  // return void
130
126
  });
131
127
  };
@@ -134,15 +130,14 @@ var OBJFileLoader = /** @class */ (function () {
134
130
  * @param scene The scene to load into
135
131
  * @param data The data to import
136
132
  * @param rootUrl The root url for scene and resources
137
- * @param onProgress The callback when the load progresses
138
- * @param fileName Defines the name of the file to load
139
133
  * @returns The loaded asset container
140
134
  */
141
- OBJFileLoader.prototype.loadAssetContainerAsync = function (scene, data, rootUrl, onProgress, fileName) {
135
+ OBJFileLoader.prototype.loadAssetContainerAsync = function (scene, data, rootUrl) {
142
136
  var _this = this;
143
137
  var container = new AssetContainer(scene);
144
138
  this._assetContainer = container;
145
- return this.importMeshAsync(null, scene, data, rootUrl).then(function (result) {
139
+ return this.importMeshAsync(null, scene, data, rootUrl)
140
+ .then(function (result) {
146
141
  result.meshes.forEach(function (mesh) { return container.meshes.push(mesh); });
147
142
  result.meshes.forEach(function (mesh) {
148
143
  var material = mesh.material;
@@ -162,7 +157,8 @@ var OBJFileLoader = /** @class */ (function () {
162
157
  });
163
158
  _this._assetContainer = null;
164
159
  return container;
165
- }).catch(function (ex) {
160
+ })
161
+ .catch(function (ex) {
166
162
  _this._assetContainer = null;
167
163
  throw ex;
168
164
  });
@@ -203,7 +199,7 @@ var OBJFileLoader = /** @class */ (function () {
203
199
  //Three variables to get all meshes with the same material
204
200
  var startIndex = 0;
205
201
  var _indices = [];
206
- var _index;
202
+ var _index = void 0;
207
203
  //The material from MTL file is used in the meshes loaded
208
204
  //Push the indice in an array
209
205
  //Check if the material is not used for another mesh
@@ -1 +1 @@
1
- {"version":3,"file":"objFileLoader.js","sourceRoot":"","sources":["../../../sourceES6/loaders/src/OBJ/objFileLoader.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,mCAAmC,CAAC;AAC5D,OAAO,EAAE,KAAK,EAAE,MAAM,4BAA4B,CAAC;AAEnD,OAAO,EAAE,WAAW,EAA8H,MAAM,qCAAqC,CAAC;AAC9L,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAGhE,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAG5C;;;GAGG;AACH;IA8DI;;;;OAIG;IACH,uBAAY,cAAkC;QAlB9C;;WAEG;QACI,SAAI,GAAG,KAAK,CAAC;QACpB;;WAEG;QACI,eAAU,GAAG,MAAM,CAAC;QAEnB,oBAAe,GAA6B,IAAI,CAAC;QAUrD,IAAI,CAAC,eAAe,GAAG,cAAc,IAAI,aAAa,CAAC,qBAAqB,CAAC;IACjF,CAAC;IAxDD,sBAAkB,iCAAgB;QAHlC;;WAEG;aACH;YACI,OAAO,aAAa,CAAC,gBAAgB,CAAC;QAC1C,CAAC;aAED,UAAmC,KAAc;YAC7C,aAAa,CAAC,gBAAgB,GAAG,KAAK,CAAC;QAC3C,CAAC;;;OAJA;IAwDD,sBAAmB,sCAAqB;aAAxC;YACI,OAAO;gBACH,cAAc,EAAE,aAAa,CAAC,eAAe;gBAC7C,eAAe,EAAE,aAAa,CAAC,gBAAgB;gBAC/C,kBAAkB,EAAE,aAAa,CAAC,oBAAoB;gBACtD,OAAO,EAAE,aAAa,CAAC,QAAQ;gBAC/B,cAAc,EAAE,aAAa,CAAC,gBAAgB;gBAC9C,SAAS,EAAE,aAAa,CAAC,UAAU;gBACnC,4BAA4B,EAAE,aAAa,CAAC,+BAA+B;gBAC3E,cAAc,EAAE,aAAa,CAAC,gBAAgB;gBAC9C,aAAa,EAAE,aAAa,CAAC,cAAc;aAC9C,CAAC;QACN,CAAC;;;OAAA;IAED;;;;;;;;;OASG;IACK,gCAAQ,GAAhB,UAAiB,GAAW,EAAE,OAAe,EAAE,SAAwE,EAAE,SAAwD;QAC7K,mCAAmC;QACnC,IAAI,UAAU,GAAG,OAAO,GAAG,GAAG,CAAC;QAE/B,6DAA6D;QAC7D,KAAK,CAAC,QAAQ,CACV,UAAU,EACV,SAAS,EACT,SAAS,EACT,SAAS,EACT,KAAK,EACL,UAAC,OAAgC,EAAE,SAAe;YAC9C,SAAS,CAAC,UAAU,EAAE,SAAS,CAAC,CAAC;QACrC,CAAC,CACJ,CAAC;IACN,CAAC;IAED;;;OAGG;IACH,oCAAY,GAAZ;QACI,OAAO,IAAI,aAAa,CAAC,aAAa,CAAC,qBAAqB,CAAC,CAAC;IAClE,CAAC;IAED;;;;;OAKG;IACI,qCAAa,GAApB,UAAqB,IAAY;QAC7B,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;;;;;;OASG;IACI,uCAAe,GAAtB,UAAuB,WAAgB,EAAE,KAAY,EAAE,IAAS,EAAE,OAAe,EAAE,UAAuD,EAAE,QAAiB;QACzJ,8BAA8B;QAC9B,OAAO,IAAI,CAAC,WAAW,CAAC,WAAW,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,CAAC,CAAC,IAAI,CAAC,UAAC,MAAM;YACnE,OAAO;gBACH,MAAM,EAAE,MAAM;gBACd,eAAe,EAAE,EAAE;gBACnB,SAAS,EAAE,EAAE;gBACb,eAAe,EAAE,EAAE;gBACnB,cAAc,EAAE,EAAE;gBAClB,UAAU,EAAE,EAAE;gBACd,MAAM,EAAE,EAAE;aACb,CAAC;QACN,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;;;;;;OAQG;IACI,iCAAS,GAAhB,UAAiB,KAAY,EAAE,IAAY,EAAE,OAAe,EAAE,UAAuD,EAAE,QAAiB;QACpI,kBAAkB;QAClB,OAAO,IAAI,CAAC,eAAe,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,UAAU,CAAC,CAAC,IAAI,CAAC;YACrE,cAAc;QAClB,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;;;;;;OAQG;IACI,+CAAuB,GAA9B,UAA+B,KAAY,EAAE,IAAY,EAAE,OAAe,EAAE,UAAuD,EAAE,QAAiB;QAAtJ,iBA6BC;QA5BG,IAAI,SAAS,GAAG,IAAI,cAAc,CAAC,KAAK,CAAC,CAAC;QAC1C,IAAI,CAAC,eAAe,GAAG,SAAS,CAAC;QAEjC,OAAO,IAAI,CAAC,eAAe,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,CAAC,CAAC,IAAI,CAAC,UAAC,MAAM;YAChE,MAAM,CAAC,MAAM,CAAC,OAAO,CAAC,UAAC,IAAI,IAAK,OAAA,SAAS,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,EAA3B,CAA2B,CAAC,CAAC;YAC7D,MAAM,CAAC,MAAM,CAAC,OAAO,CAAC,UAAC,IAAI;gBACvB,IAAI,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;gBAC7B,IAAI,QAAQ,EAAE;oBACV,YAAY;oBACZ,IAAI,SAAS,CAAC,SAAS,CAAC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,EAAE;wBAC7C,SAAS,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;wBAEnC,WAAW;wBACX,IAAI,QAAQ,GAAG,QAAQ,CAAC,iBAAiB,EAAE,CAAC;wBAC5C,QAAQ,CAAC,OAAO,CAAC,UAAC,CAAC;4BACf,IAAI,SAAS,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,EAAE;gCACrC,SAAS,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;6BAC9B;wBACL,CAAC,CAAC,CAAC;qBACN;iBACJ;YACL,CAAC,CAAC,CAAC;YACH,KAAI,CAAC,eAAe,GAAG,IAAI,CAAC;YAC5B,OAAO,SAAS,CAAC;QACrB,CAAC,CAAC,CAAC,KAAK,CAAC,UAAC,EAAE;YACR,KAAI,CAAC,eAAe,GAAG,IAAI,CAAC;YAC5B,MAAM,EAAE,CAAC;QACb,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;;;;;;;OASG;IACK,mCAAW,GAAnB,UAAoB,WAAgB,EAAE,KAAY,EAAE,IAAY,EAAE,OAAe;QAAjF,iBA+EC;QA9EG,IAAI,UAAU,GAAW,EAAE,CAAC,CAAM,iCAAiC;QACnE,IAAI,oBAAoB,GAAkB,IAAI,aAAa,EAAE,CAAC;QAC9D,IAAI,aAAa,GAAG,IAAI,KAAK,EAAU,CAAC;QACxC,IAAI,kBAAkB,GAAgB,EAAE,CAAC,CAAC,sBAAsB;QAEhE,gBAAgB;QAChB,IAAM,WAAW,GAAG,IAAI,WAAW,CAAC,aAAa,EAAE,kBAAkB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QAE7F,WAAW,CAAC,KAAK,CAAC,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,CAAC,eAAe,EAAE,UAAC,QAAgB;YAC/E,UAAU,GAAG,QAAQ,CAAC;QAC1B,CAAC,CAAC,CAAC;QAEH,qBAAqB;QACrB,IAAI,WAAW,GAAyB,EAAE,CAAC;QAC3C,kCAAkC;QAClC,IAAI,UAAU,KAAK,EAAE,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,aAAa,EAAE;YAC1D,6BAA6B;YAC7B,WAAW,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,UAAC,OAAO,EAAE,MAAM;gBACzC,KAAI,CAAC,QAAQ,CAAC,UAAU,EAAE,OAAO,EAAE,UAAC,UAAU;oBAC1C,IAAI;wBACA,4CAA4C;wBAC5C,oBAAoB,CAAC,QAAQ,CAAC,KAAK,EAAE,UAAU,EAAE,OAAO,EAAE,KAAI,CAAC,eAAe,CAAC,CAAC;wBAChF,8CAA8C;wBAC9C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,oBAAoB,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;4BAC5D,0DAA0D;4BAC1D,IAAI,UAAU,GAAG,CAAC,CAAC;4BACnB,IAAI,QAAQ,GAAG,EAAE,CAAC;4BAClB,IAAI,MAAM,CAAC;4BAEX,yDAAyD;4BACzD,6BAA6B;4BAC7B,oDAAoD;4BACpD,OAAO,CAAC,MAAM,GAAG,aAAa,CAAC,OAAO,CAAC,oBAAoB,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE;gCAC9F,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;gCACtB,UAAU,GAAG,MAAM,GAAG,CAAC,CAAC;6BAC3B;4BACD,wCAAwC;4BACxC,IAAI,MAAM,KAAK,CAAC,CAAC,IAAI,QAAQ,CAAC,MAAM,KAAK,CAAC,EAAE;gCACxC,0CAA0C;gCAC1C,oBAAoB,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;6BAC/C;iCAAM;gCACH,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;oCACtC,gEAAgE;oCAChE,IAAM,IAAI,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;oCAC7C,IAAM,QAAQ,GAAG,oBAAoB,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;oCACnD,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;oCAEzB,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,EAAE;wCACzB,6CAA6C;wCAC7C,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;qCAC/B;iCACJ;6BACJ;yBACJ;wBACD,OAAO,EAAE,CAAC;qBACb;oBAAC,OAAO,CAAC,EAAE;wBACR,KAAK,CAAC,IAAI,CAAC,sCAA+B,UAAU,MAAG,CAAC,CAAC;wBACzD,IAAI,KAAI,CAAC,eAAe,CAAC,4BAA4B,EAAE;4BACnD,OAAO,EAAE,CAAC;yBACb;6BAAM;4BACH,MAAM,CAAC,CAAC,CAAC,CAAC;yBACb;qBACJ;gBACL,CAAC,EAAE,UAAC,UAAkB,EAAE,SAAe;oBACnC,KAAK,CAAC,IAAI,CAAC,uCAAgC,UAAU,MAAG,CAAC,CAAC;oBAC1D,IAAI,KAAI,CAAC,eAAe,CAAC,4BAA4B,EAAE;wBACnD,OAAO,EAAE,CAAC;qBACb;yBAAM;wBACH,MAAM,CAAC,SAAS,CAAC,CAAC;qBACrB;gBACL,CAAC,CAAC,CAAC;YACP,CAAC,CAAC,CAAC,CAAC;SAEP;QACD,+BAA+B;QAC/B,OAAO,OAAO,CAAC,GAAG,CAAC,WAAW,CAAC,CAAC,IAAI,CAAC;YACjC,OAAO,kBAAkB,CAAC;QAC9B,CAAC,CAAC,CAAC;IACP,CAAC;IA1SD;;OAEG;IACW,8BAAgB,GAAG,IAAI,CAAC;IACtC;;OAEG;IACW,sBAAQ,GAAG,KAAK,CAAC;IAY/B;;OAEG;IACW,kCAAoB,GAAG,KAAK,CAAC;IAC3C;;OAEG;IACW,6BAAe,GAAG,KAAK,CAAC;IACtC;;;OAGG;IACW,8BAAgB,GAAG,KAAK,CAAC;IACvC;;OAEG;IACW,wBAAU,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IAC7C;;OAEG;IACW,4BAAc,GAAG,KAAK,CAAC;IAErC;;;;OAIG;IACW,6CAA+B,GAAG,IAAI,CAAC;IA8PzD,oBAAC;CAAA,AA9SD,IA8SC;SA9SY,aAAa;AAgT1B,IAAI,WAAW,EAAE;IACb,0CAA0C;IAC1C,WAAW,CAAC,cAAc,CAAC,IAAI,aAAa,EAAE,CAAC,CAAC;CACnD","sourcesContent":["import { Nullable } from \"@babylonjs/core/types\";\nimport { Vector2 } from \"@babylonjs/core/Maths/math.vector\";\nimport { Tools } from \"@babylonjs/core/Misc/tools\";\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\nimport { SceneLoader, ISceneLoaderPluginAsync, ISceneLoaderProgressEvent, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult } from \"@babylonjs/core/Loading/sceneLoader\";\nimport { AssetContainer } from \"@babylonjs/core/assetContainer\";\nimport { Scene } from \"@babylonjs/core/scene\";\nimport { WebRequest } from '@babylonjs/core/Misc/webRequest';\nimport { MTLFileLoader } from './mtlFileLoader';\nimport { OBJLoadingOptions } from \"./objLoadingOptions\";\nimport { SolidParser } from \"./solidParser\";\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\n\n/**\n * OBJ file type loader.\n * This is a babylon scene loader plugin.\n */\nexport class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {\n\n /**\n * Defines if UVs are optimized by default during load.\n */\n public static OPTIMIZE_WITH_UV = true;\n /**\n * Invert model on y-axis (does a model scaling inversion)\n */\n public static INVERT_Y = false;\n /**\n * Invert Y-Axis of referenced textures on load\n */\n public static get INVERT_TEXTURE_Y() {\n return MTLFileLoader.INVERT_TEXTURE_Y;\n }\n\n public static set INVERT_TEXTURE_Y(value: boolean) {\n MTLFileLoader.INVERT_TEXTURE_Y = value;\n }\n\n /**\n * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.\n */\n public static IMPORT_VERTEX_COLORS = false;\n /**\n * Compute the normals for the model, even if normals are present in the file.\n */\n public static COMPUTE_NORMALS = false;\n /**\n * Optimize the normals for the model. Lighting can be uneven if you use OptimizeWithUV = true because new vertices can be created for the same location if they pertain to different faces.\n * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.\n */\n public static OPTIMIZE_NORMALS = false;\n /**\n * Defines custom scaling of UV coordinates of loaded meshes.\n */\n public static UV_SCALING = new Vector2(1, 1);\n /**\n * Skip loading the materials even if defined in the OBJ file (materials are ignored).\n */\n public static SKIP_MATERIALS = false;\n\n /**\n * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.\n *\n * Defaults to true for backwards compatibility.\n */\n public static MATERIAL_LOADING_FAILS_SILENTLY = true;\n /**\n * Defines the name of the plugin.\n */\n public name = \"obj\";\n /**\n * Defines the extension the plugin is able to load.\n */\n public extensions = \".obj\";\n\n private _assetContainer: Nullable<AssetContainer> = null;\n\n private _loadingOptions: OBJLoadingOptions;\n\n /**\n * Creates loader for .OBJ files\n *\n * @param loadingOptions options for loading and parsing OBJ/MTL files.\n */\n constructor(loadingOptions?: OBJLoadingOptions) {\n this._loadingOptions = loadingOptions || OBJFileLoader.DefaultLoadingOptions;\n }\n\n private static get DefaultLoadingOptions(): OBJLoadingOptions {\n return {\n computeNormals: OBJFileLoader.COMPUTE_NORMALS,\n optimizeNormals: OBJFileLoader.OPTIMIZE_NORMALS,\n importVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,\n invertY: OBJFileLoader.INVERT_Y,\n invertTextureY: OBJFileLoader.INVERT_TEXTURE_Y,\n UVScaling: OBJFileLoader.UV_SCALING,\n materialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,\n optimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,\n skipMaterials: OBJFileLoader.SKIP_MATERIALS\n };\n }\n\n /**\n * Calls synchronously the MTL file attached to this obj.\n * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.\n * Without this function materials are not displayed in the first frame (but displayed after).\n * In consequence it is impossible to get material information in your HTML file\n *\n * @param url The URL of the MTL file\n * @param rootUrl defines where to load data from\n * @param onSuccess Callback function to be called when the MTL file is loaded\n */\n private _loadMTL(url: string, rootUrl: string, onSuccess: (response: string | ArrayBuffer, responseUrl?: string) => any, onFailure: (pathOfFile: string, exception?: any) => void) {\n //The complete path to the mtl file\n var pathOfFile = rootUrl + url;\n\n // Loads through the babylon tools to allow fileInput search.\n Tools.LoadFile(\n pathOfFile,\n onSuccess,\n undefined,\n undefined,\n false,\n (request?: WebRequest | undefined, exception?: any) => {\n onFailure(pathOfFile, exception);\n }\n );\n }\n\n /**\n * Instantiates a OBJ file loader plugin.\n * @returns the created plugin\n */\n createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin {\n return new OBJFileLoader(OBJFileLoader.DefaultLoadingOptions);\n }\n\n /**\n * If the data string can be loaded directly.\n *\n * @param data string containing the file data\n * @returns if the data can be loaded directly\n */\n public canDirectLoad(data: string): boolean {\n return false;\n }\n\n /**\n * Imports one or more meshes from the loaded OBJ data and adds them to the scene\n * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file\n * @param scene the scene the meshes should be added to\n * @param data the OBJ data to load\n * @param rootUrl root url to load from\n * @param onProgress event that fires when loading progress has occured\n * @param fileName Defines the name of the file to load\n * @returns a promise containg the loaded meshes, particles, skeletons and animations\n */\n public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<ISceneLoaderAsyncResult> {\n //get the meshes from OBJ file\n return this._parseSolid(meshesNames, scene, data, rootUrl).then((meshes) => {\n return {\n meshes: meshes,\n particleSystems: [],\n skeletons: [],\n animationGroups: [],\n transformNodes: [],\n geometries: [],\n lights: []\n };\n });\n }\n\n /**\n * Imports all objects from the loaded OBJ data and adds them to the scene\n * @param scene the scene the objects should be added to\n * @param data the OBJ data to load\n * @param rootUrl root url to load from\n * @param onProgress event that fires when loading progress has occured\n * @param fileName Defines the name of the file to load\n * @returns a promise which completes when objects have been loaded to the scene\n */\n public loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<void> {\n //Get the 3D model\n return this.importMeshAsync(null, scene, data, rootUrl, onProgress).then(() => {\n // return void\n });\n }\n\n /**\n * Load into an asset container.\n * @param scene The scene to load into\n * @param data The data to import\n * @param rootUrl The root url for scene and resources\n * @param onProgress The callback when the load progresses\n * @param fileName Defines the name of the file to load\n * @returns The loaded asset container\n */\n public loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer> {\n var container = new AssetContainer(scene);\n this._assetContainer = container;\n\n return this.importMeshAsync(null, scene, data, rootUrl).then((result) => {\n result.meshes.forEach((mesh) => container.meshes.push(mesh));\n result.meshes.forEach((mesh) => {\n var material = mesh.material;\n if (material) {\n // Materials\n if (container.materials.indexOf(material) == -1) {\n container.materials.push(material);\n\n // Textures\n var textures = material.getActiveTextures();\n textures.forEach((t) => {\n if (container.textures.indexOf(t) == -1) {\n container.textures.push(t);\n }\n });\n }\n }\n });\n this._assetContainer = null;\n return container;\n }).catch((ex) => {\n this._assetContainer = null;\n throw ex;\n });\n }\n\n /**\n * Read the OBJ file and create an Array of meshes.\n * Each mesh contains all information given by the OBJ and the MTL file.\n * i.e. vertices positions and indices, optional normals values, optional UV values, optional material\n * @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file\n * @param scene defines the scene where are displayed the data\n * @param data defines the content of the obj file\n * @param rootUrl defines the path to the folder\n * @returns the list of loaded meshes\n */\n private _parseSolid(meshesNames: any, scene: Scene, data: string, rootUrl: string): Promise<Array<AbstractMesh>> {\n var fileToLoad: string = \"\"; //The name of the mtlFile to load\n var materialsFromMTLFile: MTLFileLoader = new MTLFileLoader();\n var materialToUse = new Array<string>();\n var babylonMeshesArray: Array<Mesh> = []; //The mesh for babylon\n\n // Main function\n const solidParser = new SolidParser(materialToUse, babylonMeshesArray, this._loadingOptions);\n\n solidParser.parse(meshesNames, data, scene, this._assetContainer, (fileName: string) => {\n fileToLoad = fileName;\n });\n\n // load the materials\n let mtlPromises: Array<Promise<void>> = [];\n // Check if we have a file to load\n if (fileToLoad !== \"\" && !this._loadingOptions.skipMaterials) {\n //Load the file synchronously\n mtlPromises.push(new Promise((resolve, reject) => {\n this._loadMTL(fileToLoad, rootUrl, (dataLoaded) => {\n try {\n //Create materials thanks MTLLoader function\n materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl, this._assetContainer);\n //Look at each material loaded in the mtl file\n for (var n = 0; n < materialsFromMTLFile.materials.length; n++) {\n //Three variables to get all meshes with the same material\n var startIndex = 0;\n var _indices = [];\n var _index;\n\n //The material from MTL file is used in the meshes loaded\n //Push the indice in an array\n //Check if the material is not used for another mesh\n while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {\n _indices.push(_index);\n startIndex = _index + 1;\n }\n //If the material is not used dispose it\n if (_index === -1 && _indices.length === 0) {\n //If the material is not needed, remove it\n materialsFromMTLFile.materials[n].dispose();\n } else {\n for (var o = 0; o < _indices.length; o++) {\n //Apply the material to the Mesh for each mesh with the material\n const mesh = babylonMeshesArray[_indices[o]];\n const material = materialsFromMTLFile.materials[n];\n mesh.material = material;\n\n if (!mesh.getTotalIndices()) {\n // No indices, we need to turn on point cloud\n material.pointsCloud = true;\n }\n }\n }\n }\n resolve();\n } catch (e) {\n Tools.Warn(`Error processing MTL file: '${fileToLoad}'`);\n if (this._loadingOptions.materialLoadingFailsSilently) {\n resolve();\n } else {\n reject(e);\n }\n }\n }, (pathOfFile: string, exception?: any) => {\n Tools.Warn(`Error downloading MTL file: '${fileToLoad}'`);\n if (this._loadingOptions.materialLoadingFailsSilently) {\n resolve();\n } else {\n reject(exception);\n }\n });\n }));\n\n }\n //Return an array with all Mesh\n return Promise.all(mtlPromises).then(() => {\n return babylonMeshesArray;\n });\n }\n\n}\n\nif (SceneLoader) {\n //Add this loader into the register plugin\n SceneLoader.RegisterPlugin(new OBJFileLoader());\n}"]}
1
+ {"version":3,"file":"objFileLoader.js","sourceRoot":"","sources":["../../../../../lts/loaders/generated/OBJ/objFileLoader.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,6CAA+B;AACjD,OAAO,EAAE,KAAK,EAAE,sCAAwB;AAExC,OAAO,EAAE,WAAW,EAAmG,+CAAiC;AACxJ,OAAO,EAAE,cAAc,EAAE,0CAA4B;AAGrD,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAG5C;;;GAGG;AACH;IA6DI;;;;OAIG;IACH,uBAAY,cAAkC;QAlB9C;;WAEG;QACI,SAAI,GAAG,KAAK,CAAC;QACpB;;WAEG;QACI,eAAU,GAAG,MAAM,CAAC;QAEnB,oBAAe,GAA6B,IAAI,CAAC;QAUrD,IAAI,CAAC,eAAe,GAAG,cAAc,IAAI,aAAa,CAAC,sBAAsB,CAAC;IAClF,CAAC;IAxDD,sBAAkB,iCAAgB;QAHlC;;WAEG;aACH;YACI,OAAO,aAAa,CAAC,gBAAgB,CAAC;QAC1C,CAAC;aAED,UAAmC,KAAc;YAC7C,aAAa,CAAC,gBAAgB,GAAG,KAAK,CAAC;QAC3C,CAAC;;;OAJA;IAwDD,sBAAmB,uCAAsB;aAAzC;YACI,OAAO;gBACH,cAAc,EAAE,aAAa,CAAC,eAAe;gBAC7C,eAAe,EAAE,aAAa,CAAC,gBAAgB;gBAC/C,kBAAkB,EAAE,aAAa,CAAC,oBAAoB;gBACtD,OAAO,EAAE,aAAa,CAAC,QAAQ;gBAC/B,cAAc,EAAE,aAAa,CAAC,gBAAgB;gBAC9C,gEAAgE;gBAChE,SAAS,EAAE,aAAa,CAAC,UAAU;gBACnC,4BAA4B,EAAE,aAAa,CAAC,+BAA+B;gBAC3E,cAAc,EAAE,aAAa,CAAC,gBAAgB;gBAC9C,aAAa,EAAE,aAAa,CAAC,cAAc;aAC9C,CAAC;QACN,CAAC;;;OAAA;IAED;;;;;;;;;;OAUG;IACK,gCAAQ,GAAhB,UACI,GAAW,EACX,OAAe,EACf,SAAwE,EACxE,SAAwD;QAExD,mCAAmC;QACnC,IAAM,UAAU,GAAG,OAAO,GAAG,GAAG,CAAC;QAEjC,6DAA6D;QAC7D,KAAK,CAAC,QAAQ,CAAC,UAAU,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,KAAK,EAAE,UAAC,OAAgC,EAAE,SAAe;YACjH,SAAS,CAAC,UAAU,EAAE,SAAS,CAAC,CAAC;QACrC,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACH,oCAAY,GAAZ;QACI,OAAO,IAAI,aAAa,CAAC,aAAa,CAAC,sBAAsB,CAAC,CAAC;IACnE,CAAC;IAED;;;OAGG;IACI,qCAAa,GAApB;QACI,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;;;;OAOG;IACI,uCAAe,GAAtB,UAAuB,WAAgB,EAAE,KAAY,EAAE,IAAS,EAAE,OAAe;QAC7E,8BAA8B;QAC9B,OAAO,IAAI,CAAC,WAAW,CAAC,WAAW,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,CAAC,CAAC,IAAI,CAAC,UAAC,MAAM;YACnE,OAAO;gBACH,MAAM,EAAE,MAAM;gBACd,eAAe,EAAE,EAAE;gBACnB,SAAS,EAAE,EAAE;gBACb,eAAe,EAAE,EAAE;gBACnB,cAAc,EAAE,EAAE;gBAClB,UAAU,EAAE,EAAE;gBACd,MAAM,EAAE,EAAE;aACb,CAAC;QACN,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;;;;OAMG;IACI,iCAAS,GAAhB,UAAiB,KAAY,EAAE,IAAY,EAAE,OAAe;QACxD,kBAAkB;QAClB,OAAO,IAAI,CAAC,eAAe,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,CAAC,CAAC,IAAI,CAAC;YACzD,cAAc;QAClB,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;;;;OAMG;IACI,+CAAuB,GAA9B,UAA+B,KAAY,EAAE,IAAY,EAAE,OAAe;QAA1E,iBA+BC;QA9BG,IAAM,SAAS,GAAG,IAAI,cAAc,CAAC,KAAK,CAAC,CAAC;QAC5C,IAAI,CAAC,eAAe,GAAG,SAAS,CAAC;QAEjC,OAAO,IAAI,CAAC,eAAe,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,CAAC;aAClD,IAAI,CAAC,UAAC,MAAM;YACT,MAAM,CAAC,MAAM,CAAC,OAAO,CAAC,UAAC,IAAI,IAAK,OAAA,SAAS,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,EAA3B,CAA2B,CAAC,CAAC;YAC7D,MAAM,CAAC,MAAM,CAAC,OAAO,CAAC,UAAC,IAAI;gBACvB,IAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;gBAC/B,IAAI,QAAQ,EAAE;oBACV,YAAY;oBACZ,IAAI,SAAS,CAAC,SAAS,CAAC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,EAAE;wBAC7C,SAAS,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;wBAEnC,WAAW;wBACX,IAAM,QAAQ,GAAG,QAAQ,CAAC,iBAAiB,EAAE,CAAC;wBAC9C,QAAQ,CAAC,OAAO,CAAC,UAAC,CAAC;4BACf,IAAI,SAAS,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,EAAE;gCACrC,SAAS,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;6BAC9B;wBACL,CAAC,CAAC,CAAC;qBACN;iBACJ;YACL,CAAC,CAAC,CAAC;YACH,KAAI,CAAC,eAAe,GAAG,IAAI,CAAC;YAC5B,OAAO,SAAS,CAAC;QACrB,CAAC,CAAC;aACD,KAAK,CAAC,UAAC,EAAE;YACN,KAAI,CAAC,eAAe,GAAG,IAAI,CAAC;YAC5B,MAAM,EAAE,CAAC;QACb,CAAC,CAAC,CAAC;IACX,CAAC;IAED;;;;;;;;;OASG;IACK,mCAAW,GAAnB,UAAoB,WAAgB,EAAE,KAAY,EAAE,IAAY,EAAE,OAAe;QAAjF,iBAqFC;QApFG,IAAI,UAAU,GAAW,EAAE,CAAC,CAAC,iCAAiC;QAC9D,IAAM,oBAAoB,GAAkB,IAAI,aAAa,EAAE,CAAC;QAChE,IAAM,aAAa,GAAG,IAAI,KAAK,EAAU,CAAC;QAC1C,IAAM,kBAAkB,GAAgB,EAAE,CAAC,CAAC,sBAAsB;QAElE,gBAAgB;QAChB,IAAM,WAAW,GAAG,IAAI,WAAW,CAAC,aAAa,EAAE,kBAAkB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QAE7F,WAAW,CAAC,KAAK,CAAC,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,CAAC,eAAe,EAAE,UAAC,QAAgB;YAC/E,UAAU,GAAG,QAAQ,CAAC;QAC1B,CAAC,CAAC,CAAC;QAEH,qBAAqB;QACrB,IAAM,WAAW,GAAyB,EAAE,CAAC;QAC7C,kCAAkC;QAClC,IAAI,UAAU,KAAK,EAAE,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,aAAa,EAAE;YAC1D,6BAA6B;YAC7B,WAAW,CAAC,IAAI,CACZ,IAAI,OAAO,CAAC,UAAC,OAAO,EAAE,MAAM;gBACxB,KAAI,CAAC,QAAQ,CACT,UAAU,EACV,OAAO,EACP,UAAC,UAAU;oBACP,IAAI;wBACA,4CAA4C;wBAC5C,oBAAoB,CAAC,QAAQ,CAAC,KAAK,EAAE,UAAU,EAAE,OAAO,EAAE,KAAI,CAAC,eAAe,CAAC,CAAC;wBAChF,8CAA8C;wBAC9C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,oBAAoB,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;4BAC5D,0DAA0D;4BAC1D,IAAI,UAAU,GAAG,CAAC,CAAC;4BACnB,IAAM,QAAQ,GAAG,EAAE,CAAC;4BACpB,IAAI,MAAM,SAAA,CAAC;4BAEX,yDAAyD;4BACzD,6BAA6B;4BAC7B,oDAAoD;4BACpD,OAAO,CAAC,MAAM,GAAG,aAAa,CAAC,OAAO,CAAC,oBAAoB,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE;gCAC9F,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;gCACtB,UAAU,GAAG,MAAM,GAAG,CAAC,CAAC;6BAC3B;4BACD,wCAAwC;4BACxC,IAAI,MAAM,KAAK,CAAC,CAAC,IAAI,QAAQ,CAAC,MAAM,KAAK,CAAC,EAAE;gCACxC,0CAA0C;gCAC1C,oBAAoB,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;6BAC/C;iCAAM;gCACH,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;oCACtC,gEAAgE;oCAChE,IAAM,IAAI,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;oCAC7C,IAAM,QAAQ,GAAG,oBAAoB,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;oCACnD,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;oCAEzB,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,EAAE;wCACzB,6CAA6C;wCAC7C,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;qCAC/B;iCACJ;6BACJ;yBACJ;wBACD,OAAO,EAAE,CAAC;qBACb;oBAAC,OAAO,CAAC,EAAE;wBACR,KAAK,CAAC,IAAI,CAAC,sCAA+B,UAAU,MAAG,CAAC,CAAC;wBACzD,IAAI,KAAI,CAAC,eAAe,CAAC,4BAA4B,EAAE;4BACnD,OAAO,EAAE,CAAC;yBACb;6BAAM;4BACH,MAAM,CAAC,CAAC,CAAC,CAAC;yBACb;qBACJ;gBACL,CAAC,EACD,UAAC,UAAkB,EAAE,SAAe;oBAChC,KAAK,CAAC,IAAI,CAAC,uCAAgC,UAAU,MAAG,CAAC,CAAC;oBAC1D,IAAI,KAAI,CAAC,eAAe,CAAC,4BAA4B,EAAE;wBACnD,OAAO,EAAE,CAAC;qBACb;yBAAM;wBACH,MAAM,CAAC,SAAS,CAAC,CAAC;qBACrB;gBACL,CAAC,CACJ,CAAC;YACN,CAAC,CAAC,CACL,CAAC;SACL;QACD,+BAA+B;QAC/B,OAAO,OAAO,CAAC,GAAG,CAAC,WAAW,CAAC,CAAC,IAAI,CAAC;YACjC,OAAO,kBAAkB,CAAC;QAC9B,CAAC,CAAC,CAAC;IACP,CAAC;IA1SD;;OAEG;IACW,8BAAgB,GAAG,IAAI,CAAC;IACtC;;OAEG;IACW,sBAAQ,GAAG,KAAK,CAAC;IAY/B;;OAEG;IACW,kCAAoB,GAAG,KAAK,CAAC;IAC3C;;OAEG;IACW,6BAAe,GAAG,KAAK,CAAC;IACtC;;;OAGG;IACW,8BAAgB,GAAG,KAAK,CAAC;IACvC;;OAEG;IACW,wBAAU,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IAC7C;;OAEG;IACW,4BAAc,GAAG,KAAK,CAAC;IAErC;;;;OAIG;IACW,6CAA+B,GAAG,IAAI,CAAC;IA6PzD,oBAAC;CAAA,AA5SD,IA4SC;SA5SY,aAAa;AA8S1B,IAAI,WAAW,EAAE;IACb,0CAA0C;IAC1C,WAAW,CAAC,cAAc,CAAC,IAAI,aAAa,EAAE,CAAC,CAAC;CACnD","sourcesContent":["import { Nullable } from \"core/types\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { SceneLoader, ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult } from \"core/Loading/sceneLoader\";\r\nimport { AssetContainer } from \"core/assetContainer\";\r\nimport { Scene } from \"core/scene\";\r\nimport { WebRequest } from \"core/Misc/webRequest\";\r\nimport { MTLFileLoader } from \"./mtlFileLoader\";\r\nimport { OBJLoadingOptions } from \"./objLoadingOptions\";\r\nimport { SolidParser } from \"./solidParser\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\n\r\n/**\r\n * OBJ file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {\r\n /**\r\n * Defines if UVs are optimized by default during load.\r\n */\r\n public static OPTIMIZE_WITH_UV = true;\r\n /**\r\n * Invert model on y-axis (does a model scaling inversion)\r\n */\r\n public static INVERT_Y = false;\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n public static get INVERT_TEXTURE_Y() {\r\n return MTLFileLoader.INVERT_TEXTURE_Y;\r\n }\r\n\r\n public static set INVERT_TEXTURE_Y(value: boolean) {\r\n MTLFileLoader.INVERT_TEXTURE_Y = value;\r\n }\r\n\r\n /**\r\n * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.\r\n */\r\n public static IMPORT_VERTEX_COLORS = false;\r\n /**\r\n * Compute the normals for the model, even if normals are present in the file.\r\n */\r\n public static COMPUTE_NORMALS = false;\r\n /**\r\n * Optimize the normals for the model. Lighting can be uneven if you use OptimizeWithUV = true because new vertices can be created for the same location if they pertain to different faces.\r\n * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.\r\n */\r\n public static OPTIMIZE_NORMALS = false;\r\n /**\r\n * Defines custom scaling of UV coordinates of loaded meshes.\r\n */\r\n public static UV_SCALING = new Vector2(1, 1);\r\n /**\r\n * Skip loading the materials even if defined in the OBJ file (materials are ignored).\r\n */\r\n public static SKIP_MATERIALS = false;\r\n\r\n /**\r\n * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.\r\n *\r\n * Defaults to true for backwards compatibility.\r\n */\r\n public static MATERIAL_LOADING_FAILS_SILENTLY = true;\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public name = \"obj\";\r\n /**\r\n * Defines the extension the plugin is able to load.\r\n */\r\n public extensions = \".obj\";\r\n\r\n private _assetContainer: Nullable<AssetContainer> = null;\r\n\r\n private _loadingOptions: OBJLoadingOptions;\r\n\r\n /**\r\n * Creates loader for .OBJ files\r\n *\r\n * @param loadingOptions options for loading and parsing OBJ/MTL files.\r\n */\r\n constructor(loadingOptions?: OBJLoadingOptions) {\r\n this._loadingOptions = loadingOptions || OBJFileLoader._DefaultLoadingOptions;\r\n }\r\n\r\n private static get _DefaultLoadingOptions(): OBJLoadingOptions {\r\n return {\r\n computeNormals: OBJFileLoader.COMPUTE_NORMALS,\r\n optimizeNormals: OBJFileLoader.OPTIMIZE_NORMALS,\r\n importVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,\r\n invertY: OBJFileLoader.INVERT_Y,\r\n invertTextureY: OBJFileLoader.INVERT_TEXTURE_Y,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n UVScaling: OBJFileLoader.UV_SCALING,\r\n materialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,\r\n optimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,\r\n skipMaterials: OBJFileLoader.SKIP_MATERIALS,\r\n };\r\n }\r\n\r\n /**\r\n * Calls synchronously the MTL file attached to this obj.\r\n * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.\r\n * Without this function materials are not displayed in the first frame (but displayed after).\r\n * In consequence it is impossible to get material information in your HTML file\r\n *\r\n * @param url The URL of the MTL file\r\n * @param rootUrl defines where to load data from\r\n * @param onSuccess Callback function to be called when the MTL file is loaded\r\n * @param onFailure\r\n */\r\n private _loadMTL(\r\n url: string,\r\n rootUrl: string,\r\n onSuccess: (response: string | ArrayBuffer, responseUrl?: string) => any,\r\n onFailure: (pathOfFile: string, exception?: any) => void\r\n ) {\r\n //The complete path to the mtl file\r\n const pathOfFile = rootUrl + url;\r\n\r\n // Loads through the babylon tools to allow fileInput search.\r\n Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, (request?: WebRequest | undefined, exception?: any) => {\r\n onFailure(pathOfFile, exception);\r\n });\r\n }\r\n\r\n /**\r\n * Instantiates a OBJ file loader plugin.\r\n * @returns the created plugin\r\n */\r\n createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin {\r\n return new OBJFileLoader(OBJFileLoader._DefaultLoadingOptions);\r\n }\r\n\r\n /**\r\n * If the data string can be loaded directly.\r\n * @returns if the data can be loaded directly\r\n */\r\n public canDirectLoad(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Imports one or more meshes from the loaded OBJ data and adds them to the scene\r\n * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene the scene the meshes should be added to\r\n * @param data the OBJ data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise containing the loaded meshes, particles, skeletons and animations\r\n */\r\n public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<ISceneLoaderAsyncResult> {\r\n //get the meshes from OBJ file\r\n return this._parseSolid(meshesNames, scene, data, rootUrl).then((meshes) => {\r\n return {\r\n meshes: meshes,\r\n particleSystems: [],\r\n skeletons: [],\r\n animationGroups: [],\r\n transformNodes: [],\r\n geometries: [],\r\n lights: [],\r\n };\r\n });\r\n }\r\n\r\n /**\r\n * Imports all objects from the loaded OBJ data and adds them to the scene\r\n * @param scene the scene the objects should be added to\r\n * @param data the OBJ data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise which completes when objects have been loaded to the scene\r\n */\r\n public loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void> {\r\n //Get the 3D model\r\n return this.importMeshAsync(null, scene, data, rootUrl).then(() => {\r\n // return void\r\n });\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 loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string): Promise<AssetContainer> {\r\n const container = new AssetContainer(scene);\r\n this._assetContainer = container;\r\n\r\n return this.importMeshAsync(null, scene, data, rootUrl)\r\n .then((result) => {\r\n result.meshes.forEach((mesh) => container.meshes.push(mesh));\r\n result.meshes.forEach((mesh) => {\r\n const material = mesh.material;\r\n if (material) {\r\n // Materials\r\n if (container.materials.indexOf(material) == -1) {\r\n container.materials.push(material);\r\n\r\n // Textures\r\n const textures = material.getActiveTextures();\r\n textures.forEach((t) => {\r\n if (container.textures.indexOf(t) == -1) {\r\n container.textures.push(t);\r\n }\r\n });\r\n }\r\n }\r\n });\r\n this._assetContainer = null;\r\n return container;\r\n })\r\n .catch((ex) => {\r\n this._assetContainer = null;\r\n throw ex;\r\n });\r\n }\r\n\r\n /**\r\n * Read the OBJ file and create an Array of meshes.\r\n * Each mesh contains all information given by the OBJ and the MTL file.\r\n * i.e. vertices positions and indices, optional normals values, optional UV values, optional material\r\n * @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene defines the scene where are displayed the data\r\n * @param data defines the content of the obj file\r\n * @param rootUrl defines the path to the folder\r\n * @returns the list of loaded meshes\r\n */\r\n private _parseSolid(meshesNames: any, scene: Scene, data: string, rootUrl: string): Promise<Array<AbstractMesh>> {\r\n let fileToLoad: string = \"\"; //The name of the mtlFile to load\r\n const materialsFromMTLFile: MTLFileLoader = new MTLFileLoader();\r\n const materialToUse = new Array<string>();\r\n const babylonMeshesArray: Array<Mesh> = []; //The mesh for babylon\r\n\r\n // Main function\r\n const solidParser = new SolidParser(materialToUse, babylonMeshesArray, this._loadingOptions);\r\n\r\n solidParser.parse(meshesNames, data, scene, this._assetContainer, (fileName: string) => {\r\n fileToLoad = fileName;\r\n });\r\n\r\n // load the materials\r\n const mtlPromises: Array<Promise<void>> = [];\r\n // Check if we have a file to load\r\n if (fileToLoad !== \"\" && !this._loadingOptions.skipMaterials) {\r\n //Load the file synchronously\r\n mtlPromises.push(\r\n new Promise((resolve, reject) => {\r\n this._loadMTL(\r\n fileToLoad,\r\n rootUrl,\r\n (dataLoaded) => {\r\n try {\r\n //Create materials thanks MTLLoader function\r\n materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl, this._assetContainer);\r\n //Look at each material loaded in the mtl file\r\n for (let n = 0; n < materialsFromMTLFile.materials.length; n++) {\r\n //Three variables to get all meshes with the same material\r\n let startIndex = 0;\r\n const _indices = [];\r\n let _index;\r\n\r\n //The material from MTL file is used in the meshes loaded\r\n //Push the indice in an array\r\n //Check if the material is not used for another mesh\r\n while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {\r\n _indices.push(_index);\r\n startIndex = _index + 1;\r\n }\r\n //If the material is not used dispose it\r\n if (_index === -1 && _indices.length === 0) {\r\n //If the material is not needed, remove it\r\n materialsFromMTLFile.materials[n].dispose();\r\n } else {\r\n for (let o = 0; o < _indices.length; o++) {\r\n //Apply the material to the Mesh for each mesh with the material\r\n const mesh = babylonMeshesArray[_indices[o]];\r\n const material = materialsFromMTLFile.materials[n];\r\n mesh.material = material;\r\n\r\n if (!mesh.getTotalIndices()) {\r\n // No indices, we need to turn on point cloud\r\n material.pointsCloud = true;\r\n }\r\n }\r\n }\r\n }\r\n resolve();\r\n } catch (e) {\r\n Tools.Warn(`Error processing MTL file: '${fileToLoad}'`);\r\n if (this._loadingOptions.materialLoadingFailsSilently) {\r\n resolve();\r\n } else {\r\n reject(e);\r\n }\r\n }\r\n },\r\n (pathOfFile: string, exception?: any) => {\r\n Tools.Warn(`Error downloading MTL file: '${fileToLoad}'`);\r\n if (this._loadingOptions.materialLoadingFailsSilently) {\r\n resolve();\r\n } else {\r\n reject(exception);\r\n }\r\n }\r\n );\r\n })\r\n );\r\n }\r\n //Return an array with all Mesh\r\n return Promise.all(mtlPromises).then(() => {\r\n return babylonMeshesArray;\r\n });\r\n }\r\n}\r\n\r\nif (SceneLoader) {\r\n //Add this loader into the register plugin\r\n SceneLoader.RegisterPlugin(new OBJFileLoader());\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import { Vector2 } from "@babylonjs/core/Maths/math.vector";
1
+ import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
2
2
  /**
3
3
  * Options for loading OBJ/MTL files
4
4
  */
@@ -1 +1 @@
1
- {"version":3,"file":"objLoadingOptions.js","sourceRoot":"","sources":["../../../sourceES6/loaders/src/OBJ/objLoadingOptions.ts"],"names":[],"mappings":"","sourcesContent":["import { Vector2 } from \"@babylonjs/core/Maths/math.vector\";\r\n\r\n/**\r\n * Options for loading OBJ/MTL files\r\n */\r\nexport type OBJLoadingOptions = {\r\n /**\r\n * Defines if UVs are optimized by default during load.\r\n */\r\n optimizeWithUV: boolean,\r\n /**\r\n * Defines custom scaling of UV coordinates of loaded meshes.\r\n */\r\n UVScaling: Vector2;\r\n /**\r\n * Invert model on y-axis (does a model scaling inversion)\r\n */\r\n invertY: boolean,\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n invertTextureY: boolean;\r\n /**\r\n * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.\r\n */\r\n importVertexColors: boolean,\r\n /**\r\n * Compute the normals for the model, even if normals are present in the file.\r\n */\r\n computeNormals: boolean,\r\n /**\r\n * Optimize the normals for the model. Lighting can be uneven if you use OptimizeWithUV = true because new vertices can be created for the same location if they pertain to different faces.\r\n * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.\r\n */\r\n optimizeNormals: boolean,\r\n /**\r\n * Skip loading the materials even if defined in the OBJ file (materials are ignored).\r\n */\r\n skipMaterials: boolean,\r\n /**\r\n * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.\r\n */\r\n materialLoadingFailsSilently: boolean\r\n};\r\n"]}
1
+ {"version":3,"file":"objLoadingOptions.js","sourceRoot":"","sources":["../../../../../lts/loaders/generated/OBJ/objLoadingOptions.ts"],"names":[],"mappings":"","sourcesContent":["import { Vector2 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Options for loading OBJ/MTL files\r\n */\r\nexport type OBJLoadingOptions = {\r\n /**\r\n * Defines if UVs are optimized by default during load.\r\n */\r\n optimizeWithUV: boolean;\r\n /**\r\n * Defines custom scaling of UV coordinates of loaded meshes.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n UVScaling: Vector2;\r\n /**\r\n * Invert model on y-axis (does a model scaling inversion)\r\n */\r\n invertY: boolean;\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n invertTextureY: boolean;\r\n /**\r\n * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.\r\n */\r\n importVertexColors: boolean;\r\n /**\r\n * Compute the normals for the model, even if normals are present in the file.\r\n */\r\n computeNormals: boolean;\r\n /**\r\n * Optimize the normals for the model. Lighting can be uneven if you use OptimizeWithUV = true because new vertices can be created for the same location if they pertain to different faces.\r\n * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.\r\n */\r\n optimizeNormals: boolean;\r\n /**\r\n * Skip loading the materials even if defined in the OBJ file (materials are ignored).\r\n */\r\n skipMaterials: boolean;\r\n /**\r\n * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.\r\n */\r\n materialLoadingFailsSilently: boolean;\r\n};\r\n"]}
@@ -1,7 +1,7 @@
1
- import { AssetContainer } from "@babylonjs/core/assetContainer";
2
- import { Mesh } from "@babylonjs/core/Meshes/mesh";
3
- import { Scene } from "@babylonjs/core/scene";
4
- import { Nullable } from "@babylonjs/core/types";
1
+ import { AssetContainer } from "@babylonjs/core/assetContainer.js";
2
+ import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
3
+ import { Scene } from "@babylonjs/core/scene.js";
4
+ import { Nullable } from "@babylonjs/core/types.js";
5
5
  import { OBJLoadingOptions } from "./objLoadingOptions";
6
6
  /**
7
7
  * Class used to load mesh data from OBJ content
@@ -90,6 +90,7 @@ export declare class SolidParser {
90
90
  * @param positionVectorFromOBJ Vector3 The value of position at index objIndice
91
91
  * @param textureVectorFromOBJ Vector3 The value of uvs
92
92
  * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
93
+ * @param positionColorsFromOBJ
93
94
  */
94
95
  private _setData;
95
96
  /**
@@ -106,7 +107,7 @@ export declare class SolidParser {
106
107
  * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
107
108
  * facePattern5 = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-4/-4/-4","-5/-5/-5","-6/-6/-6"]
108
109
  * Each pattern is divided by the same method
109
- * @param face Array[String] The indices of elements
110
+ * @param faces Array[String] The indices of elements
110
111
  * @param v Integer The variable to increment
111
112
  */
112
113
  private _getTriangles;