@babylonjs/loaders 5.0.0-rc.5 → 5.0.0-rc.9
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.
- package/OBJ/index.d.ts +4 -4
- package/OBJ/index.js +4 -4
- package/OBJ/mtlFileLoader.d.ts +41 -41
- package/OBJ/mtlFileLoader.js +232 -232
- package/OBJ/objFileLoader.d.ts +126 -126
- package/OBJ/objFileLoader.js +296 -296
- package/OBJ/objLoadingOptions.d.ts +43 -43
- package/OBJ/objLoadingOptions.js +1 -1
- package/OBJ/solidParser.d.ts +154 -154
- package/OBJ/solidParser.js +693 -693
- package/STL/index.d.ts +1 -1
- package/STL/index.js +1 -1
- package/STL/stlFileLoader.d.ts +64 -64
- package/STL/stlFileLoader.js +233 -233
- package/glTF/1.0/glTFBinaryExtension.d.ts +13 -13
- package/glTF/1.0/glTFBinaryExtension.js +60 -60
- package/glTF/1.0/glTFLoader.d.ts +136 -136
- package/glTF/1.0/glTFLoader.js +1815 -1815
- package/glTF/1.0/glTFLoaderInterfaces.d.ts +412 -412
- package/glTF/1.0/glTFLoaderInterfaces.js +95 -95
- package/glTF/1.0/glTFLoaderUtils.d.ts +62 -62
- package/glTF/1.0/glTFLoaderUtils.js +250 -250
- package/glTF/1.0/glTFMaterialsCommonExtension.d.ts +10 -10
- package/glTF/1.0/glTFMaterialsCommonExtension.js +129 -129
- package/glTF/1.0/index.d.ts +5 -5
- package/glTF/1.0/index.js +5 -5
- package/glTF/2.0/Extensions/EXT_lights_image_based.d.ts +43 -43
- package/glTF/2.0/Extensions/EXT_lights_image_based.js +117 -117
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +36 -36
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +88 -88
- package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +34 -34
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js +49 -49
- package/glTF/2.0/Extensions/EXT_texture_webp.d.ts +29 -29
- package/glTF/2.0/Extensions/EXT_texture_webp.js +40 -40
- package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +50 -50
- package/glTF/2.0/Extensions/ExtrasAsMetadata.js +73 -73
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +39 -39
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +112 -112
- package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +36 -36
- package/glTF/2.0/Extensions/KHR_lights_punctual.js +89 -89
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +39 -39
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +94 -94
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +38 -38
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +53 -53
- package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +42 -42
- package/glTF/2.0/Extensions/KHR_materials_ior.js +62 -62
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.d.ts +38 -38
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +80 -80
- package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +39 -39
- package/glTF/2.0/Extensions/KHR_materials_sheen.js +84 -84
- package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +38 -38
- package/glTF/2.0/Extensions/KHR_materials_specular.js +74 -74
- package/glTF/2.0/Extensions/KHR_materials_translucency.d.ts +39 -39
- package/glTF/2.0/Extensions/KHR_materials_translucency.js +83 -83
- package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +38 -38
- package/glTF/2.0/Extensions/KHR_materials_transmission.js +288 -288
- package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +38 -38
- package/glTF/2.0/Extensions/KHR_materials_unlit.js +73 -73
- package/glTF/2.0/Extensions/KHR_materials_variants.d.ts +87 -87
- package/glTF/2.0/Extensions/KHR_materials_variants.js +254 -254
- package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +39 -39
- package/glTF/2.0/Extensions/KHR_materials_volume.js +85 -85
- package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +22 -22
- package/glTF/2.0/Extensions/KHR_mesh_quantization.js +23 -23
- package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +29 -29
- package/glTF/2.0/Extensions/KHR_texture_basisu.js +40 -40
- package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +33 -33
- package/glTF/2.0/Extensions/KHR_texture_transform.js +61 -61
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +32 -32
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +49 -49
- package/glTF/2.0/Extensions/MSFT_audio_emitter.d.ts +54 -54
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js +240 -240
- package/glTF/2.0/Extensions/MSFT_lod.d.ts +109 -109
- package/glTF/2.0/Extensions/MSFT_lod.js +369 -369
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.d.ts +14 -14
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +36 -36
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.d.ts +14 -14
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +36 -36
- package/glTF/2.0/Extensions/index.d.ts +26 -26
- package/glTF/2.0/Extensions/index.js +26 -26
- package/glTF/2.0/glTFLoader.d.ts +405 -405
- package/glTF/2.0/glTFLoader.js +2366 -2366
- package/glTF/2.0/glTFLoaderExtension.d.ts +152 -152
- package/glTF/2.0/glTFLoaderExtension.js +1 -1
- package/glTF/2.0/glTFLoaderInterfaces.d.ts +211 -211
- package/glTF/2.0/glTFLoaderInterfaces.js +1 -1
- package/glTF/2.0/index.d.ts +4 -4
- package/glTF/2.0/index.js +4 -4
- package/glTF/glTFFileLoader.d.ts +433 -433
- package/glTF/glTFFileLoader.js +927 -927
- package/glTF/glTFValidation.d.ts +29 -29
- package/glTF/glTFValidation.js +123 -123
- package/glTF/index.d.ts +5 -5
- package/glTF/index.js +5 -5
- package/index.d.ts +3 -3
- package/index.js +3 -3
- package/legacy/legacy-glTF.d.ts +2 -2
- package/legacy/legacy-glTF.js +18 -18
- package/legacy/legacy-glTF1.d.ts +2 -2
- package/legacy/legacy-glTF1.js +14 -14
- package/legacy/legacy-glTF1FileLoader.d.ts +2 -2
- package/legacy/legacy-glTF1FileLoader.js +3 -3
- package/legacy/legacy-glTF2.d.ts +2 -2
- package/legacy/legacy-glTF2.js +32 -32
- package/legacy/legacy-glTF2FileLoader.d.ts +2 -2
- package/legacy/legacy-glTF2FileLoader.js +3 -3
- package/legacy/legacy-glTFFileLoader.d.ts +3 -3
- package/legacy/legacy-glTFFileLoader.js +4 -4
- package/legacy/legacy-objFileLoader.d.ts +1 -1
- package/legacy/legacy-objFileLoader.js +12 -12
- package/legacy/legacy-stlFileLoader.d.ts +1 -1
- package/legacy/legacy-stlFileLoader.js +12 -12
- package/legacy/legacy.d.ts +6 -6
- package/legacy/legacy.js +7 -7
- package/package.json +3 -3
package/OBJ/objFileLoader.d.ts
CHANGED
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@@ -1,126 +1,126 @@
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import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
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import { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult } from "@babylonjs/core/Loading/sceneLoader.js";
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import { AssetContainer } from "@babylonjs/core/assetContainer.js";
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import { Scene } from "@babylonjs/core/scene.js";
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import { OBJLoadingOptions } from "./objLoadingOptions";
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/**
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* OBJ file type loader.
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* This is a babylon scene loader plugin.
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*/
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export declare class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {
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/**
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* Defines if UVs are optimized by default during load.
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*/
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static OPTIMIZE_WITH_UV: boolean;
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/**
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* Invert model on y-axis (does a model scaling inversion)
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*/
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static INVERT_Y: boolean;
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/**
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* Invert Y-Axis of referenced textures on load
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*/
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static get INVERT_TEXTURE_Y(): boolean;
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static set INVERT_TEXTURE_Y(value: boolean);
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/**
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* Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
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*/
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static IMPORT_VERTEX_COLORS: boolean;
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/**
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* Compute the normals for the model, even if normals are present in the file.
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*/
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static COMPUTE_NORMALS: boolean;
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/**
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* Optimize the normals for the model. Lighting can be uneven if you use OptimizeWithUV = true because new vertices can be created for the same location if they pertain to different faces.
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* Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.
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*/
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static OPTIMIZE_NORMALS: boolean;
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/**
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* Defines custom scaling of UV coordinates of loaded meshes.
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*/
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static UV_SCALING: Vector2;
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/**
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* Skip loading the materials even if defined in the OBJ file (materials are ignored).
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*/
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static SKIP_MATERIALS: boolean;
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/**
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* When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
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*
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* Defaults to true for backwards compatibility.
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*/
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static MATERIAL_LOADING_FAILS_SILENTLY: boolean;
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/**
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* Defines the name of the plugin.
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*/
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name: string;
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/**
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* Defines the extension the plugin is able to load.
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*/
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extensions: string;
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private _assetContainer;
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private _loadingOptions;
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/**
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* Creates loader for .OBJ files
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*
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* @param loadingOptions options for loading and parsing OBJ/MTL files.
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*/
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constructor(loadingOptions?: OBJLoadingOptions);
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private static get _DefaultLoadingOptions();
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/**
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* Calls synchronously the MTL file attached to this obj.
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* Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
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* Without this function materials are not displayed in the first frame (but displayed after).
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* In consequence it is impossible to get material information in your HTML file
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*
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* @param url The URL of the MTL file
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* @param rootUrl defines where to load data from
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* @param onSuccess Callback function to be called when the MTL file is loaded
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* @param onFailure
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*/
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private _loadMTL;
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/**
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* Instantiates a OBJ file loader plugin.
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* @returns the created plugin
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*/
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createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin;
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/**
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* If the data string can be loaded directly.
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* @returns if the data can be loaded directly
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*/
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canDirectLoad(): boolean;
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/**
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* Imports one or more meshes from the loaded OBJ data and adds them to the scene
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* @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
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* @param scene the scene the meshes should be added to
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* @param data the OBJ data to load
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* @param rootUrl root url to load from
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* @returns a promise containing the loaded meshes, particles, skeletons and animations
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*/
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importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<ISceneLoaderAsyncResult>;
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/**
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* Imports all objects from the loaded OBJ data and adds them to the scene
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* @param scene the scene the objects should be added to
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* @param data the OBJ data to load
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* @param rootUrl root url to load from
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* @returns a promise which completes when objects have been loaded to the scene
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loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void>;
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/**
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* Load into an asset container.
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* @param scene The scene to load into
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* @param data The data to import
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* @param rootUrl The root url for scene and resources
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* @returns The loaded asset container
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*/
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loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string): Promise<AssetContainer>;
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/**
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* Read the OBJ file and create an Array of meshes.
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* Each mesh contains all information given by the OBJ and the MTL file.
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* i.e. vertices positions and indices, optional normals values, optional UV values, optional material
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* @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file
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* @param scene defines the scene where are displayed the data
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* @param data defines the content of the obj file
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* @param rootUrl defines the path to the folder
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* @returns the list of loaded meshes
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*/
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private _parseSolid;
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}
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import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
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import { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult } from "@babylonjs/core/Loading/sceneLoader.js";
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import { AssetContainer } from "@babylonjs/core/assetContainer.js";
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import { Scene } from "@babylonjs/core/scene.js";
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import { OBJLoadingOptions } from "./objLoadingOptions";
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/**
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* OBJ file type loader.
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* This is a babylon scene loader plugin.
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*/
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export declare class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {
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/**
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* Defines if UVs are optimized by default during load.
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*/
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static OPTIMIZE_WITH_UV: boolean;
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/**
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* Invert model on y-axis (does a model scaling inversion)
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*/
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static INVERT_Y: boolean;
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/**
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* Invert Y-Axis of referenced textures on load
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*/
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static get INVERT_TEXTURE_Y(): boolean;
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static set INVERT_TEXTURE_Y(value: boolean);
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/**
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* Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
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*/
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static IMPORT_VERTEX_COLORS: boolean;
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/**
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* Compute the normals for the model, even if normals are present in the file.
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*/
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static COMPUTE_NORMALS: boolean;
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/**
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* Optimize the normals for the model. Lighting can be uneven if you use OptimizeWithUV = true because new vertices can be created for the same location if they pertain to different faces.
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* Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.
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*/
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static OPTIMIZE_NORMALS: boolean;
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/**
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* Defines custom scaling of UV coordinates of loaded meshes.
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*/
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static UV_SCALING: Vector2;
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/**
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* Skip loading the materials even if defined in the OBJ file (materials are ignored).
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*/
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static SKIP_MATERIALS: boolean;
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/**
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* When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
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*
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* Defaults to true for backwards compatibility.
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*/
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static MATERIAL_LOADING_FAILS_SILENTLY: boolean;
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/**
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* Defines the name of the plugin.
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*/
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name: string;
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/**
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* Defines the extension the plugin is able to load.
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*/
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extensions: string;
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private _assetContainer;
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private _loadingOptions;
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/**
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* Creates loader for .OBJ files
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*
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* @param loadingOptions options for loading and parsing OBJ/MTL files.
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*/
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constructor(loadingOptions?: OBJLoadingOptions);
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private static get _DefaultLoadingOptions();
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/**
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* Calls synchronously the MTL file attached to this obj.
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* Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
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* Without this function materials are not displayed in the first frame (but displayed after).
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* In consequence it is impossible to get material information in your HTML file
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*
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* @param url The URL of the MTL file
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* @param rootUrl defines where to load data from
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* @param onSuccess Callback function to be called when the MTL file is loaded
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* @param onFailure
|
|
78
|
+
*/
|
|
79
|
+
private _loadMTL;
|
|
80
|
+
/**
|
|
81
|
+
* Instantiates a OBJ file loader plugin.
|
|
82
|
+
* @returns the created plugin
|
|
83
|
+
*/
|
|
84
|
+
createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin;
|
|
85
|
+
/**
|
|
86
|
+
* If the data string can be loaded directly.
|
|
87
|
+
* @returns if the data can be loaded directly
|
|
88
|
+
*/
|
|
89
|
+
canDirectLoad(): boolean;
|
|
90
|
+
/**
|
|
91
|
+
* Imports one or more meshes from the loaded OBJ data and adds them to the scene
|
|
92
|
+
* @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
|
|
93
|
+
* @param scene the scene the meshes should be added to
|
|
94
|
+
* @param data the OBJ data to load
|
|
95
|
+
* @param rootUrl root url to load from
|
|
96
|
+
* @returns a promise containing the loaded meshes, particles, skeletons and animations
|
|
97
|
+
*/
|
|
98
|
+
importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<ISceneLoaderAsyncResult>;
|
|
99
|
+
/**
|
|
100
|
+
* Imports all objects from the loaded OBJ data and adds them to the scene
|
|
101
|
+
* @param scene the scene the objects should be added to
|
|
102
|
+
* @param data the OBJ data to load
|
|
103
|
+
* @param rootUrl root url to load from
|
|
104
|
+
* @returns a promise which completes when objects have been loaded to the scene
|
|
105
|
+
*/
|
|
106
|
+
loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void>;
|
|
107
|
+
/**
|
|
108
|
+
* Load into an asset container.
|
|
109
|
+
* @param scene The scene to load into
|
|
110
|
+
* @param data The data to import
|
|
111
|
+
* @param rootUrl The root url for scene and resources
|
|
112
|
+
* @returns The loaded asset container
|
|
113
|
+
*/
|
|
114
|
+
loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string): Promise<AssetContainer>;
|
|
115
|
+
/**
|
|
116
|
+
* Read the OBJ file and create an Array of meshes.
|
|
117
|
+
* Each mesh contains all information given by the OBJ and the MTL file.
|
|
118
|
+
* i.e. vertices positions and indices, optional normals values, optional UV values, optional material
|
|
119
|
+
* @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file
|
|
120
|
+
* @param scene defines the scene where are displayed the data
|
|
121
|
+
* @param data defines the content of the obj file
|
|
122
|
+
* @param rootUrl defines the path to the folder
|
|
123
|
+
* @returns the list of loaded meshes
|
|
124
|
+
*/
|
|
125
|
+
private _parseSolid;
|
|
126
|
+
}
|