@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.
Files changed (115) hide show
  1. package/OBJ/index.d.ts +4 -4
  2. package/OBJ/index.js +4 -4
  3. package/OBJ/mtlFileLoader.d.ts +41 -41
  4. package/OBJ/mtlFileLoader.js +232 -232
  5. package/OBJ/objFileLoader.d.ts +126 -126
  6. package/OBJ/objFileLoader.js +296 -296
  7. package/OBJ/objLoadingOptions.d.ts +43 -43
  8. package/OBJ/objLoadingOptions.js +1 -1
  9. package/OBJ/solidParser.d.ts +154 -154
  10. package/OBJ/solidParser.js +693 -693
  11. package/STL/index.d.ts +1 -1
  12. package/STL/index.js +1 -1
  13. package/STL/stlFileLoader.d.ts +64 -64
  14. package/STL/stlFileLoader.js +233 -233
  15. package/glTF/1.0/glTFBinaryExtension.d.ts +13 -13
  16. package/glTF/1.0/glTFBinaryExtension.js +60 -60
  17. package/glTF/1.0/glTFLoader.d.ts +136 -136
  18. package/glTF/1.0/glTFLoader.js +1815 -1815
  19. package/glTF/1.0/glTFLoaderInterfaces.d.ts +412 -412
  20. package/glTF/1.0/glTFLoaderInterfaces.js +95 -95
  21. package/glTF/1.0/glTFLoaderUtils.d.ts +62 -62
  22. package/glTF/1.0/glTFLoaderUtils.js +250 -250
  23. package/glTF/1.0/glTFMaterialsCommonExtension.d.ts +10 -10
  24. package/glTF/1.0/glTFMaterialsCommonExtension.js +129 -129
  25. package/glTF/1.0/index.d.ts +5 -5
  26. package/glTF/1.0/index.js +5 -5
  27. package/glTF/2.0/Extensions/EXT_lights_image_based.d.ts +43 -43
  28. package/glTF/2.0/Extensions/EXT_lights_image_based.js +117 -117
  29. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +36 -36
  30. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +88 -88
  31. package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +34 -34
  32. package/glTF/2.0/Extensions/EXT_meshopt_compression.js +49 -49
  33. package/glTF/2.0/Extensions/EXT_texture_webp.d.ts +29 -29
  34. package/glTF/2.0/Extensions/EXT_texture_webp.js +40 -40
  35. package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +50 -50
  36. package/glTF/2.0/Extensions/ExtrasAsMetadata.js +73 -73
  37. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +39 -39
  38. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +112 -112
  39. package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +36 -36
  40. package/glTF/2.0/Extensions/KHR_lights_punctual.js +89 -89
  41. package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +39 -39
  42. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +94 -94
  43. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +38 -38
  44. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +53 -53
  45. package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +42 -42
  46. package/glTF/2.0/Extensions/KHR_materials_ior.js +62 -62
  47. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.d.ts +38 -38
  48. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +80 -80
  49. package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +39 -39
  50. package/glTF/2.0/Extensions/KHR_materials_sheen.js +84 -84
  51. package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +38 -38
  52. package/glTF/2.0/Extensions/KHR_materials_specular.js +74 -74
  53. package/glTF/2.0/Extensions/KHR_materials_translucency.d.ts +39 -39
  54. package/glTF/2.0/Extensions/KHR_materials_translucency.js +83 -83
  55. package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +38 -38
  56. package/glTF/2.0/Extensions/KHR_materials_transmission.js +288 -288
  57. package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +38 -38
  58. package/glTF/2.0/Extensions/KHR_materials_unlit.js +73 -73
  59. package/glTF/2.0/Extensions/KHR_materials_variants.d.ts +87 -87
  60. package/glTF/2.0/Extensions/KHR_materials_variants.js +254 -254
  61. package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +39 -39
  62. package/glTF/2.0/Extensions/KHR_materials_volume.js +85 -85
  63. package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +22 -22
  64. package/glTF/2.0/Extensions/KHR_mesh_quantization.js +23 -23
  65. package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +29 -29
  66. package/glTF/2.0/Extensions/KHR_texture_basisu.js +40 -40
  67. package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +33 -33
  68. package/glTF/2.0/Extensions/KHR_texture_transform.js +61 -61
  69. package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +32 -32
  70. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +49 -49
  71. package/glTF/2.0/Extensions/MSFT_audio_emitter.d.ts +54 -54
  72. package/glTF/2.0/Extensions/MSFT_audio_emitter.js +240 -240
  73. package/glTF/2.0/Extensions/MSFT_lod.d.ts +109 -109
  74. package/glTF/2.0/Extensions/MSFT_lod.js +369 -369
  75. package/glTF/2.0/Extensions/MSFT_minecraftMesh.d.ts +14 -14
  76. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +36 -36
  77. package/glTF/2.0/Extensions/MSFT_sRGBFactors.d.ts +14 -14
  78. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +36 -36
  79. package/glTF/2.0/Extensions/index.d.ts +26 -26
  80. package/glTF/2.0/Extensions/index.js +26 -26
  81. package/glTF/2.0/glTFLoader.d.ts +405 -405
  82. package/glTF/2.0/glTFLoader.js +2366 -2366
  83. package/glTF/2.0/glTFLoaderExtension.d.ts +152 -152
  84. package/glTF/2.0/glTFLoaderExtension.js +1 -1
  85. package/glTF/2.0/glTFLoaderInterfaces.d.ts +211 -211
  86. package/glTF/2.0/glTFLoaderInterfaces.js +1 -1
  87. package/glTF/2.0/index.d.ts +4 -4
  88. package/glTF/2.0/index.js +4 -4
  89. package/glTF/glTFFileLoader.d.ts +433 -433
  90. package/glTF/glTFFileLoader.js +927 -927
  91. package/glTF/glTFValidation.d.ts +29 -29
  92. package/glTF/glTFValidation.js +123 -123
  93. package/glTF/index.d.ts +5 -5
  94. package/glTF/index.js +5 -5
  95. package/index.d.ts +3 -3
  96. package/index.js +3 -3
  97. package/legacy/legacy-glTF.d.ts +2 -2
  98. package/legacy/legacy-glTF.js +18 -18
  99. package/legacy/legacy-glTF1.d.ts +2 -2
  100. package/legacy/legacy-glTF1.js +14 -14
  101. package/legacy/legacy-glTF1FileLoader.d.ts +2 -2
  102. package/legacy/legacy-glTF1FileLoader.js +3 -3
  103. package/legacy/legacy-glTF2.d.ts +2 -2
  104. package/legacy/legacy-glTF2.js +32 -32
  105. package/legacy/legacy-glTF2FileLoader.d.ts +2 -2
  106. package/legacy/legacy-glTF2FileLoader.js +3 -3
  107. package/legacy/legacy-glTFFileLoader.d.ts +3 -3
  108. package/legacy/legacy-glTFFileLoader.js +4 -4
  109. package/legacy/legacy-objFileLoader.d.ts +1 -1
  110. package/legacy/legacy-objFileLoader.js +12 -12
  111. package/legacy/legacy-stlFileLoader.d.ts +1 -1
  112. package/legacy/legacy-stlFileLoader.js +12 -12
  113. package/legacy/legacy.d.ts +6 -6
  114. package/legacy/legacy.js +7 -7
  115. package/package.json +3 -3
@@ -1,297 +1,297 @@
1
- import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
2
- import { Tools } from "@babylonjs/core/Misc/tools.js";
3
- import { SceneLoader } from "@babylonjs/core/Loading/sceneLoader.js";
4
- import { AssetContainer } from "@babylonjs/core/assetContainer.js";
5
- import { MTLFileLoader } from "./mtlFileLoader.js";
6
- import { SolidParser } from "./solidParser.js";
7
- /**
8
- * OBJ file type loader.
9
- * This is a babylon scene loader plugin.
10
- */
11
- var OBJFileLoader = /** @class */ (function () {
12
- /**
13
- * Creates loader for .OBJ files
14
- *
15
- * @param loadingOptions options for loading and parsing OBJ/MTL files.
16
- */
17
- function OBJFileLoader(loadingOptions) {
18
- /**
19
- * Defines the name of the plugin.
20
- */
21
- this.name = "obj";
22
- /**
23
- * Defines the extension the plugin is able to load.
24
- */
25
- this.extensions = ".obj";
26
- this._assetContainer = null;
27
- this._loadingOptions = loadingOptions || OBJFileLoader._DefaultLoadingOptions;
28
- }
29
- Object.defineProperty(OBJFileLoader, "INVERT_TEXTURE_Y", {
30
- /**
31
- * Invert Y-Axis of referenced textures on load
32
- */
33
- get: function () {
34
- return MTLFileLoader.INVERT_TEXTURE_Y;
35
- },
36
- set: function (value) {
37
- MTLFileLoader.INVERT_TEXTURE_Y = value;
38
- },
39
- enumerable: false,
40
- configurable: true
41
- });
42
- Object.defineProperty(OBJFileLoader, "_DefaultLoadingOptions", {
43
- get: function () {
44
- return {
45
- computeNormals: OBJFileLoader.COMPUTE_NORMALS,
46
- optimizeNormals: OBJFileLoader.OPTIMIZE_NORMALS,
47
- importVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,
48
- invertY: OBJFileLoader.INVERT_Y,
49
- invertTextureY: OBJFileLoader.INVERT_TEXTURE_Y,
50
- // eslint-disable-next-line @typescript-eslint/naming-convention
51
- UVScaling: OBJFileLoader.UV_SCALING,
52
- materialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,
53
- optimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,
54
- skipMaterials: OBJFileLoader.SKIP_MATERIALS,
55
- };
56
- },
57
- enumerable: false,
58
- configurable: true
59
- });
60
- /**
61
- * Calls synchronously the MTL file attached to this obj.
62
- * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
63
- * Without this function materials are not displayed in the first frame (but displayed after).
64
- * In consequence it is impossible to get material information in your HTML file
65
- *
66
- * @param url The URL of the MTL file
67
- * @param rootUrl defines where to load data from
68
- * @param onSuccess Callback function to be called when the MTL file is loaded
69
- * @param onFailure
70
- */
71
- OBJFileLoader.prototype._loadMTL = function (url, rootUrl, onSuccess, onFailure) {
72
- //The complete path to the mtl file
73
- var pathOfFile = rootUrl + url;
74
- // Loads through the babylon tools to allow fileInput search.
75
- Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, function (request, exception) {
76
- onFailure(pathOfFile, exception);
77
- });
78
- };
79
- /**
80
- * Instantiates a OBJ file loader plugin.
81
- * @returns the created plugin
82
- */
83
- OBJFileLoader.prototype.createPlugin = function () {
84
- return new OBJFileLoader(OBJFileLoader._DefaultLoadingOptions);
85
- };
86
- /**
87
- * If the data string can be loaded directly.
88
- * @returns if the data can be loaded directly
89
- */
90
- OBJFileLoader.prototype.canDirectLoad = function () {
91
- return false;
92
- };
93
- /**
94
- * Imports one or more meshes from the loaded OBJ data and adds them to the scene
95
- * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
96
- * @param scene the scene the meshes should be added to
97
- * @param data the OBJ data to load
98
- * @param rootUrl root url to load from
99
- * @returns a promise containing the loaded meshes, particles, skeletons and animations
100
- */
101
- OBJFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl) {
102
- //get the meshes from OBJ file
103
- return this._parseSolid(meshesNames, scene, data, rootUrl).then(function (meshes) {
104
- return {
105
- meshes: meshes,
106
- particleSystems: [],
107
- skeletons: [],
108
- animationGroups: [],
109
- transformNodes: [],
110
- geometries: [],
111
- lights: [],
112
- };
113
- });
114
- };
115
- /**
116
- * Imports all objects from the loaded OBJ data and adds them to the scene
117
- * @param scene the scene the objects should be added to
118
- * @param data the OBJ data to load
119
- * @param rootUrl root url to load from
120
- * @returns a promise which completes when objects have been loaded to the scene
121
- */
122
- OBJFileLoader.prototype.loadAsync = function (scene, data, rootUrl) {
123
- //Get the 3D model
124
- return this.importMeshAsync(null, scene, data, rootUrl).then(function () {
125
- // return void
126
- });
127
- };
128
- /**
129
- * Load into an asset container.
130
- * @param scene The scene to load into
131
- * @param data The data to import
132
- * @param rootUrl The root url for scene and resources
133
- * @returns The loaded asset container
134
- */
135
- OBJFileLoader.prototype.loadAssetContainerAsync = function (scene, data, rootUrl) {
136
- var _this = this;
137
- var container = new AssetContainer(scene);
138
- this._assetContainer = container;
139
- return this.importMeshAsync(null, scene, data, rootUrl)
140
- .then(function (result) {
141
- result.meshes.forEach(function (mesh) { return container.meshes.push(mesh); });
142
- result.meshes.forEach(function (mesh) {
143
- var material = mesh.material;
144
- if (material) {
145
- // Materials
146
- if (container.materials.indexOf(material) == -1) {
147
- container.materials.push(material);
148
- // Textures
149
- var textures = material.getActiveTextures();
150
- textures.forEach(function (t) {
151
- if (container.textures.indexOf(t) == -1) {
152
- container.textures.push(t);
153
- }
154
- });
155
- }
156
- }
157
- });
158
- _this._assetContainer = null;
159
- return container;
160
- })
161
- .catch(function (ex) {
162
- _this._assetContainer = null;
163
- throw ex;
164
- });
165
- };
166
- /**
167
- * Read the OBJ file and create an Array of meshes.
168
- * Each mesh contains all information given by the OBJ and the MTL file.
169
- * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
170
- * @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file
171
- * @param scene defines the scene where are displayed the data
172
- * @param data defines the content of the obj file
173
- * @param rootUrl defines the path to the folder
174
- * @returns the list of loaded meshes
175
- */
176
- OBJFileLoader.prototype._parseSolid = function (meshesNames, scene, data, rootUrl) {
177
- var _this = this;
178
- var fileToLoad = ""; //The name of the mtlFile to load
179
- var materialsFromMTLFile = new MTLFileLoader();
180
- var materialToUse = new Array();
181
- var babylonMeshesArray = []; //The mesh for babylon
182
- // Main function
183
- var solidParser = new SolidParser(materialToUse, babylonMeshesArray, this._loadingOptions);
184
- solidParser.parse(meshesNames, data, scene, this._assetContainer, function (fileName) {
185
- fileToLoad = fileName;
186
- });
187
- // load the materials
188
- var mtlPromises = [];
189
- // Check if we have a file to load
190
- if (fileToLoad !== "" && !this._loadingOptions.skipMaterials) {
191
- //Load the file synchronously
192
- mtlPromises.push(new Promise(function (resolve, reject) {
193
- _this._loadMTL(fileToLoad, rootUrl, function (dataLoaded) {
194
- try {
195
- //Create materials thanks MTLLoader function
196
- materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl, _this._assetContainer);
197
- //Look at each material loaded in the mtl file
198
- for (var n = 0; n < materialsFromMTLFile.materials.length; n++) {
199
- //Three variables to get all meshes with the same material
200
- var startIndex = 0;
201
- var _indices = [];
202
- var _index = void 0;
203
- //The material from MTL file is used in the meshes loaded
204
- //Push the indice in an array
205
- //Check if the material is not used for another mesh
206
- while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {
207
- _indices.push(_index);
208
- startIndex = _index + 1;
209
- }
210
- //If the material is not used dispose it
211
- if (_index === -1 && _indices.length === 0) {
212
- //If the material is not needed, remove it
213
- materialsFromMTLFile.materials[n].dispose();
214
- }
215
- else {
216
- for (var o = 0; o < _indices.length; o++) {
217
- //Apply the material to the Mesh for each mesh with the material
218
- var mesh = babylonMeshesArray[_indices[o]];
219
- var material = materialsFromMTLFile.materials[n];
220
- mesh.material = material;
221
- if (!mesh.getTotalIndices()) {
222
- // No indices, we need to turn on point cloud
223
- material.pointsCloud = true;
224
- }
225
- }
226
- }
227
- }
228
- resolve();
229
- }
230
- catch (e) {
231
- Tools.Warn("Error processing MTL file: '".concat(fileToLoad, "'"));
232
- if (_this._loadingOptions.materialLoadingFailsSilently) {
233
- resolve();
234
- }
235
- else {
236
- reject(e);
237
- }
238
- }
239
- }, function (pathOfFile, exception) {
240
- Tools.Warn("Error downloading MTL file: '".concat(fileToLoad, "'"));
241
- if (_this._loadingOptions.materialLoadingFailsSilently) {
242
- resolve();
243
- }
244
- else {
245
- reject(exception);
246
- }
247
- });
248
- }));
249
- }
250
- //Return an array with all Mesh
251
- return Promise.all(mtlPromises).then(function () {
252
- return babylonMeshesArray;
253
- });
254
- };
255
- /**
256
- * Defines if UVs are optimized by default during load.
257
- */
258
- OBJFileLoader.OPTIMIZE_WITH_UV = true;
259
- /**
260
- * Invert model on y-axis (does a model scaling inversion)
261
- */
262
- OBJFileLoader.INVERT_Y = false;
263
- /**
264
- * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
265
- */
266
- OBJFileLoader.IMPORT_VERTEX_COLORS = false;
267
- /**
268
- * Compute the normals for the model, even if normals are present in the file.
269
- */
270
- OBJFileLoader.COMPUTE_NORMALS = false;
271
- /**
272
- * 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.
273
- * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.
274
- */
275
- OBJFileLoader.OPTIMIZE_NORMALS = false;
276
- /**
277
- * Defines custom scaling of UV coordinates of loaded meshes.
278
- */
279
- OBJFileLoader.UV_SCALING = new Vector2(1, 1);
280
- /**
281
- * Skip loading the materials even if defined in the OBJ file (materials are ignored).
282
- */
283
- OBJFileLoader.SKIP_MATERIALS = false;
284
- /**
285
- * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
286
- *
287
- * Defaults to true for backwards compatibility.
288
- */
289
- OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY = true;
290
- return OBJFileLoader;
291
- }());
292
- export { OBJFileLoader };
293
- if (SceneLoader) {
294
- //Add this loader into the register plugin
295
- SceneLoader.RegisterPlugin(new OBJFileLoader());
296
- }
1
+ import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
2
+ import { Tools } from "@babylonjs/core/Misc/tools.js";
3
+ import { SceneLoader } from "@babylonjs/core/Loading/sceneLoader.js";
4
+ import { AssetContainer } from "@babylonjs/core/assetContainer.js";
5
+ import { MTLFileLoader } from "./mtlFileLoader";
6
+ import { SolidParser } from "./solidParser";
7
+ /**
8
+ * OBJ file type loader.
9
+ * This is a babylon scene loader plugin.
10
+ */
11
+ var OBJFileLoader = /** @class */ (function () {
12
+ /**
13
+ * Creates loader for .OBJ files
14
+ *
15
+ * @param loadingOptions options for loading and parsing OBJ/MTL files.
16
+ */
17
+ function OBJFileLoader(loadingOptions) {
18
+ /**
19
+ * Defines the name of the plugin.
20
+ */
21
+ this.name = "obj";
22
+ /**
23
+ * Defines the extension the plugin is able to load.
24
+ */
25
+ this.extensions = ".obj";
26
+ this._assetContainer = null;
27
+ this._loadingOptions = loadingOptions || OBJFileLoader._DefaultLoadingOptions;
28
+ }
29
+ Object.defineProperty(OBJFileLoader, "INVERT_TEXTURE_Y", {
30
+ /**
31
+ * Invert Y-Axis of referenced textures on load
32
+ */
33
+ get: function () {
34
+ return MTLFileLoader.INVERT_TEXTURE_Y;
35
+ },
36
+ set: function (value) {
37
+ MTLFileLoader.INVERT_TEXTURE_Y = value;
38
+ },
39
+ enumerable: false,
40
+ configurable: true
41
+ });
42
+ Object.defineProperty(OBJFileLoader, "_DefaultLoadingOptions", {
43
+ get: function () {
44
+ return {
45
+ computeNormals: OBJFileLoader.COMPUTE_NORMALS,
46
+ optimizeNormals: OBJFileLoader.OPTIMIZE_NORMALS,
47
+ importVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,
48
+ invertY: OBJFileLoader.INVERT_Y,
49
+ invertTextureY: OBJFileLoader.INVERT_TEXTURE_Y,
50
+ // eslint-disable-next-line @typescript-eslint/naming-convention
51
+ UVScaling: OBJFileLoader.UV_SCALING,
52
+ materialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,
53
+ optimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,
54
+ skipMaterials: OBJFileLoader.SKIP_MATERIALS,
55
+ };
56
+ },
57
+ enumerable: false,
58
+ configurable: true
59
+ });
60
+ /**
61
+ * Calls synchronously the MTL file attached to this obj.
62
+ * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
63
+ * Without this function materials are not displayed in the first frame (but displayed after).
64
+ * In consequence it is impossible to get material information in your HTML file
65
+ *
66
+ * @param url The URL of the MTL file
67
+ * @param rootUrl defines where to load data from
68
+ * @param onSuccess Callback function to be called when the MTL file is loaded
69
+ * @param onFailure
70
+ */
71
+ OBJFileLoader.prototype._loadMTL = function (url, rootUrl, onSuccess, onFailure) {
72
+ //The complete path to the mtl file
73
+ var pathOfFile = rootUrl + url;
74
+ // Loads through the babylon tools to allow fileInput search.
75
+ Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, function (request, exception) {
76
+ onFailure(pathOfFile, exception);
77
+ });
78
+ };
79
+ /**
80
+ * Instantiates a OBJ file loader plugin.
81
+ * @returns the created plugin
82
+ */
83
+ OBJFileLoader.prototype.createPlugin = function () {
84
+ return new OBJFileLoader(OBJFileLoader._DefaultLoadingOptions);
85
+ };
86
+ /**
87
+ * If the data string can be loaded directly.
88
+ * @returns if the data can be loaded directly
89
+ */
90
+ OBJFileLoader.prototype.canDirectLoad = function () {
91
+ return false;
92
+ };
93
+ /**
94
+ * Imports one or more meshes from the loaded OBJ data and adds them to the scene
95
+ * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
96
+ * @param scene the scene the meshes should be added to
97
+ * @param data the OBJ data to load
98
+ * @param rootUrl root url to load from
99
+ * @returns a promise containing the loaded meshes, particles, skeletons and animations
100
+ */
101
+ OBJFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl) {
102
+ //get the meshes from OBJ file
103
+ return this._parseSolid(meshesNames, scene, data, rootUrl).then(function (meshes) {
104
+ return {
105
+ meshes: meshes,
106
+ particleSystems: [],
107
+ skeletons: [],
108
+ animationGroups: [],
109
+ transformNodes: [],
110
+ geometries: [],
111
+ lights: [],
112
+ };
113
+ });
114
+ };
115
+ /**
116
+ * Imports all objects from the loaded OBJ data and adds them to the scene
117
+ * @param scene the scene the objects should be added to
118
+ * @param data the OBJ data to load
119
+ * @param rootUrl root url to load from
120
+ * @returns a promise which completes when objects have been loaded to the scene
121
+ */
122
+ OBJFileLoader.prototype.loadAsync = function (scene, data, rootUrl) {
123
+ //Get the 3D model
124
+ return this.importMeshAsync(null, scene, data, rootUrl).then(function () {
125
+ // return void
126
+ });
127
+ };
128
+ /**
129
+ * Load into an asset container.
130
+ * @param scene The scene to load into
131
+ * @param data The data to import
132
+ * @param rootUrl The root url for scene and resources
133
+ * @returns The loaded asset container
134
+ */
135
+ OBJFileLoader.prototype.loadAssetContainerAsync = function (scene, data, rootUrl) {
136
+ var _this = this;
137
+ var container = new AssetContainer(scene);
138
+ this._assetContainer = container;
139
+ return this.importMeshAsync(null, scene, data, rootUrl)
140
+ .then(function (result) {
141
+ result.meshes.forEach(function (mesh) { return container.meshes.push(mesh); });
142
+ result.meshes.forEach(function (mesh) {
143
+ var material = mesh.material;
144
+ if (material) {
145
+ // Materials
146
+ if (container.materials.indexOf(material) == -1) {
147
+ container.materials.push(material);
148
+ // Textures
149
+ var textures = material.getActiveTextures();
150
+ textures.forEach(function (t) {
151
+ if (container.textures.indexOf(t) == -1) {
152
+ container.textures.push(t);
153
+ }
154
+ });
155
+ }
156
+ }
157
+ });
158
+ _this._assetContainer = null;
159
+ return container;
160
+ })
161
+ .catch(function (ex) {
162
+ _this._assetContainer = null;
163
+ throw ex;
164
+ });
165
+ };
166
+ /**
167
+ * Read the OBJ file and create an Array of meshes.
168
+ * Each mesh contains all information given by the OBJ and the MTL file.
169
+ * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
170
+ * @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file
171
+ * @param scene defines the scene where are displayed the data
172
+ * @param data defines the content of the obj file
173
+ * @param rootUrl defines the path to the folder
174
+ * @returns the list of loaded meshes
175
+ */
176
+ OBJFileLoader.prototype._parseSolid = function (meshesNames, scene, data, rootUrl) {
177
+ var _this = this;
178
+ var fileToLoad = ""; //The name of the mtlFile to load
179
+ var materialsFromMTLFile = new MTLFileLoader();
180
+ var materialToUse = new Array();
181
+ var babylonMeshesArray = []; //The mesh for babylon
182
+ // Main function
183
+ var solidParser = new SolidParser(materialToUse, babylonMeshesArray, this._loadingOptions);
184
+ solidParser.parse(meshesNames, data, scene, this._assetContainer, function (fileName) {
185
+ fileToLoad = fileName;
186
+ });
187
+ // load the materials
188
+ var mtlPromises = [];
189
+ // Check if we have a file to load
190
+ if (fileToLoad !== "" && !this._loadingOptions.skipMaterials) {
191
+ //Load the file synchronously
192
+ mtlPromises.push(new Promise(function (resolve, reject) {
193
+ _this._loadMTL(fileToLoad, rootUrl, function (dataLoaded) {
194
+ try {
195
+ //Create materials thanks MTLLoader function
196
+ materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl, _this._assetContainer);
197
+ //Look at each material loaded in the mtl file
198
+ for (var n = 0; n < materialsFromMTLFile.materials.length; n++) {
199
+ //Three variables to get all meshes with the same material
200
+ var startIndex = 0;
201
+ var _indices = [];
202
+ var _index = void 0;
203
+ //The material from MTL file is used in the meshes loaded
204
+ //Push the indice in an array
205
+ //Check if the material is not used for another mesh
206
+ while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {
207
+ _indices.push(_index);
208
+ startIndex = _index + 1;
209
+ }
210
+ //If the material is not used dispose it
211
+ if (_index === -1 && _indices.length === 0) {
212
+ //If the material is not needed, remove it
213
+ materialsFromMTLFile.materials[n].dispose();
214
+ }
215
+ else {
216
+ for (var o = 0; o < _indices.length; o++) {
217
+ //Apply the material to the Mesh for each mesh with the material
218
+ var mesh = babylonMeshesArray[_indices[o]];
219
+ var material = materialsFromMTLFile.materials[n];
220
+ mesh.material = material;
221
+ if (!mesh.getTotalIndices()) {
222
+ // No indices, we need to turn on point cloud
223
+ material.pointsCloud = true;
224
+ }
225
+ }
226
+ }
227
+ }
228
+ resolve();
229
+ }
230
+ catch (e) {
231
+ Tools.Warn("Error processing MTL file: '".concat(fileToLoad, "'"));
232
+ if (_this._loadingOptions.materialLoadingFailsSilently) {
233
+ resolve();
234
+ }
235
+ else {
236
+ reject(e);
237
+ }
238
+ }
239
+ }, function (pathOfFile, exception) {
240
+ Tools.Warn("Error downloading MTL file: '".concat(fileToLoad, "'"));
241
+ if (_this._loadingOptions.materialLoadingFailsSilently) {
242
+ resolve();
243
+ }
244
+ else {
245
+ reject(exception);
246
+ }
247
+ });
248
+ }));
249
+ }
250
+ //Return an array with all Mesh
251
+ return Promise.all(mtlPromises).then(function () {
252
+ return babylonMeshesArray;
253
+ });
254
+ };
255
+ /**
256
+ * Defines if UVs are optimized by default during load.
257
+ */
258
+ OBJFileLoader.OPTIMIZE_WITH_UV = true;
259
+ /**
260
+ * Invert model on y-axis (does a model scaling inversion)
261
+ */
262
+ OBJFileLoader.INVERT_Y = false;
263
+ /**
264
+ * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
265
+ */
266
+ OBJFileLoader.IMPORT_VERTEX_COLORS = false;
267
+ /**
268
+ * Compute the normals for the model, even if normals are present in the file.
269
+ */
270
+ OBJFileLoader.COMPUTE_NORMALS = false;
271
+ /**
272
+ * 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.
273
+ * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.
274
+ */
275
+ OBJFileLoader.OPTIMIZE_NORMALS = false;
276
+ /**
277
+ * Defines custom scaling of UV coordinates of loaded meshes.
278
+ */
279
+ OBJFileLoader.UV_SCALING = new Vector2(1, 1);
280
+ /**
281
+ * Skip loading the materials even if defined in the OBJ file (materials are ignored).
282
+ */
283
+ OBJFileLoader.SKIP_MATERIALS = false;
284
+ /**
285
+ * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
286
+ *
287
+ * Defaults to true for backwards compatibility.
288
+ */
289
+ OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY = true;
290
+ return OBJFileLoader;
291
+ }());
292
+ export { OBJFileLoader };
293
+ if (SceneLoader) {
294
+ //Add this loader into the register plugin
295
+ SceneLoader.RegisterPlugin(new OBJFileLoader());
296
+ }
297
297
  //# sourceMappingURL=objFileLoader.js.map