@babylonjs/loaders 5.0.0-rc.5 → 5.0.0-rc.9

Sign up to get free protection for your applications and to get access to all the features.
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
@@ -1,43 +1,43 @@
1
- import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
2
- /**
3
- * Options for loading OBJ/MTL files
4
- */
5
- export declare type OBJLoadingOptions = {
6
- /**
7
- * Defines if UVs are optimized by default during load.
8
- */
9
- optimizeWithUV: boolean;
10
- /**
11
- * Defines custom scaling of UV coordinates of loaded meshes.
12
- */
13
- UVScaling: Vector2;
14
- /**
15
- * Invert model on y-axis (does a model scaling inversion)
16
- */
17
- invertY: boolean;
18
- /**
19
- * Invert Y-Axis of referenced textures on load
20
- */
21
- invertTextureY: boolean;
22
- /**
23
- * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
24
- */
25
- importVertexColors: boolean;
26
- /**
27
- * Compute the normals for the model, even if normals are present in the file.
28
- */
29
- computeNormals: boolean;
30
- /**
31
- * 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.
32
- * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.
33
- */
34
- optimizeNormals: boolean;
35
- /**
36
- * Skip loading the materials even if defined in the OBJ file (materials are ignored).
37
- */
38
- skipMaterials: boolean;
39
- /**
40
- * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
41
- */
42
- materialLoadingFailsSilently: boolean;
43
- };
1
+ import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
2
+ /**
3
+ * Options for loading OBJ/MTL files
4
+ */
5
+ export declare type OBJLoadingOptions = {
6
+ /**
7
+ * Defines if UVs are optimized by default during load.
8
+ */
9
+ optimizeWithUV: boolean;
10
+ /**
11
+ * Defines custom scaling of UV coordinates of loaded meshes.
12
+ */
13
+ UVScaling: Vector2;
14
+ /**
15
+ * Invert model on y-axis (does a model scaling inversion)
16
+ */
17
+ invertY: boolean;
18
+ /**
19
+ * Invert Y-Axis of referenced textures on load
20
+ */
21
+ invertTextureY: boolean;
22
+ /**
23
+ * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
24
+ */
25
+ importVertexColors: boolean;
26
+ /**
27
+ * Compute the normals for the model, even if normals are present in the file.
28
+ */
29
+ computeNormals: boolean;
30
+ /**
31
+ * 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.
32
+ * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.
33
+ */
34
+ optimizeNormals: boolean;
35
+ /**
36
+ * Skip loading the materials even if defined in the OBJ file (materials are ignored).
37
+ */
38
+ skipMaterials: boolean;
39
+ /**
40
+ * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
41
+ */
42
+ materialLoadingFailsSilently: boolean;
43
+ };
@@ -1,2 +1,2 @@
1
- export {};
1
+ export {};
2
2
  //# sourceMappingURL=objLoadingOptions.js.map
@@ -1,154 +1,154 @@
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
- import { OBJLoadingOptions } from "./objLoadingOptions";
6
- /**
7
- * Class used to load mesh data from OBJ content
8
- */
9
- export declare class SolidParser {
10
- /** Object descriptor */
11
- static ObjectDescriptor: RegExp;
12
- /** Group descriptor */
13
- static GroupDescriptor: RegExp;
14
- /** Material lib descriptor */
15
- static MtlLibGroupDescriptor: RegExp;
16
- /** Use a material descriptor */
17
- static UseMtlDescriptor: RegExp;
18
- /** Smooth descriptor */
19
- static SmoothDescriptor: RegExp;
20
- /** Pattern used to detect a vertex */
21
- static VertexPattern: RegExp;
22
- /** Pattern used to detect a normal */
23
- static NormalPattern: RegExp;
24
- /** Pattern used to detect a UV set */
25
- static UVPattern: RegExp;
26
- /** Pattern used to detect a first kind of face (f vertex vertex vertex) */
27
- static FacePattern1: RegExp;
28
- /** Pattern used to detect a second kind of face (f vertex/uvs vertex/uvs vertex/uvs) */
29
- static FacePattern2: RegExp;
30
- /** Pattern used to detect a third kind of face (f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal) */
31
- static FacePattern3: RegExp;
32
- /** Pattern used to detect a fourth kind of face (f vertex//normal vertex//normal vertex//normal)*/
33
- static FacePattern4: RegExp;
34
- /** Pattern used to detect a fifth kind of face (f -vertex/-uvs/-normal -vertex/-uvs/-normal -vertex/-uvs/-normal) */
35
- static FacePattern5: RegExp;
36
- private _loadingOptions;
37
- private _positions;
38
- private _normals;
39
- private _uvs;
40
- private _colors;
41
- private _meshesFromObj;
42
- private _handledMesh;
43
- private _indicesForBabylon;
44
- private _wrappedPositionForBabylon;
45
- private _wrappedUvsForBabylon;
46
- private _wrappedColorsForBabylon;
47
- private _wrappedNormalsForBabylon;
48
- private _tuplePosNorm;
49
- private _curPositionInIndices;
50
- private _hasMeshes;
51
- private _unwrappedPositionsForBabylon;
52
- private _unwrappedColorsForBabylon;
53
- private _unwrappedNormalsForBabylon;
54
- private _unwrappedUVForBabylon;
55
- private _triangles;
56
- private _materialNameFromObj;
57
- private _objMeshName;
58
- private _increment;
59
- private _isFirstMaterial;
60
- private _grayColor;
61
- private _materialToUse;
62
- private _babylonMeshesArray;
63
- /**
64
- * Creates a new SolidParser
65
- * @param materialToUse defines the array to fill with the list of materials to use (it will be filled by the parse function)
66
- * @param babylonMeshesArray defines the array to fill with the list of loaded meshes (it will be filled by the parse function)
67
- * @param loadingOptions defines the loading options to use
68
- */
69
- constructor(materialToUse: string[], babylonMeshesArray: Array<Mesh>, loadingOptions: OBJLoadingOptions);
70
- /**
71
- * Search for obj in the given array.
72
- * This function is called to check if a couple of data already exists in an array.
73
- *
74
- * If found, returns the index of the founded tuple index. Returns -1 if not found
75
- * @param arr Array<{ normals: Array<number>, idx: Array<number> }>
76
- * @param obj Array<number>
77
- * @returns {boolean}
78
- */
79
- private _isInArray;
80
- private _isInArrayUV;
81
- /**
82
- * This function set the data for each triangle.
83
- * Data are position, normals and uvs
84
- * If a tuple of (position, normal) is not set, add the data into the corresponding array
85
- * If the tuple already exist, add only their indice
86
- *
87
- * @param indicePositionFromObj Integer The index in positions array
88
- * @param indiceUvsFromObj Integer The index in uvs array
89
- * @param indiceNormalFromObj Integer The index in normals array
90
- * @param positionVectorFromOBJ Vector3 The value of position at index objIndice
91
- * @param textureVectorFromOBJ Vector3 The value of uvs
92
- * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
93
- * @param positionColorsFromOBJ
94
- */
95
- private _setData;
96
- /**
97
- * Transform Vector() and BABYLON.Color() objects into numbers in an array
98
- */
99
- private _unwrapData;
100
- /**
101
- * Create triangles from polygons
102
- * It is important to notice that a triangle is a polygon
103
- * We get 5 patterns of face defined in OBJ File :
104
- * facePattern1 = ["1","2","3","4","5","6"]
105
- * facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
106
- * facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
107
- * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
108
- * facePattern5 = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-4/-4/-4","-5/-5/-5","-6/-6/-6"]
109
- * Each pattern is divided by the same method
110
- * @param faces Array[String] The indices of elements
111
- * @param v Integer The variable to increment
112
- */
113
- private _getTriangles;
114
- /**
115
- * Create triangles and push the data for each polygon for the pattern 1
116
- * In this pattern we get vertice positions
117
- * @param face
118
- * @param v
119
- */
120
- private _setDataForCurrentFaceWithPattern1;
121
- /**
122
- * Create triangles and push the data for each polygon for the pattern 2
123
- * In this pattern we get vertice positions and uvsu
124
- * @param face
125
- * @param v
126
- */
127
- private _setDataForCurrentFaceWithPattern2;
128
- /**
129
- * Create triangles and push the data for each polygon for the pattern 3
130
- * In this pattern we get vertice positions, uvs and normals
131
- * @param face
132
- * @param v
133
- */
134
- private _setDataForCurrentFaceWithPattern3;
135
- /**
136
- * Create triangles and push the data for each polygon for the pattern 4
137
- * In this pattern we get vertice positions and normals
138
- * @param face
139
- * @param v
140
- */
141
- private _setDataForCurrentFaceWithPattern4;
142
- private _setDataForCurrentFaceWithPattern5;
143
- private _addPreviousObjMesh;
144
- private _optimizeNormals;
145
- /**
146
- * Function used to parse an OBJ string
147
- * @param meshesNames defines the list of meshes to load (all if not defined)
148
- * @param data defines the OBJ string
149
- * @param scene defines the hosting scene
150
- * @param assetContainer defines the asset container to load data in
151
- * @param onFileToLoadFound defines a callback that will be called if a MTL file is found
152
- */
153
- parse(meshesNames: any, data: string, scene: Scene, assetContainer: Nullable<AssetContainer>, onFileToLoadFound: (fileToLoad: string) => void): void;
154
- }
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
+ import { OBJLoadingOptions } from "./objLoadingOptions";
6
+ /**
7
+ * Class used to load mesh data from OBJ content
8
+ */
9
+ export declare class SolidParser {
10
+ /** Object descriptor */
11
+ static ObjectDescriptor: RegExp;
12
+ /** Group descriptor */
13
+ static GroupDescriptor: RegExp;
14
+ /** Material lib descriptor */
15
+ static MtlLibGroupDescriptor: RegExp;
16
+ /** Use a material descriptor */
17
+ static UseMtlDescriptor: RegExp;
18
+ /** Smooth descriptor */
19
+ static SmoothDescriptor: RegExp;
20
+ /** Pattern used to detect a vertex */
21
+ static VertexPattern: RegExp;
22
+ /** Pattern used to detect a normal */
23
+ static NormalPattern: RegExp;
24
+ /** Pattern used to detect a UV set */
25
+ static UVPattern: RegExp;
26
+ /** Pattern used to detect a first kind of face (f vertex vertex vertex) */
27
+ static FacePattern1: RegExp;
28
+ /** Pattern used to detect a second kind of face (f vertex/uvs vertex/uvs vertex/uvs) */
29
+ static FacePattern2: RegExp;
30
+ /** Pattern used to detect a third kind of face (f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal) */
31
+ static FacePattern3: RegExp;
32
+ /** Pattern used to detect a fourth kind of face (f vertex//normal vertex//normal vertex//normal)*/
33
+ static FacePattern4: RegExp;
34
+ /** Pattern used to detect a fifth kind of face (f -vertex/-uvs/-normal -vertex/-uvs/-normal -vertex/-uvs/-normal) */
35
+ static FacePattern5: RegExp;
36
+ private _loadingOptions;
37
+ private _positions;
38
+ private _normals;
39
+ private _uvs;
40
+ private _colors;
41
+ private _meshesFromObj;
42
+ private _handledMesh;
43
+ private _indicesForBabylon;
44
+ private _wrappedPositionForBabylon;
45
+ private _wrappedUvsForBabylon;
46
+ private _wrappedColorsForBabylon;
47
+ private _wrappedNormalsForBabylon;
48
+ private _tuplePosNorm;
49
+ private _curPositionInIndices;
50
+ private _hasMeshes;
51
+ private _unwrappedPositionsForBabylon;
52
+ private _unwrappedColorsForBabylon;
53
+ private _unwrappedNormalsForBabylon;
54
+ private _unwrappedUVForBabylon;
55
+ private _triangles;
56
+ private _materialNameFromObj;
57
+ private _objMeshName;
58
+ private _increment;
59
+ private _isFirstMaterial;
60
+ private _grayColor;
61
+ private _materialToUse;
62
+ private _babylonMeshesArray;
63
+ /**
64
+ * Creates a new SolidParser
65
+ * @param materialToUse defines the array to fill with the list of materials to use (it will be filled by the parse function)
66
+ * @param babylonMeshesArray defines the array to fill with the list of loaded meshes (it will be filled by the parse function)
67
+ * @param loadingOptions defines the loading options to use
68
+ */
69
+ constructor(materialToUse: string[], babylonMeshesArray: Array<Mesh>, loadingOptions: OBJLoadingOptions);
70
+ /**
71
+ * Search for obj in the given array.
72
+ * This function is called to check if a couple of data already exists in an array.
73
+ *
74
+ * If found, returns the index of the founded tuple index. Returns -1 if not found
75
+ * @param arr Array<{ normals: Array<number>, idx: Array<number> }>
76
+ * @param obj Array<number>
77
+ * @returns {boolean}
78
+ */
79
+ private _isInArray;
80
+ private _isInArrayUV;
81
+ /**
82
+ * This function set the data for each triangle.
83
+ * Data are position, normals and uvs
84
+ * If a tuple of (position, normal) is not set, add the data into the corresponding array
85
+ * If the tuple already exist, add only their indice
86
+ *
87
+ * @param indicePositionFromObj Integer The index in positions array
88
+ * @param indiceUvsFromObj Integer The index in uvs array
89
+ * @param indiceNormalFromObj Integer The index in normals array
90
+ * @param positionVectorFromOBJ Vector3 The value of position at index objIndice
91
+ * @param textureVectorFromOBJ Vector3 The value of uvs
92
+ * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
93
+ * @param positionColorsFromOBJ
94
+ */
95
+ private _setData;
96
+ /**
97
+ * Transform Vector() and BABYLON.Color() objects into numbers in an array
98
+ */
99
+ private _unwrapData;
100
+ /**
101
+ * Create triangles from polygons
102
+ * It is important to notice that a triangle is a polygon
103
+ * We get 5 patterns of face defined in OBJ File :
104
+ * facePattern1 = ["1","2","3","4","5","6"]
105
+ * facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
106
+ * facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
107
+ * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
108
+ * facePattern5 = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-4/-4/-4","-5/-5/-5","-6/-6/-6"]
109
+ * Each pattern is divided by the same method
110
+ * @param faces Array[String] The indices of elements
111
+ * @param v Integer The variable to increment
112
+ */
113
+ private _getTriangles;
114
+ /**
115
+ * Create triangles and push the data for each polygon for the pattern 1
116
+ * In this pattern we get vertice positions
117
+ * @param face
118
+ * @param v
119
+ */
120
+ private _setDataForCurrentFaceWithPattern1;
121
+ /**
122
+ * Create triangles and push the data for each polygon for the pattern 2
123
+ * In this pattern we get vertice positions and uvsu
124
+ * @param face
125
+ * @param v
126
+ */
127
+ private _setDataForCurrentFaceWithPattern2;
128
+ /**
129
+ * Create triangles and push the data for each polygon for the pattern 3
130
+ * In this pattern we get vertice positions, uvs and normals
131
+ * @param face
132
+ * @param v
133
+ */
134
+ private _setDataForCurrentFaceWithPattern3;
135
+ /**
136
+ * Create triangles and push the data for each polygon for the pattern 4
137
+ * In this pattern we get vertice positions and normals
138
+ * @param face
139
+ * @param v
140
+ */
141
+ private _setDataForCurrentFaceWithPattern4;
142
+ private _setDataForCurrentFaceWithPattern5;
143
+ private _addPreviousObjMesh;
144
+ private _optimizeNormals;
145
+ /**
146
+ * Function used to parse an OBJ string
147
+ * @param meshesNames defines the list of meshes to load (all if not defined)
148
+ * @param data defines the OBJ string
149
+ * @param scene defines the hosting scene
150
+ * @param assetContainer defines the asset container to load data in
151
+ * @param onFileToLoadFound defines a callback that will be called if a MTL file is found
152
+ */
153
+ parse(meshesNames: any, data: string, scene: Scene, assetContainer: Nullable<AssetContainer>, onFileToLoadFound: (fileToLoad: string) => void): void;
154
+ }