@babylonjs/loaders 5.0.0-rc.6 → 5.0.0

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 (169) 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/mtlFileLoader.js.map +1 -1
  6. package/OBJ/objFileLoader.d.ts +126 -126
  7. package/OBJ/objFileLoader.js +296 -296
  8. package/OBJ/objFileLoader.js.map +1 -1
  9. package/OBJ/objLoadingOptions.d.ts +43 -43
  10. package/OBJ/objLoadingOptions.js +1 -1
  11. package/OBJ/objLoadingOptions.js.map +1 -1
  12. package/OBJ/solidParser.d.ts +154 -154
  13. package/OBJ/solidParser.js +693 -693
  14. package/OBJ/solidParser.js.map +1 -1
  15. package/STL/index.d.ts +1 -1
  16. package/STL/index.js +1 -1
  17. package/STL/stlFileLoader.d.ts +64 -64
  18. package/STL/stlFileLoader.js +233 -233
  19. package/STL/stlFileLoader.js.map +1 -1
  20. package/glTF/1.0/glTFBinaryExtension.d.ts +13 -13
  21. package/glTF/1.0/glTFBinaryExtension.js +60 -60
  22. package/glTF/1.0/glTFBinaryExtension.js.map +1 -1
  23. package/glTF/1.0/glTFLoader.d.ts +136 -136
  24. package/glTF/1.0/glTFLoader.js +1814 -1815
  25. package/glTF/1.0/glTFLoader.js.map +1 -1
  26. package/glTF/1.0/glTFLoaderInterfaces.d.ts +412 -412
  27. package/glTF/1.0/glTFLoaderInterfaces.js +95 -95
  28. package/glTF/1.0/glTFLoaderInterfaces.js.map +1 -1
  29. package/glTF/1.0/glTFLoaderUtils.d.ts +63 -62
  30. package/glTF/1.0/glTFLoaderUtils.js +250 -250
  31. package/glTF/1.0/glTFLoaderUtils.js.map +1 -1
  32. package/glTF/1.0/glTFMaterialsCommonExtension.d.ts +10 -10
  33. package/glTF/1.0/glTFMaterialsCommonExtension.js +129 -129
  34. package/glTF/1.0/glTFMaterialsCommonExtension.js.map +1 -1
  35. package/glTF/1.0/index.d.ts +5 -5
  36. package/glTF/1.0/index.js +5 -5
  37. package/glTF/2.0/Extensions/EXT_lights_image_based.d.ts +43 -43
  38. package/glTF/2.0/Extensions/EXT_lights_image_based.js +117 -117
  39. package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
  40. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +36 -36
  41. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +88 -88
  42. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
  43. package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +34 -34
  44. package/glTF/2.0/Extensions/EXT_meshopt_compression.js +49 -49
  45. package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
  46. package/glTF/2.0/Extensions/EXT_texture_webp.d.ts +29 -29
  47. package/glTF/2.0/Extensions/EXT_texture_webp.js +40 -40
  48. package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
  49. package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +50 -50
  50. package/glTF/2.0/Extensions/ExtrasAsMetadata.js +73 -73
  51. package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +1 -1
  52. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +39 -39
  53. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +112 -112
  54. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
  55. package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +36 -36
  56. package/glTF/2.0/Extensions/KHR_lights_punctual.js +89 -89
  57. package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
  58. package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +39 -39
  59. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +94 -94
  60. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
  61. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +38 -38
  62. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +53 -53
  63. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -1
  64. package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +42 -42
  65. package/glTF/2.0/Extensions/KHR_materials_ior.js +62 -62
  66. package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
  67. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.d.ts +38 -38
  68. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +80 -80
  69. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
  70. package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +39 -39
  71. package/glTF/2.0/Extensions/KHR_materials_sheen.js +84 -84
  72. package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
  73. package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +38 -38
  74. package/glTF/2.0/Extensions/KHR_materials_specular.js +74 -74
  75. package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
  76. package/glTF/2.0/Extensions/KHR_materials_translucency.d.ts +39 -39
  77. package/glTF/2.0/Extensions/KHR_materials_translucency.js +83 -83
  78. package/glTF/2.0/Extensions/KHR_materials_translucency.js.map +1 -1
  79. package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +38 -38
  80. package/glTF/2.0/Extensions/KHR_materials_transmission.js +288 -288
  81. package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
  82. package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +38 -38
  83. package/glTF/2.0/Extensions/KHR_materials_unlit.js +73 -73
  84. package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
  85. package/glTF/2.0/Extensions/KHR_materials_variants.d.ts +87 -87
  86. package/glTF/2.0/Extensions/KHR_materials_variants.js +254 -254
  87. package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
  88. package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +39 -39
  89. package/glTF/2.0/Extensions/KHR_materials_volume.js +85 -85
  90. package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
  91. package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +22 -22
  92. package/glTF/2.0/Extensions/KHR_mesh_quantization.js +23 -23
  93. package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +1 -1
  94. package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +29 -29
  95. package/glTF/2.0/Extensions/KHR_texture_basisu.js +40 -40
  96. package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
  97. package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +33 -33
  98. package/glTF/2.0/Extensions/KHR_texture_transform.js +61 -61
  99. package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
  100. package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +32 -32
  101. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +49 -49
  102. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
  103. package/glTF/2.0/Extensions/MSFT_audio_emitter.d.ts +54 -54
  104. package/glTF/2.0/Extensions/MSFT_audio_emitter.js +240 -240
  105. package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
  106. package/glTF/2.0/Extensions/MSFT_lod.d.ts +109 -109
  107. package/glTF/2.0/Extensions/MSFT_lod.js +369 -369
  108. package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
  109. package/glTF/2.0/Extensions/MSFT_minecraftMesh.d.ts +14 -14
  110. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +36 -36
  111. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -1
  112. package/glTF/2.0/Extensions/MSFT_sRGBFactors.d.ts +14 -14
  113. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +36 -36
  114. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -1
  115. package/glTF/2.0/Extensions/index.d.ts +26 -26
  116. package/glTF/2.0/Extensions/index.js +26 -26
  117. package/glTF/2.0/glTFLoader.d.ts +406 -405
  118. package/glTF/2.0/glTFLoader.js +2366 -2366
  119. package/glTF/2.0/glTFLoader.js.map +1 -1
  120. package/glTF/2.0/glTFLoaderExtension.d.ts +152 -152
  121. package/glTF/2.0/glTFLoaderExtension.js +1 -1
  122. package/glTF/2.0/glTFLoaderExtension.js.map +1 -1
  123. package/glTF/2.0/glTFLoaderInterfaces.d.ts +211 -211
  124. package/glTF/2.0/glTFLoaderInterfaces.js +1 -1
  125. package/glTF/2.0/glTFLoaderInterfaces.js.map +1 -1
  126. package/glTF/2.0/index.d.ts +4 -4
  127. package/glTF/2.0/index.js +5 -4
  128. package/glTF/2.0/index.js.map +1 -1
  129. package/glTF/glTFFileLoader.d.ts +433 -433
  130. package/glTF/glTFFileLoader.js +927 -927
  131. package/glTF/glTFFileLoader.js.map +1 -1
  132. package/glTF/glTFValidation.d.ts +29 -29
  133. package/glTF/glTFValidation.js +123 -123
  134. package/glTF/glTFValidation.js.map +1 -1
  135. package/glTF/index.d.ts +5 -5
  136. package/glTF/index.js +6 -5
  137. package/glTF/index.js.map +1 -1
  138. package/index.d.ts +3 -3
  139. package/index.js +4 -3
  140. package/index.js.map +1 -1
  141. package/legacy/legacy-glTF.d.ts +2 -2
  142. package/legacy/legacy-glTF.js +18 -18
  143. package/legacy/legacy-glTF.js.map +1 -1
  144. package/legacy/legacy-glTF1.d.ts +2 -2
  145. package/legacy/legacy-glTF1.js +15 -14
  146. package/legacy/legacy-glTF1.js.map +1 -1
  147. package/legacy/legacy-glTF1FileLoader.d.ts +2 -2
  148. package/legacy/legacy-glTF1FileLoader.js +3 -3
  149. package/legacy/legacy-glTF1FileLoader.js.map +1 -1
  150. package/legacy/legacy-glTF2.d.ts +2 -2
  151. package/legacy/legacy-glTF2.js +33 -32
  152. package/legacy/legacy-glTF2.js.map +1 -1
  153. package/legacy/legacy-glTF2FileLoader.d.ts +2 -2
  154. package/legacy/legacy-glTF2FileLoader.js +3 -3
  155. package/legacy/legacy-glTF2FileLoader.js.map +1 -1
  156. package/legacy/legacy-glTFFileLoader.d.ts +3 -3
  157. package/legacy/legacy-glTFFileLoader.js +4 -4
  158. package/legacy/legacy-glTFFileLoader.js.map +1 -1
  159. package/legacy/legacy-objFileLoader.d.ts +1 -1
  160. package/legacy/legacy-objFileLoader.js +13 -12
  161. package/legacy/legacy-objFileLoader.js.map +1 -1
  162. package/legacy/legacy-stlFileLoader.d.ts +1 -1
  163. package/legacy/legacy-stlFileLoader.js +13 -12
  164. package/legacy/legacy-stlFileLoader.js.map +1 -1
  165. package/legacy/legacy.d.ts +6 -6
  166. package/legacy/legacy.js +8 -7
  167. package/legacy/legacy.js.map +1 -1
  168. package/license.md +71 -0
  169. package/package.json +25 -6
@@ -1,234 +1,234 @@
1
- import { Tools } from "@babylonjs/core/Misc/tools.js";
2
- import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
3
- import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
4
- import { SceneLoader } from "@babylonjs/core/Loading/sceneLoader.js";
5
- import { AssetContainer } from "@babylonjs/core/assetContainer.js";
6
- /**
7
- * STL file type loader.
8
- * This is a babylon scene loader plugin.
9
- */
10
- var STLFileLoader = /** @class */ (function () {
11
- function STLFileLoader() {
12
- /** @hidden */
13
- this.solidPattern = /solid (\S*)([\S\s]*?)endsolid[ ]*(\S*)/g;
14
- /** @hidden */
15
- this.facetsPattern = /facet([\s\S]*?)endfacet/g;
16
- /** @hidden */
17
- this.normalPattern = /normal[\s]+([-+]?[0-9]+\.?[0-9]*([eE][-+]?[0-9]+)?)+[\s]+([-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?)+[\s]+([-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;
18
- /** @hidden */
19
- this.vertexPattern = /vertex[\s]+([-+]?[0-9]+\.?[0-9]*([eE][-+]?[0-9]+)?)+[\s]+([-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?)+[\s]+([-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;
20
- /**
21
- * Defines the name of the plugin.
22
- */
23
- this.name = "stl";
24
- /**
25
- * Defines the extensions the stl loader is able to load.
26
- * force data to come in as an ArrayBuffer
27
- * we'll convert to string if it looks like it's an ASCII .stl
28
- */
29
- this.extensions = {
30
- ".stl": { isBinary: true },
31
- };
32
- }
33
- /**
34
- * Import meshes into a scene.
35
- * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
36
- * @param scene The scene to import into
37
- * @param data The data to import
38
- * @param rootUrl The root url for scene and resources
39
- * @param meshes The meshes array to import into
40
- * @returns True if successful or false otherwise
41
- */
42
- STLFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes) {
43
- var matches;
44
- if (typeof data !== "string") {
45
- if (this._isBinary(data)) {
46
- // binary .stl
47
- var babylonMesh = new Mesh("stlmesh", scene);
48
- this._parseBinary(babylonMesh, data);
49
- if (meshes) {
50
- meshes.push(babylonMesh);
51
- }
52
- return true;
53
- }
54
- // ASCII .stl
55
- // convert to string
56
- var array_buffer = new Uint8Array(data);
57
- var str = "";
58
- for (var i = 0; i < data.byteLength; i++) {
59
- str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian
60
- }
61
- data = str;
62
- }
63
- //if arrived here, data is a string, containing the STLA data.
64
- while ((matches = this.solidPattern.exec(data))) {
65
- var meshName = matches[1];
66
- var meshNameFromEnd = matches[3];
67
- if (meshName != meshNameFromEnd) {
68
- Tools.Error("Error in STL, solid name != endsolid name");
69
- return false;
70
- }
71
- // check meshesNames
72
- if (meshesNames && meshName) {
73
- if (meshesNames instanceof Array) {
74
- if (!meshesNames.indexOf(meshName)) {
75
- continue;
76
- }
77
- }
78
- else {
79
- if (meshName !== meshesNames) {
80
- continue;
81
- }
82
- }
83
- }
84
- // stl mesh name can be empty as well
85
- meshName = meshName || "stlmesh";
86
- var babylonMesh = new Mesh(meshName, scene);
87
- this._parseASCII(babylonMesh, matches[2]);
88
- if (meshes) {
89
- meshes.push(babylonMesh);
90
- }
91
- }
92
- return true;
93
- };
94
- /**
95
- * Load into a scene.
96
- * @param scene The scene to load into
97
- * @param data The data to import
98
- * @param rootUrl The root url for scene and resources
99
- * @returns true if successful or false otherwise
100
- */
101
- STLFileLoader.prototype.load = function (scene, data, rootUrl) {
102
- var result = this.importMesh(null, scene, data, rootUrl, null);
103
- return result;
104
- };
105
- /**
106
- * Load into an asset container.
107
- * @param scene The scene to load into
108
- * @param data The data to import
109
- * @param rootUrl The root url for scene and resources
110
- * @returns The loaded asset container
111
- */
112
- STLFileLoader.prototype.loadAssetContainer = function (scene, data, rootUrl) {
113
- var container = new AssetContainer(scene);
114
- scene._blockEntityCollection = true;
115
- this.importMesh(null, scene, data, rootUrl, container.meshes);
116
- scene._blockEntityCollection = false;
117
- return container;
118
- };
119
- STLFileLoader.prototype._isBinary = function (data) {
120
- // check if file size is correct for binary stl
121
- var reader = new DataView(data);
122
- // A Binary STL header is 80 bytes, if the data size is not great than
123
- // that then it's not a binary STL.
124
- if (reader.byteLength <= 80) {
125
- return false;
126
- }
127
- var faceSize = (32 / 8) * 3 + (32 / 8) * 3 * 3 + 16 / 8;
128
- var nFaces = reader.getUint32(80, true);
129
- if (80 + 32 / 8 + nFaces * faceSize === reader.byteLength) {
130
- return true;
131
- }
132
- // check characters higher than ASCII to confirm binary
133
- var fileLength = reader.byteLength;
134
- for (var index = 0; index < fileLength; index++) {
135
- if (reader.getUint8(index) > 127) {
136
- return true;
137
- }
138
- }
139
- return false;
140
- };
141
- STLFileLoader.prototype._parseBinary = function (mesh, data) {
142
- var reader = new DataView(data);
143
- var faces = reader.getUint32(80, true);
144
- var dataOffset = 84;
145
- var faceLength = 12 * 4 + 2;
146
- var offset = 0;
147
- var positions = new Float32Array(faces * 3 * 3);
148
- var normals = new Float32Array(faces * 3 * 3);
149
- var indices = new Uint32Array(faces * 3);
150
- var indicesCount = 0;
151
- for (var face = 0; face < faces; face++) {
152
- var start = dataOffset + face * faceLength;
153
- var normalX = reader.getFloat32(start, true);
154
- var normalY = reader.getFloat32(start + 4, true);
155
- var normalZ = reader.getFloat32(start + 8, true);
156
- for (var i = 1; i <= 3; i++) {
157
- var vertexstart = start + i * 12;
158
- // ordering is intentional to match ascii import
159
- positions[offset] = reader.getFloat32(vertexstart, true);
160
- normals[offset] = normalX;
161
- if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {
162
- positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);
163
- positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);
164
- normals[offset + 2] = normalY;
165
- normals[offset + 1] = normalZ;
166
- }
167
- else {
168
- positions[offset + 1] = reader.getFloat32(vertexstart + 4, true);
169
- positions[offset + 2] = reader.getFloat32(vertexstart + 8, true);
170
- normals[offset + 1] = normalY;
171
- normals[offset + 2] = normalZ;
172
- }
173
- offset += 3;
174
- }
175
- indices[indicesCount] = indicesCount++;
176
- indices[indicesCount] = indicesCount++;
177
- indices[indicesCount] = indicesCount++;
178
- }
179
- mesh.setVerticesData(VertexBuffer.PositionKind, positions);
180
- mesh.setVerticesData(VertexBuffer.NormalKind, normals);
181
- mesh.setIndices(indices);
182
- mesh.computeWorldMatrix(true);
183
- };
184
- STLFileLoader.prototype._parseASCII = function (mesh, solidData) {
185
- var positions = [];
186
- var normals = [];
187
- var indices = [];
188
- var indicesCount = 0;
189
- //load facets, ignoring loop as the standard doesn't define it can contain more than vertices
190
- var matches;
191
- while ((matches = this.facetsPattern.exec(solidData))) {
192
- var facet = matches[1];
193
- //one normal per face
194
- var normalMatches = this.normalPattern.exec(facet);
195
- this.normalPattern.lastIndex = 0;
196
- if (!normalMatches) {
197
- continue;
198
- }
199
- var normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];
200
- var vertexMatch = void 0;
201
- while ((vertexMatch = this.vertexPattern.exec(facet))) {
202
- if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {
203
- positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));
204
- normals.push(normal[0], normal[1], normal[2]);
205
- }
206
- else {
207
- positions.push(Number(vertexMatch[1]), Number(vertexMatch[3]), Number(vertexMatch[5]));
208
- // Flipping the second and third component because inverted
209
- // when normal was declared.
210
- normals.push(normal[0], normal[2], normal[1]);
211
- }
212
- }
213
- indices.push(indicesCount++, indicesCount++, indicesCount++);
214
- this.vertexPattern.lastIndex = 0;
215
- }
216
- this.facetsPattern.lastIndex = 0;
217
- mesh.setVerticesData(VertexBuffer.PositionKind, positions);
218
- mesh.setVerticesData(VertexBuffer.NormalKind, normals);
219
- mesh.setIndices(indices);
220
- mesh.computeWorldMatrix(true);
221
- };
222
- /**
223
- * Defines if Y and Z axes are swapped or not when loading an STL file.
224
- * The default is false to maintain backward compatibility. When set to
225
- * true, coordinates from the STL file are used without change.
226
- */
227
- STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES = false;
228
- return STLFileLoader;
229
- }());
230
- export { STLFileLoader };
231
- if (SceneLoader) {
232
- SceneLoader.RegisterPlugin(new STLFileLoader());
233
- }
1
+ import { Tools } from "@babylonjs/core/Misc/tools.js";
2
+ import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
3
+ import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
4
+ import { SceneLoader } from "@babylonjs/core/Loading/sceneLoader.js";
5
+ import { AssetContainer } from "@babylonjs/core/assetContainer.js";
6
+ /**
7
+ * STL file type loader.
8
+ * This is a babylon scene loader plugin.
9
+ */
10
+ var STLFileLoader = /** @class */ (function () {
11
+ function STLFileLoader() {
12
+ /** @hidden */
13
+ this.solidPattern = /solid (\S*)([\S\s]*?)endsolid[ ]*(\S*)/g;
14
+ /** @hidden */
15
+ this.facetsPattern = /facet([\s\S]*?)endfacet/g;
16
+ /** @hidden */
17
+ this.normalPattern = /normal[\s]+([-+]?[0-9]+\.?[0-9]*([eE][-+]?[0-9]+)?)+[\s]+([-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?)+[\s]+([-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;
18
+ /** @hidden */
19
+ this.vertexPattern = /vertex[\s]+([-+]?[0-9]+\.?[0-9]*([eE][-+]?[0-9]+)?)+[\s]+([-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?)+[\s]+([-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;
20
+ /**
21
+ * Defines the name of the plugin.
22
+ */
23
+ this.name = "stl";
24
+ /**
25
+ * Defines the extensions the stl loader is able to load.
26
+ * force data to come in as an ArrayBuffer
27
+ * we'll convert to string if it looks like it's an ASCII .stl
28
+ */
29
+ this.extensions = {
30
+ ".stl": { isBinary: true },
31
+ };
32
+ }
33
+ /**
34
+ * Import meshes into a scene.
35
+ * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
36
+ * @param scene The scene to import into
37
+ * @param data The data to import
38
+ * @param rootUrl The root url for scene and resources
39
+ * @param meshes The meshes array to import into
40
+ * @returns True if successful or false otherwise
41
+ */
42
+ STLFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes) {
43
+ var matches;
44
+ if (typeof data !== "string") {
45
+ if (this._isBinary(data)) {
46
+ // binary .stl
47
+ var babylonMesh = new Mesh("stlmesh", scene);
48
+ this._parseBinary(babylonMesh, data);
49
+ if (meshes) {
50
+ meshes.push(babylonMesh);
51
+ }
52
+ return true;
53
+ }
54
+ // ASCII .stl
55
+ // convert to string
56
+ var array_buffer = new Uint8Array(data);
57
+ var str = "";
58
+ for (var i = 0; i < data.byteLength; i++) {
59
+ str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian
60
+ }
61
+ data = str;
62
+ }
63
+ //if arrived here, data is a string, containing the STLA data.
64
+ while ((matches = this.solidPattern.exec(data))) {
65
+ var meshName = matches[1];
66
+ var meshNameFromEnd = matches[3];
67
+ if (meshName != meshNameFromEnd) {
68
+ Tools.Error("Error in STL, solid name != endsolid name");
69
+ return false;
70
+ }
71
+ // check meshesNames
72
+ if (meshesNames && meshName) {
73
+ if (meshesNames instanceof Array) {
74
+ if (!meshesNames.indexOf(meshName)) {
75
+ continue;
76
+ }
77
+ }
78
+ else {
79
+ if (meshName !== meshesNames) {
80
+ continue;
81
+ }
82
+ }
83
+ }
84
+ // stl mesh name can be empty as well
85
+ meshName = meshName || "stlmesh";
86
+ var babylonMesh = new Mesh(meshName, scene);
87
+ this._parseASCII(babylonMesh, matches[2]);
88
+ if (meshes) {
89
+ meshes.push(babylonMesh);
90
+ }
91
+ }
92
+ return true;
93
+ };
94
+ /**
95
+ * Load into a scene.
96
+ * @param scene The scene to load into
97
+ * @param data The data to import
98
+ * @param rootUrl The root url for scene and resources
99
+ * @returns true if successful or false otherwise
100
+ */
101
+ STLFileLoader.prototype.load = function (scene, data, rootUrl) {
102
+ var result = this.importMesh(null, scene, data, rootUrl, null);
103
+ return result;
104
+ };
105
+ /**
106
+ * Load into an asset container.
107
+ * @param scene The scene to load into
108
+ * @param data The data to import
109
+ * @param rootUrl The root url for scene and resources
110
+ * @returns The loaded asset container
111
+ */
112
+ STLFileLoader.prototype.loadAssetContainer = function (scene, data, rootUrl) {
113
+ var container = new AssetContainer(scene);
114
+ scene._blockEntityCollection = true;
115
+ this.importMesh(null, scene, data, rootUrl, container.meshes);
116
+ scene._blockEntityCollection = false;
117
+ return container;
118
+ };
119
+ STLFileLoader.prototype._isBinary = function (data) {
120
+ // check if file size is correct for binary stl
121
+ var reader = new DataView(data);
122
+ // A Binary STL header is 80 bytes, if the data size is not great than
123
+ // that then it's not a binary STL.
124
+ if (reader.byteLength <= 80) {
125
+ return false;
126
+ }
127
+ var faceSize = (32 / 8) * 3 + (32 / 8) * 3 * 3 + 16 / 8;
128
+ var nFaces = reader.getUint32(80, true);
129
+ if (80 + 32 / 8 + nFaces * faceSize === reader.byteLength) {
130
+ return true;
131
+ }
132
+ // check characters higher than ASCII to confirm binary
133
+ var fileLength = reader.byteLength;
134
+ for (var index = 0; index < fileLength; index++) {
135
+ if (reader.getUint8(index) > 127) {
136
+ return true;
137
+ }
138
+ }
139
+ return false;
140
+ };
141
+ STLFileLoader.prototype._parseBinary = function (mesh, data) {
142
+ var reader = new DataView(data);
143
+ var faces = reader.getUint32(80, true);
144
+ var dataOffset = 84;
145
+ var faceLength = 12 * 4 + 2;
146
+ var offset = 0;
147
+ var positions = new Float32Array(faces * 3 * 3);
148
+ var normals = new Float32Array(faces * 3 * 3);
149
+ var indices = new Uint32Array(faces * 3);
150
+ var indicesCount = 0;
151
+ for (var face = 0; face < faces; face++) {
152
+ var start = dataOffset + face * faceLength;
153
+ var normalX = reader.getFloat32(start, true);
154
+ var normalY = reader.getFloat32(start + 4, true);
155
+ var normalZ = reader.getFloat32(start + 8, true);
156
+ for (var i = 1; i <= 3; i++) {
157
+ var vertexstart = start + i * 12;
158
+ // ordering is intentional to match ascii import
159
+ positions[offset] = reader.getFloat32(vertexstart, true);
160
+ normals[offset] = normalX;
161
+ if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {
162
+ positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);
163
+ positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);
164
+ normals[offset + 2] = normalY;
165
+ normals[offset + 1] = normalZ;
166
+ }
167
+ else {
168
+ positions[offset + 1] = reader.getFloat32(vertexstart + 4, true);
169
+ positions[offset + 2] = reader.getFloat32(vertexstart + 8, true);
170
+ normals[offset + 1] = normalY;
171
+ normals[offset + 2] = normalZ;
172
+ }
173
+ offset += 3;
174
+ }
175
+ indices[indicesCount] = indicesCount++;
176
+ indices[indicesCount] = indicesCount++;
177
+ indices[indicesCount] = indicesCount++;
178
+ }
179
+ mesh.setVerticesData(VertexBuffer.PositionKind, positions);
180
+ mesh.setVerticesData(VertexBuffer.NormalKind, normals);
181
+ mesh.setIndices(indices);
182
+ mesh.computeWorldMatrix(true);
183
+ };
184
+ STLFileLoader.prototype._parseASCII = function (mesh, solidData) {
185
+ var positions = [];
186
+ var normals = [];
187
+ var indices = [];
188
+ var indicesCount = 0;
189
+ //load facets, ignoring loop as the standard doesn't define it can contain more than vertices
190
+ var matches;
191
+ while ((matches = this.facetsPattern.exec(solidData))) {
192
+ var facet = matches[1];
193
+ //one normal per face
194
+ var normalMatches = this.normalPattern.exec(facet);
195
+ this.normalPattern.lastIndex = 0;
196
+ if (!normalMatches) {
197
+ continue;
198
+ }
199
+ var normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];
200
+ var vertexMatch = void 0;
201
+ while ((vertexMatch = this.vertexPattern.exec(facet))) {
202
+ if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {
203
+ positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));
204
+ normals.push(normal[0], normal[1], normal[2]);
205
+ }
206
+ else {
207
+ positions.push(Number(vertexMatch[1]), Number(vertexMatch[3]), Number(vertexMatch[5]));
208
+ // Flipping the second and third component because inverted
209
+ // when normal was declared.
210
+ normals.push(normal[0], normal[2], normal[1]);
211
+ }
212
+ }
213
+ indices.push(indicesCount++, indicesCount++, indicesCount++);
214
+ this.vertexPattern.lastIndex = 0;
215
+ }
216
+ this.facetsPattern.lastIndex = 0;
217
+ mesh.setVerticesData(VertexBuffer.PositionKind, positions);
218
+ mesh.setVerticesData(VertexBuffer.NormalKind, normals);
219
+ mesh.setIndices(indices);
220
+ mesh.computeWorldMatrix(true);
221
+ };
222
+ /**
223
+ * Defines if Y and Z axes are swapped or not when loading an STL file.
224
+ * The default is false to maintain backward compatibility. When set to
225
+ * true, coordinates from the STL file are used without change.
226
+ */
227
+ STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES = false;
228
+ return STLFileLoader;
229
+ }());
230
+ export { STLFileLoader };
231
+ if (SceneLoader) {
232
+ SceneLoader.RegisterPlugin(new STLFileLoader());
233
+ }
234
234
  //# sourceMappingURL=stlFileLoader.js.map
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Nullable } from \"core/types\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { SceneLoader, ISceneLoaderPlugin, ISceneLoaderPluginExtensions } from \"core/Loading/sceneLoader\";\r\nimport { AssetContainer } from \"core/assetContainer\";\r\nimport { Scene } from \"core/scene\";\r\n\r\n/**\r\n * STL file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class STLFileLoader implements ISceneLoaderPlugin {\r\n /** @hidden */\r\n public solidPattern = /solid (\\S*)([\\S\\s]*?)endsolid[ ]*(\\S*)/g;\r\n\r\n /** @hidden */\r\n public facetsPattern = /facet([\\s\\S]*?)endfacet/g;\r\n /** @hidden */\r\n public normalPattern = /normal[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\r\n /** @hidden */\r\n public vertexPattern = /vertex[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\r\n\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public name = \"stl\";\r\n\r\n /**\r\n * Defines the extensions the stl loader is able to load.\r\n * force data to come in as an ArrayBuffer\r\n * we'll convert to string if it looks like it's an ASCII .stl\r\n */\r\n public extensions: ISceneLoaderPluginExtensions = {\r\n \".stl\": { isBinary: true },\r\n };\r\n\r\n /**\r\n * Defines if Y and Z axes are swapped or not when loading an STL file.\r\n * The default is false to maintain backward compatibility. When set to\r\n * true, coordinates from the STL file are used without change.\r\n */\r\n public static DO_NOT_ALTER_FILE_COORDINATES = false;\r\n\r\n /**\r\n * Import meshes into a scene.\r\n * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported\r\n * @param scene The scene to import into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @param meshes The meshes array to import into\r\n * @returns True if successful or false otherwise\r\n */\r\n public importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: Nullable<AbstractMesh[]>): boolean {\r\n let matches;\r\n\r\n if (typeof data !== \"string\") {\r\n if (this._isBinary(data)) {\r\n // binary .stl\r\n const babylonMesh = new Mesh(\"stlmesh\", scene);\r\n this._parseBinary(babylonMesh, data);\r\n if (meshes) {\r\n meshes.push(babylonMesh);\r\n }\r\n return true;\r\n }\r\n\r\n // ASCII .stl\r\n\r\n // convert to string\r\n const array_buffer = new Uint8Array(data);\r\n let str = \"\";\r\n for (let i = 0; i < data.byteLength; i++) {\r\n str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian\r\n }\r\n data = str;\r\n }\r\n\r\n //if arrived here, data is a string, containing the STLA data.\r\n\r\n while ((matches = this.solidPattern.exec(data))) {\r\n let meshName = matches[1];\r\n const meshNameFromEnd = matches[3];\r\n if (meshName != meshNameFromEnd) {\r\n Tools.Error(\"Error in STL, solid name != endsolid name\");\r\n return false;\r\n }\r\n\r\n // check meshesNames\r\n if (meshesNames && meshName) {\r\n if (meshesNames instanceof Array) {\r\n if (!meshesNames.indexOf(meshName)) {\r\n continue;\r\n }\r\n } else {\r\n if (meshName !== meshesNames) {\r\n continue;\r\n }\r\n }\r\n }\r\n\r\n // stl mesh name can be empty as well\r\n meshName = meshName || \"stlmesh\";\r\n\r\n const babylonMesh = new Mesh(meshName, scene);\r\n this._parseASCII(babylonMesh, matches[2]);\r\n if (meshes) {\r\n meshes.push(babylonMesh);\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Load into a scene.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @returns true if successful or false otherwise\r\n */\r\n public load(scene: Scene, data: any, rootUrl: string): boolean {\r\n const result = this.importMesh(null, scene, data, rootUrl, null);\r\n return result;\r\n }\r\n\r\n /**\r\n * Load into an asset container.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @returns The loaded asset container\r\n */\r\n public loadAssetContainer(scene: Scene, data: string, rootUrl: string): AssetContainer {\r\n const container = new AssetContainer(scene);\r\n scene._blockEntityCollection = true;\r\n this.importMesh(null, scene, data, rootUrl, container.meshes);\r\n scene._blockEntityCollection = false;\r\n return container;\r\n }\r\n\r\n private _isBinary(data: any) {\r\n // check if file size is correct for binary stl\r\n const reader = new DataView(data);\r\n\r\n // A Binary STL header is 80 bytes, if the data size is not great than\r\n // that then it's not a binary STL.\r\n if (reader.byteLength <= 80) {\r\n return false;\r\n }\r\n\r\n const faceSize = (32 / 8) * 3 + (32 / 8) * 3 * 3 + 16 / 8;\r\n const nFaces = reader.getUint32(80, true);\r\n\r\n if (80 + 32 / 8 + nFaces * faceSize === reader.byteLength) {\r\n return true;\r\n }\r\n\r\n // check characters higher than ASCII to confirm binary\r\n const fileLength = reader.byteLength;\r\n for (let index = 0; index < fileLength; index++) {\r\n if (reader.getUint8(index) > 127) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _parseBinary(mesh: Mesh, data: ArrayBuffer) {\r\n const reader = new DataView(data);\r\n const faces = reader.getUint32(80, true);\r\n\r\n const dataOffset = 84;\r\n const faceLength = 12 * 4 + 2;\r\n\r\n let offset = 0;\r\n\r\n const positions = new Float32Array(faces * 3 * 3);\r\n const normals = new Float32Array(faces * 3 * 3);\r\n const indices = new Uint32Array(faces * 3);\r\n let indicesCount = 0;\r\n\r\n for (let face = 0; face < faces; face++) {\r\n const start = dataOffset + face * faceLength;\r\n const normalX = reader.getFloat32(start, true);\r\n const normalY = reader.getFloat32(start + 4, true);\r\n const normalZ = reader.getFloat32(start + 8, true);\r\n\r\n for (let i = 1; i <= 3; i++) {\r\n const vertexstart = start + i * 12;\r\n\r\n // ordering is intentional to match ascii import\r\n positions[offset] = reader.getFloat32(vertexstart, true);\r\n normals[offset] = normalX;\r\n\r\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);\r\n positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);\r\n\r\n normals[offset + 2] = normalY;\r\n normals[offset + 1] = normalZ;\r\n } else {\r\n positions[offset + 1] = reader.getFloat32(vertexstart + 4, true);\r\n positions[offset + 2] = reader.getFloat32(vertexstart + 8, true);\r\n\r\n normals[offset + 1] = normalY;\r\n normals[offset + 2] = normalZ;\r\n }\r\n\r\n offset += 3;\r\n }\r\n indices[indicesCount] = indicesCount++;\r\n indices[indicesCount] = indicesCount++;\r\n indices[indicesCount] = indicesCount++;\r\n }\r\n\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n mesh.setIndices(indices);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n\r\n private _parseASCII(mesh: Mesh, solidData: string) {\r\n const positions = [];\r\n const normals = [];\r\n const indices = [];\r\n let indicesCount = 0;\r\n\r\n //load facets, ignoring loop as the standard doesn't define it can contain more than vertices\r\n let matches;\r\n while ((matches = this.facetsPattern.exec(solidData))) {\r\n const facet = matches[1];\r\n //one normal per face\r\n const normalMatches = this.normalPattern.exec(facet);\r\n this.normalPattern.lastIndex = 0;\r\n if (!normalMatches) {\r\n continue;\r\n }\r\n const normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];\r\n\r\n let vertexMatch;\r\n while ((vertexMatch = this.vertexPattern.exec(facet))) {\r\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));\r\n normals.push(normal[0], normal[1], normal[2]);\r\n } else {\r\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[3]), Number(vertexMatch[5]));\r\n\r\n // Flipping the second and third component because inverted\r\n // when normal was declared.\r\n normals.push(normal[0], normal[2], normal[1]);\r\n }\r\n }\r\n indices.push(indicesCount++, indicesCount++, indicesCount++);\r\n this.vertexPattern.lastIndex = 0;\r\n }\r\n\r\n this.facetsPattern.lastIndex = 0;\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n mesh.setIndices(indices);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n}\r\n\r\nif (SceneLoader) {\r\n SceneLoader.RegisterPlugin(new STLFileLoader());\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport type { ISceneLoaderPlugin, ISceneLoaderPluginExtensions } from \"core/Loading/sceneLoader\";\r\nimport { SceneLoader } from \"core/Loading/sceneLoader\";\r\nimport { AssetContainer } from \"core/assetContainer\";\r\nimport type { Scene } from \"core/scene\";\r\n\r\n/**\r\n * STL file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class STLFileLoader implements ISceneLoaderPlugin {\r\n /** @hidden */\r\n public solidPattern = /solid (\\S*)([\\S\\s]*?)endsolid[ ]*(\\S*)/g;\r\n\r\n /** @hidden */\r\n public facetsPattern = /facet([\\s\\S]*?)endfacet/g;\r\n /** @hidden */\r\n public normalPattern = /normal[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\r\n /** @hidden */\r\n public vertexPattern = /vertex[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\r\n\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public name = \"stl\";\r\n\r\n /**\r\n * Defines the extensions the stl loader is able to load.\r\n * force data to come in as an ArrayBuffer\r\n * we'll convert to string if it looks like it's an ASCII .stl\r\n */\r\n public extensions: ISceneLoaderPluginExtensions = {\r\n \".stl\": { isBinary: true },\r\n };\r\n\r\n /**\r\n * Defines if Y and Z axes are swapped or not when loading an STL file.\r\n * The default is false to maintain backward compatibility. When set to\r\n * true, coordinates from the STL file are used without change.\r\n */\r\n public static DO_NOT_ALTER_FILE_COORDINATES = false;\r\n\r\n /**\r\n * Import meshes into a scene.\r\n * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported\r\n * @param scene The scene to import into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @param meshes The meshes array to import into\r\n * @returns True if successful or false otherwise\r\n */\r\n public importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: Nullable<AbstractMesh[]>): boolean {\r\n let matches;\r\n\r\n if (typeof data !== \"string\") {\r\n if (this._isBinary(data)) {\r\n // binary .stl\r\n const babylonMesh = new Mesh(\"stlmesh\", scene);\r\n this._parseBinary(babylonMesh, data);\r\n if (meshes) {\r\n meshes.push(babylonMesh);\r\n }\r\n return true;\r\n }\r\n\r\n // ASCII .stl\r\n\r\n // convert to string\r\n const array_buffer = new Uint8Array(data);\r\n let str = \"\";\r\n for (let i = 0; i < data.byteLength; i++) {\r\n str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian\r\n }\r\n data = str;\r\n }\r\n\r\n //if arrived here, data is a string, containing the STLA data.\r\n\r\n while ((matches = this.solidPattern.exec(data))) {\r\n let meshName = matches[1];\r\n const meshNameFromEnd = matches[3];\r\n if (meshName != meshNameFromEnd) {\r\n Tools.Error(\"Error in STL, solid name != endsolid name\");\r\n return false;\r\n }\r\n\r\n // check meshesNames\r\n if (meshesNames && meshName) {\r\n if (meshesNames instanceof Array) {\r\n if (!meshesNames.indexOf(meshName)) {\r\n continue;\r\n }\r\n } else {\r\n if (meshName !== meshesNames) {\r\n continue;\r\n }\r\n }\r\n }\r\n\r\n // stl mesh name can be empty as well\r\n meshName = meshName || \"stlmesh\";\r\n\r\n const babylonMesh = new Mesh(meshName, scene);\r\n this._parseASCII(babylonMesh, matches[2]);\r\n if (meshes) {\r\n meshes.push(babylonMesh);\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Load into a scene.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @returns true if successful or false otherwise\r\n */\r\n public load(scene: Scene, data: any, rootUrl: string): boolean {\r\n const result = this.importMesh(null, scene, data, rootUrl, null);\r\n return result;\r\n }\r\n\r\n /**\r\n * Load into an asset container.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @returns The loaded asset container\r\n */\r\n public loadAssetContainer(scene: Scene, data: string, rootUrl: string): AssetContainer {\r\n const container = new AssetContainer(scene);\r\n scene._blockEntityCollection = true;\r\n this.importMesh(null, scene, data, rootUrl, container.meshes);\r\n scene._blockEntityCollection = false;\r\n return container;\r\n }\r\n\r\n private _isBinary(data: any) {\r\n // check if file size is correct for binary stl\r\n const reader = new DataView(data);\r\n\r\n // A Binary STL header is 80 bytes, if the data size is not great than\r\n // that then it's not a binary STL.\r\n if (reader.byteLength <= 80) {\r\n return false;\r\n }\r\n\r\n const faceSize = (32 / 8) * 3 + (32 / 8) * 3 * 3 + 16 / 8;\r\n const nFaces = reader.getUint32(80, true);\r\n\r\n if (80 + 32 / 8 + nFaces * faceSize === reader.byteLength) {\r\n return true;\r\n }\r\n\r\n // check characters higher than ASCII to confirm binary\r\n const fileLength = reader.byteLength;\r\n for (let index = 0; index < fileLength; index++) {\r\n if (reader.getUint8(index) > 127) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _parseBinary(mesh: Mesh, data: ArrayBuffer) {\r\n const reader = new DataView(data);\r\n const faces = reader.getUint32(80, true);\r\n\r\n const dataOffset = 84;\r\n const faceLength = 12 * 4 + 2;\r\n\r\n let offset = 0;\r\n\r\n const positions = new Float32Array(faces * 3 * 3);\r\n const normals = new Float32Array(faces * 3 * 3);\r\n const indices = new Uint32Array(faces * 3);\r\n let indicesCount = 0;\r\n\r\n for (let face = 0; face < faces; face++) {\r\n const start = dataOffset + face * faceLength;\r\n const normalX = reader.getFloat32(start, true);\r\n const normalY = reader.getFloat32(start + 4, true);\r\n const normalZ = reader.getFloat32(start + 8, true);\r\n\r\n for (let i = 1; i <= 3; i++) {\r\n const vertexstart = start + i * 12;\r\n\r\n // ordering is intentional to match ascii import\r\n positions[offset] = reader.getFloat32(vertexstart, true);\r\n normals[offset] = normalX;\r\n\r\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);\r\n positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);\r\n\r\n normals[offset + 2] = normalY;\r\n normals[offset + 1] = normalZ;\r\n } else {\r\n positions[offset + 1] = reader.getFloat32(vertexstart + 4, true);\r\n positions[offset + 2] = reader.getFloat32(vertexstart + 8, true);\r\n\r\n normals[offset + 1] = normalY;\r\n normals[offset + 2] = normalZ;\r\n }\r\n\r\n offset += 3;\r\n }\r\n indices[indicesCount] = indicesCount++;\r\n indices[indicesCount] = indicesCount++;\r\n indices[indicesCount] = indicesCount++;\r\n }\r\n\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n mesh.setIndices(indices);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n\r\n private _parseASCII(mesh: Mesh, solidData: string) {\r\n const positions = [];\r\n const normals = [];\r\n const indices = [];\r\n let indicesCount = 0;\r\n\r\n //load facets, ignoring loop as the standard doesn't define it can contain more than vertices\r\n let matches;\r\n while ((matches = this.facetsPattern.exec(solidData))) {\r\n const facet = matches[1];\r\n //one normal per face\r\n const normalMatches = this.normalPattern.exec(facet);\r\n this.normalPattern.lastIndex = 0;\r\n if (!normalMatches) {\r\n continue;\r\n }\r\n const normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];\r\n\r\n let vertexMatch;\r\n while ((vertexMatch = this.vertexPattern.exec(facet))) {\r\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));\r\n normals.push(normal[0], normal[1], normal[2]);\r\n } else {\r\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[3]), Number(vertexMatch[5]));\r\n\r\n // Flipping the second and third component because inverted\r\n // when normal was declared.\r\n normals.push(normal[0], normal[2], normal[1]);\r\n }\r\n }\r\n indices.push(indicesCount++, indicesCount++, indicesCount++);\r\n this.vertexPattern.lastIndex = 0;\r\n }\r\n\r\n this.facetsPattern.lastIndex = 0;\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n mesh.setIndices(indices);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n}\r\n\r\nif (SceneLoader) {\r\n SceneLoader.RegisterPlugin(new STLFileLoader());\r\n}\r\n"]}
@@ -1,13 +1,13 @@
1
- import { GLTFLoaderExtension } from "./glTFLoader";
2
- import { Scene } from "@babylonjs/core/scene.js";
3
- import { IGLTFLoaderData } from "../glTFFileLoader";
4
- import { IGLTFRuntime } from "./glTFLoaderInterfaces";
5
- /** @hidden */
6
- export declare class GLTFBinaryExtension extends GLTFLoaderExtension {
7
- private _bin;
8
- constructor();
9
- loadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void): boolean;
10
- loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
11
- loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void): boolean;
12
- loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void): boolean;
13
- }
1
+ import { GLTFLoaderExtension } from "./glTFLoader";
2
+ import type { Scene } from "@babylonjs/core/scene.js";
3
+ import type { IGLTFLoaderData } from "../glTFFileLoader";
4
+ import type { IGLTFRuntime } from "./glTFLoaderInterfaces";
5
+ /** @hidden */
6
+ export declare class GLTFBinaryExtension extends GLTFLoaderExtension {
7
+ private _bin;
8
+ constructor();
9
+ loadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void): boolean;
10
+ loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
11
+ loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void): boolean;
12
+ loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void): boolean;
13
+ }