@babylonjs/loaders 5.0.0-rc.6 → 5.0.0

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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
- /**
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- * 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
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- * we'll convert to string if it looks like it's an ASCII .stl
28
- */
29
- this.extensions = {
30
- ".stl": { isBinary: true },
31
- };
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- }
33
- /**
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- * 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
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- * @param scene The scene to import into
37
- * @param data The data to import
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- * @param rootUrl The root url for scene and resources
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- * @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
+ }