@babylonjs/loaders 5.0.0-rc.7 → 5.0.0-rc.9
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- package/OBJ/index.d.ts +4 -4
- package/OBJ/index.js +4 -4
- package/OBJ/mtlFileLoader.d.ts +41 -41
- package/OBJ/mtlFileLoader.js +232 -232
- package/OBJ/objFileLoader.d.ts +126 -126
- package/OBJ/objFileLoader.js +296 -296
- package/OBJ/objLoadingOptions.d.ts +43 -43
- package/OBJ/objLoadingOptions.js +1 -1
- package/OBJ/solidParser.d.ts +154 -154
- package/OBJ/solidParser.js +693 -693
- package/STL/index.d.ts +1 -1
- package/STL/index.js +1 -1
- package/STL/stlFileLoader.d.ts +64 -64
- package/STL/stlFileLoader.js +233 -233
- package/glTF/1.0/glTFBinaryExtension.d.ts +13 -13
- package/glTF/1.0/glTFBinaryExtension.js +60 -60
- package/glTF/1.0/glTFLoader.d.ts +136 -136
- package/glTF/1.0/glTFLoader.js +1815 -1815
- package/glTF/1.0/glTFLoaderInterfaces.d.ts +412 -412
- package/glTF/1.0/glTFLoaderInterfaces.js +95 -95
- package/glTF/1.0/glTFLoaderUtils.d.ts +62 -62
- package/glTF/1.0/glTFLoaderUtils.js +250 -250
- package/glTF/1.0/glTFMaterialsCommonExtension.d.ts +10 -10
- package/glTF/1.0/glTFMaterialsCommonExtension.js +129 -129
- package/glTF/1.0/index.d.ts +5 -5
- package/glTF/1.0/index.js +5 -5
- package/glTF/2.0/Extensions/EXT_lights_image_based.d.ts +43 -43
- package/glTF/2.0/Extensions/EXT_lights_image_based.js +117 -117
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +36 -36
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +88 -88
- package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +34 -34
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js +49 -49
- package/glTF/2.0/Extensions/EXT_texture_webp.d.ts +29 -29
- package/glTF/2.0/Extensions/EXT_texture_webp.js +40 -40
- package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +50 -50
- package/glTF/2.0/Extensions/ExtrasAsMetadata.js +73 -73
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +39 -39
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +112 -112
- package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +36 -36
- package/glTF/2.0/Extensions/KHR_lights_punctual.js +89 -89
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +39 -39
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +94 -94
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +38 -38
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +53 -53
- package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +42 -42
- package/glTF/2.0/Extensions/KHR_materials_ior.js +62 -62
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.d.ts +38 -38
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +80 -80
- package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +39 -39
- package/glTF/2.0/Extensions/KHR_materials_sheen.js +84 -84
- package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +38 -38
- package/glTF/2.0/Extensions/KHR_materials_specular.js +74 -74
- package/glTF/2.0/Extensions/KHR_materials_translucency.d.ts +39 -39
- package/glTF/2.0/Extensions/KHR_materials_translucency.js +83 -83
- package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +38 -38
- package/glTF/2.0/Extensions/KHR_materials_transmission.js +288 -288
- package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +38 -38
- package/glTF/2.0/Extensions/KHR_materials_unlit.js +73 -73
- package/glTF/2.0/Extensions/KHR_materials_variants.d.ts +87 -87
- package/glTF/2.0/Extensions/KHR_materials_variants.js +254 -254
- package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +39 -39
- package/glTF/2.0/Extensions/KHR_materials_volume.js +85 -85
- package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +22 -22
- package/glTF/2.0/Extensions/KHR_mesh_quantization.js +23 -23
- package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +29 -29
- package/glTF/2.0/Extensions/KHR_texture_basisu.js +40 -40
- package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +33 -33
- package/glTF/2.0/Extensions/KHR_texture_transform.js +61 -61
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +32 -32
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +49 -49
- package/glTF/2.0/Extensions/MSFT_audio_emitter.d.ts +54 -54
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js +240 -240
- package/glTF/2.0/Extensions/MSFT_lod.d.ts +109 -109
- package/glTF/2.0/Extensions/MSFT_lod.js +369 -369
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.d.ts +14 -14
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +36 -36
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.d.ts +14 -14
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +36 -36
- package/glTF/2.0/Extensions/index.d.ts +26 -26
- package/glTF/2.0/Extensions/index.js +26 -26
- package/glTF/2.0/glTFLoader.d.ts +405 -405
- package/glTF/2.0/glTFLoader.js +2366 -2366
- package/glTF/2.0/glTFLoaderExtension.d.ts +152 -152
- package/glTF/2.0/glTFLoaderExtension.js +1 -1
- package/glTF/2.0/glTFLoaderInterfaces.d.ts +211 -211
- package/glTF/2.0/glTFLoaderInterfaces.js +1 -1
- package/glTF/2.0/index.d.ts +4 -4
- package/glTF/2.0/index.js +4 -4
- package/glTF/glTFFileLoader.d.ts +433 -433
- package/glTF/glTFFileLoader.js +927 -927
- package/glTF/glTFValidation.d.ts +29 -29
- package/glTF/glTFValidation.js +123 -123
- package/glTF/index.d.ts +5 -5
- package/glTF/index.js +5 -5
- package/index.d.ts +3 -3
- package/index.js +3 -3
- package/legacy/legacy-glTF.d.ts +2 -2
- package/legacy/legacy-glTF.js +18 -18
- package/legacy/legacy-glTF1.d.ts +2 -2
- package/legacy/legacy-glTF1.js +14 -14
- package/legacy/legacy-glTF1FileLoader.d.ts +2 -2
- package/legacy/legacy-glTF1FileLoader.js +3 -3
- package/legacy/legacy-glTF2.d.ts +2 -2
- package/legacy/legacy-glTF2.js +32 -32
- package/legacy/legacy-glTF2FileLoader.d.ts +2 -2
- package/legacy/legacy-glTF2FileLoader.js +3 -3
- package/legacy/legacy-glTFFileLoader.d.ts +3 -3
- package/legacy/legacy-glTFFileLoader.js +4 -4
- package/legacy/legacy-objFileLoader.d.ts +1 -1
- package/legacy/legacy-objFileLoader.js +12 -12
- package/legacy/legacy-stlFileLoader.d.ts +1 -1
- package/legacy/legacy-stlFileLoader.js +12 -12
- package/legacy/legacy.d.ts +6 -6
- package/legacy/legacy.js +7 -7
- package/package.json +3 -3
package/OBJ/objFileLoader.d.ts
CHANGED
@@ -1,126 +1,126 @@
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import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
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import { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult } from "@babylonjs/core/Loading/sceneLoader.js";
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import { AssetContainer } from "@babylonjs/core/assetContainer.js";
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import { Scene } from "@babylonjs/core/scene.js";
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import { OBJLoadingOptions } from "./objLoadingOptions";
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/**
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* OBJ file type loader.
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* This is a babylon scene loader plugin.
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*/
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export declare class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {
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/**
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* Defines if UVs are optimized by default during load.
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*/
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static OPTIMIZE_WITH_UV: boolean;
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/**
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* Invert model on y-axis (does a model scaling inversion)
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*/
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static INVERT_Y: boolean;
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/**
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* Invert Y-Axis of referenced textures on load
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*/
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static get INVERT_TEXTURE_Y(): boolean;
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static set INVERT_TEXTURE_Y(value: boolean);
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/**
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* Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
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*/
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static IMPORT_VERTEX_COLORS: boolean;
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/**
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* Compute the normals for the model, even if normals are present in the file.
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*/
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static COMPUTE_NORMALS: boolean;
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/**
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* Optimize the normals for the model. Lighting can be uneven if you use OptimizeWithUV = true because new vertices can be created for the same location if they pertain to different faces.
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* Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.
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*/
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static OPTIMIZE_NORMALS: boolean;
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/**
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* Defines custom scaling of UV coordinates of loaded meshes.
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*/
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static UV_SCALING: Vector2;
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/**
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* Skip loading the materials even if defined in the OBJ file (materials are ignored).
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*/
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static SKIP_MATERIALS: boolean;
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/**
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* When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
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*
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* Defaults to true for backwards compatibility.
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*/
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static MATERIAL_LOADING_FAILS_SILENTLY: boolean;
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/**
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* Defines the name of the plugin.
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*/
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name: string;
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/**
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* Defines the extension the plugin is able to load.
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*/
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extensions: string;
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private _assetContainer;
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private _loadingOptions;
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/**
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* Creates loader for .OBJ files
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*
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* @param loadingOptions options for loading and parsing OBJ/MTL files.
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*/
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constructor(loadingOptions?: OBJLoadingOptions);
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private static get _DefaultLoadingOptions();
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/**
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* Calls synchronously the MTL file attached to this obj.
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* Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
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* Without this function materials are not displayed in the first frame (but displayed after).
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* In consequence it is impossible to get material information in your HTML file
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*
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* @param url The URL of the MTL file
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* @param rootUrl defines where to load data from
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* @param onSuccess Callback function to be called when the MTL file is loaded
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* @param onFailure
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*/
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private _loadMTL;
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/**
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* Instantiates a OBJ file loader plugin.
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* @returns the created plugin
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*/
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createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin;
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/**
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* If the data string can be loaded directly.
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* @returns if the data can be loaded directly
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*/
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canDirectLoad(): boolean;
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/**
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* Imports one or more meshes from the loaded OBJ data and adds them to the scene
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* @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
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* @param scene the scene the meshes should be added to
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* @param data the OBJ data to load
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* @param rootUrl root url to load from
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* @returns a promise containing the loaded meshes, particles, skeletons and animations
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*/
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importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<ISceneLoaderAsyncResult>;
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/**
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* Imports all objects from the loaded OBJ data and adds them to the scene
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* @param scene the scene the objects should be added to
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* @param data the OBJ data to load
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* @param rootUrl root url to load from
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* @returns a promise which completes when objects have been loaded to the scene
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*/
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loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void>;
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/**
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* Load into an asset container.
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* @param scene The scene to load into
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* @param data The data to import
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* @param rootUrl The root url for scene and resources
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* @returns The loaded asset container
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*/
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loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string): Promise<AssetContainer>;
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/**
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* Read the OBJ file and create an Array of meshes.
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* Each mesh contains all information given by the OBJ and the MTL file.
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* i.e. vertices positions and indices, optional normals values, optional UV values, optional material
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* @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file
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* @param scene defines the scene where are displayed the data
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* @param data defines the content of the obj file
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* @param rootUrl defines the path to the folder
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* @returns the list of loaded meshes
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*/
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private _parseSolid;
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}
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import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
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import { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult } from "@babylonjs/core/Loading/sceneLoader.js";
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import { AssetContainer } from "@babylonjs/core/assetContainer.js";
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import { Scene } from "@babylonjs/core/scene.js";
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import { OBJLoadingOptions } from "./objLoadingOptions";
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/**
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* OBJ file type loader.
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* This is a babylon scene loader plugin.
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*/
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export declare class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {
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/**
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* Defines if UVs are optimized by default during load.
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*/
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14
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static OPTIMIZE_WITH_UV: boolean;
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15
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/**
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* Invert model on y-axis (does a model scaling inversion)
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17
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*/
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static INVERT_Y: boolean;
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/**
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* Invert Y-Axis of referenced textures on load
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*/
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static get INVERT_TEXTURE_Y(): boolean;
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static set INVERT_TEXTURE_Y(value: boolean);
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/**
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* Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
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*/
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27
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static IMPORT_VERTEX_COLORS: boolean;
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/**
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* Compute the normals for the model, even if normals are present in the file.
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30
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*/
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31
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static COMPUTE_NORMALS: boolean;
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/**
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* Optimize the normals for the model. Lighting can be uneven if you use OptimizeWithUV = true because new vertices can be created for the same location if they pertain to different faces.
|
34
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+
* Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.
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*/
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static OPTIMIZE_NORMALS: boolean;
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/**
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* Defines custom scaling of UV coordinates of loaded meshes.
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39
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*/
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40
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static UV_SCALING: Vector2;
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41
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/**
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* Skip loading the materials even if defined in the OBJ file (materials are ignored).
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43
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*/
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44
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static SKIP_MATERIALS: boolean;
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45
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/**
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* When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
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47
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*
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48
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* Defaults to true for backwards compatibility.
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49
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*/
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50
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static MATERIAL_LOADING_FAILS_SILENTLY: boolean;
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/**
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* Defines the name of the plugin.
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53
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*/
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name: string;
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/**
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* Defines the extension the plugin is able to load.
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57
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*/
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extensions: string;
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private _assetContainer;
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private _loadingOptions;
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/**
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* Creates loader for .OBJ files
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63
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*
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64
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* @param loadingOptions options for loading and parsing OBJ/MTL files.
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65
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*/
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constructor(loadingOptions?: OBJLoadingOptions);
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private static get _DefaultLoadingOptions();
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68
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/**
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* Calls synchronously the MTL file attached to this obj.
|
70
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+
* Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
|
71
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+
* Without this function materials are not displayed in the first frame (but displayed after).
|
72
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* In consequence it is impossible to get material information in your HTML file
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*
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* @param url The URL of the MTL file
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* @param rootUrl defines where to load data from
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* @param onSuccess Callback function to be called when the MTL file is loaded
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* @param onFailure
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*/
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private _loadMTL;
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/**
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* Instantiates a OBJ file loader plugin.
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* @returns the created plugin
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*/
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createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin;
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/**
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* If the data string can be loaded directly.
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87
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* @returns if the data can be loaded directly
|
88
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*/
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canDirectLoad(): boolean;
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/**
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* Imports one or more meshes from the loaded OBJ data and adds them to the scene
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92
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* @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
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93
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* @param scene the scene the meshes should be added to
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* @param data the OBJ data to load
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95
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* @param rootUrl root url to load from
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* @returns a promise containing the loaded meshes, particles, skeletons and animations
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*/
|
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importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<ISceneLoaderAsyncResult>;
|
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/**
|
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* Imports all objects from the loaded OBJ data and adds them to the scene
|
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* @param scene the scene the objects should be added to
|
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* @param data the OBJ data to load
|
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* @param rootUrl root url to load from
|
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* @returns a promise which completes when objects have been loaded to the scene
|
105
|
+
*/
|
106
|
+
loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void>;
|
107
|
+
/**
|
108
|
+
* Load into an asset container.
|
109
|
+
* @param scene The scene to load into
|
110
|
+
* @param data The data to import
|
111
|
+
* @param rootUrl The root url for scene and resources
|
112
|
+
* @returns The loaded asset container
|
113
|
+
*/
|
114
|
+
loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string): Promise<AssetContainer>;
|
115
|
+
/**
|
116
|
+
* Read the OBJ file and create an Array of meshes.
|
117
|
+
* Each mesh contains all information given by the OBJ and the MTL file.
|
118
|
+
* i.e. vertices positions and indices, optional normals values, optional UV values, optional material
|
119
|
+
* @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file
|
120
|
+
* @param scene defines the scene where are displayed the data
|
121
|
+
* @param data defines the content of the obj file
|
122
|
+
* @param rootUrl defines the path to the folder
|
123
|
+
* @returns the list of loaded meshes
|
124
|
+
*/
|
125
|
+
private _parseSolid;
|
126
|
+
}
|