@babylonjs/loaders 5.0.0-rc.7 → 5.0.1

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 +1 @@
1
- {"version":3,"file":"objFileLoader.js","sourceRoot":"","sources":["../../../../../lts/loaders/generated/OBJ/objFileLoader.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,6CAA+B;AACjD,OAAO,EAAE,KAAK,EAAE,sCAAwB;AAExC,OAAO,EAAE,WAAW,EAAmG,+CAAiC;AACxJ,OAAO,EAAE,cAAc,EAAE,0CAA4B;AAGrD,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAG5C;;;GAGG;AACH;IA6DI;;;;OAIG;IACH,uBAAY,cAAkC;QAlB9C;;WAEG;QACI,SAAI,GAAG,KAAK,CAAC;QACpB;;WAEG;QACI,eAAU,GAAG,MAAM,CAAC;QAEnB,oBAAe,GAA6B,IAAI,CAAC;QAUrD,IAAI,CAAC,eAAe,GAAG,cAAc,IAAI,aAAa,CAAC,sBAAsB,CAAC;IAClF,CAAC;IAxDD,sBAAkB,iCAAgB;QAHlC;;WAEG;aACH;YACI,OAAO,aAAa,CAAC,gBAAgB,CAAC;QAC1C,CAAC;aAED,UAAmC,KAAc;YAC7C,aAAa,CAAC,gBAAgB,GAAG,KAAK,CAAC;QAC3C,CAAC;;;OAJA;IAwDD,sBAAmB,uCAAsB;aAAzC;YACI,OAAO;gBACH,cAAc,EAAE,aAAa,CAAC,eAAe;gBAC7C,eAAe,EAAE,aAAa,CAAC,gBAAgB;gBAC/C,kBAAkB,EAAE,aAAa,CAAC,oBAAoB;gBACtD,OAAO,EAAE,aAAa,CAAC,QAAQ;gBAC/B,cAAc,EAAE,aAAa,CAAC,gBAAgB;gBAC9C,gEAAgE;gBAChE,SAAS,EAAE,aAAa,CAAC,UAAU;gBACnC,4BAA4B,EAAE,aAAa,CAAC,+BAA+B;gBAC3E,cAAc,EAAE,aAAa,CAAC,gBAAgB;gBAC9C,aAAa,EAAE,aAAa,CAAC,cAAc;aAC9C,CAAC;QACN,CAAC;;;OAAA;IAED;;;;;;;;;;OAUG;IACK,gCAAQ,GAAhB,UACI,GAAW,EACX,OAAe,EACf,SAAwE,EACxE,SAAwD;QAExD,mCAAmC;QACnC,IAAM,UAAU,GAAG,OAAO,GAAG,GAAG,CAAC;QAEjC,6DAA6D;QAC7D,KAAK,CAAC,QAAQ,CAAC,UAAU,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,KAAK,EAAE,UAAC,OAAgC,EAAE,SAAe;YACjH,SAAS,CAAC,UAAU,EAAE,SAAS,CAAC,CAAC;QACrC,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACH,oCAAY,GAAZ;QACI,OAAO,IAAI,aAAa,CAAC,aAAa,CAAC,sBAAsB,CAAC,CAAC;IACnE,CAAC;IAED;;;OAGG;IACI,qCAAa,GAApB;QACI,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;;;;OAOG;IACI,uCAAe,GAAtB,UAAuB,WAAgB,EAAE,KAAY,EAAE,IAAS,EAAE,OAAe;QAC7E,8BAA8B;QAC9B,OAAO,IAAI,CAAC,WAAW,CAAC,WAAW,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,CAAC,CAAC,IAAI,CAAC,UAAC,MAAM;YACnE,OAAO;gBACH,MAAM,EAAE,MAAM;gBACd,eAAe,EAAE,EAAE;gBACnB,SAAS,EAAE,EAAE;gBACb,eAAe,EAAE,EAAE;gBACnB,cAAc,EAAE,EAAE;gBAClB,UAAU,EAAE,EAAE;gBACd,MAAM,EAAE,EAAE;aACb,CAAC;QACN,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;;;;OAMG;IACI,iCAAS,GAAhB,UAAiB,KAAY,EAAE,IAAY,EAAE,OAAe;QACxD,kBAAkB;QAClB,OAAO,IAAI,CAAC,eAAe,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,CAAC,CAAC,IAAI,CAAC;YACzD,cAAc;QAClB,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;;;;OAMG;IACI,+CAAuB,GAA9B,UAA+B,KAAY,EAAE,IAAY,EAAE,OAAe;QAA1E,iBA+BC;QA9BG,IAAM,SAAS,GAAG,IAAI,cAAc,CAAC,KAAK,CAAC,CAAC;QAC5C,IAAI,CAAC,eAAe,GAAG,SAAS,CAAC;QAEjC,OAAO,IAAI,CAAC,eAAe,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,CAAC;aAClD,IAAI,CAAC,UAAC,MAAM;YACT,MAAM,CAAC,MAAM,CAAC,OAAO,CAAC,UAAC,IAAI,IAAK,OAAA,SAAS,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,EAA3B,CAA2B,CAAC,CAAC;YAC7D,MAAM,CAAC,MAAM,CAAC,OAAO,CAAC,UAAC,IAAI;gBACvB,IAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;gBAC/B,IAAI,QAAQ,EAAE;oBACV,YAAY;oBACZ,IAAI,SAAS,CAAC,SAAS,CAAC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,EAAE;wBAC7C,SAAS,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;wBAEnC,WAAW;wBACX,IAAM,QAAQ,GAAG,QAAQ,CAAC,iBAAiB,EAAE,CAAC;wBAC9C,QAAQ,CAAC,OAAO,CAAC,UAAC,CAAC;4BACf,IAAI,SAAS,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,EAAE;gCACrC,SAAS,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;6BAC9B;wBACL,CAAC,CAAC,CAAC;qBACN;iBACJ;YACL,CAAC,CAAC,CAAC;YACH,KAAI,CAAC,eAAe,GAAG,IAAI,CAAC;YAC5B,OAAO,SAAS,CAAC;QACrB,CAAC,CAAC;aACD,KAAK,CAAC,UAAC,EAAE;YACN,KAAI,CAAC,eAAe,GAAG,IAAI,CAAC;YAC5B,MAAM,EAAE,CAAC;QACb,CAAC,CAAC,CAAC;IACX,CAAC;IAED;;;;;;;;;OASG;IACK,mCAAW,GAAnB,UAAoB,WAAgB,EAAE,KAAY,EAAE,IAAY,EAAE,OAAe;QAAjF,iBAqFC;QApFG,IAAI,UAAU,GAAW,EAAE,CAAC,CAAC,iCAAiC;QAC9D,IAAM,oBAAoB,GAAkB,IAAI,aAAa,EAAE,CAAC;QAChE,IAAM,aAAa,GAAG,IAAI,KAAK,EAAU,CAAC;QAC1C,IAAM,kBAAkB,GAAgB,EAAE,CAAC,CAAC,sBAAsB;QAElE,gBAAgB;QAChB,IAAM,WAAW,GAAG,IAAI,WAAW,CAAC,aAAa,EAAE,kBAAkB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QAE7F,WAAW,CAAC,KAAK,CAAC,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,CAAC,eAAe,EAAE,UAAC,QAAgB;YAC/E,UAAU,GAAG,QAAQ,CAAC;QAC1B,CAAC,CAAC,CAAC;QAEH,qBAAqB;QACrB,IAAM,WAAW,GAAyB,EAAE,CAAC;QAC7C,kCAAkC;QAClC,IAAI,UAAU,KAAK,EAAE,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,aAAa,EAAE;YAC1D,6BAA6B;YAC7B,WAAW,CAAC,IAAI,CACZ,IAAI,OAAO,CAAC,UAAC,OAAO,EAAE,MAAM;gBACxB,KAAI,CAAC,QAAQ,CACT,UAAU,EACV,OAAO,EACP,UAAC,UAAU;oBACP,IAAI;wBACA,4CAA4C;wBAC5C,oBAAoB,CAAC,QAAQ,CAAC,KAAK,EAAE,UAAU,EAAE,OAAO,EAAE,KAAI,CAAC,eAAe,CAAC,CAAC;wBAChF,8CAA8C;wBAC9C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,oBAAoB,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;4BAC5D,0DAA0D;4BAC1D,IAAI,UAAU,GAAG,CAAC,CAAC;4BACnB,IAAM,QAAQ,GAAG,EAAE,CAAC;4BACpB,IAAI,MAAM,SAAA,CAAC;4BAEX,yDAAyD;4BACzD,6BAA6B;4BAC7B,oDAAoD;4BACpD,OAAO,CAAC,MAAM,GAAG,aAAa,CAAC,OAAO,CAAC,oBAAoB,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE;gCAC9F,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;gCACtB,UAAU,GAAG,MAAM,GAAG,CAAC,CAAC;6BAC3B;4BACD,wCAAwC;4BACxC,IAAI,MAAM,KAAK,CAAC,CAAC,IAAI,QAAQ,CAAC,MAAM,KAAK,CAAC,EAAE;gCACxC,0CAA0C;gCAC1C,oBAAoB,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;6BAC/C;iCAAM;gCACH,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;oCACtC,gEAAgE;oCAChE,IAAM,IAAI,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;oCAC7C,IAAM,QAAQ,GAAG,oBAAoB,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;oCACnD,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;oCAEzB,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,EAAE;wCACzB,6CAA6C;wCAC7C,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;qCAC/B;iCACJ;6BACJ;yBACJ;wBACD,OAAO,EAAE,CAAC;qBACb;oBAAC,OAAO,CAAC,EAAE;wBACR,KAAK,CAAC,IAAI,CAAC,sCAA+B,UAAU,MAAG,CAAC,CAAC;wBACzD,IAAI,KAAI,CAAC,eAAe,CAAC,4BAA4B,EAAE;4BACnD,OAAO,EAAE,CAAC;yBACb;6BAAM;4BACH,MAAM,CAAC,CAAC,CAAC,CAAC;yBACb;qBACJ;gBACL,CAAC,EACD,UAAC,UAAkB,EAAE,SAAe;oBAChC,KAAK,CAAC,IAAI,CAAC,uCAAgC,UAAU,MAAG,CAAC,CAAC;oBAC1D,IAAI,KAAI,CAAC,eAAe,CAAC,4BAA4B,EAAE;wBACnD,OAAO,EAAE,CAAC;qBACb;yBAAM;wBACH,MAAM,CAAC,SAAS,CAAC,CAAC;qBACrB;gBACL,CAAC,CACJ,CAAC;YACN,CAAC,CAAC,CACL,CAAC;SACL;QACD,+BAA+B;QAC/B,OAAO,OAAO,CAAC,GAAG,CAAC,WAAW,CAAC,CAAC,IAAI,CAAC;YACjC,OAAO,kBAAkB,CAAC;QAC9B,CAAC,CAAC,CAAC;IACP,CAAC;IA1SD;;OAEG;IACW,8BAAgB,GAAG,IAAI,CAAC;IACtC;;OAEG;IACW,sBAAQ,GAAG,KAAK,CAAC;IAY/B;;OAEG;IACW,kCAAoB,GAAG,KAAK,CAAC;IAC3C;;OAEG;IACW,6BAAe,GAAG,KAAK,CAAC;IACtC;;;OAGG;IACW,8BAAgB,GAAG,KAAK,CAAC;IACvC;;OAEG;IACW,wBAAU,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IAC7C;;OAEG;IACW,4BAAc,GAAG,KAAK,CAAC;IAErC;;;;OAIG;IACW,6CAA+B,GAAG,IAAI,CAAC;IA6PzD,oBAAC;CAAA,AA5SD,IA4SC;SA5SY,aAAa;AA8S1B,IAAI,WAAW,EAAE;IACb,0CAA0C;IAC1C,WAAW,CAAC,cAAc,CAAC,IAAI,aAAa,EAAE,CAAC,CAAC;CACnD","sourcesContent":["import { Nullable } from \"core/types\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { SceneLoader, ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult } from \"core/Loading/sceneLoader\";\r\nimport { AssetContainer } from \"core/assetContainer\";\r\nimport { Scene } from \"core/scene\";\r\nimport { WebRequest } from \"core/Misc/webRequest\";\r\nimport { MTLFileLoader } from \"./mtlFileLoader\";\r\nimport { OBJLoadingOptions } from \"./objLoadingOptions\";\r\nimport { SolidParser } from \"./solidParser\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\n\r\n/**\r\n * OBJ file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {\r\n /**\r\n * Defines if UVs are optimized by default during load.\r\n */\r\n public static OPTIMIZE_WITH_UV = true;\r\n /**\r\n * Invert model on y-axis (does a model scaling inversion)\r\n */\r\n public static INVERT_Y = false;\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n public static get INVERT_TEXTURE_Y() {\r\n return MTLFileLoader.INVERT_TEXTURE_Y;\r\n }\r\n\r\n public static set INVERT_TEXTURE_Y(value: boolean) {\r\n MTLFileLoader.INVERT_TEXTURE_Y = value;\r\n }\r\n\r\n /**\r\n * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.\r\n */\r\n public static IMPORT_VERTEX_COLORS = false;\r\n /**\r\n * Compute the normals for the model, even if normals are present in the file.\r\n */\r\n public static COMPUTE_NORMALS = false;\r\n /**\r\n * 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.\r\n * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.\r\n */\r\n public static OPTIMIZE_NORMALS = false;\r\n /**\r\n * Defines custom scaling of UV coordinates of loaded meshes.\r\n */\r\n public static UV_SCALING = new Vector2(1, 1);\r\n /**\r\n * Skip loading the materials even if defined in the OBJ file (materials are ignored).\r\n */\r\n public static SKIP_MATERIALS = false;\r\n\r\n /**\r\n * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.\r\n *\r\n * Defaults to true for backwards compatibility.\r\n */\r\n public static MATERIAL_LOADING_FAILS_SILENTLY = true;\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public name = \"obj\";\r\n /**\r\n * Defines the extension the plugin is able to load.\r\n */\r\n public extensions = \".obj\";\r\n\r\n private _assetContainer: Nullable<AssetContainer> = null;\r\n\r\n private _loadingOptions: OBJLoadingOptions;\r\n\r\n /**\r\n * Creates loader for .OBJ files\r\n *\r\n * @param loadingOptions options for loading and parsing OBJ/MTL files.\r\n */\r\n constructor(loadingOptions?: OBJLoadingOptions) {\r\n this._loadingOptions = loadingOptions || OBJFileLoader._DefaultLoadingOptions;\r\n }\r\n\r\n private static get _DefaultLoadingOptions(): OBJLoadingOptions {\r\n return {\r\n computeNormals: OBJFileLoader.COMPUTE_NORMALS,\r\n optimizeNormals: OBJFileLoader.OPTIMIZE_NORMALS,\r\n importVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,\r\n invertY: OBJFileLoader.INVERT_Y,\r\n invertTextureY: OBJFileLoader.INVERT_TEXTURE_Y,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n UVScaling: OBJFileLoader.UV_SCALING,\r\n materialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,\r\n optimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,\r\n skipMaterials: OBJFileLoader.SKIP_MATERIALS,\r\n };\r\n }\r\n\r\n /**\r\n * Calls synchronously the MTL file attached to this obj.\r\n * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.\r\n * Without this function materials are not displayed in the first frame (but displayed after).\r\n * In consequence it is impossible to get material information in your HTML file\r\n *\r\n * @param url The URL of the MTL file\r\n * @param rootUrl defines where to load data from\r\n * @param onSuccess Callback function to be called when the MTL file is loaded\r\n * @param onFailure\r\n */\r\n private _loadMTL(\r\n url: string,\r\n rootUrl: string,\r\n onSuccess: (response: string | ArrayBuffer, responseUrl?: string) => any,\r\n onFailure: (pathOfFile: string, exception?: any) => void\r\n ) {\r\n //The complete path to the mtl file\r\n const pathOfFile = rootUrl + url;\r\n\r\n // Loads through the babylon tools to allow fileInput search.\r\n Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, (request?: WebRequest | undefined, exception?: any) => {\r\n onFailure(pathOfFile, exception);\r\n });\r\n }\r\n\r\n /**\r\n * Instantiates a OBJ file loader plugin.\r\n * @returns the created plugin\r\n */\r\n createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin {\r\n return new OBJFileLoader(OBJFileLoader._DefaultLoadingOptions);\r\n }\r\n\r\n /**\r\n * If the data string can be loaded directly.\r\n * @returns if the data can be loaded directly\r\n */\r\n public canDirectLoad(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Imports one or more meshes from the loaded OBJ data and adds them to the scene\r\n * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene the scene the meshes should be added to\r\n * @param data the OBJ data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise containing the loaded meshes, particles, skeletons and animations\r\n */\r\n public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<ISceneLoaderAsyncResult> {\r\n //get the meshes from OBJ file\r\n return this._parseSolid(meshesNames, scene, data, rootUrl).then((meshes) => {\r\n return {\r\n meshes: meshes,\r\n particleSystems: [],\r\n skeletons: [],\r\n animationGroups: [],\r\n transformNodes: [],\r\n geometries: [],\r\n lights: [],\r\n };\r\n });\r\n }\r\n\r\n /**\r\n * Imports all objects from the loaded OBJ data and adds them to the scene\r\n * @param scene the scene the objects should be added to\r\n * @param data the OBJ data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise which completes when objects have been loaded to the scene\r\n */\r\n public loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void> {\r\n //Get the 3D model\r\n return this.importMeshAsync(null, scene, data, rootUrl).then(() => {\r\n // return void\r\n });\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 loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string): Promise<AssetContainer> {\r\n const container = new AssetContainer(scene);\r\n this._assetContainer = container;\r\n\r\n return this.importMeshAsync(null, scene, data, rootUrl)\r\n .then((result) => {\r\n result.meshes.forEach((mesh) => container.meshes.push(mesh));\r\n result.meshes.forEach((mesh) => {\r\n const material = mesh.material;\r\n if (material) {\r\n // Materials\r\n if (container.materials.indexOf(material) == -1) {\r\n container.materials.push(material);\r\n\r\n // Textures\r\n const textures = material.getActiveTextures();\r\n textures.forEach((t) => {\r\n if (container.textures.indexOf(t) == -1) {\r\n container.textures.push(t);\r\n }\r\n });\r\n }\r\n }\r\n });\r\n this._assetContainer = null;\r\n return container;\r\n })\r\n .catch((ex) => {\r\n this._assetContainer = null;\r\n throw ex;\r\n });\r\n }\r\n\r\n /**\r\n * Read the OBJ file and create an Array of meshes.\r\n * Each mesh contains all information given by the OBJ and the MTL file.\r\n * i.e. vertices positions and indices, optional normals values, optional UV values, optional material\r\n * @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene defines the scene where are displayed the data\r\n * @param data defines the content of the obj file\r\n * @param rootUrl defines the path to the folder\r\n * @returns the list of loaded meshes\r\n */\r\n private _parseSolid(meshesNames: any, scene: Scene, data: string, rootUrl: string): Promise<Array<AbstractMesh>> {\r\n let fileToLoad: string = \"\"; //The name of the mtlFile to load\r\n const materialsFromMTLFile: MTLFileLoader = new MTLFileLoader();\r\n const materialToUse = new Array<string>();\r\n const babylonMeshesArray: Array<Mesh> = []; //The mesh for babylon\r\n\r\n // Main function\r\n const solidParser = new SolidParser(materialToUse, babylonMeshesArray, this._loadingOptions);\r\n\r\n solidParser.parse(meshesNames, data, scene, this._assetContainer, (fileName: string) => {\r\n fileToLoad = fileName;\r\n });\r\n\r\n // load the materials\r\n const mtlPromises: Array<Promise<void>> = [];\r\n // Check if we have a file to load\r\n if (fileToLoad !== \"\" && !this._loadingOptions.skipMaterials) {\r\n //Load the file synchronously\r\n mtlPromises.push(\r\n new Promise((resolve, reject) => {\r\n this._loadMTL(\r\n fileToLoad,\r\n rootUrl,\r\n (dataLoaded) => {\r\n try {\r\n //Create materials thanks MTLLoader function\r\n materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl, this._assetContainer);\r\n //Look at each material loaded in the mtl file\r\n for (let n = 0; n < materialsFromMTLFile.materials.length; n++) {\r\n //Three variables to get all meshes with the same material\r\n let startIndex = 0;\r\n const _indices = [];\r\n let _index;\r\n\r\n //The material from MTL file is used in the meshes loaded\r\n //Push the indice in an array\r\n //Check if the material is not used for another mesh\r\n while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {\r\n _indices.push(_index);\r\n startIndex = _index + 1;\r\n }\r\n //If the material is not used dispose it\r\n if (_index === -1 && _indices.length === 0) {\r\n //If the material is not needed, remove it\r\n materialsFromMTLFile.materials[n].dispose();\r\n } else {\r\n for (let o = 0; o < _indices.length; o++) {\r\n //Apply the material to the Mesh for each mesh with the material\r\n const mesh = babylonMeshesArray[_indices[o]];\r\n const material = materialsFromMTLFile.materials[n];\r\n mesh.material = material;\r\n\r\n if (!mesh.getTotalIndices()) {\r\n // No indices, we need to turn on point cloud\r\n material.pointsCloud = true;\r\n }\r\n }\r\n }\r\n }\r\n resolve();\r\n } catch (e) {\r\n Tools.Warn(`Error processing MTL file: '${fileToLoad}'`);\r\n if (this._loadingOptions.materialLoadingFailsSilently) {\r\n resolve();\r\n } else {\r\n reject(e);\r\n }\r\n }\r\n },\r\n (pathOfFile: string, exception?: any) => {\r\n Tools.Warn(`Error downloading MTL file: '${fileToLoad}'`);\r\n if (this._loadingOptions.materialLoadingFailsSilently) {\r\n resolve();\r\n } else {\r\n reject(exception);\r\n }\r\n }\r\n );\r\n })\r\n );\r\n }\r\n //Return an array with all Mesh\r\n return Promise.all(mtlPromises).then(() => {\r\n return babylonMeshesArray;\r\n });\r\n }\r\n}\r\n\r\nif (SceneLoader) {\r\n //Add this loader into the register plugin\r\n SceneLoader.RegisterPlugin(new OBJFileLoader());\r\n}\r\n"]}
1
+ {"version":3,"file":"objFileLoader.js","sourceRoot":"","sources":["../../../../../lts/loaders/generated/OBJ/objFileLoader.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,6CAA+B;AACjD,OAAO,EAAE,KAAK,EAAE,sCAAwB;AAGxC,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,OAAO,EAAE,cAAc,EAAE,0CAA4B;AAGrD,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAG5C;;;GAGG;AACH;IA6DI;;;;OAIG;IACH,uBAAY,cAAkC;QAlB9C;;WAEG;QACI,SAAI,GAAG,KAAK,CAAC;QACpB;;WAEG;QACI,eAAU,GAAG,MAAM,CAAC;QAEnB,oBAAe,GAA6B,IAAI,CAAC;QAUrD,IAAI,CAAC,eAAe,GAAG,cAAc,IAAI,aAAa,CAAC,sBAAsB,CAAC;IAClF,CAAC;IAxDD,sBAAkB,iCAAgB;QAHlC;;WAEG;aACH;YACI,OAAO,aAAa,CAAC,gBAAgB,CAAC;QAC1C,CAAC;aAED,UAAmC,KAAc;YAC7C,aAAa,CAAC,gBAAgB,GAAG,KAAK,CAAC;QAC3C,CAAC;;;OAJA;IAwDD,sBAAmB,uCAAsB;aAAzC;YACI,OAAO;gBACH,cAAc,EAAE,aAAa,CAAC,eAAe;gBAC7C,eAAe,EAAE,aAAa,CAAC,gBAAgB;gBAC/C,kBAAkB,EAAE,aAAa,CAAC,oBAAoB;gBACtD,OAAO,EAAE,aAAa,CAAC,QAAQ;gBAC/B,cAAc,EAAE,aAAa,CAAC,gBAAgB;gBAC9C,gEAAgE;gBAChE,SAAS,EAAE,aAAa,CAAC,UAAU;gBACnC,4BAA4B,EAAE,aAAa,CAAC,+BAA+B;gBAC3E,cAAc,EAAE,aAAa,CAAC,gBAAgB;gBAC9C,aAAa,EAAE,aAAa,CAAC,cAAc;aAC9C,CAAC;QACN,CAAC;;;OAAA;IAED;;;;;;;;;;OAUG;IACK,gCAAQ,GAAhB,UACI,GAAW,EACX,OAAe,EACf,SAAwE,EACxE,SAAwD;QAExD,mCAAmC;QACnC,IAAM,UAAU,GAAG,OAAO,GAAG,GAAG,CAAC;QAEjC,6DAA6D;QAC7D,KAAK,CAAC,QAAQ,CAAC,UAAU,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,KAAK,EAAE,UAAC,OAAgC,EAAE,SAAe;YACjH,SAAS,CAAC,UAAU,EAAE,SAAS,CAAC,CAAC;QACrC,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACH,oCAAY,GAAZ;QACI,OAAO,IAAI,aAAa,CAAC,aAAa,CAAC,sBAAsB,CAAC,CAAC;IACnE,CAAC;IAED;;;OAGG;IACI,qCAAa,GAApB;QACI,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;;;;OAOG;IACI,uCAAe,GAAtB,UAAuB,WAAgB,EAAE,KAAY,EAAE,IAAS,EAAE,OAAe;QAC7E,8BAA8B;QAC9B,OAAO,IAAI,CAAC,WAAW,CAAC,WAAW,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,CAAC,CAAC,IAAI,CAAC,UAAC,MAAM;YACnE,OAAO;gBACH,MAAM,EAAE,MAAM;gBACd,eAAe,EAAE,EAAE;gBACnB,SAAS,EAAE,EAAE;gBACb,eAAe,EAAE,EAAE;gBACnB,cAAc,EAAE,EAAE;gBAClB,UAAU,EAAE,EAAE;gBACd,MAAM,EAAE,EAAE;aACb,CAAC;QACN,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;;;;OAMG;IACI,iCAAS,GAAhB,UAAiB,KAAY,EAAE,IAAY,EAAE,OAAe;QACxD,kBAAkB;QAClB,OAAO,IAAI,CAAC,eAAe,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,CAAC,CAAC,IAAI,CAAC;YACzD,cAAc;QAClB,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;;;;OAMG;IACI,+CAAuB,GAA9B,UAA+B,KAAY,EAAE,IAAY,EAAE,OAAe;QAA1E,iBA+BC;QA9BG,IAAM,SAAS,GAAG,IAAI,cAAc,CAAC,KAAK,CAAC,CAAC;QAC5C,IAAI,CAAC,eAAe,GAAG,SAAS,CAAC;QAEjC,OAAO,IAAI,CAAC,eAAe,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,CAAC;aAClD,IAAI,CAAC,UAAC,MAAM;YACT,MAAM,CAAC,MAAM,CAAC,OAAO,CAAC,UAAC,IAAI,IAAK,OAAA,SAAS,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,EAA3B,CAA2B,CAAC,CAAC;YAC7D,MAAM,CAAC,MAAM,CAAC,OAAO,CAAC,UAAC,IAAI;gBACvB,IAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;gBAC/B,IAAI,QAAQ,EAAE;oBACV,YAAY;oBACZ,IAAI,SAAS,CAAC,SAAS,CAAC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,EAAE;wBAC7C,SAAS,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;wBAEnC,WAAW;wBACX,IAAM,QAAQ,GAAG,QAAQ,CAAC,iBAAiB,EAAE,CAAC;wBAC9C,QAAQ,CAAC,OAAO,CAAC,UAAC,CAAC;4BACf,IAAI,SAAS,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,EAAE;gCACrC,SAAS,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;6BAC9B;wBACL,CAAC,CAAC,CAAC;qBACN;iBACJ;YACL,CAAC,CAAC,CAAC;YACH,KAAI,CAAC,eAAe,GAAG,IAAI,CAAC;YAC5B,OAAO,SAAS,CAAC;QACrB,CAAC,CAAC;aACD,KAAK,CAAC,UAAC,EAAE;YACN,KAAI,CAAC,eAAe,GAAG,IAAI,CAAC;YAC5B,MAAM,EAAE,CAAC;QACb,CAAC,CAAC,CAAC;IACX,CAAC;IAED;;;;;;;;;OASG;IACK,mCAAW,GAAnB,UAAoB,WAAgB,EAAE,KAAY,EAAE,IAAY,EAAE,OAAe;QAAjF,iBAqFC;QApFG,IAAI,UAAU,GAAW,EAAE,CAAC,CAAC,iCAAiC;QAC9D,IAAM,oBAAoB,GAAkB,IAAI,aAAa,EAAE,CAAC;QAChE,IAAM,aAAa,GAAG,IAAI,KAAK,EAAU,CAAC;QAC1C,IAAM,kBAAkB,GAAgB,EAAE,CAAC,CAAC,sBAAsB;QAElE,gBAAgB;QAChB,IAAM,WAAW,GAAG,IAAI,WAAW,CAAC,aAAa,EAAE,kBAAkB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QAE7F,WAAW,CAAC,KAAK,CAAC,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,CAAC,eAAe,EAAE,UAAC,QAAgB;YAC/E,UAAU,GAAG,QAAQ,CAAC;QAC1B,CAAC,CAAC,CAAC;QAEH,qBAAqB;QACrB,IAAM,WAAW,GAAyB,EAAE,CAAC;QAC7C,kCAAkC;QAClC,IAAI,UAAU,KAAK,EAAE,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,aAAa,EAAE;YAC1D,6BAA6B;YAC7B,WAAW,CAAC,IAAI,CACZ,IAAI,OAAO,CAAC,UAAC,OAAO,EAAE,MAAM;gBACxB,KAAI,CAAC,QAAQ,CACT,UAAU,EACV,OAAO,EACP,UAAC,UAAU;oBACP,IAAI;wBACA,4CAA4C;wBAC5C,oBAAoB,CAAC,QAAQ,CAAC,KAAK,EAAE,UAAU,EAAE,OAAO,EAAE,KAAI,CAAC,eAAe,CAAC,CAAC;wBAChF,8CAA8C;wBAC9C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,oBAAoB,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;4BAC5D,0DAA0D;4BAC1D,IAAI,UAAU,GAAG,CAAC,CAAC;4BACnB,IAAM,QAAQ,GAAG,EAAE,CAAC;4BACpB,IAAI,MAAM,SAAA,CAAC;4BAEX,yDAAyD;4BACzD,6BAA6B;4BAC7B,oDAAoD;4BACpD,OAAO,CAAC,MAAM,GAAG,aAAa,CAAC,OAAO,CAAC,oBAAoB,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE;gCAC9F,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;gCACtB,UAAU,GAAG,MAAM,GAAG,CAAC,CAAC;6BAC3B;4BACD,wCAAwC;4BACxC,IAAI,MAAM,KAAK,CAAC,CAAC,IAAI,QAAQ,CAAC,MAAM,KAAK,CAAC,EAAE;gCACxC,0CAA0C;gCAC1C,oBAAoB,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;6BAC/C;iCAAM;gCACH,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;oCACtC,gEAAgE;oCAChE,IAAM,IAAI,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;oCAC7C,IAAM,QAAQ,GAAG,oBAAoB,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;oCACnD,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;oCAEzB,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,EAAE;wCACzB,6CAA6C;wCAC7C,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;qCAC/B;iCACJ;6BACJ;yBACJ;wBACD,OAAO,EAAE,CAAC;qBACb;oBAAC,OAAO,CAAC,EAAE;wBACR,KAAK,CAAC,IAAI,CAAC,sCAA+B,UAAU,MAAG,CAAC,CAAC;wBACzD,IAAI,KAAI,CAAC,eAAe,CAAC,4BAA4B,EAAE;4BACnD,OAAO,EAAE,CAAC;yBACb;6BAAM;4BACH,MAAM,CAAC,CAAC,CAAC,CAAC;yBACb;qBACJ;gBACL,CAAC,EACD,UAAC,UAAkB,EAAE,SAAe;oBAChC,KAAK,CAAC,IAAI,CAAC,uCAAgC,UAAU,MAAG,CAAC,CAAC;oBAC1D,IAAI,KAAI,CAAC,eAAe,CAAC,4BAA4B,EAAE;wBACnD,OAAO,EAAE,CAAC;qBACb;yBAAM;wBACH,MAAM,CAAC,SAAS,CAAC,CAAC;qBACrB;gBACL,CAAC,CACJ,CAAC;YACN,CAAC,CAAC,CACL,CAAC;SACL;QACD,+BAA+B;QAC/B,OAAO,OAAO,CAAC,GAAG,CAAC,WAAW,CAAC,CAAC,IAAI,CAAC;YACjC,OAAO,kBAAkB,CAAC;QAC9B,CAAC,CAAC,CAAC;IACP,CAAC;IA1SD;;OAEG;IACW,8BAAgB,GAAG,IAAI,CAAC;IACtC;;OAEG;IACW,sBAAQ,GAAG,KAAK,CAAC;IAY/B;;OAEG;IACW,kCAAoB,GAAG,KAAK,CAAC;IAC3C;;OAEG;IACW,6BAAe,GAAG,KAAK,CAAC;IACtC;;;OAGG;IACW,8BAAgB,GAAG,KAAK,CAAC;IACvC;;OAEG;IACW,wBAAU,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IAC7C;;OAEG;IACW,4BAAc,GAAG,KAAK,CAAC;IAErC;;;;OAIG;IACW,6CAA+B,GAAG,IAAI,CAAC;IA6PzD,oBAAC;CAAA,AA5SD,IA4SC;SA5SY,aAAa;AA8S1B,IAAI,WAAW,EAAE;IACb,0CAA0C;IAC1C,WAAW,CAAC,cAAc,CAAC,IAAI,aAAa,EAAE,CAAC,CAAC;CACnD","sourcesContent":["import type { Nullable } from \"core/types\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult } 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\nimport type { WebRequest } from \"core/Misc/webRequest\";\r\nimport { MTLFileLoader } from \"./mtlFileLoader\";\r\nimport type { OBJLoadingOptions } from \"./objLoadingOptions\";\r\nimport { SolidParser } from \"./solidParser\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\n\r\n/**\r\n * OBJ file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {\r\n /**\r\n * Defines if UVs are optimized by default during load.\r\n */\r\n public static OPTIMIZE_WITH_UV = true;\r\n /**\r\n * Invert model on y-axis (does a model scaling inversion)\r\n */\r\n public static INVERT_Y = false;\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n public static get INVERT_TEXTURE_Y() {\r\n return MTLFileLoader.INVERT_TEXTURE_Y;\r\n }\r\n\r\n public static set INVERT_TEXTURE_Y(value: boolean) {\r\n MTLFileLoader.INVERT_TEXTURE_Y = value;\r\n }\r\n\r\n /**\r\n * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.\r\n */\r\n public static IMPORT_VERTEX_COLORS = false;\r\n /**\r\n * Compute the normals for the model, even if normals are present in the file.\r\n */\r\n public static COMPUTE_NORMALS = false;\r\n /**\r\n * 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.\r\n * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.\r\n */\r\n public static OPTIMIZE_NORMALS = false;\r\n /**\r\n * Defines custom scaling of UV coordinates of loaded meshes.\r\n */\r\n public static UV_SCALING = new Vector2(1, 1);\r\n /**\r\n * Skip loading the materials even if defined in the OBJ file (materials are ignored).\r\n */\r\n public static SKIP_MATERIALS = false;\r\n\r\n /**\r\n * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.\r\n *\r\n * Defaults to true for backwards compatibility.\r\n */\r\n public static MATERIAL_LOADING_FAILS_SILENTLY = true;\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public name = \"obj\";\r\n /**\r\n * Defines the extension the plugin is able to load.\r\n */\r\n public extensions = \".obj\";\r\n\r\n private _assetContainer: Nullable<AssetContainer> = null;\r\n\r\n private _loadingOptions: OBJLoadingOptions;\r\n\r\n /**\r\n * Creates loader for .OBJ files\r\n *\r\n * @param loadingOptions options for loading and parsing OBJ/MTL files.\r\n */\r\n constructor(loadingOptions?: OBJLoadingOptions) {\r\n this._loadingOptions = loadingOptions || OBJFileLoader._DefaultLoadingOptions;\r\n }\r\n\r\n private static get _DefaultLoadingOptions(): OBJLoadingOptions {\r\n return {\r\n computeNormals: OBJFileLoader.COMPUTE_NORMALS,\r\n optimizeNormals: OBJFileLoader.OPTIMIZE_NORMALS,\r\n importVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,\r\n invertY: OBJFileLoader.INVERT_Y,\r\n invertTextureY: OBJFileLoader.INVERT_TEXTURE_Y,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n UVScaling: OBJFileLoader.UV_SCALING,\r\n materialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,\r\n optimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,\r\n skipMaterials: OBJFileLoader.SKIP_MATERIALS,\r\n };\r\n }\r\n\r\n /**\r\n * Calls synchronously the MTL file attached to this obj.\r\n * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.\r\n * Without this function materials are not displayed in the first frame (but displayed after).\r\n * In consequence it is impossible to get material information in your HTML file\r\n *\r\n * @param url The URL of the MTL file\r\n * @param rootUrl defines where to load data from\r\n * @param onSuccess Callback function to be called when the MTL file is loaded\r\n * @param onFailure\r\n */\r\n private _loadMTL(\r\n url: string,\r\n rootUrl: string,\r\n onSuccess: (response: string | ArrayBuffer, responseUrl?: string) => any,\r\n onFailure: (pathOfFile: string, exception?: any) => void\r\n ) {\r\n //The complete path to the mtl file\r\n const pathOfFile = rootUrl + url;\r\n\r\n // Loads through the babylon tools to allow fileInput search.\r\n Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, (request?: WebRequest | undefined, exception?: any) => {\r\n onFailure(pathOfFile, exception);\r\n });\r\n }\r\n\r\n /**\r\n * Instantiates a OBJ file loader plugin.\r\n * @returns the created plugin\r\n */\r\n createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin {\r\n return new OBJFileLoader(OBJFileLoader._DefaultLoadingOptions);\r\n }\r\n\r\n /**\r\n * If the data string can be loaded directly.\r\n * @returns if the data can be loaded directly\r\n */\r\n public canDirectLoad(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Imports one or more meshes from the loaded OBJ data and adds them to the scene\r\n * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene the scene the meshes should be added to\r\n * @param data the OBJ data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise containing the loaded meshes, particles, skeletons and animations\r\n */\r\n public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<ISceneLoaderAsyncResult> {\r\n //get the meshes from OBJ file\r\n return this._parseSolid(meshesNames, scene, data, rootUrl).then((meshes) => {\r\n return {\r\n meshes: meshes,\r\n particleSystems: [],\r\n skeletons: [],\r\n animationGroups: [],\r\n transformNodes: [],\r\n geometries: [],\r\n lights: [],\r\n };\r\n });\r\n }\r\n\r\n /**\r\n * Imports all objects from the loaded OBJ data and adds them to the scene\r\n * @param scene the scene the objects should be added to\r\n * @param data the OBJ data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise which completes when objects have been loaded to the scene\r\n */\r\n public loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void> {\r\n //Get the 3D model\r\n return this.importMeshAsync(null, scene, data, rootUrl).then(() => {\r\n // return void\r\n });\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 loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string): Promise<AssetContainer> {\r\n const container = new AssetContainer(scene);\r\n this._assetContainer = container;\r\n\r\n return this.importMeshAsync(null, scene, data, rootUrl)\r\n .then((result) => {\r\n result.meshes.forEach((mesh) => container.meshes.push(mesh));\r\n result.meshes.forEach((mesh) => {\r\n const material = mesh.material;\r\n if (material) {\r\n // Materials\r\n if (container.materials.indexOf(material) == -1) {\r\n container.materials.push(material);\r\n\r\n // Textures\r\n const textures = material.getActiveTextures();\r\n textures.forEach((t) => {\r\n if (container.textures.indexOf(t) == -1) {\r\n container.textures.push(t);\r\n }\r\n });\r\n }\r\n }\r\n });\r\n this._assetContainer = null;\r\n return container;\r\n })\r\n .catch((ex) => {\r\n this._assetContainer = null;\r\n throw ex;\r\n });\r\n }\r\n\r\n /**\r\n * Read the OBJ file and create an Array of meshes.\r\n * Each mesh contains all information given by the OBJ and the MTL file.\r\n * i.e. vertices positions and indices, optional normals values, optional UV values, optional material\r\n * @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene defines the scene where are displayed the data\r\n * @param data defines the content of the obj file\r\n * @param rootUrl defines the path to the folder\r\n * @returns the list of loaded meshes\r\n */\r\n private _parseSolid(meshesNames: any, scene: Scene, data: string, rootUrl: string): Promise<Array<AbstractMesh>> {\r\n let fileToLoad: string = \"\"; //The name of the mtlFile to load\r\n const materialsFromMTLFile: MTLFileLoader = new MTLFileLoader();\r\n const materialToUse = new Array<string>();\r\n const babylonMeshesArray: Array<Mesh> = []; //The mesh for babylon\r\n\r\n // Main function\r\n const solidParser = new SolidParser(materialToUse, babylonMeshesArray, this._loadingOptions);\r\n\r\n solidParser.parse(meshesNames, data, scene, this._assetContainer, (fileName: string) => {\r\n fileToLoad = fileName;\r\n });\r\n\r\n // load the materials\r\n const mtlPromises: Array<Promise<void>> = [];\r\n // Check if we have a file to load\r\n if (fileToLoad !== \"\" && !this._loadingOptions.skipMaterials) {\r\n //Load the file synchronously\r\n mtlPromises.push(\r\n new Promise((resolve, reject) => {\r\n this._loadMTL(\r\n fileToLoad,\r\n rootUrl,\r\n (dataLoaded) => {\r\n try {\r\n //Create materials thanks MTLLoader function\r\n materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl, this._assetContainer);\r\n //Look at each material loaded in the mtl file\r\n for (let n = 0; n < materialsFromMTLFile.materials.length; n++) {\r\n //Three variables to get all meshes with the same material\r\n let startIndex = 0;\r\n const _indices = [];\r\n let _index;\r\n\r\n //The material from MTL file is used in the meshes loaded\r\n //Push the indice in an array\r\n //Check if the material is not used for another mesh\r\n while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {\r\n _indices.push(_index);\r\n startIndex = _index + 1;\r\n }\r\n //If the material is not used dispose it\r\n if (_index === -1 && _indices.length === 0) {\r\n //If the material is not needed, remove it\r\n materialsFromMTLFile.materials[n].dispose();\r\n } else {\r\n for (let o = 0; o < _indices.length; o++) {\r\n //Apply the material to the Mesh for each mesh with the material\r\n const mesh = babylonMeshesArray[_indices[o]];\r\n const material = materialsFromMTLFile.materials[n];\r\n mesh.material = material;\r\n\r\n if (!mesh.getTotalIndices()) {\r\n // No indices, we need to turn on point cloud\r\n material.pointsCloud = true;\r\n }\r\n }\r\n }\r\n }\r\n resolve();\r\n } catch (e) {\r\n Tools.Warn(`Error processing MTL file: '${fileToLoad}'`);\r\n if (this._loadingOptions.materialLoadingFailsSilently) {\r\n resolve();\r\n } else {\r\n reject(e);\r\n }\r\n }\r\n },\r\n (pathOfFile: string, exception?: any) => {\r\n Tools.Warn(`Error downloading MTL file: '${fileToLoad}'`);\r\n if (this._loadingOptions.materialLoadingFailsSilently) {\r\n resolve();\r\n } else {\r\n reject(exception);\r\n }\r\n }\r\n );\r\n })\r\n );\r\n }\r\n //Return an array with all Mesh\r\n return Promise.all(mtlPromises).then(() => {\r\n return babylonMeshesArray;\r\n });\r\n }\r\n}\r\n\r\nif (SceneLoader) {\r\n //Add this loader into the register plugin\r\n SceneLoader.RegisterPlugin(new OBJFileLoader());\r\n}\r\n"]}
@@ -1,43 +1,43 @@
1
- import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
2
- /**
3
- * Options for loading OBJ/MTL files
4
- */
5
- export declare type OBJLoadingOptions = {
6
- /**
7
- * Defines if UVs are optimized by default during load.
8
- */
9
- optimizeWithUV: boolean;
10
- /**
11
- * Defines custom scaling of UV coordinates of loaded meshes.
12
- */
13
- UVScaling: Vector2;
14
- /**
15
- * Invert model on y-axis (does a model scaling inversion)
16
- */
17
- invertY: boolean;
18
- /**
19
- * Invert Y-Axis of referenced textures on load
20
- */
21
- invertTextureY: boolean;
22
- /**
23
- * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
24
- */
25
- importVertexColors: boolean;
26
- /**
27
- * Compute the normals for the model, even if normals are present in the file.
28
- */
29
- computeNormals: boolean;
30
- /**
31
- * Optimize the normals for the model. Lighting can be uneven if you use OptimizeWithUV = true because new vertices can be created for the same location if they pertain to different faces.
32
- * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.
33
- */
34
- optimizeNormals: boolean;
35
- /**
36
- * Skip loading the materials even if defined in the OBJ file (materials are ignored).
37
- */
38
- skipMaterials: boolean;
39
- /**
40
- * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
41
- */
42
- materialLoadingFailsSilently: boolean;
43
- };
1
+ import type { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
2
+ /**
3
+ * Options for loading OBJ/MTL files
4
+ */
5
+ export declare type OBJLoadingOptions = {
6
+ /**
7
+ * Defines if UVs are optimized by default during load.
8
+ */
9
+ optimizeWithUV: boolean;
10
+ /**
11
+ * Defines custom scaling of UV coordinates of loaded meshes.
12
+ */
13
+ UVScaling: Vector2;
14
+ /**
15
+ * Invert model on y-axis (does a model scaling inversion)
16
+ */
17
+ invertY: boolean;
18
+ /**
19
+ * Invert Y-Axis of referenced textures on load
20
+ */
21
+ invertTextureY: boolean;
22
+ /**
23
+ * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
24
+ */
25
+ importVertexColors: boolean;
26
+ /**
27
+ * Compute the normals for the model, even if normals are present in the file.
28
+ */
29
+ computeNormals: boolean;
30
+ /**
31
+ * Optimize the normals for the model. Lighting can be uneven if you use OptimizeWithUV = true because new vertices can be created for the same location if they pertain to different faces.
32
+ * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.
33
+ */
34
+ optimizeNormals: boolean;
35
+ /**
36
+ * Skip loading the materials even if defined in the OBJ file (materials are ignored).
37
+ */
38
+ skipMaterials: boolean;
39
+ /**
40
+ * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
41
+ */
42
+ materialLoadingFailsSilently: boolean;
43
+ };
@@ -1,2 +1,2 @@
1
- export {};
1
+ export {};
2
2
  //# sourceMappingURL=objLoadingOptions.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"objLoadingOptions.js","sourceRoot":"","sources":["../../../../../lts/loaders/generated/OBJ/objLoadingOptions.ts"],"names":[],"mappings":"","sourcesContent":["import { Vector2 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Options for loading OBJ/MTL files\r\n */\r\nexport type OBJLoadingOptions = {\r\n /**\r\n * Defines if UVs are optimized by default during load.\r\n */\r\n optimizeWithUV: boolean;\r\n /**\r\n * Defines custom scaling of UV coordinates of loaded meshes.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n UVScaling: Vector2;\r\n /**\r\n * Invert model on y-axis (does a model scaling inversion)\r\n */\r\n invertY: boolean;\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n invertTextureY: boolean;\r\n /**\r\n * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.\r\n */\r\n importVertexColors: boolean;\r\n /**\r\n * Compute the normals for the model, even if normals are present in the file.\r\n */\r\n computeNormals: boolean;\r\n /**\r\n * 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.\r\n * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.\r\n */\r\n optimizeNormals: boolean;\r\n /**\r\n * Skip loading the materials even if defined in the OBJ file (materials are ignored).\r\n */\r\n skipMaterials: boolean;\r\n /**\r\n * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.\r\n */\r\n materialLoadingFailsSilently: boolean;\r\n};\r\n"]}
1
+ {"version":3,"file":"objLoadingOptions.js","sourceRoot":"","sources":["../../../../../lts/loaders/generated/OBJ/objLoadingOptions.ts"],"names":[],"mappings":"","sourcesContent":["import type { Vector2 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Options for loading OBJ/MTL files\r\n */\r\nexport type OBJLoadingOptions = {\r\n /**\r\n * Defines if UVs are optimized by default during load.\r\n */\r\n optimizeWithUV: boolean;\r\n /**\r\n * Defines custom scaling of UV coordinates of loaded meshes.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n UVScaling: Vector2;\r\n /**\r\n * Invert model on y-axis (does a model scaling inversion)\r\n */\r\n invertY: boolean;\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n invertTextureY: boolean;\r\n /**\r\n * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.\r\n */\r\n importVertexColors: boolean;\r\n /**\r\n * Compute the normals for the model, even if normals are present in the file.\r\n */\r\n computeNormals: boolean;\r\n /**\r\n * 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.\r\n * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.\r\n */\r\n optimizeNormals: boolean;\r\n /**\r\n * Skip loading the materials even if defined in the OBJ file (materials are ignored).\r\n */\r\n skipMaterials: boolean;\r\n /**\r\n * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.\r\n */\r\n materialLoadingFailsSilently: boolean;\r\n};\r\n"]}
@@ -1,154 +1,154 @@
1
- import { AssetContainer } from "@babylonjs/core/assetContainer.js";
2
- import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
3
- import { Scene } from "@babylonjs/core/scene.js";
4
- import { Nullable } from "@babylonjs/core/types.js";
5
- import { OBJLoadingOptions } from "./objLoadingOptions";
6
- /**
7
- * Class used to load mesh data from OBJ content
8
- */
9
- export declare class SolidParser {
10
- /** Object descriptor */
11
- static ObjectDescriptor: RegExp;
12
- /** Group descriptor */
13
- static GroupDescriptor: RegExp;
14
- /** Material lib descriptor */
15
- static MtlLibGroupDescriptor: RegExp;
16
- /** Use a material descriptor */
17
- static UseMtlDescriptor: RegExp;
18
- /** Smooth descriptor */
19
- static SmoothDescriptor: RegExp;
20
- /** Pattern used to detect a vertex */
21
- static VertexPattern: RegExp;
22
- /** Pattern used to detect a normal */
23
- static NormalPattern: RegExp;
24
- /** Pattern used to detect a UV set */
25
- static UVPattern: RegExp;
26
- /** Pattern used to detect a first kind of face (f vertex vertex vertex) */
27
- static FacePattern1: RegExp;
28
- /** Pattern used to detect a second kind of face (f vertex/uvs vertex/uvs vertex/uvs) */
29
- static FacePattern2: RegExp;
30
- /** Pattern used to detect a third kind of face (f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal) */
31
- static FacePattern3: RegExp;
32
- /** Pattern used to detect a fourth kind of face (f vertex//normal vertex//normal vertex//normal)*/
33
- static FacePattern4: RegExp;
34
- /** Pattern used to detect a fifth kind of face (f -vertex/-uvs/-normal -vertex/-uvs/-normal -vertex/-uvs/-normal) */
35
- static FacePattern5: RegExp;
36
- private _loadingOptions;
37
- private _positions;
38
- private _normals;
39
- private _uvs;
40
- private _colors;
41
- private _meshesFromObj;
42
- private _handledMesh;
43
- private _indicesForBabylon;
44
- private _wrappedPositionForBabylon;
45
- private _wrappedUvsForBabylon;
46
- private _wrappedColorsForBabylon;
47
- private _wrappedNormalsForBabylon;
48
- private _tuplePosNorm;
49
- private _curPositionInIndices;
50
- private _hasMeshes;
51
- private _unwrappedPositionsForBabylon;
52
- private _unwrappedColorsForBabylon;
53
- private _unwrappedNormalsForBabylon;
54
- private _unwrappedUVForBabylon;
55
- private _triangles;
56
- private _materialNameFromObj;
57
- private _objMeshName;
58
- private _increment;
59
- private _isFirstMaterial;
60
- private _grayColor;
61
- private _materialToUse;
62
- private _babylonMeshesArray;
63
- /**
64
- * Creates a new SolidParser
65
- * @param materialToUse defines the array to fill with the list of materials to use (it will be filled by the parse function)
66
- * @param babylonMeshesArray defines the array to fill with the list of loaded meshes (it will be filled by the parse function)
67
- * @param loadingOptions defines the loading options to use
68
- */
69
- constructor(materialToUse: string[], babylonMeshesArray: Array<Mesh>, loadingOptions: OBJLoadingOptions);
70
- /**
71
- * Search for obj in the given array.
72
- * This function is called to check if a couple of data already exists in an array.
73
- *
74
- * If found, returns the index of the founded tuple index. Returns -1 if not found
75
- * @param arr Array<{ normals: Array<number>, idx: Array<number> }>
76
- * @param obj Array<number>
77
- * @returns {boolean}
78
- */
79
- private _isInArray;
80
- private _isInArrayUV;
81
- /**
82
- * This function set the data for each triangle.
83
- * Data are position, normals and uvs
84
- * If a tuple of (position, normal) is not set, add the data into the corresponding array
85
- * If the tuple already exist, add only their indice
86
- *
87
- * @param indicePositionFromObj Integer The index in positions array
88
- * @param indiceUvsFromObj Integer The index in uvs array
89
- * @param indiceNormalFromObj Integer The index in normals array
90
- * @param positionVectorFromOBJ Vector3 The value of position at index objIndice
91
- * @param textureVectorFromOBJ Vector3 The value of uvs
92
- * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
93
- * @param positionColorsFromOBJ
94
- */
95
- private _setData;
96
- /**
97
- * Transform Vector() and BABYLON.Color() objects into numbers in an array
98
- */
99
- private _unwrapData;
100
- /**
101
- * Create triangles from polygons
102
- * It is important to notice that a triangle is a polygon
103
- * We get 5 patterns of face defined in OBJ File :
104
- * facePattern1 = ["1","2","3","4","5","6"]
105
- * facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
106
- * facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
107
- * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
108
- * facePattern5 = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-4/-4/-4","-5/-5/-5","-6/-6/-6"]
109
- * Each pattern is divided by the same method
110
- * @param faces Array[String] The indices of elements
111
- * @param v Integer The variable to increment
112
- */
113
- private _getTriangles;
114
- /**
115
- * Create triangles and push the data for each polygon for the pattern 1
116
- * In this pattern we get vertice positions
117
- * @param face
118
- * @param v
119
- */
120
- private _setDataForCurrentFaceWithPattern1;
121
- /**
122
- * Create triangles and push the data for each polygon for the pattern 2
123
- * In this pattern we get vertice positions and uvsu
124
- * @param face
125
- * @param v
126
- */
127
- private _setDataForCurrentFaceWithPattern2;
128
- /**
129
- * Create triangles and push the data for each polygon for the pattern 3
130
- * In this pattern we get vertice positions, uvs and normals
131
- * @param face
132
- * @param v
133
- */
134
- private _setDataForCurrentFaceWithPattern3;
135
- /**
136
- * Create triangles and push the data for each polygon for the pattern 4
137
- * In this pattern we get vertice positions and normals
138
- * @param face
139
- * @param v
140
- */
141
- private _setDataForCurrentFaceWithPattern4;
142
- private _setDataForCurrentFaceWithPattern5;
143
- private _addPreviousObjMesh;
144
- private _optimizeNormals;
145
- /**
146
- * Function used to parse an OBJ string
147
- * @param meshesNames defines the list of meshes to load (all if not defined)
148
- * @param data defines the OBJ string
149
- * @param scene defines the hosting scene
150
- * @param assetContainer defines the asset container to load data in
151
- * @param onFileToLoadFound defines a callback that will be called if a MTL file is found
152
- */
153
- parse(meshesNames: any, data: string, scene: Scene, assetContainer: Nullable<AssetContainer>, onFileToLoadFound: (fileToLoad: string) => void): void;
154
- }
1
+ import type { AssetContainer } from "@babylonjs/core/assetContainer.js";
2
+ import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
3
+ import type { Scene } from "@babylonjs/core/scene.js";
4
+ import type { Nullable } from "@babylonjs/core/types.js";
5
+ import type { OBJLoadingOptions } from "./objLoadingOptions";
6
+ /**
7
+ * Class used to load mesh data from OBJ content
8
+ */
9
+ export declare class SolidParser {
10
+ /** Object descriptor */
11
+ static ObjectDescriptor: RegExp;
12
+ /** Group descriptor */
13
+ static GroupDescriptor: RegExp;
14
+ /** Material lib descriptor */
15
+ static MtlLibGroupDescriptor: RegExp;
16
+ /** Use a material descriptor */
17
+ static UseMtlDescriptor: RegExp;
18
+ /** Smooth descriptor */
19
+ static SmoothDescriptor: RegExp;
20
+ /** Pattern used to detect a vertex */
21
+ static VertexPattern: RegExp;
22
+ /** Pattern used to detect a normal */
23
+ static NormalPattern: RegExp;
24
+ /** Pattern used to detect a UV set */
25
+ static UVPattern: RegExp;
26
+ /** Pattern used to detect a first kind of face (f vertex vertex vertex) */
27
+ static FacePattern1: RegExp;
28
+ /** Pattern used to detect a second kind of face (f vertex/uvs vertex/uvs vertex/uvs) */
29
+ static FacePattern2: RegExp;
30
+ /** Pattern used to detect a third kind of face (f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal) */
31
+ static FacePattern3: RegExp;
32
+ /** Pattern used to detect a fourth kind of face (f vertex//normal vertex//normal vertex//normal)*/
33
+ static FacePattern4: RegExp;
34
+ /** Pattern used to detect a fifth kind of face (f -vertex/-uvs/-normal -vertex/-uvs/-normal -vertex/-uvs/-normal) */
35
+ static FacePattern5: RegExp;
36
+ private _loadingOptions;
37
+ private _positions;
38
+ private _normals;
39
+ private _uvs;
40
+ private _colors;
41
+ private _meshesFromObj;
42
+ private _handledMesh;
43
+ private _indicesForBabylon;
44
+ private _wrappedPositionForBabylon;
45
+ private _wrappedUvsForBabylon;
46
+ private _wrappedColorsForBabylon;
47
+ private _wrappedNormalsForBabylon;
48
+ private _tuplePosNorm;
49
+ private _curPositionInIndices;
50
+ private _hasMeshes;
51
+ private _unwrappedPositionsForBabylon;
52
+ private _unwrappedColorsForBabylon;
53
+ private _unwrappedNormalsForBabylon;
54
+ private _unwrappedUVForBabylon;
55
+ private _triangles;
56
+ private _materialNameFromObj;
57
+ private _objMeshName;
58
+ private _increment;
59
+ private _isFirstMaterial;
60
+ private _grayColor;
61
+ private _materialToUse;
62
+ private _babylonMeshesArray;
63
+ /**
64
+ * Creates a new SolidParser
65
+ * @param materialToUse defines the array to fill with the list of materials to use (it will be filled by the parse function)
66
+ * @param babylonMeshesArray defines the array to fill with the list of loaded meshes (it will be filled by the parse function)
67
+ * @param loadingOptions defines the loading options to use
68
+ */
69
+ constructor(materialToUse: string[], babylonMeshesArray: Array<Mesh>, loadingOptions: OBJLoadingOptions);
70
+ /**
71
+ * Search for obj in the given array.
72
+ * This function is called to check if a couple of data already exists in an array.
73
+ *
74
+ * If found, returns the index of the founded tuple index. Returns -1 if not found
75
+ * @param arr Array<{ normals: Array<number>, idx: Array<number> }>
76
+ * @param obj Array<number>
77
+ * @returns {boolean}
78
+ */
79
+ private _isInArray;
80
+ private _isInArrayUV;
81
+ /**
82
+ * This function set the data for each triangle.
83
+ * Data are position, normals and uvs
84
+ * If a tuple of (position, normal) is not set, add the data into the corresponding array
85
+ * If the tuple already exist, add only their indice
86
+ *
87
+ * @param indicePositionFromObj Integer The index in positions array
88
+ * @param indiceUvsFromObj Integer The index in uvs array
89
+ * @param indiceNormalFromObj Integer The index in normals array
90
+ * @param positionVectorFromOBJ Vector3 The value of position at index objIndice
91
+ * @param textureVectorFromOBJ Vector3 The value of uvs
92
+ * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
93
+ * @param positionColorsFromOBJ
94
+ */
95
+ private _setData;
96
+ /**
97
+ * Transform Vector() and BABYLON.Color() objects into numbers in an array
98
+ */
99
+ private _unwrapData;
100
+ /**
101
+ * Create triangles from polygons
102
+ * It is important to notice that a triangle is a polygon
103
+ * We get 5 patterns of face defined in OBJ File :
104
+ * facePattern1 = ["1","2","3","4","5","6"]
105
+ * facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
106
+ * facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
107
+ * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
108
+ * facePattern5 = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-4/-4/-4","-5/-5/-5","-6/-6/-6"]
109
+ * Each pattern is divided by the same method
110
+ * @param faces Array[String] The indices of elements
111
+ * @param v Integer The variable to increment
112
+ */
113
+ private _getTriangles;
114
+ /**
115
+ * Create triangles and push the data for each polygon for the pattern 1
116
+ * In this pattern we get vertice positions
117
+ * @param face
118
+ * @param v
119
+ */
120
+ private _setDataForCurrentFaceWithPattern1;
121
+ /**
122
+ * Create triangles and push the data for each polygon for the pattern 2
123
+ * In this pattern we get vertice positions and uvsu
124
+ * @param face
125
+ * @param v
126
+ */
127
+ private _setDataForCurrentFaceWithPattern2;
128
+ /**
129
+ * Create triangles and push the data for each polygon for the pattern 3
130
+ * In this pattern we get vertice positions, uvs and normals
131
+ * @param face
132
+ * @param v
133
+ */
134
+ private _setDataForCurrentFaceWithPattern3;
135
+ /**
136
+ * Create triangles and push the data for each polygon for the pattern 4
137
+ * In this pattern we get vertice positions and normals
138
+ * @param face
139
+ * @param v
140
+ */
141
+ private _setDataForCurrentFaceWithPattern4;
142
+ private _setDataForCurrentFaceWithPattern5;
143
+ private _addPreviousObjMesh;
144
+ private _optimizeNormals;
145
+ /**
146
+ * Function used to parse an OBJ string
147
+ * @param meshesNames defines the list of meshes to load (all if not defined)
148
+ * @param data defines the OBJ string
149
+ * @param scene defines the hosting scene
150
+ * @param assetContainer defines the asset container to load data in
151
+ * @param onFileToLoadFound defines a callback that will be called if a MTL file is found
152
+ */
153
+ parse(meshesNames: any, data: string, scene: Scene, assetContainer: Nullable<AssetContainer>, onFileToLoadFound: (fileToLoad: string) => void): void;
154
+ }