@babylonjs/loaders 5.0.0-rc.9 → 5.0.2

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Files changed (150) hide show
  1. package/OBJ/mtlFileLoader.d.ts +3 -3
  2. package/OBJ/mtlFileLoader.js.map +1 -1
  3. package/OBJ/objFileLoader.d.ts +3 -3
  4. package/OBJ/objFileLoader.js +2 -2
  5. package/OBJ/objFileLoader.js.map +1 -1
  6. package/OBJ/objLoadingOptions.d.ts +1 -1
  7. package/OBJ/objLoadingOptions.js.map +1 -1
  8. package/OBJ/solidParser.d.ts +4 -4
  9. package/OBJ/solidParser.js.map +1 -1
  10. package/STL/index.js +1 -1
  11. package/STL/stlFileLoader.d.ts +4 -4
  12. package/STL/stlFileLoader.js.map +1 -1
  13. package/glTF/1.0/glTFBinaryExtension.d.ts +3 -3
  14. package/glTF/1.0/glTFBinaryExtension.js +3 -3
  15. package/glTF/1.0/glTFBinaryExtension.js.map +1 -1
  16. package/glTF/1.0/glTFLoader.d.ts +6 -6
  17. package/glTF/1.0/glTFLoader.js +3 -4
  18. package/glTF/1.0/glTFLoader.js.map +1 -1
  19. package/glTF/1.0/glTFLoaderInterfaces.d.ts +7 -7
  20. package/glTF/1.0/glTFLoaderInterfaces.js.map +1 -1
  21. package/glTF/1.0/glTFLoaderUtils.d.ts +4 -3
  22. package/glTF/1.0/glTFLoaderUtils.js +1 -1
  23. package/glTF/1.0/glTFLoaderUtils.js.map +1 -1
  24. package/glTF/1.0/glTFMaterialsCommonExtension.d.ts +1 -1
  25. package/glTF/1.0/glTFMaterialsCommonExtension.js +1 -1
  26. package/glTF/1.0/glTFMaterialsCommonExtension.js.map +1 -1
  27. package/glTF/1.0/index.js +5 -5
  28. package/glTF/2.0/Extensions/EXT_lights_image_based.d.ts +4 -4
  29. package/glTF/2.0/Extensions/EXT_lights_image_based.js +1 -1
  30. package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
  31. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +4 -4
  32. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +1 -1
  33. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
  34. package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +3 -3
  35. package/glTF/2.0/Extensions/EXT_meshopt_compression.js +1 -1
  36. package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
  37. package/glTF/2.0/Extensions/EXT_texture_webp.d.ts +4 -4
  38. package/glTF/2.0/Extensions/EXT_texture_webp.js +1 -1
  39. package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
  40. package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +6 -6
  41. package/glTF/2.0/Extensions/ExtrasAsMetadata.js +1 -1
  42. package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +1 -1
  43. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +4 -4
  44. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +1 -1
  45. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
  46. package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +4 -4
  47. package/glTF/2.0/Extensions/KHR_lights_punctual.js +1 -1
  48. package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
  49. package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +4 -4
  50. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +1 -1
  51. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
  52. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +4 -4
  53. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +1 -1
  54. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -1
  55. package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +4 -4
  56. package/glTF/2.0/Extensions/KHR_materials_ior.js +1 -1
  57. package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
  58. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.d.ts +4 -4
  59. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +1 -1
  60. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
  61. package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +4 -4
  62. package/glTF/2.0/Extensions/KHR_materials_sheen.js +1 -1
  63. package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
  64. package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +4 -4
  65. package/glTF/2.0/Extensions/KHR_materials_specular.js +1 -1
  66. package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
  67. package/glTF/2.0/Extensions/KHR_materials_translucency.d.ts +4 -4
  68. package/glTF/2.0/Extensions/KHR_materials_translucency.js +1 -1
  69. package/glTF/2.0/Extensions/KHR_materials_translucency.js.map +1 -1
  70. package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +4 -4
  71. package/glTF/2.0/Extensions/KHR_materials_transmission.js +1 -1
  72. package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
  73. package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +4 -4
  74. package/glTF/2.0/Extensions/KHR_materials_unlit.js +1 -1
  75. package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
  76. package/glTF/2.0/Extensions/KHR_materials_variants.d.ts +4 -4
  77. package/glTF/2.0/Extensions/KHR_materials_variants.js +1 -1
  78. package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
  79. package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +4 -4
  80. package/glTF/2.0/Extensions/KHR_materials_volume.js +1 -1
  81. package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
  82. package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +1 -1
  83. package/glTF/2.0/Extensions/KHR_mesh_quantization.js +1 -1
  84. package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +1 -1
  85. package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +4 -4
  86. package/glTF/2.0/Extensions/KHR_texture_basisu.js +1 -1
  87. package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
  88. package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +4 -4
  89. package/glTF/2.0/Extensions/KHR_texture_transform.js +1 -1
  90. package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
  91. package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +1 -1
  92. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +1 -1
  93. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
  94. package/glTF/2.0/Extensions/MSFT_audio_emitter.d.ts +5 -5
  95. package/glTF/2.0/Extensions/MSFT_audio_emitter.js +1 -1
  96. package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
  97. package/glTF/2.0/Extensions/MSFT_lod.d.ts +7 -7
  98. package/glTF/2.0/Extensions/MSFT_lod.js +1 -1
  99. package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
  100. package/glTF/2.0/Extensions/MSFT_minecraftMesh.d.ts +4 -4
  101. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +1 -1
  102. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -1
  103. package/glTF/2.0/Extensions/MSFT_sRGBFactors.d.ts +4 -4
  104. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +1 -1
  105. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -1
  106. package/glTF/2.0/Extensions/index.js +26 -26
  107. package/glTF/2.0/glTFLoader.d.ts +14 -13
  108. package/glTF/2.0/glTFLoader.js +1 -1
  109. package/glTF/2.0/glTFLoader.js.map +1 -1
  110. package/glTF/2.0/glTFLoaderExtension.d.ts +13 -13
  111. package/glTF/2.0/glTFLoaderExtension.js.map +1 -1
  112. package/glTF/2.0/glTFLoaderInterfaces.d.ts +8 -8
  113. package/glTF/2.0/glTFLoaderInterfaces.js.map +1 -1
  114. package/glTF/2.0/index.js +5 -4
  115. package/glTF/2.0/index.js.map +1 -1
  116. package/glTF/glTFFileLoader.d.ts +12 -12
  117. package/glTF/glTFFileLoader.js +2 -2
  118. package/glTF/glTFFileLoader.js.map +1 -1
  119. package/glTF/glTFValidation.d.ts +1 -1
  120. package/glTF/glTFValidation.js.map +1 -1
  121. package/glTF/index.js +5 -4
  122. package/glTF/index.js.map +1 -1
  123. package/index.js +4 -3
  124. package/index.js.map +1 -1
  125. package/legacy/legacy-glTF.d.ts +2 -2
  126. package/legacy/legacy-glTF.js +4 -4
  127. package/legacy/legacy-glTF.js.map +1 -1
  128. package/legacy/legacy-glTF1.d.ts +1 -1
  129. package/legacy/legacy-glTF1.js +2 -1
  130. package/legacy/legacy-glTF1.js.map +1 -1
  131. package/legacy/legacy-glTF1FileLoader.js +2 -2
  132. package/legacy/legacy-glTF1FileLoader.js.map +1 -1
  133. package/legacy/legacy-glTF2.d.ts +1 -1
  134. package/legacy/legacy-glTF2.js +4 -3
  135. package/legacy/legacy-glTF2.js.map +1 -1
  136. package/legacy/legacy-glTF2FileLoader.js +2 -2
  137. package/legacy/legacy-glTF2FileLoader.js.map +1 -1
  138. package/legacy/legacy-glTFFileLoader.js +3 -3
  139. package/legacy/legacy-glTFFileLoader.js.map +1 -1
  140. package/legacy/legacy-objFileLoader.d.ts +1 -1
  141. package/legacy/legacy-objFileLoader.js +3 -2
  142. package/legacy/legacy-objFileLoader.js.map +1 -1
  143. package/legacy/legacy-stlFileLoader.d.ts +1 -1
  144. package/legacy/legacy-stlFileLoader.js +3 -2
  145. package/legacy/legacy-stlFileLoader.js.map +1 -1
  146. package/legacy/legacy.d.ts +1 -1
  147. package/legacy/legacy.js +7 -6
  148. package/legacy/legacy.js.map +1 -1
  149. package/license.md +71 -0
  150. package/package.json +25 -6
@@ -1,8 +1,8 @@
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- import { Nullable } from "@babylonjs/core/types.js";
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- import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
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- import { ISceneLoaderPlugin, ISceneLoaderPluginExtensions } from "@babylonjs/core/Loading/sceneLoader.js";
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+ import type { Nullable } from "@babylonjs/core/types.js";
2
+ import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
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+ import type { ISceneLoaderPlugin, ISceneLoaderPluginExtensions } from "@babylonjs/core/Loading/sceneLoader.js";
4
4
  import { AssetContainer } from "@babylonjs/core/assetContainer.js";
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- import { Scene } from "@babylonjs/core/scene.js";
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+ import type { Scene } from "@babylonjs/core/scene.js";
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  /**
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  * STL file type loader.
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  * This is a babylon scene loader plugin.
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Nullable } from \"core/types\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { SceneLoader, ISceneLoaderPlugin, ISceneLoaderPluginExtensions } from \"core/Loading/sceneLoader\";\r\nimport { AssetContainer } from \"core/assetContainer\";\r\nimport { Scene } from \"core/scene\";\r\n\r\n/**\r\n * STL file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class STLFileLoader implements ISceneLoaderPlugin {\r\n /** @hidden */\r\n public solidPattern = /solid (\\S*)([\\S\\s]*?)endsolid[ ]*(\\S*)/g;\r\n\r\n /** @hidden */\r\n public facetsPattern = /facet([\\s\\S]*?)endfacet/g;\r\n /** @hidden */\r\n public normalPattern = /normal[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\r\n /** @hidden */\r\n public vertexPattern = /vertex[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\r\n\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public name = \"stl\";\r\n\r\n /**\r\n * Defines the extensions the stl loader is able to load.\r\n * force data to come in as an ArrayBuffer\r\n * we'll convert to string if it looks like it's an ASCII .stl\r\n */\r\n public extensions: ISceneLoaderPluginExtensions = {\r\n \".stl\": { isBinary: true },\r\n };\r\n\r\n /**\r\n * Defines if Y and Z axes are swapped or not when loading an STL file.\r\n * The default is false to maintain backward compatibility. When set to\r\n * true, coordinates from the STL file are used without change.\r\n */\r\n public static DO_NOT_ALTER_FILE_COORDINATES = false;\r\n\r\n /**\r\n * Import meshes into a scene.\r\n * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported\r\n * @param scene The scene to import into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @param meshes The meshes array to import into\r\n * @returns True if successful or false otherwise\r\n */\r\n public importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: Nullable<AbstractMesh[]>): boolean {\r\n let matches;\r\n\r\n if (typeof data !== \"string\") {\r\n if (this._isBinary(data)) {\r\n // binary .stl\r\n const babylonMesh = new Mesh(\"stlmesh\", scene);\r\n this._parseBinary(babylonMesh, data);\r\n if (meshes) {\r\n meshes.push(babylonMesh);\r\n }\r\n return true;\r\n }\r\n\r\n // ASCII .stl\r\n\r\n // convert to string\r\n const array_buffer = new Uint8Array(data);\r\n let str = \"\";\r\n for (let i = 0; i < data.byteLength; i++) {\r\n str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian\r\n }\r\n data = str;\r\n }\r\n\r\n //if arrived here, data is a string, containing the STLA data.\r\n\r\n while ((matches = this.solidPattern.exec(data))) {\r\n let meshName = matches[1];\r\n const meshNameFromEnd = matches[3];\r\n if (meshName != meshNameFromEnd) {\r\n Tools.Error(\"Error in STL, solid name != endsolid name\");\r\n return false;\r\n }\r\n\r\n // check meshesNames\r\n if (meshesNames && meshName) {\r\n if (meshesNames instanceof Array) {\r\n if (!meshesNames.indexOf(meshName)) {\r\n continue;\r\n }\r\n } else {\r\n if (meshName !== meshesNames) {\r\n continue;\r\n }\r\n }\r\n }\r\n\r\n // stl mesh name can be empty as well\r\n meshName = meshName || \"stlmesh\";\r\n\r\n const babylonMesh = new Mesh(meshName, scene);\r\n this._parseASCII(babylonMesh, matches[2]);\r\n if (meshes) {\r\n meshes.push(babylonMesh);\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Load into a scene.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @returns true if successful or false otherwise\r\n */\r\n public load(scene: Scene, data: any, rootUrl: string): boolean {\r\n const result = this.importMesh(null, scene, data, rootUrl, null);\r\n return result;\r\n }\r\n\r\n /**\r\n * Load into an asset container.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @returns The loaded asset container\r\n */\r\n public loadAssetContainer(scene: Scene, data: string, rootUrl: string): AssetContainer {\r\n const container = new AssetContainer(scene);\r\n scene._blockEntityCollection = true;\r\n this.importMesh(null, scene, data, rootUrl, container.meshes);\r\n scene._blockEntityCollection = false;\r\n return container;\r\n }\r\n\r\n private _isBinary(data: any) {\r\n // check if file size is correct for binary stl\r\n const reader = new DataView(data);\r\n\r\n // A Binary STL header is 80 bytes, if the data size is not great than\r\n // that then it's not a binary STL.\r\n if (reader.byteLength <= 80) {\r\n return false;\r\n }\r\n\r\n const faceSize = (32 / 8) * 3 + (32 / 8) * 3 * 3 + 16 / 8;\r\n const nFaces = reader.getUint32(80, true);\r\n\r\n if (80 + 32 / 8 + nFaces * faceSize === reader.byteLength) {\r\n return true;\r\n }\r\n\r\n // check characters higher than ASCII to confirm binary\r\n const fileLength = reader.byteLength;\r\n for (let index = 0; index < fileLength; index++) {\r\n if (reader.getUint8(index) > 127) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _parseBinary(mesh: Mesh, data: ArrayBuffer) {\r\n const reader = new DataView(data);\r\n const faces = reader.getUint32(80, true);\r\n\r\n const dataOffset = 84;\r\n const faceLength = 12 * 4 + 2;\r\n\r\n let offset = 0;\r\n\r\n const positions = new Float32Array(faces * 3 * 3);\r\n const normals = new Float32Array(faces * 3 * 3);\r\n const indices = new Uint32Array(faces * 3);\r\n let indicesCount = 0;\r\n\r\n for (let face = 0; face < faces; face++) {\r\n const start = dataOffset + face * faceLength;\r\n const normalX = reader.getFloat32(start, true);\r\n const normalY = reader.getFloat32(start + 4, true);\r\n const normalZ = reader.getFloat32(start + 8, true);\r\n\r\n for (let i = 1; i <= 3; i++) {\r\n const vertexstart = start + i * 12;\r\n\r\n // ordering is intentional to match ascii import\r\n positions[offset] = reader.getFloat32(vertexstart, true);\r\n normals[offset] = normalX;\r\n\r\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);\r\n positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);\r\n\r\n normals[offset + 2] = normalY;\r\n normals[offset + 1] = normalZ;\r\n } else {\r\n positions[offset + 1] = reader.getFloat32(vertexstart + 4, true);\r\n positions[offset + 2] = reader.getFloat32(vertexstart + 8, true);\r\n\r\n normals[offset + 1] = normalY;\r\n normals[offset + 2] = normalZ;\r\n }\r\n\r\n offset += 3;\r\n }\r\n indices[indicesCount] = indicesCount++;\r\n indices[indicesCount] = indicesCount++;\r\n indices[indicesCount] = indicesCount++;\r\n }\r\n\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n mesh.setIndices(indices);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n\r\n private _parseASCII(mesh: Mesh, solidData: string) {\r\n const positions = [];\r\n const normals = [];\r\n const indices = [];\r\n let indicesCount = 0;\r\n\r\n //load facets, ignoring loop as the standard doesn't define it can contain more than vertices\r\n let matches;\r\n while ((matches = this.facetsPattern.exec(solidData))) {\r\n const facet = matches[1];\r\n //one normal per face\r\n const normalMatches = this.normalPattern.exec(facet);\r\n this.normalPattern.lastIndex = 0;\r\n if (!normalMatches) {\r\n continue;\r\n }\r\n const normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];\r\n\r\n let vertexMatch;\r\n while ((vertexMatch = this.vertexPattern.exec(facet))) {\r\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));\r\n normals.push(normal[0], normal[1], normal[2]);\r\n } else {\r\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[3]), Number(vertexMatch[5]));\r\n\r\n // Flipping the second and third component because inverted\r\n // when normal was declared.\r\n normals.push(normal[0], normal[2], normal[1]);\r\n }\r\n }\r\n indices.push(indicesCount++, indicesCount++, indicesCount++);\r\n this.vertexPattern.lastIndex = 0;\r\n }\r\n\r\n this.facetsPattern.lastIndex = 0;\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n mesh.setIndices(indices);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n}\r\n\r\nif (SceneLoader) {\r\n SceneLoader.RegisterPlugin(new STLFileLoader());\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport type { ISceneLoaderPlugin, ISceneLoaderPluginExtensions } from \"core/Loading/sceneLoader\";\r\nimport { SceneLoader } from \"core/Loading/sceneLoader\";\r\nimport { AssetContainer } from \"core/assetContainer\";\r\nimport type { Scene } from \"core/scene\";\r\n\r\n/**\r\n * STL file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class STLFileLoader implements ISceneLoaderPlugin {\r\n /** @hidden */\r\n public solidPattern = /solid (\\S*)([\\S\\s]*?)endsolid[ ]*(\\S*)/g;\r\n\r\n /** @hidden */\r\n public facetsPattern = /facet([\\s\\S]*?)endfacet/g;\r\n /** @hidden */\r\n public normalPattern = /normal[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\r\n /** @hidden */\r\n public vertexPattern = /vertex[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\r\n\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public name = \"stl\";\r\n\r\n /**\r\n * Defines the extensions the stl loader is able to load.\r\n * force data to come in as an ArrayBuffer\r\n * we'll convert to string if it looks like it's an ASCII .stl\r\n */\r\n public extensions: ISceneLoaderPluginExtensions = {\r\n \".stl\": { isBinary: true },\r\n };\r\n\r\n /**\r\n * Defines if Y and Z axes are swapped or not when loading an STL file.\r\n * The default is false to maintain backward compatibility. When set to\r\n * true, coordinates from the STL file are used without change.\r\n */\r\n public static DO_NOT_ALTER_FILE_COORDINATES = false;\r\n\r\n /**\r\n * Import meshes into a scene.\r\n * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported\r\n * @param scene The scene to import into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @param meshes The meshes array to import into\r\n * @returns True if successful or false otherwise\r\n */\r\n public importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: Nullable<AbstractMesh[]>): boolean {\r\n let matches;\r\n\r\n if (typeof data !== \"string\") {\r\n if (this._isBinary(data)) {\r\n // binary .stl\r\n const babylonMesh = new Mesh(\"stlmesh\", scene);\r\n this._parseBinary(babylonMesh, data);\r\n if (meshes) {\r\n meshes.push(babylonMesh);\r\n }\r\n return true;\r\n }\r\n\r\n // ASCII .stl\r\n\r\n // convert to string\r\n const array_buffer = new Uint8Array(data);\r\n let str = \"\";\r\n for (let i = 0; i < data.byteLength; i++) {\r\n str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian\r\n }\r\n data = str;\r\n }\r\n\r\n //if arrived here, data is a string, containing the STLA data.\r\n\r\n while ((matches = this.solidPattern.exec(data))) {\r\n let meshName = matches[1];\r\n const meshNameFromEnd = matches[3];\r\n if (meshName != meshNameFromEnd) {\r\n Tools.Error(\"Error in STL, solid name != endsolid name\");\r\n return false;\r\n }\r\n\r\n // check meshesNames\r\n if (meshesNames && meshName) {\r\n if (meshesNames instanceof Array) {\r\n if (!meshesNames.indexOf(meshName)) {\r\n continue;\r\n }\r\n } else {\r\n if (meshName !== meshesNames) {\r\n continue;\r\n }\r\n }\r\n }\r\n\r\n // stl mesh name can be empty as well\r\n meshName = meshName || \"stlmesh\";\r\n\r\n const babylonMesh = new Mesh(meshName, scene);\r\n this._parseASCII(babylonMesh, matches[2]);\r\n if (meshes) {\r\n meshes.push(babylonMesh);\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Load into a scene.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @returns true if successful or false otherwise\r\n */\r\n public load(scene: Scene, data: any, rootUrl: string): boolean {\r\n const result = this.importMesh(null, scene, data, rootUrl, null);\r\n return result;\r\n }\r\n\r\n /**\r\n * Load into an asset container.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @returns The loaded asset container\r\n */\r\n public loadAssetContainer(scene: Scene, data: string, rootUrl: string): AssetContainer {\r\n const container = new AssetContainer(scene);\r\n scene._blockEntityCollection = true;\r\n this.importMesh(null, scene, data, rootUrl, container.meshes);\r\n scene._blockEntityCollection = false;\r\n return container;\r\n }\r\n\r\n private _isBinary(data: any) {\r\n // check if file size is correct for binary stl\r\n const reader = new DataView(data);\r\n\r\n // A Binary STL header is 80 bytes, if the data size is not great than\r\n // that then it's not a binary STL.\r\n if (reader.byteLength <= 80) {\r\n return false;\r\n }\r\n\r\n const faceSize = (32 / 8) * 3 + (32 / 8) * 3 * 3 + 16 / 8;\r\n const nFaces = reader.getUint32(80, true);\r\n\r\n if (80 + 32 / 8 + nFaces * faceSize === reader.byteLength) {\r\n return true;\r\n }\r\n\r\n // check characters higher than ASCII to confirm binary\r\n const fileLength = reader.byteLength;\r\n for (let index = 0; index < fileLength; index++) {\r\n if (reader.getUint8(index) > 127) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _parseBinary(mesh: Mesh, data: ArrayBuffer) {\r\n const reader = new DataView(data);\r\n const faces = reader.getUint32(80, true);\r\n\r\n const dataOffset = 84;\r\n const faceLength = 12 * 4 + 2;\r\n\r\n let offset = 0;\r\n\r\n const positions = new Float32Array(faces * 3 * 3);\r\n const normals = new Float32Array(faces * 3 * 3);\r\n const indices = new Uint32Array(faces * 3);\r\n let indicesCount = 0;\r\n\r\n for (let face = 0; face < faces; face++) {\r\n const start = dataOffset + face * faceLength;\r\n const normalX = reader.getFloat32(start, true);\r\n const normalY = reader.getFloat32(start + 4, true);\r\n const normalZ = reader.getFloat32(start + 8, true);\r\n\r\n for (let i = 1; i <= 3; i++) {\r\n const vertexstart = start + i * 12;\r\n\r\n // ordering is intentional to match ascii import\r\n positions[offset] = reader.getFloat32(vertexstart, true);\r\n normals[offset] = normalX;\r\n\r\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);\r\n positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);\r\n\r\n normals[offset + 2] = normalY;\r\n normals[offset + 1] = normalZ;\r\n } else {\r\n positions[offset + 1] = reader.getFloat32(vertexstart + 4, true);\r\n positions[offset + 2] = reader.getFloat32(vertexstart + 8, true);\r\n\r\n normals[offset + 1] = normalY;\r\n normals[offset + 2] = normalZ;\r\n }\r\n\r\n offset += 3;\r\n }\r\n indices[indicesCount] = indicesCount++;\r\n indices[indicesCount] = indicesCount++;\r\n indices[indicesCount] = indicesCount++;\r\n }\r\n\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n mesh.setIndices(indices);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n\r\n private _parseASCII(mesh: Mesh, solidData: string) {\r\n const positions = [];\r\n const normals = [];\r\n const indices = [];\r\n let indicesCount = 0;\r\n\r\n //load facets, ignoring loop as the standard doesn't define it can contain more than vertices\r\n let matches;\r\n while ((matches = this.facetsPattern.exec(solidData))) {\r\n const facet = matches[1];\r\n //one normal per face\r\n const normalMatches = this.normalPattern.exec(facet);\r\n this.normalPattern.lastIndex = 0;\r\n if (!normalMatches) {\r\n continue;\r\n }\r\n const normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];\r\n\r\n let vertexMatch;\r\n while ((vertexMatch = this.vertexPattern.exec(facet))) {\r\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));\r\n normals.push(normal[0], normal[1], normal[2]);\r\n } else {\r\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[3]), Number(vertexMatch[5]));\r\n\r\n // Flipping the second and third component because inverted\r\n // when normal was declared.\r\n normals.push(normal[0], normal[2], normal[1]);\r\n }\r\n }\r\n indices.push(indicesCount++, indicesCount++, indicesCount++);\r\n this.vertexPattern.lastIndex = 0;\r\n }\r\n\r\n this.facetsPattern.lastIndex = 0;\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n mesh.setIndices(indices);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n}\r\n\r\nif (SceneLoader) {\r\n SceneLoader.RegisterPlugin(new STLFileLoader());\r\n}\r\n"]}
@@ -1,7 +1,7 @@
1
1
  import { GLTFLoaderExtension } from "./glTFLoader";
2
- import { Scene } from "@babylonjs/core/scene.js";
3
- import { IGLTFLoaderData } from "../glTFFileLoader";
4
- import { IGLTFRuntime } from "./glTFLoaderInterfaces";
2
+ import type { Scene } from "@babylonjs/core/scene.js";
3
+ import type { IGLTFLoaderData } from "../glTFFileLoader";
4
+ import type { IGLTFRuntime } from "./glTFLoaderInterfaces";
5
5
  /** @hidden */
6
6
  export declare class GLTFBinaryExtension extends GLTFLoaderExtension {
7
7
  private _bin;
@@ -1,7 +1,7 @@
1
1
  import { __extends } from "tslib";
2
- import { GLTFLoaderExtension, GLTFLoader, GLTFLoaderBase } from "./glTFLoader";
3
- import { GLTFUtils } from "./glTFLoaderUtils";
4
- import { EComponentType } from "./glTFLoaderInterfaces";
2
+ import { GLTFLoaderExtension, GLTFLoader, GLTFLoaderBase } from "./glTFLoader.js";
3
+ import { GLTFUtils } from "./glTFLoaderUtils.js";
4
+ import { EComponentType } from "./glTFLoaderInterfaces.js";
5
5
  var BinaryExtensionBufferName = "binary_glTF";
6
6
  /** @hidden */
7
7
  var GLTFBinaryExtension = /** @class */ (function (_super) {
@@ -1 +1 @@
1
- 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{ GLTFLoaderExtension, GLTFLoader, GLTFLoaderBase } from \"./glTFLoader\";\r\nimport { GLTFUtils } from \"./glTFLoaderUtils\";\r\nimport { Scene } from \"core/scene\";\r\nimport { IGLTFLoaderData } from \"../glTFFileLoader\";\r\nimport { IGLTFRuntime, IGLTFTexture, IGLTFImage, IGLTFBufferView, EComponentType, IGLTFShader } from \"./glTFLoaderInterfaces\";\r\n\r\nimport { IDataBuffer } from \"core/Misc/dataReader\";\r\n\r\nconst BinaryExtensionBufferName = \"binary_glTF\";\r\n\r\ninterface IGLTFBinaryExtensionShader {\r\n bufferView: string;\r\n}\r\n\r\ninterface IGLTFBinaryExtensionImage {\r\n bufferView: string;\r\n mimeType: string;\r\n height: number;\r\n width: number;\r\n}\r\n\r\n/** @hidden */\r\nexport class GLTFBinaryExtension extends GLTFLoaderExtension {\r\n private _bin: IDataBuffer;\r\n\r\n public constructor() {\r\n super(\"KHR_binary_glTF\");\r\n }\r\n\r\n public loadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void): boolean {\r\n const extensionsUsed = (<any>data.json).extensionsUsed;\r\n if (!extensionsUsed || extensionsUsed.indexOf(this.name) === -1 || !data.bin) {\r\n return false;\r\n }\r\n\r\n this._bin = data.bin;\r\n onSuccess(GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));\r\n return true;\r\n }\r\n\r\n public loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean {\r\n if (gltfRuntime.extensionsUsed.indexOf(this.name) === -1) {\r\n return false;\r\n }\r\n\r\n if (id !== BinaryExtensionBufferName) {\r\n return false;\r\n }\r\n\r\n this._bin.readAsync(0, this._bin.byteLength).then(onSuccess, (error) => onError(error.message));\r\n return true;\r\n }\r\n\r\n public loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void): boolean {\r\n const texture: IGLTFTexture = gltfRuntime.textures[id];\r\n const source: IGLTFImage = gltfRuntime.images[texture.source];\r\n if (!source.extensions || !(this.name in source.extensions)) {\r\n return false;\r\n }\r\n\r\n const sourceExt: IGLTFBinaryExtensionImage = source.extensions[this.name];\r\n const bufferView: IGLTFBufferView = gltfRuntime.bufferViews[sourceExt.bufferView];\r\n const buffer = GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, EComponentType.UNSIGNED_BYTE);\r\n onSuccess(buffer);\r\n return true;\r\n }\r\n\r\n public loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void): boolean {\r\n const shader: IGLTFShader = gltfRuntime.shaders[id];\r\n if (!shader.extensions || !(this.name in shader.extensions)) {\r\n return false;\r\n }\r\n\r\n const binaryExtensionShader: IGLTFBinaryExtensionShader = shader.extensions[this.name];\r\n const bufferView: IGLTFBufferView = gltfRuntime.bufferViews[binaryExtensionShader.bufferView];\r\n const shaderBytes = GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, EComponentType.UNSIGNED_BYTE);\r\n\r\n setTimeout(() => {\r\n const shaderString = GLTFUtils.DecodeBufferToText(shaderBytes);\r\n onSuccess(shaderString);\r\n });\r\n\r\n return true;\r\n }\r\n}\r\n\r\nGLTFLoader.RegisterExtension(new GLTFBinaryExtension());\r\n"]}
1
+ {"version":3,"file":"glTFBinaryExtension.js","sourceRoot":"","sources":["../../../../../../lts/loaders/generated/glTF/1.0/glTFBinaryExtension.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,mBAAmB,EAAE,UAAU,EAAE,cAAc,EAAE,MAAM,cAAc,CAAC;AAC/E,OAAO,EAAE,SAAS,EAAE,MAAM,mBAAmB,CAAC;AAI9C,OAAO,EAAE,cAAc,EAAE,MAAM,wBAAwB,CAAC;AAIxD,IAAM,yBAAyB,GAAG,aAAa,CAAC;AAahD,cAAc;AACd;IAAyC,uCAAmB;IAGxD;eACI,kBAAM,iBAAiB,CAAC;IAC5B,CAAC;IAEM,8CAAgB,GAAvB,UAAwB,KAAY,EAAE,IAAqB,EAAE,OAAe,EAAE,SAA8C;QACxH,IAAM,cAAc,GAAS,IAAI,CAAC,IAAK,CAAC,cAAc,CAAC;QACvD,IAAI,CAAC,cAAc,IAAI,cAAc,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,EAAE;YAC1E,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC;QACrB,SAAS,CAAC,cAAc,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC,CAAC;QACnE,OAAO,IAAI,CAAC;IAChB,CAAC;IAEM,6CAAe,GAAtB,UAAuB,WAAyB,EAAE,EAAU,EAAE,SAA4C,EAAE,OAAkC;QAC1I,IAAI,WAAW,CAAC,cAAc,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE;YACtD,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,EAAE,KAAK,yBAAyB,EAAE;YAClC,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,IAAI,CAAC,SAAS,EAAE,UAAC,KAAK,IAAK,OAAA,OAAO,CAAC,KAAK,CAAC,OAAO,CAAC,EAAtB,CAAsB,CAAC,CAAC;QAChG,OAAO,IAAI,CAAC;IAChB,CAAC;IAEM,oDAAsB,GAA7B,UAA8B,WAAyB,EAAE,EAAU,EAAE,SAA4C;QAC7G,IAAM,OAAO,GAAiB,WAAW,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC;QACvD,IAAM,MAAM,GAAe,WAAW,CAAC,MAAM,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;QAC9D,IAAI,CAAC,MAAM,CAAC,UAAU,IAAI,CAAC,CAAC,IAAI,CAAC,IAAI,IAAI,MAAM,CAAC,UAAU,CAAC,EAAE;YACzD,OAAO,KAAK,CAAC;SAChB;QAED,IAAM,SAAS,GAA8B,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC1E,IAAM,UAAU,GAAoB,WAAW,CAAC,WAAW,CAAC,SAAS,CAAC,UAAU,CAAC,CAAC;QAClF,IAAM,MAAM,GAAG,SAAS,CAAC,uBAAuB,CAAC,WAAW,EAAE,UAAU,EAAE,CAAC,EAAE,UAAU,CAAC,UAAU,EAAE,cAAc,CAAC,aAAa,CAAC,CAAC;QAClI,SAAS,CAAC,MAAM,CAAC,CAAC;QAClB,OAAO,IAAI,CAAC;IAChB,CAAC;IAEM,mDAAqB,GAA5B,UAA6B,WAAyB,EAAE,EAAU,EAAE,SAAyC;QACzG,IAAM,MAAM,GAAgB,WAAW,CAAC,OAAO,CAAC,EAAE,CAAC,CAAC;QACpD,IAAI,CAAC,MAAM,CAAC,UAAU,IAAI,CAAC,CAAC,IAAI,CAAC,IAAI,IAAI,MAAM,CAAC,UAAU,CAAC,EAAE;YACzD,OAAO,KAAK,CAAC;SAChB;QAED,IAAM,qBAAqB,GAA+B,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QACvF,IAAM,UAAU,GAAoB,WAAW,CAAC,WAAW,CAAC,qBAAqB,CAAC,UAAU,CAAC,CAAC;QAC9F,IAAM,WAAW,GAAG,SAAS,CAAC,uBAAuB,CAAC,WAAW,EAAE,UAAU,EAAE,CAAC,EAAE,UAAU,CAAC,UAAU,EAAE,cAAc,CAAC,aAAa,CAAC,CAAC;QAEvI,UAAU,CAAC;YACP,IAAM,YAAY,GAAG,SAAS,CAAC,kBAAkB,CAAC,WAAW,CAAC,CAAC;YAC/D,SAAS,CAAC,YAAY,CAAC,CAAC;QAC5B,CAAC,CAAC,CAAC;QAEH,OAAO,IAAI,CAAC;IAChB,CAAC;IACL,0BAAC;AAAD,CAAC,AA9DD,CAAyC,mBAAmB,GA8D3D;;AAED,UAAU,CAAC,iBAAiB,CAAC,IAAI,mBAAmB,EAAE,CAAC,CAAC","sourcesContent":["import { GLTFLoaderExtension, GLTFLoader, GLTFLoaderBase } from \"./glTFLoader\";\r\nimport { GLTFUtils } from \"./glTFLoaderUtils\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { IGLTFLoaderData } from \"../glTFFileLoader\";\r\nimport type { IGLTFRuntime, IGLTFTexture, IGLTFImage, IGLTFBufferView, IGLTFShader } from \"./glTFLoaderInterfaces\";\r\nimport { EComponentType } from \"./glTFLoaderInterfaces\";\r\n\r\nimport type { IDataBuffer } from \"core/Misc/dataReader\";\r\n\r\nconst BinaryExtensionBufferName = \"binary_glTF\";\r\n\r\ninterface IGLTFBinaryExtensionShader {\r\n bufferView: string;\r\n}\r\n\r\ninterface IGLTFBinaryExtensionImage {\r\n bufferView: string;\r\n mimeType: string;\r\n height: number;\r\n width: number;\r\n}\r\n\r\n/** @hidden */\r\nexport class GLTFBinaryExtension extends GLTFLoaderExtension {\r\n private _bin: IDataBuffer;\r\n\r\n public constructor() {\r\n super(\"KHR_binary_glTF\");\r\n }\r\n\r\n public loadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void): boolean {\r\n const extensionsUsed = (<any>data.json).extensionsUsed;\r\n if (!extensionsUsed || extensionsUsed.indexOf(this.name) === -1 || !data.bin) {\r\n return false;\r\n }\r\n\r\n this._bin = data.bin;\r\n onSuccess(GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));\r\n return true;\r\n }\r\n\r\n public loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean {\r\n if (gltfRuntime.extensionsUsed.indexOf(this.name) === -1) {\r\n return false;\r\n }\r\n\r\n if (id !== BinaryExtensionBufferName) {\r\n return false;\r\n }\r\n\r\n this._bin.readAsync(0, this._bin.byteLength).then(onSuccess, (error) => onError(error.message));\r\n return true;\r\n }\r\n\r\n public loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void): boolean {\r\n const texture: IGLTFTexture = gltfRuntime.textures[id];\r\n const source: IGLTFImage = gltfRuntime.images[texture.source];\r\n if (!source.extensions || !(this.name in source.extensions)) {\r\n return false;\r\n }\r\n\r\n const sourceExt: IGLTFBinaryExtensionImage = source.extensions[this.name];\r\n const bufferView: IGLTFBufferView = gltfRuntime.bufferViews[sourceExt.bufferView];\r\n const buffer = GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, EComponentType.UNSIGNED_BYTE);\r\n onSuccess(buffer);\r\n return true;\r\n }\r\n\r\n public loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void): boolean {\r\n const shader: IGLTFShader = gltfRuntime.shaders[id];\r\n if (!shader.extensions || !(this.name in shader.extensions)) {\r\n return false;\r\n }\r\n\r\n const binaryExtensionShader: IGLTFBinaryExtensionShader = shader.extensions[this.name];\r\n const bufferView: IGLTFBufferView = gltfRuntime.bufferViews[binaryExtensionShader.bufferView];\r\n const shaderBytes = GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, EComponentType.UNSIGNED_BYTE);\r\n\r\n setTimeout(() => {\r\n const shaderString = GLTFUtils.DecodeBufferToText(shaderBytes);\r\n onSuccess(shaderString);\r\n });\r\n\r\n return true;\r\n }\r\n}\r\n\r\nGLTFLoader.RegisterExtension(new GLTFBinaryExtension());\r\n"]}
@@ -1,11 +1,11 @@
1
- import { IGLTFRuntime } from "./glTFLoaderInterfaces";
2
- import { Nullable } from "@babylonjs/core/types.js";
1
+ import type { IGLTFRuntime } from "./glTFLoaderInterfaces";
2
+ import type { Nullable } from "@babylonjs/core/types.js";
3
3
  import { Material } from "@babylonjs/core/Materials/material.js";
4
4
  import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
5
- import { ISceneLoaderAsyncResult, ISceneLoaderProgressEvent } from "@babylonjs/core/Loading/sceneLoader.js";
6
- import { Scene } from "@babylonjs/core/scene.js";
7
- import { IGLTFLoader, IGLTFLoaderData } from "../glTFFileLoader";
8
- import { AssetContainer } from "@babylonjs/core/assetContainer.js";
5
+ import type { ISceneLoaderAsyncResult, ISceneLoaderProgressEvent } from "@babylonjs/core/Loading/sceneLoader.js";
6
+ import type { Scene } from "@babylonjs/core/scene.js";
7
+ import type { IGLTFLoader, IGLTFLoaderData } from "../glTFFileLoader";
8
+ import type { AssetContainer } from "@babylonjs/core/assetContainer.js";
9
9
  /**
10
10
  * Implementation of the base glTF spec
11
11
  * @hidden
@@ -1,5 +1,4 @@
1
- /* eslint-disable @typescript-eslint/no-unused-vars */
2
- import { EParameterType, ETextureFilterType, ECullingType, EBlendingFunction, EShaderType, } from "./glTFLoaderInterfaces";
1
+ import { EParameterType, ETextureFilterType, ECullingType, EBlendingFunction, EShaderType } from "./glTFLoaderInterfaces.js";
3
2
  import { Quaternion, Vector3, Matrix } from "@babylonjs/core/Maths/math.vector.js";
4
3
  import { Color3 } from "@babylonjs/core/Maths/math.color.js";
5
4
  import { Tools } from "@babylonjs/core/Misc/tools.js";
@@ -24,8 +23,8 @@ import { HemisphericLight } from "@babylonjs/core/Lights/hemisphericLight.js";
24
23
  import { DirectionalLight } from "@babylonjs/core/Lights/directionalLight.js";
25
24
  import { PointLight } from "@babylonjs/core/Lights/pointLight.js";
26
25
  import { SpotLight } from "@babylonjs/core/Lights/spotLight.js";
27
- import { GLTFUtils } from "./glTFLoaderUtils";
28
- import { GLTFFileLoader } from "../glTFFileLoader";
26
+ import { GLTFUtils } from "./glTFLoaderUtils.js";
27
+ import { GLTFFileLoader } from "../glTFFileLoader.js";
29
28
  import { Constants } from "@babylonjs/core/Engines/constants.js";
30
29
  /**
31
30
  * Tokenizer. Used for shaders compatibility