@babylonjs/loaders 5.16.0 → 5.18.0

Sign up to get free protection for your applications and to get access to all the features.
@@ -142,11 +142,11 @@ var SolidParser = /** @class */ (function () {
142
142
  }
143
143
  }
144
144
  // Reset arrays for the next new meshes
145
- this._wrappedPositionForBabylon = [];
146
- this._wrappedNormalsForBabylon = [];
147
- this._wrappedUvsForBabylon = [];
148
- this._wrappedColorsForBabylon = [];
149
- this._tuplePosNorm = [];
145
+ this._wrappedPositionForBabylon.length = 0;
146
+ this._wrappedNormalsForBabylon.length = 0;
147
+ this._wrappedUvsForBabylon.length = 0;
148
+ this._wrappedColorsForBabylon.length = 0;
149
+ this._tuplePosNorm.length = 0;
150
150
  this._curPositionInIndices = 0;
151
151
  };
152
152
  /**
@@ -195,7 +195,7 @@ var SolidParser = /** @class */ (function () {
195
195
  this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined);
196
196
  }
197
197
  //Reset variable for the next line
198
- this._triangles = [];
198
+ this._triangles.length = 0;
199
199
  };
200
200
  /**
201
201
  * Create triangles and push the data for each polygon for the pattern 2
@@ -220,7 +220,7 @@ var SolidParser = /** @class */ (function () {
220
220
  this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined);
221
221
  }
222
222
  //Reset variable for the next line
223
- this._triangles = [];
223
+ this._triangles.length = 0;
224
224
  };
225
225
  /**
226
226
  * Create triangles and push the data for each polygon for the pattern 3
@@ -245,7 +245,7 @@ var SolidParser = /** @class */ (function () {
245
245
  );
246
246
  }
247
247
  //Reset variable for the next line
248
- this._triangles = [];
248
+ this._triangles.length = 0;
249
249
  };
250
250
  /**
251
251
  * Create triangles and push the data for each polygon for the pattern 4
@@ -267,7 +267,7 @@ var SolidParser = /** @class */ (function () {
267
267
  Vector2.Zero(), this._normals[indiceNormalFromObj], this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined);
268
268
  }
269
269
  //Reset variable for the next line
270
- this._triangles = [];
270
+ this._triangles.length = 0;
271
271
  };
272
272
  /*
273
273
  * Create triangles and push the data for each polygon for the pattern 3
@@ -292,7 +292,7 @@ var SolidParser = /** @class */ (function () {
292
292
  this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined);
293
293
  }
294
294
  //Reset variable for the next line
295
- this._triangles = [];
295
+ this._triangles.length = 0;
296
296
  };
297
297
  SolidParser.prototype._addPreviousObjMesh = function () {
298
298
  //Check if it is not the first mesh. Otherwise we don't have data.
@@ -314,11 +314,11 @@ var SolidParser = /** @class */ (function () {
314
314
  this._handledMesh.colors = this._unwrappedColorsForBabylon.slice();
315
315
  }
316
316
  //Reset the array for the next mesh
317
- this._indicesForBabylon = [];
318
- this._unwrappedPositionsForBabylon = [];
319
- this._unwrappedColorsForBabylon = [];
320
- this._unwrappedNormalsForBabylon = [];
321
- this._unwrappedUVForBabylon = [];
317
+ this._indicesForBabylon.length = 0;
318
+ this._unwrappedPositionsForBabylon.length = 0;
319
+ this._unwrappedColorsForBabylon.length = 0;
320
+ this._unwrappedNormalsForBabylon.length = 0;
321
+ this._unwrappedUVForBabylon.length = 0;
322
322
  }
323
323
  };
324
324
  SolidParser.prototype._optimizeNormals = function (mesh) {
@@ -1 +1 @@
1
- {"version":3,"file":"solidParser.js","sourceRoot":"","sources":["../../../../../lts/loaders/generated/OBJ/solidParser.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,YAAY,EAAE,0CAA4B;AAEnD,OAAO,EAAE,gBAAgB,EAAE,sDAAwC;AACnE,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,4CAA8B;AACvD,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,6CAA+B;AAE1D,OAAO,EAAE,QAAQ,EAAE,2CAA6B;AAChD,OAAO,EAAE,IAAI,EAAE,uCAAyB;AACxC,OAAO,EAAE,UAAU,EAAE,kDAAoC;AAgBzD;;GAEG;AACH;IA2DI;;;;;OAKG;IACH,qBAAmB,aAAuB,EAAE,kBAA+B,EAAE,cAAiC;QAjCtG,eAAU,GAAmB,EAAE,CAAC,CAAC,sCAAsC;QACvE,aAAQ,GAAmB,EAAE,CAAC,CAAC,wBAAwB;QACvD,SAAI,GAAmB,EAAE,CAAC,CAAC,yBAAyB;QACpD,YAAO,GAAkB,EAAE,CAAC;QAC5B,mBAAc,GAAsB,EAAE,CAAC,CAAC,oCAAoC;QAE5E,uBAAkB,GAAkB,EAAE,CAAC,CAAC,oCAAoC;QAC5E,+BAA0B,GAAmB,EAAE,CAAC,CAAC,iCAAiC;QAClF,0BAAqB,GAAmB,EAAE,CAAC,CAAC,uDAAuD;QACnG,6BAAwB,GAAkB,EAAE,CAAC,CAAC,wDAAwD;QACtG,8BAAyB,GAAmB,EAAE,CAAC,CAAC,2DAA2D;QAC3G,kBAAa,GAA6E,EAAE,CAAC,CAAC,sEAAsE;QACpK,0BAAqB,GAAG,CAAC,CAAC;QAC1B,eAAU,GAAY,KAAK,CAAC,CAAC,gCAAgC;QAC7D,kCAA6B,GAAkB,EAAE,CAAC,CAAC,mDAAmD;QACtG,+BAA0B,GAAkB,EAAE,CAAC,CAAC,kDAAkD;QAClG,gCAA2B,GAAkB,EAAE,CAAC,CAAC,mDAAmD;QACpG,2BAAsB,GAAkB,EAAE,CAAC,CAAC,mDAAmD;QAC/F,eAAU,GAAkB,EAAE,CAAC,CAAC,iDAAiD;QACjF,yBAAoB,GAAW,EAAE,CAAC,CAAC,kCAAkC;QACrE,iBAAY,GAAW,EAAE,CAAC,CAAC,kCAAkC;QAC7D,eAAU,GAAW,CAAC,CAAC,CAAC,4CAA4C;QACpE,qBAAgB,GAAY,IAAI,CAAC;QACjC,eAAU,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;QAW9C,IAAI,CAAC,cAAc,GAAG,aAAa,CAAC;QACpC,IAAI,CAAC,mBAAmB,GAAG,kBAAkB,CAAC;QAC9C,IAAI,CAAC,eAAe,GAAG,cAAc,CAAC;IAC1C,CAAC;IAED;;;;;;;;OAQG;IACK,gCAAU,GAAlB,UAAmB,GAA0D,EAAE,GAAkB;QAC7F,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE;YACd,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,EAAE,OAAO,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,CAAC;SAC1C;QACD,IAAM,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;QAEhD,OAAO,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;IAClD,CAAC;IAEO,kCAAY,GAApB,UAAqB,GAA6E,EAAE,GAAkB;QAClH,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE;YACd,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,EAAE,OAAO,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;SAClD;QACD,IAAM,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;QAEhD,IAAI,GAAG,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE;YAC5C,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;SAC/B;QACD,OAAO,CAAC,CAAC,CAAC;IACd,CAAC;IAED;;;;;;;;;;;;;OAaG;IACK,8BAAQ,GAAhB,UACI,qBAA6B,EAC7B,gBAAwB,EACxB,mBAA2B,EAC3B,qBAA8B,EAC9B,oBAA6B,EAC7B,oBAA6B,EAC7B,qBAA8B;QAE9B,0DAA0D;QAC1D,IAAI,MAAc,CAAC;QACnB,IAAI,IAAI,CAAC,eAAe,CAAC,cAAc,EAAE;YACrC,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,aAAa,EAAE,CAAC,qBAAqB,EAAE,mBAAmB,EAAE,gBAAgB,CAAC,CAAC,CAAC;SAClH;aAAM;YACH,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,aAAa,EAAE,CAAC,qBAAqB,EAAE,mBAAmB,CAAC,CAAC,CAAC;SAC9F;QAED,kBAAkB;QAClB,IAAI,MAAM,KAAK,CAAC,CAAC,EAAE;YACf,oBAAoB;YACpB,6FAA6F;YAC7F,oCAAoC;YACpC,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,IAAI,CAAC,0BAA0B,CAAC,MAAM,CAAC,CAAC;YACrE,0CAA0C;YAC1C,kCAAkC;YAClC,IAAI,CAAC,0BAA0B,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YAC5D,0BAA0B;YAC1B,gCAAgC;YAChC,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;YACtD,8BAA8B;YAC9B,kCAAkC;YAClC,IAAI,CAAC,yBAAyB,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;YAE1D,IAAI,qBAAqB,KAAK,SAAS,EAAE;gBACrC,6BAA6B;gBAC7B,2CAA2C;gBAC3C,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;aAC7D;YAED,sCAAsC;YACtC,IAAI,CAAC,aAAa,CAAC,qBAAqB,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAC5E,IAAI,CAAC,aAAa,CAAC,qBAAqB,CAAC,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,qBAAqB,EAAE,CAAC,CAAC;YACjF,IAAI,IAAI,CAAC,eAAe,CAAC,cAAc,EAAE;gBACrC,IAAI,CAAC,aAAa,CAAC,qBAAqB,CAAC,CAAC,EAAE,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;aACvE;SACJ;aAAM;YACH,0BAA0B;YAC1B,6CAA6C;YAC7C,iFAAiF;YACjF,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;SACxC;IACL,CAAC;IAED;;OAEG;IACK,iCAAW,GAAnB;QACI,iCAAiC;QACjC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,0BAA0B,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC7D,gEAAgE;YAChE,IAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,0BAA0B,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,0BAA0B,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC1J,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,IAAI,CAAC,yBAAyB,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,yBAAyB,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,yBAAyB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACrJ,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,iDAAiD;YACrJ,IAAI,IAAI,CAAC,eAAe,CAAC,kBAAkB,EAAE;gBACzC,mEAAmE;gBACnE,IAAI,CAAC,0BAA0B,CAAC,IAAI,CAChC,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAC,CAAC,CAAC,EAClC,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAC,CAAC,CAAC,EAClC,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAC,CAAC,CAAC,EAClC,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAC,CAAC,CAAC,CACrC,CAAC;aACL;SACJ;QACD,uCAAuC;QACvC,IAAI,CAAC,0BAA0B,GAAG,EAAE,CAAC;QACrC,IAAI,CAAC,yBAAyB,GAAG,EAAE,CAAC;QACpC,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;QAChC,IAAI,CAAC,wBAAwB,GAAG,EAAE,CAAC;QACnC,IAAI,CAAC,aAAa,GAAG,EAAE,CAAC;QACxB,IAAI,CAAC,qBAAqB,GAAG,CAAC,CAAC;IACnC,CAAC;IAED;;;;;;;;;;;;OAYG;IACK,mCAAa,GAArB,UAAsB,KAAoB,EAAE,CAAS;QACjD,oCAAoC;QACpC,KAAK,IAAI,SAAS,GAAG,CAAC,EAAE,SAAS,GAAG,KAAK,CAAC,MAAM,GAAG,CAAC,EAAE,SAAS,EAAE,EAAE;YAC/D,8DAA8D;YAC9D,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,SAAS,CAAC,EAAE,KAAK,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC,CAAC;SAC1E;QAED,qCAAqC;QACrC,mDAAmD;QACnD,+DAA+D;QAC/D,2EAA2E;QAC3E,qEAAqE;QACrE,6FAA6F;IACjG,CAAC;IAED;;;;;OAKG;IACK,wDAAkC,GAA1C,UAA2C,IAAmB,EAAE,CAAS;QACrE,+CAA+C;QAC/C,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;QAC5B,0CAA0C;QAC1C,uDAAuD;QACvD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC7C,sBAAsB;YACtB,IAAM,qBAAqB,GAAG,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YAE/D,IAAI,CAAC,QAAQ,CACT,qBAAqB,EACrB,CAAC,EACD,CAAC,EAAE,oDAAoD;YACvD,IAAI,CAAC,UAAU,CAAC,qBAAqB,CAAC,EAAE,uBAAuB;YAC/D,OAAO,CAAC,IAAI,EAAE,EACd,OAAO,CAAC,EAAE,EAAE,EAAE,yBAAyB;YACvC,IAAI,CAAC,eAAe,CAAC,kBAAkB,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,SAAS,CAC5F,CAAC;SACL;QACD,kCAAkC;QAClC,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;IACzB,CAAC;IAED;;;;;OAKG;IACK,wDAAkC,GAA1C,UAA2C,IAAmB,EAAE,CAAS;QACrE,+CAA+C;QAC/C,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;QAC5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC7C,qBAAqB;YACrB,4CAA4C;YAC5C,IAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,CAAC,aAAa;YAC1D,qBAAqB;YACrB,IAAM,qBAAqB,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YACrD,eAAe;YACf,IAAM,gBAAgB,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YAEhD,IAAI,CAAC,QAAQ,CACT,qBAAqB,EACrB,gBAAgB,EAChB,CAAC,EAAE,2BAA2B;YAC9B,IAAI,CAAC,UAAU,CAAC,qBAAqB,CAAC,EAAE,iCAAiC;YACzE,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,EAC3B,OAAO,CAAC,EAAE,EAAE,EAAE,2BAA2B;YACzC,IAAI,CAAC,eAAe,CAAC,kBAAkB,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,SAAS,CAC5F,CAAC;SACL;QAED,kCAAkC;QAClC,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;IACzB,CAAC;IAED;;;;;OAKG;IACK,wDAAkC,GAA1C,UAA2C,IAAmB,EAAE,CAAS;QACrE,+CAA+C;QAC/C,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;QAE5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC7C,uBAAuB;YACvB,sDAAsD;YACtD,IAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,CAAC,kBAAkB;YAC/D,sBAAsB;YACtB,IAAM,qBAAqB,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YACrD,gBAAgB;YAChB,IAAM,gBAAgB,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YAChD,oBAAoB;YACpB,IAAM,mBAAmB,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YAEnD,IAAI,CAAC,QAAQ,CACT,qBAAqB,EACrB,gBAAgB,EAChB,mBAAmB,EACnB,IAAI,CAAC,UAAU,CAAC,qBAAqB,CAAC,EACtC,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,EAC3B,IAAI,CAAC,QAAQ,CAAC,mBAAmB,CAAC,CAAC,mCAAmC;aACzE,CAAC;SACL;QACD,kCAAkC;QAClC,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;IACzB,CAAC;IAED;;;;;OAKG;IACK,wDAAkC,GAA1C,UAA2C,IAAmB,EAAE,CAAS;QACrE,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;QAE5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC7C,sBAAsB;YACtB,iDAAiD;YACjD,IAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,aAAa;YAC3D,gCAAgC;YAChC,IAAM,qBAAqB,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YACrD,IAAM,mBAAmB,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YAEnD,IAAI,CAAC,QAAQ,CACT,qBAAqB,EACrB,CAAC,EAAE,sBAAsB;YACzB,mBAAmB,EACnB,IAAI,CAAC,UAAU,CAAC,qBAAqB,CAAC,EAAE,yBAAyB;YACjE,OAAO,CAAC,IAAI,EAAE,EACd,IAAI,CAAC,QAAQ,CAAC,mBAAmB,CAAC,EAClC,IAAI,CAAC,eAAe,CAAC,kBAAkB,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,SAAS,CAC5F,CAAC;SACL;QACD,kCAAkC;QAClC,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;IACzB,CAAC;IAED;;;;;OAKG;IACK,wDAAkC,GAA1C,UAA2C,IAAmB,EAAE,CAAS;QACrE,+CAA+C;QAC/C,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;QAE5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC7C,0BAA0B;YAC1B,sDAAsD;YACtD,IAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,CAAC,qBAAqB;YAClE,sBAAsB;YACtB,IAAM,qBAAqB,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;YAC1E,gBAAgB;YAChB,IAAM,gBAAgB,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;YAC/D,oBAAoB;YACpB,IAAM,mBAAmB,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;YAEtE,IAAI,CAAC,QAAQ,CACT,qBAAqB,EACrB,gBAAgB,EAChB,mBAAmB,EACnB,IAAI,CAAC,UAAU,CAAC,qBAAqB,CAAC,EACtC,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,EAC3B,IAAI,CAAC,QAAQ,CAAC,mBAAmB,CAAC,EAAE,mCAAmC;YACvE,IAAI,CAAC,eAAe,CAAC,kBAAkB,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,SAAS,CAC5F,CAAC;SACL;QACD,kCAAkC;QAClC,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;IACzB,CAAC;IAEO,yCAAmB,GAA3B;QACI,kEAAkE;QAClE,IAAI,IAAI,CAAC,cAAc,CAAC,MAAM,GAAG,CAAC,EAAE;YAChC,6DAA6D;YAC7D,oEAAoE;YACpE,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,cAAc,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;YAExE,sCAAsC;YACtC,IAAI,CAAC,WAAW,EAAE,CAAC;YAEnB,8DAA8D;YAC9D,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,CAAC;YAClC,kCAAkC;YAClC,+FAA+F;YAC/F,IAAI,CAAC,YAAY,CAAC,OAAO,GAAG,IAAI,CAAC,kBAAkB,CAAC,KAAK,EAAE,CAAC;YAC5D,IAAI,CAAC,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,6BAA6B,CAAC,KAAK,EAAE,CAAC;YACzE,IAAI,CAAC,YAAY,CAAC,OAAO,GAAG,IAAI,CAAC,2BAA2B,CAAC,KAAK,EAAE,CAAC;YACrE,IAAI,CAAC,YAAY,CAAC,GAAG,GAAG,IAAI,CAAC,sBAAsB,CAAC,KAAK,EAAE,CAAC;YAE5D,IAAI,IAAI,CAAC,eAAe,CAAC,kBAAkB,EAAE;gBACzC,IAAI,CAAC,YAAY,CAAC,MAAM,GAAG,IAAI,CAAC,0BAA0B,CAAC,KAAK,EAAE,CAAC;aACtE;YAED,mCAAmC;YACnC,IAAI,CAAC,kBAAkB,GAAG,EAAE,CAAC;YAC7B,IAAI,CAAC,6BAA6B,GAAG,EAAE,CAAC;YACxC,IAAI,CAAC,0BAA0B,GAAG,EAAE,CAAC;YACrC,IAAI,CAAC,2BAA2B,GAAG,EAAE,CAAC;YACtC,IAAI,CAAC,sBAAsB,GAAG,EAAE,CAAC;SACpC;IACL,CAAC;IAEO,sCAAgB,GAAxB,UAAyB,IAAkB;QACvC,IAAM,SAAS,GAAG,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAClE,IAAM,OAAO,GAAG,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;QAC9D,IAAM,WAAW,GAAgC,EAAE,CAAC;QAEpD,IAAI,CAAC,SAAS,IAAI,CAAC,OAAO,EAAE;YACxB,OAAO;SACV;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;YAC3C,IAAM,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YAC/B,IAAM,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YAC/B,IAAM,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YAC/B,IAAM,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC;YAElC,IAAI,GAAG,GAAG,WAAW,CAAC,GAAG,CAAC,CAAC;YAC3B,IAAI,CAAC,GAAG,EAAE;gBACN,GAAG,GAAG,EAAE,CAAC;gBACT,WAAW,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC;aAC1B;YACD,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;SACf;QAED,IAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;QAC7B,KAAK,IAAM,GAAG,IAAI,WAAW,EAAE;YAC3B,IAAM,GAAG,GAAG,WAAW,CAAC,GAAG,CAAC,CAAC;YAC7B,IAAI,GAAG,CAAC,MAAM,GAAG,CAAC,EAAE;gBAChB,SAAS;aACZ;YAED,IAAM,KAAK,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;YACrB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;gBACjC,IAAM,IAAI,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;gBACpB,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,OAAO,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;gBAChD,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,OAAO,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;gBAChD,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,OAAO,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;aACnD;YAED,MAAM,CAAC,cAAc,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YAC9F,MAAM,CAAC,SAAS,EAAE,CAAC;YAEnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;gBACjC,IAAM,IAAI,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;gBACpB,OAAO,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;gBACjC,OAAO,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;gBACjC,OAAO,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;aACpC;SACJ;QACD,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,UAAU,EAAE,OAAO,CAAC,CAAC;IAC3D,CAAC;IAED;;;;;;;OAOG;IACI,2BAAK,GAAZ,UAAa,WAAgB,EAAE,IAAY,EAAE,KAAY,EAAE,cAAwC,EAAE,iBAA+C;;QAChJ,4BAA4B;QAC5B,IAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;QAC/B,oBAAoB;QACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACnC,IAAM,IAAI,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,CAAC,CAAC;YACnD,IAAI,MAAM,SAAA,CAAC;YAEX,qBAAqB;YACrB,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,GAAG,EAAE;gBAC7C,SAAS;gBAET,8DAA8D;aACjE;iBAAM,IAAI,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE;gBAC7C,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAE,CAAC,CAAC,0DAA0D;gBAE1F,6CAA6C;gBAC7C,6BAA6B;gBAC7B,6CAA6C;gBAC7C,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAEvG,IAAI,IAAI,CAAC,eAAe,CAAC,kBAAkB,EAAE;oBACzC,IAAI,MAAM,CAAC,MAAM,IAAI,CAAC,EAAE;wBACpB,IAAM,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;wBAChC,IAAM,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;wBAChC,IAAM,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;wBAEhC,IAAI,CAAC,OAAO,CAAC,IAAI,CACb,IAAI,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,MAAM,KAAK,CAAC,IAAI,MAAM,CAAC,CAAC,CAAC,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CACxJ,CAAC;qBACL;yBAAM;wBACH,gFAAgF;wBAChF,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;qBACtC;iBACJ;aACJ;iBAAM,IAAI,CAAC,MAAM,GAAG,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,KAAK,IAAI,EAAE;gBACjE,2CAA2C;gBAC3C,iBAAiB;gBACjB,0CAA0C;gBAC1C,uCAAuC;gBACvC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;aACxG;iBAAM,IAAI,CAAC,MAAM,GAAG,WAAW,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,KAAK,IAAI,EAAE;gBAC7D,wCAAwC;gBACxC,iBAAiB;gBACjB,mCAAmC;gBACnC,mCAAmC;gBACnC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC;gBAEhJ,4BAA4B;gBAC5B,oDAAoD;aACvD;iBAAM,IAAI,CAAC,MAAM,GAAG,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,KAAK,IAAI,EAAE;gBAChE,kBAAkB;gBAClB,iDAAiD;gBAEjD,4BAA4B;gBAC5B,IAAI,CAAC,kCAAkC,CACnC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,KAAK,CAAC,GAAG,CAAC,EAAE,8BAA8B;gBAC3D,CAAC,CACJ,CAAC;aACL;iBAAM,IAAI,CAAC,MAAM,GAAG,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,KAAK,IAAI,EAAE;gBAChE,kBAAkB;gBAClB,2CAA2C;gBAE3C,4BAA4B;gBAC5B,IAAI,CAAC,kCAAkC,CACnC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,KAAK,CAAC,GAAG,CAAC,EAAE,2BAA2B;gBACxD,CAAC,CACJ,CAAC;aACL;iBAAM,IAAI,CAAC,MAAM,GAAG,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,KAAK,IAAI,EAAE;gBAChE,kBAAkB;gBAClB,mEAAmE;gBAEnE,4BAA4B;gBAC5B,IAAI,CAAC,kCAAkC,CACnC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,KAAK,CAAC,GAAG,CAAC,EAAE,uCAAuC;gBACpE,CAAC,CACJ,CAAC;aACL;iBAAM,IAAI,CAAC,MAAM,GAAG,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,KAAK,IAAI,EAAE;gBAChE,kBAAkB;gBAClB,qCAAqC;gBAErC,4BAA4B;gBAC5B,IAAI,CAAC,kCAAkC,CACnC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,KAAK,CAAC,GAAG,CAAC,EAAE,wBAAwB;gBACrD,CAAC,CACJ,CAAC;aACL;iBAAM,IAAI,CAAC,MAAM,GAAG,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,KAAK,IAAI,EAAE;gBAChE,iBAAiB;gBACjB,yBAAyB;gBAEzB,4BAA4B;gBAC5B,IAAI,CAAC,kCAAkC,CACnC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,KAAK,CAAC,GAAG,CAAC,EAAE,kBAAkB;gBAC/C,CAAC,CACJ,CAAC;gBAEF,6BAA6B;gBAC7B,mGAAmG;aACtG;iBAAM,IAAI,WAAW,CAAC,eAAe,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE;gBAC1F,4DAA4D;gBAC5D,yBAAyB;gBACzB,IAAM,OAAO,GAAe;oBACxB,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE;oBAC9B,OAAO,EAAE,SAAS;oBAClB,SAAS,EAAE,SAAS;oBACpB,OAAO,EAAE,SAAS;oBAClB,GAAG,EAAE,SAAS;oBACd,MAAM,EAAE,SAAS;oBACjB,YAAY,EAAE,IAAI,CAAC,oBAAoB;iBAC1C,CAAC;gBACF,IAAI,CAAC,mBAAmB,EAAE,CAAC;gBAE3B,+CAA+C;gBAC/C,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;gBAElC,iFAAiF;gBACjF,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;gBACvB,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;gBAC7B,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC;gBACpB,iCAAiC;aACpC;iBAAM,IAAI,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE;gBAChD,8BAA8B;gBAC9B,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC;gBAErD,0CAA0C;gBAE1C,IAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE;oBAC5C,oCAAoC;oBACpC,IAAI,CAAC,mBAAmB,EAAE,CAAC;oBAC3B,mBAAmB;oBACnB,IAAM,OAAO;oBACT,sCAAsC;oBACtC;wBACI,IAAI,EAAE,CAAC,IAAI,CAAC,YAAY,IAAI,MAAM,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,QAAQ,EAAE;wBACxE,OAAO,EAAE,SAAS;wBAClB,SAAS,EAAE,SAAS;wBACpB,OAAO,EAAE,SAAS;wBAClB,GAAG,EAAE,SAAS;wBACd,MAAM,EAAE,SAAS;wBACjB,YAAY,EAAE,IAAI,CAAC,oBAAoB;qBAC1C,CAAC;oBACN,IAAI,CAAC,UAAU,EAAE,CAAC;oBAClB,+BAA+B;oBAC/B,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;oBAClC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;iBAC1B;gBACD,0DAA0D;gBAE1D,IAAI,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,gBAAgB,EAAE;oBAC1C,kEAAkE;oBAClE,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,cAAc,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,YAAY,GAAG,IAAI,CAAC,oBAAoB,CAAC;oBAC7F,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;iBACjC;gBACD,mCAAmC;aACtC;iBAAM,IAAI,WAAW,CAAC,qBAAqB,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE;gBACrD,2BAA2B;gBAC3B,iBAAiB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC;gBAE5C,kBAAkB;aACrB;iBAAM,IAAI,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE;gBAChD,oCAAoC;gBACpC,wDAAwD;gBACxD,uCAAuC;aAC1C;iBAAM;gBACH,iCAAiC;gBACjC,OAAO,CAAC,GAAG,CAAC,iCAAiC,GAAG,IAAI,CAAC,CAAC;aACzD;SACJ;QAED,yEAAyE;QACzE,IAAI,IAAI,CAAC,UAAU,EAAE;YACjB,iCAAiC;YACjC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,cAAc,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;YAExE,wDAAwD;YACxD,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,CAAC;YAClC,oBAAoB;YACpB,IAAI,CAAC,WAAW,EAAE,CAAC;YACnB,WAAW;YACX,IAAI,CAAC,YAAY,CAAC,OAAO,GAAG,IAAI,CAAC,kBAAkB,CAAC;YACpD,IAAI,CAAC,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,6BAA6B,CAAC;YACjE,IAAI,CAAC,YAAY,CAAC,OAAO,GAAG,IAAI,CAAC,2BAA2B,CAAC;YAC7D,IAAI,CAAC,YAAY,CAAC,GAAG,GAAG,IAAI,CAAC,sBAAsB,CAAC;YAEpD,IAAI,IAAI,CAAC,eAAe,CAAC,kBAAkB,EAAE;gBACzC,IAAI,CAAC,YAAY,CAAC,MAAM,GAAG,IAAI,CAAC,0BAA0B,CAAC;aAC9D;SACJ;QAED,kEAAkE;QAClE,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE;YAClB,IAAI,WAAW,GAA+B,IAAI,CAAC;YACnD,IAAI,IAAI,CAAC,kBAAkB,CAAC,MAAM,EAAE;gBAChC,yBAAyB;gBACzB,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,CAAC;gBAClC,2BAA2B;gBAC3B,IAAI,CAAC,WAAW,EAAE,CAAC;aACtB;iBAAM;gBACH,mFAAmF;gBACnF,KAAkB,UAAe,EAAf,KAAA,IAAI,CAAC,UAAU,EAAf,cAAe,EAAf,IAAe,EAAE;oBAA9B,IAAM,GAAG,SAAA;oBACV,IAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;iBAChE;gBAED,IAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE;oBACtB,KAAqB,UAAa,EAAb,KAAA,IAAI,CAAC,QAAQ,EAAb,cAAa,EAAb,IAAa,EAAE;wBAA/B,IAAM,MAAM,SAAA;wBACb,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;qBACvE;iBACJ;gBAED,IAAI,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE;oBAClB,KAAiB,UAAS,EAAT,KAAA,IAAI,CAAC,IAAI,EAAT,cAAS,EAAT,IAAS,EAAE;wBAAvB,IAAM,EAAE,SAAA;wBACT,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;qBAChD;iBACJ;gBAED,IAAI,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE;oBACrB,KAAoB,UAAY,EAAZ,KAAA,IAAI,CAAC,OAAO,EAAZ,cAAY,EAAZ,IAAY,EAAE;wBAA7B,IAAM,KAAK,SAAA;wBACZ,IAAI,CAAC,0BAA0B,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC;qBAC5E;iBACJ;gBAED,IAAI,CAAC,IAAI,CAAC,oBAAoB,EAAE;oBAC5B,wCAAwC;oBACxC,WAAW,GAAG,IAAI,gBAAgB,CAAC,QAAQ,CAAC,QAAQ,EAAE,EAAE,KAAK,CAAC,CAAC;oBAE/D,WAAW,CAAC,WAAW,GAAG,IAAI,CAAC;oBAE/B,IAAI,CAAC,oBAAoB,GAAG,WAAW,CAAC,IAAI,CAAC;oBAE7C,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE;wBACvB,WAAW,CAAC,eAAe,GAAG,IAAI,CAAC;wBACnC,WAAW,CAAC,aAAa,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;qBAC9C;iBACJ;aACJ;YAED,uBAAuB;YACvB,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC;gBACrB,IAAI,EAAE,QAAQ,CAAC,QAAQ,EAAE;gBACzB,OAAO,EAAE,IAAI,CAAC,kBAAkB;gBAChC,SAAS,EAAE,IAAI,CAAC,6BAA6B;gBAC7C,MAAM,EAAE,IAAI,CAAC,0BAA0B;gBACvC,OAAO,EAAE,IAAI,CAAC,2BAA2B;gBACzC,GAAG,EAAE,IAAI,CAAC,sBAAsB;gBAChC,YAAY,EAAE,IAAI,CAAC,oBAAoB;gBACvC,cAAc,EAAE,WAAW;aAC9B,CAAC,CAAC;SACN;QAED,wBAAwB;QACxB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACjD,mCAAmC;YACnC,IAAI,WAAW,IAAI,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE;gBAC5C,IAAI,WAAW,YAAY,KAAK,EAAE;oBAC9B,IAAI,WAAW,CAAC,OAAO,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE;wBACzD,SAAS;qBACZ;iBACJ;qBAAM;oBACH,IAAI,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,WAAW,EAAE;wBAC7C,SAAS;qBACZ;iBACJ;aACJ;YAED,sBAAsB;YACtB,8CAA8C;YAC9C,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;YAC3C,6CAA6C;YAE7C,KAAK,CAAC,sBAAsB,GAAG,CAAC,CAAC,cAAc,CAAC;YAChD,IAAM,WAAW,GAAG,IAAI,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;YACjE,WAAW,CAAC,gBAAgB,GAAG,cAAc,CAAC;YAC9C,KAAK,CAAC,sBAAsB,GAAG,KAAK,CAAC;YAErC,2CAA2C;YAC3C,mDAAmD;YACnD,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC;YAE9D,IAAI,CAAA,MAAA,IAAI,CAAC,YAAY,CAAC,SAAS,0CAAE,MAAM,MAAK,CAAC,EAAE;gBAC3C,6BAA6B;gBAC7B,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;gBAC3C,SAAS;aACZ;YAED,IAAM,UAAU,GAAe,IAAI,UAAU,EAAE,CAAC,CAAC,8BAA8B;YAC/E,kCAAkC;YAClC,UAAU,CAAC,GAAG,GAAG,IAAI,CAAC,YAAY,CAAC,GAAiB,CAAC;YACrD,UAAU,CAAC,OAAO,GAAG,IAAI,CAAC,YAAY,CAAC,OAAuB,CAAC;YAC/D,UAAU,CAAC,SAAS,GAAG,IAAI,CAAC,YAAY,CAAC,SAAuB,CAAC;YACjE,IAAI,IAAI,CAAC,eAAe,CAAC,cAAc,EAAE;gBACrC,IAAM,OAAO,GAAkB,IAAI,KAAK,EAAU,CAAC;gBACnD,UAAU,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,SAAS,EAAE,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC;gBAC3F,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;aAChC;iBAAM;gBACH,UAAU,CAAC,OAAO,GAAG,IAAI,CAAC,YAAY,CAAC,OAAqB,CAAC;aAChE;YACD,IAAI,IAAI,CAAC,eAAe,CAAC,kBAAkB,EAAE;gBACzC,UAAU,CAAC,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC,MAAoB,CAAC;aAC9D;YACD,wDAAwD;YACxD,UAAU,CAAC,WAAW,CAAC,WAAW,CAAC,CAAC;YACpC,IAAI,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE;gBAC9B,WAAW,CAAC,OAAO,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;aAC/B;YACD,IAAI,IAAI,CAAC,eAAe,CAAC,eAAe,EAAE;gBACtC,IAAI,CAAC,gBAAgB,CAAC,WAAW,CAAC,CAAC;aACtC;YAED,6BAA6B;YAC7B,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;YAE3C,IAAI,IAAI,CAAC,YAAY,CAAC,cAAc,EAAE;gBAClC,WAAW,CAAC,QAAQ,GAAG,IAAI,CAAC,YAAY,CAAC,cAAc,CAAC;aAC3D;SACJ;IACL,CAAC;IAxxBD,aAAa;IACb,wBAAwB;IACV,4BAAgB,GAAG,IAAI,CAAC;IACtC,uBAAuB;IACT,2BAAe,GAAG,IAAI,CAAC;IACrC,8BAA8B;IAChB,iCAAqB,GAAG,UAAU,CAAC;IACjD,gCAAgC;IAClB,4BAAgB,GAAG,UAAU,CAAC;IAC5C,wBAAwB;IACV,4BAAgB,GAAG,KAAK,CAAC;IAEvC,WAAW;IACX,sCAAsC;IACxB,yBAAa,GAAG,6BAA6B,CAAC;IAC5D,sCAAsC;IACxB,yBAAa,GAAG,iEAAiE,CAAC;IAChG,sCAAsC;IACxB,qBAAS,GAAG,6CAA6C,CAAC;IACxE,2EAA2E;IAC7D,wBAAY,GAAG,4BAA4B,CAAC;IAC1D,wFAAwF;IAC1E,wBAAY,GAAG,wCAAwC,CAAC;IACtE,4GAA4G;IAC9F,wBAAY,GAAG,kDAAkD,CAAC;IAChF,mGAAmG;IACrF,wBAAY,GAAG,0CAA0C,CAAC;IACxE,qHAAqH;IACvG,wBAAY,GAAG,qDAAqD,CAAC;IA6vBvF,kBAAC;CAAA,AA1xBD,IA0xBC;SA1xBY,WAAW","sourcesContent":["import type { AssetContainer } from \"core/assetContainer\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport { Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Geometry } from \"core/Meshes/geometry\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { VertexData } from \"core/Meshes/mesh.vertexData\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { FloatArray, IndicesArray, Nullable } from \"core/types\";\r\nimport type { OBJLoadingOptions } from \"./objLoadingOptions\";\r\n\r\ntype MeshObject = {\r\n name: string;\r\n indices?: Array<number>;\r\n positions?: Array<number>;\r\n normals?: Array<number>;\r\n colors?: Array<number>;\r\n uvs?: Array<number>;\r\n materialName: string;\r\n directMaterial?: Nullable<Material>;\r\n};\r\n\r\n/**\r\n * Class used to load mesh data from OBJ content\r\n */\r\nexport class SolidParser {\r\n // Descriptor\r\n /** Object descriptor */\r\n public static ObjectDescriptor = /^o/;\r\n /** Group descriptor */\r\n public static GroupDescriptor = /^g/;\r\n /** Material lib descriptor */\r\n public static MtlLibGroupDescriptor = /^mtllib /;\r\n /** Use a material descriptor */\r\n public static UseMtlDescriptor = /^usemtl /;\r\n /** Smooth descriptor */\r\n public static SmoothDescriptor = /^s /;\r\n\r\n // Patterns\r\n /** Pattern used to detect a vertex */\r\n public static VertexPattern = /v(\\s+[\\d|.|+|\\-|e|E]+){3,7}/;\r\n /** Pattern used to detect a normal */\r\n public static NormalPattern = /vn(\\s+[\\d|.|+|\\-|e|E]+)( +[\\d|.|+|\\-|e|E]+)( +[\\d|.|+|\\-|e|E]+)/;\r\n /** Pattern used to detect a UV set */\r\n public static UVPattern = /vt(\\s+[\\d|.|+|\\-|e|E]+)( +[\\d|.|+|\\-|e|E]+)/;\r\n /** Pattern used to detect a first kind of face (f vertex vertex vertex) */\r\n public static FacePattern1 = /f\\s+(([\\d]{1,}[\\s]?){3,})+/;\r\n /** Pattern used to detect a second kind of face (f vertex/uvs vertex/uvs vertex/uvs) */\r\n public static FacePattern2 = /f\\s+((([\\d]{1,}\\/[\\d]{1,}[\\s]?){3,})+)/;\r\n /** Pattern used to detect a third kind of face (f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal) */\r\n public static FacePattern3 = /f\\s+((([\\d]{1,}\\/[\\d]{1,}\\/[\\d]{1,}[\\s]?){3,})+)/;\r\n /** Pattern used to detect a fourth kind of face (f vertex//normal vertex//normal vertex//normal)*/\r\n public static FacePattern4 = /f\\s+((([\\d]{1,}\\/\\/[\\d]{1,}[\\s]?){3,})+)/;\r\n /** Pattern used to detect a fifth kind of face (f -vertex/-uvs/-normal -vertex/-uvs/-normal -vertex/-uvs/-normal) */\r\n public static FacePattern5 = /f\\s+(((-[\\d]{1,}\\/-[\\d]{1,}\\/-[\\d]{1,}[\\s]?){3,})+)/;\r\n\r\n private _loadingOptions: OBJLoadingOptions;\r\n private _positions: Array<Vector3> = []; //values for the positions of vertices\r\n private _normals: Array<Vector3> = []; //Values for the normals\r\n private _uvs: Array<Vector2> = []; //Values for the textures\r\n private _colors: Array<Color4> = [];\r\n private _meshesFromObj: Array<MeshObject> = []; //[mesh] Contains all the obj meshes\r\n private _handledMesh: MeshObject; //The current mesh of meshes array\r\n private _indicesForBabylon: Array<number> = []; //The list of indices for VertexData\r\n private _wrappedPositionForBabylon: Array<Vector3> = []; //The list of position in vectors\r\n private _wrappedUvsForBabylon: Array<Vector2> = []; //Array with all value of uvs to match with the indices\r\n private _wrappedColorsForBabylon: Array<Color4> = []; // Array with all color values to match with the indices\r\n private _wrappedNormalsForBabylon: Array<Vector3> = []; //Array with all value of normals to match with the indices\r\n private _tuplePosNorm: Array<{ normals: Array<number>; idx: Array<number>; uv: Array<number> }> = []; //Create a tuple with indice of Position, Normal, UV [pos, norm, uvs]\r\n private _curPositionInIndices = 0;\r\n private _hasMeshes: Boolean = false; //Meshes are defined in the file\r\n private _unwrappedPositionsForBabylon: Array<number> = []; //Value of positionForBabylon w/o Vector3() [x,y,z]\r\n private _unwrappedColorsForBabylon: Array<number> = []; // Value of colorForBabylon w/o Color4() [r,g,b,a]\r\n private _unwrappedNormalsForBabylon: Array<number> = []; //Value of normalsForBabylon w/o Vector3() [x,y,z]\r\n private _unwrappedUVForBabylon: Array<number> = []; //Value of uvsForBabylon w/o Vector3() [x,y,z]\r\n private _triangles: Array<string> = []; //Indices from new triangles coming from polygons\r\n private _materialNameFromObj: string = \"\"; //The name of the current material\r\n private _objMeshName: string = \"\"; //The name of the current obj mesh\r\n private _increment: number = 1; //Id for meshes created by the multimaterial\r\n private _isFirstMaterial: boolean = true;\r\n private _grayColor = new Color4(0.5, 0.5, 0.5, 1);\r\n private _materialToUse: string[];\r\n private _babylonMeshesArray: Array<Mesh>;\r\n\r\n /**\r\n * Creates a new SolidParser\r\n * @param materialToUse defines the array to fill with the list of materials to use (it will be filled by the parse function)\r\n * @param babylonMeshesArray defines the array to fill with the list of loaded meshes (it will be filled by the parse function)\r\n * @param loadingOptions defines the loading options to use\r\n */\r\n public constructor(materialToUse: string[], babylonMeshesArray: Array<Mesh>, loadingOptions: OBJLoadingOptions) {\r\n this._materialToUse = materialToUse;\r\n this._babylonMeshesArray = babylonMeshesArray;\r\n this._loadingOptions = loadingOptions;\r\n }\r\n\r\n /**\r\n * Search for obj in the given array.\r\n * This function is called to check if a couple of data already exists in an array.\r\n *\r\n * If found, returns the index of the founded tuple index. Returns -1 if not found\r\n * @param arr Array<{ normals: Array<number>, idx: Array<number> }>\r\n * @param obj Array<number>\r\n * @returns {boolean}\r\n */\r\n private _isInArray(arr: Array<{ normals: Array<number>; idx: Array<number> }>, obj: Array<number>) {\r\n if (!arr[obj[0]]) {\r\n arr[obj[0]] = { normals: [], idx: [] };\r\n }\r\n const idx = arr[obj[0]].normals.indexOf(obj[1]);\r\n\r\n return idx === -1 ? -1 : arr[obj[0]].idx[idx];\r\n }\r\n\r\n private _isInArrayUV(arr: Array<{ normals: Array<number>; idx: Array<number>; uv: Array<number> }>, obj: Array<number>) {\r\n if (!arr[obj[0]]) {\r\n arr[obj[0]] = { normals: [], idx: [], uv: [] };\r\n }\r\n const idx = arr[obj[0]].normals.indexOf(obj[1]);\r\n\r\n if (idx != 1 && obj[2] === arr[obj[0]].uv[idx]) {\r\n return arr[obj[0]].idx[idx];\r\n }\r\n return -1;\r\n }\r\n\r\n /**\r\n * This function set the data for each triangle.\r\n * Data are position, normals and uvs\r\n * If a tuple of (position, normal) is not set, add the data into the corresponding array\r\n * If the tuple already exist, add only their indice\r\n *\r\n * @param indicePositionFromObj Integer The index in positions array\r\n * @param indiceUvsFromObj Integer The index in uvs array\r\n * @param indiceNormalFromObj Integer The index in normals array\r\n * @param positionVectorFromOBJ Vector3 The value of position at index objIndice\r\n * @param textureVectorFromOBJ Vector3 The value of uvs\r\n * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale\r\n * @param positionColorsFromOBJ\r\n */\r\n private _setData(\r\n indicePositionFromObj: number,\r\n indiceUvsFromObj: number,\r\n indiceNormalFromObj: number,\r\n positionVectorFromOBJ: Vector3,\r\n textureVectorFromOBJ: Vector2,\r\n normalsVectorFromOBJ: Vector3,\r\n positionColorsFromOBJ?: Color4\r\n ) {\r\n //Check if this tuple already exists in the list of tuples\r\n let _index: number;\r\n if (this._loadingOptions.optimizeWithUV) {\r\n _index = this._isInArrayUV(this._tuplePosNorm, [indicePositionFromObj, indiceNormalFromObj, indiceUvsFromObj]);\r\n } else {\r\n _index = this._isInArray(this._tuplePosNorm, [indicePositionFromObj, indiceNormalFromObj]);\r\n }\r\n\r\n //If it not exists\r\n if (_index === -1) {\r\n //Add an new indice.\r\n //The array of indices is only an array with his length equal to the number of triangles - 1.\r\n //We add vertices data in this order\r\n this._indicesForBabylon.push(this._wrappedPositionForBabylon.length);\r\n //Push the position of vertice for Babylon\r\n //Each element is a Vector3(x,y,z)\r\n this._wrappedPositionForBabylon.push(positionVectorFromOBJ);\r\n //Push the uvs for Babylon\r\n //Each element is a Vector3(u,v)\r\n this._wrappedUvsForBabylon.push(textureVectorFromOBJ);\r\n //Push the normals for Babylon\r\n //Each element is a Vector3(x,y,z)\r\n this._wrappedNormalsForBabylon.push(normalsVectorFromOBJ);\r\n\r\n if (positionColorsFromOBJ !== undefined) {\r\n //Push the colors for Babylon\r\n //Each element is a BABYLON.Color4(r,g,b,a)\r\n this._wrappedColorsForBabylon.push(positionColorsFromOBJ);\r\n }\r\n\r\n //Add the tuple in the comparison list\r\n this._tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj);\r\n this._tuplePosNorm[indicePositionFromObj].idx.push(this._curPositionInIndices++);\r\n if (this._loadingOptions.optimizeWithUV) {\r\n this._tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj);\r\n }\r\n } else {\r\n //The tuple already exists\r\n //Add the index of the already existing tuple\r\n //At this index we can get the value of position, normal, color and uvs of vertex\r\n this._indicesForBabylon.push(_index);\r\n }\r\n }\r\n\r\n /**\r\n * Transform Vector() and BABYLON.Color() objects into numbers in an array\r\n */\r\n private _unwrapData() {\r\n //Every array has the same length\r\n for (let l = 0; l < this._wrappedPositionForBabylon.length; l++) {\r\n //Push the x, y, z values of each element in the unwrapped array\r\n this._unwrappedPositionsForBabylon.push(this._wrappedPositionForBabylon[l].x, this._wrappedPositionForBabylon[l].y, this._wrappedPositionForBabylon[l].z);\r\n this._unwrappedNormalsForBabylon.push(this._wrappedNormalsForBabylon[l].x, this._wrappedNormalsForBabylon[l].y, this._wrappedNormalsForBabylon[l].z);\r\n this._unwrappedUVForBabylon.push(this._wrappedUvsForBabylon[l].x, this._wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON\r\n if (this._loadingOptions.importVertexColors) {\r\n //Push the r, g, b, a values of each element in the unwrapped array\r\n this._unwrappedColorsForBabylon.push(\r\n this._wrappedColorsForBabylon[l].r,\r\n this._wrappedColorsForBabylon[l].g,\r\n this._wrappedColorsForBabylon[l].b,\r\n this._wrappedColorsForBabylon[l].a\r\n );\r\n }\r\n }\r\n // Reset arrays for the next new meshes\r\n this._wrappedPositionForBabylon = [];\r\n this._wrappedNormalsForBabylon = [];\r\n this._wrappedUvsForBabylon = [];\r\n this._wrappedColorsForBabylon = [];\r\n this._tuplePosNorm = [];\r\n this._curPositionInIndices = 0;\r\n }\r\n\r\n /**\r\n * Create triangles from polygons\r\n * It is important to notice that a triangle is a polygon\r\n * We get 5 patterns of face defined in OBJ File :\r\n * facePattern1 = [\"1\",\"2\",\"3\",\"4\",\"5\",\"6\"]\r\n * facePattern2 = [\"1/1\",\"2/2\",\"3/3\",\"4/4\",\"5/5\",\"6/6\"]\r\n * facePattern3 = [\"1/1/1\",\"2/2/2\",\"3/3/3\",\"4/4/4\",\"5/5/5\",\"6/6/6\"]\r\n * facePattern4 = [\"1//1\",\"2//2\",\"3//3\",\"4//4\",\"5//5\",\"6//6\"]\r\n * facePattern5 = [\"-1/-1/-1\",\"-2/-2/-2\",\"-3/-3/-3\",\"-4/-4/-4\",\"-5/-5/-5\",\"-6/-6/-6\"]\r\n * Each pattern is divided by the same method\r\n * @param faces Array[String] The indices of elements\r\n * @param v Integer The variable to increment\r\n */\r\n private _getTriangles(faces: Array<string>, v: number) {\r\n //Work for each element of the array\r\n for (let faceIndex = v; faceIndex < faces.length - 1; faceIndex++) {\r\n //Add on the triangle variable the indexes to obtain triangles\r\n this._triangles.push(faces[0], faces[faceIndex], faces[faceIndex + 1]);\r\n }\r\n\r\n //Result obtained after 2 iterations:\r\n //Pattern1 => triangle = [\"1\",\"2\",\"3\",\"1\",\"3\",\"4\"];\r\n //Pattern2 => triangle = [\"1/1\",\"2/2\",\"3/3\",\"1/1\",\"3/3\",\"4/4\"];\r\n //Pattern3 => triangle = [\"1/1/1\",\"2/2/2\",\"3/3/3\",\"1/1/1\",\"3/3/3\",\"4/4/4\"];\r\n //Pattern4 => triangle = [\"1//1\",\"2//2\",\"3//3\",\"1//1\",\"3//3\",\"4//4\"];\r\n //Pattern5 => triangle = [\"-1/-1/-1\",\"-2/-2/-2\",\"-3/-3/-3\",\"-1/-1/-1\",\"-3/-3/-3\",\"-4/-4/-4\"];\r\n }\r\n\r\n /**\r\n * Create triangles and push the data for each polygon for the pattern 1\r\n * In this pattern we get vertice positions\r\n * @param face\r\n * @param v\r\n */\r\n private _setDataForCurrentFaceWithPattern1(face: Array<string>, v: number) {\r\n //Get the indices of triangles for each polygon\r\n this._getTriangles(face, v);\r\n //For each element in the triangles array.\r\n //This var could contains 1 to an infinity of triangles\r\n for (let k = 0; k < this._triangles.length; k++) {\r\n // Set position indice\r\n const indicePositionFromObj = parseInt(this._triangles[k]) - 1;\r\n\r\n this._setData(\r\n indicePositionFromObj,\r\n 0,\r\n 0, // In the pattern 1, normals and uvs are not defined\r\n this._positions[indicePositionFromObj], // Get the vectors data\r\n Vector2.Zero(),\r\n Vector3.Up(), // Create default vectors\r\n this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined\r\n );\r\n }\r\n //Reset variable for the next line\r\n this._triangles = [];\r\n }\r\n\r\n /**\r\n * Create triangles and push the data for each polygon for the pattern 2\r\n * In this pattern we get vertice positions and uvsu\r\n * @param face\r\n * @param v\r\n */\r\n private _setDataForCurrentFaceWithPattern2(face: Array<string>, v: number) {\r\n //Get the indices of triangles for each polygon\r\n this._getTriangles(face, v);\r\n for (let k = 0; k < this._triangles.length; k++) {\r\n //triangle[k] = \"1/1\"\r\n //Split the data for getting position and uv\r\n const point = this._triangles[k].split(\"/\"); // [\"1\", \"1\"]\r\n //Set position indice\r\n const indicePositionFromObj = parseInt(point[0]) - 1;\r\n //Set uv indice\r\n const indiceUvsFromObj = parseInt(point[1]) - 1;\r\n\r\n this._setData(\r\n indicePositionFromObj,\r\n indiceUvsFromObj,\r\n 0, //Default value for normals\r\n this._positions[indicePositionFromObj], //Get the values for each element\r\n this._uvs[indiceUvsFromObj],\r\n Vector3.Up(), //Default value for normals\r\n this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined\r\n );\r\n }\r\n\r\n //Reset variable for the next line\r\n this._triangles = [];\r\n }\r\n\r\n /**\r\n * Create triangles and push the data for each polygon for the pattern 3\r\n * In this pattern we get vertice positions, uvs and normals\r\n * @param face\r\n * @param v\r\n */\r\n private _setDataForCurrentFaceWithPattern3(face: Array<string>, v: number) {\r\n //Get the indices of triangles for each polygon\r\n this._getTriangles(face, v);\r\n\r\n for (let k = 0; k < this._triangles.length; k++) {\r\n //triangle[k] = \"1/1/1\"\r\n //Split the data for getting position, uv, and normals\r\n const point = this._triangles[k].split(\"/\"); // [\"1\", \"1\", \"1\"]\r\n // Set position indice\r\n const indicePositionFromObj = parseInt(point[0]) - 1;\r\n // Set uv indice\r\n const indiceUvsFromObj = parseInt(point[1]) - 1;\r\n // Set normal indice\r\n const indiceNormalFromObj = parseInt(point[2]) - 1;\r\n\r\n this._setData(\r\n indicePositionFromObj,\r\n indiceUvsFromObj,\r\n indiceNormalFromObj,\r\n this._positions[indicePositionFromObj],\r\n this._uvs[indiceUvsFromObj],\r\n this._normals[indiceNormalFromObj] //Set the vector for each component\r\n );\r\n }\r\n //Reset variable for the next line\r\n this._triangles = [];\r\n }\r\n\r\n /**\r\n * Create triangles and push the data for each polygon for the pattern 4\r\n * In this pattern we get vertice positions and normals\r\n * @param face\r\n * @param v\r\n */\r\n private _setDataForCurrentFaceWithPattern4(face: Array<string>, v: number) {\r\n this._getTriangles(face, v);\r\n\r\n for (let k = 0; k < this._triangles.length; k++) {\r\n //triangle[k] = \"1//1\"\r\n //Split the data for getting position and normals\r\n const point = this._triangles[k].split(\"//\"); // [\"1\", \"1\"]\r\n // We check indices, and normals\r\n const indicePositionFromObj = parseInt(point[0]) - 1;\r\n const indiceNormalFromObj = parseInt(point[1]) - 1;\r\n\r\n this._setData(\r\n indicePositionFromObj,\r\n 1, //Default value for uv\r\n indiceNormalFromObj,\r\n this._positions[indicePositionFromObj], //Get each vector of data\r\n Vector2.Zero(),\r\n this._normals[indiceNormalFromObj],\r\n this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined\r\n );\r\n }\r\n //Reset variable for the next line\r\n this._triangles = [];\r\n }\r\n\r\n /*\r\n * Create triangles and push the data for each polygon for the pattern 3\r\n * In this pattern we get vertice positions, uvs and normals\r\n * @param face\r\n * @param v\r\n */\r\n private _setDataForCurrentFaceWithPattern5(face: Array<string>, v: number) {\r\n //Get the indices of triangles for each polygon\r\n this._getTriangles(face, v);\r\n\r\n for (let k = 0; k < this._triangles.length; k++) {\r\n //triangle[k] = \"-1/-1/-1\"\r\n //Split the data for getting position, uv, and normals\r\n const point = this._triangles[k].split(\"/\"); // [\"-1\", \"-1\", \"-1\"]\r\n // Set position indice\r\n const indicePositionFromObj = this._positions.length + parseInt(point[0]);\r\n // Set uv indice\r\n const indiceUvsFromObj = this._uvs.length + parseInt(point[1]);\r\n // Set normal indice\r\n const indiceNormalFromObj = this._normals.length + parseInt(point[2]);\r\n\r\n this._setData(\r\n indicePositionFromObj,\r\n indiceUvsFromObj,\r\n indiceNormalFromObj,\r\n this._positions[indicePositionFromObj],\r\n this._uvs[indiceUvsFromObj],\r\n this._normals[indiceNormalFromObj], //Set the vector for each component\r\n this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined\r\n );\r\n }\r\n //Reset variable for the next line\r\n this._triangles = [];\r\n }\r\n\r\n private _addPreviousObjMesh() {\r\n //Check if it is not the first mesh. Otherwise we don't have data.\r\n if (this._meshesFromObj.length > 0) {\r\n //Get the previous mesh for applying the data about the faces\r\n //=> in obj file, faces definition append after the name of the mesh\r\n this._handledMesh = this._meshesFromObj[this._meshesFromObj.length - 1];\r\n\r\n //Set the data into Array for the mesh\r\n this._unwrapData();\r\n\r\n // Reverse tab. Otherwise face are displayed in the wrong sens\r\n this._indicesForBabylon.reverse();\r\n //Set the information for the mesh\r\n //Slice the array to avoid rewriting because of the fact this is the same var which be rewrited\r\n this._handledMesh.indices = this._indicesForBabylon.slice();\r\n this._handledMesh.positions = this._unwrappedPositionsForBabylon.slice();\r\n this._handledMesh.normals = this._unwrappedNormalsForBabylon.slice();\r\n this._handledMesh.uvs = this._unwrappedUVForBabylon.slice();\r\n\r\n if (this._loadingOptions.importVertexColors) {\r\n this._handledMesh.colors = this._unwrappedColorsForBabylon.slice();\r\n }\r\n\r\n //Reset the array for the next mesh\r\n this._indicesForBabylon = [];\r\n this._unwrappedPositionsForBabylon = [];\r\n this._unwrappedColorsForBabylon = [];\r\n this._unwrappedNormalsForBabylon = [];\r\n this._unwrappedUVForBabylon = [];\r\n }\r\n }\r\n\r\n private _optimizeNormals(mesh: AbstractMesh): void {\r\n const positions = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n const normals = mesh.getVerticesData(VertexBuffer.NormalKind);\r\n const mapVertices: { [key: string]: number[] } = {};\r\n\r\n if (!positions || !normals) {\r\n return;\r\n }\r\n\r\n for (let i = 0; i < positions.length / 3; i++) {\r\n const x = positions[i * 3 + 0];\r\n const y = positions[i * 3 + 1];\r\n const z = positions[i * 3 + 2];\r\n const key = x + \"_\" + y + \"_\" + z;\r\n\r\n let lst = mapVertices[key];\r\n if (!lst) {\r\n lst = [];\r\n mapVertices[key] = lst;\r\n }\r\n lst.push(i);\r\n }\r\n\r\n const normal = new Vector3();\r\n for (const key in mapVertices) {\r\n const lst = mapVertices[key];\r\n if (lst.length < 2) {\r\n continue;\r\n }\r\n\r\n const v0Idx = lst[0];\r\n for (let i = 1; i < lst.length; ++i) {\r\n const vIdx = lst[i];\r\n normals[v0Idx * 3 + 0] += normals[vIdx * 3 + 0];\r\n normals[v0Idx * 3 + 1] += normals[vIdx * 3 + 1];\r\n normals[v0Idx * 3 + 2] += normals[vIdx * 3 + 2];\r\n }\r\n\r\n normal.copyFromFloats(normals[v0Idx * 3 + 0], normals[v0Idx * 3 + 1], normals[v0Idx * 3 + 2]);\r\n normal.normalize();\r\n\r\n for (let i = 0; i < lst.length; ++i) {\r\n const vIdx = lst[i];\r\n normals[vIdx * 3 + 0] = normal.x;\r\n normals[vIdx * 3 + 1] = normal.y;\r\n normals[vIdx * 3 + 2] = normal.z;\r\n }\r\n }\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n }\r\n\r\n /**\r\n * Function used to parse an OBJ string\r\n * @param meshesNames defines the list of meshes to load (all if not defined)\r\n * @param data defines the OBJ string\r\n * @param scene defines the hosting scene\r\n * @param assetContainer defines the asset container to load data in\r\n * @param onFileToLoadFound defines a callback that will be called if a MTL file is found\r\n */\r\n public parse(meshesNames: any, data: string, scene: Scene, assetContainer: Nullable<AssetContainer>, onFileToLoadFound: (fileToLoad: string) => void): void {\r\n // Split the file into lines\r\n const lines = data.split(\"\\n\");\r\n // Look at each line\r\n for (let i = 0; i < lines.length; i++) {\r\n const line = lines[i].trim().replace(/\\s\\s/g, \" \");\r\n let result;\r\n\r\n // Comment or newLine\r\n if (line.length === 0 || line.charAt(0) === \"#\") {\r\n continue;\r\n\r\n //Get information about one position possible for the vertices\r\n } else if (SolidParser.VertexPattern.test(line)) {\r\n result = line.match(/[^ ]+/g)!; // match will return non-null due to passing regex pattern\r\n\r\n // Value of result with line: \"v 1.0 2.0 3.0\"\r\n // [\"v\", \"1.0\", \"2.0\", \"3.0\"]\r\n // Create a Vector3 with the position x, y, z\r\n this._positions.push(new Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));\r\n\r\n if (this._loadingOptions.importVertexColors) {\r\n if (result.length >= 7) {\r\n const r = parseFloat(result[4]);\r\n const g = parseFloat(result[5]);\r\n const b = parseFloat(result[6]);\r\n\r\n this._colors.push(\r\n new Color4(r > 1 ? r / 255 : r, g > 1 ? g / 255 : g, b > 1 ? b / 255 : b, result.length === 7 || result[7] === undefined ? 1 : parseFloat(result[7]))\r\n );\r\n } else {\r\n // TODO: maybe push NULL and if all are NULL to skip (and remove grayColor var).\r\n this._colors.push(this._grayColor);\r\n }\r\n }\r\n } else if ((result = SolidParser.NormalPattern.exec(line)) !== null) {\r\n //Create a Vector3 with the normals x, y, z\r\n //Value of result\r\n // [\"vn 1.0 2.0 3.0\", \"1.0\", \"2.0\", \"3.0\"]\r\n //Add the Vector in the list of normals\r\n this._normals.push(new Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));\r\n } else if ((result = SolidParser.UVPattern.exec(line)) !== null) {\r\n //Create a Vector2 with the normals u, v\r\n //Value of result\r\n // [\"vt 0.1 0.2 0.3\", \"0.1\", \"0.2\"]\r\n //Add the Vector in the list of uvs\r\n this._uvs.push(new Vector2(parseFloat(result[1]) * this._loadingOptions.UVScaling.x, parseFloat(result[2]) * this._loadingOptions.UVScaling.y));\r\n\r\n //Identify patterns of faces\r\n //Face could be defined in different type of pattern\r\n } else if ((result = SolidParser.FacePattern3.exec(line)) !== null) {\r\n //Value of result:\r\n //[\"f 1/1/1 2/2/2 3/3/3\", \"1/1/1 2/2/2 3/3/3\"...]\r\n\r\n //Set the data for this face\r\n this._setDataForCurrentFaceWithPattern3(\r\n result[1].trim().split(\" \"), // [\"1/1/1\", \"2/2/2\", \"3/3/3\"]\r\n 1\r\n );\r\n } else if ((result = SolidParser.FacePattern4.exec(line)) !== null) {\r\n //Value of result:\r\n //[\"f 1//1 2//2 3//3\", \"1//1 2//2 3//3\"...]\r\n\r\n //Set the data for this face\r\n this._setDataForCurrentFaceWithPattern4(\r\n result[1].trim().split(\" \"), // [\"1//1\", \"2//2\", \"3//3\"]\r\n 1\r\n );\r\n } else if ((result = SolidParser.FacePattern5.exec(line)) !== null) {\r\n //Value of result:\r\n //[\"f -1/-1/-1 -2/-2/-2 -3/-3/-3\", \"-1/-1/-1 -2/-2/-2 -3/-3/-3\"...]\r\n\r\n //Set the data for this face\r\n this._setDataForCurrentFaceWithPattern5(\r\n result[1].trim().split(\" \"), // [\"-1/-1/-1\", \"-2/-2/-2\", \"-3/-3/-3\"]\r\n 1\r\n );\r\n } else if ((result = SolidParser.FacePattern2.exec(line)) !== null) {\r\n //Value of result:\r\n //[\"f 1/1 2/2 3/3\", \"1/1 2/2 3/3\"...]\r\n\r\n //Set the data for this face\r\n this._setDataForCurrentFaceWithPattern2(\r\n result[1].trim().split(\" \"), // [\"1/1\", \"2/2\", \"3/3\"]\r\n 1\r\n );\r\n } else if ((result = SolidParser.FacePattern1.exec(line)) !== null) {\r\n //Value of result\r\n //[\"f 1 2 3\", \"1 2 3\"...]\r\n\r\n //Set the data for this face\r\n this._setDataForCurrentFaceWithPattern1(\r\n result[1].trim().split(\" \"), // [\"1\", \"2\", \"3\"]\r\n 1\r\n );\r\n\r\n // Define a mesh or an object\r\n // Each time this keyword is analysed, create a new Object with all data for creating a babylonMesh\r\n } else if (SolidParser.GroupDescriptor.test(line) || SolidParser.ObjectDescriptor.test(line)) {\r\n // Create a new mesh corresponding to the name of the group.\r\n // Definition of the mesh\r\n const objMesh: MeshObject = {\r\n name: line.substring(2).trim(), //Set the name of the current obj mesh\r\n indices: undefined,\r\n positions: undefined,\r\n normals: undefined,\r\n uvs: undefined,\r\n colors: undefined,\r\n materialName: this._materialNameFromObj,\r\n };\r\n this._addPreviousObjMesh();\r\n\r\n //Push the last mesh created with only the name\r\n this._meshesFromObj.push(objMesh);\r\n\r\n //Set this variable to indicate that now meshesFromObj has objects defined inside\r\n this._hasMeshes = true;\r\n this._isFirstMaterial = true;\r\n this._increment = 1;\r\n //Keyword for applying a material\r\n } else if (SolidParser.UseMtlDescriptor.test(line)) {\r\n //Get the name of the material\r\n this._materialNameFromObj = line.substring(7).trim();\r\n\r\n //If this new material is in the same mesh\r\n\r\n if (!this._isFirstMaterial || !this._hasMeshes) {\r\n //Set the data for the previous mesh\r\n this._addPreviousObjMesh();\r\n //Create a new mesh\r\n const objMesh: MeshObject =\r\n //Set the name of the current obj mesh\r\n {\r\n name: (this._objMeshName || \"mesh\") + \"_mm\" + this._increment.toString(), //Set the name of the current obj mesh\r\n indices: undefined,\r\n positions: undefined,\r\n normals: undefined,\r\n uvs: undefined,\r\n colors: undefined,\r\n materialName: this._materialNameFromObj,\r\n };\r\n this._increment++;\r\n //If meshes are already defined\r\n this._meshesFromObj.push(objMesh);\r\n this._hasMeshes = true;\r\n }\r\n //Set the material name if the previous line define a mesh\r\n\r\n if (this._hasMeshes && this._isFirstMaterial) {\r\n //Set the material name to the previous mesh (1 material per mesh)\r\n this._meshesFromObj[this._meshesFromObj.length - 1].materialName = this._materialNameFromObj;\r\n this._isFirstMaterial = false;\r\n }\r\n // Keyword for loading the mtl file\r\n } else if (SolidParser.MtlLibGroupDescriptor.test(line)) {\r\n // Get the name of mtl file\r\n onFileToLoadFound(line.substring(7).trim());\r\n\r\n // Apply smoothing\r\n } else if (SolidParser.SmoothDescriptor.test(line)) {\r\n // smooth shading => apply smoothing\r\n // Today I don't know it work with babylon and with obj.\r\n // With the obj file an integer is set\r\n } else {\r\n //If there is another possibility\r\n console.log(\"Unhandled expression at line : \" + line);\r\n }\r\n }\r\n\r\n // At the end of the file, add the last mesh into the meshesFromObj array\r\n if (this._hasMeshes) {\r\n // Set the data for the last mesh\r\n this._handledMesh = this._meshesFromObj[this._meshesFromObj.length - 1];\r\n\r\n //Reverse indices for displaying faces in the good sense\r\n this._indicesForBabylon.reverse();\r\n //Get the good array\r\n this._unwrapData();\r\n //Set array\r\n this._handledMesh.indices = this._indicesForBabylon;\r\n this._handledMesh.positions = this._unwrappedPositionsForBabylon;\r\n this._handledMesh.normals = this._unwrappedNormalsForBabylon;\r\n this._handledMesh.uvs = this._unwrappedUVForBabylon;\r\n\r\n if (this._loadingOptions.importVertexColors) {\r\n this._handledMesh.colors = this._unwrappedColorsForBabylon;\r\n }\r\n }\r\n\r\n // If any o or g keyword not found, create a mesh with a random id\r\n if (!this._hasMeshes) {\r\n let newMaterial: Nullable<StandardMaterial> = null;\r\n if (this._indicesForBabylon.length) {\r\n // reverse tab of indices\r\n this._indicesForBabylon.reverse();\r\n //Get positions normals uvs\r\n this._unwrapData();\r\n } else {\r\n // There is no indices in the file. We will have to switch to point cloud rendering\r\n for (const pos of this._positions) {\r\n this._unwrappedPositionsForBabylon.push(pos.x, pos.y, pos.z);\r\n }\r\n\r\n if (this._normals.length) {\r\n for (const normal of this._normals) {\r\n this._unwrappedNormalsForBabylon.push(normal.x, normal.y, normal.z);\r\n }\r\n }\r\n\r\n if (this._uvs.length) {\r\n for (const uv of this._uvs) {\r\n this._unwrappedUVForBabylon.push(uv.x, uv.y);\r\n }\r\n }\r\n\r\n if (this._colors.length) {\r\n for (const color of this._colors) {\r\n this._unwrappedColorsForBabylon.push(color.r, color.g, color.b, color.a);\r\n }\r\n }\r\n\r\n if (!this._materialNameFromObj) {\r\n // Create a material with point cloud on\r\n newMaterial = new StandardMaterial(Geometry.RandomId(), scene);\r\n\r\n newMaterial.pointsCloud = true;\r\n\r\n this._materialNameFromObj = newMaterial.name;\r\n\r\n if (!this._normals.length) {\r\n newMaterial.disableLighting = true;\r\n newMaterial.emissiveColor = Color3.White();\r\n }\r\n }\r\n }\r\n\r\n //Set data for one mesh\r\n this._meshesFromObj.push({\r\n name: Geometry.RandomId(),\r\n indices: this._indicesForBabylon,\r\n positions: this._unwrappedPositionsForBabylon,\r\n colors: this._unwrappedColorsForBabylon,\r\n normals: this._unwrappedNormalsForBabylon,\r\n uvs: this._unwrappedUVForBabylon,\r\n materialName: this._materialNameFromObj,\r\n directMaterial: newMaterial,\r\n });\r\n }\r\n\r\n //Set data for each mesh\r\n for (let j = 0; j < this._meshesFromObj.length; j++) {\r\n //check meshesNames (stlFileLoader)\r\n if (meshesNames && this._meshesFromObj[j].name) {\r\n if (meshesNames instanceof Array) {\r\n if (meshesNames.indexOf(this._meshesFromObj[j].name) === -1) {\r\n continue;\r\n }\r\n } else {\r\n if (this._meshesFromObj[j].name !== meshesNames) {\r\n continue;\r\n }\r\n }\r\n }\r\n\r\n //Get the current mesh\r\n //Set the data with VertexBuffer for each mesh\r\n this._handledMesh = this._meshesFromObj[j];\r\n //Create a Mesh with the name of the obj mesh\r\n\r\n scene._blockEntityCollection = !!assetContainer;\r\n const babylonMesh = new Mesh(this._meshesFromObj[j].name, scene);\r\n babylonMesh._parentContainer = assetContainer;\r\n scene._blockEntityCollection = false;\r\n\r\n //Push the name of the material to an array\r\n //This is indispensable for the importMesh function\r\n this._materialToUse.push(this._meshesFromObj[j].materialName);\r\n\r\n if (this._handledMesh.positions?.length === 0) {\r\n //Push the mesh into an array\r\n this._babylonMeshesArray.push(babylonMesh);\r\n continue;\r\n }\r\n\r\n const vertexData: VertexData = new VertexData(); //The container for the values\r\n //Set the data for the babylonMesh\r\n vertexData.uvs = this._handledMesh.uvs as FloatArray;\r\n vertexData.indices = this._handledMesh.indices as IndicesArray;\r\n vertexData.positions = this._handledMesh.positions as FloatArray;\r\n if (this._loadingOptions.computeNormals) {\r\n const normals: Array<number> = new Array<number>();\r\n VertexData.ComputeNormals(this._handledMesh.positions, this._handledMesh.indices, normals);\r\n vertexData.normals = normals;\r\n } else {\r\n vertexData.normals = this._handledMesh.normals as FloatArray;\r\n }\r\n if (this._loadingOptions.importVertexColors) {\r\n vertexData.colors = this._handledMesh.colors as FloatArray;\r\n }\r\n //Set the data from the VertexBuffer to the current Mesh\r\n vertexData.applyToMesh(babylonMesh);\r\n if (this._loadingOptions.invertY) {\r\n babylonMesh.scaling.y *= -1;\r\n }\r\n if (this._loadingOptions.optimizeNormals) {\r\n this._optimizeNormals(babylonMesh);\r\n }\r\n\r\n //Push the mesh into an array\r\n this._babylonMeshesArray.push(babylonMesh);\r\n\r\n if (this._handledMesh.directMaterial) {\r\n babylonMesh.material = this._handledMesh.directMaterial;\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"solidParser.js","sourceRoot":"","sources":["../../../../../lts/loaders/generated/OBJ/solidParser.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,YAAY,EAAE,0CAA4B;AAEnD,OAAO,EAAE,gBAAgB,EAAE,sDAAwC;AACnE,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,4CAA8B;AACvD,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,6CAA+B;AAE1D,OAAO,EAAE,QAAQ,EAAE,2CAA6B;AAChD,OAAO,EAAE,IAAI,EAAE,uCAAyB;AACxC,OAAO,EAAE,UAAU,EAAE,kDAAoC;AAgBzD;;GAEG;AACH;IA2DI;;;;;OAKG;IACH,qBAAmB,aAAuB,EAAE,kBAA+B,EAAE,cAAiC;QAjCtG,eAAU,GAAmB,EAAE,CAAC,CAAC,sCAAsC;QACvE,aAAQ,GAAmB,EAAE,CAAC,CAAC,wBAAwB;QACvD,SAAI,GAAmB,EAAE,CAAC,CAAC,yBAAyB;QACpD,YAAO,GAAkB,EAAE,CAAC;QAC5B,mBAAc,GAAsB,EAAE,CAAC,CAAC,oCAAoC;QAE5E,uBAAkB,GAAkB,EAAE,CAAC,CAAC,oCAAoC;QAC5E,+BAA0B,GAAmB,EAAE,CAAC,CAAC,iCAAiC;QAClF,0BAAqB,GAAmB,EAAE,CAAC,CAAC,uDAAuD;QACnG,6BAAwB,GAAkB,EAAE,CAAC,CAAC,wDAAwD;QACtG,8BAAyB,GAAmB,EAAE,CAAC,CAAC,2DAA2D;QAC3G,kBAAa,GAA6E,EAAE,CAAC,CAAC,sEAAsE;QACpK,0BAAqB,GAAG,CAAC,CAAC;QAC1B,eAAU,GAAY,KAAK,CAAC,CAAC,gCAAgC;QAC7D,kCAA6B,GAAkB,EAAE,CAAC,CAAC,mDAAmD;QACtG,+BAA0B,GAAkB,EAAE,CAAC,CAAC,kDAAkD;QAClG,gCAA2B,GAAkB,EAAE,CAAC,CAAC,mDAAmD;QACpG,2BAAsB,GAAkB,EAAE,CAAC,CAAC,mDAAmD;QAC/F,eAAU,GAAkB,EAAE,CAAC,CAAC,iDAAiD;QACjF,yBAAoB,GAAW,EAAE,CAAC,CAAC,kCAAkC;QACrE,iBAAY,GAAW,EAAE,CAAC,CAAC,kCAAkC;QAC7D,eAAU,GAAW,CAAC,CAAC,CAAC,4CAA4C;QACpE,qBAAgB,GAAY,IAAI,CAAC;QACjC,eAAU,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;QAW9C,IAAI,CAAC,cAAc,GAAG,aAAa,CAAC;QACpC,IAAI,CAAC,mBAAmB,GAAG,kBAAkB,CAAC;QAC9C,IAAI,CAAC,eAAe,GAAG,cAAc,CAAC;IAC1C,CAAC;IAED;;;;;;;;OAQG;IACK,gCAAU,GAAlB,UAAmB,GAA0D,EAAE,GAAkB;QAC7F,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE;YACd,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,EAAE,OAAO,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,CAAC;SAC1C;QACD,IAAM,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;QAEhD,OAAO,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;IAClD,CAAC;IAEO,kCAAY,GAApB,UAAqB,GAA6E,EAAE,GAAkB;QAClH,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE;YACd,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,EAAE,OAAO,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;SAClD;QACD,IAAM,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;QAEhD,IAAI,GAAG,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE;YAC5C,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;SAC/B;QACD,OAAO,CAAC,CAAC,CAAC;IACd,CAAC;IAED;;;;;;;;;;;;;OAaG;IACK,8BAAQ,GAAhB,UACI,qBAA6B,EAC7B,gBAAwB,EACxB,mBAA2B,EAC3B,qBAA8B,EAC9B,oBAA6B,EAC7B,oBAA6B,EAC7B,qBAA8B;QAE9B,0DAA0D;QAC1D,IAAI,MAAc,CAAC;QACnB,IAAI,IAAI,CAAC,eAAe,CAAC,cAAc,EAAE;YACrC,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,aAAa,EAAE,CAAC,qBAAqB,EAAE,mBAAmB,EAAE,gBAAgB,CAAC,CAAC,CAAC;SAClH;aAAM;YACH,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,aAAa,EAAE,CAAC,qBAAqB,EAAE,mBAAmB,CAAC,CAAC,CAAC;SAC9F;QAED,kBAAkB;QAClB,IAAI,MAAM,KAAK,CAAC,CAAC,EAAE;YACf,oBAAoB;YACpB,6FAA6F;YAC7F,oCAAoC;YACpC,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,IAAI,CAAC,0BAA0B,CAAC,MAAM,CAAC,CAAC;YACrE,0CAA0C;YAC1C,kCAAkC;YAClC,IAAI,CAAC,0BAA0B,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YAC5D,0BAA0B;YAC1B,gCAAgC;YAChC,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;YACtD,8BAA8B;YAC9B,kCAAkC;YAClC,IAAI,CAAC,yBAAyB,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;YAE1D,IAAI,qBAAqB,KAAK,SAAS,EAAE;gBACrC,6BAA6B;gBAC7B,2CAA2C;gBAC3C,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;aAC7D;YAED,sCAAsC;YACtC,IAAI,CAAC,aAAa,CAAC,qBAAqB,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAC5E,IAAI,CAAC,aAAa,CAAC,qBAAqB,CAAC,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,qBAAqB,EAAE,CAAC,CAAC;YACjF,IAAI,IAAI,CAAC,eAAe,CAAC,cAAc,EAAE;gBACrC,IAAI,CAAC,aAAa,CAAC,qBAAqB,CAAC,CAAC,EAAE,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;aACvE;SACJ;aAAM;YACH,0BAA0B;YAC1B,6CAA6C;YAC7C,iFAAiF;YACjF,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;SACxC;IACL,CAAC;IAED;;OAEG;IACK,iCAAW,GAAnB;QACI,iCAAiC;QACjC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,0BAA0B,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC7D,gEAAgE;YAChE,IAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,0BAA0B,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,0BAA0B,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC1J,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,IAAI,CAAC,yBAAyB,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,yBAAyB,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,yBAAyB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACrJ,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,iDAAiD;YACrJ,IAAI,IAAI,CAAC,eAAe,CAAC,kBAAkB,EAAE;gBACzC,mEAAmE;gBACnE,IAAI,CAAC,0BAA0B,CAAC,IAAI,CAChC,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAC,CAAC,CAAC,EAClC,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAC,CAAC,CAAC,EAClC,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAC,CAAC,CAAC,EAClC,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAC,CAAC,CAAC,CACrC,CAAC;aACL;SACJ;QACD,uCAAuC;QACvC,IAAI,CAAC,0BAA0B,CAAC,MAAM,GAAG,CAAC,CAAC;QAC3C,IAAI,CAAC,yBAAyB,CAAC,MAAM,GAAG,CAAC,CAAC;QAC1C,IAAI,CAAC,qBAAqB,CAAC,MAAM,GAAG,CAAC,CAAC;QACtC,IAAI,CAAC,wBAAwB,CAAC,MAAM,GAAG,CAAC,CAAC;QACzC,IAAI,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,CAAC;QAC9B,IAAI,CAAC,qBAAqB,GAAG,CAAC,CAAC;IACnC,CAAC;IAED;;;;;;;;;;;;OAYG;IACK,mCAAa,GAArB,UAAsB,KAAoB,EAAE,CAAS;QACjD,oCAAoC;QACpC,KAAK,IAAI,SAAS,GAAG,CAAC,EAAE,SAAS,GAAG,KAAK,CAAC,MAAM,GAAG,CAAC,EAAE,SAAS,EAAE,EAAE;YAC/D,8DAA8D;YAC9D,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,SAAS,CAAC,EAAE,KAAK,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC,CAAC;SAC1E;QAED,qCAAqC;QACrC,mDAAmD;QACnD,+DAA+D;QAC/D,2EAA2E;QAC3E,qEAAqE;QACrE,6FAA6F;IACjG,CAAC;IAED;;;;;OAKG;IACK,wDAAkC,GAA1C,UAA2C,IAAmB,EAAE,CAAS;QACrE,+CAA+C;QAC/C,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;QAC5B,0CAA0C;QAC1C,uDAAuD;QACvD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC7C,sBAAsB;YACtB,IAAM,qBAAqB,GAAG,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YAE/D,IAAI,CAAC,QAAQ,CACT,qBAAqB,EACrB,CAAC,EACD,CAAC,EAAE,oDAAoD;YACvD,IAAI,CAAC,UAAU,CAAC,qBAAqB,CAAC,EAAE,uBAAuB;YAC/D,OAAO,CAAC,IAAI,EAAE,EACd,OAAO,CAAC,EAAE,EAAE,EAAE,yBAAyB;YACvC,IAAI,CAAC,eAAe,CAAC,kBAAkB,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,SAAS,CAC5F,CAAC;SACL;QACD,kCAAkC;QAClC,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,CAAC;IAC/B,CAAC;IAED;;;;;OAKG;IACK,wDAAkC,GAA1C,UAA2C,IAAmB,EAAE,CAAS;QACrE,+CAA+C;QAC/C,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;QAC5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC7C,qBAAqB;YACrB,4CAA4C;YAC5C,IAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,CAAC,aAAa;YAC1D,qBAAqB;YACrB,IAAM,qBAAqB,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YACrD,eAAe;YACf,IAAM,gBAAgB,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YAEhD,IAAI,CAAC,QAAQ,CACT,qBAAqB,EACrB,gBAAgB,EAChB,CAAC,EAAE,2BAA2B;YAC9B,IAAI,CAAC,UAAU,CAAC,qBAAqB,CAAC,EAAE,iCAAiC;YACzE,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,EAC3B,OAAO,CAAC,EAAE,EAAE,EAAE,2BAA2B;YACzC,IAAI,CAAC,eAAe,CAAC,kBAAkB,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,SAAS,CAC5F,CAAC;SACL;QAED,kCAAkC;QAClC,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,CAAC;IAC/B,CAAC;IAED;;;;;OAKG;IACK,wDAAkC,GAA1C,UAA2C,IAAmB,EAAE,CAAS;QACrE,+CAA+C;QAC/C,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;QAE5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC7C,uBAAuB;YACvB,sDAAsD;YACtD,IAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,CAAC,kBAAkB;YAC/D,sBAAsB;YACtB,IAAM,qBAAqB,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YACrD,gBAAgB;YAChB,IAAM,gBAAgB,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YAChD,oBAAoB;YACpB,IAAM,mBAAmB,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YAEnD,IAAI,CAAC,QAAQ,CACT,qBAAqB,EACrB,gBAAgB,EAChB,mBAAmB,EACnB,IAAI,CAAC,UAAU,CAAC,qBAAqB,CAAC,EACtC,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,EAC3B,IAAI,CAAC,QAAQ,CAAC,mBAAmB,CAAC,CAAC,mCAAmC;aACzE,CAAC;SACL;QACD,kCAAkC;QAClC,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,CAAC;IAC/B,CAAC;IAED;;;;;OAKG;IACK,wDAAkC,GAA1C,UAA2C,IAAmB,EAAE,CAAS;QACrE,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;QAE5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC7C,sBAAsB;YACtB,iDAAiD;YACjD,IAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,aAAa;YAC3D,gCAAgC;YAChC,IAAM,qBAAqB,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YACrD,IAAM,mBAAmB,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YAEnD,IAAI,CAAC,QAAQ,CACT,qBAAqB,EACrB,CAAC,EAAE,sBAAsB;YACzB,mBAAmB,EACnB,IAAI,CAAC,UAAU,CAAC,qBAAqB,CAAC,EAAE,yBAAyB;YACjE,OAAO,CAAC,IAAI,EAAE,EACd,IAAI,CAAC,QAAQ,CAAC,mBAAmB,CAAC,EAClC,IAAI,CAAC,eAAe,CAAC,kBAAkB,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,SAAS,CAC5F,CAAC;SACL;QACD,kCAAkC;QAClC,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,CAAC;IAC/B,CAAC;IAED;;;;;OAKG;IACK,wDAAkC,GAA1C,UAA2C,IAAmB,EAAE,CAAS;QACrE,+CAA+C;QAC/C,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;QAE5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC7C,0BAA0B;YAC1B,sDAAsD;YACtD,IAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,CAAC,qBAAqB;YAClE,sBAAsB;YACtB,IAAM,qBAAqB,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;YAC1E,gBAAgB;YAChB,IAAM,gBAAgB,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;YAC/D,oBAAoB;YACpB,IAAM,mBAAmB,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;YAEtE,IAAI,CAAC,QAAQ,CACT,qBAAqB,EACrB,gBAAgB,EAChB,mBAAmB,EACnB,IAAI,CAAC,UAAU,CAAC,qBAAqB,CAAC,EACtC,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,EAC3B,IAAI,CAAC,QAAQ,CAAC,mBAAmB,CAAC,EAAE,mCAAmC;YACvE,IAAI,CAAC,eAAe,CAAC,kBAAkB,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,SAAS,CAC5F,CAAC;SACL;QACD,kCAAkC;QAClC,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,CAAC;IAC/B,CAAC;IAEO,yCAAmB,GAA3B;QACI,kEAAkE;QAClE,IAAI,IAAI,CAAC,cAAc,CAAC,MAAM,GAAG,CAAC,EAAE;YAChC,6DAA6D;YAC7D,oEAAoE;YACpE,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,cAAc,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;YAExE,sCAAsC;YACtC,IAAI,CAAC,WAAW,EAAE,CAAC;YAEnB,8DAA8D;YAC9D,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,CAAC;YAClC,kCAAkC;YAClC,+FAA+F;YAC/F,IAAI,CAAC,YAAY,CAAC,OAAO,GAAG,IAAI,CAAC,kBAAkB,CAAC,KAAK,EAAE,CAAC;YAC5D,IAAI,CAAC,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,6BAA6B,CAAC,KAAK,EAAE,CAAC;YACzE,IAAI,CAAC,YAAY,CAAC,OAAO,GAAG,IAAI,CAAC,2BAA2B,CAAC,KAAK,EAAE,CAAC;YACrE,IAAI,CAAC,YAAY,CAAC,GAAG,GAAG,IAAI,CAAC,sBAAsB,CAAC,KAAK,EAAE,CAAC;YAE5D,IAAI,IAAI,CAAC,eAAe,CAAC,kBAAkB,EAAE;gBACzC,IAAI,CAAC,YAAY,CAAC,MAAM,GAAG,IAAI,CAAC,0BAA0B,CAAC,KAAK,EAAE,CAAC;aACtE;YAED,mCAAmC;YACnC,IAAI,CAAC,kBAAkB,CAAC,MAAM,GAAG,CAAC,CAAC;YACnC,IAAI,CAAC,6BAA6B,CAAC,MAAM,GAAG,CAAC,CAAC;YAC9C,IAAI,CAAC,0BAA0B,CAAC,MAAM,GAAG,CAAC,CAAC;YAC3C,IAAI,CAAC,2BAA2B,CAAC,MAAM,GAAG,CAAC,CAAC;YAC5C,IAAI,CAAC,sBAAsB,CAAC,MAAM,GAAG,CAAC,CAAC;SAC1C;IACL,CAAC;IAEO,sCAAgB,GAAxB,UAAyB,IAAkB;QACvC,IAAM,SAAS,GAAG,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;QAClE,IAAM,OAAO,GAAG,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;QAC9D,IAAM,WAAW,GAAgC,EAAE,CAAC;QAEpD,IAAI,CAAC,SAAS,IAAI,CAAC,OAAO,EAAE;YACxB,OAAO;SACV;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;YAC3C,IAAM,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YAC/B,IAAM,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YAC/B,IAAM,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YAC/B,IAAM,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC;YAElC,IAAI,GAAG,GAAG,WAAW,CAAC,GAAG,CAAC,CAAC;YAC3B,IAAI,CAAC,GAAG,EAAE;gBACN,GAAG,GAAG,EAAE,CAAC;gBACT,WAAW,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC;aAC1B;YACD,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;SACf;QAED,IAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;QAC7B,KAAK,IAAM,GAAG,IAAI,WAAW,EAAE;YAC3B,IAAM,GAAG,GAAG,WAAW,CAAC,GAAG,CAAC,CAAC;YAC7B,IAAI,GAAG,CAAC,MAAM,GAAG,CAAC,EAAE;gBAChB,SAAS;aACZ;YAED,IAAM,KAAK,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;YACrB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;gBACjC,IAAM,IAAI,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;gBACpB,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,OAAO,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;gBAChD,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,OAAO,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;gBAChD,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,OAAO,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;aACnD;YAED,MAAM,CAAC,cAAc,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YAC9F,MAAM,CAAC,SAAS,EAAE,CAAC;YAEnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;gBACjC,IAAM,IAAI,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;gBACpB,OAAO,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;gBACjC,OAAO,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;gBACjC,OAAO,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;aACpC;SACJ;QACD,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,UAAU,EAAE,OAAO,CAAC,CAAC;IAC3D,CAAC;IAED;;;;;;;OAOG;IACI,2BAAK,GAAZ,UAAa,WAAgB,EAAE,IAAY,EAAE,KAAY,EAAE,cAAwC,EAAE,iBAA+C;;QAChJ,4BAA4B;QAC5B,IAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;QAC/B,oBAAoB;QACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACnC,IAAM,IAAI,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,CAAC,CAAC;YACnD,IAAI,MAAM,SAAA,CAAC;YAEX,qBAAqB;YACrB,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,GAAG,EAAE;gBAC7C,SAAS;gBAET,8DAA8D;aACjE;iBAAM,IAAI,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE;gBAC7C,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAE,CAAC,CAAC,0DAA0D;gBAE1F,6CAA6C;gBAC7C,6BAA6B;gBAC7B,6CAA6C;gBAC7C,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAEvG,IAAI,IAAI,CAAC,eAAe,CAAC,kBAAkB,EAAE;oBACzC,IAAI,MAAM,CAAC,MAAM,IAAI,CAAC,EAAE;wBACpB,IAAM,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;wBAChC,IAAM,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;wBAChC,IAAM,CAAC,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;wBAEhC,IAAI,CAAC,OAAO,CAAC,IAAI,CACb,IAAI,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,MAAM,KAAK,CAAC,IAAI,MAAM,CAAC,CAAC,CAAC,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CACxJ,CAAC;qBACL;yBAAM;wBACH,gFAAgF;wBAChF,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;qBACtC;iBACJ;aACJ;iBAAM,IAAI,CAAC,MAAM,GAAG,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,KAAK,IAAI,EAAE;gBACjE,2CAA2C;gBAC3C,iBAAiB;gBACjB,0CAA0C;gBAC1C,uCAAuC;gBACvC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;aACxG;iBAAM,IAAI,CAAC,MAAM,GAAG,WAAW,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,KAAK,IAAI,EAAE;gBAC7D,wCAAwC;gBACxC,iBAAiB;gBACjB,mCAAmC;gBACnC,mCAAmC;gBACnC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,OAAO,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC;gBAEhJ,4BAA4B;gBAC5B,oDAAoD;aACvD;iBAAM,IAAI,CAAC,MAAM,GAAG,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,KAAK,IAAI,EAAE;gBAChE,kBAAkB;gBAClB,iDAAiD;gBAEjD,4BAA4B;gBAC5B,IAAI,CAAC,kCAAkC,CACnC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,KAAK,CAAC,GAAG,CAAC,EAAE,8BAA8B;gBAC3D,CAAC,CACJ,CAAC;aACL;iBAAM,IAAI,CAAC,MAAM,GAAG,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,KAAK,IAAI,EAAE;gBAChE,kBAAkB;gBAClB,2CAA2C;gBAE3C,4BAA4B;gBAC5B,IAAI,CAAC,kCAAkC,CACnC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,KAAK,CAAC,GAAG,CAAC,EAAE,2BAA2B;gBACxD,CAAC,CACJ,CAAC;aACL;iBAAM,IAAI,CAAC,MAAM,GAAG,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,KAAK,IAAI,EAAE;gBAChE,kBAAkB;gBAClB,mEAAmE;gBAEnE,4BAA4B;gBAC5B,IAAI,CAAC,kCAAkC,CACnC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,KAAK,CAAC,GAAG,CAAC,EAAE,uCAAuC;gBACpE,CAAC,CACJ,CAAC;aACL;iBAAM,IAAI,CAAC,MAAM,GAAG,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,KAAK,IAAI,EAAE;gBAChE,kBAAkB;gBAClB,qCAAqC;gBAErC,4BAA4B;gBAC5B,IAAI,CAAC,kCAAkC,CACnC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,KAAK,CAAC,GAAG,CAAC,EAAE,wBAAwB;gBACrD,CAAC,CACJ,CAAC;aACL;iBAAM,IAAI,CAAC,MAAM,GAAG,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,KAAK,IAAI,EAAE;gBAChE,iBAAiB;gBACjB,yBAAyB;gBAEzB,4BAA4B;gBAC5B,IAAI,CAAC,kCAAkC,CACnC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,KAAK,CAAC,GAAG,CAAC,EAAE,kBAAkB;gBAC/C,CAAC,CACJ,CAAC;gBAEF,6BAA6B;gBAC7B,mGAAmG;aACtG;iBAAM,IAAI,WAAW,CAAC,eAAe,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE;gBAC1F,4DAA4D;gBAC5D,yBAAyB;gBACzB,IAAM,OAAO,GAAe;oBACxB,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE;oBAC9B,OAAO,EAAE,SAAS;oBAClB,SAAS,EAAE,SAAS;oBACpB,OAAO,EAAE,SAAS;oBAClB,GAAG,EAAE,SAAS;oBACd,MAAM,EAAE,SAAS;oBACjB,YAAY,EAAE,IAAI,CAAC,oBAAoB;iBAC1C,CAAC;gBACF,IAAI,CAAC,mBAAmB,EAAE,CAAC;gBAE3B,+CAA+C;gBAC/C,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;gBAElC,iFAAiF;gBACjF,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;gBACvB,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;gBAC7B,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC;gBACpB,iCAAiC;aACpC;iBAAM,IAAI,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE;gBAChD,8BAA8B;gBAC9B,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC;gBAErD,0CAA0C;gBAE1C,IAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE;oBAC5C,oCAAoC;oBACpC,IAAI,CAAC,mBAAmB,EAAE,CAAC;oBAC3B,mBAAmB;oBACnB,IAAM,OAAO;oBACT,sCAAsC;oBACtC;wBACI,IAAI,EAAE,CAAC,IAAI,CAAC,YAAY,IAAI,MAAM,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,QAAQ,EAAE;wBACxE,OAAO,EAAE,SAAS;wBAClB,SAAS,EAAE,SAAS;wBACpB,OAAO,EAAE,SAAS;wBAClB,GAAG,EAAE,SAAS;wBACd,MAAM,EAAE,SAAS;wBACjB,YAAY,EAAE,IAAI,CAAC,oBAAoB;qBAC1C,CAAC;oBACN,IAAI,CAAC,UAAU,EAAE,CAAC;oBAClB,+BAA+B;oBAC/B,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;oBAClC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;iBAC1B;gBACD,0DAA0D;gBAE1D,IAAI,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,gBAAgB,EAAE;oBAC1C,kEAAkE;oBAClE,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,cAAc,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,YAAY,GAAG,IAAI,CAAC,oBAAoB,CAAC;oBAC7F,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;iBACjC;gBACD,mCAAmC;aACtC;iBAAM,IAAI,WAAW,CAAC,qBAAqB,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE;gBACrD,2BAA2B;gBAC3B,iBAAiB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC;gBAE5C,kBAAkB;aACrB;iBAAM,IAAI,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE;gBAChD,oCAAoC;gBACpC,wDAAwD;gBACxD,uCAAuC;aAC1C;iBAAM;gBACH,iCAAiC;gBACjC,OAAO,CAAC,GAAG,CAAC,iCAAiC,GAAG,IAAI,CAAC,CAAC;aACzD;SACJ;QAED,yEAAyE;QACzE,IAAI,IAAI,CAAC,UAAU,EAAE;YACjB,iCAAiC;YACjC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,cAAc,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;YAExE,wDAAwD;YACxD,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,CAAC;YAClC,oBAAoB;YACpB,IAAI,CAAC,WAAW,EAAE,CAAC;YACnB,WAAW;YACX,IAAI,CAAC,YAAY,CAAC,OAAO,GAAG,IAAI,CAAC,kBAAkB,CAAC;YACpD,IAAI,CAAC,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,6BAA6B,CAAC;YACjE,IAAI,CAAC,YAAY,CAAC,OAAO,GAAG,IAAI,CAAC,2BAA2B,CAAC;YAC7D,IAAI,CAAC,YAAY,CAAC,GAAG,GAAG,IAAI,CAAC,sBAAsB,CAAC;YAEpD,IAAI,IAAI,CAAC,eAAe,CAAC,kBAAkB,EAAE;gBACzC,IAAI,CAAC,YAAY,CAAC,MAAM,GAAG,IAAI,CAAC,0BAA0B,CAAC;aAC9D;SACJ;QAED,kEAAkE;QAClE,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE;YAClB,IAAI,WAAW,GAA+B,IAAI,CAAC;YACnD,IAAI,IAAI,CAAC,kBAAkB,CAAC,MAAM,EAAE;gBAChC,yBAAyB;gBACzB,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,CAAC;gBAClC,2BAA2B;gBAC3B,IAAI,CAAC,WAAW,EAAE,CAAC;aACtB;iBAAM;gBACH,mFAAmF;gBACnF,KAAkB,UAAe,EAAf,KAAA,IAAI,CAAC,UAAU,EAAf,cAAe,EAAf,IAAe,EAAE;oBAA9B,IAAM,GAAG,SAAA;oBACV,IAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;iBAChE;gBAED,IAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE;oBACtB,KAAqB,UAAa,EAAb,KAAA,IAAI,CAAC,QAAQ,EAAb,cAAa,EAAb,IAAa,EAAE;wBAA/B,IAAM,MAAM,SAAA;wBACb,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;qBACvE;iBACJ;gBAED,IAAI,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE;oBAClB,KAAiB,UAAS,EAAT,KAAA,IAAI,CAAC,IAAI,EAAT,cAAS,EAAT,IAAS,EAAE;wBAAvB,IAAM,EAAE,SAAA;wBACT,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;qBAChD;iBACJ;gBAED,IAAI,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE;oBACrB,KAAoB,UAAY,EAAZ,KAAA,IAAI,CAAC,OAAO,EAAZ,cAAY,EAAZ,IAAY,EAAE;wBAA7B,IAAM,KAAK,SAAA;wBACZ,IAAI,CAAC,0BAA0B,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC;qBAC5E;iBACJ;gBAED,IAAI,CAAC,IAAI,CAAC,oBAAoB,EAAE;oBAC5B,wCAAwC;oBACxC,WAAW,GAAG,IAAI,gBAAgB,CAAC,QAAQ,CAAC,QAAQ,EAAE,EAAE,KAAK,CAAC,CAAC;oBAE/D,WAAW,CAAC,WAAW,GAAG,IAAI,CAAC;oBAE/B,IAAI,CAAC,oBAAoB,GAAG,WAAW,CAAC,IAAI,CAAC;oBAE7C,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE;wBACvB,WAAW,CAAC,eAAe,GAAG,IAAI,CAAC;wBACnC,WAAW,CAAC,aAAa,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;qBAC9C;iBACJ;aACJ;YAED,uBAAuB;YACvB,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC;gBACrB,IAAI,EAAE,QAAQ,CAAC,QAAQ,EAAE;gBACzB,OAAO,EAAE,IAAI,CAAC,kBAAkB;gBAChC,SAAS,EAAE,IAAI,CAAC,6BAA6B;gBAC7C,MAAM,EAAE,IAAI,CAAC,0BAA0B;gBACvC,OAAO,EAAE,IAAI,CAAC,2BAA2B;gBACzC,GAAG,EAAE,IAAI,CAAC,sBAAsB;gBAChC,YAAY,EAAE,IAAI,CAAC,oBAAoB;gBACvC,cAAc,EAAE,WAAW;aAC9B,CAAC,CAAC;SACN;QAED,wBAAwB;QACxB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACjD,mCAAmC;YACnC,IAAI,WAAW,IAAI,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE;gBAC5C,IAAI,WAAW,YAAY,KAAK,EAAE;oBAC9B,IAAI,WAAW,CAAC,OAAO,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE;wBACzD,SAAS;qBACZ;iBACJ;qBAAM;oBACH,IAAI,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,WAAW,EAAE;wBAC7C,SAAS;qBACZ;iBACJ;aACJ;YAED,sBAAsB;YACtB,8CAA8C;YAC9C,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;YAC3C,6CAA6C;YAE7C,KAAK,CAAC,sBAAsB,GAAG,CAAC,CAAC,cAAc,CAAC;YAChD,IAAM,WAAW,GAAG,IAAI,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;YACjE,WAAW,CAAC,gBAAgB,GAAG,cAAc,CAAC;YAC9C,KAAK,CAAC,sBAAsB,GAAG,KAAK,CAAC;YAErC,2CAA2C;YAC3C,mDAAmD;YACnD,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC;YAE9D,IAAI,CAAA,MAAA,IAAI,CAAC,YAAY,CAAC,SAAS,0CAAE,MAAM,MAAK,CAAC,EAAE;gBAC3C,6BAA6B;gBAC7B,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;gBAC3C,SAAS;aACZ;YAED,IAAM,UAAU,GAAe,IAAI,UAAU,EAAE,CAAC,CAAC,8BAA8B;YAC/E,kCAAkC;YAClC,UAAU,CAAC,GAAG,GAAG,IAAI,CAAC,YAAY,CAAC,GAAiB,CAAC;YACrD,UAAU,CAAC,OAAO,GAAG,IAAI,CAAC,YAAY,CAAC,OAAuB,CAAC;YAC/D,UAAU,CAAC,SAAS,GAAG,IAAI,CAAC,YAAY,CAAC,SAAuB,CAAC;YACjE,IAAI,IAAI,CAAC,eAAe,CAAC,cAAc,EAAE;gBACrC,IAAM,OAAO,GAAkB,IAAI,KAAK,EAAU,CAAC;gBACnD,UAAU,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,SAAS,EAAE,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC;gBAC3F,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;aAChC;iBAAM;gBACH,UAAU,CAAC,OAAO,GAAG,IAAI,CAAC,YAAY,CAAC,OAAqB,CAAC;aAChE;YACD,IAAI,IAAI,CAAC,eAAe,CAAC,kBAAkB,EAAE;gBACzC,UAAU,CAAC,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC,MAAoB,CAAC;aAC9D;YACD,wDAAwD;YACxD,UAAU,CAAC,WAAW,CAAC,WAAW,CAAC,CAAC;YACpC,IAAI,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE;gBAC9B,WAAW,CAAC,OAAO,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;aAC/B;YACD,IAAI,IAAI,CAAC,eAAe,CAAC,eAAe,EAAE;gBACtC,IAAI,CAAC,gBAAgB,CAAC,WAAW,CAAC,CAAC;aACtC;YAED,6BAA6B;YAC7B,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;YAE3C,IAAI,IAAI,CAAC,YAAY,CAAC,cAAc,EAAE;gBAClC,WAAW,CAAC,QAAQ,GAAG,IAAI,CAAC,YAAY,CAAC,cAAc,CAAC;aAC3D;SACJ;IACL,CAAC;IAxxBD,aAAa;IACb,wBAAwB;IACV,4BAAgB,GAAG,IAAI,CAAC;IACtC,uBAAuB;IACT,2BAAe,GAAG,IAAI,CAAC;IACrC,8BAA8B;IAChB,iCAAqB,GAAG,UAAU,CAAC;IACjD,gCAAgC;IAClB,4BAAgB,GAAG,UAAU,CAAC;IAC5C,wBAAwB;IACV,4BAAgB,GAAG,KAAK,CAAC;IAEvC,WAAW;IACX,sCAAsC;IACxB,yBAAa,GAAG,6BAA6B,CAAC;IAC5D,sCAAsC;IACxB,yBAAa,GAAG,iEAAiE,CAAC;IAChG,sCAAsC;IACxB,qBAAS,GAAG,6CAA6C,CAAC;IACxE,2EAA2E;IAC7D,wBAAY,GAAG,4BAA4B,CAAC;IAC1D,wFAAwF;IAC1E,wBAAY,GAAG,wCAAwC,CAAC;IACtE,4GAA4G;IAC9F,wBAAY,GAAG,kDAAkD,CAAC;IAChF,mGAAmG;IACrF,wBAAY,GAAG,0CAA0C,CAAC;IACxE,qHAAqH;IACvG,wBAAY,GAAG,qDAAqD,CAAC;IA6vBvF,kBAAC;CAAA,AA1xBD,IA0xBC;SA1xBY,WAAW","sourcesContent":["import type { AssetContainer } from \"core/assetContainer\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport { Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Geometry } from \"core/Meshes/geometry\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { VertexData } from \"core/Meshes/mesh.vertexData\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { FloatArray, IndicesArray, Nullable } from \"core/types\";\r\nimport type { OBJLoadingOptions } from \"./objLoadingOptions\";\r\n\r\ntype MeshObject = {\r\n name: string;\r\n indices?: Array<number>;\r\n positions?: Array<number>;\r\n normals?: Array<number>;\r\n colors?: Array<number>;\r\n uvs?: Array<number>;\r\n materialName: string;\r\n directMaterial?: Nullable<Material>;\r\n};\r\n\r\n/**\r\n * Class used to load mesh data from OBJ content\r\n */\r\nexport class SolidParser {\r\n // Descriptor\r\n /** Object descriptor */\r\n public static ObjectDescriptor = /^o/;\r\n /** Group descriptor */\r\n public static GroupDescriptor = /^g/;\r\n /** Material lib descriptor */\r\n public static MtlLibGroupDescriptor = /^mtllib /;\r\n /** Use a material descriptor */\r\n public static UseMtlDescriptor = /^usemtl /;\r\n /** Smooth descriptor */\r\n public static SmoothDescriptor = /^s /;\r\n\r\n // Patterns\r\n /** Pattern used to detect a vertex */\r\n public static VertexPattern = /v(\\s+[\\d|.|+|\\-|e|E]+){3,7}/;\r\n /** Pattern used to detect a normal */\r\n public static NormalPattern = /vn(\\s+[\\d|.|+|\\-|e|E]+)( +[\\d|.|+|\\-|e|E]+)( +[\\d|.|+|\\-|e|E]+)/;\r\n /** Pattern used to detect a UV set */\r\n public static UVPattern = /vt(\\s+[\\d|.|+|\\-|e|E]+)( +[\\d|.|+|\\-|e|E]+)/;\r\n /** Pattern used to detect a first kind of face (f vertex vertex vertex) */\r\n public static FacePattern1 = /f\\s+(([\\d]{1,}[\\s]?){3,})+/;\r\n /** Pattern used to detect a second kind of face (f vertex/uvs vertex/uvs vertex/uvs) */\r\n public static FacePattern2 = /f\\s+((([\\d]{1,}\\/[\\d]{1,}[\\s]?){3,})+)/;\r\n /** Pattern used to detect a third kind of face (f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal) */\r\n public static FacePattern3 = /f\\s+((([\\d]{1,}\\/[\\d]{1,}\\/[\\d]{1,}[\\s]?){3,})+)/;\r\n /** Pattern used to detect a fourth kind of face (f vertex//normal vertex//normal vertex//normal)*/\r\n public static FacePattern4 = /f\\s+((([\\d]{1,}\\/\\/[\\d]{1,}[\\s]?){3,})+)/;\r\n /** Pattern used to detect a fifth kind of face (f -vertex/-uvs/-normal -vertex/-uvs/-normal -vertex/-uvs/-normal) */\r\n public static FacePattern5 = /f\\s+(((-[\\d]{1,}\\/-[\\d]{1,}\\/-[\\d]{1,}[\\s]?){3,})+)/;\r\n\r\n private _loadingOptions: OBJLoadingOptions;\r\n private _positions: Array<Vector3> = []; //values for the positions of vertices\r\n private _normals: Array<Vector3> = []; //Values for the normals\r\n private _uvs: Array<Vector2> = []; //Values for the textures\r\n private _colors: Array<Color4> = [];\r\n private _meshesFromObj: Array<MeshObject> = []; //[mesh] Contains all the obj meshes\r\n private _handledMesh: MeshObject; //The current mesh of meshes array\r\n private _indicesForBabylon: Array<number> = []; //The list of indices for VertexData\r\n private _wrappedPositionForBabylon: Array<Vector3> = []; //The list of position in vectors\r\n private _wrappedUvsForBabylon: Array<Vector2> = []; //Array with all value of uvs to match with the indices\r\n private _wrappedColorsForBabylon: Array<Color4> = []; // Array with all color values to match with the indices\r\n private _wrappedNormalsForBabylon: Array<Vector3> = []; //Array with all value of normals to match with the indices\r\n private _tuplePosNorm: Array<{ normals: Array<number>; idx: Array<number>; uv: Array<number> }> = []; //Create a tuple with indice of Position, Normal, UV [pos, norm, uvs]\r\n private _curPositionInIndices = 0;\r\n private _hasMeshes: Boolean = false; //Meshes are defined in the file\r\n private _unwrappedPositionsForBabylon: Array<number> = []; //Value of positionForBabylon w/o Vector3() [x,y,z]\r\n private _unwrappedColorsForBabylon: Array<number> = []; // Value of colorForBabylon w/o Color4() [r,g,b,a]\r\n private _unwrappedNormalsForBabylon: Array<number> = []; //Value of normalsForBabylon w/o Vector3() [x,y,z]\r\n private _unwrappedUVForBabylon: Array<number> = []; //Value of uvsForBabylon w/o Vector3() [x,y,z]\r\n private _triangles: Array<string> = []; //Indices from new triangles coming from polygons\r\n private _materialNameFromObj: string = \"\"; //The name of the current material\r\n private _objMeshName: string = \"\"; //The name of the current obj mesh\r\n private _increment: number = 1; //Id for meshes created by the multimaterial\r\n private _isFirstMaterial: boolean = true;\r\n private _grayColor = new Color4(0.5, 0.5, 0.5, 1);\r\n private _materialToUse: string[];\r\n private _babylonMeshesArray: Array<Mesh>;\r\n\r\n /**\r\n * Creates a new SolidParser\r\n * @param materialToUse defines the array to fill with the list of materials to use (it will be filled by the parse function)\r\n * @param babylonMeshesArray defines the array to fill with the list of loaded meshes (it will be filled by the parse function)\r\n * @param loadingOptions defines the loading options to use\r\n */\r\n public constructor(materialToUse: string[], babylonMeshesArray: Array<Mesh>, loadingOptions: OBJLoadingOptions) {\r\n this._materialToUse = materialToUse;\r\n this._babylonMeshesArray = babylonMeshesArray;\r\n this._loadingOptions = loadingOptions;\r\n }\r\n\r\n /**\r\n * Search for obj in the given array.\r\n * This function is called to check if a couple of data already exists in an array.\r\n *\r\n * If found, returns the index of the founded tuple index. Returns -1 if not found\r\n * @param arr Array<{ normals: Array<number>, idx: Array<number> }>\r\n * @param obj Array<number>\r\n * @returns {boolean}\r\n */\r\n private _isInArray(arr: Array<{ normals: Array<number>; idx: Array<number> }>, obj: Array<number>) {\r\n if (!arr[obj[0]]) {\r\n arr[obj[0]] = { normals: [], idx: [] };\r\n }\r\n const idx = arr[obj[0]].normals.indexOf(obj[1]);\r\n\r\n return idx === -1 ? -1 : arr[obj[0]].idx[idx];\r\n }\r\n\r\n private _isInArrayUV(arr: Array<{ normals: Array<number>; idx: Array<number>; uv: Array<number> }>, obj: Array<number>) {\r\n if (!arr[obj[0]]) {\r\n arr[obj[0]] = { normals: [], idx: [], uv: [] };\r\n }\r\n const idx = arr[obj[0]].normals.indexOf(obj[1]);\r\n\r\n if (idx != 1 && obj[2] === arr[obj[0]].uv[idx]) {\r\n return arr[obj[0]].idx[idx];\r\n }\r\n return -1;\r\n }\r\n\r\n /**\r\n * This function set the data for each triangle.\r\n * Data are position, normals and uvs\r\n * If a tuple of (position, normal) is not set, add the data into the corresponding array\r\n * If the tuple already exist, add only their indice\r\n *\r\n * @param indicePositionFromObj Integer The index in positions array\r\n * @param indiceUvsFromObj Integer The index in uvs array\r\n * @param indiceNormalFromObj Integer The index in normals array\r\n * @param positionVectorFromOBJ Vector3 The value of position at index objIndice\r\n * @param textureVectorFromOBJ Vector3 The value of uvs\r\n * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale\r\n * @param positionColorsFromOBJ\r\n */\r\n private _setData(\r\n indicePositionFromObj: number,\r\n indiceUvsFromObj: number,\r\n indiceNormalFromObj: number,\r\n positionVectorFromOBJ: Vector3,\r\n textureVectorFromOBJ: Vector2,\r\n normalsVectorFromOBJ: Vector3,\r\n positionColorsFromOBJ?: Color4\r\n ) {\r\n //Check if this tuple already exists in the list of tuples\r\n let _index: number;\r\n if (this._loadingOptions.optimizeWithUV) {\r\n _index = this._isInArrayUV(this._tuplePosNorm, [indicePositionFromObj, indiceNormalFromObj, indiceUvsFromObj]);\r\n } else {\r\n _index = this._isInArray(this._tuplePosNorm, [indicePositionFromObj, indiceNormalFromObj]);\r\n }\r\n\r\n //If it not exists\r\n if (_index === -1) {\r\n //Add an new indice.\r\n //The array of indices is only an array with his length equal to the number of triangles - 1.\r\n //We add vertices data in this order\r\n this._indicesForBabylon.push(this._wrappedPositionForBabylon.length);\r\n //Push the position of vertice for Babylon\r\n //Each element is a Vector3(x,y,z)\r\n this._wrappedPositionForBabylon.push(positionVectorFromOBJ);\r\n //Push the uvs for Babylon\r\n //Each element is a Vector3(u,v)\r\n this._wrappedUvsForBabylon.push(textureVectorFromOBJ);\r\n //Push the normals for Babylon\r\n //Each element is a Vector3(x,y,z)\r\n this._wrappedNormalsForBabylon.push(normalsVectorFromOBJ);\r\n\r\n if (positionColorsFromOBJ !== undefined) {\r\n //Push the colors for Babylon\r\n //Each element is a BABYLON.Color4(r,g,b,a)\r\n this._wrappedColorsForBabylon.push(positionColorsFromOBJ);\r\n }\r\n\r\n //Add the tuple in the comparison list\r\n this._tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj);\r\n this._tuplePosNorm[indicePositionFromObj].idx.push(this._curPositionInIndices++);\r\n if (this._loadingOptions.optimizeWithUV) {\r\n this._tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj);\r\n }\r\n } else {\r\n //The tuple already exists\r\n //Add the index of the already existing tuple\r\n //At this index we can get the value of position, normal, color and uvs of vertex\r\n this._indicesForBabylon.push(_index);\r\n }\r\n }\r\n\r\n /**\r\n * Transform Vector() and BABYLON.Color() objects into numbers in an array\r\n */\r\n private _unwrapData() {\r\n //Every array has the same length\r\n for (let l = 0; l < this._wrappedPositionForBabylon.length; l++) {\r\n //Push the x, y, z values of each element in the unwrapped array\r\n this._unwrappedPositionsForBabylon.push(this._wrappedPositionForBabylon[l].x, this._wrappedPositionForBabylon[l].y, this._wrappedPositionForBabylon[l].z);\r\n this._unwrappedNormalsForBabylon.push(this._wrappedNormalsForBabylon[l].x, this._wrappedNormalsForBabylon[l].y, this._wrappedNormalsForBabylon[l].z);\r\n this._unwrappedUVForBabylon.push(this._wrappedUvsForBabylon[l].x, this._wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON\r\n if (this._loadingOptions.importVertexColors) {\r\n //Push the r, g, b, a values of each element in the unwrapped array\r\n this._unwrappedColorsForBabylon.push(\r\n this._wrappedColorsForBabylon[l].r,\r\n this._wrappedColorsForBabylon[l].g,\r\n this._wrappedColorsForBabylon[l].b,\r\n this._wrappedColorsForBabylon[l].a\r\n );\r\n }\r\n }\r\n // Reset arrays for the next new meshes\r\n this._wrappedPositionForBabylon.length = 0;\r\n this._wrappedNormalsForBabylon.length = 0;\r\n this._wrappedUvsForBabylon.length = 0;\r\n this._wrappedColorsForBabylon.length = 0;\r\n this._tuplePosNorm.length = 0;\r\n this._curPositionInIndices = 0;\r\n }\r\n\r\n /**\r\n * Create triangles from polygons\r\n * It is important to notice that a triangle is a polygon\r\n * We get 5 patterns of face defined in OBJ File :\r\n * facePattern1 = [\"1\",\"2\",\"3\",\"4\",\"5\",\"6\"]\r\n * facePattern2 = [\"1/1\",\"2/2\",\"3/3\",\"4/4\",\"5/5\",\"6/6\"]\r\n * facePattern3 = [\"1/1/1\",\"2/2/2\",\"3/3/3\",\"4/4/4\",\"5/5/5\",\"6/6/6\"]\r\n * facePattern4 = [\"1//1\",\"2//2\",\"3//3\",\"4//4\",\"5//5\",\"6//6\"]\r\n * facePattern5 = [\"-1/-1/-1\",\"-2/-2/-2\",\"-3/-3/-3\",\"-4/-4/-4\",\"-5/-5/-5\",\"-6/-6/-6\"]\r\n * Each pattern is divided by the same method\r\n * @param faces Array[String] The indices of elements\r\n * @param v Integer The variable to increment\r\n */\r\n private _getTriangles(faces: Array<string>, v: number) {\r\n //Work for each element of the array\r\n for (let faceIndex = v; faceIndex < faces.length - 1; faceIndex++) {\r\n //Add on the triangle variable the indexes to obtain triangles\r\n this._triangles.push(faces[0], faces[faceIndex], faces[faceIndex + 1]);\r\n }\r\n\r\n //Result obtained after 2 iterations:\r\n //Pattern1 => triangle = [\"1\",\"2\",\"3\",\"1\",\"3\",\"4\"];\r\n //Pattern2 => triangle = [\"1/1\",\"2/2\",\"3/3\",\"1/1\",\"3/3\",\"4/4\"];\r\n //Pattern3 => triangle = [\"1/1/1\",\"2/2/2\",\"3/3/3\",\"1/1/1\",\"3/3/3\",\"4/4/4\"];\r\n //Pattern4 => triangle = [\"1//1\",\"2//2\",\"3//3\",\"1//1\",\"3//3\",\"4//4\"];\r\n //Pattern5 => triangle = [\"-1/-1/-1\",\"-2/-2/-2\",\"-3/-3/-3\",\"-1/-1/-1\",\"-3/-3/-3\",\"-4/-4/-4\"];\r\n }\r\n\r\n /**\r\n * Create triangles and push the data for each polygon for the pattern 1\r\n * In this pattern we get vertice positions\r\n * @param face\r\n * @param v\r\n */\r\n private _setDataForCurrentFaceWithPattern1(face: Array<string>, v: number) {\r\n //Get the indices of triangles for each polygon\r\n this._getTriangles(face, v);\r\n //For each element in the triangles array.\r\n //This var could contains 1 to an infinity of triangles\r\n for (let k = 0; k < this._triangles.length; k++) {\r\n // Set position indice\r\n const indicePositionFromObj = parseInt(this._triangles[k]) - 1;\r\n\r\n this._setData(\r\n indicePositionFromObj,\r\n 0,\r\n 0, // In the pattern 1, normals and uvs are not defined\r\n this._positions[indicePositionFromObj], // Get the vectors data\r\n Vector2.Zero(),\r\n Vector3.Up(), // Create default vectors\r\n this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined\r\n );\r\n }\r\n //Reset variable for the next line\r\n this._triangles.length = 0;\r\n }\r\n\r\n /**\r\n * Create triangles and push the data for each polygon for the pattern 2\r\n * In this pattern we get vertice positions and uvsu\r\n * @param face\r\n * @param v\r\n */\r\n private _setDataForCurrentFaceWithPattern2(face: Array<string>, v: number) {\r\n //Get the indices of triangles for each polygon\r\n this._getTriangles(face, v);\r\n for (let k = 0; k < this._triangles.length; k++) {\r\n //triangle[k] = \"1/1\"\r\n //Split the data for getting position and uv\r\n const point = this._triangles[k].split(\"/\"); // [\"1\", \"1\"]\r\n //Set position indice\r\n const indicePositionFromObj = parseInt(point[0]) - 1;\r\n //Set uv indice\r\n const indiceUvsFromObj = parseInt(point[1]) - 1;\r\n\r\n this._setData(\r\n indicePositionFromObj,\r\n indiceUvsFromObj,\r\n 0, //Default value for normals\r\n this._positions[indicePositionFromObj], //Get the values for each element\r\n this._uvs[indiceUvsFromObj],\r\n Vector3.Up(), //Default value for normals\r\n this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined\r\n );\r\n }\r\n\r\n //Reset variable for the next line\r\n this._triangles.length = 0;\r\n }\r\n\r\n /**\r\n * Create triangles and push the data for each polygon for the pattern 3\r\n * In this pattern we get vertice positions, uvs and normals\r\n * @param face\r\n * @param v\r\n */\r\n private _setDataForCurrentFaceWithPattern3(face: Array<string>, v: number) {\r\n //Get the indices of triangles for each polygon\r\n this._getTriangles(face, v);\r\n\r\n for (let k = 0; k < this._triangles.length; k++) {\r\n //triangle[k] = \"1/1/1\"\r\n //Split the data for getting position, uv, and normals\r\n const point = this._triangles[k].split(\"/\"); // [\"1\", \"1\", \"1\"]\r\n // Set position indice\r\n const indicePositionFromObj = parseInt(point[0]) - 1;\r\n // Set uv indice\r\n const indiceUvsFromObj = parseInt(point[1]) - 1;\r\n // Set normal indice\r\n const indiceNormalFromObj = parseInt(point[2]) - 1;\r\n\r\n this._setData(\r\n indicePositionFromObj,\r\n indiceUvsFromObj,\r\n indiceNormalFromObj,\r\n this._positions[indicePositionFromObj],\r\n this._uvs[indiceUvsFromObj],\r\n this._normals[indiceNormalFromObj] //Set the vector for each component\r\n );\r\n }\r\n //Reset variable for the next line\r\n this._triangles.length = 0;\r\n }\r\n\r\n /**\r\n * Create triangles and push the data for each polygon for the pattern 4\r\n * In this pattern we get vertice positions and normals\r\n * @param face\r\n * @param v\r\n */\r\n private _setDataForCurrentFaceWithPattern4(face: Array<string>, v: number) {\r\n this._getTriangles(face, v);\r\n\r\n for (let k = 0; k < this._triangles.length; k++) {\r\n //triangle[k] = \"1//1\"\r\n //Split the data for getting position and normals\r\n const point = this._triangles[k].split(\"//\"); // [\"1\", \"1\"]\r\n // We check indices, and normals\r\n const indicePositionFromObj = parseInt(point[0]) - 1;\r\n const indiceNormalFromObj = parseInt(point[1]) - 1;\r\n\r\n this._setData(\r\n indicePositionFromObj,\r\n 1, //Default value for uv\r\n indiceNormalFromObj,\r\n this._positions[indicePositionFromObj], //Get each vector of data\r\n Vector2.Zero(),\r\n this._normals[indiceNormalFromObj],\r\n this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined\r\n );\r\n }\r\n //Reset variable for the next line\r\n this._triangles.length = 0;\r\n }\r\n\r\n /*\r\n * Create triangles and push the data for each polygon for the pattern 3\r\n * In this pattern we get vertice positions, uvs and normals\r\n * @param face\r\n * @param v\r\n */\r\n private _setDataForCurrentFaceWithPattern5(face: Array<string>, v: number) {\r\n //Get the indices of triangles for each polygon\r\n this._getTriangles(face, v);\r\n\r\n for (let k = 0; k < this._triangles.length; k++) {\r\n //triangle[k] = \"-1/-1/-1\"\r\n //Split the data for getting position, uv, and normals\r\n const point = this._triangles[k].split(\"/\"); // [\"-1\", \"-1\", \"-1\"]\r\n // Set position indice\r\n const indicePositionFromObj = this._positions.length + parseInt(point[0]);\r\n // Set uv indice\r\n const indiceUvsFromObj = this._uvs.length + parseInt(point[1]);\r\n // Set normal indice\r\n const indiceNormalFromObj = this._normals.length + parseInt(point[2]);\r\n\r\n this._setData(\r\n indicePositionFromObj,\r\n indiceUvsFromObj,\r\n indiceNormalFromObj,\r\n this._positions[indicePositionFromObj],\r\n this._uvs[indiceUvsFromObj],\r\n this._normals[indiceNormalFromObj], //Set the vector for each component\r\n this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined\r\n );\r\n }\r\n //Reset variable for the next line\r\n this._triangles.length = 0;\r\n }\r\n\r\n private _addPreviousObjMesh() {\r\n //Check if it is not the first mesh. Otherwise we don't have data.\r\n if (this._meshesFromObj.length > 0) {\r\n //Get the previous mesh for applying the data about the faces\r\n //=> in obj file, faces definition append after the name of the mesh\r\n this._handledMesh = this._meshesFromObj[this._meshesFromObj.length - 1];\r\n\r\n //Set the data into Array for the mesh\r\n this._unwrapData();\r\n\r\n // Reverse tab. Otherwise face are displayed in the wrong sens\r\n this._indicesForBabylon.reverse();\r\n //Set the information for the mesh\r\n //Slice the array to avoid rewriting because of the fact this is the same var which be rewrited\r\n this._handledMesh.indices = this._indicesForBabylon.slice();\r\n this._handledMesh.positions = this._unwrappedPositionsForBabylon.slice();\r\n this._handledMesh.normals = this._unwrappedNormalsForBabylon.slice();\r\n this._handledMesh.uvs = this._unwrappedUVForBabylon.slice();\r\n\r\n if (this._loadingOptions.importVertexColors) {\r\n this._handledMesh.colors = this._unwrappedColorsForBabylon.slice();\r\n }\r\n\r\n //Reset the array for the next mesh\r\n this._indicesForBabylon.length = 0;\r\n this._unwrappedPositionsForBabylon.length = 0;\r\n this._unwrappedColorsForBabylon.length = 0;\r\n this._unwrappedNormalsForBabylon.length = 0;\r\n this._unwrappedUVForBabylon.length = 0;\r\n }\r\n }\r\n\r\n private _optimizeNormals(mesh: AbstractMesh): void {\r\n const positions = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n const normals = mesh.getVerticesData(VertexBuffer.NormalKind);\r\n const mapVertices: { [key: string]: number[] } = {};\r\n\r\n if (!positions || !normals) {\r\n return;\r\n }\r\n\r\n for (let i = 0; i < positions.length / 3; i++) {\r\n const x = positions[i * 3 + 0];\r\n const y = positions[i * 3 + 1];\r\n const z = positions[i * 3 + 2];\r\n const key = x + \"_\" + y + \"_\" + z;\r\n\r\n let lst = mapVertices[key];\r\n if (!lst) {\r\n lst = [];\r\n mapVertices[key] = lst;\r\n }\r\n lst.push(i);\r\n }\r\n\r\n const normal = new Vector3();\r\n for (const key in mapVertices) {\r\n const lst = mapVertices[key];\r\n if (lst.length < 2) {\r\n continue;\r\n }\r\n\r\n const v0Idx = lst[0];\r\n for (let i = 1; i < lst.length; ++i) {\r\n const vIdx = lst[i];\r\n normals[v0Idx * 3 + 0] += normals[vIdx * 3 + 0];\r\n normals[v0Idx * 3 + 1] += normals[vIdx * 3 + 1];\r\n normals[v0Idx * 3 + 2] += normals[vIdx * 3 + 2];\r\n }\r\n\r\n normal.copyFromFloats(normals[v0Idx * 3 + 0], normals[v0Idx * 3 + 1], normals[v0Idx * 3 + 2]);\r\n normal.normalize();\r\n\r\n for (let i = 0; i < lst.length; ++i) {\r\n const vIdx = lst[i];\r\n normals[vIdx * 3 + 0] = normal.x;\r\n normals[vIdx * 3 + 1] = normal.y;\r\n normals[vIdx * 3 + 2] = normal.z;\r\n }\r\n }\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n }\r\n\r\n /**\r\n * Function used to parse an OBJ string\r\n * @param meshesNames defines the list of meshes to load (all if not defined)\r\n * @param data defines the OBJ string\r\n * @param scene defines the hosting scene\r\n * @param assetContainer defines the asset container to load data in\r\n * @param onFileToLoadFound defines a callback that will be called if a MTL file is found\r\n */\r\n public parse(meshesNames: any, data: string, scene: Scene, assetContainer: Nullable<AssetContainer>, onFileToLoadFound: (fileToLoad: string) => void): void {\r\n // Split the file into lines\r\n const lines = data.split(\"\\n\");\r\n // Look at each line\r\n for (let i = 0; i < lines.length; i++) {\r\n const line = lines[i].trim().replace(/\\s\\s/g, \" \");\r\n let result;\r\n\r\n // Comment or newLine\r\n if (line.length === 0 || line.charAt(0) === \"#\") {\r\n continue;\r\n\r\n //Get information about one position possible for the vertices\r\n } else if (SolidParser.VertexPattern.test(line)) {\r\n result = line.match(/[^ ]+/g)!; // match will return non-null due to passing regex pattern\r\n\r\n // Value of result with line: \"v 1.0 2.0 3.0\"\r\n // [\"v\", \"1.0\", \"2.0\", \"3.0\"]\r\n // Create a Vector3 with the position x, y, z\r\n this._positions.push(new Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));\r\n\r\n if (this._loadingOptions.importVertexColors) {\r\n if (result.length >= 7) {\r\n const r = parseFloat(result[4]);\r\n const g = parseFloat(result[5]);\r\n const b = parseFloat(result[6]);\r\n\r\n this._colors.push(\r\n new Color4(r > 1 ? r / 255 : r, g > 1 ? g / 255 : g, b > 1 ? b / 255 : b, result.length === 7 || result[7] === undefined ? 1 : parseFloat(result[7]))\r\n );\r\n } else {\r\n // TODO: maybe push NULL and if all are NULL to skip (and remove grayColor var).\r\n this._colors.push(this._grayColor);\r\n }\r\n }\r\n } else if ((result = SolidParser.NormalPattern.exec(line)) !== null) {\r\n //Create a Vector3 with the normals x, y, z\r\n //Value of result\r\n // [\"vn 1.0 2.0 3.0\", \"1.0\", \"2.0\", \"3.0\"]\r\n //Add the Vector in the list of normals\r\n this._normals.push(new Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));\r\n } else if ((result = SolidParser.UVPattern.exec(line)) !== null) {\r\n //Create a Vector2 with the normals u, v\r\n //Value of result\r\n // [\"vt 0.1 0.2 0.3\", \"0.1\", \"0.2\"]\r\n //Add the Vector in the list of uvs\r\n this._uvs.push(new Vector2(parseFloat(result[1]) * this._loadingOptions.UVScaling.x, parseFloat(result[2]) * this._loadingOptions.UVScaling.y));\r\n\r\n //Identify patterns of faces\r\n //Face could be defined in different type of pattern\r\n } else if ((result = SolidParser.FacePattern3.exec(line)) !== null) {\r\n //Value of result:\r\n //[\"f 1/1/1 2/2/2 3/3/3\", \"1/1/1 2/2/2 3/3/3\"...]\r\n\r\n //Set the data for this face\r\n this._setDataForCurrentFaceWithPattern3(\r\n result[1].trim().split(\" \"), // [\"1/1/1\", \"2/2/2\", \"3/3/3\"]\r\n 1\r\n );\r\n } else if ((result = SolidParser.FacePattern4.exec(line)) !== null) {\r\n //Value of result:\r\n //[\"f 1//1 2//2 3//3\", \"1//1 2//2 3//3\"...]\r\n\r\n //Set the data for this face\r\n this._setDataForCurrentFaceWithPattern4(\r\n result[1].trim().split(\" \"), // [\"1//1\", \"2//2\", \"3//3\"]\r\n 1\r\n );\r\n } else if ((result = SolidParser.FacePattern5.exec(line)) !== null) {\r\n //Value of result:\r\n //[\"f -1/-1/-1 -2/-2/-2 -3/-3/-3\", \"-1/-1/-1 -2/-2/-2 -3/-3/-3\"...]\r\n\r\n //Set the data for this face\r\n this._setDataForCurrentFaceWithPattern5(\r\n result[1].trim().split(\" \"), // [\"-1/-1/-1\", \"-2/-2/-2\", \"-3/-3/-3\"]\r\n 1\r\n );\r\n } else if ((result = SolidParser.FacePattern2.exec(line)) !== null) {\r\n //Value of result:\r\n //[\"f 1/1 2/2 3/3\", \"1/1 2/2 3/3\"...]\r\n\r\n //Set the data for this face\r\n this._setDataForCurrentFaceWithPattern2(\r\n result[1].trim().split(\" \"), // [\"1/1\", \"2/2\", \"3/3\"]\r\n 1\r\n );\r\n } else if ((result = SolidParser.FacePattern1.exec(line)) !== null) {\r\n //Value of result\r\n //[\"f 1 2 3\", \"1 2 3\"...]\r\n\r\n //Set the data for this face\r\n this._setDataForCurrentFaceWithPattern1(\r\n result[1].trim().split(\" \"), // [\"1\", \"2\", \"3\"]\r\n 1\r\n );\r\n\r\n // Define a mesh or an object\r\n // Each time this keyword is analysed, create a new Object with all data for creating a babylonMesh\r\n } else if (SolidParser.GroupDescriptor.test(line) || SolidParser.ObjectDescriptor.test(line)) {\r\n // Create a new mesh corresponding to the name of the group.\r\n // Definition of the mesh\r\n const objMesh: MeshObject = {\r\n name: line.substring(2).trim(), //Set the name of the current obj mesh\r\n indices: undefined,\r\n positions: undefined,\r\n normals: undefined,\r\n uvs: undefined,\r\n colors: undefined,\r\n materialName: this._materialNameFromObj,\r\n };\r\n this._addPreviousObjMesh();\r\n\r\n //Push the last mesh created with only the name\r\n this._meshesFromObj.push(objMesh);\r\n\r\n //Set this variable to indicate that now meshesFromObj has objects defined inside\r\n this._hasMeshes = true;\r\n this._isFirstMaterial = true;\r\n this._increment = 1;\r\n //Keyword for applying a material\r\n } else if (SolidParser.UseMtlDescriptor.test(line)) {\r\n //Get the name of the material\r\n this._materialNameFromObj = line.substring(7).trim();\r\n\r\n //If this new material is in the same mesh\r\n\r\n if (!this._isFirstMaterial || !this._hasMeshes) {\r\n //Set the data for the previous mesh\r\n this._addPreviousObjMesh();\r\n //Create a new mesh\r\n const objMesh: MeshObject =\r\n //Set the name of the current obj mesh\r\n {\r\n name: (this._objMeshName || \"mesh\") + \"_mm\" + this._increment.toString(), //Set the name of the current obj mesh\r\n indices: undefined,\r\n positions: undefined,\r\n normals: undefined,\r\n uvs: undefined,\r\n colors: undefined,\r\n materialName: this._materialNameFromObj,\r\n };\r\n this._increment++;\r\n //If meshes are already defined\r\n this._meshesFromObj.push(objMesh);\r\n this._hasMeshes = true;\r\n }\r\n //Set the material name if the previous line define a mesh\r\n\r\n if (this._hasMeshes && this._isFirstMaterial) {\r\n //Set the material name to the previous mesh (1 material per mesh)\r\n this._meshesFromObj[this._meshesFromObj.length - 1].materialName = this._materialNameFromObj;\r\n this._isFirstMaterial = false;\r\n }\r\n // Keyword for loading the mtl file\r\n } else if (SolidParser.MtlLibGroupDescriptor.test(line)) {\r\n // Get the name of mtl file\r\n onFileToLoadFound(line.substring(7).trim());\r\n\r\n // Apply smoothing\r\n } else if (SolidParser.SmoothDescriptor.test(line)) {\r\n // smooth shading => apply smoothing\r\n // Today I don't know it work with babylon and with obj.\r\n // With the obj file an integer is set\r\n } else {\r\n //If there is another possibility\r\n console.log(\"Unhandled expression at line : \" + line);\r\n }\r\n }\r\n\r\n // At the end of the file, add the last mesh into the meshesFromObj array\r\n if (this._hasMeshes) {\r\n // Set the data for the last mesh\r\n this._handledMesh = this._meshesFromObj[this._meshesFromObj.length - 1];\r\n\r\n //Reverse indices for displaying faces in the good sense\r\n this._indicesForBabylon.reverse();\r\n //Get the good array\r\n this._unwrapData();\r\n //Set array\r\n this._handledMesh.indices = this._indicesForBabylon;\r\n this._handledMesh.positions = this._unwrappedPositionsForBabylon;\r\n this._handledMesh.normals = this._unwrappedNormalsForBabylon;\r\n this._handledMesh.uvs = this._unwrappedUVForBabylon;\r\n\r\n if (this._loadingOptions.importVertexColors) {\r\n this._handledMesh.colors = this._unwrappedColorsForBabylon;\r\n }\r\n }\r\n\r\n // If any o or g keyword not found, create a mesh with a random id\r\n if (!this._hasMeshes) {\r\n let newMaterial: Nullable<StandardMaterial> = null;\r\n if (this._indicesForBabylon.length) {\r\n // reverse tab of indices\r\n this._indicesForBabylon.reverse();\r\n //Get positions normals uvs\r\n this._unwrapData();\r\n } else {\r\n // There is no indices in the file. We will have to switch to point cloud rendering\r\n for (const pos of this._positions) {\r\n this._unwrappedPositionsForBabylon.push(pos.x, pos.y, pos.z);\r\n }\r\n\r\n if (this._normals.length) {\r\n for (const normal of this._normals) {\r\n this._unwrappedNormalsForBabylon.push(normal.x, normal.y, normal.z);\r\n }\r\n }\r\n\r\n if (this._uvs.length) {\r\n for (const uv of this._uvs) {\r\n this._unwrappedUVForBabylon.push(uv.x, uv.y);\r\n }\r\n }\r\n\r\n if (this._colors.length) {\r\n for (const color of this._colors) {\r\n this._unwrappedColorsForBabylon.push(color.r, color.g, color.b, color.a);\r\n }\r\n }\r\n\r\n if (!this._materialNameFromObj) {\r\n // Create a material with point cloud on\r\n newMaterial = new StandardMaterial(Geometry.RandomId(), scene);\r\n\r\n newMaterial.pointsCloud = true;\r\n\r\n this._materialNameFromObj = newMaterial.name;\r\n\r\n if (!this._normals.length) {\r\n newMaterial.disableLighting = true;\r\n newMaterial.emissiveColor = Color3.White();\r\n }\r\n }\r\n }\r\n\r\n //Set data for one mesh\r\n this._meshesFromObj.push({\r\n name: Geometry.RandomId(),\r\n indices: this._indicesForBabylon,\r\n positions: this._unwrappedPositionsForBabylon,\r\n colors: this._unwrappedColorsForBabylon,\r\n normals: this._unwrappedNormalsForBabylon,\r\n uvs: this._unwrappedUVForBabylon,\r\n materialName: this._materialNameFromObj,\r\n directMaterial: newMaterial,\r\n });\r\n }\r\n\r\n //Set data for each mesh\r\n for (let j = 0; j < this._meshesFromObj.length; j++) {\r\n //check meshesNames (stlFileLoader)\r\n if (meshesNames && this._meshesFromObj[j].name) {\r\n if (meshesNames instanceof Array) {\r\n if (meshesNames.indexOf(this._meshesFromObj[j].name) === -1) {\r\n continue;\r\n }\r\n } else {\r\n if (this._meshesFromObj[j].name !== meshesNames) {\r\n continue;\r\n }\r\n }\r\n }\r\n\r\n //Get the current mesh\r\n //Set the data with VertexBuffer for each mesh\r\n this._handledMesh = this._meshesFromObj[j];\r\n //Create a Mesh with the name of the obj mesh\r\n\r\n scene._blockEntityCollection = !!assetContainer;\r\n const babylonMesh = new Mesh(this._meshesFromObj[j].name, scene);\r\n babylonMesh._parentContainer = assetContainer;\r\n scene._blockEntityCollection = false;\r\n\r\n //Push the name of the material to an array\r\n //This is indispensable for the importMesh function\r\n this._materialToUse.push(this._meshesFromObj[j].materialName);\r\n\r\n if (this._handledMesh.positions?.length === 0) {\r\n //Push the mesh into an array\r\n this._babylonMeshesArray.push(babylonMesh);\r\n continue;\r\n }\r\n\r\n const vertexData: VertexData = new VertexData(); //The container for the values\r\n //Set the data for the babylonMesh\r\n vertexData.uvs = this._handledMesh.uvs as FloatArray;\r\n vertexData.indices = this._handledMesh.indices as IndicesArray;\r\n vertexData.positions = this._handledMesh.positions as FloatArray;\r\n if (this._loadingOptions.computeNormals) {\r\n const normals: Array<number> = new Array<number>();\r\n VertexData.ComputeNormals(this._handledMesh.positions, this._handledMesh.indices, normals);\r\n vertexData.normals = normals;\r\n } else {\r\n vertexData.normals = this._handledMesh.normals as FloatArray;\r\n }\r\n if (this._loadingOptions.importVertexColors) {\r\n vertexData.colors = this._handledMesh.colors as FloatArray;\r\n }\r\n //Set the data from the VertexBuffer to the current Mesh\r\n vertexData.applyToMesh(babylonMesh);\r\n if (this._loadingOptions.invertY) {\r\n babylonMesh.scaling.y *= -1;\r\n }\r\n if (this._loadingOptions.optimizeNormals) {\r\n this._optimizeNormals(babylonMesh);\r\n }\r\n\r\n //Push the mesh into an array\r\n this._babylonMeshesArray.push(babylonMesh);\r\n\r\n if (this._handledMesh.directMaterial) {\r\n babylonMesh.material = this._handledMesh.directMaterial;\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -0,0 +1,76 @@
1
+ import type { IGLTFLoaderExtension } from "../glTFLoaderExtension";
2
+ import { GLTFLoader } from "../glTFLoader";
3
+ import type { Nullable } from "@babylonjs/core/types.js";
4
+ import { AnimationGroup } from "@babylonjs/core/Animations/animationGroup.js";
5
+ import type { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
6
+ import type { IAnimation, IAnimationChannel } from "../glTFLoaderInterfaces";
7
+ /**
8
+ * [Specification PR](https://github.com/KhronosGroup/glTF/pull/2147)
9
+ */
10
+ export declare class KHR_animation_pointer implements IGLTFLoaderExtension {
11
+ /**
12
+ * used to gently ignore invalid pointer. If false, invalid pointer will throw exception.
13
+ */
14
+ ignoreInvalidPointer: boolean;
15
+ /**
16
+ * The name of this extension.
17
+ */
18
+ readonly name = "KHR_animation_pointer";
19
+ private _loader;
20
+ /**
21
+ * @param loader
22
+ * @hidden
23
+ */
24
+ constructor(loader: GLTFLoader);
25
+ /**
26
+ * Defines whether this extension is enabled.
27
+ */
28
+ get enabled(): boolean;
29
+ /** @hidden */
30
+ dispose(): void;
31
+ /**
32
+ * according to specification,
33
+ * It is not allowed to animate a glTFid property, as it does change the structure of the glTF in general
34
+ * It is not allowed to animate a name property in general.
35
+ * @param property
36
+ * @hidden
37
+ */
38
+ accept(property: string): boolean;
39
+ loadAnimationAsync(context: string, animation: IAnimation): Nullable<Promise<AnimationGroup>>;
40
+ /**
41
+ * @hidden Loads a glTF animation channel.
42
+ * @param context The context when loading the asset
43
+ * @param animationContext The context of the animation when loading the asset
44
+ * @param animation The glTF animation property
45
+ * @param channel The glTF animation channel property
46
+ * @param animationTargetOverride The babylon animation channel target override property. My be null.
47
+ * @returns A void promise when the channel load is complete
48
+ */
49
+ _loadAnimationChannelAsync(context: string, animationContext: string, animation: IAnimation, channel: IAnimationChannel, animationTargetOverride?: Nullable<IAnimatable>): Promise<void>;
50
+ private _loadAnimationSamplerAsync;
51
+ /**
52
+ * parsing animation pointer is the core of animation channel.
53
+ * Animation pointer is a Json pointer, which mean it locate an item into the json hierarchy.
54
+ * Consequentely the pointer has the following BNF
55
+
56
+ * <animationPointer> := <sep><assetContainer><sep><assetIndex><sep><propertyPath>
57
+ * <assetContainer> := "nodes" | "materials" | "meshes" | "cameras" | "extensions"
58
+ * <assetIndex> := <digit> | <name>
59
+ * <propertyPath> := <extensionPath> | <standardPath>
60
+ * <extensionPath> := "extensions"<sep><name><sep><standardPath>
61
+ * <standardPath> := <name> | <name><sep><standardPath>
62
+ * <sep>:= "/"
63
+ * <name> := W+
64
+ * <digit> := D+
65
+ *
66
+ * examples of pointer are
67
+ * - "/nodes/0/rotation"
68
+ * - "/materials/2/emissiveFactor"
69
+ * - "/materials/2/pbrMetallicRoughness/baseColorFactor"
70
+ * - "/materials/2/extensions/KHR_materials_emissive_strength/emissiveStrength"
71
+ * @param context
72
+ * @param pointer
73
+ * @return
74
+ */
75
+ private _parseAnimationPointer;
76
+ }