@babylonjs/loaders 5.19.0 → 5.22.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/OBJ/mtlFileLoader.js +25 -27
- package/OBJ/mtlFileLoader.js.map +1 -1
- package/OBJ/objFileLoader.js +112 -124
- package/OBJ/objFileLoader.js.map +1 -1
- package/OBJ/solidParser.js +118 -125
- package/OBJ/solidParser.js.map +1 -1
- package/STL/stlFileLoader.js +61 -63
- package/STL/stlFileLoader.js.map +1 -1
- package/glTF/1.0/glTFBinaryExtension.js +26 -30
- package/glTF/1.0/glTFBinaryExtension.js.map +1 -1
- package/glTF/1.0/glTFLoader.js +409 -432
- package/glTF/1.0/glTFLoader.js.map +1 -1
- package/glTF/1.0/glTFLoaderUtils.js +33 -37
- package/glTF/1.0/glTFLoaderUtils.js.map +1 -1
- package/glTF/1.0/glTFMaterialsCommonExtension.js +27 -31
- package/glTF/1.0/glTFMaterialsCommonExtension.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_lights_image_based.js +48 -59
- package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +24 -29
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js +13 -16
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_texture_webp.js +13 -16
- package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
- package/glTF/2.0/Extensions/ExtrasAsMetadata.js +22 -26
- package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_animation_pointer.js +63 -76
- package/glTF/2.0/Extensions/KHR_animation_pointer.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_animation_pointer.map.js +90 -120
- package/glTF/2.0/Extensions/KHR_animation_pointer.map.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +25 -28
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_lights_punctual.js +27 -30
- package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +25 -28
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +15 -18
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_ior.js +21 -24
- package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_iridescence.js +27 -31
- package/glTF/2.0/Extensions/KHR_materials_iridescence.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +24 -27
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_sheen.js +23 -26
- package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_specular.js +23 -26
- package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_translucency.js +20 -23
- package/glTF/2.0/Extensions/KHR_materials_translucency.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_transmission.js +82 -86
- package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_unlit.js +19 -22
- package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_variants.js +79 -97
- package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_volume.js +20 -23
- package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_mesh_quantization.js +6 -8
- package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_texture_basisu.js +13 -16
- package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_texture_transform.js +12 -15
- package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +12 -15
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js +77 -95
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_lod.js +114 -139
- package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +12 -15
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +12 -15
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -1
- package/glTF/2.0/glTFLoader.js +739 -823
- package/glTF/2.0/glTFLoader.js.map +1 -1
- package/glTF/glTFFileLoader.js +337 -404
- package/glTF/glTFFileLoader.js.map +1 -1
- package/glTF/glTFValidation.js +32 -39
- package/glTF/glTFValidation.js.map +1 -1
- package/legacy/legacy-glTF.js +3 -3
- package/legacy/legacy-glTF.js.map +1 -1
- package/legacy/legacy-glTF1.js +2 -2
- package/legacy/legacy-glTF1.js.map +1 -1
- package/legacy/legacy-glTF2.js +12 -12
- package/legacy/legacy-glTF2.js.map +1 -1
- package/legacy/legacy-objFileLoader.js +2 -2
- package/legacy/legacy-objFileLoader.js.map +1 -1
- package/legacy/legacy-stlFileLoader.js +2 -2
- package/legacy/legacy-stlFileLoader.js.map +1 -1
- package/package.json +3 -6
package/OBJ/mtlFileLoader.js
CHANGED
@@ -4,8 +4,8 @@ import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js"
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/**
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* Class reading and parsing the MTL file bundled with the obj file.
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*/
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-
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-
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export class MTLFileLoader {
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constructor() {
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/**
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* All material loaded from the mtl will be set here
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*/
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@@ -22,31 +22,31 @@ var MTLFileLoader = /** @class */ (function () {
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* @param rootUrl defines the rooturl to use in order to load relative dependencies
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* @param assetContainer defines the asset container to store the material in (can be null)
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*/
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-
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parseMTL(scene, data, rootUrl, assetContainer) {
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if (data instanceof ArrayBuffer) {
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return;
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}
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//Split the lines from the file
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-
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const lines = data.split("\n");
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// whitespace char ie: [ \t\r\n\f]
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const delimiter_pattern = /\s+/;
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//Array with RGB colors
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let color;
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//New material
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let material = null;
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//Look at each line
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for (
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for (let i = 0; i < lines.length; i++) {
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const line = lines[i].trim();
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// Blank line or comment
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if (line.length === 0 || line.charAt(0) === "#") {
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continue;
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}
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//Get the first parameter (keyword)
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const pos = line.indexOf(" ");
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let key = pos >= 0 ? line.substring(0, pos) : line;
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key = key.toLowerCase();
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//Get the data following the key
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const value = pos >= 0 ? line.substring(pos + 1).trim() : "";
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//This mtl keyword will create the new material
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if (key === "newmtl") {
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//Check if it is the first material.
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@@ -126,9 +126,9 @@ var MTLFileLoader = /** @class */ (function () {
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}
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else if (key === "map_bump" && material) {
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//The bump texture
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const values = value.split(delimiter_pattern);
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const bumpMultiplierIndex = values.indexOf("-bm");
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let bumpMultiplier = null;
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if (bumpMultiplierIndex >= 0) {
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bumpMultiplier = values[bumpMultiplierIndex + 1];
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values.splice(bumpMultiplierIndex, 2); // remove
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@@ -187,7 +187,7 @@ var MTLFileLoader = /** @class */ (function () {
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if (material) {
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this.materials.push(material);
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}
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-
}
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}
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/**
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* Gets the texture for the material.
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*
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* @param scene
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* @return The Texture
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*/
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-
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static _GetTexture(rootUrl, value, scene) {
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if (!value) {
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return null;
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}
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-
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let url = rootUrl;
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// Load from input file.
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if (rootUrl === "file:") {
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-
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let lastDelimiter = value.lastIndexOf("\\");
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if (lastDelimiter === -1) {
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lastDelimiter = value.lastIndexOf("/");
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}
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@@ -222,12 +222,10 @@ var MTLFileLoader = /** @class */ (function () {
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url += value;
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}
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return new Texture(url, scene, false, MTLFileLoader.INVERT_TEXTURE_Y);
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}
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}());
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export { MTLFileLoader };
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}
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}
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/**
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* Invert Y-Axis of referenced textures on load
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*/
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MTLFileLoader.INVERT_TEXTURE_Y = true;
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//# sourceMappingURL=mtlFileLoader.js.map
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package/OBJ/mtlFileLoader.js.map
CHANGED
@@ -1 +1 @@
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1
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-
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type { Nullable } from \"core/types\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\n\r\nimport type { Scene } from \"core/scene\";\r\nimport type { AssetContainer } from \"core/assetContainer\";\r\n/**\r\n * Class reading and parsing the MTL file bundled with the obj file.\r\n */\r\nexport class MTLFileLoader {\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n public static INVERT_TEXTURE_Y = true;\r\n\r\n /**\r\n * All material loaded from the mtl will be set here\r\n */\r\n public materials: StandardMaterial[] = [];\r\n\r\n /**\r\n * This function will read the mtl file and create each material described inside\r\n * This function could be improve by adding :\r\n * -some component missing (Ni, Tf...)\r\n * -including the specific options available\r\n *\r\n * @param scene defines the scene the material will be created in\r\n * @param data defines the mtl data to parse\r\n * @param rootUrl defines the rooturl to use in order to load relative dependencies\r\n * @param assetContainer defines the asset container to store the material in (can be null)\r\n */\r\n public parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string, assetContainer: Nullable<AssetContainer>): void {\r\n if (data instanceof ArrayBuffer) {\r\n return;\r\n }\r\n\r\n //Split the lines from the file\r\n const lines = data.split(\"\\n\");\r\n // whitespace char ie: [ \\t\\r\\n\\f]\r\n const delimiter_pattern = /\\s+/;\r\n //Array with RGB colors\r\n let color: number[];\r\n //New material\r\n let material: Nullable<StandardMaterial> = null;\r\n\r\n //Look at each line\r\n for (let i = 0; i < lines.length; i++) {\r\n const line = lines[i].trim();\r\n\r\n // Blank line or comment\r\n if (line.length === 0 || line.charAt(0) === \"#\") {\r\n continue;\r\n }\r\n\r\n //Get the first parameter (keyword)\r\n const pos = line.indexOf(\" \");\r\n let key = pos >= 0 ? line.substring(0, pos) : line;\r\n key = key.toLowerCase();\r\n\r\n //Get the data following the key\r\n const value: string = pos >= 0 ? line.substring(pos + 1).trim() : \"\";\r\n\r\n //This mtl keyword will create the new material\r\n if (key === \"newmtl\") {\r\n //Check if it is the first material.\r\n // Materials specifications are described after this keyword.\r\n if (material) {\r\n //Add the previous material in the material array.\r\n this.materials.push(material);\r\n }\r\n //Create a new material.\r\n // value is the name of the material read in the mtl file\r\n\r\n scene._blockEntityCollection = !!assetContainer;\r\n material = new StandardMaterial(value, scene);\r\n material._parentContainer = assetContainer;\r\n scene._blockEntityCollection = false;\r\n } else if (key === \"kd\" && material) {\r\n // Diffuse color (color under white light) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.diffuseColor = Color3.FromArray(color);\r\n } else if (key === \"ka\" && material) {\r\n // Ambient color (color under shadow) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.ambientColor = Color3.FromArray(color);\r\n } else if (key === \"ks\" && material) {\r\n // Specular color (color when light is reflected from shiny surface) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set the color into the material\r\n material.specularColor = Color3.FromArray(color);\r\n } else if (key === \"ke\" && material) {\r\n // Emissive color using RGB values\r\n color = value.split(delimiter_pattern, 3).map(parseFloat);\r\n material.emissiveColor = Color3.FromArray(color);\r\n } else if (key === \"ns\" && material) {\r\n //value = \"Integer\"\r\n material.specularPower = parseFloat(value);\r\n } else if (key === \"d\" && material) {\r\n //d is dissolve for current material. It mean alpha for BABYLON\r\n material.alpha = parseFloat(value);\r\n\r\n //Texture\r\n //This part can be improved by adding the possible options of texture\r\n } else if (key === \"map_ka\" && material) {\r\n // ambient texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.ambientTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n } else if (key === \"map_kd\" && material) {\r\n // Diffuse texture map with a loaded image\r\n material.diffuseTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ks\" && material) {\r\n // Specular texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.specularTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ns\") {\r\n //Specular\r\n //Specular highlight component\r\n //We must first get the folder of the image\r\n //\r\n //Not supported by BABYLON\r\n //\r\n // continue;\r\n } else if (key === \"map_bump\" && material) {\r\n //The bump texture\r\n const values = value.split(delimiter_pattern);\r\n const bumpMultiplierIndex = values.indexOf(\"-bm\");\r\n let bumpMultiplier: Nullable<string> = null;\r\n\r\n if (bumpMultiplierIndex >= 0) {\r\n bumpMultiplier = values[bumpMultiplierIndex + 1];\r\n values.splice(bumpMultiplierIndex, 2); // remove\r\n }\r\n\r\n material.bumpTexture = MTLFileLoader._GetTexture(rootUrl, values.join(\" \"), scene);\r\n if (material.bumpTexture && bumpMultiplier !== null) {\r\n material.bumpTexture.level = parseFloat(bumpMultiplier);\r\n }\r\n } else if (key === \"map_d\" && material) {\r\n // The dissolve of the material\r\n material.opacityTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n\r\n //Options for illumination\r\n } else if (key === \"illum\") {\r\n //Illumination\r\n if (value === \"0\") {\r\n //That mean Kd == Kd\r\n } else if (value === \"1\") {\r\n //Color on and Ambient on\r\n } else if (value === \"2\") {\r\n //Highlight on\r\n } else if (value === \"3\") {\r\n //Reflection on and Ray trace on\r\n } else if (value === \"4\") {\r\n //Transparency: Glass on, Reflection: Ray trace on\r\n } else if (value === \"5\") {\r\n //Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"6\") {\r\n //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on\r\n } else if (value === \"7\") {\r\n //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"8\") {\r\n //Reflection on and Ray trace off\r\n } else if (value === \"9\") {\r\n //Transparency: Glass on, Reflection: Ray trace off\r\n } else if (value === \"10\") {\r\n //Casts shadows onto invisible surfaces\r\n }\r\n } else {\r\n // console.log(\"Unhandled expression at line : \" + i +'\\n' + \"with value : \" + line);\r\n }\r\n }\r\n //At the end of the file, add the last material\r\n if (material) {\r\n this.materials.push(material);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture for the material.\r\n *\r\n * If the material is imported from input file,\r\n * We sanitize the url to ensure it takes the texture from aside the material.\r\n *\r\n * @param rootUrl The root url to load from\r\n * @param value The value stored in the mtl\r\n * @param scene\r\n * @return The Texture\r\n */\r\n private static _GetTexture(rootUrl: string, value: string, scene: Scene): Nullable<Texture> {\r\n if (!value) {\r\n return null;\r\n }\r\n\r\n let url = rootUrl;\r\n // Load from input file.\r\n if (rootUrl === \"file:\") {\r\n let lastDelimiter = value.lastIndexOf(\"\\\\\");\r\n if (lastDelimiter === -1) {\r\n lastDelimiter = value.lastIndexOf(\"/\");\r\n }\r\n\r\n if (lastDelimiter > -1) {\r\n url += value.substr(lastDelimiter + 1);\r\n } else {\r\n url += value;\r\n }\r\n }\r\n // Not from input file.\r\n else {\r\n url += value;\r\n }\r\n\r\n return new Texture(url, scene, false, MTLFileLoader.INVERT_TEXTURE_Y);\r\n }\r\n}\r\n"]}
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|
+
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type { Nullable } from \"core/types\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\n\r\nimport type { Scene } from \"core/scene\";\r\nimport type { AssetContainer } from \"core/assetContainer\";\r\n/**\r\n * Class reading and parsing the MTL file bundled with the obj file.\r\n */\r\nexport class MTLFileLoader {\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n public static INVERT_TEXTURE_Y = true;\r\n\r\n /**\r\n * All material loaded from the mtl will be set here\r\n */\r\n public materials: StandardMaterial[] = [];\r\n\r\n /**\r\n * This function will read the mtl file and create each material described inside\r\n * This function could be improve by adding :\r\n * -some component missing (Ni, Tf...)\r\n * -including the specific options available\r\n *\r\n * @param scene defines the scene the material will be created in\r\n * @param data defines the mtl data to parse\r\n * @param rootUrl defines the rooturl to use in order to load relative dependencies\r\n * @param assetContainer defines the asset container to store the material in (can be null)\r\n */\r\n public parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string, assetContainer: Nullable<AssetContainer>): void {\r\n if (data instanceof ArrayBuffer) {\r\n return;\r\n }\r\n\r\n //Split the lines from the file\r\n const lines = data.split(\"\\n\");\r\n // whitespace char ie: [ \\t\\r\\n\\f]\r\n const delimiter_pattern = /\\s+/;\r\n //Array with RGB colors\r\n let color: number[];\r\n //New material\r\n let material: Nullable<StandardMaterial> = null;\r\n\r\n //Look at each line\r\n for (let i = 0; i < lines.length; i++) {\r\n const line = lines[i].trim();\r\n\r\n // Blank line or comment\r\n if (line.length === 0 || line.charAt(0) === \"#\") {\r\n continue;\r\n }\r\n\r\n //Get the first parameter (keyword)\r\n const pos = line.indexOf(\" \");\r\n let key = pos >= 0 ? line.substring(0, pos) : line;\r\n key = key.toLowerCase();\r\n\r\n //Get the data following the key\r\n const value: string = pos >= 0 ? line.substring(pos + 1).trim() : \"\";\r\n\r\n //This mtl keyword will create the new material\r\n if (key === \"newmtl\") {\r\n //Check if it is the first material.\r\n // Materials specifications are described after this keyword.\r\n if (material) {\r\n //Add the previous material in the material array.\r\n this.materials.push(material);\r\n }\r\n //Create a new material.\r\n // value is the name of the material read in the mtl file\r\n\r\n scene._blockEntityCollection = !!assetContainer;\r\n material = new StandardMaterial(value, scene);\r\n material._parentContainer = assetContainer;\r\n scene._blockEntityCollection = false;\r\n } else if (key === \"kd\" && material) {\r\n // Diffuse color (color under white light) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.diffuseColor = Color3.FromArray(color);\r\n } else if (key === \"ka\" && material) {\r\n // Ambient color (color under shadow) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.ambientColor = Color3.FromArray(color);\r\n } else if (key === \"ks\" && material) {\r\n // Specular color (color when light is reflected from shiny surface) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set the color into the material\r\n material.specularColor = Color3.FromArray(color);\r\n } else if (key === \"ke\" && material) {\r\n // Emissive color using RGB values\r\n color = value.split(delimiter_pattern, 3).map(parseFloat);\r\n material.emissiveColor = Color3.FromArray(color);\r\n } else if (key === \"ns\" && material) {\r\n //value = \"Integer\"\r\n material.specularPower = parseFloat(value);\r\n } else if (key === \"d\" && material) {\r\n //d is dissolve for current material. It mean alpha for BABYLON\r\n material.alpha = parseFloat(value);\r\n\r\n //Texture\r\n //This part can be improved by adding the possible options of texture\r\n } else if (key === \"map_ka\" && material) {\r\n // ambient texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.ambientTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n } else if (key === \"map_kd\" && material) {\r\n // Diffuse texture map with a loaded image\r\n material.diffuseTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ks\" && material) {\r\n // Specular texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.specularTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ns\") {\r\n //Specular\r\n //Specular highlight component\r\n //We must first get the folder of the image\r\n //\r\n //Not supported by BABYLON\r\n //\r\n // continue;\r\n } else if (key === \"map_bump\" && material) {\r\n //The bump texture\r\n const values = value.split(delimiter_pattern);\r\n const bumpMultiplierIndex = values.indexOf(\"-bm\");\r\n let bumpMultiplier: Nullable<string> = null;\r\n\r\n if (bumpMultiplierIndex >= 0) {\r\n bumpMultiplier = values[bumpMultiplierIndex + 1];\r\n values.splice(bumpMultiplierIndex, 2); // remove\r\n }\r\n\r\n material.bumpTexture = MTLFileLoader._GetTexture(rootUrl, values.join(\" \"), scene);\r\n if (material.bumpTexture && bumpMultiplier !== null) {\r\n material.bumpTexture.level = parseFloat(bumpMultiplier);\r\n }\r\n } else if (key === \"map_d\" && material) {\r\n // The dissolve of the material\r\n material.opacityTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n\r\n //Options for illumination\r\n } else if (key === \"illum\") {\r\n //Illumination\r\n if (value === \"0\") {\r\n //That mean Kd == Kd\r\n } else if (value === \"1\") {\r\n //Color on and Ambient on\r\n } else if (value === \"2\") {\r\n //Highlight on\r\n } else if (value === \"3\") {\r\n //Reflection on and Ray trace on\r\n } else if (value === \"4\") {\r\n //Transparency: Glass on, Reflection: Ray trace on\r\n } else if (value === \"5\") {\r\n //Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"6\") {\r\n //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on\r\n } else if (value === \"7\") {\r\n //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"8\") {\r\n //Reflection on and Ray trace off\r\n } else if (value === \"9\") {\r\n //Transparency: Glass on, Reflection: Ray trace off\r\n } else if (value === \"10\") {\r\n //Casts shadows onto invisible surfaces\r\n }\r\n } else {\r\n // console.log(\"Unhandled expression at line : \" + i +'\\n' + \"with value : \" + line);\r\n }\r\n }\r\n //At the end of the file, add the last material\r\n if (material) {\r\n this.materials.push(material);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture for the material.\r\n *\r\n * If the material is imported from input file,\r\n * We sanitize the url to ensure it takes the texture from aside the material.\r\n *\r\n * @param rootUrl The root url to load from\r\n * @param value The value stored in the mtl\r\n * @param scene\r\n * @return The Texture\r\n */\r\n private static _GetTexture(rootUrl: string, value: string, scene: Scene): Nullable<Texture> {\r\n if (!value) {\r\n return null;\r\n }\r\n\r\n let url = rootUrl;\r\n // Load from input file.\r\n if (rootUrl === \"file:\") {\r\n let lastDelimiter = value.lastIndexOf(\"\\\\\");\r\n if (lastDelimiter === -1) {\r\n lastDelimiter = value.lastIndexOf(\"/\");\r\n }\r\n\r\n if (lastDelimiter > -1) {\r\n url += value.substr(lastDelimiter + 1);\r\n } else {\r\n url += value;\r\n }\r\n }\r\n // Not from input file.\r\n else {\r\n url += value;\r\n }\r\n\r\n return new Texture(url, scene, false, MTLFileLoader.INVERT_TEXTURE_Y);\r\n }\r\n}\r\n"]}
|
package/OBJ/objFileLoader.js
CHANGED
@@ -8,13 +8,13 @@ import { SolidParser } from "./solidParser.js";
|
|
8
8
|
* OBJ file type loader.
|
9
9
|
* This is a babylon scene loader plugin.
|
10
10
|
*/
|
11
|
-
|
11
|
+
export class OBJFileLoader {
|
12
12
|
/**
|
13
13
|
* Creates loader for .OBJ files
|
14
14
|
*
|
15
15
|
* @param loadingOptions options for loading and parsing OBJ/MTL files.
|
16
16
|
*/
|
17
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-
|
17
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+
constructor(loadingOptions) {
|
18
18
|
/**
|
19
19
|
* Defines the name of the plugin.
|
20
20
|
*/
|
@@ -26,37 +26,29 @@ var OBJFileLoader = /** @class */ (function () {
|
|
26
26
|
this._assetContainer = null;
|
27
27
|
this._loadingOptions = loadingOptions || OBJFileLoader._DefaultLoadingOptions;
|
28
28
|
}
|
29
|
-
|
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-
|
31
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-
|
32
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-
|
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
|
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-
|
50
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-
|
51
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-
|
52
|
-
materialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,
|
53
|
-
optimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,
|
54
|
-
skipMaterials: OBJFileLoader.SKIP_MATERIALS,
|
55
|
-
};
|
56
|
-
},
|
57
|
-
enumerable: false,
|
58
|
-
configurable: true
|
59
|
-
});
|
29
|
+
/**
|
30
|
+
* Invert Y-Axis of referenced textures on load
|
31
|
+
*/
|
32
|
+
static get INVERT_TEXTURE_Y() {
|
33
|
+
return MTLFileLoader.INVERT_TEXTURE_Y;
|
34
|
+
}
|
35
|
+
static set INVERT_TEXTURE_Y(value) {
|
36
|
+
MTLFileLoader.INVERT_TEXTURE_Y = value;
|
37
|
+
}
|
38
|
+
static get _DefaultLoadingOptions() {
|
39
|
+
return {
|
40
|
+
computeNormals: OBJFileLoader.COMPUTE_NORMALS,
|
41
|
+
optimizeNormals: OBJFileLoader.OPTIMIZE_NORMALS,
|
42
|
+
importVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,
|
43
|
+
invertY: OBJFileLoader.INVERT_Y,
|
44
|
+
invertTextureY: OBJFileLoader.INVERT_TEXTURE_Y,
|
45
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+
// eslint-disable-next-line @typescript-eslint/naming-convention
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UVScaling: OBJFileLoader.UV_SCALING,
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materialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,
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optimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,
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skipMaterials: OBJFileLoader.SKIP_MATERIALS,
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};
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}
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/**
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* Calls synchronously the MTL file attached to this obj.
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* Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
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* @param onSuccess Callback function to be called when the MTL file is loaded
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* @param onFailure
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*/
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-
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_loadMTL(url, rootUrl, onSuccess, onFailure) {
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//The complete path to the mtl file
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-
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const pathOfFile = rootUrl + url;
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// Loads through the babylon tools to allow fileInput search.
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Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false,
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Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, (request, exception) => {
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onFailure(pathOfFile, exception);
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});
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}
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}
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/**
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* Instantiates a OBJ file loader plugin.
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* @returns the created plugin
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*/
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-
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createPlugin() {
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return new OBJFileLoader(OBJFileLoader._DefaultLoadingOptions);
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-
}
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}
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/**
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* If the data string can be loaded directly.
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* @returns if the data can be loaded directly
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*/
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-
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canDirectLoad() {
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return false;
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}
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}
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/**
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* Imports one or more meshes from the loaded OBJ data and adds them to the scene
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* @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
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* @param rootUrl root url to load from
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* @returns a promise containing the loaded meshes, particles, skeletons and animations
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*/
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-
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importMeshAsync(meshesNames, scene, data, rootUrl) {
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//get the meshes from OBJ file
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-
return this._parseSolid(meshesNames, scene, data, rootUrl).then(
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return this._parseSolid(meshesNames, scene, data, rootUrl).then((meshes) => {
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return {
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meshes: meshes,
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particleSystems: [],
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@@ -111,7 +103,7 @@ var OBJFileLoader = /** @class */ (function () {
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lights: [],
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};
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});
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}
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}
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/**
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* Imports all objects from the loaded OBJ data and adds them to the scene
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* @param scene the scene the objects should be added to
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* @param rootUrl root url to load from
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* @returns a promise which completes when objects have been loaded to the scene
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*/
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-
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loadAsync(scene, data, rootUrl) {
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//Get the 3D model
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return this.importMeshAsync(null, scene, data, rootUrl).then(
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return this.importMeshAsync(null, scene, data, rootUrl).then(() => {
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// return void
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});
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}
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}
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/**
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* Load into an asset container.
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* @param scene The scene to load into
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* @param rootUrl The root url for scene and resources
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* @returns The loaded asset container
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*/
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var container = new AssetContainer(scene);
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loadAssetContainerAsync(scene, data, rootUrl) {
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const container = new AssetContainer(scene);
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this._assetContainer = container;
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return this.importMeshAsync(null, scene, data, rootUrl)
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.then(
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result.meshes.forEach(
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result.meshes.forEach(
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-
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.then((result) => {
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result.meshes.forEach((mesh) => container.meshes.push(mesh));
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result.meshes.forEach((mesh) => {
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const material = mesh.material;
|
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if (material) {
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// Materials
|
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if (container.materials.indexOf(material) == -1) {
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container.materials.push(material);
|
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// Textures
|
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-
|
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textures.forEach(
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+
const textures = material.getActiveTextures();
|
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+
textures.forEach((t) => {
|
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if (container.textures.indexOf(t) == -1) {
|
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container.textures.push(t);
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}
|
@@ -155,14 +146,14 @@ var OBJFileLoader = /** @class */ (function () {
|
|
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}
|
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}
|
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});
|
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|
-
|
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|
+
this._assetContainer = null;
|
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|
return container;
|
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|
})
|
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|
-
.catch(
|
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|
-
|
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|
+
.catch((ex) => {
|
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|
+
this._assetContainer = null;
|
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|
throw ex;
|
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|
});
|
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|
-
}
|
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|
+
}
|
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|
/**
|
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* Read the OBJ file and create an Array of meshes.
|
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* Each mesh contains all information given by the OBJ and the MTL file.
|
@@ -173,33 +164,32 @@ var OBJFileLoader = /** @class */ (function () {
|
|
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* @param rootUrl defines the path to the folder
|
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* @returns the list of loaded meshes
|
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*/
|
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-
|
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-
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-
|
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|
-
|
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|
-
|
181
|
-
var babylonMeshesArray = []; //The mesh for babylon
|
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|
+
_parseSolid(meshesNames, scene, data, rootUrl) {
|
168
|
+
let fileToLoad = ""; //The name of the mtlFile to load
|
169
|
+
const materialsFromMTLFile = new MTLFileLoader();
|
170
|
+
const materialToUse = new Array();
|
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|
+
const babylonMeshesArray = []; //The mesh for babylon
|
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172
|
// Main function
|
183
|
-
|
184
|
-
solidParser.parse(meshesNames, data, scene, this._assetContainer,
|
173
|
+
const solidParser = new SolidParser(materialToUse, babylonMeshesArray, this._loadingOptions);
|
174
|
+
solidParser.parse(meshesNames, data, scene, this._assetContainer, (fileName) => {
|
185
175
|
fileToLoad = fileName;
|
186
176
|
});
|
187
177
|
// load the materials
|
188
|
-
|
178
|
+
const mtlPromises = [];
|
189
179
|
// Check if we have a file to load
|
190
180
|
if (fileToLoad !== "" && !this._loadingOptions.skipMaterials) {
|
191
181
|
//Load the file synchronously
|
192
|
-
mtlPromises.push(new Promise(
|
193
|
-
|
182
|
+
mtlPromises.push(new Promise((resolve, reject) => {
|
183
|
+
this._loadMTL(fileToLoad, rootUrl, (dataLoaded) => {
|
194
184
|
try {
|
195
185
|
//Create materials thanks MTLLoader function
|
196
|
-
materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl,
|
186
|
+
materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl, this._assetContainer);
|
197
187
|
//Look at each material loaded in the mtl file
|
198
|
-
for (
|
188
|
+
for (let n = 0; n < materialsFromMTLFile.materials.length; n++) {
|
199
189
|
//Three variables to get all meshes with the same material
|
200
|
-
|
201
|
-
|
202
|
-
|
190
|
+
let startIndex = 0;
|
191
|
+
const _indices = [];
|
192
|
+
let _index;
|
203
193
|
//The material from MTL file is used in the meshes loaded
|
204
194
|
//Push the indice in an array
|
205
195
|
//Check if the material is not used for another mesh
|
@@ -213,10 +203,10 @@ var OBJFileLoader = /** @class */ (function () {
|
|
213
203
|
materialsFromMTLFile.materials[n].dispose();
|
214
204
|
}
|
215
205
|
else {
|
216
|
-
for (
|
206
|
+
for (let o = 0; o < _indices.length; o++) {
|
217
207
|
//Apply the material to the Mesh for each mesh with the material
|
218
|
-
|
219
|
-
|
208
|
+
const mesh = babylonMeshesArray[_indices[o]];
|
209
|
+
const material = materialsFromMTLFile.materials[n];
|
220
210
|
mesh.material = material;
|
221
211
|
if (!mesh.getTotalIndices()) {
|
222
212
|
// No indices, we need to turn on point cloud
|
@@ -228,17 +218,17 @@ var OBJFileLoader = /** @class */ (function () {
|
|
228
218
|
resolve();
|
229
219
|
}
|
230
220
|
catch (e) {
|
231
|
-
Tools.Warn(
|
232
|
-
if (
|
221
|
+
Tools.Warn(`Error processing MTL file: '${fileToLoad}'`);
|
222
|
+
if (this._loadingOptions.materialLoadingFailsSilently) {
|
233
223
|
resolve();
|
234
224
|
}
|
235
225
|
else {
|
236
226
|
reject(e);
|
237
227
|
}
|
238
228
|
}
|
239
|
-
},
|
240
|
-
Tools.Warn(
|
241
|
-
if (
|
229
|
+
}, (pathOfFile, exception) => {
|
230
|
+
Tools.Warn(`Error downloading MTL file: '${fileToLoad}'`);
|
231
|
+
if (this._loadingOptions.materialLoadingFailsSilently) {
|
242
232
|
resolve();
|
243
233
|
}
|
244
234
|
else {
|
@@ -248,48 +238,46 @@ var OBJFileLoader = /** @class */ (function () {
|
|
248
238
|
}));
|
249
239
|
}
|
250
240
|
//Return an array with all Mesh
|
251
|
-
return Promise.all(mtlPromises).then(
|
241
|
+
return Promise.all(mtlPromises).then(() => {
|
252
242
|
return babylonMeshesArray;
|
253
243
|
});
|
254
|
-
}
|
255
|
-
|
256
|
-
|
257
|
-
|
258
|
-
|
259
|
-
|
260
|
-
|
261
|
-
|
262
|
-
|
263
|
-
|
264
|
-
|
265
|
-
|
266
|
-
|
267
|
-
|
268
|
-
|
269
|
-
|
270
|
-
|
271
|
-
|
272
|
-
|
273
|
-
|
274
|
-
|
275
|
-
|
276
|
-
|
277
|
-
|
278
|
-
|
279
|
-
|
280
|
-
|
281
|
-
|
282
|
-
|
283
|
-
|
284
|
-
|
285
|
-
|
286
|
-
|
287
|
-
|
288
|
-
|
289
|
-
|
290
|
-
|
291
|
-
}());
|
292
|
-
export { OBJFileLoader };
|
244
|
+
}
|
245
|
+
}
|
246
|
+
/**
|
247
|
+
* Defines if UVs are optimized by default during load.
|
248
|
+
*/
|
249
|
+
OBJFileLoader.OPTIMIZE_WITH_UV = true;
|
250
|
+
/**
|
251
|
+
* Invert model on y-axis (does a model scaling inversion)
|
252
|
+
*/
|
253
|
+
OBJFileLoader.INVERT_Y = false;
|
254
|
+
/**
|
255
|
+
* Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
|
256
|
+
*/
|
257
|
+
OBJFileLoader.IMPORT_VERTEX_COLORS = false;
|
258
|
+
/**
|
259
|
+
* Compute the normals for the model, even if normals are present in the file.
|
260
|
+
*/
|
261
|
+
OBJFileLoader.COMPUTE_NORMALS = false;
|
262
|
+
/**
|
263
|
+
* Optimize the normals for the model. Lighting can be uneven if you use OptimizeWithUV = true because new vertices can be created for the same location if they pertain to different faces.
|
264
|
+
* Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.
|
265
|
+
*/
|
266
|
+
OBJFileLoader.OPTIMIZE_NORMALS = false;
|
267
|
+
/**
|
268
|
+
* Defines custom scaling of UV coordinates of loaded meshes.
|
269
|
+
*/
|
270
|
+
OBJFileLoader.UV_SCALING = new Vector2(1, 1);
|
271
|
+
/**
|
272
|
+
* Skip loading the materials even if defined in the OBJ file (materials are ignored).
|
273
|
+
*/
|
274
|
+
OBJFileLoader.SKIP_MATERIALS = false;
|
275
|
+
/**
|
276
|
+
* When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
|
277
|
+
*
|
278
|
+
* Defaults to true for backwards compatibility.
|
279
|
+
*/
|
280
|
+
OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY = true;
|
293
281
|
if (SceneLoader) {
|
294
282
|
//Add this loader into the register plugin
|
295
283
|
SceneLoader.RegisterPlugin(new OBJFileLoader());
|