@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.
Files changed (91) hide show
  1. package/OBJ/mtlFileLoader.js +25 -27
  2. package/OBJ/mtlFileLoader.js.map +1 -1
  3. package/OBJ/objFileLoader.js +112 -124
  4. package/OBJ/objFileLoader.js.map +1 -1
  5. package/OBJ/solidParser.js +118 -125
  6. package/OBJ/solidParser.js.map +1 -1
  7. package/STL/stlFileLoader.js +61 -63
  8. package/STL/stlFileLoader.js.map +1 -1
  9. package/glTF/1.0/glTFBinaryExtension.js +26 -30
  10. package/glTF/1.0/glTFBinaryExtension.js.map +1 -1
  11. package/glTF/1.0/glTFLoader.js +409 -432
  12. package/glTF/1.0/glTFLoader.js.map +1 -1
  13. package/glTF/1.0/glTFLoaderUtils.js +33 -37
  14. package/glTF/1.0/glTFLoaderUtils.js.map +1 -1
  15. package/glTF/1.0/glTFMaterialsCommonExtension.js +27 -31
  16. package/glTF/1.0/glTFMaterialsCommonExtension.js.map +1 -1
  17. package/glTF/2.0/Extensions/EXT_lights_image_based.js +48 -59
  18. package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
  19. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +24 -29
  20. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
  21. package/glTF/2.0/Extensions/EXT_meshopt_compression.js +13 -16
  22. package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
  23. package/glTF/2.0/Extensions/EXT_texture_webp.js +13 -16
  24. package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
  25. package/glTF/2.0/Extensions/ExtrasAsMetadata.js +22 -26
  26. package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +1 -1
  27. package/glTF/2.0/Extensions/KHR_animation_pointer.js +63 -76
  28. package/glTF/2.0/Extensions/KHR_animation_pointer.js.map +1 -1
  29. package/glTF/2.0/Extensions/KHR_animation_pointer.map.js +90 -120
  30. package/glTF/2.0/Extensions/KHR_animation_pointer.map.js.map +1 -1
  31. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +25 -28
  32. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
  33. package/glTF/2.0/Extensions/KHR_lights_punctual.js +27 -30
  34. package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
  35. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +25 -28
  36. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
  37. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +15 -18
  38. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -1
  39. package/glTF/2.0/Extensions/KHR_materials_ior.js +21 -24
  40. package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
  41. package/glTF/2.0/Extensions/KHR_materials_iridescence.js +27 -31
  42. package/glTF/2.0/Extensions/KHR_materials_iridescence.js.map +1 -1
  43. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +24 -27
  44. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
  45. package/glTF/2.0/Extensions/KHR_materials_sheen.js +23 -26
  46. package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
  47. package/glTF/2.0/Extensions/KHR_materials_specular.js +23 -26
  48. package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
  49. package/glTF/2.0/Extensions/KHR_materials_translucency.js +20 -23
  50. package/glTF/2.0/Extensions/KHR_materials_translucency.js.map +1 -1
  51. package/glTF/2.0/Extensions/KHR_materials_transmission.js +82 -86
  52. package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
  53. package/glTF/2.0/Extensions/KHR_materials_unlit.js +19 -22
  54. package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
  55. package/glTF/2.0/Extensions/KHR_materials_variants.js +79 -97
  56. package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
  57. package/glTF/2.0/Extensions/KHR_materials_volume.js +20 -23
  58. package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
  59. package/glTF/2.0/Extensions/KHR_mesh_quantization.js +6 -8
  60. package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +1 -1
  61. package/glTF/2.0/Extensions/KHR_texture_basisu.js +13 -16
  62. package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
  63. package/glTF/2.0/Extensions/KHR_texture_transform.js +12 -15
  64. package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
  65. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +12 -15
  66. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
  67. package/glTF/2.0/Extensions/MSFT_audio_emitter.js +77 -95
  68. package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
  69. package/glTF/2.0/Extensions/MSFT_lod.js +114 -139
  70. package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
  71. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +12 -15
  72. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -1
  73. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +12 -15
  74. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -1
  75. package/glTF/2.0/glTFLoader.js +739 -823
  76. package/glTF/2.0/glTFLoader.js.map +1 -1
  77. package/glTF/glTFFileLoader.js +337 -404
  78. package/glTF/glTFFileLoader.js.map +1 -1
  79. package/glTF/glTFValidation.js +32 -39
  80. package/glTF/glTFValidation.js.map +1 -1
  81. package/legacy/legacy-glTF.js +3 -3
  82. package/legacy/legacy-glTF.js.map +1 -1
  83. package/legacy/legacy-glTF1.js +2 -2
  84. package/legacy/legacy-glTF1.js.map +1 -1
  85. package/legacy/legacy-glTF2.js +12 -12
  86. package/legacy/legacy-glTF2.js.map +1 -1
  87. package/legacy/legacy-objFileLoader.js +2 -2
  88. package/legacy/legacy-objFileLoader.js.map +1 -1
  89. package/legacy/legacy-stlFileLoader.js +2 -2
  90. package/legacy/legacy-stlFileLoader.js.map +1 -1
  91. package/package.json +3 -6
@@ -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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- var MTLFileLoader = /** @class */ (function () {
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- function MTLFileLoader() {
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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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  */
@@ -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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- MTLFileLoader.prototype.parseMTL = function (scene, data, rootUrl, assetContainer) {
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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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- var lines = data.split("\n");
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+ const lines = data.split("\n");
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  // whitespace char ie: [ \t\r\n\f]
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- var delimiter_pattern = /\s+/;
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+ const delimiter_pattern = /\s+/;
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  //Array with RGB colors
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- var color;
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+ let color;
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  //New material
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- var material = null;
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+ let material = null;
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  //Look at each line
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- for (var i = 0; i < lines.length; i++) {
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- var line = lines[i].trim();
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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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- var pos = line.indexOf(" ");
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- var key = pos >= 0 ? line.substring(0, pos) : line;
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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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- var value = pos >= 0 ? line.substring(pos + 1).trim() : "";
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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.
@@ -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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- var values = value.split(delimiter_pattern);
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- var bumpMultiplierIndex = values.indexOf("-bm");
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- var bumpMultiplier = null;
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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
@@ -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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  *
@@ -199,14 +199,14 @@ var MTLFileLoader = /** @class */ (function () {
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  * @param scene
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  * @return The Texture
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  */
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- MTLFileLoader._GetTexture = function (rootUrl, value, scene) {
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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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- var url = rootUrl;
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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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- var lastDelimiter = value.lastIndexOf("\\");
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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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  }
@@ -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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- * 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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- return MTLFileLoader;
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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
@@ -1 +1 @@
1
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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"]}
1
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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"]}
@@ -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
- var OBJFileLoader = /** @class */ (function () {
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
- function OBJFileLoader(loadingOptions) {
17
+ 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
- Object.defineProperty(OBJFileLoader, "INVERT_TEXTURE_Y", {
30
- /**
31
- * Invert Y-Axis of referenced textures on load
32
- */
33
- get: function () {
34
- return MTLFileLoader.INVERT_TEXTURE_Y;
35
- },
36
- set: function (value) {
37
- MTLFileLoader.INVERT_TEXTURE_Y = value;
38
- },
39
- enumerable: false,
40
- configurable: true
41
- });
42
- Object.defineProperty(OBJFileLoader, "_DefaultLoadingOptions", {
43
- get: function () {
44
- return {
45
- computeNormals: OBJFileLoader.COMPUTE_NORMALS,
46
- optimizeNormals: OBJFileLoader.OPTIMIZE_NORMALS,
47
- importVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,
48
- invertY: OBJFileLoader.INVERT_Y,
49
- invertTextureY: OBJFileLoader.INVERT_TEXTURE_Y,
50
- // eslint-disable-next-line @typescript-eslint/naming-convention
51
- UVScaling: OBJFileLoader.UV_SCALING,
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
+ // eslint-disable-next-line @typescript-eslint/naming-convention
46
+ UVScaling: OBJFileLoader.UV_SCALING,
47
+ materialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,
48
+ optimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,
49
+ skipMaterials: OBJFileLoader.SKIP_MATERIALS,
50
+ };
51
+ }
60
52
  /**
61
53
  * Calls synchronously the MTL file attached to this obj.
62
54
  * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
@@ -68,28 +60,28 @@ var OBJFileLoader = /** @class */ (function () {
68
60
  * @param onSuccess Callback function to be called when the MTL file is loaded
69
61
  * @param onFailure
70
62
  */
71
- OBJFileLoader.prototype._loadMTL = function (url, rootUrl, onSuccess, onFailure) {
63
+ _loadMTL(url, rootUrl, onSuccess, onFailure) {
72
64
  //The complete path to the mtl file
73
- var pathOfFile = rootUrl + url;
65
+ const pathOfFile = rootUrl + url;
74
66
  // Loads through the babylon tools to allow fileInput search.
75
- Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, function (request, exception) {
67
+ Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, (request, exception) => {
76
68
  onFailure(pathOfFile, exception);
77
69
  });
78
- };
70
+ }
79
71
  /**
80
72
  * Instantiates a OBJ file loader plugin.
81
73
  * @returns the created plugin
82
74
  */
83
- OBJFileLoader.prototype.createPlugin = function () {
75
+ createPlugin() {
84
76
  return new OBJFileLoader(OBJFileLoader._DefaultLoadingOptions);
85
- };
77
+ }
86
78
  /**
87
79
  * If the data string can be loaded directly.
88
80
  * @returns if the data can be loaded directly
89
81
  */
90
- OBJFileLoader.prototype.canDirectLoad = function () {
82
+ canDirectLoad() {
91
83
  return false;
92
- };
84
+ }
93
85
  /**
94
86
  * Imports one or more meshes from the loaded OBJ data and adds them to the scene
95
87
  * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
@@ -98,9 +90,9 @@ var OBJFileLoader = /** @class */ (function () {
98
90
  * @param rootUrl root url to load from
99
91
  * @returns a promise containing the loaded meshes, particles, skeletons and animations
100
92
  */
101
- OBJFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl) {
93
+ importMeshAsync(meshesNames, scene, data, rootUrl) {
102
94
  //get the meshes from OBJ file
103
- return this._parseSolid(meshesNames, scene, data, rootUrl).then(function (meshes) {
95
+ return this._parseSolid(meshesNames, scene, data, rootUrl).then((meshes) => {
104
96
  return {
105
97
  meshes: meshes,
106
98
  particleSystems: [],
@@ -111,7 +103,7 @@ var OBJFileLoader = /** @class */ (function () {
111
103
  lights: [],
112
104
  };
113
105
  });
114
- };
106
+ }
115
107
  /**
116
108
  * Imports all objects from the loaded OBJ data and adds them to the scene
117
109
  * @param scene the scene the objects should be added to
@@ -119,12 +111,12 @@ var OBJFileLoader = /** @class */ (function () {
119
111
  * @param rootUrl root url to load from
120
112
  * @returns a promise which completes when objects have been loaded to the scene
121
113
  */
122
- OBJFileLoader.prototype.loadAsync = function (scene, data, rootUrl) {
114
+ loadAsync(scene, data, rootUrl) {
123
115
  //Get the 3D model
124
- return this.importMeshAsync(null, scene, data, rootUrl).then(function () {
116
+ return this.importMeshAsync(null, scene, data, rootUrl).then(() => {
125
117
  // return void
126
118
  });
127
- };
119
+ }
128
120
  /**
129
121
  * Load into an asset container.
130
122
  * @param scene The scene to load into
@@ -132,22 +124,21 @@ var OBJFileLoader = /** @class */ (function () {
132
124
  * @param rootUrl The root url for scene and resources
133
125
  * @returns The loaded asset container
134
126
  */
135
- OBJFileLoader.prototype.loadAssetContainerAsync = function (scene, data, rootUrl) {
136
- var _this = this;
137
- var container = new AssetContainer(scene);
127
+ loadAssetContainerAsync(scene, data, rootUrl) {
128
+ const container = new AssetContainer(scene);
138
129
  this._assetContainer = container;
139
130
  return this.importMeshAsync(null, scene, data, rootUrl)
140
- .then(function (result) {
141
- result.meshes.forEach(function (mesh) { return container.meshes.push(mesh); });
142
- result.meshes.forEach(function (mesh) {
143
- var material = mesh.material;
131
+ .then((result) => {
132
+ result.meshes.forEach((mesh) => container.meshes.push(mesh));
133
+ result.meshes.forEach((mesh) => {
134
+ const material = mesh.material;
144
135
  if (material) {
145
136
  // Materials
146
137
  if (container.materials.indexOf(material) == -1) {
147
138
  container.materials.push(material);
148
139
  // Textures
149
- var textures = material.getActiveTextures();
150
- textures.forEach(function (t) {
140
+ const textures = material.getActiveTextures();
141
+ textures.forEach((t) => {
151
142
  if (container.textures.indexOf(t) == -1) {
152
143
  container.textures.push(t);
153
144
  }
@@ -155,14 +146,14 @@ var OBJFileLoader = /** @class */ (function () {
155
146
  }
156
147
  }
157
148
  });
158
- _this._assetContainer = null;
149
+ this._assetContainer = null;
159
150
  return container;
160
151
  })
161
- .catch(function (ex) {
162
- _this._assetContainer = null;
152
+ .catch((ex) => {
153
+ this._assetContainer = null;
163
154
  throw ex;
164
155
  });
165
- };
156
+ }
166
157
  /**
167
158
  * Read the OBJ file and create an Array of meshes.
168
159
  * Each mesh contains all information given by the OBJ and the MTL file.
@@ -173,33 +164,32 @@ var OBJFileLoader = /** @class */ (function () {
173
164
  * @param rootUrl defines the path to the folder
174
165
  * @returns the list of loaded meshes
175
166
  */
176
- OBJFileLoader.prototype._parseSolid = function (meshesNames, scene, data, rootUrl) {
177
- var _this = this;
178
- var fileToLoad = ""; //The name of the mtlFile to load
179
- var materialsFromMTLFile = new MTLFileLoader();
180
- var materialToUse = new Array();
181
- var babylonMeshesArray = []; //The mesh for babylon
167
+ _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();
171
+ const babylonMeshesArray = []; //The mesh for babylon
182
172
  // Main function
183
- var solidParser = new SolidParser(materialToUse, babylonMeshesArray, this._loadingOptions);
184
- solidParser.parse(meshesNames, data, scene, this._assetContainer, function (fileName) {
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
- var mtlPromises = [];
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(function (resolve, reject) {
193
- _this._loadMTL(fileToLoad, rootUrl, function (dataLoaded) {
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, _this._assetContainer);
186
+ materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl, this._assetContainer);
197
187
  //Look at each material loaded in the mtl file
198
- for (var n = 0; n < materialsFromMTLFile.materials.length; n++) {
188
+ for (let n = 0; n < materialsFromMTLFile.materials.length; n++) {
199
189
  //Three variables to get all meshes with the same material
200
- var startIndex = 0;
201
- var _indices = [];
202
- var _index = void 0;
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 (var o = 0; o < _indices.length; o++) {
206
+ for (let o = 0; o < _indices.length; o++) {
217
207
  //Apply the material to the Mesh for each mesh with the material
218
- var mesh = babylonMeshesArray[_indices[o]];
219
- var material = materialsFromMTLFile.materials[n];
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("Error processing MTL file: '".concat(fileToLoad, "'"));
232
- if (_this._loadingOptions.materialLoadingFailsSilently) {
221
+ Tools.Warn(`Error processing MTL file: '${fileToLoad}'`);
222
+ if (this._loadingOptions.materialLoadingFailsSilently) {
233
223
  resolve();
234
224
  }
235
225
  else {
236
226
  reject(e);
237
227
  }
238
228
  }
239
- }, function (pathOfFile, exception) {
240
- Tools.Warn("Error downloading MTL file: '".concat(fileToLoad, "'"));
241
- if (_this._loadingOptions.materialLoadingFailsSilently) {
229
+ }, (pathOfFile, exception) => {
230
+ Tools.Warn(`Error downloading MTL file: '${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(function () {
241
+ return Promise.all(mtlPromises).then(() => {
252
242
  return babylonMeshesArray;
253
243
  });
254
- };
255
- /**
256
- * Defines if UVs are optimized by default during load.
257
- */
258
- OBJFileLoader.OPTIMIZE_WITH_UV = true;
259
- /**
260
- * Invert model on y-axis (does a model scaling inversion)
261
- */
262
- OBJFileLoader.INVERT_Y = false;
263
- /**
264
- * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
265
- */
266
- OBJFileLoader.IMPORT_VERTEX_COLORS = false;
267
- /**
268
- * Compute the normals for the model, even if normals are present in the file.
269
- */
270
- OBJFileLoader.COMPUTE_NORMALS = false;
271
- /**
272
- * 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.
273
- * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.
274
- */
275
- OBJFileLoader.OPTIMIZE_NORMALS = false;
276
- /**
277
- * Defines custom scaling of UV coordinates of loaded meshes.
278
- */
279
- OBJFileLoader.UV_SCALING = new Vector2(1, 1);
280
- /**
281
- * Skip loading the materials even if defined in the OBJ file (materials are ignored).
282
- */
283
- OBJFileLoader.SKIP_MATERIALS = false;
284
- /**
285
- * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
286
- *
287
- * Defaults to true for backwards compatibility.
288
- */
289
- OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY = true;
290
- return OBJFileLoader;
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());