@babylonjs/loaders 5.20.0 → 5.22.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (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 +5 -8
@@ -1 +1 @@
1
- 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type { Nullable } from \"core/types\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult } from \"core/Loading/sceneLoader\";\r\nimport { SceneLoader } from \"core/Loading/sceneLoader\";\r\nimport { AssetContainer } from \"core/assetContainer\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { WebRequest } from \"core/Misc/webRequest\";\r\nimport { MTLFileLoader } from \"./mtlFileLoader\";\r\nimport type { OBJLoadingOptions } from \"./objLoadingOptions\";\r\nimport { SolidParser } from \"./solidParser\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\n\r\n/**\r\n * OBJ file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {\r\n /**\r\n * Defines if UVs are optimized by default during load.\r\n */\r\n public static OPTIMIZE_WITH_UV = true;\r\n /**\r\n * Invert model on y-axis (does a model scaling inversion)\r\n */\r\n public static INVERT_Y = false;\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n public static get INVERT_TEXTURE_Y() {\r\n return MTLFileLoader.INVERT_TEXTURE_Y;\r\n }\r\n\r\n public static set INVERT_TEXTURE_Y(value: boolean) {\r\n MTLFileLoader.INVERT_TEXTURE_Y = value;\r\n }\r\n\r\n /**\r\n * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.\r\n */\r\n public static IMPORT_VERTEX_COLORS = false;\r\n /**\r\n * Compute the normals for the model, even if normals are present in the file.\r\n */\r\n public static COMPUTE_NORMALS = false;\r\n /**\r\n * Optimize the normals for the model. Lighting can be uneven if you use OptimizeWithUV = true because new vertices can be created for the same location if they pertain to different faces.\r\n * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.\r\n */\r\n public static OPTIMIZE_NORMALS = false;\r\n /**\r\n * Defines custom scaling of UV coordinates of loaded meshes.\r\n */\r\n public static UV_SCALING = new Vector2(1, 1);\r\n /**\r\n * Skip loading the materials even if defined in the OBJ file (materials are ignored).\r\n */\r\n public static SKIP_MATERIALS = false;\r\n\r\n /**\r\n * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.\r\n *\r\n * Defaults to true for backwards compatibility.\r\n */\r\n public static MATERIAL_LOADING_FAILS_SILENTLY = true;\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public name = \"obj\";\r\n /**\r\n * Defines the extension the plugin is able to load.\r\n */\r\n public extensions = \".obj\";\r\n\r\n private _assetContainer: Nullable<AssetContainer> = null;\r\n\r\n private _loadingOptions: OBJLoadingOptions;\r\n\r\n /**\r\n * Creates loader for .OBJ files\r\n *\r\n * @param loadingOptions options for loading and parsing OBJ/MTL files.\r\n */\r\n constructor(loadingOptions?: OBJLoadingOptions) {\r\n this._loadingOptions = loadingOptions || OBJFileLoader._DefaultLoadingOptions;\r\n }\r\n\r\n private static get _DefaultLoadingOptions(): OBJLoadingOptions {\r\n return {\r\n computeNormals: OBJFileLoader.COMPUTE_NORMALS,\r\n optimizeNormals: OBJFileLoader.OPTIMIZE_NORMALS,\r\n importVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,\r\n invertY: OBJFileLoader.INVERT_Y,\r\n invertTextureY: OBJFileLoader.INVERT_TEXTURE_Y,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n UVScaling: OBJFileLoader.UV_SCALING,\r\n materialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,\r\n optimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,\r\n skipMaterials: OBJFileLoader.SKIP_MATERIALS,\r\n };\r\n }\r\n\r\n /**\r\n * Calls synchronously the MTL file attached to this obj.\r\n * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.\r\n * Without this function materials are not displayed in the first frame (but displayed after).\r\n * In consequence it is impossible to get material information in your HTML file\r\n *\r\n * @param url The URL of the MTL file\r\n * @param rootUrl defines where to load data from\r\n * @param onSuccess Callback function to be called when the MTL file is loaded\r\n * @param onFailure\r\n */\r\n private _loadMTL(\r\n url: string,\r\n rootUrl: string,\r\n onSuccess: (response: string | ArrayBuffer, responseUrl?: string) => any,\r\n onFailure: (pathOfFile: string, exception?: any) => void\r\n ) {\r\n //The complete path to the mtl file\r\n const pathOfFile = rootUrl + url;\r\n\r\n // Loads through the babylon tools to allow fileInput search.\r\n Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, (request?: WebRequest | undefined, exception?: any) => {\r\n onFailure(pathOfFile, exception);\r\n });\r\n }\r\n\r\n /**\r\n * Instantiates a OBJ file loader plugin.\r\n * @returns the created plugin\r\n */\r\n createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin {\r\n return new OBJFileLoader(OBJFileLoader._DefaultLoadingOptions);\r\n }\r\n\r\n /**\r\n * If the data string can be loaded directly.\r\n * @returns if the data can be loaded directly\r\n */\r\n public canDirectLoad(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Imports one or more meshes from the loaded OBJ data and adds them to the scene\r\n * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene the scene the meshes should be added to\r\n * @param data the OBJ data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise containing the loaded meshes, particles, skeletons and animations\r\n */\r\n public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<ISceneLoaderAsyncResult> {\r\n //get the meshes from OBJ file\r\n return this._parseSolid(meshesNames, scene, data, rootUrl).then((meshes) => {\r\n return {\r\n meshes: meshes,\r\n particleSystems: [],\r\n skeletons: [],\r\n animationGroups: [],\r\n transformNodes: [],\r\n geometries: [],\r\n lights: [],\r\n };\r\n });\r\n }\r\n\r\n /**\r\n * Imports all objects from the loaded OBJ data and adds them to the scene\r\n * @param scene the scene the objects should be added to\r\n * @param data the OBJ data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise which completes when objects have been loaded to the scene\r\n */\r\n public loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void> {\r\n //Get the 3D model\r\n return this.importMeshAsync(null, scene, data, rootUrl).then(() => {\r\n // return void\r\n });\r\n }\r\n\r\n /**\r\n * Load into an asset container.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @returns The loaded asset container\r\n */\r\n public loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string): Promise<AssetContainer> {\r\n const container = new AssetContainer(scene);\r\n this._assetContainer = container;\r\n\r\n return this.importMeshAsync(null, scene, data, rootUrl)\r\n .then((result) => {\r\n result.meshes.forEach((mesh) => container.meshes.push(mesh));\r\n result.meshes.forEach((mesh) => {\r\n const material = mesh.material;\r\n if (material) {\r\n // Materials\r\n if (container.materials.indexOf(material) == -1) {\r\n container.materials.push(material);\r\n\r\n // Textures\r\n const textures = material.getActiveTextures();\r\n textures.forEach((t) => {\r\n if (container.textures.indexOf(t) == -1) {\r\n container.textures.push(t);\r\n }\r\n });\r\n }\r\n }\r\n });\r\n this._assetContainer = null;\r\n return container;\r\n })\r\n .catch((ex) => {\r\n this._assetContainer = null;\r\n throw ex;\r\n });\r\n }\r\n\r\n /**\r\n * Read the OBJ file and create an Array of meshes.\r\n * Each mesh contains all information given by the OBJ and the MTL file.\r\n * i.e. vertices positions and indices, optional normals values, optional UV values, optional material\r\n * @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene defines the scene where are displayed the data\r\n * @param data defines the content of the obj file\r\n * @param rootUrl defines the path to the folder\r\n * @returns the list of loaded meshes\r\n */\r\n private _parseSolid(meshesNames: any, scene: Scene, data: string, rootUrl: string): Promise<Array<AbstractMesh>> {\r\n let fileToLoad: string = \"\"; //The name of the mtlFile to load\r\n const materialsFromMTLFile: MTLFileLoader = new MTLFileLoader();\r\n const materialToUse = new Array<string>();\r\n const babylonMeshesArray: Array<Mesh> = []; //The mesh for babylon\r\n\r\n // Main function\r\n const solidParser = new SolidParser(materialToUse, babylonMeshesArray, this._loadingOptions);\r\n\r\n solidParser.parse(meshesNames, data, scene, this._assetContainer, (fileName: string) => {\r\n fileToLoad = fileName;\r\n });\r\n\r\n // load the materials\r\n const mtlPromises: Array<Promise<void>> = [];\r\n // Check if we have a file to load\r\n if (fileToLoad !== \"\" && !this._loadingOptions.skipMaterials) {\r\n //Load the file synchronously\r\n mtlPromises.push(\r\n new Promise((resolve, reject) => {\r\n this._loadMTL(\r\n fileToLoad,\r\n rootUrl,\r\n (dataLoaded) => {\r\n try {\r\n //Create materials thanks MTLLoader function\r\n materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl, this._assetContainer);\r\n //Look at each material loaded in the mtl file\r\n for (let n = 0; n < materialsFromMTLFile.materials.length; n++) {\r\n //Three variables to get all meshes with the same material\r\n let startIndex = 0;\r\n const _indices = [];\r\n let _index;\r\n\r\n //The material from MTL file is used in the meshes loaded\r\n //Push the indice in an array\r\n //Check if the material is not used for another mesh\r\n while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {\r\n _indices.push(_index);\r\n startIndex = _index + 1;\r\n }\r\n //If the material is not used dispose it\r\n if (_index === -1 && _indices.length === 0) {\r\n //If the material is not needed, remove it\r\n materialsFromMTLFile.materials[n].dispose();\r\n } else {\r\n for (let o = 0; o < _indices.length; o++) {\r\n //Apply the material to the Mesh for each mesh with the material\r\n const mesh = babylonMeshesArray[_indices[o]];\r\n const material = materialsFromMTLFile.materials[n];\r\n mesh.material = material;\r\n\r\n if (!mesh.getTotalIndices()) {\r\n // No indices, we need to turn on point cloud\r\n material.pointsCloud = true;\r\n }\r\n }\r\n }\r\n }\r\n resolve();\r\n } catch (e) {\r\n Tools.Warn(`Error processing MTL file: '${fileToLoad}'`);\r\n if (this._loadingOptions.materialLoadingFailsSilently) {\r\n resolve();\r\n } else {\r\n reject(e);\r\n }\r\n }\r\n },\r\n (pathOfFile: string, exception?: any) => {\r\n Tools.Warn(`Error downloading MTL file: '${fileToLoad}'`);\r\n if (this._loadingOptions.materialLoadingFailsSilently) {\r\n resolve();\r\n } else {\r\n reject(exception);\r\n }\r\n }\r\n );\r\n })\r\n );\r\n }\r\n //Return an array with all Mesh\r\n return Promise.all(mtlPromises).then(() => {\r\n return babylonMeshesArray;\r\n });\r\n }\r\n}\r\n\r\nif (SceneLoader) {\r\n //Add this loader into the register plugin\r\n SceneLoader.RegisterPlugin(new OBJFileLoader());\r\n}\r\n"]}
1
+ 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type { Nullable } from \"core/types\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult } from \"core/Loading/sceneLoader\";\r\nimport { SceneLoader } from \"core/Loading/sceneLoader\";\r\nimport { AssetContainer } from \"core/assetContainer\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { WebRequest } from \"core/Misc/webRequest\";\r\nimport { MTLFileLoader } from \"./mtlFileLoader\";\r\nimport type { OBJLoadingOptions } from \"./objLoadingOptions\";\r\nimport { SolidParser } from \"./solidParser\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\n\r\n/**\r\n * OBJ file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {\r\n /**\r\n * Defines if UVs are optimized by default during load.\r\n */\r\n public static OPTIMIZE_WITH_UV = true;\r\n /**\r\n * Invert model on y-axis (does a model scaling inversion)\r\n */\r\n public static INVERT_Y = false;\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n public static get INVERT_TEXTURE_Y() {\r\n return MTLFileLoader.INVERT_TEXTURE_Y;\r\n }\r\n\r\n public static set INVERT_TEXTURE_Y(value: boolean) {\r\n MTLFileLoader.INVERT_TEXTURE_Y = value;\r\n }\r\n\r\n /**\r\n * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.\r\n */\r\n public static IMPORT_VERTEX_COLORS = false;\r\n /**\r\n * Compute the normals for the model, even if normals are present in the file.\r\n */\r\n public static COMPUTE_NORMALS = false;\r\n /**\r\n * Optimize the normals for the model. Lighting can be uneven if you use OptimizeWithUV = true because new vertices can be created for the same location if they pertain to different faces.\r\n * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.\r\n */\r\n public static OPTIMIZE_NORMALS = false;\r\n /**\r\n * Defines custom scaling of UV coordinates of loaded meshes.\r\n */\r\n public static UV_SCALING = new Vector2(1, 1);\r\n /**\r\n * Skip loading the materials even if defined in the OBJ file (materials are ignored).\r\n */\r\n public static SKIP_MATERIALS = false;\r\n\r\n /**\r\n * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.\r\n *\r\n * Defaults to true for backwards compatibility.\r\n */\r\n public static MATERIAL_LOADING_FAILS_SILENTLY = true;\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public name = \"obj\";\r\n /**\r\n * Defines the extension the plugin is able to load.\r\n */\r\n public extensions = \".obj\";\r\n\r\n private _assetContainer: Nullable<AssetContainer> = null;\r\n\r\n private _loadingOptions: OBJLoadingOptions;\r\n\r\n /**\r\n * Creates loader for .OBJ files\r\n *\r\n * @param loadingOptions options for loading and parsing OBJ/MTL files.\r\n */\r\n constructor(loadingOptions?: OBJLoadingOptions) {\r\n this._loadingOptions = loadingOptions || OBJFileLoader._DefaultLoadingOptions;\r\n }\r\n\r\n private static get _DefaultLoadingOptions(): OBJLoadingOptions {\r\n return {\r\n computeNormals: OBJFileLoader.COMPUTE_NORMALS,\r\n optimizeNormals: OBJFileLoader.OPTIMIZE_NORMALS,\r\n importVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,\r\n invertY: OBJFileLoader.INVERT_Y,\r\n invertTextureY: OBJFileLoader.INVERT_TEXTURE_Y,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n UVScaling: OBJFileLoader.UV_SCALING,\r\n materialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,\r\n optimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,\r\n skipMaterials: OBJFileLoader.SKIP_MATERIALS,\r\n };\r\n }\r\n\r\n /**\r\n * Calls synchronously the MTL file attached to this obj.\r\n * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.\r\n * Without this function materials are not displayed in the first frame (but displayed after).\r\n * In consequence it is impossible to get material information in your HTML file\r\n *\r\n * @param url The URL of the MTL file\r\n * @param rootUrl defines where to load data from\r\n * @param onSuccess Callback function to be called when the MTL file is loaded\r\n * @param onFailure\r\n */\r\n private _loadMTL(\r\n url: string,\r\n rootUrl: string,\r\n onSuccess: (response: string | ArrayBuffer, responseUrl?: string) => any,\r\n onFailure: (pathOfFile: string, exception?: any) => void\r\n ) {\r\n //The complete path to the mtl file\r\n const pathOfFile = rootUrl + url;\r\n\r\n // Loads through the babylon tools to allow fileInput search.\r\n Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, (request?: WebRequest | undefined, exception?: any) => {\r\n onFailure(pathOfFile, exception);\r\n });\r\n }\r\n\r\n /**\r\n * Instantiates a OBJ file loader plugin.\r\n * @returns the created plugin\r\n */\r\n createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin {\r\n return new OBJFileLoader(OBJFileLoader._DefaultLoadingOptions);\r\n }\r\n\r\n /**\r\n * If the data string can be loaded directly.\r\n * @returns if the data can be loaded directly\r\n */\r\n public canDirectLoad(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Imports one or more meshes from the loaded OBJ data and adds them to the scene\r\n * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene the scene the meshes should be added to\r\n * @param data the OBJ data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise containing the loaded meshes, particles, skeletons and animations\r\n */\r\n public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<ISceneLoaderAsyncResult> {\r\n //get the meshes from OBJ file\r\n return this._parseSolid(meshesNames, scene, data, rootUrl).then((meshes) => {\r\n return {\r\n meshes: meshes,\r\n particleSystems: [],\r\n skeletons: [],\r\n animationGroups: [],\r\n transformNodes: [],\r\n geometries: [],\r\n lights: [],\r\n };\r\n });\r\n }\r\n\r\n /**\r\n * Imports all objects from the loaded OBJ data and adds them to the scene\r\n * @param scene the scene the objects should be added to\r\n * @param data the OBJ data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise which completes when objects have been loaded to the scene\r\n */\r\n public loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void> {\r\n //Get the 3D model\r\n return this.importMeshAsync(null, scene, data, rootUrl).then(() => {\r\n // return void\r\n });\r\n }\r\n\r\n /**\r\n * Load into an asset container.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @returns The loaded asset container\r\n */\r\n public loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string): Promise<AssetContainer> {\r\n const container = new AssetContainer(scene);\r\n this._assetContainer = container;\r\n\r\n return this.importMeshAsync(null, scene, data, rootUrl)\r\n .then((result) => {\r\n result.meshes.forEach((mesh) => container.meshes.push(mesh));\r\n result.meshes.forEach((mesh) => {\r\n const material = mesh.material;\r\n if (material) {\r\n // Materials\r\n if (container.materials.indexOf(material) == -1) {\r\n container.materials.push(material);\r\n\r\n // Textures\r\n const textures = material.getActiveTextures();\r\n textures.forEach((t) => {\r\n if (container.textures.indexOf(t) == -1) {\r\n container.textures.push(t);\r\n }\r\n });\r\n }\r\n }\r\n });\r\n this._assetContainer = null;\r\n return container;\r\n })\r\n .catch((ex) => {\r\n this._assetContainer = null;\r\n throw ex;\r\n });\r\n }\r\n\r\n /**\r\n * Read the OBJ file and create an Array of meshes.\r\n * Each mesh contains all information given by the OBJ and the MTL file.\r\n * i.e. vertices positions and indices, optional normals values, optional UV values, optional material\r\n * @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene defines the scene where are displayed the data\r\n * @param data defines the content of the obj file\r\n * @param rootUrl defines the path to the folder\r\n * @returns the list of loaded meshes\r\n */\r\n private _parseSolid(meshesNames: any, scene: Scene, data: string, rootUrl: string): Promise<Array<AbstractMesh>> {\r\n let fileToLoad: string = \"\"; //The name of the mtlFile to load\r\n const materialsFromMTLFile: MTLFileLoader = new MTLFileLoader();\r\n const materialToUse = new Array<string>();\r\n const babylonMeshesArray: Array<Mesh> = []; //The mesh for babylon\r\n\r\n // Main function\r\n const solidParser = new SolidParser(materialToUse, babylonMeshesArray, this._loadingOptions);\r\n\r\n solidParser.parse(meshesNames, data, scene, this._assetContainer, (fileName: string) => {\r\n fileToLoad = fileName;\r\n });\r\n\r\n // load the materials\r\n const mtlPromises: Array<Promise<void>> = [];\r\n // Check if we have a file to load\r\n if (fileToLoad !== \"\" && !this._loadingOptions.skipMaterials) {\r\n //Load the file synchronously\r\n mtlPromises.push(\r\n new Promise((resolve, reject) => {\r\n this._loadMTL(\r\n fileToLoad,\r\n rootUrl,\r\n (dataLoaded) => {\r\n try {\r\n //Create materials thanks MTLLoader function\r\n materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl, this._assetContainer);\r\n //Look at each material loaded in the mtl file\r\n for (let n = 0; n < materialsFromMTLFile.materials.length; n++) {\r\n //Three variables to get all meshes with the same material\r\n let startIndex = 0;\r\n const _indices = [];\r\n let _index;\r\n\r\n //The material from MTL file is used in the meshes loaded\r\n //Push the indice in an array\r\n //Check if the material is not used for another mesh\r\n while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {\r\n _indices.push(_index);\r\n startIndex = _index + 1;\r\n }\r\n //If the material is not used dispose it\r\n if (_index === -1 && _indices.length === 0) {\r\n //If the material is not needed, remove it\r\n materialsFromMTLFile.materials[n].dispose();\r\n } else {\r\n for (let o = 0; o < _indices.length; o++) {\r\n //Apply the material to the Mesh for each mesh with the material\r\n const mesh = babylonMeshesArray[_indices[o]];\r\n const material = materialsFromMTLFile.materials[n];\r\n mesh.material = material;\r\n\r\n if (!mesh.getTotalIndices()) {\r\n // No indices, we need to turn on point cloud\r\n material.pointsCloud = true;\r\n }\r\n }\r\n }\r\n }\r\n resolve();\r\n } catch (e) {\r\n Tools.Warn(`Error processing MTL file: '${fileToLoad}'`);\r\n if (this._loadingOptions.materialLoadingFailsSilently) {\r\n resolve();\r\n } else {\r\n reject(e);\r\n }\r\n }\r\n },\r\n (pathOfFile: string, exception?: any) => {\r\n Tools.Warn(`Error downloading MTL file: '${fileToLoad}'`);\r\n if (this._loadingOptions.materialLoadingFailsSilently) {\r\n resolve();\r\n } else {\r\n reject(exception);\r\n }\r\n }\r\n );\r\n })\r\n );\r\n }\r\n //Return an array with all Mesh\r\n return Promise.all(mtlPromises).then(() => {\r\n return babylonMeshesArray;\r\n });\r\n }\r\n}\r\n\r\nif (SceneLoader) {\r\n //Add this loader into the register plugin\r\n SceneLoader.RegisterPlugin(new OBJFileLoader());\r\n}\r\n"]}
@@ -8,14 +8,14 @@ import { VertexData } from "@babylonjs/core/Meshes/mesh.vertexData.js";
8
8
  /**
9
9
  * Class used to load mesh data from OBJ content
10
10
  */
11
- var SolidParser = /** @class */ (function () {
11
+ export class SolidParser {
12
12
  /**
13
13
  * Creates a new SolidParser
14
14
  * @param materialToUse defines the array to fill with the list of materials to use (it will be filled by the parse function)
15
15
  * @param babylonMeshesArray defines the array to fill with the list of loaded meshes (it will be filled by the parse function)
16
16
  * @param loadingOptions defines the loading options to use
17
17
  */
18
- function SolidParser(materialToUse, babylonMeshesArray, loadingOptions) {
18
+ constructor(materialToUse, babylonMeshesArray, loadingOptions) {
19
19
  this._positions = []; //values for the positions of vertices
20
20
  this._normals = []; //Values for the normals
21
21
  this._uvs = []; //Values for the textures
@@ -52,23 +52,23 @@ var SolidParser = /** @class */ (function () {
52
52
  * @param obj Array<number>
53
53
  * @returns {boolean}
54
54
  */
55
- SolidParser.prototype._isInArray = function (arr, obj) {
55
+ _isInArray(arr, obj) {
56
56
  if (!arr[obj[0]]) {
57
57
  arr[obj[0]] = { normals: [], idx: [] };
58
58
  }
59
- var idx = arr[obj[0]].normals.indexOf(obj[1]);
59
+ const idx = arr[obj[0]].normals.indexOf(obj[1]);
60
60
  return idx === -1 ? -1 : arr[obj[0]].idx[idx];
61
- };
62
- SolidParser.prototype._isInArrayUV = function (arr, obj) {
61
+ }
62
+ _isInArrayUV(arr, obj) {
63
63
  if (!arr[obj[0]]) {
64
64
  arr[obj[0]] = { normals: [], idx: [], uv: [] };
65
65
  }
66
- var idx = arr[obj[0]].normals.indexOf(obj[1]);
66
+ const idx = arr[obj[0]].normals.indexOf(obj[1]);
67
67
  if (idx != 1 && obj[2] === arr[obj[0]].uv[idx]) {
68
68
  return arr[obj[0]].idx[idx];
69
69
  }
70
70
  return -1;
71
- };
71
+ }
72
72
  /**
73
73
  * This function set the data for each triangle.
74
74
  * Data are position, normals and uvs
@@ -83,9 +83,9 @@ var SolidParser = /** @class */ (function () {
83
83
  * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
84
84
  * @param positionColorsFromOBJ
85
85
  */
86
- SolidParser.prototype._setData = function (indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positionVectorFromOBJ, textureVectorFromOBJ, normalsVectorFromOBJ, positionColorsFromOBJ) {
86
+ _setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positionVectorFromOBJ, textureVectorFromOBJ, normalsVectorFromOBJ, positionColorsFromOBJ) {
87
87
  //Check if this tuple already exists in the list of tuples
88
- var _index;
88
+ let _index;
89
89
  if (this._loadingOptions.optimizeWithUV) {
90
90
  _index = this._isInArrayUV(this._tuplePosNorm, [indicePositionFromObj, indiceNormalFromObj, indiceUvsFromObj]);
91
91
  }
@@ -125,13 +125,13 @@ var SolidParser = /** @class */ (function () {
125
125
  //At this index we can get the value of position, normal, color and uvs of vertex
126
126
  this._indicesForBabylon.push(_index);
127
127
  }
128
- };
128
+ }
129
129
  /**
130
130
  * Transform Vector() and BABYLON.Color() objects into numbers in an array
131
131
  */
132
- SolidParser.prototype._unwrapData = function () {
132
+ _unwrapData() {
133
133
  //Every array has the same length
134
- for (var l = 0; l < this._wrappedPositionForBabylon.length; l++) {
134
+ for (let l = 0; l < this._wrappedPositionForBabylon.length; l++) {
135
135
  //Push the x, y, z values of each element in the unwrapped array
136
136
  this._unwrappedPositionsForBabylon.push(this._wrappedPositionForBabylon[l].x, this._wrappedPositionForBabylon[l].y, this._wrappedPositionForBabylon[l].z);
137
137
  this._unwrappedNormalsForBabylon.push(this._wrappedNormalsForBabylon[l].x, this._wrappedNormalsForBabylon[l].y, this._wrappedNormalsForBabylon[l].z);
@@ -148,7 +148,7 @@ var SolidParser = /** @class */ (function () {
148
148
  this._wrappedColorsForBabylon.length = 0;
149
149
  this._tuplePosNorm.length = 0;
150
150
  this._curPositionInIndices = 0;
151
- };
151
+ }
152
152
  /**
153
153
  * Create triangles from polygons
154
154
  * It is important to notice that a triangle is a polygon
@@ -162,9 +162,9 @@ var SolidParser = /** @class */ (function () {
162
162
  * @param faces Array[String] The indices of elements
163
163
  * @param v Integer The variable to increment
164
164
  */
165
- SolidParser.prototype._getTriangles = function (faces, v) {
165
+ _getTriangles(faces, v) {
166
166
  //Work for each element of the array
167
- for (var faceIndex = v; faceIndex < faces.length - 1; faceIndex++) {
167
+ for (let faceIndex = v; faceIndex < faces.length - 1; faceIndex++) {
168
168
  //Add on the triangle variable the indexes to obtain triangles
169
169
  this._triangles.push(faces[0], faces[faceIndex], faces[faceIndex + 1]);
170
170
  }
@@ -174,21 +174,21 @@ var SolidParser = /** @class */ (function () {
174
174
  //Pattern3 => triangle = ["1/1/1","2/2/2","3/3/3","1/1/1","3/3/3","4/4/4"];
175
175
  //Pattern4 => triangle = ["1//1","2//2","3//3","1//1","3//3","4//4"];
176
176
  //Pattern5 => triangle = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-1/-1/-1","-3/-3/-3","-4/-4/-4"];
177
- };
177
+ }
178
178
  /**
179
179
  * Create triangles and push the data for each polygon for the pattern 1
180
180
  * In this pattern we get vertice positions
181
181
  * @param face
182
182
  * @param v
183
183
  */
184
- SolidParser.prototype._setDataForCurrentFaceWithPattern1 = function (face, v) {
184
+ _setDataForCurrentFaceWithPattern1(face, v) {
185
185
  //Get the indices of triangles for each polygon
186
186
  this._getTriangles(face, v);
187
187
  //For each element in the triangles array.
188
188
  //This var could contains 1 to an infinity of triangles
189
- for (var k = 0; k < this._triangles.length; k++) {
189
+ for (let k = 0; k < this._triangles.length; k++) {
190
190
  // Set position indice
191
- var indicePositionFromObj = parseInt(this._triangles[k]) - 1;
191
+ const indicePositionFromObj = parseInt(this._triangles[k]) - 1;
192
192
  this._setData(indicePositionFromObj, 0, 0, // In the pattern 1, normals and uvs are not defined
193
193
  this._positions[indicePositionFromObj], // Get the vectors data
194
194
  Vector2.Zero(), Vector3.Up(), // Create default vectors
@@ -196,24 +196,24 @@ var SolidParser = /** @class */ (function () {
196
196
  }
197
197
  //Reset variable for the next line
198
198
  this._triangles.length = 0;
199
- };
199
+ }
200
200
  /**
201
201
  * Create triangles and push the data for each polygon for the pattern 2
202
202
  * In this pattern we get vertice positions and uvsu
203
203
  * @param face
204
204
  * @param v
205
205
  */
206
- SolidParser.prototype._setDataForCurrentFaceWithPattern2 = function (face, v) {
206
+ _setDataForCurrentFaceWithPattern2(face, v) {
207
207
  //Get the indices of triangles for each polygon
208
208
  this._getTriangles(face, v);
209
- for (var k = 0; k < this._triangles.length; k++) {
209
+ for (let k = 0; k < this._triangles.length; k++) {
210
210
  //triangle[k] = "1/1"
211
211
  //Split the data for getting position and uv
212
- var point = this._triangles[k].split("/"); // ["1", "1"]
212
+ const point = this._triangles[k].split("/"); // ["1", "1"]
213
213
  //Set position indice
214
- var indicePositionFromObj = parseInt(point[0]) - 1;
214
+ const indicePositionFromObj = parseInt(point[0]) - 1;
215
215
  //Set uv indice
216
- var indiceUvsFromObj = parseInt(point[1]) - 1;
216
+ const indiceUvsFromObj = parseInt(point[1]) - 1;
217
217
  this._setData(indicePositionFromObj, indiceUvsFromObj, 0, //Default value for normals
218
218
  this._positions[indicePositionFromObj], //Get the values for each element
219
219
  this._uvs[indiceUvsFromObj], Vector3.Up(), //Default value for normals
@@ -221,80 +221,80 @@ var SolidParser = /** @class */ (function () {
221
221
  }
222
222
  //Reset variable for the next line
223
223
  this._triangles.length = 0;
224
- };
224
+ }
225
225
  /**
226
226
  * Create triangles and push the data for each polygon for the pattern 3
227
227
  * In this pattern we get vertice positions, uvs and normals
228
228
  * @param face
229
229
  * @param v
230
230
  */
231
- SolidParser.prototype._setDataForCurrentFaceWithPattern3 = function (face, v) {
231
+ _setDataForCurrentFaceWithPattern3(face, v) {
232
232
  //Get the indices of triangles for each polygon
233
233
  this._getTriangles(face, v);
234
- for (var k = 0; k < this._triangles.length; k++) {
234
+ for (let k = 0; k < this._triangles.length; k++) {
235
235
  //triangle[k] = "1/1/1"
236
236
  //Split the data for getting position, uv, and normals
237
- var point = this._triangles[k].split("/"); // ["1", "1", "1"]
237
+ const point = this._triangles[k].split("/"); // ["1", "1", "1"]
238
238
  // Set position indice
239
- var indicePositionFromObj = parseInt(point[0]) - 1;
239
+ const indicePositionFromObj = parseInt(point[0]) - 1;
240
240
  // Set uv indice
241
- var indiceUvsFromObj = parseInt(point[1]) - 1;
241
+ const indiceUvsFromObj = parseInt(point[1]) - 1;
242
242
  // Set normal indice
243
- var indiceNormalFromObj = parseInt(point[2]) - 1;
243
+ const indiceNormalFromObj = parseInt(point[2]) - 1;
244
244
  this._setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, this._positions[indicePositionFromObj], this._uvs[indiceUvsFromObj], this._normals[indiceNormalFromObj] //Set the vector for each component
245
245
  );
246
246
  }
247
247
  //Reset variable for the next line
248
248
  this._triangles.length = 0;
249
- };
249
+ }
250
250
  /**
251
251
  * Create triangles and push the data for each polygon for the pattern 4
252
252
  * In this pattern we get vertice positions and normals
253
253
  * @param face
254
254
  * @param v
255
255
  */
256
- SolidParser.prototype._setDataForCurrentFaceWithPattern4 = function (face, v) {
256
+ _setDataForCurrentFaceWithPattern4(face, v) {
257
257
  this._getTriangles(face, v);
258
- for (var k = 0; k < this._triangles.length; k++) {
258
+ for (let k = 0; k < this._triangles.length; k++) {
259
259
  //triangle[k] = "1//1"
260
260
  //Split the data for getting position and normals
261
- var point = this._triangles[k].split("//"); // ["1", "1"]
261
+ const point = this._triangles[k].split("//"); // ["1", "1"]
262
262
  // We check indices, and normals
263
- var indicePositionFromObj = parseInt(point[0]) - 1;
264
- var indiceNormalFromObj = parseInt(point[1]) - 1;
263
+ const indicePositionFromObj = parseInt(point[0]) - 1;
264
+ const indiceNormalFromObj = parseInt(point[1]) - 1;
265
265
  this._setData(indicePositionFromObj, 1, //Default value for uv
266
266
  indiceNormalFromObj, this._positions[indicePositionFromObj], //Get each vector of data
267
267
  Vector2.Zero(), this._normals[indiceNormalFromObj], this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined);
268
268
  }
269
269
  //Reset variable for the next line
270
270
  this._triangles.length = 0;
271
- };
271
+ }
272
272
  /*
273
273
  * Create triangles and push the data for each polygon for the pattern 3
274
274
  * In this pattern we get vertice positions, uvs and normals
275
275
  * @param face
276
276
  * @param v
277
277
  */
278
- SolidParser.prototype._setDataForCurrentFaceWithPattern5 = function (face, v) {
278
+ _setDataForCurrentFaceWithPattern5(face, v) {
279
279
  //Get the indices of triangles for each polygon
280
280
  this._getTriangles(face, v);
281
- for (var k = 0; k < this._triangles.length; k++) {
281
+ for (let k = 0; k < this._triangles.length; k++) {
282
282
  //triangle[k] = "-1/-1/-1"
283
283
  //Split the data for getting position, uv, and normals
284
- var point = this._triangles[k].split("/"); // ["-1", "-1", "-1"]
284
+ const point = this._triangles[k].split("/"); // ["-1", "-1", "-1"]
285
285
  // Set position indice
286
- var indicePositionFromObj = this._positions.length + parseInt(point[0]);
286
+ const indicePositionFromObj = this._positions.length + parseInt(point[0]);
287
287
  // Set uv indice
288
- var indiceUvsFromObj = this._uvs.length + parseInt(point[1]);
288
+ const indiceUvsFromObj = this._uvs.length + parseInt(point[1]);
289
289
  // Set normal indice
290
- var indiceNormalFromObj = this._normals.length + parseInt(point[2]);
290
+ const indiceNormalFromObj = this._normals.length + parseInt(point[2]);
291
291
  this._setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, this._positions[indicePositionFromObj], this._uvs[indiceUvsFromObj], this._normals[indiceNormalFromObj], //Set the vector for each component
292
292
  this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined);
293
293
  }
294
294
  //Reset variable for the next line
295
295
  this._triangles.length = 0;
296
- };
297
- SolidParser.prototype._addPreviousObjMesh = function () {
296
+ }
297
+ _addPreviousObjMesh() {
298
298
  //Check if it is not the first mesh. Otherwise we don't have data.
299
299
  if (this._meshesFromObj.length > 0) {
300
300
  //Get the previous mesh for applying the data about the faces
@@ -320,50 +320,50 @@ var SolidParser = /** @class */ (function () {
320
320
  this._unwrappedNormalsForBabylon.length = 0;
321
321
  this._unwrappedUVForBabylon.length = 0;
322
322
  }
323
- };
324
- SolidParser.prototype._optimizeNormals = function (mesh) {
325
- var positions = mesh.getVerticesData(VertexBuffer.PositionKind);
326
- var normals = mesh.getVerticesData(VertexBuffer.NormalKind);
327
- var mapVertices = {};
323
+ }
324
+ _optimizeNormals(mesh) {
325
+ const positions = mesh.getVerticesData(VertexBuffer.PositionKind);
326
+ const normals = mesh.getVerticesData(VertexBuffer.NormalKind);
327
+ const mapVertices = {};
328
328
  if (!positions || !normals) {
329
329
  return;
330
330
  }
331
- for (var i = 0; i < positions.length / 3; i++) {
332
- var x = positions[i * 3 + 0];
333
- var y = positions[i * 3 + 1];
334
- var z = positions[i * 3 + 2];
335
- var key = x + "_" + y + "_" + z;
336
- var lst = mapVertices[key];
331
+ for (let i = 0; i < positions.length / 3; i++) {
332
+ const x = positions[i * 3 + 0];
333
+ const y = positions[i * 3 + 1];
334
+ const z = positions[i * 3 + 2];
335
+ const key = x + "_" + y + "_" + z;
336
+ let lst = mapVertices[key];
337
337
  if (!lst) {
338
338
  lst = [];
339
339
  mapVertices[key] = lst;
340
340
  }
341
341
  lst.push(i);
342
342
  }
343
- var normal = new Vector3();
344
- for (var key in mapVertices) {
345
- var lst = mapVertices[key];
343
+ const normal = new Vector3();
344
+ for (const key in mapVertices) {
345
+ const lst = mapVertices[key];
346
346
  if (lst.length < 2) {
347
347
  continue;
348
348
  }
349
- var v0Idx = lst[0];
350
- for (var i = 1; i < lst.length; ++i) {
351
- var vIdx = lst[i];
349
+ const v0Idx = lst[0];
350
+ for (let i = 1; i < lst.length; ++i) {
351
+ const vIdx = lst[i];
352
352
  normals[v0Idx * 3 + 0] += normals[vIdx * 3 + 0];
353
353
  normals[v0Idx * 3 + 1] += normals[vIdx * 3 + 1];
354
354
  normals[v0Idx * 3 + 2] += normals[vIdx * 3 + 2];
355
355
  }
356
356
  normal.copyFromFloats(normals[v0Idx * 3 + 0], normals[v0Idx * 3 + 1], normals[v0Idx * 3 + 2]);
357
357
  normal.normalize();
358
- for (var i = 0; i < lst.length; ++i) {
359
- var vIdx = lst[i];
358
+ for (let i = 0; i < lst.length; ++i) {
359
+ const vIdx = lst[i];
360
360
  normals[vIdx * 3 + 0] = normal.x;
361
361
  normals[vIdx * 3 + 1] = normal.y;
362
362
  normals[vIdx * 3 + 2] = normal.z;
363
363
  }
364
364
  }
365
365
  mesh.setVerticesData(VertexBuffer.NormalKind, normals);
366
- };
366
+ }
367
367
  /**
368
368
  * Function used to parse an OBJ string
369
369
  * @param meshesNames defines the list of meshes to load (all if not defined)
@@ -372,14 +372,13 @@ var SolidParser = /** @class */ (function () {
372
372
  * @param assetContainer defines the asset container to load data in
373
373
  * @param onFileToLoadFound defines a callback that will be called if a MTL file is found
374
374
  */
375
- SolidParser.prototype.parse = function (meshesNames, data, scene, assetContainer, onFileToLoadFound) {
376
- var _a;
375
+ parse(meshesNames, data, scene, assetContainer, onFileToLoadFound) {
377
376
  // Split the file into lines
378
- var lines = data.split("\n");
377
+ const lines = data.split("\n");
379
378
  // Look at each line
380
- for (var i = 0; i < lines.length; i++) {
381
- var line = lines[i].trim().replace(/\s\s/g, " ");
382
- var result = void 0;
379
+ for (let i = 0; i < lines.length; i++) {
380
+ const line = lines[i].trim().replace(/\s\s/g, " ");
381
+ let result;
383
382
  // Comment or newLine
384
383
  if (line.length === 0 || line.charAt(0) === "#") {
385
384
  continue;
@@ -393,9 +392,9 @@ var SolidParser = /** @class */ (function () {
393
392
  this._positions.push(new Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
394
393
  if (this._loadingOptions.importVertexColors) {
395
394
  if (result.length >= 7) {
396
- var r = parseFloat(result[4]);
397
- var g = parseFloat(result[5]);
398
- var b = parseFloat(result[6]);
395
+ const r = parseFloat(result[4]);
396
+ const g = parseFloat(result[5]);
397
+ const b = parseFloat(result[6]);
399
398
  this._colors.push(new Color4(r > 1 ? r / 255 : r, g > 1 ? g / 255 : g, b > 1 ? b / 255 : b, result.length === 7 || result[7] === undefined ? 1 : parseFloat(result[7])));
400
399
  }
401
400
  else {
@@ -460,7 +459,7 @@ var SolidParser = /** @class */ (function () {
460
459
  else if (SolidParser.GroupDescriptor.test(line) || SolidParser.ObjectDescriptor.test(line)) {
461
460
  // Create a new mesh corresponding to the name of the group.
462
461
  // Definition of the mesh
463
- var objMesh = {
462
+ const objMesh = {
464
463
  name: line.substring(2).trim(),
465
464
  indices: undefined,
466
465
  positions: undefined,
@@ -486,7 +485,7 @@ var SolidParser = /** @class */ (function () {
486
485
  //Set the data for the previous mesh
487
486
  this._addPreviousObjMesh();
488
487
  //Create a new mesh
489
- var objMesh =
488
+ const objMesh =
490
489
  //Set the name of the current obj mesh
491
490
  {
492
491
  name: (this._objMeshName || "mesh") + "_mm" + this._increment.toString(),
@@ -544,7 +543,7 @@ var SolidParser = /** @class */ (function () {
544
543
  }
545
544
  // If any o or g keyword not found, create a mesh with a random id
546
545
  if (!this._hasMeshes) {
547
- var newMaterial = null;
546
+ let newMaterial = null;
548
547
  if (this._indicesForBabylon.length) {
549
548
  // reverse tab of indices
550
549
  this._indicesForBabylon.reverse();
@@ -553,25 +552,21 @@ var SolidParser = /** @class */ (function () {
553
552
  }
554
553
  else {
555
554
  // There is no indices in the file. We will have to switch to point cloud rendering
556
- for (var _i = 0, _b = this._positions; _i < _b.length; _i++) {
557
- var pos = _b[_i];
555
+ for (const pos of this._positions) {
558
556
  this._unwrappedPositionsForBabylon.push(pos.x, pos.y, pos.z);
559
557
  }
560
558
  if (this._normals.length) {
561
- for (var _c = 0, _d = this._normals; _c < _d.length; _c++) {
562
- var normal = _d[_c];
559
+ for (const normal of this._normals) {
563
560
  this._unwrappedNormalsForBabylon.push(normal.x, normal.y, normal.z);
564
561
  }
565
562
  }
566
563
  if (this._uvs.length) {
567
- for (var _e = 0, _f = this._uvs; _e < _f.length; _e++) {
568
- var uv = _f[_e];
564
+ for (const uv of this._uvs) {
569
565
  this._unwrappedUVForBabylon.push(uv.x, uv.y);
570
566
  }
571
567
  }
572
568
  if (this._colors.length) {
573
- for (var _g = 0, _h = this._colors; _g < _h.length; _g++) {
574
- var color = _h[_g];
569
+ for (const color of this._colors) {
575
570
  this._unwrappedColorsForBabylon.push(color.r, color.g, color.b, color.a);
576
571
  }
577
572
  }
@@ -599,7 +594,7 @@ var SolidParser = /** @class */ (function () {
599
594
  });
600
595
  }
601
596
  //Set data for each mesh
602
- for (var j = 0; j < this._meshesFromObj.length; j++) {
597
+ for (let j = 0; j < this._meshesFromObj.length; j++) {
603
598
  //check meshesNames (stlFileLoader)
604
599
  if (meshesNames && this._meshesFromObj[j].name) {
605
600
  if (meshesNames instanceof Array) {
@@ -618,24 +613,24 @@ var SolidParser = /** @class */ (function () {
618
613
  this._handledMesh = this._meshesFromObj[j];
619
614
  //Create a Mesh with the name of the obj mesh
620
615
  scene._blockEntityCollection = !!assetContainer;
621
- var babylonMesh = new Mesh(this._meshesFromObj[j].name, scene);
616
+ const babylonMesh = new Mesh(this._meshesFromObj[j].name, scene);
622
617
  babylonMesh._parentContainer = assetContainer;
623
618
  scene._blockEntityCollection = false;
624
619
  //Push the name of the material to an array
625
620
  //This is indispensable for the importMesh function
626
621
  this._materialToUse.push(this._meshesFromObj[j].materialName);
627
- if (((_a = this._handledMesh.positions) === null || _a === void 0 ? void 0 : _a.length) === 0) {
622
+ if (this._handledMesh.positions?.length === 0) {
628
623
  //Push the mesh into an array
629
624
  this._babylonMeshesArray.push(babylonMesh);
630
625
  continue;
631
626
  }
632
- var vertexData = new VertexData(); //The container for the values
627
+ const vertexData = new VertexData(); //The container for the values
633
628
  //Set the data for the babylonMesh
634
629
  vertexData.uvs = this._handledMesh.uvs;
635
630
  vertexData.indices = this._handledMesh.indices;
636
631
  vertexData.positions = this._handledMesh.positions;
637
632
  if (this._loadingOptions.computeNormals) {
638
- var normals = new Array();
633
+ const normals = new Array();
639
634
  VertexData.ComputeNormals(this._handledMesh.positions, this._handledMesh.indices, normals);
640
635
  vertexData.normals = normals;
641
636
  }
@@ -659,36 +654,34 @@ var SolidParser = /** @class */ (function () {
659
654
  babylonMesh.material = this._handledMesh.directMaterial;
660
655
  }
661
656
  }
662
- };
663
- // Descriptor
664
- /** Object descriptor */
665
- SolidParser.ObjectDescriptor = /^o/;
666
- /** Group descriptor */
667
- SolidParser.GroupDescriptor = /^g/;
668
- /** Material lib descriptor */
669
- SolidParser.MtlLibGroupDescriptor = /^mtllib /;
670
- /** Use a material descriptor */
671
- SolidParser.UseMtlDescriptor = /^usemtl /;
672
- /** Smooth descriptor */
673
- SolidParser.SmoothDescriptor = /^s /;
674
- // Patterns
675
- /** Pattern used to detect a vertex */
676
- SolidParser.VertexPattern = /v(\s+[\d|.|+|\-|e|E]+){3,7}/;
677
- /** Pattern used to detect a normal */
678
- SolidParser.NormalPattern = /vn(\s+[\d|.|+|\-|e|E]+)( +[\d|.|+|\-|e|E]+)( +[\d|.|+|\-|e|E]+)/;
679
- /** Pattern used to detect a UV set */
680
- SolidParser.UVPattern = /vt(\s+[\d|.|+|\-|e|E]+)( +[\d|.|+|\-|e|E]+)/;
681
- /** Pattern used to detect a first kind of face (f vertex vertex vertex) */
682
- SolidParser.FacePattern1 = /f\s+(([\d]{1,}[\s]?){3,})+/;
683
- /** Pattern used to detect a second kind of face (f vertex/uvs vertex/uvs vertex/uvs) */
684
- SolidParser.FacePattern2 = /f\s+((([\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
685
- /** Pattern used to detect a third kind of face (f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal) */
686
- SolidParser.FacePattern3 = /f\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
687
- /** Pattern used to detect a fourth kind of face (f vertex//normal vertex//normal vertex//normal)*/
688
- SolidParser.FacePattern4 = /f\s+((([\d]{1,}\/\/[\d]{1,}[\s]?){3,})+)/;
689
- /** Pattern used to detect a fifth kind of face (f -vertex/-uvs/-normal -vertex/-uvs/-normal -vertex/-uvs/-normal) */
690
- SolidParser.FacePattern5 = /f\s+(((-[\d]{1,}\/-[\d]{1,}\/-[\d]{1,}[\s]?){3,})+)/;
691
- return SolidParser;
692
- }());
693
- export { SolidParser };
657
+ }
658
+ }
659
+ // Descriptor
660
+ /** Object descriptor */
661
+ SolidParser.ObjectDescriptor = /^o/;
662
+ /** Group descriptor */
663
+ SolidParser.GroupDescriptor = /^g/;
664
+ /** Material lib descriptor */
665
+ SolidParser.MtlLibGroupDescriptor = /^mtllib /;
666
+ /** Use a material descriptor */
667
+ SolidParser.UseMtlDescriptor = /^usemtl /;
668
+ /** Smooth descriptor */
669
+ SolidParser.SmoothDescriptor = /^s /;
670
+ // Patterns
671
+ /** Pattern used to detect a vertex */
672
+ SolidParser.VertexPattern = /v(\s+[\d|.|+|\-|e|E]+){3,7}/;
673
+ /** Pattern used to detect a normal */
674
+ SolidParser.NormalPattern = /vn(\s+[\d|.|+|\-|e|E]+)( +[\d|.|+|\-|e|E]+)( +[\d|.|+|\-|e|E]+)/;
675
+ /** Pattern used to detect a UV set */
676
+ SolidParser.UVPattern = /vt(\s+[\d|.|+|\-|e|E]+)( +[\d|.|+|\-|e|E]+)/;
677
+ /** Pattern used to detect a first kind of face (f vertex vertex vertex) */
678
+ SolidParser.FacePattern1 = /f\s+(([\d]{1,}[\s]?){3,})+/;
679
+ /** Pattern used to detect a second kind of face (f vertex/uvs vertex/uvs vertex/uvs) */
680
+ SolidParser.FacePattern2 = /f\s+((([\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
681
+ /** Pattern used to detect a third kind of face (f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal) */
682
+ SolidParser.FacePattern3 = /f\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
683
+ /** Pattern used to detect a fourth kind of face (f vertex//normal vertex//normal vertex//normal)*/
684
+ SolidParser.FacePattern4 = /f\s+((([\d]{1,}\/\/[\d]{1,}[\s]?){3,})+)/;
685
+ /** Pattern used to detect a fifth kind of face (f -vertex/-uvs/-normal -vertex/-uvs/-normal -vertex/-uvs/-normal) */
686
+ SolidParser.FacePattern5 = /f\s+(((-[\d]{1,}\/-[\d]{1,}\/-[\d]{1,}[\s]?){3,})+)/;
694
687
  //# sourceMappingURL=solidParser.js.map