@babylonjs/loaders 5.20.0 → 5.22.1

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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