@babylonjs/loaders 5.22.1 → 5.24.0

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@@ -35,7 +35,7 @@ export declare class MTLFileLoader {
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  * @param rootUrl The root url to load from
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  * @param value The value stored in the mtl
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  * @param scene
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- * @return The Texture
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+ * @returns The Texture
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  */
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  private static _GetTexture;
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  }
@@ -197,7 +197,7 @@ export class MTLFileLoader {
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  * @param rootUrl The root url to load from
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  * @param value The value stored in the mtl
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  * @param scene
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- * @return The Texture
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+ * @returns The Texture
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  */
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  static _GetTexture(rootUrl, value, scene) {
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  if (!value) {
@@ -1 +1 @@
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- 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type { Nullable } from \"core/types\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\n\r\nimport type { Scene } from \"core/scene\";\r\nimport type { AssetContainer } from \"core/assetContainer\";\r\n/**\r\n * Class reading and parsing the MTL file bundled with the obj file.\r\n */\r\nexport class MTLFileLoader {\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n public static INVERT_TEXTURE_Y = true;\r\n\r\n /**\r\n * All material loaded from the mtl will be set here\r\n */\r\n public materials: StandardMaterial[] = [];\r\n\r\n /**\r\n * This function will read the mtl file and create each material described inside\r\n * This function could be improve by adding :\r\n * -some component missing (Ni, Tf...)\r\n * -including the specific options available\r\n *\r\n * @param scene defines the scene the material will be created in\r\n * @param data defines the mtl data to parse\r\n * @param rootUrl defines the rooturl to use in order to load relative dependencies\r\n * @param assetContainer defines the asset container to store the material in (can be null)\r\n */\r\n public parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string, assetContainer: Nullable<AssetContainer>): void {\r\n if (data instanceof ArrayBuffer) {\r\n return;\r\n }\r\n\r\n //Split the lines from the file\r\n const lines = data.split(\"\\n\");\r\n // whitespace char ie: [ \\t\\r\\n\\f]\r\n const delimiter_pattern = /\\s+/;\r\n //Array with RGB colors\r\n let color: number[];\r\n //New material\r\n let material: Nullable<StandardMaterial> = null;\r\n\r\n //Look at each line\r\n for (let i = 0; i < lines.length; i++) {\r\n const line = lines[i].trim();\r\n\r\n // Blank line or comment\r\n if (line.length === 0 || line.charAt(0) === \"#\") {\r\n continue;\r\n }\r\n\r\n //Get the first parameter (keyword)\r\n const pos = line.indexOf(\" \");\r\n let key = pos >= 0 ? line.substring(0, pos) : line;\r\n key = key.toLowerCase();\r\n\r\n //Get the data following the key\r\n const value: string = pos >= 0 ? line.substring(pos + 1).trim() : \"\";\r\n\r\n //This mtl keyword will create the new material\r\n if (key === \"newmtl\") {\r\n //Check if it is the first material.\r\n // Materials specifications are described after this keyword.\r\n if (material) {\r\n //Add the previous material in the material array.\r\n this.materials.push(material);\r\n }\r\n //Create a new material.\r\n // value is the name of the material read in the mtl file\r\n\r\n scene._blockEntityCollection = !!assetContainer;\r\n material = new StandardMaterial(value, scene);\r\n material._parentContainer = assetContainer;\r\n scene._blockEntityCollection = false;\r\n } else if (key === \"kd\" && material) {\r\n // Diffuse color (color under white light) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.diffuseColor = Color3.FromArray(color);\r\n } else if (key === \"ka\" && material) {\r\n // Ambient color (color under shadow) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.ambientColor = Color3.FromArray(color);\r\n } else if (key === \"ks\" && material) {\r\n // Specular color (color when light is reflected from shiny surface) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set the color into the material\r\n material.specularColor = Color3.FromArray(color);\r\n } else if (key === \"ke\" && material) {\r\n // Emissive color using RGB values\r\n color = value.split(delimiter_pattern, 3).map(parseFloat);\r\n material.emissiveColor = Color3.FromArray(color);\r\n } else if (key === \"ns\" && material) {\r\n //value = \"Integer\"\r\n material.specularPower = parseFloat(value);\r\n } else if (key === \"d\" && material) {\r\n //d is dissolve for current material. It mean alpha for BABYLON\r\n material.alpha = parseFloat(value);\r\n\r\n //Texture\r\n //This part can be improved by adding the possible options of texture\r\n } else if (key === \"map_ka\" && material) {\r\n // ambient texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.ambientTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n } else if (key === \"map_kd\" && material) {\r\n // Diffuse texture map with a loaded image\r\n material.diffuseTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ks\" && material) {\r\n // Specular texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.specularTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ns\") {\r\n //Specular\r\n //Specular highlight component\r\n //We must first get the folder of the image\r\n //\r\n //Not supported by BABYLON\r\n //\r\n // continue;\r\n } else if (key === \"map_bump\" && material) {\r\n //The bump texture\r\n const values = value.split(delimiter_pattern);\r\n const bumpMultiplierIndex = values.indexOf(\"-bm\");\r\n let bumpMultiplier: Nullable<string> = null;\r\n\r\n if (bumpMultiplierIndex >= 0) {\r\n bumpMultiplier = values[bumpMultiplierIndex + 1];\r\n values.splice(bumpMultiplierIndex, 2); // remove\r\n }\r\n\r\n material.bumpTexture = MTLFileLoader._GetTexture(rootUrl, values.join(\" \"), scene);\r\n if (material.bumpTexture && bumpMultiplier !== null) {\r\n material.bumpTexture.level = parseFloat(bumpMultiplier);\r\n }\r\n } else if (key === \"map_d\" && material) {\r\n // The dissolve of the material\r\n material.opacityTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n\r\n //Options for illumination\r\n } else if (key === \"illum\") {\r\n //Illumination\r\n if (value === \"0\") {\r\n //That mean Kd == Kd\r\n } else if (value === \"1\") {\r\n //Color on and Ambient on\r\n } else if (value === \"2\") {\r\n //Highlight on\r\n } else if (value === \"3\") {\r\n //Reflection on and Ray trace on\r\n } else if (value === \"4\") {\r\n //Transparency: Glass on, Reflection: Ray trace on\r\n } else if (value === \"5\") {\r\n //Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"6\") {\r\n //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on\r\n } else if (value === \"7\") {\r\n //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"8\") {\r\n //Reflection on and Ray trace off\r\n } else if (value === \"9\") {\r\n //Transparency: Glass on, Reflection: Ray trace off\r\n } else if (value === \"10\") {\r\n //Casts shadows onto invisible surfaces\r\n }\r\n } else {\r\n // console.log(\"Unhandled expression at line : \" + i +'\\n' + \"with value : \" + line);\r\n }\r\n }\r\n //At the end of the file, add the last material\r\n if (material) {\r\n this.materials.push(material);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture for the material.\r\n *\r\n * If the material is imported from input file,\r\n * We sanitize the url to ensure it takes the texture from aside the material.\r\n *\r\n * @param rootUrl The root url to load from\r\n * @param value The value stored in the mtl\r\n * @param scene\r\n * @return The Texture\r\n */\r\n private static _GetTexture(rootUrl: string, value: string, scene: Scene): Nullable<Texture> {\r\n if (!value) {\r\n return null;\r\n }\r\n\r\n let url = rootUrl;\r\n // Load from input file.\r\n if (rootUrl === \"file:\") {\r\n let lastDelimiter = value.lastIndexOf(\"\\\\\");\r\n if (lastDelimiter === -1) {\r\n lastDelimiter = value.lastIndexOf(\"/\");\r\n }\r\n\r\n if (lastDelimiter > -1) {\r\n url += value.substr(lastDelimiter + 1);\r\n } else {\r\n url += value;\r\n }\r\n }\r\n // Not from input file.\r\n else {\r\n url += value;\r\n }\r\n\r\n return new Texture(url, scene, false, MTLFileLoader.INVERT_TEXTURE_Y);\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"core/types\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\n\r\nimport type { Scene } from \"core/scene\";\r\nimport type { AssetContainer } from \"core/assetContainer\";\r\n/**\r\n * Class reading and parsing the MTL file bundled with the obj file.\r\n */\r\nexport class MTLFileLoader {\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n public static INVERT_TEXTURE_Y = true;\r\n\r\n /**\r\n * All material loaded from the mtl will be set here\r\n */\r\n public materials: StandardMaterial[] = [];\r\n\r\n /**\r\n * This function will read the mtl file and create each material described inside\r\n * This function could be improve by adding :\r\n * -some component missing (Ni, Tf...)\r\n * -including the specific options available\r\n *\r\n * @param scene defines the scene the material will be created in\r\n * @param data defines the mtl data to parse\r\n * @param rootUrl defines the rooturl to use in order to load relative dependencies\r\n * @param assetContainer defines the asset container to store the material in (can be null)\r\n */\r\n public parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string, assetContainer: Nullable<AssetContainer>): void {\r\n if (data instanceof ArrayBuffer) {\r\n return;\r\n }\r\n\r\n //Split the lines from the file\r\n const lines = data.split(\"\\n\");\r\n // whitespace char ie: [ \\t\\r\\n\\f]\r\n const delimiter_pattern = /\\s+/;\r\n //Array with RGB colors\r\n let color: number[];\r\n //New material\r\n let material: Nullable<StandardMaterial> = null;\r\n\r\n //Look at each line\r\n for (let i = 0; i < lines.length; i++) {\r\n const line = lines[i].trim();\r\n\r\n // Blank line or comment\r\n if (line.length === 0 || line.charAt(0) === \"#\") {\r\n continue;\r\n }\r\n\r\n //Get the first parameter (keyword)\r\n const pos = line.indexOf(\" \");\r\n let key = pos >= 0 ? line.substring(0, pos) : line;\r\n key = key.toLowerCase();\r\n\r\n //Get the data following the key\r\n const value: string = pos >= 0 ? line.substring(pos + 1).trim() : \"\";\r\n\r\n //This mtl keyword will create the new material\r\n if (key === \"newmtl\") {\r\n //Check if it is the first material.\r\n // Materials specifications are described after this keyword.\r\n if (material) {\r\n //Add the previous material in the material array.\r\n this.materials.push(material);\r\n }\r\n //Create a new material.\r\n // value is the name of the material read in the mtl file\r\n\r\n scene._blockEntityCollection = !!assetContainer;\r\n material = new StandardMaterial(value, scene);\r\n material._parentContainer = assetContainer;\r\n scene._blockEntityCollection = false;\r\n } else if (key === \"kd\" && material) {\r\n // Diffuse color (color under white light) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.diffuseColor = Color3.FromArray(color);\r\n } else if (key === \"ka\" && material) {\r\n // Ambient color (color under shadow) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.ambientColor = Color3.FromArray(color);\r\n } else if (key === \"ks\" && material) {\r\n // Specular color (color when light is reflected from shiny surface) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set the color into the material\r\n material.specularColor = Color3.FromArray(color);\r\n } else if (key === \"ke\" && material) {\r\n // Emissive color using RGB values\r\n color = value.split(delimiter_pattern, 3).map(parseFloat);\r\n material.emissiveColor = Color3.FromArray(color);\r\n } else if (key === \"ns\" && material) {\r\n //value = \"Integer\"\r\n material.specularPower = parseFloat(value);\r\n } else if (key === \"d\" && material) {\r\n //d is dissolve for current material. It mean alpha for BABYLON\r\n material.alpha = parseFloat(value);\r\n\r\n //Texture\r\n //This part can be improved by adding the possible options of texture\r\n } else if (key === \"map_ka\" && material) {\r\n // ambient texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.ambientTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n } else if (key === \"map_kd\" && material) {\r\n // Diffuse texture map with a loaded image\r\n material.diffuseTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ks\" && material) {\r\n // Specular texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.specularTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ns\") {\r\n //Specular\r\n //Specular highlight component\r\n //We must first get the folder of the image\r\n //\r\n //Not supported by BABYLON\r\n //\r\n // continue;\r\n } else if (key === \"map_bump\" && material) {\r\n //The bump texture\r\n const values = value.split(delimiter_pattern);\r\n const bumpMultiplierIndex = values.indexOf(\"-bm\");\r\n let bumpMultiplier: Nullable<string> = null;\r\n\r\n if (bumpMultiplierIndex >= 0) {\r\n bumpMultiplier = values[bumpMultiplierIndex + 1];\r\n values.splice(bumpMultiplierIndex, 2); // remove\r\n }\r\n\r\n material.bumpTexture = MTLFileLoader._GetTexture(rootUrl, values.join(\" \"), scene);\r\n if (material.bumpTexture && bumpMultiplier !== null) {\r\n material.bumpTexture.level = parseFloat(bumpMultiplier);\r\n }\r\n } else if (key === \"map_d\" && material) {\r\n // The dissolve of the material\r\n material.opacityTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n\r\n //Options for illumination\r\n } else if (key === \"illum\") {\r\n //Illumination\r\n if (value === \"0\") {\r\n //That mean Kd == Kd\r\n } else if (value === \"1\") {\r\n //Color on and Ambient on\r\n } else if (value === \"2\") {\r\n //Highlight on\r\n } else if (value === \"3\") {\r\n //Reflection on and Ray trace on\r\n } else if (value === \"4\") {\r\n //Transparency: Glass on, Reflection: Ray trace on\r\n } else if (value === \"5\") {\r\n //Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"6\") {\r\n //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on\r\n } else if (value === \"7\") {\r\n //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"8\") {\r\n //Reflection on and Ray trace off\r\n } else if (value === \"9\") {\r\n //Transparency: Glass on, Reflection: Ray trace off\r\n } else if (value === \"10\") {\r\n //Casts shadows onto invisible surfaces\r\n }\r\n } else {\r\n // console.log(\"Unhandled expression at line : \" + i +'\\n' + \"with value : \" + line);\r\n }\r\n }\r\n //At the end of the file, add the last material\r\n if (material) {\r\n this.materials.push(material);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture for the material.\r\n *\r\n * If the material is imported from input file,\r\n * We sanitize the url to ensure it takes the texture from aside the material.\r\n *\r\n * @param rootUrl The root url to load from\r\n * @param value The value stored in the mtl\r\n * @param scene\r\n * @returns The Texture\r\n */\r\n private static _GetTexture(rootUrl: string, value: string, scene: Scene): Nullable<Texture> {\r\n if (!value) {\r\n return null;\r\n }\r\n\r\n let url = rootUrl;\r\n // Load from input file.\r\n if (rootUrl === \"file:\") {\r\n let lastDelimiter = value.lastIndexOf(\"\\\\\");\r\n if (lastDelimiter === -1) {\r\n lastDelimiter = value.lastIndexOf(\"/\");\r\n }\r\n\r\n if (lastDelimiter > -1) {\r\n url += value.substr(lastDelimiter + 1);\r\n } else {\r\n url += value;\r\n }\r\n }\r\n // Not from input file.\r\n else {\r\n url += value;\r\n }\r\n\r\n return new Texture(url, scene, false, MTLFileLoader.INVERT_TEXTURE_Y);\r\n }\r\n}\r\n"]}
@@ -45,7 +45,7 @@ export class STLFileLoader {
45
45
  if (this._isBinary(data)) {
46
46
  // binary .stl
47
47
  const babylonMesh = new Mesh("stlmesh", scene);
48
- this._parseBinary(babylonMesh, data);
48
+ this._parseBinary(babylonMesh, data, scene.useRightHandedSystem);
49
49
  if (meshes) {
50
50
  meshes.push(babylonMesh);
51
51
  }
@@ -84,7 +84,7 @@ export class STLFileLoader {
84
84
  // stl mesh name can be empty as well
85
85
  meshName = meshName || "stlmesh";
86
86
  const babylonMesh = new Mesh(meshName, scene);
87
- this._parseASCII(babylonMesh, matches[2]);
87
+ this._parseASCII(babylonMesh, matches[2], scene.useRightHandedSystem);
88
88
  if (meshes) {
89
89
  meshes.push(babylonMesh);
90
90
  }
@@ -138,7 +138,7 @@ export class STLFileLoader {
138
138
  }
139
139
  return false;
140
140
  }
141
- _parseBinary(mesh, data) {
141
+ _parseBinary(mesh, data, rightHanded) {
142
142
  const reader = new DataView(data);
143
143
  const faces = reader.getUint32(80, true);
144
144
  const dataOffset = 84;
@@ -172,16 +172,24 @@ export class STLFileLoader {
172
172
  }
173
173
  offset += 3;
174
174
  }
175
- indices[indicesCount] = indicesCount++;
176
- indices[indicesCount] = indicesCount++;
177
- indices[indicesCount] = indicesCount++;
175
+ if (rightHanded) {
176
+ indices[indicesCount] = indicesCount;
177
+ indices[indicesCount + 1] = indicesCount + 2;
178
+ indices[indicesCount + 2] = indicesCount + 1;
179
+ indicesCount += 3;
180
+ }
181
+ else {
182
+ indices[indicesCount] = indicesCount++;
183
+ indices[indicesCount] = indicesCount++;
184
+ indices[indicesCount] = indicesCount++;
185
+ }
178
186
  }
179
187
  mesh.setVerticesData(VertexBuffer.PositionKind, positions);
180
188
  mesh.setVerticesData(VertexBuffer.NormalKind, normals);
181
189
  mesh.setIndices(indices);
182
190
  mesh.computeWorldMatrix(true);
183
191
  }
184
- _parseASCII(mesh, solidData) {
192
+ _parseASCII(mesh, solidData, rightHanded) {
185
193
  const positions = [];
186
194
  const normals = [];
187
195
  const indices = [];
@@ -210,7 +218,13 @@ export class STLFileLoader {
210
218
  normals.push(normal[0], normal[2], normal[1]);
211
219
  }
212
220
  }
213
- indices.push(indicesCount++, indicesCount++, indicesCount++);
221
+ if (rightHanded) {
222
+ indices.push(indicesCount, indicesCount + 2, indicesCount + 1);
223
+ indicesCount += 3;
224
+ }
225
+ else {
226
+ indices.push(indicesCount++, indicesCount++, indicesCount++);
227
+ }
214
228
  this.vertexPattern.lastIndex = 0;
215
229
  }
216
230
  this.facetsPattern.lastIndex = 0;
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport type { ISceneLoaderPlugin, ISceneLoaderPluginExtensions } 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\n\r\n/**\r\n * STL file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class STLFileLoader implements ISceneLoaderPlugin {\r\n /** @hidden */\r\n public solidPattern = /solid (\\S*)([\\S\\s]*?)endsolid[ ]*(\\S*)/g;\r\n\r\n /** @hidden */\r\n public facetsPattern = /facet([\\s\\S]*?)endfacet/g;\r\n /** @hidden */\r\n public normalPattern = /normal[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\r\n /** @hidden */\r\n public vertexPattern = /vertex[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\r\n\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public name = \"stl\";\r\n\r\n /**\r\n * Defines the extensions the stl loader is able to load.\r\n * force data to come in as an ArrayBuffer\r\n * we'll convert to string if it looks like it's an ASCII .stl\r\n */\r\n public extensions: ISceneLoaderPluginExtensions = {\r\n \".stl\": { isBinary: true },\r\n };\r\n\r\n /**\r\n * Defines if Y and Z axes are swapped or not when loading an STL file.\r\n * The default is false to maintain backward compatibility. When set to\r\n * true, coordinates from the STL file are used without change.\r\n */\r\n public static DO_NOT_ALTER_FILE_COORDINATES = false;\r\n\r\n /**\r\n * Import meshes into a scene.\r\n * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported\r\n * @param scene The scene to import into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @param meshes The meshes array to import into\r\n * @returns True if successful or false otherwise\r\n */\r\n public importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: Nullable<AbstractMesh[]>): boolean {\r\n let matches;\r\n\r\n if (typeof data !== \"string\") {\r\n if (this._isBinary(data)) {\r\n // binary .stl\r\n const babylonMesh = new Mesh(\"stlmesh\", scene);\r\n this._parseBinary(babylonMesh, data);\r\n if (meshes) {\r\n meshes.push(babylonMesh);\r\n }\r\n return true;\r\n }\r\n\r\n // ASCII .stl\r\n\r\n // convert to string\r\n const array_buffer = new Uint8Array(data);\r\n let str = \"\";\r\n for (let i = 0; i < data.byteLength; i++) {\r\n str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian\r\n }\r\n data = str;\r\n }\r\n\r\n //if arrived here, data is a string, containing the STLA data.\r\n\r\n while ((matches = this.solidPattern.exec(data))) {\r\n let meshName = matches[1];\r\n const meshNameFromEnd = matches[3];\r\n if (meshName != meshNameFromEnd) {\r\n Tools.Error(\"Error in STL, solid name != endsolid name\");\r\n return false;\r\n }\r\n\r\n // check meshesNames\r\n if (meshesNames && meshName) {\r\n if (meshesNames instanceof Array) {\r\n if (!meshesNames.indexOf(meshName)) {\r\n continue;\r\n }\r\n } else {\r\n if (meshName !== meshesNames) {\r\n continue;\r\n }\r\n }\r\n }\r\n\r\n // stl mesh name can be empty as well\r\n meshName = meshName || \"stlmesh\";\r\n\r\n const babylonMesh = new Mesh(meshName, scene);\r\n this._parseASCII(babylonMesh, matches[2]);\r\n if (meshes) {\r\n meshes.push(babylonMesh);\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Load into a scene.\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 true if successful or false otherwise\r\n */\r\n public load(scene: Scene, data: any, rootUrl: string): boolean {\r\n const result = this.importMesh(null, scene, data, rootUrl, null);\r\n return result;\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 loadAssetContainer(scene: Scene, data: string, rootUrl: string): AssetContainer {\r\n const container = new AssetContainer(scene);\r\n scene._blockEntityCollection = true;\r\n this.importMesh(null, scene, data, rootUrl, container.meshes);\r\n scene._blockEntityCollection = false;\r\n return container;\r\n }\r\n\r\n private _isBinary(data: any) {\r\n // check if file size is correct for binary stl\r\n const reader = new DataView(data);\r\n\r\n // A Binary STL header is 80 bytes, if the data size is not great than\r\n // that then it's not a binary STL.\r\n if (reader.byteLength <= 80) {\r\n return false;\r\n }\r\n\r\n const faceSize = (32 / 8) * 3 + (32 / 8) * 3 * 3 + 16 / 8;\r\n const nFaces = reader.getUint32(80, true);\r\n\r\n if (80 + 32 / 8 + nFaces * faceSize === reader.byteLength) {\r\n return true;\r\n }\r\n\r\n // check characters higher than ASCII to confirm binary\r\n const fileLength = reader.byteLength;\r\n for (let index = 0; index < fileLength; index++) {\r\n if (reader.getUint8(index) > 127) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _parseBinary(mesh: Mesh, data: ArrayBuffer) {\r\n const reader = new DataView(data);\r\n const faces = reader.getUint32(80, true);\r\n\r\n const dataOffset = 84;\r\n const faceLength = 12 * 4 + 2;\r\n\r\n let offset = 0;\r\n\r\n const positions = new Float32Array(faces * 3 * 3);\r\n const normals = new Float32Array(faces * 3 * 3);\r\n const indices = new Uint32Array(faces * 3);\r\n let indicesCount = 0;\r\n\r\n for (let face = 0; face < faces; face++) {\r\n const start = dataOffset + face * faceLength;\r\n const normalX = reader.getFloat32(start, true);\r\n const normalY = reader.getFloat32(start + 4, true);\r\n const normalZ = reader.getFloat32(start + 8, true);\r\n\r\n for (let i = 1; i <= 3; i++) {\r\n const vertexstart = start + i * 12;\r\n\r\n // ordering is intentional to match ascii import\r\n positions[offset] = reader.getFloat32(vertexstart, true);\r\n normals[offset] = normalX;\r\n\r\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);\r\n positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);\r\n\r\n normals[offset + 2] = normalY;\r\n normals[offset + 1] = normalZ;\r\n } else {\r\n positions[offset + 1] = reader.getFloat32(vertexstart + 4, true);\r\n positions[offset + 2] = reader.getFloat32(vertexstart + 8, true);\r\n\r\n normals[offset + 1] = normalY;\r\n normals[offset + 2] = normalZ;\r\n }\r\n\r\n offset += 3;\r\n }\r\n indices[indicesCount] = indicesCount++;\r\n indices[indicesCount] = indicesCount++;\r\n indices[indicesCount] = indicesCount++;\r\n }\r\n\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n mesh.setIndices(indices);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n\r\n private _parseASCII(mesh: Mesh, solidData: string) {\r\n const positions = [];\r\n const normals = [];\r\n const indices = [];\r\n let indicesCount = 0;\r\n\r\n //load facets, ignoring loop as the standard doesn't define it can contain more than vertices\r\n let matches;\r\n while ((matches = this.facetsPattern.exec(solidData))) {\r\n const facet = matches[1];\r\n //one normal per face\r\n const normalMatches = this.normalPattern.exec(facet);\r\n this.normalPattern.lastIndex = 0;\r\n if (!normalMatches) {\r\n continue;\r\n }\r\n const normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];\r\n\r\n let vertexMatch;\r\n while ((vertexMatch = this.vertexPattern.exec(facet))) {\r\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));\r\n normals.push(normal[0], normal[1], normal[2]);\r\n } else {\r\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[3]), Number(vertexMatch[5]));\r\n\r\n // Flipping the second and third component because inverted\r\n // when normal was declared.\r\n normals.push(normal[0], normal[2], normal[1]);\r\n }\r\n }\r\n indices.push(indicesCount++, indicesCount++, indicesCount++);\r\n this.vertexPattern.lastIndex = 0;\r\n }\r\n\r\n this.facetsPattern.lastIndex = 0;\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n mesh.setIndices(indices);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n}\r\n\r\nif (SceneLoader) {\r\n SceneLoader.RegisterPlugin(new STLFileLoader());\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport type { ISceneLoaderPlugin, ISceneLoaderPluginExtensions } 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\n\r\n/**\r\n * STL file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class STLFileLoader implements ISceneLoaderPlugin {\r\n /** @hidden */\r\n public solidPattern = /solid (\\S*)([\\S\\s]*?)endsolid[ ]*(\\S*)/g;\r\n\r\n /** @hidden */\r\n public facetsPattern = /facet([\\s\\S]*?)endfacet/g;\r\n /** @hidden */\r\n public normalPattern = /normal[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\r\n /** @hidden */\r\n public vertexPattern = /vertex[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\r\n\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public name = \"stl\";\r\n\r\n /**\r\n * Defines the extensions the stl loader is able to load.\r\n * force data to come in as an ArrayBuffer\r\n * we'll convert to string if it looks like it's an ASCII .stl\r\n */\r\n public extensions: ISceneLoaderPluginExtensions = {\r\n \".stl\": { isBinary: true },\r\n };\r\n\r\n /**\r\n * Defines if Y and Z axes are swapped or not when loading an STL file.\r\n * The default is false to maintain backward compatibility. When set to\r\n * true, coordinates from the STL file are used without change.\r\n */\r\n public static DO_NOT_ALTER_FILE_COORDINATES = false;\r\n\r\n /**\r\n * Import meshes into a scene.\r\n * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported\r\n * @param scene The scene to import into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @param meshes The meshes array to import into\r\n * @returns True if successful or false otherwise\r\n */\r\n public importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: Nullable<AbstractMesh[]>): boolean {\r\n let matches;\r\n\r\n if (typeof data !== \"string\") {\r\n if (this._isBinary(data)) {\r\n // binary .stl\r\n const babylonMesh = new Mesh(\"stlmesh\", scene);\r\n this._parseBinary(babylonMesh, data, scene.useRightHandedSystem);\r\n if (meshes) {\r\n meshes.push(babylonMesh);\r\n }\r\n return true;\r\n }\r\n\r\n // ASCII .stl\r\n\r\n // convert to string\r\n const array_buffer = new Uint8Array(data);\r\n let str = \"\";\r\n for (let i = 0; i < data.byteLength; i++) {\r\n str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian\r\n }\r\n data = str;\r\n }\r\n\r\n //if arrived here, data is a string, containing the STLA data.\r\n\r\n while ((matches = this.solidPattern.exec(data))) {\r\n let meshName = matches[1];\r\n const meshNameFromEnd = matches[3];\r\n if (meshName != meshNameFromEnd) {\r\n Tools.Error(\"Error in STL, solid name != endsolid name\");\r\n return false;\r\n }\r\n\r\n // check meshesNames\r\n if (meshesNames && meshName) {\r\n if (meshesNames instanceof Array) {\r\n if (!meshesNames.indexOf(meshName)) {\r\n continue;\r\n }\r\n } else {\r\n if (meshName !== meshesNames) {\r\n continue;\r\n }\r\n }\r\n }\r\n\r\n // stl mesh name can be empty as well\r\n meshName = meshName || \"stlmesh\";\r\n\r\n const babylonMesh = new Mesh(meshName, scene);\r\n this._parseASCII(babylonMesh, matches[2], scene.useRightHandedSystem);\r\n if (meshes) {\r\n meshes.push(babylonMesh);\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Load into a scene.\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 true if successful or false otherwise\r\n */\r\n public load(scene: Scene, data: any, rootUrl: string): boolean {\r\n const result = this.importMesh(null, scene, data, rootUrl, null);\r\n return result;\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 loadAssetContainer(scene: Scene, data: string, rootUrl: string): AssetContainer {\r\n const container = new AssetContainer(scene);\r\n scene._blockEntityCollection = true;\r\n this.importMesh(null, scene, data, rootUrl, container.meshes);\r\n scene._blockEntityCollection = false;\r\n return container;\r\n }\r\n\r\n private _isBinary(data: any) {\r\n // check if file size is correct for binary stl\r\n const reader = new DataView(data);\r\n\r\n // A Binary STL header is 80 bytes, if the data size is not great than\r\n // that then it's not a binary STL.\r\n if (reader.byteLength <= 80) {\r\n return false;\r\n }\r\n\r\n const faceSize = (32 / 8) * 3 + (32 / 8) * 3 * 3 + 16 / 8;\r\n const nFaces = reader.getUint32(80, true);\r\n\r\n if (80 + 32 / 8 + nFaces * faceSize === reader.byteLength) {\r\n return true;\r\n }\r\n\r\n // check characters higher than ASCII to confirm binary\r\n const fileLength = reader.byteLength;\r\n for (let index = 0; index < fileLength; index++) {\r\n if (reader.getUint8(index) > 127) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _parseBinary(mesh: Mesh, data: ArrayBuffer, rightHanded: boolean) {\r\n const reader = new DataView(data);\r\n const faces = reader.getUint32(80, true);\r\n\r\n const dataOffset = 84;\r\n const faceLength = 12 * 4 + 2;\r\n\r\n let offset = 0;\r\n\r\n const positions = new Float32Array(faces * 3 * 3);\r\n const normals = new Float32Array(faces * 3 * 3);\r\n const indices = new Uint32Array(faces * 3);\r\n let indicesCount = 0;\r\n\r\n for (let face = 0; face < faces; face++) {\r\n const start = dataOffset + face * faceLength;\r\n const normalX = reader.getFloat32(start, true);\r\n const normalY = reader.getFloat32(start + 4, true);\r\n const normalZ = reader.getFloat32(start + 8, true);\r\n\r\n for (let i = 1; i <= 3; i++) {\r\n const vertexstart = start + i * 12;\r\n\r\n // ordering is intentional to match ascii import\r\n positions[offset] = reader.getFloat32(vertexstart, true);\r\n normals[offset] = normalX;\r\n\r\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);\r\n positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);\r\n\r\n normals[offset + 2] = normalY;\r\n normals[offset + 1] = normalZ;\r\n } else {\r\n positions[offset + 1] = reader.getFloat32(vertexstart + 4, true);\r\n positions[offset + 2] = reader.getFloat32(vertexstart + 8, true);\r\n\r\n normals[offset + 1] = normalY;\r\n normals[offset + 2] = normalZ;\r\n }\r\n\r\n offset += 3;\r\n }\r\n\r\n if (rightHanded) {\r\n indices[indicesCount] = indicesCount;\r\n indices[indicesCount + 1] = indicesCount + 2;\r\n indices[indicesCount + 2] = indicesCount + 1;\r\n indicesCount += 3;\r\n } else {\r\n indices[indicesCount] = indicesCount++;\r\n indices[indicesCount] = indicesCount++;\r\n indices[indicesCount] = indicesCount++;\r\n }\r\n }\r\n\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n mesh.setIndices(indices);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n\r\n private _parseASCII(mesh: Mesh, solidData: string, rightHanded: boolean) {\r\n const positions = [];\r\n const normals = [];\r\n const indices = [];\r\n let indicesCount = 0;\r\n\r\n //load facets, ignoring loop as the standard doesn't define it can contain more than vertices\r\n let matches;\r\n while ((matches = this.facetsPattern.exec(solidData))) {\r\n const facet = matches[1];\r\n //one normal per face\r\n const normalMatches = this.normalPattern.exec(facet);\r\n this.normalPattern.lastIndex = 0;\r\n if (!normalMatches) {\r\n continue;\r\n }\r\n const normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];\r\n\r\n let vertexMatch;\r\n while ((vertexMatch = this.vertexPattern.exec(facet))) {\r\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));\r\n normals.push(normal[0], normal[1], normal[2]);\r\n } else {\r\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[3]), Number(vertexMatch[5]));\r\n\r\n // Flipping the second and third component because inverted\r\n // when normal was declared.\r\n normals.push(normal[0], normal[2], normal[1]);\r\n }\r\n }\r\n if (rightHanded) {\r\n indices.push(indicesCount, indicesCount + 2, indicesCount + 1);\r\n indicesCount += 3;\r\n } else {\r\n indices.push(indicesCount++, indicesCount++, indicesCount++);\r\n }\r\n this.vertexPattern.lastIndex = 0;\r\n }\r\n\r\n this.facetsPattern.lastIndex = 0;\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n mesh.setIndices(indices);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n}\r\n\r\nif (SceneLoader) {\r\n SceneLoader.RegisterPlugin(new STLFileLoader());\r\n}\r\n"]}
@@ -70,7 +70,7 @@ export declare class KHR_animation_pointer implements IGLTFLoaderExtension {
70
70
  * - "/materials/2/extensions/KHR_materials_emissive_strength/emissiveStrength"
71
71
  * @param context
72
72
  * @param pointer
73
- * @return
73
+ * @returns
74
74
  */
75
75
  private _parseAnimationPointer;
76
76
  }
@@ -212,7 +212,7 @@ export class KHR_animation_pointer {
212
212
  * - "/materials/2/extensions/KHR_materials_emissive_strength/emissiveStrength"
213
213
  * @param context
214
214
  * @param pointer
215
- * @return
215
+ * @returns
216
216
  */
217
217
  _parseAnimationPointer(context, pointer) {
218
218
  const sep = "/";
@@ -1 +1 @@
1
- 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type { IGLTFLoaderExtension } from \"../glTFLoaderExtension\";\r\nimport { ArrayItem, GLTFLoader } from \"../glTFLoader\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { AnimationGroup } from \"core/Animations/animationGroup\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { IAnimation, IAnimationChannel, _IAnimationSamplerData, IAnimationSampler } from \"../glTFLoaderInterfaces\";\r\n\r\nimport { AnimationChannelTargetPath, AnimationSamplerInterpolation } from \"babylonjs-gltf2interface\";\r\nimport { AnimationKeyInterpolation } from \"core/Animations/animationKey\";\r\nimport { CoreAnimationPointerMap } from \"./KHR_animation_pointer.map\";\r\nimport type { GetGltfNodeTargetFn, IAnimationPointerPropertyInfos } from \"./KHR_animation_pointer.map\";\r\nimport { getDataAccessorElementCount } from \"../glTFUtilities\";\r\n\r\nconst NAME = GLTFLoader._KHRAnimationPointerName;\r\n\r\ninterface IAnimationChannelTarget {\r\n stride?: number;\r\n target: any;\r\n properties: Array<IAnimationPointerPropertyInfos>;\r\n params: any;\r\n}\r\n\r\n/**\r\n * [Specification PR](https://github.com/KhronosGroup/glTF/pull/2147)\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class KHR_animation_pointer implements IGLTFLoaderExtension {\r\n /**\r\n * used to gently ignore invalid pointer. If false, invalid pointer will throw exception.\r\n */\r\n public ignoreInvalidPointer: boolean = true;\r\n\r\n /**\r\n * The name of this extension.\r\n */\r\n public readonly name = NAME;\r\n\r\n private _loader: GLTFLoader;\r\n\r\n /**\r\n * @param loader\r\n * @hidden\r\n */\r\n constructor(loader: GLTFLoader) {\r\n this._loader = loader;\r\n }\r\n\r\n /**\r\n * Defines whether this extension is enabled.\r\n */\r\n public get enabled(): boolean {\r\n return this._loader.isExtensionUsed(NAME);\r\n }\r\n\r\n /** @hidden */\r\n public dispose() {\r\n (this._loader as any) = null;\r\n }\r\n\r\n /**\r\n * according to specification,\r\n * It is not allowed to animate a glTFid property, as it does change the structure of the glTF in general\r\n * It is not allowed to animate a name property in general.\r\n * @param property\r\n * @hidden\r\n */\r\n public accept(property: string): boolean {\r\n return property != \"name\";\r\n }\r\n\r\n public loadAnimationAsync(context: string, animation: IAnimation): Nullable<Promise<AnimationGroup>> {\r\n // ensure an animation group is present.\r\n if (!animation._babylonAnimationGroup) {\r\n this._loader.babylonScene._blockEntityCollection = !!this._loader._assetContainer;\r\n const group = new AnimationGroup(animation.name || `animation${animation.index}`, this._loader.babylonScene);\r\n group._parentContainer = this._loader._assetContainer;\r\n this._loader.babylonScene._blockEntityCollection = false;\r\n animation._babylonAnimationGroup = group;\r\n }\r\n const babylonAnimationGroup = animation._babylonAnimationGroup;\r\n\r\n const promises = new Array<Promise<any>>();\r\n ArrayItem.Assign(animation.channels);\r\n ArrayItem.Assign(animation.samplers);\r\n\r\n for (const channel of animation.channels) {\r\n promises.push(this._loadAnimationChannelAsync(`${context}/channels/${channel.index}`, context, animation, channel));\r\n }\r\n\r\n return Promise.all(promises).then(() => {\r\n babylonAnimationGroup.normalize(0);\r\n return babylonAnimationGroup;\r\n });\r\n }\r\n\r\n /**\r\n * @hidden Loads a glTF animation channel.\r\n * @param context The context when loading the asset\r\n * @param animationContext The context of the animation when loading the asset\r\n * @param animation The glTF animation property\r\n * @param channel The glTF animation channel property\r\n * @param animationTargetOverride The babylon animation channel target override property. My be null.\r\n * @returns A void promise when the channel load is complete\r\n */\r\n public _loadAnimationChannelAsync(\r\n context: string,\r\n animationContext: string,\r\n animation: IAnimation,\r\n channel: IAnimationChannel,\r\n animationTargetOverride: Nullable<IAnimatable> = null\r\n ): Promise<void> {\r\n if (channel.target.path != AnimationChannelTargetPath.POINTER) {\r\n throw new Error(`${context}/target/path: Invalid value (${channel.target.path})`);\r\n }\r\n\r\n if (channel.target.node != undefined) {\r\n // According to KHR_animation_pointer specification\r\n // If this extension is used, the animation.channel.target.node must not be set.\r\n // Because the node is defined, the channel is ignored and not animated due to the specification.\r\n return Promise.resolve();\r\n }\r\n\r\n const pointer = channel.target.extensions?.KHR_animation_pointer?.pointer;\r\n if (!pointer) {\r\n throw new Error(`${context}/target/extensions/${this.name}: Pointer is missing`);\r\n }\r\n\r\n const sampler = ArrayItem.Get(`${context}/sampler`, animation.samplers, channel.sampler);\r\n\r\n return this._loadAnimationSamplerAsync(`${context}/samplers/${channel.sampler}`, sampler).then((data) => {\r\n // this is where we process the pointer.\r\n const animationTarget = this._parseAnimationPointer(`${context}/extensions/${this.name}/pointer`, pointer);\r\n\r\n if (!animationTarget) {\r\n return;\r\n }\r\n // build the keys\r\n // build the animations into the group\r\n const babylonAnimationGroup = animation._babylonAnimationGroup;\r\n if (!babylonAnimationGroup) {\r\n return;\r\n }\r\n\r\n const outputAccessor = ArrayItem.Get(`${context}/output`, this._loader.gltf.accessors, sampler.output);\r\n // stride is the size of each element stored into the output buffer.\r\n const stride = animationTarget.stride ?? getDataAccessorElementCount(outputAccessor.type);\r\n const fps = this._loader.parent.targetFps;\r\n\r\n // we extract the corresponding values from the read value.\r\n // the reason for that is one GLTF value may be dispatched to several Babylon properties\r\n // one of example is baseColorFactor which is a Color4 under GLTF and dispatched to\r\n // - albedoColor as Color3(Color4.r,Color4.g,Color4.b)\r\n // - alpha as Color4.a\r\n for (const propertyInfo of animationTarget.properties) {\r\n // Ignore animations that have no animation valid targets.\r\n if (!propertyInfo.isValid(animationTarget.target)) {\r\n return;\r\n }\r\n\r\n // build the keys.\r\n const keys = new Array(data.input.length);\r\n let outputOffset = 0;\r\n\r\n switch (data.interpolation) {\r\n case AnimationSamplerInterpolation.STEP: {\r\n for (let frameIndex = 0; frameIndex < data.input.length; frameIndex++) {\r\n keys[frameIndex] = {\r\n frame: data.input[frameIndex] * fps,\r\n value: propertyInfo.get(animationTarget.target, data.output, outputOffset),\r\n interpolation: AnimationKeyInterpolation.STEP,\r\n };\r\n outputOffset += stride;\r\n }\r\n break;\r\n }\r\n case AnimationSamplerInterpolation.CUBICSPLINE: {\r\n const invfps = 1 / fps;\r\n for (let frameIndex = 0; frameIndex < data.input.length; frameIndex++) {\r\n const k: any = {\r\n frame: data.input[frameIndex] * fps,\r\n };\r\n\r\n (k.inTangent = propertyInfo.get(animationTarget.target, data.output, outputOffset, invfps)), (outputOffset += stride);\r\n (k.value = propertyInfo.get(animationTarget.target, data.output, outputOffset)), (outputOffset += stride);\r\n (k.outTangent = propertyInfo.get(animationTarget.target, data.output, outputOffset, invfps)), (outputOffset += stride);\r\n\r\n keys[frameIndex] = k;\r\n }\r\n break;\r\n }\r\n case AnimationSamplerInterpolation.LINEAR:\r\n default: {\r\n for (let frameIndex = 0; frameIndex < data.input.length; frameIndex++) {\r\n keys[frameIndex] = {\r\n frame: data.input[frameIndex] * fps,\r\n value: propertyInfo.get(animationTarget.target, data.output, outputOffset),\r\n };\r\n outputOffset += stride;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n // each properties has its own build animation process.\r\n // these logics are located into KHR_animation_pointer.map.ts\r\n propertyInfo.buildAnimations(animationTarget.target, fps, keys, babylonAnimationGroup, animationTargetOverride, animationTarget.params);\r\n }\r\n });\r\n }\r\n\r\n private _loadAnimationSamplerAsync(context: string, sampler: IAnimationSampler): Promise<_IAnimationSamplerData> {\r\n if (sampler._data) {\r\n return sampler._data;\r\n }\r\n\r\n const interpolation = sampler.interpolation || AnimationSamplerInterpolation.LINEAR;\r\n switch (interpolation) {\r\n case AnimationSamplerInterpolation.STEP:\r\n case AnimationSamplerInterpolation.LINEAR:\r\n case AnimationSamplerInterpolation.CUBICSPLINE: {\r\n break;\r\n }\r\n default: {\r\n throw new Error(`${context}/interpolation: Invalid value (${sampler.interpolation})`);\r\n }\r\n }\r\n\r\n const inputAccessor = ArrayItem.Get(`${context}/input`, this._loader.gltf.accessors, sampler.input);\r\n const outputAccessor = ArrayItem.Get(`${context}/output`, this._loader.gltf.accessors, sampler.output);\r\n sampler._data = Promise.all([\r\n this._loader._loadFloatAccessorAsync(`/accessors/${inputAccessor.index}`, inputAccessor),\r\n this._loader._loadFloatAccessorAsync(`/accessors/${outputAccessor.index}`, outputAccessor),\r\n ]).then(([inputData, outputData]) => {\r\n return {\r\n input: inputData,\r\n interpolation: interpolation,\r\n output: outputData,\r\n };\r\n });\r\n\r\n return sampler._data;\r\n }\r\n\r\n /**\r\n * parsing animation pointer is the core of animation channel.\r\n * Animation pointer is a Json pointer, which mean it locate an item into the json hierarchy.\r\n * Consequentely the pointer has the following BNF\r\n \r\n * <animationPointer> := <sep><assetContainer><sep><assetIndex><sep><propertyPath>\r\n * <assetContainer> := \"nodes\" | \"materials\" | \"meshes\" | \"cameras\" | \"extensions\" \r\n * <assetIndex> := <digit> | <name>\r\n * <propertyPath> := <extensionPath> | <standardPath>\r\n * <extensionPath> := \"extensions\"<sep><name><sep><standardPath>\r\n * <standardPath> := <name> | <name><sep><standardPath> \r\n * <sep>:= \"/\"\r\n * <name> := W+\r\n * <digit> := D+\r\n * \r\n * examples of pointer are\r\n * - \"/nodes/0/rotation\"\r\n * - \"/materials/2/emissiveFactor\"\r\n * - \"/materials/2/pbrMetallicRoughness/baseColorFactor\"\r\n * - \"/materials/2/extensions/KHR_materials_emissive_strength/emissiveStrength\"\r\n * @param context \r\n * @param pointer \r\n * @return \r\n */\r\n private _parseAnimationPointer(context: string, pointer: string): Nullable<IAnimationChannelTarget> {\r\n const sep = \"/\";\r\n if (pointer.charAt(0) == sep) {\r\n pointer = pointer.substring(1);\r\n }\r\n const parts = pointer.split(sep);\r\n // we have a least 3 part\r\n if (parts.length >= 3) {\r\n let node = CoreAnimationPointerMap; // the map of possible path\r\n const indices = [];\r\n let getTarget: Nullable<GetGltfNodeTargetFn> = null;\r\n for (let i = 0; i < parts.length; i++) {\r\n const part = parts[i];\r\n node = node[part];\r\n\r\n if (!node) {\r\n // nothing to do so far\r\n break;\r\n }\r\n\r\n if (node.getTarget) {\r\n getTarget = node.getTarget;\r\n }\r\n\r\n if (node.hasIndex) {\r\n indices.push(parts[++i]);\r\n // move to the next part\r\n continue;\r\n }\r\n\r\n if (node.isIndex) {\r\n indices.push(part);\r\n // move to the next part\r\n continue;\r\n }\r\n\r\n if (node.properties && getTarget) {\r\n const t = getTarget(this._loader.gltf, indices[0]);\r\n if (t != null) {\r\n return {\r\n target: t,\r\n stride: node.getStride ? node.getStride(t) : undefined,\r\n properties: node.properties,\r\n params: indices,\r\n };\r\n }\r\n }\r\n }\r\n }\r\n if (this.ignoreInvalidPointer) {\r\n return null;\r\n }\r\n throw new Error(`${context} invalid pointer. ${pointer}`);\r\n }\r\n}\r\n\r\nGLTFLoader.RegisterExtension(NAME, (loader) => new KHR_animation_pointer(loader));\r\n"]}
1
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type { IGLTFLoaderExtension } from \"../glTFLoaderExtension\";\r\nimport { ArrayItem, GLTFLoader } from \"../glTFLoader\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { AnimationGroup } from \"core/Animations/animationGroup\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { IAnimation, IAnimationChannel, _IAnimationSamplerData, IAnimationSampler } from \"../glTFLoaderInterfaces\";\r\n\r\nimport { AnimationChannelTargetPath, AnimationSamplerInterpolation } from \"babylonjs-gltf2interface\";\r\nimport { AnimationKeyInterpolation } from \"core/Animations/animationKey\";\r\nimport { CoreAnimationPointerMap } from \"./KHR_animation_pointer.map\";\r\nimport type { GetGltfNodeTargetFn, IAnimationPointerPropertyInfos } from \"./KHR_animation_pointer.map\";\r\nimport { getDataAccessorElementCount } from \"../glTFUtilities\";\r\n\r\nconst NAME = GLTFLoader._KHRAnimationPointerName;\r\n\r\ninterface IAnimationChannelTarget {\r\n stride?: number;\r\n target: any;\r\n properties: Array<IAnimationPointerPropertyInfos>;\r\n params: any;\r\n}\r\n\r\n/**\r\n * [Specification PR](https://github.com/KhronosGroup/glTF/pull/2147)\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class KHR_animation_pointer implements IGLTFLoaderExtension {\r\n /**\r\n * used to gently ignore invalid pointer. If false, invalid pointer will throw exception.\r\n */\r\n public ignoreInvalidPointer: boolean = true;\r\n\r\n /**\r\n * The name of this extension.\r\n */\r\n public readonly name = NAME;\r\n\r\n private _loader: GLTFLoader;\r\n\r\n /**\r\n * @param loader\r\n * @hidden\r\n */\r\n constructor(loader: GLTFLoader) {\r\n this._loader = loader;\r\n }\r\n\r\n /**\r\n * Defines whether this extension is enabled.\r\n */\r\n public get enabled(): boolean {\r\n return this._loader.isExtensionUsed(NAME);\r\n }\r\n\r\n /** @hidden */\r\n public dispose() {\r\n (this._loader as any) = null;\r\n }\r\n\r\n /**\r\n * according to specification,\r\n * It is not allowed to animate a glTFid property, as it does change the structure of the glTF in general\r\n * It is not allowed to animate a name property in general.\r\n * @param property\r\n * @hidden\r\n */\r\n public accept(property: string): boolean {\r\n return property != \"name\";\r\n }\r\n\r\n public loadAnimationAsync(context: string, animation: IAnimation): Nullable<Promise<AnimationGroup>> {\r\n // ensure an animation group is present.\r\n if (!animation._babylonAnimationGroup) {\r\n this._loader.babylonScene._blockEntityCollection = !!this._loader._assetContainer;\r\n const group = new AnimationGroup(animation.name || `animation${animation.index}`, this._loader.babylonScene);\r\n group._parentContainer = this._loader._assetContainer;\r\n this._loader.babylonScene._blockEntityCollection = false;\r\n animation._babylonAnimationGroup = group;\r\n }\r\n const babylonAnimationGroup = animation._babylonAnimationGroup;\r\n\r\n const promises = new Array<Promise<any>>();\r\n ArrayItem.Assign(animation.channels);\r\n ArrayItem.Assign(animation.samplers);\r\n\r\n for (const channel of animation.channels) {\r\n promises.push(this._loadAnimationChannelAsync(`${context}/channels/${channel.index}`, context, animation, channel));\r\n }\r\n\r\n return Promise.all(promises).then(() => {\r\n babylonAnimationGroup.normalize(0);\r\n return babylonAnimationGroup;\r\n });\r\n }\r\n\r\n /**\r\n * @hidden Loads a glTF animation channel.\r\n * @param context The context when loading the asset\r\n * @param animationContext The context of the animation when loading the asset\r\n * @param animation The glTF animation property\r\n * @param channel The glTF animation channel property\r\n * @param animationTargetOverride The babylon animation channel target override property. My be null.\r\n * @returns A void promise when the channel load is complete\r\n */\r\n public _loadAnimationChannelAsync(\r\n context: string,\r\n animationContext: string,\r\n animation: IAnimation,\r\n channel: IAnimationChannel,\r\n animationTargetOverride: Nullable<IAnimatable> = null\r\n ): Promise<void> {\r\n if (channel.target.path != AnimationChannelTargetPath.POINTER) {\r\n throw new Error(`${context}/target/path: Invalid value (${channel.target.path})`);\r\n }\r\n\r\n if (channel.target.node != undefined) {\r\n // According to KHR_animation_pointer specification\r\n // If this extension is used, the animation.channel.target.node must not be set.\r\n // Because the node is defined, the channel is ignored and not animated due to the specification.\r\n return Promise.resolve();\r\n }\r\n\r\n const pointer = channel.target.extensions?.KHR_animation_pointer?.pointer;\r\n if (!pointer) {\r\n throw new Error(`${context}/target/extensions/${this.name}: Pointer is missing`);\r\n }\r\n\r\n const sampler = ArrayItem.Get(`${context}/sampler`, animation.samplers, channel.sampler);\r\n\r\n return this._loadAnimationSamplerAsync(`${context}/samplers/${channel.sampler}`, sampler).then((data) => {\r\n // this is where we process the pointer.\r\n const animationTarget = this._parseAnimationPointer(`${context}/extensions/${this.name}/pointer`, pointer);\r\n\r\n if (!animationTarget) {\r\n return;\r\n }\r\n // build the keys\r\n // build the animations into the group\r\n const babylonAnimationGroup = animation._babylonAnimationGroup;\r\n if (!babylonAnimationGroup) {\r\n return;\r\n }\r\n\r\n const outputAccessor = ArrayItem.Get(`${context}/output`, this._loader.gltf.accessors, sampler.output);\r\n // stride is the size of each element stored into the output buffer.\r\n const stride = animationTarget.stride ?? getDataAccessorElementCount(outputAccessor.type);\r\n const fps = this._loader.parent.targetFps;\r\n\r\n // we extract the corresponding values from the read value.\r\n // the reason for that is one GLTF value may be dispatched to several Babylon properties\r\n // one of example is baseColorFactor which is a Color4 under GLTF and dispatched to\r\n // - albedoColor as Color3(Color4.r,Color4.g,Color4.b)\r\n // - alpha as Color4.a\r\n for (const propertyInfo of animationTarget.properties) {\r\n // Ignore animations that have no animation valid targets.\r\n if (!propertyInfo.isValid(animationTarget.target)) {\r\n return;\r\n }\r\n\r\n // build the keys.\r\n const keys = new Array(data.input.length);\r\n let outputOffset = 0;\r\n\r\n switch (data.interpolation) {\r\n case AnimationSamplerInterpolation.STEP: {\r\n for (let frameIndex = 0; frameIndex < data.input.length; frameIndex++) {\r\n keys[frameIndex] = {\r\n frame: data.input[frameIndex] * fps,\r\n value: propertyInfo.get(animationTarget.target, data.output, outputOffset),\r\n interpolation: AnimationKeyInterpolation.STEP,\r\n };\r\n outputOffset += stride;\r\n }\r\n break;\r\n }\r\n case AnimationSamplerInterpolation.CUBICSPLINE: {\r\n const invfps = 1 / fps;\r\n for (let frameIndex = 0; frameIndex < data.input.length; frameIndex++) {\r\n const k: any = {\r\n frame: data.input[frameIndex] * fps,\r\n };\r\n\r\n (k.inTangent = propertyInfo.get(animationTarget.target, data.output, outputOffset, invfps)), (outputOffset += stride);\r\n (k.value = propertyInfo.get(animationTarget.target, data.output, outputOffset)), (outputOffset += stride);\r\n (k.outTangent = propertyInfo.get(animationTarget.target, data.output, outputOffset, invfps)), (outputOffset += stride);\r\n\r\n keys[frameIndex] = k;\r\n }\r\n break;\r\n }\r\n case AnimationSamplerInterpolation.LINEAR:\r\n default: {\r\n for (let frameIndex = 0; frameIndex < data.input.length; frameIndex++) {\r\n keys[frameIndex] = {\r\n frame: data.input[frameIndex] * fps,\r\n value: propertyInfo.get(animationTarget.target, data.output, outputOffset),\r\n };\r\n outputOffset += stride;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n // each properties has its own build animation process.\r\n // these logics are located into KHR_animation_pointer.map.ts\r\n propertyInfo.buildAnimations(animationTarget.target, fps, keys, babylonAnimationGroup, animationTargetOverride, animationTarget.params);\r\n }\r\n });\r\n }\r\n\r\n private _loadAnimationSamplerAsync(context: string, sampler: IAnimationSampler): Promise<_IAnimationSamplerData> {\r\n if (sampler._data) {\r\n return sampler._data;\r\n }\r\n\r\n const interpolation = sampler.interpolation || AnimationSamplerInterpolation.LINEAR;\r\n switch (interpolation) {\r\n case AnimationSamplerInterpolation.STEP:\r\n case AnimationSamplerInterpolation.LINEAR:\r\n case AnimationSamplerInterpolation.CUBICSPLINE: {\r\n break;\r\n }\r\n default: {\r\n throw new Error(`${context}/interpolation: Invalid value (${sampler.interpolation})`);\r\n }\r\n }\r\n\r\n const inputAccessor = ArrayItem.Get(`${context}/input`, this._loader.gltf.accessors, sampler.input);\r\n const outputAccessor = ArrayItem.Get(`${context}/output`, this._loader.gltf.accessors, sampler.output);\r\n sampler._data = Promise.all([\r\n this._loader._loadFloatAccessorAsync(`/accessors/${inputAccessor.index}`, inputAccessor),\r\n this._loader._loadFloatAccessorAsync(`/accessors/${outputAccessor.index}`, outputAccessor),\r\n ]).then(([inputData, outputData]) => {\r\n return {\r\n input: inputData,\r\n interpolation: interpolation,\r\n output: outputData,\r\n };\r\n });\r\n\r\n return sampler._data;\r\n }\r\n\r\n /**\r\n * parsing animation pointer is the core of animation channel.\r\n * Animation pointer is a Json pointer, which mean it locate an item into the json hierarchy.\r\n * Consequentely the pointer has the following BNF\r\n \r\n * <animationPointer> := <sep><assetContainer><sep><assetIndex><sep><propertyPath>\r\n * <assetContainer> := \"nodes\" | \"materials\" | \"meshes\" | \"cameras\" | \"extensions\" \r\n * <assetIndex> := <digit> | <name>\r\n * <propertyPath> := <extensionPath> | <standardPath>\r\n * <extensionPath> := \"extensions\"<sep><name><sep><standardPath>\r\n * <standardPath> := <name> | <name><sep><standardPath> \r\n * <sep>:= \"/\"\r\n * <name> := W+\r\n * <digit> := D+\r\n * \r\n * examples of pointer are\r\n * - \"/nodes/0/rotation\"\r\n * - \"/materials/2/emissiveFactor\"\r\n * - \"/materials/2/pbrMetallicRoughness/baseColorFactor\"\r\n * - \"/materials/2/extensions/KHR_materials_emissive_strength/emissiveStrength\"\r\n * @param context \r\n * @param pointer \r\n * @returns \r\n */\r\n private _parseAnimationPointer(context: string, pointer: string): Nullable<IAnimationChannelTarget> {\r\n const sep = \"/\";\r\n if (pointer.charAt(0) == sep) {\r\n pointer = pointer.substring(1);\r\n }\r\n const parts = pointer.split(sep);\r\n // we have a least 3 part\r\n if (parts.length >= 3) {\r\n let node = CoreAnimationPointerMap; // the map of possible path\r\n const indices = [];\r\n let getTarget: Nullable<GetGltfNodeTargetFn> = null;\r\n for (let i = 0; i < parts.length; i++) {\r\n const part = parts[i];\r\n node = node[part];\r\n\r\n if (!node) {\r\n // nothing to do so far\r\n break;\r\n }\r\n\r\n if (node.getTarget) {\r\n getTarget = node.getTarget;\r\n }\r\n\r\n if (node.hasIndex) {\r\n indices.push(parts[++i]);\r\n // move to the next part\r\n continue;\r\n }\r\n\r\n if (node.isIndex) {\r\n indices.push(part);\r\n // move to the next part\r\n continue;\r\n }\r\n\r\n if (node.properties && getTarget) {\r\n const t = getTarget(this._loader.gltf, indices[0]);\r\n if (t != null) {\r\n return {\r\n target: t,\r\n stride: node.getStride ? node.getStride(t) : undefined,\r\n properties: node.properties,\r\n params: indices,\r\n };\r\n }\r\n }\r\n }\r\n }\r\n if (this.ignoreInvalidPointer) {\r\n return null;\r\n }\r\n throw new Error(`${context} invalid pointer. ${pointer}`);\r\n }\r\n}\r\n\r\nGLTFLoader.RegisterExtension(NAME, (loader) => new KHR_animation_pointer(loader));\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/loaders",
3
- "version": "5.22.1",
3
+ "version": "5.24.0",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -19,10 +19,10 @@
19
19
  "prepublishOnly": "build-tools -c prepare-es6-build"
20
20
  },
21
21
  "devDependencies": {
22
- "@babylonjs/core": "^5.22.1",
22
+ "@babylonjs/core": "^5.24.0",
23
23
  "@dev/build-tools": "^1.0.0",
24
24
  "@lts/loaders": "^1.0.0",
25
- "babylonjs-gltf2interface": "^5.22.1",
25
+ "babylonjs-gltf2interface": "^5.24.0",
26
26
  "rimraf": "^3.0.2",
27
27
  "typescript": "^4.4.4"
28
28
  },