@babylonjs/loaders 6.21.1 → 6.21.2
Sign up to get free protection for your applications and to get access to all the features.
- package/STL/stlFileLoader.js +1 -6
- package/STL/stlFileLoader.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +4 -0
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +12 -1
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
- package/glTF/2.0/glTFLoader.d.ts +7 -0
- package/glTF/2.0/glTFLoader.js +15 -3
- package/glTF/2.0/glTFLoader.js.map +1 -1
- package/package.json +3 -3
package/STL/stlFileLoader.js
CHANGED
@@ -53,12 +53,7 @@ export class STLFileLoader {
|
|
53
53
|
}
|
54
54
|
// ASCII .stl
|
55
55
|
// convert to string
|
56
|
-
|
57
|
-
let str = "";
|
58
|
-
for (let i = 0; i < data.byteLength; i++) {
|
59
|
-
str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian
|
60
|
-
}
|
61
|
-
data = str;
|
56
|
+
data = new TextDecoder().decode(new Uint8Array(data));
|
62
57
|
}
|
63
58
|
//if arrived here, data is a string, containing the STLA data.
|
64
59
|
while ((matches = this.solidPattern.exec(data))) {
|
package/STL/stlFileLoader.js.map
CHANGED
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"stlFileLoader.js","sourceRoot":"","sources":["../../../../dev/loaders/src/STL/stlFileLoader.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,KAAK,EAAE,sCAAwB;AACxC,OAAO,EAAE,YAAY,EAAE,0CAA4B;AAEnD,OAAO,EAAE,IAAI,EAAE,uCAAyB;AAExC,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,OAAO,EAAE,cAAc,EAAE,0CAA4B;AAGrD;;;GAGG;AACH,MAAM,OAAO,aAAa;IAA1B;QACI,gBAAgB;QACT,iBAAY,GAAG,yCAAyC,CAAC;QAEhE,gBAAgB;QACT,kBAAa,GAAG,0BAA0B,CAAC;QAClD,gBAAgB;QACT,kBAAa,GAAG,mJAAmJ,CAAC;QAC3K,gBAAgB;QACT,kBAAa,GAAG,mJAAmJ,CAAC;QAE3K;;WAEG;QACI,SAAI,GAAG,KAAK,CAAC;QAEpB;;;;WAIG;QACI,eAAU,GAAiC;YAC9C,MAAM,EAAE,EAAE,QAAQ,EAAE,IAAI,EAAE;SAC7B,CAAC;IAkPN,CAAC;IAzOG;;;;;;;;OAQG;IACI,UAAU,CAAC,WAAgB,EAAE,KAAY,EAAE,IAAS,EAAE,OAAe,EAAE,MAAgC;QAC1G,IAAI,OAAO,CAAC;QAEZ,IAAI,OAAO,IAAI,KAAK,QAAQ,EAAE;YAC1B,IAAI,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,EAAE;gBACtB,cAAc;gBACd,MAAM,WAAW,GAAG,IAAI,IAAI,CAAC,SAAS,EAAE,KAAK,CAAC,CAAC;gBAC/C,IAAI,CAAC,YAAY,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC;gBACrC,IAAI,MAAM,EAAE;oBACR,MAAM,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;iBAC5B;gBACD,OAAO,IAAI,CAAC;aACf;YAED,aAAa;YAEb,oBAAoB;YACpB,MAAM,YAAY,GAAG,IAAI,UAAU,CAAC,IAAI,CAAC,CAAC;YAC1C,IAAI,GAAG,GAAG,EAAE,CAAC;YACb,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,EAAE;gBACtC,GAAG,IAAI,MAAM,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,mCAAmC;aACnF;YACD,IAAI,GAAG,GAAG,CAAC;SACd;QAED,8DAA8D;QAE9D,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,EAAE;YAC7C,IAAI,QAAQ,GAAG,OAAO,CAAC,CAAC,CAAC,CAAC;YAC1B,MAAM,eAAe,GAAG,OAAO,CAAC,CAAC,CAAC,CAAC;YACnC,IAAI,eAAe,IAAI,QAAQ,IAAI,eAAe,EAAE;gBAChD,KAAK,CAAC,KAAK,CAAC,2CAA2C,CAAC,CAAC;gBACzD,OAAO,KAAK,CAAC;aAChB;YAED,oBAAoB;YACpB,IAAI,WAAW,IAAI,QAAQ,EAAE;gBACzB,IAAI,WAAW,YAAY,KAAK,EAAE;oBAC9B,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,QAAQ,CAAC,EAAE;wBAChC,SAAS;qBACZ;iBACJ;qBAAM;oBACH,IAAI,QAAQ,KAAK,WAAW,EAAE;wBAC1B,SAAS;qBACZ;iBACJ;aACJ;YAED,qCAAqC;YACrC,QAAQ,GAAG,QAAQ,IAAI,SAAS,CAAC;YAEjC,MAAM,WAAW,GAAG,IAAI,IAAI,CAAC,QAAQ,EAAE,KAAK,CAAC,CAAC;YAC9C,IAAI,CAAC,WAAW,CAAC,WAAW,EAAE,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;YAC1C,IAAI,MAAM,EAAE;gBACR,MAAM,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;aAC5B;SACJ;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;OAMG;IACI,IAAI,CAAC,KAAY,EAAE,IAAS,EAAE,OAAe;QAChD,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,IAAI,CAAC,CAAC;QACjE,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;;;;OAMG;IACI,kBAAkB,CAAC,KAAY,EAAE,IAAY,EAAE,OAAe;QACjE,MAAM,SAAS,GAAG,IAAI,cAAc,CAAC,KAAK,CAAC,CAAC;QAC5C,KAAK,CAAC,sBAAsB,GAAG,IAAI,CAAC;QACpC,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,SAAS,CAAC,MAAM,CAAC,CAAC;QAC9D,KAAK,CAAC,sBAAsB,GAAG,KAAK,CAAC;QACrC,OAAO,SAAS,CAAC;IACrB,CAAC;IAEO,SAAS,CAAC,IAAS;QACvB,+CAA+C;QAC/C,MAAM,MAAM,GAAG,IAAI,QAAQ,CAAC,IAAI,CAAC,CAAC;QAElC,sEAAsE;QACtE,mCAAmC;QACnC,IAAI,MAAM,CAAC,UAAU,IAAI,EAAE,EAAE;YACzB,OAAO,KAAK,CAAC;SAChB;QAED,MAAM,QAAQ,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;QAC1D,MAAM,MAAM,GAAG,MAAM,CAAC,SAAS,CAAC,EAAE,EAAE,IAAI,CAAC,CAAC;QAE1C,IAAI,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,MAAM,GAAG,QAAQ,KAAK,MAAM,CAAC,UAAU,EAAE;YACvD,OAAO,IAAI,CAAC;SACf;QAED,8CAA8C;QAC9C,MAAM,KAAK,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QACxC,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE;YAC9B,IAAI,MAAM,CAAC,QAAQ,CAAC,GAAG,CAAC,KAAK,KAAK,CAAC,GAAG,CAAC,EAAE;gBACrC,OAAO,IAAI,CAAC;aACf;SACJ;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAEO,YAAY,CAAC,IAAU,EAAE,IAAiB;QAC9C,MAAM,MAAM,GAAG,IAAI,QAAQ,CAAC,IAAI,CAAC,CAAC;QAClC,MAAM,KAAK,GAAG,MAAM,CAAC,SAAS,CAAC,EAAE,EAAE,IAAI,CAAC,CAAC;QAEzC,MAAM,UAAU,GAAG,EAAE,CAAC;QACtB,MAAM,UAAU,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;QAE9B,IAAI,MAAM,GAAG,CAAC,CAAC;QAEf,MAAM,SAAS,GAAG,IAAI,YAAY,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;QAClD,MAAM,OAAO,GAAG,IAAI,YAAY,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;QAChD,MAAM,OAAO,GAAG,IAAI,WAAW,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;QAC3C,IAAI,YAAY,GAAG,CAAC,CAAC;QAErB,KAAK,IAAI,IAAI,GAAG,CAAC,EAAE,IAAI,GAAG,KAAK,EAAE,IAAI,EAAE,EAAE;YACrC,MAAM,KAAK,GAAG,UAAU,GAAG,IAAI,GAAG,UAAU,CAAC;YAC7C,MAAM,OAAO,GAAG,MAAM,CAAC,UAAU,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;YAC/C,MAAM,OAAO,GAAG,MAAM,CAAC,UAAU,CAAC,KAAK,GAAG,CAAC,EAAE,IAAI,CAAC,CAAC;YACnD,MAAM,OAAO,GAAG,MAAM,CAAC,UAAU,CAAC,KAAK,GAAG,CAAC,EAAE,IAAI,CAAC,CAAC;YAEnD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,EAAE;gBACzB,MAAM,WAAW,GAAG,KAAK,GAAG,CAAC,GAAG,EAAE,CAAC;gBAEnC,gDAAgD;gBAChD,SAAS,CAAC,MAAM,CAAC,GAAG,MAAM,CAAC,UAAU,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC;gBACzD,OAAO,CAAC,MAAM,CAAC,GAAG,OAAO,CAAC;gBAE1B,IAAI,CAAC,aAAa,CAAC,6BAA6B,EAAE;oBAC9C,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,UAAU,CAAC,WAAW,GAAG,CAAC,EAAE,IAAI,CAAC,CAAC;oBACjE,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,UAAU,CAAC,WAAW,GAAG,CAAC,EAAE,IAAI,CAAC,CAAC;oBAEjE,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC;oBAC9B,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC;iBACjC;qBAAM;oBACH,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,UAAU,CAAC,WAAW,GAAG,CAAC,EAAE,IAAI,CAAC,CAAC;oBACjE,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,UAAU,CAAC,WAAW,GAAG,CAAC,EAAE,IAAI,CAAC,CAAC;oBAEjE,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC;oBAC9B,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC;iBACjC;gBAED,MAAM,IAAI,CAAC,CAAC;aACf;YAED,IAAI,aAAa,CAAC,6BAA6B,EAAE;gBAC7C,OAAO,CAAC,YAAY,CAAC,GAAG,YAAY,CAAC;gBACrC,OAAO,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,YAAY,GAAG,CAAC,CAAC;gBAC7C,OAAO,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,YAAY,GAAG,CAAC,CAAC;gBAC7C,YAAY,IAAI,CAAC,CAAC;aACrB;iBAAM;gBACH,OAAO,CAAC,YAAY,CAAC,GAAG,YAAY,EAAE,CAAC;gBACvC,OAAO,CAAC,YAAY,CAAC,GAAG,YAAY,EAAE,CAAC;gBACvC,OAAO,CAAC,YAAY,CAAC,GAAG,YAAY,EAAE,CAAC;aAC1C;SACJ;QAED,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,EAAE,SAAS,CAAC,CAAC;QAC3D,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,UAAU,EAAE,OAAO,CAAC,CAAC;QACvD,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC;QACzB,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;IAClC,CAAC;IAEO,WAAW,CAAC,IAAU,EAAE,SAAiB;QAC7C,MAAM,SAAS,GAAG,EAAE,CAAC;QACrB,MAAM,OAAO,GAAG,EAAE,CAAC;QACnB,MAAM,OAAO,GAAG,EAAE,CAAC;QACnB,IAAI,YAAY,GAAG,CAAC,CAAC;QAErB,6FAA6F;QAC7F,IAAI,OAAO,CAAC;QACZ,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,EAAE;YACnD,MAAM,KAAK,GAAG,OAAO,CAAC,CAAC,CAAC,CAAC;YACzB,qBAAqB;YACrB,MAAM,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YACrD,IAAI,CAAC,aAAa,CAAC,SAAS,GAAG,CAAC,CAAC;YACjC,IAAI,CAAC,aAAa,EAAE;gBAChB,SAAS;aACZ;YACD,MAAM,MAAM,GAAG,CAAC,MAAM,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAE9F,IAAI,WAAW,CAAC;YAChB,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE;gBACnD,IAAI,CAAC,aAAa,CAAC,6BAA6B,EAAE;oBAC9C,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACvF,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;iBACjD;qBAAM;oBACH,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBAEvF,2DAA2D;oBAC3D,4BAA4B;oBAC5B,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;iBACjD;aACJ;YACD,IAAI,aAAa,CAAC,6BAA6B,EAAE;gBAC7C,OAAO,CAAC,IAAI,CAAC,YAAY,EAAE,YAAY,GAAG,CAAC,EAAE,YAAY,GAAG,CAAC,CAAC,CAAC;gBAC/D,YAAY,IAAI,CAAC,CAAC;aACrB;iBAAM;gBACH,OAAO,CAAC,IAAI,CAAC,YAAY,EAAE,EAAE,YAAY,EAAE,EAAE,YAAY,EAAE,CAAC,CAAC;aAChE;YACD,IAAI,CAAC,aAAa,CAAC,SAAS,GAAG,CAAC,CAAC;SACpC;QAED,IAAI,CAAC,aAAa,CAAC,SAAS,GAAG,CAAC,CAAC;QACjC,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,EAAE,SAAS,CAAC,CAAC;QAC3D,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,UAAU,EAAE,OAAO,CAAC,CAAC;QACvD,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC;QACzB,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;IAClC,CAAC;;AA/OD;;;;GAIG;AACW,2CAA6B,GAAG,KAAK,AAAR,CAAS;AA6OxD,IAAI,WAAW,EAAE;IACb,WAAW,CAAC,cAAc,CAAC,IAAI,aAAa,EAAE,CAAC,CAAC;CACnD","sourcesContent":["/* 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 /** @internal */\r\n public solidPattern = /solid (\\S*)([\\S\\s]*?)endsolid[ ]*(\\S*)/g;\r\n\r\n /** @internal */\r\n public facetsPattern = /facet([\\s\\S]*?)endfacet/g;\r\n /** @internal */\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 /** @internal */\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 (meshNameFromEnd && 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 // US-ASCII begin with 's', 'o', 'l', 'i', 'd'\r\n const ascii = [115, 111, 108, 105, 100];\r\n for (let off = 0; off < 5; off++) {\r\n if (reader.getUint8(off) !== ascii[off]) {\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\r\n if (STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\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) {\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 (STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\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"]}
|
1
|
+
{"version":3,"file":"stlFileLoader.js","sourceRoot":"","sources":["../../../../dev/loaders/src/STL/stlFileLoader.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,KAAK,EAAE,sCAAwB;AACxC,OAAO,EAAE,YAAY,EAAE,0CAA4B;AAEnD,OAAO,EAAE,IAAI,EAAE,uCAAyB;AAExC,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,OAAO,EAAE,cAAc,EAAE,0CAA4B;AAGrD;;;GAGG;AACH,MAAM,OAAO,aAAa;IAA1B;QACI,gBAAgB;QACT,iBAAY,GAAG,yCAAyC,CAAC;QAEhE,gBAAgB;QACT,kBAAa,GAAG,0BAA0B,CAAC;QAClD,gBAAgB;QACT,kBAAa,GAAG,mJAAmJ,CAAC;QAC3K,gBAAgB;QACT,kBAAa,GAAG,mJAAmJ,CAAC;QAE3K;;WAEG;QACI,SAAI,GAAG,KAAK,CAAC;QAEpB;;;;WAIG;QACI,eAAU,GAAiC;YAC9C,MAAM,EAAE,EAAE,QAAQ,EAAE,IAAI,EAAE;SAC7B,CAAC;IA6ON,CAAC;IApOG;;;;;;;;OAQG;IACI,UAAU,CAAC,WAAgB,EAAE,KAAY,EAAE,IAAS,EAAE,OAAe,EAAE,MAAgC;QAC1G,IAAI,OAAO,CAAC;QAEZ,IAAI,OAAO,IAAI,KAAK,QAAQ,EAAE;YAC1B,IAAI,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,EAAE;gBACtB,cAAc;gBACd,MAAM,WAAW,GAAG,IAAI,IAAI,CAAC,SAAS,EAAE,KAAK,CAAC,CAAC;gBAC/C,IAAI,CAAC,YAAY,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC;gBACrC,IAAI,MAAM,EAAE;oBACR,MAAM,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;iBAC5B;gBACD,OAAO,IAAI,CAAC;aACf;YAED,aAAa;YAEb,oBAAoB;YACpB,IAAI,GAAG,IAAI,WAAW,EAAE,CAAC,MAAM,CAAC,IAAI,UAAU,CAAC,IAAI,CAAC,CAAC,CAAC;SACzD;QAED,8DAA8D;QAE9D,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,EAAE;YAC7C,IAAI,QAAQ,GAAG,OAAO,CAAC,CAAC,CAAC,CAAC;YAC1B,MAAM,eAAe,GAAG,OAAO,CAAC,CAAC,CAAC,CAAC;YACnC,IAAI,eAAe,IAAI,QAAQ,IAAI,eAAe,EAAE;gBAChD,KAAK,CAAC,KAAK,CAAC,2CAA2C,CAAC,CAAC;gBACzD,OAAO,KAAK,CAAC;aAChB;YAED,oBAAoB;YACpB,IAAI,WAAW,IAAI,QAAQ,EAAE;gBACzB,IAAI,WAAW,YAAY,KAAK,EAAE;oBAC9B,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,QAAQ,CAAC,EAAE;wBAChC,SAAS;qBACZ;iBACJ;qBAAM;oBACH,IAAI,QAAQ,KAAK,WAAW,EAAE;wBAC1B,SAAS;qBACZ;iBACJ;aACJ;YAED,qCAAqC;YACrC,QAAQ,GAAG,QAAQ,IAAI,SAAS,CAAC;YAEjC,MAAM,WAAW,GAAG,IAAI,IAAI,CAAC,QAAQ,EAAE,KAAK,CAAC,CAAC;YAC9C,IAAI,CAAC,WAAW,CAAC,WAAW,EAAE,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;YAC1C,IAAI,MAAM,EAAE;gBACR,MAAM,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;aAC5B;SACJ;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;OAMG;IACI,IAAI,CAAC,KAAY,EAAE,IAAS,EAAE,OAAe;QAChD,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,IAAI,CAAC,CAAC;QACjE,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;;;;OAMG;IACI,kBAAkB,CAAC,KAAY,EAAE,IAAY,EAAE,OAAe;QACjE,MAAM,SAAS,GAAG,IAAI,cAAc,CAAC,KAAK,CAAC,CAAC;QAC5C,KAAK,CAAC,sBAAsB,GAAG,IAAI,CAAC;QACpC,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,SAAS,CAAC,MAAM,CAAC,CAAC;QAC9D,KAAK,CAAC,sBAAsB,GAAG,KAAK,CAAC;QACrC,OAAO,SAAS,CAAC;IACrB,CAAC;IAEO,SAAS,CAAC,IAAS;QACvB,+CAA+C;QAC/C,MAAM,MAAM,GAAG,IAAI,QAAQ,CAAC,IAAI,CAAC,CAAC;QAElC,sEAAsE;QACtE,mCAAmC;QACnC,IAAI,MAAM,CAAC,UAAU,IAAI,EAAE,EAAE;YACzB,OAAO,KAAK,CAAC;SAChB;QAED,MAAM,QAAQ,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;QAC1D,MAAM,MAAM,GAAG,MAAM,CAAC,SAAS,CAAC,EAAE,EAAE,IAAI,CAAC,CAAC;QAE1C,IAAI,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,MAAM,GAAG,QAAQ,KAAK,MAAM,CAAC,UAAU,EAAE;YACvD,OAAO,IAAI,CAAC;SACf;QAED,8CAA8C;QAC9C,MAAM,KAAK,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QACxC,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE;YAC9B,IAAI,MAAM,CAAC,QAAQ,CAAC,GAAG,CAAC,KAAK,KAAK,CAAC,GAAG,CAAC,EAAE;gBACrC,OAAO,IAAI,CAAC;aACf;SACJ;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAEO,YAAY,CAAC,IAAU,EAAE,IAAiB;QAC9C,MAAM,MAAM,GAAG,IAAI,QAAQ,CAAC,IAAI,CAAC,CAAC;QAClC,MAAM,KAAK,GAAG,MAAM,CAAC,SAAS,CAAC,EAAE,EAAE,IAAI,CAAC,CAAC;QAEzC,MAAM,UAAU,GAAG,EAAE,CAAC;QACtB,MAAM,UAAU,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;QAE9B,IAAI,MAAM,GAAG,CAAC,CAAC;QAEf,MAAM,SAAS,GAAG,IAAI,YAAY,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;QAClD,MAAM,OAAO,GAAG,IAAI,YAAY,CAAC,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;QAChD,MAAM,OAAO,GAAG,IAAI,WAAW,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;QAC3C,IAAI,YAAY,GAAG,CAAC,CAAC;QAErB,KAAK,IAAI,IAAI,GAAG,CAAC,EAAE,IAAI,GAAG,KAAK,EAAE,IAAI,EAAE,EAAE;YACrC,MAAM,KAAK,GAAG,UAAU,GAAG,IAAI,GAAG,UAAU,CAAC;YAC7C,MAAM,OAAO,GAAG,MAAM,CAAC,UAAU,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;YAC/C,MAAM,OAAO,GAAG,MAAM,CAAC,UAAU,CAAC,KAAK,GAAG,CAAC,EAAE,IAAI,CAAC,CAAC;YACnD,MAAM,OAAO,GAAG,MAAM,CAAC,UAAU,CAAC,KAAK,GAAG,CAAC,EAAE,IAAI,CAAC,CAAC;YAEnD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,EAAE;gBACzB,MAAM,WAAW,GAAG,KAAK,GAAG,CAAC,GAAG,EAAE,CAAC;gBAEnC,gDAAgD;gBAChD,SAAS,CAAC,MAAM,CAAC,GAAG,MAAM,CAAC,UAAU,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC;gBACzD,OAAO,CAAC,MAAM,CAAC,GAAG,OAAO,CAAC;gBAE1B,IAAI,CAAC,aAAa,CAAC,6BAA6B,EAAE;oBAC9C,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,UAAU,CAAC,WAAW,GAAG,CAAC,EAAE,IAAI,CAAC,CAAC;oBACjE,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,UAAU,CAAC,WAAW,GAAG,CAAC,EAAE,IAAI,CAAC,CAAC;oBAEjE,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC;oBAC9B,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC;iBACjC;qBAAM;oBACH,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,UAAU,CAAC,WAAW,GAAG,CAAC,EAAE,IAAI,CAAC,CAAC;oBACjE,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,UAAU,CAAC,WAAW,GAAG,CAAC,EAAE,IAAI,CAAC,CAAC;oBAEjE,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC;oBAC9B,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC;iBACjC;gBAED,MAAM,IAAI,CAAC,CAAC;aACf;YAED,IAAI,aAAa,CAAC,6BAA6B,EAAE;gBAC7C,OAAO,CAAC,YAAY,CAAC,GAAG,YAAY,CAAC;gBACrC,OAAO,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,YAAY,GAAG,CAAC,CAAC;gBAC7C,OAAO,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,YAAY,GAAG,CAAC,CAAC;gBAC7C,YAAY,IAAI,CAAC,CAAC;aACrB;iBAAM;gBACH,OAAO,CAAC,YAAY,CAAC,GAAG,YAAY,EAAE,CAAC;gBACvC,OAAO,CAAC,YAAY,CAAC,GAAG,YAAY,EAAE,CAAC;gBACvC,OAAO,CAAC,YAAY,CAAC,GAAG,YAAY,EAAE,CAAC;aAC1C;SACJ;QAED,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,EAAE,SAAS,CAAC,CAAC;QAC3D,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,UAAU,EAAE,OAAO,CAAC,CAAC;QACvD,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC;QACzB,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;IAClC,CAAC;IAEO,WAAW,CAAC,IAAU,EAAE,SAAiB;QAC7C,MAAM,SAAS,GAAG,EAAE,CAAC;QACrB,MAAM,OAAO,GAAG,EAAE,CAAC;QACnB,MAAM,OAAO,GAAG,EAAE,CAAC;QACnB,IAAI,YAAY,GAAG,CAAC,CAAC;QAErB,6FAA6F;QAC7F,IAAI,OAAO,CAAC;QACZ,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,EAAE;YACnD,MAAM,KAAK,GAAG,OAAO,CAAC,CAAC,CAAC,CAAC;YACzB,qBAAqB;YACrB,MAAM,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YACrD,IAAI,CAAC,aAAa,CAAC,SAAS,GAAG,CAAC,CAAC;YACjC,IAAI,CAAC,aAAa,EAAE;gBAChB,SAAS;aACZ;YACD,MAAM,MAAM,GAAG,CAAC,MAAM,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAE9F,IAAI,WAAW,CAAC;YAChB,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE;gBACnD,IAAI,CAAC,aAAa,CAAC,6BAA6B,EAAE;oBAC9C,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBACvF,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;iBACjD;qBAAM;oBACH,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;oBAEvF,2DAA2D;oBAC3D,4BAA4B;oBAC5B,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;iBACjD;aACJ;YACD,IAAI,aAAa,CAAC,6BAA6B,EAAE;gBAC7C,OAAO,CAAC,IAAI,CAAC,YAAY,EAAE,YAAY,GAAG,CAAC,EAAE,YAAY,GAAG,CAAC,CAAC,CAAC;gBAC/D,YAAY,IAAI,CAAC,CAAC;aACrB;iBAAM;gBACH,OAAO,CAAC,IAAI,CAAC,YAAY,EAAE,EAAE,YAAY,EAAE,EAAE,YAAY,EAAE,CAAC,CAAC;aAChE;YACD,IAAI,CAAC,aAAa,CAAC,SAAS,GAAG,CAAC,CAAC;SACpC;QAED,IAAI,CAAC,aAAa,CAAC,SAAS,GAAG,CAAC,CAAC;QACjC,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,YAAY,EAAE,SAAS,CAAC,CAAC;QAC3D,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,UAAU,EAAE,OAAO,CAAC,CAAC;QACvD,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC;QACzB,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;IAClC,CAAC;;AA1OD;;;;GAIG;AACW,2CAA6B,GAAG,KAAK,AAAR,CAAS;AAwOxD,IAAI,WAAW,EAAE;IACb,WAAW,CAAC,cAAc,CAAC,IAAI,aAAa,EAAE,CAAC,CAAC;CACnD","sourcesContent":["/* 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 /** @internal */\r\n public solidPattern = /solid (\\S*)([\\S\\s]*?)endsolid[ ]*(\\S*)/g;\r\n\r\n /** @internal */\r\n public facetsPattern = /facet([\\s\\S]*?)endfacet/g;\r\n /** @internal */\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 /** @internal */\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 data = new TextDecoder().decode(new Uint8Array(data));\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 (meshNameFromEnd && 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 // US-ASCII begin with 's', 'o', 'l', 'i', 'd'\r\n const ascii = [115, 111, 108, 105, 100];\r\n for (let off = 0; off < 5; off++) {\r\n if (reader.getUint8(off) !== ascii[off]) {\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\r\n if (STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\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) {\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 (STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\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"]}
|
@@ -21,6 +21,10 @@ export declare class KHR_draco_mesh_compression implements IGLTFLoaderExtension
|
|
21
21
|
* Defines whether this extension is enabled.
|
22
22
|
*/
|
23
23
|
enabled: boolean;
|
24
|
+
/**
|
25
|
+
* Defines whether to use the normalized flag from the glTF accessor instead of the Draco data. Defaults to true.
|
26
|
+
*/
|
27
|
+
useNormalizedFlagFromAccessor: boolean;
|
24
28
|
private _loader;
|
25
29
|
/**
|
26
30
|
* @internal
|
@@ -15,6 +15,10 @@ export class KHR_draco_mesh_compression {
|
|
15
15
|
* The name of this extension.
|
16
16
|
*/
|
17
17
|
this.name = NAME;
|
18
|
+
/**
|
19
|
+
* Defines whether to use the normalized flag from the glTF accessor instead of the Draco data. Defaults to true.
|
20
|
+
*/
|
21
|
+
this.useNormalizedFlagFromAccessor = true;
|
18
22
|
this._loader = loader;
|
19
23
|
this.enabled = DracoCompression.DecoderAvailable && this._loader.isExtensionUsed(NAME);
|
20
24
|
}
|
@@ -38,6 +42,7 @@ export class KHR_draco_mesh_compression {
|
|
38
42
|
}
|
39
43
|
}
|
40
44
|
const attributes = {};
|
45
|
+
const normalized = {};
|
41
46
|
const loadAttribute = (name, kind) => {
|
42
47
|
const uniqueId = extension.attributes[name];
|
43
48
|
if (uniqueId == undefined) {
|
@@ -48,6 +53,12 @@ export class KHR_draco_mesh_compression {
|
|
48
53
|
babylonMesh._delayInfo.push(kind);
|
49
54
|
}
|
50
55
|
attributes[kind] = uniqueId;
|
56
|
+
if (this.useNormalizedFlagFromAccessor) {
|
57
|
+
const accessor = ArrayItem.TryGet(this._loader.gltf.accessors, primitive.attributes[name]);
|
58
|
+
if (accessor) {
|
59
|
+
normalized[kind] = accessor.normalized || false;
|
60
|
+
}
|
61
|
+
}
|
51
62
|
};
|
52
63
|
loadAttribute("POSITION", VertexBuffer.PositionKind);
|
53
64
|
loadAttribute("NORMAL", VertexBuffer.NormalKind);
|
@@ -65,7 +76,7 @@ export class KHR_draco_mesh_compression {
|
|
65
76
|
if (!bufferView._dracoBabylonGeometry) {
|
66
77
|
bufferView._dracoBabylonGeometry = this._loader.loadBufferViewAsync(`/bufferViews/${bufferView.index}`, bufferView).then((data) => {
|
67
78
|
const dracoCompression = this.dracoCompression || DracoCompression.Default;
|
68
|
-
return dracoCompression.
|
79
|
+
return dracoCompression._decodeMeshToGeometryForGltfAsync(babylonMesh.name, this._loader.babylonScene, data, attributes, normalized).catch((error) => {
|
69
80
|
throw new Error(`${context}: ${error.message}`);
|
70
81
|
});
|
71
82
|
});
|
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"KHR_draco_mesh_compression.js","sourceRoot":"","sources":["../../../../../../dev/loaders/src/glTF/2.0/Extensions/KHR_draco_mesh_compression.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,gBAAgB,EAAE,+DAAiD;AAE5E,OAAO,EAAE,YAAY,EAAE,0CAA4B;AAQnD,OAAO,EAAE,UAAU,EAAE,SAAS,EAAE,MAAM,eAAe,CAAC;AAEtD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAM1C;;GAEG;AACH,gEAAgE;AAChE,MAAM,OAAO,0BAA0B;
|
1
|
+
{"version":3,"file":"KHR_draco_mesh_compression.js","sourceRoot":"","sources":["../../../../../../dev/loaders/src/glTF/2.0/Extensions/KHR_draco_mesh_compression.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,gBAAgB,EAAE,+DAAiD;AAE5E,OAAO,EAAE,YAAY,EAAE,0CAA4B;AAQnD,OAAO,EAAE,UAAU,EAAE,SAAS,EAAE,MAAM,eAAe,CAAC;AAEtD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAM1C;;GAEG;AACH,gEAAgE;AAChE,MAAM,OAAO,0BAA0B;IAuBnC;;OAEG;IACH,YAAY,MAAkB;QAzB9B;;WAEG;QACa,SAAI,GAAG,IAAI,CAAC;QAY5B;;WAEG;QACI,kCAA6B,GAAG,IAAI,CAAC;QAQxC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,OAAO,GAAG,gBAAgB,CAAC,gBAAgB,IAAI,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IAC3F,CAAC;IAED,gBAAgB;IACT,OAAO;QACV,OAAO,IAAI,CAAC,gBAAgB,CAAC;QAC5B,IAAI,CAAC,OAAe,GAAG,IAAI,CAAC;IACjC,CAAC;IAED;;OAEG;IACI,oBAAoB,CAAC,OAAe,EAAE,SAAyB,EAAE,WAAiB;QACrF,OAAO,UAAU,CAAC,kBAAkB,CAAqC,OAAO,EAAE,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,gBAAgB,EAAE,SAAS,EAAE,EAAE;YACpI,IAAI,SAAS,CAAC,IAAI,IAAI,SAAS,EAAE;gBAC7B,IAAI,SAAS,CAAC,IAAI,6CAAqC,IAAI,SAAS,CAAC,IAAI,wCAAgC,EAAE;oBACvG,MAAM,IAAI,KAAK,CAAC,GAAG,OAAO,sBAAsB,SAAS,CAAC,IAAI,EAAE,CAAC,CAAC;iBACrE;gBAED,+BAA+B;gBAC/B,IAAI,SAAS,CAAC,IAAI,6CAAqC,EAAE;oBACrD,MAAM,IAAI,KAAK,CAAC,GAAG,OAAO,UAAU,SAAS,CAAC,IAAI,6BAA6B,CAAC,CAAC;iBACpF;aACJ;YAED,MAAM,UAAU,GAA+B,EAAE,CAAC;YAClD,MAAM,UAAU,GAAgC,EAAE,CAAC;YACnD,MAAM,aAAa,GAAG,CAAC,IAAY,EAAE,IAAY,EAAE,EAAE;gBACjD,MAAM,QAAQ,GAAG,SAAS,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;gBAC5C,IAAI,QAAQ,IAAI,SAAS,EAAE;oBACvB,OAAO;iBACV;gBAED,WAAW,CAAC,UAAU,GAAG,WAAW,CAAC,UAAU,IAAI,EAAE,CAAC;gBACtD,IAAI,WAAW,CAAC,UAAU,CAAC,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE;oBAC7C,WAAW,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;iBACrC;gBAED,UAAU,CAAC,IAAI,CAAC,GAAG,QAAQ,CAAC;gBAE5B,IAAI,IAAI,CAAC,6BAA6B,EAAE;oBACpC,MAAM,QAAQ,GAAG,SAAS,CAAC,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,SAAS,EAAE,SAAS,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC,CAAC;oBAC3F,IAAI,QAAQ,EAAE;wBACV,UAAU,CAAC,IAAI,CAAC,GAAG,QAAQ,CAAC,UAAU,IAAI,KAAK,CAAC;qBACnD;iBACJ;YACL,CAAC,CAAC;YAEF,aAAa,CAAC,UAAU,EAAE,YAAY,CAAC,YAAY,CAAC,CAAC;YACrD,aAAa,CAAC,QAAQ,EAAE,YAAY,CAAC,UAAU,CAAC,CAAC;YACjD,aAAa,CAAC,SAAS,EAAE,YAAY,CAAC,WAAW,CAAC,CAAC;YACnD,aAAa,CAAC,YAAY,EAAE,YAAY,CAAC,MAAM,CAAC,CAAC;YACjD,aAAa,CAAC,YAAY,EAAE,YAAY,CAAC,OAAO,CAAC,CAAC;YAClD,aAAa,CAAC,YAAY,EAAE,YAAY,CAAC,OAAO,CAAC,CAAC;YAClD,aAAa,CAAC,YAAY,EAAE,YAAY,CAAC,OAAO,CAAC,CAAC;YAClD,aAAa,CAAC,YAAY,EAAE,YAAY,CAAC,OAAO,CAAC,CAAC;YAClD,aAAa,CAAC,YAAY,EAAE,YAAY,CAAC,OAAO,CAAC,CAAC;YAClD,aAAa,CAAC,UAAU,EAAE,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC5D,aAAa,CAAC,WAAW,EAAE,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC7D,aAAa,CAAC,SAAS,EAAE,YAAY,CAAC,SAAS,CAAC,CAAC;YAEjD,MAAM,UAAU,GAAG,SAAS,CAAC,GAAG,CAAC,gBAAgB,EAAE,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,WAAW,EAAE,SAAS,CAAC,UAAU,CAAqB,CAAC;YAC5H,IAAI,CAAC,UAAU,CAAC,qBAAqB,EAAE;gBACnC,UAAU,CAAC,qBAAqB,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,gBAAgB,UAAU,CAAC,KAAK,EAAE,EAAE,UAAU,CAAC,CAAC,IAAI,CAAC,CAAC,IAAI,EAAE,EAAE;oBAC9H,MAAM,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,IAAI,gBAAgB,CAAC,OAAO,CAAC;oBAC3E,OAAO,gBAAgB,CAAC,iCAAiC,CAAC,WAAW,CAAC,IAAI,EAAE,IAAI,CAAC,OAAO,CAAC,YAAY,EAAE,IAAI,EAAE,UAAU,EAAE,UAAU,CAAC,CAAC,KAAK,CAAC,CAAC,KAAK,EAAE,EAAE;wBACjJ,MAAM,IAAI,KAAK,CAAC,GAAG,OAAO,KAAK,KAAK,CAAC,OAAO,EAAE,CAAC,CAAC;oBACpD,CAAC,CAAC,CAAC;gBACP,CAAC,CAAC,CAAC;aACN;YAED,OAAO,UAAU,CAAC,qBAAqB,CAAC;QAC5C,CAAC,CAAC,CAAC;IACP,CAAC;CACJ;AAED,UAAU,CAAC,iBAAiB,CAAC,IAAI,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC,IAAI,0BAA0B,CAAC,MAAM,CAAC,CAAC,CAAC","sourcesContent":["import { DracoCompression } from \"core/Meshes/Compression/dracoCompression\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { Geometry } from \"core/Meshes/geometry\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\n\r\nimport { MeshPrimitiveMode } from \"babylonjs-gltf2interface\";\r\nimport type { IKHRDracoMeshCompression } from \"babylonjs-gltf2interface\";\r\nimport type { IMeshPrimitive, IBufferView } from \"../glTFLoaderInterfaces\";\r\nimport type { IGLTFLoaderExtension } from \"../glTFLoaderExtension\";\r\nimport { GLTFLoader, ArrayItem } from \"../glTFLoader\";\r\n\r\nconst NAME = \"KHR_draco_mesh_compression\";\r\n\r\ninterface IBufferViewDraco extends IBufferView {\r\n _dracoBabylonGeometry?: Promise<Geometry>;\r\n}\r\n\r\n/**\r\n * [Specification](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_draco_mesh_compression/README.md)\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class KHR_draco_mesh_compression implements IGLTFLoaderExtension {\r\n /**\r\n * The name of this extension.\r\n */\r\n public readonly name = NAME;\r\n\r\n /**\r\n * The draco compression used to decode vertex data or DracoCompression.Default if not defined\r\n */\r\n public dracoCompression?: DracoCompression;\r\n\r\n /**\r\n * Defines whether this extension is enabled.\r\n */\r\n public enabled: boolean;\r\n\r\n /**\r\n * Defines whether to use the normalized flag from the glTF accessor instead of the Draco data. Defaults to true.\r\n */\r\n public useNormalizedFlagFromAccessor = true;\r\n\r\n private _loader: GLTFLoader;\r\n\r\n /**\r\n * @internal\r\n */\r\n constructor(loader: GLTFLoader) {\r\n this._loader = loader;\r\n this.enabled = DracoCompression.DecoderAvailable && this._loader.isExtensionUsed(NAME);\r\n }\r\n\r\n /** @internal */\r\n public dispose(): void {\r\n delete this.dracoCompression;\r\n (this._loader as any) = null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _loadVertexDataAsync(context: string, primitive: IMeshPrimitive, babylonMesh: Mesh): Nullable<Promise<Geometry>> {\r\n return GLTFLoader.LoadExtensionAsync<IKHRDracoMeshCompression, Geometry>(context, primitive, this.name, (extensionContext, extension) => {\r\n if (primitive.mode != undefined) {\r\n if (primitive.mode !== MeshPrimitiveMode.TRIANGLE_STRIP && primitive.mode !== MeshPrimitiveMode.TRIANGLES) {\r\n throw new Error(`${context}: Unsupported mode ${primitive.mode}`);\r\n }\r\n\r\n // TODO: handle triangle strips\r\n if (primitive.mode === MeshPrimitiveMode.TRIANGLE_STRIP) {\r\n throw new Error(`${context}: Mode ${primitive.mode} is not currently supported`);\r\n }\r\n }\r\n\r\n const attributes: { [kind: string]: number } = {};\r\n const normalized: { [kind: string]: boolean } = {};\r\n const loadAttribute = (name: string, kind: string) => {\r\n const uniqueId = extension.attributes[name];\r\n if (uniqueId == undefined) {\r\n return;\r\n }\r\n\r\n babylonMesh._delayInfo = babylonMesh._delayInfo || [];\r\n if (babylonMesh._delayInfo.indexOf(kind) === -1) {\r\n babylonMesh._delayInfo.push(kind);\r\n }\r\n\r\n attributes[kind] = uniqueId;\r\n\r\n if (this.useNormalizedFlagFromAccessor) {\r\n const accessor = ArrayItem.TryGet(this._loader.gltf.accessors, primitive.attributes[name]);\r\n if (accessor) {\r\n normalized[kind] = accessor.normalized || false;\r\n }\r\n }\r\n };\r\n\r\n loadAttribute(\"POSITION\", VertexBuffer.PositionKind);\r\n loadAttribute(\"NORMAL\", VertexBuffer.NormalKind);\r\n loadAttribute(\"TANGENT\", VertexBuffer.TangentKind);\r\n loadAttribute(\"TEXCOORD_0\", VertexBuffer.UVKind);\r\n loadAttribute(\"TEXCOORD_1\", VertexBuffer.UV2Kind);\r\n loadAttribute(\"TEXCOORD_2\", VertexBuffer.UV3Kind);\r\n loadAttribute(\"TEXCOORD_3\", VertexBuffer.UV4Kind);\r\n loadAttribute(\"TEXCOORD_4\", VertexBuffer.UV5Kind);\r\n loadAttribute(\"TEXCOORD_5\", VertexBuffer.UV6Kind);\r\n loadAttribute(\"JOINTS_0\", VertexBuffer.MatricesIndicesKind);\r\n loadAttribute(\"WEIGHTS_0\", VertexBuffer.MatricesWeightsKind);\r\n loadAttribute(\"COLOR_0\", VertexBuffer.ColorKind);\r\n\r\n const bufferView = ArrayItem.Get(extensionContext, this._loader.gltf.bufferViews, extension.bufferView) as IBufferViewDraco;\r\n if (!bufferView._dracoBabylonGeometry) {\r\n bufferView._dracoBabylonGeometry = this._loader.loadBufferViewAsync(`/bufferViews/${bufferView.index}`, bufferView).then((data) => {\r\n const dracoCompression = this.dracoCompression || DracoCompression.Default;\r\n return dracoCompression._decodeMeshToGeometryForGltfAsync(babylonMesh.name, this._loader.babylonScene, data, attributes, normalized).catch((error) => {\r\n throw new Error(`${context}: ${error.message}`);\r\n });\r\n });\r\n }\r\n\r\n return bufferView._dracoBabylonGeometry;\r\n });\r\n }\r\n}\r\n\r\nGLTFLoader.RegisterExtension(NAME, (loader) => new KHR_draco_mesh_compression(loader));\r\n"]}
|
package/glTF/2.0/glTFLoader.d.ts
CHANGED
@@ -36,6 +36,13 @@ export declare class ArrayItem {
|
|
36
36
|
* @returns The array item
|
37
37
|
*/
|
38
38
|
static Get<T>(context: string, array: ArrayLike<T> | undefined, index: number | undefined): T;
|
39
|
+
/**
|
40
|
+
* Gets an item from the given array or returns null if not available.
|
41
|
+
* @param array The array to get the item from
|
42
|
+
* @param index The index to the array
|
43
|
+
* @returns The array item or null
|
44
|
+
*/
|
45
|
+
static TryGet<T>(array: ArrayLike<T> | undefined, index: number | undefined): Nullable<T>;
|
39
46
|
/**
|
40
47
|
* Assign an `index` field to each item of the given array.
|
41
48
|
* @param array The array of items
|
package/glTF/2.0/glTFLoader.js
CHANGED
@@ -59,6 +59,18 @@ export class ArrayItem {
|
|
59
59
|
}
|
60
60
|
return array[index];
|
61
61
|
}
|
62
|
+
/**
|
63
|
+
* Gets an item from the given array or returns null if not available.
|
64
|
+
* @param array The array to get the item from
|
65
|
+
* @param index The index to the array
|
66
|
+
* @returns The array item or null
|
67
|
+
*/
|
68
|
+
static TryGet(array, index) {
|
69
|
+
if (!array || index == undefined || !array[index]) {
|
70
|
+
return null;
|
71
|
+
}
|
72
|
+
return array[index];
|
73
|
+
}
|
62
74
|
/**
|
63
75
|
* Assign an `index` field to each item of the given array.
|
64
76
|
* @param array The array of items
|
@@ -777,15 +789,15 @@ export class GLTFLoader {
|
|
777
789
|
babylonGeometry.setIndices(data);
|
778
790
|
}));
|
779
791
|
}
|
780
|
-
const loadAttribute = (
|
781
|
-
if (attributes[
|
792
|
+
const loadAttribute = (name, kind, callback) => {
|
793
|
+
if (attributes[name] == undefined) {
|
782
794
|
return;
|
783
795
|
}
|
784
796
|
babylonMesh._delayInfo = babylonMesh._delayInfo || [];
|
785
797
|
if (babylonMesh._delayInfo.indexOf(kind) === -1) {
|
786
798
|
babylonMesh._delayInfo.push(kind);
|
787
799
|
}
|
788
|
-
const accessor = ArrayItem.Get(`${context}/attributes/${
|
800
|
+
const accessor = ArrayItem.Get(`${context}/attributes/${name}`, this._gltf.accessors, attributes[name]);
|
789
801
|
promises.push(this._loadVertexAccessorAsync(`/accessors/${accessor.index}`, accessor, kind).then((babylonVertexBuffer) => {
|
790
802
|
if (babylonVertexBuffer.getKind() === VertexBuffer.PositionKind && !this.parent.alwaysComputeBoundingBox && !babylonMesh.skeleton) {
|
791
803
|
if (accessor.min && accessor.max) {
|