@babylonjs/loaders 7.23.0 → 7.23.1

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Files changed (112) hide show
  1. package/OBJ/objFileLoader.d.ts +4 -5
  2. package/OBJ/objFileLoader.js +3 -4
  3. package/OBJ/objFileLoader.js.map +1 -1
  4. package/OBJ/objFileLoader.metadata.d.ts +4 -0
  5. package/OBJ/objFileLoader.metadata.js +5 -0
  6. package/OBJ/objFileLoader.metadata.js.map +1 -0
  7. package/SPLAT/index.d.ts +1 -0
  8. package/SPLAT/index.js +1 -0
  9. package/SPLAT/index.js.map +1 -1
  10. package/SPLAT/splatFileLoader.d.ts +36 -29
  11. package/SPLAT/splatFileLoader.js +354 -52
  12. package/SPLAT/splatFileLoader.js.map +1 -1
  13. package/SPLAT/splatFileLoader.metadata.d.ts +11 -0
  14. package/SPLAT/splatFileLoader.metadata.js +10 -0
  15. package/SPLAT/splatFileLoader.metadata.js.map +1 -0
  16. package/SPLAT/splatLoadingOptions.d.ts +9 -0
  17. package/SPLAT/splatLoadingOptions.js +2 -0
  18. package/SPLAT/splatLoadingOptions.js.map +1 -0
  19. package/STL/stlFileLoader.d.ts +3 -4
  20. package/STL/stlFileLoader.js +3 -5
  21. package/STL/stlFileLoader.js.map +1 -1
  22. package/STL/stlFileLoader.metadata.d.ts +8 -0
  23. package/STL/stlFileLoader.metadata.js +8 -0
  24. package/STL/stlFileLoader.metadata.js.map +1 -0
  25. package/dynamic.d.ts +5 -0
  26. package/dynamic.js +48 -0
  27. package/dynamic.js.map +1 -0
  28. package/glTF/2.0/Extensions/EXT_lights_image_based.js +3 -1
  29. package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
  30. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +3 -1
  31. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
  32. package/glTF/2.0/Extensions/EXT_meshopt_compression.js +3 -1
  33. package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
  34. package/glTF/2.0/Extensions/EXT_texture_avif.js +3 -1
  35. package/glTF/2.0/Extensions/EXT_texture_avif.js.map +1 -1
  36. package/glTF/2.0/Extensions/EXT_texture_webp.js +3 -1
  37. package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
  38. package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +1 -1
  39. package/glTF/2.0/Extensions/ExtrasAsMetadata.js +3 -2
  40. package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +1 -1
  41. package/glTF/2.0/Extensions/KHR_animation_pointer.d.ts +1 -1
  42. package/glTF/2.0/Extensions/KHR_animation_pointer.js +3 -2
  43. package/glTF/2.0/Extensions/KHR_animation_pointer.js.map +1 -1
  44. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +3 -1
  45. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
  46. package/glTF/2.0/Extensions/KHR_interactivity.d.ts +1 -1
  47. package/glTF/2.0/Extensions/KHR_interactivity.js +3 -2
  48. package/glTF/2.0/Extensions/KHR_interactivity.js.map +1 -1
  49. package/glTF/2.0/Extensions/KHR_lights_punctual.js +3 -1
  50. package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
  51. package/glTF/2.0/Extensions/KHR_materials_anisotropy.js +3 -1
  52. package/glTF/2.0/Extensions/KHR_materials_anisotropy.js.map +1 -1
  53. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +3 -1
  54. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
  55. package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.js +3 -1
  56. package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.js.map +1 -1
  57. package/glTF/2.0/Extensions/KHR_materials_dispersion.js +3 -1
  58. package/glTF/2.0/Extensions/KHR_materials_dispersion.js.map +1 -1
  59. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +3 -1
  60. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -1
  61. package/glTF/2.0/Extensions/KHR_materials_ior.js +3 -1
  62. package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
  63. package/glTF/2.0/Extensions/KHR_materials_iridescence.js +3 -1
  64. package/glTF/2.0/Extensions/KHR_materials_iridescence.js.map +1 -1
  65. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +3 -1
  66. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
  67. package/glTF/2.0/Extensions/KHR_materials_sheen.js +3 -1
  68. package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
  69. package/glTF/2.0/Extensions/KHR_materials_specular.js +3 -1
  70. package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
  71. package/glTF/2.0/Extensions/KHR_materials_transmission.js +3 -1
  72. package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
  73. package/glTF/2.0/Extensions/KHR_materials_unlit.js +3 -1
  74. package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
  75. package/glTF/2.0/Extensions/KHR_materials_variants.js +3 -1
  76. package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
  77. package/glTF/2.0/Extensions/KHR_materials_volume.js +3 -1
  78. package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
  79. package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +1 -1
  80. package/glTF/2.0/Extensions/KHR_mesh_quantization.js +3 -2
  81. package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +1 -1
  82. package/glTF/2.0/Extensions/KHR_texture_basisu.js +3 -1
  83. package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
  84. package/glTF/2.0/Extensions/KHR_texture_transform.js +3 -1
  85. package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
  86. package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +1 -1
  87. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +3 -2
  88. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
  89. package/glTF/2.0/Extensions/MSFT_audio_emitter.js +3 -1
  90. package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
  91. package/glTF/2.0/Extensions/MSFT_lod.js +3 -1
  92. package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
  93. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +3 -1
  94. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -1
  95. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +3 -1
  96. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -1
  97. package/glTF/2.0/Extensions/dynamic.d.ts +4 -0
  98. package/glTF/2.0/Extensions/dynamic.js +136 -0
  99. package/glTF/2.0/Extensions/dynamic.js.map +1 -0
  100. package/glTF/2.0/glTFLoader.d.ts +6 -6
  101. package/glTF/2.0/glTFLoader.js +24 -28
  102. package/glTF/2.0/glTFLoader.js.map +1 -1
  103. package/glTF/2.0/glTFLoaderExtensionRegistry.d.ts +25 -0
  104. package/glTF/2.0/glTFLoaderExtensionRegistry.js +30 -0
  105. package/glTF/2.0/glTFLoaderExtensionRegistry.js.map +1 -0
  106. package/glTF/glTFFileLoader.d.ts +4 -6
  107. package/glTF/glTFFileLoader.js +9 -17
  108. package/glTF/glTFFileLoader.js.map +1 -1
  109. package/glTF/glTFFileLoader.metadata.d.ts +13 -0
  110. package/glTF/glTFFileLoader.metadata.js +18 -0
  111. package/glTF/glTFFileLoader.metadata.js.map +1 -0
  112. package/package.json +3 -3
@@ -2,14 +2,14 @@ import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
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  import type { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult } from "@babylonjs/core/Loading/sceneLoader.js";
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  import { AssetContainer } from "@babylonjs/core/assetContainer.js";
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  import type { Scene } from "@babylonjs/core/scene.js";
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+ import { OBJFileLoaderMetadata } from "./objFileLoader.metadata";
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  import type { OBJLoadingOptions } from "./objLoadingOptions";
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- declare const PLUGIN_OBJ = "obj";
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  declare module "@babylonjs/core/Loading/sceneLoader.js" {
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  interface SceneLoaderPluginOptions {
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  /**
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  * Defines options for the obj loader.
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  */
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- [PLUGIN_OBJ]: {};
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+ [OBJFileLoaderMetadata.name]: {};
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  }
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  }
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  /**
@@ -64,11 +64,11 @@ export declare class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoa
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  /**
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  * Defines the name of the plugin.
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  */
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- readonly name = "obj";
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+ readonly name: "obj";
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  /**
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  * Defines the extension the plugin is able to load.
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  */
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- readonly extensions = ".obj";
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+ readonly extensions: ".obj";
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  private _assetContainer;
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  private _loadingOptions;
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  /**
@@ -137,4 +137,3 @@ export declare class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoa
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  */
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  private _parseSolid;
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  }
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- export {};
@@ -2,11 +2,10 @@ import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
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  import { Tools } from "@babylonjs/core/Misc/tools.js";
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  import { registerSceneLoaderPlugin } from "@babylonjs/core/Loading/sceneLoader.js";
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  import { AssetContainer } from "@babylonjs/core/assetContainer.js";
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+ import { OBJFileLoaderMetadata } from "./objFileLoader.metadata.js";
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  import { MTLFileLoader } from "./mtlFileLoader.js";
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  import { SolidParser } from "./solidParser.js";
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  import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
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- // eslint-disable-next-line @typescript-eslint/naming-convention
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- const PLUGIN_OBJ = "obj";
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  /**
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  * OBJ file type loader.
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  * This is a babylon scene loader plugin.
@@ -30,11 +29,11 @@ export class OBJFileLoader {
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  /**
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  * Defines the name of the plugin.
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  */
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- this.name = PLUGIN_OBJ;
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+ this.name = OBJFileLoaderMetadata.name;
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  /**
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  * Defines the extension the plugin is able to load.
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  */
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- this.extensions = ".obj";
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+ this.extensions = OBJFileLoaderMetadata.extensions;
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  this._assetContainer = null;
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  this._loadingOptions = loadingOptions || OBJFileLoader._DefaultLoadingOptions;
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  }
@@ -1 +1 @@
1
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type { Nullable } from \"core/types\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult } from \"core/Loading/sceneLoader\";\r\nimport { registerSceneLoaderPlugin } from \"core/Loading/sceneLoader\";\r\nimport { AssetContainer } from \"core/assetContainer\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { WebRequest } from \"core/Misc/webRequest\";\r\nimport { MTLFileLoader } from \"./mtlFileLoader\";\r\nimport type { OBJLoadingOptions } from \"./objLoadingOptions\";\r\nimport { SolidParser } from \"./solidParser\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nconst PLUGIN_OBJ = \"obj\";\r\n\r\ndeclare module \"core/Loading/sceneLoader\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc\r\n export interface SceneLoaderPluginOptions {\r\n /**\r\n * Defines options for the obj loader.\r\n */\r\n [PLUGIN_OBJ]: {};\r\n }\r\n}\r\n\r\n/**\r\n * OBJ file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {\r\n /**\r\n * Defines if UVs are optimized by default during load.\r\n */\r\n public static OPTIMIZE_WITH_UV = true;\r\n /**\r\n * Invert model on y-axis (does a model scaling inversion)\r\n */\r\n public static INVERT_Y = false;\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n public static get INVERT_TEXTURE_Y() {\r\n return MTLFileLoader.INVERT_TEXTURE_Y;\r\n }\r\n\r\n public static set INVERT_TEXTURE_Y(value: boolean) {\r\n MTLFileLoader.INVERT_TEXTURE_Y = value;\r\n }\r\n\r\n /**\r\n * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.\r\n */\r\n public static IMPORT_VERTEX_COLORS = false;\r\n /**\r\n * Compute the normals for the model, even if normals are present in the file.\r\n */\r\n public static COMPUTE_NORMALS = false;\r\n /**\r\n * Optimize the normals for the model. Lighting can be uneven if you use OptimizeWithUV = true because new vertices can be created for the same location if they pertain to different faces.\r\n * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.\r\n */\r\n public static OPTIMIZE_NORMALS = false;\r\n /**\r\n * Defines custom scaling of UV coordinates of loaded meshes.\r\n */\r\n public static UV_SCALING = new Vector2(1, 1);\r\n /**\r\n * Skip loading the materials even if defined in the OBJ file (materials are ignored).\r\n */\r\n public static SKIP_MATERIALS = false;\r\n\r\n /**\r\n * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.\r\n *\r\n * Defaults to true for backwards compatibility.\r\n */\r\n public static MATERIAL_LOADING_FAILS_SILENTLY = true;\r\n\r\n /**\r\n * Loads assets without handedness conversions. This flag is for compatibility. Use it only if absolutely required. Defaults to false.\r\n */\r\n public static USE_LEGACY_BEHAVIOR = false;\r\n\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public readonly name = PLUGIN_OBJ;\r\n /**\r\n * Defines the extension the plugin is able to load.\r\n */\r\n public readonly extensions = \".obj\";\r\n\r\n private _assetContainer: Nullable<AssetContainer> = null;\r\n\r\n private _loadingOptions: OBJLoadingOptions;\r\n\r\n /**\r\n * Creates loader for .OBJ files\r\n *\r\n * @param loadingOptions options for loading and parsing OBJ/MTL files.\r\n */\r\n constructor(loadingOptions?: OBJLoadingOptions) {\r\n this._loadingOptions = loadingOptions || OBJFileLoader._DefaultLoadingOptions;\r\n }\r\n\r\n private static get _DefaultLoadingOptions(): OBJLoadingOptions {\r\n return {\r\n computeNormals: OBJFileLoader.COMPUTE_NORMALS,\r\n optimizeNormals: OBJFileLoader.OPTIMIZE_NORMALS,\r\n importVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,\r\n invertY: OBJFileLoader.INVERT_Y,\r\n invertTextureY: OBJFileLoader.INVERT_TEXTURE_Y,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n UVScaling: OBJFileLoader.UV_SCALING,\r\n materialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,\r\n optimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,\r\n skipMaterials: OBJFileLoader.SKIP_MATERIALS,\r\n useLegacyBehavior: OBJFileLoader.USE_LEGACY_BEHAVIOR,\r\n };\r\n }\r\n\r\n /**\r\n * Calls synchronously the MTL file attached to this obj.\r\n * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.\r\n * Without this function materials are not displayed in the first frame (but displayed after).\r\n * In consequence it is impossible to get material information in your HTML file\r\n *\r\n * @param url The URL of the MTL file\r\n * @param rootUrl defines where to load data from\r\n * @param onSuccess Callback function to be called when the MTL file is loaded\r\n * @param onFailure\r\n */\r\n private _loadMTL(\r\n url: string,\r\n rootUrl: string,\r\n onSuccess: (response: string | ArrayBuffer, responseUrl?: string) => any,\r\n onFailure: (pathOfFile: string, exception?: any) => void\r\n ) {\r\n //The complete path to the mtl file\r\n const pathOfFile = rootUrl + url;\r\n\r\n // Loads through the babylon tools to allow fileInput search.\r\n Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, (request?: WebRequest | undefined, exception?: any) => {\r\n onFailure(pathOfFile, exception);\r\n });\r\n }\r\n\r\n /**\r\n * Instantiates a OBJ file loader plugin.\r\n * @returns the created plugin\r\n */\r\n createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin {\r\n return new OBJFileLoader(OBJFileLoader._DefaultLoadingOptions);\r\n }\r\n\r\n /**\r\n * If the data string can be loaded directly.\r\n * @returns if the data can be loaded directly\r\n */\r\n public canDirectLoad(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Imports one or more meshes from the loaded OBJ data and adds them to the scene\r\n * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene the scene the meshes should be added to\r\n * @param data the OBJ data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise containing the loaded meshes, particles, skeletons and animations\r\n */\r\n public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<ISceneLoaderAsyncResult> {\r\n //get the meshes from OBJ file\r\n return this._parseSolid(meshesNames, scene, data, rootUrl).then((meshes) => {\r\n return {\r\n meshes: meshes,\r\n particleSystems: [],\r\n skeletons: [],\r\n animationGroups: [],\r\n transformNodes: [],\r\n geometries: [],\r\n lights: [],\r\n spriteManagers: [],\r\n };\r\n });\r\n }\r\n\r\n /**\r\n * Imports all objects from the loaded OBJ data and adds them to the scene\r\n * @param scene the scene the objects should be added to\r\n * @param data the OBJ data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise which completes when objects have been loaded to the scene\r\n */\r\n public loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void> {\r\n //Get the 3D model\r\n return this.importMeshAsync(null, scene, data, rootUrl).then(() => {\r\n // return void\r\n });\r\n }\r\n\r\n /**\r\n * Load into an asset container.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @returns The loaded asset container\r\n */\r\n public loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string): Promise<AssetContainer> {\r\n const container = new AssetContainer(scene);\r\n this._assetContainer = container;\r\n\r\n return this.importMeshAsync(null, scene, data, rootUrl)\r\n .then((result) => {\r\n result.meshes.forEach((mesh) => container.meshes.push(mesh));\r\n result.meshes.forEach((mesh) => {\r\n const material = mesh.material;\r\n if (material) {\r\n // Materials\r\n if (container.materials.indexOf(material) == -1) {\r\n container.materials.push(material);\r\n\r\n // Textures\r\n const textures = material.getActiveTextures();\r\n textures.forEach((t) => {\r\n if (container.textures.indexOf(t) == -1) {\r\n container.textures.push(t);\r\n }\r\n });\r\n }\r\n }\r\n });\r\n this._assetContainer = null;\r\n return container;\r\n })\r\n .catch((ex) => {\r\n this._assetContainer = null;\r\n throw ex;\r\n });\r\n }\r\n\r\n /**\r\n * Read the OBJ file and create an Array of meshes.\r\n * Each mesh contains all information given by the OBJ and the MTL file.\r\n * i.e. vertices positions and indices, optional normals values, optional UV values, optional material\r\n * @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene defines the scene where are displayed the data\r\n * @param data defines the content of the obj file\r\n * @param rootUrl defines the path to the folder\r\n * @returns the list of loaded meshes\r\n */\r\n private _parseSolid(meshesNames: any, scene: Scene, data: string, rootUrl: string): Promise<Array<AbstractMesh>> {\r\n let fileToLoad: string = \"\"; //The name of the mtlFile to load\r\n const materialsFromMTLFile: MTLFileLoader = new MTLFileLoader();\r\n const materialToUse: string[] = [];\r\n const babylonMeshesArray: Array<Mesh> = []; //The mesh for babylon\r\n\r\n // Sanitize data\r\n data = data.replace(/#.*$/gm, \"\").trim();\r\n\r\n // Main function\r\n const solidParser = new SolidParser(materialToUse, babylonMeshesArray, this._loadingOptions);\r\n\r\n solidParser.parse(meshesNames, data, scene, this._assetContainer, (fileName: string) => {\r\n fileToLoad = fileName;\r\n });\r\n\r\n // load the materials\r\n const mtlPromises: Array<Promise<void>> = [];\r\n // Check if we have a file to load\r\n if (fileToLoad !== \"\" && !this._loadingOptions.skipMaterials) {\r\n //Load the file synchronously\r\n mtlPromises.push(\r\n new Promise((resolve, reject) => {\r\n this._loadMTL(\r\n fileToLoad,\r\n rootUrl,\r\n (dataLoaded) => {\r\n try {\r\n //Create materials thanks MTLLoader function\r\n materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl, this._assetContainer);\r\n //Look at each material loaded in the mtl file\r\n for (let n = 0; n < materialsFromMTLFile.materials.length; n++) {\r\n //Three variables to get all meshes with the same material\r\n let startIndex = 0;\r\n const _indices = [];\r\n let _index;\r\n\r\n //The material from MTL file is used in the meshes loaded\r\n //Push the indice in an array\r\n //Check if the material is not used for another mesh\r\n while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {\r\n _indices.push(_index);\r\n startIndex = _index + 1;\r\n }\r\n //If the material is not used dispose it\r\n if (_index === -1 && _indices.length === 0) {\r\n //If the material is not needed, remove it\r\n materialsFromMTLFile.materials[n].dispose();\r\n } else {\r\n for (let o = 0; o < _indices.length; o++) {\r\n //Apply the material to the Mesh for each mesh with the material\r\n const mesh = babylonMeshesArray[_indices[o]];\r\n const material = materialsFromMTLFile.materials[n];\r\n mesh.material = material;\r\n\r\n if (!mesh.getTotalIndices()) {\r\n // No indices, we need to turn on point cloud\r\n material.pointsCloud = true;\r\n }\r\n }\r\n }\r\n }\r\n resolve();\r\n } catch (e) {\r\n Tools.Warn(`Error processing MTL file: '${fileToLoad}'`);\r\n if (this._loadingOptions.materialLoadingFailsSilently) {\r\n resolve();\r\n } else {\r\n reject(e);\r\n }\r\n }\r\n },\r\n (pathOfFile: string, exception?: any) => {\r\n Tools.Warn(`Error downloading MTL file: '${fileToLoad}'`);\r\n if (this._loadingOptions.materialLoadingFailsSilently) {\r\n resolve();\r\n } else {\r\n reject(exception);\r\n }\r\n }\r\n );\r\n })\r\n );\r\n }\r\n //Return an array with all Mesh\r\n return Promise.all(mtlPromises).then(() => {\r\n const isLine = (mesh: AbstractMesh) => Boolean(mesh._internalMetadata?.[\"_isLine\"] ?? false);\r\n\r\n // Iterate over the mesh, determine if it is a line mesh, clone or modify the material to line rendering.\r\n babylonMeshesArray.forEach((mesh) => {\r\n if (isLine(mesh)) {\r\n let mat = mesh.material ?? new StandardMaterial(mesh.name + \"_line\", scene);\r\n // If another mesh is using this material and it is not a line then we need to clone it.\r\n const needClone = mat.getBindedMeshes().filter((e) => !isLine(e)).length > 0;\r\n if (needClone) {\r\n mat = mat.clone(mat.name + \"_line\") ?? mat;\r\n }\r\n mat.wireframe = true;\r\n mesh.material = mat;\r\n if (mesh._internalMetadata) {\r\n mesh._internalMetadata[\"_isLine\"] = undefined;\r\n }\r\n }\r\n });\r\n\r\n return babylonMeshesArray;\r\n });\r\n }\r\n}\r\n\r\n//Add this loader into the register plugin\r\nregisterSceneLoaderPlugin(new OBJFileLoader());\r\n"]}
1
+ 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type { Nullable } from \"core/types\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult } from \"core/Loading/sceneLoader\";\r\nimport { registerSceneLoaderPlugin } from \"core/Loading/sceneLoader\";\r\nimport { AssetContainer } from \"core/assetContainer\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { WebRequest } from \"core/Misc/webRequest\";\r\nimport { OBJFileLoaderMetadata } from \"./objFileLoader.metadata\";\r\nimport { MTLFileLoader } from \"./mtlFileLoader\";\r\nimport type { OBJLoadingOptions } from \"./objLoadingOptions\";\r\nimport { SolidParser } from \"./solidParser\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\n\r\ndeclare module \"core/Loading/sceneLoader\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc\r\n export interface SceneLoaderPluginOptions {\r\n /**\r\n * Defines options for the obj loader.\r\n */\r\n [OBJFileLoaderMetadata.name]: {};\r\n }\r\n}\r\n\r\n/**\r\n * OBJ file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {\r\n /**\r\n * Defines if UVs are optimized by default during load.\r\n */\r\n public static OPTIMIZE_WITH_UV = true;\r\n /**\r\n * Invert model on y-axis (does a model scaling inversion)\r\n */\r\n public static INVERT_Y = false;\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n public static get INVERT_TEXTURE_Y() {\r\n return MTLFileLoader.INVERT_TEXTURE_Y;\r\n }\r\n\r\n public static set INVERT_TEXTURE_Y(value: boolean) {\r\n MTLFileLoader.INVERT_TEXTURE_Y = value;\r\n }\r\n\r\n /**\r\n * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.\r\n */\r\n public static IMPORT_VERTEX_COLORS = false;\r\n /**\r\n * Compute the normals for the model, even if normals are present in the file.\r\n */\r\n public static COMPUTE_NORMALS = false;\r\n /**\r\n * Optimize the normals for the model. Lighting can be uneven if you use OptimizeWithUV = true because new vertices can be created for the same location if they pertain to different faces.\r\n * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.\r\n */\r\n public static OPTIMIZE_NORMALS = false;\r\n /**\r\n * Defines custom scaling of UV coordinates of loaded meshes.\r\n */\r\n public static UV_SCALING = new Vector2(1, 1);\r\n /**\r\n * Skip loading the materials even if defined in the OBJ file (materials are ignored).\r\n */\r\n public static SKIP_MATERIALS = false;\r\n\r\n /**\r\n * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.\r\n *\r\n * Defaults to true for backwards compatibility.\r\n */\r\n public static MATERIAL_LOADING_FAILS_SILENTLY = true;\r\n\r\n /**\r\n * Loads assets without handedness conversions. This flag is for compatibility. Use it only if absolutely required. Defaults to false.\r\n */\r\n public static USE_LEGACY_BEHAVIOR = false;\r\n\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public readonly name = OBJFileLoaderMetadata.name;\r\n /**\r\n * Defines the extension the plugin is able to load.\r\n */\r\n public readonly extensions = OBJFileLoaderMetadata.extensions;\r\n\r\n private _assetContainer: Nullable<AssetContainer> = null;\r\n\r\n private _loadingOptions: OBJLoadingOptions;\r\n\r\n /**\r\n * Creates loader for .OBJ files\r\n *\r\n * @param loadingOptions options for loading and parsing OBJ/MTL files.\r\n */\r\n constructor(loadingOptions?: OBJLoadingOptions) {\r\n this._loadingOptions = loadingOptions || OBJFileLoader._DefaultLoadingOptions;\r\n }\r\n\r\n private static get _DefaultLoadingOptions(): OBJLoadingOptions {\r\n return {\r\n computeNormals: OBJFileLoader.COMPUTE_NORMALS,\r\n optimizeNormals: OBJFileLoader.OPTIMIZE_NORMALS,\r\n importVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,\r\n invertY: OBJFileLoader.INVERT_Y,\r\n invertTextureY: OBJFileLoader.INVERT_TEXTURE_Y,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n UVScaling: OBJFileLoader.UV_SCALING,\r\n materialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,\r\n optimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,\r\n skipMaterials: OBJFileLoader.SKIP_MATERIALS,\r\n useLegacyBehavior: OBJFileLoader.USE_LEGACY_BEHAVIOR,\r\n };\r\n }\r\n\r\n /**\r\n * Calls synchronously the MTL file attached to this obj.\r\n * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.\r\n * Without this function materials are not displayed in the first frame (but displayed after).\r\n * In consequence it is impossible to get material information in your HTML file\r\n *\r\n * @param url The URL of the MTL file\r\n * @param rootUrl defines where to load data from\r\n * @param onSuccess Callback function to be called when the MTL file is loaded\r\n * @param onFailure\r\n */\r\n private _loadMTL(\r\n url: string,\r\n rootUrl: string,\r\n onSuccess: (response: string | ArrayBuffer, responseUrl?: string) => any,\r\n onFailure: (pathOfFile: string, exception?: any) => void\r\n ) {\r\n //The complete path to the mtl file\r\n const pathOfFile = rootUrl + url;\r\n\r\n // Loads through the babylon tools to allow fileInput search.\r\n Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, (request?: WebRequest | undefined, exception?: any) => {\r\n onFailure(pathOfFile, exception);\r\n });\r\n }\r\n\r\n /**\r\n * Instantiates a OBJ file loader plugin.\r\n * @returns the created plugin\r\n */\r\n createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin {\r\n return new OBJFileLoader(OBJFileLoader._DefaultLoadingOptions);\r\n }\r\n\r\n /**\r\n * If the data string can be loaded directly.\r\n * @returns if the data can be loaded directly\r\n */\r\n public canDirectLoad(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Imports one or more meshes from the loaded OBJ data and adds them to the scene\r\n * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene the scene the meshes should be added to\r\n * @param data the OBJ data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise containing the loaded meshes, particles, skeletons and animations\r\n */\r\n public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<ISceneLoaderAsyncResult> {\r\n //get the meshes from OBJ file\r\n return this._parseSolid(meshesNames, scene, data, rootUrl).then((meshes) => {\r\n return {\r\n meshes: meshes,\r\n particleSystems: [],\r\n skeletons: [],\r\n animationGroups: [],\r\n transformNodes: [],\r\n geometries: [],\r\n lights: [],\r\n spriteManagers: [],\r\n };\r\n });\r\n }\r\n\r\n /**\r\n * Imports all objects from the loaded OBJ data and adds them to the scene\r\n * @param scene the scene the objects should be added to\r\n * @param data the OBJ data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise which completes when objects have been loaded to the scene\r\n */\r\n public loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void> {\r\n //Get the 3D model\r\n return this.importMeshAsync(null, scene, data, rootUrl).then(() => {\r\n // return void\r\n });\r\n }\r\n\r\n /**\r\n * Load into an asset container.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @returns The loaded asset container\r\n */\r\n public loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string): Promise<AssetContainer> {\r\n const container = new AssetContainer(scene);\r\n this._assetContainer = container;\r\n\r\n return this.importMeshAsync(null, scene, data, rootUrl)\r\n .then((result) => {\r\n result.meshes.forEach((mesh) => container.meshes.push(mesh));\r\n result.meshes.forEach((mesh) => {\r\n const material = mesh.material;\r\n if (material) {\r\n // Materials\r\n if (container.materials.indexOf(material) == -1) {\r\n container.materials.push(material);\r\n\r\n // Textures\r\n const textures = material.getActiveTextures();\r\n textures.forEach((t) => {\r\n if (container.textures.indexOf(t) == -1) {\r\n container.textures.push(t);\r\n }\r\n });\r\n }\r\n }\r\n });\r\n this._assetContainer = null;\r\n return container;\r\n })\r\n .catch((ex) => {\r\n this._assetContainer = null;\r\n throw ex;\r\n });\r\n }\r\n\r\n /**\r\n * Read the OBJ file and create an Array of meshes.\r\n * Each mesh contains all information given by the OBJ and the MTL file.\r\n * i.e. vertices positions and indices, optional normals values, optional UV values, optional material\r\n * @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene defines the scene where are displayed the data\r\n * @param data defines the content of the obj file\r\n * @param rootUrl defines the path to the folder\r\n * @returns the list of loaded meshes\r\n */\r\n private _parseSolid(meshesNames: any, scene: Scene, data: string, rootUrl: string): Promise<Array<AbstractMesh>> {\r\n let fileToLoad: string = \"\"; //The name of the mtlFile to load\r\n const materialsFromMTLFile: MTLFileLoader = new MTLFileLoader();\r\n const materialToUse: string[] = [];\r\n const babylonMeshesArray: Array<Mesh> = []; //The mesh for babylon\r\n\r\n // Sanitize data\r\n data = data.replace(/#.*$/gm, \"\").trim();\r\n\r\n // Main function\r\n const solidParser = new SolidParser(materialToUse, babylonMeshesArray, this._loadingOptions);\r\n\r\n solidParser.parse(meshesNames, data, scene, this._assetContainer, (fileName: string) => {\r\n fileToLoad = fileName;\r\n });\r\n\r\n // load the materials\r\n const mtlPromises: Array<Promise<void>> = [];\r\n // Check if we have a file to load\r\n if (fileToLoad !== \"\" && !this._loadingOptions.skipMaterials) {\r\n //Load the file synchronously\r\n mtlPromises.push(\r\n new Promise((resolve, reject) => {\r\n this._loadMTL(\r\n fileToLoad,\r\n rootUrl,\r\n (dataLoaded) => {\r\n try {\r\n //Create materials thanks MTLLoader function\r\n materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl, this._assetContainer);\r\n //Look at each material loaded in the mtl file\r\n for (let n = 0; n < materialsFromMTLFile.materials.length; n++) {\r\n //Three variables to get all meshes with the same material\r\n let startIndex = 0;\r\n const _indices = [];\r\n let _index;\r\n\r\n //The material from MTL file is used in the meshes loaded\r\n //Push the indice in an array\r\n //Check if the material is not used for another mesh\r\n while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {\r\n _indices.push(_index);\r\n startIndex = _index + 1;\r\n }\r\n //If the material is not used dispose it\r\n if (_index === -1 && _indices.length === 0) {\r\n //If the material is not needed, remove it\r\n materialsFromMTLFile.materials[n].dispose();\r\n } else {\r\n for (let o = 0; o < _indices.length; o++) {\r\n //Apply the material to the Mesh for each mesh with the material\r\n const mesh = babylonMeshesArray[_indices[o]];\r\n const material = materialsFromMTLFile.materials[n];\r\n mesh.material = material;\r\n\r\n if (!mesh.getTotalIndices()) {\r\n // No indices, we need to turn on point cloud\r\n material.pointsCloud = true;\r\n }\r\n }\r\n }\r\n }\r\n resolve();\r\n } catch (e) {\r\n Tools.Warn(`Error processing MTL file: '${fileToLoad}'`);\r\n if (this._loadingOptions.materialLoadingFailsSilently) {\r\n resolve();\r\n } else {\r\n reject(e);\r\n }\r\n }\r\n },\r\n (pathOfFile: string, exception?: any) => {\r\n Tools.Warn(`Error downloading MTL file: '${fileToLoad}'`);\r\n if (this._loadingOptions.materialLoadingFailsSilently) {\r\n resolve();\r\n } else {\r\n reject(exception);\r\n }\r\n }\r\n );\r\n })\r\n );\r\n }\r\n //Return an array with all Mesh\r\n return Promise.all(mtlPromises).then(() => {\r\n const isLine = (mesh: AbstractMesh) => Boolean(mesh._internalMetadata?.[\"_isLine\"] ?? false);\r\n\r\n // Iterate over the mesh, determine if it is a line mesh, clone or modify the material to line rendering.\r\n babylonMeshesArray.forEach((mesh) => {\r\n if (isLine(mesh)) {\r\n let mat = mesh.material ?? new StandardMaterial(mesh.name + \"_line\", scene);\r\n // If another mesh is using this material and it is not a line then we need to clone it.\r\n const needClone = mat.getBindedMeshes().filter((e) => !isLine(e)).length > 0;\r\n if (needClone) {\r\n mat = mat.clone(mat.name + \"_line\") ?? mat;\r\n }\r\n mat.wireframe = true;\r\n mesh.material = mat;\r\n if (mesh._internalMetadata) {\r\n mesh._internalMetadata[\"_isLine\"] = undefined;\r\n }\r\n }\r\n });\r\n\r\n return babylonMeshesArray;\r\n });\r\n }\r\n}\r\n\r\n//Add this loader into the register plugin\r\nregisterSceneLoaderPlugin(new OBJFileLoader());\r\n"]}
@@ -0,0 +1,4 @@
1
+ export declare const OBJFileLoaderMetadata: {
2
+ readonly name: "obj";
3
+ readonly extensions: ".obj";
4
+ };
@@ -0,0 +1,5 @@
1
+ export const OBJFileLoaderMetadata = {
2
+ name: "obj",
3
+ extensions: ".obj",
4
+ };
5
+ //# sourceMappingURL=objFileLoader.metadata.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"objFileLoader.metadata.js","sourceRoot":"","sources":["../../../../dev/loaders/src/OBJ/objFileLoader.metadata.ts"],"names":[],"mappings":"AAGA,MAAM,CAAC,MAAM,qBAAqB,GAAG;IACjC,IAAI,EAAE,KAAK;IACX,UAAU,EAAE,MAAM;CACyB,CAAC","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { ISceneLoaderPluginMetadata } from \"core/index\";\r\n\r\nexport const OBJFileLoaderMetadata = {\r\n name: \"obj\",\r\n extensions: \".obj\",\r\n} as const satisfies ISceneLoaderPluginMetadata;\r\n"]}
package/SPLAT/index.d.ts CHANGED
@@ -1 +1,2 @@
1
+ export * from "./splatLoadingOptions";
1
2
  export * from "./splatFileLoader";
package/SPLAT/index.js CHANGED
@@ -1,3 +1,4 @@
1
1
  /* eslint-disable import/no-internal-modules */
2
+ export * from "./splatLoadingOptions.js";
2
3
  export * from "./splatFileLoader.js";
3
4
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/loaders/src/SPLAT/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,mBAAmB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./splatFileLoader\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/loaders/src/SPLAT/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,uBAAuB,CAAC;AACtC,cAAc,mBAAmB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./splatLoadingOptions\";\r\nexport * from \"./splatFileLoader\";\r\n"]}
@@ -1,13 +1,14 @@
1
- import type { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult, ISceneLoaderProgressEvent } from "@babylonjs/core/Loading/sceneLoader.js";
2
- import type { AssetContainer } from "@babylonjs/core/assetContainer.js";
1
+ import type { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderAsyncResult, ISceneLoaderProgressEvent, SceneLoaderPluginOptions } from "@babylonjs/core/Loading/sceneLoader.js";
2
+ import { SPLATFileLoaderMetadata } from "./splatFileLoader.metadata";
3
+ import { AssetContainer } from "@babylonjs/core/assetContainer.js";
3
4
  import type { Scene } from "@babylonjs/core/scene.js";
4
- declare const PLUGIN_SPLAT = "splat";
5
+ import type { SPLATLoadingOptions } from "./splatLoadingOptions";
5
6
  declare module "@babylonjs/core/Loading/sceneLoader.js" {
6
7
  interface SceneLoaderPluginOptions {
7
8
  /**
8
9
  * Defines options for the splat loader.
9
10
  */
10
- [PLUGIN_SPLAT]: {};
11
+ [SPLATFileLoaderMetadata.name]: Partial<SPLATLoadingOptions>;
11
12
  }
12
13
  }
13
14
  /**
@@ -19,7 +20,9 @@ export declare class SPLATFileLoader implements ISceneLoaderPluginAsync, ISceneL
19
20
  /**
20
21
  * Defines the name of the plugin.
21
22
  */
22
- readonly name = "splat";
23
+ readonly name: "splat";
24
+ private _assetContainer;
25
+ private readonly _loadingOptions;
23
26
  /**
24
27
  * Defines the extensions the splat loader is able to load.
25
28
  * force data to come in as an ArrayBuffer
@@ -34,21 +37,15 @@ export declare class SPLATFileLoader implements ISceneLoaderPluginAsync, ISceneL
34
37
  };
35
38
  /**
36
39
  * Creates loader for gaussian splatting files
40
+ * @param loadingOptions options for loading and parsing splat and PLY files.
37
41
  */
38
- constructor();
39
- /**
40
- * Instantiates a gaussian splatting file loader plugin.
41
- * @returns the created plugin
42
- */
43
- createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin;
44
- /**
45
- * If the data string can be loaded directly.
46
- * @returns if the data can be loaded directly
47
- */
48
- canDirectLoad(): boolean;
42
+ constructor(loadingOptions?: Partial<Readonly<SPLATLoadingOptions>>);
43
+ private static readonly _DefaultLoadingOptions;
44
+ /** @internal */
45
+ createPlugin(options: SceneLoaderPluginOptions): ISceneLoaderPluginAsync;
49
46
  /**
50
47
  * Imports from the loaded gaussian splatting data and adds them to the scene
51
- * @param _meshesNames a string or array of strings of the mesh names that should be loaded from the file
48
+ * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
52
49
  * @param scene the scene the meshes should be added to
53
50
  * @param data the gaussian splatting data to load
54
51
  * @param rootUrl root url to load from
@@ -56,22 +53,32 @@ export declare class SPLATFileLoader implements ISceneLoaderPluginAsync, ISceneL
56
53
  * @param fileName Defines the name of the file to load
57
54
  * @returns a promise containing the loaded meshes, particles, skeletons and animations
58
55
  */
59
- importMeshAsync(_meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<ISceneLoaderAsyncResult>;
56
+ importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<ISceneLoaderAsyncResult>;
57
+ private static _BuildPointCloud;
58
+ private static _BuildMesh;
59
+ private _parse;
60
+ /**
61
+ * Load into an asset container.
62
+ * @param scene The scene to load into
63
+ * @param data The data to import
64
+ * @param rootUrl The root url for scene and resources
65
+ * @returns The loaded asset container
66
+ */
67
+ loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string): Promise<AssetContainer>;
60
68
  /**
61
- * Imports all objects from the loaded gaussian splatting data and adds them to the scene
69
+ * Imports all objects from the loaded OBJ data and adds them to the scene
62
70
  * @param scene the scene the objects should be added to
63
- * @param data the gaussian splatting data to load
64
- * @param _rootUrl root url to load from
71
+ * @param data the OBJ data to load
72
+ * @param rootUrl root url to load from
65
73
  * @returns a promise which completes when objects have been loaded to the scene
66
74
  */
67
- loadAsync(scene: Scene, data: any, _rootUrl: string): Promise<void>;
75
+ loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void>;
68
76
  /**
69
- * Load into an asset container.
70
- * @param _scene The scene to load into
71
- * @param _data The data to import
72
- * @param _rootUrl The root url for scene and resources
73
- * @returns The loaded asset container
77
+ * Code from https://github.com/dylanebert/gsplat.js/blob/main/src/loaders/PLYLoader.ts Under MIT license
78
+ * Converts a .ply data array buffer to splat
79
+ * if data array buffer is not ply, returns the original buffer
80
+ * @param data the .ply data to load
81
+ * @returns the loaded splat buffer
74
82
  */
75
- loadAssetContainerAsync(_scene: Scene, _data: string, _rootUrl: string): Promise<AssetContainer>;
83
+ private static _ConvertPLYToSplat;
76
84
  }
77
- export {};