@babylonjs/loaders 7.23.0 → 7.24.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (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 {};