@babylonjs/loaders 8.8.0 → 8.8.2
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.
- package/BVH/bvhFileLoader.js +9 -0
- package/BVH/bvhFileLoader.js.map +1 -1
- package/OBJ/objFileLoader.js +13 -2
- package/OBJ/objFileLoader.js.map +1 -1
- package/SPLAT/splatFileLoader.d.ts +3 -3
- package/SPLAT/splatFileLoader.js +30 -11
- package/SPLAT/splatFileLoader.js.map +1 -1
- package/glTF/1.0/glTFBinaryExtension.js +1 -0
- package/glTF/1.0/glTFBinaryExtension.js.map +1 -1
- package/glTF/1.0/glTFLoader.js +3 -2
- package/glTF/1.0/glTFLoader.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_lights_image_based.js +14 -6
- package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_materials_diffuse_roughness.js +6 -2
- package/glTF/2.0/Extensions/EXT_materials_diffuse_roughness.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +20 -20
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js +8 -5
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_texture_avif.js +2 -2
- package/glTF/2.0/Extensions/EXT_texture_avif.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_texture_webp.js +1 -1
- package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +5 -4
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_interactivity.js +2 -2
- package/glTF/2.0/Extensions/KHR_interactivity.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_lights_punctual.js +2 -2
- package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_anisotropy.js +4 -4
- package/glTF/2.0/Extensions/KHR_materials_anisotropy.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +4 -2
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.js +3 -2
- package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_dispersion.js +4 -2
- package/glTF/2.0/Extensions/KHR_materials_dispersion.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +3 -2
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_ior.js +4 -2
- package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_iridescence.js +5 -2
- package/glTF/2.0/Extensions/KHR_materials_iridescence.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +5 -2
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_sheen.js +5 -2
- package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_specular.js +5 -2
- package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_transmission.js +5 -2
- package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_unlit.js +4 -2
- package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_variants.js +3 -2
- package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_volume.js +5 -2
- package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_node_hoverability.js +1 -1
- package/glTF/2.0/Extensions/KHR_node_hoverability.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_node_selectability.js +1 -1
- package/glTF/2.0/Extensions/KHR_node_selectability.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_node_visibility.js +1 -1
- package/glTF/2.0/Extensions/KHR_node_visibility.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_texture_basisu.js +2 -2
- package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_texture_transform.js +2 -2
- package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js +27 -23
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_lod.js +10 -10
- package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +2 -3
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +2 -3
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -1
- package/glTF/2.0/glTFLoader.js +26 -20
- package/glTF/2.0/glTFLoader.js.map +1 -1
- package/glTF/glTFFileLoader.js.map +1 -1
- package/glTF/glTFValidation.js +2 -0
- package/glTF/glTFValidation.js.map +1 -1
- package/package.json +3 -3
package/BVH/bvhFileLoader.js
CHANGED
@@ -45,8 +45,10 @@ export class BVHFileLoader {
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* @param data the bvh data to load
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* @returns a promise containing the loaded skeletons and animations
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*/
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+
// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax
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importMeshAsync(_meshesNames, scene, data) {
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if (typeof data !== "string") {
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+
// eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors
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return Promise.reject("BVH loader expects string data.");
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}
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try {
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@@ -63,6 +65,7 @@ export class BVHFileLoader {
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});
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}
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catch (e) {
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+
// eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors
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return Promise.reject(e);
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}
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}
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@@ -72,10 +75,13 @@ export class BVHFileLoader {
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* @param data the bvh data to load
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* @returns a promise which completes when objects have been loaded to the scene
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*/
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+
// eslint-disable-next-line no-restricted-syntax, @typescript-eslint/promise-function-async
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loadAsync(scene, data) {
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if (typeof data !== "string") {
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+
// eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors
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return Promise.reject("BVH loader expects string data.");
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}
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// eslint-disable-next-line github/no-then
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return this.importMeshAsync(null, scene, data).then(() => {
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// return void
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});
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@@ -86,8 +92,10 @@ export class BVHFileLoader {
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* @param data The data to import
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* @returns The loaded asset container
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*/
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+
// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax
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loadAssetContainerAsync(scene, data) {
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if (typeof data !== "string") {
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// eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors
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return Promise.reject("BVH loader expects string data.");
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}
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const assetContainer = new AssetContainer(scene);
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@@ -97,6 +105,7 @@ export class BVHFileLoader {
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return Promise.resolve(assetContainer);
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}
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catch (e) {
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+
// eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors
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return Promise.reject(e);
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}
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}
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package/BVH/bvhFileLoader.js.map
CHANGED
@@ -1 +1 @@
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1
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-
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+
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{}) };\n }\n\n private static get _DefaultLoadingOptions(): BVHLoadingOptions {\n return {\n loopMode: Animation.ANIMATIONLOOPMODE_CYCLE,\n };\n }\n\n /** @internal */\n public createPlugin(options: SceneLoaderPluginOptions): ISceneLoaderPluginAsync {\n return new BVHFileLoader(options[BVHFileLoaderMetadata.name]);\n }\n\n /**\n * If the data string can be loaded directly.\n * @returns if the data can be loaded directly\n */\n public canDirectLoad(): boolean {\n return true;\n }\n\n /**\n * Imports from the loaded gaussian splatting data and adds them to the scene\n * @param _meshesNames a string or array of strings of the mesh names that should be loaded from the file\n * @param scene the scene the meshes should be added to\n * @param data the bvh data to load\n * @returns a promise containing the loaded skeletons and animations\n */\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\n public importMeshAsync(_meshesNames: string | readonly string[] | null | undefined, scene: Scene, data: unknown): Promise<ISceneLoaderAsyncResult> {\n if (typeof data !== \"string\") {\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\n return Promise.reject(\"BVH loader expects string data.\");\n }\n try {\n const skeleton = ReadBvh(data, scene, null, this._loadingOptions);\n return Promise.resolve({\n meshes: [],\n particleSystems: [],\n skeletons: [skeleton],\n animationGroups: [],\n transformNodes: [],\n geometries: [],\n lights: [],\n spriteManagers: [],\n } as ISceneLoaderAsyncResult);\n } catch (e) {\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\n return Promise.reject(e);\n }\n }\n\n /**\n * Imports all objects from the loaded bvh data and adds them to the scene\n * @param scene the scene the objects should be added to\n * @param data the bvh data to load\n * @returns a promise which completes when objects have been loaded to the scene\n */\n // eslint-disable-next-line no-restricted-syntax, @typescript-eslint/promise-function-async\n public loadAsync(scene: Scene, data: unknown): Promise<void> {\n if (typeof data !== \"string\") {\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\n return Promise.reject(\"BVH loader expects string data.\");\n }\n\n // eslint-disable-next-line github/no-then\n return this.importMeshAsync(null, scene, data).then(() => {\n // return void\n });\n }\n\n /**\n * Load into an asset container.\n * @param scene The scene to load into\n * @param data The data to import\n * @returns The loaded asset container\n */\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\n public loadAssetContainerAsync(scene: Scene, data: unknown): Promise<AssetContainer> {\n if (typeof data !== \"string\") {\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\n return Promise.reject(\"BVH loader expects string data.\");\n }\n const assetContainer = new AssetContainer(scene);\n try {\n const skeleton = ReadBvh(data, scene, assetContainer, this._loadingOptions);\n assetContainer.skeletons.push(skeleton);\n return Promise.resolve(assetContainer);\n } catch (e) {\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\n return Promise.reject(e);\n }\n }\n}\n\nRegisterSceneLoaderPlugin(new BVHFileLoader());\n"]}
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package/OBJ/objFileLoader.js
CHANGED
@@ -90,8 +90,10 @@ export class OBJFileLoader {
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* @param rootUrl root url to load from
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*/
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importMeshAsync(meshesNames, scene, data, rootUrl) {
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return this._parseSolidAsync(meshesNames, scene, data, rootUrl).then((meshes) => {
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return {
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loadAsync(scene, data, rootUrl) {
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//Get the 3D model
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return this.importMeshAsync(null, scene, data, rootUrl).then(() => {
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// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax
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loadAssetContainerAsync(scene, data, rootUrl) {
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return this.importMeshAsync(null, scene, data, rootUrl)
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return (this.importMeshAsync(null, scene, data, rootUrl)
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.then((result) => {
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@@ -150,10 +156,11 @@ export class OBJFileLoader {
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150
156
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this._assetContainer = null;
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151
157
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return container;
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152
158
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})
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159
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+
// eslint-disable-next-line github/no-then
|
153
160
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.catch((ex) => {
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this._assetContainer = null;
|
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162
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throw ex;
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156
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-
});
|
163
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+
}));
|
157
164
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}
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158
165
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/**
|
159
166
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* Read the OBJ file and create an Array of meshes.
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@@ -165,6 +172,7 @@ export class OBJFileLoader {
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165
172
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* @param rootUrl defines the path to the folder
|
166
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* @returns the list of loaded meshes
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174
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*/
|
175
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+
// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax
|
168
176
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_parseSolidAsync(meshesNames, scene, data, rootUrl) {
|
169
177
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let fileToLoad = ""; //The name of the mtlFile to load
|
170
178
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const materialsFromMTLFile = new MTLFileLoader();
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@@ -226,6 +234,7 @@ export class OBJFileLoader {
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226
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resolve();
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235
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}
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236
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else {
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+
// eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors
|
229
238
|
reject(e);
|
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239
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}
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}
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@@ -235,12 +244,14 @@ export class OBJFileLoader {
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235
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resolve();
|
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}
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else {
|
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|
+
// eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors
|
238
248
|
reject(exception);
|
239
249
|
}
|
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250
|
});
|
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}));
|
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252
|
}
|
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253
|
//Return an array with all Mesh
|
254
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+
// eslint-disable-next-line github/no-then
|
244
255
|
return Promise.all(mtlPromises).then(() => {
|
245
256
|
const isLine = (mesh) => Boolean(mesh._internalMetadata?.["_isLine"] ?? false);
|
246
257
|
// Iterate over the mesh, determine if it is a line mesh, clone or modify the material to line rendering.
|
package/OBJ/objFileLoader.js.map
CHANGED
@@ -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, SceneLoaderPluginOptions } 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, @typescript-eslint/naming-convention\r\n export interface SceneLoaderPluginOptions {\r\n /**\r\n * Defines options for the obj loader.\r\n */\r\n [OBJFileLoaderMetadata.name]: Partial<OBJLoadingOptions>;\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?: Partial<Readonly<OBJLoadingOptions>>) {\r\n this._loadingOptions = { ...OBJFileLoader._DefaultLoadingOptions, ...(loadingOptions ?? {}) };\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, exception?: any) => {\r\n onFailure(pathOfFile, exception);\r\n });\r\n }\r\n\r\n /** @internal */\r\n createPlugin(options: SceneLoaderPluginOptions): ISceneLoaderPluginAsync | ISceneLoaderPlugin {\r\n return new OBJFileLoader(options[OBJFileLoaderMetadata.name]);\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._parseSolidAsync(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 _parseSolidAsync(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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+
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eslint-disable @typescript-eslint/promise-function-async */\r\nimport 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, SceneLoaderPluginOptions } 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, @typescript-eslint/naming-convention\r\n export interface SceneLoaderPluginOptions {\r\n /**\r\n * Defines options for the obj loader.\r\n */\r\n [OBJFileLoaderMetadata.name]: Partial<OBJLoadingOptions>;\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?: Partial<Readonly<OBJLoadingOptions>>) {\r\n this._loadingOptions = { ...OBJFileLoader._DefaultLoadingOptions, ...(loadingOptions ?? {}) };\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, exception?: any) => {\r\n onFailure(pathOfFile, exception);\r\n });\r\n }\r\n\r\n /** @internal */\r\n createPlugin(options: SceneLoaderPluginOptions): ISceneLoaderPluginAsync | ISceneLoaderPlugin {\r\n return new OBJFileLoader(options[OBJFileLoaderMetadata.name]);\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 // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<ISceneLoaderAsyncResult> {\r\n //get the meshes from OBJ file\r\n // eslint-disable-next-line github/no-then\r\n return this._parseSolidAsync(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 // eslint-disable-next-line no-restricted-syntax\r\n public loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void> {\r\n //Get the 3D model\r\n // eslint-disable-next-line github/no-then\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 // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\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 (\r\n this.importMeshAsync(null, scene, data, rootUrl)\r\n // eslint-disable-next-line github/no-then\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 // eslint-disable-next-line github/no-then\r\n .catch((ex) => {\r\n this._assetContainer = null;\r\n throw ex;\r\n })\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 // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n private _parseSolidAsync(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: '${fileToLoad}'`);\r\n if (this._loadingOptions.materialLoadingFailsSilently) {\r\n resolve();\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(e);\r\n }\r\n }\r\n },\r\n (pathOfFile: string, exception?: any) => {\r\n Tools.Warn(`Error downloading MTL file: '${fileToLoad}'`);\r\n if (this._loadingOptions.materialLoadingFailsSilently) {\r\n resolve();\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\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 // eslint-disable-next-line github/no-then\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"]}
|
@@ -52,11 +52,11 @@ export declare class SPLATFileLoader implements ISceneLoaderPluginAsync, ISceneL
|
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* @param scene the scene the meshes should be added to
|
53
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* @param data the gaussian splatting data to load
|
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* @param rootUrl root url to load from
|
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-
* @param
|
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-
* @param
|
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+
* @param _onProgress callback called while file is loading
|
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+
* @param _fileName Defines the name of the file to load
|
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* @returns a promise containing the loaded meshes, particles, skeletons and animations
|
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*/
|
59
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-
importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string,
|
59
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+
importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, _onProgress?: (event: ISceneLoaderProgressEvent) => void, _fileName?: string): Promise<ISceneLoaderAsyncResult>;
|
60
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private static _BuildPointCloud;
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private static _BuildMesh;
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private _parseSPZAsync;
|
package/SPLAT/splatFileLoader.js
CHANGED
@@ -52,12 +52,13 @@ export class SPLATFileLoader {
|
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52
52
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* @param scene the scene the meshes should be added to
|
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* @param data the gaussian splatting data to load
|
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* @param rootUrl root url to load from
|
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-
* @param
|
56
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-
* @param
|
55
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+
* @param _onProgress callback called while file is loading
|
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+
* @param _fileName Defines the name of the file to load
|
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|
* @returns a promise containing the loaded meshes, particles, skeletons and animations
|
58
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|
*/
|
59
|
-
async importMeshAsync(meshesNames, scene, data, rootUrl,
|
60
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-
|
59
|
+
async importMeshAsync(meshesNames, scene, data, rootUrl, _onProgress, _fileName) {
|
60
|
+
// eslint-disable-next-line github/no-then
|
61
|
+
return await this._parseAsync(meshesNames, scene, data, rootUrl).then((meshes) => {
|
61
62
|
return {
|
62
63
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meshes: meshes,
|
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particleSystems: [],
|
@@ -124,6 +125,7 @@ export class SPLATFileLoader {
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124
125
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vertexData.applyToMesh(mesh);
|
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return mesh;
|
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127
|
}
|
128
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+
// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax
|
127
129
|
_parseSPZAsync(data, scene) {
|
128
130
|
const ubuf = new Uint8Array(data);
|
129
131
|
const ubufu32 = new Uint32Array(data.slice(0, 12)); // Only need ubufu32[0] to [2]
|
@@ -131,7 +133,7 @@ export class SPLATFileLoader {
|
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133
|
const splatCount = ubufu32[2];
|
132
134
|
const shDegree = ubuf[12];
|
133
135
|
const fractionalBits = ubuf[13];
|
134
|
-
|
136
|
+
const flags = ubuf[14];
|
135
137
|
const reserved = ubuf[15];
|
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|
// check magic and version
|
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|
if (reserved || ubufu32[0] != 0x5053474e || ubufu32[1] != 2) {
|
@@ -237,13 +239,14 @@ export class SPLATFileLoader {
|
|
237
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|
}
|
238
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}
|
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|
return new Promise((resolve) => {
|
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|
-
resolve({ mode: 0 /* Mode.Splat */, data: buffer, hasVertexColors: false, sh: sh });
|
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|
+
resolve({ mode: 0 /* Mode.Splat */, data: buffer, hasVertexColors: false, sh: sh, trainedWithAntialiasing: !!flags });
|
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|
});
|
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}
|
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|
return new Promise((resolve) => {
|
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|
-
resolve({ mode: 0 /* Mode.Splat */, data: buffer, hasVertexColors: false });
|
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|
+
resolve({ mode: 0 /* Mode.Splat */, data: buffer, hasVertexColors: false, trainedWithAntialiasing: !!flags });
|
245
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|
});
|
246
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|
}
|
249
|
+
// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax
|
247
250
|
_parseAsync(meshesNames, scene, data, _rootUrl) {
|
248
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|
const babylonMeshesArray = []; //The mesh for babylon
|
249
252
|
const readableStream = new ReadableStream({
|
@@ -258,10 +261,17 @@ export class SPLATFileLoader {
|
|
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261
|
return new Promise((resolve) => {
|
259
262
|
new Response(decompressedStream)
|
260
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|
.arrayBuffer()
|
264
|
+
// eslint-disable-next-line github/no-then
|
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265
|
.then((buffer) => {
|
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|
+
// eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then
|
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267
|
this._parseSPZAsync(buffer, scene).then((parsedSPZ) => {
|
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|
scene._blockEntityCollection = !!this._assetContainer;
|
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269
|
const gaussianSplatting = new GaussianSplattingMesh("GaussianSplatting", null, scene, this._loadingOptions.keepInRam);
|
270
|
+
if (parsedSPZ.trainedWithAntialiasing) {
|
271
|
+
const gsMaterial = gaussianSplatting.material;
|
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|
+
gsMaterial.kernelSize = 0.1;
|
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|
+
gsMaterial.compensation = true;
|
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|
+
}
|
265
275
|
gaussianSplatting._parentContainer = this._assetContainer;
|
266
276
|
babylonMeshesArray.push(gaussianSplatting);
|
267
277
|
gaussianSplatting.updateData(parsedSPZ.data, parsedSPZ.sh);
|
@@ -269,8 +279,10 @@ export class SPLATFileLoader {
|
|
269
279
|
resolve(babylonMeshesArray);
|
270
280
|
});
|
271
281
|
})
|
282
|
+
// eslint-disable-next-line github/no-then
|
272
283
|
.catch(() => {
|
273
284
|
// Catch any decompression errors
|
285
|
+
// eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then
|
274
286
|
SPLATFileLoader._ConvertPLYToSplat(data).then(async (parsedPLY) => {
|
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|
scene._blockEntityCollection = !!this._assetContainer;
|
276
288
|
switch (parsedPLY.mode) {
|
@@ -286,6 +298,7 @@ export class SPLATFileLoader {
|
|
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298
|
{
|
287
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|
const pointcloud = new PointsCloudSystem("PointCloud", 1, scene);
|
288
300
|
if (SPLATFileLoader._BuildPointCloud(pointcloud, parsedPLY.data)) {
|
301
|
+
// eslint-disable-next-line github/no-then
|
289
302
|
await pointcloud.buildMeshAsync().then((mesh) => {
|
290
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|
babylonMeshesArray.push(mesh);
|
291
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|
});
|
@@ -321,10 +334,12 @@ export class SPLATFileLoader {
|
|
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334
|
* @param rootUrl The root url for scene and resources
|
322
335
|
* @returns The loaded asset container
|
323
336
|
*/
|
337
|
+
// eslint-disable-next-line no-restricted-syntax
|
324
338
|
loadAssetContainerAsync(scene, data, rootUrl) {
|
325
339
|
const container = new AssetContainer(scene);
|
326
340
|
this._assetContainer = container;
|
327
|
-
return this.importMeshAsync(null, scene, data, rootUrl)
|
341
|
+
return (this.importMeshAsync(null, scene, data, rootUrl)
|
342
|
+
// eslint-disable-next-line github/no-then
|
328
343
|
.then((result) => {
|
329
344
|
for (const mesh of result.meshes) {
|
330
345
|
container.meshes.push(mesh);
|
@@ -333,10 +348,11 @@ export class SPLATFileLoader {
|
|
333
348
|
this._assetContainer = null;
|
334
349
|
return container;
|
335
350
|
})
|
351
|
+
// eslint-disable-next-line github/no-then
|
336
352
|
.catch((ex) => {
|
337
353
|
this._assetContainer = null;
|
338
354
|
throw ex;
|
339
|
-
});
|
355
|
+
}));
|
340
356
|
}
|
341
357
|
/**
|
342
358
|
* Imports all objects from the loaded OBJ data and adds them to the scene
|
@@ -345,8 +361,10 @@ export class SPLATFileLoader {
|
|
345
361
|
* @param rootUrl root url to load from
|
346
362
|
* @returns a promise which completes when objects have been loaded to the scene
|
347
363
|
*/
|
364
|
+
// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax
|
348
365
|
loadAsync(scene, data, rootUrl) {
|
349
366
|
//Get the 3D model
|
367
|
+
// eslint-disable-next-line github/no-then
|
350
368
|
return this.importMeshAsync(null, scene, data, rootUrl).then(() => {
|
351
369
|
// return void
|
352
370
|
});
|
@@ -435,6 +453,7 @@ export class SPLATFileLoader {
|
|
435
453
|
}
|
436
454
|
const rowVertexLength = rowVertexOffset;
|
437
455
|
const rowChunkLength = rowChunkOffset;
|
456
|
+
// eslint-disable-next-line github/no-then
|
438
457
|
return GaussianSplattingMesh.ConvertPLYWithSHToSplatAsync(data).then(async (splatsData) => {
|
439
458
|
const dataView = new DataView(data, headerEndIndex + headerEnd.length);
|
440
459
|
let offset = rowChunkLength * chunkCount + rowVertexLength * vertexCount;
|
@@ -456,7 +475,7 @@ export class SPLATFileLoader {
|
|
456
475
|
}
|
457
476
|
// early exit for chunked/quantized ply
|
458
477
|
if (chunkCount) {
|
459
|
-
return new Promise((resolve) => {
|
478
|
+
return await new Promise((resolve) => {
|
460
479
|
resolve({ mode: 0 /* Mode.Splat */, data: splatsData.buffer, sh: splatsData.sh, faces: faces, hasVertexColors: false });
|
461
480
|
});
|
462
481
|
}
|
@@ -478,7 +497,7 @@ export class SPLATFileLoader {
|
|
478
497
|
const hasMandatoryProperties = propertyCount == splatProperties.length && propertyColorCount == 3;
|
479
498
|
const currentMode = faceCount ? 2 /* Mode.Mesh */ : hasMandatoryProperties ? 0 /* Mode.Splat */ : 1 /* Mode.PointCloud */;
|
480
499
|
// parsed ready ready to be used as a splat
|
481
|
-
return new Promise((resolve) => {
|
500
|
+
return await new Promise((resolve) => {
|
482
501
|
resolve({ mode: currentMode, data: splatsData.buffer, sh: splatsData.sh, faces: faces, hasVertexColors: !!propertyColorCount });
|
483
502
|
});
|
484
503
|
});
|