@babylonjs/loaders 8.8.0 → 8.8.2

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Files changed (81) hide show
  1. package/BVH/bvhFileLoader.js +9 -0
  2. package/BVH/bvhFileLoader.js.map +1 -1
  3. package/OBJ/objFileLoader.js +13 -2
  4. package/OBJ/objFileLoader.js.map +1 -1
  5. package/SPLAT/splatFileLoader.d.ts +3 -3
  6. package/SPLAT/splatFileLoader.js +30 -11
  7. package/SPLAT/splatFileLoader.js.map +1 -1
  8. package/glTF/1.0/glTFBinaryExtension.js +1 -0
  9. package/glTF/1.0/glTFBinaryExtension.js.map +1 -1
  10. package/glTF/1.0/glTFLoader.js +3 -2
  11. package/glTF/1.0/glTFLoader.js.map +1 -1
  12. package/glTF/2.0/Extensions/EXT_lights_image_based.js +14 -6
  13. package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
  14. package/glTF/2.0/Extensions/EXT_materials_diffuse_roughness.js +6 -2
  15. package/glTF/2.0/Extensions/EXT_materials_diffuse_roughness.js.map +1 -1
  16. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +20 -20
  17. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
  18. package/glTF/2.0/Extensions/EXT_meshopt_compression.js +8 -5
  19. package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
  20. package/glTF/2.0/Extensions/EXT_texture_avif.js +2 -2
  21. package/glTF/2.0/Extensions/EXT_texture_avif.js.map +1 -1
  22. package/glTF/2.0/Extensions/EXT_texture_webp.js +1 -1
  23. package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
  24. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +5 -4
  25. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
  26. package/glTF/2.0/Extensions/KHR_interactivity.js +2 -2
  27. package/glTF/2.0/Extensions/KHR_interactivity.js.map +1 -1
  28. package/glTF/2.0/Extensions/KHR_lights_punctual.js +2 -2
  29. package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
  30. package/glTF/2.0/Extensions/KHR_materials_anisotropy.js +4 -4
  31. package/glTF/2.0/Extensions/KHR_materials_anisotropy.js.map +1 -1
  32. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +4 -2
  33. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
  34. package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.js +3 -2
  35. package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.js.map +1 -1
  36. package/glTF/2.0/Extensions/KHR_materials_dispersion.js +4 -2
  37. package/glTF/2.0/Extensions/KHR_materials_dispersion.js.map +1 -1
  38. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +3 -2
  39. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -1
  40. package/glTF/2.0/Extensions/KHR_materials_ior.js +4 -2
  41. package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
  42. package/glTF/2.0/Extensions/KHR_materials_iridescence.js +5 -2
  43. package/glTF/2.0/Extensions/KHR_materials_iridescence.js.map +1 -1
  44. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +5 -2
  45. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
  46. package/glTF/2.0/Extensions/KHR_materials_sheen.js +5 -2
  47. package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
  48. package/glTF/2.0/Extensions/KHR_materials_specular.js +5 -2
  49. package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
  50. package/glTF/2.0/Extensions/KHR_materials_transmission.js +5 -2
  51. package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
  52. package/glTF/2.0/Extensions/KHR_materials_unlit.js +4 -2
  53. package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
  54. package/glTF/2.0/Extensions/KHR_materials_variants.js +3 -2
  55. package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
  56. package/glTF/2.0/Extensions/KHR_materials_volume.js +5 -2
  57. package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
  58. package/glTF/2.0/Extensions/KHR_node_hoverability.js +1 -1
  59. package/glTF/2.0/Extensions/KHR_node_hoverability.js.map +1 -1
  60. package/glTF/2.0/Extensions/KHR_node_selectability.js +1 -1
  61. package/glTF/2.0/Extensions/KHR_node_selectability.js.map +1 -1
  62. package/glTF/2.0/Extensions/KHR_node_visibility.js +1 -1
  63. package/glTF/2.0/Extensions/KHR_node_visibility.js.map +1 -1
  64. package/glTF/2.0/Extensions/KHR_texture_basisu.js +2 -2
  65. package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
  66. package/glTF/2.0/Extensions/KHR_texture_transform.js +2 -2
  67. package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
  68. package/glTF/2.0/Extensions/MSFT_audio_emitter.js +27 -23
  69. package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
  70. package/glTF/2.0/Extensions/MSFT_lod.js +10 -10
  71. package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
  72. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +2 -3
  73. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -1
  74. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +2 -3
  75. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -1
  76. package/glTF/2.0/glTFLoader.js +26 -20
  77. package/glTF/2.0/glTFLoader.js.map +1 -1
  78. package/glTF/glTFFileLoader.js.map +1 -1
  79. package/glTF/glTFValidation.js +2 -0
  80. package/glTF/glTFValidation.js.map +1 -1
  81. package/package.json +3 -3
@@ -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 {
@@ -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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  }
@@ -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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  });
@@ -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);
@@ -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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  }
@@ -1 +1 @@
1
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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 public importMeshAsync(_meshesNames: string | readonly string[] | null | undefined, scene: Scene, data: unknown): Promise<ISceneLoaderAsyncResult> {\n if (typeof data !== \"string\") {\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 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 public loadAsync(scene: Scene, data: unknown): Promise<void> {\n if (typeof data !== \"string\") {\n return Promise.reject(\"BVH loader expects string data.\");\n }\n\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 public loadAssetContainerAsync(scene: Scene, data: unknown): Promise<AssetContainer> {\n if (typeof data !== \"string\") {\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 return Promise.reject(e);\n }\n }\n}\n\nRegisterSceneLoaderPlugin(new BVHFileLoader());\n"]}
1
+ {"version":3,"file":"bvhFileLoader.js","sourceRoot":"","sources":["../../../../dev/loaders/src/BVH/bvhFileLoader.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,yBAAyB,EAAE,+CAAiC;AACrE,OAAO,EAAE,cAAc,EAAE,0CAA4B;AACrD,OAAO,EAAE,SAAS,EAAE,gDAAkC;AAGtD,OAAO,EAAE,qBAAqB,EAAE,MAAM,0BAA0B,CAAC;AACjE,OAAO,EAAE,OAAO,EAAE,MAAM,aAAa,CAAC;AAYtC;;;;GAIG;AACH,MAAM,OAAO,aAAa;IAWtB;;;OAGG;IACH,YAAY,cAAqD;QAdjE;;WAEG;QACa,SAAI,GAAG,qBAAqB,CAAC,IAAI,CAAC;QAElD,gBAAgB;QACA,eAAU,GAAG,qBAAqB,CAAC,UAAU,CAAC;QAS1D,IAAI,CAAC,eAAe,GAAG,EAAE,GAAG,aAAa,CAAC,sBAAsB,EAAE,GAAG,CAAC,cAAc,IAAI,EAAE,CAAC,EAAE,CAAC;IAClG,CAAC;IAEO,MAAM,KAAK,sBAAsB;QACrC,OAAO;YACH,QAAQ,EAAE,SAAS,CAAC,uBAAuB;SAC9C,CAAC;IACN,CAAC;IAED,gBAAgB;IACT,YAAY,CAAC,OAAiC;QACjD,OAAO,IAAI,aAAa,CAAC,OAAO,CAAC,qBAAqB,CAAC,IAAI,CAAC,CAAC,CAAC;IAClE,CAAC;IAED;;;OAGG;IACI,aAAa;QAChB,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;;OAMG;IACH,2FAA2F;IACpF,eAAe,CAAC,YAA2D,EAAE,KAAY,EAAE,IAAa;QAC3G,IAAI,OAAO,IAAI,KAAK,QAAQ,EAAE,CAAC;YAC3B,2EAA2E;YAC3E,OAAO,OAAO,CAAC,MAAM,CAAC,iCAAiC,CAAC,CAAC;QAC7D,CAAC;QACD,IAAI,CAAC;YACD,MAAM,QAAQ,GAAG,OAAO,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;YAClE,OAAO,OAAO,CAAC,OAAO,CAAC;gBACnB,MAAM,EAAE,EAAE;gBACV,eAAe,EAAE,EAAE;gBACnB,SAAS,EAAE,CAAC,QAAQ,CAAC;gBACrB,eAAe,EAAE,EAAE;gBACnB,cAAc,EAAE,EAAE;gBAClB,UAAU,EAAE,EAAE;gBACd,MAAM,EAAE,EAAE;gBACV,cAAc,EAAE,EAAE;aACM,CAAC,CAAC;QAClC,CAAC;QAAC,OAAO,CAAC,EAAE,CAAC;YACT,2EAA2E;YAC3E,OAAO,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;QAC7B,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,2FAA2F;IACpF,SAAS,CAAC,KAAY,EAAE,IAAa;QACxC,IAAI,OAAO,IAAI,KAAK,QAAQ,EAAE,CAAC;YAC3B,2EAA2E;YAC3E,OAAO,OAAO,CAAC,MAAM,CAAC,iCAAiC,CAAC,CAAC;QAC7D,CAAC;QAED,0CAA0C;QAC1C,OAAO,IAAI,CAAC,eAAe,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,GAAG,EAAE;YACrD,cAAc;QAClB,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;;;OAKG;IACH,2FAA2F;IACpF,uBAAuB,CAAC,KAAY,EAAE,IAAa;QACtD,IAAI,OAAO,IAAI,KAAK,QAAQ,EAAE,CAAC;YAC3B,2EAA2E;YAC3E,OAAO,OAAO,CAAC,MAAM,CAAC,iCAAiC,CAAC,CAAC;QAC7D,CAAC;QACD,MAAM,cAAc,GAAG,IAAI,cAAc,CAAC,KAAK,CAAC,CAAC;QACjD,IAAI,CAAC;YACD,MAAM,QAAQ,GAAG,OAAO,CAAC,IAAI,EAAE,KAAK,EAAE,cAAc,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;YAC5E,cAAc,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;YACxC,OAAO,OAAO,CAAC,OAAO,CAAC,cAAc,CAAC,CAAC;QAC3C,CAAC;QAAC,OAAO,CAAC,EAAE,CAAC;YACT,2EAA2E;YAC3E,OAAO,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;QAC7B,CAAC;IACL,CAAC;CACJ;AAED,yBAAyB,CAAC,IAAI,aAAa,EAAE,CAAC,CAAC","sourcesContent":["import type { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderAsyncResult, SceneLoaderPluginOptions } from \"core/Loading/sceneLoader\";\nimport { RegisterSceneLoaderPlugin } from \"core/Loading/sceneLoader\";\nimport { AssetContainer } from \"core/assetContainer\";\nimport { Animation } from \"core/Animations/animation\";\nimport type { Scene } from \"core/scene\";\nimport type { BVHLoadingOptions } from \"./bvhLoadingOptions\";\nimport { BVHFileLoaderMetadata } from \"./bvhFileLoader.metadata\";\nimport { ReadBvh } from \"./bvhLoader\";\n\ndeclare module \"core/Loading/sceneLoader\" {\n // eslint-disable-next-line jsdoc/require-jsdoc, @typescript-eslint/naming-convention\n export interface SceneLoaderPluginOptions {\n /**\n * Defines options for the bvh loader.\n */\n [BVHFileLoaderMetadata.name]: Partial<BVHLoadingOptions>;\n }\n}\n\n/**\n * @experimental\n * BVH file type loader.\n * This is a babylon scene loader plugin.\n */\nexport class BVHFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {\n /**\n * Name of the loader (\"bvh\")\n */\n public readonly name = BVHFileLoaderMetadata.name;\n\n /** @internal */\n public readonly extensions = BVHFileLoaderMetadata.extensions;\n\n private readonly _loadingOptions: BVHLoadingOptions;\n\n /**\n * Creates loader for bvh motion files\n * @param loadingOptions - Options for the bvh loader\n */\n constructor(loadingOptions?: Partial<Readonly<BVHLoadingOptions>>) {\n this._loadingOptions = { ...BVHFileLoader._DefaultLoadingOptions, ...(loadingOptions ?? {}) };\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"]}
@@ -90,8 +90,10 @@ export class OBJFileLoader {
90
90
  * @param rootUrl root url to load from
91
91
  * @returns a promise containing the loaded meshes, particles, skeletons and animations
92
92
  */
93
+ // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax
93
94
  importMeshAsync(meshesNames, scene, data, rootUrl) {
94
95
  //get the meshes from OBJ file
96
+ // eslint-disable-next-line github/no-then
95
97
  return this._parseSolidAsync(meshesNames, scene, data, rootUrl).then((meshes) => {
96
98
  return {
97
99
  meshes: meshes,
@@ -112,8 +114,10 @@ export class OBJFileLoader {
112
114
  * @param rootUrl root url to load from
113
115
  * @returns a promise which completes when objects have been loaded to the scene
114
116
  */
117
+ // eslint-disable-next-line no-restricted-syntax
115
118
  loadAsync(scene, data, rootUrl) {
116
119
  //Get the 3D model
120
+ // eslint-disable-next-line github/no-then
117
121
  return this.importMeshAsync(null, scene, data, rootUrl).then(() => {
118
122
  // return void
119
123
  });
@@ -125,10 +129,12 @@ export class OBJFileLoader {
125
129
  * @param rootUrl The root url for scene and resources
126
130
  * @returns The loaded asset container
127
131
  */
132
+ // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax
128
133
  loadAssetContainerAsync(scene, data, rootUrl) {
129
134
  const container = new AssetContainer(scene);
130
135
  this._assetContainer = container;
131
- return this.importMeshAsync(null, scene, data, rootUrl)
136
+ return (this.importMeshAsync(null, scene, data, rootUrl)
137
+ // eslint-disable-next-line github/no-then
132
138
  .then((result) => {
133
139
  result.meshes.forEach((mesh) => container.meshes.push(mesh));
134
140
  result.meshes.forEach((mesh) => {
@@ -150,10 +156,11 @@ export class OBJFileLoader {
150
156
  this._assetContainer = null;
151
157
  return container;
152
158
  })
159
+ // eslint-disable-next-line github/no-then
153
160
  .catch((ex) => {
154
161
  this._assetContainer = null;
155
162
  throw ex;
156
- });
163
+ }));
157
164
  }
158
165
  /**
159
166
  * Read the OBJ file and create an Array of meshes.
@@ -165,6 +172,7 @@ export class OBJFileLoader {
165
172
  * @param rootUrl defines the path to the folder
166
173
  * @returns the list of loaded meshes
167
174
  */
175
+ // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax
168
176
  _parseSolidAsync(meshesNames, scene, data, rootUrl) {
169
177
  let fileToLoad = ""; //The name of the mtlFile to load
170
178
  const materialsFromMTLFile = new MTLFileLoader();
@@ -226,6 +234,7 @@ export class OBJFileLoader {
226
234
  resolve();
227
235
  }
228
236
  else {
237
+ // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors
229
238
  reject(e);
230
239
  }
231
240
  }
@@ -235,12 +244,14 @@ export class OBJFileLoader {
235
244
  resolve();
236
245
  }
237
246
  else {
247
+ // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors
238
248
  reject(exception);
239
249
  }
240
250
  });
241
251
  }));
242
252
  }
243
253
  //Return an array with all Mesh
254
+ // 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.
@@ -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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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
52
52
  * @param scene the scene the meshes should be added to
53
53
  * @param data the gaussian splatting data to load
54
54
  * @param rootUrl root url to load from
55
- * @param onProgress callback called while file is loading
56
- * @param fileName Defines the name of the file to load
55
+ * @param _onProgress callback called while file is loading
56
+ * @param _fileName Defines the name of the file to load
57
57
  * @returns a promise containing the loaded meshes, particles, skeletons and animations
58
58
  */
59
- importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<ISceneLoaderAsyncResult>;
59
+ importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, _onProgress?: (event: ISceneLoaderProgressEvent) => void, _fileName?: string): Promise<ISceneLoaderAsyncResult>;
60
60
  private static _BuildPointCloud;
61
61
  private static _BuildMesh;
62
62
  private _parseSPZAsync;
@@ -52,12 +52,13 @@ export class SPLATFileLoader {
52
52
  * @param scene the scene the meshes should be added to
53
53
  * @param data the gaussian splatting data to load
54
54
  * @param rootUrl root url to load from
55
- * @param onProgress callback called while file is loading
56
- * @param fileName Defines the name of the file to load
55
+ * @param _onProgress callback called while file is loading
56
+ * @param _fileName Defines the name of the file to load
57
57
  * @returns a promise containing the loaded meshes, particles, skeletons and animations
58
58
  */
59
- async importMeshAsync(meshesNames, scene, data, rootUrl, onProgress, fileName) {
60
- return this._parseAsync(meshesNames, scene, data, rootUrl).then((meshes) => {
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
  meshes: meshes,
63
64
  particleSystems: [],
@@ -124,6 +125,7 @@ export class SPLATFileLoader {
124
125
  vertexData.applyToMesh(mesh);
125
126
  return mesh;
126
127
  }
128
+ // 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 {
131
133
  const splatCount = ubufu32[2];
132
134
  const shDegree = ubuf[12];
133
135
  const fractionalBits = ubuf[13];
134
- //const flags = ubuf[14];
136
+ const flags = ubuf[14];
135
137
  const reserved = ubuf[15];
136
138
  // check magic and version
137
139
  if (reserved || ubufu32[0] != 0x5053474e || ubufu32[1] != 2) {
@@ -237,13 +239,14 @@ export class SPLATFileLoader {
237
239
  }
238
240
  }
239
241
  return new Promise((resolve) => {
240
- resolve({ mode: 0 /* Mode.Splat */, data: buffer, hasVertexColors: false, sh: sh });
242
+ resolve({ mode: 0 /* Mode.Splat */, data: buffer, hasVertexColors: false, sh: sh, trainedWithAntialiasing: !!flags });
241
243
  });
242
244
  }
243
245
  return new Promise((resolve) => {
244
- resolve({ mode: 0 /* Mode.Splat */, data: buffer, hasVertexColors: false });
246
+ resolve({ mode: 0 /* Mode.Splat */, data: buffer, hasVertexColors: false, trainedWithAntialiasing: !!flags });
245
247
  });
246
248
  }
249
+ // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax
247
250
  _parseAsync(meshesNames, scene, data, _rootUrl) {
248
251
  const babylonMeshesArray = []; //The mesh for babylon
249
252
  const readableStream = new ReadableStream({
@@ -258,10 +261,17 @@ export class SPLATFileLoader {
258
261
  return new Promise((resolve) => {
259
262
  new Response(decompressedStream)
260
263
  .arrayBuffer()
264
+ // eslint-disable-next-line github/no-then
261
265
  .then((buffer) => {
266
+ // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then
262
267
  this._parseSPZAsync(buffer, scene).then((parsedSPZ) => {
263
268
  scene._blockEntityCollection = !!this._assetContainer;
264
269
  const gaussianSplatting = new GaussianSplattingMesh("GaussianSplatting", null, scene, this._loadingOptions.keepInRam);
270
+ if (parsedSPZ.trainedWithAntialiasing) {
271
+ const gsMaterial = gaussianSplatting.material;
272
+ gsMaterial.kernelSize = 0.1;
273
+ gsMaterial.compensation = true;
274
+ }
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) => {
275
287
  scene._blockEntityCollection = !!this._assetContainer;
276
288
  switch (parsedPLY.mode) {
@@ -286,6 +298,7 @@ export class SPLATFileLoader {
286
298
  {
287
299
  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
303
  babylonMeshesArray.push(mesh);
291
304
  });
@@ -321,10 +334,12 @@ export class SPLATFileLoader {
321
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
  });