@babylonjs/loaders 9.27.1 → 9.29.0

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Files changed (40) hide show
  1. package/BVH/bvhLoader.js +1 -3
  2. package/BVH/bvhLoader.js.map +1 -1
  3. package/OBJ/mtlFileLoader.d.ts +8 -1
  4. package/OBJ/mtlFileLoader.js +55 -13
  5. package/OBJ/mtlFileLoader.js.map +1 -1
  6. package/OBJ/objFileLoader.pure.d.ts +5 -0
  7. package/OBJ/objFileLoader.pure.js +87 -65
  8. package/OBJ/objFileLoader.pure.js.map +1 -1
  9. package/OBJ/objLoadingOptions.d.ts +6 -0
  10. package/OBJ/objLoadingOptions.js.map +1 -1
  11. package/OBJ/solidParser.js +17 -6
  12. package/OBJ/solidParser.js.map +1 -1
  13. package/SPLAT/splatFileLoader.pure.js +86 -82
  14. package/SPLAT/splatFileLoader.pure.js.map +1 -1
  15. package/STL/stlFileLoader.pure.d.ts +1 -0
  16. package/STL/stlFileLoader.pure.js +18 -16
  17. package/STL/stlFileLoader.pure.js.map +1 -1
  18. package/glTF/1.0/glTFLoader.pure.js +30 -37
  19. package/glTF/1.0/glTFLoader.pure.js.map +1 -1
  20. package/glTF/2.0/Extensions/EXT_lights_area.pure.js +16 -23
  21. package/glTF/2.0/Extensions/EXT_lights_area.pure.js.map +1 -1
  22. package/glTF/2.0/Extensions/EXT_lights_ies.pure.js +1 -3
  23. package/glTF/2.0/Extensions/EXT_lights_ies.pure.js.map +1 -1
  24. package/glTF/2.0/Extensions/KHR_gaussian_splatting.pure.js +1 -3
  25. package/glTF/2.0/Extensions/KHR_gaussian_splatting.pure.js.map +1 -1
  26. package/glTF/2.0/Extensions/KHR_interactivity/interactivityGraphExporter.d.ts +7 -0
  27. package/glTF/2.0/Extensions/KHR_interactivity/interactivityGraphExporter.js +17 -3
  28. package/glTF/2.0/Extensions/KHR_interactivity/interactivityGraphExporter.js.map +1 -1
  29. package/glTF/2.0/Extensions/KHR_interactivity/interactivityNodeReference.d.ts +13 -0
  30. package/glTF/2.0/Extensions/KHR_interactivity/interactivityNodeReference.js +16 -0
  31. package/glTF/2.0/Extensions/KHR_interactivity/interactivityNodeReference.js.map +1 -0
  32. package/glTF/2.0/Extensions/KHR_lights_punctual.pure.js +18 -25
  33. package/glTF/2.0/Extensions/KHR_lights_punctual.pure.js.map +1 -1
  34. package/glTF/2.0/Extensions/KHR_node_hoverability.pure.js +3 -10
  35. package/glTF/2.0/Extensions/KHR_node_hoverability.pure.js.map +1 -1
  36. package/glTF/2.0/Extensions/KHR_node_selectability.pure.js +2 -5
  37. package/glTF/2.0/Extensions/KHR_node_selectability.pure.js.map +1 -1
  38. package/glTF/2.0/glTFLoader.pure.js +15 -37
  39. package/glTF/2.0/glTFLoader.pure.js.map +1 -1
  40. package/package.json +3 -3
package/BVH/bvhLoader.js CHANGED
@@ -260,10 +260,8 @@ function ReadNode(lines, firstLine, parent, context) {
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  export function ReadBvh(text, scene, assetContainer, loadingOptions) {
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  const lines = text.split("\n");
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  const { loopMode } = loadingOptions;
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- scene._blockEntityCollection = !!assetContainer;
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- const skeleton = new Skeleton("", "", scene);
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+ const skeleton = scene._executeWithBlockedEntityCollection(!!assetContainer, () => new Skeleton("", "", scene));
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  skeleton._parentContainer = assetContainer;
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- scene._blockEntityCollection = false;
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  const context = new LoaderContext(skeleton);
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  context.loopMode = loopMode;
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  // read model structure
@@ -1 +1 @@
1
- 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{ type IAnimationKey } from \"core/Animations\";\nimport { Animation } from \"core/Animations/animation\";\nimport { Bone } from \"core/Bones/bone\";\nimport { Skeleton } from \"core/Bones/skeleton\";\nimport { Matrix, Quaternion, Vector3 } from \"core/Maths/math.vector\";\nimport { type Scene } from \"core/scene\";\nimport { type Nullable } from \"core/types\";\nimport { type BVHLoadingOptions } from \"./bvhLoadingOptions\";\nimport { Tools } from \"core/Misc/tools\";\nimport { type AssetContainer } from \"core/assetContainer\";\n\nconst _XPosition = \"Xposition\";\nconst _YPosition = \"Yposition\";\nconst _ZPosition = \"Zposition\";\nconst _XRotation = \"Xrotation\";\nconst _YRotation = \"Yrotation\";\nconst _ZRotation = \"Zrotation\";\n\nconst _HierarchyNode = \"HIERARCHY\";\nconst _MotionNode = \"MOTION\";\n\nclass LoaderContext {\n loopMode: number = Animation.ANIMATIONLOOPMODE_CYCLE;\n list: IBVHNode[] = [];\n root: IBVHNode = CreateBVHNode();\n numFrames: number = 0;\n frameRate: number = 0;\n skeleton: Skeleton;\n\n constructor(skeleton: Skeleton) {\n this.skeleton = skeleton;\n }\n}\n\ninterface IBVHNode {\n name: string;\n type: string;\n offset: Vector3;\n channels: string[];\n children: IBVHNode[];\n frames: IBVHKeyFrame[];\n parent: Nullable<IBVHNode>;\n}\n\ninterface IBVHKeyFrame {\n frame: number;\n position: Vector3;\n rotation: Quaternion;\n}\n\nfunction CreateBVHNode(): IBVHNode {\n return {\n name: \"\",\n type: \"\",\n offset: new Vector3(),\n channels: [],\n children: [],\n frames: [],\n parent: null,\n };\n}\n\nfunction CreateBVHKeyFrame(): IBVHKeyFrame {\n return {\n frame: 0,\n position: new Vector3(),\n rotation: new Quaternion(),\n };\n}\n\n/**\n * Converts the BVH node's offset to a Babylon matrix\n * @param node - The BVH node to convert\n * @returns The converted matrix\n */\nfunction BoneOffset(node: IBVHNode): Matrix {\n const x = node.offset.x;\n const y = node.offset.y;\n const z = node.offset.z;\n return Matrix.Translation(x, y, z);\n}\n\n/**\n * Creates animations for the BVH node\n * @param node - The BVH node to create animations for\n * @param context - The loader context\n * @returns The created animations\n */\nfunction CreateAnimations(node: IBVHNode, context: LoaderContext): Animation[] {\n if (node.frames.length === 0) {\n return [];\n }\n\n const animations: Animation[] = [];\n\n // Create position animation if there are position channels\n const hasPosition = node.channels.some((c) => c === _XPosition || c === _YPosition || c === _ZPosition);\n\n // Create rotation animation if there are rotation channels\n const hasRotation = node.channels.some((c) => c === _XRotation || c === _YRotation || c === _ZRotation);\n\n const posAnim = new Animation(`${node.name}_pos`, \"position\", context.frameRate, Animation.ANIMATIONTYPE_VECTOR3, context.loopMode);\n\n const rotAnim = new Animation(`${node.name}_rot`, \"rotationQuaternion\", context.frameRate, Animation.ANIMATIONTYPE_QUATERNION, context.loopMode);\n\n const posKeys: IAnimationKey[] = [];\n const rotKeys: IAnimationKey[] = [];\n\n for (let i = 0; i < node.frames.length; i++) {\n const frame = node.frames[i];\n\n if (hasPosition && frame.position) {\n posKeys.push({\n frame: frame.frame,\n value: frame.position.clone(),\n });\n }\n\n if (hasRotation) {\n rotKeys.push({\n frame: frame.frame,\n value: frame.rotation.clone(),\n });\n }\n }\n\n if (posKeys.length > 0) {\n posAnim.setKeys(posKeys);\n animations.push(posAnim);\n }\n\n if (rotKeys.length > 0) {\n rotAnim.setKeys(rotKeys);\n animations.push(rotAnim);\n }\n\n return animations;\n}\n\n/**\n * Converts a BVH node to a Babylon bone\n * @param node - The BVH node to convert\n * @param parent - The parent bone\n * @param context - The loader context\n */\nfunction ConvertNode(node: IBVHNode, parent: Nullable<Bone>, context: LoaderContext) {\n const matrix = BoneOffset(node);\n const bone = new Bone(node.name, context.skeleton, parent, matrix);\n\n // Create animation for this bone\n const animations = CreateAnimations(node, context);\n for (const animation of animations) {\n if (animation.getKeys() && animation.getKeys().length > 0) {\n bone.animations.push(animation);\n }\n }\n\n for (const child of node.children) {\n ConvertNode(child, bone, context);\n }\n}\n\n/**\n * Recursively reads data from a single frame into the bone hierarchy.\n * The bone hierarchy has to be structured in the same order as the BVH file.\n * keyframe data is stored in bone.frames.\n * @param data - splitted string array (frame values), values are shift()ed\n * @param frameNumber - playback time for this keyframe\n * @param bone - the bone to read frame data from\n * @param tokenIndex - the index of the token to read\n */\nfunction ReadFrameData(data: string[], frameNumber: number, bone: IBVHNode, tokenIndex: { i: number }) {\n if (bone.type === \"ENDSITE\") {\n // end sites have no motion data\n return;\n }\n\n // add keyframe\n const keyframe = CreateBVHKeyFrame();\n keyframe.frame = frameNumber;\n keyframe.position = new Vector3();\n keyframe.rotation = new Quaternion();\n\n bone.frames.push(keyframe);\n\n let combinedRotation = Matrix.Identity();\n\n // parse values for each channel in node\n for (let i = 0; i < bone.channels.length; ++i) {\n const channel = bone.channels[i];\n const value = data[tokenIndex.i++];\n if (!value) {\n continue;\n }\n const parsedValue = parseFloat(value.trim());\n if (channel.endsWith(\"position\")) {\n switch (channel) {\n case _XPosition:\n keyframe.position.x = parsedValue;\n break;\n case _YPosition:\n keyframe.position.y = parsedValue;\n break;\n case _ZPosition:\n keyframe.position.z = parsedValue;\n break;\n }\n } else if (channel.endsWith(\"rotation\")) {\n const angle = Tools.ToRadians(parsedValue);\n let rotationMatrix: Matrix;\n switch (channel) {\n case _XRotation:\n rotationMatrix = Matrix.RotationX(angle);\n break;\n case _YRotation:\n rotationMatrix = Matrix.RotationY(angle);\n break;\n case _ZRotation:\n rotationMatrix = Matrix.RotationZ(angle);\n break;\n }\n combinedRotation = rotationMatrix!.multiply(combinedRotation);\n }\n }\n\n Quaternion.FromRotationMatrixToRef(combinedRotation, keyframe.rotation);\n\n // parse child nodes\n for (const child of bone.children) {\n ReadFrameData(data, frameNumber, child, tokenIndex);\n }\n}\n\n/**\n * Recursively parses the HIERARCHY section of the BVH file\n * @param lines - all lines of the file. lines are consumed as we go along\n * @param firstLine - line containing the node type and name e.g. \"JOINT hip\"\n * @param parent - the parent node for hierarchy\n * @param context - the loader context containing the list of nodes and other data\n * @returns a BVH node including children\n */\nfunction ReadNode(lines: string[], firstLine: string, parent: Nullable<IBVHNode>, context: LoaderContext): IBVHNode {\n const node = CreateBVHNode();\n node.parent = parent;\n context.list.push(node);\n\n // parse node type and name.\n let tokens: string[] | undefined = firstLine.trim().split(/\\s+/);\n\n if (tokens[0].toUpperCase() === \"END\" && tokens[1].toUpperCase() === \"SITE\") {\n node.type = \"ENDSITE\";\n node.name = \"ENDSITE\"; // bvh end sites have no name\n } else {\n node.name = tokens[1];\n node.type = tokens[0].toUpperCase();\n }\n\n // opening bracket\n if (lines.shift()?.trim() != \"{\") {\n throw new Error(\"Expected opening { after type & name\");\n }\n\n // parse OFFSET\n const tokensSplit = lines.shift()?.trim().split(/\\s+/);\n if (!tokensSplit) {\n throw new Error(\"Unexpected end of file: missing OFFSET\");\n }\n tokens = tokensSplit;\n\n if (tokens[0].toUpperCase() != \"OFFSET\") {\n throw new Error(\"Expected OFFSET, but got: \" + tokens[0]);\n }\n if (tokens.length != 4) {\n throw new Error(\"OFFSET: Invalid number of values\");\n }\n\n const offset = new Vector3(parseFloat(tokens[1]), parseFloat(tokens[2]), parseFloat(tokens[3]));\n\n if (isNaN(offset.x) || isNaN(offset.y) || isNaN(offset.z)) {\n throw new Error(\"OFFSET: Invalid values\");\n }\n\n node.offset = offset;\n\n // parse CHANNELS definitions\n if (node.type != \"ENDSITE\") {\n tokens = lines.shift()?.trim().split(/\\s+/);\n if (!tokens) {\n throw new Error(\"Unexpected end of file: missing CHANNELS\");\n }\n\n if (tokens[0].toUpperCase() != \"CHANNELS\") {\n throw new Error(\"Expected CHANNELS definition\");\n }\n\n const numChannels = parseInt(tokens[1]);\n // Skip CHANNELS and the number of channels\n node.channels = tokens.splice(2, numChannels);\n node.children = [];\n }\n\n // read children\n while (lines.length > 0) {\n const line = lines.shift()?.trim();\n\n if (line === \"}\") {\n // Finish reading the node\n return node;\n } else if (line) {\n node.children.push(ReadNode(lines, line, node, context));\n }\n }\n\n throw new Error(\"Unexpected end of file: missing closing brace\");\n}\n\n/**\n * Reads a BVH file, returns a skeleton\n * @param text - The BVH file content\n * @param scene - The scene to add the skeleton to\n * @param assetContainer - The asset container to add the skeleton to\n * @param loadingOptions - The loading options\n * @returns The skeleton\n */\nexport function ReadBvh(text: string, scene: Scene, assetContainer: Nullable<AssetContainer>, loadingOptions: BVHLoadingOptions): Skeleton {\n const lines = text.split(\"\\n\");\n\n const { loopMode } = loadingOptions;\n\n scene._blockEntityCollection = !!assetContainer;\n const skeleton = new Skeleton(\"\", \"\", scene);\n skeleton._parentContainer = assetContainer;\n scene._blockEntityCollection = false;\n\n const context = new LoaderContext(skeleton);\n context.loopMode = loopMode;\n\n // read model structure\n const firstLine = lines.shift();\n if (!firstLine || firstLine.trim().toUpperCase() !== _HierarchyNode) {\n throw new Error(\"HIERARCHY expected\");\n }\n\n const nodeLine = lines.shift();\n if (!nodeLine) {\n throw new Error(\"Unexpected end of file after HIERARCHY\");\n }\n const root = ReadNode(lines, nodeLine.trim(), null, context);\n\n // read motion data\n const motionLine = lines.shift();\n if (!motionLine || motionLine.trim().toUpperCase() !== _MotionNode) {\n throw new Error(\"MOTION expected\");\n }\n\n const framesLine = lines.shift();\n if (!framesLine) {\n throw new Error(\"Unexpected end of file before frame count\");\n }\n const framesTokens = framesLine.trim().split(/[\\s]+/);\n if (framesTokens.length < 2) {\n throw new Error(\"Invalid frame count line\");\n }\n\n // number of frames\n const numFrames = parseInt(framesTokens[1]);\n if (isNaN(numFrames)) {\n throw new Error(\"Failed to read number of frames.\");\n }\n context.numFrames = numFrames;\n\n // frame time\n const frameTimeLine = lines.shift();\n if (!frameTimeLine) {\n throw new Error(\"Unexpected end of file before frame time\");\n }\n const frameTimeTokens = frameTimeLine.trim().split(/[\\s]+/);\n if (frameTimeTokens.length < 3) {\n throw new Error(\"Invalid frame time line\");\n }\n const frameTime = parseFloat(frameTimeTokens[2]);\n if (isNaN(frameTime)) {\n throw new Error(\"Failed to read frame time.\");\n }\n if (frameTime <= 0) {\n throw new Error(\"Failed to read frame time. Invalid value \" + frameTime);\n }\n\n context.frameRate = 1 / frameTime;\n\n // read frame data line by line\n for (let i = 0; i < numFrames; ++i) {\n const frameLine = lines.shift();\n if (!frameLine) {\n continue;\n }\n const tokens = frameLine.trim().split(/[\\s]+/) || [];\n ReadFrameData(tokens, i, root, { i: 0 });\n }\n\n context.root = root;\n\n ConvertNode(context.root, null, context);\n\n context.skeleton.returnToRest();\n return context.skeleton;\n}\n"]}
1
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{ type IAnimationKey } from \"core/Animations\";\nimport { Animation } from \"core/Animations/animation\";\nimport { Bone } from \"core/Bones/bone\";\nimport { Skeleton } from \"core/Bones/skeleton\";\nimport { Matrix, Quaternion, Vector3 } from \"core/Maths/math.vector\";\nimport { type Scene } from \"core/scene\";\nimport { type Nullable } from \"core/types\";\nimport { type BVHLoadingOptions } from \"./bvhLoadingOptions\";\nimport { Tools } from \"core/Misc/tools\";\nimport { type AssetContainer } from \"core/assetContainer\";\n\nconst _XPosition = \"Xposition\";\nconst _YPosition = \"Yposition\";\nconst _ZPosition = \"Zposition\";\nconst _XRotation = \"Xrotation\";\nconst _YRotation = \"Yrotation\";\nconst _ZRotation = \"Zrotation\";\n\nconst _HierarchyNode = \"HIERARCHY\";\nconst _MotionNode = \"MOTION\";\n\nclass LoaderContext {\n loopMode: number = Animation.ANIMATIONLOOPMODE_CYCLE;\n list: IBVHNode[] = [];\n root: IBVHNode = CreateBVHNode();\n numFrames: number = 0;\n frameRate: number = 0;\n skeleton: Skeleton;\n\n constructor(skeleton: Skeleton) {\n this.skeleton = skeleton;\n }\n}\n\ninterface IBVHNode {\n name: string;\n type: string;\n offset: Vector3;\n channels: string[];\n children: IBVHNode[];\n frames: IBVHKeyFrame[];\n parent: Nullable<IBVHNode>;\n}\n\ninterface IBVHKeyFrame {\n frame: number;\n position: Vector3;\n rotation: Quaternion;\n}\n\nfunction CreateBVHNode(): IBVHNode {\n return {\n name: \"\",\n type: \"\",\n offset: new Vector3(),\n channels: [],\n children: [],\n frames: [],\n parent: null,\n };\n}\n\nfunction CreateBVHKeyFrame(): IBVHKeyFrame {\n return {\n frame: 0,\n position: new Vector3(),\n rotation: new Quaternion(),\n };\n}\n\n/**\n * Converts the BVH node's offset to a Babylon matrix\n * @param node - The BVH node to convert\n * @returns The converted matrix\n */\nfunction BoneOffset(node: IBVHNode): Matrix {\n const x = node.offset.x;\n const y = node.offset.y;\n const z = node.offset.z;\n return Matrix.Translation(x, y, z);\n}\n\n/**\n * Creates animations for the BVH node\n * @param node - The BVH node to create animations for\n * @param context - The loader context\n * @returns The created animations\n */\nfunction CreateAnimations(node: IBVHNode, context: LoaderContext): Animation[] {\n if (node.frames.length === 0) {\n return [];\n }\n\n const animations: Animation[] = [];\n\n // Create position animation if there are position channels\n const hasPosition = node.channels.some((c) => c === _XPosition || c === _YPosition || c === _ZPosition);\n\n // Create rotation animation if there are rotation channels\n const hasRotation = node.channels.some((c) => c === _XRotation || c === _YRotation || c === _ZRotation);\n\n const posAnim = new Animation(`${node.name}_pos`, \"position\", context.frameRate, Animation.ANIMATIONTYPE_VECTOR3, context.loopMode);\n\n const rotAnim = new Animation(`${node.name}_rot`, \"rotationQuaternion\", context.frameRate, Animation.ANIMATIONTYPE_QUATERNION, context.loopMode);\n\n const posKeys: IAnimationKey[] = [];\n const rotKeys: IAnimationKey[] = [];\n\n for (let i = 0; i < node.frames.length; i++) {\n const frame = node.frames[i];\n\n if (hasPosition && frame.position) {\n posKeys.push({\n frame: frame.frame,\n value: frame.position.clone(),\n });\n }\n\n if (hasRotation) {\n rotKeys.push({\n frame: frame.frame,\n value: frame.rotation.clone(),\n });\n }\n }\n\n if (posKeys.length > 0) {\n posAnim.setKeys(posKeys);\n animations.push(posAnim);\n }\n\n if (rotKeys.length > 0) {\n rotAnim.setKeys(rotKeys);\n animations.push(rotAnim);\n }\n\n return animations;\n}\n\n/**\n * Converts a BVH node to a Babylon bone\n * @param node - The BVH node to convert\n * @param parent - The parent bone\n * @param context - The loader context\n */\nfunction ConvertNode(node: IBVHNode, parent: Nullable<Bone>, context: LoaderContext) {\n const matrix = BoneOffset(node);\n const bone = new Bone(node.name, context.skeleton, parent, matrix);\n\n // Create animation for this bone\n const animations = CreateAnimations(node, context);\n for (const animation of animations) {\n if (animation.getKeys() && animation.getKeys().length > 0) {\n bone.animations.push(animation);\n }\n }\n\n for (const child of node.children) {\n ConvertNode(child, bone, context);\n }\n}\n\n/**\n * Recursively reads data from a single frame into the bone hierarchy.\n * The bone hierarchy has to be structured in the same order as the BVH file.\n * keyframe data is stored in bone.frames.\n * @param data - splitted string array (frame values), values are shift()ed\n * @param frameNumber - playback time for this keyframe\n * @param bone - the bone to read frame data from\n * @param tokenIndex - the index of the token to read\n */\nfunction ReadFrameData(data: string[], frameNumber: number, bone: IBVHNode, tokenIndex: { i: number }) {\n if (bone.type === \"ENDSITE\") {\n // end sites have no motion data\n return;\n }\n\n // add keyframe\n const keyframe = CreateBVHKeyFrame();\n keyframe.frame = frameNumber;\n keyframe.position = new Vector3();\n keyframe.rotation = new Quaternion();\n\n bone.frames.push(keyframe);\n\n let combinedRotation = Matrix.Identity();\n\n // parse values for each channel in node\n for (let i = 0; i < bone.channels.length; ++i) {\n const channel = bone.channels[i];\n const value = data[tokenIndex.i++];\n if (!value) {\n continue;\n }\n const parsedValue = parseFloat(value.trim());\n if (channel.endsWith(\"position\")) {\n switch (channel) {\n case _XPosition:\n keyframe.position.x = parsedValue;\n break;\n case _YPosition:\n keyframe.position.y = parsedValue;\n break;\n case _ZPosition:\n keyframe.position.z = parsedValue;\n break;\n }\n } else if (channel.endsWith(\"rotation\")) {\n const angle = Tools.ToRadians(parsedValue);\n let rotationMatrix: Matrix;\n switch (channel) {\n case _XRotation:\n rotationMatrix = Matrix.RotationX(angle);\n break;\n case _YRotation:\n rotationMatrix = Matrix.RotationY(angle);\n break;\n case _ZRotation:\n rotationMatrix = Matrix.RotationZ(angle);\n break;\n }\n combinedRotation = rotationMatrix!.multiply(combinedRotation);\n }\n }\n\n Quaternion.FromRotationMatrixToRef(combinedRotation, keyframe.rotation);\n\n // parse child nodes\n for (const child of bone.children) {\n ReadFrameData(data, frameNumber, child, tokenIndex);\n }\n}\n\n/**\n * Recursively parses the HIERARCHY section of the BVH file\n * @param lines - all lines of the file. lines are consumed as we go along\n * @param firstLine - line containing the node type and name e.g. \"JOINT hip\"\n * @param parent - the parent node for hierarchy\n * @param context - the loader context containing the list of nodes and other data\n * @returns a BVH node including children\n */\nfunction ReadNode(lines: string[], firstLine: string, parent: Nullable<IBVHNode>, context: LoaderContext): IBVHNode {\n const node = CreateBVHNode();\n node.parent = parent;\n context.list.push(node);\n\n // parse node type and name.\n let tokens: string[] | undefined = firstLine.trim().split(/\\s+/);\n\n if (tokens[0].toUpperCase() === \"END\" && tokens[1].toUpperCase() === \"SITE\") {\n node.type = \"ENDSITE\";\n node.name = \"ENDSITE\"; // bvh end sites have no name\n } else {\n node.name = tokens[1];\n node.type = tokens[0].toUpperCase();\n }\n\n // opening bracket\n if (lines.shift()?.trim() != \"{\") {\n throw new Error(\"Expected opening { after type & name\");\n }\n\n // parse OFFSET\n const tokensSplit = lines.shift()?.trim().split(/\\s+/);\n if (!tokensSplit) {\n throw new Error(\"Unexpected end of file: missing OFFSET\");\n }\n tokens = tokensSplit;\n\n if (tokens[0].toUpperCase() != \"OFFSET\") {\n throw new Error(\"Expected OFFSET, but got: \" + tokens[0]);\n }\n if (tokens.length != 4) {\n throw new Error(\"OFFSET: Invalid number of values\");\n }\n\n const offset = new Vector3(parseFloat(tokens[1]), parseFloat(tokens[2]), parseFloat(tokens[3]));\n\n if (isNaN(offset.x) || isNaN(offset.y) || isNaN(offset.z)) {\n throw new Error(\"OFFSET: Invalid values\");\n }\n\n node.offset = offset;\n\n // parse CHANNELS definitions\n if (node.type != \"ENDSITE\") {\n tokens = lines.shift()?.trim().split(/\\s+/);\n if (!tokens) {\n throw new Error(\"Unexpected end of file: missing CHANNELS\");\n }\n\n if (tokens[0].toUpperCase() != \"CHANNELS\") {\n throw new Error(\"Expected CHANNELS definition\");\n }\n\n const numChannels = parseInt(tokens[1]);\n // Skip CHANNELS and the number of channels\n node.channels = tokens.splice(2, numChannels);\n node.children = [];\n }\n\n // read children\n while (lines.length > 0) {\n const line = lines.shift()?.trim();\n\n if (line === \"}\") {\n // Finish reading the node\n return node;\n } else if (line) {\n node.children.push(ReadNode(lines, line, node, context));\n }\n }\n\n throw new Error(\"Unexpected end of file: missing closing brace\");\n}\n\n/**\n * Reads a BVH file, returns a skeleton\n * @param text - The BVH file content\n * @param scene - The scene to add the skeleton to\n * @param assetContainer - The asset container to add the skeleton to\n * @param loadingOptions - The loading options\n * @returns The skeleton\n */\nexport function ReadBvh(text: string, scene: Scene, assetContainer: Nullable<AssetContainer>, loadingOptions: BVHLoadingOptions): Skeleton {\n const lines = text.split(\"\\n\");\n\n const { loopMode } = loadingOptions;\n\n const skeleton = scene._executeWithBlockedEntityCollection(!!assetContainer, () => new Skeleton(\"\", \"\", scene));\n skeleton._parentContainer = assetContainer;\n\n const context = new LoaderContext(skeleton);\n context.loopMode = loopMode;\n\n // read model structure\n const firstLine = lines.shift();\n if (!firstLine || firstLine.trim().toUpperCase() !== _HierarchyNode) {\n throw new Error(\"HIERARCHY expected\");\n }\n\n const nodeLine = lines.shift();\n if (!nodeLine) {\n throw new Error(\"Unexpected end of file after HIERARCHY\");\n }\n const root = ReadNode(lines, nodeLine.trim(), null, context);\n\n // read motion data\n const motionLine = lines.shift();\n if (!motionLine || motionLine.trim().toUpperCase() !== _MotionNode) {\n throw new Error(\"MOTION expected\");\n }\n\n const framesLine = lines.shift();\n if (!framesLine) {\n throw new Error(\"Unexpected end of file before frame count\");\n }\n const framesTokens = framesLine.trim().split(/[\\s]+/);\n if (framesTokens.length < 2) {\n throw new Error(\"Invalid frame count line\");\n }\n\n // number of frames\n const numFrames = parseInt(framesTokens[1]);\n if (isNaN(numFrames)) {\n throw new Error(\"Failed to read number of frames.\");\n }\n context.numFrames = numFrames;\n\n // frame time\n const frameTimeLine = lines.shift();\n if (!frameTimeLine) {\n throw new Error(\"Unexpected end of file before frame time\");\n }\n const frameTimeTokens = frameTimeLine.trim().split(/[\\s]+/);\n if (frameTimeTokens.length < 3) {\n throw new Error(\"Invalid frame time line\");\n }\n const frameTime = parseFloat(frameTimeTokens[2]);\n if (isNaN(frameTime)) {\n throw new Error(\"Failed to read frame time.\");\n }\n if (frameTime <= 0) {\n throw new Error(\"Failed to read frame time. Invalid value \" + frameTime);\n }\n\n context.frameRate = 1 / frameTime;\n\n // read frame data line by line\n for (let i = 0; i < numFrames; ++i) {\n const frameLine = lines.shift();\n if (!frameLine) {\n continue;\n }\n const tokens = frameLine.trim().split(/[\\s]+/) || [];\n ReadFrameData(tokens, i, root, { i: 0 });\n }\n\n context.root = root;\n\n ConvertNode(context.root, null, context);\n\n context.skeleton.returnToRest();\n return context.skeleton;\n}\n"]}
@@ -24,8 +24,12 @@ export declare class MTLFileLoader {
24
24
  * @param data defines the mtl data to parse
25
25
  * @param rootUrl defines the rooturl to use in order to load relative dependencies
26
26
  * @param assetContainer defines the asset container to store the material in (can be null)
27
+ * @param invertTextureY defines whether referenced textures are inverted on the Y axis
28
+ * @param materialNames defines which materials to load, or all materials if omitted
29
+ * @param trackTextureLoading collects texture loading promises and starts delayed textures when true; defaults to false
30
+ * @returns the texture loading promises, or an empty array when trackTextureLoading is false
27
31
  */
28
- parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string, assetContainer: Nullable<AssetContainer>): void;
32
+ parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string, assetContainer: Nullable<AssetContainer>, invertTextureY?: boolean, materialNames?: ReadonlySet<string>, trackTextureLoading?: boolean): Promise<void>[];
29
33
  /**
30
34
  * Gets the texture for the material.
31
35
  *
@@ -35,6 +39,9 @@ export declare class MTLFileLoader {
35
39
  * @param rootUrl The root url to load from
36
40
  * @param value The value stored in the mtl
37
41
  * @param scene
42
+ * @param assetContainer The asset container to store the texture in
43
+ * @param invertTextureY Whether to invert the texture on the Y axis
44
+ * @param textureLoadPromises The promises to wait for when loading asynchronously
38
45
  * @returns The Texture
39
46
  */
40
47
  private static _GetTexture;
@@ -1,6 +1,8 @@
1
1
  import { Color3 } from "@babylonjs/core/Maths/math.color.js";
2
2
  import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
3
3
  import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
4
+ import { Constants } from "@babylonjs/core/Engines/constants.js";
5
+ import { Deferred } from "@babylonjs/core/Misc/deferred.js";
4
6
  /**
5
7
  * Class reading and parsing the MTL file bundled with the obj file.
6
8
  */
@@ -21,10 +23,15 @@ export class MTLFileLoader {
21
23
  * @param data defines the mtl data to parse
22
24
  * @param rootUrl defines the rooturl to use in order to load relative dependencies
23
25
  * @param assetContainer defines the asset container to store the material in (can be null)
26
+ * @param invertTextureY defines whether referenced textures are inverted on the Y axis
27
+ * @param materialNames defines which materials to load, or all materials if omitted
28
+ * @param trackTextureLoading collects texture loading promises and starts delayed textures when true; defaults to false
29
+ * @returns the texture loading promises, or an empty array when trackTextureLoading is false
24
30
  */
25
- parseMTL(scene, data, rootUrl, assetContainer) {
31
+ parseMTL(scene, data, rootUrl, assetContainer, invertTextureY = MTLFileLoader.INVERT_TEXTURE_Y, materialNames, trackTextureLoading = false) {
32
+ const textureLoadPromises = trackTextureLoading ? [] : null;
26
33
  if (data instanceof ArrayBuffer) {
27
- return;
34
+ return textureLoadPromises ?? [];
28
35
  }
29
36
  //Split the lines from the file
30
37
  const lines = data.split("\n");
@@ -55,12 +62,18 @@ export class MTLFileLoader {
55
62
  //Add the previous material in the material array.
56
63
  this.materials.push(material);
57
64
  }
65
+ if (materialNames && !materialNames.has(value)) {
66
+ material = null;
67
+ continue;
68
+ }
58
69
  //Create a new material.
59
70
  // value is the name of the material read in the mtl file
60
- scene._blockEntityCollection = !!assetContainer;
61
- material = new StandardMaterial(value, scene);
62
- material._parentContainer = assetContainer;
63
- scene._blockEntityCollection = false;
71
+ material = scene._executeWithBlockedEntityCollection(!!assetContainer, () => {
72
+ material = new StandardMaterial(value, scene);
73
+ material._parentContainer = assetContainer;
74
+ assetContainer?.materials.push(material);
75
+ return material;
76
+ });
64
77
  }
65
78
  else if (key === "kd" && material) {
66
79
  // Diffuse color (color under white light) using RGB values
@@ -104,16 +117,16 @@ export class MTLFileLoader {
104
117
  else if (key === "map_ka" && material) {
105
118
  // ambient texture map with a loaded image
106
119
  //We must first get the folder of the image
107
- material.ambientTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);
120
+ material.ambientTexture = MTLFileLoader._GetTexture(rootUrl, value, scene, assetContainer, invertTextureY, textureLoadPromises);
108
121
  }
109
122
  else if (key === "map_kd" && material) {
110
123
  // Diffuse texture map with a loaded image
111
- material.diffuseTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);
124
+ material.diffuseTexture = MTLFileLoader._GetTexture(rootUrl, value, scene, assetContainer, invertTextureY, textureLoadPromises);
112
125
  }
113
126
  else if (key === "map_ks" && material) {
114
127
  // Specular texture map with a loaded image
115
128
  //We must first get the folder of the image
116
- material.specularTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);
129
+ material.specularTexture = MTLFileLoader._GetTexture(rootUrl, value, scene, assetContainer, invertTextureY, textureLoadPromises);
117
130
  }
118
131
  else if (key === "map_ns") {
119
132
  //Specular
@@ -133,14 +146,14 @@ export class MTLFileLoader {
133
146
  bumpMultiplier = values[bumpMultiplierIndex + 1];
134
147
  values.splice(bumpMultiplierIndex, 2); // remove
135
148
  }
136
- material.bumpTexture = MTLFileLoader._GetTexture(rootUrl, values.join(" "), scene);
149
+ material.bumpTexture = MTLFileLoader._GetTexture(rootUrl, values.join(" "), scene, assetContainer, invertTextureY, textureLoadPromises);
137
150
  if (material.bumpTexture && bumpMultiplier !== null) {
138
151
  material.bumpTexture.level = parseFloat(bumpMultiplier);
139
152
  }
140
153
  }
141
154
  else if (key === "map_d" && material) {
142
155
  // The dissolve of the material
143
- material.opacityTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);
156
+ material.opacityTexture = MTLFileLoader._GetTexture(rootUrl, value, scene, assetContainer, invertTextureY, textureLoadPromises);
144
157
  //Options for illumination
145
158
  }
146
159
  else if (key === "illum") {
@@ -187,6 +200,7 @@ export class MTLFileLoader {
187
200
  if (material) {
188
201
  this.materials.push(material);
189
202
  }
203
+ return textureLoadPromises ?? [];
190
204
  }
191
205
  /**
192
206
  * Gets the texture for the material.
@@ -197,9 +211,12 @@ export class MTLFileLoader {
197
211
  * @param rootUrl The root url to load from
198
212
  * @param value The value stored in the mtl
199
213
  * @param scene
214
+ * @param assetContainer The asset container to store the texture in
215
+ * @param invertTextureY Whether to invert the texture on the Y axis
216
+ * @param textureLoadPromises The promises to wait for when loading asynchronously
200
217
  * @returns The Texture
201
218
  */
202
- static _GetTexture(rootUrl, value, scene) {
219
+ static _GetTexture(rootUrl, value, scene, assetContainer, invertTextureY, textureLoadPromises) {
203
220
  if (!value) {
204
221
  return null;
205
222
  }
@@ -221,7 +238,32 @@ export class MTLFileLoader {
221
238
  else {
222
239
  url += value;
223
240
  }
224
- return new Texture(url, scene, false, MTLFileLoader.INVERT_TEXTURE_Y);
241
+ const deferred = textureLoadPromises ? new Deferred() : null;
242
+ if (deferred) {
243
+ // Parsing may throw before returning the array. Observe rejection without changing the original promise returned to the caller.
244
+ // eslint-disable-next-line github/no-then
245
+ void deferred.promise.catch(() => undefined);
246
+ textureLoadPromises.push(deferred.promise);
247
+ }
248
+ const texture = scene._executeWithBlockedEntityCollection(!!assetContainer, () => {
249
+ const result = new Texture(url, scene, {
250
+ invertY: invertTextureY,
251
+ onLoad: deferred?.resolve,
252
+ onError: (message, exception) => {
253
+ if (deferred) {
254
+ deferred.reject(new Error(`${url}: ${exception?.message || message || "Failed to load texture"}`));
255
+ }
256
+ },
257
+ });
258
+ result._parentContainer = assetContainer;
259
+ assetContainer?.textures.push(result);
260
+ return result;
261
+ });
262
+ // A container is not rendered yet, so delayed loading cannot wait for a material bind.
263
+ if (deferred && texture.delayLoadState === Constants.DELAYLOADSTATE_NOTLOADED) {
264
+ texture.delayLoad();
265
+ }
266
+ return texture;
225
267
  }
226
268
  }
227
269
  /**
@@ -1 +1 @@
1
- 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in\r\n * @param data defines the mtl data to parse\r\n * @param rootUrl defines the rooturl to use in order to load relative dependencies\r\n * @param assetContainer defines the asset container to store the material in (can be null)\r\n */\r\n public parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string, assetContainer: Nullable<AssetContainer>): void {\r\n if (data instanceof ArrayBuffer) {\r\n return;\r\n }\r\n\r\n //Split the lines from the file\r\n const lines = data.split(\"\\n\");\r\n // whitespace char ie: [ \\t\\r\\n\\f]\r\n const delimiterPattern = /\\s+/;\r\n //Array with RGB colors\r\n let color: number[];\r\n //New material\r\n let material: Nullable<StandardMaterial> = null;\r\n\r\n //Look at each line\r\n for (let i = 0; i < lines.length; i++) {\r\n const line = lines[i].trim();\r\n\r\n // Blank line or comment\r\n if (line.length === 0 || line.charAt(0) === \"#\") {\r\n continue;\r\n }\r\n\r\n //Get the first parameter (keyword)\r\n const pos = line.indexOf(\" \");\r\n let key = pos >= 0 ? line.substring(0, pos) : line;\r\n key = key.toLowerCase();\r\n\r\n //Get the data following the key\r\n const value: string = pos >= 0 ? line.substring(pos + 1).trim() : \"\";\r\n\r\n //This mtl keyword will create the new material\r\n if (key === \"newmtl\") {\r\n //Check if it is the first material.\r\n // Materials specifications are described after this keyword.\r\n if (material) {\r\n //Add the previous material in the material array.\r\n this.materials.push(material);\r\n }\r\n //Create a new material.\r\n // value is the name of the material read in the mtl file\r\n\r\n scene._blockEntityCollection = !!assetContainer;\r\n material = new StandardMaterial(value, scene);\r\n material._parentContainer = assetContainer;\r\n scene._blockEntityCollection = false;\r\n } else if (key === \"kd\" && material) {\r\n // Diffuse color (color under white light) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = value.split(delimiterPattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.diffuseColor = Color3.FromArray(color);\r\n } else if (key === \"ka\" && material) {\r\n // Ambient color (color under shadow) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = value.split(delimiterPattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.ambientColor = Color3.FromArray(color);\r\n } else if (key === \"ks\" && material) {\r\n // Specular color (color when light is reflected from shiny surface) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = value.split(delimiterPattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set the color into the material\r\n material.specularColor = Color3.FromArray(color);\r\n } else if (key === \"ke\" && material) {\r\n // Emissive color using RGB values\r\n color = value.split(delimiterPattern, 3).map(parseFloat);\r\n material.emissiveColor = Color3.FromArray(color);\r\n } else if (key === \"ns\" && material) {\r\n //value = \"Integer\"\r\n material.specularPower = parseFloat(value);\r\n } else if (key === \"d\" && material) {\r\n //d is dissolve for current material. 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{ type Nullable } from \"core/types\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Deferred } from \"core/Misc/deferred\";\r\n\r\nimport { type Scene } from \"core/scene\";\r\nimport { type AssetContainer } from \"core/assetContainer\";\r\n/**\r\n * Class reading and parsing the MTL file bundled with the obj file.\r\n */\r\nexport class MTLFileLoader {\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n public static INVERT_TEXTURE_Y = true;\r\n\r\n /**\r\n * All material loaded from the mtl will be set here\r\n */\r\n public materials: StandardMaterial[] = [];\r\n\r\n /**\r\n * This function will read the mtl file and create each material described inside\r\n * This function could be improve by adding :\r\n * -some component missing (Ni, Tf...)\r\n * -including the specific options available\r\n *\r\n * @param scene defines the scene the material will be created in\r\n * @param data defines the mtl data to parse\r\n * @param rootUrl defines the rooturl to use in order to load relative dependencies\r\n * @param assetContainer defines the asset container to store the material in (can be null)\r\n * @param invertTextureY defines whether referenced textures are inverted on the Y axis\r\n * @param materialNames defines which materials to load, or all materials if omitted\r\n * @param trackTextureLoading collects texture loading promises and starts delayed textures when true; defaults to false\r\n * @returns the texture loading promises, or an empty array when trackTextureLoading is false\r\n */\r\n public parseMTL(\r\n scene: Scene,\r\n data: string | ArrayBuffer,\r\n rootUrl: string,\r\n assetContainer: Nullable<AssetContainer>,\r\n invertTextureY = MTLFileLoader.INVERT_TEXTURE_Y,\r\n materialNames?: ReadonlySet<string>,\r\n trackTextureLoading = false\r\n ): Promise<void>[] {\r\n const textureLoadPromises: Nullable<Promise<void>[]> = trackTextureLoading ? [] : null;\r\n if (data instanceof ArrayBuffer) {\r\n return textureLoadPromises ?? [];\r\n }\r\n\r\n //Split the lines from the file\r\n const lines = data.split(\"\\n\");\r\n // whitespace char ie: [ \\t\\r\\n\\f]\r\n const delimiterPattern = /\\s+/;\r\n //Array with RGB colors\r\n let color: number[];\r\n //New material\r\n let material: Nullable<StandardMaterial> = null;\r\n\r\n //Look at each line\r\n for (let i = 0; i < lines.length; i++) {\r\n const line = lines[i].trim();\r\n\r\n // Blank line or comment\r\n if (line.length === 0 || line.charAt(0) === \"#\") {\r\n continue;\r\n }\r\n\r\n //Get the first parameter (keyword)\r\n const pos = line.indexOf(\" \");\r\n let key = pos >= 0 ? line.substring(0, pos) : line;\r\n key = key.toLowerCase();\r\n\r\n //Get the data following the key\r\n const value: string = pos >= 0 ? line.substring(pos + 1).trim() : \"\";\r\n\r\n //This mtl keyword will create the new material\r\n if (key === \"newmtl\") {\r\n //Check if it is the first material.\r\n // Materials specifications are described after this keyword.\r\n if (material) {\r\n //Add the previous material in the material array.\r\n this.materials.push(material);\r\n }\r\n if (materialNames && !materialNames.has(value)) {\r\n material = null;\r\n continue;\r\n }\r\n //Create a new material.\r\n // value is the name of the material read in the mtl file\r\n\r\n material = scene._executeWithBlockedEntityCollection(!!assetContainer, () => {\r\n material = new StandardMaterial(value, scene);\r\n material._parentContainer = assetContainer;\r\n assetContainer?.materials.push(material);\r\n return material;\r\n });\r\n } else if (key === \"kd\" && material) {\r\n // Diffuse color (color under white light) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = value.split(delimiterPattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.diffuseColor = Color3.FromArray(color);\r\n } else if (key === \"ka\" && material) {\r\n // Ambient color (color under shadow) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = value.split(delimiterPattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.ambientColor = Color3.FromArray(color);\r\n } else if (key === \"ks\" && material) {\r\n // Specular color (color when light is reflected from shiny surface) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = value.split(delimiterPattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set the color into the material\r\n material.specularColor = Color3.FromArray(color);\r\n } else if (key === \"ke\" && material) {\r\n // Emissive color using RGB values\r\n color = value.split(delimiterPattern, 3).map(parseFloat);\r\n material.emissiveColor = Color3.FromArray(color);\r\n } else if (key === \"ns\" && material) {\r\n //value = \"Integer\"\r\n material.specularPower = parseFloat(value);\r\n } else if (key === \"d\" && material) {\r\n //d is dissolve for current material. It mean alpha for BABYLON\r\n material.alpha = parseFloat(value);\r\n\r\n //Texture\r\n //This part can be improved by adding the possible options of texture\r\n } else if (key === \"map_ka\" && material) {\r\n // ambient texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.ambientTexture = MTLFileLoader._GetTexture(rootUrl, value, scene, assetContainer, invertTextureY, textureLoadPromises);\r\n } else if (key === \"map_kd\" && material) {\r\n // Diffuse texture map with a loaded image\r\n material.diffuseTexture = MTLFileLoader._GetTexture(rootUrl, value, scene, assetContainer, invertTextureY, textureLoadPromises);\r\n } else if (key === \"map_ks\" && material) {\r\n // Specular texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.specularTexture = MTLFileLoader._GetTexture(rootUrl, value, scene, assetContainer, invertTextureY, textureLoadPromises);\r\n } else if (key === \"map_ns\") {\r\n //Specular\r\n //Specular highlight component\r\n //We must first get the folder of the image\r\n //\r\n //Not supported by BABYLON\r\n //\r\n // continue;\r\n } else if (key === \"map_bump\" && material) {\r\n //The bump texture\r\n const values = value.split(delimiterPattern);\r\n const bumpMultiplierIndex = values.indexOf(\"-bm\");\r\n let bumpMultiplier: Nullable<string> = null;\r\n\r\n if (bumpMultiplierIndex >= 0) {\r\n bumpMultiplier = values[bumpMultiplierIndex + 1];\r\n values.splice(bumpMultiplierIndex, 2); // remove\r\n }\r\n\r\n material.bumpTexture = MTLFileLoader._GetTexture(rootUrl, values.join(\" \"), scene, assetContainer, invertTextureY, textureLoadPromises);\r\n if (material.bumpTexture && bumpMultiplier !== null) {\r\n material.bumpTexture.level = parseFloat(bumpMultiplier);\r\n }\r\n } else if (key === \"map_d\" && material) {\r\n // The dissolve of the material\r\n material.opacityTexture = MTLFileLoader._GetTexture(rootUrl, value, scene, assetContainer, invertTextureY, textureLoadPromises);\r\n\r\n //Options for illumination\r\n } else if (key === \"illum\") {\r\n //Illumination\r\n if (value === \"0\") {\r\n //That mean Kd == Kd\r\n } else if (value === \"1\") {\r\n //Color on and Ambient on\r\n } else if (value === \"2\") {\r\n //Highlight on\r\n } else if (value === \"3\") {\r\n //Reflection on and Ray trace on\r\n } else if (value === \"4\") {\r\n //Transparency: Glass on, Reflection: Ray trace on\r\n } else if (value === \"5\") {\r\n //Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"6\") {\r\n //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on\r\n } else if (value === \"7\") {\r\n //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"8\") {\r\n //Reflection on and Ray trace off\r\n } else if (value === \"9\") {\r\n //Transparency: Glass on, Reflection: Ray trace off\r\n } else if (value === \"10\") {\r\n //Casts shadows onto invisible surfaces\r\n }\r\n } else {\r\n // console.log(\"Unhandled expression at line : \" + i +'\\n' + \"with value : \" + line);\r\n }\r\n }\r\n //At the end of the file, add the last material\r\n if (material) {\r\n this.materials.push(material);\r\n }\r\n\r\n return textureLoadPromises ?? [];\r\n }\r\n\r\n /**\r\n * Gets the texture for the material.\r\n *\r\n * If the material is imported from input file,\r\n * We sanitize the url to ensure it takes the texture from aside the material.\r\n *\r\n * @param rootUrl The root url to load from\r\n * @param value The value stored in the mtl\r\n * @param scene\r\n * @param assetContainer The asset container to store the texture in\r\n * @param invertTextureY Whether to invert the texture on the Y axis\r\n * @param textureLoadPromises The promises to wait for when loading asynchronously\r\n * @returns The Texture\r\n */\r\n private static _GetTexture(\r\n rootUrl: string,\r\n value: string,\r\n scene: Scene,\r\n assetContainer: Nullable<AssetContainer>,\r\n invertTextureY: boolean,\r\n textureLoadPromises?: Nullable<Promise<void>[]>\r\n ): Nullable<Texture> {\r\n if (!value) {\r\n return null;\r\n }\r\n\r\n let url = rootUrl;\r\n // Load from input file.\r\n if (rootUrl === \"file:\") {\r\n let lastDelimiter = value.lastIndexOf(\"\\\\\");\r\n if (lastDelimiter === -1) {\r\n lastDelimiter = value.lastIndexOf(\"/\");\r\n }\r\n\r\n if (lastDelimiter > -1) {\r\n url += value.substring(lastDelimiter + 1);\r\n } else {\r\n url += value;\r\n }\r\n }\r\n // Not from input file.\r\n else {\r\n url += value;\r\n }\r\n\r\n const deferred = textureLoadPromises ? new Deferred<void>() : null;\r\n if (deferred) {\r\n // Parsing may throw before returning the array. Observe rejection without changing the original promise returned to the caller.\r\n // eslint-disable-next-line github/no-then\r\n void deferred.promise.catch(() => undefined);\r\n textureLoadPromises!.push(deferred.promise);\r\n }\r\n\r\n const texture = scene._executeWithBlockedEntityCollection(!!assetContainer, () => {\r\n const result = new Texture(url, scene, {\r\n invertY: invertTextureY,\r\n onLoad: deferred?.resolve,\r\n onError: (message, exception) => {\r\n if (deferred) {\r\n deferred.reject(new Error(`${url}: ${exception?.message || message || \"Failed to load texture\"}`));\r\n }\r\n },\r\n });\r\n result._parentContainer = assetContainer;\r\n assetContainer?.textures.push(result);\r\n return result;\r\n });\r\n\r\n // A container is not rendered yet, so delayed loading cannot wait for a material bind.\r\n if (deferred && texture.delayLoadState === Constants.DELAYLOADSTATE_NOTLOADED) {\r\n texture.delayLoad();\r\n }\r\n return texture;\r\n }\r\n}\r\n"]}
@@ -25,6 +25,11 @@ export declare class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoa
25
25
  */
26
26
  static get INVERT_TEXTURE_Y(): boolean;
27
27
  static set INVERT_TEXTURE_Y(value: boolean);
28
+ /**
29
+ * Wait for referenced textures to finish loading before completing the OBJ load.
30
+ * Defaults to false for backwards compatibility.
31
+ */
32
+ static WAIT_FOR_TEXTURES: boolean;
28
33
  /**
29
34
  * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
30
35
  */
@@ -45,6 +45,7 @@ export class OBJFileLoader {
45
45
  importVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,
46
46
  invertY: OBJFileLoader.INVERT_Y,
47
47
  invertTextureY: OBJFileLoader.INVERT_TEXTURE_Y,
48
+ waitForTextures: OBJFileLoader.WAIT_FOR_TEXTURES,
48
49
  // eslint-disable-next-line @typescript-eslint/naming-convention
49
50
  UVScaling: OBJFileLoader.UV_SCALING,
50
51
  materialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,
@@ -118,13 +119,20 @@ export class OBJFileLoader {
118
119
  //get the meshes from OBJ file
119
120
  // eslint-disable-next-line github/no-then
120
121
  return this._parseSolidAsync(meshesNames, scene, data, rootUrl).then((meshes) => {
122
+ const geometries = [];
123
+ for (let i = 0; i < meshes.length; ++i) {
124
+ const geometry = meshes[i].geometry;
125
+ if (geometry) {
126
+ geometries.push(geometry);
127
+ }
128
+ }
121
129
  return {
122
130
  meshes: meshes,
123
131
  particleSystems: [],
124
132
  skeletons: [],
125
133
  animationGroups: [],
126
134
  transformNodes: [],
127
- geometries: [],
135
+ geometries: geometries,
128
136
  lights: [],
129
137
  spriteManagers: [],
130
138
  };
@@ -152,38 +160,21 @@ export class OBJFileLoader {
152
160
  * @param rootUrl The root url for scene and resources
153
161
  * @returns The loaded asset container
154
162
  */
155
- // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax
156
- loadAssetContainerAsync(scene, data, rootUrl) {
163
+ async loadAssetContainerAsync(scene, data, rootUrl) {
157
164
  const container = new AssetContainer(scene);
158
165
  this._assetContainer = container;
159
- return (this.importMeshAsync(null, scene, data, rootUrl)
160
- // eslint-disable-next-line github/no-then
161
- .then((result) => {
162
- result.meshes.forEach((mesh) => container.meshes.push(mesh));
163
- result.meshes.forEach((mesh) => {
164
- const material = mesh.material;
165
- if (material) {
166
- // Materials
167
- if (container.materials.indexOf(material) == -1) {
168
- container.materials.push(material);
169
- // Textures
170
- const textures = material.getActiveTextures();
171
- textures.forEach((t) => {
172
- if (container.textures.indexOf(t) == -1) {
173
- container.textures.push(t);
174
- }
175
- });
176
- }
177
- }
178
- });
179
- this._assetContainer = null;
166
+ try {
167
+ // Resources are collected as they are created, including before texture loading settles.
168
+ await this.importMeshAsync(null, scene, data, rootUrl);
180
169
  return container;
181
- })
182
- // eslint-disable-next-line github/no-then
183
- .catch((ex) => {
184
- this._assetContainer = null;
170
+ }
171
+ catch (ex) {
172
+ container.dispose();
185
173
  throw ex;
186
- }));
174
+ }
175
+ finally {
176
+ this._assetContainer = null;
177
+ }
187
178
  }
188
179
  /**
189
180
  * Read the OBJ file and create an Array of meshes.
@@ -213,43 +204,31 @@ export class OBJFileLoader {
213
204
  const mtlPromises = [];
214
205
  // Check if we have a file to load
215
206
  if (fileToLoad !== "" && !this._loadingOptions.skipMaterials) {
216
- //Load the file synchronously
207
+ // Load the MTL and optionally wait for the textures used by the selected meshes.
217
208
  mtlPromises.push(new Promise((resolve, reject) => {
218
- this._loadMTL(fileToLoad, rootUrl, (dataLoaded) => {
209
+ this._loadMTL(fileToLoad, rootUrl, async (dataLoaded) => {
219
210
  try {
220
211
  //Create materials thanks MTLLoader function
221
- materialsFromMTLFile.parseMTL(scene, this._decode(dataLoaded), rootUrl, this._assetContainer);
222
- //Look at each material loaded in the mtl file
223
- for (let n = 0; n < materialsFromMTLFile.materials.length; n++) {
224
- //Three variables to get all meshes with the same material
225
- let startIndex = 0;
226
- const _indices = [];
227
- let _index;
228
- //The material from MTL file is used in the meshes loaded
229
- //Push the indice in an array
230
- //Check if the material is not used for another mesh
231
- while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {
232
- _indices.push(_index);
233
- startIndex = _index + 1;
234
- }
235
- //If the material is not used dispose it
236
- if (_index === -1 && _indices.length === 0) {
237
- //If the material is not needed, remove it
238
- materialsFromMTLFile.materials[n].dispose();
239
- }
240
- else {
241
- for (let o = 0; o < _indices.length; o++) {
242
- //Apply the material to the Mesh for each mesh with the material
243
- const mesh = babylonMeshesArray[_indices[o]];
244
- const material = materialsFromMTLFile.materials[n];
245
- mesh.material = material;
246
- if (!mesh.getTotalIndices()) {
247
- // No indices, we need to turn on point cloud
248
- material.pointsCloud = true;
249
- }
212
+ const textureLoadPromises = materialsFromMTLFile.parseMTL(scene, this._decode(dataLoaded), rootUrl, this._assetContainer, this._loadingOptions.invertTextureY, new Set(materialToUse), this._loadingOptions.waitForTextures);
213
+ // Parsing creates the selected materials synchronously; only their textures are pending.
214
+ for (let n = 0; n < materialsFromMTLFile.materials.length; ++n) {
215
+ const material = materialsFromMTLFile.materials[n];
216
+ for (let index = materialToUse.indexOf(material.name); index !== -1; index = materialToUse.indexOf(material.name, index + 1)) {
217
+ const mesh = babylonMeshesArray[index];
218
+ mesh.material = material;
219
+ if (!mesh.getTotalIndices()) {
220
+ // No indices, we need to turn on point cloud
221
+ material.pointsCloud = true;
250
222
  }
251
223
  }
252
224
  }
225
+ if (this._loadingOptions.waitForTextures) {
226
+ const results = await Promise.allSettled(textureLoadPromises);
227
+ const rejected = results.find((result) => result.status === "rejected");
228
+ if (rejected) {
229
+ throw rejected.reason;
230
+ }
231
+ }
253
232
  resolve();
254
233
  }
255
234
  catch (e) {
@@ -281,17 +260,55 @@ export class OBJFileLoader {
281
260
  // Iterate over the mesh, determine if it is a line mesh, clone or modify the material to line rendering.
282
261
  babylonMeshesArray.forEach((mesh) => {
283
262
  if (isLine(mesh)) {
284
- let mat = mesh.material ?? new StandardMaterial(mesh.name + "_line", scene);
263
+ let mat = mesh.material;
264
+ if (!mat) {
265
+ mat = scene._executeWithBlockedEntityCollection(!!this._assetContainer, () => {
266
+ mat = new StandardMaterial(mesh.name + "_line", scene);
267
+ mat._parentContainer = this._assetContainer;
268
+ this._assetContainer?.materials.push(mat);
269
+ return mat;
270
+ });
271
+ }
285
272
  // If another mesh is using this material and it is not a line then we need to clone it.
286
273
  const needClone = mat.getBindedMeshes().filter((e) => !isLine(e)).length > 0;
287
274
  if (needClone) {
288
- mat = mat.clone(mat.name + "_line") ?? mat;
275
+ // Clone only the material; keep the MTL texture objects shared.
276
+ const sourceMaterial = mat;
277
+ const { ambientTexture, diffuseTexture, specularTexture, bumpTexture, opacityTexture } = sourceMaterial;
278
+ const lineMaterial = scene._executeWithBlockedEntityCollection(!!this._assetContainer, () => {
279
+ sourceMaterial.ambientTexture = null;
280
+ sourceMaterial.diffuseTexture = null;
281
+ sourceMaterial.specularTexture = null;
282
+ sourceMaterial.bumpTexture = null;
283
+ sourceMaterial.opacityTexture = null;
284
+ try {
285
+ const result = sourceMaterial.clone(sourceMaterial.name + "_line");
286
+ result._parentContainer = this._assetContainer;
287
+ this._assetContainer?.materials.push(result);
288
+ return result;
289
+ }
290
+ finally {
291
+ sourceMaterial.ambientTexture = ambientTexture;
292
+ sourceMaterial.diffuseTexture = diffuseTexture;
293
+ sourceMaterial.specularTexture = specularTexture;
294
+ sourceMaterial.bumpTexture = bumpTexture;
295
+ sourceMaterial.opacityTexture = opacityTexture;
296
+ }
297
+ });
298
+ lineMaterial.ambientTexture = ambientTexture;
299
+ lineMaterial.diffuseTexture = diffuseTexture;
300
+ lineMaterial.specularTexture = specularTexture;
301
+ lineMaterial.bumpTexture = bumpTexture;
302
+ lineMaterial.opacityTexture = opacityTexture;
303
+ mat = lineMaterial;
289
304
  }
290
305
  mat.wireframe = true;
291
306
  mesh.material = mat;
292
- if (mesh._internalMetadata) {
293
- mesh._internalMetadata["_isLine"] = undefined;
294
- }
307
+ }
308
+ });
309
+ babylonMeshesArray.forEach((mesh) => {
310
+ if (mesh._internalMetadata) {
311
+ mesh._internalMetadata["_isLine"] = undefined;
295
312
  }
296
313
  });
297
314
  return babylonMeshesArray;
@@ -310,6 +327,11 @@ OBJFileLoader.OPTIMIZE_WITH_UV = true;
310
327
  * Invert model on y-axis (does a model scaling inversion)
311
328
  */
312
329
  OBJFileLoader.INVERT_Y = false;
330
+ /**
331
+ * Wait for referenced textures to finish loading before completing the OBJ load.
332
+ * Defaults to false for backwards compatibility.
333
+ */
334
+ OBJFileLoader.WAIT_FOR_TEXTURES = false;
313
335
  /**
314
336
  * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
315
337
  */