@babylonjs/loaders 9.27.1 → 9.29.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (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
@@ -1 +1 @@
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.pure\";\r\nimport { Tools } from \"core/Misc/tools.pure\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport {\r\n type ISceneLoaderPluginAsync,\r\n type ISceneLoaderPluginFactory,\r\n type ISceneLoaderPlugin,\r\n type ISceneLoaderAsyncResult,\r\n type SceneLoaderPluginOptions,\r\n RegisterSceneLoaderPlugin,\r\n} 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.pure\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial.pure\";\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 the character encoding used to decode OBJ and MTL files.\r\n */\r\n public static ENCODING = \"auto\";\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 = /*#__PURE__*/ 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 encoding: OBJFileLoader.ENCODING,\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, true, (request?: WebRequest, exception?: any) => {\r\n onFailure(pathOfFile, exception);\r\n });\r\n }\r\n\r\n private _decode(data: string | ArrayBuffer): string {\r\n if (typeof data === \"string\") {\r\n return data;\r\n }\r\n\r\n const bytes = new Uint8Array(data);\r\n const encoding = this._loadingOptions.encoding ?? \"auto\";\r\n if (encoding !== \"auto\") {\r\n return new TextDecoder(encoding).decode(bytes);\r\n }\r\n\r\n if (bytes[0] === 0xff && bytes[1] === 0xfe) {\r\n return new TextDecoder(\"utf-16le\").decode(bytes);\r\n }\r\n if (bytes[0] === 0xfe && bytes[1] === 0xff) {\r\n return new TextDecoder(\"utf-16be\").decode(bytes);\r\n }\r\n\r\n try {\r\n return new TextDecoder(\"utf-8\", { fatal: true }).decode(bytes);\r\n } catch {\r\n return new TextDecoder(\"gb18030\").decode(bytes);\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 | ArrayBuffer, 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 | ArrayBuffer, 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 | ArrayBuffer, 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 data = this._decode(data);\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, this._decode(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\n\r\nlet _Registered = false;\r\n/**\r\n * Registers the OBJFileLoader scene loader plugin.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterOBJFileLoader(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterSceneLoaderPlugin(new OBJFileLoader());\r\n}\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.pure\";\r\nimport { Tools } from \"core/Misc/tools.pure\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport {\r\n type ISceneLoaderPluginAsync,\r\n type ISceneLoaderPluginFactory,\r\n type ISceneLoaderPlugin,\r\n type ISceneLoaderAsyncResult,\r\n type SceneLoaderPluginOptions,\r\n RegisterSceneLoaderPlugin,\r\n} 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.pure\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial.pure\";\r\nimport { type Geometry } from \"core/Meshes/geometry\";\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 the character encoding used to decode OBJ and MTL files.\r\n */\r\n public static ENCODING = \"auto\";\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 * Wait for referenced textures to finish loading before completing the OBJ load.\r\n * Defaults to false for backwards compatibility.\r\n */\r\n public static WAIT_FOR_TEXTURES = false;\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 = /*#__PURE__*/ 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 encoding: OBJFileLoader.ENCODING,\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 waitForTextures: OBJFileLoader.WAIT_FOR_TEXTURES,\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, true, (request?: WebRequest, exception?: any) => {\r\n onFailure(pathOfFile, exception);\r\n });\r\n }\r\n\r\n private _decode(data: string | ArrayBuffer): string {\r\n if (typeof data === \"string\") {\r\n return data;\r\n }\r\n\r\n const bytes = new Uint8Array(data);\r\n const encoding = this._loadingOptions.encoding ?? \"auto\";\r\n if (encoding !== \"auto\") {\r\n return new TextDecoder(encoding).decode(bytes);\r\n }\r\n\r\n if (bytes[0] === 0xff && bytes[1] === 0xfe) {\r\n return new TextDecoder(\"utf-16le\").decode(bytes);\r\n }\r\n if (bytes[0] === 0xfe && bytes[1] === 0xff) {\r\n return new TextDecoder(\"utf-16be\").decode(bytes);\r\n }\r\n\r\n try {\r\n return new TextDecoder(\"utf-8\", { fatal: true }).decode(bytes);\r\n } catch {\r\n return new TextDecoder(\"gb18030\").decode(bytes);\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 const geometries: Geometry[] = [];\r\n for (let i = 0; i < meshes.length; ++i) {\r\n const geometry = (meshes[i] as Mesh).geometry;\r\n if (geometry) {\r\n geometries.push(geometry);\r\n }\r\n }\r\n return {\r\n meshes: meshes,\r\n particleSystems: [],\r\n skeletons: [],\r\n animationGroups: [],\r\n transformNodes: [],\r\n geometries: 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 | ArrayBuffer, 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 public async loadAssetContainerAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string): Promise<AssetContainer> {\r\n const container = new AssetContainer(scene);\r\n this._assetContainer = container;\r\n\r\n try {\r\n // Resources are collected as they are created, including before texture loading settles.\r\n await this.importMeshAsync(null, scene, data, rootUrl);\r\n return container;\r\n } catch (ex) {\r\n container.dispose();\r\n throw ex;\r\n } finally {\r\n this._assetContainer = null;\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 | ArrayBuffer, 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 data = this._decode(data);\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 MTL and optionally wait for the textures used by the selected meshes.\r\n mtlPromises.push(\r\n new Promise((resolve, reject) => {\r\n this._loadMTL(\r\n fileToLoad,\r\n rootUrl,\r\n async (dataLoaded) => {\r\n try {\r\n //Create materials thanks MTLLoader function\r\n const textureLoadPromises = materialsFromMTLFile.parseMTL(\r\n scene,\r\n this._decode(dataLoaded),\r\n rootUrl,\r\n this._assetContainer,\r\n this._loadingOptions.invertTextureY,\r\n new Set(materialToUse),\r\n this._loadingOptions.waitForTextures\r\n );\r\n // Parsing creates the selected materials synchronously; only their textures are pending.\r\n for (let n = 0; n < materialsFromMTLFile.materials.length; ++n) {\r\n const material = materialsFromMTLFile.materials[n];\r\n for (let index = materialToUse.indexOf(material.name); index !== -1; index = materialToUse.indexOf(material.name, index + 1)) {\r\n const mesh = babylonMeshesArray[index];\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 if (this._loadingOptions.waitForTextures) {\r\n const results = await Promise.allSettled(textureLoadPromises);\r\n const rejected = results.find((result) => result.status === \"rejected\");\r\n if (rejected) {\r\n throw rejected.reason;\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;\r\n if (!mat) {\r\n mat = scene._executeWithBlockedEntityCollection(!!this._assetContainer, () => {\r\n mat = new StandardMaterial(mesh.name + \"_line\", scene);\r\n mat._parentContainer = this._assetContainer;\r\n this._assetContainer?.materials.push(mat);\r\n return mat;\r\n });\r\n }\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 // Clone only the material; keep the MTL texture objects shared.\r\n const sourceMaterial = mat as StandardMaterial;\r\n const { ambientTexture, diffuseTexture, specularTexture, bumpTexture, opacityTexture } = sourceMaterial;\r\n const lineMaterial = scene._executeWithBlockedEntityCollection(!!this._assetContainer, () => {\r\n sourceMaterial.ambientTexture = null;\r\n sourceMaterial.diffuseTexture = null;\r\n sourceMaterial.specularTexture = null;\r\n sourceMaterial.bumpTexture = null;\r\n sourceMaterial.opacityTexture = null;\r\n try {\r\n const result = sourceMaterial.clone(sourceMaterial.name + \"_line\");\r\n result._parentContainer = this._assetContainer;\r\n this._assetContainer?.materials.push(result);\r\n return result;\r\n } finally {\r\n sourceMaterial.ambientTexture = ambientTexture;\r\n sourceMaterial.diffuseTexture = diffuseTexture;\r\n sourceMaterial.specularTexture = specularTexture;\r\n sourceMaterial.bumpTexture = bumpTexture;\r\n sourceMaterial.opacityTexture = opacityTexture;\r\n }\r\n });\r\n lineMaterial.ambientTexture = ambientTexture;\r\n lineMaterial.diffuseTexture = diffuseTexture;\r\n lineMaterial.specularTexture = specularTexture;\r\n lineMaterial.bumpTexture = bumpTexture;\r\n lineMaterial.opacityTexture = opacityTexture;\r\n mat = lineMaterial;\r\n }\r\n mat.wireframe = true;\r\n mesh.material = mat;\r\n }\r\n });\r\n babylonMeshesArray.forEach((mesh) => {\r\n if (mesh._internalMetadata) {\r\n mesh._internalMetadata[\"_isLine\"] = undefined;\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\n\r\nlet _Registered = false;\r\n/**\r\n * Registers the OBJFileLoader scene loader plugin.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterOBJFileLoader(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterSceneLoaderPlugin(new OBJFileLoader());\r\n}\r\n"]}
@@ -25,6 +25,12 @@ export type OBJLoadingOptions = {
25
25
  * Invert Y-Axis of referenced textures on load
26
26
  */
27
27
  invertTextureY: boolean;
28
+ /**
29
+ * Wait for referenced textures to finish loading before completing the OBJ load.
30
+ * When enabled, texture loading failures follow materialLoadingFailsSilently.
31
+ * Defaults to false for backwards compatibility.
32
+ */
33
+ waitForTextures?: boolean;
28
34
  /**
29
35
  * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
30
36
  */
@@ -1 +1 @@
1
- {"version":3,"file":"objLoadingOptions.js","sourceRoot":"","sources":["../../../../dev/loaders/src/OBJ/objLoadingOptions.ts"],"names":[],"mappings":"","sourcesContent":["import { type Vector2 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Options for loading OBJ/MTL files\r\n */\r\nexport type OBJLoadingOptions = {\r\n /**\r\n * Defines the character encoding used to decode OBJ and MTL files.\r\n * Use \"auto\" to detect UTF-8/UTF-16 and fall back to GB18030, or provide an encoding label supported by TextDecoder.\r\n * Defaults to \"auto\".\r\n */\r\n encoding?: string;\r\n /**\r\n * Defines if UVs are optimized by default during load.\r\n */\r\n optimizeWithUV: boolean;\r\n /**\r\n * Defines custom scaling of UV coordinates of loaded meshes.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n UVScaling: Vector2;\r\n /**\r\n * Invert model on y-axis (does a model scaling inversion)\r\n */\r\n invertY: boolean;\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n invertTextureY: boolean;\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 importVertexColors: boolean;\r\n /**\r\n * Compute the normals for the model, even if normals are present in the file.\r\n */\r\n computeNormals: boolean;\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 optimizeNormals: boolean;\r\n /**\r\n * Skip loading the materials even if defined in the OBJ file (materials are ignored).\r\n */\r\n skipMaterials: boolean;\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 materialLoadingFailsSilently: boolean;\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 useLegacyBehavior: boolean;\r\n};\r\n"]}
1
+ {"version":3,"file":"objLoadingOptions.js","sourceRoot":"","sources":["../../../../dev/loaders/src/OBJ/objLoadingOptions.ts"],"names":[],"mappings":"","sourcesContent":["import { type Vector2 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Options for loading OBJ/MTL files\r\n */\r\nexport type OBJLoadingOptions = {\r\n /**\r\n * Defines the character encoding used to decode OBJ and MTL files.\r\n * Use \"auto\" to detect UTF-8/UTF-16 and fall back to GB18030, or provide an encoding label supported by TextDecoder.\r\n * Defaults to \"auto\".\r\n */\r\n encoding?: string;\r\n /**\r\n * Defines if UVs are optimized by default during load.\r\n */\r\n optimizeWithUV: boolean;\r\n /**\r\n * Defines custom scaling of UV coordinates of loaded meshes.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n UVScaling: Vector2;\r\n /**\r\n * Invert model on y-axis (does a model scaling inversion)\r\n */\r\n invertY: boolean;\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n invertTextureY: boolean;\r\n /**\r\n * Wait for referenced textures to finish loading before completing the OBJ load.\r\n * When enabled, texture loading failures follow materialLoadingFailsSilently.\r\n * Defaults to false for backwards compatibility.\r\n */\r\n waitForTextures?: boolean;\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 importVertexColors: boolean;\r\n /**\r\n * Compute the normals for the model, even if normals are present in the file.\r\n */\r\n computeNormals: boolean;\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 optimizeNormals: boolean;\r\n /**\r\n * Skip loading the materials even if defined in the OBJ file (materials are ignored).\r\n */\r\n skipMaterials: boolean;\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 materialLoadingFailsSilently: boolean;\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 useLegacyBehavior: boolean;\r\n};\r\n"]}
@@ -763,7 +763,12 @@ export class SolidParser {
763
763
  }
764
764
  if (!this._materialNameFromObj) {
765
765
  // Create a material with point cloud on
766
- newMaterial = new StandardMaterial(Geometry.RandomId(), scene);
766
+ newMaterial = scene._executeWithBlockedEntityCollection(!!assetContainer, () => {
767
+ newMaterial = new StandardMaterial(Geometry.RandomId(), scene);
768
+ newMaterial._parentContainer = assetContainer;
769
+ assetContainer?.materials.push(newMaterial);
770
+ return newMaterial;
771
+ });
767
772
  newMaterial.pointsCloud = true;
768
773
  this._materialNameFromObj = newMaterial.name;
769
774
  if (!this._normals.length) {
@@ -805,10 +810,12 @@ export class SolidParser {
805
810
  //Set the data with VertexBuffer for each mesh
806
811
  this._handledMesh = this._meshesFromObj[j];
807
812
  //Create a Mesh with the name of the obj mesh
808
- scene._blockEntityCollection = !!assetContainer;
809
- const babylonMesh = new Mesh(this._meshesFromObj[j].name, scene);
810
- babylonMesh._parentContainer = assetContainer;
811
- scene._blockEntityCollection = false;
813
+ const babylonMesh = scene._executeWithBlockedEntityCollection(!!assetContainer, () => {
814
+ const mesh = new Mesh(this._meshesFromObj[j].name, scene);
815
+ mesh._parentContainer = assetContainer;
816
+ assetContainer?.meshes.push(mesh);
817
+ return mesh;
818
+ });
812
819
  this._handledMesh._babylonMesh = babylonMesh;
813
820
  // If this is a group mesh, it should have an object mesh as a parent. So look for the first object mesh that appears before it.
814
821
  if (!this._handledMesh.isObject) {
@@ -853,7 +860,11 @@ export class SolidParser {
853
860
  vertexData.colors = this._handledMesh.colors;
854
861
  }
855
862
  //Set the data from the VertexBuffer to the current Mesh
856
- vertexData.applyToMesh(babylonMesh);
863
+ scene._executeWithBlockedEntityCollection(!!assetContainer, () => {
864
+ vertexData.applyToMesh(babylonMesh);
865
+ babylonMesh.geometry._parentContainer = assetContainer;
866
+ assetContainer?.geometries.push(babylonMesh.geometry);
867
+ });
857
868
  if (this._loadingOptions.invertY) {
858
869
  babylonMesh.scaling.y *= -1;
859
870
  }