@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/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { Tools } from \"core/Misc/tools.pure\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer.pure\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh.pure\";\r\nimport { type ISceneLoaderPlugin, RegisterSceneLoaderPlugin } from \"core/Loading/sceneLoader\";\r\nimport { AssetContainer } from \"core/assetContainer\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { STLFileLoaderMetadata } from \"./stlFileLoader.metadata\";\r\n\r\n/**\r\n * STL file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class STLFileLoader implements ISceneLoaderPlugin {\r\n /** @internal */\r\n public solidPattern = /solid (\\S*)([\\S\\s]*?)endsolid[ ]*(\\S*)/g;\r\n\r\n /** @internal */\r\n public facetsPattern = /facet([\\s\\S]*?)endfacet/g;\r\n /** @internal */\r\n public normalPattern = /normal[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\r\n /** @internal */\r\n public vertexPattern = /vertex[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\r\n\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public readonly name = STLFileLoaderMetadata.name;\r\n\r\n /**\r\n * Defines the extensions the stl loader is able to load.\r\n * force data to come in as an ArrayBuffer\r\n * we'll convert to string if it looks like it's an ASCII .stl\r\n */\r\n public readonly extensions = STLFileLoaderMetadata.extensions;\r\n\r\n /**\r\n * Defines if Y and Z axes are swapped or not when loading an STL file.\r\n * The default is false to maintain backward compatibility. When set to\r\n * true, coordinates from the STL file are used without change.\r\n */\r\n public static DO_NOT_ALTER_FILE_COORDINATES = false;\r\n\r\n /**\r\n * Import meshes into a scene.\r\n * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported\r\n * @param scene The scene to import into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @param meshes The meshes array to import into\r\n * @returns True if successful or false otherwise\r\n */\r\n public importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: Nullable<AbstractMesh[]>): boolean {\r\n let matches;\r\n\r\n if (typeof data !== \"string\") {\r\n if (this._isBinary(data)) {\r\n // binary .stl\r\n const babylonMesh = new Mesh(\"stlmesh\", scene);\r\n this._parseBinary(babylonMesh, data);\r\n if (meshes) {\r\n meshes.push(babylonMesh);\r\n }\r\n return true;\r\n }\r\n\r\n // ASCII .stl\r\n\r\n // convert to string\r\n data = new TextDecoder().decode(new Uint8Array(data));\r\n }\r\n\r\n //if arrived here, data is a string, containing the STLA data.\r\n\r\n while ((matches = this.solidPattern.exec(data))) {\r\n let meshName = matches[1];\r\n const meshNameFromEnd = matches[3];\r\n if (meshNameFromEnd && meshName != meshNameFromEnd) {\r\n Tools.Error(\"Error in STL, solid name != endsolid name\");\r\n return false;\r\n }\r\n\r\n // check meshesNames\r\n if (meshesNames && meshName) {\r\n if (meshesNames instanceof Array) {\r\n if (!meshesNames.indexOf(meshName)) {\r\n continue;\r\n }\r\n } else {\r\n if (meshName !== meshesNames) {\r\n continue;\r\n }\r\n }\r\n }\r\n\r\n // stl mesh name can be empty as well\r\n meshName = meshName || \"stlmesh\";\r\n\r\n const babylonMesh = new Mesh(meshName, scene);\r\n this._parseASCII(babylonMesh, matches[2]);\r\n if (meshes) {\r\n meshes.push(babylonMesh);\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Load into a scene.\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 true if successful or false otherwise\r\n */\r\n public load(scene: Scene, data: any, rootUrl: string): boolean {\r\n const result = this.importMesh(null, scene, data, rootUrl, null);\r\n return result;\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 loadAssetContainer(scene: Scene, data: string, rootUrl: string): AssetContainer {\r\n const container = new AssetContainer(scene);\r\n scene._blockEntityCollection = true;\r\n this.importMesh(null, scene, data, rootUrl, container.meshes);\r\n scene._blockEntityCollection = false;\r\n return container;\r\n }\r\n\r\n private _isBinary(data: any) {\r\n // check if file size is correct for binary stl\r\n const reader = new DataView(data);\r\n\r\n // A Binary STL header is 80 bytes, if the data size is not great than\r\n // that then it's not a binary STL.\r\n if (reader.byteLength <= 80) {\r\n return false;\r\n }\r\n\r\n const faceSize = (32 / 8) * 3 + (32 / 8) * 3 * 3 + 16 / 8;\r\n const nFaces = reader.getUint32(80, true);\r\n\r\n if (80 + 32 / 8 + nFaces * faceSize === reader.byteLength) {\r\n return true;\r\n }\r\n\r\n // US-ASCII begin with 's', 'o', 'l', 'i', 'd'\r\n const ascii = [115, 111, 108, 105, 100];\r\n for (let off = 0; off < 5; off++) {\r\n if (reader.getUint8(off) !== ascii[off]) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _parseBinary(mesh: Mesh, data: ArrayBuffer) {\r\n const reader = new DataView(data);\r\n const faces = reader.getUint32(80, true);\r\n\r\n const dataOffset = 84;\r\n const faceLength = 12 * 4 + 2;\r\n\r\n let offset = 0;\r\n\r\n const positions = new Float32Array(faces * 3 * 3);\r\n const normals = new Float32Array(faces * 3 * 3);\r\n const indices = new Uint32Array(faces * 3);\r\n let indicesCount = 0;\r\n\r\n for (let face = 0; face < faces; face++) {\r\n const start = dataOffset + face * faceLength;\r\n const normalX = reader.getFloat32(start, true);\r\n const normalY = reader.getFloat32(start + 4, true);\r\n const normalZ = reader.getFloat32(start + 8, true);\r\n\r\n for (let i = 1; i <= 3; i++) {\r\n const vertexstart = start + i * 12;\r\n\r\n // ordering is intentional to match ascii import\r\n positions[offset] = reader.getFloat32(vertexstart, true);\r\n normals[offset] = normalX;\r\n\r\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);\r\n positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);\r\n\r\n normals[offset + 2] = normalY;\r\n normals[offset + 1] = normalZ;\r\n } else {\r\n positions[offset + 1] = reader.getFloat32(vertexstart + 4, true);\r\n positions[offset + 2] = reader.getFloat32(vertexstart + 8, true);\r\n\r\n normals[offset + 1] = normalY;\r\n normals[offset + 2] = normalZ;\r\n }\r\n\r\n offset += 3;\r\n }\r\n\r\n if (STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n indices[indicesCount] = indicesCount;\r\n indices[indicesCount + 1] = indicesCount + 2;\r\n indices[indicesCount + 2] = indicesCount + 1;\r\n indicesCount += 3;\r\n } else {\r\n indices[indicesCount] = indicesCount++;\r\n indices[indicesCount] = indicesCount++;\r\n indices[indicesCount] = indicesCount++;\r\n }\r\n }\r\n\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n mesh.setIndices(indices);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n\r\n private _parseASCII(mesh: Mesh, solidData: string) {\r\n const positions = [];\r\n const normals = [];\r\n const indices = [];\r\n let indicesCount = 0;\r\n\r\n //load facets, ignoring loop as the standard doesn't define it can contain more than vertices\r\n let matches;\r\n while ((matches = this.facetsPattern.exec(solidData))) {\r\n const facet = matches[1];\r\n //one normal per face\r\n const normalMatches = this.normalPattern.exec(facet);\r\n this.normalPattern.lastIndex = 0;\r\n if (!normalMatches) {\r\n continue;\r\n }\r\n const normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];\r\n\r\n let vertexMatch;\r\n while ((vertexMatch = this.vertexPattern.exec(facet))) {\r\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));\r\n normals.push(normal[0], normal[1], normal[2]);\r\n } else {\r\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[3]), Number(vertexMatch[5]));\r\n\r\n // Flipping the second and third component because inverted\r\n // when normal was declared.\r\n normals.push(normal[0], normal[2], normal[1]);\r\n }\r\n }\r\n if (STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n indices.push(indicesCount, indicesCount + 2, indicesCount + 1);\r\n indicesCount += 3;\r\n } else {\r\n indices.push(indicesCount++, indicesCount++, indicesCount++);\r\n }\r\n this.vertexPattern.lastIndex = 0;\r\n }\r\n\r\n this.facetsPattern.lastIndex = 0;\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n mesh.setIndices(indices);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Registers the STLFileLoader scene loader plugin.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterSTLFileLoader(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterSceneLoaderPlugin(new STLFileLoader());\r\n}\r\n"]}
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { Tools } from \"core/Misc/tools.pure\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer.pure\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh.pure\";\r\nimport { type ISceneLoaderPlugin, RegisterSceneLoaderPlugin } from \"core/Loading/sceneLoader\";\r\nimport { AssetContainer } from \"core/assetContainer\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { STLFileLoaderMetadata } from \"./stlFileLoader.metadata\";\r\n\r\n/**\r\n * STL file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class STLFileLoader implements ISceneLoaderPlugin {\r\n /** @internal */\r\n public solidPattern = /solid (\\S*)([\\S\\s]*?)endsolid[ ]*(\\S*)/g;\r\n\r\n /** @internal */\r\n public facetsPattern = /facet([\\s\\S]*?)endfacet/g;\r\n /** @internal */\r\n public normalPattern = /normal[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\r\n /** @internal */\r\n public vertexPattern = /vertex[\\s]+([-+]?[0-9]+\\.?[0-9]*([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+[\\s]+([-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?)+/g;\r\n\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public readonly name = STLFileLoaderMetadata.name;\r\n\r\n /**\r\n * Defines the extensions the stl loader is able to load.\r\n * force data to come in as an ArrayBuffer\r\n * we'll convert to string if it looks like it's an ASCII .stl\r\n */\r\n public readonly extensions = STLFileLoaderMetadata.extensions;\r\n\r\n /**\r\n * Defines if Y and Z axes are swapped or not when loading an STL file.\r\n * The default is false to maintain backward compatibility. When set to\r\n * true, coordinates from the STL file are used without change.\r\n */\r\n public static DO_NOT_ALTER_FILE_COORDINATES = false;\r\n\r\n /**\r\n * Import meshes into a scene.\r\n * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported\r\n * @param scene The scene to import into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @param meshes The meshes array to import into\r\n * @returns True if successful or false otherwise\r\n */\r\n public importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: Nullable<AbstractMesh[]>): boolean {\r\n let matches;\r\n\r\n if (typeof data !== \"string\") {\r\n if (this._isBinary(data)) {\r\n // binary .stl\r\n if (!this._isMeshRequested(meshesNames, \"stlmesh\")) {\r\n return true;\r\n }\r\n const babylonMesh = new Mesh(\"stlmesh\", scene);\r\n this._parseBinary(babylonMesh, data);\r\n if (meshes) {\r\n meshes.push(babylonMesh);\r\n }\r\n return true;\r\n }\r\n\r\n // ASCII .stl\r\n\r\n // convert to string\r\n data = new TextDecoder().decode(new Uint8Array(data));\r\n }\r\n\r\n //if arrived here, data is a string, containing the STLA data.\r\n\r\n while ((matches = this.solidPattern.exec(data))) {\r\n let meshName = matches[1];\r\n const meshNameFromEnd = matches[3];\r\n if (meshNameFromEnd && meshName != meshNameFromEnd) {\r\n Tools.Error(\"Error in STL, solid name != endsolid name\");\r\n return false;\r\n }\r\n\r\n // stl mesh name can be empty as well\r\n meshName = meshName || \"stlmesh\";\r\n\r\n if (!this._isMeshRequested(meshesNames, meshName)) {\r\n continue;\r\n }\r\n\r\n const babylonMesh = new Mesh(meshName, scene);\r\n this._parseASCII(babylonMesh, matches[2]);\r\n if (meshes) {\r\n meshes.push(babylonMesh);\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Load into a scene.\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 true if successful or false otherwise\r\n */\r\n public load(scene: Scene, data: any, rootUrl: string): boolean {\r\n const result = this.importMesh(null, scene, data, rootUrl, null);\r\n return result;\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 loadAssetContainer(scene: Scene, data: string, rootUrl: string): AssetContainer {\r\n const container = new AssetContainer(scene);\r\n scene._executeWithBlockedEntityCollection(true, () => {\r\n this.importMesh(null, scene, data, rootUrl, container.meshes);\r\n });\r\n return container;\r\n }\r\n\r\n private _isMeshRequested(meshesNames: any, meshName: string): boolean {\r\n if (!meshesNames) {\r\n return true;\r\n }\r\n if (meshesNames instanceof Array) {\r\n return meshesNames.indexOf(meshName) !== -1;\r\n }\r\n return meshesNames === meshName;\r\n }\r\n\r\n private _isBinary(data: any) {\r\n // check if file size is correct for binary stl\r\n const reader = new DataView(data);\r\n\r\n // A Binary STL header is 80 bytes, if the data size is not great than\r\n // that then it's not a binary STL.\r\n if (reader.byteLength <= 80) {\r\n return false;\r\n }\r\n\r\n const faceSize = (32 / 8) * 3 + (32 / 8) * 3 * 3 + 16 / 8;\r\n const nFaces = reader.getUint32(80, true);\r\n\r\n if (80 + 32 / 8 + nFaces * faceSize === reader.byteLength) {\r\n return true;\r\n }\r\n\r\n // US-ASCII begin with 's', 'o', 'l', 'i', 'd'\r\n const ascii = [115, 111, 108, 105, 100];\r\n for (let off = 0; off < 5; off++) {\r\n if (reader.getUint8(off) !== ascii[off]) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _parseBinary(mesh: Mesh, data: ArrayBuffer) {\r\n const reader = new DataView(data);\r\n const faces = reader.getUint32(80, true);\r\n\r\n const dataOffset = 84;\r\n const faceLength = 12 * 4 + 2;\r\n\r\n let offset = 0;\r\n\r\n const positions = new Float32Array(faces * 3 * 3);\r\n const normals = new Float32Array(faces * 3 * 3);\r\n const indices = new Uint32Array(faces * 3);\r\n let indicesCount = 0;\r\n\r\n for (let face = 0; face < faces; face++) {\r\n const start = dataOffset + face * faceLength;\r\n const normalX = reader.getFloat32(start, true);\r\n const normalY = reader.getFloat32(start + 4, true);\r\n const normalZ = reader.getFloat32(start + 8, true);\r\n\r\n for (let i = 1; i <= 3; i++) {\r\n const vertexstart = start + i * 12;\r\n\r\n // ordering is intentional to match ascii import\r\n positions[offset] = reader.getFloat32(vertexstart, true);\r\n normals[offset] = normalX;\r\n\r\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);\r\n positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);\r\n\r\n normals[offset + 2] = normalY;\r\n normals[offset + 1] = normalZ;\r\n } else {\r\n positions[offset + 1] = reader.getFloat32(vertexstart + 4, true);\r\n positions[offset + 2] = reader.getFloat32(vertexstart + 8, true);\r\n\r\n normals[offset + 1] = normalY;\r\n normals[offset + 2] = normalZ;\r\n }\r\n\r\n offset += 3;\r\n }\r\n\r\n if (STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n indices[indicesCount] = indicesCount;\r\n indices[indicesCount + 1] = indicesCount + 2;\r\n indices[indicesCount + 2] = indicesCount + 1;\r\n indicesCount += 3;\r\n } else {\r\n indices[indicesCount] = indicesCount++;\r\n indices[indicesCount] = indicesCount++;\r\n indices[indicesCount] = indicesCount++;\r\n }\r\n }\r\n\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n mesh.setIndices(indices);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n\r\n private _parseASCII(mesh: Mesh, solidData: string) {\r\n const positions = [];\r\n const normals = [];\r\n const indices = [];\r\n let indicesCount = 0;\r\n\r\n //load facets, ignoring loop as the standard doesn't define it can contain more than vertices\r\n let matches;\r\n while ((matches = this.facetsPattern.exec(solidData))) {\r\n const facet = matches[1];\r\n //one normal per face\r\n const normalMatches = this.normalPattern.exec(facet);\r\n this.normalPattern.lastIndex = 0;\r\n if (!normalMatches) {\r\n continue;\r\n }\r\n const normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];\r\n\r\n let vertexMatch;\r\n while ((vertexMatch = this.vertexPattern.exec(facet))) {\r\n if (!STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));\r\n normals.push(normal[0], normal[1], normal[2]);\r\n } else {\r\n positions.push(Number(vertexMatch[1]), Number(vertexMatch[3]), Number(vertexMatch[5]));\r\n\r\n // Flipping the second and third component because inverted\r\n // when normal was declared.\r\n normals.push(normal[0], normal[2], normal[1]);\r\n }\r\n }\r\n if (STLFileLoader.DO_NOT_ALTER_FILE_COORDINATES) {\r\n indices.push(indicesCount, indicesCount + 2, indicesCount + 1);\r\n indicesCount += 3;\r\n } else {\r\n indices.push(indicesCount++, indicesCount++, indicesCount++);\r\n }\r\n this.vertexPattern.lastIndex = 0;\r\n }\r\n\r\n this.facetsPattern.lastIndex = 0;\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positions);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normals);\r\n mesh.setIndices(indices);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Registers the STLFileLoader scene loader plugin.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterSTLFileLoader(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterSceneLoaderPlugin(new STLFileLoader());\r\n}\r\n"]}
@@ -213,9 +213,7 @@ const LoadAnimations = (gltfRuntime) => {
213
213
  modifyKey = true;
214
214
  }
215
215
  if (!modifyKey) {
216
- gltfRuntime.scene._blockEntityCollection = !!gltfRuntime.assetContainer;
217
- babylonAnimation = new Animation(anim, isBone ? "_matrix" : targetPath, 1, animationType, Animation.ANIMATIONLOOPMODE_CYCLE);
218
- gltfRuntime.scene._blockEntityCollection = false;
216
+ babylonAnimation = gltfRuntime.scene._executeWithBlockedEntityCollection(!!gltfRuntime.assetContainer, () => new Animation(anim, isBone ? "_matrix" : targetPath, 1, animationType, Animation.ANIMATIONLOOPMODE_CYCLE));
219
217
  }
220
218
  // For each frame
221
219
  for (let j = 0; j < bufferInput.length; j++) {
@@ -539,10 +537,8 @@ const ImportSkeleton = (gltfRuntime, skins, mesh, newSkeleton) => {
539
537
  */
540
538
  const ImportMesh = (gltfRuntime, node, meshes, id, newMesh) => {
541
539
  if (!newMesh) {
542
- gltfRuntime.scene._blockEntityCollection = !!gltfRuntime.assetContainer;
543
- newMesh = new Mesh(node.name || "", gltfRuntime.scene);
540
+ newMesh = gltfRuntime.scene._executeWithBlockedEntityCollection(!!gltfRuntime.assetContainer, () => new Mesh(node.name || "", gltfRuntime.scene));
544
541
  newMesh._parentContainer = gltfRuntime.assetContainer;
545
- gltfRuntime.scene._blockEntityCollection = false;
546
542
  newMesh.id = id;
547
543
  }
548
544
  if (!node.babylonNode) {
@@ -647,26 +643,28 @@ const ImportMesh = (gltfRuntime, node, meshes, id, newMesh) => {
647
643
  indexStarts.push(indexStarts.length === 0 ? 0 : indexStarts[indexStarts.length - 1] + indexCounts[indexCounts.length - 2]);
648
644
  }
649
645
  }
650
- let material;
651
- gltfRuntime.scene._blockEntityCollection = !!gltfRuntime.assetContainer;
652
- if (subMaterials.length > 1) {
653
- material = new MultiMaterial("multimat" + id, gltfRuntime.scene);
654
- material.subMaterials = subMaterials;
655
- }
656
- else {
657
- material = new StandardMaterial("multimat" + id, gltfRuntime.scene);
658
- }
659
- if (subMaterials.length === 1) {
660
- material = subMaterials[0];
661
- }
662
- material._parentContainer = gltfRuntime.assetContainer;
663
- if (!newMesh.material) {
664
- newMesh.material = material;
665
- }
666
- // Apply geometry
667
- new Geometry(id, gltfRuntime.scene, vertexData, false, newMesh);
668
- newMesh.computeWorldMatrix(true);
669
- gltfRuntime.scene._blockEntityCollection = false;
646
+ gltfRuntime.scene._executeWithBlockedEntityCollection(!!gltfRuntime.assetContainer, () => {
647
+ let result;
648
+ if (subMaterials.length > 1) {
649
+ result = new MultiMaterial("multimat" + id, gltfRuntime.scene);
650
+ result.subMaterials = subMaterials;
651
+ result._parentContainer = gltfRuntime.assetContainer;
652
+ }
653
+ else if (subMaterials.length === 1) {
654
+ result = subMaterials[0];
655
+ }
656
+ else {
657
+ result = new StandardMaterial("multimat" + id, gltfRuntime.scene);
658
+ result._parentContainer = gltfRuntime.assetContainer;
659
+ }
660
+ if (!newMesh.material) {
661
+ newMesh.material = result;
662
+ }
663
+ // Apply geometry
664
+ new Geometry(id, gltfRuntime.scene, vertexData, false, newMesh);
665
+ newMesh.computeWorldMatrix(true);
666
+ return result;
667
+ });
670
668
  // Apply submeshes
671
669
  newMesh.subMeshes = [];
672
670
  let index = 0;
@@ -810,11 +808,11 @@ const ImportNode = (gltfRuntime, node, id) => {
810
808
  }
811
809
  // Cameras
812
810
  else if (node.camera && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
813
- const camera = gltfRuntime.cameras[node.camera];
811
+ const cameraName = node.camera;
812
+ const camera = gltfRuntime.cameras[cameraName];
814
813
  if (camera) {
815
- gltfRuntime.scene._blockEntityCollection = !!gltfRuntime.assetContainer;
816
814
  if (camera.type === "orthographic") {
817
- const orthoCamera = new FreeCamera(node.camera, Vector3.Zero(), gltfRuntime.scene, false);
815
+ const orthoCamera = gltfRuntime.scene._executeWithBlockedEntityCollection(!!gltfRuntime.assetContainer, () => new FreeCamera(cameraName, Vector3.Zero(), gltfRuntime.scene, false));
818
816
  orthoCamera.name = node.name || "";
819
817
  orthoCamera.mode = Camera.ORTHOGRAPHIC_CAMERA;
820
818
  orthoCamera.attachControl();
@@ -823,7 +821,7 @@ const ImportNode = (gltfRuntime, node, id) => {
823
821
  }
824
822
  else if (camera.type === "perspective") {
825
823
  const perspectiveCamera = camera[camera.type];
826
- const persCamera = new FreeCamera(node.camera, Vector3.Zero(), gltfRuntime.scene, false);
824
+ const persCamera = gltfRuntime.scene._executeWithBlockedEntityCollection(!!gltfRuntime.assetContainer, () => new FreeCamera(cameraName, Vector3.Zero(), gltfRuntime.scene, false));
827
825
  persCamera.name = node.name || "";
828
826
  persCamera.attachControl();
829
827
  if (!perspectiveCamera.aspectRatio) {
@@ -836,7 +834,6 @@ const ImportNode = (gltfRuntime, node, id) => {
836
834
  lastNode = persCamera;
837
835
  persCamera._parentContainer = gltfRuntime.assetContainer;
838
836
  }
839
- gltfRuntime.scene._blockEntityCollection = false;
840
837
  }
841
838
  }
842
839
  // Empty node
@@ -845,10 +842,8 @@ const ImportNode = (gltfRuntime, node, id) => {
845
842
  return node.babylonNode;
846
843
  }
847
844
  else if (lastNode === null) {
848
- gltfRuntime.scene._blockEntityCollection = !!gltfRuntime.assetContainer;
849
- const dummy = new Mesh(node.name || "", gltfRuntime.scene);
845
+ const dummy = gltfRuntime.scene._executeWithBlockedEntityCollection(!!gltfRuntime.assetContainer, () => new Mesh(node.name || "", gltfRuntime.scene));
850
846
  dummy._parentContainer = gltfRuntime.assetContainer;
851
- gltfRuntime.scene._blockEntityCollection = false;
852
847
  node.babylonNode = dummy;
853
848
  lastNode = dummy;
854
849
  }
@@ -1281,10 +1276,8 @@ export class GLTFLoaderBase {
1281
1276
  }
1282
1277
  const technique = gltfRuntime.techniques[material.technique];
1283
1278
  if (!technique) {
1284
- gltfRuntime.scene._blockEntityCollection = !!gltfRuntime.assetContainer;
1285
- const defaultMaterial = new StandardMaterial(id, gltfRuntime.scene);
1279
+ const defaultMaterial = gltfRuntime.scene._executeWithBlockedEntityCollection(!!gltfRuntime.assetContainer, () => new StandardMaterial(id, gltfRuntime.scene));
1286
1280
  defaultMaterial._parentContainer = gltfRuntime.assetContainer;
1287
- gltfRuntime.scene._blockEntityCollection = false;
1288
1281
  defaultMaterial.diffuseColor = new Color3(0.5, 0.5, 0.5);
1289
1282
  defaultMaterial.sideOrientation = Material.CounterClockWiseSideOrientation;
1290
1283
  onSuccess(defaultMaterial);