@fps-games/editor 0.2.0-beta.4 → 0.2.1-beta.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1506) hide show
  1. package/dist/agent-bridge/capabilities/editor-state.d.ts.map +1 -1
  2. package/dist/agent-bridge/capabilities/editor-state.js +12 -6
  3. package/dist/agent-bridge/capabilities/editor-state.js.map +1 -1
  4. package/dist/agent-bridge/capabilities/hierarchy.d.ts +4 -0
  5. package/dist/agent-bridge/capabilities/hierarchy.d.ts.map +1 -0
  6. package/dist/agent-bridge/capabilities/hierarchy.js +209 -0
  7. package/dist/agent-bridge/capabilities/hierarchy.js.map +1 -0
  8. package/dist/agent-bridge/capabilities/prefabs.d.ts.map +1 -1
  9. package/dist/agent-bridge/capabilities/prefabs.js +208 -73
  10. package/dist/agent-bridge/capabilities/prefabs.js.map +1 -1
  11. package/dist/agent-bridge/capabilities/scene-objects.d.ts +3 -4
  12. package/dist/agent-bridge/capabilities/scene-objects.d.ts.map +1 -1
  13. package/dist/agent-bridge/capabilities/scene-objects.js +24 -23
  14. package/dist/agent-bridge/capabilities/scene-objects.js.map +1 -1
  15. package/dist/agent-bridge/capabilities/shadows.d.ts.map +1 -1
  16. package/dist/agent-bridge/capabilities/shadows.js +829 -66
  17. package/dist/agent-bridge/capabilities/shadows.js.map +1 -1
  18. package/dist/agent-bridge/capabilities/ui-regions.d.ts.map +1 -1
  19. package/dist/agent-bridge/capabilities/ui-regions.js +19 -1
  20. package/dist/agent-bridge/capabilities/ui-regions.js.map +1 -1
  21. package/dist/agent-bridge/capabilities/viewport.d.ts.map +1 -1
  22. package/dist/agent-bridge/capabilities/viewport.js +22 -9
  23. package/dist/agent-bridge/capabilities/viewport.js.map +1 -1
  24. package/dist/agent-bridge/capability-sources.d.ts.map +1 -1
  25. package/dist/agent-bridge/capability-sources.js +2 -0
  26. package/dist/agent-bridge/capability-sources.js.map +1 -1
  27. package/dist/agent-bridge/register.d.ts.map +1 -1
  28. package/dist/agent-bridge/register.js +194 -0
  29. package/dist/agent-bridge/register.js.map +1 -1
  30. package/dist/agent-bridge/shared.d.ts +231 -11
  31. package/dist/agent-bridge/shared.d.ts.map +1 -1
  32. package/dist/agent-bridge/shared.js +162 -20
  33. package/dist/agent-bridge/shared.js.map +1 -1
  34. package/dist/agent-bridge/source-types.d.ts +17 -1
  35. package/dist/agent-bridge/source-types.d.ts.map +1 -1
  36. package/dist/agent-bridge/source-types.js.map +1 -1
  37. package/dist/build-info.json +57 -42
  38. package/dist/index.d.ts +7 -6
  39. package/dist/index.d.ts.map +1 -1
  40. package/dist/index.js +4 -3
  41. package/dist/index.js.map +1 -1
  42. package/dist/internal/babylon-preview-engine.d.ts +3 -0
  43. package/dist/internal/babylon-preview-engine.d.ts.map +1 -0
  44. package/dist/internal/babylon-preview-engine.js +11 -0
  45. package/dist/internal/babylon-preview-engine.js.map +1 -0
  46. package/dist/internal/material-preview.d.ts +22 -0
  47. package/dist/internal/material-preview.d.ts.map +1 -0
  48. package/dist/internal/material-preview.js +186 -0
  49. package/dist/internal/material-preview.js.map +1 -0
  50. package/dist/internal/product-local-editor-cleanup.d.ts +5 -0
  51. package/dist/internal/product-local-editor-cleanup.d.ts.map +1 -0
  52. package/dist/internal/product-local-editor-cleanup.js +20 -0
  53. package/dist/internal/product-local-editor-cleanup.js.map +1 -0
  54. package/dist/internal/project-model-preview.d.ts +4 -0
  55. package/dist/internal/project-model-preview.d.ts.map +1 -0
  56. package/dist/internal/project-model-preview.js +359 -0
  57. package/dist/internal/project-model-preview.js.map +1 -0
  58. package/dist/local-editor-agent-actions.d.ts +2 -4
  59. package/dist/local-editor-agent-actions.d.ts.map +1 -1
  60. package/dist/local-editor-agent-actions.js +56 -32
  61. package/dist/local-editor-agent-actions.js.map +1 -1
  62. package/dist/local-editor-agent-context.d.ts +17 -6
  63. package/dist/local-editor-agent-context.d.ts.map +1 -1
  64. package/dist/local-editor-agent-context.js +47 -0
  65. package/dist/local-editor-agent-context.js.map +1 -1
  66. package/dist/local-editor-harness.d.ts +353 -35
  67. package/dist/local-editor-harness.d.ts.map +1 -1
  68. package/dist/local-editor-harness.js +4115 -1313
  69. package/dist/local-editor-harness.js.map +1 -1
  70. package/dist/local-editor-marker-graph.d.ts +15 -15
  71. package/dist/local-editor-marker-graph.d.ts.map +1 -1
  72. package/dist/local-editor-marker-graph.js +3 -0
  73. package/dist/local-editor-marker-graph.js.map +1 -1
  74. package/dist/local-editor-performance-stats.d.ts +3 -2
  75. package/dist/local-editor-performance-stats.d.ts.map +1 -1
  76. package/dist/local-editor-performance-stats.js.map +1 -1
  77. package/dist/local-editor-prefab-stage-transaction.d.ts +19 -0
  78. package/dist/local-editor-prefab-stage-transaction.d.ts.map +1 -0
  79. package/dist/local-editor-prefab-stage-transaction.js +45 -0
  80. package/dist/local-editor-prefab-stage-transaction.js.map +1 -0
  81. package/dist/local-editor-scene-view-interaction-runtime.d.ts +3 -1
  82. package/dist/local-editor-scene-view-interaction-runtime.d.ts.map +1 -1
  83. package/dist/local-editor-scene-view-interaction-runtime.js +24 -0
  84. package/dist/local-editor-scene-view-interaction-runtime.js.map +1 -1
  85. package/dist/local-editor-tools.d.ts +19 -0
  86. package/dist/local-editor-tools.d.ts.map +1 -0
  87. package/dist/local-editor-tools.js +56 -0
  88. package/dist/local-editor-tools.js.map +1 -0
  89. package/dist/playable-babylon-rendering.d.ts +9 -0
  90. package/dist/playable-babylon-rendering.d.ts.map +1 -1
  91. package/dist/playable-babylon-rendering.js +162 -6
  92. package/dist/playable-babylon-rendering.js.map +1 -1
  93. package/dist/playable-local-editor-entry.d.ts +68 -0
  94. package/dist/playable-local-editor-entry.d.ts.map +1 -0
  95. package/dist/playable-local-editor-entry.js +424 -0
  96. package/dist/playable-local-editor-entry.js.map +1 -0
  97. package/dist/playable-local-editor-host.d.ts +55 -29
  98. package/dist/playable-local-editor-host.d.ts.map +1 -1
  99. package/dist/playable-local-editor-host.js +50 -11
  100. package/dist/playable-local-editor-host.js.map +1 -1
  101. package/dist/playable-product-local-editor.d.ts +10 -12
  102. package/dist/playable-product-local-editor.d.ts.map +1 -1
  103. package/dist/playable-product-local-editor.js +178 -85
  104. package/dist/playable-product-local-editor.js.map +1 -1
  105. package/dist/playable-product-projection-preview.d.ts +4 -1
  106. package/dist/playable-product-projection-preview.d.ts.map +1 -1
  107. package/dist/playable-product-projection-preview.js +122 -5
  108. package/dist/playable-product-projection-preview.js.map +1 -1
  109. package/dist/playable-product-rendering.d.ts +12 -0
  110. package/dist/playable-product-rendering.d.ts.map +1 -1
  111. package/dist/playable-product-rendering.js +128 -6
  112. package/dist/playable-product-rendering.js.map +1 -1
  113. package/dist/playable-product-scene-capabilities.d.ts +24 -7
  114. package/dist/playable-product-scene-capabilities.d.ts.map +1 -1
  115. package/dist/playable-product-scene-capabilities.js +180 -17
  116. package/dist/playable-product-scene-capabilities.js.map +1 -1
  117. package/dist/playable-project-mode.d.ts +17 -0
  118. package/dist/playable-project-mode.d.ts.map +1 -0
  119. package/dist/playable-project-mode.js +2 -0
  120. package/dist/playable-project-mode.js.map +1 -0
  121. package/dist/playable-runtime-babylon.d.ts +3 -6
  122. package/dist/playable-runtime-babylon.d.ts.map +1 -1
  123. package/dist/playable-runtime-babylon.js +1 -5
  124. package/dist/playable-runtime-babylon.js.map +1 -1
  125. package/dist/playable-sdk.d.ts +16 -9
  126. package/dist/playable-sdk.d.ts.map +1 -1
  127. package/dist/playable-sdk.js +6 -4
  128. package/dist/playable-sdk.js.map +1 -1
  129. package/dist/playable-standard-project.d.ts +23 -14
  130. package/dist/playable-standard-project.d.ts.map +1 -1
  131. package/dist/playable-standard-project.js +57 -20
  132. package/dist/playable-standard-project.js.map +1 -1
  133. package/dist/vite-client.d.ts +4 -0
  134. package/node_modules/@babel/helper-string-parser/lib/index.js +0 -1
  135. package/node_modules/@babel/helper-validator-identifier/lib/identifier.js +0 -1
  136. package/node_modules/@babel/helper-validator-identifier/lib/index.js +0 -1
  137. package/node_modules/@babel/helper-validator-identifier/lib/keyword.js +0 -1
  138. package/node_modules/@babel/parser/lib/index.js +0 -1
  139. package/node_modules/@babel/types/lib/asserts/assertNode.js +0 -1
  140. package/node_modules/@babel/types/lib/asserts/generated/index.js +0 -1
  141. package/node_modules/@babel/types/lib/ast-types/generated/index.js +0 -1
  142. package/node_modules/@babel/types/lib/builders/flow/createFlowUnionType.js +0 -1
  143. package/node_modules/@babel/types/lib/builders/flow/createTypeAnnotationBasedOnTypeof.js +0 -1
  144. package/node_modules/@babel/types/lib/builders/generated/index.js +0 -1
  145. package/node_modules/@babel/types/lib/builders/generated/lowercase.js +0 -1
  146. package/node_modules/@babel/types/lib/builders/generated/uppercase.js +0 -1
  147. package/node_modules/@babel/types/lib/builders/productions.js +0 -1
  148. package/node_modules/@babel/types/lib/builders/react/buildChildren.js +0 -1
  149. package/node_modules/@babel/types/lib/builders/typescript/createTSUnionType.js +0 -1
  150. package/node_modules/@babel/types/lib/builders/validateNode.js +0 -1
  151. package/node_modules/@babel/types/lib/clone/clone.js +0 -1
  152. package/node_modules/@babel/types/lib/clone/cloneDeep.js +0 -1
  153. package/node_modules/@babel/types/lib/clone/cloneDeepWithoutLoc.js +0 -1
  154. package/node_modules/@babel/types/lib/clone/cloneNode.js +0 -1
  155. package/node_modules/@babel/types/lib/clone/cloneWithoutLoc.js +0 -1
  156. package/node_modules/@babel/types/lib/comments/addComment.js +0 -1
  157. package/node_modules/@babel/types/lib/comments/addComments.js +0 -1
  158. package/node_modules/@babel/types/lib/comments/inheritInnerComments.js +0 -1
  159. package/node_modules/@babel/types/lib/comments/inheritLeadingComments.js +0 -1
  160. package/node_modules/@babel/types/lib/comments/inheritTrailingComments.js +0 -1
  161. package/node_modules/@babel/types/lib/comments/inheritsComments.js +0 -1
  162. package/node_modules/@babel/types/lib/comments/removeComments.js +0 -1
  163. package/node_modules/@babel/types/lib/constants/generated/index.js +0 -1
  164. package/node_modules/@babel/types/lib/constants/index.js +0 -1
  165. package/node_modules/@babel/types/lib/converters/ensureBlock.js +0 -1
  166. package/node_modules/@babel/types/lib/converters/gatherSequenceExpressions.js +0 -1
  167. package/node_modules/@babel/types/lib/converters/toBindingIdentifierName.js +0 -1
  168. package/node_modules/@babel/types/lib/converters/toBlock.js +0 -1
  169. package/node_modules/@babel/types/lib/converters/toComputedKey.js +0 -1
  170. package/node_modules/@babel/types/lib/converters/toExpression.js +0 -1
  171. package/node_modules/@babel/types/lib/converters/toIdentifier.js +0 -1
  172. package/node_modules/@babel/types/lib/converters/toKeyAlias.js +0 -1
  173. package/node_modules/@babel/types/lib/converters/toSequenceExpression.js +0 -1
  174. package/node_modules/@babel/types/lib/converters/toStatement.js +0 -1
  175. package/node_modules/@babel/types/lib/converters/valueToNode.js +0 -1
  176. package/node_modules/@babel/types/lib/definitions/core.js +0 -1
  177. package/node_modules/@babel/types/lib/definitions/deprecated-aliases.js +0 -1
  178. package/node_modules/@babel/types/lib/definitions/experimental.js +0 -1
  179. package/node_modules/@babel/types/lib/definitions/flow.js +0 -1
  180. package/node_modules/@babel/types/lib/definitions/index.js +0 -1
  181. package/node_modules/@babel/types/lib/definitions/jsx.js +0 -1
  182. package/node_modules/@babel/types/lib/definitions/misc.js +0 -1
  183. package/node_modules/@babel/types/lib/definitions/placeholders.js +0 -1
  184. package/node_modules/@babel/types/lib/definitions/typescript.js +0 -1
  185. package/node_modules/@babel/types/lib/definitions/utils.js +0 -1
  186. package/node_modules/@babel/types/lib/index.js +0 -1
  187. package/node_modules/@babel/types/lib/modifications/appendToMemberExpression.js +0 -1
  188. package/node_modules/@babel/types/lib/modifications/flow/removeTypeDuplicates.js +0 -1
  189. package/node_modules/@babel/types/lib/modifications/inherits.js +0 -1
  190. package/node_modules/@babel/types/lib/modifications/prependToMemberExpression.js +0 -1
  191. package/node_modules/@babel/types/lib/modifications/removeProperties.js +0 -1
  192. package/node_modules/@babel/types/lib/modifications/removePropertiesDeep.js +0 -1
  193. package/node_modules/@babel/types/lib/modifications/typescript/removeTypeDuplicates.js +0 -1
  194. package/node_modules/@babel/types/lib/retrievers/getAssignmentIdentifiers.js +0 -1
  195. package/node_modules/@babel/types/lib/retrievers/getBindingIdentifiers.js +0 -1
  196. package/node_modules/@babel/types/lib/retrievers/getFunctionName.js +0 -1
  197. package/node_modules/@babel/types/lib/retrievers/getOuterBindingIdentifiers.js +0 -1
  198. package/node_modules/@babel/types/lib/traverse/traverse.js +0 -1
  199. package/node_modules/@babel/types/lib/traverse/traverseFast.js +0 -1
  200. package/node_modules/@babel/types/lib/utils/deprecationWarning.js +0 -1
  201. package/node_modules/@babel/types/lib/utils/inherit.js +0 -1
  202. package/node_modules/@babel/types/lib/utils/react/cleanJSXElementLiteralChild.js +0 -1
  203. package/node_modules/@babel/types/lib/utils/shallowEqual.js +0 -1
  204. package/node_modules/@babel/types/lib/validators/buildMatchMemberExpression.js +0 -1
  205. package/node_modules/@babel/types/lib/validators/generated/index.js +0 -1
  206. package/node_modules/@babel/types/lib/validators/is.js +0 -1
  207. package/node_modules/@babel/types/lib/validators/isBinding.js +0 -1
  208. package/node_modules/@babel/types/lib/validators/isBlockScoped.js +0 -1
  209. package/node_modules/@babel/types/lib/validators/isImmutable.js +0 -1
  210. package/node_modules/@babel/types/lib/validators/isLet.js +0 -1
  211. package/node_modules/@babel/types/lib/validators/isNode.js +0 -1
  212. package/node_modules/@babel/types/lib/validators/isNodesEquivalent.js +0 -1
  213. package/node_modules/@babel/types/lib/validators/isPlaceholderType.js +0 -1
  214. package/node_modules/@babel/types/lib/validators/isReferenced.js +0 -1
  215. package/node_modules/@babel/types/lib/validators/isScope.js +0 -1
  216. package/node_modules/@babel/types/lib/validators/isSpecifierDefault.js +0 -1
  217. package/node_modules/@babel/types/lib/validators/isType.js +0 -1
  218. package/node_modules/@babel/types/lib/validators/isValidES3Identifier.js +0 -1
  219. package/node_modules/@babel/types/lib/validators/isValidIdentifier.js +0 -1
  220. package/node_modules/@babel/types/lib/validators/isVar.js +0 -1
  221. package/node_modules/@babel/types/lib/validators/matchesPattern.js +0 -1
  222. package/node_modules/@babel/types/lib/validators/react/isCompatTag.js +0 -1
  223. package/node_modules/@babel/types/lib/validators/react/isReactComponent.js +0 -1
  224. package/node_modules/@babel/types/lib/validators/validate.js +0 -1
  225. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.d.ts +69 -0
  226. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.js +132 -0
  227. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.metadata.d.ts +8 -0
  228. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.metadata.js +7 -0
  229. package/node_modules/@babylonjs/loaders/BVH/bvhLoader.d.ts +14 -0
  230. package/node_modules/@babylonjs/loaders/BVH/bvhLoader.js +328 -0
  231. package/node_modules/@babylonjs/loaders/BVH/bvhLoadingOptions.d.ts +9 -0
  232. package/node_modules/@babylonjs/loaders/BVH/bvhLoadingOptions.js +1 -0
  233. package/node_modules/@babylonjs/loaders/BVH/index.d.ts +2 -0
  234. package/node_modules/@babylonjs/loaders/BVH/index.js +3 -0
  235. package/node_modules/@babylonjs/loaders/OBJ/index.d.ts +4 -0
  236. package/node_modules/@babylonjs/loaders/OBJ/index.js +4 -0
  237. package/node_modules/@babylonjs/loaders/OBJ/mtlFileLoader.d.ts +41 -0
  238. package/node_modules/@babylonjs/loaders/OBJ/mtlFileLoader.js +230 -0
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  241. package/node_modules/@babylonjs/loaders/OBJ/objFileLoader.metadata.d.ts +4 -0
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  245. package/node_modules/@babylonjs/loaders/OBJ/solidParser.d.ts +175 -0
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  247. package/node_modules/@babylonjs/loaders/SPLAT/index.d.ts +2 -0
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  261. package/node_modules/@babylonjs/loaders/STL/index.d.ts +1 -0
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  267. package/node_modules/@babylonjs/loaders/bvh/license.md +21 -0
  268. package/node_modules/@babylonjs/loaders/dynamic.d.ts +5 -0
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  270. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFBinaryExtension.d.ts +16 -0
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  274. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderInterfaces.d.ts +412 -0
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  276. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderUtils.d.ts +71 -0
  277. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderUtils.js +254 -0
  278. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFMaterialsCommonExtension.d.ts +13 -0
  279. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFMaterialsCommonExtension.js +130 -0
  280. package/node_modules/@babylonjs/loaders/glTF/1.0/index.d.ts +5 -0
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  282. package/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_lights_area.d.ts +41 -0
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@@ -0,0 +1,903 @@
1
+ import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
2
+ import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
3
+ import { Color3, Color4 } from "@babylonjs/core/Maths/math.color.js";
4
+ import { Vector2, Vector3 } from "@babylonjs/core/Maths/math.vector.js";
5
+ import { Geometry } from "@babylonjs/core/Meshes/geometry.js";
6
+ import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
7
+ import { VertexData } from "@babylonjs/core/Meshes/mesh.vertexData.js";
8
+ import { Logger } from "@babylonjs/core/Misc/logger.js";
9
+ /**
10
+ * Class used to load mesh data from OBJ content
11
+ */
12
+ export class SolidParser {
13
+ /**
14
+ * Creates a new SolidParser
15
+ * @param materialToUse defines the array to fill with the list of materials to use (it will be filled by the parse function)
16
+ * @param babylonMeshesArray defines the array to fill with the list of loaded meshes (it will be filled by the parse function)
17
+ * @param loadingOptions defines the loading options to use
18
+ */
19
+ constructor(materialToUse, babylonMeshesArray, loadingOptions) {
20
+ this._positions = []; //values for the positions of vertices
21
+ this._normals = []; //Values for the normals
22
+ this._uvs = []; //Values for the textures
23
+ this._colors = [];
24
+ this._extColors = []; //Extension color
25
+ this._meshesFromObj = []; //[mesh] Contains all the obj meshes
26
+ this._indicesForBabylon = []; //The list of indices for VertexData
27
+ this._wrappedPositionForBabylon = []; //The list of position in vectors
28
+ this._wrappedUvsForBabylon = []; //Array with all value of uvs to match with the indices
29
+ this._wrappedColorsForBabylon = []; // Array with all color values to match with the indices
30
+ this._wrappedNormalsForBabylon = []; //Array with all value of normals to match with the indices
31
+ this._tuplePosNorm = []; //Create a tuple with indice of Position, Normal, UV [pos, norm, uvs]
32
+ this._curPositionInIndices = 0;
33
+ this._hasMeshes = false; //Meshes are defined in the file
34
+ this._unwrappedPositionsForBabylon = []; //Value of positionForBabylon w/o Vector3() [x,y,z]
35
+ this._unwrappedColorsForBabylon = []; // Value of colorForBabylon w/o Color4() [r,g,b,a]
36
+ this._unwrappedNormalsForBabylon = []; //Value of normalsForBabylon w/o Vector3() [x,y,z]
37
+ this._unwrappedUVForBabylon = []; //Value of uvsForBabylon w/o Vector3() [x,y,z]
38
+ this._triangles = []; //Indices from new triangles coming from polygons
39
+ this._materialNameFromObj = ""; //The name of the current material
40
+ this._objMeshName = ""; //The name of the current obj mesh
41
+ this._increment = 1; //Id for meshes created by the multimaterial
42
+ this._isFirstMaterial = true;
43
+ this._grayColor = new Color4(0.5, 0.5, 0.5, 1);
44
+ this._hasLineData = false; //If this mesh has line segment(l) data
45
+ this._materialToUse = materialToUse;
46
+ this._babylonMeshesArray = babylonMeshesArray;
47
+ this._loadingOptions = loadingOptions;
48
+ }
49
+ /**
50
+ * Search for obj in the given array.
51
+ * This function is called to check if a couple of data already exists in an array.
52
+ *
53
+ * If found, returns the index of the founded tuple index. Returns -1 if not found
54
+ * @param arr Array<{ normals: Array<number>, idx: Array<number> }>
55
+ * @param obj Array<number>
56
+ * @returns {boolean}
57
+ */
58
+ _isInArray(arr, obj) {
59
+ if (!arr[obj[0]]) {
60
+ arr[obj[0]] = { normals: [], idx: [] };
61
+ }
62
+ const idx = arr[obj[0]].normals.indexOf(obj[1]);
63
+ return idx === -1 ? -1 : arr[obj[0]].idx[idx];
64
+ }
65
+ _isInArrayUV(arr, obj) {
66
+ if (!arr[obj[0]]) {
67
+ arr[obj[0]] = { normals: [], idx: [], uv: [] };
68
+ }
69
+ const idx = arr[obj[0]].normals.indexOf(obj[1]);
70
+ if (idx != 1 && obj[2] === arr[obj[0]].uv[idx]) {
71
+ return arr[obj[0]].idx[idx];
72
+ }
73
+ return -1;
74
+ }
75
+ /**
76
+ * This function set the data for each triangle.
77
+ * Data are position, normals and uvs
78
+ * If a tuple of (position, normal) is not set, add the data into the corresponding array
79
+ * If the tuple already exist, add only their indice
80
+ *
81
+ * @param data The vertex's data
82
+ * * indicesPositionFromObj: The index in positions array
83
+ * * indicesUvsFromObj: The index in uvs array
84
+ * * indicesNormalFromObj: The index in normals array
85
+ * * positionVectorFromOBJ: The value of position at index objIndice
86
+ * * textureVectorFromOBJ: The value of uvs
87
+ * * normalsVectorFromOBJ: The value of normals at index objNormale
88
+ * * positionColorsFromOBJ: The value of color at index objIndice
89
+ */
90
+ _setData(data) {
91
+ //Use default values if undefined
92
+ data.indiceUvsFromObj ?? (data.indiceUvsFromObj = -1);
93
+ data.indiceNormalFromObj ?? (data.indiceNormalFromObj = -1);
94
+ //Check if this tuple already exists in the list of tuples
95
+ let _index;
96
+ if (this._loadingOptions.optimizeWithUV) {
97
+ _index = this._isInArrayUV(this._tuplePosNorm, [data.indicePositionFromObj, data.indiceNormalFromObj, data.indiceUvsFromObj]);
98
+ }
99
+ else {
100
+ _index = this._isInArray(this._tuplePosNorm, [data.indicePositionFromObj, data.indiceNormalFromObj]);
101
+ }
102
+ //If it not exists
103
+ if (_index === -1) {
104
+ //Add an new indice.
105
+ //The array of indices is only an array with his length equal to the number of triangles - 1.
106
+ //We add vertices data in this order
107
+ this._indicesForBabylon.push(this._wrappedPositionForBabylon.length);
108
+ //Push the position of vertice for Babylon
109
+ //Each element is a Vector3(x,y,z)
110
+ this._wrappedPositionForBabylon.push(data.positionVectorFromOBJ);
111
+ if (data.textureVectorFromOBJ !== undefined) {
112
+ //Push the uvs for Babylon
113
+ //Each element is a Vector2(u,v)
114
+ this._wrappedUvsForBabylon.push(data.textureVectorFromOBJ);
115
+ }
116
+ if (data.normalsVectorFromOBJ !== undefined) {
117
+ //Push the normals for Babylon
118
+ //Each element is a Vector3(x,y,z)
119
+ this._wrappedNormalsForBabylon.push(data.normalsVectorFromOBJ);
120
+ }
121
+ if (data.positionColorsFromOBJ !== undefined) {
122
+ //Push the colors for Babylon
123
+ //Each element is a BABYLON.Color4(r,g,b,a)
124
+ this._wrappedColorsForBabylon.push(data.positionColorsFromOBJ);
125
+ }
126
+ //Add the tuple in the comparison list
127
+ this._tuplePosNorm[data.indicePositionFromObj].normals.push(data.indiceNormalFromObj);
128
+ this._tuplePosNorm[data.indicePositionFromObj].idx.push(this._curPositionInIndices++);
129
+ if (this._loadingOptions.optimizeWithUV) {
130
+ this._tuplePosNorm[data.indicePositionFromObj].uv.push(data.indiceUvsFromObj);
131
+ }
132
+ }
133
+ else {
134
+ //The tuple already exists
135
+ //Add the index of the already existing tuple
136
+ //At this index we can get the value of position, normal, color and uvs of vertex
137
+ this._indicesForBabylon.push(_index);
138
+ }
139
+ }
140
+ /**
141
+ * Transform Vector() and BABYLON.Color() objects into numbers in an array
142
+ */
143
+ _unwrapData() {
144
+ try {
145
+ //Every array has the same length
146
+ for (let l = 0; l < this._wrappedPositionForBabylon.length; l++) {
147
+ //Push the x, y, z values of each element in the unwrapped array
148
+ this._unwrappedPositionsForBabylon.push(this._wrappedPositionForBabylon[l].x * this._handednessSign, this._wrappedPositionForBabylon[l].y, this._wrappedPositionForBabylon[l].z);
149
+ if (this._wrappedNormalsForBabylon.length) {
150
+ this._unwrappedNormalsForBabylon.push(this._wrappedNormalsForBabylon[l].x * this._handednessSign, this._wrappedNormalsForBabylon[l].y, this._wrappedNormalsForBabylon[l].z);
151
+ }
152
+ if (this._wrappedUvsForBabylon.length) {
153
+ this._unwrappedUVForBabylon.push(this._wrappedUvsForBabylon[l].x, this._wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON
154
+ }
155
+ if (this._unwrappedColorsForBabylon.length) {
156
+ //Push the r, g, b, a values of each element in the unwrapped array
157
+ this._unwrappedColorsForBabylon.push(this._wrappedColorsForBabylon[l].r, this._wrappedColorsForBabylon[l].g, this._wrappedColorsForBabylon[l].b, this._wrappedColorsForBabylon[l].a);
158
+ }
159
+ }
160
+ // Reset arrays for the next new meshes
161
+ this._wrappedPositionForBabylon.length = 0;
162
+ this._wrappedNormalsForBabylon.length = 0;
163
+ this._wrappedUvsForBabylon.length = 0;
164
+ this._wrappedColorsForBabylon.length = 0;
165
+ this._tuplePosNorm.length = 0;
166
+ this._curPositionInIndices = 0;
167
+ }
168
+ catch (e) {
169
+ throw new Error("Unable to unwrap data while parsing OBJ data.", { cause: e });
170
+ }
171
+ }
172
+ /**
173
+ * Create triangles from polygons
174
+ * It is important to notice that a triangle is a polygon
175
+ * We get 5 patterns of face defined in OBJ File :
176
+ * facePattern1 = ["1","2","3","4","5","6"]
177
+ * facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
178
+ * facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
179
+ * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
180
+ * facePattern5 = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-4/-4/-4","-5/-5/-5","-6/-6/-6"]
181
+ * Each pattern is divided by the same method
182
+ * @param faces Array[String] The indices of elements
183
+ * @param v Integer The variable to increment
184
+ */
185
+ _getTriangles(faces, v) {
186
+ //Work for each element of the array
187
+ for (let faceIndex = v; faceIndex < faces.length - 1; faceIndex++) {
188
+ //Add on the triangle variable the indexes to obtain triangles
189
+ this._pushTriangle(faces, faceIndex);
190
+ }
191
+ //Result obtained after 2 iterations:
192
+ //Pattern1 => triangle = ["1","2","3","1","3","4"];
193
+ //Pattern2 => triangle = ["1/1","2/2","3/3","1/1","3/3","4/4"];
194
+ //Pattern3 => triangle = ["1/1/1","2/2/2","3/3/3","1/1/1","3/3/3","4/4/4"];
195
+ //Pattern4 => triangle = ["1//1","2//2","3//3","1//1","3//3","4//4"];
196
+ //Pattern5 => triangle = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-1/-1/-1","-3/-3/-3","-4/-4/-4"];
197
+ }
198
+ /**
199
+ * To get color between color and extension color
200
+ * @param index Integer The index of the element in the array
201
+ * @returns value of target color
202
+ */
203
+ _getColor(index) {
204
+ if (this._loadingOptions.importVertexColors) {
205
+ return this._extColors[index] ?? this._colors[index];
206
+ }
207
+ else {
208
+ return undefined;
209
+ }
210
+ }
211
+ /**
212
+ * Create triangles and push the data for each polygon for the pattern 1
213
+ * In this pattern we get vertice positions
214
+ * @param face
215
+ * @param v
216
+ */
217
+ _setDataForCurrentFaceWithPattern1(face, v) {
218
+ //Get the indices of triangles for each polygon
219
+ this._getTriangles(face, v);
220
+ //For each element in the triangles array.
221
+ //This var could contains 1 to an infinity of triangles
222
+ for (let k = 0; k < this._triangles.length; k++) {
223
+ // Set position indice
224
+ const indicePositionFromObj = parseInt(this._triangles[k]) - 1;
225
+ this._setData({
226
+ indicePositionFromObj,
227
+ positionVectorFromOBJ: this._positions[indicePositionFromObj],
228
+ positionColorsFromOBJ: this._getColor(indicePositionFromObj),
229
+ });
230
+ }
231
+ //Reset variable for the next line
232
+ this._triangles.length = 0;
233
+ }
234
+ /**
235
+ * Create triangles and push the data for each polygon for the pattern 2
236
+ * In this pattern we get vertice positions and uvs
237
+ * @param face
238
+ * @param v
239
+ */
240
+ _setDataForCurrentFaceWithPattern2(face, v) {
241
+ //Get the indices of triangles for each polygon
242
+ this._getTriangles(face, v);
243
+ for (let k = 0; k < this._triangles.length; k++) {
244
+ //triangle[k] = "1/1"
245
+ //Split the data for getting position and uv
246
+ const point = this._triangles[k].split("/"); // ["1", "1"]
247
+ //Set position indice
248
+ const indicePositionFromObj = parseInt(point[0]) - 1;
249
+ //Set uv indice
250
+ const indiceUvsFromObj = parseInt(point[1]) - 1;
251
+ this._setData({
252
+ indicePositionFromObj,
253
+ indiceUvsFromObj,
254
+ positionVectorFromOBJ: this._positions[indicePositionFromObj],
255
+ textureVectorFromOBJ: this._uvs[indiceUvsFromObj],
256
+ positionColorsFromOBJ: this._getColor(indicePositionFromObj),
257
+ });
258
+ }
259
+ //Reset variable for the next line
260
+ this._triangles.length = 0;
261
+ }
262
+ /**
263
+ * Create triangles and push the data for each polygon for the pattern 3
264
+ * In this pattern we get vertice positions, uvs and normals
265
+ * @param face
266
+ * @param v
267
+ */
268
+ _setDataForCurrentFaceWithPattern3(face, v) {
269
+ //Get the indices of triangles for each polygon
270
+ this._getTriangles(face, v);
271
+ for (let k = 0; k < this._triangles.length; k++) {
272
+ //triangle[k] = "1/1/1"
273
+ //Split the data for getting position, uv, and normals
274
+ const point = this._triangles[k].split("/"); // ["1", "1", "1"]
275
+ // Set position indice
276
+ const indicePositionFromObj = parseInt(point[0]) - 1;
277
+ // Set uv indice
278
+ const indiceUvsFromObj = parseInt(point[1]) - 1;
279
+ // Set normal indice
280
+ const indiceNormalFromObj = parseInt(point[2]) - 1;
281
+ this._setData({
282
+ indicePositionFromObj,
283
+ indiceUvsFromObj,
284
+ indiceNormalFromObj,
285
+ positionVectorFromOBJ: this._positions[indicePositionFromObj],
286
+ textureVectorFromOBJ: this._uvs[indiceUvsFromObj],
287
+ normalsVectorFromOBJ: this._normals[indiceNormalFromObj],
288
+ });
289
+ }
290
+ //Reset variable for the next line
291
+ this._triangles.length = 0;
292
+ }
293
+ /**
294
+ * Create triangles and push the data for each polygon for the pattern 4
295
+ * In this pattern we get vertice positions and normals
296
+ * @param face
297
+ * @param v
298
+ */
299
+ _setDataForCurrentFaceWithPattern4(face, v) {
300
+ this._getTriangles(face, v);
301
+ for (let k = 0; k < this._triangles.length; k++) {
302
+ //triangle[k] = "1//1"
303
+ //Split the data for getting position and normals
304
+ const point = this._triangles[k].split("//"); // ["1", "1"]
305
+ // We check indices, and normals
306
+ const indicePositionFromObj = parseInt(point[0]) - 1;
307
+ const indiceNormalFromObj = parseInt(point[1]) - 1;
308
+ this._setData({
309
+ indicePositionFromObj,
310
+ indiceNormalFromObj,
311
+ positionVectorFromOBJ: this._positions[indicePositionFromObj],
312
+ normalsVectorFromOBJ: this._normals[indiceNormalFromObj],
313
+ positionColorsFromOBJ: this._getColor(indicePositionFromObj),
314
+ });
315
+ }
316
+ //Reset variable for the next line
317
+ this._triangles.length = 0;
318
+ }
319
+ /*
320
+ * Create triangles and push the data for each polygon for the pattern 3
321
+ * In this pattern we get vertice positions, uvs and normals
322
+ * @param face
323
+ * @param v
324
+ */
325
+ _setDataForCurrentFaceWithPattern5(face, v) {
326
+ //Get the indices of triangles for each polygon
327
+ this._getTriangles(face, v);
328
+ for (let k = 0; k < this._triangles.length; k++) {
329
+ //triangle[k] = "-1/-1/-1"
330
+ //Split the data for getting position, uv, and normals
331
+ const point = this._triangles[k].split("/"); // ["-1", "-1", "-1"]
332
+ // Set position indice
333
+ const indicePositionFromObj = this._positions.length + parseInt(point[0]);
334
+ // Set uv indice
335
+ const indiceUvsFromObj = this._uvs.length + parseInt(point[1]);
336
+ // Set normal indice
337
+ const indiceNormalFromObj = this._normals.length + parseInt(point[2]);
338
+ this._setData({
339
+ indicePositionFromObj,
340
+ indiceUvsFromObj,
341
+ indiceNormalFromObj,
342
+ positionVectorFromOBJ: this._positions[indicePositionFromObj],
343
+ textureVectorFromOBJ: this._uvs[indiceUvsFromObj],
344
+ normalsVectorFromOBJ: this._normals[indiceNormalFromObj],
345
+ positionColorsFromOBJ: this._getColor(indicePositionFromObj),
346
+ });
347
+ }
348
+ //Reset variable for the next line
349
+ this._triangles.length = 0;
350
+ }
351
+ _addPreviousObjMesh() {
352
+ //Check if it is not the first mesh. Otherwise we don't have data.
353
+ if (this._meshesFromObj.length > 0) {
354
+ //Get the previous mesh for applying the data about the faces
355
+ //=> in obj file, faces definition append after the name of the mesh
356
+ this._handledMesh = this._meshesFromObj[this._meshesFromObj.length - 1];
357
+ //Set the data into Array for the mesh
358
+ this._unwrapData();
359
+ if (this._loadingOptions.useLegacyBehavior) {
360
+ // Reverse tab. Otherwise face are displayed in the wrong sens
361
+ this._indicesForBabylon.reverse();
362
+ }
363
+ //Set the information for the mesh
364
+ //Slice the array to avoid rewriting because of the fact this is the same var which be rewrited
365
+ this._handledMesh.indices = this._indicesForBabylon.slice();
366
+ this._handledMesh.positions = this._unwrappedPositionsForBabylon.slice();
367
+ if (this._unwrappedNormalsForBabylon.length) {
368
+ this._handledMesh.normals = this._unwrappedNormalsForBabylon.slice();
369
+ }
370
+ if (this._unwrappedUVForBabylon.length) {
371
+ this._handledMesh.uvs = this._unwrappedUVForBabylon.slice();
372
+ }
373
+ if (this._unwrappedColorsForBabylon.length) {
374
+ this._handledMesh.colors = this._unwrappedColorsForBabylon.slice();
375
+ }
376
+ this._handledMesh.hasLines = this._hasLineData;
377
+ //Reset the array for the next mesh
378
+ this._indicesForBabylon.length = 0;
379
+ this._unwrappedPositionsForBabylon.length = 0;
380
+ this._unwrappedColorsForBabylon.length = 0;
381
+ this._unwrappedNormalsForBabylon.length = 0;
382
+ this._unwrappedUVForBabylon.length = 0;
383
+ this._hasLineData = false;
384
+ }
385
+ }
386
+ _optimizeNormals(mesh) {
387
+ const positions = mesh.getVerticesData(VertexBuffer.PositionKind);
388
+ const normals = mesh.getVerticesData(VertexBuffer.NormalKind);
389
+ const mapVertices = {};
390
+ if (!positions || !normals) {
391
+ return;
392
+ }
393
+ for (let i = 0; i < positions.length / 3; i++) {
394
+ const x = positions[i * 3 + 0];
395
+ const y = positions[i * 3 + 1];
396
+ const z = positions[i * 3 + 2];
397
+ const key = x + "_" + y + "_" + z;
398
+ let lst = mapVertices[key];
399
+ if (!lst) {
400
+ lst = [];
401
+ mapVertices[key] = lst;
402
+ }
403
+ lst.push(i);
404
+ }
405
+ const normal = new Vector3();
406
+ for (const key in mapVertices) {
407
+ const lst = mapVertices[key];
408
+ if (lst.length < 2) {
409
+ continue;
410
+ }
411
+ const v0Idx = lst[0];
412
+ for (let i = 1; i < lst.length; ++i) {
413
+ const vIdx = lst[i];
414
+ normals[v0Idx * 3 + 0] += normals[vIdx * 3 + 0];
415
+ normals[v0Idx * 3 + 1] += normals[vIdx * 3 + 1];
416
+ normals[v0Idx * 3 + 2] += normals[vIdx * 3 + 2];
417
+ }
418
+ normal.copyFromFloats(normals[v0Idx * 3 + 0], normals[v0Idx * 3 + 1], normals[v0Idx * 3 + 2]);
419
+ normal.normalize();
420
+ for (let i = 0; i < lst.length; ++i) {
421
+ const vIdx = lst[i];
422
+ normals[vIdx * 3 + 0] = normal.x;
423
+ normals[vIdx * 3 + 1] = normal.y;
424
+ normals[vIdx * 3 + 2] = normal.z;
425
+ }
426
+ }
427
+ mesh.setVerticesData(VertexBuffer.NormalKind, normals);
428
+ }
429
+ static _IsLineElement(line) {
430
+ return line.startsWith("l");
431
+ }
432
+ static _IsObjectElement(line) {
433
+ return line.startsWith("o");
434
+ }
435
+ static _IsGroupElement(line) {
436
+ return line.startsWith("g");
437
+ }
438
+ static _GetZbrushMRGB(line, notParse) {
439
+ if (!line.startsWith("mrgb")) {
440
+ return null;
441
+ }
442
+ line = line.replace("mrgb", "").trim();
443
+ // if include vertex color , not load mrgb anymore
444
+ if (notParse) {
445
+ return [];
446
+ }
447
+ const regex = /[a-z0-9]/g;
448
+ const regArray = line.match(regex);
449
+ if (!regArray || regArray.length % 8 !== 0) {
450
+ return [];
451
+ }
452
+ const array = [];
453
+ for (let regIndex = 0; regIndex < regArray.length / 8; regIndex++) {
454
+ //each item is MMRRGGBB, m is material index
455
+ // const m = regArray[regIndex * 8 + 0] + regArray[regIndex * 8 + 1];
456
+ const r = regArray[regIndex * 8 + 2] + regArray[regIndex * 8 + 3];
457
+ const g = regArray[regIndex * 8 + 4] + regArray[regIndex * 8 + 5];
458
+ const b = regArray[regIndex * 8 + 6] + regArray[regIndex * 8 + 7];
459
+ array.push(new Color4(parseInt(r, 16) / 255, parseInt(g, 16) / 255, parseInt(b, 16) / 255, 1));
460
+ }
461
+ return array;
462
+ }
463
+ /**
464
+ * Function used to parse an OBJ string
465
+ * @param meshesNames defines the list of meshes to load (all if not defined)
466
+ * @param data defines the OBJ string
467
+ * @param scene defines the hosting scene
468
+ * @param assetContainer defines the asset container to load data in
469
+ * @param onFileToLoadFound defines a callback that will be called if a MTL file is found
470
+ */
471
+ parse(meshesNames, data, scene, assetContainer, onFileToLoadFound) {
472
+ //Move Santitize here to forbid delete zbrush data
473
+ // Sanitize data
474
+ data = data.replace(/#MRGB/g, "mrgb");
475
+ data = data.replace(/#.*$/gm, "").trim();
476
+ if (this._loadingOptions.useLegacyBehavior) {
477
+ this._pushTriangle = (faces, faceIndex) => this._triangles.push(faces[0], faces[faceIndex], faces[faceIndex + 1]);
478
+ this._handednessSign = 1;
479
+ }
480
+ else if (scene.useRightHandedSystem) {
481
+ this._pushTriangle = (faces, faceIndex) => this._triangles.push(faces[0], faces[faceIndex + 1], faces[faceIndex]);
482
+ this._handednessSign = 1;
483
+ }
484
+ else {
485
+ this._pushTriangle = (faces, faceIndex) => this._triangles.push(faces[0], faces[faceIndex], faces[faceIndex + 1]);
486
+ this._handednessSign = -1;
487
+ }
488
+ // Split the file into lines
489
+ // Preprocess line data
490
+ const linesOBJ = data.split("\n");
491
+ const lineLines = [];
492
+ let currentGroup = [];
493
+ lineLines.push(currentGroup);
494
+ for (let i = 0; i < linesOBJ.length; i++) {
495
+ const line = linesOBJ[i].trim().replace(/\s\s/g, " ");
496
+ // Comment or newLine
497
+ if (line.length === 0 || line.charAt(0) === "#") {
498
+ continue;
499
+ }
500
+ if (SolidParser._IsGroupElement(line) || SolidParser._IsObjectElement(line)) {
501
+ currentGroup = [];
502
+ lineLines.push(currentGroup);
503
+ }
504
+ if (SolidParser._IsLineElement(line)) {
505
+ const lineValues = line.split(" ");
506
+ // create line elements with two vertices only
507
+ for (let i = 1; i < lineValues.length - 1; i++) {
508
+ currentGroup.push(`l ${lineValues[i]} ${lineValues[i + 1]}`);
509
+ }
510
+ }
511
+ else {
512
+ currentGroup.push(line);
513
+ }
514
+ }
515
+ const lines = lineLines.flat();
516
+ // Look at each line
517
+ for (let i = 0; i < lines.length; i++) {
518
+ const line = lines[i].trim().replace(/\s\s/g, " ");
519
+ let result;
520
+ // Comment or newLine
521
+ if (line.length === 0 || line.charAt(0) === "#") {
522
+ continue;
523
+ }
524
+ else if (SolidParser.VertexPattern.test(line)) {
525
+ //Get information about one position possible for the vertices
526
+ result = line.match(/[^ ]+/g); // match will return non-null due to passing regex pattern
527
+ // Value of result with line: "v 1.0 2.0 3.0"
528
+ // ["v", "1.0", "2.0", "3.0"]
529
+ // Create a Vector3 with the position x, y, z
530
+ this._positions.push(new Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
531
+ if (this._loadingOptions.importVertexColors) {
532
+ if (result.length >= 7) {
533
+ const r = parseFloat(result[4]);
534
+ const g = parseFloat(result[5]);
535
+ const b = parseFloat(result[6]);
536
+ this._colors.push(new Color4(r > 1 ? r / 255 : r, g > 1 ? g / 255 : g, b > 1 ? b / 255 : b, result.length === 7 || result[7] === undefined ? 1 : parseFloat(result[7])));
537
+ }
538
+ else {
539
+ // TODO: maybe push NULL and if all are NULL to skip (and remove grayColor var).
540
+ this._colors.push(this._grayColor);
541
+ }
542
+ }
543
+ }
544
+ else if ((result = SolidParser.NormalPattern.exec(line)) !== null) {
545
+ //Create a Vector3 with the normals x, y, z
546
+ //Value of result
547
+ // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
548
+ //Add the Vector in the list of normals
549
+ this._normals.push(new Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
550
+ }
551
+ else if ((result = SolidParser.UVPattern.exec(line)) !== null) {
552
+ //Create a Vector2 with the normals u, v
553
+ //Value of result
554
+ // ["vt 0.1 0.2 0.3", "0.1", "0.2"]
555
+ //Add the Vector in the list of uvs
556
+ this._uvs.push(new Vector2(parseFloat(result[1]) * this._loadingOptions.UVScaling.x, parseFloat(result[2]) * this._loadingOptions.UVScaling.y));
557
+ //Identify patterns of faces
558
+ //Face could be defined in different type of pattern
559
+ }
560
+ else if ((result = SolidParser.FacePattern3.exec(line)) !== null) {
561
+ //Value of result:
562
+ //["f 1/1/1 2/2/2 3/3/3", "1/1/1 2/2/2 3/3/3"...]
563
+ //Set the data for this face
564
+ this._setDataForCurrentFaceWithPattern3(result[1].trim().split(" "), // ["1/1/1", "2/2/2", "3/3/3"]
565
+ 1);
566
+ }
567
+ else if ((result = SolidParser.FacePattern4.exec(line)) !== null) {
568
+ //Value of result:
569
+ //["f 1//1 2//2 3//3", "1//1 2//2 3//3"...]
570
+ //Set the data for this face
571
+ this._setDataForCurrentFaceWithPattern4(result[1].trim().split(" "), // ["1//1", "2//2", "3//3"]
572
+ 1);
573
+ }
574
+ else if ((result = SolidParser.FacePattern5.exec(line)) !== null) {
575
+ //Value of result:
576
+ //["f -1/-1/-1 -2/-2/-2 -3/-3/-3", "-1/-1/-1 -2/-2/-2 -3/-3/-3"...]
577
+ //Set the data for this face
578
+ this._setDataForCurrentFaceWithPattern5(result[1].trim().split(" "), // ["-1/-1/-1", "-2/-2/-2", "-3/-3/-3"]
579
+ 1);
580
+ }
581
+ else if ((result = SolidParser.FacePattern2.exec(line)) !== null) {
582
+ //Value of result:
583
+ //["f 1/1 2/2 3/3", "1/1 2/2 3/3"...]
584
+ //Set the data for this face
585
+ this._setDataForCurrentFaceWithPattern2(result[1].trim().split(" "), // ["1/1", "2/2", "3/3"]
586
+ 1);
587
+ }
588
+ else if ((result = SolidParser.FacePattern1.exec(line)) !== null) {
589
+ //Value of result
590
+ //["f 1 2 3", "1 2 3"...]
591
+ //Set the data for this face
592
+ this._setDataForCurrentFaceWithPattern1(result[1].trim().split(" "), // ["1", "2", "3"]
593
+ 1);
594
+ // Define a mesh or an object
595
+ // Each time this keyword is analyzed, create a new Object with all data for creating a babylonMesh
596
+ }
597
+ else if ((result = SolidParser.LinePattern1.exec(line)) !== null) {
598
+ //Value of result
599
+ //["l 1 2"]
600
+ //Set the data for this face
601
+ this._setDataForCurrentFaceWithPattern1(result[1].trim().split(" "), // ["1", "2"]
602
+ 0);
603
+ this._hasLineData = true;
604
+ // Define a mesh or an object
605
+ // Each time this keyword is analyzed, create a new Object with all data for creating a babylonMesh
606
+ }
607
+ else if ((result = SolidParser.LinePattern2.exec(line)) !== null) {
608
+ //Value of result
609
+ //["l 1/1 2/2"]
610
+ //Set the data for this face
611
+ this._setDataForCurrentFaceWithPattern2(result[1].trim().split(" "), // ["1/1", "2/2"]
612
+ 0);
613
+ this._hasLineData = true;
614
+ // Define a mesh or an object
615
+ // Each time this keyword is analyzed, create a new Object with all data for creating a babylonMesh
616
+ }
617
+ else if ((result = SolidParser._GetZbrushMRGB(line, !this._loadingOptions.importVertexColors))) {
618
+ for (const element of result) {
619
+ this._extColors.push(element);
620
+ }
621
+ }
622
+ else if ((result = SolidParser.LinePattern3.exec(line)) !== null) {
623
+ //Value of result
624
+ //["l 1/1/1 2/2/2"]
625
+ //Set the data for this face
626
+ this._setDataForCurrentFaceWithPattern3(result[1].trim().split(" "), // ["1/1/1", "2/2/2"]
627
+ 0);
628
+ this._hasLineData = true;
629
+ // Define a mesh or an object
630
+ // Each time this keyword is analyzed, create a new Object with all data for creating a babylonMesh
631
+ }
632
+ else if (SolidParser.GroupDescriptor.test(line) || SolidParser.ObjectDescriptor.test(line)) {
633
+ // Create a new mesh corresponding to the name of the group.
634
+ // Definition of the mesh
635
+ const objMesh = {
636
+ name: line.substring(2).trim(), //Set the name of the current obj mesh
637
+ indices: null,
638
+ positions: null,
639
+ normals: null,
640
+ uvs: null,
641
+ colors: null,
642
+ materialName: this._materialNameFromObj,
643
+ isObject: SolidParser.ObjectDescriptor.test(line),
644
+ };
645
+ this._addPreviousObjMesh();
646
+ //Push the last mesh created with only the name
647
+ this._meshesFromObj.push(objMesh);
648
+ //Set this variable to indicate that now meshesFromObj has objects defined inside
649
+ this._hasMeshes = true;
650
+ this._isFirstMaterial = true;
651
+ this._increment = 1;
652
+ //Keyword for applying a material
653
+ }
654
+ else if (SolidParser.UseMtlDescriptor.test(line)) {
655
+ //Get the name of the material
656
+ this._materialNameFromObj = line.substring(7).trim();
657
+ //If this new material is in the same mesh
658
+ if (!this._isFirstMaterial || !this._hasMeshes) {
659
+ //Set the data for the previous mesh
660
+ this._addPreviousObjMesh();
661
+ //Create a new mesh
662
+ const objMesh =
663
+ //Set the name of the current obj mesh
664
+ {
665
+ name: (this._objMeshName || "mesh") + "_mm" + this._increment.toString(), //Set the name of the current obj mesh
666
+ indices: null,
667
+ positions: null,
668
+ normals: null,
669
+ uvs: null,
670
+ colors: null,
671
+ materialName: this._materialNameFromObj,
672
+ isObject: false,
673
+ };
674
+ this._increment++;
675
+ //If meshes are already defined
676
+ this._meshesFromObj.push(objMesh);
677
+ this._hasMeshes = true;
678
+ }
679
+ //Set the material name if the previous line define a mesh
680
+ if (this._hasMeshes && this._isFirstMaterial) {
681
+ //Set the material name to the previous mesh (1 material per mesh)
682
+ this._meshesFromObj[this._meshesFromObj.length - 1].materialName = this._materialNameFromObj;
683
+ this._isFirstMaterial = false;
684
+ }
685
+ // Keyword for loading the mtl file
686
+ }
687
+ else if (SolidParser.MtlLibGroupDescriptor.test(line)) {
688
+ // Get the name of mtl file
689
+ onFileToLoadFound(line.substring(7).trim());
690
+ // Apply smoothing
691
+ }
692
+ else if (SolidParser.SmoothDescriptor.test(line)) {
693
+ // smooth shading => apply smoothing
694
+ // Today I don't know it work with babylon and with obj.
695
+ // With the obj file an integer is set
696
+ }
697
+ else {
698
+ //If there is another possibility
699
+ Logger.Log("Unhandled expression at line : " + line);
700
+ }
701
+ }
702
+ // At the end of the file, add the last mesh into the meshesFromObj array
703
+ if (this._hasMeshes) {
704
+ // Set the data for the last mesh
705
+ this._handledMesh = this._meshesFromObj[this._meshesFromObj.length - 1];
706
+ if (this._loadingOptions.useLegacyBehavior) {
707
+ //Reverse indices for displaying faces in the good sense
708
+ this._indicesForBabylon.reverse();
709
+ }
710
+ //Get the good array
711
+ this._unwrapData();
712
+ //Set array
713
+ this._handledMesh.indices = this._indicesForBabylon;
714
+ this._handledMesh.positions = this._unwrappedPositionsForBabylon;
715
+ if (this._unwrappedNormalsForBabylon.length) {
716
+ this._handledMesh.normals = this._unwrappedNormalsForBabylon;
717
+ }
718
+ if (this._unwrappedUVForBabylon.length) {
719
+ this._handledMesh.uvs = this._unwrappedUVForBabylon;
720
+ }
721
+ if (this._unwrappedColorsForBabylon.length) {
722
+ this._handledMesh.colors = this._unwrappedColorsForBabylon;
723
+ }
724
+ this._handledMesh.hasLines = this._hasLineData;
725
+ }
726
+ // If any o or g keyword not found, create a mesh with a random id
727
+ if (!this._hasMeshes) {
728
+ let newMaterial = null;
729
+ if (this._indicesForBabylon.length) {
730
+ if (this._loadingOptions.useLegacyBehavior) {
731
+ // reverse tab of indices
732
+ this._indicesForBabylon.reverse();
733
+ }
734
+ //Get positions normals uvs
735
+ this._unwrapData();
736
+ }
737
+ else {
738
+ // There is no indices in the file. We will have to switch to point cloud rendering
739
+ for (const pos of this._positions) {
740
+ this._unwrappedPositionsForBabylon.push(pos.x, pos.y, pos.z);
741
+ }
742
+ if (this._normals.length) {
743
+ for (const normal of this._normals) {
744
+ this._unwrappedNormalsForBabylon.push(normal.x, normal.y, normal.z);
745
+ }
746
+ }
747
+ if (this._uvs.length) {
748
+ for (const uv of this._uvs) {
749
+ this._unwrappedUVForBabylon.push(uv.x, uv.y);
750
+ }
751
+ }
752
+ if (this._extColors.length) {
753
+ for (const color of this._extColors) {
754
+ this._unwrappedColorsForBabylon.push(color.r, color.g, color.b, color.a);
755
+ }
756
+ }
757
+ else {
758
+ if (this._colors.length) {
759
+ for (const color of this._colors) {
760
+ this._unwrappedColorsForBabylon.push(color.r, color.g, color.b, color.a);
761
+ }
762
+ }
763
+ }
764
+ if (!this._materialNameFromObj) {
765
+ // Create a material with point cloud on
766
+ newMaterial = new StandardMaterial(Geometry.RandomId(), scene);
767
+ newMaterial.pointsCloud = true;
768
+ this._materialNameFromObj = newMaterial.name;
769
+ if (!this._normals.length) {
770
+ newMaterial.disableLighting = true;
771
+ newMaterial.emissiveColor = Color3.White();
772
+ }
773
+ }
774
+ }
775
+ //Set data for one mesh
776
+ this._meshesFromObj.push({
777
+ name: Geometry.RandomId(),
778
+ indices: this._indicesForBabylon,
779
+ positions: this._unwrappedPositionsForBabylon,
780
+ colors: this._unwrappedColorsForBabylon,
781
+ normals: this._unwrappedNormalsForBabylon,
782
+ uvs: this._unwrappedUVForBabylon,
783
+ materialName: this._materialNameFromObj,
784
+ directMaterial: newMaterial,
785
+ isObject: true,
786
+ hasLines: this._hasLineData,
787
+ });
788
+ }
789
+ //Set data for each mesh
790
+ for (let j = 0; j < this._meshesFromObj.length; j++) {
791
+ //check meshesNames (stlFileLoader)
792
+ if (meshesNames && this._meshesFromObj[j].name) {
793
+ if (meshesNames instanceof Array) {
794
+ if (meshesNames.indexOf(this._meshesFromObj[j].name) === -1) {
795
+ continue;
796
+ }
797
+ }
798
+ else {
799
+ if (this._meshesFromObj[j].name !== meshesNames) {
800
+ continue;
801
+ }
802
+ }
803
+ }
804
+ //Get the current mesh
805
+ //Set the data with VertexBuffer for each mesh
806
+ this._handledMesh = this._meshesFromObj[j];
807
+ //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;
812
+ this._handledMesh._babylonMesh = babylonMesh;
813
+ // 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
+ if (!this._handledMesh.isObject) {
815
+ for (let k = j - 1; k >= 0; --k) {
816
+ if (this._meshesFromObj[k].isObject && this._meshesFromObj[k]._babylonMesh) {
817
+ babylonMesh.parent = this._meshesFromObj[k]._babylonMesh;
818
+ break;
819
+ }
820
+ }
821
+ }
822
+ //Push the name of the material to an array
823
+ //This is indispensable for the importMesh function
824
+ this._materialToUse.push(this._meshesFromObj[j].materialName);
825
+ //If the mesh is a line mesh
826
+ if (this._handledMesh.hasLines) {
827
+ babylonMesh._internalMetadata ?? (babylonMesh._internalMetadata = {});
828
+ babylonMesh._internalMetadata["_isLine"] = true; //this is a line mesh
829
+ }
830
+ if (this._handledMesh.positions?.length === 0) {
831
+ //Push the mesh into an array
832
+ this._babylonMeshesArray.push(babylonMesh);
833
+ continue;
834
+ }
835
+ const vertexData = new VertexData(); //The container for the values
836
+ //Set the data for the babylonMesh
837
+ vertexData.indices = this._handledMesh.indices;
838
+ vertexData.positions = this._handledMesh.positions;
839
+ if (this._loadingOptions.computeNormals || !this._handledMesh.normals) {
840
+ // Compute normals if requested or if normals are not defined
841
+ const normals = new Array();
842
+ VertexData.ComputeNormals(this._handledMesh.positions, this._handledMesh.indices, normals);
843
+ vertexData.normals = normals;
844
+ }
845
+ else {
846
+ vertexData.normals = this._handledMesh.normals;
847
+ }
848
+ if (this._handledMesh.uvs) {
849
+ vertexData.uvs = this._handledMesh.uvs;
850
+ }
851
+ if (this._handledMesh.colors) {
852
+ vertexData.colors = this._handledMesh.colors;
853
+ }
854
+ //Set the data from the VertexBuffer to the current Mesh
855
+ vertexData.applyToMesh(babylonMesh);
856
+ if (this._loadingOptions.invertY) {
857
+ babylonMesh.scaling.y *= -1;
858
+ }
859
+ if (this._loadingOptions.optimizeNormals) {
860
+ this._optimizeNormals(babylonMesh);
861
+ }
862
+ //Push the mesh into an array
863
+ this._babylonMeshesArray.push(babylonMesh);
864
+ if (this._handledMesh.directMaterial) {
865
+ babylonMesh.material = this._handledMesh.directMaterial;
866
+ }
867
+ }
868
+ }
869
+ }
870
+ // Descriptor
871
+ /** Object descriptor */
872
+ SolidParser.ObjectDescriptor = /^o/;
873
+ /** Group descriptor */
874
+ SolidParser.GroupDescriptor = /^g/;
875
+ /** Material lib descriptor */
876
+ SolidParser.MtlLibGroupDescriptor = /^mtllib /;
877
+ /** Use a material descriptor */
878
+ SolidParser.UseMtlDescriptor = /^usemtl /;
879
+ /** Smooth descriptor */
880
+ SolidParser.SmoothDescriptor = /^s /;
881
+ // Patterns
882
+ /** Pattern used to detect a vertex */
883
+ SolidParser.VertexPattern = /^v(\s+[\d|.|+|\-|e|E]+){3,7}/;
884
+ /** Pattern used to detect a normal */
885
+ SolidParser.NormalPattern = /^vn(\s+[\d|.|+|\-|e|E]+)( +[\d|.|+|\-|e|E]+)( +[\d|.|+|\-|e|E]+)/;
886
+ /** Pattern used to detect a UV set */
887
+ SolidParser.UVPattern = /^vt(\s+[\d|.|+|\-|e|E]+)( +[\d|.|+|\-|e|E]+)/;
888
+ /** Pattern used to detect a first kind of face (f vertex vertex vertex) */
889
+ SolidParser.FacePattern1 = /^f\s+(([\d]{1,}[\s]?){3,})+/;
890
+ /** Pattern used to detect a second kind of face (f vertex/uvs vertex/uvs vertex/uvs) */
891
+ SolidParser.FacePattern2 = /^f\s+((([\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
892
+ /** Pattern used to detect a third kind of face (f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal) */
893
+ SolidParser.FacePattern3 = /^f\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
894
+ /** Pattern used to detect a fourth kind of face (f vertex//normal vertex//normal vertex//normal)*/
895
+ SolidParser.FacePattern4 = /^f\s+((([\d]{1,}\/\/[\d]{1,}[\s]?){3,})+)/;
896
+ /** Pattern used to detect a fifth kind of face (f -vertex/-uvs/-normal -vertex/-uvs/-normal -vertex/-uvs/-normal) */
897
+ SolidParser.FacePattern5 = /^f\s+(((-[\d]{1,}\/-[\d]{1,}\/-[\d]{1,}[\s]?){3,})+)/;
898
+ /** Pattern used to detect a line(l vertex vertex) */
899
+ SolidParser.LinePattern1 = /^l\s+(([\d]{1,}[\s]?){2,})+/;
900
+ /** Pattern used to detect a second kind of line (l vertex/uvs vertex/uvs) */
901
+ SolidParser.LinePattern2 = /^l\s+((([\d]{1,}\/[\d]{1,}[\s]?){2,})+)/;
902
+ /** Pattern used to detect a third kind of line (l vertex/uvs/normal vertex/uvs/normal) */
903
+ SolidParser.LinePattern3 = /^l\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){2,})+)/;