@onerjs/loaders 8.23.1

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Files changed (280) hide show
  1. package/OBJ/index.d.ts +4 -0
  2. package/OBJ/index.js +5 -0
  3. package/OBJ/index.js.map +1 -0
  4. package/OBJ/mtlFileLoader.d.ts +41 -0
  5. package/OBJ/mtlFileLoader.js +231 -0
  6. package/OBJ/mtlFileLoader.js.map +1 -0
  7. package/OBJ/objFileLoader.d.ts +136 -0
  8. package/OBJ/objFileLoader.js +318 -0
  9. package/OBJ/objFileLoader.js.map +1 -0
  10. package/OBJ/objFileLoader.metadata.d.ts +4 -0
  11. package/OBJ/objFileLoader.metadata.js +5 -0
  12. package/OBJ/objFileLoader.metadata.js.map +1 -0
  13. package/OBJ/objLoadingOptions.d.ts +47 -0
  14. package/OBJ/objLoadingOptions.js +2 -0
  15. package/OBJ/objLoadingOptions.js.map +1 -0
  16. package/OBJ/solidParser.d.ts +174 -0
  17. package/OBJ/solidParser.js +862 -0
  18. package/OBJ/solidParser.js.map +1 -0
  19. package/SPLAT/index.d.ts +2 -0
  20. package/SPLAT/index.js +4 -0
  21. package/SPLAT/index.js.map +1 -0
  22. package/SPLAT/splatFileLoader.d.ts +88 -0
  23. package/SPLAT/splatFileLoader.js +562 -0
  24. package/SPLAT/splatFileLoader.js.map +1 -0
  25. package/SPLAT/splatFileLoader.metadata.d.ts +14 -0
  26. package/SPLAT/splatFileLoader.metadata.js +12 -0
  27. package/SPLAT/splatFileLoader.metadata.js.map +1 -0
  28. package/SPLAT/splatLoadingOptions.d.ts +13 -0
  29. package/SPLAT/splatLoadingOptions.js +2 -0
  30. package/SPLAT/splatLoadingOptions.js.map +1 -0
  31. package/STL/index.d.ts +1 -0
  32. package/STL/index.js +2 -0
  33. package/STL/index.js.map +1 -0
  34. package/STL/stlFileLoader.d.ts +78 -0
  35. package/STL/stlFileLoader.js +239 -0
  36. package/STL/stlFileLoader.js.map +1 -0
  37. package/STL/stlFileLoader.metadata.d.ts +8 -0
  38. package/STL/stlFileLoader.metadata.js +8 -0
  39. package/STL/stlFileLoader.metadata.js.map +1 -0
  40. package/bvh/bvhFileLoader.d.ts +69 -0
  41. package/bvh/bvhFileLoader.js +133 -0
  42. package/bvh/bvhFileLoader.js.map +1 -0
  43. package/bvh/bvhFileLoader.metadata.d.ts +8 -0
  44. package/bvh/bvhFileLoader.metadata.js +8 -0
  45. package/bvh/bvhFileLoader.metadata.js.map +1 -0
  46. package/bvh/bvhLoader.d.ts +14 -0
  47. package/bvh/bvhLoader.js +329 -0
  48. package/bvh/bvhLoader.js.map +1 -0
  49. package/bvh/bvhLoadingOptions.d.ts +9 -0
  50. package/bvh/bvhLoadingOptions.js +2 -0
  51. package/bvh/bvhLoadingOptions.js.map +1 -0
  52. package/bvh/index.d.ts +2 -0
  53. package/bvh/index.js +4 -0
  54. package/bvh/index.js.map +1 -0
  55. package/bvh/license.md +21 -0
  56. package/dynamic.d.ts +5 -0
  57. package/dynamic.js +57 -0
  58. package/dynamic.js.map +1 -0
  59. package/glTF/1.0/glTFBinaryExtension.d.ts +16 -0
  60. package/glTF/1.0/glTFBinaryExtension.js +65 -0
  61. package/glTF/1.0/glTFBinaryExtension.js.map +1 -0
  62. package/glTF/1.0/glTFLoader.d.ts +144 -0
  63. package/glTF/1.0/glTFLoader.js +1841 -0
  64. package/glTF/1.0/glTFLoader.js.map +1 -0
  65. package/glTF/1.0/glTFLoaderInterfaces.d.ts +412 -0
  66. package/glTF/1.0/glTFLoaderInterfaces.js +96 -0
  67. package/glTF/1.0/glTFLoaderInterfaces.js.map +1 -0
  68. package/glTF/1.0/glTFLoaderUtils.d.ts +71 -0
  69. package/glTF/1.0/glTFLoaderUtils.js +255 -0
  70. package/glTF/1.0/glTFLoaderUtils.js.map +1 -0
  71. package/glTF/1.0/glTFMaterialsCommonExtension.d.ts +13 -0
  72. package/glTF/1.0/glTFMaterialsCommonExtension.js +131 -0
  73. package/glTF/1.0/glTFMaterialsCommonExtension.js.map +1 -0
  74. package/glTF/1.0/index.d.ts +5 -0
  75. package/glTF/1.0/index.js +6 -0
  76. package/glTF/1.0/index.js.map +1 -0
  77. package/glTF/2.0/Extensions/EXT_lights_ies.d.ts +41 -0
  78. package/glTF/2.0/Extensions/EXT_lights_ies.js +84 -0
  79. package/glTF/2.0/Extensions/EXT_lights_ies.js.map +1 -0
  80. package/glTF/2.0/Extensions/EXT_lights_image_based.d.ts +48 -0
  81. package/glTF/2.0/Extensions/EXT_lights_image_based.js +116 -0
  82. package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -0
  83. package/glTF/2.0/Extensions/EXT_materials_diffuse_roughness.d.ts +43 -0
  84. package/glTF/2.0/Extensions/EXT_materials_diffuse_roughness.js +69 -0
  85. package/glTF/2.0/Extensions/EXT_materials_diffuse_roughness.js.map +1 -0
  86. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +39 -0
  87. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +82 -0
  88. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -0
  89. package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +39 -0
  90. package/glTF/2.0/Extensions/EXT_meshopt_compression.js +51 -0
  91. package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -0
  92. package/glTF/2.0/Extensions/EXT_texture_avif.d.ts +34 -0
  93. package/glTF/2.0/Extensions/EXT_texture_avif.js +39 -0
  94. package/glTF/2.0/Extensions/EXT_texture_avif.js.map +1 -0
  95. package/glTF/2.0/Extensions/EXT_texture_webp.d.ts +33 -0
  96. package/glTF/2.0/Extensions/EXT_texture_webp.js +38 -0
  97. package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -0
  98. package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +48 -0
  99. package/glTF/2.0/Extensions/ExtrasAsMetadata.js +63 -0
  100. package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +1 -0
  101. package/glTF/2.0/Extensions/KHR_animation_pointer.d.ts +47 -0
  102. package/glTF/2.0/Extensions/KHR_animation_pointer.data.d.ts +1 -0
  103. package/glTF/2.0/Extensions/KHR_animation_pointer.data.js +239 -0
  104. package/glTF/2.0/Extensions/KHR_animation_pointer.data.js.map +1 -0
  105. package/glTF/2.0/Extensions/KHR_animation_pointer.js +78 -0
  106. package/glTF/2.0/Extensions/KHR_animation_pointer.js.map +1 -0
  107. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +47 -0
  108. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +93 -0
  109. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -0
  110. package/glTF/2.0/Extensions/KHR_interactivity/declarationMapper.d.ts +352 -0
  111. package/glTF/2.0/Extensions/KHR_interactivity/declarationMapper.js +1700 -0
  112. package/glTF/2.0/Extensions/KHR_interactivity/declarationMapper.js.map +1 -0
  113. package/glTF/2.0/Extensions/KHR_interactivity/flowGraphGLTFDataProvider.d.ts +33 -0
  114. package/glTF/2.0/Extensions/KHR_interactivity/flowGraphGLTFDataProvider.js +20 -0
  115. package/glTF/2.0/Extensions/KHR_interactivity/flowGraphGLTFDataProvider.js.map +1 -0
  116. package/glTF/2.0/Extensions/KHR_interactivity/index.d.ts +3 -0
  117. package/glTF/2.0/Extensions/KHR_interactivity/index.js +4 -0
  118. package/glTF/2.0/Extensions/KHR_interactivity/index.js.map +1 -0
  119. package/glTF/2.0/Extensions/KHR_interactivity/interactivityGraphParser.d.ts +70 -0
  120. package/glTF/2.0/Extensions/KHR_interactivity/interactivityGraphParser.js +450 -0
  121. package/glTF/2.0/Extensions/KHR_interactivity/interactivityGraphParser.js.map +1 -0
  122. package/glTF/2.0/Extensions/KHR_interactivity.d.ts +38 -0
  123. package/glTF/2.0/Extensions/KHR_interactivity.js +151 -0
  124. package/glTF/2.0/Extensions/KHR_interactivity.js.map +1 -0
  125. package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +41 -0
  126. package/glTF/2.0/Extensions/KHR_lights_punctual.js +92 -0
  127. package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -0
  128. package/glTF/2.0/Extensions/KHR_materials_anisotropy.d.ts +42 -0
  129. package/glTF/2.0/Extensions/KHR_materials_anisotropy.js +61 -0
  130. package/glTF/2.0/Extensions/KHR_materials_anisotropy.js.map +1 -0
  131. package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +43 -0
  132. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +94 -0
  133. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -0
  134. package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.d.ts +43 -0
  135. package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.js +95 -0
  136. package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.js.map +1 -0
  137. package/glTF/2.0/Extensions/KHR_materials_dispersion.d.ts +43 -0
  138. package/glTF/2.0/Extensions/KHR_materials_dispersion.js +60 -0
  139. package/glTF/2.0/Extensions/KHR_materials_dispersion.js.map +1 -0
  140. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +42 -0
  141. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +52 -0
  142. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -0
  143. package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +46 -0
  144. package/glTF/2.0/Extensions/KHR_materials_ior.js +62 -0
  145. package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -0
  146. package/glTF/2.0/Extensions/KHR_materials_iridescence.d.ts +42 -0
  147. package/glTF/2.0/Extensions/KHR_materials_iridescence.js +71 -0
  148. package/glTF/2.0/Extensions/KHR_materials_iridescence.js.map +1 -0
  149. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.d.ts +42 -0
  150. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +81 -0
  151. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -0
  152. package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +43 -0
  153. package/glTF/2.0/Extensions/KHR_materials_sheen.js +85 -0
  154. package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -0
  155. package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +42 -0
  156. package/glTF/2.0/Extensions/KHR_materials_specular.js +85 -0
  157. package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -0
  158. package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +42 -0
  159. package/glTF/2.0/Extensions/KHR_materials_transmission.js +306 -0
  160. package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -0
  161. package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +42 -0
  162. package/glTF/2.0/Extensions/KHR_materials_unlit.js +73 -0
  163. package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -0
  164. package/glTF/2.0/Extensions/KHR_materials_variants.d.ts +112 -0
  165. package/glTF/2.0/Extensions/KHR_materials_variants.js +263 -0
  166. package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -0
  167. package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +43 -0
  168. package/glTF/2.0/Extensions/KHR_materials_volume.js +86 -0
  169. package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -0
  170. package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +29 -0
  171. package/glTF/2.0/Extensions/KHR_mesh_quantization.js +23 -0
  172. package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +1 -0
  173. package/glTF/2.0/Extensions/KHR_node_hoverability.d.ts +31 -0
  174. package/glTF/2.0/Extensions/KHR_node_hoverability.js +190 -0
  175. package/glTF/2.0/Extensions/KHR_node_hoverability.js.map +1 -0
  176. package/glTF/2.0/Extensions/KHR_node_selectability.d.ts +30 -0
  177. package/glTF/2.0/Extensions/KHR_node_selectability.js +124 -0
  178. package/glTF/2.0/Extensions/KHR_node_selectability.js.map +1 -0
  179. package/glTF/2.0/Extensions/KHR_node_visibility.d.ts +30 -0
  180. package/glTF/2.0/Extensions/KHR_node_visibility.js +69 -0
  181. package/glTF/2.0/Extensions/KHR_node_visibility.js.map +1 -0
  182. package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +33 -0
  183. package/glTF/2.0/Extensions/KHR_texture_basisu.js +38 -0
  184. package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -0
  185. package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +37 -0
  186. package/glTF/2.0/Extensions/KHR_texture_transform.js +59 -0
  187. package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -0
  188. package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +39 -0
  189. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +48 -0
  190. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -0
  191. package/glTF/2.0/Extensions/MSFT_audio_emitter.d.ts +56 -0
  192. package/glTF/2.0/Extensions/MSFT_audio_emitter.js +227 -0
  193. package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -0
  194. package/glTF/2.0/Extensions/MSFT_lod.d.ts +104 -0
  195. package/glTF/2.0/Extensions/MSFT_lod.js +338 -0
  196. package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -0
  197. package/glTF/2.0/Extensions/MSFT_minecraftMesh.d.ts +27 -0
  198. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +41 -0
  199. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -0
  200. package/glTF/2.0/Extensions/MSFT_sRGBFactors.d.ts +27 -0
  201. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +42 -0
  202. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -0
  203. package/glTF/2.0/Extensions/dynamic.d.ts +4 -0
  204. package/glTF/2.0/Extensions/dynamic.js +156 -0
  205. package/glTF/2.0/Extensions/dynamic.js.map +1 -0
  206. package/glTF/2.0/Extensions/gltfPathToObjectConverter.d.ts +45 -0
  207. package/glTF/2.0/Extensions/gltfPathToObjectConverter.js +101 -0
  208. package/glTF/2.0/Extensions/gltfPathToObjectConverter.js.map +1 -0
  209. package/glTF/2.0/Extensions/index.d.ts +39 -0
  210. package/glTF/2.0/Extensions/index.js +41 -0
  211. package/glTF/2.0/Extensions/index.js.map +1 -0
  212. package/glTF/2.0/Extensions/objectModelMapping.d.ts +289 -0
  213. package/glTF/2.0/Extensions/objectModelMapping.js +828 -0
  214. package/glTF/2.0/Extensions/objectModelMapping.js.map +1 -0
  215. package/glTF/2.0/glTFLoader.d.ts +429 -0
  216. package/glTF/2.0/glTFLoader.js +2408 -0
  217. package/glTF/2.0/glTFLoader.js.map +1 -0
  218. package/glTF/2.0/glTFLoaderAnimation.d.ts +42 -0
  219. package/glTF/2.0/glTFLoaderAnimation.js +80 -0
  220. package/glTF/2.0/glTFLoaderAnimation.js.map +1 -0
  221. package/glTF/2.0/glTFLoaderExtension.d.ts +165 -0
  222. package/glTF/2.0/glTFLoaderExtension.js +2 -0
  223. package/glTF/2.0/glTFLoaderExtension.js.map +1 -0
  224. package/glTF/2.0/glTFLoaderExtensionRegistry.d.ts +25 -0
  225. package/glTF/2.0/glTFLoaderExtensionRegistry.js +33 -0
  226. package/glTF/2.0/glTFLoaderExtensionRegistry.js.map +1 -0
  227. package/glTF/2.0/glTFLoaderInterfaces.d.ts +257 -0
  228. package/glTF/2.0/glTFLoaderInterfaces.js +2 -0
  229. package/glTF/2.0/glTFLoaderInterfaces.js.map +1 -0
  230. package/glTF/2.0/index.d.ts +6 -0
  231. package/glTF/2.0/index.js +8 -0
  232. package/glTF/2.0/index.js.map +1 -0
  233. package/glTF/glTFFileLoader.d.ts +516 -0
  234. package/glTF/glTFFileLoader.js +968 -0
  235. package/glTF/glTFFileLoader.js.map +1 -0
  236. package/glTF/glTFFileLoader.metadata.d.ts +15 -0
  237. package/glTF/glTFFileLoader.metadata.js +18 -0
  238. package/glTF/glTFFileLoader.metadata.js.map +1 -0
  239. package/glTF/glTFValidation.d.ts +29 -0
  240. package/glTF/glTFValidation.js +126 -0
  241. package/glTF/glTFValidation.js.map +1 -0
  242. package/glTF/index.d.ts +5 -0
  243. package/glTF/index.js +7 -0
  244. package/glTF/index.js.map +1 -0
  245. package/index.d.ts +5 -0
  246. package/index.js +7 -0
  247. package/index.js.map +1 -0
  248. package/legacy/legacy-bvhFileLoader.d.ts +1 -0
  249. package/legacy/legacy-bvhFileLoader.js +16 -0
  250. package/legacy/legacy-bvhFileLoader.js.map +1 -0
  251. package/legacy/legacy-glTF.d.ts +2 -0
  252. package/legacy/legacy-glTF.js +19 -0
  253. package/legacy/legacy-glTF.js.map +1 -0
  254. package/legacy/legacy-glTF1.d.ts +2 -0
  255. package/legacy/legacy-glTF1.js +16 -0
  256. package/legacy/legacy-glTF1.js.map +1 -0
  257. package/legacy/legacy-glTF1FileLoader.d.ts +2 -0
  258. package/legacy/legacy-glTF1FileLoader.js +4 -0
  259. package/legacy/legacy-glTF1FileLoader.js.map +1 -0
  260. package/legacy/legacy-glTF2.d.ts +2 -0
  261. package/legacy/legacy-glTF2.js +35 -0
  262. package/legacy/legacy-glTF2.js.map +1 -0
  263. package/legacy/legacy-glTF2FileLoader.d.ts +2 -0
  264. package/legacy/legacy-glTF2FileLoader.js +4 -0
  265. package/legacy/legacy-glTF2FileLoader.js.map +1 -0
  266. package/legacy/legacy-glTFFileLoader.d.ts +3 -0
  267. package/legacy/legacy-glTFFileLoader.js +5 -0
  268. package/legacy/legacy-glTFFileLoader.js.map +1 -0
  269. package/legacy/legacy-objFileLoader.d.ts +1 -0
  270. package/legacy/legacy-objFileLoader.js +16 -0
  271. package/legacy/legacy-objFileLoader.js.map +1 -0
  272. package/legacy/legacy-stlFileLoader.d.ts +1 -0
  273. package/legacy/legacy-stlFileLoader.js +16 -0
  274. package/legacy/legacy-stlFileLoader.js.map +1 -0
  275. package/legacy/legacy.d.ts +7 -0
  276. package/legacy/legacy.js +10 -0
  277. package/legacy/legacy.js.map +1 -0
  278. package/license.md +71 -0
  279. package/package.json +49 -0
  280. package/readme.md +23 -0
package/OBJ/index.d.ts ADDED
@@ -0,0 +1,4 @@
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+ export * from "./mtlFileLoader.js";
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+ export * from "./objLoadingOptions.js";
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+ export * from "./solidParser.js";
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+ export * from "./objFileLoader.js";
package/OBJ/index.js ADDED
@@ -0,0 +1,5 @@
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+ export * from "./mtlFileLoader.js";
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+ export * from "./objLoadingOptions.js";
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+ export * from "./solidParser.js";
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+ export * from "./objFileLoader.js";
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+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/loaders/src/OBJ/index.ts"],"names":[],"mappings":"AAAA,cAAc,iBAAiB,CAAC;AAChC,cAAc,qBAAqB,CAAC;AACpC,cAAc,eAAe,CAAC;AAC9B,cAAc,iBAAiB,CAAC","sourcesContent":["export * from \"./mtlFileLoader\";\r\nexport * from \"./objLoadingOptions\";\r\nexport * from \"./solidParser\";\r\nexport * from \"./objFileLoader\";\r\n"]}
@@ -0,0 +1,41 @@
1
+ import type { Nullable } from "@babylonjs/core/types.js";
2
+ import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
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+ import type { Scene } from "@babylonjs/core/scene.js";
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+ import type { AssetContainer } from "@babylonjs/core/assetContainer.js";
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+ /**
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+ * Class reading and parsing the MTL file bundled with the obj file.
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+ */
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+ export declare class MTLFileLoader {
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+ /**
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+ * Invert Y-Axis of referenced textures on load
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+ */
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+ static INVERT_TEXTURE_Y: boolean;
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+ /**
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+ * All material loaded from the mtl will be set here
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+ */
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+ materials: StandardMaterial[];
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+ /**
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+ * This function will read the mtl file and create each material described inside
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+ * This function could be improve by adding :
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+ * -some component missing (Ni, Tf...)
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+ * -including the specific options available
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+ *
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+ * @param scene defines the scene the material will be created in
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+ * @param data defines the mtl data to parse
25
+ * @param rootUrl defines the rooturl to use in order to load relative dependencies
26
+ * @param assetContainer defines the asset container to store the material in (can be null)
27
+ */
28
+ parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string, assetContainer: Nullable<AssetContainer>): void;
29
+ /**
30
+ * Gets the texture for the material.
31
+ *
32
+ * If the material is imported from input file,
33
+ * We sanitize the url to ensure it takes the texture from aside the material.
34
+ *
35
+ * @param rootUrl The root url to load from
36
+ * @param value The value stored in the mtl
37
+ * @param scene
38
+ * @returns The Texture
39
+ */
40
+ private static _GetTexture;
41
+ }
@@ -0,0 +1,231 @@
1
+ import { Color3 } from "@babylonjs/core/Maths/math.color.js";
2
+ import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
3
+ import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
4
+ /**
5
+ * Class reading and parsing the MTL file bundled with the obj file.
6
+ */
7
+ export class MTLFileLoader {
8
+ constructor() {
9
+ /**
10
+ * All material loaded from the mtl will be set here
11
+ */
12
+ this.materials = [];
13
+ }
14
+ /**
15
+ * This function will read the mtl file and create each material described inside
16
+ * This function could be improve by adding :
17
+ * -some component missing (Ni, Tf...)
18
+ * -including the specific options available
19
+ *
20
+ * @param scene defines the scene the material will be created in
21
+ * @param data defines the mtl data to parse
22
+ * @param rootUrl defines the rooturl to use in order to load relative dependencies
23
+ * @param assetContainer defines the asset container to store the material in (can be null)
24
+ */
25
+ parseMTL(scene, data, rootUrl, assetContainer) {
26
+ if (data instanceof ArrayBuffer) {
27
+ return;
28
+ }
29
+ //Split the lines from the file
30
+ const lines = data.split("\n");
31
+ // whitespace char ie: [ \t\r\n\f]
32
+ const delimiterPattern = /\s+/;
33
+ //Array with RGB colors
34
+ let color;
35
+ //New material
36
+ let material = null;
37
+ //Look at each line
38
+ for (let i = 0; i < lines.length; i++) {
39
+ const line = lines[i].trim();
40
+ // Blank line or comment
41
+ if (line.length === 0 || line.charAt(0) === "#") {
42
+ continue;
43
+ }
44
+ //Get the first parameter (keyword)
45
+ const pos = line.indexOf(" ");
46
+ let key = pos >= 0 ? line.substring(0, pos) : line;
47
+ key = key.toLowerCase();
48
+ //Get the data following the key
49
+ const value = pos >= 0 ? line.substring(pos + 1).trim() : "";
50
+ //This mtl keyword will create the new material
51
+ if (key === "newmtl") {
52
+ //Check if it is the first material.
53
+ // Materials specifications are described after this keyword.
54
+ if (material) {
55
+ //Add the previous material in the material array.
56
+ this.materials.push(material);
57
+ }
58
+ //Create a new material.
59
+ // value is the name of the material read in the mtl file
60
+ scene._blockEntityCollection = !!assetContainer;
61
+ material = new StandardMaterial(value, scene);
62
+ material._parentContainer = assetContainer;
63
+ scene._blockEntityCollection = false;
64
+ }
65
+ else if (key === "kd" && material) {
66
+ // Diffuse color (color under white light) using RGB values
67
+ //value = "r g b"
68
+ color = value.split(delimiterPattern, 3).map(parseFloat);
69
+ //color = [r,g,b]
70
+ //Set tghe color into the material
71
+ material.diffuseColor = Color3.FromArray(color);
72
+ }
73
+ else if (key === "ka" && material) {
74
+ // Ambient color (color under shadow) using RGB values
75
+ //value = "r g b"
76
+ color = value.split(delimiterPattern, 3).map(parseFloat);
77
+ //color = [r,g,b]
78
+ //Set tghe color into the material
79
+ material.ambientColor = Color3.FromArray(color);
80
+ }
81
+ else if (key === "ks" && material) {
82
+ // Specular color (color when light is reflected from shiny surface) using RGB values
83
+ //value = "r g b"
84
+ color = value.split(delimiterPattern, 3).map(parseFloat);
85
+ //color = [r,g,b]
86
+ //Set the color into the material
87
+ material.specularColor = Color3.FromArray(color);
88
+ }
89
+ else if (key === "ke" && material) {
90
+ // Emissive color using RGB values
91
+ color = value.split(delimiterPattern, 3).map(parseFloat);
92
+ material.emissiveColor = Color3.FromArray(color);
93
+ }
94
+ else if (key === "ns" && material) {
95
+ //value = "Integer"
96
+ material.specularPower = parseFloat(value);
97
+ }
98
+ else if (key === "d" && material) {
99
+ //d is dissolve for current material. It mean alpha for BABYLON
100
+ material.alpha = parseFloat(value);
101
+ //Texture
102
+ //This part can be improved by adding the possible options of texture
103
+ }
104
+ else if (key === "map_ka" && material) {
105
+ // ambient texture map with a loaded image
106
+ //We must first get the folder of the image
107
+ material.ambientTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);
108
+ }
109
+ else if (key === "map_kd" && material) {
110
+ // Diffuse texture map with a loaded image
111
+ material.diffuseTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);
112
+ }
113
+ else if (key === "map_ks" && material) {
114
+ // Specular texture map with a loaded image
115
+ //We must first get the folder of the image
116
+ material.specularTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);
117
+ }
118
+ else if (key === "map_ns") {
119
+ //Specular
120
+ //Specular highlight component
121
+ //We must first get the folder of the image
122
+ //
123
+ //Not supported by BABYLON
124
+ //
125
+ // continue;
126
+ }
127
+ else if (key === "map_bump" && material) {
128
+ //The bump texture
129
+ const values = value.split(delimiterPattern);
130
+ const bumpMultiplierIndex = values.indexOf("-bm");
131
+ let bumpMultiplier = null;
132
+ if (bumpMultiplierIndex >= 0) {
133
+ bumpMultiplier = values[bumpMultiplierIndex + 1];
134
+ values.splice(bumpMultiplierIndex, 2); // remove
135
+ }
136
+ material.bumpTexture = MTLFileLoader._GetTexture(rootUrl, values.join(" "), scene);
137
+ if (material.bumpTexture && bumpMultiplier !== null) {
138
+ material.bumpTexture.level = parseFloat(bumpMultiplier);
139
+ }
140
+ }
141
+ else if (key === "map_d" && material) {
142
+ // The dissolve of the material
143
+ material.opacityTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);
144
+ //Options for illumination
145
+ }
146
+ else if (key === "illum") {
147
+ //Illumination
148
+ if (value === "0") {
149
+ //That mean Kd == Kd
150
+ }
151
+ else if (value === "1") {
152
+ //Color on and Ambient on
153
+ }
154
+ else if (value === "2") {
155
+ //Highlight on
156
+ }
157
+ else if (value === "3") {
158
+ //Reflection on and Ray trace on
159
+ }
160
+ else if (value === "4") {
161
+ //Transparency: Glass on, Reflection: Ray trace on
162
+ }
163
+ else if (value === "5") {
164
+ //Reflection: Fresnel on and Ray trace on
165
+ }
166
+ else if (value === "6") {
167
+ //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on
168
+ }
169
+ else if (value === "7") {
170
+ //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on
171
+ }
172
+ else if (value === "8") {
173
+ //Reflection on and Ray trace off
174
+ }
175
+ else if (value === "9") {
176
+ //Transparency: Glass on, Reflection: Ray trace off
177
+ }
178
+ else if (value === "10") {
179
+ //Casts shadows onto invisible surfaces
180
+ }
181
+ }
182
+ else {
183
+ // console.log("Unhandled expression at line : " + i +'\n' + "with value : " + line);
184
+ }
185
+ }
186
+ //At the end of the file, add the last material
187
+ if (material) {
188
+ this.materials.push(material);
189
+ }
190
+ }
191
+ /**
192
+ * Gets the texture for the material.
193
+ *
194
+ * If the material is imported from input file,
195
+ * We sanitize the url to ensure it takes the texture from aside the material.
196
+ *
197
+ * @param rootUrl The root url to load from
198
+ * @param value The value stored in the mtl
199
+ * @param scene
200
+ * @returns The Texture
201
+ */
202
+ static _GetTexture(rootUrl, value, scene) {
203
+ if (!value) {
204
+ return null;
205
+ }
206
+ let url = rootUrl;
207
+ // Load from input file.
208
+ if (rootUrl === "file:") {
209
+ let lastDelimiter = value.lastIndexOf("\\");
210
+ if (lastDelimiter === -1) {
211
+ lastDelimiter = value.lastIndexOf("/");
212
+ }
213
+ if (lastDelimiter > -1) {
214
+ url += value.substring(lastDelimiter + 1);
215
+ }
216
+ else {
217
+ url += value;
218
+ }
219
+ }
220
+ // Not from input file.
221
+ else {
222
+ url += value;
223
+ }
224
+ return new Texture(url, scene, false, MTLFileLoader.INVERT_TEXTURE_Y);
225
+ }
226
+ }
227
+ /**
228
+ * Invert Y-Axis of referenced textures on load
229
+ */
230
+ MTLFileLoader.INVERT_TEXTURE_Y = true;
231
+ //# sourceMappingURL=mtlFileLoader.js.map
@@ -0,0 +1 @@
1
+ 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type { Nullable } from \"core/types\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\n\r\nimport type { Scene } from \"core/scene\";\r\nimport type { AssetContainer } from \"core/assetContainer\";\r\n/**\r\n * Class reading and parsing the MTL file bundled with the obj file.\r\n */\r\nexport class MTLFileLoader {\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n public static INVERT_TEXTURE_Y = true;\r\n\r\n /**\r\n * All material loaded from the mtl will be set here\r\n */\r\n public materials: StandardMaterial[] = [];\r\n\r\n /**\r\n * This function will read the mtl file and create each material described inside\r\n * This function could be improve by adding :\r\n * -some component missing (Ni, Tf...)\r\n * -including the specific options available\r\n *\r\n * @param scene defines the scene the material will be created in\r\n * @param data defines the mtl data to parse\r\n * @param rootUrl defines the rooturl to use in order to load relative dependencies\r\n * @param assetContainer defines the asset container to store the material in (can be null)\r\n */\r\n public parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string, assetContainer: Nullable<AssetContainer>): void {\r\n if (data instanceof ArrayBuffer) {\r\n return;\r\n }\r\n\r\n //Split the lines from the file\r\n const lines = data.split(\"\\n\");\r\n // whitespace char ie: [ \\t\\r\\n\\f]\r\n const delimiterPattern = /\\s+/;\r\n //Array with RGB colors\r\n let color: number[];\r\n //New material\r\n let material: Nullable<StandardMaterial> = null;\r\n\r\n //Look at each line\r\n for (let i = 0; i < lines.length; i++) {\r\n const line = lines[i].trim();\r\n\r\n // Blank line or comment\r\n if (line.length === 0 || line.charAt(0) === \"#\") {\r\n continue;\r\n }\r\n\r\n //Get the first parameter (keyword)\r\n const pos = line.indexOf(\" \");\r\n let key = pos >= 0 ? line.substring(0, pos) : line;\r\n key = key.toLowerCase();\r\n\r\n //Get the data following the key\r\n const value: string = pos >= 0 ? line.substring(pos + 1).trim() : \"\";\r\n\r\n //This mtl keyword will create the new material\r\n if (key === \"newmtl\") {\r\n //Check if it is the first material.\r\n // Materials specifications are described after this keyword.\r\n if (material) {\r\n //Add the previous material in the material array.\r\n this.materials.push(material);\r\n }\r\n //Create a new material.\r\n // value is the name of the material read in the mtl file\r\n\r\n scene._blockEntityCollection = !!assetContainer;\r\n material = new StandardMaterial(value, scene);\r\n material._parentContainer = assetContainer;\r\n scene._blockEntityCollection = false;\r\n } else if (key === \"kd\" && material) {\r\n // Diffuse color (color under white light) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = value.split(delimiterPattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.diffuseColor = Color3.FromArray(color);\r\n } else if (key === \"ka\" && material) {\r\n // Ambient color (color under shadow) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = value.split(delimiterPattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set tghe color into the material\r\n material.ambientColor = Color3.FromArray(color);\r\n } else if (key === \"ks\" && material) {\r\n // Specular color (color when light is reflected from shiny surface) using RGB values\r\n\r\n //value = \"r g b\"\r\n color = value.split(delimiterPattern, 3).map(parseFloat);\r\n //color = [r,g,b]\r\n //Set the color into the material\r\n material.specularColor = Color3.FromArray(color);\r\n } else if (key === \"ke\" && material) {\r\n // Emissive color using RGB values\r\n color = value.split(delimiterPattern, 3).map(parseFloat);\r\n material.emissiveColor = Color3.FromArray(color);\r\n } else if (key === \"ns\" && material) {\r\n //value = \"Integer\"\r\n material.specularPower = parseFloat(value);\r\n } else if (key === \"d\" && material) {\r\n //d is dissolve for current material. It mean alpha for BABYLON\r\n material.alpha = parseFloat(value);\r\n\r\n //Texture\r\n //This part can be improved by adding the possible options of texture\r\n } else if (key === \"map_ka\" && material) {\r\n // ambient texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.ambientTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n } else if (key === \"map_kd\" && material) {\r\n // Diffuse texture map with a loaded image\r\n material.diffuseTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ks\" && material) {\r\n // Specular texture map with a loaded image\r\n //We must first get the folder of the image\r\n material.specularTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n } else if (key === \"map_ns\") {\r\n //Specular\r\n //Specular highlight component\r\n //We must first get the folder of the image\r\n //\r\n //Not supported by BABYLON\r\n //\r\n // continue;\r\n } else if (key === \"map_bump\" && material) {\r\n //The bump texture\r\n const values = value.split(delimiterPattern);\r\n const bumpMultiplierIndex = values.indexOf(\"-bm\");\r\n let bumpMultiplier: Nullable<string> = null;\r\n\r\n if (bumpMultiplierIndex >= 0) {\r\n bumpMultiplier = values[bumpMultiplierIndex + 1];\r\n values.splice(bumpMultiplierIndex, 2); // remove\r\n }\r\n\r\n material.bumpTexture = MTLFileLoader._GetTexture(rootUrl, values.join(\" \"), scene);\r\n if (material.bumpTexture && bumpMultiplier !== null) {\r\n material.bumpTexture.level = parseFloat(bumpMultiplier);\r\n }\r\n } else if (key === \"map_d\" && material) {\r\n // The dissolve of the material\r\n material.opacityTexture = MTLFileLoader._GetTexture(rootUrl, value, scene);\r\n\r\n //Options for illumination\r\n } else if (key === \"illum\") {\r\n //Illumination\r\n if (value === \"0\") {\r\n //That mean Kd == Kd\r\n } else if (value === \"1\") {\r\n //Color on and Ambient on\r\n } else if (value === \"2\") {\r\n //Highlight on\r\n } else if (value === \"3\") {\r\n //Reflection on and Ray trace on\r\n } else if (value === \"4\") {\r\n //Transparency: Glass on, Reflection: Ray trace on\r\n } else if (value === \"5\") {\r\n //Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"6\") {\r\n //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on\r\n } else if (value === \"7\") {\r\n //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on\r\n } else if (value === \"8\") {\r\n //Reflection on and Ray trace off\r\n } else if (value === \"9\") {\r\n //Transparency: Glass on, Reflection: Ray trace off\r\n } else if (value === \"10\") {\r\n //Casts shadows onto invisible surfaces\r\n }\r\n } else {\r\n // console.log(\"Unhandled expression at line : \" + i +'\\n' + \"with value : \" + line);\r\n }\r\n }\r\n //At the end of the file, add the last material\r\n if (material) {\r\n this.materials.push(material);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture for the material.\r\n *\r\n * If the material is imported from input file,\r\n * We sanitize the url to ensure it takes the texture from aside the material.\r\n *\r\n * @param rootUrl The root url to load from\r\n * @param value The value stored in the mtl\r\n * @param scene\r\n * @returns The Texture\r\n */\r\n private static _GetTexture(rootUrl: string, value: string, scene: Scene): Nullable<Texture> {\r\n if (!value) {\r\n return null;\r\n }\r\n\r\n let url = rootUrl;\r\n // Load from input file.\r\n if (rootUrl === \"file:\") {\r\n let lastDelimiter = value.lastIndexOf(\"\\\\\");\r\n if (lastDelimiter === -1) {\r\n lastDelimiter = value.lastIndexOf(\"/\");\r\n }\r\n\r\n if (lastDelimiter > -1) {\r\n url += value.substring(lastDelimiter + 1);\r\n } else {\r\n url += value;\r\n }\r\n }\r\n // Not from input file.\r\n else {\r\n url += value;\r\n }\r\n\r\n return new Texture(url, scene, false, MTLFileLoader.INVERT_TEXTURE_Y);\r\n }\r\n}\r\n"]}
@@ -0,0 +1,136 @@
1
+ import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
2
+ import type { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult, SceneLoaderPluginOptions } from "@babylonjs/core/Loading/sceneLoader.js";
3
+ import { AssetContainer } from "@babylonjs/core/assetContainer.js";
4
+ import type { Scene } from "@babylonjs/core/scene.js";
5
+ import { OBJFileLoaderMetadata } from "./objFileLoader.metadata.js";
6
+ import type { OBJLoadingOptions } from "./objLoadingOptions.js";
7
+ declare module "@babylonjs/core/Loading/sceneLoader.js" {
8
+ interface SceneLoaderPluginOptions {
9
+ /**
10
+ * Defines options for the obj loader.
11
+ */
12
+ [OBJFileLoaderMetadata.name]: Partial<OBJLoadingOptions>;
13
+ }
14
+ }
15
+ /**
16
+ * OBJ file type loader.
17
+ * This is a babylon scene loader plugin.
18
+ */
19
+ export declare class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {
20
+ /**
21
+ * Defines if UVs are optimized by default during load.
22
+ */
23
+ static OPTIMIZE_WITH_UV: boolean;
24
+ /**
25
+ * Invert model on y-axis (does a model scaling inversion)
26
+ */
27
+ static INVERT_Y: boolean;
28
+ /**
29
+ * Invert Y-Axis of referenced textures on load
30
+ */
31
+ static get INVERT_TEXTURE_Y(): boolean;
32
+ static set INVERT_TEXTURE_Y(value: boolean);
33
+ /**
34
+ * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
35
+ */
36
+ static IMPORT_VERTEX_COLORS: boolean;
37
+ /**
38
+ * Compute the normals for the model, even if normals are present in the file.
39
+ */
40
+ static COMPUTE_NORMALS: boolean;
41
+ /**
42
+ * 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.
43
+ * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.
44
+ */
45
+ static OPTIMIZE_NORMALS: boolean;
46
+ /**
47
+ * Defines custom scaling of UV coordinates of loaded meshes.
48
+ */
49
+ static UV_SCALING: Vector2;
50
+ /**
51
+ * Skip loading the materials even if defined in the OBJ file (materials are ignored).
52
+ */
53
+ static SKIP_MATERIALS: boolean;
54
+ /**
55
+ * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
56
+ *
57
+ * Defaults to true for backwards compatibility.
58
+ */
59
+ static MATERIAL_LOADING_FAILS_SILENTLY: boolean;
60
+ /**
61
+ * Loads assets without handedness conversions. This flag is for compatibility. Use it only if absolutely required. Defaults to false.
62
+ */
63
+ static USE_LEGACY_BEHAVIOR: boolean;
64
+ /**
65
+ * Defines the name of the plugin.
66
+ */
67
+ readonly name: "obj";
68
+ /**
69
+ * Defines the extension the plugin is able to load.
70
+ */
71
+ readonly extensions: ".obj";
72
+ private _assetContainer;
73
+ private _loadingOptions;
74
+ /**
75
+ * Creates loader for .OBJ files
76
+ *
77
+ * @param loadingOptions options for loading and parsing OBJ/MTL files.
78
+ */
79
+ constructor(loadingOptions?: Partial<Readonly<OBJLoadingOptions>>);
80
+ private static get _DefaultLoadingOptions();
81
+ /**
82
+ * Calls synchronously the MTL file attached to this obj.
83
+ * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
84
+ * Without this function materials are not displayed in the first frame (but displayed after).
85
+ * In consequence it is impossible to get material information in your HTML file
86
+ *
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+ * @param url The URL of the MTL file
88
+ * @param rootUrl defines where to load data from
89
+ * @param onSuccess Callback function to be called when the MTL file is loaded
90
+ * @param onFailure
91
+ */
92
+ private _loadMTL;
93
+ /** @internal */
94
+ createPlugin(options: SceneLoaderPluginOptions): ISceneLoaderPluginAsync | ISceneLoaderPlugin;
95
+ /**
96
+ * If the data string can be loaded directly.
97
+ * @returns if the data can be loaded directly
98
+ */
99
+ canDirectLoad(): boolean;
100
+ /**
101
+ * Imports one or more meshes from the loaded OBJ data and adds them to the scene
102
+ * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
103
+ * @param scene the scene the meshes should be added to
104
+ * @param data the OBJ data to load
105
+ * @param rootUrl root url to load from
106
+ * @returns a promise containing the loaded meshes, particles, skeletons and animations
107
+ */
108
+ importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<ISceneLoaderAsyncResult>;
109
+ /**
110
+ * Imports all objects from the loaded OBJ data and adds them to the scene
111
+ * @param scene the scene the objects should be added to
112
+ * @param data the OBJ data to load
113
+ * @param rootUrl root url to load from
114
+ * @returns a promise which completes when objects have been loaded to the scene
115
+ */
116
+ loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void>;
117
+ /**
118
+ * Load into an asset container.
119
+ * @param scene The scene to load into
120
+ * @param data The data to import
121
+ * @param rootUrl The root url for scene and resources
122
+ * @returns The loaded asset container
123
+ */
124
+ loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string): Promise<AssetContainer>;
125
+ /**
126
+ * Read the OBJ file and create an Array of meshes.
127
+ * Each mesh contains all information given by the OBJ and the MTL file.
128
+ * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
129
+ * @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file
130
+ * @param scene defines the scene where are displayed the data
131
+ * @param data defines the content of the obj file
132
+ * @param rootUrl defines the path to the folder
133
+ * @returns the list of loaded meshes
134
+ */
135
+ private _parseSolidAsync;
136
+ }