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Adding gulp tasks for loaders

moreau-mathis 9 rokov pred
rodič
commit
62e2f601ad

+ 0 - 743
loaders/OBJ/babylon.objFileLoader.js

@@ -1,743 +0,0 @@
-
-var BABYLON;
-(function (BABYLON) {
-    /**
-     * Class reading and parsing the MTL file bundled with the obj file.
-     */
-    var MTLFileLoader = (function () {
-        function MTLFileLoader() {
-            // All material loaded from the mtl will be set here
-            this.materials = [];
-            /**
-             * This function will read the mtl file and create each material described inside
-             * This function could be improve by adding :
-             * -some component missing (Ni, Tf...)
-             * -including the specific options available
-             *
-             * @param scene
-             * @param data
-             * @param rootUrl
-             */
-            this.parseMTL = function (scene, data, rootUrl) {
-                //Split the lines from the file
-                var lines = data.split('\n');
-                //Space char
-                var delimiter_pattern = /\s+/;
-                //Array with RGB colors
-                var color;
-                //New material
-                var material;
-                //Look at each line
-                for (var i = 0; i < lines.length; i++) {
-                    var line = lines[i].trim();
-                    // Blank line or comment
-                    if (line.length === 0 || line.charAt(0) === '#') {
-                        continue;
-                    }
-                    //Get the first parameter (keyword)
-                    var pos = line.indexOf(' ');
-                    var key = (pos >= 0) ? line.substring(0, pos) : line;
-                    key = key.toLowerCase();
-                    //Get the data following the key
-                    var value = (pos >= 0) ? line.substring(pos + 1).trim() : "";
-                    //This mtl keyword will create the new material
-                    if (key === "newmtl") {
-                        //Check if it is the first material.
-                        // Materials specifications are described after this keyword.
-                        if (material) {
-                            //Add the previous material in the material array.
-                            this.materials.push(material);
-                        }
-                        //Create a new material.
-                        // value is the name of the material read in the mtl file
-                        material = new BABYLON.StandardMaterial(value, scene);
-                    }
-                    else if (key === "kd") {
-                        // Diffuse color (color under white light) using RGB values
-                        //value  = "r g b"
-                        color = value.split(delimiter_pattern, 3);
-                        //color = [r,g,b]
-                        //Set tghe color into the material
-                        material.diffuseColor = BABYLON.Color3.FromArray(color);
-                    }
-                    else if (key === "ka") {
-                        // Ambient color (color under shadow) using RGB values
-                        //value = "r g b"
-                        color = value.split(delimiter_pattern, 3);
-                        //color = [r,g,b]
-                        //Set tghe color into the material
-                        material.ambientColor = BABYLON.Color3.FromArray(color);
-                    }
-                    else if (key === "ks") {
-                        // Specular color (color when light is reflected from shiny surface) using RGB values
-                        //value = "r g b"
-                        color = value.split(delimiter_pattern, 3);
-                        //color = [r,g,b]
-                        //Set the color into the material
-                        material.specularColor = BABYLON.Color3.FromArray(color);
-                    }
-                    else if (key === "ns") {
-                        //value = "Integer"
-                        material.specularPower = value;
-                    }
-                    else if (key === "d") {
-                        //d is dissolve for current material. It mean alpha for BABYLON
-                        material.alpha = value;
-                    }
-                    else if (key === "map_ka") {
-                        // ambient texture map with a loaded image
-                        //We must first get the folder of the image
-                        material.ambientTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
-                    }
-                    else if (key === "map_kd") {
-                        // Diffuse texture map with a loaded image
-                        material.diffuseTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
-                    }
-                    else if (key === "map_ks") {
-                        // Specular texture map with a loaded image
-                        //We must first get the folder of the image
-                        material.specularTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
-                    }
-                    else if (key === "map_ns") {
-                    }
-                    else if (key === "map_bump") {
-                        //The bump texture
-                        material.bumpTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
-                    }
-                    else if (key === "map_d") {
-                        // The dissolve of the material
-                        material.opacityTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
-                    }
-                    else if (key === "illum") {
-                        //Illumination
-                        if (value === "0") {
-                        }
-                        else if (value === "1") {
-                        }
-                        else if (value === "2") {
-                        }
-                        else if (value === "3") {
-                        }
-                        else if (value === "4") {
-                        }
-                        else if (value === "5") {
-                        }
-                        else if (value === "6") {
-                        }
-                        else if (value === "7") {
-                        }
-                        else if (value === "8") {
-                        }
-                        else if (value === "9") {
-                        }
-                        else if (value === "10") {
-                        }
-                    }
-                    else {
-                    }
-                }
-                //At the end of the file, add the last material
-                this.materials.push(material);
-            };
-        }
-        /**
-         * Gets the texture for the material.
-         *
-         * If the material is imported from input file,
-         * We sanitize the url to ensure it takes the textre from aside the material.
-         *
-         * @param rootUrl The root url to load from
-         * @param value The value stored in the mtl
-         * @return The Texture
-         */
-        MTLFileLoader._getTexture = function (rootUrl, value, scene) {
-            var url = rootUrl;
-            // Load from input file.
-            if (rootUrl === "file:") {
-                var lastDelimiter = value.lastIndexOf("\\");
-                if (lastDelimiter === -1) {
-                    lastDelimiter = value.lastIndexOf("/");
-                }
-                if (lastDelimiter > -1) {
-                    url += value.substr(lastDelimiter + 1);
-                }
-                else {
-                    url += value;
-                }
-            }
-            else {
-                url += value;
-            }
-            return new BABYLON.Texture(url, scene);
-        };
-        return MTLFileLoader;
-    }());
-    BABYLON.MTLFileLoader = MTLFileLoader;
-    var OBJFileLoader = (function () {
-        function OBJFileLoader() {
-            this.extensions = ".obj";
-            this.obj = /^o/;
-            this.group = /^g/;
-            this.mtllib = /^mtllib /;
-            this.usemtl = /^usemtl /;
-            this.smooth = /^s /;
-            this.vertexPattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
-            // vn float float float
-            this.normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
-            // vt float float
-            this.uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
-            // f vertex vertex vertex ...
-            this.facePattern1 = /f\s+(([\d]{1,}[\s]?){3,})+/;
-            // f vertex/uvs vertex/uvs vertex/uvs ...
-            this.facePattern2 = /f\s+((([\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
-            // f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal ...
-            this.facePattern3 = /f\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
-            // f vertex//normal vertex//normal vertex//normal ...
-            this.facePattern4 = /f\s+((([\d]{1,}\/\/[\d]{1,}[\s]?){3,})+)/;
-        }
-        /**
-         * Calls synchronously the MTL file attached to this obj.
-         * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
-         * Without this function materials are not displayed in the first frame (but displayed after).
-         * In consequence it is impossible to get material information in your HTML file
-         *
-         * @param url The URL of the MTL file
-         * @param rootUrl
-         * @param onSuccess Callback function to be called when the MTL file is loaded
-         * @private
-         */
-        OBJFileLoader.prototype._loadMTL = function (url, rootUrl, onSuccess) {
-            //The complete path to the mtl file
-            var pathOfFile = BABYLON.Tools.BaseUrl + rootUrl + url;
-            // Loads through the babylon tools to allow fileInput search.
-            BABYLON.Tools.LoadFile(pathOfFile, onSuccess, null, null, false, function () { console.warn("Error - Unable to load " + pathOfFile); }, true /* synchronous call */);
-        };
-        OBJFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
-            //get the meshes from OBJ file
-            var loadedMeshes = this._parseSolid(meshesNames, scene, data, rootUrl);
-            //Push meshes from OBJ file into the variable mesh of this function
-            if (meshes) {
-                loadedMeshes.forEach(function (mesh) {
-                    meshes.push(mesh);
-                });
-            }
-            return true;
-        };
-        OBJFileLoader.prototype.load = function (scene, data, rootUrl) {
-            //Get the 3D model
-            return this.importMesh(null, scene, data, rootUrl, null, null, null);
-        };
-        /**
-         * Read the OBJ file and create an Array of meshes.
-         * Each mesh contains all information given by the OBJ and the MTL file.
-         * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
-         *
-         * @param meshesNames
-         * @param scene BABYLON.Scene The scene where are displayed the data
-         * @param data String The content of the obj file
-         * @param rootUrl String The path to the folder
-         * @returns Array<AbstractMesh>
-         * @private
-         */
-        OBJFileLoader.prototype._parseSolid = function (meshesNames, scene, data, rootUrl) {
-            var positions = []; //values for the positions of vertices
-            var normals = []; //Values for the normals
-            var uvs = []; //Values for the textures
-            var meshesFromObj = []; //[mesh] Contains all the obj meshes
-            var handledMesh; //The current mesh of meshes array
-            var indicesForBabylon = []; //The list of indices for VertexData
-            var wrappedPositionForBabylon = []; //The list of position in vectors
-            var wrappedUvsForBabylon = []; //Array with all value of uvs to match with the indices
-            var wrappedNormalsForBabylon = []; //Array with all value of normals to match with the indices
-            var tuplePosNorm = []; //Create a tuple with indice of Position, Normal, UV  [pos, norm, uvs]
-            var curPositionInIndices = 0;
-            var hasMeshes = false; //Meshes are defined in the file
-            var unwrappedPositionsForBabylon = []; //Value of positionForBabylon w/o Vector3() [x,y,z]
-            var unwrappedNormalsForBabylon = []; //Value of normalsForBabylon w/o Vector3()  [x,y,z]
-            var unwrappedUVForBabylon = []; //Value of uvsForBabylon w/o Vector3()      [x,y,z]
-            var triangles = []; //Indices from new triangles coming from polygons
-            var materialNameFromObj = ""; //The name of the current material
-            var fileToLoad = ""; //The name of the mtlFile to load
-            var materialsFromMTLFile = new MTLFileLoader();
-            var objMeshName = ""; //The name of the current obj mesh
-            var increment = 1; //Id for meshes created by the multimaterial
-            var isFirstMaterial = true;
-            /**
-             * Search for obj in the given array.
-             * This function is called to check if a couple of data already exists in an array.
-             *
-             * If found, returns the index of the founded tuple index. Returns -1 if not found
-             * @param arr Array<{ normals: Array<number>, idx: Array<number> }>
-             * @param obj Array<number>
-             * @returns {boolean}
-             */
-            var isInArray = function (arr, obj) {
-                if (!arr[obj[0]])
-                    arr[obj[0]] = { normals: [], idx: [] };
-                var idx = arr[obj[0]].normals.indexOf(obj[1]);
-                return idx === -1 ? -1 : arr[obj[0]].idx[idx];
-            };
-            var isInArrayUV = function (arr, obj) {
-                if (!arr[obj[0]])
-                    arr[obj[0]] = { normals: [], idx: [], uv: [] };
-                var idx = arr[obj[0]].normals.indexOf(obj[1]);
-                if (idx != 1 && (obj[2] == arr[obj[0]].uv[idx])) {
-                    return arr[obj[0]].idx[idx];
-                }
-                return -1;
-            };
-            /**
-             * This function set the data for each triangle.
-             * Data are position, normals and uvs
-             * If a tuple of (position, normal) is not set, add the data into the corresponding array
-             * If the tuple already exist, add only their indice
-             *
-             * @param indicePositionFromObj Integer The index in positions array
-             * @param indiceUvsFromObj Integer The index in uvs array
-             * @param indiceNormalFromObj Integer The index in normals array
-             * @param positionVectorFromOBJ Vector3 The value of position at index objIndice
-             * @param textureVectorFromOBJ Vector3 The value of uvs
-             * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
-             */
-            var setData = function (indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positionVectorFromOBJ, textureVectorFromOBJ, normalsVectorFromOBJ) {
-                //Check if this tuple already exists in the list of tuples
-                var _index;
-                if (OBJFileLoader.OPTIMIZE_WITH_UV) {
-                    _index = isInArrayUV(tuplePosNorm, [
-                        indicePositionFromObj,
-                        indiceNormalFromObj,
-                        indiceUvsFromObj
-                    ]);
-                }
-                else {
-                    _index = isInArray(tuplePosNorm, [
-                        indicePositionFromObj,
-                        indiceNormalFromObj
-                    ]);
-                }
-                //If it not exists
-                if (_index == -1) {
-                    //Add an new indice.
-                    //The array of indices is only an array with his length equal to the number of triangles - 1.
-                    //We add vertices data in this order
-                    indicesForBabylon.push(wrappedPositionForBabylon.length);
-                    //Push the position of vertice for Babylon
-                    //Each element is a BABYLON.Vector3(x,y,z)
-                    wrappedPositionForBabylon.push(positionVectorFromOBJ);
-                    //Push the uvs for Babylon
-                    //Each element is a BABYLON.Vector3(u,v)
-                    wrappedUvsForBabylon.push(textureVectorFromOBJ);
-                    //Push the normals for Babylon
-                    //Each element is a BABYLON.Vector3(x,y,z)
-                    wrappedNormalsForBabylon.push(normalsVectorFromOBJ);
-                    //Add the tuple in the comparison list
-                    tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj);
-                    tuplePosNorm[indicePositionFromObj].idx.push(curPositionInIndices++);
-                    if (OBJFileLoader.OPTIMIZE_WITH_UV)
-                        tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj);
-                }
-                else {
-                    //The tuple already exists
-                    //Add the index of the already existing tuple
-                    //At this index we can get the value of position, normal and uvs of vertex
-                    indicesForBabylon.push(_index);
-                }
-            };
-            /**
-             * Transform BABYLON.Vector() object onto 3 digits in an array
-             */
-            var unwrapData = function () {
-                //Every array has the same length
-                for (var l = 0; l < wrappedPositionForBabylon.length; l++) {
-                    //Push the x, y, z values of each element in the unwrapped array
-                    unwrappedPositionsForBabylon.push(wrappedPositionForBabylon[l].x, wrappedPositionForBabylon[l].y, wrappedPositionForBabylon[l].z);
-                    unwrappedNormalsForBabylon.push(wrappedNormalsForBabylon[l].x, wrappedNormalsForBabylon[l].y, wrappedNormalsForBabylon[l].z);
-                    unwrappedUVForBabylon.push(wrappedUvsForBabylon[l].x, wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON
-                }
-				// Reset arrays for the next new meshes
-                wrappedPositionForBabylon = [];
-                wrappedNormalsForBabylon = [];
-                wrappedUvsForBabylon = [];
-                tuplePosNorm = [];
-                curPositionInIndices = 0;
-                
-            };
-            /**
-             * Create triangles from polygons by recursion
-             * The best to understand how it works is to draw it in the same time you get the recursion.
-             * It is important to notice that a triangle is a polygon
-             * We get 4 patterns of face defined in OBJ File :
-             * facePattern1 = ["1","2","3","4","5","6"]
-             * facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
-             * facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
-             * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
-             * Each pattern is divided by the same method
-             * @param face Array[String] The indices of elements
-             * @param v Integer The variable to increment
-             */
-            var getTriangles = function (face, v) {
-                //Work for each element of the array
-                if (v + 1 < face.length) {
-                    //Add on the triangle variable the indexes to obtain triangles
-                    triangles.push(face[0], face[v], face[v + 1]);
-                    //Incrementation for recursion
-                    v += 1;
-                    //Recursion
-                    getTriangles(face, v);
-                }
-                //Result obtained after 2 iterations:
-                //Pattern1 => triangle = ["1","2","3","1","3","4"];
-                //Pattern2 => triangle = ["1/1","2/2","3/3","1/1","3/3","4/4"];
-                //Pattern3 => triangle = ["1/1/1","2/2/2","3/3/3","1/1/1","3/3/3","4/4/4"];
-                //Pattern4 => triangle = ["1//1","2//2","3//3","1//1","3//3","4//4"];
-            };
-            /**
-             * Create triangles and push the data for each polygon for the pattern 1
-             * In this pattern we get vertice positions
-             * @param face
-             * @param v
-             */
-            var setDataForCurrentFaceWithPattern1 = function (face, v) {
-                //Get the indices of triangles for each polygon
-                getTriangles(face, v);
-                //For each element in the triangles array.
-                //This var could contains 1 to an infinity of triangles
-                for (var k = 0; k < triangles.length; k++) {
-                    // Set position indice
-                    var indicePositionFromObj = parseInt(triangles[k]) - 1;
-                    setData(indicePositionFromObj, 0, 0, //In the pattern 1, normals and uvs are not defined
-                    positions[indicePositionFromObj], //Get the vectors data
-                    BABYLON.Vector2.Zero(), BABYLON.Vector3.Up() //Create default vectors
-                    );
-                }
-                //Reset variable for the next line
-                triangles = [];
-            };
-            /**
-             * Create triangles and push the data for each polygon for the pattern 2
-             * In this pattern we get vertice positions and uvsu
-             * @param face
-             * @param v
-             */
-            var setDataForCurrentFaceWithPattern2 = function (face, v) {
-                //Get the indices of triangles for each polygon
-                getTriangles(face, v);
-                for (var k = 0; k < triangles.length; k++) {
-                    //triangle[k] = "1/1"
-                    //Split the data for getting position and uv
-                    var point = triangles[k].split("/"); // ["1", "1"]
-                    //Set position indice
-                    var indicePositionFromObj = parseInt(point[0]) - 1;
-                    //Set uv indice
-                    var indiceUvsFromObj = parseInt(point[1]) - 1;
-                    setData(indicePositionFromObj, indiceUvsFromObj, 0, //Default value for normals
-                    positions[indicePositionFromObj], //Get the values for each element
-                    uvs[indiceUvsFromObj], BABYLON.Vector3.Up() //Default value for normals
-                    );
-                }
-                //Reset variable for the next line
-                triangles = [];
-            };
-            /**
-             * Create triangles and push the data for each polygon for the pattern 3
-             * In this pattern we get vertice positions, uvs and normals
-             * @param face
-             * @param v
-             */
-            var setDataForCurrentFaceWithPattern3 = function (face, v) {
-                //Get the indices of triangles for each polygon
-                getTriangles(face, v);
-                for (var k = 0; k < triangles.length; k++) {
-                    //triangle[k] = "1/1/1"
-                    //Split the data for getting position, uv, and normals
-                    var point = triangles[k].split("/"); // ["1", "1", "1"]
-                    // Set position indice
-                    var indicePositionFromObj = parseInt(point[0]) - 1;
-                    // Set uv indice
-                    var indiceUvsFromObj = parseInt(point[1]) - 1;
-                    // Set normal indice
-                    var indiceNormalFromObj = parseInt(point[2]) - 1;
-                    setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj] //Set the vector for each component
-                    );
-                }
-                //Reset variable for the next line
-                triangles = [];
-            };
-            /**
-             * Create triangles and push the data for each polygon for the pattern 4
-             * In this pattern we get vertice positions and normals
-             * @param face
-             * @param v
-             */
-            var setDataForCurrentFaceWithPattern4 = function (face, v) {
-                getTriangles(face, v);
-                for (var k = 0; k < triangles.length; k++) {
-                    //triangle[k] = "1//1"
-                    //Split the data for getting position and normals
-                    var point = triangles[k].split("//"); // ["1", "1"]
-                    // We check indices, and normals
-                    var indicePositionFromObj = parseInt(point[0]) - 1;
-                    var indiceNormalFromObj = parseInt(point[1]) - 1;
-                    setData(indicePositionFromObj, 1, //Default value for uv
-                    indiceNormalFromObj, positions[indicePositionFromObj], //Get each vector of data
-                    BABYLON.Vector2.Zero(), normals[indiceNormalFromObj]);
-                }
-                //Reset variable for the next line
-                triangles = [];
-            };
-            var addPreviousObjMesh = function () {
-                //Check if it is not the first mesh. Otherwise we don't have data.
-                if (meshesFromObj.length > 0) {
-                    //Get the previous mesh for applying the data about the faces
-                    //=> in obj file, faces definition append after the name of the mesh
-                    handledMesh = meshesFromObj[meshesFromObj.length - 1];
-                    //Set the data into Array for the mesh
-                    unwrapData();
-                    // Reverse tab. Otherwise face are displayed in the wrong sens
-                    indicesForBabylon.reverse();
-                    //Set the information for the mesh
-                    //Slice the array to avoid rewriting because of the fact this is the same var which be rewrited
-                    handledMesh.indices = indicesForBabylon.slice();
-                    handledMesh.positions = unwrappedPositionsForBabylon.slice();
-                    handledMesh.normals = unwrappedNormalsForBabylon.slice();
-                    handledMesh.uvs = unwrappedUVForBabylon.slice();
-                    //Reset the array for the next mesh
-                    indicesForBabylon = [];
-                    unwrappedPositionsForBabylon = [];
-                    unwrappedNormalsForBabylon = [];
-                    unwrappedUVForBabylon = [];  
-                }
-            };
-            //Main function
-            //Split the file into lines
-            var lines = data.split('\n');
-            //Look at each line
-            for (var i = 0; i < lines.length; i++) {
-                var line = lines[i].trim();
-                var result;
-                //Comment or newLine
-                if (line.length === 0 || line.charAt(0) === '#') {
-                    continue;
-                }
-                else if ((result = this.vertexPattern.exec(line)) !== null) {
-                    //Create a Vector3 with the position x, y, z
-                    //Value of result:
-                    // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
-                    //Add the Vector in the list of positions
-                    positions.push(new BABYLON.Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
-                }
-                else if ((result = this.normalPattern.exec(line)) !== null) {
-                    //Create a Vector3 with the normals x, y, z
-                    //Value of result
-                    // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
-                    //Add the Vector in the list of normals
-                    normals.push(new BABYLON.Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
-                }
-                else if ((result = this.uvPattern.exec(line)) !== null) {
-                    //Create a Vector2 with the normals u, v
-                    //Value of result
-                    // ["vt 0.1 0.2 0.3", "0.1", "0.2"]
-                    //Add the Vector in the list of uvs
-                    uvs.push(new BABYLON.Vector2(parseFloat(result[1]), parseFloat(result[2])));
-                }
-                else if ((result = this.facePattern3.exec(line)) !== null) {
-                    //Value of result:
-                    //["f 1/1/1 2/2/2 3/3/3", "1/1/1 2/2/2 3/3/3"...]
-                    //Set the data for this face
-                    setDataForCurrentFaceWithPattern3(result[1].trim().split(" "), // ["1/1/1", "2/2/2", "3/3/3"]
-                    1);
-                }
-                else if ((result = this.facePattern4.exec(line)) !== null) {
-                    //Value of result:
-                    //["f 1//1 2//2 3//3", "1//1 2//2 3//3"...]
-                    //Set the data for this face
-                    setDataForCurrentFaceWithPattern4(result[1].trim().split(" "), // ["1//1", "2//2", "3//3"]
-                    1);
-                }
-                else if ((result = this.facePattern2.exec(line)) !== null) {
-                    //Value of result:
-                    //["f 1/1 2/2 3/3", "1/1 2/2 3/3"...]
-                    //Set the data for this face
-                    setDataForCurrentFaceWithPattern2(result[1].trim().split(" "), // ["1/1", "2/2", "3/3"]
-                    1);
-                }
-                else if ((result = this.facePattern1.exec(line)) !== null) {
-                    //Value of result
-                    //["f 1 2 3", "1 2 3"...]
-                    //Set the data for this face
-                    setDataForCurrentFaceWithPattern1(result[1].trim().split(" "), // ["1", "2", "3"]
-                    1);
-                }
-                else if (this.group.test(line) || this.obj.test(line)) {
-                    //Create a new mesh corresponding to the name of the group.
-                    //Definition of the mesh
-                    var objMesh = 
-                    //Set the name of the current obj mesh
-                    {
-                        name: line.substring(2).trim(),
-                        indices: undefined,
-                        positions: undefined,
-                        normals: undefined,
-                        uvs: undefined,
-                        materialName: ""
-                    };
-                    addPreviousObjMesh();
-                    //Push the last mesh created with only the name
-                    meshesFromObj.push(objMesh);
-                    //Set this variable to indicate that now meshesFromObj has objects defined inside
-                    hasMeshes = true;
-                    isFirstMaterial = true;
-                    increment = 1;
-                }
-                else if (this.usemtl.test(line)) {
-                    //Get the name of the material
-                    materialNameFromObj = line.substring(7).trim();
-                    //If this new material is in the same mesh
-                    if (!isFirstMaterial) {
-                        //Set the data for the previous mesh
-                        addPreviousObjMesh();
-                        //Create a new mesh
-                        var objMesh = 
-                        //Set the name of the current obj mesh
-                        {
-                            name: objMeshName + "_mm" + increment.toString(),
-                            indices: undefined,
-                            positions: undefined,
-                            normals: undefined,
-                            uvs: undefined,
-                            materialName: materialNameFromObj
-                        };
-                        increment++;
-                        //If meshes are already defined
-                        meshesFromObj.push(objMesh);
-                    }
-                    //Set the material name if the previous line define a mesh
-                    if (hasMeshes && isFirstMaterial) {
-                        //Set the material name to the previous mesh (1 material per mesh)
-                        meshesFromObj[meshesFromObj.length - 1].materialName = materialNameFromObj;
-                        isFirstMaterial = false;
-                    }
-                }
-                else if (this.mtllib.test(line)) {
-                    //Get the name of mtl file
-                    fileToLoad = line.substring(7).trim();
-                }
-                else if (this.smooth.test(line)) {
-                }
-                else {
-                    //If there is another possibility
-                    console.log("Unhandled expression at line : " + line);
-                }
-            }
-            //At the end of the file, add the last mesh into the meshesFromObj array
-            if (hasMeshes) {
-                //Set the data for the last mesh
-                handledMesh = meshesFromObj[meshesFromObj.length - 1];
-                //Reverse indices for displaying faces in the good sens
-                indicesForBabylon.reverse();
-                //Get the good array
-                unwrapData();
-                //Set array
-                handledMesh.indices = indicesForBabylon;
-                handledMesh.positions = unwrappedPositionsForBabylon;
-                handledMesh.normals = unwrappedNormalsForBabylon;
-                handledMesh.uvs = unwrappedUVForBabylon;
-            }
-            //If any o or g keyword found, create a mesj with a random id
-            if (!hasMeshes) {
-                // reverse tab of indices
-                indicesForBabylon.reverse();
-                //Get positions normals uvs
-                unwrapData();
-                //Set data for one mesh
-                meshesFromObj.push({
-                    name: BABYLON.Geometry.RandomId(),
-                    indices: indicesForBabylon,
-                    positions: unwrappedPositionsForBabylon,
-                    normals: unwrappedNormalsForBabylon,
-                    uvs: unwrappedUVForBabylon,
-                    materialName: materialNameFromObj
-                });
-            }
-            //Create a BABYLON.Mesh list
-            var babylonMeshesArray = []; //The mesh for babylon
-            var materialToUse = [];
-            //Set data for each mesh
-            for (var j = 0; j < meshesFromObj.length; j++) {
-                //check meshesNames (stlFileLoader)
-                if (meshesNames && meshesFromObj[j].name) {
-                    if (meshesNames instanceof Array) {
-                        if (meshesNames.indexOf(meshesFromObj[j].name) == -1) {
-                            continue;
-                        }
-                    }
-                    else {
-                        if (meshesFromObj[j].name !== meshesNames) {
-                            continue;
-                        }
-                    }
-                }
-                //Get the current mesh
-                //Set the data with VertexBuffer for each mesh
-                handledMesh = meshesFromObj[j];
-                //Create a BABYLON.Mesh with the name of the obj mesh
-                var babylonMesh = new BABYLON.Mesh(meshesFromObj[j].name, scene);
-                //Push the name of the material to an array
-                //This is indispensable for the importMesh function
-                materialToUse.push(meshesFromObj[j].materialName);
-                //Set the data for the babylonMesh
-                
-                var vertexData = new BABYLON.VertexData(); //The container for the values
-                vertexData.positions = handledMesh.positions;
-                vertexData.normals = handledMesh.normals;
-                vertexData.uvs = handledMesh.uvs;
-                vertexData.indices = handledMesh.indices;
-                //Set the data from the VertexBuffer to the current BABYLON.Mesh
-                vertexData.applyToMesh(babylonMesh);
-                //Push the mesh into an array
-                babylonMeshesArray.push(babylonMesh);
-            }
-            //load the materials
-            //Check if we have a file to load
-            if (fileToLoad !== "") {
-                //Load the file synchronously
-                this._loadMTL(fileToLoad, rootUrl, function (dataLoaded) {
-                    //Create materials thanks MTLLoader function
-                    materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl);
-                    //Look at each material loaded in the mtl file
-                    for (var n = 0; n < materialsFromMTLFile.materials.length; n++) {
-                        //Three variables to get all meshes with the same material
-                        var startIndex = 0;
-                        var _indices = [];
-                        var _index;
-                        //The material from MTL file is used in the meshes loaded
-                        //Push the indice in an array
-                        //Check if the material is not used for another mesh
-                        while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {
-                            _indices.push(_index);
-                            startIndex = _index + 1;
-                        }
-                        //If the material is not used dispose it
-                        if (_index == -1 && _indices.length == 0) {
-                            //If the material is not needed, remove it
-                            materialsFromMTLFile.materials[n].dispose();
-                        }
-                        else {
-                            for (var o = 0; o < _indices.length; o++) {
-                                //Apply the material to the BABYLON.Mesh for each mesh with the material
-                                babylonMeshesArray[_indices[o]].material = materialsFromMTLFile.materials[n];
-                            }
-                        }
-                    }
-                });
-            }
-            //Return an array with all BABYLON.Mesh
-            return babylonMeshesArray;
-        };
-        OBJFileLoader.OPTIMIZE_WITH_UV = false;
-        return OBJFileLoader;
-    }());
-    BABYLON.OBJFileLoader = OBJFileLoader;
-    //Add this loader into the register plugin
-    BABYLON.SceneLoader.RegisterPlugin(new OBJFileLoader());
-})(BABYLON || (BABYLON = {}));

+ 0 - 81
loaders/STL/babylon.stlFileLoader.js

@@ -1,81 +0,0 @@
-var BABYLON;
-(function (BABYLON) {
-    var STLFileLoader = (function () {
-        function STLFileLoader() {
-            this.solidPattern = /solid (\S*)([\S\s]*)endsolid[ ]*(\S*)/g;
-            this.facetsPattern = /facet([\s\S]*?)endfacet/g;
-            this.normalPattern = /normal[\s]+([\-+]?[0-9]+\.?[0-9]*([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+/g;
-            this.vertexPattern = /vertex[\s]+([\-+]?[0-9]+\.?[0-9]*([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+/g;
-            this.extensions = ".stl";
-        }
-        STLFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
-            var matches;
-            while (matches = this.solidPattern.exec(data)) {
-                var meshName = matches[1];
-                var meshNameFromEnd = matches[3];
-                if (meshName != meshNameFromEnd) {
-                    console.log("error in stl, solid name != endsolid name");
-                }
-                //check meshesNames
-                if (meshesNames && meshName) {
-                    if (meshesNames instanceof Array) {
-                        if (!meshesNames.indexOf(meshName)) {
-                            continue;
-                        }
-                    }
-                    else {
-                        if (meshName !== meshesNames) {
-                            continue;
-                        }
-                    }
-                }
-                //stl mesh name can be empty as well
-                meshName = meshName || "stlmesh";
-                var babylonMesh = new BABYLON.Mesh(meshName, scene);
-                this.parseSolid(babylonMesh, matches[2]);
-            }
-            return true;
-        };
-        STLFileLoader.prototype.load = function (scene, data, rootUrl) {
-            var result = this.importMesh(null, scene, data, rootUrl, null, null, null);
-            if (result) {
-                scene.createDefaultCameraOrLight();
-            }
-            return result;
-        };
-        STLFileLoader.prototype.parseSolid = function (mesh, solidData) {
-            var normals = [];
-            var positions = [];
-            var indices = [];
-            var indicesCount = 0;
-            //load facets, ignoring loop as the standard doesn't define it can contain more than vertices
-            var matches;
-            while (matches = this.facetsPattern.exec(solidData)) {
-                var facet = matches[1];
-                //one normal per face
-                var normalMatches = this.normalPattern.exec(facet);
-                this.normalPattern.lastIndex = 0;
-                if (!normalMatches) {
-                    continue;
-                }
-                var normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];
-                var vertexMatch;
-                while (vertexMatch = this.vertexPattern.exec(facet)) {
-                    positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));
-                    normals.push(normal[0], normal[1], normal[2]);
-                }
-                indices.push(indicesCount++, indicesCount++, indicesCount++);
-                this.vertexPattern.lastIndex = 0;
-            }
-            this.facetsPattern.lastIndex = 0;
-            mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
-            mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
-            mesh.setIndices(indices);
-            mesh.computeWorldMatrix(true);
-        };
-        return STLFileLoader;
-    })();
-    BABYLON.STLFileLoader = STLFileLoader;
-    BABYLON.SceneLoader.RegisterPlugin(new STLFileLoader());
-})(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.stlFileLoader.js.map

Rozdielové dáta súboru neboli zobrazené, pretože súbor je príliš veľký
+ 13717 - 0
loaders/babylon.d.ts


+ 26 - 0
loaders/config.json

@@ -0,0 +1,26 @@
+{
+  "loaders": {
+    "stl": {
+      "files": ["STL/babylon.stlFileLoader.ts"],
+      "output": "STL/babylon.stlFileLoader.js"
+    },
+
+    "obj": {
+      "files": ["OBJ/babylon.objFileLoader.ts"],
+      "output": "OBJ/babylon.objFileLoader.js"
+    },
+
+    "gltf": {
+      "files": [
+        "glTF/babylon.glTFFileLoaderInterfaces.ts",
+        "glTF/babylon.glTFFileLoader.ts",
+        "glTF/babylon.glTFFileLoaderUtils.ts"
+      ],
+      "output": "glTF/babylon.glTFFileLoader.js"
+    }
+  },
+
+  "defines": [
+    "babylon.d.ts"
+  ]
+}

Rozdielové dáta súboru neboli zobrazené, pretože súbor je príliš veľký
+ 0 - 1573
loaders/glTF/babylon.glTFFileLoader.js


+ 1 - 1
loaders/glTF/babylon.glTFFileLoader.ts

@@ -1769,7 +1769,7 @@
 
             // Parse
             if (parsedData.extensionsUsed) {
-                gltfRuntime.extensionsUsed = parsedData.extensionsUsed;
+                parseObject(parsedData.extensionsUsed, "extensionsUsed", gltfRuntime);
             }
 
             if (parsedData.buffers) {

+ 0 - 1
loaders/glTF/babylon.glTFFileLoaderInterfaces.js

@@ -1 +0,0 @@
-//# sourceMappingURL=babylon.glTFFileLoaderInterfaces.js.map

+ 47 - 0
loaders/gulpfile.js

@@ -0,0 +1,47 @@
+var gulp = require("gulp");
+var uglify = require("gulp-uglify");
+var typescript = require("gulp-typescript");
+var config = require("./config.json");
+var packageConfig = require("./package.json");
+
+/*
+* Compiles all typescript files and merges in singles loader files
+*/
+gulp.task("build", function () {
+    for (var loaderName in config.loaders) {
+        var loader = config.loaders[loaderName];
+
+        for (var i=0; i < config.defines.length; i++) {
+            loader.files.push(config.defines[i]);
+        }
+
+        var result = gulp.src(loader.files.concat(config.defines))
+            .pipe(typescript({
+                target: "ES5",
+                declarationFiles: true,
+                experimentalDecorators: false,
+                out: loader.output
+            }));
+    }
+});
+
+/*
+* Automatically call the "default" task when a TS file changes
+*/
+gulp.task("watch", function() {
+    var files = [];
+    for (var loaderName in config.loaders) {
+        var loader = config.loaders[loaderName];
+        
+        // For each file
+        for (var i=0; i < loader.files.length; i++) {
+            files.push(loader.files[i]);
+        }
+    }
+
+	gulp.watch(files, ["build"]);
+});
+
+gulp.task("default", ["build"], function() {
+    // Nothing...
+});

+ 24 - 0
loaders/package.json

@@ -0,0 +1,24 @@
+{
+  "name": "BabylonJSLoaders",
+  "version": "0.8.0",
+  "description": "Babylon.js file loaders",
+  "repository": { "url": "https://github.com/BabylonJS/BabylonJS/" },
+  "readme": "https://github.com/BabylonJS/BabylonJS/blob/master/README.md",
+  "license": "(Apache-2.0)",
+  "devDependencies": {
+    "gulp": "^3.8.11",
+    "gulp-uglify": "~1.2.0",
+    "gulp-sourcemaps": "~1.5.2",
+    "typescript": "^1.8.10",
+    "gulp-typescript": "~2.13.6",
+    "gulp-util": "~3.0.4",
+    "gulp-concat": "~2.5.2",
+    "merge2": "~0.3.5",
+    "gulp-replace": "~0.5.3",
+    "gulp-rename": "~1.2.2",
+    "gulp-if": "^2.0.1",
+    "through2": "~0.6.5",
+    "run-sequence": "~1.1.0",
+    "gulp-clean-ts-extends": "~0.1.1"
+  }
+}