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@loaders.gl/obj

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Framework-independent loader for the OBJ format

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{ "version": 3, "sources": ["index.js", "lib/parse-obj.js", "lib/parse-obj-meshes.js", "lib/get-obj-schema.js", "obj-loader.js", "lib/parse-mtl.js", "mtl-loader.js"], "sourcesContent": ["// loaders.gl\n// SPDX-License-Identifier: MIT\n// Copyright vis.gl contributors\nimport { parseOBJ } from \"./lib/parse-obj.js\";\nimport { OBJLoader as OBJWorkerLoader } from \"./obj-loader.js\";\nimport { parseMTL } from \"./lib/parse-mtl.js\";\nimport { MTLLoader as MTLWorkerLoader } from \"./mtl-loader.js\";\nexport { OBJWorkerLoader };\n/**\n * Loader for the OBJ geometry format\n */\nexport const OBJLoader = {\n ...OBJWorkerLoader,\n parse: async (arrayBuffer, options) => parseOBJ(new TextDecoder().decode(arrayBuffer), options),\n parseTextSync: (text, options) => parseOBJ(text, options)\n};\n// MTLLoader\n/**\n * Loader for the MTL material format\n */\nexport const MTLLoader = {\n ...MTLWorkerLoader,\n parse: async (arrayBuffer, options) => parseMTL(new TextDecoder().decode(arrayBuffer), options?.mtl),\n parseTextSync: (text, options) => parseMTL(text, options?.mtl)\n};\n", "import { getMeshBoundingBox } from '@loaders.gl/schema';\nimport { parseOBJMeshes } from \"./parse-obj-meshes.js\";\nimport { getOBJSchema } from \"./get-obj-schema.js\";\nexport function parseOBJ(text, options) {\n const { meshes } = parseOBJMeshes(text);\n // @ts-expect-error\n const vertexCount = meshes.reduce((s, mesh) => s + mesh.header.vertexCount, 0);\n // TODO - render objects separately\n const attributes = mergeAttributes(meshes, vertexCount);\n const header = {\n vertexCount,\n // @ts-ignore Need to export Attributes type\n boundingBox: getMeshBoundingBox(attributes)\n };\n const schema = getOBJSchema(attributes, {\n mode: 4,\n boundingBox: header.boundingBox\n });\n return {\n // Data return by this loader implementation\n loaderData: {\n header: {}\n },\n // Normalised data\n schema,\n header,\n mode: 4, // TRIANGLES\n topology: 'point-list',\n attributes\n };\n}\n// eslint-disable-next-line max-statements\nfunction mergeAttributes(meshes, vertexCount) {\n const positions = new Float32Array(vertexCount * 3);\n let normals;\n let colors;\n let uvs;\n let i = 0;\n for (const mesh of meshes) {\n const { POSITION, NORMAL, COLOR_0, TEXCOORD_0 } = mesh.attributes;\n positions.set(POSITION.value, i * 3);\n if (NORMAL) {\n normals = normals || new Float32Array(vertexCount * 3);\n normals.set(NORMAL.value, i * 3);\n }\n if (COLOR_0) {\n colors = colors || new Float32Array(vertexCount * 3);\n colors.set(COLOR_0.value, i * 3);\n }\n if (TEXCOORD_0) {\n uvs = uvs || new Float32Array(vertexCount * 2);\n uvs.set(TEXCOORD_0.value, i * 2);\n }\n i += POSITION.value.length / 3;\n }\n const attributes = {};\n attributes.POSITION = { value: positions, size: 3 };\n if (normals) {\n attributes.NORMAL = { value: normals, size: 3 };\n }\n if (colors) {\n attributes.COLOR_0 = { value: colors, size: 3 };\n }\n if (uvs) {\n attributes.TEXCOORD_0 = { value: uvs, size: 2 };\n }\n return attributes;\n}\n", "// OBJ Loader, adapted from THREE.js (MIT license)\n//\n// Attributions per original THREE.js source file:\n//\n// @author mrdoob / http://mrdoob.com/\n// @ts-nocheck\n// o object_name | g group_name\nconst OBJECT_RE = /^[og]\\s*(.+)?/;\n// mtllib file_reference\nconst MATERIAL_RE = /^mtllib /;\n// usemtl material_name\nconst MATERIAL_USE_RE = /^usemtl /;\nclass MeshMaterial {\n constructor({ index, name = '', mtllib, smooth, groupStart }) {\n this.index = index;\n this.name = name;\n this.mtllib = mtllib;\n this.smooth = smooth;\n this.groupStart = groupStart;\n this.groupEnd = -1;\n this.groupCount = -1;\n this.inherited = false;\n }\n clone(index = this.index) {\n return new MeshMaterial({\n index,\n name: this.name,\n mtllib: this.mtllib,\n smooth: this.smooth,\n groupStart: 0\n });\n }\n}\nclass MeshObject {\n constructor(name = '') {\n this.name = name;\n this.geometry = {\n vertices: [],\n normals: [],\n colors: [],\n uvs: []\n };\n this.materials = [];\n this.smooth = true;\n this.fromDeclaration = null;\n }\n startMaterial(name, libraries) {\n const previous = this._finalize(false);\n // New usemtl declaration overwrites an inherited material, except if faces were declared\n // after the material, then it must be preserved for proper MultiMaterial continuation.\n if (previous && (previous.inherited || previous.groupCount <= 0)) {\n this.materials.splice(previous.index, 1);\n }\n const material = new MeshMaterial({\n index: this.materials.length,\n name,\n mtllib: Array.isArray(libraries) && libraries.length > 0 ? libraries[libraries.length - 1] : '',\n smooth: previous !== undefined ? previous.smooth : this.smooth,\n groupStart: previous !== undefined ? previous.groupEnd : 0\n });\n this.materials.push(material);\n return material;\n }\n currentMaterial() {\n if (this.materials.length > 0) {\n return this.materials[this.materials.length - 1];\n }\n return undefined;\n }\n _finalize(end) {\n const lastMultiMaterial = this.currentMaterial();\n if (lastMultiMaterial && lastMultiMaterial.groupEnd === -1) {\n lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;\n lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;\n lastMultiMaterial.inherited = false;\n }\n // Ignore objects tail materials if no face declarations followed them before a new o/g started.\n if (end && this.materials.length > 1) {\n for (let mi = this.materials.length - 1; mi >= 0; mi--) {\n if (this.materials[mi].groupCount <= 0) {\n this.materials.splice(mi, 1);\n }\n }\n }\n // Guarantee at least one empty material, this makes the creation later more straight forward.\n if (end && this.materials.length === 0) {\n this.materials.push({\n name: '',\n smooth: this.smooth\n });\n }\n return lastMultiMaterial;\n }\n}\nclass ParserState {\n constructor() {\n this.objects = [];\n this.object = null;\n this.vertices = [];\n this.normals = [];\n this.colors = [];\n this.uvs = [];\n this.materialLibraries = [];\n this.startObject('', false);\n }\n startObject(name, fromDeclaration = true) {\n // If the current object (initial from reset) is not from a g/o declaration in the parsed\n // file. We need to use it for the first parsed g/o to keep things in sync.\n if (this.object && !this.object.fromDeclaration) {\n this.object.name = name;\n this.object.fromDeclaration = fromDeclaration;\n return;\n }\n const previousMaterial = this.object && typeof this.object.currentMaterial === 'function'\n ? this.object.currentMaterial()\n : undefined;\n if (this.object && typeof this.object._finalize === 'function') {\n this.object._finalize(true);\n }\n this.object = new MeshObject(name);\n this.object.fromDeclaration = fromDeclaration;\n // Inherit previous objects material.\n // Spec tells us that a declared material must be set to all objects until a new material is declared.\n // If a usemtl declaration is encountered while this new object is being parsed, it will\n // overwrite the inherited material. Exception being that there was already face declarations\n // to the inherited material, then it will be preserved for proper MultiMaterial continuation.\n if (previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function') {\n const declared = previousMaterial.clone(0);\n declared.inherited = true;\n this.object.materials.push(declared);\n }\n this.objects.push(this.object);\n }\n finalize() {\n if (this.object && typeof this.object._finalize === 'function') {\n this.object._finalize(true);\n }\n }\n parseVertexIndex(value, len) {\n const index = parseInt(value);\n return (index >= 0 ? index - 1 : index + len / 3) * 3;\n }\n parseNormalIndex(value, len) {\n const index = parseInt(value);\n return (index >= 0 ? index - 1 : index + len / 3) * 3;\n }\n parseUVIndex(value, len) {\n const index = parseInt(value);\n return (index >= 0 ? index - 1 : index + len / 2) * 2;\n }\n addVertex(a, b, c) {\n const src = this.vertices;\n const dst = this.object.geometry.vertices;\n dst.push(src[a + 0], src[a + 1], src[a + 2]);\n dst.push(src[b + 0], src[b + 1], src[b + 2]);\n dst.push(src[c + 0], src[c + 1], src[c + 2]);\n }\n addVertexPoint(a) {\n const src = this.vertices;\n const dst = this.object.geometry.vertices;\n dst.push(src[a + 0], src[a + 1], src[a + 2]);\n }\n addVertexLine(a) {\n const src = this.vertices;\n const dst = this.object.geometry.vertices;\n dst.push(src[a + 0], src[a + 1], src[a + 2]);\n }\n addNormal(a, b, c) {\n const src = this.normals;\n const dst = this.object.geometry.normals;\n dst.push(src[a + 0], src[a + 1], src[a + 2]);\n dst.push(src[b + 0], src[b + 1], src[b + 2]);\n dst.push(src[c + 0], src[c + 1], src[c + 2]);\n }\n addColor(a, b, c) {\n const src = this.colors;\n const dst = this.object.geometry.colors;\n dst.push(src[a + 0], src[a + 1], src[a + 2]);\n dst.push(src[b + 0], src[b + 1], src[b + 2]);\n dst.push(src[c + 0], src[c + 1], src[c + 2]);\n }\n addUV(a, b, c) {\n const src = this.uvs;\n const dst = this.object.geometry.uvs;\n dst.push(src[a + 0], src[a + 1]);\n dst.push(src[b + 0], src[b + 1]);\n dst.push(src[c + 0], src[c + 1]);\n }\n addUVLine(a) {\n const src = this.uvs;\n const dst = this.object.geometry.uvs;\n dst.push(src[a + 0], src[a + 1]);\n }\n // eslint-disable-next-line max-params\n addFace(a, b, c, ua, ub, uc, na, nb, nc) {\n const vLen = this.vertices.length;\n let ia = this.parseVertexIndex(a, vLen);\n let ib = this.parseVertexIndex(b, vLen);\n let ic = this.parseVertexIndex(c, vLen);\n this.addVertex(ia, ib, ic);\n if (ua !== undefined && ua !== '') {\n const uvLen = this.uvs.length;\n ia = this.parseUVIndex(ua, uvLen);\n ib = this.parseUVIndex(ub, uvLen);\n ic = this.parseUVIndex(uc, uvLen);\n this.addUV(ia, ib, ic);\n }\n if (na !== undefined && na !== '') {\n // Normals are many times the same. If so, skip function call and parseInt.\n const nLen = this.normals.length;\n ia = this.parseNormalIndex(na, nLen);\n ib = na === nb ? ia : this.parseNormalIndex(nb, nLen);\n ic = na === nc ? ia : this.parseNormalIndex(nc, nLen);\n this.addNormal(ia, ib, ic);\n }\n if (this.colors.length > 0) {\n this.addColor(ia, ib, ic);\n }\n }\n addPointGeometry(vertices) {\n this.object.geometry.type = 'Points';\n const vLen = this.vertices.length;\n for (const vertex of vertices) {\n this.addVertexPoint(this.parseVertexIndex(vertex, vLen));\n }\n }\n addLineGeometry(vertices, uvs) {\n this.object.geometry.type = 'Line';\n const vLen = this.vertices.length;\n const uvLen = this.uvs.length;\n for (const vertex of vertices) {\n this.addVertexLine(this.parseVertexIndex(vertex, vLen));\n }\n for (const uv of uvs) {\n this.addUVLine(this.parseUVIndex(uv, uvLen));\n }\n }\n}\n// eslint-disable-next-line max-statements, complexity\nexport function parseOBJMeshes(text) {\n const state = new ParserState();\n if (text.indexOf('\\r\\n') !== -1) {\n // This is faster than String.split with regex that splits on both\n text = text.replace(/\\r\\n/g, '\\n');\n }\n if (text.indexOf('\\\\\\n') !== -1) {\n // join lines separated by a line continuation character (\\)\n text = text.replace(/\\\\\\n/g, '');\n }\n const lines = text.split('\\n');\n let line = '';\n let lineFirstChar = '';\n let lineLength = 0;\n let result = [];\n // Faster to just trim left side of the line. Use if available.\n const trimLeft = typeof ''.trimLeft === 'function';\n /* eslint-disable no-continue, max-depth */\n for (let i = 0, l = lines.length; i < l; i++) {\n line = lines[i];\n line = trimLeft ? line.trimLeft() : line.trim();\n lineLength = line.length;\n if (lineLength === 0)\n continue;\n lineFirstChar = line.charAt(0);\n // @todo invoke passed in handler if any\n if (lineFirstChar === '#')\n continue;\n if (lineFirstChar === 'v') {\n const data = line.split(/\\s+/);\n switch (data[0]) {\n case 'v':\n state.vertices.push(parseFloat(data[1]), parseFloat(data[2]), parseFloat(data[3]));\n if (data.length >= 7) {\n state.colors.push(parseFloat(data[4]), parseFloat(data[5]), parseFloat(data[6]));\n }\n break;\n case 'vn':\n state.normals.push(parseFloat(data[1]), parseFloat(data[2]), parseFloat(data[3]));\n break;\n case 'vt':\n state.uvs.push(parseFloat(data[1]), parseFloat(data[2]));\n break;\n default:\n }\n }\n else if (lineFirstChar === 'f') {\n const lineData = line.substr(1).trim();\n const vertexData = lineData.split(/\\s+/);\n const faceVertices = [];\n // Parse the face vertex data into an easy to work with format\n for (let j = 0, jl = vertexData.length; j < jl; j++) {\n const vertex = vertexData[j];\n if (vertex.length > 0) {\n const vertexParts = vertex.split('/');\n faceVertices.push(vertexParts);\n }\n }\n // Draw an edge between the first vertex and all subsequent vertices to form an n-gon\n const v1 = faceVertices[0];\n for (let j = 1, jl = faceVertices.length - 1; j < jl; j++) {\n const v2 = faceVertices[j];\n const v3 = faceVertices[j + 1];\n state.addFace(v1[0], v2[0], v3[0], v1[1], v2[1], v3[1], v1[2], v2[2], v3[2]);\n }\n }\n else if (lineFirstChar === 'l') {\n const lineParts = line.substring(1).trim().split(' ');\n let lineVertices;\n const lineUVs = [];\n if (line.indexOf('/') === -1) {\n lineVertices = lineParts;\n }\n else {\n lineVertices = [];\n for (let li = 0, llen = lineParts.length; li < llen; li++) {\n const parts = lineParts[li].split('/');\n if (parts[0] !== '')\n lineVertices.push(parts[0]);\n if (parts[1] !== '')\n lineUVs.push(parts[1]);\n }\n }\n state.addLineGeometry(lineVertices, lineUVs);\n }\n else if (lineFirstChar === 'p') {\n const lineData = line.substr(1).trim();\n const pointData = lineData.split(' ');\n state.addPointGeometry(pointData);\n }\n else if ((result = OBJECT_RE.exec(line)) !== null) {\n // o object_name\n // or\n // g group_name\n // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869\n // var name = result[ 0 ].substr( 1 ).trim();\n const name = (' ' + result[0].substr(1).trim()).substr(1); // eslint-disable-line\n state.startObject(name);\n }\n else if (MATERIAL_USE_RE.test(line)) {\n // material\n state.object.startMaterial(line.substring(7).trim(), state.materialLibraries);\n }\n else if (MATERIAL_RE.test(line)) {\n // mtl file\n state.materialLibraries.push(line.substring(7).trim());\n }\n else if (lineFirstChar === 's') {\n result = line.split(' ');\n // smooth shading\n // @todo Handle files that have varying smooth values for a set of faces inside one geometry,\n // but does not define a usemtl for each face set.\n // This should be detected and a dummy material created (later MultiMaterial and geometry groups).\n // This requires some care to not create extra material on each smooth value for \"normal\" obj files.\n // where explicit usemtl defines geometry groups.\n // Example asset: examples/models/obj/cerberus/Cerberus.obj\n /*\n * http://paulbourke.net/dataformats/obj/\n * or\n * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf\n *\n * From chapter \"Grouping\" Syntax explanation \"s group_number\":\n * \"group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.\n * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form\n * surfaces, smoothing groups are either turned on or off; there is no difference between values greater\n * than 0.\"\n */\n if (result.length > 1) {\n const value = result[1].trim().toLowerCase();\n state.object.smooth = value !== '0' && value !== 'off';\n }\n else {\n // ZBrush can produce \"s\" lines #11707\n state.object.smooth = true;\n }\n const material = state.object.currentMaterial();\n if (material)\n material.smooth = state.object.smooth;\n }\n else {\n // Handle null terminated files without exception\n if (line === '\\0')\n continue;\n throw new Error(`Unexpected line: \"${line}\"`);\n }\n }\n state.finalize();\n const meshes = [];\n const materials = [];\n for (const object of state.objects) {\n const { geometry } = object;\n // Skip o/g line declarations that did not follow with any faces\n if (geometry.vertices.length === 0)\n continue;\n const mesh = {\n header: {\n vertexCount: geometry.vertices.length / 3\n },\n attributes: {}\n };\n switch (geometry.type) {\n case 'Points':\n mesh.mode = 0; // GL.POINTS\n break;\n case 'Line':\n mesh.mode = 1; // GL.LINES\n break;\n default:\n mesh.mode = 4; // GL.TRIANGLES\n break;\n }\n mesh.attributes.POSITION = { value: new Float32Array(geometry.vertices), size: 3 };\n if (geometry.normals.length > 0) {\n mesh.attributes.NORMAL = { value: new Float32Array(geometry.normals), size: 3 };\n }\n if (geometry.colors.length > 0) {\n mesh.attributes.COLOR_0 = { value: new Float32Array(geometry.colors), size: 3 };\n }\n if (geometry.uvs.length > 0) {\n mesh.attributes.TEXCOORD_0 = { value: new Float32Array(geometry.uvs), size: 2 };\n }\n // Create materials\n mesh.materials = [];\n for (const sourceMaterial of object.materials) {\n // TODO - support full spec\n const _material = {\n name: sourceMaterial.name,\n flatShading: !sourceMaterial.smooth\n };\n mesh.materials.push(_material);\n materials.push(_material);\n }\n mesh.name = object.name;\n meshes.push(mesh);\n }\n return { meshes, materials };\n}\n", "// loaders.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { getDataTypeFromArray } from '@loaders.gl/schema';\n/** Get Mesh Schema */\nexport function getOBJSchema(attributes, metadata = {}) {\n const stringMetadata = {};\n for (const key in metadata) {\n if (key !== 'value') {\n stringMetadata[key] = JSON.stringify(metadata[key]);\n }\n }\n const fields = [];\n for (const attributeName in attributes) {\n const attribute = attributes[attributeName];\n const field = getFieldFromAttribute(attributeName, attribute);\n fields.push(field);\n }\n return { fields, metadata: stringMetadata };\n}\n/** Get a Field describing the column from an OBJ attribute */\nfunction getFieldFromAttribute(name, attribute) {\n const metadata = {};\n for (const key in attribute) {\n if (key !== 'value') {\n metadata[key] = JSON.stringify(attribute[key]);\n }\n }\n let { type } = getDataTypeFromArray(attribute.value);\n const isSingleValue = attribute.size === 1 || attribute.size === undefined;\n if (!isSingleValue) {\n type = { type: 'fixed-size-list', listSize: attribute.size, children: [{ name: 'values', type }] };\n }\n return { name, type, nullable: false, metadata };\n}\n", "// __VERSION__ is injected by babel-plugin-version-inline\n// @ts-ignore TS2304: Cannot find name '__VERSION__'.\nconst VERSION = typeof \"4.3.3\" !== 'undefined' ? \"4.3.3\" : 'latest';\n/**\n * Worker loader for the OBJ geometry format\n */\nexport const OBJLoader = {\n dataType: null,\n batchType: null,\n name: 'OBJ',\n id: 'obj',\n module: 'obj',\n version: VERSION,\n worker: true,\n extensions: ['obj'],\n mimeTypes: ['text/plain'],\n testText: testOBJFile,\n options: {\n obj: {}\n }\n};\nfunction testOBJFile(text) {\n // TODO - There could be comment line first\n return text[0] === 'v';\n}\n", "// loaders.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n// Forked from THREE.js under MIT license\n// https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/MTLLoader.js\nconst DELIMITER_PATTERN = /\\s+/;\n/**\n * Parses a MTL file.\n * Parses a Wavefront .mtl file specifying materials\n * http://paulbourke.net/dataformats/mtl/\n * https://www.loc.gov/preservation/digital/formats/fdd/fdd000508.shtml\n *\n * @param text - Content of MTL file\n */\n// eslint-disable-next-line complexity\nexport function parseMTL(text, options) {\n // const materialsInfo: Record<string, MTLMaterial> = {};\n const materials = [];\n let currentMaterial = { name: 'placeholder' };\n const lines = text.split('\\n');\n for (let line of lines) {\n line = line.trim();\n if (line.length === 0 || line.charAt(0) === '#') {\n // Blank line or comment ignore\n continue; // eslint-disable-line no-continue\n }\n const pos = line.indexOf(' ');\n let key = pos >= 0 ? line.substring(0, pos) : line;\n key = key.toLowerCase();\n let value = pos >= 0 ? line.substring(pos + 1) : '';\n value = value.trim();\n switch (key) {\n case 'newmtl':\n // New material\n currentMaterial = { name: value };\n // insert into map\n materials.push(currentMaterial);\n break;\n case 'ka': // Ka\n currentMaterial.ambientColor = parseColor(value);\n break;\n case 'kd':\n // Kd: Diffuse color (color under white light) using RGB values\n currentMaterial.diffuseColor = parseColor(value);\n break;\n case 'map_kd':\n // Diffuse texture map\n currentMaterial.diffuseTextureUrl = value;\n // setMapForType('map', value);\n break;\n case 'ks':\n // Specular color (color when light is reflected from shiny surface) using RGB values\n currentMaterial.specularColor = parseColor(value);\n break;\n case 'map_ks':\n // Specular map\n currentMaterial.specularTextureUrl = value;\n // setMapForType('specularMap', value);\n break;\n case 'ke':\n // Emissive using RGB values\n currentMaterial.emissiveColor = parseColor(value);\n break;\n case 'map_ke':\n // Emissive map\n currentMaterial.emissiveTextureUrl = value;\n // setMapForType('emissiveMap', value);\n break;\n case 'ns':\n // Ns is material specular exponent (defines the focus of the specular highlight)\n // A high exponent results in a tight, concentrated highlight. Ns values normally range from 0 to 1000.\n currentMaterial.shininess = parseFloat(value);\n break;\n case 'map_ns':\n // Ns is material specular exponent\n // TODO?\n // currentMaterial.shininessMap = parseFloat(value);\n break;\n case 'ni':\n currentMaterial.refraction = parseFloat(value);\n break;\n case 'illum':\n currentMaterial.illumination = parseFloat(value);\n break;\n default:\n // log unknown message?\n break;\n /*\n case 'norm':\n setMapForType('normalMap', value);\n break;\n \n case 'map_bump':\n case 'bump':\n // Bump texture map\n setMapForType('bumpMap', value);\n break;\n \n case 'd':\n n = parseFloat(value);\n if (n < 1) {\n params.opacity = n;\n params.transparent = true;\n }\n break;\n \n case 'map_d':\n // Alpha map\n setMapForType('alphaMap', value);\n params.transparent = true;\n break;\n \n case 'tr':\n n = parseFloat(value);\n if (this.options && this.options.invertTrProperty) n = 1 - n;\n if (n > 0) {\n params.opacity = 1 - n;\n params.transparent = true;\n }\n */\n }\n }\n return materials;\n}\nfunction parseColor(value, options) {\n const rgb = value.split(DELIMITER_PATTERN, 3);\n const color = [\n parseFloat(rgb[0]),\n parseFloat(rgb[1]),\n parseFloat(rgb[2])\n ];\n // TODO auto detect big values?\n // if (this.options && this.options.normalizeRGB) {\n // value = [ value[ 0 ] / 255, value[ 1 ] / 255, value[ 2 ] / 255 ];\n // }\n // if (this.options && this.options.ignoreZeroRGBs) {\n // if (value[ 0 ] === 0 && value[ 1 ] === 0 && value[ 2 ] === 0) {\n // // ignore\n // save = false;\n // }\n // }\n return color;\n}\n/* TODO parse url options\nfunction parseTexture(value, matParams) {\n const texParams = {\n scale: new Vector2(1, 1),\n offset: new Vector2(0, 0)\n };\n\n const items = value.split(/\\s+/);\n let pos;\n\n pos = items.indexOf('-bm');\n if (pos >= 0) {\n matParams.bumpScale = parseFloat(items[ pos + 1 ]);\n items.splice(pos, 2);\n }\n\n pos = items.indexOf('-s');\n if (pos >= 0) {\n texParams.scale.set(parseFloat(items[ pos + 1 ]), parseFloat(items[ pos + 2 ]));\n items.splice(pos, 4); // we expect 3 parameters here!\n\n }\n\n pos = items.indexOf('-o');\n\n if (pos >= 0) {\n texParams.offset.set(parseFloat(items[ pos + 1 ]), parseFloat(items[ pos + 2 ]));\n items.splice(pos, 4); // we expect 3 parameters here!\n }\n\n texParams.url = items.join(' ').trim();\n return texParams;\n}\n\n *function resolveURL(baseUrl, url) {\n * baseUrl?: string;\n // Absolute URL\n if (/^https?:\\/\\//i.test(url)) return url;\n return baseUrl + url;\n }\n\n function setMapForType(mapType, value) {\n if (params[ mapType ]) return; // Keep the first encountered texture\n\n const texParams = scope.getTextureParams(value, params);\n const map = scope.loadTexture(resolveURL(scope.baseUrl, texParams.url));\n\n map.repeat.copy(texParams.scale);\n map.offset.copy(texParams.offset);\n\n map.wrapS = scope.wrap;\n map.wrapT = scope.wrap;\n\n params[ mapType ] = map;\n }\n*/\n", "// __VERSION__ is injected by babel-plugin-version-inline\n// @ts-ignore TS2304: Cannot find name '__VERSION__'.\nconst VERSION = typeof \"4.3.3\" !== 'undefined' ? \"4.3.3\" : 'latest';\n/**\n * Loader for the MTL material format\n * Parses a Wavefront .mtl file specifying materials\n */\nexport const MTLLoader = {\n dataType: null,\n batchType: null,\n name: 'MTL',\n id: 'mtl',\n module: 'mtl',\n version: VERSION,\n worker: true,\n extensions: ['mtl'],\n mimeTypes: ['text/plain'],\n testText: (text) => text.includes('newmtl'),\n options: {\n mtl: {}\n }\n};\n"], "mappings": 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