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FileLoader logging

-implemented using toString() methods of imported objects
-Blender exporter creating producer info
jeff пре 9 година
родитељ
комит
e5d277fac0

+ 23 - 0
src/Animations/babylon.animation.ts

@@ -172,6 +172,29 @@
 
         // Methods
         /**
+         * @param {boolean} fullDetails - support for multiple levels of logging within scene loading
+         */
+        public toString(fullDetails? : boolean) : string {
+            var ret = "Name: " + this.name + ", property: " + this.targetProperty;
+            ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
+            ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
+            ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
+            if (fullDetails){
+                ret += ", Ranges: {" 
+                var first = true;
+                for (var name in this._ranges) {
+                    if (!first){
+                        ret + ", ";
+                        first = false; 
+                    }
+                    ret += name; 
+                }
+                ret += "}";
+            }
+            return ret;
+        } 
+        
+        /**
          * Add an event to this animation.
          */
         public addEvent(event: AnimationEvent): void {

+ 1 - 1
src/Bones/babylon.bone.ts

@@ -102,7 +102,7 @@
             // all animation may be coming from a library skeleton, so may need to create animation
             if (this.animations.length === 0) {
                 this.animations.push(new Animation(this.name, "_matrix", source.animations[0].framePerSecond, Animation.ANIMATIONTYPE_MATRIX, 0));
-                this.animations[0].setKeys([{}]);
+                this.animations[0].setKeys([]);
             }
 
             // get animation info / verify there is such a range from the source bone

+ 26 - 0
src/Bones/babylon.skeleton.ts

@@ -38,6 +38,27 @@
         }
 
         // Methods
+        /**
+         * @param {boolean} fullDetails - support for multiple levels of logging within scene loading
+         */
+        public toString(fullDetails? : boolean) : string {
+            var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
+            ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
+            if (fullDetails){
+                ret += ", Ranges: {" 
+                var first = true;
+                for (var name in this._ranges) {
+                    if (!first){
+                        ret + ", ";
+                        first = false; 
+                    }
+                    ret += name; 
+                }
+                ret += "}";
+            }
+            return ret;
+        } 
+        
         public createAnimationRange(name: string, from: number, to: number): void {
             // check name not already in use
             if (!this._ranges[name]) {
@@ -80,6 +101,11 @@
                 boneDict[sourceBones[i].name] = sourceBones[i];
             }
 
+            if (this.bones.length !== sourceBones.length){
+                BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
+                ret = false;
+            }
+            
             for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
                 var boneName = this.bones[i].name;
                 var sourceBone = boneDict[boneName];

+ 16 - 0
src/Cameras/babylon.camera.ts

@@ -136,6 +136,22 @@
             this.position = position;
         }
 
+        /**
+         * @param {boolean} fullDetails - support for multiple levels of logging within scene loading
+         */
+        public toString(fullDetails? : boolean) : string {
+            var ret = "Name: " + this.name;
+            ret += ", type: " + this.getTypeName();
+            if (this.animations){
+                for (var i = 0; i < this.animations.length; i++){
+                   ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
+                }
+            }
+            if (fullDetails){
+            }
+            return ret;
+        } 
+        
         public get globalPosition(): Vector3 {
             return this._globalPosition;
         }

+ 16 - 0
src/Lights/babylon.light.ts

@@ -55,6 +55,22 @@
             scene.addLight(this);
         }
 
+        /**
+         * @param {boolean} fullDetails - support for multiple levels of logging within scene loading
+         */
+        public toString(fullDetails? : boolean) : string {
+            var ret = "Name: " + this.name;
+            ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
+            if (this.animations){
+                for (var i = 0; i < this.animations.length; i++){
+                   ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
+                }
+            }
+            if (fullDetails){
+            }
+            return ret;
+        } 
+        
         public getShadowGenerator(): ShadowGenerator {
             return this._shadowGenerator;
         }

+ 434 - 364
src/Loading/Plugins/babylon.babylonFileLoader.ts

@@ -24,425 +24,495 @@
         }
         return false;
     };
+     
+    var logOperation = (operation, producer) => {
+       return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown" );
+    }
 
     SceneLoader.RegisterPlugin({
         extensions: ".babylon",
         importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]): boolean => {
-            var parsedData = JSON.parse(data);
-
-            var loadedSkeletonsIds = [];
-            var loadedMaterialsIds = [];
-            var hierarchyIds = [];
-            var index: number;
-            var cache: number;
-            for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
-                var parsedMesh = parsedData.meshes[index];
-
-                if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
-                    if (meshesNames instanceof Array) {
-                        // Remove found mesh name from list.
-                        delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
-                    }
-
-                    //Geometry?
-                    if (parsedMesh.geometryId) {
-                        //does the file contain geometries?
-                        if (parsedData.geometries) {
-                            //find the correct geometry and add it to the scene
-                            var found: boolean = false;
-                            ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach((geometryType: string) => {
-                                if (found || !parsedData.geometries[geometryType] || !(parsedData.geometries[geometryType] instanceof Array)) {
-                                    return;
-                                } else {
-                                    parsedData.geometries[geometryType].forEach((parsedGeometryData) => {
-                                        if (parsedGeometryData.id === parsedMesh.geometryId) {
-                                            switch (geometryType) {
-                                                case "boxes":
-                                                    Geometry.Primitives.Box.Parse(parsedGeometryData, scene);
-                                                    break;
-                                                case "spheres":
-                                                    Geometry.Primitives.Sphere.Parse(parsedGeometryData, scene);
-                                                    break;
-                                                case "cylinders":
-                                                    Geometry.Primitives.Cylinder.Parse(parsedGeometryData, scene);
-                                                    break;
-                                                case "toruses":
-                                                    Geometry.Primitives.Torus.Parse(parsedGeometryData, scene);
-                                                    break;
-                                                case "grounds":
-                                                    Geometry.Primitives.Ground.Parse(parsedGeometryData, scene);
-                                                    break;
-                                                case "planes":
-                                                    Geometry.Primitives.Plane.Parse(parsedGeometryData, scene);
-                                                    break;
-                                                case "torusKnots":
-                                                    Geometry.Primitives.TorusKnot.Parse(parsedGeometryData, scene);
-                                                    break;
-                                                case "vertexData":
-                                                    Geometry.Parse(parsedGeometryData, scene, rootUrl);
-                                                    break;
+            // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
+            // when SceneLoader.debugLogging = true (default), or exception encountered.
+            // Everything stored in var log instead of writing separate lines to support only writing in exception,
+            // and avoid problems with multiple concurrent .babylon loads.
+            var log = "importMesh has failed JSON parse";
+            try{
+                var parsedData = JSON.parse(data);
+                log = "";
+                var fullDetails = SceneLoader.loggingLevel === SceneLoader.DETAILED_LOGGING;
+                
+                var loadedSkeletonsIds = [];
+                var loadedMaterialsIds = [];
+                var hierarchyIds = [];
+                var index: number;
+                var cache: number;
+                for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
+                    var parsedMesh = parsedData.meshes[index];
+    
+                    if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
+                        if (meshesNames instanceof Array) {
+                            // Remove found mesh name from list.
+                            delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
+                        }
+    
+                        //Geometry?
+                        if (parsedMesh.geometryId) {
+                            //does the file contain geometries?
+                            if (parsedData.geometries) {
+                                //find the correct geometry and add it to the scene
+                                var found: boolean = false;
+                                ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach((geometryType: string) => {
+                                    if (found || !parsedData.geometries[geometryType] || !(parsedData.geometries[geometryType] instanceof Array)) {
+                                        return;
+                                    } else {
+                                        parsedData.geometries[geometryType].forEach((parsedGeometryData) => {
+                                            if (parsedGeometryData.id === parsedMesh.geometryId) {
+                                                switch (geometryType) {
+                                                    case "boxes":
+                                                        Geometry.Primitives.Box.Parse(parsedGeometryData, scene);
+                                                        break;
+                                                    case "spheres":
+                                                        Geometry.Primitives.Sphere.Parse(parsedGeometryData, scene);
+                                                        break;
+                                                    case "cylinders":
+                                                        Geometry.Primitives.Cylinder.Parse(parsedGeometryData, scene);
+                                                        break;
+                                                    case "toruses":
+                                                        Geometry.Primitives.Torus.Parse(parsedGeometryData, scene);
+                                                        break;
+                                                    case "grounds":
+                                                        Geometry.Primitives.Ground.Parse(parsedGeometryData, scene);
+                                                        break;
+                                                    case "planes":
+                                                        Geometry.Primitives.Plane.Parse(parsedGeometryData, scene);
+                                                        break;
+                                                    case "torusKnots":
+                                                        Geometry.Primitives.TorusKnot.Parse(parsedGeometryData, scene);
+                                                        break;
+                                                    case "vertexData":
+                                                        Geometry.Parse(parsedGeometryData, scene, rootUrl);
+                                                        break;
+                                                }
+                                                found = true;
                                             }
-                                            found = true;
-                                        }
-                                    });
-
+                                        });
+    
+                                    }
+                                });
+                                if (!found) {
+                                    Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
                                 }
-                            });
-                            if (!found) {
-                                Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
                             }
                         }
-                    }
-
-                    // Material ?
-                    if (parsedMesh.materialId) {
-                        var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
-                        if (!materialFound && parsedData.multiMaterials) {
-                            for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
-                                var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
-                                if (parsedMultiMaterial.id === parsedMesh.materialId) {
-                                    for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
-                                        var subMatId = parsedMultiMaterial.materials[matIndex];
-                                        loadedMaterialsIds.push(subMatId);
-                                        parseMaterialById(subMatId, parsedData, scene, rootUrl);
+    
+                        // Material ?
+                        if (parsedMesh.materialId) {
+                            var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
+                            if (!materialFound && parsedData.multiMaterials) {
+                                for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
+                                    var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
+                                    if (parsedMultiMaterial.id === parsedMesh.materialId) {
+                                        for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
+                                            var subMatId = parsedMultiMaterial.materials[matIndex];
+                                            loadedMaterialsIds.push(subMatId);
+                                            var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
+                                            log += "\n\tMaterial " + mat.toString(fullDetails);
+                                        }
+                                        loadedMaterialsIds.push(parsedMultiMaterial.id);
+                                        var mmat = Material.ParseMultiMaterial(parsedMultiMaterial, scene);
+                                        materialFound = true;
+                                        log += "\n\tMulti-Material " + mmat.toString(fullDetails);
+                                        break;
                                     }
-                                    loadedMaterialsIds.push(parsedMultiMaterial.id);
-                                    Material.ParseMultiMaterial(parsedMultiMaterial, scene);
-                                    materialFound = true;
-                                    break;
                                 }
                             }
-                        }
-
-                        if (!materialFound) {
-                            loadedMaterialsIds.push(parsedMesh.materialId);
-                            if (!parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl)) {
-                                Tools.Warn("Material not found for mesh " + parsedMesh.id);
+    
+                            if (!materialFound) {
+                                loadedMaterialsIds.push(parsedMesh.materialId);
+                                var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
+                                if (!mat) {
+                                    Tools.Warn("Material not found for mesh " + parsedMesh.id);
+                                }else{
+                                   log += "\n\tMaterial " + mat.toString(fullDetails); 
+                                }
                             }
                         }
-                    }
-
-                    // Skeleton ?
-                    if (parsedMesh.skeletonId > -1 && scene.skeletons) {
-                        var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
-                        if (!skeletonAlreadyLoaded) {
-                            for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
-                                var parsedSkeleton = parsedData.skeletons[skeletonIndex];
-                                if (parsedSkeleton.id === parsedMesh.skeletonId) {
-                                    skeletons.push(Skeleton.Parse(parsedSkeleton, scene));
-                                    loadedSkeletonsIds.push(parsedSkeleton.id);
+    
+                        // Skeleton ?
+                        if (parsedMesh.skeletonId > -1 && scene.skeletons) {
+                            var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
+                            if (!skeletonAlreadyLoaded) {
+                                for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
+                                    var parsedSkeleton = parsedData.skeletons[skeletonIndex];
+                                    if (parsedSkeleton.id === parsedMesh.skeletonId) {
+                                        var skeleton = Skeleton.Parse(parsedSkeleton, scene);
+                                        skeletons.push(skeleton);
+                                        loadedSkeletonsIds.push(parsedSkeleton.id);
+                                        log += "\n\tSkeleton " + skeleton.toString(fullDetails);
+                                    }
                                 }
                             }
                         }
+    
+                        var mesh = Mesh.Parse(parsedMesh, scene, rootUrl);
+                        meshes.push(mesh);
+                        log += "\n\tMesh " + mesh.toString(fullDetails);
                     }
-
-                    var mesh = Mesh.Parse(parsedMesh, scene, rootUrl);
-                    meshes.push(mesh);
                 }
-            }
-
-            // Connecting parents
-            var currentMesh: AbstractMesh;
-            for (index = 0, cache = scene.meshes.length; index < cache; index++) {
-                currentMesh = scene.meshes[index];
-                if (currentMesh._waitingParentId) {
-                    currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
-                    currentMesh._waitingParentId = undefined;
+    
+                // Connecting parents
+                var currentMesh: AbstractMesh;
+                for (index = 0, cache = scene.meshes.length; index < cache; index++) {
+                    currentMesh = scene.meshes[index];
+                    if (currentMesh._waitingParentId) {
+                        currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
+                        currentMesh._waitingParentId = undefined;
+                    }
                 }
-            }
-
-            // freeze and compute world matrix application
-            for (index = 0, cache = scene.meshes.length; index < cache; index++) {
-                currentMesh = scene.meshes[index];
-                if (currentMesh._waitingFreezeWorldMatrix) {
-                    currentMesh.freezeWorldMatrix();
-                    currentMesh._waitingFreezeWorldMatrix = undefined;
-                } else {
-                    currentMesh.computeWorldMatrix(true);
+    
+                // freeze and compute world matrix application
+                for (index = 0, cache = scene.meshes.length; index < cache; index++) {
+                    currentMesh = scene.meshes[index];
+                    if (currentMesh._waitingFreezeWorldMatrix) {
+                        currentMesh.freezeWorldMatrix();
+                        currentMesh._waitingFreezeWorldMatrix = undefined;
+                    } else {
+                        currentMesh.computeWorldMatrix(true);
+                    }
                 }
-            }
-
-            // Particles
-            if (parsedData.particleSystems) {
-                for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
-                    var parsedParticleSystem = parsedData.particleSystems[index];
-                    if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
-                        particleSystems.push(ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl));
+    
+                // Particles
+                if (parsedData.particleSystems) {
+                    for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
+                        var parsedParticleSystem = parsedData.particleSystems[index];
+                        if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
+                            particleSystems.push(ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl));
+                        }
                     }
                 }
+                return true;
+                
+            }catch(err){
+                Tools.Log(logOperation("importMesh", parsedData.producer) + log);   
+                log = null; 
+                throw err; 
+                
+            }finally{
+                if(log !== null) {
+                    Tools.Log(logOperation("importMesh", parsedData.producer) + (SceneLoader.loggingLevel !== SceneLoader.MINIMUM_LOGGING ? log : ""));
+                }   
             }
-
-            return true;
         },
         load: (scene: Scene, data: string, rootUrl: string): boolean => {
-            var parsedData = JSON.parse(data);
-
-            // Scene
-            scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
-            scene.autoClear = parsedData.autoClear;
-            scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
-            scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
-            if (parsedData.gravity) {
-                scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
-            }
-            
-            // Fog
-            if (parsedData.fogMode && parsedData.fogMode !== 0) {
-                scene.fogMode = parsedData.fogMode;
-                scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
-                scene.fogStart = parsedData.fogStart;
-                scene.fogEnd = parsedData.fogEnd;
-                scene.fogDensity = parsedData.fogDensity;
-            }
-            
-            //Physics
-            if (parsedData.physicsEnabled) {
-                var physicsPlugin;
-                if (parsedData.physicsEngine === "cannon") {
-                    physicsPlugin = new BABYLON.CannonJSPlugin();
-                } else if (parsedData.physicsEngine === "oimo") {
-                    physicsPlugin = new BABYLON.OimoJSPlugin();
+            // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
+            // when SceneLoader.debugLogging = true (default), or exception encountered.
+            // Everything stored in var log instead of writing separate lines to support only writing in exception,
+            // and avoid problems with multiple concurrent .babylon loads.
+            var log = "importScene has failed JSON parse";
+            try{
+                var parsedData = JSON.parse(data);
+                log = "";
+                var fullDetails = SceneLoader.loggingLevel === SceneLoader.DETAILED_LOGGING;
+                
+                // Scene
+                scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
+                scene.autoClear = parsedData.autoClear;
+                scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
+                scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
+                if (parsedData.gravity) {
+                    scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
                 }
-                //else - default engine, which is currently oimo
-                var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
-                scene.enablePhysics(physicsGravity, physicsPlugin);
-            }
-            
-            //collisions, if defined. otherwise, default is true
-            if (parsedData.collisionsEnabled != undefined) {
-                scene.collisionsEnabled = parsedData.collisionsEnabled;
-            }
-            scene.workerCollisions = !!parsedData.workerCollisions;
-
-            var index: number;
-            var cache: number;
-            // Lights
-            for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
-                var parsedLight = parsedData.lights[index];
-                Light.Parse(parsedLight, scene);
-            }
-
-            // Animations
-            if (parsedData.animations) {
-                for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
-                    var parsedAnimation = parsedData.animations[index];
-                    scene.animations.push(Animation.Parse(parsedAnimation));
+                
+                // Fog
+                if (parsedData.fogMode && parsedData.fogMode !== 0) {
+                    scene.fogMode = parsedData.fogMode;
+                    scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
+                    scene.fogStart = parsedData.fogStart;
+                    scene.fogEnd = parsedData.fogEnd;
+                    scene.fogDensity = parsedData.fogDensity;
+                    log += "\tFog mode for scene:  ";
+                    switch (scene.fogMode){
+                        // getters not compiling, so using hardcoded
+                        case 1: log += "exp\n"; break;
+                        case 2: log += "exp2\n"; break;
+                        case 3: log += "linear\n"; break;
+                    }
                 }
-            }
-
-            if (parsedData.autoAnimate) {
-                scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
-            }
-
-            // Materials
-            if (parsedData.materials) {
-                for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
-                    var parsedMaterial = parsedData.materials[index];
-                    Material.Parse(parsedMaterial, scene, rootUrl);
+                
+                //Physics
+                if (parsedData.physicsEnabled) {
+                    var physicsPlugin;
+                    if (parsedData.physicsEngine === "cannon") {
+                        physicsPlugin = new BABYLON.CannonJSPlugin();
+                    } else if (parsedData.physicsEngine === "oimo") {
+                        physicsPlugin = new BABYLON.OimoJSPlugin();
+                    }
+                    log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
+                    //else - default engine, which is currently oimo
+                    var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
+                    scene.enablePhysics(physicsGravity, physicsPlugin);
                 }
-            }
-
-            if (parsedData.multiMaterials) {
-                for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
-                    var parsedMultiMaterial = parsedData.multiMaterials[index];
-                    Material.ParseMultiMaterial(parsedMultiMaterial, scene);
+                
+                //collisions, if defined. otherwise, default is true
+                if (parsedData.collisionsEnabled != undefined) {
+                    scene.collisionsEnabled = parsedData.collisionsEnabled;
                 }
-            }
-
-            // Skeletons
-            if (parsedData.skeletons) {
-                for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
-                    var parsedSkeleton = parsedData.skeletons[index];
-                    Skeleton.Parse(parsedSkeleton, scene);
+                scene.workerCollisions = !!parsedData.workerCollisions;
+    
+                var index: number;
+                var cache: number;
+                // Lights
+                for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
+                    var parsedLight = parsedData.lights[index];
+                    var light = Light.Parse(parsedLight, scene);
+                    log += (index === 0 ? "\n\tLights:" : "");
+                    log += "\n\t\t" + light.toString(fullDetails);
                 }
-            }
-
-            // Geometries
-            var geometries = parsedData.geometries;
-            if (geometries) {
-                // Boxes
-                var boxes = geometries.boxes;
-                if (boxes) {
-                    for (index = 0, cache = boxes.length; index < cache; index++) {
-                        var parsedBox = boxes[index];
-                        Geometry.Primitives.Box.Parse(parsedBox, scene);
+    
+                // Animations
+                if (parsedData.animations) {
+                    for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
+                        var parsedAnimation = parsedData.animations[index];
+                        var animation = Animation.Parse(parsedAnimation);
+                        scene.animations.push(animation);
+                        log += (index === 0 ? "\n\tAnimations:" : "");
+                        log += "\n\t\t" + animation.toString(fullDetails);
                     }
                 }
-
-                // Spheres
-                var spheres = geometries.spheres;
-                if (spheres) {
-                    for (index = 0, cache = spheres.length; index < cache; index++) {
-                        var parsedSphere = spheres[index];
-                        Geometry.Primitives.Sphere.Parse(parsedSphere, scene);
+    
+                // Materials
+                if (parsedData.materials) {
+                    for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
+                        var parsedMaterial = parsedData.materials[index];
+                        var mat = Material.Parse(parsedMaterial, scene, rootUrl);
+                        log += (index === 0 ? "\n\tMaterials:" : "");
+                        log += "\n\t\t" + mat.toString(fullDetails);
                     }
                 }
-
-                // Cylinders
-                var cylinders = geometries.cylinders;
-                if (cylinders) {
-                    for (index = 0, cache = cylinders.length; index < cache; index++) {
-                        var parsedCylinder = cylinders[index];
-                        Geometry.Primitives.Cylinder.Parse(parsedCylinder, scene);
+    
+                if (parsedData.multiMaterials) {
+                    for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
+                        var parsedMultiMaterial = parsedData.multiMaterials[index];
+                        var mmat = Material.ParseMultiMaterial(parsedMultiMaterial, scene);
+                        log += (index === 0 ? "\n\tMultiMaterials:" : "");
+                        log += "\n\t\t" + mmat.toString(fullDetails);
                     }
                 }
-
-                // Toruses
-                var toruses = geometries.toruses;
-                if (toruses) {
-                    for (index = 0, cache = toruses.length; index < cache; index++) {
-                        var parsedTorus = toruses[index];
-                        Geometry.Primitives.Torus.Parse(parsedTorus, scene);
+    
+                // Skeletons
+                if (parsedData.skeletons) {
+                    for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
+                        var parsedSkeleton = parsedData.skeletons[index];
+                        var skeleton = Skeleton.Parse(parsedSkeleton, scene);
+                        log += (index === 0 ? "\n\tSkeletons:" : "");
+                        log += "\n\t\t" + skeleton.toString(fullDetails);
                     }
                 }
-
-                // Grounds
-                var grounds = geometries.grounds;
-                if (grounds) {
-                    for (index = 0, cache = grounds.length; index < cache; index++) {
-                        var parsedGround = grounds[index];
-                        Geometry.Primitives.Ground.Parse(parsedGround, scene);
+    
+                // Geometries
+                var geometries = parsedData.geometries;
+                if (geometries) {
+                    // Boxes
+                    var boxes = geometries.boxes;
+                    if (boxes) {
+                        for (index = 0, cache = boxes.length; index < cache; index++) {
+                            var parsedBox = boxes[index];
+                            Geometry.Primitives.Box.Parse(parsedBox, scene);
+                        }
                     }
-                }
-
-                // Planes
-                var planes = geometries.planes;
-                if (planes) {
-                    for (index = 0, cache = planes.length; index < cache; index++) {
-                        var parsedPlane = planes[index];
-                        Geometry.Primitives.Plane.Parse(parsedPlane, scene);
+    
+                    // Spheres
+                    var spheres = geometries.spheres;
+                    if (spheres) {
+                        for (index = 0, cache = spheres.length; index < cache; index++) {
+                            var parsedSphere = spheres[index];
+                            Geometry.Primitives.Sphere.Parse(parsedSphere, scene);
+                        }
                     }
-                }
-
-                // TorusKnots
-                var torusKnots = geometries.torusKnots;
-                if (torusKnots) {
-                    for (index = 0, cache = torusKnots.length; index < cache; index++) {
-                        var parsedTorusKnot = torusKnots[index];
-                        Geometry.Primitives.TorusKnot.Parse(parsedTorusKnot, scene);
+    
+                    // Cylinders
+                    var cylinders = geometries.cylinders;
+                    if (cylinders) {
+                        for (index = 0, cache = cylinders.length; index < cache; index++) {
+                            var parsedCylinder = cylinders[index];
+                            Geometry.Primitives.Cylinder.Parse(parsedCylinder, scene);
+                        }
                     }
-                }
-
-                // VertexData
-                var vertexData = geometries.vertexData;
-                if (vertexData) {
-                    for (index = 0, cache = vertexData.length; index < cache; index++) {
-                        var parsedVertexData = vertexData[index];
-                        Geometry.Parse(parsedVertexData, scene, rootUrl);
+    
+                    // Toruses
+                    var toruses = geometries.toruses;
+                    if (toruses) {
+                        for (index = 0, cache = toruses.length; index < cache; index++) {
+                            var parsedTorus = toruses[index];
+                            Geometry.Primitives.Torus.Parse(parsedTorus, scene);
+                        }
+                    }
+    
+                    // Grounds
+                    var grounds = geometries.grounds;
+                    if (grounds) {
+                        for (index = 0, cache = grounds.length; index < cache; index++) {
+                            var parsedGround = grounds[index];
+                            Geometry.Primitives.Ground.Parse(parsedGround, scene);
+                        }
+                    }
+    
+                    // Planes
+                    var planes = geometries.planes;
+                    if (planes) {
+                        for (index = 0, cache = planes.length; index < cache; index++) {
+                            var parsedPlane = planes[index];
+                            Geometry.Primitives.Plane.Parse(parsedPlane, scene);
+                        }
+                    }
+    
+                    // TorusKnots
+                    var torusKnots = geometries.torusKnots;
+                    if (torusKnots) {
+                        for (index = 0, cache = torusKnots.length; index < cache; index++) {
+                            var parsedTorusKnot = torusKnots[index];
+                            Geometry.Primitives.TorusKnot.Parse(parsedTorusKnot, scene);
+                        }
+                    }
+    
+                    // VertexData
+                    var vertexData = geometries.vertexData;
+                    if (vertexData) {
+                        for (index = 0, cache = vertexData.length; index < cache; index++) {
+                            var parsedVertexData = vertexData[index];
+                            Geometry.Parse(parsedVertexData, scene, rootUrl);
+                        }
                     }
                 }
-            }
-
-            // Meshes
-            for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
-                var parsedMesh = parsedData.meshes[index];
-                Mesh.Parse(parsedMesh, scene, rootUrl);
-            }
-
-            // Cameras
-            for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
-                var parsedCamera = parsedData.cameras[index];
-                Camera.Parse(parsedCamera, scene);
-            }
-            if (parsedData.activeCameraID) {
-                scene.setActiveCameraByID(parsedData.activeCameraID);
-            }
-
-            // Browsing all the graph to connect the dots
-            for (index = 0, cache = scene.cameras.length; index < cache; index++) {
-                var camera = scene.cameras[index];
-                if (camera._waitingParentId) {
-                    camera.parent = scene.getLastEntryByID(camera._waitingParentId);
-                    camera._waitingParentId = undefined;
+    
+                // Meshes
+                for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
+                    var parsedMesh = parsedData.meshes[index];
+                    var mesh = <AbstractMesh> Mesh.Parse(parsedMesh, scene, rootUrl);
+                    log += (index === 0 ? "\n\tMeshes:" : "");
+                    log += "\n\t\t" + mesh.toString(fullDetails);
                 }
-            }
-
-            for (index = 0, cache = scene.lights.length; index < cache; index++) {
-                var light = scene.lights[index];
-                if (light._waitingParentId) {
-                    light.parent = scene.getLastEntryByID(light._waitingParentId);
-                    light._waitingParentId = undefined;
+    
+                // Cameras
+                for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
+                    var parsedCamera = parsedData.cameras[index];
+                    var camera = Camera.Parse(parsedCamera, scene);
+                    log += (index === 0 ? "\n\tCameras:" : "");
+                    log += "\n\t\t" + camera.toString(fullDetails);
                 }
-            }
-
-            // Sounds
-            var loadedSounds: Sound[] = [];
-            var loadedSound: Sound;
-            if (AudioEngine && parsedData.sounds) {
-                for (index = 0, cache = parsedData.sounds.length; index < cache; index++) {
-                    var parsedSound = parsedData.sounds[index];
-                    if (Engine.audioEngine.canUseWebAudio) {
-                        if (!parsedSound.url) parsedSound.url = parsedSound.name;
-                        if (!loadedSounds[parsedSound.url]) {
-                            loadedSound = Sound.Parse(parsedSound, scene, rootUrl);
-                            loadedSounds[parsedSound.url] = loadedSound;
-                        }
-                        else {
-                            Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]);
+                if (parsedData.activeCameraID) {
+                    scene.setActiveCameraByID(parsedData.activeCameraID);
+                }
+    
+                // Browsing all the graph to connect the dots
+                for (index = 0, cache = scene.cameras.length; index < cache; index++) {
+                    var camera = scene.cameras[index];
+                    if (camera._waitingParentId) {
+                        camera.parent = scene.getLastEntryByID(camera._waitingParentId);
+                        camera._waitingParentId = undefined;
+                    }
+                }
+    
+                for (index = 0, cache = scene.lights.length; index < cache; index++) {
+                    var light = scene.lights[index];
+                    if (light._waitingParentId) {
+                        light.parent = scene.getLastEntryByID(light._waitingParentId);
+                        light._waitingParentId = undefined;
+                    }
+                }
+    
+                // Sounds
+                var loadedSounds: Sound[] = [];
+                var loadedSound: Sound;
+                if (AudioEngine && parsedData.sounds) {
+                    for (index = 0, cache = parsedData.sounds.length; index < cache; index++) {
+                        var parsedSound = parsedData.sounds[index];
+                        if (Engine.audioEngine.canUseWebAudio) {
+                            if (!parsedSound.url) parsedSound.url = parsedSound.name;
+                            if (!loadedSounds[parsedSound.url]) {
+                                loadedSound = Sound.Parse(parsedSound, scene, rootUrl);
+                                loadedSounds[parsedSound.url] = loadedSound;
+                            }
+                            else {
+                                Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]);
+                            }
+                        } else {
+                            var emptySound = new Sound(parsedSound.name, null, scene);
                         }
-                    } else {
-                        var emptySound = new Sound(parsedSound.name, null, scene);
                     }
+                        log += (index === 0 ? "\n\tSounds:" : "");
+                        log += "\n\t\t" + mat.toString(fullDetails);
                 }
-            }
-
-            loadedSounds = [];
-
-            // Connect parents & children and parse actions
-            for (index = 0, cache = scene.meshes.length; index < cache; index++) {
-                var mesh = scene.meshes[index];
-                if (mesh._waitingParentId) {
-                    mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
-                    mesh._waitingParentId = undefined;
+    
+                loadedSounds = [];
+    
+                // Connect parents & children and parse actions
+                for (index = 0, cache = scene.meshes.length; index < cache; index++) {
+                    var mesh = scene.meshes[index];
+                    if (mesh._waitingParentId) {
+                        mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
+                        mesh._waitingParentId = undefined;
+                    }
+                    if (mesh._waitingActions) {
+                        ActionManager.Parse(mesh._waitingActions, mesh, scene);
+                        mesh._waitingActions = undefined;
+                    }
                 }
-                if (mesh._waitingActions) {
-                    ActionManager.Parse(mesh._waitingActions, mesh, scene);
-                    mesh._waitingActions = undefined;
+    
+                // freeze world matrix application
+                for (index = 0, cache = scene.meshes.length; index < cache; index++) {
+                    var currentMesh = scene.meshes[index];
+                    if (currentMesh._waitingFreezeWorldMatrix) {
+                        currentMesh.freezeWorldMatrix();
+                        currentMesh._waitingFreezeWorldMatrix = undefined;
+                    } else {
+                        currentMesh.computeWorldMatrix(true);
+                    }
                 }
-            }
-
-            // freeze world matrix application
-            for (index = 0, cache = scene.meshes.length; index < cache; index++) {
-                var currentMesh = scene.meshes[index];
-                if (currentMesh._waitingFreezeWorldMatrix) {
-                    currentMesh.freezeWorldMatrix();
-                    currentMesh._waitingFreezeWorldMatrix = undefined;
-                } else {
-                    currentMesh.computeWorldMatrix(true);
+    
+                // Particles Systems
+                if (parsedData.particleSystems) {
+                    for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
+                        var parsedParticleSystem = parsedData.particleSystems[index];
+                        ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
+                    }
                 }
-            }
-
-            // Particles Systems
-            if (parsedData.particleSystems) {
-                for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
-                    var parsedParticleSystem = parsedData.particleSystems[index];
-                    ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
+    
+                // Lens flares
+                if (parsedData.lensFlareSystems) {
+                    for (index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
+                        var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
+                        LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
+                    }
                 }
-            }
-
-            // Lens flares
-            if (parsedData.lensFlareSystems) {
-                for (index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
-                    var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
-                    LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
+    
+                // Shadows
+                if (parsedData.shadowGenerators) {
+                    for (index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
+                        var parsedShadowGenerator = parsedData.shadowGenerators[index];
+                        ShadowGenerator.Parse(parsedShadowGenerator, scene);
+                    }
                 }
-            }
-
-            // Shadows
-            if (parsedData.shadowGenerators) {
-                for (index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
-                    var parsedShadowGenerator = parsedData.shadowGenerators[index];
-                    ShadowGenerator.Parse(parsedShadowGenerator, scene);
+    
+                // Actions (scene)
+                if (parsedData.actions) {
+                    ActionManager.Parse(parsedData.actions, null, scene);
                 }
+    
+                // Finish
+                return true;
+                
+            }catch(err){
+                Tools.Log(logOperation("importScene", parsedData.producer) + log);   
+                log = null; 
+                throw err; 
+                
+            }finally{
+                if(log !== null) {
+                    Tools.Log(logOperation("importScene", parsedData.producer) + (SceneLoader.loggingLevel !== SceneLoader.MINIMUM_LOGGING ? log : ""));
+                }   
             }
-
-            // Actions (scene)
-            if (parsedData.actions) {
-                ActionManager.Parse(parsedData.actions, null, scene);
-            }
-
-            // Finish
-            return true;
         }
     });
 }

+ 17 - 0
src/Loading/babylon.sceneLoader.ts

@@ -9,6 +9,10 @@
         // Flags
         private static _ForceFullSceneLoadingForIncremental = false;
         private static _ShowLoadingScreen = true;
+        public static MINIMUM_LOGGING = 0;
+        public static SUMMARY_LOGGING = 1;
+        public static DETAILED_LOGGING = 2;
+        private static _loggingLevel = SceneLoader.SUMMARY_LOGGING;
 
         public static get ForceFullSceneLoadingForIncremental() {
             return SceneLoader._ForceFullSceneLoadingForIncremental;
@@ -26,6 +30,14 @@
             SceneLoader._ShowLoadingScreen = value;
         }
 
+        public static get loggingLevel() {
+            return SceneLoader._loggingLevel;
+        }
+
+        public static set loggingLevel(value: number) {
+            SceneLoader._loggingLevel = value;
+        }
+
         // Members
         private static _registeredPlugins = new Array<ISceneLoaderPlugin>();
 
@@ -133,6 +145,7 @@
             }
         }
 
+        private static _warned : boolean;
         /**
         * Load a scene
         * @param rootUrl a string that defines the root url for scene and resources
@@ -140,6 +153,10 @@
         * @param engine is the instance of BABYLON.Engine to use to create the scene
         */
         public static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void {
+            if (!SceneLoader._warned) {
+                Tools.Warn("SceneLoader.Load deprecated since 2.4.  Use SceneLoader.Append.");
+                SceneLoader._warned = true;
+            }
             SceneLoader.Append(rootUrl, sceneFilename, new Scene(engine), onsuccess, progressCallBack, onerror);
         }
 

+ 11 - 0
src/Materials/babylon.material.ts

@@ -166,6 +166,17 @@
             }
         }
 
+        /**
+         * @param {boolean} fullDetails - support for multiple levels of logging within scene loading
+         * subclasses should override adding information pertainent to themselves
+         */
+        public toString(fullDetails? : boolean) : string {
+            var ret = "Name: " + this.name;
+            if (fullDetails){
+            }
+            return ret;
+        } 
+        
         public get isFrozen(): boolean {
             return this.checkReadyOnlyOnce;
         }

+ 16 - 0
src/Mesh/babylon.abstractMesh.ts

@@ -157,6 +157,22 @@
         }
 
         /**
+         * @param {boolean} fullDetails - support for multiple levels of logging within scene loading
+         */
+        public toString(fullDetails? : boolean) : string {
+            var ret = "Name: " + this.name + ", isInstance: " + (this instanceof InstancedMesh ? "YES" : "NO");
+            ret += ", # of submeshes: " + this.subMeshes.length;
+            if (this._skeleton) {
+                ret += ", skeleton: " + this._skeleton.name;
+            }
+            if (fullDetails){
+                ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
+                ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
+            }
+            return ret;
+        } 
+        
+        /**
          * Getting the rotation object. 
          * If rotation quaternion is set, this vector will (almost always) be the Zero vector!
          */

+ 20 - 0
src/Mesh/babylon.mesh.ts

@@ -134,6 +134,26 @@
         }
 
         // Methods
+        /**
+         * @param {boolean} fullDetails - support for multiple levels of logging within scene loading
+         */
+        public toString(fullDetails? : boolean) : string {
+            var ret = super.toString(fullDetails);
+            ret += ", n vertices: " + this.getTotalVertices();
+            ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
+
+            if (this.animations){
+                for (var i = 0; i < this.animations.length; i++){
+                   ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
+                }
+            }
+            
+            if (fullDetails){
+                ret += ", flat shading: " + (this._geometry ? (this.getVerticesData(VertexBuffer.PositionKind).length / 3 === this.getIndices().length ? "YES" : "NO") : "UNKNOWN");
+            }
+            return ret;
+        } 
+        
         public get hasLODLevels(): boolean {
             return this._LODLevels.length > 0;
         }