babylon.sceneLoader.ts 7.0 KB

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  1. module BABYLON {
  2. export interface ISceneLoaderPlugin {
  3. extensions: string;
  4. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
  5. load: (scene: Scene, data: string, rootUrl: string) => boolean;
  6. }
  7. export class SceneLoader {
  8. // Flags
  9. private static _ForceFullSceneLoadingForIncremental = false;
  10. private static _ShowLoadingScreen = true;
  11. public static get ForceFullSceneLoadingForIncremental() {
  12. return SceneLoader._ForceFullSceneLoadingForIncremental;
  13. }
  14. public static set ForceFullSceneLoadingForIncremental(value: boolean) {
  15. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  16. }
  17. public static get ShowLoadingScreen() {
  18. return SceneLoader._ShowLoadingScreen;
  19. }
  20. public static set ShowLoadingScreen(value: boolean) {
  21. SceneLoader._ShowLoadingScreen = value;
  22. }
  23. // Members
  24. private static _registeredPlugins = new Array<ISceneLoaderPlugin>();
  25. private static _getPluginForFilename(sceneFilename): ISceneLoaderPlugin {
  26. var dotPosition = sceneFilename.lastIndexOf(".");
  27. var queryStringPosition = sceneFilename.indexOf("?");
  28. var extension = sceneFilename.substring(dotPosition, queryStringPosition).toLowerCase();
  29. for (var index = 0; index < this._registeredPlugins.length; index++) {
  30. var plugin = this._registeredPlugins[index];
  31. if (plugin.extensions.indexOf(extension) !== -1) {
  32. return plugin;
  33. }
  34. }
  35. return this._registeredPlugins[this._registeredPlugins.length - 1];
  36. }
  37. // Public functions
  38. public static RegisterPlugin(plugin: ISceneLoaderPlugin): void {
  39. plugin.extensions = plugin.extensions.toLowerCase();
  40. SceneLoader._registeredPlugins.push(plugin);
  41. }
  42. public static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, e:any) => void): void {
  43. var manifestChecked = success => {
  44. scene.database = database;
  45. var plugin = SceneLoader._getPluginForFilename(sceneFilename);
  46. var importMeshFromData = data => {
  47. var meshes = [];
  48. var particleSystems = [];
  49. var skeletons = [];
  50. try {
  51. if (!plugin.importMesh(meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons)) {
  52. if (onerror) {
  53. onerror(scene, 'unable to load the scene');
  54. }
  55. return;
  56. }
  57. } catch (e) {
  58. if (onerror) {
  59. onerror(scene, e);
  60. }
  61. return;
  62. }
  63. if (onsuccess) {
  64. scene.importedMeshesFiles.push(rootUrl + sceneFilename);
  65. onsuccess(meshes, particleSystems, skeletons);
  66. }
  67. };
  68. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  69. // Direct load
  70. importMeshFromData(sceneFilename.substr(5));
  71. return;
  72. }
  73. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, data => {
  74. importMeshFromData(data);
  75. }, progressCallBack, database);
  76. };
  77. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  78. var database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  79. }
  80. /**
  81. * Load a scene
  82. * @param rootUrl a string that defines the root url for scene and resources
  83. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  84. * @param engine is the instance of BABYLON.Engine to use to create the scene
  85. */
  86. public static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void {
  87. SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onsuccess, progressCallBack, onerror);
  88. }
  89. /**
  90. * Append a scene
  91. * @param rootUrl a string that defines the root url for scene and resources
  92. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  93. * @param scene is the instance of BABYLON.Scene to append to
  94. */
  95. public static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void {
  96. var plugin = this._getPluginForFilename(sceneFilename.name || sceneFilename);
  97. var database;
  98. if (SceneLoader.ShowLoadingScreen) {
  99. scene.getEngine().displayLoadingUI();
  100. }
  101. var loadSceneFromData = data => {
  102. scene.database = database;
  103. if (!plugin.load(scene, data, rootUrl)) {
  104. if (onerror) {
  105. onerror(scene);
  106. }
  107. scene.getEngine().hideLoadingUI();
  108. return;
  109. }
  110. if (onsuccess) {
  111. onsuccess(scene);
  112. }
  113. if (SceneLoader.ShowLoadingScreen) {
  114. scene.executeWhenReady(() => {
  115. scene.getEngine().hideLoadingUI();
  116. });
  117. }
  118. };
  119. var manifestChecked = success => {
  120. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, loadSceneFromData, progressCallBack, database);
  121. };
  122. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  123. // Direct load
  124. loadSceneFromData(sceneFilename.substr(5));
  125. return;
  126. }
  127. if (rootUrl.indexOf("file:") === -1) {
  128. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  129. database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  130. }
  131. // Loading file from disk via input file or drag'n'drop
  132. else {
  133. BABYLON.Tools.ReadFile(sceneFilename, loadSceneFromData, progressCallBack);
  134. }
  135. }
  136. };
  137. }