babylon.sceneLoader.ts 6.8 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 extension = sceneFilename.substring(dotPosition).toLowerCase();
  28. for (var index = 0; index < this._registeredPlugins.length; index++) {
  29. var plugin = this._registeredPlugins[index];
  30. if (plugin.extensions.indexOf(extension) !== -1) {
  31. return plugin;
  32. }
  33. }
  34. return this._registeredPlugins[this._registeredPlugins.length - 1];
  35. }
  36. // Public functions
  37. public static RegisterPlugin(plugin: ISceneLoaderPlugin): void {
  38. plugin.extensions = plugin.extensions.toLowerCase();
  39. SceneLoader._registeredPlugins.push(plugin);
  40. }
  41. public static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene) => void): void {
  42. var manifestChecked = success => {
  43. scene.database = database;
  44. var plugin = this._getPluginForFilename(sceneFilename);
  45. var importMeshFromData = data => {
  46. var meshes = [];
  47. var particleSystems = [];
  48. var skeletons = [];
  49. try {
  50. if (!plugin.importMesh(meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons)) {
  51. if (onerror) {
  52. onerror(scene);
  53. }
  54. return;
  55. }
  56. } catch (e) {
  57. if (onerror) {
  58. onerror(scene);
  59. }
  60. return;
  61. }
  62. if (onsuccess) {
  63. scene.importedMeshesFiles.push(rootUrl + sceneFilename);
  64. onsuccess(meshes, particleSystems, skeletons);
  65. }
  66. };
  67. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  68. // Direct load
  69. importMeshFromData(sceneFilename.substr(5));
  70. return;
  71. }
  72. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, data => {
  73. importMeshFromData(data);
  74. }, progressCallBack, database);
  75. };
  76. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  77. var database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  78. }
  79. /**
  80. * Load a scene
  81. * @param rootUrl a string that defines the root url for scene and resources
  82. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  83. * @param engine is the instance of BABYLON.Engine to use to create the scene
  84. */
  85. public static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void {
  86. SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onsuccess, progressCallBack, onerror);
  87. }
  88. /**
  89. * Append a scene
  90. * @param rootUrl a string that defines the root url for scene and resources
  91. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  92. * @param scene is the instance of BABYLON.Scene to append to
  93. */
  94. public static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void {
  95. var plugin = this._getPluginForFilename(sceneFilename.name || sceneFilename);
  96. var database;
  97. if (SceneLoader.ShowLoadingScreen) {
  98. scene.getEngine().displayLoadingUI();
  99. }
  100. var loadSceneFromData = data => {
  101. scene.database = database;
  102. if (!plugin.load(scene, data, rootUrl)) {
  103. if (onerror) {
  104. onerror(scene);
  105. }
  106. scene.getEngine().hideLoadingUI();
  107. return;
  108. }
  109. if (onsuccess) {
  110. onsuccess(scene);
  111. }
  112. if (SceneLoader.ShowLoadingScreen) {
  113. scene.executeWhenReady(() => {
  114. scene.getEngine().hideLoadingUI();
  115. });
  116. }
  117. };
  118. var manifestChecked = success => {
  119. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, loadSceneFromData, progressCallBack, database);
  120. };
  121. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  122. // Direct load
  123. loadSceneFromData(sceneFilename.substr(5));
  124. return;
  125. }
  126. if (rootUrl.indexOf("file:") === -1) {
  127. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  128. database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  129. }
  130. // Loading file from disk via input file or drag'n'drop
  131. else {
  132. BABYLON.Tools.ReadFile(sceneFilename, loadSceneFromData, progressCallBack);
  133. }
  134. }
  135. };
  136. }