babylon.sceneLoader.ts 5.6 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. public static get ForceFullSceneLoadingForIncremental() {
  11. return SceneLoader._ForceFullSceneLoadingForIncremental;
  12. }
  13. public static set ForceFullSceneLoadingForIncremental(value: boolean) {
  14. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  15. }
  16. // Members
  17. private static _registeredPlugins = new Array<ISceneLoaderPlugin>();
  18. private static _getPluginForFilename(sceneFilename): ISceneLoaderPlugin {
  19. var dotPosition = sceneFilename.lastIndexOf(".");
  20. var extension = sceneFilename.substring(dotPosition).toLowerCase();
  21. for (var index = 0; index < this._registeredPlugins.length; index++) {
  22. var plugin = this._registeredPlugins[index];
  23. if (plugin.extensions.indexOf(extension) !== -1) {
  24. return plugin;
  25. }
  26. }
  27. return this._registeredPlugins[this._registeredPlugins.length - 1];
  28. }
  29. // Public functions
  30. public static RegisterPlugin(plugin: ISceneLoaderPlugin): void {
  31. plugin.extensions = plugin.extensions.toLowerCase();
  32. SceneLoader._registeredPlugins.push(plugin);
  33. }
  34. 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 {
  35. var manifestChecked = success => {
  36. scene.database = database;
  37. var plugin = this._getPluginForFilename(sceneFilename);
  38. var importMeshFromData = data => {
  39. var meshes = [];
  40. var particleSystems = [];
  41. var skeletons = [];
  42. try {
  43. if (!plugin.importMesh(meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons)) {
  44. if (onerror) {
  45. onerror(scene);
  46. }
  47. return;
  48. }
  49. } catch (e) {
  50. if (onerror) {
  51. onerror(scene);
  52. }
  53. return;
  54. }
  55. if (onsuccess) {
  56. scene.importedMeshesFiles.push(rootUrl + sceneFilename);
  57. onsuccess(meshes, particleSystems, skeletons);
  58. }
  59. };
  60. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  61. // Direct load
  62. importMeshFromData(sceneFilename.substr(5));
  63. return;
  64. }
  65. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, data => {
  66. importMeshFromData(data);
  67. }, progressCallBack, database);
  68. };
  69. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  70. var database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  71. }
  72. /**
  73. * Load a scene
  74. * @param rootUrl a string that defines the root url for scene and resources
  75. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  76. * @param engine is the instance of BABYLON.Engine to use to create the scene
  77. */
  78. public static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void {
  79. var plugin = this._getPluginForFilename(sceneFilename.name || sceneFilename);
  80. var database;
  81. var loadSceneFromData = data => {
  82. var scene = new BABYLON.Scene(engine);
  83. scene.database = database;
  84. if (!plugin.load(scene, data, rootUrl)) {
  85. if (onerror) {
  86. onerror(scene);
  87. }
  88. return;
  89. }
  90. if (onsuccess) {
  91. onsuccess(scene);
  92. }
  93. };
  94. var manifestChecked = success => {
  95. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, loadSceneFromData, progressCallBack, database);
  96. };
  97. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  98. // Direct load
  99. loadSceneFromData(sceneFilename.substr(5));
  100. return;
  101. }
  102. if (rootUrl.indexOf("file:") === -1) {
  103. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  104. database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  105. }
  106. // Loading file from disk via input file or drag'n'drop
  107. else {
  108. BABYLON.Tools.ReadFile(sceneFilename, loadSceneFromData, progressCallBack);
  109. }
  110. }
  111. };
  112. }