babylon.sceneLoader.ts 5.9 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. {
  9. // Flags
  10. private static _ForceFullSceneLoadingForIncremental = false;
  11. public static get ForceFullSceneLoadingForIncremental() {
  12. return SceneLoader._ForceFullSceneLoadingForIncremental;
  13. }
  14. public static set ForceFullSceneLoadingForIncremental(value: boolean) {
  15. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  16. }
  17. // Members
  18. private static _registeredPlugins = new Array<ISceneLoaderPlugin>();
  19. private static _getPluginForFilename(sceneFilename): ISceneLoaderPlugin {
  20. var dotPosition = sceneFilename.lastIndexOf(".");
  21. var extension = sceneFilename.substring(dotPosition).toLowerCase();
  22. for (var index = 0; index < this._registeredPlugins.length; index++) {
  23. var plugin = this._registeredPlugins[index];
  24. if (plugin.extensions.indexOf(extension) !== -1) {
  25. return plugin;
  26. }
  27. }
  28. return this._registeredPlugins[this._registeredPlugins.length - 1];
  29. }
  30. // Public functions
  31. public static RegisterPlugin(plugin: ISceneLoaderPlugin): void {
  32. plugin.extensions = plugin.extensions.toLowerCase();
  33. SceneLoader._registeredPlugins.push(plugin);
  34. }
  35. 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 {
  36. var manifestChecked = success => {
  37. scene.database = database;
  38. var plugin = this._getPluginForFilename(sceneFilename);
  39. var importMeshFromData = data => {
  40. var meshes = [];
  41. var particleSystems = [];
  42. var skeletons = [];
  43. if (!plugin.importMesh(meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons)) {
  44. if (onerror) {
  45. onerror(scene);
  46. }
  47. return;
  48. }
  49. if (onsuccess) {
  50. scene.importedMeshesFiles.push(rootUrl + sceneFilename);
  51. onsuccess(meshes, particleSystems, skeletons);
  52. }
  53. };
  54. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  55. // Direct load
  56. importMeshFromData(sceneFilename.substr(5));
  57. return;
  58. }
  59. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, data => {
  60. importMeshFromData(data);
  61. }, progressCallBack, database);
  62. };
  63. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  64. var database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  65. }
  66. /**
  67. * Load a scene
  68. * @param rootUrl a string that defines the root url for scene and resources
  69. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  70. * @param engine is the instance of BABYLON.Engine to use to create the scene
  71. */
  72. public static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void {
  73. SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onsuccess, progressCallBack, onerror);
  74. }
  75. /**
  76. * Append a scene
  77. * @param rootUrl a string that defines the root url for scene and resources
  78. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  79. * @param scene is the instance of BABYLON.Scene to append to
  80. */
  81. public static Append(rootUrl: string, sceneFilename: any, scene : Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void {
  82. var plugin = this._getPluginForFilename(sceneFilename.name || sceneFilename);
  83. var database;
  84. var loadSceneFromData = data => {
  85. scene.database = database;
  86. if (!plugin.load(scene, data, rootUrl)) {
  87. if (onerror) {
  88. onerror(scene);
  89. }
  90. return;
  91. }
  92. if (onsuccess) {
  93. onsuccess(scene);
  94. }
  95. };
  96. var manifestChecked = success => {
  97. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, loadSceneFromData, progressCallBack, database);
  98. };
  99. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  100. // Direct load
  101. loadSceneFromData(sceneFilename.substr(5));
  102. return;
  103. }
  104. if (rootUrl.indexOf("file:") === -1) {
  105. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  106. database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  107. }
  108. // Loading file from disk via input file or drag'n'drop
  109. else {
  110. BABYLON.Tools.ReadFile(sceneFilename, loadSceneFromData, progressCallBack);
  111. }
  112. }
  113. };
  114. }