babylon.sceneLoader.ts 7.3 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. if (sceneFilename.substr && sceneFilename.substr(0, 1) === "/") {
  44. Tools.Error("Wrong sceneFilename parameter");
  45. return;
  46. }
  47. var manifestChecked = success => {
  48. scene.database = database;
  49. var plugin = SceneLoader._getPluginForFilename(sceneFilename);
  50. var importMeshFromData = data => {
  51. var meshes = [];
  52. var particleSystems = [];
  53. var skeletons = [];
  54. try {
  55. if (!plugin.importMesh(meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons)) {
  56. if (onerror) {
  57. onerror(scene, 'unable to load the scene');
  58. }
  59. return;
  60. }
  61. } catch (e) {
  62. if (onerror) {
  63. onerror(scene, e);
  64. }
  65. return;
  66. }
  67. if (onsuccess) {
  68. scene.importedMeshesFiles.push(rootUrl + sceneFilename);
  69. onsuccess(meshes, particleSystems, skeletons);
  70. }
  71. };
  72. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  73. // Direct load
  74. importMeshFromData(sceneFilename.substr(5));
  75. return;
  76. }
  77. Tools.LoadFile(rootUrl + sceneFilename, data => {
  78. importMeshFromData(data);
  79. }, progressCallBack, database);
  80. };
  81. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  82. var database = new Database(rootUrl + sceneFilename, manifestChecked);
  83. }
  84. /**
  85. * Load a scene
  86. * @param rootUrl a string that defines the root url for scene and resources
  87. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  88. * @param engine is the instance of BABYLON.Engine to use to create the scene
  89. */
  90. public static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void {
  91. SceneLoader.Append(rootUrl, sceneFilename, new Scene(engine), onsuccess, progressCallBack, onerror);
  92. }
  93. /**
  94. * Append a scene
  95. * @param rootUrl a string that defines the root url for scene and resources
  96. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  97. * @param scene is the instance of BABYLON.Scene to append to
  98. */
  99. public static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void {
  100. if (sceneFilename.substr && sceneFilename.substr(0, 1) === "/") {
  101. Tools.Error("Wrong sceneFilename parameter");
  102. return;
  103. }
  104. var plugin = this._getPluginForFilename(sceneFilename.name || sceneFilename);
  105. var database;
  106. if (SceneLoader.ShowLoadingScreen) {
  107. scene.getEngine().displayLoadingUI();
  108. }
  109. var loadSceneFromData = data => {
  110. scene.database = database;
  111. if (!plugin.load(scene, data, rootUrl)) {
  112. if (onerror) {
  113. onerror(scene);
  114. }
  115. scene.getEngine().hideLoadingUI();
  116. return;
  117. }
  118. if (onsuccess) {
  119. onsuccess(scene);
  120. }
  121. if (SceneLoader.ShowLoadingScreen) {
  122. scene.executeWhenReady(() => {
  123. scene.getEngine().hideLoadingUI();
  124. });
  125. }
  126. };
  127. var manifestChecked = success => {
  128. Tools.LoadFile(rootUrl + sceneFilename, loadSceneFromData, progressCallBack, database);
  129. };
  130. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  131. // Direct load
  132. loadSceneFromData(sceneFilename.substr(5));
  133. return;
  134. }
  135. if (rootUrl.indexOf("file:") === -1) {
  136. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  137. database = new Database(rootUrl + sceneFilename, manifestChecked);
  138. }
  139. // Loading file from disk via input file or drag'n'drop
  140. else {
  141. Tools.ReadFile(sceneFilename, loadSceneFromData, progressCallBack);
  142. }
  143. }
  144. };
  145. }