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@animech-public/playcanvas

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import { path } from '../../core/path.js'; import { GlbContainerParser } from '../parsers/glb-container-parser.js'; import { ResourceHandler } from './handler.js'; /** * @interface * @name ContainerResource * @description Container for a list of animations, textures, materials, renders and a model. * @property {import('../asset/asset.js').Asset[]} renders An array of the Render assets. * @property {import('../asset/asset.js').Asset[]} materials An array of {@link Material} and/or {@link StandardMaterial} assets. * @property {import('../asset/asset.js').Asset[]} textures An array of the {@link Texture} assets. * @property {import('../asset/asset.js').Asset[]} animations An array of the {@link Animation} assets. * @category Graphics */ class ContainerResource { /** * Instantiates an entity with a model component. * * @param {object} [options] - The initialization data for the model component type * {@link ModelComponent}. * @returns {import('../entity.js').Entity} A single entity with a model component. Model * component internally contains a hierarchy based on {@link GraphNode}. * @example * // load a glb file and instantiate an entity with a model component based on it * app.assets.loadFromUrl("statue.glb", "container", function (err, asset) { * const entity = asset.resource.instantiateModelEntity({ * castShadows: true * }); * app.root.addChild(entity); * }); */ instantiateModelEntity(options) { return null; } /** * Instantiates an entity with a render component. * * @param {object} [options] - The initialization data for the render component type * {@link RenderComponent}. * @returns {import('../entity.js').Entity} A hierarchy of entities with render components on * entities containing renderable geometry. * @example * // load a glb file and instantiate an entity with a render component based on it * app.assets.loadFromUrl("statue.glb", "container", function (err, asset) { * const entity = asset.resource.instantiateRenderEntity({ * castShadows: true * }); * app.root.addChild(entity); * * // find all render components containing mesh instances, and change blend mode on their materials * const renders = entity.findComponents("render"); * renders.forEach(function (render) { * render.meshInstances.forEach(function (meshInstance) { * meshInstance.material.blendType = pc.BLEND_MULTIPLICATIVE; * meshInstance.material.update(); * }); * }); * }); */ instantiateRenderEntity(options) { return null; } /** * Queries the list of available material variants. * * @returns {string[]} An array of variant names. */ getMaterialVariants() { return null; } /** * Applies a material variant to an entity hierarchy. * * @param {import('../entity.js').Entity} entity - The entity root to which material variants * will be applied. * @param {string} [name] - The name of the variant, as queried from getMaterialVariants, * if null the variant will be reset to the default. * @example * // load a glb file and instantiate an entity with a render component based on it * app.assets.loadFromUrl("statue.glb", "container", function (err, asset) { * const entity = asset.resource.instantiateRenderEntity({ * castShadows: true * }); * app.root.addChild(entity); * const materialVariants = asset.resource.getMaterialVariants(); * asset.resource.applyMaterialVariant(entity, materialVariants[0]); */ applyMaterialVariant(entity, name) {} /** * Applies a material variant to a set of mesh instances. Compared to the applyMaterialVariant, * this method allows for setting the variant on a specific set of mesh instances instead of the * whole entity. * * @param {import('../../scene/mesh-instance').MeshInstance[]} instances - An array of mesh * instances. * @param {string} [name] - The name of the variant, as queried by getMaterialVariants. If * null, the variant will be reset to the default. * @example * // load a glb file and instantiate an entity with a render component based on it * app.assets.loadFromUrl("statue.glb", "container", function (err, asset) { * const entity = asset.resource.instantiateRenderEntity({ * castShadows: true * }); * app.root.addChild(entity); * const materialVariants = asset.resource.getMaterialVariants(); * const renders = entity.findComponents("render"); * for (let i = 0; i < renders.length; i++) { * const renderComponent = renders[i]; * asset.resource.applyMaterialVariantInstances(renderComponent.meshInstances, materialVariants[0]); * } */ applyMaterialVariantInstances(instances, name) {} } /** * Loads files that contain multiple resources. For example glTF files can contain textures, models * and animations. * * For glTF files, the asset options object can be used to pass load time callbacks for handling * the various resources at different stages of loading. The table below lists the resource types * and the corresponding supported process functions. * * | resource | preprocess | process | processAsync | postprocess | * | ---------- | :--------: | :-----: | :----------: | :---------: | * | global | √ | | | √ | * | node | √ | √ | | √ | * | light | √ | √ | | √ | * | camera | √ | √ | | √ | * | animation | √ | | | √ | * | material | √ | √ | | √ | * | image | √ | | √ | √ | * | texture | √ | | √ | √ | * | buffer | √ | | √ | √ | * | bufferView | √ | | √ | √ | * * Additional options that can be passed for glTF files: * [options.morphPreserveData] - When true, the morph target keeps its data passed using the options, * allowing the clone operation. * [options.morphPreferHighPrecision] - When true, high precision storage for morph targets should * be preferred. This is faster to create and allows higher precision, but takes more memory and * might be slower to render. Defaults to false. * [options.skipMeshes] - When true, the meshes from the container are not created. This can be * useful if you only need access to textures or animations and similar. * * For example, to receive a texture preprocess callback: * * ```javascript * const containerAsset = new pc.Asset(filename, 'container', { url: url, filename: filename }, null, { * texture: { * preprocess: (gltfTexture) => { * console.log("texture preprocess"); * } * } * }); * ``` * * @category Graphics */ class ContainerHandler extends ResourceHandler { /** * Create a new ContainerResource instance. * * @param {import('../app-base.js').AppBase} app - The running {@link AppBase}. * @ignore */ constructor(app) { super(app, 'container'); this.glbContainerParser = new GlbContainerParser(app.graphicsDevice, app.assets, 0); this.parsers = {}; } set maxRetries(value) { this.glbContainerParser.maxRetries = value; for (const parser in this.parsers) { if (this.parsers.hasOwnProperty(parser)) { this.parsers[parser].maxRetries = value; } } } get maxRetries() { return this.glbContainerParser.maxRetries; } /** * @param {string} url - The resource URL. * @returns {string} The URL with query parameters removed. * @private */ _getUrlWithoutParams(url) { return url.indexOf('?') >= 0 ? url.split('?')[0] : url; } /** * @param {string} url - The resource URL. * @returns {*} A suitable parser to parse the resource. * @private */ _getParser(url) { const ext = url ? path.getExtension(this._getUrlWithoutParams(url)).toLowerCase().replace('.', '') : null; return this.parsers[ext] || this.glbContainerParser; } /** * @param {string|object} url - Either the URL of the resource to load or a structure * containing the load and original URL. * @param {string} [url.load] - The URL to be used for loading the resource. * @param {string} [url.original] - The original URL to be used for identifying the resource * format. This is necessary when loading, for example from blob. * @param {import('./handler.js').ResourceHandlerCallback} callback - The callback used when * the resource is loaded or an error occurs. * @param {import('../asset/asset.js').Asset} [asset] - Optional asset that is passed by * ResourceLoader. */ load(url, callback, asset) { if (typeof url === 'string') { url = { load: url, original: url }; } this._getParser(url.original).load(url, callback, asset); } /** * @param {string} url - The URL of the resource to open. * @param {*} data - The raw resource data passed by callback from {@link ResourceHandler#load}. * @param {import('../asset/asset.js').Asset} [asset] - Optional asset that is passed by * ResourceLoader. * @returns {*} The parsed resource data. */ open(url, data, asset) { return this._getParser(url).open(url, data, asset); } } export { ContainerHandler, ContainerResource };