@babylonjs/core
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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
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JavaScript
import { Tools } from "../Misc/tools.js";
import { Observable } from "../Misc/observable.js";
import { Scene } from "../scene.js";
import { EngineStore } from "../Engines/engineStore.js";
import { Logger } from "../Misc/logger.js";
import { SceneLoaderFlags } from "./sceneLoaderFlags.js";
import { IsBase64DataUrl } from "../Misc/fileTools.js";
import { RuntimeError, ErrorCodes } from "../Misc/error.js";
import { RandomGUID } from "../Misc/guid.js";
import { AbstractEngine } from "../Engines/abstractEngine.js";
import { _FetchAsync } from "../Misc/webRequest.fetch.js";
/**
* Mode that determines how to handle old animation groups before loading new ones.
*/
export var SceneLoaderAnimationGroupLoadingMode;
(function (SceneLoaderAnimationGroupLoadingMode) {
/**
* Reset all old animations to initial state then dispose them.
*/
SceneLoaderAnimationGroupLoadingMode[SceneLoaderAnimationGroupLoadingMode["Clean"] = 0] = "Clean";
/**
* Stop all old animations.
*/
SceneLoaderAnimationGroupLoadingMode[SceneLoaderAnimationGroupLoadingMode["Stop"] = 1] = "Stop";
/**
* Restart old animations from first frame.
*/
SceneLoaderAnimationGroupLoadingMode[SceneLoaderAnimationGroupLoadingMode["Sync"] = 2] = "Sync";
/**
* Old animations remains untouched.
*/
SceneLoaderAnimationGroupLoadingMode[SceneLoaderAnimationGroupLoadingMode["NoSync"] = 3] = "NoSync";
})(SceneLoaderAnimationGroupLoadingMode || (SceneLoaderAnimationGroupLoadingMode = {}));
function isFactory(pluginOrFactory) {
return !!pluginOrFactory.createPlugin;
}
function isFile(value) {
return !!value.name;
}
const onPluginActivatedObservable = new Observable();
const registeredPlugins = {};
let showingLoadingScreen = false;
function getDefaultPlugin() {
return registeredPlugins[".babylon"];
}
function getPluginForMimeType(mimeType) {
for (const registeredPluginKey in registeredPlugins) {
const registeredPlugin = registeredPlugins[registeredPluginKey];
if (registeredPlugin.mimeType === mimeType) {
return registeredPlugin;
}
}
return undefined;
}
function getPluginForExtension(extension, returnDefault) {
const registeredPlugin = registeredPlugins[extension];
if (registeredPlugin) {
return registeredPlugin;
}
Logger.Warn("Unable to find a plugin to load " +
extension +
" files. Trying to use .babylon default plugin. To load from a specific filetype (eg. gltf) see: https://doc.babylonjs.com/features/featuresDeepDive/importers/loadingFileTypes");
return returnDefault ? getDefaultPlugin() : undefined;
}
function isPluginForExtensionAvailable(extension) {
return !!registeredPlugins[extension];
}
function getPluginForDirectLoad(data) {
for (const extension in registeredPlugins) {
const plugin = registeredPlugins[extension].plugin;
if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
return registeredPlugins[extension];
}
}
return getDefaultPlugin();
}
function getFilenameExtension(sceneFilename) {
const queryStringPosition = sceneFilename.indexOf("?");
if (queryStringPosition !== -1) {
sceneFilename = sceneFilename.substring(0, queryStringPosition);
}
const dotPosition = sceneFilename.lastIndexOf(".");
return sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
}
function getDirectLoad(sceneFilename) {
if (sceneFilename.substring(0, 5) === "data:") {
return sceneFilename.substring(5);
}
return null;
}
function formatErrorMessage(fileInfo, message, exception) {
const fromLoad = fileInfo.rawData ? "binary data" : fileInfo.url;
let errorMessage = "Unable to load from " + fromLoad;
if (message) {
errorMessage += `: ${message}`;
}
else if (exception) {
errorMessage += `: ${exception}`;
}
return errorMessage;
}
async function loadDataAsync(fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension, name, pluginOptions) {
const directLoad = getDirectLoad(fileInfo.url);
if (fileInfo.rawData && !pluginExtension) {
// eslint-disable-next-line no-throw-literal
throw "When using ArrayBufferView to load data the file extension must be provided.";
}
const fileExtension = !directLoad && !pluginExtension ? getFilenameExtension(fileInfo.url) : "";
let registeredPlugin = pluginExtension
? getPluginForExtension(pluginExtension, true)
: directLoad
? getPluginForDirectLoad(fileInfo.url)
: getPluginForExtension(fileExtension, false);
if (!registeredPlugin && fileExtension) {
if (fileInfo.url && !fileInfo.url.startsWith("blob:")) {
// Fetching head content to get the mime type
const response = await _FetchAsync(fileInfo.url, { method: "HEAD", responseHeaders: ["Content-Type"] });
const mimeType = response.headerValues ? response.headerValues["Content-Type"] : "";
if (mimeType) {
registeredPlugin = getPluginForMimeType(mimeType);
}
}
if (!registeredPlugin) {
registeredPlugin = getDefaultPlugin();
}
}
if (!registeredPlugin) {
throw new Error(`No plugin or fallback for ${pluginExtension ?? fileInfo.url}`);
}
if (pluginOptions?.[registeredPlugin.plugin.name]?.enabled === false) {
throw new Error(`The '${registeredPlugin.plugin.name}' plugin is disabled via the loader options passed to the loading operation.`);
}
if (fileInfo.rawData && !registeredPlugin.isBinary) {
// eslint-disable-next-line no-throw-literal
throw "Loading from ArrayBufferView can not be used with plugins that don't support binary loading.";
}
const getPluginInstance = (callback) => {
// For plugin factories, the plugin is instantiated on each SceneLoader operation. This makes options handling
// much simpler as we can just pass the options to the factory, rather than passing options through to every possible
// plugin call. Given this, options are only supported for plugins that provide a factory function.
if (isFactory(registeredPlugin.plugin)) {
const pluginFactory = registeredPlugin.plugin;
const partialPlugin = pluginFactory.createPlugin(pluginOptions ?? {});
if (partialPlugin instanceof Promise) {
partialPlugin.then(callback).catch((error) => {
onError("Error instantiating plugin.", error);
});
// When async factories are used, the plugin instance cannot be returned synchronously.
// In this case, the legacy loader functions will return null.
return null;
}
else {
callback(partialPlugin);
return partialPlugin;
}
}
else {
callback(registeredPlugin.plugin);
return registeredPlugin.plugin;
}
};
return getPluginInstance((plugin) => {
if (!plugin) {
// eslint-disable-next-line no-throw-literal
throw `The loader plugin corresponding to the '${pluginExtension}' file type has not been found. If using es6, please import the plugin you wish to use before.`;
}
onPluginActivatedObservable.notifyObservers(plugin);
// Check if we have a direct load url. If the plugin is registered to handle
// it or it's not a base64 data url, then pass it through the direct load path.
if (directLoad && ((plugin.canDirectLoad && plugin.canDirectLoad(fileInfo.url)) || !IsBase64DataUrl(fileInfo.url))) {
if (plugin.directLoad) {
const result = plugin.directLoad(scene, directLoad);
if (result instanceof Promise) {
result
.then((data) => {
onSuccess(plugin, data);
})
.catch((error) => {
onError("Error in directLoad of _loadData: " + error, error);
});
}
else {
onSuccess(plugin, result);
}
}
else {
onSuccess(plugin, directLoad);
}
return;
}
const useArrayBuffer = registeredPlugin.isBinary;
const dataCallback = (data, responseURL) => {
if (scene.isDisposed) {
onError("Scene has been disposed");
return;
}
onSuccess(plugin, data, responseURL);
};
let request = null;
let pluginDisposed = false;
plugin.onDisposeObservable?.add(() => {
pluginDisposed = true;
if (request) {
request.abort();
request = null;
}
onDispose();
});
const manifestChecked = () => {
if (pluginDisposed) {
return;
}
const errorCallback = (request, exception) => {
onError(request?.statusText, exception);
};
if (!plugin.loadFile && fileInfo.rawData) {
// eslint-disable-next-line no-throw-literal
throw "Plugin does not support loading ArrayBufferView.";
}
request = plugin.loadFile
? plugin.loadFile(scene, fileInfo.rawData || fileInfo.file || fileInfo.url, fileInfo.rootUrl, dataCallback, onProgress, useArrayBuffer, errorCallback, name)
: scene._loadFile(fileInfo.file || fileInfo.url, dataCallback, onProgress, true, useArrayBuffer, errorCallback);
};
const engine = scene.getEngine();
let canUseOfflineSupport = engine.enableOfflineSupport;
if (canUseOfflineSupport) {
// Also check for exceptions
let exceptionFound = false;
for (const regex of scene.disableOfflineSupportExceptionRules) {
if (regex.test(fileInfo.url)) {
exceptionFound = true;
break;
}
}
canUseOfflineSupport = !exceptionFound;
}
if (canUseOfflineSupport && AbstractEngine.OfflineProviderFactory) {
// Checking if a manifest file has been set for this scene and if offline mode has been requested
scene.offlineProvider = AbstractEngine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
}
else {
manifestChecked();
}
});
}
function _getFileInfo(rootUrl, sceneSource) {
let url;
let name;
let file = null;
let rawData = null;
if (!sceneSource) {
url = rootUrl;
name = Tools.GetFilename(rootUrl);
rootUrl = Tools.GetFolderPath(rootUrl);
}
else if (isFile(sceneSource)) {
url = `file:${sceneSource.name}`;
name = sceneSource.name;
file = sceneSource;
}
else if (ArrayBuffer.isView(sceneSource)) {
url = "";
name = RandomGUID();
rawData = sceneSource;
}
else if (sceneSource.startsWith("data:")) {
url = sceneSource;
name = "";
}
else if (rootUrl) {
const filename = sceneSource;
if (filename.substring(0, 1) === "/") {
Tools.Error("Wrong sceneFilename parameter");
return null;
}
url = rootUrl + filename;
name = filename;
}
else {
url = sceneSource;
name = Tools.GetFilename(sceneSource);
rootUrl = Tools.GetFolderPath(sceneSource);
}
return {
url: url,
rootUrl: rootUrl,
name: name,
file: file,
rawData,
};
}
/**
* Adds a new plugin to the list of registered plugins
* @param plugin defines the plugin to add
*/
export function RegisterSceneLoaderPlugin(plugin) {
if (typeof plugin.extensions === "string") {
const extension = plugin.extensions;
registeredPlugins[extension.toLowerCase()] = {
plugin: plugin,
isBinary: false,
};
}
else {
const extensions = plugin.extensions;
Object.keys(extensions).forEach((extension) => {
registeredPlugins[extension.toLowerCase()] = {
plugin: plugin,
isBinary: extensions[extension].isBinary,
mimeType: extensions[extension].mimeType,
};
});
}
}
/**
* Adds a new plugin to the list of registered plugins
* @deprecated Please use {@link RegisterSceneLoaderPlugin} instead.
* @param plugin defines the plugin to add
*/
export function registerSceneLoaderPlugin(plugin) {
RegisterSceneLoaderPlugin(plugin);
}
/**
* Gets metadata for all currently registered scene loader plugins.
* @returns An array where each entry has metadata for a single scene loader plugin.
*/
export function GetRegisteredSceneLoaderPluginMetadata() {
return Array.from(Object.entries(registeredPlugins).reduce((pluginMap, [extension, extensionRegistration]) => {
let pluginMetadata = pluginMap.get(extensionRegistration.plugin.name);
if (!pluginMetadata) {
pluginMap.set(extensionRegistration.plugin.name, (pluginMetadata = []));
}
pluginMetadata.push({ extension, isBinary: extensionRegistration.isBinary, mimeType: extensionRegistration.mimeType });
return pluginMap;
}, new Map())).map(([name, extensions]) => ({ name, extensions }));
}
/**
* Import meshes into a scene
* @param source a string that defines the name of the scene file, or starts with "data:" following by the stringified version of the scene, or a File object, or an ArrayBufferView
* @param scene the instance of BABYLON.Scene to append to
* @param options an object that configures aspects of how the scene is loaded
* @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
*/
export function ImportMeshAsync(source, scene, options) {
const { meshNames, rootUrl = "", onProgress, pluginExtension, name, pluginOptions } = options ?? {};
return importMeshAsyncCore(meshNames, rootUrl, source, scene, onProgress, pluginExtension, name, pluginOptions);
}
async function importMeshAsync(meshNames, rootUrl, sceneFilename = "", scene = EngineStore.LastCreatedScene, onSuccess = null, onProgress = null, onError = null, pluginExtension = null, name = "", pluginOptions = {}) {
if (!scene) {
Logger.Error("No scene available to import mesh to");
return null;
}
const fileInfo = _getFileInfo(rootUrl, sceneFilename);
if (!fileInfo) {
return null;
}
const loadingToken = {};
scene.addPendingData(loadingToken);
const disposeHandler = () => {
scene.removePendingData(loadingToken);
};
const errorHandler = (message, exception) => {
const errorMessage = formatErrorMessage(fileInfo, message, exception);
if (onError) {
onError(scene, errorMessage, new RuntimeError(errorMessage, ErrorCodes.SceneLoaderError, exception));
}
else {
Logger.Error(errorMessage);
// should the exception be thrown?
}
disposeHandler();
};
const progressHandler = onProgress
? (event) => {
try {
onProgress(event);
}
catch (e) {
errorHandler("Error in onProgress callback: " + e, e);
}
}
: undefined;
const successHandler = (meshes, particleSystems, skeletons, animationGroups, transformNodes, geometries, lights, spriteManagers) => {
scene.importedMeshesFiles.push(fileInfo.url);
if (onSuccess) {
try {
onSuccess(meshes, particleSystems, skeletons, animationGroups, transformNodes, geometries, lights, spriteManagers);
}
catch (e) {
errorHandler("Error in onSuccess callback: " + e, e);
}
}
scene.removePendingData(loadingToken);
};
return await loadDataAsync(fileInfo, scene, (plugin, data, responseURL) => {
if (plugin.rewriteRootURL) {
fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
}
if (plugin.importMesh) {
const syncedPlugin = plugin;
const meshes = [];
const particleSystems = [];
const skeletons = [];
if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
return;
}
scene.loadingPluginName = plugin.name;
successHandler(meshes, particleSystems, skeletons, [], [], [], [], []);
}
else {
const asyncedPlugin = plugin;
asyncedPlugin
.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name)
.then((result) => {
scene.loadingPluginName = plugin.name;
successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups, result.transformNodes, result.geometries, result.lights, result.spriteManagers);
})
.catch((error) => {
errorHandler(error.message, error);
});
}
}, progressHandler, errorHandler, disposeHandler, pluginExtension, name, pluginOptions);
}
function importMeshAsyncCore(meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension, name, pluginOptions) {
return new Promise((resolve, reject) => {
try {
importMeshAsync(meshNames, rootUrl, sceneFilename, scene, (meshes, particleSystems, skeletons, animationGroups, transformNodes, geometries, lights, spriteManagers) => {
resolve({
meshes: meshes,
particleSystems: particleSystems,
skeletons: skeletons,
animationGroups: animationGroups,
transformNodes: transformNodes,
geometries: geometries,
lights: lights,
spriteManagers: spriteManagers,
});
}, onProgress, (scene, message, exception) => {
reject(exception || new Error(message));
}, pluginExtension, name, pluginOptions).catch(reject);
}
catch (error) {
reject(error);
}
});
}
// This is the core implementation of load scene
async function loadSceneImplAsync(rootUrl, sceneFilename = "", engine = EngineStore.LastCreatedEngine, onSuccess = null, onProgress = null, onError = null, pluginExtension = null, name = "", pluginOptions = {}) {
if (!engine) {
Tools.Error("No engine available");
return;
}
await appendSceneImplAsync(rootUrl, sceneFilename, new Scene(engine), onSuccess, onProgress, onError, pluginExtension, name, pluginOptions);
}
/**
* Load a scene
* @param source a string that defines the name of the scene file, or starts with "data:" following by the stringified version of the scene, or a File object, or an ArrayBufferView
* @param engine is the instance of BABYLON.Engine to use to create the scene
* @param options an object that configures aspects of how the scene is loaded
* @returns The loaded scene
*/
export function LoadSceneAsync(source, engine, options) {
const { rootUrl = "", onProgress, pluginExtension, name, pluginOptions } = options ?? {};
return loadSceneSharedAsync(rootUrl, source, engine, onProgress, pluginExtension, name, pluginOptions);
}
/**
* Load a scene
* @deprecated Please use {@link LoadSceneAsync} instead.
* @param source a string that defines the name of the scene file, or starts with "data:" following by the stringified version of the scene, or a File object, or an ArrayBufferView
* @param engine is the instance of BABYLON.Engine to use to create the scene
* @param options an object that configures aspects of how the scene is loaded
* @returns The loaded scene
*/
export function loadSceneAsync(source, engine, options) {
return LoadSceneAsync(source, engine, options);
}
// This function is shared between the new module level loadSceneAsync and the legacy SceneLoader.LoadAsync
function loadSceneSharedAsync(rootUrl, sceneFilename, engine, onProgress, pluginExtension, name, pluginOptions) {
return new Promise((resolve, reject) => {
loadSceneImplAsync(rootUrl, sceneFilename, engine, (scene) => {
resolve(scene);
}, onProgress, (scene, message, exception) => {
reject(exception || new Error(message));
}, pluginExtension, name, pluginOptions);
});
}
// This is the core implementation of append scene
async function appendSceneImplAsync(rootUrl, sceneFilename = "", scene = EngineStore.LastCreatedScene, onSuccess = null, onProgress = null, onError = null, pluginExtension = null, name = "", pluginOptions = {}) {
if (!scene) {
Logger.Error("No scene available to append to");
return null;
}
const fileInfo = _getFileInfo(rootUrl, sceneFilename);
if (!fileInfo) {
return null;
}
const loadingToken = {};
scene.addPendingData(loadingToken);
const disposeHandler = () => {
scene.removePendingData(loadingToken);
};
if (SceneLoaderFlags.ShowLoadingScreen && !showingLoadingScreen) {
showingLoadingScreen = true;
scene.getEngine().displayLoadingUI();
scene.executeWhenReady(() => {
scene.getEngine().hideLoadingUI();
showingLoadingScreen = false;
});
}
const errorHandler = (message, exception) => {
const errorMessage = formatErrorMessage(fileInfo, message, exception);
if (onError) {
onError(scene, errorMessage, new RuntimeError(errorMessage, ErrorCodes.SceneLoaderError, exception));
}
else {
Logger.Error(errorMessage);
// should the exception be thrown?
}
disposeHandler();
};
const progressHandler = onProgress
? (event) => {
try {
onProgress(event);
}
catch (e) {
errorHandler("Error in onProgress callback", e);
}
}
: undefined;
const successHandler = () => {
if (onSuccess) {
try {
onSuccess(scene);
}
catch (e) {
errorHandler("Error in onSuccess callback", e);
}
}
scene.removePendingData(loadingToken);
};
return await loadDataAsync(fileInfo, scene, (plugin, data) => {
if (plugin.load) {
const syncedPlugin = plugin;
if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
return;
}
scene.loadingPluginName = plugin.name;
successHandler();
}
else {
const asyncedPlugin = plugin;
asyncedPlugin
.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name)
.then(() => {
scene.loadingPluginName = plugin.name;
successHandler();
})
.catch((error) => {
errorHandler(error.message, error);
});
}
}, progressHandler, errorHandler, disposeHandler, pluginExtension, name, pluginOptions);
}
/**
* Append a scene
* @param source a string that defines the name of the scene file, or starts with "data:" following by the stringified version of the scene, or a File object, or an ArrayBufferView
* @param scene is the instance of BABYLON.Scene to append to
* @param options an object that configures aspects of how the scene is loaded
* @returns A promise that resolves when the scene is appended
*/
export async function AppendSceneAsync(source, scene, options) {
const { rootUrl = "", onProgress, pluginExtension, name, pluginOptions } = options ?? {};
await appendSceneSharedAsync(rootUrl, source, scene, onProgress, pluginExtension, name, pluginOptions);
}
/**
* Append a scene
* @deprecated Please use {@link AppendSceneAsync} instead.
* @param source a string that defines the name of the scene file, or starts with "data:" following by the stringified version of the scene, or a File object, or an ArrayBufferView
* @param scene is the instance of BABYLON.Scene to append to
* @param options an object that configures aspects of how the scene is loaded
* @returns A promise that resolves when the scene is appended
*/
export function appendSceneAsync(source, scene, options) {
return AppendSceneAsync(source, scene, options);
}
// This function is shared between the new module level appendSceneAsync and the legacy SceneLoader.AppendAsync
function appendSceneSharedAsync(rootUrl, sceneFilename, scene, onProgress, pluginExtension, name, pluginOptions) {
return new Promise((resolve, reject) => {
try {
appendSceneImplAsync(rootUrl, sceneFilename, scene, (scene) => {
resolve(scene);
}, onProgress, (scene, message, exception) => {
reject(exception || new Error(message));
}, pluginExtension, name, pluginOptions).catch(reject);
}
catch (error) {
reject(error);
}
});
}
// This is the core implementation of load asset container
async function loadAssetContainerImplAsync(rootUrl, sceneFilename = "", scene = EngineStore.LastCreatedScene, onSuccess = null, onProgress = null, onError = null, pluginExtension = null, name = "", pluginOptions = {}) {
if (!scene) {
Logger.Error("No scene available to load asset container to");
return null;
}
const fileInfo = _getFileInfo(rootUrl, sceneFilename);
if (!fileInfo) {
return null;
}
const loadingToken = {};
scene.addPendingData(loadingToken);
const disposeHandler = () => {
scene.removePendingData(loadingToken);
};
const errorHandler = (message, exception) => {
const errorMessage = formatErrorMessage(fileInfo, message, exception);
if (onError) {
onError(scene, errorMessage, new RuntimeError(errorMessage, ErrorCodes.SceneLoaderError, exception));
}
else {
Logger.Error(errorMessage);
// should the exception be thrown?
}
disposeHandler();
};
const progressHandler = onProgress
? (event) => {
try {
onProgress(event);
}
catch (e) {
errorHandler("Error in onProgress callback", e);
}
}
: undefined;
const successHandler = (assets) => {
if (onSuccess) {
try {
onSuccess(assets);
}
catch (e) {
errorHandler("Error in onSuccess callback", e);
}
}
scene.removePendingData(loadingToken);
};
return await loadDataAsync(fileInfo, scene, (plugin, data) => {
if (plugin.loadAssetContainer) {
const syncedPlugin = plugin;
const assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
if (!assetContainer) {
return;
}
assetContainer.populateRootNodes();
scene.loadingPluginName = plugin.name;
successHandler(assetContainer);
}
else if (plugin.loadAssetContainerAsync) {
const asyncedPlugin = plugin;
asyncedPlugin
.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name)
.then((assetContainer) => {
assetContainer.populateRootNodes();
scene.loadingPluginName = plugin.name;
successHandler(assetContainer);
})
.catch((error) => {
errorHandler(error.message, error);
});
}
else {
errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
}
}, progressHandler, errorHandler, disposeHandler, pluginExtension, name, pluginOptions);
}
/**
* Load a scene into an asset container
* @param source a string that defines the name of the scene file, or starts with "data:" following by the stringified version of the scene, or a File object, or an ArrayBufferView
* @param scene is the instance of Scene to append to
* @param options an object that configures aspects of how the scene is loaded
* @returns The loaded asset container
*/
export function LoadAssetContainerAsync(source, scene, options) {
const { rootUrl = "", onProgress, pluginExtension, name, pluginOptions } = options ?? {};
return loadAssetContainerSharedAsync(rootUrl, source, scene, onProgress, pluginExtension, name, pluginOptions);
}
/**
* Load a scene into an asset container
* @deprecated Please use {@link LoadAssetContainerAsync} instead.
* @param source a string that defines the name of the scene file, or starts with "data:" following by the stringified version of the scene, or a File object, or an ArrayBufferView
* @param scene is the instance of Scene to append to
* @param options an object that configures aspects of how the scene is loaded
* @returns The loaded asset container
*/
export function loadAssetContainerAsync(source, scene, options) {
return LoadAssetContainerAsync(source, scene, options);
}
// This function is shared between the new module level loadAssetContainerAsync and the legacy SceneLoader.LoadAssetContainerAsync
function loadAssetContainerSharedAsync(rootUrl, sceneFilename, scene, onProgress, pluginExtension, name, pluginOptions) {
return new Promise((resolve, reject) => {
try {
loadAssetContainerImplAsync(rootUrl, sceneFilename, scene, (assets) => {
resolve(assets);
}, onProgress, (scene, message, exception) => {
reject(exception || new Error(message));
}, pluginExtension, name, pluginOptions).catch(reject);
}
catch (error) {
reject(error);
}
});
}
// This is the core implementation of import animations
async function importAnimationsImplAsync(rootUrl, sceneFilename = "", scene = EngineStore.LastCreatedScene, overwriteAnimations = true, animationGroupLoadingMode = 0 /* SceneLoaderAnimationGroupLoadingMode.Clean */, targetConverter = null, onSuccess = null, onProgress = null, onError = null, pluginExtension = null, name = "", pluginOptions = {}) {
if (!scene) {
Logger.Error("No scene available to load animations to");
return;
}
if (overwriteAnimations) {
// Reset, stop and dispose all animations before loading new ones
for (const animatable of scene.animatables) {
animatable.reset();
}
scene.stopAllAnimations();
scene.animationGroups.slice().forEach((animationGroup) => {
animationGroup.dispose();
});
const nodes = scene.getNodes();
nodes.forEach((node) => {
if (node.animations) {
node.animations = [];
}
});
}
else {
switch (animationGroupLoadingMode) {
case 0 /* SceneLoaderAnimationGroupLoadingMode.Clean */:
scene.animationGroups.slice().forEach((animationGroup) => {
animationGroup.dispose();
});
break;
case 1 /* SceneLoaderAnimationGroupLoadingMode.Stop */:
scene.animationGroups.forEach((animationGroup) => {
animationGroup.stop();
});
break;
case 2 /* SceneLoaderAnimationGroupLoadingMode.Sync */:
scene.animationGroups.forEach((animationGroup) => {
animationGroup.reset();
animationGroup.restart();
});
break;
case 3 /* SceneLoaderAnimationGroupLoadingMode.NoSync */:
// nothing to do
break;
default:
Logger.Error("Unknown animation group loading mode value '" + animationGroupLoadingMode + "'");
return;
}
}
const startingIndexForNewAnimatables = scene.animatables.length;
const onAssetContainerLoaded = (container) => {
container.mergeAnimationsTo(scene, scene.animatables.slice(startingIndexForNewAnimatables), targetConverter);
container.dispose();
scene.onAnimationFileImportedObservable.notifyObservers(scene);
if (onSuccess) {
onSuccess(scene);
}
};
await loadAssetContainerImplAsync(rootUrl, sceneFilename, scene, onAssetContainerLoaded, onProgress, onError, pluginExtension, name, pluginOptions);
}
/**
* Import animations from a file into a scene
* @param source a string that defines the name of the scene file, or starts with "data:" following by the stringified version of the scene, or a File object, or an ArrayBufferView
* @param scene is the instance of BABYLON.Scene to append to
* @param options an object that configures aspects of how the scene is loaded
* @returns A promise that resolves when the animations are imported
*/
export async function ImportAnimationsAsync(source, scene, options) {
const { rootUrl = "", overwriteAnimations, animationGroupLoadingMode, targetConverter, onProgress, pluginExtension, name, pluginOptions } = options ?? {};
await importAnimationsSharedAsync(rootUrl, source, scene, overwriteAnimations, animationGroupLoadingMode, targetConverter, onProgress, pluginExtension, name, pluginOptions);
}
/**
* Import animations from a file into a scene
* @deprecated Please use {@link ImportAnimationsAsync} instead.
* @param source a string that defines the name of the scene file, or starts with "data:" following by the stringified version of the scene, or a File object, or an ArrayBufferView
* @param scene is the instance of BABYLON.Scene to append to
* @param options an object that configures aspects of how the scene is loaded
* @returns A promise that resolves when the animations are imported
*/
export function importAnimationsAsync(source, scene, options) {
return ImportAnimationsAsync(source, scene, options);
}
// This function is shared between the new module level importAnimationsAsync and the legacy SceneLoader.ImportAnimationsAsync
function importAnimationsSharedAsync(rootUrl, sceneFilename, scene, overwriteAnimations, animationGroupLoadingMode, targetConverter, onProgress, pluginExtension, name, pluginOptions) {
return new Promise((resolve, reject) => {
try {
importAnimationsImplAsync(rootUrl, sceneFilename, scene, overwriteAnimations, animationGroupLoadingMode, targetConverter, (scene) => {
resolve(scene);
}, onProgress, (scene, message, exception) => {
reject(exception || new Error(message));
}, pluginExtension, name, pluginOptions).catch(reject);
}
catch (error) {
reject(error);
}
});
}
/**
* Class used to load scene from various file formats using registered plugins
* @see https://doc.babylonjs.com/features/featuresDeepDive/importers/loadingFileTypes
* @deprecated The module level functions are more efficient for bundler tree shaking and allow plugin options to be passed through. Future improvements to scene loading will primarily be in the module level functions. The SceneLoader class will remain available, but it will be beneficial to prefer the module level functions.
* @see {@link ImportMeshAsync}, {@link LoadSceneAsync}, {@link AppendSceneAsync}, {@link ImportAnimationsAsync}, {@link LoadAssetContainerAsync}
*/
export class SceneLoader {
/**
* Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
*/
static get ForceFullSceneLoadingForIncremental() {
return SceneLoaderFlags.ForceFullSceneLoadingForIncremental;
}
static set ForceFullSceneLoadingForIncremental(value) {
SceneLoaderFlags.ForceFullSceneLoadingForIncremental = value;
}
/**
* Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
*/
static get ShowLoadingScreen() {
return SceneLoaderFlags.ShowLoadingScreen;
}
static set ShowLoadingScreen(value) {
SceneLoaderFlags.ShowLoadingScreen = value;
}
/**
* Defines the current logging level (while loading the scene)
* @ignorenaming
*/
// eslint-disable-next-line @typescript-eslint/naming-convention
static get loggingLevel() {
return SceneLoaderFlags.loggingLevel;
}
// eslint-disable-next-line @typescript-eslint/naming-convention
static set loggingLevel(value) {
SceneLoaderFlags.loggingLevel = value;
}
/**
* Gets or set a boolean indicating if matrix weights must be cleaned upon loading
*/
static get CleanBoneMatrixWeights() {
return SceneLoaderFlags.CleanBoneMatrixWeights;
}
static set CleanBoneMatrixWeights(value) {
SceneLoaderFlags.CleanBoneMatrixWeights = value;
}
/**
* Gets the default plugin (used to load Babylon files)
* @returns the .babylon plugin
*/
static GetDefaultPlugin() {
return getDefaultPlugin();
}
// Public functions
/**
* Gets a plugin that can load the given extension
* @param extension defines the extension to load
* @returns a plugin or null if none works
*/
static GetPluginForExtension(extension) {
return getPluginForExtension(extension, true)?.plugin;
}
/**
* Gets a boolean indicating that the given extension can be loaded
* @param extension defines the extension to load
* @returns true if the extension is supported
*/
static IsPluginForExtensionAvailable(extension) {
return isPluginForExtensionAvailable(extension);
}
/**
* Adds a new plugin to the list of registered plugins
* @param plugin defines the plugin to add
*/
static RegisterPlugin(plugin) {
RegisterSceneLoaderPlugin(plugin);
}
/**
* Import meshes into a scene
* @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
* @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
* @param scene the instance of BABYLON.Scene to append to
* @param onSuccess a callback with a list of imported meshes, particleSystems, skeletons, and animationGroups when import succeeds
* @param onProgress a callback with a progress event for each file being loaded
* @param onError a callback with the scene, a message, and possibly an exception when import fails
* @param pluginExtension the extension used to determine the plugin
* @param name defines the name of the file, if the data is binary
* @deprecated Please use the module level {@link ImportMeshAsync} instead
*/
static ImportMesh(meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension, name) {
importMeshAsync(meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension, name).catch((error) => onError?.(EngineStore.LastCreatedScene, error?.message, error));
}
/**
* Import meshes into a scene
* @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
* @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
* @param scene the instance of BABYLON.Scene to append to
* @param onProgress a callback with a progress event for each file being loaded
* @param pluginExtension the extension used to determine the plugin
* @param name defines the name of the file
* @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
* @deprecated Please use the module level {@link ImportMeshAsync} instead
*/
static ImportMeshAsync(meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension, name) {
return importMeshAsyncCore(meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension, name);
}
/**
* Load a scene
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
* @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
* @param engine is the instance of BABYLON.Engine to use to create the scene
* @param onSuccess a callback with the scene when import succeeds
* @param onProgress a callback with a progress event for each file being loaded
* @param onError a callback with the scene, a message, and possibly an exception when import fails
* @param pluginExtension the extension used to determine the plugin
* @param name defines the filename, if the data is binary
* @deprecated Please use the module level {@link LoadSceneAsync} instead
*/
static Load(rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension, name) {
loadSceneImplAsync(rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension, name).catch((error) => onError?.(EngineStore.LastCreatedScene, error?.message, error));
}
/**
* Load a scene
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
* @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
* @param engine is the instance of BABYLON.Engine to use to create the scene
* @param onProgress a callback with a progress event for each file being loaded
* @param pluginExtension the extension used to determine the plugin
* @param name defines the filename, if the data is binary
* @returns The loaded scene
* @deprecated Please use the module level {@link LoadSceneAsync} instead
*/
static LoadAsync(rootUrl, sceneFilename, engine, onProgress, pluginExtension, name) {
return loadSceneSharedAsync(rootUrl, sceneFilename, engine, onProgress, pluginExtension, name);
}
/**
* Append a scene
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
* @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
* @param scene is the instance of BABYLON.Scene to append to
* @param onSuccess a callback with the scene when import succeeds
* @param onProgress a callback with a progress event for each file being loaded
* @param onError a callback with the scene, a message, and possibly an exception when import fails
* @param pluginExtension the extension used to determine the plugin
* @param name defines the name of the file, if the data is binary
* @deprecated Please use the module level {@link AppendSceneAsync} instead
*/
static Append(rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension, name) {
appendSceneImplAsync(rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension, name).catch((error) => onError?.((scene ?? EngineStore.LastCreatedScene), error?.message, error));
}
/**
* Append a scene
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
* @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
* @param scene is the instance of BABYLON.Scene to append to
* @param onProgress a callback with a progress event for each file being loaded
* @param pluginExtension the extension used to determine the plugin
* @param name defines the name of the file, if the data is binary
* @returns The given scene
* @deprecated Please use the module level {@link AppendSceneAsync} instead
*/
static AppendAsync(rootUrl, sceneFilename, scene, onProgress, pluginExtension, name) {
return appendSceneSharedAsync(rootUrl, sceneFilename, scene, onProgress, pluginExtension, name);
}
/**
* Load a scene into an asset container
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
* @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
* @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
* @param onSuccess a callback with the scene when import succeeds
* @param onProgress a callback with a progress event for each file being loaded
* @param onError a callback with the scene, a message, and possibly an exception when import fails
* @param pluginExtension the extension used to determine the plugin
* @param name defines the filename, if the data is binary
* @deprecated Please use the module level {@link LoadAssetContainerAsync} instead
*/
static LoadAssetContainer(rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension, name) {
loadAssetContainerImplAsync(rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension, name).catch((error) => onError?.((scene ?? EngineStore.LastCreatedScene), error?.message, error));
}
/**
* Load a scene into an asset container
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
* @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
* @param scene is the instance of Scene to append to
* @param onProgress a callback with a progress event for each file being loaded
* @param pluginExtension the extension used to determine the plugin
* @param name defines the filename, if the data is binary
* @returns The loaded asset container
* @deprecated Please use the module level {@link LoadAssetContainerAsync} instead
*/
static LoadAssetContainerAsync(rootUrl, sceneFilename, scene, onProgress, pluginExtension, name) {
return loadAssetContainerSharedAsync(rootUrl, sceneFilename, scene, onProgress, pluginExtension, name);
}
/**
* Import animations from a file into a scene
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
* @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
* @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
* @param overwriteAnimations when true, animations are cleaned before importing new ones. Animations are appended otherwise
* @param animationGroupLoadingMode defines how to handle old animations groups before importing new ones
* @param targetConverter defines a function used to convert animation targets from loaded scene to current scene (default: search node by name)
* @param onSuccess a callback with the scene when import succeeds
* @param onProgress a callback with a progress event for each file being loaded
* @param onError a callback with the scene, a message, and possibly an exception when import fails
* @param pluginExtension the extension used to determine the plugin
* @param name defines the filename, if the data is binary
* @deprecated Please use the module level {@link ImportAnimationsAsync} instead
*/
static ImportAnimations(rootUrl, sceneFilename, scene, overwriteAnimations, animationGroupLoadingMode, targetConverter, onSuccess, onProgress, onError, pluginExtension, name) {
importAnimationsImplAsync(rootUrl, sceneFilename, scene, overwriteAnimations, animationGroupLoadingMode, targ