phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
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JavaScript
/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2025 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../utils/Class');
var FileTypesManager = require('../FileTypesManager');
var GetFastValue = require('../../utils/object/GetFastValue');
var IsPlainObject = require('../../utils/object/IsPlainObject');
var MultiFile = require('../MultiFile');
var ParseObj = require('../../geom/mesh/ParseObj');
var ParseObjMaterial = require('../../geom/mesh/ParseObjMaterial');
var TextFile = require('./TextFile');
/**
* @classdesc
* A single Wavefront OBJ File suitable for loading by the Loader.
*
* These are created when you use the Phaser.Loader.LoaderPlugin#obj method and are not typically created directly.
*
* For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#obj.
*
* @class OBJFile
* @extends Phaser.Loader.MultiFile
* @memberof Phaser.Loader.FileTypes
* @constructor
* @since 3.50.0
*
* @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
* @param {(string|Phaser.Types.Loader.FileTypes.OBJFileConfig)} key - The key to use for this file, or a file configuration object.
* @param {string} [objURL] - The absolute or relative URL to load the obj file from. If undefined or `null` it will be set to `<key>.obj`, i.e. if `key` was "alien" then the URL will be "alien.obj".
* @param {string} [matURL] - The absolute or relative URL to load the material file from. If undefined or `null` it will be set to `<key>.mat`, i.e. if `key` was "alien" then the URL will be "alien.mat".
* @param {boolean} [flipUV] - Flip the UV coordinates stored in the model data?
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for these files.
*/
var OBJFile = new Class({
Extends: MultiFile,
initialize:
function OBJFile (loader, key, objURL, matURL, flipUV, xhrSettings)
{
var obj;
var mat;
var cache = loader.cacheManager.obj;
if (IsPlainObject(key))
{
var config = key;
key = GetFastValue(config, 'key');
obj = new TextFile(loader, {
key: key,
type: 'obj',
cache: cache,
url: GetFastValue(config, 'url'),
extension: GetFastValue(config, 'extension', 'obj'),
xhrSettings: GetFastValue(config, 'xhrSettings'),
config: {
flipUV: GetFastValue(config, 'flipUV', flipUV)
}
});
matURL = GetFastValue(config, 'matURL');
if (matURL)
{
mat = new TextFile(loader, {
key: key,
type: 'mat',
cache: cache,
url: matURL,
extension: GetFastValue(config, 'matExtension', 'mat'),
xhrSettings: GetFastValue(config, 'xhrSettings')
});
}
}
else
{
obj = new TextFile(loader, {
key: key,
url: objURL,
type: 'obj',
cache: cache,
extension: 'obj',
xhrSettings: xhrSettings,
config: {
flipUV: flipUV
}
});
if (matURL)
{
mat = new TextFile(loader, {
key: key,
url: matURL,
type: 'mat',
cache: cache,
extension: 'mat',
xhrSettings: xhrSettings
});
}
}
MultiFile.call(this, loader, 'obj', key, [ obj, mat ]);
},
/**
* Adds this file to its target cache upon successful loading and processing.
*
* @method Phaser.Loader.FileTypes.OBJFile#addToCache
* @since 3.50.0
*/
addToCache: function ()
{
if (this.isReadyToProcess())
{
var obj = this.files[0];
var mat = this.files[1];
var objData = ParseObj(obj.data, obj.config.flipUV);
if (mat)
{
objData.materials = ParseObjMaterial(mat.data);
}
obj.cache.add(obj.key, objData);
this.complete = true;
}
}
});
/**
* Adds a Wavefront OBJ file, or array of OBJ files, to the current load queue.
*
* Note: You should ensure your 3D package has triangulated the OBJ file prior to export.
*
* You can call this method from within your Scene's `preload`, along with any other files you wish to load:
*
* ```javascript
* function preload ()
* {
* this.load.obj('ufo', 'files/spaceship.obj');
* }
* ```
*
* You can optionally also load a Wavefront Material file as well, by providing the 3rd parameter:
*
* ```javascript
* function preload ()
* {
* this.load.obj('ufo', 'files/spaceship.obj', 'files/spaceship.mtl');
* }
* ```
*
* If given, the material will be parsed and stored along with the obj data in the cache.
*
* The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
* or if it's already running, when the next free load slot becomes available. This happens automatically if you
* are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
* it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
* The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
* Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
* loaded.
*
* The key must be a unique String. It is used to add the file to the global OBJ Cache upon a successful load.
* The key should be unique both in terms of files being loaded and files already present in the OBJ Cache.
* Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
* then remove it from the OBJ Cache first, before loading a new one.
*
* Instead of passing arguments you can pass a configuration object, such as:
*
* ```javascript
* this.load.obj({
* key: 'ufo',
* url: 'files/spaceship.obj',
* matURL: 'files/spaceship.mtl',
* flipUV: true
* });
* ```
*
* See the documentation for `Phaser.Types.Loader.FileTypes.OBJFileConfig` for more details.
*
* Once the file has finished loading you can access it from its Cache using its key:
*
* ```javascript
* this.load.obj('ufo', 'files/spaceship.obj');
* // and later in your game ...
* var data = this.cache.obj.get('ufo');
* ```
*
* If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files
* key. For example, if the prefix was `LEVEL1.` and the key was `Story` the final key will be `LEVEL1.Story` and
* this is what you would use to retrieve the obj from the OBJ Cache.
*
* The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
*
* If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "story"
* and no URL is given then the Loader will set the URL to be "story.obj". It will always add `.obj` as the extension, although
* this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
*
* Note: The ability to load this type of file will only be available if the OBJ File type has been built into Phaser.
* It is available in the default build but can be excluded from custom builds.
*
* @method Phaser.Loader.LoaderPlugin#obj
* @fires Phaser.Loader.Events#ADD
* @since 3.50.0
*
* @param {(string|Phaser.Types.Loader.FileTypes.OBJFileConfig|Phaser.Types.Loader.FileTypes.OBJFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
* @param {string} [objURL] - The absolute or relative URL to load the obj file from. If undefined or `null` it will be set to `<key>.obj`, i.e. if `key` was "alien" then the URL will be "alien.obj".
* @param {string} [matURL] - Optional absolute or relative URL to load the obj material file from.
* @param {boolean} [flipUV] - Flip the UV coordinates stored in the model data?
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
*
* @return {this} The Loader instance.
*/
FileTypesManager.register('obj', function (key, objURL, matURL, flipUVs, xhrSettings)
{
var multifile;
if (Array.isArray(key))
{
for (var i = 0; i < key.length; i++)
{
multifile = new OBJFile(this, key[i]);
// If it's an array it has to be an array of Objects, so we get everything out of the 'key' object
this.addFile(multifile.files);
}
}
else
{
multifile = new OBJFile(this, key, objURL, matURL, flipUVs, xhrSettings);
this.addFile(multifile.files);
}
return this;
});
module.exports = OBJFile;