UNPKG

phaser

Version:

A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

249 lines (223 loc) 9.73 kB
/** * @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;