playcanvas
Version:
PlayCanvas WebGL game engine
223 lines (220 loc) • 9.91 kB
JavaScript
import { path } from '../../core/path.js';
import { GlbContainerParser } from '../parsers/glb-container-parser.js';
import { ResourceHandler } from './handler.js';
/**
* @import { AppBase } from '../app-base.js'
* @import { Asset } from '../asset/asset.js'
* @import { Entity } from '../entity.js'
* @import { MeshInstance } from '../../scene/mesh-instance.js'
* @import { ResourceHandlerCallback } from './handler.js'
*/ /**
* Container for a list of animations, textures, materials, renders and a model.
*
* @property {Asset[]} renders An array of the Render assets.
* @property {Asset[]} materials An array of {@link Material} and/or {@link StandardMaterial} assets.
* @property {Asset[]} textures An array of the {@link Texture} assets.
* @property {Asset[]} animations An array of the {@link Animation} assets.
* @interface
* @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 {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", (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 {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", (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((render) => {
* render.meshInstances.forEach((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 {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", (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 {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", (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 {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 {ResourceHandlerCallback} callback - The callback used when the resource is loaded or
* an error occurs.
* @param {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 {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 };