playcanvas
Version:
PlayCanvas WebGL game engine
196 lines (193 loc) • 7.25 kB
JavaScript
import { Color } from '../../../core/math/color.js';
import { Vec2 } from '../../../core/math/vec2.js';
import { Vec3 } from '../../../core/math/vec3.js';
import { Texture } from '../../../platform/graphics/texture.js';
import { BoundingBox } from '../../../core/shape/bounding-box.js';
import { StandardMaterial } from '../../../scene/materials/standard-material.js';
import { StandardMaterialValidator } from '../../../scene/materials/standard-material-validator.js';
import { standardMaterialParameterTypes } from '../../../scene/materials/standard-material-parameters.js';
function _extends() {
_extends = Object.assign || function(target) {
for(var i = 1; i < arguments.length; i++){
var source = arguments[i];
for(var key in source){
if (Object.prototype.hasOwnProperty.call(source, key)) {
target[key] = source[key];
}
}
}
return target;
};
return _extends.apply(this, arguments);
}
/**
* Convert incoming JSON data into a {@link StandardMaterial}.
*
* @ignore
*/ class JsonStandardMaterialParser {
parse(input) {
var migrated = this.migrate(input);
var validated = this._validate(migrated);
var material = new StandardMaterial();
this.initialize(material, validated);
return material;
}
/**
* Initialize material properties from the material data block e.g. Loading from server.
*
* @param {StandardMaterial} material - The material to be initialized.
* @param {object} data - The data block that is used to initialize.
*/ initialize(material, data) {
// usual flow is that data is validated in resource loader
// but if not, validate here.
if (!data.validated) {
data = this._validate(data);
}
if (data.chunks) {
material.chunks = _extends({}, data.chunks);
}
// initialize material values from the input data
for(var key in data){
var type = standardMaterialParameterTypes[key];
var value = data[key];
if (type === 'vec2') {
material[key] = new Vec2(value[0], value[1]);
} else if (type === 'rgb') {
material[key] = new Color(value[0], value[1], value[2]);
} else if (type === 'texture') {
if (value instanceof Texture) {
material[key] = value;
} else if (!(material[key] instanceof Texture && typeof value === 'number' && value > 0)) {
material[key] = null;
}
// OTHERWISE: material already has a texture assigned, but data contains a valid asset id (which means the asset isn't yet loaded)
// leave current texture (probably a placeholder) until the asset is loaded
} else if (type === 'cubemap') {
if (value instanceof Texture) {
material[key] = value;
} else if (!(material[key] instanceof Texture && typeof value === 'number' && value > 0)) {
material[key] = null;
}
// clearing the cubemap must also clear the prefiltered data
if (key === 'cubeMap' && !value) {
material.prefilteredCubemaps = null;
}
// OTHERWISE: material already has a texture assigned, but data contains a valid asset id (which means the asset isn't yet loaded)
// leave current texture (probably a placeholder) until the asset is loaded
} else if (type === 'boundingbox') {
var center = new Vec3(value.center[0], value.center[1], value.center[2]);
var halfExtents = new Vec3(value.halfExtents[0], value.halfExtents[1], value.halfExtents[2]);
material[key] = new BoundingBox(center, halfExtents);
} else {
// number, boolean and enum types don't require type creation
material[key] = data[key];
}
}
material.update();
}
// convert any properties that are out of date
// or from old versions into current version
migrate(data) {
if (data.shader) delete data.shader;
// make JS style
if (data.mapping_format) {
data.mappingFormat = data.mapping_format;
delete data.mapping_format;
}
var i;
// list of properties that have been renamed in StandardMaterial
// but may still exists in data in old format
var RENAMED_PROPERTIES = [
[
'bumpMapFactor',
'bumpiness'
],
[
'aoUvSet',
'aoMapUv'
],
[
'aoMapVertexColor',
'aoVertexColor'
],
[
'diffuseMapVertexColor',
'diffuseVertexColor'
],
[
'emissiveMapVertexColor',
'emissiveVertexColor'
],
[
'specularMapVertexColor',
'specularVertexColor'
],
[
'metalnessMapVertexColor',
'metalnessVertexColor'
],
[
'opacityMapVertexColor',
'opacityVertexColor'
],
[
'glossMapVertexColor',
'glossVertexColor'
],
[
'lightMapVertexColor',
'lightVertexColor'
],
[
'specularMapTint',
'specularTint'
],
[
'metalnessMapTint',
'metalnessTint'
],
[
'clearCoatGlossiness',
'clearCoatGloss'
]
];
// if an old property name exists without a new one,
// move property into new name and delete old one.
for(i = 0; i < RENAMED_PROPERTIES.length; i++){
var _old = RENAMED_PROPERTIES[i][0];
var _new = RENAMED_PROPERTIES[i][1];
if (data[_old] !== undefined) {
if (data[_new] === undefined) {
data[_new] = data[_old];
}
delete data[_old];
}
}
// Properties that may exist in input data, but are now ignored
var DEPRECATED_PROPERTIES = [
'fresnelFactor',
'shadowSampleType'
];
for(i = 0; i < DEPRECATED_PROPERTIES.length; i++){
var name = DEPRECATED_PROPERTIES[i];
if (data.hasOwnProperty(name)) {
delete data[name];
}
}
return data;
}
// check for invalid properties
_validate(data) {
if (!data.validated) {
if (!this._validator) {
this._validator = new StandardMaterialValidator();
}
this._validator.validate(data);
}
return data;
}
constructor(){
this._validator = null;
}
}
export { JsonStandardMaterialParser };