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Copy pathmodel.js
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144 lines (128 loc) · 5.54 KB
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Object.assign(pc, function () {
/**
* @constructor
* @name pc.ModelHandler
* @classdesc Resource Handler for creating pc.Model resources
* @description {@link pc.ResourceHandler} use to load 3D model resources
* @param {pc.GraphicsDevice} device The graphics device that will be rendering
*/
var ModelHandler = function (device) {
this._device = device;
this._parsers = [];
this.addParser(new pc.JsonModelParser(this._device), function (url, data) {
return (pc.path.getExtension(url) === '.json');
});
};
ModelHandler.DEFAULT_MATERIAL = pc.Scene.defaultMaterial;
Object.assign(ModelHandler.prototype, {
/**
* @function
* @name pc.ModelHandler#load
* @description Fetch model data from a remote url
* @param {String} url The URL of the model data.
* @param {Function} callback Callback function called when the load completes. The
* callback is of the form fn(err, response), where err is a String error message in
* the case where the load fails, and repsponse is the model data that has been
* successfully loaded.
*/
load: function (url, callback) {
pc.http.get(url, function (err, response) {
if (!callback)
return;
if (!err) {
callback(null, response);
} else {
callback(pc.string.format("Error loading model: {0} [{1}]", url, err));
}
});
},
/**
* @function
* @name pc.ModelHandler#open
* @description Process data in deserialized format into a pc.Model object.
* @param {String} url The URL of the model data.
* @param {Object} data The data from model file deserialized into a JavaScript Object.
* @returns {pc.Model} The loaded model.
*/
open: function (url, data) {
for (var i = 0; i < this._parsers.length; i++) {
var p = this._parsers[i];
if (p.decider(url, data)) {
return p.parser.parse(data);
}
}
logWARNING(pc.string.format("No model parser found for: {0}", url));
return null;
},
patch: function (asset, assets) {
if (!asset.resource)
return;
var data = asset.data;
asset.resource.meshInstances.forEach(function (meshInstance, i) {
if (data.mapping) {
var handleMaterial = function (asset) {
if (asset.resource) {
meshInstance.material = asset.resource;
} else {
asset.once('load', handleMaterial);
assets.load(asset);
}
asset.once('remove', function (asset) {
if (meshInstance.material === asset.resource)
meshInstance.material = pc.ModelHandler.DEFAULT_MATERIAL;
});
};
if (!data.mapping[i]) {
meshInstance.material = pc.ModelHandler.DEFAULT_MATERIAL;
return;
}
var id = data.mapping[i].material;
var url = data.mapping[i].path;
var material;
if (id !== undefined) { // id mapping
if (!id) {
meshInstance.material = pc.ModelHandler.DEFAULT_MATERIAL;
} else {
material = assets.get(id);
if (material) {
handleMaterial(material);
} else {
assets.once('add:' + id, handleMaterial);
}
}
} else if (url) {
// url mapping
var fileUrl = asset.getFileUrl();
var dirUrl = pc.path.getDirectory(fileUrl);
var path = pc.path.join(dirUrl, data.mapping[i].path);
material = assets.getByUrl(path);
if (material) {
handleMaterial(material);
} else {
assets.once('add:url:' + path, handleMaterial);
}
}
}
});
},
/**
* @function
* @name pc.ModelHandler#addParser
* @description Add a parser that converts raw data into a {@link pc.Model}
* Default parser is for JSON models
* @param {Object} parser See JsonModelParser for example
* @param {Function} decider Function that decides on which parser to use.
* Function should take (url, data) arguments and return true if this parser should be used to parse the data into a {@link pc.Model}.
* The first parser to return true is used.
*/
addParser: function (parser, decider) {
this._parsers.push({
parser: parser,
decider: decider
});
}
});
return {
ModelHandler: ModelHandler
};
}());