2
0
Эх сурвалжийг харах

Removed BabylonLoader (use GLTF instead).

Mr.doob 5 жил өмнө
parent
commit
1daff1d7ae

+ 0 - 1
docs/api/en/loaders/managers/LoadingManager.html

@@ -23,7 +23,6 @@
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
 		<p>
 		<p>
-			[example:webgl_loader_babylon WebGL / loader / babylon]<br />
 			[example:webgl_loader_fbx WebGL / loader / fbx]<br />
 			[example:webgl_loader_fbx WebGL / loader / fbx]<br />
 			[example:webgl_loader_obj WebGL / loader / obj]<br />
 			[example:webgl_loader_obj WebGL / loader / obj]<br />
 			[example:webgl_materials_reflectivity WebGL / materials / reflectivity]<br />
 			[example:webgl_materials_reflectivity WebGL / materials / reflectivity]<br />

+ 0 - 1
docs/api/zh/loaders/managers/LoadingManager.html

@@ -23,7 +23,6 @@
 		<h2>例子</h2>
 		<h2>例子</h2>
 
 
 		<p>
 		<p>
-			[example:webgl_loader_babylon WebGL / loader / babylon]<br />
 			[example:webgl_loader_fbx WebGL / loader / fbx]<br />
 			[example:webgl_loader_fbx WebGL / loader / fbx]<br />
 			[example:webgl_loader_obj WebGL / loader / obj]<br />
 			[example:webgl_loader_obj WebGL / loader / obj]<br />
 			[example:webgl_materials_reflectivity WebGL / materials / reflectivity]<br />
 			[example:webgl_materials_reflectivity WebGL / materials / reflectivity]<br />

+ 0 - 96
docs/examples/en/loaders/BabylonLoader.html

@@ -1,96 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="list.js"></script>
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Loader] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A loader for loading a <em>.babylon</em> resource. <br />
-		The <a href="https://doc.babylonjs.com/generals/file_format_map_(.babylon)"> .babylon </a> file format used by
-		<a href="https://www.babylonjs.com/">Babylon.js</a>.
-		</p>
-
-		<h2>Example</h2>
-
-		<code>
-		// instantiate a loader
-		var loader = new THREE.BabylonLoader();
-
-		// load a Babylon resource
-		loader.load(
-			// resource URL
-			'models/babylon/skull.babylon',
-			// called when resource is loaded
-			function ( object ) {
-
-				scene.add( object );
-
-			},
-			// called when loading is in progress
-			function ( xhr ) {
-
-				console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
-
-			},
-			// called when loading has errors
-			function ( xhr ) {
-
-				console.log( 'An error happened' );
-
-			}
-		);
-		</code>
-
-		[example:webgl_loader_babylon]
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
-		</p>
-		<p>
-		Creates a new [name].
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Loader] class for common properties.</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Loader] class for common methods.</p>
-
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<p>
-		[page:String url] — A string containing the path/URL of the <em>.babylon</em> file.<br />
-		[page:function onLoad] — (optional) A function to be called after loading is successfully completed. The function receives the loaded [page:Object3D] as an argument.<br />
-		[page:function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br />
-		[page:function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br />
-		</p>
-		<p>
-		Begin loading from url and call onLoad with the parsed response content.
-		</p>
-
-		<h3>[method:Object3D parse]( [param:Object json] )</h3>
-		<p>
-		[page:Object json] — The <em>JSON</em> structure to parse.
-		</p>
-		<p>
-		Parse a <em>JSON</em> structure and return an [page:Object3D object] or a [page:Scene scene].<br />
-		Found objects are converted to [page:Mesh] with a [page:BufferGeometry] and a default [page:MeshPhongMaterial].<br />
-		Lights are parsed accordingly.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/BabylonLoader.js examples/js/loaders/BabylonLoader.js]
-		</p>
-	</body>
-</html>

+ 0 - 96
docs/examples/zh/loaders/BabylonLoader.html

@@ -1,96 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="list.js"></script>
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Loader] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A loader for loading a <em>.babylon</em> resource. <br />
-		The <a href="https://doc.babylonjs.com/generals/file_format_map_(.babylon)"> .babylon </a> file format used by
-		<a href="https://www.babylonjs.com/">Babylon.js</a>.
-		</p>
-
-		<h2>Example</h2>
-
-		<code>
-		// instantiate a loader
-		var loader = new THREE.BabylonLoader();
-
-		// load a Babylon resource
-		loader.load(
-			// resource URL
-			'models/babylon/skull.babylon',
-			// called when resource is loaded
-			function ( object ) {
-
-				scene.add( object );
-
-			},
-			// called when loading is in progress
-			function ( xhr ) {
-
-				console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
-
-			},
-			// called when loading has errors
-			function ( xhr ) {
-
-				console.log( 'An error happened' );
-
-			}
-		);
-		</code>
-
-		[example:webgl_loader_babylon]
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
-		</p>
-		<p>
-		Creates a new [name].
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Loader] class for common properties.</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Loader] class for common methods.</p>
-
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<p>
-		[page:String url] — A string containing the path/URL of the <em>.babylon</em> file.<br />
-		[page:function onLoad] — (optional) A function to be called after loading is successfully completed. The function receives the loaded [page:Object3D] as an argument.<br />
-		[page:function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br />
-		[page:function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br />
-		</p>
-		<p>
-		Begin loading from url and call onLoad with the parsed response content.
-		</p>
-
-		<h3>[method:Object3D parse]( [param:Object json] )</h3>
-		<p>
-		[page:Object json] — The <em>JSON</em> structure to parse.
-		</p>
-		<p>
-		Parse a <em>JSON</em> structure and return an [page:Object3D object] or a [page:Scene scene].<br />
-		Found objects are converted to [page:Mesh] with a [page:BufferGeometry] and a default [page:MeshPhongMaterial].<br />
-		Lights are parsed accordingly.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/BabylonLoader.js examples/js/loaders/BabylonLoader.js]
-		</p>
-	</body>
-</html>

+ 0 - 2
docs/list.js

@@ -372,7 +372,6 @@ var list = {
 			},
 			},
 
 
 			"Loaders": {
 			"Loaders": {
-				"BabylonLoader": "examples/en/loaders/BabylonLoader",
 				"BasisTextureLoader": "examples/en/loaders/BasisTextureLoader",
 				"BasisTextureLoader": "examples/en/loaders/BasisTextureLoader",
 				"DRACOLoader": "examples/en/loaders/DRACOLoader",
 				"DRACOLoader": "examples/en/loaders/DRACOLoader",
 				"GLTFLoader": "examples/en/loaders/GLTFLoader",
 				"GLTFLoader": "examples/en/loaders/GLTFLoader",
@@ -816,7 +815,6 @@ var list = {
 			},
 			},
 
 
 			"加载器": {
 			"加载器": {
-				"BabylonLoader": "examples/zh/loaders/BabylonLoader",
 				"BasisTextureLoader": "examples/zh/loaders/BasisTextureLoader",
 				"BasisTextureLoader": "examples/zh/loaders/BasisTextureLoader",
 				"DRACOLoader": "examples/zh/loaders/DRACOLoader",
 				"DRACOLoader": "examples/zh/loaders/DRACOLoader",
 				"GLTFLoader": "examples/zh/loaders/GLTFLoader",
 				"GLTFLoader": "examples/zh/loaders/GLTFLoader",

+ 0 - 1
editor/index.html

@@ -25,7 +25,6 @@
 
 
 		<script src="../examples/js/loaders/AMFLoader.js"></script>
 		<script src="../examples/js/loaders/AMFLoader.js"></script>
 		<script src="../examples/js/loaders/AWDLoader.js"></script>
 		<script src="../examples/js/loaders/AWDLoader.js"></script>
-		<script src="../examples/js/loaders/BabylonLoader.js"></script>
 		<script src="../examples/js/loaders/ColladaLoader.js"></script>
 		<script src="../examples/js/loaders/ColladaLoader.js"></script>
 		<script src="../examples/js/loaders/DRACOLoader.js"></script>
 		<script src="../examples/js/loaders/DRACOLoader.js"></script>
 		<script src="../examples/js/loaders/FBXLoader.js"></script>
 		<script src="../examples/js/loaders/FBXLoader.js"></script>

+ 0 - 39
editor/js/Loader.js

@@ -101,45 +101,6 @@ var Loader = function ( editor ) {
 
 
 				break;
 				break;
 
 
-			case 'babylon':
-
-				reader.addEventListener( 'load', function ( event ) {
-
-					var contents = event.target.result;
-					var json = JSON.parse( contents );
-
-					var loader = new THREE.BabylonLoader();
-					var scene = loader.parse( json );
-
-					editor.execute( new SetSceneCommand( editor, scene ) );
-
-				}, false );
-				reader.readAsText( file );
-
-				break;
-
-			case 'babylonmeshdata':
-
-				reader.addEventListener( 'load', function ( event ) {
-
-					var contents = event.target.result;
-					var json = JSON.parse( contents );
-
-					var loader = new THREE.BabylonLoader();
-
-					var geometry = loader.parseGeometry( json );
-					var material = new THREE.MeshStandardMaterial();
-
-					var mesh = new THREE.Mesh( geometry, material );
-					mesh.name = filename;
-
-					editor.execute( new AddObjectCommand( editor, mesh ) );
-
-				}, false );
-				reader.readAsText( file );
-
-				break;
-
 			case 'dae':
 			case 'dae':
 
 
 				reader.addEventListener( 'load', function ( event ) {
 				reader.addEventListener( 'load', function ( event ) {

+ 0 - 1
editor/sw.js

@@ -16,7 +16,6 @@ const staticAssets = [
 
 
 	'../examples/js/loaders/AMFLoader.js',
 	'../examples/js/loaders/AMFLoader.js',
 	'../examples/js/loaders/AWDLoader.js',
 	'../examples/js/loaders/AWDLoader.js',
-	'../examples/js/loaders/BabylonLoader.js',
 	'../examples/js/loaders/ColladaLoader.js',
 	'../examples/js/loaders/ColladaLoader.js',
 	'../examples/js/loaders/DRACOLoader.js',
 	'../examples/js/loaders/DRACOLoader.js',
 	'../examples/js/loaders/FBXLoader.js',
 	'../examples/js/loaders/FBXLoader.js',

+ 0 - 1
examples/files.js

@@ -79,7 +79,6 @@ var files = {
 		"webgl_loader_assimp",
 		"webgl_loader_assimp",
 		"webgl_loader_assimp2json",
 		"webgl_loader_assimp2json",
 		"webgl_loader_awd",
 		"webgl_loader_awd",
-		"webgl_loader_babylon",
 		"webgl_loader_bvh",
 		"webgl_loader_bvh",
 		"webgl_loader_collada",
 		"webgl_loader_collada",
 		"webgl_loader_collada_kinematics",
 		"webgl_loader_collada_kinematics",

+ 0 - 248
examples/js/loaders/BabylonLoader.js

@@ -1,248 +0,0 @@
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author Mugen87 / https://github.com/Mugen87
- */
-
-THREE.BabylonLoader = function ( manager ) {
-
-	THREE.Loader.call( this, manager );
-
-};
-
-THREE.BabylonLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
-
-	constructor: THREE.BabylonLoader,
-
-	load: function ( url, onLoad, onProgress, onError ) {
-
-		var scope = this;
-
-		var loader = new THREE.FileLoader( scope.manager );
-		loader.setPath( scope.path );
-		loader.load( url, function ( text ) {
-
-			onLoad( scope.parse( JSON.parse( text ) ) );
-
-		}, onProgress, onError );
-
-	},
-
-	parse: function ( json ) {
-
-		function parseMaterials( json ) {
-
-			var materials = {};
-
-			for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
-
-				var data = json.materials[ i ];
-
-				var material = new THREE.MeshPhongMaterial();
-				material.name = data.name;
-				material.color.fromArray( data.diffuse );
-				material.emissive.fromArray( data.emissive );
-				material.specular.fromArray( data.specular );
-				material.shininess = data.specularPower;
-				material.opacity = data.alpha;
-
-				materials[ data.id ] = material;
-
-			}
-
-			if ( json.multiMaterials ) {
-
-				for ( var i = 0, l = json.multiMaterials.length; i < l; i ++ ) {
-
-					var data = json.multiMaterials[ i ];
-
-					console.warn( 'THREE.BabylonLoader: Multi materials not yet supported.' );
-
-					materials[ data.id ] = new THREE.MeshPhongMaterial();
-
-				}
-
-			}
-
-			return materials;
-
-		}
-
-		function parseGeometry( json ) {
-
-			var geometry = new THREE.BufferGeometry();
-
-			var indices = json.indices;
-			var positions = json.positions;
-			var normals = json.normals;
-			var uvs = json.uvs;
-
-			// indices
-
-			geometry.setIndex( indices );
-
-			// positions
-
-			for ( var j = 2, jl = positions.length; j < jl; j += 3 ) {
-
-				positions[ j ] = - positions[ j ];
-
-			}
-
-			geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
-
-			// normals
-
-			if ( normals ) {
-
-				for ( var j = 2, jl = normals.length; j < jl; j += 3 ) {
-
-					normals[ j ] = - normals[ j ];
-
-				}
-
-				geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
-
-			}
-
-			// uvs
-
-			if ( uvs ) {
-
-				geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
-
-			}
-
-			// offsets
-
-			var subMeshes = json.subMeshes;
-
-			if ( subMeshes ) {
-
-				for ( var j = 0, jl = subMeshes.length; j < jl; j ++ ) {
-
-					var subMesh = subMeshes[ j ];
-
-					geometry.addGroup( subMesh.indexStart, subMesh.indexCount );
-
-				}
-
-			}
-
-			return geometry;
-
-		}
-
-		function parseObjects( json, materials ) {
-
-			var objects = {};
-			var scene = new THREE.Scene();
-
-			var cameras = json.cameras;
-
-			for ( var i = 0, l = cameras.length; i < l; i ++ ) {
-
-				var data = cameras[ i ];
-
-				var camera = new THREE.PerspectiveCamera( ( data.fov / Math.PI ) * 180, 1.33, data.minZ, data.maxZ );
-
-				camera.name = data.name;
-				camera.position.fromArray( data.position );
-				if ( data.rotation ) camera.rotation.fromArray( data.rotation );
-
-				objects[ data.id ] = camera;
-
-			}
-
-			var lights = json.lights;
-
-			for ( var i = 0, l = lights.length; i < l; i ++ ) {
-
-				var data = lights[ i ];
-
-				var light;
-
-				switch ( data.type ) {
-
-					case 0:
-						light = new THREE.PointLight();
-						break;
-
-					case 1:
-						light = new THREE.DirectionalLight();
-						break;
-
-					case 2:
-						light = new THREE.SpotLight();
-						break;
-
-					case 3:
-						light = new THREE.HemisphereLight();
-						break;
-
-				}
-
-				light.name = data.name;
-				if ( data.position ) light.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
-				light.color.fromArray( data.diffuse );
-				if ( data.groundColor ) light.groundColor.fromArray( data.groundColor );
-				if ( data.intensity ) light.intensity = data.intensity;
-
-				objects[ data.id ] = light;
-
-				scene.add( light );
-
-			}
-
-			var meshes = json.meshes;
-
-			for ( var i = 0, l = meshes.length; i < l; i ++ ) {
-
-				var data = meshes[ i ];
-
-				var object;
-
-				if ( data.indices ) {
-
-					var geometry = parseGeometry( data );
-
-					object = new THREE.Mesh( geometry, materials[ data.materialId ] );
-
-				} else {
-
-					object = new THREE.Group();
-
-				}
-
-				object.name = data.name;
-				object.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
-				object.rotation.fromArray( data.rotation );
-				if ( data.rotationQuaternion ) object.quaternion.fromArray( data.rotationQuaternion );
-				object.scale.fromArray( data.scaling );
-				// object.visible = data.isVisible;
-
-				if ( data.parentId ) {
-
-					objects[ data.parentId ].add( object );
-
-				} else {
-
-					scene.add( object );
-
-				}
-
-				objects[ data.id ] = object;
-
-			}
-
-			return scene;
-
-		}
-
-		var materials = parseMaterials( json );
-		var scene = parseObjects( json, materials );
-
-		return scene;
-
-	}
-
-} );

+ 0 - 12
examples/jsm/loaders/BabylonLoader.d.ts

@@ -1,12 +0,0 @@
-import {
-  Loader,
-  LoadingManager,
-  Scene
-} from '../../../src/Three';
-
-export class BabylonLoader extends Loader {
-  constructor(manager?: LoadingManager);
-
-  load(url: string, onLoad: (scene: Scene) => void, onProgress?: (event: ProgressEvent) => void, onError?: (event: ErrorEvent) => void): void;
-  parse(json: object): Scene;
-}

+ 0 - 266
examples/jsm/loaders/BabylonLoader.js

@@ -1,266 +0,0 @@
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author Mugen87 / https://github.com/Mugen87
- */
-
-import {
-	BufferGeometry,
-	DirectionalLight,
-	FileLoader,
-	Float32BufferAttribute,
-	Group,
-	HemisphereLight,
-	Loader,
-	Mesh,
-	MeshPhongMaterial,
-	PerspectiveCamera,
-	PointLight,
-	Scene,
-	SpotLight
-} from "../../../build/three.module.js";
-
-var BabylonLoader = function ( manager ) {
-
-	Loader.call( this, manager );
-
-};
-
-BabylonLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
-
-	constructor: BabylonLoader,
-
-	load: function ( url, onLoad, onProgress, onError ) {
-
-		var scope = this;
-
-		var loader = new FileLoader( scope.manager );
-		loader.setPath( scope.path );
-		loader.load( url, function ( text ) {
-
-			onLoad( scope.parse( JSON.parse( text ) ) );
-
-		}, onProgress, onError );
-
-	},
-
-	parse: function ( json ) {
-
-		function parseMaterials( json ) {
-
-			var materials = {};
-
-			for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
-
-				var data = json.materials[ i ];
-
-				var material = new MeshPhongMaterial();
-				material.name = data.name;
-				material.color.fromArray( data.diffuse );
-				material.emissive.fromArray( data.emissive );
-				material.specular.fromArray( data.specular );
-				material.shininess = data.specularPower;
-				material.opacity = data.alpha;
-
-				materials[ data.id ] = material;
-
-			}
-
-			if ( json.multiMaterials ) {
-
-				for ( var i = 0, l = json.multiMaterials.length; i < l; i ++ ) {
-
-					var data = json.multiMaterials[ i ];
-
-					console.warn( 'THREE.BabylonLoader: Multi materials not yet supported.' );
-
-					materials[ data.id ] = new MeshPhongMaterial();
-
-				}
-
-			}
-
-			return materials;
-
-		}
-
-		function parseGeometry( json ) {
-
-			var geometry = new BufferGeometry();
-
-			var indices = json.indices;
-			var positions = json.positions;
-			var normals = json.normals;
-			var uvs = json.uvs;
-
-			// indices
-
-			geometry.setIndex( indices );
-
-			// positions
-
-			for ( var j = 2, jl = positions.length; j < jl; j += 3 ) {
-
-				positions[ j ] = - positions[ j ];
-
-			}
-
-			geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
-
-			// normals
-
-			if ( normals ) {
-
-				for ( var j = 2, jl = normals.length; j < jl; j += 3 ) {
-
-					normals[ j ] = - normals[ j ];
-
-				}
-
-				geometry.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
-
-			}
-
-			// uvs
-
-			if ( uvs ) {
-
-				geometry.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
-
-			}
-
-			// offsets
-
-			var subMeshes = json.subMeshes;
-
-			if ( subMeshes ) {
-
-				for ( var j = 0, jl = subMeshes.length; j < jl; j ++ ) {
-
-					var subMesh = subMeshes[ j ];
-
-					geometry.addGroup( subMesh.indexStart, subMesh.indexCount );
-
-				}
-
-			}
-
-			return geometry;
-
-		}
-
-		function parseObjects( json, materials ) {
-
-			var objects = {};
-			var scene = new Scene();
-
-			var cameras = json.cameras;
-
-			for ( var i = 0, l = cameras.length; i < l; i ++ ) {
-
-				var data = cameras[ i ];
-
-				var camera = new PerspectiveCamera( ( data.fov / Math.PI ) * 180, 1.33, data.minZ, data.maxZ );
-
-				camera.name = data.name;
-				camera.position.fromArray( data.position );
-				if ( data.rotation ) camera.rotation.fromArray( data.rotation );
-
-				objects[ data.id ] = camera;
-
-			}
-
-			var lights = json.lights;
-
-			for ( var i = 0, l = lights.length; i < l; i ++ ) {
-
-				var data = lights[ i ];
-
-				var light;
-
-				switch ( data.type ) {
-
-					case 0:
-						light = new PointLight();
-						break;
-
-					case 1:
-						light = new DirectionalLight();
-						break;
-
-					case 2:
-						light = new SpotLight();
-						break;
-
-					case 3:
-						light = new HemisphereLight();
-						break;
-
-				}
-
-				light.name = data.name;
-				if ( data.position ) light.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
-				light.color.fromArray( data.diffuse );
-				if ( data.groundColor ) light.groundColor.fromArray( data.groundColor );
-				if ( data.intensity ) light.intensity = data.intensity;
-
-				objects[ data.id ] = light;
-
-				scene.add( light );
-
-			}
-
-			var meshes = json.meshes;
-
-			for ( var i = 0, l = meshes.length; i < l; i ++ ) {
-
-				var data = meshes[ i ];
-
-				var object;
-
-				if ( data.indices ) {
-
-					var geometry = parseGeometry( data );
-
-					object = new Mesh( geometry, materials[ data.materialId ] );
-
-				} else {
-
-					object = new Group();
-
-				}
-
-				object.name = data.name;
-				object.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
-				object.rotation.fromArray( data.rotation );
-				if ( data.rotationQuaternion ) object.quaternion.fromArray( data.rotationQuaternion );
-				object.scale.fromArray( data.scaling );
-				// object.visible = data.isVisible;
-
-				if ( data.parentId ) {
-
-					objects[ data.parentId ].add( object );
-
-				} else {
-
-					scene.add( object );
-
-				}
-
-				objects[ data.id ] = object;
-
-			}
-
-			return scene;
-
-		}
-
-		var materials = parseMaterials( json );
-		var scene = parseObjects( json, materials );
-
-		return scene;
-
-	}
-
-} );
-
-export { BabylonLoader };

Файлын зөрүү хэтэрхий том тул дарагдсан байна
+ 0 - 0
examples/models/babylon/skull.babylon


+ 0 - 124
examples/webgl_loader_babylon.html

@@ -1,124 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<title>three.js webgl - loaders - Babylon loader</title>
-		<meta charset="utf-8">
-		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
-		<link type="text/css" rel="stylesheet" href="main.css">
-	</head>
-	<body>
-		<div id="info">
-		<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Babylon loader
-		</div>
-
-		<script type="module">
-
-			import * as THREE from '../build/three.module.js';
-
-			import { TrackballControls } from './jsm/controls/TrackballControls.js';
-			import { BabylonLoader } from './jsm/loaders/BabylonLoader.js';
-
-			var camera, controls, scene, renderer;
-
-			init();
-
-			function init() {
-
-				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
-				camera.position.z = 100;
-
-				// scene
-
-				scene = new THREE.Scene();
-
-				// texture
-
-				var manager = new THREE.LoadingManager();
-				manager.onProgress = function ( item, loaded, total ) {
-
-					console.log( item, loaded, total );
-
-				};
-
-				var onProgress = function ( xhr ) {
-
-					if ( xhr.lengthComputable ) {
-
-						var percentComplete = xhr.loaded / xhr.total * 100;
-						console.log( Math.round( percentComplete, 2 ) + '% downloaded' );
-
-					}
-
-				};
-
-				// model
-
-				var loader = new BabylonLoader( manager );
-				loader.load( 'models/babylon/skull.babylon', function ( babylonScene ) {
-
-					babylonScene.traverse( function ( object ) {
-
-						if ( object.isMesh ) {
-
-							object.material = new THREE.MeshPhongMaterial( {
-								color: Math.random() * 0xffffff
-							} );
-
-						}
-
-					} );
-
-					scene = babylonScene;
-
-					animate();
-
-				}, onProgress, null );
-
-				//
-
-				renderer = new THREE.WebGLRenderer();
-				renderer.setPixelRatio( window.devicePixelRatio );
-				renderer.setSize( window.innerWidth, window.innerHeight );
-				document.body.appendChild( renderer.domElement );
-
-				//
-
-				controls = new TrackballControls( camera, renderer.domElement );
-
-				//
-
-				window.addEventListener( 'resize', onWindowResize, false );
-
-			}
-
-			function onWindowResize() {
-
-				camera.aspect = window.innerWidth / window.innerHeight;
-				camera.updateProjectionMatrix();
-
-				renderer.setSize( window.innerWidth, window.innerHeight );
-
-				controls.handleResize();
-
-			}
-
-			//
-
-			function animate() {
-
-				requestAnimationFrame( animate );
-				render();
-
-			}
-
-			function render() {
-
-				controls.update();
-				renderer.render( scene, camera );
-
-			}
-
-		</script>
-
-	</body>
-</html>

Энэ ялгаанд хэт олон файл өөрчлөгдсөн тул зарим файлыг харуулаагүй болно