本文整理汇总了TypeScript中babylonjs.Tools.Error方法的典型用法代码示例。如果您正苦于以下问题:TypeScript Tools.Error方法的具体用法?TypeScript Tools.Error怎么用?TypeScript Tools.Error使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类babylonjs.Tools
的用法示例。
在下文中一共展示了Tools.Error方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的TypeScript代码示例。
示例1: load
public load() {
if (this.loader) {
Tools.Error("Model was already loaded or in the process of loading.");
} else {
this._initLoad();
}
}
示例2: _initLoad
private _initLoad() {
if (!this._modelConfiguration || !this._modelConfiguration.url) {
return Tools.Error("No model URL to load.");
}
let parts = this._modelConfiguration.url.split('/');
let filename = parts.pop() || this._modelConfiguration.url;
let base = parts.length ? parts.join('/') + '/' : './';
let plugin = this._modelConfiguration.loader;
//temp solution for animation group handling
let animationsArray = this._scene.animationGroups.slice();
this.loader = SceneLoader.ImportMesh(undefined, base, filename, this._scene, (meshes, particleSystems, skeletons) => {
meshes.forEach(mesh => {
Tags.AddTagsTo(mesh, "viewerMesh");
});
this.meshes = meshes;
this.particleSystems = particleSystems;
this.skeletons = skeletons;
// check if this is a gltf loader and load the animations
if (this.loader.name === 'gltf') {
this._scene.animationGroups.forEach(ag => {
// add animations that didn't exist before
if (animationsArray.indexOf(ag) === -1) {
this._animations.push(new GroupModelAnimation(ag));
}
})
} else {
skeletons.forEach((skeleton, idx) => {
let ag = new BABYLON.AnimationGroup("animation-" + idx, this._scene);
skeleton.getAnimatables().forEach(a => {
if (a.animations[0]) {
ag.addTargetedAnimation(a.animations[0], a);
}
});
this._animations.push(new GroupModelAnimation(ag));
});
}
if (this._modelConfiguration.animation) {
if (this._modelConfiguration.animation.playOnce) {
this._animations.forEach(a => {
a.playMode = AnimationPlayMode.ONCE;
});
}
if (this._modelConfiguration.animation.autoStart && this._animations.length) {
let animationName = this._modelConfiguration.animation.autoStart === true ?
this._animations[0].name : this._modelConfiguration.animation.autoStart;
this.playAnimation(animationName);
}
}
this.onLoadedObservable.notifyObserversWithPromise(this);
}, (progressEvent) => {
this.onLoadProgressObservable.notifyObserversWithPromise(progressEvent);
}, (e, m, exception) => {
this.onLoadErrorObservable.notifyObserversWithPromise({ message: m, exception: exception });
}, plugin)!;
this.loader['animationStartMode'] = 0;
}