Phaser API Documentation

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obj(key, [objURL], [matURL], [flipUV], [xhrSettings])

Description:

Adds a Wavefront OBJ file, or array of OBJ files, to the current load queue.

Note: You should ensure your 3D package has triangulated the OBJ file prior to export.

You can call this method from within your Scene's preload, along with any other files you wish to load:

function preload ()
{
    this.load.obj('ufo', 'files/spaceship.obj');
}

You can optionally also load a Wavefront Material file as well, by providing the 3rd parameter:

function preload ()
{
    this.load.obj('ufo', 'files/spaceship.obj', 'files/spaceship.mtl');
}

If given, the material will be parsed and stored along with the obj data in the cache.

The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts, or if it's already running, when the next free load slot becomes available. This happens automatically if you are calling this from within the Scene's preload method, or a related callback. Because the file is queued it means you cannot use the file immediately after calling this method, but must wait for the file to complete. The typical flow for a Phaser Scene is that you load assets in the Scene's preload method and then when the Scene's create method is called you are guaranteed that all of those assets are ready for use and have been loaded.

The key must be a unique String. It is used to add the file to the global OBJ Cache upon a successful load. The key should be unique both in terms of files being loaded and files already present in the OBJ Cache. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the OBJ Cache first, before loading a new one.

Instead of passing arguments you can pass a configuration object, such as:

this.load.obj({
    key: 'ufo',
    url: 'files/spaceship.obj',
    matURL: 'files/spaceship.mtl',
    flipUV: true
});

See the documentation for Phaser.Types.Loader.FileTypes.OBJFileConfig for more details.

Once the file has finished loading you can access it from its Cache using its key:

this.load.obj('ufo', 'files/spaceship.obj');
// and later in your game ...
var data = this.cache.obj.get('ufo');

If you have specified a prefix in the loader, via Loader.setPrefix then this value will be prepended to this files key. For example, if the prefix was LEVEL1. and the key was Story the final key will be LEVEL1.Story and this is what you would use to retrieve the obj from the OBJ Cache.

The URL can be relative or absolute. If the URL is relative the Loader.baseURL and Loader.path values will be prepended to it.

If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "story" and no URL is given then the Loader will set the URL to be "story.obj". It will always add .obj as the extension, although this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.

Note: The ability to load this type of file will only be available if the OBJ File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.

Parameters:

name type arguments description
key string | Phaser.Types.Loader.FileTypes.OBJFileConfig | Array.<Phaser.Types.Loader.FileTypes.OBJFileConfig>

The key to use for this file, or a file configuration object, or array of them.

objURL string <optional>

The absolute or relative URL to load the obj file from. If undefined or null it will be set to <key>.obj, i.e. if key was "alien" then the URL will be "alien.obj".

matURL string <optional>

Optional absolute or relative URL to load the obj material file from.

flipUV boolean <optional>

Flip the UV coordinates stored in the model data?

xhrSettings Phaser.Types.Loader.XHRSettingsObject <optional>

An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

Returns:
Description:

The Loader instance.

Since: 3.50.0