"use strict"; var BABYLON = BABYLON || {}; (function () { var loadCubeTexture = function (rootUrl, parsedTexture, scene) { var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene); texture.name = parsedTexture.name; texture.hasAlpha = parsedTexture.hasAlpha; texture.level = parsedTexture.level; texture.coordinatesMode = parsedTexture.coordinatesMode; return texture; }; var loadTexture = function (rootUrl, parsedTexture, scene) { if (!parsedTexture.name && !parsedTexture.isRenderTarget) { return null; } if (parsedTexture.isCube) { return loadCubeTexture(rootUrl, parsedTexture, scene); } var texture; if (parsedTexture.mirrorPlane) { texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene); texture._waitingRenderList = parsedTexture.renderList; texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane); } else if (parsedTexture.isRenderTarget) { texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene); texture._waitingRenderList = parsedTexture.renderList; } else { texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene); } texture.name = parsedTexture.name; texture.hasAlpha = parsedTexture.hasAlpha; texture.level = parsedTexture.level; texture.coordinatesIndex = parsedTexture.coordinatesIndex; texture.coordinatesMode = parsedTexture.coordinatesMode; texture.uOffset = parsedTexture.uOffset; texture.vOffset = parsedTexture.vOffset; texture.uScale = parsedTexture.uScale; texture.vScale = parsedTexture.vScale; texture.uAng = parsedTexture.uAng; texture.vAng = parsedTexture.vAng; texture.wAng = parsedTexture.wAng; texture.wrapU = parsedTexture.wrapU; texture.wrapV = parsedTexture.wrapV; // Animations if (parsedTexture.animations) { for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) { var parsedAnimation = parsedTexture.animations[animationIndex]; texture.animations.push(parseAnimation(parsedAnimation)); } } return texture; }; var parseSkeleton = function (parsedSkeleton, scene) { var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene); for (var index = 0; index < parsedSkeleton.bones.length; index++) { var parsedBone = parsedSkeleton.bones[index]; var parentBone = null; if (parsedBone.parentBoneIndex > -1) { parentBone = skeleton.bones[parsedBone.parentBoneIndex]; } var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix)); if (parsedBone.animation) { bone.animations.push(parseAnimation(parsedBone.animation)); } } return skeleton; }; var parseMaterial = function (parsedMaterial, scene, rootUrl) { var material; material = new BABYLON.StandardMaterial(parsedMaterial.name, scene); material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient); material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse); material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular); material.specularPower = parsedMaterial.specularPower; material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive); material.alpha = parsedMaterial.alpha; material.id = parsedMaterial.id; material.backFaceCulling = parsedMaterial.backFaceCulling; if (parsedMaterial.diffuseTexture) { material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene); } if (parsedMaterial.ambientTexture) { material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene); } if (parsedMaterial.opacityTexture) { material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene); } if (parsedMaterial.reflectionTexture) { material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene); } if (parsedMaterial.emissiveTexture) { material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene); } if (parsedMaterial.specularTexture) { material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene); } if (parsedMaterial.bumpTexture) { material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene); } return material; }; var parseMaterialById = function (id, parsedData, scene, rootUrl) { for (var index = 0; index < parsedData.materials.length; index++) { var parsedMaterial = parsedData.materials[index]; if (parsedMaterial.id === id) { return parseMaterial(parsedMaterial, scene, rootUrl); } } return null; }; var parseMultiMaterial = function (parsedMultiMaterial, scene) { var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene); multiMaterial.id = parsedMultiMaterial.id; for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) { var subMatId = parsedMultiMaterial.materials[matIndex]; if (subMatId) { multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId)); } else { multiMaterial.subMaterials.push(null); } } return multiMaterial; }; var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) { var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId); var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene); lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit; for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) { var parsedFlare = parsedLensFlareSystem.flares[index]; var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem); } return lensFlareSystem; }; var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) { var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId); var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene); if (parsedParticleSystem.textureName) { particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene); } particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed; particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed; particleSystem.minSize = parsedParticleSystem.minSize; particleSystem.maxSize = parsedParticleSystem.maxSize; particleSystem.minLifeTime = parsedParticleSystem.minLifeTime; particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime; particleSystem.emitter = emitter; particleSystem.emitRate = parsedParticleSystem.emitRate; particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox); particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox); particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity); particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1); particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2); particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1); particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2); particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead); particleSystem.updateSpeed = parsedParticleSystem.updateSpeed; particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame; particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask); particleSystem.blendMode = parsedParticleSystem.blendMode; particleSystem.start(); return particleSystem; }; var parseShadowGenerator = function (parsedShadowGenerator, scene) { var light = scene.getLightByID(parsedShadowGenerator.lightId); var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light); for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) { var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]); shadowGenerator.getShadowMap().renderList.push(mesh); } shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap; return shadowGenerator; }; var parseAnimation = function (parsedAnimation) { var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior); var dataType = parsedAnimation.dataType; var keys = []; for (var index = 0; index < parsedAnimation.keys.length; index++) { var key = parsedAnimation.keys[index]; var data; switch (dataType) { case BABYLON.Animation.ANIMATIONTYPE_FLOAT: data = key.values[0]; break; case BABYLON.Animation.ANIMATIONTYPE_QUATERNION: data = BABYLON.Quaternion.FromArray(key.values); break; case BABYLON.Animation.ANIMATIONTYPE_MATRIX: data = BABYLON.Matrix.FromArray(key.values); break; case BABYLON.Animation.ANIMATIONTYPE_VECTOR3: default: data = BABYLON.Vector3.FromArray(key.values); break; } keys.push({ frame: key.frame, value: data }); } animation.setKeys(keys); return animation; }; var parseLight = function (parsedLight, scene) { var light; switch (parsedLight.type) { case 0: light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene); break; case 1: light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene); light.position = BABYLON.Vector3.FromArray(parsedLight.position); break; case 2: light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene); break; case 3: light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene); light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor); break; } light.id = parsedLight.id; if (parsedLight.intensity) { light.intensity = parsedLight.intensity; } light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse); light.specular = BABYLON.Color3.FromArray(parsedLight.specular); }; var parseCamera = function (parsedCamera, scene) { var camera = new BABYLON.FreeCamera(parsedCamera.name, BABYLON.Vector3.FromArray(parsedCamera.position), scene); camera.id = parsedCamera.id; // Parent if (parsedCamera.parentId) { camera._waitingParentId = parsedCamera.parentId; } // Target if (parsedCamera.target) { camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target)); } else { camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation); } // Locked target if (parsedCamera.lockedTargetId) { camera._waitingLockedTargetId = parsedCamera.lockedTargetId; } camera.fov = parsedCamera.fov; camera.minZ = parsedCamera.minZ; camera.maxZ = parsedCamera.maxZ; camera.speed = parsedCamera.speed; camera.inertia = parsedCamera.inertia; camera.checkCollisions = parsedCamera.checkCollisions; camera.applyGravity = parsedCamera.applyGravity; if (parsedCamera.ellipsoid) { camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid); } // Animations if (parsedCamera.animations) { for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) { var parsedAnimation = parsedCamera.animations[animationIndex]; camera.animations.push(parseAnimation(parsedAnimation)); } } if (parsedCamera.autoAnimate) { scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0); } return camera; }; var parseMesh = function (parsedMesh, scene, rootUrl) { var mesh = new BABYLON.Mesh(parsedMesh.name, scene); mesh.id = parsedMesh.id; mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position); if (parsedMesh.rotation) { mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation); } else if (parsedMesh.rotationQuaternion) { mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion); } mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling); if (parsedMesh.localMatrix) { mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix)); } mesh.setEnabled(parsedMesh.isEnabled); mesh.isVisible = parsedMesh.isVisible; mesh.infiniteDistance = parsedMesh.infiniteDistance; mesh.receiveShadows = parsedMesh.receiveShadows; mesh.billboardMode = parsedMesh.billboardMode; if (parsedMesh.visibility !== undefined) { mesh.visibility = parsedMesh.visibility; } mesh.checkCollisions = parsedMesh.checkCollisions; // Parent if (parsedMesh.parentId) { mesh.parent = scene.getLastEntryByID(parsedMesh.parentId); } // Geometry if (parsedMesh.delayLoadingFile) { mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED; mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile; mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum)); mesh._delayInfo = []; if (parsedMesh.hasUVs) { mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind); } if (parsedMesh.hasUVs2) { mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind); } if (parsedMesh.hasColors) { mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind); } if (parsedMesh.hasMatricesIndices) { mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind); } if (parsedMesh.hasMatricesWeights) { mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind); } } else { BABYLON.SceneLoader._ImportGeometry(parsedMesh, mesh); } // Material if (parsedMesh.materialId) { mesh.setMaterialByID(parsedMesh.materialId); } else { mesh.material = null; } // Skeleton if (parsedMesh.skeletonId > -1) { mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId); } // Physics if (parsedMesh.physicsImpostor) { if (!scene.isPhysicsEnabled()) { scene.enablePhysics(); } switch (parsedMesh.physicsImpostor) { case 1: // BOX mesh.setPhysicsState({ impostor: BABYLON.PhysicsEngine.BoxImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution }); break; case 2: // SPHERE mesh.setPhysicsState({ impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution }); break; } } // Animations if (parsedMesh.animations) { for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) { var parsedAnimation = parsedMesh.animations[animationIndex]; mesh.animations.push(parseAnimation(parsedAnimation)); } } if (parsedMesh.autoAnimate) { scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0); } return mesh; }; var isDescendantOf = function (mesh, name, hierarchyIds) { if (mesh.name === name) { hierarchyIds.push(mesh.id); return true; } if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) { hierarchyIds.push(mesh.id); return true; } return false; }; BABYLON.SceneLoader = { _ImportGeometry: function (parsedGeometry, mesh) { // Geometry if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) { mesh.setVerticesData(parsedGeometry.positions, BABYLON.VertexBuffer.PositionKind, false); mesh.setVerticesData(parsedGeometry.normals, BABYLON.VertexBuffer.NormalKind, false); if (parsedGeometry.uvs) { mesh.setVerticesData(parsedGeometry.uvs, BABYLON.VertexBuffer.UVKind, false); } if (parsedGeometry.uvs2) { mesh.setVerticesData(parsedGeometry.uvs2, BABYLON.VertexBuffer.UV2Kind, false); } if (parsedGeometry.colors) { mesh.setVerticesData(parsedGeometry.colors, BABYLON.VertexBuffer.ColorKind, false); } if (parsedGeometry.matricesIndices) { var floatIndices = []; for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) { var matricesIndex = parsedGeometry.matricesIndices[i]; floatIndices.push(matricesIndex & 0x000000FF); floatIndices.push((matricesIndex & 0x0000FF00) >> 8); floatIndices.push((matricesIndex & 0x00FF0000) >> 16); floatIndices.push(matricesIndex >> 24); } mesh.setVerticesData(floatIndices, BABYLON.VertexBuffer.MatricesIndicesKind, false); } if (parsedGeometry.matricesWeights) { mesh.setVerticesData(parsedGeometry.matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind, false); } mesh.setIndices(parsedGeometry.indices); } // SubMeshes if (parsedGeometry.subMeshes) { mesh.subMeshes = []; for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) { var parsedSubMesh = parsedGeometry.subMeshes[subIndex]; var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh); } } // Update mesh.computeWorldMatrix(true); var scene = mesh.getScene(); if (scene._selectionOctree) { scene._selectionOctree.addMesh(mesh); } }, ImportMesh: function (meshName, rootUrl, sceneFilename, scene, then, progressCallBack) { // Checking if a manifest file has been set for this scene and if offline mode has been requested var database = new BABYLON.Database(rootUrl + sceneFilename); scene.database = database; BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) { var parsedData = JSON.parse(data); // Meshes var meshes = []; var particleSystems = []; var skeletons = []; var loadedSkeletonsIds = []; var loadedMaterialsIds = []; var hierarchyIds = []; for (var index = 0; index < parsedData.meshes.length; index++) { var parsedMesh = parsedData.meshes[index]; if (!meshName || isDescendantOf(parsedMesh, meshName, hierarchyIds)) { // Material ? if (parsedMesh.materialId) { var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1); if (!materialFound) { for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) { var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex]; if (parsedMultiMaterial.id == parsedMesh.materialId) { for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) { var subMatId = parsedMultiMaterial.materials[matIndex]; loadedMaterialsIds.push(subMatId); parseMaterialById(subMatId, parsedData, scene, rootUrl); } loadedMaterialsIds.push(parsedMultiMaterial.id); parseMultiMaterial(parsedMultiMaterial, scene); materialFound = true; break; } } } if (!materialFound) { loadedMaterialsIds.push(parsedMesh.materialId); parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl); } } // Skeleton ? if (parsedMesh.skeletonId > -1 && scene.skeletons) { var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1); if (!skeletonAlreadyLoaded) { for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) { var parsedSkeleton = parsedData.skeletons[skeletonIndex]; if (parsedSkeleton.id === parsedMesh.skeletonId) { skeletons.push(parseSkeleton(parsedSkeleton, scene)); loadedSkeletonsIds.push(parsedSkeleton.id); } } } } var mesh = parseMesh(parsedMesh, scene, rootUrl); meshes.push(mesh); } } // Particles if (parsedData.particleSystems) { for (var index = 0; index < parsedData.particleSystems.length; index++) { var parsedParticleSystem = parsedData.particleSystems[index]; if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) { particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl)); } } } if (then) { then(meshes, particleSystems, skeletons); } }, progressCallBack, database); }, Load: function (rootUrl, sceneFilename, engine, then, progressCallBack) { function loadSceneFromData(data) { var parsedData = JSON.parse(data); var scene = new BABYLON.Scene(engine); scene.database = database; // Scene scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading; scene.autoClear = parsedData.autoClear; scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor); scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor); scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity); // Fog if (parsedData.fogMode && parsedData.fogMode !== 0) { scene.fogMode = parsedData.fogMode; scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor); scene.fogStart = parsedData.fogStart; scene.fogEnd = parsedData.fogEnd; scene.fogDensity = parsedData.fogDensity; } // Lights for (var index = 0; index < parsedData.lights.length; index++) { var parsedLight = parsedData.lights[index]; parseLight(parsedLight, scene); } // Cameras for (var index = 0; index < parsedData.cameras.length; index++) { var parsedCamera = parsedData.cameras[index]; parseCamera(parsedCamera, scene); } if (parsedData.activeCameraID) { scene.activeCameraByID(parsedData.activeCameraID); } // Materials if (parsedData.materials) { for (var index = 0; index < parsedData.materials.length; index++) { var parsedMaterial = parsedData.materials[index]; parseMaterial(parsedMaterial, scene, rootUrl); } } if (parsedData.multiMaterials) { for (var index = 0; index < parsedData.multiMaterials.length; index++) { var parsedMultiMaterial = parsedData.multiMaterials[index]; parseMultiMaterial(parsedMultiMaterial, scene); } } // Skeletons if (parsedData.skeletons) { for (var index = 0; index < parsedData.skeletons.length; index++) { var parsedSkeleton = parsedData.skeletons[index]; parseSkeleton(parsedSkeleton, scene); } } // Meshes for (var index = 0; index < parsedData.meshes.length; index++) { var parsedMesh = parsedData.meshes[index]; parseMesh(parsedMesh, scene, rootUrl); } // Connecting cameras parents and locked target for (var index = 0; index < scene.cameras.length; index++) { var camera = scene.cameras[index]; if (camera._waitingParentId) { camera.parent = scene.getLastEntryByID(camera._waitingParentId); delete camera._waitingParentId; } if (camera._waitingLockedTargetId) { camera.lockedTarget = scene.getLastEntryByID(camera._waitingLockedTargetId); delete camera._waitingLockedTargetId; } } // Particles Systems if (parsedData.particleSystems) { for (var index = 0; index < parsedData.particleSystems.length; index++) { var parsedParticleSystem = parsedData.particleSystems[index]; parseParticleSystem(parsedParticleSystem, scene, rootUrl); } } // Lens flares if (parsedData.lensFlareSystems) { for (var index = 0; index < parsedData.lensFlareSystems.length; index++) { var parsedLensFlareSystem = parsedData.lensFlareSystems[index]; parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl); } } // Shadows if (parsedData.shadowGenerators) { for (var index = 0; index < parsedData.shadowGenerators.length; index++) { var parsedShadowGenerator = parsedData.shadowGenerators[index]; parseShadowGenerator(parsedShadowGenerator, scene); } } // Finish if (then) { then(scene); } }; if (rootUrl.indexOf("file:") === -1) { // Checking if a manifest file has been set for this scene and if offline mode has been requested var database = new BABYLON.Database(rootUrl + sceneFilename); BABYLON.Tools.LoadFile(rootUrl + sceneFilename, loadSceneFromData, progressCallBack, database); } // Loading file from disk via input file or drag'n'drop else { BABYLON.Tools.ReadFile(sceneFilename, loadSceneFromData, progressCallBack); } } }; })();