babylon.babylonFileLoader.ts 21 KB

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  1. module BABYLON.Internals {
  2. var parseMaterialById = (id, parsedData, scene, rootUrl) => {
  3. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  4. var parsedMaterial = parsedData.materials[index];
  5. if (parsedMaterial.id === id) {
  6. return Material.Parse(parsedMaterial, scene, rootUrl);
  7. }
  8. }
  9. return null;
  10. };
  11. var isDescendantOf = (mesh, names, hierarchyIds) => {
  12. names = (names instanceof Array) ? names : [names];
  13. for (var i in names) {
  14. if (mesh.name === names[i]) {
  15. hierarchyIds.push(mesh.id);
  16. return true;
  17. }
  18. }
  19. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  20. hierarchyIds.push(mesh.id);
  21. return true;
  22. }
  23. return false;
  24. };
  25. SceneLoader.RegisterPlugin({
  26. extensions: ".babylon",
  27. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]): boolean => {
  28. var parsedData = JSON.parse(data);
  29. var loadedSkeletonsIds = [];
  30. var loadedMaterialsIds = [];
  31. var hierarchyIds = [];
  32. var index: number;
  33. var cache: number;
  34. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  35. var parsedMesh = parsedData.meshes[index];
  36. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  37. if (meshesNames instanceof Array) {
  38. // Remove found mesh name from list.
  39. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  40. }
  41. //Geometry?
  42. if (parsedMesh.geometryId) {
  43. //does the file contain geometries?
  44. if (parsedData.geometries) {
  45. //find the correct geometry and add it to the scene
  46. var found: boolean = false;
  47. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach((geometryType: string) => {
  48. if (found || !parsedData.geometries[geometryType] || !(parsedData.geometries[geometryType] instanceof Array)) {
  49. return;
  50. } else {
  51. parsedData.geometries[geometryType].forEach((parsedGeometryData) => {
  52. if (parsedGeometryData.id === parsedMesh.geometryId) {
  53. switch (geometryType) {
  54. case "boxes":
  55. Geometry.Primitives.Box.Parse(parsedGeometryData, scene);
  56. break;
  57. case "spheres":
  58. Geometry.Primitives.Sphere.Parse(parsedGeometryData, scene);
  59. break;
  60. case "cylinders":
  61. Geometry.Primitives.Cylinder.Parse(parsedGeometryData, scene);
  62. break;
  63. case "toruses":
  64. Geometry.Primitives.Torus.Parse(parsedGeometryData, scene);
  65. break;
  66. case "grounds":
  67. Geometry.Primitives.Ground.Parse(parsedGeometryData, scene);
  68. break;
  69. case "planes":
  70. Geometry.Primitives.Plane.Parse(parsedGeometryData, scene);
  71. break;
  72. case "torusKnots":
  73. Geometry.Primitives.TorusKnot.Parse(parsedGeometryData, scene);
  74. break;
  75. case "vertexData":
  76. Geometry.Parse(parsedGeometryData, scene, rootUrl);
  77. break;
  78. }
  79. found = true;
  80. }
  81. });
  82. }
  83. });
  84. if (!found) {
  85. Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  86. }
  87. }
  88. }
  89. // Material ?
  90. if (parsedMesh.materialId) {
  91. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  92. if (!materialFound && parsedData.multiMaterials) {
  93. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  94. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  95. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  96. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  97. var subMatId = parsedMultiMaterial.materials[matIndex];
  98. loadedMaterialsIds.push(subMatId);
  99. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  100. }
  101. loadedMaterialsIds.push(parsedMultiMaterial.id);
  102. Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  103. materialFound = true;
  104. break;
  105. }
  106. }
  107. }
  108. if (!materialFound) {
  109. loadedMaterialsIds.push(parsedMesh.materialId);
  110. if (!parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl)) {
  111. Tools.Warn("Material not found for mesh " + parsedMesh.id);
  112. }
  113. }
  114. }
  115. // Skeleton ?
  116. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  117. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  118. if (!skeletonAlreadyLoaded) {
  119. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  120. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  121. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  122. skeletons.push(Skeleton.Parse(parsedSkeleton, scene));
  123. loadedSkeletonsIds.push(parsedSkeleton.id);
  124. }
  125. }
  126. }
  127. }
  128. var mesh = Mesh.Parse(parsedMesh, scene, rootUrl);
  129. meshes.push(mesh);
  130. }
  131. }
  132. // Connecting parents
  133. var currentMesh: AbstractMesh;
  134. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  135. currentMesh = scene.meshes[index];
  136. if (currentMesh._waitingParentId) {
  137. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  138. currentMesh._waitingParentId = undefined;
  139. }
  140. }
  141. // freeze and compute world matrix application
  142. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  143. currentMesh = scene.meshes[index];
  144. if (currentMesh._waitingFreezeWorldMatrix) {
  145. currentMesh.freezeWorldMatrix();
  146. currentMesh._waitingFreezeWorldMatrix = undefined;
  147. } else {
  148. currentMesh.computeWorldMatrix(true);
  149. }
  150. }
  151. // Particles
  152. if (parsedData.particleSystems) {
  153. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  154. var parsedParticleSystem = parsedData.particleSystems[index];
  155. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  156. particleSystems.push(ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl));
  157. }
  158. }
  159. }
  160. return true;
  161. },
  162. load: (scene: Scene, data: string, rootUrl: string): boolean => {
  163. var parsedData = JSON.parse(data);
  164. // Scene
  165. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  166. scene.autoClear = parsedData.autoClear;
  167. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  168. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  169. if (parsedData.gravity) {
  170. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  171. }
  172. // Fog
  173. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  174. scene.fogMode = parsedData.fogMode;
  175. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  176. scene.fogStart = parsedData.fogStart;
  177. scene.fogEnd = parsedData.fogEnd;
  178. scene.fogDensity = parsedData.fogDensity;
  179. }
  180. //Physics
  181. if (parsedData.physicsEnabled) {
  182. var physicsPlugin;
  183. if (parsedData.physicsEngine === "cannon") {
  184. physicsPlugin = new BABYLON.CannonJSPlugin();
  185. } else if (parsedData.physicsEngine === "oimo") {
  186. physicsPlugin = new BABYLON.OimoJSPlugin();
  187. }
  188. //else - default engine, which is currently oimo
  189. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  190. scene.enablePhysics(physicsGravity, physicsPlugin);
  191. }
  192. //collisions, if defined. otherwise, default is true
  193. if (parsedData.collisionsEnabled != undefined) {
  194. scene.collisionsEnabled = parsedData.collisionsEnabled;
  195. }
  196. scene.workerCollisions = !!parsedData.workerCollisions;
  197. var index: number;
  198. var cache: number;
  199. // Lights
  200. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  201. var parsedLight = parsedData.lights[index];
  202. Light.Parse(parsedLight, scene);
  203. }
  204. // Animations
  205. if (parsedData.animations) {
  206. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  207. var parsedAnimation = parsedData.animations[index];
  208. scene.animations.push(Animation.Parse(parsedAnimation));
  209. }
  210. }
  211. // Materials
  212. if (parsedData.materials) {
  213. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  214. var parsedMaterial = parsedData.materials[index];
  215. Material.Parse(parsedMaterial, scene, rootUrl);
  216. }
  217. }
  218. if (parsedData.multiMaterials) {
  219. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  220. var parsedMultiMaterial = parsedData.multiMaterials[index];
  221. Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  222. }
  223. }
  224. // Skeletons
  225. if (parsedData.skeletons) {
  226. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  227. var parsedSkeleton = parsedData.skeletons[index];
  228. Skeleton.Parse(parsedSkeleton, scene);
  229. }
  230. }
  231. // Geometries
  232. var geometries = parsedData.geometries;
  233. if (geometries) {
  234. // Boxes
  235. var boxes = geometries.boxes;
  236. if (boxes) {
  237. for (index = 0, cache = boxes.length; index < cache; index++) {
  238. var parsedBox = boxes[index];
  239. Geometry.Primitives.Box.Parse(parsedBox, scene);
  240. }
  241. }
  242. // Spheres
  243. var spheres = geometries.spheres;
  244. if (spheres) {
  245. for (index = 0, cache = spheres.length; index < cache; index++) {
  246. var parsedSphere = spheres[index];
  247. Geometry.Primitives.Sphere.Parse(parsedSphere, scene);
  248. }
  249. }
  250. // Cylinders
  251. var cylinders = geometries.cylinders;
  252. if (cylinders) {
  253. for (index = 0, cache = cylinders.length; index < cache; index++) {
  254. var parsedCylinder = cylinders[index];
  255. Geometry.Primitives.Cylinder.Parse(parsedCylinder, scene);
  256. }
  257. }
  258. // Toruses
  259. var toruses = geometries.toruses;
  260. if (toruses) {
  261. for (index = 0, cache = toruses.length; index < cache; index++) {
  262. var parsedTorus = toruses[index];
  263. Geometry.Primitives.Torus.Parse(parsedTorus, scene);
  264. }
  265. }
  266. // Grounds
  267. var grounds = geometries.grounds;
  268. if (grounds) {
  269. for (index = 0, cache = grounds.length; index < cache; index++) {
  270. var parsedGround = grounds[index];
  271. Geometry.Primitives.Ground.Parse(parsedGround, scene);
  272. }
  273. }
  274. // Planes
  275. var planes = geometries.planes;
  276. if (planes) {
  277. for (index = 0, cache = planes.length; index < cache; index++) {
  278. var parsedPlane = planes[index];
  279. Geometry.Primitives.Plane.Parse(parsedPlane, scene);
  280. }
  281. }
  282. // TorusKnots
  283. var torusKnots = geometries.torusKnots;
  284. if (torusKnots) {
  285. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  286. var parsedTorusKnot = torusKnots[index];
  287. Geometry.Primitives.TorusKnot.Parse(parsedTorusKnot, scene);
  288. }
  289. }
  290. // VertexData
  291. var vertexData = geometries.vertexData;
  292. if (vertexData) {
  293. for (index = 0, cache = vertexData.length; index < cache; index++) {
  294. var parsedVertexData = vertexData[index];
  295. Geometry.Parse(parsedVertexData, scene, rootUrl);
  296. }
  297. }
  298. }
  299. // Meshes
  300. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  301. var parsedMesh = parsedData.meshes[index];
  302. Mesh.Parse(parsedMesh, scene, rootUrl);
  303. }
  304. // Cameras
  305. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  306. var parsedCamera = parsedData.cameras[index];
  307. Camera.Parse(parsedCamera, scene);
  308. }
  309. if (parsedData.activeCameraID) {
  310. scene.setActiveCameraByID(parsedData.activeCameraID);
  311. }
  312. // Browsing all the graph to connect the dots
  313. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  314. var camera = scene.cameras[index];
  315. if (camera._waitingParentId) {
  316. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  317. camera._waitingParentId = undefined;
  318. }
  319. }
  320. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  321. var light = scene.lights[index];
  322. if (light._waitingParentId) {
  323. light.parent = scene.getLastEntryByID(light._waitingParentId);
  324. light._waitingParentId = undefined;
  325. }
  326. }
  327. // Sounds
  328. var loadedSounds: Sound[] = [];
  329. var loadedSound: Sound;
  330. if (AudioEngine && parsedData.sounds) {
  331. for (index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  332. var parsedSound = parsedData.sounds[index];
  333. if (Engine.audioEngine.canUseWebAudio) {
  334. if (!parsedSound.url) parsedSound.url = parsedSound.name;
  335. if (!loadedSounds[parsedSound.url]) {
  336. loadedSound = Sound.Parse(parsedSound, scene, rootUrl);
  337. loadedSounds[parsedSound.url] = loadedSound;
  338. }
  339. else {
  340. Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]);
  341. }
  342. } else {
  343. var emptySound = new Sound(parsedSound.name, null, scene);
  344. }
  345. }
  346. }
  347. loadedSounds = [];
  348. // Connect parents & children and parse actions
  349. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  350. var mesh = scene.meshes[index];
  351. if (mesh._waitingParentId) {
  352. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  353. mesh._waitingParentId = undefined;
  354. }
  355. if (mesh._waitingActions) {
  356. ActionManager.Parse(mesh._waitingActions, mesh, scene);
  357. mesh._waitingActions = undefined;
  358. }
  359. }
  360. // freeze world matrix application
  361. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  362. var currentMesh = scene.meshes[index];
  363. if (currentMesh._waitingFreezeWorldMatrix) {
  364. currentMesh.freezeWorldMatrix();
  365. currentMesh._waitingFreezeWorldMatrix = undefined;
  366. } else {
  367. currentMesh.computeWorldMatrix(true);
  368. }
  369. }
  370. // Particles Systems
  371. if (parsedData.particleSystems) {
  372. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  373. var parsedParticleSystem = parsedData.particleSystems[index];
  374. ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  375. }
  376. }
  377. // Lens flares
  378. if (parsedData.lensFlareSystems) {
  379. for (index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  380. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  381. LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  382. }
  383. }
  384. // Shadows
  385. if (parsedData.shadowGenerators) {
  386. for (index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  387. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  388. ShadowGenerator.Parse(parsedShadowGenerator, scene);
  389. }
  390. }
  391. // Actions (scene)
  392. if (parsedData.actions) {
  393. ActionManager.Parse(parsedData.actions, null, scene);
  394. }
  395. // Finish
  396. return true;
  397. }
  398. });
  399. }