babylon.babylonFileLoader.ts 52 KB

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  1. module BABYLON.Internals {
  2. var checkColors4 = (colors: number[], count:number): number[] => {
  3. // Check if color3 was used
  4. if (colors.length === count * 3) {
  5. var colors4 = [];
  6. for (var index = 0; index < colors.length; index += 3) {
  7. var newIndex = (index / 3) * 4;
  8. colors4[newIndex] = colors[index];
  9. colors4[newIndex + 1] = colors[index + 1];
  10. colors4[newIndex + 2] = colors[index + 2];
  11. colors4[newIndex + 3] = 1.0;
  12. }
  13. return colors4;
  14. }
  15. return colors
  16. }
  17. var loadCubeTexture = (rootUrl, parsedTexture, scene) => {
  18. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  19. texture.name = parsedTexture.name;
  20. texture.hasAlpha = parsedTexture.hasAlpha;
  21. texture.level = parsedTexture.level;
  22. texture.coordinatesMode = parsedTexture.coordinatesMode;
  23. return texture;
  24. };
  25. var loadTexture = (rootUrl, parsedTexture, scene) => {
  26. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  27. return null;
  28. }
  29. if (parsedTexture.isCube) {
  30. return loadCubeTexture(rootUrl, parsedTexture, scene);
  31. }
  32. var texture;
  33. if (parsedTexture.mirrorPlane) {
  34. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  35. texture._waitingRenderList = parsedTexture.renderList;
  36. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  37. } else if (parsedTexture.isRenderTarget) {
  38. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  39. texture._waitingRenderList = parsedTexture.renderList;
  40. } else {
  41. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  42. }
  43. texture.name = parsedTexture.name;
  44. texture.hasAlpha = parsedTexture.hasAlpha;
  45. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  46. texture.level = parsedTexture.level;
  47. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  48. texture.coordinatesMode = parsedTexture.coordinatesMode;
  49. texture.uOffset = parsedTexture.uOffset;
  50. texture.vOffset = parsedTexture.vOffset;
  51. texture.uScale = parsedTexture.uScale;
  52. texture.vScale = parsedTexture.vScale;
  53. texture.uAng = parsedTexture.uAng;
  54. texture.vAng = parsedTexture.vAng;
  55. texture.wAng = parsedTexture.wAng;
  56. texture.wrapU = parsedTexture.wrapU;
  57. texture.wrapV = parsedTexture.wrapV;
  58. // Animations
  59. if (parsedTexture.animations) {
  60. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  61. var parsedAnimation = parsedTexture.animations[animationIndex];
  62. texture.animations.push(parseAnimation(parsedAnimation));
  63. }
  64. }
  65. return texture;
  66. };
  67. var parseSkeleton = (parsedSkeleton, scene) => {
  68. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  69. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  70. var parsedBone = parsedSkeleton.bones[index];
  71. var parentBone = null;
  72. if (parsedBone.parentBoneIndex > -1) {
  73. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  74. }
  75. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  76. if (parsedBone.animation) {
  77. bone.animations.push(parseAnimation(parsedBone.animation));
  78. }
  79. }
  80. return skeleton;
  81. };
  82. var parseFresnelParameters = (parsedFresnelParameters) => {
  83. var fresnelParameters = new BABYLON.FresnelParameters();
  84. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  85. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  86. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  87. fresnelParameters.bias = parsedFresnelParameters.bias;
  88. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  89. return fresnelParameters;
  90. }
  91. var parseMaterial = (parsedMaterial, scene, rootUrl) => {
  92. var material;
  93. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  94. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  95. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  96. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  97. material.specularPower = parsedMaterial.specularPower;
  98. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  99. material.alpha = parsedMaterial.alpha;
  100. material.id = parsedMaterial.id;
  101. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  102. material.backFaceCulling = parsedMaterial.backFaceCulling;
  103. material.wireframe = parsedMaterial.wireframe;
  104. if (parsedMaterial.diffuseTexture) {
  105. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  106. }
  107. if (parsedMaterial.diffuseFresnelParameters) {
  108. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  109. }
  110. if (parsedMaterial.ambientTexture) {
  111. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  112. }
  113. if (parsedMaterial.opacityTexture) {
  114. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  115. }
  116. if (parsedMaterial.opacityFresnelParameters) {
  117. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  118. }
  119. if (parsedMaterial.reflectionTexture) {
  120. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  121. }
  122. if (parsedMaterial.reflectionFresnelParameters) {
  123. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  124. }
  125. if (parsedMaterial.emissiveTexture) {
  126. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  127. }
  128. if (parsedMaterial.emissiveFresnelParameters) {
  129. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  130. }
  131. if (parsedMaterial.specularTexture) {
  132. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  133. }
  134. if (parsedMaterial.bumpTexture) {
  135. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  136. }
  137. return material;
  138. };
  139. var parseMaterialById = (id, parsedData, scene, rootUrl) => {
  140. for (var index = 0; index < parsedData.materials.length; index++) {
  141. var parsedMaterial = parsedData.materials[index];
  142. if (parsedMaterial.id === id) {
  143. return parseMaterial(parsedMaterial, scene, rootUrl);
  144. }
  145. }
  146. return null;
  147. };
  148. var parseMultiMaterial = (parsedMultiMaterial, scene) => {
  149. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  150. multiMaterial.id = parsedMultiMaterial.id;
  151. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  152. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  153. var subMatId = parsedMultiMaterial.materials[matIndex];
  154. if (subMatId) {
  155. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  156. } else {
  157. multiMaterial.subMaterials.push(null);
  158. }
  159. }
  160. return multiMaterial;
  161. };
  162. var parseLensFlareSystem = (parsedLensFlareSystem, scene, rootUrl) => {
  163. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  164. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  165. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  166. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  167. var parsedFlare = parsedLensFlareSystem.flares[index];
  168. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  169. }
  170. return lensFlareSystem;
  171. };
  172. var parseParticleSystem = (parsedParticleSystem, scene, rootUrl) => {
  173. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  174. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  175. if (parsedParticleSystem.textureName) {
  176. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  177. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  178. }
  179. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  180. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  181. particleSystem.minSize = parsedParticleSystem.minSize;
  182. particleSystem.maxSize = parsedParticleSystem.maxSize;
  183. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  184. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  185. particleSystem.emitter = emitter;
  186. particleSystem.emitRate = parsedParticleSystem.emitRate;
  187. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  188. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  189. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  190. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  191. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  192. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  193. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  194. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  195. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  196. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  197. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  198. particleSystem.blendMode = parsedParticleSystem.blendMode;
  199. particleSystem.start();
  200. return particleSystem;
  201. };
  202. var parseShadowGenerator = (parsedShadowGenerator, scene) => {
  203. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  204. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  205. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  206. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  207. shadowGenerator.getShadowMap().renderList.push(mesh);
  208. }
  209. if (parsedShadowGenerator.usePoissonSampling) {
  210. shadowGenerator.usePoissonSampling = true;
  211. } else {
  212. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  213. }
  214. return shadowGenerator;
  215. };
  216. var parseAnimation = parsedAnimation => {
  217. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  218. var dataType = parsedAnimation.dataType;
  219. var keys = [];
  220. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  221. var key = parsedAnimation.keys[index];
  222. var data;
  223. switch (dataType) {
  224. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  225. data = key.values[0];
  226. break;
  227. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  228. data = BABYLON.Quaternion.FromArray(key.values);
  229. break;
  230. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  231. data = BABYLON.Matrix.FromArray(key.values);
  232. break;
  233. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  234. default:
  235. data = BABYLON.Vector3.FromArray(key.values);
  236. break;
  237. }
  238. keys.push({
  239. frame: key.frame,
  240. value: data
  241. });
  242. }
  243. animation.setKeys(keys);
  244. return animation;
  245. };
  246. var parseLight = (parsedLight, scene) => {
  247. var light;
  248. switch (parsedLight.type) {
  249. case 0:
  250. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  251. break;
  252. case 1:
  253. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  254. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  255. break;
  256. case 2:
  257. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  258. break;
  259. case 3:
  260. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  261. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  262. break;
  263. }
  264. light.id = parsedLight.id;
  265. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  266. if (parsedLight.intensity !== undefined) {
  267. light.intensity = parsedLight.intensity;
  268. }
  269. if (parsedLight.range) {
  270. light.range = parsedLight.range;
  271. }
  272. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  273. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  274. if (parsedLight.excludedMeshesIds) {
  275. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  276. }
  277. // Parent
  278. if (parsedLight.parentId) {
  279. light._waitingParentId = parsedLight.parentId;
  280. }
  281. if (parsedLight.includedOnlyMeshesIds) {
  282. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  283. }
  284. // Animations
  285. if (parsedLight.animations) {
  286. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  287. var parsedAnimation = parsedLight.animations[animationIndex];
  288. light.animations.push(parseAnimation(parsedAnimation));
  289. }
  290. }
  291. if (parsedLight.autoAnimate) {
  292. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  293. }
  294. };
  295. var parseCamera = (parsedCamera, scene: Scene) => {
  296. var camera;
  297. var position = Vector3.FromArray(parsedCamera.position);
  298. var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null;
  299. if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") {
  300. var alpha = parsedCamera.alpha;
  301. var beta = parsedCamera.beta;
  302. var radius = parsedCamera.radius;
  303. if (parsedCamera.type === "AnaglyphArcRotateCamera") {
  304. var eye_space = parsedCamera.eye_space;
  305. camera = new AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, eye_space, scene);
  306. } else {
  307. camera = new ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
  308. }
  309. } else if (parsedCamera.type === "AnaglyphFreeCamera") {
  310. var eye_space = parsedCamera.eye_space;
  311. camera = new AnaglyphFreeCamera(parsedCamera.name, position, eye_space, scene);
  312. } else if (parsedCamera.type === "DeviceOrientationCamera") {
  313. camera = new DeviceOrientationCamera(parsedCamera.name, position, scene);
  314. } else if (parsedCamera.type === "FollowCamera") {
  315. camera = new FollowCamera(parsedCamera.name, position, scene);
  316. camera.heightOffset = parsedCamera.heightOffset;
  317. camera.radius = parsedCamera.radius;
  318. camera.rotationOffset = parsedCamera.rotationOffset;
  319. if (lockedTargetMesh)
  320. (<FollowCamera>camera).target = lockedTargetMesh;
  321. } else if (parsedCamera.type === "GamepadCamera") {
  322. camera = new GamepadCamera(parsedCamera.name, position, scene);
  323. } else if (parsedCamera.type === "OculusCamera") {
  324. camera = new OculusCamera(parsedCamera.name, position, scene);
  325. } else if (parsedCamera.type === "TouchCamera") {
  326. camera = new TouchCamera(parsedCamera.name, position, scene);
  327. } else if (parsedCamera.type === "VirtualJoysticksCamera") {
  328. camera = new VirtualJoysticksCamera(parsedCamera.name, position, scene);
  329. } else if (parsedCamera.type === "WebVRCamera") {
  330. camera = new WebVRCamera(parsedCamera.name, position, scene);
  331. } else if (parsedCamera.type === "VRDeviceOrientationCamera") {
  332. camera = new VRDeviceOrientationCamera(parsedCamera.name, position, scene);
  333. } else {
  334. // Free Camera is the default value
  335. camera = new FreeCamera(parsedCamera.name, position, scene);
  336. }
  337. // Test for lockedTargetMesh & FreeCamera outside of if-else-if nest, since things like GamepadCamera extend FreeCamera
  338. if (lockedTargetMesh && camera instanceof FreeCamera) {
  339. (<FreeCamera>camera).lockedTarget = lockedTargetMesh;
  340. }
  341. camera.id = parsedCamera.id;
  342. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  343. // Parent
  344. if (parsedCamera.parentId) {
  345. camera._waitingParentId = parsedCamera.parentId;
  346. }
  347. // Target
  348. if (parsedCamera.target) {
  349. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  350. } else {
  351. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  352. }
  353. camera.fov = parsedCamera.fov;
  354. camera.minZ = parsedCamera.minZ;
  355. camera.maxZ = parsedCamera.maxZ;
  356. camera.speed = parsedCamera.speed;
  357. camera.inertia = parsedCamera.inertia;
  358. camera.checkCollisions = parsedCamera.checkCollisions;
  359. camera.applyGravity = parsedCamera.applyGravity;
  360. if (parsedCamera.ellipsoid) {
  361. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  362. }
  363. // Animations
  364. if (parsedCamera.animations) {
  365. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  366. var parsedAnimation = parsedCamera.animations[animationIndex];
  367. camera.animations.push(parseAnimation(parsedAnimation));
  368. }
  369. }
  370. if (parsedCamera.autoAnimate) {
  371. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  372. }
  373. // Layer Mask
  374. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  375. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  376. } else {
  377. camera.layerMask = 0xFFFFFFFF;
  378. }
  379. return camera;
  380. };
  381. var parseGeometry = (parsedGeometry, scene) => {
  382. var id = parsedGeometry.id;
  383. return scene.getGeometryByID(id);
  384. };
  385. var parseBox = (parsedBox, scene) => {
  386. if (parseGeometry(parsedBox, scene)) {
  387. return null; // null since geometry could be something else than a box...
  388. }
  389. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  390. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  391. scene.pushGeometry(box, true);
  392. return box;
  393. };
  394. var parseSphere = (parsedSphere, scene) => {
  395. if (parseGeometry(parsedSphere, scene)) {
  396. return null; // null since geometry could be something else than a sphere...
  397. }
  398. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  399. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  400. scene.pushGeometry(sphere, true);
  401. return sphere;
  402. };
  403. var parseCylinder = (parsedCylinder, scene) => {
  404. if (parseGeometry(parsedCylinder, scene)) {
  405. return null; // null since geometry could be something else than a cylinder...
  406. }
  407. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  408. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  409. scene.pushGeometry(cylinder, true);
  410. return cylinder;
  411. };
  412. var parseTorus = (parsedTorus, scene) => {
  413. if (parseGeometry(parsedTorus, scene)) {
  414. return null; // null since geometry could be something else than a torus...
  415. }
  416. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  417. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  418. scene.pushGeometry(torus, true);
  419. return torus;
  420. };
  421. var parseGround = (parsedGround, scene) => {
  422. if (parseGeometry(parsedGround, scene)) {
  423. return null; // null since geometry could be something else than a ground...
  424. }
  425. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  426. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  427. scene.pushGeometry(ground, true);
  428. return ground;
  429. };
  430. var parsePlane = (parsedPlane, scene) => {
  431. if (parseGeometry(parsedPlane, scene)) {
  432. return null; // null since geometry could be something else than a plane...
  433. }
  434. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  435. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  436. scene.pushGeometry(plane, true);
  437. return plane;
  438. };
  439. var parseTorusKnot = (parsedTorusKnot, scene) => {
  440. if (parseGeometry(parsedTorusKnot, scene)) {
  441. return null; // null since geometry could be something else than a torusKnot...
  442. }
  443. var torusKnot = new BABYLON.Geometry.Primitives.TorusKnot(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  444. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  445. scene.pushGeometry(torusKnot, true);
  446. return torusKnot;
  447. };
  448. var parseVertexData = (parsedVertexData, scene, rootUrl) => {
  449. if (parseGeometry(parsedVertexData, scene)) {
  450. return null; // null since geometry could be a primitive
  451. }
  452. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  453. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  454. if (parsedVertexData.delayLoadingFile) {
  455. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  456. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  457. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  458. geometry._delayInfo = [];
  459. if (parsedVertexData.hasUVs) {
  460. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  461. }
  462. if (parsedVertexData.hasUVs2) {
  463. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  464. }
  465. if (parsedVertexData.hasColors) {
  466. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  467. }
  468. if (parsedVertexData.hasMatricesIndices) {
  469. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  470. }
  471. if (parsedVertexData.hasMatricesWeights) {
  472. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  473. }
  474. geometry._delayLoadingFunction = importVertexData;
  475. } else {
  476. importVertexData(parsedVertexData, geometry);
  477. }
  478. scene.pushGeometry(geometry, true);
  479. return geometry;
  480. };
  481. var parseMesh = (parsedMesh, scene, rootUrl) => {
  482. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  483. mesh.id = parsedMesh.id;
  484. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  485. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  486. if (parsedMesh.rotationQuaternion) {
  487. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  488. } else if (parsedMesh.rotation) {
  489. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  490. }
  491. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  492. if (parsedMesh.localMatrix) {
  493. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  494. } else if (parsedMesh.pivotMatrix) {
  495. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  496. }
  497. mesh.setEnabled(parsedMesh.isEnabled);
  498. mesh.isVisible = parsedMesh.isVisible;
  499. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  500. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  501. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  502. if (parsedMesh.pickable !== undefined) {
  503. mesh.isPickable = parsedMesh.pickable;
  504. }
  505. mesh.receiveShadows = parsedMesh.receiveShadows;
  506. mesh.billboardMode = parsedMesh.billboardMode;
  507. if (parsedMesh.visibility !== undefined) {
  508. mesh.visibility = parsedMesh.visibility;
  509. }
  510. mesh.checkCollisions = parsedMesh.checkCollisions;
  511. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  512. // Parent
  513. if (parsedMesh.parentId) {
  514. mesh._waitingParentId = parsedMesh.parentId;
  515. }
  516. // Geometry
  517. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  518. if (parsedMesh.delayLoadingFile) {
  519. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  520. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  521. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  522. if (parsedMesh._binaryInfo) {
  523. mesh._binaryInfo = parsedMesh._binaryInfo;
  524. }
  525. mesh._delayInfo = [];
  526. if (parsedMesh.hasUVs) {
  527. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  528. }
  529. if (parsedMesh.hasUVs2) {
  530. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  531. }
  532. if (parsedMesh.hasColors) {
  533. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  534. }
  535. if (parsedMesh.hasMatricesIndices) {
  536. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  537. }
  538. if (parsedMesh.hasMatricesWeights) {
  539. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  540. }
  541. mesh._delayLoadingFunction = importGeometry;
  542. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  543. mesh._checkDelayState();
  544. }
  545. } else {
  546. importGeometry(parsedMesh, mesh);
  547. }
  548. // Material
  549. if (parsedMesh.materialId) {
  550. mesh.setMaterialByID(parsedMesh.materialId);
  551. } else {
  552. mesh.material = null;
  553. }
  554. // Skeleton
  555. if (parsedMesh.skeletonId > -1) {
  556. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  557. }
  558. // Physics
  559. if (parsedMesh.physicsImpostor) {
  560. if (!scene.isPhysicsEnabled()) {
  561. scene.enablePhysics();
  562. }
  563. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  564. }
  565. // Animations
  566. if (parsedMesh.animations) {
  567. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  568. var parsedAnimation = parsedMesh.animations[animationIndex];
  569. mesh.animations.push(parseAnimation(parsedAnimation));
  570. }
  571. }
  572. if (parsedMesh.autoAnimate) {
  573. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  574. }
  575. // Layer Mask
  576. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  577. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  578. } else {
  579. mesh.layerMask = 0xFFFFFFFF;
  580. }
  581. // Instances
  582. if (parsedMesh.instances) {
  583. for (var index = 0; index < parsedMesh.instances.length; index++) {
  584. var parsedInstance = parsedMesh.instances[index];
  585. var instance = mesh.createInstance(parsedInstance.name);
  586. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  587. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  588. if (parsedInstance.rotationQuaternion) {
  589. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  590. } else if (parsedInstance.rotation) {
  591. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  592. }
  593. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  594. instance.checkCollisions = mesh.checkCollisions;
  595. if (parsedMesh.animations) {
  596. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  597. parsedAnimation = parsedMesh.animations[animationIndex];
  598. instance.animations.push(parseAnimation(parsedAnimation));
  599. }
  600. }
  601. }
  602. }
  603. return mesh;
  604. };
  605. var isDescendantOf = (mesh, names, hierarchyIds) => {
  606. names = (names instanceof Array) ? names : [names];
  607. for (var i in names) {
  608. if (mesh.name === names[i]) {
  609. hierarchyIds.push(mesh.id);
  610. return true;
  611. }
  612. }
  613. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  614. hierarchyIds.push(mesh.id);
  615. return true;
  616. }
  617. return false;
  618. };
  619. var importVertexData = (parsedVertexData, geometry) => {
  620. var vertexData = new BABYLON.VertexData();
  621. // positions
  622. var positions = parsedVertexData.positions;
  623. if (positions) {
  624. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  625. }
  626. // normals
  627. var normals = parsedVertexData.normals;
  628. if (normals) {
  629. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  630. }
  631. // uvs
  632. var uvs = parsedVertexData.uvs;
  633. if (uvs) {
  634. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  635. }
  636. // uv2s
  637. var uv2s = parsedVertexData.uv2s;
  638. if (uv2s) {
  639. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  640. }
  641. // colors
  642. var colors = parsedVertexData.colors;
  643. if (colors) {
  644. vertexData.set(checkColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  645. }
  646. // matricesIndices
  647. var matricesIndices = parsedVertexData.matricesIndices;
  648. if (matricesIndices) {
  649. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  650. }
  651. // matricesWeights
  652. var matricesWeights = parsedVertexData.matricesWeights;
  653. if (matricesWeights) {
  654. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  655. }
  656. // indices
  657. var indices = parsedVertexData.indices;
  658. if (indices) {
  659. vertexData.indices = indices;
  660. }
  661. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  662. };
  663. var importGeometry = (parsedGeometry, mesh) => {
  664. var scene = mesh.getScene();
  665. // Geometry
  666. var geometryId = parsedGeometry.geometryId;
  667. if (geometryId) {
  668. var geometry = scene.getGeometryByID(geometryId);
  669. if (geometry) {
  670. geometry.applyToMesh(mesh);
  671. }
  672. } else if (parsedGeometry instanceof ArrayBuffer) {
  673. var binaryInfo = mesh._binaryInfo;
  674. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  675. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  676. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  677. }
  678. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  679. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  680. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  681. }
  682. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  683. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  684. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  685. }
  686. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  687. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  688. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  689. }
  690. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  691. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  692. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false);
  693. }
  694. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  695. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  696. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  697. }
  698. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  699. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  700. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  701. }
  702. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  703. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  704. mesh.setIndices(indicesData);
  705. }
  706. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  707. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  708. mesh.subMeshes = [];
  709. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  710. var materialIndex = subMeshesData[(i * 5) + 0];
  711. var verticesStart = subMeshesData[(i * 5) + 1];
  712. var verticesCount = subMeshesData[(i * 5) + 2];
  713. var indexStart = subMeshesData[(i * 5) + 3];
  714. var indexCount = subMeshesData[(i * 5) + 4];
  715. var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  716. }
  717. }
  718. } else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  719. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  720. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  721. if (parsedGeometry.uvs) {
  722. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  723. }
  724. if (parsedGeometry.uvs2) {
  725. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  726. }
  727. if (parsedGeometry.colors) {
  728. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, checkColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), false);
  729. }
  730. if (parsedGeometry.matricesIndices) {
  731. if (!parsedGeometry.matricesIndices._isExpanded) {
  732. var floatIndices = [];
  733. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  734. var matricesIndex = parsedGeometry.matricesIndices[i];
  735. floatIndices.push(matricesIndex & 0x000000FF);
  736. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  737. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  738. floatIndices.push(matricesIndex >> 24);
  739. }
  740. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  741. } else {
  742. delete parsedGeometry.matricesIndices._isExpanded;
  743. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  744. }
  745. }
  746. if (parsedGeometry.matricesWeights) {
  747. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  748. }
  749. mesh.setIndices(parsedGeometry.indices);
  750. // SubMeshes
  751. if (parsedGeometry.subMeshes) {
  752. mesh.subMeshes = [];
  753. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  754. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  755. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  756. }
  757. }
  758. }
  759. // Flat shading
  760. if (mesh._shouldGenerateFlatShading) {
  761. mesh.convertToFlatShadedMesh();
  762. delete mesh._shouldGenerateFlatShading;
  763. }
  764. // Update
  765. mesh.computeWorldMatrix(true);
  766. // Octree
  767. if (scene._selectionOctree) {
  768. scene._selectionOctree.addMesh(mesh);
  769. }
  770. };
  771. BABYLON.SceneLoader.RegisterPlugin({
  772. extensions: ".babylon",
  773. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]): boolean => {
  774. var parsedData = JSON.parse(data);
  775. var loadedSkeletonsIds = [];
  776. var loadedMaterialsIds = [];
  777. var hierarchyIds = [];
  778. for (var index = 0; index < parsedData.meshes.length; index++) {
  779. var parsedMesh = parsedData.meshes[index];
  780. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  781. if (meshesNames instanceof Array) {
  782. // Remove found mesh name from list.
  783. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  784. }
  785. // Material ?
  786. if (parsedMesh.materialId) {
  787. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  788. if (!materialFound) {
  789. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  790. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  791. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  792. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  793. var subMatId = parsedMultiMaterial.materials[matIndex];
  794. loadedMaterialsIds.push(subMatId);
  795. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  796. }
  797. loadedMaterialsIds.push(parsedMultiMaterial.id);
  798. parseMultiMaterial(parsedMultiMaterial, scene);
  799. materialFound = true;
  800. break;
  801. }
  802. }
  803. }
  804. if (!materialFound) {
  805. loadedMaterialsIds.push(parsedMesh.materialId);
  806. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  807. }
  808. }
  809. // Skeleton ?
  810. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  811. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  812. if (!skeletonAlreadyLoaded) {
  813. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  814. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  815. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  816. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  817. loadedSkeletonsIds.push(parsedSkeleton.id);
  818. }
  819. }
  820. }
  821. }
  822. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  823. meshes.push(mesh);
  824. }
  825. }
  826. // Connecting parents
  827. for (index = 0; index < scene.meshes.length; index++) {
  828. var currentMesh = scene.meshes[index];
  829. if (currentMesh._waitingParentId) {
  830. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  831. currentMesh._waitingParentId = undefined;
  832. }
  833. }
  834. // Particles
  835. if (parsedData.particleSystems) {
  836. for (index = 0; index < parsedData.particleSystems.length; index++) {
  837. var parsedParticleSystem = parsedData.particleSystems[index];
  838. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  839. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  840. }
  841. }
  842. }
  843. return true;
  844. },
  845. load: (scene: Scene, data: string, rootUrl: string): boolean => {
  846. var parsedData = JSON.parse(data);
  847. // Scene
  848. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  849. scene.autoClear = parsedData.autoClear;
  850. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  851. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  852. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  853. // Fog
  854. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  855. scene.fogMode = parsedData.fogMode;
  856. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  857. scene.fogStart = parsedData.fogStart;
  858. scene.fogEnd = parsedData.fogEnd;
  859. scene.fogDensity = parsedData.fogDensity;
  860. }
  861. // Lights
  862. for (var index = 0; index < parsedData.lights.length; index++) {
  863. var parsedLight = parsedData.lights[index];
  864. parseLight(parsedLight, scene);
  865. }
  866. // Materials
  867. if (parsedData.materials) {
  868. for (index = 0; index < parsedData.materials.length; index++) {
  869. var parsedMaterial = parsedData.materials[index];
  870. parseMaterial(parsedMaterial, scene, rootUrl);
  871. }
  872. }
  873. if (parsedData.multiMaterials) {
  874. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  875. var parsedMultiMaterial = parsedData.multiMaterials[index];
  876. parseMultiMaterial(parsedMultiMaterial, scene);
  877. }
  878. }
  879. // Skeletons
  880. if (parsedData.skeletons) {
  881. for (index = 0; index < parsedData.skeletons.length; index++) {
  882. var parsedSkeleton = parsedData.skeletons[index];
  883. parseSkeleton(parsedSkeleton, scene);
  884. }
  885. }
  886. // Geometries
  887. var geometries = parsedData.geometries;
  888. if (geometries) {
  889. // Boxes
  890. var boxes = geometries.boxes;
  891. if (boxes) {
  892. for (index = 0; index < boxes.length; index++) {
  893. var parsedBox = boxes[index];
  894. parseBox(parsedBox, scene);
  895. }
  896. }
  897. // Spheres
  898. var spheres = geometries.spheres;
  899. if (spheres) {
  900. for (index = 0; index < spheres.length; index++) {
  901. var parsedSphere = spheres[index];
  902. parseSphere(parsedSphere, scene);
  903. }
  904. }
  905. // Cylinders
  906. var cylinders = geometries.cylinders;
  907. if (cylinders) {
  908. for (index = 0; index < cylinders.length; index++) {
  909. var parsedCylinder = cylinders[index];
  910. parseCylinder(parsedCylinder, scene);
  911. }
  912. }
  913. // Toruses
  914. var toruses = geometries.toruses;
  915. if (toruses) {
  916. for (index = 0; index < toruses.length; index++) {
  917. var parsedTorus = toruses[index];
  918. parseTorus(parsedTorus, scene);
  919. }
  920. }
  921. // Grounds
  922. var grounds = geometries.grounds;
  923. if (grounds) {
  924. for (index = 0; index < grounds.length; index++) {
  925. var parsedGround = grounds[index];
  926. parseGround(parsedGround, scene);
  927. }
  928. }
  929. // Planes
  930. var planes = geometries.planes;
  931. if (planes) {
  932. for (index = 0; index < planes.length; index++) {
  933. var parsedPlane = planes[index];
  934. parsePlane(parsedPlane, scene);
  935. }
  936. }
  937. // TorusKnots
  938. var torusKnots = geometries.torusKnots;
  939. if (torusKnots) {
  940. for (index = 0; index < torusKnots.length; index++) {
  941. var parsedTorusKnot = torusKnots[index];
  942. parseTorusKnot(parsedTorusKnot, scene);
  943. }
  944. }
  945. // VertexData
  946. var vertexData = geometries.vertexData;
  947. if (vertexData) {
  948. for (index = 0; index < vertexData.length; index++) {
  949. var parsedVertexData = vertexData[index];
  950. parseVertexData(parsedVertexData, scene, rootUrl);
  951. }
  952. }
  953. }
  954. // Meshes
  955. for (index = 0; index < parsedData.meshes.length; index++) {
  956. var parsedMesh = parsedData.meshes[index];
  957. parseMesh(parsedMesh, scene, rootUrl);
  958. }
  959. // Cameras
  960. for (index = 0; index < parsedData.cameras.length; index++) {
  961. var parsedCamera = parsedData.cameras[index];
  962. parseCamera(parsedCamera, scene);
  963. }
  964. if (parsedData.activeCameraID) {
  965. scene.setActiveCameraByID(parsedData.activeCameraID);
  966. }
  967. // Connecting parents
  968. for (index = 0; index < scene.cameras.length; index++) {
  969. var camera = scene.cameras[index];
  970. if (camera._waitingParentId) {
  971. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  972. camera._waitingParentId = undefined;
  973. }
  974. }
  975. for (index = 0; index < scene.lights.length; index++) {
  976. var light = scene.lights[index];
  977. if (light._waitingParentId) {
  978. light.parent = scene.getLastEntryByID(light._waitingParentId);
  979. light._waitingParentId = undefined;
  980. }
  981. }
  982. for (index = 0; index < scene.meshes.length; index++) {
  983. var mesh = scene.meshes[index];
  984. if (mesh._waitingParentId) {
  985. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  986. mesh._waitingParentId = undefined;
  987. }
  988. }
  989. // Particles Systems
  990. if (parsedData.particleSystems) {
  991. for (index = 0; index < parsedData.particleSystems.length; index++) {
  992. var parsedParticleSystem = parsedData.particleSystems[index];
  993. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  994. }
  995. }
  996. // Lens flares
  997. if (parsedData.lensFlareSystems) {
  998. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  999. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  1000. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  1001. }
  1002. }
  1003. // Shadows
  1004. if (parsedData.shadowGenerators) {
  1005. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  1006. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  1007. parseShadowGenerator(parsedShadowGenerator, scene);
  1008. }
  1009. }
  1010. // Finish
  1011. return true;
  1012. }
  1013. });
  1014. }