babylon.babylonFileLoader.js 62 KB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. (function (Internals) {
  4. var checkColors4 = function (colors, count) {
  5. // Check if color3 was used
  6. if (colors.length === count * 3) {
  7. var colors4 = [];
  8. for (var index = 0; index < colors.length; index += 3) {
  9. var newIndex = (index / 3) * 4;
  10. colors4[newIndex] = colors[index];
  11. colors4[newIndex + 1] = colors[index + 1];
  12. colors4[newIndex + 2] = colors[index + 2];
  13. colors4[newIndex + 3] = 1.0;
  14. }
  15. return colors4;
  16. }
  17. return colors;
  18. };
  19. var loadCubeTexture = function (rootUrl, parsedTexture, scene) {
  20. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  21. texture.name = parsedTexture.name;
  22. texture.hasAlpha = parsedTexture.hasAlpha;
  23. texture.level = parsedTexture.level;
  24. texture.coordinatesMode = parsedTexture.coordinatesMode;
  25. return texture;
  26. };
  27. var loadTexture = function (rootUrl, parsedTexture, scene) {
  28. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  29. return null;
  30. }
  31. if (parsedTexture.isCube) {
  32. return loadCubeTexture(rootUrl, parsedTexture, scene);
  33. }
  34. var texture;
  35. if (parsedTexture.mirrorPlane) {
  36. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  37. texture._waitingRenderList = parsedTexture.renderList;
  38. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  39. } else if (parsedTexture.isRenderTarget) {
  40. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  41. texture._waitingRenderList = parsedTexture.renderList;
  42. } else {
  43. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  44. }
  45. texture.name = parsedTexture.name;
  46. texture.hasAlpha = parsedTexture.hasAlpha;
  47. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  48. texture.level = parsedTexture.level;
  49. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  50. texture.coordinatesMode = parsedTexture.coordinatesMode;
  51. texture.uOffset = parsedTexture.uOffset;
  52. texture.vOffset = parsedTexture.vOffset;
  53. texture.uScale = parsedTexture.uScale;
  54. texture.vScale = parsedTexture.vScale;
  55. texture.uAng = parsedTexture.uAng;
  56. texture.vAng = parsedTexture.vAng;
  57. texture.wAng = parsedTexture.wAng;
  58. texture.wrapU = parsedTexture.wrapU;
  59. texture.wrapV = parsedTexture.wrapV;
  60. // Animations
  61. if (parsedTexture.animations) {
  62. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  63. var parsedAnimation = parsedTexture.animations[animationIndex];
  64. texture.animations.push(parseAnimation(parsedAnimation));
  65. }
  66. }
  67. return texture;
  68. };
  69. var parseSkeleton = function (parsedSkeleton, scene) {
  70. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  71. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  72. var parsedBone = parsedSkeleton.bones[index];
  73. var parentBone = null;
  74. if (parsedBone.parentBoneIndex > -1) {
  75. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  76. }
  77. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  78. if (parsedBone.animation) {
  79. bone.animations.push(parseAnimation(parsedBone.animation));
  80. }
  81. }
  82. return skeleton;
  83. };
  84. var parseFresnelParameters = function (parsedFresnelParameters) {
  85. var fresnelParameters = new BABYLON.FresnelParameters();
  86. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  87. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  88. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  89. fresnelParameters.bias = parsedFresnelParameters.bias;
  90. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  91. return fresnelParameters;
  92. };
  93. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  94. var material;
  95. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  96. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  97. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  98. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  99. material.specularPower = parsedMaterial.specularPower;
  100. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  101. material.alpha = parsedMaterial.alpha;
  102. material.id = parsedMaterial.id;
  103. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  104. material.backFaceCulling = parsedMaterial.backFaceCulling;
  105. material.wireframe = parsedMaterial.wireframe;
  106. if (parsedMaterial.diffuseTexture) {
  107. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  108. }
  109. if (parsedMaterial.diffuseFresnelParameters) {
  110. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  111. }
  112. if (parsedMaterial.ambientTexture) {
  113. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  114. }
  115. if (parsedMaterial.opacityTexture) {
  116. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  117. }
  118. if (parsedMaterial.opacityFresnelParameters) {
  119. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  120. }
  121. if (parsedMaterial.reflectionTexture) {
  122. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  123. }
  124. if (parsedMaterial.reflectionFresnelParameters) {
  125. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  126. }
  127. if (parsedMaterial.emissiveTexture) {
  128. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  129. }
  130. if (parsedMaterial.emissiveFresnelParameters) {
  131. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  132. }
  133. if (parsedMaterial.specularTexture) {
  134. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  135. }
  136. if (parsedMaterial.bumpTexture) {
  137. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  138. }
  139. return material;
  140. };
  141. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  142. for (var index = 0; index < parsedData.materials.length; index++) {
  143. var parsedMaterial = parsedData.materials[index];
  144. if (parsedMaterial.id === id) {
  145. return parseMaterial(parsedMaterial, scene, rootUrl);
  146. }
  147. }
  148. return null;
  149. };
  150. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  151. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  152. multiMaterial.id = parsedMultiMaterial.id;
  153. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  154. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  155. var subMatId = parsedMultiMaterial.materials[matIndex];
  156. if (subMatId) {
  157. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  158. } else {
  159. multiMaterial.subMaterials.push(null);
  160. }
  161. }
  162. return multiMaterial;
  163. };
  164. var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
  165. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  166. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  167. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  168. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  169. var parsedFlare = parsedLensFlareSystem.flares[index];
  170. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  171. }
  172. return lensFlareSystem;
  173. };
  174. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  175. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  176. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  177. if (parsedParticleSystem.textureName) {
  178. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  179. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  180. }
  181. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  182. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  183. particleSystem.minSize = parsedParticleSystem.minSize;
  184. particleSystem.maxSize = parsedParticleSystem.maxSize;
  185. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  186. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  187. particleSystem.emitter = emitter;
  188. particleSystem.emitRate = parsedParticleSystem.emitRate;
  189. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  190. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  191. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  192. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  193. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  194. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  195. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  196. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  197. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  198. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  199. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  200. particleSystem.blendMode = parsedParticleSystem.blendMode;
  201. particleSystem.start();
  202. return particleSystem;
  203. };
  204. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  205. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  206. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  207. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  208. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  209. shadowGenerator.getShadowMap().renderList.push(mesh);
  210. }
  211. if (parsedShadowGenerator.usePoissonSampling) {
  212. shadowGenerator.usePoissonSampling = true;
  213. } else {
  214. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  215. }
  216. return shadowGenerator;
  217. };
  218. var parseAnimation = function (parsedAnimation) {
  219. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  220. var dataType = parsedAnimation.dataType;
  221. var keys = [];
  222. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  223. var key = parsedAnimation.keys[index];
  224. var data;
  225. switch (dataType) {
  226. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  227. data = key.values[0];
  228. break;
  229. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  230. data = BABYLON.Quaternion.FromArray(key.values);
  231. break;
  232. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  233. data = BABYLON.Matrix.FromArray(key.values);
  234. break;
  235. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  236. default:
  237. data = BABYLON.Vector3.FromArray(key.values);
  238. break;
  239. }
  240. keys.push({
  241. frame: key.frame,
  242. value: data
  243. });
  244. }
  245. animation.setKeys(keys);
  246. return animation;
  247. };
  248. var parseLight = function (parsedLight, scene) {
  249. var light;
  250. switch (parsedLight.type) {
  251. case 0:
  252. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  253. break;
  254. case 1:
  255. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  256. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  257. break;
  258. case 2:
  259. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  260. break;
  261. case 3:
  262. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  263. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  264. break;
  265. }
  266. light.id = parsedLight.id;
  267. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  268. if (parsedLight.intensity !== undefined) {
  269. light.intensity = parsedLight.intensity;
  270. }
  271. if (parsedLight.range) {
  272. light.range = parsedLight.range;
  273. }
  274. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  275. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  276. if (parsedLight.excludedMeshesIds) {
  277. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  278. }
  279. // Parent
  280. if (parsedLight.parentId) {
  281. light._waitingParentId = parsedLight.parentId;
  282. }
  283. if (parsedLight.includedOnlyMeshesIds) {
  284. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  285. }
  286. // Animations
  287. if (parsedLight.animations) {
  288. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  289. var parsedAnimation = parsedLight.animations[animationIndex];
  290. light.animations.push(parseAnimation(parsedAnimation));
  291. }
  292. }
  293. if (parsedLight.autoAnimate) {
  294. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  295. }
  296. };
  297. var parseCamera = function (parsedCamera, scene) {
  298. var camera;
  299. var position = BABYLON.Vector3.FromArray(parsedCamera.position);
  300. var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null;
  301. if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") {
  302. var alpha = parsedCamera.alpha;
  303. var beta = parsedCamera.beta;
  304. var radius = parsedCamera.radius;
  305. if (parsedCamera.type === "AnaglyphArcRotateCamera") {
  306. var eye_space = parsedCamera.eye_space;
  307. camera = new BABYLON.AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, eye_space, scene);
  308. } else {
  309. camera = new BABYLON.ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
  310. }
  311. } else if (parsedCamera.type === "AnaglyphFreeCamera") {
  312. eye_space = parsedCamera.eye_space;
  313. camera = new BABYLON.AnaglyphFreeCamera(parsedCamera.name, position, eye_space, scene);
  314. } else if (parsedCamera.type === "DeviceOrientationCamera") {
  315. camera = new BABYLON.DeviceOrientationCamera(parsedCamera.name, position, scene);
  316. } else if (parsedCamera.type === "FollowCamera") {
  317. camera = new BABYLON.FollowCamera(parsedCamera.name, position, scene);
  318. camera.heightOffset = parsedCamera.heightOffset;
  319. camera.radius = parsedCamera.radius;
  320. camera.rotationOffset = parsedCamera.rotationOffset;
  321. if (lockedTargetMesh)
  322. camera.target = lockedTargetMesh;
  323. } else if (parsedCamera.type === "GamepadCamera") {
  324. camera = new BABYLON.GamepadCamera(parsedCamera.name, position, scene);
  325. } else if (parsedCamera.type === "OculusCamera") {
  326. camera = new BABYLON.OculusCamera(parsedCamera.name, position, scene);
  327. } else if (parsedCamera.type === "OculusGamepadCamera") {
  328. camera = new BABYLON.OculusGamepadCamera(parsedCamera.name, position, scene);
  329. } else if (parsedCamera.type === "TouchCamera") {
  330. camera = new BABYLON.TouchCamera(parsedCamera.name, position, scene);
  331. } else if (parsedCamera.type === "VirtualJoysticksCamera") {
  332. camera = new BABYLON.VirtualJoysticksCamera(parsedCamera.name, position, scene);
  333. } else if (parsedCamera.type === "WebVRCamera") {
  334. camera = new BABYLON.WebVRCamera(parsedCamera.name, position, scene);
  335. } else if (parsedCamera.type === "VRDeviceOrientationCamera") {
  336. camera = new BABYLON.VRDeviceOrientationCamera(parsedCamera.name, position, scene);
  337. } else {
  338. // Free Camera is the default value
  339. camera = new BABYLON.FreeCamera(parsedCamera.name, position, scene);
  340. }
  341. // Test for lockedTargetMesh & FreeCamera outside of if-else-if nest, since things like GamepadCamera extend FreeCamera
  342. if (lockedTargetMesh && camera instanceof BABYLON.FreeCamera) {
  343. camera.lockedTarget = lockedTargetMesh;
  344. }
  345. camera.id = parsedCamera.id;
  346. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  347. // Parent
  348. if (parsedCamera.parentId) {
  349. camera._waitingParentId = parsedCamera.parentId;
  350. }
  351. // Target
  352. if (parsedCamera.target) {
  353. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  354. } else {
  355. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  356. }
  357. camera.fov = parsedCamera.fov;
  358. camera.minZ = parsedCamera.minZ;
  359. camera.maxZ = parsedCamera.maxZ;
  360. camera.speed = parsedCamera.speed;
  361. camera.inertia = parsedCamera.inertia;
  362. camera.checkCollisions = parsedCamera.checkCollisions;
  363. camera.applyGravity = parsedCamera.applyGravity;
  364. if (parsedCamera.ellipsoid) {
  365. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  366. }
  367. // Animations
  368. if (parsedCamera.animations) {
  369. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  370. var parsedAnimation = parsedCamera.animations[animationIndex];
  371. camera.animations.push(parseAnimation(parsedAnimation));
  372. }
  373. }
  374. if (parsedCamera.autoAnimate) {
  375. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  376. }
  377. // Layer Mask
  378. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  379. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  380. } else {
  381. camera.layerMask = 0xFFFFFFFF;
  382. }
  383. return camera;
  384. };
  385. var parseGeometry = function (parsedGeometry, scene) {
  386. var id = parsedGeometry.id;
  387. return scene.getGeometryByID(id);
  388. };
  389. var parseBox = function (parsedBox, scene) {
  390. if (parseGeometry(parsedBox, scene)) {
  391. return null;
  392. }
  393. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  394. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  395. scene.pushGeometry(box, true);
  396. return box;
  397. };
  398. var parseSphere = function (parsedSphere, scene) {
  399. if (parseGeometry(parsedSphere, scene)) {
  400. return null;
  401. }
  402. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  403. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  404. scene.pushGeometry(sphere, true);
  405. return sphere;
  406. };
  407. var parseCylinder = function (parsedCylinder, scene) {
  408. if (parseGeometry(parsedCylinder, scene)) {
  409. return null;
  410. }
  411. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  412. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  413. scene.pushGeometry(cylinder, true);
  414. return cylinder;
  415. };
  416. var parseTorus = function (parsedTorus, scene) {
  417. if (parseGeometry(parsedTorus, scene)) {
  418. return null;
  419. }
  420. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  421. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  422. scene.pushGeometry(torus, true);
  423. return torus;
  424. };
  425. var parseGround = function (parsedGround, scene) {
  426. if (parseGeometry(parsedGround, scene)) {
  427. return null;
  428. }
  429. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  430. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  431. scene.pushGeometry(ground, true);
  432. return ground;
  433. };
  434. var parsePlane = function (parsedPlane, scene) {
  435. if (parseGeometry(parsedPlane, scene)) {
  436. return null;
  437. }
  438. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  439. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  440. scene.pushGeometry(plane, true);
  441. return plane;
  442. };
  443. var parseTorusKnot = function (parsedTorusKnot, scene) {
  444. if (parseGeometry(parsedTorusKnot, scene)) {
  445. return null;
  446. }
  447. 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);
  448. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  449. scene.pushGeometry(torusKnot, true);
  450. return torusKnot;
  451. };
  452. var parseVertexData = function (parsedVertexData, scene, rootUrl) {
  453. if (parseGeometry(parsedVertexData, scene)) {
  454. return null;
  455. }
  456. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  457. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  458. if (parsedVertexData.delayLoadingFile) {
  459. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  460. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  461. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  462. geometry._delayInfo = [];
  463. if (parsedVertexData.hasUVs) {
  464. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  465. }
  466. if (parsedVertexData.hasUVs2) {
  467. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  468. }
  469. if (parsedVertexData.hasColors) {
  470. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  471. }
  472. if (parsedVertexData.hasMatricesIndices) {
  473. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  474. }
  475. if (parsedVertexData.hasMatricesWeights) {
  476. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  477. }
  478. geometry._delayLoadingFunction = importVertexData;
  479. } else {
  480. importVertexData(parsedVertexData, geometry);
  481. }
  482. scene.pushGeometry(geometry, true);
  483. return geometry;
  484. };
  485. var parseMesh = function (parsedMesh, scene, rootUrl) {
  486. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  487. mesh.id = parsedMesh.id;
  488. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  489. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  490. if (parsedMesh.rotationQuaternion) {
  491. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  492. } else if (parsedMesh.rotation) {
  493. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  494. }
  495. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  496. if (parsedMesh.localMatrix) {
  497. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  498. } else if (parsedMesh.pivotMatrix) {
  499. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  500. }
  501. mesh.setEnabled(parsedMesh.isEnabled);
  502. mesh.isVisible = parsedMesh.isVisible;
  503. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  504. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  505. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  506. if (parsedMesh.applyFog !== undefined) {
  507. mesh.applyFog = parsedMesh.applyFog;
  508. }
  509. if (parsedMesh.pickable !== undefined) {
  510. mesh.isPickable = parsedMesh.pickable;
  511. }
  512. if (parsedMesh.alphaIndex !== undefined) {
  513. mesh.alphaIndex = parsedMesh.alphaIndex;
  514. }
  515. mesh.receiveShadows = parsedMesh.receiveShadows;
  516. mesh.billboardMode = parsedMesh.billboardMode;
  517. if (parsedMesh.visibility !== undefined) {
  518. mesh.visibility = parsedMesh.visibility;
  519. }
  520. mesh.checkCollisions = parsedMesh.checkCollisions;
  521. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  522. // Parent
  523. if (parsedMesh.parentId) {
  524. mesh._waitingParentId = parsedMesh.parentId;
  525. }
  526. // Actions
  527. if (parsedMesh.actions !== undefined) {
  528. mesh._waitingActions = parsedMesh.actions;
  529. }
  530. // Geometry
  531. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  532. if (parsedMesh.delayLoadingFile) {
  533. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  534. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  535. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  536. if (parsedMesh._binaryInfo) {
  537. mesh._binaryInfo = parsedMesh._binaryInfo;
  538. }
  539. mesh._delayInfo = [];
  540. if (parsedMesh.hasUVs) {
  541. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  542. }
  543. if (parsedMesh.hasUVs2) {
  544. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  545. }
  546. if (parsedMesh.hasColors) {
  547. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  548. }
  549. if (parsedMesh.hasMatricesIndices) {
  550. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  551. }
  552. if (parsedMesh.hasMatricesWeights) {
  553. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  554. }
  555. mesh._delayLoadingFunction = importGeometry;
  556. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  557. mesh._checkDelayState();
  558. }
  559. } else {
  560. importGeometry(parsedMesh, mesh);
  561. }
  562. // Material
  563. if (parsedMesh.materialId) {
  564. mesh.setMaterialByID(parsedMesh.materialId);
  565. } else {
  566. mesh.material = null;
  567. }
  568. // Skeleton
  569. if (parsedMesh.skeletonId > -1) {
  570. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  571. }
  572. // Physics
  573. if (parsedMesh.physicsImpostor) {
  574. if (!scene.isPhysicsEnabled()) {
  575. scene.enablePhysics();
  576. }
  577. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  578. }
  579. // Animations
  580. if (parsedMesh.animations) {
  581. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  582. var parsedAnimation = parsedMesh.animations[animationIndex];
  583. mesh.animations.push(parseAnimation(parsedAnimation));
  584. }
  585. }
  586. if (parsedMesh.autoAnimate) {
  587. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  588. }
  589. // Layer Mask
  590. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  591. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  592. } else {
  593. mesh.layerMask = 0xFFFFFFFF;
  594. }
  595. // Instances
  596. if (parsedMesh.instances) {
  597. for (var index = 0; index < parsedMesh.instances.length; index++) {
  598. var parsedInstance = parsedMesh.instances[index];
  599. var instance = mesh.createInstance(parsedInstance.name);
  600. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  601. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  602. if (parsedInstance.rotationQuaternion) {
  603. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  604. } else if (parsedInstance.rotation) {
  605. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  606. }
  607. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  608. instance.checkCollisions = mesh.checkCollisions;
  609. if (parsedMesh.animations) {
  610. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  611. parsedAnimation = parsedMesh.animations[animationIndex];
  612. instance.animations.push(parseAnimation(parsedAnimation));
  613. }
  614. }
  615. }
  616. }
  617. return mesh;
  618. };
  619. var parseActions = function (parsedActions, object, scene) {
  620. var actionManager = new BABYLON.ActionManager(scene);
  621. if (object === null)
  622. scene.actionManager = actionManager;
  623. else
  624. object.actionManager = actionManager;
  625. // instanciate a new object
  626. var instanciate = function (name, params) {
  627. var newInstance = Object.create(BABYLON[name].prototype);
  628. newInstance.constructor.apply(newInstance, params);
  629. return newInstance;
  630. };
  631. var parseParameter = function (name, value, target, propertyPath) {
  632. if (propertyPath === null) {
  633. // String, boolean or float
  634. var floatValue = parseFloat(value);
  635. if (value === "true" || value === "false")
  636. return value === "true";
  637. else
  638. return isNaN(floatValue) ? value : floatValue;
  639. }
  640. var effectiveTarget = propertyPath.split(".");
  641. var values = value.split(",");
  642. for (var i = 0; i < effectiveTarget.length; i++) {
  643. target = target[effectiveTarget[i]];
  644. }
  645. // Return appropriate value with its type
  646. if (target instanceof Boolean)
  647. return values[0] === "true";
  648. if (target instanceof String)
  649. return values[0];
  650. // Parameters with multiple values such as Vector3 etc.
  651. var split = new Array();
  652. for (var i = 0; i < values.length; i++)
  653. split.push(parseFloat(values[i]));
  654. if (target instanceof BABYLON.Vector3)
  655. return BABYLON.Vector3.FromArray(split);
  656. if (target instanceof BABYLON.Vector4)
  657. return BABYLON.Vector4.FromArray(split);
  658. if (target instanceof BABYLON.Color3)
  659. return BABYLON.Color3.FromArray(split);
  660. if (target instanceof BABYLON.Color4)
  661. return BABYLON.Color4.FromArray(split);
  662. return parseFloat(values[0]);
  663. };
  664. // traverse graph per trigger
  665. var traverse = function (parsedAction, trigger, condition, action) {
  666. var parameters = new Array();
  667. var target = null;
  668. var propertyPath = null;
  669. // Parameters
  670. if (parsedAction.type === 2)
  671. parameters.push(actionManager);
  672. else
  673. parameters.push(trigger);
  674. for (var i = 0; i < parsedAction.properties.length; i++) {
  675. var value = parsedAction.properties[i].value;
  676. var name = parsedAction.properties[i].name;
  677. if (name === "target")
  678. value = target = scene.getNodeByName(value);
  679. else if (name === "parent")
  680. value = scene.getNodeByName(value);
  681. else if (name !== "propertyPath") {
  682. if (parsedAction.type === 2 && name === "operator")
  683. value = BABYLON.ValueCondition[value];
  684. else
  685. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  686. } else {
  687. propertyPath = value;
  688. }
  689. parameters.push(value);
  690. }
  691. parameters.push(condition);
  692. // If interpolate value action
  693. if (parsedAction.name === "InterpolateValueAction") {
  694. var param = parameters[parameters.length - 2];
  695. parameters[parameters.length - 1] = param;
  696. parameters[parameters.length - 2] = condition;
  697. }
  698. // Action or condition(s)
  699. var newAction = instanciate(parsedAction.name, parameters);
  700. if (newAction instanceof BABYLON.Condition) {
  701. condition = newAction;
  702. newAction = action;
  703. } else {
  704. condition = null;
  705. if (action)
  706. action.then(newAction);
  707. else
  708. actionManager.registerAction(newAction);
  709. }
  710. for (var i = 0; i < parsedAction.children.length; i++)
  711. traverse(parsedAction.children[i], trigger, condition, newAction);
  712. };
  713. for (var i = 0; i < parsedActions.children.length; i++) {
  714. var triggerParams;
  715. var trigger = parsedActions.children[i];
  716. if (trigger.properties.length > 0) {
  717. triggerParams = { trigger: BABYLON.ActionManager[trigger.name], parameter: scene.getMeshByName(trigger.properties[0].value) };
  718. } else
  719. triggerParams = BABYLON.ActionManager[trigger.name];
  720. for (var j = 0; j < trigger.children.length; j++)
  721. traverse(trigger.children[j], triggerParams, null, null);
  722. }
  723. };
  724. var isDescendantOf = function (mesh, names, hierarchyIds) {
  725. names = (names instanceof Array) ? names : [names];
  726. for (var i in names) {
  727. if (mesh.name === names[i]) {
  728. hierarchyIds.push(mesh.id);
  729. return true;
  730. }
  731. }
  732. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  733. hierarchyIds.push(mesh.id);
  734. return true;
  735. }
  736. return false;
  737. };
  738. var importVertexData = function (parsedVertexData, geometry) {
  739. var vertexData = new BABYLON.VertexData();
  740. // positions
  741. var positions = parsedVertexData.positions;
  742. if (positions) {
  743. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  744. }
  745. // normals
  746. var normals = parsedVertexData.normals;
  747. if (normals) {
  748. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  749. }
  750. // uvs
  751. var uvs = parsedVertexData.uvs;
  752. if (uvs) {
  753. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  754. }
  755. // uv2s
  756. var uv2s = parsedVertexData.uv2s;
  757. if (uv2s) {
  758. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  759. }
  760. // colors
  761. var colors = parsedVertexData.colors;
  762. if (colors) {
  763. vertexData.set(checkColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  764. }
  765. // matricesIndices
  766. var matricesIndices = parsedVertexData.matricesIndices;
  767. if (matricesIndices) {
  768. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  769. }
  770. // matricesWeights
  771. var matricesWeights = parsedVertexData.matricesWeights;
  772. if (matricesWeights) {
  773. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  774. }
  775. // indices
  776. var indices = parsedVertexData.indices;
  777. if (indices) {
  778. vertexData.indices = indices;
  779. }
  780. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  781. };
  782. var importGeometry = function (parsedGeometry, mesh) {
  783. var scene = mesh.getScene();
  784. // Geometry
  785. var geometryId = parsedGeometry.geometryId;
  786. if (geometryId) {
  787. var geometry = scene.getGeometryByID(geometryId);
  788. if (geometry) {
  789. geometry.applyToMesh(mesh);
  790. }
  791. } else if (parsedGeometry instanceof ArrayBuffer) {
  792. var binaryInfo = mesh._binaryInfo;
  793. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  794. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  795. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  796. }
  797. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  798. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  799. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  800. }
  801. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  802. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  803. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  804. }
  805. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  806. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  807. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  808. }
  809. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  810. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  811. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false);
  812. }
  813. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  814. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  815. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  816. }
  817. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  818. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  819. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  820. }
  821. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  822. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  823. mesh.setIndices(indicesData);
  824. }
  825. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  826. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  827. mesh.subMeshes = [];
  828. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  829. var materialIndex = subMeshesData[(i * 5) + 0];
  830. var verticesStart = subMeshesData[(i * 5) + 1];
  831. var verticesCount = subMeshesData[(i * 5) + 2];
  832. var indexStart = subMeshesData[(i * 5) + 3];
  833. var indexCount = subMeshesData[(i * 5) + 4];
  834. var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  835. }
  836. }
  837. } else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  838. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  839. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  840. if (parsedGeometry.uvs) {
  841. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  842. }
  843. if (parsedGeometry.uvs2) {
  844. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  845. }
  846. if (parsedGeometry.colors) {
  847. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, checkColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), false);
  848. }
  849. if (parsedGeometry.matricesIndices) {
  850. if (!parsedGeometry.matricesIndices._isExpanded) {
  851. var floatIndices = [];
  852. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  853. var matricesIndex = parsedGeometry.matricesIndices[i];
  854. floatIndices.push(matricesIndex & 0x000000FF);
  855. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  856. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  857. floatIndices.push(matricesIndex >> 24);
  858. }
  859. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  860. } else {
  861. delete parsedGeometry.matricesIndices._isExpanded;
  862. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  863. }
  864. }
  865. if (parsedGeometry.matricesWeights) {
  866. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  867. }
  868. mesh.setIndices(parsedGeometry.indices);
  869. // SubMeshes
  870. if (parsedGeometry.subMeshes) {
  871. mesh.subMeshes = [];
  872. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  873. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  874. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  875. }
  876. }
  877. }
  878. // Flat shading
  879. if (mesh._shouldGenerateFlatShading) {
  880. mesh.convertToFlatShadedMesh();
  881. delete mesh._shouldGenerateFlatShading;
  882. }
  883. // Update
  884. mesh.computeWorldMatrix(true);
  885. // Octree
  886. if (scene._selectionOctree) {
  887. scene._selectionOctree.addMesh(mesh);
  888. }
  889. };
  890. BABYLON.SceneLoader.RegisterPlugin({
  891. extensions: ".babylon",
  892. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  893. var parsedData = JSON.parse(data);
  894. var loadedSkeletonsIds = [];
  895. var loadedMaterialsIds = [];
  896. var hierarchyIds = [];
  897. for (var index = 0; index < parsedData.meshes.length; index++) {
  898. var parsedMesh = parsedData.meshes[index];
  899. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  900. if (meshesNames instanceof Array) {
  901. // Remove found mesh name from list.
  902. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  903. }
  904. // Material ?
  905. if (parsedMesh.materialId) {
  906. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  907. if (!materialFound) {
  908. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  909. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  910. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  911. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  912. var subMatId = parsedMultiMaterial.materials[matIndex];
  913. loadedMaterialsIds.push(subMatId);
  914. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  915. }
  916. loadedMaterialsIds.push(parsedMultiMaterial.id);
  917. parseMultiMaterial(parsedMultiMaterial, scene);
  918. materialFound = true;
  919. break;
  920. }
  921. }
  922. }
  923. if (!materialFound) {
  924. loadedMaterialsIds.push(parsedMesh.materialId);
  925. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  926. }
  927. }
  928. // Skeleton ?
  929. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  930. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  931. if (!skeletonAlreadyLoaded) {
  932. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  933. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  934. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  935. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  936. loadedSkeletonsIds.push(parsedSkeleton.id);
  937. }
  938. }
  939. }
  940. }
  941. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  942. meshes.push(mesh);
  943. }
  944. }
  945. for (index = 0; index < scene.meshes.length; index++) {
  946. var currentMesh = scene.meshes[index];
  947. if (currentMesh._waitingParentId) {
  948. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  949. currentMesh._waitingParentId = undefined;
  950. }
  951. }
  952. // Particles
  953. if (parsedData.particleSystems) {
  954. for (index = 0; index < parsedData.particleSystems.length; index++) {
  955. var parsedParticleSystem = parsedData.particleSystems[index];
  956. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  957. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  958. }
  959. }
  960. }
  961. return true;
  962. },
  963. load: function (scene, data, rootUrl) {
  964. var parsedData = JSON.parse(data);
  965. // Scene
  966. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  967. scene.autoClear = parsedData.autoClear;
  968. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  969. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  970. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  971. // Fog
  972. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  973. scene.fogMode = parsedData.fogMode;
  974. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  975. scene.fogStart = parsedData.fogStart;
  976. scene.fogEnd = parsedData.fogEnd;
  977. scene.fogDensity = parsedData.fogDensity;
  978. }
  979. for (var index = 0; index < parsedData.lights.length; index++) {
  980. var parsedLight = parsedData.lights[index];
  981. parseLight(parsedLight, scene);
  982. }
  983. // Materials
  984. if (parsedData.materials) {
  985. for (index = 0; index < parsedData.materials.length; index++) {
  986. var parsedMaterial = parsedData.materials[index];
  987. parseMaterial(parsedMaterial, scene, rootUrl);
  988. }
  989. }
  990. if (parsedData.multiMaterials) {
  991. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  992. var parsedMultiMaterial = parsedData.multiMaterials[index];
  993. parseMultiMaterial(parsedMultiMaterial, scene);
  994. }
  995. }
  996. // Skeletons
  997. if (parsedData.skeletons) {
  998. for (index = 0; index < parsedData.skeletons.length; index++) {
  999. var parsedSkeleton = parsedData.skeletons[index];
  1000. parseSkeleton(parsedSkeleton, scene);
  1001. }
  1002. }
  1003. // Geometries
  1004. var geometries = parsedData.geometries;
  1005. if (geometries) {
  1006. // Boxes
  1007. var boxes = geometries.boxes;
  1008. if (boxes) {
  1009. for (index = 0; index < boxes.length; index++) {
  1010. var parsedBox = boxes[index];
  1011. parseBox(parsedBox, scene);
  1012. }
  1013. }
  1014. // Spheres
  1015. var spheres = geometries.spheres;
  1016. if (spheres) {
  1017. for (index = 0; index < spheres.length; index++) {
  1018. var parsedSphere = spheres[index];
  1019. parseSphere(parsedSphere, scene);
  1020. }
  1021. }
  1022. // Cylinders
  1023. var cylinders = geometries.cylinders;
  1024. if (cylinders) {
  1025. for (index = 0; index < cylinders.length; index++) {
  1026. var parsedCylinder = cylinders[index];
  1027. parseCylinder(parsedCylinder, scene);
  1028. }
  1029. }
  1030. // Toruses
  1031. var toruses = geometries.toruses;
  1032. if (toruses) {
  1033. for (index = 0; index < toruses.length; index++) {
  1034. var parsedTorus = toruses[index];
  1035. parseTorus(parsedTorus, scene);
  1036. }
  1037. }
  1038. // Grounds
  1039. var grounds = geometries.grounds;
  1040. if (grounds) {
  1041. for (index = 0; index < grounds.length; index++) {
  1042. var parsedGround = grounds[index];
  1043. parseGround(parsedGround, scene);
  1044. }
  1045. }
  1046. // Planes
  1047. var planes = geometries.planes;
  1048. if (planes) {
  1049. for (index = 0; index < planes.length; index++) {
  1050. var parsedPlane = planes[index];
  1051. parsePlane(parsedPlane, scene);
  1052. }
  1053. }
  1054. // TorusKnots
  1055. var torusKnots = geometries.torusKnots;
  1056. if (torusKnots) {
  1057. for (index = 0; index < torusKnots.length; index++) {
  1058. var parsedTorusKnot = torusKnots[index];
  1059. parseTorusKnot(parsedTorusKnot, scene);
  1060. }
  1061. }
  1062. // VertexData
  1063. var vertexData = geometries.vertexData;
  1064. if (vertexData) {
  1065. for (index = 0; index < vertexData.length; index++) {
  1066. var parsedVertexData = vertexData[index];
  1067. parseVertexData(parsedVertexData, scene, rootUrl);
  1068. }
  1069. }
  1070. }
  1071. for (index = 0; index < parsedData.meshes.length; index++) {
  1072. var parsedMesh = parsedData.meshes[index];
  1073. parseMesh(parsedMesh, scene, rootUrl);
  1074. }
  1075. for (index = 0; index < parsedData.cameras.length; index++) {
  1076. var parsedCamera = parsedData.cameras[index];
  1077. parseCamera(parsedCamera, scene);
  1078. }
  1079. if (parsedData.activeCameraID) {
  1080. scene.setActiveCameraByID(parsedData.activeCameraID);
  1081. }
  1082. for (index = 0; index < scene.cameras.length; index++) {
  1083. var camera = scene.cameras[index];
  1084. if (camera._waitingParentId) {
  1085. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  1086. camera._waitingParentId = undefined;
  1087. }
  1088. }
  1089. for (index = 0; index < scene.lights.length; index++) {
  1090. var light = scene.lights[index];
  1091. if (light._waitingParentId) {
  1092. light.parent = scene.getLastEntryByID(light._waitingParentId);
  1093. light._waitingParentId = undefined;
  1094. }
  1095. }
  1096. for (index = 0; index < scene.meshes.length; index++) {
  1097. var mesh = scene.meshes[index];
  1098. if (mesh._waitingParentId) {
  1099. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  1100. mesh._waitingParentId = undefined;
  1101. }
  1102. if (mesh._waitingActions) {
  1103. parseActions(mesh._waitingActions, mesh, scene);
  1104. mesh._waitingActions = undefined;
  1105. }
  1106. }
  1107. // Particles Systems
  1108. if (parsedData.particleSystems) {
  1109. for (index = 0; index < parsedData.particleSystems.length; index++) {
  1110. var parsedParticleSystem = parsedData.particleSystems[index];
  1111. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  1112. }
  1113. }
  1114. // Lens flares
  1115. if (parsedData.lensFlareSystems) {
  1116. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  1117. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  1118. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  1119. }
  1120. }
  1121. // Shadows
  1122. if (parsedData.shadowGenerators) {
  1123. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  1124. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  1125. parseShadowGenerator(parsedShadowGenerator, scene);
  1126. }
  1127. }
  1128. // Actions (scene)
  1129. if (parsedData.actions) {
  1130. parseActions(parsedData.actions, null, scene);
  1131. }
  1132. // Finish
  1133. return true;
  1134. }
  1135. });
  1136. })(BABYLON.Internals || (BABYLON.Internals = {}));
  1137. var Internals = BABYLON.Internals;
  1138. })(BABYLON || (BABYLON = {}));
  1139. //# sourceMappingURL=babylon.babylonFileLoader.js.map