babylon.babylonFileLoader.js 47 KB

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