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