babylon.babylonFileLoader.ts 43 KB

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