babylon.babylonFileLoader.js 30 KB

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  1. "use strict";
  2. var BABYLON = BABYLON || {};
  3. (function () {
  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.level = parsedTexture.level;
  33. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  34. texture.coordinatesMode = parsedTexture.coordinatesMode;
  35. texture.uOffset = parsedTexture.uOffset;
  36. texture.vOffset = parsedTexture.vOffset;
  37. texture.uScale = parsedTexture.uScale;
  38. texture.vScale = parsedTexture.vScale;
  39. texture.uAng = parsedTexture.uAng;
  40. texture.vAng = parsedTexture.vAng;
  41. texture.wAng = parsedTexture.wAng;
  42. texture.wrapU = parsedTexture.wrapU;
  43. texture.wrapV = parsedTexture.wrapV;
  44. // Animations
  45. if (parsedTexture.animations) {
  46. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  47. var parsedAnimation = parsedTexture.animations[animationIndex];
  48. texture.animations.push(parseAnimation(parsedAnimation));
  49. }
  50. }
  51. return texture;
  52. };
  53. var parseSkeleton = function (parsedSkeleton, scene) {
  54. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  55. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  56. var parsedBone = parsedSkeleton.bones[index];
  57. var parentBone = null;
  58. if (parsedBone.parentBoneIndex > -1) {
  59. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  60. }
  61. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  62. if (parsedBone.animation) {
  63. bone.animations.push(parseAnimation(parsedBone.animation));
  64. }
  65. }
  66. return skeleton;
  67. };
  68. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  69. var material;
  70. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  71. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  72. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  73. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  74. material.specularPower = parsedMaterial.specularPower;
  75. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  76. material.alpha = parsedMaterial.alpha;
  77. material.id = parsedMaterial.id;
  78. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  79. material.backFaceCulling = parsedMaterial.backFaceCulling;
  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 = function (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 = function (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 = function (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 = function (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 = function (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. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  174. return shadowGenerator;
  175. };
  176. var parseAnimation = function (parsedAnimation) {
  177. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  178. var dataType = parsedAnimation.dataType;
  179. var keys = [];
  180. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  181. var key = parsedAnimation.keys[index];
  182. var data;
  183. switch (dataType) {
  184. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  185. data = key.values[0];
  186. break;
  187. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  188. data = BABYLON.Quaternion.FromArray(key.values);
  189. break;
  190. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  191. data = BABYLON.Matrix.FromArray(key.values);
  192. break;
  193. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  194. default:
  195. data = BABYLON.Vector3.FromArray(key.values);
  196. break;
  197. }
  198. keys.push({
  199. frame: key.frame,
  200. value: data
  201. });
  202. }
  203. animation.setKeys(keys);
  204. return animation;
  205. };
  206. var parseLight = function (parsedLight, scene) {
  207. var light;
  208. switch (parsedLight.type) {
  209. case 0:
  210. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  211. break;
  212. case 1:
  213. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  214. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  215. break;
  216. case 2:
  217. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  218. break;
  219. case 3:
  220. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  221. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  222. break;
  223. }
  224. light.id = parsedLight.id;
  225. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  226. if (parsedLight.intensity) {
  227. light.intensity = parsedLight.intensity;
  228. }
  229. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  230. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  231. };
  232. var parseCamera = function (parsedCamera, scene) {
  233. var camera = new BABYLON.FreeCamera(parsedCamera.name, BABYLON.Vector3.FromArray(parsedCamera.position), scene);
  234. camera.id = parsedCamera.id;
  235. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  236. // Parent
  237. if (parsedCamera.parentId) {
  238. camera._waitingParentId = parsedCamera.parentId;
  239. }
  240. // Target
  241. if (parsedCamera.target) {
  242. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  243. } else {
  244. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  245. }
  246. // Locked target
  247. if (parsedCamera.lockedTargetId) {
  248. camera._waitingLockedTargetId = parsedCamera.lockedTargetId;
  249. }
  250. camera.fov = parsedCamera.fov;
  251. camera.minZ = parsedCamera.minZ;
  252. camera.maxZ = parsedCamera.maxZ;
  253. camera.speed = parsedCamera.speed;
  254. camera.inertia = parsedCamera.inertia;
  255. camera.checkCollisions = parsedCamera.checkCollisions;
  256. camera.applyGravity = parsedCamera.applyGravity;
  257. if (parsedCamera.ellipsoid) {
  258. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  259. }
  260. // Animations
  261. if (parsedCamera.animations) {
  262. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  263. var parsedAnimation = parsedCamera.animations[animationIndex];
  264. camera.animations.push(parseAnimation(parsedAnimation));
  265. }
  266. }
  267. if (parsedCamera.autoAnimate) {
  268. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  269. }
  270. return camera;
  271. };
  272. var parseMesh = function (parsedMesh, scene, rootUrl) {
  273. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  274. mesh.id = parsedMesh.id;
  275. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  276. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  277. if (parsedMesh.rotation) {
  278. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  279. } else if (parsedMesh.rotationQuaternion) {
  280. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  281. }
  282. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  283. if (parsedMesh.localMatrix) {
  284. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  285. }
  286. mesh.setEnabled(parsedMesh.isEnabled);
  287. mesh.isVisible = parsedMesh.isVisible;
  288. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  289. mesh.receiveShadows = parsedMesh.receiveShadows;
  290. mesh.billboardMode = parsedMesh.billboardMode;
  291. if (parsedMesh.visibility !== undefined) {
  292. mesh.visibility = parsedMesh.visibility;
  293. }
  294. mesh.checkCollisions = parsedMesh.checkCollisions;
  295. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  296. // Parent
  297. if (parsedMesh.parentId) {
  298. mesh.parent = scene.getLastEntryByID(parsedMesh.parentId);
  299. }
  300. // Geometry
  301. if (parsedMesh.delayLoadingFile) {
  302. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  303. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  304. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  305. mesh._delayInfo = [];
  306. if (parsedMesh.hasUVs) {
  307. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  308. }
  309. if (parsedMesh.hasUVs2) {
  310. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  311. }
  312. if (parsedMesh.hasColors) {
  313. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  314. }
  315. if (parsedMesh.hasMatricesIndices) {
  316. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  317. }
  318. if (parsedMesh.hasMatricesWeights) {
  319. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  320. }
  321. mesh._delayLoadingFunction = importGeometry;
  322. } else {
  323. importGeometry(parsedMesh, mesh);
  324. }
  325. // Material
  326. if (parsedMesh.materialId) {
  327. mesh.setMaterialByID(parsedMesh.materialId);
  328. } else {
  329. mesh.material = null;
  330. }
  331. // Skeleton
  332. if (parsedMesh.skeletonId > -1) {
  333. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  334. }
  335. // Physics
  336. if (parsedMesh.physicsImpostor) {
  337. if (!scene.isPhysicsEnabled()) {
  338. scene.enablePhysics();
  339. }
  340. switch (parsedMesh.physicsImpostor) {
  341. case 1: // BOX
  342. mesh.setPhysicsState({ impostor: BABYLON.PhysicsEngine.BoxImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  343. break;
  344. case 2: // SPHERE
  345. mesh.setPhysicsState({ impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  346. break;
  347. }
  348. }
  349. // Animations
  350. if (parsedMesh.animations) {
  351. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  352. var parsedAnimation = parsedMesh.animations[animationIndex];
  353. mesh.animations.push(parseAnimation(parsedAnimation));
  354. }
  355. }
  356. if (parsedMesh.autoAnimate) {
  357. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  358. }
  359. return mesh;
  360. };
  361. var isDescendantOf = function (mesh, names, hierarchyIds) {
  362. names = (names instanceof Array) ? names : [names];
  363. for (var i in names) {
  364. if (mesh.name === names[i]) {
  365. hierarchyIds.push(mesh.id);
  366. return true;
  367. }
  368. }
  369. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  370. hierarchyIds.push(mesh.id);
  371. return true;
  372. }
  373. return false;
  374. };
  375. var importGeometry = function (parsedGeometry, mesh) {
  376. // Geometry
  377. if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  378. mesh.setVerticesData(parsedGeometry.positions, BABYLON.VertexBuffer.PositionKind, false);
  379. mesh.setVerticesData(parsedGeometry.normals, BABYLON.VertexBuffer.NormalKind, false);
  380. if (parsedGeometry.uvs) {
  381. mesh.setVerticesData(parsedGeometry.uvs, BABYLON.VertexBuffer.UVKind, false);
  382. }
  383. if (parsedGeometry.uvs2) {
  384. mesh.setVerticesData(parsedGeometry.uvs2, BABYLON.VertexBuffer.UV2Kind, false);
  385. }
  386. if (parsedGeometry.colors) {
  387. mesh.setVerticesData(parsedGeometry.colors, BABYLON.VertexBuffer.ColorKind, false);
  388. }
  389. if (parsedGeometry.matricesIndices) {
  390. if (!parsedGeometry.matricesIndices._isExpanded) {
  391. var floatIndices = [];
  392. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  393. var matricesIndex = parsedGeometry.matricesIndices[i];
  394. floatIndices.push(matricesIndex & 0x000000FF);
  395. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  396. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  397. floatIndices.push(matricesIndex >> 24);
  398. }
  399. mesh.setVerticesData(floatIndices, BABYLON.VertexBuffer.MatricesIndicesKind, false);
  400. } else {
  401. delete parsedGeometry.matricesIndices._isExpanded;
  402. mesh.setVerticesData(parsedGeometry.matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind, false);
  403. }
  404. }
  405. if (parsedGeometry.matricesWeights) {
  406. mesh.setVerticesData(parsedGeometry.matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind, false);
  407. }
  408. mesh.setIndices(parsedGeometry.indices);
  409. }
  410. // SubMeshes
  411. if (parsedGeometry.subMeshes) {
  412. mesh.subMeshes = [];
  413. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  414. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  415. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  416. }
  417. }
  418. // Update
  419. mesh.computeWorldMatrix(true);
  420. // Flat shading
  421. if (mesh._shouldGenerateFlatShading) {
  422. mesh.convertToFlatShadedMesh();
  423. delete mesh._shouldGenerateFlatShading;
  424. }
  425. var scene = mesh.getScene();
  426. if (scene._selectionOctree) {
  427. scene._selectionOctree.addMesh(mesh);
  428. }
  429. };
  430. BABYLON.SceneLoader.RegisterPlugin({
  431. extensions: ".babylon",
  432. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  433. var parsedData = JSON.parse(data);
  434. var loadedSkeletonsIds = [];
  435. var loadedMaterialsIds = [];
  436. var hierarchyIds = [];
  437. for (var index = 0; index < parsedData.meshes.length; index++) {
  438. var parsedMesh = parsedData.meshes[index];
  439. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  440. if (meshesNames instanceof Array) {
  441. // Remove found mesh name from list.
  442. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  443. }
  444. // Material ?
  445. if (parsedMesh.materialId) {
  446. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  447. if (!materialFound) {
  448. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  449. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  450. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  451. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  452. var subMatId = parsedMultiMaterial.materials[matIndex];
  453. loadedMaterialsIds.push(subMatId);
  454. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  455. }
  456. loadedMaterialsIds.push(parsedMultiMaterial.id);
  457. parseMultiMaterial(parsedMultiMaterial, scene);
  458. materialFound = true;
  459. break;
  460. }
  461. }
  462. }
  463. if (!materialFound) {
  464. loadedMaterialsIds.push(parsedMesh.materialId);
  465. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  466. }
  467. }
  468. // Skeleton ?
  469. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  470. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  471. if (!skeletonAlreadyLoaded) {
  472. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  473. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  474. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  475. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  476. loadedSkeletonsIds.push(parsedSkeleton.id);
  477. }
  478. }
  479. }
  480. }
  481. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  482. meshes.push(mesh);
  483. }
  484. }
  485. // Particles
  486. if (parsedData.particleSystems) {
  487. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  488. var parsedParticleSystem = parsedData.particleSystems[index];
  489. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  490. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  491. }
  492. }
  493. }
  494. return true;
  495. },
  496. load: function (scene, data, rootUrl) {
  497. var parsedData = JSON.parse(data);
  498. // Scene
  499. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading;
  500. scene.autoClear = parsedData.autoClear;
  501. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  502. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  503. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  504. // Fog
  505. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  506. scene.fogMode = parsedData.fogMode;
  507. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  508. scene.fogStart = parsedData.fogStart;
  509. scene.fogEnd = parsedData.fogEnd;
  510. scene.fogDensity = parsedData.fogDensity;
  511. }
  512. // Lights
  513. for (var index = 0; index < parsedData.lights.length; index++) {
  514. var parsedLight = parsedData.lights[index];
  515. parseLight(parsedLight, scene);
  516. }
  517. // Cameras
  518. for (var index = 0; index < parsedData.cameras.length; index++) {
  519. var parsedCamera = parsedData.cameras[index];
  520. parseCamera(parsedCamera, scene);
  521. }
  522. if (parsedData.activeCameraID) {
  523. scene.setActiveCameraByID(parsedData.activeCameraID);
  524. }
  525. // Materials
  526. if (parsedData.materials) {
  527. for (var index = 0; index < parsedData.materials.length; index++) {
  528. var parsedMaterial = parsedData.materials[index];
  529. parseMaterial(parsedMaterial, scene, rootUrl);
  530. }
  531. }
  532. if (parsedData.multiMaterials) {
  533. for (var index = 0; index < parsedData.multiMaterials.length; index++) {
  534. var parsedMultiMaterial = parsedData.multiMaterials[index];
  535. parseMultiMaterial(parsedMultiMaterial, scene);
  536. }
  537. }
  538. // Skeletons
  539. if (parsedData.skeletons) {
  540. for (var index = 0; index < parsedData.skeletons.length; index++) {
  541. var parsedSkeleton = parsedData.skeletons[index];
  542. parseSkeleton(parsedSkeleton, scene);
  543. }
  544. }
  545. // Meshes
  546. for (var index = 0; index < parsedData.meshes.length; index++) {
  547. var parsedMesh = parsedData.meshes[index];
  548. parseMesh(parsedMesh, scene, rootUrl);
  549. }
  550. // Connecting cameras parents and locked target
  551. for (var index = 0; index < scene.cameras.length; index++) {
  552. var camera = scene.cameras[index];
  553. if (camera._waitingParentId) {
  554. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  555. delete camera._waitingParentId;
  556. }
  557. if (camera._waitingLockedTargetId) {
  558. camera.lockedTarget = scene.getLastEntryByID(camera._waitingLockedTargetId);
  559. delete camera._waitingLockedTargetId;
  560. }
  561. }
  562. // Particles Systems
  563. if (parsedData.particleSystems) {
  564. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  565. var parsedParticleSystem = parsedData.particleSystems[index];
  566. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  567. }
  568. }
  569. // Lens flares
  570. if (parsedData.lensFlareSystems) {
  571. for (var index = 0; index < parsedData.lensFlareSystems.length; index++) {
  572. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  573. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  574. }
  575. }
  576. // Shadows
  577. if (parsedData.shadowGenerators) {
  578. for (var index = 0; index < parsedData.shadowGenerators.length; index++) {
  579. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  580. parseShadowGenerator(parsedShadowGenerator, scene);
  581. }
  582. }
  583. // Finish
  584. return true;
  585. }
  586. });
  587. })();