babylon.babylonFileLoader.ts 20 KB

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  1. module BABYLON.Internals {
  2. var parseMaterialById = (id, parsedData, scene, rootUrl) => {
  3. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  4. var parsedMaterial = parsedData.materials[index];
  5. if (parsedMaterial.id === id) {
  6. return Material.Parse(parsedMaterial, scene, rootUrl);
  7. }
  8. }
  9. return null;
  10. };
  11. var isDescendantOf = (mesh, names, hierarchyIds) => {
  12. names = (names instanceof Array) ? names : [names];
  13. for (var i in names) {
  14. if (mesh.name === names[i]) {
  15. hierarchyIds.push(mesh.id);
  16. return true;
  17. }
  18. }
  19. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  20. hierarchyIds.push(mesh.id);
  21. return true;
  22. }
  23. return false;
  24. };
  25. SceneLoader.RegisterPlugin({
  26. extensions: ".babylon",
  27. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]): boolean => {
  28. var parsedData = JSON.parse(data);
  29. var loadedSkeletonsIds = [];
  30. var loadedMaterialsIds = [];
  31. var hierarchyIds = [];
  32. var index: number;
  33. var cache: number;
  34. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  35. var parsedMesh = parsedData.meshes[index];
  36. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  37. if (meshesNames instanceof Array) {
  38. // Remove found mesh name from list.
  39. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  40. }
  41. //Geometry?
  42. if (parsedMesh.geometryId) {
  43. //does the file contain geometries?
  44. if (parsedData.geometries) {
  45. //find the correct geometry and add it to the scene
  46. var found: boolean = false;
  47. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach((geometryType: string) => {
  48. if (found || !parsedData.geometries[geometryType] || !(parsedData.geometries[geometryType] instanceof Array)) {
  49. return;
  50. } else {
  51. parsedData.geometries[geometryType].forEach((parsedGeometryData) => {
  52. if (parsedGeometryData.id === parsedMesh.geometryId) {
  53. switch (geometryType) {
  54. case "boxes":
  55. Geometry.Primitives.Box.Parse(parsedGeometryData, scene);
  56. break;
  57. case "spheres":
  58. Geometry.Primitives.Sphere.Parse(parsedGeometryData, scene);
  59. break;
  60. case "cylinders":
  61. Geometry.Primitives.Cylinder.Parse(parsedGeometryData, scene);
  62. break;
  63. case "toruses":
  64. Geometry.Primitives.Torus.Parse(parsedGeometryData, scene);
  65. break;
  66. case "grounds":
  67. Geometry.Primitives.Ground.Parse(parsedGeometryData, scene);
  68. break;
  69. case "planes":
  70. Geometry.Primitives.Plane.Parse(parsedGeometryData, scene);
  71. break;
  72. case "torusKnots":
  73. Geometry.Primitives.TorusKnot.Parse(parsedGeometryData, scene);
  74. break;
  75. case "vertexData":
  76. Geometry.Parse(parsedGeometryData, scene, rootUrl);
  77. break;
  78. }
  79. found = true;
  80. }
  81. });
  82. }
  83. });
  84. if (!found) {
  85. Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  86. }
  87. }
  88. }
  89. // Material ?
  90. if (parsedMesh.materialId) {
  91. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  92. if (!materialFound && parsedData.multiMaterials) {
  93. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  94. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  95. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  96. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  97. var subMatId = parsedMultiMaterial.materials[matIndex];
  98. loadedMaterialsIds.push(subMatId);
  99. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  100. }
  101. loadedMaterialsIds.push(parsedMultiMaterial.id);
  102. Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  103. materialFound = true;
  104. break;
  105. }
  106. }
  107. }
  108. if (!materialFound) {
  109. loadedMaterialsIds.push(parsedMesh.materialId);
  110. if (!parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl)) {
  111. Tools.Warn("Material not found for mesh " + parsedMesh.id);
  112. }
  113. }
  114. }
  115. // Skeleton ?
  116. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  117. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  118. if (!skeletonAlreadyLoaded) {
  119. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  120. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  121. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  122. skeletons.push(Skeleton.Parse(parsedSkeleton, scene));
  123. loadedSkeletonsIds.push(parsedSkeleton.id);
  124. }
  125. }
  126. }
  127. }
  128. var mesh = Mesh.Parse(parsedMesh, scene, rootUrl);
  129. meshes.push(mesh);
  130. }
  131. }
  132. // Connecting parents
  133. var currentMesh: AbstractMesh;
  134. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  135. currentMesh = scene.meshes[index];
  136. if (currentMesh._waitingParentId) {
  137. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  138. currentMesh._waitingParentId = undefined;
  139. }
  140. }
  141. // freeze world matrix application
  142. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  143. currentMesh = scene.meshes[index];
  144. if (currentMesh._waitingFreezeWorldMatrix) {
  145. currentMesh.freezeWorldMatrix();
  146. currentMesh._waitingFreezeWorldMatrix = undefined;
  147. }
  148. }
  149. // Particles
  150. if (parsedData.particleSystems) {
  151. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  152. var parsedParticleSystem = parsedData.particleSystems[index];
  153. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  154. particleSystems.push(ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl));
  155. }
  156. }
  157. }
  158. return true;
  159. },
  160. load: (scene: Scene, data: string, rootUrl: string): boolean => {
  161. var parsedData = JSON.parse(data);
  162. // Scene
  163. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  164. scene.autoClear = parsedData.autoClear;
  165. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  166. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  167. if (parsedData.gravity) {
  168. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  169. }
  170. // Fog
  171. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  172. scene.fogMode = parsedData.fogMode;
  173. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  174. scene.fogStart = parsedData.fogStart;
  175. scene.fogEnd = parsedData.fogEnd;
  176. scene.fogDensity = parsedData.fogDensity;
  177. }
  178. //Physics
  179. if (parsedData.physicsEnabled) {
  180. var physicsPlugin;
  181. if (parsedData.physicsEngine === "cannon") {
  182. physicsPlugin = new BABYLON.CannonJSPlugin();
  183. } else if (parsedData.physicsEngine === "oimo") {
  184. physicsPlugin = new BABYLON.OimoJSPlugin();
  185. }
  186. //else - default engine, which is currently oimo
  187. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  188. scene.enablePhysics(physicsGravity, physicsPlugin);
  189. }
  190. //collisions, if defined. otherwise, default is true
  191. if (parsedData.collisionsEnabled != undefined) {
  192. scene.collisionsEnabled = parsedData.collisionsEnabled;
  193. }
  194. scene.workerCollisions = !!parsedData.workerCollisions;
  195. var index: number;
  196. var cache: number;
  197. // Lights
  198. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  199. var parsedLight = parsedData.lights[index];
  200. Light.Parse(parsedLight, scene);
  201. }
  202. // Materials
  203. if (parsedData.materials) {
  204. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  205. var parsedMaterial = parsedData.materials[index];
  206. Material.Parse(parsedMaterial, scene, rootUrl);
  207. }
  208. }
  209. if (parsedData.multiMaterials) {
  210. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  211. var parsedMultiMaterial = parsedData.multiMaterials[index];
  212. Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  213. }
  214. }
  215. // Skeletons
  216. if (parsedData.skeletons) {
  217. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  218. var parsedSkeleton = parsedData.skeletons[index];
  219. Skeleton.Parse(parsedSkeleton, scene);
  220. }
  221. }
  222. // Geometries
  223. var geometries = parsedData.geometries;
  224. if (geometries) {
  225. // Boxes
  226. var boxes = geometries.boxes;
  227. if (boxes) {
  228. for (index = 0, cache = boxes.length; index < cache; index++) {
  229. var parsedBox = boxes[index];
  230. Geometry.Primitives.Box.Parse(parsedBox, scene);
  231. }
  232. }
  233. // Spheres
  234. var spheres = geometries.spheres;
  235. if (spheres) {
  236. for (index = 0, cache = spheres.length; index < cache; index++) {
  237. var parsedSphere = spheres[index];
  238. Geometry.Primitives.Sphere.Parse(parsedSphere, scene);
  239. }
  240. }
  241. // Cylinders
  242. var cylinders = geometries.cylinders;
  243. if (cylinders) {
  244. for (index = 0, cache = cylinders.length; index < cache; index++) {
  245. var parsedCylinder = cylinders[index];
  246. Geometry.Primitives.Cylinder.Parse(parsedCylinder, scene);
  247. }
  248. }
  249. // Toruses
  250. var toruses = geometries.toruses;
  251. if (toruses) {
  252. for (index = 0, cache = toruses.length; index < cache; index++) {
  253. var parsedTorus = toruses[index];
  254. Geometry.Primitives.Torus.Parse(parsedTorus, scene);
  255. }
  256. }
  257. // Grounds
  258. var grounds = geometries.grounds;
  259. if (grounds) {
  260. for (index = 0, cache = grounds.length; index < cache; index++) {
  261. var parsedGround = grounds[index];
  262. Geometry.Primitives.Ground.Parse(parsedGround, scene);
  263. }
  264. }
  265. // Planes
  266. var planes = geometries.planes;
  267. if (planes) {
  268. for (index = 0, cache = planes.length; index < cache; index++) {
  269. var parsedPlane = planes[index];
  270. Geometry.Primitives.Plane.Parse(parsedPlane, scene);
  271. }
  272. }
  273. // TorusKnots
  274. var torusKnots = geometries.torusKnots;
  275. if (torusKnots) {
  276. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  277. var parsedTorusKnot = torusKnots[index];
  278. Geometry.Primitives.TorusKnot.Parse(parsedTorusKnot, scene);
  279. }
  280. }
  281. // VertexData
  282. var vertexData = geometries.vertexData;
  283. if (vertexData) {
  284. for (index = 0, cache = vertexData.length; index < cache; index++) {
  285. var parsedVertexData = vertexData[index];
  286. Geometry.Parse(parsedVertexData, scene, rootUrl);
  287. }
  288. }
  289. }
  290. // Meshes
  291. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  292. var parsedMesh = parsedData.meshes[index];
  293. Mesh.Parse(parsedMesh, scene, rootUrl);
  294. }
  295. // Cameras
  296. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  297. var parsedCamera = parsedData.cameras[index];
  298. Camera.Parse(parsedCamera, scene);
  299. }
  300. if (parsedData.activeCameraID) {
  301. scene.setActiveCameraByID(parsedData.activeCameraID);
  302. }
  303. // Browsing all the graph to connect the dots
  304. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  305. var camera = scene.cameras[index];
  306. if (camera._waitingParentId) {
  307. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  308. camera._waitingParentId = undefined;
  309. }
  310. }
  311. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  312. var light = scene.lights[index];
  313. if (light._waitingParentId) {
  314. light.parent = scene.getLastEntryByID(light._waitingParentId);
  315. light._waitingParentId = undefined;
  316. }
  317. }
  318. // Sounds
  319. var loadedSounds: Sound[] = [];
  320. var loadedSound: Sound;
  321. if (AudioEngine && parsedData.sounds) {
  322. for (index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  323. var parsedSound = parsedData.sounds[index];
  324. if (Engine.audioEngine.canUseWebAudio) {
  325. if (!loadedSounds[parsedSound.name]) {
  326. loadedSound = Sound.Parse(parsedSound, scene, rootUrl);
  327. loadedSounds[loadedSound.name] = loadedSound;
  328. }
  329. else {
  330. Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.name]);
  331. }
  332. } else {
  333. var emptySound = new Sound(parsedSound.name, null, scene);
  334. }
  335. }
  336. }
  337. loadedSounds = [];
  338. // Connect parents & children and parse actions
  339. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  340. var mesh = scene.meshes[index];
  341. if (mesh._waitingParentId) {
  342. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  343. mesh._waitingParentId = undefined;
  344. }
  345. if (mesh._waitingActions) {
  346. ActionManager.Parse(mesh._waitingActions, mesh, scene);
  347. mesh._waitingActions = undefined;
  348. }
  349. }
  350. // freeze world matrix application
  351. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  352. var currentMesh = scene.meshes[index];
  353. if (currentMesh._waitingFreezeWorldMatrix) {
  354. currentMesh.freezeWorldMatrix();
  355. currentMesh._waitingFreezeWorldMatrix = undefined;
  356. }
  357. }
  358. // Particles Systems
  359. if (parsedData.particleSystems) {
  360. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  361. var parsedParticleSystem = parsedData.particleSystems[index];
  362. ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  363. }
  364. }
  365. // Lens flares
  366. if (parsedData.lensFlareSystems) {
  367. for (index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  368. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  369. LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  370. }
  371. }
  372. // Shadows
  373. if (parsedData.shadowGenerators) {
  374. for (index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  375. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  376. ShadowGenerator.Parse(parsedShadowGenerator, scene);
  377. }
  378. }
  379. // Actions (scene)
  380. if (parsedData.actions) {
  381. ActionManager.Parse(parsedData.actions, null, scene);
  382. }
  383. // Finish
  384. return true;
  385. }
  386. });
  387. }