babylon.babylonFileLoader.js 66 KB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. var Internals;
  4. (function (Internals) {
  5. var checkColors4 = function (colors, count) {
  6. // Check if color3 was used
  7. if (colors.length === count * 3) {
  8. var colors4 = [];
  9. for (var index = 0; index < colors.length; index += 3) {
  10. var newIndex = (index / 3) * 4;
  11. colors4[newIndex] = colors[index];
  12. colors4[newIndex + 1] = colors[index + 1];
  13. colors4[newIndex + 2] = colors[index + 2];
  14. colors4[newIndex + 3] = 1.0;
  15. }
  16. return colors4;
  17. }
  18. return colors;
  19. };
  20. var loadCubeTexture = function (rootUrl, parsedTexture, scene) {
  21. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  22. texture.name = parsedTexture.name;
  23. texture.hasAlpha = parsedTexture.hasAlpha;
  24. texture.level = parsedTexture.level;
  25. texture.coordinatesMode = parsedTexture.coordinatesMode;
  26. return texture;
  27. };
  28. var loadTexture = function (rootUrl, parsedTexture, scene) {
  29. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  30. return null;
  31. }
  32. if (parsedTexture.isCube) {
  33. return loadCubeTexture(rootUrl, parsedTexture, scene);
  34. }
  35. var texture;
  36. if (parsedTexture.mirrorPlane) {
  37. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  38. texture._waitingRenderList = parsedTexture.renderList;
  39. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  40. }
  41. else if (parsedTexture.isRenderTarget) {
  42. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  43. texture._waitingRenderList = parsedTexture.renderList;
  44. }
  45. else {
  46. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  47. }
  48. texture.name = parsedTexture.name;
  49. texture.hasAlpha = parsedTexture.hasAlpha;
  50. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  51. texture.level = parsedTexture.level;
  52. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  53. texture.coordinatesMode = parsedTexture.coordinatesMode;
  54. texture.uOffset = parsedTexture.uOffset;
  55. texture.vOffset = parsedTexture.vOffset;
  56. texture.uScale = parsedTexture.uScale;
  57. texture.vScale = parsedTexture.vScale;
  58. texture.uAng = parsedTexture.uAng;
  59. texture.vAng = parsedTexture.vAng;
  60. texture.wAng = parsedTexture.wAng;
  61. texture.wrapU = parsedTexture.wrapU;
  62. texture.wrapV = parsedTexture.wrapV;
  63. // Animations
  64. if (parsedTexture.animations) {
  65. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  66. var parsedAnimation = parsedTexture.animations[animationIndex];
  67. texture.animations.push(parseAnimation(parsedAnimation));
  68. }
  69. }
  70. return texture;
  71. };
  72. var parseSkeleton = function (parsedSkeleton, scene) {
  73. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  74. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  75. var parsedBone = parsedSkeleton.bones[index];
  76. var parentBone = null;
  77. if (parsedBone.parentBoneIndex > -1) {
  78. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  79. }
  80. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  81. if (parsedBone.animation) {
  82. bone.animations.push(parseAnimation(parsedBone.animation));
  83. }
  84. }
  85. return skeleton;
  86. };
  87. var parseFresnelParameters = function (parsedFresnelParameters) {
  88. var fresnelParameters = new BABYLON.FresnelParameters();
  89. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  90. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  91. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  92. fresnelParameters.bias = parsedFresnelParameters.bias;
  93. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  94. return fresnelParameters;
  95. };
  96. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  97. var material;
  98. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  99. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  100. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  101. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  102. material.specularPower = parsedMaterial.specularPower;
  103. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  104. material.alpha = parsedMaterial.alpha;
  105. material.id = parsedMaterial.id;
  106. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  107. material.backFaceCulling = parsedMaterial.backFaceCulling;
  108. material.wireframe = parsedMaterial.wireframe;
  109. if (parsedMaterial.diffuseTexture) {
  110. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  111. }
  112. if (parsedMaterial.diffuseFresnelParameters) {
  113. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  114. }
  115. if (parsedMaterial.ambientTexture) {
  116. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  117. }
  118. if (parsedMaterial.opacityTexture) {
  119. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  120. }
  121. if (parsedMaterial.opacityFresnelParameters) {
  122. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  123. }
  124. if (parsedMaterial.reflectionTexture) {
  125. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  126. }
  127. if (parsedMaterial.reflectionFresnelParameters) {
  128. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  129. }
  130. if (parsedMaterial.emissiveTexture) {
  131. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  132. }
  133. if (parsedMaterial.emissiveFresnelParameters) {
  134. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  135. }
  136. if (parsedMaterial.specularTexture) {
  137. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  138. }
  139. if (parsedMaterial.bumpTexture) {
  140. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  141. }
  142. return material;
  143. };
  144. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  145. for (var index = 0; index < parsedData.materials.length; index++) {
  146. var parsedMaterial = parsedData.materials[index];
  147. if (parsedMaterial.id === id) {
  148. return parseMaterial(parsedMaterial, scene, rootUrl);
  149. }
  150. }
  151. return null;
  152. };
  153. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  154. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  155. multiMaterial.id = parsedMultiMaterial.id;
  156. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  157. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  158. var subMatId = parsedMultiMaterial.materials[matIndex];
  159. if (subMatId) {
  160. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  161. }
  162. else {
  163. multiMaterial.subMaterials.push(null);
  164. }
  165. }
  166. return multiMaterial;
  167. };
  168. var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
  169. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  170. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  171. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  172. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  173. var parsedFlare = parsedLensFlareSystem.flares[index];
  174. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  175. }
  176. return lensFlareSystem;
  177. };
  178. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  179. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  180. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  181. if (parsedParticleSystem.textureName) {
  182. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  183. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  184. }
  185. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  186. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  187. particleSystem.minSize = parsedParticleSystem.minSize;
  188. particleSystem.maxSize = parsedParticleSystem.maxSize;
  189. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  190. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  191. particleSystem.emitter = emitter;
  192. particleSystem.emitRate = parsedParticleSystem.emitRate;
  193. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  194. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  195. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  196. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  197. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  198. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  199. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  200. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  201. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  202. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  203. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  204. particleSystem.blendMode = parsedParticleSystem.blendMode;
  205. particleSystem.start();
  206. return particleSystem;
  207. };
  208. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  209. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  210. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  211. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  212. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  213. shadowGenerator.getShadowMap().renderList.push(mesh);
  214. }
  215. if (parsedShadowGenerator.usePoissonSampling) {
  216. shadowGenerator.usePoissonSampling = true;
  217. }
  218. else if (parsedShadowGenerator.useVarianceShadowMap) {
  219. shadowGenerator.useVarianceShadowMap = true;
  220. }
  221. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  222. shadowGenerator.useBlurVarianceShadowMap = true;
  223. }
  224. if (parsedShadowGenerator.bias) {
  225. shadowGenerator.bias = parsedShadowGenerator.bias;
  226. }
  227. return shadowGenerator;
  228. };
  229. var parseAnimation = function (parsedAnimation) {
  230. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  231. var dataType = parsedAnimation.dataType;
  232. var keys = [];
  233. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  234. var key = parsedAnimation.keys[index];
  235. var data;
  236. switch (dataType) {
  237. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  238. data = key.values[0];
  239. break;
  240. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  241. data = BABYLON.Quaternion.FromArray(key.values);
  242. break;
  243. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  244. data = BABYLON.Matrix.FromArray(key.values);
  245. break;
  246. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  247. default:
  248. data = BABYLON.Vector3.FromArray(key.values);
  249. break;
  250. }
  251. keys.push({
  252. frame: key.frame,
  253. value: data
  254. });
  255. }
  256. animation.setKeys(keys);
  257. return animation;
  258. };
  259. var parseLight = function (parsedLight, scene) {
  260. var light;
  261. switch (parsedLight.type) {
  262. case 0:
  263. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  264. break;
  265. case 1:
  266. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  267. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  268. break;
  269. case 2:
  270. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  271. break;
  272. case 3:
  273. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  274. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  275. break;
  276. }
  277. light.id = parsedLight.id;
  278. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  279. if (parsedLight.intensity !== undefined) {
  280. light.intensity = parsedLight.intensity;
  281. }
  282. if (parsedLight.range) {
  283. light.range = parsedLight.range;
  284. }
  285. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  286. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  287. if (parsedLight.excludedMeshesIds) {
  288. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  289. }
  290. // Parent
  291. if (parsedLight.parentId) {
  292. light._waitingParentId = parsedLight.parentId;
  293. }
  294. if (parsedLight.includedOnlyMeshesIds) {
  295. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  296. }
  297. // Animations
  298. if (parsedLight.animations) {
  299. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  300. var parsedAnimation = parsedLight.animations[animationIndex];
  301. light.animations.push(parseAnimation(parsedAnimation));
  302. }
  303. }
  304. if (parsedLight.autoAnimate) {
  305. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  306. }
  307. };
  308. var parseCamera = function (parsedCamera, scene) {
  309. var camera;
  310. var position = BABYLON.Vector3.FromArray(parsedCamera.position);
  311. var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null;
  312. if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") {
  313. var alpha = parsedCamera.alpha;
  314. var beta = parsedCamera.beta;
  315. var radius = parsedCamera.radius;
  316. if (parsedCamera.type === "AnaglyphArcRotateCamera") {
  317. var eye_space = parsedCamera.eye_space;
  318. camera = new BABYLON.AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, eye_space, scene);
  319. }
  320. else {
  321. camera = new BABYLON.ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
  322. }
  323. }
  324. else if (parsedCamera.type === "AnaglyphFreeCamera") {
  325. eye_space = parsedCamera.eye_space;
  326. camera = new BABYLON.AnaglyphFreeCamera(parsedCamera.name, position, eye_space, scene);
  327. }
  328. else if (parsedCamera.type === "DeviceOrientationCamera") {
  329. camera = new BABYLON.DeviceOrientationCamera(parsedCamera.name, position, scene);
  330. }
  331. else if (parsedCamera.type === "FollowCamera") {
  332. camera = new BABYLON.FollowCamera(parsedCamera.name, position, scene);
  333. camera.heightOffset = parsedCamera.heightOffset;
  334. camera.radius = parsedCamera.radius;
  335. camera.rotationOffset = parsedCamera.rotationOffset;
  336. if (lockedTargetMesh)
  337. camera.target = lockedTargetMesh;
  338. }
  339. else if (parsedCamera.type === "GamepadCamera") {
  340. camera = new BABYLON.GamepadCamera(parsedCamera.name, position, scene);
  341. }
  342. else if (parsedCamera.type === "OculusCamera") {
  343. camera = new BABYLON.OculusCamera(parsedCamera.name, position, scene);
  344. }
  345. else if (parsedCamera.type === "OculusGamepadCamera") {
  346. camera = new BABYLON.OculusGamepadCamera(parsedCamera.name, position, scene);
  347. }
  348. else if (parsedCamera.type === "TouchCamera") {
  349. camera = new BABYLON.TouchCamera(parsedCamera.name, position, scene);
  350. }
  351. else if (parsedCamera.type === "VirtualJoysticksCamera") {
  352. camera = new BABYLON.VirtualJoysticksCamera(parsedCamera.name, position, scene);
  353. }
  354. else if (parsedCamera.type === "WebVRCamera") {
  355. camera = new BABYLON.WebVRCamera(parsedCamera.name, position, scene);
  356. }
  357. else if (parsedCamera.type === "VRDeviceOrientationCamera") {
  358. camera = new BABYLON.VRDeviceOrientationCamera(parsedCamera.name, position, scene);
  359. }
  360. else {
  361. // Free Camera is the default value
  362. camera = new BABYLON.FreeCamera(parsedCamera.name, position, scene);
  363. }
  364. // Test for lockedTargetMesh & FreeCamera outside of if-else-if nest, since things like GamepadCamera extend FreeCamera
  365. if (lockedTargetMesh && camera instanceof BABYLON.FreeCamera) {
  366. camera.lockedTarget = lockedTargetMesh;
  367. }
  368. camera.id = parsedCamera.id;
  369. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  370. // Parent
  371. if (parsedCamera.parentId) {
  372. camera._waitingParentId = parsedCamera.parentId;
  373. }
  374. // Target
  375. if (parsedCamera.target) {
  376. if (camera.setTarget) {
  377. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  378. }
  379. else {
  380. //For ArcRotate
  381. camera.target = BABYLON.Vector3.FromArray(parsedCamera.target);
  382. }
  383. }
  384. else {
  385. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  386. }
  387. camera.fov = parsedCamera.fov;
  388. camera.minZ = parsedCamera.minZ;
  389. camera.maxZ = parsedCamera.maxZ;
  390. camera.speed = parsedCamera.speed;
  391. camera.inertia = parsedCamera.inertia;
  392. camera.checkCollisions = parsedCamera.checkCollisions;
  393. camera.applyGravity = parsedCamera.applyGravity;
  394. if (parsedCamera.ellipsoid) {
  395. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  396. }
  397. // Animations
  398. if (parsedCamera.animations) {
  399. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  400. var parsedAnimation = parsedCamera.animations[animationIndex];
  401. camera.animations.push(parseAnimation(parsedAnimation));
  402. }
  403. }
  404. if (parsedCamera.autoAnimate) {
  405. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  406. }
  407. // Layer Mask
  408. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  409. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  410. }
  411. else {
  412. camera.layerMask = 0xFFFFFFFF;
  413. }
  414. return camera;
  415. };
  416. var parseGeometry = function (parsedGeometry, scene) {
  417. var id = parsedGeometry.id;
  418. return scene.getGeometryByID(id);
  419. };
  420. var parseBox = function (parsedBox, scene) {
  421. if (parseGeometry(parsedBox, scene)) {
  422. return null; // null since geometry could be something else than a box...
  423. }
  424. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  425. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  426. scene.pushGeometry(box, true);
  427. return box;
  428. };
  429. var parseSphere = function (parsedSphere, scene) {
  430. if (parseGeometry(parsedSphere, scene)) {
  431. return null; // null since geometry could be something else than a sphere...
  432. }
  433. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  434. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  435. scene.pushGeometry(sphere, true);
  436. return sphere;
  437. };
  438. var parseCylinder = function (parsedCylinder, scene) {
  439. if (parseGeometry(parsedCylinder, scene)) {
  440. return null; // null since geometry could be something else than a cylinder...
  441. }
  442. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  443. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  444. scene.pushGeometry(cylinder, true);
  445. return cylinder;
  446. };
  447. var parseTorus = function (parsedTorus, scene) {
  448. if (parseGeometry(parsedTorus, scene)) {
  449. return null; // null since geometry could be something else than a torus...
  450. }
  451. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  452. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  453. scene.pushGeometry(torus, true);
  454. return torus;
  455. };
  456. var parseGround = function (parsedGround, scene) {
  457. if (parseGeometry(parsedGround, scene)) {
  458. return null; // null since geometry could be something else than a ground...
  459. }
  460. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  461. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  462. scene.pushGeometry(ground, true);
  463. return ground;
  464. };
  465. var parsePlane = function (parsedPlane, scene) {
  466. if (parseGeometry(parsedPlane, scene)) {
  467. return null; // null since geometry could be something else than a plane...
  468. }
  469. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  470. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  471. scene.pushGeometry(plane, true);
  472. return plane;
  473. };
  474. var parseTorusKnot = function (parsedTorusKnot, scene) {
  475. if (parseGeometry(parsedTorusKnot, scene)) {
  476. return null; // null since geometry could be something else than a torusKnot...
  477. }
  478. 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);
  479. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  480. scene.pushGeometry(torusKnot, true);
  481. return torusKnot;
  482. };
  483. var parseVertexData = function (parsedVertexData, scene, rootUrl) {
  484. if (parseGeometry(parsedVertexData, scene)) {
  485. return null; // null since geometry could be a primitive
  486. }
  487. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  488. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  489. if (parsedVertexData.delayLoadingFile) {
  490. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  491. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  492. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  493. geometry._delayInfo = [];
  494. if (parsedVertexData.hasUVs) {
  495. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  496. }
  497. if (parsedVertexData.hasUVs2) {
  498. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  499. }
  500. if (parsedVertexData.hasColors) {
  501. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  502. }
  503. if (parsedVertexData.hasMatricesIndices) {
  504. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  505. }
  506. if (parsedVertexData.hasMatricesWeights) {
  507. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  508. }
  509. geometry._delayLoadingFunction = importVertexData;
  510. }
  511. else {
  512. importVertexData(parsedVertexData, geometry);
  513. }
  514. scene.pushGeometry(geometry, true);
  515. return geometry;
  516. };
  517. var parseMesh = function (parsedMesh, scene, rootUrl) {
  518. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  519. mesh.id = parsedMesh.id;
  520. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  521. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  522. if (parsedMesh.rotationQuaternion) {
  523. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  524. }
  525. else if (parsedMesh.rotation) {
  526. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  527. }
  528. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  529. if (parsedMesh.localMatrix) {
  530. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  531. }
  532. else if (parsedMesh.pivotMatrix) {
  533. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  534. }
  535. mesh.setEnabled(parsedMesh.isEnabled);
  536. mesh.isVisible = parsedMesh.isVisible;
  537. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  538. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  539. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  540. if (parsedMesh.applyFog !== undefined) {
  541. mesh.applyFog = parsedMesh.applyFog;
  542. }
  543. if (parsedMesh.pickable !== undefined) {
  544. mesh.isPickable = parsedMesh.pickable;
  545. }
  546. if (parsedMesh.alphaIndex !== undefined) {
  547. mesh.alphaIndex = parsedMesh.alphaIndex;
  548. }
  549. mesh.receiveShadows = parsedMesh.receiveShadows;
  550. mesh.billboardMode = parsedMesh.billboardMode;
  551. if (parsedMesh.visibility !== undefined) {
  552. mesh.visibility = parsedMesh.visibility;
  553. }
  554. mesh.checkCollisions = parsedMesh.checkCollisions;
  555. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  556. // Parent
  557. if (parsedMesh.parentId) {
  558. mesh._waitingParentId = parsedMesh.parentId;
  559. }
  560. // Actions
  561. if (parsedMesh.actions !== undefined) {
  562. mesh._waitingActions = parsedMesh.actions;
  563. }
  564. // Geometry
  565. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  566. if (parsedMesh.delayLoadingFile) {
  567. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  568. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  569. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  570. if (parsedMesh._binaryInfo) {
  571. mesh._binaryInfo = parsedMesh._binaryInfo;
  572. }
  573. mesh._delayInfo = [];
  574. if (parsedMesh.hasUVs) {
  575. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  576. }
  577. if (parsedMesh.hasUVs2) {
  578. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  579. }
  580. if (parsedMesh.hasColors) {
  581. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  582. }
  583. if (parsedMesh.hasMatricesIndices) {
  584. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  585. }
  586. if (parsedMesh.hasMatricesWeights) {
  587. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  588. }
  589. mesh._delayLoadingFunction = importGeometry;
  590. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  591. mesh._checkDelayState();
  592. }
  593. }
  594. else {
  595. importGeometry(parsedMesh, mesh);
  596. }
  597. // Material
  598. if (parsedMesh.materialId) {
  599. mesh.setMaterialByID(parsedMesh.materialId);
  600. }
  601. else {
  602. mesh.material = null;
  603. }
  604. // Skeleton
  605. if (parsedMesh.skeletonId > -1) {
  606. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  607. }
  608. // Physics
  609. if (parsedMesh.physicsImpostor) {
  610. if (!scene.isPhysicsEnabled()) {
  611. scene.enablePhysics();
  612. }
  613. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  614. }
  615. // Animations
  616. if (parsedMesh.animations) {
  617. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  618. var parsedAnimation = parsedMesh.animations[animationIndex];
  619. mesh.animations.push(parseAnimation(parsedAnimation));
  620. }
  621. }
  622. if (parsedMesh.autoAnimate) {
  623. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  624. }
  625. // Layer Mask
  626. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  627. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  628. }
  629. else {
  630. mesh.layerMask = 0xFFFFFFFF;
  631. }
  632. // Instances
  633. if (parsedMesh.instances) {
  634. for (var index = 0; index < parsedMesh.instances.length; index++) {
  635. var parsedInstance = parsedMesh.instances[index];
  636. var instance = mesh.createInstance(parsedInstance.name);
  637. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  638. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  639. if (parsedInstance.rotationQuaternion) {
  640. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  641. }
  642. else if (parsedInstance.rotation) {
  643. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  644. }
  645. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  646. instance.checkCollisions = mesh.checkCollisions;
  647. if (parsedMesh.animations) {
  648. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  649. parsedAnimation = parsedMesh.animations[animationIndex];
  650. instance.animations.push(parseAnimation(parsedAnimation));
  651. }
  652. }
  653. }
  654. }
  655. return mesh;
  656. };
  657. var parseActions = function (parsedActions, object, scene) {
  658. var actionManager = new BABYLON.ActionManager(scene);
  659. if (object === null)
  660. scene.actionManager = actionManager;
  661. else
  662. object.actionManager = actionManager;
  663. // instanciate a new object
  664. var instanciate = function (name, params) {
  665. var newInstance = Object.create(BABYLON[name].prototype);
  666. newInstance.constructor.apply(newInstance, params);
  667. return newInstance;
  668. };
  669. var parseParameter = function (name, value, target, propertyPath) {
  670. if (propertyPath === null) {
  671. // String, boolean or float
  672. var floatValue = parseFloat(value);
  673. if (value === "true" || value === "false")
  674. return value === "true";
  675. else
  676. return isNaN(floatValue) ? value : floatValue;
  677. }
  678. var effectiveTarget = propertyPath.split(".");
  679. var values = value.split(",");
  680. for (var i = 0; i < effectiveTarget.length; i++) {
  681. target = target[effectiveTarget[i]];
  682. }
  683. // Return appropriate value with its type
  684. if (target instanceof Boolean)
  685. return values[0] === "true";
  686. if (target instanceof String)
  687. return values[0];
  688. // Parameters with multiple values such as Vector3 etc.
  689. var split = new Array();
  690. for (var i = 0; i < values.length; i++)
  691. split.push(parseFloat(values[i]));
  692. if (target instanceof BABYLON.Vector3)
  693. return BABYLON.Vector3.FromArray(split);
  694. if (target instanceof BABYLON.Vector4)
  695. return BABYLON.Vector4.FromArray(split);
  696. if (target instanceof BABYLON.Color3)
  697. return BABYLON.Color3.FromArray(split);
  698. if (target instanceof BABYLON.Color4)
  699. return BABYLON.Color4.FromArray(split);
  700. return parseFloat(values[0]);
  701. };
  702. // traverse graph per trigger
  703. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  704. if (combineArray === void 0) { combineArray = null; }
  705. if (parsedAction.detached)
  706. return;
  707. var parameters = new Array();
  708. var target = null;
  709. var propertyPath = null;
  710. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  711. // Parameters
  712. if (parsedAction.type === 2)
  713. parameters.push(actionManager);
  714. else
  715. parameters.push(trigger);
  716. if (combine) {
  717. var actions = new Array();
  718. for (var j = 0; j < parsedAction.combine.length; j++) {
  719. traverse(parsedAction.combine[j], BABYLON.ActionManager.NothingTrigger, condition, action, actions);
  720. }
  721. parameters.push(actions);
  722. }
  723. else {
  724. for (var i = 0; i < parsedAction.properties.length; i++) {
  725. var value = parsedAction.properties[i].value;
  726. var name = parsedAction.properties[i].name;
  727. if (name === "target")
  728. value = target = scene.getNodeByName(value);
  729. else if (name === "parent")
  730. value = scene.getNodeByName(value);
  731. else if (name === "sound")
  732. value = scene.getSoundByName(value);
  733. else if (name !== "propertyPath") {
  734. if (parsedAction.type === 2 && name === "operator")
  735. value = BABYLON.ValueCondition[value];
  736. else
  737. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  738. }
  739. else {
  740. propertyPath = value;
  741. }
  742. parameters.push(value);
  743. }
  744. }
  745. parameters.push(condition);
  746. // If interpolate value action
  747. if (parsedAction.name === "InterpolateValueAction") {
  748. var param = parameters[parameters.length - 2];
  749. parameters[parameters.length - 1] = param;
  750. parameters[parameters.length - 2] = condition;
  751. }
  752. // Action or condition(s) and not CombineAction
  753. var newAction = instanciate(parsedAction.name, parameters);
  754. if (combineArray === null) {
  755. if (newAction instanceof BABYLON.Condition) {
  756. condition = newAction;
  757. newAction = action;
  758. }
  759. else {
  760. condition = null;
  761. if (action)
  762. action.then(newAction);
  763. else
  764. actionManager.registerAction(newAction);
  765. }
  766. }
  767. else {
  768. combineArray.push(newAction);
  769. }
  770. for (var i = 0; i < parsedAction.children.length; i++)
  771. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  772. };
  773. for (var i = 0; i < parsedActions.children.length; i++) {
  774. var triggerParams;
  775. var trigger = parsedActions.children[i];
  776. if (trigger.properties.length > 0) {
  777. triggerParams = { trigger: BABYLON.ActionManager[trigger.name], parameter: scene.getMeshByName(trigger.properties[0].value) };
  778. }
  779. else
  780. triggerParams = BABYLON.ActionManager[trigger.name];
  781. for (var j = 0; j < trigger.children.length; j++) {
  782. if (!trigger.detached)
  783. traverse(trigger.children[j], triggerParams, null, null);
  784. }
  785. }
  786. };
  787. var parseSound = function (parsedSound, scene, rootUrl) {
  788. var soundName = parsedSound.name;
  789. var soundUrl = rootUrl + soundName;
  790. var options = {
  791. autoplay: parsedSound.autoplay,
  792. loop: parsedSound.loop,
  793. volume: parsedSound.volume,
  794. spatialSound: parsedSound.spatialSound,
  795. maxDistance: parsedSound.maxDistance,
  796. rolloffFactor: parsedSound.rolloffFactor,
  797. refDistance: parsedSound.refDistance,
  798. distanceModel: parsedSound.distanceModel,
  799. playbackRate: parsedSound.playbackRate
  800. };
  801. var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () {
  802. scene._removePendingData(newSound);
  803. }, options);
  804. scene._addPendingData(newSound);
  805. if (parsedSound.position) {
  806. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  807. newSound.setPosition(soundPosition);
  808. }
  809. if (parsedSound.isDirectional) {
  810. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  811. if (parsedSound.localDirectionToMesh) {
  812. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  813. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  814. }
  815. }
  816. if (parsedSound.connectedMeshId) {
  817. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  818. if (connectedMesh) {
  819. newSound.attachToMesh(connectedMesh);
  820. }
  821. }
  822. };
  823. var isDescendantOf = function (mesh, names, hierarchyIds) {
  824. names = (names instanceof Array) ? names : [names];
  825. for (var i in names) {
  826. if (mesh.name === names[i]) {
  827. hierarchyIds.push(mesh.id);
  828. return true;
  829. }
  830. }
  831. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  832. hierarchyIds.push(mesh.id);
  833. return true;
  834. }
  835. return false;
  836. };
  837. var importVertexData = function (parsedVertexData, geometry) {
  838. var vertexData = new BABYLON.VertexData();
  839. // positions
  840. var positions = parsedVertexData.positions;
  841. if (positions) {
  842. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  843. }
  844. // normals
  845. var normals = parsedVertexData.normals;
  846. if (normals) {
  847. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  848. }
  849. // uvs
  850. var uvs = parsedVertexData.uvs;
  851. if (uvs) {
  852. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  853. }
  854. // uv2s
  855. var uv2s = parsedVertexData.uv2s;
  856. if (uv2s) {
  857. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  858. }
  859. // colors
  860. var colors = parsedVertexData.colors;
  861. if (colors) {
  862. vertexData.set(checkColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  863. }
  864. // matricesIndices
  865. var matricesIndices = parsedVertexData.matricesIndices;
  866. if (matricesIndices) {
  867. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  868. }
  869. // matricesWeights
  870. var matricesWeights = parsedVertexData.matricesWeights;
  871. if (matricesWeights) {
  872. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  873. }
  874. // indices
  875. var indices = parsedVertexData.indices;
  876. if (indices) {
  877. vertexData.indices = indices;
  878. }
  879. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  880. };
  881. var importGeometry = function (parsedGeometry, mesh) {
  882. var scene = mesh.getScene();
  883. // Geometry
  884. var geometryId = parsedGeometry.geometryId;
  885. if (geometryId) {
  886. var geometry = scene.getGeometryByID(geometryId);
  887. if (geometry) {
  888. geometry.applyToMesh(mesh);
  889. }
  890. }
  891. else if (parsedGeometry instanceof ArrayBuffer) {
  892. var binaryInfo = mesh._binaryInfo;
  893. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  894. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  895. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  896. }
  897. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  898. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  899. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  900. }
  901. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  902. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  903. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  904. }
  905. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  906. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  907. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  908. }
  909. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  910. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  911. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false);
  912. }
  913. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  914. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  915. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  916. }
  917. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  918. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  919. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  920. }
  921. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  922. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  923. mesh.setIndices(indicesData);
  924. }
  925. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  926. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  927. mesh.subMeshes = [];
  928. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  929. var materialIndex = subMeshesData[(i * 5) + 0];
  930. var verticesStart = subMeshesData[(i * 5) + 1];
  931. var verticesCount = subMeshesData[(i * 5) + 2];
  932. var indexStart = subMeshesData[(i * 5) + 3];
  933. var indexCount = subMeshesData[(i * 5) + 4];
  934. var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  935. }
  936. }
  937. }
  938. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  939. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  940. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  941. if (parsedGeometry.uvs) {
  942. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  943. }
  944. if (parsedGeometry.uvs2) {
  945. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  946. }
  947. if (parsedGeometry.colors) {
  948. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, checkColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), false);
  949. }
  950. if (parsedGeometry.matricesIndices) {
  951. if (!parsedGeometry.matricesIndices._isExpanded) {
  952. var floatIndices = [];
  953. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  954. var matricesIndex = parsedGeometry.matricesIndices[i];
  955. floatIndices.push(matricesIndex & 0x000000FF);
  956. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  957. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  958. floatIndices.push(matricesIndex >> 24);
  959. }
  960. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  961. }
  962. else {
  963. delete parsedGeometry.matricesIndices._isExpanded;
  964. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  965. }
  966. }
  967. if (parsedGeometry.matricesWeights) {
  968. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  969. }
  970. mesh.setIndices(parsedGeometry.indices);
  971. // SubMeshes
  972. if (parsedGeometry.subMeshes) {
  973. mesh.subMeshes = [];
  974. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  975. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  976. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  977. }
  978. }
  979. }
  980. // Flat shading
  981. if (mesh._shouldGenerateFlatShading) {
  982. mesh.convertToFlatShadedMesh();
  983. delete mesh._shouldGenerateFlatShading;
  984. }
  985. // Update
  986. mesh.computeWorldMatrix(true);
  987. // Octree
  988. if (scene._selectionOctree) {
  989. scene._selectionOctree.addMesh(mesh);
  990. }
  991. };
  992. BABYLON.SceneLoader.RegisterPlugin({
  993. extensions: ".babylon",
  994. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  995. var parsedData = JSON.parse(data);
  996. var loadedSkeletonsIds = [];
  997. var loadedMaterialsIds = [];
  998. var hierarchyIds = [];
  999. for (var index = 0; index < parsedData.meshes.length; index++) {
  1000. var parsedMesh = parsedData.meshes[index];
  1001. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  1002. if (meshesNames instanceof Array) {
  1003. // Remove found mesh name from list.
  1004. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  1005. }
  1006. // Material ?
  1007. if (parsedMesh.materialId) {
  1008. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  1009. if (!materialFound) {
  1010. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  1011. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  1012. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  1013. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  1014. var subMatId = parsedMultiMaterial.materials[matIndex];
  1015. loadedMaterialsIds.push(subMatId);
  1016. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  1017. }
  1018. loadedMaterialsIds.push(parsedMultiMaterial.id);
  1019. parseMultiMaterial(parsedMultiMaterial, scene);
  1020. materialFound = true;
  1021. break;
  1022. }
  1023. }
  1024. }
  1025. if (!materialFound) {
  1026. loadedMaterialsIds.push(parsedMesh.materialId);
  1027. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  1028. }
  1029. }
  1030. // Skeleton ?
  1031. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  1032. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  1033. if (!skeletonAlreadyLoaded) {
  1034. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  1035. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  1036. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  1037. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  1038. loadedSkeletonsIds.push(parsedSkeleton.id);
  1039. }
  1040. }
  1041. }
  1042. }
  1043. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  1044. meshes.push(mesh);
  1045. }
  1046. }
  1047. for (index = 0; index < scene.meshes.length; index++) {
  1048. var currentMesh = scene.meshes[index];
  1049. if (currentMesh._waitingParentId) {
  1050. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  1051. currentMesh._waitingParentId = undefined;
  1052. }
  1053. }
  1054. // Particles
  1055. if (parsedData.particleSystems) {
  1056. for (index = 0; index < parsedData.particleSystems.length; index++) {
  1057. var parsedParticleSystem = parsedData.particleSystems[index];
  1058. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  1059. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  1060. }
  1061. }
  1062. }
  1063. return true;
  1064. },
  1065. load: function (scene, data, rootUrl) {
  1066. var parsedData = JSON.parse(data);
  1067. // Scene
  1068. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  1069. scene.autoClear = parsedData.autoClear;
  1070. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  1071. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  1072. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  1073. // Fog
  1074. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  1075. scene.fogMode = parsedData.fogMode;
  1076. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  1077. scene.fogStart = parsedData.fogStart;
  1078. scene.fogEnd = parsedData.fogEnd;
  1079. scene.fogDensity = parsedData.fogDensity;
  1080. }
  1081. for (var index = 0; index < parsedData.lights.length; index++) {
  1082. var parsedLight = parsedData.lights[index];
  1083. parseLight(parsedLight, scene);
  1084. }
  1085. // Materials
  1086. if (parsedData.materials) {
  1087. for (index = 0; index < parsedData.materials.length; index++) {
  1088. var parsedMaterial = parsedData.materials[index];
  1089. parseMaterial(parsedMaterial, scene, rootUrl);
  1090. }
  1091. }
  1092. if (parsedData.multiMaterials) {
  1093. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  1094. var parsedMultiMaterial = parsedData.multiMaterials[index];
  1095. parseMultiMaterial(parsedMultiMaterial, scene);
  1096. }
  1097. }
  1098. // Skeletons
  1099. if (parsedData.skeletons) {
  1100. for (index = 0; index < parsedData.skeletons.length; index++) {
  1101. var parsedSkeleton = parsedData.skeletons[index];
  1102. parseSkeleton(parsedSkeleton, scene);
  1103. }
  1104. }
  1105. // Geometries
  1106. var geometries = parsedData.geometries;
  1107. if (geometries) {
  1108. // Boxes
  1109. var boxes = geometries.boxes;
  1110. if (boxes) {
  1111. for (index = 0; index < boxes.length; index++) {
  1112. var parsedBox = boxes[index];
  1113. parseBox(parsedBox, scene);
  1114. }
  1115. }
  1116. // Spheres
  1117. var spheres = geometries.spheres;
  1118. if (spheres) {
  1119. for (index = 0; index < spheres.length; index++) {
  1120. var parsedSphere = spheres[index];
  1121. parseSphere(parsedSphere, scene);
  1122. }
  1123. }
  1124. // Cylinders
  1125. var cylinders = geometries.cylinders;
  1126. if (cylinders) {
  1127. for (index = 0; index < cylinders.length; index++) {
  1128. var parsedCylinder = cylinders[index];
  1129. parseCylinder(parsedCylinder, scene);
  1130. }
  1131. }
  1132. // Toruses
  1133. var toruses = geometries.toruses;
  1134. if (toruses) {
  1135. for (index = 0; index < toruses.length; index++) {
  1136. var parsedTorus = toruses[index];
  1137. parseTorus(parsedTorus, scene);
  1138. }
  1139. }
  1140. // Grounds
  1141. var grounds = geometries.grounds;
  1142. if (grounds) {
  1143. for (index = 0; index < grounds.length; index++) {
  1144. var parsedGround = grounds[index];
  1145. parseGround(parsedGround, scene);
  1146. }
  1147. }
  1148. // Planes
  1149. var planes = geometries.planes;
  1150. if (planes) {
  1151. for (index = 0; index < planes.length; index++) {
  1152. var parsedPlane = planes[index];
  1153. parsePlane(parsedPlane, scene);
  1154. }
  1155. }
  1156. // TorusKnots
  1157. var torusKnots = geometries.torusKnots;
  1158. if (torusKnots) {
  1159. for (index = 0; index < torusKnots.length; index++) {
  1160. var parsedTorusKnot = torusKnots[index];
  1161. parseTorusKnot(parsedTorusKnot, scene);
  1162. }
  1163. }
  1164. // VertexData
  1165. var vertexData = geometries.vertexData;
  1166. if (vertexData) {
  1167. for (index = 0; index < vertexData.length; index++) {
  1168. var parsedVertexData = vertexData[index];
  1169. parseVertexData(parsedVertexData, scene, rootUrl);
  1170. }
  1171. }
  1172. }
  1173. for (index = 0; index < parsedData.meshes.length; index++) {
  1174. var parsedMesh = parsedData.meshes[index];
  1175. parseMesh(parsedMesh, scene, rootUrl);
  1176. }
  1177. for (index = 0; index < parsedData.cameras.length; index++) {
  1178. var parsedCamera = parsedData.cameras[index];
  1179. parseCamera(parsedCamera, scene);
  1180. }
  1181. if (parsedData.activeCameraID) {
  1182. scene.setActiveCameraByID(parsedData.activeCameraID);
  1183. }
  1184. for (index = 0; index < scene.cameras.length; index++) {
  1185. var camera = scene.cameras[index];
  1186. if (camera._waitingParentId) {
  1187. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  1188. camera._waitingParentId = undefined;
  1189. }
  1190. }
  1191. for (index = 0; index < scene.lights.length; index++) {
  1192. var light = scene.lights[index];
  1193. if (light._waitingParentId) {
  1194. light.parent = scene.getLastEntryByID(light._waitingParentId);
  1195. light._waitingParentId = undefined;
  1196. }
  1197. }
  1198. // Sounds
  1199. if (parsedData.sounds) {
  1200. for (index = 0; index < parsedData.sounds.length; index++) {
  1201. var parsedSound = parsedData.sounds[index];
  1202. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  1203. parseSound(parsedSound, scene, rootUrl);
  1204. }
  1205. else {
  1206. var emptySound = new BABYLON.Sound(parsedSound.name, null, scene);
  1207. }
  1208. }
  1209. }
  1210. for (index = 0; index < scene.meshes.length; index++) {
  1211. var mesh = scene.meshes[index];
  1212. if (mesh._waitingParentId) {
  1213. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  1214. mesh._waitingParentId = undefined;
  1215. }
  1216. if (mesh._waitingActions) {
  1217. parseActions(mesh._waitingActions, mesh, scene);
  1218. mesh._waitingActions = undefined;
  1219. }
  1220. }
  1221. // Particles Systems
  1222. if (parsedData.particleSystems) {
  1223. for (index = 0; index < parsedData.particleSystems.length; index++) {
  1224. var parsedParticleSystem = parsedData.particleSystems[index];
  1225. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  1226. }
  1227. }
  1228. // Lens flares
  1229. if (parsedData.lensFlareSystems) {
  1230. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  1231. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  1232. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  1233. }
  1234. }
  1235. // Shadows
  1236. if (parsedData.shadowGenerators) {
  1237. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  1238. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  1239. parseShadowGenerator(parsedShadowGenerator, scene);
  1240. }
  1241. }
  1242. // Actions (scene)
  1243. if (parsedData.actions) {
  1244. parseActions(parsedData.actions, null, scene);
  1245. }
  1246. // Finish
  1247. return true;
  1248. }
  1249. });
  1250. })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
  1251. })(BABYLON || (BABYLON = {}));
  1252. //# sourceMappingURL=babylon.babylonFileLoader.js.map