babylon.babylonFileLoader.js 21 KB

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