babylon.babylonFileLoader.js 22 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 and compute 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. else {
  153. currentMesh.computeWorldMatrix(true);
  154. }
  155. }
  156. // Particles
  157. if (parsedData.particleSystems) {
  158. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  159. var parsedParticleSystem = parsedData.particleSystems[index];
  160. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  161. particleSystems.push(BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl));
  162. }
  163. }
  164. }
  165. return true;
  166. },
  167. load: function (scene, data, rootUrl) {
  168. var parsedData = JSON.parse(data);
  169. // Scene
  170. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  171. scene.autoClear = parsedData.autoClear;
  172. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  173. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  174. if (parsedData.gravity) {
  175. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  176. }
  177. // Fog
  178. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  179. scene.fogMode = parsedData.fogMode;
  180. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  181. scene.fogStart = parsedData.fogStart;
  182. scene.fogEnd = parsedData.fogEnd;
  183. scene.fogDensity = parsedData.fogDensity;
  184. }
  185. //Physics
  186. if (parsedData.physicsEnabled) {
  187. var physicsPlugin;
  188. if (parsedData.physicsEngine === "cannon") {
  189. physicsPlugin = new BABYLON.CannonJSPlugin();
  190. }
  191. else if (parsedData.physicsEngine === "oimo") {
  192. physicsPlugin = new BABYLON.OimoJSPlugin();
  193. }
  194. //else - default engine, which is currently oimo
  195. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  196. scene.enablePhysics(physicsGravity, physicsPlugin);
  197. }
  198. //collisions, if defined. otherwise, default is true
  199. if (parsedData.collisionsEnabled != undefined) {
  200. scene.collisionsEnabled = parsedData.collisionsEnabled;
  201. }
  202. scene.workerCollisions = !!parsedData.workerCollisions;
  203. var index;
  204. var cache;
  205. // Lights
  206. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  207. var parsedLight = parsedData.lights[index];
  208. BABYLON.Light.Parse(parsedLight, scene);
  209. }
  210. // Materials
  211. if (parsedData.materials) {
  212. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  213. var parsedMaterial = parsedData.materials[index];
  214. BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  215. }
  216. }
  217. if (parsedData.multiMaterials) {
  218. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  219. var parsedMultiMaterial = parsedData.multiMaterials[index];
  220. BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  221. }
  222. }
  223. // Skeletons
  224. if (parsedData.skeletons) {
  225. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  226. var parsedSkeleton = parsedData.skeletons[index];
  227. BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  228. }
  229. }
  230. // Geometries
  231. var geometries = parsedData.geometries;
  232. if (geometries) {
  233. // Boxes
  234. var boxes = geometries.boxes;
  235. if (boxes) {
  236. for (index = 0, cache = boxes.length; index < cache; index++) {
  237. var parsedBox = boxes[index];
  238. BABYLON.Geometry.Primitives.Box.Parse(parsedBox, scene);
  239. }
  240. }
  241. // Spheres
  242. var spheres = geometries.spheres;
  243. if (spheres) {
  244. for (index = 0, cache = spheres.length; index < cache; index++) {
  245. var parsedSphere = spheres[index];
  246. BABYLON.Geometry.Primitives.Sphere.Parse(parsedSphere, scene);
  247. }
  248. }
  249. // Cylinders
  250. var cylinders = geometries.cylinders;
  251. if (cylinders) {
  252. for (index = 0, cache = cylinders.length; index < cache; index++) {
  253. var parsedCylinder = cylinders[index];
  254. BABYLON.Geometry.Primitives.Cylinder.Parse(parsedCylinder, scene);
  255. }
  256. }
  257. // Toruses
  258. var toruses = geometries.toruses;
  259. if (toruses) {
  260. for (index = 0, cache = toruses.length; index < cache; index++) {
  261. var parsedTorus = toruses[index];
  262. BABYLON.Geometry.Primitives.Torus.Parse(parsedTorus, scene);
  263. }
  264. }
  265. // Grounds
  266. var grounds = geometries.grounds;
  267. if (grounds) {
  268. for (index = 0, cache = grounds.length; index < cache; index++) {
  269. var parsedGround = grounds[index];
  270. BABYLON.Geometry.Primitives.Ground.Parse(parsedGround, scene);
  271. }
  272. }
  273. // Planes
  274. var planes = geometries.planes;
  275. if (planes) {
  276. for (index = 0, cache = planes.length; index < cache; index++) {
  277. var parsedPlane = planes[index];
  278. BABYLON.Geometry.Primitives.Plane.Parse(parsedPlane, scene);
  279. }
  280. }
  281. // TorusKnots
  282. var torusKnots = geometries.torusKnots;
  283. if (torusKnots) {
  284. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  285. var parsedTorusKnot = torusKnots[index];
  286. BABYLON.Geometry.Primitives.TorusKnot.Parse(parsedTorusKnot, scene);
  287. }
  288. }
  289. // VertexData
  290. var vertexData = geometries.vertexData;
  291. if (vertexData) {
  292. for (index = 0, cache = vertexData.length; index < cache; index++) {
  293. var parsedVertexData = vertexData[index];
  294. BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl);
  295. }
  296. }
  297. }
  298. // Meshes
  299. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  300. var parsedMesh = parsedData.meshes[index];
  301. BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  302. }
  303. // Cameras
  304. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  305. var parsedCamera = parsedData.cameras[index];
  306. BABYLON.Camera.Parse(parsedCamera, scene);
  307. }
  308. if (parsedData.activeCameraID) {
  309. scene.setActiveCameraByID(parsedData.activeCameraID);
  310. }
  311. // Browsing all the graph to connect the dots
  312. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  313. var camera = scene.cameras[index];
  314. if (camera._waitingParentId) {
  315. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  316. camera._waitingParentId = undefined;
  317. }
  318. }
  319. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  320. var light = scene.lights[index];
  321. if (light._waitingParentId) {
  322. light.parent = scene.getLastEntryByID(light._waitingParentId);
  323. light._waitingParentId = undefined;
  324. }
  325. }
  326. // Sounds
  327. var loadedSounds = [];
  328. var loadedSound;
  329. if (BABYLON.AudioEngine && parsedData.sounds) {
  330. for (index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  331. var parsedSound = parsedData.sounds[index];
  332. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  333. if (!parsedSound.url)
  334. parsedSound.url = parsedSound.name;
  335. if (!loadedSounds[parsedSound.url]) {
  336. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  337. loadedSounds[parsedSound.url] = loadedSound;
  338. }
  339. else {
  340. BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]);
  341. }
  342. }
  343. else {
  344. var emptySound = new BABYLON.Sound(parsedSound.name, null, scene);
  345. }
  346. }
  347. }
  348. loadedSounds = [];
  349. // Connect parents & children and parse actions
  350. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  351. var mesh = scene.meshes[index];
  352. if (mesh._waitingParentId) {
  353. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  354. mesh._waitingParentId = undefined;
  355. }
  356. if (mesh._waitingActions) {
  357. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  358. mesh._waitingActions = undefined;
  359. }
  360. }
  361. // freeze world matrix application
  362. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  363. var currentMesh = scene.meshes[index];
  364. if (currentMesh._waitingFreezeWorldMatrix) {
  365. currentMesh.freezeWorldMatrix();
  366. currentMesh._waitingFreezeWorldMatrix = undefined;
  367. }
  368. else {
  369. currentMesh.computeWorldMatrix(true);
  370. }
  371. }
  372. // Particles Systems
  373. if (parsedData.particleSystems) {
  374. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  375. var parsedParticleSystem = parsedData.particleSystems[index];
  376. BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  377. }
  378. }
  379. // Lens flares
  380. if (parsedData.lensFlareSystems) {
  381. for (index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  382. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  383. BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  384. }
  385. }
  386. // Shadows
  387. if (parsedData.shadowGenerators) {
  388. for (index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  389. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  390. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  391. }
  392. }
  393. // Actions (scene)
  394. if (parsedData.actions) {
  395. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  396. }
  397. // Finish
  398. return true;
  399. }
  400. });
  401. })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
  402. })(BABYLON || (BABYLON = {}));