babylon.sceneLoader.js 19 KB

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  1. var BABYLON = BABYLON || {};
  2. (function () {
  3. var loadCubeTexture = function (rootUrl, parsedTexture, scene) {
  4. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  5. texture.name = parsedTexture.name;
  6. texture.hasAlpha = parsedTexture.hasAlpha;
  7. texture.level = parsedTexture.level;
  8. texture.coordinatesMode = parsedTexture.coordinatesMode;
  9. texture.isCube = true;
  10. return texture;
  11. };
  12. var loadTexture = function (rootUrl, parsedTexture, scene) {
  13. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  14. return null;
  15. }
  16. if (parsedTexture.isCube) {
  17. return loadCubeTexture(rootUrl, parsedTexture, scene);
  18. }
  19. var texture;
  20. if (parsedTexture.mirrorPlane) {
  21. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  22. texture._waitingRenderList = parsedTexture.renderList;
  23. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  24. } else if (parsedTexture.isRenderTarget) {
  25. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  26. texture._waitingRenderList = parsedTexture.renderList;
  27. } else {
  28. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  29. }
  30. texture.name = parsedTexture.name;
  31. texture.hasAlpha = parsedTexture.hasAlpha;
  32. texture.level = parsedTexture.level;
  33. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  34. texture.coordinatesMode = parsedTexture.coordinatesMode;
  35. texture.uOffset = parsedTexture.uOffset;
  36. texture.vOffset = parsedTexture.vOffset;
  37. texture.uScale = parsedTexture.uScale;
  38. texture.vScale = parsedTexture.vScale;
  39. texture.uAng = parsedTexture.uAng;
  40. texture.vAng = parsedTexture.vAng;
  41. texture.wAng = parsedTexture.wAng;
  42. texture.wrapU = parsedTexture.wrapU;
  43. texture.wrapV = parsedTexture.wrapV;
  44. // Animations
  45. if (parsedTexture.animations) {
  46. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  47. var parsedAnimation = parsedTexture.animations[animationIndex];
  48. texture.animations.push(parseAnimation(parsedAnimation));
  49. }
  50. }
  51. return texture;
  52. };
  53. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  54. var material;
  55. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  56. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  57. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  58. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  59. material.specularPower = parsedMaterial.specularPower;
  60. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  61. material.alpha = parsedMaterial.alpha;
  62. material.id = parsedMaterial.id;
  63. material.backFaceCulling = parsedMaterial.backFaceCulling;
  64. if (parsedMaterial.diffuseTexture) {
  65. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  66. }
  67. if (parsedMaterial.ambientTexture) {
  68. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  69. }
  70. if (parsedMaterial.opacityTexture) {
  71. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  72. }
  73. if (parsedMaterial.reflectionTexture) {
  74. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  75. }
  76. if (parsedMaterial.emissiveTexture) {
  77. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  78. }
  79. if (parsedMaterial.specularTexture) {
  80. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  81. }
  82. return material;
  83. };
  84. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  85. for (var index = 0; index < parsedData.materials.length; index++) {
  86. var parsedMaterial = parsedData.materials[index];
  87. if (parsedMaterial.id === id) {
  88. return parseMaterial(parsedMaterial, scene, rootUrl);
  89. }
  90. }
  91. return null;
  92. };
  93. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  94. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  95. multiMaterial.id = parsedMultiMaterial.id;
  96. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  97. var subMatId = parsedMultiMaterial.materials[matIndex];
  98. if (subMatId) {
  99. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  100. } else {
  101. multiMaterial.subMaterials.push(null);
  102. }
  103. }
  104. return multiMaterial;
  105. };
  106. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  107. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  108. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  109. if (parsedParticleSystem.textureName) {
  110. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  111. }
  112. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  113. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  114. particleSystem.minSize = parsedParticleSystem.minSize;
  115. particleSystem.maxSize = parsedParticleSystem.maxSize;
  116. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  117. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  118. particleSystem.emitter = emitter;
  119. particleSystem.emitRate = parsedParticleSystem.emitRate;
  120. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  121. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  122. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  123. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  124. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  125. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  126. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  127. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  128. particleSystem.deadAlpha = parsedParticleSystem.deadAlpha;
  129. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  130. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  131. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  132. particleSystem.blendMode = parsedParticleSystem.blendMode;
  133. particleSystem.start();
  134. return particleSystem;
  135. };
  136. var parseAnimation = function (parsedAnimation) {
  137. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  138. var dataType = parsedAnimation.dataType;
  139. var keys = [];
  140. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  141. var key = parsedAnimation.keys[index];
  142. var data;
  143. switch (dataType) {
  144. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  145. data = key.values[0];
  146. break;
  147. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  148. data = BABYLON.Quaternion.FromArray(key.values);
  149. break;
  150. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  151. default:
  152. data = BABYLON.Vector3.FromArray(key.values);
  153. break;
  154. }
  155. keys.push({
  156. frame: key.frame,
  157. value: data
  158. });
  159. }
  160. animation.setKeys(keys);
  161. return animation;
  162. };
  163. var parseMesh = function (parsedMesh, scene) {
  164. var declaration = null;
  165. switch (parsedMesh.uvCount) {
  166. case 0:
  167. declaration = [3, 3];
  168. break;
  169. case 1:
  170. declaration = [3, 3, 2];
  171. break;
  172. case 2:
  173. declaration = [3, 3, 2, 2];
  174. break;
  175. }
  176. var mesh = new BABYLON.Mesh(parsedMesh.name, declaration, scene);
  177. mesh.id = parsedMesh.id;
  178. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  179. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  180. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  181. mesh.setEnabled(parsedMesh.isEnabled);
  182. mesh.isVisible = parsedMesh.isVisible;
  183. mesh.billboardMode = parsedMesh.billboardMode;
  184. if (parsedMesh.visibility !== undefined) {
  185. mesh.visibility = parsedMesh.visibility;
  186. }
  187. mesh.checkCollisions = parsedMesh.checkCollisions;
  188. if (parsedMesh.vertices && parsedMesh.indices) {
  189. mesh.setVertices(parsedMesh.vertices, parsedMesh.uvCount);
  190. mesh.setIndices(parsedMesh.indices);
  191. }
  192. if (parsedMesh.parentId) {
  193. mesh.parent = scene.getLastMeshByID(parsedMesh.parentId);
  194. }
  195. if (parsedMesh.materialId) {
  196. mesh.setMaterialByID(parsedMesh.materialId);
  197. } else {
  198. mesh.material = null;
  199. }
  200. // SubMeshes
  201. if (parsedMesh.subMeshes) {
  202. mesh.subMeshes = [];
  203. for (var subIndex = 0; subIndex < parsedMesh.subMeshes.length; subIndex++) {
  204. var parsedSubMesh = parsedMesh.subMeshes[subIndex];
  205. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  206. }
  207. }
  208. // Animations
  209. if (parsedMesh.animations) {
  210. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  211. var parsedAnimation = parsedMesh.animations[animationIndex];
  212. mesh.animations.push(parseAnimation(parsedAnimation));
  213. }
  214. }
  215. if (parsedMesh.autoAnimate) {
  216. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  217. }
  218. return mesh;
  219. };
  220. var isDescendantOf = function (mesh, name, hierarchyIds) {
  221. if (mesh.name === name) {
  222. hierarchyIds.push(mesh.id);
  223. return true;
  224. }
  225. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  226. hierarchyIds.push(mesh.id);
  227. return true;
  228. }
  229. return false;
  230. };
  231. BABYLON.SceneLoader = {
  232. ImportMesh: function (meshName, rootUrl, sceneFilename, scene, then) {
  233. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  234. var parsedData = JSON.parse(data);
  235. // Meshes
  236. var meshes = [];
  237. var particleSystems = [];
  238. var hierarchyIds = [];
  239. for (var index = 0; index < parsedData.meshes.length; index++) {
  240. var parsedMesh = parsedData.meshes[index];
  241. if (!meshName || isDescendantOf(parsedMesh, meshName, hierarchyIds)) {
  242. // Material ?
  243. if (parsedMesh.materialId) {
  244. var materialFound = (scene.getMaterialByID(parsedMesh.materialId) !== null);
  245. if (!materialFound) {
  246. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  247. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  248. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  249. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  250. var subMatId = parsedMultiMaterial.materials[matIndex];
  251. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  252. }
  253. parseMultiMaterial(parsedMultiMaterial, scene);
  254. materialFound = true;
  255. break;
  256. }
  257. }
  258. }
  259. if (!materialFound) {
  260. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  261. }
  262. }
  263. meshes.push(parseMesh(parsedMesh, scene));
  264. }
  265. }
  266. // Particles
  267. if (parsedData.particleSystems) {
  268. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  269. var parsedParticleSystem = parsedData.particleSystems[index];
  270. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  271. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  272. }
  273. }
  274. }
  275. if (then) {
  276. then(meshes, particleSystems);
  277. }
  278. });
  279. },
  280. Load: function (rootUrl, sceneFilename, engine, then, progressCallBack) {
  281. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  282. var parsedData = JSON.parse(data);
  283. var scene = new BABYLON.Scene(engine);
  284. // Scene
  285. scene.autoClear = parsedData.autoClear;
  286. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  287. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  288. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  289. // Lights
  290. for (var index = 0; index < parsedData.lights.length; index++) {
  291. var parsedLight = parsedData.lights[index];
  292. var light;
  293. if (parsedLight.type === 0) {
  294. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.data), scene);
  295. } else {
  296. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.data), scene);
  297. }
  298. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  299. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  300. light.id = parsedLight.id;
  301. if (parsedLight.intensity) {
  302. light.intensity = parsedLight.intensity;
  303. }
  304. }
  305. // Cameras
  306. for (var index = 0; index < parsedData.cameras.length; index++) {
  307. var parsedCamera = parsedData.cameras[index];
  308. var camera = new BABYLON.FreeCamera(parsedCamera.name, BABYLON.Vector3.FromArray(parsedCamera.position), scene);
  309. camera.id = parsedCamera.id;
  310. if (parsedCamera.target) {
  311. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  312. } else {
  313. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  314. }
  315. camera.fov = parsedCamera.fov;
  316. camera.minZ = parsedCamera.minZ;
  317. camera.maxZ = parsedCamera.maxZ;
  318. camera.speed = parsedCamera.speed;
  319. camera.inertia = parsedCamera.inertia;
  320. camera.checkCollisions = parsedCamera.checkCollisions;
  321. camera.applyGravity = parsedCamera.applyGravity;
  322. if (parsedCamera.ellipsoid) {
  323. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  324. }
  325. }
  326. if (parsedData.activeCameraID) {
  327. scene.activeCameraByID(parsedData.activeCameraID);
  328. }
  329. // Materials
  330. if (parsedData.materials) {
  331. for (var index = 0; index < parsedData.materials.length; index++) {
  332. var parsedMaterial = parsedData.materials[index];
  333. parseMaterial(parsedMaterial, scene, rootUrl);
  334. }
  335. }
  336. if (parsedData.multiMaterials) {
  337. for (var index = 0; index < parsedData.multiMaterials.length; index++) {
  338. var parsedMultiMaterial = parsedData.multiMaterials[index];
  339. parseMultiMaterial(parsedMultiMaterial, scene);
  340. }
  341. }
  342. // Meshes
  343. for (var index = 0; index < parsedData.meshes.length; index++) {
  344. var parsedMesh = parsedData.meshes[index];
  345. parseMesh(parsedMesh, scene);
  346. }
  347. // Particles Systems
  348. if (parsedData.particleSystems) {
  349. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  350. var parsedParticleSystem = parsedData.particleSystems[index];
  351. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  352. }
  353. }
  354. // Finish
  355. if (then) {
  356. then(scene);
  357. }
  358. }, progressCallBack);
  359. }
  360. };
  361. })();