babylon.sceneLoader.js 21 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. return texture;
  10. };
  11. var loadTexture = function (rootUrl, parsedTexture, scene) {
  12. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  13. return null;
  14. }
  15. if (parsedTexture.isCube) {
  16. return loadCubeTexture(rootUrl, parsedTexture, scene);
  17. }
  18. var texture;
  19. if (parsedTexture.mirrorPlane) {
  20. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  21. texture._waitingRenderList = parsedTexture.renderList;
  22. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  23. } else if (parsedTexture.isRenderTarget) {
  24. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  25. texture._waitingRenderList = parsedTexture.renderList;
  26. } else {
  27. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  28. }
  29. texture.name = parsedTexture.name;
  30. texture.hasAlpha = parsedTexture.hasAlpha;
  31. texture.level = parsedTexture.level;
  32. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  33. texture.coordinatesMode = parsedTexture.coordinatesMode;
  34. texture.uOffset = parsedTexture.uOffset;
  35. texture.vOffset = parsedTexture.vOffset;
  36. texture.uScale = parsedTexture.uScale;
  37. texture.vScale = parsedTexture.vScale;
  38. texture.uAng = parsedTexture.uAng;
  39. texture.vAng = parsedTexture.vAng;
  40. texture.wAng = parsedTexture.wAng;
  41. texture.wrapU = parsedTexture.wrapU;
  42. texture.wrapV = parsedTexture.wrapV;
  43. // Animations
  44. if (parsedTexture.animations) {
  45. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  46. var parsedAnimation = parsedTexture.animations[animationIndex];
  47. texture.animations.push(parseAnimation(parsedAnimation));
  48. }
  49. }
  50. return texture;
  51. };
  52. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  53. var material;
  54. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  55. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  56. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  57. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  58. material.specularPower = parsedMaterial.specularPower;
  59. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  60. material.alpha = parsedMaterial.alpha;
  61. material.id = parsedMaterial.id;
  62. material.backFaceCulling = parsedMaterial.backFaceCulling;
  63. if (parsedMaterial.diffuseTexture) {
  64. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  65. }
  66. if (parsedMaterial.ambientTexture) {
  67. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  68. }
  69. if (parsedMaterial.opacityTexture) {
  70. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  71. }
  72. if (parsedMaterial.reflectionTexture) {
  73. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  74. }
  75. if (parsedMaterial.emissiveTexture) {
  76. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  77. }
  78. if (parsedMaterial.specularTexture) {
  79. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  80. }
  81. if (parsedMaterial.bumpTexture) {
  82. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  83. }
  84. return material;
  85. };
  86. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  87. for (var index = 0; index < parsedData.materials.length; index++) {
  88. var parsedMaterial = parsedData.materials[index];
  89. if (parsedMaterial.id === id) {
  90. return parseMaterial(parsedMaterial, scene, rootUrl);
  91. }
  92. }
  93. return null;
  94. };
  95. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  96. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  97. multiMaterial.id = parsedMultiMaterial.id;
  98. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  99. var subMatId = parsedMultiMaterial.materials[matIndex];
  100. if (subMatId) {
  101. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  102. } else {
  103. multiMaterial.subMaterials.push(null);
  104. }
  105. }
  106. return multiMaterial;
  107. };
  108. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  109. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  110. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  111. if (parsedParticleSystem.textureName) {
  112. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  113. }
  114. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  115. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  116. particleSystem.minSize = parsedParticleSystem.minSize;
  117. particleSystem.maxSize = parsedParticleSystem.maxSize;
  118. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  119. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  120. particleSystem.emitter = emitter;
  121. particleSystem.emitRate = parsedParticleSystem.emitRate;
  122. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  123. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  124. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  125. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  126. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  127. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  128. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  129. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  130. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  131. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  132. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  133. particleSystem.blendMode = parsedParticleSystem.blendMode;
  134. particleSystem.start();
  135. return particleSystem;
  136. };
  137. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  138. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  139. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  140. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  141. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  142. shadowGenerator.getShadowMap().renderList.push(mesh);
  143. }
  144. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  145. return shadowGenerator;
  146. };
  147. var parseAnimation = function (parsedAnimation) {
  148. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  149. var dataType = parsedAnimation.dataType;
  150. var keys = [];
  151. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  152. var key = parsedAnimation.keys[index];
  153. var data;
  154. switch (dataType) {
  155. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  156. data = key.values[0];
  157. break;
  158. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  159. data = BABYLON.Quaternion.FromArray(key.values);
  160. break;
  161. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  162. default:
  163. data = BABYLON.Vector3.FromArray(key.values);
  164. break;
  165. }
  166. keys.push({
  167. frame: key.frame,
  168. value: data
  169. });
  170. }
  171. animation.setKeys(keys);
  172. return animation;
  173. };
  174. var parseLight = function(parsedLight, scene) {
  175. var light;
  176. switch (parsedLight.type) {
  177. case 0:
  178. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  179. break;
  180. case 1:
  181. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  182. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  183. break;
  184. case 2:
  185. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  186. break;
  187. case 3:
  188. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  189. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  190. break;
  191. }
  192. light.id = parsedLight.id;
  193. if (parsedLight.intensity) {
  194. light.intensity = parsedLight.intensity;
  195. }
  196. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  197. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  198. };
  199. var parseMesh = function (parsedMesh, scene) {
  200. var declaration = null;
  201. switch (parsedMesh.uvCount) {
  202. case 0:
  203. declaration = [3, 3];
  204. break;
  205. case 1:
  206. declaration = [3, 3, 2];
  207. break;
  208. case 2:
  209. declaration = [3, 3, 2, 2];
  210. break;
  211. }
  212. var mesh = new BABYLON.Mesh(parsedMesh.name, declaration, scene);
  213. mesh.id = parsedMesh.id;
  214. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  215. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  216. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  217. mesh.setEnabled(parsedMesh.isEnabled);
  218. mesh.isVisible = parsedMesh.isVisible;
  219. mesh.receiveShadows = parsedMesh.receiveShadows;
  220. mesh.billboardMode = parsedMesh.billboardMode;
  221. if (parsedMesh.visibility !== undefined) {
  222. mesh.visibility = parsedMesh.visibility;
  223. }
  224. mesh.checkCollisions = parsedMesh.checkCollisions;
  225. if (parsedMesh.vertices && parsedMesh.indices) {
  226. mesh.setVertices(parsedMesh.vertices, parsedMesh.uvCount);
  227. mesh.setIndices(parsedMesh.indices);
  228. }
  229. if (parsedMesh.parentId) {
  230. mesh.parent = scene.getLastMeshByID(parsedMesh.parentId);
  231. }
  232. if (parsedMesh.materialId) {
  233. mesh.setMaterialByID(parsedMesh.materialId);
  234. } else {
  235. mesh.material = null;
  236. }
  237. // SubMeshes
  238. if (parsedMesh.subMeshes) {
  239. mesh.subMeshes = [];
  240. for (var subIndex = 0; subIndex < parsedMesh.subMeshes.length; subIndex++) {
  241. var parsedSubMesh = parsedMesh.subMeshes[subIndex];
  242. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  243. }
  244. }
  245. // Animations
  246. if (parsedMesh.animations) {
  247. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  248. var parsedAnimation = parsedMesh.animations[animationIndex];
  249. mesh.animations.push(parseAnimation(parsedAnimation));
  250. }
  251. }
  252. if (parsedMesh.autoAnimate) {
  253. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  254. }
  255. return mesh;
  256. };
  257. var isDescendantOf = function (mesh, name, hierarchyIds) {
  258. if (mesh.name === name) {
  259. hierarchyIds.push(mesh.id);
  260. return true;
  261. }
  262. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  263. hierarchyIds.push(mesh.id);
  264. return true;
  265. }
  266. return false;
  267. };
  268. BABYLON.SceneLoader = {
  269. ImportMesh: function (meshName, rootUrl, sceneFilename, scene, then, progressCallBack) {
  270. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  271. var parsedData = JSON.parse(data);
  272. // Meshes
  273. var meshes = [];
  274. var particleSystems = [];
  275. var hierarchyIds = [];
  276. for (var index = 0; index < parsedData.meshes.length; index++) {
  277. var parsedMesh = parsedData.meshes[index];
  278. if (!meshName || isDescendantOf(parsedMesh, meshName, hierarchyIds)) {
  279. // Material ?
  280. if (parsedMesh.materialId) {
  281. var materialFound = (scene.getMaterialByID(parsedMesh.materialId) !== null);
  282. if (!materialFound) {
  283. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  284. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  285. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  286. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  287. var subMatId = parsedMultiMaterial.materials[matIndex];
  288. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  289. }
  290. parseMultiMaterial(parsedMultiMaterial, scene);
  291. materialFound = true;
  292. break;
  293. }
  294. }
  295. }
  296. if (!materialFound) {
  297. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  298. }
  299. }
  300. meshes.push(parseMesh(parsedMesh, scene));
  301. }
  302. }
  303. // Particles
  304. if (parsedData.particleSystems) {
  305. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  306. var parsedParticleSystem = parsedData.particleSystems[index];
  307. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  308. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  309. }
  310. }
  311. }
  312. if (then) {
  313. then(meshes, particleSystems);
  314. }
  315. }, progressCallBack);
  316. },
  317. Load: function (rootUrl, sceneFilename, engine, then, progressCallBack) {
  318. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  319. var parsedData = JSON.parse(data);
  320. var scene = new BABYLON.Scene(engine);
  321. // Scene
  322. scene.autoClear = parsedData.autoClear;
  323. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  324. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  325. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  326. // Fog
  327. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  328. scene.fogMode = parsedData.fogMode;
  329. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  330. scene.fogStart = parsedData.fogStart;
  331. scene.fogEnd = parsedData.fogEnd;
  332. scene.fogDensity = parsedData.fogDensity;
  333. }
  334. // Lights
  335. for (var index = 0; index < parsedData.lights.length; index++) {
  336. var parsedLight = parsedData.lights[index];
  337. parseLight(parsedLight, scene);
  338. }
  339. // Cameras
  340. for (var index = 0; index < parsedData.cameras.length; index++) {
  341. var parsedCamera = parsedData.cameras[index];
  342. var camera = new BABYLON.FreeCamera(parsedCamera.name, BABYLON.Vector3.FromArray(parsedCamera.position), scene);
  343. camera.id = parsedCamera.id;
  344. if (parsedCamera.target) {
  345. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  346. } else {
  347. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  348. }
  349. camera.fov = parsedCamera.fov;
  350. camera.minZ = parsedCamera.minZ;
  351. camera.maxZ = parsedCamera.maxZ;
  352. camera.speed = parsedCamera.speed;
  353. camera.inertia = parsedCamera.inertia;
  354. camera.checkCollisions = parsedCamera.checkCollisions;
  355. camera.applyGravity = parsedCamera.applyGravity;
  356. if (parsedCamera.ellipsoid) {
  357. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  358. }
  359. }
  360. if (parsedData.activeCameraID) {
  361. scene.activeCameraByID(parsedData.activeCameraID);
  362. }
  363. // Materials
  364. if (parsedData.materials) {
  365. for (var index = 0; index < parsedData.materials.length; index++) {
  366. var parsedMaterial = parsedData.materials[index];
  367. parseMaterial(parsedMaterial, scene, rootUrl);
  368. }
  369. }
  370. if (parsedData.multiMaterials) {
  371. for (var index = 0; index < parsedData.multiMaterials.length; index++) {
  372. var parsedMultiMaterial = parsedData.multiMaterials[index];
  373. parseMultiMaterial(parsedMultiMaterial, scene);
  374. }
  375. }
  376. // Meshes
  377. for (var index = 0; index < parsedData.meshes.length; index++) {
  378. var parsedMesh = parsedData.meshes[index];
  379. parseMesh(parsedMesh, scene);
  380. }
  381. // Particles Systems
  382. if (parsedData.particleSystems) {
  383. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  384. var parsedParticleSystem = parsedData.particleSystems[index];
  385. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  386. }
  387. }
  388. // Shadows
  389. if (parsedData.shadowGenerators) {
  390. for (var index = 0; index < parsedData.shadowGenerators.length; index++) {
  391. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  392. parseShadowGenerator(parsedShadowGenerator, scene);
  393. }
  394. }
  395. // Finish
  396. if (then) {
  397. then(scene);
  398. }
  399. }, progressCallBack);
  400. }
  401. };
  402. })();