babylon.babylonFileLoader.ts 66 KB

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  1. module BABYLON.Internals {
  2. var checkColors4 = (colors: number[], count: number): number[]=> {
  3. // Check if color3 was used
  4. if (colors.length === count * 3) {
  5. var colors4 = [];
  6. for (var index = 0; index < colors.length; index += 3) {
  7. var newIndex = (index / 3) * 4;
  8. colors4[newIndex] = colors[index];
  9. colors4[newIndex + 1] = colors[index + 1];
  10. colors4[newIndex + 2] = colors[index + 2];
  11. colors4[newIndex + 3] = 1.0;
  12. }
  13. return colors4;
  14. }
  15. return colors;
  16. }
  17. var loadCubeTexture = (rootUrl, parsedTexture, scene) => {
  18. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  19. texture.name = parsedTexture.name;
  20. texture.hasAlpha = parsedTexture.hasAlpha;
  21. texture.level = parsedTexture.level;
  22. texture.coordinatesMode = parsedTexture.coordinatesMode;
  23. return texture;
  24. };
  25. var loadTexture = (rootUrl, parsedTexture, scene) => {
  26. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  27. return null;
  28. }
  29. if (parsedTexture.isCube) {
  30. return loadCubeTexture(rootUrl, parsedTexture, scene);
  31. }
  32. var texture;
  33. if (parsedTexture.mirrorPlane) {
  34. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  35. texture._waitingRenderList = parsedTexture.renderList;
  36. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  37. } else if (parsedTexture.isRenderTarget) {
  38. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  39. texture._waitingRenderList = parsedTexture.renderList;
  40. } else {
  41. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  42. }
  43. texture.name = parsedTexture.name;
  44. texture.hasAlpha = parsedTexture.hasAlpha;
  45. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  46. texture.level = parsedTexture.level;
  47. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  48. texture.coordinatesMode = parsedTexture.coordinatesMode;
  49. texture.uOffset = parsedTexture.uOffset;
  50. texture.vOffset = parsedTexture.vOffset;
  51. texture.uScale = parsedTexture.uScale;
  52. texture.vScale = parsedTexture.vScale;
  53. texture.uAng = parsedTexture.uAng;
  54. texture.vAng = parsedTexture.vAng;
  55. texture.wAng = parsedTexture.wAng;
  56. texture.wrapU = parsedTexture.wrapU;
  57. texture.wrapV = parsedTexture.wrapV;
  58. // Animations
  59. if (parsedTexture.animations) {
  60. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  61. var parsedAnimation = parsedTexture.animations[animationIndex];
  62. texture.animations.push(parseAnimation(parsedAnimation));
  63. }
  64. }
  65. return texture;
  66. };
  67. var parseSkeleton = (parsedSkeleton, scene) => {
  68. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  69. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  70. var parsedBone = parsedSkeleton.bones[index];
  71. var parentBone = null;
  72. if (parsedBone.parentBoneIndex > -1) {
  73. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  74. }
  75. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  76. if (parsedBone.animation) {
  77. bone.animations.push(parseAnimation(parsedBone.animation));
  78. }
  79. }
  80. return skeleton;
  81. };
  82. var parseFresnelParameters = (parsedFresnelParameters) => {
  83. var fresnelParameters = new BABYLON.FresnelParameters();
  84. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  85. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  86. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  87. fresnelParameters.bias = parsedFresnelParameters.bias;
  88. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  89. return fresnelParameters;
  90. }
  91. var parseMaterial = (parsedMaterial, scene, rootUrl) => {
  92. var material;
  93. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  94. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  95. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  96. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  97. material.specularPower = parsedMaterial.specularPower;
  98. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  99. material.alpha = parsedMaterial.alpha;
  100. material.id = parsedMaterial.id;
  101. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  102. material.backFaceCulling = parsedMaterial.backFaceCulling;
  103. material.wireframe = parsedMaterial.wireframe;
  104. if (parsedMaterial.diffuseTexture) {
  105. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  106. }
  107. if (parsedMaterial.diffuseFresnelParameters) {
  108. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  109. }
  110. if (parsedMaterial.ambientTexture) {
  111. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  112. }
  113. if (parsedMaterial.opacityTexture) {
  114. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  115. }
  116. if (parsedMaterial.opacityFresnelParameters) {
  117. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  118. }
  119. if (parsedMaterial.reflectionTexture) {
  120. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  121. }
  122. if (parsedMaterial.reflectionFresnelParameters) {
  123. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  124. }
  125. if (parsedMaterial.emissiveTexture) {
  126. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  127. }
  128. if (parsedMaterial.emissiveFresnelParameters) {
  129. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  130. }
  131. if (parsedMaterial.specularTexture) {
  132. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  133. }
  134. if (parsedMaterial.bumpTexture) {
  135. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  136. }
  137. return material;
  138. };
  139. var parseMaterialById = (id, parsedData, scene, rootUrl) => {
  140. for (var index = 0; index < parsedData.materials.length; index++) {
  141. var parsedMaterial = parsedData.materials[index];
  142. if (parsedMaterial.id === id) {
  143. return parseMaterial(parsedMaterial, scene, rootUrl);
  144. }
  145. }
  146. return null;
  147. };
  148. var parseMultiMaterial = (parsedMultiMaterial, scene) => {
  149. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  150. multiMaterial.id = parsedMultiMaterial.id;
  151. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  152. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  153. var subMatId = parsedMultiMaterial.materials[matIndex];
  154. if (subMatId) {
  155. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  156. } else {
  157. multiMaterial.subMaterials.push(null);
  158. }
  159. }
  160. return multiMaterial;
  161. };
  162. var parseLensFlareSystem = (parsedLensFlareSystem, scene, rootUrl) => {
  163. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  164. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  165. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  166. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  167. var parsedFlare = parsedLensFlareSystem.flares[index];
  168. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  169. }
  170. return lensFlareSystem;
  171. };
  172. var parseParticleSystem = (parsedParticleSystem, scene, rootUrl) => {
  173. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  174. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  175. if (parsedParticleSystem.textureName) {
  176. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  177. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  178. }
  179. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  180. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  181. particleSystem.minSize = parsedParticleSystem.minSize;
  182. particleSystem.maxSize = parsedParticleSystem.maxSize;
  183. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  184. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  185. particleSystem.emitter = emitter;
  186. particleSystem.emitRate = parsedParticleSystem.emitRate;
  187. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  188. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  189. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  190. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  191. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  192. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  193. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  194. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  195. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  196. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  197. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  198. particleSystem.blendMode = parsedParticleSystem.blendMode;
  199. particleSystem.start();
  200. return particleSystem;
  201. };
  202. var parseShadowGenerator = (parsedShadowGenerator, scene) => {
  203. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  204. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  205. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  206. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  207. shadowGenerator.getShadowMap().renderList.push(mesh);
  208. }
  209. if (parsedShadowGenerator.usePoissonSampling) {
  210. shadowGenerator.usePoissonSampling = true;
  211. } else if (parsedShadowGenerator.useVarianceShadowMap) {
  212. shadowGenerator.useVarianceShadowMap = true;
  213. } else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  214. shadowGenerator.useBlurVarianceShadowMap = true;
  215. if (parsedShadowGenerator.blurScale) {
  216. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  217. }
  218. if (parsedShadowGenerator.blurBoxOffset) {
  219. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  220. }
  221. }
  222. if (parsedShadowGenerator.bias !== undefined) {
  223. shadowGenerator.bias = parsedShadowGenerator.bias;
  224. }
  225. return shadowGenerator;
  226. };
  227. var parseAnimation = parsedAnimation => {
  228. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  229. var dataType = parsedAnimation.dataType;
  230. var keys = [];
  231. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  232. var key = parsedAnimation.keys[index];
  233. var data;
  234. switch (dataType) {
  235. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  236. data = key.values[0];
  237. break;
  238. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  239. data = BABYLON.Quaternion.FromArray(key.values);
  240. break;
  241. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  242. data = BABYLON.Matrix.FromArray(key.values);
  243. break;
  244. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  245. default:
  246. data = BABYLON.Vector3.FromArray(key.values);
  247. break;
  248. }
  249. keys.push({
  250. frame: key.frame,
  251. value: data
  252. });
  253. }
  254. animation.setKeys(keys);
  255. return animation;
  256. };
  257. var parseLight = (parsedLight, scene) => {
  258. var light;
  259. switch (parsedLight.type) {
  260. case 0:
  261. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  262. break;
  263. case 1:
  264. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  265. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  266. break;
  267. case 2:
  268. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  269. break;
  270. case 3:
  271. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  272. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  273. break;
  274. }
  275. light.id = parsedLight.id;
  276. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  277. if (parsedLight.intensity !== undefined) {
  278. light.intensity = parsedLight.intensity;
  279. }
  280. if (parsedLight.range) {
  281. light.range = parsedLight.range;
  282. }
  283. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  284. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  285. if (parsedLight.excludedMeshesIds) {
  286. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  287. }
  288. // Parent
  289. if (parsedLight.parentId) {
  290. light._waitingParentId = parsedLight.parentId;
  291. }
  292. if (parsedLight.includedOnlyMeshesIds) {
  293. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  294. }
  295. // Animations
  296. if (parsedLight.animations) {
  297. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  298. var parsedAnimation = parsedLight.animations[animationIndex];
  299. light.animations.push(parseAnimation(parsedAnimation));
  300. }
  301. }
  302. if (parsedLight.autoAnimate) {
  303. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  304. }
  305. };
  306. var parseCamera = (parsedCamera, scene: Scene) => {
  307. var camera;
  308. var position = Vector3.FromArray(parsedCamera.position);
  309. var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null;
  310. if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") {
  311. var alpha = parsedCamera.alpha;
  312. var beta = parsedCamera.beta;
  313. var radius = parsedCamera.radius;
  314. if (parsedCamera.type === "AnaglyphArcRotateCamera") {
  315. var interaxial_distance = parsedCamera.interaxial_distance;
  316. camera = new AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, interaxial_distance, scene);
  317. } else {
  318. camera = new ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
  319. }
  320. } else if (parsedCamera.type === "AnaglyphFreeCamera") {
  321. interaxial_distance = parsedCamera.interaxial_distance;
  322. camera = new AnaglyphFreeCamera(parsedCamera.name, position, interaxial_distance, scene);
  323. } else if (parsedCamera.type === "DeviceOrientationCamera") {
  324. camera = new DeviceOrientationCamera(parsedCamera.name, position, scene);
  325. } else if (parsedCamera.type === "FollowCamera") {
  326. camera = new FollowCamera(parsedCamera.name, position, scene);
  327. camera.heightOffset = parsedCamera.heightOffset;
  328. camera.radius = parsedCamera.radius;
  329. camera.rotationOffset = parsedCamera.rotationOffset;
  330. if (lockedTargetMesh)
  331. (<FollowCamera>camera).target = lockedTargetMesh;
  332. } else if (parsedCamera.type === "GamepadCamera") {
  333. camera = new GamepadCamera(parsedCamera.name, position, scene);
  334. } else if (parsedCamera.type === "TouchCamera") {
  335. camera = new TouchCamera(parsedCamera.name, position, scene);
  336. } else if (parsedCamera.type === "VirtualJoysticksCamera") {
  337. camera = new VirtualJoysticksCamera(parsedCamera.name, position, scene);
  338. } else if (parsedCamera.type === "WebVRFreeCamera") {
  339. camera = new WebVRFreeCamera(parsedCamera.name, position, scene);
  340. } else if (parsedCamera.type === "VRDeviceOrientationFreeCamera") {
  341. camera = new VRDeviceOrientationFreeCamera(parsedCamera.name, position, scene);
  342. } else {
  343. // Free Camera is the default value
  344. camera = new FreeCamera(parsedCamera.name, position, scene);
  345. }
  346. // Test for lockedTargetMesh & FreeCamera outside of if-else-if nest, since things like GamepadCamera extend FreeCamera
  347. if (lockedTargetMesh && camera instanceof FreeCamera) {
  348. (<FreeCamera>camera).lockedTarget = lockedTargetMesh;
  349. }
  350. camera.id = parsedCamera.id;
  351. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  352. // Parent
  353. if (parsedCamera.parentId) {
  354. camera._waitingParentId = parsedCamera.parentId;
  355. }
  356. // Target
  357. if (parsedCamera.target) {
  358. if (camera.setTarget) {
  359. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  360. } else {
  361. //For ArcRotate
  362. camera.target = BABYLON.Vector3.FromArray(parsedCamera.target);
  363. }
  364. } else {
  365. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  366. }
  367. camera.fov = parsedCamera.fov;
  368. camera.minZ = parsedCamera.minZ;
  369. camera.maxZ = parsedCamera.maxZ;
  370. camera.speed = parsedCamera.speed;
  371. camera.inertia = parsedCamera.inertia;
  372. camera.checkCollisions = parsedCamera.checkCollisions;
  373. camera.applyGravity = parsedCamera.applyGravity;
  374. if (parsedCamera.ellipsoid) {
  375. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  376. }
  377. // Animations
  378. if (parsedCamera.animations) {
  379. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  380. var parsedAnimation = parsedCamera.animations[animationIndex];
  381. camera.animations.push(parseAnimation(parsedAnimation));
  382. }
  383. }
  384. if (parsedCamera.autoAnimate) {
  385. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  386. }
  387. // Layer Mask
  388. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  389. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  390. } else {
  391. camera.layerMask = 0xFFFFFFFF;
  392. }
  393. return camera;
  394. };
  395. var parseGeometry = (parsedGeometry, scene) => {
  396. var id = parsedGeometry.id;
  397. return scene.getGeometryByID(id);
  398. };
  399. var parseBox = (parsedBox, scene) => {
  400. if (parseGeometry(parsedBox, scene)) {
  401. return null; // null since geometry could be something else than a box...
  402. }
  403. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  404. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  405. scene.pushGeometry(box, true);
  406. return box;
  407. };
  408. var parseSphere = (parsedSphere, scene) => {
  409. if (parseGeometry(parsedSphere, scene)) {
  410. return null; // null since geometry could be something else than a sphere...
  411. }
  412. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  413. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  414. scene.pushGeometry(sphere, true);
  415. return sphere;
  416. };
  417. var parseCylinder = (parsedCylinder, scene) => {
  418. if (parseGeometry(parsedCylinder, scene)) {
  419. return null; // null since geometry could be something else than a cylinder...
  420. }
  421. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  422. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  423. scene.pushGeometry(cylinder, true);
  424. return cylinder;
  425. };
  426. var parseTorus = (parsedTorus, scene) => {
  427. if (parseGeometry(parsedTorus, scene)) {
  428. return null; // null since geometry could be something else than a torus...
  429. }
  430. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  431. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  432. scene.pushGeometry(torus, true);
  433. return torus;
  434. };
  435. var parseGround = (parsedGround, scene) => {
  436. if (parseGeometry(parsedGround, scene)) {
  437. return null; // null since geometry could be something else than a ground...
  438. }
  439. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  440. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  441. scene.pushGeometry(ground, true);
  442. return ground;
  443. };
  444. var parsePlane = (parsedPlane, scene) => {
  445. if (parseGeometry(parsedPlane, scene)) {
  446. return null; // null since geometry could be something else than a plane...
  447. }
  448. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  449. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  450. scene.pushGeometry(plane, true);
  451. return plane;
  452. };
  453. var parseTorusKnot = (parsedTorusKnot, scene) => {
  454. if (parseGeometry(parsedTorusKnot, scene)) {
  455. return null; // null since geometry could be something else than a torusKnot...
  456. }
  457. 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);
  458. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  459. scene.pushGeometry(torusKnot, true);
  460. return torusKnot;
  461. };
  462. var parseVertexData = (parsedVertexData, scene, rootUrl) => {
  463. if (parseGeometry(parsedVertexData, scene)) {
  464. return null; // null since geometry could be a primitive
  465. }
  466. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  467. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  468. if (parsedVertexData.delayLoadingFile) {
  469. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  470. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  471. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  472. geometry._delayInfo = [];
  473. if (parsedVertexData.hasUVs) {
  474. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  475. }
  476. if (parsedVertexData.hasUVs2) {
  477. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  478. }
  479. if (parsedVertexData.hasUVs3) {
  480. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  481. }
  482. if (parsedVertexData.hasUVs4) {
  483. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  484. }
  485. if (parsedVertexData.hasUVs5) {
  486. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  487. }
  488. if (parsedVertexData.hasUVs6) {
  489. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  490. }
  491. if (parsedVertexData.hasColors) {
  492. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  493. }
  494. if (parsedVertexData.hasMatricesIndices) {
  495. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  496. }
  497. if (parsedVertexData.hasMatricesWeights) {
  498. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  499. }
  500. geometry._delayLoadingFunction = importVertexData;
  501. } else {
  502. importVertexData(parsedVertexData, geometry);
  503. }
  504. scene.pushGeometry(geometry, true);
  505. return geometry;
  506. };
  507. var parseMesh = (parsedMesh, scene, rootUrl) => {
  508. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  509. mesh.id = parsedMesh.id;
  510. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  511. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  512. if (parsedMesh.rotationQuaternion) {
  513. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  514. } else if (parsedMesh.rotation) {
  515. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  516. }
  517. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  518. if (parsedMesh.localMatrix) {
  519. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  520. } else if (parsedMesh.pivotMatrix) {
  521. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  522. }
  523. mesh.setEnabled(parsedMesh.isEnabled);
  524. mesh.isVisible = parsedMesh.isVisible;
  525. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  526. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  527. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  528. if (parsedMesh.applyFog !== undefined) {
  529. mesh.applyFog = parsedMesh.applyFog;
  530. }
  531. if (parsedMesh.pickable !== undefined) {
  532. mesh.isPickable = parsedMesh.pickable;
  533. }
  534. if (parsedMesh.alphaIndex !== undefined) {
  535. mesh.alphaIndex = parsedMesh.alphaIndex;
  536. }
  537. mesh.receiveShadows = parsedMesh.receiveShadows;
  538. mesh.billboardMode = parsedMesh.billboardMode;
  539. if (parsedMesh.visibility !== undefined) {
  540. mesh.visibility = parsedMesh.visibility;
  541. }
  542. mesh.checkCollisions = parsedMesh.checkCollisions;
  543. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  544. // Parent
  545. if (parsedMesh.parentId) {
  546. mesh._waitingParentId = parsedMesh.parentId;
  547. }
  548. // Actions
  549. if (parsedMesh.actions !== undefined) {
  550. mesh._waitingActions = parsedMesh.actions;
  551. }
  552. // Geometry
  553. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  554. if (parsedMesh.delayLoadingFile) {
  555. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  556. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  557. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  558. if (parsedMesh._binaryInfo) {
  559. mesh._binaryInfo = parsedMesh._binaryInfo;
  560. }
  561. mesh._delayInfo = [];
  562. if (parsedMesh.hasUVs) {
  563. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  564. }
  565. if (parsedMesh.hasUVs2) {
  566. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  567. }
  568. if (parsedMesh.hasColors) {
  569. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  570. }
  571. if (parsedMesh.hasMatricesIndices) {
  572. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  573. }
  574. if (parsedMesh.hasMatricesWeights) {
  575. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  576. }
  577. mesh._delayLoadingFunction = importGeometry;
  578. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  579. mesh._checkDelayState();
  580. }
  581. } else {
  582. importGeometry(parsedMesh, mesh);
  583. }
  584. // Material
  585. if (parsedMesh.materialId) {
  586. mesh.setMaterialByID(parsedMesh.materialId);
  587. } else {
  588. mesh.material = null;
  589. }
  590. // Skeleton
  591. if (parsedMesh.skeletonId > -1) {
  592. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  593. }
  594. // Physics
  595. if (parsedMesh.physicsImpostor) {
  596. if (!scene.isPhysicsEnabled()) {
  597. scene.enablePhysics();
  598. }
  599. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  600. }
  601. // Animations
  602. if (parsedMesh.animations) {
  603. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  604. var parsedAnimation = parsedMesh.animations[animationIndex];
  605. mesh.animations.push(parseAnimation(parsedAnimation));
  606. }
  607. }
  608. if (parsedMesh.autoAnimate) {
  609. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  610. }
  611. // Layer Mask
  612. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  613. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  614. } else {
  615. mesh.layerMask = 0xFFFFFFFF;
  616. }
  617. // Instances
  618. if (parsedMesh.instances) {
  619. for (var index = 0; index < parsedMesh.instances.length; index++) {
  620. var parsedInstance = parsedMesh.instances[index];
  621. var instance = mesh.createInstance(parsedInstance.name);
  622. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  623. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  624. if (parsedInstance.rotationQuaternion) {
  625. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  626. } else if (parsedInstance.rotation) {
  627. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  628. }
  629. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  630. instance.checkCollisions = mesh.checkCollisions;
  631. if (parsedMesh.animations) {
  632. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  633. parsedAnimation = parsedMesh.animations[animationIndex];
  634. instance.animations.push(parseAnimation(parsedAnimation));
  635. }
  636. }
  637. }
  638. }
  639. return mesh;
  640. };
  641. var parseActions = (parsedActions: any, object: AbstractMesh, scene: Scene) => {
  642. var actionManager = new BABYLON.ActionManager(scene);
  643. if (object === null)
  644. scene.actionManager = actionManager;
  645. else
  646. object.actionManager = actionManager;
  647. // instanciate a new object
  648. var instanciate = (name: any, params: Array<any>): any => {
  649. var newInstance: Object = Object.create(BABYLON[name].prototype);
  650. newInstance.constructor.apply(newInstance, params);
  651. return newInstance;
  652. };
  653. var parseParameter = (name: string, value: string, target: any, propertyPath: string): any => {
  654. if (propertyPath === null) {
  655. // String, boolean or float
  656. var floatValue = parseFloat(value);
  657. if (value === "true" || value === "false")
  658. return value === "true";
  659. else
  660. return isNaN(floatValue) ? value : floatValue;
  661. }
  662. var effectiveTarget = propertyPath.split(".");
  663. var values = value.split(",");
  664. // Get effective Target
  665. for (var i = 0; i < effectiveTarget.length; i++) {
  666. target = target[effectiveTarget[i]];
  667. }
  668. // Return appropriate value with its type
  669. if (typeof (target) === "boolean")
  670. return values[0] === "true";
  671. if (typeof (target) === "string")
  672. return values[0];
  673. // Parameters with multiple values such as Vector3 etc.
  674. var split = new Array<number>();
  675. for (var i = 0; i < values.length; i++)
  676. split.push(parseFloat(values[i]));
  677. if (target instanceof Vector3)
  678. return BABYLON.Vector3.FromArray(split);
  679. if (target instanceof Vector4)
  680. return BABYLON.Vector4.FromArray(split);
  681. if (target instanceof Color3)
  682. return BABYLON.Color3.FromArray(split);
  683. if (target instanceof Color4)
  684. return BABYLON.Color4.FromArray(split);
  685. return parseFloat(values[0]);
  686. };
  687. // traverse graph per trigger
  688. var traverse = (parsedAction: any, trigger: any, condition: Condition, action: Action, combineArray: Array<Action> = null) => {
  689. if (parsedAction.detached)
  690. return;
  691. var parameters = new Array<any>();
  692. var target: any = null;
  693. var propertyPath: string = null;
  694. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  695. // Parameters
  696. if (parsedAction.type === 2)
  697. parameters.push(actionManager);
  698. else
  699. parameters.push(trigger);
  700. if (combine) {
  701. var actions = new Array<Action>();
  702. for (var j = 0; j < parsedAction.combine.length; j++) {
  703. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  704. }
  705. parameters.push(actions);
  706. }
  707. else {
  708. for (var i = 0; i < parsedAction.properties.length; i++) {
  709. var value = parsedAction.properties[i].value;
  710. var name = parsedAction.properties[i].name;
  711. var targetType = parsedAction.properties[i].targetType;
  712. if (name === "target")
  713. if (targetType !== null && targetType === "SceneProperties")
  714. value = target = scene;
  715. else
  716. value = target = scene.getNodeByName(value);
  717. else if (name === "parent")
  718. value = scene.getNodeByName(value);
  719. else if (name === "sound")
  720. value = scene.getSoundByName(value);
  721. else if (name !== "propertyPath") {
  722. if (parsedAction.type === 2 && name === "operator")
  723. value = BABYLON.ValueCondition[value];
  724. else
  725. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  726. } else {
  727. propertyPath = value;
  728. }
  729. parameters.push(value);
  730. }
  731. }
  732. if (combineArray === null) {
  733. parameters.push(condition);
  734. }
  735. else {
  736. parameters.push(null);
  737. }
  738. // If interpolate value action
  739. if (parsedAction.name === "InterpolateValueAction") {
  740. var param = parameters[parameters.length - 2];
  741. parameters[parameters.length - 1] = param;
  742. parameters[parameters.length - 2] = condition;
  743. }
  744. // Action or condition(s) and not CombineAction
  745. var newAction = instanciate(parsedAction.name, parameters);
  746. if (combineArray === null) {
  747. if (newAction instanceof BABYLON.Condition) {
  748. condition = newAction;
  749. newAction = action;
  750. } else {
  751. condition = null;
  752. if (action)
  753. action.then(newAction);
  754. else
  755. actionManager.registerAction(newAction);
  756. }
  757. }
  758. else {
  759. combineArray.push(newAction);
  760. }
  761. for (var i = 0; i < parsedAction.children.length; i++)
  762. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  763. };
  764. // triggers
  765. for (var i = 0; i < parsedActions.children.length; i++) {
  766. var triggerParams: any;
  767. var trigger = parsedActions.children[i];
  768. if (trigger.properties.length > 0) {
  769. var param = trigger.properties[0].value;
  770. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  771. triggerParams = { trigger: BABYLON.ActionManager[trigger.name], parameter: value };
  772. }
  773. else
  774. triggerParams = BABYLON.ActionManager[trigger.name];
  775. for (var j = 0; j < trigger.children.length; j++) {
  776. if (!trigger.detached)
  777. traverse(trigger.children[j], triggerParams, null, null);
  778. }
  779. }
  780. };
  781. var parseSound = (parsedSound, scene: Scene, rootUrl) => {
  782. var soundName = parsedSound.name;
  783. var soundUrl = rootUrl + soundName;
  784. var options = {
  785. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  786. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  787. rolloffFactor: parsedSound.rolloffFactor,
  788. refDistance: parsedSound.refDistance,
  789. distanceModel: parsedSound.distanceModel,
  790. playbackRate: parsedSound.playbackRate
  791. };
  792. var newSound = new BABYLON.Sound(soundName, soundUrl, scene, () => { scene._removePendingData(newSound); }, options);
  793. scene._addPendingData(newSound);
  794. if (parsedSound.position) {
  795. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  796. newSound.setPosition(soundPosition);
  797. }
  798. if (parsedSound.isDirectional) {
  799. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  800. if (parsedSound.localDirectionToMesh) {
  801. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  802. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  803. }
  804. }
  805. if (parsedSound.connectedMeshId) {
  806. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  807. if (connectedMesh) {
  808. newSound.attachToMesh(connectedMesh);
  809. }
  810. }
  811. };
  812. var isDescendantOf = (mesh, names, hierarchyIds) => {
  813. names = (names instanceof Array) ? names : [names];
  814. for (var i in names) {
  815. if (mesh.name === names[i]) {
  816. hierarchyIds.push(mesh.id);
  817. return true;
  818. }
  819. }
  820. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  821. hierarchyIds.push(mesh.id);
  822. return true;
  823. }
  824. return false;
  825. };
  826. var importVertexData = (parsedVertexData, geometry) => {
  827. var vertexData = new BABYLON.VertexData();
  828. // positions
  829. var positions = parsedVertexData.positions;
  830. if (positions) {
  831. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  832. }
  833. // normals
  834. var normals = parsedVertexData.normals;
  835. if (normals) {
  836. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  837. }
  838. // uvs
  839. var uvs = parsedVertexData.uvs;
  840. if (uvs) {
  841. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  842. }
  843. // uv2s
  844. var uv2s = parsedVertexData.uv2s;
  845. if (uv2s) {
  846. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  847. }
  848. // uv3s
  849. var uv3s = parsedVertexData.uv3s;
  850. if (uv3s) {
  851. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  852. }
  853. // uv4s
  854. var uv4s = parsedVertexData.uv4s;
  855. if (uv4s) {
  856. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  857. }
  858. // uv5s
  859. var uv5s = parsedVertexData.uv5s;
  860. if (uv5s) {
  861. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  862. }
  863. // uv6s
  864. var uv6s = parsedVertexData.uv6s;
  865. if (uv6s) {
  866. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  867. }
  868. // colors
  869. var colors = parsedVertexData.colors;
  870. if (colors) {
  871. vertexData.set(checkColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  872. }
  873. // matricesIndices
  874. var matricesIndices = parsedVertexData.matricesIndices;
  875. if (matricesIndices) {
  876. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  877. }
  878. // matricesWeights
  879. var matricesWeights = parsedVertexData.matricesWeights;
  880. if (matricesWeights) {
  881. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  882. }
  883. // indices
  884. var indices = parsedVertexData.indices;
  885. if (indices) {
  886. vertexData.indices = indices;
  887. }
  888. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  889. };
  890. var importGeometry = (parsedGeometry, mesh) => {
  891. var scene = mesh.getScene();
  892. // Geometry
  893. var geometryId = parsedGeometry.geometryId;
  894. if (geometryId) {
  895. var geometry = scene.getGeometryByID(geometryId);
  896. if (geometry) {
  897. geometry.applyToMesh(mesh);
  898. }
  899. } else if (parsedGeometry instanceof ArrayBuffer) {
  900. var binaryInfo = mesh._binaryInfo;
  901. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  902. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  903. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  904. }
  905. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  906. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  907. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  908. }
  909. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  910. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  911. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  912. }
  913. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  914. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  915. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  916. }
  917. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  918. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  919. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  920. }
  921. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  922. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  923. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  924. }
  925. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  926. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  927. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  928. }
  929. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  930. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  931. mesh.setIndices(indicesData);
  932. }
  933. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  934. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  935. mesh.subMeshes = [];
  936. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  937. var materialIndex = subMeshesData[(i * 5) + 0];
  938. var verticesStart = subMeshesData[(i * 5) + 1];
  939. var verticesCount = subMeshesData[(i * 5) + 2];
  940. var indexStart = subMeshesData[(i * 5) + 3];
  941. var indexCount = subMeshesData[(i * 5) + 4];
  942. var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  943. }
  944. }
  945. } else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  946. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  947. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  948. if (parsedGeometry.uvs) {
  949. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  950. }
  951. if (parsedGeometry.uvs2) {
  952. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  953. }
  954. if (parsedGeometry.colors) {
  955. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, checkColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), false);
  956. }
  957. if (parsedGeometry.matricesIndices) {
  958. if (!parsedGeometry.matricesIndices._isExpanded) {
  959. var floatIndices = [];
  960. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  961. var matricesIndex = parsedGeometry.matricesIndices[i];
  962. floatIndices.push(matricesIndex & 0x000000FF);
  963. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  964. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  965. floatIndices.push(matricesIndex >> 24);
  966. }
  967. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  968. } else {
  969. delete parsedGeometry.matricesIndices._isExpanded;
  970. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  971. }
  972. }
  973. if (parsedGeometry.matricesWeights) {
  974. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  975. }
  976. mesh.setIndices(parsedGeometry.indices);
  977. // SubMeshes
  978. if (parsedGeometry.subMeshes) {
  979. mesh.subMeshes = [];
  980. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  981. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  982. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  983. }
  984. }
  985. }
  986. // Flat shading
  987. if (mesh._shouldGenerateFlatShading) {
  988. mesh.convertToFlatShadedMesh();
  989. delete mesh._shouldGenerateFlatShading;
  990. }
  991. // Update
  992. mesh.computeWorldMatrix(true);
  993. // Octree
  994. if (scene._selectionOctree) {
  995. scene._selectionOctree.addMesh(mesh);
  996. }
  997. };
  998. BABYLON.SceneLoader.RegisterPlugin({
  999. extensions: ".babylon",
  1000. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]): boolean => {
  1001. var parsedData = JSON.parse(data);
  1002. var loadedSkeletonsIds = [];
  1003. var loadedMaterialsIds = [];
  1004. var hierarchyIds = [];
  1005. for (var index = 0; index < parsedData.meshes.length; index++) {
  1006. var parsedMesh = parsedData.meshes[index];
  1007. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  1008. if (meshesNames instanceof Array) {
  1009. // Remove found mesh name from list.
  1010. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  1011. }
  1012. //Geometry?
  1013. if (parsedMesh.geometryId) {
  1014. //does the file contain geometries?
  1015. if (parsedData.geometries) {
  1016. //find the correct geometry and add it to the scene
  1017. var found: boolean = false;
  1018. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach((geometryType: string) => {
  1019. if (found || !parsedData.geometries[geometryType] || !(parsedData.geometries[geometryType] instanceof Array)) {
  1020. return;
  1021. } else {
  1022. parsedData.geometries[geometryType].forEach((parsedGeometryData) => {
  1023. if (parsedGeometryData.id == parsedMesh.geometryId) {
  1024. switch (geometryType) {
  1025. case "boxes":
  1026. parseBox(parsedGeometryData, scene);
  1027. break;
  1028. case "spheres":
  1029. parseSphere(parsedGeometryData, scene);
  1030. break;
  1031. case "cylinders":
  1032. parseCylinder(parsedGeometryData, scene);
  1033. break;
  1034. case "toruses":
  1035. parseTorus(parsedGeometryData, scene);
  1036. break;
  1037. case "grounds":
  1038. parseGround(parsedGeometryData, scene);
  1039. break;
  1040. case "planes":
  1041. parsePlane(parsedGeometryData, scene);
  1042. break;
  1043. case "torusKnots":
  1044. parseTorusKnot(parsedGeometryData, scene);
  1045. break;
  1046. case "vertexData":
  1047. parseVertexData(parsedGeometryData, scene, rootUrl);
  1048. break;
  1049. }
  1050. found = true;
  1051. }
  1052. });
  1053. }
  1054. });
  1055. if (!found) {
  1056. Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  1057. }
  1058. }
  1059. }
  1060. // Material ?
  1061. if (parsedMesh.materialId) {
  1062. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  1063. if (!materialFound) {
  1064. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  1065. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  1066. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  1067. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  1068. var subMatId = parsedMultiMaterial.materials[matIndex];
  1069. loadedMaterialsIds.push(subMatId);
  1070. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  1071. }
  1072. loadedMaterialsIds.push(parsedMultiMaterial.id);
  1073. parseMultiMaterial(parsedMultiMaterial, scene);
  1074. materialFound = true;
  1075. break;
  1076. }
  1077. }
  1078. }
  1079. if (!materialFound) {
  1080. loadedMaterialsIds.push(parsedMesh.materialId);
  1081. if (!parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl)) {
  1082. Tools.Warn("Material not found for mesh " + parsedMesh.id);
  1083. }
  1084. }
  1085. }
  1086. // Skeleton ?
  1087. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  1088. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  1089. if (!skeletonAlreadyLoaded) {
  1090. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  1091. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  1092. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  1093. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  1094. loadedSkeletonsIds.push(parsedSkeleton.id);
  1095. }
  1096. }
  1097. }
  1098. }
  1099. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  1100. meshes.push(mesh);
  1101. }
  1102. }
  1103. // Connecting parents
  1104. for (index = 0; index < scene.meshes.length; index++) {
  1105. var currentMesh = scene.meshes[index];
  1106. if (currentMesh._waitingParentId) {
  1107. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  1108. currentMesh._waitingParentId = undefined;
  1109. }
  1110. }
  1111. // Particles
  1112. if (parsedData.particleSystems) {
  1113. for (index = 0; index < parsedData.particleSystems.length; index++) {
  1114. var parsedParticleSystem = parsedData.particleSystems[index];
  1115. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  1116. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  1117. }
  1118. }
  1119. }
  1120. return true;
  1121. },
  1122. load: (scene: Scene, data: string, rootUrl: string): boolean => {
  1123. var parsedData = JSON.parse(data);
  1124. // Scene
  1125. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  1126. scene.autoClear = parsedData.autoClear;
  1127. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  1128. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  1129. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  1130. // Fog
  1131. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  1132. scene.fogMode = parsedData.fogMode;
  1133. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  1134. scene.fogStart = parsedData.fogStart;
  1135. scene.fogEnd = parsedData.fogEnd;
  1136. scene.fogDensity = parsedData.fogDensity;
  1137. }
  1138. // Lights
  1139. for (var index = 0; index < parsedData.lights.length; index++) {
  1140. var parsedLight = parsedData.lights[index];
  1141. parseLight(parsedLight, scene);
  1142. }
  1143. // Materials
  1144. if (parsedData.materials) {
  1145. for (index = 0; index < parsedData.materials.length; index++) {
  1146. var parsedMaterial = parsedData.materials[index];
  1147. parseMaterial(parsedMaterial, scene, rootUrl);
  1148. }
  1149. }
  1150. if (parsedData.multiMaterials) {
  1151. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  1152. var parsedMultiMaterial = parsedData.multiMaterials[index];
  1153. parseMultiMaterial(parsedMultiMaterial, scene);
  1154. }
  1155. }
  1156. // Skeletons
  1157. if (parsedData.skeletons) {
  1158. for (index = 0; index < parsedData.skeletons.length; index++) {
  1159. var parsedSkeleton = parsedData.skeletons[index];
  1160. parseSkeleton(parsedSkeleton, scene);
  1161. }
  1162. }
  1163. // Geometries
  1164. var geometries = parsedData.geometries;
  1165. if (geometries) {
  1166. // Boxes
  1167. var boxes = geometries.boxes;
  1168. if (boxes) {
  1169. for (index = 0; index < boxes.length; index++) {
  1170. var parsedBox = boxes[index];
  1171. parseBox(parsedBox, scene);
  1172. }
  1173. }
  1174. // Spheres
  1175. var spheres = geometries.spheres;
  1176. if (spheres) {
  1177. for (index = 0; index < spheres.length; index++) {
  1178. var parsedSphere = spheres[index];
  1179. parseSphere(parsedSphere, scene);
  1180. }
  1181. }
  1182. // Cylinders
  1183. var cylinders = geometries.cylinders;
  1184. if (cylinders) {
  1185. for (index = 0; index < cylinders.length; index++) {
  1186. var parsedCylinder = cylinders[index];
  1187. parseCylinder(parsedCylinder, scene);
  1188. }
  1189. }
  1190. // Toruses
  1191. var toruses = geometries.toruses;
  1192. if (toruses) {
  1193. for (index = 0; index < toruses.length; index++) {
  1194. var parsedTorus = toruses[index];
  1195. parseTorus(parsedTorus, scene);
  1196. }
  1197. }
  1198. // Grounds
  1199. var grounds = geometries.grounds;
  1200. if (grounds) {
  1201. for (index = 0; index < grounds.length; index++) {
  1202. var parsedGround = grounds[index];
  1203. parseGround(parsedGround, scene);
  1204. }
  1205. }
  1206. // Planes
  1207. var planes = geometries.planes;
  1208. if (planes) {
  1209. for (index = 0; index < planes.length; index++) {
  1210. var parsedPlane = planes[index];
  1211. parsePlane(parsedPlane, scene);
  1212. }
  1213. }
  1214. // TorusKnots
  1215. var torusKnots = geometries.torusKnots;
  1216. if (torusKnots) {
  1217. for (index = 0; index < torusKnots.length; index++) {
  1218. var parsedTorusKnot = torusKnots[index];
  1219. parseTorusKnot(parsedTorusKnot, scene);
  1220. }
  1221. }
  1222. // VertexData
  1223. var vertexData = geometries.vertexData;
  1224. if (vertexData) {
  1225. for (index = 0; index < vertexData.length; index++) {
  1226. var parsedVertexData = vertexData[index];
  1227. parseVertexData(parsedVertexData, scene, rootUrl);
  1228. }
  1229. }
  1230. }
  1231. // Meshes
  1232. for (index = 0; index < parsedData.meshes.length; index++) {
  1233. var parsedMesh = parsedData.meshes[index];
  1234. parseMesh(parsedMesh, scene, rootUrl);
  1235. }
  1236. // Cameras
  1237. for (index = 0; index < parsedData.cameras.length; index++) {
  1238. var parsedCamera = parsedData.cameras[index];
  1239. parseCamera(parsedCamera, scene);
  1240. }
  1241. if (parsedData.activeCameraID) {
  1242. scene.setActiveCameraByID(parsedData.activeCameraID);
  1243. }
  1244. // Browsing all the graph to connect the dots
  1245. for (index = 0; index < scene.cameras.length; index++) {
  1246. var camera = scene.cameras[index];
  1247. if (camera._waitingParentId) {
  1248. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  1249. camera._waitingParentId = undefined;
  1250. }
  1251. }
  1252. for (index = 0; index < scene.lights.length; index++) {
  1253. var light = scene.lights[index];
  1254. if (light._waitingParentId) {
  1255. light.parent = scene.getLastEntryByID(light._waitingParentId);
  1256. light._waitingParentId = undefined;
  1257. }
  1258. }
  1259. // Sounds
  1260. if (parsedData.sounds) {
  1261. for (index = 0; index < parsedData.sounds.length; index++) {
  1262. var parsedSound = parsedData.sounds[index];
  1263. if (Engine.audioEngine.canUseWebAudio) {
  1264. parseSound(parsedSound, scene, rootUrl);
  1265. }
  1266. else {
  1267. var emptySound = new BABYLON.Sound(parsedSound.name, null, scene);
  1268. }
  1269. }
  1270. }
  1271. // Connect parents & children and parse actions
  1272. for (index = 0; index < scene.meshes.length; index++) {
  1273. var mesh = scene.meshes[index];
  1274. if (mesh._waitingParentId) {
  1275. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  1276. mesh._waitingParentId = undefined;
  1277. }
  1278. if (mesh._waitingActions) {
  1279. parseActions(mesh._waitingActions, mesh, scene);
  1280. mesh._waitingActions = undefined;
  1281. }
  1282. }
  1283. // Particles Systems
  1284. if (parsedData.particleSystems) {
  1285. for (index = 0; index < parsedData.particleSystems.length; index++) {
  1286. var parsedParticleSystem = parsedData.particleSystems[index];
  1287. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  1288. }
  1289. }
  1290. // Lens flares
  1291. if (parsedData.lensFlareSystems) {
  1292. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  1293. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  1294. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  1295. }
  1296. }
  1297. // Shadows
  1298. if (parsedData.shadowGenerators) {
  1299. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  1300. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  1301. parseShadowGenerator(parsedShadowGenerator, scene);
  1302. }
  1303. }
  1304. // Actions (scene)
  1305. if (parsedData.actions) {
  1306. parseActions(parsedData.actions, null, scene);
  1307. }
  1308. // Finish
  1309. return true;
  1310. }
  1311. });
  1312. }