babylon.babylonFileLoader.ts 72 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 = null;
  19. if ((parsedTexture.name || parsedTexture.extensions) && !parsedTexture.isRenderTarget) {
  20. texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions);
  21. texture.name = parsedTexture.name;
  22. texture.hasAlpha = parsedTexture.hasAlpha;
  23. texture.level = parsedTexture.level;
  24. texture.coordinatesMode = parsedTexture.coordinatesMode;
  25. }
  26. return texture;
  27. };
  28. var loadTexture = (rootUrl, parsedTexture, scene) => {
  29. if (parsedTexture.isCube) {
  30. return loadCubeTexture(rootUrl, parsedTexture, scene);
  31. }
  32. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  33. return null;
  34. }
  35. var texture;
  36. if (parsedTexture.mirrorPlane) {
  37. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  38. texture._waitingRenderList = parsedTexture.renderList;
  39. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  40. } else if (parsedTexture.isRenderTarget) {
  41. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  42. texture._waitingRenderList = parsedTexture.renderList;
  43. } else {
  44. if (parsedTexture.base64String) {
  45. texture = BABYLON.Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene);
  46. } else {
  47. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  48. }
  49. }
  50. texture.name = parsedTexture.name;
  51. texture.hasAlpha = parsedTexture.hasAlpha;
  52. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  53. texture.level = parsedTexture.level;
  54. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  55. texture.coordinatesMode = parsedTexture.coordinatesMode;
  56. texture.uOffset = parsedTexture.uOffset;
  57. texture.vOffset = parsedTexture.vOffset;
  58. texture.uScale = parsedTexture.uScale;
  59. texture.vScale = parsedTexture.vScale;
  60. texture.uAng = parsedTexture.uAng;
  61. texture.vAng = parsedTexture.vAng;
  62. texture.wAng = parsedTexture.wAng;
  63. texture.wrapU = parsedTexture.wrapU;
  64. texture.wrapV = parsedTexture.wrapV;
  65. // Animations
  66. if (parsedTexture.animations) {
  67. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  68. var parsedAnimation = parsedTexture.animations[animationIndex];
  69. texture.animations.push(parseAnimation(parsedAnimation));
  70. }
  71. }
  72. return texture;
  73. };
  74. var parseSkeleton = (parsedSkeleton, scene) => {
  75. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  76. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  77. var parsedBone = parsedSkeleton.bones[index];
  78. var parentBone = null;
  79. if (parsedBone.parentBoneIndex > -1) {
  80. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  81. }
  82. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  83. if (parsedBone.animation) {
  84. bone.animations.push(parseAnimation(parsedBone.animation));
  85. }
  86. }
  87. return skeleton;
  88. };
  89. var parseFresnelParameters = (parsedFresnelParameters) => {
  90. var fresnelParameters = new BABYLON.FresnelParameters();
  91. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  92. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  93. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  94. fresnelParameters.bias = parsedFresnelParameters.bias;
  95. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  96. return fresnelParameters;
  97. }
  98. var parseMaterial = (parsedMaterial, scene, rootUrl) => {
  99. var material;
  100. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  101. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  102. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  103. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  104. material.specularPower = parsedMaterial.specularPower;
  105. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  106. material.useReflectionFresnelFromSpecular = parsedMaterial.useReflectionFresnelFromSpecular;
  107. material.useEmissiveAsIllumination = parsedMaterial.useEmissiveAsIllumination;
  108. material.alpha = parsedMaterial.alpha;
  109. material.id = parsedMaterial.id;
  110. if (parsedMaterial.disableDepthWrite) {
  111. material.disableDepthWrite = parsedMaterial.disableDepthWrite;
  112. }
  113. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  114. material.backFaceCulling = parsedMaterial.backFaceCulling;
  115. material.wireframe = parsedMaterial.wireframe;
  116. if (parsedMaterial.diffuseTexture) {
  117. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  118. }
  119. if (parsedMaterial.diffuseFresnelParameters) {
  120. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  121. }
  122. if (parsedMaterial.ambientTexture) {
  123. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  124. }
  125. if (parsedMaterial.opacityTexture) {
  126. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  127. }
  128. if (parsedMaterial.opacityFresnelParameters) {
  129. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  130. }
  131. if (parsedMaterial.reflectionTexture) {
  132. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  133. }
  134. if (parsedMaterial.reflectionFresnelParameters) {
  135. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  136. }
  137. if (parsedMaterial.emissiveTexture) {
  138. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  139. }
  140. if (parsedMaterial.lightmapTexture) {
  141. material.lightmapTexture = loadTexture(rootUrl, parsedMaterial.lightmapTexture, scene);
  142. material.lightmapThreshold = parsedMaterial.lightmapThreshold;
  143. }
  144. if (parsedMaterial.emissiveFresnelParameters) {
  145. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  146. }
  147. if (parsedMaterial.specularTexture) {
  148. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  149. }
  150. if (parsedMaterial.bumpTexture) {
  151. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  152. }
  153. if (parsedMaterial.checkReadyOnlyOnce) {
  154. material.checkReadyOnlyOnce = parsedMaterial.checkReadyOnlyOnce;
  155. }
  156. return material;
  157. };
  158. var parseMaterialById = (id, parsedData, scene, rootUrl) => {
  159. for (var index = 0; index < parsedData.materials.length; index++) {
  160. var parsedMaterial = parsedData.materials[index];
  161. if (parsedMaterial.id === id) {
  162. return parseMaterial(parsedMaterial, scene, rootUrl);
  163. }
  164. }
  165. return null;
  166. };
  167. var parseMultiMaterial = (parsedMultiMaterial, scene) => {
  168. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  169. multiMaterial.id = parsedMultiMaterial.id;
  170. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  171. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  172. var subMatId = parsedMultiMaterial.materials[matIndex];
  173. if (subMatId) {
  174. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  175. } else {
  176. multiMaterial.subMaterials.push(null);
  177. }
  178. }
  179. return multiMaterial;
  180. };
  181. var parseLensFlareSystem = (parsedLensFlareSystem, scene, rootUrl) => {
  182. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  183. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  184. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  185. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  186. var parsedFlare = parsedLensFlareSystem.flares[index];
  187. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  188. }
  189. return lensFlareSystem;
  190. };
  191. var parseParticleSystem = (parsedParticleSystem, scene, rootUrl) => {
  192. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  193. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  194. if (parsedParticleSystem.textureName) {
  195. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  196. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  197. }
  198. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  199. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  200. particleSystem.minSize = parsedParticleSystem.minSize;
  201. particleSystem.maxSize = parsedParticleSystem.maxSize;
  202. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  203. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  204. particleSystem.emitter = emitter;
  205. particleSystem.emitRate = parsedParticleSystem.emitRate;
  206. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  207. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  208. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  209. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  210. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  211. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  212. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  213. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  214. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  215. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  216. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  217. particleSystem.blendMode = parsedParticleSystem.blendMode;
  218. particleSystem.start();
  219. return particleSystem;
  220. };
  221. var parseShadowGenerator = (parsedShadowGenerator, scene) => {
  222. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  223. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  224. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  225. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  226. shadowGenerator.getShadowMap().renderList.push(mesh);
  227. }
  228. if (parsedShadowGenerator.usePoissonSampling) {
  229. shadowGenerator.usePoissonSampling = true;
  230. } else if (parsedShadowGenerator.useVarianceShadowMap) {
  231. shadowGenerator.useVarianceShadowMap = true;
  232. } else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  233. shadowGenerator.useBlurVarianceShadowMap = true;
  234. if (parsedShadowGenerator.blurScale) {
  235. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  236. }
  237. if (parsedShadowGenerator.blurBoxOffset) {
  238. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  239. }
  240. }
  241. if (parsedShadowGenerator.bias !== undefined) {
  242. shadowGenerator.bias = parsedShadowGenerator.bias;
  243. }
  244. return shadowGenerator;
  245. };
  246. var parseAnimation = parsedAnimation => {
  247. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  248. var dataType = parsedAnimation.dataType;
  249. var keys = [];
  250. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  251. var key = parsedAnimation.keys[index];
  252. var data;
  253. switch (dataType) {
  254. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  255. data = key.values[0];
  256. break;
  257. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  258. data = BABYLON.Quaternion.FromArray(key.values);
  259. break;
  260. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  261. data = BABYLON.Matrix.FromArray(key.values);
  262. break;
  263. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  264. default:
  265. data = BABYLON.Vector3.FromArray(key.values);
  266. break;
  267. }
  268. keys.push({
  269. frame: key.frame,
  270. value: data
  271. });
  272. }
  273. animation.setKeys(keys);
  274. return animation;
  275. };
  276. var parseLight = (parsedLight, scene) => {
  277. var light;
  278. switch (parsedLight.type) {
  279. case 0:
  280. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  281. break;
  282. case 1:
  283. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  284. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  285. break;
  286. case 2:
  287. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  288. break;
  289. case 3:
  290. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  291. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  292. break;
  293. }
  294. light.id = parsedLight.id;
  295. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  296. if (parsedLight.intensity !== undefined) {
  297. light.intensity = parsedLight.intensity;
  298. }
  299. if (parsedLight.range) {
  300. light.range = parsedLight.range;
  301. }
  302. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  303. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  304. if (parsedLight.excludedMeshesIds) {
  305. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  306. }
  307. // Parent
  308. if (parsedLight.parentId) {
  309. light._waitingParentId = parsedLight.parentId;
  310. }
  311. if (parsedLight.includedOnlyMeshesIds) {
  312. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  313. }
  314. // Animations
  315. if (parsedLight.animations) {
  316. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  317. var parsedAnimation = parsedLight.animations[animationIndex];
  318. light.animations.push(parseAnimation(parsedAnimation));
  319. }
  320. }
  321. if (parsedLight.autoAnimate) {
  322. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  323. }
  324. };
  325. var parseCamera = (parsedCamera, scene: Scene) => {
  326. var camera;
  327. var position = Vector3.FromArray(parsedCamera.position);
  328. var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null;
  329. if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") {
  330. var alpha = parsedCamera.alpha;
  331. var beta = parsedCamera.beta;
  332. var radius = parsedCamera.radius;
  333. if (parsedCamera.type === "AnaglyphArcRotateCamera") {
  334. var interaxial_distance = parsedCamera.interaxial_distance;
  335. camera = new AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, interaxial_distance, scene);
  336. } else {
  337. camera = new ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
  338. }
  339. } else if (parsedCamera.type === "AnaglyphFreeCamera") {
  340. interaxial_distance = parsedCamera.interaxial_distance;
  341. camera = new AnaglyphFreeCamera(parsedCamera.name, position, interaxial_distance, scene);
  342. } else if (parsedCamera.type === "DeviceOrientationCamera") {
  343. camera = new DeviceOrientationCamera(parsedCamera.name, position, scene);
  344. } else if (parsedCamera.type === "FollowCamera") {
  345. camera = new FollowCamera(parsedCamera.name, position, scene);
  346. camera.heightOffset = parsedCamera.heightOffset;
  347. camera.radius = parsedCamera.radius;
  348. camera.rotationOffset = parsedCamera.rotationOffset;
  349. if (lockedTargetMesh)
  350. (<FollowCamera>camera).target = lockedTargetMesh;
  351. } else if (parsedCamera.type === "GamepadCamera") {
  352. camera = new GamepadCamera(parsedCamera.name, position, scene);
  353. } else if (parsedCamera.type === "TouchCamera") {
  354. camera = new TouchCamera(parsedCamera.name, position, scene);
  355. } else if (parsedCamera.type === "VirtualJoysticksCamera") {
  356. camera = new VirtualJoysticksCamera(parsedCamera.name, position, scene);
  357. } else if (parsedCamera.type === "WebVRFreeCamera") {
  358. camera = new WebVRFreeCamera(parsedCamera.name, position, scene);
  359. } else if (parsedCamera.type === "VRDeviceOrientationFreeCamera") {
  360. camera = new VRDeviceOrientationFreeCamera(parsedCamera.name, position, scene);
  361. } else {
  362. // Free Camera is the default value
  363. camera = new FreeCamera(parsedCamera.name, position, scene);
  364. }
  365. // apply 3d rig, when found
  366. if (parsedCamera.cameraRigMode) {
  367. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  368. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  369. }
  370. // Test for lockedTargetMesh & FreeCamera outside of if-else-if nest, since things like GamepadCamera extend FreeCamera
  371. if (lockedTargetMesh && camera instanceof FreeCamera) {
  372. (<FreeCamera>camera).lockedTarget = lockedTargetMesh;
  373. }
  374. camera.id = parsedCamera.id;
  375. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  376. // Parent
  377. if (parsedCamera.parentId) {
  378. camera._waitingParentId = parsedCamera.parentId;
  379. }
  380. // Target
  381. if (parsedCamera.target) {
  382. if (camera.setTarget) {
  383. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  384. } else {
  385. //For ArcRotate
  386. camera.target = BABYLON.Vector3.FromArray(parsedCamera.target);
  387. }
  388. } else {
  389. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  390. }
  391. camera.fov = parsedCamera.fov;
  392. camera.minZ = parsedCamera.minZ;
  393. camera.maxZ = parsedCamera.maxZ;
  394. camera.speed = parsedCamera.speed;
  395. camera.inertia = parsedCamera.inertia;
  396. camera.checkCollisions = parsedCamera.checkCollisions;
  397. camera.applyGravity = parsedCamera.applyGravity;
  398. if (parsedCamera.ellipsoid) {
  399. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  400. }
  401. // Animations
  402. if (parsedCamera.animations) {
  403. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  404. var parsedAnimation = parsedCamera.animations[animationIndex];
  405. camera.animations.push(parseAnimation(parsedAnimation));
  406. }
  407. }
  408. if (parsedCamera.autoAnimate) {
  409. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  410. }
  411. // Layer Mask
  412. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  413. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  414. } else {
  415. camera.layerMask = 0x0FFFFFFF;
  416. }
  417. return camera;
  418. };
  419. var parseGeometry = (parsedGeometry, scene) => {
  420. var id = parsedGeometry.id;
  421. return scene.getGeometryByID(id);
  422. };
  423. var parseBox = (parsedBox, scene) => {
  424. if (parseGeometry(parsedBox, scene)) {
  425. return null; // null since geometry could be something else than a box...
  426. }
  427. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  428. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  429. scene.pushGeometry(box, true);
  430. return box;
  431. };
  432. var parseSphere = (parsedSphere, scene) => {
  433. if (parseGeometry(parsedSphere, scene)) {
  434. return null; // null since geometry could be something else than a sphere...
  435. }
  436. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  437. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  438. scene.pushGeometry(sphere, true);
  439. return sphere;
  440. };
  441. var parseCylinder = (parsedCylinder, scene) => {
  442. if (parseGeometry(parsedCylinder, scene)) {
  443. return null; // null since geometry could be something else than a cylinder...
  444. }
  445. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  446. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  447. scene.pushGeometry(cylinder, true);
  448. return cylinder;
  449. };
  450. var parseTorus = (parsedTorus, scene) => {
  451. if (parseGeometry(parsedTorus, scene)) {
  452. return null; // null since geometry could be something else than a torus...
  453. }
  454. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  455. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  456. scene.pushGeometry(torus, true);
  457. return torus;
  458. };
  459. var parseGround = (parsedGround, scene) => {
  460. if (parseGeometry(parsedGround, scene)) {
  461. return null; // null since geometry could be something else than a ground...
  462. }
  463. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  464. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  465. scene.pushGeometry(ground, true);
  466. return ground;
  467. };
  468. var parsePlane = (parsedPlane, scene) => {
  469. if (parseGeometry(parsedPlane, scene)) {
  470. return null; // null since geometry could be something else than a plane...
  471. }
  472. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  473. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  474. scene.pushGeometry(plane, true);
  475. return plane;
  476. };
  477. var parseTorusKnot = (parsedTorusKnot, scene) => {
  478. if (parseGeometry(parsedTorusKnot, scene)) {
  479. return null; // null since geometry could be something else than a torusKnot...
  480. }
  481. 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);
  482. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  483. scene.pushGeometry(torusKnot, true);
  484. return torusKnot;
  485. };
  486. var parseVertexData = (parsedVertexData, scene, rootUrl) => {
  487. if (parseGeometry(parsedVertexData, scene)) {
  488. return null; // null since geometry could be a primitive
  489. }
  490. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  491. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  492. if (parsedVertexData.delayLoadingFile) {
  493. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  494. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  495. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  496. geometry._delayInfo = [];
  497. if (parsedVertexData.hasUVs) {
  498. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  499. }
  500. if (parsedVertexData.hasUVs2) {
  501. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  502. }
  503. if (parsedVertexData.hasUVs3) {
  504. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  505. }
  506. if (parsedVertexData.hasUVs4) {
  507. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  508. }
  509. if (parsedVertexData.hasUVs5) {
  510. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  511. }
  512. if (parsedVertexData.hasUVs6) {
  513. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  514. }
  515. if (parsedVertexData.hasColors) {
  516. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  517. }
  518. if (parsedVertexData.hasMatricesIndices) {
  519. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  520. }
  521. if (parsedVertexData.hasMatricesWeights) {
  522. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  523. }
  524. geometry._delayLoadingFunction = importVertexData;
  525. } else {
  526. importVertexData(parsedVertexData, geometry);
  527. }
  528. scene.pushGeometry(geometry, true);
  529. return geometry;
  530. };
  531. var parseMesh = (parsedMesh, scene, rootUrl) => {
  532. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  533. mesh.id = parsedMesh.id;
  534. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  535. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  536. if (parsedMesh.rotationQuaternion) {
  537. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  538. } else if (parsedMesh.rotation) {
  539. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  540. }
  541. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  542. if (parsedMesh.localMatrix) {
  543. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  544. } else if (parsedMesh.pivotMatrix) {
  545. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  546. }
  547. mesh.setEnabled(parsedMesh.isEnabled);
  548. mesh.isVisible = parsedMesh.isVisible;
  549. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  550. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  551. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  552. if (parsedMesh.applyFog !== undefined) {
  553. mesh.applyFog = parsedMesh.applyFog;
  554. }
  555. if (parsedMesh.pickable !== undefined) {
  556. mesh.isPickable = parsedMesh.pickable;
  557. }
  558. if (parsedMesh.alphaIndex !== undefined) {
  559. mesh.alphaIndex = parsedMesh.alphaIndex;
  560. }
  561. mesh.receiveShadows = parsedMesh.receiveShadows;
  562. mesh.billboardMode = parsedMesh.billboardMode;
  563. if (parsedMesh.visibility !== undefined) {
  564. mesh.visibility = parsedMesh.visibility;
  565. }
  566. mesh.checkCollisions = parsedMesh.checkCollisions;
  567. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  568. // freezeWorldMatrix
  569. if (parsedMesh.freezeWorldMatrix) {
  570. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  571. }
  572. // Parent
  573. if (parsedMesh.parentId) {
  574. mesh._waitingParentId = parsedMesh.parentId;
  575. }
  576. // Actions
  577. if (parsedMesh.actions !== undefined) {
  578. mesh._waitingActions = parsedMesh.actions;
  579. }
  580. // Geometry
  581. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  582. if (parsedMesh.delayLoadingFile) {
  583. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  584. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  585. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  586. if (parsedMesh._binaryInfo) {
  587. mesh._binaryInfo = parsedMesh._binaryInfo;
  588. }
  589. mesh._delayInfo = [];
  590. if (parsedMesh.hasUVs) {
  591. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  592. }
  593. if (parsedMesh.hasUVs2) {
  594. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  595. }
  596. if (parsedMesh.hasUVs3) {
  597. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  598. }
  599. if (parsedMesh.hasUVs4) {
  600. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  601. }
  602. if (parsedMesh.hasUVs5) {
  603. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  604. }
  605. if (parsedMesh.hasUVs6) {
  606. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  607. }
  608. if (parsedMesh.hasColors) {
  609. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  610. }
  611. if (parsedMesh.hasMatricesIndices) {
  612. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  613. }
  614. if (parsedMesh.hasMatricesWeights) {
  615. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  616. }
  617. mesh._delayLoadingFunction = importGeometry;
  618. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  619. mesh._checkDelayState();
  620. }
  621. } else {
  622. importGeometry(parsedMesh, mesh);
  623. }
  624. // Material
  625. if (parsedMesh.materialId) {
  626. mesh.setMaterialByID(parsedMesh.materialId);
  627. } else {
  628. mesh.material = null;
  629. }
  630. // Skeleton
  631. if (parsedMesh.skeletonId > -1) {
  632. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  633. if (parsedMesh.numBoneInfluencers) {
  634. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  635. }
  636. }
  637. // Physics
  638. if (parsedMesh.physicsImpostor) {
  639. if (!scene.isPhysicsEnabled()) {
  640. scene.enablePhysics();
  641. }
  642. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  643. }
  644. // Animations
  645. if (parsedMesh.animations) {
  646. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  647. var parsedAnimation = parsedMesh.animations[animationIndex];
  648. mesh.animations.push(parseAnimation(parsedAnimation));
  649. }
  650. }
  651. if (parsedMesh.autoAnimate) {
  652. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  653. }
  654. // Layer Mask
  655. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  656. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  657. } else {
  658. mesh.layerMask = 0x0FFFFFFF;
  659. }
  660. // Instances
  661. if (parsedMesh.instances) {
  662. for (var index = 0; index < parsedMesh.instances.length; index++) {
  663. var parsedInstance = parsedMesh.instances[index];
  664. var instance = mesh.createInstance(parsedInstance.name);
  665. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  666. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  667. if (parsedInstance.rotationQuaternion) {
  668. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  669. } else if (parsedInstance.rotation) {
  670. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  671. }
  672. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  673. instance.checkCollisions = mesh.checkCollisions;
  674. if (parsedMesh.animations) {
  675. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  676. parsedAnimation = parsedMesh.animations[animationIndex];
  677. instance.animations.push(parseAnimation(parsedAnimation));
  678. }
  679. }
  680. }
  681. }
  682. return mesh;
  683. };
  684. var parseActions = (parsedActions: any, object: AbstractMesh, scene: Scene) => {
  685. var actionManager = new BABYLON.ActionManager(scene);
  686. if (object === null)
  687. scene.actionManager = actionManager;
  688. else
  689. object.actionManager = actionManager;
  690. // instanciate a new object
  691. var instanciate = (name: any, params: Array<any>): any => {
  692. var newInstance: Object = Object.create(BABYLON[name].prototype);
  693. newInstance.constructor.apply(newInstance, params);
  694. return newInstance;
  695. };
  696. var parseParameter = (name: string, value: string, target: any, propertyPath: string): any => {
  697. if (propertyPath === null) {
  698. // String, boolean or float
  699. var floatValue = parseFloat(value);
  700. if (value === "true" || value === "false")
  701. return value === "true";
  702. else
  703. return isNaN(floatValue) ? value : floatValue;
  704. }
  705. var effectiveTarget = propertyPath.split(".");
  706. var values = value.split(",");
  707. // Get effective Target
  708. for (var i = 0; i < effectiveTarget.length; i++) {
  709. target = target[effectiveTarget[i]];
  710. }
  711. // Return appropriate value with its type
  712. if (typeof (target) === "boolean")
  713. return values[0] === "true";
  714. if (typeof (target) === "string")
  715. return values[0];
  716. // Parameters with multiple values such as Vector3 etc.
  717. var split = new Array<number>();
  718. for (var i = 0; i < values.length; i++)
  719. split.push(parseFloat(values[i]));
  720. if (target instanceof Vector3)
  721. return BABYLON.Vector3.FromArray(split);
  722. if (target instanceof Vector4)
  723. return BABYLON.Vector4.FromArray(split);
  724. if (target instanceof Color3)
  725. return BABYLON.Color3.FromArray(split);
  726. if (target instanceof Color4)
  727. return BABYLON.Color4.FromArray(split);
  728. return parseFloat(values[0]);
  729. };
  730. // traverse graph per trigger
  731. var traverse = (parsedAction: any, trigger: any, condition: Condition, action: Action, combineArray: Array<Action> = null) => {
  732. if (parsedAction.detached)
  733. return;
  734. var parameters = new Array<any>();
  735. var target: any = null;
  736. var propertyPath: string = null;
  737. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  738. // Parameters
  739. if (parsedAction.type === 2)
  740. parameters.push(actionManager);
  741. else
  742. parameters.push(trigger);
  743. if (combine) {
  744. var actions = new Array<Action>();
  745. for (var j = 0; j < parsedAction.combine.length; j++) {
  746. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  747. }
  748. parameters.push(actions);
  749. }
  750. else {
  751. for (var i = 0; i < parsedAction.properties.length; i++) {
  752. var value = parsedAction.properties[i].value;
  753. var name = parsedAction.properties[i].name;
  754. var targetType = parsedAction.properties[i].targetType;
  755. if (name === "target")
  756. if (targetType !== null && targetType === "SceneProperties")
  757. value = target = scene;
  758. else
  759. value = target = scene.getNodeByName(value);
  760. else if (name === "parent")
  761. value = scene.getNodeByName(value);
  762. else if (name === "sound")
  763. value = scene.getSoundByName(value);
  764. else if (name !== "propertyPath") {
  765. if (parsedAction.type === 2 && name === "operator")
  766. value = BABYLON.ValueCondition[value];
  767. else
  768. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  769. } else {
  770. propertyPath = value;
  771. }
  772. parameters.push(value);
  773. }
  774. }
  775. if (combineArray === null) {
  776. parameters.push(condition);
  777. }
  778. else {
  779. parameters.push(null);
  780. }
  781. // If interpolate value action
  782. if (parsedAction.name === "InterpolateValueAction") {
  783. var param = parameters[parameters.length - 2];
  784. parameters[parameters.length - 1] = param;
  785. parameters[parameters.length - 2] = condition;
  786. }
  787. // Action or condition(s) and not CombineAction
  788. var newAction = instanciate(parsedAction.name, parameters);
  789. if (newAction instanceof BABYLON.Condition && condition !== null) {
  790. var nothing = new DoNothingAction(trigger, condition);
  791. if (action)
  792. action.then(nothing);
  793. else
  794. actionManager.registerAction(nothing);
  795. action = nothing;
  796. }
  797. if (combineArray === null) {
  798. if (newAction instanceof BABYLON.Condition) {
  799. condition = newAction;
  800. newAction = action;
  801. } else {
  802. condition = null;
  803. if (action)
  804. action.then(newAction);
  805. else
  806. actionManager.registerAction(newAction);
  807. }
  808. }
  809. else {
  810. combineArray.push(newAction);
  811. }
  812. for (var i = 0; i < parsedAction.children.length; i++)
  813. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  814. };
  815. // triggers
  816. for (var i = 0; i < parsedActions.children.length; i++) {
  817. var triggerParams: any;
  818. var trigger = parsedActions.children[i];
  819. if (trigger.properties.length > 0) {
  820. var param = trigger.properties[0].value;
  821. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  822. triggerParams = { trigger: BABYLON.ActionManager[trigger.name], parameter: value };
  823. }
  824. else
  825. triggerParams = BABYLON.ActionManager[trigger.name];
  826. for (var j = 0; j < trigger.children.length; j++) {
  827. if (!trigger.detached)
  828. traverse(trigger.children[j], triggerParams, null, null);
  829. }
  830. }
  831. };
  832. var parseSound = (parsedSound, scene: Scene, rootUrl) => {
  833. var soundName = parsedSound.name;
  834. var soundUrl = rootUrl + soundName;
  835. var options = {
  836. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  837. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  838. rolloffFactor: parsedSound.rolloffFactor,
  839. refDistance: parsedSound.refDistance,
  840. distanceModel: parsedSound.distanceModel,
  841. playbackRate: parsedSound.playbackRate
  842. };
  843. var newSound = new BABYLON.Sound(soundName, soundUrl, scene, () => { scene._removePendingData(newSound); }, options);
  844. scene._addPendingData(newSound);
  845. if (parsedSound.position) {
  846. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  847. newSound.setPosition(soundPosition);
  848. }
  849. if (parsedSound.isDirectional) {
  850. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  851. if (parsedSound.localDirectionToMesh) {
  852. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  853. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  854. }
  855. }
  856. if (parsedSound.connectedMeshId) {
  857. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  858. if (connectedMesh) {
  859. newSound.attachToMesh(connectedMesh);
  860. }
  861. }
  862. };
  863. var isDescendantOf = (mesh, names, hierarchyIds) => {
  864. names = (names instanceof Array) ? names : [names];
  865. for (var i in names) {
  866. if (mesh.name === names[i]) {
  867. hierarchyIds.push(mesh.id);
  868. return true;
  869. }
  870. }
  871. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  872. hierarchyIds.push(mesh.id);
  873. return true;
  874. }
  875. return false;
  876. };
  877. var importVertexData = (parsedVertexData, geometry) => {
  878. var vertexData = new BABYLON.VertexData();
  879. // positions
  880. var positions = parsedVertexData.positions;
  881. if (positions) {
  882. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  883. }
  884. // normals
  885. var normals = parsedVertexData.normals;
  886. if (normals) {
  887. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  888. }
  889. // uvs
  890. var uvs = parsedVertexData.uvs;
  891. if (uvs) {
  892. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  893. }
  894. // uv2s
  895. var uv2s = parsedVertexData.uv2s;
  896. if (uv2s) {
  897. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  898. }
  899. // uv3s
  900. var uv3s = parsedVertexData.uv3s;
  901. if (uv3s) {
  902. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  903. }
  904. // uv4s
  905. var uv4s = parsedVertexData.uv4s;
  906. if (uv4s) {
  907. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  908. }
  909. // uv5s
  910. var uv5s = parsedVertexData.uv5s;
  911. if (uv5s) {
  912. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  913. }
  914. // uv6s
  915. var uv6s = parsedVertexData.uv6s;
  916. if (uv6s) {
  917. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  918. }
  919. // colors
  920. var colors = parsedVertexData.colors;
  921. if (colors) {
  922. vertexData.set(checkColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  923. }
  924. // matricesIndices
  925. var matricesIndices = parsedVertexData.matricesIndices;
  926. if (matricesIndices) {
  927. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  928. }
  929. // matricesWeights
  930. var matricesWeights = parsedVertexData.matricesWeights;
  931. if (matricesWeights) {
  932. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  933. }
  934. // indices
  935. var indices = parsedVertexData.indices;
  936. if (indices) {
  937. vertexData.indices = indices;
  938. }
  939. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  940. };
  941. var importGeometry = (parsedGeometry, mesh) => {
  942. var scene = mesh.getScene();
  943. // Geometry
  944. var geometryId = parsedGeometry.geometryId;
  945. if (geometryId) {
  946. var geometry = scene.getGeometryByID(geometryId);
  947. if (geometry) {
  948. geometry.applyToMesh(mesh);
  949. }
  950. } else if (parsedGeometry instanceof ArrayBuffer) {
  951. var binaryInfo = mesh._binaryInfo;
  952. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  953. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  954. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  955. }
  956. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  957. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  958. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  959. }
  960. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  961. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  962. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  963. }
  964. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  965. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  966. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  967. }
  968. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  969. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  970. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  971. }
  972. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  973. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  974. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  975. }
  976. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  977. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  978. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  979. }
  980. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  981. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  982. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  983. }
  984. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  985. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  986. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  987. }
  988. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  989. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  990. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  991. }
  992. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  993. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  994. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  995. }
  996. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  997. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  998. mesh.setIndices(indicesData);
  999. }
  1000. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  1001. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  1002. mesh.subMeshes = [];
  1003. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  1004. var materialIndex = subMeshesData[(i * 5) + 0];
  1005. var verticesStart = subMeshesData[(i * 5) + 1];
  1006. var verticesCount = subMeshesData[(i * 5) + 2];
  1007. var indexStart = subMeshesData[(i * 5) + 3];
  1008. var indexCount = subMeshesData[(i * 5) + 4];
  1009. var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  1010. }
  1011. }
  1012. } else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  1013. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  1014. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  1015. if (parsedGeometry.uvs) {
  1016. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  1017. }
  1018. if (parsedGeometry.uvs2) {
  1019. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  1020. }
  1021. if (parsedGeometry.uvs3) {
  1022. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, false);
  1023. }
  1024. if (parsedGeometry.uvs4) {
  1025. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, false);
  1026. }
  1027. if (parsedGeometry.uvs5) {
  1028. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, false);
  1029. }
  1030. if (parsedGeometry.uvs6) {
  1031. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, false);
  1032. }
  1033. if (parsedGeometry.colors) {
  1034. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, checkColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), false);
  1035. }
  1036. if (parsedGeometry.matricesIndices) {
  1037. if (!parsedGeometry.matricesIndices._isExpanded) {
  1038. var floatIndices = [];
  1039. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  1040. var matricesIndex = parsedGeometry.matricesIndices[i];
  1041. floatIndices.push(matricesIndex & 0x000000FF);
  1042. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  1043. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  1044. floatIndices.push(matricesIndex >> 24);
  1045. }
  1046. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  1047. } else {
  1048. delete parsedGeometry.matricesIndices._isExpanded;
  1049. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  1050. }
  1051. }
  1052. if (parsedGeometry.matricesIndicesExtra) {
  1053. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  1054. var floatIndices = [];
  1055. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  1056. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  1057. floatIndices.push(matricesIndex & 0x000000FF);
  1058. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  1059. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  1060. floatIndices.push(matricesIndex >> 24);
  1061. }
  1062. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, false);
  1063. } else {
  1064. delete parsedGeometry.matricesIndices._isExpanded;
  1065. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, false);
  1066. }
  1067. }
  1068. if (parsedGeometry.matricesWeights) {
  1069. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  1070. }
  1071. if (parsedGeometry.matricesWeightsExtra) {
  1072. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, false);
  1073. }
  1074. mesh.setIndices(parsedGeometry.indices);
  1075. }
  1076. // SubMeshes
  1077. if (parsedGeometry.subMeshes) {
  1078. mesh.subMeshes = [];
  1079. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  1080. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  1081. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  1082. }
  1083. }
  1084. // Flat shading
  1085. if (mesh._shouldGenerateFlatShading) {
  1086. mesh.convertToFlatShadedMesh();
  1087. delete mesh._shouldGenerateFlatShading;
  1088. }
  1089. // Update
  1090. mesh.computeWorldMatrix(true);
  1091. // Octree
  1092. if (scene._selectionOctree) {
  1093. scene._selectionOctree.addMesh(mesh);
  1094. }
  1095. };
  1096. BABYLON.SceneLoader.RegisterPlugin({
  1097. extensions: ".babylon",
  1098. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]): boolean => {
  1099. var parsedData = JSON.parse(data);
  1100. var loadedSkeletonsIds = [];
  1101. var loadedMaterialsIds = [];
  1102. var hierarchyIds = [];
  1103. for (var index = 0; index < parsedData.meshes.length; index++) {
  1104. var parsedMesh = parsedData.meshes[index];
  1105. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  1106. if (meshesNames instanceof Array) {
  1107. // Remove found mesh name from list.
  1108. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  1109. }
  1110. //Geometry?
  1111. if (parsedMesh.geometryId) {
  1112. //does the file contain geometries?
  1113. if (parsedData.geometries) {
  1114. //find the correct geometry and add it to the scene
  1115. var found: boolean = false;
  1116. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach((geometryType: string) => {
  1117. if (found || !parsedData.geometries[geometryType] || !(parsedData.geometries[geometryType] instanceof Array)) {
  1118. return;
  1119. } else {
  1120. parsedData.geometries[geometryType].forEach((parsedGeometryData) => {
  1121. if (parsedGeometryData.id == parsedMesh.geometryId) {
  1122. switch (geometryType) {
  1123. case "boxes":
  1124. parseBox(parsedGeometryData, scene);
  1125. break;
  1126. case "spheres":
  1127. parseSphere(parsedGeometryData, scene);
  1128. break;
  1129. case "cylinders":
  1130. parseCylinder(parsedGeometryData, scene);
  1131. break;
  1132. case "toruses":
  1133. parseTorus(parsedGeometryData, scene);
  1134. break;
  1135. case "grounds":
  1136. parseGround(parsedGeometryData, scene);
  1137. break;
  1138. case "planes":
  1139. parsePlane(parsedGeometryData, scene);
  1140. break;
  1141. case "torusKnots":
  1142. parseTorusKnot(parsedGeometryData, scene);
  1143. break;
  1144. case "vertexData":
  1145. parseVertexData(parsedGeometryData, scene, rootUrl);
  1146. break;
  1147. }
  1148. found = true;
  1149. }
  1150. });
  1151. }
  1152. });
  1153. if (!found) {
  1154. Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  1155. }
  1156. }
  1157. }
  1158. // Material ?
  1159. if (parsedMesh.materialId) {
  1160. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  1161. if (!materialFound && parsedData.multiMaterials) {
  1162. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  1163. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  1164. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  1165. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  1166. var subMatId = parsedMultiMaterial.materials[matIndex];
  1167. loadedMaterialsIds.push(subMatId);
  1168. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  1169. }
  1170. loadedMaterialsIds.push(parsedMultiMaterial.id);
  1171. parseMultiMaterial(parsedMultiMaterial, scene);
  1172. materialFound = true;
  1173. break;
  1174. }
  1175. }
  1176. }
  1177. if (!materialFound) {
  1178. loadedMaterialsIds.push(parsedMesh.materialId);
  1179. if (!parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl)) {
  1180. Tools.Warn("Material not found for mesh " + parsedMesh.id);
  1181. }
  1182. }
  1183. }
  1184. // Skeleton ?
  1185. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  1186. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  1187. if (!skeletonAlreadyLoaded) {
  1188. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  1189. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  1190. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  1191. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  1192. loadedSkeletonsIds.push(parsedSkeleton.id);
  1193. }
  1194. }
  1195. }
  1196. }
  1197. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  1198. meshes.push(mesh);
  1199. }
  1200. }
  1201. // Connecting parents
  1202. for (index = 0; index < scene.meshes.length; index++) {
  1203. var currentMesh = scene.meshes[index];
  1204. if (currentMesh._waitingParentId) {
  1205. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  1206. currentMesh._waitingParentId = undefined;
  1207. }
  1208. }
  1209. // freeze world matrix application
  1210. for (index = 0; index < scene.meshes.length; index++) {
  1211. var currentMesh = scene.meshes[index];
  1212. if (currentMesh._waitingFreezeWorldMatrix) {
  1213. currentMesh.freezeWorldMatrix();
  1214. currentMesh._waitingFreezeWorldMatrix = undefined;
  1215. }
  1216. }
  1217. // Particles
  1218. if (parsedData.particleSystems) {
  1219. for (index = 0; index < parsedData.particleSystems.length; index++) {
  1220. var parsedParticleSystem = parsedData.particleSystems[index];
  1221. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  1222. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  1223. }
  1224. }
  1225. }
  1226. return true;
  1227. },
  1228. load: (scene: Scene, data: string, rootUrl: string): boolean => {
  1229. var parsedData = JSON.parse(data);
  1230. // Scene
  1231. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  1232. scene.autoClear = parsedData.autoClear;
  1233. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  1234. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  1235. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  1236. // Fog
  1237. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  1238. scene.fogMode = parsedData.fogMode;
  1239. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  1240. scene.fogStart = parsedData.fogStart;
  1241. scene.fogEnd = parsedData.fogEnd;
  1242. scene.fogDensity = parsedData.fogDensity;
  1243. }
  1244. // Lights
  1245. for (var index = 0; index < parsedData.lights.length; index++) {
  1246. var parsedLight = parsedData.lights[index];
  1247. parseLight(parsedLight, scene);
  1248. }
  1249. // Materials
  1250. if (parsedData.materials) {
  1251. for (index = 0; index < parsedData.materials.length; index++) {
  1252. var parsedMaterial = parsedData.materials[index];
  1253. parseMaterial(parsedMaterial, scene, rootUrl);
  1254. }
  1255. }
  1256. if (parsedData.multiMaterials) {
  1257. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  1258. var parsedMultiMaterial = parsedData.multiMaterials[index];
  1259. parseMultiMaterial(parsedMultiMaterial, scene);
  1260. }
  1261. }
  1262. // Skeletons
  1263. if (parsedData.skeletons) {
  1264. for (index = 0; index < parsedData.skeletons.length; index++) {
  1265. var parsedSkeleton = parsedData.skeletons[index];
  1266. parseSkeleton(parsedSkeleton, scene);
  1267. }
  1268. }
  1269. // Geometries
  1270. var geometries = parsedData.geometries;
  1271. if (geometries) {
  1272. // Boxes
  1273. var boxes = geometries.boxes;
  1274. if (boxes) {
  1275. for (index = 0; index < boxes.length; index++) {
  1276. var parsedBox = boxes[index];
  1277. parseBox(parsedBox, scene);
  1278. }
  1279. }
  1280. // Spheres
  1281. var spheres = geometries.spheres;
  1282. if (spheres) {
  1283. for (index = 0; index < spheres.length; index++) {
  1284. var parsedSphere = spheres[index];
  1285. parseSphere(parsedSphere, scene);
  1286. }
  1287. }
  1288. // Cylinders
  1289. var cylinders = geometries.cylinders;
  1290. if (cylinders) {
  1291. for (index = 0; index < cylinders.length; index++) {
  1292. var parsedCylinder = cylinders[index];
  1293. parseCylinder(parsedCylinder, scene);
  1294. }
  1295. }
  1296. // Toruses
  1297. var toruses = geometries.toruses;
  1298. if (toruses) {
  1299. for (index = 0; index < toruses.length; index++) {
  1300. var parsedTorus = toruses[index];
  1301. parseTorus(parsedTorus, scene);
  1302. }
  1303. }
  1304. // Grounds
  1305. var grounds = geometries.grounds;
  1306. if (grounds) {
  1307. for (index = 0; index < grounds.length; index++) {
  1308. var parsedGround = grounds[index];
  1309. parseGround(parsedGround, scene);
  1310. }
  1311. }
  1312. // Planes
  1313. var planes = geometries.planes;
  1314. if (planes) {
  1315. for (index = 0; index < planes.length; index++) {
  1316. var parsedPlane = planes[index];
  1317. parsePlane(parsedPlane, scene);
  1318. }
  1319. }
  1320. // TorusKnots
  1321. var torusKnots = geometries.torusKnots;
  1322. if (torusKnots) {
  1323. for (index = 0; index < torusKnots.length; index++) {
  1324. var parsedTorusKnot = torusKnots[index];
  1325. parseTorusKnot(parsedTorusKnot, scene);
  1326. }
  1327. }
  1328. // VertexData
  1329. var vertexData = geometries.vertexData;
  1330. if (vertexData) {
  1331. for (index = 0; index < vertexData.length; index++) {
  1332. var parsedVertexData = vertexData[index];
  1333. parseVertexData(parsedVertexData, scene, rootUrl);
  1334. }
  1335. }
  1336. }
  1337. // Meshes
  1338. for (index = 0; index < parsedData.meshes.length; index++) {
  1339. var parsedMesh = parsedData.meshes[index];
  1340. parseMesh(parsedMesh, scene, rootUrl);
  1341. }
  1342. // Cameras
  1343. for (index = 0; index < parsedData.cameras.length; index++) {
  1344. var parsedCamera = parsedData.cameras[index];
  1345. parseCamera(parsedCamera, scene);
  1346. }
  1347. if (parsedData.activeCameraID) {
  1348. scene.setActiveCameraByID(parsedData.activeCameraID);
  1349. }
  1350. // Browsing all the graph to connect the dots
  1351. for (index = 0; index < scene.cameras.length; index++) {
  1352. var camera = scene.cameras[index];
  1353. if (camera._waitingParentId) {
  1354. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  1355. camera._waitingParentId = undefined;
  1356. }
  1357. }
  1358. for (index = 0; index < scene.lights.length; index++) {
  1359. var light = scene.lights[index];
  1360. if (light._waitingParentId) {
  1361. light.parent = scene.getLastEntryByID(light._waitingParentId);
  1362. light._waitingParentId = undefined;
  1363. }
  1364. }
  1365. // Sounds
  1366. if (AudioEngine && parsedData.sounds) {
  1367. for (index = 0; index < parsedData.sounds.length; index++) {
  1368. var parsedSound = parsedData.sounds[index];
  1369. if (Engine.audioEngine.canUseWebAudio) {
  1370. parseSound(parsedSound, scene, rootUrl);
  1371. }
  1372. else {
  1373. var emptySound = new BABYLON.Sound(parsedSound.name, null, scene);
  1374. }
  1375. }
  1376. }
  1377. // Connect parents & children and parse actions
  1378. for (index = 0; index < scene.meshes.length; index++) {
  1379. var mesh = scene.meshes[index];
  1380. if (mesh._waitingParentId) {
  1381. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  1382. mesh._waitingParentId = undefined;
  1383. }
  1384. if (mesh._waitingActions) {
  1385. parseActions(mesh._waitingActions, mesh, scene);
  1386. mesh._waitingActions = undefined;
  1387. }
  1388. }
  1389. // freeze world matrix application
  1390. for (index = 0; index < scene.meshes.length; index++) {
  1391. var currentMesh = scene.meshes[index];
  1392. if (currentMesh._waitingFreezeWorldMatrix) {
  1393. currentMesh.freezeWorldMatrix();
  1394. currentMesh._waitingFreezeWorldMatrix = undefined;
  1395. }
  1396. }
  1397. // Particles Systems
  1398. if (parsedData.particleSystems) {
  1399. for (index = 0; index < parsedData.particleSystems.length; index++) {
  1400. var parsedParticleSystem = parsedData.particleSystems[index];
  1401. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  1402. }
  1403. }
  1404. // Lens flares
  1405. if (parsedData.lensFlareSystems) {
  1406. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  1407. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  1408. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  1409. }
  1410. }
  1411. // Shadows
  1412. if (parsedData.shadowGenerators) {
  1413. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  1414. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  1415. parseShadowGenerator(parsedShadowGenerator, scene);
  1416. }
  1417. }
  1418. // Actions (scene)
  1419. if (parsedData.actions) {
  1420. parseActions(parsedData.actions, null, scene);
  1421. }
  1422. // Finish
  1423. return true;
  1424. }
  1425. });
  1426. }