babylon.sceneLoader.js 32 KB

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  1. "use strict";
  2. var BABYLON = BABYLON || {};
  3. (function () {
  4. var loadCubeTexture = function (rootUrl, parsedTexture, scene) {
  5. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  6. texture.name = parsedTexture.name;
  7. texture.hasAlpha = parsedTexture.hasAlpha;
  8. texture.level = parsedTexture.level;
  9. texture.coordinatesMode = parsedTexture.coordinatesMode;
  10. return texture;
  11. };
  12. var loadTexture = function (rootUrl, parsedTexture, scene) {
  13. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  14. return null;
  15. }
  16. if (parsedTexture.isCube) {
  17. return loadCubeTexture(rootUrl, parsedTexture, scene);
  18. }
  19. var texture;
  20. if (parsedTexture.mirrorPlane) {
  21. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  22. texture._waitingRenderList = parsedTexture.renderList;
  23. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  24. } else if (parsedTexture.isRenderTarget) {
  25. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  26. texture._waitingRenderList = parsedTexture.renderList;
  27. } else {
  28. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  29. }
  30. texture.name = parsedTexture.name;
  31. texture.hasAlpha = parsedTexture.hasAlpha;
  32. texture.level = parsedTexture.level;
  33. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  34. texture.coordinatesMode = parsedTexture.coordinatesMode;
  35. texture.uOffset = parsedTexture.uOffset;
  36. texture.vOffset = parsedTexture.vOffset;
  37. texture.uScale = parsedTexture.uScale;
  38. texture.vScale = parsedTexture.vScale;
  39. texture.uAng = parsedTexture.uAng;
  40. texture.vAng = parsedTexture.vAng;
  41. texture.wAng = parsedTexture.wAng;
  42. texture.wrapU = parsedTexture.wrapU;
  43. texture.wrapV = parsedTexture.wrapV;
  44. // Animations
  45. if (parsedTexture.animations) {
  46. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  47. var parsedAnimation = parsedTexture.animations[animationIndex];
  48. texture.animations.push(parseAnimation(parsedAnimation));
  49. }
  50. }
  51. return texture;
  52. };
  53. var parseSkeleton = function (parsedSkeleton, scene) {
  54. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  55. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  56. var parsedBone = parsedSkeleton.bones[index];
  57. var parentBone = null;
  58. if (parsedBone.parentBoneIndex > -1) {
  59. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  60. }
  61. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  62. if (parsedBone.animation) {
  63. bone.animations.push(parseAnimation(parsedBone.animation));
  64. }
  65. }
  66. return skeleton;
  67. };
  68. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  69. var material;
  70. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  71. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  72. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  73. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  74. material.specularPower = parsedMaterial.specularPower;
  75. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  76. material.alpha = parsedMaterial.alpha;
  77. material.id = parsedMaterial.id;
  78. material.backFaceCulling = parsedMaterial.backFaceCulling;
  79. if (parsedMaterial.diffuseTexture) {
  80. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  81. }
  82. if (parsedMaterial.ambientTexture) {
  83. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  84. }
  85. if (parsedMaterial.opacityTexture) {
  86. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  87. }
  88. if (parsedMaterial.reflectionTexture) {
  89. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  90. }
  91. if (parsedMaterial.emissiveTexture) {
  92. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  93. }
  94. if (parsedMaterial.specularTexture) {
  95. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  96. }
  97. if (parsedMaterial.bumpTexture) {
  98. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  99. }
  100. return material;
  101. };
  102. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  103. for (var index = 0; index < parsedData.materials.length; index++) {
  104. var parsedMaterial = parsedData.materials[index];
  105. if (parsedMaterial.id === id) {
  106. return parseMaterial(parsedMaterial, scene, rootUrl);
  107. }
  108. }
  109. return null;
  110. };
  111. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  112. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  113. multiMaterial.id = parsedMultiMaterial.id;
  114. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  115. var subMatId = parsedMultiMaterial.materials[matIndex];
  116. if (subMatId) {
  117. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  118. } else {
  119. multiMaterial.subMaterials.push(null);
  120. }
  121. }
  122. return multiMaterial;
  123. };
  124. var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
  125. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  126. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  127. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  128. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  129. var parsedFlare = parsedLensFlareSystem.flares[index];
  130. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  131. }
  132. return lensFlareSystem;
  133. };
  134. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  135. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  136. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  137. if (parsedParticleSystem.textureName) {
  138. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  139. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  140. }
  141. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  142. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  143. particleSystem.minSize = parsedParticleSystem.minSize;
  144. particleSystem.maxSize = parsedParticleSystem.maxSize;
  145. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  146. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  147. particleSystem.emitter = emitter;
  148. particleSystem.emitRate = parsedParticleSystem.emitRate;
  149. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  150. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  151. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  152. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  153. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  154. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  155. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  156. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  157. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  158. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  159. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  160. particleSystem.blendMode = parsedParticleSystem.blendMode;
  161. particleSystem.start();
  162. return particleSystem;
  163. };
  164. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  165. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  166. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  167. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  168. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  169. shadowGenerator.getShadowMap().renderList.push(mesh);
  170. }
  171. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  172. return shadowGenerator;
  173. };
  174. var parseAnimation = function (parsedAnimation) {
  175. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  176. var dataType = parsedAnimation.dataType;
  177. var keys = [];
  178. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  179. var key = parsedAnimation.keys[index];
  180. var data;
  181. switch (dataType) {
  182. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  183. data = key.values[0];
  184. break;
  185. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  186. data = BABYLON.Quaternion.FromArray(key.values);
  187. break;
  188. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  189. data = BABYLON.Matrix.FromArray(key.values);
  190. break;
  191. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  192. default:
  193. data = BABYLON.Vector3.FromArray(key.values);
  194. break;
  195. }
  196. keys.push({
  197. frame: key.frame,
  198. value: data
  199. });
  200. }
  201. animation.setKeys(keys);
  202. return animation;
  203. };
  204. var parseLight = function (parsedLight, scene) {
  205. var light;
  206. switch (parsedLight.type) {
  207. case 0:
  208. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  209. break;
  210. case 1:
  211. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  212. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  213. break;
  214. case 2:
  215. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  216. break;
  217. case 3:
  218. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  219. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  220. break;
  221. }
  222. light.id = parsedLight.id;
  223. if (parsedLight.intensity) {
  224. light.intensity = parsedLight.intensity;
  225. }
  226. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  227. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  228. };
  229. var parseCamera = function (parsedCamera, scene) {
  230. var camera = new BABYLON.FreeCamera(parsedCamera.name, BABYLON.Vector3.FromArray(parsedCamera.position), scene);
  231. camera.id = parsedCamera.id;
  232. // Parent
  233. if (parsedCamera.parentId) {
  234. camera._waitingParentId = parsedCamera.parentId;
  235. }
  236. // Target
  237. if (parsedCamera.target) {
  238. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  239. } else {
  240. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  241. }
  242. // Locked target
  243. if (parsedCamera.lockedTargetId) {
  244. camera._waitingLockedTargetId = parsedCamera.lockedTargetId;
  245. }
  246. camera.fov = parsedCamera.fov;
  247. camera.minZ = parsedCamera.minZ;
  248. camera.maxZ = parsedCamera.maxZ;
  249. camera.speed = parsedCamera.speed;
  250. camera.inertia = parsedCamera.inertia;
  251. camera.checkCollisions = parsedCamera.checkCollisions;
  252. camera.applyGravity = parsedCamera.applyGravity;
  253. if (parsedCamera.ellipsoid) {
  254. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  255. }
  256. // Animations
  257. if (parsedCamera.animations) {
  258. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  259. var parsedAnimation = parsedCamera.animations[animationIndex];
  260. camera.animations.push(parseAnimation(parsedAnimation));
  261. }
  262. }
  263. if (parsedCamera.autoAnimate) {
  264. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  265. }
  266. return camera;
  267. };
  268. var parseMesh = function (parsedMesh, scene, rootUrl) {
  269. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  270. mesh.id = parsedMesh.id;
  271. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  272. if (parsedMesh.rotation) {
  273. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  274. } else if (parsedMesh.rotationQuaternion) {
  275. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  276. }
  277. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  278. if (parsedMesh.localMatrix) {
  279. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  280. }
  281. mesh.setEnabled(parsedMesh.isEnabled);
  282. mesh.isVisible = parsedMesh.isVisible;
  283. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  284. mesh.receiveShadows = parsedMesh.receiveShadows;
  285. mesh.billboardMode = parsedMesh.billboardMode;
  286. if (parsedMesh.visibility !== undefined) {
  287. mesh.visibility = parsedMesh.visibility;
  288. }
  289. mesh.checkCollisions = parsedMesh.checkCollisions;
  290. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  291. // Parent
  292. if (parsedMesh.parentId) {
  293. mesh.parent = scene.getLastEntryByID(parsedMesh.parentId);
  294. }
  295. // Geometry
  296. if (parsedMesh.delayLoadingFile) {
  297. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  298. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  299. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  300. mesh._delayInfo = [];
  301. if (parsedMesh.hasUVs) {
  302. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  303. }
  304. if (parsedMesh.hasUVs2) {
  305. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  306. }
  307. if (parsedMesh.hasColors) {
  308. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  309. }
  310. if (parsedMesh.hasMatricesIndices) {
  311. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  312. }
  313. if (parsedMesh.hasMatricesWeights) {
  314. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  315. }
  316. } else {
  317. BABYLON.SceneLoader._ImportGeometry(parsedMesh, mesh);
  318. }
  319. // Material
  320. if (parsedMesh.materialId) {
  321. mesh.setMaterialByID(parsedMesh.materialId);
  322. } else {
  323. mesh.material = null;
  324. }
  325. // Skeleton
  326. if (parsedMesh.skeletonId > -1) {
  327. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  328. }
  329. // Physics
  330. if (parsedMesh.physicsImpostor) {
  331. if (!scene.isPhysicsEnabled()) {
  332. scene.enablePhysics();
  333. }
  334. switch (parsedMesh.physicsImpostor) {
  335. case 1: // BOX
  336. mesh.setPhysicsState({ impostor: BABYLON.PhysicsEngine.BoxImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  337. break;
  338. case 2: // SPHERE
  339. mesh.setPhysicsState({ impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  340. break;
  341. }
  342. }
  343. // Animations
  344. if (parsedMesh.animations) {
  345. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  346. var parsedAnimation = parsedMesh.animations[animationIndex];
  347. mesh.animations.push(parseAnimation(parsedAnimation));
  348. }
  349. }
  350. if (parsedMesh.autoAnimate) {
  351. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  352. }
  353. return mesh;
  354. };
  355. var isDescendantOf = function (mesh, names, hierarchyIds) {
  356. names = (names instanceof Array) ? names : [names];
  357. for (var i in names) {
  358. if (mesh.name === names[i]) {
  359. hierarchyIds.push(mesh.id);
  360. return true;
  361. }
  362. }
  363. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  364. hierarchyIds.push(mesh.id);
  365. return true;
  366. }
  367. return false;
  368. };
  369. BABYLON.SceneLoader = {
  370. _ImportGeometry: function (parsedGeometry, mesh) {
  371. // Geometry
  372. if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  373. mesh.setVerticesData(parsedGeometry.positions, BABYLON.VertexBuffer.PositionKind, false);
  374. mesh.setVerticesData(parsedGeometry.normals, BABYLON.VertexBuffer.NormalKind, false);
  375. if (parsedGeometry.uvs) {
  376. mesh.setVerticesData(parsedGeometry.uvs, BABYLON.VertexBuffer.UVKind, false);
  377. }
  378. if (parsedGeometry.uvs2) {
  379. mesh.setVerticesData(parsedGeometry.uvs2, BABYLON.VertexBuffer.UV2Kind, false);
  380. }
  381. if (parsedGeometry.colors) {
  382. mesh.setVerticesData(parsedGeometry.colors, BABYLON.VertexBuffer.ColorKind, false);
  383. }
  384. if (parsedGeometry.matricesIndices) {
  385. if (!parsedGeometry.matricesIndices._isExpanded) {
  386. var floatIndices = [];
  387. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  388. var matricesIndex = parsedGeometry.matricesIndices[i];
  389. floatIndices.push(matricesIndex & 0x000000FF);
  390. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  391. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  392. floatIndices.push(matricesIndex >> 24);
  393. }
  394. mesh.setVerticesData(floatIndices, BABYLON.VertexBuffer.MatricesIndicesKind, false);
  395. } else {
  396. delete parsedGeometry.matricesIndices._isExpanded;
  397. mesh.setVerticesData(parsedGeometry.matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind, false);
  398. }
  399. }
  400. if (parsedGeometry.matricesWeights) {
  401. mesh.setVerticesData(parsedGeometry.matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind, false);
  402. }
  403. mesh.setIndices(parsedGeometry.indices);
  404. }
  405. // SubMeshes
  406. if (parsedGeometry.subMeshes) {
  407. mesh.subMeshes = [];
  408. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  409. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  410. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  411. }
  412. }
  413. // Update
  414. mesh.computeWorldMatrix(true);
  415. // Flat shading
  416. if (mesh._shouldGenerateFlatShading) {
  417. mesh.convertToFlatShadedMesh();
  418. delete mesh._shouldGenerateFlatShading;
  419. }
  420. var scene = mesh.getScene();
  421. if (scene._selectionOctree) {
  422. scene._selectionOctree.addMesh(mesh);
  423. }
  424. },
  425. ImportMesh: function (meshesNames, rootUrl, sceneFilename, scene, then, progressCallBack) {
  426. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  427. var database = new BABYLON.Database(rootUrl + sceneFilename);
  428. scene.database = database;
  429. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  430. var parsedData = JSON.parse(data);
  431. // Meshes
  432. var meshes = [];
  433. var particleSystems = [];
  434. var skeletons = [];
  435. var loadedSkeletonsIds = [];
  436. var loadedMaterialsIds = [];
  437. var hierarchyIds = [];
  438. for (var index = 0; index < parsedData.meshes.length; index++) {
  439. var parsedMesh = parsedData.meshes[index];
  440. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  441. if (meshesNames instanceof Array) {
  442. // Remove found mesh name from list.
  443. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  444. }
  445. // Material ?
  446. if (parsedMesh.materialId) {
  447. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  448. if (!materialFound) {
  449. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  450. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  451. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  452. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  453. var subMatId = parsedMultiMaterial.materials[matIndex];
  454. loadedMaterialsIds.push(subMatId);
  455. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  456. }
  457. loadedMaterialsIds.push(parsedMultiMaterial.id);
  458. parseMultiMaterial(parsedMultiMaterial, scene);
  459. materialFound = true;
  460. break;
  461. }
  462. }
  463. }
  464. if (!materialFound) {
  465. loadedMaterialsIds.push(parsedMesh.materialId);
  466. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  467. }
  468. }
  469. // Skeleton ?
  470. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  471. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  472. if (!skeletonAlreadyLoaded) {
  473. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  474. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  475. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  476. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  477. loadedSkeletonsIds.push(parsedSkeleton.id);
  478. }
  479. }
  480. }
  481. }
  482. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  483. meshes.push(mesh);
  484. }
  485. }
  486. // Particles
  487. if (parsedData.particleSystems) {
  488. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  489. var parsedParticleSystem = parsedData.particleSystems[index];
  490. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  491. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  492. }
  493. }
  494. }
  495. if (then) {
  496. then(meshes, particleSystems, skeletons);
  497. }
  498. }, progressCallBack, database);
  499. },
  500. Load: function (rootUrl, sceneFilename, engine, then, progressCallBack) {
  501. function loadSceneFromData(data) {
  502. var parsedData = JSON.parse(data);
  503. var scene = new BABYLON.Scene(engine);
  504. scene.database = database;
  505. // Scene
  506. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading;
  507. scene.autoClear = parsedData.autoClear;
  508. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  509. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  510. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  511. // Fog
  512. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  513. scene.fogMode = parsedData.fogMode;
  514. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  515. scene.fogStart = parsedData.fogStart;
  516. scene.fogEnd = parsedData.fogEnd;
  517. scene.fogDensity = parsedData.fogDensity;
  518. }
  519. // Lights
  520. for (var index = 0; index < parsedData.lights.length; index++) {
  521. var parsedLight = parsedData.lights[index];
  522. parseLight(parsedLight, scene);
  523. }
  524. // Cameras
  525. for (var index = 0; index < parsedData.cameras.length; index++) {
  526. var parsedCamera = parsedData.cameras[index];
  527. parseCamera(parsedCamera, scene);
  528. }
  529. if (parsedData.activeCameraID) {
  530. scene.activeCameraByID(parsedData.activeCameraID);
  531. }
  532. // Materials
  533. if (parsedData.materials) {
  534. for (var index = 0; index < parsedData.materials.length; index++) {
  535. var parsedMaterial = parsedData.materials[index];
  536. parseMaterial(parsedMaterial, scene, rootUrl);
  537. }
  538. }
  539. if (parsedData.multiMaterials) {
  540. for (var index = 0; index < parsedData.multiMaterials.length; index++) {
  541. var parsedMultiMaterial = parsedData.multiMaterials[index];
  542. parseMultiMaterial(parsedMultiMaterial, scene);
  543. }
  544. }
  545. // Skeletons
  546. if (parsedData.skeletons) {
  547. for (var index = 0; index < parsedData.skeletons.length; index++) {
  548. var parsedSkeleton = parsedData.skeletons[index];
  549. parseSkeleton(parsedSkeleton, scene);
  550. }
  551. }
  552. // Meshes
  553. for (var index = 0; index < parsedData.meshes.length; index++) {
  554. var parsedMesh = parsedData.meshes[index];
  555. parseMesh(parsedMesh, scene, rootUrl);
  556. }
  557. // Connecting cameras parents and locked target
  558. for (var index = 0; index < scene.cameras.length; index++) {
  559. var camera = scene.cameras[index];
  560. if (camera._waitingParentId) {
  561. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  562. delete camera._waitingParentId;
  563. }
  564. if (camera._waitingLockedTargetId) {
  565. camera.lockedTarget = scene.getLastEntryByID(camera._waitingLockedTargetId);
  566. delete camera._waitingLockedTargetId;
  567. }
  568. }
  569. // Particles Systems
  570. if (parsedData.particleSystems) {
  571. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  572. var parsedParticleSystem = parsedData.particleSystems[index];
  573. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  574. }
  575. }
  576. // Lens flares
  577. if (parsedData.lensFlareSystems) {
  578. for (var index = 0; index < parsedData.lensFlareSystems.length; index++) {
  579. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  580. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  581. }
  582. }
  583. // Shadows
  584. if (parsedData.shadowGenerators) {
  585. for (var index = 0; index < parsedData.shadowGenerators.length; index++) {
  586. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  587. parseShadowGenerator(parsedShadowGenerator, scene);
  588. }
  589. }
  590. // Finish
  591. if (then) {
  592. then(scene);
  593. }
  594. };
  595. if (rootUrl.indexOf("file:") === -1) {
  596. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  597. var database = new BABYLON.Database(rootUrl + sceneFilename);
  598. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, loadSceneFromData, progressCallBack, database);
  599. }
  600. // Loading file from disk via input file or drag'n'drop
  601. else {
  602. BABYLON.Tools.ReadFile(sceneFilename, loadSceneFromData, progressCallBack);
  603. }
  604. }
  605. };
  606. })();