babylon.babylonFileLoader.ts 50 KB

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  1. module BABYLON.Internals {
  2. var loadCubeTexture = (rootUrl, parsedTexture, scene) => {
  3. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  4. texture.name = parsedTexture.name;
  5. texture.hasAlpha = parsedTexture.hasAlpha;
  6. texture.level = parsedTexture.level;
  7. texture.coordinatesMode = parsedTexture.coordinatesMode;
  8. return texture;
  9. };
  10. var loadTexture = (rootUrl, parsedTexture, scene) => {
  11. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  12. return null;
  13. }
  14. if (parsedTexture.isCube) {
  15. return loadCubeTexture(rootUrl, parsedTexture, scene);
  16. }
  17. var texture;
  18. if (parsedTexture.mirrorPlane) {
  19. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  20. texture._waitingRenderList = parsedTexture.renderList;
  21. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  22. } else if (parsedTexture.isRenderTarget) {
  23. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  24. texture._waitingRenderList = parsedTexture.renderList;
  25. } else {
  26. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  27. }
  28. texture.name = parsedTexture.name;
  29. texture.hasAlpha = parsedTexture.hasAlpha;
  30. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  31. texture.level = parsedTexture.level;
  32. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  33. texture.coordinatesMode = parsedTexture.coordinatesMode;
  34. texture.uOffset = parsedTexture.uOffset;
  35. texture.vOffset = parsedTexture.vOffset;
  36. texture.uScale = parsedTexture.uScale;
  37. texture.vScale = parsedTexture.vScale;
  38. texture.uAng = parsedTexture.uAng;
  39. texture.vAng = parsedTexture.vAng;
  40. texture.wAng = parsedTexture.wAng;
  41. texture.wrapU = parsedTexture.wrapU;
  42. texture.wrapV = parsedTexture.wrapV;
  43. // Animations
  44. if (parsedTexture.animations) {
  45. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  46. var parsedAnimation = parsedTexture.animations[animationIndex];
  47. texture.animations.push(parseAnimation(parsedAnimation));
  48. }
  49. }
  50. return texture;
  51. };
  52. var parseSkeleton = (parsedSkeleton, scene) => {
  53. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  54. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  55. var parsedBone = parsedSkeleton.bones[index];
  56. var parentBone = null;
  57. if (parsedBone.parentBoneIndex > -1) {
  58. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  59. }
  60. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  61. if (parsedBone.animation) {
  62. bone.animations.push(parseAnimation(parsedBone.animation));
  63. }
  64. }
  65. return skeleton;
  66. };
  67. var parseFresnelParameters = (parsedFresnelParameters) => {
  68. var fresnelParameters = new BABYLON.FresnelParameters();
  69. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  70. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  71. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  72. fresnelParameters.bias = parsedFresnelParameters.bias;
  73. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  74. return fresnelParameters;
  75. }
  76. var parseMaterial = (parsedMaterial, scene, rootUrl) => {
  77. var material;
  78. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  79. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  80. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  81. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  82. material.specularPower = parsedMaterial.specularPower;
  83. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  84. material.alpha = parsedMaterial.alpha;
  85. material.id = parsedMaterial.id;
  86. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  87. material.backFaceCulling = parsedMaterial.backFaceCulling;
  88. material.wireframe = parsedMaterial.wireframe;
  89. if (parsedMaterial.diffuseTexture) {
  90. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  91. }
  92. if (parsedMaterial.diffuseFresnelParameters) {
  93. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  94. }
  95. if (parsedMaterial.ambientTexture) {
  96. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  97. }
  98. if (parsedMaterial.opacityTexture) {
  99. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  100. }
  101. if (parsedMaterial.opacityFresnelParameters) {
  102. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  103. }
  104. if (parsedMaterial.reflectionTexture) {
  105. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  106. }
  107. if (parsedMaterial.reflectionFresnelParameters) {
  108. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  109. }
  110. if (parsedMaterial.emissiveTexture) {
  111. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  112. }
  113. if (parsedMaterial.emissiveFresnelParameters) {
  114. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  115. }
  116. if (parsedMaterial.specularTexture) {
  117. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  118. }
  119. if (parsedMaterial.bumpTexture) {
  120. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  121. }
  122. return material;
  123. };
  124. var parseMaterialById = (id, parsedData, scene, rootUrl) => {
  125. for (var index = 0; index < parsedData.materials.length; index++) {
  126. var parsedMaterial = parsedData.materials[index];
  127. if (parsedMaterial.id === id) {
  128. return parseMaterial(parsedMaterial, scene, rootUrl);
  129. }
  130. }
  131. return null;
  132. };
  133. var parseMultiMaterial = (parsedMultiMaterial, scene) => {
  134. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  135. multiMaterial.id = parsedMultiMaterial.id;
  136. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  137. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  138. var subMatId = parsedMultiMaterial.materials[matIndex];
  139. if (subMatId) {
  140. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  141. } else {
  142. multiMaterial.subMaterials.push(null);
  143. }
  144. }
  145. return multiMaterial;
  146. };
  147. var parseLensFlareSystem = (parsedLensFlareSystem, scene, rootUrl) => {
  148. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  149. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  150. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  151. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  152. var parsedFlare = parsedLensFlareSystem.flares[index];
  153. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  154. }
  155. return lensFlareSystem;
  156. };
  157. var parseParticleSystem = (parsedParticleSystem, scene, rootUrl) => {
  158. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  159. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  160. if (parsedParticleSystem.textureName) {
  161. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  162. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  163. }
  164. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  165. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  166. particleSystem.minSize = parsedParticleSystem.minSize;
  167. particleSystem.maxSize = parsedParticleSystem.maxSize;
  168. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  169. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  170. particleSystem.emitter = emitter;
  171. particleSystem.emitRate = parsedParticleSystem.emitRate;
  172. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  173. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  174. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  175. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  176. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  177. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  178. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  179. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  180. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  181. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  182. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  183. particleSystem.blendMode = parsedParticleSystem.blendMode;
  184. particleSystem.start();
  185. return particleSystem;
  186. };
  187. var parseShadowGenerator = (parsedShadowGenerator, scene) => {
  188. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  189. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  190. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  191. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  192. shadowGenerator.getShadowMap().renderList.push(mesh);
  193. }
  194. if (parsedShadowGenerator.usePoissonSampling) {
  195. shadowGenerator.usePoissonSampling = true;
  196. } else {
  197. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  198. }
  199. return shadowGenerator;
  200. };
  201. var parseAnimation = parsedAnimation => {
  202. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  203. var dataType = parsedAnimation.dataType;
  204. var keys = [];
  205. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  206. var key = parsedAnimation.keys[index];
  207. var data;
  208. switch (dataType) {
  209. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  210. data = key.values[0];
  211. break;
  212. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  213. data = BABYLON.Quaternion.FromArray(key.values);
  214. break;
  215. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  216. data = BABYLON.Matrix.FromArray(key.values);
  217. break;
  218. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  219. default:
  220. data = BABYLON.Vector3.FromArray(key.values);
  221. break;
  222. }
  223. keys.push({
  224. frame: key.frame,
  225. value: data
  226. });
  227. }
  228. animation.setKeys(keys);
  229. return animation;
  230. };
  231. var parseLight = (parsedLight, scene) => {
  232. var light;
  233. switch (parsedLight.type) {
  234. case 0:
  235. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  236. break;
  237. case 1:
  238. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  239. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  240. break;
  241. case 2:
  242. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  243. break;
  244. case 3:
  245. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  246. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  247. break;
  248. }
  249. light.id = parsedLight.id;
  250. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  251. if (parsedLight.intensity !== undefined) {
  252. light.intensity = parsedLight.intensity;
  253. }
  254. if (parsedLight.range) {
  255. light.range = parsedLight.range;
  256. }
  257. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  258. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  259. if (parsedLight.excludedMeshesIds) {
  260. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  261. }
  262. if (parsedLight.includedOnlyMeshesIds) {
  263. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  264. }
  265. // Animations
  266. if (parsedLight.animations) {
  267. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  268. var parsedAnimation = parsedLight.animations[animationIndex];
  269. light.animations.push(parseAnimation(parsedAnimation));
  270. }
  271. }
  272. if (parsedLight.autoAnimate) {
  273. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  274. }
  275. };
  276. var parseCamera = (parsedCamera, scene) => {
  277. var camera;
  278. var position = Vector3.FromArray(parsedCamera.position);
  279. var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getMeshByID(parsedCamera.lockedTargetId) : null; // cannot use getLastEntryByID due to FollowCamera
  280. if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera"){
  281. var alpha = parsedCamera.alpha;
  282. var beta = parsedCamera.beta;
  283. var radius = parsedCamera.radius;
  284. if (parsedCamera.type === "AnaglyphArcRotateCamera"){
  285. var eye_space = parsedCamera.eye_space;
  286. camera = new AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, eye_space, scene);
  287. }else{
  288. camera = new ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
  289. }
  290. }else if (parsedCamera.type === "AnaglyphFreeCamera"){
  291. var eye_space = parsedCamera.eye_space;
  292. camera = new AnaglyphFreeCamera(parsedCamera.name, position, eye_space, scene);
  293. }else if (parsedCamera.type === "DeviceOrientationCamera"){
  294. camera = new DeviceOrientationCamera(parsedCamera.name, position, scene);
  295. }else if (parsedCamera.type === "FollowCamera"){
  296. camera = new FollowCamera(parsedCamera.name, position, scene);
  297. camera.heightOffset = parsedCamera.heightOffset;
  298. camera.radius = parsedCamera.radius;
  299. camera.rotationOffset = parsedCamera.rotationOffset;
  300. if (lockedTargetMesh)
  301. (<FollowCamera>camera).target = lockedTargetMesh;
  302. }else if (parsedCamera.type === "GamepadCamera"){
  303. camera = new GamepadCamera(parsedCamera.name, position, scene);
  304. }else if (parsedCamera.type === "OculusCamera"){
  305. camera = new OculusCamera(parsedCamera.name, position, scene);
  306. }else if (parsedCamera.type === "TouchCamera"){
  307. camera = new TouchCamera(parsedCamera.name, position, scene);
  308. }else if (parsedCamera.type === "VirtualJoysticksCamera"){
  309. camera = new VirtualJoysticksCamera(parsedCamera.name, position, scene);
  310. }else{
  311. // Free Camera is not tested for due to some exporters that may not set a 'type'
  312. camera = new FreeCamera(parsedCamera.name, position, scene);
  313. }
  314. // test for lockedTargetMesh & FreeCamera outside of if-else-if nest, since things like GamepadCamera extend FreeCamera
  315. if (lockedTargetMesh && camera instanceof FreeCamera)
  316. (<FreeCamera>camera).lockedTarget = lockedTargetMesh;
  317. camera.id = parsedCamera.id;
  318. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  319. // Parent
  320. if (parsedCamera.parentId) {
  321. camera.parentId = parsedCamera.parentId;
  322. }
  323. // Target
  324. if (parsedCamera.target) {
  325. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  326. } else {
  327. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  328. }
  329. camera.fov = parsedCamera.fov;
  330. camera.minZ = parsedCamera.minZ;
  331. camera.maxZ = parsedCamera.maxZ;
  332. camera.speed = parsedCamera.speed;
  333. camera.inertia = parsedCamera.inertia;
  334. camera.checkCollisions = parsedCamera.checkCollisions;
  335. camera.applyGravity = parsedCamera.applyGravity;
  336. if (parsedCamera.ellipsoid) {
  337. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  338. }
  339. // Animations
  340. if (parsedCamera.animations) {
  341. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  342. var parsedAnimation = parsedCamera.animations[animationIndex];
  343. camera.animations.push(parseAnimation(parsedAnimation));
  344. }
  345. }
  346. if (parsedCamera.autoAnimate) {
  347. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  348. }
  349. // Layer Mask
  350. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  351. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  352. } else {
  353. camera.layerMask = 0xFFFFFFFF;
  354. }
  355. return camera;
  356. };
  357. var parseGeometry = (parsedGeometry, scene) => {
  358. var id = parsedGeometry.id;
  359. return scene.getGeometryByID(id);
  360. };
  361. var parseBox = (parsedBox, scene) => {
  362. if (parseGeometry(parsedBox, scene)) {
  363. return null; // null since geometry could be something else than a box...
  364. }
  365. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  366. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  367. scene.pushGeometry(box, true);
  368. return box;
  369. };
  370. var parseSphere = (parsedSphere, scene) => {
  371. if (parseGeometry(parsedSphere, scene)) {
  372. return null; // null since geometry could be something else than a sphere...
  373. }
  374. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  375. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  376. scene.pushGeometry(sphere, true);
  377. return sphere;
  378. };
  379. var parseCylinder = (parsedCylinder, scene) => {
  380. if (parseGeometry(parsedCylinder, scene)) {
  381. return null; // null since geometry could be something else than a cylinder...
  382. }
  383. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  384. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  385. scene.pushGeometry(cylinder, true);
  386. return cylinder;
  387. };
  388. var parseTorus = (parsedTorus, scene) => {
  389. if (parseGeometry(parsedTorus, scene)) {
  390. return null; // null since geometry could be something else than a torus...
  391. }
  392. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  393. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  394. scene.pushGeometry(torus, true);
  395. return torus;
  396. };
  397. var parseGround = (parsedGround, scene) => {
  398. if (parseGeometry(parsedGround, scene)) {
  399. return null; // null since geometry could be something else than a ground...
  400. }
  401. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  402. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  403. scene.pushGeometry(ground, true);
  404. return ground;
  405. };
  406. var parsePlane = (parsedPlane, scene) => {
  407. if (parseGeometry(parsedPlane, scene)) {
  408. return null; // null since geometry could be something else than a plane...
  409. }
  410. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  411. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  412. scene.pushGeometry(plane, true);
  413. return plane;
  414. };
  415. var parseTorusKnot = (parsedTorusKnot, scene) => {
  416. if (parseGeometry(parsedTorusKnot, scene)) {
  417. return null; // null since geometry could be something else than a torusKnot...
  418. }
  419. 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);
  420. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  421. scene.pushGeometry(torusKnot, true);
  422. return torusKnot;
  423. };
  424. var parseVertexData = (parsedVertexData, scene, rootUrl) => {
  425. if (parseGeometry(parsedVertexData, scene)) {
  426. return null; // null since geometry could be a primitive
  427. }
  428. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  429. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  430. if (parsedVertexData.delayLoadingFile) {
  431. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  432. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  433. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  434. geometry._delayInfo = [];
  435. if (parsedVertexData.hasUVs) {
  436. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  437. }
  438. if (parsedVertexData.hasUVs2) {
  439. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  440. }
  441. if (parsedVertexData.hasColors) {
  442. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  443. }
  444. if (parsedVertexData.hasMatricesIndices) {
  445. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  446. }
  447. if (parsedVertexData.hasMatricesWeights) {
  448. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  449. }
  450. geometry._delayLoadingFunction = importVertexData;
  451. } else {
  452. importVertexData(parsedVertexData, geometry);
  453. }
  454. scene.pushGeometry(geometry, true);
  455. return geometry;
  456. };
  457. var parseMesh = (parsedMesh, scene, rootUrl) => {
  458. var mesh : any;
  459. if (parsedMesh.isAutomaton){
  460. mesh = new BABYLON.Automaton(parsedMesh.name, scene);
  461. }else{
  462. mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  463. }
  464. mesh.id = parsedMesh.id;
  465. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  466. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  467. if (parsedMesh.rotationQuaternion) {
  468. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  469. } else if (parsedMesh.rotation) {
  470. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  471. }
  472. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  473. if (parsedMesh.localMatrix) {
  474. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  475. } else if (parsedMesh.pivotMatrix) {
  476. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  477. }
  478. mesh.setEnabled(parsedMesh.isEnabled);
  479. mesh.isVisible = parsedMesh.isVisible;
  480. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  481. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  482. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  483. if (parsedMesh.pickable !== undefined) {
  484. mesh.isPickable = parsedMesh.pickable;
  485. }
  486. mesh.receiveShadows = parsedMesh.receiveShadows;
  487. mesh.billboardMode = parsedMesh.billboardMode;
  488. if (parsedMesh.visibility !== undefined) {
  489. mesh.visibility = parsedMesh.visibility;
  490. }
  491. mesh.checkCollisions = parsedMesh.checkCollisions;
  492. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  493. // Parent
  494. if (parsedMesh.parentId) {
  495. mesh.parent = scene.getLastEntryByID(parsedMesh.parentId);
  496. }
  497. // Geometry
  498. if (parsedMesh.delayLoadingFile) {
  499. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  500. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  501. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  502. if (parsedMesh._binaryInfo) {
  503. mesh._binaryInfo = parsedMesh._binaryInfo;
  504. }
  505. mesh._delayInfo = [];
  506. if (parsedMesh.hasUVs) {
  507. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  508. }
  509. if (parsedMesh.hasUVs2) {
  510. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  511. }
  512. if (parsedMesh.hasColors) {
  513. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  514. }
  515. if (parsedMesh.hasMatricesIndices) {
  516. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  517. }
  518. if (parsedMesh.hasMatricesWeights) {
  519. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  520. }
  521. mesh._delayLoadingFunction = importGeometry;
  522. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  523. mesh._checkDelayState();
  524. }
  525. } else {
  526. importGeometry(parsedMesh, mesh);
  527. }
  528. // Material
  529. if (parsedMesh.materialId) {
  530. mesh.setMaterialByID(parsedMesh.materialId);
  531. } else {
  532. mesh.material = null;
  533. }
  534. // Skeleton
  535. if (parsedMesh.skeletonId > -1) {
  536. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  537. }
  538. // Physics
  539. if (parsedMesh.physicsImpostor) {
  540. if (!scene.isPhysicsEnabled()) {
  541. scene.enablePhysics();
  542. }
  543. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  544. }
  545. // Animations
  546. if (parsedMesh.animations) {
  547. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  548. var parsedAnimation = parsedMesh.animations[animationIndex];
  549. mesh.animations.push(parseAnimation(parsedAnimation));
  550. }
  551. }
  552. if (parsedMesh.autoAnimate) {
  553. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  554. }
  555. // Layer Mask
  556. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  557. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  558. } else {
  559. mesh.layerMask = 0xFFFFFFFF;
  560. }
  561. // shape key groups
  562. if (parsedMesh.shapeKeyGroups) {
  563. var shapeKeyGroup : BABYLON.ShapeKeyGroup;
  564. for (var index = 0; index < parsedMesh.shapeKeyGroups.length; index++) {
  565. var parsedShapeKeyGroup = parsedMesh.shapeKeyGroups[index];
  566. shapeKeyGroup = new BABYLON.ShapeKeyGroup(mesh, parsedShapeKeyGroup.group, parsedShapeKeyGroup.affectedIndices, parsedShapeKeyGroup.basisState);
  567. for (var stateIdx = 0; stateIdx < parsedShapeKeyGroup.states.length; stateIdx++) {
  568. var parsedState = parsedShapeKeyGroup.states[stateIdx];
  569. shapeKeyGroup.addShapeKey(parsedState.stateName, parsedState.state);
  570. }
  571. mesh.addShapeKeyGroup(shapeKeyGroup);
  572. }
  573. }
  574. // Instances
  575. if (parsedMesh.instances) {
  576. for (var index = 0; index < parsedMesh.instances.length; index++) {
  577. var parsedInstance = parsedMesh.instances[index];
  578. var instance = mesh.createInstance(parsedInstance.name);
  579. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  580. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  581. if (parsedInstance.rotationQuaternion) {
  582. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  583. } else if (parsedInstance.rotation) {
  584. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  585. }
  586. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  587. instance.checkCollisions = mesh.checkCollisions;
  588. if (parsedMesh.animations) {
  589. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  590. parsedAnimation = parsedMesh.animations[animationIndex];
  591. instance.animations.push(parseAnimation(parsedAnimation));
  592. }
  593. }
  594. }
  595. }
  596. return mesh;
  597. };
  598. var isDescendantOf = (mesh, names, hierarchyIds) => {
  599. names = (names instanceof Array) ? names : [names];
  600. for (var i in names) {
  601. if (mesh.name === names[i]) {
  602. hierarchyIds.push(mesh.id);
  603. return true;
  604. }
  605. }
  606. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  607. hierarchyIds.push(mesh.id);
  608. return true;
  609. }
  610. return false;
  611. };
  612. var importVertexData = (parsedVertexData, geometry) => {
  613. var vertexData = new BABYLON.VertexData();
  614. // positions
  615. var positions = parsedVertexData.positions;
  616. if (positions) {
  617. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  618. }
  619. // normals
  620. var normals = parsedVertexData.normals;
  621. if (normals) {
  622. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  623. }
  624. // uvs
  625. var uvs = parsedVertexData.uvs;
  626. if (uvs) {
  627. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  628. }
  629. // uv2s
  630. var uv2s = parsedVertexData.uv2s;
  631. if (uv2s) {
  632. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  633. }
  634. // colors
  635. var colors = parsedVertexData.colors;
  636. if (colors) {
  637. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  638. }
  639. // matricesIndices
  640. var matricesIndices = parsedVertexData.matricesIndices;
  641. if (matricesIndices) {
  642. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  643. }
  644. // matricesWeights
  645. var matricesWeights = parsedVertexData.matricesWeights;
  646. if (matricesWeights) {
  647. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  648. }
  649. // indices
  650. var indices = parsedVertexData.indices;
  651. if (indices) {
  652. vertexData.indices = indices;
  653. }
  654. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  655. };
  656. var importGeometry = (parsedGeometry, mesh) => {
  657. var scene = mesh.getScene();
  658. // Geometry
  659. var geometryId = parsedGeometry.geometryId;
  660. if (geometryId) {
  661. var geometry = scene.getGeometryByID(geometryId);
  662. if (geometry) {
  663. geometry.applyToMesh(mesh);
  664. }
  665. } else if (parsedGeometry instanceof ArrayBuffer) {
  666. var binaryInfo = mesh._binaryInfo;
  667. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  668. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  669. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  670. }
  671. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  672. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  673. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  674. }
  675. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  676. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  677. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  678. }
  679. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  680. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  681. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  682. }
  683. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  684. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  685. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false);
  686. }
  687. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  688. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  689. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  690. }
  691. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  692. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  693. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  694. }
  695. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  696. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  697. mesh.setIndices(indicesData);
  698. }
  699. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  700. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  701. mesh.subMeshes = [];
  702. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  703. var materialIndex = subMeshesData[(i * 5) + 0];
  704. var verticesStart = subMeshesData[(i * 5) + 1];
  705. var verticesCount = subMeshesData[(i * 5) + 2];
  706. var indexStart = subMeshesData[(i * 5) + 3];
  707. var indexCount = subMeshesData[(i * 5) + 4];
  708. var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  709. }
  710. }
  711. return;
  712. } else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  713. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  714. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  715. if (parsedGeometry.uvs) {
  716. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  717. }
  718. if (parsedGeometry.uvs2) {
  719. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  720. }
  721. if (parsedGeometry.colors) {
  722. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, parsedGeometry.colors, false);
  723. }
  724. if (parsedGeometry.matricesIndices) {
  725. if (!parsedGeometry.matricesIndices._isExpanded) {
  726. var floatIndices = [];
  727. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  728. var matricesIndex = parsedGeometry.matricesIndices[i];
  729. floatIndices.push(matricesIndex & 0x000000FF);
  730. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  731. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  732. floatIndices.push(matricesIndex >> 24);
  733. }
  734. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  735. } else {
  736. delete parsedGeometry.matricesIndices._isExpanded;
  737. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  738. }
  739. }
  740. if (parsedGeometry.matricesWeights) {
  741. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  742. }
  743. mesh.setIndices(parsedGeometry.indices);
  744. }
  745. // SubMeshes
  746. if (parsedGeometry.subMeshes) {
  747. mesh.subMeshes = [];
  748. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  749. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  750. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  751. }
  752. }
  753. // Flat shading
  754. if (mesh._shouldGenerateFlatShading) {
  755. mesh.convertToFlatShadedMesh();
  756. delete mesh._shouldGenerateFlatShading;
  757. }
  758. // Update
  759. mesh.computeWorldMatrix(true);
  760. // Octree
  761. if (scene._selectionOctree) {
  762. scene._selectionOctree.addMesh(mesh);
  763. }
  764. };
  765. BABYLON.SceneLoader.RegisterPlugin({
  766. extensions: ".babylon",
  767. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]): boolean => {
  768. var parsedData = JSON.parse(data);
  769. var loadedSkeletonsIds = [];
  770. var loadedMaterialsIds = [];
  771. var hierarchyIds = [];
  772. for (var index = 0; index < parsedData.meshes.length; index++) {
  773. var parsedMesh = parsedData.meshes[index];
  774. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  775. if (meshesNames instanceof Array) {
  776. // Remove found mesh name from list.
  777. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  778. }
  779. // Material ?
  780. if (parsedMesh.materialId) {
  781. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  782. if (!materialFound) {
  783. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  784. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  785. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  786. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  787. var subMatId = parsedMultiMaterial.materials[matIndex];
  788. loadedMaterialsIds.push(subMatId);
  789. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  790. }
  791. loadedMaterialsIds.push(parsedMultiMaterial.id);
  792. parseMultiMaterial(parsedMultiMaterial, scene);
  793. materialFound = true;
  794. break;
  795. }
  796. }
  797. }
  798. if (!materialFound) {
  799. loadedMaterialsIds.push(parsedMesh.materialId);
  800. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  801. }
  802. }
  803. // Skeleton ?
  804. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  805. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  806. if (!skeletonAlreadyLoaded) {
  807. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  808. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  809. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  810. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  811. loadedSkeletonsIds.push(parsedSkeleton.id);
  812. }
  813. }
  814. }
  815. }
  816. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  817. meshes.push(mesh);
  818. }
  819. }
  820. // Particles
  821. if (parsedData.particleSystems) {
  822. for (index = 0; index < parsedData.particleSystems.length; index++) {
  823. var parsedParticleSystem = parsedData.particleSystems[index];
  824. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  825. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  826. }
  827. }
  828. }
  829. return true;
  830. },
  831. load: (scene: Scene, data: string, rootUrl: string): boolean => {
  832. var parsedData = JSON.parse(data);
  833. // Scene
  834. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  835. scene.autoClear = parsedData.autoClear;
  836. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  837. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  838. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  839. // Fog
  840. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  841. scene.fogMode = parsedData.fogMode;
  842. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  843. scene.fogStart = parsedData.fogStart;
  844. scene.fogEnd = parsedData.fogEnd;
  845. scene.fogDensity = parsedData.fogDensity;
  846. }
  847. // Lights
  848. for (var index = 0; index < parsedData.lights.length; index++) {
  849. var parsedLight = parsedData.lights[index];
  850. parseLight(parsedLight, scene);
  851. }
  852. // Materials
  853. if (parsedData.materials) {
  854. for (index = 0; index < parsedData.materials.length; index++) {
  855. var parsedMaterial = parsedData.materials[index];
  856. parseMaterial(parsedMaterial, scene, rootUrl);
  857. }
  858. }
  859. if (parsedData.multiMaterials) {
  860. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  861. var parsedMultiMaterial = parsedData.multiMaterials[index];
  862. parseMultiMaterial(parsedMultiMaterial, scene);
  863. }
  864. }
  865. // Skeletons
  866. if (parsedData.skeletons) {
  867. for (index = 0; index < parsedData.skeletons.length; index++) {
  868. var parsedSkeleton = parsedData.skeletons[index];
  869. parseSkeleton(parsedSkeleton, scene);
  870. }
  871. }
  872. // Geometries
  873. var geometries = parsedData.geometries;
  874. if (geometries) {
  875. // Boxes
  876. var boxes = geometries.boxes;
  877. if (boxes) {
  878. for (index = 0; index < boxes.length; index++) {
  879. var parsedBox = boxes[index];
  880. parseBox(parsedBox, scene);
  881. }
  882. }
  883. // Spheres
  884. var spheres = geometries.spheres;
  885. if (spheres) {
  886. for (index = 0; index < spheres.length; index++) {
  887. var parsedSphere = spheres[index];
  888. parseSphere(parsedSphere, scene);
  889. }
  890. }
  891. // Cylinders
  892. var cylinders = geometries.cylinders;
  893. if (cylinders) {
  894. for (index = 0; index < cylinders.length; index++) {
  895. var parsedCylinder = cylinders[index];
  896. parseCylinder(parsedCylinder, scene);
  897. }
  898. }
  899. // Toruses
  900. var toruses = geometries.toruses;
  901. if (toruses) {
  902. for (index = 0; index < toruses.length; index++) {
  903. var parsedTorus = toruses[index];
  904. parseTorus(parsedTorus, scene);
  905. }
  906. }
  907. // Grounds
  908. var grounds = geometries.grounds;
  909. if (grounds) {
  910. for (index = 0; index < grounds.length; index++) {
  911. var parsedGround = grounds[index];
  912. parseGround(parsedGround, scene);
  913. }
  914. }
  915. // Planes
  916. var planes = geometries.planes;
  917. if (planes) {
  918. for (index = 0; index < planes.length; index++) {
  919. var parsedPlane = planes[index];
  920. parsePlane(parsedPlane, scene);
  921. }
  922. }
  923. // TorusKnots
  924. var torusKnots = geometries.torusKnots;
  925. if (torusKnots) {
  926. for (index = 0; index < torusKnots.length; index++) {
  927. var parsedTorusKnot = torusKnots[index];
  928. parseTorusKnot(parsedTorusKnot, scene);
  929. }
  930. }
  931. // VertexData
  932. var vertexData = geometries.vertexData;
  933. if (vertexData) {
  934. for (index = 0; index < vertexData.length; index++) {
  935. var parsedVertexData = vertexData[index];
  936. parseVertexData(parsedVertexData, scene, rootUrl);
  937. }
  938. }
  939. }
  940. // Meshes
  941. for (index = 0; index < parsedData.meshes.length; index++) {
  942. var parsedMesh = parsedData.meshes[index];
  943. parseMesh(parsedMesh, scene, rootUrl);
  944. }
  945. // Cameras
  946. for (index = 0; index < parsedData.cameras.length; index++) {
  947. var parsedCamera = parsedData.cameras[index];
  948. parseCamera(parsedCamera, scene);
  949. }
  950. if (parsedData.activeCameraID) {
  951. scene.setActiveCameraByID(parsedData.activeCameraID);
  952. }
  953. // Particles Systems
  954. if (parsedData.particleSystems) {
  955. for (index = 0; index < parsedData.particleSystems.length; index++) {
  956. var parsedParticleSystem = parsedData.particleSystems[index];
  957. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  958. }
  959. }
  960. // Lens flares
  961. if (parsedData.lensFlareSystems) {
  962. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  963. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  964. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  965. }
  966. }
  967. // Shadows
  968. if (parsedData.shadowGenerators) {
  969. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  970. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  971. parseShadowGenerator(parsedShadowGenerator, scene);
  972. }
  973. }
  974. // Finish
  975. return true;
  976. }
  977. });
  978. }