babylon.babylonFileLoader.ts 56 KB

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