babylon.babylonFileLoader.ts 61 KB

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