babylon.babylonFileLoader.ts 74 KB

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  1. module BABYLON.Internals {
  2. var checkColors4 = (colors: number[], count: number): number[]=> {
  3. // Check if color3 was used
  4. if (colors.length === count * 3) {
  5. var colors4 = [];
  6. for (var index = 0; index < colors.length; index += 3) {
  7. var newIndex = (index / 3) * 4;
  8. colors4[newIndex] = colors[index];
  9. colors4[newIndex + 1] = colors[index + 1];
  10. colors4[newIndex + 2] = colors[index + 2];
  11. colors4[newIndex + 3] = 1.0;
  12. }
  13. return colors4;
  14. }
  15. return colors;
  16. }
  17. var loadCubeTexture = (rootUrl, parsedTexture, scene) => {
  18. var texture = null;
  19. if ((parsedTexture.name || parsedTexture.extensions) && !parsedTexture.isRenderTarget) {
  20. texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions);
  21. texture.name = parsedTexture.name;
  22. texture.hasAlpha = parsedTexture.hasAlpha;
  23. texture.level = parsedTexture.level;
  24. texture.coordinatesMode = parsedTexture.coordinatesMode;
  25. }
  26. return texture;
  27. };
  28. var loadTexture = (rootUrl, parsedTexture, scene) => {
  29. if (parsedTexture.isCube) {
  30. return loadCubeTexture(rootUrl, parsedTexture, scene);
  31. }
  32. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  33. return null;
  34. }
  35. var texture;
  36. if (parsedTexture.mirrorPlane) {
  37. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  38. texture._waitingRenderList = parsedTexture.renderList;
  39. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  40. } else if (parsedTexture.isRenderTarget) {
  41. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  42. texture._waitingRenderList = parsedTexture.renderList;
  43. } else {
  44. if (parsedTexture.base64String) {
  45. texture = BABYLON.Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene);
  46. } else {
  47. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  48. }
  49. }
  50. texture.name = parsedTexture.name;
  51. texture.hasAlpha = parsedTexture.hasAlpha;
  52. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  53. texture.level = parsedTexture.level;
  54. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  55. texture.coordinatesMode = parsedTexture.coordinatesMode;
  56. texture.uOffset = parsedTexture.uOffset;
  57. texture.vOffset = parsedTexture.vOffset;
  58. texture.uScale = parsedTexture.uScale;
  59. texture.vScale = parsedTexture.vScale;
  60. texture.uAng = parsedTexture.uAng;
  61. texture.vAng = parsedTexture.vAng;
  62. texture.wAng = parsedTexture.wAng;
  63. texture.wrapU = parsedTexture.wrapU;
  64. texture.wrapV = parsedTexture.wrapV;
  65. // Animations
  66. if (parsedTexture.animations) {
  67. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  68. var parsedAnimation = parsedTexture.animations[animationIndex];
  69. texture.animations.push(parseAnimation(parsedAnimation));
  70. }
  71. }
  72. return texture;
  73. };
  74. var parseSkeleton = (parsedSkeleton, scene) => {
  75. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  76. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  77. var parsedBone = parsedSkeleton.bones[index];
  78. var parentBone = null;
  79. if (parsedBone.parentBoneIndex > -1) {
  80. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  81. }
  82. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  83. if (parsedBone.animation) {
  84. bone.animations.push(parseAnimation(parsedBone.animation));
  85. }
  86. }
  87. return skeleton;
  88. };
  89. var parseFresnelParameters = (parsedFresnelParameters) => {
  90. var fresnelParameters = new BABYLON.FresnelParameters();
  91. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  92. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  93. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  94. fresnelParameters.bias = parsedFresnelParameters.bias;
  95. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  96. return fresnelParameters;
  97. }
  98. var parseCustomMaterial = (parsedMaterial, scene, rootUrl): Material => {
  99. return null;
  100. }
  101. var parseStandardMaterial = (parsedMaterial, scene, rootUrl): Material => {
  102. var material;
  103. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  104. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  105. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  106. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  107. material.specularPower = parsedMaterial.specularPower;
  108. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  109. material.useReflectionFresnelFromSpecular = parsedMaterial.useReflectionFresnelFromSpecular;
  110. material.useEmissiveAsIllumination = parsedMaterial.useEmissiveAsIllumination;
  111. material.alpha = parsedMaterial.alpha;
  112. material.id = parsedMaterial.id;
  113. if (parsedMaterial.disableDepthWrite) {
  114. material.disableDepthWrite = parsedMaterial.disableDepthWrite;
  115. }
  116. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  117. material.backFaceCulling = parsedMaterial.backFaceCulling;
  118. material.wireframe = parsedMaterial.wireframe;
  119. if (parsedMaterial.diffuseTexture) {
  120. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  121. }
  122. if (parsedMaterial.diffuseFresnelParameters) {
  123. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  124. }
  125. if (parsedMaterial.ambientTexture) {
  126. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  127. }
  128. if (parsedMaterial.opacityTexture) {
  129. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  130. }
  131. if (parsedMaterial.opacityFresnelParameters) {
  132. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  133. }
  134. if (parsedMaterial.reflectionTexture) {
  135. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  136. }
  137. if (parsedMaterial.reflectionFresnelParameters) {
  138. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  139. }
  140. if (parsedMaterial.emissiveTexture) {
  141. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  142. }
  143. if (parsedMaterial.lightmapTexture) {
  144. material.lightmapTexture = loadTexture(rootUrl, parsedMaterial.lightmapTexture, scene);
  145. material.lightmapThreshold = parsedMaterial.lightmapThreshold;
  146. }
  147. if (parsedMaterial.emissiveFresnelParameters) {
  148. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  149. }
  150. if (parsedMaterial.specularTexture) {
  151. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  152. }
  153. if (parsedMaterial.bumpTexture) {
  154. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  155. }
  156. if (parsedMaterial.checkReadyOnlyOnce) {
  157. material.checkReadyOnlyOnce = parsedMaterial.checkReadyOnlyOnce;
  158. }
  159. return material;
  160. };
  161. var parseMaterial = (parsedMaterial, scene, rootUrl): Material => {
  162. if (!parsedMaterial.customType) {
  163. return parseStandardMaterial(parsedMaterial, scene, rootUrl);
  164. }
  165. return parseCustomMaterial(parsedMaterial, scene, rootUrl);
  166. }
  167. var parseMaterialById = (id, parsedData, scene, rootUrl) => {
  168. for (var index = 0; index < parsedData.materials.length; index++) {
  169. var parsedMaterial = parsedData.materials[index];
  170. if (parsedMaterial.id === id) {
  171. return parseMaterial(parsedMaterial, scene, rootUrl);
  172. }
  173. }
  174. return null;
  175. };
  176. var parseMultiMaterial = (parsedMultiMaterial, scene) => {
  177. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  178. multiMaterial.id = parsedMultiMaterial.id;
  179. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  180. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  181. var subMatId = parsedMultiMaterial.materials[matIndex];
  182. if (subMatId) {
  183. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  184. } else {
  185. multiMaterial.subMaterials.push(null);
  186. }
  187. }
  188. return multiMaterial;
  189. };
  190. var parseLensFlareSystem = (parsedLensFlareSystem, scene, rootUrl) => {
  191. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  192. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  193. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  194. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  195. var parsedFlare = parsedLensFlareSystem.flares[index];
  196. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  197. }
  198. return lensFlareSystem;
  199. };
  200. var parseParticleSystem = (parsedParticleSystem, scene, rootUrl) => {
  201. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  202. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  203. if (parsedParticleSystem.textureName) {
  204. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  205. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  206. }
  207. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  208. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  209. particleSystem.minSize = parsedParticleSystem.minSize;
  210. particleSystem.maxSize = parsedParticleSystem.maxSize;
  211. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  212. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  213. particleSystem.emitter = emitter;
  214. particleSystem.emitRate = parsedParticleSystem.emitRate;
  215. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  216. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  217. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  218. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  219. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  220. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  221. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  222. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  223. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  224. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  225. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  226. particleSystem.blendMode = parsedParticleSystem.blendMode;
  227. particleSystem.start();
  228. return particleSystem;
  229. };
  230. var parseShadowGenerator = (parsedShadowGenerator, scene) => {
  231. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  232. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  233. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  234. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  235. shadowGenerator.getShadowMap().renderList.push(mesh);
  236. }
  237. if (parsedShadowGenerator.usePoissonSampling) {
  238. shadowGenerator.usePoissonSampling = true;
  239. } else if (parsedShadowGenerator.useVarianceShadowMap) {
  240. shadowGenerator.useVarianceShadowMap = true;
  241. } else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  242. shadowGenerator.useBlurVarianceShadowMap = true;
  243. if (parsedShadowGenerator.blurScale) {
  244. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  245. }
  246. if (parsedShadowGenerator.blurBoxOffset) {
  247. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  248. }
  249. }
  250. if (parsedShadowGenerator.bias !== undefined) {
  251. shadowGenerator.bias = parsedShadowGenerator.bias;
  252. }
  253. return shadowGenerator;
  254. };
  255. var parseAnimation = parsedAnimation => {
  256. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  257. var dataType = parsedAnimation.dataType;
  258. var keys = [];
  259. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  260. var key = parsedAnimation.keys[index];
  261. var data;
  262. switch (dataType) {
  263. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  264. data = key.values[0];
  265. break;
  266. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  267. data = BABYLON.Quaternion.FromArray(key.values);
  268. break;
  269. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  270. data = BABYLON.Matrix.FromArray(key.values);
  271. break;
  272. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  273. default:
  274. data = BABYLON.Vector3.FromArray(key.values);
  275. break;
  276. }
  277. keys.push({
  278. frame: key.frame,
  279. value: data
  280. });
  281. }
  282. animation.setKeys(keys);
  283. return animation;
  284. };
  285. var parseLight = (parsedLight, scene) => {
  286. var light;
  287. switch (parsedLight.type) {
  288. case 0:
  289. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  290. break;
  291. case 1:
  292. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  293. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  294. break;
  295. case 2:
  296. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  297. break;
  298. case 3:
  299. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  300. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  301. break;
  302. }
  303. light.id = parsedLight.id;
  304. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  305. if (parsedLight.intensity !== undefined) {
  306. light.intensity = parsedLight.intensity;
  307. }
  308. if (parsedLight.range) {
  309. light.range = parsedLight.range;
  310. }
  311. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  312. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  313. if (parsedLight.excludedMeshesIds) {
  314. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  315. }
  316. // Parent
  317. if (parsedLight.parentId) {
  318. light._waitingParentId = parsedLight.parentId;
  319. }
  320. if (parsedLight.includedOnlyMeshesIds) {
  321. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  322. }
  323. // Animations
  324. if (parsedLight.animations) {
  325. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  326. var parsedAnimation = parsedLight.animations[animationIndex];
  327. light.animations.push(parseAnimation(parsedAnimation));
  328. }
  329. }
  330. if (parsedLight.autoAnimate) {
  331. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  332. }
  333. };
  334. var parseCamera = (parsedCamera, scene: Scene) => {
  335. var camera;
  336. var position = Vector3.FromArray(parsedCamera.position);
  337. var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null;
  338. if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") {
  339. var alpha = parsedCamera.alpha;
  340. var beta = parsedCamera.beta;
  341. var radius = parsedCamera.radius;
  342. if (parsedCamera.type === "AnaglyphArcRotateCamera") {
  343. var interaxial_distance = parsedCamera.interaxial_distance;
  344. camera = new AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, interaxial_distance, scene);
  345. } else {
  346. camera = new ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
  347. }
  348. } else if (parsedCamera.type === "AnaglyphFreeCamera") {
  349. interaxial_distance = parsedCamera.interaxial_distance;
  350. camera = new AnaglyphFreeCamera(parsedCamera.name, position, interaxial_distance, scene);
  351. } else if (parsedCamera.type === "DeviceOrientationCamera") {
  352. camera = new DeviceOrientationCamera(parsedCamera.name, position, scene);
  353. } else if (parsedCamera.type === "FollowCamera") {
  354. camera = new FollowCamera(parsedCamera.name, position, scene);
  355. camera.heightOffset = parsedCamera.heightOffset;
  356. camera.radius = parsedCamera.radius;
  357. camera.rotationOffset = parsedCamera.rotationOffset;
  358. if (lockedTargetMesh)
  359. (<FollowCamera>camera).target = lockedTargetMesh;
  360. } else if (parsedCamera.type === "GamepadCamera") {
  361. camera = new GamepadCamera(parsedCamera.name, position, scene);
  362. } else if (parsedCamera.type === "TouchCamera") {
  363. camera = new TouchCamera(parsedCamera.name, position, scene);
  364. } else if (parsedCamera.type === "VirtualJoysticksCamera") {
  365. camera = new VirtualJoysticksCamera(parsedCamera.name, position, scene);
  366. } else if (parsedCamera.type === "WebVRFreeCamera") {
  367. camera = new WebVRFreeCamera(parsedCamera.name, position, scene);
  368. } else if (parsedCamera.type === "VRDeviceOrientationFreeCamera") {
  369. camera = new VRDeviceOrientationFreeCamera(parsedCamera.name, position, scene);
  370. } else {
  371. // Free Camera is the default value
  372. camera = new FreeCamera(parsedCamera.name, position, scene);
  373. }
  374. // apply 3d rig, when found
  375. if (parsedCamera.cameraRigMode) {
  376. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  377. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  378. }
  379. // Test for lockedTargetMesh & FreeCamera outside of if-else-if nest, since things like GamepadCamera extend FreeCamera
  380. if (lockedTargetMesh && camera instanceof FreeCamera) {
  381. (<FreeCamera>camera).lockedTarget = lockedTargetMesh;
  382. }
  383. camera.id = parsedCamera.id;
  384. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  385. // Parent
  386. if (parsedCamera.parentId) {
  387. camera._waitingParentId = parsedCamera.parentId;
  388. }
  389. // Target
  390. if (parsedCamera.target) {
  391. if (camera.setTarget) {
  392. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  393. } else {
  394. //For ArcRotate
  395. camera.target = BABYLON.Vector3.FromArray(parsedCamera.target);
  396. }
  397. } else {
  398. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  399. }
  400. camera.fov = parsedCamera.fov;
  401. camera.minZ = parsedCamera.minZ;
  402. camera.maxZ = parsedCamera.maxZ;
  403. camera.speed = parsedCamera.speed;
  404. camera.inertia = parsedCamera.inertia;
  405. camera.checkCollisions = parsedCamera.checkCollisions;
  406. camera.applyGravity = parsedCamera.applyGravity;
  407. if (parsedCamera.ellipsoid) {
  408. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  409. }
  410. // Animations
  411. if (parsedCamera.animations) {
  412. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  413. var parsedAnimation = parsedCamera.animations[animationIndex];
  414. camera.animations.push(parseAnimation(parsedAnimation));
  415. }
  416. }
  417. if (parsedCamera.autoAnimate) {
  418. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  419. }
  420. // Layer Mask
  421. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  422. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  423. } else {
  424. camera.layerMask = 0x0FFFFFFF;
  425. }
  426. return camera;
  427. };
  428. var parseGeometry = (parsedGeometry, scene) => {
  429. var id = parsedGeometry.id;
  430. return scene.getGeometryByID(id);
  431. };
  432. var parseBox = (parsedBox, scene) => {
  433. if (parseGeometry(parsedBox, scene)) {
  434. return null; // null since geometry could be something else than a box...
  435. }
  436. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  437. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  438. scene.pushGeometry(box, true);
  439. return box;
  440. };
  441. var parseSphere = (parsedSphere, scene) => {
  442. if (parseGeometry(parsedSphere, scene)) {
  443. return null; // null since geometry could be something else than a sphere...
  444. }
  445. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  446. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  447. scene.pushGeometry(sphere, true);
  448. return sphere;
  449. };
  450. var parseCylinder = (parsedCylinder, scene) => {
  451. if (parseGeometry(parsedCylinder, scene)) {
  452. return null; // null since geometry could be something else than a cylinder...
  453. }
  454. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  455. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  456. scene.pushGeometry(cylinder, true);
  457. return cylinder;
  458. };
  459. var parseTorus = (parsedTorus, scene) => {
  460. if (parseGeometry(parsedTorus, scene)) {
  461. return null; // null since geometry could be something else than a torus...
  462. }
  463. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  464. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  465. scene.pushGeometry(torus, true);
  466. return torus;
  467. };
  468. var parseGround = (parsedGround, scene) => {
  469. if (parseGeometry(parsedGround, scene)) {
  470. return null; // null since geometry could be something else than a ground...
  471. }
  472. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  473. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  474. scene.pushGeometry(ground, true);
  475. return ground;
  476. };
  477. var parsePlane = (parsedPlane, scene) => {
  478. if (parseGeometry(parsedPlane, scene)) {
  479. return null; // null since geometry could be something else than a plane...
  480. }
  481. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  482. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  483. scene.pushGeometry(plane, true);
  484. return plane;
  485. };
  486. var parseTorusKnot = (parsedTorusKnot, scene) => {
  487. if (parseGeometry(parsedTorusKnot, scene)) {
  488. return null; // null since geometry could be something else than a torusKnot...
  489. }
  490. 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);
  491. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  492. scene.pushGeometry(torusKnot, true);
  493. return torusKnot;
  494. };
  495. var parseVertexData = (parsedVertexData, scene, rootUrl) => {
  496. if (parseGeometry(parsedVertexData, scene)) {
  497. return null; // null since geometry could be a primitive
  498. }
  499. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  500. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  501. if (parsedVertexData.delayLoadingFile) {
  502. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  503. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  504. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  505. geometry._delayInfo = [];
  506. if (parsedVertexData.hasUVs) {
  507. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  508. }
  509. if (parsedVertexData.hasUVs2) {
  510. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  511. }
  512. if (parsedVertexData.hasUVs3) {
  513. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  514. }
  515. if (parsedVertexData.hasUVs4) {
  516. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  517. }
  518. if (parsedVertexData.hasUVs5) {
  519. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  520. }
  521. if (parsedVertexData.hasUVs6) {
  522. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  523. }
  524. if (parsedVertexData.hasColors) {
  525. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  526. }
  527. if (parsedVertexData.hasMatricesIndices) {
  528. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  529. }
  530. if (parsedVertexData.hasMatricesWeights) {
  531. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  532. }
  533. geometry._delayLoadingFunction = importVertexData;
  534. } else {
  535. importVertexData(parsedVertexData, geometry);
  536. }
  537. scene.pushGeometry(geometry, true);
  538. return geometry;
  539. };
  540. var parseMesh = (parsedMesh, scene, rootUrl) => {
  541. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  542. mesh.id = parsedMesh.id;
  543. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  544. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  545. if (parsedMesh.rotationQuaternion) {
  546. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  547. } else if (parsedMesh.rotation) {
  548. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  549. }
  550. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  551. if (parsedMesh.localMatrix) {
  552. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  553. } else if (parsedMesh.pivotMatrix) {
  554. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  555. }
  556. mesh.setEnabled(parsedMesh.isEnabled);
  557. mesh.isVisible = parsedMesh.isVisible;
  558. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  559. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  560. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  561. if (parsedMesh.applyFog !== undefined) {
  562. mesh.applyFog = parsedMesh.applyFog;
  563. }
  564. if (parsedMesh.pickable !== undefined) {
  565. mesh.isPickable = parsedMesh.pickable;
  566. }
  567. if (parsedMesh.alphaIndex !== undefined) {
  568. mesh.alphaIndex = parsedMesh.alphaIndex;
  569. }
  570. mesh.receiveShadows = parsedMesh.receiveShadows;
  571. mesh.billboardMode = parsedMesh.billboardMode;
  572. if (parsedMesh.visibility !== undefined) {
  573. mesh.visibility = parsedMesh.visibility;
  574. }
  575. mesh.checkCollisions = parsedMesh.checkCollisions;
  576. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  577. // freezeWorldMatrix
  578. if (parsedMesh.freezeWorldMatrix) {
  579. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  580. }
  581. // Parent
  582. if (parsedMesh.parentId) {
  583. mesh._waitingParentId = parsedMesh.parentId;
  584. }
  585. // Actions
  586. if (parsedMesh.actions !== undefined) {
  587. mesh._waitingActions = parsedMesh.actions;
  588. }
  589. // Geometry
  590. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  591. if (parsedMesh.delayLoadingFile) {
  592. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  593. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  594. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  595. if (parsedMesh._binaryInfo) {
  596. mesh._binaryInfo = parsedMesh._binaryInfo;
  597. }
  598. mesh._delayInfo = [];
  599. if (parsedMesh.hasUVs) {
  600. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  601. }
  602. if (parsedMesh.hasUVs2) {
  603. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  604. }
  605. if (parsedMesh.hasUVs3) {
  606. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  607. }
  608. if (parsedMesh.hasUVs4) {
  609. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  610. }
  611. if (parsedMesh.hasUVs5) {
  612. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  613. }
  614. if (parsedMesh.hasUVs6) {
  615. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  616. }
  617. if (parsedMesh.hasColors) {
  618. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  619. }
  620. if (parsedMesh.hasMatricesIndices) {
  621. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  622. }
  623. if (parsedMesh.hasMatricesWeights) {
  624. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  625. }
  626. mesh._delayLoadingFunction = importGeometry;
  627. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  628. mesh._checkDelayState();
  629. }
  630. } else {
  631. importGeometry(parsedMesh, mesh);
  632. }
  633. // Material
  634. if (parsedMesh.materialId) {
  635. mesh.setMaterialByID(parsedMesh.materialId);
  636. } else {
  637. mesh.material = null;
  638. }
  639. // Skeleton
  640. if (parsedMesh.skeletonId > -1) {
  641. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  642. if (parsedMesh.numBoneInfluencers) {
  643. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  644. }
  645. }
  646. // Physics
  647. if (parsedMesh.physicsImpostor) {
  648. if (!scene.isPhysicsEnabled()) {
  649. scene.enablePhysics();
  650. }
  651. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  652. }
  653. // Animations
  654. if (parsedMesh.animations) {
  655. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  656. var parsedAnimation = parsedMesh.animations[animationIndex];
  657. mesh.animations.push(parseAnimation(parsedAnimation));
  658. }
  659. }
  660. if (parsedMesh.autoAnimate) {
  661. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  662. }
  663. // Layer Mask
  664. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  665. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  666. } else {
  667. mesh.layerMask = 0x0FFFFFFF;
  668. }
  669. // Instances
  670. if (parsedMesh.instances) {
  671. for (var index = 0; index < parsedMesh.instances.length; index++) {
  672. var parsedInstance = parsedMesh.instances[index];
  673. var instance = mesh.createInstance(parsedInstance.name);
  674. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  675. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  676. if (parsedInstance.rotationQuaternion) {
  677. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  678. } else if (parsedInstance.rotation) {
  679. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  680. }
  681. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  682. instance.checkCollisions = mesh.checkCollisions;
  683. if (parsedMesh.animations) {
  684. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  685. parsedAnimation = parsedMesh.animations[animationIndex];
  686. instance.animations.push(parseAnimation(parsedAnimation));
  687. }
  688. }
  689. }
  690. }
  691. return mesh;
  692. };
  693. var parseActions = (parsedActions: any, object: AbstractMesh, scene: Scene) => {
  694. var actionManager = new BABYLON.ActionManager(scene);
  695. if (object === null)
  696. scene.actionManager = actionManager;
  697. else
  698. object.actionManager = actionManager;
  699. // instanciate a new object
  700. var instanciate = (name: any, params: Array<any>): any => {
  701. var newInstance: Object = Object.create(BABYLON[name].prototype);
  702. newInstance.constructor.apply(newInstance, params);
  703. return newInstance;
  704. };
  705. var parseParameter = (name: string, value: string, target: any, propertyPath: string): any => {
  706. if (propertyPath === null) {
  707. // String, boolean or float
  708. var floatValue = parseFloat(value);
  709. if (value === "true" || value === "false")
  710. return value === "true";
  711. else
  712. return isNaN(floatValue) ? value : floatValue;
  713. }
  714. var effectiveTarget = propertyPath.split(".");
  715. var values = value.split(",");
  716. // Get effective Target
  717. for (var i = 0; i < effectiveTarget.length; i++) {
  718. target = target[effectiveTarget[i]];
  719. }
  720. // Return appropriate value with its type
  721. if (typeof (target) === "boolean")
  722. return values[0] === "true";
  723. if (typeof (target) === "string")
  724. return values[0];
  725. // Parameters with multiple values such as Vector3 etc.
  726. var split = new Array<number>();
  727. for (var i = 0; i < values.length; i++)
  728. split.push(parseFloat(values[i]));
  729. if (target instanceof Vector3)
  730. return BABYLON.Vector3.FromArray(split);
  731. if (target instanceof Vector4)
  732. return BABYLON.Vector4.FromArray(split);
  733. if (target instanceof Color3)
  734. return BABYLON.Color3.FromArray(split);
  735. if (target instanceof Color4)
  736. return BABYLON.Color4.FromArray(split);
  737. return parseFloat(values[0]);
  738. };
  739. // traverse graph per trigger
  740. var traverse = (parsedAction: any, trigger: any, condition: Condition, action: Action, combineArray: Array<Action> = null) => {
  741. if (parsedAction.detached)
  742. return;
  743. var parameters = new Array<any>();
  744. var target: any = null;
  745. var propertyPath: string = null;
  746. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  747. // Parameters
  748. if (parsedAction.type === 2)
  749. parameters.push(actionManager);
  750. else
  751. parameters.push(trigger);
  752. if (combine) {
  753. var actions = new Array<Action>();
  754. for (var j = 0; j < parsedAction.combine.length; j++) {
  755. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  756. }
  757. parameters.push(actions);
  758. }
  759. else {
  760. for (var i = 0; i < parsedAction.properties.length; i++) {
  761. var value = parsedAction.properties[i].value;
  762. var name = parsedAction.properties[i].name;
  763. var targetType = parsedAction.properties[i].targetType;
  764. if (name === "target")
  765. if (targetType !== null && targetType === "SceneProperties")
  766. value = target = scene;
  767. else
  768. value = target = scene.getNodeByName(value);
  769. else if (name === "parent")
  770. value = scene.getNodeByName(value);
  771. else if (name === "sound")
  772. value = scene.getSoundByName(value);
  773. else if (name !== "propertyPath") {
  774. if (parsedAction.type === 2 && name === "operator")
  775. value = BABYLON.ValueCondition[value];
  776. else
  777. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  778. } else {
  779. propertyPath = value;
  780. }
  781. parameters.push(value);
  782. }
  783. }
  784. if (combineArray === null) {
  785. parameters.push(condition);
  786. }
  787. else {
  788. parameters.push(null);
  789. }
  790. // If interpolate value action
  791. if (parsedAction.name === "InterpolateValueAction") {
  792. var param = parameters[parameters.length - 2];
  793. parameters[parameters.length - 1] = param;
  794. parameters[parameters.length - 2] = condition;
  795. }
  796. // Action or condition(s) and not CombineAction
  797. var newAction = instanciate(parsedAction.name, parameters);
  798. if (newAction instanceof BABYLON.Condition && condition !== null) {
  799. var nothing = new DoNothingAction(trigger, condition);
  800. if (action)
  801. action.then(nothing);
  802. else
  803. actionManager.registerAction(nothing);
  804. action = nothing;
  805. }
  806. if (combineArray === null) {
  807. if (newAction instanceof BABYLON.Condition) {
  808. condition = newAction;
  809. newAction = action;
  810. } else {
  811. condition = null;
  812. if (action)
  813. action.then(newAction);
  814. else
  815. actionManager.registerAction(newAction);
  816. }
  817. }
  818. else {
  819. combineArray.push(newAction);
  820. }
  821. for (var i = 0; i < parsedAction.children.length; i++)
  822. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  823. };
  824. // triggers
  825. for (var i = 0; i < parsedActions.children.length; i++) {
  826. var triggerParams: any;
  827. var trigger = parsedActions.children[i];
  828. if (trigger.properties.length > 0) {
  829. var param = trigger.properties[0].value;
  830. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  831. triggerParams = { trigger: BABYLON.ActionManager[trigger.name], parameter: value };
  832. }
  833. else
  834. triggerParams = BABYLON.ActionManager[trigger.name];
  835. for (var j = 0; j < trigger.children.length; j++) {
  836. if (!trigger.detached)
  837. traverse(trigger.children[j], triggerParams, null, null);
  838. }
  839. }
  840. };
  841. var parseSound = (parsedSound, scene: Scene, rootUrl) => {
  842. var soundName = parsedSound.name;
  843. var soundUrl = rootUrl + soundName;
  844. var options = {
  845. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  846. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  847. rolloffFactor: parsedSound.rolloffFactor,
  848. refDistance: parsedSound.refDistance,
  849. distanceModel: parsedSound.distanceModel,
  850. playbackRate: parsedSound.playbackRate
  851. };
  852. var newSound = new BABYLON.Sound(soundName, soundUrl, scene, () => { scene._removePendingData(newSound); }, options);
  853. scene._addPendingData(newSound);
  854. if (parsedSound.position) {
  855. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  856. newSound.setPosition(soundPosition);
  857. }
  858. if (parsedSound.isDirectional) {
  859. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  860. if (parsedSound.localDirectionToMesh) {
  861. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  862. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  863. }
  864. }
  865. if (parsedSound.connectedMeshId) {
  866. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  867. if (connectedMesh) {
  868. newSound.attachToMesh(connectedMesh);
  869. }
  870. }
  871. };
  872. var isDescendantOf = (mesh, names, hierarchyIds) => {
  873. names = (names instanceof Array) ? names : [names];
  874. for (var i in names) {
  875. if (mesh.name === names[i]) {
  876. hierarchyIds.push(mesh.id);
  877. return true;
  878. }
  879. }
  880. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  881. hierarchyIds.push(mesh.id);
  882. return true;
  883. }
  884. return false;
  885. };
  886. var importVertexData = (parsedVertexData, geometry) => {
  887. var vertexData = new BABYLON.VertexData();
  888. // positions
  889. var positions = parsedVertexData.positions;
  890. if (positions) {
  891. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  892. }
  893. // normals
  894. var normals = parsedVertexData.normals;
  895. if (normals) {
  896. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  897. }
  898. // uvs
  899. var uvs = parsedVertexData.uvs;
  900. if (uvs) {
  901. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  902. }
  903. // uv2s
  904. var uv2s = parsedVertexData.uv2s;
  905. if (uv2s) {
  906. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  907. }
  908. // uv3s
  909. var uv3s = parsedVertexData.uv3s;
  910. if (uv3s) {
  911. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  912. }
  913. // uv4s
  914. var uv4s = parsedVertexData.uv4s;
  915. if (uv4s) {
  916. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  917. }
  918. // uv5s
  919. var uv5s = parsedVertexData.uv5s;
  920. if (uv5s) {
  921. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  922. }
  923. // uv6s
  924. var uv6s = parsedVertexData.uv6s;
  925. if (uv6s) {
  926. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  927. }
  928. // colors
  929. var colors = parsedVertexData.colors;
  930. if (colors) {
  931. vertexData.set(checkColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  932. }
  933. // matricesIndices
  934. var matricesIndices = parsedVertexData.matricesIndices;
  935. if (matricesIndices) {
  936. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  937. }
  938. // matricesWeights
  939. var matricesWeights = parsedVertexData.matricesWeights;
  940. if (matricesWeights) {
  941. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  942. }
  943. // indices
  944. var indices = parsedVertexData.indices;
  945. if (indices) {
  946. vertexData.indices = indices;
  947. }
  948. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  949. };
  950. var importGeometry = (parsedGeometry, mesh) => {
  951. var scene = mesh.getScene();
  952. // Geometry
  953. var geometryId = parsedGeometry.geometryId;
  954. if (geometryId) {
  955. var geometry = scene.getGeometryByID(geometryId);
  956. if (geometry) {
  957. geometry.applyToMesh(mesh);
  958. }
  959. } else if (parsedGeometry instanceof ArrayBuffer) {
  960. var binaryInfo = mesh._binaryInfo;
  961. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  962. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  963. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  964. }
  965. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  966. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  967. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  968. }
  969. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  970. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  971. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  972. }
  973. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  974. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  975. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  976. }
  977. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  978. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  979. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  980. }
  981. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  982. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  983. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  984. }
  985. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  986. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  987. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  988. }
  989. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  990. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  991. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  992. }
  993. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  994. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  995. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  996. }
  997. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  998. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  999. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  1000. }
  1001. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  1002. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  1003. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  1004. }
  1005. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  1006. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  1007. mesh.setIndices(indicesData);
  1008. }
  1009. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  1010. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  1011. mesh.subMeshes = [];
  1012. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  1013. var materialIndex = subMeshesData[(i * 5) + 0];
  1014. var verticesStart = subMeshesData[(i * 5) + 1];
  1015. var verticesCount = subMeshesData[(i * 5) + 2];
  1016. var indexStart = subMeshesData[(i * 5) + 3];
  1017. var indexCount = subMeshesData[(i * 5) + 4];
  1018. var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  1019. }
  1020. }
  1021. } else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  1022. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  1023. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  1024. if (parsedGeometry.uvs) {
  1025. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  1026. }
  1027. if (parsedGeometry.uvs2) {
  1028. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  1029. }
  1030. if (parsedGeometry.uvs3) {
  1031. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, false);
  1032. }
  1033. if (parsedGeometry.uvs4) {
  1034. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, false);
  1035. }
  1036. if (parsedGeometry.uvs5) {
  1037. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, false);
  1038. }
  1039. if (parsedGeometry.uvs6) {
  1040. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, false);
  1041. }
  1042. if (parsedGeometry.colors) {
  1043. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, checkColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), false);
  1044. }
  1045. if (parsedGeometry.matricesIndices) {
  1046. if (!parsedGeometry.matricesIndices._isExpanded) {
  1047. var floatIndices = [];
  1048. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  1049. var matricesIndex = parsedGeometry.matricesIndices[i];
  1050. floatIndices.push(matricesIndex & 0x000000FF);
  1051. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  1052. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  1053. floatIndices.push(matricesIndex >> 24);
  1054. }
  1055. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  1056. } else {
  1057. delete parsedGeometry.matricesIndices._isExpanded;
  1058. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  1059. }
  1060. }
  1061. if (parsedGeometry.matricesIndicesExtra) {
  1062. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  1063. var floatIndices = [];
  1064. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  1065. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  1066. floatIndices.push(matricesIndex & 0x000000FF);
  1067. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  1068. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  1069. floatIndices.push(matricesIndex >> 24);
  1070. }
  1071. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, false);
  1072. } else {
  1073. delete parsedGeometry.matricesIndices._isExpanded;
  1074. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, false);
  1075. }
  1076. }
  1077. if (parsedGeometry.matricesWeights) {
  1078. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  1079. }
  1080. if (parsedGeometry.matricesWeightsExtra) {
  1081. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, false);
  1082. }
  1083. mesh.setIndices(parsedGeometry.indices);
  1084. }
  1085. // SubMeshes
  1086. if (parsedGeometry.subMeshes) {
  1087. mesh.subMeshes = [];
  1088. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  1089. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  1090. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  1091. }
  1092. }
  1093. // Flat shading
  1094. if (mesh._shouldGenerateFlatShading) {
  1095. mesh.convertToFlatShadedMesh();
  1096. delete mesh._shouldGenerateFlatShading;
  1097. }
  1098. // Update
  1099. mesh.computeWorldMatrix(true);
  1100. // Octree
  1101. if (scene._selectionOctree) {
  1102. scene._selectionOctree.addMesh(mesh);
  1103. }
  1104. };
  1105. BABYLON.SceneLoader.RegisterPlugin({
  1106. extensions: ".babylon",
  1107. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]): boolean => {
  1108. var parsedData = JSON.parse(data);
  1109. var loadedSkeletonsIds = [];
  1110. var loadedMaterialsIds = [];
  1111. var hierarchyIds = [];
  1112. var index: number;
  1113. for (index = 0; index < parsedData.meshes.length; index++) {
  1114. var parsedMesh = parsedData.meshes[index];
  1115. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  1116. if (meshesNames instanceof Array) {
  1117. // Remove found mesh name from list.
  1118. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  1119. }
  1120. //Geometry?
  1121. if (parsedMesh.geometryId) {
  1122. //does the file contain geometries?
  1123. if (parsedData.geometries) {
  1124. //find the correct geometry and add it to the scene
  1125. var found: boolean = false;
  1126. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach((geometryType: string) => {
  1127. if (found || !parsedData.geometries[geometryType] || !(parsedData.geometries[geometryType] instanceof Array)) {
  1128. return;
  1129. } else {
  1130. parsedData.geometries[geometryType].forEach((parsedGeometryData) => {
  1131. if (parsedGeometryData.id == parsedMesh.geometryId) {
  1132. switch (geometryType) {
  1133. case "boxes":
  1134. parseBox(parsedGeometryData, scene);
  1135. break;
  1136. case "spheres":
  1137. parseSphere(parsedGeometryData, scene);
  1138. break;
  1139. case "cylinders":
  1140. parseCylinder(parsedGeometryData, scene);
  1141. break;
  1142. case "toruses":
  1143. parseTorus(parsedGeometryData, scene);
  1144. break;
  1145. case "grounds":
  1146. parseGround(parsedGeometryData, scene);
  1147. break;
  1148. case "planes":
  1149. parsePlane(parsedGeometryData, scene);
  1150. break;
  1151. case "torusKnots":
  1152. parseTorusKnot(parsedGeometryData, scene);
  1153. break;
  1154. case "vertexData":
  1155. parseVertexData(parsedGeometryData, scene, rootUrl);
  1156. break;
  1157. }
  1158. found = true;
  1159. }
  1160. });
  1161. }
  1162. });
  1163. if (!found) {
  1164. Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  1165. }
  1166. }
  1167. }
  1168. // Material ?
  1169. if (parsedMesh.materialId) {
  1170. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  1171. if (!materialFound && parsedData.multiMaterials) {
  1172. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  1173. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  1174. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  1175. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  1176. var subMatId = parsedMultiMaterial.materials[matIndex];
  1177. loadedMaterialsIds.push(subMatId);
  1178. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  1179. }
  1180. loadedMaterialsIds.push(parsedMultiMaterial.id);
  1181. parseMultiMaterial(parsedMultiMaterial, scene);
  1182. materialFound = true;
  1183. break;
  1184. }
  1185. }
  1186. }
  1187. if (!materialFound) {
  1188. loadedMaterialsIds.push(parsedMesh.materialId);
  1189. if (!parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl)) {
  1190. Tools.Warn("Material not found for mesh " + parsedMesh.id);
  1191. }
  1192. }
  1193. }
  1194. // Skeleton ?
  1195. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  1196. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  1197. if (!skeletonAlreadyLoaded) {
  1198. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  1199. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  1200. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  1201. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  1202. loadedSkeletonsIds.push(parsedSkeleton.id);
  1203. }
  1204. }
  1205. }
  1206. }
  1207. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  1208. meshes.push(mesh);
  1209. }
  1210. }
  1211. // Connecting parents
  1212. var currentMesh: AbstractMesh;
  1213. for (index = 0; index < scene.meshes.length; index++) {
  1214. currentMesh = scene.meshes[index];
  1215. if (currentMesh._waitingParentId) {
  1216. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  1217. currentMesh._waitingParentId = undefined;
  1218. }
  1219. }
  1220. // freeze world matrix application
  1221. for (index = 0; index < scene.meshes.length; index++) {
  1222. currentMesh = scene.meshes[index];
  1223. if (currentMesh._waitingFreezeWorldMatrix) {
  1224. currentMesh.freezeWorldMatrix();
  1225. currentMesh._waitingFreezeWorldMatrix = undefined;
  1226. }
  1227. }
  1228. // Particles
  1229. if (parsedData.particleSystems) {
  1230. for (index = 0; index < parsedData.particleSystems.length; index++) {
  1231. var parsedParticleSystem = parsedData.particleSystems[index];
  1232. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  1233. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  1234. }
  1235. }
  1236. }
  1237. return true;
  1238. },
  1239. load: (scene: Scene, data: string, rootUrl: string): boolean => {
  1240. var parsedData = JSON.parse(data);
  1241. // Scene
  1242. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  1243. scene.autoClear = parsedData.autoClear;
  1244. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  1245. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  1246. if (parsedData.gravity) {
  1247. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  1248. }
  1249. // Fog
  1250. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  1251. scene.fogMode = parsedData.fogMode;
  1252. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  1253. scene.fogStart = parsedData.fogStart;
  1254. scene.fogEnd = parsedData.fogEnd;
  1255. scene.fogDensity = parsedData.fogDensity;
  1256. }
  1257. //Physics
  1258. if (parsedData.physicsEnabled) {
  1259. var physicsPlugin;
  1260. if (parsedData.physicsEngine === "cannon") {
  1261. physicsPlugin = new BABYLON.CannonJSPlugin();
  1262. } else if (parsedData.physicsEngine === "oimo") {
  1263. physicsPlugin = new BABYLON.OimoJSPlugin();
  1264. }
  1265. //else - default engine, which is currently oimo
  1266. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  1267. scene.enablePhysics(physicsGravity, physicsPlugin);
  1268. }
  1269. //collisions, if defined. otherwise, default is true
  1270. if (parsedData.collisionsEnabled != undefined) {
  1271. scene.collisionsEnabled = parsedData.collisionsEnabled;
  1272. }
  1273. scene.workerCollisions = !!parsedData.workerCollisions;
  1274. // Lights
  1275. var index: number;
  1276. for (index = 0; index < parsedData.lights.length; index++) {
  1277. var parsedLight = parsedData.lights[index];
  1278. parseLight(parsedLight, scene);
  1279. }
  1280. // Materials
  1281. if (parsedData.materials) {
  1282. for (index = 0; index < parsedData.materials.length; index++) {
  1283. var parsedMaterial = parsedData.materials[index];
  1284. parseMaterial(parsedMaterial, scene, rootUrl);
  1285. }
  1286. }
  1287. if (parsedData.multiMaterials) {
  1288. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  1289. var parsedMultiMaterial = parsedData.multiMaterials[index];
  1290. parseMultiMaterial(parsedMultiMaterial, scene);
  1291. }
  1292. }
  1293. // Skeletons
  1294. if (parsedData.skeletons) {
  1295. for (index = 0; index < parsedData.skeletons.length; index++) {
  1296. var parsedSkeleton = parsedData.skeletons[index];
  1297. parseSkeleton(parsedSkeleton, scene);
  1298. }
  1299. }
  1300. // Geometries
  1301. var geometries = parsedData.geometries;
  1302. if (geometries) {
  1303. // Boxes
  1304. var boxes = geometries.boxes;
  1305. if (boxes) {
  1306. for (index = 0; index < boxes.length; index++) {
  1307. var parsedBox = boxes[index];
  1308. parseBox(parsedBox, scene);
  1309. }
  1310. }
  1311. // Spheres
  1312. var spheres = geometries.spheres;
  1313. if (spheres) {
  1314. for (index = 0; index < spheres.length; index++) {
  1315. var parsedSphere = spheres[index];
  1316. parseSphere(parsedSphere, scene);
  1317. }
  1318. }
  1319. // Cylinders
  1320. var cylinders = geometries.cylinders;
  1321. if (cylinders) {
  1322. for (index = 0; index < cylinders.length; index++) {
  1323. var parsedCylinder = cylinders[index];
  1324. parseCylinder(parsedCylinder, scene);
  1325. }
  1326. }
  1327. // Toruses
  1328. var toruses = geometries.toruses;
  1329. if (toruses) {
  1330. for (index = 0; index < toruses.length; index++) {
  1331. var parsedTorus = toruses[index];
  1332. parseTorus(parsedTorus, scene);
  1333. }
  1334. }
  1335. // Grounds
  1336. var grounds = geometries.grounds;
  1337. if (grounds) {
  1338. for (index = 0; index < grounds.length; index++) {
  1339. var parsedGround = grounds[index];
  1340. parseGround(parsedGround, scene);
  1341. }
  1342. }
  1343. // Planes
  1344. var planes = geometries.planes;
  1345. if (planes) {
  1346. for (index = 0; index < planes.length; index++) {
  1347. var parsedPlane = planes[index];
  1348. parsePlane(parsedPlane, scene);
  1349. }
  1350. }
  1351. // TorusKnots
  1352. var torusKnots = geometries.torusKnots;
  1353. if (torusKnots) {
  1354. for (index = 0; index < torusKnots.length; index++) {
  1355. var parsedTorusKnot = torusKnots[index];
  1356. parseTorusKnot(parsedTorusKnot, scene);
  1357. }
  1358. }
  1359. // VertexData
  1360. var vertexData = geometries.vertexData;
  1361. if (vertexData) {
  1362. for (index = 0; index < vertexData.length; index++) {
  1363. var parsedVertexData = vertexData[index];
  1364. parseVertexData(parsedVertexData, scene, rootUrl);
  1365. }
  1366. }
  1367. }
  1368. // Meshes
  1369. for (index = 0; index < parsedData.meshes.length; index++) {
  1370. var parsedMesh = parsedData.meshes[index];
  1371. parseMesh(parsedMesh, scene, rootUrl);
  1372. }
  1373. // Cameras
  1374. for (index = 0; index < parsedData.cameras.length; index++) {
  1375. var parsedCamera = parsedData.cameras[index];
  1376. parseCamera(parsedCamera, scene);
  1377. }
  1378. if (parsedData.activeCameraID) {
  1379. scene.setActiveCameraByID(parsedData.activeCameraID);
  1380. }
  1381. // Browsing all the graph to connect the dots
  1382. for (index = 0; index < scene.cameras.length; index++) {
  1383. var camera = scene.cameras[index];
  1384. if (camera._waitingParentId) {
  1385. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  1386. camera._waitingParentId = undefined;
  1387. }
  1388. }
  1389. for (index = 0; index < scene.lights.length; index++) {
  1390. var light = scene.lights[index];
  1391. if (light._waitingParentId) {
  1392. light.parent = scene.getLastEntryByID(light._waitingParentId);
  1393. light._waitingParentId = undefined;
  1394. }
  1395. }
  1396. // Sounds
  1397. if (AudioEngine && parsedData.sounds) {
  1398. for (index = 0; index < parsedData.sounds.length; index++) {
  1399. var parsedSound = parsedData.sounds[index];
  1400. if (Engine.audioEngine.canUseWebAudio) {
  1401. parseSound(parsedSound, scene, rootUrl);
  1402. }
  1403. else {
  1404. var emptySound = new BABYLON.Sound(parsedSound.name, null, scene);
  1405. }
  1406. }
  1407. }
  1408. // Connect parents & children and parse actions
  1409. for (index = 0; index < scene.meshes.length; index++) {
  1410. var mesh = scene.meshes[index];
  1411. if (mesh._waitingParentId) {
  1412. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  1413. mesh._waitingParentId = undefined;
  1414. }
  1415. if (mesh._waitingActions) {
  1416. parseActions(mesh._waitingActions, mesh, scene);
  1417. mesh._waitingActions = undefined;
  1418. }
  1419. }
  1420. // freeze world matrix application
  1421. for (index = 0; index < scene.meshes.length; index++) {
  1422. var currentMesh = scene.meshes[index];
  1423. if (currentMesh._waitingFreezeWorldMatrix) {
  1424. currentMesh.freezeWorldMatrix();
  1425. currentMesh._waitingFreezeWorldMatrix = undefined;
  1426. }
  1427. }
  1428. // Particles Systems
  1429. if (parsedData.particleSystems) {
  1430. for (index = 0; index < parsedData.particleSystems.length; index++) {
  1431. var parsedParticleSystem = parsedData.particleSystems[index];
  1432. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  1433. }
  1434. }
  1435. // Lens flares
  1436. if (parsedData.lensFlareSystems) {
  1437. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  1438. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  1439. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  1440. }
  1441. }
  1442. // Shadows
  1443. if (parsedData.shadowGenerators) {
  1444. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  1445. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  1446. parseShadowGenerator(parsedShadowGenerator, scene);
  1447. }
  1448. }
  1449. // Actions (scene)
  1450. if (parsedData.actions) {
  1451. parseActions(parsedData.actions, null, scene);
  1452. }
  1453. // Finish
  1454. return true;
  1455. }
  1456. });
  1457. }