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