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- module BABYLON.Internals {
- var parseMaterialById = (id, parsedData, scene, rootUrl) => {
- for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
- var parsedMaterial = parsedData.materials[index];
- if (parsedMaterial.id === id) {
- return Material.Parse(parsedMaterial, scene, rootUrl);
- }
- }
- return null;
- };
- var isDescendantOf = (mesh, names, hierarchyIds) => {
- names = (names instanceof Array) ? names : [names];
- for (var i in names) {
- if (mesh.name === names[i]) {
- hierarchyIds.push(mesh.id);
- return true;
- }
- }
- if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
- hierarchyIds.push(mesh.id);
- return true;
- }
- return false;
- };
- var logOperation = (operation, producer) => {
- return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
- }
- SceneLoader.RegisterPlugin({
- extensions: ".babylon",
- importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]): boolean => {
- // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
- // when SceneLoader.debugLogging = true (default), or exception encountered.
- // Everything stored in var log instead of writing separate lines to support only writing in exception,
- // and avoid problems with multiple concurrent .babylon loads.
- var log = "importMesh has failed JSON parse";
- try {
- var parsedData = JSON.parse(data);
- log = "";
- var fullDetails = SceneLoader.loggingLevel === SceneLoader.DETAILED_LOGGING;
- var loadedSkeletonsIds = [];
- var loadedMaterialsIds = [];
- var hierarchyIds = [];
- var index: number;
- var cache: number;
- for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
- var parsedMesh = parsedData.meshes[index];
- if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
- if (meshesNames instanceof Array) {
- // Remove found mesh name from list.
- delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
- }
-
- //Geometry?
- if (parsedMesh.geometryId) {
- //does the file contain geometries?
- if (parsedData.geometries) {
- //find the correct geometry and add it to the scene
- var found: boolean = false;
- ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach((geometryType: string) => {
- if (found || !parsedData.geometries[geometryType] || !(parsedData.geometries[geometryType] instanceof Array)) {
- return;
- } else {
- parsedData.geometries[geometryType].forEach((parsedGeometryData) => {
- if (parsedGeometryData.id === parsedMesh.geometryId) {
- switch (geometryType) {
- case "boxes":
- Geometry.Primitives.Box.Parse(parsedGeometryData, scene);
- break;
- case "spheres":
- Geometry.Primitives.Sphere.Parse(parsedGeometryData, scene);
- break;
- case "cylinders":
- Geometry.Primitives.Cylinder.Parse(parsedGeometryData, scene);
- break;
- case "toruses":
- Geometry.Primitives.Torus.Parse(parsedGeometryData, scene);
- break;
- case "grounds":
- Geometry.Primitives.Ground.Parse(parsedGeometryData, scene);
- break;
- case "planes":
- Geometry.Primitives.Plane.Parse(parsedGeometryData, scene);
- break;
- case "torusKnots":
- Geometry.Primitives.TorusKnot.Parse(parsedGeometryData, scene);
- break;
- case "vertexData":
- Geometry.Parse(parsedGeometryData, scene, rootUrl);
- break;
- }
- found = true;
- }
- });
- }
- });
- if (!found) {
- Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
- }
- }
- }
-
- // Material ?
- if (parsedMesh.materialId) {
- var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
- if (!materialFound && parsedData.multiMaterials) {
- for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
- var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
- if (parsedMultiMaterial.id === parsedMesh.materialId) {
- for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
- var subMatId = parsedMultiMaterial.materials[matIndex];
- loadedMaterialsIds.push(subMatId);
- var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
- log += "\n\tMaterial " + mat.toString(fullDetails);
- }
- loadedMaterialsIds.push(parsedMultiMaterial.id);
- var mmat = Material.ParseMultiMaterial(parsedMultiMaterial, scene);
- materialFound = true;
- log += "\n\tMulti-Material " + mmat.toString(fullDetails);
- break;
- }
- }
- }
- if (!materialFound) {
- loadedMaterialsIds.push(parsedMesh.materialId);
- var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
- if (!mat) {
- Tools.Warn("Material not found for mesh " + parsedMesh.id);
- } else {
- log += "\n\tMaterial " + mat.toString(fullDetails);
- }
- }
- }
-
- // Skeleton ?
- if (parsedMesh.skeletonId > -1 && scene.skeletons) {
- var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
- if (!skeletonAlreadyLoaded) {
- for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
- var parsedSkeleton = parsedData.skeletons[skeletonIndex];
- if (parsedSkeleton.id === parsedMesh.skeletonId) {
- var skeleton = Skeleton.Parse(parsedSkeleton, scene);
- skeletons.push(skeleton);
- loadedSkeletonsIds.push(parsedSkeleton.id);
- log += "\n\tSkeleton " + skeleton.toString(fullDetails);
- }
- }
- }
- }
- var mesh = Mesh.Parse(parsedMesh, scene, rootUrl);
- meshes.push(mesh);
- log += "\n\tMesh " + mesh.toString(fullDetails);
- }
- }
-
- // Connecting parents
- var currentMesh: AbstractMesh;
- for (index = 0, cache = scene.meshes.length; index < cache; index++) {
- currentMesh = scene.meshes[index];
- if (currentMesh._waitingParentId) {
- currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
- currentMesh._waitingParentId = undefined;
- }
- }
-
- // freeze and compute world matrix application
- for (index = 0, cache = scene.meshes.length; index < cache; index++) {
- currentMesh = scene.meshes[index];
- if (currentMesh._waitingFreezeWorldMatrix) {
- currentMesh.freezeWorldMatrix();
- currentMesh._waitingFreezeWorldMatrix = undefined;
- } else {
- currentMesh.computeWorldMatrix(true);
- }
- }
-
- // Particles
- if (parsedData.particleSystems) {
- for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
- var parsedParticleSystem = parsedData.particleSystems[index];
- if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
- particleSystems.push(ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl));
- }
- }
- }
- return true;
- } catch (err) {
- Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log);
- log = null;
- throw err;
- } finally {
- if (log !== null && SceneLoader.loggingLevel !== SceneLoader.NO_LOGGING) {
- Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (SceneLoader.loggingLevel !== SceneLoader.MINIMAL_LOGGING ? log : ""));
- }
- }
- },
- load: (scene: Scene, data: string, rootUrl: string): boolean => {
- // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
- // when SceneLoader.debugLogging = true (default), or exception encountered.
- // Everything stored in var log instead of writing separate lines to support only writing in exception,
- // and avoid problems with multiple concurrent .babylon loads.
- var log = "importScene has failed JSON parse";
- try {
- var parsedData = JSON.parse(data);
- log = "";
- var fullDetails = SceneLoader.loggingLevel === SceneLoader.DETAILED_LOGGING;
-
- // Scene
- scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
- scene.autoClear = parsedData.autoClear;
- scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
- scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
- if (parsedData.gravity) {
- scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
- }
-
- // Fog
- if (parsedData.fogMode && parsedData.fogMode !== 0) {
- scene.fogMode = parsedData.fogMode;
- scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
- scene.fogStart = parsedData.fogStart;
- scene.fogEnd = parsedData.fogEnd;
- scene.fogDensity = parsedData.fogDensity;
- log += "\tFog mode for scene: ";
- switch (scene.fogMode) {
- // getters not compiling, so using hardcoded
- case 1: log += "exp\n"; break;
- case 2: log += "exp2\n"; break;
- case 3: log += "linear\n"; break;
- }
- }
-
- //Physics
- if (parsedData.physicsEnabled) {
- var physicsPlugin;
- if (parsedData.physicsEngine === "cannon") {
- physicsPlugin = new BABYLON.CannonJSPlugin();
- } else if (parsedData.physicsEngine === "oimo") {
- physicsPlugin = new BABYLON.OimoJSPlugin();
- }
- log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
- //else - default engine, which is currently oimo
- var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
- scene.enablePhysics(physicsGravity, physicsPlugin);
- }
-
- // Metadata
- if (parsedData.metadata !== undefined) {
- scene.metadata = parsedData.metadata;
- }
-
- //collisions, if defined. otherwise, default is true
- if (parsedData.collisionsEnabled != undefined) {
- scene.collisionsEnabled = parsedData.collisionsEnabled;
- }
- scene.workerCollisions = !!parsedData.workerCollisions;
- var index: number;
- var cache: number;
- // Lights
- for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
- var parsedLight = parsedData.lights[index];
- var light = Light.Parse(parsedLight, scene);
- log += (index === 0 ? "\n\tLights:" : "");
- log += "\n\t\t" + light.toString(fullDetails);
- }
-
- // Animations
- if (parsedData.animations) {
- for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
- var parsedAnimation = parsedData.animations[index];
- var animation = Animation.Parse(parsedAnimation);
- scene.animations.push(animation);
- log += (index === 0 ? "\n\tAnimations:" : "");
- log += "\n\t\t" + animation.toString(fullDetails);
- }
- }
- if (parsedData.autoAnimate) {
- scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
- }
-
- // Materials
- if (parsedData.materials) {
- for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
- var parsedMaterial = parsedData.materials[index];
- var mat = Material.Parse(parsedMaterial, scene, rootUrl);
- log += (index === 0 ? "\n\tMaterials:" : "");
- log += "\n\t\t" + mat.toString(fullDetails);
- }
- }
- if (parsedData.multiMaterials) {
- for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
- var parsedMultiMaterial = parsedData.multiMaterials[index];
- var mmat = Material.ParseMultiMaterial(parsedMultiMaterial, scene);
- log += (index === 0 ? "\n\tMultiMaterials:" : "");
- log += "\n\t\t" + mmat.toString(fullDetails);
- }
- }
-
- // Skeletons
- if (parsedData.skeletons) {
- for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
- var parsedSkeleton = parsedData.skeletons[index];
- var skeleton = Skeleton.Parse(parsedSkeleton, scene);
- log += (index === 0 ? "\n\tSkeletons:" : "");
- log += "\n\t\t" + skeleton.toString(fullDetails);
- }
- }
-
- // Geometries
- var geometries = parsedData.geometries;
- if (geometries) {
- // Boxes
- var boxes = geometries.boxes;
- if (boxes) {
- for (index = 0, cache = boxes.length; index < cache; index++) {
- var parsedBox = boxes[index];
- Geometry.Primitives.Box.Parse(parsedBox, scene);
- }
- }
-
- // Spheres
- var spheres = geometries.spheres;
- if (spheres) {
- for (index = 0, cache = spheres.length; index < cache; index++) {
- var parsedSphere = spheres[index];
- Geometry.Primitives.Sphere.Parse(parsedSphere, scene);
- }
- }
-
- // Cylinders
- var cylinders = geometries.cylinders;
- if (cylinders) {
- for (index = 0, cache = cylinders.length; index < cache; index++) {
- var parsedCylinder = cylinders[index];
- Geometry.Primitives.Cylinder.Parse(parsedCylinder, scene);
- }
- }
-
- // Toruses
- var toruses = geometries.toruses;
- if (toruses) {
- for (index = 0, cache = toruses.length; index < cache; index++) {
- var parsedTorus = toruses[index];
- Geometry.Primitives.Torus.Parse(parsedTorus, scene);
- }
- }
-
- // Grounds
- var grounds = geometries.grounds;
- if (grounds) {
- for (index = 0, cache = grounds.length; index < cache; index++) {
- var parsedGround = grounds[index];
- Geometry.Primitives.Ground.Parse(parsedGround, scene);
- }
- }
-
- // Planes
- var planes = geometries.planes;
- if (planes) {
- for (index = 0, cache = planes.length; index < cache; index++) {
- var parsedPlane = planes[index];
- Geometry.Primitives.Plane.Parse(parsedPlane, scene);
- }
- }
-
- // TorusKnots
- var torusKnots = geometries.torusKnots;
- if (torusKnots) {
- for (index = 0, cache = torusKnots.length; index < cache; index++) {
- var parsedTorusKnot = torusKnots[index];
- Geometry.Primitives.TorusKnot.Parse(parsedTorusKnot, scene);
- }
- }
-
- // VertexData
- var vertexData = geometries.vertexData;
- if (vertexData) {
- for (index = 0, cache = vertexData.length; index < cache; index++) {
- var parsedVertexData = vertexData[index];
- Geometry.Parse(parsedVertexData, scene, rootUrl);
- }
- }
- }
-
- // Meshes
- for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
- var parsedMesh = parsedData.meshes[index];
- var mesh = <AbstractMesh>Mesh.Parse(parsedMesh, scene, rootUrl);
- log += (index === 0 ? "\n\tMeshes:" : "");
- log += "\n\t\t" + mesh.toString(fullDetails);
- }
-
- // Cameras
- for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
- var parsedCamera = parsedData.cameras[index];
- var camera = Camera.Parse(parsedCamera, scene);
- log += (index === 0 ? "\n\tCameras:" : "");
- log += "\n\t\t" + camera.toString(fullDetails);
- }
- if (parsedData.activeCameraID) {
- scene.setActiveCameraByID(parsedData.activeCameraID);
- }
-
- // Browsing all the graph to connect the dots
- for (index = 0, cache = scene.cameras.length; index < cache; index++) {
- var camera = scene.cameras[index];
- if (camera._waitingParentId) {
- camera.parent = scene.getLastEntryByID(camera._waitingParentId);
- camera._waitingParentId = undefined;
- }
- }
- for (index = 0, cache = scene.lights.length; index < cache; index++) {
- var light = scene.lights[index];
- if (light._waitingParentId) {
- light.parent = scene.getLastEntryByID(light._waitingParentId);
- light._waitingParentId = undefined;
- }
- }
-
- // Sounds
- var loadedSounds: Sound[] = [];
- var loadedSound: Sound;
- if (AudioEngine && parsedData.sounds) {
- for (index = 0, cache = parsedData.sounds.length; index < cache; index++) {
- var parsedSound = parsedData.sounds[index];
- if (Engine.audioEngine.canUseWebAudio) {
- if (!parsedSound.url) parsedSound.url = parsedSound.name;
- if (!loadedSounds[parsedSound.url]) {
- loadedSound = Sound.Parse(parsedSound, scene, rootUrl);
- loadedSounds[parsedSound.url] = loadedSound;
- }
- else {
- Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]);
- }
- } else {
- var emptySound = new Sound(parsedSound.name, null, scene);
- }
- }
- }
- loadedSounds = [];
-
- // Connect parents & children and parse actions
- for (index = 0, cache = scene.meshes.length; index < cache; index++) {
- var mesh = scene.meshes[index];
- if (mesh._waitingParentId) {
- mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
- mesh._waitingParentId = undefined;
- }
- if (mesh._waitingActions) {
- ActionManager.Parse(mesh._waitingActions, mesh, scene);
- mesh._waitingActions = undefined;
- }
- }
-
- // freeze world matrix application
- for (index = 0, cache = scene.meshes.length; index < cache; index++) {
- var currentMesh = scene.meshes[index];
- if (currentMesh._waitingFreezeWorldMatrix) {
- currentMesh.freezeWorldMatrix();
- currentMesh._waitingFreezeWorldMatrix = undefined;
- } else {
- currentMesh.computeWorldMatrix(true);
- }
- }
-
- // Particles Systems
- if (parsedData.particleSystems) {
- for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
- var parsedParticleSystem = parsedData.particleSystems[index];
- ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
- }
- }
-
- // Lens flares
- if (parsedData.lensFlareSystems) {
- for (index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
- var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
- LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
- }
- }
-
- // Shadows
- if (parsedData.shadowGenerators) {
- for (index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
- var parsedShadowGenerator = parsedData.shadowGenerators[index];
- ShadowGenerator.Parse(parsedShadowGenerator, scene);
- }
- }
-
- // Lights exclusions / inclusions
- for (index = 0, cache = scene.lights.length; index < cache; index++) {
- var light = scene.lights[index];
- // Excluded check
- if (light._excludedMeshesIds.length > 0) {
- for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
- var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
- if (excludedMesh) {
- light.excludedMeshes.push(excludedMesh);
- }
- }
- light._excludedMeshesIds = [];
- }
- // Included check
- if (light._includedOnlyMeshesIds.length > 0) {
- for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
- var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
- if (includedOnlyMesh) {
- light.includedOnlyMeshes.push(includedOnlyMesh);
- }
- }
- light._includedOnlyMeshesIds = [];
- }
- }
-
- // Actions (scene)
- if (parsedData.actions) {
- ActionManager.Parse(parsedData.actions, null, scene);
- }
-
- // Finish
- return true;
- } catch (err) {
- Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log);
- log = null;
- throw err;
- } finally {
- if (log !== null && SceneLoader.loggingLevel !== SceneLoader.NO_LOGGING) {
- Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (SceneLoader.loggingLevel !== SceneLoader.MINIMAL_LOGGING ? log : ""));
- }
- }
- }
- });
- }
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