babylon.babylonFileLoader.js 55 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252
  1. var BABYLON;
  2. (function (BABYLON) {
  3. (function (Internals) {
  4. var loadCubeTexture = function (rootUrl, parsedTexture, scene) {
  5. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  6. texture.name = parsedTexture.name;
  7. texture.hasAlpha = parsedTexture.hasAlpha;
  8. texture.level = parsedTexture.level;
  9. texture.coordinatesMode = parsedTexture.coordinatesMode;
  10. return texture;
  11. };
  12. var loadTexture = function (rootUrl, parsedTexture, scene) {
  13. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  14. return null;
  15. }
  16. if (parsedTexture.isCube) {
  17. return loadCubeTexture(rootUrl, parsedTexture, scene);
  18. }
  19. var texture;
  20. if (parsedTexture.mirrorPlane) {
  21. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  22. texture._waitingRenderList = parsedTexture.renderList;
  23. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  24. } else if (parsedTexture.isRenderTarget) {
  25. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  26. texture._waitingRenderList = parsedTexture.renderList;
  27. } else {
  28. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  29. }
  30. texture.name = parsedTexture.name;
  31. texture.hasAlpha = parsedTexture.hasAlpha;
  32. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  33. texture.level = parsedTexture.level;
  34. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  35. texture.coordinatesMode = parsedTexture.coordinatesMode;
  36. texture.uOffset = parsedTexture.uOffset;
  37. texture.vOffset = parsedTexture.vOffset;
  38. texture.uScale = parsedTexture.uScale;
  39. texture.vScale = parsedTexture.vScale;
  40. texture.uAng = parsedTexture.uAng;
  41. texture.vAng = parsedTexture.vAng;
  42. texture.wAng = parsedTexture.wAng;
  43. texture.wrapU = parsedTexture.wrapU;
  44. texture.wrapV = parsedTexture.wrapV;
  45. // Animations
  46. if (parsedTexture.animations) {
  47. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  48. var parsedAnimation = parsedTexture.animations[animationIndex];
  49. texture.animations.push(parseAnimation(parsedAnimation));
  50. }
  51. }
  52. return texture;
  53. };
  54. var parseSkeleton = function (parsedSkeleton, scene) {
  55. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  56. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  57. var parsedBone = parsedSkeleton.bones[index];
  58. var parentBone = null;
  59. if (parsedBone.parentBoneIndex > -1) {
  60. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  61. }
  62. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  63. if (parsedBone.animation) {
  64. bone.animations.push(parseAnimation(parsedBone.animation));
  65. }
  66. }
  67. return skeleton;
  68. };
  69. var parseFresnelParameters = function (parsedFresnelParameters) {
  70. var fresnelParameters = new BABYLON.FresnelParameters();
  71. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  72. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  73. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  74. fresnelParameters.bias = parsedFresnelParameters.bias;
  75. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  76. return fresnelParameters;
  77. };
  78. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  79. var material;
  80. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  81. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  82. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  83. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  84. material.specularPower = parsedMaterial.specularPower;
  85. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  86. material.alpha = parsedMaterial.alpha;
  87. material.id = parsedMaterial.id;
  88. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  89. material.backFaceCulling = parsedMaterial.backFaceCulling;
  90. material.wireframe = parsedMaterial.wireframe;
  91. if (parsedMaterial.diffuseTexture) {
  92. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  93. }
  94. if (parsedMaterial.diffuseFresnelParameters) {
  95. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  96. }
  97. if (parsedMaterial.ambientTexture) {
  98. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  99. }
  100. if (parsedMaterial.opacityTexture) {
  101. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  102. }
  103. if (parsedMaterial.opacityFresnelParameters) {
  104. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  105. }
  106. if (parsedMaterial.reflectionTexture) {
  107. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  108. }
  109. if (parsedMaterial.reflectionFresnelParameters) {
  110. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  111. }
  112. if (parsedMaterial.emissiveTexture) {
  113. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  114. }
  115. if (parsedMaterial.emissiveFresnelParameters) {
  116. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  117. }
  118. if (parsedMaterial.specularTexture) {
  119. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  120. }
  121. if (parsedMaterial.bumpTexture) {
  122. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  123. }
  124. return material;
  125. };
  126. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  127. for (var index = 0; index < parsedData.materials.length; index++) {
  128. var parsedMaterial = parsedData.materials[index];
  129. if (parsedMaterial.id === id) {
  130. return parseMaterial(parsedMaterial, scene, rootUrl);
  131. }
  132. }
  133. return null;
  134. };
  135. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  136. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  137. multiMaterial.id = parsedMultiMaterial.id;
  138. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  139. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  140. var subMatId = parsedMultiMaterial.materials[matIndex];
  141. if (subMatId) {
  142. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  143. } else {
  144. multiMaterial.subMaterials.push(null);
  145. }
  146. }
  147. return multiMaterial;
  148. };
  149. var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
  150. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  151. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  152. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  153. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  154. var parsedFlare = parsedLensFlareSystem.flares[index];
  155. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  156. }
  157. return lensFlareSystem;
  158. };
  159. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  160. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  161. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  162. if (parsedParticleSystem.textureName) {
  163. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  164. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  165. }
  166. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  167. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  168. particleSystem.minSize = parsedParticleSystem.minSize;
  169. particleSystem.maxSize = parsedParticleSystem.maxSize;
  170. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  171. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  172. particleSystem.emitter = emitter;
  173. particleSystem.emitRate = parsedParticleSystem.emitRate;
  174. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  175. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  176. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  177. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  178. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  179. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  180. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  181. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  182. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  183. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  184. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  185. particleSystem.blendMode = parsedParticleSystem.blendMode;
  186. particleSystem.start();
  187. return particleSystem;
  188. };
  189. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  190. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  191. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  192. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  193. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  194. shadowGenerator.getShadowMap().renderList.push(mesh);
  195. }
  196. if (parsedShadowGenerator.usePoissonSampling) {
  197. shadowGenerator.usePoissonSampling = true;
  198. } else {
  199. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  200. }
  201. return shadowGenerator;
  202. };
  203. var parseAnimation = function (parsedAnimation) {
  204. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  205. var dataType = parsedAnimation.dataType;
  206. var keys = [];
  207. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  208. var key = parsedAnimation.keys[index];
  209. var data;
  210. switch (dataType) {
  211. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  212. data = key.values[0];
  213. break;
  214. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  215. data = BABYLON.Quaternion.FromArray(key.values);
  216. break;
  217. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  218. data = BABYLON.Matrix.FromArray(key.values);
  219. break;
  220. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  221. default:
  222. data = BABYLON.Vector3.FromArray(key.values);
  223. break;
  224. }
  225. keys.push({
  226. frame: key.frame,
  227. value: data
  228. });
  229. }
  230. animation.setKeys(keys);
  231. return animation;
  232. };
  233. var parseLight = function (parsedLight, scene) {
  234. var light;
  235. switch (parsedLight.type) {
  236. case 0:
  237. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  238. break;
  239. case 1:
  240. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  241. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  242. break;
  243. case 2:
  244. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  245. break;
  246. case 3:
  247. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  248. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  249. break;
  250. }
  251. light.id = parsedLight.id;
  252. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  253. if (parsedLight.intensity !== undefined) {
  254. light.intensity = parsedLight.intensity;
  255. }
  256. if (parsedLight.range) {
  257. light.range = parsedLight.range;
  258. }
  259. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  260. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  261. if (parsedLight.excludedMeshesIds) {
  262. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  263. }
  264. // Parent
  265. if (parsedLight.parentId) {
  266. light._waitingParentId = parsedLight.parentId;
  267. }
  268. if (parsedLight.includedOnlyMeshesIds) {
  269. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  270. }
  271. // Animations
  272. if (parsedLight.animations) {
  273. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  274. var parsedAnimation = parsedLight.animations[animationIndex];
  275. light.animations.push(parseAnimation(parsedAnimation));
  276. }
  277. }
  278. if (parsedLight.autoAnimate) {
  279. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  280. }
  281. };
  282. var parseCamera = function (parsedCamera, scene) {
  283. var camera;
  284. var position = BABYLON.Vector3.FromArray(parsedCamera.position);
  285. var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null;
  286. if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") {
  287. var alpha = parsedCamera.alpha;
  288. var beta = parsedCamera.beta;
  289. var radius = parsedCamera.radius;
  290. if (parsedCamera.type === "AnaglyphArcRotateCamera") {
  291. var eye_space = parsedCamera.eye_space;
  292. camera = new BABYLON.AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, eye_space, scene);
  293. } else {
  294. camera = new BABYLON.ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
  295. }
  296. } else if (parsedCamera.type === "AnaglyphFreeCamera") {
  297. var eye_space = parsedCamera.eye_space;
  298. camera = new BABYLON.AnaglyphFreeCamera(parsedCamera.name, position, eye_space, scene);
  299. } else if (parsedCamera.type === "DeviceOrientationCamera") {
  300. camera = new BABYLON.DeviceOrientationCamera(parsedCamera.name, position, scene);
  301. } else if (parsedCamera.type === "FollowCamera") {
  302. camera = new BABYLON.FollowCamera(parsedCamera.name, position, scene);
  303. camera.heightOffset = parsedCamera.heightOffset;
  304. camera.radius = parsedCamera.radius;
  305. camera.rotationOffset = parsedCamera.rotationOffset;
  306. if (lockedTargetMesh)
  307. camera.target = lockedTargetMesh;
  308. } else if (parsedCamera.type === "GamepadCamera") {
  309. camera = new BABYLON.GamepadCamera(parsedCamera.name, position, scene);
  310. } else if (parsedCamera.type === "OculusCamera") {
  311. camera = new BABYLON.OculusCamera(parsedCamera.name, position, scene);
  312. } else if (parsedCamera.type === "TouchCamera") {
  313. camera = new BABYLON.TouchCamera(parsedCamera.name, position, scene);
  314. } else if (parsedCamera.type === "VirtualJoysticksCamera") {
  315. camera = new BABYLON.VirtualJoysticksCamera(parsedCamera.name, position, scene);
  316. } else if (parsedCamera.type === "WebVRCamera") {
  317. camera = new BABYLON.WebVRCamera(parsedCamera.name, position, scene);
  318. } else if (parsedCamera.type === "VRDeviceOrientationCamera") {
  319. camera = new BABYLON.VRDeviceOrientationCamera(parsedCamera.name, position, scene);
  320. } else {
  321. // Free Camera is the default value
  322. camera = new BABYLON.FreeCamera(parsedCamera.name, position, scene);
  323. }
  324. // Test for lockedTargetMesh & FreeCamera outside of if-else-if nest, since things like GamepadCamera extend FreeCamera
  325. if (lockedTargetMesh && camera instanceof BABYLON.FreeCamera) {
  326. camera.lockedTarget = lockedTargetMesh;
  327. }
  328. camera.id = parsedCamera.id;
  329. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  330. // Parent
  331. if (parsedCamera.parentId) {
  332. camera._waitingParentId = parsedCamera.parentId;
  333. }
  334. // Target
  335. if (parsedCamera.target) {
  336. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  337. } else {
  338. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  339. }
  340. camera.fov = parsedCamera.fov;
  341. camera.minZ = parsedCamera.minZ;
  342. camera.maxZ = parsedCamera.maxZ;
  343. camera.speed = parsedCamera.speed;
  344. camera.inertia = parsedCamera.inertia;
  345. camera.checkCollisions = parsedCamera.checkCollisions;
  346. camera.applyGravity = parsedCamera.applyGravity;
  347. if (parsedCamera.ellipsoid) {
  348. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  349. }
  350. // Animations
  351. if (parsedCamera.animations) {
  352. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  353. var parsedAnimation = parsedCamera.animations[animationIndex];
  354. camera.animations.push(parseAnimation(parsedAnimation));
  355. }
  356. }
  357. if (parsedCamera.autoAnimate) {
  358. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  359. }
  360. // Layer Mask
  361. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  362. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  363. } else {
  364. camera.layerMask = 0xFFFFFFFF;
  365. }
  366. return camera;
  367. };
  368. var parseGeometry = function (parsedGeometry, scene) {
  369. var id = parsedGeometry.id;
  370. return scene.getGeometryByID(id);
  371. };
  372. var parseBox = function (parsedBox, scene) {
  373. if (parseGeometry(parsedBox, scene)) {
  374. return null;
  375. }
  376. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  377. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  378. scene.pushGeometry(box, true);
  379. return box;
  380. };
  381. var parseSphere = function (parsedSphere, scene) {
  382. if (parseGeometry(parsedSphere, scene)) {
  383. return null;
  384. }
  385. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  386. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  387. scene.pushGeometry(sphere, true);
  388. return sphere;
  389. };
  390. var parseCylinder = function (parsedCylinder, scene) {
  391. if (parseGeometry(parsedCylinder, scene)) {
  392. return null;
  393. }
  394. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  395. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  396. scene.pushGeometry(cylinder, true);
  397. return cylinder;
  398. };
  399. var parseTorus = function (parsedTorus, scene) {
  400. if (parseGeometry(parsedTorus, scene)) {
  401. return null;
  402. }
  403. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  404. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  405. scene.pushGeometry(torus, true);
  406. return torus;
  407. };
  408. var parseGround = function (parsedGround, scene) {
  409. if (parseGeometry(parsedGround, scene)) {
  410. return null;
  411. }
  412. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  413. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  414. scene.pushGeometry(ground, true);
  415. return ground;
  416. };
  417. var parsePlane = function (parsedPlane, scene) {
  418. if (parseGeometry(parsedPlane, scene)) {
  419. return null;
  420. }
  421. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  422. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  423. scene.pushGeometry(plane, true);
  424. return plane;
  425. };
  426. var parseTorusKnot = function (parsedTorusKnot, scene) {
  427. if (parseGeometry(parsedTorusKnot, scene)) {
  428. return null;
  429. }
  430. 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);
  431. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  432. scene.pushGeometry(torusKnot, true);
  433. return torusKnot;
  434. };
  435. var parseVertexData = function (parsedVertexData, scene, rootUrl) {
  436. if (parseGeometry(parsedVertexData, scene)) {
  437. return null;
  438. }
  439. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  440. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  441. if (parsedVertexData.delayLoadingFile) {
  442. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  443. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  444. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  445. geometry._delayInfo = [];
  446. if (parsedVertexData.hasUVs) {
  447. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  448. }
  449. if (parsedVertexData.hasUVs2) {
  450. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  451. }
  452. if (parsedVertexData.hasColors) {
  453. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  454. }
  455. if (parsedVertexData.hasMatricesIndices) {
  456. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  457. }
  458. if (parsedVertexData.hasMatricesWeights) {
  459. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  460. }
  461. geometry._delayLoadingFunction = importVertexData;
  462. } else {
  463. importVertexData(parsedVertexData, geometry);
  464. }
  465. scene.pushGeometry(geometry, true);
  466. return geometry;
  467. };
  468. var parseMesh = function (parsedMesh, scene, rootUrl) {
  469. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  470. mesh.id = parsedMesh.id;
  471. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  472. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  473. if (parsedMesh.rotationQuaternion) {
  474. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  475. } else if (parsedMesh.rotation) {
  476. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  477. }
  478. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  479. if (parsedMesh.localMatrix) {
  480. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  481. } else if (parsedMesh.pivotMatrix) {
  482. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  483. }
  484. mesh.setEnabled(parsedMesh.isEnabled);
  485. mesh.isVisible = parsedMesh.isVisible;
  486. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  487. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  488. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  489. if (parsedMesh.pickable !== undefined) {
  490. mesh.isPickable = parsedMesh.pickable;
  491. }
  492. mesh.receiveShadows = parsedMesh.receiveShadows;
  493. mesh.billboardMode = parsedMesh.billboardMode;
  494. if (parsedMesh.visibility !== undefined) {
  495. mesh.visibility = parsedMesh.visibility;
  496. }
  497. mesh.checkCollisions = parsedMesh.checkCollisions;
  498. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  499. // Parent
  500. if (parsedMesh.parentId) {
  501. mesh._waitingParentId = parsedMesh.parentId;
  502. }
  503. // Geometry
  504. if (parsedMesh.delayLoadingFile) {
  505. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  506. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  507. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  508. if (parsedMesh._binaryInfo) {
  509. mesh._binaryInfo = parsedMesh._binaryInfo;
  510. }
  511. mesh._delayInfo = [];
  512. if (parsedMesh.hasUVs) {
  513. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  514. }
  515. if (parsedMesh.hasUVs2) {
  516. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  517. }
  518. if (parsedMesh.hasColors) {
  519. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  520. }
  521. if (parsedMesh.hasMatricesIndices) {
  522. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  523. }
  524. if (parsedMesh.hasMatricesWeights) {
  525. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  526. }
  527. mesh._delayLoadingFunction = importGeometry;
  528. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  529. mesh._checkDelayState();
  530. }
  531. } else {
  532. importGeometry(parsedMesh, mesh);
  533. }
  534. // Material
  535. if (parsedMesh.materialId) {
  536. mesh.setMaterialByID(parsedMesh.materialId);
  537. } else {
  538. mesh.material = null;
  539. }
  540. // Skeleton
  541. if (parsedMesh.skeletonId > -1) {
  542. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  543. }
  544. // Physics
  545. if (parsedMesh.physicsImpostor) {
  546. if (!scene.isPhysicsEnabled()) {
  547. scene.enablePhysics();
  548. }
  549. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  550. }
  551. // Animations
  552. if (parsedMesh.animations) {
  553. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  554. var parsedAnimation = parsedMesh.animations[animationIndex];
  555. mesh.animations.push(parseAnimation(parsedAnimation));
  556. }
  557. }
  558. if (parsedMesh.autoAnimate) {
  559. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  560. }
  561. // Layer Mask
  562. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  563. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  564. } else {
  565. mesh.layerMask = 0xFFFFFFFF;
  566. }
  567. // Instances
  568. if (parsedMesh.instances) {
  569. for (var index = 0; index < parsedMesh.instances.length; index++) {
  570. var parsedInstance = parsedMesh.instances[index];
  571. var instance = mesh.createInstance(parsedInstance.name);
  572. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  573. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  574. if (parsedInstance.rotationQuaternion) {
  575. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  576. } else if (parsedInstance.rotation) {
  577. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  578. }
  579. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  580. instance.checkCollisions = mesh.checkCollisions;
  581. if (parsedMesh.animations) {
  582. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  583. parsedAnimation = parsedMesh.animations[animationIndex];
  584. instance.animations.push(parseAnimation(parsedAnimation));
  585. }
  586. }
  587. }
  588. }
  589. return mesh;
  590. };
  591. var isDescendantOf = function (mesh, names, hierarchyIds) {
  592. names = (names instanceof Array) ? names : [names];
  593. for (var i in names) {
  594. if (mesh.name === names[i]) {
  595. hierarchyIds.push(mesh.id);
  596. return true;
  597. }
  598. }
  599. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  600. hierarchyIds.push(mesh.id);
  601. return true;
  602. }
  603. return false;
  604. };
  605. var importVertexData = function (parsedVertexData, geometry) {
  606. var vertexData = new BABYLON.VertexData();
  607. // positions
  608. var positions = parsedVertexData.positions;
  609. if (positions) {
  610. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  611. }
  612. // normals
  613. var normals = parsedVertexData.normals;
  614. if (normals) {
  615. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  616. }
  617. // uvs
  618. var uvs = parsedVertexData.uvs;
  619. if (uvs) {
  620. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  621. }
  622. // uv2s
  623. var uv2s = parsedVertexData.uv2s;
  624. if (uv2s) {
  625. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  626. }
  627. // colors
  628. var colors = parsedVertexData.colors;
  629. if (colors) {
  630. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  631. }
  632. // matricesIndices
  633. var matricesIndices = parsedVertexData.matricesIndices;
  634. if (matricesIndices) {
  635. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  636. }
  637. // matricesWeights
  638. var matricesWeights = parsedVertexData.matricesWeights;
  639. if (matricesWeights) {
  640. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  641. }
  642. // indices
  643. var indices = parsedVertexData.indices;
  644. if (indices) {
  645. vertexData.indices = indices;
  646. }
  647. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  648. };
  649. var importGeometry = function (parsedGeometry, mesh) {
  650. var scene = mesh.getScene();
  651. // Geometry
  652. var geometryId = parsedGeometry.geometryId;
  653. if (geometryId) {
  654. var geometry = scene.getGeometryByID(geometryId);
  655. if (geometry) {
  656. geometry.applyToMesh(mesh);
  657. }
  658. } else if (parsedGeometry instanceof ArrayBuffer) {
  659. var binaryInfo = mesh._binaryInfo;
  660. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  661. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  662. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  663. }
  664. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  665. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  666. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  667. }
  668. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  669. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  670. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  671. }
  672. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  673. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  674. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  675. }
  676. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  677. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  678. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false);
  679. }
  680. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  681. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  682. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  683. }
  684. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  685. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  686. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  687. }
  688. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  689. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  690. mesh.setIndices(indicesData);
  691. }
  692. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  693. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  694. mesh.subMeshes = [];
  695. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  696. var materialIndex = subMeshesData[(i * 5) + 0];
  697. var verticesStart = subMeshesData[(i * 5) + 1];
  698. var verticesCount = subMeshesData[(i * 5) + 2];
  699. var indexStart = subMeshesData[(i * 5) + 3];
  700. var indexCount = subMeshesData[(i * 5) + 4];
  701. var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  702. }
  703. }
  704. } else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  705. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  706. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  707. if (parsedGeometry.uvs) {
  708. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  709. }
  710. if (parsedGeometry.uvs2) {
  711. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  712. }
  713. if (parsedGeometry.colors) {
  714. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, parsedGeometry.colors, false);
  715. }
  716. if (parsedGeometry.matricesIndices) {
  717. if (!parsedGeometry.matricesIndices._isExpanded) {
  718. var floatIndices = [];
  719. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  720. var matricesIndex = parsedGeometry.matricesIndices[i];
  721. floatIndices.push(matricesIndex & 0x000000FF);
  722. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  723. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  724. floatIndices.push(matricesIndex >> 24);
  725. }
  726. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  727. } else {
  728. delete parsedGeometry.matricesIndices._isExpanded;
  729. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  730. }
  731. }
  732. if (parsedGeometry.matricesWeights) {
  733. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  734. }
  735. mesh.setIndices(parsedGeometry.indices);
  736. // SubMeshes
  737. if (parsedGeometry.subMeshes) {
  738. mesh.subMeshes = [];
  739. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  740. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  741. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  742. }
  743. }
  744. }
  745. // Flat shading
  746. if (mesh._shouldGenerateFlatShading) {
  747. mesh.convertToFlatShadedMesh();
  748. delete mesh._shouldGenerateFlatShading;
  749. }
  750. // Update
  751. mesh.computeWorldMatrix(true);
  752. // Octree
  753. if (scene._selectionOctree) {
  754. scene._selectionOctree.addMesh(mesh);
  755. }
  756. };
  757. BABYLON.SceneLoader.RegisterPlugin({
  758. extensions: ".babylon",
  759. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  760. var parsedData = JSON.parse(data);
  761. var loadedSkeletonsIds = [];
  762. var loadedMaterialsIds = [];
  763. var hierarchyIds = [];
  764. for (var index = 0; index < parsedData.meshes.length; index++) {
  765. var parsedMesh = parsedData.meshes[index];
  766. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  767. if (meshesNames instanceof Array) {
  768. // Remove found mesh name from list.
  769. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  770. }
  771. // Material ?
  772. if (parsedMesh.materialId) {
  773. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  774. if (!materialFound) {
  775. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  776. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  777. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  778. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  779. var subMatId = parsedMultiMaterial.materials[matIndex];
  780. loadedMaterialsIds.push(subMatId);
  781. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  782. }
  783. loadedMaterialsIds.push(parsedMultiMaterial.id);
  784. parseMultiMaterial(parsedMultiMaterial, scene);
  785. materialFound = true;
  786. break;
  787. }
  788. }
  789. }
  790. if (!materialFound) {
  791. loadedMaterialsIds.push(parsedMesh.materialId);
  792. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  793. }
  794. }
  795. // Skeleton ?
  796. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  797. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  798. if (!skeletonAlreadyLoaded) {
  799. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  800. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  801. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  802. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  803. loadedSkeletonsIds.push(parsedSkeleton.id);
  804. }
  805. }
  806. }
  807. }
  808. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  809. meshes.push(mesh);
  810. }
  811. }
  812. for (index = 0; index < scene.meshes.length; index++) {
  813. var currentMesh = scene.meshes[index];
  814. if (currentMesh._waitingParentId) {
  815. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  816. currentMesh._waitingParentId = undefined;
  817. }
  818. }
  819. // Particles
  820. if (parsedData.particleSystems) {
  821. for (index = 0; index < parsedData.particleSystems.length; index++) {
  822. var parsedParticleSystem = parsedData.particleSystems[index];
  823. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  824. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  825. }
  826. }
  827. }
  828. return true;
  829. },
  830. load: function (scene, data, rootUrl) {
  831. var parsedData = JSON.parse(data);
  832. // Scene
  833. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  834. scene.autoClear = parsedData.autoClear;
  835. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  836. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  837. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  838. // Fog
  839. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  840. scene.fogMode = parsedData.fogMode;
  841. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  842. scene.fogStart = parsedData.fogStart;
  843. scene.fogEnd = parsedData.fogEnd;
  844. scene.fogDensity = parsedData.fogDensity;
  845. }
  846. for (var index = 0; index < parsedData.lights.length; index++) {
  847. var parsedLight = parsedData.lights[index];
  848. parseLight(parsedLight, scene);
  849. }
  850. // Materials
  851. if (parsedData.materials) {
  852. for (index = 0; index < parsedData.materials.length; index++) {
  853. var parsedMaterial = parsedData.materials[index];
  854. parseMaterial(parsedMaterial, scene, rootUrl);
  855. }
  856. }
  857. if (parsedData.multiMaterials) {
  858. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  859. var parsedMultiMaterial = parsedData.multiMaterials[index];
  860. parseMultiMaterial(parsedMultiMaterial, scene);
  861. }
  862. }
  863. // Skeletons
  864. if (parsedData.skeletons) {
  865. for (index = 0; index < parsedData.skeletons.length; index++) {
  866. var parsedSkeleton = parsedData.skeletons[index];
  867. parseSkeleton(parsedSkeleton, scene);
  868. }
  869. }
  870. // Geometries
  871. var geometries = parsedData.geometries;
  872. if (geometries) {
  873. // Boxes
  874. var boxes = geometries.boxes;
  875. if (boxes) {
  876. for (index = 0; index < boxes.length; index++) {
  877. var parsedBox = boxes[index];
  878. parseBox(parsedBox, scene);
  879. }
  880. }
  881. // Spheres
  882. var spheres = geometries.spheres;
  883. if (spheres) {
  884. for (index = 0; index < spheres.length; index++) {
  885. var parsedSphere = spheres[index];
  886. parseSphere(parsedSphere, scene);
  887. }
  888. }
  889. // Cylinders
  890. var cylinders = geometries.cylinders;
  891. if (cylinders) {
  892. for (index = 0; index < cylinders.length; index++) {
  893. var parsedCylinder = cylinders[index];
  894. parseCylinder(parsedCylinder, scene);
  895. }
  896. }
  897. // Toruses
  898. var toruses = geometries.toruses;
  899. if (toruses) {
  900. for (index = 0; index < toruses.length; index++) {
  901. var parsedTorus = toruses[index];
  902. parseTorus(parsedTorus, scene);
  903. }
  904. }
  905. // Grounds
  906. var grounds = geometries.grounds;
  907. if (grounds) {
  908. for (index = 0; index < grounds.length; index++) {
  909. var parsedGround = grounds[index];
  910. parseGround(parsedGround, scene);
  911. }
  912. }
  913. // Planes
  914. var planes = geometries.planes;
  915. if (planes) {
  916. for (index = 0; index < planes.length; index++) {
  917. var parsedPlane = planes[index];
  918. parsePlane(parsedPlane, scene);
  919. }
  920. }
  921. // TorusKnots
  922. var torusKnots = geometries.torusKnots;
  923. if (torusKnots) {
  924. for (index = 0; index < torusKnots.length; index++) {
  925. var parsedTorusKnot = torusKnots[index];
  926. parseTorusKnot(parsedTorusKnot, scene);
  927. }
  928. }
  929. // VertexData
  930. var vertexData = geometries.vertexData;
  931. if (vertexData) {
  932. for (index = 0; index < vertexData.length; index++) {
  933. var parsedVertexData = vertexData[index];
  934. parseVertexData(parsedVertexData, scene, rootUrl);
  935. }
  936. }
  937. }
  938. for (index = 0; index < parsedData.meshes.length; index++) {
  939. var parsedMesh = parsedData.meshes[index];
  940. parseMesh(parsedMesh, scene, rootUrl);
  941. }
  942. for (index = 0; index < parsedData.cameras.length; index++) {
  943. var parsedCamera = parsedData.cameras[index];
  944. parseCamera(parsedCamera, scene);
  945. }
  946. if (parsedData.activeCameraID) {
  947. scene.setActiveCameraByID(parsedData.activeCameraID);
  948. }
  949. for (index = 0; index < scene.cameras.length; index++) {
  950. var camera = scene.cameras[index];
  951. if (camera._waitingParentId) {
  952. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  953. camera._waitingParentId = undefined;
  954. }
  955. }
  956. for (index = 0; index < scene.lights.length; index++) {
  957. var light = scene.lights[index];
  958. if (light._waitingParentId) {
  959. light.parent = scene.getLastEntryByID(light._waitingParentId);
  960. light._waitingParentId = undefined;
  961. }
  962. }
  963. for (index = 0; index < scene.meshes.length; index++) {
  964. var mesh = scene.meshes[index];
  965. if (mesh._waitingParentId) {
  966. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  967. mesh._waitingParentId = undefined;
  968. }
  969. }
  970. // Particles Systems
  971. if (parsedData.particleSystems) {
  972. for (index = 0; index < parsedData.particleSystems.length; index++) {
  973. var parsedParticleSystem = parsedData.particleSystems[index];
  974. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  975. }
  976. }
  977. // Lens flares
  978. if (parsedData.lensFlareSystems) {
  979. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  980. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  981. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  982. }
  983. }
  984. // Shadows
  985. if (parsedData.shadowGenerators) {
  986. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  987. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  988. parseShadowGenerator(parsedShadowGenerator, scene);
  989. }
  990. }
  991. // Finish
  992. return true;
  993. }
  994. });
  995. })(BABYLON.Internals || (BABYLON.Internals = {}));
  996. var Internals = BABYLON.Internals;
  997. })(BABYLON || (BABYLON = {}));
  998. //# sourceMappingURL=babylon.babylonFileLoader.js.map