babylon.babylonFileLoader.js 67 KB

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