babylon.babylonFileLoader.ts 29 KB

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  1. module BABYLON.Internals {
  2. var parseMaterialById = (id, parsedData, scene, rootUrl) => {
  3. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  4. var parsedMaterial = parsedData.materials[index];
  5. if (parsedMaterial.id === id) {
  6. return Material.Parse(parsedMaterial, scene, rootUrl);
  7. }
  8. }
  9. return null;
  10. };
  11. var isDescendantOf = (mesh, names, hierarchyIds) => {
  12. names = (names instanceof Array) ? names : [names];
  13. for (var i in names) {
  14. if (mesh.name === names[i]) {
  15. hierarchyIds.push(mesh.id);
  16. return true;
  17. }
  18. }
  19. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  20. hierarchyIds.push(mesh.id);
  21. return true;
  22. }
  23. return false;
  24. };
  25. var logOperation = (operation, producer) => {
  26. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  27. }
  28. SceneLoader.RegisterPlugin({
  29. extensions: ".babylon",
  30. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]): boolean => {
  31. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  32. // when SceneLoader.debugLogging = true (default), or exception encountered.
  33. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  34. // and avoid problems with multiple concurrent .babylon loads.
  35. var log = "importMesh has failed JSON parse";
  36. try {
  37. var parsedData = JSON.parse(data);
  38. log = "";
  39. var fullDetails = SceneLoader.loggingLevel === SceneLoader.DETAILED_LOGGING;
  40. var loadedSkeletonsIds = [];
  41. var loadedMaterialsIds = [];
  42. var hierarchyIds = [];
  43. var index: number;
  44. var cache: number;
  45. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  46. var parsedMesh = parsedData.meshes[index];
  47. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  48. if (meshesNames instanceof Array) {
  49. // Remove found mesh name from list.
  50. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  51. }
  52. //Geometry?
  53. if (parsedMesh.geometryId) {
  54. //does the file contain geometries?
  55. if (parsedData.geometries) {
  56. //find the correct geometry and add it to the scene
  57. var found: boolean = false;
  58. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach((geometryType: string) => {
  59. if (found || !parsedData.geometries[geometryType] || !(parsedData.geometries[geometryType] instanceof Array)) {
  60. return;
  61. } else {
  62. parsedData.geometries[geometryType].forEach((parsedGeometryData) => {
  63. if (parsedGeometryData.id === parsedMesh.geometryId) {
  64. switch (geometryType) {
  65. case "boxes":
  66. Geometry.Primitives.Box.Parse(parsedGeometryData, scene);
  67. break;
  68. case "spheres":
  69. Geometry.Primitives.Sphere.Parse(parsedGeometryData, scene);
  70. break;
  71. case "cylinders":
  72. Geometry.Primitives.Cylinder.Parse(parsedGeometryData, scene);
  73. break;
  74. case "toruses":
  75. Geometry.Primitives.Torus.Parse(parsedGeometryData, scene);
  76. break;
  77. case "grounds":
  78. Geometry.Primitives.Ground.Parse(parsedGeometryData, scene);
  79. break;
  80. case "planes":
  81. Geometry.Primitives.Plane.Parse(parsedGeometryData, scene);
  82. break;
  83. case "torusKnots":
  84. Geometry.Primitives.TorusKnot.Parse(parsedGeometryData, scene);
  85. break;
  86. case "vertexData":
  87. Geometry.Parse(parsedGeometryData, scene, rootUrl);
  88. break;
  89. }
  90. found = true;
  91. }
  92. });
  93. }
  94. });
  95. if (!found) {
  96. Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  97. }
  98. }
  99. }
  100. // Material ?
  101. if (parsedMesh.materialId) {
  102. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  103. if (!materialFound && parsedData.multiMaterials) {
  104. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  105. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  106. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  107. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  108. var subMatId = parsedMultiMaterial.materials[matIndex];
  109. loadedMaterialsIds.push(subMatId);
  110. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  111. log += "\n\tMaterial " + mat.toString(fullDetails);
  112. }
  113. loadedMaterialsIds.push(parsedMultiMaterial.id);
  114. var mmat = Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  115. materialFound = true;
  116. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  117. break;
  118. }
  119. }
  120. }
  121. if (!materialFound) {
  122. loadedMaterialsIds.push(parsedMesh.materialId);
  123. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  124. if (!mat) {
  125. Tools.Warn("Material not found for mesh " + parsedMesh.id);
  126. } else {
  127. log += "\n\tMaterial " + mat.toString(fullDetails);
  128. }
  129. }
  130. }
  131. // Skeleton ?
  132. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  133. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  134. if (!skeletonAlreadyLoaded) {
  135. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  136. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  137. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  138. var skeleton = Skeleton.Parse(parsedSkeleton, scene);
  139. skeletons.push(skeleton);
  140. loadedSkeletonsIds.push(parsedSkeleton.id);
  141. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  142. }
  143. }
  144. }
  145. }
  146. var mesh = Mesh.Parse(parsedMesh, scene, rootUrl);
  147. meshes.push(mesh);
  148. log += "\n\tMesh " + mesh.toString(fullDetails);
  149. }
  150. }
  151. // Connecting parents
  152. var currentMesh: AbstractMesh;
  153. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  154. currentMesh = scene.meshes[index];
  155. if (currentMesh._waitingParentId) {
  156. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  157. currentMesh._waitingParentId = undefined;
  158. }
  159. }
  160. // freeze and compute world matrix application
  161. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  162. currentMesh = scene.meshes[index];
  163. if (currentMesh._waitingFreezeWorldMatrix) {
  164. currentMesh.freezeWorldMatrix();
  165. currentMesh._waitingFreezeWorldMatrix = undefined;
  166. } else {
  167. currentMesh.computeWorldMatrix(true);
  168. }
  169. }
  170. // Particles
  171. if (parsedData.particleSystems) {
  172. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  173. var parsedParticleSystem = parsedData.particleSystems[index];
  174. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  175. particleSystems.push(ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl));
  176. }
  177. }
  178. }
  179. return true;
  180. } catch (err) {
  181. Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log);
  182. log = null;
  183. throw err;
  184. } finally {
  185. if (log !== null && SceneLoader.loggingLevel !== SceneLoader.NO_LOGGING) {
  186. Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (SceneLoader.loggingLevel !== SceneLoader.MINIMAL_LOGGING ? log : ""));
  187. }
  188. }
  189. },
  190. load: (scene: Scene, data: string, rootUrl: string): boolean => {
  191. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  192. // when SceneLoader.debugLogging = true (default), or exception encountered.
  193. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  194. // and avoid problems with multiple concurrent .babylon loads.
  195. var log = "importScene has failed JSON parse";
  196. try {
  197. var parsedData = JSON.parse(data);
  198. log = "";
  199. var fullDetails = SceneLoader.loggingLevel === SceneLoader.DETAILED_LOGGING;
  200. // Scene
  201. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  202. scene.autoClear = parsedData.autoClear;
  203. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  204. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  205. if (parsedData.gravity) {
  206. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  207. }
  208. // Fog
  209. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  210. scene.fogMode = parsedData.fogMode;
  211. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  212. scene.fogStart = parsedData.fogStart;
  213. scene.fogEnd = parsedData.fogEnd;
  214. scene.fogDensity = parsedData.fogDensity;
  215. log += "\tFog mode for scene: ";
  216. switch (scene.fogMode) {
  217. // getters not compiling, so using hardcoded
  218. case 1: log += "exp\n"; break;
  219. case 2: log += "exp2\n"; break;
  220. case 3: log += "linear\n"; break;
  221. }
  222. }
  223. //Physics
  224. if (parsedData.physicsEnabled) {
  225. var physicsPlugin;
  226. if (parsedData.physicsEngine === "cannon") {
  227. physicsPlugin = new BABYLON.CannonJSPlugin();
  228. } else if (parsedData.physicsEngine === "oimo") {
  229. physicsPlugin = new BABYLON.OimoJSPlugin();
  230. }
  231. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  232. //else - default engine, which is currently oimo
  233. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  234. scene.enablePhysics(physicsGravity, physicsPlugin);
  235. }
  236. // Metadata
  237. if (parsedData.metadata !== undefined) {
  238. scene.metadata = parsedData.metadata;
  239. }
  240. //collisions, if defined. otherwise, default is true
  241. if (parsedData.collisionsEnabled != undefined) {
  242. scene.collisionsEnabled = parsedData.collisionsEnabled;
  243. }
  244. scene.workerCollisions = !!parsedData.workerCollisions;
  245. var index: number;
  246. var cache: number;
  247. // Lights
  248. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  249. var parsedLight = parsedData.lights[index];
  250. var light = Light.Parse(parsedLight, scene);
  251. log += (index === 0 ? "\n\tLights:" : "");
  252. log += "\n\t\t" + light.toString(fullDetails);
  253. }
  254. // Animations
  255. if (parsedData.animations) {
  256. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  257. var parsedAnimation = parsedData.animations[index];
  258. var animation = Animation.Parse(parsedAnimation);
  259. scene.animations.push(animation);
  260. log += (index === 0 ? "\n\tAnimations:" : "");
  261. log += "\n\t\t" + animation.toString(fullDetails);
  262. }
  263. }
  264. if (parsedData.autoAnimate) {
  265. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  266. }
  267. // Materials
  268. if (parsedData.materials) {
  269. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  270. var parsedMaterial = parsedData.materials[index];
  271. var mat = Material.Parse(parsedMaterial, scene, rootUrl);
  272. log += (index === 0 ? "\n\tMaterials:" : "");
  273. log += "\n\t\t" + mat.toString(fullDetails);
  274. }
  275. }
  276. if (parsedData.multiMaterials) {
  277. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  278. var parsedMultiMaterial = parsedData.multiMaterials[index];
  279. var mmat = Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  280. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  281. log += "\n\t\t" + mmat.toString(fullDetails);
  282. }
  283. }
  284. // Morph targets
  285. if (parsedData.morphTargetManagers) {
  286. for (var managerData of parsedData.morphTargetManagers) {
  287. var parsedManager = MorphTargetManager.Parse(managerData, scene);
  288. }
  289. }
  290. // Skeletons
  291. if (parsedData.skeletons) {
  292. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  293. var parsedSkeleton = parsedData.skeletons[index];
  294. var skeleton = Skeleton.Parse(parsedSkeleton, scene);
  295. log += (index === 0 ? "\n\tSkeletons:" : "");
  296. log += "\n\t\t" + skeleton.toString(fullDetails);
  297. }
  298. }
  299. // Geometries
  300. var geometries = parsedData.geometries;
  301. if (geometries) {
  302. // Boxes
  303. var boxes = geometries.boxes;
  304. if (boxes) {
  305. for (index = 0, cache = boxes.length; index < cache; index++) {
  306. var parsedBox = boxes[index];
  307. Geometry.Primitives.Box.Parse(parsedBox, scene);
  308. }
  309. }
  310. // Spheres
  311. var spheres = geometries.spheres;
  312. if (spheres) {
  313. for (index = 0, cache = spheres.length; index < cache; index++) {
  314. var parsedSphere = spheres[index];
  315. Geometry.Primitives.Sphere.Parse(parsedSphere, scene);
  316. }
  317. }
  318. // Cylinders
  319. var cylinders = geometries.cylinders;
  320. if (cylinders) {
  321. for (index = 0, cache = cylinders.length; index < cache; index++) {
  322. var parsedCylinder = cylinders[index];
  323. Geometry.Primitives.Cylinder.Parse(parsedCylinder, scene);
  324. }
  325. }
  326. // Toruses
  327. var toruses = geometries.toruses;
  328. if (toruses) {
  329. for (index = 0, cache = toruses.length; index < cache; index++) {
  330. var parsedTorus = toruses[index];
  331. Geometry.Primitives.Torus.Parse(parsedTorus, scene);
  332. }
  333. }
  334. // Grounds
  335. var grounds = geometries.grounds;
  336. if (grounds) {
  337. for (index = 0, cache = grounds.length; index < cache; index++) {
  338. var parsedGround = grounds[index];
  339. Geometry.Primitives.Ground.Parse(parsedGround, scene);
  340. }
  341. }
  342. // Planes
  343. var planes = geometries.planes;
  344. if (planes) {
  345. for (index = 0, cache = planes.length; index < cache; index++) {
  346. var parsedPlane = planes[index];
  347. Geometry.Primitives.Plane.Parse(parsedPlane, scene);
  348. }
  349. }
  350. // TorusKnots
  351. var torusKnots = geometries.torusKnots;
  352. if (torusKnots) {
  353. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  354. var parsedTorusKnot = torusKnots[index];
  355. Geometry.Primitives.TorusKnot.Parse(parsedTorusKnot, scene);
  356. }
  357. }
  358. // VertexData
  359. var vertexData = geometries.vertexData;
  360. if (vertexData) {
  361. for (index = 0, cache = vertexData.length; index < cache; index++) {
  362. var parsedVertexData = vertexData[index];
  363. Geometry.Parse(parsedVertexData, scene, rootUrl);
  364. }
  365. }
  366. }
  367. // Meshes
  368. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  369. var parsedMesh = parsedData.meshes[index];
  370. var mesh = <AbstractMesh>Mesh.Parse(parsedMesh, scene, rootUrl);
  371. log += (index === 0 ? "\n\tMeshes:" : "");
  372. log += "\n\t\t" + mesh.toString(fullDetails);
  373. }
  374. // Cameras
  375. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  376. var parsedCamera = parsedData.cameras[index];
  377. var camera = Camera.Parse(parsedCamera, scene);
  378. log += (index === 0 ? "\n\tCameras:" : "");
  379. log += "\n\t\t" + camera.toString(fullDetails);
  380. }
  381. if (parsedData.activeCameraID) {
  382. scene.setActiveCameraByID(parsedData.activeCameraID);
  383. }
  384. // Browsing all the graph to connect the dots
  385. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  386. var camera = scene.cameras[index];
  387. if (camera._waitingParentId) {
  388. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  389. camera._waitingParentId = undefined;
  390. }
  391. }
  392. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  393. var light = scene.lights[index];
  394. if (light._waitingParentId) {
  395. light.parent = scene.getLastEntryByID(light._waitingParentId);
  396. light._waitingParentId = undefined;
  397. }
  398. }
  399. // Sounds
  400. var loadedSounds: Sound[] = [];
  401. var loadedSound: Sound;
  402. if (AudioEngine && parsedData.sounds) {
  403. for (index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  404. var parsedSound = parsedData.sounds[index];
  405. if (Engine.audioEngine.canUseWebAudio) {
  406. if (!parsedSound.url) parsedSound.url = parsedSound.name;
  407. if (!loadedSounds[parsedSound.url]) {
  408. loadedSound = Sound.Parse(parsedSound, scene, rootUrl);
  409. loadedSounds[parsedSound.url] = loadedSound;
  410. }
  411. else {
  412. Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]);
  413. }
  414. } else {
  415. var emptySound = new Sound(parsedSound.name, null, scene);
  416. }
  417. }
  418. }
  419. loadedSounds = [];
  420. // Connect parents & children and parse actions
  421. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  422. var mesh = scene.meshes[index];
  423. if (mesh._waitingParentId) {
  424. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  425. mesh._waitingParentId = undefined;
  426. }
  427. if (mesh._waitingActions) {
  428. ActionManager.Parse(mesh._waitingActions, mesh, scene);
  429. mesh._waitingActions = undefined;
  430. }
  431. }
  432. // freeze world matrix application
  433. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  434. var currentMesh = scene.meshes[index];
  435. if (currentMesh._waitingFreezeWorldMatrix) {
  436. currentMesh.freezeWorldMatrix();
  437. currentMesh._waitingFreezeWorldMatrix = undefined;
  438. } else {
  439. currentMesh.computeWorldMatrix(true);
  440. }
  441. }
  442. // Particles Systems
  443. if (parsedData.particleSystems) {
  444. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  445. var parsedParticleSystem = parsedData.particleSystems[index];
  446. ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  447. }
  448. }
  449. // Lens flares
  450. if (parsedData.lensFlareSystems) {
  451. for (index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  452. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  453. LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  454. }
  455. }
  456. // Shadows
  457. if (parsedData.shadowGenerators) {
  458. for (index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  459. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  460. ShadowGenerator.Parse(parsedShadowGenerator, scene);
  461. }
  462. }
  463. // Lights exclusions / inclusions
  464. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  465. var light = scene.lights[index];
  466. // Excluded check
  467. if (light._excludedMeshesIds.length > 0) {
  468. for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
  469. var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
  470. if (excludedMesh) {
  471. light.excludedMeshes.push(excludedMesh);
  472. }
  473. }
  474. light._excludedMeshesIds = [];
  475. }
  476. // Included check
  477. if (light._includedOnlyMeshesIds.length > 0) {
  478. for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  479. var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
  480. if (includedOnlyMesh) {
  481. light.includedOnlyMeshes.push(includedOnlyMesh);
  482. }
  483. }
  484. light._includedOnlyMeshesIds = [];
  485. }
  486. }
  487. // Actions (scene)
  488. if (parsedData.actions) {
  489. ActionManager.Parse(parsedData.actions, null, scene);
  490. }
  491. // Finish
  492. return true;
  493. } catch (err) {
  494. Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log);
  495. log = null;
  496. throw err;
  497. } finally {
  498. if (log !== null && SceneLoader.loggingLevel !== SceneLoader.NO_LOGGING) {
  499. Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (SceneLoader.loggingLevel !== SceneLoader.MINIMAL_LOGGING ? log : ""));
  500. }
  501. }
  502. }
  503. });
  504. }