babylon.sceneLoader.js 20 KB

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  1. var BABYLON = BABYLON || {};
  2. (function () {
  3. var loadCubeTexture = function (rootUrl, parsedTexture, scene) {
  4. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  5. texture.name = parsedTexture.name;
  6. texture.hasAlpha = parsedTexture.hasAlpha;
  7. texture.level = parsedTexture.level;
  8. texture.coordinatesMode = parsedTexture.coordinatesMode;
  9. return texture;
  10. };
  11. var loadTexture = function (rootUrl, parsedTexture, scene) {
  12. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  13. return null;
  14. }
  15. if (parsedTexture.isCube) {
  16. return loadCubeTexture(rootUrl, parsedTexture, scene);
  17. }
  18. var texture;
  19. if (parsedTexture.mirrorPlane) {
  20. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  21. texture._waitingRenderList = parsedTexture.renderList;
  22. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  23. } else if (parsedTexture.isRenderTarget) {
  24. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  25. texture._waitingRenderList = parsedTexture.renderList;
  26. } else {
  27. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  28. }
  29. texture.name = parsedTexture.name;
  30. texture.hasAlpha = parsedTexture.hasAlpha;
  31. texture.level = parsedTexture.level;
  32. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  33. texture.coordinatesMode = parsedTexture.coordinatesMode;
  34. texture.uOffset = parsedTexture.uOffset;
  35. texture.vOffset = parsedTexture.vOffset;
  36. texture.uScale = parsedTexture.uScale;
  37. texture.vScale = parsedTexture.vScale;
  38. texture.uAng = parsedTexture.uAng;
  39. texture.vAng = parsedTexture.vAng;
  40. texture.wAng = parsedTexture.wAng;
  41. texture.wrapU = parsedTexture.wrapU;
  42. texture.wrapV = parsedTexture.wrapV;
  43. // Animations
  44. if (parsedTexture.animations) {
  45. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  46. var parsedAnimation = parsedTexture.animations[animationIndex];
  47. texture.animations.push(parseAnimation(parsedAnimation));
  48. }
  49. }
  50. return texture;
  51. };
  52. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  53. var material;
  54. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  55. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  56. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  57. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  58. material.specularPower = parsedMaterial.specularPower;
  59. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  60. material.alpha = parsedMaterial.alpha;
  61. material.id = parsedMaterial.id;
  62. material.backFaceCulling = parsedMaterial.backFaceCulling;
  63. if (parsedMaterial.diffuseTexture) {
  64. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  65. }
  66. if (parsedMaterial.ambientTexture) {
  67. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  68. }
  69. if (parsedMaterial.opacityTexture) {
  70. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  71. }
  72. if (parsedMaterial.reflectionTexture) {
  73. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  74. }
  75. if (parsedMaterial.emissiveTexture) {
  76. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  77. }
  78. if (parsedMaterial.specularTexture) {
  79. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  80. }
  81. if (parsedMaterial.bumpTexture) {
  82. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  83. }
  84. return material;
  85. };
  86. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  87. for (var index = 0; index < parsedData.materials.length; index++) {
  88. var parsedMaterial = parsedData.materials[index];
  89. if (parsedMaterial.id === id) {
  90. return parseMaterial(parsedMaterial, scene, rootUrl);
  91. }
  92. }
  93. return null;
  94. };
  95. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  96. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  97. multiMaterial.id = parsedMultiMaterial.id;
  98. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  99. var subMatId = parsedMultiMaterial.materials[matIndex];
  100. if (subMatId) {
  101. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  102. } else {
  103. multiMaterial.subMaterials.push(null);
  104. }
  105. }
  106. return multiMaterial;
  107. };
  108. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  109. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  110. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  111. if (parsedParticleSystem.textureName) {
  112. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  113. }
  114. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  115. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  116. particleSystem.minSize = parsedParticleSystem.minSize;
  117. particleSystem.maxSize = parsedParticleSystem.maxSize;
  118. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  119. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  120. particleSystem.emitter = emitter;
  121. particleSystem.emitRate = parsedParticleSystem.emitRate;
  122. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  123. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  124. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  125. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  126. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  127. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  128. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  129. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  130. particleSystem.deadAlpha = parsedParticleSystem.deadAlpha;
  131. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  132. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  133. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  134. particleSystem.blendMode = parsedParticleSystem.blendMode;
  135. particleSystem.start();
  136. return particleSystem;
  137. };
  138. var parseAnimation = function (parsedAnimation) {
  139. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  140. var dataType = parsedAnimation.dataType;
  141. var keys = [];
  142. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  143. var key = parsedAnimation.keys[index];
  144. var data;
  145. switch (dataType) {
  146. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  147. data = key.values[0];
  148. break;
  149. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  150. data = BABYLON.Quaternion.FromArray(key.values);
  151. break;
  152. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  153. default:
  154. data = BABYLON.Vector3.FromArray(key.values);
  155. break;
  156. }
  157. keys.push({
  158. frame: key.frame,
  159. value: data
  160. });
  161. }
  162. animation.setKeys(keys);
  163. return animation;
  164. };
  165. var parseLight = function(parsedLight, scene) {
  166. var light;
  167. switch (parsedLight.type) {
  168. case 0:
  169. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.data), scene);
  170. break;
  171. case 1:
  172. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.data), scene);
  173. break;
  174. case 2:
  175. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.data), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  176. break;
  177. case 3:
  178. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.data), scene);
  179. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  180. break;
  181. }
  182. light.id = parsedLight.id;
  183. if (parsedLight.intensity) {
  184. light.intensity = parsedLight.intensity;
  185. }
  186. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  187. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  188. };
  189. var parseMesh = function (parsedMesh, scene) {
  190. var declaration = null;
  191. switch (parsedMesh.uvCount) {
  192. case 0:
  193. declaration = [3, 3];
  194. break;
  195. case 1:
  196. declaration = [3, 3, 2];
  197. break;
  198. case 2:
  199. declaration = [3, 3, 2, 2];
  200. break;
  201. }
  202. var mesh = new BABYLON.Mesh(parsedMesh.name, declaration, scene);
  203. mesh.id = parsedMesh.id;
  204. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  205. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  206. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  207. mesh.setEnabled(parsedMesh.isEnabled);
  208. mesh.isVisible = parsedMesh.isVisible;
  209. mesh.billboardMode = parsedMesh.billboardMode;
  210. if (parsedMesh.visibility !== undefined) {
  211. mesh.visibility = parsedMesh.visibility;
  212. }
  213. mesh.checkCollisions = parsedMesh.checkCollisions;
  214. if (parsedMesh.vertices && parsedMesh.indices) {
  215. mesh.setVertices(parsedMesh.vertices, parsedMesh.uvCount);
  216. mesh.setIndices(parsedMesh.indices);
  217. }
  218. if (parsedMesh.parentId) {
  219. mesh.parent = scene.getLastMeshByID(parsedMesh.parentId);
  220. }
  221. if (parsedMesh.materialId) {
  222. mesh.setMaterialByID(parsedMesh.materialId);
  223. } else {
  224. mesh.material = null;
  225. }
  226. // SubMeshes
  227. if (parsedMesh.subMeshes) {
  228. mesh.subMeshes = [];
  229. for (var subIndex = 0; subIndex < parsedMesh.subMeshes.length; subIndex++) {
  230. var parsedSubMesh = parsedMesh.subMeshes[subIndex];
  231. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  232. }
  233. }
  234. // Animations
  235. if (parsedMesh.animations) {
  236. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  237. var parsedAnimation = parsedMesh.animations[animationIndex];
  238. mesh.animations.push(parseAnimation(parsedAnimation));
  239. }
  240. }
  241. if (parsedMesh.autoAnimate) {
  242. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  243. }
  244. return mesh;
  245. };
  246. var isDescendantOf = function (mesh, name, hierarchyIds) {
  247. if (mesh.name === name) {
  248. hierarchyIds.push(mesh.id);
  249. return true;
  250. }
  251. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  252. hierarchyIds.push(mesh.id);
  253. return true;
  254. }
  255. return false;
  256. };
  257. BABYLON.SceneLoader = {
  258. ImportMesh: function (meshName, rootUrl, sceneFilename, scene, then, progressCallBack) {
  259. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  260. var parsedData = JSON.parse(data);
  261. // Meshes
  262. var meshes = [];
  263. var particleSystems = [];
  264. var hierarchyIds = [];
  265. for (var index = 0; index < parsedData.meshes.length; index++) {
  266. var parsedMesh = parsedData.meshes[index];
  267. if (!meshName || isDescendantOf(parsedMesh, meshName, hierarchyIds)) {
  268. // Material ?
  269. if (parsedMesh.materialId) {
  270. var materialFound = (scene.getMaterialByID(parsedMesh.materialId) !== null);
  271. if (!materialFound) {
  272. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  273. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  274. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  275. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  276. var subMatId = parsedMultiMaterial.materials[matIndex];
  277. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  278. }
  279. parseMultiMaterial(parsedMultiMaterial, scene);
  280. materialFound = true;
  281. break;
  282. }
  283. }
  284. }
  285. if (!materialFound) {
  286. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  287. }
  288. }
  289. meshes.push(parseMesh(parsedMesh, scene));
  290. }
  291. }
  292. // Particles
  293. if (parsedData.particleSystems) {
  294. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  295. var parsedParticleSystem = parsedData.particleSystems[index];
  296. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  297. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  298. }
  299. }
  300. }
  301. if (then) {
  302. then(meshes, particleSystems);
  303. }
  304. }, progressCallBack);
  305. },
  306. Load: function (rootUrl, sceneFilename, engine, then, progressCallBack) {
  307. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  308. var parsedData = JSON.parse(data);
  309. var scene = new BABYLON.Scene(engine);
  310. // Scene
  311. scene.autoClear = parsedData.autoClear;
  312. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  313. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  314. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  315. // Fog
  316. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  317. scene.fogMode = parsedData.fogMode;
  318. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  319. scene.fogStart = parsedData.fogStart;
  320. scene.fogEnd = parsedData.fogEnd;
  321. scene.fogDensity = parsedData.fogDensity;
  322. }
  323. // Lights
  324. for (var index = 0; index < parsedData.lights.length; index++) {
  325. var parsedLight = parsedData.lights[index];
  326. parseLight(parsedLight, scene);
  327. }
  328. // Cameras
  329. for (var index = 0; index < parsedData.cameras.length; index++) {
  330. var parsedCamera = parsedData.cameras[index];
  331. var camera = new BABYLON.FreeCamera(parsedCamera.name, BABYLON.Vector3.FromArray(parsedCamera.position), scene);
  332. camera.id = parsedCamera.id;
  333. if (parsedCamera.target) {
  334. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  335. } else {
  336. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  337. }
  338. camera.fov = parsedCamera.fov;
  339. camera.minZ = parsedCamera.minZ;
  340. camera.maxZ = parsedCamera.maxZ;
  341. camera.speed = parsedCamera.speed;
  342. camera.inertia = parsedCamera.inertia;
  343. camera.checkCollisions = parsedCamera.checkCollisions;
  344. camera.applyGravity = parsedCamera.applyGravity;
  345. if (parsedCamera.ellipsoid) {
  346. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  347. }
  348. }
  349. if (parsedData.activeCameraID) {
  350. scene.activeCameraByID(parsedData.activeCameraID);
  351. }
  352. // Materials
  353. if (parsedData.materials) {
  354. for (var index = 0; index < parsedData.materials.length; index++) {
  355. var parsedMaterial = parsedData.materials[index];
  356. parseMaterial(parsedMaterial, scene, rootUrl);
  357. }
  358. }
  359. if (parsedData.multiMaterials) {
  360. for (var index = 0; index < parsedData.multiMaterials.length; index++) {
  361. var parsedMultiMaterial = parsedData.multiMaterials[index];
  362. parseMultiMaterial(parsedMultiMaterial, scene);
  363. }
  364. }
  365. // Meshes
  366. for (var index = 0; index < parsedData.meshes.length; index++) {
  367. var parsedMesh = parsedData.meshes[index];
  368. parseMesh(parsedMesh, scene);
  369. }
  370. // Particles Systems
  371. if (parsedData.particleSystems) {
  372. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  373. var parsedParticleSystem = parsedData.particleSystems[index];
  374. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  375. }
  376. }
  377. // Finish
  378. if (then) {
  379. then(scene);
  380. }
  381. }, progressCallBack);
  382. }
  383. };
  384. })();