babylon.sceneLoader.js 27 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 parseSkeleton = function (parsedSkeleton, scene) {
  53. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  54. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  55. var parsedBone = parsedSkeleton.bones[index];
  56. var parentBone = null;
  57. if (parsedBone.parentBoneIndex > -1) {
  58. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  59. }
  60. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  61. if (parsedBone.animation) {
  62. bone.animations.push(parseAnimation(parsedBone.animation));
  63. }
  64. }
  65. return skeleton;
  66. };
  67. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  68. var material;
  69. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  70. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  71. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  72. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  73. material.specularPower = parsedMaterial.specularPower;
  74. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  75. material.alpha = parsedMaterial.alpha;
  76. material.id = parsedMaterial.id;
  77. material.backFaceCulling = parsedMaterial.backFaceCulling;
  78. if (parsedMaterial.diffuseTexture) {
  79. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  80. }
  81. if (parsedMaterial.ambientTexture) {
  82. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  83. }
  84. if (parsedMaterial.opacityTexture) {
  85. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  86. }
  87. if (parsedMaterial.reflectionTexture) {
  88. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  89. }
  90. if (parsedMaterial.emissiveTexture) {
  91. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  92. }
  93. if (parsedMaterial.specularTexture) {
  94. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  95. }
  96. if (parsedMaterial.bumpTexture) {
  97. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  98. }
  99. return material;
  100. };
  101. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  102. for (var index = 0; index < parsedData.materials.length; index++) {
  103. var parsedMaterial = parsedData.materials[index];
  104. if (parsedMaterial.id === id) {
  105. return parseMaterial(parsedMaterial, scene, rootUrl);
  106. }
  107. }
  108. return null;
  109. };
  110. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  111. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  112. multiMaterial.id = parsedMultiMaterial.id;
  113. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  114. var subMatId = parsedMultiMaterial.materials[matIndex];
  115. if (subMatId) {
  116. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  117. } else {
  118. multiMaterial.subMaterials.push(null);
  119. }
  120. }
  121. return multiMaterial;
  122. };
  123. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  124. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  125. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  126. if (parsedParticleSystem.textureName) {
  127. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  128. }
  129. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  130. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  131. particleSystem.minSize = parsedParticleSystem.minSize;
  132. particleSystem.maxSize = parsedParticleSystem.maxSize;
  133. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  134. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  135. particleSystem.emitter = emitter;
  136. particleSystem.emitRate = parsedParticleSystem.emitRate;
  137. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  138. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  139. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  140. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  141. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  142. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  143. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  144. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  145. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  146. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  147. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  148. particleSystem.blendMode = parsedParticleSystem.blendMode;
  149. particleSystem.start();
  150. return particleSystem;
  151. };
  152. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  153. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  154. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  155. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  156. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  157. shadowGenerator.getShadowMap().renderList.push(mesh);
  158. }
  159. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  160. return shadowGenerator;
  161. };
  162. var parseAnimation = function (parsedAnimation) {
  163. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  164. var dataType = parsedAnimation.dataType;
  165. var keys = [];
  166. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  167. var key = parsedAnimation.keys[index];
  168. var data;
  169. switch (dataType) {
  170. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  171. data = key.values[0];
  172. break;
  173. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  174. data = BABYLON.Quaternion.FromArray(key.values);
  175. break;
  176. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  177. data = BABYLON.Matrix.FromArray(key.values);
  178. break;
  179. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  180. default:
  181. data = BABYLON.Vector3.FromArray(key.values);
  182. break;
  183. }
  184. keys.push({
  185. frame: key.frame,
  186. value: data
  187. });
  188. }
  189. animation.setKeys(keys);
  190. return animation;
  191. };
  192. var parseLight = function (parsedLight, scene) {
  193. var light;
  194. switch (parsedLight.type) {
  195. case 0:
  196. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  197. break;
  198. case 1:
  199. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  200. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  201. break;
  202. case 2:
  203. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  204. break;
  205. case 3:
  206. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  207. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  208. break;
  209. }
  210. light.id = parsedLight.id;
  211. if (parsedLight.intensity) {
  212. light.intensity = parsedLight.intensity;
  213. }
  214. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  215. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  216. };
  217. var parseMesh = function (parsedMesh, scene, rootUrl) {
  218. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  219. mesh.id = parsedMesh.id;
  220. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  221. if (parsedMesh.rotation) {
  222. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  223. } else if (parsedMesh.rotationQuaternion) {
  224. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  225. }
  226. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  227. if (parsedMesh.localMatrix) {
  228. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  229. }
  230. mesh.setEnabled(parsedMesh.isEnabled);
  231. mesh.isVisible = parsedMesh.isVisible;
  232. mesh.receiveShadows = parsedMesh.receiveShadows;
  233. mesh.billboardMode = parsedMesh.billboardMode;
  234. if (parsedMesh.visibility !== undefined) {
  235. mesh.visibility = parsedMesh.visibility;
  236. }
  237. mesh.checkCollisions = parsedMesh.checkCollisions;
  238. if (parsedMesh.delayLoadingFile) {
  239. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  240. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  241. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  242. mesh._delayInfo = [];
  243. if (parsedMesh.hasUVs) {
  244. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  245. }
  246. if (parsedMesh.hasUVs2) {
  247. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  248. }
  249. if (parsedMesh.hasColors) {
  250. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  251. }
  252. if (parsedMesh.hasMatricesIndices) {
  253. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  254. }
  255. if (parsedMesh.hasMatricesWeights) {
  256. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  257. }
  258. } else {
  259. BABYLON.SceneLoader._ImportGeometry(parsedMesh, mesh);
  260. }
  261. // Parent
  262. if (parsedMesh.parentId) {
  263. mesh.parent = scene.getLastMeshByID(parsedMesh.parentId);
  264. }
  265. // Material
  266. if (parsedMesh.materialId) {
  267. mesh.setMaterialByID(parsedMesh.materialId);
  268. } else {
  269. mesh.material = null;
  270. }
  271. // Skeleton
  272. if (parsedMesh.skeletonId > -1) {
  273. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  274. }
  275. // Animations
  276. if (parsedMesh.animations) {
  277. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  278. var parsedAnimation = parsedMesh.animations[animationIndex];
  279. mesh.animations.push(parseAnimation(parsedAnimation));
  280. }
  281. }
  282. if (parsedMesh.autoAnimate) {
  283. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  284. }
  285. return mesh;
  286. };
  287. var isDescendantOf = function (mesh, name, hierarchyIds) {
  288. if (mesh.name === name) {
  289. hierarchyIds.push(mesh.id);
  290. return true;
  291. }
  292. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  293. hierarchyIds.push(mesh.id);
  294. return true;
  295. }
  296. return false;
  297. };
  298. BABYLON.SceneLoader = {
  299. _ImportGeometry: function (parsedGeometry, mesh) {
  300. // Geometry
  301. if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  302. mesh.setVerticesData(parsedGeometry.positions, BABYLON.VertexBuffer.PositionKind, false);
  303. mesh.setVerticesData(parsedGeometry.normals, BABYLON.VertexBuffer.NormalKind, false);
  304. if (parsedGeometry.uvs) {
  305. mesh.setVerticesData(parsedGeometry.uvs, BABYLON.VertexBuffer.UVKind, false);
  306. }
  307. if (parsedGeometry.uvs2) {
  308. mesh.setVerticesData(parsedGeometry.uvs2, BABYLON.VertexBuffer.UV2Kind, false);
  309. }
  310. if (parsedGeometry.colors) {
  311. mesh.setVerticesData(parsedGeometry.colors, BABYLON.VertexBuffer.ColorKind, false);
  312. }
  313. if (parsedGeometry.matricesIndices) {
  314. var floatIndices = [];
  315. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  316. var matricesIndex = parsedGeometry.matricesIndices[i];
  317. floatIndices.push(matricesIndex & 0x000000FF);
  318. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  319. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  320. floatIndices.push(matricesIndex >> 24);
  321. }
  322. mesh.setVerticesData(floatIndices, BABYLON.VertexBuffer.MatricesIndicesKind, false);
  323. }
  324. if (parsedGeometry.matricesWeights) {
  325. mesh.setVerticesData(parsedGeometry.matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind, false);
  326. }
  327. mesh.setIndices(parsedGeometry.indices);
  328. }
  329. // SubMeshes
  330. if (parsedGeometry.subMeshes) {
  331. mesh.subMeshes = [];
  332. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  333. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  334. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  335. }
  336. }
  337. // Update
  338. mesh.computeWorldMatrix(true);
  339. var scene = mesh.getScene();
  340. if (scene._selectionOctree) {
  341. scene._selectionOctree.addMesh(mesh);
  342. }
  343. },
  344. ImportMesh: function (meshName, rootUrl, sceneFilename, scene, then, progressCallBack) {
  345. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  346. var database = new BABYLON.Database(rootUrl + sceneFilename);
  347. scene.database = database;
  348. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  349. var parsedData = JSON.parse(data);
  350. // Meshes
  351. var meshes = [];
  352. var particleSystems = [];
  353. var skeletons = [];
  354. var loadedSkeletonsIds = [];
  355. var loadedMaterialsIds = [];
  356. var hierarchyIds = [];
  357. for (var index = 0; index < parsedData.meshes.length; index++) {
  358. var parsedMesh = parsedData.meshes[index];
  359. if (!meshName || isDescendantOf(parsedMesh, meshName, hierarchyIds)) {
  360. // Material ?
  361. if (parsedMesh.materialId) {
  362. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  363. if (!materialFound) {
  364. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  365. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  366. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  367. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  368. var subMatId = parsedMultiMaterial.materials[matIndex];
  369. loadedMaterialsIds.push(subMatId);
  370. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  371. }
  372. loadedMaterialsIds.push(parsedMultiMaterial.id);
  373. parseMultiMaterial(parsedMultiMaterial, scene);
  374. materialFound = true;
  375. break;
  376. }
  377. }
  378. }
  379. if (!materialFound) {
  380. loadedMaterialsIds.push(parsedMesh.materialId);
  381. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  382. }
  383. }
  384. // Skeleton ?
  385. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  386. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  387. if (!skeletonAlreadyLoaded) {
  388. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  389. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  390. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  391. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  392. loadedSkeletonsIds.push(parsedSkeleton.id);
  393. }
  394. }
  395. }
  396. }
  397. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  398. meshes.push(mesh);
  399. }
  400. }
  401. // Particles
  402. if (parsedData.particleSystems) {
  403. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  404. var parsedParticleSystem = parsedData.particleSystems[index];
  405. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  406. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  407. }
  408. }
  409. }
  410. if (then) {
  411. then(meshes, particleSystems, skeletons);
  412. }
  413. }, progressCallBack, database);
  414. },
  415. Load: function (rootUrl, sceneFilename, engine, then, progressCallBack) {
  416. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  417. var database = new BABYLON.Database(rootUrl + sceneFilename);
  418. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  419. var parsedData = JSON.parse(data);
  420. var scene = new BABYLON.Scene(engine);
  421. scene.database = database;
  422. // Scene
  423. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading;
  424. scene.autoClear = parsedData.autoClear;
  425. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  426. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  427. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  428. // Fog
  429. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  430. scene.fogMode = parsedData.fogMode;
  431. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  432. scene.fogStart = parsedData.fogStart;
  433. scene.fogEnd = parsedData.fogEnd;
  434. scene.fogDensity = parsedData.fogDensity;
  435. }
  436. // Lights
  437. for (var index = 0; index < parsedData.lights.length; index++) {
  438. var parsedLight = parsedData.lights[index];
  439. parseLight(parsedLight, scene);
  440. }
  441. // Cameras
  442. for (var index = 0; index < parsedData.cameras.length; index++) {
  443. var parsedCamera = parsedData.cameras[index];
  444. var camera = new BABYLON.FreeCamera(parsedCamera.name, BABYLON.Vector3.FromArray(parsedCamera.position), scene);
  445. camera.id = parsedCamera.id;
  446. if (parsedCamera.target) {
  447. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  448. } else {
  449. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  450. }
  451. camera.fov = parsedCamera.fov;
  452. camera.minZ = parsedCamera.minZ;
  453. camera.maxZ = parsedCamera.maxZ;
  454. camera.speed = parsedCamera.speed;
  455. camera.inertia = parsedCamera.inertia;
  456. camera.checkCollisions = parsedCamera.checkCollisions;
  457. camera.applyGravity = parsedCamera.applyGravity;
  458. if (parsedCamera.ellipsoid) {
  459. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  460. }
  461. }
  462. if (parsedData.activeCameraID) {
  463. scene.activeCameraByID(parsedData.activeCameraID);
  464. }
  465. // Materials
  466. if (parsedData.materials) {
  467. for (var index = 0; index < parsedData.materials.length; index++) {
  468. var parsedMaterial = parsedData.materials[index];
  469. parseMaterial(parsedMaterial, scene, rootUrl);
  470. }
  471. }
  472. if (parsedData.multiMaterials) {
  473. for (var index = 0; index < parsedData.multiMaterials.length; index++) {
  474. var parsedMultiMaterial = parsedData.multiMaterials[index];
  475. parseMultiMaterial(parsedMultiMaterial, scene);
  476. }
  477. }
  478. // Skeletons
  479. if (parsedData.skeletons) {
  480. for (var index = 0; index < parsedData.skeletons.length; index++) {
  481. var parsedSkeleton = parsedData.skeletons[index];
  482. parseSkeleton(parsedSkeleton, scene);
  483. }
  484. }
  485. // Meshes
  486. for (var index = 0; index < parsedData.meshes.length; index++) {
  487. var parsedMesh = parsedData.meshes[index];
  488. parseMesh(parsedMesh, scene, rootUrl);
  489. }
  490. // Particles Systems
  491. if (parsedData.particleSystems) {
  492. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  493. var parsedParticleSystem = parsedData.particleSystems[index];
  494. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  495. }
  496. }
  497. // Shadows
  498. if (parsedData.shadowGenerators) {
  499. for (var index = 0; index < parsedData.shadowGenerators.length; index++) {
  500. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  501. parseShadowGenerator(parsedShadowGenerator, scene);
  502. }
  503. }
  504. // Finish
  505. if (then) {
  506. then(scene);
  507. }
  508. }, progressCallBack, database);
  509. }
  510. };
  511. })();