babylon.babylonFileLoader.js 80 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 = null;
  22. if ((parsedTexture.name || parsedTexture.extensions) && !parsedTexture.isRenderTarget) {
  23. texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions);
  24. texture.name = parsedTexture.name;
  25. texture.hasAlpha = parsedTexture.hasAlpha;
  26. texture.level = parsedTexture.level;
  27. texture.coordinatesMode = parsedTexture.coordinatesMode;
  28. }
  29. return texture;
  30. };
  31. var loadTexture = function (rootUrl, parsedTexture, scene) {
  32. if (parsedTexture.isCube) {
  33. return loadCubeTexture(rootUrl, parsedTexture, scene);
  34. }
  35. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  36. return null;
  37. }
  38. var texture;
  39. if (parsedTexture.mirrorPlane) {
  40. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  41. texture._waitingRenderList = parsedTexture.renderList;
  42. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  43. }
  44. else if (parsedTexture.isRenderTarget) {
  45. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  46. texture._waitingRenderList = parsedTexture.renderList;
  47. }
  48. else {
  49. if (parsedTexture.base64String) {
  50. texture = BABYLON.Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene);
  51. }
  52. else {
  53. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  54. }
  55. }
  56. texture.name = parsedTexture.name;
  57. texture.hasAlpha = parsedTexture.hasAlpha;
  58. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  59. texture.level = parsedTexture.level;
  60. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  61. texture.coordinatesMode = parsedTexture.coordinatesMode;
  62. texture.uOffset = parsedTexture.uOffset;
  63. texture.vOffset = parsedTexture.vOffset;
  64. texture.uScale = parsedTexture.uScale;
  65. texture.vScale = parsedTexture.vScale;
  66. texture.uAng = parsedTexture.uAng;
  67. texture.vAng = parsedTexture.vAng;
  68. texture.wAng = parsedTexture.wAng;
  69. texture.wrapU = parsedTexture.wrapU;
  70. texture.wrapV = parsedTexture.wrapV;
  71. // Animations
  72. if (parsedTexture.animations) {
  73. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  74. var parsedAnimation = parsedTexture.animations[animationIndex];
  75. texture.animations.push(parseAnimation(parsedAnimation));
  76. }
  77. }
  78. return texture;
  79. };
  80. var parseSkeleton = function (parsedSkeleton, scene) {
  81. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  82. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  83. var parsedBone = parsedSkeleton.bones[index];
  84. var parentBone = null;
  85. if (parsedBone.parentBoneIndex > -1) {
  86. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  87. }
  88. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  89. if (parsedBone.animation) {
  90. bone.animations.push(parseAnimation(parsedBone.animation));
  91. }
  92. }
  93. return skeleton;
  94. };
  95. var parseFresnelParameters = function (parsedFresnelParameters) {
  96. var fresnelParameters = new BABYLON.FresnelParameters();
  97. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  98. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  99. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  100. fresnelParameters.bias = parsedFresnelParameters.bias;
  101. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  102. return fresnelParameters;
  103. };
  104. var parseCustomMaterial = function (parsedMaterial, scene, rootUrl) {
  105. return null;
  106. };
  107. var parseStandardMaterial = function (parsedMaterial, scene, rootUrl) {
  108. var material;
  109. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  110. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  111. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  112. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  113. material.specularPower = parsedMaterial.specularPower;
  114. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  115. material.useReflectionFresnelFromSpecular = parsedMaterial.useReflectionFresnelFromSpecular;
  116. material.useEmissiveAsIllumination = parsedMaterial.useEmissiveAsIllumination;
  117. material.alpha = parsedMaterial.alpha;
  118. material.id = parsedMaterial.id;
  119. if (parsedMaterial.disableDepthWrite) {
  120. material.disableDepthWrite = parsedMaterial.disableDepthWrite;
  121. }
  122. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  123. material.backFaceCulling = parsedMaterial.backFaceCulling;
  124. material.wireframe = parsedMaterial.wireframe;
  125. if (parsedMaterial.diffuseTexture) {
  126. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  127. }
  128. if (parsedMaterial.diffuseFresnelParameters) {
  129. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  130. }
  131. if (parsedMaterial.ambientTexture) {
  132. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  133. }
  134. if (parsedMaterial.opacityTexture) {
  135. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  136. }
  137. if (parsedMaterial.opacityFresnelParameters) {
  138. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  139. }
  140. if (parsedMaterial.reflectionTexture) {
  141. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  142. }
  143. if (parsedMaterial.reflectionFresnelParameters) {
  144. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  145. }
  146. if (parsedMaterial.emissiveTexture) {
  147. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  148. }
  149. if (parsedMaterial.lightmapTexture) {
  150. material.lightmapTexture = loadTexture(rootUrl, parsedMaterial.lightmapTexture, scene);
  151. material.lightmapThreshold = parsedMaterial.lightmapThreshold;
  152. }
  153. if (parsedMaterial.emissiveFresnelParameters) {
  154. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  155. }
  156. if (parsedMaterial.specularTexture) {
  157. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  158. }
  159. if (parsedMaterial.bumpTexture) {
  160. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  161. }
  162. if (parsedMaterial.checkReadyOnlyOnce) {
  163. material.checkReadyOnlyOnce = parsedMaterial.checkReadyOnlyOnce;
  164. }
  165. return material;
  166. };
  167. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  168. if (!parsedMaterial.customType) {
  169. return parseStandardMaterial(parsedMaterial, scene, rootUrl);
  170. }
  171. return parseCustomMaterial(parsedMaterial, scene, rootUrl);
  172. };
  173. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  174. for (var index = 0; index < parsedData.materials.length; index++) {
  175. var parsedMaterial = parsedData.materials[index];
  176. if (parsedMaterial.id === id) {
  177. return parseMaterial(parsedMaterial, scene, rootUrl);
  178. }
  179. }
  180. return null;
  181. };
  182. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  183. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  184. multiMaterial.id = parsedMultiMaterial.id;
  185. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  186. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  187. var subMatId = parsedMultiMaterial.materials[matIndex];
  188. if (subMatId) {
  189. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  190. }
  191. else {
  192. multiMaterial.subMaterials.push(null);
  193. }
  194. }
  195. return multiMaterial;
  196. };
  197. var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
  198. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  199. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  200. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  201. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  202. var parsedFlare = parsedLensFlareSystem.flares[index];
  203. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  204. }
  205. return lensFlareSystem;
  206. };
  207. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  208. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  209. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  210. if (parsedParticleSystem.textureName) {
  211. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  212. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  213. }
  214. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  215. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  216. particleSystem.minSize = parsedParticleSystem.minSize;
  217. particleSystem.maxSize = parsedParticleSystem.maxSize;
  218. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  219. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  220. particleSystem.emitter = emitter;
  221. particleSystem.emitRate = parsedParticleSystem.emitRate;
  222. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  223. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  224. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  225. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  226. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  227. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  228. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  229. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  230. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  231. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  232. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  233. particleSystem.blendMode = parsedParticleSystem.blendMode;
  234. particleSystem.start();
  235. return particleSystem;
  236. };
  237. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  238. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  239. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  240. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  241. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  242. shadowGenerator.getShadowMap().renderList.push(mesh);
  243. }
  244. if (parsedShadowGenerator.usePoissonSampling) {
  245. shadowGenerator.usePoissonSampling = true;
  246. }
  247. else if (parsedShadowGenerator.useVarianceShadowMap) {
  248. shadowGenerator.useVarianceShadowMap = true;
  249. }
  250. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  251. shadowGenerator.useBlurVarianceShadowMap = true;
  252. if (parsedShadowGenerator.blurScale) {
  253. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  254. }
  255. if (parsedShadowGenerator.blurBoxOffset) {
  256. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  257. }
  258. }
  259. if (parsedShadowGenerator.bias !== undefined) {
  260. shadowGenerator.bias = parsedShadowGenerator.bias;
  261. }
  262. return shadowGenerator;
  263. };
  264. var parseAnimation = function (parsedAnimation) {
  265. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  266. var dataType = parsedAnimation.dataType;
  267. var keys = [];
  268. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  269. var key = parsedAnimation.keys[index];
  270. var data;
  271. switch (dataType) {
  272. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  273. data = key.values[0];
  274. break;
  275. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  276. data = BABYLON.Quaternion.FromArray(key.values);
  277. break;
  278. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  279. data = BABYLON.Matrix.FromArray(key.values);
  280. break;
  281. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  282. default:
  283. data = BABYLON.Vector3.FromArray(key.values);
  284. break;
  285. }
  286. keys.push({
  287. frame: key.frame,
  288. value: data
  289. });
  290. }
  291. animation.setKeys(keys);
  292. return animation;
  293. };
  294. var parseLight = function (parsedLight, scene) {
  295. var light;
  296. switch (parsedLight.type) {
  297. case 0:
  298. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  299. break;
  300. case 1:
  301. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  302. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  303. break;
  304. case 2:
  305. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  306. break;
  307. case 3:
  308. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  309. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  310. break;
  311. }
  312. light.id = parsedLight.id;
  313. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  314. if (parsedLight.intensity !== undefined) {
  315. light.intensity = parsedLight.intensity;
  316. }
  317. if (parsedLight.range) {
  318. light.range = parsedLight.range;
  319. }
  320. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  321. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  322. if (parsedLight.excludedMeshesIds) {
  323. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  324. }
  325. // Parent
  326. if (parsedLight.parentId) {
  327. light._waitingParentId = parsedLight.parentId;
  328. }
  329. if (parsedLight.includedOnlyMeshesIds) {
  330. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  331. }
  332. // Animations
  333. if (parsedLight.animations) {
  334. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  335. var parsedAnimation = parsedLight.animations[animationIndex];
  336. light.animations.push(parseAnimation(parsedAnimation));
  337. }
  338. }
  339. if (parsedLight.autoAnimate) {
  340. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  341. }
  342. };
  343. var parseCamera = function (parsedCamera, scene) {
  344. var camera;
  345. var position = BABYLON.Vector3.FromArray(parsedCamera.position);
  346. var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null;
  347. if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") {
  348. var alpha = parsedCamera.alpha;
  349. var beta = parsedCamera.beta;
  350. var radius = parsedCamera.radius;
  351. if (parsedCamera.type === "AnaglyphArcRotateCamera") {
  352. var interaxial_distance = parsedCamera.interaxial_distance;
  353. camera = new BABYLON.AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, interaxial_distance, scene);
  354. }
  355. else {
  356. camera = new BABYLON.ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
  357. }
  358. }
  359. else if (parsedCamera.type === "AnaglyphFreeCamera") {
  360. interaxial_distance = parsedCamera.interaxial_distance;
  361. camera = new BABYLON.AnaglyphFreeCamera(parsedCamera.name, position, interaxial_distance, scene);
  362. }
  363. else if (parsedCamera.type === "DeviceOrientationCamera") {
  364. camera = new BABYLON.DeviceOrientationCamera(parsedCamera.name, position, scene);
  365. }
  366. else if (parsedCamera.type === "FollowCamera") {
  367. camera = new BABYLON.FollowCamera(parsedCamera.name, position, scene);
  368. camera.heightOffset = parsedCamera.heightOffset;
  369. camera.radius = parsedCamera.radius;
  370. camera.rotationOffset = parsedCamera.rotationOffset;
  371. if (lockedTargetMesh)
  372. camera.target = lockedTargetMesh;
  373. }
  374. else if (parsedCamera.type === "GamepadCamera") {
  375. camera = new BABYLON.GamepadCamera(parsedCamera.name, position, scene);
  376. }
  377. else if (parsedCamera.type === "TouchCamera") {
  378. camera = new BABYLON.TouchCamera(parsedCamera.name, position, scene);
  379. }
  380. else if (parsedCamera.type === "VirtualJoysticksCamera") {
  381. camera = new BABYLON.VirtualJoysticksCamera(parsedCamera.name, position, scene);
  382. }
  383. else if (parsedCamera.type === "WebVRFreeCamera") {
  384. camera = new BABYLON.WebVRFreeCamera(parsedCamera.name, position, scene);
  385. }
  386. else if (parsedCamera.type === "VRDeviceOrientationFreeCamera") {
  387. camera = new BABYLON.VRDeviceOrientationFreeCamera(parsedCamera.name, position, scene);
  388. }
  389. else {
  390. // Free Camera is the default value
  391. camera = new BABYLON.FreeCamera(parsedCamera.name, position, scene);
  392. }
  393. // apply 3d rig, when found
  394. if (parsedCamera.cameraRigMode) {
  395. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  396. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  397. }
  398. // Test for lockedTargetMesh & FreeCamera outside of if-else-if nest, since things like GamepadCamera extend FreeCamera
  399. if (lockedTargetMesh && camera instanceof BABYLON.FreeCamera) {
  400. camera.lockedTarget = lockedTargetMesh;
  401. }
  402. camera.id = parsedCamera.id;
  403. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  404. // Parent
  405. if (parsedCamera.parentId) {
  406. camera._waitingParentId = parsedCamera.parentId;
  407. }
  408. // Target
  409. if (parsedCamera.target) {
  410. if (camera.setTarget) {
  411. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  412. }
  413. else {
  414. //For ArcRotate
  415. camera.target = BABYLON.Vector3.FromArray(parsedCamera.target);
  416. }
  417. }
  418. else {
  419. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  420. }
  421. camera.fov = parsedCamera.fov;
  422. camera.minZ = parsedCamera.minZ;
  423. camera.maxZ = parsedCamera.maxZ;
  424. camera.speed = parsedCamera.speed;
  425. camera.inertia = parsedCamera.inertia;
  426. camera.checkCollisions = parsedCamera.checkCollisions;
  427. camera.applyGravity = parsedCamera.applyGravity;
  428. if (parsedCamera.ellipsoid) {
  429. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  430. }
  431. // Animations
  432. if (parsedCamera.animations) {
  433. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  434. var parsedAnimation = parsedCamera.animations[animationIndex];
  435. camera.animations.push(parseAnimation(parsedAnimation));
  436. }
  437. }
  438. if (parsedCamera.autoAnimate) {
  439. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  440. }
  441. // Layer Mask
  442. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  443. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  444. }
  445. else {
  446. camera.layerMask = 0x0FFFFFFF;
  447. }
  448. return camera;
  449. };
  450. var parseGeometry = function (parsedGeometry, scene) {
  451. var id = parsedGeometry.id;
  452. return scene.getGeometryByID(id);
  453. };
  454. var parseBox = function (parsedBox, scene) {
  455. if (parseGeometry(parsedBox, scene)) {
  456. return null; // null since geometry could be something else than a box...
  457. }
  458. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  459. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  460. scene.pushGeometry(box, true);
  461. return box;
  462. };
  463. var parseSphere = function (parsedSphere, scene) {
  464. if (parseGeometry(parsedSphere, scene)) {
  465. return null; // null since geometry could be something else than a sphere...
  466. }
  467. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  468. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  469. scene.pushGeometry(sphere, true);
  470. return sphere;
  471. };
  472. var parseCylinder = function (parsedCylinder, scene) {
  473. if (parseGeometry(parsedCylinder, scene)) {
  474. return null; // null since geometry could be something else than a cylinder...
  475. }
  476. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  477. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  478. scene.pushGeometry(cylinder, true);
  479. return cylinder;
  480. };
  481. var parseTorus = function (parsedTorus, scene) {
  482. if (parseGeometry(parsedTorus, scene)) {
  483. return null; // null since geometry could be something else than a torus...
  484. }
  485. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  486. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  487. scene.pushGeometry(torus, true);
  488. return torus;
  489. };
  490. var parseGround = function (parsedGround, scene) {
  491. if (parseGeometry(parsedGround, scene)) {
  492. return null; // null since geometry could be something else than a ground...
  493. }
  494. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  495. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  496. scene.pushGeometry(ground, true);
  497. return ground;
  498. };
  499. var parsePlane = function (parsedPlane, scene) {
  500. if (parseGeometry(parsedPlane, scene)) {
  501. return null; // null since geometry could be something else than a plane...
  502. }
  503. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  504. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  505. scene.pushGeometry(plane, true);
  506. return plane;
  507. };
  508. var parseTorusKnot = function (parsedTorusKnot, scene) {
  509. if (parseGeometry(parsedTorusKnot, scene)) {
  510. return null; // null since geometry could be something else than a torusKnot...
  511. }
  512. 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);
  513. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  514. scene.pushGeometry(torusKnot, true);
  515. return torusKnot;
  516. };
  517. var parseVertexData = function (parsedVertexData, scene, rootUrl) {
  518. if (parseGeometry(parsedVertexData, scene)) {
  519. return null; // null since geometry could be a primitive
  520. }
  521. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  522. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  523. if (parsedVertexData.delayLoadingFile) {
  524. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  525. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  526. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  527. geometry._delayInfo = [];
  528. if (parsedVertexData.hasUVs) {
  529. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  530. }
  531. if (parsedVertexData.hasUVs2) {
  532. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  533. }
  534. if (parsedVertexData.hasUVs3) {
  535. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  536. }
  537. if (parsedVertexData.hasUVs4) {
  538. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  539. }
  540. if (parsedVertexData.hasUVs5) {
  541. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  542. }
  543. if (parsedVertexData.hasUVs6) {
  544. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  545. }
  546. if (parsedVertexData.hasColors) {
  547. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  548. }
  549. if (parsedVertexData.hasMatricesIndices) {
  550. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  551. }
  552. if (parsedVertexData.hasMatricesWeights) {
  553. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  554. }
  555. geometry._delayLoadingFunction = importVertexData;
  556. }
  557. else {
  558. importVertexData(parsedVertexData, geometry);
  559. }
  560. scene.pushGeometry(geometry, true);
  561. return geometry;
  562. };
  563. var parseMesh = function (parsedMesh, scene, rootUrl) {
  564. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  565. mesh.id = parsedMesh.id;
  566. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  567. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  568. if (parsedMesh.rotationQuaternion) {
  569. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  570. }
  571. else if (parsedMesh.rotation) {
  572. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  573. }
  574. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  575. if (parsedMesh.localMatrix) {
  576. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  577. }
  578. else if (parsedMesh.pivotMatrix) {
  579. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  580. }
  581. mesh.setEnabled(parsedMesh.isEnabled);
  582. mesh.isVisible = parsedMesh.isVisible;
  583. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  584. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  585. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  586. if (parsedMesh.applyFog !== undefined) {
  587. mesh.applyFog = parsedMesh.applyFog;
  588. }
  589. if (parsedMesh.pickable !== undefined) {
  590. mesh.isPickable = parsedMesh.pickable;
  591. }
  592. if (parsedMesh.alphaIndex !== undefined) {
  593. mesh.alphaIndex = parsedMesh.alphaIndex;
  594. }
  595. mesh.receiveShadows = parsedMesh.receiveShadows;
  596. mesh.billboardMode = parsedMesh.billboardMode;
  597. if (parsedMesh.visibility !== undefined) {
  598. mesh.visibility = parsedMesh.visibility;
  599. }
  600. mesh.checkCollisions = parsedMesh.checkCollisions;
  601. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  602. // freezeWorldMatrix
  603. if (parsedMesh.freezeWorldMatrix) {
  604. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  605. }
  606. // Parent
  607. if (parsedMesh.parentId) {
  608. mesh._waitingParentId = parsedMesh.parentId;
  609. }
  610. // Actions
  611. if (parsedMesh.actions !== undefined) {
  612. mesh._waitingActions = parsedMesh.actions;
  613. }
  614. // Geometry
  615. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  616. if (parsedMesh.delayLoadingFile) {
  617. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  618. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  619. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  620. if (parsedMesh._binaryInfo) {
  621. mesh._binaryInfo = parsedMesh._binaryInfo;
  622. }
  623. mesh._delayInfo = [];
  624. if (parsedMesh.hasUVs) {
  625. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  626. }
  627. if (parsedMesh.hasUVs2) {
  628. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  629. }
  630. if (parsedMesh.hasUVs3) {
  631. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  632. }
  633. if (parsedMesh.hasUVs4) {
  634. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  635. }
  636. if (parsedMesh.hasUVs5) {
  637. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  638. }
  639. if (parsedMesh.hasUVs6) {
  640. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  641. }
  642. if (parsedMesh.hasColors) {
  643. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  644. }
  645. if (parsedMesh.hasMatricesIndices) {
  646. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  647. }
  648. if (parsedMesh.hasMatricesWeights) {
  649. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  650. }
  651. mesh._delayLoadingFunction = importGeometry;
  652. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  653. mesh._checkDelayState();
  654. }
  655. }
  656. else {
  657. importGeometry(parsedMesh, mesh);
  658. }
  659. // Material
  660. if (parsedMesh.materialId) {
  661. mesh.setMaterialByID(parsedMesh.materialId);
  662. }
  663. else {
  664. mesh.material = null;
  665. }
  666. // Skeleton
  667. if (parsedMesh.skeletonId > -1) {
  668. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  669. if (parsedMesh.numBoneInfluencers) {
  670. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  671. }
  672. }
  673. // Physics
  674. if (parsedMesh.physicsImpostor) {
  675. if (!scene.isPhysicsEnabled()) {
  676. scene.enablePhysics();
  677. }
  678. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  679. }
  680. // Animations
  681. if (parsedMesh.animations) {
  682. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  683. var parsedAnimation = parsedMesh.animations[animationIndex];
  684. mesh.animations.push(parseAnimation(parsedAnimation));
  685. }
  686. }
  687. if (parsedMesh.autoAnimate) {
  688. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  689. }
  690. // Layer Mask
  691. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  692. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  693. }
  694. else {
  695. mesh.layerMask = 0x0FFFFFFF;
  696. }
  697. // Instances
  698. if (parsedMesh.instances) {
  699. for (var index = 0; index < parsedMesh.instances.length; index++) {
  700. var parsedInstance = parsedMesh.instances[index];
  701. var instance = mesh.createInstance(parsedInstance.name);
  702. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  703. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  704. if (parsedInstance.rotationQuaternion) {
  705. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  706. }
  707. else if (parsedInstance.rotation) {
  708. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  709. }
  710. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  711. instance.checkCollisions = mesh.checkCollisions;
  712. if (parsedMesh.animations) {
  713. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  714. parsedAnimation = parsedMesh.animations[animationIndex];
  715. instance.animations.push(parseAnimation(parsedAnimation));
  716. }
  717. }
  718. }
  719. }
  720. return mesh;
  721. };
  722. var parseActions = function (parsedActions, object, scene) {
  723. var actionManager = new BABYLON.ActionManager(scene);
  724. if (object === null)
  725. scene.actionManager = actionManager;
  726. else
  727. object.actionManager = actionManager;
  728. // instanciate a new object
  729. var instanciate = function (name, params) {
  730. var newInstance = Object.create(BABYLON[name].prototype);
  731. newInstance.constructor.apply(newInstance, params);
  732. return newInstance;
  733. };
  734. var parseParameter = function (name, value, target, propertyPath) {
  735. if (propertyPath === null) {
  736. // String, boolean or float
  737. var floatValue = parseFloat(value);
  738. if (value === "true" || value === "false")
  739. return value === "true";
  740. else
  741. return isNaN(floatValue) ? value : floatValue;
  742. }
  743. var effectiveTarget = propertyPath.split(".");
  744. var values = value.split(",");
  745. // Get effective Target
  746. for (var i = 0; i < effectiveTarget.length; i++) {
  747. target = target[effectiveTarget[i]];
  748. }
  749. // Return appropriate value with its type
  750. if (typeof (target) === "boolean")
  751. return values[0] === "true";
  752. if (typeof (target) === "string")
  753. return values[0];
  754. // Parameters with multiple values such as Vector3 etc.
  755. var split = new Array();
  756. for (var i = 0; i < values.length; i++)
  757. split.push(parseFloat(values[i]));
  758. if (target instanceof BABYLON.Vector3)
  759. return BABYLON.Vector3.FromArray(split);
  760. if (target instanceof BABYLON.Vector4)
  761. return BABYLON.Vector4.FromArray(split);
  762. if (target instanceof BABYLON.Color3)
  763. return BABYLON.Color3.FromArray(split);
  764. if (target instanceof BABYLON.Color4)
  765. return BABYLON.Color4.FromArray(split);
  766. return parseFloat(values[0]);
  767. };
  768. // traverse graph per trigger
  769. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  770. if (combineArray === void 0) { combineArray = null; }
  771. if (parsedAction.detached)
  772. return;
  773. var parameters = new Array();
  774. var target = null;
  775. var propertyPath = null;
  776. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  777. // Parameters
  778. if (parsedAction.type === 2)
  779. parameters.push(actionManager);
  780. else
  781. parameters.push(trigger);
  782. if (combine) {
  783. var actions = new Array();
  784. for (var j = 0; j < parsedAction.combine.length; j++) {
  785. traverse(parsedAction.combine[j], BABYLON.ActionManager.NothingTrigger, condition, action, actions);
  786. }
  787. parameters.push(actions);
  788. }
  789. else {
  790. for (var i = 0; i < parsedAction.properties.length; i++) {
  791. var value = parsedAction.properties[i].value;
  792. var name = parsedAction.properties[i].name;
  793. var targetType = parsedAction.properties[i].targetType;
  794. if (name === "target")
  795. if (targetType !== null && targetType === "SceneProperties")
  796. value = target = scene;
  797. else
  798. value = target = scene.getNodeByName(value);
  799. else if (name === "parent")
  800. value = scene.getNodeByName(value);
  801. else if (name === "sound")
  802. value = scene.getSoundByName(value);
  803. else if (name !== "propertyPath") {
  804. if (parsedAction.type === 2 && name === "operator")
  805. value = BABYLON.ValueCondition[value];
  806. else
  807. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  808. }
  809. else {
  810. propertyPath = value;
  811. }
  812. parameters.push(value);
  813. }
  814. }
  815. if (combineArray === null) {
  816. parameters.push(condition);
  817. }
  818. else {
  819. parameters.push(null);
  820. }
  821. // If interpolate value action
  822. if (parsedAction.name === "InterpolateValueAction") {
  823. var param = parameters[parameters.length - 2];
  824. parameters[parameters.length - 1] = param;
  825. parameters[parameters.length - 2] = condition;
  826. }
  827. // Action or condition(s) and not CombineAction
  828. var newAction = instanciate(parsedAction.name, parameters);
  829. if (newAction instanceof BABYLON.Condition && condition !== null) {
  830. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  831. if (action)
  832. action.then(nothing);
  833. else
  834. actionManager.registerAction(nothing);
  835. action = nothing;
  836. }
  837. if (combineArray === null) {
  838. if (newAction instanceof BABYLON.Condition) {
  839. condition = newAction;
  840. newAction = action;
  841. }
  842. else {
  843. condition = null;
  844. if (action)
  845. action.then(newAction);
  846. else
  847. actionManager.registerAction(newAction);
  848. }
  849. }
  850. else {
  851. combineArray.push(newAction);
  852. }
  853. for (var i = 0; i < parsedAction.children.length; i++)
  854. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  855. };
  856. // triggers
  857. for (var i = 0; i < parsedActions.children.length; i++) {
  858. var triggerParams;
  859. var trigger = parsedActions.children[i];
  860. if (trigger.properties.length > 0) {
  861. var param = trigger.properties[0].value;
  862. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  863. triggerParams = { trigger: BABYLON.ActionManager[trigger.name], parameter: value };
  864. }
  865. else
  866. triggerParams = BABYLON.ActionManager[trigger.name];
  867. for (var j = 0; j < trigger.children.length; j++) {
  868. if (!trigger.detached)
  869. traverse(trigger.children[j], triggerParams, null, null);
  870. }
  871. }
  872. };
  873. var parseSound = function (parsedSound, scene, rootUrl) {
  874. var soundName = parsedSound.name;
  875. var soundUrl = rootUrl + soundName;
  876. var options = {
  877. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  878. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  879. rolloffFactor: parsedSound.rolloffFactor,
  880. refDistance: parsedSound.refDistance,
  881. distanceModel: parsedSound.distanceModel,
  882. playbackRate: parsedSound.playbackRate
  883. };
  884. var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  885. scene._addPendingData(newSound);
  886. if (parsedSound.position) {
  887. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  888. newSound.setPosition(soundPosition);
  889. }
  890. if (parsedSound.isDirectional) {
  891. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  892. if (parsedSound.localDirectionToMesh) {
  893. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  894. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  895. }
  896. }
  897. if (parsedSound.connectedMeshId) {
  898. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  899. if (connectedMesh) {
  900. newSound.attachToMesh(connectedMesh);
  901. }
  902. }
  903. };
  904. var isDescendantOf = function (mesh, names, hierarchyIds) {
  905. names = (names instanceof Array) ? names : [names];
  906. for (var i in names) {
  907. if (mesh.name === names[i]) {
  908. hierarchyIds.push(mesh.id);
  909. return true;
  910. }
  911. }
  912. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  913. hierarchyIds.push(mesh.id);
  914. return true;
  915. }
  916. return false;
  917. };
  918. var importVertexData = function (parsedVertexData, geometry) {
  919. var vertexData = new BABYLON.VertexData();
  920. // positions
  921. var positions = parsedVertexData.positions;
  922. if (positions) {
  923. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  924. }
  925. // normals
  926. var normals = parsedVertexData.normals;
  927. if (normals) {
  928. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  929. }
  930. // uvs
  931. var uvs = parsedVertexData.uvs;
  932. if (uvs) {
  933. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  934. }
  935. // uv2s
  936. var uv2s = parsedVertexData.uv2s;
  937. if (uv2s) {
  938. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  939. }
  940. // uv3s
  941. var uv3s = parsedVertexData.uv3s;
  942. if (uv3s) {
  943. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  944. }
  945. // uv4s
  946. var uv4s = parsedVertexData.uv4s;
  947. if (uv4s) {
  948. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  949. }
  950. // uv5s
  951. var uv5s = parsedVertexData.uv5s;
  952. if (uv5s) {
  953. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  954. }
  955. // uv6s
  956. var uv6s = parsedVertexData.uv6s;
  957. if (uv6s) {
  958. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  959. }
  960. // colors
  961. var colors = parsedVertexData.colors;
  962. if (colors) {
  963. vertexData.set(checkColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  964. }
  965. // matricesIndices
  966. var matricesIndices = parsedVertexData.matricesIndices;
  967. if (matricesIndices) {
  968. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  969. }
  970. // matricesWeights
  971. var matricesWeights = parsedVertexData.matricesWeights;
  972. if (matricesWeights) {
  973. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  974. }
  975. // indices
  976. var indices = parsedVertexData.indices;
  977. if (indices) {
  978. vertexData.indices = indices;
  979. }
  980. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  981. };
  982. var importGeometry = function (parsedGeometry, mesh) {
  983. var scene = mesh.getScene();
  984. // Geometry
  985. var geometryId = parsedGeometry.geometryId;
  986. if (geometryId) {
  987. var geometry = scene.getGeometryByID(geometryId);
  988. if (geometry) {
  989. geometry.applyToMesh(mesh);
  990. }
  991. }
  992. else if (parsedGeometry instanceof ArrayBuffer) {
  993. var binaryInfo = mesh._binaryInfo;
  994. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  995. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  996. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  997. }
  998. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  999. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  1000. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  1001. }
  1002. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  1003. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  1004. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  1005. }
  1006. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  1007. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  1008. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  1009. }
  1010. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  1011. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  1012. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  1013. }
  1014. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  1015. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  1016. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  1017. }
  1018. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  1019. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  1020. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  1021. }
  1022. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  1023. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  1024. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  1025. }
  1026. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  1027. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  1028. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  1029. }
  1030. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  1031. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  1032. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  1033. }
  1034. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  1035. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  1036. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  1037. }
  1038. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  1039. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  1040. mesh.setIndices(indicesData);
  1041. }
  1042. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  1043. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  1044. mesh.subMeshes = [];
  1045. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  1046. var materialIndex = subMeshesData[(i * 5) + 0];
  1047. var verticesStart = subMeshesData[(i * 5) + 1];
  1048. var verticesCount = subMeshesData[(i * 5) + 2];
  1049. var indexStart = subMeshesData[(i * 5) + 3];
  1050. var indexCount = subMeshesData[(i * 5) + 4];
  1051. var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  1052. }
  1053. }
  1054. }
  1055. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  1056. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  1057. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  1058. if (parsedGeometry.uvs) {
  1059. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  1060. }
  1061. if (parsedGeometry.uvs2) {
  1062. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  1063. }
  1064. if (parsedGeometry.uvs3) {
  1065. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, false);
  1066. }
  1067. if (parsedGeometry.uvs4) {
  1068. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, false);
  1069. }
  1070. if (parsedGeometry.uvs5) {
  1071. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, false);
  1072. }
  1073. if (parsedGeometry.uvs6) {
  1074. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, false);
  1075. }
  1076. if (parsedGeometry.colors) {
  1077. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, checkColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), false);
  1078. }
  1079. if (parsedGeometry.matricesIndices) {
  1080. if (!parsedGeometry.matricesIndices._isExpanded) {
  1081. var floatIndices = [];
  1082. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  1083. var matricesIndex = parsedGeometry.matricesIndices[i];
  1084. floatIndices.push(matricesIndex & 0x000000FF);
  1085. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  1086. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  1087. floatIndices.push(matricesIndex >> 24);
  1088. }
  1089. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  1090. }
  1091. else {
  1092. delete parsedGeometry.matricesIndices._isExpanded;
  1093. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  1094. }
  1095. }
  1096. if (parsedGeometry.matricesIndicesExtra) {
  1097. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  1098. var floatIndices = [];
  1099. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  1100. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  1101. floatIndices.push(matricesIndex & 0x000000FF);
  1102. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  1103. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  1104. floatIndices.push(matricesIndex >> 24);
  1105. }
  1106. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, false);
  1107. }
  1108. else {
  1109. delete parsedGeometry.matricesIndices._isExpanded;
  1110. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, false);
  1111. }
  1112. }
  1113. if (parsedGeometry.matricesWeights) {
  1114. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  1115. }
  1116. if (parsedGeometry.matricesWeightsExtra) {
  1117. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, false);
  1118. }
  1119. mesh.setIndices(parsedGeometry.indices);
  1120. }
  1121. // SubMeshes
  1122. if (parsedGeometry.subMeshes) {
  1123. mesh.subMeshes = [];
  1124. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  1125. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  1126. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  1127. }
  1128. }
  1129. // Flat shading
  1130. if (mesh._shouldGenerateFlatShading) {
  1131. mesh.convertToFlatShadedMesh();
  1132. delete mesh._shouldGenerateFlatShading;
  1133. }
  1134. // Update
  1135. mesh.computeWorldMatrix(true);
  1136. // Octree
  1137. if (scene._selectionOctree) {
  1138. scene._selectionOctree.addMesh(mesh);
  1139. }
  1140. };
  1141. BABYLON.SceneLoader.RegisterPlugin({
  1142. extensions: ".babylon",
  1143. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  1144. var parsedData = JSON.parse(data);
  1145. var loadedSkeletonsIds = [];
  1146. var loadedMaterialsIds = [];
  1147. var hierarchyIds = [];
  1148. var index;
  1149. for (index = 0; index < parsedData.meshes.length; index++) {
  1150. var parsedMesh = parsedData.meshes[index];
  1151. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  1152. if (meshesNames instanceof Array) {
  1153. // Remove found mesh name from list.
  1154. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  1155. }
  1156. //Geometry?
  1157. if (parsedMesh.geometryId) {
  1158. //does the file contain geometries?
  1159. if (parsedData.geometries) {
  1160. //find the correct geometry and add it to the scene
  1161. var found = false;
  1162. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  1163. if (found || !parsedData.geometries[geometryType] || !(parsedData.geometries[geometryType] instanceof Array)) {
  1164. return;
  1165. }
  1166. else {
  1167. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  1168. if (parsedGeometryData.id == parsedMesh.geometryId) {
  1169. switch (geometryType) {
  1170. case "boxes":
  1171. parseBox(parsedGeometryData, scene);
  1172. break;
  1173. case "spheres":
  1174. parseSphere(parsedGeometryData, scene);
  1175. break;
  1176. case "cylinders":
  1177. parseCylinder(parsedGeometryData, scene);
  1178. break;
  1179. case "toruses":
  1180. parseTorus(parsedGeometryData, scene);
  1181. break;
  1182. case "grounds":
  1183. parseGround(parsedGeometryData, scene);
  1184. break;
  1185. case "planes":
  1186. parsePlane(parsedGeometryData, scene);
  1187. break;
  1188. case "torusKnots":
  1189. parseTorusKnot(parsedGeometryData, scene);
  1190. break;
  1191. case "vertexData":
  1192. parseVertexData(parsedGeometryData, scene, rootUrl);
  1193. break;
  1194. }
  1195. found = true;
  1196. }
  1197. });
  1198. }
  1199. });
  1200. if (!found) {
  1201. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  1202. }
  1203. }
  1204. }
  1205. // Material ?
  1206. if (parsedMesh.materialId) {
  1207. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  1208. if (!materialFound && parsedData.multiMaterials) {
  1209. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  1210. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  1211. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  1212. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  1213. var subMatId = parsedMultiMaterial.materials[matIndex];
  1214. loadedMaterialsIds.push(subMatId);
  1215. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  1216. }
  1217. loadedMaterialsIds.push(parsedMultiMaterial.id);
  1218. parseMultiMaterial(parsedMultiMaterial, scene);
  1219. materialFound = true;
  1220. break;
  1221. }
  1222. }
  1223. }
  1224. if (!materialFound) {
  1225. loadedMaterialsIds.push(parsedMesh.materialId);
  1226. if (!parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl)) {
  1227. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  1228. }
  1229. }
  1230. }
  1231. // Skeleton ?
  1232. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  1233. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  1234. if (!skeletonAlreadyLoaded) {
  1235. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  1236. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  1237. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  1238. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  1239. loadedSkeletonsIds.push(parsedSkeleton.id);
  1240. }
  1241. }
  1242. }
  1243. }
  1244. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  1245. meshes.push(mesh);
  1246. }
  1247. }
  1248. // Connecting parents
  1249. var currentMesh;
  1250. for (index = 0; index < scene.meshes.length; index++) {
  1251. currentMesh = scene.meshes[index];
  1252. if (currentMesh._waitingParentId) {
  1253. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  1254. currentMesh._waitingParentId = undefined;
  1255. }
  1256. }
  1257. // freeze world matrix application
  1258. for (index = 0; index < scene.meshes.length; index++) {
  1259. currentMesh = scene.meshes[index];
  1260. if (currentMesh._waitingFreezeWorldMatrix) {
  1261. currentMesh.freezeWorldMatrix();
  1262. currentMesh._waitingFreezeWorldMatrix = undefined;
  1263. }
  1264. }
  1265. // Particles
  1266. if (parsedData.particleSystems) {
  1267. for (index = 0; index < parsedData.particleSystems.length; index++) {
  1268. var parsedParticleSystem = parsedData.particleSystems[index];
  1269. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  1270. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  1271. }
  1272. }
  1273. }
  1274. return true;
  1275. },
  1276. load: function (scene, data, rootUrl) {
  1277. var parsedData = JSON.parse(data);
  1278. // Scene
  1279. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  1280. scene.autoClear = parsedData.autoClear;
  1281. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  1282. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  1283. if (parsedData.gravity) {
  1284. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  1285. }
  1286. // Fog
  1287. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  1288. scene.fogMode = parsedData.fogMode;
  1289. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  1290. scene.fogStart = parsedData.fogStart;
  1291. scene.fogEnd = parsedData.fogEnd;
  1292. scene.fogDensity = parsedData.fogDensity;
  1293. }
  1294. //Physics
  1295. if (parsedData.physicsEnabled) {
  1296. var physicsPlugin;
  1297. if (parsedData.physicsEngine === "cannon") {
  1298. physicsPlugin = new BABYLON.CannonJSPlugin();
  1299. }
  1300. else if (parsedData.physicsEngine === "oimo") {
  1301. physicsPlugin = new BABYLON.OimoJSPlugin();
  1302. }
  1303. //else - default engine, which is currently oimo
  1304. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  1305. scene.enablePhysics(physicsGravity, physicsPlugin);
  1306. }
  1307. //collisions, if defined. otherwise, default is true
  1308. if (parsedData.collisionsEnabled != undefined) {
  1309. scene.collisionsEnabled = parsedData.collisionsEnabled;
  1310. }
  1311. scene.workerCollisions = !!parsedData.workerCollisions;
  1312. // Lights
  1313. var index;
  1314. for (index = 0; index < parsedData.lights.length; index++) {
  1315. var parsedLight = parsedData.lights[index];
  1316. parseLight(parsedLight, scene);
  1317. }
  1318. // Materials
  1319. if (parsedData.materials) {
  1320. for (index = 0; index < parsedData.materials.length; index++) {
  1321. var parsedMaterial = parsedData.materials[index];
  1322. parseMaterial(parsedMaterial, scene, rootUrl);
  1323. }
  1324. }
  1325. if (parsedData.multiMaterials) {
  1326. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  1327. var parsedMultiMaterial = parsedData.multiMaterials[index];
  1328. parseMultiMaterial(parsedMultiMaterial, scene);
  1329. }
  1330. }
  1331. // Skeletons
  1332. if (parsedData.skeletons) {
  1333. for (index = 0; index < parsedData.skeletons.length; index++) {
  1334. var parsedSkeleton = parsedData.skeletons[index];
  1335. parseSkeleton(parsedSkeleton, scene);
  1336. }
  1337. }
  1338. // Geometries
  1339. var geometries = parsedData.geometries;
  1340. if (geometries) {
  1341. // Boxes
  1342. var boxes = geometries.boxes;
  1343. if (boxes) {
  1344. for (index = 0; index < boxes.length; index++) {
  1345. var parsedBox = boxes[index];
  1346. parseBox(parsedBox, scene);
  1347. }
  1348. }
  1349. // Spheres
  1350. var spheres = geometries.spheres;
  1351. if (spheres) {
  1352. for (index = 0; index < spheres.length; index++) {
  1353. var parsedSphere = spheres[index];
  1354. parseSphere(parsedSphere, scene);
  1355. }
  1356. }
  1357. // Cylinders
  1358. var cylinders = geometries.cylinders;
  1359. if (cylinders) {
  1360. for (index = 0; index < cylinders.length; index++) {
  1361. var parsedCylinder = cylinders[index];
  1362. parseCylinder(parsedCylinder, scene);
  1363. }
  1364. }
  1365. // Toruses
  1366. var toruses = geometries.toruses;
  1367. if (toruses) {
  1368. for (index = 0; index < toruses.length; index++) {
  1369. var parsedTorus = toruses[index];
  1370. parseTorus(parsedTorus, scene);
  1371. }
  1372. }
  1373. // Grounds
  1374. var grounds = geometries.grounds;
  1375. if (grounds) {
  1376. for (index = 0; index < grounds.length; index++) {
  1377. var parsedGround = grounds[index];
  1378. parseGround(parsedGround, scene);
  1379. }
  1380. }
  1381. // Planes
  1382. var planes = geometries.planes;
  1383. if (planes) {
  1384. for (index = 0; index < planes.length; index++) {
  1385. var parsedPlane = planes[index];
  1386. parsePlane(parsedPlane, scene);
  1387. }
  1388. }
  1389. // TorusKnots
  1390. var torusKnots = geometries.torusKnots;
  1391. if (torusKnots) {
  1392. for (index = 0; index < torusKnots.length; index++) {
  1393. var parsedTorusKnot = torusKnots[index];
  1394. parseTorusKnot(parsedTorusKnot, scene);
  1395. }
  1396. }
  1397. // VertexData
  1398. var vertexData = geometries.vertexData;
  1399. if (vertexData) {
  1400. for (index = 0; index < vertexData.length; index++) {
  1401. var parsedVertexData = vertexData[index];
  1402. parseVertexData(parsedVertexData, scene, rootUrl);
  1403. }
  1404. }
  1405. }
  1406. // Meshes
  1407. for (index = 0; index < parsedData.meshes.length; index++) {
  1408. var parsedMesh = parsedData.meshes[index];
  1409. parseMesh(parsedMesh, scene, rootUrl);
  1410. }
  1411. // Cameras
  1412. for (index = 0; index < parsedData.cameras.length; index++) {
  1413. var parsedCamera = parsedData.cameras[index];
  1414. parseCamera(parsedCamera, scene);
  1415. }
  1416. if (parsedData.activeCameraID) {
  1417. scene.setActiveCameraByID(parsedData.activeCameraID);
  1418. }
  1419. // Browsing all the graph to connect the dots
  1420. for (index = 0; index < scene.cameras.length; index++) {
  1421. var camera = scene.cameras[index];
  1422. if (camera._waitingParentId) {
  1423. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  1424. camera._waitingParentId = undefined;
  1425. }
  1426. }
  1427. for (index = 0; index < scene.lights.length; index++) {
  1428. var light = scene.lights[index];
  1429. if (light._waitingParentId) {
  1430. light.parent = scene.getLastEntryByID(light._waitingParentId);
  1431. light._waitingParentId = undefined;
  1432. }
  1433. }
  1434. // Sounds
  1435. if (BABYLON.AudioEngine && parsedData.sounds) {
  1436. for (index = 0; index < parsedData.sounds.length; index++) {
  1437. var parsedSound = parsedData.sounds[index];
  1438. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  1439. parseSound(parsedSound, scene, rootUrl);
  1440. }
  1441. else {
  1442. var emptySound = new BABYLON.Sound(parsedSound.name, null, scene);
  1443. }
  1444. }
  1445. }
  1446. // Connect parents & children and parse actions
  1447. for (index = 0; index < scene.meshes.length; index++) {
  1448. var mesh = scene.meshes[index];
  1449. if (mesh._waitingParentId) {
  1450. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  1451. mesh._waitingParentId = undefined;
  1452. }
  1453. if (mesh._waitingActions) {
  1454. parseActions(mesh._waitingActions, mesh, scene);
  1455. mesh._waitingActions = undefined;
  1456. }
  1457. }
  1458. // freeze world matrix application
  1459. for (index = 0; index < scene.meshes.length; index++) {
  1460. var currentMesh = scene.meshes[index];
  1461. if (currentMesh._waitingFreezeWorldMatrix) {
  1462. currentMesh.freezeWorldMatrix();
  1463. currentMesh._waitingFreezeWorldMatrix = undefined;
  1464. }
  1465. }
  1466. // Particles Systems
  1467. if (parsedData.particleSystems) {
  1468. for (index = 0; index < parsedData.particleSystems.length; index++) {
  1469. var parsedParticleSystem = parsedData.particleSystems[index];
  1470. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  1471. }
  1472. }
  1473. // Lens flares
  1474. if (parsedData.lensFlareSystems) {
  1475. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  1476. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  1477. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  1478. }
  1479. }
  1480. // Shadows
  1481. if (parsedData.shadowGenerators) {
  1482. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  1483. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  1484. parseShadowGenerator(parsedShadowGenerator, scene);
  1485. }
  1486. }
  1487. // Actions (scene)
  1488. if (parsedData.actions) {
  1489. parseActions(parsedData.actions, null, scene);
  1490. }
  1491. // Finish
  1492. return true;
  1493. }
  1494. });
  1495. })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
  1496. })(BABYLON || (BABYLON = {}));