babylon.babylonFileLoader.js 41 KB

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  1. "use strict";
  2. var BABYLON = BABYLON || {};
  3. (function () {
  4. var loadCubeTexture = function (rootUrl, parsedTexture, scene) {
  5. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  6. texture.name = parsedTexture.name;
  7. texture.hasAlpha = parsedTexture.hasAlpha;
  8. texture.level = parsedTexture.level;
  9. texture.coordinatesMode = parsedTexture.coordinatesMode;
  10. return texture;
  11. };
  12. var loadTexture = function (rootUrl, parsedTexture, scene) {
  13. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  14. return null;
  15. }
  16. if (parsedTexture.isCube) {
  17. return loadCubeTexture(rootUrl, parsedTexture, scene);
  18. }
  19. var texture;
  20. if (parsedTexture.mirrorPlane) {
  21. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  22. texture._waitingRenderList = parsedTexture.renderList;
  23. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  24. } else if (parsedTexture.isRenderTarget) {
  25. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  26. texture._waitingRenderList = parsedTexture.renderList;
  27. } else {
  28. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  29. }
  30. texture.name = parsedTexture.name;
  31. texture.hasAlpha = parsedTexture.hasAlpha;
  32. texture.level = parsedTexture.level;
  33. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  34. texture.coordinatesMode = parsedTexture.coordinatesMode;
  35. texture.uOffset = parsedTexture.uOffset;
  36. texture.vOffset = parsedTexture.vOffset;
  37. texture.uScale = parsedTexture.uScale;
  38. texture.vScale = parsedTexture.vScale;
  39. texture.uAng = parsedTexture.uAng;
  40. texture.vAng = parsedTexture.vAng;
  41. texture.wAng = parsedTexture.wAng;
  42. texture.wrapU = parsedTexture.wrapU;
  43. texture.wrapV = parsedTexture.wrapV;
  44. // Animations
  45. if (parsedTexture.animations) {
  46. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  47. var parsedAnimation = parsedTexture.animations[animationIndex];
  48. texture.animations.push(parseAnimation(parsedAnimation));
  49. }
  50. }
  51. return texture;
  52. };
  53. var parseSkeleton = function (parsedSkeleton, scene) {
  54. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  55. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  56. var parsedBone = parsedSkeleton.bones[index];
  57. var parentBone = null;
  58. if (parsedBone.parentBoneIndex > -1) {
  59. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  60. }
  61. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  62. if (parsedBone.animation) {
  63. bone.animations.push(parseAnimation(parsedBone.animation));
  64. }
  65. }
  66. return skeleton;
  67. };
  68. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  69. var material;
  70. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  71. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  72. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  73. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  74. material.specularPower = parsedMaterial.specularPower;
  75. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  76. material.alpha = parsedMaterial.alpha;
  77. material.id = parsedMaterial.id;
  78. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  79. material.backFaceCulling = parsedMaterial.backFaceCulling;
  80. if (parsedMaterial.diffuseTexture) {
  81. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  82. }
  83. if (parsedMaterial.ambientTexture) {
  84. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  85. }
  86. if (parsedMaterial.opacityTexture) {
  87. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  88. }
  89. if (parsedMaterial.reflectionTexture) {
  90. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  91. }
  92. if (parsedMaterial.emissiveTexture) {
  93. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  94. }
  95. if (parsedMaterial.specularTexture) {
  96. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  97. }
  98. if (parsedMaterial.bumpTexture) {
  99. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  100. }
  101. return material;
  102. };
  103. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  104. for (var index = 0; index < parsedData.materials.length; index++) {
  105. var parsedMaterial = parsedData.materials[index];
  106. if (parsedMaterial.id === id) {
  107. return parseMaterial(parsedMaterial, scene, rootUrl);
  108. }
  109. }
  110. return null;
  111. };
  112. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  113. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  114. multiMaterial.id = parsedMultiMaterial.id;
  115. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  116. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  117. var subMatId = parsedMultiMaterial.materials[matIndex];
  118. if (subMatId) {
  119. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  120. } else {
  121. multiMaterial.subMaterials.push(null);
  122. }
  123. }
  124. return multiMaterial;
  125. };
  126. var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
  127. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  128. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  129. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  130. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  131. var parsedFlare = parsedLensFlareSystem.flares[index];
  132. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  133. }
  134. return lensFlareSystem;
  135. };
  136. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  137. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  138. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  139. if (parsedParticleSystem.textureName) {
  140. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  141. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  142. }
  143. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  144. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  145. particleSystem.minSize = parsedParticleSystem.minSize;
  146. particleSystem.maxSize = parsedParticleSystem.maxSize;
  147. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  148. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  149. particleSystem.emitter = emitter;
  150. particleSystem.emitRate = parsedParticleSystem.emitRate;
  151. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  152. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  153. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  154. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  155. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  156. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  157. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  158. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  159. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  160. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  161. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  162. particleSystem.blendMode = parsedParticleSystem.blendMode;
  163. particleSystem.start();
  164. return particleSystem;
  165. };
  166. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  167. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  168. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  169. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  170. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  171. shadowGenerator.getShadowMap().renderList.push(mesh);
  172. }
  173. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  174. return shadowGenerator;
  175. };
  176. var parseAnimation = function (parsedAnimation) {
  177. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  178. var dataType = parsedAnimation.dataType;
  179. var keys = [];
  180. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  181. var key = parsedAnimation.keys[index];
  182. var data;
  183. switch (dataType) {
  184. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  185. data = key.values[0];
  186. break;
  187. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  188. data = BABYLON.Quaternion.FromArray(key.values);
  189. break;
  190. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  191. data = BABYLON.Matrix.FromArray(key.values);
  192. break;
  193. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  194. default:
  195. data = BABYLON.Vector3.FromArray(key.values);
  196. break;
  197. }
  198. keys.push({
  199. frame: key.frame,
  200. value: data
  201. });
  202. }
  203. animation.setKeys(keys);
  204. return animation;
  205. };
  206. var parseLight = function (parsedLight, scene) {
  207. var light;
  208. switch (parsedLight.type) {
  209. case 0:
  210. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  211. break;
  212. case 1:
  213. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  214. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  215. break;
  216. case 2:
  217. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  218. break;
  219. case 3:
  220. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  221. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  222. break;
  223. }
  224. light.id = parsedLight.id;
  225. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  226. if (parsedLight.intensity) {
  227. light.intensity = parsedLight.intensity;
  228. }
  229. if (parsedLight.range) {
  230. light.range = parsedLight.range;
  231. }
  232. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  233. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  234. };
  235. var parseCamera = function (parsedCamera, scene) {
  236. var camera = new BABYLON.FreeCamera(parsedCamera.name, BABYLON.Vector3.FromArray(parsedCamera.position), scene);
  237. camera.id = parsedCamera.id;
  238. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  239. // Parent
  240. if (parsedCamera.parentId) {
  241. camera._waitingParentId = parsedCamera.parentId;
  242. }
  243. // Target
  244. if (parsedCamera.target) {
  245. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  246. } else {
  247. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  248. }
  249. // Locked target
  250. if (parsedCamera.lockedTargetId) {
  251. camera._waitingLockedTargetId = parsedCamera.lockedTargetId;
  252. }
  253. camera.fov = parsedCamera.fov;
  254. camera.minZ = parsedCamera.minZ;
  255. camera.maxZ = parsedCamera.maxZ;
  256. camera.speed = parsedCamera.speed;
  257. camera.inertia = parsedCamera.inertia;
  258. camera.checkCollisions = parsedCamera.checkCollisions;
  259. camera.applyGravity = parsedCamera.applyGravity;
  260. if (parsedCamera.ellipsoid) {
  261. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  262. }
  263. // Animations
  264. if (parsedCamera.animations) {
  265. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  266. var parsedAnimation = parsedCamera.animations[animationIndex];
  267. camera.animations.push(parseAnimation(parsedAnimation));
  268. }
  269. }
  270. if (parsedCamera.autoAnimate) {
  271. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  272. }
  273. // Layer Mask
  274. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  275. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  276. } else {
  277. camera.layerMask = 0xFFFFFFFF;
  278. }
  279. return camera;
  280. };
  281. var parseGeometry = function (parsedGeometry, scene) {
  282. var id = parsedGeometry.id;
  283. return scene.getGeometryByID(id);
  284. };
  285. var parseBox = function (parsedBox, scene) {
  286. if (parseGeometry(parsedBox, scene)) {
  287. return null; // null since geometry could be something else than a box...
  288. }
  289. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene.getEngine(), parsedBox.size, parsedBox.canBeRegenerated, null);
  290. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  291. scene.pushGeometry(box, true);
  292. return box;
  293. };
  294. var parseSphere = function (parsedSphere, scene) {
  295. if (parseGeometry(parsedSphere, scene)) {
  296. return null; // null since geometry could be something else than a sphere...
  297. }
  298. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene.getEngine(), parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  299. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  300. scene.pushGeometry(sphere, true);
  301. return sphere;
  302. };
  303. var parseCylinder = function (parsedCylinder, scene) {
  304. if (parseGeometry(parsedCylinder, scene)) {
  305. return null; // null since geometry could be something else than a cylinder...
  306. }
  307. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene.getEngine(), parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.canBeRegenerated, null);
  308. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  309. scene.pushGeometry(cylinder, true);
  310. return cylinder;
  311. };
  312. var parseTorus = function (parsedTorus, scene) {
  313. if (parseGeometry(parsedTorus, scene)) {
  314. return null; // null since geometry could be something else than a torus...
  315. }
  316. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene.getEngine(), parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  317. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  318. scene.pushGeometry(torus, true);
  319. return torus;
  320. };
  321. var parseGround = function (parsedGround, scene) {
  322. if (parseGeometry(parsedGround, scene)) {
  323. return null; // null since geometry could be something else than a ground...
  324. }
  325. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene.getEngine(), parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  326. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  327. scene.pushGeometry(ground, true);
  328. return ground;
  329. };
  330. var parsePlane = function (parsedPlane, scene) {
  331. if (parseGeometry(parsedPlane, scene)) {
  332. return null; // null since geometry could be something else than a plane...
  333. }
  334. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene.getEngine(), parsedPlane.size, parsedPlane.canBeRegenerated, null);
  335. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  336. scene.pushGeometry(plane, true);
  337. return plane;
  338. };
  339. var parseTorusKnot = function (parsedTorusKnot, scene) {
  340. if (parseGeometry(parsedTorusKnot, scene)) {
  341. return null; // null since geometry could be something else than a torusKnot...
  342. }
  343. var torusKnot = new BABYLON.Geometry.Primitives.TorusKnot(parsedTorusKnot.id, scene.getEngine(), parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  344. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  345. scene.pushGeometry(torusKnot, true);
  346. return torusKnot;
  347. };
  348. var parseVertexData = function (parsedVertexData, scene, rootUrl) {
  349. if (parseGeometry(parsedVertexData, scene)) {
  350. return null; // null since geometry could be a primitive
  351. }
  352. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene.getEngine());
  353. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  354. if (parsedVertexData.delayLoadingFile) {
  355. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  356. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  357. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  358. geometry._delayInfo = [];
  359. if (parsedVertexData.hasUVs) {
  360. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  361. }
  362. if (parsedVertexData.hasUVs2) {
  363. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  364. }
  365. if (parsedVertexData.hasColors) {
  366. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  367. }
  368. if (parsedVertexData.hasMatricesIndices) {
  369. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  370. }
  371. if (parsedVertexData.hasMatricesWeights) {
  372. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  373. }
  374. geometry._delayLoadingFunction = importVertexData;
  375. } else {
  376. importVertexData(parsedVertexData, geometry);
  377. }
  378. scene.pushGeometry(geometry, true);
  379. return geometry;
  380. };
  381. var parseMesh = function (parsedMesh, scene, rootUrl) {
  382. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  383. mesh.id = parsedMesh.id;
  384. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  385. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  386. if (parsedMesh.rotationQuaternion) {
  387. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  388. } else if (parsedMesh.rotation) {
  389. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  390. }
  391. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  392. if (parsedMesh.localMatrix) {
  393. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  394. }
  395. mesh.setEnabled(parsedMesh.isEnabled);
  396. mesh.isVisible = parsedMesh.isVisible;
  397. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  398. if (parsedMesh.pickable !== undefined) {
  399. mesh.isPickable = parsedMesh.pickable;
  400. }
  401. mesh.receiveShadows = parsedMesh.receiveShadows;
  402. mesh.billboardMode = parsedMesh.billboardMode;
  403. if (parsedMesh.visibility !== undefined) {
  404. mesh.visibility = parsedMesh.visibility;
  405. }
  406. mesh.checkCollisions = parsedMesh.checkCollisions;
  407. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  408. // Parent
  409. if (parsedMesh.parentId) {
  410. mesh.parent = scene.getLastEntryByID(parsedMesh.parentId);
  411. }
  412. // Geometry
  413. if (parsedMesh.delayLoadingFile) {
  414. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  415. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  416. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  417. mesh._delayInfo = [];
  418. if (parsedMesh.hasUVs) {
  419. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  420. }
  421. if (parsedMesh.hasUVs2) {
  422. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  423. }
  424. if (parsedMesh.hasColors) {
  425. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  426. }
  427. if (parsedMesh.hasMatricesIndices) {
  428. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  429. }
  430. if (parsedMesh.hasMatricesWeights) {
  431. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  432. }
  433. mesh._delayLoadingFunction = importGeometry;
  434. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  435. mesh._checkDelayState();
  436. }
  437. } else {
  438. importGeometry(parsedMesh, mesh);
  439. }
  440. // Material
  441. if (parsedMesh.materialId) {
  442. mesh.setMaterialByID(parsedMesh.materialId);
  443. } else {
  444. mesh.material = null;
  445. }
  446. // Skeleton
  447. if (parsedMesh.skeletonId > -1) {
  448. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  449. }
  450. // Physics
  451. if (parsedMesh.physicsImpostor) {
  452. if (!scene.isPhysicsEnabled()) {
  453. scene.enablePhysics();
  454. }
  455. switch (parsedMesh.physicsImpostor) {
  456. case 1: // BOX
  457. mesh.setPhysicsState({ impostor: BABYLON.PhysicsEngine.BoxImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  458. break;
  459. case 2: // SPHERE
  460. mesh.setPhysicsState({ impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  461. break;
  462. }
  463. }
  464. // Animations
  465. if (parsedMesh.animations) {
  466. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  467. var parsedAnimation = parsedMesh.animations[animationIndex];
  468. mesh.animations.push(parseAnimation(parsedAnimation));
  469. }
  470. }
  471. if (parsedMesh.autoAnimate) {
  472. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  473. }
  474. // Layer Mask
  475. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  476. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  477. } else {
  478. mesh.layerMask = 0xFFFFFFFF;
  479. }
  480. // Instances
  481. if (parsedMesh.instances) {
  482. for (var index = 0; index < parsedMesh.instances.length; index++) {
  483. var parsedInstance = parsedMesh.instances[index];
  484. var instance = mesh.createInstance(parsedInstance.name);
  485. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  486. if (parsedInstance.rotationQuaternion) {
  487. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  488. } else if (parsedInstance.rotation) {
  489. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  490. }
  491. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  492. }
  493. }
  494. return mesh;
  495. };
  496. var isDescendantOf = function (mesh, names, hierarchyIds) {
  497. names = (names instanceof Array) ? names : [names];
  498. for (var i in names) {
  499. if (mesh.name === names[i]) {
  500. hierarchyIds.push(mesh.id);
  501. return true;
  502. }
  503. }
  504. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  505. hierarchyIds.push(mesh.id);
  506. return true;
  507. }
  508. return false;
  509. };
  510. var importVertexData = function (parsedVertexData, geometry) {
  511. var vertexData = new BABYLON.VertexData();
  512. // positions
  513. var positions = parsedVertexData.positions;
  514. if (positions) {
  515. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  516. }
  517. // normals
  518. var normals = parsedVertexData.normals;
  519. if (normals) {
  520. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  521. }
  522. // uvs
  523. var uvs = parsedVertexData.uvs;
  524. if (uvs) {
  525. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  526. }
  527. // uv2s
  528. var uv2s = parsedVertexData.uv2s;
  529. if (uv2s) {
  530. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  531. }
  532. // colors
  533. var colors = parsedVertexData.colors;
  534. if (colors) {
  535. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  536. }
  537. // matricesIndices
  538. var matricesIndices = parsedVertexData.matricesIndices;
  539. if (matricesIndices) {
  540. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  541. }
  542. // matricesWeights
  543. var matricesWeights = parsedVertexData.matricesWeights;
  544. if (matricesWeights) {
  545. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  546. }
  547. // indices
  548. var indices = parsedVertexData.indices;
  549. if (indices) {
  550. vertexData.indices = indices;
  551. }
  552. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  553. };
  554. var importGeometry = function (parsedGeometry, mesh) {
  555. var scene = mesh.getScene();
  556. // Geometry
  557. var geometryId = parsedGeometry.geometryId;
  558. if (geometryId) {
  559. var geometry = scene.getGeometryByID(geometryId);
  560. if (geometry) {
  561. geometry.applyToMesh(mesh);
  562. }
  563. }
  564. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  565. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  566. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  567. if (parsedGeometry.uvs) {
  568. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  569. }
  570. if (parsedGeometry.uvs2) {
  571. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  572. }
  573. if (parsedGeometry.colors) {
  574. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, parsedGeometry.colors, false);
  575. }
  576. if (parsedGeometry.matricesIndices) {
  577. if (!parsedGeometry.matricesIndices._isExpanded) {
  578. var floatIndices = [];
  579. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  580. var matricesIndex = parsedGeometry.matricesIndices[i];
  581. floatIndices.push(matricesIndex & 0x000000FF);
  582. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  583. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  584. floatIndices.push(matricesIndex >> 24);
  585. }
  586. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  587. } else {
  588. delete parsedGeometry.matricesIndices._isExpanded;
  589. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  590. }
  591. }
  592. if (parsedGeometry.matricesWeights) {
  593. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  594. }
  595. mesh.setIndices(parsedGeometry.indices);
  596. }
  597. // SubMeshes
  598. if (parsedGeometry.subMeshes) {
  599. mesh.subMeshes = [];
  600. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  601. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  602. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  603. }
  604. }
  605. // Update
  606. mesh.computeWorldMatrix(true);
  607. // Flat shading
  608. if (mesh._shouldGenerateFlatShading) {
  609. mesh.convertToFlatShadedMesh();
  610. delete mesh._shouldGenerateFlatShading;
  611. }
  612. if (scene._selectionOctree) {
  613. scene._selectionOctree.addMesh(mesh);
  614. }
  615. };
  616. BABYLON.SceneLoader.RegisterPlugin({
  617. extensions: ".babylon",
  618. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  619. var parsedData = JSON.parse(data);
  620. var loadedSkeletonsIds = [];
  621. var loadedMaterialsIds = [];
  622. var hierarchyIds = [];
  623. for (var index = 0; index < parsedData.meshes.length; index++) {
  624. var parsedMesh = parsedData.meshes[index];
  625. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  626. if (meshesNames instanceof Array) {
  627. // Remove found mesh name from list.
  628. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  629. }
  630. // Material ?
  631. if (parsedMesh.materialId) {
  632. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  633. if (!materialFound) {
  634. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  635. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  636. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  637. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  638. var subMatId = parsedMultiMaterial.materials[matIndex];
  639. loadedMaterialsIds.push(subMatId);
  640. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  641. }
  642. loadedMaterialsIds.push(parsedMultiMaterial.id);
  643. parseMultiMaterial(parsedMultiMaterial, scene);
  644. materialFound = true;
  645. break;
  646. }
  647. }
  648. }
  649. if (!materialFound) {
  650. loadedMaterialsIds.push(parsedMesh.materialId);
  651. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  652. }
  653. }
  654. // Skeleton ?
  655. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  656. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  657. if (!skeletonAlreadyLoaded) {
  658. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  659. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  660. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  661. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  662. loadedSkeletonsIds.push(parsedSkeleton.id);
  663. }
  664. }
  665. }
  666. }
  667. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  668. meshes.push(mesh);
  669. }
  670. }
  671. // Particles
  672. if (parsedData.particleSystems) {
  673. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  674. var parsedParticleSystem = parsedData.particleSystems[index];
  675. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  676. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  677. }
  678. }
  679. }
  680. return true;
  681. },
  682. load: function (scene, data, rootUrl) {
  683. var parsedData = JSON.parse(data);
  684. // Scene
  685. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  686. scene.autoClear = parsedData.autoClear;
  687. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  688. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  689. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  690. // Fog
  691. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  692. scene.fogMode = parsedData.fogMode;
  693. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  694. scene.fogStart = parsedData.fogStart;
  695. scene.fogEnd = parsedData.fogEnd;
  696. scene.fogDensity = parsedData.fogDensity;
  697. }
  698. // Lights
  699. for (var index = 0; index < parsedData.lights.length; index++) {
  700. var parsedLight = parsedData.lights[index];
  701. parseLight(parsedLight, scene);
  702. }
  703. // Cameras
  704. for (var index = 0; index < parsedData.cameras.length; index++) {
  705. var parsedCamera = parsedData.cameras[index];
  706. parseCamera(parsedCamera, scene);
  707. }
  708. if (parsedData.activeCameraID) {
  709. scene.setActiveCameraByID(parsedData.activeCameraID);
  710. }
  711. // Materials
  712. if (parsedData.materials) {
  713. for (var index = 0; index < parsedData.materials.length; index++) {
  714. var parsedMaterial = parsedData.materials[index];
  715. parseMaterial(parsedMaterial, scene, rootUrl);
  716. }
  717. }
  718. if (parsedData.multiMaterials) {
  719. for (var index = 0; index < parsedData.multiMaterials.length; index++) {
  720. var parsedMultiMaterial = parsedData.multiMaterials[index];
  721. parseMultiMaterial(parsedMultiMaterial, scene);
  722. }
  723. }
  724. // Skeletons
  725. if (parsedData.skeletons) {
  726. for (var index = 0; index < parsedData.skeletons.length; index++) {
  727. var parsedSkeleton = parsedData.skeletons[index];
  728. parseSkeleton(parsedSkeleton, scene);
  729. }
  730. }
  731. // Geometries
  732. var geometries = parsedData.geometries;
  733. if (geometries) {
  734. // Boxes
  735. var boxes = geometries.boxes;
  736. if (boxes) {
  737. for (var index = 0; index < boxes.length; index++) {
  738. var parsedBox = boxes[index];
  739. parseBox(parsedBox, scene);
  740. }
  741. }
  742. // Spheres
  743. var spheres = geometries.spheres;
  744. if (spheres) {
  745. for (var index = 0; index < spheres.length; index++) {
  746. var parsedSphere = spheres[index];
  747. parseSphere(parsedSphere, scene);
  748. }
  749. }
  750. // Cylinders
  751. var cylinders = geometries.cylinders;
  752. if (cylinders) {
  753. for (var index = 0; index < cylinders.length; index++) {
  754. var parsedCylinder = cylinders[index];
  755. parseCylinder(parsedCylinder, scene);
  756. }
  757. }
  758. // Toruses
  759. var toruses = geometries.toruses;
  760. if (toruses) {
  761. for (var index = 0; index < toruses.length; index++) {
  762. var parsedTorus = toruses[index];
  763. parseTorus(parsedTorus, scene);
  764. }
  765. }
  766. // Grounds
  767. var grounds = geometries.grounds;
  768. if (grounds) {
  769. for (var index = 0; index < grounds.length; index++) {
  770. var parsedGround = grounds[index];
  771. parseGround(parsedGround, scene);
  772. }
  773. }
  774. // Planes
  775. var planes = geometries.planes;
  776. if (planes) {
  777. for (var index = 0; index < planes.length; index++) {
  778. var parsedPlane = planes[index];
  779. parsePlane(parsedPlane, scene);
  780. }
  781. }
  782. // TorusKnots
  783. var torusKnots = geometries.torusKnots;
  784. if (torusKnots) {
  785. for (var index = 0; index < torusKnots.length; index++) {
  786. var parsedTorusKnot = torusKnots[index];
  787. parseTorusKnot(parsedTorusKnot, scene);
  788. }
  789. }
  790. // VertexData
  791. var vertexData = geometries.vertexData;
  792. if (vertexData) {
  793. for (var index = 0; index < vertexData.length; index++) {
  794. var parsedVertexData = vertexData[index];
  795. parseVertexData(parsedVertexData, scene, rootUrl);
  796. }
  797. }
  798. }
  799. // Meshes
  800. for (var index = 0; index < parsedData.meshes.length; index++) {
  801. var parsedMesh = parsedData.meshes[index];
  802. parseMesh(parsedMesh, scene, rootUrl);
  803. }
  804. // Connecting cameras parents and locked target
  805. for (var index = 0; index < scene.cameras.length; index++) {
  806. var camera = scene.cameras[index];
  807. if (camera._waitingParentId) {
  808. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  809. delete camera._waitingParentId;
  810. }
  811. if (camera._waitingLockedTargetId) {
  812. camera.lockedTarget = scene.getLastEntryByID(camera._waitingLockedTargetId);
  813. delete camera._waitingLockedTargetId;
  814. }
  815. }
  816. // Particles Systems
  817. if (parsedData.particleSystems) {
  818. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  819. var parsedParticleSystem = parsedData.particleSystems[index];
  820. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  821. }
  822. }
  823. // Lens flares
  824. if (parsedData.lensFlareSystems) {
  825. for (var index = 0; index < parsedData.lensFlareSystems.length; index++) {
  826. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  827. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  828. }
  829. }
  830. // Shadows
  831. if (parsedData.shadowGenerators) {
  832. for (var index = 0; index < parsedData.shadowGenerators.length; index++) {
  833. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  834. parseShadowGenerator(parsedShadowGenerator, scene);
  835. }
  836. }
  837. // Finish
  838. return true;
  839. }
  840. });
  841. })();