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