babylon.babylonFileLoader.js 54 KB

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