babylon.babylonFileLoader.ts 48 KB

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  1. module BABYLON.Internals {
  2. var loadCubeTexture = (rootUrl, parsedTexture, scene) => {
  3. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  4. texture.name = parsedTexture.name;
  5. texture.hasAlpha = parsedTexture.hasAlpha;
  6. texture.level = parsedTexture.level;
  7. texture.coordinatesMode = parsedTexture.coordinatesMode;
  8. return texture;
  9. };
  10. var loadTexture = (rootUrl, parsedTexture, scene) => {
  11. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  12. return null;
  13. }
  14. if (parsedTexture.isCube) {
  15. return loadCubeTexture(rootUrl, parsedTexture, scene);
  16. }
  17. var texture;
  18. if (parsedTexture.mirrorPlane) {
  19. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  20. texture._waitingRenderList = parsedTexture.renderList;
  21. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  22. } else if (parsedTexture.isRenderTarget) {
  23. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  24. texture._waitingRenderList = parsedTexture.renderList;
  25. } else {
  26. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  27. }
  28. texture.name = parsedTexture.name;
  29. texture.hasAlpha = parsedTexture.hasAlpha;
  30. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  31. texture.level = parsedTexture.level;
  32. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  33. texture.coordinatesMode = parsedTexture.coordinatesMode;
  34. texture.uOffset = parsedTexture.uOffset;
  35. texture.vOffset = parsedTexture.vOffset;
  36. texture.uScale = parsedTexture.uScale;
  37. texture.vScale = parsedTexture.vScale;
  38. texture.uAng = parsedTexture.uAng;
  39. texture.vAng = parsedTexture.vAng;
  40. texture.wAng = parsedTexture.wAng;
  41. texture.wrapU = parsedTexture.wrapU;
  42. texture.wrapV = parsedTexture.wrapV;
  43. // Animations
  44. if (parsedTexture.animations) {
  45. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  46. var parsedAnimation = parsedTexture.animations[animationIndex];
  47. texture.animations.push(parseAnimation(parsedAnimation));
  48. }
  49. }
  50. return texture;
  51. };
  52. var parseSkeleton = (parsedSkeleton, scene) => {
  53. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  54. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  55. var parsedBone = parsedSkeleton.bones[index];
  56. var parentBone = null;
  57. if (parsedBone.parentBoneIndex > -1) {
  58. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  59. }
  60. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  61. if (parsedBone.animation) {
  62. bone.animations.push(parseAnimation(parsedBone.animation));
  63. }
  64. }
  65. return skeleton;
  66. };
  67. var parseFresnelParameters = (parsedFresnelParameters) => {
  68. var fresnelParameters = new BABYLON.FresnelParameters();
  69. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  70. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  71. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  72. fresnelParameters.bias = parsedFresnelParameters.bias;
  73. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  74. return fresnelParameters;
  75. }
  76. var parseMaterial = (parsedMaterial, scene, rootUrl) => {
  77. var material;
  78. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  79. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  80. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  81. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  82. material.specularPower = parsedMaterial.specularPower;
  83. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  84. material.alpha = parsedMaterial.alpha;
  85. material.id = parsedMaterial.id;
  86. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  87. material.backFaceCulling = parsedMaterial.backFaceCulling;
  88. material.wireframe = parsedMaterial.wireframe;
  89. if (parsedMaterial.diffuseTexture) {
  90. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  91. }
  92. if (parsedMaterial.diffuseFresnelParameters) {
  93. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  94. }
  95. if (parsedMaterial.ambientTexture) {
  96. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  97. }
  98. if (parsedMaterial.opacityTexture) {
  99. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  100. }
  101. if (parsedMaterial.opacityFresnelParameters) {
  102. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  103. }
  104. if (parsedMaterial.reflectionTexture) {
  105. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  106. }
  107. if (parsedMaterial.reflectionFresnelParameters) {
  108. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  109. }
  110. if (parsedMaterial.emissiveTexture) {
  111. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  112. }
  113. if (parsedMaterial.emissiveFresnelParameters) {
  114. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  115. }
  116. if (parsedMaterial.specularTexture) {
  117. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  118. }
  119. if (parsedMaterial.bumpTexture) {
  120. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  121. }
  122. return material;
  123. };
  124. var parseMaterialById = (id, parsedData, scene, rootUrl) => {
  125. for (var index = 0; index < parsedData.materials.length; index++) {
  126. var parsedMaterial = parsedData.materials[index];
  127. if (parsedMaterial.id === id) {
  128. return parseMaterial(parsedMaterial, scene, rootUrl);
  129. }
  130. }
  131. return null;
  132. };
  133. var parseMultiMaterial = (parsedMultiMaterial, scene) => {
  134. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  135. multiMaterial.id = parsedMultiMaterial.id;
  136. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  137. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  138. var subMatId = parsedMultiMaterial.materials[matIndex];
  139. if (subMatId) {
  140. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  141. } else {
  142. multiMaterial.subMaterials.push(null);
  143. }
  144. }
  145. return multiMaterial;
  146. };
  147. var parseLensFlareSystem = (parsedLensFlareSystem, scene, rootUrl) => {
  148. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  149. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  150. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  151. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  152. var parsedFlare = parsedLensFlareSystem.flares[index];
  153. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  154. }
  155. return lensFlareSystem;
  156. };
  157. var parseParticleSystem = (parsedParticleSystem, scene, rootUrl) => {
  158. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  159. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  160. if (parsedParticleSystem.textureName) {
  161. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  162. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  163. }
  164. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  165. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  166. particleSystem.minSize = parsedParticleSystem.minSize;
  167. particleSystem.maxSize = parsedParticleSystem.maxSize;
  168. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  169. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  170. particleSystem.emitter = emitter;
  171. particleSystem.emitRate = parsedParticleSystem.emitRate;
  172. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  173. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  174. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  175. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  176. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  177. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  178. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  179. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  180. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  181. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  182. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  183. particleSystem.blendMode = parsedParticleSystem.blendMode;
  184. particleSystem.start();
  185. return particleSystem;
  186. };
  187. var parseShadowGenerator = (parsedShadowGenerator, scene) => {
  188. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  189. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  190. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  191. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  192. shadowGenerator.getShadowMap().renderList.push(mesh);
  193. }
  194. if (parsedShadowGenerator.usePoissonSampling) {
  195. shadowGenerator.usePoissonSampling = true;
  196. } else {
  197. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  198. }
  199. return shadowGenerator;
  200. };
  201. var parseAnimation = parsedAnimation => {
  202. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  203. var dataType = parsedAnimation.dataType;
  204. var keys = [];
  205. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  206. var key = parsedAnimation.keys[index];
  207. var data;
  208. switch (dataType) {
  209. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  210. data = key.values[0];
  211. break;
  212. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  213. data = BABYLON.Quaternion.FromArray(key.values);
  214. break;
  215. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  216. data = BABYLON.Matrix.FromArray(key.values);
  217. break;
  218. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  219. default:
  220. data = BABYLON.Vector3.FromArray(key.values);
  221. break;
  222. }
  223. keys.push({
  224. frame: key.frame,
  225. value: data
  226. });
  227. }
  228. animation.setKeys(keys);
  229. return animation;
  230. };
  231. var parseLight = (parsedLight, scene) => {
  232. var light;
  233. switch (parsedLight.type) {
  234. case 0:
  235. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  236. break;
  237. case 1:
  238. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  239. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  240. break;
  241. case 2:
  242. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  243. break;
  244. case 3:
  245. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  246. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  247. break;
  248. }
  249. light.id = parsedLight.id;
  250. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  251. if (parsedLight.intensity !== undefined) {
  252. light.intensity = parsedLight.intensity;
  253. }
  254. if (parsedLight.range) {
  255. light.range = parsedLight.range;
  256. }
  257. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  258. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  259. if (parsedLight.excludedMeshesIds) {
  260. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  261. }
  262. if (parsedLight.includedOnlyMeshesIds) {
  263. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  264. }
  265. // Animations
  266. if (parsedLight.animations) {
  267. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  268. var parsedAnimation = parsedLight.animations[animationIndex];
  269. light.animations.push(parseAnimation(parsedAnimation));
  270. }
  271. }
  272. if (parsedLight.autoAnimate) {
  273. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  274. }
  275. };
  276. var parseCamera = (parsedCamera, scene) => {
  277. var camera = new BABYLON.FreeCamera(parsedCamera.name, BABYLON.Vector3.FromArray(parsedCamera.position), scene);
  278. camera.id = parsedCamera.id;
  279. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  280. // Parent
  281. if (parsedCamera.parentId) {
  282. camera._waitingParentId = parsedCamera.parentId;
  283. }
  284. // Target
  285. if (parsedCamera.target) {
  286. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  287. } else {
  288. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  289. }
  290. // Locked target
  291. if (parsedCamera.lockedTargetId) {
  292. camera._waitingLockedTargetId = parsedCamera.lockedTargetId;
  293. }
  294. camera.fov = parsedCamera.fov;
  295. camera.minZ = parsedCamera.minZ;
  296. camera.maxZ = parsedCamera.maxZ;
  297. camera.speed = parsedCamera.speed;
  298. camera.inertia = parsedCamera.inertia;
  299. camera.checkCollisions = parsedCamera.checkCollisions;
  300. camera.applyGravity = parsedCamera.applyGravity;
  301. if (parsedCamera.ellipsoid) {
  302. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  303. }
  304. // Animations
  305. if (parsedCamera.animations) {
  306. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  307. var parsedAnimation = parsedCamera.animations[animationIndex];
  308. camera.animations.push(parseAnimation(parsedAnimation));
  309. }
  310. }
  311. if (parsedCamera.autoAnimate) {
  312. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  313. }
  314. // Layer Mask
  315. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  316. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  317. } else {
  318. camera.layerMask = 0xFFFFFFFF;
  319. }
  320. return camera;
  321. };
  322. var parseGeometry = (parsedGeometry, scene) => {
  323. var id = parsedGeometry.id;
  324. return scene.getGeometryByID(id);
  325. };
  326. var parseBox = (parsedBox, scene) => {
  327. if (parseGeometry(parsedBox, scene)) {
  328. return null; // null since geometry could be something else than a box...
  329. }
  330. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  331. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  332. scene.pushGeometry(box, true);
  333. return box;
  334. };
  335. var parseSphere = (parsedSphere, scene) => {
  336. if (parseGeometry(parsedSphere, scene)) {
  337. return null; // null since geometry could be something else than a sphere...
  338. }
  339. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  340. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  341. scene.pushGeometry(sphere, true);
  342. return sphere;
  343. };
  344. var parseCylinder = (parsedCylinder, scene) => {
  345. if (parseGeometry(parsedCylinder, scene)) {
  346. return null; // null since geometry could be something else than a cylinder...
  347. }
  348. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  349. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  350. scene.pushGeometry(cylinder, true);
  351. return cylinder;
  352. };
  353. var parseTorus = (parsedTorus, scene) => {
  354. if (parseGeometry(parsedTorus, scene)) {
  355. return null; // null since geometry could be something else than a torus...
  356. }
  357. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  358. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  359. scene.pushGeometry(torus, true);
  360. return torus;
  361. };
  362. var parseGround = (parsedGround, scene) => {
  363. if (parseGeometry(parsedGround, scene)) {
  364. return null; // null since geometry could be something else than a ground...
  365. }
  366. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  367. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  368. scene.pushGeometry(ground, true);
  369. return ground;
  370. };
  371. var parsePlane = (parsedPlane, scene) => {
  372. if (parseGeometry(parsedPlane, scene)) {
  373. return null; // null since geometry could be something else than a plane...
  374. }
  375. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  376. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  377. scene.pushGeometry(plane, true);
  378. return plane;
  379. };
  380. var parseTorusKnot = (parsedTorusKnot, scene) => {
  381. if (parseGeometry(parsedTorusKnot, scene)) {
  382. return null; // null since geometry could be something else than a torusKnot...
  383. }
  384. 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);
  385. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  386. scene.pushGeometry(torusKnot, true);
  387. return torusKnot;
  388. };
  389. var parseVertexData = (parsedVertexData, scene, rootUrl) => {
  390. if (parseGeometry(parsedVertexData, scene)) {
  391. return null; // null since geometry could be a primitive
  392. }
  393. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  394. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  395. if (parsedVertexData.delayLoadingFile) {
  396. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  397. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  398. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  399. geometry._delayInfo = [];
  400. if (parsedVertexData.hasUVs) {
  401. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  402. }
  403. if (parsedVertexData.hasUVs2) {
  404. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  405. }
  406. if (parsedVertexData.hasColors) {
  407. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  408. }
  409. if (parsedVertexData.hasMatricesIndices) {
  410. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  411. }
  412. if (parsedVertexData.hasMatricesWeights) {
  413. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  414. }
  415. geometry._delayLoadingFunction = importVertexData;
  416. } else {
  417. importVertexData(parsedVertexData, geometry);
  418. }
  419. scene.pushGeometry(geometry, true);
  420. return geometry;
  421. };
  422. var parseMesh = (parsedMesh, scene, rootUrl) => {
  423. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  424. mesh.id = parsedMesh.id;
  425. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  426. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  427. if (parsedMesh.rotationQuaternion) {
  428. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  429. } else if (parsedMesh.rotation) {
  430. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  431. }
  432. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  433. if (parsedMesh.localMatrix) {
  434. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  435. } else if (parsedMesh.pivotMatrix) {
  436. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  437. }
  438. mesh.setEnabled(parsedMesh.isEnabled);
  439. mesh.isVisible = parsedMesh.isVisible;
  440. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  441. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  442. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  443. if (parsedMesh.pickable !== undefined) {
  444. mesh.isPickable = parsedMesh.pickable;
  445. }
  446. mesh.receiveShadows = parsedMesh.receiveShadows;
  447. mesh.billboardMode = parsedMesh.billboardMode;
  448. if (parsedMesh.visibility !== undefined) {
  449. mesh.visibility = parsedMesh.visibility;
  450. }
  451. mesh.checkCollisions = parsedMesh.checkCollisions;
  452. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  453. // Parent
  454. if (parsedMesh.parentId) {
  455. mesh.parent = scene.getLastEntryByID(parsedMesh.parentId);
  456. }
  457. // Geometry
  458. if (parsedMesh.delayLoadingFile) {
  459. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  460. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  461. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  462. if (parsedMesh._binaryInfo) {
  463. mesh._binaryInfo = parsedMesh._binaryInfo;
  464. }
  465. mesh._delayInfo = [];
  466. if (parsedMesh.hasUVs) {
  467. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  468. }
  469. if (parsedMesh.hasUVs2) {
  470. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  471. }
  472. if (parsedMesh.hasColors) {
  473. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  474. }
  475. if (parsedMesh.hasMatricesIndices) {
  476. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  477. }
  478. if (parsedMesh.hasMatricesWeights) {
  479. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  480. }
  481. mesh._delayLoadingFunction = importGeometry;
  482. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  483. mesh._checkDelayState();
  484. }
  485. } else {
  486. importGeometry(parsedMesh, mesh);
  487. }
  488. // Material
  489. if (parsedMesh.materialId) {
  490. mesh.setMaterialByID(parsedMesh.materialId);
  491. } else {
  492. mesh.material = null;
  493. }
  494. // Skeleton
  495. if (parsedMesh.skeletonId > -1) {
  496. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  497. }
  498. // Physics
  499. if (parsedMesh.physicsImpostor) {
  500. if (!scene.isPhysicsEnabled()) {
  501. scene.enablePhysics();
  502. }
  503. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  504. }
  505. // Animations
  506. if (parsedMesh.animations) {
  507. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  508. var parsedAnimation = parsedMesh.animations[animationIndex];
  509. mesh.animations.push(parseAnimation(parsedAnimation));
  510. }
  511. }
  512. if (parsedMesh.autoAnimate) {
  513. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  514. }
  515. // Layer Mask
  516. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  517. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  518. } else {
  519. mesh.layerMask = 0xFFFFFFFF;
  520. }
  521. // Instances
  522. if (parsedMesh.instances) {
  523. for (var index = 0; index < parsedMesh.instances.length; index++) {
  524. var parsedInstance = parsedMesh.instances[index];
  525. var instance = mesh.createInstance(parsedInstance.name);
  526. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  527. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  528. if (parsedInstance.rotationQuaternion) {
  529. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  530. } else if (parsedInstance.rotation) {
  531. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  532. }
  533. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  534. instance.checkCollisions = mesh.checkCollisions;
  535. if (parsedMesh.animations) {
  536. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  537. parsedAnimation = parsedMesh.animations[animationIndex];
  538. instance.animations.push(parseAnimation(parsedAnimation));
  539. }
  540. }
  541. }
  542. }
  543. return mesh;
  544. };
  545. var isDescendantOf = (mesh, names, hierarchyIds) => {
  546. names = (names instanceof Array) ? names : [names];
  547. for (var i in names) {
  548. if (mesh.name === names[i]) {
  549. hierarchyIds.push(mesh.id);
  550. return true;
  551. }
  552. }
  553. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  554. hierarchyIds.push(mesh.id);
  555. return true;
  556. }
  557. return false;
  558. };
  559. var importVertexData = (parsedVertexData, geometry) => {
  560. var vertexData = new BABYLON.VertexData();
  561. // positions
  562. var positions = parsedVertexData.positions;
  563. if (positions) {
  564. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  565. }
  566. // normals
  567. var normals = parsedVertexData.normals;
  568. if (normals) {
  569. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  570. }
  571. // uvs
  572. var uvs = parsedVertexData.uvs;
  573. if (uvs) {
  574. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  575. }
  576. // uv2s
  577. var uv2s = parsedVertexData.uv2s;
  578. if (uv2s) {
  579. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  580. }
  581. // colors
  582. var colors = parsedVertexData.colors;
  583. if (colors) {
  584. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  585. }
  586. // matricesIndices
  587. var matricesIndices = parsedVertexData.matricesIndices;
  588. if (matricesIndices) {
  589. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  590. }
  591. // matricesWeights
  592. var matricesWeights = parsedVertexData.matricesWeights;
  593. if (matricesWeights) {
  594. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  595. }
  596. // indices
  597. var indices = parsedVertexData.indices;
  598. if (indices) {
  599. vertexData.indices = indices;
  600. }
  601. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  602. };
  603. var importGeometry = (parsedGeometry, mesh) => {
  604. var scene = mesh.getScene();
  605. // Geometry
  606. var geometryId = parsedGeometry.geometryId;
  607. if (geometryId) {
  608. var geometry = scene.getGeometryByID(geometryId);
  609. if (geometry) {
  610. geometry.applyToMesh(mesh);
  611. }
  612. } else if (parsedGeometry instanceof ArrayBuffer) {
  613. var binaryInfo = mesh._binaryInfo;
  614. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  615. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  616. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  617. }
  618. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  619. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  620. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  621. }
  622. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  623. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  624. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  625. }
  626. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  627. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  628. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  629. }
  630. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  631. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  632. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false);
  633. }
  634. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  635. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  636. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  637. }
  638. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  639. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  640. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  641. }
  642. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  643. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  644. mesh.setIndices(indicesData);
  645. }
  646. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  647. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  648. mesh.subMeshes = [];
  649. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  650. var materialIndex = subMeshesData[(i * 5) + 0];
  651. var verticesStart = subMeshesData[(i * 5) + 1];
  652. var verticesCount = subMeshesData[(i * 5) + 2];
  653. var indexStart = subMeshesData[(i * 5) + 3];
  654. var indexCount = subMeshesData[(i * 5) + 4];
  655. var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  656. }
  657. }
  658. return;
  659. } else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  660. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  661. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  662. if (parsedGeometry.uvs) {
  663. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  664. }
  665. if (parsedGeometry.uvs2) {
  666. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  667. }
  668. if (parsedGeometry.colors) {
  669. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, parsedGeometry.colors, false);
  670. }
  671. if (parsedGeometry.matricesIndices) {
  672. if (!parsedGeometry.matricesIndices._isExpanded) {
  673. var floatIndices = [];
  674. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  675. var matricesIndex = parsedGeometry.matricesIndices[i];
  676. floatIndices.push(matricesIndex & 0x000000FF);
  677. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  678. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  679. floatIndices.push(matricesIndex >> 24);
  680. }
  681. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  682. } else {
  683. delete parsedGeometry.matricesIndices._isExpanded;
  684. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  685. }
  686. }
  687. if (parsedGeometry.matricesWeights) {
  688. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  689. }
  690. mesh.setIndices(parsedGeometry.indices);
  691. }
  692. // SubMeshes
  693. if (parsedGeometry.subMeshes) {
  694. mesh.subMeshes = [];
  695. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  696. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  697. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  698. }
  699. }
  700. // Flat shading
  701. if (mesh._shouldGenerateFlatShading) {
  702. mesh.convertToFlatShadedMesh();
  703. delete mesh._shouldGenerateFlatShading;
  704. }
  705. // Update
  706. mesh.computeWorldMatrix(true);
  707. // Octree
  708. if (scene._selectionOctree) {
  709. scene._selectionOctree.addMesh(mesh);
  710. }
  711. };
  712. BABYLON.SceneLoader.RegisterPlugin({
  713. extensions: ".babylon",
  714. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]): boolean => {
  715. var parsedData = JSON.parse(data);
  716. var loadedSkeletonsIds = [];
  717. var loadedMaterialsIds = [];
  718. var hierarchyIds = [];
  719. for (var index = 0; index < parsedData.meshes.length; index++) {
  720. var parsedMesh = parsedData.meshes[index];
  721. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  722. if (meshesNames instanceof Array) {
  723. // Remove found mesh name from list.
  724. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  725. }
  726. // Material ?
  727. if (parsedMesh.materialId) {
  728. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  729. if (!materialFound) {
  730. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  731. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  732. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  733. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  734. var subMatId = parsedMultiMaterial.materials[matIndex];
  735. loadedMaterialsIds.push(subMatId);
  736. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  737. }
  738. loadedMaterialsIds.push(parsedMultiMaterial.id);
  739. parseMultiMaterial(parsedMultiMaterial, scene);
  740. materialFound = true;
  741. break;
  742. }
  743. }
  744. }
  745. if (!materialFound) {
  746. loadedMaterialsIds.push(parsedMesh.materialId);
  747. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  748. }
  749. }
  750. // Skeleton ?
  751. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  752. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  753. if (!skeletonAlreadyLoaded) {
  754. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  755. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  756. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  757. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  758. loadedSkeletonsIds.push(parsedSkeleton.id);
  759. }
  760. }
  761. }
  762. }
  763. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  764. meshes.push(mesh);
  765. }
  766. }
  767. // Particles
  768. if (parsedData.particleSystems) {
  769. for (index = 0; index < parsedData.particleSystems.length; index++) {
  770. var parsedParticleSystem = parsedData.particleSystems[index];
  771. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  772. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  773. }
  774. }
  775. }
  776. return true;
  777. },
  778. load: (scene: Scene, data: string, rootUrl: string): boolean => {
  779. var parsedData = JSON.parse(data);
  780. // Scene
  781. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  782. scene.autoClear = parsedData.autoClear;
  783. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  784. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  785. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  786. // Fog
  787. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  788. scene.fogMode = parsedData.fogMode;
  789. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  790. scene.fogStart = parsedData.fogStart;
  791. scene.fogEnd = parsedData.fogEnd;
  792. scene.fogDensity = parsedData.fogDensity;
  793. }
  794. // Lights
  795. for (var index = 0; index < parsedData.lights.length; index++) {
  796. var parsedLight = parsedData.lights[index];
  797. parseLight(parsedLight, scene);
  798. }
  799. // Cameras
  800. for (index = 0; index < parsedData.cameras.length; index++) {
  801. var parsedCamera = parsedData.cameras[index];
  802. parseCamera(parsedCamera, scene);
  803. }
  804. if (parsedData.activeCameraID) {
  805. scene.setActiveCameraByID(parsedData.activeCameraID);
  806. }
  807. // Materials
  808. if (parsedData.materials) {
  809. for (index = 0; index < parsedData.materials.length; index++) {
  810. var parsedMaterial = parsedData.materials[index];
  811. parseMaterial(parsedMaterial, scene, rootUrl);
  812. }
  813. }
  814. if (parsedData.multiMaterials) {
  815. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  816. var parsedMultiMaterial = parsedData.multiMaterials[index];
  817. parseMultiMaterial(parsedMultiMaterial, scene);
  818. }
  819. }
  820. // Skeletons
  821. if (parsedData.skeletons) {
  822. for (index = 0; index < parsedData.skeletons.length; index++) {
  823. var parsedSkeleton = parsedData.skeletons[index];
  824. parseSkeleton(parsedSkeleton, scene);
  825. }
  826. }
  827. // Geometries
  828. var geometries = parsedData.geometries;
  829. if (geometries) {
  830. // Boxes
  831. var boxes = geometries.boxes;
  832. if (boxes) {
  833. for (index = 0; index < boxes.length; index++) {
  834. var parsedBox = boxes[index];
  835. parseBox(parsedBox, scene);
  836. }
  837. }
  838. // Spheres
  839. var spheres = geometries.spheres;
  840. if (spheres) {
  841. for (index = 0; index < spheres.length; index++) {
  842. var parsedSphere = spheres[index];
  843. parseSphere(parsedSphere, scene);
  844. }
  845. }
  846. // Cylinders
  847. var cylinders = geometries.cylinders;
  848. if (cylinders) {
  849. for (index = 0; index < cylinders.length; index++) {
  850. var parsedCylinder = cylinders[index];
  851. parseCylinder(parsedCylinder, scene);
  852. }
  853. }
  854. // Toruses
  855. var toruses = geometries.toruses;
  856. if (toruses) {
  857. for (index = 0; index < toruses.length; index++) {
  858. var parsedTorus = toruses[index];
  859. parseTorus(parsedTorus, scene);
  860. }
  861. }
  862. // Grounds
  863. var grounds = geometries.grounds;
  864. if (grounds) {
  865. for (index = 0; index < grounds.length; index++) {
  866. var parsedGround = grounds[index];
  867. parseGround(parsedGround, scene);
  868. }
  869. }
  870. // Planes
  871. var planes = geometries.planes;
  872. if (planes) {
  873. for (index = 0; index < planes.length; index++) {
  874. var parsedPlane = planes[index];
  875. parsePlane(parsedPlane, scene);
  876. }
  877. }
  878. // TorusKnots
  879. var torusKnots = geometries.torusKnots;
  880. if (torusKnots) {
  881. for (index = 0; index < torusKnots.length; index++) {
  882. var parsedTorusKnot = torusKnots[index];
  883. parseTorusKnot(parsedTorusKnot, scene);
  884. }
  885. }
  886. // VertexData
  887. var vertexData = geometries.vertexData;
  888. if (vertexData) {
  889. for (index = 0; index < vertexData.length; index++) {
  890. var parsedVertexData = vertexData[index];
  891. parseVertexData(parsedVertexData, scene, rootUrl);
  892. }
  893. }
  894. }
  895. // Meshes
  896. for (index = 0; index < parsedData.meshes.length; index++) {
  897. var parsedMesh = parsedData.meshes[index];
  898. parseMesh(parsedMesh, scene, rootUrl);
  899. }
  900. // Connecting cameras parents and locked target
  901. for (index = 0; index < scene.cameras.length; index++) {
  902. var camera = scene.cameras[index];
  903. if (camera._waitingParentId) {
  904. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  905. delete camera._waitingParentId;
  906. }
  907. if (camera instanceof BABYLON.FreeCamera) {
  908. var freecamera = <FreeCamera>camera;
  909. if (freecamera._waitingLockedTargetId)
  910. {
  911. freecamera.lockedTarget = scene.getLastEntryByID(freecamera._waitingLockedTargetId);
  912. delete freecamera._waitingLockedTargetId;
  913. }
  914. }
  915. }
  916. // Particles Systems
  917. if (parsedData.particleSystems) {
  918. for (index = 0; index < parsedData.particleSystems.length; index++) {
  919. var parsedParticleSystem = parsedData.particleSystems[index];
  920. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  921. }
  922. }
  923. // Lens flares
  924. if (parsedData.lensFlareSystems) {
  925. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  926. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  927. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  928. }
  929. }
  930. // Shadows
  931. if (parsedData.shadowGenerators) {
  932. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  933. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  934. parseShadowGenerator(parsedShadowGenerator, scene);
  935. }
  936. }
  937. // Finish
  938. return true;
  939. }
  940. });
  941. }