babylon.babylonFileLoader.ts 33 KB

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  1. module BABYLON.Internals {
  2. var parseMaterialById = (id, parsedData, scene, rootUrl) => {
  3. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  4. var parsedMaterial = parsedData.materials[index];
  5. if (parsedMaterial.id === id) {
  6. return Material.Parse(parsedMaterial, scene, rootUrl);
  7. }
  8. }
  9. return null;
  10. };
  11. var isDescendantOf = (mesh, names: Array<any>, hierarchyIds) => {
  12. for (var i in names) {
  13. if (mesh.name === names[i]) {
  14. hierarchyIds.push(mesh.id);
  15. return true;
  16. }
  17. }
  18. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  19. hierarchyIds.push(mesh.id);
  20. return true;
  21. }
  22. return false;
  23. };
  24. var logOperation = (operation, producer) => {
  25. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  26. }
  27. SceneLoader.RegisterPlugin({
  28. name: "babylon.js",
  29. extensions: ".babylon",
  30. canDirectLoad: (data: string) => {
  31. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  32. return true;
  33. }
  34. return false;
  35. },
  36. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean => {
  37. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  38. // when SceneLoader.debugLogging = true (default), or exception encountered.
  39. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  40. // and avoid problems with multiple concurrent .babylon loads.
  41. var log = "importMesh has failed JSON parse";
  42. try {
  43. var parsedData = JSON.parse(data);
  44. log = "";
  45. var fullDetails = SceneLoader.loggingLevel === SceneLoader.DETAILED_LOGGING;
  46. if (!meshesNames) {
  47. meshesNames = null;
  48. } else if (!Array.isArray(meshesNames)) {
  49. meshesNames = [meshesNames];
  50. }
  51. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  52. var loadedSkeletonsIds = [];
  53. var loadedMaterialsIds = [];
  54. var hierarchyIds = [];
  55. var index: number;
  56. var cache: number;
  57. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  58. var parsedMesh = parsedData.meshes[index];
  59. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  60. if (meshesNames !== null) {
  61. // Remove found mesh name from list.
  62. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  63. }
  64. //Geometry?
  65. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  66. //does the file contain geometries?
  67. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  68. //find the correct geometry and add it to the scene
  69. var found: boolean = false;
  70. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach((geometryType: string) => {
  71. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  72. return;
  73. } else {
  74. parsedData.geometries[geometryType].forEach((parsedGeometryData) => {
  75. if (parsedGeometryData.id === parsedMesh.geometryId) {
  76. switch (geometryType) {
  77. case "boxes":
  78. Geometry.Primitives.Box.Parse(parsedGeometryData, scene);
  79. break;
  80. case "spheres":
  81. Geometry.Primitives.Sphere.Parse(parsedGeometryData, scene);
  82. break;
  83. case "cylinders":
  84. Geometry.Primitives.Cylinder.Parse(parsedGeometryData, scene);
  85. break;
  86. case "toruses":
  87. Geometry.Primitives.Torus.Parse(parsedGeometryData, scene);
  88. break;
  89. case "grounds":
  90. Geometry.Primitives.Ground.Parse(parsedGeometryData, scene);
  91. break;
  92. case "planes":
  93. Geometry.Primitives.Plane.Parse(parsedGeometryData, scene);
  94. break;
  95. case "torusKnots":
  96. Geometry.Primitives.TorusKnot.Parse(parsedGeometryData, scene);
  97. break;
  98. case "vertexData":
  99. Geometry.Parse(parsedGeometryData, scene, rootUrl);
  100. break;
  101. }
  102. found = true;
  103. }
  104. });
  105. }
  106. });
  107. if (found === false) {
  108. Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  109. }
  110. }
  111. }
  112. // Material ?
  113. if (parsedMesh.materialId) {
  114. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  115. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  116. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  117. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  118. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  119. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  120. var subMatId = parsedMultiMaterial.materials[matIndex];
  121. loadedMaterialsIds.push(subMatId);
  122. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  123. log += "\n\tMaterial " + mat.toString(fullDetails);
  124. }
  125. loadedMaterialsIds.push(parsedMultiMaterial.id);
  126. var mmat = Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  127. materialFound = true;
  128. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  129. break;
  130. }
  131. }
  132. }
  133. if (materialFound === false) {
  134. loadedMaterialsIds.push(parsedMesh.materialId);
  135. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  136. if (!mat) {
  137. Tools.Warn("Material not found for mesh " + parsedMesh.id);
  138. } else {
  139. log += "\n\tMaterial " + mat.toString(fullDetails);
  140. }
  141. }
  142. }
  143. // Skeleton ?
  144. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  145. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  146. if (skeletonAlreadyLoaded === false) {
  147. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  148. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  149. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  150. var skeleton = Skeleton.Parse(parsedSkeleton, scene);
  151. skeletons.push(skeleton);
  152. loadedSkeletonsIds.push(parsedSkeleton.id);
  153. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  154. }
  155. }
  156. }
  157. }
  158. var mesh = Mesh.Parse(parsedMesh, scene, rootUrl);
  159. meshes.push(mesh);
  160. log += "\n\tMesh " + mesh.toString(fullDetails);
  161. }
  162. }
  163. // Connecting parents
  164. var currentMesh: AbstractMesh;
  165. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  166. currentMesh = scene.meshes[index];
  167. if (currentMesh._waitingParentId) {
  168. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  169. currentMesh._waitingParentId = undefined;
  170. }
  171. }
  172. // freeze and compute world matrix application
  173. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  174. currentMesh = scene.meshes[index];
  175. if (currentMesh._waitingFreezeWorldMatrix) {
  176. currentMesh.freezeWorldMatrix();
  177. currentMesh._waitingFreezeWorldMatrix = undefined;
  178. } else {
  179. currentMesh.computeWorldMatrix(true);
  180. }
  181. }
  182. }
  183. // Particles
  184. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  185. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  186. var parsedParticleSystem = parsedData.particleSystems[index];
  187. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  188. particleSystems.push(ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl));
  189. }
  190. }
  191. }
  192. return true;
  193. } catch (err) {
  194. let msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  195. if (onError) {
  196. onError(msg, err);
  197. } else {
  198. Tools.Log(msg);
  199. log = null;
  200. throw err;
  201. }
  202. } finally {
  203. if (log !== null && SceneLoader.loggingLevel !== SceneLoader.NO_LOGGING) {
  204. Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (SceneLoader.loggingLevel !== SceneLoader.MINIMAL_LOGGING ? log : ""));
  205. }
  206. }
  207. },
  208. load: (scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean => {
  209. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  210. // when SceneLoader.debugLogging = true (default), or exception encountered.
  211. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  212. // and avoid problems with multiple concurrent .babylon loads.
  213. var log = "importScene has failed JSON parse";
  214. try {
  215. var parsedData = JSON.parse(data);
  216. log = "";
  217. var fullDetails = SceneLoader.loggingLevel === SceneLoader.DETAILED_LOGGING;
  218. // Scene
  219. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  220. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  221. }
  222. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  223. scene.autoClear = parsedData.autoClear;
  224. }
  225. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  226. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  227. }
  228. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  229. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  230. }
  231. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  232. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  233. }
  234. // Fog
  235. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  236. scene.fogMode = parsedData.fogMode;
  237. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  238. scene.fogStart = parsedData.fogStart;
  239. scene.fogEnd = parsedData.fogEnd;
  240. scene.fogDensity = parsedData.fogDensity;
  241. log += "\tFog mode for scene: ";
  242. switch (scene.fogMode) {
  243. // getters not compiling, so using hardcoded
  244. case 1: log += "exp\n"; break;
  245. case 2: log += "exp2\n"; break;
  246. case 3: log += "linear\n"; break;
  247. }
  248. }
  249. //Physics
  250. if (parsedData.physicsEnabled) {
  251. var physicsPlugin;
  252. if (parsedData.physicsEngine === "cannon") {
  253. physicsPlugin = new BABYLON.CannonJSPlugin();
  254. } else if (parsedData.physicsEngine === "oimo") {
  255. physicsPlugin = new BABYLON.OimoJSPlugin();
  256. }
  257. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  258. //else - default engine, which is currently oimo
  259. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  260. scene.enablePhysics(physicsGravity, physicsPlugin);
  261. }
  262. // Metadata
  263. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  264. scene.metadata = parsedData.metadata;
  265. }
  266. //collisions, if defined. otherwise, default is true
  267. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  268. scene.collisionsEnabled = parsedData.collisionsEnabled;
  269. }
  270. scene.workerCollisions = !!parsedData.workerCollisions;
  271. var index: number;
  272. var cache: number;
  273. // Lights
  274. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  275. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  276. var parsedLight = parsedData.lights[index];
  277. var light = Light.Parse(parsedLight, scene);
  278. log += (index === 0 ? "\n\tLights:" : "");
  279. log += "\n\t\t" + light.toString(fullDetails);
  280. }
  281. }
  282. // Animations
  283. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  284. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  285. var parsedAnimation = parsedData.animations[index];
  286. var animation = Animation.Parse(parsedAnimation);
  287. scene.animations.push(animation);
  288. log += (index === 0 ? "\n\tAnimations:" : "");
  289. log += "\n\t\t" + animation.toString(fullDetails);
  290. }
  291. }
  292. if (parsedData.autoAnimate) {
  293. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  294. }
  295. // Materials
  296. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  297. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  298. var parsedMaterial = parsedData.materials[index];
  299. var mat = Material.Parse(parsedMaterial, scene, rootUrl);
  300. log += (index === 0 ? "\n\tMaterials:" : "");
  301. log += "\n\t\t" + mat.toString(fullDetails);
  302. }
  303. }
  304. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  305. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  306. var parsedMultiMaterial = parsedData.multiMaterials[index];
  307. var mmat = Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  308. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  309. log += "\n\t\t" + mmat.toString(fullDetails);
  310. }
  311. }
  312. // Morph targets
  313. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  314. for (var managerData of parsedData.morphTargetManagers) {
  315. var parsedManager = MorphTargetManager.Parse(managerData, scene);
  316. }
  317. }
  318. // Skeletons
  319. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  320. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  321. var parsedSkeleton = parsedData.skeletons[index];
  322. var skeleton = Skeleton.Parse(parsedSkeleton, scene);
  323. log += (index === 0 ? "\n\tSkeletons:" : "");
  324. log += "\n\t\t" + skeleton.toString(fullDetails);
  325. }
  326. }
  327. // Geometries
  328. var geometries = parsedData.geometries;
  329. if (geometries !== undefined && geometries !== null) {
  330. // Boxes
  331. var boxes = geometries.boxes;
  332. if (boxes !== undefined && boxes !== null) {
  333. for (index = 0, cache = boxes.length; index < cache; index++) {
  334. var parsedBox = boxes[index];
  335. Geometry.Primitives.Box.Parse(parsedBox, scene);
  336. }
  337. }
  338. // Spheres
  339. var spheres = geometries.spheres;
  340. if (spheres !== undefined && spheres !== null) {
  341. for (index = 0, cache = spheres.length; index < cache; index++) {
  342. var parsedSphere = spheres[index];
  343. Geometry.Primitives.Sphere.Parse(parsedSphere, scene);
  344. }
  345. }
  346. // Cylinders
  347. var cylinders = geometries.cylinders;
  348. if (cylinders !== undefined && cylinders !== null) {
  349. for (index = 0, cache = cylinders.length; index < cache; index++) {
  350. var parsedCylinder = cylinders[index];
  351. Geometry.Primitives.Cylinder.Parse(parsedCylinder, scene);
  352. }
  353. }
  354. // Toruses
  355. var toruses = geometries.toruses;
  356. if (toruses !== undefined && toruses !== null) {
  357. for (index = 0, cache = toruses.length; index < cache; index++) {
  358. var parsedTorus = toruses[index];
  359. Geometry.Primitives.Torus.Parse(parsedTorus, scene);
  360. }
  361. }
  362. // Grounds
  363. var grounds = geometries.grounds;
  364. if (grounds !== undefined && grounds !== null) {
  365. for (index = 0, cache = grounds.length; index < cache; index++) {
  366. var parsedGround = grounds[index];
  367. Geometry.Primitives.Ground.Parse(parsedGround, scene);
  368. }
  369. }
  370. // Planes
  371. var planes = geometries.planes;
  372. if (planes !== undefined && planes !== null) {
  373. for (index = 0, cache = planes.length; index < cache; index++) {
  374. var parsedPlane = planes[index];
  375. Geometry.Primitives.Plane.Parse(parsedPlane, scene);
  376. }
  377. }
  378. // TorusKnots
  379. var torusKnots = geometries.torusKnots;
  380. if (torusKnots !== undefined && torusKnots !== null) {
  381. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  382. var parsedTorusKnot = torusKnots[index];
  383. Geometry.Primitives.TorusKnot.Parse(parsedTorusKnot, scene);
  384. }
  385. }
  386. // VertexData
  387. var vertexData = geometries.vertexData;
  388. if (vertexData !== undefined && vertexData !== null) {
  389. for (index = 0, cache = vertexData.length; index < cache; index++) {
  390. var parsedVertexData = vertexData[index];
  391. Geometry.Parse(parsedVertexData, scene, rootUrl);
  392. }
  393. }
  394. }
  395. // Meshes
  396. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  397. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  398. var parsedMesh = parsedData.meshes[index];
  399. var mesh = <AbstractMesh>Mesh.Parse(parsedMesh, scene, rootUrl);
  400. log += (index === 0 ? "\n\tMeshes:" : "");
  401. log += "\n\t\t" + mesh.toString(fullDetails);
  402. }
  403. }
  404. // Cameras
  405. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  406. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  407. var parsedCamera = parsedData.cameras[index];
  408. var camera = Camera.Parse(parsedCamera, scene);
  409. log += (index === 0 ? "\n\tCameras:" : "");
  410. log += "\n\t\t" + camera.toString(fullDetails);
  411. }
  412. }
  413. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  414. scene.setActiveCameraByID(parsedData.activeCameraID);
  415. }
  416. // Browsing all the graph to connect the dots
  417. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  418. var camera = scene.cameras[index];
  419. if (camera._waitingParentId) {
  420. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  421. camera._waitingParentId = undefined;
  422. }
  423. }
  424. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  425. var light = scene.lights[index];
  426. if (light._waitingParentId) {
  427. light.parent = scene.getLastEntryByID(light._waitingParentId);
  428. light._waitingParentId = undefined;
  429. }
  430. }
  431. // Sounds
  432. var loadedSounds: Sound[] = [];
  433. var loadedSound: Sound;
  434. if (AudioEngine && parsedData.sounds !== undefined && parsedData.sounds !== null) {
  435. for (index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  436. var parsedSound = parsedData.sounds[index];
  437. if (Engine.audioEngine.canUseWebAudio) {
  438. if (!parsedSound.url) parsedSound.url = parsedSound.name;
  439. if (!loadedSounds[parsedSound.url]) {
  440. loadedSound = Sound.Parse(parsedSound, scene, rootUrl);
  441. loadedSounds[parsedSound.url] = loadedSound;
  442. }
  443. else {
  444. Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]);
  445. }
  446. } else {
  447. var emptySound = new Sound(parsedSound.name, null, scene);
  448. }
  449. }
  450. }
  451. loadedSounds = [];
  452. // Connect parents & children and parse actions
  453. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  454. var mesh = scene.meshes[index];
  455. if (mesh._waitingParentId) {
  456. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  457. mesh._waitingParentId = undefined;
  458. }
  459. if (mesh._waitingActions) {
  460. ActionManager.Parse(mesh._waitingActions, mesh, scene);
  461. mesh._waitingActions = undefined;
  462. }
  463. }
  464. // freeze world matrix application
  465. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  466. var currentMesh = scene.meshes[index];
  467. if (currentMesh._waitingFreezeWorldMatrix) {
  468. currentMesh.freezeWorldMatrix();
  469. currentMesh._waitingFreezeWorldMatrix = undefined;
  470. } else {
  471. currentMesh.computeWorldMatrix(true);
  472. }
  473. }
  474. // Particles Systems
  475. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  476. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  477. var parsedParticleSystem = parsedData.particleSystems[index];
  478. ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  479. }
  480. }
  481. // Lens flares
  482. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  483. for (index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  484. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  485. LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  486. }
  487. }
  488. // Shadows
  489. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  490. for (index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  491. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  492. ShadowGenerator.Parse(parsedShadowGenerator, scene);
  493. }
  494. }
  495. // Lights exclusions / inclusions
  496. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  497. var light = scene.lights[index];
  498. // Excluded check
  499. if (light._excludedMeshesIds.length > 0) {
  500. for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
  501. var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
  502. if (excludedMesh) {
  503. light.excludedMeshes.push(excludedMesh);
  504. }
  505. }
  506. light._excludedMeshesIds = [];
  507. }
  508. // Included check
  509. if (light._includedOnlyMeshesIds.length > 0) {
  510. for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  511. var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
  512. if (includedOnlyMesh) {
  513. light.includedOnlyMeshes.push(includedOnlyMesh);
  514. }
  515. }
  516. light._includedOnlyMeshesIds = [];
  517. }
  518. }
  519. // Actions (scene)
  520. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  521. ActionManager.Parse(parsedData.actions, null, scene);
  522. }
  523. // Finish
  524. return true;
  525. } catch (err) {
  526. let msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  527. if (onError) {
  528. onError(msg, err);
  529. } else {
  530. Tools.Log(msg);
  531. log = null;
  532. throw err;
  533. }
  534. } finally {
  535. if (log !== null && SceneLoader.loggingLevel !== SceneLoader.NO_LOGGING) {
  536. Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (SceneLoader.loggingLevel !== SceneLoader.MINIMAL_LOGGING ? log : ""));
  537. }
  538. }
  539. }
  540. });
  541. }