babylon.babylonFileLoader.ts 61 KB

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  1. module BABYLON.Internals {
  2. var checkColors4 = (colors: number[], count: number): number[]=> {
  3. // Check if color3 was used
  4. if (colors.length === count * 3) {
  5. var colors4 = [];
  6. for (var index = 0; index < colors.length; index += 3) {
  7. var newIndex = (index / 3) * 4;
  8. colors4[newIndex] = colors[index];
  9. colors4[newIndex + 1] = colors[index + 1];
  10. colors4[newIndex + 2] = colors[index + 2];
  11. colors4[newIndex + 3] = 1.0;
  12. }
  13. return colors4;
  14. }
  15. return colors;
  16. }
  17. var loadCubeTexture = (rootUrl, parsedTexture, scene) => {
  18. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  19. texture.name = parsedTexture.name;
  20. texture.hasAlpha = parsedTexture.hasAlpha;
  21. texture.level = parsedTexture.level;
  22. texture.coordinatesMode = parsedTexture.coordinatesMode;
  23. return texture;
  24. };
  25. var loadTexture = (rootUrl, parsedTexture, scene) => {
  26. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  27. return null;
  28. }
  29. if (parsedTexture.isCube) {
  30. return loadCubeTexture(rootUrl, parsedTexture, scene);
  31. }
  32. var texture;
  33. if (parsedTexture.mirrorPlane) {
  34. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  35. texture._waitingRenderList = parsedTexture.renderList;
  36. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  37. } else if (parsedTexture.isRenderTarget) {
  38. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  39. texture._waitingRenderList = parsedTexture.renderList;
  40. } else {
  41. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  42. }
  43. texture.name = parsedTexture.name;
  44. texture.hasAlpha = parsedTexture.hasAlpha;
  45. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  46. texture.level = parsedTexture.level;
  47. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  48. texture.coordinatesMode = parsedTexture.coordinatesMode;
  49. texture.uOffset = parsedTexture.uOffset;
  50. texture.vOffset = parsedTexture.vOffset;
  51. texture.uScale = parsedTexture.uScale;
  52. texture.vScale = parsedTexture.vScale;
  53. texture.uAng = parsedTexture.uAng;
  54. texture.vAng = parsedTexture.vAng;
  55. texture.wAng = parsedTexture.wAng;
  56. texture.wrapU = parsedTexture.wrapU;
  57. texture.wrapV = parsedTexture.wrapV;
  58. // Animations
  59. if (parsedTexture.animations) {
  60. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  61. var parsedAnimation = parsedTexture.animations[animationIndex];
  62. texture.animations.push(parseAnimation(parsedAnimation));
  63. }
  64. }
  65. return texture;
  66. };
  67. var parseSkeleton = (parsedSkeleton, scene) => {
  68. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  69. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  70. var parsedBone = parsedSkeleton.bones[index];
  71. var parentBone = null;
  72. if (parsedBone.parentBoneIndex > -1) {
  73. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  74. }
  75. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  76. if (parsedBone.animation) {
  77. bone.animations.push(parseAnimation(parsedBone.animation));
  78. }
  79. }
  80. return skeleton;
  81. };
  82. var parseFresnelParameters = (parsedFresnelParameters) => {
  83. var fresnelParameters = new BABYLON.FresnelParameters();
  84. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  85. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  86. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  87. fresnelParameters.bias = parsedFresnelParameters.bias;
  88. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  89. return fresnelParameters;
  90. }
  91. var parseMaterial = (parsedMaterial, scene, rootUrl) => {
  92. var material;
  93. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  94. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  95. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  96. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  97. material.specularPower = parsedMaterial.specularPower;
  98. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  99. material.alpha = parsedMaterial.alpha;
  100. material.id = parsedMaterial.id;
  101. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  102. material.backFaceCulling = parsedMaterial.backFaceCulling;
  103. material.wireframe = parsedMaterial.wireframe;
  104. if (parsedMaterial.diffuseTexture) {
  105. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  106. }
  107. if (parsedMaterial.diffuseFresnelParameters) {
  108. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  109. }
  110. if (parsedMaterial.ambientTexture) {
  111. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  112. }
  113. if (parsedMaterial.opacityTexture) {
  114. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  115. }
  116. if (parsedMaterial.opacityFresnelParameters) {
  117. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  118. }
  119. if (parsedMaterial.reflectionTexture) {
  120. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  121. }
  122. if (parsedMaterial.reflectionFresnelParameters) {
  123. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  124. }
  125. if (parsedMaterial.emissiveTexture) {
  126. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  127. }
  128. if (parsedMaterial.emissiveFresnelParameters) {
  129. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  130. }
  131. if (parsedMaterial.specularTexture) {
  132. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  133. }
  134. if (parsedMaterial.bumpTexture) {
  135. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  136. }
  137. return material;
  138. };
  139. var parseMaterialById = (id, parsedData, scene, rootUrl) => {
  140. for (var index = 0; index < parsedData.materials.length; index++) {
  141. var parsedMaterial = parsedData.materials[index];
  142. if (parsedMaterial.id === id) {
  143. return parseMaterial(parsedMaterial, scene, rootUrl);
  144. }
  145. }
  146. return null;
  147. };
  148. var parseMultiMaterial = (parsedMultiMaterial, scene) => {
  149. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  150. multiMaterial.id = parsedMultiMaterial.id;
  151. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  152. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  153. var subMatId = parsedMultiMaterial.materials[matIndex];
  154. if (subMatId) {
  155. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  156. } else {
  157. multiMaterial.subMaterials.push(null);
  158. }
  159. }
  160. return multiMaterial;
  161. };
  162. var parseLensFlareSystem = (parsedLensFlareSystem, scene, rootUrl) => {
  163. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  164. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  165. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  166. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  167. var parsedFlare = parsedLensFlareSystem.flares[index];
  168. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  169. }
  170. return lensFlareSystem;
  171. };
  172. var parseParticleSystem = (parsedParticleSystem, scene, rootUrl) => {
  173. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  174. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  175. if (parsedParticleSystem.textureName) {
  176. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  177. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  178. }
  179. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  180. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  181. particleSystem.minSize = parsedParticleSystem.minSize;
  182. particleSystem.maxSize = parsedParticleSystem.maxSize;
  183. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  184. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  185. particleSystem.emitter = emitter;
  186. particleSystem.emitRate = parsedParticleSystem.emitRate;
  187. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  188. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  189. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  190. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  191. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  192. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  193. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  194. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  195. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  196. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  197. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  198. particleSystem.blendMode = parsedParticleSystem.blendMode;
  199. particleSystem.start();
  200. return particleSystem;
  201. };
  202. var parseShadowGenerator = (parsedShadowGenerator, scene) => {
  203. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  204. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  205. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  206. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  207. shadowGenerator.getShadowMap().renderList.push(mesh);
  208. }
  209. if (parsedShadowGenerator.usePoissonSampling) {
  210. shadowGenerator.usePoissonSampling = true;
  211. } else if (parsedShadowGenerator.useVarianceShadowMap) {
  212. shadowGenerator.useVarianceShadowMap = true;
  213. } else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  214. shadowGenerator.useBlurVarianceShadowMap = true;
  215. if (parsedShadowGenerator.blurScale) {
  216. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  217. }
  218. if (parsedShadowGenerator.blurBoxOffset) {
  219. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  220. }
  221. }
  222. if (parsedShadowGenerator.bias !== undefined) {
  223. shadowGenerator.bias = parsedShadowGenerator.bias;
  224. }
  225. return shadowGenerator;
  226. };
  227. var parseAnimation = parsedAnimation => {
  228. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  229. var dataType = parsedAnimation.dataType;
  230. var keys = [];
  231. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  232. var key = parsedAnimation.keys[index];
  233. var data;
  234. switch (dataType) {
  235. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  236. data = key.values[0];
  237. break;
  238. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  239. data = BABYLON.Quaternion.FromArray(key.values);
  240. break;
  241. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  242. data = BABYLON.Matrix.FromArray(key.values);
  243. break;
  244. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  245. default:
  246. data = BABYLON.Vector3.FromArray(key.values);
  247. break;
  248. }
  249. keys.push({
  250. frame: key.frame,
  251. value: data
  252. });
  253. }
  254. animation.setKeys(keys);
  255. return animation;
  256. };
  257. var parseLight = (parsedLight, scene) => {
  258. var light;
  259. switch (parsedLight.type) {
  260. case 0:
  261. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  262. break;
  263. case 1:
  264. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  265. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  266. break;
  267. case 2:
  268. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  269. break;
  270. case 3:
  271. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  272. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  273. break;
  274. }
  275. light.id = parsedLight.id;
  276. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  277. if (parsedLight.intensity !== undefined) {
  278. light.intensity = parsedLight.intensity;
  279. }
  280. if (parsedLight.range) {
  281. light.range = parsedLight.range;
  282. }
  283. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  284. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  285. if (parsedLight.excludedMeshesIds) {
  286. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  287. }
  288. // Parent
  289. if (parsedLight.parentId) {
  290. light._waitingParentId = parsedLight.parentId;
  291. }
  292. if (parsedLight.includedOnlyMeshesIds) {
  293. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  294. }
  295. // Animations
  296. if (parsedLight.animations) {
  297. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  298. var parsedAnimation = parsedLight.animations[animationIndex];
  299. light.animations.push(parseAnimation(parsedAnimation));
  300. }
  301. }
  302. if (parsedLight.autoAnimate) {
  303. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  304. }
  305. };
  306. var parseCamera = (parsedCamera, scene: Scene) => {
  307. var camera;
  308. var position = Vector3.FromArray(parsedCamera.position);
  309. var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null;
  310. if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") {
  311. var alpha = parsedCamera.alpha;
  312. var beta = parsedCamera.beta;
  313. var radius = parsedCamera.radius;
  314. if (parsedCamera.type === "AnaglyphArcRotateCamera") {
  315. var eye_space = parsedCamera.eye_space;
  316. camera = new AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, eye_space, scene);
  317. } else {
  318. camera = new ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
  319. }
  320. } else if (parsedCamera.type === "AnaglyphFreeCamera") {
  321. eye_space = parsedCamera.eye_space;
  322. camera = new AnaglyphFreeCamera(parsedCamera.name, position, eye_space, scene);
  323. } else if (parsedCamera.type === "DeviceOrientationCamera") {
  324. camera = new DeviceOrientationCamera(parsedCamera.name, position, scene);
  325. } else if (parsedCamera.type === "FollowCamera") {
  326. camera = new FollowCamera(parsedCamera.name, position, scene);
  327. camera.heightOffset = parsedCamera.heightOffset;
  328. camera.radius = parsedCamera.radius;
  329. camera.rotationOffset = parsedCamera.rotationOffset;
  330. if (lockedTargetMesh)
  331. (<FollowCamera>camera).target = lockedTargetMesh;
  332. } else if (parsedCamera.type === "GamepadCamera") {
  333. camera = new GamepadCamera(parsedCamera.name, position, scene);
  334. } else if (parsedCamera.type === "OculusCamera") {
  335. camera = new OculusCamera(parsedCamera.name, position, scene);
  336. } else if (parsedCamera.type === "OculusGamepadCamera") {
  337. camera = new OculusGamepadCamera(parsedCamera.name, position, scene);
  338. } else if (parsedCamera.type === "TouchCamera") {
  339. camera = new TouchCamera(parsedCamera.name, position, scene);
  340. } else if (parsedCamera.type === "VirtualJoysticksCamera") {
  341. camera = new VirtualJoysticksCamera(parsedCamera.name, position, scene);
  342. } else if (parsedCamera.type === "WebVRCamera") {
  343. camera = new WebVRCamera(parsedCamera.name, position, scene);
  344. } else if (parsedCamera.type === "VRDeviceOrientationCamera") {
  345. camera = new VRDeviceOrientationCamera(parsedCamera.name, position, scene);
  346. } else {
  347. // Free Camera is the default value
  348. camera = new FreeCamera(parsedCamera.name, position, scene);
  349. }
  350. // Test for lockedTargetMesh & FreeCamera outside of if-else-if nest, since things like GamepadCamera extend FreeCamera
  351. if (lockedTargetMesh && camera instanceof FreeCamera) {
  352. (<FreeCamera>camera).lockedTarget = lockedTargetMesh;
  353. }
  354. camera.id = parsedCamera.id;
  355. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  356. // Parent
  357. if (parsedCamera.parentId) {
  358. camera._waitingParentId = parsedCamera.parentId;
  359. }
  360. // Target
  361. if (parsedCamera.target) {
  362. if (camera.setTarget) {
  363. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  364. } else {
  365. //For ArcRotate
  366. camera.target = BABYLON.Vector3.FromArray(parsedCamera.target);
  367. }
  368. } else {
  369. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  370. }
  371. camera.fov = parsedCamera.fov;
  372. camera.minZ = parsedCamera.minZ;
  373. camera.maxZ = parsedCamera.maxZ;
  374. camera.speed = parsedCamera.speed;
  375. camera.inertia = parsedCamera.inertia;
  376. camera.checkCollisions = parsedCamera.checkCollisions;
  377. camera.applyGravity = parsedCamera.applyGravity;
  378. if (parsedCamera.ellipsoid) {
  379. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  380. }
  381. // Animations
  382. if (parsedCamera.animations) {
  383. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  384. var parsedAnimation = parsedCamera.animations[animationIndex];
  385. camera.animations.push(parseAnimation(parsedAnimation));
  386. }
  387. }
  388. if (parsedCamera.autoAnimate) {
  389. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  390. }
  391. // Layer Mask
  392. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  393. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  394. } else {
  395. camera.layerMask = 0xFFFFFFFF;
  396. }
  397. return camera;
  398. };
  399. var parseGeometry = (parsedGeometry, scene) => {
  400. var id = parsedGeometry.id;
  401. return scene.getGeometryByID(id);
  402. };
  403. var parseBox = (parsedBox, scene) => {
  404. if (parseGeometry(parsedBox, scene)) {
  405. return null; // null since geometry could be something else than a box...
  406. }
  407. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  408. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  409. scene.pushGeometry(box, true);
  410. return box;
  411. };
  412. var parseSphere = (parsedSphere, scene) => {
  413. if (parseGeometry(parsedSphere, scene)) {
  414. return null; // null since geometry could be something else than a sphere...
  415. }
  416. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  417. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  418. scene.pushGeometry(sphere, true);
  419. return sphere;
  420. };
  421. var parseCylinder = (parsedCylinder, scene) => {
  422. if (parseGeometry(parsedCylinder, scene)) {
  423. return null; // null since geometry could be something else than a cylinder...
  424. }
  425. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  426. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  427. scene.pushGeometry(cylinder, true);
  428. return cylinder;
  429. };
  430. var parseTorus = (parsedTorus, scene) => {
  431. if (parseGeometry(parsedTorus, scene)) {
  432. return null; // null since geometry could be something else than a torus...
  433. }
  434. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  435. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  436. scene.pushGeometry(torus, true);
  437. return torus;
  438. };
  439. var parseGround = (parsedGround, scene) => {
  440. if (parseGeometry(parsedGround, scene)) {
  441. return null; // null since geometry could be something else than a ground...
  442. }
  443. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  444. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  445. scene.pushGeometry(ground, true);
  446. return ground;
  447. };
  448. var parsePlane = (parsedPlane, scene) => {
  449. if (parseGeometry(parsedPlane, scene)) {
  450. return null; // null since geometry could be something else than a plane...
  451. }
  452. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  453. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  454. scene.pushGeometry(plane, true);
  455. return plane;
  456. };
  457. var parseTorusKnot = (parsedTorusKnot, scene) => {
  458. if (parseGeometry(parsedTorusKnot, scene)) {
  459. return null; // null since geometry could be something else than a torusKnot...
  460. }
  461. 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);
  462. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  463. scene.pushGeometry(torusKnot, true);
  464. return torusKnot;
  465. };
  466. var parseVertexData = (parsedVertexData, scene, rootUrl) => {
  467. if (parseGeometry(parsedVertexData, scene)) {
  468. return null; // null since geometry could be a primitive
  469. }
  470. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  471. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  472. if (parsedVertexData.delayLoadingFile) {
  473. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  474. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  475. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  476. geometry._delayInfo = [];
  477. if (parsedVertexData.hasUVs) {
  478. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  479. }
  480. if (parsedVertexData.hasUVs2) {
  481. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  482. }
  483. if (parsedVertexData.hasColors) {
  484. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  485. }
  486. if (parsedVertexData.hasMatricesIndices) {
  487. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  488. }
  489. if (parsedVertexData.hasMatricesWeights) {
  490. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  491. }
  492. geometry._delayLoadingFunction = importVertexData;
  493. } else {
  494. importVertexData(parsedVertexData, geometry);
  495. }
  496. scene.pushGeometry(geometry, true);
  497. return geometry;
  498. };
  499. var parseMesh = (parsedMesh, scene, rootUrl) => {
  500. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  501. mesh.id = parsedMesh.id;
  502. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  503. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  504. if (parsedMesh.rotationQuaternion) {
  505. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  506. } else if (parsedMesh.rotation) {
  507. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  508. }
  509. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  510. if (parsedMesh.localMatrix) {
  511. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  512. } else if (parsedMesh.pivotMatrix) {
  513. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  514. }
  515. mesh.setEnabled(parsedMesh.isEnabled);
  516. mesh.isVisible = parsedMesh.isVisible;
  517. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  518. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  519. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  520. if (parsedMesh.applyFog !== undefined) {
  521. mesh.applyFog = parsedMesh.applyFog;
  522. }
  523. if (parsedMesh.pickable !== undefined) {
  524. mesh.isPickable = parsedMesh.pickable;
  525. }
  526. if (parsedMesh.alphaIndex !== undefined) {
  527. mesh.alphaIndex = parsedMesh.alphaIndex;
  528. }
  529. mesh.receiveShadows = parsedMesh.receiveShadows;
  530. mesh.billboardMode = parsedMesh.billboardMode;
  531. if (parsedMesh.visibility !== undefined) {
  532. mesh.visibility = parsedMesh.visibility;
  533. }
  534. mesh.checkCollisions = parsedMesh.checkCollisions;
  535. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  536. // Parent
  537. if (parsedMesh.parentId) {
  538. mesh._waitingParentId = parsedMesh.parentId;
  539. }
  540. // Actions
  541. if (parsedMesh.actions !== undefined) {
  542. mesh._waitingActions = parsedMesh.actions;
  543. }
  544. // Geometry
  545. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  546. if (parsedMesh.delayLoadingFile) {
  547. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  548. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  549. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  550. if (parsedMesh._binaryInfo) {
  551. mesh._binaryInfo = parsedMesh._binaryInfo;
  552. }
  553. mesh._delayInfo = [];
  554. if (parsedMesh.hasUVs) {
  555. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  556. }
  557. if (parsedMesh.hasUVs2) {
  558. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  559. }
  560. if (parsedMesh.hasColors) {
  561. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  562. }
  563. if (parsedMesh.hasMatricesIndices) {
  564. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  565. }
  566. if (parsedMesh.hasMatricesWeights) {
  567. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  568. }
  569. mesh._delayLoadingFunction = importGeometry;
  570. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  571. mesh._checkDelayState();
  572. }
  573. } else {
  574. importGeometry(parsedMesh, mesh);
  575. }
  576. // Material
  577. if (parsedMesh.materialId) {
  578. mesh.setMaterialByID(parsedMesh.materialId);
  579. } else {
  580. mesh.material = null;
  581. }
  582. // Skeleton
  583. if (parsedMesh.skeletonId > -1) {
  584. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  585. }
  586. // Physics
  587. if (parsedMesh.physicsImpostor) {
  588. if (!scene.isPhysicsEnabled()) {
  589. scene.enablePhysics();
  590. }
  591. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  592. }
  593. // Animations
  594. if (parsedMesh.animations) {
  595. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  596. var parsedAnimation = parsedMesh.animations[animationIndex];
  597. mesh.animations.push(parseAnimation(parsedAnimation));
  598. }
  599. }
  600. if (parsedMesh.autoAnimate) {
  601. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  602. }
  603. // Layer Mask
  604. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  605. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  606. } else {
  607. mesh.layerMask = 0xFFFFFFFF;
  608. }
  609. // Instances
  610. if (parsedMesh.instances) {
  611. for (var index = 0; index < parsedMesh.instances.length; index++) {
  612. var parsedInstance = parsedMesh.instances[index];
  613. var instance = mesh.createInstance(parsedInstance.name);
  614. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  615. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  616. if (parsedInstance.rotationQuaternion) {
  617. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  618. } else if (parsedInstance.rotation) {
  619. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  620. }
  621. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  622. instance.checkCollisions = mesh.checkCollisions;
  623. if (parsedMesh.animations) {
  624. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  625. parsedAnimation = parsedMesh.animations[animationIndex];
  626. instance.animations.push(parseAnimation(parsedAnimation));
  627. }
  628. }
  629. }
  630. }
  631. return mesh;
  632. };
  633. var parseActions = (parsedActions: any, object: AbstractMesh, scene: Scene) => {
  634. var actionManager = new BABYLON.ActionManager(scene);
  635. if (object === null)
  636. scene.actionManager = actionManager;
  637. else
  638. object.actionManager = actionManager;
  639. // instanciate a new object
  640. var instanciate = (name: any, params: Array<any>): any => {
  641. var newInstance: Object = Object.create(BABYLON[name].prototype);
  642. newInstance.constructor.apply(newInstance, params);
  643. return newInstance;
  644. };
  645. var parseParameter = (name: string, value: string, target: any, propertyPath: string): any => {
  646. if (propertyPath === null) {
  647. // String, boolean or float
  648. var floatValue = parseFloat(value);
  649. if (value === "true" || value === "false")
  650. return value === "true";
  651. else
  652. return isNaN(floatValue) ? value : floatValue;
  653. }
  654. var effectiveTarget = propertyPath.split(".");
  655. var values = value.split(",");
  656. // Get effective Target
  657. for (var i = 0; i < effectiveTarget.length; i++) {
  658. target = target[effectiveTarget[i]];
  659. }
  660. // Return appropriate value with its type
  661. if (target instanceof Boolean)
  662. return values[0] === "true";
  663. if (target instanceof String)
  664. return values[0];
  665. // Parameters with multiple values such as Vector3 etc.
  666. var split = new Array<number>();
  667. for (var i = 0; i < values.length; i++)
  668. split.push(parseFloat(values[i]));
  669. if (target instanceof Vector3)
  670. return BABYLON.Vector3.FromArray(split);
  671. if (target instanceof Vector4)
  672. return BABYLON.Vector4.FromArray(split);
  673. if (target instanceof Color3)
  674. return BABYLON.Color3.FromArray(split);
  675. if (target instanceof Color4)
  676. return BABYLON.Color4.FromArray(split);
  677. return parseFloat(values[0]);
  678. };
  679. // traverse graph per trigger
  680. var traverse = (parsedAction: any, trigger: any, condition: Condition, action: Action, combineArray: Array<Action> = null) => {
  681. if (parsedAction.detached)
  682. return;
  683. var parameters = new Array<any>();
  684. var target: any = null;
  685. var propertyPath: string = null;
  686. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  687. // Parameters
  688. if (parsedAction.type === 2)
  689. parameters.push(actionManager);
  690. else
  691. parameters.push(trigger);
  692. if (combine) {
  693. var actions = new Array<Action>();
  694. for (var j = 0; j < parsedAction.combine.length; j++) {
  695. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  696. }
  697. parameters.push(actions);
  698. }
  699. else {
  700. for (var i = 0; i < parsedAction.properties.length; i++) {
  701. var value = parsedAction.properties[i].value;
  702. var name = parsedAction.properties[i].name;
  703. if (name === "target")
  704. value = target = scene.getNodeByName(value);
  705. else if (name === "parent")
  706. value = scene.getNodeByName(value);
  707. else if (name === "sound")
  708. value = scene.getSoundByName(value);
  709. else if (name !== "propertyPath") {
  710. if (parsedAction.type === 2 && name === "operator")
  711. value = BABYLON.ValueCondition[value];
  712. else
  713. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  714. } else {
  715. propertyPath = value;
  716. }
  717. parameters.push(value);
  718. }
  719. }
  720. parameters.push(condition);
  721. // If interpolate value action
  722. if (parsedAction.name === "InterpolateValueAction") {
  723. var param = parameters[parameters.length - 2];
  724. parameters[parameters.length - 1] = param;
  725. parameters[parameters.length - 2] = condition;
  726. }
  727. // Action or condition(s) and not CombineAction
  728. var newAction = instanciate(parsedAction.name, parameters);
  729. if (combineArray === null) {
  730. if (newAction instanceof BABYLON.Condition) {
  731. condition = newAction;
  732. newAction = action;
  733. } else {
  734. condition = null;
  735. if (action)
  736. action.then(newAction);
  737. else
  738. actionManager.registerAction(newAction);
  739. }
  740. }
  741. else {
  742. combineArray.push(newAction);
  743. }
  744. for (var i = 0; i < parsedAction.children.length; i++)
  745. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  746. };
  747. // triggers
  748. for (var i = 0; i < parsedActions.children.length; i++) {
  749. var triggerParams: any;
  750. var trigger = parsedActions.children[i];
  751. if (trigger.properties.length > 0) {
  752. triggerParams = { trigger: BABYLON.ActionManager[trigger.name], parameter: scene.getMeshByName(trigger.properties[0].value) };
  753. }
  754. else
  755. triggerParams = BABYLON.ActionManager[trigger.name];
  756. for (var j = 0; j < trigger.children.length; j++) {
  757. if (!trigger.detached)
  758. traverse(trigger.children[j], triggerParams, null, null);
  759. }
  760. }
  761. };
  762. var parseSound = (parsedSound, scene: Scene, rootUrl) => {
  763. var soundName = parsedSound.name;
  764. var soundUrl = rootUrl + soundName;
  765. var options = {
  766. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  767. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  768. rolloffFactor: parsedSound.rolloffFactor,
  769. refDistance: parsedSound.refDistance,
  770. distanceModel: parsedSound.distanceModel,
  771. playbackRate: parsedSound.playbackRate
  772. };
  773. var newSound = new BABYLON.Sound(soundName, soundUrl, scene,() => { scene._removePendingData(newSound); }, options);
  774. scene._addPendingData(newSound);
  775. if (parsedSound.position) {
  776. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  777. newSound.setPosition(soundPosition);
  778. }
  779. if (parsedSound.isDirectional) {
  780. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  781. if (parsedSound.localDirectionToMesh) {
  782. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  783. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  784. }
  785. }
  786. if (parsedSound.connectedMeshId) {
  787. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  788. if (connectedMesh) {
  789. newSound.attachToMesh(connectedMesh);
  790. }
  791. }
  792. };
  793. var isDescendantOf = (mesh, names, hierarchyIds) => {
  794. names = (names instanceof Array) ? names : [names];
  795. for (var i in names) {
  796. if (mesh.name === names[i]) {
  797. hierarchyIds.push(mesh.id);
  798. return true;
  799. }
  800. }
  801. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  802. hierarchyIds.push(mesh.id);
  803. return true;
  804. }
  805. return false;
  806. };
  807. var importVertexData = (parsedVertexData, geometry) => {
  808. var vertexData = new BABYLON.VertexData();
  809. // positions
  810. var positions = parsedVertexData.positions;
  811. if (positions) {
  812. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  813. }
  814. // normals
  815. var normals = parsedVertexData.normals;
  816. if (normals) {
  817. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  818. }
  819. // uvs
  820. var uvs = parsedVertexData.uvs;
  821. if (uvs) {
  822. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  823. }
  824. // uv2s
  825. var uv2s = parsedVertexData.uv2s;
  826. if (uv2s) {
  827. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  828. }
  829. // colors
  830. var colors = parsedVertexData.colors;
  831. if (colors) {
  832. vertexData.set(checkColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  833. }
  834. // matricesIndices
  835. var matricesIndices = parsedVertexData.matricesIndices;
  836. if (matricesIndices) {
  837. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  838. }
  839. // matricesWeights
  840. var matricesWeights = parsedVertexData.matricesWeights;
  841. if (matricesWeights) {
  842. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  843. }
  844. // indices
  845. var indices = parsedVertexData.indices;
  846. if (indices) {
  847. vertexData.indices = indices;
  848. }
  849. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  850. };
  851. var importGeometry = (parsedGeometry, mesh) => {
  852. var scene = mesh.getScene();
  853. // Geometry
  854. var geometryId = parsedGeometry.geometryId;
  855. if (geometryId) {
  856. var geometry = scene.getGeometryByID(geometryId);
  857. if (geometry) {
  858. geometry.applyToMesh(mesh);
  859. }
  860. } else if (parsedGeometry instanceof ArrayBuffer) {
  861. var binaryInfo = mesh._binaryInfo;
  862. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  863. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  864. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  865. }
  866. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  867. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  868. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  869. }
  870. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  871. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  872. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  873. }
  874. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  875. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  876. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  877. }
  878. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  879. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  880. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false);
  881. }
  882. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  883. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  884. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  885. }
  886. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  887. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  888. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  889. }
  890. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  891. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  892. mesh.setIndices(indicesData);
  893. }
  894. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  895. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  896. mesh.subMeshes = [];
  897. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  898. var materialIndex = subMeshesData[(i * 5) + 0];
  899. var verticesStart = subMeshesData[(i * 5) + 1];
  900. var verticesCount = subMeshesData[(i * 5) + 2];
  901. var indexStart = subMeshesData[(i * 5) + 3];
  902. var indexCount = subMeshesData[(i * 5) + 4];
  903. var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  904. }
  905. }
  906. } else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  907. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  908. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  909. if (parsedGeometry.uvs) {
  910. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  911. }
  912. if (parsedGeometry.uvs2) {
  913. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  914. }
  915. if (parsedGeometry.colors) {
  916. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, checkColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), false);
  917. }
  918. if (parsedGeometry.matricesIndices) {
  919. if (!parsedGeometry.matricesIndices._isExpanded) {
  920. var floatIndices = [];
  921. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  922. var matricesIndex = parsedGeometry.matricesIndices[i];
  923. floatIndices.push(matricesIndex & 0x000000FF);
  924. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  925. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  926. floatIndices.push(matricesIndex >> 24);
  927. }
  928. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  929. } else {
  930. delete parsedGeometry.matricesIndices._isExpanded;
  931. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  932. }
  933. }
  934. if (parsedGeometry.matricesWeights) {
  935. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  936. }
  937. mesh.setIndices(parsedGeometry.indices);
  938. // SubMeshes
  939. if (parsedGeometry.subMeshes) {
  940. mesh.subMeshes = [];
  941. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  942. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  943. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  944. }
  945. }
  946. }
  947. // Flat shading
  948. if (mesh._shouldGenerateFlatShading) {
  949. mesh.convertToFlatShadedMesh();
  950. delete mesh._shouldGenerateFlatShading;
  951. }
  952. // Update
  953. mesh.computeWorldMatrix(true);
  954. // Octree
  955. if (scene._selectionOctree) {
  956. scene._selectionOctree.addMesh(mesh);
  957. }
  958. };
  959. BABYLON.SceneLoader.RegisterPlugin({
  960. extensions: ".babylon",
  961. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]): boolean => {
  962. var parsedData = JSON.parse(data);
  963. var loadedSkeletonsIds = [];
  964. var loadedMaterialsIds = [];
  965. var hierarchyIds = [];
  966. for (var index = 0; index < parsedData.meshes.length; index++) {
  967. var parsedMesh = parsedData.meshes[index];
  968. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  969. if (meshesNames instanceof Array) {
  970. // Remove found mesh name from list.
  971. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  972. }
  973. // Material ?
  974. if (parsedMesh.materialId) {
  975. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  976. if (!materialFound) {
  977. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  978. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  979. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  980. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  981. var subMatId = parsedMultiMaterial.materials[matIndex];
  982. loadedMaterialsIds.push(subMatId);
  983. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  984. }
  985. loadedMaterialsIds.push(parsedMultiMaterial.id);
  986. parseMultiMaterial(parsedMultiMaterial, scene);
  987. materialFound = true;
  988. break;
  989. }
  990. }
  991. }
  992. if (!materialFound) {
  993. loadedMaterialsIds.push(parsedMesh.materialId);
  994. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  995. }
  996. }
  997. // Skeleton ?
  998. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  999. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  1000. if (!skeletonAlreadyLoaded) {
  1001. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  1002. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  1003. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  1004. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  1005. loadedSkeletonsIds.push(parsedSkeleton.id);
  1006. }
  1007. }
  1008. }
  1009. }
  1010. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  1011. meshes.push(mesh);
  1012. }
  1013. }
  1014. // Connecting parents
  1015. for (index = 0; index < scene.meshes.length; index++) {
  1016. var currentMesh = scene.meshes[index];
  1017. if (currentMesh._waitingParentId) {
  1018. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  1019. currentMesh._waitingParentId = undefined;
  1020. }
  1021. }
  1022. // Particles
  1023. if (parsedData.particleSystems) {
  1024. for (index = 0; index < parsedData.particleSystems.length; index++) {
  1025. var parsedParticleSystem = parsedData.particleSystems[index];
  1026. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  1027. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  1028. }
  1029. }
  1030. }
  1031. return true;
  1032. },
  1033. load: (scene: Scene, data: string, rootUrl: string): boolean => {
  1034. var parsedData = JSON.parse(data);
  1035. // Scene
  1036. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  1037. scene.autoClear = parsedData.autoClear;
  1038. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  1039. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  1040. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  1041. // Fog
  1042. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  1043. scene.fogMode = parsedData.fogMode;
  1044. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  1045. scene.fogStart = parsedData.fogStart;
  1046. scene.fogEnd = parsedData.fogEnd;
  1047. scene.fogDensity = parsedData.fogDensity;
  1048. }
  1049. // Lights
  1050. for (var index = 0; index < parsedData.lights.length; index++) {
  1051. var parsedLight = parsedData.lights[index];
  1052. parseLight(parsedLight, scene);
  1053. }
  1054. // Materials
  1055. if (parsedData.materials) {
  1056. for (index = 0; index < parsedData.materials.length; index++) {
  1057. var parsedMaterial = parsedData.materials[index];
  1058. parseMaterial(parsedMaterial, scene, rootUrl);
  1059. }
  1060. }
  1061. if (parsedData.multiMaterials) {
  1062. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  1063. var parsedMultiMaterial = parsedData.multiMaterials[index];
  1064. parseMultiMaterial(parsedMultiMaterial, scene);
  1065. }
  1066. }
  1067. // Skeletons
  1068. if (parsedData.skeletons) {
  1069. for (index = 0; index < parsedData.skeletons.length; index++) {
  1070. var parsedSkeleton = parsedData.skeletons[index];
  1071. parseSkeleton(parsedSkeleton, scene);
  1072. }
  1073. }
  1074. // Geometries
  1075. var geometries = parsedData.geometries;
  1076. if (geometries) {
  1077. // Boxes
  1078. var boxes = geometries.boxes;
  1079. if (boxes) {
  1080. for (index = 0; index < boxes.length; index++) {
  1081. var parsedBox = boxes[index];
  1082. parseBox(parsedBox, scene);
  1083. }
  1084. }
  1085. // Spheres
  1086. var spheres = geometries.spheres;
  1087. if (spheres) {
  1088. for (index = 0; index < spheres.length; index++) {
  1089. var parsedSphere = spheres[index];
  1090. parseSphere(parsedSphere, scene);
  1091. }
  1092. }
  1093. // Cylinders
  1094. var cylinders = geometries.cylinders;
  1095. if (cylinders) {
  1096. for (index = 0; index < cylinders.length; index++) {
  1097. var parsedCylinder = cylinders[index];
  1098. parseCylinder(parsedCylinder, scene);
  1099. }
  1100. }
  1101. // Toruses
  1102. var toruses = geometries.toruses;
  1103. if (toruses) {
  1104. for (index = 0; index < toruses.length; index++) {
  1105. var parsedTorus = toruses[index];
  1106. parseTorus(parsedTorus, scene);
  1107. }
  1108. }
  1109. // Grounds
  1110. var grounds = geometries.grounds;
  1111. if (grounds) {
  1112. for (index = 0; index < grounds.length; index++) {
  1113. var parsedGround = grounds[index];
  1114. parseGround(parsedGround, scene);
  1115. }
  1116. }
  1117. // Planes
  1118. var planes = geometries.planes;
  1119. if (planes) {
  1120. for (index = 0; index < planes.length; index++) {
  1121. var parsedPlane = planes[index];
  1122. parsePlane(parsedPlane, scene);
  1123. }
  1124. }
  1125. // TorusKnots
  1126. var torusKnots = geometries.torusKnots;
  1127. if (torusKnots) {
  1128. for (index = 0; index < torusKnots.length; index++) {
  1129. var parsedTorusKnot = torusKnots[index];
  1130. parseTorusKnot(parsedTorusKnot, scene);
  1131. }
  1132. }
  1133. // VertexData
  1134. var vertexData = geometries.vertexData;
  1135. if (vertexData) {
  1136. for (index = 0; index < vertexData.length; index++) {
  1137. var parsedVertexData = vertexData[index];
  1138. parseVertexData(parsedVertexData, scene, rootUrl);
  1139. }
  1140. }
  1141. }
  1142. // Meshes
  1143. for (index = 0; index < parsedData.meshes.length; index++) {
  1144. var parsedMesh = parsedData.meshes[index];
  1145. parseMesh(parsedMesh, scene, rootUrl);
  1146. }
  1147. // Cameras
  1148. for (index = 0; index < parsedData.cameras.length; index++) {
  1149. var parsedCamera = parsedData.cameras[index];
  1150. parseCamera(parsedCamera, scene);
  1151. }
  1152. if (parsedData.activeCameraID) {
  1153. scene.setActiveCameraByID(parsedData.activeCameraID);
  1154. }
  1155. // Browsing all the graph to connect the dots
  1156. for (index = 0; index < scene.cameras.length; index++) {
  1157. var camera = scene.cameras[index];
  1158. if (camera._waitingParentId) {
  1159. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  1160. camera._waitingParentId = undefined;
  1161. }
  1162. }
  1163. for (index = 0; index < scene.lights.length; index++) {
  1164. var light = scene.lights[index];
  1165. if (light._waitingParentId) {
  1166. light.parent = scene.getLastEntryByID(light._waitingParentId);
  1167. light._waitingParentId = undefined;
  1168. }
  1169. }
  1170. // Sounds
  1171. if (parsedData.sounds) {
  1172. for (index = 0; index < parsedData.sounds.length; index++) {
  1173. var parsedSound = parsedData.sounds[index];
  1174. if (Engine.audioEngine.canUseWebAudio) {
  1175. parseSound(parsedSound, scene, rootUrl);
  1176. }
  1177. else {
  1178. var emptySound = new BABYLON.Sound(parsedSound.name, null, scene);
  1179. }
  1180. }
  1181. }
  1182. // Connect parents & children and parse actions
  1183. for (index = 0; index < scene.meshes.length; index++) {
  1184. var mesh = scene.meshes[index];
  1185. if (mesh._waitingParentId) {
  1186. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  1187. mesh._waitingParentId = undefined;
  1188. }
  1189. if (mesh._waitingActions) {
  1190. parseActions(mesh._waitingActions, mesh, scene);
  1191. mesh._waitingActions = undefined;
  1192. }
  1193. }
  1194. // Particles Systems
  1195. if (parsedData.particleSystems) {
  1196. for (index = 0; index < parsedData.particleSystems.length; index++) {
  1197. var parsedParticleSystem = parsedData.particleSystems[index];
  1198. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  1199. }
  1200. }
  1201. // Lens flares
  1202. if (parsedData.lensFlareSystems) {
  1203. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  1204. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  1205. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  1206. }
  1207. }
  1208. // Shadows
  1209. if (parsedData.shadowGenerators) {
  1210. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  1211. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  1212. parseShadowGenerator(parsedShadowGenerator, scene);
  1213. }
  1214. }
  1215. // Actions (scene)
  1216. if (parsedData.actions) {
  1217. parseActions(parsedData.actions, null, scene);
  1218. }
  1219. // Finish
  1220. return true;
  1221. }
  1222. });
  1223. }