babylon.sceneLoader.js 32 KB

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  1. "use strict";
  2. var BABYLON = BABYLON || {};
  3. (function () {
  4. var loadCubeTexture = function (rootUrl, parsedTexture, scene) {
  5. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  6. texture.name = parsedTexture.name;
  7. texture.hasAlpha = parsedTexture.hasAlpha;
  8. texture.level = parsedTexture.level;
  9. texture.coordinatesMode = parsedTexture.coordinatesMode;
  10. return texture;
  11. };
  12. var loadTexture = function (rootUrl, parsedTexture, scene) {
  13. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  14. return null;
  15. }
  16. if (parsedTexture.isCube) {
  17. return loadCubeTexture(rootUrl, parsedTexture, scene);
  18. }
  19. var texture;
  20. if (parsedTexture.mirrorPlane) {
  21. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  22. texture._waitingRenderList = parsedTexture.renderList;
  23. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  24. } else if (parsedTexture.isRenderTarget) {
  25. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  26. texture._waitingRenderList = parsedTexture.renderList;
  27. } else {
  28. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  29. }
  30. texture.name = parsedTexture.name;
  31. texture.hasAlpha = parsedTexture.hasAlpha;
  32. texture.level = parsedTexture.level;
  33. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  34. texture.coordinatesMode = parsedTexture.coordinatesMode;
  35. texture.uOffset = parsedTexture.uOffset;
  36. texture.vOffset = parsedTexture.vOffset;
  37. texture.uScale = parsedTexture.uScale;
  38. texture.vScale = parsedTexture.vScale;
  39. texture.uAng = parsedTexture.uAng;
  40. texture.vAng = parsedTexture.vAng;
  41. texture.wAng = parsedTexture.wAng;
  42. texture.wrapU = parsedTexture.wrapU;
  43. texture.wrapV = parsedTexture.wrapV;
  44. // Animations
  45. if (parsedTexture.animations) {
  46. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  47. var parsedAnimation = parsedTexture.animations[animationIndex];
  48. texture.animations.push(parseAnimation(parsedAnimation));
  49. }
  50. }
  51. return texture;
  52. };
  53. var parseSkeleton = function (parsedSkeleton, scene) {
  54. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  55. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  56. var parsedBone = parsedSkeleton.bones[index];
  57. var parentBone = null;
  58. if (parsedBone.parentBoneIndex > -1) {
  59. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  60. }
  61. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  62. if (parsedBone.animation) {
  63. bone.animations.push(parseAnimation(parsedBone.animation));
  64. }
  65. }
  66. return skeleton;
  67. };
  68. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  69. var material;
  70. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  71. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  72. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  73. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  74. material.specularPower = parsedMaterial.specularPower;
  75. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  76. material.alpha = parsedMaterial.alpha;
  77. material.id = parsedMaterial.id;
  78. material.backFaceCulling = parsedMaterial.backFaceCulling;
  79. if (parsedMaterial.diffuseTexture) {
  80. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  81. }
  82. if (parsedMaterial.ambientTexture) {
  83. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  84. }
  85. if (parsedMaterial.opacityTexture) {
  86. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  87. }
  88. if (parsedMaterial.reflectionTexture) {
  89. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  90. }
  91. if (parsedMaterial.emissiveTexture) {
  92. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  93. }
  94. if (parsedMaterial.specularTexture) {
  95. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  96. }
  97. if (parsedMaterial.bumpTexture) {
  98. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  99. }
  100. return material;
  101. };
  102. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  103. for (var index = 0; index < parsedData.materials.length; index++) {
  104. var parsedMaterial = parsedData.materials[index];
  105. if (parsedMaterial.id === id) {
  106. return parseMaterial(parsedMaterial, scene, rootUrl);
  107. }
  108. }
  109. return null;
  110. };
  111. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  112. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  113. multiMaterial.id = parsedMultiMaterial.id;
  114. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  115. var subMatId = parsedMultiMaterial.materials[matIndex];
  116. if (subMatId) {
  117. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  118. } else {
  119. multiMaterial.subMaterials.push(null);
  120. }
  121. }
  122. return multiMaterial;
  123. };
  124. var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
  125. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  126. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  127. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  128. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  129. var parsedFlare = parsedLensFlareSystem.flares[index];
  130. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  131. }
  132. return lensFlareSystem;
  133. };
  134. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  135. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  136. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  137. if (parsedParticleSystem.textureName) {
  138. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  139. }
  140. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  141. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  142. particleSystem.minSize = parsedParticleSystem.minSize;
  143. particleSystem.maxSize = parsedParticleSystem.maxSize;
  144. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  145. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  146. particleSystem.emitter = emitter;
  147. particleSystem.emitRate = parsedParticleSystem.emitRate;
  148. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  149. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  150. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  151. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  152. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  153. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  154. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  155. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  156. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  157. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  158. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  159. particleSystem.blendMode = parsedParticleSystem.blendMode;
  160. particleSystem.start();
  161. return particleSystem;
  162. };
  163. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  164. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  165. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  166. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  167. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  168. shadowGenerator.getShadowMap().renderList.push(mesh);
  169. }
  170. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  171. return shadowGenerator;
  172. };
  173. var parseAnimation = function (parsedAnimation) {
  174. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  175. var dataType = parsedAnimation.dataType;
  176. var keys = [];
  177. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  178. var key = parsedAnimation.keys[index];
  179. var data;
  180. switch (dataType) {
  181. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  182. data = key.values[0];
  183. break;
  184. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  185. data = BABYLON.Quaternion.FromArray(key.values);
  186. break;
  187. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  188. data = BABYLON.Matrix.FromArray(key.values);
  189. break;
  190. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  191. default:
  192. data = BABYLON.Vector3.FromArray(key.values);
  193. break;
  194. }
  195. keys.push({
  196. frame: key.frame,
  197. value: data
  198. });
  199. }
  200. animation.setKeys(keys);
  201. return animation;
  202. };
  203. var parseLight = function (parsedLight, scene) {
  204. var light;
  205. switch (parsedLight.type) {
  206. case 0:
  207. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  208. break;
  209. case 1:
  210. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  211. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  212. break;
  213. case 2:
  214. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  215. break;
  216. case 3:
  217. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  218. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  219. break;
  220. }
  221. light.id = parsedLight.id;
  222. if (parsedLight.intensity) {
  223. light.intensity = parsedLight.intensity;
  224. }
  225. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  226. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  227. };
  228. var parseCamera = function (parsedCamera, scene) {
  229. var camera = new BABYLON.FreeCamera(parsedCamera.name, BABYLON.Vector3.FromArray(parsedCamera.position), scene);
  230. camera.id = parsedCamera.id;
  231. // Parent
  232. if (parsedCamera.parentId) {
  233. camera._waitingParentId = parsedCamera.parentId;
  234. }
  235. // Target
  236. if (parsedCamera.target) {
  237. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  238. } else {
  239. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  240. }
  241. // Locked target
  242. if (parsedCamera.lockedTargetId) {
  243. camera._waitingLockedTargetId = parsedCamera.lockedTargetId;
  244. }
  245. camera.fov = parsedCamera.fov;
  246. camera.minZ = parsedCamera.minZ;
  247. camera.maxZ = parsedCamera.maxZ;
  248. camera.speed = parsedCamera.speed;
  249. camera.inertia = parsedCamera.inertia;
  250. camera.checkCollisions = parsedCamera.checkCollisions;
  251. camera.applyGravity = parsedCamera.applyGravity;
  252. if (parsedCamera.ellipsoid) {
  253. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  254. }
  255. // Animations
  256. if (parsedCamera.animations) {
  257. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  258. var parsedAnimation = parsedCamera.animations[animationIndex];
  259. camera.animations.push(parseAnimation(parsedAnimation));
  260. }
  261. }
  262. if (parsedCamera.autoAnimate) {
  263. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  264. }
  265. return camera;
  266. };
  267. var parseMesh = function (parsedMesh, scene, rootUrl) {
  268. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  269. mesh.id = parsedMesh.id;
  270. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  271. if (parsedMesh.rotation) {
  272. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  273. } else if (parsedMesh.rotationQuaternion) {
  274. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  275. }
  276. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  277. if (parsedMesh.localMatrix) {
  278. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  279. }
  280. mesh.setEnabled(parsedMesh.isEnabled);
  281. mesh.isVisible = parsedMesh.isVisible;
  282. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  283. mesh.receiveShadows = parsedMesh.receiveShadows;
  284. mesh.billboardMode = parsedMesh.billboardMode;
  285. if (parsedMesh.visibility !== undefined) {
  286. mesh.visibility = parsedMesh.visibility;
  287. }
  288. mesh.checkCollisions = parsedMesh.checkCollisions;
  289. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  290. // Parent
  291. if (parsedMesh.parentId) {
  292. mesh.parent = scene.getLastEntryByID(parsedMesh.parentId);
  293. }
  294. // Geometry
  295. if (parsedMesh.delayLoadingFile) {
  296. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  297. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  298. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  299. mesh._delayInfo = [];
  300. if (parsedMesh.hasUVs) {
  301. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  302. }
  303. if (parsedMesh.hasUVs2) {
  304. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  305. }
  306. if (parsedMesh.hasColors) {
  307. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  308. }
  309. if (parsedMesh.hasMatricesIndices) {
  310. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  311. }
  312. if (parsedMesh.hasMatricesWeights) {
  313. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  314. }
  315. } else {
  316. BABYLON.SceneLoader._ImportGeometry(parsedMesh, mesh);
  317. }
  318. // Material
  319. if (parsedMesh.materialId) {
  320. mesh.setMaterialByID(parsedMesh.materialId);
  321. } else {
  322. mesh.material = null;
  323. }
  324. // Skeleton
  325. if (parsedMesh.skeletonId > -1) {
  326. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  327. }
  328. // Physics
  329. if (parsedMesh.physicsImpostor) {
  330. if (!scene.isPhysicsEnabled()) {
  331. scene.enablePhysics();
  332. }
  333. switch (parsedMesh.physicsImpostor) {
  334. case 1: // BOX
  335. mesh.setPhysicsState({ impostor: BABYLON.PhysicsEngine.BoxImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  336. break;
  337. case 2: // SPHERE
  338. mesh.setPhysicsState({ impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  339. break;
  340. }
  341. }
  342. // Animations
  343. if (parsedMesh.animations) {
  344. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  345. var parsedAnimation = parsedMesh.animations[animationIndex];
  346. mesh.animations.push(parseAnimation(parsedAnimation));
  347. }
  348. }
  349. if (parsedMesh.autoAnimate) {
  350. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  351. }
  352. return mesh;
  353. };
  354. var isDescendantOf = function (mesh, names, hierarchyIds) {
  355. names = (names instanceof Array) ? names : [names];
  356. for (var i in names) {
  357. if (mesh.name === names[i]) {
  358. hierarchyIds.push(mesh.id);
  359. return true;
  360. }
  361. }
  362. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  363. hierarchyIds.push(mesh.id);
  364. return true;
  365. }
  366. return false;
  367. };
  368. BABYLON.SceneLoader = {
  369. _ImportGeometry: function (parsedGeometry, mesh) {
  370. // Geometry
  371. if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  372. mesh.setVerticesData(parsedGeometry.positions, BABYLON.VertexBuffer.PositionKind, false);
  373. mesh.setVerticesData(parsedGeometry.normals, BABYLON.VertexBuffer.NormalKind, false);
  374. if (parsedGeometry.uvs) {
  375. mesh.setVerticesData(parsedGeometry.uvs, BABYLON.VertexBuffer.UVKind, false);
  376. }
  377. if (parsedGeometry.uvs2) {
  378. mesh.setVerticesData(parsedGeometry.uvs2, BABYLON.VertexBuffer.UV2Kind, false);
  379. }
  380. if (parsedGeometry.colors) {
  381. mesh.setVerticesData(parsedGeometry.colors, BABYLON.VertexBuffer.ColorKind, false);
  382. }
  383. if (parsedGeometry.matricesIndices) {
  384. var floatIndices = [];
  385. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  386. var matricesIndex = parsedGeometry.matricesIndices[i];
  387. floatIndices.push(matricesIndex & 0x000000FF);
  388. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  389. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  390. floatIndices.push(matricesIndex >> 24);
  391. }
  392. mesh.setVerticesData(floatIndices, BABYLON.VertexBuffer.MatricesIndicesKind, false);
  393. }
  394. if (parsedGeometry.matricesWeights) {
  395. mesh.setVerticesData(parsedGeometry.matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind, false);
  396. }
  397. mesh.setIndices(parsedGeometry.indices);
  398. }
  399. // SubMeshes
  400. if (parsedGeometry.subMeshes) {
  401. mesh.subMeshes = [];
  402. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  403. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  404. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  405. }
  406. }
  407. // Update
  408. mesh.computeWorldMatrix(true);
  409. // Flat shading
  410. if (mesh._shouldGenerateFlatShading) {
  411. mesh.convertToFlatShadedMesh();
  412. delete mesh._shouldGenerateFlatShading;
  413. }
  414. var scene = mesh.getScene();
  415. if (scene._selectionOctree) {
  416. scene._selectionOctree.addMesh(mesh);
  417. }
  418. },
  419. ImportMesh: function (meshesNames, rootUrl, sceneFilename, scene, then, progressCallBack) {
  420. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  421. var database = new BABYLON.Database(rootUrl + sceneFilename);
  422. scene.database = database;
  423. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  424. var parsedData = JSON.parse(data);
  425. // Meshes
  426. var meshes = [];
  427. var particleSystems = [];
  428. var skeletons = [];
  429. var loadedSkeletonsIds = [];
  430. var loadedMaterialsIds = [];
  431. var hierarchyIds = [];
  432. for (var index = 0; index < parsedData.meshes.length; index++) {
  433. var parsedMesh = parsedData.meshes[index];
  434. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  435. if (meshesNames instanceof Array) {
  436. // Remove found mesh name from list.
  437. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  438. }
  439. // Material ?
  440. if (parsedMesh.materialId) {
  441. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  442. if (!materialFound) {
  443. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  444. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  445. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  446. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  447. var subMatId = parsedMultiMaterial.materials[matIndex];
  448. loadedMaterialsIds.push(subMatId);
  449. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  450. }
  451. loadedMaterialsIds.push(parsedMultiMaterial.id);
  452. parseMultiMaterial(parsedMultiMaterial, scene);
  453. materialFound = true;
  454. break;
  455. }
  456. }
  457. }
  458. if (!materialFound) {
  459. loadedMaterialsIds.push(parsedMesh.materialId);
  460. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  461. }
  462. }
  463. // Skeleton ?
  464. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  465. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  466. if (!skeletonAlreadyLoaded) {
  467. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  468. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  469. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  470. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  471. loadedSkeletonsIds.push(parsedSkeleton.id);
  472. }
  473. }
  474. }
  475. }
  476. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  477. meshes.push(mesh);
  478. }
  479. }
  480. // Particles
  481. if (parsedData.particleSystems) {
  482. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  483. var parsedParticleSystem = parsedData.particleSystems[index];
  484. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  485. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  486. }
  487. }
  488. }
  489. if (then) {
  490. then(meshes, particleSystems, skeletons);
  491. }
  492. }, progressCallBack, database);
  493. },
  494. Load: function (rootUrl, sceneFilename, engine, then, progressCallBack) {
  495. function loadSceneFromData(data) {
  496. var parsedData = JSON.parse(data);
  497. var scene = new BABYLON.Scene(engine);
  498. scene.database = database;
  499. // Scene
  500. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading;
  501. scene.autoClear = parsedData.autoClear;
  502. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  503. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  504. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  505. // Fog
  506. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  507. scene.fogMode = parsedData.fogMode;
  508. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  509. scene.fogStart = parsedData.fogStart;
  510. scene.fogEnd = parsedData.fogEnd;
  511. scene.fogDensity = parsedData.fogDensity;
  512. }
  513. // Lights
  514. for (var index = 0; index < parsedData.lights.length; index++) {
  515. var parsedLight = parsedData.lights[index];
  516. parseLight(parsedLight, scene);
  517. }
  518. // Cameras
  519. for (var index = 0; index < parsedData.cameras.length; index++) {
  520. var parsedCamera = parsedData.cameras[index];
  521. parseCamera(parsedCamera, scene);
  522. }
  523. if (parsedData.activeCameraID) {
  524. scene.activeCameraByID(parsedData.activeCameraID);
  525. }
  526. // Materials
  527. if (parsedData.materials) {
  528. for (var index = 0; index < parsedData.materials.length; index++) {
  529. var parsedMaterial = parsedData.materials[index];
  530. parseMaterial(parsedMaterial, scene, rootUrl);
  531. }
  532. }
  533. if (parsedData.multiMaterials) {
  534. for (var index = 0; index < parsedData.multiMaterials.length; index++) {
  535. var parsedMultiMaterial = parsedData.multiMaterials[index];
  536. parseMultiMaterial(parsedMultiMaterial, scene);
  537. }
  538. }
  539. // Skeletons
  540. if (parsedData.skeletons) {
  541. for (var index = 0; index < parsedData.skeletons.length; index++) {
  542. var parsedSkeleton = parsedData.skeletons[index];
  543. parseSkeleton(parsedSkeleton, scene);
  544. }
  545. }
  546. // Meshes
  547. for (var index = 0; index < parsedData.meshes.length; index++) {
  548. var parsedMesh = parsedData.meshes[index];
  549. parseMesh(parsedMesh, scene, rootUrl);
  550. }
  551. // Connecting cameras parents and locked target
  552. for (var index = 0; index < scene.cameras.length; index++) {
  553. var camera = scene.cameras[index];
  554. if (camera._waitingParentId) {
  555. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  556. delete camera._waitingParentId;
  557. }
  558. if (camera._waitingLockedTargetId) {
  559. camera.lockedTarget = scene.getLastEntryByID(camera._waitingLockedTargetId);
  560. delete camera._waitingLockedTargetId;
  561. }
  562. }
  563. // Particles Systems
  564. if (parsedData.particleSystems) {
  565. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  566. var parsedParticleSystem = parsedData.particleSystems[index];
  567. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  568. }
  569. }
  570. // Lens flares
  571. if (parsedData.lensFlareSystems) {
  572. for (var index = 0; index < parsedData.lensFlareSystems.length; index++) {
  573. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  574. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  575. }
  576. }
  577. // Shadows
  578. if (parsedData.shadowGenerators) {
  579. for (var index = 0; index < parsedData.shadowGenerators.length; index++) {
  580. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  581. parseShadowGenerator(parsedShadowGenerator, scene);
  582. }
  583. }
  584. // Finish
  585. if (then) {
  586. then(scene);
  587. }
  588. };
  589. if (rootUrl.indexOf("file:") === -1) {
  590. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  591. var database = new BABYLON.Database(rootUrl + sceneFilename);
  592. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, loadSceneFromData, progressCallBack, database);
  593. }
  594. // Loading file from disk via input file or drag'n'drop
  595. else {
  596. BABYLON.Tools.ReadFile(sceneFilename, loadSceneFromData, progressCallBack);
  597. }
  598. }
  599. };
  600. })();