babylon.sceneLoader.js 25 KB

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  1. var BABYLON = BABYLON || {};
  2. (function () {
  3. var loadCubeTexture = function (rootUrl, parsedTexture, scene) {
  4. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  5. texture.name = parsedTexture.name;
  6. texture.hasAlpha = parsedTexture.hasAlpha;
  7. texture.level = parsedTexture.level;
  8. texture.coordinatesMode = parsedTexture.coordinatesMode;
  9. return texture;
  10. };
  11. var loadTexture = function (rootUrl, parsedTexture, scene) {
  12. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  13. return null;
  14. }
  15. if (parsedTexture.isCube) {
  16. return loadCubeTexture(rootUrl, parsedTexture, scene);
  17. }
  18. var texture;
  19. if (parsedTexture.mirrorPlane) {
  20. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  21. texture._waitingRenderList = parsedTexture.renderList;
  22. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  23. } else if (parsedTexture.isRenderTarget) {
  24. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  25. texture._waitingRenderList = parsedTexture.renderList;
  26. } else {
  27. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  28. }
  29. texture.name = parsedTexture.name;
  30. texture.hasAlpha = parsedTexture.hasAlpha;
  31. texture.level = parsedTexture.level;
  32. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  33. texture.coordinatesMode = parsedTexture.coordinatesMode;
  34. texture.uOffset = parsedTexture.uOffset;
  35. texture.vOffset = parsedTexture.vOffset;
  36. texture.uScale = parsedTexture.uScale;
  37. texture.vScale = parsedTexture.vScale;
  38. texture.uAng = parsedTexture.uAng;
  39. texture.vAng = parsedTexture.vAng;
  40. texture.wAng = parsedTexture.wAng;
  41. texture.wrapU = parsedTexture.wrapU;
  42. texture.wrapV = parsedTexture.wrapV;
  43. // Animations
  44. if (parsedTexture.animations) {
  45. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  46. var parsedAnimation = parsedTexture.animations[animationIndex];
  47. texture.animations.push(parseAnimation(parsedAnimation));
  48. }
  49. }
  50. return texture;
  51. };
  52. var parseSkeleton = function (parsedSkeleton, scene) {
  53. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  54. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  55. var parsedBone = parsedSkeleton.bones[index];
  56. var parentBone = null;
  57. if (parsedBone.parentBoneIndex > -1) {
  58. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  59. }
  60. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  61. if (parsedBone.animation) {
  62. bone.animations.push(parseAnimation(parsedBone.animation));
  63. }
  64. }
  65. return skeleton;
  66. };
  67. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  68. var material;
  69. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  70. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  71. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  72. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  73. material.specularPower = parsedMaterial.specularPower;
  74. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  75. material.alpha = parsedMaterial.alpha;
  76. material.id = parsedMaterial.id;
  77. material.backFaceCulling = parsedMaterial.backFaceCulling;
  78. if (parsedMaterial.diffuseTexture) {
  79. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  80. }
  81. if (parsedMaterial.ambientTexture) {
  82. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  83. }
  84. if (parsedMaterial.opacityTexture) {
  85. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  86. }
  87. if (parsedMaterial.reflectionTexture) {
  88. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  89. }
  90. if (parsedMaterial.emissiveTexture) {
  91. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  92. }
  93. if (parsedMaterial.specularTexture) {
  94. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  95. }
  96. if (parsedMaterial.bumpTexture) {
  97. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  98. }
  99. return material;
  100. };
  101. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  102. for (var index = 0; index < parsedData.materials.length; index++) {
  103. var parsedMaterial = parsedData.materials[index];
  104. if (parsedMaterial.id === id) {
  105. return parseMaterial(parsedMaterial, scene, rootUrl);
  106. }
  107. }
  108. return null;
  109. };
  110. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  111. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  112. multiMaterial.id = parsedMultiMaterial.id;
  113. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  114. var subMatId = parsedMultiMaterial.materials[matIndex];
  115. if (subMatId) {
  116. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  117. } else {
  118. multiMaterial.subMaterials.push(null);
  119. }
  120. }
  121. return multiMaterial;
  122. };
  123. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  124. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  125. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  126. if (parsedParticleSystem.textureName) {
  127. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  128. }
  129. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  130. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  131. particleSystem.minSize = parsedParticleSystem.minSize;
  132. particleSystem.maxSize = parsedParticleSystem.maxSize;
  133. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  134. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  135. particleSystem.emitter = emitter;
  136. particleSystem.emitRate = parsedParticleSystem.emitRate;
  137. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  138. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  139. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  140. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  141. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  142. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  143. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  144. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  145. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  146. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  147. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  148. particleSystem.blendMode = parsedParticleSystem.blendMode;
  149. particleSystem.start();
  150. return particleSystem;
  151. };
  152. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  153. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  154. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  155. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  156. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  157. shadowGenerator.getShadowMap().renderList.push(mesh);
  158. }
  159. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  160. return shadowGenerator;
  161. };
  162. var parseAnimation = function (parsedAnimation) {
  163. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  164. var dataType = parsedAnimation.dataType;
  165. var keys = [];
  166. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  167. var key = parsedAnimation.keys[index];
  168. var data;
  169. switch (dataType) {
  170. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  171. data = key.values[0];
  172. break;
  173. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  174. data = BABYLON.Quaternion.FromArray(key.values);
  175. break;
  176. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  177. data = BABYLON.Matrix.FromArray(key.values);
  178. break;
  179. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  180. default:
  181. data = BABYLON.Vector3.FromArray(key.values);
  182. break;
  183. }
  184. keys.push({
  185. frame: key.frame,
  186. value: data
  187. });
  188. }
  189. animation.setKeys(keys);
  190. return animation;
  191. };
  192. var parseLight = function (parsedLight, scene) {
  193. var light;
  194. switch (parsedLight.type) {
  195. case 0:
  196. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  197. break;
  198. case 1:
  199. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  200. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  201. break;
  202. case 2:
  203. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  204. break;
  205. case 3:
  206. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  207. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  208. break;
  209. }
  210. light.id = parsedLight.id;
  211. if (parsedLight.intensity) {
  212. light.intensity = parsedLight.intensity;
  213. }
  214. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  215. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  216. };
  217. var parseMesh = function (parsedMesh, scene) {
  218. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  219. mesh.id = parsedMesh.id;
  220. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  221. mesh.rotation = (parsedMesh.rotation.length == 3) ? BABYLON.Vector3.FromArray(parsedMesh.rotation) : BABYLON.Quaternion.FromArray(parsedMesh.rotation);
  222. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  223. if (parsedMesh.localMatrix) {
  224. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  225. }
  226. mesh.setEnabled(parsedMesh.isEnabled);
  227. mesh.isVisible = parsedMesh.isVisible;
  228. mesh.receiveShadows = parsedMesh.receiveShadows;
  229. mesh.billboardMode = parsedMesh.billboardMode;
  230. if (parsedMesh.visibility !== undefined) {
  231. mesh.visibility = parsedMesh.visibility;
  232. }
  233. mesh.checkCollisions = parsedMesh.checkCollisions;
  234. if (parsedMesh.positions && parsedMesh.normals && parsedMesh.indices) {
  235. mesh.setVerticesData(parsedMesh.positions, BABYLON.VertexBuffer.PositionKind, false);
  236. mesh.setVerticesData(parsedMesh.normals, BABYLON.VertexBuffer.NormalKind, false);
  237. if (parsedMesh.uvs) {
  238. mesh.setVerticesData(parsedMesh.uvs, BABYLON.VertexBuffer.UVKind, false);
  239. }
  240. if (parsedMesh.uvs2) {
  241. mesh.setVerticesData(parsedMesh.uvs2, BABYLON.VertexBuffer.UV2Kind, false);
  242. }
  243. if (parsedMesh.colors) {
  244. mesh.setVerticesData(parsedMesh.colors, BABYLON.VertexBuffer.ColorKind, false);
  245. }
  246. if (parsedMesh.matricesIndices) {
  247. var floatIndices = [];
  248. for (var i = 0; i < parsedMesh.matricesIndices.length; i++) {
  249. var matricesIndex = parsedMesh.matricesIndices[i];
  250. floatIndices.push(matricesIndex & 0x000000FF);
  251. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  252. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  253. floatIndices.push(matricesIndex >> 24);
  254. }
  255. mesh.setVerticesData(floatIndices, BABYLON.VertexBuffer.MatricesIndicesKind, false);
  256. }
  257. if (parsedMesh.matricesWeights) {
  258. mesh.setVerticesData(parsedMesh.matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind, false);
  259. }
  260. mesh.setIndices(parsedMesh.indices);
  261. }
  262. // Parent
  263. if (parsedMesh.parentId) {
  264. mesh.parent = scene.getLastMeshByID(parsedMesh.parentId);
  265. }
  266. // Material
  267. if (parsedMesh.materialId) {
  268. mesh.setMaterialByID(parsedMesh.materialId);
  269. } else {
  270. mesh.material = null;
  271. }
  272. // Skeleton
  273. if (parsedMesh.skeletonId > -1) {
  274. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  275. }
  276. // SubMeshes
  277. if (parsedMesh.subMeshes) {
  278. mesh.subMeshes = [];
  279. for (var subIndex = 0; subIndex < parsedMesh.subMeshes.length; subIndex++) {
  280. var parsedSubMesh = parsedMesh.subMeshes[subIndex];
  281. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  282. }
  283. }
  284. // Animations
  285. if (parsedMesh.animations) {
  286. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  287. var parsedAnimation = parsedMesh.animations[animationIndex];
  288. mesh.animations.push(parseAnimation(parsedAnimation));
  289. }
  290. }
  291. if (parsedMesh.autoAnimate) {
  292. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  293. }
  294. return mesh;
  295. };
  296. var isDescendantOf = function (mesh, name, hierarchyIds) {
  297. if (mesh.name === name) {
  298. hierarchyIds.push(mesh.id);
  299. return true;
  300. }
  301. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  302. hierarchyIds.push(mesh.id);
  303. return true;
  304. }
  305. return false;
  306. };
  307. BABYLON.SceneLoader = {
  308. ImportMesh: function (meshName, rootUrl, sceneFilename, scene, then, progressCallBack) {
  309. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  310. var database = new BABYLON.Database(rootUrl + sceneFilename);
  311. scene.database = database;
  312. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  313. var parsedData = JSON.parse(data);
  314. // Meshes
  315. var meshes = [];
  316. var particleSystems = [];
  317. var skeletons = [];
  318. var loadedSkeletonsIds = [];
  319. var loadedMaterialsIds = [];
  320. var hierarchyIds = [];
  321. for (var index = 0; index < parsedData.meshes.length; index++) {
  322. var parsedMesh = parsedData.meshes[index];
  323. if (!meshName || isDescendantOf(parsedMesh, meshName, hierarchyIds)) {
  324. // Material ?
  325. if (parsedMesh.materialId) {
  326. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  327. if (!materialFound) {
  328. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  329. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  330. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  331. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  332. var subMatId = parsedMultiMaterial.materials[matIndex];
  333. loadedMaterialsIds.push(subMatId);
  334. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  335. }
  336. loadedMaterialsIds.push(parsedMultiMaterial.id);
  337. parseMultiMaterial(parsedMultiMaterial, scene);
  338. materialFound = true;
  339. break;
  340. }
  341. }
  342. }
  343. if (!materialFound) {
  344. loadedMaterialsIds.push(parsedMesh.materialId);
  345. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  346. }
  347. }
  348. // Skeleton ?
  349. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  350. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  351. if (!skeletonAlreadyLoaded) {
  352. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  353. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  354. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  355. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  356. loadedSkeletonsIds.push(parsedSkeleton.id);
  357. }
  358. }
  359. }
  360. }
  361. var mesh = parseMesh(parsedMesh, scene);
  362. meshes.push(mesh);
  363. }
  364. }
  365. // Particles
  366. if (parsedData.particleSystems) {
  367. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  368. var parsedParticleSystem = parsedData.particleSystems[index];
  369. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  370. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  371. }
  372. }
  373. }
  374. if (then) {
  375. then(meshes, particleSystems, skeletons);
  376. }
  377. }, progressCallBack, database);
  378. },
  379. Load: function (rootUrl, sceneFilename, engine, then, progressCallBack) {
  380. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  381. var database = new BABYLON.Database(rootUrl + sceneFilename);
  382. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  383. var parsedData = JSON.parse(data);
  384. var scene = new BABYLON.Scene(engine);
  385. scene.database = database;
  386. // Scene
  387. scene.autoClear = parsedData.autoClear;
  388. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  389. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  390. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  391. // Fog
  392. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  393. scene.fogMode = parsedData.fogMode;
  394. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  395. scene.fogStart = parsedData.fogStart;
  396. scene.fogEnd = parsedData.fogEnd;
  397. scene.fogDensity = parsedData.fogDensity;
  398. }
  399. // Lights
  400. for (var index = 0; index < parsedData.lights.length; index++) {
  401. var parsedLight = parsedData.lights[index];
  402. parseLight(parsedLight, scene);
  403. }
  404. // Cameras
  405. for (var index = 0; index < parsedData.cameras.length; index++) {
  406. var parsedCamera = parsedData.cameras[index];
  407. var camera = new BABYLON.FreeCamera(parsedCamera.name, BABYLON.Vector3.FromArray(parsedCamera.position), scene);
  408. camera.id = parsedCamera.id;
  409. if (parsedCamera.target) {
  410. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  411. } else {
  412. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  413. }
  414. camera.fov = parsedCamera.fov;
  415. camera.minZ = parsedCamera.minZ;
  416. camera.maxZ = parsedCamera.maxZ;
  417. camera.speed = parsedCamera.speed;
  418. camera.inertia = parsedCamera.inertia;
  419. camera.checkCollisions = parsedCamera.checkCollisions;
  420. camera.applyGravity = parsedCamera.applyGravity;
  421. if (parsedCamera.ellipsoid) {
  422. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  423. }
  424. }
  425. if (parsedData.activeCameraID) {
  426. scene.activeCameraByID(parsedData.activeCameraID);
  427. }
  428. // Materials
  429. if (parsedData.materials) {
  430. for (var index = 0; index < parsedData.materials.length; index++) {
  431. var parsedMaterial = parsedData.materials[index];
  432. parseMaterial(parsedMaterial, scene, rootUrl);
  433. }
  434. }
  435. if (parsedData.multiMaterials) {
  436. for (var index = 0; index < parsedData.multiMaterials.length; index++) {
  437. var parsedMultiMaterial = parsedData.multiMaterials[index];
  438. parseMultiMaterial(parsedMultiMaterial, scene);
  439. }
  440. }
  441. // Skeletons
  442. if (parsedData.skeletons) {
  443. for (var index = 0; index < parsedData.skeletons.length; index++) {
  444. var parsedSkeleton = parsedData.skeletons[index];
  445. parseSkeleton(parsedSkeleton, scene);
  446. }
  447. }
  448. // Meshes
  449. for (var index = 0; index < parsedData.meshes.length; index++) {
  450. var parsedMesh = parsedData.meshes[index];
  451. parseMesh(parsedMesh, scene);
  452. }
  453. // Particles Systems
  454. if (parsedData.particleSystems) {
  455. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  456. var parsedParticleSystem = parsedData.particleSystems[index];
  457. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  458. }
  459. }
  460. // Shadows
  461. if (parsedData.shadowGenerators) {
  462. for (var index = 0; index < parsedData.shadowGenerators.length; index++) {
  463. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  464. parseShadowGenerator(parsedShadowGenerator, scene);
  465. }
  466. }
  467. // Finish
  468. if (then) {
  469. then(scene);
  470. }
  471. }, progressCallBack, database);
  472. }
  473. };
  474. })();