babylon.sceneLoader.js 30 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 parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
  124. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  125. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  126. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  127. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  128. var parsedFlare = parsedLensFlareSystem.flares[index];
  129. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  130. }
  131. return lensFlareSystem;
  132. };
  133. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  134. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  135. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  136. if (parsedParticleSystem.textureName) {
  137. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  138. }
  139. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  140. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  141. particleSystem.minSize = parsedParticleSystem.minSize;
  142. particleSystem.maxSize = parsedParticleSystem.maxSize;
  143. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  144. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  145. particleSystem.emitter = emitter;
  146. particleSystem.emitRate = parsedParticleSystem.emitRate;
  147. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  148. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  149. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  150. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  151. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  152. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  153. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  154. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  155. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  156. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  157. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  158. particleSystem.blendMode = parsedParticleSystem.blendMode;
  159. particleSystem.start();
  160. return particleSystem;
  161. };
  162. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  163. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  164. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  165. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  166. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  167. shadowGenerator.getShadowMap().renderList.push(mesh);
  168. }
  169. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  170. return shadowGenerator;
  171. };
  172. var parseAnimation = function (parsedAnimation) {
  173. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  174. var dataType = parsedAnimation.dataType;
  175. var keys = [];
  176. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  177. var key = parsedAnimation.keys[index];
  178. var data;
  179. switch (dataType) {
  180. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  181. data = key.values[0];
  182. break;
  183. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  184. data = BABYLON.Quaternion.FromArray(key.values);
  185. break;
  186. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  187. data = BABYLON.Matrix.FromArray(key.values);
  188. break;
  189. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  190. default:
  191. data = BABYLON.Vector3.FromArray(key.values);
  192. break;
  193. }
  194. keys.push({
  195. frame: key.frame,
  196. value: data
  197. });
  198. }
  199. animation.setKeys(keys);
  200. return animation;
  201. };
  202. var parseLight = function (parsedLight, scene) {
  203. var light;
  204. switch (parsedLight.type) {
  205. case 0:
  206. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  207. break;
  208. case 1:
  209. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  210. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  211. break;
  212. case 2:
  213. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  214. break;
  215. case 3:
  216. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  217. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  218. break;
  219. }
  220. light.id = parsedLight.id;
  221. if (parsedLight.intensity) {
  222. light.intensity = parsedLight.intensity;
  223. }
  224. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  225. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  226. };
  227. var parseCamera = function (parsedCamera, scene) {
  228. var camera = new BABYLON.FreeCamera(parsedCamera.name, BABYLON.Vector3.FromArray(parsedCamera.position), scene);
  229. camera.id = parsedCamera.id;
  230. // Parent
  231. if (parsedCamera.parentId) {
  232. camera._waitingParentId = parsedCamera.parentId;
  233. }
  234. // Target
  235. if (parsedCamera.target) {
  236. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  237. } else {
  238. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  239. }
  240. // Locked target
  241. if (parsedCamera.lockedTargetId) {
  242. camera._waitingLockedTargetId = parsedCamera.lockedTargetId;
  243. }
  244. camera.fov = parsedCamera.fov;
  245. camera.minZ = parsedCamera.minZ;
  246. camera.maxZ = parsedCamera.maxZ;
  247. camera.speed = parsedCamera.speed;
  248. camera.inertia = parsedCamera.inertia;
  249. camera.checkCollisions = parsedCamera.checkCollisions;
  250. camera.applyGravity = parsedCamera.applyGravity;
  251. if (parsedCamera.ellipsoid) {
  252. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  253. }
  254. // Animations
  255. if (parsedCamera.animations) {
  256. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  257. var parsedAnimation = parsedCamera.animations[animationIndex];
  258. camera.animations.push(parseAnimation(parsedAnimation));
  259. }
  260. }
  261. if (parsedCamera.autoAnimate) {
  262. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  263. }
  264. return camera;
  265. };
  266. var parseMesh = function (parsedMesh, scene, rootUrl) {
  267. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  268. mesh.id = parsedMesh.id;
  269. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  270. if (parsedMesh.rotation) {
  271. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  272. } else if (parsedMesh.rotationQuaternion) {
  273. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  274. }
  275. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  276. if (parsedMesh.localMatrix) {
  277. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  278. }
  279. mesh.setEnabled(parsedMesh.isEnabled);
  280. mesh.isVisible = parsedMesh.isVisible;
  281. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  282. mesh.receiveShadows = parsedMesh.receiveShadows;
  283. mesh.billboardMode = parsedMesh.billboardMode;
  284. if (parsedMesh.visibility !== undefined) {
  285. mesh.visibility = parsedMesh.visibility;
  286. }
  287. mesh.checkCollisions = parsedMesh.checkCollisions;
  288. if (parsedMesh.delayLoadingFile) {
  289. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  290. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  291. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  292. mesh._delayInfo = [];
  293. if (parsedMesh.hasUVs) {
  294. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  295. }
  296. if (parsedMesh.hasUVs2) {
  297. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  298. }
  299. if (parsedMesh.hasColors) {
  300. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  301. }
  302. if (parsedMesh.hasMatricesIndices) {
  303. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  304. }
  305. if (parsedMesh.hasMatricesWeights) {
  306. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  307. }
  308. } else {
  309. BABYLON.SceneLoader._ImportGeometry(parsedMesh, mesh);
  310. }
  311. // Parent
  312. if (parsedMesh.parentId) {
  313. mesh.parent = scene.getLastEntryByID(parsedMesh.parentId);
  314. }
  315. // Material
  316. if (parsedMesh.materialId) {
  317. mesh.setMaterialByID(parsedMesh.materialId);
  318. } else {
  319. mesh.material = null;
  320. }
  321. // Skeleton
  322. if (parsedMesh.skeletonId > -1) {
  323. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  324. }
  325. // Animations
  326. if (parsedMesh.animations) {
  327. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  328. var parsedAnimation = parsedMesh.animations[animationIndex];
  329. mesh.animations.push(parseAnimation(parsedAnimation));
  330. }
  331. }
  332. if (parsedMesh.autoAnimate) {
  333. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  334. }
  335. return mesh;
  336. };
  337. var isDescendantOf = function (mesh, name, hierarchyIds) {
  338. if (mesh.name === name) {
  339. hierarchyIds.push(mesh.id);
  340. return true;
  341. }
  342. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  343. hierarchyIds.push(mesh.id);
  344. return true;
  345. }
  346. return false;
  347. };
  348. BABYLON.SceneLoader = {
  349. _ImportGeometry: function (parsedGeometry, mesh) {
  350. // Geometry
  351. if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  352. mesh.setVerticesData(parsedGeometry.positions, BABYLON.VertexBuffer.PositionKind, false);
  353. mesh.setVerticesData(parsedGeometry.normals, BABYLON.VertexBuffer.NormalKind, false);
  354. if (parsedGeometry.uvs) {
  355. mesh.setVerticesData(parsedGeometry.uvs, BABYLON.VertexBuffer.UVKind, false);
  356. }
  357. if (parsedGeometry.uvs2) {
  358. mesh.setVerticesData(parsedGeometry.uvs2, BABYLON.VertexBuffer.UV2Kind, false);
  359. }
  360. if (parsedGeometry.colors) {
  361. mesh.setVerticesData(parsedGeometry.colors, BABYLON.VertexBuffer.ColorKind, false);
  362. }
  363. if (parsedGeometry.matricesIndices) {
  364. var floatIndices = [];
  365. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  366. var matricesIndex = parsedGeometry.matricesIndices[i];
  367. floatIndices.push(matricesIndex & 0x000000FF);
  368. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  369. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  370. floatIndices.push(matricesIndex >> 24);
  371. }
  372. mesh.setVerticesData(floatIndices, BABYLON.VertexBuffer.MatricesIndicesKind, false);
  373. }
  374. if (parsedGeometry.matricesWeights) {
  375. mesh.setVerticesData(parsedGeometry.matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind, false);
  376. }
  377. mesh.setIndices(parsedGeometry.indices);
  378. }
  379. // SubMeshes
  380. if (parsedGeometry.subMeshes) {
  381. mesh.subMeshes = [];
  382. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  383. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  384. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  385. }
  386. }
  387. // Update
  388. mesh.computeWorldMatrix(true);
  389. var scene = mesh.getScene();
  390. if (scene._selectionOctree) {
  391. scene._selectionOctree.addMesh(mesh);
  392. }
  393. },
  394. ImportMesh: function (meshName, rootUrl, sceneFilename, scene, then, progressCallBack) {
  395. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  396. var database = new BABYLON.Database(rootUrl + sceneFilename);
  397. scene.database = database;
  398. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  399. var parsedData = JSON.parse(data);
  400. // Meshes
  401. var meshes = [];
  402. var particleSystems = [];
  403. var skeletons = [];
  404. var loadedSkeletonsIds = [];
  405. var loadedMaterialsIds = [];
  406. var hierarchyIds = [];
  407. for (var index = 0; index < parsedData.meshes.length; index++) {
  408. var parsedMesh = parsedData.meshes[index];
  409. if (!meshName || isDescendantOf(parsedMesh, meshName, hierarchyIds)) {
  410. // Material ?
  411. if (parsedMesh.materialId) {
  412. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  413. if (!materialFound) {
  414. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  415. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  416. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  417. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  418. var subMatId = parsedMultiMaterial.materials[matIndex];
  419. loadedMaterialsIds.push(subMatId);
  420. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  421. }
  422. loadedMaterialsIds.push(parsedMultiMaterial.id);
  423. parseMultiMaterial(parsedMultiMaterial, scene);
  424. materialFound = true;
  425. break;
  426. }
  427. }
  428. }
  429. if (!materialFound) {
  430. loadedMaterialsIds.push(parsedMesh.materialId);
  431. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  432. }
  433. }
  434. // Skeleton ?
  435. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  436. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  437. if (!skeletonAlreadyLoaded) {
  438. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  439. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  440. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  441. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  442. loadedSkeletonsIds.push(parsedSkeleton.id);
  443. }
  444. }
  445. }
  446. }
  447. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  448. meshes.push(mesh);
  449. }
  450. }
  451. // Particles
  452. if (parsedData.particleSystems) {
  453. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  454. var parsedParticleSystem = parsedData.particleSystems[index];
  455. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  456. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  457. }
  458. }
  459. }
  460. if (then) {
  461. then(meshes, particleSystems, skeletons);
  462. }
  463. }, progressCallBack, database);
  464. },
  465. Load: function (rootUrl, sceneFilename, engine, then, progressCallBack) {
  466. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  467. var database = new BABYLON.Database(rootUrl + sceneFilename);
  468. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  469. var parsedData = JSON.parse(data);
  470. var scene = new BABYLON.Scene(engine);
  471. scene.database = database;
  472. // Scene
  473. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading;
  474. scene.autoClear = parsedData.autoClear;
  475. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  476. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  477. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  478. // Fog
  479. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  480. scene.fogMode = parsedData.fogMode;
  481. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  482. scene.fogStart = parsedData.fogStart;
  483. scene.fogEnd = parsedData.fogEnd;
  484. scene.fogDensity = parsedData.fogDensity;
  485. }
  486. // Lights
  487. for (var index = 0; index < parsedData.lights.length; index++) {
  488. var parsedLight = parsedData.lights[index];
  489. parseLight(parsedLight, scene);
  490. }
  491. // Cameras
  492. for (var index = 0; index < parsedData.cameras.length; index++) {
  493. var parsedCamera = parsedData.cameras[index];
  494. parseCamera(parsedCamera, scene);
  495. }
  496. if (parsedData.activeCameraID) {
  497. scene.activeCameraByID(parsedData.activeCameraID);
  498. }
  499. // Materials
  500. if (parsedData.materials) {
  501. for (var index = 0; index < parsedData.materials.length; index++) {
  502. var parsedMaterial = parsedData.materials[index];
  503. parseMaterial(parsedMaterial, scene, rootUrl);
  504. }
  505. }
  506. if (parsedData.multiMaterials) {
  507. for (var index = 0; index < parsedData.multiMaterials.length; index++) {
  508. var parsedMultiMaterial = parsedData.multiMaterials[index];
  509. parseMultiMaterial(parsedMultiMaterial, scene);
  510. }
  511. }
  512. // Skeletons
  513. if (parsedData.skeletons) {
  514. for (var index = 0; index < parsedData.skeletons.length; index++) {
  515. var parsedSkeleton = parsedData.skeletons[index];
  516. parseSkeleton(parsedSkeleton, scene);
  517. }
  518. }
  519. // Meshes
  520. for (var index = 0; index < parsedData.meshes.length; index++) {
  521. var parsedMesh = parsedData.meshes[index];
  522. parseMesh(parsedMesh, scene, rootUrl);
  523. }
  524. // Connecting cameras parents and locked target
  525. for (var index = 0; index < scene.cameras.length; index++) {
  526. var camera = scene.cameras[index];
  527. if (camera._waitingParentId) {
  528. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  529. delete camera._waitingParentId;
  530. }
  531. if (camera._waitingLockedTargetId) {
  532. camera.lockedTarget = scene.getLastEntryByID(camera._waitingLockedTargetId);
  533. delete camera._waitingLockedTargetId;
  534. }
  535. }
  536. // Particles Systems
  537. if (parsedData.particleSystems) {
  538. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  539. var parsedParticleSystem = parsedData.particleSystems[index];
  540. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  541. }
  542. }
  543. // Lens flares
  544. if (parsedData.lensFlareSystems) {
  545. for (var index = 0; index < parsedData.lensFlareSystems.length; index++) {
  546. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  547. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  548. }
  549. }
  550. // Shadows
  551. if (parsedData.shadowGenerators) {
  552. for (var index = 0; index < parsedData.shadowGenerators.length; index++) {
  553. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  554. parseShadowGenerator(parsedShadowGenerator, scene);
  555. }
  556. }
  557. // Finish
  558. if (then) {
  559. then(scene);
  560. }
  561. }, progressCallBack, database);
  562. }
  563. };
  564. })();