babylon.babylonFileLoader.js 47 KB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. (function (Internals) {
  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.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  33. texture.level = parsedTexture.level;
  34. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  35. texture.coordinatesMode = parsedTexture.coordinatesMode;
  36. texture.uOffset = parsedTexture.uOffset;
  37. texture.vOffset = parsedTexture.vOffset;
  38. texture.uScale = parsedTexture.uScale;
  39. texture.vScale = parsedTexture.vScale;
  40. texture.uAng = parsedTexture.uAng;
  41. texture.vAng = parsedTexture.vAng;
  42. texture.wAng = parsedTexture.wAng;
  43. texture.wrapU = parsedTexture.wrapU;
  44. texture.wrapV = parsedTexture.wrapV;
  45. // Animations
  46. if (parsedTexture.animations) {
  47. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  48. var parsedAnimation = parsedTexture.animations[animationIndex];
  49. texture.animations.push(parseAnimation(parsedAnimation));
  50. }
  51. }
  52. return texture;
  53. };
  54. var parseSkeleton = function (parsedSkeleton, scene) {
  55. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  56. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  57. var parsedBone = parsedSkeleton.bones[index];
  58. var parentBone = null;
  59. if (parsedBone.parentBoneIndex > -1) {
  60. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  61. }
  62. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  63. if (parsedBone.animation) {
  64. bone.animations.push(parseAnimation(parsedBone.animation));
  65. }
  66. }
  67. return skeleton;
  68. };
  69. var parseFresnelParameters = function (parsedFresnelParameters) {
  70. var fresnelParameters = new BABYLON.FresnelParameters();
  71. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  72. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  73. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  74. fresnelParameters.bias = parsedFresnelParameters.bias;
  75. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  76. return fresnelParameters;
  77. };
  78. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  79. var material;
  80. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  81. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  82. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  83. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  84. material.specularPower = parsedMaterial.specularPower;
  85. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  86. material.alpha = parsedMaterial.alpha;
  87. material.id = parsedMaterial.id;
  88. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  89. material.backFaceCulling = parsedMaterial.backFaceCulling;
  90. material.wireframe = parsedMaterial.wireframe;
  91. if (parsedMaterial.diffuseTexture) {
  92. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  93. }
  94. if (parsedMaterial.diffuseFresnelParameters) {
  95. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  96. }
  97. if (parsedMaterial.ambientTexture) {
  98. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  99. }
  100. if (parsedMaterial.opacityTexture) {
  101. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  102. }
  103. if (parsedMaterial.opacityFresnelParameters) {
  104. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  105. }
  106. if (parsedMaterial.reflectionTexture) {
  107. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  108. }
  109. if (parsedMaterial.reflectionFresnelParameters) {
  110. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  111. }
  112. if (parsedMaterial.emissiveTexture) {
  113. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  114. }
  115. if (parsedMaterial.emissiveFresnelParameters) {
  116. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  117. }
  118. if (parsedMaterial.specularTexture) {
  119. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  120. }
  121. if (parsedMaterial.bumpTexture) {
  122. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  123. }
  124. return material;
  125. };
  126. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  127. for (var index = 0; index < parsedData.materials.length; index++) {
  128. var parsedMaterial = parsedData.materials[index];
  129. if (parsedMaterial.id === id) {
  130. return parseMaterial(parsedMaterial, scene, rootUrl);
  131. }
  132. }
  133. return null;
  134. };
  135. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  136. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  137. multiMaterial.id = parsedMultiMaterial.id;
  138. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  139. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  140. var subMatId = parsedMultiMaterial.materials[matIndex];
  141. if (subMatId) {
  142. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  143. } else {
  144. multiMaterial.subMaterials.push(null);
  145. }
  146. }
  147. return multiMaterial;
  148. };
  149. var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
  150. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  151. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  152. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  153. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  154. var parsedFlare = parsedLensFlareSystem.flares[index];
  155. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  156. }
  157. return lensFlareSystem;
  158. };
  159. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  160. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  161. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  162. if (parsedParticleSystem.textureName) {
  163. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  164. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  165. }
  166. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  167. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  168. particleSystem.minSize = parsedParticleSystem.minSize;
  169. particleSystem.maxSize = parsedParticleSystem.maxSize;
  170. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  171. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  172. particleSystem.emitter = emitter;
  173. particleSystem.emitRate = parsedParticleSystem.emitRate;
  174. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  175. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  176. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  177. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  178. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  179. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  180. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  181. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  182. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  183. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  184. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  185. particleSystem.blendMode = parsedParticleSystem.blendMode;
  186. particleSystem.start();
  187. return particleSystem;
  188. };
  189. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  190. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  191. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  192. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  193. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  194. shadowGenerator.getShadowMap().renderList.push(mesh);
  195. }
  196. if (parsedShadowGenerator.usePoissonSampling) {
  197. shadowGenerator.usePoissonSampling = true;
  198. } else {
  199. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  200. }
  201. return shadowGenerator;
  202. };
  203. var parseAnimation = function (parsedAnimation) {
  204. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  205. var dataType = parsedAnimation.dataType;
  206. var keys = [];
  207. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  208. var key = parsedAnimation.keys[index];
  209. var data;
  210. switch (dataType) {
  211. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  212. data = key.values[0];
  213. break;
  214. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  215. data = BABYLON.Quaternion.FromArray(key.values);
  216. break;
  217. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  218. data = BABYLON.Matrix.FromArray(key.values);
  219. break;
  220. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  221. default:
  222. data = BABYLON.Vector3.FromArray(key.values);
  223. break;
  224. }
  225. keys.push({
  226. frame: key.frame,
  227. value: data
  228. });
  229. }
  230. animation.setKeys(keys);
  231. return animation;
  232. };
  233. var parseLight = function (parsedLight, scene) {
  234. var light;
  235. switch (parsedLight.type) {
  236. case 0:
  237. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  238. break;
  239. case 1:
  240. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  241. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  242. break;
  243. case 2:
  244. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  245. break;
  246. case 3:
  247. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  248. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  249. break;
  250. }
  251. light.id = parsedLight.id;
  252. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  253. if (parsedLight.intensity !== undefined) {
  254. light.intensity = parsedLight.intensity;
  255. }
  256. if (parsedLight.range) {
  257. light.range = parsedLight.range;
  258. }
  259. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  260. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  261. if (parsedLight.excludedMeshesIds) {
  262. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  263. }
  264. if (parsedLight.includedOnlyMeshesIds) {
  265. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  266. }
  267. // Animations
  268. if (parsedLight.animations) {
  269. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  270. var parsedAnimation = parsedLight.animations[animationIndex];
  271. light.animations.push(parseAnimation(parsedAnimation));
  272. }
  273. }
  274. if (parsedLight.autoAnimate) {
  275. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  276. }
  277. };
  278. var parseCamera = function (parsedCamera, scene) {
  279. var camera = new BABYLON.FreeCamera(parsedCamera.name, BABYLON.Vector3.FromArray(parsedCamera.position), scene);
  280. camera.id = parsedCamera.id;
  281. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  282. // Parent
  283. if (parsedCamera.parentId) {
  284. camera._waitingParentId = parsedCamera.parentId;
  285. }
  286. // Target
  287. if (parsedCamera.target) {
  288. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  289. } else {
  290. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  291. }
  292. // Locked target
  293. if (parsedCamera.lockedTargetId) {
  294. camera._waitingLockedTargetId = parsedCamera.lockedTargetId;
  295. }
  296. camera.fov = parsedCamera.fov;
  297. camera.minZ = parsedCamera.minZ;
  298. camera.maxZ = parsedCamera.maxZ;
  299. camera.speed = parsedCamera.speed;
  300. camera.inertia = parsedCamera.inertia;
  301. camera.checkCollisions = parsedCamera.checkCollisions;
  302. camera.applyGravity = parsedCamera.applyGravity;
  303. if (parsedCamera.ellipsoid) {
  304. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  305. }
  306. // Animations
  307. if (parsedCamera.animations) {
  308. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  309. var parsedAnimation = parsedCamera.animations[animationIndex];
  310. camera.animations.push(parseAnimation(parsedAnimation));
  311. }
  312. }
  313. if (parsedCamera.autoAnimate) {
  314. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  315. }
  316. // Layer Mask
  317. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  318. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  319. } else {
  320. camera.layerMask = 0xFFFFFFFF;
  321. }
  322. return camera;
  323. };
  324. var parseGeometry = function (parsedGeometry, scene) {
  325. var id = parsedGeometry.id;
  326. return scene.getGeometryByID(id);
  327. };
  328. var parseBox = function (parsedBox, scene) {
  329. if (parseGeometry(parsedBox, scene)) {
  330. return null;
  331. }
  332. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  333. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  334. scene.pushGeometry(box, true);
  335. return box;
  336. };
  337. var parseSphere = function (parsedSphere, scene) {
  338. if (parseGeometry(parsedSphere, scene)) {
  339. return null;
  340. }
  341. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  342. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  343. scene.pushGeometry(sphere, true);
  344. return sphere;
  345. };
  346. var parseCylinder = function (parsedCylinder, scene) {
  347. if (parseGeometry(parsedCylinder, scene)) {
  348. return null;
  349. }
  350. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  351. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  352. scene.pushGeometry(cylinder, true);
  353. return cylinder;
  354. };
  355. var parseTorus = function (parsedTorus, scene) {
  356. if (parseGeometry(parsedTorus, scene)) {
  357. return null;
  358. }
  359. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  360. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  361. scene.pushGeometry(torus, true);
  362. return torus;
  363. };
  364. var parseGround = function (parsedGround, scene) {
  365. if (parseGeometry(parsedGround, scene)) {
  366. return null;
  367. }
  368. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  369. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  370. scene.pushGeometry(ground, true);
  371. return ground;
  372. };
  373. var parsePlane = function (parsedPlane, scene) {
  374. if (parseGeometry(parsedPlane, scene)) {
  375. return null;
  376. }
  377. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  378. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  379. scene.pushGeometry(plane, true);
  380. return plane;
  381. };
  382. var parseTorusKnot = function (parsedTorusKnot, scene) {
  383. if (parseGeometry(parsedTorusKnot, scene)) {
  384. return null;
  385. }
  386. 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);
  387. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  388. scene.pushGeometry(torusKnot, true);
  389. return torusKnot;
  390. };
  391. var parseVertexData = function (parsedVertexData, scene, rootUrl) {
  392. if (parseGeometry(parsedVertexData, scene)) {
  393. return null;
  394. }
  395. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  396. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  397. if (parsedVertexData.delayLoadingFile) {
  398. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  399. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  400. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  401. geometry._delayInfo = [];
  402. if (parsedVertexData.hasUVs) {
  403. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  404. }
  405. if (parsedVertexData.hasUVs2) {
  406. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  407. }
  408. if (parsedVertexData.hasColors) {
  409. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  410. }
  411. if (parsedVertexData.hasMatricesIndices) {
  412. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  413. }
  414. if (parsedVertexData.hasMatricesWeights) {
  415. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  416. }
  417. geometry._delayLoadingFunction = importVertexData;
  418. } else {
  419. importVertexData(parsedVertexData, geometry);
  420. }
  421. scene.pushGeometry(geometry, true);
  422. return geometry;
  423. };
  424. var parseMesh = function (parsedMesh, scene, rootUrl) {
  425. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  426. mesh.id = parsedMesh.id;
  427. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  428. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  429. if (parsedMesh.rotationQuaternion) {
  430. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  431. } else if (parsedMesh.rotation) {
  432. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  433. }
  434. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  435. if (parsedMesh.localMatrix) {
  436. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  437. } else if (parsedMesh.pivotMatrix) {
  438. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  439. }
  440. mesh.setEnabled(parsedMesh.isEnabled);
  441. mesh.isVisible = parsedMesh.isVisible;
  442. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  443. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  444. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  445. if (parsedMesh.pickable !== undefined) {
  446. mesh.isPickable = parsedMesh.pickable;
  447. }
  448. mesh.receiveShadows = parsedMesh.receiveShadows;
  449. mesh.billboardMode = parsedMesh.billboardMode;
  450. if (parsedMesh.visibility !== undefined) {
  451. mesh.visibility = parsedMesh.visibility;
  452. }
  453. mesh.checkCollisions = parsedMesh.checkCollisions;
  454. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  455. // Parent
  456. if (parsedMesh.parentId) {
  457. mesh.parent = scene.getLastEntryByID(parsedMesh.parentId);
  458. }
  459. // Geometry
  460. if (parsedMesh.delayLoadingFile) {
  461. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  462. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  463. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  464. mesh._delayInfo = [];
  465. if (parsedMesh.hasUVs) {
  466. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  467. }
  468. if (parsedMesh.hasUVs2) {
  469. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  470. }
  471. if (parsedMesh.hasColors) {
  472. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  473. }
  474. if (parsedMesh.hasMatricesIndices) {
  475. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  476. }
  477. if (parsedMesh.hasMatricesWeights) {
  478. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  479. }
  480. mesh._delayLoadingFunction = importGeometry;
  481. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  482. mesh._checkDelayState();
  483. }
  484. } else {
  485. importGeometry(parsedMesh, mesh);
  486. }
  487. // Material
  488. if (parsedMesh.materialId) {
  489. mesh.setMaterialByID(parsedMesh.materialId);
  490. } else {
  491. mesh.material = null;
  492. }
  493. // Skeleton
  494. if (parsedMesh.skeletonId > -1) {
  495. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  496. }
  497. // Physics
  498. if (parsedMesh.physicsImpostor) {
  499. if (!scene.isPhysicsEnabled()) {
  500. scene.enablePhysics();
  501. }
  502. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  503. }
  504. // Animations
  505. if (parsedMesh.animations) {
  506. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  507. var parsedAnimation = parsedMesh.animations[animationIndex];
  508. mesh.animations.push(parseAnimation(parsedAnimation));
  509. }
  510. }
  511. if (parsedMesh.autoAnimate) {
  512. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  513. }
  514. // Layer Mask
  515. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  516. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  517. } else {
  518. mesh.layerMask = 0xFFFFFFFF;
  519. }
  520. // Instances
  521. if (parsedMesh.instances) {
  522. for (var index = 0; index < parsedMesh.instances.length; index++) {
  523. var parsedInstance = parsedMesh.instances[index];
  524. var instance = mesh.createInstance(parsedInstance.name);
  525. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  526. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  527. if (parsedInstance.rotationQuaternion) {
  528. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  529. } else if (parsedInstance.rotation) {
  530. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  531. }
  532. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  533. instance.checkCollisions = mesh.checkCollisions;
  534. if (parsedMesh.animations) {
  535. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  536. parsedAnimation = parsedMesh.animations[animationIndex];
  537. instance.animations.push(parseAnimation(parsedAnimation));
  538. }
  539. }
  540. }
  541. }
  542. return mesh;
  543. };
  544. var isDescendantOf = function (mesh, names, hierarchyIds) {
  545. names = (names instanceof Array) ? names : [names];
  546. for (var i in names) {
  547. if (mesh.name === names[i]) {
  548. hierarchyIds.push(mesh.id);
  549. return true;
  550. }
  551. }
  552. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  553. hierarchyIds.push(mesh.id);
  554. return true;
  555. }
  556. return false;
  557. };
  558. var importVertexData = function (parsedVertexData, geometry) {
  559. var vertexData = new BABYLON.VertexData();
  560. // positions
  561. var positions = parsedVertexData.positions;
  562. if (positions) {
  563. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  564. }
  565. // normals
  566. var normals = parsedVertexData.normals;
  567. if (normals) {
  568. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  569. }
  570. // uvs
  571. var uvs = parsedVertexData.uvs;
  572. if (uvs) {
  573. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  574. }
  575. // uv2s
  576. var uv2s = parsedVertexData.uv2s;
  577. if (uv2s) {
  578. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  579. }
  580. // colors
  581. var colors = parsedVertexData.colors;
  582. if (colors) {
  583. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  584. }
  585. // matricesIndices
  586. var matricesIndices = parsedVertexData.matricesIndices;
  587. if (matricesIndices) {
  588. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  589. }
  590. // matricesWeights
  591. var matricesWeights = parsedVertexData.matricesWeights;
  592. if (matricesWeights) {
  593. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  594. }
  595. // indices
  596. var indices = parsedVertexData.indices;
  597. if (indices) {
  598. vertexData.indices = indices;
  599. }
  600. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  601. };
  602. var importGeometry = function (parsedGeometry, mesh) {
  603. var scene = mesh.getScene();
  604. // Geometry
  605. var geometryId = parsedGeometry.geometryId;
  606. if (geometryId) {
  607. var geometry = scene.getGeometryByID(geometryId);
  608. if (geometry) {
  609. geometry.applyToMesh(mesh);
  610. }
  611. } else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  612. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  613. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  614. if (parsedGeometry.uvs) {
  615. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  616. }
  617. if (parsedGeometry.uvs2) {
  618. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  619. }
  620. if (parsedGeometry.colors) {
  621. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, parsedGeometry.colors, false);
  622. }
  623. if (parsedGeometry.matricesIndices) {
  624. if (!parsedGeometry.matricesIndices._isExpanded) {
  625. var floatIndices = [];
  626. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  627. var matricesIndex = parsedGeometry.matricesIndices[i];
  628. floatIndices.push(matricesIndex & 0x000000FF);
  629. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  630. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  631. floatIndices.push(matricesIndex >> 24);
  632. }
  633. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  634. } else {
  635. delete parsedGeometry.matricesIndices._isExpanded;
  636. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  637. }
  638. }
  639. if (parsedGeometry.matricesWeights) {
  640. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  641. }
  642. mesh.setIndices(parsedGeometry.indices);
  643. }
  644. // SubMeshes
  645. if (parsedGeometry.subMeshes) {
  646. mesh.subMeshes = [];
  647. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  648. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  649. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  650. }
  651. }
  652. // Flat shading
  653. if (mesh._shouldGenerateFlatShading) {
  654. mesh.convertToFlatShadedMesh();
  655. delete mesh._shouldGenerateFlatShading;
  656. }
  657. // Update
  658. mesh.computeWorldMatrix(true);
  659. // Octree
  660. if (scene._selectionOctree) {
  661. scene._selectionOctree.addMesh(mesh);
  662. }
  663. };
  664. BABYLON.SceneLoader.RegisterPlugin({
  665. extensions: ".babylon",
  666. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  667. var parsedData = JSON.parse(data);
  668. var loadedSkeletonsIds = [];
  669. var loadedMaterialsIds = [];
  670. var hierarchyIds = [];
  671. for (var index = 0; index < parsedData.meshes.length; index++) {
  672. var parsedMesh = parsedData.meshes[index];
  673. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  674. if (meshesNames instanceof Array) {
  675. // Remove found mesh name from list.
  676. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  677. }
  678. // Material ?
  679. if (parsedMesh.materialId) {
  680. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  681. if (!materialFound) {
  682. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  683. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  684. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  685. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  686. var subMatId = parsedMultiMaterial.materials[matIndex];
  687. loadedMaterialsIds.push(subMatId);
  688. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  689. }
  690. loadedMaterialsIds.push(parsedMultiMaterial.id);
  691. parseMultiMaterial(parsedMultiMaterial, scene);
  692. materialFound = true;
  693. break;
  694. }
  695. }
  696. }
  697. if (!materialFound) {
  698. loadedMaterialsIds.push(parsedMesh.materialId);
  699. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  700. }
  701. }
  702. // Skeleton ?
  703. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  704. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  705. if (!skeletonAlreadyLoaded) {
  706. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  707. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  708. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  709. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  710. loadedSkeletonsIds.push(parsedSkeleton.id);
  711. }
  712. }
  713. }
  714. }
  715. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  716. meshes.push(mesh);
  717. }
  718. }
  719. // Particles
  720. if (parsedData.particleSystems) {
  721. for (index = 0; index < parsedData.particleSystems.length; index++) {
  722. var parsedParticleSystem = parsedData.particleSystems[index];
  723. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  724. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  725. }
  726. }
  727. }
  728. return true;
  729. },
  730. load: function (scene, data, rootUrl) {
  731. var parsedData = JSON.parse(data);
  732. // Scene
  733. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  734. scene.autoClear = parsedData.autoClear;
  735. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  736. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  737. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  738. // Fog
  739. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  740. scene.fogMode = parsedData.fogMode;
  741. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  742. scene.fogStart = parsedData.fogStart;
  743. scene.fogEnd = parsedData.fogEnd;
  744. scene.fogDensity = parsedData.fogDensity;
  745. }
  746. for (var index = 0; index < parsedData.lights.length; index++) {
  747. var parsedLight = parsedData.lights[index];
  748. parseLight(parsedLight, scene);
  749. }
  750. for (index = 0; index < parsedData.cameras.length; index++) {
  751. var parsedCamera = parsedData.cameras[index];
  752. parseCamera(parsedCamera, scene);
  753. }
  754. if (parsedData.activeCameraID) {
  755. scene.setActiveCameraByID(parsedData.activeCameraID);
  756. }
  757. // Materials
  758. if (parsedData.materials) {
  759. for (index = 0; index < parsedData.materials.length; index++) {
  760. var parsedMaterial = parsedData.materials[index];
  761. parseMaterial(parsedMaterial, scene, rootUrl);
  762. }
  763. }
  764. if (parsedData.multiMaterials) {
  765. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  766. var parsedMultiMaterial = parsedData.multiMaterials[index];
  767. parseMultiMaterial(parsedMultiMaterial, scene);
  768. }
  769. }
  770. // Skeletons
  771. if (parsedData.skeletons) {
  772. for (index = 0; index < parsedData.skeletons.length; index++) {
  773. var parsedSkeleton = parsedData.skeletons[index];
  774. parseSkeleton(parsedSkeleton, scene);
  775. }
  776. }
  777. // Geometries
  778. var geometries = parsedData.geometries;
  779. if (geometries) {
  780. // Boxes
  781. var boxes = geometries.boxes;
  782. if (boxes) {
  783. for (index = 0; index < boxes.length; index++) {
  784. var parsedBox = boxes[index];
  785. parseBox(parsedBox, scene);
  786. }
  787. }
  788. // Spheres
  789. var spheres = geometries.spheres;
  790. if (spheres) {
  791. for (index = 0; index < spheres.length; index++) {
  792. var parsedSphere = spheres[index];
  793. parseSphere(parsedSphere, scene);
  794. }
  795. }
  796. // Cylinders
  797. var cylinders = geometries.cylinders;
  798. if (cylinders) {
  799. for (index = 0; index < cylinders.length; index++) {
  800. var parsedCylinder = cylinders[index];
  801. parseCylinder(parsedCylinder, scene);
  802. }
  803. }
  804. // Toruses
  805. var toruses = geometries.toruses;
  806. if (toruses) {
  807. for (index = 0; index < toruses.length; index++) {
  808. var parsedTorus = toruses[index];
  809. parseTorus(parsedTorus, scene);
  810. }
  811. }
  812. // Grounds
  813. var grounds = geometries.grounds;
  814. if (grounds) {
  815. for (index = 0; index < grounds.length; index++) {
  816. var parsedGround = grounds[index];
  817. parseGround(parsedGround, scene);
  818. }
  819. }
  820. // Planes
  821. var planes = geometries.planes;
  822. if (planes) {
  823. for (index = 0; index < planes.length; index++) {
  824. var parsedPlane = planes[index];
  825. parsePlane(parsedPlane, scene);
  826. }
  827. }
  828. // TorusKnots
  829. var torusKnots = geometries.torusKnots;
  830. if (torusKnots) {
  831. for (index = 0; index < torusKnots.length; index++) {
  832. var parsedTorusKnot = torusKnots[index];
  833. parseTorusKnot(parsedTorusKnot, scene);
  834. }
  835. }
  836. // VertexData
  837. var vertexData = geometries.vertexData;
  838. if (vertexData) {
  839. for (index = 0; index < vertexData.length; index++) {
  840. var parsedVertexData = vertexData[index];
  841. parseVertexData(parsedVertexData, scene, rootUrl);
  842. }
  843. }
  844. }
  845. for (index = 0; index < parsedData.meshes.length; index++) {
  846. var parsedMesh = parsedData.meshes[index];
  847. parseMesh(parsedMesh, scene, rootUrl);
  848. }
  849. for (index = 0; index < scene.cameras.length; index++) {
  850. var camera = scene.cameras[index];
  851. if (camera._waitingParentId) {
  852. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  853. delete camera._waitingParentId;
  854. }
  855. if (camera instanceof BABYLON.FreeCamera) {
  856. var freecamera = camera;
  857. if (freecamera._waitingLockedTargetId) {
  858. freecamera.lockedTarget = scene.getLastEntryByID(freecamera._waitingLockedTargetId);
  859. delete freecamera._waitingLockedTargetId;
  860. }
  861. }
  862. }
  863. // Particles Systems
  864. if (parsedData.particleSystems) {
  865. for (index = 0; index < parsedData.particleSystems.length; index++) {
  866. var parsedParticleSystem = parsedData.particleSystems[index];
  867. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  868. }
  869. }
  870. // Lens flares
  871. if (parsedData.lensFlareSystems) {
  872. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  873. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  874. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  875. }
  876. }
  877. // Shadows
  878. if (parsedData.shadowGenerators) {
  879. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  880. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  881. parseShadowGenerator(parsedShadowGenerator, scene);
  882. }
  883. }
  884. // Finish
  885. return true;
  886. }
  887. });
  888. })(BABYLON.Internals || (BABYLON.Internals = {}));
  889. var Internals = BABYLON.Internals;
  890. })(BABYLON || (BABYLON = {}));
  891. //# sourceMappingURL=babylon.babylonFileLoader.js.map