babylon.babylonFileLoader.ts 44 KB

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  1. module BABYLON.Internals {
  2. var loadCubeTexture = (rootUrl, parsedTexture, scene) => {
  3. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  4. texture.name = parsedTexture.name;
  5. texture.hasAlpha = parsedTexture.hasAlpha;
  6. texture.level = parsedTexture.level;
  7. texture.coordinatesMode = parsedTexture.coordinatesMode;
  8. return texture;
  9. };
  10. var loadTexture = (rootUrl, parsedTexture, scene) => {
  11. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  12. return null;
  13. }
  14. if (parsedTexture.isCube) {
  15. return loadCubeTexture(rootUrl, parsedTexture, scene);
  16. }
  17. var texture;
  18. if (parsedTexture.mirrorPlane) {
  19. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  20. texture._waitingRenderList = parsedTexture.renderList;
  21. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  22. } else if (parsedTexture.isRenderTarget) {
  23. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  24. texture._waitingRenderList = parsedTexture.renderList;
  25. } else {
  26. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  27. }
  28. texture.name = parsedTexture.name;
  29. texture.hasAlpha = parsedTexture.hasAlpha;
  30. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  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 = (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 parseFresnelParameters = (parsedFresnelParameters) => {
  68. var fresnelParameters = new BABYLON.FresnelParameters();
  69. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  70. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  71. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  72. fresnelParameters.bias = parsedFresnelParameters.bias;
  73. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  74. return fresnelParameters;
  75. }
  76. var parseMaterial = (parsedMaterial, scene, rootUrl) => {
  77. var material;
  78. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  79. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  80. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  81. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  82. material.specularPower = parsedMaterial.specularPower;
  83. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  84. material.alpha = parsedMaterial.alpha;
  85. material.id = parsedMaterial.id;
  86. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  87. material.backFaceCulling = parsedMaterial.backFaceCulling;
  88. material.wireframe = parsedMaterial.wireframe;
  89. if (parsedMaterial.diffuseTexture) {
  90. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  91. }
  92. if (parsedMaterial.diffuseFresnelParameters) {
  93. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  94. }
  95. if (parsedMaterial.ambientTexture) {
  96. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  97. }
  98. if (parsedMaterial.opacityTexture) {
  99. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  100. }
  101. if (parsedMaterial.opacityFresnelParameters) {
  102. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  103. }
  104. if (parsedMaterial.reflectionTexture) {
  105. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  106. }
  107. if (parsedMaterial.reflectionFresnelParameters) {
  108. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  109. }
  110. if (parsedMaterial.emissiveTexture) {
  111. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  112. }
  113. if (parsedMaterial.emissiveFresnelParameters) {
  114. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  115. }
  116. if (parsedMaterial.specularTexture) {
  117. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  118. }
  119. if (parsedMaterial.bumpTexture) {
  120. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  121. }
  122. return material;
  123. };
  124. var parseMaterialById = (id, parsedData, scene, rootUrl) => {
  125. for (var index = 0; index < parsedData.materials.length; index++) {
  126. var parsedMaterial = parsedData.materials[index];
  127. if (parsedMaterial.id === id) {
  128. return parseMaterial(parsedMaterial, scene, rootUrl);
  129. }
  130. }
  131. return null;
  132. };
  133. var parseMultiMaterial = (parsedMultiMaterial, scene) => {
  134. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  135. multiMaterial.id = parsedMultiMaterial.id;
  136. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  137. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  138. var subMatId = parsedMultiMaterial.materials[matIndex];
  139. if (subMatId) {
  140. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  141. } else {
  142. multiMaterial.subMaterials.push(null);
  143. }
  144. }
  145. return multiMaterial;
  146. };
  147. var parseLensFlareSystem = (parsedLensFlareSystem, scene, rootUrl) => {
  148. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  149. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  150. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  151. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  152. var parsedFlare = parsedLensFlareSystem.flares[index];
  153. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  154. }
  155. return lensFlareSystem;
  156. };
  157. var parseParticleSystem = (parsedParticleSystem, scene, rootUrl) => {
  158. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  159. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  160. if (parsedParticleSystem.textureName) {
  161. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  162. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  163. }
  164. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  165. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  166. particleSystem.minSize = parsedParticleSystem.minSize;
  167. particleSystem.maxSize = parsedParticleSystem.maxSize;
  168. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  169. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  170. particleSystem.emitter = emitter;
  171. particleSystem.emitRate = parsedParticleSystem.emitRate;
  172. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  173. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  174. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  175. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  176. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  177. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  178. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  179. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  180. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  181. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  182. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  183. particleSystem.blendMode = parsedParticleSystem.blendMode;
  184. particleSystem.start();
  185. return particleSystem;
  186. };
  187. var parseShadowGenerator = (parsedShadowGenerator, scene) => {
  188. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  189. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  190. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  191. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  192. shadowGenerator.getShadowMap().renderList.push(mesh);
  193. }
  194. if (parsedShadowGenerator.usePoissonSampling) {
  195. shadowGenerator.usePoissonSampling = true;
  196. } else {
  197. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  198. }
  199. return shadowGenerator;
  200. };
  201. var parseAnimation = parsedAnimation => {
  202. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  203. var dataType = parsedAnimation.dataType;
  204. var keys = [];
  205. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  206. var key = parsedAnimation.keys[index];
  207. var data;
  208. switch (dataType) {
  209. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  210. data = key.values[0];
  211. break;
  212. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  213. data = BABYLON.Quaternion.FromArray(key.values);
  214. break;
  215. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  216. data = BABYLON.Matrix.FromArray(key.values);
  217. break;
  218. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  219. default:
  220. data = BABYLON.Vector3.FromArray(key.values);
  221. break;
  222. }
  223. keys.push({
  224. frame: key.frame,
  225. value: data
  226. });
  227. }
  228. animation.setKeys(keys);
  229. return animation;
  230. };
  231. var parseLight = (parsedLight, scene) => {
  232. var light;
  233. switch (parsedLight.type) {
  234. case 0:
  235. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  236. break;
  237. case 1:
  238. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  239. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  240. break;
  241. case 2:
  242. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  243. break;
  244. case 3:
  245. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  246. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  247. break;
  248. }
  249. light.id = parsedLight.id;
  250. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  251. if (parsedLight.intensity !== undefined) {
  252. light.intensity = parsedLight.intensity;
  253. }
  254. if (parsedLight.range) {
  255. light.range = parsedLight.range;
  256. }
  257. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  258. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  259. if (parsedLight.excludedMeshesIds) {
  260. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  261. }
  262. if (parsedLight.includedOnlyMeshesIds) {
  263. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  264. }
  265. // Animations
  266. if (parsedLight.animations) {
  267. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  268. var parsedAnimation = parsedLight.animations[animationIndex];
  269. light.animations.push(parseAnimation(parsedAnimation));
  270. }
  271. }
  272. if (parsedLight.autoAnimate) {
  273. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  274. }
  275. };
  276. var parseCamera = (parsedCamera, scene) => {
  277. var camera = new BABYLON.FreeCamera(parsedCamera.name, BABYLON.Vector3.FromArray(parsedCamera.position), scene);
  278. camera.id = parsedCamera.id;
  279. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  280. // Parent
  281. if (parsedCamera.parentId) {
  282. camera._waitingParentId = parsedCamera.parentId;
  283. }
  284. // Target
  285. if (parsedCamera.target) {
  286. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  287. } else {
  288. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  289. }
  290. // Locked target
  291. if (parsedCamera.lockedTargetId) {
  292. camera._waitingLockedTargetId = parsedCamera.lockedTargetId;
  293. }
  294. camera.fov = parsedCamera.fov;
  295. camera.minZ = parsedCamera.minZ;
  296. camera.maxZ = parsedCamera.maxZ;
  297. camera.speed = parsedCamera.speed;
  298. camera.inertia = parsedCamera.inertia;
  299. camera.checkCollisions = parsedCamera.checkCollisions;
  300. camera.applyGravity = parsedCamera.applyGravity;
  301. if (parsedCamera.ellipsoid) {
  302. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  303. }
  304. // Animations
  305. if (parsedCamera.animations) {
  306. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  307. var parsedAnimation = parsedCamera.animations[animationIndex];
  308. camera.animations.push(parseAnimation(parsedAnimation));
  309. }
  310. }
  311. if (parsedCamera.autoAnimate) {
  312. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  313. }
  314. // Layer Mask
  315. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  316. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  317. } else {
  318. camera.layerMask = 0xFFFFFFFF;
  319. }
  320. return camera;
  321. };
  322. var parseGeometry = (parsedGeometry, scene) => {
  323. var id = parsedGeometry.id;
  324. return scene.getGeometryByID(id);
  325. };
  326. var parseBox = (parsedBox, scene) => {
  327. if (parseGeometry(parsedBox, scene)) {
  328. return null; // null since geometry could be something else than a box...
  329. }
  330. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  331. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  332. scene.pushGeometry(box, true);
  333. return box;
  334. };
  335. var parseSphere = (parsedSphere, scene) => {
  336. if (parseGeometry(parsedSphere, scene)) {
  337. return null; // null since geometry could be something else than a sphere...
  338. }
  339. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  340. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  341. scene.pushGeometry(sphere, true);
  342. return sphere;
  343. };
  344. var parseCylinder = (parsedCylinder, scene) => {
  345. if (parseGeometry(parsedCylinder, scene)) {
  346. return null; // null since geometry could be something else than a cylinder...
  347. }
  348. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  349. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  350. scene.pushGeometry(cylinder, true);
  351. return cylinder;
  352. };
  353. var parseTorus = (parsedTorus, scene) => {
  354. if (parseGeometry(parsedTorus, scene)) {
  355. return null; // null since geometry could be something else than a torus...
  356. }
  357. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  358. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  359. scene.pushGeometry(torus, true);
  360. return torus;
  361. };
  362. var parseGround = (parsedGround, scene) => {
  363. if (parseGeometry(parsedGround, scene)) {
  364. return null; // null since geometry could be something else than a ground...
  365. }
  366. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  367. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  368. scene.pushGeometry(ground, true);
  369. return ground;
  370. };
  371. var parsePlane = (parsedPlane, scene) => {
  372. if (parseGeometry(parsedPlane, scene)) {
  373. return null; // null since geometry could be something else than a plane...
  374. }
  375. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  376. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  377. scene.pushGeometry(plane, true);
  378. return plane;
  379. };
  380. var parseTorusKnot = (parsedTorusKnot, scene) => {
  381. if (parseGeometry(parsedTorusKnot, scene)) {
  382. return null; // null since geometry could be something else than a torusKnot...
  383. }
  384. 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);
  385. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  386. scene.pushGeometry(torusKnot, true);
  387. return torusKnot;
  388. };
  389. var parseVertexData = (parsedVertexData, scene, rootUrl) => {
  390. if (parseGeometry(parsedVertexData, scene)) {
  391. return null; // null since geometry could be a primitive
  392. }
  393. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  394. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  395. if (parsedVertexData.delayLoadingFile) {
  396. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  397. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  398. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  399. geometry._delayInfo = [];
  400. if (parsedVertexData.hasUVs) {
  401. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  402. }
  403. if (parsedVertexData.hasUVs2) {
  404. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  405. }
  406. if (parsedVertexData.hasColors) {
  407. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  408. }
  409. if (parsedVertexData.hasMatricesIndices) {
  410. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  411. }
  412. if (parsedVertexData.hasMatricesWeights) {
  413. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  414. }
  415. geometry._delayLoadingFunction = importVertexData;
  416. } else {
  417. importVertexData(parsedVertexData, geometry);
  418. }
  419. scene.pushGeometry(geometry, true);
  420. return geometry;
  421. };
  422. var parseMesh = (parsedMesh, scene, rootUrl) => {
  423. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  424. mesh.id = parsedMesh.id;
  425. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  426. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  427. if (parsedMesh.rotationQuaternion) {
  428. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  429. } else if (parsedMesh.rotation) {
  430. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  431. }
  432. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  433. if (parsedMesh.localMatrix) {
  434. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  435. } else if (parsedMesh.pivotMatrix) {
  436. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  437. }
  438. mesh.setEnabled(parsedMesh.isEnabled);
  439. mesh.isVisible = parsedMesh.isVisible;
  440. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  441. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  442. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  443. if (parsedMesh.pickable !== undefined) {
  444. mesh.isPickable = parsedMesh.pickable;
  445. }
  446. mesh.receiveShadows = parsedMesh.receiveShadows;
  447. mesh.billboardMode = parsedMesh.billboardMode;
  448. if (parsedMesh.visibility !== undefined) {
  449. mesh.visibility = parsedMesh.visibility;
  450. }
  451. mesh.checkCollisions = parsedMesh.checkCollisions;
  452. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  453. // Parent
  454. if (parsedMesh.parentId) {
  455. mesh.parent = scene.getLastEntryByID(parsedMesh.parentId);
  456. }
  457. // Geometry
  458. if (parsedMesh.delayLoadingFile) {
  459. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  460. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  461. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  462. mesh._delayInfo = [];
  463. if (parsedMesh.hasUVs) {
  464. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  465. }
  466. if (parsedMesh.hasUVs2) {
  467. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  468. }
  469. if (parsedMesh.hasColors) {
  470. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  471. }
  472. if (parsedMesh.hasMatricesIndices) {
  473. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  474. }
  475. if (parsedMesh.hasMatricesWeights) {
  476. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  477. }
  478. mesh._delayLoadingFunction = importGeometry;
  479. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  480. mesh._checkDelayState();
  481. }
  482. } else {
  483. importGeometry(parsedMesh, mesh);
  484. }
  485. // Material
  486. if (parsedMesh.materialId) {
  487. mesh.setMaterialByID(parsedMesh.materialId);
  488. } else {
  489. mesh.material = null;
  490. }
  491. // Skeleton
  492. if (parsedMesh.skeletonId > -1) {
  493. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  494. }
  495. // Physics
  496. if (parsedMesh.physicsImpostor) {
  497. if (!scene.isPhysicsEnabled()) {
  498. scene.enablePhysics();
  499. }
  500. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  501. }
  502. // Animations
  503. if (parsedMesh.animations) {
  504. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  505. var parsedAnimation = parsedMesh.animations[animationIndex];
  506. mesh.animations.push(parseAnimation(parsedAnimation));
  507. }
  508. }
  509. if (parsedMesh.autoAnimate) {
  510. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  511. }
  512. // Layer Mask
  513. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  514. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  515. } else {
  516. mesh.layerMask = 0xFFFFFFFF;
  517. }
  518. // Instances
  519. if (parsedMesh.instances) {
  520. for (var index = 0; index < parsedMesh.instances.length; index++) {
  521. var parsedInstance = parsedMesh.instances[index];
  522. var instance = mesh.createInstance(parsedInstance.name);
  523. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  524. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  525. if (parsedInstance.rotationQuaternion) {
  526. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  527. } else if (parsedInstance.rotation) {
  528. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  529. }
  530. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  531. instance.checkCollisions = mesh.checkCollisions;
  532. if (parsedMesh.animations) {
  533. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  534. parsedAnimation = parsedMesh.animations[animationIndex];
  535. instance.animations.push(parseAnimation(parsedAnimation));
  536. }
  537. }
  538. }
  539. }
  540. return mesh;
  541. };
  542. var isDescendantOf = (mesh, names, hierarchyIds) => {
  543. names = (names instanceof Array) ? names : [names];
  544. for (var i in names) {
  545. if (mesh.name === names[i]) {
  546. hierarchyIds.push(mesh.id);
  547. return true;
  548. }
  549. }
  550. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  551. hierarchyIds.push(mesh.id);
  552. return true;
  553. }
  554. return false;
  555. };
  556. var importVertexData = (parsedVertexData, geometry) => {
  557. var vertexData = new BABYLON.VertexData();
  558. // positions
  559. var positions = parsedVertexData.positions;
  560. if (positions) {
  561. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  562. }
  563. // normals
  564. var normals = parsedVertexData.normals;
  565. if (normals) {
  566. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  567. }
  568. // uvs
  569. var uvs = parsedVertexData.uvs;
  570. if (uvs) {
  571. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  572. }
  573. // uv2s
  574. var uv2s = parsedVertexData.uv2s;
  575. if (uv2s) {
  576. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  577. }
  578. // colors
  579. var colors = parsedVertexData.colors;
  580. if (colors) {
  581. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  582. }
  583. // matricesIndices
  584. var matricesIndices = parsedVertexData.matricesIndices;
  585. if (matricesIndices) {
  586. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  587. }
  588. // matricesWeights
  589. var matricesWeights = parsedVertexData.matricesWeights;
  590. if (matricesWeights) {
  591. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  592. }
  593. // indices
  594. var indices = parsedVertexData.indices;
  595. if (indices) {
  596. vertexData.indices = indices;
  597. }
  598. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  599. };
  600. var importGeometry = (parsedGeometry, mesh) => {
  601. var scene = mesh.getScene();
  602. // Geometry
  603. var geometryId = parsedGeometry.geometryId;
  604. if (geometryId) {
  605. var geometry = scene.getGeometryByID(geometryId);
  606. if (geometry) {
  607. geometry.applyToMesh(mesh);
  608. }
  609. } else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  610. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  611. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  612. if (parsedGeometry.uvs) {
  613. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  614. }
  615. if (parsedGeometry.uvs2) {
  616. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  617. }
  618. if (parsedGeometry.colors) {
  619. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, parsedGeometry.colors, false);
  620. }
  621. if (parsedGeometry.matricesIndices) {
  622. if (!parsedGeometry.matricesIndices._isExpanded) {
  623. var floatIndices = [];
  624. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  625. var matricesIndex = parsedGeometry.matricesIndices[i];
  626. floatIndices.push(matricesIndex & 0x000000FF);
  627. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  628. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  629. floatIndices.push(matricesIndex >> 24);
  630. }
  631. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  632. } else {
  633. delete parsedGeometry.matricesIndices._isExpanded;
  634. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  635. }
  636. }
  637. if (parsedGeometry.matricesWeights) {
  638. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  639. }
  640. mesh.setIndices(parsedGeometry.indices);
  641. }
  642. // SubMeshes
  643. if (parsedGeometry.subMeshes) {
  644. mesh.subMeshes = [];
  645. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  646. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  647. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  648. }
  649. }
  650. // Flat shading
  651. if (mesh._shouldGenerateFlatShading) {
  652. mesh.convertToFlatShadedMesh();
  653. delete mesh._shouldGenerateFlatShading;
  654. }
  655. // Update
  656. mesh.computeWorldMatrix(true);
  657. // Octree
  658. if (scene._selectionOctree) {
  659. scene._selectionOctree.addMesh(mesh);
  660. }
  661. };
  662. BABYLON.SceneLoader.RegisterPlugin({
  663. extensions: ".babylon",
  664. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]): boolean => {
  665. var parsedData = JSON.parse(data);
  666. var loadedSkeletonsIds = [];
  667. var loadedMaterialsIds = [];
  668. var hierarchyIds = [];
  669. for (var index = 0; index < parsedData.meshes.length; index++) {
  670. var parsedMesh = parsedData.meshes[index];
  671. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  672. if (meshesNames instanceof Array) {
  673. // Remove found mesh name from list.
  674. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  675. }
  676. // Material ?
  677. if (parsedMesh.materialId) {
  678. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  679. if (!materialFound) {
  680. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  681. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  682. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  683. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  684. var subMatId = parsedMultiMaterial.materials[matIndex];
  685. loadedMaterialsIds.push(subMatId);
  686. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  687. }
  688. loadedMaterialsIds.push(parsedMultiMaterial.id);
  689. parseMultiMaterial(parsedMultiMaterial, scene);
  690. materialFound = true;
  691. break;
  692. }
  693. }
  694. }
  695. if (!materialFound) {
  696. loadedMaterialsIds.push(parsedMesh.materialId);
  697. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  698. }
  699. }
  700. // Skeleton ?
  701. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  702. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  703. if (!skeletonAlreadyLoaded) {
  704. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  705. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  706. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  707. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  708. loadedSkeletonsIds.push(parsedSkeleton.id);
  709. }
  710. }
  711. }
  712. }
  713. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  714. meshes.push(mesh);
  715. }
  716. }
  717. // Particles
  718. if (parsedData.particleSystems) {
  719. for (index = 0; index < parsedData.particleSystems.length; index++) {
  720. var parsedParticleSystem = parsedData.particleSystems[index];
  721. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  722. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  723. }
  724. }
  725. }
  726. return true;
  727. },
  728. load: (scene: Scene, data: string, rootUrl: string): boolean => {
  729. var parsedData = JSON.parse(data);
  730. // Scene
  731. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  732. scene.autoClear = parsedData.autoClear;
  733. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  734. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  735. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  736. // Fog
  737. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  738. scene.fogMode = parsedData.fogMode;
  739. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  740. scene.fogStart = parsedData.fogStart;
  741. scene.fogEnd = parsedData.fogEnd;
  742. scene.fogDensity = parsedData.fogDensity;
  743. }
  744. // Lights
  745. for (var index = 0; index < parsedData.lights.length; index++) {
  746. var parsedLight = parsedData.lights[index];
  747. parseLight(parsedLight, scene);
  748. }
  749. // Cameras
  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. // Meshes
  846. for (index = 0; index < parsedData.meshes.length; index++) {
  847. var parsedMesh = parsedData.meshes[index];
  848. parseMesh(parsedMesh, scene, rootUrl);
  849. }
  850. // Connecting cameras parents and locked target
  851. for (index = 0; index < scene.cameras.length; index++) {
  852. var camera = scene.cameras[index];
  853. if (camera._waitingParentId) {
  854. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  855. delete camera._waitingParentId;
  856. }
  857. if (camera instanceof BABYLON.FreeCamera) {
  858. var freecamera = <FreeCamera>camera;
  859. if (freecamera._waitingLockedTargetId)
  860. {
  861. freecamera.lockedTarget = scene.getLastEntryByID(freecamera._waitingLockedTargetId);
  862. delete freecamera._waitingLockedTargetId;
  863. }
  864. }
  865. }
  866. // Particles Systems
  867. if (parsedData.particleSystems) {
  868. for (index = 0; index < parsedData.particleSystems.length; index++) {
  869. var parsedParticleSystem = parsedData.particleSystems[index];
  870. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  871. }
  872. }
  873. // Lens flares
  874. if (parsedData.lensFlareSystems) {
  875. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  876. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  877. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  878. }
  879. }
  880. // Shadows
  881. if (parsedData.shadowGenerators) {
  882. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  883. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  884. parseShadowGenerator(parsedShadowGenerator, scene);
  885. }
  886. }
  887. // Finish
  888. return true;
  889. }
  890. });
  891. }