babylon.babylonFileLoader.ts 61 KB

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  1. module BABYLON.Internals {
  2. var checkColors4 = (colors: number[], count: number): number[]=> {
  3. // Check if color3 was used
  4. if (colors.length === count * 3) {
  5. var colors4 = [];
  6. for (var index = 0; index < colors.length; index += 3) {
  7. var newIndex = (index / 3) * 4;
  8. colors4[newIndex] = colors[index];
  9. colors4[newIndex + 1] = colors[index + 1];
  10. colors4[newIndex + 2] = colors[index + 2];
  11. colors4[newIndex + 3] = 1.0;
  12. }
  13. return colors4;
  14. }
  15. return colors;
  16. }
  17. var loadCubeTexture = (rootUrl, parsedTexture, scene) => {
  18. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  19. texture.name = parsedTexture.name;
  20. texture.hasAlpha = parsedTexture.hasAlpha;
  21. texture.level = parsedTexture.level;
  22. texture.coordinatesMode = parsedTexture.coordinatesMode;
  23. return texture;
  24. };
  25. var loadTexture = (rootUrl, parsedTexture, scene) => {
  26. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  27. return null;
  28. }
  29. if (parsedTexture.isCube) {
  30. return loadCubeTexture(rootUrl, parsedTexture, scene);
  31. }
  32. var texture;
  33. if (parsedTexture.mirrorPlane) {
  34. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  35. texture._waitingRenderList = parsedTexture.renderList;
  36. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  37. } else if (parsedTexture.isRenderTarget) {
  38. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  39. texture._waitingRenderList = parsedTexture.renderList;
  40. } else {
  41. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  42. }
  43. texture.name = parsedTexture.name;
  44. texture.hasAlpha = parsedTexture.hasAlpha;
  45. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  46. texture.level = parsedTexture.level;
  47. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  48. texture.coordinatesMode = parsedTexture.coordinatesMode;
  49. texture.uOffset = parsedTexture.uOffset;
  50. texture.vOffset = parsedTexture.vOffset;
  51. texture.uScale = parsedTexture.uScale;
  52. texture.vScale = parsedTexture.vScale;
  53. texture.uAng = parsedTexture.uAng;
  54. texture.vAng = parsedTexture.vAng;
  55. texture.wAng = parsedTexture.wAng;
  56. texture.wrapU = parsedTexture.wrapU;
  57. texture.wrapV = parsedTexture.wrapV;
  58. // Animations
  59. if (parsedTexture.animations) {
  60. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  61. var parsedAnimation = parsedTexture.animations[animationIndex];
  62. texture.animations.push(parseAnimation(parsedAnimation));
  63. }
  64. }
  65. return texture;
  66. };
  67. var parseSkeleton = (parsedSkeleton, scene) => {
  68. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  69. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  70. var parsedBone = parsedSkeleton.bones[index];
  71. var parentBone = null;
  72. if (parsedBone.parentBoneIndex > -1) {
  73. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  74. }
  75. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  76. if (parsedBone.animation) {
  77. bone.animations.push(parseAnimation(parsedBone.animation));
  78. }
  79. }
  80. return skeleton;
  81. };
  82. var parseFresnelParameters = (parsedFresnelParameters) => {
  83. var fresnelParameters = new BABYLON.FresnelParameters();
  84. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  85. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  86. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  87. fresnelParameters.bias = parsedFresnelParameters.bias;
  88. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  89. return fresnelParameters;
  90. }
  91. var parseMaterial = (parsedMaterial, scene, rootUrl) => {
  92. var material;
  93. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  94. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  95. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  96. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  97. material.specularPower = parsedMaterial.specularPower;
  98. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  99. material.alpha = parsedMaterial.alpha;
  100. material.id = parsedMaterial.id;
  101. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  102. material.backFaceCulling = parsedMaterial.backFaceCulling;
  103. material.wireframe = parsedMaterial.wireframe;
  104. if (parsedMaterial.diffuseTexture) {
  105. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  106. }
  107. if (parsedMaterial.diffuseFresnelParameters) {
  108. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  109. }
  110. if (parsedMaterial.ambientTexture) {
  111. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  112. }
  113. if (parsedMaterial.opacityTexture) {
  114. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  115. }
  116. if (parsedMaterial.opacityFresnelParameters) {
  117. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  118. }
  119. if (parsedMaterial.reflectionTexture) {
  120. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  121. }
  122. if (parsedMaterial.reflectionFresnelParameters) {
  123. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  124. }
  125. if (parsedMaterial.emissiveTexture) {
  126. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  127. }
  128. if (parsedMaterial.emissiveFresnelParameters) {
  129. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  130. }
  131. if (parsedMaterial.specularTexture) {
  132. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  133. }
  134. if (parsedMaterial.bumpTexture) {
  135. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  136. }
  137. return material;
  138. };
  139. var parseMaterialById = (id, parsedData, scene, rootUrl) => {
  140. for (var index = 0; index < parsedData.materials.length; index++) {
  141. var parsedMaterial = parsedData.materials[index];
  142. if (parsedMaterial.id === id) {
  143. return parseMaterial(parsedMaterial, scene, rootUrl);
  144. }
  145. }
  146. return null;
  147. };
  148. var parseMultiMaterial = (parsedMultiMaterial, scene) => {
  149. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  150. multiMaterial.id = parsedMultiMaterial.id;
  151. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  152. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  153. var subMatId = parsedMultiMaterial.materials[matIndex];
  154. if (subMatId) {
  155. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  156. } else {
  157. multiMaterial.subMaterials.push(null);
  158. }
  159. }
  160. return multiMaterial;
  161. };
  162. var parseLensFlareSystem = (parsedLensFlareSystem, scene, rootUrl) => {
  163. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  164. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  165. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  166. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  167. var parsedFlare = parsedLensFlareSystem.flares[index];
  168. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  169. }
  170. return lensFlareSystem;
  171. };
  172. var parseParticleSystem = (parsedParticleSystem, scene, rootUrl) => {
  173. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  174. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  175. if (parsedParticleSystem.textureName) {
  176. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  177. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  178. }
  179. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  180. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  181. particleSystem.minSize = parsedParticleSystem.minSize;
  182. particleSystem.maxSize = parsedParticleSystem.maxSize;
  183. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  184. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  185. particleSystem.emitter = emitter;
  186. particleSystem.emitRate = parsedParticleSystem.emitRate;
  187. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  188. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  189. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  190. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  191. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  192. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  193. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  194. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  195. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  196. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  197. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  198. particleSystem.blendMode = parsedParticleSystem.blendMode;
  199. particleSystem.start();
  200. return particleSystem;
  201. };
  202. var parseShadowGenerator = (parsedShadowGenerator, scene) => {
  203. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  204. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  205. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  206. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  207. shadowGenerator.getShadowMap().renderList.push(mesh);
  208. }
  209. if (parsedShadowGenerator.usePoissonSampling) {
  210. shadowGenerator.usePoissonSampling = true;
  211. } else if (parsedShadowGenerator.useVarianceShadowMap) {
  212. shadowGenerator.useVarianceShadowMap = true;
  213. } else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  214. shadowGenerator.useBlurVarianceShadowMap = true;
  215. }
  216. if (parsedShadowGenerator.bias) {
  217. shadowGenerator.setBias(parsedShadowGenerator.bias);
  218. }
  219. return shadowGenerator;
  220. };
  221. var parseAnimation = parsedAnimation => {
  222. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  223. var dataType = parsedAnimation.dataType;
  224. var keys = [];
  225. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  226. var key = parsedAnimation.keys[index];
  227. var data;
  228. switch (dataType) {
  229. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  230. data = key.values[0];
  231. break;
  232. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  233. data = BABYLON.Quaternion.FromArray(key.values);
  234. break;
  235. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  236. data = BABYLON.Matrix.FromArray(key.values);
  237. break;
  238. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  239. default:
  240. data = BABYLON.Vector3.FromArray(key.values);
  241. break;
  242. }
  243. keys.push({
  244. frame: key.frame,
  245. value: data
  246. });
  247. }
  248. animation.setKeys(keys);
  249. return animation;
  250. };
  251. var parseLight = (parsedLight, scene) => {
  252. var light;
  253. switch (parsedLight.type) {
  254. case 0:
  255. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  256. break;
  257. case 1:
  258. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  259. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  260. break;
  261. case 2:
  262. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  263. break;
  264. case 3:
  265. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  266. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  267. break;
  268. }
  269. light.id = parsedLight.id;
  270. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  271. if (parsedLight.intensity !== undefined) {
  272. light.intensity = parsedLight.intensity;
  273. }
  274. if (parsedLight.range) {
  275. light.range = parsedLight.range;
  276. }
  277. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  278. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  279. if (parsedLight.excludedMeshesIds) {
  280. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  281. }
  282. // Parent
  283. if (parsedLight.parentId) {
  284. light._waitingParentId = parsedLight.parentId;
  285. }
  286. if (parsedLight.includedOnlyMeshesIds) {
  287. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  288. }
  289. // Animations
  290. if (parsedLight.animations) {
  291. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  292. var parsedAnimation = parsedLight.animations[animationIndex];
  293. light.animations.push(parseAnimation(parsedAnimation));
  294. }
  295. }
  296. if (parsedLight.autoAnimate) {
  297. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  298. }
  299. };
  300. var parseCamera = (parsedCamera, scene: Scene) => {
  301. var camera;
  302. var position = Vector3.FromArray(parsedCamera.position);
  303. var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null;
  304. if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") {
  305. var alpha = parsedCamera.alpha;
  306. var beta = parsedCamera.beta;
  307. var radius = parsedCamera.radius;
  308. if (parsedCamera.type === "AnaglyphArcRotateCamera") {
  309. var eye_space = parsedCamera.eye_space;
  310. camera = new AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, eye_space, scene);
  311. } else {
  312. camera = new ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
  313. }
  314. } else if (parsedCamera.type === "AnaglyphFreeCamera") {
  315. eye_space = parsedCamera.eye_space;
  316. camera = new AnaglyphFreeCamera(parsedCamera.name, position, eye_space, scene);
  317. } else if (parsedCamera.type === "DeviceOrientationCamera") {
  318. camera = new DeviceOrientationCamera(parsedCamera.name, position, scene);
  319. } else if (parsedCamera.type === "FollowCamera") {
  320. camera = new FollowCamera(parsedCamera.name, position, scene);
  321. camera.heightOffset = parsedCamera.heightOffset;
  322. camera.radius = parsedCamera.radius;
  323. camera.rotationOffset = parsedCamera.rotationOffset;
  324. if (lockedTargetMesh)
  325. (<FollowCamera>camera).target = lockedTargetMesh;
  326. } else if (parsedCamera.type === "GamepadCamera") {
  327. camera = new GamepadCamera(parsedCamera.name, position, scene);
  328. } else if (parsedCamera.type === "OculusCamera") {
  329. camera = new OculusCamera(parsedCamera.name, position, scene);
  330. } else if (parsedCamera.type === "OculusGamepadCamera") {
  331. camera = new OculusGamepadCamera(parsedCamera.name, position, scene);
  332. } else if (parsedCamera.type === "TouchCamera") {
  333. camera = new TouchCamera(parsedCamera.name, position, scene);
  334. } else if (parsedCamera.type === "VirtualJoysticksCamera") {
  335. camera = new VirtualJoysticksCamera(parsedCamera.name, position, scene);
  336. } else if (parsedCamera.type === "WebVRCamera") {
  337. camera = new WebVRCamera(parsedCamera.name, position, scene);
  338. } else if (parsedCamera.type === "VRDeviceOrientationCamera") {
  339. camera = new VRDeviceOrientationCamera(parsedCamera.name, position, scene);
  340. } else {
  341. // Free Camera is the default value
  342. camera = new FreeCamera(parsedCamera.name, position, scene);
  343. }
  344. // Test for lockedTargetMesh & FreeCamera outside of if-else-if nest, since things like GamepadCamera extend FreeCamera
  345. if (lockedTargetMesh && camera instanceof FreeCamera) {
  346. (<FreeCamera>camera).lockedTarget = lockedTargetMesh;
  347. }
  348. camera.id = parsedCamera.id;
  349. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  350. // Parent
  351. if (parsedCamera.parentId) {
  352. camera._waitingParentId = parsedCamera.parentId;
  353. }
  354. // Target
  355. if (parsedCamera.target) {
  356. if (camera.setTarget) {
  357. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  358. } else {
  359. //For ArcRotate
  360. camera.target = BABYLON.Vector3.FromArray(parsedCamera.target);
  361. }
  362. } else {
  363. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  364. }
  365. camera.fov = parsedCamera.fov;
  366. camera.minZ = parsedCamera.minZ;
  367. camera.maxZ = parsedCamera.maxZ;
  368. camera.speed = parsedCamera.speed;
  369. camera.inertia = parsedCamera.inertia;
  370. camera.checkCollisions = parsedCamera.checkCollisions;
  371. camera.applyGravity = parsedCamera.applyGravity;
  372. if (parsedCamera.ellipsoid) {
  373. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  374. }
  375. // Animations
  376. if (parsedCamera.animations) {
  377. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  378. var parsedAnimation = parsedCamera.animations[animationIndex];
  379. camera.animations.push(parseAnimation(parsedAnimation));
  380. }
  381. }
  382. if (parsedCamera.autoAnimate) {
  383. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  384. }
  385. // Layer Mask
  386. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  387. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  388. } else {
  389. camera.layerMask = 0xFFFFFFFF;
  390. }
  391. return camera;
  392. };
  393. var parseGeometry = (parsedGeometry, scene) => {
  394. var id = parsedGeometry.id;
  395. return scene.getGeometryByID(id);
  396. };
  397. var parseBox = (parsedBox, scene) => {
  398. if (parseGeometry(parsedBox, scene)) {
  399. return null; // null since geometry could be something else than a box...
  400. }
  401. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  402. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  403. scene.pushGeometry(box, true);
  404. return box;
  405. };
  406. var parseSphere = (parsedSphere, scene) => {
  407. if (parseGeometry(parsedSphere, scene)) {
  408. return null; // null since geometry could be something else than a sphere...
  409. }
  410. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  411. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  412. scene.pushGeometry(sphere, true);
  413. return sphere;
  414. };
  415. var parseCylinder = (parsedCylinder, scene) => {
  416. if (parseGeometry(parsedCylinder, scene)) {
  417. return null; // null since geometry could be something else than a cylinder...
  418. }
  419. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  420. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  421. scene.pushGeometry(cylinder, true);
  422. return cylinder;
  423. };
  424. var parseTorus = (parsedTorus, scene) => {
  425. if (parseGeometry(parsedTorus, scene)) {
  426. return null; // null since geometry could be something else than a torus...
  427. }
  428. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  429. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  430. scene.pushGeometry(torus, true);
  431. return torus;
  432. };
  433. var parseGround = (parsedGround, scene) => {
  434. if (parseGeometry(parsedGround, scene)) {
  435. return null; // null since geometry could be something else than a ground...
  436. }
  437. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  438. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  439. scene.pushGeometry(ground, true);
  440. return ground;
  441. };
  442. var parsePlane = (parsedPlane, scene) => {
  443. if (parseGeometry(parsedPlane, scene)) {
  444. return null; // null since geometry could be something else than a plane...
  445. }
  446. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  447. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  448. scene.pushGeometry(plane, true);
  449. return plane;
  450. };
  451. var parseTorusKnot = (parsedTorusKnot, scene) => {
  452. if (parseGeometry(parsedTorusKnot, scene)) {
  453. return null; // null since geometry could be something else than a torusKnot...
  454. }
  455. 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);
  456. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  457. scene.pushGeometry(torusKnot, true);
  458. return torusKnot;
  459. };
  460. var parseVertexData = (parsedVertexData, scene, rootUrl) => {
  461. if (parseGeometry(parsedVertexData, scene)) {
  462. return null; // null since geometry could be a primitive
  463. }
  464. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  465. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  466. if (parsedVertexData.delayLoadingFile) {
  467. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  468. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  469. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  470. geometry._delayInfo = [];
  471. if (parsedVertexData.hasUVs) {
  472. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  473. }
  474. if (parsedVertexData.hasUVs2) {
  475. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  476. }
  477. if (parsedVertexData.hasColors) {
  478. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  479. }
  480. if (parsedVertexData.hasMatricesIndices) {
  481. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  482. }
  483. if (parsedVertexData.hasMatricesWeights) {
  484. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  485. }
  486. geometry._delayLoadingFunction = importVertexData;
  487. } else {
  488. importVertexData(parsedVertexData, geometry);
  489. }
  490. scene.pushGeometry(geometry, true);
  491. return geometry;
  492. };
  493. var parseMesh = (parsedMesh, scene, rootUrl) => {
  494. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  495. mesh.id = parsedMesh.id;
  496. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  497. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  498. if (parsedMesh.rotationQuaternion) {
  499. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  500. } else if (parsedMesh.rotation) {
  501. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  502. }
  503. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  504. if (parsedMesh.localMatrix) {
  505. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  506. } else if (parsedMesh.pivotMatrix) {
  507. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  508. }
  509. mesh.setEnabled(parsedMesh.isEnabled);
  510. mesh.isVisible = parsedMesh.isVisible;
  511. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  512. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  513. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  514. if (parsedMesh.applyFog !== undefined) {
  515. mesh.applyFog = parsedMesh.applyFog;
  516. }
  517. if (parsedMesh.pickable !== undefined) {
  518. mesh.isPickable = parsedMesh.pickable;
  519. }
  520. if (parsedMesh.alphaIndex !== undefined) {
  521. mesh.alphaIndex = parsedMesh.alphaIndex;
  522. }
  523. mesh.receiveShadows = parsedMesh.receiveShadows;
  524. mesh.billboardMode = parsedMesh.billboardMode;
  525. if (parsedMesh.visibility !== undefined) {
  526. mesh.visibility = parsedMesh.visibility;
  527. }
  528. mesh.checkCollisions = parsedMesh.checkCollisions;
  529. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  530. // Parent
  531. if (parsedMesh.parentId) {
  532. mesh._waitingParentId = parsedMesh.parentId;
  533. }
  534. // Actions
  535. if (parsedMesh.actions !== undefined) {
  536. mesh._waitingActions = parsedMesh.actions;
  537. }
  538. // Geometry
  539. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  540. if (parsedMesh.delayLoadingFile) {
  541. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  542. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  543. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  544. if (parsedMesh._binaryInfo) {
  545. mesh._binaryInfo = parsedMesh._binaryInfo;
  546. }
  547. mesh._delayInfo = [];
  548. if (parsedMesh.hasUVs) {
  549. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  550. }
  551. if (parsedMesh.hasUVs2) {
  552. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  553. }
  554. if (parsedMesh.hasColors) {
  555. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  556. }
  557. if (parsedMesh.hasMatricesIndices) {
  558. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  559. }
  560. if (parsedMesh.hasMatricesWeights) {
  561. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  562. }
  563. mesh._delayLoadingFunction = importGeometry;
  564. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  565. mesh._checkDelayState();
  566. }
  567. } else {
  568. importGeometry(parsedMesh, mesh);
  569. }
  570. // Material
  571. if (parsedMesh.materialId) {
  572. mesh.setMaterialByID(parsedMesh.materialId);
  573. } else {
  574. mesh.material = null;
  575. }
  576. // Skeleton
  577. if (parsedMesh.skeletonId > -1) {
  578. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  579. }
  580. // Physics
  581. if (parsedMesh.physicsImpostor) {
  582. if (!scene.isPhysicsEnabled()) {
  583. scene.enablePhysics();
  584. }
  585. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  586. }
  587. // Animations
  588. if (parsedMesh.animations) {
  589. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  590. var parsedAnimation = parsedMesh.animations[animationIndex];
  591. mesh.animations.push(parseAnimation(parsedAnimation));
  592. }
  593. }
  594. if (parsedMesh.autoAnimate) {
  595. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  596. }
  597. // Layer Mask
  598. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  599. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  600. } else {
  601. mesh.layerMask = 0xFFFFFFFF;
  602. }
  603. // Instances
  604. if (parsedMesh.instances) {
  605. for (var index = 0; index < parsedMesh.instances.length; index++) {
  606. var parsedInstance = parsedMesh.instances[index];
  607. var instance = mesh.createInstance(parsedInstance.name);
  608. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  609. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  610. if (parsedInstance.rotationQuaternion) {
  611. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  612. } else if (parsedInstance.rotation) {
  613. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  614. }
  615. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  616. instance.checkCollisions = mesh.checkCollisions;
  617. if (parsedMesh.animations) {
  618. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  619. parsedAnimation = parsedMesh.animations[animationIndex];
  620. instance.animations.push(parseAnimation(parsedAnimation));
  621. }
  622. }
  623. }
  624. }
  625. return mesh;
  626. };
  627. var parseActions = (parsedActions: any, object: AbstractMesh, scene: Scene) => {
  628. var actionManager = new BABYLON.ActionManager(scene);
  629. if (object === null)
  630. scene.actionManager = actionManager;
  631. else
  632. object.actionManager = actionManager;
  633. // instanciate a new object
  634. var instanciate = (name: any, params: Array<any>): any => {
  635. var newInstance: Object = Object.create(BABYLON[name].prototype);
  636. newInstance.constructor.apply(newInstance, params);
  637. return newInstance;
  638. };
  639. var parseParameter = (name: string, value: string, target: any, propertyPath: string): any => {
  640. if (propertyPath === null) {
  641. // String, boolean or float
  642. var floatValue = parseFloat(value);
  643. if (value === "true" || value === "false")
  644. return value === "true";
  645. else
  646. return isNaN(floatValue) ? value : floatValue;
  647. }
  648. var effectiveTarget = propertyPath.split(".");
  649. var values = value.split(",");
  650. // Get effective Target
  651. for (var i = 0; i < effectiveTarget.length; i++) {
  652. target = target[effectiveTarget[i]];
  653. }
  654. // Return appropriate value with its type
  655. if (target instanceof Boolean)
  656. return values[0] === "true";
  657. if (target instanceof String)
  658. return values[0];
  659. // Parameters with multiple values such as Vector3 etc.
  660. var split = new Array<number>();
  661. for (var i = 0; i < values.length; i++)
  662. split.push(parseFloat(values[i]));
  663. if (target instanceof Vector3)
  664. return BABYLON.Vector3.FromArray(split);
  665. if (target instanceof Vector4)
  666. return BABYLON.Vector4.FromArray(split);
  667. if (target instanceof Color3)
  668. return BABYLON.Color3.FromArray(split);
  669. if (target instanceof Color4)
  670. return BABYLON.Color4.FromArray(split);
  671. return parseFloat(values[0]);
  672. };
  673. // traverse graph per trigger
  674. var traverse = (parsedAction: any, trigger: any, condition: Condition, action: Action, combineArray: Array<Action> = null) => {
  675. if (parsedAction.detached)
  676. return;
  677. var parameters = new Array<any>();
  678. var target: any = null;
  679. var propertyPath: string = null;
  680. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  681. // Parameters
  682. if (parsedAction.type === 2)
  683. parameters.push(actionManager);
  684. else
  685. parameters.push(trigger);
  686. if (combine) {
  687. var actions = new Array<Action>();
  688. for (var j = 0; j < parsedAction.combine.length; j++) {
  689. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  690. }
  691. parameters.push(actions);
  692. }
  693. else {
  694. for (var i = 0; i < parsedAction.properties.length; i++) {
  695. var value = parsedAction.properties[i].value;
  696. var name = parsedAction.properties[i].name;
  697. if (name === "target")
  698. value = target = scene.getNodeByName(value);
  699. else if (name === "parent")
  700. value = scene.getNodeByName(value);
  701. else if (name === "sound")
  702. value = scene.getSoundByName(value);
  703. else if (name !== "propertyPath") {
  704. if (parsedAction.type === 2 && name === "operator")
  705. value = BABYLON.ValueCondition[value];
  706. else
  707. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  708. } else {
  709. propertyPath = value;
  710. }
  711. parameters.push(value);
  712. }
  713. }
  714. parameters.push(condition);
  715. // If interpolate value action
  716. if (parsedAction.name === "InterpolateValueAction") {
  717. var param = parameters[parameters.length - 2];
  718. parameters[parameters.length - 1] = param;
  719. parameters[parameters.length - 2] = condition;
  720. }
  721. // Action or condition(s) and not CombineAction
  722. var newAction = instanciate(parsedAction.name, parameters);
  723. if (combineArray === null) {
  724. if (newAction instanceof BABYLON.Condition) {
  725. condition = newAction;
  726. newAction = action;
  727. } else {
  728. condition = null;
  729. if (action)
  730. action.then(newAction);
  731. else
  732. actionManager.registerAction(newAction);
  733. }
  734. }
  735. else {
  736. combineArray.push(newAction);
  737. }
  738. for (var i = 0; i < parsedAction.children.length; i++)
  739. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  740. };
  741. // triggers
  742. for (var i = 0; i < parsedActions.children.length; i++) {
  743. var triggerParams: any;
  744. var trigger = parsedActions.children[i];
  745. if (trigger.properties.length > 0) {
  746. triggerParams = { trigger: BABYLON.ActionManager[trigger.name], parameter: scene.getMeshByName(trigger.properties[0].value) };
  747. }
  748. else
  749. triggerParams = BABYLON.ActionManager[trigger.name];
  750. for (var j = 0; j < trigger.children.length; j++)
  751. traverse(trigger.children[j], triggerParams, null, null);
  752. }
  753. };
  754. var parseSound = (parsedSound, scene: Scene, rootUrl) => {
  755. var soundName = parsedSound.name;
  756. var soundUrl = rootUrl + soundName;
  757. var options = {
  758. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  759. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  760. rolloffFactor: parsedSound.rolloffFactor,
  761. refDistance: parsedSound.refDistance,
  762. distanceModel: parsedSound.distanceModel,
  763. panningModel: parsedSound.panningModel,
  764. playbackRate: parsedSound.playbackRate
  765. };
  766. var newSound = new BABYLON.Sound(soundName, soundUrl, scene,() => { scene._removePendingData(newSound); }, options);
  767. scene._addPendingData(newSound);
  768. if (parsedSound.position) {
  769. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  770. newSound.setPosition(soundPosition);
  771. }
  772. if (parsedSound.isDirectional) {
  773. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  774. if (parsedSound.localDirectionToMesh) {
  775. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  776. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  777. }
  778. }
  779. if (parsedSound.connectedMeshId) {
  780. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  781. if (connectedMesh) {
  782. newSound.attachToMesh(connectedMesh);
  783. }
  784. }
  785. };
  786. var isDescendantOf = (mesh, names, hierarchyIds) => {
  787. names = (names instanceof Array) ? names : [names];
  788. for (var i in names) {
  789. if (mesh.name === names[i]) {
  790. hierarchyIds.push(mesh.id);
  791. return true;
  792. }
  793. }
  794. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  795. hierarchyIds.push(mesh.id);
  796. return true;
  797. }
  798. return false;
  799. };
  800. var importVertexData = (parsedVertexData, geometry) => {
  801. var vertexData = new BABYLON.VertexData();
  802. // positions
  803. var positions = parsedVertexData.positions;
  804. if (positions) {
  805. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  806. }
  807. // normals
  808. var normals = parsedVertexData.normals;
  809. if (normals) {
  810. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  811. }
  812. // uvs
  813. var uvs = parsedVertexData.uvs;
  814. if (uvs) {
  815. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  816. }
  817. // uv2s
  818. var uv2s = parsedVertexData.uv2s;
  819. if (uv2s) {
  820. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  821. }
  822. // colors
  823. var colors = parsedVertexData.colors;
  824. if (colors) {
  825. vertexData.set(checkColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  826. }
  827. // matricesIndices
  828. var matricesIndices = parsedVertexData.matricesIndices;
  829. if (matricesIndices) {
  830. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  831. }
  832. // matricesWeights
  833. var matricesWeights = parsedVertexData.matricesWeights;
  834. if (matricesWeights) {
  835. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  836. }
  837. // indices
  838. var indices = parsedVertexData.indices;
  839. if (indices) {
  840. vertexData.indices = indices;
  841. }
  842. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  843. };
  844. var importGeometry = (parsedGeometry, mesh) => {
  845. var scene = mesh.getScene();
  846. // Geometry
  847. var geometryId = parsedGeometry.geometryId;
  848. if (geometryId) {
  849. var geometry = scene.getGeometryByID(geometryId);
  850. if (geometry) {
  851. geometry.applyToMesh(mesh);
  852. }
  853. } else if (parsedGeometry instanceof ArrayBuffer) {
  854. var binaryInfo = mesh._binaryInfo;
  855. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  856. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  857. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  858. }
  859. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  860. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  861. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  862. }
  863. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  864. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  865. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  866. }
  867. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  868. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  869. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  870. }
  871. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  872. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  873. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false);
  874. }
  875. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  876. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  877. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  878. }
  879. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  880. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  881. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  882. }
  883. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  884. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  885. mesh.setIndices(indicesData);
  886. }
  887. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  888. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  889. mesh.subMeshes = [];
  890. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  891. var materialIndex = subMeshesData[(i * 5) + 0];
  892. var verticesStart = subMeshesData[(i * 5) + 1];
  893. var verticesCount = subMeshesData[(i * 5) + 2];
  894. var indexStart = subMeshesData[(i * 5) + 3];
  895. var indexCount = subMeshesData[(i * 5) + 4];
  896. var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  897. }
  898. }
  899. } else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  900. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  901. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  902. if (parsedGeometry.uvs) {
  903. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  904. }
  905. if (parsedGeometry.uvs2) {
  906. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  907. }
  908. if (parsedGeometry.colors) {
  909. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, checkColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), false);
  910. }
  911. if (parsedGeometry.matricesIndices) {
  912. if (!parsedGeometry.matricesIndices._isExpanded) {
  913. var floatIndices = [];
  914. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  915. var matricesIndex = parsedGeometry.matricesIndices[i];
  916. floatIndices.push(matricesIndex & 0x000000FF);
  917. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  918. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  919. floatIndices.push(matricesIndex >> 24);
  920. }
  921. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  922. } else {
  923. delete parsedGeometry.matricesIndices._isExpanded;
  924. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  925. }
  926. }
  927. if (parsedGeometry.matricesWeights) {
  928. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  929. }
  930. mesh.setIndices(parsedGeometry.indices);
  931. // SubMeshes
  932. if (parsedGeometry.subMeshes) {
  933. mesh.subMeshes = [];
  934. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  935. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  936. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  937. }
  938. }
  939. }
  940. // Flat shading
  941. if (mesh._shouldGenerateFlatShading) {
  942. mesh.convertToFlatShadedMesh();
  943. delete mesh._shouldGenerateFlatShading;
  944. }
  945. // Update
  946. mesh.computeWorldMatrix(true);
  947. // Octree
  948. if (scene._selectionOctree) {
  949. scene._selectionOctree.addMesh(mesh);
  950. }
  951. };
  952. BABYLON.SceneLoader.RegisterPlugin({
  953. extensions: ".babylon",
  954. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]): boolean => {
  955. var parsedData = JSON.parse(data);
  956. var loadedSkeletonsIds = [];
  957. var loadedMaterialsIds = [];
  958. var hierarchyIds = [];
  959. for (var index = 0; index < parsedData.meshes.length; index++) {
  960. var parsedMesh = parsedData.meshes[index];
  961. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  962. if (meshesNames instanceof Array) {
  963. // Remove found mesh name from list.
  964. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  965. }
  966. // Material ?
  967. if (parsedMesh.materialId) {
  968. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  969. if (!materialFound) {
  970. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  971. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  972. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  973. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  974. var subMatId = parsedMultiMaterial.materials[matIndex];
  975. loadedMaterialsIds.push(subMatId);
  976. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  977. }
  978. loadedMaterialsIds.push(parsedMultiMaterial.id);
  979. parseMultiMaterial(parsedMultiMaterial, scene);
  980. materialFound = true;
  981. break;
  982. }
  983. }
  984. }
  985. if (!materialFound) {
  986. loadedMaterialsIds.push(parsedMesh.materialId);
  987. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  988. }
  989. }
  990. // Skeleton ?
  991. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  992. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  993. if (!skeletonAlreadyLoaded) {
  994. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  995. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  996. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  997. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  998. loadedSkeletonsIds.push(parsedSkeleton.id);
  999. }
  1000. }
  1001. }
  1002. }
  1003. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  1004. meshes.push(mesh);
  1005. }
  1006. }
  1007. // Connecting parents
  1008. for (index = 0; index < scene.meshes.length; index++) {
  1009. var currentMesh = scene.meshes[index];
  1010. if (currentMesh._waitingParentId) {
  1011. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  1012. currentMesh._waitingParentId = undefined;
  1013. }
  1014. }
  1015. // Particles
  1016. if (parsedData.particleSystems) {
  1017. for (index = 0; index < parsedData.particleSystems.length; index++) {
  1018. var parsedParticleSystem = parsedData.particleSystems[index];
  1019. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  1020. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  1021. }
  1022. }
  1023. }
  1024. return true;
  1025. },
  1026. load: (scene: Scene, data: string, rootUrl: string): boolean => {
  1027. var parsedData = JSON.parse(data);
  1028. // Scene
  1029. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  1030. scene.autoClear = parsedData.autoClear;
  1031. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  1032. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  1033. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  1034. // Fog
  1035. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  1036. scene.fogMode = parsedData.fogMode;
  1037. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  1038. scene.fogStart = parsedData.fogStart;
  1039. scene.fogEnd = parsedData.fogEnd;
  1040. scene.fogDensity = parsedData.fogDensity;
  1041. }
  1042. // Lights
  1043. for (var index = 0; index < parsedData.lights.length; index++) {
  1044. var parsedLight = parsedData.lights[index];
  1045. parseLight(parsedLight, scene);
  1046. }
  1047. // Materials
  1048. if (parsedData.materials) {
  1049. for (index = 0; index < parsedData.materials.length; index++) {
  1050. var parsedMaterial = parsedData.materials[index];
  1051. parseMaterial(parsedMaterial, scene, rootUrl);
  1052. }
  1053. }
  1054. if (parsedData.multiMaterials) {
  1055. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  1056. var parsedMultiMaterial = parsedData.multiMaterials[index];
  1057. parseMultiMaterial(parsedMultiMaterial, scene);
  1058. }
  1059. }
  1060. // Skeletons
  1061. if (parsedData.skeletons) {
  1062. for (index = 0; index < parsedData.skeletons.length; index++) {
  1063. var parsedSkeleton = parsedData.skeletons[index];
  1064. parseSkeleton(parsedSkeleton, scene);
  1065. }
  1066. }
  1067. // Geometries
  1068. var geometries = parsedData.geometries;
  1069. if (geometries) {
  1070. // Boxes
  1071. var boxes = geometries.boxes;
  1072. if (boxes) {
  1073. for (index = 0; index < boxes.length; index++) {
  1074. var parsedBox = boxes[index];
  1075. parseBox(parsedBox, scene);
  1076. }
  1077. }
  1078. // Spheres
  1079. var spheres = geometries.spheres;
  1080. if (spheres) {
  1081. for (index = 0; index < spheres.length; index++) {
  1082. var parsedSphere = spheres[index];
  1083. parseSphere(parsedSphere, scene);
  1084. }
  1085. }
  1086. // Cylinders
  1087. var cylinders = geometries.cylinders;
  1088. if (cylinders) {
  1089. for (index = 0; index < cylinders.length; index++) {
  1090. var parsedCylinder = cylinders[index];
  1091. parseCylinder(parsedCylinder, scene);
  1092. }
  1093. }
  1094. // Toruses
  1095. var toruses = geometries.toruses;
  1096. if (toruses) {
  1097. for (index = 0; index < toruses.length; index++) {
  1098. var parsedTorus = toruses[index];
  1099. parseTorus(parsedTorus, scene);
  1100. }
  1101. }
  1102. // Grounds
  1103. var grounds = geometries.grounds;
  1104. if (grounds) {
  1105. for (index = 0; index < grounds.length; index++) {
  1106. var parsedGround = grounds[index];
  1107. parseGround(parsedGround, scene);
  1108. }
  1109. }
  1110. // Planes
  1111. var planes = geometries.planes;
  1112. if (planes) {
  1113. for (index = 0; index < planes.length; index++) {
  1114. var parsedPlane = planes[index];
  1115. parsePlane(parsedPlane, scene);
  1116. }
  1117. }
  1118. // TorusKnots
  1119. var torusKnots = geometries.torusKnots;
  1120. if (torusKnots) {
  1121. for (index = 0; index < torusKnots.length; index++) {
  1122. var parsedTorusKnot = torusKnots[index];
  1123. parseTorusKnot(parsedTorusKnot, scene);
  1124. }
  1125. }
  1126. // VertexData
  1127. var vertexData = geometries.vertexData;
  1128. if (vertexData) {
  1129. for (index = 0; index < vertexData.length; index++) {
  1130. var parsedVertexData = vertexData[index];
  1131. parseVertexData(parsedVertexData, scene, rootUrl);
  1132. }
  1133. }
  1134. }
  1135. // Meshes
  1136. for (index = 0; index < parsedData.meshes.length; index++) {
  1137. var parsedMesh = parsedData.meshes[index];
  1138. parseMesh(parsedMesh, scene, rootUrl);
  1139. }
  1140. // Cameras
  1141. for (index = 0; index < parsedData.cameras.length; index++) {
  1142. var parsedCamera = parsedData.cameras[index];
  1143. parseCamera(parsedCamera, scene);
  1144. }
  1145. if (parsedData.activeCameraID) {
  1146. scene.setActiveCameraByID(parsedData.activeCameraID);
  1147. }
  1148. // Browsing all the graph to connect the dots
  1149. for (index = 0; index < scene.cameras.length; index++) {
  1150. var camera = scene.cameras[index];
  1151. if (camera._waitingParentId) {
  1152. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  1153. camera._waitingParentId = undefined;
  1154. }
  1155. }
  1156. for (index = 0; index < scene.lights.length; index++) {
  1157. var light = scene.lights[index];
  1158. if (light._waitingParentId) {
  1159. light.parent = scene.getLastEntryByID(light._waitingParentId);
  1160. light._waitingParentId = undefined;
  1161. }
  1162. }
  1163. // Sounds
  1164. if (parsedData.sounds) {
  1165. for (index = 0; index < parsedData.sounds.length; index++) {
  1166. var parsedSound = parsedData.sounds[index];
  1167. if (Engine.audioEngine.canUseWebAudio) {
  1168. parseSound(parsedSound, scene, rootUrl);
  1169. }
  1170. else {
  1171. var emptySound = new BABYLON.Sound(parsedSound.name, null, scene);
  1172. }
  1173. }
  1174. }
  1175. // Connect parents & children and parse actions
  1176. for (index = 0; index < scene.meshes.length; index++) {
  1177. var mesh = scene.meshes[index];
  1178. if (mesh._waitingParentId) {
  1179. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  1180. mesh._waitingParentId = undefined;
  1181. }
  1182. if (mesh._waitingActions) {
  1183. parseActions(mesh._waitingActions, mesh, scene);
  1184. mesh._waitingActions = undefined;
  1185. }
  1186. }
  1187. // Particles Systems
  1188. if (parsedData.particleSystems) {
  1189. for (index = 0; index < parsedData.particleSystems.length; index++) {
  1190. var parsedParticleSystem = parsedData.particleSystems[index];
  1191. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  1192. }
  1193. }
  1194. // Lens flares
  1195. if (parsedData.lensFlareSystems) {
  1196. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  1197. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  1198. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  1199. }
  1200. }
  1201. // Shadows
  1202. if (parsedData.shadowGenerators) {
  1203. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  1204. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  1205. parseShadowGenerator(parsedShadowGenerator, scene);
  1206. }
  1207. }
  1208. // Actions (scene)
  1209. if (parsedData.actions) {
  1210. parseActions(parsedData.actions, null, scene);
  1211. }
  1212. // Finish
  1213. return true;
  1214. }
  1215. });
  1216. }