babylon.babylonFileLoader.js 66 KB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. var Internals;
  4. (function (Internals) {
  5. var checkColors4 = function (colors, count) {
  6. // Check if color3 was used
  7. if (colors.length === count * 3) {
  8. var colors4 = [];
  9. for (var index = 0; index < colors.length; index += 3) {
  10. var newIndex = (index / 3) * 4;
  11. colors4[newIndex] = colors[index];
  12. colors4[newIndex + 1] = colors[index + 1];
  13. colors4[newIndex + 2] = colors[index + 2];
  14. colors4[newIndex + 3] = 1.0;
  15. }
  16. return colors4;
  17. }
  18. return colors;
  19. };
  20. var loadCubeTexture = function (rootUrl, parsedTexture, scene) {
  21. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  22. texture.name = parsedTexture.name;
  23. texture.hasAlpha = parsedTexture.hasAlpha;
  24. texture.level = parsedTexture.level;
  25. texture.coordinatesMode = parsedTexture.coordinatesMode;
  26. return texture;
  27. };
  28. var loadTexture = function (rootUrl, parsedTexture, scene) {
  29. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  30. return null;
  31. }
  32. if (parsedTexture.isCube) {
  33. return loadCubeTexture(rootUrl, parsedTexture, scene);
  34. }
  35. var texture;
  36. if (parsedTexture.mirrorPlane) {
  37. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  38. texture._waitingRenderList = parsedTexture.renderList;
  39. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  40. }
  41. else if (parsedTexture.isRenderTarget) {
  42. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  43. texture._waitingRenderList = parsedTexture.renderList;
  44. }
  45. else {
  46. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  47. }
  48. texture.name = parsedTexture.name;
  49. texture.hasAlpha = parsedTexture.hasAlpha;
  50. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  51. texture.level = parsedTexture.level;
  52. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  53. texture.coordinatesMode = parsedTexture.coordinatesMode;
  54. texture.uOffset = parsedTexture.uOffset;
  55. texture.vOffset = parsedTexture.vOffset;
  56. texture.uScale = parsedTexture.uScale;
  57. texture.vScale = parsedTexture.vScale;
  58. texture.uAng = parsedTexture.uAng;
  59. texture.vAng = parsedTexture.vAng;
  60. texture.wAng = parsedTexture.wAng;
  61. texture.wrapU = parsedTexture.wrapU;
  62. texture.wrapV = parsedTexture.wrapV;
  63. // Animations
  64. if (parsedTexture.animations) {
  65. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  66. var parsedAnimation = parsedTexture.animations[animationIndex];
  67. texture.animations.push(parseAnimation(parsedAnimation));
  68. }
  69. }
  70. return texture;
  71. };
  72. var parseSkeleton = function (parsedSkeleton, scene) {
  73. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  74. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  75. var parsedBone = parsedSkeleton.bones[index];
  76. var parentBone = null;
  77. if (parsedBone.parentBoneIndex > -1) {
  78. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  79. }
  80. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  81. if (parsedBone.animation) {
  82. bone.animations.push(parseAnimation(parsedBone.animation));
  83. }
  84. }
  85. return skeleton;
  86. };
  87. var parseFresnelParameters = function (parsedFresnelParameters) {
  88. var fresnelParameters = new BABYLON.FresnelParameters();
  89. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  90. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  91. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  92. fresnelParameters.bias = parsedFresnelParameters.bias;
  93. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  94. return fresnelParameters;
  95. };
  96. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  97. var material;
  98. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  99. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  100. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  101. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  102. material.specularPower = parsedMaterial.specularPower;
  103. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  104. material.alpha = parsedMaterial.alpha;
  105. material.id = parsedMaterial.id;
  106. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  107. material.backFaceCulling = parsedMaterial.backFaceCulling;
  108. material.wireframe = parsedMaterial.wireframe;
  109. if (parsedMaterial.diffuseTexture) {
  110. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  111. }
  112. if (parsedMaterial.diffuseFresnelParameters) {
  113. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  114. }
  115. if (parsedMaterial.ambientTexture) {
  116. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  117. }
  118. if (parsedMaterial.opacityTexture) {
  119. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  120. }
  121. if (parsedMaterial.opacityFresnelParameters) {
  122. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  123. }
  124. if (parsedMaterial.reflectionTexture) {
  125. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  126. }
  127. if (parsedMaterial.reflectionFresnelParameters) {
  128. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  129. }
  130. if (parsedMaterial.emissiveTexture) {
  131. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  132. }
  133. if (parsedMaterial.emissiveFresnelParameters) {
  134. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  135. }
  136. if (parsedMaterial.specularTexture) {
  137. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  138. }
  139. if (parsedMaterial.bumpTexture) {
  140. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  141. }
  142. return material;
  143. };
  144. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  145. for (var index = 0; index < parsedData.materials.length; index++) {
  146. var parsedMaterial = parsedData.materials[index];
  147. if (parsedMaterial.id === id) {
  148. return parseMaterial(parsedMaterial, scene, rootUrl);
  149. }
  150. }
  151. return null;
  152. };
  153. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  154. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  155. multiMaterial.id = parsedMultiMaterial.id;
  156. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  157. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  158. var subMatId = parsedMultiMaterial.materials[matIndex];
  159. if (subMatId) {
  160. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  161. }
  162. else {
  163. multiMaterial.subMaterials.push(null);
  164. }
  165. }
  166. return multiMaterial;
  167. };
  168. var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
  169. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  170. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  171. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  172. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  173. var parsedFlare = parsedLensFlareSystem.flares[index];
  174. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  175. }
  176. return lensFlareSystem;
  177. };
  178. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  179. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  180. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  181. if (parsedParticleSystem.textureName) {
  182. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  183. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  184. }
  185. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  186. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  187. particleSystem.minSize = parsedParticleSystem.minSize;
  188. particleSystem.maxSize = parsedParticleSystem.maxSize;
  189. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  190. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  191. particleSystem.emitter = emitter;
  192. particleSystem.emitRate = parsedParticleSystem.emitRate;
  193. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  194. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  195. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  196. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  197. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  198. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  199. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  200. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  201. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  202. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  203. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  204. particleSystem.blendMode = parsedParticleSystem.blendMode;
  205. particleSystem.start();
  206. return particleSystem;
  207. };
  208. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  209. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  210. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  211. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  212. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  213. shadowGenerator.getShadowMap().renderList.push(mesh);
  214. }
  215. if (parsedShadowGenerator.usePoissonSampling) {
  216. shadowGenerator.usePoissonSampling = true;
  217. }
  218. else if (parsedShadowGenerator.useVarianceShadowMap) {
  219. shadowGenerator.useVarianceShadowMap = true;
  220. }
  221. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  222. shadowGenerator.useBlurVarianceShadowMap = true;
  223. }
  224. if (parsedShadowGenerator.bias) {
  225. shadowGenerator.setBias(parsedShadowGenerator.bias);
  226. }
  227. return shadowGenerator;
  228. };
  229. var parseAnimation = function (parsedAnimation) {
  230. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  231. var dataType = parsedAnimation.dataType;
  232. var keys = [];
  233. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  234. var key = parsedAnimation.keys[index];
  235. var data;
  236. switch (dataType) {
  237. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  238. data = key.values[0];
  239. break;
  240. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  241. data = BABYLON.Quaternion.FromArray(key.values);
  242. break;
  243. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  244. data = BABYLON.Matrix.FromArray(key.values);
  245. break;
  246. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  247. default:
  248. data = BABYLON.Vector3.FromArray(key.values);
  249. break;
  250. }
  251. keys.push({
  252. frame: key.frame,
  253. value: data
  254. });
  255. }
  256. animation.setKeys(keys);
  257. return animation;
  258. };
  259. var parseLight = function (parsedLight, scene) {
  260. var light;
  261. switch (parsedLight.type) {
  262. case 0:
  263. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  264. break;
  265. case 1:
  266. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  267. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  268. break;
  269. case 2:
  270. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  271. break;
  272. case 3:
  273. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  274. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  275. break;
  276. }
  277. light.id = parsedLight.id;
  278. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  279. if (parsedLight.intensity !== undefined) {
  280. light.intensity = parsedLight.intensity;
  281. }
  282. if (parsedLight.range) {
  283. light.range = parsedLight.range;
  284. }
  285. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  286. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  287. if (parsedLight.excludedMeshesIds) {
  288. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  289. }
  290. // Parent
  291. if (parsedLight.parentId) {
  292. light._waitingParentId = parsedLight.parentId;
  293. }
  294. if (parsedLight.includedOnlyMeshesIds) {
  295. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  296. }
  297. // Animations
  298. if (parsedLight.animations) {
  299. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  300. var parsedAnimation = parsedLight.animations[animationIndex];
  301. light.animations.push(parseAnimation(parsedAnimation));
  302. }
  303. }
  304. if (parsedLight.autoAnimate) {
  305. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  306. }
  307. };
  308. var parseCamera = function (parsedCamera, scene) {
  309. var camera;
  310. var position = BABYLON.Vector3.FromArray(parsedCamera.position);
  311. var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null;
  312. if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") {
  313. var alpha = parsedCamera.alpha;
  314. var beta = parsedCamera.beta;
  315. var radius = parsedCamera.radius;
  316. if (parsedCamera.type === "AnaglyphArcRotateCamera") {
  317. var eye_space = parsedCamera.eye_space;
  318. camera = new BABYLON.AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, eye_space, scene);
  319. }
  320. else {
  321. camera = new BABYLON.ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
  322. }
  323. }
  324. else if (parsedCamera.type === "AnaglyphFreeCamera") {
  325. eye_space = parsedCamera.eye_space;
  326. camera = new BABYLON.AnaglyphFreeCamera(parsedCamera.name, position, eye_space, scene);
  327. }
  328. else if (parsedCamera.type === "DeviceOrientationCamera") {
  329. camera = new BABYLON.DeviceOrientationCamera(parsedCamera.name, position, scene);
  330. }
  331. else if (parsedCamera.type === "FollowCamera") {
  332. camera = new BABYLON.FollowCamera(parsedCamera.name, position, scene);
  333. camera.heightOffset = parsedCamera.heightOffset;
  334. camera.radius = parsedCamera.radius;
  335. camera.rotationOffset = parsedCamera.rotationOffset;
  336. if (lockedTargetMesh)
  337. camera.target = lockedTargetMesh;
  338. }
  339. else if (parsedCamera.type === "GamepadCamera") {
  340. camera = new BABYLON.GamepadCamera(parsedCamera.name, position, scene);
  341. }
  342. else if (parsedCamera.type === "OculusCamera") {
  343. camera = new BABYLON.OculusCamera(parsedCamera.name, position, scene);
  344. }
  345. else if (parsedCamera.type === "OculusGamepadCamera") {
  346. camera = new BABYLON.OculusGamepadCamera(parsedCamera.name, position, scene);
  347. }
  348. else if (parsedCamera.type === "TouchCamera") {
  349. camera = new BABYLON.TouchCamera(parsedCamera.name, position, scene);
  350. }
  351. else if (parsedCamera.type === "VirtualJoysticksCamera") {
  352. camera = new BABYLON.VirtualJoysticksCamera(parsedCamera.name, position, scene);
  353. }
  354. else if (parsedCamera.type === "WebVRCamera") {
  355. camera = new BABYLON.WebVRCamera(parsedCamera.name, position, scene);
  356. }
  357. else if (parsedCamera.type === "VRDeviceOrientationCamera") {
  358. camera = new BABYLON.VRDeviceOrientationCamera(parsedCamera.name, position, scene);
  359. }
  360. else {
  361. // Free Camera is the default value
  362. camera = new BABYLON.FreeCamera(parsedCamera.name, position, scene);
  363. }
  364. // Test for lockedTargetMesh & FreeCamera outside of if-else-if nest, since things like GamepadCamera extend FreeCamera
  365. if (lockedTargetMesh && camera instanceof BABYLON.FreeCamera) {
  366. camera.lockedTarget = lockedTargetMesh;
  367. }
  368. camera.id = parsedCamera.id;
  369. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  370. // Parent
  371. if (parsedCamera.parentId) {
  372. camera._waitingParentId = parsedCamera.parentId;
  373. }
  374. // Target
  375. if (parsedCamera.target) {
  376. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  377. }
  378. else {
  379. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  380. }
  381. camera.fov = parsedCamera.fov;
  382. camera.minZ = parsedCamera.minZ;
  383. camera.maxZ = parsedCamera.maxZ;
  384. camera.speed = parsedCamera.speed;
  385. camera.inertia = parsedCamera.inertia;
  386. camera.checkCollisions = parsedCamera.checkCollisions;
  387. camera.applyGravity = parsedCamera.applyGravity;
  388. if (parsedCamera.ellipsoid) {
  389. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  390. }
  391. // Animations
  392. if (parsedCamera.animations) {
  393. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  394. var parsedAnimation = parsedCamera.animations[animationIndex];
  395. camera.animations.push(parseAnimation(parsedAnimation));
  396. }
  397. }
  398. if (parsedCamera.autoAnimate) {
  399. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  400. }
  401. // Layer Mask
  402. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  403. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  404. }
  405. else {
  406. camera.layerMask = 0xFFFFFFFF;
  407. }
  408. return camera;
  409. };
  410. var parseGeometry = function (parsedGeometry, scene) {
  411. var id = parsedGeometry.id;
  412. return scene.getGeometryByID(id);
  413. };
  414. var parseBox = function (parsedBox, scene) {
  415. if (parseGeometry(parsedBox, scene)) {
  416. return null; // null since geometry could be something else than a box...
  417. }
  418. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  419. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  420. scene.pushGeometry(box, true);
  421. return box;
  422. };
  423. var parseSphere = function (parsedSphere, scene) {
  424. if (parseGeometry(parsedSphere, scene)) {
  425. return null; // null since geometry could be something else than a sphere...
  426. }
  427. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  428. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  429. scene.pushGeometry(sphere, true);
  430. return sphere;
  431. };
  432. var parseCylinder = function (parsedCylinder, scene) {
  433. if (parseGeometry(parsedCylinder, scene)) {
  434. return null; // null since geometry could be something else than a cylinder...
  435. }
  436. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  437. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  438. scene.pushGeometry(cylinder, true);
  439. return cylinder;
  440. };
  441. var parseTorus = function (parsedTorus, scene) {
  442. if (parseGeometry(parsedTorus, scene)) {
  443. return null; // null since geometry could be something else than a torus...
  444. }
  445. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  446. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  447. scene.pushGeometry(torus, true);
  448. return torus;
  449. };
  450. var parseGround = function (parsedGround, scene) {
  451. if (parseGeometry(parsedGround, scene)) {
  452. return null; // null since geometry could be something else than a ground...
  453. }
  454. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  455. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  456. scene.pushGeometry(ground, true);
  457. return ground;
  458. };
  459. var parsePlane = function (parsedPlane, scene) {
  460. if (parseGeometry(parsedPlane, scene)) {
  461. return null; // null since geometry could be something else than a plane...
  462. }
  463. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  464. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  465. scene.pushGeometry(plane, true);
  466. return plane;
  467. };
  468. var parseTorusKnot = function (parsedTorusKnot, scene) {
  469. if (parseGeometry(parsedTorusKnot, scene)) {
  470. return null; // null since geometry could be something else than a torusKnot...
  471. }
  472. 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);
  473. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  474. scene.pushGeometry(torusKnot, true);
  475. return torusKnot;
  476. };
  477. var parseVertexData = function (parsedVertexData, scene, rootUrl) {
  478. if (parseGeometry(parsedVertexData, scene)) {
  479. return null; // null since geometry could be a primitive
  480. }
  481. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  482. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  483. if (parsedVertexData.delayLoadingFile) {
  484. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  485. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  486. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  487. geometry._delayInfo = [];
  488. if (parsedVertexData.hasUVs) {
  489. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  490. }
  491. if (parsedVertexData.hasUVs2) {
  492. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  493. }
  494. if (parsedVertexData.hasColors) {
  495. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  496. }
  497. if (parsedVertexData.hasMatricesIndices) {
  498. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  499. }
  500. if (parsedVertexData.hasMatricesWeights) {
  501. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  502. }
  503. geometry._delayLoadingFunction = importVertexData;
  504. }
  505. else {
  506. importVertexData(parsedVertexData, geometry);
  507. }
  508. scene.pushGeometry(geometry, true);
  509. return geometry;
  510. };
  511. var parseMesh = function (parsedMesh, scene, rootUrl) {
  512. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  513. mesh.id = parsedMesh.id;
  514. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  515. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  516. if (parsedMesh.rotationQuaternion) {
  517. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  518. }
  519. else if (parsedMesh.rotation) {
  520. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  521. }
  522. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  523. if (parsedMesh.localMatrix) {
  524. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  525. }
  526. else if (parsedMesh.pivotMatrix) {
  527. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  528. }
  529. mesh.setEnabled(parsedMesh.isEnabled);
  530. mesh.isVisible = parsedMesh.isVisible;
  531. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  532. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  533. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  534. if (parsedMesh.applyFog !== undefined) {
  535. mesh.applyFog = parsedMesh.applyFog;
  536. }
  537. if (parsedMesh.pickable !== undefined) {
  538. mesh.isPickable = parsedMesh.pickable;
  539. }
  540. if (parsedMesh.alphaIndex !== undefined) {
  541. mesh.alphaIndex = parsedMesh.alphaIndex;
  542. }
  543. mesh.receiveShadows = parsedMesh.receiveShadows;
  544. mesh.billboardMode = parsedMesh.billboardMode;
  545. if (parsedMesh.visibility !== undefined) {
  546. mesh.visibility = parsedMesh.visibility;
  547. }
  548. mesh.checkCollisions = parsedMesh.checkCollisions;
  549. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  550. // Parent
  551. if (parsedMesh.parentId) {
  552. mesh._waitingParentId = parsedMesh.parentId;
  553. }
  554. // Actions
  555. if (parsedMesh.actions !== undefined) {
  556. mesh._waitingActions = parsedMesh.actions;
  557. }
  558. // Geometry
  559. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  560. if (parsedMesh.delayLoadingFile) {
  561. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  562. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  563. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  564. if (parsedMesh._binaryInfo) {
  565. mesh._binaryInfo = parsedMesh._binaryInfo;
  566. }
  567. mesh._delayInfo = [];
  568. if (parsedMesh.hasUVs) {
  569. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  570. }
  571. if (parsedMesh.hasUVs2) {
  572. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  573. }
  574. if (parsedMesh.hasColors) {
  575. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  576. }
  577. if (parsedMesh.hasMatricesIndices) {
  578. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  579. }
  580. if (parsedMesh.hasMatricesWeights) {
  581. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  582. }
  583. mesh._delayLoadingFunction = importGeometry;
  584. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  585. mesh._checkDelayState();
  586. }
  587. }
  588. else {
  589. importGeometry(parsedMesh, mesh);
  590. }
  591. // Material
  592. if (parsedMesh.materialId) {
  593. mesh.setMaterialByID(parsedMesh.materialId);
  594. }
  595. else {
  596. mesh.material = null;
  597. }
  598. // Skeleton
  599. if (parsedMesh.skeletonId > -1) {
  600. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  601. }
  602. // Physics
  603. if (parsedMesh.physicsImpostor) {
  604. if (!scene.isPhysicsEnabled()) {
  605. scene.enablePhysics();
  606. }
  607. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  608. }
  609. // Animations
  610. if (parsedMesh.animations) {
  611. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  612. var parsedAnimation = parsedMesh.animations[animationIndex];
  613. mesh.animations.push(parseAnimation(parsedAnimation));
  614. }
  615. }
  616. if (parsedMesh.autoAnimate) {
  617. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  618. }
  619. // Layer Mask
  620. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  621. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  622. }
  623. else {
  624. mesh.layerMask = 0xFFFFFFFF;
  625. }
  626. // Instances
  627. if (parsedMesh.instances) {
  628. for (var index = 0; index < parsedMesh.instances.length; index++) {
  629. var parsedInstance = parsedMesh.instances[index];
  630. var instance = mesh.createInstance(parsedInstance.name);
  631. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  632. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  633. if (parsedInstance.rotationQuaternion) {
  634. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  635. }
  636. else if (parsedInstance.rotation) {
  637. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  638. }
  639. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  640. instance.checkCollisions = mesh.checkCollisions;
  641. if (parsedMesh.animations) {
  642. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  643. parsedAnimation = parsedMesh.animations[animationIndex];
  644. instance.animations.push(parseAnimation(parsedAnimation));
  645. }
  646. }
  647. }
  648. }
  649. return mesh;
  650. };
  651. var parseActions = function (parsedActions, object, scene) {
  652. var actionManager = new BABYLON.ActionManager(scene);
  653. if (object === null)
  654. scene.actionManager = actionManager;
  655. else
  656. object.actionManager = actionManager;
  657. // instanciate a new object
  658. var instanciate = function (name, params) {
  659. var newInstance = Object.create(BABYLON[name].prototype);
  660. newInstance.constructor.apply(newInstance, params);
  661. return newInstance;
  662. };
  663. var parseParameter = function (name, value, target, propertyPath) {
  664. if (propertyPath === null) {
  665. // String, boolean or float
  666. var floatValue = parseFloat(value);
  667. if (value === "true" || value === "false")
  668. return value === "true";
  669. else
  670. return isNaN(floatValue) ? value : floatValue;
  671. }
  672. var effectiveTarget = propertyPath.split(".");
  673. var values = value.split(",");
  674. for (var i = 0; i < effectiveTarget.length; i++) {
  675. target = target[effectiveTarget[i]];
  676. }
  677. // Return appropriate value with its type
  678. if (target instanceof Boolean)
  679. return values[0] === "true";
  680. if (target instanceof String)
  681. return values[0];
  682. // Parameters with multiple values such as Vector3 etc.
  683. var split = new Array();
  684. for (var i = 0; i < values.length; i++)
  685. split.push(parseFloat(values[i]));
  686. if (target instanceof BABYLON.Vector3)
  687. return BABYLON.Vector3.FromArray(split);
  688. if (target instanceof BABYLON.Vector4)
  689. return BABYLON.Vector4.FromArray(split);
  690. if (target instanceof BABYLON.Color3)
  691. return BABYLON.Color3.FromArray(split);
  692. if (target instanceof BABYLON.Color4)
  693. return BABYLON.Color4.FromArray(split);
  694. return parseFloat(values[0]);
  695. };
  696. // traverse graph per trigger
  697. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  698. if (combineArray === void 0) { combineArray = null; }
  699. if (parsedAction.detached)
  700. return;
  701. var parameters = new Array();
  702. var target = null;
  703. var propertyPath = null;
  704. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  705. // Parameters
  706. if (parsedAction.type === 2)
  707. parameters.push(actionManager);
  708. else
  709. parameters.push(trigger);
  710. if (combine) {
  711. var actions = new Array();
  712. for (var j = 0; j < parsedAction.combine.length; j++) {
  713. traverse(parsedAction.combine[j], BABYLON.ActionManager.NothingTrigger, condition, action, actions);
  714. }
  715. parameters.push(actions);
  716. }
  717. else {
  718. for (var i = 0; i < parsedAction.properties.length; i++) {
  719. var value = parsedAction.properties[i].value;
  720. var name = parsedAction.properties[i].name;
  721. if (name === "target")
  722. value = target = scene.getNodeByName(value);
  723. else if (name === "parent")
  724. value = scene.getNodeByName(value);
  725. else if (name === "sound")
  726. value = scene.getSoundByName(value);
  727. else if (name !== "propertyPath") {
  728. if (parsedAction.type === 2 && name === "operator")
  729. value = BABYLON.ValueCondition[value];
  730. else
  731. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  732. }
  733. else {
  734. propertyPath = value;
  735. }
  736. parameters.push(value);
  737. }
  738. }
  739. parameters.push(condition);
  740. // If interpolate value action
  741. if (parsedAction.name === "InterpolateValueAction") {
  742. var param = parameters[parameters.length - 2];
  743. parameters[parameters.length - 1] = param;
  744. parameters[parameters.length - 2] = condition;
  745. }
  746. // Action or condition(s) and not CombineAction
  747. var newAction = instanciate(parsedAction.name, parameters);
  748. if (combineArray === null) {
  749. if (newAction instanceof BABYLON.Condition) {
  750. condition = newAction;
  751. newAction = action;
  752. }
  753. else {
  754. condition = null;
  755. if (action)
  756. action.then(newAction);
  757. else
  758. actionManager.registerAction(newAction);
  759. }
  760. }
  761. else {
  762. if (combineArray !== null)
  763. combineArray.push(newAction);
  764. }
  765. for (var i = 0; i < parsedAction.children.length; i++)
  766. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  767. };
  768. for (var i = 0; i < parsedActions.children.length; i++) {
  769. var triggerParams;
  770. var trigger = parsedActions.children[i];
  771. if (trigger.properties.length > 0) {
  772. triggerParams = { trigger: BABYLON.ActionManager[trigger.name], parameter: scene.getMeshByName(trigger.properties[0].value) };
  773. }
  774. else
  775. triggerParams = BABYLON.ActionManager[trigger.name];
  776. for (var j = 0; j < trigger.children.length; j++)
  777. traverse(trigger.children[j], triggerParams, null, null);
  778. }
  779. };
  780. var parseSound = function (parsedSound, scene, rootUrl) {
  781. var soundName = parsedSound.name;
  782. var soundUrl = rootUrl + soundName;
  783. var options = {
  784. autoplay: parsedSound.autoplay,
  785. loop: parsedSound.loop,
  786. volume: parsedSound.volume,
  787. spatialSound: parsedSound.spatialSound,
  788. maxDistance: parsedSound.maxDistance,
  789. rolloffFactor: parsedSound.rolloffFactor,
  790. refDistance: parsedSound.refDistance,
  791. distanceModel: parsedSound.distanceModel,
  792. panningModel: parsedSound.panningModel,
  793. playbackRate: parsedSound.playbackRate
  794. };
  795. var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () {
  796. scene._removePendingData(newSound);
  797. }, options);
  798. scene._addPendingData(newSound);
  799. if (parsedSound.position) {
  800. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  801. newSound.setPosition(soundPosition);
  802. }
  803. if (parsedSound.isDirectional) {
  804. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  805. if (parsedSound.localDirectionToMesh) {
  806. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  807. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  808. }
  809. }
  810. if (parsedSound.connectedMeshId) {
  811. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  812. if (connectedMesh) {
  813. newSound.attachToMesh(connectedMesh);
  814. }
  815. }
  816. };
  817. var isDescendantOf = function (mesh, names, hierarchyIds) {
  818. names = (names instanceof Array) ? names : [names];
  819. for (var i in names) {
  820. if (mesh.name === names[i]) {
  821. hierarchyIds.push(mesh.id);
  822. return true;
  823. }
  824. }
  825. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  826. hierarchyIds.push(mesh.id);
  827. return true;
  828. }
  829. return false;
  830. };
  831. var importVertexData = function (parsedVertexData, geometry) {
  832. var vertexData = new BABYLON.VertexData();
  833. // positions
  834. var positions = parsedVertexData.positions;
  835. if (positions) {
  836. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  837. }
  838. // normals
  839. var normals = parsedVertexData.normals;
  840. if (normals) {
  841. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  842. }
  843. // uvs
  844. var uvs = parsedVertexData.uvs;
  845. if (uvs) {
  846. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  847. }
  848. // uv2s
  849. var uv2s = parsedVertexData.uv2s;
  850. if (uv2s) {
  851. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  852. }
  853. // colors
  854. var colors = parsedVertexData.colors;
  855. if (colors) {
  856. vertexData.set(checkColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  857. }
  858. // matricesIndices
  859. var matricesIndices = parsedVertexData.matricesIndices;
  860. if (matricesIndices) {
  861. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  862. }
  863. // matricesWeights
  864. var matricesWeights = parsedVertexData.matricesWeights;
  865. if (matricesWeights) {
  866. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  867. }
  868. // indices
  869. var indices = parsedVertexData.indices;
  870. if (indices) {
  871. vertexData.indices = indices;
  872. }
  873. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  874. };
  875. var importGeometry = function (parsedGeometry, mesh) {
  876. var scene = mesh.getScene();
  877. // Geometry
  878. var geometryId = parsedGeometry.geometryId;
  879. if (geometryId) {
  880. var geometry = scene.getGeometryByID(geometryId);
  881. if (geometry) {
  882. geometry.applyToMesh(mesh);
  883. }
  884. }
  885. else if (parsedGeometry instanceof ArrayBuffer) {
  886. var binaryInfo = mesh._binaryInfo;
  887. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  888. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  889. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  890. }
  891. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  892. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  893. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  894. }
  895. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  896. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  897. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  898. }
  899. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  900. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  901. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  902. }
  903. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  904. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  905. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false);
  906. }
  907. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  908. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  909. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  910. }
  911. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  912. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  913. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  914. }
  915. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  916. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  917. mesh.setIndices(indicesData);
  918. }
  919. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  920. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  921. mesh.subMeshes = [];
  922. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  923. var materialIndex = subMeshesData[(i * 5) + 0];
  924. var verticesStart = subMeshesData[(i * 5) + 1];
  925. var verticesCount = subMeshesData[(i * 5) + 2];
  926. var indexStart = subMeshesData[(i * 5) + 3];
  927. var indexCount = subMeshesData[(i * 5) + 4];
  928. var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  929. }
  930. }
  931. }
  932. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  933. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  934. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  935. if (parsedGeometry.uvs) {
  936. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  937. }
  938. if (parsedGeometry.uvs2) {
  939. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  940. }
  941. if (parsedGeometry.colors) {
  942. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, checkColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), false);
  943. }
  944. if (parsedGeometry.matricesIndices) {
  945. if (!parsedGeometry.matricesIndices._isExpanded) {
  946. var floatIndices = [];
  947. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  948. var matricesIndex = parsedGeometry.matricesIndices[i];
  949. floatIndices.push(matricesIndex & 0x000000FF);
  950. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  951. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  952. floatIndices.push(matricesIndex >> 24);
  953. }
  954. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  955. }
  956. else {
  957. delete parsedGeometry.matricesIndices._isExpanded;
  958. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  959. }
  960. }
  961. if (parsedGeometry.matricesWeights) {
  962. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  963. }
  964. mesh.setIndices(parsedGeometry.indices);
  965. // SubMeshes
  966. if (parsedGeometry.subMeshes) {
  967. mesh.subMeshes = [];
  968. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  969. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  970. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  971. }
  972. }
  973. }
  974. // Flat shading
  975. if (mesh._shouldGenerateFlatShading) {
  976. mesh.convertToFlatShadedMesh();
  977. delete mesh._shouldGenerateFlatShading;
  978. }
  979. // Update
  980. mesh.computeWorldMatrix(true);
  981. // Octree
  982. if (scene._selectionOctree) {
  983. scene._selectionOctree.addMesh(mesh);
  984. }
  985. };
  986. BABYLON.SceneLoader.RegisterPlugin({
  987. extensions: ".babylon",
  988. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  989. var parsedData = JSON.parse(data);
  990. var loadedSkeletonsIds = [];
  991. var loadedMaterialsIds = [];
  992. var hierarchyIds = [];
  993. for (var index = 0; index < parsedData.meshes.length; index++) {
  994. var parsedMesh = parsedData.meshes[index];
  995. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  996. if (meshesNames instanceof Array) {
  997. // Remove found mesh name from list.
  998. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  999. }
  1000. // Material ?
  1001. if (parsedMesh.materialId) {
  1002. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  1003. if (!materialFound) {
  1004. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  1005. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  1006. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  1007. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  1008. var subMatId = parsedMultiMaterial.materials[matIndex];
  1009. loadedMaterialsIds.push(subMatId);
  1010. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  1011. }
  1012. loadedMaterialsIds.push(parsedMultiMaterial.id);
  1013. parseMultiMaterial(parsedMultiMaterial, scene);
  1014. materialFound = true;
  1015. break;
  1016. }
  1017. }
  1018. }
  1019. if (!materialFound) {
  1020. loadedMaterialsIds.push(parsedMesh.materialId);
  1021. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  1022. }
  1023. }
  1024. // Skeleton ?
  1025. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  1026. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  1027. if (!skeletonAlreadyLoaded) {
  1028. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  1029. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  1030. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  1031. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  1032. loadedSkeletonsIds.push(parsedSkeleton.id);
  1033. }
  1034. }
  1035. }
  1036. }
  1037. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  1038. meshes.push(mesh);
  1039. }
  1040. }
  1041. for (index = 0; index < scene.meshes.length; index++) {
  1042. var currentMesh = scene.meshes[index];
  1043. if (currentMesh._waitingParentId) {
  1044. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  1045. currentMesh._waitingParentId = undefined;
  1046. }
  1047. }
  1048. // Particles
  1049. if (parsedData.particleSystems) {
  1050. for (index = 0; index < parsedData.particleSystems.length; index++) {
  1051. var parsedParticleSystem = parsedData.particleSystems[index];
  1052. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  1053. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  1054. }
  1055. }
  1056. }
  1057. return true;
  1058. },
  1059. load: function (scene, data, rootUrl) {
  1060. var parsedData = JSON.parse(data);
  1061. // Scene
  1062. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  1063. scene.autoClear = parsedData.autoClear;
  1064. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  1065. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  1066. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  1067. // Fog
  1068. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  1069. scene.fogMode = parsedData.fogMode;
  1070. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  1071. scene.fogStart = parsedData.fogStart;
  1072. scene.fogEnd = parsedData.fogEnd;
  1073. scene.fogDensity = parsedData.fogDensity;
  1074. }
  1075. for (var index = 0; index < parsedData.lights.length; index++) {
  1076. var parsedLight = parsedData.lights[index];
  1077. parseLight(parsedLight, scene);
  1078. }
  1079. // Materials
  1080. if (parsedData.materials) {
  1081. for (index = 0; index < parsedData.materials.length; index++) {
  1082. var parsedMaterial = parsedData.materials[index];
  1083. parseMaterial(parsedMaterial, scene, rootUrl);
  1084. }
  1085. }
  1086. if (parsedData.multiMaterials) {
  1087. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  1088. var parsedMultiMaterial = parsedData.multiMaterials[index];
  1089. parseMultiMaterial(parsedMultiMaterial, scene);
  1090. }
  1091. }
  1092. // Skeletons
  1093. if (parsedData.skeletons) {
  1094. for (index = 0; index < parsedData.skeletons.length; index++) {
  1095. var parsedSkeleton = parsedData.skeletons[index];
  1096. parseSkeleton(parsedSkeleton, scene);
  1097. }
  1098. }
  1099. // Geometries
  1100. var geometries = parsedData.geometries;
  1101. if (geometries) {
  1102. // Boxes
  1103. var boxes = geometries.boxes;
  1104. if (boxes) {
  1105. for (index = 0; index < boxes.length; index++) {
  1106. var parsedBox = boxes[index];
  1107. parseBox(parsedBox, scene);
  1108. }
  1109. }
  1110. // Spheres
  1111. var spheres = geometries.spheres;
  1112. if (spheres) {
  1113. for (index = 0; index < spheres.length; index++) {
  1114. var parsedSphere = spheres[index];
  1115. parseSphere(parsedSphere, scene);
  1116. }
  1117. }
  1118. // Cylinders
  1119. var cylinders = geometries.cylinders;
  1120. if (cylinders) {
  1121. for (index = 0; index < cylinders.length; index++) {
  1122. var parsedCylinder = cylinders[index];
  1123. parseCylinder(parsedCylinder, scene);
  1124. }
  1125. }
  1126. // Toruses
  1127. var toruses = geometries.toruses;
  1128. if (toruses) {
  1129. for (index = 0; index < toruses.length; index++) {
  1130. var parsedTorus = toruses[index];
  1131. parseTorus(parsedTorus, scene);
  1132. }
  1133. }
  1134. // Grounds
  1135. var grounds = geometries.grounds;
  1136. if (grounds) {
  1137. for (index = 0; index < grounds.length; index++) {
  1138. var parsedGround = grounds[index];
  1139. parseGround(parsedGround, scene);
  1140. }
  1141. }
  1142. // Planes
  1143. var planes = geometries.planes;
  1144. if (planes) {
  1145. for (index = 0; index < planes.length; index++) {
  1146. var parsedPlane = planes[index];
  1147. parsePlane(parsedPlane, scene);
  1148. }
  1149. }
  1150. // TorusKnots
  1151. var torusKnots = geometries.torusKnots;
  1152. if (torusKnots) {
  1153. for (index = 0; index < torusKnots.length; index++) {
  1154. var parsedTorusKnot = torusKnots[index];
  1155. parseTorusKnot(parsedTorusKnot, scene);
  1156. }
  1157. }
  1158. // VertexData
  1159. var vertexData = geometries.vertexData;
  1160. if (vertexData) {
  1161. for (index = 0; index < vertexData.length; index++) {
  1162. var parsedVertexData = vertexData[index];
  1163. parseVertexData(parsedVertexData, scene, rootUrl);
  1164. }
  1165. }
  1166. }
  1167. for (index = 0; index < parsedData.meshes.length; index++) {
  1168. var parsedMesh = parsedData.meshes[index];
  1169. parseMesh(parsedMesh, scene, rootUrl);
  1170. }
  1171. for (index = 0; index < parsedData.cameras.length; index++) {
  1172. var parsedCamera = parsedData.cameras[index];
  1173. parseCamera(parsedCamera, scene);
  1174. }
  1175. if (parsedData.activeCameraID) {
  1176. scene.setActiveCameraByID(parsedData.activeCameraID);
  1177. }
  1178. for (index = 0; index < scene.cameras.length; index++) {
  1179. var camera = scene.cameras[index];
  1180. if (camera._waitingParentId) {
  1181. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  1182. camera._waitingParentId = undefined;
  1183. }
  1184. }
  1185. for (index = 0; index < scene.lights.length; index++) {
  1186. var light = scene.lights[index];
  1187. if (light._waitingParentId) {
  1188. light.parent = scene.getLastEntryByID(light._waitingParentId);
  1189. light._waitingParentId = undefined;
  1190. }
  1191. }
  1192. // Sounds
  1193. if (parsedData.sounds) {
  1194. for (index = 0; index < parsedData.sounds.length; index++) {
  1195. var parsedSound = parsedData.sounds[index];
  1196. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  1197. parseSound(parsedSound, scene, rootUrl);
  1198. }
  1199. else {
  1200. var emptySound = new BABYLON.Sound(parsedSound.name, null, scene);
  1201. }
  1202. }
  1203. }
  1204. for (index = 0; index < scene.meshes.length; index++) {
  1205. var mesh = scene.meshes[index];
  1206. if (mesh._waitingParentId) {
  1207. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  1208. mesh._waitingParentId = undefined;
  1209. }
  1210. if (mesh._waitingActions) {
  1211. parseActions(mesh._waitingActions, mesh, scene);
  1212. mesh._waitingActions = undefined;
  1213. }
  1214. }
  1215. // Particles Systems
  1216. if (parsedData.particleSystems) {
  1217. for (index = 0; index < parsedData.particleSystems.length; index++) {
  1218. var parsedParticleSystem = parsedData.particleSystems[index];
  1219. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  1220. }
  1221. }
  1222. // Lens flares
  1223. if (parsedData.lensFlareSystems) {
  1224. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  1225. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  1226. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  1227. }
  1228. }
  1229. // Shadows
  1230. if (parsedData.shadowGenerators) {
  1231. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  1232. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  1233. parseShadowGenerator(parsedShadowGenerator, scene);
  1234. }
  1235. }
  1236. // Actions (scene)
  1237. if (parsedData.actions) {
  1238. parseActions(parsedData.actions, null, scene);
  1239. }
  1240. // Finish
  1241. return true;
  1242. }
  1243. });
  1244. })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
  1245. })(BABYLON || (BABYLON = {}));
  1246. //# sourceMappingURL=babylon.babylonFileLoader.js.map