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