babylon.babylonFileLoader.js 79 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 = null;
  22. if ((parsedTexture.name || parsedTexture.extensions) && !parsedTexture.isRenderTarget) {
  23. texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions);
  24. texture.name = parsedTexture.name;
  25. texture.hasAlpha = parsedTexture.hasAlpha;
  26. texture.level = parsedTexture.level;
  27. texture.coordinatesMode = parsedTexture.coordinatesMode;
  28. }
  29. return texture;
  30. };
  31. var loadTexture = function (rootUrl, parsedTexture, scene) {
  32. if (parsedTexture.isCube) {
  33. return loadCubeTexture(rootUrl, parsedTexture, scene);
  34. }
  35. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  36. return null;
  37. }
  38. var texture;
  39. if (parsedTexture.mirrorPlane) {
  40. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  41. texture._waitingRenderList = parsedTexture.renderList;
  42. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  43. }
  44. else if (parsedTexture.isRenderTarget) {
  45. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  46. texture._waitingRenderList = parsedTexture.renderList;
  47. }
  48. else {
  49. if (parsedTexture.base64String) {
  50. texture = BABYLON.Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene);
  51. }
  52. else {
  53. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  54. }
  55. }
  56. texture.name = parsedTexture.name;
  57. texture.hasAlpha = parsedTexture.hasAlpha;
  58. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  59. texture.level = parsedTexture.level;
  60. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  61. texture.coordinatesMode = parsedTexture.coordinatesMode;
  62. texture.uOffset = parsedTexture.uOffset;
  63. texture.vOffset = parsedTexture.vOffset;
  64. texture.uScale = parsedTexture.uScale;
  65. texture.vScale = parsedTexture.vScale;
  66. texture.uAng = parsedTexture.uAng;
  67. texture.vAng = parsedTexture.vAng;
  68. texture.wAng = parsedTexture.wAng;
  69. texture.wrapU = parsedTexture.wrapU;
  70. texture.wrapV = parsedTexture.wrapV;
  71. // Animations
  72. if (parsedTexture.animations) {
  73. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  74. var parsedAnimation = parsedTexture.animations[animationIndex];
  75. texture.animations.push(parseAnimation(parsedAnimation));
  76. }
  77. }
  78. return texture;
  79. };
  80. var parseSkeleton = function (parsedSkeleton, scene) {
  81. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  82. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  83. var parsedBone = parsedSkeleton.bones[index];
  84. var parentBone = null;
  85. if (parsedBone.parentBoneIndex > -1) {
  86. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  87. }
  88. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  89. if (parsedBone.animation) {
  90. bone.animations.push(parseAnimation(parsedBone.animation));
  91. }
  92. }
  93. return skeleton;
  94. };
  95. var parseFresnelParameters = function (parsedFresnelParameters) {
  96. var fresnelParameters = new BABYLON.FresnelParameters();
  97. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  98. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  99. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  100. fresnelParameters.bias = parsedFresnelParameters.bias;
  101. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  102. return fresnelParameters;
  103. };
  104. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  105. var material;
  106. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  107. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  108. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  109. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  110. material.specularPower = parsedMaterial.specularPower;
  111. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  112. material.useReflectionFresnelFromSpecular = parsedMaterial.useReflectionFresnelFromSpecular;
  113. material.useEmissiveAsIllumination = parsedMaterial.useEmissiveAsIllumination;
  114. material.alpha = parsedMaterial.alpha;
  115. material.id = parsedMaterial.id;
  116. if (parsedMaterial.disableDepthWrite) {
  117. material.disableDepthWrite = parsedMaterial.disableDepthWrite;
  118. }
  119. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  120. material.backFaceCulling = parsedMaterial.backFaceCulling;
  121. material.wireframe = parsedMaterial.wireframe;
  122. if (parsedMaterial.diffuseTexture) {
  123. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  124. }
  125. if (parsedMaterial.diffuseFresnelParameters) {
  126. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  127. }
  128. if (parsedMaterial.ambientTexture) {
  129. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  130. }
  131. if (parsedMaterial.opacityTexture) {
  132. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  133. }
  134. if (parsedMaterial.opacityFresnelParameters) {
  135. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  136. }
  137. if (parsedMaterial.reflectionTexture) {
  138. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  139. }
  140. if (parsedMaterial.reflectionFresnelParameters) {
  141. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  142. }
  143. if (parsedMaterial.emissiveTexture) {
  144. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  145. }
  146. if (parsedMaterial.lightmapTexture) {
  147. material.lightmapTexture = loadTexture(rootUrl, parsedMaterial.lightmapTexture, scene);
  148. material.lightmapThreshold = parsedMaterial.lightmapThreshold;
  149. }
  150. if (parsedMaterial.emissiveFresnelParameters) {
  151. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  152. }
  153. if (parsedMaterial.specularTexture) {
  154. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  155. }
  156. if (parsedMaterial.bumpTexture) {
  157. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  158. }
  159. if (parsedMaterial.checkReadyOnlyOnce) {
  160. material.checkReadyOnlyOnce = parsedMaterial.checkReadyOnlyOnce;
  161. }
  162. return material;
  163. };
  164. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  165. for (var index = 0; index < parsedData.materials.length; index++) {
  166. var parsedMaterial = parsedData.materials[index];
  167. if (parsedMaterial.id === id) {
  168. return parseMaterial(parsedMaterial, scene, rootUrl);
  169. }
  170. }
  171. return null;
  172. };
  173. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  174. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  175. multiMaterial.id = parsedMultiMaterial.id;
  176. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  177. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  178. var subMatId = parsedMultiMaterial.materials[matIndex];
  179. if (subMatId) {
  180. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  181. }
  182. else {
  183. multiMaterial.subMaterials.push(null);
  184. }
  185. }
  186. return multiMaterial;
  187. };
  188. var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
  189. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  190. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  191. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  192. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  193. var parsedFlare = parsedLensFlareSystem.flares[index];
  194. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  195. }
  196. return lensFlareSystem;
  197. };
  198. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  199. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  200. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  201. if (parsedParticleSystem.textureName) {
  202. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  203. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  204. }
  205. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  206. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  207. particleSystem.minSize = parsedParticleSystem.minSize;
  208. particleSystem.maxSize = parsedParticleSystem.maxSize;
  209. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  210. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  211. particleSystem.emitter = emitter;
  212. particleSystem.emitRate = parsedParticleSystem.emitRate;
  213. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  214. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  215. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  216. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  217. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  218. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  219. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  220. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  221. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  222. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  223. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  224. particleSystem.blendMode = parsedParticleSystem.blendMode;
  225. particleSystem.start();
  226. return particleSystem;
  227. };
  228. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  229. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  230. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  231. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  232. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  233. shadowGenerator.getShadowMap().renderList.push(mesh);
  234. }
  235. if (parsedShadowGenerator.usePoissonSampling) {
  236. shadowGenerator.usePoissonSampling = true;
  237. }
  238. else if (parsedShadowGenerator.useVarianceShadowMap) {
  239. shadowGenerator.useVarianceShadowMap = true;
  240. }
  241. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  242. shadowGenerator.useBlurVarianceShadowMap = true;
  243. if (parsedShadowGenerator.blurScale) {
  244. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  245. }
  246. if (parsedShadowGenerator.blurBoxOffset) {
  247. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  248. }
  249. }
  250. if (parsedShadowGenerator.bias !== undefined) {
  251. shadowGenerator.bias = parsedShadowGenerator.bias;
  252. }
  253. return shadowGenerator;
  254. };
  255. var parseAnimation = function (parsedAnimation) {
  256. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  257. var dataType = parsedAnimation.dataType;
  258. var keys = [];
  259. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  260. var key = parsedAnimation.keys[index];
  261. var data;
  262. switch (dataType) {
  263. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  264. data = key.values[0];
  265. break;
  266. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  267. data = BABYLON.Quaternion.FromArray(key.values);
  268. break;
  269. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  270. data = BABYLON.Matrix.FromArray(key.values);
  271. break;
  272. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  273. default:
  274. data = BABYLON.Vector3.FromArray(key.values);
  275. break;
  276. }
  277. keys.push({
  278. frame: key.frame,
  279. value: data
  280. });
  281. }
  282. animation.setKeys(keys);
  283. return animation;
  284. };
  285. var parseLight = function (parsedLight, scene) {
  286. var light;
  287. switch (parsedLight.type) {
  288. case 0:
  289. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  290. break;
  291. case 1:
  292. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  293. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  294. break;
  295. case 2:
  296. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  297. break;
  298. case 3:
  299. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  300. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  301. break;
  302. }
  303. light.id = parsedLight.id;
  304. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  305. if (parsedLight.intensity !== undefined) {
  306. light.intensity = parsedLight.intensity;
  307. }
  308. if (parsedLight.range) {
  309. light.range = parsedLight.range;
  310. }
  311. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  312. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  313. if (parsedLight.excludedMeshesIds) {
  314. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  315. }
  316. // Parent
  317. if (parsedLight.parentId) {
  318. light._waitingParentId = parsedLight.parentId;
  319. }
  320. if (parsedLight.includedOnlyMeshesIds) {
  321. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  322. }
  323. // Animations
  324. if (parsedLight.animations) {
  325. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  326. var parsedAnimation = parsedLight.animations[animationIndex];
  327. light.animations.push(parseAnimation(parsedAnimation));
  328. }
  329. }
  330. if (parsedLight.autoAnimate) {
  331. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  332. }
  333. };
  334. var parseCamera = function (parsedCamera, scene) {
  335. var camera;
  336. var position = BABYLON.Vector3.FromArray(parsedCamera.position);
  337. var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null;
  338. if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") {
  339. var alpha = parsedCamera.alpha;
  340. var beta = parsedCamera.beta;
  341. var radius = parsedCamera.radius;
  342. if (parsedCamera.type === "AnaglyphArcRotateCamera") {
  343. var interaxial_distance = parsedCamera.interaxial_distance;
  344. camera = new BABYLON.AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, interaxial_distance, scene);
  345. }
  346. else {
  347. camera = new BABYLON.ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
  348. }
  349. }
  350. else if (parsedCamera.type === "AnaglyphFreeCamera") {
  351. interaxial_distance = parsedCamera.interaxial_distance;
  352. camera = new BABYLON.AnaglyphFreeCamera(parsedCamera.name, position, interaxial_distance, scene);
  353. }
  354. else if (parsedCamera.type === "DeviceOrientationCamera") {
  355. camera = new BABYLON.DeviceOrientationCamera(parsedCamera.name, position, scene);
  356. }
  357. else if (parsedCamera.type === "FollowCamera") {
  358. camera = new BABYLON.FollowCamera(parsedCamera.name, position, scene);
  359. camera.heightOffset = parsedCamera.heightOffset;
  360. camera.radius = parsedCamera.radius;
  361. camera.rotationOffset = parsedCamera.rotationOffset;
  362. if (lockedTargetMesh)
  363. camera.target = lockedTargetMesh;
  364. }
  365. else if (parsedCamera.type === "GamepadCamera") {
  366. camera = new BABYLON.GamepadCamera(parsedCamera.name, position, scene);
  367. }
  368. else if (parsedCamera.type === "TouchCamera") {
  369. camera = new BABYLON.TouchCamera(parsedCamera.name, position, scene);
  370. }
  371. else if (parsedCamera.type === "VirtualJoysticksCamera") {
  372. camera = new BABYLON.VirtualJoysticksCamera(parsedCamera.name, position, scene);
  373. }
  374. else if (parsedCamera.type === "WebVRFreeCamera") {
  375. camera = new BABYLON.WebVRFreeCamera(parsedCamera.name, position, scene);
  376. }
  377. else if (parsedCamera.type === "VRDeviceOrientationFreeCamera") {
  378. camera = new BABYLON.VRDeviceOrientationFreeCamera(parsedCamera.name, position, scene);
  379. }
  380. else {
  381. // Free Camera is the default value
  382. camera = new BABYLON.FreeCamera(parsedCamera.name, position, scene);
  383. }
  384. // apply 3d rig, when found
  385. if (parsedCamera.cameraRigMode) {
  386. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  387. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  388. }
  389. // Test for lockedTargetMesh & FreeCamera outside of if-else-if nest, since things like GamepadCamera extend FreeCamera
  390. if (lockedTargetMesh && camera instanceof BABYLON.FreeCamera) {
  391. camera.lockedTarget = lockedTargetMesh;
  392. }
  393. camera.id = parsedCamera.id;
  394. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  395. // Parent
  396. if (parsedCamera.parentId) {
  397. camera._waitingParentId = parsedCamera.parentId;
  398. }
  399. // Target
  400. if (parsedCamera.target) {
  401. if (camera.setTarget) {
  402. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  403. }
  404. else {
  405. //For ArcRotate
  406. camera.target = BABYLON.Vector3.FromArray(parsedCamera.target);
  407. }
  408. }
  409. else {
  410. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  411. }
  412. camera.fov = parsedCamera.fov;
  413. camera.minZ = parsedCamera.minZ;
  414. camera.maxZ = parsedCamera.maxZ;
  415. camera.speed = parsedCamera.speed;
  416. camera.inertia = parsedCamera.inertia;
  417. camera.checkCollisions = parsedCamera.checkCollisions;
  418. camera.applyGravity = parsedCamera.applyGravity;
  419. if (parsedCamera.ellipsoid) {
  420. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  421. }
  422. // Animations
  423. if (parsedCamera.animations) {
  424. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  425. var parsedAnimation = parsedCamera.animations[animationIndex];
  426. camera.animations.push(parseAnimation(parsedAnimation));
  427. }
  428. }
  429. if (parsedCamera.autoAnimate) {
  430. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  431. }
  432. // Layer Mask
  433. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  434. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  435. }
  436. else {
  437. camera.layerMask = 0x0FFFFFFF;
  438. }
  439. return camera;
  440. };
  441. var parseGeometry = function (parsedGeometry, scene) {
  442. var id = parsedGeometry.id;
  443. return scene.getGeometryByID(id);
  444. };
  445. var parseBox = function (parsedBox, scene) {
  446. if (parseGeometry(parsedBox, scene)) {
  447. return null; // null since geometry could be something else than a box...
  448. }
  449. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  450. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  451. scene.pushGeometry(box, true);
  452. return box;
  453. };
  454. var parseSphere = function (parsedSphere, scene) {
  455. if (parseGeometry(parsedSphere, scene)) {
  456. return null; // null since geometry could be something else than a sphere...
  457. }
  458. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  459. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  460. scene.pushGeometry(sphere, true);
  461. return sphere;
  462. };
  463. var parseCylinder = function (parsedCylinder, scene) {
  464. if (parseGeometry(parsedCylinder, scene)) {
  465. return null; // null since geometry could be something else than a cylinder...
  466. }
  467. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  468. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  469. scene.pushGeometry(cylinder, true);
  470. return cylinder;
  471. };
  472. var parseTorus = function (parsedTorus, scene) {
  473. if (parseGeometry(parsedTorus, scene)) {
  474. return null; // null since geometry could be something else than a torus...
  475. }
  476. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  477. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  478. scene.pushGeometry(torus, true);
  479. return torus;
  480. };
  481. var parseGround = function (parsedGround, scene) {
  482. if (parseGeometry(parsedGround, scene)) {
  483. return null; // null since geometry could be something else than a ground...
  484. }
  485. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  486. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  487. scene.pushGeometry(ground, true);
  488. return ground;
  489. };
  490. var parsePlane = function (parsedPlane, scene) {
  491. if (parseGeometry(parsedPlane, scene)) {
  492. return null; // null since geometry could be something else than a plane...
  493. }
  494. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  495. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  496. scene.pushGeometry(plane, true);
  497. return plane;
  498. };
  499. var parseTorusKnot = function (parsedTorusKnot, scene) {
  500. if (parseGeometry(parsedTorusKnot, scene)) {
  501. return null; // null since geometry could be something else than a torusKnot...
  502. }
  503. 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);
  504. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  505. scene.pushGeometry(torusKnot, true);
  506. return torusKnot;
  507. };
  508. var parseVertexData = function (parsedVertexData, scene, rootUrl) {
  509. if (parseGeometry(parsedVertexData, scene)) {
  510. return null; // null since geometry could be a primitive
  511. }
  512. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  513. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  514. if (parsedVertexData.delayLoadingFile) {
  515. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  516. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  517. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  518. geometry._delayInfo = [];
  519. if (parsedVertexData.hasUVs) {
  520. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  521. }
  522. if (parsedVertexData.hasUVs2) {
  523. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  524. }
  525. if (parsedVertexData.hasUVs3) {
  526. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  527. }
  528. if (parsedVertexData.hasUVs4) {
  529. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  530. }
  531. if (parsedVertexData.hasUVs5) {
  532. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  533. }
  534. if (parsedVertexData.hasUVs6) {
  535. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  536. }
  537. if (parsedVertexData.hasColors) {
  538. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  539. }
  540. if (parsedVertexData.hasMatricesIndices) {
  541. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  542. }
  543. if (parsedVertexData.hasMatricesWeights) {
  544. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  545. }
  546. geometry._delayLoadingFunction = importVertexData;
  547. }
  548. else {
  549. importVertexData(parsedVertexData, geometry);
  550. }
  551. scene.pushGeometry(geometry, true);
  552. return geometry;
  553. };
  554. var parseMesh = function (parsedMesh, scene, rootUrl) {
  555. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  556. mesh.id = parsedMesh.id;
  557. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  558. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  559. if (parsedMesh.rotationQuaternion) {
  560. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  561. }
  562. else if (parsedMesh.rotation) {
  563. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  564. }
  565. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  566. if (parsedMesh.localMatrix) {
  567. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  568. }
  569. else if (parsedMesh.pivotMatrix) {
  570. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  571. }
  572. mesh.setEnabled(parsedMesh.isEnabled);
  573. mesh.isVisible = parsedMesh.isVisible;
  574. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  575. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  576. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  577. if (parsedMesh.applyFog !== undefined) {
  578. mesh.applyFog = parsedMesh.applyFog;
  579. }
  580. if (parsedMesh.pickable !== undefined) {
  581. mesh.isPickable = parsedMesh.pickable;
  582. }
  583. if (parsedMesh.alphaIndex !== undefined) {
  584. mesh.alphaIndex = parsedMesh.alphaIndex;
  585. }
  586. mesh.receiveShadows = parsedMesh.receiveShadows;
  587. mesh.billboardMode = parsedMesh.billboardMode;
  588. if (parsedMesh.visibility !== undefined) {
  589. mesh.visibility = parsedMesh.visibility;
  590. }
  591. mesh.checkCollisions = parsedMesh.checkCollisions;
  592. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  593. // freezeWorldMatrix
  594. if (parsedMesh.freezeWorldMatrix) {
  595. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  596. }
  597. // Parent
  598. if (parsedMesh.parentId) {
  599. mesh._waitingParentId = parsedMesh.parentId;
  600. }
  601. // Actions
  602. if (parsedMesh.actions !== undefined) {
  603. mesh._waitingActions = parsedMesh.actions;
  604. }
  605. // Geometry
  606. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  607. if (parsedMesh.delayLoadingFile) {
  608. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  609. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  610. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  611. if (parsedMesh._binaryInfo) {
  612. mesh._binaryInfo = parsedMesh._binaryInfo;
  613. }
  614. mesh._delayInfo = [];
  615. if (parsedMesh.hasUVs) {
  616. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  617. }
  618. if (parsedMesh.hasUVs2) {
  619. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  620. }
  621. if (parsedMesh.hasUVs3) {
  622. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  623. }
  624. if (parsedMesh.hasUVs4) {
  625. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  626. }
  627. if (parsedMesh.hasUVs5) {
  628. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  629. }
  630. if (parsedMesh.hasUVs6) {
  631. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  632. }
  633. if (parsedMesh.hasColors) {
  634. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  635. }
  636. if (parsedMesh.hasMatricesIndices) {
  637. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  638. }
  639. if (parsedMesh.hasMatricesWeights) {
  640. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  641. }
  642. mesh._delayLoadingFunction = importGeometry;
  643. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  644. mesh._checkDelayState();
  645. }
  646. }
  647. else {
  648. importGeometry(parsedMesh, mesh);
  649. }
  650. // Material
  651. if (parsedMesh.materialId) {
  652. mesh.setMaterialByID(parsedMesh.materialId);
  653. }
  654. else {
  655. mesh.material = null;
  656. }
  657. // Skeleton
  658. if (parsedMesh.skeletonId > -1) {
  659. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  660. if (parsedMesh.numBoneInfluencers) {
  661. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  662. }
  663. }
  664. // Physics
  665. if (parsedMesh.physicsImpostor) {
  666. if (!scene.isPhysicsEnabled()) {
  667. scene.enablePhysics();
  668. }
  669. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  670. }
  671. // Animations
  672. if (parsedMesh.animations) {
  673. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  674. var parsedAnimation = parsedMesh.animations[animationIndex];
  675. mesh.animations.push(parseAnimation(parsedAnimation));
  676. }
  677. }
  678. if (parsedMesh.autoAnimate) {
  679. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  680. }
  681. // Layer Mask
  682. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  683. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  684. }
  685. else {
  686. mesh.layerMask = 0x0FFFFFFF;
  687. }
  688. // Instances
  689. if (parsedMesh.instances) {
  690. for (var index = 0; index < parsedMesh.instances.length; index++) {
  691. var parsedInstance = parsedMesh.instances[index];
  692. var instance = mesh.createInstance(parsedInstance.name);
  693. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  694. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  695. if (parsedInstance.rotationQuaternion) {
  696. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  697. }
  698. else if (parsedInstance.rotation) {
  699. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  700. }
  701. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  702. instance.checkCollisions = mesh.checkCollisions;
  703. if (parsedMesh.animations) {
  704. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  705. parsedAnimation = parsedMesh.animations[animationIndex];
  706. instance.animations.push(parseAnimation(parsedAnimation));
  707. }
  708. }
  709. }
  710. }
  711. return mesh;
  712. };
  713. var parseActions = function (parsedActions, object, scene) {
  714. var actionManager = new BABYLON.ActionManager(scene);
  715. if (object === null)
  716. scene.actionManager = actionManager;
  717. else
  718. object.actionManager = actionManager;
  719. // instanciate a new object
  720. var instanciate = function (name, params) {
  721. var newInstance = Object.create(BABYLON[name].prototype);
  722. newInstance.constructor.apply(newInstance, params);
  723. return newInstance;
  724. };
  725. var parseParameter = function (name, value, target, propertyPath) {
  726. if (propertyPath === null) {
  727. // String, boolean or float
  728. var floatValue = parseFloat(value);
  729. if (value === "true" || value === "false")
  730. return value === "true";
  731. else
  732. return isNaN(floatValue) ? value : floatValue;
  733. }
  734. var effectiveTarget = propertyPath.split(".");
  735. var values = value.split(",");
  736. // Get effective Target
  737. for (var i = 0; i < effectiveTarget.length; i++) {
  738. target = target[effectiveTarget[i]];
  739. }
  740. // Return appropriate value with its type
  741. if (typeof (target) === "boolean")
  742. return values[0] === "true";
  743. if (typeof (target) === "string")
  744. return values[0];
  745. // Parameters with multiple values such as Vector3 etc.
  746. var split = new Array();
  747. for (var i = 0; i < values.length; i++)
  748. split.push(parseFloat(values[i]));
  749. if (target instanceof BABYLON.Vector3)
  750. return BABYLON.Vector3.FromArray(split);
  751. if (target instanceof BABYLON.Vector4)
  752. return BABYLON.Vector4.FromArray(split);
  753. if (target instanceof BABYLON.Color3)
  754. return BABYLON.Color3.FromArray(split);
  755. if (target instanceof BABYLON.Color4)
  756. return BABYLON.Color4.FromArray(split);
  757. return parseFloat(values[0]);
  758. };
  759. // traverse graph per trigger
  760. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  761. if (combineArray === void 0) { combineArray = null; }
  762. if (parsedAction.detached)
  763. return;
  764. var parameters = new Array();
  765. var target = null;
  766. var propertyPath = null;
  767. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  768. // Parameters
  769. if (parsedAction.type === 2)
  770. parameters.push(actionManager);
  771. else
  772. parameters.push(trigger);
  773. if (combine) {
  774. var actions = new Array();
  775. for (var j = 0; j < parsedAction.combine.length; j++) {
  776. traverse(parsedAction.combine[j], BABYLON.ActionManager.NothingTrigger, condition, action, actions);
  777. }
  778. parameters.push(actions);
  779. }
  780. else {
  781. for (var i = 0; i < parsedAction.properties.length; i++) {
  782. var value = parsedAction.properties[i].value;
  783. var name = parsedAction.properties[i].name;
  784. var targetType = parsedAction.properties[i].targetType;
  785. if (name === "target")
  786. if (targetType !== null && targetType === "SceneProperties")
  787. value = target = scene;
  788. else
  789. value = target = scene.getNodeByName(value);
  790. else if (name === "parent")
  791. value = scene.getNodeByName(value);
  792. else if (name === "sound")
  793. value = scene.getSoundByName(value);
  794. else if (name !== "propertyPath") {
  795. if (parsedAction.type === 2 && name === "operator")
  796. value = BABYLON.ValueCondition[value];
  797. else
  798. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  799. }
  800. else {
  801. propertyPath = value;
  802. }
  803. parameters.push(value);
  804. }
  805. }
  806. if (combineArray === null) {
  807. parameters.push(condition);
  808. }
  809. else {
  810. parameters.push(null);
  811. }
  812. // If interpolate value action
  813. if (parsedAction.name === "InterpolateValueAction") {
  814. var param = parameters[parameters.length - 2];
  815. parameters[parameters.length - 1] = param;
  816. parameters[parameters.length - 2] = condition;
  817. }
  818. // Action or condition(s) and not CombineAction
  819. var newAction = instanciate(parsedAction.name, parameters);
  820. if (newAction instanceof BABYLON.Condition && condition !== null) {
  821. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  822. if (action)
  823. action.then(nothing);
  824. else
  825. actionManager.registerAction(nothing);
  826. action = nothing;
  827. }
  828. if (combineArray === null) {
  829. if (newAction instanceof BABYLON.Condition) {
  830. condition = newAction;
  831. newAction = action;
  832. }
  833. else {
  834. condition = null;
  835. if (action)
  836. action.then(newAction);
  837. else
  838. actionManager.registerAction(newAction);
  839. }
  840. }
  841. else {
  842. combineArray.push(newAction);
  843. }
  844. for (var i = 0; i < parsedAction.children.length; i++)
  845. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  846. };
  847. // triggers
  848. for (var i = 0; i < parsedActions.children.length; i++) {
  849. var triggerParams;
  850. var trigger = parsedActions.children[i];
  851. if (trigger.properties.length > 0) {
  852. var param = trigger.properties[0].value;
  853. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  854. triggerParams = { trigger: BABYLON.ActionManager[trigger.name], parameter: value };
  855. }
  856. else
  857. triggerParams = BABYLON.ActionManager[trigger.name];
  858. for (var j = 0; j < trigger.children.length; j++) {
  859. if (!trigger.detached)
  860. traverse(trigger.children[j], triggerParams, null, null);
  861. }
  862. }
  863. };
  864. var parseSound = function (parsedSound, scene, rootUrl) {
  865. var soundName = parsedSound.name;
  866. var soundUrl = rootUrl + soundName;
  867. var options = {
  868. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  869. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  870. rolloffFactor: parsedSound.rolloffFactor,
  871. refDistance: parsedSound.refDistance,
  872. distanceModel: parsedSound.distanceModel,
  873. playbackRate: parsedSound.playbackRate
  874. };
  875. var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  876. scene._addPendingData(newSound);
  877. if (parsedSound.position) {
  878. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  879. newSound.setPosition(soundPosition);
  880. }
  881. if (parsedSound.isDirectional) {
  882. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  883. if (parsedSound.localDirectionToMesh) {
  884. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  885. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  886. }
  887. }
  888. if (parsedSound.connectedMeshId) {
  889. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  890. if (connectedMesh) {
  891. newSound.attachToMesh(connectedMesh);
  892. }
  893. }
  894. };
  895. var isDescendantOf = function (mesh, names, hierarchyIds) {
  896. names = (names instanceof Array) ? names : [names];
  897. for (var i in names) {
  898. if (mesh.name === names[i]) {
  899. hierarchyIds.push(mesh.id);
  900. return true;
  901. }
  902. }
  903. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  904. hierarchyIds.push(mesh.id);
  905. return true;
  906. }
  907. return false;
  908. };
  909. var importVertexData = function (parsedVertexData, geometry) {
  910. var vertexData = new BABYLON.VertexData();
  911. // positions
  912. var positions = parsedVertexData.positions;
  913. if (positions) {
  914. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  915. }
  916. // normals
  917. var normals = parsedVertexData.normals;
  918. if (normals) {
  919. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  920. }
  921. // uvs
  922. var uvs = parsedVertexData.uvs;
  923. if (uvs) {
  924. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  925. }
  926. // uv2s
  927. var uv2s = parsedVertexData.uv2s;
  928. if (uv2s) {
  929. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  930. }
  931. // uv3s
  932. var uv3s = parsedVertexData.uv3s;
  933. if (uv3s) {
  934. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  935. }
  936. // uv4s
  937. var uv4s = parsedVertexData.uv4s;
  938. if (uv4s) {
  939. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  940. }
  941. // uv5s
  942. var uv5s = parsedVertexData.uv5s;
  943. if (uv5s) {
  944. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  945. }
  946. // uv6s
  947. var uv6s = parsedVertexData.uv6s;
  948. if (uv6s) {
  949. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  950. }
  951. // colors
  952. var colors = parsedVertexData.colors;
  953. if (colors) {
  954. vertexData.set(checkColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  955. }
  956. // matricesIndices
  957. var matricesIndices = parsedVertexData.matricesIndices;
  958. if (matricesIndices) {
  959. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  960. }
  961. // matricesWeights
  962. var matricesWeights = parsedVertexData.matricesWeights;
  963. if (matricesWeights) {
  964. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  965. }
  966. // indices
  967. var indices = parsedVertexData.indices;
  968. if (indices) {
  969. vertexData.indices = indices;
  970. }
  971. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  972. };
  973. var importGeometry = function (parsedGeometry, mesh) {
  974. var scene = mesh.getScene();
  975. // Geometry
  976. var geometryId = parsedGeometry.geometryId;
  977. if (geometryId) {
  978. var geometry = scene.getGeometryByID(geometryId);
  979. if (geometry) {
  980. geometry.applyToMesh(mesh);
  981. }
  982. }
  983. else if (parsedGeometry instanceof ArrayBuffer) {
  984. var binaryInfo = mesh._binaryInfo;
  985. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  986. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  987. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  988. }
  989. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  990. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  991. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  992. }
  993. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  994. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  995. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  996. }
  997. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  998. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  999. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  1000. }
  1001. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  1002. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  1003. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  1004. }
  1005. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  1006. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  1007. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  1008. }
  1009. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  1010. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  1011. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  1012. }
  1013. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  1014. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  1015. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  1016. }
  1017. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  1018. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  1019. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  1020. }
  1021. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  1022. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  1023. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  1024. }
  1025. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  1026. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  1027. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  1028. }
  1029. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  1030. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  1031. mesh.setIndices(indicesData);
  1032. }
  1033. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  1034. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  1035. mesh.subMeshes = [];
  1036. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  1037. var materialIndex = subMeshesData[(i * 5) + 0];
  1038. var verticesStart = subMeshesData[(i * 5) + 1];
  1039. var verticesCount = subMeshesData[(i * 5) + 2];
  1040. var indexStart = subMeshesData[(i * 5) + 3];
  1041. var indexCount = subMeshesData[(i * 5) + 4];
  1042. var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  1043. }
  1044. }
  1045. }
  1046. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  1047. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  1048. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  1049. if (parsedGeometry.uvs) {
  1050. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  1051. }
  1052. if (parsedGeometry.uvs2) {
  1053. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  1054. }
  1055. if (parsedGeometry.uvs3) {
  1056. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, false);
  1057. }
  1058. if (parsedGeometry.uvs4) {
  1059. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, false);
  1060. }
  1061. if (parsedGeometry.uvs5) {
  1062. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, false);
  1063. }
  1064. if (parsedGeometry.uvs6) {
  1065. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, false);
  1066. }
  1067. if (parsedGeometry.colors) {
  1068. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, checkColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), false);
  1069. }
  1070. if (parsedGeometry.matricesIndices) {
  1071. if (!parsedGeometry.matricesIndices._isExpanded) {
  1072. var floatIndices = [];
  1073. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  1074. var matricesIndex = parsedGeometry.matricesIndices[i];
  1075. floatIndices.push(matricesIndex & 0x000000FF);
  1076. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  1077. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  1078. floatIndices.push(matricesIndex >> 24);
  1079. }
  1080. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  1081. }
  1082. else {
  1083. delete parsedGeometry.matricesIndices._isExpanded;
  1084. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  1085. }
  1086. }
  1087. if (parsedGeometry.matricesIndicesExtra) {
  1088. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  1089. var floatIndices = [];
  1090. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  1091. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  1092. floatIndices.push(matricesIndex & 0x000000FF);
  1093. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  1094. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  1095. floatIndices.push(matricesIndex >> 24);
  1096. }
  1097. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, false);
  1098. }
  1099. else {
  1100. delete parsedGeometry.matricesIndices._isExpanded;
  1101. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, false);
  1102. }
  1103. }
  1104. if (parsedGeometry.matricesWeights) {
  1105. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  1106. }
  1107. if (parsedGeometry.matricesWeightsExtra) {
  1108. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, false);
  1109. }
  1110. mesh.setIndices(parsedGeometry.indices);
  1111. }
  1112. // SubMeshes
  1113. if (parsedGeometry.subMeshes) {
  1114. mesh.subMeshes = [];
  1115. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  1116. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  1117. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  1118. }
  1119. }
  1120. // Flat shading
  1121. if (mesh._shouldGenerateFlatShading) {
  1122. mesh.convertToFlatShadedMesh();
  1123. delete mesh._shouldGenerateFlatShading;
  1124. }
  1125. // Update
  1126. mesh.computeWorldMatrix(true);
  1127. // Octree
  1128. if (scene._selectionOctree) {
  1129. scene._selectionOctree.addMesh(mesh);
  1130. }
  1131. };
  1132. BABYLON.SceneLoader.RegisterPlugin({
  1133. extensions: ".babylon",
  1134. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  1135. var parsedData = JSON.parse(data);
  1136. var loadedSkeletonsIds = [];
  1137. var loadedMaterialsIds = [];
  1138. var hierarchyIds = [];
  1139. for (var index = 0; index < parsedData.meshes.length; index++) {
  1140. var parsedMesh = parsedData.meshes[index];
  1141. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  1142. if (meshesNames instanceof Array) {
  1143. // Remove found mesh name from list.
  1144. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  1145. }
  1146. //Geometry?
  1147. if (parsedMesh.geometryId) {
  1148. //does the file contain geometries?
  1149. if (parsedData.geometries) {
  1150. //find the correct geometry and add it to the scene
  1151. var found = false;
  1152. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  1153. if (found || !parsedData.geometries[geometryType] || !(parsedData.geometries[geometryType] instanceof Array)) {
  1154. return;
  1155. }
  1156. else {
  1157. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  1158. if (parsedGeometryData.id == parsedMesh.geometryId) {
  1159. switch (geometryType) {
  1160. case "boxes":
  1161. parseBox(parsedGeometryData, scene);
  1162. break;
  1163. case "spheres":
  1164. parseSphere(parsedGeometryData, scene);
  1165. break;
  1166. case "cylinders":
  1167. parseCylinder(parsedGeometryData, scene);
  1168. break;
  1169. case "toruses":
  1170. parseTorus(parsedGeometryData, scene);
  1171. break;
  1172. case "grounds":
  1173. parseGround(parsedGeometryData, scene);
  1174. break;
  1175. case "planes":
  1176. parsePlane(parsedGeometryData, scene);
  1177. break;
  1178. case "torusKnots":
  1179. parseTorusKnot(parsedGeometryData, scene);
  1180. break;
  1181. case "vertexData":
  1182. parseVertexData(parsedGeometryData, scene, rootUrl);
  1183. break;
  1184. }
  1185. found = true;
  1186. }
  1187. });
  1188. }
  1189. });
  1190. if (!found) {
  1191. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  1192. }
  1193. }
  1194. }
  1195. // Material ?
  1196. if (parsedMesh.materialId) {
  1197. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  1198. if (!materialFound && parsedData.multiMaterials) {
  1199. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  1200. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  1201. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  1202. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  1203. var subMatId = parsedMultiMaterial.materials[matIndex];
  1204. loadedMaterialsIds.push(subMatId);
  1205. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  1206. }
  1207. loadedMaterialsIds.push(parsedMultiMaterial.id);
  1208. parseMultiMaterial(parsedMultiMaterial, scene);
  1209. materialFound = true;
  1210. break;
  1211. }
  1212. }
  1213. }
  1214. if (!materialFound) {
  1215. loadedMaterialsIds.push(parsedMesh.materialId);
  1216. if (!parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl)) {
  1217. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  1218. }
  1219. }
  1220. }
  1221. // Skeleton ?
  1222. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  1223. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  1224. if (!skeletonAlreadyLoaded) {
  1225. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  1226. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  1227. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  1228. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  1229. loadedSkeletonsIds.push(parsedSkeleton.id);
  1230. }
  1231. }
  1232. }
  1233. }
  1234. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  1235. meshes.push(mesh);
  1236. }
  1237. }
  1238. // Connecting parents
  1239. for (index = 0; index < scene.meshes.length; index++) {
  1240. var currentMesh = scene.meshes[index];
  1241. if (currentMesh._waitingParentId) {
  1242. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  1243. currentMesh._waitingParentId = undefined;
  1244. }
  1245. }
  1246. // freeze world matrix application
  1247. for (index = 0; index < scene.meshes.length; index++) {
  1248. var currentMesh = scene.meshes[index];
  1249. if (currentMesh._waitingFreezeWorldMatrix) {
  1250. currentMesh.freezeWorldMatrix();
  1251. currentMesh._waitingFreezeWorldMatrix = undefined;
  1252. }
  1253. }
  1254. // Particles
  1255. if (parsedData.particleSystems) {
  1256. for (index = 0; index < parsedData.particleSystems.length; index++) {
  1257. var parsedParticleSystem = parsedData.particleSystems[index];
  1258. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  1259. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  1260. }
  1261. }
  1262. }
  1263. return true;
  1264. },
  1265. load: function (scene, data, rootUrl) {
  1266. var parsedData = JSON.parse(data);
  1267. // Scene
  1268. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  1269. scene.autoClear = parsedData.autoClear;
  1270. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  1271. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  1272. if (parsedData.gravity) {
  1273. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  1274. }
  1275. // Fog
  1276. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  1277. scene.fogMode = parsedData.fogMode;
  1278. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  1279. scene.fogStart = parsedData.fogStart;
  1280. scene.fogEnd = parsedData.fogEnd;
  1281. scene.fogDensity = parsedData.fogDensity;
  1282. }
  1283. //Physics
  1284. if (parsedData.physicsEnabled) {
  1285. var physicsPlugin;
  1286. if (parsedData.physicsEngine === "cannon") {
  1287. physicsPlugin = new BABYLON.CannonJSPlugin();
  1288. }
  1289. else if (parsedData.physicsEngine === "oimo") {
  1290. physicsPlugin = new BABYLON.OimoJSPlugin();
  1291. }
  1292. //else - default engine, which is currently oimo
  1293. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  1294. scene.enablePhysics(physicsGravity, physicsPlugin);
  1295. }
  1296. //collisions, if defined. otherwise, default is true
  1297. if (parsedData.collisionsEnabled != undefined) {
  1298. scene.collisionsEnabled = parsedData.collisionsEnabled;
  1299. }
  1300. scene.workerCollisions = !!parsedData.workerCollisions;
  1301. // Lights
  1302. for (var index = 0; index < parsedData.lights.length; index++) {
  1303. var parsedLight = parsedData.lights[index];
  1304. parseLight(parsedLight, scene);
  1305. }
  1306. // Materials
  1307. if (parsedData.materials) {
  1308. for (index = 0; index < parsedData.materials.length; index++) {
  1309. var parsedMaterial = parsedData.materials[index];
  1310. parseMaterial(parsedMaterial, scene, rootUrl);
  1311. }
  1312. }
  1313. if (parsedData.multiMaterials) {
  1314. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  1315. var parsedMultiMaterial = parsedData.multiMaterials[index];
  1316. parseMultiMaterial(parsedMultiMaterial, scene);
  1317. }
  1318. }
  1319. // Skeletons
  1320. if (parsedData.skeletons) {
  1321. for (index = 0; index < parsedData.skeletons.length; index++) {
  1322. var parsedSkeleton = parsedData.skeletons[index];
  1323. parseSkeleton(parsedSkeleton, scene);
  1324. }
  1325. }
  1326. // Geometries
  1327. var geometries = parsedData.geometries;
  1328. if (geometries) {
  1329. // Boxes
  1330. var boxes = geometries.boxes;
  1331. if (boxes) {
  1332. for (index = 0; index < boxes.length; index++) {
  1333. var parsedBox = boxes[index];
  1334. parseBox(parsedBox, scene);
  1335. }
  1336. }
  1337. // Spheres
  1338. var spheres = geometries.spheres;
  1339. if (spheres) {
  1340. for (index = 0; index < spheres.length; index++) {
  1341. var parsedSphere = spheres[index];
  1342. parseSphere(parsedSphere, scene);
  1343. }
  1344. }
  1345. // Cylinders
  1346. var cylinders = geometries.cylinders;
  1347. if (cylinders) {
  1348. for (index = 0; index < cylinders.length; index++) {
  1349. var parsedCylinder = cylinders[index];
  1350. parseCylinder(parsedCylinder, scene);
  1351. }
  1352. }
  1353. // Toruses
  1354. var toruses = geometries.toruses;
  1355. if (toruses) {
  1356. for (index = 0; index < toruses.length; index++) {
  1357. var parsedTorus = toruses[index];
  1358. parseTorus(parsedTorus, scene);
  1359. }
  1360. }
  1361. // Grounds
  1362. var grounds = geometries.grounds;
  1363. if (grounds) {
  1364. for (index = 0; index < grounds.length; index++) {
  1365. var parsedGround = grounds[index];
  1366. parseGround(parsedGround, scene);
  1367. }
  1368. }
  1369. // Planes
  1370. var planes = geometries.planes;
  1371. if (planes) {
  1372. for (index = 0; index < planes.length; index++) {
  1373. var parsedPlane = planes[index];
  1374. parsePlane(parsedPlane, scene);
  1375. }
  1376. }
  1377. // TorusKnots
  1378. var torusKnots = geometries.torusKnots;
  1379. if (torusKnots) {
  1380. for (index = 0; index < torusKnots.length; index++) {
  1381. var parsedTorusKnot = torusKnots[index];
  1382. parseTorusKnot(parsedTorusKnot, scene);
  1383. }
  1384. }
  1385. // VertexData
  1386. var vertexData = geometries.vertexData;
  1387. if (vertexData) {
  1388. for (index = 0; index < vertexData.length; index++) {
  1389. var parsedVertexData = vertexData[index];
  1390. parseVertexData(parsedVertexData, scene, rootUrl);
  1391. }
  1392. }
  1393. }
  1394. // Meshes
  1395. for (index = 0; index < parsedData.meshes.length; index++) {
  1396. var parsedMesh = parsedData.meshes[index];
  1397. parseMesh(parsedMesh, scene, rootUrl);
  1398. }
  1399. // Cameras
  1400. for (index = 0; index < parsedData.cameras.length; index++) {
  1401. var parsedCamera = parsedData.cameras[index];
  1402. parseCamera(parsedCamera, scene);
  1403. }
  1404. if (parsedData.activeCameraID) {
  1405. scene.setActiveCameraByID(parsedData.activeCameraID);
  1406. }
  1407. // Browsing all the graph to connect the dots
  1408. for (index = 0; index < scene.cameras.length; index++) {
  1409. var camera = scene.cameras[index];
  1410. if (camera._waitingParentId) {
  1411. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  1412. camera._waitingParentId = undefined;
  1413. }
  1414. }
  1415. for (index = 0; index < scene.lights.length; index++) {
  1416. var light = scene.lights[index];
  1417. if (light._waitingParentId) {
  1418. light.parent = scene.getLastEntryByID(light._waitingParentId);
  1419. light._waitingParentId = undefined;
  1420. }
  1421. }
  1422. // Sounds
  1423. if (BABYLON.AudioEngine && parsedData.sounds) {
  1424. for (index = 0; index < parsedData.sounds.length; index++) {
  1425. var parsedSound = parsedData.sounds[index];
  1426. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  1427. parseSound(parsedSound, scene, rootUrl);
  1428. }
  1429. else {
  1430. var emptySound = new BABYLON.Sound(parsedSound.name, null, scene);
  1431. }
  1432. }
  1433. }
  1434. // Connect parents & children and parse actions
  1435. for (index = 0; index < scene.meshes.length; index++) {
  1436. var mesh = scene.meshes[index];
  1437. if (mesh._waitingParentId) {
  1438. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  1439. mesh._waitingParentId = undefined;
  1440. }
  1441. if (mesh._waitingActions) {
  1442. parseActions(mesh._waitingActions, mesh, scene);
  1443. mesh._waitingActions = undefined;
  1444. }
  1445. }
  1446. // freeze world matrix application
  1447. for (index = 0; index < scene.meshes.length; index++) {
  1448. var currentMesh = scene.meshes[index];
  1449. if (currentMesh._waitingFreezeWorldMatrix) {
  1450. currentMesh.freezeWorldMatrix();
  1451. currentMesh._waitingFreezeWorldMatrix = undefined;
  1452. }
  1453. }
  1454. // Particles Systems
  1455. if (parsedData.particleSystems) {
  1456. for (index = 0; index < parsedData.particleSystems.length; index++) {
  1457. var parsedParticleSystem = parsedData.particleSystems[index];
  1458. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  1459. }
  1460. }
  1461. // Lens flares
  1462. if (parsedData.lensFlareSystems) {
  1463. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  1464. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  1465. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  1466. }
  1467. }
  1468. // Shadows
  1469. if (parsedData.shadowGenerators) {
  1470. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  1471. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  1472. parseShadowGenerator(parsedShadowGenerator, scene);
  1473. }
  1474. }
  1475. // Actions (scene)
  1476. if (parsedData.actions) {
  1477. parseActions(parsedData.actions, null, scene);
  1478. }
  1479. // Finish
  1480. return true;
  1481. }
  1482. });
  1483. })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
  1484. })(BABYLON || (BABYLON = {}));