babylon.babylonFileLoader.js 30 KB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. var Internals;
  4. (function (Internals) {
  5. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  6. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  7. var parsedMaterial = parsedData.materials[index];
  8. if (parsedMaterial.id === id) {
  9. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  10. }
  11. }
  12. return null;
  13. };
  14. var isDescendantOf = function (mesh, names, hierarchyIds) {
  15. names = (names instanceof Array) ? names : [names];
  16. for (var i in names) {
  17. if (mesh.name === names[i]) {
  18. hierarchyIds.push(mesh.id);
  19. return true;
  20. }
  21. }
  22. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  23. hierarchyIds.push(mesh.id);
  24. return true;
  25. }
  26. return false;
  27. };
  28. var logOperation = function (operation, producer) {
  29. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  30. };
  31. BABYLON.SceneLoader.RegisterPlugin({
  32. extensions: ".babylon",
  33. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  34. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  35. // when SceneLoader.debugLogging = true (default), or exception encountered.
  36. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  37. // and avoid problems with multiple concurrent .babylon loads.
  38. var log = "importMesh has failed JSON parse";
  39. try {
  40. var parsedData = JSON.parse(data);
  41. log = "";
  42. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  43. var loadedSkeletonsIds = [];
  44. var loadedMaterialsIds = [];
  45. var hierarchyIds = [];
  46. var index;
  47. var cache;
  48. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  49. var parsedMesh = parsedData.meshes[index];
  50. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  51. if (meshesNames instanceof Array) {
  52. // Remove found mesh name from list.
  53. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  54. }
  55. //Geometry?
  56. if (parsedMesh.geometryId) {
  57. //does the file contain geometries?
  58. if (parsedData.geometries) {
  59. //find the correct geometry and add it to the scene
  60. var found = false;
  61. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  62. if (found || !parsedData.geometries[geometryType] || !(parsedData.geometries[geometryType] instanceof Array)) {
  63. return;
  64. }
  65. else {
  66. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  67. if (parsedGeometryData.id === parsedMesh.geometryId) {
  68. switch (geometryType) {
  69. case "boxes":
  70. BABYLON.Geometry.Primitives.Box.Parse(parsedGeometryData, scene);
  71. break;
  72. case "spheres":
  73. BABYLON.Geometry.Primitives.Sphere.Parse(parsedGeometryData, scene);
  74. break;
  75. case "cylinders":
  76. BABYLON.Geometry.Primitives.Cylinder.Parse(parsedGeometryData, scene);
  77. break;
  78. case "toruses":
  79. BABYLON.Geometry.Primitives.Torus.Parse(parsedGeometryData, scene);
  80. break;
  81. case "grounds":
  82. BABYLON.Geometry.Primitives.Ground.Parse(parsedGeometryData, scene);
  83. break;
  84. case "planes":
  85. BABYLON.Geometry.Primitives.Plane.Parse(parsedGeometryData, scene);
  86. break;
  87. case "torusKnots":
  88. BABYLON.Geometry.Primitives.TorusKnot.Parse(parsedGeometryData, scene);
  89. break;
  90. case "vertexData":
  91. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  92. break;
  93. }
  94. found = true;
  95. }
  96. });
  97. }
  98. });
  99. if (!found) {
  100. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  101. }
  102. }
  103. }
  104. // Material ?
  105. if (parsedMesh.materialId) {
  106. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  107. if (!materialFound && parsedData.multiMaterials) {
  108. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  109. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  110. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  111. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  112. var subMatId = parsedMultiMaterial.materials[matIndex];
  113. loadedMaterialsIds.push(subMatId);
  114. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  115. log += "\n\tMaterial " + mat.toString(fullDetails);
  116. }
  117. loadedMaterialsIds.push(parsedMultiMaterial.id);
  118. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  119. materialFound = true;
  120. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  121. break;
  122. }
  123. }
  124. }
  125. if (!materialFound) {
  126. loadedMaterialsIds.push(parsedMesh.materialId);
  127. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  128. if (!mat) {
  129. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  130. }
  131. else {
  132. log += "\n\tMaterial " + mat.toString(fullDetails);
  133. }
  134. }
  135. }
  136. // Skeleton ?
  137. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  138. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  139. if (!skeletonAlreadyLoaded) {
  140. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  141. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  142. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  143. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  144. skeletons.push(skeleton);
  145. loadedSkeletonsIds.push(parsedSkeleton.id);
  146. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  147. }
  148. }
  149. }
  150. }
  151. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  152. meshes.push(mesh);
  153. log += "\n\tMesh " + mesh.toString(fullDetails);
  154. }
  155. }
  156. // Connecting parents
  157. var currentMesh;
  158. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  159. currentMesh = scene.meshes[index];
  160. if (currentMesh._waitingParentId) {
  161. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  162. currentMesh._waitingParentId = undefined;
  163. }
  164. }
  165. // freeze and compute world matrix application
  166. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  167. currentMesh = scene.meshes[index];
  168. if (currentMesh._waitingFreezeWorldMatrix) {
  169. currentMesh.freezeWorldMatrix();
  170. currentMesh._waitingFreezeWorldMatrix = undefined;
  171. }
  172. else {
  173. currentMesh.computeWorldMatrix(true);
  174. }
  175. }
  176. // Particles
  177. if (parsedData.particleSystems) {
  178. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  179. var parsedParticleSystem = parsedData.particleSystems[index];
  180. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  181. particleSystems.push(BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl));
  182. }
  183. }
  184. }
  185. return true;
  186. }
  187. catch (err) {
  188. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log);
  189. log = null;
  190. throw err;
  191. }
  192. finally {
  193. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  194. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  195. }
  196. }
  197. },
  198. load: function (scene, data, rootUrl) {
  199. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  200. // when SceneLoader.debugLogging = true (default), or exception encountered.
  201. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  202. // and avoid problems with multiple concurrent .babylon loads.
  203. var log = "importScene has failed JSON parse";
  204. try {
  205. var parsedData = JSON.parse(data);
  206. log = "";
  207. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  208. // Scene
  209. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  210. scene.autoClear = parsedData.autoClear;
  211. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  212. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  213. if (parsedData.gravity) {
  214. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  215. }
  216. // Fog
  217. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  218. scene.fogMode = parsedData.fogMode;
  219. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  220. scene.fogStart = parsedData.fogStart;
  221. scene.fogEnd = parsedData.fogEnd;
  222. scene.fogDensity = parsedData.fogDensity;
  223. log += "\tFog mode for scene: ";
  224. switch (scene.fogMode) {
  225. // getters not compiling, so using hardcoded
  226. case 1:
  227. log += "exp\n";
  228. break;
  229. case 2:
  230. log += "exp2\n";
  231. break;
  232. case 3:
  233. log += "linear\n";
  234. break;
  235. }
  236. }
  237. //Physics
  238. if (parsedData.physicsEnabled) {
  239. var physicsPlugin;
  240. if (parsedData.physicsEngine === "cannon") {
  241. physicsPlugin = new BABYLON.CannonJSPlugin();
  242. }
  243. else if (parsedData.physicsEngine === "oimo") {
  244. physicsPlugin = new BABYLON.OimoJSPlugin();
  245. }
  246. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  247. //else - default engine, which is currently oimo
  248. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  249. scene.enablePhysics(physicsGravity, physicsPlugin);
  250. }
  251. // Metadata
  252. if (parsedData.metadata !== undefined) {
  253. scene.metadata = parsedData.metadata;
  254. }
  255. //collisions, if defined. otherwise, default is true
  256. if (parsedData.collisionsEnabled != undefined) {
  257. scene.collisionsEnabled = parsedData.collisionsEnabled;
  258. }
  259. scene.workerCollisions = !!parsedData.workerCollisions;
  260. var index;
  261. var cache;
  262. // Lights
  263. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  264. var parsedLight = parsedData.lights[index];
  265. var light = BABYLON.Light.Parse(parsedLight, scene);
  266. log += (index === 0 ? "\n\tLights:" : "");
  267. log += "\n\t\t" + light.toString(fullDetails);
  268. }
  269. // Animations
  270. if (parsedData.animations) {
  271. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  272. var parsedAnimation = parsedData.animations[index];
  273. var animation = BABYLON.Animation.Parse(parsedAnimation);
  274. scene.animations.push(animation);
  275. log += (index === 0 ? "\n\tAnimations:" : "");
  276. log += "\n\t\t" + animation.toString(fullDetails);
  277. }
  278. }
  279. if (parsedData.autoAnimate) {
  280. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  281. }
  282. // Materials
  283. if (parsedData.materials) {
  284. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  285. var parsedMaterial = parsedData.materials[index];
  286. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  287. log += (index === 0 ? "\n\tMaterials:" : "");
  288. log += "\n\t\t" + mat.toString(fullDetails);
  289. }
  290. }
  291. if (parsedData.multiMaterials) {
  292. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  293. var parsedMultiMaterial = parsedData.multiMaterials[index];
  294. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  295. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  296. log += "\n\t\t" + mmat.toString(fullDetails);
  297. }
  298. }
  299. // Skeletons
  300. if (parsedData.skeletons) {
  301. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  302. var parsedSkeleton = parsedData.skeletons[index];
  303. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  304. log += (index === 0 ? "\n\tSkeletons:" : "");
  305. log += "\n\t\t" + skeleton.toString(fullDetails);
  306. }
  307. }
  308. // Geometries
  309. var geometries = parsedData.geometries;
  310. if (geometries) {
  311. // Boxes
  312. var boxes = geometries.boxes;
  313. if (boxes) {
  314. for (index = 0, cache = boxes.length; index < cache; index++) {
  315. var parsedBox = boxes[index];
  316. BABYLON.Geometry.Primitives.Box.Parse(parsedBox, scene);
  317. }
  318. }
  319. // Spheres
  320. var spheres = geometries.spheres;
  321. if (spheres) {
  322. for (index = 0, cache = spheres.length; index < cache; index++) {
  323. var parsedSphere = spheres[index];
  324. BABYLON.Geometry.Primitives.Sphere.Parse(parsedSphere, scene);
  325. }
  326. }
  327. // Cylinders
  328. var cylinders = geometries.cylinders;
  329. if (cylinders) {
  330. for (index = 0, cache = cylinders.length; index < cache; index++) {
  331. var parsedCylinder = cylinders[index];
  332. BABYLON.Geometry.Primitives.Cylinder.Parse(parsedCylinder, scene);
  333. }
  334. }
  335. // Toruses
  336. var toruses = geometries.toruses;
  337. if (toruses) {
  338. for (index = 0, cache = toruses.length; index < cache; index++) {
  339. var parsedTorus = toruses[index];
  340. BABYLON.Geometry.Primitives.Torus.Parse(parsedTorus, scene);
  341. }
  342. }
  343. // Grounds
  344. var grounds = geometries.grounds;
  345. if (grounds) {
  346. for (index = 0, cache = grounds.length; index < cache; index++) {
  347. var parsedGround = grounds[index];
  348. BABYLON.Geometry.Primitives.Ground.Parse(parsedGround, scene);
  349. }
  350. }
  351. // Planes
  352. var planes = geometries.planes;
  353. if (planes) {
  354. for (index = 0, cache = planes.length; index < cache; index++) {
  355. var parsedPlane = planes[index];
  356. BABYLON.Geometry.Primitives.Plane.Parse(parsedPlane, scene);
  357. }
  358. }
  359. // TorusKnots
  360. var torusKnots = geometries.torusKnots;
  361. if (torusKnots) {
  362. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  363. var parsedTorusKnot = torusKnots[index];
  364. BABYLON.Geometry.Primitives.TorusKnot.Parse(parsedTorusKnot, scene);
  365. }
  366. }
  367. // VertexData
  368. var vertexData = geometries.vertexData;
  369. if (vertexData) {
  370. for (index = 0, cache = vertexData.length; index < cache; index++) {
  371. var parsedVertexData = vertexData[index];
  372. BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl);
  373. }
  374. }
  375. }
  376. // Meshes
  377. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  378. var parsedMesh = parsedData.meshes[index];
  379. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  380. log += (index === 0 ? "\n\tMeshes:" : "");
  381. log += "\n\t\t" + mesh.toString(fullDetails);
  382. }
  383. // Cameras
  384. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  385. var parsedCamera = parsedData.cameras[index];
  386. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  387. log += (index === 0 ? "\n\tCameras:" : "");
  388. log += "\n\t\t" + camera.toString(fullDetails);
  389. }
  390. if (parsedData.activeCameraID) {
  391. scene.setActiveCameraByID(parsedData.activeCameraID);
  392. }
  393. // Browsing all the graph to connect the dots
  394. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  395. var camera = scene.cameras[index];
  396. if (camera._waitingParentId) {
  397. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  398. camera._waitingParentId = undefined;
  399. }
  400. }
  401. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  402. var light = scene.lights[index];
  403. if (light._waitingParentId) {
  404. light.parent = scene.getLastEntryByID(light._waitingParentId);
  405. light._waitingParentId = undefined;
  406. }
  407. }
  408. // Sounds
  409. var loadedSounds = [];
  410. var loadedSound;
  411. if (BABYLON.AudioEngine && parsedData.sounds) {
  412. for (index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  413. var parsedSound = parsedData.sounds[index];
  414. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  415. if (!parsedSound.url)
  416. parsedSound.url = parsedSound.name;
  417. if (!loadedSounds[parsedSound.url]) {
  418. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  419. loadedSounds[parsedSound.url] = loadedSound;
  420. }
  421. else {
  422. BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]);
  423. }
  424. }
  425. else {
  426. var emptySound = new BABYLON.Sound(parsedSound.name, null, scene);
  427. }
  428. }
  429. }
  430. loadedSounds = [];
  431. // Connect parents & children and parse actions
  432. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  433. var mesh = scene.meshes[index];
  434. if (mesh._waitingParentId) {
  435. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  436. mesh._waitingParentId = undefined;
  437. }
  438. if (mesh._waitingActions) {
  439. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  440. mesh._waitingActions = undefined;
  441. }
  442. }
  443. // freeze world matrix application
  444. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  445. var currentMesh = scene.meshes[index];
  446. if (currentMesh._waitingFreezeWorldMatrix) {
  447. currentMesh.freezeWorldMatrix();
  448. currentMesh._waitingFreezeWorldMatrix = undefined;
  449. }
  450. else {
  451. currentMesh.computeWorldMatrix(true);
  452. }
  453. }
  454. // Particles Systems
  455. if (parsedData.particleSystems) {
  456. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  457. var parsedParticleSystem = parsedData.particleSystems[index];
  458. BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  459. }
  460. }
  461. // Lens flares
  462. if (parsedData.lensFlareSystems) {
  463. for (index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  464. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  465. BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  466. }
  467. }
  468. // Shadows
  469. if (parsedData.shadowGenerators) {
  470. for (index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  471. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  472. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  473. }
  474. }
  475. // Actions (scene)
  476. if (parsedData.actions) {
  477. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  478. }
  479. // Finish
  480. return true;
  481. }
  482. catch (err) {
  483. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log);
  484. log = null;
  485. throw err;
  486. }
  487. finally {
  488. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  489. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  490. }
  491. }
  492. }
  493. });
  494. })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
  495. })(BABYLON || (BABYLON = {}));