babylon.babylonFileLoader.js 30 KB

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  1. "use strict";
  2. var BABYLON = BABYLON || {};
  3. (function () {
  4. var loadCubeTexture = function (rootUrl, parsedTexture, scene) {
  5. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  6. texture.name = parsedTexture.name;
  7. texture.hasAlpha = parsedTexture.hasAlpha;
  8. texture.level = parsedTexture.level;
  9. texture.coordinatesMode = parsedTexture.coordinatesMode;
  10. return texture;
  11. };
  12. var loadTexture = function (rootUrl, parsedTexture, scene) {
  13. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  14. return null;
  15. }
  16. if (parsedTexture.isCube) {
  17. return loadCubeTexture(rootUrl, parsedTexture, scene);
  18. }
  19. var texture;
  20. if (parsedTexture.mirrorPlane) {
  21. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  22. texture._waitingRenderList = parsedTexture.renderList;
  23. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  24. } else if (parsedTexture.isRenderTarget) {
  25. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  26. texture._waitingRenderList = parsedTexture.renderList;
  27. } else {
  28. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  29. }
  30. texture.name = parsedTexture.name;
  31. texture.hasAlpha = parsedTexture.hasAlpha;
  32. texture.level = parsedTexture.level;
  33. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  34. texture.coordinatesMode = parsedTexture.coordinatesMode;
  35. texture.uOffset = parsedTexture.uOffset;
  36. texture.vOffset = parsedTexture.vOffset;
  37. texture.uScale = parsedTexture.uScale;
  38. texture.vScale = parsedTexture.vScale;
  39. texture.uAng = parsedTexture.uAng;
  40. texture.vAng = parsedTexture.vAng;
  41. texture.wAng = parsedTexture.wAng;
  42. texture.wrapU = parsedTexture.wrapU;
  43. texture.wrapV = parsedTexture.wrapV;
  44. // Animations
  45. if (parsedTexture.animations) {
  46. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  47. var parsedAnimation = parsedTexture.animations[animationIndex];
  48. texture.animations.push(parseAnimation(parsedAnimation));
  49. }
  50. }
  51. return texture;
  52. };
  53. var parseSkeleton = function (parsedSkeleton, scene) {
  54. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  55. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  56. var parsedBone = parsedSkeleton.bones[index];
  57. var parentBone = null;
  58. if (parsedBone.parentBoneIndex > -1) {
  59. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  60. }
  61. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  62. if (parsedBone.animation) {
  63. bone.animations.push(parseAnimation(parsedBone.animation));
  64. }
  65. }
  66. return skeleton;
  67. };
  68. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  69. var material;
  70. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  71. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  72. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  73. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  74. material.specularPower = parsedMaterial.specularPower;
  75. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  76. material.alpha = parsedMaterial.alpha;
  77. material.id = parsedMaterial.id;
  78. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  79. material.backFaceCulling = parsedMaterial.backFaceCulling;
  80. if (parsedMaterial.diffuseTexture) {
  81. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  82. }
  83. if (parsedMaterial.ambientTexture) {
  84. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  85. }
  86. if (parsedMaterial.opacityTexture) {
  87. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  88. }
  89. if (parsedMaterial.reflectionTexture) {
  90. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  91. }
  92. if (parsedMaterial.emissiveTexture) {
  93. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  94. }
  95. if (parsedMaterial.specularTexture) {
  96. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  97. }
  98. if (parsedMaterial.bumpTexture) {
  99. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  100. }
  101. return material;
  102. };
  103. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  104. for (var index = 0; index < parsedData.materials.length; index++) {
  105. var parsedMaterial = parsedData.materials[index];
  106. if (parsedMaterial.id === id) {
  107. return parseMaterial(parsedMaterial, scene, rootUrl);
  108. }
  109. }
  110. return null;
  111. };
  112. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  113. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  114. multiMaterial.id = parsedMultiMaterial.id;
  115. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  116. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  117. var subMatId = parsedMultiMaterial.materials[matIndex];
  118. if (subMatId) {
  119. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  120. } else {
  121. multiMaterial.subMaterials.push(null);
  122. }
  123. }
  124. return multiMaterial;
  125. };
  126. var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
  127. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  128. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  129. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  130. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  131. var parsedFlare = parsedLensFlareSystem.flares[index];
  132. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  133. }
  134. return lensFlareSystem;
  135. };
  136. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  137. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  138. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  139. if (parsedParticleSystem.textureName) {
  140. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  141. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  142. }
  143. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  144. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  145. particleSystem.minSize = parsedParticleSystem.minSize;
  146. particleSystem.maxSize = parsedParticleSystem.maxSize;
  147. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  148. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  149. particleSystem.emitter = emitter;
  150. particleSystem.emitRate = parsedParticleSystem.emitRate;
  151. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  152. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  153. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  154. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  155. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  156. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  157. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  158. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  159. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  160. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  161. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  162. particleSystem.blendMode = parsedParticleSystem.blendMode;
  163. particleSystem.start();
  164. return particleSystem;
  165. };
  166. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  167. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  168. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  169. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  170. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  171. shadowGenerator.getShadowMap().renderList.push(mesh);
  172. }
  173. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  174. return shadowGenerator;
  175. };
  176. var parseAnimation = function (parsedAnimation) {
  177. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  178. var dataType = parsedAnimation.dataType;
  179. var keys = [];
  180. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  181. var key = parsedAnimation.keys[index];
  182. var data;
  183. switch (dataType) {
  184. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  185. data = key.values[0];
  186. break;
  187. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  188. data = BABYLON.Quaternion.FromArray(key.values);
  189. break;
  190. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  191. data = BABYLON.Matrix.FromArray(key.values);
  192. break;
  193. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  194. default:
  195. data = BABYLON.Vector3.FromArray(key.values);
  196. break;
  197. }
  198. keys.push({
  199. frame: key.frame,
  200. value: data
  201. });
  202. }
  203. animation.setKeys(keys);
  204. return animation;
  205. };
  206. var parseLight = function (parsedLight, scene) {
  207. var light;
  208. switch (parsedLight.type) {
  209. case 0:
  210. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  211. break;
  212. case 1:
  213. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  214. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  215. break;
  216. case 2:
  217. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  218. break;
  219. case 3:
  220. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  221. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  222. break;
  223. }
  224. light.id = parsedLight.id;
  225. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  226. if (parsedLight.intensity) {
  227. light.intensity = parsedLight.intensity;
  228. }
  229. if (parsedLight.range) {
  230. light.range = parsedLight.range;
  231. }
  232. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  233. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  234. };
  235. var parseCamera = function (parsedCamera, scene) {
  236. var camera = new BABYLON.FreeCamera(parsedCamera.name, BABYLON.Vector3.FromArray(parsedCamera.position), scene);
  237. camera.id = parsedCamera.id;
  238. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  239. // Parent
  240. if (parsedCamera.parentId) {
  241. camera._waitingParentId = parsedCamera.parentId;
  242. }
  243. // Target
  244. if (parsedCamera.target) {
  245. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  246. } else {
  247. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  248. }
  249. // Locked target
  250. if (parsedCamera.lockedTargetId) {
  251. camera._waitingLockedTargetId = parsedCamera.lockedTargetId;
  252. }
  253. camera.fov = parsedCamera.fov;
  254. camera.minZ = parsedCamera.minZ;
  255. camera.maxZ = parsedCamera.maxZ;
  256. camera.speed = parsedCamera.speed;
  257. camera.inertia = parsedCamera.inertia;
  258. camera.checkCollisions = parsedCamera.checkCollisions;
  259. camera.applyGravity = parsedCamera.applyGravity;
  260. if (parsedCamera.ellipsoid) {
  261. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  262. }
  263. // Animations
  264. if (parsedCamera.animations) {
  265. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  266. var parsedAnimation = parsedCamera.animations[animationIndex];
  267. camera.animations.push(parseAnimation(parsedAnimation));
  268. }
  269. }
  270. if (parsedCamera.autoAnimate) {
  271. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  272. }
  273. return camera;
  274. };
  275. var parseMesh = function (parsedMesh, scene, rootUrl) {
  276. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  277. mesh.id = parsedMesh.id;
  278. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  279. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  280. if (parsedMesh.rotation) {
  281. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  282. } else if (parsedMesh.rotationQuaternion) {
  283. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  284. }
  285. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  286. if (parsedMesh.localMatrix) {
  287. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  288. }
  289. mesh.setEnabled(parsedMesh.isEnabled);
  290. mesh.isVisible = parsedMesh.isVisible;
  291. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  292. if (parsedMesh.pickable !== undefined) {
  293. mesh.isPickable = parsedMesh.pickable;
  294. }
  295. mesh.receiveShadows = parsedMesh.receiveShadows;
  296. mesh.billboardMode = parsedMesh.billboardMode;
  297. if (parsedMesh.visibility !== undefined) {
  298. mesh.visibility = parsedMesh.visibility;
  299. }
  300. mesh.checkCollisions = parsedMesh.checkCollisions;
  301. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  302. // Parent
  303. if (parsedMesh.parentId) {
  304. mesh.parent = scene.getLastEntryByID(parsedMesh.parentId);
  305. }
  306. // Geometry
  307. if (parsedMesh.delayLoadingFile) {
  308. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  309. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  310. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  311. mesh._delayInfo = [];
  312. if (parsedMesh.hasUVs) {
  313. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  314. }
  315. if (parsedMesh.hasUVs2) {
  316. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  317. }
  318. if (parsedMesh.hasColors) {
  319. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  320. }
  321. if (parsedMesh.hasMatricesIndices) {
  322. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  323. }
  324. if (parsedMesh.hasMatricesWeights) {
  325. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  326. }
  327. mesh._delayLoadingFunction = importGeometry;
  328. } else {
  329. importGeometry(parsedMesh, mesh);
  330. }
  331. // Material
  332. if (parsedMesh.materialId) {
  333. mesh.setMaterialByID(parsedMesh.materialId);
  334. } else {
  335. mesh.material = null;
  336. }
  337. // Skeleton
  338. if (parsedMesh.skeletonId > -1) {
  339. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  340. }
  341. // Physics
  342. if (parsedMesh.physicsImpostor) {
  343. if (!scene.isPhysicsEnabled()) {
  344. scene.enablePhysics();
  345. }
  346. switch (parsedMesh.physicsImpostor) {
  347. case 1: // BOX
  348. mesh.setPhysicsState({ impostor: BABYLON.PhysicsEngine.BoxImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  349. break;
  350. case 2: // SPHERE
  351. mesh.setPhysicsState({ impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  352. break;
  353. }
  354. }
  355. // Animations
  356. if (parsedMesh.animations) {
  357. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  358. var parsedAnimation = parsedMesh.animations[animationIndex];
  359. mesh.animations.push(parseAnimation(parsedAnimation));
  360. }
  361. }
  362. if (parsedMesh.autoAnimate) {
  363. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  364. }
  365. return mesh;
  366. };
  367. var isDescendantOf = function (mesh, names, hierarchyIds) {
  368. names = (names instanceof Array) ? names : [names];
  369. for (var i in names) {
  370. if (mesh.name === names[i]) {
  371. hierarchyIds.push(mesh.id);
  372. return true;
  373. }
  374. }
  375. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  376. hierarchyIds.push(mesh.id);
  377. return true;
  378. }
  379. return false;
  380. };
  381. var importGeometry = function (parsedGeometry, mesh) {
  382. // Geometry
  383. if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  384. mesh.setVerticesData(parsedGeometry.positions, BABYLON.VertexBuffer.PositionKind, false);
  385. mesh.setVerticesData(parsedGeometry.normals, BABYLON.VertexBuffer.NormalKind, false);
  386. if (parsedGeometry.uvs) {
  387. mesh.setVerticesData(parsedGeometry.uvs, BABYLON.VertexBuffer.UVKind, false);
  388. }
  389. if (parsedGeometry.uvs2) {
  390. mesh.setVerticesData(parsedGeometry.uvs2, BABYLON.VertexBuffer.UV2Kind, false);
  391. }
  392. if (parsedGeometry.colors) {
  393. mesh.setVerticesData(parsedGeometry.colors, BABYLON.VertexBuffer.ColorKind, false);
  394. }
  395. if (parsedGeometry.matricesIndices) {
  396. if (!parsedGeometry.matricesIndices._isExpanded) {
  397. var floatIndices = [];
  398. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  399. var matricesIndex = parsedGeometry.matricesIndices[i];
  400. floatIndices.push(matricesIndex & 0x000000FF);
  401. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  402. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  403. floatIndices.push(matricesIndex >> 24);
  404. }
  405. mesh.setVerticesData(floatIndices, BABYLON.VertexBuffer.MatricesIndicesKind, false);
  406. } else {
  407. delete parsedGeometry.matricesIndices._isExpanded;
  408. mesh.setVerticesData(parsedGeometry.matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind, false);
  409. }
  410. }
  411. if (parsedGeometry.matricesWeights) {
  412. mesh.setVerticesData(parsedGeometry.matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind, false);
  413. }
  414. mesh.setIndices(parsedGeometry.indices);
  415. }
  416. // SubMeshes
  417. if (parsedGeometry.subMeshes) {
  418. mesh.subMeshes = [];
  419. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  420. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  421. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  422. }
  423. }
  424. // Update
  425. mesh.computeWorldMatrix(true);
  426. // Flat shading
  427. if (mesh._shouldGenerateFlatShading) {
  428. mesh.convertToFlatShadedMesh();
  429. delete mesh._shouldGenerateFlatShading;
  430. }
  431. var scene = mesh.getScene();
  432. if (scene._selectionOctree) {
  433. scene._selectionOctree.addMesh(mesh);
  434. }
  435. };
  436. BABYLON.SceneLoader.RegisterPlugin({
  437. extensions: ".babylon",
  438. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  439. var parsedData = JSON.parse(data);
  440. var loadedSkeletonsIds = [];
  441. var loadedMaterialsIds = [];
  442. var hierarchyIds = [];
  443. for (var index = 0; index < parsedData.meshes.length; index++) {
  444. var parsedMesh = parsedData.meshes[index];
  445. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  446. if (meshesNames instanceof Array) {
  447. // Remove found mesh name from list.
  448. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  449. }
  450. // Material ?
  451. if (parsedMesh.materialId) {
  452. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  453. if (!materialFound) {
  454. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  455. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  456. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  457. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  458. var subMatId = parsedMultiMaterial.materials[matIndex];
  459. loadedMaterialsIds.push(subMatId);
  460. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  461. }
  462. loadedMaterialsIds.push(parsedMultiMaterial.id);
  463. parseMultiMaterial(parsedMultiMaterial, scene);
  464. materialFound = true;
  465. break;
  466. }
  467. }
  468. }
  469. if (!materialFound) {
  470. loadedMaterialsIds.push(parsedMesh.materialId);
  471. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  472. }
  473. }
  474. // Skeleton ?
  475. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  476. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  477. if (!skeletonAlreadyLoaded) {
  478. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  479. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  480. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  481. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  482. loadedSkeletonsIds.push(parsedSkeleton.id);
  483. }
  484. }
  485. }
  486. }
  487. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  488. meshes.push(mesh);
  489. }
  490. }
  491. // Particles
  492. if (parsedData.particleSystems) {
  493. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  494. var parsedParticleSystem = parsedData.particleSystems[index];
  495. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  496. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  497. }
  498. }
  499. }
  500. return true;
  501. },
  502. load: function (scene, data, rootUrl) {
  503. var parsedData = JSON.parse(data);
  504. // Scene
  505. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading;
  506. scene.autoClear = parsedData.autoClear;
  507. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  508. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  509. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  510. // Fog
  511. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  512. scene.fogMode = parsedData.fogMode;
  513. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  514. scene.fogStart = parsedData.fogStart;
  515. scene.fogEnd = parsedData.fogEnd;
  516. scene.fogDensity = parsedData.fogDensity;
  517. }
  518. // Lights
  519. for (var index = 0; index < parsedData.lights.length; index++) {
  520. var parsedLight = parsedData.lights[index];
  521. parseLight(parsedLight, scene);
  522. }
  523. // Cameras
  524. for (var index = 0; index < parsedData.cameras.length; index++) {
  525. var parsedCamera = parsedData.cameras[index];
  526. parseCamera(parsedCamera, scene);
  527. }
  528. if (parsedData.activeCameraID) {
  529. scene.setActiveCameraByID(parsedData.activeCameraID);
  530. }
  531. // Materials
  532. if (parsedData.materials) {
  533. for (var index = 0; index < parsedData.materials.length; index++) {
  534. var parsedMaterial = parsedData.materials[index];
  535. parseMaterial(parsedMaterial, scene, rootUrl);
  536. }
  537. }
  538. if (parsedData.multiMaterials) {
  539. for (var index = 0; index < parsedData.multiMaterials.length; index++) {
  540. var parsedMultiMaterial = parsedData.multiMaterials[index];
  541. parseMultiMaterial(parsedMultiMaterial, scene);
  542. }
  543. }
  544. // Skeletons
  545. if (parsedData.skeletons) {
  546. for (var index = 0; index < parsedData.skeletons.length; index++) {
  547. var parsedSkeleton = parsedData.skeletons[index];
  548. parseSkeleton(parsedSkeleton, scene);
  549. }
  550. }
  551. // Meshes
  552. for (var index = 0; index < parsedData.meshes.length; index++) {
  553. var parsedMesh = parsedData.meshes[index];
  554. parseMesh(parsedMesh, scene, rootUrl);
  555. }
  556. // Connecting cameras parents and locked target
  557. for (var index = 0; index < scene.cameras.length; index++) {
  558. var camera = scene.cameras[index];
  559. if (camera._waitingParentId) {
  560. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  561. delete camera._waitingParentId;
  562. }
  563. if (camera._waitingLockedTargetId) {
  564. camera.lockedTarget = scene.getLastEntryByID(camera._waitingLockedTargetId);
  565. delete camera._waitingLockedTargetId;
  566. }
  567. }
  568. // Particles Systems
  569. if (parsedData.particleSystems) {
  570. for (var index = 0; index < parsedData.particleSystems.length; index++) {
  571. var parsedParticleSystem = parsedData.particleSystems[index];
  572. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  573. }
  574. }
  575. // Lens flares
  576. if (parsedData.lensFlareSystems) {
  577. for (var index = 0; index < parsedData.lensFlareSystems.length; index++) {
  578. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  579. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  580. }
  581. }
  582. // Shadows
  583. if (parsedData.shadowGenerators) {
  584. for (var index = 0; index < parsedData.shadowGenerators.length; index++) {
  585. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  586. parseShadowGenerator(parsedShadowGenerator, scene);
  587. }
  588. }
  589. // Finish
  590. return true;
  591. }
  592. });
  593. })();