babylon.babylonFileLoader.js 62 KB

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