babylon.babylonFileLoader.js 46 KB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. (function (Internals) {
  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.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  33. texture.level = parsedTexture.level;
  34. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  35. texture.coordinatesMode = parsedTexture.coordinatesMode;
  36. texture.uOffset = parsedTexture.uOffset;
  37. texture.vOffset = parsedTexture.vOffset;
  38. texture.uScale = parsedTexture.uScale;
  39. texture.vScale = parsedTexture.vScale;
  40. texture.uAng = parsedTexture.uAng;
  41. texture.vAng = parsedTexture.vAng;
  42. texture.wAng = parsedTexture.wAng;
  43. texture.wrapU = parsedTexture.wrapU;
  44. texture.wrapV = parsedTexture.wrapV;
  45. // Animations
  46. if (parsedTexture.animations) {
  47. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  48. var parsedAnimation = parsedTexture.animations[animationIndex];
  49. texture.animations.push(parseAnimation(parsedAnimation));
  50. }
  51. }
  52. return texture;
  53. };
  54. var parseSkeleton = function (parsedSkeleton, scene) {
  55. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  56. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  57. var parsedBone = parsedSkeleton.bones[index];
  58. var parentBone = null;
  59. if (parsedBone.parentBoneIndex > -1) {
  60. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  61. }
  62. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  63. if (parsedBone.animation) {
  64. bone.animations.push(parseAnimation(parsedBone.animation));
  65. }
  66. }
  67. return skeleton;
  68. };
  69. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  70. var material;
  71. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  72. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  73. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  74. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  75. material.specularPower = parsedMaterial.specularPower;
  76. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  77. material.alpha = parsedMaterial.alpha;
  78. material.id = parsedMaterial.id;
  79. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  80. material.backFaceCulling = parsedMaterial.backFaceCulling;
  81. material.wireframe = parsedMaterial.wireframe;
  82. if (parsedMaterial.diffuseTexture) {
  83. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  84. }
  85. if (parsedMaterial.ambientTexture) {
  86. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  87. }
  88. if (parsedMaterial.opacityTexture) {
  89. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  90. }
  91. if (parsedMaterial.reflectionTexture) {
  92. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  93. }
  94. if (parsedMaterial.emissiveTexture) {
  95. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  96. }
  97. if (parsedMaterial.specularTexture) {
  98. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  99. }
  100. if (parsedMaterial.bumpTexture) {
  101. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  102. }
  103. return material;
  104. };
  105. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  106. for (var index = 0; index < parsedData.materials.length; index++) {
  107. var parsedMaterial = parsedData.materials[index];
  108. if (parsedMaterial.id === id) {
  109. return parseMaterial(parsedMaterial, scene, rootUrl);
  110. }
  111. }
  112. return null;
  113. };
  114. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  115. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  116. multiMaterial.id = parsedMultiMaterial.id;
  117. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  118. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  119. var subMatId = parsedMultiMaterial.materials[matIndex];
  120. if (subMatId) {
  121. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  122. } else {
  123. multiMaterial.subMaterials.push(null);
  124. }
  125. }
  126. return multiMaterial;
  127. };
  128. var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
  129. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  130. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  131. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  132. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  133. var parsedFlare = parsedLensFlareSystem.flares[index];
  134. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  135. }
  136. return lensFlareSystem;
  137. };
  138. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  139. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  140. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  141. if (parsedParticleSystem.textureName) {
  142. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  143. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  144. }
  145. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  146. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  147. particleSystem.minSize = parsedParticleSystem.minSize;
  148. particleSystem.maxSize = parsedParticleSystem.maxSize;
  149. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  150. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  151. particleSystem.emitter = emitter;
  152. particleSystem.emitRate = parsedParticleSystem.emitRate;
  153. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  154. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  155. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  156. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  157. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  158. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  159. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  160. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  161. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  162. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  163. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  164. particleSystem.blendMode = parsedParticleSystem.blendMode;
  165. particleSystem.start();
  166. return particleSystem;
  167. };
  168. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  169. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  170. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  171. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  172. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  173. shadowGenerator.getShadowMap().renderList.push(mesh);
  174. }
  175. if (parsedShadowGenerator.usePoissonSampling) {
  176. shadowGenerator.usePoissonSampling = true;
  177. } else {
  178. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  179. }
  180. return shadowGenerator;
  181. };
  182. var parseAnimation = function (parsedAnimation) {
  183. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  184. var dataType = parsedAnimation.dataType;
  185. var keys = [];
  186. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  187. var key = parsedAnimation.keys[index];
  188. var data;
  189. switch (dataType) {
  190. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  191. data = key.values[0];
  192. break;
  193. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  194. data = BABYLON.Quaternion.FromArray(key.values);
  195. break;
  196. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  197. data = BABYLON.Matrix.FromArray(key.values);
  198. break;
  199. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  200. default:
  201. data = BABYLON.Vector3.FromArray(key.values);
  202. break;
  203. }
  204. keys.push({
  205. frame: key.frame,
  206. value: data
  207. });
  208. }
  209. animation.setKeys(keys);
  210. return animation;
  211. };
  212. var parseLight = function (parsedLight, scene) {
  213. var light;
  214. switch (parsedLight.type) {
  215. case 0:
  216. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  217. break;
  218. case 1:
  219. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  220. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  221. break;
  222. case 2:
  223. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  224. break;
  225. case 3:
  226. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  227. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  228. break;
  229. }
  230. light.id = parsedLight.id;
  231. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  232. if (parsedLight.intensity !== undefined) {
  233. light.intensity = parsedLight.intensity;
  234. }
  235. if (parsedLight.range) {
  236. light.range = parsedLight.range;
  237. }
  238. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  239. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  240. if (parsedLight.excludedMeshesIds) {
  241. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  242. }
  243. // Animations
  244. if (parsedLight.animations) {
  245. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  246. var parsedAnimation = parsedLight.animations[animationIndex];
  247. light.animations.push(parseAnimation(parsedAnimation));
  248. }
  249. }
  250. if (parsedLight.autoAnimate) {
  251. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  252. }
  253. };
  254. var parseCamera = function (parsedCamera, scene) {
  255. var camera = new BABYLON.FreeCamera(parsedCamera.name, BABYLON.Vector3.FromArray(parsedCamera.position), scene);
  256. camera.id = parsedCamera.id;
  257. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  258. // Parent
  259. if (parsedCamera.parentId) {
  260. camera._waitingParentId = parsedCamera.parentId;
  261. }
  262. // Target
  263. if (parsedCamera.target) {
  264. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  265. } else {
  266. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  267. }
  268. // Locked target
  269. if (parsedCamera.lockedTargetId) {
  270. camera._waitingLockedTargetId = parsedCamera.lockedTargetId;
  271. }
  272. camera.fov = parsedCamera.fov;
  273. camera.minZ = parsedCamera.minZ;
  274. camera.maxZ = parsedCamera.maxZ;
  275. camera.speed = parsedCamera.speed;
  276. camera.inertia = parsedCamera.inertia;
  277. camera.checkCollisions = parsedCamera.checkCollisions;
  278. camera.applyGravity = parsedCamera.applyGravity;
  279. if (parsedCamera.ellipsoid) {
  280. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  281. }
  282. // Animations
  283. if (parsedCamera.animations) {
  284. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  285. var parsedAnimation = parsedCamera.animations[animationIndex];
  286. camera.animations.push(parseAnimation(parsedAnimation));
  287. }
  288. }
  289. if (parsedCamera.autoAnimate) {
  290. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  291. }
  292. // Layer Mask
  293. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  294. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  295. } else {
  296. camera.layerMask = 0xFFFFFFFF;
  297. }
  298. return camera;
  299. };
  300. var parseGeometry = function (parsedGeometry, scene) {
  301. var id = parsedGeometry.id;
  302. return scene.getGeometryByID(id);
  303. };
  304. var parseBox = function (parsedBox, scene) {
  305. if (parseGeometry(parsedBox, scene)) {
  306. return null;
  307. }
  308. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  309. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  310. scene.pushGeometry(box, true);
  311. return box;
  312. };
  313. var parseSphere = function (parsedSphere, scene) {
  314. if (parseGeometry(parsedSphere, scene)) {
  315. return null;
  316. }
  317. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  318. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  319. scene.pushGeometry(sphere, true);
  320. return sphere;
  321. };
  322. var parseCylinder = function (parsedCylinder, scene) {
  323. if (parseGeometry(parsedCylinder, scene)) {
  324. return null;
  325. }
  326. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  327. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  328. scene.pushGeometry(cylinder, true);
  329. return cylinder;
  330. };
  331. var parseTorus = function (parsedTorus, scene) {
  332. if (parseGeometry(parsedTorus, scene)) {
  333. return null;
  334. }
  335. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  336. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  337. scene.pushGeometry(torus, true);
  338. return torus;
  339. };
  340. var parseGround = function (parsedGround, scene) {
  341. if (parseGeometry(parsedGround, scene)) {
  342. return null;
  343. }
  344. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  345. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  346. scene.pushGeometry(ground, true);
  347. return ground;
  348. };
  349. var parsePlane = function (parsedPlane, scene) {
  350. if (parseGeometry(parsedPlane, scene)) {
  351. return null;
  352. }
  353. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  354. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  355. scene.pushGeometry(plane, true);
  356. return plane;
  357. };
  358. var parseTorusKnot = function (parsedTorusKnot, scene) {
  359. if (parseGeometry(parsedTorusKnot, scene)) {
  360. return null;
  361. }
  362. 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);
  363. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  364. scene.pushGeometry(torusKnot, true);
  365. return torusKnot;
  366. };
  367. var parseVertexData = function (parsedVertexData, scene, rootUrl) {
  368. if (parseGeometry(parsedVertexData, scene)) {
  369. return null;
  370. }
  371. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  372. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  373. if (parsedVertexData.delayLoadingFile) {
  374. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  375. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  376. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  377. geometry._delayInfo = [];
  378. if (parsedVertexData.hasUVs) {
  379. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  380. }
  381. if (parsedVertexData.hasUVs2) {
  382. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  383. }
  384. if (parsedVertexData.hasColors) {
  385. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  386. }
  387. if (parsedVertexData.hasMatricesIndices) {
  388. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  389. }
  390. if (parsedVertexData.hasMatricesWeights) {
  391. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  392. }
  393. geometry._delayLoadingFunction = importVertexData;
  394. } else {
  395. importVertexData(parsedVertexData, geometry);
  396. }
  397. scene.pushGeometry(geometry, true);
  398. return geometry;
  399. };
  400. var parseMesh = function (parsedMesh, scene, rootUrl) {
  401. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  402. mesh.id = parsedMesh.id;
  403. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  404. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  405. if (parsedMesh.rotationQuaternion) {
  406. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  407. } else if (parsedMesh.rotation) {
  408. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  409. }
  410. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  411. if (parsedMesh.localMatrix) {
  412. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  413. } else if (parsedMesh.pivotMatrix) {
  414. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  415. }
  416. mesh.setEnabled(parsedMesh.isEnabled);
  417. mesh.isVisible = parsedMesh.isVisible;
  418. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  419. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  420. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  421. if (parsedMesh.pickable !== undefined) {
  422. mesh.isPickable = parsedMesh.pickable;
  423. }
  424. mesh.receiveShadows = parsedMesh.receiveShadows;
  425. mesh.billboardMode = parsedMesh.billboardMode;
  426. if (parsedMesh.visibility !== undefined) {
  427. mesh.visibility = parsedMesh.visibility;
  428. }
  429. mesh.checkCollisions = parsedMesh.checkCollisions;
  430. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  431. // Parent
  432. if (parsedMesh.parentId) {
  433. mesh.parent = scene.getLastEntryByID(parsedMesh.parentId);
  434. }
  435. // Geometry
  436. if (parsedMesh.delayLoadingFile) {
  437. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  438. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  439. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  440. mesh._delayInfo = [];
  441. if (parsedMesh.hasUVs) {
  442. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  443. }
  444. if (parsedMesh.hasUVs2) {
  445. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  446. }
  447. if (parsedMesh.hasColors) {
  448. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  449. }
  450. if (parsedMesh.hasMatricesIndices) {
  451. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  452. }
  453. if (parsedMesh.hasMatricesWeights) {
  454. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  455. }
  456. mesh._delayLoadingFunction = importGeometry;
  457. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  458. mesh._checkDelayState();
  459. }
  460. } else {
  461. importGeometry(parsedMesh, mesh);
  462. }
  463. // Material
  464. if (parsedMesh.materialId) {
  465. mesh.setMaterialByID(parsedMesh.materialId);
  466. } else {
  467. mesh.material = null;
  468. }
  469. // Skeleton
  470. if (parsedMesh.skeletonId > -1) {
  471. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  472. }
  473. // Physics
  474. if (parsedMesh.physicsImpostor) {
  475. if (!scene.isPhysicsEnabled()) {
  476. scene.enablePhysics();
  477. }
  478. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  479. }
  480. // Animations
  481. if (parsedMesh.animations) {
  482. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  483. var parsedAnimation = parsedMesh.animations[animationIndex];
  484. mesh.animations.push(parseAnimation(parsedAnimation));
  485. }
  486. }
  487. if (parsedMesh.autoAnimate) {
  488. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  489. }
  490. // Layer Mask
  491. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  492. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  493. } else {
  494. mesh.layerMask = 0xFFFFFFFF;
  495. }
  496. // Instances
  497. if (parsedMesh.instances) {
  498. for (var index = 0; index < parsedMesh.instances.length; index++) {
  499. var parsedInstance = parsedMesh.instances[index];
  500. var instance = mesh.createInstance(parsedInstance.name);
  501. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  502. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  503. if (parsedInstance.rotationQuaternion) {
  504. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  505. } else if (parsedInstance.rotation) {
  506. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  507. }
  508. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  509. instance.checkCollisions = mesh.checkCollisions;
  510. if (parsedMesh.animations) {
  511. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  512. parsedAnimation = parsedMesh.animations[animationIndex];
  513. instance.animations.push(parseAnimation(parsedAnimation));
  514. }
  515. }
  516. }
  517. }
  518. return mesh;
  519. };
  520. var isDescendantOf = function (mesh, names, hierarchyIds) {
  521. names = (names instanceof Array) ? names : [names];
  522. for (var i in names) {
  523. if (mesh.name === names[i]) {
  524. hierarchyIds.push(mesh.id);
  525. return true;
  526. }
  527. }
  528. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  529. hierarchyIds.push(mesh.id);
  530. return true;
  531. }
  532. return false;
  533. };
  534. var importVertexData = function (parsedVertexData, geometry) {
  535. var vertexData = new BABYLON.VertexData();
  536. // positions
  537. var positions = parsedVertexData.positions;
  538. if (positions) {
  539. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  540. }
  541. // normals
  542. var normals = parsedVertexData.normals;
  543. if (normals) {
  544. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  545. }
  546. // uvs
  547. var uvs = parsedVertexData.uvs;
  548. if (uvs) {
  549. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  550. }
  551. // uv2s
  552. var uv2s = parsedVertexData.uv2s;
  553. if (uv2s) {
  554. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  555. }
  556. // colors
  557. var colors = parsedVertexData.colors;
  558. if (colors) {
  559. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  560. }
  561. // matricesIndices
  562. var matricesIndices = parsedVertexData.matricesIndices;
  563. if (matricesIndices) {
  564. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  565. }
  566. // matricesWeights
  567. var matricesWeights = parsedVertexData.matricesWeights;
  568. if (matricesWeights) {
  569. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  570. }
  571. // indices
  572. var indices = parsedVertexData.indices;
  573. if (indices) {
  574. vertexData.indices = indices;
  575. }
  576. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  577. };
  578. var importGeometry = function (parsedGeometry, mesh) {
  579. var scene = mesh.getScene();
  580. // Geometry
  581. var geometryId = parsedGeometry.geometryId;
  582. if (geometryId) {
  583. var geometry = scene.getGeometryByID(geometryId);
  584. if (geometry) {
  585. geometry.applyToMesh(mesh);
  586. }
  587. } else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  588. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  589. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  590. if (parsedGeometry.uvs) {
  591. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  592. }
  593. if (parsedGeometry.uvs2) {
  594. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  595. }
  596. if (parsedGeometry.colors) {
  597. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, parsedGeometry.colors, false);
  598. }
  599. if (parsedGeometry.matricesIndices) {
  600. if (!parsedGeometry.matricesIndices._isExpanded) {
  601. var floatIndices = [];
  602. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  603. var matricesIndex = parsedGeometry.matricesIndices[i];
  604. floatIndices.push(matricesIndex & 0x000000FF);
  605. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  606. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  607. floatIndices.push(matricesIndex >> 24);
  608. }
  609. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  610. } else {
  611. delete parsedGeometry.matricesIndices._isExpanded;
  612. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  613. }
  614. }
  615. if (parsedGeometry.matricesWeights) {
  616. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  617. }
  618. mesh.setIndices(parsedGeometry.indices);
  619. }
  620. // SubMeshes
  621. if (parsedGeometry.subMeshes) {
  622. mesh.subMeshes = [];
  623. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  624. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  625. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  626. }
  627. }
  628. // Flat shading
  629. if (mesh._shouldGenerateFlatShading) {
  630. mesh.convertToFlatShadedMesh();
  631. delete mesh._shouldGenerateFlatShading;
  632. }
  633. // Update
  634. mesh.computeWorldMatrix(true);
  635. // Octree
  636. if (scene._selectionOctree) {
  637. scene._selectionOctree.addMesh(mesh);
  638. }
  639. };
  640. BABYLON.SceneLoader.RegisterPlugin({
  641. extensions: ".babylon",
  642. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  643. var parsedData = JSON.parse(data);
  644. var loadedSkeletonsIds = [];
  645. var loadedMaterialsIds = [];
  646. var hierarchyIds = [];
  647. for (var index = 0; index < parsedData.meshes.length; index++) {
  648. var parsedMesh = parsedData.meshes[index];
  649. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  650. if (meshesNames instanceof Array) {
  651. // Remove found mesh name from list.
  652. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  653. }
  654. // Material ?
  655. if (parsedMesh.materialId) {
  656. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  657. if (!materialFound) {
  658. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  659. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  660. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  661. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  662. var subMatId = parsedMultiMaterial.materials[matIndex];
  663. loadedMaterialsIds.push(subMatId);
  664. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  665. }
  666. loadedMaterialsIds.push(parsedMultiMaterial.id);
  667. parseMultiMaterial(parsedMultiMaterial, scene);
  668. materialFound = true;
  669. break;
  670. }
  671. }
  672. }
  673. if (!materialFound) {
  674. loadedMaterialsIds.push(parsedMesh.materialId);
  675. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  676. }
  677. }
  678. // Skeleton ?
  679. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  680. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  681. if (!skeletonAlreadyLoaded) {
  682. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  683. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  684. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  685. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  686. loadedSkeletonsIds.push(parsedSkeleton.id);
  687. }
  688. }
  689. }
  690. }
  691. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  692. meshes.push(mesh);
  693. }
  694. }
  695. // Particles
  696. if (parsedData.particleSystems) {
  697. for (index = 0; index < parsedData.particleSystems.length; index++) {
  698. var parsedParticleSystem = parsedData.particleSystems[index];
  699. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  700. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  701. }
  702. }
  703. }
  704. return true;
  705. },
  706. load: function (scene, data, rootUrl) {
  707. var parsedData = JSON.parse(data);
  708. // Scene
  709. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  710. scene.autoClear = parsedData.autoClear;
  711. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  712. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  713. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  714. // Fog
  715. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  716. scene.fogMode = parsedData.fogMode;
  717. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  718. scene.fogStart = parsedData.fogStart;
  719. scene.fogEnd = parsedData.fogEnd;
  720. scene.fogDensity = parsedData.fogDensity;
  721. }
  722. for (var index = 0; index < parsedData.lights.length; index++) {
  723. var parsedLight = parsedData.lights[index];
  724. parseLight(parsedLight, scene);
  725. }
  726. for (index = 0; index < parsedData.cameras.length; index++) {
  727. var parsedCamera = parsedData.cameras[index];
  728. parseCamera(parsedCamera, scene);
  729. }
  730. if (parsedData.activeCameraID) {
  731. scene.setActiveCameraByID(parsedData.activeCameraID);
  732. }
  733. // Materials
  734. if (parsedData.materials) {
  735. for (index = 0; index < parsedData.materials.length; index++) {
  736. var parsedMaterial = parsedData.materials[index];
  737. parseMaterial(parsedMaterial, scene, rootUrl);
  738. }
  739. }
  740. if (parsedData.multiMaterials) {
  741. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  742. var parsedMultiMaterial = parsedData.multiMaterials[index];
  743. parseMultiMaterial(parsedMultiMaterial, scene);
  744. }
  745. }
  746. // Skeletons
  747. if (parsedData.skeletons) {
  748. for (index = 0; index < parsedData.skeletons.length; index++) {
  749. var parsedSkeleton = parsedData.skeletons[index];
  750. parseSkeleton(parsedSkeleton, scene);
  751. }
  752. }
  753. // Geometries
  754. var geometries = parsedData.geometries;
  755. if (geometries) {
  756. // Boxes
  757. var boxes = geometries.boxes;
  758. if (boxes) {
  759. for (index = 0; index < boxes.length; index++) {
  760. var parsedBox = boxes[index];
  761. parseBox(parsedBox, scene);
  762. }
  763. }
  764. // Spheres
  765. var spheres = geometries.spheres;
  766. if (spheres) {
  767. for (index = 0; index < spheres.length; index++) {
  768. var parsedSphere = spheres[index];
  769. parseSphere(parsedSphere, scene);
  770. }
  771. }
  772. // Cylinders
  773. var cylinders = geometries.cylinders;
  774. if (cylinders) {
  775. for (index = 0; index < cylinders.length; index++) {
  776. var parsedCylinder = cylinders[index];
  777. parseCylinder(parsedCylinder, scene);
  778. }
  779. }
  780. // Toruses
  781. var toruses = geometries.toruses;
  782. if (toruses) {
  783. for (index = 0; index < toruses.length; index++) {
  784. var parsedTorus = toruses[index];
  785. parseTorus(parsedTorus, scene);
  786. }
  787. }
  788. // Grounds
  789. var grounds = geometries.grounds;
  790. if (grounds) {
  791. for (index = 0; index < grounds.length; index++) {
  792. var parsedGround = grounds[index];
  793. parseGround(parsedGround, scene);
  794. }
  795. }
  796. // Planes
  797. var planes = geometries.planes;
  798. if (planes) {
  799. for (index = 0; index < planes.length; index++) {
  800. var parsedPlane = planes[index];
  801. parsePlane(parsedPlane, scene);
  802. }
  803. }
  804. // TorusKnots
  805. var torusKnots = geometries.torusKnots;
  806. if (torusKnots) {
  807. for (index = 0; index < torusKnots.length; index++) {
  808. var parsedTorusKnot = torusKnots[index];
  809. parseTorusKnot(parsedTorusKnot, scene);
  810. }
  811. }
  812. // VertexData
  813. var vertexData = geometries.vertexData;
  814. if (vertexData) {
  815. for (index = 0; index < vertexData.length; index++) {
  816. var parsedVertexData = vertexData[index];
  817. parseVertexData(parsedVertexData, scene, rootUrl);
  818. }
  819. }
  820. }
  821. for (index = 0; index < parsedData.meshes.length; index++) {
  822. var parsedMesh = parsedData.meshes[index];
  823. parseMesh(parsedMesh, scene, rootUrl);
  824. }
  825. for (index = 0; index < scene.cameras.length; index++) {
  826. var camera = scene.cameras[index];
  827. if (camera._waitingParentId) {
  828. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  829. delete camera._waitingParentId;
  830. }
  831. if (camera instanceof BABYLON.FreeCamera) {
  832. var freecamera = camera;
  833. if (freecamera._waitingLockedTargetId) {
  834. freecamera.lockedTarget = scene.getLastEntryByID(freecamera._waitingLockedTargetId);
  835. delete freecamera._waitingLockedTargetId;
  836. }
  837. }
  838. }
  839. // Particles Systems
  840. if (parsedData.particleSystems) {
  841. for (index = 0; index < parsedData.particleSystems.length; index++) {
  842. var parsedParticleSystem = parsedData.particleSystems[index];
  843. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  844. }
  845. }
  846. // Lens flares
  847. if (parsedData.lensFlareSystems) {
  848. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  849. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  850. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  851. }
  852. }
  853. // Shadows
  854. if (parsedData.shadowGenerators) {
  855. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  856. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  857. parseShadowGenerator(parsedShadowGenerator, scene);
  858. }
  859. }
  860. // Finish
  861. return true;
  862. }
  863. });
  864. })(BABYLON.Internals || (BABYLON.Internals = {}));
  865. var Internals = BABYLON.Internals;
  866. })(BABYLON || (BABYLON = {}));
  867. //# sourceMappingURL=babylon.babylonFileLoader.js.map