babylon.babylonFileLoader.ts 43 KB

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  1. module BABYLON.Internals {
  2. var loadCubeTexture = (rootUrl, parsedTexture, scene) => {
  3. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  4. texture.name = parsedTexture.name;
  5. texture.hasAlpha = parsedTexture.hasAlpha;
  6. texture.level = parsedTexture.level;
  7. texture.coordinatesMode = parsedTexture.coordinatesMode;
  8. return texture;
  9. };
  10. var loadTexture = (rootUrl, parsedTexture, scene) => {
  11. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  12. return null;
  13. }
  14. if (parsedTexture.isCube) {
  15. return loadCubeTexture(rootUrl, parsedTexture, scene);
  16. }
  17. var texture;
  18. if (parsedTexture.mirrorPlane) {
  19. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  20. texture._waitingRenderList = parsedTexture.renderList;
  21. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  22. } else if (parsedTexture.isRenderTarget) {
  23. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  24. texture._waitingRenderList = parsedTexture.renderList;
  25. } else {
  26. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  27. }
  28. texture.name = parsedTexture.name;
  29. texture.hasAlpha = parsedTexture.hasAlpha;
  30. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  31. texture.level = parsedTexture.level;
  32. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  33. texture.coordinatesMode = parsedTexture.coordinatesMode;
  34. texture.uOffset = parsedTexture.uOffset;
  35. texture.vOffset = parsedTexture.vOffset;
  36. texture.uScale = parsedTexture.uScale;
  37. texture.vScale = parsedTexture.vScale;
  38. texture.uAng = parsedTexture.uAng;
  39. texture.vAng = parsedTexture.vAng;
  40. texture.wAng = parsedTexture.wAng;
  41. texture.wrapU = parsedTexture.wrapU;
  42. texture.wrapV = parsedTexture.wrapV;
  43. // Animations
  44. if (parsedTexture.animations) {
  45. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  46. var parsedAnimation = parsedTexture.animations[animationIndex];
  47. texture.animations.push(parseAnimation(parsedAnimation));
  48. }
  49. }
  50. return texture;
  51. };
  52. var parseSkeleton = (parsedSkeleton, scene) => {
  53. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  54. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  55. var parsedBone = parsedSkeleton.bones[index];
  56. var parentBone = null;
  57. if (parsedBone.parentBoneIndex > -1) {
  58. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  59. }
  60. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  61. if (parsedBone.animation) {
  62. bone.animations.push(parseAnimation(parsedBone.animation));
  63. }
  64. }
  65. return skeleton;
  66. };
  67. var parseMaterial = (parsedMaterial, scene, rootUrl) => {
  68. var material;
  69. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  70. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  71. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  72. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  73. material.specularPower = parsedMaterial.specularPower;
  74. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  75. material.alpha = parsedMaterial.alpha;
  76. material.id = parsedMaterial.id;
  77. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  78. material.backFaceCulling = parsedMaterial.backFaceCulling;
  79. material.wireframe = parsedMaterial.wireframe;
  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 = (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 = (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 = (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 = (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 = (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. if (parsedShadowGenerator.usePoissonSampling) {
  174. shadowGenerator.usePoissonSampling = true;
  175. } else {
  176. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  177. }
  178. return shadowGenerator;
  179. };
  180. var parseAnimation = parsedAnimation => {
  181. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  182. var dataType = parsedAnimation.dataType;
  183. var keys = [];
  184. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  185. var key = parsedAnimation.keys[index];
  186. var data;
  187. switch (dataType) {
  188. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  189. data = key.values[0];
  190. break;
  191. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  192. data = BABYLON.Quaternion.FromArray(key.values);
  193. break;
  194. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  195. data = BABYLON.Matrix.FromArray(key.values);
  196. break;
  197. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  198. default:
  199. data = BABYLON.Vector3.FromArray(key.values);
  200. break;
  201. }
  202. keys.push({
  203. frame: key.frame,
  204. value: data
  205. });
  206. }
  207. animation.setKeys(keys);
  208. return animation;
  209. };
  210. var parseLight = (parsedLight, scene) => {
  211. var light;
  212. switch (parsedLight.type) {
  213. case 0:
  214. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  215. break;
  216. case 1:
  217. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  218. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  219. break;
  220. case 2:
  221. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  222. break;
  223. case 3:
  224. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  225. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  226. break;
  227. }
  228. light.id = parsedLight.id;
  229. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  230. if (parsedLight.intensity !== undefined) {
  231. light.intensity = parsedLight.intensity;
  232. }
  233. if (parsedLight.range) {
  234. light.range = parsedLight.range;
  235. }
  236. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  237. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  238. if (parsedLight.excludedMeshesIds) {
  239. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  240. }
  241. // Animations
  242. if (parsedLight.animations) {
  243. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  244. var parsedAnimation = parsedLight.animations[animationIndex];
  245. light.animations.push(parseAnimation(parsedAnimation));
  246. }
  247. }
  248. if (parsedLight.autoAnimate) {
  249. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  250. }
  251. };
  252. var parseCamera = (parsedCamera, scene) => {
  253. var camera = new BABYLON.FreeCamera(parsedCamera.name, BABYLON.Vector3.FromArray(parsedCamera.position), scene);
  254. camera.id = parsedCamera.id;
  255. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  256. // Parent
  257. if (parsedCamera.parentId) {
  258. camera._waitingParentId = parsedCamera.parentId;
  259. }
  260. // Target
  261. if (parsedCamera.target) {
  262. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  263. } else {
  264. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  265. }
  266. // Locked target
  267. if (parsedCamera.lockedTargetId) {
  268. camera._waitingLockedTargetId = parsedCamera.lockedTargetId;
  269. }
  270. camera.fov = parsedCamera.fov;
  271. camera.minZ = parsedCamera.minZ;
  272. camera.maxZ = parsedCamera.maxZ;
  273. camera.speed = parsedCamera.speed;
  274. camera.inertia = parsedCamera.inertia;
  275. camera.checkCollisions = parsedCamera.checkCollisions;
  276. camera.applyGravity = parsedCamera.applyGravity;
  277. if (parsedCamera.ellipsoid) {
  278. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  279. }
  280. // Animations
  281. if (parsedCamera.animations) {
  282. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  283. var parsedAnimation = parsedCamera.animations[animationIndex];
  284. camera.animations.push(parseAnimation(parsedAnimation));
  285. }
  286. }
  287. if (parsedCamera.autoAnimate) {
  288. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  289. }
  290. // Layer Mask
  291. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  292. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  293. } else {
  294. camera.layerMask = 0xFFFFFFFF;
  295. }
  296. return camera;
  297. };
  298. var parseGeometry = (parsedGeometry, scene) => {
  299. var id = parsedGeometry.id;
  300. return scene.getGeometryByID(id);
  301. };
  302. var parseBox = (parsedBox, scene) => {
  303. if (parseGeometry(parsedBox, scene)) {
  304. return null; // null since geometry could be something else than a box...
  305. }
  306. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  307. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  308. scene.pushGeometry(box, true);
  309. return box;
  310. };
  311. var parseSphere = (parsedSphere, scene) => {
  312. if (parseGeometry(parsedSphere, scene)) {
  313. return null; // null since geometry could be something else than a sphere...
  314. }
  315. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  316. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  317. scene.pushGeometry(sphere, true);
  318. return sphere;
  319. };
  320. var parseCylinder = (parsedCylinder, scene) => {
  321. if (parseGeometry(parsedCylinder, scene)) {
  322. return null; // null since geometry could be something else than a cylinder...
  323. }
  324. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  325. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  326. scene.pushGeometry(cylinder, true);
  327. return cylinder;
  328. };
  329. var parseTorus = (parsedTorus, scene) => {
  330. if (parseGeometry(parsedTorus, scene)) {
  331. return null; // null since geometry could be something else than a torus...
  332. }
  333. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  334. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  335. scene.pushGeometry(torus, true);
  336. return torus;
  337. };
  338. var parseGround = (parsedGround, scene) => {
  339. if (parseGeometry(parsedGround, scene)) {
  340. return null; // null since geometry could be something else than a ground...
  341. }
  342. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  343. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  344. scene.pushGeometry(ground, true);
  345. return ground;
  346. };
  347. var parsePlane = (parsedPlane, scene) => {
  348. if (parseGeometry(parsedPlane, scene)) {
  349. return null; // null since geometry could be something else than a plane...
  350. }
  351. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  352. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  353. scene.pushGeometry(plane, true);
  354. return plane;
  355. };
  356. var parseTorusKnot = (parsedTorusKnot, scene) => {
  357. if (parseGeometry(parsedTorusKnot, scene)) {
  358. return null; // null since geometry could be something else than a torusKnot...
  359. }
  360. 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);
  361. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  362. scene.pushGeometry(torusKnot, true);
  363. return torusKnot;
  364. };
  365. var parseVertexData = (parsedVertexData, scene, rootUrl) => {
  366. if (parseGeometry(parsedVertexData, scene)) {
  367. return null; // null since geometry could be a primitive
  368. }
  369. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  370. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  371. if (parsedVertexData.delayLoadingFile) {
  372. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  373. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  374. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  375. geometry._delayInfo = [];
  376. if (parsedVertexData.hasUVs) {
  377. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  378. }
  379. if (parsedVertexData.hasUVs2) {
  380. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  381. }
  382. if (parsedVertexData.hasColors) {
  383. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  384. }
  385. if (parsedVertexData.hasMatricesIndices) {
  386. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  387. }
  388. if (parsedVertexData.hasMatricesWeights) {
  389. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  390. }
  391. geometry._delayLoadingFunction = importVertexData;
  392. } else {
  393. importVertexData(parsedVertexData, geometry);
  394. }
  395. scene.pushGeometry(geometry, true);
  396. return geometry;
  397. };
  398. var parseMesh = (parsedMesh, scene, rootUrl) => {
  399. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  400. mesh.id = parsedMesh.id;
  401. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  402. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  403. if (parsedMesh.rotationQuaternion) {
  404. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  405. } else if (parsedMesh.rotation) {
  406. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  407. }
  408. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  409. if (parsedMesh.localMatrix) {
  410. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  411. } else if (parsedMesh.pivotMatrix) {
  412. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  413. }
  414. mesh.setEnabled(parsedMesh.isEnabled);
  415. mesh.isVisible = parsedMesh.isVisible;
  416. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  417. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  418. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  419. if (parsedMesh.pickable !== undefined) {
  420. mesh.isPickable = parsedMesh.pickable;
  421. }
  422. mesh.receiveShadows = parsedMesh.receiveShadows;
  423. mesh.billboardMode = parsedMesh.billboardMode;
  424. if (parsedMesh.visibility !== undefined) {
  425. mesh.visibility = parsedMesh.visibility;
  426. }
  427. mesh.checkCollisions = parsedMesh.checkCollisions;
  428. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  429. // Parent
  430. if (parsedMesh.parentId) {
  431. mesh.parent = scene.getLastEntryByID(parsedMesh.parentId);
  432. }
  433. // Geometry
  434. if (parsedMesh.delayLoadingFile) {
  435. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  436. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  437. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  438. mesh._delayInfo = [];
  439. if (parsedMesh.hasUVs) {
  440. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  441. }
  442. if (parsedMesh.hasUVs2) {
  443. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  444. }
  445. if (parsedMesh.hasColors) {
  446. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  447. }
  448. if (parsedMesh.hasMatricesIndices) {
  449. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  450. }
  451. if (parsedMesh.hasMatricesWeights) {
  452. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  453. }
  454. mesh._delayLoadingFunction = importGeometry;
  455. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  456. mesh._checkDelayState();
  457. }
  458. } else {
  459. importGeometry(parsedMesh, mesh);
  460. }
  461. // Material
  462. if (parsedMesh.materialId) {
  463. mesh.setMaterialByID(parsedMesh.materialId);
  464. } else {
  465. mesh.material = null;
  466. }
  467. // Skeleton
  468. if (parsedMesh.skeletonId > -1) {
  469. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  470. }
  471. // Physics
  472. if (parsedMesh.physicsImpostor) {
  473. if (!scene.isPhysicsEnabled()) {
  474. scene.enablePhysics();
  475. }
  476. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  477. }
  478. // Animations
  479. if (parsedMesh.animations) {
  480. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  481. var parsedAnimation = parsedMesh.animations[animationIndex];
  482. mesh.animations.push(parseAnimation(parsedAnimation));
  483. }
  484. }
  485. if (parsedMesh.autoAnimate) {
  486. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  487. }
  488. // Layer Mask
  489. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  490. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  491. } else {
  492. mesh.layerMask = 0xFFFFFFFF;
  493. }
  494. // Instances
  495. if (parsedMesh.instances) {
  496. for (var index = 0; index < parsedMesh.instances.length; index++) {
  497. var parsedInstance = parsedMesh.instances[index];
  498. var instance = mesh.createInstance(parsedInstance.name);
  499. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  500. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  501. if (parsedInstance.rotationQuaternion) {
  502. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  503. } else if (parsedInstance.rotation) {
  504. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  505. }
  506. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  507. instance.checkCollisions = mesh.checkCollisions;
  508. if (parsedMesh.animations) {
  509. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  510. parsedAnimation = parsedMesh.animations[animationIndex];
  511. instance.animations.push(parseAnimation(parsedAnimation));
  512. }
  513. }
  514. }
  515. }
  516. return mesh;
  517. };
  518. var isDescendantOf = (mesh, names, hierarchyIds) => {
  519. names = (names instanceof Array) ? names : [names];
  520. for (var i in names) {
  521. if (mesh.name === names[i]) {
  522. hierarchyIds.push(mesh.id);
  523. return true;
  524. }
  525. }
  526. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  527. hierarchyIds.push(mesh.id);
  528. return true;
  529. }
  530. return false;
  531. };
  532. var importVertexData = (parsedVertexData, geometry) => {
  533. var vertexData = new BABYLON.VertexData();
  534. // positions
  535. var positions = parsedVertexData.positions;
  536. if (positions) {
  537. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  538. }
  539. // normals
  540. var normals = parsedVertexData.normals;
  541. if (normals) {
  542. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  543. }
  544. // uvs
  545. var uvs = parsedVertexData.uvs;
  546. if (uvs) {
  547. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  548. }
  549. // uv2s
  550. var uv2s = parsedVertexData.uv2s;
  551. if (uv2s) {
  552. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  553. }
  554. // colors
  555. var colors = parsedVertexData.colors;
  556. if (colors) {
  557. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  558. }
  559. // matricesIndices
  560. var matricesIndices = parsedVertexData.matricesIndices;
  561. if (matricesIndices) {
  562. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  563. }
  564. // matricesWeights
  565. var matricesWeights = parsedVertexData.matricesWeights;
  566. if (matricesWeights) {
  567. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  568. }
  569. // indices
  570. var indices = parsedVertexData.indices;
  571. if (indices) {
  572. vertexData.indices = indices;
  573. }
  574. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  575. };
  576. var importGeometry = (parsedGeometry, mesh) => {
  577. var scene = mesh.getScene();
  578. // Geometry
  579. var geometryId = parsedGeometry.geometryId;
  580. if (geometryId) {
  581. var geometry = scene.getGeometryByID(geometryId);
  582. if (geometry) {
  583. geometry.applyToMesh(mesh);
  584. }
  585. } else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  586. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  587. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  588. if (parsedGeometry.uvs) {
  589. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  590. }
  591. if (parsedGeometry.uvs2) {
  592. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  593. }
  594. if (parsedGeometry.colors) {
  595. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, parsedGeometry.colors, false);
  596. }
  597. if (parsedGeometry.matricesIndices) {
  598. if (!parsedGeometry.matricesIndices._isExpanded) {
  599. var floatIndices = [];
  600. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  601. var matricesIndex = parsedGeometry.matricesIndices[i];
  602. floatIndices.push(matricesIndex & 0x000000FF);
  603. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  604. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  605. floatIndices.push(matricesIndex >> 24);
  606. }
  607. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  608. } else {
  609. delete parsedGeometry.matricesIndices._isExpanded;
  610. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  611. }
  612. }
  613. if (parsedGeometry.matricesWeights) {
  614. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  615. }
  616. mesh.setIndices(parsedGeometry.indices);
  617. }
  618. // SubMeshes
  619. if (parsedGeometry.subMeshes) {
  620. mesh.subMeshes = [];
  621. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  622. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  623. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  624. }
  625. }
  626. // Flat shading
  627. if (mesh._shouldGenerateFlatShading) {
  628. mesh.convertToFlatShadedMesh();
  629. delete mesh._shouldGenerateFlatShading;
  630. }
  631. // Update
  632. mesh.computeWorldMatrix(true);
  633. // Octree
  634. if (scene._selectionOctree) {
  635. scene._selectionOctree.addMesh(mesh);
  636. }
  637. };
  638. BABYLON.SceneLoader.RegisterPlugin({
  639. extensions: ".babylon",
  640. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]): boolean => {
  641. var parsedData = JSON.parse(data);
  642. var loadedSkeletonsIds = [];
  643. var loadedMaterialsIds = [];
  644. var hierarchyIds = [];
  645. for (var index = 0; index < parsedData.meshes.length; index++) {
  646. var parsedMesh = parsedData.meshes[index];
  647. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  648. if (meshesNames instanceof Array) {
  649. // Remove found mesh name from list.
  650. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  651. }
  652. // Material ?
  653. if (parsedMesh.materialId) {
  654. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  655. if (!materialFound) {
  656. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  657. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  658. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  659. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  660. var subMatId = parsedMultiMaterial.materials[matIndex];
  661. loadedMaterialsIds.push(subMatId);
  662. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  663. }
  664. loadedMaterialsIds.push(parsedMultiMaterial.id);
  665. parseMultiMaterial(parsedMultiMaterial, scene);
  666. materialFound = true;
  667. break;
  668. }
  669. }
  670. }
  671. if (!materialFound) {
  672. loadedMaterialsIds.push(parsedMesh.materialId);
  673. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  674. }
  675. }
  676. // Skeleton ?
  677. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  678. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  679. if (!skeletonAlreadyLoaded) {
  680. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  681. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  682. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  683. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  684. loadedSkeletonsIds.push(parsedSkeleton.id);
  685. }
  686. }
  687. }
  688. }
  689. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  690. meshes.push(mesh);
  691. }
  692. }
  693. // Particles
  694. if (parsedData.particleSystems) {
  695. for (index = 0; index < parsedData.particleSystems.length; index++) {
  696. var parsedParticleSystem = parsedData.particleSystems[index];
  697. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  698. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  699. }
  700. }
  701. }
  702. return true;
  703. },
  704. load: (scene: Scene, data: string, rootUrl: string): boolean => {
  705. var parsedData = JSON.parse(data);
  706. // Scene
  707. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  708. scene.autoClear = parsedData.autoClear;
  709. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  710. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  711. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  712. // Fog
  713. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  714. scene.fogMode = parsedData.fogMode;
  715. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  716. scene.fogStart = parsedData.fogStart;
  717. scene.fogEnd = parsedData.fogEnd;
  718. scene.fogDensity = parsedData.fogDensity;
  719. }
  720. // Lights
  721. for (var index = 0; index < parsedData.lights.length; index++) {
  722. var parsedLight = parsedData.lights[index];
  723. parseLight(parsedLight, scene);
  724. }
  725. // Cameras
  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. // Meshes
  822. for (index = 0; index < parsedData.meshes.length; index++) {
  823. var parsedMesh = parsedData.meshes[index];
  824. parseMesh(parsedMesh, scene, rootUrl);
  825. }
  826. // Connecting cameras parents and locked target
  827. for (index = 0; index < scene.cameras.length; index++) {
  828. var camera = scene.cameras[index];
  829. if (camera._waitingParentId) {
  830. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  831. delete camera._waitingParentId;
  832. }
  833. if (camera instanceof BABYLON.FreeCamera) {
  834. var freecamera = <FreeCamera>camera;
  835. if (freecamera._waitingLockedTargetId)
  836. {
  837. freecamera.lockedTarget = scene.getLastEntryByID(freecamera._waitingLockedTargetId);
  838. delete freecamera._waitingLockedTargetId;
  839. }
  840. }
  841. }
  842. // Particles Systems
  843. if (parsedData.particleSystems) {
  844. for (index = 0; index < parsedData.particleSystems.length; index++) {
  845. var parsedParticleSystem = parsedData.particleSystems[index];
  846. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  847. }
  848. }
  849. // Lens flares
  850. if (parsedData.lensFlareSystems) {
  851. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  852. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  853. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  854. }
  855. }
  856. // Shadows
  857. if (parsedData.shadowGenerators) {
  858. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  859. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  860. parseShadowGenerator(parsedShadowGenerator, scene);
  861. }
  862. }
  863. // Finish
  864. return true;
  865. }
  866. });
  867. }