babylon.sceneSerializer.ts 22 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559
  1. module BABYLON {
  2. var serializeLight = (light: Light): any => {
  3. var serializationObject:any = {};
  4. serializationObject.name = light.name;
  5. serializationObject.id = light.id;
  6. serializationObject.tags = Tags.GetTags(light);
  7. if (light instanceof BABYLON.PointLight) {
  8. serializationObject.type = 0;
  9. serializationObject.position = (<PointLight>light).position.asArray();
  10. } else if (light instanceof BABYLON.DirectionalLight) {
  11. serializationObject.type = 1;
  12. var directionalLight = <DirectionalLight>light;
  13. serializationObject.position = directionalLight.position.asArray();
  14. serializationObject.direction = directionalLight.direction.asArray();
  15. } else if (light instanceof BABYLON.SpotLight) {
  16. serializationObject.type = 2;
  17. var spotLight = <SpotLight>light;
  18. serializationObject.position = spotLight.position.asArray();
  19. serializationObject.direction = spotLight.position.asArray();
  20. serializationObject.angle = spotLight.angle;
  21. serializationObject.exponent = spotLight.exponent;
  22. } else if (light instanceof BABYLON.HemisphericLight) {
  23. serializationObject.type = 2;
  24. serializationObject.groundColor = (<HemisphericLight>light).groundColor.asArray();
  25. }
  26. if (light.intensity) {
  27. serializationObject.intensity = light.intensity;
  28. }
  29. serializationObject.diffuse = light.diffuse.asArray();
  30. serializationObject.specular = light.specular.asArray();
  31. return serializationObject;
  32. };
  33. var serializeCamera = (camera: FreeCamera): any => {
  34. var serializationObject:any = {};
  35. serializationObject.name = camera.name;
  36. serializationObject.tags = Tags.GetTags(camera);
  37. serializationObject.id = camera.id;
  38. serializationObject.position = camera.position.asArray();
  39. // Parent
  40. if (camera.parent) {
  41. serializationObject.parentId = camera.parent.id;
  42. }
  43. // Target
  44. serializationObject.rotation = camera.rotation.asArray();
  45. // Locked target
  46. if (camera.lockedTarget && camera.lockedTarget.id) {
  47. serializationObject.lockedTargetId = camera.lockedTarget.id;
  48. }
  49. serializationObject.fov = camera.fov;
  50. serializationObject.minZ = camera.minZ;
  51. serializationObject.maxZ = camera.maxZ;
  52. serializationObject.speed = camera.speed;
  53. serializationObject.inertia = camera.inertia;
  54. serializationObject.checkCollisions = camera.checkCollisions;
  55. serializationObject.applyGravity = camera.applyGravity;
  56. if (camera.ellipsoid) {
  57. serializationObject.ellipsoid = camera.ellipsoid.asArray();
  58. }
  59. // Animations
  60. appendAnimations(camera, serializationObject);
  61. return serializationObject;
  62. };
  63. var appendAnimations = (source: IAnimatable, destination: any): any => {
  64. if (source.animations) {
  65. destination.animations = [];
  66. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  67. var animation = source.animations[animationIndex];
  68. destination.animations.push(serializeAnimation(animation));
  69. }
  70. }
  71. };
  72. var serializeAnimation = (animation: Animation): any => {
  73. var serializationObject:any = {};
  74. serializationObject.name = animation.name;
  75. serializationObject.property = animation.targetProperty;
  76. serializationObject.framePerSecond = animation.framePerSecond;
  77. serializationObject.dataType = animation.dataType;
  78. serializationObject.loopBehavior = animation.loopMode;
  79. var dataType = animation.dataType;
  80. serializationObject.keys = [];
  81. var keys = animation.getKeys();
  82. for (var index = 0; index < keys.length; index++) {
  83. var animationKey = keys[index];
  84. var key:any = {};
  85. key.frame = animationKey.frame;
  86. switch (dataType) {
  87. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  88. key.values = [animationKey.value];
  89. break;
  90. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  91. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  92. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  93. key.values = animationKey.value.asArray();
  94. break;
  95. }
  96. serializationObject.keys.push(key);
  97. }
  98. return serializationObject;
  99. };
  100. var serializeMultiMaterial = (material: MultiMaterial): any => {
  101. var serializationObject:any = {};
  102. serializationObject.name = material.name;
  103. serializationObject.id = material.id;
  104. serializationObject.tags = Tags.GetTags(material);
  105. serializationObject.materials = [];
  106. for (var matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {
  107. var subMat = material.subMaterials[matIndex];
  108. if (subMat) {
  109. serializationObject.materials.push(subMat.id);
  110. } else {
  111. serializationObject.materials.push(null);
  112. }
  113. }
  114. return serializationObject;
  115. };
  116. var serializeMaterial = (material: StandardMaterial): any => {
  117. var serializationObject:any = {};
  118. serializationObject.name = material.name;
  119. serializationObject.ambient = material.ambientColor.asArray();
  120. serializationObject.diffuse = material.diffuseColor.asArray();
  121. serializationObject.specular = material.specularColor.asArray();
  122. serializationObject.specularPower = material.specularPower;
  123. serializationObject.emissive = material.emissiveColor.asArray();
  124. serializationObject.alpha = material.alpha;
  125. serializationObject.id = material.id;
  126. serializationObject.tags = Tags.GetTags(material);
  127. serializationObject.backFaceCulling = material.backFaceCulling;
  128. if (material.diffuseTexture) {
  129. serializationObject.diffuseTexture = serializeTexture(material.diffuseTexture);
  130. }
  131. if (material.ambientTexture) {
  132. serializationObject.ambientTexture = serializeTexture(material.ambientTexture);
  133. }
  134. if (material.opacityTexture) {
  135. serializationObject.opacityTexture = serializeTexture(material.opacityTexture);
  136. }
  137. if (material.reflectionTexture) {
  138. serializationObject.reflectionTexture = serializeTexture(material.reflectionTexture);
  139. }
  140. if (material.emissiveTexture) {
  141. serializationObject.emissiveTexture = serializeTexture(material.emissiveTexture);
  142. }
  143. if (material.specularTexture) {
  144. serializationObject.specularTexture = serializeTexture(material.specularTexture);
  145. }
  146. if (material.bumpTexture) {
  147. serializationObject.bumpTexture = serializeTexture(material.bumpTexture);
  148. }
  149. return serializationObject;
  150. };
  151. var serializeTexture = (texture: Texture): any => {
  152. var serializationObject:any = {};
  153. if (!texture.name) {
  154. return null;
  155. }
  156. if (texture instanceof BABYLON.CubeTexture) {
  157. serializationObject.name = texture.name;
  158. serializationObject.hasAlpha = texture.hasAlpha;
  159. serializationObject.level = texture.level;
  160. serializationObject.coordinatesMode = texture.coordinatesMode;
  161. return serializationObject;
  162. }
  163. if (texture instanceof BABYLON.MirrorTexture) {
  164. var mirrorTexture = <MirrorTexture>texture;
  165. serializationObject.renderTargetSize = mirrorTexture.getRenderSize();
  166. serializationObject.renderList = [];
  167. for (var index = 0; index < mirrorTexture.renderList.length; index++) {
  168. serializationObject.renderList.push(mirrorTexture.renderList[index].id);
  169. }
  170. serializationObject.mirrorPlane = mirrorTexture.mirrorPlane.asArray();
  171. } else if (texture instanceof BABYLON.RenderTargetTexture) {
  172. var renderTargetTexture = <RenderTargetTexture>texture;
  173. serializationObject.renderTargetSize = renderTargetTexture.getRenderSize();
  174. serializationObject.renderList = [];
  175. for (index = 0; index < renderTargetTexture.renderList.length; index++) {
  176. serializationObject.renderList.push(renderTargetTexture.renderList[index].id);
  177. }
  178. }
  179. serializationObject.name = texture.name;
  180. serializationObject.hasAlpha = texture.hasAlpha;
  181. serializationObject.level = texture.level;
  182. serializationObject.coordinatesIndex = texture.coordinatesIndex;
  183. serializationObject.coordinatesMode = texture.coordinatesMode;
  184. serializationObject.uOffset = texture.uOffset;
  185. serializationObject.vOffset = texture.vOffset;
  186. serializationObject.uScale = texture.uScale;
  187. serializationObject.vScale = texture.vScale;
  188. serializationObject.uAng = texture.uAng;
  189. serializationObject.vAng = texture.vAng;
  190. serializationObject.wAng = texture.wAng;
  191. serializationObject.wrapU = texture.wrapU;
  192. serializationObject.wrapV = texture.wrapV;
  193. // Animations
  194. appendAnimations(texture, serializationObject);
  195. return serializationObject;
  196. };
  197. var serializeSkeleton = (skeleton:Skeleton): any => {
  198. var serializationObject:any = {};
  199. serializationObject.name = skeleton.name;
  200. serializationObject.id = skeleton.id;
  201. serializationObject.bones = [];
  202. for (var index = 0; index < skeleton.bones.length; index++) {
  203. var bone = skeleton.bones[index];
  204. var serializedBone:any = {
  205. parentBoneIndex: bone.getParent() ? skeleton.bones.indexOf(bone.getParent()) : -1,
  206. name: bone.name,
  207. matrix: bone.getLocalMatrix().toArray()
  208. };
  209. serializationObject.bones.push(serializedBone);
  210. if (bone.animations && bone.animations.length > 0) {
  211. serializedBone.animation = serializeAnimation(bone.animations[0]);
  212. }
  213. }
  214. return serializationObject;
  215. };
  216. var serializeParticleSystem = (particleSystem:ParticleSystem): any => {
  217. var serializationObject:any = {};
  218. serializationObject.emitterId = particleSystem.emitter.id;
  219. serializationObject.capacity = particleSystem.getCapacity();
  220. if (particleSystem.particleTexture) {
  221. serializationObject.textureName = particleSystem.particleTexture.name;
  222. }
  223. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  224. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  225. serializationObject.minSize = particleSystem.minSize;
  226. serializationObject.maxSize = particleSystem.maxSize;
  227. serializationObject.minLifeTime = particleSystem.minLifeTime;
  228. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  229. serializationObject.emitRate = particleSystem.emitRate;
  230. serializationObject.minEmitBox = particleSystem.minEmitBox.asArray();
  231. serializationObject.maxEmitBox = particleSystem.maxEmitBox.asArray();
  232. serializationObject.gravity = particleSystem.gravity.asArray();
  233. serializationObject.direction1 = particleSystem.direction1.asArray();
  234. serializationObject.direction2 = particleSystem.direction2.asArray();
  235. serializationObject.color1 = particleSystem.color1.asArray();
  236. serializationObject.color2 = particleSystem.color2.asArray();
  237. serializationObject.colorDead = particleSystem.colorDead.asArray();
  238. serializationObject.updateSpeed = particleSystem.updateSpeed;
  239. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  240. serializationObject.textureMask = particleSystem.textureMask.asArray();
  241. serializationObject.blendMode = particleSystem.blendMode;
  242. return serializationObject;
  243. };
  244. var serializeLensFlareSystem = (lensFlareSystem:LensFlareSystem):any => {
  245. var serializationObject:any = {};
  246. serializationObject.emitterId = lensFlareSystem.getEmitter().id;
  247. serializationObject.borderLimit = lensFlareSystem.borderLimit;
  248. serializationObject.flares = [];
  249. for (var index = 0; index < lensFlareSystem.lensFlares.length; index++) {
  250. var flare = lensFlareSystem.lensFlares[index];
  251. serializationObject.flares.push({
  252. size: flare.size,
  253. position: flare.position,
  254. color: flare.color.asArray(),
  255. textureName: BABYLON.Tools.GetFilename(flare.texture.name)
  256. });
  257. }
  258. return serializationObject;
  259. };
  260. var serializeShadowGenerator = (light: Light):any => {
  261. var serializationObject:any = {};
  262. var shadowGenerator = light.getShadowGenerator();
  263. serializationObject.lightId = light.id;
  264. serializationObject.mapSize = shadowGenerator.getShadowMap().getRenderSize();
  265. serializationObject.useVarianceShadowMap = shadowGenerator.useVarianceShadowMap;
  266. serializationObject.renderList = [];
  267. for (var meshIndex = 0; meshIndex < shadowGenerator.getShadowMap().renderList.length; meshIndex++) {
  268. var mesh = shadowGenerator.getShadowMap().renderList[meshIndex];
  269. serializationObject.renderList.push(mesh.id);
  270. }
  271. return serializationObject;
  272. };
  273. var serializeMesh = (mesh: Mesh):any => {
  274. var serializationObject:any = {};
  275. serializationObject.name = mesh.name;
  276. serializationObject.id = mesh.id;
  277. serializationObject.tags = Tags.GetTags(mesh);
  278. serializationObject.position = mesh.position.asArray();
  279. if (mesh.rotation) {
  280. serializationObject.rotation = mesh.rotation.asArray();
  281. } else if (mesh.rotationQuaternion) {
  282. serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray();
  283. }
  284. serializationObject.scaling = mesh.scaling.asArray();
  285. serializationObject.localMatrix = mesh.getPivotMatrix().asArray();
  286. serializationObject.isEnabled = mesh.isEnabled();
  287. serializationObject.isVisible = mesh.isVisible;
  288. serializationObject.infiniteDistance = mesh.infiniteDistance;
  289. serializationObject.receiveShadows = mesh.receiveShadows;
  290. serializationObject.billboardMode = mesh.billboardMode;
  291. serializationObject.visibility = mesh.visibility;
  292. serializationObject.checkCollisions = mesh.checkCollisions;
  293. // Parent
  294. if (mesh.parent) {
  295. serializationObject.parentId = mesh.parent.id;
  296. }
  297. // Geometry
  298. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  299. serializationObject.positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  300. serializationObject.normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  301. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  302. serializationObject.uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  303. }
  304. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  305. serializationObject.uvs2 = mesh.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  306. }
  307. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  308. serializationObject.colors = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  309. }
  310. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  311. serializationObject.matricesWeights = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  312. }
  313. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  314. serializationObject.matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  315. serializationObject.matricesIndices._isExpanded = true;
  316. }
  317. serializationObject.indices = mesh.getIndices();
  318. // SubMeshes
  319. serializationObject.subMeshes = [];
  320. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  321. var subMesh = mesh.subMeshes[subIndex];
  322. serializationObject.subMeshes.push({
  323. materialIndex: subMesh.materialIndex,
  324. verticesStart: subMesh.verticesStart,
  325. verticesCount: subMesh.verticesCount,
  326. indexStart: subMesh.indexStart,
  327. indexCount: subMesh.indexCount
  328. });
  329. }
  330. }
  331. // Material
  332. if (mesh.material) {
  333. serializationObject.materialId = mesh.material.id;
  334. } else {
  335. mesh.material = null;
  336. }
  337. // Skeleton
  338. if (mesh.skeleton) {
  339. serializationObject.skeletonId = mesh.skeleton.id;
  340. }
  341. // Physics
  342. if (mesh.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
  343. serializationObject.physicsMass = mesh.getPhysicsMass();
  344. serializationObject.physicsFriction = mesh.getPhysicsFriction();
  345. serializationObject.physicsRestitution = mesh.getPhysicsRestitution();
  346. switch (mesh.getPhysicsImpostor()) {
  347. case BABYLON.PhysicsEngine.BoxImpostor:
  348. serializationObject.physicsImpostor = 1;
  349. break;
  350. case BABYLON.PhysicsEngine.SphereImpostor:
  351. serializationObject.physicsImpostor = 2;
  352. break;
  353. }
  354. }
  355. // Animations
  356. appendAnimations(mesh, serializationObject);
  357. return serializationObject;
  358. };
  359. export class SceneSerializer {
  360. public static Serialize(scene: Scene): any {
  361. var serializationObject:any = {};
  362. // Scene
  363. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  364. serializationObject.autoClear = scene.autoClear;
  365. serializationObject.clearColor = scene.clearColor.asArray();
  366. serializationObject.ambientColor = scene.ambientColor.asArray();
  367. serializationObject.gravity = scene.gravity.asArray();
  368. // Fog
  369. if (scene.fogMode && scene.fogMode !== 0) {
  370. serializationObject.fogMode = scene.fogMode;
  371. serializationObject.fogColor = scene.fogColor.asArray();
  372. serializationObject.fogStart = scene.fogStart;
  373. serializationObject.fogEnd = scene.fogEnd;
  374. serializationObject.fogDensity = scene.fogDensity;
  375. }
  376. // Lights
  377. serializationObject.lights = [];
  378. for (var index = 0; index < scene.lights.length; index++) {
  379. var light = scene.lights[index];
  380. serializationObject.lights.push(serializeLight(light));
  381. }
  382. // Cameras
  383. serializationObject.cameras = [];
  384. for (index = 0; index < scene.cameras.length; index++) {
  385. var camera = scene.cameras[index];
  386. if (camera instanceof BABYLON.FreeCamera) {
  387. serializationObject.cameras.push(serializeCamera(<FreeCamera>camera));
  388. }
  389. }
  390. if (scene.activeCamera) {
  391. serializationObject.activeCameraID = scene.activeCamera.id;
  392. }
  393. // Materials
  394. serializationObject.materials = [];
  395. serializationObject.multiMaterials = [];
  396. for (index = 0; index < scene.materials.length; index++) {
  397. var material = scene.materials[index];
  398. if (material instanceof BABYLON.StandardMaterial) {
  399. serializationObject.materials.push(serializeMaterial(<StandardMaterial>material));
  400. } else if (material instanceof BABYLON.MultiMaterial) {
  401. serializationObject.multiMaterials.push(serializeMultiMaterial(<MultiMaterial>material));
  402. }
  403. }
  404. // Skeletons
  405. serializationObject.skeletons = [];
  406. for (index = 0; index < scene.skeletons.length; index++) {
  407. serializationObject.skeletons.push(serializeSkeleton(scene.skeletons[index]));
  408. }
  409. // Meshes
  410. serializationObject.meshes = [];
  411. for (index = 0; index < scene.meshes.length; index++) {
  412. var mesh = scene.meshes[index];
  413. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  414. serializationObject.meshes.push(serializeMesh(mesh));
  415. }
  416. }
  417. // Particles Systems
  418. serializationObject.particleSystems = [];
  419. for (index = 0; index < scene.particleSystems.length; index++) {
  420. serializationObject.particleSystems.push(serializeParticleSystem(scene.particleSystems[index]));
  421. }
  422. // Lens flares
  423. serializationObject.lensFlareSystems = [];
  424. for (index = 0; index < scene.lensFlareSystems.length; index++) {
  425. serializationObject.lensFlareSystems.push(serializeLensFlareSystem(scene.lensFlareSystems[index]));
  426. }
  427. // Shadows
  428. serializationObject.shadowGenerators = [];
  429. for (index = 0; index < scene.lights.length; index++) {
  430. light = scene.lights[index];
  431. if (light.getShadowGenerator()) {
  432. serializationObject.shadowGenerators.push(serializeShadowGenerator(light));
  433. }
  434. }
  435. return serializationObject;
  436. }
  437. }
  438. }