babylon.sceneSerializer.js 21 KB

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