babylon.sceneSerializer.js 30 KB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. var serializeLight = function (light) {
  4. var serializationObject = {};
  5. serializationObject.name = light.name;
  6. serializationObject.id = light.id;
  7. serializationObject.tags = BABYLON.Tags.GetTags(light);
  8. if (light instanceof BABYLON.PointLight) {
  9. serializationObject.type = 0;
  10. serializationObject.position = light.position.asArray();
  11. }
  12. else if (light instanceof BABYLON.DirectionalLight) {
  13. serializationObject.type = 1;
  14. var directionalLight = light;
  15. serializationObject.position = directionalLight.position.asArray();
  16. serializationObject.direction = directionalLight.direction.asArray();
  17. }
  18. else if (light instanceof BABYLON.SpotLight) {
  19. serializationObject.type = 2;
  20. var spotLight = light;
  21. serializationObject.position = spotLight.position.asArray();
  22. serializationObject.direction = spotLight.position.asArray();
  23. serializationObject.angle = spotLight.angle;
  24. serializationObject.exponent = spotLight.exponent;
  25. }
  26. else if (light instanceof BABYLON.HemisphericLight) {
  27. serializationObject.type = 3;
  28. var hemisphericLight = light;
  29. serializationObject.direction = hemisphericLight.direction.asArray();
  30. serializationObject.groundColor = hemisphericLight.groundColor.asArray();
  31. }
  32. if (light.intensity) {
  33. serializationObject.intensity = light.intensity;
  34. }
  35. serializationObject.range = light.range;
  36. serializationObject.diffuse = light.diffuse.asArray();
  37. serializationObject.specular = light.specular.asArray();
  38. return serializationObject;
  39. };
  40. var serializeFresnelParameter = function (fresnelParameter) {
  41. var serializationObject = {};
  42. serializationObject.isEnabled = fresnelParameter.isEnabled;
  43. serializationObject.leftColor = fresnelParameter.leftColor;
  44. serializationObject.rightColor = fresnelParameter.rightColor;
  45. serializationObject.bias = fresnelParameter.bias;
  46. serializationObject.power = fresnelParameter.power;
  47. return serializationObject;
  48. };
  49. var serializeCamera = function (camera) {
  50. var serializationObject = {};
  51. serializationObject.name = camera.name;
  52. serializationObject.tags = BABYLON.Tags.GetTags(camera);
  53. serializationObject.id = camera.id;
  54. serializationObject.position = camera.position.asArray();
  55. // Parent
  56. if (camera.parent) {
  57. serializationObject.parentId = camera.parent.id;
  58. }
  59. serializationObject.fov = camera.fov;
  60. serializationObject.minZ = camera.minZ;
  61. serializationObject.maxZ = camera.maxZ;
  62. serializationObject.inertia = camera.inertia;
  63. //general properties that not all cameras have. The [] is due to typescript's type safety
  64. if (camera['speed'] !== undefined) {
  65. serializationObject.speed = camera['speed'];
  66. }
  67. // Target
  68. if (camera['rotation'] && camera['rotation'] instanceof BABYLON.Vector3) {
  69. serializationObject.rotation = camera['rotation'].asArray();
  70. }
  71. // Locked target
  72. if (camera['lockedTarget'] && camera['lockedTarget'].id) {
  73. serializationObject.lockedTargetId = camera['lockedTarget'].id;
  74. }
  75. //will be undefined if not defined.
  76. serializationObject.checkCollisions = camera['checkCollisions'];
  77. serializationObject.applyGravity = camera['applyGravity'];
  78. if (camera['ellipsoid']) {
  79. serializationObject.ellipsoid = camera['ellipsoid'].asArray();
  80. }
  81. // Animations
  82. appendAnimations(camera, serializationObject);
  83. // Layer mask
  84. serializationObject.layerMask = camera.layerMask;
  85. return serializationObject;
  86. };
  87. var appendAnimations = function (source, destination) {
  88. if (source.animations) {
  89. destination.animations = [];
  90. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  91. var animation = source.animations[animationIndex];
  92. destination.animations.push(serializeAnimation(animation));
  93. }
  94. }
  95. };
  96. var serializeAnimation = function (animation) {
  97. var serializationObject = {};
  98. serializationObject.name = animation.name;
  99. serializationObject.property = animation.targetProperty;
  100. serializationObject.framePerSecond = animation.framePerSecond;
  101. serializationObject.dataType = animation.dataType;
  102. serializationObject.loopBehavior = animation.loopMode;
  103. var dataType = animation.dataType;
  104. serializationObject.keys = [];
  105. var keys = animation.getKeys();
  106. for (var index = 0; index < keys.length; index++) {
  107. var animationKey = keys[index];
  108. var key = {};
  109. key.frame = animationKey.frame;
  110. switch (dataType) {
  111. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  112. key.values = [animationKey.value];
  113. break;
  114. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  115. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  116. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  117. key.values = animationKey.value.asArray();
  118. break;
  119. }
  120. serializationObject.keys.push(key);
  121. }
  122. return serializationObject;
  123. };
  124. var serializeMultiMaterial = function (material) {
  125. var serializationObject = {};
  126. serializationObject.name = material.name;
  127. serializationObject.id = material.id;
  128. serializationObject.tags = BABYLON.Tags.GetTags(material);
  129. serializationObject.materials = [];
  130. for (var matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {
  131. var subMat = material.subMaterials[matIndex];
  132. if (subMat) {
  133. serializationObject.materials.push(subMat.id);
  134. }
  135. else {
  136. serializationObject.materials.push(null);
  137. }
  138. }
  139. return serializationObject;
  140. };
  141. var serializeMaterial = function (material) {
  142. var serializationObject = {};
  143. serializationObject.name = material.name;
  144. serializationObject.ambient = material.ambientColor.asArray();
  145. serializationObject.diffuse = material.diffuseColor.asArray();
  146. serializationObject.specular = material.specularColor.asArray();
  147. serializationObject.specularPower = material.specularPower;
  148. serializationObject.emissive = material.emissiveColor.asArray();
  149. serializationObject.alpha = material.alpha;
  150. serializationObject.id = material.id;
  151. serializationObject.tags = BABYLON.Tags.GetTags(material);
  152. serializationObject.backFaceCulling = material.backFaceCulling;
  153. if (material.diffuseTexture) {
  154. serializationObject.diffuseTexture = serializeTexture(material.diffuseTexture);
  155. }
  156. if (material.diffuseFresnelParameters) {
  157. serializationObject.diffuseFresnelParameters = serializeFresnelParameter(material.diffuseFresnelParameters);
  158. }
  159. if (material.ambientTexture) {
  160. serializationObject.ambientTexture = serializeTexture(material.ambientTexture);
  161. }
  162. if (material.opacityTexture) {
  163. serializationObject.opacityTexture = serializeTexture(material.opacityTexture);
  164. }
  165. if (material.opacityFresnelParameters) {
  166. serializationObject.opacityFresnelParameters = serializeFresnelParameter(material.opacityFresnelParameters);
  167. }
  168. if (material.reflectionTexture) {
  169. serializationObject.reflectionTexture = serializeTexture(material.reflectionTexture);
  170. }
  171. if (material.reflectionFresnelParameters) {
  172. serializationObject.reflectionFresnelParameters = serializeFresnelParameter(material.reflectionFresnelParameters);
  173. }
  174. if (material.emissiveTexture) {
  175. serializationObject.emissiveTexture = serializeTexture(material.emissiveTexture);
  176. }
  177. if (material.emissiveFresnelParameters) {
  178. serializationObject.emissiveFresnelParameters = serializeFresnelParameter(material.emissiveFresnelParameters);
  179. }
  180. if (material.specularTexture) {
  181. serializationObject.specularTexture = serializeTexture(material.specularTexture);
  182. }
  183. if (material.bumpTexture) {
  184. serializationObject.bumpTexture = serializeTexture(material.bumpTexture);
  185. }
  186. return serializationObject;
  187. };
  188. var serializeTexture = function (texture) {
  189. var serializationObject = {};
  190. if (!texture.name) {
  191. return null;
  192. }
  193. if (texture instanceof BABYLON.CubeTexture) {
  194. serializationObject.name = texture.name;
  195. serializationObject.hasAlpha = texture.hasAlpha;
  196. serializationObject.level = texture.level;
  197. serializationObject.coordinatesMode = texture.coordinatesMode;
  198. return serializationObject;
  199. }
  200. if (texture instanceof BABYLON.MirrorTexture) {
  201. var mirrorTexture = texture;
  202. serializationObject.renderTargetSize = mirrorTexture.getRenderSize();
  203. serializationObject.renderList = [];
  204. for (var index = 0; index < mirrorTexture.renderList.length; index++) {
  205. serializationObject.renderList.push(mirrorTexture.renderList[index].id);
  206. }
  207. serializationObject.mirrorPlane = mirrorTexture.mirrorPlane.asArray();
  208. }
  209. else if (texture instanceof BABYLON.RenderTargetTexture) {
  210. var renderTargetTexture = texture;
  211. serializationObject.renderTargetSize = renderTargetTexture.getRenderSize();
  212. serializationObject.renderList = [];
  213. for (index = 0; index < renderTargetTexture.renderList.length; index++) {
  214. serializationObject.renderList.push(renderTargetTexture.renderList[index].id);
  215. }
  216. }
  217. var regularTexture = texture;
  218. serializationObject.name = texture.name;
  219. serializationObject.hasAlpha = texture.hasAlpha;
  220. serializationObject.level = texture.level;
  221. serializationObject.coordinatesIndex = texture.coordinatesIndex;
  222. serializationObject.coordinatesMode = texture.coordinatesMode;
  223. serializationObject.uOffset = regularTexture.uOffset;
  224. serializationObject.vOffset = regularTexture.vOffset;
  225. serializationObject.uScale = regularTexture.uScale;
  226. serializationObject.vScale = regularTexture.vScale;
  227. serializationObject.uAng = regularTexture.uAng;
  228. serializationObject.vAng = regularTexture.vAng;
  229. serializationObject.wAng = regularTexture.wAng;
  230. serializationObject.wrapU = texture.wrapU;
  231. serializationObject.wrapV = texture.wrapV;
  232. // Animations
  233. appendAnimations(texture, serializationObject);
  234. return serializationObject;
  235. };
  236. var serializeSkeleton = function (skeleton) {
  237. var serializationObject = {};
  238. serializationObject.name = skeleton.name;
  239. serializationObject.id = skeleton.id;
  240. serializationObject.bones = [];
  241. for (var index = 0; index < skeleton.bones.length; index++) {
  242. var bone = skeleton.bones[index];
  243. var serializedBone = {
  244. parentBoneIndex: bone.getParent() ? skeleton.bones.indexOf(bone.getParent()) : -1,
  245. name: bone.name,
  246. matrix: bone.getLocalMatrix().toArray()
  247. };
  248. serializationObject.bones.push(serializedBone);
  249. if (bone.animations && bone.animations.length > 0) {
  250. serializedBone.animation = serializeAnimation(bone.animations[0]);
  251. }
  252. }
  253. return serializationObject;
  254. };
  255. var serializeParticleSystem = function (particleSystem) {
  256. var serializationObject = {};
  257. serializationObject.emitterId = particleSystem.emitter.id;
  258. serializationObject.capacity = particleSystem.getCapacity();
  259. if (particleSystem.particleTexture) {
  260. serializationObject.textureName = particleSystem.particleTexture.name;
  261. }
  262. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  263. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  264. serializationObject.minSize = particleSystem.minSize;
  265. serializationObject.maxSize = particleSystem.maxSize;
  266. serializationObject.minLifeTime = particleSystem.minLifeTime;
  267. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  268. serializationObject.emitRate = particleSystem.emitRate;
  269. serializationObject.minEmitBox = particleSystem.minEmitBox.asArray();
  270. serializationObject.maxEmitBox = particleSystem.maxEmitBox.asArray();
  271. serializationObject.gravity = particleSystem.gravity.asArray();
  272. serializationObject.direction1 = particleSystem.direction1.asArray();
  273. serializationObject.direction2 = particleSystem.direction2.asArray();
  274. serializationObject.color1 = particleSystem.color1.asArray();
  275. serializationObject.color2 = particleSystem.color2.asArray();
  276. serializationObject.colorDead = particleSystem.colorDead.asArray();
  277. serializationObject.updateSpeed = particleSystem.updateSpeed;
  278. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  279. serializationObject.textureMask = particleSystem.textureMask.asArray();
  280. serializationObject.blendMode = particleSystem.blendMode;
  281. return serializationObject;
  282. };
  283. var serializeLensFlareSystem = function (lensFlareSystem) {
  284. var serializationObject = {};
  285. serializationObject.emitterId = lensFlareSystem.getEmitter().id;
  286. serializationObject.borderLimit = lensFlareSystem.borderLimit;
  287. serializationObject.flares = [];
  288. for (var index = 0; index < lensFlareSystem.lensFlares.length; index++) {
  289. var flare = lensFlareSystem.lensFlares[index];
  290. serializationObject.flares.push({
  291. size: flare.size,
  292. position: flare.position,
  293. color: flare.color.asArray(),
  294. textureName: BABYLON.Tools.GetFilename(flare.texture.name)
  295. });
  296. }
  297. return serializationObject;
  298. };
  299. var serializeShadowGenerator = function (light) {
  300. var serializationObject = {};
  301. var shadowGenerator = light.getShadowGenerator();
  302. serializationObject.lightId = light.id;
  303. serializationObject.mapSize = shadowGenerator.getShadowMap().getRenderSize();
  304. serializationObject.useVarianceShadowMap = shadowGenerator.useVarianceShadowMap;
  305. serializationObject.usePoissonSampling = shadowGenerator.usePoissonSampling;
  306. serializationObject.renderList = [];
  307. for (var meshIndex = 0; meshIndex < shadowGenerator.getShadowMap().renderList.length; meshIndex++) {
  308. var mesh = shadowGenerator.getShadowMap().renderList[meshIndex];
  309. serializationObject.renderList.push(mesh.id);
  310. }
  311. return serializationObject;
  312. };
  313. var serializedGeometries = [];
  314. var serializeGeometry = function (geometry, serializationGeometries) {
  315. if (serializedGeometries[geometry.id]) {
  316. return;
  317. }
  318. if (geometry instanceof BABYLON.Geometry.Primitives.Box) {
  319. serializationGeometries.boxes.push(serializeBox(geometry));
  320. }
  321. else if (geometry instanceof BABYLON.Geometry.Primitives.Sphere) {
  322. serializationGeometries.spheres.push(serializeSphere(geometry));
  323. }
  324. else if (geometry instanceof BABYLON.Geometry.Primitives.Cylinder) {
  325. serializationGeometries.cylinders.push(serializeCylinder(geometry));
  326. }
  327. else if (geometry instanceof BABYLON.Geometry.Primitives.Torus) {
  328. serializationGeometries.toruses.push(serializeTorus(geometry));
  329. }
  330. else if (geometry instanceof BABYLON.Geometry.Primitives.Ground) {
  331. serializationGeometries.grounds.push(serializeGround(geometry));
  332. }
  333. else if (geometry instanceof BABYLON.Geometry.Primitives.Plane) {
  334. serializationGeometries.planes.push(serializePlane(geometry));
  335. }
  336. else if (geometry instanceof BABYLON.Geometry.Primitives.TorusKnot) {
  337. serializationGeometries.torusKnots.push(serializeTorusKnot(geometry));
  338. }
  339. else if (geometry instanceof BABYLON.Geometry.Primitives._Primitive) {
  340. throw new Error("Unknow primitive type");
  341. }
  342. else {
  343. serializationGeometries.vertexData.push(serializeVertexData(geometry));
  344. }
  345. serializedGeometries[geometry.id] = true;
  346. };
  347. var serializeGeometryBase = function (geometry) {
  348. var serializationObject = {};
  349. serializationObject.id = geometry.id;
  350. if (BABYLON.Tags.HasTags(geometry)) {
  351. serializationObject.tags = BABYLON.Tags.GetTags(geometry);
  352. }
  353. return serializationObject;
  354. };
  355. var serializeVertexData = function (vertexData) {
  356. var serializationObject = serializeGeometryBase(vertexData);
  357. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  358. serializationObject.positions = vertexData.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  359. }
  360. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  361. serializationObject.normals = vertexData.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  362. }
  363. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  364. serializationObject.uvs = vertexData.getVerticesData(BABYLON.VertexBuffer.UVKind);
  365. }
  366. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  367. serializationObject.uvs2 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  368. }
  369. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  370. serializationObject.colors = vertexData.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  371. }
  372. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  373. serializationObject.matricesIndices = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  374. serializationObject.matricesIndices._isExpanded = true;
  375. }
  376. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  377. serializationObject.matricesWeights = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  378. }
  379. serializationObject.indices = vertexData.getIndices();
  380. return serializationObject;
  381. };
  382. var serializePrimitive = function (primitive) {
  383. var serializationObject = serializeGeometryBase(primitive);
  384. serializationObject.canBeRegenerated = primitive.canBeRegenerated();
  385. return serializationObject;
  386. };
  387. var serializeBox = function (box) {
  388. var serializationObject = serializePrimitive(box);
  389. serializationObject.size = box.size;
  390. return serializationObject;
  391. };
  392. var serializeSphere = function (sphere) {
  393. var serializationObject = serializePrimitive(sphere);
  394. serializationObject.segments = sphere.segments;
  395. serializationObject.diameter = sphere.diameter;
  396. return serializationObject;
  397. };
  398. var serializeCylinder = function (cylinder) {
  399. var serializationObject = serializePrimitive(cylinder);
  400. serializationObject.height = cylinder.height;
  401. serializationObject.diameterTop = cylinder.diameterTop;
  402. serializationObject.diameterBottom = cylinder.diameterBottom;
  403. serializationObject.tessellation = cylinder.tessellation;
  404. return serializationObject;
  405. };
  406. var serializeTorus = function (torus) {
  407. var serializationObject = serializePrimitive(torus);
  408. serializationObject.diameter = torus.diameter;
  409. serializationObject.thickness = torus.thickness;
  410. serializationObject.tessellation = torus.tessellation;
  411. return serializationObject;
  412. };
  413. var serializeGround = function (ground) {
  414. var serializationObject = serializePrimitive(ground);
  415. serializationObject.width = ground.width;
  416. serializationObject.height = ground.height;
  417. serializationObject.subdivisions = ground.subdivisions;
  418. return serializationObject;
  419. };
  420. var serializePlane = function (plane) {
  421. var serializationObject = serializePrimitive(plane);
  422. serializationObject.size = plane.size;
  423. return serializationObject;
  424. };
  425. var serializeTorusKnot = function (torusKnot) {
  426. var serializationObject = serializePrimitive(torusKnot);
  427. serializationObject.radius = torusKnot.radius;
  428. serializationObject.tube = torusKnot.tube;
  429. serializationObject.radialSegments = torusKnot.radialSegments;
  430. serializationObject.tubularSegments = torusKnot.tubularSegments;
  431. serializationObject.p = torusKnot.p;
  432. serializationObject.q = torusKnot.q;
  433. return serializationObject;
  434. };
  435. var serializeMesh = function (mesh, serializationScene) {
  436. var serializationObject = {};
  437. serializationObject.name = mesh.name;
  438. serializationObject.id = mesh.id;
  439. if (BABYLON.Tags.HasTags(mesh)) {
  440. serializationObject.tags = BABYLON.Tags.GetTags(mesh);
  441. }
  442. serializationObject.position = mesh.position.asArray();
  443. if (mesh.rotationQuaternion) {
  444. serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray();
  445. }
  446. else if (mesh.rotation) {
  447. serializationObject.rotation = mesh.rotation.asArray();
  448. }
  449. serializationObject.scaling = mesh.scaling.asArray();
  450. serializationObject.localMatrix = mesh.getPivotMatrix().asArray();
  451. serializationObject.isEnabled = mesh.isEnabled();
  452. serializationObject.isVisible = mesh.isVisible;
  453. serializationObject.infiniteDistance = mesh.infiniteDistance;
  454. serializationObject.pickable = mesh.isPickable;
  455. serializationObject.receiveShadows = mesh.receiveShadows;
  456. serializationObject.billboardMode = mesh.billboardMode;
  457. serializationObject.visibility = mesh.visibility;
  458. serializationObject.checkCollisions = mesh.checkCollisions;
  459. // Parent
  460. if (mesh.parent) {
  461. serializationObject.parentId = mesh.parent.id;
  462. }
  463. // Geometry
  464. var geometry = mesh._geometry;
  465. if (geometry) {
  466. var geometryId = geometry.id;
  467. serializationObject.geometryId = geometryId;
  468. if (!mesh.getScene().getGeometryByID(geometryId)) {
  469. // geometry was in the memory but not added to the scene, nevertheless it's better to serialize too be able to reload the mesh with its geometry
  470. serializeGeometry(geometry, serializationScene.geometries);
  471. }
  472. // SubMeshes
  473. serializationObject.subMeshes = [];
  474. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  475. var subMesh = mesh.subMeshes[subIndex];
  476. serializationObject.subMeshes.push({
  477. materialIndex: subMesh.materialIndex,
  478. verticesStart: subMesh.verticesStart,
  479. verticesCount: subMesh.verticesCount,
  480. indexStart: subMesh.indexStart,
  481. indexCount: subMesh.indexCount
  482. });
  483. }
  484. }
  485. // Material
  486. if (mesh.material) {
  487. serializationObject.materialId = mesh.material.id;
  488. }
  489. else {
  490. mesh.material = null;
  491. }
  492. // Skeleton
  493. if (mesh.skeleton) {
  494. serializationObject.skeletonId = mesh.skeleton.id;
  495. }
  496. // Physics
  497. if (mesh.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
  498. serializationObject.physicsMass = mesh.getPhysicsMass();
  499. serializationObject.physicsFriction = mesh.getPhysicsFriction();
  500. serializationObject.physicsRestitution = mesh.getPhysicsRestitution();
  501. switch (mesh.getPhysicsImpostor()) {
  502. case BABYLON.PhysicsEngine.BoxImpostor:
  503. serializationObject.physicsImpostor = 1;
  504. break;
  505. case BABYLON.PhysicsEngine.SphereImpostor:
  506. serializationObject.physicsImpostor = 2;
  507. break;
  508. }
  509. }
  510. // Instances
  511. serializationObject.instances = [];
  512. for (var index = 0; index < mesh.instances.length; index++) {
  513. var instance = mesh.instances[index];
  514. var serializationInstance = {
  515. name: instance.name,
  516. position: instance.position,
  517. rotation: instance.rotation,
  518. rotationQuaternion: instance.rotationQuaternion,
  519. scaling: instance.scaling
  520. };
  521. serializationObject.instances.push(serializationInstance);
  522. // Animations
  523. appendAnimations(instance, serializationInstance);
  524. }
  525. // Animations
  526. appendAnimations(mesh, serializationObject);
  527. // Layer mask
  528. serializationObject.layerMask = mesh.layerMask;
  529. return serializationObject;
  530. };
  531. var SceneSerializer = (function () {
  532. function SceneSerializer() {
  533. }
  534. SceneSerializer.Serialize = function (scene) {
  535. var serializationObject = {};
  536. // Scene
  537. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  538. serializationObject.autoClear = scene.autoClear;
  539. serializationObject.clearColor = scene.clearColor.asArray();
  540. serializationObject.ambientColor = scene.ambientColor.asArray();
  541. serializationObject.gravity = scene.gravity.asArray();
  542. // Fog
  543. if (scene.fogMode && scene.fogMode !== 0) {
  544. serializationObject.fogMode = scene.fogMode;
  545. serializationObject.fogColor = scene.fogColor.asArray();
  546. serializationObject.fogStart = scene.fogStart;
  547. serializationObject.fogEnd = scene.fogEnd;
  548. serializationObject.fogDensity = scene.fogDensity;
  549. }
  550. // Lights
  551. serializationObject.lights = [];
  552. for (var index = 0; index < scene.lights.length; index++) {
  553. var light = scene.lights[index];
  554. serializationObject.lights.push(serializeLight(light));
  555. }
  556. // Cameras
  557. serializationObject.cameras = [];
  558. for (index = 0; index < scene.cameras.length; index++) {
  559. var camera = scene.cameras[index];
  560. if (camera instanceof BABYLON.FreeCamera) {
  561. serializationObject.cameras.push(serializeCamera(camera));
  562. }
  563. }
  564. if (scene.activeCamera) {
  565. serializationObject.activeCameraID = scene.activeCamera.id;
  566. }
  567. // Materials
  568. serializationObject.materials = [];
  569. serializationObject.multiMaterials = [];
  570. for (index = 0; index < scene.materials.length; index++) {
  571. var material = scene.materials[index];
  572. if (material instanceof BABYLON.StandardMaterial) {
  573. serializationObject.materials.push(serializeMaterial(material));
  574. }
  575. else if (material instanceof BABYLON.MultiMaterial) {
  576. serializationObject.multiMaterials.push(serializeMultiMaterial(material));
  577. }
  578. }
  579. // Skeletons
  580. serializationObject.skeletons = [];
  581. for (index = 0; index < scene.skeletons.length; index++) {
  582. serializationObject.skeletons.push(serializeSkeleton(scene.skeletons[index]));
  583. }
  584. // Geometries
  585. serializationObject.geometries = {};
  586. serializationObject.geometries.boxes = [];
  587. serializationObject.geometries.spheres = [];
  588. serializationObject.geometries.cylinders = [];
  589. serializationObject.geometries.toruses = [];
  590. serializationObject.geometries.grounds = [];
  591. serializationObject.geometries.planes = [];
  592. serializationObject.geometries.torusKnots = [];
  593. serializationObject.geometries.vertexData = [];
  594. serializedGeometries = [];
  595. var geometries = scene.getGeometries();
  596. for (var index = 0; index < geometries.length; index++) {
  597. var geometry = geometries[index];
  598. if (geometry.isReady()) {
  599. serializeGeometry(geometry, serializationObject.geometries);
  600. }
  601. }
  602. // Meshes
  603. serializationObject.meshes = [];
  604. for (index = 0; index < scene.meshes.length; index++) {
  605. var abstractMesh = scene.meshes[index];
  606. if (abstractMesh instanceof BABYLON.Mesh) {
  607. var mesh = abstractMesh;
  608. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  609. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  610. }
  611. }
  612. }
  613. // Particles Systems
  614. serializationObject.particleSystems = [];
  615. for (index = 0; index < scene.particleSystems.length; index++) {
  616. serializationObject.particleSystems.push(serializeParticleSystem(scene.particleSystems[index]));
  617. }
  618. // Lens flares
  619. serializationObject.lensFlareSystems = [];
  620. for (index = 0; index < scene.lensFlareSystems.length; index++) {
  621. serializationObject.lensFlareSystems.push(serializeLensFlareSystem(scene.lensFlareSystems[index]));
  622. }
  623. // Shadows
  624. serializationObject.shadowGenerators = [];
  625. for (index = 0; index < scene.lights.length; index++) {
  626. light = scene.lights[index];
  627. if (light.getShadowGenerator()) {
  628. serializationObject.shadowGenerators.push(serializeShadowGenerator(light));
  629. }
  630. }
  631. return serializationObject;
  632. };
  633. return SceneSerializer;
  634. })();
  635. BABYLON.SceneSerializer = SceneSerializer;
  636. })(BABYLON || (BABYLON = {}));
  637. //# sourceMappingURL=babylon.sceneSerializer.js.map