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