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