babylon.sceneSerializer.js 10 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 serializeMaterial = function (material) {
  98. var serializationObject = {};
  99. serializationObject.name = material.name;
  100. serializationObject.ambient = material.ambientColor.asArray();
  101. serializationObject.diffuse = material.diffuseColor.asArray();
  102. serializationObject.specular = material.specularColor.asArray();
  103. serializationObject.specularPower = material.specularPower;
  104. serializationObject.emissive = material.emissiveColor.asArray();
  105. serializationObject.alpha = material.alpha;
  106. serializationObject.id = material.id;
  107. serializationObject.backFaceCulling = material.backFaceCulling;
  108. if (material.diffuseTexture) {
  109. serializationObject.diffuseTexture = serializeTexture(material.diffuseTexture);
  110. }
  111. if (material.ambientTexture) {
  112. serializationObject.ambientTexture = serializeTexture(material.ambientTexture);
  113. }
  114. if (material.opacityTexture) {
  115. serializationObject.opacityTexture = serializeTexture(material.opacityTexture);
  116. }
  117. if (material.reflectionTexture) {
  118. serializationObject.reflectionTexture = serializeTexture(material.reflectionTexture);
  119. }
  120. if (material.emissiveTexture) {
  121. serializationObject.emissiveTexture = serializeTexture(material.emissiveTexture);
  122. }
  123. if (material.specularTexture) {
  124. serializationObject.specularTexture = serializeTexture(material.specularTexture);
  125. }
  126. if (material.bumpTexture) {
  127. serializationObject.bumpTexture = serializeTexture(material.bumpTexture);
  128. }
  129. return serializationObject;
  130. };
  131. var serializeTexture = function (texture) {
  132. var serializationObject = {};
  133. if (!texture.name) {
  134. return null;
  135. }
  136. if (texture instanceof BABYLON.CubeTexture) {
  137. serializationObject.name = texture.name;
  138. serializationObject.hasAlpha = texture.hasAlpha;
  139. serializationObject.level = texture.level;
  140. serializationObject.coordinatesMode = texture.coordinatesMode;
  141. return serializationObject;
  142. }
  143. if (texture instanceof BABYLON.MirrorTexture) {
  144. serializationObject.renderTargetSize = texture.renderTargetSize;
  145. serializationObject.renderList = [];
  146. for (var index = 0; index < texture.renderList.length; index++) {
  147. serializationObject.renderList.push(texture.renderList[index].id);
  148. }
  149. serializationObject.mirrorPlane = texture.mirrorPlane.asArray();
  150. } else if (texture instanceof BABYLON.RenderTargetTexture) {
  151. serializationObject.renderTargetSize = texture.renderTargetSize;
  152. serializationObject.renderList = [];
  153. for (var index = 0; index < texture.renderList.length; index++) {
  154. serializationObject.renderList.push(texture.renderList[index].id);
  155. }
  156. }
  157. serializationObject.name = texture.name;
  158. serializationObject.hasAlpha = texture.hasAlpha;
  159. serializationObject.level = texture.level;
  160. serializationObject.coordinatesIndex = texture.coordinatesIndex;
  161. serializationObject.coordinatesMode = texture.coordinatesMode;
  162. serializationObject.uOffset = texture.uOffset;
  163. serializationObject.vOffset = texture.vOffset;
  164. serializationObject.uScale = texture.uScale;
  165. serializationObject.vScale = texture.vScale;
  166. serializationObject.uAng = texture.uAng;
  167. serializationObject.vAng = texture.vAng;
  168. serializationObject.wAng = texture.wAng;
  169. serializationObject.wrapU = texture.wrapU;
  170. serializationObject.wrapV = texture.wrapV;
  171. // Animations
  172. appendAnimations(texture, serializationObject);
  173. return serializationObject;
  174. };
  175. BABYLON.SceneSerializer = {
  176. Serialize: function (scene) {
  177. var serializationObject = {};
  178. // Scene
  179. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  180. serializationObject.autoClear = scene.autoClear;
  181. serializationObject.clearColor = scene.clearColor.asArray();
  182. serializationObject.ambientColor = scene.ambientColor.asArray();
  183. serializationObject.gravity = scene.gravity.asArray();
  184. // Fog
  185. if (scene.fogMode && scene.fogMode !== 0) {
  186. serializationObject.fogMode = scene.fogMode;
  187. serializationObject.fogColor = scene.fogColor.asArray();
  188. serializationObject.fogStart = scene.fogStart;
  189. serializationObject.fogEnd = scene.fogEnd;
  190. serializationObject.fogDensity = scene.fogDensity;
  191. }
  192. // Lights
  193. serializationObject.lights = [];
  194. for (var index = 0; index < scene.lights.length; index++) {
  195. var light = scene.lights[index];
  196. serializationObject.lights.push(serializeLight(light));
  197. }
  198. // Cameras
  199. serializationObject.cameras = [];
  200. for (var index = 0; index < scene.cameras.length; index++) {
  201. var camera = scene.cameras[index];
  202. serializationObject.cameras.push(serializeCamera(camera));
  203. }
  204. if (scene.activecamera) {
  205. serializationObject.activeCameraID = scene.activeCamera.id;
  206. }
  207. // Materials
  208. serializationObject.materials = [];
  209. for (var index = 0; index < scene.materials.length; index++) {
  210. var material = scene.materials[index];
  211. serializationObject.materials.push(serializeMaterial(material));
  212. }
  213. return serializationObject;
  214. }
  215. };
  216. })();