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