babylon.sceneSerializer.ts 28 KB

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