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. } 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 serializeFresnelParameter = function (fresnelParameter) {
  38. var serializationObject = {};
  39. serializationObject.isEnabled = fresnelParameter.isEnabled;
  40. serializationObject.leftColor = fresnelParameter.leftColor;
  41. serializationObject.rightColor = fresnelParameter.rightColor;
  42. serializationObject.bias = fresnelParameter.bias;
  43. serializationObject.power = fresnelParameter.power;
  44. return serializationObject;
  45. };
  46. var serializeCamera = function (camera) {
  47. var serializationObject = {};
  48. serializationObject.name = camera.name;
  49. serializationObject.tags = BABYLON.Tags.GetTags(camera);
  50. serializationObject.id = camera.id;
  51. serializationObject.position = camera.position.asArray();
  52. // Parent
  53. if (camera.parent) {
  54. serializationObject.parentId = camera.parent.id;
  55. }
  56. // Target
  57. serializationObject.rotation = camera.rotation.asArray();
  58. // Locked target
  59. if (camera.lockedTarget && camera.lockedTarget.id) {
  60. serializationObject.lockedTargetId = camera.lockedTarget.id;
  61. }
  62. serializationObject.fov = camera.fov;
  63. serializationObject.minZ = camera.minZ;
  64. serializationObject.maxZ = camera.maxZ;
  65. serializationObject.speed = camera.speed;
  66. serializationObject.inertia = camera.inertia;
  67. serializationObject.checkCollisions = camera.checkCollisions;
  68. serializationObject.applyGravity = camera.applyGravity;
  69. if (camera.ellipsoid) {
  70. serializationObject.ellipsoid = camera.ellipsoid.asArray();
  71. }
  72. // Animations
  73. appendAnimations(camera, serializationObject);
  74. // Layer mask
  75. serializationObject.layerMask = camera.layerMask;
  76. return serializationObject;
  77. };
  78. var appendAnimations = function (source, destination) {
  79. if (source.animations) {
  80. destination.animations = [];
  81. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  82. var animation = source.animations[animationIndex];
  83. destination.animations.push(serializeAnimation(animation));
  84. }
  85. }
  86. };
  87. var serializeAnimation = function (animation) {
  88. var serializationObject = {};
  89. serializationObject.name = animation.name;
  90. serializationObject.property = animation.targetProperty;
  91. serializationObject.framePerSecond = animation.framePerSecond;
  92. serializationObject.dataType = animation.dataType;
  93. serializationObject.loopBehavior = animation.loopMode;
  94. var dataType = animation.dataType;
  95. serializationObject.keys = [];
  96. var keys = animation.getKeys();
  97. for (var index = 0; index < keys.length; index++) {
  98. var animationKey = keys[index];
  99. var key = {};
  100. key.frame = animationKey.frame;
  101. switch (dataType) {
  102. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  103. key.values = [animationKey.value];
  104. break;
  105. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  106. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  107. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  108. key.values = animationKey.value.asArray();
  109. break;
  110. }
  111. serializationObject.keys.push(key);
  112. }
  113. return serializationObject;
  114. };
  115. var serializeMultiMaterial = function (material) {
  116. var serializationObject = {};
  117. serializationObject.name = material.name;
  118. serializationObject.id = material.id;
  119. serializationObject.tags = BABYLON.Tags.GetTags(material);
  120. serializationObject.materials = [];
  121. for (var matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {
  122. var subMat = material.subMaterials[matIndex];
  123. if (subMat) {
  124. serializationObject.materials.push(subMat.id);
  125. } else {
  126. serializationObject.materials.push(null);
  127. }
  128. }
  129. return serializationObject;
  130. };
  131. var serializeMaterial = function (material) {
  132. var serializationObject = {};
  133. serializationObject.name = material.name;
  134. serializationObject.ambient = material.ambientColor.asArray();
  135. serializationObject.diffuse = material.diffuseColor.asArray();
  136. serializationObject.specular = material.specularColor.asArray();
  137. serializationObject.specularPower = material.specularPower;
  138. serializationObject.emissive = material.emissiveColor.asArray();
  139. serializationObject.alpha = material.alpha;
  140. serializationObject.id = material.id;
  141. serializationObject.tags = BABYLON.Tags.GetTags(material);
  142. serializationObject.backFaceCulling = material.backFaceCulling;
  143. if (material.diffuseTexture) {
  144. serializationObject.diffuseTexture = serializeTexture(material.diffuseTexture);
  145. }
  146. if (material.diffuseFresnelParameters) {
  147. serializationObject.diffuseFresnelParameters = serializeFresnelParameter(material.diffuseFresnelParameters);
  148. }
  149. if (material.ambientTexture) {
  150. serializationObject.ambientTexture = serializeTexture(material.ambientTexture);
  151. }
  152. if (material.opacityTexture) {
  153. serializationObject.opacityTexture = serializeTexture(material.opacityTexture);
  154. }
  155. if (material.opacityFresnelParameters) {
  156. serializationObject.opacityFresnelParameters = serializeFresnelParameter(material.opacityFresnelParameters);
  157. }
  158. if (material.reflectionTexture) {
  159. serializationObject.reflectionTexture = serializeTexture(material.reflectionTexture);
  160. }
  161. if (material.reflectionFresnelParameters) {
  162. serializationObject.reflectionFresnelParameters = serializeFresnelParameter(material.reflectionFresnelParameters);
  163. }
  164. if (material.emissiveTexture) {
  165. serializationObject.emissiveTexture = serializeTexture(material.emissiveTexture);
  166. }
  167. if (material.emissiveFresnelParameters) {
  168. serializationObject.emissiveFresnelParameters = serializeFresnelParameter(material.emissiveFresnelParameters);
  169. }
  170. if (material.specularTexture) {
  171. serializationObject.specularTexture = serializeTexture(material.specularTexture);
  172. }
  173. if (material.bumpTexture) {
  174. serializationObject.bumpTexture = serializeTexture(material.bumpTexture);
  175. }
  176. return serializationObject;
  177. };
  178. var serializeTexture = function (texture) {
  179. var serializationObject = {};
  180. if (!texture.name) {
  181. return null;
  182. }
  183. if (texture instanceof BABYLON.CubeTexture) {
  184. serializationObject.name = texture.name;
  185. serializationObject.hasAlpha = texture.hasAlpha;
  186. serializationObject.level = texture.level;
  187. serializationObject.coordinatesMode = texture.coordinatesMode;
  188. return serializationObject;
  189. }
  190. if (texture instanceof BABYLON.MirrorTexture) {
  191. var mirrorTexture = texture;
  192. serializationObject.renderTargetSize = mirrorTexture.getRenderSize();
  193. serializationObject.renderList = [];
  194. for (var index = 0; index < mirrorTexture.renderList.length; index++) {
  195. serializationObject.renderList.push(mirrorTexture.renderList[index].id);
  196. }
  197. serializationObject.mirrorPlane = mirrorTexture.mirrorPlane.asArray();
  198. } else if (texture instanceof BABYLON.RenderTargetTexture) {
  199. var renderTargetTexture = texture;
  200. serializationObject.renderTargetSize = renderTargetTexture.getRenderSize();
  201. serializationObject.renderList = [];
  202. for (index = 0; index < renderTargetTexture.renderList.length; index++) {
  203. serializationObject.renderList.push(renderTargetTexture.renderList[index].id);
  204. }
  205. }
  206. var regularTexture = texture;
  207. serializationObject.name = texture.name;
  208. serializationObject.hasAlpha = texture.hasAlpha;
  209. serializationObject.level = texture.level;
  210. serializationObject.coordinatesIndex = texture.coordinatesIndex;
  211. serializationObject.coordinatesMode = texture.coordinatesMode;
  212. serializationObject.uOffset = regularTexture.uOffset;
  213. serializationObject.vOffset = regularTexture.vOffset;
  214. serializationObject.uScale = regularTexture.uScale;
  215. serializationObject.vScale = regularTexture.vScale;
  216. serializationObject.uAng = regularTexture.uAng;
  217. serializationObject.vAng = regularTexture.vAng;
  218. serializationObject.wAng = regularTexture.wAng;
  219. serializationObject.wrapU = texture.wrapU;
  220. serializationObject.wrapV = texture.wrapV;
  221. // Animations
  222. appendAnimations(texture, serializationObject);
  223. return serializationObject;
  224. };
  225. var serializeSkeleton = function (skeleton) {
  226. var serializationObject = {};
  227. serializationObject.name = skeleton.name;
  228. serializationObject.id = skeleton.id;
  229. serializationObject.bones = [];
  230. for (var index = 0; index < skeleton.bones.length; index++) {
  231. var bone = skeleton.bones[index];
  232. var serializedBone = {
  233. parentBoneIndex: bone.getParent() ? skeleton.bones.indexOf(bone.getParent()) : -1,
  234. name: bone.name,
  235. matrix: bone.getLocalMatrix().toArray()
  236. };
  237. serializationObject.bones.push(serializedBone);
  238. if (bone.animations && bone.animations.length > 0) {
  239. serializedBone.animation = serializeAnimation(bone.animations[0]);
  240. }
  241. }
  242. return serializationObject;
  243. };
  244. var serializeParticleSystem = function (particleSystem) {
  245. var serializationObject = {};
  246. serializationObject.emitterId = particleSystem.emitter.id;
  247. serializationObject.capacity = particleSystem.getCapacity();
  248. if (particleSystem.particleTexture) {
  249. serializationObject.textureName = particleSystem.particleTexture.name;
  250. }
  251. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  252. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  253. serializationObject.minSize = particleSystem.minSize;
  254. serializationObject.maxSize = particleSystem.maxSize;
  255. serializationObject.minLifeTime = particleSystem.minLifeTime;
  256. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  257. serializationObject.emitRate = particleSystem.emitRate;
  258. serializationObject.minEmitBox = particleSystem.minEmitBox.asArray();
  259. serializationObject.maxEmitBox = particleSystem.maxEmitBox.asArray();
  260. serializationObject.gravity = particleSystem.gravity.asArray();
  261. serializationObject.direction1 = particleSystem.direction1.asArray();
  262. serializationObject.direction2 = particleSystem.direction2.asArray();
  263. serializationObject.color1 = particleSystem.color1.asArray();
  264. serializationObject.color2 = particleSystem.color2.asArray();
  265. serializationObject.colorDead = particleSystem.colorDead.asArray();
  266. serializationObject.updateSpeed = particleSystem.updateSpeed;
  267. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  268. serializationObject.textureMask = particleSystem.textureMask.asArray();
  269. serializationObject.blendMode = particleSystem.blendMode;
  270. return serializationObject;
  271. };
  272. var serializeLensFlareSystem = function (lensFlareSystem) {
  273. var serializationObject = {};
  274. serializationObject.emitterId = lensFlareSystem.getEmitter().id;
  275. serializationObject.borderLimit = lensFlareSystem.borderLimit;
  276. serializationObject.flares = [];
  277. for (var index = 0; index < lensFlareSystem.lensFlares.length; index++) {
  278. var flare = lensFlareSystem.lensFlares[index];
  279. serializationObject.flares.push({
  280. size: flare.size,
  281. position: flare.position,
  282. color: flare.color.asArray(),
  283. textureName: BABYLON.Tools.GetFilename(flare.texture.name)
  284. });
  285. }
  286. return serializationObject;
  287. };
  288. var serializeShadowGenerator = function (light) {
  289. var serializationObject = {};
  290. var shadowGenerator = light.getShadowGenerator();
  291. serializationObject.lightId = light.id;
  292. serializationObject.mapSize = shadowGenerator.getShadowMap().getRenderSize();
  293. serializationObject.useVarianceShadowMap = shadowGenerator.useVarianceShadowMap;
  294. serializationObject.usePoissonSampling = shadowGenerator.usePoissonSampling;
  295. serializationObject.renderList = [];
  296. for (var meshIndex = 0; meshIndex < shadowGenerator.getShadowMap().renderList.length; meshIndex++) {
  297. var mesh = shadowGenerator.getShadowMap().renderList[meshIndex];
  298. serializationObject.renderList.push(mesh.id);
  299. }
  300. return serializationObject;
  301. };
  302. var serializedGeometries = [];
  303. var serializeGeometry = function (geometry, serializationGeometries) {
  304. if (serializedGeometries[geometry.id]) {
  305. return;
  306. }
  307. if (geometry instanceof BABYLON.Geometry.Primitives.Box) {
  308. serializationGeometries.boxes.push(serializeBox(geometry));
  309. } else if (geometry instanceof BABYLON.Geometry.Primitives.Sphere) {
  310. serializationGeometries.spheres.push(serializeSphere(geometry));
  311. } else if (geometry instanceof BABYLON.Geometry.Primitives.Cylinder) {
  312. serializationGeometries.cylinders.push(serializeCylinder(geometry));
  313. } else if (geometry instanceof BABYLON.Geometry.Primitives.Torus) {
  314. serializationGeometries.toruses.push(serializeTorus(geometry));
  315. } else if (geometry instanceof BABYLON.Geometry.Primitives.Ground) {
  316. serializationGeometries.grounds.push(serializeGround(geometry));
  317. } else if (geometry instanceof BABYLON.Geometry.Primitives.Plane) {
  318. serializationGeometries.planes.push(serializePlane(geometry));
  319. } else if (geometry instanceof BABYLON.Geometry.Primitives.TorusKnot) {
  320. serializationGeometries.torusKnots.push(serializeTorusKnot(geometry));
  321. } else if (geometry instanceof BABYLON.Geometry.Primitives._Primitive) {
  322. throw new Error("Unknow primitive type");
  323. } else {
  324. serializationGeometries.vertexData.push(serializeVertexData(geometry));
  325. }
  326. serializedGeometries[geometry.id] = true;
  327. };
  328. var serializeGeometryBase = function (geometry) {
  329. var serializationObject = {};
  330. serializationObject.id = geometry.id;
  331. if (BABYLON.Tags.HasTags(geometry)) {
  332. serializationObject.tags = BABYLON.Tags.GetTags(geometry);
  333. }
  334. return serializationObject;
  335. };
  336. var serializeVertexData = function (vertexData) {
  337. var serializationObject = serializeGeometryBase(vertexData);
  338. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  339. serializationObject.positions = vertexData.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  340. }
  341. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  342. serializationObject.normals = vertexData.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  343. }
  344. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  345. serializationObject.uvs = vertexData.getVerticesData(BABYLON.VertexBuffer.UVKind);
  346. }
  347. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  348. serializationObject.uvs2 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  349. }
  350. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  351. serializationObject.colors = vertexData.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  352. }
  353. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  354. serializationObject.matricesIndices = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  355. serializationObject.matricesIndices._isExpanded = true;
  356. }
  357. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  358. serializationObject.matricesWeights = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  359. }
  360. serializationObject.indices = vertexData.getIndices();
  361. return serializationObject;
  362. };
  363. var serializePrimitive = function (primitive) {
  364. var serializationObject = serializeGeometryBase(primitive);
  365. serializationObject.canBeRegenerated = primitive.canBeRegenerated();
  366. return serializationObject;
  367. };
  368. var serializeBox = function (box) {
  369. var serializationObject = serializePrimitive(box);
  370. serializationObject.size = box.size;
  371. return serializationObject;
  372. };
  373. var serializeSphere = function (sphere) {
  374. var serializationObject = serializePrimitive(sphere);
  375. serializationObject.segments = sphere.segments;
  376. serializationObject.diameter = sphere.diameter;
  377. return serializationObject;
  378. };
  379. var serializeCylinder = function (cylinder) {
  380. var serializationObject = serializePrimitive(cylinder);
  381. serializationObject.height = cylinder.height;
  382. serializationObject.diameterTop = cylinder.diameterTop;
  383. serializationObject.diameterBottom = cylinder.diameterBottom;
  384. serializationObject.tessellation = cylinder.tessellation;
  385. return serializationObject;
  386. };
  387. var serializeTorus = function (torus) {
  388. var serializationObject = serializePrimitive(torus);
  389. serializationObject.diameter = torus.diameter;
  390. serializationObject.thickness = torus.thickness;
  391. serializationObject.tessellation = torus.tessellation;
  392. return serializationObject;
  393. };
  394. var serializeGround = function (ground) {
  395. var serializationObject = serializePrimitive(ground);
  396. serializationObject.width = ground.width;
  397. serializationObject.height = ground.height;
  398. serializationObject.subdivisions = ground.subdivisions;
  399. return serializationObject;
  400. };
  401. var serializePlane = function (plane) {
  402. var serializationObject = serializePrimitive(plane);
  403. serializationObject.size = plane.size;
  404. return serializationObject;
  405. };
  406. var serializeTorusKnot = function (torusKnot) {
  407. var serializationObject = serializePrimitive(torusKnot);
  408. serializationObject.radius = torusKnot.radius;
  409. serializationObject.tube = torusKnot.tube;
  410. serializationObject.radialSegments = torusKnot.radialSegments;
  411. serializationObject.tubularSegments = torusKnot.tubularSegments;
  412. serializationObject.p = torusKnot.p;
  413. serializationObject.q = torusKnot.q;
  414. return serializationObject;
  415. };
  416. var serializeMesh = function (mesh, serializationScene) {
  417. var serializationObject = {};
  418. serializationObject.name = mesh.name;
  419. serializationObject.id = mesh.id;
  420. if (BABYLON.Tags.HasTags(mesh)) {
  421. serializationObject.tags = BABYLON.Tags.GetTags(mesh);
  422. }
  423. serializationObject.position = mesh.position.asArray();
  424. if (mesh.rotationQuaternion) {
  425. serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray();
  426. } else if (mesh.rotation) {
  427. serializationObject.rotation = mesh.rotation.asArray();
  428. }
  429. serializationObject.scaling = mesh.scaling.asArray();
  430. serializationObject.localMatrix = mesh.getPivotMatrix().asArray();
  431. serializationObject.isEnabled = mesh.isEnabled();
  432. serializationObject.isVisible = mesh.isVisible;
  433. serializationObject.infiniteDistance = mesh.infiniteDistance;
  434. serializationObject.pickable = mesh.isPickable;
  435. serializationObject.receiveShadows = mesh.receiveShadows;
  436. serializationObject.billboardMode = mesh.billboardMode;
  437. serializationObject.visibility = mesh.visibility;
  438. serializationObject.checkCollisions = mesh.checkCollisions;
  439. // Parent
  440. if (mesh.parent) {
  441. serializationObject.parentId = mesh.parent.id;
  442. }
  443. // Geometry
  444. var geometry = mesh._geometry;
  445. if (geometry) {
  446. var geometryId = geometry.id;
  447. serializationObject.geometryId = geometryId;
  448. if (!mesh.getScene().getGeometryByID(geometryId)) {
  449. // 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
  450. serializeGeometry(geometry, serializationScene.geometries);
  451. }
  452. // SubMeshes
  453. serializationObject.subMeshes = [];
  454. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  455. var subMesh = mesh.subMeshes[subIndex];
  456. serializationObject.subMeshes.push({
  457. materialIndex: subMesh.materialIndex,
  458. verticesStart: subMesh.verticesStart,
  459. verticesCount: subMesh.verticesCount,
  460. indexStart: subMesh.indexStart,
  461. indexCount: subMesh.indexCount
  462. });
  463. }
  464. }
  465. // Material
  466. if (mesh.material) {
  467. serializationObject.materialId = mesh.material.id;
  468. } else {
  469. mesh.material = null;
  470. }
  471. // Skeleton
  472. if (mesh.skeleton) {
  473. serializationObject.skeletonId = mesh.skeleton.id;
  474. }
  475. // Physics
  476. if (mesh.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
  477. serializationObject.physicsMass = mesh.getPhysicsMass();
  478. serializationObject.physicsFriction = mesh.getPhysicsFriction();
  479. serializationObject.physicsRestitution = mesh.getPhysicsRestitution();
  480. switch (mesh.getPhysicsImpostor()) {
  481. case BABYLON.PhysicsEngine.BoxImpostor:
  482. serializationObject.physicsImpostor = 1;
  483. break;
  484. case BABYLON.PhysicsEngine.SphereImpostor:
  485. serializationObject.physicsImpostor = 2;
  486. break;
  487. }
  488. }
  489. // Instances
  490. serializationObject.instances = [];
  491. for (var index = 0; index < mesh.instances.length; index++) {
  492. var instance = mesh.instances[index];
  493. var serializationInstance = {
  494. name: instance.name,
  495. position: instance.position,
  496. rotation: instance.rotation,
  497. rotationQuaternion: instance.rotationQuaternion,
  498. scaling: instance.scaling
  499. };
  500. serializationObject.instances.push(serializationInstance);
  501. // Animations
  502. appendAnimations(instance, serializationInstance);
  503. }
  504. // Animations
  505. appendAnimations(mesh, serializationObject);
  506. // Layer mask
  507. serializationObject.layerMask = mesh.layerMask;
  508. return serializationObject;
  509. };
  510. var SceneSerializer = (function () {
  511. function SceneSerializer() {
  512. }
  513. SceneSerializer.Serialize = function (scene) {
  514. var serializationObject = {};
  515. // Scene
  516. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  517. serializationObject.autoClear = scene.autoClear;
  518. serializationObject.clearColor = scene.clearColor.asArray();
  519. serializationObject.ambientColor = scene.ambientColor.asArray();
  520. serializationObject.gravity = scene.gravity.asArray();
  521. // Fog
  522. if (scene.fogMode && scene.fogMode !== 0) {
  523. serializationObject.fogMode = scene.fogMode;
  524. serializationObject.fogColor = scene.fogColor.asArray();
  525. serializationObject.fogStart = scene.fogStart;
  526. serializationObject.fogEnd = scene.fogEnd;
  527. serializationObject.fogDensity = scene.fogDensity;
  528. }
  529. // Lights
  530. serializationObject.lights = [];
  531. for (var index = 0; index < scene.lights.length; index++) {
  532. var light = scene.lights[index];
  533. serializationObject.lights.push(serializeLight(light));
  534. }
  535. // Cameras
  536. serializationObject.cameras = [];
  537. for (index = 0; index < scene.cameras.length; index++) {
  538. var camera = scene.cameras[index];
  539. if (camera instanceof BABYLON.FreeCamera) {
  540. serializationObject.cameras.push(serializeCamera(camera));
  541. }
  542. }
  543. if (scene.activeCamera) {
  544. serializationObject.activeCameraID = scene.activeCamera.id;
  545. }
  546. // Materials
  547. serializationObject.materials = [];
  548. serializationObject.multiMaterials = [];
  549. for (index = 0; index < scene.materials.length; index++) {
  550. var material = scene.materials[index];
  551. if (material instanceof BABYLON.StandardMaterial) {
  552. serializationObject.materials.push(serializeMaterial(material));
  553. } else if (material instanceof BABYLON.MultiMaterial) {
  554. serializationObject.multiMaterials.push(serializeMultiMaterial(material));
  555. }
  556. }
  557. // Skeletons
  558. serializationObject.skeletons = [];
  559. for (index = 0; index < scene.skeletons.length; index++) {
  560. serializationObject.skeletons.push(serializeSkeleton(scene.skeletons[index]));
  561. }
  562. // Geometries
  563. serializationObject.geometries = {};
  564. serializationObject.geometries.boxes = [];
  565. serializationObject.geometries.spheres = [];
  566. serializationObject.geometries.cylinders = [];
  567. serializationObject.geometries.toruses = [];
  568. serializationObject.geometries.grounds = [];
  569. serializationObject.geometries.planes = [];
  570. serializationObject.geometries.torusKnots = [];
  571. serializationObject.geometries.vertexData = [];
  572. serializedGeometries = [];
  573. var geometries = scene.getGeometries();
  574. for (var index = 0; index < geometries.length; index++) {
  575. var geometry = geometries[index];
  576. if (geometry.isReady()) {
  577. serializeGeometry(geometry, serializationObject.geometries);
  578. }
  579. }
  580. // Meshes
  581. serializationObject.meshes = [];
  582. for (index = 0; index < scene.meshes.length; index++) {
  583. var abstractMesh = scene.meshes[index];
  584. if (abstractMesh instanceof BABYLON.Mesh) {
  585. var mesh = abstractMesh;
  586. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  587. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  588. }
  589. }
  590. }
  591. // Particles Systems
  592. serializationObject.particleSystems = [];
  593. for (index = 0; index < scene.particleSystems.length; index++) {
  594. serializationObject.particleSystems.push(serializeParticleSystem(scene.particleSystems[index]));
  595. }
  596. // Lens flares
  597. serializationObject.lensFlareSystems = [];
  598. for (index = 0; index < scene.lensFlareSystems.length; index++) {
  599. serializationObject.lensFlareSystems.push(serializeLensFlareSystem(scene.lensFlareSystems[index]));
  600. }
  601. // Shadows
  602. serializationObject.shadowGenerators = [];
  603. for (index = 0; index < scene.lights.length; index++) {
  604. light = scene.lights[index];
  605. if (light.getShadowGenerator()) {
  606. serializationObject.shadowGenerators.push(serializeShadowGenerator(light));
  607. }
  608. }
  609. return serializationObject;
  610. };
  611. return SceneSerializer;
  612. })();
  613. BABYLON.SceneSerializer = SceneSerializer;
  614. })(BABYLON || (BABYLON = {}));
  615. //# sourceMappingURL=babylon.sceneSerializer.js.map