babylon.sceneSerializer.ts 31 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 serializeFresnelParameter = (fresnelParameter: FresnelParameters): any => {
  37. var serializationObject: any = {};
  38. serializationObject.isEnabled = fresnelParameter.isEnabled;
  39. serializationObject.leftColor = fresnelParameter.leftColor;
  40. serializationObject.rightColor = fresnelParameter.rightColor;
  41. serializationObject.bias = fresnelParameter.bias;
  42. serializationObject.power = fresnelParameter.power;
  43. return serializationObject;
  44. }
  45. var serializeCamera = (camera: FreeCamera): any => {
  46. var serializationObject:any = {};
  47. serializationObject.name = camera.name;
  48. serializationObject.tags = Tags.GetTags(camera);
  49. serializationObject.id = camera.id;
  50. serializationObject.position = camera.position.asArray();
  51. // Parent
  52. if (camera.parent) {
  53. serializationObject.parentId = camera.parent.id;
  54. }
  55. // Target
  56. serializationObject.rotation = camera.rotation.asArray();
  57. // Locked target
  58. if (camera.lockedTarget && camera.lockedTarget.id) {
  59. serializationObject.lockedTargetId = camera.lockedTarget.id;
  60. }
  61. serializationObject.fov = camera.fov;
  62. serializationObject.minZ = camera.minZ;
  63. serializationObject.maxZ = camera.maxZ;
  64. serializationObject.speed = camera.speed;
  65. serializationObject.inertia = camera.inertia;
  66. serializationObject.checkCollisions = camera.checkCollisions;
  67. serializationObject.applyGravity = camera.applyGravity;
  68. if (camera.ellipsoid) {
  69. serializationObject.ellipsoid = camera.ellipsoid.asArray();
  70. }
  71. // Animations
  72. appendAnimations(camera, serializationObject);
  73. // Layer mask
  74. serializationObject.layerMask = camera.layerMask;
  75. return serializationObject;
  76. };
  77. var appendAnimations = (source: IAnimatable, destination: any): any => {
  78. if (source.animations) {
  79. destination.animations = [];
  80. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  81. var animation = source.animations[animationIndex];
  82. destination.animations.push(serializeAnimation(animation));
  83. }
  84. }
  85. };
  86. var serializeAnimation = (animation: Animation): any => {
  87. var serializationObject:any = {};
  88. serializationObject.name = animation.name;
  89. serializationObject.property = animation.targetProperty;
  90. serializationObject.framePerSecond = animation.framePerSecond;
  91. serializationObject.dataType = animation.dataType;
  92. serializationObject.loopBehavior = animation.loopMode;
  93. var dataType = animation.dataType;
  94. serializationObject.keys = [];
  95. var keys = animation.getKeys();
  96. for (var index = 0; index < keys.length; index++) {
  97. var animationKey = keys[index];
  98. var key:any = {};
  99. key.frame = animationKey.frame;
  100. switch (dataType) {
  101. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  102. key.values = [animationKey.value];
  103. break;
  104. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  105. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  106. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  107. key.values = animationKey.value.asArray();
  108. break;
  109. }
  110. serializationObject.keys.push(key);
  111. }
  112. return serializationObject;
  113. };
  114. var serializeMultiMaterial = (material: MultiMaterial): any => {
  115. var serializationObject:any = {};
  116. serializationObject.name = material.name;
  117. serializationObject.id = material.id;
  118. serializationObject.tags = Tags.GetTags(material);
  119. serializationObject.materials = [];
  120. for (var matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {
  121. var subMat = material.subMaterials[matIndex];
  122. if (subMat) {
  123. serializationObject.materials.push(subMat.id);
  124. } else {
  125. serializationObject.materials.push(null);
  126. }
  127. }
  128. return serializationObject;
  129. };
  130. var serializeMaterial = (material: StandardMaterial): any => {
  131. var serializationObject:any = {};
  132. serializationObject.name = material.name;
  133. serializationObject.ambient = material.ambientColor.asArray();
  134. serializationObject.diffuse = material.diffuseColor.asArray();
  135. serializationObject.specular = material.specularColor.asArray();
  136. serializationObject.specularPower = material.specularPower;
  137. serializationObject.emissive = material.emissiveColor.asArray();
  138. serializationObject.alpha = material.alpha;
  139. serializationObject.id = material.id;
  140. serializationObject.tags = Tags.GetTags(material);
  141. serializationObject.backFaceCulling = material.backFaceCulling;
  142. if (material.diffuseTexture) {
  143. serializationObject.diffuseTexture = serializeTexture(material.diffuseTexture);
  144. }
  145. if (material.diffuseFresnelParameters) {
  146. serializationObject.diffuseFresnelParameters = serializeFresnelParameter(material.diffuseFresnelParameters);
  147. }
  148. if (material.ambientTexture) {
  149. serializationObject.ambientTexture = serializeTexture(material.ambientTexture);
  150. }
  151. if (material.opacityTexture) {
  152. serializationObject.opacityTexture = serializeTexture(material.opacityTexture);
  153. }
  154. if (material.opacityFresnelParameters) {
  155. serializationObject.opacityFresnelParameters = serializeFresnelParameter(material.opacityFresnelParameters);
  156. }
  157. if (material.reflectionTexture) {
  158. serializationObject.reflectionTexture = serializeTexture(material.reflectionTexture);
  159. }
  160. if (material.reflectionFresnelParameters) {
  161. serializationObject.reflectionFresnelParameters = serializeFresnelParameter(material.reflectionFresnelParameters);
  162. }
  163. if (material.emissiveTexture) {
  164. serializationObject.emissiveTexture = serializeTexture(material.emissiveTexture);
  165. }
  166. if (material.emissiveFresnelParameters) {
  167. serializationObject.emissiveFresnelParameters = serializeFresnelParameter(material.emissiveFresnelParameters);
  168. }
  169. if (material.specularTexture) {
  170. serializationObject.specularTexture = serializeTexture(material.specularTexture);
  171. }
  172. if (material.bumpTexture) {
  173. serializationObject.bumpTexture = serializeTexture(material.bumpTexture);
  174. }
  175. return serializationObject;
  176. };
  177. var serializeTexture = (texture: BaseTexture): any => {
  178. var serializationObject:any = {};
  179. if (!texture.name) {
  180. return null;
  181. }
  182. if (texture instanceof BABYLON.CubeTexture) {
  183. serializationObject.name = texture.name;
  184. serializationObject.hasAlpha = texture.hasAlpha;
  185. serializationObject.level = texture.level;
  186. serializationObject.coordinatesMode = texture.coordinatesMode;
  187. return serializationObject;
  188. }
  189. if (texture instanceof BABYLON.MirrorTexture) {
  190. var mirrorTexture = <MirrorTexture>texture;
  191. serializationObject.renderTargetSize = mirrorTexture.getRenderSize();
  192. serializationObject.renderList = [];
  193. for (var index = 0; index < mirrorTexture.renderList.length; index++) {
  194. serializationObject.renderList.push(mirrorTexture.renderList[index].id);
  195. }
  196. serializationObject.mirrorPlane = mirrorTexture.mirrorPlane.asArray();
  197. } else if (texture instanceof BABYLON.RenderTargetTexture) {
  198. var renderTargetTexture = <RenderTargetTexture>texture;
  199. serializationObject.renderTargetSize = renderTargetTexture.getRenderSize();
  200. serializationObject.renderList = [];
  201. for (index = 0; index < renderTargetTexture.renderList.length; index++) {
  202. serializationObject.renderList.push(renderTargetTexture.renderList[index].id);
  203. }
  204. }
  205. var regularTexture = <Texture>texture;
  206. serializationObject.name = texture.name;
  207. serializationObject.hasAlpha = texture.hasAlpha;
  208. serializationObject.level = texture.level;
  209. serializationObject.coordinatesIndex = texture.coordinatesIndex;
  210. serializationObject.coordinatesMode = texture.coordinatesMode;
  211. serializationObject.uOffset = regularTexture.uOffset;
  212. serializationObject.vOffset = regularTexture.vOffset;
  213. serializationObject.uScale = regularTexture.uScale;
  214. serializationObject.vScale = regularTexture.vScale;
  215. serializationObject.uAng = regularTexture.uAng;
  216. serializationObject.vAng = regularTexture.vAng;
  217. serializationObject.wAng = regularTexture.wAng;
  218. serializationObject.wrapU = texture.wrapU;
  219. serializationObject.wrapV = texture.wrapV;
  220. // Animations
  221. appendAnimations(texture, serializationObject);
  222. return serializationObject;
  223. };
  224. var serializeSkeleton = (skeleton:Skeleton): any => {
  225. var serializationObject:any = {};
  226. serializationObject.name = skeleton.name;
  227. serializationObject.id = skeleton.id;
  228. serializationObject.bones = [];
  229. for (var index = 0; index < skeleton.bones.length; index++) {
  230. var bone = skeleton.bones[index];
  231. var serializedBone:any = {
  232. parentBoneIndex: bone.getParent() ? skeleton.bones.indexOf(bone.getParent()) : -1,
  233. name: bone.name,
  234. matrix: bone.getLocalMatrix().toArray()
  235. };
  236. serializationObject.bones.push(serializedBone);
  237. if (bone.animations && bone.animations.length > 0) {
  238. serializedBone.animation = serializeAnimation(bone.animations[0]);
  239. }
  240. }
  241. return serializationObject;
  242. };
  243. var serializeParticleSystem = (particleSystem:ParticleSystem): any => {
  244. var serializationObject:any = {};
  245. serializationObject.emitterId = particleSystem.emitter.id;
  246. serializationObject.capacity = particleSystem.getCapacity();
  247. if (particleSystem.particleTexture) {
  248. serializationObject.textureName = particleSystem.particleTexture.name;
  249. }
  250. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  251. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  252. serializationObject.minSize = particleSystem.minSize;
  253. serializationObject.maxSize = particleSystem.maxSize;
  254. serializationObject.minLifeTime = particleSystem.minLifeTime;
  255. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  256. serializationObject.emitRate = particleSystem.emitRate;
  257. serializationObject.minEmitBox = particleSystem.minEmitBox.asArray();
  258. serializationObject.maxEmitBox = particleSystem.maxEmitBox.asArray();
  259. serializationObject.gravity = particleSystem.gravity.asArray();
  260. serializationObject.direction1 = particleSystem.direction1.asArray();
  261. serializationObject.direction2 = particleSystem.direction2.asArray();
  262. serializationObject.color1 = particleSystem.color1.asArray();
  263. serializationObject.color2 = particleSystem.color2.asArray();
  264. serializationObject.colorDead = particleSystem.colorDead.asArray();
  265. serializationObject.updateSpeed = particleSystem.updateSpeed;
  266. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  267. serializationObject.textureMask = particleSystem.textureMask.asArray();
  268. serializationObject.blendMode = particleSystem.blendMode;
  269. return serializationObject;
  270. };
  271. var serializeLensFlareSystem = (lensFlareSystem:LensFlareSystem):any => {
  272. var serializationObject:any = {};
  273. serializationObject.emitterId = lensFlareSystem.getEmitter().id;
  274. serializationObject.borderLimit = lensFlareSystem.borderLimit;
  275. serializationObject.flares = [];
  276. for (var index = 0; index < lensFlareSystem.lensFlares.length; index++) {
  277. var flare = lensFlareSystem.lensFlares[index];
  278. serializationObject.flares.push({
  279. size: flare.size,
  280. position: flare.position,
  281. color: flare.color.asArray(),
  282. textureName: BABYLON.Tools.GetFilename(flare.texture.name)
  283. });
  284. }
  285. return serializationObject;
  286. };
  287. var serializeShadowGenerator = (light: Light):any => {
  288. var serializationObject:any = {};
  289. var shadowGenerator = light.getShadowGenerator();
  290. serializationObject.lightId = light.id;
  291. serializationObject.mapSize = shadowGenerator.getShadowMap().getRenderSize();
  292. serializationObject.useVarianceShadowMap = shadowGenerator.useVarianceShadowMap;
  293. serializationObject.usePoissonSampling = shadowGenerator.usePoissonSampling;
  294. serializationObject.renderList = [];
  295. for (var meshIndex = 0; meshIndex < shadowGenerator.getShadowMap().renderList.length; meshIndex++) {
  296. var mesh = shadowGenerator.getShadowMap().renderList[meshIndex];
  297. serializationObject.renderList.push(mesh.id);
  298. }
  299. return serializationObject;
  300. };
  301. var serializedGeometries: Geometry[] = [];
  302. var serializeGeometry = (geometry: Geometry, serializationGeometries: any): any => {
  303. if (serializedGeometries[geometry.id]) {
  304. return;
  305. }
  306. if (geometry instanceof Geometry.Primitives.Box) {
  307. serializationGeometries.boxes.push(serializeBox(<Geometry.Primitives.Box>geometry));
  308. }
  309. else if (geometry instanceof Geometry.Primitives.Sphere) {
  310. serializationGeometries.spheres.push(serializeSphere(<Geometry.Primitives.Sphere>geometry));
  311. }
  312. else if (geometry instanceof Geometry.Primitives.Cylinder) {
  313. serializationGeometries.cylinders.push(serializeCylinder(<Geometry.Primitives.Cylinder>geometry));
  314. }
  315. else if (geometry instanceof Geometry.Primitives.Torus) {
  316. serializationGeometries.toruses.push(serializeTorus(<Geometry.Primitives.Torus>geometry));
  317. }
  318. else if (geometry instanceof Geometry.Primitives.Ground) {
  319. serializationGeometries.grounds.push(serializeGround(<Geometry.Primitives.Ground>geometry));
  320. }
  321. else if (geometry instanceof Geometry.Primitives.Plane) {
  322. serializationGeometries.planes.push(serializePlane(<Geometry.Primitives.Plane>geometry));
  323. }
  324. else if (geometry instanceof Geometry.Primitives.TorusKnot) {
  325. serializationGeometries.torusKnots.push(serializeTorusKnot(<Geometry.Primitives.TorusKnot>geometry));
  326. }
  327. else if (geometry instanceof Geometry.Primitives._Primitive) {
  328. throw new Error("Unknow primitive type");
  329. }
  330. else {
  331. serializationGeometries.vertexData.push(serializeVertexData(geometry));
  332. }
  333. serializedGeometries[geometry.id] = true;
  334. };
  335. var serializeGeometryBase = (geometry: Geometry): any => {
  336. var serializationObject: any = {};
  337. serializationObject.id = geometry.id;
  338. if (Tags.HasTags(geometry)) {
  339. serializationObject.tags = Tags.GetTags(geometry);
  340. }
  341. return serializationObject;
  342. };
  343. var serializeVertexData = (vertexData: Geometry): any => {
  344. var serializationObject = serializeGeometryBase(vertexData);
  345. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  346. serializationObject.positions = vertexData.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  347. }
  348. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  349. serializationObject.normals = vertexData.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  350. }
  351. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  352. serializationObject.uvs = vertexData.getVerticesData(BABYLON.VertexBuffer.UVKind);
  353. }
  354. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  355. serializationObject.uvs2 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  356. }
  357. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  358. serializationObject.colors = vertexData.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  359. }
  360. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  361. serializationObject.matricesIndices = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  362. serializationObject.matricesIndices._isExpanded = true;
  363. }
  364. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  365. serializationObject.matricesWeights = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  366. }
  367. serializationObject.indices = vertexData.getIndices();
  368. return serializationObject;
  369. };
  370. var serializePrimitive = (primitive: Geometry.Primitives._Primitive): any => {
  371. var serializationObject = serializeGeometryBase(primitive);
  372. serializationObject.canBeRegenerated = primitive.canBeRegenerated();
  373. return serializationObject;
  374. };
  375. var serializeBox = (box: Geometry.Primitives.Box): any => {
  376. var serializationObject = serializePrimitive(box);
  377. serializationObject.size = box.size;
  378. return serializationObject;
  379. };
  380. var serializeSphere = (sphere: Geometry.Primitives.Sphere): any => {
  381. var serializationObject = serializePrimitive(sphere);
  382. serializationObject.segments = sphere.segments;
  383. serializationObject.diameter = sphere.diameter;
  384. return serializationObject;
  385. };
  386. var serializeCylinder = (cylinder: Geometry.Primitives.Cylinder): any => {
  387. var serializationObject = serializePrimitive(cylinder);
  388. serializationObject.height = cylinder.height;
  389. serializationObject.diameterTop = cylinder.diameterTop;
  390. serializationObject.diameterBottom = cylinder.diameterBottom;
  391. serializationObject.tessellation = cylinder.tessellation;
  392. return serializationObject;
  393. };
  394. var serializeTorus = (torus: Geometry.Primitives.Torus): any => {
  395. var serializationObject = serializePrimitive(torus);
  396. serializationObject.diameter = torus.diameter;
  397. serializationObject.thickness = torus.thickness;
  398. serializationObject.tessellation = torus.tessellation;
  399. return serializationObject;
  400. };
  401. var serializeGround = (ground: Geometry.Primitives.Ground): any => {
  402. var serializationObject = serializePrimitive(ground);
  403. serializationObject.width = ground.width;
  404. serializationObject.height = ground.height;
  405. serializationObject.subdivisions = ground.subdivisions;
  406. return serializationObject;
  407. };
  408. var serializePlane = (plane: Geometry.Primitives.Plane): any => {
  409. var serializationObject = serializePrimitive(plane);
  410. serializationObject.size = plane.size;
  411. return serializationObject;
  412. };
  413. var serializeTorusKnot = (torusKnot: Geometry.Primitives.TorusKnot): any => {
  414. var serializationObject = serializePrimitive(torusKnot);
  415. serializationObject.radius = torusKnot.radius;
  416. serializationObject.tube = torusKnot.tube;
  417. serializationObject.radialSegments = torusKnot.radialSegments;
  418. serializationObject.tubularSegments = torusKnot.tubularSegments;
  419. serializationObject.p = torusKnot.p;
  420. serializationObject.q = torusKnot.q;
  421. return serializationObject;
  422. };
  423. var serializeMesh = (mesh: Mesh, serializationScene: any):any => {
  424. var serializationObject:any = {};
  425. serializationObject.name = mesh.name;
  426. serializationObject.id = mesh.id;
  427. if (Tags.HasTags(mesh)) {
  428. serializationObject.tags = Tags.GetTags(mesh);
  429. }
  430. serializationObject.position = mesh.position.asArray();
  431. if (mesh.rotationQuaternion) {
  432. serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray();
  433. } else if (mesh.rotation) {
  434. serializationObject.rotation = mesh.rotation.asArray();
  435. }
  436. serializationObject.scaling = mesh.scaling.asArray();
  437. serializationObject.localMatrix = mesh.getPivotMatrix().asArray();
  438. serializationObject.isEnabled = mesh.isEnabled();
  439. serializationObject.isVisible = mesh.isVisible;
  440. serializationObject.infiniteDistance = mesh.infiniteDistance;
  441. serializationObject.pickable = mesh.isPickable;
  442. serializationObject.receiveShadows = mesh.receiveShadows;
  443. serializationObject.billboardMode = mesh.billboardMode;
  444. serializationObject.visibility = mesh.visibility;
  445. serializationObject.checkCollisions = mesh.checkCollisions;
  446. // Parent
  447. if (mesh.parent) {
  448. serializationObject.parentId = mesh.parent.id;
  449. }
  450. // Geometry
  451. var geometry = mesh._geometry;
  452. if (geometry) {
  453. var geometryId = geometry.id;
  454. serializationObject.geometryId = geometryId;
  455. if (!mesh.getScene().getGeometryByID(geometryId)) {
  456. // 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
  457. serializeGeometry(geometry, serializationScene.geometries);
  458. }
  459. // SubMeshes
  460. serializationObject.subMeshes = [];
  461. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  462. var subMesh = mesh.subMeshes[subIndex];
  463. serializationObject.subMeshes.push({
  464. materialIndex: subMesh.materialIndex,
  465. verticesStart: subMesh.verticesStart,
  466. verticesCount: subMesh.verticesCount,
  467. indexStart: subMesh.indexStart,
  468. indexCount: subMesh.indexCount
  469. });
  470. }
  471. }
  472. // Material
  473. if (mesh.material) {
  474. serializationObject.materialId = mesh.material.id;
  475. } else {
  476. mesh.material = null;
  477. }
  478. // Skeleton
  479. if (mesh.skeleton) {
  480. serializationObject.skeletonId = mesh.skeleton.id;
  481. }
  482. // Physics
  483. if (mesh.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
  484. serializationObject.physicsMass = mesh.getPhysicsMass();
  485. serializationObject.physicsFriction = mesh.getPhysicsFriction();
  486. serializationObject.physicsRestitution = mesh.getPhysicsRestitution();
  487. switch (mesh.getPhysicsImpostor()) {
  488. case BABYLON.PhysicsEngine.BoxImpostor:
  489. serializationObject.physicsImpostor = 1;
  490. break;
  491. case BABYLON.PhysicsEngine.SphereImpostor:
  492. serializationObject.physicsImpostor = 2;
  493. break;
  494. }
  495. }
  496. // Instances
  497. serializationObject.instances = [];
  498. for (var index = 0; index < mesh.instances.length; index++) {
  499. var instance = mesh.instances[index];
  500. var serializationInstance = {
  501. name: instance.name,
  502. position: instance.position,
  503. rotation: instance.rotation,
  504. rotationQuaternion: instance.rotationQuaternion,
  505. scaling: instance.scaling
  506. };
  507. serializationObject.instances.push(serializationInstance);
  508. // Animations
  509. appendAnimations(instance, serializationInstance);
  510. }
  511. // Animations
  512. appendAnimations(mesh, serializationObject);
  513. // Layer mask
  514. serializationObject.layerMask = mesh.layerMask;
  515. return serializationObject;
  516. };
  517. export class SceneSerializer {
  518. public static Serialize(scene: Scene): any {
  519. var serializationObject:any = {};
  520. // Scene
  521. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  522. serializationObject.autoClear = scene.autoClear;
  523. serializationObject.clearColor = scene.clearColor.asArray();
  524. serializationObject.ambientColor = scene.ambientColor.asArray();
  525. serializationObject.gravity = scene.gravity.asArray();
  526. // Fog
  527. if (scene.fogMode && scene.fogMode !== 0) {
  528. serializationObject.fogMode = scene.fogMode;
  529. serializationObject.fogColor = scene.fogColor.asArray();
  530. serializationObject.fogStart = scene.fogStart;
  531. serializationObject.fogEnd = scene.fogEnd;
  532. serializationObject.fogDensity = scene.fogDensity;
  533. }
  534. // Lights
  535. serializationObject.lights = [];
  536. for (var index = 0; index < scene.lights.length; index++) {
  537. var light = scene.lights[index];
  538. serializationObject.lights.push(serializeLight(light));
  539. }
  540. // Cameras
  541. serializationObject.cameras = [];
  542. for (index = 0; index < scene.cameras.length; index++) {
  543. var camera = scene.cameras[index];
  544. if (camera instanceof BABYLON.FreeCamera) {
  545. serializationObject.cameras.push(serializeCamera(<FreeCamera>camera));
  546. }
  547. }
  548. if (scene.activeCamera) {
  549. serializationObject.activeCameraID = scene.activeCamera.id;
  550. }
  551. // Materials
  552. serializationObject.materials = [];
  553. serializationObject.multiMaterials = [];
  554. for (index = 0; index < scene.materials.length; index++) {
  555. var material = scene.materials[index];
  556. if (material instanceof BABYLON.StandardMaterial) {
  557. serializationObject.materials.push(serializeMaterial(<StandardMaterial>material));
  558. } else if (material instanceof BABYLON.MultiMaterial) {
  559. serializationObject.multiMaterials.push(serializeMultiMaterial(<MultiMaterial>material));
  560. }
  561. }
  562. // Skeletons
  563. serializationObject.skeletons = [];
  564. for (index = 0; index < scene.skeletons.length; index++) {
  565. serializationObject.skeletons.push(serializeSkeleton(scene.skeletons[index]));
  566. }
  567. // Geometries
  568. serializationObject.geometries = {};
  569. serializationObject.geometries.boxes = [];
  570. serializationObject.geometries.spheres = [];
  571. serializationObject.geometries.cylinders = [];
  572. serializationObject.geometries.toruses = [];
  573. serializationObject.geometries.grounds = [];
  574. serializationObject.geometries.planes = [];
  575. serializationObject.geometries.torusKnots = [];
  576. serializationObject.geometries.vertexData = [];
  577. serializedGeometries = [];
  578. var geometries = scene.getGeometries();
  579. for (var index = 0; index < geometries.length; index++) {
  580. var geometry = geometries[index];
  581. if (geometry.isReady()) {
  582. serializeGeometry(geometry, serializationObject.geometries);
  583. }
  584. }
  585. // Meshes
  586. serializationObject.meshes = [];
  587. for (index = 0; index < scene.meshes.length; index++) {
  588. var abstractMesh = scene.meshes[index];
  589. if (abstractMesh instanceof Mesh) {
  590. var mesh = <Mesh>abstractMesh;
  591. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  592. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  593. }
  594. }
  595. }
  596. // Particles Systems
  597. serializationObject.particleSystems = [];
  598. for (index = 0; index < scene.particleSystems.length; index++) {
  599. serializationObject.particleSystems.push(serializeParticleSystem(scene.particleSystems[index]));
  600. }
  601. // Lens flares
  602. serializationObject.lensFlareSystems = [];
  603. for (index = 0; index < scene.lensFlareSystems.length; index++) {
  604. serializationObject.lensFlareSystems.push(serializeLensFlareSystem(scene.lensFlareSystems[index]));
  605. }
  606. // Shadows
  607. serializationObject.shadowGenerators = [];
  608. for (index = 0; index < scene.lights.length; index++) {
  609. light = scene.lights[index];
  610. if (light.getShadowGenerator()) {
  611. serializationObject.shadowGenerators.push(serializeShadowGenerator(light));
  612. }
  613. }
  614. return serializationObject;
  615. }
  616. }
  617. }