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