babylon.sceneSerializer.js 40 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. }
  12. else if (light instanceof BABYLON.DirectionalLight) {
  13. serializationObject.type = 1;
  14. var directionalLight = light;
  15. serializationObject.position = directionalLight.position.asArray();
  16. serializationObject.direction = directionalLight.direction.asArray();
  17. }
  18. else if (light instanceof BABYLON.SpotLight) {
  19. serializationObject.type = 2;
  20. var spotLight = light;
  21. serializationObject.position = spotLight.position.asArray();
  22. serializationObject.direction = spotLight.position.asArray();
  23. serializationObject.angle = spotLight.angle;
  24. serializationObject.exponent = spotLight.exponent;
  25. }
  26. else if (light instanceof BABYLON.HemisphericLight) {
  27. serializationObject.type = 3;
  28. var hemisphericLight = light;
  29. serializationObject.direction = hemisphericLight.direction.asArray();
  30. serializationObject.groundColor = hemisphericLight.groundColor.asArray();
  31. }
  32. if (light.intensity) {
  33. serializationObject.intensity = light.intensity;
  34. }
  35. serializationObject.range = light.range;
  36. serializationObject.diffuse = light.diffuse.asArray();
  37. serializationObject.specular = light.specular.asArray();
  38. return serializationObject;
  39. };
  40. var serializeFresnelParameter = function (fresnelParameter) {
  41. var serializationObject = {};
  42. serializationObject.isEnabled = fresnelParameter.isEnabled;
  43. serializationObject.leftColor = fresnelParameter.leftColor;
  44. serializationObject.rightColor = fresnelParameter.rightColor;
  45. serializationObject.bias = fresnelParameter.bias;
  46. serializationObject.power = fresnelParameter.power;
  47. return serializationObject;
  48. };
  49. var serializeAnimation;
  50. var appendAnimations = function (source, destination) {
  51. if (source.animations) {
  52. destination.animations = [];
  53. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54. var animation = source.animations[animationIndex];
  55. destination.animations.push(serializeAnimation(animation));
  56. }
  57. }
  58. };
  59. var serializeCamera = function (camera) {
  60. var serializationObject = {};
  61. serializationObject.name = camera.name;
  62. serializationObject.tags = BABYLON.Tags.GetTags(camera);
  63. serializationObject.id = camera.id;
  64. serializationObject.position = camera.position.asArray();
  65. // Parent
  66. if (camera.parent) {
  67. serializationObject.parentId = camera.parent.id;
  68. }
  69. serializationObject.fov = camera.fov;
  70. serializationObject.minZ = camera.minZ;
  71. serializationObject.maxZ = camera.maxZ;
  72. serializationObject.inertia = camera.inertia;
  73. //setting the type
  74. if (camera instanceof BABYLON.FreeCamera) {
  75. serializationObject.type = "FreeCamera";
  76. }
  77. else if (camera instanceof BABYLON.ArcRotateCamera) {
  78. serializationObject.type = "ArcRotateCamera";
  79. }
  80. else if (camera instanceof BABYLON.AnaglyphArcRotateCamera) {
  81. serializationObject.type = "AnaglyphArcRotateCamera";
  82. }
  83. else if (camera instanceof BABYLON.GamepadCamera) {
  84. serializationObject.type = "GamepadCamera";
  85. }
  86. else if (camera instanceof BABYLON.AnaglyphFreeCamera) {
  87. serializationObject.type = "AnaglyphFreeCamera";
  88. }
  89. else if (camera instanceof BABYLON.DeviceOrientationCamera) {
  90. serializationObject.type = "DeviceOrientationCamera";
  91. }
  92. else if (camera instanceof BABYLON.FollowCamera) {
  93. serializationObject.type = "FollowCamera";
  94. }
  95. else if (camera instanceof BABYLON.TouchCamera) {
  96. serializationObject.type = "TouchCamera";
  97. }
  98. else if (camera instanceof BABYLON.VirtualJoysticksCamera) {
  99. serializationObject.type = "VirtualJoysticksCamera";
  100. }
  101. else if (camera instanceof BABYLON.WebVRFreeCamera) {
  102. serializationObject.type = "WebVRFreeCamera";
  103. }
  104. else if (camera instanceof BABYLON.VRDeviceOrientationFreeCamera) {
  105. serializationObject.type = "VRDeviceOrientationFreeCamera";
  106. }
  107. //special properties of specific cameras
  108. if (camera instanceof BABYLON.ArcRotateCamera || camera instanceof BABYLON.AnaglyphArcRotateCamera) {
  109. var arcCamera = camera;
  110. serializationObject.alpha = arcCamera.alpha;
  111. serializationObject.beta = arcCamera.beta;
  112. serializationObject.radius = arcCamera.radius;
  113. if (arcCamera.target && arcCamera.target.id) {
  114. serializationObject.lockedTargetId = arcCamera.target.id;
  115. }
  116. }
  117. else if (camera instanceof BABYLON.FollowCamera) {
  118. var followCam = camera;
  119. serializationObject.radius = followCam.radius;
  120. serializationObject.heightOffset = followCam.heightOffset;
  121. serializationObject.rotationOffset = followCam.rotationOffset;
  122. }
  123. else if (camera instanceof BABYLON.AnaglyphFreeCamera || camera instanceof BABYLON.AnaglyphArcRotateCamera) {
  124. //eye space is a private member and can only be access like this. Without changing the implementation this is the best way to get it.
  125. if (camera['_interaxialDistance'] !== undefined) {
  126. serializationObject.interaxial_distance = BABYLON.Tools.ToDegrees(camera['_interaxialDistance']);
  127. }
  128. }
  129. //general properties that not all cameras have. The [] is due to typescript's type safety
  130. if (camera['speed'] !== undefined) {
  131. serializationObject.speed = camera['speed'];
  132. }
  133. if (camera['target'] && camera['target'] instanceof BABYLON.Vector3) {
  134. serializationObject.target = camera['target'].asArray();
  135. }
  136. // Target
  137. if (camera['rotation'] && camera['rotation'] instanceof BABYLON.Vector3) {
  138. serializationObject.rotation = camera['rotation'].asArray();
  139. }
  140. // Locked target
  141. if (camera['lockedTarget'] && camera['lockedTarget'].id) {
  142. serializationObject.lockedTargetId = camera['lockedTarget'].id;
  143. }
  144. serializationObject.checkCollisions = camera['checkCollisions'] || false;
  145. serializationObject.applyGravity = camera['applyGravity'] || false;
  146. if (camera['ellipsoid']) {
  147. serializationObject.ellipsoid = camera['ellipsoid'].asArray();
  148. }
  149. // Animations
  150. appendAnimations(camera, serializationObject);
  151. // Layer mask
  152. serializationObject.layerMask = camera.layerMask;
  153. return serializationObject;
  154. };
  155. serializeAnimation = function (animation) {
  156. var serializationObject = {};
  157. serializationObject.name = animation.name;
  158. serializationObject.property = animation.targetProperty;
  159. serializationObject.framePerSecond = animation.framePerSecond;
  160. serializationObject.dataType = animation.dataType;
  161. serializationObject.loopBehavior = animation.loopMode;
  162. var dataType = animation.dataType;
  163. serializationObject.keys = [];
  164. var keys = animation.getKeys();
  165. for (var index = 0; index < keys.length; index++) {
  166. var animationKey = keys[index];
  167. var key = {};
  168. key.frame = animationKey.frame;
  169. switch (dataType) {
  170. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  171. key.values = [animationKey.value];
  172. break;
  173. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  174. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  175. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  176. key.values = animationKey.value.asArray();
  177. break;
  178. }
  179. serializationObject.keys.push(key);
  180. }
  181. return serializationObject;
  182. };
  183. var serializeMultiMaterial = function (material) {
  184. var serializationObject = {};
  185. serializationObject.name = material.name;
  186. serializationObject.id = material.id;
  187. serializationObject.tags = BABYLON.Tags.GetTags(material);
  188. serializationObject.materials = [];
  189. for (var matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {
  190. var subMat = material.subMaterials[matIndex];
  191. if (subMat) {
  192. serializationObject.materials.push(subMat.id);
  193. }
  194. else {
  195. serializationObject.materials.push(null);
  196. }
  197. }
  198. return serializationObject;
  199. };
  200. var serializeTexture;
  201. var serializeMaterial = function (material) {
  202. var serializationObject = {};
  203. serializationObject.name = material.name;
  204. serializationObject.ambient = material.ambientColor.asArray();
  205. serializationObject.diffuse = material.diffuseColor.asArray();
  206. serializationObject.specular = material.specularColor.asArray();
  207. serializationObject.specularPower = material.specularPower;
  208. serializationObject.emissive = material.emissiveColor.asArray();
  209. serializationObject.useReflectionFresnelFromSpecular = serializationObject.useReflectionFresnelFromSpecular;
  210. serializationObject.useEmissiveAsIllumination = serializationObject.useEmissiveAsIllumination;
  211. serializationObject.alpha = material.alpha;
  212. serializationObject.id = material.id;
  213. serializationObject.tags = BABYLON.Tags.GetTags(material);
  214. serializationObject.backFaceCulling = material.backFaceCulling;
  215. if (material.diffuseTexture) {
  216. serializationObject.diffuseTexture = serializeTexture(material.diffuseTexture);
  217. }
  218. if (material.diffuseFresnelParameters) {
  219. serializationObject.diffuseFresnelParameters = serializeFresnelParameter(material.diffuseFresnelParameters);
  220. }
  221. if (material.ambientTexture) {
  222. serializationObject.ambientTexture = serializeTexture(material.ambientTexture);
  223. }
  224. if (material.opacityTexture) {
  225. serializationObject.opacityTexture = serializeTexture(material.opacityTexture);
  226. }
  227. if (material.opacityFresnelParameters) {
  228. serializationObject.opacityFresnelParameters = serializeFresnelParameter(material.opacityFresnelParameters);
  229. }
  230. if (material.reflectionTexture) {
  231. serializationObject.reflectionTexture = serializeTexture(material.reflectionTexture);
  232. }
  233. if (material.reflectionFresnelParameters) {
  234. serializationObject.reflectionFresnelParameters = serializeFresnelParameter(material.reflectionFresnelParameters);
  235. }
  236. if (material.emissiveTexture) {
  237. serializationObject.emissiveTexture = serializeTexture(material.emissiveTexture);
  238. }
  239. if (material.lightmapTexture) {
  240. serializationObject.lightmapTexture = serializeTexture(material.lightmapTexture);
  241. serializationObject.useLightmapAsShadowmap = material.useLightmapAsShadowmap;
  242. }
  243. if (material.emissiveFresnelParameters) {
  244. serializationObject.emissiveFresnelParameters = serializeFresnelParameter(material.emissiveFresnelParameters);
  245. }
  246. if (material.specularTexture) {
  247. serializationObject.specularTexture = serializeTexture(material.specularTexture);
  248. }
  249. if (material.bumpTexture) {
  250. serializationObject.bumpTexture = serializeTexture(material.bumpTexture);
  251. }
  252. return serializationObject;
  253. };
  254. serializeTexture = function (texture) {
  255. var serializationObject = {};
  256. if (!texture.name) {
  257. return null;
  258. }
  259. if (texture instanceof BABYLON.CubeTexture) {
  260. serializationObject.name = texture.name;
  261. serializationObject.hasAlpha = texture.hasAlpha;
  262. serializationObject.isCube = true;
  263. serializationObject.level = texture.level;
  264. serializationObject.coordinatesMode = texture.coordinatesMode;
  265. return serializationObject;
  266. }
  267. var index;
  268. if (texture instanceof BABYLON.MirrorTexture) {
  269. var mirrorTexture = texture;
  270. serializationObject.renderTargetSize = mirrorTexture.getRenderSize();
  271. serializationObject.renderList = [];
  272. for (index = 0; index < mirrorTexture.renderList.length; index++) {
  273. serializationObject.renderList.push(mirrorTexture.renderList[index].id);
  274. }
  275. serializationObject.mirrorPlane = mirrorTexture.mirrorPlane.asArray();
  276. }
  277. else if (texture instanceof BABYLON.RenderTargetTexture) {
  278. var renderTargetTexture = texture;
  279. serializationObject.renderTargetSize = renderTargetTexture.getRenderSize();
  280. serializationObject.renderList = [];
  281. for (index = 0; index < renderTargetTexture.renderList.length; index++) {
  282. serializationObject.renderList.push(renderTargetTexture.renderList[index].id);
  283. }
  284. }
  285. var regularTexture = texture;
  286. serializationObject.name = texture.name;
  287. serializationObject.hasAlpha = texture.hasAlpha;
  288. serializationObject.level = texture.level;
  289. serializationObject.coordinatesIndex = texture.coordinatesIndex;
  290. serializationObject.coordinatesMode = texture.coordinatesMode;
  291. serializationObject.uOffset = regularTexture.uOffset;
  292. serializationObject.vOffset = regularTexture.vOffset;
  293. serializationObject.uScale = regularTexture.uScale;
  294. serializationObject.vScale = regularTexture.vScale;
  295. serializationObject.uAng = regularTexture.uAng;
  296. serializationObject.vAng = regularTexture.vAng;
  297. serializationObject.wAng = regularTexture.wAng;
  298. serializationObject.wrapU = texture.wrapU;
  299. serializationObject.wrapV = texture.wrapV;
  300. // Animations
  301. appendAnimations(texture, serializationObject);
  302. return serializationObject;
  303. };
  304. var serializeSkeleton = function (skeleton) {
  305. var serializationObject = {};
  306. serializationObject.name = skeleton.name;
  307. serializationObject.id = skeleton.id;
  308. serializationObject.bones = [];
  309. for (var index = 0; index < skeleton.bones.length; index++) {
  310. var bone = skeleton.bones[index];
  311. var serializedBone = {
  312. parentBoneIndex: bone.getParent() ? skeleton.bones.indexOf(bone.getParent()) : -1,
  313. name: bone.name,
  314. matrix: bone.getLocalMatrix().toArray()
  315. };
  316. serializationObject.bones.push(serializedBone);
  317. if (bone.animations && bone.animations.length > 0) {
  318. serializedBone.animation = serializeAnimation(bone.animations[0]);
  319. }
  320. }
  321. return serializationObject;
  322. };
  323. var serializeParticleSystem = function (particleSystem) {
  324. var serializationObject = {};
  325. serializationObject.emitterId = particleSystem.emitter.id;
  326. serializationObject.capacity = particleSystem.getCapacity();
  327. if (particleSystem.particleTexture) {
  328. serializationObject.textureName = particleSystem.particleTexture.name;
  329. }
  330. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  331. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  332. serializationObject.minSize = particleSystem.minSize;
  333. serializationObject.maxSize = particleSystem.maxSize;
  334. serializationObject.minLifeTime = particleSystem.minLifeTime;
  335. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  336. serializationObject.emitRate = particleSystem.emitRate;
  337. serializationObject.minEmitBox = particleSystem.minEmitBox.asArray();
  338. serializationObject.maxEmitBox = particleSystem.maxEmitBox.asArray();
  339. serializationObject.gravity = particleSystem.gravity.asArray();
  340. serializationObject.direction1 = particleSystem.direction1.asArray();
  341. serializationObject.direction2 = particleSystem.direction2.asArray();
  342. serializationObject.color1 = particleSystem.color1.asArray();
  343. serializationObject.color2 = particleSystem.color2.asArray();
  344. serializationObject.colorDead = particleSystem.colorDead.asArray();
  345. serializationObject.updateSpeed = particleSystem.updateSpeed;
  346. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  347. serializationObject.textureMask = particleSystem.textureMask.asArray();
  348. serializationObject.blendMode = particleSystem.blendMode;
  349. return serializationObject;
  350. };
  351. var serializeLensFlareSystem = function (lensFlareSystem) {
  352. var serializationObject = {};
  353. serializationObject.emitterId = lensFlareSystem.getEmitter().id;
  354. serializationObject.borderLimit = lensFlareSystem.borderLimit;
  355. serializationObject.flares = [];
  356. for (var index = 0; index < lensFlareSystem.lensFlares.length; index++) {
  357. var flare = lensFlareSystem.lensFlares[index];
  358. serializationObject.flares.push({
  359. size: flare.size,
  360. position: flare.position,
  361. color: flare.color.asArray(),
  362. textureName: BABYLON.Tools.GetFilename(flare.texture.name)
  363. });
  364. }
  365. return serializationObject;
  366. };
  367. var serializeShadowGenerator = function (light) {
  368. var serializationObject = {};
  369. var shadowGenerator = light.getShadowGenerator();
  370. serializationObject.lightId = light.id;
  371. serializationObject.mapSize = shadowGenerator.getShadowMap().getRenderSize();
  372. serializationObject.useVarianceShadowMap = shadowGenerator.useVarianceShadowMap;
  373. serializationObject.usePoissonSampling = shadowGenerator.usePoissonSampling;
  374. serializationObject.renderList = [];
  375. for (var meshIndex = 0; meshIndex < shadowGenerator.getShadowMap().renderList.length; meshIndex++) {
  376. var mesh = shadowGenerator.getShadowMap().renderList[meshIndex];
  377. serializationObject.renderList.push(mesh.id);
  378. }
  379. return serializationObject;
  380. };
  381. var serializedGeometries = [];
  382. var serializeVertexData;
  383. var serializeTorusKnot;
  384. var serializePlane;
  385. var serializeGround;
  386. var serializeTorus;
  387. var serializeCylinder;
  388. var serializeSphere;
  389. var serializeBox;
  390. var serializeGeometry = function (geometry, serializationGeometries) {
  391. if (serializedGeometries[geometry.id]) {
  392. return;
  393. }
  394. if (geometry instanceof BABYLON.Geometry.Primitives.Box) {
  395. serializationGeometries.boxes.push(serializeBox(geometry));
  396. }
  397. else if (geometry instanceof BABYLON.Geometry.Primitives.Sphere) {
  398. serializationGeometries.spheres.push(serializeSphere(geometry));
  399. }
  400. else if (geometry instanceof BABYLON.Geometry.Primitives.Cylinder) {
  401. serializationGeometries.cylinders.push(serializeCylinder(geometry));
  402. }
  403. else if (geometry instanceof BABYLON.Geometry.Primitives.Torus) {
  404. serializationGeometries.toruses.push(serializeTorus(geometry));
  405. }
  406. else if (geometry instanceof BABYLON.Geometry.Primitives.Ground) {
  407. serializationGeometries.grounds.push(serializeGround(geometry));
  408. }
  409. else if (geometry instanceof BABYLON.Geometry.Primitives.Plane) {
  410. serializationGeometries.planes.push(serializePlane(geometry));
  411. }
  412. else if (geometry instanceof BABYLON.Geometry.Primitives.TorusKnot) {
  413. serializationGeometries.torusKnots.push(serializeTorusKnot(geometry));
  414. }
  415. else if (geometry instanceof BABYLON.Geometry.Primitives._Primitive) {
  416. throw new Error("Unknown primitive type");
  417. }
  418. else {
  419. serializationGeometries.vertexData.push(serializeVertexData(geometry));
  420. }
  421. serializedGeometries[geometry.id] = true;
  422. };
  423. var serializeGeometryBase = function (geometry) {
  424. var serializationObject = {};
  425. serializationObject.id = geometry.id;
  426. if (BABYLON.Tags.HasTags(geometry)) {
  427. serializationObject.tags = BABYLON.Tags.GetTags(geometry);
  428. }
  429. return serializationObject;
  430. };
  431. serializeVertexData = function (vertexData) {
  432. var serializationObject = serializeGeometryBase(vertexData);
  433. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  434. serializationObject.positions = vertexData.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  435. }
  436. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  437. serializationObject.normals = vertexData.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  438. }
  439. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  440. serializationObject.uvs = vertexData.getVerticesData(BABYLON.VertexBuffer.UVKind);
  441. }
  442. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  443. serializationObject.uvs2 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  444. }
  445. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  446. serializationObject.uvs3 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV3Kind);
  447. }
  448. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  449. serializationObject.uvs4 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV4Kind);
  450. }
  451. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  452. serializationObject.uvs5 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV5Kind);
  453. }
  454. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  455. serializationObject.uvs6 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV6Kind);
  456. }
  457. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  458. serializationObject.colors = vertexData.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  459. }
  460. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  461. serializationObject.matricesIndices = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  462. serializationObject.matricesIndices._isExpanded = true;
  463. }
  464. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  465. serializationObject.matricesWeights = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  466. }
  467. serializationObject.indices = vertexData.getIndices();
  468. return serializationObject;
  469. };
  470. var serializePrimitive = function (primitive) {
  471. var serializationObject = serializeGeometryBase(primitive);
  472. serializationObject.canBeRegenerated = primitive.canBeRegenerated();
  473. return serializationObject;
  474. };
  475. serializeBox = function (box) {
  476. var serializationObject = serializePrimitive(box);
  477. serializationObject.size = box.size;
  478. return serializationObject;
  479. };
  480. serializeSphere = function (sphere) {
  481. var serializationObject = serializePrimitive(sphere);
  482. serializationObject.segments = sphere.segments;
  483. serializationObject.diameter = sphere.diameter;
  484. return serializationObject;
  485. };
  486. serializeCylinder = function (cylinder) {
  487. var serializationObject = serializePrimitive(cylinder);
  488. serializationObject.height = cylinder.height;
  489. serializationObject.diameterTop = cylinder.diameterTop;
  490. serializationObject.diameterBottom = cylinder.diameterBottom;
  491. serializationObject.tessellation = cylinder.tessellation;
  492. return serializationObject;
  493. };
  494. serializeTorus = function (torus) {
  495. var serializationObject = serializePrimitive(torus);
  496. serializationObject.diameter = torus.diameter;
  497. serializationObject.thickness = torus.thickness;
  498. serializationObject.tessellation = torus.tessellation;
  499. return serializationObject;
  500. };
  501. serializeGround = function (ground) {
  502. var serializationObject = serializePrimitive(ground);
  503. serializationObject.width = ground.width;
  504. serializationObject.height = ground.height;
  505. serializationObject.subdivisions = ground.subdivisions;
  506. return serializationObject;
  507. };
  508. serializePlane = function (plane) {
  509. var serializationObject = serializePrimitive(plane);
  510. serializationObject.size = plane.size;
  511. return serializationObject;
  512. };
  513. serializeTorusKnot = function (torusKnot) {
  514. var serializationObject = serializePrimitive(torusKnot);
  515. serializationObject.radius = torusKnot.radius;
  516. serializationObject.tube = torusKnot.tube;
  517. serializationObject.radialSegments = torusKnot.radialSegments;
  518. serializationObject.tubularSegments = torusKnot.tubularSegments;
  519. serializationObject.p = torusKnot.p;
  520. serializationObject.q = torusKnot.q;
  521. return serializationObject;
  522. };
  523. var serializeMesh = function (mesh, serializationScene) {
  524. var serializationObject = {};
  525. serializationObject.name = mesh.name;
  526. serializationObject.id = mesh.id;
  527. if (BABYLON.Tags.HasTags(mesh)) {
  528. serializationObject.tags = BABYLON.Tags.GetTags(mesh);
  529. }
  530. serializationObject.position = mesh.position.asArray();
  531. if (mesh.rotationQuaternion) {
  532. serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray();
  533. }
  534. else if (mesh.rotation) {
  535. serializationObject.rotation = mesh.rotation.asArray();
  536. }
  537. serializationObject.scaling = mesh.scaling.asArray();
  538. serializationObject.localMatrix = mesh.getPivotMatrix().asArray();
  539. serializationObject.isEnabled = mesh.isEnabled();
  540. serializationObject.isVisible = mesh.isVisible;
  541. serializationObject.infiniteDistance = mesh.infiniteDistance;
  542. serializationObject.pickable = mesh.isPickable;
  543. serializationObject.receiveShadows = mesh.receiveShadows;
  544. serializationObject.billboardMode = mesh.billboardMode;
  545. serializationObject.visibility = mesh.visibility;
  546. serializationObject.checkCollisions = mesh.checkCollisions;
  547. // Parent
  548. if (mesh.parent) {
  549. serializationObject.parentId = mesh.parent.id;
  550. }
  551. // Geometry
  552. var geometry = mesh._geometry;
  553. if (geometry) {
  554. var geometryId = geometry.id;
  555. serializationObject.geometryId = geometryId;
  556. if (!mesh.getScene().getGeometryByID(geometryId)) {
  557. // geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry
  558. serializeGeometry(geometry, serializationScene.geometries);
  559. }
  560. // SubMeshes
  561. serializationObject.subMeshes = [];
  562. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  563. var subMesh = mesh.subMeshes[subIndex];
  564. serializationObject.subMeshes.push({
  565. materialIndex: subMesh.materialIndex,
  566. verticesStart: subMesh.verticesStart,
  567. verticesCount: subMesh.verticesCount,
  568. indexStart: subMesh.indexStart,
  569. indexCount: subMesh.indexCount
  570. });
  571. }
  572. }
  573. // Material
  574. if (mesh.material) {
  575. serializationObject.materialId = mesh.material.id;
  576. }
  577. else {
  578. mesh.material = null;
  579. }
  580. // Skeleton
  581. if (mesh.skeleton) {
  582. serializationObject.skeletonId = mesh.skeleton.id;
  583. }
  584. // Physics
  585. if (mesh.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
  586. serializationObject.physicsMass = mesh.getPhysicsMass();
  587. serializationObject.physicsFriction = mesh.getPhysicsFriction();
  588. serializationObject.physicsRestitution = mesh.getPhysicsRestitution();
  589. switch (mesh.getPhysicsImpostor()) {
  590. case BABYLON.PhysicsEngine.BoxImpostor:
  591. serializationObject.physicsImpostor = 1;
  592. break;
  593. case BABYLON.PhysicsEngine.SphereImpostor:
  594. serializationObject.physicsImpostor = 2;
  595. break;
  596. }
  597. }
  598. // Instances
  599. serializationObject.instances = [];
  600. for (var index = 0; index < mesh.instances.length; index++) {
  601. var instance = mesh.instances[index];
  602. var serializationInstance = {
  603. name: instance.name,
  604. position: instance.position.asArray(),
  605. rotation: instance.rotation.asArray(),
  606. rotationQuaternion: instance.rotationQuaternion.asArray(),
  607. scaling: instance.scaling.asArray()
  608. };
  609. serializationObject.instances.push(serializationInstance);
  610. // Animations
  611. appendAnimations(instance, serializationInstance);
  612. }
  613. // Animations
  614. appendAnimations(mesh, serializationObject);
  615. // Layer mask
  616. serializationObject.layerMask = mesh.layerMask;
  617. return serializationObject;
  618. };
  619. var finalizeSingleMesh = function (mesh, serializationObject) {
  620. //only works if the mesh is already loaded
  621. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  622. //serialize material
  623. if (mesh.material) {
  624. if (mesh.material instanceof BABYLON.StandardMaterial) {
  625. serializationObject.materials = serializationObject.materials || [];
  626. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  627. serializationObject.materials.push(serializeMaterial(mesh.material));
  628. }
  629. }
  630. else if (mesh.material instanceof BABYLON.MultiMaterial) {
  631. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  632. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  633. serializationObject.multiMaterials.push(serializeMultiMaterial(mesh.material));
  634. }
  635. }
  636. }
  637. //serialize geometry
  638. var geometry = mesh._geometry;
  639. if (geometry) {
  640. if (!serializationObject.geometries) {
  641. serializationObject.geometries = {};
  642. serializationObject.geometries.boxes = [];
  643. serializationObject.geometries.spheres = [];
  644. serializationObject.geometries.cylinders = [];
  645. serializationObject.geometries.toruses = [];
  646. serializationObject.geometries.grounds = [];
  647. serializationObject.geometries.planes = [];
  648. serializationObject.geometries.torusKnots = [];
  649. serializationObject.geometries.vertexData = [];
  650. }
  651. serializeGeometry(geometry, serializationObject.geometries);
  652. }
  653. // Skeletons
  654. if (mesh.skeleton) {
  655. serializationObject.skeletons = serializationObject.skeletons || [];
  656. serializationObject.skeletons.push(serializeSkeleton(mesh.skeleton));
  657. }
  658. //serialize the actual mesh
  659. serializationObject.meshes = serializationObject.meshes || [];
  660. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  661. }
  662. };
  663. var SceneSerializer = (function () {
  664. function SceneSerializer() {
  665. }
  666. SceneSerializer.Serialize = function (scene) {
  667. var serializationObject = {};
  668. // Scene
  669. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  670. serializationObject.autoClear = scene.autoClear;
  671. serializationObject.clearColor = scene.clearColor.asArray();
  672. serializationObject.ambientColor = scene.ambientColor.asArray();
  673. serializationObject.gravity = scene.gravity.asArray();
  674. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  675. serializationObject.workerCollisions = scene.workerCollisions;
  676. // Fog
  677. if (scene.fogMode && scene.fogMode !== 0) {
  678. serializationObject.fogMode = scene.fogMode;
  679. serializationObject.fogColor = scene.fogColor.asArray();
  680. serializationObject.fogStart = scene.fogStart;
  681. serializationObject.fogEnd = scene.fogEnd;
  682. serializationObject.fogDensity = scene.fogDensity;
  683. }
  684. //Physics
  685. if (scene.isPhysicsEnabled()) {
  686. serializationObject.physicsEnabled = true;
  687. serializationObject.physicsGravity = scene.getPhysicsEngine()._getGravity();
  688. serializationObject.physicsEngine = scene.getPhysicsEngine().getPhysicsPluginName();
  689. }
  690. // Lights
  691. serializationObject.lights = [];
  692. var index;
  693. var light;
  694. for (index = 0; index < scene.lights.length; index++) {
  695. light = scene.lights[index];
  696. serializationObject.lights.push(serializeLight(light));
  697. }
  698. // Cameras
  699. serializationObject.cameras = [];
  700. for (index = 0; index < scene.cameras.length; index++) {
  701. var camera = scene.cameras[index];
  702. serializationObject.cameras.push(serializeCamera(camera));
  703. }
  704. if (scene.activeCamera) {
  705. serializationObject.activeCameraID = scene.activeCamera.id;
  706. }
  707. // Materials
  708. serializationObject.materials = [];
  709. serializationObject.multiMaterials = [];
  710. var material;
  711. for (index = 0; index < scene.materials.length; index++) {
  712. material = scene.materials[index];
  713. serializationObject.materials.push(serializeMaterial(material));
  714. }
  715. // MultiMaterials
  716. serializationObject.multiMaterials = [];
  717. for (index = 0; index < scene.multiMaterials.length; index++) {
  718. var multiMaterial = scene.multiMaterials[index];
  719. serializationObject.multiMaterials.push(serializeMultiMaterial(multiMaterial));
  720. }
  721. for (index = 0; index < scene.materials.length; index++) {
  722. material = scene.materials[index];
  723. if (material instanceof BABYLON.StandardMaterial) {
  724. serializationObject.materials.push(serializeMaterial(material));
  725. }
  726. else if (material instanceof BABYLON.MultiMaterial) {
  727. serializationObject.multiMaterials.push(serializeMultiMaterial(material));
  728. }
  729. }
  730. // Skeletons
  731. serializationObject.skeletons = [];
  732. for (index = 0; index < scene.skeletons.length; index++) {
  733. serializationObject.skeletons.push(serializeSkeleton(scene.skeletons[index]));
  734. }
  735. // Geometries
  736. serializationObject.geometries = {};
  737. serializationObject.geometries.boxes = [];
  738. serializationObject.geometries.spheres = [];
  739. serializationObject.geometries.cylinders = [];
  740. serializationObject.geometries.toruses = [];
  741. serializationObject.geometries.grounds = [];
  742. serializationObject.geometries.planes = [];
  743. serializationObject.geometries.torusKnots = [];
  744. serializationObject.geometries.vertexData = [];
  745. serializedGeometries = [];
  746. var geometries = scene.getGeometries();
  747. for (index = 0; index < geometries.length; index++) {
  748. var geometry = geometries[index];
  749. if (geometry.isReady()) {
  750. serializeGeometry(geometry, serializationObject.geometries);
  751. }
  752. }
  753. // Meshes
  754. serializationObject.meshes = [];
  755. for (index = 0; index < scene.meshes.length; index++) {
  756. var abstractMesh = scene.meshes[index];
  757. if (abstractMesh instanceof BABYLON.Mesh) {
  758. var mesh = abstractMesh;
  759. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  760. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  761. }
  762. }
  763. }
  764. // Particles Systems
  765. serializationObject.particleSystems = [];
  766. for (index = 0; index < scene.particleSystems.length; index++) {
  767. serializationObject.particleSystems.push(serializeParticleSystem(scene.particleSystems[index]));
  768. }
  769. // Lens flares
  770. serializationObject.lensFlareSystems = [];
  771. for (index = 0; index < scene.lensFlareSystems.length; index++) {
  772. serializationObject.lensFlareSystems.push(serializeLensFlareSystem(scene.lensFlareSystems[index]));
  773. }
  774. // Shadows
  775. serializationObject.shadowGenerators = [];
  776. for (index = 0; index < scene.lights.length; index++) {
  777. light = scene.lights[index];
  778. if (light.getShadowGenerator()) {
  779. serializationObject.shadowGenerators.push(serializeShadowGenerator(light));
  780. }
  781. }
  782. return serializationObject;
  783. };
  784. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  785. if (withParents === void 0) { withParents = false; }
  786. if (withChildren === void 0) { withChildren = false; }
  787. var serializationObject = {};
  788. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  789. if (withParents || withChildren) {
  790. //deliberate for loop! not for each, appended should be processed as well.
  791. for (var i = 0; i < toSerialize.length; ++i) {
  792. if (withChildren) {
  793. toSerialize[i].getDescendants().forEach(function (node) {
  794. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  795. toSerialize.push(node);
  796. }
  797. });
  798. }
  799. //make sure the array doesn't contain the object already
  800. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  801. toSerialize.push(toSerialize[i].parent);
  802. }
  803. }
  804. }
  805. toSerialize.forEach(function (mesh) {
  806. finalizeSingleMesh(mesh, serializationObject);
  807. });
  808. return serializationObject;
  809. };
  810. return SceneSerializer;
  811. })();
  812. BABYLON.SceneSerializer = SceneSerializer;
  813. })(BABYLON || (BABYLON = {}));