babylon.sceneSerializer.js 32 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 serializeCamera = function (camera) {
  50. var serializationObject = {};
  51. serializationObject.name = camera.name;
  52. serializationObject.tags = BABYLON.Tags.GetTags(camera);
  53. serializationObject.id = camera.id;
  54. serializationObject.position = camera.position.asArray();
  55. // Parent
  56. if (camera.parent) {
  57. serializationObject.parentId = camera.parent.id;
  58. }
  59. serializationObject.fov = camera.fov;
  60. serializationObject.minZ = camera.minZ;
  61. serializationObject.maxZ = camera.maxZ;
  62. serializationObject.inertia = camera.inertia;
  63. //setting the type
  64. if (camera instanceof BABYLON.FreeCamera) {
  65. serializationObject.type = "FreeCamera";
  66. }
  67. else if (camera instanceof BABYLON.ArcRotateCamera) {
  68. serializationObject.type = "ArcRotateCamera";
  69. }
  70. else if (camera instanceof BABYLON.AnaglyphArcRotateCamera) {
  71. serializationObject.type = "AnaglyphArcRotateCamera";
  72. }
  73. else if (camera instanceof BABYLON.GamepadCamera) {
  74. serializationObject.type = "GamepadCamera";
  75. }
  76. else if (camera instanceof BABYLON.AnaglyphFreeCamera) {
  77. serializationObject.type = "AnaglyphFreeCamera";
  78. }
  79. else if (camera instanceof BABYLON.DeviceOrientationCamera) {
  80. serializationObject.type = "DeviceOrientationCamera";
  81. }
  82. else if (camera instanceof BABYLON.FollowCamera) {
  83. serializationObject.type = "FollowCamera";
  84. }
  85. else if (camera instanceof BABYLON.OculusCamera) {
  86. serializationObject.type = "OculusCamera";
  87. }
  88. else if (camera instanceof BABYLON.OculusGamepadCamera) {
  89. serializationObject.type = "OculusGamepadCamera";
  90. }
  91. else if (camera instanceof BABYLON.TouchCamera) {
  92. serializationObject.type = "TouchCamera";
  93. }
  94. else if (camera instanceof BABYLON.VirtualJoysticksCamera) {
  95. serializationObject.type = "VirtualJoysticksCamera";
  96. }
  97. else if (camera instanceof BABYLON.WebVRCamera) {
  98. serializationObject.type = "WebVRCamera";
  99. }
  100. else if (camera instanceof BABYLON.VRDeviceOrientationCamera) {
  101. serializationObject.type = "VRDeviceOrientationCamera";
  102. }
  103. //general properties that not all cameras have. The [] is due to typescript's type safety
  104. if (camera['speed'] !== undefined) {
  105. serializationObject.speed = camera['speed'];
  106. }
  107. // Target
  108. if (camera['rotation'] && camera['rotation'] instanceof BABYLON.Vector3) {
  109. serializationObject.rotation = camera['rotation'].asArray();
  110. }
  111. // Locked target
  112. if (camera['lockedTarget'] && camera['lockedTarget'].id) {
  113. serializationObject.lockedTargetId = camera['lockedTarget'].id;
  114. }
  115. //will be undefined if not defined.
  116. serializationObject.checkCollisions = camera['checkCollisions'];
  117. serializationObject.applyGravity = camera['applyGravity'];
  118. if (camera['ellipsoid']) {
  119. serializationObject.ellipsoid = camera['ellipsoid'].asArray();
  120. }
  121. // Animations
  122. appendAnimations(camera, serializationObject);
  123. // Layer mask
  124. serializationObject.layerMask = camera.layerMask;
  125. return serializationObject;
  126. };
  127. var appendAnimations = function (source, destination) {
  128. if (source.animations) {
  129. destination.animations = [];
  130. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  131. var animation = source.animations[animationIndex];
  132. destination.animations.push(serializeAnimation(animation));
  133. }
  134. }
  135. };
  136. var serializeAnimation = function (animation) {
  137. var serializationObject = {};
  138. serializationObject.name = animation.name;
  139. serializationObject.property = animation.targetProperty;
  140. serializationObject.framePerSecond = animation.framePerSecond;
  141. serializationObject.dataType = animation.dataType;
  142. serializationObject.loopBehavior = animation.loopMode;
  143. var dataType = animation.dataType;
  144. serializationObject.keys = [];
  145. var keys = animation.getKeys();
  146. for (var index = 0; index < keys.length; index++) {
  147. var animationKey = keys[index];
  148. var key = {};
  149. key.frame = animationKey.frame;
  150. switch (dataType) {
  151. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  152. key.values = [animationKey.value];
  153. break;
  154. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  155. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  156. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  157. key.values = animationKey.value.asArray();
  158. break;
  159. }
  160. serializationObject.keys.push(key);
  161. }
  162. return serializationObject;
  163. };
  164. var serializeMultiMaterial = function (material) {
  165. var serializationObject = {};
  166. serializationObject.name = material.name;
  167. serializationObject.id = material.id;
  168. serializationObject.tags = BABYLON.Tags.GetTags(material);
  169. serializationObject.materials = [];
  170. for (var matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {
  171. var subMat = material.subMaterials[matIndex];
  172. if (subMat) {
  173. serializationObject.materials.push(subMat.id);
  174. }
  175. else {
  176. serializationObject.materials.push(null);
  177. }
  178. }
  179. return serializationObject;
  180. };
  181. var serializeMaterial = function (material) {
  182. var serializationObject = {};
  183. serializationObject.name = material.name;
  184. serializationObject.ambient = material.ambientColor.asArray();
  185. serializationObject.diffuse = material.diffuseColor.asArray();
  186. serializationObject.specular = material.specularColor.asArray();
  187. serializationObject.specularPower = material.specularPower;
  188. serializationObject.emissive = material.emissiveColor.asArray();
  189. serializationObject.alpha = material.alpha;
  190. serializationObject.id = material.id;
  191. serializationObject.tags = BABYLON.Tags.GetTags(material);
  192. serializationObject.backFaceCulling = material.backFaceCulling;
  193. if (material.diffuseTexture) {
  194. serializationObject.diffuseTexture = serializeTexture(material.diffuseTexture);
  195. }
  196. if (material.diffuseFresnelParameters) {
  197. serializationObject.diffuseFresnelParameters = serializeFresnelParameter(material.diffuseFresnelParameters);
  198. }
  199. if (material.ambientTexture) {
  200. serializationObject.ambientTexture = serializeTexture(material.ambientTexture);
  201. }
  202. if (material.opacityTexture) {
  203. serializationObject.opacityTexture = serializeTexture(material.opacityTexture);
  204. }
  205. if (material.opacityFresnelParameters) {
  206. serializationObject.opacityFresnelParameters = serializeFresnelParameter(material.opacityFresnelParameters);
  207. }
  208. if (material.reflectionTexture) {
  209. serializationObject.reflectionTexture = serializeTexture(material.reflectionTexture);
  210. }
  211. if (material.reflectionFresnelParameters) {
  212. serializationObject.reflectionFresnelParameters = serializeFresnelParameter(material.reflectionFresnelParameters);
  213. }
  214. if (material.emissiveTexture) {
  215. serializationObject.emissiveTexture = serializeTexture(material.emissiveTexture);
  216. }
  217. if (material.emissiveFresnelParameters) {
  218. serializationObject.emissiveFresnelParameters = serializeFresnelParameter(material.emissiveFresnelParameters);
  219. }
  220. if (material.specularTexture) {
  221. serializationObject.specularTexture = serializeTexture(material.specularTexture);
  222. }
  223. if (material.bumpTexture) {
  224. serializationObject.bumpTexture = serializeTexture(material.bumpTexture);
  225. }
  226. return serializationObject;
  227. };
  228. var serializeTexture = function (texture) {
  229. var serializationObject = {};
  230. if (!texture.name) {
  231. return null;
  232. }
  233. if (texture instanceof BABYLON.CubeTexture) {
  234. serializationObject.name = texture.name;
  235. serializationObject.hasAlpha = texture.hasAlpha;
  236. serializationObject.level = texture.level;
  237. serializationObject.coordinatesMode = texture.coordinatesMode;
  238. return serializationObject;
  239. }
  240. if (texture instanceof BABYLON.MirrorTexture) {
  241. var mirrorTexture = texture;
  242. serializationObject.renderTargetSize = mirrorTexture.getRenderSize();
  243. serializationObject.renderList = [];
  244. for (var index = 0; index < mirrorTexture.renderList.length; index++) {
  245. serializationObject.renderList.push(mirrorTexture.renderList[index].id);
  246. }
  247. serializationObject.mirrorPlane = mirrorTexture.mirrorPlane.asArray();
  248. }
  249. else if (texture instanceof BABYLON.RenderTargetTexture) {
  250. var renderTargetTexture = texture;
  251. serializationObject.renderTargetSize = renderTargetTexture.getRenderSize();
  252. serializationObject.renderList = [];
  253. for (index = 0; index < renderTargetTexture.renderList.length; index++) {
  254. serializationObject.renderList.push(renderTargetTexture.renderList[index].id);
  255. }
  256. }
  257. var regularTexture = texture;
  258. serializationObject.name = texture.name;
  259. serializationObject.hasAlpha = texture.hasAlpha;
  260. serializationObject.level = texture.level;
  261. serializationObject.coordinatesIndex = texture.coordinatesIndex;
  262. serializationObject.coordinatesMode = texture.coordinatesMode;
  263. serializationObject.uOffset = regularTexture.uOffset;
  264. serializationObject.vOffset = regularTexture.vOffset;
  265. serializationObject.uScale = regularTexture.uScale;
  266. serializationObject.vScale = regularTexture.vScale;
  267. serializationObject.uAng = regularTexture.uAng;
  268. serializationObject.vAng = regularTexture.vAng;
  269. serializationObject.wAng = regularTexture.wAng;
  270. serializationObject.wrapU = texture.wrapU;
  271. serializationObject.wrapV = texture.wrapV;
  272. // Animations
  273. appendAnimations(texture, serializationObject);
  274. return serializationObject;
  275. };
  276. var serializeSkeleton = function (skeleton) {
  277. var serializationObject = {};
  278. serializationObject.name = skeleton.name;
  279. serializationObject.id = skeleton.id;
  280. serializationObject.bones = [];
  281. for (var index = 0; index < skeleton.bones.length; index++) {
  282. var bone = skeleton.bones[index];
  283. var serializedBone = {
  284. parentBoneIndex: bone.getParent() ? skeleton.bones.indexOf(bone.getParent()) : -1,
  285. name: bone.name,
  286. matrix: bone.getLocalMatrix().toArray()
  287. };
  288. serializationObject.bones.push(serializedBone);
  289. if (bone.animations && bone.animations.length > 0) {
  290. serializedBone.animation = serializeAnimation(bone.animations[0]);
  291. }
  292. }
  293. return serializationObject;
  294. };
  295. var serializeParticleSystem = function (particleSystem) {
  296. var serializationObject = {};
  297. serializationObject.emitterId = particleSystem.emitter.id;
  298. serializationObject.capacity = particleSystem.getCapacity();
  299. if (particleSystem.particleTexture) {
  300. serializationObject.textureName = particleSystem.particleTexture.name;
  301. }
  302. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  303. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  304. serializationObject.minSize = particleSystem.minSize;
  305. serializationObject.maxSize = particleSystem.maxSize;
  306. serializationObject.minLifeTime = particleSystem.minLifeTime;
  307. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  308. serializationObject.emitRate = particleSystem.emitRate;
  309. serializationObject.minEmitBox = particleSystem.minEmitBox.asArray();
  310. serializationObject.maxEmitBox = particleSystem.maxEmitBox.asArray();
  311. serializationObject.gravity = particleSystem.gravity.asArray();
  312. serializationObject.direction1 = particleSystem.direction1.asArray();
  313. serializationObject.direction2 = particleSystem.direction2.asArray();
  314. serializationObject.color1 = particleSystem.color1.asArray();
  315. serializationObject.color2 = particleSystem.color2.asArray();
  316. serializationObject.colorDead = particleSystem.colorDead.asArray();
  317. serializationObject.updateSpeed = particleSystem.updateSpeed;
  318. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  319. serializationObject.textureMask = particleSystem.textureMask.asArray();
  320. serializationObject.blendMode = particleSystem.blendMode;
  321. return serializationObject;
  322. };
  323. var serializeLensFlareSystem = function (lensFlareSystem) {
  324. var serializationObject = {};
  325. serializationObject.emitterId = lensFlareSystem.getEmitter().id;
  326. serializationObject.borderLimit = lensFlareSystem.borderLimit;
  327. serializationObject.flares = [];
  328. for (var index = 0; index < lensFlareSystem.lensFlares.length; index++) {
  329. var flare = lensFlareSystem.lensFlares[index];
  330. serializationObject.flares.push({
  331. size: flare.size,
  332. position: flare.position,
  333. color: flare.color.asArray(),
  334. textureName: BABYLON.Tools.GetFilename(flare.texture.name)
  335. });
  336. }
  337. return serializationObject;
  338. };
  339. var serializeShadowGenerator = function (light) {
  340. var serializationObject = {};
  341. var shadowGenerator = light.getShadowGenerator();
  342. serializationObject.lightId = light.id;
  343. serializationObject.mapSize = shadowGenerator.getShadowMap().getRenderSize();
  344. serializationObject.useVarianceShadowMap = shadowGenerator.useVarianceShadowMap;
  345. serializationObject.usePoissonSampling = shadowGenerator.usePoissonSampling;
  346. serializationObject.renderList = [];
  347. for (var meshIndex = 0; meshIndex < shadowGenerator.getShadowMap().renderList.length; meshIndex++) {
  348. var mesh = shadowGenerator.getShadowMap().renderList[meshIndex];
  349. serializationObject.renderList.push(mesh.id);
  350. }
  351. return serializationObject;
  352. };
  353. var serializedGeometries = [];
  354. var serializeGeometry = function (geometry, serializationGeometries) {
  355. if (serializedGeometries[geometry.id]) {
  356. return;
  357. }
  358. if (geometry instanceof BABYLON.Geometry.Primitives.Box) {
  359. serializationGeometries.boxes.push(serializeBox(geometry));
  360. }
  361. else if (geometry instanceof BABYLON.Geometry.Primitives.Sphere) {
  362. serializationGeometries.spheres.push(serializeSphere(geometry));
  363. }
  364. else if (geometry instanceof BABYLON.Geometry.Primitives.Cylinder) {
  365. serializationGeometries.cylinders.push(serializeCylinder(geometry));
  366. }
  367. else if (geometry instanceof BABYLON.Geometry.Primitives.Torus) {
  368. serializationGeometries.toruses.push(serializeTorus(geometry));
  369. }
  370. else if (geometry instanceof BABYLON.Geometry.Primitives.Ground) {
  371. serializationGeometries.grounds.push(serializeGround(geometry));
  372. }
  373. else if (geometry instanceof BABYLON.Geometry.Primitives.Plane) {
  374. serializationGeometries.planes.push(serializePlane(geometry));
  375. }
  376. else if (geometry instanceof BABYLON.Geometry.Primitives.TorusKnot) {
  377. serializationGeometries.torusKnots.push(serializeTorusKnot(geometry));
  378. }
  379. else if (geometry instanceof BABYLON.Geometry.Primitives._Primitive) {
  380. throw new Error("Unknow primitive type");
  381. }
  382. else {
  383. serializationGeometries.vertexData.push(serializeVertexData(geometry));
  384. }
  385. serializedGeometries[geometry.id] = true;
  386. };
  387. var serializeGeometryBase = function (geometry) {
  388. var serializationObject = {};
  389. serializationObject.id = geometry.id;
  390. if (BABYLON.Tags.HasTags(geometry)) {
  391. serializationObject.tags = BABYLON.Tags.GetTags(geometry);
  392. }
  393. return serializationObject;
  394. };
  395. var serializeVertexData = function (vertexData) {
  396. var serializationObject = serializeGeometryBase(vertexData);
  397. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  398. serializationObject.positions = vertexData.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  399. }
  400. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  401. serializationObject.normals = vertexData.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  402. }
  403. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  404. serializationObject.uvs = vertexData.getVerticesData(BABYLON.VertexBuffer.UVKind);
  405. }
  406. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  407. serializationObject.uvs2 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  408. }
  409. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  410. serializationObject.colors = vertexData.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  411. }
  412. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  413. serializationObject.matricesIndices = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  414. serializationObject.matricesIndices._isExpanded = true;
  415. }
  416. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  417. serializationObject.matricesWeights = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  418. }
  419. serializationObject.indices = vertexData.getIndices();
  420. return serializationObject;
  421. };
  422. var serializePrimitive = function (primitive) {
  423. var serializationObject = serializeGeometryBase(primitive);
  424. serializationObject.canBeRegenerated = primitive.canBeRegenerated();
  425. return serializationObject;
  426. };
  427. var serializeBox = function (box) {
  428. var serializationObject = serializePrimitive(box);
  429. serializationObject.size = box.size;
  430. return serializationObject;
  431. };
  432. var serializeSphere = function (sphere) {
  433. var serializationObject = serializePrimitive(sphere);
  434. serializationObject.segments = sphere.segments;
  435. serializationObject.diameter = sphere.diameter;
  436. return serializationObject;
  437. };
  438. var serializeCylinder = function (cylinder) {
  439. var serializationObject = serializePrimitive(cylinder);
  440. serializationObject.height = cylinder.height;
  441. serializationObject.diameterTop = cylinder.diameterTop;
  442. serializationObject.diameterBottom = cylinder.diameterBottom;
  443. serializationObject.tessellation = cylinder.tessellation;
  444. return serializationObject;
  445. };
  446. var serializeTorus = function (torus) {
  447. var serializationObject = serializePrimitive(torus);
  448. serializationObject.diameter = torus.diameter;
  449. serializationObject.thickness = torus.thickness;
  450. serializationObject.tessellation = torus.tessellation;
  451. return serializationObject;
  452. };
  453. var serializeGround = function (ground) {
  454. var serializationObject = serializePrimitive(ground);
  455. serializationObject.width = ground.width;
  456. serializationObject.height = ground.height;
  457. serializationObject.subdivisions = ground.subdivisions;
  458. return serializationObject;
  459. };
  460. var serializePlane = function (plane) {
  461. var serializationObject = serializePrimitive(plane);
  462. serializationObject.size = plane.size;
  463. return serializationObject;
  464. };
  465. var serializeTorusKnot = function (torusKnot) {
  466. var serializationObject = serializePrimitive(torusKnot);
  467. serializationObject.radius = torusKnot.radius;
  468. serializationObject.tube = torusKnot.tube;
  469. serializationObject.radialSegments = torusKnot.radialSegments;
  470. serializationObject.tubularSegments = torusKnot.tubularSegments;
  471. serializationObject.p = torusKnot.p;
  472. serializationObject.q = torusKnot.q;
  473. return serializationObject;
  474. };
  475. var serializeMesh = function (mesh, serializationScene) {
  476. var serializationObject = {};
  477. serializationObject.name = mesh.name;
  478. serializationObject.id = mesh.id;
  479. if (BABYLON.Tags.HasTags(mesh)) {
  480. serializationObject.tags = BABYLON.Tags.GetTags(mesh);
  481. }
  482. serializationObject.position = mesh.position.asArray();
  483. if (mesh.rotationQuaternion) {
  484. serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray();
  485. }
  486. else if (mesh.rotation) {
  487. serializationObject.rotation = mesh.rotation.asArray();
  488. }
  489. serializationObject.scaling = mesh.scaling.asArray();
  490. serializationObject.localMatrix = mesh.getPivotMatrix().asArray();
  491. serializationObject.isEnabled = mesh.isEnabled();
  492. serializationObject.isVisible = mesh.isVisible;
  493. serializationObject.infiniteDistance = mesh.infiniteDistance;
  494. serializationObject.pickable = mesh.isPickable;
  495. serializationObject.receiveShadows = mesh.receiveShadows;
  496. serializationObject.billboardMode = mesh.billboardMode;
  497. serializationObject.visibility = mesh.visibility;
  498. serializationObject.checkCollisions = mesh.checkCollisions;
  499. // Parent
  500. if (mesh.parent) {
  501. serializationObject.parentId = mesh.parent.id;
  502. }
  503. // Geometry
  504. var geometry = mesh._geometry;
  505. if (geometry) {
  506. var geometryId = geometry.id;
  507. serializationObject.geometryId = geometryId;
  508. if (!mesh.getScene().getGeometryByID(geometryId)) {
  509. // 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
  510. serializeGeometry(geometry, serializationScene.geometries);
  511. }
  512. // SubMeshes
  513. serializationObject.subMeshes = [];
  514. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  515. var subMesh = mesh.subMeshes[subIndex];
  516. serializationObject.subMeshes.push({
  517. materialIndex: subMesh.materialIndex,
  518. verticesStart: subMesh.verticesStart,
  519. verticesCount: subMesh.verticesCount,
  520. indexStart: subMesh.indexStart,
  521. indexCount: subMesh.indexCount
  522. });
  523. }
  524. }
  525. // Material
  526. if (mesh.material) {
  527. serializationObject.materialId = mesh.material.id;
  528. }
  529. else {
  530. mesh.material = null;
  531. }
  532. // Skeleton
  533. if (mesh.skeleton) {
  534. serializationObject.skeletonId = mesh.skeleton.id;
  535. }
  536. // Physics
  537. if (mesh.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
  538. serializationObject.physicsMass = mesh.getPhysicsMass();
  539. serializationObject.physicsFriction = mesh.getPhysicsFriction();
  540. serializationObject.physicsRestitution = mesh.getPhysicsRestitution();
  541. switch (mesh.getPhysicsImpostor()) {
  542. case BABYLON.PhysicsEngine.BoxImpostor:
  543. serializationObject.physicsImpostor = 1;
  544. break;
  545. case BABYLON.PhysicsEngine.SphereImpostor:
  546. serializationObject.physicsImpostor = 2;
  547. break;
  548. }
  549. }
  550. // Instances
  551. serializationObject.instances = [];
  552. for (var index = 0; index < mesh.instances.length; index++) {
  553. var instance = mesh.instances[index];
  554. var serializationInstance = {
  555. name: instance.name,
  556. position: instance.position,
  557. rotation: instance.rotation,
  558. rotationQuaternion: instance.rotationQuaternion,
  559. scaling: instance.scaling
  560. };
  561. serializationObject.instances.push(serializationInstance);
  562. // Animations
  563. appendAnimations(instance, serializationInstance);
  564. }
  565. // Animations
  566. appendAnimations(mesh, serializationObject);
  567. // Layer mask
  568. serializationObject.layerMask = mesh.layerMask;
  569. return serializationObject;
  570. };
  571. var SceneSerializer = (function () {
  572. function SceneSerializer() {
  573. }
  574. SceneSerializer.Serialize = function (scene) {
  575. var serializationObject = {};
  576. // Scene
  577. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  578. serializationObject.autoClear = scene.autoClear;
  579. serializationObject.clearColor = scene.clearColor.asArray();
  580. serializationObject.ambientColor = scene.ambientColor.asArray();
  581. serializationObject.gravity = scene.gravity.asArray();
  582. // Fog
  583. if (scene.fogMode && scene.fogMode !== 0) {
  584. serializationObject.fogMode = scene.fogMode;
  585. serializationObject.fogColor = scene.fogColor.asArray();
  586. serializationObject.fogStart = scene.fogStart;
  587. serializationObject.fogEnd = scene.fogEnd;
  588. serializationObject.fogDensity = scene.fogDensity;
  589. }
  590. // Lights
  591. serializationObject.lights = [];
  592. for (var index = 0; index < scene.lights.length; index++) {
  593. var light = scene.lights[index];
  594. serializationObject.lights.push(serializeLight(light));
  595. }
  596. // Cameras
  597. serializationObject.cameras = [];
  598. for (index = 0; index < scene.cameras.length; index++) {
  599. var camera = scene.cameras[index];
  600. if (camera instanceof BABYLON.FreeCamera) {
  601. serializationObject.cameras.push(serializeCamera(camera));
  602. }
  603. }
  604. if (scene.activeCamera) {
  605. serializationObject.activeCameraID = scene.activeCamera.id;
  606. }
  607. // Materials
  608. serializationObject.materials = [];
  609. serializationObject.multiMaterials = [];
  610. for (index = 0; index < scene.materials.length; index++) {
  611. var material = scene.materials[index];
  612. if (material instanceof BABYLON.StandardMaterial) {
  613. serializationObject.materials.push(serializeMaterial(material));
  614. }
  615. else if (material instanceof BABYLON.MultiMaterial) {
  616. serializationObject.multiMaterials.push(serializeMultiMaterial(material));
  617. }
  618. }
  619. // Skeletons
  620. serializationObject.skeletons = [];
  621. for (index = 0; index < scene.skeletons.length; index++) {
  622. serializationObject.skeletons.push(serializeSkeleton(scene.skeletons[index]));
  623. }
  624. // Geometries
  625. serializationObject.geometries = {};
  626. serializationObject.geometries.boxes = [];
  627. serializationObject.geometries.spheres = [];
  628. serializationObject.geometries.cylinders = [];
  629. serializationObject.geometries.toruses = [];
  630. serializationObject.geometries.grounds = [];
  631. serializationObject.geometries.planes = [];
  632. serializationObject.geometries.torusKnots = [];
  633. serializationObject.geometries.vertexData = [];
  634. serializedGeometries = [];
  635. var geometries = scene.getGeometries();
  636. for (var index = 0; index < geometries.length; index++) {
  637. var geometry = geometries[index];
  638. if (geometry.isReady()) {
  639. serializeGeometry(geometry, serializationObject.geometries);
  640. }
  641. }
  642. // Meshes
  643. serializationObject.meshes = [];
  644. for (index = 0; index < scene.meshes.length; index++) {
  645. var abstractMesh = scene.meshes[index];
  646. if (abstractMesh instanceof BABYLON.Mesh) {
  647. var mesh = abstractMesh;
  648. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  649. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  650. }
  651. }
  652. }
  653. // Particles Systems
  654. serializationObject.particleSystems = [];
  655. for (index = 0; index < scene.particleSystems.length; index++) {
  656. serializationObject.particleSystems.push(serializeParticleSystem(scene.particleSystems[index]));
  657. }
  658. // Lens flares
  659. serializationObject.lensFlareSystems = [];
  660. for (index = 0; index < scene.lensFlareSystems.length; index++) {
  661. serializationObject.lensFlareSystems.push(serializeLensFlareSystem(scene.lensFlareSystems[index]));
  662. }
  663. // Shadows
  664. serializationObject.shadowGenerators = [];
  665. for (index = 0; index < scene.lights.length; index++) {
  666. light = scene.lights[index];
  667. if (light.getShadowGenerator()) {
  668. serializationObject.shadowGenerators.push(serializeShadowGenerator(light));
  669. }
  670. }
  671. return serializationObject;
  672. };
  673. return SceneSerializer;
  674. })();
  675. BABYLON.SceneSerializer = SceneSerializer;
  676. })(BABYLON || (BABYLON = {}));
  677. //# sourceMappingURL=babylon.sceneSerializer.js.map