babylon.sceneSerializer.js 22 KB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. var serializeLight = function (light) {
  4. var serializationObject = {};
  5. serializationObject.name = light.name;
  6. serializationObject.id = light.id;
  7. serializationObject.tags = BABYLON.Tags.GetTags(light);
  8. if (light instanceof BABYLON.PointLight) {
  9. serializationObject.type = 0;
  10. serializationObject.position = light.position.asArray();
  11. } else if (light instanceof BABYLON.DirectionalLight) {
  12. serializationObject.type = 1;
  13. var directionalLight = light;
  14. serializationObject.position = directionalLight.position.asArray();
  15. serializationObject.direction = directionalLight.direction.asArray();
  16. } else if (light instanceof BABYLON.SpotLight) {
  17. serializationObject.type = 2;
  18. var spotLight = light;
  19. serializationObject.position = spotLight.position.asArray();
  20. serializationObject.direction = spotLight.position.asArray();
  21. serializationObject.angle = spotLight.angle;
  22. serializationObject.exponent = spotLight.exponent;
  23. } else if (light instanceof BABYLON.HemisphericLight) {
  24. serializationObject.type = 2;
  25. serializationObject.groundColor = light.groundColor.asArray();
  26. }
  27. if (light.intensity) {
  28. serializationObject.intensity = light.intensity;
  29. }
  30. serializationObject.range = light.range;
  31. serializationObject.diffuse = light.diffuse.asArray();
  32. serializationObject.specular = light.specular.asArray();
  33. return serializationObject;
  34. };
  35. var serializeCamera = function (camera) {
  36. var serializationObject = {};
  37. serializationObject.name = camera.name;
  38. serializationObject.tags = BABYLON.Tags.GetTags(camera);
  39. serializationObject.id = camera.id;
  40. serializationObject.position = camera.position.asArray();
  41. // Parent
  42. if (camera.parent) {
  43. serializationObject.parentId = camera.parent.id;
  44. }
  45. // Target
  46. serializationObject.rotation = camera.rotation.asArray();
  47. // Locked target
  48. if (camera.lockedTarget && camera.lockedTarget.id) {
  49. serializationObject.lockedTargetId = camera.lockedTarget.id;
  50. }
  51. serializationObject.fov = camera.fov;
  52. serializationObject.minZ = camera.minZ;
  53. serializationObject.maxZ = camera.maxZ;
  54. serializationObject.speed = camera.speed;
  55. serializationObject.inertia = camera.inertia;
  56. serializationObject.checkCollisions = camera.checkCollisions;
  57. serializationObject.applyGravity = camera.applyGravity;
  58. if (camera.ellipsoid) {
  59. serializationObject.ellipsoid = camera.ellipsoid.asArray();
  60. }
  61. // Animations
  62. appendAnimations(camera, serializationObject);
  63. return serializationObject;
  64. };
  65. var appendAnimations = function (source, destination) {
  66. if (source.animations) {
  67. destination.animations = [];
  68. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  69. var animation = source.animations[animationIndex];
  70. destination.animations.push(serializeAnimation(animation));
  71. }
  72. }
  73. };
  74. var serializeAnimation = function (animation) {
  75. var serializationObject = {};
  76. serializationObject.name = animation.name;
  77. serializationObject.property = animation.targetProperty;
  78. serializationObject.framePerSecond = animation.framePerSecond;
  79. serializationObject.dataType = animation.dataType;
  80. serializationObject.loopBehavior = animation.loopMode;
  81. var dataType = animation.dataType;
  82. serializationObject.keys = [];
  83. var keys = animation.getKeys();
  84. for (var index = 0; index < keys.length; index++) {
  85. var animationKey = keys[index];
  86. var key = {};
  87. key.frame = animationKey.frame;
  88. switch (dataType) {
  89. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  90. key.values = [animationKey.value];
  91. break;
  92. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  93. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  94. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  95. key.values = animationKey.value.asArray();
  96. break;
  97. }
  98. serializationObject.keys.push(key);
  99. }
  100. return serializationObject;
  101. };
  102. var serializeMultiMaterial = function (material) {
  103. var serializationObject = {};
  104. serializationObject.name = material.name;
  105. serializationObject.id = material.id;
  106. serializationObject.tags = BABYLON.Tags.GetTags(material);
  107. serializationObject.materials = [];
  108. for (var matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {
  109. var subMat = material.subMaterials[matIndex];
  110. if (subMat) {
  111. serializationObject.materials.push(subMat.id);
  112. } else {
  113. serializationObject.materials.push(null);
  114. }
  115. }
  116. return serializationObject;
  117. };
  118. var serializeMaterial = function (material) {
  119. var serializationObject = {};
  120. serializationObject.name = material.name;
  121. serializationObject.ambient = material.ambientColor.asArray();
  122. serializationObject.diffuse = material.diffuseColor.asArray();
  123. serializationObject.specular = material.specularColor.asArray();
  124. serializationObject.specularPower = material.specularPower;
  125. serializationObject.emissive = material.emissiveColor.asArray();
  126. serializationObject.alpha = material.alpha;
  127. serializationObject.id = material.id;
  128. serializationObject.tags = BABYLON.Tags.GetTags(material);
  129. serializationObject.backFaceCulling = material.backFaceCulling;
  130. if (material.diffuseTexture) {
  131. serializationObject.diffuseTexture = serializeTexture(material.diffuseTexture);
  132. }
  133. if (material.ambientTexture) {
  134. serializationObject.ambientTexture = serializeTexture(material.ambientTexture);
  135. }
  136. if (material.opacityTexture) {
  137. serializationObject.opacityTexture = serializeTexture(material.opacityTexture);
  138. }
  139. if (material.reflectionTexture) {
  140. serializationObject.reflectionTexture = serializeTexture(material.reflectionTexture);
  141. }
  142. if (material.emissiveTexture) {
  143. serializationObject.emissiveTexture = serializeTexture(material.emissiveTexture);
  144. }
  145. if (material.specularTexture) {
  146. serializationObject.specularTexture = serializeTexture(material.specularTexture);
  147. }
  148. if (material.bumpTexture) {
  149. serializationObject.bumpTexture = serializeTexture(material.bumpTexture);
  150. }
  151. return serializationObject;
  152. };
  153. var serializeTexture = function (texture) {
  154. var serializationObject = {};
  155. if (!texture.name) {
  156. return null;
  157. }
  158. if (texture instanceof BABYLON.CubeTexture) {
  159. serializationObject.name = texture.name;
  160. serializationObject.hasAlpha = texture.hasAlpha;
  161. serializationObject.level = texture.level;
  162. serializationObject.coordinatesMode = texture.coordinatesMode;
  163. return serializationObject;
  164. }
  165. if (texture instanceof BABYLON.MirrorTexture) {
  166. var mirrorTexture = texture;
  167. serializationObject.renderTargetSize = mirrorTexture.getRenderSize();
  168. serializationObject.renderList = [];
  169. for (var index = 0; index < mirrorTexture.renderList.length; index++) {
  170. serializationObject.renderList.push(mirrorTexture.renderList[index].id);
  171. }
  172. serializationObject.mirrorPlane = mirrorTexture.mirrorPlane.asArray();
  173. } else if (texture instanceof BABYLON.RenderTargetTexture) {
  174. var renderTargetTexture = texture;
  175. serializationObject.renderTargetSize = renderTargetTexture.getRenderSize();
  176. serializationObject.renderList = [];
  177. for (index = 0; index < renderTargetTexture.renderList.length; index++) {
  178. serializationObject.renderList.push(renderTargetTexture.renderList[index].id);
  179. }
  180. }
  181. serializationObject.name = texture.name;
  182. serializationObject.hasAlpha = texture.hasAlpha;
  183. serializationObject.level = texture.level;
  184. serializationObject.coordinatesIndex = texture.coordinatesIndex;
  185. serializationObject.coordinatesMode = texture.coordinatesMode;
  186. serializationObject.uOffset = texture.uOffset;
  187. serializationObject.vOffset = texture.vOffset;
  188. serializationObject.uScale = texture.uScale;
  189. serializationObject.vScale = texture.vScale;
  190. serializationObject.uAng = texture.uAng;
  191. serializationObject.vAng = texture.vAng;
  192. serializationObject.wAng = texture.wAng;
  193. serializationObject.wrapU = texture.wrapU;
  194. serializationObject.wrapV = texture.wrapV;
  195. // Animations
  196. appendAnimations(texture, serializationObject);
  197. return serializationObject;
  198. };
  199. var serializeSkeleton = function (skeleton) {
  200. var serializationObject = {};
  201. serializationObject.name = skeleton.name;
  202. serializationObject.id = skeleton.id;
  203. serializationObject.bones = [];
  204. for (var index = 0; index < skeleton.bones.length; index++) {
  205. var bone = skeleton.bones[index];
  206. var serializedBone = {
  207. parentBoneIndex: bone.getParent() ? skeleton.bones.indexOf(bone.getParent()) : -1,
  208. name: bone.name,
  209. matrix: bone.getLocalMatrix().toArray()
  210. };
  211. serializationObject.bones.push(serializedBone);
  212. if (bone.animations && bone.animations.length > 0) {
  213. serializedBone.animation = serializeAnimation(bone.animations[0]);
  214. }
  215. }
  216. return serializationObject;
  217. };
  218. var serializeParticleSystem = function (particleSystem) {
  219. var serializationObject = {};
  220. serializationObject.emitterId = particleSystem.emitter.id;
  221. serializationObject.capacity = particleSystem.getCapacity();
  222. if (particleSystem.particleTexture) {
  223. serializationObject.textureName = particleSystem.particleTexture.name;
  224. }
  225. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  226. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  227. serializationObject.minSize = particleSystem.minSize;
  228. serializationObject.maxSize = particleSystem.maxSize;
  229. serializationObject.minLifeTime = particleSystem.minLifeTime;
  230. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  231. serializationObject.emitRate = particleSystem.emitRate;
  232. serializationObject.minEmitBox = particleSystem.minEmitBox.asArray();
  233. serializationObject.maxEmitBox = particleSystem.maxEmitBox.asArray();
  234. serializationObject.gravity = particleSystem.gravity.asArray();
  235. serializationObject.direction1 = particleSystem.direction1.asArray();
  236. serializationObject.direction2 = particleSystem.direction2.asArray();
  237. serializationObject.color1 = particleSystem.color1.asArray();
  238. serializationObject.color2 = particleSystem.color2.asArray();
  239. serializationObject.colorDead = particleSystem.colorDead.asArray();
  240. serializationObject.updateSpeed = particleSystem.updateSpeed;
  241. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  242. serializationObject.textureMask = particleSystem.textureMask.asArray();
  243. serializationObject.blendMode = particleSystem.blendMode;
  244. return serializationObject;
  245. };
  246. var serializeLensFlareSystem = function (lensFlareSystem) {
  247. var serializationObject = {};
  248. serializationObject.emitterId = lensFlareSystem.getEmitter().id;
  249. serializationObject.borderLimit = lensFlareSystem.borderLimit;
  250. serializationObject.flares = [];
  251. for (var index = 0; index < lensFlareSystem.lensFlares.length; index++) {
  252. var flare = lensFlareSystem.lensFlares[index];
  253. serializationObject.flares.push({
  254. size: flare.size,
  255. position: flare.position,
  256. color: flare.color.asArray(),
  257. textureName: BABYLON.Tools.GetFilename(flare.texture.name)
  258. });
  259. }
  260. return serializationObject;
  261. };
  262. var serializeShadowGenerator = function (light) {
  263. var serializationObject = {};
  264. var shadowGenerator = light.getShadowGenerator();
  265. serializationObject.lightId = light.id;
  266. serializationObject.mapSize = shadowGenerator.getShadowMap().getRenderSize();
  267. serializationObject.useVarianceShadowMap = shadowGenerator.useVarianceShadowMap;
  268. serializationObject.renderList = [];
  269. for (var meshIndex = 0; meshIndex < shadowGenerator.getShadowMap().renderList.length; meshIndex++) {
  270. var mesh = shadowGenerator.getShadowMap().renderList[meshIndex];
  271. serializationObject.renderList.push(mesh.id);
  272. }
  273. return serializationObject;
  274. };
  275. var serializeMesh = function (mesh) {
  276. var serializationObject = {};
  277. serializationObject.name = mesh.name;
  278. serializationObject.id = mesh.id;
  279. serializationObject.tags = BABYLON.Tags.GetTags(mesh);
  280. serializationObject.position = mesh.position.asArray();
  281. if (mesh.rotation) {
  282. serializationObject.rotation = mesh.rotation.asArray();
  283. } else if (mesh.rotationQuaternion) {
  284. serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray();
  285. }
  286. serializationObject.scaling = mesh.scaling.asArray();
  287. serializationObject.localMatrix = mesh.getPivotMatrix().asArray();
  288. serializationObject.isEnabled = mesh.isEnabled();
  289. serializationObject.isVisible = mesh.isVisible;
  290. serializationObject.infiniteDistance = mesh.infiniteDistance;
  291. serializationObject.pickable = mesh.isPickable;
  292. serializationObject.receiveShadows = mesh.receiveShadows;
  293. serializationObject.billboardMode = mesh.billboardMode;
  294. serializationObject.visibility = mesh.visibility;
  295. serializationObject.checkCollisions = mesh.checkCollisions;
  296. // Parent
  297. if (mesh.parent) {
  298. serializationObject.parentId = mesh.parent.id;
  299. }
  300. // Geometry
  301. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  302. serializationObject.positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  303. serializationObject.normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  304. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  305. serializationObject.uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  306. }
  307. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  308. serializationObject.uvs2 = mesh.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  309. }
  310. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  311. serializationObject.colors = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  312. }
  313. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  314. serializationObject.matricesWeights = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  315. }
  316. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  317. serializationObject.matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  318. serializationObject.matricesIndices._isExpanded = true;
  319. }
  320. serializationObject.indices = mesh.getIndices();
  321. // SubMeshes
  322. serializationObject.subMeshes = [];
  323. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  324. var subMesh = mesh.subMeshes[subIndex];
  325. serializationObject.subMeshes.push({
  326. materialIndex: subMesh.materialIndex,
  327. verticesStart: subMesh.verticesStart,
  328. verticesCount: subMesh.verticesCount,
  329. indexStart: subMesh.indexStart,
  330. indexCount: subMesh.indexCount
  331. });
  332. }
  333. }
  334. // Material
  335. if (mesh.material) {
  336. serializationObject.materialId = mesh.material.id;
  337. } else {
  338. mesh.material = null;
  339. }
  340. // Skeleton
  341. if (mesh.skeleton) {
  342. serializationObject.skeletonId = mesh.skeleton.id;
  343. }
  344. // Physics
  345. if (mesh.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
  346. serializationObject.physicsMass = mesh.getPhysicsMass();
  347. serializationObject.physicsFriction = mesh.getPhysicsFriction();
  348. serializationObject.physicsRestitution = mesh.getPhysicsRestitution();
  349. switch (mesh.getPhysicsImpostor()) {
  350. case BABYLON.PhysicsEngine.BoxImpostor:
  351. serializationObject.physicsImpostor = 1;
  352. break;
  353. case BABYLON.PhysicsEngine.SphereImpostor:
  354. serializationObject.physicsImpostor = 2;
  355. break;
  356. }
  357. }
  358. // Animations
  359. appendAnimations(mesh, serializationObject);
  360. return serializationObject;
  361. };
  362. var SceneSerializer = (function () {
  363. function SceneSerializer() {
  364. }
  365. SceneSerializer.Serialize = function (scene) {
  366. var serializationObject = {};
  367. // Scene
  368. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  369. serializationObject.autoClear = scene.autoClear;
  370. serializationObject.clearColor = scene.clearColor.asArray();
  371. serializationObject.ambientColor = scene.ambientColor.asArray();
  372. serializationObject.gravity = scene.gravity.asArray();
  373. // Fog
  374. if (scene.fogMode && scene.fogMode !== 0) {
  375. serializationObject.fogMode = scene.fogMode;
  376. serializationObject.fogColor = scene.fogColor.asArray();
  377. serializationObject.fogStart = scene.fogStart;
  378. serializationObject.fogEnd = scene.fogEnd;
  379. serializationObject.fogDensity = scene.fogDensity;
  380. }
  381. // Lights
  382. serializationObject.lights = [];
  383. for (var index = 0; index < scene.lights.length; index++) {
  384. var light = scene.lights[index];
  385. serializationObject.lights.push(serializeLight(light));
  386. }
  387. // Cameras
  388. serializationObject.cameras = [];
  389. for (index = 0; index < scene.cameras.length; index++) {
  390. var camera = scene.cameras[index];
  391. if (camera instanceof BABYLON.FreeCamera) {
  392. serializationObject.cameras.push(serializeCamera(camera));
  393. }
  394. }
  395. if (scene.activeCamera) {
  396. serializationObject.activeCameraID = scene.activeCamera.id;
  397. }
  398. // Materials
  399. serializationObject.materials = [];
  400. serializationObject.multiMaterials = [];
  401. for (index = 0; index < scene.materials.length; index++) {
  402. var material = scene.materials[index];
  403. if (material instanceof BABYLON.StandardMaterial) {
  404. serializationObject.materials.push(serializeMaterial(material));
  405. } else if (material instanceof BABYLON.MultiMaterial) {
  406. serializationObject.multiMaterials.push(serializeMultiMaterial(material));
  407. }
  408. }
  409. // Skeletons
  410. serializationObject.skeletons = [];
  411. for (index = 0; index < scene.skeletons.length; index++) {
  412. serializationObject.skeletons.push(serializeSkeleton(scene.skeletons[index]));
  413. }
  414. // Meshes
  415. serializationObject.meshes = [];
  416. for (index = 0; index < scene.meshes.length; index++) {
  417. var mesh = scene.meshes[index];
  418. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  419. serializationObject.meshes.push(serializeMesh(mesh));
  420. }
  421. }
  422. // Particles Systems
  423. serializationObject.particleSystems = [];
  424. for (index = 0; index < scene.particleSystems.length; index++) {
  425. serializationObject.particleSystems.push(serializeParticleSystem(scene.particleSystems[index]));
  426. }
  427. // Lens flares
  428. serializationObject.lensFlareSystems = [];
  429. for (index = 0; index < scene.lensFlareSystems.length; index++) {
  430. serializationObject.lensFlareSystems.push(serializeLensFlareSystem(scene.lensFlareSystems[index]));
  431. }
  432. // Shadows
  433. serializationObject.shadowGenerators = [];
  434. for (index = 0; index < scene.lights.length; index++) {
  435. light = scene.lights[index];
  436. if (light.getShadowGenerator()) {
  437. serializationObject.shadowGenerators.push(serializeShadowGenerator(light));
  438. }
  439. }
  440. return serializationObject;
  441. };
  442. return SceneSerializer;
  443. })();
  444. BABYLON.SceneSerializer = SceneSerializer;
  445. })(BABYLON || (BABYLON = {}));
  446. //# sourceMappingURL=babylon.sceneSerializer.js.map