babylon.sceneSerializer.ts 22 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 serializeMesh = (mesh: Mesh):any => {
  275. var serializationObject:any = {};
  276. serializationObject.name = mesh.name;
  277. serializationObject.id = mesh.id;
  278. serializationObject.tags = Tags.GetTags(mesh);
  279. serializationObject.position = mesh.position.asArray();
  280. if (mesh.rotation) {
  281. serializationObject.rotation = mesh.rotation.asArray();
  282. } else if (mesh.rotationQuaternion) {
  283. serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray();
  284. }
  285. serializationObject.scaling = mesh.scaling.asArray();
  286. serializationObject.localMatrix = mesh.getPivotMatrix().asArray();
  287. serializationObject.isEnabled = mesh.isEnabled();
  288. serializationObject.isVisible = mesh.isVisible;
  289. serializationObject.infiniteDistance = mesh.infiniteDistance;
  290. serializationObject.pickable = mesh.isPickable;
  291. serializationObject.receiveShadows = mesh.receiveShadows;
  292. serializationObject.billboardMode = mesh.billboardMode;
  293. serializationObject.visibility = mesh.visibility;
  294. serializationObject.checkCollisions = mesh.checkCollisions;
  295. // Parent
  296. if (mesh.parent) {
  297. serializationObject.parentId = mesh.parent.id;
  298. }
  299. // Geometry
  300. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  301. serializationObject.positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  302. serializationObject.normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  303. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  304. serializationObject.uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  305. }
  306. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  307. serializationObject.uvs2 = mesh.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  308. }
  309. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  310. serializationObject.colors = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  311. }
  312. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  313. serializationObject.matricesWeights = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  314. }
  315. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  316. serializationObject.matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  317. serializationObject.matricesIndices._isExpanded = true;
  318. }
  319. serializationObject.indices = mesh.getIndices();
  320. // SubMeshes
  321. serializationObject.subMeshes = [];
  322. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  323. var subMesh = mesh.subMeshes[subIndex];
  324. serializationObject.subMeshes.push({
  325. materialIndex: subMesh.materialIndex,
  326. verticesStart: subMesh.verticesStart,
  327. verticesCount: subMesh.verticesCount,
  328. indexStart: subMesh.indexStart,
  329. indexCount: subMesh.indexCount
  330. });
  331. }
  332. }
  333. // Material
  334. if (mesh.material) {
  335. serializationObject.materialId = mesh.material.id;
  336. } else {
  337. mesh.material = null;
  338. }
  339. // Skeleton
  340. if (mesh.skeleton) {
  341. serializationObject.skeletonId = mesh.skeleton.id;
  342. }
  343. // Physics
  344. if (mesh.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
  345. serializationObject.physicsMass = mesh.getPhysicsMass();
  346. serializationObject.physicsFriction = mesh.getPhysicsFriction();
  347. serializationObject.physicsRestitution = mesh.getPhysicsRestitution();
  348. switch (mesh.getPhysicsImpostor()) {
  349. case BABYLON.PhysicsEngine.BoxImpostor:
  350. serializationObject.physicsImpostor = 1;
  351. break;
  352. case BABYLON.PhysicsEngine.SphereImpostor:
  353. serializationObject.physicsImpostor = 2;
  354. break;
  355. }
  356. }
  357. // Animations
  358. appendAnimations(mesh, serializationObject);
  359. return serializationObject;
  360. };
  361. export class SceneSerializer {
  362. public static Serialize(scene: Scene): any {
  363. var serializationObject:any = {};
  364. // Scene
  365. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  366. serializationObject.autoClear = scene.autoClear;
  367. serializationObject.clearColor = scene.clearColor.asArray();
  368. serializationObject.ambientColor = scene.ambientColor.asArray();
  369. serializationObject.gravity = scene.gravity.asArray();
  370. // Fog
  371. if (scene.fogMode && scene.fogMode !== 0) {
  372. serializationObject.fogMode = scene.fogMode;
  373. serializationObject.fogColor = scene.fogColor.asArray();
  374. serializationObject.fogStart = scene.fogStart;
  375. serializationObject.fogEnd = scene.fogEnd;
  376. serializationObject.fogDensity = scene.fogDensity;
  377. }
  378. // Lights
  379. serializationObject.lights = [];
  380. for (var index = 0; index < scene.lights.length; index++) {
  381. var light = scene.lights[index];
  382. serializationObject.lights.push(serializeLight(light));
  383. }
  384. // Cameras
  385. serializationObject.cameras = [];
  386. for (index = 0; index < scene.cameras.length; index++) {
  387. var camera = scene.cameras[index];
  388. if (camera instanceof BABYLON.FreeCamera) {
  389. serializationObject.cameras.push(serializeCamera(<FreeCamera>camera));
  390. }
  391. }
  392. if (scene.activeCamera) {
  393. serializationObject.activeCameraID = scene.activeCamera.id;
  394. }
  395. // Materials
  396. serializationObject.materials = [];
  397. serializationObject.multiMaterials = [];
  398. for (index = 0; index < scene.materials.length; index++) {
  399. var material = scene.materials[index];
  400. if (material instanceof BABYLON.StandardMaterial) {
  401. serializationObject.materials.push(serializeMaterial(<StandardMaterial>material));
  402. } else if (material instanceof BABYLON.MultiMaterial) {
  403. serializationObject.multiMaterials.push(serializeMultiMaterial(<MultiMaterial>material));
  404. }
  405. }
  406. // Skeletons
  407. serializationObject.skeletons = [];
  408. for (index = 0; index < scene.skeletons.length; index++) {
  409. serializationObject.skeletons.push(serializeSkeleton(scene.skeletons[index]));
  410. }
  411. // Meshes
  412. serializationObject.meshes = [];
  413. for (index = 0; index < scene.meshes.length; index++) {
  414. var mesh = scene.meshes[index];
  415. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  416. serializationObject.meshes.push(serializeMesh(mesh));
  417. }
  418. }
  419. // Particles Systems
  420. serializationObject.particleSystems = [];
  421. for (index = 0; index < scene.particleSystems.length; index++) {
  422. serializationObject.particleSystems.push(serializeParticleSystem(scene.particleSystems[index]));
  423. }
  424. // Lens flares
  425. serializationObject.lensFlareSystems = [];
  426. for (index = 0; index < scene.lensFlareSystems.length; index++) {
  427. serializationObject.lensFlareSystems.push(serializeLensFlareSystem(scene.lensFlareSystems[index]));
  428. }
  429. // Shadows
  430. serializationObject.shadowGenerators = [];
  431. for (index = 0; index < scene.lights.length; index++) {
  432. light = scene.lights[index];
  433. if (light.getShadowGenerator()) {
  434. serializationObject.shadowGenerators.push(serializeShadowGenerator(light));
  435. }
  436. }
  437. return serializationObject;
  438. }
  439. }
  440. }