Skip to content

Scene JSON

github-actions[bot] edited this page Sep 23, 2026 · 14 revisions

Scene JSON

exporters/object_json.mojo writes a scene and its assets as three.js JSON. loaders/object_loader.mojo reads that JSON back into a scene and its assets. The format is version 4 of three.js's JSON Object format. three.js: Object3D.toJSON and ObjectLoader.

var cameras = ObjectCameras()
cameras.perspective.append(camera)
write_object_json("out/scene.json", scene, assets, cameras)

var loaded = Scene()
var loaded_assets = Assets()
var model = load_object_json("out/scene.json", loaded, loaded_assets)
var camera_again = model.cameras.perspective[0]
Function Meaning
object_to_json(scene, assets, cameras) -> String The JSON text of a scene, its assets and its cameras.
write_object_json(path, scene, assets, cameras) Write that text to a file.
read_object_json(text, scene, assets, directory) -> ObjectModel Read a JSON text into a scene and its assets.
load_object_json(path, scene, assets) -> ObjectModel Read a JSON file. An image with a relative URL is read beside the file.

The reader adds to the scene and the assets that you give it. The nodes that it adds come after the nodes that the scene has already.

The document

A document has four parts. The writer writes them, and the reader reads them, as three.js does.

Key Meaning
metadata version 4.6, type Object. The reader refuses another type or a major version that is not 4.
geometries, materials, textures, images, skeletons The libraries. Each entry has a uuid. Each thing is written one time, also when two meshes use it.
object The root object. The writer writes a Scene. Its children are the root nodes of the scene.

three.js gives each thing a random uuid. The writer makes each uuid from the kind of the thing and its position. Thus the same scene always gives the same text. Node k has the uuid object_uuid(2, k).

ObjectModel tells you what the reader made:

Field Meaning
node(uuid) -> NodeId The node that the object with this uuid became.
nodes, uuids Each node that the reader added, and the uuid of its object, in the order of the tree.
cameras An ObjectCameras: the perspective and orthographic cameras of the document.

Objects

Each object becomes one scene node. The node gets the name, visible, layers, renderOrder and matrix of the object. The reader decomposes the matrix as three.js's Matrix4.decompose does. Without a matrix, the reader reads position, rotation, quaternion and scale. An object with matrixAutoUpdate false keeps its matrix as it is.

The type of the object tells what the node carries:

Type The node carries
Object3D, Group, Bone Nothing.
Mesh A Mesh, with castShadow, receiveShadow and frustumCulled.
InstancedMesh An InstancedMesh, with its count and its instanceMatrix.
BatchedMesh A BatchedMesh. See Other objects.
SkinnedMesh A SkinnedMesh on its skeleton. See Other objects.
Line, LineLoop, LineSegments A Line with the LineMode STRIP, LOOP or SEGMENTS.
Points Points.
Sprite A Sprite.
LOD An Lod. See Other objects.
AmbientLight, DirectionalLight, PointLight, HemisphereLight, SpotLight, RectAreaLight, LightProbe A Light of that kind, on the layers of the object. A LightProbe reads its 27 sh numbers.
PerspectiveCamera, OrthographicCamera A camera that rides the node, in ObjectModel.cameras.

A Scene root is not a node. Its fog becomes the fog of the scene. A number in background becomes a color background. A string in background names a texture background.

A light's target names an object by its uuid. When no object has that uuid, the target is the origin. This is the default target of three.js. A light's shadow gives bias, normalBias, radius, mapSize and the planes of its camera. A directional light's shadow camera must be square about its axis, because LightShadow holds one extent.

The writer makes the same objects. A node that carries one thing becomes that thing. A node that carries more than one thing becomes an Object3D, with one child object for each thing at the identity. A light or a camera on other layers than its node is also a child object. A light with no node, as an ambient light usually is, is a child of the scene. The reader then gives that light a node of its own.

A camera is not a scene node in this port. Put the cameras in an ObjectCameras, and attach each one to a node first. The writer refuses a camera that rides no node.

A node that carries nothing and is a bone of a skeleton becomes a Bone.

Other objects

An LOD, a skinned mesh and a batched mesh have more parts than a mesh. The writer writes them as three.js's toJSON writes them.

Object Keys
LOD levels: one entry for each level, with the object uuid, the distance and the hysteresis. Each level is a child Mesh at the identity.
SkinnedMesh bindMode (attached or detached), bindMatrix and skeleton. The skeleton names an entry of the skeletons library.
BatchedMesh One joined geometry, geometryInfo, instanceInfo, perObjectFrustumCulled and three data textures.

A skeleton entry has the uuids of its bones and their boneInverses. The bones are objects in the same document. The reader binds each skinned mesh after it reads all the objects, because a bone can come after its mesh.

A batched mesh joins its geometries into one BufferGeometry, as three.js's BatchedMesh holds them. Each geometryInfo entry gives the vertexStart, vertexCount, indexStart and indexCount of one geometry. Each instanceInfo entry gives the geometryIndex of one instance. The instance matrices are in matricesTexture, and the instance colors are in colorsTexture. Both are DataTexture entries with a Float32Array image. The colors are linear, as three.js keeps them.

The writer also writes the indirectTexture that three.js reads.

The reader splits the joined geometry back into its parts. It adds each part to the assets. It leaves out an instance that is not active or not visible, because three.js does not draw it.

Geometry

The writer writes each geometry as a BufferGeometry. Each attribute is a Float32Array. The index is a Uint16Array up to 65535 vertices, and a Uint32Array above that, as three.js chooses. The groups and the morph targets are written too.

An instanced geometry is an InstancedBufferGeometry with its instanceCount, and each per-instance attribute has its meshPerAttribute. An interleaved attribute is written as its own floats, as three.js writes one attribute alone. See Geometry.

The reader reads a BufferGeometry with Float32Array attributes, an index, groups and morph targets. An interleaved attribute reads the interleavedBuffers and arrayBuffers of the geometry, and attributes that name one buffer share it. An InstancedBufferGeometry keeps its instanceCount and the meshPerAttribute of each attribute. three.js's loader leaves both at their defaults. It also builds three parametric types from their parameters:

Type Built with Condition
BoxGeometry box One segment on each side.
PlaneGeometry plane None.
SphereGeometry sphere The whole sphere: phiStart, phiLength, thetaStart and thetaLength at their defaults.

Materials

Each MaterialKind has the three.js class of the same kind:

Kind Type
BASIC MeshBasicMaterial
LAMBERT MeshLambertMaterial
PHONG MeshPhongMaterial
TOON MeshToonMaterial
MATCAP MeshMatcapMaterial
STANDARD MeshStandardMaterial
PHYSICAL MeshPhysicalMaterial
NORMALS MeshNormalMaterial
DEPTH MeshDepthMaterial
SHADOW ShadowMaterial

A line, points and a sprite use a BASIC material. The writer writes that material as the three.js class of the object:

Object Type Fields
Line LineBasicMaterial, or LineDashedMaterial when the material has a gap linewidth, and dashSize, gapSize and scale for dashes
Points PointsMaterial map, alphaMap, size, sizeAttenuation
Sprite SpriteMaterial map, alphaMap, rotation, sizeAttenuation

When a mesh and a line use the same material, the writer writes one entry for each class.

The writer writes the fields that the three.js class has. For example, only a MeshPhongMaterial has specular and shininess. The reader uses the three.js defaults for a field that is not there. For example, a MeshPhongMaterial without specular gets 0x111111. Colors are 24-bit sRGB numbers, as Color.getHex gives them.

These fields use three.js's keys and three.js's defaults:

Fields Keys
Baked light aoMap, aoMapIntensity, lightMap, lightMapIntensity
Displacement displacementMap, displacementScale, displacementBias
Other surface fields specularMap, flatShading, and depthPacking on a MeshDepthMaterial
Volume transmission, transmissionMap, thickness, thicknessMap, attenuationColor, attenuationDistance, dispersion
Sheen sheen, sheenColor, sheenColorMap, sheenRoughness, sheenRoughnessMap
Thin film iridescence, iridescenceIOR, iridescenceThicknessRange in nanometers, iridescenceMap, iridescenceThicknessMap
Stretch anisotropy, anisotropyRotation in radians, anisotropyMap
Depth and stencil depthFunc, depthTest, depthWrite, colorWrite, stencilWrite, stencilWriteMask, stencilFunc, stencilRef, stencilFuncMask, stencilFail, stencilZFail, stencilZPass
Polygon offset polygonOffset, polygonOffsetFactor, polygonOffsetUnits

The writer writes a map intensity, a displacement scale and a displacement bias only with their map, as Material.toJSON does. The reader reads them only with their map. The writer does not write an infinite attenuationDistance, because that is the default. The stencil functions and operations use three.js's numbers: stencilFunc 519 is ALWAYS_STENCIL_FUNC, and stencilFail 7680 is KEEP_STENCIL_OP.

three.js's blending is a number. NormalBlending, the default, follows transparent. NoBlending is OPAQUE. AdditiveBlending, SubtractiveBlending and MultiplyBlending are ADDITIVE, SUBTRACTIVE and MULTIPLY.

Textures

The writer writes each texture with its wrap, its filters, its transform, its color space, its channel and an image. The image is a PNG data: URL of the full-size level. A texture here runs up from its bottom row, as a three.js texture with flipY does. Thus flipY is true.

The reader decodes a PNG, a JPEG or a TGA image from a data: URL or from a file beside the document. When flipY is false, the reader turns the image upside down. colorSpace srgb is SRGB. srgb-linear and the empty NoColorSpace are LINEAR. The minification filter tells whether the texture has a mip chain. The magnification filter gives NEAREST or BILINEAR.

A channel of 1 reads the second set of texture coordinates, uv1.

three.js has no alpha mode, so the reader finds it from the use of the texture. A map, a background or a sheenRoughnessMap gets COVERAGE. All other maps are data maps, and get IGNORED. A sheen roughness map keeps its alpha, because the renderer reads the roughness from the alpha. When a texture has the two uses, the reader builds it two times.

Differences from three.js

  • A camera is kept beside the scene, in ObjectCameras, because a camera is not a node here.
  • A node that carries two things becomes an Object3D with child objects. In three.js, each object is one thing.
  • A light's layers are its own here. The writer writes a light on other layers than its node as a child object.
  • The uuids are not random. The same scene gives the same text.
  • One material can be a mesh material and a line material here. The writer writes one entry for each three.js class that uses it.
  • The writer writes transparent false on a SpriteMaterial. three.js leaves it out, and then its loader reads a transparent sprite.
  • The writer writes a sprite's center when it is not the middle. three.js does not write it, and ignores it.
  • An LOD level must be a child Mesh at the identity, because an Lod draws its levels at its own node.
  • A skeleton must have its boneInverses. three.js can calculate them from the bones, but this reader cannot.
  • The joined geometry of a batched mesh stays in the assets after the reader splits it.

Not ported

The writer does not write these things, and the reader refuses them:

  • Wide lines (LineSegments2), which are a three.js addon that ObjectLoader does not read. The writer ignores them.
  • CustomBlending, and a line width in world units.
  • A batched mesh with geometries that do not have the same attributes and index, or that have morph targets.
  • A mesh with more than one material, and an attribute or an interleaved buffer that is not a Float32Array.
  • A texture with two different wraps, a mapping that is not UVMapping, or a channel that is not 0 or 1.
  • A depth function, a stencil function or a stencil operation that is not one of three.js's.
  • A perspective camera with zoom, filmOffset or view, and an orthographic camera with view.

The writer does not write these things, and the reader ignores them:

  • Cube textures: a cube background, the scene's environment and a material's envMap.
  • animations, shapes, skeletons, up and userData.
  • clearcoatMap, specularColorMap and the other material keys that have no field here.
  • An LOD's autoUpdate, and a batched mesh's sorting, reserved ranges and bounds.
  • A camera's focus and filmGauge, and a texture's format, type and premultiplyAlpha.

The writer also does not write a mesh's morph influences or a material's clipping planes. It does not write a distance material's reference point and range, or a wide line's dashOffset.

Errors

The writer raises for:

  • A thing, a target, a bone or a camera that names a node that is not in the scene.
  • A blank texture, or a light or a texture that its own validate refuses.
  • Custom blending, or a material that blends but is not transparent.
  • A material that its own checks refuse, for example a stencil operation that is not one of the eight.
  • A line, points or sprite material that is not BASIC, or a line width in world units.
  • A line mode or a bind mode that is not one of its values.
  • A batched mesh with geometries that it cannot join.
  • A perspective camera with a view shift.

The reader raises for a document that is not JSON, for each refusal in Not ported, and for:

  • A uuid that is named two times, or that names nothing.
  • An object, geometry, material or fog type that has no counterpart here.
  • A shadow map that is not square, or a shadow camera that is not square about its axis.
  • An LOD level that is not a child Mesh at the identity without children.
  • A skeleton without one boneInverses entry for each bone, or a bone uuid that no object has.
  • A geometryInfo or an instance that names data that is not there.
  • Each value that the builders refuse, for example a negative intensity.

Example

tests/test_object_json.mojo writes a scene with each kind of thing and reads it back. It also reads a document in the shape of three.js's own scene.toJSON() output.

tests/test_object_json_objects.mojo renders a scene with each newer material field and each other object. It writes the scene, reads it back and renders it again. The two images are the same.

Home

Tutorials

How-to

Reference

Explanation

Clone this wiki locally