sceneSerializer.ts 13 KB

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  1. import { Geometry } from "../Meshes/geometry";
  2. import { Mesh } from "../Meshes/mesh";
  3. import { Constants } from "../Engines/constants";
  4. import { MultiMaterial } from "../Materials/multiMaterial";
  5. import { Material } from "../Materials/material";
  6. import { Scene } from "../scene";
  7. import { Light } from "../Lights/light";
  8. import { SerializationHelper } from "./decorators";
  9. var serializedGeometries: Geometry[] = [];
  10. var serializeGeometry = (geometry: Geometry, serializationGeometries: any): any => {
  11. if ((<any>serializedGeometries)[geometry.id]) {
  12. return;
  13. }
  14. if (geometry.doNotSerialize) {
  15. return;
  16. }
  17. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  18. (<any>serializedGeometries)[geometry.id] = true;
  19. };
  20. var serializeMesh = (mesh: Mesh, serializationScene: any): any => {
  21. var serializationObject: any = {};
  22. // Geometry
  23. var geometry = mesh._geometry;
  24. if (geometry) {
  25. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  26. // 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
  27. serializeGeometry(geometry, serializationScene.geometries);
  28. }
  29. }
  30. // Custom
  31. if (mesh.serialize) {
  32. mesh.serialize(serializationObject);
  33. }
  34. return serializationObject;
  35. };
  36. var finalizeSingleMesh = (mesh: Mesh, serializationObject: any) => {
  37. //only works if the mesh is already loaded
  38. if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {
  39. //serialize material
  40. if (mesh.material) {
  41. if (mesh.material instanceof MultiMaterial) {
  42. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  43. serializationObject.materials = serializationObject.materials || [];
  44. if (!serializationObject.multiMaterials.some((mat: Material) => (mat.id === (<Material>mesh.material).id))) {
  45. serializationObject.multiMaterials.push(mesh.material.serialize());
  46. for (let submaterial of mesh.material.subMaterials) {
  47. if (submaterial) {
  48. if (!serializationObject.materials.some((mat: Material) => (mat.id === (<Material>submaterial).id))) {
  49. serializationObject.materials.push(submaterial.serialize());
  50. }
  51. }
  52. }
  53. }
  54. } else {
  55. serializationObject.materials = serializationObject.materials || [];
  56. if (!serializationObject.materials.some((mat: Material) => (mat.id === (<Material>mesh.material).id))) {
  57. serializationObject.materials.push(mesh.material.serialize());
  58. }
  59. }
  60. }
  61. //serialize geometry
  62. var geometry = mesh._geometry;
  63. if (geometry) {
  64. if (!serializationObject.geometries) {
  65. serializationObject.geometries = {};
  66. serializationObject.geometries.boxes = [];
  67. serializationObject.geometries.spheres = [];
  68. serializationObject.geometries.cylinders = [];
  69. serializationObject.geometries.toruses = [];
  70. serializationObject.geometries.grounds = [];
  71. serializationObject.geometries.planes = [];
  72. serializationObject.geometries.torusKnots = [];
  73. serializationObject.geometries.vertexData = [];
  74. }
  75. serializeGeometry(geometry, serializationObject.geometries);
  76. }
  77. // Skeletons
  78. if (mesh.skeleton) {
  79. serializationObject.skeletons = serializationObject.skeletons || [];
  80. serializationObject.skeletons.push(mesh.skeleton.serialize());
  81. }
  82. //serialize the actual mesh
  83. serializationObject.meshes = serializationObject.meshes || [];
  84. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  85. }
  86. };
  87. /**
  88. * Class used to serialize a scene into a string
  89. */
  90. export class SceneSerializer {
  91. /**
  92. * Clear cache used by a previous serialization
  93. */
  94. public static ClearCache(): void {
  95. serializedGeometries = [];
  96. }
  97. /**
  98. * Serialize a scene into a JSON compatible object
  99. * @param scene defines the scene to serialize
  100. * @returns a JSON compatible object
  101. */
  102. public static Serialize(scene: Scene): any {
  103. var serializationObject: any = {};
  104. SceneSerializer.ClearCache();
  105. // Scene
  106. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  107. serializationObject.autoClear = scene.autoClear;
  108. serializationObject.clearColor = scene.clearColor.asArray();
  109. serializationObject.ambientColor = scene.ambientColor.asArray();
  110. serializationObject.gravity = scene.gravity.asArray();
  111. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  112. // Fog
  113. if (scene.fogMode && scene.fogMode !== 0) {
  114. serializationObject.fogMode = scene.fogMode;
  115. serializationObject.fogColor = scene.fogColor.asArray();
  116. serializationObject.fogStart = scene.fogStart;
  117. serializationObject.fogEnd = scene.fogEnd;
  118. serializationObject.fogDensity = scene.fogDensity;
  119. }
  120. //Physics
  121. if (scene.isPhysicsEnabled()) {
  122. let physicEngine = scene.getPhysicsEngine();
  123. if (physicEngine) {
  124. serializationObject.physicsEnabled = true;
  125. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  126. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  127. }
  128. }
  129. // Metadata
  130. if (scene.metadata) {
  131. serializationObject.metadata = scene.metadata;
  132. }
  133. // Morph targets
  134. serializationObject.morphTargetManagers = [];
  135. for (var abstractMesh of scene.meshes) {
  136. var manager = (<Mesh>abstractMesh).morphTargetManager;
  137. if (manager) {
  138. serializationObject.morphTargetManagers.push(manager.serialize());
  139. }
  140. }
  141. // Lights
  142. serializationObject.lights = [];
  143. var index: number;
  144. var light: Light;
  145. for (index = 0; index < scene.lights.length; index++) {
  146. light = scene.lights[index];
  147. if (!light.doNotSerialize) {
  148. serializationObject.lights.push(light.serialize());
  149. }
  150. }
  151. // Cameras
  152. serializationObject.cameras = [];
  153. for (index = 0; index < scene.cameras.length; index++) {
  154. var camera = scene.cameras[index];
  155. if (!camera.doNotSerialize) {
  156. serializationObject.cameras.push(camera.serialize());
  157. }
  158. }
  159. if (scene.activeCamera) {
  160. serializationObject.activeCameraID = scene.activeCamera.id;
  161. }
  162. // Animations
  163. SerializationHelper.AppendSerializedAnimations(scene, serializationObject);
  164. // Reflection probes
  165. if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {
  166. serializationObject.reflectionProbes = [];
  167. for (index = 0; index < scene.reflectionProbes.length; index++) {
  168. var reflectionProbe = scene.reflectionProbes[index];
  169. serializationObject.reflectionProbes.push(reflectionProbe.serialize());
  170. }
  171. }
  172. // Materials
  173. serializationObject.materials = [];
  174. serializationObject.multiMaterials = [];
  175. var material: Material;
  176. for (index = 0; index < scene.materials.length; index++) {
  177. material = scene.materials[index];
  178. if (!material.doNotSerialize) {
  179. serializationObject.materials.push(material.serialize());
  180. }
  181. }
  182. // MultiMaterials
  183. serializationObject.multiMaterials = [];
  184. for (index = 0; index < scene.multiMaterials.length; index++) {
  185. var multiMaterial = scene.multiMaterials[index];
  186. serializationObject.multiMaterials.push(multiMaterial.serialize());
  187. }
  188. // Environment texture
  189. if (scene.environmentTexture) {
  190. serializationObject.environmentTexture = scene.environmentTexture.name;
  191. }
  192. // Skeletons
  193. serializationObject.skeletons = [];
  194. for (index = 0; index < scene.skeletons.length; index++) {
  195. let skeleton = scene.skeletons[index];
  196. if (!skeleton.doNotSerialize) {
  197. serializationObject.skeletons.push(skeleton.serialize());
  198. }
  199. }
  200. // Transform nodes
  201. serializationObject.transformNodes = [];
  202. for (index = 0; index < scene.transformNodes.length; index++) {
  203. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  204. }
  205. // Geometries
  206. serializationObject.geometries = {};
  207. serializationObject.geometries.boxes = [];
  208. serializationObject.geometries.spheres = [];
  209. serializationObject.geometries.cylinders = [];
  210. serializationObject.geometries.toruses = [];
  211. serializationObject.geometries.grounds = [];
  212. serializationObject.geometries.planes = [];
  213. serializationObject.geometries.torusKnots = [];
  214. serializationObject.geometries.vertexData = [];
  215. serializedGeometries = [];
  216. var geometries = scene.getGeometries();
  217. for (index = 0; index < geometries.length; index++) {
  218. var geometry = geometries[index];
  219. if (geometry.isReady()) {
  220. serializeGeometry(geometry, serializationObject.geometries);
  221. }
  222. }
  223. // Meshes
  224. serializationObject.meshes = [];
  225. for (index = 0; index < scene.meshes.length; index++) {
  226. var abstractMesh = scene.meshes[index];
  227. if (abstractMesh instanceof Mesh) {
  228. var mesh = abstractMesh;
  229. if (!mesh.doNotSerialize) {
  230. if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {
  231. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  232. }
  233. }
  234. }
  235. }
  236. // Particles Systems
  237. serializationObject.particleSystems = [];
  238. for (index = 0; index < scene.particleSystems.length; index++) {
  239. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  240. }
  241. // Action Manager
  242. if (scene.actionManager) {
  243. serializationObject.actions = scene.actionManager.serialize("scene");
  244. }
  245. // Components
  246. for (let component of scene._serializableComponents) {
  247. component.serialize(serializationObject);
  248. }
  249. return serializationObject;
  250. }
  251. /**
  252. * Serialize a mesh into a JSON compatible object
  253. * @param toSerialize defines the mesh to serialize
  254. * @param withParents defines if parents must be serialized as well
  255. * @param withChildren defines if children must be serialized as well
  256. * @returns a JSON compatible object
  257. */
  258. public static SerializeMesh(toSerialize: any /* Mesh || Mesh[] */, withParents: boolean = false, withChildren: boolean = false): any {
  259. var serializationObject: any = {};
  260. SceneSerializer.ClearCache();
  261. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  262. if (withParents || withChildren) {
  263. //deliberate for loop! not for each, appended should be processed as well.
  264. for (var i = 0; i < toSerialize.length; ++i) {
  265. if (withChildren) {
  266. toSerialize[i].getDescendants().forEach((node: Node) => {
  267. if (node instanceof Mesh && (toSerialize.indexOf(node) < 0)) {
  268. toSerialize.push(node);
  269. }
  270. });
  271. }
  272. //make sure the array doesn't contain the object already
  273. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  274. toSerialize.push(toSerialize[i].parent);
  275. }
  276. }
  277. }
  278. toSerialize.forEach((mesh: Mesh) => {
  279. finalizeSingleMesh(mesh, serializationObject);
  280. });
  281. return serializationObject;
  282. }
  283. }