babylon.sceneSerializer.ts 15 KB

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  1. module BABYLON {
  2. var serializedGeometries: Geometry[] = [];
  3. var serializeGeometry = (geometry: Geometry, serializationGeometries: any): any => {
  4. if ((<any>serializedGeometries)[geometry.id]) {
  5. return;
  6. }
  7. if (geometry.doNotSerialize) {
  8. return;
  9. }
  10. if (geometry instanceof BoxGeometry) {
  11. serializationGeometries.boxes.push(geometry.serialize());
  12. }
  13. else if (geometry instanceof SphereGeometry) {
  14. serializationGeometries.spheres.push(geometry.serialize());
  15. }
  16. else if (geometry instanceof CylinderGeometry) {
  17. serializationGeometries.cylinders.push(geometry.serialize());
  18. }
  19. else if (geometry instanceof TorusGeometry) {
  20. serializationGeometries.toruses.push(geometry.serialize());
  21. }
  22. else if (geometry instanceof GroundGeometry) {
  23. serializationGeometries.grounds.push(geometry.serialize());
  24. }
  25. else if (geometry instanceof Plane) {
  26. serializationGeometries.planes.push(geometry.serialize());
  27. }
  28. else if (geometry instanceof TorusKnotGeometry) {
  29. serializationGeometries.torusKnots.push(geometry.serialize());
  30. }
  31. else if (geometry instanceof _PrimitiveGeometry) {
  32. throw new Error("Unknown primitive type");
  33. }
  34. else {
  35. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  36. }
  37. (<any>serializedGeometries)[geometry.id] = true;
  38. };
  39. var serializeMesh = (mesh: Mesh, serializationScene: any): any => {
  40. var serializationObject: any = {};
  41. // Geometry
  42. var geometry = mesh._geometry;
  43. if (geometry) {
  44. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  45. // 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
  46. serializeGeometry(geometry, serializationScene.geometries);
  47. }
  48. }
  49. // Custom
  50. if (mesh.serialize) {
  51. mesh.serialize(serializationObject);
  52. }
  53. return serializationObject;
  54. };
  55. var finalizeSingleMesh = (mesh: Mesh, serializationObject: any) => {
  56. //only works if the mesh is already loaded
  57. if (mesh.delayLoadState === Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Engine.DELAYLOADSTATE_NONE) {
  58. //serialize material
  59. if (mesh.material) {
  60. if (mesh.material instanceof MultiMaterial) {
  61. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  62. serializationObject.materials = serializationObject.materials || [];
  63. if (!serializationObject.multiMaterials.some((mat: Material) => (mat.id === (<Material>mesh.material).id))) {
  64. serializationObject.multiMaterials.push(mesh.material.serialize());
  65. for (let submaterial of mesh.material.subMaterials) {
  66. if (submaterial) {
  67. if (!serializationObject.materials.some((mat: Material) => (mat.id === (<Material>submaterial).id))) {
  68. serializationObject.materials.push(submaterial.serialize());
  69. }
  70. }
  71. }
  72. }
  73. } else {
  74. serializationObject.materials = serializationObject.materials || [];
  75. if (!serializationObject.materials.some((mat: Material) => (mat.id === (<Material>mesh.material).id))) {
  76. serializationObject.materials.push(mesh.material.serialize());
  77. }
  78. }
  79. }
  80. //serialize geometry
  81. var geometry = mesh._geometry;
  82. if (geometry) {
  83. if (!serializationObject.geometries) {
  84. serializationObject.geometries = {};
  85. serializationObject.geometries.boxes = [];
  86. serializationObject.geometries.spheres = [];
  87. serializationObject.geometries.cylinders = [];
  88. serializationObject.geometries.toruses = [];
  89. serializationObject.geometries.grounds = [];
  90. serializationObject.geometries.planes = [];
  91. serializationObject.geometries.torusKnots = [];
  92. serializationObject.geometries.vertexData = [];
  93. }
  94. serializeGeometry(geometry, serializationObject.geometries);
  95. }
  96. // Skeletons
  97. if (mesh.skeleton) {
  98. serializationObject.skeletons = serializationObject.skeletons || [];
  99. serializationObject.skeletons.push(mesh.skeleton.serialize());
  100. }
  101. //serialize the actual mesh
  102. serializationObject.meshes = serializationObject.meshes || [];
  103. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  104. }
  105. };
  106. /**
  107. * Class used to serialize a scene into a string
  108. */
  109. export class SceneSerializer {
  110. /**
  111. * Clear cache used by a previous serialization
  112. */
  113. public static ClearCache(): void {
  114. serializedGeometries = [];
  115. }
  116. /**
  117. * Serialize a scene into a JSON compatible object
  118. * @param scene defines the scene to serialize
  119. * @returns a JSON compatible object
  120. */
  121. public static Serialize(scene: Scene): any {
  122. var serializationObject: any = {};
  123. SceneSerializer.ClearCache();
  124. // Scene
  125. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  126. serializationObject.autoClear = scene.autoClear;
  127. serializationObject.clearColor = scene.clearColor.asArray();
  128. serializationObject.ambientColor = scene.ambientColor.asArray();
  129. serializationObject.gravity = scene.gravity.asArray();
  130. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  131. serializationObject.workerCollisions = scene.workerCollisions;
  132. // Fog
  133. if (scene.fogMode && scene.fogMode !== 0) {
  134. serializationObject.fogMode = scene.fogMode;
  135. serializationObject.fogColor = scene.fogColor.asArray();
  136. serializationObject.fogStart = scene.fogStart;
  137. serializationObject.fogEnd = scene.fogEnd;
  138. serializationObject.fogDensity = scene.fogDensity;
  139. }
  140. //Physics
  141. if (scene.isPhysicsEnabled()) {
  142. let physicEngine = scene.getPhysicsEngine();
  143. if (physicEngine) {
  144. serializationObject.physicsEnabled = true;
  145. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  146. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  147. }
  148. }
  149. // Metadata
  150. if (scene.metadata) {
  151. serializationObject.metadata = scene.metadata;
  152. }
  153. // Morph targets
  154. serializationObject.morphTargetManagers = [];
  155. for (var abstractMesh of scene.meshes) {
  156. var manager = (<Mesh>abstractMesh).morphTargetManager;
  157. if (manager) {
  158. serializationObject.morphTargetManagers.push(manager.serialize());
  159. }
  160. }
  161. // Lights
  162. serializationObject.lights = [];
  163. var index: number;
  164. var light: Light;
  165. for (index = 0; index < scene.lights.length; index++) {
  166. light = scene.lights[index];
  167. if (!light.doNotSerialize) {
  168. serializationObject.lights.push(light.serialize());
  169. }
  170. }
  171. // Cameras
  172. serializationObject.cameras = [];
  173. for (index = 0; index < scene.cameras.length; index++) {
  174. var camera = scene.cameras[index];
  175. if (!camera.doNotSerialize) {
  176. serializationObject.cameras.push(camera.serialize());
  177. }
  178. }
  179. if (scene.activeCamera) {
  180. serializationObject.activeCameraID = scene.activeCamera.id;
  181. }
  182. // Animations
  183. Animation.AppendSerializedAnimations(scene, serializationObject);
  184. // Reflection probes
  185. if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {
  186. serializationObject.reflectionProbes = [];
  187. for (index = 0; index < scene.reflectionProbes.length; index++) {
  188. var reflectionProbe = scene.reflectionProbes[index];
  189. serializationObject.reflectionProbes.push(reflectionProbe.serialize());
  190. }
  191. }
  192. // Materials
  193. serializationObject.materials = [];
  194. serializationObject.multiMaterials = [];
  195. var material: Material;
  196. for (index = 0; index < scene.materials.length; index++) {
  197. material = scene.materials[index];
  198. if (!material.doNotSerialize) {
  199. serializationObject.materials.push(material.serialize());
  200. }
  201. }
  202. // MultiMaterials
  203. serializationObject.multiMaterials = [];
  204. for (index = 0; index < scene.multiMaterials.length; index++) {
  205. var multiMaterial = scene.multiMaterials[index];
  206. serializationObject.multiMaterials.push(multiMaterial.serialize());
  207. }
  208. // Environment texture
  209. if (scene.environmentTexture) {
  210. serializationObject.environmentTexture = scene.environmentTexture.name;
  211. }
  212. // Skeletons
  213. serializationObject.skeletons = [];
  214. for (index = 0; index < scene.skeletons.length; index++) {
  215. let skeleton = scene.skeletons[index];
  216. if (!skeleton.doNotSerialize) {
  217. serializationObject.skeletons.push(skeleton.serialize());
  218. }
  219. }
  220. // Transform nodes
  221. serializationObject.transformNodes = [];
  222. for (index = 0; index < scene.transformNodes.length; index++) {
  223. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  224. }
  225. // Geometries
  226. serializationObject.geometries = {};
  227. serializationObject.geometries.boxes = [];
  228. serializationObject.geometries.spheres = [];
  229. serializationObject.geometries.cylinders = [];
  230. serializationObject.geometries.toruses = [];
  231. serializationObject.geometries.grounds = [];
  232. serializationObject.geometries.planes = [];
  233. serializationObject.geometries.torusKnots = [];
  234. serializationObject.geometries.vertexData = [];
  235. serializedGeometries = [];
  236. var geometries = scene.getGeometries();
  237. for (index = 0; index < geometries.length; index++) {
  238. var geometry = geometries[index];
  239. if (geometry.isReady()) {
  240. serializeGeometry(geometry, serializationObject.geometries);
  241. }
  242. }
  243. // Meshes
  244. serializationObject.meshes = [];
  245. for (index = 0; index < scene.meshes.length; index++) {
  246. var abstractMesh = scene.meshes[index];
  247. if (abstractMesh instanceof Mesh) {
  248. var mesh = abstractMesh;
  249. if (!mesh.doNotSerialize) {
  250. if (mesh.delayLoadState === Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Engine.DELAYLOADSTATE_NONE) {
  251. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  252. }
  253. }
  254. }
  255. }
  256. // Particles Systems
  257. serializationObject.particleSystems = [];
  258. for (index = 0; index < scene.particleSystems.length; index++) {
  259. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  260. }
  261. // Action Manager
  262. if (scene.actionManager) {
  263. serializationObject.actions = scene.actionManager.serialize("scene");
  264. }
  265. // Components
  266. for (let component of scene._serializableComponents) {
  267. component.serialize(serializationObject);
  268. }
  269. return serializationObject;
  270. }
  271. /**
  272. * Serialize a mesh into a JSON compatible object
  273. * @param toSerialize defines the mesh to serialize
  274. * @param withParents defines if parents must be serialized as well
  275. * @param withChildren defines if children must be serialized as well
  276. * @returns a JSON compatible object
  277. */
  278. public static SerializeMesh(toSerialize: any /* Mesh || Mesh[] */, withParents: boolean = false, withChildren: boolean = false): any {
  279. var serializationObject: any = {};
  280. SceneSerializer.ClearCache();
  281. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  282. if (withParents || withChildren) {
  283. //deliberate for loop! not for each, appended should be processed as well.
  284. for (var i = 0; i < toSerialize.length; ++i) {
  285. if (withChildren) {
  286. toSerialize[i].getDescendants().forEach((node: Node) => {
  287. if (node instanceof Mesh && (toSerialize.indexOf(node) < 0)) {
  288. toSerialize.push(node);
  289. }
  290. });
  291. }
  292. //make sure the array doesn't contain the object already
  293. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  294. toSerialize.push(toSerialize[i].parent);
  295. }
  296. }
  297. }
  298. toSerialize.forEach((mesh: Mesh) => {
  299. finalizeSingleMesh(mesh, serializationObject);
  300. });
  301. return serializationObject;
  302. }
  303. }
  304. }