babylon.sceneSerializer.ts 18 KB

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  1. module BABYLON {
  2. var serializedGeometries: Geometry[] = [];
  3. var serializeGeometry = (geometry: Geometry, serializationGeometries: any): any => {
  4. if (serializedGeometries[geometry.id]) {
  5. return;
  6. }
  7. if (geometry.doNotSerialize) {
  8. return;
  9. }
  10. if (geometry instanceof Geometry.Primitives.Box) {
  11. serializationGeometries.boxes.push(geometry.serialize());
  12. }
  13. else if (geometry instanceof Geometry.Primitives.Sphere) {
  14. serializationGeometries.spheres.push(geometry.serialize());
  15. }
  16. else if (geometry instanceof Geometry.Primitives.Cylinder) {
  17. serializationGeometries.cylinders.push(geometry.serialize());
  18. }
  19. else if (geometry instanceof Geometry.Primitives.Torus) {
  20. serializationGeometries.toruses.push(geometry.serialize());
  21. }
  22. else if (geometry instanceof Geometry.Primitives.Ground) {
  23. serializationGeometries.grounds.push(geometry.serialize());
  24. }
  25. else if (geometry instanceof Geometry.Primitives.Plane) {
  26. serializationGeometries.planes.push(geometry.serialize());
  27. }
  28. else if (geometry instanceof Geometry.Primitives.TorusKnot) {
  29. serializationGeometries.torusKnots.push(geometry.serialize());
  30. }
  31. else if (geometry instanceof Geometry.Primitives._Primitive) {
  32. throw new Error("Unknown primitive type");
  33. }
  34. else {
  35. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  36. }
  37. serializedGeometries[geometry.id] = true;
  38. };
  39. var serializeMesh = (mesh: Mesh, serializationScene: any): any => {
  40. var serializationObject: any = {};
  41. serializationObject.name = mesh.name;
  42. serializationObject.id = mesh.id;
  43. if (Tags.HasTags(mesh)) {
  44. serializationObject.tags = Tags.GetTags(mesh);
  45. }
  46. serializationObject.position = mesh.position.asArray();
  47. if (mesh.rotationQuaternion) {
  48. serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray();
  49. } else if (mesh.rotation) {
  50. serializationObject.rotation = mesh.rotation.asArray();
  51. }
  52. serializationObject.scaling = mesh.scaling.asArray();
  53. serializationObject.localMatrix = mesh.getPivotMatrix().asArray();
  54. serializationObject.isEnabled = mesh.isEnabled();
  55. serializationObject.isVisible = mesh.isVisible;
  56. serializationObject.infiniteDistance = mesh.infiniteDistance;
  57. serializationObject.pickable = mesh.isPickable;
  58. serializationObject.receiveShadows = mesh.receiveShadows;
  59. serializationObject.billboardMode = mesh.billboardMode;
  60. serializationObject.visibility = mesh.visibility;
  61. serializationObject.checkCollisions = mesh.checkCollisions;
  62. serializationObject.isBlocker = mesh.isBlocker;
  63. // Parent
  64. if (mesh.parent) {
  65. serializationObject.parentId = mesh.parent.id;
  66. }
  67. // Geometry
  68. var geometry = mesh._geometry;
  69. if (geometry) {
  70. var geometryId = geometry.id;
  71. serializationObject.geometryId = geometryId;
  72. if (!mesh.getScene().getGeometryByID(geometryId)) {
  73. // 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
  74. serializeGeometry(geometry, serializationScene.geometries);
  75. }
  76. // SubMeshes
  77. serializationObject.subMeshes = [];
  78. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  79. var subMesh = mesh.subMeshes[subIndex];
  80. serializationObject.subMeshes.push({
  81. materialIndex: subMesh.materialIndex,
  82. verticesStart: subMesh.verticesStart,
  83. verticesCount: subMesh.verticesCount,
  84. indexStart: subMesh.indexStart,
  85. indexCount: subMesh.indexCount
  86. });
  87. }
  88. }
  89. // Material
  90. if (mesh.material) {
  91. serializationObject.materialId = mesh.material.id;
  92. } else {
  93. mesh.material = null;
  94. }
  95. // Skeleton
  96. if (mesh.skeleton) {
  97. serializationObject.skeletonId = mesh.skeleton.id;
  98. }
  99. // Physics
  100. //TODO implement correct serialization for physics impostors.
  101. if (mesh.getPhysicsImpostor()) {
  102. serializationObject.physicsMass = mesh.getPhysicsMass();
  103. serializationObject.physicsFriction = mesh.getPhysicsFriction();
  104. serializationObject.physicsRestitution = mesh.getPhysicsRestitution();
  105. serializationObject.physicsImpostor = mesh.getPhysicsImpostor().type;
  106. }
  107. // Metadata
  108. if (mesh.metadata) {
  109. serializationObject.metadata = mesh.metadata;
  110. }
  111. // Instances
  112. serializationObject.instances = [];
  113. for (var index = 0; index < mesh.instances.length; index++) {
  114. var instance = mesh.instances[index];
  115. var serializationInstance: any = {
  116. name: instance.name,
  117. position: instance.position.asArray(),
  118. scaling: instance.scaling.asArray()
  119. };
  120. if (instance.rotationQuaternion) {
  121. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  122. } else if (instance.rotation) {
  123. serializationInstance.rotation = instance.rotation.asArray();
  124. }
  125. serializationObject.instances.push(serializationInstance);
  126. // Animations
  127. Animation.AppendSerializedAnimations(instance, serializationInstance);
  128. serializationInstance.ranges = instance.serializeAnimationRanges();
  129. }
  130. // Animations
  131. Animation.AppendSerializedAnimations(mesh, serializationObject);
  132. serializationObject.ranges = mesh.serializeAnimationRanges();
  133. // Layer mask
  134. serializationObject.layerMask = mesh.layerMask;
  135. // Alpha
  136. serializationObject.alphaIndex = mesh.alphaIndex;
  137. serializationObject.hasVertexAlpha = mesh.hasVertexAlpha;
  138. // Overlay
  139. serializationObject.overlayAlpha = mesh.overlayAlpha;
  140. serializationObject.overlayColor = mesh.overlayColor.asArray();
  141. serializationObject.renderOverlay = mesh.renderOverlay;
  142. // Fog
  143. serializationObject.applyFog = mesh.applyFog;
  144. // Action Manager
  145. if (mesh.actionManager) {
  146. serializationObject.actions = mesh.actionManager.serialize(mesh.name);
  147. }
  148. return serializationObject;
  149. };
  150. var finalizeSingleMesh = (mesh: Mesh, serializationObject: any) => {
  151. //only works if the mesh is already loaded
  152. if (mesh.delayLoadState === Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Engine.DELAYLOADSTATE_NONE) {
  153. //serialize material
  154. if (mesh.material) {
  155. if (mesh.material instanceof StandardMaterial) {
  156. serializationObject.materials = serializationObject.materials || [];
  157. if (!serializationObject.materials.some(mat => (mat.id === mesh.material.id))) {
  158. serializationObject.materials.push(mesh.material.serialize());
  159. }
  160. } else if (mesh.material instanceof MultiMaterial) {
  161. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  162. if (!serializationObject.multiMaterials.some(mat => (mat.id === mesh.material.id))) {
  163. serializationObject.multiMaterials.push(mesh.material.serialize());
  164. }
  165. }
  166. }
  167. //serialize geometry
  168. var geometry = mesh._geometry;
  169. if (geometry) {
  170. if (!serializationObject.geometries) {
  171. serializationObject.geometries = {};
  172. serializationObject.geometries.boxes = [];
  173. serializationObject.geometries.spheres = [];
  174. serializationObject.geometries.cylinders = [];
  175. serializationObject.geometries.toruses = [];
  176. serializationObject.geometries.grounds = [];
  177. serializationObject.geometries.planes = [];
  178. serializationObject.geometries.torusKnots = [];
  179. serializationObject.geometries.vertexData = [];
  180. }
  181. serializeGeometry(geometry, serializationObject.geometries);
  182. }
  183. // Skeletons
  184. if (mesh.skeleton) {
  185. serializationObject.skeletons = serializationObject.skeletons || [];
  186. serializationObject.skeletons.push(mesh.skeleton.serialize());
  187. }
  188. //serialize the actual mesh
  189. serializationObject.meshes = serializationObject.meshes || [];
  190. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  191. }
  192. }
  193. export class SceneSerializer {
  194. public static ClearCache(): void {
  195. serializedGeometries = [];
  196. }
  197. public static Serialize(scene: Scene): any {
  198. var serializationObject: any = {};
  199. // Scene
  200. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  201. serializationObject.autoClear = scene.autoClear;
  202. serializationObject.clearColor = scene.clearColor.asArray();
  203. serializationObject.ambientColor = scene.ambientColor.asArray();
  204. serializationObject.gravity = scene.gravity.asArray();
  205. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  206. serializationObject.workerCollisions = scene.workerCollisions;
  207. // Fog
  208. if (scene.fogMode && scene.fogMode !== 0) {
  209. serializationObject.fogMode = scene.fogMode;
  210. serializationObject.fogColor = scene.fogColor.asArray();
  211. serializationObject.fogStart = scene.fogStart;
  212. serializationObject.fogEnd = scene.fogEnd;
  213. serializationObject.fogDensity = scene.fogDensity;
  214. }
  215. //Physics
  216. if (scene.isPhysicsEnabled()) {
  217. serializationObject.physicsEnabled = true;
  218. serializationObject.physicsGravity = scene.getPhysicsEngine().gravity.asArray();
  219. serializationObject.physicsEngine = scene.getPhysicsEngine().getPhysicsPluginName();
  220. }
  221. // Metadata
  222. if (scene.metadata) {
  223. serializationObject.metadata = scene.metadata;
  224. }
  225. // Lights
  226. serializationObject.lights = [];
  227. var index: number;
  228. var light: Light;
  229. for (index = 0; index < scene.lights.length; index++) {
  230. light = scene.lights[index];
  231. if (!light.doNotSerialize) {
  232. serializationObject.lights.push(light.serialize());
  233. }
  234. }
  235. // Cameras
  236. serializationObject.cameras = [];
  237. for (index = 0; index < scene.cameras.length; index++) {
  238. var camera = scene.cameras[index];
  239. if (!camera.doNotSerialize) {
  240. serializationObject.cameras.push(camera.serialize());
  241. }
  242. }
  243. if (scene.activeCamera) {
  244. serializationObject.activeCameraID = scene.activeCamera.id;
  245. }
  246. // Animations
  247. Animation.AppendSerializedAnimations(scene, serializationObject);
  248. // Materials
  249. serializationObject.materials = [];
  250. serializationObject.multiMaterials = [];
  251. var material: Material;
  252. for (index = 0; index < scene.materials.length; index++) {
  253. material = scene.materials[index];
  254. if (!material.doNotSerialize) {
  255. serializationObject.materials.push(material.serialize());
  256. }
  257. }
  258. // MultiMaterials
  259. serializationObject.multiMaterials = [];
  260. for (index = 0; index < scene.multiMaterials.length; index++) {
  261. var multiMaterial = scene.multiMaterials[index];
  262. serializationObject.multiMaterials.push(multiMaterial.serialize());
  263. }
  264. // Skeletons
  265. serializationObject.skeletons = [];
  266. for (index = 0; index < scene.skeletons.length; index++) {
  267. serializationObject.skeletons.push(scene.skeletons[index].serialize());
  268. }
  269. // Geometries
  270. serializationObject.geometries = {};
  271. serializationObject.geometries.boxes = [];
  272. serializationObject.geometries.spheres = [];
  273. serializationObject.geometries.cylinders = [];
  274. serializationObject.geometries.toruses = [];
  275. serializationObject.geometries.grounds = [];
  276. serializationObject.geometries.planes = [];
  277. serializationObject.geometries.torusKnots = [];
  278. serializationObject.geometries.vertexData = [];
  279. serializedGeometries = [];
  280. var geometries = scene.getGeometries();
  281. for (index = 0; index < geometries.length; index++) {
  282. var geometry = geometries[index];
  283. if (geometry.isReady()) {
  284. serializeGeometry(geometry, serializationObject.geometries);
  285. }
  286. }
  287. // Meshes
  288. serializationObject.meshes = [];
  289. for (index = 0; index < scene.meshes.length; index++) {
  290. var abstractMesh = scene.meshes[index];
  291. if (abstractMesh instanceof Mesh) {
  292. var mesh = abstractMesh;
  293. if (!mesh.doNotSerialize) {
  294. if (mesh.delayLoadState === Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Engine.DELAYLOADSTATE_NONE) {
  295. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  296. }
  297. }
  298. }
  299. }
  300. // Particles Systems
  301. serializationObject.particleSystems = [];
  302. for (index = 0; index < scene.particleSystems.length; index++) {
  303. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  304. }
  305. // Lens flares
  306. serializationObject.lensFlareSystems = [];
  307. for (index = 0; index < scene.lensFlareSystems.length; index++) {
  308. serializationObject.lensFlareSystems.push(scene.lensFlareSystems[index].serialize());
  309. }
  310. // Shadows
  311. serializationObject.shadowGenerators = [];
  312. for (index = 0; index < scene.lights.length; index++) {
  313. light = scene.lights[index];
  314. let shadowGenerator = light.getShadowGenerator();
  315. // Only support serialization for official generator so far.
  316. if (shadowGenerator && shadowGenerator instanceof ShadowGenerator) {
  317. serializationObject.shadowGenerators.push(<ShadowGenerator>shadowGenerator.serialize());
  318. }
  319. }
  320. // Action Manager
  321. if (scene.actionManager) {
  322. serializationObject.actions = scene.actionManager.serialize("scene");
  323. }
  324. // Audio
  325. serializationObject.sounds = [];
  326. for (index = 0; index < scene.soundTracks.length; index++) {
  327. var soundtrack = scene.soundTracks[index];
  328. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  329. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  330. }
  331. }
  332. return serializationObject;
  333. }
  334. public static SerializeMesh(toSerialize: any /* Mesh || Mesh[] */, withParents: boolean = false, withChildren: boolean = false): any {
  335. var serializationObject: any = {};
  336. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  337. if (withParents || withChildren) {
  338. //deliberate for loop! not for each, appended should be processed as well.
  339. for (var i = 0; i < toSerialize.length; ++i) {
  340. if (withChildren) {
  341. toSerialize[i].getDescendants().forEach((node) => {
  342. if (node instanceof Mesh && (toSerialize.indexOf(node) < 0)) {
  343. toSerialize.push(node);
  344. }
  345. });
  346. }
  347. //make sure the array doesn't contain the object already
  348. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  349. toSerialize.push(toSerialize[i].parent);
  350. }
  351. }
  352. }
  353. toSerialize.forEach((mesh: Mesh) => {
  354. finalizeSingleMesh(mesh, serializationObject);
  355. });
  356. return serializationObject;
  357. }
  358. }
  359. }