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