babylon.sceneSerializer.ts 13 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. // 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 StandardMaterial) {
  61. serializationObject.materials = serializationObject.materials || [];
  62. if (!serializationObject.materials.some(mat => (mat.id === mesh.material.id))) {
  63. serializationObject.materials.push(mesh.material.serialize());
  64. }
  65. } else if (mesh.material instanceof MultiMaterial) {
  66. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  67. if (!serializationObject.multiMaterials.some(mat => (mat.id === mesh.material.id))) {
  68. serializationObject.multiMaterials.push(mesh.material.serialize());
  69. }
  70. }
  71. }
  72. //serialize geometry
  73. var geometry = mesh._geometry;
  74. if (geometry) {
  75. if (!serializationObject.geometries) {
  76. serializationObject.geometries = {};
  77. serializationObject.geometries.boxes = [];
  78. serializationObject.geometries.spheres = [];
  79. serializationObject.geometries.cylinders = [];
  80. serializationObject.geometries.toruses = [];
  81. serializationObject.geometries.grounds = [];
  82. serializationObject.geometries.planes = [];
  83. serializationObject.geometries.torusKnots = [];
  84. serializationObject.geometries.vertexData = [];
  85. }
  86. serializeGeometry(geometry, serializationObject.geometries);
  87. }
  88. // Skeletons
  89. if (mesh.skeleton) {
  90. serializationObject.skeletons = serializationObject.skeletons || [];
  91. serializationObject.skeletons.push(mesh.skeleton.serialize());
  92. }
  93. //serialize the actual mesh
  94. serializationObject.meshes = serializationObject.meshes || [];
  95. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  96. }
  97. }
  98. export class SceneSerializer {
  99. public static ClearCache(): void {
  100. serializedGeometries = [];
  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. serializationObject.workerCollisions = scene.workerCollisions;
  113. // Fog
  114. if (scene.fogMode && scene.fogMode !== 0) {
  115. serializationObject.fogMode = scene.fogMode;
  116. serializationObject.fogColor = scene.fogColor.asArray();
  117. serializationObject.fogStart = scene.fogStart;
  118. serializationObject.fogEnd = scene.fogEnd;
  119. serializationObject.fogDensity = scene.fogDensity;
  120. }
  121. //Physics
  122. if (scene.isPhysicsEnabled()) {
  123. serializationObject.physicsEnabled = true;
  124. serializationObject.physicsGravity = scene.getPhysicsEngine().gravity.asArray();
  125. serializationObject.physicsEngine = scene.getPhysicsEngine().getPhysicsPluginName();
  126. }
  127. // Metadata
  128. if (scene.metadata) {
  129. serializationObject.metadata = scene.metadata;
  130. }
  131. // Morph targets
  132. serializationObject.morphTargetManagers = [];
  133. for (var abstractMesh of scene.meshes) {
  134. var manager = (<Mesh>abstractMesh).morphTargetManager;
  135. if (manager) {
  136. serializationObject.morphTargetManagers.push(manager.serialize());
  137. }
  138. }
  139. // Lights
  140. serializationObject.lights = [];
  141. var index: number;
  142. var light: Light;
  143. for (index = 0; index < scene.lights.length; index++) {
  144. light = scene.lights[index];
  145. if (!light.doNotSerialize) {
  146. serializationObject.lights.push(light.serialize());
  147. }
  148. }
  149. // Cameras
  150. serializationObject.cameras = [];
  151. for (index = 0; index < scene.cameras.length; index++) {
  152. var camera = scene.cameras[index];
  153. if (!camera.doNotSerialize) {
  154. serializationObject.cameras.push(camera.serialize());
  155. }
  156. }
  157. if (scene.activeCamera) {
  158. serializationObject.activeCameraID = scene.activeCamera.id;
  159. }
  160. // Animations
  161. Animation.AppendSerializedAnimations(scene, serializationObject);
  162. // Materials
  163. serializationObject.materials = [];
  164. serializationObject.multiMaterials = [];
  165. var material: Material;
  166. for (index = 0; index < scene.materials.length; index++) {
  167. material = scene.materials[index];
  168. if (!material.doNotSerialize) {
  169. serializationObject.materials.push(material.serialize());
  170. }
  171. }
  172. // MultiMaterials
  173. serializationObject.multiMaterials = [];
  174. for (index = 0; index < scene.multiMaterials.length; index++) {
  175. var multiMaterial = scene.multiMaterials[index];
  176. serializationObject.multiMaterials.push(multiMaterial.serialize());
  177. }
  178. // Skeletons
  179. serializationObject.skeletons = [];
  180. for (index = 0; index < scene.skeletons.length; index++) {
  181. serializationObject.skeletons.push(scene.skeletons[index].serialize());
  182. }
  183. // Geometries
  184. serializationObject.geometries = {};
  185. serializationObject.geometries.boxes = [];
  186. serializationObject.geometries.spheres = [];
  187. serializationObject.geometries.cylinders = [];
  188. serializationObject.geometries.toruses = [];
  189. serializationObject.geometries.grounds = [];
  190. serializationObject.geometries.planes = [];
  191. serializationObject.geometries.torusKnots = [];
  192. serializationObject.geometries.vertexData = [];
  193. serializedGeometries = [];
  194. var geometries = scene.getGeometries();
  195. for (index = 0; index < geometries.length; index++) {
  196. var geometry = geometries[index];
  197. if (geometry.isReady()) {
  198. serializeGeometry(geometry, serializationObject.geometries);
  199. }
  200. }
  201. // Meshes
  202. serializationObject.meshes = [];
  203. for (index = 0; index < scene.meshes.length; index++) {
  204. var abstractMesh = scene.meshes[index];
  205. if (abstractMesh instanceof Mesh) {
  206. var mesh = abstractMesh;
  207. if (!mesh.doNotSerialize) {
  208. if (mesh.delayLoadState === Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Engine.DELAYLOADSTATE_NONE) {
  209. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  210. }
  211. }
  212. }
  213. }
  214. // Particles Systems
  215. serializationObject.particleSystems = [];
  216. for (index = 0; index < scene.particleSystems.length; index++) {
  217. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  218. }
  219. // Lens flares
  220. serializationObject.lensFlareSystems = [];
  221. for (index = 0; index < scene.lensFlareSystems.length; index++) {
  222. serializationObject.lensFlareSystems.push(scene.lensFlareSystems[index].serialize());
  223. }
  224. // Shadows
  225. serializationObject.shadowGenerators = [];
  226. for (index = 0; index < scene.lights.length; index++) {
  227. light = scene.lights[index];
  228. let shadowGenerator = light.getShadowGenerator();
  229. if (shadowGenerator) {
  230. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  231. }
  232. }
  233. // Action Manager
  234. if (scene.actionManager) {
  235. serializationObject.actions = scene.actionManager.serialize("scene");
  236. }
  237. // Audio
  238. serializationObject.sounds = [];
  239. for (index = 0; index < scene.soundTracks.length; index++) {
  240. var soundtrack = scene.soundTracks[index];
  241. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  242. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  243. }
  244. }
  245. return serializationObject;
  246. }
  247. public static SerializeMesh(toSerialize: any /* Mesh || Mesh[] */, withParents: boolean = false, withChildren: boolean = false): any {
  248. var serializationObject: any = {};
  249. SceneSerializer.ClearCache();
  250. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  251. if (withParents || withChildren) {
  252. //deliberate for loop! not for each, appended should be processed as well.
  253. for (var i = 0; i < toSerialize.length; ++i) {
  254. if (withChildren) {
  255. toSerialize[i].getDescendants().forEach((node) => {
  256. if (node instanceof Mesh && (toSerialize.indexOf(node) < 0)) {
  257. toSerialize.push(node);
  258. }
  259. });
  260. }
  261. //make sure the array doesn't contain the object already
  262. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  263. toSerialize.push(toSerialize[i].parent);
  264. }
  265. }
  266. }
  267. toSerialize.forEach((mesh: Mesh) => {
  268. finalizeSingleMesh(mesh, serializationObject);
  269. });
  270. return serializationObject;
  271. }
  272. }
  273. }