babylon.sceneSerializer.ts 17 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. serializationObject.overlayAlpha = mesh.overlayAlpha;
  139. // Fog
  140. serializationObject.applyFog = mesh.applyFog;
  141. // Action Manager
  142. if (mesh.actionManager) {
  143. serializationObject.actions = mesh.actionManager.serialize(mesh.name);
  144. }
  145. return serializationObject;
  146. };
  147. var finalizeSingleMesh = (mesh: Mesh, serializationObject: any) => {
  148. //only works if the mesh is already loaded
  149. if (mesh.delayLoadState === Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Engine.DELAYLOADSTATE_NONE) {
  150. //serialize material
  151. if (mesh.material) {
  152. if (mesh.material instanceof StandardMaterial) {
  153. serializationObject.materials = serializationObject.materials || [];
  154. if (!serializationObject.materials.some(mat => (mat.id === mesh.material.id))) {
  155. serializationObject.materials.push(mesh.material.serialize());
  156. }
  157. } else if (mesh.material instanceof MultiMaterial) {
  158. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  159. if (!serializationObject.multiMaterials.some(mat => (mat.id === mesh.material.id))) {
  160. serializationObject.multiMaterials.push(mesh.material.serialize());
  161. }
  162. }
  163. }
  164. //serialize geometry
  165. var geometry = mesh._geometry;
  166. if (geometry) {
  167. if (!serializationObject.geometries) {
  168. serializationObject.geometries = {};
  169. serializationObject.geometries.boxes = [];
  170. serializationObject.geometries.spheres = [];
  171. serializationObject.geometries.cylinders = [];
  172. serializationObject.geometries.toruses = [];
  173. serializationObject.geometries.grounds = [];
  174. serializationObject.geometries.planes = [];
  175. serializationObject.geometries.torusKnots = [];
  176. serializationObject.geometries.vertexData = [];
  177. }
  178. serializeGeometry(geometry, serializationObject.geometries);
  179. }
  180. // Skeletons
  181. if (mesh.skeleton) {
  182. serializationObject.skeletons = serializationObject.skeletons || [];
  183. serializationObject.skeletons.push(mesh.skeleton.serialize());
  184. }
  185. //serialize the actual mesh
  186. serializationObject.meshes = serializationObject.meshes || [];
  187. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  188. }
  189. }
  190. export class SceneSerializer {
  191. public static ClearCache(): void {
  192. serializedGeometries = [];
  193. }
  194. public static Serialize(scene: Scene): any {
  195. var serializationObject: any = {};
  196. // Scene
  197. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  198. serializationObject.autoClear = scene.autoClear;
  199. serializationObject.clearColor = scene.clearColor.asArray();
  200. serializationObject.ambientColor = scene.ambientColor.asArray();
  201. serializationObject.gravity = scene.gravity.asArray();
  202. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  203. serializationObject.workerCollisions = scene.workerCollisions;
  204. // Fog
  205. if (scene.fogMode && scene.fogMode !== 0) {
  206. serializationObject.fogMode = scene.fogMode;
  207. serializationObject.fogColor = scene.fogColor.asArray();
  208. serializationObject.fogStart = scene.fogStart;
  209. serializationObject.fogEnd = scene.fogEnd;
  210. serializationObject.fogDensity = scene.fogDensity;
  211. }
  212. //Physics
  213. if (scene.isPhysicsEnabled()) {
  214. serializationObject.physicsEnabled = true;
  215. serializationObject.physicsGravity = scene.getPhysicsEngine().gravity.asArray();
  216. serializationObject.physicsEngine = scene.getPhysicsEngine().getPhysicsPluginName();
  217. }
  218. // Metadata
  219. if (scene.metadata) {
  220. serializationObject.metadata = scene.metadata;
  221. }
  222. // Lights
  223. serializationObject.lights = [];
  224. var index: number;
  225. var light: Light;
  226. for (index = 0; index < scene.lights.length; index++) {
  227. light = scene.lights[index];
  228. if (!light.doNotSerialize) {
  229. serializationObject.lights.push(light.serialize());
  230. }
  231. }
  232. // Cameras
  233. serializationObject.cameras = [];
  234. for (index = 0; index < scene.cameras.length; index++) {
  235. var camera = scene.cameras[index];
  236. if (!camera.doNotSerialize) {
  237. serializationObject.cameras.push(camera.serialize());
  238. }
  239. }
  240. if (scene.activeCamera) {
  241. serializationObject.activeCameraID = scene.activeCamera.id;
  242. }
  243. // Animations
  244. Animation.AppendSerializedAnimations(scene, serializationObject);
  245. // Materials
  246. serializationObject.materials = [];
  247. serializationObject.multiMaterials = [];
  248. var material: Material;
  249. for (index = 0; index < scene.materials.length; index++) {
  250. material = scene.materials[index];
  251. if (!material.doNotSerialize) {
  252. serializationObject.materials.push(material.serialize());
  253. }
  254. }
  255. // MultiMaterials
  256. serializationObject.multiMaterials = [];
  257. for (index = 0; index < scene.multiMaterials.length; index++) {
  258. var multiMaterial = scene.multiMaterials[index];
  259. serializationObject.multiMaterials.push(multiMaterial.serialize());
  260. }
  261. // Skeletons
  262. serializationObject.skeletons = [];
  263. for (index = 0; index < scene.skeletons.length; index++) {
  264. serializationObject.skeletons.push(scene.skeletons[index].serialize());
  265. }
  266. // Geometries
  267. serializationObject.geometries = {};
  268. serializationObject.geometries.boxes = [];
  269. serializationObject.geometries.spheres = [];
  270. serializationObject.geometries.cylinders = [];
  271. serializationObject.geometries.toruses = [];
  272. serializationObject.geometries.grounds = [];
  273. serializationObject.geometries.planes = [];
  274. serializationObject.geometries.torusKnots = [];
  275. serializationObject.geometries.vertexData = [];
  276. serializedGeometries = [];
  277. var geometries = scene.getGeometries();
  278. for (index = 0; index < geometries.length; index++) {
  279. var geometry = geometries[index];
  280. if (geometry.isReady()) {
  281. serializeGeometry(geometry, serializationObject.geometries);
  282. }
  283. }
  284. // Meshes
  285. serializationObject.meshes = [];
  286. for (index = 0; index < scene.meshes.length; index++) {
  287. var abstractMesh = scene.meshes[index];
  288. if (abstractMesh instanceof Mesh) {
  289. var mesh = abstractMesh;
  290. if (!mesh.doNotSerialize) {
  291. if (mesh.delayLoadState === Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Engine.DELAYLOADSTATE_NONE) {
  292. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  293. }
  294. }
  295. }
  296. }
  297. // Particles Systems
  298. serializationObject.particleSystems = [];
  299. for (index = 0; index < scene.particleSystems.length; index++) {
  300. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  301. }
  302. // Lens flares
  303. serializationObject.lensFlareSystems = [];
  304. for (index = 0; index < scene.lensFlareSystems.length; index++) {
  305. serializationObject.lensFlareSystems.push(scene.lensFlareSystems[index].serialize());
  306. }
  307. // Shadows
  308. serializationObject.shadowGenerators = [];
  309. for (index = 0; index < scene.lights.length; index++) {
  310. light = scene.lights[index];
  311. let shadowGenerator = light.getShadowGenerator();
  312. // Only support serialization for official generator so far.
  313. if (shadowGenerator && shadowGenerator instanceof ShadowGenerator) {
  314. serializationObject.shadowGenerators.push(<ShadowGenerator>shadowGenerator.serialize());
  315. }
  316. }
  317. // Action Manager
  318. if (scene.actionManager) {
  319. serializationObject.actions = scene.actionManager.serialize("scene");
  320. }
  321. // Audio
  322. serializationObject.sounds = [];
  323. for (index = 0; index < scene.soundTracks.length; index++) {
  324. var soundtrack = scene.soundTracks[index];
  325. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  326. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  327. }
  328. }
  329. return serializationObject;
  330. }
  331. public static SerializeMesh(toSerialize: any /* Mesh || Mesh[] */, withParents: boolean = false, withChildren: boolean = false): any {
  332. var serializationObject: any = {};
  333. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  334. if (withParents || withChildren) {
  335. //deliberate for loop! not for each, appended should be processed as well.
  336. for (var i = 0; i < toSerialize.length; ++i) {
  337. if (withChildren) {
  338. toSerialize[i].getDescendants().forEach((node) => {
  339. if (node instanceof Mesh && (toSerialize.indexOf(node) < 0)) {
  340. toSerialize.push(node);
  341. }
  342. });
  343. }
  344. //make sure the array doesn't contain the object already
  345. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  346. toSerialize.push(toSerialize[i].parent);
  347. }
  348. }
  349. }
  350. toSerialize.forEach((mesh: Mesh) => {
  351. finalizeSingleMesh(mesh, serializationObject);
  352. });
  353. return serializationObject;
  354. }
  355. }
  356. }