babylon.sceneSerializer.js 15 KB

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