sceneSerializer.ts 14 KB

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  1. import { Geometry } from "../Meshes/geometry";
  2. import { Mesh } from "../Meshes/mesh";
  3. import { Constants } from "../Engines/constants";
  4. import { MultiMaterial } from "../Materials/multiMaterial";
  5. import { Material } from "../Materials/material";
  6. import { Scene } from "../scene";
  7. import { Light } from "../Lights/light";
  8. import { SerializationHelper } from "./decorators";
  9. var serializedGeometries: Geometry[] = [];
  10. var serializeGeometry = (geometry: Geometry, serializationGeometries: any): any => {
  11. if ((<any>serializedGeometries)[geometry.id]) {
  12. return;
  13. }
  14. if (geometry.doNotSerialize) {
  15. return;
  16. }
  17. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  18. (<any>serializedGeometries)[geometry.id] = true;
  19. };
  20. var serializeMesh = (mesh: Mesh, serializationScene: any): any => {
  21. var serializationObject: any = {};
  22. // Geometry
  23. var geometry = mesh._geometry;
  24. if (geometry) {
  25. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  26. // 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
  27. serializeGeometry(geometry, serializationScene.geometries);
  28. }
  29. }
  30. // Custom
  31. if (mesh.serialize) {
  32. mesh.serialize(serializationObject);
  33. }
  34. return serializationObject;
  35. };
  36. var finalizeSingleMesh = (mesh: Mesh, serializationObject: any) => {
  37. //only works if the mesh is already loaded
  38. if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {
  39. //serialize material
  40. if (mesh.material && !mesh.material.doNotSerialize) {
  41. if (mesh.material instanceof MultiMaterial) {
  42. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  43. serializationObject.materials = serializationObject.materials || [];
  44. if (!serializationObject.multiMaterials.some((mat: Material) => (mat.id === (<Material>mesh.material).id))) {
  45. serializationObject.multiMaterials.push(mesh.material.serialize());
  46. for (let submaterial of mesh.material.subMaterials) {
  47. if (submaterial) {
  48. if (!serializationObject.materials.some((mat: Material) => (mat.id === (<Material>submaterial).id))) {
  49. serializationObject.materials.push(submaterial.serialize());
  50. }
  51. }
  52. }
  53. }
  54. } else {
  55. serializationObject.materials = serializationObject.materials || [];
  56. if (!serializationObject.materials.some((mat: Material) => (mat.id === (<Material>mesh.material).id))) {
  57. serializationObject.materials.push(mesh.material.serialize());
  58. }
  59. }
  60. }
  61. //serialize geometry
  62. var geometry = mesh._geometry;
  63. if (geometry) {
  64. if (!serializationObject.geometries) {
  65. serializationObject.geometries = {};
  66. serializationObject.geometries.boxes = [];
  67. serializationObject.geometries.spheres = [];
  68. serializationObject.geometries.cylinders = [];
  69. serializationObject.geometries.toruses = [];
  70. serializationObject.geometries.grounds = [];
  71. serializationObject.geometries.planes = [];
  72. serializationObject.geometries.torusKnots = [];
  73. serializationObject.geometries.vertexData = [];
  74. }
  75. serializeGeometry(geometry, serializationObject.geometries);
  76. }
  77. // Skeletons
  78. if (mesh.skeleton && !mesh.skeleton.doNotSerialize) {
  79. serializationObject.skeletons = serializationObject.skeletons || [];
  80. serializationObject.skeletons.push(mesh.skeleton.serialize());
  81. }
  82. //serialize the actual mesh
  83. serializationObject.meshes = serializationObject.meshes || [];
  84. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  85. }
  86. };
  87. /**
  88. * Class used to serialize a scene into a string
  89. */
  90. export class SceneSerializer {
  91. /**
  92. * Clear cache used by a previous serialization
  93. */
  94. public static ClearCache(): void {
  95. serializedGeometries = [];
  96. }
  97. /**
  98. * Serialize a scene into a JSON compatible object
  99. * @param scene defines the scene to serialize
  100. * @returns a JSON compatible object
  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. // Fog
  113. if (scene.fogMode && scene.fogMode !== 0) {
  114. serializationObject.fogMode = scene.fogMode;
  115. serializationObject.fogColor = scene.fogColor.asArray();
  116. serializationObject.fogStart = scene.fogStart;
  117. serializationObject.fogEnd = scene.fogEnd;
  118. serializationObject.fogDensity = scene.fogDensity;
  119. }
  120. //Physics
  121. if (scene.isPhysicsEnabled()) {
  122. let physicEngine = scene.getPhysicsEngine();
  123. if (physicEngine) {
  124. serializationObject.physicsEnabled = true;
  125. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  126. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  127. }
  128. }
  129. // Metadata
  130. if (scene.metadata) {
  131. serializationObject.metadata = scene.metadata;
  132. }
  133. // Morph targets
  134. serializationObject.morphTargetManagers = [];
  135. for (var abstractMesh of scene.meshes) {
  136. var manager = (<Mesh>abstractMesh).morphTargetManager;
  137. if (manager) {
  138. serializationObject.morphTargetManagers.push(manager.serialize());
  139. }
  140. }
  141. // Lights
  142. serializationObject.lights = [];
  143. var index: number;
  144. var light: Light;
  145. for (index = 0; index < scene.lights.length; index++) {
  146. light = scene.lights[index];
  147. if (!light.doNotSerialize) {
  148. serializationObject.lights.push(light.serialize());
  149. }
  150. }
  151. // Cameras
  152. serializationObject.cameras = [];
  153. for (index = 0; index < scene.cameras.length; index++) {
  154. var camera = scene.cameras[index];
  155. if (!camera.doNotSerialize) {
  156. serializationObject.cameras.push(camera.serialize());
  157. }
  158. }
  159. if (scene.activeCamera) {
  160. serializationObject.activeCameraID = scene.activeCamera.id;
  161. }
  162. // Animations
  163. SerializationHelper.AppendSerializedAnimations(scene, serializationObject);
  164. // Animation Groups
  165. if (scene.animationGroups && scene.animationGroups.length > 0) {
  166. serializationObject.animationGroups = [];
  167. for (var animationGroupIndex = 0; animationGroupIndex < scene.animationGroups.length; animationGroupIndex++) {
  168. var animationGroup = scene.animationGroups[animationGroupIndex];
  169. serializationObject.animationGroups.push(animationGroup.serialize());
  170. }
  171. }
  172. // Reflection probes
  173. if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {
  174. serializationObject.reflectionProbes = [];
  175. for (index = 0; index < scene.reflectionProbes.length; index++) {
  176. var reflectionProbe = scene.reflectionProbes[index];
  177. serializationObject.reflectionProbes.push(reflectionProbe.serialize());
  178. }
  179. }
  180. // Materials
  181. serializationObject.materials = [];
  182. serializationObject.multiMaterials = [];
  183. var material: Material;
  184. for (index = 0; index < scene.materials.length; index++) {
  185. material = scene.materials[index];
  186. if (!material.doNotSerialize) {
  187. serializationObject.materials.push(material.serialize());
  188. }
  189. }
  190. // MultiMaterials
  191. serializationObject.multiMaterials = [];
  192. for (index = 0; index < scene.multiMaterials.length; index++) {
  193. var multiMaterial = scene.multiMaterials[index];
  194. serializationObject.multiMaterials.push(multiMaterial.serialize());
  195. }
  196. // Environment texture
  197. if (scene.environmentTexture) {
  198. serializationObject.environmentTexture = scene.environmentTexture.name;
  199. }
  200. // Environment Intensity
  201. serializationObject.environmentIntensity = scene.environmentIntensity;
  202. // Skeletons
  203. serializationObject.skeletons = [];
  204. for (index = 0; index < scene.skeletons.length; index++) {
  205. let skeleton = scene.skeletons[index];
  206. if (!skeleton.doNotSerialize) {
  207. serializationObject.skeletons.push(skeleton.serialize());
  208. }
  209. }
  210. // Transform nodes
  211. serializationObject.transformNodes = [];
  212. for (index = 0; index < scene.transformNodes.length; index++) {
  213. if (!scene.transformNodes[index].doNotSerialize) {
  214. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  215. }
  216. }
  217. // Geometries
  218. serializationObject.geometries = {};
  219. serializationObject.geometries.boxes = [];
  220. serializationObject.geometries.spheres = [];
  221. serializationObject.geometries.cylinders = [];
  222. serializationObject.geometries.toruses = [];
  223. serializationObject.geometries.grounds = [];
  224. serializationObject.geometries.planes = [];
  225. serializationObject.geometries.torusKnots = [];
  226. serializationObject.geometries.vertexData = [];
  227. serializedGeometries = [];
  228. var geometries = scene.getGeometries();
  229. for (index = 0; index < geometries.length; index++) {
  230. var geometry = geometries[index];
  231. if (geometry.isReady()) {
  232. serializeGeometry(geometry, serializationObject.geometries);
  233. }
  234. }
  235. // Meshes
  236. serializationObject.meshes = [];
  237. for (index = 0; index < scene.meshes.length; index++) {
  238. var abstractMesh = scene.meshes[index];
  239. if (abstractMesh instanceof Mesh) {
  240. var mesh = abstractMesh;
  241. if (!mesh.doNotSerialize) {
  242. if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {
  243. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  244. }
  245. }
  246. }
  247. }
  248. // Particles Systems
  249. serializationObject.particleSystems = [];
  250. for (index = 0; index < scene.particleSystems.length; index++) {
  251. serializationObject.particleSystems.push(scene.particleSystems[index].serialize(false));
  252. }
  253. // Post processes
  254. serializationObject.postProcesses = [];
  255. for (index = 0; index < scene.postProcesses.length; index++) {
  256. serializationObject.postProcesses.push(scene.postProcesses[index].serialize());
  257. }
  258. // Action Manager
  259. if (scene.actionManager) {
  260. serializationObject.actions = scene.actionManager.serialize("scene");
  261. }
  262. // Components
  263. for (let component of scene._serializableComponents) {
  264. component.serialize(serializationObject);
  265. }
  266. return serializationObject;
  267. }
  268. /**
  269. * Serialize a mesh into a JSON compatible object
  270. * @param toSerialize defines the mesh to serialize
  271. * @param withParents defines if parents must be serialized as well
  272. * @param withChildren defines if children must be serialized as well
  273. * @returns a JSON compatible object
  274. */
  275. public static SerializeMesh(toSerialize: any /* Mesh || Mesh[] */, withParents: boolean = false, withChildren: boolean = false): any {
  276. var serializationObject: any = {};
  277. SceneSerializer.ClearCache();
  278. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  279. if (withParents || withChildren) {
  280. //deliberate for loop! not for each, appended should be processed as well.
  281. for (var i = 0; i < toSerialize.length; ++i) {
  282. if (withChildren) {
  283. toSerialize[i].getDescendants().forEach((node: Node) => {
  284. if (node instanceof Mesh && (toSerialize.indexOf(node) < 0) && !node.doNotSerialize) {
  285. toSerialize.push(node);
  286. }
  287. });
  288. }
  289. //make sure the array doesn't contain the object already
  290. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0) && !toSerialize[i].parent.doNotSerialize) {
  291. toSerialize.push(toSerialize[i].parent);
  292. }
  293. }
  294. }
  295. toSerialize.forEach((mesh: Mesh) => {
  296. finalizeSingleMesh(mesh, serializationObject);
  297. });
  298. return serializationObject;
  299. }
  300. }