babylon.sceneSerializer.ts 14 KB

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  1. module BABYLON {
  2. var serializedGeometries: Geometry[] = [];
  3. var serializeGeometry = (geometry: Geometry, serializationGeometries: any): any => {
  4. if ((<any>serializedGeometries)[geometry.id]) {
  5. return;
  6. }
  7. if (geometry.doNotSerialize) {
  8. return;
  9. }
  10. if (geometry instanceof BoxGeometry) {
  11. serializationGeometries.boxes.push(geometry.serialize());
  12. }
  13. else if (geometry instanceof SphereGeometry) {
  14. serializationGeometries.spheres.push(geometry.serialize());
  15. }
  16. else if (geometry instanceof CylinderGeometry) {
  17. serializationGeometries.cylinders.push(geometry.serialize());
  18. }
  19. else if (geometry instanceof TorusGeometry) {
  20. serializationGeometries.toruses.push(geometry.serialize());
  21. }
  22. else if (geometry instanceof GroundGeometry) {
  23. serializationGeometries.grounds.push(geometry.serialize());
  24. }
  25. else if (geometry instanceof Plane) {
  26. serializationGeometries.planes.push(geometry.serialize());
  27. }
  28. else if (geometry instanceof TorusKnotGeometry) {
  29. serializationGeometries.torusKnots.push(geometry.serialize());
  30. }
  31. else if (geometry instanceof _PrimitiveGeometry) {
  32. throw new Error("Unknown primitive type");
  33. }
  34. else {
  35. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  36. }
  37. (<any>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 MultiMaterial) {
  61. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  62. serializationObject.materials = serializationObject.materials || [];
  63. if (!serializationObject.multiMaterials.some((mat: Material) => (mat.id === (<Material>mesh.material).id))) {
  64. serializationObject.multiMaterials.push(mesh.material.serialize());
  65. for (let submaterial of mesh.material.subMaterials) {
  66. if (submaterial) {
  67. if (!serializationObject.materials.some((mat: Material) => (mat.id === (<Material>submaterial).id))) {
  68. serializationObject.materials.push(submaterial.serialize());
  69. }
  70. }
  71. }
  72. }
  73. } else {
  74. serializationObject.materials = serializationObject.materials || [];
  75. if (!serializationObject.materials.some((mat: Material) => (mat.id === (<Material>mesh.material).id))) {
  76. serializationObject.materials.push(mesh.material.serialize());
  77. }
  78. }
  79. }
  80. //serialize geometry
  81. var geometry = mesh._geometry;
  82. if (geometry) {
  83. if (!serializationObject.geometries) {
  84. serializationObject.geometries = {};
  85. serializationObject.geometries.boxes = [];
  86. serializationObject.geometries.spheres = [];
  87. serializationObject.geometries.cylinders = [];
  88. serializationObject.geometries.toruses = [];
  89. serializationObject.geometries.grounds = [];
  90. serializationObject.geometries.planes = [];
  91. serializationObject.geometries.torusKnots = [];
  92. serializationObject.geometries.vertexData = [];
  93. }
  94. serializeGeometry(geometry, serializationObject.geometries);
  95. }
  96. // Skeletons
  97. if (mesh.skeleton) {
  98. serializationObject.skeletons = serializationObject.skeletons || [];
  99. serializationObject.skeletons.push(mesh.skeleton.serialize());
  100. }
  101. //serialize the actual mesh
  102. serializationObject.meshes = serializationObject.meshes || [];
  103. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  104. }
  105. }
  106. /**
  107. * Class used to serialize a scene into a string
  108. */
  109. export class SceneSerializer {
  110. /**
  111. * Clear cache used by a previous serialization
  112. */
  113. public static ClearCache(): void {
  114. serializedGeometries = [];
  115. }
  116. /**
  117. * Serialize a scene into a JSON compatible object
  118. * @param scene defines the scene to serialize
  119. * @returns a JSON compatible object
  120. */
  121. public static Serialize(scene: Scene): any {
  122. var serializationObject: any = {};
  123. SceneSerializer.ClearCache();
  124. // Scene
  125. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  126. serializationObject.autoClear = scene.autoClear;
  127. serializationObject.clearColor = scene.clearColor.asArray();
  128. serializationObject.ambientColor = scene.ambientColor.asArray();
  129. serializationObject.gravity = scene.gravity.asArray();
  130. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  131. serializationObject.workerCollisions = scene.workerCollisions;
  132. // Fog
  133. if (scene.fogMode && scene.fogMode !== 0) {
  134. serializationObject.fogMode = scene.fogMode;
  135. serializationObject.fogColor = scene.fogColor.asArray();
  136. serializationObject.fogStart = scene.fogStart;
  137. serializationObject.fogEnd = scene.fogEnd;
  138. serializationObject.fogDensity = scene.fogDensity;
  139. }
  140. //Physics
  141. if (scene.isPhysicsEnabled()) {
  142. let physicEngine = scene.getPhysicsEngine();
  143. if (physicEngine) {
  144. serializationObject.physicsEnabled = true;
  145. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  146. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  147. }
  148. }
  149. // Metadata
  150. if (scene.metadata) {
  151. serializationObject.metadata = scene.metadata;
  152. }
  153. // Morph targets
  154. serializationObject.morphTargetManagers = [];
  155. for (var abstractMesh of scene.meshes) {
  156. var manager = (<Mesh>abstractMesh).morphTargetManager;
  157. if (manager) {
  158. serializationObject.morphTargetManagers.push(manager.serialize());
  159. }
  160. }
  161. // Lights
  162. serializationObject.lights = [];
  163. var index: number;
  164. var light: Light;
  165. for (index = 0; index < scene.lights.length; index++) {
  166. light = scene.lights[index];
  167. if (!light.doNotSerialize) {
  168. serializationObject.lights.push(light.serialize());
  169. }
  170. }
  171. // Cameras
  172. serializationObject.cameras = [];
  173. for (index = 0; index < scene.cameras.length; index++) {
  174. var camera = scene.cameras[index];
  175. if (!camera.doNotSerialize) {
  176. serializationObject.cameras.push(camera.serialize());
  177. }
  178. }
  179. if (scene.activeCamera) {
  180. serializationObject.activeCameraID = scene.activeCamera.id;
  181. }
  182. // Animations
  183. Animation.AppendSerializedAnimations(scene, serializationObject);
  184. // Materials
  185. serializationObject.materials = [];
  186. serializationObject.multiMaterials = [];
  187. var material: Material;
  188. for (index = 0; index < scene.materials.length; index++) {
  189. material = scene.materials[index];
  190. if (!material.doNotSerialize) {
  191. serializationObject.materials.push(material.serialize());
  192. }
  193. }
  194. // MultiMaterials
  195. serializationObject.multiMaterials = [];
  196. for (index = 0; index < scene.multiMaterials.length; index++) {
  197. var multiMaterial = scene.multiMaterials[index];
  198. serializationObject.multiMaterials.push(multiMaterial.serialize());
  199. }
  200. // Environment texture
  201. if (scene.environmentTexture) {
  202. serializationObject.environmentTexture = scene.environmentTexture.name;
  203. }
  204. // Skeletons
  205. serializationObject.skeletons = [];
  206. for (index = 0; index < scene.skeletons.length; index++) {
  207. let skeleton = scene.skeletons[index];
  208. if (!skeleton.doNotSerialize) {
  209. serializationObject.skeletons.push(skeleton.serialize());
  210. }
  211. }
  212. // Transform nodes
  213. serializationObject.transformNodes = [];
  214. for (index = 0; index < scene.transformNodes.length; index++) {
  215. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  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 === Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Engine.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());
  252. }
  253. // Action Manager
  254. if (scene.actionManager) {
  255. serializationObject.actions = scene.actionManager.serialize("scene");
  256. }
  257. // Components
  258. for (let component of scene._serializableComponents) {
  259. component.serialize(serializationObject);
  260. }
  261. return serializationObject;
  262. }
  263. /**
  264. * Serialize a mesh into a JSON compatible object
  265. * @param toSerialize defines the mesh to serialize
  266. * @param withParents defines if parents must be serialized as well
  267. * @param withChildren defines if children must be serialized as well
  268. * @returns a JSON compatible object
  269. */
  270. public static SerializeMesh(toSerialize: any /* Mesh || Mesh[] */, withParents: boolean = false, withChildren: boolean = false): any {
  271. var serializationObject: any = {};
  272. SceneSerializer.ClearCache();
  273. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  274. if (withParents || withChildren) {
  275. //deliberate for loop! not for each, appended should be processed as well.
  276. for (var i = 0; i < toSerialize.length; ++i) {
  277. if (withChildren) {
  278. toSerialize[i].getDescendants().forEach((node: Node) => {
  279. if (node instanceof Mesh && (toSerialize.indexOf(node) < 0)) {
  280. toSerialize.push(node);
  281. }
  282. });
  283. }
  284. //make sure the array doesn't contain the object already
  285. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  286. toSerialize.push(toSerialize[i].parent);
  287. }
  288. }
  289. }
  290. toSerialize.forEach((mesh: Mesh) => {
  291. finalizeSingleMesh(mesh, serializationObject);
  292. });
  293. return serializationObject;
  294. }
  295. }
  296. }