babylon.sceneSerializer.js 16 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. //TODO implement correct serialization for physics impostors.
  100. if (mesh.getPhysicsImpostor()) {
  101. serializationObject.physicsMass = mesh.getPhysicsMass();
  102. serializationObject.physicsFriction = mesh.getPhysicsFriction();
  103. serializationObject.physicsRestitution = mesh.getPhysicsRestitution();
  104. serializationObject.physicsImpostor = mesh.getPhysicsImpostor().type;
  105. }
  106. // Instances
  107. serializationObject.instances = [];
  108. for (var index = 0; index < mesh.instances.length; index++) {
  109. var instance = mesh.instances[index];
  110. var serializationInstance = {
  111. name: instance.name,
  112. position: instance.position.asArray(),
  113. scaling: instance.scaling.asArray()
  114. };
  115. if (instance.rotationQuaternion) {
  116. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  117. }
  118. else if (instance.rotation) {
  119. serializationInstance.rotation = instance.rotation.asArray();
  120. }
  121. serializationObject.instances.push(serializationInstance);
  122. // Animations
  123. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  124. serializationInstance.ranges = instance.serializeAnimationRanges();
  125. }
  126. // Animations
  127. BABYLON.Animation.AppendSerializedAnimations(mesh, serializationObject);
  128. serializationObject.ranges = mesh.serializeAnimationRanges();
  129. // Layer mask
  130. serializationObject.layerMask = mesh.layerMask;
  131. // Action Manager
  132. if (mesh.actionManager) {
  133. serializationObject.actions = mesh.actionManager.serialize(mesh.name);
  134. }
  135. return serializationObject;
  136. };
  137. var finalizeSingleMesh = function (mesh, serializationObject) {
  138. //only works if the mesh is already loaded
  139. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  140. //serialize material
  141. if (mesh.material) {
  142. if (mesh.material instanceof BABYLON.StandardMaterial) {
  143. serializationObject.materials = serializationObject.materials || [];
  144. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  145. serializationObject.materials.push(mesh.material.serialize());
  146. }
  147. }
  148. else if (mesh.material instanceof BABYLON.MultiMaterial) {
  149. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  150. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  151. serializationObject.multiMaterials.push(mesh.material.serialize());
  152. }
  153. }
  154. }
  155. //serialize geometry
  156. var geometry = mesh._geometry;
  157. if (geometry) {
  158. if (!serializationObject.geometries) {
  159. serializationObject.geometries = {};
  160. serializationObject.geometries.boxes = [];
  161. serializationObject.geometries.spheres = [];
  162. serializationObject.geometries.cylinders = [];
  163. serializationObject.geometries.toruses = [];
  164. serializationObject.geometries.grounds = [];
  165. serializationObject.geometries.planes = [];
  166. serializationObject.geometries.torusKnots = [];
  167. serializationObject.geometries.vertexData = [];
  168. }
  169. serializeGeometry(geometry, serializationObject.geometries);
  170. }
  171. // Skeletons
  172. if (mesh.skeleton) {
  173. serializationObject.skeletons = serializationObject.skeletons || [];
  174. serializationObject.skeletons.push(mesh.skeleton.serialize());
  175. }
  176. //serialize the actual mesh
  177. serializationObject.meshes = serializationObject.meshes || [];
  178. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  179. }
  180. };
  181. var SceneSerializer = (function () {
  182. function SceneSerializer() {
  183. }
  184. SceneSerializer.ClearCache = function () {
  185. serializedGeometries = [];
  186. };
  187. SceneSerializer.Serialize = function (scene) {
  188. var serializationObject = {};
  189. // Scene
  190. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  191. serializationObject.autoClear = scene.autoClear;
  192. serializationObject.clearColor = scene.clearColor.asArray();
  193. serializationObject.ambientColor = scene.ambientColor.asArray();
  194. serializationObject.gravity = scene.gravity.asArray();
  195. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  196. serializationObject.workerCollisions = scene.workerCollisions;
  197. // Fog
  198. if (scene.fogMode && scene.fogMode !== 0) {
  199. serializationObject.fogMode = scene.fogMode;
  200. serializationObject.fogColor = scene.fogColor.asArray();
  201. serializationObject.fogStart = scene.fogStart;
  202. serializationObject.fogEnd = scene.fogEnd;
  203. serializationObject.fogDensity = scene.fogDensity;
  204. }
  205. //Physics
  206. if (scene.isPhysicsEnabled()) {
  207. serializationObject.physicsEnabled = true;
  208. serializationObject.physicsGravity = scene.getPhysicsEngine().gravity.asArray();
  209. serializationObject.physicsEngine = scene.getPhysicsEngine().getPhysicsPluginName();
  210. }
  211. // Lights
  212. serializationObject.lights = [];
  213. var index;
  214. var light;
  215. for (index = 0; index < scene.lights.length; index++) {
  216. light = scene.lights[index];
  217. serializationObject.lights.push(light.serialize());
  218. }
  219. // Cameras
  220. serializationObject.cameras = [];
  221. for (index = 0; index < scene.cameras.length; index++) {
  222. var camera = scene.cameras[index];
  223. serializationObject.cameras.push(camera.serialize());
  224. }
  225. if (scene.activeCamera) {
  226. serializationObject.activeCameraID = scene.activeCamera.id;
  227. }
  228. // Animations
  229. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  230. // Materials
  231. serializationObject.materials = [];
  232. serializationObject.multiMaterials = [];
  233. var material;
  234. for (index = 0; index < scene.materials.length; index++) {
  235. material = scene.materials[index];
  236. serializationObject.materials.push(material.serialize());
  237. }
  238. // MultiMaterials
  239. serializationObject.multiMaterials = [];
  240. for (index = 0; index < scene.multiMaterials.length; index++) {
  241. var multiMaterial = scene.multiMaterials[index];
  242. serializationObject.multiMaterials.push(multiMaterial.serialize());
  243. }
  244. // Skeletons
  245. serializationObject.skeletons = [];
  246. for (index = 0; index < scene.skeletons.length; index++) {
  247. serializationObject.skeletons.push(scene.skeletons[index].serialize());
  248. }
  249. // Geometries
  250. serializationObject.geometries = {};
  251. serializationObject.geometries.boxes = [];
  252. serializationObject.geometries.spheres = [];
  253. serializationObject.geometries.cylinders = [];
  254. serializationObject.geometries.toruses = [];
  255. serializationObject.geometries.grounds = [];
  256. serializationObject.geometries.planes = [];
  257. serializationObject.geometries.torusKnots = [];
  258. serializationObject.geometries.vertexData = [];
  259. serializedGeometries = [];
  260. var geometries = scene.getGeometries();
  261. for (index = 0; index < geometries.length; index++) {
  262. var geometry = geometries[index];
  263. if (geometry.isReady()) {
  264. serializeGeometry(geometry, serializationObject.geometries);
  265. }
  266. }
  267. // Meshes
  268. serializationObject.meshes = [];
  269. for (index = 0; index < scene.meshes.length; index++) {
  270. var abstractMesh = scene.meshes[index];
  271. if (abstractMesh instanceof BABYLON.Mesh) {
  272. var mesh = abstractMesh;
  273. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  274. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  275. }
  276. }
  277. }
  278. // Particles Systems
  279. serializationObject.particleSystems = [];
  280. for (index = 0; index < scene.particleSystems.length; index++) {
  281. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  282. }
  283. // Lens flares
  284. serializationObject.lensFlareSystems = [];
  285. for (index = 0; index < scene.lensFlareSystems.length; index++) {
  286. serializationObject.lensFlareSystems.push(scene.lensFlareSystems[index].serialize());
  287. }
  288. // Shadows
  289. serializationObject.shadowGenerators = [];
  290. for (index = 0; index < scene.lights.length; index++) {
  291. light = scene.lights[index];
  292. var shadowGenerator = light.getShadowGenerator();
  293. // Only support serialization for official generator so far.
  294. if (shadowGenerator && shadowGenerator instanceof BABYLON.ShadowGenerator) {
  295. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  296. }
  297. }
  298. // Action Manager
  299. if (scene.actionManager) {
  300. serializationObject.actions = scene.actionManager.serialize("scene");
  301. }
  302. // Audio
  303. serializationObject.sounds = [];
  304. for (index = 0; index < scene.soundTracks.length; index++) {
  305. var soundtrack = scene.soundTracks[index];
  306. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  307. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  308. }
  309. }
  310. return serializationObject;
  311. };
  312. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  313. if (withParents === void 0) { withParents = false; }
  314. if (withChildren === void 0) { withChildren = false; }
  315. var serializationObject = {};
  316. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  317. if (withParents || withChildren) {
  318. //deliberate for loop! not for each, appended should be processed as well.
  319. for (var i = 0; i < toSerialize.length; ++i) {
  320. if (withChildren) {
  321. toSerialize[i].getDescendants().forEach(function (node) {
  322. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  323. toSerialize.push(node);
  324. }
  325. });
  326. }
  327. //make sure the array doesn't contain the object already
  328. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  329. toSerialize.push(toSerialize[i].parent);
  330. }
  331. }
  332. }
  333. toSerialize.forEach(function (mesh) {
  334. finalizeSingleMesh(mesh, serializationObject);
  335. });
  336. return serializationObject;
  337. };
  338. return SceneSerializer;
  339. }());
  340. BABYLON.SceneSerializer = SceneSerializer;
  341. })(BABYLON || (BABYLON = {}));