Beispiel #1
0
        public async Task ExportAsync(string outputFile, string outputFormat, bool generateManifest, bool onlySelected, Form callerForm)
        {
            var gameConversionManger = Loader.Global.ConversionManager;

            gameConversionManger.CoordSystem = Autodesk.Max.IGameConversionManager.CoordSystem.D3d;

            var gameScene = Loader.Global.IGameInterface;

            gameScene.InitialiseIGame(onlySelected);
            gameScene.SetStaticFrame(0);

            MaxSceneFileName = gameScene.SceneFileName;

            // Force output file extension to be babylon
            outputFile = Path.ChangeExtension(outputFile, "babylon");

            IsCancelled = false;
            RaiseMessage("Exportation started", Color.Blue);
            ReportProgressChanged(0);
            var babylonScene = new BabylonScene(Path.GetDirectoryName(outputFile));
            var rawScene     = Loader.Core.RootNode;

            if (!Directory.Exists(babylonScene.OutputPath))
            {
                RaiseError("Exportation stopped: Output folder does not exist");
                ReportProgressChanged(100);
                return;
            }

            var watch = new Stopwatch();

            watch.Start();

            // Save scene
            if (AutoSave3dsMaxFile)
            {
                RaiseMessage("Saving 3ds max file");
                var forceSave = Loader.Core.FileSave;

                callerForm?.BringToFront();
            }

            // Producer
            babylonScene.producer = new BabylonProducer
            {
                name = "3dsmax",
#if MAX2017
                version = "2017",
#else
                version = Loader.Core.ProductVersion.ToString(),
#endif
                exporter_version = "0.4.5",
                file             = Path.GetFileName(outputFile)
            };

            // Global
            babylonScene.autoClear    = true;
            babylonScene.clearColor   = Loader.Core.GetBackGround(0, Tools.Forever).ToArray();
            babylonScene.ambientColor = Loader.Core.GetAmbient(0, Tools.Forever).ToArray();

            babylonScene.gravity             = rawScene.GetVector3Property("babylonjs_gravity");
            ExportQuaternionsInsteadOfEulers = rawScene.GetBoolProperty("babylonjs_exportquaternions", 1);

            if (Loader.Core.UseEnvironmentMap && Loader.Core.EnvironmentMap != null)
            {
                // Environment texture
                var environmentMap = Loader.Core.EnvironmentMap;
                // Copy image file to output if necessary
                var babylonTexture = ExportTexture(environmentMap, 1.0f, babylonScene, true);
                babylonScene.environmentTexture = babylonTexture.name;

                // Skybox
                babylonScene.createDefaultSkybox = rawScene.GetBoolProperty("babylonjs_createDefaultSkybox");
                babylonScene.skyboxBlurLevel     = rawScene.GetFloatProperty("babylonjs_skyboxBlurLevel");
            }

            // Sounds
            var soundName = rawScene.GetStringProperty("babylonjs_sound_filename", "");

            if (!string.IsNullOrEmpty(soundName))
            {
                var filename = Path.GetFileName(soundName);

                var globalSound = new BabylonSound
                {
                    autoplay = rawScene.GetBoolProperty("babylonjs_sound_autoplay", 1),
                    loop     = rawScene.GetBoolProperty("babylonjs_sound_loop", 1),
                    name     = filename
                };

                babylonScene.SoundsList.Add(globalSound);

                try
                {
                    File.Copy(soundName, Path.Combine(babylonScene.OutputPath, filename), true);
                }
                catch
                {
                }
            }

            // Root nodes
            RaiseMessage("Exporting nodes");
            HashSet <IIGameNode> maxRootNodes = getRootNodes(gameScene);
            var progressionStep = 80.0f / maxRootNodes.Count;
            var progression     = 10.0f;
            ReportProgressChanged((int)progression);
            referencedMaterials.Clear();
            // Reseting is optionnal. It makes each morph target manager export starts from id = 0.
            BabylonMorphTargetManager.Reset();
            foreach (var maxRootNode in maxRootNodes)
            {
                exportNodeRec(maxRootNode, babylonScene, gameScene);
                progression += progressionStep;
                ReportProgressChanged((int)progression);
                CheckCancelled();
            }
            ;
            RaiseMessage(string.Format("Total meshes: {0}", babylonScene.MeshesList.Count), Color.Gray, 1);

            // Main camera
            BabylonCamera babylonMainCamera   = null;
            ICameraObject maxMainCameraObject = null;
            if (babylonMainCamera == null && babylonScene.CamerasList.Count > 0)
            {
                // Set first camera as main one
                babylonMainCamera           = babylonScene.CamerasList[0];
                babylonScene.activeCameraID = babylonMainCamera.id;
                RaiseMessage("Active camera set to " + babylonMainCamera.name, Color.Green, 1, true);

                // Retreive camera node with same GUID
                var maxCameraNodesAsTab = gameScene.GetIGameNodeByType(Autodesk.Max.IGameObject.ObjectTypes.Camera);
                var maxCameraNodes      = TabToList(maxCameraNodesAsTab);
                var maxMainCameraNode   = maxCameraNodes.Find(_camera => _camera.MaxNode.GetGuid().ToString() == babylonMainCamera.id);
                maxMainCameraObject = (maxMainCameraNode.MaxNode.ObjectRef as ICameraObject);
            }

            if (babylonMainCamera == null)
            {
                RaiseWarning("No camera defined", 1);
            }
            else
            {
                RaiseMessage(string.Format("Total cameras: {0}", babylonScene.CamerasList.Count), Color.Gray, 1);
            }

            // Default light
            if (babylonScene.LightsList.Count == 0)
            {
                RaiseWarning("No light defined", 1);
                RaiseWarning("A default hemispheric light was added for your convenience", 1);
                ExportDefaultLight(babylonScene);
            }
            else
            {
                RaiseMessage(string.Format("Total lights: {0}", babylonScene.LightsList.Count), Color.Gray, 1);
            }

            // Materials
            RaiseMessage("Exporting materials");
            var matsToExport = referencedMaterials.ToArray(); // Snapshot because multimaterials can export new materials
            foreach (var mat in matsToExport)
            {
                ExportMaterial(mat, babylonScene);
                CheckCancelled();
            }
            RaiseMessage(string.Format("Total: {0}", babylonScene.MaterialsList.Count + babylonScene.MultiMaterialsList.Count), Color.Gray, 1);

            // Fog
            for (var index = 0; index < Loader.Core.NumAtmospheric; index++)
            {
                var atmospheric = Loader.Core.GetAtmospheric(index);

                if (atmospheric.Active(0) && atmospheric.ClassName == "Fog")
                {
                    var fog = atmospheric as IStdFog;

                    RaiseMessage("Exporting fog");

                    if (fog != null)
                    {
                        babylonScene.fogColor = fog.GetColor(0).ToArray();
                        babylonScene.fogMode  = 3;
                    }
                    if (babylonMainCamera != null)
                    {
                        babylonScene.fogStart = maxMainCameraObject.GetEnvRange(0, 0, Tools.Forever);
                        babylonScene.fogEnd   = maxMainCameraObject.GetEnvRange(0, 1, Tools.Forever);
                    }
                }
            }

            // Skeletons
            if (skins.Count > 0)
            {
                RaiseMessage("Exporting skeletons");
                foreach (var skin in skins)
                {
                    ExportSkin(skin, babylonScene);
                }
            }

            // Actions
            babylonScene.actions = ExportNodeAction(gameScene.GetIGameNode(rawScene));

            // Output
            babylonScene.Prepare(false, false);
            if (outputFormat == "babylon" || outputFormat == "binary babylon")
            {
                RaiseMessage("Saving to output file");
                var jsonSerializer = JsonSerializer.Create(new JsonSerializerSettings());
                var sb             = new StringBuilder();
                var sw             = new StringWriter(sb, CultureInfo.InvariantCulture);

                await Task.Run(() =>
                {
                    using (var jsonWriter = new JsonTextWriterOptimized(sw))
                    {
                        jsonWriter.Formatting = Formatting.None;
                        jsonSerializer.Serialize(jsonWriter, babylonScene);
                    }
                    File.WriteAllText(outputFile, sb.ToString());

                    if (generateManifest)
                    {
                        File.WriteAllText(outputFile + ".manifest",
                                          "{\r\n\"version\" : 1,\r\n\"enableSceneOffline\" : true,\r\n\"enableTexturesOffline\" : true\r\n}");
                    }
                });

                // Binary
                if (outputFormat == "binary babylon")
                {
                    RaiseMessage("Generating binary files");
                    BabylonFileConverter.BinaryConverter.Convert(outputFile, Path.GetDirectoryName(outputFile) + "\\Binary",
                                                                 message => RaiseMessage(message, 1),
                                                                 error => RaiseError(error, 1));
                }
            }

            ReportProgressChanged(100);

            // Export glTF
            if (outputFormat == "gltf" || outputFormat == "glb")
            {
                bool generateBinary = outputFormat == "glb";
                ExportGltf(babylonScene, outputFile, generateBinary);
            }

            watch.Stop();
            RaiseMessage(string.Format("Exportation done in {0:0.00}s", watch.ElapsedMilliseconds / 1000.0), Color.Blue);
        }
Beispiel #2
0
        /// <summary>
        /// Export to file
        /// </summary>
        /// <param name="outputDirectory">The directory to store the generated files</param>
        /// <param name="outputFileName">The filename to use for the generated files</param>
        /// <param name="outputFormat">The format to use for the generated files</param>
        /// <param name="generateManifest">Specifies if a manifest file should be generated</param>
        /// <param name="onlySelected">Specifies if only the selected objects should be exported</param>
        /// <param name="autoSaveMayaFile">Specifies if the Maya scene should be auto-saved</param>
        /// <param name="exportHiddenObjects">Specifies if hidden objects should be exported</param>
        /// <param name="copyTexturesToOutput">Specifies if textures should be copied to the output directory</param>
        /// <param name="optimizeVertices">Specifies if vertices should be optimized on export</param>
        /// <param name="exportTangents">Specifies if tangents should be exported</param>
        /// <param name="scaleFactor">Scales the scene by this factor</param>
        /// <param name="exportSkin">Specifies if skins should be exported</param>
        /// <param name="quality">The texture quality</param>
        /// <param name="dracoCompression">Specifies if draco compression should be used</param>
        /// <param name="exportMorphNormal">Specifies if normals should be exported for morph targets</param>
        /// <param name="exportMorphTangent">Specifies if tangents should be exported for morph targets</param>
        /// <param name="exportKHRLightsPunctual">Specifies if the KHR_lights_punctual extension should be enabled</param>
        /// <param name="exportKHRTextureTransform">Specifies if the KHR_texture_transform extension should be enabled</param>
        public void Export(string outputDirectory, string outputFileName, string outputFormat, bool generateManifest,
                           bool onlySelected, bool autoSaveMayaFile, bool exportHiddenObjects, bool copyTexturesToOutput,
                           bool optimizeVertices, bool exportTangents, string scaleFactor, bool exportSkin, string quality, bool dracoCompression,
                           bool exportMorphNormal, bool exportMorphTangent, bool exportKHRLightsPunctual, bool exportKHRTextureTransform)
        {
            // Check if the animation is running
            MGlobal.executeCommand("play -q - state", out int isPlayed);
            if (isPlayed == 1)
            {
                RaiseError("Stop the animation before exporting.");
                return;
            }

            // Check input text is valid
            var scaleFactorFloat = 1.0f;

            try
            {
                scaleFactor      = scaleFactor.Replace(".", System.Globalization.NumberFormatInfo.CurrentInfo.NumberDecimalSeparator);
                scaleFactor      = scaleFactor.Replace(",", System.Globalization.NumberFormatInfo.CurrentInfo.NumberDecimalSeparator);
                scaleFactorFloat = float.Parse(scaleFactor);
            }
            catch
            {
                RaiseError("Scale factor is not a valid number.");
                return;
            }

            try
            {
                _quality = long.Parse(quality);

                if (_quality < 0 || _quality > 100)
                {
                    throw new Exception();
                }
            }
            catch
            {
                RaiseError("Quality is not a valid number. It should be an integer between 0 and 100.");
                RaiseError("This parameter set the quality of jpg compression.");
                return;
            }

            RaiseMessage("Export started", Color.Blue);
            var progression = 0.0f;

            ReportProgressChanged(progression);

            // Store export options
            _onlySelected              = onlySelected;
            _exportHiddenObjects       = exportHiddenObjects;
            _optimizeVertices          = optimizeVertices;
            _exportTangents            = exportTangents;
            CopyTexturesToOutput       = copyTexturesToOutput;
            isBabylonExported          = outputFormat == "babylon" || outputFormat == "binary babylon";
            _exportSkin                = exportSkin;
            _dracoCompression          = dracoCompression;
            _exportMorphNormal         = exportMorphNormal;
            _exportMorphTangent        = exportMorphTangent;
            _exportKHRLightsPunctual   = exportKHRLightsPunctual;
            _exportKHRTextureTransform = exportKHRTextureTransform;


            // Check directory exists
            if (!Directory.Exists(outputDirectory))
            {
                RaiseError("Export stopped: Output folder does not exist");
                ReportProgressChanged(100);
                return;
            }

            var watch = new Stopwatch();

            watch.Start();

            var outputBabylonDirectory = outputDirectory;
            var babylonScene           = new BabylonScene(outputBabylonDirectory);

            // Save scene
            if (autoSaveMayaFile)
            {
                RaiseMessage("Saving Maya file");

                // Query expand file name
                string fileName = MGlobal.executeCommandStringResult($@"file -q -exn;");

                // If scene has already been saved previously
                if (fileName.EndsWith(".ma") || fileName.EndsWith(".mb"))
                {
                    // Name is already specified and this line will not fail
                    MFileIO.save();
                }
                else
                {
                    // Open SaveAs dialog window
                    MGlobal.executeCommand($@"fileDialog2;");
                }
            }

            // Force output file extension to be babylon
            outputFileName = Path.ChangeExtension(outputFileName, "babylon");

            // Store selected nodes
            MSelectionList selectedNodes = new MSelectionList();

            MGlobal.getActiveSelectionList(selectedNodes);
            selectedNodeFullPaths = new List <string>();
            MItSelectionList mItSelectionList = new MItSelectionList(selectedNodes);

            while (!mItSelectionList.isDone)
            {
                MDagPath mDagPath = new MDagPath();
                try
                {
                    mItSelectionList.getDagPath(mDagPath);
                    selectedNodeFullPaths.Add(mDagPath.fullPathName);
                } catch
                {
                    // selected object is not a DAG object
                    // fail silently
                }

                mItSelectionList.next();
            }
            if (selectedNodeFullPaths.Count > 0)
            {
                RaiseMessage("Selected nodes full path");
                foreach (string selectedNodeFullPath in selectedNodeFullPaths)
                {
                    RaiseMessage(selectedNodeFullPath, 1);
                }
            }

            // Producer
            babylonScene.producer = new BabylonProducer
            {
                name             = "Maya",
                version          = "2018",
                exporter_version = exporterVersion,
                file             = outputFileName
            };

            // Global
            babylonScene.autoClear = true;
            // TODO - Retreive colors from Maya
            //babylonScene.clearColor = Loader.Core.GetBackGround(0, Tools.Forever).ToArray();
            //babylonScene.ambientColor = Loader.Core.GetAmbient(0, Tools.Forever).ToArray();

            // TODO - Add custom properties
            _exportQuaternionsInsteadOfEulers = true;

            PrintDAG(true);
            PrintDAG(false);

            // Store the current frame. It can be change to find a proper one for the node/bone export
            double currentTime = Loader.GetCurrentTime();

            // --------------------
            // ------ Nodes -------
            // --------------------
            RaiseMessage("Exporting nodes");

            // It makes each morph target manager export starts from id = 0.
            BabylonMorphTargetManager.Reset();

            // Clear materials
            referencedMaterials.Clear();
            multiMaterials.Clear();

            // Get all nodes
            var             dagIterator = new MItDag(MItDag.TraversalType.kDepthFirst, MFn.Type.kTransform);
            List <MDagPath> nodes       = new List <MDagPath>();

            while (!dagIterator.isDone)
            {
                MDagPath mDagPath = new MDagPath();
                dagIterator.getPath(mDagPath);

                // Check if one of its descendant (direct or not) is a mesh/camera/light/locator
                if (isNodeRelevantToExportRec(mDagPath)
                    // Ensure it's not one of the default cameras used as viewports in Maya
                    && defaultCameraNames.Contains(mDagPath.partialPathName) == false)
                {
                    nodes.Add(mDagPath);
                }
                else
                {
                    // Skip descendants
                    dagIterator.prune();
                }

                dagIterator.next();
            }
            // Export all nodes
            var progressionStep = 100.0f / nodes.Count;

            foreach (MDagPath mDagPath in nodes)
            {
                BabylonNode babylonNode = null;

                switch (getApiTypeOfDirectDescendants(mDagPath))
                {
                case MFn.Type.kMesh:
                    babylonNode = ExportMesh(mDagPath, babylonScene);
                    break;

                case MFn.Type.kCamera:
                    babylonNode = ExportCamera(mDagPath, babylonScene);
                    break;

                case MFn.Type.kLight:     // Lights api type are actually kPointLight, kSpotLight...
                    babylonNode = ExportLight(mDagPath, babylonScene);
                    break;

                case MFn.Type.kLocator:     // Camera target
                    babylonNode = ExportDummy(mDagPath, babylonScene);
                    break;
                }

                // If node is not exported successfully
                if (babylonNode == null)
                {
                    // Create a dummy (empty mesh)
                    babylonNode = ExportDummy(mDagPath, babylonScene);
                }
                ;

                // Update progress bar
                progression += progressionStep;
                ReportProgressChanged(progression);

                CheckCancelled();
            }
            RaiseMessage(string.Format("Total meshes: {0}", babylonScene.MeshesList.Count), Color.Gray, 1);


            // if nothing is enlightened, exclude all meshes
            foreach (BabylonLight light in babylonScene.LightsList)
            {
                if (light.includedOnlyMeshesIds.Length == 0)
                {
                    light.excludedMeshesIds = babylonScene.MeshesList.Select(m => m.id).ToArray();
                }
            }

            /*
             * Switch coordinate system at global level
             *
             * Add a root node with negative scaling
             * Pros - It's safer to use a root node
             * Cons - It's cleaner to switch at object level (as it is done now)
             * Use root node method when you want to be 100% sure of the output
             * Don't forget to also inverse winding order of mesh indices
             */
            //// Switch from right to left handed coordinate system
            //MUuid mUuid = new MUuid();
            //mUuid.generate();
            //var rootNode = new BabylonMesh
            //{
            //    name = "root",
            //    id = mUuid.asString(),
            //    scaling = new float[] { 1, 1, -1 }
            //};
            //foreach(var babylonMesh in babylonScene.MeshesList)
            //{
            //    // Add root meshes as child to root node
            //    if (babylonMesh.parentId == null)
            //    {
            //        babylonMesh.parentId = rootNode.id;
            //    }
            //}
            //babylonScene.MeshesList.Add(rootNode);

            // Main camera
            BabylonCamera babylonMainCamera = null;

            if (babylonScene.CamerasList.Count > 0)
            {
                // Set first camera as main one
                babylonMainCamera           = babylonScene.CamerasList[0];
                babylonScene.activeCameraID = babylonMainCamera.id;
                RaiseMessage("Active camera set to " + babylonMainCamera.name, Color.Green, 1, true);
            }

            if (babylonMainCamera == null)
            {
                RaiseWarning("No camera defined", 1);
            }
            else
            {
                RaiseMessage(string.Format("Total cameras: {0}", babylonScene.CamerasList.Count), Color.Gray, 1);
            }

            // Default light
            if (babylonScene.LightsList.Count == 0)
            {
                RaiseWarning("No light defined", 1);
                RaiseWarning("A default ambient light was added for your convenience", 1);
                ExportDefaultLight(babylonScene);
            }
            else
            {
                RaiseMessage(string.Format("Total lights: {0}", babylonScene.LightsList.Count), Color.Gray, 1);
            }

            if (scaleFactorFloat != 1.0f)
            {
                RaiseMessage("A root node is added for scaling", 1);

                // Create root node for scaling
                BabylonMesh rootNode = new BabylonMesh {
                    name = "root", id = Tools.GenerateUUID()
                };
                rootNode.isDummy = true;
                float rootNodeScale = scaleFactorFloat;
                rootNode.scaling = new float[3] {
                    rootNodeScale, rootNodeScale, rootNodeScale
                };

                if (ExportQuaternionsInsteadOfEulers)
                {
                    rootNode.rotationQuaternion = new float[] { 0, 0, 0, 1 };
                }
                else
                {
                    rootNode.rotation = new float[] { 0, 0, 0 };
                }

                // Update all top nodes
                var babylonNodes = new List <BabylonNode>();
                babylonNodes.AddRange(babylonScene.MeshesList);
                babylonNodes.AddRange(babylonScene.CamerasList);
                babylonNodes.AddRange(babylonScene.LightsList);
                foreach (BabylonNode babylonNode in babylonNodes)
                {
                    if (babylonNode.parentId == null)
                    {
                        babylonNode.parentId = rootNode.id;
                    }
                }

                // Store root node
                babylonScene.MeshesList.Add(rootNode);
            }

            // --------------------
            // ----- Materials ----
            // --------------------
            RaiseMessage("Exporting materials");
            GenerateMaterialDuplicationDatas(babylonScene);
            foreach (var mat in referencedMaterials)
            {
                ExportMaterial(mat, babylonScene);
                CheckCancelled();
            }
            foreach (var mat in multiMaterials)
            {
                ExportMultiMaterial(mat.Key, mat.Value, babylonScene);
                CheckCancelled();
            }
            UpdateMeshesMaterialId(babylonScene);
            RaiseMessage(string.Format("Total: {0}", babylonScene.MaterialsList.Count + babylonScene.MultiMaterialsList.Count), Color.Gray, 1);


            // Export skeletons
            if (_exportSkin && skins.Count > 0)
            {
                progressSkin     = 0;
                progressSkinStep = 100 / skins.Count;
                ReportProgressChanged(progressSkin);
                RaiseMessage("Exporting skeletons");
                foreach (var skin in skins)
                {
                    ExportSkin(skin, babylonScene);
                }
            }

            // set back the frame
            Loader.SetCurrentTime(currentTime);

            // Animation group
            if (isBabylonExported)
            {
                RaiseMessage("Export animation groups");
                // add animation groups to the scene
                babylonScene.animationGroups = ExportAnimationGroups(babylonScene);

                // if there is animationGroup, then remove animations from nodes
                if (babylonScene.animationGroups.Count > 0)
                {
                    // add animations of each nodes in the animGroup
                    List <BabylonNode> babylonNodes = new List <BabylonNode>();
                    babylonNodes.AddRange(babylonScene.MeshesList);
                    babylonNodes.AddRange(babylonScene.CamerasList);
                    babylonNodes.AddRange(babylonScene.LightsList);

                    foreach (BabylonNode node in babylonNodes)
                    {
                        node.animations = null;
                    }
                    foreach (BabylonSkeleton skel in babylonScene.SkeletonsList)
                    {
                        foreach (BabylonBone bone in skel.bones)
                        {
                            bone.animation = null;
                        }
                    }
                }
            }


            // Output
            babylonScene.Prepare(false, false);
            if (isBabylonExported)
            {
                Write(babylonScene, outputBabylonDirectory, outputFileName, outputFormat, generateManifest);
            }

            ReportProgressChanged(100);

            // Export glTF
            if (outputFormat == "gltf" || outputFormat == "glb")
            {
                bool generateBinary = outputFormat == "glb";
                ExportGltf(babylonScene, outputDirectory, outputFileName, generateBinary);
            }

            watch.Stop();
            RaiseMessage(string.Format("Export done in {0:0.00}s", watch.ElapsedMilliseconds / 1000.0), Color.Blue);
        }
Beispiel #3
0
        public void Export(ExportParameters exportParameters)
        {
            // Check input text is valid
            var    scaleFactorFloat = 1.0f;
            string scaleFactor      = exportParameters.scaleFactor;

            try
            {
                scaleFactor      = scaleFactor.Replace(".", System.Globalization.NumberFormatInfo.CurrentInfo.NumberDecimalSeparator);
                scaleFactor      = scaleFactor.Replace(",", System.Globalization.NumberFormatInfo.CurrentInfo.NumberDecimalSeparator);
                scaleFactorFloat = float.Parse(scaleFactor);
            }
            catch
            {
                RaiseError("Scale factor is not a valid number.");
                return;
            }

            long   quality    = 0L;
            string txtQuality = exportParameters.txtQuality;

            try
            {
                quality = long.Parse(txtQuality);

                if (quality < 0 || quality > 100)
                {
                    throw new Exception();
                }
            }
            catch
            {
                RaiseError("Quality is not a valid number. It should be an integer between 0 and 100.");
                RaiseError("This parameter set the quality of jpg compression.");
                return;
            }

            this.exportParameters = exportParameters;

            var gameConversionManger = Loader.Global.ConversionManager;

            gameConversionManger.CoordSystem = Autodesk.Max.IGameConversionManager.CoordSystem.D3d;

            var gameScene = Loader.Global.IGameInterface;

            if (exportParameters.exportNode == null)
            {
                gameScene.InitialiseIGame(false);
            }
            else
            {
                gameScene.InitialiseIGame(exportParameters.exportNode, true);
            }
            gameScene.SetStaticFrame(0);

            MaxSceneFileName = gameScene.SceneFileName;

            IsCancelled = false;

            string fileExportString = exportParameters.exportNode != null
                ? $"{exportParameters.exportNode.NodeName} | {exportParameters.outputPath}"
                : exportParameters.outputPath;

            RaiseMessage($"Exportation started: {fileExportString}", Color.Blue);
            ReportProgressChanged(0);

            string tempOutputDirectory = Path.Combine(Path.GetTempPath(), Path.GetRandomFileName());
            string outputDirectory     = Path.GetDirectoryName(exportParameters.outputPath);
            string outputFileName      = Path.GetFileName(exportParameters.outputPath);

            // Check directory exists
            if (!Directory.Exists(outputDirectory))
            {
                RaiseError("Exportation stopped: Output folder does not exist");
                ReportProgressChanged(100);
                return;
            }
            Directory.CreateDirectory(tempOutputDirectory);

            var outputBabylonDirectory = tempOutputDirectory;

            // Force output file extension to be babylon
            outputFileName = Path.ChangeExtension(outputFileName, "babylon");

            var babylonScene = new BabylonScene(outputBabylonDirectory);

            var rawScene = Loader.Core.RootNode;

            var watch = new Stopwatch();

            watch.Start();

            string outputFormat = exportParameters.outputFormat;

            isBabylonExported = outputFormat == "babylon" || outputFormat == "binary babylon";
            isGltfExported    = outputFormat == "gltf" || outputFormat == "glb";

            // Get scene parameters
            optimizeAnimations = !Loader.Core.RootNode.GetBoolProperty("babylonjs_donotoptimizeanimations");
            exportNonAnimated  = Loader.Core.RootNode.GetBoolProperty("babylonjs_animgroup_exportnonanimated");

            // Save scene
            if (exportParameters.autoSave3dsMaxFile)
            {
                RaiseMessage("Saving 3ds max file");
                var forceSave = Loader.Core.FileSave;

                callerForm?.BringToFront();
            }

            // Producer
            babylonScene.producer = new BabylonProducer
            {
                name = "3dsmax",
#if MAX2019
                version = "2019",
#elif MAX2018
                version = "2018",
#elif MAX2017
                version = "2017",
#else
                version = Loader.Core.ProductVersion.ToString(),
#endif
                exporter_version = exporterVersion,
                file             = outputFileName
            };

            // Global
            babylonScene.autoClear    = true;
            babylonScene.clearColor   = Loader.Core.GetBackGround(0, Tools.Forever).ToArray();
            babylonScene.ambientColor = Loader.Core.GetAmbient(0, Tools.Forever).ToArray();

            babylonScene.gravity             = rawScene.GetVector3Property("babylonjs_gravity");
            ExportQuaternionsInsteadOfEulers = rawScene.GetBoolProperty("babylonjs_exportquaternions", 1);
            if (Loader.Core.UseEnvironmentMap && Loader.Core.EnvironmentMap != null)
            {
                // Environment texture
                var environmentMap = Loader.Core.EnvironmentMap;
                // Copy image file to output if necessary
                var babylonTexture = ExportEnvironmnentTexture(environmentMap, babylonScene);
                if (babylonTexture != null)
                {
                    babylonScene.environmentTexture = babylonTexture.name;

                    // Skybox
                    babylonScene.createDefaultSkybox = rawScene.GetBoolProperty("babylonjs_createDefaultSkybox");
                    babylonScene.skyboxBlurLevel     = rawScene.GetFloatProperty("babylonjs_skyboxBlurLevel");
                }
            }

            // Sounds
            var soundName = rawScene.GetStringProperty("babylonjs_sound_filename", "");

            if (!string.IsNullOrEmpty(soundName))
            {
                var filename = Path.GetFileName(soundName);

                var globalSound = new BabylonSound
                {
                    autoplay = rawScene.GetBoolProperty("babylonjs_sound_autoplay", 1),
                    loop     = rawScene.GetBoolProperty("babylonjs_sound_loop", 1),
                    name     = filename
                };

                babylonScene.SoundsList.Add(globalSound);

                if (isBabylonExported)
                {
                    try
                    {
                        File.Copy(soundName, Path.Combine(babylonScene.OutputPath, filename), true);
                    }
                    catch
                    {
                    }
                }
            }

            // Root nodes
            RaiseMessage("Exporting nodes");
            HashSet <IIGameNode> maxRootNodes = getRootNodes(gameScene);
            var progressionStep = 80.0f / maxRootNodes.Count;
            var progression     = 10.0f;
            ReportProgressChanged((int)progression);
            referencedMaterials.Clear();
            Tools.guids.Clear();
            // Reseting is optionnal. It makes each morph target manager export starts from id = 0.
            BabylonMorphTargetManager.Reset();
            foreach (var maxRootNode in maxRootNodes)
            {
                BabylonNode node = exportNodeRec(maxRootNode, babylonScene, gameScene);

                // if we're exporting from a specific node, reset the pivot to {0,0,0}
                if (node != null && exportParameters.exportNode != null)
                {
                    SetNodePosition(ref node, ref babylonScene, new float[] { 0, 0, 0 });
                }

                progression += progressionStep;
                ReportProgressChanged((int)progression);
                CheckCancelled();
            }
            ;
            RaiseMessage(string.Format("Total meshes: {0}", babylonScene.MeshesList.Count), Color.Gray, 1);


            // In 3DS Max the default camera look down (in the -z direction for the 3DS Max reference (+y for babylon))
            // In Babylon the default camera look to the horizon (in the +z direction for the babylon reference)
            // In glTF the default camera look to the horizon (in the +Z direction for glTF reference)
            RaiseMessage("Update camera rotation and position", 1);
            for (int index = 0; index < babylonScene.CamerasList.Count; index++)
            {
                BabylonCamera camera = babylonScene.CamerasList[index];
                FixCamera(ref camera, ref babylonScene);
            }

            // Light for glTF
            if (isGltfExported)
            {
                RaiseMessage("Update light rotation for glTF export", 1);
                for (int index = 0; index < babylonScene.LightsList.Count; index++)
                {
                    BabylonNode light = babylonScene.LightsList[index];
                    FixNodeRotation(ref light, ref babylonScene, -Math.PI / 2);
                }
            }

            // Main camera
            BabylonCamera babylonMainCamera   = null;
            ICameraObject maxMainCameraObject = null;
            if (babylonMainCamera == null && babylonScene.CamerasList.Count > 0)
            {
                // Set first camera as main one
                babylonMainCamera           = babylonScene.CamerasList[0];
                babylonScene.activeCameraID = babylonMainCamera.id;
                RaiseMessage("Active camera set to " + babylonMainCamera.name, Color.Green, 1, true);

                // Retreive camera node with same GUID
                var maxCameraNodesAsTab = gameScene.GetIGameNodeByType(Autodesk.Max.IGameObject.ObjectTypes.Camera);
                var maxCameraNodes      = TabToList(maxCameraNodesAsTab);
                var maxMainCameraNode   = maxCameraNodes.Find(_camera => _camera.MaxNode.GetGuid().ToString() == babylonMainCamera.id);
                maxMainCameraObject = (maxMainCameraNode.MaxNode.ObjectRef as ICameraObject);
            }

            if (babylonMainCamera == null)
            {
                RaiseWarning("No camera defined", 1);
            }
            else
            {
                RaiseMessage(string.Format("Total cameras: {0}", babylonScene.CamerasList.Count), Color.Gray, 1);
            }

            // Default light
            bool addDefaultLight = rawScene.GetBoolProperty("babylonjs_addDefaultLight", 1);
            if (addDefaultLight && babylonScene.LightsList.Count == 0)
            {
                RaiseWarning("No light defined", 1);
                RaiseWarning("A default hemispheric light was added for your convenience", 1);
                ExportDefaultLight(babylonScene);
            }
            else
            {
                RaiseMessage(string.Format("Total lights: {0}", babylonScene.LightsList.Count), Color.Gray, 1);
            }

            if (scaleFactorFloat != 1.0f)
            {
                RaiseMessage("A root node is added for scaling", 1);

                // Create root node for scaling
                BabylonMesh rootNode = new BabylonMesh {
                    name = "root", id = Guid.NewGuid().ToString()
                };
                rootNode.isDummy = true;
                float rootNodeScale = scaleFactorFloat;
                rootNode.scaling = new float[3] {
                    rootNodeScale, rootNodeScale, rootNodeScale
                };

                if (ExportQuaternionsInsteadOfEulers)
                {
                    rootNode.rotationQuaternion = new float[] { 0, 0, 0, 1 };
                }
                else
                {
                    rootNode.rotation = new float[] { 0, 0, 0 };
                }

                // Update all top nodes
                var babylonNodes = new List <BabylonNode>();
                babylonNodes.AddRange(babylonScene.MeshesList);
                babylonNodes.AddRange(babylonScene.CamerasList);
                babylonNodes.AddRange(babylonScene.LightsList);
                foreach (BabylonNode babylonNode in babylonNodes)
                {
                    if (babylonNode.parentId == null)
                    {
                        babylonNode.parentId = rootNode.id;
                    }
                }

                // Store root node
                babylonScene.MeshesList.Add(rootNode);
            }

            // Materials
            if (exportParameters.exportMaterials)
            {
                RaiseMessage("Exporting materials");
                var matsToExport = referencedMaterials.ToArray(); // Snapshot because multimaterials can export new materials
                foreach (var mat in matsToExport)
                {
                    ExportMaterial(mat, babylonScene);
                    CheckCancelled();
                }
                RaiseMessage(string.Format("Total: {0}", babylonScene.MaterialsList.Count + babylonScene.MultiMaterialsList.Count), Color.Gray, 1);
            }
            else
            {
                RaiseMessage("Skipping material export.");
            }

            // Fog
            for (var index = 0; index < Loader.Core.NumAtmospheric; index++)
            {
                var atmospheric = Loader.Core.GetAtmospheric(index);

                if (atmospheric.Active(0) && atmospheric.ClassName == "Fog")
                {
                    var fog = atmospheric as IStdFog;

                    RaiseMessage("Exporting fog");

                    if (fog != null)
                    {
                        babylonScene.fogColor = fog.GetColor(0).ToArray();
                        babylonScene.fogMode  = 3;
                    }
                    if (babylonMainCamera != null)
                    {
                        babylonScene.fogStart = maxMainCameraObject.GetEnvRange(0, 0, Tools.Forever);
                        babylonScene.fogEnd   = maxMainCameraObject.GetEnvRange(0, 1, Tools.Forever);
                    }
                }
            }

            // Skeletons
            if (skins.Count > 0)
            {
                RaiseMessage("Exporting skeletons");
                foreach (var skin in skins)
                {
                    ExportSkin(skin, babylonScene);
                }
            }

            // Animation group
            if (isBabylonExported)
            {
                RaiseMessage("Export animation groups");
                // add animation groups to the scene
                babylonScene.animationGroups = ExportAnimationGroups(babylonScene);

                // if there is animationGroup, then remove animations from nodes
                if (babylonScene.animationGroups.Count > 0)
                {
                    foreach (BabylonNode node in babylonScene.MeshesList)
                    {
                        node.animations = null;
                    }
                    foreach (BabylonNode node in babylonScene.LightsList)
                    {
                        node.animations = null;
                    }
                    foreach (BabylonNode node in babylonScene.CamerasList)
                    {
                        node.animations = null;
                    }
                    foreach (BabylonSkeleton skel in babylonScene.SkeletonsList)
                    {
                        foreach (BabylonBone bone in skel.bones)
                        {
                            bone.animation = null;
                        }
                    }
                }
            }


            // Output
            babylonScene.Prepare(false, false);
            if (isBabylonExported)
            {
                RaiseMessage("Saving to output file");

                var outputFile = Path.Combine(outputBabylonDirectory, outputFileName);

                var jsonSerializer = JsonSerializer.Create(new JsonSerializerSettings());
                var sb             = new StringBuilder();
                var sw             = new StringWriter(sb, CultureInfo.InvariantCulture);
                using (var jsonWriter = new JsonTextWriterOptimized(sw))
                {
                    jsonWriter.Formatting = Formatting.None;
                    jsonSerializer.Serialize(jsonWriter, babylonScene);
                }
                File.WriteAllText(outputFile, sb.ToString());

                if (exportParameters.generateManifest)
                {
                    File.WriteAllText(outputFile + ".manifest",
                                      "{\r\n\"version\" : 1,\r\n\"enableSceneOffline\" : true,\r\n\"enableTexturesOffline\" : true\r\n}");
                }

                // Binary
                if (outputFormat == "binary babylon")
                {
                    RaiseMessage("Generating binary files");
                    BabylonFileConverter.BinaryConverter.Convert(outputFile, outputBabylonDirectory + "\\Binary",
                                                                 message => RaiseMessage(message, 1),
                                                                 error => RaiseError(error, 1));
                }
            }

            ReportProgressChanged(100);

            // Export glTF
            if (isGltfExported)
            {
                bool generateBinary = outputFormat == "glb";
                ExportGltf(babylonScene, tempOutputDirectory, outputFileName, generateBinary);
            }
            // Move files to output directory
            var filePaths = Directory.GetFiles(tempOutputDirectory);
            if (outputFormat == "binary babylon")
            {
                var tempBinaryOutputDirectory = Path.Combine(tempOutputDirectory, "Binary");
                var binaryFilePaths           = Directory.GetFiles(tempBinaryOutputDirectory);
                foreach (var filePath in binaryFilePaths)
                {
                    if (filePath.EndsWith(".binary.babylon"))
                    {
                        var file         = Path.GetFileName(filePath);
                        var tempFilePath = Path.Combine(tempBinaryOutputDirectory, file);
                        var outputFile   = Path.Combine(outputDirectory, file);
                        moveFileToOutputDirectory(tempFilePath, outputFile, exportParameters);
                    }
                    else if (filePath.EndsWith(".babylonbinarymeshdata"))
                    {
                        var file         = Path.GetFileName(filePath);
                        var tempFilePath = Path.Combine(tempBinaryOutputDirectory, file);
                        var outputFile   = Path.Combine(outputDirectory, file);
                        moveFileToOutputDirectory(tempFilePath, outputFile, exportParameters);
                    }
                }
            }
            if (outputFormat == "glb")
            {
                foreach (var file_path in filePaths)
                {
                    if (Path.GetExtension(file_path) == ".glb")
                    {
                        var file         = Path.GetFileName(file_path);
                        var tempFilePath = Path.Combine(tempOutputDirectory, file);
                        var outputFile   = Path.Combine(outputDirectory, file);
                        moveFileToOutputDirectory(tempFilePath, outputFile, exportParameters);
                        break;
                    }
                }
            }
            else
            {
                foreach (var filePath in filePaths)
                {
                    var file         = Path.GetFileName(filePath);
                    var outputPath   = Path.Combine(outputDirectory, file);
                    var tempFilePath = Path.Combine(tempOutputDirectory, file);
                    moveFileToOutputDirectory(tempFilePath, outputPath, exportParameters);
                }
            }
            Directory.Delete(tempOutputDirectory, true);
            watch.Stop();

            RaiseMessage(string.Format("Exportation done in {0:0.00}s: {1}", watch.ElapsedMilliseconds / 1000.0, fileExportString), Color.Blue);
        }
Beispiel #4
0
        /// <summary>
        /// Export to file
        /// </summary>
        /// <param name="outputDirectory">The directory to store the generated files</param>
        /// <param name="outputFileName">The filename to use for the generated files</param>
        /// <param name="outputFormat">The format to use for the generated files</param>
        /// <param name="generateManifest">Specifies if a manifest file should be generated</param>
        /// <param name="onlySelected">Specifies if only the selected objects should be exported</param>
        /// <param name="autoSaveMayaFile">Specifies if the Maya scene should be auto-saved</param>
        /// <param name="exportHiddenObjects">Specifies if hidden objects should be exported</param>
        /// <param name="copyTexturesToOutput">Specifies if textures should be copied to the output directory</param>
        /// <param name="optimizeVertices">Specifies if vertices should be optimized on export</param>
        /// <param name="exportTangents">Specifies if tangents should be exported</param>
        /// <param name="scaleFactor">Scales the scene by this factor</param>
        /// <param name="exportSkin">Specifies if skins should be exported</param>
        /// <param name="quality">The texture quality</param>
        /// <param name="dracoCompression">Specifies if draco compression should be used</param>
        /// <param name="exportMorphNormal">Specifies if normals should be exported for morph targets</param>
        /// <param name="exportMorphTangent">Specifies if tangents should be exported for morph targets</param>
        /// <param name="exportKHRLightsPunctual">Specifies if the KHR_lights_punctual extension should be enabled</param>
        /// <param name="exportKHRTextureTransform">Specifies if the KHR_texture_transform extension should be enabled</param>
        /// <param name="bakeAnimationFrames">Specifies if animations should be exporting keyframes directly or should manually bake out animations frame by frame</param>
        public void Export(ExportParameters exportParameters)
        {
            this.exportParameters = exportParameters;

            // Check if the animation is running
            MGlobal.executeCommand("play -q - state", out int isPlayed);
            if (isPlayed == 1)
            {
                RaiseError("Stop the animation before exporting.");
                return;
            }

            RaiseMessage("Export started", Color.Blue);
            var progression = 0.0f;

            ReportProgressChanged(progression);

            // Store export options
            this.isBabylonExported = exportParameters.outputFormat == "babylon" || exportParameters.outputFormat == "binary babylon";

            var outputBabylonDirectory = Path.GetDirectoryName(exportParameters.outputPath);

            // Check directory exists
            if (!Directory.Exists(outputBabylonDirectory))
            {
                RaiseError("Export stopped: Output folder does not exist");
                ReportProgressChanged(100);
                return;
            }

            var watch = new Stopwatch();

            watch.Start();


            var babylonScene = new BabylonScene(outputBabylonDirectory);

            // Save scene
            if (exportParameters.autoSaveSceneFile)
            {
                RaiseMessage("Saving Maya file");

                // Query expand file name
                string fileName = MGlobal.executeCommandStringResult($@"file -q -exn;");

                // If scene has already been saved previously
                if (fileName.EndsWith(".ma") || fileName.EndsWith(".mb"))
                {
                    // Name is already specified and this line will not fail
                    MFileIO.save();
                }
                else
                {
                    // Open SaveAs dialog window
                    MGlobal.executeCommand($@"fileDialog2;");
                }
            }

            // Force output file extension to be babylon
            var outputFileName = Path.ChangeExtension(Path.GetFileName(exportParameters.outputPath), "babylon");

            // Store selected nodes
            MSelectionList selectedNodes = new MSelectionList();

            MGlobal.getActiveSelectionList(selectedNodes);
            selectedNodeFullPaths = new List <string>();
            MItSelectionList mItSelectionList = new MItSelectionList(selectedNodes);

            while (!mItSelectionList.isDone)
            {
                MDagPath mDagPath = new MDagPath();
                try
                {
                    mItSelectionList.getDagPath(mDagPath);
                    selectedNodeFullPaths.Add(mDagPath.fullPathName);
                } catch
                {
                    // selected object is not a DAG object
                    // fail silently
                }

                mItSelectionList.next();
            }
            if (selectedNodeFullPaths.Count > 0)
            {
                RaiseMessage("Selected nodes full path");
                foreach (string selectedNodeFullPath in selectedNodeFullPaths)
                {
                    RaiseMessage(selectedNodeFullPath, 1);
                }
            }

            // Producer
            babylonScene.producer = new BabylonProducer
            {
                name             = "Maya",
                version          = "2018",
                exporter_version = exporterVersion,
                file             = outputFileName
            };

            // Global
            babylonScene.autoClear = true;
            // TODO - Retreive colors from Maya
            //babylonScene.clearColor = Loader.Core.GetBackGround(0, Tools.Forever).ToArray();
            //babylonScene.ambientColor = Loader.Core.GetAmbient(0, Tools.Forever).ToArray();

            babylonScene.TimelineStartFrame      = Loader.GetMinTime();
            babylonScene.TimelineEndFrame        = Loader.GetMaxTime();
            babylonScene.TimelineFramesPerSecond = Loader.GetFPS();

            // TODO - Add custom properties
            _exportQuaternionsInsteadOfEulers = true;

            PrintDAG(true);
            PrintDAG(false);

            // Store the current frame. It can be change to find a proper one for the node/bone export
            double currentTime = Loader.GetCurrentTime();

            // --------------------
            // ------ Nodes -------
            // --------------------
            RaiseMessage("Exporting nodes");

            // It makes each morph target manager export starts from id = 0.
            BabylonMorphTargetManager.Reset();

            // Clear materials
            referencedMaterials.Clear();
            multiMaterials.Clear();

            // Get all nodes
            var             dagIterator = new MItDag(MItDag.TraversalType.kDepthFirst, MFn.Type.kTransform);
            List <MDagPath> nodes       = new List <MDagPath>();

            while (!dagIterator.isDone)
            {
                MDagPath mDagPath = new MDagPath();
                dagIterator.getPath(mDagPath);

                // Check if one of its descendant (direct or not) is a mesh/camera/light/locator
                if (isNodeRelevantToExportRec(mDagPath)
                    // Ensure it's not one of the default cameras used as viewports in Maya
                    && defaultCameraNames.Contains(mDagPath.partialPathName) == false)
                {
                    nodes.Add(mDagPath);
                }
                else
                {
                    // Skip descendants
                    dagIterator.prune();
                }

                dagIterator.next();
            }
            // Export all nodes
            var progressionStep = 100.0f / nodes.Count;

            foreach (MDagPath mDagPath in nodes)
            {
                BabylonNode babylonNode = null;

                try
                {
                    switch (getApiTypeOfDirectDescendants(mDagPath))
                    {
                    case MFn.Type.kMesh:
                        babylonNode = ExportMesh(mDagPath, babylonScene);
                        break;

                    case MFn.Type.kCamera:
                        babylonNode = ExportCamera(mDagPath, babylonScene);
                        break;

                    case MFn.Type.kLight:     // Lights api type are actually kPointLight, kSpotLight...
                        babylonNode = ExportLight(mDagPath, babylonScene);
                        break;

                    case MFn.Type.kLocator:     // Camera target
                        babylonNode = ExportDummy(mDagPath, babylonScene);
                        break;
                    }
                }
                catch (Exception e)
                {
                    this.RaiseWarning(String.Format("Exception raised during export. Node will be exported as dummy node. \r\nMessage: \r\n{0} \r\n{1}", e.Message, e.InnerException), 2);
                }

                // If node is not exported successfully
                if (babylonNode == null)
                {
                    // Create a dummy (empty mesh)
                    babylonNode = ExportDummy(mDagPath, babylonScene);
                }
                ;

                // Update progress bar
                progression += progressionStep;
                ReportProgressChanged(progression);

                CheckCancelled();
            }
            RaiseMessage(string.Format("Total meshes: {0}", babylonScene.MeshesList.Count), Color.Gray, 1);


            // if nothing is enlightened, exclude all meshes
            foreach (BabylonLight light in babylonScene.LightsList)
            {
                if (light.includedOnlyMeshesIds.Length == 0)
                {
                    light.excludedMeshesIds = babylonScene.MeshesList.Select(m => m.id).ToArray();
                }
            }

            /*
             * Switch coordinate system at global level
             *
             * Add a root node with negative scaling
             * Pros - It's safer to use a root node
             * Cons - It's cleaner to switch at object level (as it is done now)
             * Use root node method when you want to be 100% sure of the output
             * Don't forget to also inverse winding order of mesh indices
             */
            //// Switch from right to left handed coordinate system
            //MUuid mUuid = new MUuid();
            //mUuid.generate();
            //var rootNode = new BabylonMesh
            //{
            //    name = "root",
            //    id = mUuid.asString(),
            //    scaling = new float[] { 1, 1, -1 }
            //};
            //foreach(var babylonMesh in babylonScene.MeshesList)
            //{
            //    // Add root meshes as child to root node
            //    if (babylonMesh.parentId == null)
            //    {
            //        babylonMesh.parentId = rootNode.id;
            //    }
            //}
            //babylonScene.MeshesList.Add(rootNode);

            // Main camera
            BabylonCamera babylonMainCamera = null;

            if (babylonScene.CamerasList.Count > 0)
            {
                // Set first camera as main one
                babylonMainCamera           = babylonScene.CamerasList[0];
                babylonScene.activeCameraID = babylonMainCamera.id;
                RaiseMessage("Active camera set to " + babylonMainCamera.name, Color.Green, 1, true);
            }

            if (babylonMainCamera == null)
            {
                RaiseWarning("No camera defined", 1);
            }
            else
            {
                RaiseMessage(string.Format("Total cameras: {0}", babylonScene.CamerasList.Count), Color.Gray, 1);
            }

            // Default light
            if (!exportParameters.pbrNoLight && babylonScene.LightsList.Count == 0)
            {
                RaiseWarning("No light defined", 1);
                RaiseWarning("A default ambient light was added for your convenience", 1);
                ExportDefaultLight(babylonScene);
            }
            else
            {
                RaiseMessage(string.Format("Total lights: {0}", babylonScene.LightsList.Count), Color.Gray, 1);
            }

            var sceneScaleFactor = exportParameters.scaleFactor;

            if (exportParameters.scaleFactor != 1.0f)
            {
                RaiseMessage(String.Format("A root node is added to globally scale the scene by {0}", sceneScaleFactor), 1);

                // Create root node for scaling
                BabylonMesh rootNode = new BabylonMesh {
                    name = "root", id = Tools.GenerateUUID()
                };
                rootNode.isDummy = true;
                float rootNodeScale = sceneScaleFactor;
                rootNode.scaling = new float[3] {
                    rootNodeScale, rootNodeScale, rootNodeScale
                };

                if (ExportQuaternionsInsteadOfEulers)
                {
                    rootNode.rotationQuaternion = new float[] { 0, 0, 0, 1 };
                }
                else
                {
                    rootNode.rotation = new float[] { 0, 0, 0 };
                }

                // Update all top nodes
                var babylonNodes = new List <BabylonNode>();
                babylonNodes.AddRange(babylonScene.MeshesList);
                babylonNodes.AddRange(babylonScene.CamerasList);
                babylonNodes.AddRange(babylonScene.LightsList);
                foreach (BabylonNode babylonNode in babylonNodes)
                {
                    if (babylonNode.parentId == null)
                    {
                        babylonNode.parentId = rootNode.id;
                    }
                }

                // Store root node
                babylonScene.MeshesList.Add(rootNode);
            }

            // --------------------
            // ----- Materials ----
            // --------------------
            RaiseMessage("Exporting materials");
            GenerateMaterialDuplicationDatas(babylonScene);
            foreach (var mat in referencedMaterials)
            {
                ExportMaterial(mat, babylonScene, exportParameters.pbrFull);
                CheckCancelled();
            }
            foreach (var mat in multiMaterials)
            {
                ExportMultiMaterial(mat.Key, mat.Value, babylonScene, exportParameters.pbrFull);
                CheckCancelled();
            }
            UpdateMeshesMaterialId(babylonScene);
            RaiseMessage(string.Format("Total: {0}", babylonScene.MaterialsList.Count + babylonScene.MultiMaterialsList.Count), Color.Gray, 1);


            // Export skeletons
            if (exportParameters.exportSkins && skins.Count > 0)
            {
                progressSkin     = 0;
                progressSkinStep = 100 / skins.Count;
                ReportProgressChanged(progressSkin);
                RaiseMessage("Exporting skeletons");
                foreach (var skin in skins)
                {
                    ExportSkin(skin, babylonScene);
                }
            }

            // set back the frame
            Loader.SetCurrentTime(currentTime);

            // ----------------------------
            // ----- Animation groups -----
            // ----------------------------
            RaiseMessage("Export animation groups");
            // add animation groups to the scene
            babylonScene.animationGroups = ExportAnimationGroups(babylonScene);


            if (isBabylonExported)
            {
                // if we are exporting to .Babylon then remove then remove animations from nodes if there are animation groups.
                if (babylonScene.animationGroups.Count > 0)
                {
                    // add animations of each nodes in the animGroup
                    List <BabylonNode> babylonNodes = new List <BabylonNode>();
                    babylonNodes.AddRange(babylonScene.MeshesList);
                    babylonNodes.AddRange(babylonScene.CamerasList);
                    babylonNodes.AddRange(babylonScene.LightsList);

                    foreach (BabylonNode node in babylonNodes)
                    {
                        node.animations = null;
                    }
                    foreach (BabylonSkeleton skel in babylonScene.SkeletonsList)
                    {
                        foreach (BabylonBone bone in skel.bones)
                        {
                            bone.animation = null;
                        }
                    }
                }

                // setup a default skybox for the scene for .Babylon export.
                var sourcePath = exportParameters.pbrEnvironment;
                if (!string.IsNullOrEmpty(sourcePath))
                {
                    babylonScene.createDefaultSkybox = exportParameters.createDefaultSkybox;
                    var fileName = Path.GetFileName(sourcePath);

                    // Allow only dds file format
                    if (!fileName.EndsWith(".dds"))
                    {
                        RaiseWarning("Failed to export defauenvironment texture: only .dds format is supported.");
                    }
                    else
                    {
                        RaiseMessage($"texture id = Max_Babylon_Default_Environment");
                        babylonScene.environmentTexture = fileName;

                        if (exportParameters.writeTextures)
                        {
                            try
                            {
                                var destPath = Path.Combine(babylonScene.OutputPath, fileName);
                                if (File.Exists(sourcePath) && sourcePath != destPath)
                                {
                                    File.Copy(sourcePath, destPath, true);
                                }
                            }
                            catch
                            {
                                // silently fails
                                RaiseMessage($"Fail to export the default env texture", 3);
                            }
                        }
                    }
                }
            }

            // Output
            babylonScene.Prepare(false, false);

            if (isBabylonExported)
            {
                Write(babylonScene, outputBabylonDirectory, outputFileName, exportParameters.outputFormat, exportParameters.generateManifest);
            }

            ReportProgressChanged(100);

            // Export glTF
            if (exportParameters.outputFormat == "gltf" || exportParameters.outputFormat == "glb")
            {
                bool generateBinary = exportParameters.outputFormat == "glb";

                GLTFExporter gltfExporter = new GLTFExporter();
                gltfExporter.ExportGltf(this.exportParameters, babylonScene, outputBabylonDirectory, outputFileName, generateBinary, this);
            }

            watch.Stop();
            RaiseMessage(string.Format("Export done in {0:0.00}s", watch.ElapsedMilliseconds / 1000.0), Color.Blue);
        }