Beispiel #1
0
        private BabylonMatrix ConvertMayaToBabylonMatrix(MMatrix mMatrix)
        {
            var transformationMatrix = new MTransformationMatrix(mMatrix);

            // Retreive TRS vectors from matrix
            float[] position           = transformationMatrix.getTranslation();
            float[] rotationQuaternion = transformationMatrix.getRotationQuaternion();
            float[] scaling            = transformationMatrix.getScale();

            // Switch coordinate system at object level
            position[2]           *= -1;
            rotationQuaternion[0] *= -1;
            rotationQuaternion[1] *= -1;

            // Apply unit conversion factor to meter
            position[0] *= scaleFactorToMeters;
            position[1] *= scaleFactorToMeters;
            position[2] *= scaleFactorToMeters;

            // The composed matrix
            return(BabylonMatrix.Compose(new BabylonVector3(scaling[0], scaling[1], scaling[2]),                                                            // scaling
                                         new BabylonQuaternion(rotationQuaternion[0], rotationQuaternion[1], rotationQuaternion[2], rotationQuaternion[3]), // rotation
                                         new BabylonVector3(position[0], position[1], position[2])                                                          // position
                                         ));
        }
        private void GetTransform(MFnTransform mFnTransform, ref float[] position, ref float[] rotationQuaternion, ref float[] rotation, ref BabylonVector3.EulerRotationOrder rotationOrder, ref float[] scaling)
        {
            var transformationMatrix = new MTransformationMatrix(mFnTransform.transformationMatrix);
            var mayaRotationOrder    = 0;

            MGlobal.executeCommand($"getAttr {mFnTransform.fullPathName}.rotateOrder", out mayaRotationOrder);
            rotationOrder = Tools.ConvertMayaRotationOrder((MEulerRotation.RotationOrder)mayaRotationOrder);

            position           = transformationMatrix.getTranslation();
            rotationQuaternion = transformationMatrix.getRotationQuaternion();
            rotation           = transformationMatrix.getRotation();
            scaling            = transformationMatrix.getScale();

            // Switch coordinate system at object level
            position[2]           *= -1;
            rotationQuaternion[0] *= -1;
            rotationQuaternion[1] *= -1;
            rotation[0]           *= -1;
            rotation[1]           *= -1;
            rotationOrder          = Tools.InvertRotationOrder(rotationOrder);

            // Apply unit conversion factor to meter
            position[0] *= scaleFactorToMeters;
            position[1] *= scaleFactorToMeters;
            position[2] *= scaleFactorToMeters;
        }
        private void GetTransform(MFnTransform mFnTransform, ref float[] position)
        {
            var transformationMatrix = new MTransformationMatrix(mFnTransform.transformationMatrix);

            position = transformationMatrix.getTranslation();

            // Switch coordinate system at object level
            position[2] *= -1;
        }
        private void GetTransform(MFnTransform mFnTransform, ref float[] position, ref float[] rotationQuaternion, ref float[] rotation, ref float[] scaling)
        {
            var transformationMatrix = new MTransformationMatrix(mFnTransform.transformationMatrix);

            position           = transformationMatrix.getTranslation();
            rotationQuaternion = transformationMatrix.getRotationQuaternion();
            rotation           = transformationMatrix.getRotation();
            scaling            = transformationMatrix.getScale();

            // Switch coordinate system at object level
            position[2]           *= -1;
            rotationQuaternion[0] *= -1;
            rotationQuaternion[1] *= -1;
            rotation[0]           *= -1;
            rotation[1]           *= -1;
        }
Beispiel #5
0
        private void ExportTransform(BabylonAbstractMesh babylonAbstractMesh, MFnDagNode mFnDagNode)
        {
            // Position / rotation / scaling
            var transformationMatrix = new MTransformationMatrix(mFnDagNode.transformationMatrix);

            babylonAbstractMesh.position = transformationMatrix.getTranslation();

            if (_exportQuaternionsInsteadOfEulers)
            {
                babylonAbstractMesh.rotationQuaternion = transformationMatrix.getRotationQuaternion();
            }
            else
            {
                babylonAbstractMesh.rotation = transformationMatrix.getRotation();
            }

            babylonAbstractMesh.scaling = transformationMatrix.getScale();
        }
Beispiel #6
0
        private BabylonNode ExportMesh(MObject mObject, BabylonScene babylonScene)
        {
            MFnMesh    mFnMesh    = new MFnMesh(mObject);
            MFnDagNode mFnDagNode = new MFnDagNode(mObject);

            var        mObjectParent    = mFnMesh.parent(0);
            MFnDagNode mFnDagNodeParent = new MFnDagNode(mObjectParent);

            // --- prints ---
            #region prints

            RaiseVerbose("BabylonExporter.Mesh | mFnMesh data", 2);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.name=" + mFnMesh.name, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.absoluteName=" + mFnMesh.absoluteName, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.fullPathName=" + mFnMesh.fullPathName, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.partialPathName=" + mFnMesh.partialPathName, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.numVertices=" + mFnMesh.numVertices, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.numEdges=" + mFnMesh.numEdges, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.numPolygons=" + mFnMesh.numPolygons, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.numFaceVertices=" + mFnMesh.numFaceVertices, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.numNormals=" + mFnMesh.numNormals, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.numUVSets=" + mFnMesh.numUVSets, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.numUVsProperty=" + mFnMesh.numUVsProperty, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.activeColor=" + mFnMesh.activeColor.toString(), 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.attributeCount=" + mFnMesh.attributeCount, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.childCount=" + mFnMesh.childCount, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.displayColors=" + mFnMesh.displayColors, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.dormantColor=" + mFnMesh.dormantColor, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.hasUniqueName=" + mFnMesh.hasUniqueName, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.inUnderWorld=" + mFnMesh.inUnderWorld, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.isDefaultNode=" + mFnMesh.isDefaultNode, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.isInstanceable=" + mFnMesh.isInstanceable, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.isInstanced(true)=" + mFnMesh.isInstanced(true), 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.isInstanced(false)=" + mFnMesh.isInstanced(false), 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.isInstanced()=" + mFnMesh.isInstanced(), 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.isIntermediateObject=" + mFnMesh.isIntermediateObject, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.isShared=" + mFnMesh.isShared, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.numColorSets=" + mFnMesh.numColorSets, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.numColorsProperty=" + mFnMesh.numColorsProperty, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.objectColor=" + mFnMesh.objectColor, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.parentCount=" + mFnMesh.parentCount, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.parentNamespace=" + mFnMesh.parentNamespace, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.uuid().asString()=" + mFnMesh.uuid().asString(), 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.dagRoot().apiType=" + mFnMesh.dagRoot().apiType, 3);
            RaiseVerbose("BabylonExporter.Mesh | mFnMesh.model.equalEqual(mFnMesh.objectProperty)=" + mFnMesh.model.equalEqual(mFnMesh.objectProperty), 3);
            RaiseVerbose("BabylonExporter.Mesh | ToString(mFnMesh.transformationMatrix)=" + mFnMesh.transformationMatrix.toString(), 3);
            var transformationMatrix = new MTransformationMatrix(mFnMesh.transformationMatrix);
            RaiseVerbose("BabylonExporter.Mesh | transformationMatrix.getTranslation().toString()=" + transformationMatrix.getTranslation().toString(), 3);
            var transformationMatrixParent = new MTransformationMatrix(mFnDagNodeParent.transformationMatrix);
            RaiseVerbose("BabylonExporter.Mesh | transformationMatrixParent.getTranslation().toString()=" + transformationMatrixParent.getTranslation().toString(), 3);

            // Geometry
            MIntArray triangleCounts    = new MIntArray();
            MIntArray trianglesVertices = new MIntArray();
            mFnMesh.getTriangles(triangleCounts, trianglesVertices);
            RaiseVerbose("BabylonExporter.Mesh | triangleCounts.ToArray()=" + triangleCounts.ToArray().toString(), 3);
            RaiseVerbose("BabylonExporter.Mesh | trianglesVertices.ToArray()=" + trianglesVertices.ToArray().toString(), 3);
            int[] polygonsVertexCount = new int[mFnMesh.numPolygons];
            for (int polygonId = 0; polygonId < mFnMesh.numPolygons; polygonId++)
            {
                polygonsVertexCount[polygonId] = mFnMesh.polygonVertexCount(polygonId);
            }
            RaiseVerbose("BabylonExporter.Mesh | polygonsVertexCount=" + polygonsVertexCount.toString(), 3);

            //MFloatPointArray points = new MFloatPointArray();
            //mFnMesh.getPoints(points);
            //RaiseVerbose("BabylonExporter.Mesh | points.ToArray()=" + points.ToArray().Select(mFloatPoint => mFloatPoint.toString()), 3);

            //MFloatVectorArray normals = new MFloatVectorArray();
            //mFnMesh.getNormals(normals);
            //RaiseVerbose("BabylonExporter.Mesh | normals.ToArray()=" + normals.ToArray().Select(mFloatPoint => mFloatPoint.toString()), 3);

            for (int polygonId = 0; polygonId < mFnMesh.numPolygons; polygonId++)
            {
                MIntArray verticesId = new MIntArray();
                RaiseVerbose("BabylonExporter.Mesh | polygonId=" + polygonId, 3);

                int nbTriangles = triangleCounts[polygonId];
                RaiseVerbose("BabylonExporter.Mesh | nbTriangles=" + nbTriangles, 3);

                for (int triangleIndex = 0; triangleIndex < triangleCounts[polygonId]; triangleIndex++)
                {
                    RaiseVerbose("BabylonExporter.Mesh | triangleIndex=" + triangleIndex, 3);
                    int[] triangleVertices = new int[3];
                    mFnMesh.getPolygonTriangleVertices(polygonId, triangleIndex, triangleVertices);
                    RaiseVerbose("BabylonExporter.Mesh | triangleVertices=" + triangleVertices.toString(), 3);

                    foreach (int vertexId in triangleVertices)
                    {
                        RaiseVerbose("BabylonExporter.Mesh | vertexId=" + vertexId, 3);
                        MPoint point = new MPoint();
                        mFnMesh.getPoint(vertexId, point);
                        RaiseVerbose("BabylonExporter.Mesh | point=" + point.toString(), 3);

                        MVector normal = new MVector();
                        mFnMesh.getFaceVertexNormal(polygonId, vertexId, normal);
                        RaiseVerbose("BabylonExporter.Mesh | normal=" + normal.toString(), 3);
                    }
                }
            }

            #endregion


            if (IsMeshExportable(mFnMesh) == false)
            {
                return(null);
            }

            RaiseMessage(mFnMesh.name, 1);

            var babylonMesh = new BabylonMesh {
                name = mFnMesh.name, id = mFnMesh.uuid().asString()
            };

            // Position / rotation / scaling / hierarchy
            ExportNode(babylonMesh, mFnDagNode, babylonScene);

            // Misc.
            // TODO - Retreive from Maya
            // TODO - What is the difference between isVisible and visibility?
            // TODO - Fix fatal error: Attempting to save in C:/Users/Fabrice/AppData/Local/Temp/Fabrice.20171205.1613.ma
            //babylonMesh.isVisible = mDagPath.isVisible;
            //babylonMesh.visibility = meshNode.MaxNode.GetVisibility(0, Tools.Forever);
            //babylonMesh.receiveShadows = meshNode.MaxNode.RcvShadows == 1;
            //babylonMesh.applyFog = meshNode.MaxNode.ApplyAtmospherics == 1;

            if (mFnMesh.numPolygons < 1)
            {
                RaiseError($"Mesh {babylonMesh.name} has no face", 2);
            }

            if (mFnMesh.numVertices < 3)
            {
                RaiseError($"Mesh {babylonMesh.name} has not enough vertices", 2);
            }

            if (mFnMesh.numVertices >= 65536)
            {
                RaiseWarning($"Mesh {babylonMesh.name} has more than 65536 vertices which means that it will require specific WebGL extension to be rendered. This may impact portability of your scene on low end devices.", 2);
            }

            // TODO - Material

            var vertices = new List <GlobalVertex>();
            var indices  = new List <int>();
            // TODO - UV, color, alpha
            //var mappingChannels = unskinnedMesh.ActiveMapChannelNum;
            //bool hasUV = false;
            //bool hasUV2 = false;
            //for (int i = 0; i < mappingChannels.Count; ++i)
            //{
            //    var indexer = i;
            //    var channelNum = mappingChannels[indexer];
            //    if (channelNum == 1)
            //    {
            //        hasUV = true;
            //    }
            //    else if (channelNum == 2)
            //    {
            //        hasUV2 = true;
            //    }
            //}
            //var hasColor = unskinnedMesh.NumberOfColorVerts > 0;
            //var hasAlpha = unskinnedMesh.GetNumberOfMapVerts(-2) > 0;

            // TODO - Add custom properties
            var optimizeVertices = false; // meshNode.MaxNode.GetBoolProperty("babylonjs_optimizevertices");

            // Compute normals
            var subMeshes = new List <BabylonSubMesh>();
            ExtractGeometry(mFnMesh, vertices, indices, subMeshes, optimizeVertices);

            if (vertices.Count >= 65536)
            {
                RaiseWarning($"Mesh {babylonMesh.name} has {vertices.Count} vertices. This may prevent your scene to work on low end devices where 32 bits indice are not supported", 2);

                if (!optimizeVertices)
                {
                    RaiseError("You can try to optimize your object using [Try to optimize vertices] option", 2);
                }
            }

            RaiseMessage($"{vertices.Count} vertices, {indices.Count / 3} faces", 2);

            // Buffers
            babylonMesh.positions = vertices.SelectMany(v => v.Position).ToArray();
            babylonMesh.normals   = vertices.SelectMany(v => v.Normal).ToArray();

            babylonMesh.subMeshes = subMeshes.ToArray();

            // Buffers - Indices
            babylonMesh.indices = indices.ToArray();


            babylonScene.MeshesList.Add(babylonMesh);
            RaiseMessage("BabylonExporter.Mesh | done", 3);

            return(babylonMesh);
        }
Beispiel #7
0
        private List <BabylonAnimation> GetAnimationsFrameByFrame(MFnTransform mFnTransform)
        {
            int start = Loader.GetMinTime();
            int end   = Loader.GetMaxTime();

            // Animations
            List <BabylonAnimation> animations = new List <BabylonAnimation>();

            string[] babylonAnimationProperties = new string[] { "scaling", "rotationQuaternion", "position", "visibility" };


            Dictionary <string, List <BabylonAnimationKey> > keysPerProperty = new Dictionary <string, List <BabylonAnimationKey> >();

            keysPerProperty.Add("scaling", new List <BabylonAnimationKey>());
            keysPerProperty.Add("rotationQuaternion", new List <BabylonAnimationKey>());
            keysPerProperty.Add("position", new List <BabylonAnimationKey>());
            keysPerProperty.Add("visibility", new List <BabylonAnimationKey>());

            // get keys
            for (int currentFrame = start; currentFrame <= end; currentFrame++)
            {
                // get transformation matrix at this frame
                MDoubleArray mDoubleMatrix = new MDoubleArray();
                MGlobal.executeCommand($"getAttr -t {currentFrame} {mFnTransform.fullPathName}.matrix", mDoubleMatrix);
                mDoubleMatrix.get(out float[] localMatrix);
                MMatrix matrix = new MMatrix(localMatrix);
                var     transformationMatrix = new MTransformationMatrix(matrix);

                // Retreive TRS vectors from matrix
                var position           = transformationMatrix.getTranslation();
                var rotationQuaternion = transformationMatrix.getRotationQuaternion();
                var scaling            = transformationMatrix.getScale();

                // Switch coordinate system at object level
                position[2]           *= -1;
                rotationQuaternion[0] *= -1;
                rotationQuaternion[1] *= -1;

                // create animation key for each property
                for (int indexAnimation = 0; indexAnimation < babylonAnimationProperties.Length; indexAnimation++)
                {
                    string babylonAnimationProperty = babylonAnimationProperties[indexAnimation];

                    BabylonAnimationKey key = new BabylonAnimationKey();
                    key.frame = currentFrame;
                    switch (indexAnimation)
                    {
                    case 0:     // scaling
                        key.values = scaling.ToArray();
                        break;

                    case 1:     // rotationQuaternion
                        key.values = rotationQuaternion.ToArray();
                        break;

                    case 2:     // position
                        key.values = position.ToArray();
                        break;

                    case 3:     // visibility
                        key.values = new float[] { Loader.GetVisibility(mFnTransform.fullPathName, currentFrame) };
                        break;
                    }

                    keysPerProperty[babylonAnimationProperty].Add(key);
                }
            }

            // create animation for each property
            for (int indexAnimation = 0; indexAnimation < babylonAnimationProperties.Length; indexAnimation++)
            {
                string babylonAnimationProperty = babylonAnimationProperties[indexAnimation];

                List <BabylonAnimationKey> keys = keysPerProperty[babylonAnimationProperty];

                var keysFull = new List <BabylonAnimationKey>(keys);

                // Optimization
                OptimizeAnimations(keys, true);

                // Ensure animation has at least 2 frames
                if (IsAnimationKeysRelevant(keys))
                {
                    int dataType = 0;                               // "scaling", "rotationQuaternion", "position", "visibility"
                    if (indexAnimation == 0 || indexAnimation == 2) // scaling and position
                    {
                        dataType = (int)BabylonAnimation.DataType.Vector3;
                    }
                    else if (indexAnimation == 1)    // rotationQuaternion
                    {
                        dataType = (int)BabylonAnimation.DataType.Quaternion;
                    }
                    else   // visibility
                    {
                        dataType = (int)BabylonAnimation.DataType.Float;
                    }
                    // Create BabylonAnimation
                    animations.Add(new BabylonAnimation()
                    {
                        dataType       = dataType,
                        name           = babylonAnimationProperty + " animation",
                        framePerSecond = Loader.GetFPS(),
                        loopBehavior   = (int)BabylonAnimation.LoopBehavior.Cycle,
                        property       = babylonAnimationProperty,
                        keys           = keys.ToArray(),
                        keysFull       = keysFull
                    });
                }
            }
            return(animations);
        }
        public void ResetLights()
        {
            //<AmbientLight Color="White" />
            //<DirectionalLight Color="White" Direction="-1,-1,-1" />
            //<PointLight Color="White" ConstantAttenuation="1" LinearAttenuation="1" Position="0,0,0" QuadraticAttenuation="1" Range="0" />
            //<SpotLight Color="White" ConstantAttenuation="1" Direction="-1,-1,-1" InnerConeAngle="10" LinearAttenuation="1" OuterConeAngle="10" Position="0,0,0" QuadraticAttenuation="1" Range="0" />
            lights.Children.Clear();

            MItDag dagIterator = new MItDag(MItDag.TraversalType.kDepthFirst, MFn.Type.kLight);

            for ( ; !dagIterator.isDone; dagIterator.next())
            {
                MDagPath lightPath = new MDagPath();
                dagIterator.getPath(lightPath);

                MFnLight light     = new MFnLight(lightPath);
                bool     isAmbient = light.lightAmbient;
                MColor   mcolor    = light.color;
                Color    color     = Color.FromScRgb(1.0f, mcolor.r, mcolor.g, mcolor.b);
                if (isAmbient)
                {
                    AmbientLight ambient = new AmbientLight(color);
                    lights.Children.Add(ambient);
                    continue;
                }

                MFloatVector lightDirection = light.lightDirection(0, MSpace.Space.kWorld);
                Vector3D     direction      = new Vector3D(lightDirection.x, lightDirection.y, lightDirection.z);
                bool         isDiffuse      = light.lightDiffuse;
                try {
                    MFnDirectionalLight dirLight    = new MFnDirectionalLight(lightPath);
                    DirectionalLight    directional = new DirectionalLight(color, direction);
                    lights.Children.Add(directional);
                    continue;
                } catch {
                }

                MObject               transformNode = lightPath.transform;
                MFnDagNode            transform     = new MFnDagNode(transformNode);
                MTransformationMatrix matrix        = new MTransformationMatrix(transform.transformationMatrix);
                double []             threeDoubles  = new double [3];
                int rOrder = 0;                 //MTransformationMatrix.RotationOrder rOrder ;
                matrix.getRotation(threeDoubles, out rOrder, MSpace.Space.kWorld);
                matrix.getScale(threeDoubles, MSpace.Space.kWorld);
                MVector pos      = matrix.getTranslation(MSpace.Space.kWorld);
                Point3D position = new Point3D(pos.x, pos.y, pos.z);
                try {
                    MFnPointLight pointLight = new MFnPointLight(lightPath);
                    PointLight    point      = new PointLight(color, position);
                    //point.ConstantAttenuation =pointLight. ; // LinearAttenuation / QuadraticAttenuation
                    //point.Range =pointLight.rayDepthLimit ;
                    lights.Children.Add(point);
                    continue;
                } catch {
                }

                try {
                    MFnSpotLight spotLight      = new MFnSpotLight(lightPath);
                    MAngle       InnerConeAngle = new MAngle(spotLight.coneAngle);
                    MAngle       OuterConeAngle = new MAngle(spotLight.penumbraAngle);
                    SpotLight    spot           = new SpotLight(color, position, direction, OuterConeAngle.asDegrees, InnerConeAngle.asDegrees);
                    spot.ConstantAttenuation = spotLight.dropOff;                     // LinearAttenuation / QuadraticAttenuation
                    //spot.Range =spotLight.rayDepthLimit ;
                    lights.Children.Add(spot);
                    continue;
                } catch {
                }
            }
        }
        public void ResetLights()
        {
            //<AmbientLight Color="White" />
            //<DirectionalLight Color="White" Direction="-1,-1,-1" />
            //<PointLight Color="White" ConstantAttenuation="1" LinearAttenuation="1" Position="0,0,0" QuadraticAttenuation="1" Range="0" />
            //<SpotLight Color="White" ConstantAttenuation="1" Direction="-1,-1,-1" InnerConeAngle="10" LinearAttenuation="1" OuterConeAngle="10" Position="0,0,0" QuadraticAttenuation="1" Range="0" />
            lights.Children.Clear () ;

            MItDag dagIterator =new MItDag (MItDag.TraversalType.kDepthFirst, MFn.Type.kLight) ;
            for ( ; !dagIterator.isDone ; dagIterator.next () ) {
                MDagPath lightPath =new MDagPath () ;
                dagIterator.getPath (lightPath) ;

                MFnLight light =new MFnLight (lightPath) ;
                bool isAmbient =light.lightAmbient ;
                MColor mcolor =light.color ;
                Color color =Color.FromScRgb (1.0f, mcolor.r, mcolor.g, mcolor.b) ;
                if ( isAmbient ) {
                    AmbientLight ambient =new AmbientLight (color) ;
                    lights.Children.Add (ambient) ;
                    continue ;
                }

                MFloatVector lightDirection =light.lightDirection (0, MSpace.Space.kWorld) ;
                Vector3D direction =new Vector3D (lightDirection.x, lightDirection.y, lightDirection.z) ;
                bool isDiffuse =light.lightDiffuse ;
                try {
                    MFnDirectionalLight dirLight =new MFnDirectionalLight (lightPath) ;
                    DirectionalLight directional =new DirectionalLight (color, direction) ;
                    lights.Children.Add (directional) ;
                    continue ;
                } catch {
                }

                MObject transformNode =lightPath.transform ;
                MFnDagNode transform =new MFnDagNode (transformNode) ;
                MTransformationMatrix matrix =new MTransformationMatrix (transform.transformationMatrix) ;
                double [] threeDoubles =new double [3] ;
                int rOrder =0 ; //MTransformationMatrix.RotationOrder rOrder ;
                matrix.getRotation (threeDoubles, out rOrder, MSpace.Space.kWorld) ;
                matrix.getScale (threeDoubles, MSpace.Space.kWorld) ;
                MVector pos =matrix.getTranslation (MSpace.Space.kWorld) ;
                Point3D position =new Point3D (pos.x, pos.y, pos.z) ;
                try {
                    MFnPointLight pointLight =new MFnPointLight (lightPath) ;
                    PointLight point =new PointLight (color, position) ;
                    //point.ConstantAttenuation =pointLight. ; // LinearAttenuation / QuadraticAttenuation
                    //point.Range =pointLight.rayDepthLimit ;
                    lights.Children.Add (point) ;
                    continue ;
                } catch {
                }

                try {
                    MFnSpotLight spotLight =new MFnSpotLight (lightPath) ;
                    MAngle InnerConeAngle =new MAngle (spotLight.coneAngle) ;
                    MAngle OuterConeAngle =new MAngle (spotLight.penumbraAngle) ;
                    SpotLight spot =new SpotLight (color, position, direction, OuterConeAngle.asDegrees, InnerConeAngle.asDegrees) ;
                    spot.ConstantAttenuation =spotLight.dropOff ; // LinearAttenuation / QuadraticAttenuation
                    //spot.Range =spotLight.rayDepthLimit ;
                    lights.Children.Add (spot) ;
                    continue ;
                } catch {
                }
            }
        }
Beispiel #10
0
        private List <BabylonAnimation> GetAnimationsFrameByFrame(MFnTransform mFnTransform)
        {
            int start = GetMinTime()[0];
            int end   = GetMaxTime()[0];

            // Animations
            List <BabylonAnimation> animations = new List <BabylonAnimation>();

            string[] babylonAnimationProperties = new string[] { "scaling", "rotationQuaternion", "position" };


            Dictionary <string, List <BabylonAnimationKey> > keysPerProperty = new Dictionary <string, List <BabylonAnimationKey> >();

            keysPerProperty.Add("scaling", new List <BabylonAnimationKey>());
            keysPerProperty.Add("rotationQuaternion", new List <BabylonAnimationKey>());
            keysPerProperty.Add("position", new List <BabylonAnimationKey>());

            // get keys
            for (int currentFrame = start; currentFrame <= end; currentFrame++)
            {
                // get transformation matrix at this frame
                MDoubleArray mDoubleMatrix = new MDoubleArray();
                MGlobal.executeCommand($"getAttr -t {currentFrame} {mFnTransform.fullPathName}.matrix", mDoubleMatrix);
                mDoubleMatrix.get(out float[] localMatrix);
                MMatrix matrix = new MMatrix(localMatrix);
                var     transformationMatrix = new MTransformationMatrix(matrix);

                // Retreive TRS vectors from matrix
                var position           = transformationMatrix.getTranslation();
                var rotationQuaternion = transformationMatrix.getRotationQuaternion();
                var scaling            = transformationMatrix.getScale();

                // Switch coordinate system at object level
                position[2]           *= -1;
                rotationQuaternion[0] *= -1;
                rotationQuaternion[1] *= -1;

                // create animation key for each property
                for (int indexAnimation = 0; indexAnimation < babylonAnimationProperties.Length; indexAnimation++)
                {
                    string babylonAnimationProperty = babylonAnimationProperties[indexAnimation];

                    BabylonAnimationKey key = new BabylonAnimationKey();
                    key.frame = currentFrame;
                    switch (indexAnimation)
                    {
                    case 0:     // scaling
                        key.values = scaling.ToArray();
                        break;

                    case 1:     // rotationQuaternion
                        key.values = rotationQuaternion.ToArray();
                        break;

                    case 2:     // position
                        key.values = position.ToArray();
                        break;
                    }

                    keysPerProperty[babylonAnimationProperty].Add(key);
                }
            }

            // create animation for each property
            for (int indexAnimation = 0; indexAnimation < babylonAnimationProperties.Length; indexAnimation++)
            {
                string babylonAnimationProperty = babylonAnimationProperties[indexAnimation];

                List <BabylonAnimationKey> keys = keysPerProperty[babylonAnimationProperty];

                // Optimization
                OptimizeAnimations(keys, true);

                // Ensure animation has at least 2 frames
                if (keys.Count > 1)
                {
                    var animationPresent = true;

                    // Ensure animation has at least 2 non equal frames
                    if (keys.Count == 2)
                    {
                        if (keys[0].values.IsEqualTo(keys[1].values))
                        {
                            animationPresent = false;
                        }
                    }

                    if (animationPresent)
                    {
                        // Create BabylonAnimation
                        animations.Add(new BabylonAnimation()
                        {
                            dataType       = indexAnimation == 1 ? (int)BabylonAnimation.DataType.Quaternion : (int)BabylonAnimation.DataType.Vector3,
                            name           = babylonAnimationProperty + " animation",
                            framePerSecond = GetFPS(),
                            loopBehavior   = (int)BabylonAnimation.LoopBehavior.Cycle,
                            property       = babylonAnimationProperty,
                            keys           = keys.ToArray()
                        });
                    }
                }
            }

            return(animations);
        }
Beispiel #11
0
        /// <summary>
        /// Default space is transform
        /// </summary>
        /// <param name="mTransformationMatrix"></param>
        /// <returns></returns>
        public static float[] getTranslation(this MTransformationMatrix mTransformationMatrix)
        {
            MVector mVector = mTransformationMatrix.getTranslation(MSpace.Space.kTransform);

            return(mVector.toArray());
        }