Beispiel #1
0
            public SkinnedMeshRenderer SetupSkinnedRenderer(GameObject go, Mesh mesh, GLTFNode.ImportResult[] nodes)
            {
                SkinnedMeshRenderer smr = go.AddComponent <SkinnedMeshRenderer>();

                Transform[] bones = new Transform[joints.Length];
                for (int i = 0; i < bones.Length; i++)
                {
                    int jointNodeIndex = joints[i];
                    GLTFNode.ImportResult jointNode = nodes[jointNodeIndex];
                    bones[i] = jointNode.transform;
                    if (string.IsNullOrEmpty(jointNode.transform.name))
                    {
                        jointNode.transform.name = "joint" + i;
                    }
                }
                smr.bones    = bones;
                smr.rootBone = bones[0];

                // Bindposes
                if (inverseBindMatrices != null)
                {
                    if (inverseBindMatrices.Length != joints.Length)
                    {
                        Debug.LogWarning("InverseBindMatrices count and joints count not the same");
                    }
                    Matrix4x4   m         = nodes[0].transform.localToWorldMatrix;
                    Matrix4x4[] bindPoses = new Matrix4x4[joints.Length];
                    for (int i = 0; i < joints.Length; i++)
                    {
                        bindPoses[i] = inverseBindMatrices[i];
                    }
                    mesh.bindposes = bindPoses;
                }
                else
                {
                    Matrix4x4   m         = nodes[0].transform.localToWorldMatrix;
                    Matrix4x4[] bindPoses = new Matrix4x4[joints.Length];
                    for (int i = 0; i < joints.Length; i++)
                    {
                        bindPoses[i] = nodes[joints[i]].transform.worldToLocalMatrix * m;
                    }
                    mesh.bindposes = bindPoses;
                }
                smr.sharedMesh = mesh;
                return(smr);
            }
            public override IEnumerator OnCoroutine(Action <float> onProgress = null)
            {
                // No nodes
                if (nodes == null)
                {
                    if (onProgress != null)
                    {
                        onProgress.Invoke(1f);
                    }
                    IsCompleted = true;
                    yield break;
                }

                Result = new ImportResult[nodes.Count];

                // Initialize transforms
                for (int i = 0; i < Result.Length; i++)
                {
                    Result[i]                = new GLTFNode.ImportResult();
                    Result[i].transform      = new GameObject().transform;
                    Result[i].transform.name = nodes[i].name;
                }
                // Set up hierarchy
                for (int i = 0; i < Result.Length; i++)
                {
                    if (nodes[i].children != null)
                    {
                        int[] children = nodes[i].children;
                        Result[i].children = children;
                        for (int k = 0; k < children.Length; k++)
                        {
                            int childIndex = children[k];
                            Result[childIndex].parent           = i;
                            Result[childIndex].transform.parent = Result[i].transform;
                        }
                    }
                }
                // Apply TRS
                for (int i = 0; i < Result.Length; i++)
                {
                    nodes[i].ApplyTRS(Result[i].transform);
                }
                // Setup components
                for (int i = 0; i < Result.Length; i++)
                {
                    // Setup mesh
                    if (nodes[i].mesh.HasValue)
                    {
                        GLTFMesh.ImportResult meshResult = meshTask.Result[nodes[i].mesh.Value];
                        if (meshResult == null)
                        {
                            continue;
                        }

                        Mesh     mesh = meshResult.mesh;
                        Renderer renderer;
                        if (nodes[i].skin.HasValue)
                        {
                            GLTFSkin.ImportResult skin = skinTask.Result[nodes[i].skin.Value];
                            renderer = skin.SetupSkinnedRenderer(Result[i].transform.gameObject, mesh, Result);
                        }
                        else if (mesh.blendShapeCount > 0)
                        {
                            // Blend shapes require skinned mesh renderer
                            SkinnedMeshRenderer mr = Result[i].transform.gameObject.AddComponent <SkinnedMeshRenderer>();
                            mr.sharedMesh = mesh;
                            renderer      = mr;
                        }
                        else
                        {
                            MeshRenderer mr = Result[i].transform.gameObject.AddComponent <MeshRenderer>();
                            MeshFilter   mf = Result[i].transform.gameObject.AddComponent <MeshFilter>();
                            renderer      = mr;
                            mf.sharedMesh = mesh;
                        }
                        //Materials
                        renderer.materials = meshResult.materials;
                        if (string.IsNullOrEmpty(Result[i].transform.name))
                        {
                            Result[i].transform.name = "node" + i;
                        }
                    }
                    else
                    {
                        if (string.IsNullOrEmpty(Result[i].transform.name))
                        {
                            Result[i].transform.name = "node" + i;
                        }
                    }

                    // Setup camera
                    if (nodes[i].camera.HasValue)
                    {
                        GLTFCamera cameraData = cameras[nodes[i].camera.Value];
                        Camera     camera     = Result[i].transform.gameObject.AddComponent <Camera>();
                        if (cameraData.type == CameraType.orthographic)
                        {
                            camera.orthographic     = true;
                            camera.nearClipPlane    = cameraData.orthographic.znear;
                            camera.farClipPlane     = cameraData.orthographic.zfar;
                            camera.orthographicSize = cameraData.orthographic.ymag;
                        }
                        else
                        {
                            camera.orthographic  = false;
                            camera.nearClipPlane = cameraData.perspective.znear;
                            if (cameraData.perspective.zfar.HasValue)
                            {
                                camera.farClipPlane = cameraData.perspective.zfar.Value;
                            }
                            if (cameraData.perspective.aspectRatio.HasValue)
                            {
                                camera.aspect = cameraData.perspective.aspectRatio.Value;
                            }
                            camera.fieldOfView = Mathf.Rad2Deg * cameraData.perspective.yfov;
                        }
                    }
                }
                IsCompleted = true;
            }
Beispiel #3
0
        public ImportResult Import(GLTFAccessor.ImportResult[] accessors, GLTFNode.ImportResult[] nodes, ImportSettings importSettings)
        {
            ImportResult result = new ImportResult();

            result.clip           = new AnimationClip();
            result.clip.name      = name;
            result.clip.frameRate = importSettings.frameRate;

            if (importSettings.useLegacyClips)
            {
                result.clip.legacy = true;
            }

            for (int i = 0; i < channels.Length; i++)
            {
                Channel channel = channels[i];
                if (samplers.Length <= channel.sampler)
                {
                    Debug.LogWarning("Animation channel points to sampler at index " + channel.sampler + " which doesn't exist. Skipping animation clip.");
                    continue;
                }
                Sampler sampler = samplers[channel.sampler];

                ImportSettings.InterpolationMode GetInterpolationMode(string samplerInterpolationMode)
                {
                    if (importSettings.interpolationMode == ImportSettings.InterpolationMode.ImportFromFile)
                    {
                        if (samplerInterpolationMode == "STEP")
                        {
                            return(ImportSettings.InterpolationMode.Step);
                        }
                        else if (samplerInterpolationMode == "LINEAR")
                        {
                            return(ImportSettings.InterpolationMode.Linear);
                        }
                        else if (samplerInterpolationMode == "CUBICSPLINE")
                        {
                            return(ImportSettings.InterpolationMode.CubicSpline);
                        }
                        else
                        {
                            Debug.LogWarning($"Unsupported interpolation mode: {samplerInterpolationMode}. Defaulting to STEP.");
                            return(ImportSettings.InterpolationMode.Step);
                        }
                    }
                    else
                    {
                        return(importSettings.interpolationMode);
                    }
                }

                var interpolationMode = GetInterpolationMode(sampler.interpolation);

                string relativePath = "";

                GLTFNode.ImportResult node = nodes[channel.target.node.Value];
                while (node != null && !node.IsRoot)
                {
                    if (string.IsNullOrEmpty(relativePath))
                    {
                        relativePath = node.transform.name;
                    }
                    else
                    {
                        relativePath = node.transform.name + "/" + relativePath;
                    }

                    if (node.parent.HasValue)
                    {
                        node = nodes[node.parent.Value];
                    }
                    else
                    {
                        node = null;
                    }
                }

                float[] keyframeInput = accessors[sampler.input].ReadFloat().ToArray();
                switch (channel.target.path)
                {
                case "translation":
                    Vector3[]      pos  = accessors[sampler.output].ReadVec3().ToArray();
                    AnimationCurve posX = new AnimationCurve();
                    AnimationCurve posY = new AnimationCurve();
                    AnimationCurve posZ = new AnimationCurve();
                    for (int k = 0; k < keyframeInput.Length; k++)
                    {
                        posX.AddKey(CreateKeyframe(keyframeInput[k], pos[k].x, interpolationMode));
                        posY.AddKey(CreateKeyframe(keyframeInput[k], pos[k].y, interpolationMode));
                        posZ.AddKey(CreateKeyframe(keyframeInput[k], -pos[k].z, interpolationMode));
                    }
                    result.clip.SetCurve(relativePath, typeof(Transform), "localPosition.x", posX);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localPosition.y", posY);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localPosition.z", posZ);
                    break;

                case "rotation":
                    Vector4[] rot = accessors[sampler.output].ReadVec4().ToArray();

                    bool willProcessSteppedKeyframes = interpolationMode == ImportSettings.InterpolationMode.Step && Application.isEditor && !Application.isPlaying;

                    // @HACK: Creating stepped tangent keyframes is only supported in-editor -- not at runtime (Unity API restriction)
                                                #if UNITY_EDITOR // 🤢🤮
                    if (willProcessSteppedKeyframes)
                    {
                        AnimationCurve rotX = new AnimationCurve();
                        AnimationCurve rotY = new AnimationCurve();
                        AnimationCurve rotZ = new AnimationCurve();
                        for (int k = 0; k < keyframeInput.Length; k++)
                        {
                            Vector3 eulerRotation = new Quaternion(rot[k].x, rot[k].y, -rot[k].z, -rot[k].w).eulerAngles;

                            rotX.AddKey(CreateKeyframe(keyframeInput[k], eulerRotation.x, interpolationMode));
                            rotY.AddKey(CreateKeyframe(keyframeInput[k], eulerRotation.y, interpolationMode));
                            rotZ.AddKey(CreateKeyframe(keyframeInput[k], eulerRotation.z, interpolationMode));
                        }

                        EditorCurveBinding GetEditorBinding(string property)
                        {
                            return(EditorCurveBinding.DiscreteCurve(relativePath, typeof(Transform), property));
                        }

                        // Null out any other euler rotation curves on this clip, just to be safe.
                        // https://forum.unity.com/threads/new-animationclip-property-names.367288/#post-2384172
                        AnimationUtility.SetEditorCurve(result.clip, GetEditorBinding("localEulerAngles.x"), null);
                        AnimationUtility.SetEditorCurve(result.clip, GetEditorBinding("localEulerAngles.y"), null);
                        AnimationUtility.SetEditorCurve(result.clip, GetEditorBinding("localEulerAngles.z"), null);
                        AnimationUtility.SetEditorCurve(result.clip, GetEditorBinding("m_LocalEulerAngles.x"), null);
                        AnimationUtility.SetEditorCurve(result.clip, GetEditorBinding("m_LocalEulerAngles.y"), null);
                        AnimationUtility.SetEditorCurve(result.clip, GetEditorBinding("m_LocalEulerAngles.z"), null);

                        AnimationUtility.SetEditorCurve(result.clip, GetEditorBinding("localEulerAnglesBaked.x"), null);
                        AnimationUtility.SetEditorCurve(result.clip, GetEditorBinding("localEulerAnglesBaked.y"), null);
                        AnimationUtility.SetEditorCurve(result.clip, GetEditorBinding("localEulerAnglesBaked.z"), null);
                        AnimationUtility.SetEditorCurve(result.clip, GetEditorBinding("m_LocalEulerAnglesBaked.x"), null);
                        AnimationUtility.SetEditorCurve(result.clip, GetEditorBinding("m_LocalEulerAnglesBaked.y"), null);
                        AnimationUtility.SetEditorCurve(result.clip, GetEditorBinding("m_LocalEulerAnglesBaked.z"), null);


                        AnimationUtility.SetEditorCurve(result.clip, GetEditorBinding("localEulerAnglesRaw.x"), rotX);
                        AnimationUtility.SetEditorCurve(result.clip, GetEditorBinding("localEulerAnglesRaw.y"), rotY);
                        AnimationUtility.SetEditorCurve(result.clip, GetEditorBinding("localEulerAnglesRaw.z"), rotZ);
                    }
                                                #endif

                    if (!willProcessSteppedKeyframes)
                    {
                        AnimationCurve rotX = new AnimationCurve();
                        AnimationCurve rotY = new AnimationCurve();
                        AnimationCurve rotZ = new AnimationCurve();
                        AnimationCurve rotW = new AnimationCurve();
                        for (int k = 0; k < keyframeInput.Length; k++)
                        {
                            rotX.AddKey(CreateKeyframe(keyframeInput[k], rot[k].x, interpolationMode));
                            rotY.AddKey(CreateKeyframe(keyframeInput[k], rot[k].y, interpolationMode));
                            rotZ.AddKey(CreateKeyframe(keyframeInput[k], -rot[k].z, interpolationMode));
                            rotW.AddKey(CreateKeyframe(keyframeInput[k], -rot[k].w, interpolationMode));
                        }

                        result.clip.SetCurve(relativePath, typeof(Transform), "localRotation.x", rotX);
                        result.clip.SetCurve(relativePath, typeof(Transform), "localRotation.y", rotY);
                        result.clip.SetCurve(relativePath, typeof(Transform), "localRotation.z", rotZ);
                        result.clip.SetCurve(relativePath, typeof(Transform), "localRotation.w", rotW);
                    }

                    break;

                case "scale":
                    Vector3[]      scale  = accessors[sampler.output].ReadVec3().ToArray();
                    AnimationCurve scaleX = new AnimationCurve();
                    AnimationCurve scaleY = new AnimationCurve();
                    AnimationCurve scaleZ = new AnimationCurve();
                    for (int k = 0; k < keyframeInput.Length; k++)
                    {
                        scaleX.AddKey(CreateKeyframe(keyframeInput[k], scale[k].x, interpolationMode));
                        scaleY.AddKey(CreateKeyframe(keyframeInput[k], scale[k].y, interpolationMode));
                        scaleZ.AddKey(CreateKeyframe(keyframeInput[k], scale[k].z, interpolationMode));
                    }
                    result.clip.SetCurve(relativePath, typeof(Transform), "localScale.x", scaleX);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localScale.y", scaleY);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localScale.z", scaleZ);
                    break;

                case "weights":
                    GLTFNode.ImportResult skinnedMeshNode     = nodes[channel.target.node.Value];
                    SkinnedMeshRenderer   skinnedMeshRenderer = skinnedMeshNode.transform.GetComponent <SkinnedMeshRenderer>();

                    int numberOfBlendShapes           = skinnedMeshRenderer.sharedMesh.blendShapeCount;
                    AnimationCurve[] blendShapeCurves = new AnimationCurve[numberOfBlendShapes];
                    for (int j = 0; j < numberOfBlendShapes; ++j)
                    {
                        blendShapeCurves[j] = new AnimationCurve();
                    }

                    float[] weights = accessors[sampler.output].ReadFloat().ToArray();

                    float[] previouslyKeyedValues = new float[numberOfBlendShapes];

                    // Reference for my future self:
                    // keyframeInput.Length = number of keyframes
                    // keyframeInput[ k ] = timestamp of keyframe
                    // weights.Length = number of keyframes * number of blendshapes
                    // weights[ j ] = actual animated weight of a specific blend shape
                    // (index into weights[] array accounts for keyframe index and blend shape index)

                    for (int k = 0; k < keyframeInput.Length; ++k)
                    {
                        for (int j = 0; j < numberOfBlendShapes; ++j)
                        {
                            int   weightIndex = (k * numberOfBlendShapes) + j;
                            float weightValue = weights[weightIndex];

                            bool addKey = true;
                            if (importSettings.compressBlendShapeKeyFrames)
                            {
                                if (k == 0 || !Mathf.Approximately(weightValue, previouslyKeyedValues[j]))
                                {
                                    previouslyKeyedValues[j] = weightValue;
                                    addKey = true;
                                }
                                else
                                {
                                    addKey = false;
                                }
                            }

                            if (addKey)
                            {
                                blendShapeCurves[j].AddKey(CreateKeyframe(keyframeInput[k], weightValue, interpolationMode));
                            }
                        }
                    }

                    for (int j = 0; j < numberOfBlendShapes; ++j)
                    {
                        string propertyName = "blendShape." + skinnedMeshRenderer.sharedMesh.GetBlendShapeName(j);
                        result.clip.SetCurve(relativePath, typeof(SkinnedMeshRenderer), propertyName, blendShapeCurves[j]);
                    }

                    break;
                }
            }
            return(result);
        }
        public ImportResult Import(GLTFAccessor.ImportResult[] accessors, GLTFNode.ImportResult[] nodes, ImportSettings importSettings)
        {
            bool multiRoots = nodes.Where(x => x.IsRoot).Count() > 1;

            ImportResult result = new ImportResult();

            result.clip      = new AnimationClip();
            result.clip.name = name;

            result.clip.legacy = importSettings.useLegacyClips;

            for (int i = 0; i < channels.Length; i++)
            {
                Channel channel = channels[i];
                if (samplers.Length <= channel.sampler)
                {
                    Debug.LogWarning($"GLTFUtility: Animation channel points to sampler at index {channel.sampler} which doesn't exist. Skipping animation clip.");
                    continue;
                }
                Sampler sampler = samplers[channel.sampler];

                // Get interpolation mode
                InterpolationMode interpolationMode = importSettings.interpolationMode;
                if (interpolationMode == InterpolationMode.ImportFromFile)
                {
                    interpolationMode = sampler.interpolation;
                }
                if (interpolationMode == InterpolationMode.CUBICSPLINE)
                {
                    Debug.LogWarning("Animation interpolation mode CUBICSPLINE not fully supported, result might look different.");
                }

                string relativePath = "";

                GLTFNode.ImportResult node = nodes[channel.target.node.Value];
                while (node != null && !node.IsRoot)
                {
                    if (string.IsNullOrEmpty(relativePath))
                    {
                        relativePath = node.transform.name;
                    }
                    else
                    {
                        relativePath = node.transform.name + "/" + relativePath;
                    }

                    if (node.parent.HasValue)
                    {
                        node = nodes[node.parent.Value];
                    }
                    else
                    {
                        node = null;
                    }
                }

                // If file has multiple root nodes, a new parent will be created for them as a final step of the import process. This parent f***s up the curve relative paths.
                // Add node.transform.name to path if there are multiple roots. This is not the most elegant fix but it works.
                // See GLTFNodeExtensions.GetRoot
                if (multiRoots)
                {
                    relativePath = node.transform.name + "/" + relativePath;
                }

                System.Threading.Thread.CurrentThread.CurrentCulture = System.Globalization.CultureInfo.InvariantCulture;
                float[] keyframeInput = accessors[sampler.input].ReadFloat().ToArray();
                switch (channel.target.path)
                {
                case "translation":
                    Vector3[]      pos  = accessors[sampler.output].ReadVec3().ToArray();
                    AnimationCurve posX = new AnimationCurve();
                    AnimationCurve posY = new AnimationCurve();
                    AnimationCurve posZ = new AnimationCurve();
                    for (int k = 0; k < keyframeInput.Length; k++)
                    {
                        posX.AddKey(CreateKeyframe(k, keyframeInput, pos, x => - x.x, interpolationMode));
                        posY.AddKey(CreateKeyframe(k, keyframeInput, pos, x => x.y, interpolationMode));
                        posZ.AddKey(CreateKeyframe(k, keyframeInput, pos, x => x.z, interpolationMode));
                    }
                    result.clip.SetCurve(relativePath, typeof(Transform), "localPosition.x", posX);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localPosition.y", posY);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localPosition.z", posZ);
                    break;

                case "rotation":
                    Vector4[]      rot  = accessors[sampler.output].ReadVec4().ToArray();
                    AnimationCurve rotX = new AnimationCurve();
                    AnimationCurve rotY = new AnimationCurve();
                    AnimationCurve rotZ = new AnimationCurve();
                    AnimationCurve rotW = new AnimationCurve();
                    for (int k = 0; k < keyframeInput.Length; k++)
                    {
                        // The Animation window in Unity shows keyframes incorrectly converted to euler. This is only to deceive you. The quaternions underneath work correctly
                        rotX.AddKey(CreateKeyframe(k, keyframeInput, rot, x => x.x, interpolationMode));
                        rotY.AddKey(CreateKeyframe(k, keyframeInput, rot, x => - x.y, interpolationMode));
                        rotZ.AddKey(CreateKeyframe(k, keyframeInput, rot, x => - x.z, interpolationMode));
                        rotW.AddKey(CreateKeyframe(k, keyframeInput, rot, x => x.w, interpolationMode));
                    }
                    result.clip.SetCurve(relativePath, typeof(Transform), "localRotation.x", rotX);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localRotation.y", rotY);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localRotation.z", rotZ);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localRotation.w", rotW);
                    break;

                case "scale":
                    Vector3[]      scale  = accessors[sampler.output].ReadVec3().ToArray();
                    AnimationCurve scaleX = new AnimationCurve();
                    AnimationCurve scaleY = new AnimationCurve();
                    AnimationCurve scaleZ = new AnimationCurve();
                    for (int k = 0; k < keyframeInput.Length; k++)
                    {
                        scaleX.AddKey(CreateKeyframe(k, keyframeInput, scale, x => x.x, interpolationMode));
                        scaleY.AddKey(CreateKeyframe(k, keyframeInput, scale, x => x.y, interpolationMode));
                        scaleZ.AddKey(CreateKeyframe(k, keyframeInput, scale, x => x.z, interpolationMode));
                    }
                    result.clip.SetCurve(relativePath, typeof(Transform), "localScale.x", scaleX);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localScale.y", scaleY);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localScale.z", scaleZ);
                    break;

                case "weights":
                    Debug.LogWarning("GLTFUtility: Morph weights in animation is not supported");
                    break;
                }
            }
            return(result);
        }
Beispiel #5
0
        public ImportResult Import(GLTFAccessor.ImportResult[] accessors, GLTFNode.ImportResult[] nodes, ImportSettings importSettings)
        {
            ImportResult result = new ImportResult();

            result.clip      = new AnimationClip();
            result.clip.name = name;

            if (importSettings.useLegacyClips)
            {
                result.clip.legacy = true;
            }

            for (int i = 0; i < channels.Length; i++)
            {
                Channel channel = channels[i];
                if (samplers.Length <= channel.sampler)
                {
                    Debug.LogWarning("Animation channel points to sampler at index " + channel.sampler + " which doesn't exist. Skipping animation clip.");
                    continue;
                }
                Sampler sampler = samplers[channel.sampler];

                string relativePath = "";

                GLTFNode.ImportResult node = nodes[channel.target.node.Value];
                while (node != null && !node.IsRoot)
                {
                    if (string.IsNullOrEmpty(relativePath))
                    {
                        relativePath = node.transform.name;
                    }
                    else
                    {
                        relativePath = node.transform.name + "/" + relativePath;
                    }

                    if (node.parent.HasValue)
                    {
                        node = nodes[node.parent.Value];
                    }
                    else
                    {
                        node = null;
                    }
                }

                float[] keyframeInput = accessors[sampler.input].ReadFloat().ToArray();
                switch (channel.target.path)
                {
                case "translation":
                    Vector3[]      pos  = accessors[sampler.output].ReadVec3().ToArray();
                    AnimationCurve posX = new AnimationCurve();
                    AnimationCurve posY = new AnimationCurve();
                    AnimationCurve posZ = new AnimationCurve();
                    for (int k = 0; k < keyframeInput.Length; k++)
                    {
                        posX.AddKey(keyframeInput[k], pos[k].x);
                        posY.AddKey(keyframeInput[k], pos[k].y);
                        posZ.AddKey(keyframeInput[k], -pos[k].z);
                    }
                    result.clip.SetCurve(relativePath, typeof(Transform), "localPosition.x", posX);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localPosition.y", posY);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localPosition.z", posZ);
                    break;

                case "rotation":
                    Vector4[]      rot  = accessors[sampler.output].ReadVec4().ToArray();
                    AnimationCurve rotX = new AnimationCurve();
                    AnimationCurve rotY = new AnimationCurve();
                    AnimationCurve rotZ = new AnimationCurve();
                    AnimationCurve rotW = new AnimationCurve();
                    for (int k = 0; k < keyframeInput.Length; k++)
                    {
                        rotX.AddKey(keyframeInput[k], rot[k].x);
                        rotY.AddKey(keyframeInput[k], rot[k].y);
                        rotZ.AddKey(keyframeInput[k], -rot[k].z);
                        rotW.AddKey(keyframeInput[k], -rot[k].w);
                    }
                    result.clip.SetCurve(relativePath, typeof(Transform), "localRotation.x", rotX);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localRotation.y", rotY);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localRotation.z", rotZ);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localRotation.w", rotW);
                    break;

                case "scale":
                    Vector3[]      scale  = accessors[sampler.output].ReadVec3().ToArray();
                    AnimationCurve scaleX = new AnimationCurve();
                    AnimationCurve scaleY = new AnimationCurve();
                    AnimationCurve scaleZ = new AnimationCurve();
                    for (int k = 0; k < keyframeInput.Length; k++)
                    {
                        scaleX.AddKey(keyframeInput[k], scale[k].x);
                        scaleY.AddKey(keyframeInput[k], scale[k].y);
                        scaleZ.AddKey(keyframeInput[k], scale[k].z);
                    }
                    result.clip.SetCurve(relativePath, typeof(Transform), "localScale.x", scaleX);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localScale.y", scaleY);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localScale.z", scaleZ);
                    break;

                case "weights":
                    Debug.LogWarning("morph weights in animation is not supported");
                    break;
                }
            }
            return(result);
        }
Beispiel #6
0
        public static GLTFNode.ImportResult[] Import(this List <GLTFNode> nodes, GLTFMesh.ImportResult[] meshes, GLTFSkin.ImportResult[] skins)
        {
            GLTFNode.ImportResult[] results = new GLTFNode.ImportResult[nodes.Count];

            // Initialize transforms
            for (int i = 0; i < results.Length; i++)
            {
                results[i]                = new GLTFNode.ImportResult();
                results[i].transform      = new GameObject().transform;
                results[i].transform.name = nodes[i].name;
            }
            // Set up hierarchy
            for (int i = 0; i < results.Length; i++)
            {
                if (nodes[i].children != null)
                {
                    int[] children = nodes[i].children;
                    results[i].children = children;
                    for (int k = 0; k < children.Length; k++)
                    {
                        int childIndex = children[k];
                        results[childIndex].parent           = i;
                        results[childIndex].transform.parent = results[i].transform;
                    }
                }
            }
            // Apply TRS
            for (int i = 0; i < results.Length; i++)
            {
                nodes[i].ApplyTRS(results[i].transform);
            }
            // Setup components
            for (int i = 0; i < results.Length; i++)
            {
                if (nodes[i].mesh.HasValue)
                {
                    GLTFMesh.ImportResult meshResult = meshes[nodes[i].mesh.Value];
                    Mesh     mesh = meshResult.mesh;
                    Renderer renderer;
                    if (nodes[i].skin.HasValue)
                    {
                        GLTFSkin.ImportResult skin = skins[nodes[i].skin.Value];
                        renderer = skin.SetupSkinnedRenderer(results[i].transform.gameObject, mesh, results);
                    }
                    else
                    {
                        MeshRenderer mr = results[i].transform.gameObject.AddComponent <MeshRenderer>();
                        MeshFilter   mf = results[i].transform.gameObject.AddComponent <MeshFilter>();
                        renderer      = mr;
                        mf.sharedMesh = mesh;
                    }
                    //Materials
                    renderer.materials = meshResult.materials;
                    if (string.IsNullOrEmpty(results[i].transform.name))
                    {
                        results[i].transform.name = "node" + i;
                    }
                }
                else
                {
                    if (string.IsNullOrEmpty(results[i].transform.name))
                    {
                        results[i].transform.name = "node" + i;
                    }
                }
            }

            return(results);
        }
Beispiel #7
0
        public ImportResult Import(GLTFAccessor.ImportResult[] accessors, GLTFNode.ImportResult[] nodes, ImportSettings importSettings)
        {
            bool multiRoots = nodes.Where(x => x.IsRoot).Count() > 1;

            ImportResult result = new ImportResult();

            result.clip           = new AnimationClip();
            result.clip.name      = name;
            result.clip.frameRate = importSettings.animationSettings.frameRate;

            result.clip.legacy = importSettings.animationSettings.useLegacyClips;

            if (result.clip.legacy && importSettings.animationSettings.looping)
            {
                result.clip.wrapMode = WrapMode.Loop;
            }

            for (int i = 0; i < channels.Length; i++)
            {
                Channel channel = channels[i];
                if (samplers.Length <= channel.sampler)
                {
                    Debug.LogWarning($"GLTFUtility: Animation channel points to sampler at index {channel.sampler} which doesn't exist. Skipping animation clip.");
                    continue;
                }
                Sampler sampler = samplers[channel.sampler];

                // Get interpolation mode
                InterpolationMode interpolationMode = importSettings.animationSettings.interpolationMode;
                if (interpolationMode == InterpolationMode.ImportFromFile)
                {
                    interpolationMode = sampler.interpolation;
                }
                if (interpolationMode == InterpolationMode.CUBICSPLINE)
                {
                    Debug.LogWarning("Animation interpolation mode CUBICSPLINE not fully supported, result might look different.");
                }

                string relativePath = "";

                GLTFNode.ImportResult node = nodes[channel.target.node.Value];
                while (node != null && !node.IsRoot)
                {
                    if (string.IsNullOrEmpty(relativePath))
                    {
                        relativePath = node.transform.name;
                    }
                    else
                    {
                        relativePath = node.transform.name + "/" + relativePath;
                    }

                    if (node.parent.HasValue)
                    {
                        node = nodes[node.parent.Value];
                    }
                    else
                    {
                        node = null;
                    }
                }

                // If file has multiple root nodes, a new parent will be created for them as a final step of the import process. This parent f***s up the curve relative paths.
                // Add node.transform.name to path if there are multiple roots. This is not the most elegant fix but it works.
                // See GLTFNodeExtensions.GetRoot
                if (multiRoots)
                {
                    relativePath = node.transform.name + "/" + relativePath;
                }

                System.Threading.Thread.CurrentThread.CurrentCulture = System.Globalization.CultureInfo.InvariantCulture;
                float[] keyframeInput = accessors[sampler.input].ReadFloat().ToArray();
                switch (channel.target.path)
                {
                case "translation":
                    Vector3[]      pos  = accessors[sampler.output].ReadVec3().ToArray();
                    AnimationCurve posX = new AnimationCurve();
                    AnimationCurve posY = new AnimationCurve();
                    AnimationCurve posZ = new AnimationCurve();
                    for (int k = 0; k < keyframeInput.Length; k++)
                    {
                        posX.AddKey(CreateKeyframe(k, keyframeInput, pos, x => - x.x, interpolationMode));
                        posY.AddKey(CreateKeyframe(k, keyframeInput, pos, x => x.y, interpolationMode));
                        posZ.AddKey(CreateKeyframe(k, keyframeInput, pos, x => x.z, interpolationMode));
                    }
                    result.clip.SetCurve(relativePath, typeof(Transform), "localPosition.x", posX);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localPosition.y", posY);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localPosition.z", posZ);
                    break;

                case "rotation":
                    Vector4[]      rot  = accessors[sampler.output].ReadVec4().ToArray();
                    AnimationCurve rotX = new AnimationCurve();
                    AnimationCurve rotY = new AnimationCurve();
                    AnimationCurve rotZ = new AnimationCurve();
                    AnimationCurve rotW = new AnimationCurve();
                    for (int k = 0; k < keyframeInput.Length; k++)
                    {
                        // The Animation window in Unity shows keyframes incorrectly converted to euler. This is only to deceive you. The quaternions underneath work correctly
                        rotX.AddKey(CreateKeyframe(k, keyframeInput, rot, x => x.x, interpolationMode));
                        rotY.AddKey(CreateKeyframe(k, keyframeInput, rot, x => - x.y, interpolationMode));
                        rotZ.AddKey(CreateKeyframe(k, keyframeInput, rot, x => - x.z, interpolationMode));
                        rotW.AddKey(CreateKeyframe(k, keyframeInput, rot, x => x.w, interpolationMode));
                    }
                    result.clip.SetCurve(relativePath, typeof(Transform), "localRotation.x", rotX);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localRotation.y", rotY);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localRotation.z", rotZ);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localRotation.w", rotW);
                    break;

                case "scale":
                    Vector3[]      scale  = accessors[sampler.output].ReadVec3().ToArray();
                    AnimationCurve scaleX = new AnimationCurve();
                    AnimationCurve scaleY = new AnimationCurve();
                    AnimationCurve scaleZ = new AnimationCurve();
                    for (int k = 0; k < keyframeInput.Length; k++)
                    {
                        scaleX.AddKey(CreateKeyframe(k, keyframeInput, scale, x => x.x, interpolationMode));
                        scaleY.AddKey(CreateKeyframe(k, keyframeInput, scale, x => x.y, interpolationMode));
                        scaleZ.AddKey(CreateKeyframe(k, keyframeInput, scale, x => x.z, interpolationMode));
                    }
                    result.clip.SetCurve(relativePath, typeof(Transform), "localScale.x", scaleX);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localScale.y", scaleY);
                    result.clip.SetCurve(relativePath, typeof(Transform), "localScale.z", scaleZ);
                    break;

                case "weights":
                    GLTFNode.ImportResult skinnedMeshNode     = nodes[channel.target.node.Value];
                    SkinnedMeshRenderer   skinnedMeshRenderer = skinnedMeshNode.transform.GetComponent <SkinnedMeshRenderer>();

                    int numberOfBlendShapes           = skinnedMeshRenderer.sharedMesh.blendShapeCount;
                    AnimationCurve[] blendShapeCurves = new AnimationCurve[numberOfBlendShapes];
                    for (int j = 0; j < numberOfBlendShapes; ++j)
                    {
                        blendShapeCurves[j] = new AnimationCurve();
                    }

                    float[] weights      = accessors[sampler.output].ReadFloat().ToArray();
                    float[] weightValues = new float[keyframeInput.Length];

                    float[] previouslyKeyedValues = new float[numberOfBlendShapes];

                    // Reference for my future self:
                    // keyframeInput.Length = number of keyframes
                    // keyframeInput[ k ] = timestamp of keyframe
                    // weights.Length = number of keyframes * number of blendshapes
                    // weights[ j ] = actual animated weight of a specific blend shape
                    // (index into weights[] array accounts for keyframe index and blend shape index)

                    for (int k = 0; k < keyframeInput.Length; ++k)
                    {
                        for (int j = 0; j < numberOfBlendShapes; ++j)
                        {
                            int weightIndex = (k * numberOfBlendShapes) + j;
                            weightValues[k] = weights[weightIndex];

                            bool addKey = true;
                            if (importSettings.animationSettings.compressBlendShapeKeyFrames)
                            {
                                if (k == 0 || !Mathf.Approximately(weightValues[k], previouslyKeyedValues[j]))
                                {
                                    if (k > 0)
                                    {
                                        weightValues[k - 1] = previouslyKeyedValues[j];
                                        blendShapeCurves[j].AddKey(CreateKeyframe(k - 1, keyframeInput, weightValues, x => x, interpolationMode));
                                    }
                                    addKey = true;
                                    previouslyKeyedValues[j] = weightValues[k];
                                }
                                else
                                {
                                    addKey = false;
                                }
                            }

                            if (addKey)
                            {
                                blendShapeCurves[j].AddKey(CreateKeyframe(k, keyframeInput, weightValues, x => x, interpolationMode));
                            }
                        }
                    }

                    for (int j = 0; j < numberOfBlendShapes; ++j)
                    {
                        string propertyName = "blendShape." + skinnedMeshRenderer.sharedMesh.GetBlendShapeName(j);
                        result.clip.SetCurve(relativePath, typeof(SkinnedMeshRenderer), propertyName, blendShapeCurves[j]);
                    }
                    break;
                }
            }
            return(result);
        }
Beispiel #8
0
            protected override void OnMainThreadFinalize()
            {
                if (nodes == null)
                {
                    return;
                }

                Result = new ImportResult[nodes.Count];

                // Initialize transforms
                for (int i = 0; i < Result.Length; i++)
                {
                    Result[i]                = new GLTFNode.ImportResult();
                    Result[i].transform      = new GameObject().transform;
                    Result[i].transform.name = nodes[i].name;
                }
                // Set up hierarchy
                for (int i = 0; i < Result.Length; i++)
                {
                    if (nodes[i].children != null)
                    {
                        int[] children = nodes[i].children;
                        Result[i].children = children;
                        for (int k = 0; k < children.Length; k++)
                        {
                            int childIndex = children[k];
                            Result[childIndex].parent           = i;
                            Result[childIndex].transform.parent = Result[i].transform;
                        }
                    }
                }
                // Apply TRS
                for (int i = 0; i < Result.Length; i++)
                {
                    nodes[i].ApplyTRS(Result[i].transform);
                }
                // Setup components
                for (int i = 0; i < Result.Length; i++)
                {
                    if (nodes[i].mesh.HasValue)
                    {
                        GLTFMesh.ImportResult meshResult = meshTask.Result[nodes[i].mesh.Value];
                        if (meshResult == null)
                        {
                            continue;
                        }

                        Mesh     mesh = meshResult.mesh;
                        Renderer renderer;
                        if (nodes[i].skin.HasValue)
                        {
                            GLTFSkin.ImportResult skin = skinTask.Result[nodes[i].skin.Value];
                            renderer = skin.SetupSkinnedRenderer(Result[i].transform.gameObject, mesh, Result);
                        }
                        else
                        {
                            MeshRenderer mr = Result[i].transform.gameObject.AddComponent <MeshRenderer>();
                            MeshFilter   mf = Result[i].transform.gameObject.AddComponent <MeshFilter>();
                            renderer      = mr;
                            mf.sharedMesh = mesh;
                        }
                        //Materials
                        renderer.materials = meshResult.materials;
                        if (string.IsNullOrEmpty(Result[i].transform.name))
                        {
                            Result[i].transform.name = "node" + i;
                        }
                    }
                    else
                    {
                        if (string.IsNullOrEmpty(Result[i].transform.name))
                        {
                            Result[i].transform.name = "node" + i;
                        }
                    }
                }
            }
            protected override void OnMainThreadFinalize()
            {
                if (nodes == null)
                {
                    return;
                }

                Result = new ImportResult[nodes.Count];

                // Initialize transforms
                for (int i = 0; i < Result.Length; i++)
                {
                    Result[i]                = new GLTFNode.ImportResult();
                    Result[i].transform      = new GameObject().transform;
                    Result[i].transform.name = nodes[i].name;
                }
                // Set up hierarchy
                for (int i = 0; i < Result.Length; i++)
                {
                    if (nodes[i].children != null)
                    {
                        int[] children = nodes[i].children;
                        Result[i].children = children;
                        for (int k = 0; k < children.Length; k++)
                        {
                            int childIndex = children[k];
                            Result[childIndex].parent           = i;
                            Result[childIndex].transform.parent = Result[i].transform;
                        }
                    }
                }
                // Apply TRS
                for (int i = 0; i < Result.Length; i++)
                {
                    nodes[i].ApplyTRS(Result[i].transform);
                }
                // Setup components
                for (int i = 0; i < Result.Length; i++)
                {
                    // Setup mesh
                    if (nodes[i].mesh.HasValue)
                    {
                        GLTFMesh.ImportResult meshResult = meshTask.Result[nodes[i].mesh.Value];
                        if (meshResult == null)
                        {
                            continue;
                        }

                        Mesh     mesh = meshResult.mesh;
                        Renderer renderer;
                        if (nodes[i].skin.HasValue)
                        {
                            GLTFSkin.ImportResult skin = skinTask.Result[nodes[i].skin.Value];
                            renderer = skin.SetupSkinnedRenderer(Result[i].transform.gameObject, mesh, Result);
                        }
                        else
                        {
                            MeshRenderer mr = Result[i].transform.gameObject.AddComponent <MeshRenderer>();
                            MeshFilter   mf = Result[i].transform.gameObject.AddComponent <MeshFilter>();
                            renderer      = mr;
                            mf.sharedMesh = mesh;
                        }
                        //Materials
                        renderer.materials = meshResult.materials;
                        if (string.IsNullOrEmpty(Result[i].transform.name))
                        {
                            Result[i].transform.name = "node" + i;
                        }
                    }
                    else
                    {
                        if (string.IsNullOrEmpty(Result[i].transform.name))
                        {
                            Result[i].transform.name = "node" + i;
                        }
                    }

                    // Setup camera
                    if (nodes[i].camera.HasValue)
                    {
                        GLTFCamera cameraData = cameras[nodes[i].camera.Value];
                        Camera     camera     = Result[i].transform.gameObject.AddComponent <Camera>();
                        if (cameraData.type == CameraType.orthographic)
                        {
                            camera.orthographic     = true;
                            camera.nearClipPlane    = cameraData.orthographic.znear;
                            camera.farClipPlane     = cameraData.orthographic.zfar;
                            camera.orthographicSize = cameraData.orthographic.ymag;
                        }
                        else
                        {
                            camera.orthographic  = false;
                            camera.nearClipPlane = cameraData.perspective.znear;
                            if (cameraData.perspective.zfar.HasValue)
                            {
                                camera.farClipPlane = cameraData.perspective.zfar.Value;
                            }
                            if (cameraData.perspective.aspectRatio.HasValue)
                            {
                                camera.aspect = cameraData.perspective.aspectRatio.Value;
                            }
                            camera.fieldOfView = Mathf.Rad2Deg * cameraData.perspective.yfov;
                        }
                    }
                }
            }