public void GenerateRotationAnimation(IIGameNode gameNode, List <BabylonAnimation> animations, bool force = false) { if (isRotationAnimated(gameNode) || force) { ExportQuaternionAnimation("rotationQuaternion", animations, key => { var localMatrix = gameNode.GetLocalTM(key); if (float.IsNaN(localMatrix.Determinant)) { RaiseError($"Determinant of {gameNode.Name} of rotation animation at {key} localMatrix is NaN "); } var tm_babylon = new BabylonMatrix(); tm_babylon.m = localMatrix.ToArray(); var s_babylon = new BabylonVector3(); var q_babylon = new BabylonQuaternion(); var t_babylon = new BabylonVector3(); tm_babylon.decompose(s_babylon, q_babylon, t_babylon); // normalize var q = q_babylon; float q_length = (float)Math.Sqrt(q.X * q.X + q.Y * q.Y + q.Z * q.Z + q.W * q.W); return(new[] { q_babylon.X / q_length, q_babylon.Y / q_length, q_babylon.Z / q_length, q_babylon.W / q_length }); }); } }
private void exportTransform(BabylonAbstractMesh babylonAbstractMesh, IIGameNode maxGameNode) { // Position / rotation / scaling var localTM = maxGameNode.GetLocalTM(0); // use babylon decomposition, as 3ds max built-in values are no correct var tm_babylon = new BabylonMatrix(); tm_babylon.m = localTM.ToArray(); var s_babylon = new BabylonVector3(); var q_babylon = new BabylonQuaternion(); var t_babylon = new BabylonVector3(); tm_babylon.decompose(s_babylon, q_babylon, t_babylon); if (ExportQuaternionsInsteadOfEulers) { babylonAbstractMesh.rotationQuaternion = q_babylon.ToArray(); } else { babylonAbstractMesh.rotation = q_babylon.toEulerAngles().ToArray(); } // normalize quaternion var q = q_babylon; float q_length = (float)Math.Sqrt(q.X * q.X + q.Y * q.Y + q.Z * q.Z + q.W * q.W); babylonAbstractMesh.rotationQuaternion = new[] { q_babylon.X / q_length, q_babylon.Y / q_length, q_babylon.Z / q_length, q_babylon.W / q_length }; babylonAbstractMesh.scaling = new[] { s_babylon.X, s_babylon.Y, s_babylon.Z }; babylonAbstractMesh.position = new[] { t_babylon.X, t_babylon.Y, t_babylon.Z }; }
public void GenerateScalingAnimation(IIGameNode gameNode, List <BabylonAnimation> animations) { if (gameNode.IGameControl.IsAnimated(IGameControlType.Scale)) { ExportVector3Animation("scaling", animations, key => { var localMatrix = gameNode.GetLocalTM(key); if (float.IsNaN(localMatrix.Determinant)) { RaiseError($"Determinant of {gameNode.Name} of scale animation at {key} localMatrix is NaN "); } var tm_babylon = new BabylonMatrix(); tm_babylon.m = localMatrix.ToArray(); var s_babylon = new BabylonVector3(); var q_babylon = new BabylonQuaternion(); var t_babylon = new BabylonVector3(); tm_babylon.decompose(s_babylon, q_babylon, t_babylon); return(new[] { s_babylon.X, s_babylon.Y, s_babylon.Z }); }); } }
public void GenerateRotationAnimation(IIGameNode gameNode, List <BabylonAnimation> animations, bool force = false) { if (gameNode.IGameControl.IsAnimated(IGameControlType.Rot) || gameNode.IGameControl.IsAnimated(IGameControlType.EulerX) || gameNode.IGameControl.IsAnimated(IGameControlType.EulerY) || gameNode.IGameControl.IsAnimated(IGameControlType.EulerZ) || (gameNode.IGameObject.IGameType == Autodesk.Max.IGameObject.ObjectTypes.Light && gameNode.IGameObject.AsGameLight().LightTarget != null) || // Light with target are indirectly animated by their target force) { ExportQuaternionAnimation("rotationQuaternion", animations, key => { var localMatrix = gameNode.GetLocalTM(key); var tm_babylon = new BabylonMatrix(); tm_babylon.m = localMatrix.ToArray(); var s_babylon = new BabylonVector3(); var q_babylon = new BabylonQuaternion(); var t_babylon = new BabylonVector3(); tm_babylon.decompose(s_babylon, q_babylon, t_babylon); // normalize var q = q_babylon; float q_length = (float)Math.Sqrt(q.X * q.X + q.Y * q.Y + q.Z * q.Z + q.W * q.W); return(new[] { q_babylon.X / q_length, q_babylon.Y / q_length, q_babylon.Z / q_length, q_babylon.W / q_length }); }); } }
private BabylonNode BoneToNode(BabylonBone babylonBone) { BabylonNode babylonNode = new BabylonNode(); babylonNode.id = babylonBone.id; babylonNode.parentId = babylonBone.parentNodeId; babylonNode.name = babylonBone.name; babylonNode.animations = new[] { babylonBone.animation }; var tm_babylon = new BabylonMatrix(); tm_babylon.m = babylonBone.matrix.ToArray(); var s_babylon = new BabylonVector3(); var q_babylon = new BabylonQuaternion(); var t_babylon = new BabylonVector3(); tm_babylon.decompose(s_babylon, q_babylon, t_babylon); babylonNode.position = t_babylon.ToArray(); babylonNode.rotationQuaternion = q_babylon.ToArray(); babylonNode.scaling = s_babylon.ToArray(); return(babylonNode); }
public void GenerateRotationAnimation(IIGameNode gameNode, List <BabylonAnimation> animations, bool force = false) { if (gameNode.IGameControl.IsAnimated(IGameControlType.Rot) || gameNode.IGameControl.IsAnimated(IGameControlType.EulerX) || gameNode.IGameControl.IsAnimated(IGameControlType.EulerY) || gameNode.IGameControl.IsAnimated(IGameControlType.EulerZ) || force) { ExportQuaternionAnimation("rotationQuaternion", animations, key => { var localMatrix = gameNode.GetLocalTM(key); var tm_babylon = new BabylonMatrix(); tm_babylon.m = localMatrix.ToArray(); var s_babylon = new BabylonVector3(); var q_babylon = new BabylonQuaternion(); var t_babylon = new BabylonVector3(); tm_babylon.decompose(s_babylon, q_babylon, t_babylon); // normalize var q = q_babylon; float q_length = (float)Math.Sqrt(q.X * q.X + q.Y * q.Y + q.Z * q.Z + q.W * q.W); return(new[] { q_babylon.X / q_length, q_babylon.Y / q_length, q_babylon.Z / q_length, q_babylon.W / q_length }); }); } }
public void GeneratePositionAnimation(IIGameNode gameNode, List <BabylonAnimation> animations) { if (isPositionAnimated(gameNode)) { ExportVector3Animation("position", animations, key => { var localMatrix = gameNode.GetLocalTM(key); if (float.IsNaN(localMatrix.Determinant)) { RaiseError($"Determinant of {gameNode.Name} of position animation at {key} localMatrix is NaN "); } var tm_babylon = new BabylonMatrix(); tm_babylon.m = localMatrix.ToArray(); var s_babylon = new BabylonVector3(); var q_babylon = new BabylonQuaternion(); var t_babylon = new BabylonVector3(); tm_babylon.decompose(s_babylon, q_babylon, t_babylon); // Apply unit conversion factor to meter t_babylon *= scaleFactorToMeters; return(new[] { t_babylon.X, t_babylon.Y, t_babylon.Z }); }); } }
private BabylonMatrix _getNodeLocalMatrix(GLTFNode gltfNode) { return(BabylonMatrix.Compose( BabylonVector3.FromArray(gltfNode.scale), BabylonQuaternion.FromArray(gltfNode.rotation), BabylonVector3.FromArray(gltfNode.translation) )); }
private GLTFNode _exportBone(BabylonBone babylonBone, GLTF gltf, BabylonSkeleton babylonSkeleton, List <BabylonBone> bones) { if (alreadyExportedBones.ContainsKey(babylonBone)) { return(alreadyExportedBones[babylonBone]); } // Node var gltfNode = new GLTFNode { name = babylonBone.name }; gltfNode.index = gltf.NodesList.Count; gltf.NodesList.Add(gltfNode); alreadyExportedBones.Add(babylonBone, gltfNode); boneToGltfNodeMap.Add(babylonBone, gltfNode); // Hierarchy if (babylonBone.parentBoneIndex >= 0) { var babylonParentBone = bones.Find(_babylonBone => _babylonBone.index == babylonBone.parentBoneIndex); var gltfParentNode = _exportBone(babylonParentBone, gltf, babylonSkeleton, bones); RaiseMessage("GLTFExporter.Skin | Add " + babylonBone.name + " as child to " + gltfParentNode.name, 3); gltfParentNode.ChildrenList.Add(gltfNode.index); gltfNode.parent = gltfParentNode; } else { // It's a root node // Only root nodes are listed in a gltf scene RaiseMessage("GLTFExporter.Skin | Add " + babylonBone.name + " as root node to scene", 3); gltf.scenes[0].NodesList.Add(gltfNode.index); } // Transform // Bones transform are exported through translation/rotation/scale (TRS) rather than matrix // Because gltf node animation can only target TRS properties, not the matrix one // Create matrix from array var babylonMatrix = new BabylonMatrix(); babylonMatrix.m = babylonBone.matrix; // Decompose matrix into TRS var translationBabylon = new BabylonVector3(); var rotationQuatBabylon = new BabylonQuaternion(); var scaleBabylon = new BabylonVector3(); babylonMatrix.decompose(scaleBabylon, rotationQuatBabylon, translationBabylon); // Store TRS values gltfNode.translation = translationBabylon.ToArray(); gltfNode.rotation = rotationQuatBabylon.ToArray(); gltfNode.scale = scaleBabylon.ToArray(); // Animations //ExportBoneAnimation(babylonBone, gltf, gltfNode); return(gltfNode); }
private GLTFNode ExportAbstractMesh(BabylonAbstractMesh babylonAbstractMesh, GLTF gltf, GLTFNode gltfParentNode) { RaiseMessage("GLTFExporter.AbstractMesh | Export abstract mesh named: " + babylonAbstractMesh.name, 1); // Node var gltfNode = new GLTFNode(); gltfNode.name = babylonAbstractMesh.name; gltfNode.index = gltf.NodesList.Count; gltf.NodesList.Add(gltfNode); // Hierarchy if (gltfParentNode != null) { RaiseMessage("GLTFExporter.AbstractMesh | Add " + babylonAbstractMesh.name + " as child to " + gltfParentNode.name, 2); gltfParentNode.ChildrenList.Add(gltfNode.index); } else { // It's a root node // Only root nodes are listed in a gltf scene RaiseMessage("GLTFExporter.AbstractMesh | Add " + babylonAbstractMesh.name + " as root node to scene", 2); gltf.scenes[0].NodesList.Add(gltfNode.index); } // Transform gltfNode.translation = babylonAbstractMesh.position; // TODO - Choose between this method and the extra root node // Switch from left to right handed coordinate system //gltfNode.translation[0] *= -1; if (babylonAbstractMesh.rotationQuaternion != null) { gltfNode.rotation = babylonAbstractMesh.rotationQuaternion; } else { // Convert rotation vector to quaternion BabylonVector3 rotationVector3 = new BabylonVector3 { X = babylonAbstractMesh.rotation[0], Y = babylonAbstractMesh.rotation[1], Z = babylonAbstractMesh.rotation[2] }; gltfNode.rotation = rotationVector3.toQuaternion().ToArray(); } gltfNode.scale = babylonAbstractMesh.scaling; // Mesh var gltfMesh = gltf.MeshesList.Find(_gltfMesh => _gltfMesh.idGroupInstance == babylonAbstractMesh.idGroupInstance); if (gltfMesh != null) { gltfNode.mesh = gltfMesh.index; } return(gltfNode); }
private BabylonMatrix _removeScale(BabylonMatrix boneWorldMatrix) { var translation = new BabylonVector3(); var rotation = new BabylonQuaternion(); var scale = new BabylonVector3(); boneWorldMatrix.decompose(scale, rotation, translation); scale.X = 1; scale.Y = 1; scale.Z = 1; return(BabylonMatrix.Compose(scale, rotation, translation)); }
/** * Computes a texture transform matrix with a pre-transformation */ public static BabylonMatrix ComputeTextureTransformMatrix(BabylonVector3 pivotCenter, BabylonVector3 offset, BabylonQuaternion rotation, BabylonVector3 scale) { var dOffset = new BabylonVector3(); var dRotation = new BabylonQuaternion(); var dScale = new BabylonVector3(); offset.X *= scale.X; offset.Y *= scale.Y; offset.Z *= 0; var transformMatrix = BabylonMatrix.Translation(new BabylonVector3(-pivotCenter.X, -pivotCenter.Y, 0)).multiply(BabylonMatrix.Compose(scale, rotation, offset)).multiply(BabylonMatrix.Translation(pivotCenter)); return(transformMatrix); }
private void printMatrix(string name, BabylonMatrix matrix) { // Decompose matrix into TRS var translation = new BabylonVector3(); var rotationQuat = new BabylonQuaternion(); var scale = new BabylonVector3(); matrix.decompose(scale, rotationQuat, translation); var rotation = rotationQuat.toEulerAngles(); rotation *= (float)(180 / Math.PI); var lvl = 3; RaiseWarning(name + ".translation=[" + translation.X + ", " + translation.Y + ", " + translation.Z + "]", lvl); RaiseWarning(name + ".rotation=[" + rotation.X + ", " + rotation.Y + ", " + rotation.Z + "]", lvl); RaiseWarning(name + ".scale=[" + scale.X + ", " + scale.Y + ", " + scale.Z + "]", lvl); }
public void GenerateScalingAnimation(IIGameNode gameNode, List <BabylonAnimation> animations) { if (gameNode.IGameControl.IsAnimated(IGameControlType.Scale)) { ExportVector3Animation("scaling", animations, key => { var localMatrix = gameNode.GetLocalTM(key); var tm_babylon = new BabylonMatrix(); tm_babylon.m = localMatrix.ToArray(); var s_babylon = new BabylonVector3(); var q_babylon = new BabylonQuaternion(); var t_babylon = new BabylonVector3(); tm_babylon.decompose(s_babylon, q_babylon, t_babylon); return(new[] { s_babylon.X, s_babylon.Y, s_babylon.Z }); }); } }
private GLTFMesh ExportMesh(BabylonMesh babylonMesh, GLTF gltf, BabylonScene babylonScene) { RaiseMessage("GLTFExporter.Mesh | Export mesh named: " + babylonMesh.name, 1); // -------------------------- // --- Mesh from babylon ---- // -------------------------- if (babylonMesh.positions == null || babylonMesh.positions.Length == 0) { RaiseMessage("GLTFExporter.Mesh | Mesh is a dummy", 2); return(null); } RaiseMessage("GLTFExporter.Mesh | Mesh from babylon", 2); // Retreive general data from babylon mesh int nbVertices = babylonMesh.positions.Length / 3; bool hasTangents = babylonMesh.tangents != null && babylonMesh.tangents.Length > 0; bool hasUV = babylonMesh.uvs != null && babylonMesh.uvs.Length > 0; bool hasUV2 = babylonMesh.uvs2 != null && babylonMesh.uvs2.Length > 0; bool hasColor = babylonMesh.colors != null && babylonMesh.colors.Length > 0; bool hasBones = babylonMesh.matricesIndices != null && babylonMesh.matricesIndices.Length > 0; bool hasBonesExtra = babylonMesh.matricesIndicesExtra != null && babylonMesh.matricesIndicesExtra.Length > 0; RaiseMessage("GLTFExporter.Mesh | nbVertices=" + nbVertices, 3); RaiseMessage("GLTFExporter.Mesh | hasUV=" + hasUV, 3); RaiseMessage("GLTFExporter.Mesh | hasUV2=" + hasUV2, 3); RaiseMessage("GLTFExporter.Mesh | hasColor=" + hasColor, 3); RaiseMessage("GLTFExporter.Mesh | hasBones=" + hasBones, 3); RaiseMessage("GLTFExporter.Mesh | hasBonesExtra=" + hasBonesExtra, 3); // Retreive vertices data from babylon mesh List <GLTFGlobalVertex> globalVertices = new List <GLTFGlobalVertex>(); for (int indexVertex = 0; indexVertex < nbVertices; indexVertex++) { GLTFGlobalVertex globalVertex = new GLTFGlobalVertex(); globalVertex.Position = BabylonVector3.FromArray(babylonMesh.positions, indexVertex); globalVertex.Normal = BabylonVector3.FromArray(babylonMesh.normals, indexVertex); if (hasTangents) { globalVertex.Tangent = BabylonQuaternion.FromArray(babylonMesh.tangents, indexVertex); // Switch coordinate system at object level globalVertex.Tangent.Z *= -1; // Invert W to switch to right handed system globalVertex.Tangent.W *= -1; } // Switch coordinate system at object level globalVertex.Position.Z *= -1; globalVertex.Normal.Z *= -1; if (hasUV) { globalVertex.UV = BabylonVector2.FromArray(babylonMesh.uvs, indexVertex); // For glTF, the origin of the UV coordinates (0, 0) corresponds to the upper left corner of a texture image // While for Babylon, it corresponds to the lower left corner of a texture image globalVertex.UV.Y = 1 - globalVertex.UV.Y; } if (hasUV2) { globalVertex.UV2 = BabylonVector2.FromArray(babylonMesh.uvs2, indexVertex); // For glTF, the origin of the UV coordinates (0, 0) corresponds to the upper left corner of a texture image // While for Babylon, it corresponds to the lower left corner of a texture image globalVertex.UV2.Y = 1 - globalVertex.UV2.Y; } if (hasColor) { globalVertex.Color = Tools.SubArrayFromEntity(babylonMesh.colors, indexVertex, 4); } if (hasBones) { // In babylon, the 4 bones indices are stored in a single int // Each bone index is 8-bit offset from the next int bonesIndicesMerged = babylonMesh.matricesIndices[indexVertex]; int bone3 = bonesIndicesMerged >> 24; bonesIndicesMerged -= bone3 << 24; int bone2 = bonesIndicesMerged >> 16; bonesIndicesMerged -= bone2 << 16; int bone1 = bonesIndicesMerged >> 8; bonesIndicesMerged -= bone1 << 8; int bone0 = bonesIndicesMerged >> 0; bonesIndicesMerged -= bone0 << 0; var bonesIndicesArray = new ushort[] { (ushort)bone0, (ushort)bone1, (ushort)bone2, (ushort)bone3 }; globalVertex.BonesIndices = bonesIndicesArray; globalVertex.BonesWeights = Tools.SubArrayFromEntity(babylonMesh.matricesWeights, indexVertex, 4); } globalVertices.Add(globalVertex); } var babylonMorphTargetManager = GetBabylonMorphTargetManager(babylonScene, babylonMesh); // Retrieve indices from babylon mesh List <int> babylonIndices = babylonMesh.indices.ToList(); // -------------------------- // ------- Init glTF -------- // -------------------------- RaiseMessage("GLTFExporter.Mesh | Init glTF", 2); // Mesh var gltfMesh = new GLTFMesh { name = babylonMesh.name }; gltfMesh.index = gltf.MeshesList.Count; gltf.MeshesList.Add(gltfMesh); gltfMesh.idGroupInstance = babylonMesh.idGroupInstance; if (hasBones) { gltfMesh.idBabylonSkeleton = babylonMesh.skeletonId; } // -------------------------- // ---- glTF primitives ----- // -------------------------- RaiseMessage("GLTFExporter.Mesh | glTF primitives", 2); var meshPrimitives = new List <GLTFMeshPrimitive>(); foreach (BabylonSubMesh babylonSubMesh in babylonMesh.subMeshes) { // -------------------------- // ------ SubMesh data ------ // -------------------------- List <GLTFGlobalVertex> globalVerticesSubMesh = globalVertices.GetRange(babylonSubMesh.verticesStart, babylonSubMesh.verticesCount); var gltfIndices = babylonIndices.GetRange(babylonSubMesh.indexStart, babylonSubMesh.indexCount); // In gltf, indices of each mesh primitive are 0-based (ie: min value is 0) // Thus, the gltf indices list is a concatenation of sub lists all 0-based // Example for 2 triangles, each being a submesh: // babylonIndices = {0,1,2, 3,4,5} gives as result gltfIndicies = {0,1,2, 0,1,2} var minIndiceValue = gltfIndices.Min(); // Should be equal to babylonSubMesh.indexStart for (int indexIndice = 0; indexIndice < gltfIndices.Count; indexIndice++) { gltfIndices[indexIndice] -= minIndiceValue; } // -------------------------- // ----- Mesh primitive ----- // -------------------------- // MeshPrimitive var meshPrimitive = new GLTFMeshPrimitive { attributes = new Dictionary <string, int>() }; meshPrimitives.Add(meshPrimitive); // Material if (babylonMesh.materialId != null) { RaiseMessage("GLTFExporter.Mesh | Material", 3); // Retreive the babylon material BabylonMaterial babylonMaterial; var babylonMaterialId = babylonMesh.materialId; // From multi materials first, if any // Loop recursively even though it shouldn't be a real use case var babylonMultiMaterials = new List <BabylonMultiMaterial>(babylonScene.multiMaterials); BabylonMultiMaterial babylonMultiMaterial; do { babylonMultiMaterial = babylonMultiMaterials.Find(_babylonMultiMaterial => _babylonMultiMaterial.id == babylonMaterialId); if (babylonMultiMaterial != null) { babylonMaterialId = babylonMultiMaterial.materials[babylonSubMesh.materialIndex]; } }while (babylonMultiMaterial != null); // Then from materials var babylonMaterials = new List <BabylonMaterial>(babylonScene.materials); babylonMaterial = babylonMaterials.Find(_babylonMaterial => _babylonMaterial.id == babylonMaterialId); // If babylon material was exported successfully if (babylonMaterial != null) { // Update primitive material index var indexMaterial = babylonMaterialsToExport.FindIndex(_babylonMaterial => _babylonMaterial == babylonMaterial); if (indexMaterial == -1) { // Store material for export indexMaterial = babylonMaterialsToExport.Count; babylonMaterialsToExport.Add(babylonMaterial); } meshPrimitive.material = indexMaterial; } // TODO - Add and retreive info from babylon material meshPrimitive.mode = GLTFMeshPrimitive.FillMode.TRIANGLES; } // -------------------------- // ------- Accessors -------- // -------------------------- RaiseMessage("GLTFExporter.Mesh | Geometry", 3); // Buffer var buffer = GLTFBufferService.Instance.GetBuffer(gltf); // --- Indices --- var componentType = GLTFAccessor.ComponentType.UNSIGNED_SHORT; if (nbVertices >= 65536) { componentType = GLTFAccessor.ComponentType.UNSIGNED_INT; } var accessorIndices = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewScalar(gltf, buffer), "accessorIndices", componentType, GLTFAccessor.TypeEnum.SCALAR ); meshPrimitive.indices = accessorIndices.index; // Populate accessor if (componentType == GLTFAccessor.ComponentType.UNSIGNED_INT) { gltfIndices.ForEach(n => accessorIndices.bytesList.AddRange(BitConverter.GetBytes(n))); } else { var gltfIndicesShort = gltfIndices.ConvertAll(new Converter <int, ushort>(n => (ushort)n)); gltfIndicesShort.ForEach(n => accessorIndices.bytesList.AddRange(BitConverter.GetBytes(n))); } accessorIndices.count = gltfIndices.Count; // --- Positions --- var accessorPositions = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewFloatVec3(gltf, buffer), "accessorPositions", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.VEC3 ); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.POSITION.ToString(), accessorPositions.index); // Populate accessor accessorPositions.min = new float[] { float.MaxValue, float.MaxValue, float.MaxValue }; accessorPositions.max = new float[] { float.MinValue, float.MinValue, float.MinValue }; globalVerticesSubMesh.ForEach((globalVertex) => { var positions = globalVertex.Position.ToArray(); // Store values as bytes foreach (var position in positions) { accessorPositions.bytesList.AddRange(BitConverter.GetBytes(position)); } // Update min and max values GLTFBufferService.UpdateMinMaxAccessor(accessorPositions, positions); }); accessorPositions.count = globalVerticesSubMesh.Count; // --- Normals --- var accessorNormals = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewFloatVec3(gltf, buffer), "accessorNormals", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.VEC3 ); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.NORMAL.ToString(), accessorNormals.index); // Populate accessor List <float> normals = globalVerticesSubMesh.SelectMany(v => v.Normal.ToArray()).ToList(); normals.ForEach(n => accessorNormals.bytesList.AddRange(BitConverter.GetBytes(n))); accessorNormals.count = globalVerticesSubMesh.Count; // --- Tangents --- if (hasTangents) { var accessorTangents = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewFloatVec4(gltf, buffer), "accessorTangents", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.VEC4 ); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.TANGENT.ToString(), accessorTangents.index); // Populate accessor List <float> tangents = globalVerticesSubMesh.SelectMany(v => v.Tangent.ToArray()).ToList(); tangents.ForEach(n => accessorTangents.bytesList.AddRange(BitConverter.GetBytes(n))); accessorTangents.count = globalVerticesSubMesh.Count; } // --- Colors --- if (hasColor) { var accessorColors = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewFloatVec4(gltf, buffer), "accessorColors", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.VEC4 ); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.COLOR_0.ToString(), accessorColors.index); // Populate accessor List <float> colors = globalVerticesSubMesh.SelectMany(v => new[] { v.Color[0], v.Color[1], v.Color[2], v.Color[3] }).ToList(); colors.ForEach(n => accessorColors.bytesList.AddRange(BitConverter.GetBytes(n))); accessorColors.count = globalVerticesSubMesh.Count; } // --- UV --- if (hasUV) { var accessorUVs = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewFloatVec2(gltf, buffer), "accessorUVs", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.VEC2 ); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.TEXCOORD_0.ToString(), accessorUVs.index); // Populate accessor List <float> uvs = globalVerticesSubMesh.SelectMany(v => v.UV.ToArray()).ToList(); uvs.ForEach(n => accessorUVs.bytesList.AddRange(BitConverter.GetBytes(n))); accessorUVs.count = globalVerticesSubMesh.Count; } // --- UV2 --- if (hasUV2) { var accessorUV2s = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewFloatVec2(gltf, buffer), "accessorUV2s", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.VEC2 ); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.TEXCOORD_1.ToString(), accessorUV2s.index); // Populate accessor List <float> uvs2 = globalVerticesSubMesh.SelectMany(v => v.UV2.ToArray()).ToList(); uvs2.ForEach(n => accessorUV2s.bytesList.AddRange(BitConverter.GetBytes(n))); accessorUV2s.count = globalVerticesSubMesh.Count; } // --- Bones --- if (hasBones) { RaiseMessage("GLTFExporter.Mesh | Bones", 3); // --- Joints --- var accessorJoints = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewUnsignedShortVec4(gltf, buffer), "accessorJoints", GLTFAccessor.ComponentType.UNSIGNED_SHORT, GLTFAccessor.TypeEnum.VEC4 ); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.JOINTS_0.ToString(), accessorJoints.index); // Populate accessor List <ushort> joints = globalVerticesSubMesh.SelectMany(v => new[] { v.BonesIndices[0], v.BonesIndices[1], v.BonesIndices[2], v.BonesIndices[3] }).ToList(); joints.ForEach(n => accessorJoints.bytesList.AddRange(BitConverter.GetBytes(n))); accessorJoints.count = globalVerticesSubMesh.Count; // --- Weights --- var accessorWeights = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewFloatVec4(gltf, buffer), "accessorWeights", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.VEC4 ); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.WEIGHTS_0.ToString(), accessorWeights.index); // Populate accessor List <float> weightBones = globalVerticesSubMesh.SelectMany(v => new[] { v.BonesWeights[0], v.BonesWeights[1], v.BonesWeights[2], v.BonesWeights[3] }).ToList(); weightBones.ForEach(n => accessorWeights.bytesList.AddRange(BitConverter.GetBytes(n))); accessorWeights.count = globalVerticesSubMesh.Count; } if (hasBonesExtra) { RaiseWarning("Too many bones influences per vertex. glTF only support up to 4 bones influences per vertex. The result may not be as expected.", 3); } // Morph targets positions and normals if (babylonMorphTargetManager != null) { RaiseMessage("GLTFExporter.Mesh | Morph targets", 3); _exportMorphTargets(babylonMesh, babylonSubMesh, babylonMorphTargetManager, gltf, buffer, meshPrimitive); } } gltfMesh.primitives = meshPrimitives.ToArray(); // Morph targets weights if (babylonMorphTargetManager != null) { var weights = new List <float>(); foreach (BabylonMorphTarget babylonMorphTarget in babylonMorphTargetManager.targets) { weights.Add(babylonMorphTarget.influence); } gltfMesh.weights = weights.ToArray(); } return(gltfMesh); }
private BabylonNode ExportLight(IIGameScene scene, IIGameNode lightNode, BabylonScene babylonScene) { if (IsLightExportable(lightNode) == false) { return(null); } var gameLight = lightNode.IGameObject.AsGameLight(); var initialized = gameLight.InitializeData; var babylonLight = new BabylonLight(); RaiseMessage(lightNode.Name, 1); babylonLight.name = lightNode.Name; // Export the custom attributes of this light babylonLight.metadata = ExportExtraAttributes(lightNode, babylonScene); // To preserve the position/rotation and the hierarchy, we create a dummy that will contains as direct children the light and the light children // The light will have no children. The dummy will contains the position and rotation animations. bool createDummy = lightNode.ChildCount > 0; BabylonNode dummy = null; if (createDummy) { dummy = ExportDummy(scene, lightNode, babylonScene); dummy.name = "_" + dummy.name + "_"; babylonLight.id = Guid.NewGuid().ToString(); babylonLight.parentId = dummy.id; babylonLight.hasDummy = true; } else { babylonLight.id = lightNode.MaxNode.GetGuid().ToString(); if (lightNode.NodeParent != null) { babylonLight.parentId = lightNode.NodeParent.MaxNode.GetGuid().ToString(); } } // Type var maxLight = (lightNode.MaxNode.ObjectRef as ILightObject); var lightState = Loader.Global.LightState.Create(); maxLight.EvalLightState(0, Tools.Forever, lightState); switch (lightState.Type) { case LightType.OmniLgt: babylonLight.type = 0; break; case LightType.SpotLgt: babylonLight.type = 2; babylonLight.angle = (float)(maxLight.GetFallsize(0, Tools.Forever) * Math.PI / 180.0f); babylonLight.exponent = 1; break; case LightType.DirectLgt: babylonLight.type = 1; break; case LightType.AmbientLgt: babylonLight.type = 3; babylonLight.groundColor = new float[] { 0, 0, 0 }; break; } // Shadows if (maxLight.ShadowMethod == 1) { if (lightState.Type == LightType.DirectLgt || lightState.Type == LightType.SpotLgt || lightState.Type == LightType.OmniLgt) { ExportShadowGenerator(lightNode.MaxNode, babylonScene, babylonLight); } else { RaiseWarning("Shadows maps are only supported for point, directional and spot lights", 2); } } // Position / rotation / scaling if (createDummy) { // The position is stored by the dummy parent and the default direction is downward and it is updated by the rotation of the parent dummy babylonLight.position = new[] { 0f, 0f, 0f }; babylonLight.direction = new[] { 0f, -1f, 0f }; } else { exportTransform(babylonLight, lightNode); // Position var localMatrix = lightNode.GetLocalTM(0); var position = localMatrix.Translation; // Direction var target = gameLight.LightTarget; if (target != null) { var targetWm = target.GetObjectTM(0); var targetPosition = targetWm.Translation; var direction = targetPosition.Subtract(position).Normalize; babylonLight.direction = new[] { direction.X, direction.Y, direction.Z }; } else { var vDir = Loader.Global.Point3.Create(0, -1, 0); vDir = localMatrix.ExtractMatrix3().VectorTransform(vDir).Normalize; babylonLight.direction = new[] { vDir.X, vDir.Y, vDir.Z }; } } // The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction. // So we need the opposite direction if (babylonLight.type == 3) { var worldRotation = lightNode.GetWorldTM(0).Rotation; BabylonQuaternion quaternion = new BabylonQuaternion(worldRotation.X, worldRotation.Y, worldRotation.Z, worldRotation.W); babylonLight.direction = quaternion.Rotate(new BabylonVector3(0f, 1f, 0f)).ToArray(); } var maxScene = Loader.Core.RootNode; // Exclusion try { var inclusion = maxLight.ExclList.TestFlag(1); //NT_INCLUDE var checkExclusionList = maxLight.ExclList.TestFlag(2); //NT_AFFECT_ILLUM if (checkExclusionList) { var excllist = new List <string>(); var incllist = new List <string>(); foreach (var meshNode in maxScene.NodesListBySuperClass(SClass_ID.Geomobject)) { #if MAX2017 || MAX2018 || MAX2019 || MAX2020 if (meshNode.CastShadows) #else if (meshNode.CastShadows == 1) #endif { var inList = maxLight.ExclList.FindNode(meshNode) != -1; if (inList) { if (inclusion) { incllist.Add(meshNode.GetGuid().ToString()); } else { excllist.Add(meshNode.GetGuid().ToString()); } } } } babylonLight.includedOnlyMeshesIds = incllist.ToArray(); babylonLight.excludedMeshesIds = excllist.ToArray(); } } catch (Exception e) { RaiseMessage("Light exclusion not supported", 2); } // Other fields babylonLight.intensity = maxLight.GetIntensity(0, Tools.Forever); babylonLight.diffuse = lightState.AffectDiffuse ? maxLight.GetRGBColor(0, Tools.Forever).ToArray() : new float[] { 0, 0, 0 }; babylonLight.specular = lightState.AffectDiffuse ? maxLight.GetRGBColor(0, Tools.Forever).ToArray() : new float[] { 0, 0, 0 }; if (maxLight.UseAtten) { babylonLight.range = maxLight.GetAtten(0, 3, Tools.Forever); } if (exportParameters.exportAnimations) { // Animations var animations = new List <BabylonAnimation>(); if (createDummy) { // Position and rotation animations are stored by the parent (the dummy). The direction result from the parent rotation except for the HemisphericLight. if (babylonLight.type == 3) { BabylonVector3 direction = new BabylonVector3(0, 1, 0); ExportVector3Animation("direction", animations, key => { var worldRotation = lightNode.GetWorldTM(key).Rotation; BabylonQuaternion quaternion = new BabylonQuaternion(worldRotation.X, worldRotation.Y, worldRotation.Z, worldRotation.W); return(quaternion.Rotate(direction).ToArray()); }); } } else { GeneratePositionAnimation(lightNode, animations); ExportVector3Animation("direction", animations, key => { var localMatrixAnimDir = lightNode.GetLocalTM(key); var positionLight = localMatrixAnimDir.Translation; var lightTarget = gameLight.LightTarget; if (lightTarget != null) { var targetWm = lightTarget.GetObjectTM(key); var targetPosition = targetWm.Translation; var direction = targetPosition.Subtract(positionLight).Normalize; return(new[] { direction.X, direction.Y, direction.Z }); } else { var vDir = Loader.Global.Point3.Create(0, -1, 0); vDir = localMatrixAnimDir.ExtractMatrix3().VectorTransform(vDir).Normalize; // The HemisphericLight (type == 3) simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction. // So we need the opposite direction return(babylonLight.type != 3 ? new[] { vDir.X, vDir.Y, vDir.Z } : new[] { -vDir.X, -vDir.Y, -vDir.Z }); } }); // Animation temporary stored for gltf but not exported for babylon // TODO - Will cause an issue when externalizing the glTF export process var extraAnimations = new List <BabylonAnimation>(); // Do not check if node rotation properties are animated GenerateRotationAnimation(lightNode, extraAnimations, true); babylonLight.extraAnimations = extraAnimations; } ExportFloatAnimation("intensity", animations, key => new[] { maxLight.GetIntensity(key, Tools.Forever) }); ExportColor3Animation("diffuse", animations, key => { return(lightState.AffectDiffuse? maxLight.GetRGBColor(key, Tools.Forever).ToArray() : new float[] { 0, 0, 0 }); }); babylonLight.animations = animations.ToArray(); if (lightNode.MaxNode.GetBoolProperty("babylonjs_autoanimate")) { babylonLight.autoAnimate = true; babylonLight.autoAnimateFrom = (int)lightNode.MaxNode.GetFloatProperty("babylonjs_autoanimate_from"); babylonLight.autoAnimateTo = (int)lightNode.MaxNode.GetFloatProperty("babylonjs_autoanimate_to"); babylonLight.autoAnimateLoop = lightNode.MaxNode.GetBoolProperty("babylonjs_autoanimateloop"); } } babylonScene.LightsList.Add(babylonLight); return(createDummy ? dummy : babylonLight); }
private IStdUVGen _exportUV(IStdUVGen uvGen, BabylonTexture babylonTexture) { switch (uvGen.GetCoordMapping(0)) { case 1: //MAP_SPHERICAL babylonTexture.coordinatesMode = BabylonTexture.CoordinatesMode.SPHERICAL_MODE; break; case 2: //MAP_PLANAR babylonTexture.coordinatesMode = BabylonTexture.CoordinatesMode.PLANAR_MODE; break; default: babylonTexture.coordinatesMode = BabylonTexture.CoordinatesMode.EXPLICIT_MODE; break; } babylonTexture.coordinatesIndex = uvGen.MapChannel - 1; if (uvGen.MapChannel > 2) { RaiseWarning(string.Format("Unsupported map channel, Only channel 1 and 2 are supported."), 3); } babylonTexture.uOffset = uvGen.GetUOffs(0); babylonTexture.vOffset = -uvGen.GetVOffs(0); babylonTexture.uScale = uvGen.GetUScl(0); babylonTexture.vScale = uvGen.GetVScl(0); var offset = new BabylonVector3(babylonTexture.uOffset, -babylonTexture.vOffset, 0); var scale = new BabylonVector3(babylonTexture.uScale, babylonTexture.vScale, 1); var rotationEuler = new BabylonVector3(uvGen.GetUAng(0), uvGen.GetVAng(0), uvGen.GetWAng(0)); var rotation = BabylonQuaternion.FromEulerAngles(rotationEuler.X, rotationEuler.Y, rotationEuler.Z); var pivotCenter = new BabylonVector3(-0.5f, -0.5f, 0); var transformMatrix = MathUtilities.ComputeTextureTransformMatrix(pivotCenter, offset, rotation, scale); transformMatrix.decompose(scale, rotation, offset); var texTransformRotationEuler = rotation.toEulerAngles(); babylonTexture.uOffset = -offset.X; babylonTexture.vOffset = -offset.Y; babylonTexture.uScale = scale.X; babylonTexture.vScale = -scale.Y; babylonTexture.uRotationCenter = 0.0f; babylonTexture.vRotationCenter = 0.0f; babylonTexture.invertY = false; babylonTexture.uAng = texTransformRotationEuler.X; babylonTexture.vAng = texTransformRotationEuler.Y; babylonTexture.wAng = texTransformRotationEuler.Z; if (Path.GetExtension(babylonTexture.name).ToLower() == ".dds") { babylonTexture.vScale *= -1; // Need to invert Y-axis for DDS texture } if (babylonTexture.wAng != 0f && (babylonTexture.uScale != 1f || babylonTexture.vScale != 1f) && (Math.Abs(babylonTexture.uScale) - Math.Abs(babylonTexture.vScale)) > float.Epsilon) { RaiseWarning("Rotation and non-uniform tiling (scale) on a texture is not supported as it will cause texture shearing. You can use the map UV of the mesh for those transformations.", 3); } babylonTexture.wrapU = BabylonTexture.AddressMode.CLAMP_ADDRESSMODE; // CLAMP if ((uvGen.TextureTiling & 1) != 0) // WRAP { babylonTexture.wrapU = BabylonTexture.AddressMode.WRAP_ADDRESSMODE; } else if ((uvGen.TextureTiling & 4) != 0) // MIRROR { babylonTexture.wrapU = BabylonTexture.AddressMode.MIRROR_ADDRESSMODE; } babylonTexture.wrapV = BabylonTexture.AddressMode.CLAMP_ADDRESSMODE; // CLAMP if ((uvGen.TextureTiling & 2) != 0) // WRAP { babylonTexture.wrapV = BabylonTexture.AddressMode.WRAP_ADDRESSMODE; } else if ((uvGen.TextureTiling & 8) != 0) // MIRROR { babylonTexture.wrapV = BabylonTexture.AddressMode.MIRROR_ADDRESSMODE; } return(uvGen); }
private void ExportBoneAnimation(GLTFAnimation gltfAnimation, int startFrame, int endFrame, GLTF gltf, BabylonBone babylonBone, GLTFNode gltfNode) { var channelList = gltfAnimation.ChannelList; var samplerList = gltfAnimation.SamplerList; if (babylonBone.animation != null && babylonBone.animation.property == "_matrix") { RaiseMessage("GLTFExporter.Animation | Export animation of bone named: " + babylonBone.name, 2); var babylonAnimation = babylonBone.animation; // Optimize animation var optimizeAnimations = !Loader.Core.RootNode.GetBoolProperty("babylonjs_donotoptimizeanimations"); // reverse negation for clarity if (optimizeAnimations) { // Filter animation keys to only keep frames between start and end List <BabylonAnimationKey> keysInRangeFull = babylonAnimation.keysFull.FindAll(babylonAnimationKey => babylonAnimationKey.frame >= startFrame && babylonAnimationKey.frame <= endFrame); // Optimization process always keeps first and last frames OptimizeAnimations(keysInRangeFull, false); if (IsAnimationKeysRelevant(keysInRangeFull)) { // From now, use optimized animation instead // Override animation keys babylonAnimation.keys = keysInRangeFull.ToArray(); } } // --- Input --- var accessorInput = _createAndPopulateInput(gltf, babylonAnimation, startFrame, endFrame); if (accessorInput == null) { return; } // --- Output --- var paths = new string[] { "translation", "rotation", "scale" }; var accessorOutputByPath = new Dictionary <string, GLTFAccessor>(); foreach (string path in paths) { GLTFAccessor accessorOutput = _createAccessorOfPath(path, gltf); accessorOutputByPath.Add(path, accessorOutput); } // Populate accessors QuatCorrection quatCorr = new QuatCorrection(); // restart correction for each curve foreach (var babylonAnimationKey in babylonAnimation.keys) { if (babylonAnimationKey.frame < startFrame) { continue; } if (babylonAnimationKey.frame > endFrame) { continue; } var matrix = new BabylonMatrix(); matrix.m = babylonAnimationKey.values; var translationBabylon = new BabylonVector3(); var rotationQuatBabylon = new BabylonQuaternion(); var scaleBabylon = new BabylonVector3(); matrix.decompose(scaleBabylon, rotationQuatBabylon, translationBabylon); translationBabylon.Z *= -1; if (exportParameters.kuesaContQuats) { quatCorr.Quat = rotationQuatBabylon; rotationQuatBabylon = quatCorr.Quat; } rotationQuatBabylon.X *= -1; rotationQuatBabylon.Y *= -1; var outputValuesByPath = new Dictionary <string, float[]>(); outputValuesByPath.Add("translation", translationBabylon.ToArray()); outputValuesByPath.Add("rotation", rotationQuatBabylon.ToArray()); outputValuesByPath.Add("scale", scaleBabylon.ToArray()); // Store values as bytes foreach (string path in paths) { var accessorOutput = accessorOutputByPath[path]; var outputValues = outputValuesByPath[path]; foreach (var outputValue in outputValues) { accessorOutput.bytesList.AddRange(BitConverter.GetBytes(outputValue)); } accessorOutput.count++; } } ; foreach (string path in paths) { var accessorOutput = accessorOutputByPath[path]; // Animation sampler var gltfAnimationSampler = new GLTFAnimationSampler { input = accessorInput.index, output = accessorOutput.index }; gltfAnimationSampler.index = samplerList.Count; samplerList.Add(gltfAnimationSampler); // Target var gltfTarget = new GLTFChannelTarget { node = gltfNode.index }; gltfTarget.path = path; // Channel var gltfChannel = new GLTFChannel { sampler = gltfAnimationSampler.index, target = gltfTarget }; channelList.Add(gltfChannel); } } }
int CreateGlobalVertex(IIGameNode meshNode, IIGameMesh mesh, BabylonAbstractMesh babylonAbstractMesh, IMatrix3 invertedWorldMatrix, IFaceEx face, int facePart, List <GlobalVertex> vertices, bool hasUV, bool hasUV2, bool hasColor, bool hasAlpha, List <GlobalVertex>[] verticesAlreadyExported, IIGameSkin skin, List <int> boneIds) { var vertexIndex = (int)face.Vert[facePart]; // Position can by retreived in world space or object space // Unfortunately, this value can't be retreived in local space var vertex = new GlobalVertex { BaseIndex = vertexIndex, Position = mesh.GetVertex(vertexIndex, false), // world space Normal = mesh.GetNormal((int)face.Norm[facePart], false) // world space }; if (exportParameters.exportTangents) { int indexTangentBinormal = mesh.GetFaceVertexTangentBinormal(face.MeshFaceIndex, facePart, 1); IPoint3 normal = vertex.Normal.Normalize; IPoint3 tangent = mesh.GetTangent(indexTangentBinormal, 1).Normalize; IPoint3 bitangent = mesh.GetBinormal(indexTangentBinormal, 1).Normalize; int w = GetW(normal, tangent, bitangent); vertex.Tangent = new float[] { tangent.X, tangent.Y, tangent.Z, w }; } // Convert position and normal to local space vertex.Position = invertedWorldMatrix.PointTransform(vertex.Position); vertex.Normal = invertedWorldMatrix.VectorTransform(vertex.Normal); // 1. scale normals with node scales var nodeScaling = BabylonVector3.FromArray(babylonAbstractMesh.scaling); vertex.Normal = vertex.Normal.Multiply(Loader.Global.Point3.Create(Math.Abs(nodeScaling.X), Math.Abs(nodeScaling.Y), Math.Abs(nodeScaling.Z))); // 2. scale normals with objectOffsetScales (unrotate by objectOffsetRot, then scale, then rotate again) // note: LH coordinate system => flip y and z var objOffsetScale = Loader.Global.Point3.Create(meshNode.MaxNode.ObjOffsetScale.S); var scaleX = Math.Abs(objOffsetScale.X); var scaleY = Math.Abs(objOffsetScale.Y); var scaleZ = Math.Abs(objOffsetScale.Z); var objOffsetScaleFlipYZInv = Loader.Global.Point3.Create(1 / scaleX, 1 / scaleZ, 1 / scaleY); var objOffsetQuat = meshNode.MaxNode.ObjOffsetRot; var qFlippedYZ = objOffsetQuat; var tmpSwap = objOffsetQuat.Y; qFlippedYZ.Y = objOffsetQuat.Z; qFlippedYZ.Z = tmpSwap; var nUnrotated = RotateVectorByQuaternion(vertex.Normal, qFlippedYZ); var nUnrotatedScaled = nUnrotated.Multiply(objOffsetScaleFlipYZInv); nUnrotatedScaled = nUnrotatedScaled.Normalize; var nRerotatedScaled = RotateVectorByQuaternion(nUnrotatedScaled, qFlippedYZ.Conjugate); vertex.Normal = nRerotatedScaled; if (hasUV) { var indices = new int[3]; unsafe { fixed(int *indicesPtr = indices) { mesh.GetMapFaceIndex(1, face.MeshFaceIndex, new IntPtr(indicesPtr)); } } var texCoord = mesh.GetMapVertex(1, indices[facePart]); vertex.UV = Loader.Global.Point2.Create(texCoord.X, -texCoord.Y); } if (hasUV2) { var indices = new int[3]; unsafe { fixed(int *indicesPtr = indices) { mesh.GetMapFaceIndex(2, face.MeshFaceIndex, new IntPtr(indicesPtr)); } } var texCoord = mesh.GetMapVertex(2, indices[facePart]); vertex.UV2 = Loader.Global.Point2.Create(texCoord.X, -texCoord.Y); } if (hasColor) { var vertexColorIndex = (int)face.Color[facePart]; var vertexColor = mesh.GetColorVertex(vertexColorIndex); float alpha = 1; if (hasAlpha) { var indices = new int[3]; unsafe { fixed(int *indicesPtr = indices) { mesh.GetMapFaceIndex(-2, face.MeshFaceIndex, new IntPtr(indicesPtr)); } } var color = mesh.GetMapVertex(-2, indices[facePart]); alpha = color.X; } vertex.Color = new[] { vertexColor.X, vertexColor.Y, vertexColor.Z, alpha }; } if (skin != null) { float[] weight = new float[4] { 0, 0, 0, 0 }; int[] bone = new int[4] { bonesCount, bonesCount, bonesCount, bonesCount }; var nbBones = skin.GetNumberOfBones(vertexIndex); int currentVtxBone = 0; int currentSkinBone = 0; // process skin bones until we have 4 bones for this vertex or we run out of skin bones for (currentSkinBone = 0; currentSkinBone < nbBones && currentVtxBone < 4; ++currentSkinBone) { float boneWeight = skin.GetWeight(vertexIndex, currentSkinBone); if (boneWeight <= 0) { continue; } bone[currentVtxBone] = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, currentSkinBone).NodeID); weight[currentVtxBone] = skin.GetWeight(vertexIndex, currentSkinBone); ++currentVtxBone; } // if we didnt have any bones with a weight > 0 if (currentVtxBone == 0) { weight[0] = 1.0f; bone[0] = bonesCount; } vertex.Weights = Loader.Global.Point4.Create(weight); vertex.BonesIndices = (bone[3] << 24) | (bone[2] << 16) | (bone[1] << 8) | bone[0]; if (currentVtxBone >= 4 && currentSkinBone < nbBones) { weight = new float[4] { 0, 0, 0, 0 }; bone = new int[4] { bonesCount, bonesCount, bonesCount, bonesCount }; // process remaining skin bones until we have a total of 8 bones for this vertex or we run out of skin bones for (; currentSkinBone < nbBones && currentVtxBone < 8; ++currentSkinBone) { float boneWeight = skin.GetWeight(vertexIndex, currentSkinBone); if (boneWeight <= 0) { continue; } if (isGltfExported) { RaiseError("Too many bone influences per vertex for vertexIndex: " + vertexIndex + ". glTF only supports up to 4 bone influences per vertex.", 2); break; } bone[currentVtxBone - 4] = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, currentSkinBone).NodeID); weight[currentVtxBone - 4] = skin.GetWeight(vertexIndex, currentSkinBone); ++currentVtxBone; } // if we have any extra bone weights if (currentVtxBone > 4) { vertex.WeightsExtra = Loader.Global.Point4.Create(weight); vertex.BonesIndicesExtra = (bone[3] << 24) | (bone[2] << 16) | (bone[1] << 8) | bone[0]; if (currentSkinBone < nbBones) { // if we have more skin bones left, this means we have used up all our bones for this vertex // check if any of the remaining bones has a weight > 0 for (; currentSkinBone < nbBones; ++currentSkinBone) { float boneWeight = skin.GetWeight(vertexIndex, currentSkinBone); if (boneWeight <= 0) { continue; } RaiseError("Too many bone influences per vertex for vertexIndex: " + vertexIndex + ". Babylon.js only supports up to 8 bone influences per vertex.", 2); break; } } } } } if (verticesAlreadyExported != null) { if (verticesAlreadyExported[vertexIndex] != null) { var index = verticesAlreadyExported[vertexIndex].IndexOf(vertex); if (index > -1) { return(verticesAlreadyExported[vertexIndex][index].CurrentIndex); } } else { verticesAlreadyExported[vertexIndex] = new List <GlobalVertex>(); } vertex.CurrentIndex = vertices.Count; verticesAlreadyExported[vertexIndex].Add(vertex); } vertices.Add(vertex); return(vertices.Count - 1); }
/// <summary> /// Get TRS and visiblity animations of the transform /// </summary> /// <param name="transform">Transform above mesh/camera/light</param> /// <returns></returns> private List <BabylonAnimation> GetAnimation(MFnTransform transform) { // Animations MPlugArray connections = new MPlugArray(); MStringArray animCurvList = new MStringArray(); MIntArray keysTime = new MIntArray(); MDoubleArray keysValue = new MDoubleArray(); MFloatArray translateValues = new MFloatArray(); MFloatArray rotateValues = new MFloatArray(); MFloatArray scaleValues = new MFloatArray(); MFloatArray visibilityValues = new MFloatArray(); MFloatArray keyTimes = new MFloatArray(); List <BabylonAnimationKey> keys = new List <BabylonAnimationKey>(); List <BabylonAnimation> animationsObject = new List <BabylonAnimation>(); //Get the animCurve MGlobal.executeCommand("listConnections -type \"animCurve\" " + transform.fullPathName + ";", animCurvList); List <AnimCurvData> animCurvesData = new List <AnimCurvData>(); foreach (String animCurv in animCurvList) { AnimCurvData animCurvData = new AnimCurvData(); animCurvesData.Add(animCurvData); animCurvData.animCurv = animCurv; //Get the key time for each curves MGlobal.executeCommand("keyframe -q " + animCurv + ";", keysTime); //Get the value for each curves MGlobal.executeCommand("keyframe - q -vc -absolute " + animCurv + ";", keysValue); if (animCurv.EndsWith("translateZ") || animCurv.EndsWith("rotateX") || animCurv.EndsWith("rotateY")) { for (int index = 0; index < keysTime.Count; index++) { // Switch coordinate system at object level animCurvData.valuePerFrame.Add(keysTime[index], (float)keysValue[index] * -1.0f); } } else { for (int index = 0; index < keysTime.Count; index++) { animCurvData.valuePerFrame.Add(keysTime[index], (float)keysValue[index]); } } } string[] mayaAnimationProperties = new string[] { "translate", "rotate", "scale" }; string[] babylonAnimationProperties = new string[] { "position", "rotationQuaternion", "scaling" }; string[] axis = new string[] { "X", "Y", "Z" }; // Init TRS default values Dictionary <string, float> defaultValues = new Dictionary <string, float>(); float[] position = null; float[] rotationQuaternion = null; float[] rotation = null; float[] scaling = null; GetTransform(transform, ref position, ref rotationQuaternion, ref rotation, ref scaling); // coordinate system already switched defaultValues.Add("translateX", position[0]); defaultValues.Add("translateY", position[1]); defaultValues.Add("translateZ", position[2]); defaultValues.Add("rotateX", rotation[0]); defaultValues.Add("rotateY", rotation[1]); defaultValues.Add("rotateZ", rotation[2]); defaultValues.Add("scaleX", scaling[0]); defaultValues.Add("scaleY", scaling[1]); defaultValues.Add("scaleZ", scaling[2]); for (int indexAnimationProperty = 0; indexAnimationProperty < mayaAnimationProperties.Length; indexAnimationProperty++) { string mayaAnimationProperty = mayaAnimationProperties[indexAnimationProperty]; // Retreive animation curves data for current animation property // Ex: all "translate" data are "translateX", "translateY", "translateZ" List <AnimCurvData> animDataProperty = animCurvesData.Where(data => data.animCurv.Contains(mayaAnimationProperty)).ToList(); if (animDataProperty.Count == 0) { // Property is not animated continue; } // Get all frames for this property List <int> framesProperty = new List <int>(); foreach (var animData in animDataProperty) { framesProperty.AddRange(animData.valuePerFrame.Keys); } framesProperty = framesProperty.Distinct().ToList(); framesProperty.Sort(); // Get default values for this property BabylonAnimationKey lastBabylonAnimationKey = new BabylonAnimationKey(); lastBabylonAnimationKey.frame = 0; lastBabylonAnimationKey.values = new float[] { defaultValues[mayaAnimationProperty + "X"], defaultValues[mayaAnimationProperty + "Y"], defaultValues[mayaAnimationProperty + "Z"] }; // Compute all values for this property List <BabylonAnimationKey> babylonAnimationKeys = new List <BabylonAnimationKey>(); foreach (var frameProperty in framesProperty) { BabylonAnimationKey babylonAnimationKey = new BabylonAnimationKey(); babylonAnimationKeys.Add(babylonAnimationKey); // Frame babylonAnimationKey.frame = frameProperty; // Values float[] valuesProperty = new float[3]; for (int indexAxis = 0; indexAxis < axis.Length; indexAxis++) { AnimCurvData animCurvDataAxis = animDataProperty.Find(data => data.animCurv.EndsWith(axis[indexAxis])); float value; if (animCurvDataAxis != null && animCurvDataAxis.valuePerFrame.ContainsKey(frameProperty)) { value = animCurvDataAxis.valuePerFrame[frameProperty]; } else { value = lastBabylonAnimationKey.values[indexAxis]; } valuesProperty[indexAxis] = value; } babylonAnimationKey.values = valuesProperty.ToArray(); // Update last known values lastBabylonAnimationKey = babylonAnimationKey; } // Convert euler to quaternion angles if (indexAnimationProperty == 1) // Rotation { foreach (var babylonAnimationKey in babylonAnimationKeys) { BabylonVector3 eulerAngles = BabylonVector3.FromArray(babylonAnimationKey.values); BabylonQuaternion quaternionAngles = eulerAngles.toQuaternion(); babylonAnimationKey.values = quaternionAngles.ToArray(); } } var keysFull = new List <BabylonAnimationKey>(babylonAnimationKeys); // Optimization OptimizeAnimations(babylonAnimationKeys, true); // Ensure animation has at least 2 frames if (IsAnimationKeysRelevant(keys)) { // Create BabylonAnimation string babylonAnimationProperty = babylonAnimationProperties[indexAnimationProperty]; animationsObject.Add(new BabylonAnimation() { dataType = indexAnimationProperty == 1 ? (int)BabylonAnimation.DataType.Quaternion : (int)BabylonAnimation.DataType.Vector3, name = babylonAnimationProperty + " animation", framePerSecond = 30, loopBehavior = (int)BabylonAnimation.LoopBehavior.Cycle, property = babylonAnimationProperty, keys = babylonAnimationKeys.ToArray(), keysFull = keysFull }); } } return(animationsObject); }
/// <summary> /// Create a gltf node from the babylon node. /// </summary> /// <param name="babylonNode"></param> /// <param name="gltf"></param> /// <param name="babylonScene"></param> /// <param name="gltfParentNode">The parent of the glTF node that will be created.</param> /// <returns>The gltf node created.</returns> private GLTFNode ExportNode(BabylonNode babylonNode, GLTF gltf, BabylonScene babylonScene, GLTFNode gltfParentNode) { RaiseMessage($"GLTFExporter | ExportNode {babylonNode.name}", 1); GLTFNode gltfNode = null; var type = babylonNode.GetType(); var nodeNodePair = nodeToGltfNodeMap.FirstOrDefault(pair => pair.Key.id.Equals(babylonNode.id)); if (nodeNodePair.Key != null) { return(nodeNodePair.Value); } var boneNodePair = boneToGltfNodeMap.FirstOrDefault(pair => pair.Key.id.Equals(babylonNode.id)); if (boneNodePair.Key != null) { return(boneNodePair.Value); } // Node gltfNode = new GLTFNode { name = GetUniqueNodeName(babylonNode.name), index = gltf.NodesList.Count }; gltf.NodesList.Add(gltfNode); // add the node to the gltf list nodeToGltfNodeMap.Add(babylonNode, gltfNode); // add the node to the global map // Hierarchy if (gltfParentNode != null) { RaiseMessage("GLTFExporter.Node| Add " + babylonNode.name + " as child to " + gltfParentNode.name, 2); gltfParentNode.ChildrenList.Add(gltfNode.index); gltfNode.parent = gltfParentNode; } else { // It's a root node // Only root nodes are listed in a gltf scene RaiseMessage("GLTFExporter.Node | Add " + babylonNode.name + " as root node to scene", 2); gltf.scenes[0].NodesList.Add(gltfNode.index); } // Transform // Position gltfNode.translation = babylonNode.position; // Rotation if (type == typeof(BabylonAbstractMesh) || type.IsSubclassOf(typeof(BabylonAbstractMesh)) || type == typeof(BabylonCamera)) { if (babylonNode.rotationQuaternion != null) { gltfNode.rotation = babylonNode.rotationQuaternion; } else { // Convert rotation vector to quaternion BabylonVector3 rotationVector3 = new BabylonVector3 { X = babylonNode.rotation[0], Y = babylonNode.rotation[1], Z = babylonNode.rotation[2] }; gltfNode.rotation = rotationVector3.toQuaternion().ToArray(); } } else // Light { gltfNode.rotation = new float[4] { 0, 0, 0, 1 }; } // Scale if (type == typeof(BabylonAbstractMesh) || type.IsSubclassOf(typeof(BabylonAbstractMesh))) { gltfNode.scale = babylonNode.scaling; } else // Camera and light { gltfNode.scale = new float[3] { 1, 1, 1 }; } // Switch coordinate system at object level gltfNode.translation[2] *= -1; gltfNode.rotation[0] *= -1; gltfNode.rotation[1] *= -1; return(gltfNode); }
private GLTFNode ExportAbstractMesh(BabylonAbstractMesh babylonAbstractMesh, GLTF gltf, GLTFNode gltfParentNode, BabylonScene babylonScene) { RaiseMessage("GLTFExporter.AbstractMesh | Export abstract mesh named: " + babylonAbstractMesh.name, 1); // Node var gltfNode = new GLTFNode(); gltfNode.name = babylonAbstractMesh.name; gltfNode.index = gltf.NodesList.Count; gltf.NodesList.Add(gltfNode); // Hierarchy if (gltfParentNode != null) { RaiseMessage("GLTFExporter.AbstractMesh | Add " + babylonAbstractMesh.name + " as child to " + gltfParentNode.name, 2); gltfParentNode.ChildrenList.Add(gltfNode.index); gltfNode.parent = gltfParentNode; } else { // It's a root node // Only root nodes are listed in a gltf scene RaiseMessage("GLTFExporter.AbstractMesh | Add " + babylonAbstractMesh.name + " as root node to scene", 2); gltf.scenes[0].NodesList.Add(gltfNode.index); } // Transform gltfNode.translation = babylonAbstractMesh.position; if (babylonAbstractMesh.rotationQuaternion != null) { gltfNode.rotation = babylonAbstractMesh.rotationQuaternion; } else { // Convert rotation vector to quaternion BabylonVector3 rotationVector3 = new BabylonVector3 { X = babylonAbstractMesh.rotation[0], Y = babylonAbstractMesh.rotation[1], Z = babylonAbstractMesh.rotation[2] }; gltfNode.rotation = rotationVector3.toQuaternion().ToArray(); } gltfNode.scale = babylonAbstractMesh.scaling; // Switch coordinate system at object level gltfNode.translation[2] *= -1; gltfNode.rotation[0] *= -1; gltfNode.rotation[1] *= -1; // Mesh var gltfMesh = gltf.MeshesList.Find(_gltfMesh => _gltfMesh.idGroupInstance == babylonAbstractMesh.idGroupInstance); if (gltfMesh != null) { gltfNode.mesh = gltfMesh.index; // Skin if (gltfMesh.idBabylonSkeleton.HasValue) { var babylonSkeleton = babylonScene.skeletons[gltfMesh.idBabylonSkeleton.Value]; // Export a new skeleton if necessary and a new skin var gltfSkin = ExportSkin(babylonSkeleton, gltf, gltfNode); gltfNode.skin = gltfSkin.index; } } // Animations ExportNodeAnimation(babylonAbstractMesh, gltf, gltfNode, babylonScene); return(gltfNode); }
int CreateGlobalVertex(IIGameNode meshNode, IIGameMesh mesh, BabylonAbstractMesh babylonAbstractMesh, IMatrix3 invertedWorldMatrix, IFaceEx face, int facePart, List <GlobalVertex> vertices, bool hasUV, bool hasUV2, bool hasColor, bool hasAlpha, List <GlobalVertex>[] verticesAlreadyExported, IIGameSkin skin, List <int> boneIds) { var vertexIndex = (int)face.Vert[facePart]; // Position can by retreived in world space or object space // Unfortunately, this value can't be retreived in local space var vertex = new GlobalVertex { BaseIndex = vertexIndex, Position = mesh.GetVertex(vertexIndex, false), // world space Normal = mesh.GetNormal((int)face.Norm[facePart], false) // world space }; if (exportParameters.exportTangents) { int indexTangentBinormal = mesh.GetFaceVertexTangentBinormal(face.MeshFaceIndex, facePart, 1); IPoint3 normal = vertex.Normal.Normalize; IPoint3 tangent = mesh.GetTangent(indexTangentBinormal, 1).Normalize; IPoint3 bitangent = mesh.GetBinormal(indexTangentBinormal, 1).Normalize; int w = GetW(normal, tangent, bitangent); vertex.Tangent = new float[] { tangent.X, tangent.Y, tangent.Z, w }; } // Convert position and normal to local space vertex.Position = invertedWorldMatrix.PointTransform(vertex.Position); vertex.Normal = invertedWorldMatrix.VectorTransform(vertex.Normal); // 1. scale normals with node scales var nodeScaling = BabylonVector3.FromArray(babylonAbstractMesh.scaling); vertex.Normal = vertex.Normal.Multiply(Loader.Global.Point3.Create(Math.Abs(nodeScaling.X), Math.Abs(nodeScaling.Y), Math.Abs(nodeScaling.Z))); // 2. scale normals with objectOffsetScales (unrotate by objectOffsetRot, then scale, then rotate again) // note: LH coordinate system => flip y and z var objOffsetScale = Loader.Global.Point3.Create(meshNode.MaxNode.ObjOffsetScale.S); var scaleX = Math.Abs(objOffsetScale.X); var scaleY = Math.Abs(objOffsetScale.Y); var scaleZ = Math.Abs(objOffsetScale.Z); var objOffsetScaleFlipYZInv = Loader.Global.Point3.Create(1 / scaleX, 1 / scaleZ, 1 / scaleY); var objOffsetQuat = meshNode.MaxNode.ObjOffsetRot; var qFlippedYZ = objOffsetQuat; var tmpSwap = objOffsetQuat.Y; qFlippedYZ.Y = objOffsetQuat.Z; qFlippedYZ.Z = tmpSwap; var nUnrotated = RotateVectorByQuaternion(vertex.Normal, qFlippedYZ); var nUnrotatedScaled = nUnrotated.Multiply(objOffsetScaleFlipYZInv); nUnrotatedScaled = nUnrotatedScaled.Normalize; var nRerotatedScaled = RotateVectorByQuaternion(nUnrotatedScaled, qFlippedYZ.Conjugate); vertex.Normal = nRerotatedScaled; if (hasUV) { var indices = new int[3]; unsafe { fixed(int *indicesPtr = indices) { mesh.GetMapFaceIndex(1, face.MeshFaceIndex, new IntPtr(indicesPtr)); } } var texCoord = mesh.GetMapVertex(1, indices[facePart]); vertex.UV = Loader.Global.Point2.Create(texCoord.X, -texCoord.Y); } if (hasUV2) { var indices = new int[3]; unsafe { fixed(int *indicesPtr = indices) { mesh.GetMapFaceIndex(2, face.MeshFaceIndex, new IntPtr(indicesPtr)); } } var texCoord = mesh.GetMapVertex(2, indices[facePart]); vertex.UV2 = Loader.Global.Point2.Create(texCoord.X, -texCoord.Y); } if (hasColor) { var vertexColorIndex = (int)face.Color[facePart]; var vertexColor = mesh.GetColorVertex(vertexColorIndex); float alpha = 1; if (hasAlpha) { var indices = new int[3]; unsafe { fixed(int *indicesPtr = indices) { mesh.GetMapFaceIndex(-2, face.MeshFaceIndex, new IntPtr(indicesPtr)); } } var color = mesh.GetMapVertex(-2, indices[facePart]); alpha = color.X; } vertex.Color = new[] { vertexColor.X, vertexColor.Y, vertexColor.Z, alpha }; } if (skin != null) { float weight0 = 0; float weight1 = 0; float weight2 = 0; float weight3 = 0; int bone0 = bonesCount; int bone1 = bonesCount; int bone2 = bonesCount; int bone3 = bonesCount; var nbBones = skin.GetNumberOfBones(vertexIndex); if (nbBones > 0) { bone0 = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, 0).NodeID); weight0 = skin.GetWeight(vertexIndex, 0); } if (nbBones > 1) { bone1 = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, 1).NodeID); weight1 = skin.GetWeight(vertexIndex, 1); } if (nbBones > 2) { bone2 = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, 2).NodeID); weight2 = skin.GetWeight(vertexIndex, 2); } if (nbBones > 3) { bone3 = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, 3).NodeID); weight3 = skin.GetWeight(vertexIndex, 3); } if (nbBones == 0) { weight0 = 1.0f; bone0 = bonesCount; } vertex.Weights = Loader.Global.Point4.Create(weight0, weight1, weight2, weight3); vertex.BonesIndices = (bone3 << 24) | (bone2 << 16) | (bone1 << 8) | bone0; if (nbBones > 4) { bone0 = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, 4).NodeID); weight0 = skin.GetWeight(vertexIndex, 4); weight1 = 0; weight2 = 0; weight3 = 0; if (nbBones > 5) { bone1 = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, 5).NodeID); weight1 = skin.GetWeight(vertexIndex, 5); } if (nbBones > 6) { bone2 = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, 6).NodeID); weight2 = skin.GetWeight(vertexIndex, 6); } if (nbBones > 7) { bone3 = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, 7).NodeID); weight3 = skin.GetWeight(vertexIndex, 7); } vertex.WeightsExtra = Loader.Global.Point4.Create(weight0, weight1, weight2, weight3); vertex.BonesIndicesExtra = (bone3 << 24) | (bone2 << 16) | (bone1 << 8) | bone0; if (nbBones > 8) { RaiseError("Too many bones influences per vertex: " + nbBones + ". Babylon.js only support 8 bones influences per vertex.", 2); } } } if (verticesAlreadyExported != null) { if (verticesAlreadyExported[vertexIndex] != null) { var index = verticesAlreadyExported[vertexIndex].IndexOf(vertex); if (index > -1) { return(verticesAlreadyExported[vertexIndex][index].CurrentIndex); } } else { verticesAlreadyExported[vertexIndex] = new List <GlobalVertex>(); } vertex.CurrentIndex = vertices.Count; verticesAlreadyExported[vertexIndex].Add(vertex); } vertices.Add(vertex); return(vertices.Count - 1); }
private GLTFNode ExportMesh(BabylonMesh babylonMesh, GLTF gltf, GLTFNode gltfParentNode, BabylonScene babylonScene) { RaiseMessage("GLTFExporter.Mesh | Export mesh named: " + babylonMesh.name, 1); // -------------------------- // ---------- Node ---------- // -------------------------- RaiseMessage("GLTFExporter.Mesh | Node", 2); // Node var gltfNode = new GLTFNode(); gltfNode.name = babylonMesh.name; gltfNode.index = gltf.NodesList.Count; gltf.NodesList.Add(gltfNode); // Hierarchy if (gltfParentNode != null) { RaiseMessage("GLTFExporter.Mesh | Add " + babylonMesh.name + " as child to " + gltfParentNode.name, 3); gltfParentNode.ChildrenList.Add(gltfNode.index); } else { // It's a root node // Only root nodes are listed in a gltf scene RaiseMessage("GLTFExporter.Mesh | Add " + babylonMesh.name + " as root node to scene", 3); gltf.scenes[0].NodesList.Add(gltfNode.index); } // Transform gltfNode.translation = babylonMesh.position; // TODO - Choose between this method and the extra root node // Switch from left to right handed coordinate system //gltfNode.translation[0] *= -1; if (babylonMesh.rotationQuaternion != null) { gltfNode.rotation = babylonMesh.rotationQuaternion; } else { // Convert rotation vector to quaternion BabylonVector3 rotationVector3 = new BabylonVector3 { X = babylonMesh.rotation[0], Y = babylonMesh.rotation[1], Z = babylonMesh.rotation[2] }; gltfNode.rotation = rotationVector3.toQuaternionGltf().ToArray(); } gltfNode.scale = babylonMesh.scaling; // -------------------------- // --- Mesh from babylon ---- // -------------------------- if (babylonMesh.positions == null) { RaiseMessage("GLTFExporter.Mesh | Mesh is a dummy", 2); return(gltfNode); } RaiseMessage("GLTFExporter.Mesh | Mesh from babylon", 2); // Retreive general data from babylon mesh int nbVertices = babylonMesh.positions.Length / 3; bool hasUV = babylonMesh.uvs != null && babylonMesh.uvs.Length > 0; bool hasUV2 = babylonMesh.uvs2 != null && babylonMesh.uvs2.Length > 0; bool hasColor = babylonMesh.colors != null && babylonMesh.colors.Length > 0; RaiseMessage("GLTFExporter.Mesh | nbVertices=" + nbVertices, 3); RaiseMessage("GLTFExporter.Mesh | hasUV=" + hasUV, 3); RaiseMessage("GLTFExporter.Mesh | hasUV2=" + hasUV2, 3); RaiseMessage("GLTFExporter.Mesh | hasColor=" + hasColor, 3); // Retreive vertices data from babylon mesh List <GLTFGlobalVertex> globalVertices = new List <GLTFGlobalVertex>(); for (int indexVertex = 0; indexVertex < nbVertices; indexVertex++) { GLTFGlobalVertex globalVertex = new GLTFGlobalVertex(); globalVertex.Position = createIPoint3(babylonMesh.positions, indexVertex); // Switch from left to right handed coordinate system //globalVertex.Position.X *= -1; globalVertex.Normal = createIPoint3(babylonMesh.normals, indexVertex); if (hasUV) { globalVertex.UV = createIPoint2(babylonMesh.uvs, indexVertex); // For glTF, the origin of the UV coordinates (0, 0) corresponds to the upper left corner of a texture image // While for Babylon, it corresponds to the lower left corner of a texture image globalVertex.UV.Y = 1 - globalVertex.UV.Y; } if (hasUV2) { globalVertex.UV2 = createIPoint2(babylonMesh.uvs2, indexVertex); // For glTF, the origin of the UV coordinates (0, 0) corresponds to the upper left corner of a texture image // While for Babylon, it corresponds to the lower left corner of a texture image globalVertex.UV2.Y = 1 - globalVertex.UV2.Y; } if (hasColor) { globalVertex.Color = createIPoint4(babylonMesh.colors, indexVertex).ToArray(); } globalVertices.Add(globalVertex); } // Retreive indices from babylon mesh List <ushort> babylonIndices = new List <ushort>(); babylonIndices = babylonMesh.indices.ToList().ConvertAll(new Converter <int, ushort>(n => (ushort)n)); // For triangle primitives in gltf, the front face has a counter-clockwise (CCW) winding order // Swap face side //for (int i = 0; i < babylonIndices.Count; i += 3) //{ // var tmp = babylonIndices[i]; // babylonIndices[i] = babylonIndices[i + 2]; // babylonIndices[i + 2] = tmp; //} // -------------------------- // ------- Init glTF -------- // -------------------------- RaiseMessage("GLTFExporter.Mesh | Init glTF", 2); // Mesh var gltfMesh = new GLTFMesh { name = babylonMesh.name }; gltfMesh.index = gltf.MeshesList.Count; gltf.MeshesList.Add(gltfMesh); gltfNode.mesh = gltfMesh.index; gltfMesh.gltfNode = gltfNode; // Buffer var buffer = new GLTFBuffer { uri = gltfMesh.name + ".bin" }; buffer.index = gltf.BuffersList.Count; gltf.BuffersList.Add(buffer); // BufferView - Scalar var bufferViewScalar = new GLTFBufferView { name = "bufferViewScalar", buffer = buffer.index, Buffer = buffer }; bufferViewScalar.index = gltf.BufferViewsList.Count; gltf.BufferViewsList.Add(bufferViewScalar); // BufferView - Vector3 var bufferViewFloatVec3 = new GLTFBufferView { name = "bufferViewFloatVec3", buffer = buffer.index, Buffer = buffer, byteOffset = 0, byteStride = 12 // Field only defined for buffer views that contain vertex attributes. A vertex needs 3 * 4 bytes }; bufferViewFloatVec3.index = gltf.BufferViewsList.Count; gltf.BufferViewsList.Add(bufferViewFloatVec3); // BufferView - Vector4 GLTFBufferView bufferViewFloatVec4 = null; if (hasColor) { bufferViewFloatVec4 = new GLTFBufferView { name = "bufferViewFloatVec4", buffer = buffer.index, Buffer = buffer, byteOffset = 0, byteStride = 16 // Field only defined for buffer views that contain vertex attributes. A vertex needs 4 * 4 bytes }; bufferViewFloatVec4.index = gltf.BufferViewsList.Count; gltf.BufferViewsList.Add(bufferViewFloatVec4); } // BufferView - Vector2 GLTFBufferView bufferViewFloatVec2 = null; if (hasUV || hasUV2) { bufferViewFloatVec2 = new GLTFBufferView { name = "bufferViewFloatVec2", buffer = buffer.index, Buffer = buffer, byteStride = 8 // Field only defined for buffer views that contain vertex attributes. A vertex needs 2 * 4 bytes }; bufferViewFloatVec2.index = gltf.BufferViewsList.Count; gltf.BufferViewsList.Add(bufferViewFloatVec2); } // -------------------------- // ---- glTF primitives ----- // -------------------------- RaiseMessage("GLTFExporter.Mesh | glTF primitives", 2); var meshPrimitives = new List <GLTFMeshPrimitive>(); // Global vertices are sorted per submesh var globalVerticesSubMeshes = new List <List <GLTFGlobalVertex> >(); // In gltf, indices of each mesh primitive are 0-based (ie: min value is 0) // Thus, the gltf indices list is a concatenation of sub lists all 0-based // Example for 2 triangles, each being a submesh: // babylonIndices = {0,1,2, 3,4,5} gives as result gltfIndicies = {0,1,2, 0,1,2} var gltfIndices = new List <ushort>(); foreach (BabylonSubMesh babylonSubMesh in babylonMesh.subMeshes) { // -------------------------- // ------ SubMesh data ------ // -------------------------- List <GLTFGlobalVertex> globalVerticesSubMesh = globalVertices.GetRange(babylonSubMesh.verticesStart, babylonSubMesh.verticesCount); globalVerticesSubMeshes.Add(globalVerticesSubMesh); List <ushort> _indices = babylonIndices.GetRange(babylonSubMesh.indexStart, babylonSubMesh.indexCount); // Indices of this submesh / primitive are updated to be 0-based var minIndiceValue = _indices.Min(); // Should be equal to babylonSubMesh.indexStart for (int indexIndice = 0; indexIndice < _indices.Count; indexIndice++) { _indices[indexIndice] -= minIndiceValue; } gltfIndices.AddRange(_indices); // -------------------------- // -- Init glTF primitive --- // -------------------------- // MeshPrimitive var meshPrimitive = new GLTFMeshPrimitive { attributes = new Dictionary <string, int>() }; meshPrimitives.Add(meshPrimitive); // Accessor - Indices var accessorIndices = new GLTFAccessor { name = "accessorIndices", bufferView = bufferViewScalar.index, BufferView = bufferViewScalar, componentType = GLTFAccessor.ComponentType.UNSIGNED_SHORT, type = GLTFAccessor.TypeEnum.SCALAR.ToString() }; accessorIndices.index = gltf.AccessorsList.Count; gltf.AccessorsList.Add(accessorIndices); meshPrimitive.indices = accessorIndices.index; // Accessor - Positions var accessorPositions = new GLTFAccessor { name = "accessorPositions", bufferView = bufferViewFloatVec3.index, BufferView = bufferViewFloatVec3, componentType = GLTFAccessor.ComponentType.FLOAT, type = GLTFAccessor.TypeEnum.VEC3.ToString(), min = new float[] { float.MaxValue, float.MaxValue, float.MaxValue }, max = new float[] { float.MinValue, float.MinValue, float.MinValue } }; accessorPositions.index = gltf.AccessorsList.Count; gltf.AccessorsList.Add(accessorPositions); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.POSITION.ToString(), accessorPositions.index); // Accessor - Normals var accessorNormals = new GLTFAccessor { name = "accessorNormals", bufferView = bufferViewFloatVec3.index, BufferView = bufferViewFloatVec3, componentType = GLTFAccessor.ComponentType.FLOAT, type = GLTFAccessor.TypeEnum.VEC3.ToString() }; accessorNormals.index = gltf.AccessorsList.Count; gltf.AccessorsList.Add(accessorNormals); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.NORMAL.ToString(), accessorNormals.index); // Accessor - Colors GLTFAccessor accessorColors = null; if (hasColor) { accessorColors = new GLTFAccessor { name = "accessorColors", bufferView = bufferViewFloatVec4.index, BufferView = bufferViewFloatVec4, componentType = GLTFAccessor.ComponentType.FLOAT, type = GLTFAccessor.TypeEnum.VEC4.ToString() }; accessorColors.index = gltf.AccessorsList.Count; gltf.AccessorsList.Add(accessorColors); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.COLOR_0.ToString(), accessorColors.index); } // Accessor - UV GLTFAccessor accessorUVs = null; if (hasUV) { accessorUVs = new GLTFAccessor { name = "accessorUVs", bufferView = bufferViewFloatVec2.index, BufferView = bufferViewFloatVec2, componentType = GLTFAccessor.ComponentType.FLOAT, type = GLTFAccessor.TypeEnum.VEC2.ToString() }; accessorUVs.index = gltf.AccessorsList.Count; gltf.AccessorsList.Add(accessorUVs); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.TEXCOORD_0.ToString(), accessorUVs.index); } // Accessor - UV2 GLTFAccessor accessorUV2s = null; if (hasUV2) { accessorUV2s = new GLTFAccessor { name = "accessorUV2s", bufferView = bufferViewFloatVec2.index, BufferView = bufferViewFloatVec2, componentType = GLTFAccessor.ComponentType.FLOAT, type = GLTFAccessor.TypeEnum.VEC2.ToString() }; accessorUV2s.index = gltf.AccessorsList.Count; gltf.AccessorsList.Add(accessorUV2s); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.TEXCOORD_1.ToString(), accessorUV2s.index); } // -------------------------- // - Update glTF primitive -- // -------------------------- RaiseMessage("GLTFExporter.Mesh | Mesh as glTF", 3); // Material if (babylonMesh.materialId != null) { // Retreive the babylon material var babylonMaterialId = babylonMesh.materialId; var babylonMaterials = new List <BabylonMaterial>(babylonScene.materials); var babylonMaterial = babylonMaterials.Find(_babylonMaterial => _babylonMaterial.id == babylonMaterialId); if (babylonMaterial == null) { // It's a multi material var babylonMultiMaterials = new List <BabylonMultiMaterial>(babylonScene.multiMaterials); var babylonMultiMaterial = babylonMultiMaterials.Find(_babylonMultiMaterial => _babylonMultiMaterial.id == babylonMesh.materialId); babylonMaterialId = babylonMultiMaterial.materials[babylonSubMesh.materialIndex]; babylonMaterial = babylonMaterials.Find(_babylonMaterial => _babylonMaterial.id == babylonMaterialId); } // Update primitive material index var indexMaterial = babylonMaterialsToExport.FindIndex(_babylonMaterial => _babylonMaterial == babylonMaterial); if (indexMaterial == -1) { // Store material for exportation indexMaterial = babylonMaterialsToExport.Count; babylonMaterialsToExport.Add(babylonMaterial); } meshPrimitive.material = indexMaterial; // TODO - Add and retreive info from babylon material meshPrimitive.mode = GLTFMeshPrimitive.FillMode.TRIANGLES; } // Update min and max vertex position for each component (X, Y, Z) globalVerticesSubMesh.ForEach((globalVertex) => { var positionArray = new float[] { globalVertex.Position.X, globalVertex.Position.Y, globalVertex.Position.Z }; for (int indexComponent = 0; indexComponent < positionArray.Length; indexComponent++) { if (positionArray[indexComponent] < accessorPositions.min[indexComponent]) { accessorPositions.min[indexComponent] = positionArray[indexComponent]; } if (positionArray[indexComponent] > accessorPositions.max[indexComponent]) { accessorPositions.max[indexComponent] = positionArray[indexComponent]; } } }); // Update byte length and count of accessors, bufferViews and buffers // Scalar AddElementsToAccessor(accessorIndices, _indices.Count); // Vector3 AddElementsToAccessor(accessorPositions, globalVerticesSubMesh.Count); AddElementsToAccessor(accessorNormals, globalVerticesSubMesh.Count); // Vector4 if (hasColor) { AddElementsToAccessor(accessorColors, globalVerticesSubMesh.Count); } // Vector2 if (hasUV) { AddElementsToAccessor(accessorUVs, globalVerticesSubMesh.Count); } if (hasUV2) { AddElementsToAccessor(accessorUV2s, globalVerticesSubMesh.Count); } } gltfMesh.primitives = meshPrimitives.ToArray(); // Update byte offset of bufferViews GLTFBufferView lastBufferView = null; gltf.BufferViewsList.FindAll(bufferView => bufferView.buffer == buffer.index).ForEach(bufferView => { if (lastBufferView != null) { bufferView.byteOffset = lastBufferView.byteOffset + lastBufferView.byteLength; } lastBufferView = bufferView; }); // -------------------------- // --------- Saving --------- // -------------------------- string outputBinaryFile = Path.Combine(gltf.OutputPath, gltfMesh.name + ".bin"); RaiseMessage("GLTFExporter.Mesh | Saving " + outputBinaryFile, 2); // Write data to binary file using (BinaryWriter writer = new BinaryWriter(File.Open(outputBinaryFile, FileMode.Create))) { // BufferView - Scalar gltfIndices.ForEach(n => writer.Write(n)); // BufferView - Vector3 globalVerticesSubMeshes.ForEach(globalVerticesSubMesh => { List <float> vertices = globalVerticesSubMesh.SelectMany(v => new[] { v.Position.X, v.Position.Y, v.Position.Z }).ToList(); vertices.ForEach(n => writer.Write(n)); List <float> normals = globalVerticesSubMesh.SelectMany(v => new[] { v.Normal.X, v.Normal.Y, v.Normal.Z }).ToList(); normals.ForEach(n => writer.Write(n)); }); // BufferView - Vector4 globalVerticesSubMeshes.ForEach(globalVerticesSubMesh => { if (hasColor) { List <float> colors = globalVerticesSubMesh.SelectMany(v => new[] { v.Color[0], v.Color[1], v.Color[2], v.Color[3] }).ToList(); colors.ForEach(n => writer.Write(n)); } }); // BufferView - Vector2 globalVerticesSubMeshes.ForEach(globalVerticesSubMesh => { if (hasUV) { List <float> uvs = globalVerticesSubMesh.SelectMany(v => new[] { v.UV.X, v.UV.Y }).ToList(); uvs.ForEach(n => writer.Write(n)); } if (hasUV2) { List <float> uvs2 = globalVerticesSubMesh.SelectMany(v => new[] { v.UV2.X, v.UV2.Y }).ToList(); uvs2.ForEach(n => writer.Write(n)); } }); } return(gltfNode); }
/// <summary> /// Create a gltf node from the babylon node. /// </summary> /// <param name="babylonNode"></param> /// <param name="gltf"></param> /// <param name="babylonScene"></param> /// <param name="gltfParentNode">The parent of the glTF node that will be created.</param> /// <returns>The gltf node created.</returns> private GLTFNode ExportNode(BabylonNode babylonNode, GLTF gltf, BabylonScene babylonScene, GLTFNode gltfParentNode) { logger.RaiseMessage($"GLTFExporter | ExportNode {babylonNode.name}", 1); GLTFNode gltfNode = null; var type = babylonNode.GetType(); var nodeNodePair = nodeToGltfNodeMap.FirstOrDefault(pair => pair.Key.id.Equals(babylonNode.id)); if (nodeNodePair.Key != null) { return(nodeNodePair.Value); } // Node gltfNode = new GLTFNode { name = GetUniqueNodeName(babylonNode.name), index = gltf.NodesList.Count }; // User Custom Attributes if (babylonNode.metadata != null && babylonNode.metadata.Count != 0) { gltfNode.extras = babylonNode.metadata; } gltf.NodesList.Add(gltfNode); // add the node to the gltf list nodeToGltfNodeMap.Add(babylonNode, gltfNode); // add the node to the global map // Hierarchy if (gltfParentNode != null) { logger.RaiseMessage("GLTFExporter.Node| Add " + babylonNode.name + " as child to " + gltfParentNode.name, 2); gltfParentNode.ChildrenList.Add(gltfNode.index); gltfNode.parent = gltfParentNode; } else { // It's a root node // Only root nodes are listed in a gltf scene logger.RaiseMessage("GLTFExporter.Node | Add " + babylonNode.name + " as root node to scene", 2); gltf.scenes[0].NodesList.Add(gltfNode.index); } // TRS if (exportParameters.exportAnimationsOnly == false) { // Position gltfNode.translation = babylonNode.position; // Rotation if (babylonNode.rotationQuaternion != null) { gltfNode.rotation = babylonNode.rotationQuaternion; } else { // Convert rotation vector to quaternion BabylonVector3 rotationVector3 = new BabylonVector3 { X = babylonNode.rotation[0], Y = babylonNode.rotation[1], Z = babylonNode.rotation[2] }; gltfNode.rotation = rotationVector3.toQuaternion().ToArray(); } // Scale gltfNode.scale = babylonNode.scaling; // Switch coordinate system at object level gltfNode.translation[2] *= -1; gltfNode.rotation[0] *= -1; gltfNode.rotation[1] *= -1; } ExportGLTFExtension(babylonNode, ref gltfNode, gltf); return(gltfNode); }
/// <summary> /// Create a gltf node from the babylon node. /// </summary> /// <param name="babylonNode"></param> /// <param name="gltf"></param> /// <param name="babylonScene"></param> /// <param name="gltfParentNode">The parent of the glTF node that will be created.</param> /// <returns>The gltf node created.</returns> private GLTFNode ExportNode(BabylonNode babylonNode, GLTF gltf, BabylonScene babylonScene, GLTFNode gltfParentNode) { RaiseMessage($"GLTFExporter | ExportNode {babylonNode.name}", 1); GLTFNode gltfNode = null; var type = babylonNode.GetType(); var nodeNodePair = nodeToGltfNodeMap.FirstOrDefault(pair => pair.Key.id.Equals(babylonNode.id)); if (nodeNodePair.Key != null) { return(nodeNodePair.Value); } var boneNodePair = boneToGltfNodeMap.FirstOrDefault(pair => pair.Key.id.Equals(babylonNode.id)); if (boneNodePair.Key != null) { return(boneNodePair.Value); } // Node gltfNode = new GLTFNode { name = GetUniqueNodeName(babylonNode.name), index = gltf.NodesList.Count }; gltf.NodesList.Add(gltfNode); // add the node to the gltf list nodeToGltfNodeMap.Add(babylonNode, gltfNode); // add the node to the global map // Hierarchy if (gltfParentNode != null) { RaiseMessage("GLTFExporter.Node| Add " + babylonNode.name + " as child to " + gltfParentNode.name, 2); gltfParentNode.ChildrenList.Add(gltfNode.index); gltfNode.parent = gltfParentNode; } else { // It's a root node // Only root nodes are listed in a gltf scene RaiseMessage("GLTFExporter.Node | Add " + babylonNode.name + " as root node to scene", 2); gltf.scenes[0].NodesList.Add(gltfNode.index); } // Transform // Position gltfNode.translation = babylonNode.position; // Rotation if (babylonNode.rotationQuaternion != null) { gltfNode.rotation = babylonNode.rotationQuaternion; } else { // Convert rotation vector to quaternion BabylonVector3 rotationVector3 = new BabylonVector3 { X = babylonNode.rotation[0], Y = babylonNode.rotation[1], Z = babylonNode.rotation[2] }; gltfNode.rotation = rotationVector3.toQuaternion().ToArray(); } // Scale gltfNode.scale = babylonNode.scaling; // Switch coordinate system at object level gltfNode.translation[2] *= -1; gltfNode.rotation[0] *= -1; gltfNode.rotation[1] *= -1; // Kuesa layers if (exportParameters.kuesaExportLayers && babylonNode.kuesaLayers != null) { Dictionary <string, List <int> > layers = new Dictionary <string, List <int> >(); List <int> indexes = babylonNode.kuesaLayers.ToList <int>(); layers["layers"] = new List <int>(); layers["layers"].AddRange(indexes); if (gltfNode.extensions == null) { gltfNode.extensions = new GLTFExtensions(); } gltfNode.extensions["KDAB_Kuesa_Layers"] = layers; } return(gltfNode); }
private GLTFAnimation ExportBoneAnimation(BabylonBone babylonBone, GLTF gltf, GLTFNode gltfNode) { GLTFAnimation gltfAnimation = null; if (gltf.AnimationsList.Count > 0) { gltfAnimation = gltf.AnimationsList[0]; } else { gltfAnimation = new GLTFAnimation(); gltf.AnimationsList.Add(gltfAnimation); } var channelList = gltfAnimation.ChannelList; var samplerList = gltfAnimation.SamplerList; if (babylonBone.animation != null && babylonBone.animation.property == "_matrix") { RaiseMessage("GLTFExporter.Animation | Export animation of bone named: " + babylonBone.name, 2); var babylonAnimation = babylonBone.animation; // --- Input --- var accessorInput = _createAndPopulateInput(gltf, babylonAnimation); // --- Output --- var paths = new string[] { "translation", "rotation", "scale" }; var accessorOutputByPath = new Dictionary <string, GLTFAccessor>(); foreach (string path in paths) { GLTFAccessor accessorOutput = _createAccessorOfPath(path, gltf); accessorOutputByPath.Add(path, accessorOutput); } // Populate accessors foreach (var babylonAnimationKey in babylonAnimation.keys) { var matrix = new BabylonMatrix(); matrix.m = babylonAnimationKey.values; var translationBabylon = new BabylonVector3(); var rotationQuatBabylon = new BabylonQuaternion(); var scaleBabylon = new BabylonVector3(); matrix.decompose(scaleBabylon, rotationQuatBabylon, translationBabylon); translationBabylon.Z *= -1; BabylonVector3 rotationVector3 = rotationQuatBabylon.toEulerAngles(); rotationVector3.X *= -1; rotationVector3.Y *= -1; rotationQuatBabylon = rotationVector3.toQuaternion(); var outputValuesByPath = new Dictionary <string, float[]>(); outputValuesByPath.Add("translation", translationBabylon.ToArray()); outputValuesByPath.Add("rotation", rotationQuatBabylon.ToArray()); outputValuesByPath.Add("scale", scaleBabylon.ToArray()); // Store values as bytes foreach (string path in paths) { var accessorOutput = accessorOutputByPath[path]; var outputValues = outputValuesByPath[path]; foreach (var outputValue in outputValues) { accessorOutput.bytesList.AddRange(BitConverter.GetBytes(outputValue)); } accessorOutput.count++; } } ; foreach (string path in paths) { var accessorOutput = accessorOutputByPath[path]; // Animation sampler var gltfAnimationSampler = new GLTFAnimationSampler { input = accessorInput.index, output = accessorOutput.index }; gltfAnimationSampler.index = samplerList.Count; samplerList.Add(gltfAnimationSampler); // Target var gltfTarget = new GLTFChannelTarget { node = gltfNode.index }; gltfTarget.path = path; // Channel var gltfChannel = new GLTFChannel { sampler = gltfAnimationSampler.index, target = gltfTarget }; channelList.Add(gltfChannel); } } return(gltfAnimation); }
private GLTFSkin ExportSkin(BabylonSkeleton babylonSkeleton, GLTF gltf, GLTFNode gltfNode) { RaiseMessage("GLTFExporter.Skin | Export skin of node '" + gltfNode.name + "' based on skeleton '" + babylonSkeleton.name + "'", 2); // Retreive gltf skeleton data if babylon skeleton has already been exported if (!alreadyExportedSkeletons.ContainsKey(babylonSkeleton)) { alreadyExportedSkeletons.Add(babylonSkeleton, new BabylonSkeletonExportData()); // Switch coordinate system at object level foreach (var babylonBone in babylonSkeleton.bones) { var boneLocalMatrix = new BabylonMatrix(); boneLocalMatrix.m = babylonBone.matrix; var translationBabylon = new BabylonVector3(); var rotationQuatBabylon = new BabylonQuaternion(); var scale = new BabylonVector3(); boneLocalMatrix.decompose(scale, rotationQuatBabylon, translationBabylon); translationBabylon.Z *= -1; rotationQuatBabylon.X *= -1; rotationQuatBabylon.Y *= -1; boneLocalMatrix = BabylonMatrix.Compose(scale, rotationQuatBabylon, translationBabylon); babylonBone.matrix = boneLocalMatrix.m; } } var babylonSkeletonExportData = alreadyExportedSkeletons[babylonSkeleton]; // Skin var nameSuffix = babylonSkeletonExportData.nb != 0 ? "_" + babylonSkeletonExportData.nb : ""; GLTFSkin gltfSkin = new GLTFSkin { name = babylonSkeleton.name + nameSuffix }; gltfSkin.index = gltf.SkinsList.Count; gltf.SkinsList.Add(gltfSkin); babylonSkeletonExportData.nb++; var bones = new List <BabylonBone>(babylonSkeleton.bones); // Compute and store world matrix of each bone var bonesWorldMatrices = new Dictionary <int, BabylonMatrix>(); foreach (var babylonBone in babylonSkeleton.bones) { if (!bonesWorldMatrices.ContainsKey(babylonBone.index)) { BabylonMatrix boneWorldMatrix = _getBoneWorldMatrix(babylonBone, bones); bonesWorldMatrices.Add(babylonBone.index, boneWorldMatrix); } } // Buffer var buffer = GLTFBufferService.Instance.GetBuffer(gltf); // Accessor - InverseBindMatrices var accessorInverseBindMatrices = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewFloatMat4(gltf, buffer), "accessorInverseBindMatrices", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.MAT4 ); gltfSkin.inverseBindMatrices = accessorInverseBindMatrices.index; // World matrix of the node var nodeWorldMatrix = _getNodeWorldMatrix(gltfNode); var gltfJoints = new List <int>(); foreach (var babylonBone in babylonSkeleton.bones) { GLTFNode gltfBoneNode = null; if (!babylonSkeletonExportData.nodeByBone.ContainsKey(babylonBone)) { // Export bone as a new node gltfBoneNode = _exportBone(babylonBone, gltf, babylonSkeleton, bones); babylonSkeletonExportData.nodeByBone.Add(babylonBone, gltfBoneNode); } gltfBoneNode = babylonSkeletonExportData.nodeByBone[babylonBone]; gltfJoints.Add(gltfBoneNode.index); // Set this bone as skeleton if it is a root // Meaning of 'skeleton' here is the top root bone if (babylonBone.parentBoneIndex == -1) { gltfSkin.skeleton = gltfBoneNode.index; } // Compute inverseBindMatrice for this bone when attached to this node var boneLocalMatrix = new BabylonMatrix(); boneLocalMatrix.m = babylonBone.matrix; //printMatrix("boneLocalMatrix[" + babylonBone.name + "]", boneLocalMatrix); BabylonMatrix boneWorldMatrix = null; if (babylonBone.parentBoneIndex == -1) { boneWorldMatrix = boneLocalMatrix; } else { var parentWorldMatrix = bonesWorldMatrices[babylonBone.parentBoneIndex]; // Remove scale of parent // This actually enable to take into account the scale of the bones, except for the root one parentWorldMatrix = _removeScale(parentWorldMatrix); boneWorldMatrix = boneLocalMatrix * parentWorldMatrix; } //printMatrix("boneWorldMatrix[" + babylonBone.name + "]", boneWorldMatrix); var inverseBindMatrices = nodeWorldMatrix * BabylonMatrix.Invert(boneWorldMatrix); // Populate accessor List <float> matrix = new List <float>(inverseBindMatrices.m); matrix.ForEach(n => accessorInverseBindMatrices.bytesList.AddRange(BitConverter.GetBytes(n))); accessorInverseBindMatrices.count++; } gltfSkin.joints = gltfJoints.ToArray(); return(gltfSkin); }
private void ExportBoneAnimation(GLTFAnimation gltfAnimation, int startFrame, int endFrame, GLTF gltf, BabylonNode babylonNode, GLTFNode gltfNode, BabylonAnimationGroup animationGroup = null) { var channelList = gltfAnimation.ChannelList; var samplerList = gltfAnimation.SamplerList; if (babylonNode.animations != null && babylonNode.animations[0].property == "_matrix") { logger.RaiseMessage("GLTFExporter.Animation | Export animation of bone named: " + babylonNode.name, 2); BabylonAnimation babylonAnimation = null; if (animationGroup != null) { var targetedAnimation = animationGroup.targetedAnimations.FirstOrDefault(animation => animation.targetId == babylonNode.id); if (targetedAnimation != null) { babylonAnimation = targetedAnimation.animation; } } // otherwise fall back to the full animation track on the node. if (babylonAnimation == null) { babylonAnimation = babylonNode.animations[0]; } var babylonAnimationKeysInRange = babylonAnimation.keys.Where(key => key.frame >= startFrame && key.frame <= endFrame); if (babylonAnimationKeysInRange.Count() <= 0) { return; } // --- Input --- var accessorInput = _createAndPopulateInput(gltf, babylonAnimation, startFrame, endFrame); if (accessorInput == null) { return; } // --- Output --- var paths = new string[] { "translation", "rotation", "scale" }; var accessorOutputByPath = new Dictionary <string, GLTFAccessor>(); foreach (string path in paths) { GLTFAccessor accessorOutput = _createAccessorOfPath(path, gltf); accessorOutputByPath.Add(path, accessorOutput); } // Populate accessors foreach (var babylonAnimationKey in babylonAnimationKeysInRange) { var matrix = new BabylonMatrix(); matrix.m = babylonAnimationKey.values; var translationBabylon = new BabylonVector3(); var rotationQuatBabylon = new BabylonQuaternion(); var scaleBabylon = new BabylonVector3(); matrix.decompose(scaleBabylon, rotationQuatBabylon, translationBabylon); // Switch coordinate system at object level translationBabylon.Z *= -1; rotationQuatBabylon.X *= -1; rotationQuatBabylon.Y *= -1; var outputValuesByPath = new Dictionary <string, float[]>(); outputValuesByPath.Add("translation", translationBabylon.ToArray()); outputValuesByPath.Add("rotation", rotationQuatBabylon.ToArray()); outputValuesByPath.Add("scale", scaleBabylon.ToArray()); // Store values as bytes foreach (string path in paths) { var accessorOutput = accessorOutputByPath[path]; var outputValues = outputValuesByPath[path]; foreach (var outputValue in outputValues) { accessorOutput.bytesList.AddRange(BitConverter.GetBytes(outputValue)); } accessorOutput.count++; } } ; foreach (string path in paths) { var accessorOutput = accessorOutputByPath[path]; // Animation sampler var gltfAnimationSampler = new GLTFAnimationSampler { input = accessorInput.index, output = accessorOutput.index }; gltfAnimationSampler.index = samplerList.Count; samplerList.Add(gltfAnimationSampler); // Target var gltfTarget = new GLTFChannelTarget { node = gltfNode.index }; gltfTarget.path = path; // Channel var gltfChannel = new GLTFChannel { sampler = gltfAnimationSampler.index, target = gltfTarget }; channelList.Add(gltfChannel); } } ExportGLTFExtension(babylonNode, ref gltfAnimation, gltf); }
private GLTFCamera ExportCamera(BabylonCamera babylonCamera, GLTF gltf, GLTFNode gltfParentNode) { RaiseMessage("GLTFExporter.Camera | Export camera named: " + babylonCamera.name, 1); // -------------------------- // ---------- Node ---------- // -------------------------- RaiseMessage("GLTFExporter.Camera | Node", 2); // Node var gltfNode = new GLTFNode(); gltfNode.name = GetUniqueNodeName(babylonCamera.name); gltfNode.index = gltf.NodesList.Count; gltf.NodesList.Add(gltfNode); // Hierarchy if (gltfParentNode != null) { RaiseMessage("GLTFExporter.Camera | Add " + babylonCamera.name + " as child to " + gltfParentNode.name, 3); gltfParentNode.ChildrenList.Add(gltfNode.index); gltfNode.parent = gltfParentNode; } else { // It's a root node // Only root nodes are listed in a gltf scene RaiseMessage("GLTFExporter.Camera | Add " + babylonCamera.name + " as root node to scene", 3); gltf.scenes[0].NodesList.Add(gltfNode.index); } // Transform gltfNode.translation = babylonCamera.position; if (babylonCamera.rotationQuaternion != null) { gltfNode.rotation = babylonCamera.rotationQuaternion; } else { // Convert rotation vector to quaternion BabylonVector3 rotationVector3 = new BabylonVector3 { X = babylonCamera.rotation[0], Y = babylonCamera.rotation[1], Z = babylonCamera.rotation[2] }; gltfNode.rotation = rotationVector3.toQuaternion().ToArray(); } // No scaling defined for babylon camera. Use identity instead. gltfNode.scale = new float[3] { 1, 1, 1 }; // Switch coordinate system at object level gltfNode.translation[2] *= -1; gltfNode.rotation[0] *= -1; gltfNode.rotation[1] *= -1; // Animations ExportNodeAnimation(babylonCamera, gltf, gltfNode); // --- prints --- #region prints RaiseVerbose("GLTFExporter.Camera | babylonCamera data", 2); RaiseVerbose("GLTFExporter.Camera | babylonCamera.type=" + babylonCamera.type, 3); RaiseVerbose("GLTFExporter.Camera | babylonCamera.fov=" + babylonCamera.fov, 3); RaiseVerbose("GLTFExporter.Camera | babylonCamera.maxZ=" + babylonCamera.maxZ, 3); RaiseVerbose("GLTFExporter.Camera | babylonCamera.minZ=" + babylonCamera.minZ, 3); #endregion // -------------------------- // ------- gltfCamera ------- // -------------------------- RaiseMessage("GLTFExporter.Camera | create gltfCamera", 2); // Camera var gltfCamera = new GLTFCamera { name = babylonCamera.name }; gltfCamera.index = gltf.CamerasList.Count; gltf.CamerasList.Add(gltfCamera); gltfNode.camera = gltfCamera.index; gltfCamera.gltfNode = gltfNode; // Camera type switch (babylonCamera.mode) { case (BabylonCamera.CameraMode.ORTHOGRAPHIC_CAMERA): var gltfCameraOrthographic = new GLTFCameraOrthographic(); gltfCameraOrthographic.xmag = 1; // Do not bother about it - still mandatory gltfCameraOrthographic.ymag = 1; // Do not bother about it - still mandatory gltfCameraOrthographic.zfar = babylonCamera.maxZ; gltfCameraOrthographic.znear = babylonCamera.minZ; gltfCamera.type = GLTFCamera.CameraType.orthographic.ToString(); gltfCamera.orthographic = gltfCameraOrthographic; break; case (BabylonCamera.CameraMode.PERSPECTIVE_CAMERA): var gltfCameraPerspective = new GLTFCameraPerspective(); gltfCameraPerspective.aspectRatio = null; // Do not bother about it - use default glTF value gltfCameraPerspective.yfov = babylonCamera.fov; // Babylon camera fov mode is assumed to be vertical (FOVMODE_VERTICAL_FIXED) gltfCameraPerspective.zfar = babylonCamera.maxZ; gltfCameraPerspective.znear = babylonCamera.minZ; gltfCamera.type = GLTFCamera.CameraType.perspective.ToString(); gltfCamera.perspective = gltfCameraPerspective; break; default: RaiseError("GLTFExporter.Camera | camera mode not found"); break; } return(gltfCamera); }