public static void parseUnityLight(Transform tr) { switch (tr.GetComponent <Light>().type) { case LightType.Point: GlTF_PointLight pl = new GlTF_PointLight(); pl.color = new GlTF_ColorRGB(tr.GetComponent <Light>().color); pl.name = GlTF_Writer.cleanNonAlphanumeric(tr.name); GlTF_Writer.lights.Add(pl); break; case LightType.Spot: GlTF_SpotLight sl = new GlTF_SpotLight(); sl.color = new GlTF_ColorRGB(tr.GetComponent <Light>().color); sl.name = GlTF_Writer.cleanNonAlphanumeric(tr.name); GlTF_Writer.lights.Add(sl); break; case LightType.Directional: GlTF_DirectionalLight dl = new GlTF_DirectionalLight(); dl.color = new GlTF_ColorRGB(tr.GetComponent <Light>().color); dl.name = GlTF_Writer.cleanNonAlphanumeric(tr.name); GlTF_Writer.lights.Add(dl); break; case LightType.Area: GlTF_AmbientLight al = new GlTF_AmbientLight(); al.color = new GlTF_ColorRGB(tr.GetComponent <Light>().color); al.name = GlTF_Writer.cleanNonAlphanumeric(tr.name); GlTF_Writer.lights.Add(al); break; } }
public static void parseUnityCamera(Transform tr) { if (tr.GetComponent <Camera>().orthographic) { GlTF_Orthographic cam; cam = new GlTF_Orthographic(); cam.type = "orthographic"; cam.zfar = tr.GetComponent <Camera>().farClipPlane; cam.znear = tr.GetComponent <Camera>().nearClipPlane; cam.name = GlTF_Writer.cleanNonAlphanumeric(tr.name); //cam.orthographic.xmag = tr.camera. GlTF_Writer.cameras.Add(cam); } else { GlTF_Perspective cam; cam = new GlTF_Perspective(); cam.type = "perspective"; cam.zfar = tr.GetComponent <Camera>().farClipPlane; cam.znear = tr.GetComponent <Camera>().nearClipPlane; cam.aspect_ratio = tr.GetComponent <Camera>().aspect; cam.yfov = tr.GetComponent <Camera>().fieldOfView; cam.name = GlTF_Writer.cleanNonAlphanumeric(tr.name); GlTF_Writer.cameras.Add(cam); } }
public static GlTF_Light parseUnityLight(Transform tr, bool halfSpotAngle, bool quadraticAttenuation) { switch (tr.GetComponent <Light>().type) { case LightType.Point: GlTF_PointLight pl = new GlTF_PointLight(); pl.color = new GlTF_ColorRGB(tr.GetComponent <Light>().color); pl.name = GlTF_Writer.cleanNonAlphanumeric(tr.name); pl.intensity = tr.GetComponent <Light>().intensity; pl.range = tr.GetComponent <Light>().range; pl.halfSpotAngle = halfSpotAngle; pl.quadraticAttenuation = quadraticAttenuation; GlTF_Writer.lights.Add(pl); return(pl); case LightType.Spot: GlTF_SpotLight sl = new GlTF_SpotLight(); sl.color = new GlTF_ColorRGB(tr.GetComponent <Light>().color); sl.name = GlTF_Writer.cleanNonAlphanumeric(tr.name); sl.intensity = tr.GetComponent <Light>().intensity; sl.range = tr.GetComponent <Light>().range; sl.spotAngle = tr.GetComponent <Light>().spotAngle; sl.halfSpotAngle = halfSpotAngle; sl.quadraticAttenuation = quadraticAttenuation; GlTF_Writer.lights.Add(sl); return(sl); case LightType.Directional: GlTF_DirectionalLight dl = new GlTF_DirectionalLight(); dl.color = new GlTF_ColorRGB(tr.GetComponent <Light>().color); dl.name = GlTF_Writer.cleanNonAlphanumeric(tr.name); dl.intensity = tr.GetComponent <Light>().intensity; dl.halfSpotAngle = halfSpotAngle; dl.quadraticAttenuation = quadraticAttenuation; GlTF_Writer.lights.Add(dl); return(dl); case LightType.Area: GlTF_AmbientLight al = new GlTF_AmbientLight(); al.color = new GlTF_ColorRGB(tr.GetComponent <Light>().color); al.name = GlTF_Writer.cleanNonAlphanumeric(tr.name); al.intensity = tr.GetComponent <Light>().intensity; al.halfSpotAngle = halfSpotAngle; al.quadraticAttenuation = quadraticAttenuation; GlTF_Writer.lights.Add(al); return(al); } return(null); }
public IEnumerator Export(string path, Preset presetAsset, bool buildZip, bool exportPBRMaterials, bool exportAnimation = true, bool doConvertImages = false) { writer = new GlTF_Writer(); writer.Init(); done = false; bool debugRightHandedScale = false; GlTF_Writer.exportedFiles.Clear(); if (debugRightHandedScale) { GlTF_Writer.convertRightHanded = false; } writer.extraString.Add("exporterVersion", GlTF_Writer.exporterVersion); // Create rootNode GlTF_Node correctionNode = new GlTF_Node(); correctionNode.id = "UnityGlTF_root"; correctionNode.name = "UnityGlTF_root"; GlTF_Writer.nodes.Add(correctionNode); GlTF_Writer.nodeNames.Add(correctionNode.name); GlTF_Writer.rootNodes.Add(correctionNode); //path = toGlTFname(path); savedPath = Path.GetDirectoryName(path); // Temp list to keep track of skeletons Dictionary <string, GlTF_Skin> parsedSkins = new Dictionary <string, GlTF_Skin>(); parsedSkins.Clear(); // first, collect objects in the scene, add to lists Transform[] transforms = Selection.GetTransforms(SelectionMode.Deep); List <Transform> trs = new List <Transform>(transforms); // Prefilter selected nodes and look for skinning in order to list "bones" nodes //FIXME: improve this List <Transform> bones = new List <Transform>(); foreach (Transform tr in trs) { if (!tr.gameObject.activeSelf) { continue; } SkinnedMeshRenderer skin = tr.GetComponent <SkinnedMeshRenderer>(); if (skin) { foreach (Transform bone in skin.bones) { bones.Add(bone); } } } nbSelectedObjects = trs.Count; int nbDisabledObjects = 0; foreach (Transform tr in trs) { if (tr.gameObject.activeInHierarchy == false) { nbDisabledObjects++; continue; } // Initialize the node GlTF_Node node = new GlTF_Node(); node.id = GlTF_Node.GetNameFromObject(tr); node.name = GlTF_Writer.cleanNonAlphanumeric(tr.name); if (tr.GetComponent <Camera>() != null) { parseUnityCamera(tr); } if (tr.GetComponent <Light>() != null) { parseUnityLight(tr); } Mesh m = GetMesh(tr); if (m != null) { GlTF_Mesh mesh = new GlTF_Mesh(); mesh.name = GlTF_Writer.cleanNonAlphanumeric(GlTF_Mesh.GetNameFromObject(m) + tr.name); GlTF_Accessor positionAccessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "position"), GlTF_Accessor.Type.VEC3, GlTF_Accessor.ComponentType.FLOAT); positionAccessor.bufferView = GlTF_Writer.vec3BufferView; GlTF_Writer.accessors.Add(positionAccessor); GlTF_Accessor normalAccessor = null; if (m.normals.Length > 0) { normalAccessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "normal"), GlTF_Accessor.Type.VEC3, GlTF_Accessor.ComponentType.FLOAT); normalAccessor.bufferView = GlTF_Writer.vec3BufferView; GlTF_Writer.accessors.Add(normalAccessor); } GlTF_Accessor colorAccessor = null; if (m.colors.Length > 0) { colorAccessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "color"), GlTF_Accessor.Type.VEC4, GlTF_Accessor.ComponentType.FLOAT); colorAccessor.bufferView = GlTF_Writer.vec4BufferView; GlTF_Writer.accessors.Add(colorAccessor); } GlTF_Accessor uv0Accessor = null; if (m.uv.Length > 0) { uv0Accessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "uv0"), GlTF_Accessor.Type.VEC2, GlTF_Accessor.ComponentType.FLOAT); uv0Accessor.bufferView = GlTF_Writer.vec2BufferView; GlTF_Writer.accessors.Add(uv0Accessor); } GlTF_Accessor uv1Accessor = null; if (m.uv2.Length > 0) { // check if object is affected by a lightmap uv1Accessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "uv1"), GlTF_Accessor.Type.VEC2, GlTF_Accessor.ComponentType.FLOAT); uv1Accessor.bufferView = GlTF_Writer.vec2BufferView; GlTF_Writer.accessors.Add(uv1Accessor); } GlTF_Accessor uv2Accessor = null; if (m.uv3.Length > 0) { uv2Accessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "uv2"), GlTF_Accessor.Type.VEC2, GlTF_Accessor.ComponentType.FLOAT); uv2Accessor.bufferView = GlTF_Writer.vec2BufferView; GlTF_Writer.accessors.Add(uv2Accessor); } GlTF_Accessor uv3Accessor = null; if (m.uv4.Length > 0) { uv3Accessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "uv3"), GlTF_Accessor.Type.VEC2, GlTF_Accessor.ComponentType.FLOAT); uv3Accessor.bufferView = GlTF_Writer.vec2BufferView; GlTF_Writer.accessors.Add(uv3Accessor); } GlTF_Accessor jointAccessor = null; if (exportAnimation && m.boneWeights.Length > 0) { jointAccessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "joints"), GlTF_Accessor.Type.VEC4, GlTF_Accessor.ComponentType.USHORT); jointAccessor.bufferView = GlTF_Writer.vec4UshortBufferView; GlTF_Writer.accessors.Add(jointAccessor); } GlTF_Accessor weightAccessor = null; if (exportAnimation && m.boneWeights.Length > 0) { weightAccessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "weights"), GlTF_Accessor.Type.VEC4, GlTF_Accessor.ComponentType.FLOAT); weightAccessor.bufferView = GlTF_Writer.vec4BufferView; GlTF_Writer.accessors.Add(weightAccessor); } GlTF_Accessor tangentAccessor = null; if (m.tangents.Length > 0) { tangentAccessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "tangents"), GlTF_Accessor.Type.VEC4, GlTF_Accessor.ComponentType.FLOAT); tangentAccessor.bufferView = GlTF_Writer.vec4BufferView; GlTF_Writer.accessors.Add(tangentAccessor); } var smCount = m.subMeshCount; for (var i = 0; i < smCount; ++i) { GlTF_Primitive primitive = new GlTF_Primitive(); primitive.name = GlTF_Primitive.GetNameFromObject(m, i); primitive.index = i; GlTF_Attributes attributes = new GlTF_Attributes(); attributes.positionAccessor = positionAccessor; attributes.normalAccessor = normalAccessor; attributes.colorAccessor = colorAccessor; attributes.texCoord0Accessor = uv0Accessor; attributes.texCoord1Accessor = uv1Accessor; attributes.texCoord2Accessor = uv2Accessor; attributes.texCoord3Accessor = uv3Accessor; attributes.jointAccessor = jointAccessor; attributes.weightAccessor = weightAccessor; attributes.tangentAccessor = tangentAccessor; primitive.attributes = attributes; GlTF_Accessor indexAccessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "indices_" + i), GlTF_Accessor.Type.SCALAR, GlTF_Accessor.ComponentType.USHORT); indexAccessor.bufferView = GlTF_Writer.ushortBufferView; GlTF_Writer.accessors.Add(indexAccessor); primitive.indices = indexAccessor; var mr = GetRenderer(tr); var sm = mr.sharedMaterials; if (i < sm.Length) { var mat = sm[i]; var matName = GlTF_Material.GetNameFromObject(mat); if (GlTF_Writer.materialNames.Contains(matName)) { primitive.materialIndex = GlTF_Writer.materialNames.IndexOf(matName); // THIS INDIRECTION CAN BE REMOVED! } else { GlTF_Material material = new GlTF_Material(); material.name = GlTF_Writer.cleanNonAlphanumeric(mat.name); primitive.materialIndex = GlTF_Writer.materials.Count; GlTF_Writer.materialNames.Add(matName); GlTF_Writer.materials.Add(material); //technique var s = mat.shader; var techName = GlTF_Technique.GetNameFromObject(s); if (GlTF_Writer.techniqueNames.Contains(techName)) { material.instanceTechniqueIndex = GlTF_Writer.techniqueNames.IndexOf(techName); // THIS INDIRECTION CAN BE REMOVED! } else { GlTF_Technique tech = new GlTF_Technique(); tech.name = techName; GlTF_Technique.Parameter tParam = new GlTF_Technique.Parameter(); tParam.name = "position"; tParam.type = GlTF_Technique.Type.FLOAT_VEC3; tParam.semantic = GlTF_Technique.Semantic.POSITION; tech.parameters.Add(tParam); GlTF_Technique.Attribute tAttr = new GlTF_Technique.Attribute(); tAttr.name = "a_position"; tAttr.param = tParam.name; tech.attributes.Add(tAttr); if (normalAccessor != null) { tParam = new GlTF_Technique.Parameter(); tParam.name = "normal"; tParam.type = GlTF_Technique.Type.FLOAT_VEC3; tParam.semantic = GlTF_Technique.Semantic.NORMAL; tech.parameters.Add(tParam); tAttr = new GlTF_Technique.Attribute(); tAttr.name = "a_normal"; tAttr.param = tParam.name; tech.attributes.Add(tAttr); } if (uv0Accessor != null) { tParam = new GlTF_Technique.Parameter(); tParam.name = "texcoord0"; tParam.type = GlTF_Technique.Type.FLOAT_VEC2; tParam.semantic = GlTF_Technique.Semantic.TEXCOORD_0; tech.parameters.Add(tParam); tAttr = new GlTF_Technique.Attribute(); tAttr.name = "a_texcoord0"; tAttr.param = tParam.name; tech.attributes.Add(tAttr); } if (uv1Accessor != null) { tParam = new GlTF_Technique.Parameter(); tParam.name = "texcoord1"; tParam.type = GlTF_Technique.Type.FLOAT_VEC2; tParam.semantic = GlTF_Technique.Semantic.TEXCOORD_1; tech.parameters.Add(tParam); tAttr = new GlTF_Technique.Attribute(); tAttr.name = "a_texcoord1"; tAttr.param = tParam.name; tech.attributes.Add(tAttr); } if (uv2Accessor != null) { tParam = new GlTF_Technique.Parameter(); tParam.name = "texcoord2"; tParam.type = GlTF_Technique.Type.FLOAT_VEC2; tParam.semantic = GlTF_Technique.Semantic.TEXCOORD_2; tech.parameters.Add(tParam); tAttr = new GlTF_Technique.Attribute(); tAttr.name = "a_texcoord2"; tAttr.param = tParam.name; tech.attributes.Add(tAttr); } if (uv3Accessor != null) { tParam = new GlTF_Technique.Parameter(); tParam.name = "texcoord3"; tParam.type = GlTF_Technique.Type.FLOAT_VEC2; tParam.semantic = GlTF_Technique.Semantic.TEXCOORD_3; tech.parameters.Add(tParam); tAttr = new GlTF_Technique.Attribute(); tAttr.name = "a_texcoord3"; tAttr.param = tParam.name; tech.attributes.Add(tAttr); } tech.AddDefaultUniforms(); // Populate technique with shader data GlTF_Writer.techniqueNames.Add(techName); GlTF_Writer.techniques.Add(tech); // create program GlTF_Program program = new GlTF_Program(); program.name = GlTF_Program.GetNameFromObject(s); tech.program = program.name; foreach (var attr in tech.attributes) { program.attributes.Add(attr.name); } GlTF_Writer.programs.Add(program); } unityToPBRMaterial(mat, ref material); } } mesh.primitives.Add(primitive); } // If gameobject having SkinnedMeshRenderer component has been transformed, // the mesh would need to be baked here. mesh.Populate(m); GlTF_Writer.meshes.Add(mesh); node.meshIndex = GlTF_Writer.meshes.IndexOf(mesh); } // Parse animations if (exportAnimation) { Animator a = tr.GetComponent <Animator>(); if (a != null) { AnimationClip[] clips = AnimationUtility.GetAnimationClips(tr.gameObject); for (int i = 0; i < clips.Length; i++) { //FIXME It seems not good to generate one animation per animator. GlTF_Animation anim = new GlTF_Animation(GlTF_Writer.cleanNonAlphanumeric(a.name)); anim.Populate(clips[i], tr, GlTF_Writer.bakeAnimation); if (anim.channels.Count > 0) { GlTF_Writer.animations.Add(anim); } } } Animation animation = tr.GetComponent <Animation>(); if (animation != null) { AnimationClip clip = animation.clip; //FIXME It seems not good to generate one animation per animator. GlTF_Animation anim = new GlTF_Animation(GlTF_Writer.cleanNonAlphanumeric(animation.name)); anim.Populate(clip, tr, GlTF_Writer.bakeAnimation); if (anim.channels.Count > 0) { GlTF_Writer.animations.Add(anim); } } } // Parse transform if (tr.parent == null) { Matrix4x4 mat = Matrix4x4.identity; if (debugRightHandedScale) { mat.m22 = -1; } mat = mat * Matrix4x4.TRS(tr.localPosition, tr.localRotation, tr.localScale); node.matrix = new GlTF_Matrix(mat); } // Use good transform if parent object is not in selection else if (!trs.Contains(tr.parent)) { node.hasParent = false; Matrix4x4 mat = Matrix4x4.identity; if (debugRightHandedScale) { mat.m22 = -1; } mat = mat * tr.localToWorldMatrix; node.matrix = new GlTF_Matrix(mat); } else { node.hasParent = true; if (tr.localPosition != Vector3.zero) { node.translation = new GlTF_Translation(tr.localPosition); } if (tr.localScale != Vector3.one) { node.scale = new GlTF_Scale(tr.localScale); } if (tr.localRotation != Quaternion.identity) { node.rotation = new GlTF_Rotation(tr.localRotation); } } if (!node.hasParent) { correctionNode.childrenNames.Add(node.id); } if (tr.GetComponent <Camera>() != null) { node.cameraName = GlTF_Writer.cleanNonAlphanumeric(tr.name); } else if (tr.GetComponent <Light>() != null) { node.lightName = GlTF_Writer.cleanNonAlphanumeric(tr.name); } // Parse node's skin data GlTF_Accessor invBindMatrixAccessor = null; SkinnedMeshRenderer skinMesh = tr.GetComponent <SkinnedMeshRenderer>(); if (exportAnimation && skinMesh != null && skinMesh.enabled && checkSkinValidity(skinMesh, trs) && skinMesh.rootBone != null) { GlTF_Skin skin = new GlTF_Skin(); skin.name = GlTF_Writer.cleanNonAlphanumeric(skinMesh.rootBone.name) + "_skeleton_" + GlTF_Writer.cleanNonAlphanumeric(node.name) + tr.GetInstanceID(); // Create invBindMatrices accessor invBindMatrixAccessor = new GlTF_Accessor(skin.name + "invBindMatrices", GlTF_Accessor.Type.MAT4, GlTF_Accessor.ComponentType.FLOAT); invBindMatrixAccessor.bufferView = GlTF_Writer.mat4BufferView; GlTF_Writer.accessors.Add(invBindMatrixAccessor); // Generate skin data skin.Populate(tr, ref invBindMatrixAccessor, GlTF_Writer.accessors.Count - 1); GlTF_Writer.skins.Add(skin); node.skinIndex = GlTF_Writer.skins.IndexOf(skin); } foreach (Transform t in tr.transform) { if (t.gameObject.activeInHierarchy) { node.childrenNames.Add(GlTF_Node.GetNameFromObject(t)); } } GlTF_Writer.nodeNames.Add(node.id); GlTF_Writer.nodes.Add(node); } if (GlTF_Writer.meshes.Count == 0) { Debug.Log("No visible objects have been exported. Aboring export"); yield return(false); } writer.OpenFiles(path); writer.Write(); writer.CloseFiles(); if (nbDisabledObjects > 0) { Debug.Log(nbDisabledObjects + " disabled object ignored during export"); } Debug.Log("Scene has been exported to " + path); if (buildZip) { ZipFile zip = new ZipFile(); Debug.Log(GlTF_Writer.exportedFiles.Count + " files generated"); string zipName = Path.GetFileNameWithoutExtension(path) + ".zip"; foreach (string originFilePath in GlTF_Writer.exportedFiles.Keys) { zip.AddFile(originFilePath, GlTF_Writer.exportedFiles[originFilePath]); } zip.Save(savedPath + "/" + zipName); // Remove all files foreach (string pa in GlTF_Writer.exportedFiles.Keys) { if (System.IO.File.Exists(pa)) { System.IO.File.Delete(pa); } } Debug.Log("Files have been cleaned"); } done = true; yield return(true); }
void OnGUI() { if (mTextAreaStyle == null) { mTextAreaStyle = new GUIStyle(GUI.skin.textArea); mTextAreaStyle.fixedWidth = DESC_SIZE.x; mTextAreaStyle.fixedHeight = DESC_SIZE.y; } if (mStatusStyle == null) { mStatusStyle = new GUIStyle(EditorStyles.label); mStatusStyle.richText = true; } // Export path GUILayout.Label("Export Path", EditorStyles.boldLabel); GUILayout.BeginHorizontal(); //mExportPath = EditorGUILayout.TextField(mExportPath); exportOption.mPrePath = EditorGUILayout.TextField(exportOption.mPrePath); if (GUILayout.Button("...", GUILayout.Width(48), GUILayout.Height(16))) { //mExportPath = EditorUtility.OpenFolderPanel("Export Path", mExportPath, ""); exportOption.mPrePath = EditorUtility.OpenFolderPanel("Export Path", exportOption.mPrePath, ""); } GUILayout.EndHorizontal(); // Model settings GUILayout.Label("Model properties", EditorStyles.boldLabel); exportOption.useGLTFNameByModelName = EditorGUILayout.ToggleLeft("是否使用选择的节点名称命名导出文件(当只选中一个节点时才生效)", exportOption.useGLTFNameByModelName); // Model name GUILayout.Label("Name"); if (exportOption.useGLTFNameByModelName) { Transform[] transforms = Selection.GetTransforms(SelectionMode.TopLevel); if (transforms.Length == 1) { mParamName = GlTF_Writer.cleanNonAlphanumeric(transforms[0].name); if (mParamName.IndexOf(" ") >= 0) { Debug.LogWarning("节点名称不规范(可能有空格) " + mParamName); mParamName = ""; } } } mParamName = EditorGUILayout.TextField(mParamName); GUILayout.Label("(" + mParamName.Length + "/" + NAME_LIMIT + ")", EditorStyles.centeredGreyMiniLabel); EditorStyles.textField.wordWrap = true; GUILayout.Space(SPACE_SIZE); /*GUILayout.Label("Description"); * mParamDescription = EditorGUILayout.TextArea(mParamDescription, mTextAreaStyle); * GUILayout.Label("(" + mParamDescription.Length + " / 1024)", EditorStyles.centeredGreyMiniLabel); * GUILayout.Space(SPACE_SIZE);*/ /*GUILayout.Label("Tags (separated by spaces)"); * mParamTags = EditorGUILayout.TextField(mParamTags); * GUILayout.Label("'unity' and 'unity3D' added automatically (" + mParamTags.Length + "/50)", EditorStyles.centeredGreyMiniLabel); * GUILayout.Space(SPACE_SIZE);*/ GUILayout.Label("Options", EditorStyles.largeLabel, GUILayout.MinWidth(300.0F), GUILayout.Width(300.0F)); GUILayout.BeginVertical(GUILayout.MinWidth(300.0F)); exportOption.creatDirectoryByModelName = EditorGUILayout.ToggleLeft("是否自动创建文件夹(存放位置:路径/模型名/模型名.gltf)", exportOption.creatDirectoryByModelName); exportOption.convertRightHanded = EditorGUILayout.ToggleLeft("是否转换为右手坐标系(默认否)", exportOption.convertRightHanded, GUILayout.ExpandWidth(true)); //mExportPBR = EditorGUILayout.Toggle("Export PBR Material", mExportPBR); //mExportAnimation = EditorGUILayout.Toggle("Export animation (beta)", mExportAnimation); //mConvertImage = EditorGUILayout.Toggle("Convert Images", mConvertImage); //mBuildZip = EditorGUILayout.Toggle("Build Zip", mBuildZip); //mConvertImage = EditorGUILayout.Toggle("是否网格合并(默认不合)", mConvertImage); exportOption.mCombineMesh = EditorGUILayout.ToggleLeft("是否将网格数据合并为一个文件(默认合并)", exportOption.mCombineMesh); //mExportPBR = EditorGUILayout.Toggle("Export PBR Material", mExportPBR); //mExportAnimation = EditorGUILayout.Toggle("Export animation (beta)", mExportAnimation); //mConvertImage = EditorGUILayout.Toggle("Convert Images", mConvertImage); //mBuildZip = EditorGUILayout.Toggle("Build Zip", mBuildZip); //mExportNormal = EditorGUILayout.Toggle("是否导出法线(默认不导)", mExportNormal); exportOption.mNormal = EditorGUILayout.ToggleLeft("是否导出法线(默认不导)", exportOption.mNormal); exportOption.mMaxLightmapMultiple = EditorGUILayout.FloatField("光照图可导出的最大亮度倍数", exportOption.mMaxLightmapMultiple, EditorStyles.label, null); GUILayout.FlexibleSpace(); GUILayout.EndVertical(); GUILayout.Space(SPACE_SIZE); bool enable = updateExporterStatus(); GUILayout.Label("Status", EditorStyles.boldLabel); if (enable) { GUILayout.Label(string.Format("<color=#0F0F0FFF>{0}</color>", mStatus), mStatusStyle); } else { GUILayout.Label(string.Format("<color=#F00F0FFF>{0}</color>", mStatus), mStatusStyle); } if (mResult.Length > 0) { GUILayout.Label(string.Format("<color=#0F0F0FFF>{0}</color>", mResult), mStatusStyle); } GUILayout.Space(SPACE_SIZE); GUI.enabled = enable; GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); if (GUILayout.Button("Export Selection", GUILayout.Width(180), GUILayout.Height(24))) { if (!enable) { EditorUtility.DisplayDialog("Error", mStatus, "Ok"); } else { exportOption.mPath = exportOption.mPrePath; if (!Directory.Exists(exportOption.mPath)) { Directory.CreateDirectory(exportOption.mPath); } if (exportOption.creatDirectoryByModelName) { exportOption.mPath = exportOption.mPrePath + "/" + mParamName; if (!Directory.Exists(exportOption.mPath)) { Directory.CreateDirectory(exportOption.mPath); } } string exportFileName = Path.Combine(exportOption.mPath, mParamName + ".gltf"); exportOption.mFileName = Path.Combine(exportOption.mPath, mParamName + ".gltf"); Debug.ClearDeveloperConsole(); mExporter.ExportCoroutine(exportOption); mResult = string.Format("Exort Finished: {0}", exportFileName); } } GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); // Banner GUILayout.Space(SPACE_SIZE * 2); GUI.enabled = true; GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); string url = "http://192.168.31.241:8181/docs/game_render/babylonjs_build"; if (GUILayout.Button("Document: " + url, EditorStyles.helpBox)) { Application.OpenURL(url); } GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); GUILayout.Space(SPACE_SIZE * 2); }