Example #1
0
        static bool GetMeshForPBComponent(ModelExporter exporter, ProBuilderMesh pmesh, Autodesk.Fbx.FbxNode node)
        {
            Mesh mesh = new Mesh();

            MeshUtility.Compile(pmesh, mesh, s_FbxOptions.quads ? MeshTopology.Quads : MeshTopology.Triangles);

            var pMeshRenderer   = pmesh.GetComponent <MeshRenderer>();
            var sharedMaterials = pMeshRenderer ? pMeshRenderer.sharedMaterials : null;

            exporter.ExportMesh(mesh, node, sharedMaterials);

            Object.DestroyImmediate(mesh);

            //Need to have ExportOptions accessible to remove this reflection
            var exporterType = exporter.GetType().GetMethods(BindingFlags.NonPublic | BindingFlags.Instance)
                               .First(x => x.Name == "get_ExportOptions").Invoke(exporter, null).GetType();

            if (exporterType == typeof(ConvertToPrefabSettingsSerialize))
            {
                // probuilder can't handle mesh assets that may be externally reloaded, just strip pb stuff for now.
                StripProBuilderScripts.DoStrip(pmesh);
            }

            return(true);
        }
Example #2
0
        private static bool GetMeshForComponent(ModelExporter exporter, pb_Object component, FbxNode fbxNode)
        {
            Mesh mesh = new Mesh();

            Material[] materials = null;
            pb_MeshCompiler.Compile(component, ref mesh, out materials, m_FbxOptions.quads ? MeshTopology.Quads : MeshTopology.Triangles);
            exporter.ExportMesh(mesh, fbxNode, materials);
            UnityEngine.Object.DestroyImmediate(mesh);

            // since probuilder can't handle mesh assets that may be externally reloaded, just strip pb
            // stuff for now.
            pb_Entity entity = component.GetComponent <pb_Entity>();

            component.dontDestroyMeshOnDelete = true;
            UnityEngine.Object.DestroyImmediate(component);
            if (entity != null)
            {
                UnityEngine.Object.DestroyImmediate(entity);
            }

            return(true);
        }
Example #3
0
        static bool GetMeshForComponent(ModelExporter exporter, ProBuilderMesh pmesh, FbxNode node)
        {
            Mesh mesh = new Mesh();

            MeshUtility.Compile(pmesh, mesh, m_FbxOptions.quads ? MeshTopology.Quads : MeshTopology.Triangles);
            exporter.ExportMesh(mesh, node, pmesh.GetComponent <MeshRenderer>().sharedMaterials);
            Object.DestroyImmediate(mesh);

            // probuilder can't handle mesh assets that may be externally reloaded, just strip pb stuff for now.
            foreach (var type in k_ProBuilderTypes)
            {
                var component = pmesh.GetComponent(type);
                if (component != null)
                {
                    Object.DestroyImmediate(component);
                }
            }

            pmesh.preserveMeshAssetOnDestroy = true;
            Object.DestroyImmediate(pmesh);

            return(true);
        }
        public void TestBasics()
        {
            Assert.That(!string.IsNullOrEmpty(ModelExporter.GetVersionFromReadme()));

            // Test GetOrCreateLayer
            using (var fbxManager = FbxManager.Create()) {
                var fbxMesh = FbxMesh.Create(fbxManager, "name");
                var layer0  = ModelExporter.GetOrCreateLayer(fbxMesh);
                Assert.That(layer0, Is.Not.Null);
                Assert.That(ModelExporter.GetOrCreateLayer(fbxMesh), Is.EqualTo(layer0));
                var layer5 = ModelExporter.GetOrCreateLayer(fbxMesh, layer: 5);
                Assert.That(layer5, Is.Not.Null);
                Assert.That(layer5, Is.Not.EqualTo(layer0));
            }

            // Test axis conversion: a x b in left-handed is the same as b x a
            // in right-handed (that's why we need to flip the winding order).
            var a         = new Vector3(1, 0, 0);
            var b         = new Vector3(0, 0, 1);
            var crossLeft = Vector3.Cross(a, b);

            Assert.That(ModelExporter.DefaultMaterial);

            // Test non-static functions.
            using (var fbxManager = FbxManager.Create()) {
                var fbxScene = FbxScene.Create(fbxManager, "scene");
                var fbxNode  = FbxNode.Create(fbxScene, "node");
                var exporter = new ModelExporter();

                // Test ExportMaterial: it exports and it re-exports
                bool result = exporter.ExportMaterial(ModelExporter.DefaultMaterial, fbxScene, fbxNode);
                Assert.IsTrue(result);
                var fbxMaterial = fbxNode.GetMaterial(0);
                Assert.That(fbxMaterial, Is.Not.Null);

                result = exporter.ExportMaterial(ModelExporter.DefaultMaterial, fbxScene, fbxNode);
                var fbxMaterial2 = fbxNode.GetMaterial(1);
                Assert.AreEqual(fbxMaterial, fbxMaterial2);

                // Test ExportTexture: it finds the same texture for the default-material (it doesn't create a new one)
                var fbxMaterialNew = FbxSurfaceLambert.Create(fbxScene, "lambert");
                exporter.ExportTexture(ModelExporter.DefaultMaterial, "_MainTex",
                                       fbxMaterialNew, FbxSurfaceLambert.sBump);
                Assert.AreEqual(
                    fbxMaterial.FindProperty(FbxSurfaceLambert.sDiffuse).GetSrcObject(),
                    fbxMaterialNew.FindProperty(FbxSurfaceLambert.sBump).GetSrcObject()
                    );

                // Test ExportMesh: make sure we exported a mesh with welded vertices.
                var cube     = GameObject.CreatePrimitive(PrimitiveType.Cube);
                var cubeNode = FbxNode.Create(fbxScene, "cube");
                exporter.ExportMesh(cube.GetComponent <MeshFilter>().sharedMesh, cubeNode);
                Assert.That(cubeNode.GetMesh(), Is.Not.Null);
                Assert.That(cubeNode.GetMesh().GetControlPointsCount(), Is.EqualTo(8));
            }

            // Test exporting a skinned-mesh. Make sure it doesn't leak (it did at one point)
            {
                var cube      = GameObject.CreatePrimitive(PrimitiveType.Cube);
                var character = new GameObject();
                var smr       = character.AddComponent <SkinnedMeshRenderer>();
                smr.sharedMesh = cube.GetComponent <MeshFilter>().sharedMesh;
                var meshCount = Object.FindObjectsOfType <Mesh>().Length;
                ModelExporter.ExportObject(GetRandomFbxFilePath(), character);
                Assert.AreEqual(meshCount, Object.FindObjectsOfType <Mesh>().Length);
            }

            // Test euler to quaternion conversion
            {
                // EulerToQuaternionZXY
                var v         = new Vector3(50, 45, 190);
                var quat      = ModelExporter.EulerToQuaternionZXY(v);
                var unityQuat = Quaternion.Euler(v);
                Assert.That((float)quat.X, Is.EqualTo(unityQuat.x));
                Assert.That((float)quat.Y, Is.EqualTo(unityQuat.y));
                Assert.That((float)quat.Z, Is.EqualTo(unityQuat.z));
                Assert.That((float)quat.W, Is.EqualTo(unityQuat.w));

                // EulerToQuaternionXYZ
                var fbxV    = new FbxVector4(v.x, v.y, v.z);
                var xyzQuat = ModelExporter.EulerToQuaternionXYZ(fbxV);

                // get the vector from the quaternion
                FbxAMatrix m = new FbxAMatrix();
                m.SetR(fbxV);
                var actualQuat = m.GetQ();

                // since this quaternion is XYZ instead of ZXY, it should not match the quaternion
                // created with EulerToQuaternionZXY
                Assert.That(xyzQuat, Is.Not.EqualTo(quat));
                Assert.That(xyzQuat, Is.EqualTo(actualQuat));
            }
        }
Example #5
0
        public void TestBasics()
        {
            Assert.That(!string.IsNullOrEmpty(ModelExporter.GetVersionFromReadme()));

            // Test GetOrCreateLayer
            using (var fbxManager = FbxManager.Create()) {
                var fbxMesh = FbxMesh.Create(fbxManager, "name");
                var layer0  = ModelExporter.GetOrCreateLayer(fbxMesh);
                Assert.That(layer0, Is.Not.Null);
                Assert.That(ModelExporter.GetOrCreateLayer(fbxMesh), Is.EqualTo(layer0));
                var layer5 = ModelExporter.GetOrCreateLayer(fbxMesh, layer: 5);
                Assert.That(layer5, Is.Not.Null);
                Assert.That(layer5, Is.Not.EqualTo(layer0));
            }

            // Test axis conversion: a x b in left-handed is the same as b x a
            // in right-handed (that's why we need to flip the winding order).
            var a         = new Vector3(1, 0, 0);
            var b         = new Vector3(0, 0, 1);
            var crossLeft = Vector3.Cross(a, b);

            var afbx = ModelExporter.ConvertToRightHanded(a);
            var bfbx = ModelExporter.ConvertToRightHanded(b);

            Assert.AreEqual(ModelExporter.ConvertToRightHanded(crossLeft), bfbx.CrossProduct(afbx));

            // Test scale conversion. Nothing complicated here...
            var afbxPosition = ModelExporter.ConvertToRightHanded(a, ModelExporter.UnitScaleFactor);

            Assert.AreEqual(100, afbxPosition.Length());

            // Test rotation conversion.
            var q         = Quaternion.Euler(new Vector3(0, 90, 0));
            var fbxAngles = ModelExporter.ConvertQuaternionToXYZEuler(q);

            Assert.AreEqual(fbxAngles.X, 0);
            Assert.That(fbxAngles.Y, Is.InRange(-90.001, -89.999));
            Assert.AreEqual(fbxAngles.Z, 0);

            Assert.That(ModelExporter.DefaultMaterial);

            // Test non-static functions.
            using (var fbxManager = FbxManager.Create()) {
                var fbxScene = FbxScene.Create(fbxManager, "scene");
                var fbxNode  = FbxNode.Create(fbxScene, "node");
                var exporter = new ModelExporter();

                // Test ExportMaterial: it exports and it re-exports
                bool result = exporter.ExportMaterial(ModelExporter.DefaultMaterial, fbxScene, fbxNode);
                Assert.IsTrue(result);
                var fbxMaterial = fbxNode.GetMaterial(0);
                Assert.That(fbxMaterial, Is.Not.Null);

                result = exporter.ExportMaterial(ModelExporter.DefaultMaterial, fbxScene, fbxNode);
                var fbxMaterial2 = fbxNode.GetMaterial(1);
                Assert.AreEqual(fbxMaterial, fbxMaterial2);

                // Test ExportTexture: it finds the same texture for the default-material (it doesn't create a new one)
                var fbxMaterialNew = FbxSurfaceLambert.Create(fbxScene, "lambert");
                exporter.ExportTexture(ModelExporter.DefaultMaterial, "_MainTex",
                                       fbxMaterialNew, FbxSurfaceLambert.sBump);
                Assert.AreEqual(
                    fbxMaterial.FindProperty(FbxSurfaceLambert.sDiffuse).GetSrcObject(),
                    fbxMaterialNew.FindProperty(FbxSurfaceLambert.sBump).GetSrcObject()
                    );

                // Test ExportMesh: make sure we exported a mesh with welded vertices.
                var cube     = GameObject.CreatePrimitive(PrimitiveType.Cube);
                var cubeNode = FbxNode.Create(fbxScene, "cube");
                exporter.ExportMesh(cube.GetComponent <MeshFilter>().sharedMesh, cubeNode);
                Assert.That(cubeNode.GetMesh(), Is.Not.Null);
                Assert.That(cubeNode.GetMesh().GetControlPointsCount(), Is.EqualTo(8));
            }

            // Test exporting a skinned-mesh. Make sure it doesn't leak (it did at one point)
            {
                var cube      = GameObject.CreatePrimitive(PrimitiveType.Cube);
                var character = new GameObject();
                var smr       = character.AddComponent <SkinnedMeshRenderer>();
                smr.sharedMesh = cube.GetComponent <MeshFilter>().sharedMesh;
                var meshCount = Object.FindObjectsOfType <Mesh>().Length;
                ModelExporter.ExportObject(GetRandomFbxFilePath(), character);
                Assert.AreEqual(meshCount, Object.FindObjectsOfType <Mesh>().Length);
            }
        }