public void Export(ExportParameters exportParameters)
        {
            // Check input text is valid
            var    scaleFactorFloat = 1.0f;
            string scaleFactor      = exportParameters.scaleFactor;

            try
            {
                scaleFactor      = scaleFactor.Replace(".", System.Globalization.NumberFormatInfo.CurrentInfo.NumberDecimalSeparator);
                scaleFactor      = scaleFactor.Replace(",", System.Globalization.NumberFormatInfo.CurrentInfo.NumberDecimalSeparator);
                scaleFactorFloat = float.Parse(scaleFactor);
            }
            catch
            {
                RaiseError("Scale factor is not a valid number.");
                return;
            }

            long   quality    = 0L;
            string txtQuality = exportParameters.txtQuality;

            try
            {
                quality = long.Parse(txtQuality);

                if (quality < 0 || quality > 100)
                {
                    throw new Exception();
                }
            }
            catch
            {
                RaiseError("Quality is not a valid number. It should be an integer between 0 and 100.");
                RaiseError("This parameter set the quality of jpg compression.");
                return;
            }

            this.exportParameters = exportParameters;

            var gameConversionManger = Loader.Global.ConversionManager;

            gameConversionManger.CoordSystem = Autodesk.Max.IGameConversionManager.CoordSystem.D3d;

            var gameScene = Loader.Global.IGameInterface;

            if (exportParameters.exportNode == null)
            {
                gameScene.InitialiseIGame(false);
            }
            else
            {
                gameScene.InitialiseIGame(exportParameters.exportNode, true);
            }
            gameScene.SetStaticFrame(0);

            MaxSceneFileName = gameScene.SceneFileName;

            IsCancelled = false;

            string fileExportString = exportParameters.exportNode != null
                ? $"{exportParameters.exportNode.NodeName} | {exportParameters.outputPath}"
                : exportParameters.outputPath;

            RaiseMessage($"Exportation started: {fileExportString}", Color.Blue);
            ReportProgressChanged(0);

            string tempOutputDirectory = Path.Combine(Path.GetTempPath(), Path.GetRandomFileName());
            string outputDirectory     = Path.GetDirectoryName(exportParameters.outputPath);
            string outputFileName      = Path.GetFileName(exportParameters.outputPath);

            // Check directory exists
            if (!Directory.Exists(outputDirectory))
            {
                RaiseError("Exportation stopped: Output folder does not exist");
                ReportProgressChanged(100);
                return;
            }
            Directory.CreateDirectory(tempOutputDirectory);

            var outputBabylonDirectory = tempOutputDirectory;

            // Force output file extension to be babylon
            outputFileName = Path.ChangeExtension(outputFileName, "babylon");

            var babylonScene = new BabylonScene(outputBabylonDirectory);

            var rawScene = Loader.Core.RootNode;

            var watch = new Stopwatch();

            watch.Start();

            string outputFormat = exportParameters.outputFormat;

            isBabylonExported = outputFormat == "babylon" || outputFormat == "binary babylon";
            isGltfExported    = outputFormat == "gltf" || outputFormat == "glb";

            // Get scene parameters
            optimizeAnimations = !Loader.Core.RootNode.GetBoolProperty("babylonjs_donotoptimizeanimations");
            exportNonAnimated  = Loader.Core.RootNode.GetBoolProperty("babylonjs_animgroup_exportnonanimated");

            // Save scene
            if (exportParameters.autoSave3dsMaxFile)
            {
                RaiseMessage("Saving 3ds max file");
                var forceSave = Loader.Core.FileSave;

                callerForm?.BringToFront();
            }

            // Producer
            babylonScene.producer = new BabylonProducer
            {
                name = "3dsmax",
#if MAX2019
                version = "2019",
#elif MAX2018
                version = "2018",
#elif MAX2017
                version = "2017",
#else
                version = Loader.Core.ProductVersion.ToString(),
#endif
                exporter_version = exporterVersion,
                file             = outputFileName
            };

            // Global
            babylonScene.autoClear    = true;
            babylonScene.clearColor   = Loader.Core.GetBackGround(0, Tools.Forever).ToArray();
            babylonScene.ambientColor = Loader.Core.GetAmbient(0, Tools.Forever).ToArray();

            babylonScene.gravity             = rawScene.GetVector3Property("babylonjs_gravity");
            ExportQuaternionsInsteadOfEulers = rawScene.GetBoolProperty("babylonjs_exportquaternions", 1);
            if (Loader.Core.UseEnvironmentMap && Loader.Core.EnvironmentMap != null)
            {
                // Environment texture
                var environmentMap = Loader.Core.EnvironmentMap;
                // Copy image file to output if necessary
                var babylonTexture = ExportEnvironmnentTexture(environmentMap, babylonScene);
                if (babylonTexture != null)
                {
                    babylonScene.environmentTexture = babylonTexture.name;

                    // Skybox
                    babylonScene.createDefaultSkybox = rawScene.GetBoolProperty("babylonjs_createDefaultSkybox");
                    babylonScene.skyboxBlurLevel     = rawScene.GetFloatProperty("babylonjs_skyboxBlurLevel");
                }
            }

            // Sounds
            var soundName = rawScene.GetStringProperty("babylonjs_sound_filename", "");

            if (!string.IsNullOrEmpty(soundName))
            {
                var filename = Path.GetFileName(soundName);

                var globalSound = new BabylonSound
                {
                    autoplay = rawScene.GetBoolProperty("babylonjs_sound_autoplay", 1),
                    loop     = rawScene.GetBoolProperty("babylonjs_sound_loop", 1),
                    name     = filename
                };

                babylonScene.SoundsList.Add(globalSound);

                if (isBabylonExported)
                {
                    try
                    {
                        File.Copy(soundName, Path.Combine(babylonScene.OutputPath, filename), true);
                    }
                    catch
                    {
                    }
                }
            }

            // Root nodes
            RaiseMessage("Exporting nodes");
            HashSet <IIGameNode> maxRootNodes = getRootNodes(gameScene);
            var progressionStep = 80.0f / maxRootNodes.Count;
            var progression     = 10.0f;
            ReportProgressChanged((int)progression);
            referencedMaterials.Clear();
            Tools.guids.Clear();
            // Reseting is optionnal. It makes each morph target manager export starts from id = 0.
            BabylonMorphTargetManager.Reset();
            foreach (var maxRootNode in maxRootNodes)
            {
                BabylonNode node = exportNodeRec(maxRootNode, babylonScene, gameScene);

                // if we're exporting from a specific node, reset the pivot to {0,0,0}
                if (node != null && exportParameters.exportNode != null)
                {
                    SetNodePosition(ref node, ref babylonScene, new float[] { 0, 0, 0 });
                }

                progression += progressionStep;
                ReportProgressChanged((int)progression);
                CheckCancelled();
            }
            ;
            RaiseMessage(string.Format("Total meshes: {0}", babylonScene.MeshesList.Count), Color.Gray, 1);


            // In 3DS Max the default camera look down (in the -z direction for the 3DS Max reference (+y for babylon))
            // In Babylon the default camera look to the horizon (in the +z direction for the babylon reference)
            // In glTF the default camera look to the horizon (in the +Z direction for glTF reference)
            RaiseMessage("Update camera rotation and position", 1);
            for (int index = 0; index < babylonScene.CamerasList.Count; index++)
            {
                BabylonCamera camera = babylonScene.CamerasList[index];
                FixCamera(ref camera, ref babylonScene);
            }

            // Light for glTF
            if (isGltfExported)
            {
                RaiseMessage("Update light rotation for glTF export", 1);
                for (int index = 0; index < babylonScene.LightsList.Count; index++)
                {
                    BabylonNode light = babylonScene.LightsList[index];
                    FixNodeRotation(ref light, ref babylonScene, -Math.PI / 2);
                }
            }

            // Main camera
            BabylonCamera babylonMainCamera   = null;
            ICameraObject maxMainCameraObject = null;
            if (babylonMainCamera == null && babylonScene.CamerasList.Count > 0)
            {
                // Set first camera as main one
                babylonMainCamera           = babylonScene.CamerasList[0];
                babylonScene.activeCameraID = babylonMainCamera.id;
                RaiseMessage("Active camera set to " + babylonMainCamera.name, Color.Green, 1, true);

                // Retreive camera node with same GUID
                var maxCameraNodesAsTab = gameScene.GetIGameNodeByType(Autodesk.Max.IGameObject.ObjectTypes.Camera);
                var maxCameraNodes      = TabToList(maxCameraNodesAsTab);
                var maxMainCameraNode   = maxCameraNodes.Find(_camera => _camera.MaxNode.GetGuid().ToString() == babylonMainCamera.id);
                maxMainCameraObject = (maxMainCameraNode.MaxNode.ObjectRef as ICameraObject);
            }

            if (babylonMainCamera == null)
            {
                RaiseWarning("No camera defined", 1);
            }
            else
            {
                RaiseMessage(string.Format("Total cameras: {0}", babylonScene.CamerasList.Count), Color.Gray, 1);
            }

            // Default light
            bool addDefaultLight = rawScene.GetBoolProperty("babylonjs_addDefaultLight", 1);
            if (addDefaultLight && babylonScene.LightsList.Count == 0)
            {
                RaiseWarning("No light defined", 1);
                RaiseWarning("A default hemispheric light was added for your convenience", 1);
                ExportDefaultLight(babylonScene);
            }
            else
            {
                RaiseMessage(string.Format("Total lights: {0}", babylonScene.LightsList.Count), Color.Gray, 1);
            }

            if (scaleFactorFloat != 1.0f)
            {
                RaiseMessage("A root node is added for scaling", 1);

                // Create root node for scaling
                BabylonMesh rootNode = new BabylonMesh {
                    name = "root", id = Guid.NewGuid().ToString()
                };
                rootNode.isDummy = true;
                float rootNodeScale = scaleFactorFloat;
                rootNode.scaling = new float[3] {
                    rootNodeScale, rootNodeScale, rootNodeScale
                };

                if (ExportQuaternionsInsteadOfEulers)
                {
                    rootNode.rotationQuaternion = new float[] { 0, 0, 0, 1 };
                }
                else
                {
                    rootNode.rotation = new float[] { 0, 0, 0 };
                }

                // Update all top nodes
                var babylonNodes = new List <BabylonNode>();
                babylonNodes.AddRange(babylonScene.MeshesList);
                babylonNodes.AddRange(babylonScene.CamerasList);
                babylonNodes.AddRange(babylonScene.LightsList);
                foreach (BabylonNode babylonNode in babylonNodes)
                {
                    if (babylonNode.parentId == null)
                    {
                        babylonNode.parentId = rootNode.id;
                    }
                }

                // Store root node
                babylonScene.MeshesList.Add(rootNode);
            }

            // Materials
            if (exportParameters.exportMaterials)
            {
                RaiseMessage("Exporting materials");
                var matsToExport = referencedMaterials.ToArray(); // Snapshot because multimaterials can export new materials
                foreach (var mat in matsToExport)
                {
                    ExportMaterial(mat, babylonScene);
                    CheckCancelled();
                }
                RaiseMessage(string.Format("Total: {0}", babylonScene.MaterialsList.Count + babylonScene.MultiMaterialsList.Count), Color.Gray, 1);
            }
            else
            {
                RaiseMessage("Skipping material export.");
            }

            // Fog
            for (var index = 0; index < Loader.Core.NumAtmospheric; index++)
            {
                var atmospheric = Loader.Core.GetAtmospheric(index);

                if (atmospheric.Active(0) && atmospheric.ClassName == "Fog")
                {
                    var fog = atmospheric as IStdFog;

                    RaiseMessage("Exporting fog");

                    if (fog != null)
                    {
                        babylonScene.fogColor = fog.GetColor(0).ToArray();
                        babylonScene.fogMode  = 3;
                    }
                    if (babylonMainCamera != null)
                    {
                        babylonScene.fogStart = maxMainCameraObject.GetEnvRange(0, 0, Tools.Forever);
                        babylonScene.fogEnd   = maxMainCameraObject.GetEnvRange(0, 1, Tools.Forever);
                    }
                }
            }

            // Skeletons
            if (skins.Count > 0)
            {
                RaiseMessage("Exporting skeletons");
                foreach (var skin in skins)
                {
                    ExportSkin(skin, babylonScene);
                }
            }

            // Animation group
            if (isBabylonExported)
            {
                RaiseMessage("Export animation groups");
                // add animation groups to the scene
                babylonScene.animationGroups = ExportAnimationGroups(babylonScene);

                // if there is animationGroup, then remove animations from nodes
                if (babylonScene.animationGroups.Count > 0)
                {
                    foreach (BabylonNode node in babylonScene.MeshesList)
                    {
                        node.animations = null;
                    }
                    foreach (BabylonNode node in babylonScene.LightsList)
                    {
                        node.animations = null;
                    }
                    foreach (BabylonNode node in babylonScene.CamerasList)
                    {
                        node.animations = null;
                    }
                    foreach (BabylonSkeleton skel in babylonScene.SkeletonsList)
                    {
                        foreach (BabylonBone bone in skel.bones)
                        {
                            bone.animation = null;
                        }
                    }
                }
            }


            // Output
            babylonScene.Prepare(false, false);
            if (isBabylonExported)
            {
                RaiseMessage("Saving to output file");

                var outputFile = Path.Combine(outputBabylonDirectory, outputFileName);

                var jsonSerializer = JsonSerializer.Create(new JsonSerializerSettings());
                var sb             = new StringBuilder();
                var sw             = new StringWriter(sb, CultureInfo.InvariantCulture);
                using (var jsonWriter = new JsonTextWriterOptimized(sw))
                {
                    jsonWriter.Formatting = Formatting.None;
                    jsonSerializer.Serialize(jsonWriter, babylonScene);
                }
                File.WriteAllText(outputFile, sb.ToString());

                if (exportParameters.generateManifest)
                {
                    File.WriteAllText(outputFile + ".manifest",
                                      "{\r\n\"version\" : 1,\r\n\"enableSceneOffline\" : true,\r\n\"enableTexturesOffline\" : true\r\n}");
                }

                // Binary
                if (outputFormat == "binary babylon")
                {
                    RaiseMessage("Generating binary files");
                    BabylonFileConverter.BinaryConverter.Convert(outputFile, outputBabylonDirectory + "\\Binary",
                                                                 message => RaiseMessage(message, 1),
                                                                 error => RaiseError(error, 1));
                }
            }

            ReportProgressChanged(100);

            // Export glTF
            if (isGltfExported)
            {
                bool generateBinary = outputFormat == "glb";
                ExportGltf(babylonScene, tempOutputDirectory, outputFileName, generateBinary);
            }
            // Move files to output directory
            var filePaths = Directory.GetFiles(tempOutputDirectory);
            if (outputFormat == "binary babylon")
            {
                var tempBinaryOutputDirectory = Path.Combine(tempOutputDirectory, "Binary");
                var binaryFilePaths           = Directory.GetFiles(tempBinaryOutputDirectory);
                foreach (var filePath in binaryFilePaths)
                {
                    if (filePath.EndsWith(".binary.babylon"))
                    {
                        var file         = Path.GetFileName(filePath);
                        var tempFilePath = Path.Combine(tempBinaryOutputDirectory, file);
                        var outputFile   = Path.Combine(outputDirectory, file);
                        moveFileToOutputDirectory(tempFilePath, outputFile, exportParameters);
                    }
                    else if (filePath.EndsWith(".babylonbinarymeshdata"))
                    {
                        var file         = Path.GetFileName(filePath);
                        var tempFilePath = Path.Combine(tempBinaryOutputDirectory, file);
                        var outputFile   = Path.Combine(outputDirectory, file);
                        moveFileToOutputDirectory(tempFilePath, outputFile, exportParameters);
                    }
                }
            }
            if (outputFormat == "glb")
            {
                foreach (var file_path in filePaths)
                {
                    if (Path.GetExtension(file_path) == ".glb")
                    {
                        var file         = Path.GetFileName(file_path);
                        var tempFilePath = Path.Combine(tempOutputDirectory, file);
                        var outputFile   = Path.Combine(outputDirectory, file);
                        moveFileToOutputDirectory(tempFilePath, outputFile, exportParameters);
                        break;
                    }
                }
            }
            else
            {
                foreach (var filePath in filePaths)
                {
                    var file         = Path.GetFileName(filePath);
                    var outputPath   = Path.Combine(outputDirectory, file);
                    var tempFilePath = Path.Combine(tempOutputDirectory, file);
                    moveFileToOutputDirectory(tempFilePath, outputPath, exportParameters);
                }
            }
            Directory.Delete(tempOutputDirectory, true);
            watch.Stop();

            RaiseMessage(string.Format("Exportation done in {0:0.00}s: {1}", watch.ElapsedMilliseconds / 1000.0, fileExportString), Color.Blue);
        }
Exemple #2
0
        public async Task ExportAsync(string outputFile, string outputFormat, bool generateManifest, bool onlySelected, Form callerForm)
        {
            var gameConversionManger = Loader.Global.ConversionManager;

            gameConversionManger.CoordSystem = Autodesk.Max.IGameConversionManager.CoordSystem.D3d;

            var gameScene = Loader.Global.IGameInterface;

            gameScene.InitialiseIGame(onlySelected);
            gameScene.SetStaticFrame(0);

            MaxSceneFileName = gameScene.SceneFileName;

            // Force output file extension to be babylon
            outputFile = Path.ChangeExtension(outputFile, "babylon");

            IsCancelled = false;
            RaiseMessage("Exportation started", Color.Blue);
            ReportProgressChanged(0);
            var babylonScene = new BabylonScene(Path.GetDirectoryName(outputFile));
            var rawScene     = Loader.Core.RootNode;

            if (!Directory.Exists(babylonScene.OutputPath))
            {
                RaiseError("Exportation stopped: Output folder does not exist");
                ReportProgressChanged(100);
                return;
            }

            var watch = new Stopwatch();

            watch.Start();

            // Save scene
            if (AutoSave3dsMaxFile)
            {
                RaiseMessage("Saving 3ds max file");
                var forceSave = Loader.Core.FileSave;

                callerForm?.BringToFront();
            }

            // Producer
            babylonScene.producer = new BabylonProducer
            {
                name = "3dsmax",
#if MAX2017
                version = "2017",
#else
                version = Loader.Core.ProductVersion.ToString(),
#endif
                exporter_version = "0.4.5",
                file             = Path.GetFileName(outputFile)
            };

            // Global
            babylonScene.autoClear    = true;
            babylonScene.clearColor   = Loader.Core.GetBackGround(0, Tools.Forever).ToArray();
            babylonScene.ambientColor = Loader.Core.GetAmbient(0, Tools.Forever).ToArray();

            babylonScene.gravity             = rawScene.GetVector3Property("babylonjs_gravity");
            ExportQuaternionsInsteadOfEulers = rawScene.GetBoolProperty("babylonjs_exportquaternions", 1);

            if (Loader.Core.UseEnvironmentMap && Loader.Core.EnvironmentMap != null)
            {
                // Environment texture
                var environmentMap = Loader.Core.EnvironmentMap;
                // Copy image file to output if necessary
                var babylonTexture = ExportTexture(environmentMap, 1.0f, babylonScene, true);
                babylonScene.environmentTexture = babylonTexture.name;

                // Skybox
                babylonScene.createDefaultSkybox = rawScene.GetBoolProperty("babylonjs_createDefaultSkybox");
                babylonScene.skyboxBlurLevel     = rawScene.GetFloatProperty("babylonjs_skyboxBlurLevel");
            }

            // Sounds
            var soundName = rawScene.GetStringProperty("babylonjs_sound_filename", "");

            if (!string.IsNullOrEmpty(soundName))
            {
                var filename = Path.GetFileName(soundName);

                var globalSound = new BabylonSound
                {
                    autoplay = rawScene.GetBoolProperty("babylonjs_sound_autoplay", 1),
                    loop     = rawScene.GetBoolProperty("babylonjs_sound_loop", 1),
                    name     = filename
                };

                babylonScene.SoundsList.Add(globalSound);

                try
                {
                    File.Copy(soundName, Path.Combine(babylonScene.OutputPath, filename), true);
                }
                catch
                {
                }
            }

            // Root nodes
            RaiseMessage("Exporting nodes");
            HashSet <IIGameNode> maxRootNodes = getRootNodes(gameScene);
            var progressionStep = 80.0f / maxRootNodes.Count;
            var progression     = 10.0f;
            ReportProgressChanged((int)progression);
            referencedMaterials.Clear();
            // Reseting is optionnal. It makes each morph target manager export starts from id = 0.
            BabylonMorphTargetManager.Reset();
            foreach (var maxRootNode in maxRootNodes)
            {
                exportNodeRec(maxRootNode, babylonScene, gameScene);
                progression += progressionStep;
                ReportProgressChanged((int)progression);
                CheckCancelled();
            }
            ;
            RaiseMessage(string.Format("Total meshes: {0}", babylonScene.MeshesList.Count), Color.Gray, 1);

            // Main camera
            BabylonCamera babylonMainCamera   = null;
            ICameraObject maxMainCameraObject = null;
            if (babylonMainCamera == null && babylonScene.CamerasList.Count > 0)
            {
                // Set first camera as main one
                babylonMainCamera           = babylonScene.CamerasList[0];
                babylonScene.activeCameraID = babylonMainCamera.id;
                RaiseMessage("Active camera set to " + babylonMainCamera.name, Color.Green, 1, true);

                // Retreive camera node with same GUID
                var maxCameraNodesAsTab = gameScene.GetIGameNodeByType(Autodesk.Max.IGameObject.ObjectTypes.Camera);
                var maxCameraNodes      = TabToList(maxCameraNodesAsTab);
                var maxMainCameraNode   = maxCameraNodes.Find(_camera => _camera.MaxNode.GetGuid().ToString() == babylonMainCamera.id);
                maxMainCameraObject = (maxMainCameraNode.MaxNode.ObjectRef as ICameraObject);
            }

            if (babylonMainCamera == null)
            {
                RaiseWarning("No camera defined", 1);
            }
            else
            {
                RaiseMessage(string.Format("Total cameras: {0}", babylonScene.CamerasList.Count), Color.Gray, 1);
            }

            // Default light
            if (babylonScene.LightsList.Count == 0)
            {
                RaiseWarning("No light defined", 1);
                RaiseWarning("A default hemispheric light was added for your convenience", 1);
                ExportDefaultLight(babylonScene);
            }
            else
            {
                RaiseMessage(string.Format("Total lights: {0}", babylonScene.LightsList.Count), Color.Gray, 1);
            }

            // Materials
            RaiseMessage("Exporting materials");
            var matsToExport = referencedMaterials.ToArray(); // Snapshot because multimaterials can export new materials
            foreach (var mat in matsToExport)
            {
                ExportMaterial(mat, babylonScene);
                CheckCancelled();
            }
            RaiseMessage(string.Format("Total: {0}", babylonScene.MaterialsList.Count + babylonScene.MultiMaterialsList.Count), Color.Gray, 1);

            // Fog
            for (var index = 0; index < Loader.Core.NumAtmospheric; index++)
            {
                var atmospheric = Loader.Core.GetAtmospheric(index);

                if (atmospheric.Active(0) && atmospheric.ClassName == "Fog")
                {
                    var fog = atmospheric as IStdFog;

                    RaiseMessage("Exporting fog");

                    if (fog != null)
                    {
                        babylonScene.fogColor = fog.GetColor(0).ToArray();
                        babylonScene.fogMode  = 3;
                    }
                    if (babylonMainCamera != null)
                    {
                        babylonScene.fogStart = maxMainCameraObject.GetEnvRange(0, 0, Tools.Forever);
                        babylonScene.fogEnd   = maxMainCameraObject.GetEnvRange(0, 1, Tools.Forever);
                    }
                }
            }

            // Skeletons
            if (skins.Count > 0)
            {
                RaiseMessage("Exporting skeletons");
                foreach (var skin in skins)
                {
                    ExportSkin(skin, babylonScene);
                }
            }

            // Actions
            babylonScene.actions = ExportNodeAction(gameScene.GetIGameNode(rawScene));

            // Output
            babylonScene.Prepare(false, false);
            if (outputFormat == "babylon" || outputFormat == "binary babylon")
            {
                RaiseMessage("Saving to output file");
                var jsonSerializer = JsonSerializer.Create(new JsonSerializerSettings());
                var sb             = new StringBuilder();
                var sw             = new StringWriter(sb, CultureInfo.InvariantCulture);

                await Task.Run(() =>
                {
                    using (var jsonWriter = new JsonTextWriterOptimized(sw))
                    {
                        jsonWriter.Formatting = Formatting.None;
                        jsonSerializer.Serialize(jsonWriter, babylonScene);
                    }
                    File.WriteAllText(outputFile, sb.ToString());

                    if (generateManifest)
                    {
                        File.WriteAllText(outputFile + ".manifest",
                                          "{\r\n\"version\" : 1,\r\n\"enableSceneOffline\" : true,\r\n\"enableTexturesOffline\" : true\r\n}");
                    }
                });

                // Binary
                if (outputFormat == "binary babylon")
                {
                    RaiseMessage("Generating binary files");
                    BabylonFileConverter.BinaryConverter.Convert(outputFile, Path.GetDirectoryName(outputFile) + "\\Binary",
                                                                 message => RaiseMessage(message, 1),
                                                                 error => RaiseError(error, 1));
                }
            }

            ReportProgressChanged(100);

            // Export glTF
            if (outputFormat == "gltf" || outputFormat == "glb")
            {
                bool generateBinary = outputFormat == "glb";
                ExportGltf(babylonScene, outputFile, generateBinary);
            }

            watch.Stop();
            RaiseMessage(string.Format("Exportation done in {0:0.00}s", watch.ElapsedMilliseconds / 1000.0), Color.Blue);
        }
        public async Task ExportAsync(string outputFile, bool generateManifest, bool onlySelected, bool generateBinary, Form callerForm)
        {
            var gameConversionManger = Loader.Global.ConversionManager;

            gameConversionManger.CoordSystem = Autodesk.Max.IGameConversionManager.CoordSystem.D3d;

            var gameScene = Loader.Global.IGameInterface;

            gameScene.InitialiseIGame(onlySelected);
            gameScene.SetStaticFrame(0);

            MaxSceneFileName = gameScene.SceneFileName;

            IsCancelled = false;
            RaiseMessage("Exportation started", Color.Blue);
            ReportProgressChanged(0);
            var babylonScene = new BabylonScene(Path.GetDirectoryName(outputFile));
            var rawScene     = Loader.Core.RootNode;

            alreadyExportedTextures.Clear();

            if (!Directory.Exists(babylonScene.OutputPath))
            {
                RaiseError("Exportation stopped: Output folder does not exist");
                ReportProgressChanged(100);
                return;
            }

            var watch = new Stopwatch();

            watch.Start();

            // Save scene
            RaiseMessage("Saving 3ds max file");

            if (AutoSave3dsMaxFile)
            {
                var forceSave = Loader.Core.FileSave;

                if (callerForm != null)
                {
                    callerForm.BringToFront();
                }
            }

            // Global
            babylonScene.autoClear    = true;
            babylonScene.clearColor   = Loader.Core.GetBackGround(0, Tools.Forever).ToArray();
            babylonScene.ambientColor = Loader.Core.GetAmbient(0, Tools.Forever).ToArray();

            babylonScene.gravity             = rawScene.GetVector3Property("babylonjs_gravity");
            ExportQuaternionsInsteadOfEulers = rawScene.GetBoolProperty("babylonjs_exportquaternions", 1);

            // Cameras
            BabylonCamera mainCamera     = null;
            ICameraObject mainCameraNode = null;

            RaiseMessage("Exporting cameras");
            var camerasTab = gameScene.GetIGameNodeByType(Autodesk.Max.IGameObject.ObjectTypes.Camera);

            for (int ix = 0; ix < camerasTab.Count; ++ix)
            {
                var indexer    = new IntPtr(ix);
                var cameraNode = camerasTab[indexer];
                Marshal.FreeHGlobal(indexer);
                ExportCamera(gameScene, cameraNode, babylonScene);

                if (mainCamera == null && babylonScene.CamerasList.Count > 0)
                {
                    mainCameraNode = (cameraNode.MaxNode.ObjectRef as ICameraObject);
                    mainCamera     = babylonScene.CamerasList[0];
                    babylonScene.activeCameraID = mainCamera.id;
                    RaiseMessage("Active camera set to " + mainCamera.name, Color.Green, 1, true);
                }
            }

            if (mainCamera == null)
            {
                RaiseWarning("No camera defined", 1);
            }
            else
            {
                RaiseMessage(string.Format("Total: {0}", babylonScene.CamerasList.Count), Color.Gray, 1);
            }

            // Fog
            for (var index = 0; index < Loader.Core.NumAtmospheric; index++)
            {
                var atmospheric = Loader.Core.GetAtmospheric(index);

                if (atmospheric.Active(0) && atmospheric.ClassName == "Fog")
                {
                    var fog = atmospheric as IStdFog;

                    RaiseMessage("Exporting fog");

                    if (fog != null)
                    {
                        babylonScene.fogColor = fog.GetColor(0).ToArray();
                        babylonScene.fogMode  = 3;
                    }
#if !MAX2015
                    else
                    {
                        var paramBlock = atmospheric.GetReference(0) as IIParamBlock;

                        babylonScene.fogColor = Tools.GetParamBlockValueColor(paramBlock, "Fog Color");
                        babylonScene.fogMode  = 3;
                    }
#endif
                    if (mainCamera != null)
                    {
                        babylonScene.fogStart = mainCameraNode.GetEnvRange(0, 0, Tools.Forever);
                        babylonScene.fogEnd   = mainCameraNode.GetEnvRange(0, 1, Tools.Forever);
                    }
                }
            }

            // Meshes
            ReportProgressChanged(10);
            RaiseMessage("Exporting meshes");
            var meshes          = gameScene.GetIGameNodeByType(Autodesk.Max.IGameObject.ObjectTypes.Mesh);
            var progressionStep = 80.0f / meshes.Count;
            var progression     = 10.0f;
            for (int ix = 0; ix < meshes.Count; ++ix)
            {
                var indexer  = new IntPtr(ix);
                var meshNode = meshes[indexer];
                Marshal.FreeHGlobal(indexer);
                ExportMesh(gameScene, meshNode, babylonScene);


                ReportProgressChanged((int)progression);

                progression += progressionStep;

                CheckCancelled();
            }


            // Materials
            RaiseMessage("Exporting materials");
            var matsToExport = referencedMaterials.ToArray(); // Snapshot because multimaterials can export new materials
            foreach (var mat in matsToExport)
            {
                ExportMaterial(mat, babylonScene);
                CheckCancelled();
            }
            RaiseMessage(string.Format("Total: {0}", babylonScene.MaterialsList.Count + babylonScene.MultiMaterialsList.Count), Color.Gray, 1);

            // Lights
            RaiseMessage("Exporting lights");
            var lightNodes = gameScene.GetIGameNodeByType(Autodesk.Max.IGameObject.ObjectTypes.Light);
            for (var i = 0; i < lightNodes.Count; ++i)
            {
                ExportLight(gameScene, lightNodes[new IntPtr(i)], babylonScene);
                CheckCancelled();
            }


            if (babylonScene.LightsList.Count == 0)
            {
                RaiseWarning("No light defined", 1);
                RaiseWarning("A default hemispheric light was added for your convenience", 1);
                ExportDefaultLight(babylonScene);
            }
            else
            {
                RaiseMessage(string.Format("Total: {0}", babylonScene.LightsList.Count), Color.Gray, 1);
            }

            // Skeletons
            if (skins.Count > 0)
            {
                RaiseMessage("Exporting skeletons");
                foreach (var skin in skins)
                {
                    ExportSkin(skin, babylonScene);
                }
            }

            // Output
            RaiseMessage("Saving to output file");
            babylonScene.Prepare(false);
            var jsonSerializer = JsonSerializer.Create(new JsonSerializerSettings());
            var sb             = new StringBuilder();
            var sw             = new StringWriter(sb, CultureInfo.InvariantCulture);

            await Task.Run(() =>
            {
                using (var jsonWriter = new JsonTextWriterOptimized(sw))
                {
                    jsonWriter.Formatting = Formatting.None;
                    jsonSerializer.Serialize(jsonWriter, babylonScene);
                }
                File.WriteAllText(outputFile, sb.ToString());

                if (generateManifest)
                {
                    File.WriteAllText(outputFile + ".manifest",
                                      "{\r\n\"version\" : 1,\r\n\"enableSceneOffline\" : true,\r\n\"enableTexturesOffline\" : true\r\n}");
                }
            });

            // Binary
            if (generateBinary)
            {
                RaiseMessage("Generating binary files");
                BabylonFileConverter.BinaryConverter.Convert(outputFile, Path.GetDirectoryName(outputFile) + "\\Binary",
                                                             message => RaiseMessage(message, 1),
                                                             error => RaiseError(error, 1));
            }

            ReportProgressChanged(100);
            watch.Stop();
            RaiseMessage(string.Format("Exportation done in {0:0.00}s", watch.ElapsedMilliseconds / 1000.0), Color.Blue);
        }