public static int[][] getFaceVertId(MFnMesh mayaMesh) { List <int[]> vtxIds = new List <int[]>(mayaMesh.numPolygons); MIntArray ids = new MIntArray(); for (int i = 0; i < mayaMesh.numPolygons; i++) { mayaMesh.getPolygonVertices(i, ids); vtxIds.Add(ids.ToArray()); } return(vtxIds.ToArray()); }
public static List <int[]> GetFaceVertexIdx(string dagName, string space) { MDagPath dagPath = DMInterop.getDagNode(dagName); MSpace.Space mspace = MSpace.Space.kWorld; Enum.TryParse(space, out mspace); MFnMesh mayaMesh = new MFnMesh(dagPath); List <int[]> vtxIds = new List <int[]>(mayaMesh.numPolygons); MIntArray ids = new MIntArray(); for (int i = 0; i < mayaMesh.numPolygons; i++) { mayaMesh.getPolygonVertices(i, ids); vtxIds.Add(ids.ToArray()); } return(vtxIds); }
private BabylonNode ExportMesh(MObject mObject, BabylonScene babylonScene) { MFnMesh mFnMesh = new MFnMesh(mObject); MFnDagNode mFnDagNode = new MFnDagNode(mObject); var mObjectParent = mFnMesh.parent(0); MFnDagNode mFnDagNodeParent = new MFnDagNode(mObjectParent); // --- prints --- #region prints RaiseVerbose("BabylonExporter.Mesh | mFnMesh data", 2); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.name=" + mFnMesh.name, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.absoluteName=" + mFnMesh.absoluteName, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.fullPathName=" + mFnMesh.fullPathName, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.partialPathName=" + mFnMesh.partialPathName, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.numVertices=" + mFnMesh.numVertices, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.numEdges=" + mFnMesh.numEdges, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.numPolygons=" + mFnMesh.numPolygons, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.numFaceVertices=" + mFnMesh.numFaceVertices, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.numNormals=" + mFnMesh.numNormals, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.numUVSets=" + mFnMesh.numUVSets, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.numUVsProperty=" + mFnMesh.numUVsProperty, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.activeColor=" + mFnMesh.activeColor.toString(), 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.attributeCount=" + mFnMesh.attributeCount, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.childCount=" + mFnMesh.childCount, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.displayColors=" + mFnMesh.displayColors, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.dormantColor=" + mFnMesh.dormantColor, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.hasUniqueName=" + mFnMesh.hasUniqueName, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.inUnderWorld=" + mFnMesh.inUnderWorld, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.isDefaultNode=" + mFnMesh.isDefaultNode, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.isInstanceable=" + mFnMesh.isInstanceable, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.isInstanced(true)=" + mFnMesh.isInstanced(true), 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.isInstanced(false)=" + mFnMesh.isInstanced(false), 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.isInstanced()=" + mFnMesh.isInstanced(), 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.isIntermediateObject=" + mFnMesh.isIntermediateObject, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.isShared=" + mFnMesh.isShared, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.numColorSets=" + mFnMesh.numColorSets, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.numColorsProperty=" + mFnMesh.numColorsProperty, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.objectColor=" + mFnMesh.objectColor, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.parentCount=" + mFnMesh.parentCount, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.parentNamespace=" + mFnMesh.parentNamespace, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.uuid().asString()=" + mFnMesh.uuid().asString(), 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.dagRoot().apiType=" + mFnMesh.dagRoot().apiType, 3); RaiseVerbose("BabylonExporter.Mesh | mFnMesh.model.equalEqual(mFnMesh.objectProperty)=" + mFnMesh.model.equalEqual(mFnMesh.objectProperty), 3); RaiseVerbose("BabylonExporter.Mesh | ToString(mFnMesh.transformationMatrix)=" + mFnMesh.transformationMatrix.toString(), 3); var transformationMatrix = new MTransformationMatrix(mFnMesh.transformationMatrix); RaiseVerbose("BabylonExporter.Mesh | transformationMatrix.getTranslation().toString()=" + transformationMatrix.getTranslation().toString(), 3); var transformationMatrixParent = new MTransformationMatrix(mFnDagNodeParent.transformationMatrix); RaiseVerbose("BabylonExporter.Mesh | transformationMatrixParent.getTranslation().toString()=" + transformationMatrixParent.getTranslation().toString(), 3); // Geometry MIntArray triangleCounts = new MIntArray(); MIntArray trianglesVertices = new MIntArray(); mFnMesh.getTriangles(triangleCounts, trianglesVertices); RaiseVerbose("BabylonExporter.Mesh | triangleCounts.ToArray()=" + triangleCounts.ToArray().toString(), 3); RaiseVerbose("BabylonExporter.Mesh | trianglesVertices.ToArray()=" + trianglesVertices.ToArray().toString(), 3); int[] polygonsVertexCount = new int[mFnMesh.numPolygons]; for (int polygonId = 0; polygonId < mFnMesh.numPolygons; polygonId++) { polygonsVertexCount[polygonId] = mFnMesh.polygonVertexCount(polygonId); } RaiseVerbose("BabylonExporter.Mesh | polygonsVertexCount=" + polygonsVertexCount.toString(), 3); //MFloatPointArray points = new MFloatPointArray(); //mFnMesh.getPoints(points); //RaiseVerbose("BabylonExporter.Mesh | points.ToArray()=" + points.ToArray().Select(mFloatPoint => mFloatPoint.toString()), 3); //MFloatVectorArray normals = new MFloatVectorArray(); //mFnMesh.getNormals(normals); //RaiseVerbose("BabylonExporter.Mesh | normals.ToArray()=" + normals.ToArray().Select(mFloatPoint => mFloatPoint.toString()), 3); for (int polygonId = 0; polygonId < mFnMesh.numPolygons; polygonId++) { MIntArray verticesId = new MIntArray(); RaiseVerbose("BabylonExporter.Mesh | polygonId=" + polygonId, 3); int nbTriangles = triangleCounts[polygonId]; RaiseVerbose("BabylonExporter.Mesh | nbTriangles=" + nbTriangles, 3); for (int triangleIndex = 0; triangleIndex < triangleCounts[polygonId]; triangleIndex++) { RaiseVerbose("BabylonExporter.Mesh | triangleIndex=" + triangleIndex, 3); int[] triangleVertices = new int[3]; mFnMesh.getPolygonTriangleVertices(polygonId, triangleIndex, triangleVertices); RaiseVerbose("BabylonExporter.Mesh | triangleVertices=" + triangleVertices.toString(), 3); foreach (int vertexId in triangleVertices) { RaiseVerbose("BabylonExporter.Mesh | vertexId=" + vertexId, 3); MPoint point = new MPoint(); mFnMesh.getPoint(vertexId, point); RaiseVerbose("BabylonExporter.Mesh | point=" + point.toString(), 3); MVector normal = new MVector(); mFnMesh.getFaceVertexNormal(polygonId, vertexId, normal); RaiseVerbose("BabylonExporter.Mesh | normal=" + normal.toString(), 3); } } } #endregion if (IsMeshExportable(mFnMesh) == false) { return(null); } RaiseMessage(mFnMesh.name, 1); var babylonMesh = new BabylonMesh { name = mFnMesh.name, id = mFnMesh.uuid().asString() }; // Position / rotation / scaling / hierarchy ExportNode(babylonMesh, mFnDagNode, babylonScene); // Misc. // TODO - Retreive from Maya // TODO - What is the difference between isVisible and visibility? // TODO - Fix fatal error: Attempting to save in C:/Users/Fabrice/AppData/Local/Temp/Fabrice.20171205.1613.ma //babylonMesh.isVisible = mDagPath.isVisible; //babylonMesh.visibility = meshNode.MaxNode.GetVisibility(0, Tools.Forever); //babylonMesh.receiveShadows = meshNode.MaxNode.RcvShadows == 1; //babylonMesh.applyFog = meshNode.MaxNode.ApplyAtmospherics == 1; if (mFnMesh.numPolygons < 1) { RaiseError($"Mesh {babylonMesh.name} has no face", 2); } if (mFnMesh.numVertices < 3) { RaiseError($"Mesh {babylonMesh.name} has not enough vertices", 2); } if (mFnMesh.numVertices >= 65536) { RaiseWarning($"Mesh {babylonMesh.name} has more than 65536 vertices which means that it will require specific WebGL extension to be rendered. This may impact portability of your scene on low end devices.", 2); } // TODO - Material var vertices = new List <GlobalVertex>(); var indices = new List <int>(); // TODO - UV, color, alpha //var mappingChannels = unskinnedMesh.ActiveMapChannelNum; //bool hasUV = false; //bool hasUV2 = false; //for (int i = 0; i < mappingChannels.Count; ++i) //{ // var indexer = i; // var channelNum = mappingChannels[indexer]; // if (channelNum == 1) // { // hasUV = true; // } // else if (channelNum == 2) // { // hasUV2 = true; // } //} //var hasColor = unskinnedMesh.NumberOfColorVerts > 0; //var hasAlpha = unskinnedMesh.GetNumberOfMapVerts(-2) > 0; // TODO - Add custom properties var optimizeVertices = false; // meshNode.MaxNode.GetBoolProperty("babylonjs_optimizevertices"); // Compute normals var subMeshes = new List <BabylonSubMesh>(); ExtractGeometry(mFnMesh, vertices, indices, subMeshes, optimizeVertices); if (vertices.Count >= 65536) { RaiseWarning($"Mesh {babylonMesh.name} has {vertices.Count} vertices. This may prevent your scene to work on low end devices where 32 bits indice are not supported", 2); if (!optimizeVertices) { RaiseError("You can try to optimize your object using [Try to optimize vertices] option", 2); } } RaiseMessage($"{vertices.Count} vertices, {indices.Count / 3} faces", 2); // Buffers babylonMesh.positions = vertices.SelectMany(v => v.Position).ToArray(); babylonMesh.normals = vertices.SelectMany(v => v.Normal).ToArray(); babylonMesh.subMeshes = subMeshes.ToArray(); // Buffers - Indices babylonMesh.indices = indices.ToArray(); babylonScene.MeshesList.Add(babylonMesh); RaiseMessage("BabylonExporter.Mesh | done", 3); return(babylonMesh); }