public virtual void Export(MeshExportSettings meshExportSettings)
        {
            var bytesBuffer = new ArrayByteBuffer(new byte[50 * 1024 * 1024]);
            var bufferIndex = glTF.AddBuffer(bytesBuffer);

            GameObject tmpParent = null;

            if (Copy.transform.childCount == 0)
            {
                tmpParent = new GameObject("tmpParent");
                Copy.transform.SetParent(tmpParent.transform, true);
                Copy = tmpParent;
            }

            try
            {
                Nodes = Copy.transform.Traverse()
                        .Skip(1) // exclude root object for the symmetry with the importer
                        .ToList();

                #region Materials and Textures
                Materials = Nodes.SelectMany(x => x.GetSharedMaterials()).Where(x => x != null).Distinct().ToList();
                var unityTextures = Materials.SelectMany(x => TextureIO.GetTextures(x)).Where(x => x.Texture != null).Distinct().ToList();

                TextureManager = new TextureExportManager(unityTextures.Select(x => x.Texture));

                var materialExporter = CreateMaterialExporter();
                glTF.materials = Materials.Select(x => materialExporter.ExportMaterial(x, TextureManager)).ToList();

                for (int i = 0; i < unityTextures.Count; ++i)
                {
                    var unityTexture = unityTextures[i];
                    TextureIO.ExportTexture(glTF, bufferIndex, TextureManager.GetExportTexture(i), unityTexture.TextureType);
                }
                #endregion

                #region Meshes
                var unityMeshes = MeshWithRenderer.FromNodes(Nodes).ToList();

                MeshBlendShapeIndexMap = new Dictionary <Mesh, Dictionary <int, int> >();
                foreach (var(mesh, gltfMesh, blendShapeIndexMap) in MeshExporter.ExportMeshes(
                             glTF, bufferIndex, unityMeshes, Materials, meshExportSettings))
                {
                    glTF.meshes.Add(gltfMesh);
                    if (!MeshBlendShapeIndexMap.ContainsKey(mesh))
                    {
                        // 同じmeshが複数回現れた
                        MeshBlendShapeIndexMap.Add(mesh, blendShapeIndexMap);
                    }
                }
                Meshes = unityMeshes.Select(x => x.Mesh).ToList();
                #endregion

                #region Nodes and Skins
                var unitySkins = unityMeshes
                                 .Where(x => x.UniqueBones != null)
                                 .ToList();
                glTF.nodes  = Nodes.Select(x => ExportNode(x, Nodes, unityMeshes.Select(y => y.Renderer).ToList(), unitySkins.Select(y => y.Renderer as SkinnedMeshRenderer).ToList())).ToList();
                glTF.scenes = new List <gltfScene>
                {
                    new gltfScene
                    {
                        nodes = Copy.transform.GetChildren().Select(x => Nodes.IndexOf(x)).ToArray(),
                    }
                };

                foreach (var x in unitySkins)
                {
                    var matrices = x.GetBindPoses().Select(y => y.ReverseZ()).ToArray();
                    var accessor = glTF.ExtendBufferAndGetAccessorIndex(bufferIndex, matrices, glBufferTarget.NONE);

                    var renderer = x.Renderer as SkinnedMeshRenderer;
                    var skin     = new glTFSkin
                    {
                        inverseBindMatrices = accessor,
                        joints   = x.UniqueBones.Select(y => Nodes.IndexOf(y)).ToArray(),
                        skeleton = Nodes.IndexOf(renderer.rootBone),
                    };
                    var skinIndex = glTF.skins.Count;
                    glTF.skins.Add(skin);

                    foreach (var z in Nodes.Where(y => y.Has(x.Renderer)))
                    {
                        var nodeIndex = Nodes.IndexOf(z);
                        var node      = glTF.nodes[nodeIndex];
                        node.skin = skinIndex;
                    }
                }
                #endregion

#if UNITY_EDITOR
                #region Animations

                var clips     = new List <AnimationClip>();
                var animator  = Copy.GetComponent <Animator>();
                var animation = Copy.GetComponent <Animation>();
                if (animator != null)
                {
                    clips = AnimationExporter.GetAnimationClips(animator);
                }
                else if (animation != null)
                {
                    clips = AnimationExporter.GetAnimationClips(animation);
                }

                if (clips.Any())
                {
                    foreach (AnimationClip clip in clips)
                    {
                        var animationWithCurve = AnimationExporter.Export(clip, Copy.transform, Nodes);

                        foreach (var kv in animationWithCurve.SamplerMap)
                        {
                            var sampler = animationWithCurve.Animation.samplers[kv.Key];

                            var inputAccessorIndex = glTF.ExtendBufferAndGetAccessorIndex(bufferIndex, kv.Value.Input);
                            sampler.input = inputAccessorIndex;

                            var outputAccessorIndex = glTF.ExtendBufferAndGetAccessorIndex(bufferIndex, kv.Value.Output);
                            sampler.output = outputAccessorIndex;

                            // modify accessors
                            var outputAccessor = glTF.accessors[outputAccessorIndex];
                            var channel        = animationWithCurve.Animation.channels.First(x => x.sampler == kv.Key);
                            switch (glTFAnimationTarget.GetElementCount(channel.target.path))
                            {
                            case 1:
                                outputAccessor.type = "SCALAR";
                                //outputAccessor.count = ;
                                break;

                            case 3:
                                outputAccessor.type   = "VEC3";
                                outputAccessor.count /= 3;
                                break;

                            case 4:
                                outputAccessor.type   = "VEC4";
                                outputAccessor.count /= 4;
                                break;

                            default:
                                throw new NotImplementedException();
                            }
                        }
                        animationWithCurve.Animation.name = clip.name;
                        glTF.animations.Add(animationWithCurve.Animation);
                    }
                }
                #endregion
#endif
            }
            finally
            {
                if (tmpParent != null)
                {
                    tmpParent.transform.GetChild(0).SetParent(null);
                    if (Application.isPlaying)
                    {
                        GameObject.Destroy(tmpParent);
                    }
                    else
                    {
                        GameObject.DestroyImmediate(tmpParent);
                    }
                }
            }
        }
Exemple #2
0
        public void FromGameObject(glTF gltf, GameObject go, bool useSparseAccessorForMorphTarget = false)
        {
            var bytesBuffer = new ArrayByteBuffer(new byte[50 * 1024 * 1024]);
            var bufferIndex = gltf.AddBuffer(bytesBuffer);

            GameObject tmpParent = null;

            if (go.transform.childCount == 0)
            {
                tmpParent = new GameObject("tmpParent");
                go.transform.SetParent(tmpParent.transform, true);
                go = tmpParent;
            }

            try
            {
                Nodes = go.transform.Traverse()
                        .Skip(1) // exclude root object for the symmetry with the importer
                        .ToList();

                #region Materials and Textures
                Materials = Nodes.SelectMany(x => x.GetSharedMaterials()).Where(x => x != null).Distinct().ToList();
                var unityTextures = Materials.SelectMany(x => TextureIO.GetTextures(x)).Where(x => x.Texture != null).Distinct().ToList();

                List <Texture> exportTextures = null;
                Textures = unityTextures.Select(y => y.Texture).ToList();
                var materialExporter = CreateMaterialExporter();
                gltf.materials = Materials.Select(x => materialExporter.ExportMaterial(x, Textures, out exportTextures)).ToList();

                for (int i = 0; i < unityTextures.Count; ++i)
                {
                    var unityTexture = unityTextures[i];
                    TextureIO.ExportTexture(gltf, bufferIndex, exportTextures[i], unityTexture.TextureType);
                }
                #endregion


                #region Meshes
                var unityMeshes = Nodes
                                  .Select(x => new MeshWithRenderer
                {
                    Mesh       = x.GetSharedMesh(),
                    Rendererer = x.GetComponent <Renderer>(),
                })
                                  .Where(x =>
                {
                    if (x.Mesh == null)
                    {
                        return(false);
                    }
                    if (x.Rendererer.sharedMaterials == null ||
                        x.Rendererer.sharedMaterials.Length == 0)
                    {
                        return(false);
                    }

                    return(true);
                })
                                  .ToList();
                ExportMeshes(gltf, bufferIndex, unityMeshes, Materials, useSparseAccessorForMorphTarget);
                Meshes = unityMeshes.Select(x => x.Mesh).ToList();
                #endregion

                #region Skins
                var unitySkins = Nodes
                                 .Select(x => x.GetComponent <SkinnedMeshRenderer>()).Where(x =>
                                                                                            x != null &&
                                                                                            x.bones != null &&
                                                                                            x.bones.Length > 0)
                                 .ToList();
                gltf.nodes  = Nodes.Select(x => ExportNode(x, Nodes, unityMeshes.Select(y => y.Mesh).ToList(), unitySkins)).ToList();
                gltf.scenes = new List <gltfScene>
                {
                    new gltfScene
                    {
                        nodes = go.transform.GetChildren().Select(x => Nodes.IndexOf(x)).ToArray(),
                    }
                };

                foreach (var x in unitySkins)
                {
                    var matrices = x.sharedMesh.bindposes.Select(y => y.ReverseZ()).ToArray();
                    var accessor = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, matrices, glBufferTarget.NONE);

                    var skin = new glTFSkin
                    {
                        inverseBindMatrices = accessor,
                        joints   = x.bones.Select(y => Nodes.IndexOf(y)).ToArray(),
                        skeleton = Nodes.IndexOf(x.rootBone),
                    };
                    var skinIndex = gltf.skins.Count;
                    gltf.skins.Add(skin);

                    foreach (var z in Nodes.Where(y => y.Has(x)))
                    {
                        var nodeIndex = Nodes.IndexOf(z);
                        var node      = gltf.nodes[nodeIndex];
                        node.skin = skinIndex;
                    }
                }
                #endregion

#if UNITY_EDITOR
                #region Animations

                var clips     = new List <AnimationClip>();
                var animator  = go.GetComponent <Animator>();
                var animation = go.GetComponent <Animation>();
                if (animator != null)
                {
                    clips = AnimationExporter.GetAnimationClips(animator);
                }
                else if (animation != null)
                {
                    clips = AnimationExporter.GetAnimationClips(animation);
                }

                if (clips.Any())
                {
                    foreach (AnimationClip clip in clips)
                    {
                        var animationWithCurve = AnimationExporter.Export(clip, go.transform, Nodes);

                        foreach (var kv in animationWithCurve.SamplerMap)
                        {
                            var sampler = animationWithCurve.Animation.samplers[kv.Key];

                            var inputAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, kv.Value.Input);
                            sampler.input = inputAccessorIndex;

                            var outputAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, kv.Value.Output);
                            sampler.output = outputAccessorIndex;

                            // modify accessors
                            var outputAccessor = gltf.accessors[outputAccessorIndex];
                            var channel        = animationWithCurve.Animation.channels.First(x => x.sampler == kv.Key);
                            switch (glTFAnimationTarget.GetElementCount(channel.target.path))
                            {
                            case 1:
                                outputAccessor.type  = "SCALAR";
                                outputAccessor.count = 1;
                                break;

                            case 3:
                                outputAccessor.type   = "VEC3";
                                outputAccessor.count /= 3;
                                break;

                            case 4:
                                outputAccessor.type   = "VEC4";
                                outputAccessor.count /= 4;
                                break;

                            default:
                                throw new NotImplementedException();
                            }
                        }

                        gltf.animations.Add(animationWithCurve.Animation);
                    }
                }
                #endregion
#endif
            }
            finally
            {
                if (tmpParent != null)
                {
                    tmpParent.transform.GetChild(0).SetParent(null);
                    if (Application.isPlaying)
                    {
                        GameObject.Destroy(tmpParent);
                    }
                    else
                    {
                        GameObject.DestroyImmediate(tmpParent);
                    }
                }
            }
        }
Exemple #3
0
        public static Exported FromGameObject(glTF gltf, GameObject go, bool useSparseAccessorForMorphTarget = false)
        {
            var bytesBuffer = new ArrayByteBuffer(new byte[50 * 1024 * 1024]);
            var bufferIndex = gltf.AddBuffer(bytesBuffer);

            if (go.transform.childCount == 0)
            {
                throw new UniGLTFException("empty root GameObject required");
            }

            var unityNodes = go.transform.Traverse()
                             .Skip(1) // exclude root object for the symmetry with the importer
                             .ToList();

            #region Materials and Textures
            var unityMaterials = unityNodes.SelectMany(x => x.GetSharedMaterials()).Where(x => x != null).Distinct().ToList();
            var unityTextures  = unityMaterials.SelectMany(x => TextureIO.GetTextures(x)).Where(x => x.Texture != null).Distinct().ToList();

            for (int i = 0; i < unityTextures.Count; ++i)
            {
                var texture = unityTextures[i];
                TextureIO.ExportTexture(gltf, bufferIndex, texture.Texture, texture.IsNormalMap);
            }

            var textures         = unityTextures.Select(y => y.Texture).ToList();
            var materialExporter = new MaterialExporter();
            gltf.materials = unityMaterials.Select(x => materialExporter.ExportMaterial(x, textures)).ToList();
            #endregion

            #region Meshes
            var unityMeshes = unityNodes
                              .Select(x => new MeshWithRenderer
            {
                Mesh       = x.GetSharedMesh(),
                Rendererer = x.GetComponent <Renderer>(),
            })
                              .Where(x =>
            {
                if (x.Mesh == null)
                {
                    return(false);
                }
                if (x.Rendererer.sharedMaterials == null ||
                    x.Rendererer.sharedMaterials.Length == 0)
                {
                    return(false);
                }

                return(true);
            })
                              .ToList();
            ExportMeshes(gltf, bufferIndex, unityMeshes, unityMaterials, useSparseAccessorForMorphTarget);
            #endregion

            #region Skins
            var unitySkins = unityNodes
                             .Select(x => x.GetComponent <SkinnedMeshRenderer>()).Where(x => x != null)
                             .ToList();
            gltf.nodes  = unityNodes.Select(x => ExportNode(x, unityNodes, unityMeshes.Select(y => y.Mesh).ToList(), unitySkins)).ToList();
            gltf.scenes = new List <gltfScene>
            {
                new gltfScene
                {
                    nodes = go.transform.GetChildren().Select(x => unityNodes.IndexOf(x)).ToArray(),
                }
            };

            foreach (var x in unitySkins)
            {
                var matrices = x.sharedMesh.bindposes.Select(y => y.ReverseZ()).ToArray();
                var accessor = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, matrices, glBufferTarget.NONE);

                var skin = new glTFSkin
                {
                    inverseBindMatrices = accessor,
                    joints   = x.bones.Select(y => unityNodes.IndexOf(y)).ToArray(),
                    skeleton = unityNodes.IndexOf(x.rootBone),
                };
                var skinIndex = gltf.skins.Count;
                gltf.skins.Add(skin);

                foreach (var z in unityNodes.Where(y => y.Has(x)))
                {
                    var nodeIndex = unityNodes.IndexOf(z);
                    var node      = gltf.nodes[nodeIndex];
                    node.skin = skinIndex;
                }
            }
            #endregion

#if UNITY_EDITOR
            #region Animations
            var animation = go.GetComponent <Animation>();
            if (animation != null)
            {
                foreach (AnimationState state in animation)
                {
                    var animationWithCurve = ExportAnimation(state.clip, go.transform, unityNodes);

                    foreach (var kv in animationWithCurve.SamplerMap)
                    {
                        var sampler = animationWithCurve.Animation.samplers[kv.Key];

                        var inputAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, kv.Value.Input);
                        sampler.input = inputAccessorIndex;

                        var outputAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, kv.Value.Output);
                        sampler.output = outputAccessorIndex;

                        // modify accessors
                        var outputAccessor = gltf.accessors[outputAccessorIndex];
                        var channel        = animationWithCurve.Animation.channels.First(x => x.sampler == kv.Key);
                        switch (glTFAnimationTarget.GetElementCount(channel.target.path))
                        {
                        case 3:
                            outputAccessor.type   = "VEC3";
                            outputAccessor.count /= 3;
                            break;

                        case 4:
                            outputAccessor.type   = "VEC4";
                            outputAccessor.count /= 4;
                            break;

                        default:
                            throw new NotImplementedException();
                        }
                    }

                    gltf.animations.Add(animationWithCurve.Animation);
                }
            }
            #endregion
#endif

            return(new Exported
            {
                Meshes = unityMeshes,
                Nodes = unityNodes.Select(x => x.transform).ToList(),
                Materials = unityMaterials,
                Textures = textures,
            });
        }