コード例 #1
0
ファイル: MaxHelper.cs プロジェクト: scudelari/EMASA
        public static ITriObject GetTriObjectFromNode(this IINode node, int time, out bool deleteIt)
        {
            deleteIt = false;
            IObject obj = node.EvalWorldState(time, true).Obj;

            IClass_ID triObjId = MaxGlobal.Class_ID.Create((int)BuiltInClassIDA.TRIOBJ_CLASS_ID, 0);

            if (obj.CanConvertToType(triObjId) != 0)
            {
                ITriObject tri = (ITriObject)obj.ConvertToType(time, triObjId);

                // Note that the TriObject should only be deleted
                // if the pointer to it is not equal to the object
                // pointer that called ConvertToType()
                if (obj != tri)
                {
                    deleteIt = true;
                }
                return(tri);
            }
            else
            {
                return(null);
            }
        }
コード例 #2
0
        public static IPolyObject GetPolyObjectFromNode(this IINode iNode)
        {
            IObject obj = iNode.EvalWorldState(Loader.Core.Time, false).Obj;

            if (obj.CanConvertToType(Loader.Global.PolyObjectClassID) == 1)
            {
                return((IPolyObject)obj.ConvertToType(Loader.Core.Time, Loader.Global.PolyObjectClassID));
            }
            return(null);
        }
コード例 #3
0
        public static ICameraObject GetGenCameraFromNode(this IINode iNode, ILoggingProvider logger)
        {
            ICameraObject result = null;
            IObject       obj    = iNode.EvalWorldState(Loader.Core.Time, false).Obj;

            try
            {
                result = (ICameraObject)obj;
            }
            catch (Exception)
            {
                logger.RaiseWarning($"Camera type format of node {iNode.Name} is not supported");
            }
            return(result);
        }
コード例 #4
0
ファイル: Skinning.cs プロジェクト: sebjf/dazmaxbridge
        protected void CreateSkinning(IINode mesh, MyMesh myMesh, Dictionary<string, IINode> skeletonMap)
        {
            IModifier skin_modifier = GetSkinModifier(mesh);
            IISkinImportData skin = skin_modifier.GetInterface((InterfaceID)InterfaceIDs.I_SKINIMPORTDATA) as IISkinImportData;

            foreach (var bone in skeletonMap.Values)
            {
                skin.AddBoneEx(bone, false);
            }

            mesh.EvalWorldState(0, true); //must be called after adding bones, but before adding weights (presumably so that something in the graph realises the bones have been added when the weights need them

            List<vertexWeightMap> vertexWeights = GetWeightMapsByVertex(myMesh, skeletonMap);
            for (int i = 0; i < vertexWeights.Count; i++)
            {
                skin.AddWeights(mesh, i, vertexWeights[i].GetBonesITab(), vertexWeights[i].GetWeightsITab());
            }
        }
コード例 #5
0
ファイル: Geometry.cs プロジェクト: sebjf/maxbridge
        protected unsafe GeometryNode CreateGeometryUpdate(IINode node)
        {
            IObject obj = node.EvalWorldState(0, false).Obj;
            if (obj.CanConvertToType(_gi.Class_ID.Create(TRIOBJ_CLASS_ID, 0)) > 0)
            {
                ITriObject triobj = obj.ConvertToType(0, _gi.Class_ID.Create(TRIOBJ_CLASS_ID, 0)) as ITriObject;

                GeometryNode u = CreateGeometryUpdate(node, triobj);

                if (obj.Handle != triobj.Handle) /*If the triobject was created by the call above instead of existing prior to this*/
                {
                    triobj.DeleteMe();
                }

                return u;
            }

            return null;
        }
コード例 #6
0
ファイル: MaxNodes.cs プロジェクト: viper2133/nlm3
        /// <summary>
        /// Returns ObjectClass of IINode.
        /// </summary>
        /// <param name="node"></param>
        /// <returns></returns>
        public static ObjectTreeNode.ObjectClass GetObjectClass(IINode node)
        {
            IObjectState ObjectState = node.EvalWorldState(0, true);

            switch (ObjectState.Obj.SuperClassID)
            {
            case SClass_ID.Geomobject:
                if (ObjectState.Obj.ClassName == "TargetObject")
                {
                    return(ObjectTreeNode.ObjectClass.Helper);
                }
                if (ObjectState.Obj.ClassName == "Bone")
                {
                    return(ObjectTreeNode.ObjectClass.Bone);
                }
                return(ObjectTreeNode.ObjectClass.Object);

            case SClass_ID.Shape:
                return(ObjectTreeNode.ObjectClass.Shape);

            case SClass_ID.Light:
                return(ObjectTreeNode.ObjectClass.Light);

            case SClass_ID.Camera:
                return(ObjectTreeNode.ObjectClass.Camera);

            case SClass_ID.Helper:
                return(ObjectTreeNode.ObjectClass.Helper);

            case SClass_ID.WsmObject:
                return(ObjectTreeNode.ObjectClass.SpaceWarp);

            default:
                return(ObjectTreeNode.ObjectClass.Object);
            }
        }
コード例 #7
0
        private void ExportMesh(IINode meshNode, BabylonScene babylonScene)
        {
            if (meshNode.GetBoolProperty("babylonjs_noexport"))
            {
                return;
            }

            if (!ExportHiddenObjects && meshNode.IsHidden(NodeHideFlags.None, false))
            {
                return;
            }

            var babylonMesh = new BabylonMesh();
            int vx1, vx2, vx3;

            babylonMesh.name = meshNode.Name;
            babylonMesh.id = meshNode.GetGuid().ToString();
            if (meshNode.HasParent())
            {
                babylonMesh.parentId = meshNode.ParentNode.GetGuid().ToString();
            }

            // Misc.
            babylonMesh.isVisible = meshNode.Renderable == 1;
            babylonMesh.pickable = meshNode.GetBoolProperty("babylonjs_checkpickable");
            babylonMesh.receiveShadows = meshNode.RcvShadows == 1;
            babylonMesh.showBoundingBox = meshNode.GetBoolProperty("babylonjs_showboundingbox");
            babylonMesh.showSubMeshesBoundingBox = meshNode.GetBoolProperty("babylonjs_showsubmeshesboundingbox");

            // Collisions
            babylonMesh.checkCollisions = meshNode.GetBoolProperty("babylonjs_checkcollisions");

            // Skin
            var skin = GetSkinModifier(meshNode);

            if (skin != null)
            {
                babylonMesh.skeletonId = skins.IndexOf(skin);
                bonesCount = skin.NumBones;
            }

            // Position / rotation / scaling
            var wm = meshNode.GetWorldMatrix(0, meshNode.HasParent());
            babylonMesh.position = wm.Trans.ToArraySwitched();

            var parts = Loader.Global.AffineParts.Create();
            Loader.Global.DecompAffine(wm, parts);

            if (exportQuaternionsInsteadOfEulers)
            {
                babylonMesh.rotationQuaternion = parts.Q.ToArray();
            }
            else
            {
                var rotate = new float[3];

                IntPtr xPtr = Marshal.AllocHGlobal(sizeof(float));
                IntPtr yPtr = Marshal.AllocHGlobal(sizeof(float));
                IntPtr zPtr = Marshal.AllocHGlobal(sizeof(float));
                parts.Q.GetEuler(xPtr, yPtr, zPtr);

                Marshal.Copy(xPtr, rotate, 0, 1);
                Marshal.Copy(yPtr, rotate, 1, 1);
                Marshal.Copy(zPtr, rotate, 2, 1);

                var temp = rotate[1];
                rotate[0] = -rotate[0] * parts.F;
                rotate[1] = -rotate[2] * parts.F;
                rotate[2] = -temp * parts.F;

                babylonMesh.rotation = rotate;                
            }

            babylonMesh.scaling = parts.K.ToArraySwitched();

            if (wm.Parity)
            {
                vx1 = 2;
                vx2 = 1;
                vx3 = 0;
            }
            else
            {
                vx1 = 0;
                vx2 = 1;
                vx3 = 2;
            }

            // Pivot
            var pivotMatrix = Tools.Identity;
            pivotMatrix.PreTranslate(meshNode.ObjOffsetPos);
            Loader.Global.PreRotateMatrix(pivotMatrix, meshNode.ObjOffsetRot);
            Loader.Global.ApplyScaling(pivotMatrix, meshNode.ObjOffsetScale);
            babylonMesh.pivotMatrix = pivotMatrix.ToArray();

            // Mesh
            var objectState = meshNode.EvalWorldState(0, false);
            var triObject = objectState.Obj.GetMesh();
            var mesh = triObject != null ? triObject.Mesh : null;

            RaiseMessage(meshNode.Name, 1);

            if (mesh != null)
            {
                mesh.BuildNormals();

                if (mesh.NumFaces < 1)
                {
                    RaiseError(string.Format("Mesh {0} has no face", babylonMesh.name), 2);
                }

                if (mesh.NumVerts < 3)
                {
                    RaiseError(string.Format("Mesh {0} has not enough vertices", babylonMesh.name), 2);
                }

                if (mesh.NumVerts >= 65536)
                {
                    RaiseError(string.Format("Mesh {0} has too many vertices (more than 65535)", babylonMesh.name), 2);
                }

                // Material
                var mtl = meshNode.Mtl;
                var multiMatsCount = 1;

                if (mtl != null)
                {
                    babylonMesh.materialId = mtl.GetGuid().ToString();

                    if (!referencedMaterials.Contains(mtl))
                    {
                        referencedMaterials.Add(mtl);
                    }

                    multiMatsCount = Math.Max(mtl.NumSubMtls, 1);
                }

                babylonMesh.visibility = meshNode.GetVisibility(0, Tools.Forever);

                var vertices = new List<GlobalVertex>();
                var indices = new List<int>();
                var matIDs = new List<int>();

                var hasUV = mesh.NumTVerts > 0;
                var hasUV2 = mesh.GetNumMapVerts(2) > 0;

                var optimizeVertices = meshNode.GetBoolProperty("babylonjs_optimizevertices");

                // Skin
                IISkinContextData skinContext = null;

                if (skin != null)
                {
                    skinContext = skin.GetContextInterface(meshNode);
                }

                // Compute normals
                VNormal[] vnorms = Tools.ComputeNormals(mesh, optimizeVertices);
                List<GlobalVertex>[] verticesAlreadyExported = null;

                if (optimizeVertices)
                {
                    verticesAlreadyExported = new List<GlobalVertex>[mesh.NumVerts];
                }

                for (var face = 0; face < mesh.NumFaces; face++)
                {
                    indices.Add(CreateGlobalVertex(mesh, face, vx1, vertices, hasUV, hasUV2, vnorms, verticesAlreadyExported, skinContext));
                    indices.Add(CreateGlobalVertex(mesh, face, vx2, vertices, hasUV, hasUV2, vnorms, verticesAlreadyExported, skinContext));
                    indices.Add(CreateGlobalVertex(mesh, face, vx3, vertices, hasUV, hasUV2, vnorms, verticesAlreadyExported, skinContext));
                    matIDs.Add(mesh.Faces[face].MatID % multiMatsCount);
                    CheckCancelled();
                }

                if (vertices.Count >= 65536)
                {
                    RaiseError(string.Format("Mesh {0} has too many vertices: {1} (limit is 65535)", babylonMesh.name, vertices.Count), 2);

                    if (!optimizeVertices)
                    {
                        RaiseError("You can try to optimize your object using [Try to optimize vertices] option", 2);
                    }
                }

                RaiseMessage(string.Format("{0} vertices, {1} faces", vertices.Count, indices.Count / 3), 2);

                // Buffers
                babylonMesh.positions = vertices.SelectMany(v => v.Position.ToArraySwitched()).ToArray();
                babylonMesh.normals = vertices.SelectMany(v => v.Normal.ToArraySwitched()).ToArray();
                if (hasUV)
                {
                    babylonMesh.uvs = vertices.SelectMany(v => v.UV.ToArray()).ToArray();
                }
                if (hasUV2)
                {
                    babylonMesh.uvs2 = vertices.SelectMany(v => v.UV2.ToArray()).ToArray();
                }

                if (skin != null)
                {
                    babylonMesh.matricesWeights = vertices.SelectMany(v => v.Weights.ToArray()).ToArray();
                    babylonMesh.matricesIndices = vertices.Select(v => v.BonesIndices).ToArray();
                }

                // Submeshes
                var sortedIndices = new List<int>();
                var subMeshes = new List<BabylonSubMesh>();
                var indexStart = 0;
                for (var index = 0; index < multiMatsCount; index++)
                {
                    var subMesh = new BabylonSubMesh();
                    var indexCount = 0;
                    var minVertexIndex = int.MaxValue;
                    var maxVertexIndex = int.MinValue;

                    subMesh.indexStart = indexStart;
                    subMesh.materialIndex = index;

                    for (var face = 0; face < matIDs.Count; face++)
                    {
                        if (matIDs[face] == index)
                        {
                            var a = indices[3 * face];
                            var b = indices[3 * face + 1];
                            var c = indices[3 * face + 2];

                            sortedIndices.Add(a);
                            sortedIndices.Add(b);
                            sortedIndices.Add(c);
                            indexCount += 3;

                            if (a < minVertexIndex)
                            {
                                minVertexIndex = a;
                            }

                            if (b < minVertexIndex)
                            {
                                minVertexIndex = b;
                            }

                            if (c < minVertexIndex)
                            {
                                minVertexIndex = c;
                            }

                            if (a > maxVertexIndex)
                            {
                                maxVertexIndex = a;
                            }

                            if (b > maxVertexIndex)
                            {
                                maxVertexIndex = b;
                            }

                            if (c > maxVertexIndex)
                            {
                                maxVertexIndex = c;
                            }
                        }
                    }
                    if (indexCount != 0)
                    {

                        subMesh.indexCount = indexCount;
                        subMesh.verticesStart = minVertexIndex;
                        subMesh.verticesCount = maxVertexIndex - minVertexIndex + 1;

                        indexStart += indexCount;

                        subMeshes.Add(subMesh);
                    }
                    CheckCancelled();
                }
                babylonMesh.subMeshes = subMeshes.ToArray();


                // Buffers - Indices
                babylonMesh.indices = sortedIndices.ToArray();

                triObject.Dispose();
            }


            // Animations
            var animations = new List<BabylonAnimation>();

            if (!ExportVector3Controller(meshNode.TMController.PositionController, "position", animations))
            {
                ExportVector3Animation("position", animations, key =>
                {
                    var worldMatrix = meshNode.GetWorldMatrix(key, meshNode.HasParent());
                    return worldMatrix.Trans.ToArraySwitched();
                });
            }

            if (!ExportQuaternionController(meshNode.TMController.RotationController, "rotationQuaternion", animations))
            {
                ExportQuaternionAnimation("rotationQuaternion", animations, key =>
                {
                    var worldMatrix = meshNode.GetWorldMatrix(key, meshNode.HasParent());

                    var affineParts = Loader.Global.AffineParts.Create();
                    Loader.Global.DecompAffine(worldMatrix, affineParts);

                    return affineParts.Q.ToArray();
                });
            }

            if (!ExportVector3Controller(meshNode.TMController.ScaleController, "scaling", animations))
            {
                ExportVector3Animation("scaling", animations, key =>
                {
                    var worldMatrix = meshNode.GetWorldMatrix(key, meshNode.HasParent());

                    var affineParts = Loader.Global.AffineParts.Create();
                    Loader.Global.DecompAffine(worldMatrix, affineParts);

                    return affineParts.K.ToArraySwitched();
                });
            }

            if (!ExportFloatController(meshNode.VisController, "visibility", animations))
            {
                ExportFloatAnimation("visibility", animations, key => new[] { meshNode.GetVisibility(key, Tools.Forever) });
            }

            babylonMesh.animations = animations.ToArray();

            if (meshNode.GetBoolProperty("babylonjs_autoanimate", 1))
            {
                babylonMesh.autoAnimate = true;
                babylonMesh.autoAnimateFrom = (int)meshNode.GetFloatProperty("babylonjs_autoanimate_from");
                babylonMesh.autoAnimateTo = (int)meshNode.GetFloatProperty("babylonjs_autoanimate_to", 100);
                babylonMesh.autoAnimateLoop = meshNode.GetBoolProperty("babylonjs_autoanimateloop", 1);
            }

            babylonScene.MeshesList.Add(babylonMesh);
        }
コード例 #8
0
        private void ExportMesh(IINode meshNode, BabylonScene babylonScene)
        {
            if (meshNode.IsInstance())
            {
                return;
            }

            if (meshNode.GetBoolProperty("babylonjs_noexport"))
            {
                return;
            }

            if (!ExportHiddenObjects && meshNode.IsHidden(NodeHideFlags.None, false))
            {
                return;
            }

            var babylonMesh = new BabylonMesh();
            int vx1, vx2, vx3;

            babylonMesh.name = meshNode.Name;
            babylonMesh.id   = meshNode.GetGuid().ToString();
            if (meshNode.HasParent())
            {
                babylonMesh.parentId = meshNode.ParentNode.GetGuid().ToString();
            }

            // Misc.
            babylonMesh.isVisible                = meshNode.Renderable == 1;
            babylonMesh.pickable                 = meshNode.GetBoolProperty("babylonjs_checkpickable");
            babylonMesh.receiveShadows           = meshNode.RcvShadows == 1;
            babylonMesh.showBoundingBox          = meshNode.GetBoolProperty("babylonjs_showboundingbox");
            babylonMesh.showSubMeshesBoundingBox = meshNode.GetBoolProperty("babylonjs_showsubmeshesboundingbox");

            // Collisions
            babylonMesh.checkCollisions = meshNode.GetBoolProperty("babylonjs_checkcollisions");

            // Skin
            var skin = GetSkinModifier(meshNode);

            if (skin != null)
            {
                babylonMesh.skeletonId = skins.IndexOf(skin);
                bonesCount             = skin.NumBones;
            }

            // Position / rotation / scaling
            var wm = Tools.ExtractCoordinates(meshNode, babylonMesh, exportQuaternionsInsteadOfEulers);

            if (wm.Parity)
            {
                vx1 = 2;
                vx2 = 1;
                vx3 = 0;
            }
            else
            {
                vx1 = 0;
                vx2 = 1;
                vx3 = 2;
            }

            // Pivot
            var pivotMatrix = Tools.Identity;

            pivotMatrix.PreTranslate(meshNode.ObjOffsetPos);
            Loader.Global.PreRotateMatrix(pivotMatrix, meshNode.ObjOffsetRot);
            Loader.Global.ApplyScaling(pivotMatrix, meshNode.ObjOffsetScale);
            babylonMesh.pivotMatrix = pivotMatrix.ToArray();

            // Mesh
            var objectState = meshNode.EvalWorldState(0, false);
            var triObject   = objectState.Obj.GetMesh();
            var mesh        = triObject != null ? triObject.Mesh : null;

            RaiseMessage(meshNode.Name, 1);

            if (mesh != null)
            {
                mesh.BuildNormals();

                if (mesh.NumFaces < 1)
                {
                    RaiseError(string.Format("Mesh {0} has no face", babylonMesh.name), 2);
                }

                if (mesh.NumVerts < 3)
                {
                    RaiseError(string.Format("Mesh {0} has not enough vertices", babylonMesh.name), 2);
                }

                if (mesh.NumVerts >= 65536)
                {
                    RaiseError(string.Format("Mesh {0} has too many vertices (more than 65535)", babylonMesh.name), 2);
                }

                // Material
                var mtl            = meshNode.Mtl;
                var multiMatsCount = 1;

                if (mtl != null)
                {
                    babylonMesh.materialId = mtl.GetGuid().ToString();

                    if (!referencedMaterials.Contains(mtl))
                    {
                        referencedMaterials.Add(mtl);
                    }

                    multiMatsCount = Math.Max(mtl.NumSubMtls, 1);
                }

                babylonMesh.visibility = meshNode.GetVisibility(0, Tools.Forever);

                var vertices = new List <GlobalVertex>();
                var indices  = new List <int>();
                var matIDs   = new List <int>();

                var hasUV  = mesh.NumTVerts > 0;
                var hasUV2 = mesh.GetNumMapVerts(2) > 0;

                var optimizeVertices = meshNode.GetBoolProperty("babylonjs_optimizevertices");

                // Skin
                IISkinContextData skinContext = null;

                if (skin != null)
                {
                    skinContext = skin.GetContextInterface(meshNode);
                }

                // Compute normals
                VNormal[]             vnorms = Tools.ComputeNormals(mesh, optimizeVertices);
                List <GlobalVertex>[] verticesAlreadyExported = null;

                if (optimizeVertices)
                {
                    verticesAlreadyExported = new List <GlobalVertex> [mesh.NumVerts];
                }

                for (var face = 0; face < mesh.NumFaces; face++)
                {
                    indices.Add(CreateGlobalVertex(mesh, face, vx1, vertices, hasUV, hasUV2, vnorms, verticesAlreadyExported, skinContext));
                    indices.Add(CreateGlobalVertex(mesh, face, vx2, vertices, hasUV, hasUV2, vnorms, verticesAlreadyExported, skinContext));
                    indices.Add(CreateGlobalVertex(mesh, face, vx3, vertices, hasUV, hasUV2, vnorms, verticesAlreadyExported, skinContext));
                    matIDs.Add(mesh.Faces[face].MatID % multiMatsCount);
                    CheckCancelled();
                }

                if (vertices.Count >= 65536)
                {
                    RaiseError(string.Format("Mesh {0} has too many vertices: {1} (limit is 65535)", babylonMesh.name, vertices.Count), 2);

                    if (!optimizeVertices)
                    {
                        RaiseError("You can try to optimize your object using [Try to optimize vertices] option", 2);
                    }
                }

                RaiseMessage(string.Format("{0} vertices, {1} faces", vertices.Count, indices.Count / 3), 2);

                // Buffers
                babylonMesh.positions = vertices.SelectMany(v => v.Position.ToArraySwitched()).ToArray();
                babylonMesh.normals   = vertices.SelectMany(v => v.Normal.ToArraySwitched()).ToArray();
                if (hasUV)
                {
                    babylonMesh.uvs = vertices.SelectMany(v => v.UV.ToArray()).ToArray();
                }
                if (hasUV2)
                {
                    babylonMesh.uvs2 = vertices.SelectMany(v => v.UV2.ToArray()).ToArray();
                }

                if (skin != null)
                {
                    babylonMesh.matricesWeights = vertices.SelectMany(v => v.Weights.ToArray()).ToArray();
                    babylonMesh.matricesIndices = vertices.Select(v => v.BonesIndices).ToArray();
                }

                // Submeshes
                var sortedIndices = new List <int>();
                var subMeshes     = new List <BabylonSubMesh>();
                var indexStart    = 0;
                for (var index = 0; index < multiMatsCount; index++)
                {
                    var subMesh        = new BabylonSubMesh();
                    var indexCount     = 0;
                    var minVertexIndex = int.MaxValue;
                    var maxVertexIndex = int.MinValue;

                    subMesh.indexStart    = indexStart;
                    subMesh.materialIndex = index;

                    for (var face = 0; face < matIDs.Count; face++)
                    {
                        if (matIDs[face] == index)
                        {
                            var a = indices[3 * face];
                            var b = indices[3 * face + 1];
                            var c = indices[3 * face + 2];

                            sortedIndices.Add(a);
                            sortedIndices.Add(b);
                            sortedIndices.Add(c);
                            indexCount += 3;

                            if (a < minVertexIndex)
                            {
                                minVertexIndex = a;
                            }

                            if (b < minVertexIndex)
                            {
                                minVertexIndex = b;
                            }

                            if (c < minVertexIndex)
                            {
                                minVertexIndex = c;
                            }

                            if (a > maxVertexIndex)
                            {
                                maxVertexIndex = a;
                            }

                            if (b > maxVertexIndex)
                            {
                                maxVertexIndex = b;
                            }

                            if (c > maxVertexIndex)
                            {
                                maxVertexIndex = c;
                            }
                        }
                    }
                    if (indexCount != 0)
                    {
                        subMesh.indexCount    = indexCount;
                        subMesh.verticesStart = minVertexIndex;
                        subMesh.verticesCount = maxVertexIndex - minVertexIndex + 1;

                        indexStart += indexCount;

                        subMeshes.Add(subMesh);
                    }
                    CheckCancelled();
                }
                babylonMesh.subMeshes = subMeshes.ToArray();


                // Buffers - Indices
                babylonMesh.indices = sortedIndices.ToArray();

                triObject.Dispose();
            }

            // Instances
            var tabs = Loader.Global.NodeTab.Create();

            Loader.Global.IInstanceMgr.InstanceMgr.GetInstances(meshNode, tabs);
            var instances = new List <BabylonAbstractMesh>();

            for (var index = 0; index < tabs.Count; index++)
            {
                var indexer = new IntPtr(index);
                var tab     = tabs[indexer];

                Marshal.FreeHGlobal(indexer);

                if (meshNode.GetGuid() == tab.GetGuid())
                {
                    continue;
                }

                tab.MarkAsInstance();

                var instance = new BabylonAbstractMesh {
                    name = tab.Name
                };

                Tools.ExtractCoordinates(tab, instance, exportQuaternionsInsteadOfEulers);
                var instanceAnimations = new List <BabylonAnimation>();
                GenerateCoordinatesAnimations(tab, instanceAnimations);
                instance.animations = instanceAnimations.ToArray();

                instances.Add(instance);
            }

            babylonMesh.instances = instances.ToArray();

            // Animations
            var animations = new List <BabylonAnimation>();

            GenerateCoordinatesAnimations(meshNode, animations);


            if (!ExportFloatController(meshNode.VisController, "visibility", animations))
            {
                ExportFloatAnimation("visibility", animations, key => new[] { meshNode.GetVisibility(key, Tools.Forever) });
            }

            babylonMesh.animations = animations.ToArray();

            if (meshNode.GetBoolProperty("babylonjs_autoanimate", 1))
            {
                babylonMesh.autoAnimate     = true;
                babylonMesh.autoAnimateFrom = (int)meshNode.GetFloatProperty("babylonjs_autoanimate_from");
                babylonMesh.autoAnimateTo   = (int)meshNode.GetFloatProperty("babylonjs_autoanimate_to", 100);
                babylonMesh.autoAnimateLoop = meshNode.GetBoolProperty("babylonjs_autoanimateloop", 1);
            }

            babylonScene.MeshesList.Add(babylonMesh);
        }
コード例 #9
0
        public static bool IsMesh(this IINode node)
        {
            IObject obj = node.EvalWorldState(Loader.Core.Time, false).Obj;

            return(obj.CanConvertToType(Loader.Global.TriObjectClassID) == 1);
        }