private BabylonShadowGenerator ExportShadowGenerator(IINode lightNode, BabylonScene babylonScene) { var maxLight = (lightNode.ObjectRef as ILightObject); var babylonShadowGenerator = new BabylonShadowGenerator(); RaiseMessage("Exporting shadow map", 2); babylonShadowGenerator.lightId = lightNode.GetGuid().ToString(); babylonShadowGenerator.mapSize = maxLight.GetMapSize(0, Tools.Forever); babylonShadowGenerator.bias = lightNode.GetFloatProperty("babylonjs_shadows_bias", 0.00005f); babylonShadowGenerator.forceBackFacesOnly = lightNode.GetBoolProperty("babylonjs_forcebackfaces"); var shadowsType = lightNode.GetStringProperty("babylonjs_shadows_type", "Blurred Variance"); switch (shadowsType) { case "Hard shadows": break; case "Poisson Sampling": babylonShadowGenerator.usePoissonSampling = true; break; case "Variance": babylonShadowGenerator.useVarianceShadowMap = true; break; case"Blurred Variance": babylonShadowGenerator.useBlurVarianceShadowMap = true; babylonShadowGenerator.blurScale = lightNode.GetFloatProperty("babylonjs_shadows_blurScale", 2); babylonShadowGenerator.blurBoxOffset = lightNode.GetFloatProperty("babylonjs_shadows_blurBoxOffset", 1); break; } var list = new List<string>(); var inclusion = maxLight.ExclList.TestFlag(1); //NT_INCLUDE var checkExclusionList = maxLight.ExclList.TestFlag(4); //NT_AFFECT_SHADOWCAST foreach (var meshNode in Loader.Core.RootNode.NodesListBySuperClass(SClass_ID.Geomobject)) { #if MAX2017 if (meshNode.CastShadows) #else if (meshNode.CastShadows == 1) #endif { var inList = maxLight.ExclList.FindNode(meshNode) != -1; if (!checkExclusionList || (inList && inclusion) || (!inList && !inclusion)) { list.Add(meshNode.GetGuid().ToString()); } } } babylonShadowGenerator.renderList = list.ToArray(); babylonScene.ShadowGeneratorsList.Add(babylonShadowGenerator); return babylonShadowGenerator; }
private BabylonShadowGenerator ExportShadowGenerator(IINode lightNode, BabylonScene babylonScene) { var maxLight = (lightNode.ObjectRef as ILightObject); var babylonShadowGenerator = new BabylonShadowGenerator(); RaiseMessage("Exporting shadow map", 2); babylonShadowGenerator.lightId = lightNode.GetGuid().ToString(); babylonShadowGenerator.mapSize = maxLight.GetMapSize(0, Tools.Forever); babylonShadowGenerator.bias = lightNode.GetFloatProperty("babylonjs_shadows_bias", 0.00005f); babylonShadowGenerator.forceBackFacesOnly = lightNode.GetBoolProperty("babylonjs_forcebackfaces"); var shadowsType = lightNode.GetStringProperty("babylonjs_shadows_type", "Blurred Variance"); switch (shadowsType) { case "Hard shadows": break; case "Poisson Sampling": babylonShadowGenerator.usePoissonSampling = true; break; case "Variance": babylonShadowGenerator.useVarianceShadowMap = true; break; case "Blurred Variance": babylonShadowGenerator.useBlurVarianceShadowMap = true; babylonShadowGenerator.blurScale = lightNode.GetFloatProperty("babylonjs_shadows_blurScale", 2); babylonShadowGenerator.blurBoxOffset = lightNode.GetFloatProperty("babylonjs_shadows_blurBoxOffset", 1); break; } var list = new List <string>(); var inclusion = maxLight.ExclList.TestFlag(1); //NT_INCLUDE var checkExclusionList = maxLight.ExclList.TestFlag(4); //NT_AFFECT_SHADOWCAST foreach (var meshNode in Loader.Core.RootNode.NodesListBySuperClass(SClass_ID.Geomobject)) { if (meshNode.CastShadows == 1) { var inList = maxLight.ExclList.FindNode(meshNode) != -1; if (!checkExclusionList || (inList && inclusion) || (!inList && !inclusion)) { list.Add(meshNode.GetGuid().ToString()); } } } babylonShadowGenerator.renderList = list.ToArray(); babylonScene.ShadowGeneratorsList.Add(babylonShadowGenerator); return(babylonShadowGenerator); }
public static void PrepareVector3Control(Vector3Control vector3Control, IINode node, string propertyName, float defaultX = 0, float defaultY = 0, float defaultZ = 0) { vector3Control.X = node.GetFloatProperty(propertyName + "_x", defaultX); vector3Control.Y = node.GetFloatProperty(propertyName + "_y", defaultY); vector3Control.Z = node.GetFloatProperty(propertyName + "_z", defaultZ); }
private void ExportCamera(IINode cameraNode, BabylonScene babylonScene) { if (cameraNode.GetBoolProperty("babylonjs_noexport")) { return; } var maxCamera = (cameraNode.ObjectRef as ICameraObject); var babylonCamera = new BabylonCamera(); RaiseMessage(cameraNode.Name, 1); babylonCamera.name = cameraNode.Name; babylonCamera.id = cameraNode.GetGuid().ToString(); if (cameraNode.HasParent()) { babylonCamera.parentId = cameraNode.ParentNode.GetGuid().ToString(); } babylonCamera.fov = Tools.ConvertFov(maxCamera.GetFOV(0, Tools.Forever)); babylonCamera.minZ = maxCamera.GetEnvRange(0, 0, Tools.Forever); babylonCamera.maxZ = maxCamera.GetEnvRange(0, 1, Tools.Forever); if (babylonCamera.minZ == 0.0f) { babylonCamera.minZ = 0.1f; } // Control babylonCamera.speed = cameraNode.GetFloatProperty("babylonjs_speed", 1.0f); babylonCamera.inertia = cameraNode.GetFloatProperty("babylonjs_inertia", 0.9f); // Collisions babylonCamera.checkCollisions = cameraNode.GetBoolProperty("babylonjs_checkcollisions"); babylonCamera.applyGravity = cameraNode.GetBoolProperty("babylonjs_applygravity"); babylonCamera.ellipsoid = cameraNode.GetVector3Property("babylonjs_ellipsoid"); // Position var wm = cameraNode.GetWorldMatrix(0, cameraNode.HasParent()); var position = wm.Trans; babylonCamera.position = position.ToArraySwitched(); // Target var target = cameraNode.Target; if (target != null) { babylonCamera.lockedTargetId = target.GetGuid().ToString(); } else { var dir = wm.GetRow(2).MultiplyBy(-1); babylonCamera.target = position.Add(dir).ToArraySwitched(); } // Animations var animations = new List<BabylonAnimation>(); if (!ExportVector3Controller(cameraNode.TMController.PositionController, "position", animations)) { ExportVector3Animation("position", animations, key => { var worldMatrix = cameraNode.GetWorldMatrix(key, cameraNode.HasParent()); return worldMatrix.Trans.ToArraySwitched(); }); } ExportFloatAnimation("fov", animations, key => new[] {Tools.ConvertFov(maxCamera.GetFOV(key, Tools.Forever))}); babylonCamera.animations = animations.ToArray(); if (cameraNode.GetBoolProperty("babylonjs_autoanimate")) { babylonCamera.autoAnimate = true; babylonCamera.autoAnimateFrom = (int)cameraNode.GetFloatProperty("babylonjs_autoanimate_from"); babylonCamera.autoAnimateTo = (int)cameraNode.GetFloatProperty("babylonjs_autoanimate_to"); babylonCamera.autoAnimateLoop = cameraNode.GetBoolProperty("babylonjs_autoanimateloop"); } babylonScene.CamerasList.Add(babylonCamera); }
public static void PrepareVector3Control(Vector3Control vector3Control, IINode node, string propertyName, float defaultX = 0, float defaultY = 0, float defaultZ = 0) { vector3Control.X = node.GetFloatProperty(propertyName + "_x", defaultX); vector3Control.Y = node.GetFloatProperty(propertyName + "_y", defaultY); vector3Control.Z = node.GetFloatProperty(propertyName + "_z", defaultZ); }
private void ExportLight(IINode lightNode, BabylonScene babylonScene) { if (lightNode.GetBoolProperty("babylonjs_noexport")) { return; } var maxLight = (lightNode.ObjectRef as ILightObject); var babylonLight = new BabylonLight(); RaiseMessage(lightNode.Name, 1); babylonLight.name = lightNode.Name; babylonLight.id = lightNode.GetGuid().ToString(); // Type var lightState = Loader.Global.LightState.Create(); maxLight.EvalLightState(0, Tools.Forever, lightState); var directionScale = -1; switch (lightState.Type) { case LightType.OmniLgt: babylonLight.type = 0; break; case LightType.SpotLgt: babylonLight.type = 2; babylonLight.angle = (float)(maxLight.GetFallsize(0, Tools.Forever) * Math.PI / 180.0f); babylonLight.exponent = 1; break; case LightType.DirectLgt: babylonLight.type = 1; break; case LightType.AmbientLgt: babylonLight.type = 3; babylonLight.groundColor = new float[] { 0, 0, 0 }; directionScale = 1; break; } // Shadows if (maxLight.ShadowMethod == 1) { if (lightState.Type == LightType.DirectLgt) { ExportShadowGenerator(lightNode, babylonScene); } else { RaiseWarning("Shadows maps are only supported for directional lights", 2); } } // Position var wm = lightNode.GetWorldMatrix(0, false); var position = wm.Trans; babylonLight.position = position.ToArraySwitched(); // Direction var target = lightNode.Target; if (target != null) { var targetWm = target.GetObjTMBeforeWSM(0, Tools.Forever); var targetPosition = targetWm.Trans; var direction = targetPosition.Subtract(position); babylonLight.direction = direction.ToArraySwitched(); } else { var dir = wm.GetRow(2).MultiplyBy(directionScale); babylonLight.direction = dir.ToArraySwitched(); } // Exclusion var maxScene = Loader.Core.RootNode; var inclusion = maxLight.ExclList.TestFlag(1); //NT_INCLUDE var checkExclusionList = maxLight.ExclList.TestFlag(2); //NT_AFFECT_ILLUM if (checkExclusionList) { var excllist = new List<string>(); var incllist = new List<string>(); foreach (var meshNode in maxScene.NodesListBySuperClass(SClass_ID.Geomobject)) { if (meshNode.CastShadows == 1) { var inList = maxLight.ExclList.FindNode(meshNode) != -1; if (inList) { if (inclusion) { incllist.Add(meshNode.GetGuid().ToString()); } else { excllist.Add(meshNode.GetGuid().ToString()); } } } } babylonLight.includedOnlyMeshesIds = incllist.ToArray(); babylonLight.excludedMeshesIds = excllist.ToArray(); } // Other fields babylonLight.intensity = maxLight.GetIntensity(0, Tools.Forever); babylonLight.diffuse = lightState.AffectDiffuse ? maxLight.GetRGBColor(0, Tools.Forever).ToArray() : new float[] { 0, 0, 0 }; babylonLight.specular = lightState.AffectDiffuse ? maxLight.GetRGBColor(0, Tools.Forever).ToArray() : new float[] { 0, 0, 0 }; if (maxLight.UseAtten) { babylonLight.range = maxLight.GetAtten(0, 1, Tools.Forever); } // Animations var animations = new List<BabylonAnimation>(); if (!ExportVector3Controller(lightNode.TMController.PositionController, "position", animations)) { ExportVector3Animation("position", animations, key => { var worldMatrix = lightNode.GetWorldMatrix(key, lightNode.HasParent()); return worldMatrix.Trans.ToArraySwitched(); }); } ExportVector3Animation("direction", animations, key => { var targetNode = lightNode.Target; if (targetNode != null) { var targetWm = target.GetObjTMBeforeWSM(0, Tools.Forever); var targetPosition = targetWm.Trans; var direction = targetPosition.Subtract(position); return direction.ToArraySwitched(); } var dir = wm.GetRow(2).MultiplyBy(directionScale); return dir.ToArraySwitched(); }); ExportFloatAnimation("intensity", animations, key => new[] { maxLight.GetIntensity(key, Tools.Forever) }); babylonLight.animations = animations.ToArray(); if (lightNode.GetBoolProperty("babylonjs_autoanimate")) { babylonLight.autoAnimate = true; babylonLight.autoAnimateFrom = (int)lightNode.GetFloatProperty("babylonjs_autoanimate_from"); babylonLight.autoAnimateTo = (int)lightNode.GetFloatProperty("babylonjs_autoanimate_to"); babylonLight.autoAnimateLoop = lightNode.GetBoolProperty("babylonjs_autoanimateloop"); } babylonScene.LightsList.Add(babylonLight); }
private void ExportCamera(IINode cameraNode, BabylonScene babylonScene) { if (cameraNode.GetBoolProperty("babylonjs_noexport")) { return; } var maxCamera = (cameraNode.ObjectRef as ICameraObject); var babylonCamera = new BabylonCamera(); RaiseMessage(cameraNode.Name, 1); babylonCamera.name = cameraNode.Name; babylonCamera.id = cameraNode.GetGuid().ToString(); if (cameraNode.HasParent()) { babylonCamera.parentId = cameraNode.ParentNode.GetGuid().ToString(); } babylonCamera.fov = Tools.ConvertFov(maxCamera.GetFOV(0, Tools.Forever)); babylonCamera.minZ = maxCamera.GetEnvRange(0, 0, Tools.Forever); babylonCamera.maxZ = maxCamera.GetEnvRange(0, 1, Tools.Forever); if (babylonCamera.minZ == 0.0f) { babylonCamera.minZ = 0.1f; } // Control babylonCamera.speed = cameraNode.GetFloatProperty("babylonjs_speed", 1.0f); babylonCamera.inertia = cameraNode.GetFloatProperty("babylonjs_inertia", 0.9f); // Collisions babylonCamera.checkCollisions = cameraNode.GetBoolProperty("babylonjs_checkcollisions"); babylonCamera.applyGravity = cameraNode.GetBoolProperty("babylonjs_applygravity"); babylonCamera.ellipsoid = cameraNode.GetVector3Property("babylonjs_ellipsoid"); // Position var wm = cameraNode.GetWorldMatrix(0, cameraNode.HasParent()); var position = wm.Trans; babylonCamera.position = position.ToArraySwitched(); // Target var target = cameraNode.Target; if (target != null) { babylonCamera.lockedTargetId = target.GetGuid().ToString(); } else { var dir = wm.GetRow(2).MultiplyBy(-1); babylonCamera.target = position.Add(dir).ToArraySwitched(); } // Animations var animations = new List <BabylonAnimation>(); if (!ExportVector3Controller(cameraNode.TMController.PositionController, "position", animations)) { ExportVector3Animation("position", animations, key => { var worldMatrix = cameraNode.GetWorldMatrix(key, cameraNode.HasParent()); return(worldMatrix.Trans.ToArraySwitched()); }); } ExportFloatAnimation("fov", animations, key => new[] { Tools.ConvertFov(maxCamera.GetFOV(key, Tools.Forever)) }); babylonCamera.animations = animations.ToArray(); if (cameraNode.GetBoolProperty("babylonjs_autoanimate")) { babylonCamera.autoAnimate = true; babylonCamera.autoAnimateFrom = (int)cameraNode.GetFloatProperty("babylonjs_autoanimate_from"); babylonCamera.autoAnimateTo = (int)cameraNode.GetFloatProperty("babylonjs_autoanimate_to"); babylonCamera.autoAnimateLoop = cameraNode.GetBoolProperty("babylonjs_autoanimateloop"); } babylonScene.CamerasList.Add(babylonCamera); }
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); }
private void ExportLight(IINode lightNode, BabylonScene babylonScene) { if (lightNode.GetBoolProperty("babylonjs_noexport")) { return; } var maxLight = (lightNode.ObjectRef as ILightObject); var babylonLight = new BabylonLight(); RaiseMessage(lightNode.Name, 1); babylonLight.name = lightNode.Name; babylonLight.id = lightNode.GetGuid().ToString(); // Type var lightState = Loader.Global.LightState.Create(); maxLight.EvalLightState(0, Tools.Forever, lightState); var directionScale = -1; switch (lightState.Type) { case LightType.OmniLgt: babylonLight.type = 0; break; case LightType.SpotLgt: babylonLight.type = 2; babylonLight.angle = (float)(maxLight.GetFallsize(0, Tools.Forever) * Math.PI / 180.0f); babylonLight.exponent = 1; break; case LightType.DirectLgt: babylonLight.type = 1; break; case LightType.AmbientLgt: babylonLight.type = 3; babylonLight.groundColor = new float[] { 0, 0, 0 }; directionScale = 1; break; } // Shadows if (maxLight.ShadowMethod == 1) { if (lightState.Type == LightType.DirectLgt) { ExportShadowGenerator(lightNode, babylonScene); } else { RaiseWarning("Shadows maps are only supported for directional lights", 2); } } // Position var wm = lightNode.GetWorldMatrix(0, false); var position = wm.Trans; babylonLight.position = position.ToArraySwitched(); // Direction var target = lightNode.Target; if (target != null) { var targetWm = target.GetObjTMBeforeWSM(0, Tools.Forever); var targetPosition = targetWm.Trans; var direction = targetPosition.Subtract(position); babylonLight.direction = direction.ToArraySwitched(); } else { var dir = wm.GetRow(2).MultiplyBy(directionScale); babylonLight.direction = dir.ToArraySwitched(); } // Exclusion var maxScene = Loader.Core.RootNode; var inclusion = maxLight.ExclList.TestFlag(1); //NT_INCLUDE var checkExclusionList = maxLight.ExclList.TestFlag(2); //NT_AFFECT_ILLUM if (checkExclusionList) { var excllist = new List <string>(); var incllist = new List <string>(); foreach (var meshNode in maxScene.NodesListBySuperClass(SClass_ID.Geomobject)) { if (meshNode.CastShadows == 1) { var inList = maxLight.ExclList.FindNode(meshNode) != -1; if (inList) { if (inclusion) { incllist.Add(meshNode.GetGuid().ToString()); } else { excllist.Add(meshNode.GetGuid().ToString()); } } } } babylonLight.includedOnlyMeshesIds = incllist.ToArray(); babylonLight.excludedMeshesIds = excllist.ToArray(); } // Other fields babylonLight.intensity = maxLight.GetIntensity(0, Tools.Forever); babylonLight.diffuse = lightState.AffectDiffuse ? maxLight.GetRGBColor(0, Tools.Forever).ToArray() : new float[] { 0, 0, 0 }; babylonLight.specular = lightState.AffectDiffuse ? maxLight.GetRGBColor(0, Tools.Forever).ToArray() : new float[] { 0, 0, 0 }; if (maxLight.UseAtten) { babylonLight.range = maxLight.GetAtten(0, 1, Tools.Forever); } // Animations var animations = new List <BabylonAnimation>(); if (!ExportVector3Controller(lightNode.TMController.PositionController, "position", animations)) { ExportVector3Animation("position", animations, key => { var worldMatrix = lightNode.GetWorldMatrix(key, lightNode.HasParent()); return(worldMatrix.Trans.ToArraySwitched()); }); } ExportVector3Animation("direction", animations, key => { var targetNode = lightNode.Target; if (targetNode != null) { var targetWm = target.GetObjTMBeforeWSM(0, Tools.Forever); var targetPosition = targetWm.Trans; var direction = targetPosition.Subtract(position); return(direction.ToArraySwitched()); } var dir = wm.GetRow(2).MultiplyBy(directionScale); return(dir.ToArraySwitched()); }); ExportFloatAnimation("intensity", animations, key => new[] { maxLight.GetIntensity(key, Tools.Forever) }); babylonLight.animations = animations.ToArray(); if (lightNode.GetBoolProperty("babylonjs_autoanimate")) { babylonLight.autoAnimate = true; babylonLight.autoAnimateFrom = (int)lightNode.GetFloatProperty("babylonjs_autoanimate_from"); babylonLight.autoAnimateTo = (int)lightNode.GetFloatProperty("babylonjs_autoanimate_to"); babylonLight.autoAnimateLoop = lightNode.GetBoolProperty("babylonjs_autoanimateloop"); } babylonScene.LightsList.Add(babylonLight); }
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); }