/// <summary> /// Gets the sharedmesh from a gameobject. /// It is recommended to use this function only for reading mesh data and not for writing, since you might modify imported assets and /// all objects that use this mesh will be affected. Also, be aware that is not possible to undo the changes done to this mesh. /// [url]http://docs.unity3d.com/Documentation/ScriptReference/MeshFilter-sharedMesh.html[/url] /// </summary> /// <returns> /// The sharedmesh or null when no meshfilter available. /// </returns> /// <param name='g1'> /// The game object /// </param> static public Mesh GetSharedMesh(this GameObject g1) { MeshFilter mf = g1.GetComponent <MeshFilter>(); return(mf.GetSharedMesh()); }
/// <summary> /// Gets all the meshes and outputs to a string (even grabbing the child of each gameObject) /// </summary> /// <returns>The mesh to string.</returns> /// <param name="gameObj">GameObject Parent.</param> /// <param name="materials">Every Material in the parent that can be accessed.</param> /// <param name="objects">The StringBuidler to create objects for the FBX file.</param> /// <param name="connections">The StringBuidler to create connections for the FBX file.</param> /// <param name="parentObject">Parent object, if left null this is the top parent.</param> /// <param name="parentModelId">Parent model id, 0 if top parent.</param> public static long GetMeshToString(GameObject gameObj, Material[] materials, ref StringBuilder objects, ref StringBuilder connections, GameObject parentObject = null, long parentModelId = 0) { StringBuilder tempObjectSb = new StringBuilder(); StringBuilder tempConnectionsSb = new StringBuilder(); long geometryId = FBXExporter.GetRandomFBXId(); long modelId = FBXExporter.GetRandomFBXId(); // Sees if there is a mesh to export and add to the system MeshFilter filter = gameObj.ThreadSafe_GetComponent <MeshFilter>(); SkinnedMeshRenderer skinnedMesh = gameObj.ThreadSafe_GetComponent <SkinnedMeshRenderer>(); // The mesh to export is this level's mesh that is going to be exported Mesh meshToExport = ThreadSafeUtils.CreateMesh(); if (filter != null) { meshToExport = filter.GetSharedMesh(); } else if (skinnedMesh != null) // If this object has a skinned mesh on it, bake that mesh into whatever pose it is at and add it as a new mesh to export { meshToExport = new Mesh(); skinnedMesh.ThreadSafe_BakeMesh(meshToExport); } if (meshToExport == null) { Debug.LogError("Couldn't find a mesh to export"); } string meshName = gameObj.GetName(); // A NULL parent means that the gameObject is at the top string isMesh = "Null"; if (meshToExport != null) { meshName = meshToExport.GetName(); isMesh = "Mesh"; } if (filter != null) { if (filter.GetSharedMesh() == null) { // The MeshFilter has no mesh assigned, so treat it like an FBX Null node. filter = null; } else { meshName = filter.GetSharedMesh().GetName(); isMesh = "Mesh"; } } // If we've got a skinned mesh without a name, give it a random name if (meshName == "" && skinnedMesh != null) { meshName = "Skinned Mesh " + Random.Range(0, 1000000); } if (parentModelId == 0) { tempConnectionsSb.AppendLine("\t;Model::" + meshName + ", Model::RootNode"); } else { tempConnectionsSb.AppendLine("\t;Model::" + meshName + ", Model::USING PARENT"); } tempConnectionsSb.AppendLine("\tC: \"OO\"," + modelId + "," + parentModelId); tempConnectionsSb.AppendLine(); tempObjectSb.AppendLine("\tModel: " + modelId + ", \"Model::" + gameObj.GetName() + "\", \"" + isMesh + "\" {"); tempObjectSb.AppendLine("\t\tVersion: 232"); tempObjectSb.AppendLine("\t\tProperties70: {"); tempObjectSb.AppendLine("\t\t\tP: \"RotationOrder\", \"enum\", \"\", \"\",4"); tempObjectSb.AppendLine("\t\t\tP: \"RotationActive\", \"bool\", \"\", \"\",1"); tempObjectSb.AppendLine("\t\t\tP: \"InheritType\", \"enum\", \"\", \"\",1"); tempObjectSb.AppendLine("\t\t\tP: \"ScalingMax\", \"Vector3D\", \"Vector\", \"\",0,0,0"); tempObjectSb.AppendLine("\t\t\tP: \"DefaultAttributeIndex\", \"int\", \"Integer\", \"\",0"); // ===== Local Translation Offset ========= Vector3 position = gameObj.GetTransform().GetLocalPosition(); tempObjectSb.Append("\t\t\tP: \"Lcl Translation\", \"Lcl Translation\", \"\", \"A+\","); // Append the X Y Z coords to the system tempObjectSb.AppendFormat("{0},{1},{2}", FE.FBXFormat(position.GetX() * -1), FE.FBXFormat(position.GetY()), FE.FBXFormat(position.GetZ())); tempObjectSb.AppendLine(); // Rotates the object correctly from Unity space Vector3 localRotation = gameObj.GetTransform().GetLocalEulerAngles(); tempObjectSb.AppendFormat("\t\t\tP: \"Lcl Rotation\", \"Lcl Rotation\", \"\", \"A+\",{0},{1},{2}", FE.FBXFormat(localRotation.GetX()), FE.FBXFormat(localRotation.GetY() * -1), FE.FBXFormat(-1 * localRotation.GetZ())); tempObjectSb.AppendLine(); // Adds the local scale of this object Vector3 localScale = gameObj.GetTransform().GetLocalScale(); tempObjectSb.AppendFormat("\t\t\tP: \"Lcl Scaling\", \"Lcl Scaling\", \"\", \"A\",{0},{1},{2}", FE.FBXFormat(localScale.GetX()), FE.FBXFormat(localScale.GetY()), FE.FBXFormat(localScale.GetZ())); tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\tP: \"currentUVSet\", \"KString\", \"\", \"U\", \"map1\""); tempObjectSb.AppendLine("\t\t}"); tempObjectSb.AppendLine("\t\tShading: T"); tempObjectSb.AppendLine("\t\tCulling: \"CullingOff\""); tempObjectSb.AppendLine("\t}"); // Adds in geometry if it exists, if it it does not exist, this is a empty gameObject file and skips over this if (meshToExport != null) { Mesh mesh = meshToExport; // ================================= // General Geometry Info // ================================= // Generate the geometry information for the mesh created tempObjectSb.AppendLine("\tGeometry: " + geometryId + ", \"Geometry::\", \"Mesh\" {"); // ===== WRITE THE VERTICIES ===== Vector3[] verticies = mesh.GetVertices(); int vertCount = mesh.GetVertexCount() * 3; // <= because the list of points is just a list of comma seperated values, we need to multiply by three tempObjectSb.AppendLine("\t\tVertices: *" + vertCount + " {"); tempObjectSb.Append("\t\t\ta: "); for (int i = 0; i < verticies.Length; i++) { if (i > 0) { tempObjectSb.Append(","); } // Points in the verticies. We also reverse the x value because Unity has a reverse X coordinate tempObjectSb.AppendFormat("{0},{1},{2}", FE.FBXFormat(verticies[i].GetX() * -1), FE.FBXFormat(verticies[i].GetY()), FE.FBXFormat(verticies[i].GetZ())); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t} "); // ======= WRITE THE TRIANGLES ======== int triangleCount = mesh.GetTriangles().Length; int[] triangles = mesh.GetTriangles(); tempObjectSb.AppendLine("\t\tPolygonVertexIndex: *" + triangleCount + " {"); // Write triangle indexes tempObjectSb.Append("\t\t\ta: "); for (int i = 0; i < triangleCount; i += 3) { if (i > 0) { tempObjectSb.Append(","); } // To get the correct normals, must rewind the triangles since we flipped the x direction tempObjectSb.AppendFormat("{0},{1},{2}", triangles[i], triangles[i + 2], (triangles[i + 1] * -1) - 1); // <= Tells the poly is ended } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t} "); tempObjectSb.AppendLine("\t\tGeometryVersion: 124"); tempObjectSb.AppendLine("\t\tLayerElementNormal: 0 {"); tempObjectSb.AppendLine("\t\t\tVersion: 101"); tempObjectSb.AppendLine("\t\t\tName: \"\""); tempObjectSb.AppendLine("\t\t\tMappingInformationType: \"ByPolygonVertex\""); tempObjectSb.AppendLine("\t\t\tReferenceInformationType: \"Direct\""); // ===== WRITE THE NORMALS ========== Vector3[] normals = mesh.ThreadSafe_GetNormals(); tempObjectSb.AppendLine("\t\t\tNormals: *" + (triangleCount * 3) + " {"); tempObjectSb.Append("\t\t\t\ta: "); for (int i = 0; i < triangleCount; i += 3) { if (i > 0) { tempObjectSb.Append(","); } // To get the correct normals, must rewind the normal triangles like the triangles above since x was flipped Vector3 newNormal = normals[triangles[i]]; tempObjectSb.AppendFormat("{0},{1},{2},", FE.FBXFormat(newNormal.GetX() * -1), // Switch normal as is tradition FE.FBXFormat(newNormal.GetY()), FE.FBXFormat(newNormal.GetZ())); newNormal = normals[triangles[i + 2]]; tempObjectSb.AppendFormat("{0},{1},{2},", FE.FBXFormat(newNormal.GetX() * -1), // Switch normal as is tradition FE.FBXFormat(newNormal.GetY()), FE.FBXFormat(newNormal.GetZ())); newNormal = normals[triangles[i + 1]]; tempObjectSb.AppendFormat("{0},{1},{2}", FE.FBXFormat(newNormal.GetX() * -1), // Switch normal as is tradition FE.FBXFormat(newNormal.GetY()), FE.FBXFormat(newNormal.GetZ())); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t}"); // ===== WRITE THE COLORS ===== bool containsColors = mesh.ThreadSafe_GetColors().Length == verticies.Length; if (containsColors) { Color[] colors = mesh.ThreadSafe_GetColors(); Dictionary <Color, int> colorTable = new Dictionary <Color, int>(); // reducing amount of data by only keeping unique colors. int idx = 0; // build index table of all the different colors present in the mesh for (int i = 0; i < colors.Length; i++) { if (!colorTable.ContainsKey(colors[i])) { colorTable[colors[i]] = idx; idx++; } } tempObjectSb.AppendLine("\t\tLayerElementColor: 0 {"); tempObjectSb.AppendLine("\t\t\tVersion: 101"); tempObjectSb.AppendLine("\t\t\tName: \"Col\""); tempObjectSb.AppendLine("\t\t\tMappingInformationType: \"ByPolygonVertex\""); tempObjectSb.AppendLine("\t\t\tReferenceInformationType: \"IndexToDirect\""); tempObjectSb.AppendLine("\t\t\tColors: *" + colorTable.Count * 4 + " {"); tempObjectSb.Append("\t\t\t\ta: "); bool first = true; foreach (KeyValuePair <Color, int> color in colorTable) { if (!first) { tempObjectSb.Append(","); } tempObjectSb.AppendFormat("{0},{1},{2},{3}", FE.FBXFormat(color.Key.GetR()), FE.FBXFormat(color.Key.GetG()), FE.FBXFormat(color.Key.GetB()), FE.FBXFormat(color.Key.GetA())); first = false; } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t\t}"); // Color index tempObjectSb.AppendLine("\t\t\tColorIndex: *" + triangles.Length + " {"); tempObjectSb.Append("\t\t\t\ta: "); for (int i = 0; i < triangles.Length; i += 3) { if (i > 0) { tempObjectSb.Append(","); } // Triangles need to be fliped for the x flip int index1 = triangles[i]; int index2 = triangles[i + 2]; int index3 = triangles[i + 1]; // Find the color index related to that vertice index index1 = colorTable[colors[index1]]; index2 = colorTable[colors[index2]]; index3 = colorTable[colors[index3]]; tempObjectSb.AppendFormat("{0},{1},{2}", index1, index2, index3); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t}"); } else { Debug.LogWarning("Mesh contains " + mesh.GetVertices().Length + " vertices for " + mesh.ThreadSafe_GetColors().Length + " colors. Skip color export"); } // ================ UV CREATION ========================= // -- UV 1 Creation int uvLength = mesh.GetUV().Length; Vector2[] uvs = mesh.GetUV(); tempObjectSb.AppendLine("\t\tLayerElementUV: 0 {"); // the Zero here is for the first UV map tempObjectSb.AppendLine("\t\t\tVersion: 101"); tempObjectSb.AppendLine("\t\t\tName: \"map1\""); tempObjectSb.AppendLine("\t\t\tMappingInformationType: \"ByPolygonVertex\""); tempObjectSb.AppendLine("\t\t\tReferenceInformationType: \"IndexToDirect\""); tempObjectSb.AppendLine("\t\t\tUV: *" + uvLength * 2 + " {"); tempObjectSb.Append("\t\t\t\ta: "); for (int i = 0; i < uvLength; i++) { if (i > 0) { tempObjectSb.Append(","); } tempObjectSb.AppendFormat("{0},{1}", FE.FBXFormat(uvs[i].GetX()), FE.FBXFormat(uvs[i].GetY())); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t\t}"); // UV tile index coords tempObjectSb.AppendLine("\t\t\tUVIndex: *" + triangleCount + " {"); tempObjectSb.Append("\t\t\t\ta: "); for (int i = 0; i < triangleCount; i += 3) { if (i > 0) { tempObjectSb.Append(","); } // Triangles need to be fliped for the x flip int index1 = triangles[i]; int index2 = triangles[i + 2]; int index3 = triangles[i + 1]; tempObjectSb.AppendFormat("{0},{1},{2}", index1, index2, index3); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t}"); // -- UV 2 Creation // TODO: Add UV2 Creation here // -- Smoothing // TODO: Smoothing doesn't seem to do anything when importing. This maybe should be added. -KBH // ============ MATERIALS ============= tempObjectSb.AppendLine("\t\tLayerElementMaterial: 0 {"); tempObjectSb.AppendLine("\t\t\tVersion: 101"); tempObjectSb.AppendLine("\t\t\tName: \"\""); tempObjectSb.AppendLine("\t\t\tMappingInformationType: \"ByPolygon\""); tempObjectSb.AppendLine("\t\t\tReferenceInformationType: \"IndexToDirect\""); int totalFaceCount = 0; // So by polygon means that we need 1/3rd of how many indicies we wrote. int numberOfSubmeshes = mesh.GetSubmeshCount(); StringBuilder submeshesSb = new StringBuilder(); // For just one submesh, we set them all to zero if (numberOfSubmeshes == 1) { int numFaces = triangles.Length / 3; for (int i = 0; i < numFaces; i++) { submeshesSb.Append("0,"); totalFaceCount++; } } else { List <int[]> allSubmeshes = new List <int[]>(); // Load all submeshes into a space for (int i = 0; i < numberOfSubmeshes; i++) { allSubmeshes.Add(mesh.ThreadSafe_GetIndices(i)); } // TODO: Optimize this search pattern for (int i = 0; i < triangles.Length; i += 3) { for (int subMeshIndex = 0; subMeshIndex < allSubmeshes.Count; subMeshIndex++) { bool breaker = false; for (int n = 0; n < allSubmeshes[subMeshIndex].Length; n += 3) { if (triangles[i] == allSubmeshes[subMeshIndex][n] && triangles[i + 1] == allSubmeshes[subMeshIndex][n + 1] && triangles[i + 2] == allSubmeshes[subMeshIndex][n + 2]) { submeshesSb.Append(subMeshIndex.ToString()); submeshesSb.Append(","); totalFaceCount++; break; } if (breaker) { break; } } } } } tempObjectSb.AppendLine("\t\t\tMaterials: *" + totalFaceCount + " {"); tempObjectSb.Append("\t\t\t\ta: "); tempObjectSb.AppendLine(submeshesSb.ToString()); tempObjectSb.AppendLine("\t\t\t} "); tempObjectSb.AppendLine("\t\t}"); // ============= INFORMS WHAT TYPE OF LATER ELEMENTS ARE IN THIS GEOMETRY ================= tempObjectSb.AppendLine("\t\tLayer: 0 {"); tempObjectSb.AppendLine("\t\t\tVersion: 100"); tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementNormal\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementMaterial\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementTexture\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); if (containsColors) { tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementColor\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); } tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementUV\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); // TODO: Here we would add UV layer 1 for ambient occlusion UV file // tempObjectSb.AppendLine("\t\t\tLayerElement: {"); // tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementUV\""); // tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 1"); // tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t}"); tempObjectSb.AppendLine("\t}"); // Add the connection for the model to the geometry so it is attached the right mesh tempConnectionsSb.AppendLine("\t;Geometry::, Model::" + mesh.GetName()); tempConnectionsSb.AppendLine("\tC: \"OO\"," + geometryId + "," + modelId); tempConnectionsSb.AppendLine(); // Add the connection of all the materials in order of submesh MeshRenderer meshRenderer = gameObj.ThreadSafe_GetComponent <MeshRenderer>(); if (meshRenderer != null) { Material[] allMaterialsInThisMesh = meshRenderer.GetSharedMaterials(); for (int i = 0; i < allMaterialsInThisMesh.Length; i++) { Material mat = allMaterialsInThisMesh[i]; int referenceId = Mathf.Abs(mat.ThreadSafe_GetInstanceID()); if (mat == null) { Debug.LogError("ERROR: the game object " + gameObj.GetName() + " has an empty material on it. This will export problematic files. Please fix and reexport"); continue; } tempConnectionsSb.AppendLine("\t;Material::" + mat.GetName() + ", Model::" + mesh.GetName()); tempConnectionsSb.AppendLine("\tC: \"OO\"," + referenceId + "," + modelId); tempConnectionsSb.AppendLine(); } } } // Recursively add all the other objects to the string that has been built. for (int i = 0; i < gameObj.GetTransform().ThreadSafe_GetChildCount(); i++) { GameObject childObject = gameObj.GetTransform().ThreadSafe_GetChild(i).GetGameObject(); FBXUnityMeshGetter.GetMeshToString(childObject, materials, ref tempObjectSb, ref tempConnectionsSb, gameObj, modelId); } objects.Append(tempObjectSb.ToString()); connections.Append(tempConnectionsSb.ToString()); return(modelId); }