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 ExportMesh(IIGameScene scene, IIGameNode meshNode, BabylonScene babylonScene) { if (meshNode.MaxNode.IsInstance()) { return; } if (meshNode.MaxNode.GetBoolProperty("babylonjs_noexport")) { return; } if (!ExportHiddenObjects && meshNode.MaxNode.IsHidden(NodeHideFlags.None, false)) { return; } var gameMesh = meshNode.IGameObject.AsGameMesh(); bool initialized = gameMesh.InitializeData; //needed, the property is in fact a method initializing the exporter that has wrongly been auto // translated into a property because it has no parameters var babylonMesh = new BabylonMesh { name = meshNode.Name, id = meshNode.MaxNode.GetGuid().ToString() }; if (meshNode.NodeParent != null) { babylonMesh.parentId = GetParentID(meshNode.NodeParent, babylonScene, scene); } // Sounds var soundName = meshNode.MaxNode.GetStringProperty("babylonjs_sound_filename", ""); if (!string.IsNullOrEmpty(soundName)) { var filename = Path.GetFileName(soundName); var meshSound = new BabylonSound { name = filename, autoplay = meshNode.MaxNode.GetBoolProperty("babylonjs_sound_autoplay", 1), loop = meshNode.MaxNode.GetBoolProperty("babylonjs_sound_loop", 1), volume = meshNode.MaxNode.GetFloatProperty("babylonjs_sound_volume", 1.0f), playbackRate = meshNode.MaxNode.GetFloatProperty("babylonjs_sound_playbackrate", 1.0f), connectedMeshId = babylonMesh.id, isDirectional = false, spatialSound = false, distanceModel = meshNode.MaxNode.GetStringProperty("babylonjs_sound_distancemodel", "linear"), maxDistance = meshNode.MaxNode.GetFloatProperty("babylonjs_sound_maxdistance", 100f), rolloffFactor = meshNode.MaxNode.GetFloatProperty("babylonjs_sound_rolloff", 1.0f), refDistance = meshNode.MaxNode.GetFloatProperty("babylonjs_sound_refdistance", 1.0f), }; var isDirectional = meshNode.MaxNode.GetBoolProperty("babylonjs_sound_directional", 0); if (isDirectional) { meshSound.isDirectional = true; meshSound.coneInnerAngle = meshNode.MaxNode.GetFloatProperty("babylonjs_sound_coneinnerangle", 360f); meshSound.coneOuterAngle = meshNode.MaxNode.GetFloatProperty("babylonjs_sound_coneouterangle", 360f); meshSound.coneOuterGain = meshNode.MaxNode.GetFloatProperty("babylonjs_sound_coneoutergain", 1.0f); } babylonScene.SoundsList.Add(meshSound); try { File.Copy(soundName, Path.Combine(babylonScene.OutputPath, filename), true); } catch { } } // Misc. babylonMesh.isVisible = meshNode.MaxNode.Renderable == 1; babylonMesh.pickable = meshNode.MaxNode.GetBoolProperty("babylonjs_checkpickable"); babylonMesh.receiveShadows = meshNode.MaxNode.RcvShadows == 1; babylonMesh.showBoundingBox = meshNode.MaxNode.GetBoolProperty("babylonjs_showboundingbox"); babylonMesh.showSubMeshesBoundingBox = meshNode.MaxNode.GetBoolProperty("babylonjs_showsubmeshesboundingbox"); babylonMesh.applyFog = meshNode.MaxNode.ApplyAtmospherics == 1; babylonMesh.alphaIndex = (int)meshNode.MaxNode.GetFloatProperty("babylonjs_alphaindex", 1000); // Actions babylonMesh.actions = ExportNodeAction(meshNode); // Collisions babylonMesh.checkCollisions = meshNode.MaxNode.GetBoolProperty("babylonjs_checkcollisions"); var isSkinned = gameMesh.IsObjectSkinned; var skin = gameMesh.IGameSkin; var unskinnedMesh = gameMesh; IGMatrix skinInitPoseMatrix = Loader.Global.GMatrix.Create(Loader.Global.Matrix3.Create(true)); List<int> boneIds = null; if (isSkinned) { bonesCount = skin.TotalSkinBoneCount; skins.Add(skin); skinnedNodes.Add(meshNode); babylonMesh.skeletonId = skins.IndexOf(skin); skin.GetInitSkinTM(skinInitPoseMatrix); boneIds = SortBones(skin); skinSortedBones[skin] = boneIds; } // Position / rotation / scaling var localTM = meshNode.GetObjectTM(0); if (meshNode.NodeParent != null) { var parentWorld = meshNode.NodeParent.GetObjectTM(0); localTM.MultiplyBy(parentWorld.Inverse); } var meshTrans = localTM.Translation; var meshRotation = localTM.Rotation; var meshScale = localTM.Scaling; var exportQuaternions = Loader.Core.RootNode.GetBoolProperty("babylonjs_exportquaternions"); babylonMesh.position = new[] { meshTrans.X, meshTrans.Y, meshTrans.Z }; if (exportQuaternions) { babylonMesh.rotationQuaternion = new[] { meshRotation.X, meshRotation.Y, meshRotation.Z, -meshRotation.W }; } else { RotationToEulerAngles(babylonMesh, meshRotation); } babylonMesh.scaling = new[] { meshScale.X, meshScale.Y, meshScale.Z }; // Mesh RaiseMessage(meshNode.Name, 1); if (unskinnedMesh.IGameType == Autodesk.Max.IGameObject.ObjectTypes.Mesh && unskinnedMesh.MaxMesh != null) { if (unskinnedMesh.NumberOfFaces < 1) { RaiseError(string.Format("Mesh {0} has no face", babylonMesh.name), 2); } if (unskinnedMesh.NumberOfVerts < 3) { RaiseError(string.Format("Mesh {0} has not enough vertices", babylonMesh.name), 2); } if (unskinnedMesh.NumberOfVerts >= 65536) { RaiseWarning(string.Format("Mesh {0} has tmore than 65536 vertices which means that it will require specific WebGL extension to be rendered. This may impact portability of your scene on low end devices.", babylonMesh.name), 2); } // Physics var impostorText = meshNode.MaxNode.GetStringProperty("babylonjs_impostor", "None"); if (impostorText != "None") { switch (impostorText) { case "Sphere": babylonMesh.physicsImpostor = 1; break; case "Box": babylonMesh.physicsImpostor = 2; break; case "Plane": babylonMesh.physicsImpostor = 3; break; default: babylonMesh.physicsImpostor = 0; break; } babylonMesh.physicsMass = meshNode.MaxNode.GetFloatProperty("babylonjs_mass"); babylonMesh.physicsFriction = meshNode.MaxNode.GetFloatProperty("babylonjs_friction", 0.2f); babylonMesh.physicsRestitution = meshNode.MaxNode.GetFloatProperty("babylonjs_restitution", 0.2f); } // Material var mtl = meshNode.NodeMaterial; var multiMatsCount = 1; if (mtl != null) { babylonMesh.materialId = mtl.MaxMaterial.GetGuid().ToString(); if (!referencedMaterials.Contains(mtl)) { referencedMaterials.Add(mtl); } multiMatsCount = Math.Max(mtl.SubMaterialCount, 1); } babylonMesh.visibility = meshNode.MaxNode.GetVisibility(0, Tools.Forever); var vertices = new List<GlobalVertex>(); var indices = new List<int>(); var mappingChannels = unskinnedMesh.ActiveMapChannelNum; bool hasUV = false; bool hasUV2 = false; for (int i = 0; i < mappingChannels.Count; ++i) { var indexer = new IntPtr(i); var channelNum = mappingChannels[indexer]; if (channelNum == 1) { hasUV = true; } else if (channelNum == 2) { hasUV2 = true; } } var hasColor = unskinnedMesh.NumberOfColorVerts > 0; var hasAlpha = unskinnedMesh.GetNumberOfMapVerts(-2) > 0; var optimizeVertices = meshNode.MaxNode.GetBoolProperty("babylonjs_optimizevertices"); // Compute normals List<GlobalVertex>[] verticesAlreadyExported = null; if (optimizeVertices) { verticesAlreadyExported = new List<GlobalVertex>[unskinnedMesh.NumberOfVerts]; } var subMeshes = new List<BabylonSubMesh>(); var indexStart = 0; for (int i = 0; i < multiMatsCount; ++i) { int materialId = meshNode.NodeMaterial == null ? 0 : meshNode.NodeMaterial.GetMaterialID(i); var indexCount = 0; var minVertexIndex = int.MaxValue; var maxVertexIndex = int.MinValue; var subMesh = new BabylonSubMesh { indexStart = indexStart, materialIndex = i }; if (multiMatsCount == 1) { for (int j = 0; j < unskinnedMesh.NumberOfFaces; ++j) { var face = unskinnedMesh.GetFace(j); ExtractFace(skin, unskinnedMesh, vertices, indices, hasUV, hasUV2, hasColor, hasAlpha, verticesAlreadyExported, ref indexCount, ref minVertexIndex, ref maxVertexIndex, face, boneIds); } } else { ITab<IFaceEx> materialFaces = unskinnedMesh.GetFacesFromMatID(materialId); for (int j = 0; j < materialFaces.Count; ++j) { var faceIndexer = new IntPtr(j); var face = materialFaces[faceIndexer]; Marshal.FreeHGlobal(faceIndexer); ExtractFace(skin, unskinnedMesh, vertices, indices, hasUV, hasUV2, hasColor, hasAlpha, verticesAlreadyExported, ref indexCount, ref minVertexIndex, ref maxVertexIndex, face, boneIds); } } if (indexCount != 0) { subMesh.indexCount = indexCount; subMesh.verticesStart = minVertexIndex; subMesh.verticesCount = maxVertexIndex - minVertexIndex + 1; indexStart += indexCount; subMeshes.Add(subMesh); } } if (vertices.Count >= 65536) { RaiseWarning(string.Format("Mesh {0} has {1} vertices. This may prevent your scene to work on low end devices where 32 bits indice are not supported", 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 => new[] { v.Position.X, v.Position.Y, v.Position.Z }).ToArray(); babylonMesh.normals = vertices.SelectMany(v => new[] { v.Normal.X, v.Normal.Y, v.Normal.Z }).ToArray(); if (hasUV) { babylonMesh.uvs = vertices.SelectMany(v => new[] { v.UV.X, 1 - v.UV.Y }).ToArray(); } if (hasUV2) { babylonMesh.uvs2 = vertices.SelectMany(v => new[] { v.UV2.X, 1 - v.UV2.Y }).ToArray(); } if (skin != null) { babylonMesh.matricesWeights = vertices.SelectMany(v => v.Weights.ToArray()).ToArray(); babylonMesh.matricesIndices = vertices.Select(v => v.BonesIndices).ToArray(); } if (hasColor) { babylonMesh.colors = vertices.SelectMany(v => v.Color.ToArray()).ToArray(); babylonMesh.hasVertexAlpha = hasAlpha; } babylonMesh.subMeshes = subMeshes.ToArray(); // Buffers - Indices babylonMesh.indices = indices.ToArray(); } // Instances var tabs = Loader.Global.NodeTab.Create(); Loader.Global.IInstanceMgr.InstanceMgr.GetInstances(meshNode.MaxNode, 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.MaxNode.GetGuid() == tab.GetGuid()) { continue; } var instanceGameNode = scene.GetIGameNode(tab); if (instanceGameNode == null) { continue; } tab.MarkAsInstance(); var instance = new BabylonAbstractMesh { name = tab.Name }; { var instanceLocalTM = instanceGameNode.GetObjectTM(0); var instanceTrans = instanceLocalTM.Translation; var instanceRotation = instanceLocalTM.Rotation; var instanceScale = instanceLocalTM.Scaling; instance.position = new[] { instanceTrans.X, instanceTrans.Y, instanceTrans.Z }; if (exportQuaternions) { instance.rotationQuaternion = new[] { instanceRotation.X, instanceRotation.Y, instanceRotation.Z, -instanceRotation.W }; } else { RotationToEulerAngles(instance, instanceRotation); } instance.scaling = new[] { instanceScale.X, instanceScale.Y, instanceScale.Z }; } var instanceAnimations = new List<BabylonAnimation>(); GenerateCoordinatesAnimations(meshNode, instanceAnimations); instance.animations = instanceAnimations.ToArray(); instances.Add(instance); } babylonMesh.instances = instances.ToArray(); // Animations var animations = new List<BabylonAnimation>(); GenerateCoordinatesAnimations(meshNode, animations); if (!ExportFloatController(meshNode.MaxNode.VisController, "visibility", animations)) { ExportFloatAnimation("visibility", animations, key => new[] { meshNode.MaxNode.GetVisibility(key, Tools.Forever) }); } babylonMesh.animations = animations.ToArray(); if (meshNode.MaxNode.GetBoolProperty("babylonjs_autoanimate", 1)) { babylonMesh.autoAnimate = true; babylonMesh.autoAnimateFrom = (int)meshNode.MaxNode.GetFloatProperty("babylonjs_autoanimate_from"); babylonMesh.autoAnimateTo = (int)meshNode.MaxNode.GetFloatProperty("babylonjs_autoanimate_to", 100); babylonMesh.autoAnimateLoop = meshNode.MaxNode.GetBoolProperty("babylonjs_autoanimateloop", 1); } babylonScene.MeshesList.Add(babylonMesh); }
private BabylonMesh ExportMesh(Node meshNode, BabylonScene babylonScene, CancellationToken token) { var babylonMesh = new BabylonMesh(); int vx1, vx2, vx3; RaiseMessage(meshNode.Name, true); babylonMesh.name = meshNode.Name; babylonMesh.id = meshNode.GetGuid().ToString(); if (meshNode.HasParent()) { babylonMesh.parentId = meshNode.Parent.GetGuid().ToString(); } // Misc. babylonMesh.isVisible = meshNode._Node.Renderable == 1; babylonMesh.pickable = meshNode._Node.GetBoolProperty("babylonjs_checkpickable"); babylonMesh.receiveShadows = meshNode._Node.RcvShadows == 1; babylonMesh.showBoundingBox = meshNode._Node.GetBoolProperty("babylonjs_showboundingbox"); babylonMesh.showSubMeshesBoundingBox = meshNode._Node.GetBoolProperty("babylonjs_showsubmeshesboundingbox"); // Collisions babylonMesh.checkCollisions = meshNode._Node.GetBoolProperty("babylonjs_checkcollisions"); // 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); //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.rotationQuaternion = parts.Q.ToArray(); babylonMesh.scaling = parts.K.ToArraySwitched(); if (wm.Parity) { vx1 = 2; vx2 = 1; vx3 = 0; } else { vx1 = 0; vx2 = 1; vx3 = 2; } // Pivot var pivotMatrix = Matrix3.Identity._IMatrix3; pivotMatrix.PreTranslate(meshNode._Node.ObjOffsetPos); Loader.Global.PreRotateMatrix(pivotMatrix, meshNode._Node.ObjOffsetRot); Loader.Global.ApplyScaling(pivotMatrix, meshNode._Node.ObjOffsetScale); babylonMesh.pivotMatrix = pivotMatrix.ToArray(); // Mesh var objectState = meshNode._Node.EvalWorldState(0, false); var mesh = objectState.Obj.GetMesh(); var computedMesh = meshNode.GetMesh(); if (mesh != null) { mesh.BuildNormals(); if (mesh.NumFaces < 1) { RaiseError(string.Format("Mesh {0} has no face", babylonMesh.name)); } if (mesh.NumVerts < 3) { RaiseError(string.Format("Mesh {0} has not enough vertices", babylonMesh.name)); } if (mesh.NumVerts >= 65536) { RaiseError(string.Format("Mesh {0} has too many vertices (more than 65535)", babylonMesh.name)); } // Material var mtl = meshNode.Material; var multiMatsCount = 1; if (mtl != null) { babylonMesh.materialId = mtl.GetGuid().ToString(); if (!referencedMaterials.Contains(mtl)) { referencedMaterials.Add(mtl); } multiMatsCount = Math.Max(mtl.NumSubMaterials, 1); } babylonMesh.visibility = meshNode._Node.GetVisibility(0, Interval.Forever._IInterval); 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 noOptimize = meshNode._Node.GetBoolProperty("babylonjs_nooptimize"); for (var face = 0; face < mesh.NumFaces; face++) { indices.Add(CreateGlobalVertex(mesh, computedMesh, face, vx1, vertices, hasUV, hasUV2, noOptimize)); indices.Add(CreateGlobalVertex(mesh, computedMesh, face, vx2, vertices, hasUV, hasUV2, noOptimize)); indices.Add(CreateGlobalVertex(mesh, computedMesh, face, vx3, vertices, hasUV, hasUV2, noOptimize)); matIDs.Add(mesh.Faces[face].MatID % multiMatsCount); if (token.IsCancellationRequested) token.ThrowIfCancellationRequested(); } if (vertices.Count >= 65536) { RaiseError(string.Format("Mesh {0} has too many vertices: {1} (limit is 65535)", babylonMesh.name, vertices.Count)); } // 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(); } // 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); } if (token.IsCancellationRequested) token.ThrowIfCancellationRequested(); } babylonMesh.subMeshes = subMeshes.ToArray(); // Buffers - Indices babylonMesh.indices = sortedIndices.ToArray(); } // Animations var animations = new List<BabylonAnimation>(); ExportVector3Animation("position", animations, key => { var worldMatrix = meshNode.GetWorldMatrix(key, meshNode.HasParent()); return worldMatrix.Trans.ToArraySwitched(); }); 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(); }); 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(); }); ExportFloatAnimation("visibility", animations, key => new []{meshNode._Node.GetVisibility(key, Interval.Forever._IInterval)}); babylonMesh.animations = animations.ToArray(); if (meshNode._Node.GetBoolProperty("babylonjs_autoanimate")) { babylonMesh.autoAnimate = true; babylonMesh.autoAnimateFrom = (int)meshNode._Node.GetFloatProperty("babylonjs_autoanimate_from"); babylonMesh.autoAnimateTo = (int)meshNode._Node.GetFloatProperty("babylonjs_autoanimate_to"); babylonMesh.autoAnimateLoop = meshNode._Node.GetBoolProperty("babylonjs_autoanimateloop"); } babylonScene.MeshesList.Add(babylonMesh); return babylonMesh; }