コード例 #1
0
        private BabylonShadowGenerator ExportShadowGenerator(Node lightNode, BabylonScene babylonScene)
        {
            var maxLight = (lightNode.Object as Light);
            var babylonShadowGenerator = new BabylonShadowGenerator();

            RaiseMessage("Exporting shadow map", true, false, true);

            babylonShadowGenerator.lightId = lightNode.GetGuid().ToString();

            babylonShadowGenerator.mapSize = maxLight.GetMapSize(0, Interval.Forever);

            var maxScene = Kernel.Scene;
            var list = new List<string>();

            var inclusion = maxLight._Light.ExclList.TestFlag(1); //NT_INCLUDE 
            var checkExclusionList = maxLight._Light.ExclList.TestFlag(4); //NT_AFFECT_SHADOWCAST 

            foreach (var meshNode in maxScene.NodesListBySuperClass(SuperClassID.GeometricObject))
            {
                if (meshNode._Node.CastShadows == 1)
                {
                    var inList = maxLight._Light.ExclList.FindNode(meshNode._Node) != -1;

                    if (!checkExclusionList || (inList && inclusion) || (!inList && !inclusion))
                    {
                        list.Add(meshNode.GetGuid().ToString());
                    }
                }
            }
            babylonShadowGenerator.renderList = list.ToArray();

            babylonScene.ShadowGeneratorsList.Add(babylonShadowGenerator);
            return babylonShadowGenerator;
        }
コード例 #2
0
        public SerializableModel(Node node, TimeValue t, bool bMeshData, bool bReferencedData)
        {
            color = node.Color;
            bone = node.IsBone;
            if (bMeshData) // && node.Visibility.Render)
                mesh = node.GetMesh(t);            
            transform = node.GetNodeTransform(t);
            name = node.Name;
            foreach (Node child in node.Nodes)
                models.Add(new SerializableModel(child, t, bMeshData));

            if (bReferencedData)
                foreach (SceneObject obj in node.TargetTree.FilterType<SceneObject>())
                    submeshes.Add(obj.GetMesh(t));
        }
コード例 #3
0
ファイル: Modifier.cs プロジェクト: Sugz/ReleaseMaxSharp2013
 public void Remove(Node n)
 {
     n.DeleteModifier(this);
 }
コード例 #4
0
ファイル: Modifier.cs プロジェクト: Sugz/ReleaseMaxSharp2013
 public void Apply(Node n)
 {
     n.AddModifier(this);
 }
コード例 #5
0
 public SerializableModel(Node node, TimeValue t, bool bMeshData)
     : this(node, t, bMeshData, false)
 { }
コード例 #6
0
 public SerializableModel(Node node)
     : this(node, Kernel.Now)
 {
 }
コード例 #7
0
 public SerializableModel(Node node, TimeValue t)
     : this(node, t, true)
 {
 }
コード例 #8
0
        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;
        }
コード例 #9
0
        private BabylonLight ExportLight(Node lightNode, BabylonScene babylonScene)
        {
            var maxLight = (lightNode.Object as Light);
            var babylonLight = new BabylonLight();

            RaiseMessage(maxLight.Name, true);
            babylonLight.name = lightNode.Name;
            babylonLight.id = lightNode.GetGuid().ToString();

            // Type
            var lightState = Loader.Global.LightState.Create();
            maxLight._Light.EvalLightState(0, Interval.Forever._IInterval, lightState);
            var directionScale = -1;

            switch (lightState.Type)
            {
                case LightType.OmniLgt:
                    babylonLight.type = 0;
                    break;
                case LightType.SpotLgt:
                    babylonLight.type = 2;
                    babylonLight.angle = (float)(maxLight.GetFallOffSize(0, Interval.Forever) * Math.PI / 180.0f);
                    babylonLight.exponent = 1;
                    break;
                case LightType.DirectLgt:
                    babylonLight.type = 1;

                    // Shadows
                    if (maxLight.ShadowMethod == 1)
                    {
                        ExportShadowGenerator(lightNode, babylonScene);
                    }

                    break;
                case LightType.AmbientLgt:
                    babylonLight.type = 3;
                    babylonLight.groundColor = new float[] { 0, 0, 0 };
                    directionScale = 1;
                    break;
            }

            // Position
            var wm = lightNode.GetWorldMatrix(0, false);
            var position = wm.Trans;
            babylonLight.position = position.ToArraySwitched();

            // Direction
            var target = lightNode._Node.Target;
            if (target != null)
            {
                var targetWm = target.GetObjTMBeforeWSM(0, Interval.Forever._IInterval);
                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 = Kernel.Scene;
            var inclusion = maxLight._Light.ExclList.TestFlag(1); //NT_INCLUDE 
            var checkExclusionList = maxLight._Light.ExclList.TestFlag(2); //NT_AFFECT_ILLUM

            if (checkExclusionList)
            {
                var list = new List<string>();

                foreach (var meshNode in maxScene.NodesListBySuperClass(SuperClassID.GeometricObject))
                {
                    if (meshNode._Node.CastShadows == 1)
                    {
                        var inList = maxLight._Light.ExclList.FindNode(meshNode._Node) != -1;

                        if ((!inList && inclusion) || (inList && !inclusion))
                        {
                            list.Add(meshNode.GetGuid().ToString());
                        }
                    }
                }

                babylonLight.excludedMeshesIds = list.ToArray();
            }

            // Other fields
            babylonLight.intensity = maxLight.GetIntensity(0, Interval.Forever);

            babylonLight.diffuse = lightState.AffectDiffuse ? maxLight.GetRGBColor(0, Interval.Forever).ToArray() : new float[] { 0, 0, 0 };
            babylonLight.specular = lightState.AffectDiffuse ? maxLight.GetRGBColor(0, Interval.Forever).ToArray() : new float[] { 0, 0, 0 };

            if (maxLight.UseAttenuation)
            {
                babylonLight.range = maxLight.GetAttenuation(0, 1, Interval.Forever);
            }

            // Animations
            var animations = new List<BabylonAnimation>();
            ExportVector3Animation("position", animations, key =>
            {
                var worldMatrix = lightNode.GetWorldMatrix(key, lightNode.HasParent());
                return worldMatrix.Trans.ToArraySwitched();
            });

            ExportVector3Animation("direction", animations, key =>
            {
                var targetNode = lightNode._Node.Target;
                if (targetNode != null)
                {
                    var targetWm = target.GetObjTMBeforeWSM(0, Interval.Forever._IInterval);
                    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, Interval.Forever) });


            babylonLight.animations = animations.ToArray();

            if (lightNode._Node.GetBoolProperty("babylonjs_autoanimate"))
            {
                babylonLight.autoAnimate = true;
                babylonLight.autoAnimateFrom = (int)lightNode._Node.GetFloatProperty("babylonjs_autoanimate_from");
                babylonLight.autoAnimateTo = (int)lightNode._Node.GetFloatProperty("babylonjs_autoanimate_to");
                babylonLight.autoAnimateLoop = lightNode._Node.GetBoolProperty("babylonjs_autoanimateloop");
            }

            babylonScene.LightsList.Add(babylonLight);
            return babylonLight;
        }
コード例 #10
0
ファイル: Node.cs プロジェクト: Sugz/ReleaseMaxSharp2013
 public Node AddNewNode(SceneObject o)
 {
     Node n = new Node(Kernel._Interface.CreateObjectNode(o._Object));
     _Node.AttachChild(n._Node, true);
     return n;
 }
コード例 #11
0
        private BabylonCamera ExportCamera(Node cameraNode, BabylonScene babylonScene)
        {
            var maxCamera = (cameraNode.Object as Camera)._Camera;
            var babylonCamera = new BabylonCamera();

            RaiseMessage(cameraNode.Name, true);
            babylonCamera.name = cameraNode.Name;
            babylonCamera.id = cameraNode.GetGuid().ToString();
            if (cameraNode.HasParent())
            {
                babylonCamera.parentId = cameraNode.Parent.GetGuid().ToString();
            }

            babylonCamera.fov = Tools.ConvertFov(maxCamera.GetFOV(0, Interval.Forever._IInterval));
            babylonCamera.minZ = maxCamera.GetEnvRange(0, 0, Interval.Forever._IInterval);
            babylonCamera.maxZ = maxCamera.GetEnvRange(0, 1, Interval.Forever._IInterval);

            if (babylonCamera.minZ == 0.0f)
            {
                babylonCamera.minZ = 0.1f;
            }

            // Control
            babylonCamera.speed = cameraNode._Node.GetFloatProperty("babylonjs_speed");
            babylonCamera.inertia = cameraNode._Node.GetFloatProperty("babylonjs_inertia");

            // Collisions
            babylonCamera.checkCollisions = cameraNode._Node.GetBoolProperty("babylonjs_checkcollisions");
            babylonCamera.applyGravity = cameraNode._Node.GetBoolProperty("babylonjs_applygravity");
            babylonCamera.ellipsoid = cameraNode._Node.GetVector3Property("babylonjs_ellipsoid");

            // Position
            var wm = cameraNode.GetWorldMatrix(0, cameraNode.HasParent());
            var position = wm.Trans;
            babylonCamera.position = position.ToArraySwitched();

            // Target
            var target = cameraNode._Node.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>();
            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, Interval.Forever._IInterval)) });

            babylonCamera.animations = animations.ToArray();

            if (cameraNode._Node.GetBoolProperty("babylonjs_autoanimate"))
            {
                babylonCamera.autoAnimate = true;
                babylonCamera.autoAnimateFrom = (int)cameraNode._Node.GetFloatProperty("babylonjs_autoanimate_from");
                babylonCamera.autoAnimateTo = (int)cameraNode._Node.GetFloatProperty("babylonjs_autoanimate_to");
                babylonCamera.autoAnimateLoop = cameraNode._Node.GetBoolProperty("babylonjs_autoanimateloop");
            }

            babylonScene.CamerasList.Add(babylonCamera);
            return babylonCamera;
        }
コード例 #12
0
ファイル: Node.cs プロジェクト: Sugz/ReleaseMaxSharp2013
 public void Attach(Node n, bool keepTM)
 {
     _Node.AttachChild(n._Node, keepTM);
 }
コード例 #13
0
ファイル: Node.cs プロジェクト: Sugz/ReleaseMaxSharp2013
 public void Attach(Node n)
 {
     Attach(n, true);
 }
コード例 #14
0
        public SerializableScene(MaxSharp.Node x)
        {
            root = new Node(x);

            Dictionary<UIntPtr, MaxSharp.Animatable> lookup = new Dictionary<UIntPtr, MaxSharp.Animatable>();

            var pluginList = new List<Plugin>();

            foreach (var rt in x.NodeReferenceTree)
            {
                // Make sure we don't repeat anything.
                if (!lookup.ContainsKey(rt.AnimHandle))
                {
                    if (rt is MaxSharp.Node || rt is MaxSharp.ParameterBlock1 || rt is MaxSharp.ParameterBlock2)
                    {
                        // do nothing these 
                    }
                    else
                    {
                        pluginList.Add(new Plugin(rt));
                    }

                   lookup.Add(rt.AnimHandle, rt);
                }
            }

            this.plugins = pluginList.ToArray();
        }
コード例 #15
0
ファイル: Light.cs プロジェクト: Sugz/ReleaseMaxSharp2013
 public void UpdateTargetDistance(TimeValue t, Node inode)
 {
     _Light.UpdateTargDistance(t, inode._Node);
 }
コード例 #16
0
        private void ExportMesh(Node meshNode, BabylonScene babylonScene)
        {
            if (meshNode._Node.GetBoolProperty("babylonjs_noexport"))
            {
                return;
            }

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

            // Skin
            var skin = GetSkinModifier(meshNode._Node);

            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);

            //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);
            bool mustBeDeleted;
            var triObject = objectState.Obj.GetMesh(out mustBeDeleted);
            var mesh = triObject != null ? triObject.Mesh : null;
            var computedMesh = meshNode.GetMesh();

            RaiseMessage(meshNode.Name, mesh == null ? System.Drawing.Color.Gray : System.Drawing.Color.Black, true);

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

                // Skin
                IISkinContextData skinContext = null;

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

                // Compute normals
                VNormal[] vnorms = null;
                List<GlobalVertex>[] verticesAlreadyExported = null;

                if (!optimizeVertices)
                {
                    vnorms = Tools.ComputeNormals(mesh);
                }
                else
                {
                    verticesAlreadyExported = new List<GlobalVertex>[mesh.NumVerts];
                }

                for (var face = 0; face < mesh.NumFaces; face++)
                {
                    indices.Add(CreateGlobalVertex(mesh, computedMesh, face, vx1, vertices, hasUV, hasUV2, vnorms, verticesAlreadyExported, skinContext));
                    indices.Add(CreateGlobalVertex(mesh, computedMesh, face, vx2, vertices, hasUV, hasUV2, vnorms, verticesAlreadyExported, skinContext));
                    indices.Add(CreateGlobalVertex(mesh, computedMesh, 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));

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

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

                // 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();

                if (mustBeDeleted)
                {
                    triObject.DeleteMe();
                }
            }


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

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

            if (!ExportQuaternionController(meshNode._Node.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._Node.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._Node.VisController, "visibility", animations))
            {
                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);
        }