public void DividedVertexBufferTest() { var glTF = new glTF(); var bytesBuffer = new ArrayByteBuffer(new byte[50 * 1024 * 1024]); var bufferIndex = glTF.AddBuffer(bytesBuffer); var Materials = new List <Material> { new Material(Shader.Find("Standard")), // A new Material(Shader.Find("Standard")), // B }; var(go, unityMesh) = CreateMesh(Materials.ToArray()); var meshExportSettings = new MeshExportSettings { DivideVertexBuffer = true }; var axisInverter = Axes.X.Create(); var(gltfMesh, blendShapeIndexMap) = MeshExporter.ExportMesh(glTF, bufferIndex, new MeshWithRenderer(go.transform), Materials, meshExportSettings, axisInverter); { var indices = glTF.GetIndices(gltfMesh.primitives[0].indices); Assert.AreEqual(0, indices[0]); Assert.AreEqual(1, indices[1]); Assert.AreEqual(3, indices[2]); Assert.AreEqual(3, indices[3]); Assert.AreEqual(1, indices[4]); Assert.AreEqual(2, indices[5]); } { var positions = glTF.GetArrayFromAccessor <Vector3>(gltfMesh.primitives[0].attributes.POSITION); Assert.AreEqual(4, positions.Length); } { var indices = glTF.GetIndices(gltfMesh.primitives[1].indices); Assert.AreEqual(0, indices[0]); Assert.AreEqual(1, indices[1]); Assert.AreEqual(3, indices[2]); Assert.AreEqual(3, indices[3]); Assert.AreEqual(1, indices[4]); Assert.AreEqual(2, indices[5]); } { var positions = glTF.GetArrayFromAccessor <Vector3>(gltfMesh.primitives[1].attributes.POSITION); Assert.AreEqual(4, positions.Length); } }
public virtual void Export(MeshExportSettings meshExportSettings, ITextureSerializer textureSerializer) { var bytesBuffer = new ArrayByteBuffer(new byte[50 * 1024 * 1024]); var bufferIndex = glTF.AddBuffer(bytesBuffer); Nodes = Copy.transform.Traverse() .Skip(1) // exclude root object for the symmetry with the importer .ToList(); var unityMeshes = MeshWithRenderer.FromNodes(Nodes).Where(x => x.Mesh.vertices.Any()).ToList(); var uniqueUnityMeshes = new List <MeshWithRenderer>(); foreach (var um in unityMeshes) { if (!uniqueUnityMeshes.Any(x => x.IsSameMeshAndMaterials(um))) { uniqueUnityMeshes.Add(um); } } #region Materials and Textures Materials = uniqueUnityMeshes.SelectMany(x => x.Renderer.sharedMaterials).Where(x => x != null).Distinct().ToList(); TextureExporter = new TextureExporter(textureSerializer); var materialExporter = CreateMaterialExporter(); glTF.materials = Materials.Select(x => materialExporter.ExportMaterial(x, TextureExporter)).ToList(); #endregion #region Meshes MeshBlendShapeIndexMap = new Dictionary <Mesh, Dictionary <int, int> >(); foreach (var unityMesh in uniqueUnityMeshes) { var(gltfMesh, blendShapeIndexMap) = MeshExporter.ExportMesh(glTF, bufferIndex, unityMesh, Materials, meshExportSettings, m_axisInverter); glTF.meshes.Add(gltfMesh); Meshes.Add(unityMesh.Mesh); if (!MeshBlendShapeIndexMap.ContainsKey(unityMesh.Mesh)) { // 同じmeshが複数回現れた MeshBlendShapeIndexMap.Add(unityMesh.Mesh, blendShapeIndexMap); } } #endregion #region Nodes and Skins var unitySkins = uniqueUnityMeshes .Where(x => x.UniqueBones != null) .ToList(); glTF.nodes = Nodes.Select(x => ExportNode(x, Nodes, uniqueUnityMeshes, unitySkins.Select(y => y.Renderer as SkinnedMeshRenderer).ToList())).ToList(); glTF.scenes = new List <gltfScene> { new gltfScene { nodes = Copy.transform.GetChildren().Select(x => Nodes.IndexOf(x)).ToArray(), } }; foreach (var x in unitySkins) { var matrices = x.GetBindPoses().Select(m_axisInverter.InvertMat4).ToArray(); var accessor = glTF.ExtendBufferAndGetAccessorIndex(bufferIndex, matrices, glBufferTarget.NONE); var renderer = x.Renderer as SkinnedMeshRenderer; var skin = new glTFSkin { inverseBindMatrices = accessor, joints = x.UniqueBones.Select(y => Nodes.IndexOf(y)).ToArray(), skeleton = Nodes.IndexOf(renderer.rootBone), }; var skinIndex = glTF.skins.Count; glTF.skins.Add(skin); foreach (var z in Nodes.Where(y => y.Has(x.Renderer))) { var nodeIndex = Nodes.IndexOf(z); var node = glTF.nodes[nodeIndex]; node.skin = skinIndex; } } #endregion #if UNITY_EDITOR #region Animations var clips = new List <AnimationClip>(); var animator = Copy.GetComponent <Animator>(); var animation = Copy.GetComponent <Animation>(); if (animator != null) { clips = AnimationExporter.GetAnimationClips(animator); } else if (animation != null) { clips = AnimationExporter.GetAnimationClips(animation); } if (clips.Any()) { foreach (AnimationClip clip in clips) { var animationWithCurve = AnimationExporter.Export(clip, Copy.transform, Nodes); foreach (var kv in animationWithCurve.SamplerMap) { var sampler = animationWithCurve.Animation.samplers[kv.Key]; var inputAccessorIndex = glTF.ExtendBufferAndGetAccessorIndex(bufferIndex, kv.Value.Input); sampler.input = inputAccessorIndex; var outputAccessorIndex = glTF.ExtendBufferAndGetAccessorIndex(bufferIndex, kv.Value.Output); sampler.output = outputAccessorIndex; // modify accessors var outputAccessor = glTF.accessors[outputAccessorIndex]; var channel = animationWithCurve.Animation.channels.First(x => x.sampler == kv.Key); switch (glTFAnimationTarget.GetElementCount(channel.target.path)) { case 1: outputAccessor.type = "SCALAR"; //outputAccessor.count = ; break; case 3: outputAccessor.type = "VEC3"; outputAccessor.count /= 3; break; case 4: outputAccessor.type = "VEC4"; outputAccessor.count /= 4; break; default: throw new NotImplementedException(); } } animationWithCurve.Animation.name = clip.name; glTF.animations.Add(animationWithCurve.Animation); } } #endregion #endif ExportExtensions(textureSerializer); // Extension で Texture が増える場合があるので最後に呼ぶ for (int i = 0; i < TextureExporter.Exported.Count; ++i) { var(unityTexture, colorSpace) = TextureExporter.Exported[i]; glTF.PushGltfTexture(bufferIndex, unityTexture, colorSpace, textureSerializer); } }