コード例 #1
0
ファイル: gltfExporter.cs プロジェクト: bmjoy/VGO
        void FromGameObject(glTF gltf, GameObject go, bool useSparseAccessorForMorphTarget = false)
        {
            var bytesBuffer = new ArrayByteBuffer(new byte[50 * 1024 * 1024]);
            var bufferIndex = gltf.AddBuffer(bytesBuffer);

            GameObject tmpParent = null;

            if (go.transform.childCount == 0)
            {
                tmpParent = new GameObject("tmpParent");
                go.transform.SetParent(tmpParent.transform, true);
                go = tmpParent;
            }

            try
            {
                Nodes = go.transform.Traverse()
                        .Skip(1) // exclude root object for the symmetry with the importer
                        .ToList();

                #region Materials and Textures
                //Materials = Nodes.SelectMany(x => x.GetSharedMaterials()).Where(x => x != null).Distinct().ToList();
                //var unityTextures = Materials.SelectMany(x => TextureIO.GetTextures(x)).Where(x => x.Texture != null).Distinct().ToList();

                //TextureManager = new TextureExportManager(unityTextures.Select(x => x.Texture));

                //var materialExporter = CreateMaterialExporter();
                //gltf.materials = Materials.Select(x => materialExporter.ExportMaterial(x, TextureManager)).ToList();

                //for (int i = 0; i < unityTextures.Count; ++i)
                //{
                //    var unityTexture = unityTextures[i];
                //    TextureIO.ExportTexture(gltf, bufferIndex, TextureManager.GetExportTexture(i), unityTexture.TextureType);
                //}
                FromGameObjectMaterialsAndTextures(gltf, go, bufferIndex);
                #endregion


                #region Meshes
                var unityMeshes = Nodes
                                  .Select(x => new MeshWithRenderer
                {
                    Mesh     = x.GetSharedMesh(),
                    Renderer = x.GetComponent <Renderer>(),
                })
                                  .Where(x =>
                {
                    if (x.Mesh == null)
                    {
                        return(false);
                    }
                    if (x.Renderer.sharedMaterials == null ||
                        x.Renderer.sharedMaterials.Length == 0)
                    {
                        return(false);
                    }

                    return(true);
                })
                                  .ToList();
                MeshExporter.ExportMeshes(gltf, bufferIndex, unityMeshes, Materials, useSparseAccessorForMorphTarget, ExportOnlyBlendShapePosition);
                Meshes = unityMeshes.Select(x => x.Mesh).ToList();
                #endregion

                #region Nodes and Skins
                var unitySkins = Nodes
                                 .Select(x => x.GetComponent <SkinnedMeshRenderer>()).Where(x =>
                                                                                            x != null &&
                                                                                            x.bones != null &&
                                                                                            x.bones.Length > 0)
                                 .ToList();
                gltf.nodes  = Nodes.Select(x => ExportNode(x, Nodes, unityMeshes.Select(y => y.Renderer).ToList(), unitySkins)).ToList();
                gltf.scenes = new List <glTFScene>
                {
                    new glTFScene
                    {
                        nodes = go.transform.GetChildren().Select(x => Nodes.IndexOf(x)).ToArray(),
                    }
                };

                foreach (var x in unitySkins)
                {
                    var matrices = x.sharedMesh.bindposes.Select(y => y.ReverseZ()).ToArray();
                    var accessor = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, matrices, glBufferTarget.NONE);

                    var skin = new glTFSkin
                    {
                        inverseBindMatrices = accessor,
                        joints   = x.bones.Select(y => Nodes.IndexOf(y)).ToArray(),
                        skeleton = Nodes.IndexOf(x.rootBone),
                    };
                    var skinIndex = gltf.skins.Count;
                    gltf.skins.Add(skin);

                    foreach (var z in Nodes.Where(y => y.Has(x)))
                    {
                        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  = go.GetComponent <Animator>();
                var animation = go.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, go.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
            }
            finally
            {
                if (tmpParent != null)
                {
                    tmpParent.transform.GetChild(0).SetParent(null);
                    if (Application.isPlaying)
                    {
                        GameObject.Destroy(tmpParent);
                    }
                    else
                    {
                        GameObject.DestroyImmediate(tmpParent);
                    }
                }
            }
        }
コード例 #2
0
        public void ProcessOnAnyThread(glTF gltf, IStorage storage)
        {
            var imageIndex = gltf.GetImageIndexFromTextureIndex(m_textureIndex);

            m_segments = gltf.GetImageBytes(storage, imageIndex, out m_textureName);
        }
コード例 #3
0
 public void ProcessOnAnyThread(glTF gltf, IStorage storage)
 {
 }
コード例 #4
0
        static glTFMesh ExportPrimitives(glTF gltf, int bufferIndex,
                                         string rendererName,
                                         Mesh mesh, Material[] materials,
                                         List <Material> unityMaterials)
        {
            var positions             = mesh.vertices.Select(y => y.ReverseZ()).ToArray();
            var positionAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, positions, glBufferTarget.ARRAY_BUFFER);

            gltf.accessors[positionAccessorIndex].min = positions.Aggregate(positions[0], (a, b) => new Vector3(Mathf.Min(a.x, b.x), Math.Min(a.y, b.y), Mathf.Min(a.z, b.z))).ToArray();
            gltf.accessors[positionAccessorIndex].max = positions.Aggregate(positions[0], (a, b) => new Vector3(Mathf.Max(a.x, b.x), Math.Max(a.y, b.y), Mathf.Max(a.z, b.z))).ToArray();

            var normalAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, mesh.normals.Select(y => y.normalized.ReverseZ()).ToArray(), glBufferTarget.ARRAY_BUFFER);

#if GLTF_EXPORT_TANGENTS
            var tangentAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, mesh.tangents.Select(y => y.ReverseZ()).ToArray(), glBufferTarget.ARRAY_BUFFER);
#endif
            var uvAccessorIndex    = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, mesh.uv.Select(y => y.ReverseUV()).ToArray(), glBufferTarget.ARRAY_BUFFER);
            var colorAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, mesh.colors, glBufferTarget.ARRAY_BUFFER);

            var boneweights         = mesh.boneWeights;
            var weightAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, boneweights.Select(y => new Vector4(y.weight0, y.weight1, y.weight2, y.weight3)).ToArray(), glBufferTarget.ARRAY_BUFFER);
            var jointsAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, boneweights.Select(y => new UShort4((ushort)y.boneIndex0, (ushort)y.boneIndex1, (ushort)y.boneIndex2, (ushort)y.boneIndex3)).ToArray(), glBufferTarget.ARRAY_BUFFER);

            var attributes = new glTFAttributes
            {
                POSITION = positionAccessorIndex,
            };
            if (normalAccessorIndex != -1)
            {
                attributes.NORMAL = normalAccessorIndex;
            }
#if GLTF_EXPORT_TANGENTS
            if (tangentAccessorIndex != -1)
            {
                attributes.TANGENT = tangentAccessorIndex;
            }
#endif
            if (uvAccessorIndex != -1)
            {
                attributes.TEXCOORD_0 = uvAccessorIndex;
            }
            if (colorAccessorIndex != -1)
            {
                attributes.COLOR_0 = colorAccessorIndex;
            }
            if (weightAccessorIndex != -1)
            {
                attributes.WEIGHTS_0 = weightAccessorIndex;
            }
            if (jointsAccessorIndex != -1)
            {
                attributes.JOINTS_0 = jointsAccessorIndex;
            }

            var gltfMesh = new glTFMesh(mesh.name);
            for (int j = 0; j < mesh.subMeshCount; ++j)
            {
                var indices = TriangleUtil.FlipTriangle(mesh.GetIndices(j)).Select(y => (uint)y).ToArray();
                var indicesAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, indices, glBufferTarget.ELEMENT_ARRAY_BUFFER);

                if (j >= materials.Length)
                {
                    Debug.LogWarningFormat("{0}.materials is not enough", rendererName);
                    break;
                }

                gltfMesh.primitives.Add(new glTFPrimitives
                {
                    attributes = attributes,
                    indices    = indicesAccessorIndex,
                    mode       = 4, // triangles ?
                    material   = unityMaterials.IndexOf(materials[j])
                });
            }
            return(gltfMesh);
        }
コード例 #5
0
        static gltfMorphTarget ExportMorphTarget(glTF gltf, int bufferIndex,
                                                 Mesh mesh, int j,
                                                 bool useSparseAccessorForMorphTarget,
                                                 bool exportOnlyBlendShapePosition)
        {
            var blendShapeVertices = mesh.vertices;
            var usePosition        = blendShapeVertices != null && blendShapeVertices.Length > 0;

            var blendShapeNormals = mesh.normals;
            var useNormal         = usePosition && blendShapeNormals != null && blendShapeNormals.Length == blendShapeVertices.Length;
            // var useNormal = usePosition && blendShapeNormals != null && blendShapeNormals.Length == blendShapeVertices.Length && !exportOnlyBlendShapePosition;

            var blendShapeTangents = mesh.tangents.Select(y => (Vector3)y).ToArray();
            //var useTangent = usePosition && blendShapeTangents != null && blendShapeTangents.Length == blendShapeVertices.Length;
            var useTangent = false;

            var frameCount = mesh.GetBlendShapeFrameCount(j);

            mesh.GetBlendShapeFrameVertices(j, frameCount - 1, blendShapeVertices, blendShapeNormals, null);

            var blendShapePositionAccessorIndex = -1;
            var blendShapeNormalAccessorIndex   = -1;
            var blendShapeTangentAccessorIndex  = -1;

            if (useSparseAccessorForMorphTarget)
            {
                var accessorCount = blendShapeVertices.Length;
                var sparseIndices = Enumerable.Range(0, blendShapeVertices.Length)
                                    .Where(x => UseSparse(
                                               usePosition, blendShapeVertices[x],
                                               useNormal, blendShapeNormals[x],
                                               useTangent, blendShapeTangents[x]))
                                    .ToArray()
                ;

                if (sparseIndices.Length == 0)
                {
                    usePosition = false;
                    useNormal   = false;
                    useTangent  = false;
                }
                else
                {
                    Debug.LogFormat("Sparse {0}/{1}", sparseIndices.Length, mesh.vertexCount);
                }

                /*
                 * var vertexSize = 12;
                 * if (useNormal) vertexSize += 12;
                 * if (useTangent) vertexSize += 24;
                 * var sparseBytes = (4 + vertexSize) * sparseIndices.Length;
                 * var fullBytes = (vertexSize) * blendShapeVertices.Length;
                 * Debug.LogFormat("Export sparse: {0}/{1}bytes({2}%)",
                 *  sparseBytes, fullBytes, (int)((float)sparseBytes / fullBytes)
                 *  );
                 */

                var sparseIndicesViewIndex = -1;
                if (usePosition)
                {
                    sparseIndicesViewIndex = gltf.ExtendBufferAndGetViewIndex(bufferIndex, sparseIndices);

                    blendShapeVertices = sparseIndices.Select(x => blendShapeVertices[x].ReverseZ()).ToArray();
                    blendShapePositionAccessorIndex = gltf.ExtendSparseBufferAndGetAccessorIndex(bufferIndex, accessorCount,
                                                                                                 blendShapeVertices,
                                                                                                 sparseIndices, sparseIndicesViewIndex,
                                                                                                 glBufferTarget.ARRAY_BUFFER);
                }

                if (useNormal)
                {
                    blendShapeNormals             = sparseIndices.Select(x => blendShapeNormals[x].ReverseZ()).ToArray();
                    blendShapeNormalAccessorIndex = gltf.ExtendSparseBufferAndGetAccessorIndex(bufferIndex, accessorCount,
                                                                                               blendShapeNormals,
                                                                                               sparseIndices, sparseIndicesViewIndex,
                                                                                               glBufferTarget.ARRAY_BUFFER);
                }

                if (useTangent)
                {
                    blendShapeTangents             = sparseIndices.Select(x => blendShapeTangents[x].ReverseZ()).ToArray();
                    blendShapeTangentAccessorIndex = gltf.ExtendSparseBufferAndGetAccessorIndex(bufferIndex, accessorCount,
                                                                                                blendShapeTangents, sparseIndices, sparseIndicesViewIndex,
                                                                                                glBufferTarget.ARRAY_BUFFER);
                }
            }
            else
            {
                for (int i = 0; i < blendShapeVertices.Length; ++i)
                {
                    blendShapeVertices[i] = blendShapeVertices[i].ReverseZ();
                }
                if (usePosition)
                {
                    blendShapePositionAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex,
                                                                                           blendShapeVertices,
                                                                                           glBufferTarget.ARRAY_BUFFER);
                }

                if (useNormal)
                {
                    for (int i = 0; i < blendShapeNormals.Length; ++i)
                    {
                        blendShapeNormals[i] = blendShapeNormals[i].ReverseZ();
                    }
                    blendShapeNormalAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex,
                                                                                         blendShapeNormals,
                                                                                         glBufferTarget.ARRAY_BUFFER);
                }

                if (useTangent)
                {
                    for (int i = 0; i < blendShapeTangents.Length; ++i)
                    {
                        blendShapeTangents[i] = blendShapeTangents[i].ReverseZ();
                    }
                    blendShapeTangentAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex,
                                                                                          blendShapeTangents,
                                                                                          glBufferTarget.ARRAY_BUFFER);
                }
            }

            if (blendShapePositionAccessorIndex != -1)
            {
                gltf.accessors[blendShapePositionAccessorIndex].min = blendShapeVertices.Aggregate(blendShapeVertices[0], (a, b) => new Vector3(Mathf.Min(a.x, b.x), Math.Min(a.y, b.y), Mathf.Min(a.z, b.z))).ToArray();
                gltf.accessors[blendShapePositionAccessorIndex].max = blendShapeVertices.Aggregate(blendShapeVertices[0], (a, b) => new Vector3(Mathf.Max(a.x, b.x), Math.Max(a.y, b.y), Mathf.Max(a.z, b.z))).ToArray();
            }

            return(new gltfMorphTarget
            {
                POSITION = blendShapePositionAccessorIndex,
                NORMAL = blendShapeNormalAccessorIndex,
                TANGENT = blendShapeTangentAccessorIndex,
            });
        }
コード例 #6
0
ファイル: glTFExtensions.cs プロジェクト: bmjoy/VGO
 public static int ExtendBufferAndGetViewIndex <T>(this glTF gltf, int bufferIndex,
                                                   T[] array,
                                                   glBufferTarget target = glBufferTarget.NONE) where T : struct
 {
     return(ExtendBufferAndGetViewIndex(gltf, bufferIndex, new ArraySegment <T>(array), target));
 }
コード例 #7
0
ファイル: TextureItem.cs プロジェクト: bmjoy/VGO
 public void ProcessOnAnyThread(glTF gltf, IStorage storage)
 {
     m_textureLoader.ProcessOnAnyThread(gltf, storage);
 }
コード例 #8
0
ファイル: TextureItem.cs プロジェクト: bmjoy/VGO
 public IEnumerator ProcessCoroutine(glTF gltf, IStorage storage)
 {
     ProcessOnAnyThread(gltf, storage);
     yield return(ProcessOnMainThreadCoroutine(gltf));
 }