コード例 #1
0
        public IEnumerator ProcessOnMainThreadCoroutine(glTF gltf)
        {
            using (m_textureLoader)
            {
                var textureType = TextureIO.GetglTFTextureType(gltf, m_textureIndex);
                var colorSpace  = TextureIO.GetColorSpace(textureType);
                var isLinear    = colorSpace == RenderTextureReadWrite.Linear;
                yield return(m_textureLoader.ProcessOnMainThread(isLinear));

                TextureSamplerUtil.SetSampler(Texture, gltf.GetSamplerFromTextureIndex(m_textureIndex));
            }
        }
コード例 #2
0
        public static Texture2D Convert(Texture2D texture, glTFTextureTypes textureType, ColorConversion colorConversion, Material convertMaterial)
        {
            var copyTexture = TextureItem.CopyTexture(texture, TextureIO.GetColorSpace(textureType), convertMaterial);

            if (colorConversion != null)
            {
                copyTexture.SetPixels32(copyTexture.GetPixels32().Select(x => colorConversion(x)).ToArray());
                copyTexture.Apply();
            }
            copyTexture.name = texture.name;
            return(copyTexture);
        }
コード例 #3
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="prop"></param>
        /// <param name="smoothness">used only when converting MetallicRoughness maps</param>
        /// <returns></returns>
        public Texture2D ConvertTexture(string prop, float smoothnessOrRoughness = 1.0f)
        {
            var convertedTexture = Converts.FirstOrDefault(x => x.Key == prop);

            if (convertedTexture.Value != null)
            {
                return(convertedTexture.Value);
            }

            if (prop == "_BumpMap")
            {
                if (Application.isPlaying)
                {
                    var converted = new NormalConverter().GetImportTexture(Texture);
                    m_converts.Add(prop, converted);
                    return(converted);
                }
                else
                {
#if UNITY_EDITOR
                    var textureAssetPath = AssetDatabase.GetAssetPath(Texture);
                    if (!string.IsNullOrEmpty(textureAssetPath))
                    {
                        TextureIO.MarkTextureAssetAsNormalMap(textureAssetPath);
                    }
                    else
                    {
                        Debug.LogWarningFormat("no asset for {0}", Texture);
                    }
#endif
                    return(Texture);
                }
            }

            if (prop == "_MetallicGlossMap")
            {
                var converted = new MetallicRoughnessConverter(smoothnessOrRoughness).GetImportTexture(Texture);
                m_converts.Add(prop, converted);
                return(converted);
            }

            if (prop == "_OcclusionMap")
            {
                var converted = new OcclusionConverter().GetImportTexture(Texture);
                m_converts.Add(prop, converted);
                return(converted);
            }

            return(null);
        }
コード例 #4
0
        static BytesWithMime GetBytesWithMime(Texture texture, glTFTextureTypes textureType)
        {
#if UNITY_EDITOR
            var path = UnityPath.FromAsset(texture);
            if (path.IsUnderAssetsFolder)
            {
                if (path.Extension == ".png")
                {
                    return(new BytesWithMime
                    {
                        Bytes = System.IO.File.ReadAllBytes(path.FullPath),
                        Mime = "image/png",
                    });
                }
            }
#endif

            return(new BytesWithMime
            {
                Bytes = TextureItem.CopyTexture(texture, TextureIO.GetColorSpace(textureType), null).EncodeToPNG(),
                Mime = "image/png",
            });
        }
コード例 #5
0
        /// <summary>
        /// Prepareで作ったCopyから、glTFにデータを変換する
        /// </summary>
        public virtual void Export()
        {
            var bytesBuffer = new ArrayByteBuffer(new byte[50 * 1024 * 1024]);
            var bufferIndex = glTF.AddBuffer(bytesBuffer);

            #region Materials and Textures

            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 (var i = 0; i < unityTextures.Count; ++i)
            {
                var unityTexture = unityTextures[i];
                TextureIO.ExportTexture(glTF, bufferIndex, TextureManager.GetExportTexture(i),
                                        unityTexture.TextureType);
            }

            #endregion

            if (Copy != null)
            {
                #region Meshes

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

                    return(true);
                })
                                  .ToList();
                MeshExporter.ExportMeshes(glTF, bufferIndex, unityMeshes, Materials, UseSparseAccessorForBlendShape);
                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.Rendererer).ToList(), unitySkins)).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.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  = 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 (var clip in clips)
                    {
                        var animationWithCurve = AnimationExporter.Export(clip, Copy.transform, Nodes);
                        AnimationExporter.WriteAnimationWithSampleCurves(glTF, animationWithCurve, clip.name, bufferIndex);
                    }
                }
                #endregion
#endif
            }
        }
コード例 #6
0
        /// <summary>
        /// Prepareで作ったCopyから、glTFにデータを変換する
        /// </summary>
        public virtual void Export()
        {
            var bytesBuffer = new ArrayByteBuffer(new byte[50 * 1024 * 1024]);
            var bufferIndex = glTF.AddBuffer(bytesBuffer);

            #region Materials and Textures

            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 (var i = 0; i < unityTextures.Count; ++i)
            {
                var unityTexture = unityTextures[i];
                TextureIO.ExportTexture(glTF, bufferIndex, TextureManager.GetExportTexture(i),
                                        unityTexture.TextureType);
            }

            #endregion

            if (Copy != null)
            {
                #region Meshes

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

                    return(true);
                })
                                  .ToList();
                MeshExporter.ExportMeshes(glTF, bufferIndex, unityMeshes, Materials, UseSparseAccessorForBlendShape);
                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.Rendererer).ToList(), unitySkins)).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.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  = 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 (var 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
            }
        }