private BabylonNode ExportMesh(IIGameScene scene, IIGameNode meshNode, BabylonScene babylonScene) { if (IsMeshExportable(meshNode) == false) { return(null); } RaiseMessage(meshNode.Name, 1); // Instances var tabs = Loader.Global.NodeTab.Create(); Loader.Global.IInstanceMgr.InstanceMgr.GetInstances(meshNode.MaxNode, tabs); if (tabs.Count > 1) { // For a mesh with instances, we distinguish between master and instance meshes: // - a master mesh stores all the info of the mesh (transform, hierarchy, animations + vertices, indices, materials, bones...) // - an instance mesh only stores the info of the node (transform, hierarchy, animations) // Check if this mesh has already been exported BabylonMesh babylonMasterMesh = null; var index = 0; while (babylonMasterMesh == null && index < tabs.Count) { #if MAX2017 var indexer = index; #else var indexer = new IntPtr(index); #endif var tab = tabs[indexer]; babylonMasterMesh = babylonScene.MeshesList.Find(_babylonMesh => { // Same id return(_babylonMesh.id == tab.GetGuid().ToString() && // Mesh is not a dummy _babylonMesh.isDummy == false); }); index++; } if (babylonMasterMesh != null) { // Mesh already exported // Export this node as instance meshNode.MaxNode.MarkAsInstance(); var babylonInstanceMesh = new BabylonAbstractMesh { name = meshNode.Name, id = meshNode.MaxNode.GetGuid().ToString() }; // Add instance to master mesh List <BabylonAbstractMesh> list = babylonMasterMesh.instances != null?babylonMasterMesh.instances.ToList() : new List <BabylonAbstractMesh>(); list.Add(babylonInstanceMesh); babylonMasterMesh.instances = list.ToArray(); // Export transform / hierarchy / animations exportNode(babylonInstanceMesh, meshNode, scene, babylonScene); // Animations exportAnimation(babylonInstanceMesh, meshNode); return(babylonInstanceMesh); } } 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() }; // Position / rotation / scaling / hierarchy exportNode(babylonMesh, meshNode, scene, babylonScene); // 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"); 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); if (isBabylonExported) { try { File.Copy(soundName, Path.Combine(babylonScene.OutputPath, filename), true); } catch { } } } // Misc. #if MAX2017 babylonMesh.isVisible = meshNode.MaxNode.Renderable; babylonMesh.receiveShadows = meshNode.MaxNode.RcvShadows; babylonMesh.applyFog = meshNode.MaxNode.ApplyAtmospherics; #else babylonMesh.isVisible = meshNode.MaxNode.Renderable == 1; babylonMesh.receiveShadows = meshNode.MaxNode.RcvShadows == 1; babylonMesh.applyFog = meshNode.MaxNode.ApplyAtmospherics == 1; #endif babylonMesh.pickable = meshNode.MaxNode.GetBoolProperty("babylonjs_checkpickable"); babylonMesh.showBoundingBox = meshNode.MaxNode.GetBoolProperty("babylonjs_showboundingbox"); babylonMesh.showSubMeshesBoundingBox = meshNode.MaxNode.GetBoolProperty("babylonjs_showsubmeshesboundingbox"); 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; int maxNbBones = 0; if (isSkinned) { bonesCount = skin.TotalSkinBoneCount; var skinAlreadyStored = skins.Find(_skin => IsSkinEqualTo(_skin, skin)); if (skinAlreadyStored == null) { skins.Add(skin); } else { skin = skinAlreadyStored; } skinnedNodes.Add(meshNode); babylonMesh.skeletonId = skins.IndexOf(skin); skin.GetInitSkinTM(skinInitPoseMatrix); boneIds = SortBones(skin); skinSortedBones[skin] = boneIds; } // Mesh if (unskinnedMesh.IGameType == Autodesk.Max.IGameObject.ObjectTypes.Mesh && unskinnedMesh.MaxMesh != null) { if (unskinnedMesh.NumberOfFaces < 1) { RaiseError($"Mesh {babylonMesh.name} has no face", 2); } if (unskinnedMesh.NumberOfVerts < 3) { RaiseError($"Mesh {babylonMesh.name} has not enough vertices", 2); } if (unskinnedMesh.NumberOfVerts >= 65536) { RaiseWarning($"Mesh {babylonMesh.name} 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.", 2); } if (skin != null) { for (var vertexIndex = 0; vertexIndex < unskinnedMesh.NumberOfVerts; vertexIndex++) { maxNbBones = Math.Max(maxNbBones, skin.GetNumberOfBones(vertexIndex)); } } // 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) { #if MAX2017 var indexer = i; #else var indexer = new IntPtr(i); #endif 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 var subMeshes = new List <BabylonSubMesh>(); ExtractGeometry(vertices, indices, subMeshes, boneIds, skin, unskinnedMesh, hasUV, hasUV2, hasColor, hasAlpha, optimizeVertices, multiMatsCount, meshNode); if (vertices.Count >= 65536) { RaiseWarning($"Mesh {babylonMesh.name} has {vertices.Count} vertices. This may prevent your scene to work on low end devices where 32 bits indice are not supported", 2); if (!optimizeVertices) { RaiseError("You can try to optimize your object using [Try to optimize vertices] option", 2); } } RaiseMessage($"{vertices.Count} vertices, {indices.Count/3} faces", 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(); babylonMesh.numBoneInfluencers = maxNbBones; if (maxNbBones > 4) { babylonMesh.matricesWeightsExtra = vertices.SelectMany(v => v.WeightsExtra != null ? v.WeightsExtra.ToArray() : new[] { 0.0f, 0.0f, 0.0f, 0.0f }).ToArray(); babylonMesh.matricesIndicesExtra = vertices.Select(v => v.BonesIndicesExtra).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(); // ------------------------ // ---- Morph targets ----- // ------------------------ // Retreive modifiers with morpher flag List <IIGameModifier> modifiers = new List <IIGameModifier>(); for (int i = 0; i < meshNode.IGameObject.NumModifiers; i++) { var modifier = meshNode.IGameObject.GetIGameModifier(i); if (modifier.ModifierType == Autodesk.Max.IGameModifier.ModType.Morpher) { modifiers.Add(modifier); } } // Cast modifiers to morphers List <IIGameMorpher> morphers = modifiers.ConvertAll(new Converter <IIGameModifier, IIGameMorpher>(modifier => modifier.AsGameMorpher())); var hasMorphTarget = false; morphers.ForEach(morpher => { if (morpher.NumberOfMorphTargets > 0) { hasMorphTarget = true; } }); if (hasMorphTarget) { RaiseMessage("Export morph targets", 2); // Morph Target Manager var babylonMorphTargetManager = new BabylonMorphTargetManager(); babylonScene.MorphTargetManagersList.Add(babylonMorphTargetManager); babylonMesh.morphTargetManagerId = babylonMorphTargetManager.id; // Morph Targets var babylonMorphTargets = new List <BabylonMorphTarget>(); // All morphers are considered identical // Their targets are concatenated morphers.ForEach(morpher => { for (int i = 0; i < morpher.NumberOfMorphTargets; i++) { // Morph target var maxMorphTarget = morpher.GetMorphTarget(i); // Ensure target still exists (green color legend) if (maxMorphTarget != null) { var babylonMorphTarget = new BabylonMorphTarget { name = maxMorphTarget.Name }; babylonMorphTargets.Add(babylonMorphTarget); // TODO - Influence babylonMorphTarget.influence = 0f; // Target geometry var targetVertices = ExtractVertices(maxMorphTarget, optimizeVertices); babylonMorphTarget.positions = targetVertices.SelectMany(v => new[] { v.Position.X, v.Position.Y, v.Position.Z }).ToArray(); babylonMorphTarget.normals = targetVertices.SelectMany(v => new[] { v.Normal.X, v.Normal.Y, v.Normal.Z }).ToArray(); // Animations var animations = new List <BabylonAnimation>(); var morphWeight = morpher.GetMorphWeight(i); ExportFloatGameController(morphWeight, "influence", animations); if (animations.Count > 0) { babylonMorphTarget.animations = animations.ToArray(); } } } }); babylonMorphTargetManager.targets = babylonMorphTargets.ToArray(); } } // Animations // Done last to avoid '0 vertex found' error (unkown cause) exportAnimation(babylonMesh, meshNode); babylonScene.MeshesList.Add(babylonMesh); return(babylonMesh); }
public async Task ExportAsync(string outputFile, string outputFormat, bool generateManifest, bool onlySelected, Form callerForm) { var gameConversionManger = Loader.Global.ConversionManager; gameConversionManger.CoordSystem = Autodesk.Max.IGameConversionManager.CoordSystem.D3d; var gameScene = Loader.Global.IGameInterface; gameScene.InitialiseIGame(onlySelected); gameScene.SetStaticFrame(0); MaxSceneFileName = gameScene.SceneFileName; // Force output file extension to be babylon outputFile = Path.ChangeExtension(outputFile, "babylon"); IsCancelled = false; RaiseMessage("Exportation started", Color.Blue); ReportProgressChanged(0); var babylonScene = new BabylonScene(Path.GetDirectoryName(outputFile)); var rawScene = Loader.Core.RootNode; if (!Directory.Exists(babylonScene.OutputPath)) { RaiseError("Exportation stopped: Output folder does not exist"); ReportProgressChanged(100); return; } var watch = new Stopwatch(); watch.Start(); // Save scene if (AutoSave3dsMaxFile) { RaiseMessage("Saving 3ds max file"); var forceSave = Loader.Core.FileSave; callerForm?.BringToFront(); } // Producer babylonScene.producer = new BabylonProducer { name = "3dsmax", #if MAX2017 version = "2017", #else version = Loader.Core.ProductVersion.ToString(), #endif exporter_version = "0.4.5", file = Path.GetFileName(outputFile) }; // Global babylonScene.autoClear = true; babylonScene.clearColor = Loader.Core.GetBackGround(0, Tools.Forever).ToArray(); babylonScene.ambientColor = Loader.Core.GetAmbient(0, Tools.Forever).ToArray(); babylonScene.gravity = rawScene.GetVector3Property("babylonjs_gravity"); ExportQuaternionsInsteadOfEulers = rawScene.GetBoolProperty("babylonjs_exportquaternions", 1); if (Loader.Core.UseEnvironmentMap && Loader.Core.EnvironmentMap != null) { // Environment texture var environmentMap = Loader.Core.EnvironmentMap; // Copy image file to output if necessary var babylonTexture = ExportTexture(environmentMap, 1.0f, babylonScene, true); babylonScene.environmentTexture = babylonTexture.name; // Skybox babylonScene.createDefaultSkybox = rawScene.GetBoolProperty("babylonjs_createDefaultSkybox"); babylonScene.skyboxBlurLevel = rawScene.GetFloatProperty("babylonjs_skyboxBlurLevel"); } // Sounds var soundName = rawScene.GetStringProperty("babylonjs_sound_filename", ""); if (!string.IsNullOrEmpty(soundName)) { var filename = Path.GetFileName(soundName); var globalSound = new BabylonSound { autoplay = rawScene.GetBoolProperty("babylonjs_sound_autoplay", 1), loop = rawScene.GetBoolProperty("babylonjs_sound_loop", 1), name = filename }; babylonScene.SoundsList.Add(globalSound); try { File.Copy(soundName, Path.Combine(babylonScene.OutputPath, filename), true); } catch { } } // Root nodes RaiseMessage("Exporting nodes"); HashSet <IIGameNode> maxRootNodes = getRootNodes(gameScene); var progressionStep = 80.0f / maxRootNodes.Count; var progression = 10.0f; ReportProgressChanged((int)progression); referencedMaterials.Clear(); // Reseting is optionnal. It makes each morph target manager export starts from id = 0. BabylonMorphTargetManager.Reset(); foreach (var maxRootNode in maxRootNodes) { exportNodeRec(maxRootNode, babylonScene, gameScene); progression += progressionStep; ReportProgressChanged((int)progression); CheckCancelled(); } ; RaiseMessage(string.Format("Total meshes: {0}", babylonScene.MeshesList.Count), Color.Gray, 1); // Main camera BabylonCamera babylonMainCamera = null; ICameraObject maxMainCameraObject = null; if (babylonMainCamera == null && babylonScene.CamerasList.Count > 0) { // Set first camera as main one babylonMainCamera = babylonScene.CamerasList[0]; babylonScene.activeCameraID = babylonMainCamera.id; RaiseMessage("Active camera set to " + babylonMainCamera.name, Color.Green, 1, true); // Retreive camera node with same GUID var maxCameraNodesAsTab = gameScene.GetIGameNodeByType(Autodesk.Max.IGameObject.ObjectTypes.Camera); var maxCameraNodes = TabToList(maxCameraNodesAsTab); var maxMainCameraNode = maxCameraNodes.Find(_camera => _camera.MaxNode.GetGuid().ToString() == babylonMainCamera.id); maxMainCameraObject = (maxMainCameraNode.MaxNode.ObjectRef as ICameraObject); } if (babylonMainCamera == null) { RaiseWarning("No camera defined", 1); } else { RaiseMessage(string.Format("Total cameras: {0}", babylonScene.CamerasList.Count), Color.Gray, 1); } // Default light if (babylonScene.LightsList.Count == 0) { RaiseWarning("No light defined", 1); RaiseWarning("A default hemispheric light was added for your convenience", 1); ExportDefaultLight(babylonScene); } else { RaiseMessage(string.Format("Total lights: {0}", babylonScene.LightsList.Count), Color.Gray, 1); } // Materials RaiseMessage("Exporting materials"); var matsToExport = referencedMaterials.ToArray(); // Snapshot because multimaterials can export new materials foreach (var mat in matsToExport) { ExportMaterial(mat, babylonScene); CheckCancelled(); } RaiseMessage(string.Format("Total: {0}", babylonScene.MaterialsList.Count + babylonScene.MultiMaterialsList.Count), Color.Gray, 1); // Fog for (var index = 0; index < Loader.Core.NumAtmospheric; index++) { var atmospheric = Loader.Core.GetAtmospheric(index); if (atmospheric.Active(0) && atmospheric.ClassName == "Fog") { var fog = atmospheric as IStdFog; RaiseMessage("Exporting fog"); if (fog != null) { babylonScene.fogColor = fog.GetColor(0).ToArray(); babylonScene.fogMode = 3; } if (babylonMainCamera != null) { babylonScene.fogStart = maxMainCameraObject.GetEnvRange(0, 0, Tools.Forever); babylonScene.fogEnd = maxMainCameraObject.GetEnvRange(0, 1, Tools.Forever); } } } // Skeletons if (skins.Count > 0) { RaiseMessage("Exporting skeletons"); foreach (var skin in skins) { ExportSkin(skin, babylonScene); } } // Actions babylonScene.actions = ExportNodeAction(gameScene.GetIGameNode(rawScene)); // Output babylonScene.Prepare(false, false); if (outputFormat == "babylon" || outputFormat == "binary babylon") { RaiseMessage("Saving to output file"); var jsonSerializer = JsonSerializer.Create(new JsonSerializerSettings()); var sb = new StringBuilder(); var sw = new StringWriter(sb, CultureInfo.InvariantCulture); await Task.Run(() => { using (var jsonWriter = new JsonTextWriterOptimized(sw)) { jsonWriter.Formatting = Formatting.None; jsonSerializer.Serialize(jsonWriter, babylonScene); } File.WriteAllText(outputFile, sb.ToString()); if (generateManifest) { File.WriteAllText(outputFile + ".manifest", "{\r\n\"version\" : 1,\r\n\"enableSceneOffline\" : true,\r\n\"enableTexturesOffline\" : true\r\n}"); } }); // Binary if (outputFormat == "binary babylon") { RaiseMessage("Generating binary files"); BabylonFileConverter.BinaryConverter.Convert(outputFile, Path.GetDirectoryName(outputFile) + "\\Binary", message => RaiseMessage(message, 1), error => RaiseError(error, 1)); } } ReportProgressChanged(100); // Export glTF if (outputFormat == "gltf" || outputFormat == "glb") { bool generateBinary = outputFormat == "glb"; ExportGltf(babylonScene, outputFile, generateBinary); } watch.Stop(); RaiseMessage(string.Format("Exportation done in {0:0.00}s", watch.ElapsedMilliseconds / 1000.0), Color.Blue); }
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"); 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. #if MAX2017 babylonMesh.isVisible = meshNode.MaxNode.Renderable; babylonMesh.receiveShadows = meshNode.MaxNode.RcvShadows; babylonMesh.applyFog = meshNode.MaxNode.ApplyAtmospherics; #else babylonMesh.isVisible = meshNode.MaxNode.Renderable == 1; babylonMesh.receiveShadows = meshNode.MaxNode.RcvShadows == 1; babylonMesh.applyFog = meshNode.MaxNode.ApplyAtmospherics == 1; #endif babylonMesh.pickable = meshNode.MaxNode.GetBoolProperty("babylonjs_checkpickable"); babylonMesh.showBoundingBox = meshNode.MaxNode.GetBoolProperty("babylonjs_showboundingbox"); babylonMesh.showSubMeshesBoundingBox = meshNode.MaxNode.GetBoolProperty("babylonjs_showsubmeshesboundingbox"); 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; int maxNbBones = 0; 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($"Mesh {babylonMesh.name} has no face", 2); } if (unskinnedMesh.NumberOfVerts < 3) { RaiseError($"Mesh {babylonMesh.name} has not enough vertices", 2); } if (unskinnedMesh.NumberOfVerts >= 65536) { RaiseWarning($"Mesh {babylonMesh.name} 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.", 2); } if (skin != null) { for (var vertexIndex = 0; vertexIndex < unskinnedMesh.NumberOfVerts; vertexIndex++) { maxNbBones = Math.Max(maxNbBones, skin.GetNumberOfBones(vertexIndex)); } } // 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) { #if MAX2017 var indexer = i; #else var indexer = new IntPtr(i); #endif 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?.GetMaterialID(i) ?? 0; 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) { #if MAX2017 var faceIndexer = j; #else var faceIndexer = new IntPtr(j); #endif var face = materialFaces[faceIndexer]; #if !MAX2017 Marshal.FreeHGlobal(faceIndexer); #endif 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($"Mesh {babylonMesh.name} has {vertices.Count} vertices. This may prevent your scene to work on low end devices where 32 bits indice are not supported", 2); if (!optimizeVertices) { RaiseError("You can try to optimize your object using [Try to optimize vertices] option", 2); } } RaiseMessage($"{vertices.Count} vertices, {indices.Count/3} faces", 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(); babylonMesh.numBoneInfluencers = maxNbBones; if (maxNbBones > 4) { babylonMesh.matricesWeightsExtra = vertices.SelectMany(v => v.WeightsExtra != null ? v.WeightsExtra.ToArray() : new[] { 0.0f, 0.0f, 0.0f, 0.0f }).ToArray(); babylonMesh.matricesIndicesExtra = vertices.Select(v => v.BonesIndicesExtra).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++) { #if MAX2017 var indexer = index; #else var indexer = new IntPtr(index); #endif var tab = tabs[indexer]; #if !MAX2017 Marshal.FreeHGlobal(indexer); #endif 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); }
public void Export(ExportParameters exportParameters) { // Check input text is valid var scaleFactorFloat = 1.0f; string scaleFactor = exportParameters.scaleFactor; try { scaleFactor = scaleFactor.Replace(".", System.Globalization.NumberFormatInfo.CurrentInfo.NumberDecimalSeparator); scaleFactor = scaleFactor.Replace(",", System.Globalization.NumberFormatInfo.CurrentInfo.NumberDecimalSeparator); scaleFactorFloat = float.Parse(scaleFactor); } catch { RaiseError("Scale factor is not a valid number."); return; } long quality = 0L; string txtQuality = exportParameters.txtQuality; try { quality = long.Parse(txtQuality); if (quality < 0 || quality > 100) { throw new Exception(); } } catch { RaiseError("Quality is not a valid number. It should be an integer between 0 and 100."); RaiseError("This parameter set the quality of jpg compression."); return; } this.exportParameters = exportParameters; var gameConversionManger = Loader.Global.ConversionManager; gameConversionManger.CoordSystem = Autodesk.Max.IGameConversionManager.CoordSystem.D3d; var gameScene = Loader.Global.IGameInterface; if (exportParameters.exportNode == null) { gameScene.InitialiseIGame(false); } else { gameScene.InitialiseIGame(exportParameters.exportNode, true); } gameScene.SetStaticFrame(0); MaxSceneFileName = gameScene.SceneFileName; IsCancelled = false; string fileExportString = exportParameters.exportNode != null ? $"{exportParameters.exportNode.NodeName} | {exportParameters.outputPath}" : exportParameters.outputPath; RaiseMessage($"Exportation started: {fileExportString}", Color.Blue); ReportProgressChanged(0); string tempOutputDirectory = Path.Combine(Path.GetTempPath(), Path.GetRandomFileName()); string outputDirectory = Path.GetDirectoryName(exportParameters.outputPath); string outputFileName = Path.GetFileName(exportParameters.outputPath); // Check directory exists if (!Directory.Exists(outputDirectory)) { RaiseError("Exportation stopped: Output folder does not exist"); ReportProgressChanged(100); return; } Directory.CreateDirectory(tempOutputDirectory); var outputBabylonDirectory = tempOutputDirectory; // Force output file extension to be babylon outputFileName = Path.ChangeExtension(outputFileName, "babylon"); var babylonScene = new BabylonScene(outputBabylonDirectory); var rawScene = Loader.Core.RootNode; var watch = new Stopwatch(); watch.Start(); string outputFormat = exportParameters.outputFormat; isBabylonExported = outputFormat == "babylon" || outputFormat == "binary babylon"; isGltfExported = outputFormat == "gltf" || outputFormat == "glb"; // Get scene parameters optimizeAnimations = !Loader.Core.RootNode.GetBoolProperty("babylonjs_donotoptimizeanimations"); exportNonAnimated = Loader.Core.RootNode.GetBoolProperty("babylonjs_animgroup_exportnonanimated"); // Save scene if (exportParameters.autoSave3dsMaxFile) { RaiseMessage("Saving 3ds max file"); var forceSave = Loader.Core.FileSave; callerForm?.BringToFront(); } // Producer babylonScene.producer = new BabylonProducer { name = "3dsmax", #if MAX2019 version = "2019", #elif MAX2018 version = "2018", #elif MAX2017 version = "2017", #else version = Loader.Core.ProductVersion.ToString(), #endif exporter_version = exporterVersion, file = outputFileName }; // Global babylonScene.autoClear = true; babylonScene.clearColor = Loader.Core.GetBackGround(0, Tools.Forever).ToArray(); babylonScene.ambientColor = Loader.Core.GetAmbient(0, Tools.Forever).ToArray(); babylonScene.gravity = rawScene.GetVector3Property("babylonjs_gravity"); ExportQuaternionsInsteadOfEulers = rawScene.GetBoolProperty("babylonjs_exportquaternions", 1); if (Loader.Core.UseEnvironmentMap && Loader.Core.EnvironmentMap != null) { // Environment texture var environmentMap = Loader.Core.EnvironmentMap; // Copy image file to output if necessary var babylonTexture = ExportEnvironmnentTexture(environmentMap, babylonScene); if (babylonTexture != null) { babylonScene.environmentTexture = babylonTexture.name; // Skybox babylonScene.createDefaultSkybox = rawScene.GetBoolProperty("babylonjs_createDefaultSkybox"); babylonScene.skyboxBlurLevel = rawScene.GetFloatProperty("babylonjs_skyboxBlurLevel"); } } // Sounds var soundName = rawScene.GetStringProperty("babylonjs_sound_filename", ""); if (!string.IsNullOrEmpty(soundName)) { var filename = Path.GetFileName(soundName); var globalSound = new BabylonSound { autoplay = rawScene.GetBoolProperty("babylonjs_sound_autoplay", 1), loop = rawScene.GetBoolProperty("babylonjs_sound_loop", 1), name = filename }; babylonScene.SoundsList.Add(globalSound); if (isBabylonExported) { try { File.Copy(soundName, Path.Combine(babylonScene.OutputPath, filename), true); } catch { } } } // Root nodes RaiseMessage("Exporting nodes"); HashSet <IIGameNode> maxRootNodes = getRootNodes(gameScene); var progressionStep = 80.0f / maxRootNodes.Count; var progression = 10.0f; ReportProgressChanged((int)progression); referencedMaterials.Clear(); Tools.guids.Clear(); // Reseting is optionnal. It makes each morph target manager export starts from id = 0. BabylonMorphTargetManager.Reset(); foreach (var maxRootNode in maxRootNodes) { BabylonNode node = exportNodeRec(maxRootNode, babylonScene, gameScene); // if we're exporting from a specific node, reset the pivot to {0,0,0} if (node != null && exportParameters.exportNode != null) { SetNodePosition(ref node, ref babylonScene, new float[] { 0, 0, 0 }); } progression += progressionStep; ReportProgressChanged((int)progression); CheckCancelled(); } ; RaiseMessage(string.Format("Total meshes: {0}", babylonScene.MeshesList.Count), Color.Gray, 1); // In 3DS Max the default camera look down (in the -z direction for the 3DS Max reference (+y for babylon)) // In Babylon the default camera look to the horizon (in the +z direction for the babylon reference) // In glTF the default camera look to the horizon (in the +Z direction for glTF reference) RaiseMessage("Update camera rotation and position", 1); for (int index = 0; index < babylonScene.CamerasList.Count; index++) { BabylonCamera camera = babylonScene.CamerasList[index]; FixCamera(ref camera, ref babylonScene); } // Light for glTF if (isGltfExported) { RaiseMessage("Update light rotation for glTF export", 1); for (int index = 0; index < babylonScene.LightsList.Count; index++) { BabylonNode light = babylonScene.LightsList[index]; FixNodeRotation(ref light, ref babylonScene, -Math.PI / 2); } } // Main camera BabylonCamera babylonMainCamera = null; ICameraObject maxMainCameraObject = null; if (babylonMainCamera == null && babylonScene.CamerasList.Count > 0) { // Set first camera as main one babylonMainCamera = babylonScene.CamerasList[0]; babylonScene.activeCameraID = babylonMainCamera.id; RaiseMessage("Active camera set to " + babylonMainCamera.name, Color.Green, 1, true); // Retreive camera node with same GUID var maxCameraNodesAsTab = gameScene.GetIGameNodeByType(Autodesk.Max.IGameObject.ObjectTypes.Camera); var maxCameraNodes = TabToList(maxCameraNodesAsTab); var maxMainCameraNode = maxCameraNodes.Find(_camera => _camera.MaxNode.GetGuid().ToString() == babylonMainCamera.id); maxMainCameraObject = (maxMainCameraNode.MaxNode.ObjectRef as ICameraObject); } if (babylonMainCamera == null) { RaiseWarning("No camera defined", 1); } else { RaiseMessage(string.Format("Total cameras: {0}", babylonScene.CamerasList.Count), Color.Gray, 1); } // Default light bool addDefaultLight = rawScene.GetBoolProperty("babylonjs_addDefaultLight", 1); if (addDefaultLight && babylonScene.LightsList.Count == 0) { RaiseWarning("No light defined", 1); RaiseWarning("A default hemispheric light was added for your convenience", 1); ExportDefaultLight(babylonScene); } else { RaiseMessage(string.Format("Total lights: {0}", babylonScene.LightsList.Count), Color.Gray, 1); } if (scaleFactorFloat != 1.0f) { RaiseMessage("A root node is added for scaling", 1); // Create root node for scaling BabylonMesh rootNode = new BabylonMesh { name = "root", id = Guid.NewGuid().ToString() }; rootNode.isDummy = true; float rootNodeScale = scaleFactorFloat; rootNode.scaling = new float[3] { rootNodeScale, rootNodeScale, rootNodeScale }; if (ExportQuaternionsInsteadOfEulers) { rootNode.rotationQuaternion = new float[] { 0, 0, 0, 1 }; } else { rootNode.rotation = new float[] { 0, 0, 0 }; } // Update all top nodes var babylonNodes = new List <BabylonNode>(); babylonNodes.AddRange(babylonScene.MeshesList); babylonNodes.AddRange(babylonScene.CamerasList); babylonNodes.AddRange(babylonScene.LightsList); foreach (BabylonNode babylonNode in babylonNodes) { if (babylonNode.parentId == null) { babylonNode.parentId = rootNode.id; } } // Store root node babylonScene.MeshesList.Add(rootNode); } // Materials if (exportParameters.exportMaterials) { RaiseMessage("Exporting materials"); var matsToExport = referencedMaterials.ToArray(); // Snapshot because multimaterials can export new materials foreach (var mat in matsToExport) { ExportMaterial(mat, babylonScene); CheckCancelled(); } RaiseMessage(string.Format("Total: {0}", babylonScene.MaterialsList.Count + babylonScene.MultiMaterialsList.Count), Color.Gray, 1); } else { RaiseMessage("Skipping material export."); } // Fog for (var index = 0; index < Loader.Core.NumAtmospheric; index++) { var atmospheric = Loader.Core.GetAtmospheric(index); if (atmospheric.Active(0) && atmospheric.ClassName == "Fog") { var fog = atmospheric as IStdFog; RaiseMessage("Exporting fog"); if (fog != null) { babylonScene.fogColor = fog.GetColor(0).ToArray(); babylonScene.fogMode = 3; } if (babylonMainCamera != null) { babylonScene.fogStart = maxMainCameraObject.GetEnvRange(0, 0, Tools.Forever); babylonScene.fogEnd = maxMainCameraObject.GetEnvRange(0, 1, Tools.Forever); } } } // Skeletons if (skins.Count > 0) { RaiseMessage("Exporting skeletons"); foreach (var skin in skins) { ExportSkin(skin, babylonScene); } } // Animation group if (isBabylonExported) { RaiseMessage("Export animation groups"); // add animation groups to the scene babylonScene.animationGroups = ExportAnimationGroups(babylonScene); // if there is animationGroup, then remove animations from nodes if (babylonScene.animationGroups.Count > 0) { foreach (BabylonNode node in babylonScene.MeshesList) { node.animations = null; } foreach (BabylonNode node in babylonScene.LightsList) { node.animations = null; } foreach (BabylonNode node in babylonScene.CamerasList) { node.animations = null; } foreach (BabylonSkeleton skel in babylonScene.SkeletonsList) { foreach (BabylonBone bone in skel.bones) { bone.animation = null; } } } } // Output babylonScene.Prepare(false, false); if (isBabylonExported) { RaiseMessage("Saving to output file"); var outputFile = Path.Combine(outputBabylonDirectory, outputFileName); var jsonSerializer = JsonSerializer.Create(new JsonSerializerSettings()); var sb = new StringBuilder(); var sw = new StringWriter(sb, CultureInfo.InvariantCulture); using (var jsonWriter = new JsonTextWriterOptimized(sw)) { jsonWriter.Formatting = Formatting.None; jsonSerializer.Serialize(jsonWriter, babylonScene); } File.WriteAllText(outputFile, sb.ToString()); if (exportParameters.generateManifest) { File.WriteAllText(outputFile + ".manifest", "{\r\n\"version\" : 1,\r\n\"enableSceneOffline\" : true,\r\n\"enableTexturesOffline\" : true\r\n}"); } // Binary if (outputFormat == "binary babylon") { RaiseMessage("Generating binary files"); BabylonFileConverter.BinaryConverter.Convert(outputFile, outputBabylonDirectory + "\\Binary", message => RaiseMessage(message, 1), error => RaiseError(error, 1)); } } ReportProgressChanged(100); // Export glTF if (isGltfExported) { bool generateBinary = outputFormat == "glb"; ExportGltf(babylonScene, tempOutputDirectory, outputFileName, generateBinary); } // Move files to output directory var filePaths = Directory.GetFiles(tempOutputDirectory); if (outputFormat == "binary babylon") { var tempBinaryOutputDirectory = Path.Combine(tempOutputDirectory, "Binary"); var binaryFilePaths = Directory.GetFiles(tempBinaryOutputDirectory); foreach (var filePath in binaryFilePaths) { if (filePath.EndsWith(".binary.babylon")) { var file = Path.GetFileName(filePath); var tempFilePath = Path.Combine(tempBinaryOutputDirectory, file); var outputFile = Path.Combine(outputDirectory, file); moveFileToOutputDirectory(tempFilePath, outputFile, exportParameters); } else if (filePath.EndsWith(".babylonbinarymeshdata")) { var file = Path.GetFileName(filePath); var tempFilePath = Path.Combine(tempBinaryOutputDirectory, file); var outputFile = Path.Combine(outputDirectory, file); moveFileToOutputDirectory(tempFilePath, outputFile, exportParameters); } } } if (outputFormat == "glb") { foreach (var file_path in filePaths) { if (Path.GetExtension(file_path) == ".glb") { var file = Path.GetFileName(file_path); var tempFilePath = Path.Combine(tempOutputDirectory, file); var outputFile = Path.Combine(outputDirectory, file); moveFileToOutputDirectory(tempFilePath, outputFile, exportParameters); break; } } } else { foreach (var filePath in filePaths) { var file = Path.GetFileName(filePath); var outputPath = Path.Combine(outputDirectory, file); var tempFilePath = Path.Combine(tempOutputDirectory, file); moveFileToOutputDirectory(tempFilePath, outputPath, exportParameters); } } Directory.Delete(tempOutputDirectory, true); watch.Stop(); RaiseMessage(string.Format("Exportation done in {0:0.00}s: {1}", watch.ElapsedMilliseconds / 1000.0, fileExportString), Color.Blue); }
private BabylonNode ExportMasterMesh(IIGameScene scene, IIGameNode meshNode, BabylonScene babylonScene) { var gameMesh = meshNode.IGameObject.AsGameMesh(); try { 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 } catch (Exception e) { RaiseWarning($"Mesh {meshNode.Name} failed to initialize. Mesh is exported as dummy.", 2); return(ExportDummy(scene, meshNode, babylonScene)); } var babylonMesh = new BabylonMesh { name = meshNode.Name, id = meshNode.MaxNode.GetGuid().ToString() }; // Position / rotation / scaling / hierarchy exportNode(babylonMesh, meshNode, scene, babylonScene); // 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"); 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); if (isBabylonExported) { try { File.Copy(soundName, Path.Combine(babylonScene.OutputPath, filename), true); } catch { } } } // Misc. #if MAX2017 || MAX2018 || MAX2019 babylonMesh.isVisible = meshNode.MaxNode.Renderable; babylonMesh.receiveShadows = meshNode.MaxNode.RcvShadows; babylonMesh.applyFog = meshNode.MaxNode.ApplyAtmospherics; #else babylonMesh.isVisible = meshNode.MaxNode.Renderable == 1; babylonMesh.receiveShadows = meshNode.MaxNode.RcvShadows == 1; babylonMesh.applyFog = meshNode.MaxNode.ApplyAtmospherics == 1; #endif babylonMesh.pickable = meshNode.MaxNode.GetBoolProperty("babylonjs_checkpickable"); babylonMesh.showBoundingBox = meshNode.MaxNode.GetBoolProperty("babylonjs_showboundingbox"); babylonMesh.showSubMeshesBoundingBox = meshNode.MaxNode.GetBoolProperty("babylonjs_showsubmeshesboundingbox"); babylonMesh.alphaIndex = (int)meshNode.MaxNode.GetFloatProperty("babylonjs_alphaindex", 1000); // Collisions babylonMesh.checkCollisions = meshNode.MaxNode.GetBoolProperty("babylonjs_checkcollisions"); // Skin 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; int maxNbBones = 0; if (isSkinned && GetRelevantNodes(skin).Count > 0) // if the mesh has a skin with at least one bone { var skinAlreadyStored = skins.Find(_skin => IsSkinEqualTo(_skin, skin)); if (skinAlreadyStored == null) { skins.Add(skin); babylonMesh.skeletonId = skins.IndexOf(skin); } else { babylonMesh.skeletonId = skins.IndexOf(skinAlreadyStored); } skin.GetInitSkinTM(skinInitPoseMatrix); boneIds = GetNodeIndices(skin); } else { skin = null; } // Mesh if (unskinnedMesh.IGameType == Autodesk.Max.IGameObject.ObjectTypes.Mesh && unskinnedMesh.MaxMesh != null) { if (unskinnedMesh.NumberOfFaces < 1) { RaiseError($"Mesh {babylonMesh.name} has no face", 2); } if (unskinnedMesh.NumberOfVerts < 3) { RaiseError($"Mesh {babylonMesh.name} has not enough vertices", 2); } if (unskinnedMesh.NumberOfVerts >= 65536) { RaiseWarning($"Mesh {babylonMesh.name} 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.", 2); } if (skin != null) { for (var vertexIndex = 0; vertexIndex < unskinnedMesh.NumberOfVerts; vertexIndex++) { maxNbBones = Math.Max(maxNbBones, skin.GetNumberOfBones(vertexIndex)); } } // 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; // The DirectXShader material is a passthrough to its render material. // The shell material is a passthrough to its baked material. while (mtl != null && (isShellMaterial(mtl) || isDirectXShaderMaterial(mtl))) { if (isShellMaterial(mtl)) { // Retrieve the baked material from the shell material. mtl = GetBakedMaterialFromShellMaterial(mtl); } else // isDirectXShaderMaterial(mtl) { // Retrieve the render material from the directX shader mtl = GetRenderMaterialFromDirectXShader(mtl); } } if (mtl != null) { IIGameMaterial unsupportedMaterial = isMaterialSupported(mtl); if (unsupportedMaterial == null) { babylonMesh.materialId = mtl.MaxMaterial.GetGuid().ToString(); if (!referencedMaterials.Contains(mtl)) { referencedMaterials.Add(mtl); } multiMatsCount = Math.Max(mtl.SubMaterialCount, 1); } else { if (mtl.SubMaterialCount == 0 || mtl == unsupportedMaterial) { RaiseWarning("Unsupported material type '" + unsupportedMaterial.MaterialClass + "'. Material is ignored.", 2); } else { RaiseWarning("Unsupported sub-material type '" + unsupportedMaterial.MaterialClass + "'. Material is ignored.", 2); } } } 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) { #if MAX2017 || MAX2018 || MAX2019 var channelNum = mappingChannels[i]; #else var channelNum = mappingChannels[new IntPtr(i)]; #endif 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"); var invertedWorldMatrix = GetInvertWorldTM(meshNode, 0); var offsetTM = GetOffsetTM(meshNode, 0); // Compute normals var subMeshes = new List <BabylonSubMesh>(); List <int> faceIndexes = null; ExtractGeometry(babylonMesh, vertices, indices, subMeshes, boneIds, skin, unskinnedMesh, invertedWorldMatrix, offsetTM, hasUV, hasUV2, hasColor, hasAlpha, optimizeVertices, multiMatsCount, meshNode, ref faceIndexes); if (vertices.Count >= 65536) { RaiseWarning($"Mesh {babylonMesh.name} has {vertices.Count} vertices. This may prevent your scene to work on low end devices where 32 bits indice are not supported", 2); if (!optimizeVertices) { RaiseError("You can try to optimize your object using [Try to optimize vertices] option", 2); } } RaiseMessage($"{vertices.Count} vertices, {indices.Count / 3} faces", 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(); // Export tangents if option is checked and mesh has tangents if (exportParameters.exportTangents) { babylonMesh.tangents = vertices.SelectMany(v => v.Tangent).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(); babylonMesh.numBoneInfluencers = maxNbBones; if (maxNbBones > 4) { babylonMesh.matricesWeightsExtra = vertices.SelectMany(v => v.WeightsExtra != null ? v.WeightsExtra.ToArray() : new[] { 0.0f, 0.0f, 0.0f, 0.0f }).ToArray(); babylonMesh.matricesIndicesExtra = vertices.Select(v => v.BonesIndicesExtra).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(); // ------------------------ // ---- Morph targets ----- // ------------------------ // Retreive modifiers with morpher flag List <IIGameModifier> modifiers = new List <IIGameModifier>(); for (int i = 0; i < meshNode.IGameObject.NumModifiers; i++) { var modifier = meshNode.IGameObject.GetIGameModifier(i); if (modifier.ModifierType == Autodesk.Max.IGameModifier.ModType.Morpher) { modifiers.Add(modifier); } } // Cast modifiers to morphers List <IIGameMorpher> morphers = modifiers.ConvertAll(new Converter <IIGameModifier, IIGameMorpher>(modifier => modifier.AsGameMorpher())); var hasMorphTarget = false; morphers.ForEach(morpher => { if (morpher.NumberOfMorphTargets > 0) { hasMorphTarget = true; } }); if (hasMorphTarget) { RaiseMessage("Export morph targets", 2); var rawScene = Loader.Core.RootNode; // Morph Target Manager var babylonMorphTargetManager = new BabylonMorphTargetManager(); babylonScene.MorphTargetManagersList.Add(babylonMorphTargetManager); babylonMesh.morphTargetManagerId = babylonMorphTargetManager.id; // Morph Targets var babylonMorphTargets = new List <BabylonMorphTarget>(); // All morphers are considered identical // Their targets are concatenated morphers.ForEach(morpher => { for (int i = 0; i < morpher.NumberOfMorphTargets; i++) { // Morph target var maxMorphTarget = morpher.GetMorphTarget(i); // Ensure target still exists (green color legend) if (maxMorphTarget != null) { var babylonMorphTarget = new BabylonMorphTarget { name = maxMorphTarget.Name }; babylonMorphTargets.Add(babylonMorphTarget); // TODO - Influence babylonMorphTarget.influence = 0f; // Target geometry var targetVertices = ExtractVertices(babylonMesh, maxMorphTarget, optimizeVertices, faceIndexes); babylonMorphTarget.positions = targetVertices.SelectMany(v => new[] { v.Position.X, v.Position.Y, v.Position.Z }).ToArray(); if (rawScene.GetBoolProperty("babylonjs_export_Morph_Normals", 1)) { babylonMorphTarget.normals = targetVertices.SelectMany(v => new[] { v.Normal.X, v.Normal.Y, v.Normal.Z }).ToArray(); } // Tangent if (exportParameters.exportTangents && rawScene.GetBoolProperty("babylonjs_export_Morph_Tangents")) { babylonMorphTarget.tangents = targetVertices.SelectMany(v => v.Tangent).ToArray(); } // Animations var animations = new List <BabylonAnimation>(); var morphWeight = morpher.GetMorphWeight(i); ExportFloatGameController(morphWeight, "influence", animations); if (animations.Count > 0) { babylonMorphTarget.animations = animations.ToArray(); } } } }); babylonMorphTargetManager.targets = babylonMorphTargets.ToArray(); } } // World Modifiers ExportWorldModifiers(meshNode, babylonScene, babylonMesh); // Animations // Done last to avoid '0 vertex found' error (unkown cause) exportAnimation(babylonMesh, meshNode); babylonScene.MeshesList.Add(babylonMesh); return(babylonMesh); }
public async Task ExportAsync(string outputFile, bool generateManifest, bool onlySelected, bool generateBinary, bool exportGltf, Form callerForm) { var gameConversionManger = Loader.Global.ConversionManager; gameConversionManger.CoordSystem = Autodesk.Max.IGameConversionManager.CoordSystem.D3d; var gameScene = Loader.Global.IGameInterface; gameScene.InitialiseIGame(onlySelected); gameScene.SetStaticFrame(0); MaxSceneFileName = gameScene.SceneFileName; IsCancelled = false; RaiseMessage("Exportation started", Color.Blue); ReportProgressChanged(0); var babylonScene = new BabylonScene(Path.GetDirectoryName(outputFile)); var rawScene = Loader.Core.RootNode; if (!Directory.Exists(babylonScene.OutputPath)) { RaiseError("Exportation stopped: Output folder does not exist"); ReportProgressChanged(100); return; } var watch = new Stopwatch(); watch.Start(); // Save scene RaiseMessage("Saving 3ds max file"); if (AutoSave3dsMaxFile) { var forceSave = Loader.Core.FileSave; callerForm?.BringToFront(); } // Producer babylonScene.producer = new BabylonProducer { name = "3dsmax", #if MAX2017 version = "2017", #else version = Loader.Core.ProductVersion.ToString(), #endif exporter_version = "0.4.5", file = Path.GetFileName(outputFile) }; // Global babylonScene.autoClear = true; babylonScene.clearColor = Loader.Core.GetBackGround(0, Tools.Forever).ToArray(); babylonScene.ambientColor = Loader.Core.GetAmbient(0, Tools.Forever).ToArray(); babylonScene.gravity = rawScene.GetVector3Property("babylonjs_gravity"); ExportQuaternionsInsteadOfEulers = rawScene.GetBoolProperty("babylonjs_exportquaternions", 1); // Sounds var soundName = rawScene.GetStringProperty("babylonjs_sound_filename", ""); if (!string.IsNullOrEmpty(soundName)) { var filename = Path.GetFileName(soundName); var globalSound = new BabylonSound { autoplay = rawScene.GetBoolProperty("babylonjs_sound_autoplay", 1), loop = rawScene.GetBoolProperty("babylonjs_sound_loop", 1), name = filename }; babylonScene.SoundsList.Add(globalSound); try { File.Copy(soundName, Path.Combine(babylonScene.OutputPath, filename), true); } catch { } } // Cameras BabylonCamera mainCamera = null; ICameraObject mainCameraNode = null; RaiseMessage("Exporting cameras"); var camerasTab = gameScene.GetIGameNodeByType(Autodesk.Max.IGameObject.ObjectTypes.Camera); for (int ix = 0; ix < camerasTab.Count; ++ix) { #if MAX2017 var indexer = ix; #else var indexer = new IntPtr(ix); #endif var cameraNode = camerasTab[indexer]; #if !MAX2017 Marshal.FreeHGlobal(indexer); #endif ExportCamera(gameScene, cameraNode, babylonScene); if (mainCamera == null && babylonScene.CamerasList.Count > 0) { mainCameraNode = (cameraNode.MaxNode.ObjectRef as ICameraObject); mainCamera = babylonScene.CamerasList[0]; babylonScene.activeCameraID = mainCamera.id; RaiseMessage("Active camera set to " + mainCamera.name, Color.Green, 1, true); } } if (mainCamera == null) { RaiseWarning("No camera defined", 1); } else { RaiseMessage(string.Format("Total: {0}", babylonScene.CamerasList.Count), Color.Gray, 1); } // Fog for (var index = 0; index < Loader.Core.NumAtmospheric; index++) { var atmospheric = Loader.Core.GetAtmospheric(index); if (atmospheric.Active(0) && atmospheric.ClassName == "Fog") { var fog = atmospheric as IStdFog; RaiseMessage("Exporting fog"); if (fog != null) { babylonScene.fogColor = fog.GetColor(0).ToArray(); babylonScene.fogMode = 3; } #if !MAX2015 && !MAX2016 && !MAX2017 else { var paramBlock = atmospheric.GetReference(0) as IIParamBlock; babylonScene.fogColor = Tools.GetParamBlockValueColor(paramBlock, "Fog Color"); babylonScene.fogMode = 3; } #endif if (mainCamera != null) { babylonScene.fogStart = mainCameraNode.GetEnvRange(0, 0, Tools.Forever); babylonScene.fogEnd = mainCameraNode.GetEnvRange(0, 1, Tools.Forever); } } } // Meshes ReportProgressChanged(10); RaiseMessage("Exporting meshes"); var meshes = gameScene.GetIGameNodeByType(Autodesk.Max.IGameObject.ObjectTypes.Mesh); var progressionStep = 80.0f / meshes.Count; var progression = 10.0f; for (int ix = 0; ix < meshes.Count; ++ix) { #if MAX2017 var indexer = ix; #else var indexer = new IntPtr(ix); #endif var meshNode = meshes[indexer]; #if !MAX2017 Marshal.FreeHGlobal(indexer); #endif ExportMesh(gameScene, meshNode, babylonScene); ReportProgressChanged((int)progression); progression += progressionStep; CheckCancelled(); } // Materials RaiseMessage("Exporting materials"); var matsToExport = referencedMaterials.ToArray(); // Snapshot because multimaterials can export new materials foreach (var mat in matsToExport) { ExportMaterial(mat, babylonScene); CheckCancelled(); } RaiseMessage(string.Format("Total: {0}", babylonScene.MaterialsList.Count + babylonScene.MultiMaterialsList.Count), Color.Gray, 1); // Lights RaiseMessage("Exporting lights"); var lightNodes = gameScene.GetIGameNodeByType(Autodesk.Max.IGameObject.ObjectTypes.Light); for (var i = 0; i < lightNodes.Count; ++i) { #if MAX2017 ExportLight(gameScene, lightNodes[i], babylonScene); #else ExportLight(gameScene, lightNodes[new IntPtr(i)], babylonScene); #endif CheckCancelled(); } if (babylonScene.LightsList.Count == 0) { RaiseWarning("No light defined", 1); RaiseWarning("A default hemispheric light was added for your convenience", 1); ExportDefaultLight(babylonScene); } else { RaiseMessage(string.Format("Total: {0}", babylonScene.LightsList.Count), Color.Gray, 1); } // Skeletons if (skins.Count > 0) { RaiseMessage("Exporting skeletons"); foreach (var skin in skins) { ExportSkin(skin, babylonScene); } } // Actions babylonScene.actions = ExportNodeAction(gameScene.GetIGameNode(rawScene)); // Output RaiseMessage("Saving to output file"); babylonScene.Prepare(false, false); var jsonSerializer = JsonSerializer.Create(new JsonSerializerSettings()); var sb = new StringBuilder(); var sw = new StringWriter(sb, CultureInfo.InvariantCulture); await Task.Run(() => { using (var jsonWriter = new JsonTextWriterOptimized(sw)) { jsonWriter.Formatting = Formatting.None; jsonSerializer.Serialize(jsonWriter, babylonScene); } File.WriteAllText(outputFile, sb.ToString()); if (generateManifest) { File.WriteAllText(outputFile + ".manifest", "{\r\n\"version\" : 1,\r\n\"enableSceneOffline\" : true,\r\n\"enableTexturesOffline\" : true\r\n}"); } }); // Binary if (generateBinary) { RaiseMessage("Generating binary files"); BabylonFileConverter.BinaryConverter.Convert(outputFile, Path.GetDirectoryName(outputFile) + "\\Binary", message => RaiseMessage(message, 1), error => RaiseError(error, 1)); } ReportProgressChanged(100); // Export glTF if (exportGltf) { ExportGltf(babylonScene, outputFile, generateBinary); } watch.Stop(); RaiseMessage(string.Format("Exportation done in {0:0.00}s", watch.ElapsedMilliseconds / 1000.0), Color.Blue); }